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authorshennetsind <shennetsind@54d463be-8e91-2dee-dedb-b68131a5f0ec>2012-07-08 19:30:07 +0000
committershennetsind <shennetsind@54d463be-8e91-2dee-dedb-b68131a5f0ec>2012-07-08 19:30:07 +0000
commit31825ccc2dde034a218d9ad466dd721c40b5651d (patch)
tree961b976e45988f7f7158d33b3f11a18688f34b1f /npc/pre-re
parent22c75b070526de8b103032f5bf13504af81e0095 (diff)
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Okie ladies and gentleman if this commit breaks anything it's jman's and maki's fault, yes, blame them.
Fixing pre-re / re npc support, moving /config/ folder to src root so other servers may also make use of the #define renewal dir and other stuff. git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@16382 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'npc/pre-re')
-rw-r--r--npc/pre-re/airports/airships.txt1476
-rw-r--r--npc/pre-re/airports/einbroch.txt108
-rw-r--r--npc/pre-re/airports/hugel.txt36
-rw-r--r--npc/pre-re/airports/izlude.txt51
-rw-r--r--npc/pre-re/airports/lighthalzen.txt83
-rw-r--r--npc/pre-re/airports/rachel.txt36
-rw-r--r--npc/pre-re/airports/yuno.txt159
-rw-r--r--npc/pre-re/battleground/bg_common.txt564
-rw-r--r--npc/pre-re/battleground/flavius/flavius01.txt754
-rw-r--r--npc/pre-re/battleground/flavius/flavius02.txt755
-rw-r--r--npc/pre-re/battleground/flavius/flavius_enter.txt374
-rw-r--r--npc/pre-re/battleground/kvm/kvm01.txt430
-rw-r--r--npc/pre-re/battleground/kvm/kvm02.txt430
-rw-r--r--npc/pre-re/battleground/kvm/kvm03.txt431
-rw-r--r--npc/pre-re/battleground/kvm/kvm_enter.txt218
-rw-r--r--npc/pre-re/battleground/kvm/kvm_item_pay.txt313
-rw-r--r--npc/pre-re/battleground/tierra/tierra01.txt948
-rw-r--r--npc/pre-re/battleground/tierra/tierra02.txt947
-rw-r--r--npc/pre-re/battleground/tierra/tierra_enter.txt383
-rw-r--r--npc/pre-re/cities/alberta.txt407
-rw-r--r--npc/pre-re/cities/aldebaran.txt1490
-rw-r--r--npc/pre-re/cities/amatsu.txt602
-rw-r--r--npc/pre-re/cities/ayothaya.txt314
-rw-r--r--npc/pre-re/cities/brasilis.txt161
-rw-r--r--npc/pre-re/cities/comodo.txt515
-rw-r--r--npc/pre-re/cities/dewata.txt1156
-rw-r--r--npc/pre-re/cities/dicastes.txt690
-rw-r--r--npc/pre-re/cities/einbech.txt1025
-rw-r--r--npc/pre-re/cities/einbroch.txt982
-rw-r--r--npc/pre-re/cities/geffen.txt1425
-rw-r--r--npc/pre-re/cities/gonryun.txt420
-rw-r--r--npc/pre-re/cities/hugel.txt205
-rw-r--r--npc/pre-re/cities/izlude.txt515
-rw-r--r--npc/pre-re/cities/jawaii.txt1450
-rw-r--r--npc/pre-re/cities/lighthalzen.txt3215
-rw-r--r--npc/pre-re/cities/louyang.txt350
-rw-r--r--npc/pre-re/cities/lutie.txt916
-rw-r--r--npc/pre-re/cities/manuk.txt569
-rw-r--r--npc/pre-re/cities/morocc.txt782
-rw-r--r--npc/pre-re/cities/moscovia.txt136
-rw-r--r--npc/pre-re/cities/niflheim.txt355
-rw-r--r--npc/pre-re/cities/payon.txt1075
-rw-r--r--npc/pre-re/cities/prontera.txt766
-rw-r--r--npc/pre-re/cities/rachel.txt683
-rw-r--r--npc/pre-re/cities/splendide.txt831
-rw-r--r--npc/pre-re/cities/umbala.txt1028
-rw-r--r--npc/pre-re/cities/veins.txt809
-rw-r--r--npc/pre-re/cities/yuno.txt391
-rw-r--r--npc/pre-re/events/MemorialDay_2008.txt432
-rw-r--r--npc/pre-re/events/StPatrick_2008.txt717
-rw-r--r--npc/pre-re/events/bossnia.txt89
-rw-r--r--npc/pre-re/events/children_week.txt86
-rw-r--r--npc/pre-re/events/christmas_2005.txt1684
-rw-r--r--npc/pre-re/events/christmas_2008.txt1053
-rw-r--r--npc/pre-re/events/dumplingfestival.txt111
-rw-r--r--npc/pre-re/events/easter_2008.txt837
-rw-r--r--npc/pre-re/events/event_skill_reset.txt109
-rw-r--r--npc/pre-re/events/gdevent_aru.txt1542
-rw-r--r--npc/pre-re/events/gdevent_sch.txt1541
-rw-r--r--npc/pre-re/events/god_se_festival.txt781
-rw-r--r--npc/pre-re/events/halloween_2006.txt1407
-rw-r--r--npc/pre-re/events/halloween_2008.txt276
-rw-r--r--npc/pre-re/events/halloween_2009.txt442
-rw-r--r--npc/pre-re/events/idul_fitri.txt75
-rw-r--r--npc/pre-re/events/lunar_2008.txt283
-rw-r--r--npc/pre-re/events/nguild/nguild_dunsw.txt67
-rw-r--r--npc/pre-re/events/nguild/nguild_ev_agit.txt216
-rw-r--r--npc/pre-re/events/nguild/nguild_flags.txt192
-rw-r--r--npc/pre-re/events/nguild/nguild_guardians.txt89
-rw-r--r--npc/pre-re/events/nguild/nguild_kafras.txt71
-rw-r--r--npc/pre-re/events/nguild/nguild_managers.txt174
-rw-r--r--npc/pre-re/events/nguild/nguild_treas.txt167
-rw-r--r--npc/pre-re/events/nguild/nguild_warper.txt111
-rw-r--r--npc/pre-re/events/twintowers.txt95
-rw-r--r--npc/pre-re/events/valentinesday.txt128
-rw-r--r--npc/pre-re/events/valentinesday_2009.txt630
-rw-r--r--npc/pre-re/events/valentinesday_2012.txt158
-rw-r--r--npc/pre-re/events/whiteday.txt128
-rw-r--r--npc/pre-re/events/xmas.txt374
-rw-r--r--npc/pre-re/guides/guides_alberta.txt261
-rw-r--r--npc/pre-re/guides/guides_aldebaran.txt163
-rw-r--r--npc/pre-re/guides/guides_amatsu.txt91
-rw-r--r--npc/pre-re/guides/guides_ayothaya.txt169
-rw-r--r--npc/pre-re/guides/guides_brasilis.txt81
-rw-r--r--npc/pre-re/guides/guides_comodo.txt178
-rw-r--r--npc/pre-re/guides/guides_einbroch.txt294
-rw-r--r--npc/pre-re/guides/guides_geffen.txt169
-rw-r--r--npc/pre-re/guides/guides_gonryun.txt86
-rw-r--r--npc/pre-re/guides/guides_hugel.txt297
-rw-r--r--npc/pre-re/guides/guides_izlude.txt186
-rw-r--r--npc/pre-re/guides/guides_juno.txt160
-rw-r--r--npc/pre-re/guides/guides_lighthalzen.txt186
-rw-r--r--npc/pre-re/guides/guides_louyang.txt124
-rw-r--r--npc/pre-re/guides/guides_lutie.txt75
-rw-r--r--npc/pre-re/guides/guides_morroc.txt305
-rw-r--r--npc/pre-re/guides/guides_moscovia.txt91
-rw-r--r--npc/pre-re/guides/guides_niflheim.txt64
-rw-r--r--npc/pre-re/guides/guides_payon.txt292
-rw-r--r--npc/pre-re/guides/guides_prontera.txt307
-rw-r--r--npc/pre-re/guides/guides_rachel.txt126
-rw-r--r--npc/pre-re/guides/guides_umbala.txt99
-rw-r--r--npc/pre-re/guides/guides_veins.txt108
-rw-r--r--npc/pre-re/guild/agit_controller.txt84
-rw-r--r--npc/pre-re/guild/agit_main.txt1350
-rw-r--r--npc/pre-re/guild/aldeg_cas01.txt144
-rw-r--r--npc/pre-re/guild/aldeg_cas02.txt138
-rw-r--r--npc/pre-re/guild/aldeg_cas03.txt141
-rw-r--r--npc/pre-re/guild/aldeg_cas04.txt141
-rw-r--r--npc/pre-re/guild/aldeg_cas05.txt140
-rw-r--r--npc/pre-re/guild/gefg_cas01.txt132
-rw-r--r--npc/pre-re/guild/gefg_cas02.txt133
-rw-r--r--npc/pre-re/guild/gefg_cas03.txt136
-rw-r--r--npc/pre-re/guild/gefg_cas04.txt132
-rw-r--r--npc/pre-re/guild/gefg_cas05.txt132
-rw-r--r--npc/pre-re/guild/payg_cas01.txt135
-rw-r--r--npc/pre-re/guild/payg_cas02.txt135
-rw-r--r--npc/pre-re/guild/payg_cas03.txt135
-rw-r--r--npc/pre-re/guild/payg_cas04.txt135
-rw-r--r--npc/pre-re/guild/payg_cas05.txt135
-rw-r--r--npc/pre-re/guild/prtg_cas01.txt138
-rw-r--r--npc/pre-re/guild/prtg_cas02.txt140
-rw-r--r--npc/pre-re/guild/prtg_cas03.txt138
-rw-r--r--npc/pre-re/guild/prtg_cas04.txt138
-rw-r--r--npc/pre-re/guild/prtg_cas05.txt136
-rw-r--r--npc/pre-re/guild/trs_rp.txt82
-rw-r--r--npc/pre-re/guild2/agit_start_se.txt51
-rw-r--r--npc/pre-re/guild2/arug_cas01.txt2930
-rw-r--r--npc/pre-re/guild2/arug_cas02.txt2923
-rw-r--r--npc/pre-re/guild2/arug_cas03.txt2934
-rw-r--r--npc/pre-re/guild2/arug_cas04.txt2974
-rw-r--r--npc/pre-re/guild2/arug_cas05.txt2976
-rw-r--r--npc/pre-re/guild2/guild_dungeon.txt172
-rw-r--r--npc/pre-re/guild2/guild_flags.txt105
-rw-r--r--npc/pre-re/guild2/schg_cas01.txt2936
-rw-r--r--npc/pre-re/guild2/schg_cas02.txt2869
-rw-r--r--npc/pre-re/guild2/schg_cas03.txt2929
-rw-r--r--npc/pre-re/guild2/schg_cas04.txt2933
-rw-r--r--npc/pre-re/guild2/schg_cas05.txt2935
-rw-r--r--npc/pre-re/instances/EndlessTower.txt4376
-rw-r--r--npc/pre-re/instances/NydhoggsNest.txt2827
-rw-r--r--npc/pre-re/instances/OrcsMemory.txt1369
-rw-r--r--npc/pre-re/instances/SealedShrine.txt2451
-rw-r--r--npc/pre-re/jobs/1-1/acolyte.txt334
-rw-r--r--npc/pre-re/jobs/1-1/archer.txt129
-rw-r--r--npc/pre-re/jobs/1-1/mage.txt131
-rw-r--r--npc/pre-re/jobs/1-1/merchant.txt125
-rw-r--r--npc/pre-re/jobs/1-1/swordman.txt127
-rw-r--r--npc/pre-re/jobs/1-1/thief.txt207
-rw-r--r--npc/pre-re/jobs/1-1e/gunslinger.txt423
-rw-r--r--npc/pre-re/jobs/1-1e/ninja.txt588
-rw-r--r--npc/pre-re/jobs/1-1e/taekwon.txt423
-rw-r--r--npc/pre-re/jobs/2-1/assassin.txt2299
-rw-r--r--npc/pre-re/jobs/2-1/blacksmith.txt1629
-rw-r--r--npc/pre-re/jobs/2-1/hunter.txt1803
-rw-r--r--npc/pre-re/jobs/2-1/knight.txt2478
-rw-r--r--npc/pre-re/jobs/2-1/priest.txt1882
-rw-r--r--npc/pre-re/jobs/2-1/wizard.txt1956
-rw-r--r--npc/pre-re/jobs/2-1a/AssassinCross.txt100
-rw-r--r--npc/pre-re/jobs/2-1a/HighPriest.txt82
-rw-r--r--npc/pre-re/jobs/2-1a/HighWizard.txt86
-rw-r--r--npc/pre-re/jobs/2-1a/LordKnight.txt84
-rw-r--r--npc/pre-re/jobs/2-1a/Sniper.txt83
-rw-r--r--npc/pre-re/jobs/2-1a/WhiteSmith.txt88
-rw-r--r--npc/pre-re/jobs/2-1e/StarGladiator.txt1646
-rw-r--r--npc/pre-re/jobs/2-2/alchemist.txt2002
-rw-r--r--npc/pre-re/jobs/2-2/bard.txt951
-rw-r--r--npc/pre-re/jobs/2-2/crusader.txt1485
-rw-r--r--npc/pre-re/jobs/2-2/dancer.txt1400
-rw-r--r--npc/pre-re/jobs/2-2/monk.txt2628
-rw-r--r--npc/pre-re/jobs/2-2/rogue.txt2034
-rw-r--r--npc/pre-re/jobs/2-2/sage.txt2912
-rw-r--r--npc/pre-re/jobs/2-2a/Champion.txt87
-rw-r--r--npc/pre-re/jobs/2-2a/Clown.txt83
-rw-r--r--npc/pre-re/jobs/2-2a/Creator.txt136
-rw-r--r--npc/pre-re/jobs/2-2a/Gypsy.txt83
-rw-r--r--npc/pre-re/jobs/2-2a/Paladin.txt85
-rw-r--r--npc/pre-re/jobs/2-2a/Professor.txt93
-rw-r--r--npc/pre-re/jobs/2-2a/Stalker.txt93
-rw-r--r--npc/pre-re/jobs/2-2e/SoulLinker.txt663
-rw-r--r--npc/pre-re/jobs/3-1/archbishop.txt1897
-rw-r--r--npc/pre-re/jobs/3-1/mechanic.txt871
-rw-r--r--npc/pre-re/jobs/3-1/ranger.txt3218
-rw-r--r--npc/pre-re/jobs/3-1/rune_knight.txt3984
-rw-r--r--npc/pre-re/jobs/3-1/warlock.txt2109
-rw-r--r--npc/pre-re/jobs/3-2/genetic.txt1471
-rw-r--r--npc/pre-re/jobs/3-2/minstrel.txt2598
-rw-r--r--npc/pre-re/jobs/3-2/royal_guard.txt517
-rw-r--r--npc/pre-re/jobs/3-2/shadow_chaser.txt2346
-rw-r--r--npc/pre-re/jobs/3-2/sorcerer.txt585
-rw-r--r--npc/pre-re/jobs/3-2/sura.txt1190
-rw-r--r--npc/pre-re/jobs/3-2/wanderer.txt1393
-rw-r--r--npc/pre-re/jobs/novice/novice.txt2297
-rw-r--r--npc/pre-re/jobs/novice/supernovice.txt472
-rw-r--r--npc/pre-re/jobs/valkyrie.txt398
-rw-r--r--npc/pre-re/kafras/cool_event_corp.txt422
-rw-r--r--npc/pre-re/kafras/dts_warper.txt1333
-rw-r--r--npc/pre-re/kafras/functions_kafras.txt677
-rw-r--r--npc/pre-re/kafras/kafras_alb.txt77
-rw-r--r--npc/pre-re/kafras/kafras_alde.txt138
-rw-r--r--npc/pre-re/kafras/kafras_brasilis.txt36
-rw-r--r--npc/pre-re/kafras/kafras_com.txt74
-rw-r--r--npc/pre-re/kafras/kafras_dungeons.txt138
-rw-r--r--npc/pre-re/kafras/kafras_gef.txt79
-rw-r--r--npc/pre-re/kafras/kafras_izl.txt49
-rw-r--r--npc/pre-re/kafras/kafras_mor.txt78
-rw-r--r--npc/pre-re/kafras/kafras_mosk.txt153
-rw-r--r--npc/pre-re/kafras/kafras_new.txt225
-rw-r--r--npc/pre-re/kafras/kafras_pay.txt93
-rw-r--r--npc/pre-re/kafras/kafras_pron.txt135
-rw-r--r--npc/pre-re/kafras/kafras_yun.txt88
-rw-r--r--npc/pre-re/merchants/3rd_trader.txt521
-rw-r--r--npc/pre-re/merchants/advanced_refiner.txt159
-rw-r--r--npc/pre-re/merchants/alchemist.txt276
-rw-r--r--npc/pre-re/merchants/ammo_boxes.txt138
-rw-r--r--npc/pre-re/merchants/ammo_dealer.txt126
-rw-r--r--npc/pre-re/merchants/buying_shops.txt248
-rw-r--r--npc/pre-re/merchants/cash_hair.txt125
-rw-r--r--npc/pre-re/merchants/cash_trader.txt27
-rw-r--r--npc/pre-re/merchants/cashheadgear_dye.txt119
-rw-r--r--npc/pre-re/merchants/clothes_dyer.txt144
-rw-r--r--npc/pre-re/merchants/diamond.txt244
-rw-r--r--npc/pre-re/merchants/dye_maker.txt201
-rw-r--r--npc/pre-re/merchants/elemental_trader.txt160
-rw-r--r--npc/pre-re/merchants/enchan_arm.txt132
-rw-r--r--npc/pre-re/merchants/falcon_flute.txt123
-rw-r--r--npc/pre-re/merchants/gemstone.txt117
-rw-r--r--npc/pre-re/merchants/hair_dyer.txt409
-rw-r--r--npc/pre-re/merchants/hair_style.txt1303
-rw-r--r--npc/pre-re/merchants/icecream.txt86
-rw-r--r--npc/pre-re/merchants/inn.txt279
-rw-r--r--npc/pre-re/merchants/kunai_maker.txt103
-rw-r--r--npc/pre-re/merchants/manuk.txt68
-rw-r--r--npc/pre-re/merchants/milk_trader.txt80
-rw-r--r--npc/pre-re/merchants/novice_exchange.txt394
-rw-r--r--npc/pre-re/merchants/old_pharmacist.txt262
-rw-r--r--npc/pre-re/merchants/quivers.txt178
-rw-r--r--npc/pre-re/merchants/refine.txt1867
-rw-r--r--npc/pre-re/merchants/renters.txt381
-rw-r--r--npc/pre-re/merchants/shops.txt380
-rw-r--r--npc/pre-re/merchants/shops_re.txt42
-rw-r--r--npc/pre-re/merchants/socket_enchant.txt362
-rw-r--r--npc/pre-re/merchants/socket_enchant2.txt470
-rw-r--r--npc/pre-re/merchants/splendide.txt117
-rw-r--r--npc/pre-re/merchants/wander_pet_food.txt75
-rw-r--r--npc/pre-re/mobs/bossnia.txt187
-rw-r--r--npc/pre-re/mobs/citycleaners.txt50
-rw-r--r--npc/pre-re/mobs/dungeons/abbey.txt50
-rw-r--r--npc/pre-re/mobs/dungeons/abyss.txt51
-rw-r--r--npc/pre-re/mobs/dungeons/alde_dun.txt41
-rw-r--r--npc/pre-re/mobs/dungeons/ama_dun.txt40
-rw-r--r--npc/pre-re/mobs/dungeons/anthell.txt121
-rw-r--r--npc/pre-re/mobs/dungeons/ayo_dun.txt31
-rw-r--r--npc/pre-re/mobs/dungeons/beach_dun.txt40
-rw-r--r--npc/pre-re/mobs/dungeons/bra_dun.txt37
-rw-r--r--npc/pre-re/mobs/dungeons/c_tower.txt49
-rw-r--r--npc/pre-re/mobs/dungeons/dew_dun.txt29
-rw-r--r--npc/pre-re/mobs/dungeons/dic_dun.txt44
-rw-r--r--npc/pre-re/mobs/dungeons/ein_dun.txt36
-rw-r--r--npc/pre-re/mobs/dungeons/gef_dun.txt72
-rw-r--r--npc/pre-re/mobs/dungeons/gefenia.txt71
-rw-r--r--npc/pre-re/mobs/dungeons/glastheim.txt182
-rw-r--r--npc/pre-re/mobs/dungeons/gld_dun.txt52
-rw-r--r--npc/pre-re/mobs/dungeons/gld_dunSE.txt29
-rw-r--r--npc/pre-re/mobs/dungeons/gon_dun.txt40
-rw-r--r--npc/pre-re/mobs/dungeons/ice_dun.txt38
-rw-r--r--npc/pre-re/mobs/dungeons/in_sphinx.txt56
-rw-r--r--npc/pre-re/mobs/dungeons/iz_dun.txt111
-rw-r--r--npc/pre-re/mobs/dungeons/iz_dun_re.txt21
-rw-r--r--npc/pre-re/mobs/dungeons/juperos.txt52
-rw-r--r--npc/pre-re/mobs/dungeons/kh_dun.txt59
-rw-r--r--npc/pre-re/mobs/dungeons/lhz_dun.txt107
-rw-r--r--npc/pre-re/mobs/dungeons/lhz_dun_re.txt69
-rw-r--r--npc/pre-re/mobs/dungeons/lou_dun.txt43
-rw-r--r--npc/pre-re/mobs/dungeons/ma_dun.txt20
-rw-r--r--npc/pre-re/mobs/dungeons/mag_dun.txt32
-rw-r--r--npc/pre-re/mobs/dungeons/mal_dun.txt24
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-rw-r--r--npc/pre-re/warps/dungeons/thor_v.txt28
-rw-r--r--npc/pre-re/warps/dungeons/treasure.txt49
-rw-r--r--npc/pre-re/warps/dungeons/tur_dun.txt23
-rw-r--r--npc/pre-re/warps/dungeons/um_dun.txt32
-rw-r--r--npc/pre-re/warps/dungeons/xmas_dun.txt19
-rw-r--r--npc/pre-re/warps/fields/abyss_warper.txt168
-rw-r--r--npc/pre-re/warps/fields/amatsu_fild.txt21
-rw-r--r--npc/pre-re/warps/fields/bif_fild.txt22
-rw-r--r--npc/pre-re/warps/fields/bra_fild.txt16
-rw-r--r--npc/pre-re/warps/fields/com_fild.txt51
-rw-r--r--npc/pre-re/warps/fields/dic_fild.txt19
-rw-r--r--npc/pre-re/warps/fields/ein_fild.txt53
-rw-r--r--npc/pre-re/warps/fields/gefenia.txt29
-rw-r--r--npc/pre-re/warps/fields/geffen_fild.txt73
-rw-r--r--npc/pre-re/warps/fields/glastheim.txt85
-rw-r--r--npc/pre-re/warps/fields/hugel_fild.txt53
-rw-r--r--npc/pre-re/warps/fields/jawaii.txt26
-rw-r--r--npc/pre-re/warps/fields/lhalzen_fild.txt21
-rw-r--r--npc/pre-re/warps/fields/lutie_fild.txt18
-rw-r--r--npc/pre-re/warps/fields/man_fild.txt24
-rw-r--r--npc/pre-re/warps/fields/morroc_fild.txt119
-rw-r--r--npc/pre-re/warps/fields/mtmjolnir.txt63
-rw-r--r--npc/pre-re/warps/fields/payon_fild.txt50
-rw-r--r--npc/pre-re/warps/fields/prontera_fild.txt105
-rw-r--r--npc/pre-re/warps/fields/rachel_fild.txt48
-rw-r--r--npc/pre-re/warps/fields/spl_fild.txt28
-rw-r--r--npc/pre-re/warps/fields/umbala_fild.txt31
-rw-r--r--npc/pre-re/warps/fields/veins_fild.txt55
-rw-r--r--npc/pre-re/warps/fields/yuno_fild.txt90
-rw-r--r--npc/pre-re/warps/guild/guildcastles.txt533
-rw-r--r--npc/pre-re/warps/other/airplane.txt79
-rw-r--r--npc/pre-re/warps/other/arena.txt72
-rw-r--r--npc/pre-re/warps/other/bossnia.txt18
-rw-r--r--npc/pre-re/warps/other/god.txt21
-rw-r--r--npc/pre-re/warps/other/jobquests.txt131
-rw-r--r--npc/pre-re/warps/other/kiel.txt101
-rw-r--r--npc/pre-re/warps/other/other.txt35
-rw-r--r--npc/pre-re/warps/other/paradise.txt25
-rw-r--r--npc/pre-re/warps/other/s_workshop.txt31
-rw-r--r--npc/pre-re/warps/other/sign.txt39
-rw-r--r--npc/pre-re/warps/pvp/pvp.txt184
604 files changed, 550733 insertions, 0 deletions
diff --git a/npc/pre-re/airports/airships.txt b/npc/pre-re/airports/airships.txt
new file mode 100644
index 000000000..cc5730d00
--- /dev/null
+++ b/npc/pre-re/airports/airships.txt
@@ -0,0 +1,1476 @@
+//===== rAthena Script =======================================
+//= The Airship System Script
+//===== By: ==================================================
+//= rAthena Dev Team
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= The Airship System used in the official servers.
+//===== Additional Comments: =================================
+//= Official NPCs.
+//============================================================
+
+//============================================================
+//= Domestic Airship Route
+//= ... -> Juno -> Einbroch -> Lighthalzen -> Einbroch
+//= -> Juno -> Hugel -> ...
+//============================================================
+
+airplane,243,73,0 script #AirshipWarp-1 45,1,1,{
+ end;
+
+OnInit:
+OnHide:
+ misceffect 16;
+ disablenpc strnpcinfo(0);
+ end;
+
+OnUnhide:
+ enablenpc strnpcinfo(0);
+ misceffect 215;
+ end;
+
+OnTouch:
+ switch ($@airplanelocation) {
+ case 0: warp "yuno",92,260; end;
+ case 1: warp "einbroch",92,278; end;
+ case 2: warp "lighthalzen",302,75; end;
+ case 3: warp "hugel",181,146; end;
+ }
+}
+
+airplane,243,29,0 duplicate(#AirshipWarp-1) #AirshipWarp-2 45,1,1
+
+airplane,1,1,0 script Domestic_Airship -1,{
+ end;
+OnInit:
+ initnpctimer;
+ end;
+OnTimer20000:
+ mapannounce "airplane","We are heading to Einbroch.",bc_map,"0x00ff00";
+ end;
+OnTimer50000:
+ mapannounce "airplane","We will arrive in Einbroch shortly.",bc_map,"0x00ff00";
+ end;
+OnTimer60000:
+ set $@airplanelocation,1;
+ donpcevent "#AirshipWarp-1::OnUnhide";
+ donpcevent "#AirshipWarp-2::OnUnhide";
+ mapannounce "airplane","Welcome to Einbroch. Have a safe trip.",bc_map,"0x00ff00";
+ end;
+OnTimer70000:
+ mapannounce "airplane","Currently we are in Einbroch. The Airship will take off shortly.",bc_map,"0x00ff00";
+ end;
+OnTimer80000:
+ donpcevent "#AirshipWarp-1::OnHide";
+ donpcevent "#AirshipWarp-2::OnHide";
+ mapannounce "airplane","The Airship is now taking off. Our next destination is Lighthalzen.",bc_map,"0x70dbdb";
+ end;
+OnTimer100000:
+ mapannounce "airplane","We are heading to Lighthalzen.",bc_map,"0x70dbdb";
+ end;
+OnTimer130000:
+ mapannounce "airplane","We will arrive in Lighthalzen shortly.",bc_map,"0x70dbdb";
+ end;
+OnTimer140000:
+ set $@airplanelocation,2;
+ donpcevent "#AirshipWarp-1::OnUnhide";
+ donpcevent "#AirshipWarp-2::OnUnhide";
+ mapannounce "airplane","Welcome to Lighthalzen. Have a safe trip.",bc_map,"0x70dbdb";
+ end;
+OnTimer150000:
+ mapannounce "airplane","Currently we are in Lighthalzen. The Airship will leave shortly.",bc_map,"0x70dbdb";
+ end;
+OnTimer160000:
+ donpcevent "#AirshipWarp-1::OnHide";
+ donpcevent "#AirshipWarp-2::OnHide";
+ mapannounce "airplane","The Airship is leaving the ground. Our next destination is Einbroch.",bc_map,"0x00ff00";
+ end;
+OnTimer180000:
+ mapannounce "airplane","We are heading to Einbroch.",bc_map,"0x00ff00";
+ end;
+OnTimer210000:
+ mapannounce "airplane","We will arrive in Einbroch shortly.",bc_map,"0x00FF00";
+ end;
+OnTimer220000:
+ set $@airplanelocation,1;
+ donpcevent "#AirshipWarp-1::OnUnhide";
+ donpcevent "#AirshipWarp-2::OnUnhide";
+ mapannounce "airplane","Welcome to Einbroch. Have a safe trip.",bc_map,"0x00ff00";
+ end;
+OnTimer230000:
+ mapannounce "airplane","Currently we are in Einbroch. The Airship will take off shortly.",bc_map,"0x00ff00";
+ end;
+OnTimer240000:
+ donpcevent "#AirshipWarp-1::OnHide";
+ donpcevent "#AirshipWarp-2::OnHide";
+ mapannounce "airplane","The Airship is now taking off. Our next destination is Juno.",bc_map,"0xff8200";
+ end;
+OnTimer260000:
+ mapannounce "airplane","We are heading to Juno.",bc_map,"0xff8200";
+ end;
+OnTimer290000:
+ mapannounce "airplane","We will arrive in Juno shortly.",bc_map,"0xff8200";
+ end;
+OnTimer300000:
+ set $@airplanelocation,0;
+ donpcevent "#AirshipWarp-1::OnUnhide";
+ donpcevent "#AirshipWarp-2::OnUnhide";
+ mapannounce "airplane","Welcome to Juno. Have a safe trip.",bc_map,"0xff8200";
+ end;
+OnTimer310000:
+ mapannounce "airplane","Currently we are in Juno. The Airship will leave shortly.",bc_map,"0xff8200";
+ end;
+OnTimer320000:
+ donpcevent "#AirshipWarp-1::OnHide";
+ donpcevent "#AirshipWarp-2::OnHide";
+ mapannounce "airplane","The Airship is leaving the ground. Our next destination is Hugel.",bc_map,"0xca4bf3";
+ end;
+OnTimer340000:
+ mapannounce "airplane","We are heading to Hugel.",bc_map,"0xca4bf3";
+ end;
+OnTimer370000:
+ mapannounce "airplane","We will arrive in Hugel shortly.",bc_map,"0xca4bf3";
+ end;
+OnTimer380000:
+ set $@airplanelocation,3;
+ donpcevent "#AirshipWarp-1::OnUnhide";
+ donpcevent "#AirshipWarp-2::OnUnhide";
+ mapannounce "airplane","Welcome to Hugel. Have a safe trip.",bc_map,"0xca4bf3";
+ end;
+OnTimer390000:
+ mapannounce "airplane","Currently we are in Hugel. The Airship will leave shortly.",bc_map,"0xca4bf3";
+ end;
+OnTimer400000:
+ donpcevent "#AirshipWarp-1::OnHide";
+ donpcevent "#AirshipWarp-2::OnHide";
+ mapannounce "airplane","The Airship is leaving the ground. Our next destination is Juno.",bc_map,"0xff8200";
+ end;
+OnTimer420000:
+ mapannounce "airplane","We are heading to Juno.",bc_map,"0xff8200";
+ end;
+OnTimer450000:
+ mapannounce "airplane","We will arrive in Juno shortly.",bc_map,"0xff8200";
+ end;
+OnTimer460000:
+ set $@airplanelocation,0;
+ donpcevent "#AirshipWarp-1::OnUnhide";
+ donpcevent "#AirshipWarp-2::OnUnhide";
+ mapannounce "airplane","Welcome to Juno. Have a safe trip.",bc_map,"0xff8200";
+ end;
+OnTimer470000:
+ mapannounce "airplane","Currently we are in Juno. The Airship will leave shortly.",bc_map,"0xff8200";
+ end;
+OnTimer480000:
+ donpcevent "#AirshipWarp-1::OnHide";
+ donpcevent "#AirshipWarp-2::OnHide";
+ mapannounce "airplane","The Airship is leaving the ground. Our next destination is Einbroch.",bc_map,"0x00ff00";
+ stopnpctimer;
+ initnpctimer;
+}
+
+airplane,240,64,5 script Exit#airplane1a::ExitAirplane 857,{
+ end;
+}
+airplane,247,64,5 duplicate(ExitAirplane) Exit#airplane1b 857
+airplane,240,40,1 duplicate(ExitAirplane) Exit#airplane2a 857
+airplane,247,40,1 duplicate(ExitAirplane) Exit#airplane2b 857
+
+airplane,100,69,3 script Airship Crew#ein-1 852,{
+ mes "[Airship Crew]";
+ mes "If we've landed at";
+ mes "your destination and";
+ mes "you'd like to leave the";
+ mes "Airship, please use the";
+ mes "stairs up ahead. Thank";
+ mes "you for your patronage.";
+ close;
+}
+
+airplane,64,94,1 script Umbala Kid#ein_p 787,{
+ emotion e_swt2;
+ mes "[Kid]";
+ if (event_umbala >= 3) {
+ mes "Wow, mom!";
+ mes "L-look at this!";
+ mes "We're flying! W-we're...";
+ mes "We're in the freakin' sky!";
+ }
+ else {
+ mes "Makumalagu!";
+ mes "Saampa joojimbo";
+ mes "kaku na jedi Solo.";
+ mes "Bwahahahahahahaah!";
+ }
+ close;
+}
+
+airplane,66,93,3 script Umbala Lady#ein_p 783,{
+ emotion e_dots;
+ mes "[Lady]";
+ if (event_umbala >= 3) {
+ mes "Shush...";
+ mes "Honey, behave~";
+ mes "Don't act so excited";
+ mes "when we're out in a";
+ mes "public place like this!";
+ }
+ else {
+ mes "Chooktu!";
+ mes "Sacraup matii!";
+ mes "Shaka gurftalfi";
+ mes "huntiki manjoo!";
+ }
+ close;
+}
+
+airplane,71,91,7 script Umbala Man#ein_p 789,{
+ if (event_umbala >= 3) {
+ mes "[Chrmlim]";
+ mes "Hey there~";
+ mes "From that look on";
+ mes "your face, I see that";
+ mes "you can understand";
+ mes "me. ^333333*Whew...!*^000000";
+ next;
+ emotion e_pif;
+ mes "[Chrmlim]";
+ mes "I've been helping the";
+ mes "Airship enterprise by";
+ mes "having the Airship Crewmen";
+ mes "train in Umbala to overcome";
+ mes "any acrophobia they might have through bungee jumping. Neat, eh?";
+ next;
+ mes "[Chrmlim]";
+ mes "But...";
+ mes "Some of them couldn't";
+ mes "overcome their fear of";
+ mes "heights. And a few even";
+ mes "ended up, um, ^333333in Nifflheim^000000.";
+ }
+ else {
+ mes "[Chrmlim]";
+ mes "Bajoo ga";
+ mes "nukta Airship.";
+ next;
+ mes "[Chrmlim]";
+ mes "...";
+ mes "......";
+ next;
+ emotion e_pif;
+ mes "[Chrmlim]";
+ mes "Shabala moow bajama";
+ mes "Airship kulaha googoona ";
+ mes "salu. Dama, kookoo na nu";
+ mes "yukuta. Um, fashuku na ret!";
+ }
+ close;
+}
+
+airplane,250,58,2 script Airship Staff#airplane 67,{
+ // Hugel quest addition
+ if (hg_ma1 == 3) {
+ mes "[Airship Staff]";
+ mes "Welcome";
+ mes "to the Airship.";
+ mes "How may I help you?";
+ next;
+ select("Do you have a passenger named Thierry?");
+ mes "[Airship Staff]";
+ mes "I am sorry, but I do not think that we have a passenger by that name.";
+ close;
+ }
+ // Hugel quest end
+ mes "[Airship Staff]";
+ mes "Welcome";
+ mes "to the Airship.";
+ mes "How may I help you?";
+ next;
+ switch (select("Using the Airship:Captain's Cabin:Facilities:Cancel")) {
+ case 1:
+ mes "[Airship Staff]";
+ mes "When you see a broadcast";
+ mes "announcing that we have";
+ mes "arrived at your destination,";
+ mes "please use one of the exits";
+ mes "located at the north and";
+ mes "south ends of the Airship.";
+ next;
+ mes "[Airship Staff]";
+ mes "If you happen to miss";
+ mes "your stop, don't worry.";
+ mes "The Airship is constantly";
+ mes "en route and you'll get";
+ mes "another chance to arrive";
+ mes "to your intended destination.";
+ close;
+ case 2:
+ mes "[Airship Staff]";
+ mes "The Captain's Cabin";
+ mes "is located at the front";
+ mes "of the Airship. There, you";
+ mes "can meet the captain and";
+ mes "the pilot of the Airship.";
+ close;
+ case 3:
+ mes "[Airship Staff]";
+ mes "The Airship provides";
+ mes "various Mini Games for";
+ mes "the entertainment of all";
+ mes "our passengers. We invite";
+ mes "you to try your luck and skills";
+ mes "in the Airship's Mini Games~";
+ close;
+ case 4:
+ mes "[Airship Staff]";
+ mes "Well, I hope you";
+ mes "your flight aboard";
+ mes "our Airships. Thank";
+ mes "you and have a good day.";
+ close;
+ }
+}
+
+airplane,80,71,2 script Zerta#01airplane 834,{
+ mes "[Zerta]";
+ mes "Oh, hello adventurer.";
+ mes "I am currently on a";
+ mes "sacred journey, offering";
+ mes "prayer for the sake of the";
+ mes "Rune-Midgard continent.";
+ close;
+}
+
+airplane,65,63,4 script Maelin#01airplane 714,{
+ mes "[Maelin]";
+ mes "Um, this Airship is";
+ mes "to Lutie, isn't it? I've";
+ mes "waiting so long,";
+ mes "but I haven't heard any";
+ mes "broadcast about Lutie.";
+ close;
+}
+
+airplane,72,34,6 script Aanos#01airplane 702,{
+ mes "[Aanos]";
+ mes "Oh wooow~";
+ mes "The sky looks";
+ mes "so different and";
+ mes "pretty from up there!";
+ close;
+}
+
+airplane,221,158,2 script Pilot#airplane 852,{
+ // Hugel quest addition
+ if (hg_ma1 == 3) {
+ mes "[Pilot]";
+ mes "I wish that I could go drink a cold fresh beer.";
+ mes "Drinking is the goal of my life! Drinking gives me energy!";
+ mes "I am nothing without drinks!";
+ next;
+ mes "[Pilot]";
+ mes "But! Driving under the influence is not good.";
+ mes "But! That makes me want to drink more and more!";
+ emotion e_sob;
+ next;
+ select("Do you know a passenger named Thierry?");
+ mes "[Pilot]";
+ mes "This uniform is";
+ mes "really dapper, but";
+ mes "it's way too thick to";
+ mes "wear around the Airship.";
+ next;
+ mes "[Pilot]";
+ mes "...";
+ mes "......";
+ mes "No one ever really";
+ mes "comes into this room.";
+ mes "And the captain IS a reindeer.^FFFFFF ^000000 I could just strip to my boxers.";
+ next;
+ emotion e_omg;
+ mes "[Pilot]";
+ mes "Wah!? Who is it!";
+ next;
+ mes "- ...He is not listening to you, at all. -";
+ close;
+ }
+ // Hugel quest end
+ switch (rand(1,4)) {
+ case 1:
+ mes "[Pilot]";
+ mes "It's been sooo";
+ mes "long since I've";
+ mes "enjoyed a nice, cold";
+ mes "alcoholic brew. But the";
+ mes "job requires me to be as";
+ mes "clear headed as I can!";
+ next;
+ mes "[Pilot]";
+ mes "Always drink responsibly!";
+ mes "Still, I can't remember the";
+ mes "last time I had a real vacation";
+ mes "or even a day off. Yeap, some";
+ mes "booze, some chips, some TV";
+ mes "and serius R&R is in order.";
+ emotion e_sob;
+ close;
+ case 2:
+ mes "[Pilot]";
+ mes "Man, the weather";
+ mes "is really nice today.";
+ mes "Bright, open skies make";
+ mes "for some good visibility";
+ mes "and safe, carefree flying.";
+ close;
+ case 3:
+ mes "[Pilot]";
+ mes "You know, our captain's a";
+ mes "respectable guy. Him and";
+ mes "his brother are actually well";
+ mes "known in the aircraft industry.";
+ mes "Who knew reindeer made";
+ mes "such good captains?";
+ next;
+ mes "[Pilot]";
+ mes "Just between you";
+ mes "and me, I gotta tell";
+ mes "you, that Santa was onto";
+ mes "something, getting reindeers";
+ mes "and elves to work for him.";
+ mes "The man must be a genius!";
+ close;
+ default:
+ mes "[Pilot]";
+ mes "You know, this whole";
+ mes "piloting thing in the air,";
+ mes "it's rather new, you know?";
+ mes "Yeah, they got this Airship";
+ mes "operation in a hurry.";
+ next;
+ emotion e_omg;
+ mes "[Pilot]";
+ mes "Still, they where real";
+ mes "serius, really thought";
+ mes "ahead. I mean, they had us";
+ mes "training while the Airships";
+ mes "were still being invented.";
+ mes "Isn't that freakin' crazy?!";
+ close;
+ }
+}
+
+airplane,50,66,5 script Apple Merchant#airplane 86,{
+ mes "[Fruitz]";
+ mes "Welcome to Fruitz's";
+ mes "Shop where you can";
+ mes "purchase Apples or grind";
+ mes "them to make Apple Juice.";
+ next;
+ switch (select("Buy Apples.:Make Apple Juice.:Why are you here?:Cancel.")) {
+ case 1:
+ mes "[Fruitz]";
+ mes "Please enter the amount";
+ mes "of Apples that you wish to";
+ mes "buy. Each Apple is 15 zeny";
+ mes "and you can buy a maximum";
+ mes "of 500 at a time. Please enter";
+ mes " '0' to cancel your order.";
+ next;
+ while (1) {
+ input .@input;
+ set .@pay, .@input * 15;
+ if (.@input == 0) {
+ mes "[Fruitz]";
+ mes "Thanks for stopping";
+ mes "by my shop. Farewell!";
+ mes "Come by anytime when";
+ mes "you feel like having an";
+ mes "Apple to snack on~";
+ close;
+ }
+ else if (.@input < 1 || .@input > 500) {
+ mes "[Fruitz]";
+ mes "You've entered a number";
+ mes "higher than the maximum";
+ mes "value of 500. Please enter";
+ mes "the number of Apples you";
+ mes "wish to purchase again.";
+ next;
+ }
+ else {
+ mes "[Fruitz]";
+ mes "A total of ^FF0000" + .@input + "^000000 Apples";
+ mes "will cost you ^FF0000" + .@pay + " Zeny^000000 zeny.";
+ mes "Would you like to continue?";
+ next;
+ if (select("Yes:No") == 2) {
+ mes "[Fruitz]";
+ mes "Thanks for stopping";
+ mes "by my shop. Farewell!";
+ mes "Come by anytime when";
+ mes "you feel like having an";
+ mes "Apple to snack on~";
+ close;
+ }
+ break;
+ }
+ }
+ if (Zeny < .@pay) {
+ mes "[Fruitz]";
+ mes "I'm sorry, but you don't";
+ mes "have enough money to";
+ mes "purchase that many Apples.";
+ mes "Please check your zeny or";
+ mes "purchase fewer Apples.";
+ close;
+ }
+ else if (checkweight(512,.@input) == 0) {
+ mes "[Fruitz]";
+ mes "Hmmm, I don't think";
+ mes "you've got enough room in";
+ mes "your inventory to carry this";
+ mes "many Apples. Why don't you free up some of your inventory space?";
+ close;
+ }
+ else {
+ set Zeny, Zeny - .@pay;
+ getitem 512,.@input; //Apple
+ mes "[Fruitz]";
+ mes "Thanks for stopping by";
+ mes "my shop. I hope you enjoy";
+ mes "the flavor of these Apples~!";
+ close;
+ }
+ case 2:
+ mes "[Fruitz]";
+ mes "Okay, I'll need";
+ mes "^FF00003 Apples and 1 Empty Bottle^000000";
+ mes "to make 1 Apple Juice for you.";
+ mes "Would you like to proceed?";
+ next;
+ switch (select("Yes:No")) {
+ case 1:
+ if (countitem(512) < 3 || countitem(713) < 1) {
+ mes "[Fruitz]";
+ mes "I'm sorry, but you don't";
+ mes "have enough materials to";
+ mes "create a bottle of Apple Juice.";
+ mes "Remember, I need 3 Apples";
+ mes "and 1 Empty Bottle to do it.";
+ close;
+ }
+ else {
+ mes "[Fruitz]";
+ mes "Thank you,";
+ mes "please wait";
+ mes "just a moment.";
+ next;
+ mes "^3355FF*Grind grind*";
+ mes "*Grind grind*";
+ mes "*Clang...!*^000000";
+ next;
+ delitem 512,3; //Apple
+ delitem 713,1; //Empty_Bottle
+ getitem 531,1; //Apple_Juice
+ mes "[Fruitz]";
+ mes "There you go~";
+ mes "I hope you enjoy!";
+ mes "Please feel free to";
+ mes "stop by for your Apple";
+ mes "and Apple Juice needs";
+ mes "at anytime, adventurer~";
+ close;
+ }
+ case 2:
+ mes "[Fruitz]";
+ mes "Thanks for stopping";
+ mes "by my shop. Farewell!";
+ mes "Come by anytime when";
+ mes "you feel like having an";
+ mes "Apple to snack on~";
+ close;
+ }
+ case 3:
+ mes "[Fruitz]";
+ mes "I used to be a wandering";
+ mes "vagabond when, one day,";
+ mes "I took a nap and something";
+ mes "struck my head and awoke";
+ mes "me from my restful slumber.";
+ next;
+ mes "[Fruitz]";
+ mes "It turns out that I was";
+ mes "sleeping beneath an apple";
+ mes "tree and that an apple fell";
+ mes "and hit me on the head.";
+ mes "I was dying of hunger and";
+ mes "was about to eat that Apple...";
+ next;
+ mes "[Fruitz]";
+ mes "But suddenly, Kain, my old";
+ mes "friend from the mining days,";
+ mes "asked me to help him around";
+ mes "on the Airship. So I did, and";
+ mes "it was there where I found some";
+ mes "people playing the Dice game.";
+ next;
+ mes "[Fruitz]";
+ mes "I was bored and curious";
+ mes "and ended up wagering that";
+ mes "single Apple in a game of";
+ mes "dice. But for some reason,";
+ mes "I had this incredible lucky";
+ mes "streak. One apple became two... ";
+ next;
+ mes "[Fruitz]";
+ mes "Two became four and";
+ mes "before I knew it, I had";
+ mes "cornered the Apple market!";
+ mes "I won so many Apples, I just";
+ mes "started my own business here";
+ mes "on the Airship. Weird, huh?";
+ next;
+ mes "[Fruitz]";
+ mes "So Apples are good";
+ mes "for you. They were";
+ mes "certainly very good";
+ mes "to me. Hahahahaah~!";
+ close;
+ case 4:
+ mes "[Fruitz]";
+ mes "Thank you for";
+ mes "using my shop.";
+ mes "Farewell~";
+ close;
+ }
+}
+
+//============================================================
+//= International Airship Route
+//= ... -> Izlude -> Juno -> Rachel -> ...
+//============================================================
+
+airplane_01,243,73,0 script #AirshipWarp-3 45,1,1,{
+ end;
+
+OnTouch:
+ switch ($@airplanelocation2) {
+ case 0: warp "ra_fild12",292,204; end;
+ case 1: warp "izlude",200,56; end;
+ case 2: warp "yuno",12,261; end;
+ }
+
+OnInit:
+OnHide:
+ misceffect 16;
+ disablenpc strnpcinfo(0);
+ end;
+
+OnUnhide:
+ enablenpc strnpcinfo(0);
+ misceffect 215;
+ end;
+}
+
+airplane_01,243,29,0 duplicate(#AirshipWarp-3) #AirshipWarp-4 45,1,1
+
+airplane_01,1,1,0 script International_Airship -1,{
+ end;
+OnInit:
+OnEnable:
+ initnpctimer;
+ end;
+OnTimer25000:
+ mapannounce "airplane_01","We are heading to Izlude.",bc_map,"0x00ff00";
+ end;
+OnTimer50000:
+ mapannounce "airplane_01","We will arrive in Izlude shortly.",bc_map,"0x00ff00";
+ end;
+OnTimer60000:
+ set $@airplanelocation2,1;
+ donpcevent "#AirshipWarp-3::OnUnhide";
+ donpcevent "#AirshipWarp-4::OnUnhide";
+ mapannounce "airplane_01","Welcome to Izlude. Have a safe trip.",bc_map,"0x00ff00";
+ end;
+OnTimer70000:
+ mapannounce "airplane_01","We are currently in Izlude. The Airship will take off shortly.",bc_map,"0x00ff00";
+ end;
+OnTimer80000:
+ donpcevent "#AirshipWarp-3::OnHide";
+ donpcevent "#AirshipWarp-4::OnHide";
+ mapannounce "airplane_01","The Airship is now taking off. Our next destination is Juno.",bc_map,"0x70dbdb";
+ end;
+OnTimer105000:
+ mapannounce "airplane_01","We are heading to Juno.",bc_map,"0x70dbdb";
+ end;
+OnTimer130000:
+ mapannounce "airplane_01","We will arrive in Juno shortly.",bc_map,"0x70dbdb";
+ end;
+OnTimer140000:
+ set $@airplanelocation2,2;
+ donpcevent "#AirshipWarp-3::OnUnhide";
+ donpcevent "#AirshipWarp-4::OnUnhide";
+ mapannounce "airplane_01","Welcome to Juno. Have a safe trip.",bc_map,"0x70dbdb";
+ end;
+OnTimer150000:
+ mapannounce "airplane_01","We are currently in Juno. The Airship will leave shorty.",bc_map,"0x70dbdb";
+ end;
+OnTimer160000:
+ donpcevent "#AirshipWarp-3::OnHide";
+ donpcevent "#AirshipWarp-4::OnHide";
+ mapannounce "airplane_01","The Airship is leaving the ground. Our next destination is Rachel.",bc_map,"0xFF8200";
+ end;
+OnTimer185000:
+ mapannounce "airplane_01","We are heading to Rachel.",bc_map,"0xFF8200";
+ end;
+OnTimer210000:
+ mapannounce "airplane_01","We will arrive in Rachel shortly.",bc_map,"0xFF8200";
+ end;
+OnTimer220000:
+ set $@airplanelocation2,0;
+ donpcevent "#AirshipWarp-3::OnUnhide";
+ donpcevent "#AirshipWarp-4::OnUnhide";
+ mapannounce "airplane_01","Welcome to Rachel. Have a safe trip.",bc_map,"0xFF8200";
+ end;
+OnTimer230000:
+ mapannounce "airplane_01","We are currently in Rachel. The Airship will take off shortly.",bc_map,"0xFF8200";
+ end;
+OnTimer240000:
+ donpcevent "#AirshipWarp-3::OnHide";
+ donpcevent "#AirshipWarp-4::OnHide";
+ mapannounce "airplane_01","The Airship is now taking off. Our next destination is Izlude.",bc_map,"0x00ff00";
+ stopnpctimer;
+ set .moninv, .moninv + 1;
+ if (.moninv == 7) {
+ if (rand(1,3) == 3) {
+ donpcevent "Airship#airplane02::OnEnable";
+ end;
+ }
+ set .moninv, 0;
+ }
+ initnpctimer;
+ end;
+}
+
+airplane_01,240,64,5 script Exit#airplane_011a::ExitAirplane01 857,{
+ end;
+}
+airplane_01,247,64,5 duplicate(ExitAirplane01) Exit#airplane_011b 857
+airplane_01,240,40,1 duplicate(ExitAirplane01) Exit#airplane_012a 857
+airplane_01,247,40,1 duplicate(ExitAirplane01) Exit#airplane_012b 857
+
+airplane_01,250,58,2 script Airship Staff#airplane01 67,{
+ mes "[Airship Staff]";
+ mes "Welcome";
+ mes "to the Airship.";
+ mes "How may I help you?";
+ next;
+ switch (select("Using the Airship:Captain's Cabin:Facilities:Cancel")) {
+ case 1:
+ mes "[Airship Staff]";
+ mes "When you see a broadcast";
+ mes "announcing that we have";
+ mes "arrived at your destination,";
+ mes "please use one of the exits";
+ mes "located at the north and";
+ mes "south ends of the Airship.";
+ next;
+ mes "[Airship Staff]";
+ mes "If you happen to miss";
+ mes "your stop, don't worry.";
+ mes "The Airship is constantly";
+ mes "en route and you'll get";
+ mes "another chance to arrive";
+ mes "to your intended destination.";
+ close;
+ case 2:
+ mes "[Airship Staff]";
+ mes "The Captain's Cabin";
+ mes "is located at the front";
+ mes "of the Airship. There, you";
+ mes "can meet the captain and";
+ mes "the pilot of the Airship.";
+ close;
+ case 3:
+ mes "[Airship Staff]";
+ mes "The Airship provides";
+ mes "various Mini Games for";
+ mes "the entertainment of all";
+ mes "our passengers. We invite";
+ mes "you to try your luck and skills";
+ mes "in the Airship's Mini Games~";
+ close;
+ case 4:
+ mes "[Airship Staff]";
+ mes "Well, I hope you";
+ mes "your flight aboard";
+ mes "our Airships. Thank";
+ mes "you and have a good day.";
+ close;
+ }
+}
+
+airplane_01,50,66,5 script Apple Merchant#air01 86,{
+ if (checkweight(1201,1) == 0) {
+ mes "- Wait a minute !! -";
+ mes "- Currently you're carrying -";
+ mes "- too many items with you. -";
+ mes "- Please try again -";
+ mes "- after you loose some weight. -";
+ close;
+ }
+ mes "[Meltz]";
+ mes "Welcome to Meltz's";
+ mes "Shop where you can";
+ mes "purchase Apples or grind";
+ mes "them to make Apple Juice.";
+ next;
+ switch (select("Buy Apples.:Make Apple Juice.:Cancel.")) {
+ case 1:
+ mes "[Meltz]";
+ mes "Please enter the amount";
+ mes "of Apples that you wish to";
+ mes "buy. Each Apple is 15 zeny";
+ mes "and you can buy a maximum";
+ mes "of 500 at a time. Please enter";
+ mes "'0' to cancel your order.";
+ next;
+ while (1) {
+ input .@input;
+ set .@pay, .@input * 15;
+ if (.@input == 0) {
+ mes "[Meltz]";
+ mes "Thanks for stopping";
+ mes "by my shop. Farewell!";
+ mes "Come by anytime when";
+ mes "you feel like having an";
+ mes "Apple to snack on~";
+ close;
+ }
+ else if (.@input < 1 || .@input > 500) {
+ mes "[Meltz]";
+ mes "You've entered a number";
+ mes "higher than the maximum";
+ mes "value of 500. Please enter";
+ mes "the number of Apples you";
+ mes "wish to purchase again.";
+ next;
+ }
+ else {
+ mes "[Meltz]";
+ mes "A total of ^FF0000" + .@input + "^000000 Apples";
+ mes "will cost you ^FF0000" + .@pay + "^000000 zeny.";
+ mes "Would you like to continue?";
+ next;
+ if (select("Yes:No") == 2) {
+ mes "[Meltz]";
+ mes "Thanks for stopping";
+ mes "by my shop. Farewell!";
+ mes "Come by anytime when";
+ mes "you feel like having an";
+ mes "Apple to snack on~";
+ close;
+ }
+ break;
+ }
+ }
+ if (Zeny < .@pay) {
+ mes "[Meltz]";
+ mes "I'm sorry, you don't have";
+ mes "enough money with you.";
+ mes "Please check your funds or";
+ mes "purchase less Apples.";
+ close;
+ }
+ else if (checkweight(512,.@input) == 0) {
+ mes "[Meltz]";
+ mes "Hmm, I don't think you've";
+ mes "got enough room to carry";
+ mes "this many Apples. You might";
+ mes "want to free up your inventory";
+ mes "space.";
+ close;
+ }
+ else {
+ set Zeny, Zeny - .@pay;
+ getitem 512,.@input; //Apple
+ mes "[Meltz]";
+ mes "Thanks for stopping by";
+ mes "my shop. I hope you enjoy";
+ mes "the flavor of these Apples~!";
+ close;
+ }
+ case 2:
+ mes "[Meltz]";
+ mes "Okay, I'll need";
+ mes "^FF00003 Apples and 1 Empty Bottle^000000";
+ mes "to make 1 Apple Juice for you.";
+ mes "Would you like to proceed?";
+ next;
+ switch (select("Yes:No")) {
+ case 1:
+ if (countitem(512) < 3 || countitem(713) < 1) {
+ mes "[Meltz]";
+ mes "I'm sorry, but you don't";
+ mes "have enough materials to";
+ mes "create a bottle of Apple Juice.";
+ mes "Remember, I need 3 Apples";
+ mes "and 1 Empty Bottle to do it.";
+ close;
+ }
+ else {
+ mes "[Meltz]";
+ mes "Thank you, please wait.";
+ next;
+ mes "^3355FF*Grind* *Grind*";
+ mes "*Grind* *Grind*";
+ mes "*Clang...!*^000000";
+ next;
+ delitem 512,3; //Apple
+ delitem 713,1; //Empty_Bottle
+ getitem 531,1; //Apple_Juice
+ mes "[Meltz]";
+ mes "There you go~";
+ mes "Please come again.";
+ close;
+ }
+ case 2:
+ mes "[Meltz]";
+ mes "Thanks for stopping";
+ mes "by my shop. Farewell!";
+ mes "Come by anytime when";
+ mes "you feel like having an";
+ mes "Apple to snack on~";
+ close;
+ }
+ case 3:
+ mes "[Meltz]";
+ mes "Thanks for stopping";
+ mes "by my shop. Farewell!";
+ mes "Come by anytime when";
+ mes "you feel like having an";
+ mes "Apple to snack on~";
+ close;
+ }
+}
+
+airplane_01,221,158,2 script Pilot#airplane_01 852,{
+ switch (rand(1,4)) {
+ case 1:
+ mes "[Pilot]";
+ mes "Longitude, 131 degrees east.";
+ mes "Latitude, 37 degrees north.";
+ mes "We're right on course, captain.";
+ close;
+ case 2:
+ mes "[Pilot]";
+ mes "Looks like a really";
+ mes "cloudy day. Always hard";
+ mes "to navigate when the skies";
+ mes "aren't clear. Guess we'll";
+ mes "need to amp the radar.";
+ close;
+ case 3:
+ mes "[Pilot]";
+ mes "The Captain is a good";
+ mes "man and I can't think of";
+ mes "a finer person to command";
+ mes "this ship. Still, he's pretty";
+ mes "tough, a real slave driver.";
+ next;
+ mes "[^ff0000Tarlock^000000]";
+ mes "^ff0000Hey...!^000000";
+ mes "^ff0000Less chit-chat^000000";
+ mes "^ff0000and more piloting!^000000";
+ next;
+ mes "[Pilot]";
+ mes "R-right away, sir!";
+ mes "(See what I mean?)";
+ close;
+ default:
+ mes "[Pilot]";
+ mes "This uniform is";
+ mes "really dapper, but";
+ mes "it's way too thick to";
+ mes "wear around the Airship.";
+ next;
+ mes "[Pilot]";
+ mes "...";
+ mes "......";
+ mes "No one ever really";
+ mes "comes into this room.";
+ mes "And the captain IS a reindeer.";
+ mes "I could just strip to my boxers.";
+ next;
+ emotion e_omg;
+ mes "[Pilot]";
+ mes "Oh...! Hello there!";
+ mes "E-e-enjoying your flight?!";
+ close;
+ }
+}
+
+airplane_01,83,61,2 script Dianne#01airplane_01 72,2,2,{
+ mes "[Dianne]";
+ mes "It's so weird!";
+ mes "I went to visit the";
+ mes "Airship Captain and";
+ mes "all I saw was this";
+ mes "weird reindeer. Oh!";
+ mes "Do you think that...";
+ close;
+
+OnTouch:
+ emotion e_sob;
+ end;
+}
+
+airplane_01,69,63,2 script Mendel#01airplane_01 55,{
+ mes "[Mendel]";
+ mes "As I expected, the";
+ mes "in-flight meals are";
+ mes "three star quality at best.";
+ mes "*Harrrumph* I really should";
+ mes "have brought my chef so that";
+ mes "I could enjoy a real meal.";
+ close;
+}
+
+airplane_01,71,31,2 script Swordsman Shimizu#air_01 106,{
+ mes "[Swordsman Shimizu]";
+ mes "Finally, after five";
+ mes "years of waiting...";
+ mes "I can have my revenge!";
+ next;
+ mes "[Swordsman Shimizu]";
+ mes "I just...";
+ mes "Have to make sure that";
+ mes "I don't keep missing my";
+ mes "stop. But soon, very soon,";
+ mes "vengeance will be mine!";
+ close;
+}
+
+//============================================================
+//= Typing Challenge
+//============================================================
+airplane_01,32,61,4 script Nils#ein 49,1,1,{
+ mes "[Nils]";
+ mes "Welcome to the";
+ mes "^ff0000RO Typing Challenge^000000.";
+ mes "Would you like to play";
+ mes "a quick typing game?";
+ next;
+ switch (select("Play ^ff0000RO Typing Challenge^000000:Information:View Top Records:Cancel")) {
+ case 1:
+ mes "[Nils]";
+ mes "Okay, we have";
+ mes "a new challenger!";
+ mes "Enter the following";
+ mes "text as quickly as you";
+ mes "can without making any";
+ mes "mistakes! Let's start~!";
+ setarray .@line1_1$[0], "^3cbcbccallipygian salacius lascivious^000000",
+ "^3cbcbcBy the power of^000000",
+ "^0000ffthkelfkskeldmsiejdlslehfndkelsheidl^000000",
+ "^3cbcbcburrdingdingdingdilidingdingdingphoohudaamb^000000",
+ "^3cbcbcCoboman no chikara-yumei na^000000",
+ "^3cbcbcI'm the king of All Weirdos! Now^000000",
+ "^3cbcbcYou give me no choice. I guess it's^000000";
+ setarray .@line1_2$[0], "^3cbcbclicentious prurient concupiscent^000000",
+ "^3cbcbcp-po-poi-po-poi-poin-poing^000000",
+ "^3cbcbcskemd^000000",
+ "^3cbcbcandoorabambarambambambambamburanbamding^000000",
+ "^3cbcbcchikara-daiookii na chikara da ze!^000000",
+ "^3cbcbcyou know of my true power. Obey~!^000000",
+ "^3cbcbctime for me to reveal my secret...^000000";
+ setarray .@line1_3$[0], "",
+ "^3cbcbcGOD-POING. I NEVER LOSE!^000000",
+ "",
+ "",
+ "^3cbcbcCOBO ON^000000",
+ "",
+ "";
+ setarray .@word1$[0], "callipygian salacius lascivious licentious prurient concupiscent",
+ "By the power of p-po-poi-po-poi-poin-poing GOD-POING. I NEVER LOSE!",
+ "thkelfkskeldmsiejdlslehfndkelsheidlskemd",
+ "burrdingdingdingdilidingdingdingphoohudaambandoorabambarambambambambamburanbamding",
+ "Coboman no chikara-yumei na chikara-daiookii na chikara da ze! COBO ON",
+ "I'm the king of All Weirdos! Now you know of my true power. Obey~!",
+ "You give me no choice. I guess it's time for me to reveal my secret...";
+ setarray .@line2_1$[0], "^3cbcbcuNflAPPaBLe LoVaBLe SeCreTs AnD^000000",
+ "^ff1493LiGhTsPeEd RiGhT SPEed LeFT TURn^000000",
+ "^ff1493hfjdkeldjsieldjshfjdjeiskdlefvbd^000000",
+ "^ff1493burapaphuralanderamduanbatuhiwooi^000000",
+ "^ff1493belief love luck grimace sweat rush^000000",
+ "^800080opeN, Open!op3n.openOpen0p3nOpEn0pen^000000",
+ "^3cbcbcfReeDoM ecstAcy JoUrnaliSm ArMplt^000000";
+ setarray .@line2_2$[0], "^3cbcbcboWLIiNg aGaINST tHe KarMA of YoUtH^000000",
+ "^ff1493RiGhT BuRn OrIGInAL GaNgSteR SmACk^000000",
+ "",
+ "^ff1493kabamturubamdingding^000000",
+ "^ff1493folktale rodimus optimus bumblebee^000000",
+ "^800080`open'0Pen open? open!111OPENSESAME^000000",
+ "^3cbcbcDisCoverY hEaDaChE MoonbeAmS jUsTiCE^000000";
+ setarray .@word2$[0], "uNflAPPaBLe LoVaBLe SeCreTs AnD boWLIiNg aGaINST tHe KarMA of YoUtH",
+ "LiGhTsPeEd RiGhT SPEed LeFT TURn RiGhT BuRn OrIGInAL GaNgSteR SmACk",
+ "hfjdkeldjsieldjshfjdjeiskdlefvbd",
+ "burapaphuralanderamduanbatuhiwooikabamturubamdingding",
+ "belief love luck grimace sweat rush folktale rodimus optimus bumblebee",
+ "opeN, Open!op3n.openOpen0p3nOpEn0pen`open'0Pen open? open!111OPENSESAME",
+ "fReeDoM ecstAcy JoUrnaliSm ArMplt DisCoverY hEaDaChE MoonbeAmS jUsTiCE";
+ setarray .@letters[0], 1300,
+ 1250,
+ 1180,
+ 1380,
+ 1740,
+ 1440,
+ 1450;
+ set .@wordtest, rand(7);
+ next;
+ mes "[Nils]";
+ mes .@line1_1$[.@wordtest];
+ mes .@line1_2$[.@wordtest];
+ mes .@line1_3$[.@wordtest];
+ set .@start_time, gettime(3)*60*60 + gettime(2)*60 + gettime(1);
+ next;
+ input .@save1$;
+ set .@end_time, gettime(3)*60*60 + gettime(2)*60 + gettime(1);
+ set .@total_time, .@end_time - .@start_time;
+ mes "[Nils]";
+ mes .@line2_1$[.@wordtest];
+ mes .@line2_2$[.@wordtest];
+ set .@start_time, gettime(3)*60*60 + gettime(2)*60 + gettime(1);
+ next;
+ input .@save2$;
+ set .@end_time, gettime(3)*60*60 + gettime(2)*60 + gettime(1);
+ set .@total_time, .@total_time + (.@start_time - .@end_time);
+ set .@tasoo, (.@letters[.@wordtest] / .@total_time) * 6;
+ if ((.@save1$ == .@word1$[.@wordtest]) && (.@save2$ == .@word2$[.@wordtest])) {
+ mes "[Nils]";
+ mes "Your record is ^ff0000" + .@total_time + " seconds^000000 and";
+ mes "the total letters are " + .@tasoo + ".";
+ next;
+ if (.@tasoo >= 1300) {
+ mes "[Nils]";
+ mes "Hmmm, this record isn't";
+ mes "humanly possible unless you";
+ mes "copy and paste the whole";
+ mes "sentence. Please play fairly";
+ mes "next time.";
+ close;
+ }
+ if (.@tasoo >= $050320_ein_typing) {
+ mes "[Nils]";
+ mes "The previous top record was";
+ mes "made by ^0000ff" + $050320_minus1_typing$ + "^000000";
+ mes "with the total ^0000ff" + $050320_ein_typing + "^000000 letters.";
+ mes "However, ^ff0000" + strcharinfo(0) + "^000000,";
+ mes "you made the new top record";
+ mes "this time. Congratulations!";
+ set $050320_minus1_typing$, strcharinfo(0);
+ set $050320_ein_typing, .@tasoo;
+ close;
+ }
+ else {
+ mes "[Nils]";
+ mes "^0000ff" + $050320_minus1_typing$ + "^000000";
+ mes "is the current";
+ mes "record holder with";
+ mes "a letter total of ^0000ff" + $050320_ein_typing + "^000000";
+ mes "characters. Try to beat";
+ mes "that record next time~";
+ close;
+ }
+ }
+ else {
+ mes "[Nils]";
+ mes "Oooh...";
+ mes "I'm sorry, but";
+ mes "you entered the";
+ mes "text incorrectly...";
+ close;
+ }
+ case 2:
+ mes "[Nils]";
+ mes "The ^ff0000RO Typing Challenge^000000";
+ mes "is a game where you enter";
+ mes "the given text as quickly as you";
+ mes "can. The name of the top player";
+ mes "is recorded for posterity. If you";
+ mes "want fame, here's your chance!";
+ next;
+ mes "[Nils]";
+ mes "I'd just like to let";
+ mes "you know that you type";
+ mes "all the text that you see";
+ mes "in the single input line that";
+ mes "you're given. So don't press";
+ mes "the enter key, just click 'OK.'";
+ close;
+ case 3:
+ mes "[Nils]";
+ mes "^0000ff" + $050320_minus1_typing$ + "^000000";
+ mes "is the current";
+ mes "record holder with";
+ mes "a letter total of ^0000ff" + $050320_ein_typing + "^000000";
+ mes "characters. Try to beat";
+ mes "that record next time~";
+ close;
+ case 4:
+ mes "[Nils]";
+ mes "Feel free to take on the";
+ mes "^ff0000RO Typing Challenge^000000";
+ mes "anytime. I'll be here~";
+ close;
+ }
+}
+
+//============================================================
+//= Apple Gambling
+//============================================================
+airplane_01,33,68,4 script Clarice 74,{
+ mes "[Clarice]";
+ mes "Hi, I'm Clarice~";
+ mes "How would you like";
+ mes "to wager some Apples";
+ mes "in a friendly game of Dice?";
+ next;
+ callfunc "applegamble","Clarice";
+ end;
+}
+
+function script applegamble {
+
+ switch (select("Play Dice Game:Learn Dice Game Rules:Cancel")) {
+ case 3:
+ mes "["+getarg(0)+"]";
+ mes "I'm up for a game of";
+ mes "dice whenever you feel";
+ mes "like it. Just talk to me if";
+ mes "you ever get hit with the";
+ mes "sudden urge to gamble, kay?";
+ close;
+ case 2:
+ mes "["+getarg(0)+"]";
+ mes "The rules for the Dice game";
+ mes "are pretty simple. First, you";
+ mes "place a bet by wagering Apples.";
+ mes "You can bet a maximum of 50";
+ mes "Apples at a time. To keep things";
+ mes "legal, I can only accept Apples.";
+ next;
+ mes "["+getarg(0)+"]";
+ mes "But hey, if all that zeny";
+ mes "is burning a hole in your";
+ mes "pocket, head over to Fruitz";
+ mes "and you can buy as many";
+ mes "Apples as you want, playah~";
+ next;
+ mes "["+getarg(0)+"]";
+ mes "Now, we begin with me";
+ mes "rolling two 6-sided dice.";
+ mes "When it's your turn, you'll";
+ mes "roll two 6-sided dice. After";
+ mes "that, both of us will have the";
+ mes "option of rolling a third die.";
+ next;
+ mes "["+getarg(0)+"]";
+ mes "Now here's the important";
+ mes "thing. If your total is higher";
+ mes "than 12, you'll bust, meaning";
+ mes "that you lose. Otherwise, the";
+ mes "person with the higher total";
+ mes "is the winner. Got it?";
+ next;
+ mes "["+getarg(0)+"]";
+ mes "Now, you'll be the first";
+ mes "to decide whether or not";
+ mes "you'll roll the third die. Then,";
+ mes "depending on your result, I'll";
+ mes "roll my third die... Or maybe not.";
+ next;
+ mes "["+getarg(0)+"]";
+ mes "When you win, you'll";
+ mes "receive twice as many";
+ mes "Apples as you wagered.";
+ mes "But if we happen to tie, you";
+ mes "get the Apples that you bet";
+ mes "returned to you. Fair, right?";
+ close;
+ case 1:
+ break;
+ }
+ mes "["+getarg(0)+"]";
+ mes "Ooh, so you'll play with";
+ mes "me? Great! How many";
+ mes "Apples would you like to bet?";
+ mes "Remember, you can wager";
+ mes "up to 50 Apples. If you'd like";
+ mes "to cancel, please enter '0'.";
+ next;
+ while(1) {
+ input .@amount;
+ if (.@amount == 0) {
+ mes "["+getarg(0)+"]";
+ mes "Changed your mind?";
+ mes "I understand. Well then,";
+ mes "I hope we can play sometime.";
+ close;
+ }
+ else if (.@amount < 1 || .@amount > 50) {
+ mes "["+getarg(0)+"]";
+ mes "You can't bet more than";
+ mes "50 Apples. Remember, we";
+ mes "need to keep these stakes";
+ mes "reasonable. Please enter";
+ mes "a value no greater than 50.";
+ next;
+ continue;
+ }
+ mes "["+getarg(0)+"]";
+ mes "So you'll be";
+ mes "betting ^FF0000"+.@amount+"^000000 Apples.";
+ mes "Is that right?";
+ next;
+ if (select("Yes:No") == 2) {
+ mes "["+getarg(0)+"]";
+ mes "Mm, made a mistake?";
+ mes "Alright, please enter the";
+ mes "number of Apples you";
+ mes "wish to place in this bet";
+ next;
+ continue;
+ }
+ if (countitem(512) <.@amount) {
+ mes "I'm sorry, but you";
+ mes "don't seem to have";
+ mes "enough Apples for this";
+ mes "bet... You can't gamble";
+ mes "if you can't play, you know.";
+ next;
+ continue;
+ }
+ delitem 512,.@amount;
+ mes "["+getarg(0)+"]";
+ mes "Good!";
+ mes "Now we can start";
+ mes "this game! I'll roll first~";
+ break;
+ }
+ mes "^3355FF*Rolling and rumbling*^000000";
+ next;
+ set .@giveapple, .@amount*2;
+ set .@table1, rand(1,6);
+ set .@table2, rand(1,6);
+ set .@tablesub, .@table1 + .@table2;
+ set .@tabletotal, .@tablesub;
+ mes "["+getarg(0)+"]";
+ mes "I got a ^0000FF" + .@table1 + "^000000 and a ^0000FF" + .@table2 + "^000000.";
+ mes "That's a total of ^0000FF" + .@tablesub + "^000000.";
+ mes "^FF0000" + strcharinfo(0) + "^000000, now it's your turn.";
+ next;
+ select("Cast Dice.");
+ mes "^3355FF*Rolling and rumbling*^000000";
+ set .@player1, rand(1,6);
+ set .@player2, rand(1,6);
+ set .@playersub, .@player1 + .@player2;
+ if (.@playersub > 9 && .@amount > 39) {
+ set .@player1, rand(1,6);
+ set .@player2, rand(1,6);
+ set .@playersub, .@player1 + .@player2;
+ }
+ set .@playertotal, .@playersub;
+ next;
+ mes "["+getarg(0)+"]";
+ mes "^FF0000" + strcharinfo(0) + "^000000, you have ^FF0000" + .@player1 + "^000000 and ^FF0000" + .@player2 + "^000000. The total is ^FF0000" + .@playersub + "^000000 .";
+ next;
+ mes "["+getarg(0)+"]";
+ if(.@playersub == .@tablesub) {
+ mes "Currently my total is ^0000FF" + .@tablesub + "^000000 and ^FF0000" + strcharinfo(0) + "^000000, your total is ^FF0000" + .@playersub + "^000000. We are making an even game. Would you like to cast dice again?";
+ } else if (.@playersub > .@tablesub) {
+ mes "Currently my total is ^0000FF" + .@tablesub + "^000000 and ^FF0000" + strcharinfo(0) + "^000000, your total is ^FF0000" + .@playersub + "^000000. ^FF0000" + strcharinfo(0) + "^000000, you are currently winning this game. Would you like to cast dice again?";
+ } else if(.@tablesub > .@playersub) {
+ mes "Currently my total is ^0000FF" + .@tablesub + "^000000 and ^FF0000" + strcharinfo(0) + "^000000, your total is ^FF0000" + .@playersub + "^000000. I am winning this game. Would you like to cast dice again?";
+ }
+ next;
+ switch (select("Cast dice.:Cancel.")) {
+ case 1:
+ mes "^3355FF*Rolling and rumbling*^000000";
+ set .@player3, rand(1,6);
+ set .@playertotal, .@playertotal + .@player3;
+ next;
+ mes "["+getarg(0)+"]";
+ if (.@playertotal > 12) {
+ mes "^FF0000" + strcharinfo(0) + "^000000, you got ^FF0000" + .@player3 + "^000000 and the total is now ^FF0000" + .@playertotal + "^000000. You lost this game. I am sorry but please try again.";
+ close;
+ }
+ else if (.@playertotal < .@tablesub) {
+ mes "^FF0000" + strcharinfo(0) + "^000000, you got ^FF0000" + .@player3 + "^000000 and the total is now ^FF0000" + .@playertotal + "^000000. Even though you casted dice again, still your total is smaller than mine. You lost the game. I am sorry and please try again.";
+ close;
+ }
+ else if (.@playertotal == .@tablesub) {
+ if (.@tablesub > 8) {
+ mes "^FF0000" + strcharinfo(0) + "^000000, you got ^FF0000" + .@player3 + "^000000 and the total is now ^FF0000" + .@playertotal + "^000000. I don't want to take any risk, let's end this game in a draw. Let's play again some other time~";
+ close2;
+ getitem 512,.@amount; //Apple
+ end;
+ }
+ }
+ else {
+ mes "^FF0000" + strcharinfo(0) + "^000000, you got ^FF0000" + .@player3 + "^000000 and the total is now ^FF0000" + .@playertotal + "^000000. Now it is my turn.";
+ }
+ break;
+ case 2:
+ mes "["+getarg(0)+"]";
+ if (.@playersub > .@tablesub) {
+ mes "I see, you don't want to take risk of losing the game. Okay, let me cast dice again.";
+ }
+ else if (.@playersub == .@tablesub) {
+ if (.@tablesub > 8) {
+ mes "I see, you don't want to take risk of losing this game. Neither do I, let's end this game in a draw. Let's play again some other time~";
+ close2;
+ getitem 512,.@amount; //Apple
+ end;
+ }
+ mes "Alright.";
+ mes "Let me cast the dice again.";
+ }
+ else {
+ mes "It couldn't hurt to try.";
+ mes "Well, I win this time.";
+ mes "I'm sorry, let's try play";
+ mes "again sometime.";
+ close;
+ }
+ break;
+ }
+ next;
+ mes "^3355FF*Rolling and rumbling*^000000";
+ set .@table3, rand(1,6);
+ set .@tabletotal, .@tabletotal + .@table3;
+ next;
+ mes "["+getarg(0)+"]";
+ if (.@tabletotal > 12) {
+ mes "I got ^0000FF" + .@table3 + "^000000 and the total is now ^0000FF" + .@tabletotal + "^000000. I lost this game since my total exceeded 12. Let me give you my apples. Congratulations, that was a great game.";
+ close2;
+ getitem 512,.@giveapple; //Apple
+ end;
+ }
+ else if (.@playertotal > .@tabletotal) {
+ mes "I got ^0000FF" + .@table3 + "^000000 and the total is now ^0000FF" + .@tabletotal + "^000000. With total ^FF0000" + .@playertotal + "^000000 you won this game, ^FF0000" + strcharinfo(0) + "^000000. Let me give you my apples. It was a great game and I hope we will play again some other time.";
+ close2;
+ getitem 512,.@giveapple; //Apple
+ end;
+ }
+ else if (.@playertotal == .@tabletotal) {
+ mes "I got ^0000FF" + .@table3 + "^000000 and the total is now ^0000FF" + .@tabletotal + "^000000. With total ^FF0000" + .@playertotal + "^000000 this game came out even, ^FF0000" + strcharinfo(0) + "^000000. Let me give you your apple back. It was a great game and I hope we will play again some other time.";
+ close2;
+ getitem 512,.@amount; //Apple
+ end;
+ }
+ else if (.@playertotal < .@tabletotal) {
+ mes "I got ^0000FF" + .@table3 + "^000000 and the total is now ^0000FF" + .@tabletotal + "^000000. With total ^FF0000" + .@playertotal + "^000000 you lost this game, ^FF0000" + strcharinfo(0) + "^000000. I am sorry but please try again.";
+ close;
+ }
+}
diff --git a/npc/pre-re/airports/einbroch.txt b/npc/pre-re/airports/einbroch.txt
new file mode 100644
index 000000000..25418daf7
--- /dev/null
+++ b/npc/pre-re/airports/einbroch.txt
@@ -0,0 +1,108 @@
+//===== rAthena Script =======================================
+//= Einbroch Airport Staff
+//===== By: ==================================================
+//= L0ne_W0lf, Muad_Dib
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= Einbroch Airport Staff
+//===== Additional Comments: =================================
+//= Official NPCs.
+//============================================================
+
+airport,143,43,5 script Airport Staff#airport1a::airport1 90,{
+ mes "[Airport Staff]";
+ mes "Welcome to the";
+ mes "Einbroch Airport,";
+ mes "where we offer nonstop";
+ mes "flights to the cities of";
+ mes "Juno, Lighthalzen and Hugel.";
+ next;
+ if (select("Board the Airship:Cancel") == 1) {
+ mes "[Airport Staff]";
+ mes "The Airship boarding fee";
+ mes "is 1,200 zeny, but if you've";
+ mes "got a Free Ticket for Airship,";
+ mes "the fee will be waived. Will";
+ mes "you board the Airship?";
+ next;
+ if (select("Yes:No") == 1) {
+ if (countitem(7311) > 0) {
+ delitem 7311,1; //Free_Flying_Ship_Ticket
+ warp "airport",148,51;
+ end;
+ }
+ if (Zeny >= 1200) {
+ set Zeny, Zeny - 1200;
+ warp "airport",148,51;
+ end;
+ }
+ mes "[Airport Staff]";
+ mes "I'm sorry, but you don't";
+ mes "have a Free Ticket for";
+ mes "Airship and you don't have";
+ mes "enough zeny for boarding";
+ mes "the Airship. Remember, the";
+ mes "boarding fee is 1,200 zeny.";
+ close;
+ }
+ }
+ mes "[Airport Staff]";
+ mes "Thank you and";
+ mes "have a nice day.";
+ close;
+}
+
+airport,158,43,5 duplicate(airport1) Airport Staff#airport1b 90
+airport,126,43,5 duplicate(airport1) Airport Staff#airport1c 90
+
+airport,143,49,3 script Arrival Staff#airport2a::airport2 90,{
+ mes "[Arrival Staff]";
+ mes "Welcome to Einbroch Airport.";
+ mes "If you are arriving from your";
+ mes "flight, let me guide you to the";
+ mes "main terminal. Otherwise, please board the Airship to depart to";
+ mes "Juno, Lighthalzen and Hugel.";
+ next;
+ if (select("Exit to main terminal.:Cancel.") == 1) {
+ mes "[Arrival Staff]";
+ mes "Once you're in the main terminal, you will need to pay the fee again";
+ mes "to board an Airship. You should";
+ mes "only exit if the city of Einbroch";
+ mes "is your intended destination.";
+ mes "Proceed to the main terminal?";
+ next;
+ if (select("Yes:No") == 1) {
+ warp "airport",142,40;
+ end;
+ }
+ }
+ mes "[Arrival Staff]";
+ mes "Alright, thank you";
+ mes "for your patronage";
+ mes "and I hope you have";
+ mes "a pleasant flight~";
+ close;
+}
+
+airport,126,51,3 duplicate(airport2) Arrival Staff#airport2b 90
+airport,158,50,3 duplicate(airport2) Arrival Staff#airport2c 90
+
+einbroch,94,267,3 script Airship Staff#ein01 91,{
+ mes "[Airship Staff]";
+ mes "Welcome to the";
+ mes "Einbroch Airport.";
+ mes "Please use this door to";
+ mes "board the Airship which stops";
+ mes "over Juno, Lighthalzen and";
+ mes "Hugel in the Schwaltzvalt Republic.";
+ next;
+ mes "[Airship Staff]";
+ mes "Otherwise, if Einbroch is";
+ mes "your intended destination,";
+ mes "please head down the stairs";
+ mes "and ask the Arrival Staff to lead";
+ mes "you to the main terminal. Thank";
+ mes "you, and enjoy your travels.";
+ close;
+}
diff --git a/npc/pre-re/airports/hugel.txt b/npc/pre-re/airports/hugel.txt
new file mode 100644
index 000000000..ea591eccc
--- /dev/null
+++ b/npc/pre-re/airports/hugel.txt
@@ -0,0 +1,36 @@
+//===== rAthena Script =======================================
+//= Hugel Airport NPCs
+//===== By: ==================================================
+//= rAthena Dev Team
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= Hugel Airport NPCs
+//===== Additional Comments: =================================
+//= Official NPCs.
+//============================================================
+
+hugel,178,142,0 script toairplane#hugel 45,1,1,{
+ end;
+OnTouch:
+ mes "To use the airship, you are required to pay 1,200 zeny or a Free Airship Ticket.";
+ mes "Would you like to use the service?";
+ next;
+ if (select("Yes:No") == 1) {
+ if (countitem(7311) > 0) {
+ delitem 7311,1; //Free_Flying_Ship_Ticket
+ warp "airplane",244,58;
+ end;
+ }
+ if (Zeny >= 1200) {
+ set Zeny, Zeny - 1200;
+ warp "airplane",244,58;
+ end;
+ }
+ mes "I am sorry, but you do not have enough money.";
+ mes "Please remember, you are required to pay 1,200 zeny to use the service.";
+ close;
+ }
+ mes "Thank you, please come again.";
+ close;
+}
diff --git a/npc/pre-re/airports/izlude.txt b/npc/pre-re/airports/izlude.txt
new file mode 100644
index 000000000..c740c1c67
--- /dev/null
+++ b/npc/pre-re/airports/izlude.txt
@@ -0,0 +1,51 @@
+//===== rAthena Script =======================================
+//= Izlude Airport NPCs
+//===== By: ==================================================
+//= rAthena Dev Team
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= Izlude Airport NPCs
+//===== Additional Comments: =================================
+//= Official NPCs.
+//============================================================
+
+izlude,206,55,3 script Airship Staff#izlude 90,{
+ mes "[Airship Staff]";
+ mes "Welcome! Would you like";
+ mes "to board the Airship that";
+ mes "departs on the flight wich stops";
+ mes "in Juno and Rachel?";
+ next;
+ if (select("Board the Airship to Juno/Rachel.:Cancel.") == 1) {
+ mes "[Airship Staff]";
+ mes "The boarding fee is";
+ mes "1,200 zeny. However, this";
+ mes "charged is waived if you use";
+ mes "a Free Ticket for Airship. Now,";
+ mes "would you still like to board?";
+ next;
+ if (select("Yes:No") == 1) {
+ if (countitem(7311) > 0) {
+ delitem 7311,1; //Free_Flying_Ship_Ticket
+ warp "airplane_01",244,58;
+ end;
+ }
+ if (Zeny >= 1200) {
+ set Zeny, Zeny - 1200;
+ warp "airplane_01",244,58;
+ end;
+ }
+ mes "[Airship Staff]";
+ mes "I'm sorry, but you don't";
+ mes "have 1,200 zeny to pay";
+ mes "for the boarding fee.";
+ close;
+ }
+ }
+ mes "[Airship Staff]";
+ mes "Thank you and";
+ mes "please come again.";
+ mes "Have a good day~";
+ close;
+}
diff --git a/npc/pre-re/airports/lighthalzen.txt b/npc/pre-re/airports/lighthalzen.txt
new file mode 100644
index 000000000..5509b80c1
--- /dev/null
+++ b/npc/pre-re/airports/lighthalzen.txt
@@ -0,0 +1,83 @@
+//===== rAthena Script =======================================
+//= Lighthalzen Airport Staff
+//===== By: ==================================================
+//= L0ne_W0lf, Muad_Dib
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= Lighthalzen Airport Staff
+//===== Additional Comments: =================================
+//= Official NPCs.
+//============================================================
+
+lhz_airport,143,43,5 script Airport Staff#lhz_air1a::lhz_airport1 90,{
+ mes "[Airport Staff]";
+ mes "Welcome to the";
+ mes "Lighthalzen Airport,";
+ mes "where we offer nonstop";
+ mes "flights to Einbroch, Juno and Hugel.";
+ next;
+ if (select("Board the Airship.:Cancel.") == 1) {
+ mes "[Airport Staff]";
+ mes "The boarding fee is";
+ mes "1,200 zeny, but you can";
+ mes "waive the fee if you redeem";
+ mes "a Free Ticket for Airship.";
+ next;
+ if (select("Yes:No") == 1) {
+ if (countitem(7311) > 0) {
+ delitem 7311,1; //Free_Flying_Ship_Ticket
+ warp "lhz_airport",148,51;
+ end;
+ }
+ if (Zeny >= 1200) {
+ set Zeny, Zeny - 1200;
+ warp "lhz_airport",148,51;
+ end;
+ }
+ mes "[Airship Staff]";
+ mes "I'm sorry, but you don't";
+ mes "have 1,200 zeny to pay";
+ mes "for the boarding fee.";
+ close;
+ }
+ }
+ mes "[Airport Staff]";
+ mes "Thank you and";
+ mes "please come again.";
+ mes "Have a good day~";
+ close;
+}
+
+lhz_airport,158,43,5 duplicate(lhz_airport1) Airship Staff#lhz_air1b 90
+lhz_airport,126,43,5 duplicate(lhz_airport1) Airship Staff#lhz_air1c 90
+
+lhz_airport,143,49,3 script Arrival Staff#lhz_air2a::lhz_airport2 90,{
+ mes "[Arrival Staff]";
+ mes "Welcome to Lighthalzen Airport.";
+ mes "Please let me guide you to the";
+ mes "main terminal if you are arriving from your flight. Otherwise, please";
+ mes "board the departing Airship to reach your intended destination.";
+ next;
+ if (select("Exit to main terminal.:Cancel.") == 1) {
+ mes "[Arrival Staff]";
+ mes "Once you're in the main terminal, you will need to pay the fee again";
+ mes "to board an Airship. You should";
+ mes "only exit if Lighthalzen is your intended destination. Shall we";
+ mes "proceed to the main terminal?";
+ next;
+ if (select("Yes:No") == 1) {
+ warp "lhz_airport",142,40;
+ end;
+ }
+ }
+ mes "[Arrival Staff]";
+ mes "Alright, thank you";
+ mes "for your patronage";
+ mes "and I hope you have";
+ mes "a pleasant flight~";
+ close;
+}
+
+lhz_airport,126,51,3 duplicate(lhz_airport2) Arrival Staff#lhz_air2b 90
+lhz_airport,158,50,3 duplicate(lhz_airport2) Arrival Staff#lhz_air2c 90
diff --git a/npc/pre-re/airports/rachel.txt b/npc/pre-re/airports/rachel.txt
new file mode 100644
index 000000000..78280fdbf
--- /dev/null
+++ b/npc/pre-re/airports/rachel.txt
@@ -0,0 +1,36 @@
+//===== rAthena Script =======================================
+//= Rachel Airport NPCs
+//===== By: ==================================================
+//= rAthena Dev Team
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= Rachel Airport NPCs
+//===== Additional Comments: =================================
+//= Official NPCs.
+//============================================================
+
+ra_fild12,295,208,0 script toairplane#rachel 45,1,1,{
+ end;
+OnTouch:
+ mes "To use the airship, you are required to pay 1,200 zeny or a Free Airship Ticket.";
+ mes "Would you like to use the service?";
+ next;
+ if (select("Yes:No") == 1) {
+ if (countitem(7311) > 0) {
+ delitem 7311,1; //Free_Flying_Ship_Ticket
+ warp "airplane_01",245,60;
+ end;
+ }
+ if (Zeny >= 1200) {
+ set Zeny, Zeny - 1200;
+ warp "airplane_01",245,60;
+ end;
+ }
+ mes "I am sorry, but you do not have enough money.";
+ mes "Please remember, you are required to pay 1,200 zeny to use the service.";
+ close;
+ }
+ mes "Thank you, please come again.";
+ close;
+} \ No newline at end of file
diff --git a/npc/pre-re/airports/yuno.txt b/npc/pre-re/airports/yuno.txt
new file mode 100644
index 000000000..ca2556fed
--- /dev/null
+++ b/npc/pre-re/airports/yuno.txt
@@ -0,0 +1,159 @@
+//===== rAthena Script =======================================
+//= Yuno Airport Staff
+//===== By: ==================================================
+//= L0ne_W0lf, Muad_Dib
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= Yuno Airport Staff
+//===== Additional Comments: =================================
+//= Official NPCs.
+//============================================================
+
+y_airport,143,43,5 script Airport Staff#y_air1a::y_airport1 90,{
+ mes "[Airport Staff]";
+ mes "Welcome to Juno Airport where we offer domestic flights to Einbroch, Lighthalzen and Hugel,";
+ mes "and international flights to Izlude and Rachel.";
+ mes "How may I be of service?";
+ next;
+ if (select("Board the Airship.:Cancel.") == 1) {
+ mes "[Airport Staff]";
+ mes "The boarding fee for all";
+ mes "flights is 1,200 zeny. If you";
+ mes "use a Free Ticket for Airship,";
+ mes "the boarding fee will be waived.So would you like to depart?";
+ next;
+ if (select("Yes:No") == 1) {
+ if (countitem(7311) > 0) {
+ delitem 7311,1; //Free_Flying_Ship_Ticket
+ warp "y_airport",148,51;
+ end;
+ }
+ if (Zeny >= 1200) {
+ set Zeny, Zeny - 1200;
+ warp "y_airport",148,51;
+ end;
+ }
+ mes "[Airport Staff]";
+ mes "I'm sorry, but you don't";
+ mes "have 1,200 zeny to pay";
+ mes "for the boarding fee.";
+ close;
+ }
+ }
+ mes "[Airport Staff]";
+ mes "Thank you and";
+ mes "have a nice day.";
+ close;
+}
+
+y_airport,158,43,5 duplicate(y_airport1) Airport Staff#y_air1b 90
+y_airport,126,43,5 duplicate(y_airport1) Airport Staff#y_air1c 90
+
+y_airport,143,49,3 script Arrival Staff#y_air2a::y_airport2 90,{
+ mes "[Airport Staff]";
+ mes "Welcome to Juno Airport. If you've just arrived from your";
+ mes "flight, let me guide you to the main terminal. Otherwise, please";
+ mes "board the departing Airship to reach your intended destination.";
+ next;
+ if (select("Exit to main terminal:Cancel") == 1) {
+ mes "[Airport Staff]";
+ mes "Once you're in the main terminal, you must pay the fee once again";
+ mes "to board a departing Airship. You should only exit if your intended";
+ mes "destination is Juno. Proceed to";
+ mes "exit to the main terminal?";
+ next;
+ if (select("Yes:No") == 1) {
+ warp "y_airport",142,40;
+ end;
+ }
+ }
+ mes "[Airport Staff]";
+ mes "Alright, thank you";
+ mes "for your patronage";
+ mes "and I hope you have";
+ mes "a pleasant flight~";
+ close;
+}
+
+y_airport,126,51,3 duplicate(y_airport2) Arrival Staff#y_air2b 90
+y_airport,158,50,3 duplicate(y_airport2) Arrival Staff#y_air2c 90
+
+y_airport,145,63,5 script Domestic Boarding 91,{
+ mes "[Boarding Staff]";
+ mes "Would you like to board the";
+ mes "Airship that flies to Einbroch,";
+ mes "Lighthalzen and Hugel? If so,";
+ mes "please let me guide you to that";
+ mes "Airship's boarding area.";
+ next;
+ if (select("Yes:No") == 1) {
+ warp "yuno",59,244;
+ end;
+ }
+ mes "[Boarding Staff]";
+ mes "Very well, then.";
+ mes "Thank you for your";
+ mes "patronage, and I hope";
+ mes "you enjoy your travels~";
+ close;
+}
+
+y_airport,140,63,5 script International Boarding 91,{
+ mes "[Boarding Staff]";
+ mes "Would you like to board";
+ mes "the Airship which flies to";
+ mes "Juno, Izlude and Rachel?";
+ mes "If so, let me guide";
+ mes "you to the boarding area.";
+ next;
+ if (select("Yes:No") == 1) {
+ warp "yuno",47,244;
+ end;
+ }
+ mes "[Boarding Staff]";
+ mes "Alright, then.";
+ mes "Thank you for flying";
+ mes "with us, and I hope you";
+ mes "enjoy your travels on our";
+ mes "state of the art Airships.";
+ close;
+}
+
+yuno,14,262,5 script Airship Staff#yuno01 91,{
+ mes "[Airship Staff]";
+ mes "Welcome to Juno Airport.";
+ mes "Please use this door to";
+ mes "board the Airship that will";
+ mes "be flying all the way to Izlude";
+ mes "in the Rune-Midgarts Kingdom,";
+ mes "and to Rachel in the Arunafeltz";
+ mes "Republic.";
+ next;
+ mes "[Airship Staff]";
+ mes "Otherwise, if Juno is";
+ mes "your intended destination,";
+ mes "please head down the stairs";
+ mes "and ask the Arrival Staff to lead";
+ mes "you to the main terminal. Thank";
+ mes "you, and enjoy your travels.";
+ close;
+}
+
+yuno,88,263,3 script Airship Staff#yuno02 91,{
+ mes "[Airship Staff]";
+ mes "Welcome to Juno Airport.";
+ mes "Please use this door to";
+ mes "board the Airship which stops";
+ mes "over Einbroch, Lighthalzen and";
+ mes "Hugel in the Schwaltzvalt Republic.";
+ next;
+ mes "[Airship Staff]";
+ mes "Otherwise, if Juno is";
+ mes "your intended destination,";
+ mes "please head down the stairs";
+ mes "and ask the Arrival Staff to lead";
+ mes "you to the main terminal. Thank";
+ mes "you, and enjoy your travels.";
+ close;
+}
diff --git a/npc/pre-re/battleground/bg_common.txt b/npc/pre-re/battleground/bg_common.txt
new file mode 100644
index 000000000..6997187fb
--- /dev/null
+++ b/npc/pre-re/battleground/bg_common.txt
@@ -0,0 +1,564 @@
+//===== rAthena Script =======================================
+// BattleGround System - Common NPCs
+//===== By: ==================================================
+//= ????, L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.3
+//===== Compatible With: =====================================
+//= rAthena 1.0
+//===== Description: =========================================
+//= [AEGIS Conversion]
+//= Battleground NPCs:
+//= - Generals and Aides
+//= - Battleground Warper
+//= - Kafra and Repairman.
+//= - GM Management NPC (disabled by default)
+//= - Badge Exchanger (Tierra and Flavius)
+//===== Additional Comments: =================================
+//= 1.0 First Version.
+//= 1.1 Updated several NPCs to Official.
+//= 1.2 Updated Repairman NPC
+//= 1.3 Optimized "Erundek" NPC. [Euphy]
+//============================================================
+
+// Generals
+//============================================================
+bat_room,161,158,3 script Gen. Guillaume's Aide#01 419,{ end; }
+bat_room,161,160,3 script Gen. Guillaume's Aide#03 419,{ end; }
+
+bat_room,160,141,3 script Prince Croix 416,{
+ cutin "bat_crua1",2;
+ mes "[Prince Croix]";
+ mes "Wise adventurer, why don't you lend us your power for victory?";
+ next;
+ switch(select("What's the reason for the Battle?:Tell me about General Guillaume")) {
+ case 1:
+ cutin "bat_crua2",2;
+ mes "[Prince Croix]";
+ mes "Maroll's great king, Marcel Marollo VII, is very sick lately.";
+ mes "His Majesty has declared that he will be leaving the future of Maroll to me or the 3rd prince, General Guillaume.";
+ next;
+ mes "[Prince Croix]";
+ mes "General Guillaume may have an advantage in this battle as he is the great general of Maroll, but that doesn't automatically mean he'll win.";
+ mes "I want to win this battle so that I can bring prosperity to the people of Maroll. They've suffered enough from war...";
+ next;
+ switch(select("Yes, I want to join you.:End Conversation")) {
+ case 1:
+ cutin "bat_crua1",2;
+ mes "[Prince Croix]";
+ mes "Thank you so much. I feel like I can win with the help of adventurers like you.";
+ mes "Now, please go downstairs and join your comrades in sharpening their skills to fight the enemy!";
+ break;
+ case 2:
+ mes "[Prince Croix]";
+ mes "For Maroll!";
+ break;
+ }
+ break;
+ case 2:
+ cutin "bat_crua2",2;
+ mes "[Prince Croix]";
+ mes "The 3rd Prince Guillaume is the great general of Maroll.";
+ mes "It's a waste of time to explain to you how great a leader or warlord he is, since he commands the great military power of Maroll.";
+ next;
+ mes "[Prince Croix]";
+ mes "Unfortunately, there's something he and his followers are unaware of:";
+ mes "Do the people of Maroll really want them to spend so much money on military power?";
+ mes "We have suffered enough from wars.";
+ mes "I believe weapons aren't the best way to bring prosperity to a nation.";
+ next;
+ mes "[Prince Croix]";
+ mes "I do not wish to shed blood, but I have no choice but to fight for the possibility of peace and for the sake of my people.";
+ next;
+ switch(select("Yes, I want to join you.:End Conversation")) {
+ case 1:
+ cutin "bat_crua1",2;
+ mes "[Prince Croix]";
+ mes "Thank you so much. I feel like I can win with the help of adventurers like you.";
+ mes "Now, please go downstairs and join your comrades in sharpening their skills to fight the enemy!";
+ break;
+ case 2:
+ mes "[Prince Croix]";
+ mes "For Maroll!";
+ break;
+ }
+ break;
+ }
+ close2;
+ cutin "bat_crua1",255;
+ cutin "bat_crua2",255;
+ end;
+}
+
+bat_room,161,140,3 script Prince Croix's Aide#01 415,{ end; }
+bat_room,161,142,3 script Prince Croix's Aide#02 415,{ end; }
+
+bat_room,160,159,3 script General Guillaume 420,{
+ cutin "bat_kiyom2",2;
+ mes "[General Guillaume]";
+ mes "Hot-blooded adventurer, we need your ability to win this battle.";
+ next;
+ switch(select("What's the reason for the Battle?:Tell me about Prince Croix")) {
+ case 1:
+ cutin "bat_kiyom1",2;
+ mes "[General Guillaume]";
+ mes "Our great king, Marcel Marollo VII, is very sick lately.";
+ mes "His Majesty has declared that he has chosen either me or Prince Croix as the next king amongst his 9 sons.";
+ next;
+ mes "[General Guillaume]";
+ mes "Two kings can't share a nation! Only the one victorious from His Majesty's appointed battle will be enthroned.";
+ next;
+ mes "[General Guillaume]";
+ mes "This is, however, not just a battle between us. This battle will determine the future of this country.";
+ mes "I pledge on my honor to prove that I'm the one who can protect this Maroll from outside threats.";
+ next;
+ switch(select("Yes, I want to join you.:End Conversation")) {
+ case 1:
+ cutin "bat_kiyom2",2;
+ mes "[General Guillaume]";
+ mes "Welcome to my army, comrade.";
+ mes "Your eyes tell me that you're a soldier that I can trust.";
+ next;
+ mes "[General Guillaume]";
+ mes "Now, go upstairs and apply for battle with your comrades.";
+ mes "I'm sure they'll welcome you whole-heartedly!";
+ break;
+ case 2:
+ mes "[General Guillaume]";
+ mes "I'll be the one who will capture the flag!";
+ break;
+ }
+ break;
+ case 2:
+ cutin "bat_kiyom1",2;
+ mes "[General Guillaume]";
+ mes "The 5th Prince Croix is currently titled as the Prime Minister of Maroll.";
+ mes "He thinks all national matters of a nation can be discussed and determined on a desk,";
+ mes "and believes in peaceful co-existence with other countries.";
+ next;
+ mes "[General Guillaume]";
+ mes "He's too ignorant to admit that so-called peace is built on countless lives that are sacrificed in wars while normal citizens and upper classes can live, oblivious to the horrors that allow them to live that way.";
+ next;
+ mes "[General Guillaume]";
+ mes "He's too naive to understand the reality....";
+ mes "I can't leave Maroll to someone like him who lives in a dream!";
+ next;
+ mes "[General Guillaume]";
+ mes "His unrealistic beliefs will drown this country in poverty and make the people weak. If he becomes the king, Maroll will never rest from the onslaughts of other countries.";
+ mes "I want to teach him what makes this small country so powerful and prosperous. It's military power!";
+ next;
+ switch(select("I want to join your army!:End Conversation")) {
+ case 1:
+ cutin "bat_kiyom2",2;
+ mes "[General Guillaume]";
+ mes "Welcome to my army, comrade.";
+ mes "Your eyes tell me that you're a soldier that I can trust.";
+ next;
+ mes "[General Guillaume]";
+ mes "Now, go upstairs and apply for battle from your comrades.";
+ mes "I'm sure they'll welcome you whole-heartedly!";
+ break;
+ case 2:
+ mes "[General Guillaume]";
+ mes "I'll be the one who will capture the flag!";
+ break;
+ }
+ break;
+ }
+ close2;
+ cutin "bat_kiyom1",255;
+ cutin "bat_kiyom2",255;
+ end;
+}
+
+// Flags
+//============================================================
+//bat_room,140,160,3 script Guillaume Base#roomflag1 973,{ end; }
+//bat_room,167,160,3 script Guillaume Base#roomflag2 973,{ end; }
+//bat_room,140,139,3 script Croix Base#roomflag1 974,{ end; }
+//bat_room,167,139,3 script Croix Base#roomflag2 974,{ end; }
+
+// BattleGround Warper
+//============================================================
+bat_room,148,150,5 script Teleporter#Battlefield 124,{
+ mes "[Teleporter]";
+ mes "Do you wish to leave the battlefield? Use my services to return to town.";
+ next;
+ switch(select("Leave:Don't Leave")) {
+ case 1:
+ mes "[Teleporter]";
+ switch(bat_return) {
+ default:
+ case 1:
+ setarray .@mapname$[0],"Prontera.","prontera";
+ setarray .@xy[0],116,72;
+ break;
+ case 2:
+ setarray .@mapname$[0],"Morroc","moc_ruins";
+ setarray .@xy[0],152,48;
+ break;
+ case 3:
+ setarray .@mapname$[0],"Al De Baran.","aldebaran";
+ setarray .@xy[0],168,112;
+ break;
+ case 4:
+ setarray .@mapname$[0],"Geffen.","geffen";
+ setarray .@xy[0],120,39;
+ break;
+ case 5:
+ setarray .@mapname$[0],"Payon.","payon";
+ setarray .@xy[0],161,58;
+ break;
+ case 6:
+ setarray .@mapname$[0],"Lighthalzen.","lighthalzen";
+ setarray .@xy[0],159,93;
+ break;
+ case 7:
+ setarray .@mapname$[0],"Rachel.","rachel";
+ setarray .@xy[0],115,124;
+ break;
+ }
+ mes "You will be sent back to "+.@mapname$[0]+".";
+ close2;
+ warp .@mapname$[1],.@xy[0],.@xy[1];
+ break;
+ case 2:
+ mes "[Teleporter]";
+ mes "I'll be here whenever you're in need of my services.";
+ close;
+ }
+ end;
+}
+
+- script Maroll Battle Recruiter::BatRecruit 728,{
+ mes "[Maroll Battle Recruiter]";
+ mes "Good day, adventurer.";
+ mes "I'm a knight from a far country called Maroll Kingdom.";
+ next;
+ mes "[Maroll Battle Recruiter]";
+ mes "The two princes of the kingdom are now battling for the throne of Maroll, and are in need of experienced soldiers like you.";
+ mes "How would you like to lend your power to one of the princes in the Maroll Kingdom?";
+ next;
+ switch(select("Join:Don't Join")) {
+ case 1:
+ mes "[Maroll Battle Recruiter]";
+ mes "May the war god bless you.";
+ close2;
+ getmapxy(.@mapname$,.@x,.@y,1);
+ if (.@mapname$ == "prontera")
+ set bat_return,1;
+ else if (.@mapname$ == "moc_ruins")
+ set bat_return,2;
+ else if (.@mapname$ == "aldebaran")
+ set bat_return,3;
+ else if (.@mapname$ == "geffen")
+ set bat_return,4;
+ else if (.@mapname$ == "payon")
+ set bat_return,5;
+ else if (.@mapname$ == "lighthalzen")
+ set bat_return,6;
+ else if (.@mapname$ == "rachel")
+ set bat_return,7;
+ else
+ set bat_return,1;
+ warp "bat_room",154,150;
+ break;
+ case 2:
+ mes "[Maroll Battle Recruiter]";
+ mes "I'll always be stationed here for more soldiers. Feel free to come back whenever you're interested.";
+ close;
+ }
+ end;
+}
+
+prontera,123,83,3 duplicate(BatRecruit) Maroll Battle Recruiter::BatRecruit1 728
+moc_ruins,75,162,3 duplicate(BatRecruit) Maroll Battle Recruiter::BatRecruit2 728
+aldebaran,146,109,3 duplicate(BatRecruit) Maroll Battle Recruiter::BatRecruit3 728
+geffen,109,66,3 duplicate(BatRecruit) Maroll Battle Recruiter::BatRecruit4 728
+payon,189,105,3 duplicate(BatRecruit) Maroll Battle Recruiter::BatRecruit5 728
+lighthalzen,153,86,5 duplicate(BatRecruit) Maroll Battle Recruiter::BatRecruit6 728
+rachel,149,138,3 duplicate(BatRecruit) Maroll Battle Recruiter::BatRecruit7 728
+
+// Additional warps
+// Empty
+bat_room,57,81,0 warp bat1 1,1,bat_room,154,149
+bat_room,57,90,0 warp bat2 1,1,bat_room,154,149
+// Empty
+bat_room,85,81,0 warp bat5 1,1,bat_room,154,149
+bat_room,85,90,0 warp bat6 1,1,bat_room,154,149
+// Free BG
+bat_room,113,81,0 warp bat9 1,1,bat_room,154,149
+bat_room,113,90,0 warp bat10 1,1,bat_room,154,149
+// Free BG
+bat_room,141,81,0 warp bat13 1,1,bat_room,154,149
+bat_room,141,90,0 warp bat14 1,1,bat_room,154,149
+// Free BG
+bat_room,169,81,0 warp bat17 1,1,bat_room,154,149
+bat_room,169,90,0 warp bat18 1,1,bat_room,154,149
+// Free BG
+bat_room,197,81,0 warp bat21 1,1,bat_room,154,149
+bat_room,197,90,0 warp bat22 1,1,bat_room,154,149
+// Free BG
+bat_room,225,81,0 warp bat25 1,1,bat_room,154,149
+bat_room,225,90,0 warp bat26 1,1,bat_room,154,149
+// Empty
+bat_room,253,81,0 warp bat29 1,1,bat_room,154,149
+bat_room,253,90,0 warp bat30 1,1,bat_room,154,149
+// Empty
+bat_room,253,220,0 warp bat31 1,1,bat_room,154,149
+bat_room,253,211,0 warp bat32 1,1,bat_room,154,149
+
+// Kafra
+//============================================================
+bat_room,148,147,4 script Kafra Staff::kaf_bat 861,{
+ cutin "kafra_09",2;
+ callfunc "F_Kafra",0,2,1,150,0;
+}
+
+// Repairman
+//============================================================
+bat_room,138,144,4 script Repairman#bg 86,{
+ callfunc "repairmain","Repairman";
+ end;
+}
+
+/*
+// GM Management NPC
+//============================================================
+bat_room,1,151,3 script Switch#batgnd 81,{
+ input .@input,0,2000;
+ if (.@input == 0) {
+ mes "The command has been cancelled.";
+ close;
+ }
+ else if (.@input == 1854) {
+ mes "May I help ypu?";
+ next;
+ switch(select("Close Battlefield:Open Battlefield:Reset a01:Reset b01:Reset a02:Reset b02")) {
+ case 1:
+ disablenpc "Tierra Gorge Officer#01a";
+ disablenpc "Tierra Gorge Officer#02a";
+ disablenpc "Tierra Gorge Officer#01b";
+ disablenpc "Tierra Gorge Officer#02b";
+ disablenpc "Flavius Officer#01a";
+ disablenpc "Flavius Officer#01b";
+ disablenpc "Flavius Officer#02a";
+ disablenpc "Flavius Officer#02b";
+ break;
+ case 2:
+ enablenpc "Tierra Gorge Officer#01a";
+ enablenpc "Tierra Gorge Officer#02a";
+ enablenpc "Tierra Gorge Officer#01b";
+ enablenpc "Tierra Gorge Officer#02b";
+ enablenpc "Flavius Officer#01a";
+ enablenpc "Flavius Officer#01b";
+ enablenpc "Flavius Officer#02a";
+ enablenpc "Flavius Officer#02b";
+ break;
+ case 3:
+ donpcevent "start#bat_a01::OnEnable";
+ break;
+ case 4:
+ donpcevent "start#bat_b01::OnEnable";
+ break;
+ case 5:
+ donpcevent "start#bat_a02::OnEnable";
+ break;
+ case 6:
+ donpcevent "start#bat_b02::OnEnable";
+ break;
+ }
+ mes "Complete";
+ close;
+ }
+}
+*/
+
+// Badges Exchange
+//============================================================
+bat_room,160,150,3 script Erundek 109,{
+ if (checkweight(1201,1) == 0) {
+ mes "- Wait a minute !! -";
+ mes "- Currently you're carrying -";
+ mes "- too many items with you. -";
+ mes "- Please try again -";
+ mes "- after you loose some weight. -";
+ close;
+ }
+ mes "[Erundek]";
+ mes "Do you have the battlefield badges?";
+ mes "I can exchange Bravery Badges and Valor Badges for reward items.";
+ next;
+ switch(select("Exchange Badges:Check the Catalog")) {
+ case 1:
+ mes "[Erundek]";
+ mes "Which type of items would you like to exchange?";
+ mes "To check more information about the reward items, please use our ^3131FFCatalog^000000.";
+ next;
+ switch(select("Weapon:Armor:Accessory:Consumable")) {
+ case 1:
+ mes "[Erundek]";
+ mes "You chose ^3131FFWeapon^000000.";
+ mes "The following weapons are available for exchange with the battlefield badges.";
+ mes "Please note that items for ^3131FFBravery Badges are indicated as (BB)^000000, and ^3131FFValor Badges as (VB)^000000.";
+ next;
+ switch(select("Dagger/OneSword/TwoSword/TwoSpear:Staff/Mace/TwoAxe/Shuriken:Bow/Katar/Music/Whip:Book/Knuckle:Revolver/Rifle/Gatling/Shotgun/Launcher")) {
+ case 1:
+ mes "[Erundek]";
+ mes "The following items are available in the ^3131FFDagger, One-Handed Sword, Two-Handed Sword, and Two-Handed Spear^000000 category.";
+ next;
+ setarray .@Weapons[0],13036,7828,13037,7829,13411,7828,13410,7829,1183,7828,1184,7829,1425,7828,1482,7829;
+ break;
+ case 2:
+ mes "[Erundek]";
+ mes "The following items are available in the ^3131FFStaff / Mace / Two-Handed Axe / Huuma Shuriken^000000 category.";
+ next;
+ setarray .@Weapons[0],1632,7828,1633,7829,1634,7828,1635,7829,1543,7828,1542,7829,1380,7828,1379,7829,13305,7828,13306,7829;
+ break;
+ case 3:
+ mes "[Erundek]";
+ mes "The following weapons are available in the ^3131FFBow / Katar / Musical Instrument / Whip^000000 category.";
+ next;
+ setarray .@Weapons[0],1739,7828,1738,7829,1279,7828,1280,7829,1924,7828,1923,7829,1978,7828,1977,7829;
+ break;
+ case 4:
+ mes "[Erundek]";
+ mes "The following weapons are available in the ^3131FFBook / Knuckle^000000 category.";
+ next;
+ setarray .@Weapons[0],1574,7828,1575,7829,1824,7828,1823,7829;
+ break;
+ case 5:
+ mes "[Erundek]";
+ mes "The following weapons are available in the ^3131FFRevolver / Rifle / Gatling Gun / Shotgun / Grenade Launcher^000000 category.";
+ next;
+ setarray .@Weapons[0],13108,7828,13171,7829,13172,7828,13173,7829,13174,7829;
+ break;
+ }
+ set .@menu$,"";
+ for(set .@i,0; .@i<getarraysize(.@Weapons); set .@i,.@i+2)
+ set .@menu$, .@menu$+getitemname(.@Weapons[.@i])+((.@Weapons[.@i+1]==7828)?"(BB)":"(VB)")+":";
+ set .@i, (select(.@menu$)-1)*2;
+ set .@type$, ((.@Weapons[.@i+1]==7828)?"(BB)":"(VB)");
+ mes "[Erundek]";
+ mes "You chose ^3131FF"+getitemname(.@Weapons[.@i])+.@type$+"^000000.";
+ mes "You can exchange for this item with ^FF0000100 "+getitemname(.@Weapons[.@i+1])+"^000000.";
+ mes "Would you like to exchange?";
+ next;
+ switch(select("Do not exchange:Exchange")) {
+ case 1:
+ break;
+ case 2:
+ mes "[Erundek]";
+ mes "Would you like to spend ^FF0000100 "+getitemname(.@Weapons[.@i+1])+"^000000 and receive a ^3131FF"+getitemname(.@Weapons[.@i])+.@type$+"^000000?";
+ next;
+ mes "[Erundek]";
+ mes "Remember, Battleground Reward Items are ^FF0000Character Bound^000000. Are you sure you want this item?";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ mes "[Erundek]";
+ if (countitem(.@Weapons[.@i+1]) >= 100) {
+ mes "Thank you for exchanging.";
+ delitem .@Weapons[.@i+1],100;
+ getitem .@Weapons[.@i],1;
+ }
+ else mes "I'm sorry, but you don't have enough badges to exchange.";
+ close;
+ case 2:
+ break;
+ }
+ break;
+ }
+ mes "[Erundek]";
+ mes "Do you need more time to check the items?";
+ close;
+ case 2:
+ mes "[Erundek]";
+ mes "You chose ^3131FFArmor^000000.";
+ mes "The following armors are available for exchange with the battlefield badges.";
+ next;
+ switch(select("Garments / Shoes:Armor")) {
+ case 1:
+ setarray .@Items[0],2538,50,2539,50,2540,50,2435,50,2436,50,2437,50;
+ break;
+ case 2:
+ setarray .@Items[0],2376,80,2377,80,2378,80,2379,80,2380,80,2381,80,2382,80;
+ break;
+ }
+ break;
+ case 3:
+ mes "[Erundek]";
+ mes "You chose ^3131FFAccessory^000000.";
+ mes "You can exchange the Medal of Honors with your Badges according to the job classes, as follows:";
+ next;
+ setarray .@Items[0],2733,500,2720,500,2721,500,2722,500,2723,500,2724,500,2725,500;
+ set .@menu1$,"Gunslinger:Swordman/Taekwon Master:Thief:Acolyte:Magician:Archer:Merchant";
+ break;
+ case 4:
+ mes "[Erundek]";
+ mes "You chose ^3131FFConsumable^000000.";
+ mes "The following consumable items are available for exchange with the battlefield badges:";
+ next;
+ setarray .@Items[0],12269,10,12270,10,12271,5,12272,10,12273,10;
+ break;
+ }
+ break;
+ case 2:
+ mes "[Erundek]";
+ mes "We have many items, so please take a look and purchase deliberately.";
+ close2;
+ ReadBook 11010,1;
+ end;
+ }
+ set .@menu$,"";
+ if (.@menu1$ != "") set .@menu$, .@menu1$;
+ else for(set .@i,0; .@i<getarraysize(.@Items); set .@i,.@i+2)
+ set .@menu$, .@menu$+getitemname(.@Items[.@i])+":";
+ set .@i, (select(.@menu$)-1)*2;
+ mes "[Erundek]";
+ mes "You chose ^3131FF"+getitemname(.@Items[.@i])+"^000000.";
+ switch(.@Items[.@i]) {
+ case 2720: mes "This item is for Swordman and Taekwon Master Class only."; break;
+ case 2721: mes "This item is for Thief Class only."; break;
+ case 2722: mes "This item is for Acolyte Class only."; break;
+ case 2723: mes "This item is for Magician Class only."; break;
+ case 2724: mes "This item is for Archer Class only."; break;
+ case 2725: mes "This item is for Merchant Class only."; break;
+ case 2733: mes "This item is for Gunslinger only."; break;
+ default: break;
+ }
+ mes "You can exchange for this item with ^FF0000"+.@Items[.@i+1]+" "+getitemname(7828)+" or "+.@Items[.@i+1]+" "+getitemname(7829)+"^000000.";
+ mes "Would you like to exchange?";
+ next;
+ switch(select("Do not exchange:Exchange")) {
+ case 1:
+ mes "[Erundek]";
+ mes "Do you need more time to check the items?";
+ break;
+ case 2:
+ mes "[Erundek]";
+ mes "Which Badge do you want to exchange?";
+ mes "You need ^3131FF"+.@Items[.@i+1]+" Badges^000000 to exchange.";
+ next;
+ if (.@item[0] < 12269 || .@item[0] > 12273 ) {
+ mes "[Erundek]";
+ mes "Remember, Battleground Reward Items are ^FF0000Character Bound^000000. Are you sure you want this item?";
+ next;
+ }
+ set .@j, select("Bravery Badge:Valor Badge:Cancel");
+ mes "[Erundek]";
+ if (.@j == 3) {
+ mes "You cancelled the exchange.";
+ break;
+ }
+ set .@cost, ((.@j==1)?7828:7829);
+ if (countitem(.@cost) >= .@Items[.@i+1]) {
+ mes "Thank you for exchanging.";
+ delitem .@cost, .@Items[.@i+1];
+ getitem .@Items[.@i],1;
+ }
+ else mes "You do not have enough "+getitemname(.@cost)+"s.";
+ break;
+ }
+ close;
+}
diff --git a/npc/pre-re/battleground/flavius/flavius01.txt b/npc/pre-re/battleground/flavius/flavius01.txt
new file mode 100644
index 000000000..0827719b3
--- /dev/null
+++ b/npc/pre-re/battleground/flavius/flavius01.txt
@@ -0,0 +1,754 @@
+//===== rAthena Script =======================================
+// BattleGround System - Flavius
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.3
+//===== Compatible With: =====================================
+//= rAthena 1.0
+//===== Description: =========================================
+//= [AEGIS Conversion]
+//= Flavius Battleground.
+//= - Winning Team: 9 badges
+//= - Losing Team: 3 badge
+//===== Additional Comments: =================================
+//= 1.0 First Version.
+//= 1.1 Fixed pink crystal spawning as blue. [L0ne_W0lf]
+//= 1.2 Updated 'waitingroom' to support required zeny/lvl. [Kisuka]
+//= 1.3 Removed MaxLvl check in waitingrooms. Replaced setwall with setcell.
+//============================================================
+
+// Waiting Room NPCs
+//============================================================
+bat_room,86,227,4 script Lieutenant Ator 418,{
+ end;
+OnInit:
+ waitingroom "Battle Station",10,"start#bat_b01::OnReadyCheck",1,0,80;
+ end;
+OnEnterBG:
+ set $@FlaviusBG1_id1, waitingroom2bg("bat_b01",10,290,"start#bat_b01::OnGuillaumeQuit","");
+ end;
+}
+
+bat_room,85,204,0 script Lieutenant Thelokus 414,{
+ end;
+OnInit:
+ waitingroom "Battle Station",10,"start#bat_b01::OnReadyCheck",1,0,80;
+ end;
+OnEnterBG:
+ set $@FlaviusBG1_id2, waitingroom2bg("bat_b01",390,10,"start#bat_b01::OnCroixQuit","");
+ end;
+}
+
+bat_room,85,220,0 warp back_bgroomb01a 1,1,bat_room,154,150
+bat_room,85,211,0 warp back_bgroomb01b 1,1,bat_room,154,150
+
+bat_room,2,151,3 script #bat_b01_timer 844,{
+ end;
+
+OnInit:
+OnEnable:
+ initnpctimer;
+ end;
+
+OnStop:
+ stopnpctimer;
+ end;
+
+OnTimer1000:
+ stopnpctimer;
+ initnpctimer;
+ set .@chk_bat_a01,getmapusers("bat_b01");
+ if (.@chk_bat_a01 < 1) {
+ set $@FlaviusBG1, 0;
+ if( $@FlaviusBG1_id1 ) { bg_destroy $@FlaviusBG1_id1; set $@FlaviusBG1_id1, 0; }
+ if( $@FlaviusBG1_id2 ) { bg_destroy $@FlaviusBG1_id2; set $@FlaviusBG1_id2, 0; }
+ donpcevent "start#bat_b01::OnReadyCheck";
+ }
+ end;
+}
+
+
+// Flavius Battleground Engine
+//============================================================
+bat_b01,15,15,3 script start#bat_b01 844,{
+OnInit:
+ mapwarp "bat_b01","bat_room",154,150;
+ end;
+
+OnReadyCheck:
+ if( $@FlaviusBG1 )
+ end;
+ set .@Guillaume, getwaitingroomstate(0,"Lieutenant Ator");
+ set .@Croix, getwaitingroomstate(0,"Lieutenant Thelokus");
+ if( !.@Guillaume && !.@Croix ) {
+ donpcevent "#bat_b01_timer::OnStop";
+ end;
+ }
+ if( .@Guillaume < 10 || .@Croix < 10 )
+ end;
+ set $@FlaviusBG1, 1;
+ set $@FlaviusBG1_Victory, 0;
+ set $@Croix_ScoreBG1, 0;
+ set $@Guill_ScoreBG1, 0;
+ bg_updatescore "bat_b01",$@Guill_ScoreBG1,$@Croix_ScoreBG1;
+
+ donpcevent "Lieutenant Ator::OnEnterBG";
+ donpcevent "Lieutenant Thelokus::OnEnterBG";
+ donpcevent "OBJ#bat_b01_a::Onkill";
+ donpcevent "OBJ#bat_b01_a::OnEnable";
+ donpcevent "OBJ#bat_b01_b::Onkill";
+ donpcevent "OBJ#bat_b01_b::OnEnable";
+ donpcevent "guardian#bat_b01_a::Onkill";
+ donpcevent "guardian#bat_b01_b::Onkill";
+ donpcevent "guardian#bat_b01_a::OnEnable";
+ donpcevent "guardian#bat_b01_b::OnEnable";
+ donpcevent "cell#bat_b01_a::Onred";
+ donpcevent "cell#bat_b01_b::Onred";
+ donpcevent "time#bat_b01::OnEnable";
+ disablenpc "Guillaume Vintenar#b01_a";
+ disablenpc "Croix Vintenar#b01_b";
+ disablenpc "Vintenar#bat_b01_aover";
+ disablenpc "Vintenar#bat_b01_bover";
+ bg_warp $@FlaviusBG1_id1,"bat_b01",87,75;
+ bg_warp $@FlaviusBG1_id2,"bat_b01",311,224;
+ donpcevent "countdown#bat_b01::OnEnable";
+ initnpctimer;
+ end;
+
+OnReset:
+ donpcevent "OBJ#bat_b01_a::Onkill";
+ donpcevent "OBJ#bat_b01_a::OnEnable";
+ donpcevent "OBJ#bat_b01_b::Onkill";
+ donpcevent "OBJ#bat_b01_b::OnEnable";
+ donpcevent "guardian#bat_b01_a::Onkill";
+ donpcevent "guardian#bat_b01_b::Onkill";
+ donpcevent "guardian#bat_b01_a::OnEnable";
+ donpcevent "guardian#bat_b01_b::OnEnable";
+ donpcevent "cell#bat_b01_a::Onred";
+ donpcevent "cell#bat_b01_b::Onred";
+ donpcevent "time#bat_b01::OnEnable";
+ disablenpc "Guillaume Vintenar#b01_a";
+ disablenpc "Croix Vintenar#b01_b";
+ disablenpc "Vintenar#bat_b01_aover";
+ disablenpc "Vintenar#bat_b01_bover";
+ bg_warp $@FlaviusBG1_id1,"bat_b01",87,75;
+ bg_warp $@FlaviusBG1_id2,"bat_b01",311,224;
+ end;
+
+OnGuillaumeQuit:
+OnCroixQuit:
+ bg_leave;
+ end;
+
+OnTimer10000:
+ stopnpctimer;
+ donpcevent "#bat_b01_timer::OnEnable";
+ end;
+}
+
+bat_b01,1,1,3 script OBJ#bat_b01_a 844,{
+OnEnable:
+ bg_monster $@FlaviusBG1_id1,"bat_b01",61,150,"Pink Crystal",1915,"OBJ#bat_b01_a::OnMyMobDead";
+ end;
+
+Onkill:
+ killmonster "bat_b01","OBJ#bat_b01_a::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ if (mobcount("bat_b01","OBJ#bat_b01_a::OnMyMobDead") < 1) {
+ mapannounce "bat_b01", "Guillaume's Crystal has been destroyed.",bc_map,"0xFFCE00";
+ if ($@Croix_ScoreBG1 > 0) {
+ set $@FlaviusBG1_Victory,2;
+ set $@Croix_ScoreBG1,$@Croix_ScoreBG1+1;
+ enablenpc "Guillaume Vintenar#b01_a";
+ enablenpc "Croix Vintenar#b01_b";
+ donpcevent "time#bat_b01::Onstop";
+ }
+ else {
+ set $@Croix_ScoreBG1,1;
+ donpcevent "time#bat_b01::OnEnable";
+ donpcevent "start#bat_b01::onReset";
+ }
+ donpcevent "#bat_b01_timer::OnStop";
+ bg_updatescore "bat_b01",$@Guill_ScoreBG1,$@Croix_ScoreBG1;
+ bg_warp $@FlaviusBG1_id1,"bat_b01",10,290;
+ bg_warp $@FlaviusBG1_id2,"bat_b01",390,10;
+ donpcevent "#bat_b01_timer::OnEnable";
+ }
+ end;
+}
+
+bat_b01,1,2,3 script OBJ#bat_b01_b 844,{
+OnEnable:
+ bg_monster $@FlaviusBG1_id2,"bat_b01",328,150,"Blue Crystal",1914,"OBJ#bat_b01_b::OnMyMobDead";
+ end;
+
+Onkill:
+ killmonster "bat_b01","OBJ#bat_b01_b::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ if (mobcount("bat_b01","OBJ#bat_b01_b::OnMyMobDead") < 1) {
+ mapannounce "bat_b01", "Croix's Crystal has been destroyed.",bc_map,"0xFFCE00";
+ if ($@Guill_ScoreBG1 > 0) {
+ set $@FlaviusBG1_Victory,1;
+ set $@Guill_ScoreBG1,$@Guill_ScoreBG1+1;
+ enablenpc "Guillaume Vintenar#b01_a";
+ enablenpc "Croix Vintenar#b01_b";
+ donpcevent "time#bat_b01::Onstop";
+ }
+ else {
+ set $@Guill_ScoreBG1,1;
+ donpcevent "time#bat_b01::OnEnable";
+ donpcevent "start#bat_b01::onReset";
+ }
+ donpcevent "#bat_b01_timer::OnStop";
+ bg_updatescore "bat_b01",$@Guill_ScoreBG1,$@Croix_ScoreBG1;
+ bg_warp $@FlaviusBG1_id1,"bat_b01",10,290;
+ bg_warp $@FlaviusBG1_id2,"bat_b01",390,10;
+ donpcevent "#bat_b01_timer::OnEnable";
+ }
+ end;
+}
+
+bat_b01,1,3,3 script guardian#bat_b01_a 844,{
+OnEnable:
+ bg_monster $@FlaviusBG1_id1,"bat_b01",108,159,"Guillaume Camp Guardian",1949,"guardian#bat_b01_a::OnMyMobDead";
+ bg_monster $@FlaviusBG1_id1,"bat_b01",108,141,"Guillaume Camp Guardian",1949,"guardian#bat_b01_a::OnMyMobDead";
+ end;
+
+Onkill:
+ killmonster "bat_b01","guardian#bat_b01_a::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ if (mobcount("bat_b01","guardian#bat_b01_a::OnMyMobDead") < 1) {
+ donpcevent "cell#bat_b01_a::Ongreen";
+ mapannounce "bat_b01", "The Guardian protecting Guillaume's Crystal has been slain.",bc_map,"0xFFCE00";
+ }
+ end;
+}
+
+bat_b01,1,3,3 script guardian#bat_b01_b 844,{
+OnEnable:
+ bg_monster $@FlaviusBG1_id2,"bat_b01",307,160,"Croix Camp Guardian",1949,"guardian#bat_b01_b::OnMyMobDead";
+ bg_monster $@FlaviusBG1_id2,"bat_b01",307,138,"Croix Camp Guardian",1949,"guardian#bat_b01_b::OnMyMobDead";
+ end;
+
+Onkill:
+ killmonster "bat_b01","guardian#bat_b01_b::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ if (mobcount("bat_b01","guardian#bat_b01_b::OnMyMobDead") < 1) {
+ donpcevent "cell#bat_b01_b::Ongreen";
+ mapannounce "bat_b01", "The Guardian protecting Croix's Crystal has been slain.",bc_map,"0xFFCE00";
+ }
+ end;
+}
+
+bat_b01,1,4,3 script cell#bat_b01_a 844,{
+Onred:
+ setcell "bat_b01",62,149,60,151,cell_basilica,1;
+ setcell "bat_b01",62,149,60,151,cell_walkable,0;
+ end;
+
+Ongreen:
+ setcell "bat_b01",62,149,60,151,cell_basilica,0;
+ setcell "bat_b01",62,149,60,151,cell_walkable,1;
+ end;
+}
+
+bat_b01,1,5,3 script cell#bat_b01_b 844,{
+Onred:
+ setcell "bat_b01",327,151,329,149,cell_basilica,1;
+ setcell "bat_b01",327,151,329,149,cell_walkable,0;
+ end;
+
+Ongreen:
+ setcell "bat_b01",327,151,329,149,cell_basilica,0;
+ setcell "bat_b01",327,151,329,149,cell_walkable,1;
+ end;
+}
+
+bat_b01,1,6,1 script time#bat_b01 844,{
+OnEnable:
+ donpcevent "Battle Therapist#b01_a::OnEnable";
+ donpcevent "Battle Therapist#b01_b::OnEnable";
+ end;
+
+Onstop:
+ donpcevent "Battle Therapist#b01_a::OnStop";
+ donpcevent "Battle Therapist#b01_b::OnStop";
+ end;
+}
+
+bat_b01,10,294,3 script Battle Therapist#b01_a 95,{
+ specialeffect2 EF_HEAL;
+ mes "[Battle Therapist]";
+ mes "Just close your eyes,";
+ mes "and take a deep breath.";
+ mes "You can be free from pain.";
+ close;
+
+OnTimer25000:
+ specialeffect EF_SANCTUARY;
+ enablenpc "bat_b01_rp1_a_warp";
+ end;
+
+OnTimer26000:
+ disablenpc "bat_b01_rp1_a_warp";
+ end;
+
+OnTimer26500:
+ stopnpctimer;
+ donpcevent "Battle Therapist#b01_a::onEnable";
+ end;
+
+OnEnable:
+ initnpctimer;
+ enablenpc "Battle Therapist#b01_a";
+ end;
+
+Onstop:
+ disablenpc "bat_b01_rp1_a_warp";
+ disablenpc "Battle Therapist#b01_a";
+ stopnpctimer;
+ end;
+}
+
+bat_b01,10,290,0 script bat_b01_rp1_a_warp 45,10,10,{
+OnInit:
+ disablenpc "bat_b01_rp1_a_warp";
+ end;
+
+OnTouch:
+ percentheal 100,100;
+ warp "bat_b01",87,73;
+ end;
+}
+
+bat_b01,389,14,3 script Battle Therapist#b01_b 95,{
+ specialeffect2 EF_HEAL;
+ mes "[Battle Therapist]";
+ mes "Just close your eyes,";
+ mes "and take a deep breath.";
+ mes "You can be free from pain.";
+ close;
+
+OnTimer25000:
+ specialeffect EF_SANCTUARY;
+ enablenpc "bat_b01_rp1_b_warp";
+ end;
+
+OnTimer26000:
+ disablenpc "bat_b01_rp1_b_warp";
+ end;
+
+OnTimer26500:
+ stopnpctimer;
+ donpcevent "Battle Therapist#b01_b::OnEnable";
+ end;
+
+OnEnable:
+ initnpctimer;
+ enablenpc "Battle Therapist#b01_b";
+ end;
+
+Onstop:
+ disablenpc "bat_b01_rp1_b_warp";
+ disablenpc "Battle Therapist#b01_b";
+ stopnpctimer;
+ end;
+}
+
+bat_b01,389,10,0 script bat_b01_rp1_b_warp 45,9,9,{
+OnInit:
+ disablenpc "bat_b01_rp1_a_warp";
+ end;
+
+OnTouch:
+ percentheal 100,100;
+ warp "bat_b01",312,225;
+ end;
+}
+
+bat_b01,87,76,0 script A_CODE#bat_b01 -1,5,5,{
+OnTouch:
+ if (checkquest(2070) < 0)
+ setquest 2070;
+ end;
+}
+
+bat_b01,312,224,0 script B_CODE#bat_b01 -1,5,5,{
+OnTouch:
+ if (checkquest(2070) < 0)
+ setquest 2070;
+ end;
+}
+
+bat_b01,10,294,3 script Guillaume Vintenar#b01_a 934,{
+ if ($@FlaviusBG1_id1 == getcharid(4)) {
+ if ($@FlaviusBG1_Victory == 1) {
+ set .@your_medal,countitem(7829);
+ set .@medal_gap,500 - .@your_medal;
+ if (.@medal_gap > 8) {
+ mes "[Axl Rose]";
+ mes "Blessed Guillaume!";
+ mes "Let's enjoy our glorious victory!";
+ mes ""+strcharinfo(0)+", it's a sign reflecting victory.";
+ close2;
+ getitem 7829,9; //BF_Badge2
+ }
+ else {
+ mes "[Axl Rose]";
+ mes "Blessed Guillaume!";
+ mes "Let's enjoy our glorious victory!";
+ mes ""+strcharinfo(0)+", it's a sign reflecting victory.";
+ close2;
+ getitem 7829,.@medal_gap; //BF_Badge2
+ }
+ }
+ else {
+ set .@your_medal,countitem(7829);
+ set .@medal_gap,500 - .@your_medal;
+ if (.@medal_gap > 2) {
+ mes "[Axl Rose]";
+ mes "You lost, but you're dedicated to this battle.";
+ mes "This is a reward for your great dedication by Guillaume Marollo!";
+ mes "Just take this defeat as a lesson, next time you will definitely win.";
+ close2;
+ getitem 7829,3; //BF_Badge2
+ }
+ else {
+ mes "[Axl Rose]";
+ mes "You lost, but you're dedicated to this battle.";
+ mes "This is a reward for your great dedication by Guillaume Marollo!";
+ mes "Just take this defeat as a lesson, next time you will definitely win.";
+ close2;
+ getitem 7829,.@medal_gap; //BF_Badge2
+ }
+ }
+ }
+ bg_leave;
+ warp "bat_room",154,150;
+ end;
+
+OnInit:
+ disablenpc "Guillaume Vintenar#b01_a";
+ end;
+}
+
+bat_b01,389,14,3 script Croix Vintenar#b01_b 934,{
+ if ($@FlaviusBG1_id2 == getcharid(4)) {
+ if ($@FlaviusBG1_Victory == 2) {
+ set .@your_medal,countitem(7829);
+ set .@medal_gap,500 - .@your_medal;
+ if (.@medal_gap > 8) {
+ mes "[Swandery]";
+ mes "Blessed Croix!";
+ mes "Let's enjoy our glorious victory!";
+ mes ""+strcharinfo(0)+", it's a sign reflecting victory.";
+ close2;
+ getitem 7829,9; //BF_Badge2
+ }
+ else {
+ mes "[Swandery]";
+ mes "Blessed Croix!";
+ mes "Let's enjoy our glorious victory!";
+ mes ""+strcharinfo(0)+", it's a sign reflecting victory.";
+ close2;
+ getitem 7829,.@medal_gap; //BF_Badge2
+ }
+ }
+ else {
+ set .@your_medal,countitem(7829);
+ set .@medal_gap,500 - .@your_medal;
+ if (.@medal_gap > 2) {
+ mes "[Swandery]";
+ mes "Oh, "+strcharinfo(0)+". Don't be sad.";
+ mes "Even though we didn't win, we did our best.";
+ mes "This is a Royal gift from Croix, and please don't forget this battle. We will win the next one.";
+ close2;
+ getitem 7829,3; //BF_Badge2
+ }
+ else {
+ mes "[Swandery]";
+ mes "Oh, "+strcharinfo(0)+". Don't be sad.";
+ mes "Even though we didn't win, we did our best.";
+ mes "This is a Royal gift from Croix, and please don't forget this battle. We will win the next one.";
+ close2;
+ getitem 7829,.@medal_gap; //BF_Badge2
+ }
+ }
+ }
+ bg_leave;
+ warp "bat_room",154,150;
+ end;
+
+OnInit:
+ disablenpc "Croix Vintenar#b01_b";
+ end;
+}
+
+bat_b01,1,5,3 script countdown#bat_b01 844,{
+OnInit:
+ stopnpctimer;
+ end;
+
+OnEnable:
+ stopnpctimer;
+ initnpctimer;
+ end;
+
+Onstop:
+ stopnpctimer;
+ end;
+
+OnTimer7000:
+ mapannounce "bat_b01", "Guillaume Vintenar Axl Rose : Let's attack to destroy that Crystal!",bc_map,"0xFF9900";
+ end;
+
+OnTimer8000:
+ mapannounce "bat_b01", "Croix Vintenar Swandery : Even though Guillaume is struggling to win against us, the victory is ours. Let's show them our power.",bc_map,"0xFF99CC";
+ end;
+
+OnTimer1800000:
+ mapannounce "bat_b01", "Marollo VII : Guillaume Marollo, Croix Marollo! And their followers!",bc_map,"0x99CC00";
+ end;
+
+OnTimer1803000:
+ mapannounce "bat_b01", "Marollo VII : Both camps are competitive, so it's hard to judge which team is superior.",bc_map,"0x99CC00";
+ end;
+
+OnTimer1808000:
+ mapannounce "bat_b01", "Marollo VII : This battle of Flavian is such a waste of time. I will decide victory and defeat by your progress.",bc_map,"0x99CC00";
+ end;
+
+OnTimer1822000:
+ mapannounce "bat_b01", "Marollo VII : If you can't accept the results, try again in another valley battle!",bc_map,"0x99CC00";
+ end;
+
+OnTimer1825000:
+ mapannounce "bat_b01", "Axl Rose, Swandery : Yes, sir.",bc_map,"0x99CC00";
+ end;
+
+OnTimer1830000:
+ donpcevent "time#bat_b01::Onstop";
+ bg_warp $@FlaviusBG1_id1,"bat_b01",10,290;
+ bg_warp $@FlaviusBG1_id2,"bat_b01",390,10;
+ enablenpc "Vintenar#bat_b01_aover";
+ enablenpc "Vintenar#bat_b01_bover";
+ end;
+
+OnTimer1900000:
+ mapwarp "bat_b01","bat_room",154,150;
+ donpcevent "countdown#bat_b01::Onstop";
+ end;
+}
+
+bat_b01,81,83,3 script Guillaume Camp#flag21 973,{ end; }
+bat_b01,94,83,3 script Guillaume Camp#flag22 973,{ end; }
+bat_b01,81,66,3 script Guillaume Camp#flag23 973,{ end; }
+bat_b01,94,66,3 script Guillaume Camp#flag24 973,{ end; }
+bat_b01,139,142,3 script Guillaume Camp#flag25 973,{ end; }
+bat_b01,139,158,3 script Guillaume Camp#flag26 973,{ end; }
+bat_b01,110,161,3 script Guillaume Camp#flag27 973,{ end; }
+bat_b01,110,137,3 script Guillaume Camp#flag28 973,{ end; }
+bat_b01,63,135,3 script Guillaume Camp#flag29 973,{ end; }
+bat_b01,63,165,3 script Guillaume Camp#flag30 973,{ end; }
+bat_b01,10,296,3 script Guillaume Camp#flag31 973,{ end; }
+
+bat_b01,306,233,3 script Croix Camp#flag21 974,{ end; }
+bat_b01,317,233,3 script Croix Camp#flag22 974,{ end; }
+bat_b01,306,216,3 script Croix Camp#flag23 974,{ end; }
+bat_b01,317,216,3 script Croix Camp#flag24 974,{ end; }
+bat_b01,257,158,3 script Croix Camp#flag25 974,{ end; }
+bat_b01,257,141,3 script Croix Camp#flag26 974,{ end; }
+bat_b01,297,164,3 script Croix Camp#flag27 974,{ end; }
+bat_b01,297,136,3 script Croix Camp#flag28 974,{ end; }
+bat_b01,336,161,3 script Croix Camp#flag29 974,{ end; }
+bat_b01,336,139,3 script Croix Camp#flag30 974,{ end; }
+bat_b01,389,16,3 script Croix Camp#flag31 974,{ end; }
+
+bat_b01,10,294,3 script Vintenar#bat_b01_aover 419,{
+ set .@A_B_gap,$@Guill_ScoreBG1 - $@Croix_ScoreBG1;
+ if ($@FlaviusBG1_id1 == getcharid(4)) {
+ if (.@A_B_gap > 0) {
+ set .@your_medal,countitem(7829);
+ set .@medal_gap,500 - .@your_medal;
+ if (.@medal_gap > 8) {
+ mes "[Axl Rose]";
+ mes "Blessed Guillaume!";
+ mes "Let's enjoy our glorious victory!";
+ mes ""+strcharinfo(0)+", it's a sign reflecting victory.";
+ close2;
+ getitem 7829,9; //BF_Badge2
+ }
+ else {
+ mes "[Axl Rose]";
+ mes "Blessed Guillaume!";
+ mes "Let's enjoy our glorious victory!";
+ mes ""+strcharinfo(0)+", it's a sign reflecting victory.";
+ close2;
+ getitem 7829,.@medal_gap; //BF_Badge2
+ }
+ }
+ else if (.@A_B_gap == 0) {
+ set .@your_medal,countitem(7829);
+ set .@medal_gap,500 - .@your_medal;
+ if (.@medal_gap > 2) {
+ mes "[Axl Rose]";
+ mes "You lost, but you're dedicated to this battle.";
+ mes "This is a reward for your great dedication by Guillaume Marollo!";
+ mes "Just take this defeat as a lesson, next time you will definitely win.";
+ close2;
+ getitem 7829,3; //BF_Badge2
+ }
+ else {
+ mes "[Axl Rose]";
+ mes "You lost, but you're dedicated to this battle.";
+ mes "This is a reward for your great dedication by Guillaume Marollo!";
+ mes "Just take this defeat as a lesson, next time you will definitely win.";
+ close2;
+ getitem 7829,.@medal_gap; //BF_Badge2
+ }
+ }
+ else {
+ set .@your_medal,countitem(7829);
+ set .@medal_gap,500 - .@your_medal;
+ if (.@medal_gap > 2) {
+ mes "[Axl Rose]";
+ mes "You lost, but you're dedicated to this battle.";
+ mes "This is a reward for your great dedication by Guillaume Marollo!";
+ mes "Just take this defeat as a lesson, next time you will definitely win.";
+ close2;
+ getitem 7829,3; //BF_Badge2
+ }
+ else {
+ mes "[Axl Rose]";
+ mes "You lost, but you're dedicated to this battle.";
+ mes "This is a reward for your great dedication by Guillaume Marollo!";
+ mes "Just take this defeat as a lesson, next time you will definitely win.";
+ close2;
+ getitem 7829,.@medal_gap; //BF_Badge2
+ }
+ }
+ }
+ else {
+ mes "[Axl Rose]";
+ mes "Why are you here, Croix mercenary? I am definitely sure of victory against foolish Croix such as you. Ha!";
+ close;
+ }
+ bg_leave;
+ warp "bat_room",154,150;
+ end;
+
+OnInit:
+ disablenpc "Vintenar#bat_b01_aover";
+ end;
+}
+
+bat_b01,389,14,3 script Vintenar#bat_b01_bover 415,{
+ set .@A_B_gap,$@Guill_ScoreBG1 - $@Croix_ScoreBG1;
+ if ($@FlaviusBG1_id2 == getcharid(4)) {
+ if (.@A_B_gap > 0) {
+ set .@your_medal,countitem(7829);
+ set .@medal_gap,500 - .@your_medal;
+ if (.@medal_gap > 2) {
+ mes "[Swandery]";
+ mes "Oh, "+strcharinfo(0)+". Don't be sad.";
+ mes "Even though we didn't win, we did our best.";
+ mes "This is a Royal gift from Croix, and please don't forget this battle. We will win the next one.";
+ close2;
+ getitem 7829,3; //BF_Badge2
+ }
+ else {
+ mes "[Swandery]";
+ mes "Oh, "+strcharinfo(0)+". Don't be sad.";
+ mes "Even though we didn't win, we did our best.";
+ mes "This is a Royal gift from Croix, and please don't forget this battle. We will win the next one.";
+ close2;
+ getitem 7829,.@medal_gap; //BF_Badge2
+ }
+ }
+ else if (.@A_B_gap == 0) {
+ set .@your_medal,countitem(7829);
+ set .@medal_gap,500 - .@your_medal;
+ if (.@medal_gap > 2) {
+ mes "[Swandery]";
+ mes "Oh, "+strcharinfo(0)+". Don't be sad.";
+ mes "Even though we didn't win, we did our best.";
+ mes "This is a Royal gift from Croix, and please don't forget this battle. We will win the next one.";
+ close2;
+ getitem 7829,3; //BF_Badge2
+ }
+ else {
+ mes "[Swandery]";
+ mes "Oh, "+strcharinfo(0)+". Don't be sad.";
+ mes "Even though we didn't win, we did our best.";
+ mes "This is a Royal gift from Croix, and please don't forget this battle. We will win the next one.";
+ close2;
+ getitem 7829,.@medal_gap; //BF_Badge2
+ }
+ }
+ else {
+ set .@your_medal,countitem(7829);
+ set .@medal_gap,500 - .@your_medal;
+ if (.@medal_gap > 8) {
+ mes "[Swandery]";
+ mes "Blessed Croix!";
+ mes "Let's enjoy our glorious victory!";
+ mes ""+strcharinfo(0)+", it's a sign reflecting victory.";
+ close2;
+ getitem 7829,9; //BF_Badge2
+ }
+ else {
+ mes "[Swandery]";
+ mes "Blessed Croix!";
+ mes "Let's enjoy our glorious victory!";
+ mes ""+strcharinfo(0)+", it's a sign reflecting victory.";
+ close2;
+ getitem 7829,.@medal_gap; //BF_Badge2
+ }
+ }
+ }
+ else {
+ mes "[Swandery]";
+ mes "Why do you come here as a Guillaume? You will be sent to where you should be!";
+ close;
+ }
+ bg_leave;
+ warp "bat_room",154,150;
+ end;
+
+OnInit:
+ disablenpc "Vintenar#bat_b01_bover";
+ end;
+}
+
+/*
+bat_b01,1,10,3 script Release all#b01 81,{
+ input .@input,0,2000;
+ if (.@input == 0) {
+ mes "Cancelled.";
+ close;
+ }
+ else if (.@input == 1854) {
+ mes "May I help you?";
+ next;
+ switch(select("Release all.:Cancel.")) {
+ case 1:
+ mes "Bye.";
+ close2;
+ mapwarp "bat_b01","bat_room",154,150;
+ end;
+ case 2:
+ mes "Cancelled.";
+ close;
+ }
+ }
+}
+*/
diff --git a/npc/pre-re/battleground/flavius/flavius02.txt b/npc/pre-re/battleground/flavius/flavius02.txt
new file mode 100644
index 000000000..2dfb22b6f
--- /dev/null
+++ b/npc/pre-re/battleground/flavius/flavius02.txt
@@ -0,0 +1,755 @@
+//===== rAthena Script =======================================
+// BattleGround System - Flavius Second
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.4
+//===== Compatible With: =====================================
+//= rAthena 1.0
+//===== Description: =========================================
+//= [AEGIS Conversion]
+//= Flavius Battleground.
+//= - Winning Team: 9 badges
+//= - Losing Team: 3 badge
+//===== Additional Comments: =================================
+//= 1.0 First Version.
+//= 1.1 Fixed NPCs being called for waiting rooms. (bugreport:4395)
+//= 1.2 Fixed pink crystal spawning as blue. [L0ne_W0lf]
+//= 1.3 Updated 'waitingroom' to support required zeny/lvl. [Kisuka]
+//= 1.4 Removed MaxLvl check in waitingrooms. Replaced setwall with setcell.
+//============================================================
+
+// Waiting Room NPCs
+//============================================================
+bat_room,142,227,4 script Lieutenant Huvas 418,{
+ end;
+OnInit:
+ waitingroom "Battle Station",10,"start#bat_b02::OnReadyCheck",1,0,80;
+ end;
+OnEnterBG:
+ set $@FlaviusBG2_id1, waitingroom2bg("bat_b02",10,290,"start#bat_b02::OnGuillaumeQuit","");
+ end;
+}
+
+bat_room,142,204,0 script Lieutenant Yukon 414,{
+ end;
+OnInit:
+ waitingroom "Battle Station",10,"start#bat_b02::OnReadyCheck",1,0,80;
+ end;
+OnEnterBG:
+ set $@FlaviusBG2_id2, waitingroom2bg("bat_b02",390,10,"start#bat_b02::OnCroixQuit","");
+ end;
+}
+
+bat_room,141,220,0 warp back_bgroomb02a 1,1,bat_room,154,150
+bat_room,141,211,0 warp back_bgroomb02b 1,1,bat_room,154,150
+
+bat_room,2,151,3 script #bat_b02_timer 844,{
+ end;
+
+OnInit:
+OnEnable:
+ initnpctimer;
+ end;
+
+OnStop:
+ stopnpctimer;
+ end;
+
+OnTimer1000:
+ stopnpctimer;
+ initnpctimer;
+ set .@chk_bat_a01,getmapusers("bat_b02");
+ if (.@chk_bat_a01 < 1) {
+ set $@FlaviusBG2, 0;
+ if( $@FlaviusBG2_id1 ) { bg_destroy $@FlaviusBG2_id1; set $@FlaviusBG2_id1, 0; }
+ if( $@FlaviusBG2_id2 ) { bg_destroy $@FlaviusBG2_id2; set $@FlaviusBG2_id2, 0; }
+ donpcevent "start#bat_b02::OnReadyCheck";
+ }
+ end;
+}
+
+
+// Flavius Battleground Engine
+//============================================================
+bat_b02,15,15,3 script start#bat_b02 844,{
+OnInit:
+ mapwarp "bat_b02","bat_room",154,150;
+ end;
+
+OnReadyCheck:
+ if( $@FlaviusBG2 )
+ end;
+ set .@Guillaume, getwaitingroomstate(0,"Lieutenant Huvas");
+ set .@Croix, getwaitingroomstate(0,"Lieutenant Yukon");
+ if( !.@Guillaume && !.@Croix ) {
+ donpcevent "#bat_b02_timer::OnStop";
+ end;
+ }
+ if( .@Guillaume < 10 || .@Croix < 10 )
+ end;
+ set $@FlaviusBG2, 1;
+ set $@FlaviusBG2_Victory, 0;
+ set $@Croix_ScoreBG2, 0;
+ set $@Guill_ScoreBG2, 0;
+
+ bg_updatescore "bat_b02",$@Guill_ScoreBG2,$@Croix_ScoreBG2;
+ donpcevent "Lieutenant Huvas::OnEnterBG";
+ donpcevent "Lieutenant Yukon::OnEnterBG";
+ donpcevent "OBJ#bat_b02_a::Onkill";
+ donpcevent "OBJ#bat_b02_a::OnEnable";
+ donpcevent "OBJ#bat_b02_b::Onkill";
+ donpcevent "OBJ#bat_b02_b::OnEnable";
+ donpcevent "guardian#bat_b02_a::Onkill";
+ donpcevent "guardian#bat_b02_b::Onkill";
+ donpcevent "guardian#bat_b02_a::OnEnable";
+ donpcevent "guardian#bat_b02_b::OnEnable";
+ donpcevent "cell#bat_b02_a::Onred";
+ donpcevent "cell#bat_b02_b::Onred";
+ donpcevent "time#bat_b02::OnEnable";
+ disablenpc "Guillaume Vintenar#b02_a";
+ disablenpc "Croix Vintenar#b02_b";
+ disablenpc "Vintenar#bat_b02_aover";
+ disablenpc "Vintenar#bat_b02_bover";
+ bg_warp $@FlaviusBG2_id1,"bat_b02",87,75;
+ bg_warp $@FlaviusBG2_id2,"bat_b02",311,224;
+ donpcevent "countdown#bat_b02::OnEnable";
+ initnpctimer;
+ end;
+
+OnReset:
+ donpcevent "OBJ#bat_b02_a::Onkill";
+ donpcevent "OBJ#bat_b02_a::OnEnable";
+ donpcevent "OBJ#bat_b02_b::Onkill";
+ donpcevent "OBJ#bat_b02_b::OnEnable";
+ donpcevent "guardian#bat_b02_a::Onkill";
+ donpcevent "guardian#bat_b02_b::Onkill";
+ donpcevent "guardian#bat_b02_a::OnEnable";
+ donpcevent "guardian#bat_b02_b::OnEnable";
+ donpcevent "cell#bat_b02_a::Onred";
+ donpcevent "cell#bat_b02_b::Onred";
+ donpcevent "time#bat_b02::OnEnable";
+ disablenpc "Guillaume Vintenar#b02_a";
+ disablenpc "Croix Vintenar#b02_b";
+ disablenpc "Vintenar#bat_b02_aover";
+ disablenpc "Vintenar#bat_b02_bover";
+ bg_warp $@FlaviusBG2_id1,"bat_b02",87,75;
+ bg_warp $@FlaviusBG2_id2,"bat_b02",311,224;
+ end;
+
+OnGuillaumeQuit:
+OnCroixQuit:
+ bg_leave;
+ end;
+
+OnTimer10000:
+ stopnpctimer;
+ donpcevent "#bat_b02_timer::OnEnable";
+ end;
+}
+
+bat_b02,1,1,3 script OBJ#bat_b02_a 844,{
+OnEnable:
+ bg_monster $@FlaviusBG2_id1,"bat_b02",61,150,"Pink Crystal",1915,"OBJ#bat_b02_a::OnMyMobDead";
+ end;
+
+Onkill:
+ killmonster "bat_b02","OBJ#bat_b02_a::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ if (mobcount("bat_b02","OBJ#bat_b02_a::OnMyMobDead") < 1) {
+ mapannounce "bat_b02", "Guillaume's Crystal has been destroyed.",bc_map,"0xFFCE00";
+ if ($@Croix_ScoreBG2 > 0) {
+ set $@FlaviusBG2_Victory,2;
+ set $@Croix_ScoreBG2,$@Croix_ScoreBG2+1;
+ enablenpc "Guillaume Vintenar#b02_a";
+ enablenpc "Croix Vintenar#b02_b";
+ donpcevent "time#bat_b02::Onstop";
+ }
+ else {
+ set $@Croix_ScoreBG2,1;
+ donpcevent "time#bat_b02::OnEnable";
+ donpcevent "start#bat_b02::onReset";
+ }
+ donpcevent "#bat_b02_timer::OnStop";
+ bg_updatescore "bat_b02",$@Guill_ScoreBG2,$@Croix_ScoreBG2;
+ bg_warp $@FlaviusBG2_id1,"bat_b02",10,290;
+ bg_warp $@FlaviusBG2_id2,"bat_b02",390,10;
+ donpcevent "#bat_b02_timer::OnEnable";
+ }
+ end;
+}
+
+bat_b02,1,2,3 script OBJ#bat_b02_b 844,{
+OnEnable:
+ bg_monster $@FlaviusBG2_id2,"bat_b02",328,150,"Blue Crystal",1914,"OBJ#bat_b02_b::OnMyMobDead";
+ end;
+
+Onkill:
+ killmonster "bat_b02","OBJ#bat_b02_b::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ if (mobcount("bat_b02","OBJ#bat_b02_b::OnMyMobDead") < 1) {
+ mapannounce "bat_b02", "Croix's Crystal has been destroyed.",bc_map,"0xFFCE00";
+ if ($@Guill_ScoreBG2 > 0) {
+ set $@FlaviusBG2_Victory,1;
+ set $@Guill_ScoreBG2,$@Guill_ScoreBG2+1;
+ enablenpc "Guillaume Vintenar#b02_a";
+ enablenpc "Croix Vintenar#b02_b";
+ donpcevent "time#bat_b02::Onstop";
+ }
+ else {
+ set $@Guill_ScoreBG2,1;
+ donpcevent "time#bat_b02::OnEnable";
+ donpcevent "start#bat_b02::onReset";
+ }
+ donpcevent "#bat_b02_timer::OnStop";
+ bg_updatescore "bat_b02",$@Guill_ScoreBG2,$@Croix_ScoreBG2;
+ bg_warp $@FlaviusBG2_id1,"bat_b02",10,290;
+ bg_warp $@FlaviusBG2_id2,"bat_b02",390,10;
+ donpcevent "#bat_b02_timer::OnEnable";
+ }
+ end;
+}
+
+bat_b02,1,3,3 script guardian#bat_b02_a 844,{
+OnEnable:
+ bg_monster $@FlaviusBG2_id1,"bat_b02",108,159,"Guillaume Camp Guardian",1949,"guardian#bat_b02_a::OnMyMobDead";
+ bg_monster $@FlaviusBG2_id1,"bat_b02",108,141,"Guillaume Camp Guardian",1949,"guardian#bat_b02_a::OnMyMobDead";
+ end;
+
+Onkill:
+ killmonster "bat_b02","guardian#bat_b02_a::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ if (mobcount("bat_b02","guardian#bat_b02_a::OnMyMobDead") < 1) {
+ donpcevent "cell#bat_b02_a::Ongreen";
+ mapannounce "bat_b02", "The Guardian protecting Guillaume's Crystal has been slain.",bc_map,"0xFFCE00";
+ }
+ end;
+}
+
+bat_b02,1,3,3 script guardian#bat_b02_b 844,{
+OnEnable:
+ bg_monster $@FlaviusBG2_id2,"bat_b02",307,160,"Croix Camp Guardian",1949,"guardian#bat_b02_b::OnMyMobDead";
+ bg_monster $@FlaviusBG2_id2,"bat_b02",307,138,"Croix Camp Guardian",1949,"guardian#bat_b02_b::OnMyMobDead";
+ end;
+
+Onkill:
+ killmonster "bat_b02","guardian#bat_b02_b::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ if (mobcount("bat_b02","guardian#bat_b02_b::OnMyMobDead") < 1) {
+ donpcevent "cell#bat_b02_b::Ongreen";
+ mapannounce "bat_b02", "The Guardian protecting Croix's Crystal has been slain.",bc_map,"0xFFCE00";
+ }
+ end;
+}
+
+bat_b02,1,4,3 script cell#bat_b02_a 844,{
+Onred:
+ setcell "bat_b02",62,149,60,151,cell_basilica,1;
+ setcell "bat_b02",62,149,60,151,cell_walkable,0;
+ end;
+
+Ongreen:
+ setcell "bat_b02",62,149,60,151,cell_basilica,0;
+ setcell "bat_b02",62,149,60,151,cell_walkable,1;
+ end;
+}
+
+bat_b02,1,5,3 script cell#bat_b02_b 844,{
+Onred:
+ setcell "bat_b02",327,151,329,149,cell_basilica,1;
+ setcell "bat_b02",327,151,329,149,cell_walkable,0;
+ end;
+
+Ongreen:
+ setcell "bat_b02",327,151,329,149,cell_basilica,0;
+ setcell "bat_b02",327,151,329,149,cell_walkable,1;
+ end;
+}
+
+bat_b02,1,6,1 script time#bat_b02 844,{
+OnEnable:
+ donpcevent "Battle Therapist#b02_a::OnEnable";
+ donpcevent "Battle Therapist#b02_b::OnEnable";
+ end;
+
+Onstop:
+ donpcevent "Battle Therapist#b02_a::OnStop";
+ donpcevent "Battle Therapist#b02_b::OnStop";
+ end;
+}
+
+bat_b02,10,294,3 script Battle Therapist#b02_a 95,{
+ specialeffect2 EF_HEAL;
+ mes "[Battle Therapist]";
+ mes "Just close your eyes,";
+ mes "and take a deep breath.";
+ mes "You can be free from pain.";
+ close;
+
+OnTimer25000:
+ specialeffect EF_SANCTUARY;
+ enablenpc "bat_b02_rp1_a_warp";
+ end;
+
+OnTimer26000:
+ disablenpc "bat_b02_rp1_a_warp";
+ end;
+
+OnTimer26500:
+ stopnpctimer;
+ donpcevent "Battle Therapist#b02_a::onEnable";
+ end;
+
+OnEnable:
+ initnpctimer;
+ enablenpc "Battle Therapist#b02_a";
+ end;
+
+Onstop:
+ disablenpc "bat_b02_rp1_a_warp";
+ disablenpc "Battle Therapist#b02_a";
+ stopnpctimer;
+ end;
+}
+
+bat_b02,10,290,0 script bat_b02_rp1_a_warp 45,10,10,{
+OnInit:
+ disablenpc "bat_b02_rp1_a_warp";
+ end;
+
+OnTouch:
+ percentheal 100,100;
+ warp "bat_b02",87,73;
+ end;
+}
+
+bat_b02,389,14,3 script Battle Therapist#b02_b 95,{
+ specialeffect2 EF_HEAL;
+ mes "[Battle Therapist]";
+ mes "Just close your eyes,";
+ mes "and take a deep breath.";
+ mes "You can be free from pain.";
+ close;
+
+OnTimer25000:
+ specialeffect EF_SANCTUARY;
+ enablenpc "bat_b02_rp1_b_warp";
+ end;
+
+OnTimer26000:
+ disablenpc "bat_b02_rp1_b_warp";
+ end;
+
+OnTimer26500:
+ stopnpctimer;
+ donpcevent "Battle Therapist#b02_b::OnEnable";
+ end;
+
+OnEnable:
+ initnpctimer;
+ enablenpc "Battle Therapist#b02_b";
+ end;
+
+Onstop:
+ disablenpc "bat_b02_rp1_b_warp";
+ disablenpc "Battle Therapist#b02_b";
+ stopnpctimer;
+ end;
+}
+
+bat_b02,389,10,0 script bat_b02_rp1_b_warp 45,9,9,{
+OnInit:
+ disablenpc "bat_b02_rp1_a_warp";
+ end;
+
+OnTouch:
+ percentheal 100,100;
+ warp "bat_b02",312,225;
+ end;
+}
+
+bat_b02,87,76,0 script A_CODE#bat_b02 -1,5,5,{
+OnTouch:
+ if (checkquest(2070) < 0)
+ //setquest 2070;
+ end;
+}
+
+bat_b02,312,224,0 script B_CODE#bat_b02 -1,5,5,{
+OnTouch:
+ if (checkquest(2070) < 0)
+ //setquest 2070;
+ end;
+}
+
+bat_b02,10,294,3 script Guillaume Vintenar#b02_a 934,{
+ if ($@FlaviusBG2_id1 == getcharid(4)) {
+ if ($@FlaviusBG2_Victory == 1) {
+ set .@your_medal,countitem(7829);
+ set .@medal_gap,500 - .@your_medal;
+ if (.@medal_gap > 8) {
+ mes "[Axl Rose]";
+ mes "Blessed Guillaume!";
+ mes "Let's enjoy our glorious victory!";
+ mes ""+strcharinfo(0)+", it's a sign reflecting victory.";
+ close2;
+ getitem 7829,9; //BF_Badge2
+ }
+ else {
+ mes "[Axl Rose]";
+ mes "Blessed Guillaume!";
+ mes "Let's enjoy our glorious victory!";
+ mes ""+strcharinfo(0)+", it's a sign reflecting victory.";
+ close2;
+ getitem 7829,.@medal_gap; //BF_Badge2
+ }
+ }
+ else {
+ set .@your_medal,countitem(7829);
+ set .@medal_gap,500 - .@your_medal;
+ if (.@medal_gap > 2) {
+ mes "[Axl Rose]";
+ mes "You lost, but you're dedicated to this battle.";
+ mes "This is a reward for your great dedication by Guillaume Marollo!";
+ mes "Just take this defeat as a lesson, next time you will definitely win.";
+ close2;
+ getitem 7829,3; //BF_Badge2
+ }
+ else {
+ mes "[Axl Rose]";
+ mes "You lost, but you're dedicated to this battle.";
+ mes "This is a reward for your great dedication by Guillaume Marollo!";
+ mes "Just take this defeat as a lesson, next time you will definitely win.";
+ close2;
+ getitem 7829,.@medal_gap; //BF_Badge2
+ }
+ }
+ }
+ bg_leave;
+ warp "bat_room",154,150;
+ end;
+
+OnInit:
+ disablenpc "Guillaume Vintenar#b02_a";
+ end;
+}
+
+bat_b02,389,14,3 script Croix Vintenar#b02_b 934,{
+ if ($@FlaviusBG2_id2 == getcharid(4)) {
+ if ($@FlaviusBG2_Victory == 2) {
+ set .@your_medal,countitem(7829);
+ set .@medal_gap,500 - .@your_medal;
+ if (.@medal_gap > 8) {
+ mes "[Swandery]";
+ mes "Blessed Croix!";
+ mes "Let's enjoy our glorious victory!";
+ mes ""+strcharinfo(0)+", it's a sign reflecting victory.";
+ close2;
+ getitem 7829,9; //BF_Badge2
+ }
+ else {
+ mes "[Swandery]";
+ mes "Blessed Croix!";
+ mes "Let's enjoy our glorious victory!";
+ mes ""+strcharinfo(0)+", it's a sign reflecting victory.";
+ close2;
+ getitem 7829,.@medal_gap; //BF_Badge2
+ }
+ }
+ else {
+ set .@your_medal,countitem(7829);
+ set .@medal_gap,500 - .@your_medal;
+ if (.@medal_gap > 2) {
+ mes "[Swandery]";
+ mes "Oh, "+strcharinfo(0)+". Don't be sad.";
+ mes "Even though we didn't win, we did our best.";
+ mes "This is a Royal gift from Croix, and please don't forget this battle. We will win the next one.";
+ close2;
+ getitem 7829,3; //BF_Badge2
+ }
+ else {
+ mes "[Swandery]";
+ mes "Oh, "+strcharinfo(0)+". Don't be sad.";
+ mes "Even though we didn't win, we did our best.";
+ mes "This is a Royal gift from Croix, and please don't forget this battle. We will win the next one.";
+ close2;
+ getitem 7829,.@medal_gap; //BF_Badge2
+ }
+ }
+ }
+ bg_leave;
+ warp "bat_room",154,150;
+ end;
+
+OnInit:
+ disablenpc "Croix Vintenar#b02_b";
+ end;
+}
+
+bat_b02,1,5,3 script countdown#bat_b02 844,{
+OnInit:
+ stopnpctimer;
+ end;
+
+OnEnable:
+ stopnpctimer;
+ initnpctimer;
+ end;
+
+Onstop:
+ stopnpctimer;
+ end;
+
+OnTimer7000:
+ mapannounce "bat_b02", "Guillaume Vintenar Axl Rose : Let's attack to destroy that Crystal!",bc_map,"0xFF9900";
+ end;
+
+OnTimer8000:
+ mapannounce "bat_b02", "Croix Vintenar Swandery : Even though Guillaume is struggling to win against us, the victory is ours. Let's show them our power.",bc_map,"0xFF99CC";
+ end;
+
+OnTimer1800000:
+ mapannounce "bat_b02", "Marollo VII : Guillaume Marollo, Croix Marollo! And their followers!",bc_map,"0x99CC00";
+ end;
+
+OnTimer1803000:
+ mapannounce "bat_b02", "Marollo VII : Both camps are competitive, so it's hard to judge which team is superior.",bc_map,"0x99CC00";
+ end;
+
+OnTimer1808000:
+ mapannounce "bat_b02", "Marollo VII : This battle of Flavian is such a waste of time. I will decide victory and defeat by your progress.",bc_map,"0x99CC00";
+ end;
+
+OnTimer1822000:
+ mapannounce "bat_b02", "Marollo VII : If you can't accept the results, try again in another valley battle!",bc_map,"0x99CC00";
+ end;
+
+OnTimer1825000:
+ mapannounce "bat_b02", "Axl Rose, Swandery : Yes, sir.",bc_map,"0x99CC00";
+ end;
+
+OnTimer1830000:
+ donpcevent "time#bat_b02::Onstop";
+ bg_warp $@FlaviusBG2_id1,"bat_b02",10,290;
+ bg_warp $@FlaviusBG2_id2,"bat_b02",390,10;
+ enablenpc "Vintenar#bat_b02_aover";
+ enablenpc "Vintenar#bat_b02_bover";
+ end;
+
+OnTimer1900000:
+ mapwarp "bat_b02","bat_room",154,150;
+ donpcevent "countdown#bat_b02::Onstop";
+ end;
+}
+
+bat_b02,81,83,3 script Guillaume Camp#flag32 973,{ end; }
+bat_b02,94,83,3 script Guillaume Camp#flag33 973,{ end; }
+bat_b02,81,66,3 script Guillaume Camp#flag34 973,{ end; }
+bat_b02,94,66,3 script Guillaume Camp#flag35 973,{ end; }
+bat_b02,139,142,3 script Guillaume Camp#flag36 973,{ end; }
+bat_b02,139,158,3 script Guillaume Camp#flag37 973,{ end; }
+bat_b02,110,161,3 script Guillaume Camp#flag38 973,{ end; }
+bat_b02,110,137,3 script Guillaume Camp#flag39 973,{ end; }
+bat_b02,63,135,3 script Guillaume Camp#flag40 973,{ end; }
+bat_b02,63,165,3 script Guillaume Camp#flag41 973,{ end; }
+bat_b02,10,296,3 script Guillaume Camp#flag42 973,{ end; }
+
+bat_b02,306,233,3 script Croix Camp#flag32 974,{ end; }
+bat_b02,317,233,3 script Croix Camp#flag33 974,{ end; }
+bat_b02,306,216,3 script Croix Camp#flag34 974,{ end; }
+bat_b02,317,216,3 script Croix Camp#flag35 974,{ end; }
+bat_b02,257,158,3 script Croix Camp#flag36 974,{ end; }
+bat_b02,257,141,3 script Croix Camp#flag37 974,{ end; }
+bat_b02,297,164,3 script Croix Camp#flag38 974,{ end; }
+bat_b02,297,136,3 script Croix Camp#flag39 974,{ end; }
+bat_b02,336,161,3 script Croix Camp#flag40 974,{ end; }
+bat_b02,336,139,3 script Croix Camp#flag41 974,{ end; }
+bat_b02,389,16,3 script Croix Camp#flag42 974,{ end; }
+
+bat_b02,10,294,3 script Vintenar#bat_b02_aover 419,{
+ set .@A_B_gap,$@Guill_ScoreBG2 - $@Croix_ScoreBG2;
+ if ($@FlaviusBG2_id1 == getcharid(4)) {
+ if (.@A_B_gap > 0) {
+ set .@your_medal,countitem(7829);
+ set .@medal_gap,500 - .@your_medal;
+ if (.@medal_gap > 8) {
+ mes "[Axl Rose]";
+ mes "Blessed Guillaume!";
+ mes "Let's enjoy our glorious victory!";
+ mes ""+strcharinfo(0)+", it's a sign reflecting victory.";
+ close2;
+ getitem 7829,9; //BF_Badge2
+ }
+ else {
+ mes "[Axl Rose]";
+ mes "Blessed Guillaume!";
+ mes "Let's enjoy our glorious victory!";
+ mes ""+strcharinfo(0)+", it's a sign reflecting victory.";
+ close2;
+ getitem 7829,.@medal_gap; //BF_Badge2
+ }
+ }
+ else if (.@A_B_gap == 0) {
+ set .@your_medal,countitem(7829);
+ set .@medal_gap,500 - .@your_medal;
+ if (.@medal_gap > 2) {
+ mes "[Axl Rose]";
+ mes "You lost, but you're dedicated to this battle.";
+ mes "This is a reward for your great dedication by Guillaume Marollo!";
+ mes "Just take this defeat as a lesson, next time you will definitely win.";
+ close2;
+ getitem 7829,3; //BF_Badge2
+ }
+ else {
+ mes "[Axl Rose]";
+ mes "You lost, but you're dedicated to this battle.";
+ mes "This is a reward for your great dedication by Guillaume Marollo!";
+ mes "Just take this defeat as a lesson, next time you will definitely win.";
+ close2;
+ getitem 7829,.@medal_gap; //BF_Badge2
+ }
+ }
+ else {
+ set .@your_medal,countitem(7829);
+ set .@medal_gap,500 - .@your_medal;
+ if (.@medal_gap > 2) {
+ mes "[Axl Rose]";
+ mes "You lost, but you're dedicated to this battle.";
+ mes "This is a reward for your great dedication by Guillaume Marollo!";
+ mes "Just take this defeat as a lesson, next time you will definitely win.";
+ close2;
+ getitem 7829,3; //BF_Badge2
+ }
+ else {
+ mes "[Axl Rose]";
+ mes "You lost, but you're dedicated to this battle.";
+ mes "This is a reward for your great dedication by Guillaume Marollo!";
+ mes "Just take this defeat as a lesson, next time you will definitely win.";
+ close2;
+ getitem 7829,.@medal_gap; //BF_Badge2
+ }
+ }
+ }
+ else {
+ mes "[Axl Rose]";
+ mes "Why are you here, Croix mercenary? I am definitely sure of victory against foolish Croix such as you. Ha!";
+ close;
+ }
+ bg_leave;
+ warp "bat_room",154,150;
+ end;
+
+OnInit:
+ disablenpc "Vintenar#bat_b02_aover";
+ end;
+}
+
+bat_b02,389,14,3 script Vintenar#bat_b02_bover 415,{
+ set .@A_B_gap,$@Guill_ScoreBG2 - $@Croix_ScoreBG2;
+ if ($@FlaviusBG2_id2 == getcharid(4)) {
+ if (.@A_B_gap > 0) {
+ set .@your_medal,countitem(7829);
+ set .@medal_gap,500 - .@your_medal;
+ if (.@medal_gap > 2) {
+ mes "[Swandery]";
+ mes "Oh, "+strcharinfo(0)+". Don't be sad.";
+ mes "Even though we didn't win, we did our best.";
+ mes "This is a Royal gift from Croix, and please don't forget this battle. We will win the next one.";
+ close2;
+ getitem 7829,3; //BF_Badge2
+ }
+ else {
+ mes "[Swandery]";
+ mes "Oh, "+strcharinfo(0)+". Don't be sad.";
+ mes "Even though we didn't win, we did our best.";
+ mes "This is a Royal gift from Croix, and please don't forget this battle. We will win the next one.";
+ close2;
+ getitem 7829,.@medal_gap; //BF_Badge2
+ }
+ }
+ else if (.@A_B_gap == 0) {
+ set .@your_medal,countitem(7829);
+ set .@medal_gap,500 - .@your_medal;
+ if (.@medal_gap > 2) {
+ mes "[Swandery]";
+ mes "Oh, "+strcharinfo(0)+". Don't be sad.";
+ mes "Even though we didn't win, we did our best.";
+ mes "This is a Royal gift from Croix, and please don't forget this battle. We will win the next one.";
+ close2;
+ getitem 7829,3; //BF_Badge2
+ }
+ else {
+ mes "[Swandery]";
+ mes "Oh, "+strcharinfo(0)+". Don't be sad.";
+ mes "Even though we didn't win, we did our best.";
+ mes "This is a Royal gift from Croix, and please don't forget this battle. We will win the next one.";
+ close2;
+ getitem 7829,.@medal_gap; //BF_Badge2
+ }
+ }
+ else {
+ set .@your_medal,countitem(7829);
+ set .@medal_gap,500 - .@your_medal;
+ if (.@medal_gap > 8) {
+ mes "[Swandery]";
+ mes "Blessed Croix!";
+ mes "Let's enjoy our glorious victory!";
+ mes ""+strcharinfo(0)+", it's a sign reflecting victory.";
+ close2;
+ getitem 7829,9; //BF_Badge2
+ }
+ else {
+ mes "[Swandery]";
+ mes "Blessed Croix!";
+ mes "Let's enjoy our glorious victory!";
+ mes ""+strcharinfo(0)+", it's a sign reflecting victory.";
+ close2;
+ getitem 7829,.@medal_gap; //BF_Badge2
+ }
+ }
+ }
+ else {
+ mes "[Swandery]";
+ mes "Why do you come here as a Guillaume? You will be sent to where you should be!";
+ close;
+ }
+ bg_leave;
+ warp "bat_room",154,150;
+ end;
+
+OnInit:
+ disablenpc "Vintenar#bat_b02_bover";
+ end;
+}
+
+/*
+bat_b02,1,10,3 script Release all#b02 81,{
+ input .@input,0,2000;
+ if (.@input == 0) {
+ mes "Cancelled.";
+ close;
+ }
+ else if (.@input == 1854) {
+ mes "May I help you?";
+ next;
+ switch(select("Release all.:Cancel.")) {
+ case 1:
+ mes "Bye.";
+ close2;
+ mapwarp "bat_b02","bat_room",154,150;
+ end;
+ case 2:
+ mes "Cancelled.";
+ close;
+ }
+ }
+}
+*/
diff --git a/npc/pre-re/battleground/flavius/flavius_enter.txt b/npc/pre-re/battleground/flavius/flavius_enter.txt
new file mode 100644
index 000000000..468a7fef8
--- /dev/null
+++ b/npc/pre-re/battleground/flavius/flavius_enter.txt
@@ -0,0 +1,374 @@
+//===== rAthena Script =======================================
+// BattleGround System - Flavius Entrance NPCs
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= rAthena 1.0
+//===== Description: =========================================
+//= [AEGIS Conversion]
+//= Flavius Battleground Entrance NPCs
+//===== Additional Comments: =================================
+//= 1.0 First Version.
+//============================================================
+
+// Flavius Officer - Guillaume
+//============================================================
+bat_room,133,178,5 script Flavius Officer#01a 418,{
+ if (checkweight(1201,1) == 0) {
+ mes "- Wait a minute !! -";
+ mes "- Currently you're carrying -";
+ mes "- too many items with you. -";
+ mes "- Please try again -";
+ mes "- after you loose some weight. -";
+ close;
+ }
+ mes "[Guillaume Army Officer]";
+ mes "Let's show the power of the Guillaume Army to those stinky Croixs!";
+ next;
+ switch(select("I want to join your army!:End Conversation")) {
+ case 1:
+ if ((Class == job_Novice) || (BaseClass == Job_Supernovice)) {
+ mes "[Guillaume Army Officer]";
+ mes "I'm very pleased that you want to join us and fight the Croix Army, but I'm sorry: I can't send a rookie like you to die on the cruel battlefield.";
+ }
+ else {
+ if (BaseLevel < 80) {
+ mes "[Guillaume Army Officer]";
+ mes "I'm very pleased that you want to join us and fight the Croix Army, but I'm sorry: I can't send a rookie like you to die on the cruel battlefield.";
+ }
+ else {
+ set .@chk_urtime,checkquest(2070,PLAYTIME);
+ if ((.@chk_urtime == 0)|| (.@chk_urtime == 1)) {
+ mes "[Guillaume Army Officer]";
+ mes "You seem to have just returned from the battlefield.";
+ mes "It's too early for you to go back. Go rest, and leave the enemies to us!";
+ }
+ else {
+ if (.@chk_urtime == 2)
+ erasequest 2070;
+ set .@mapcount2,getmapusers("bat_b01");
+ if (.@mapcount2 > 0) {
+ mes "[Guillaume Army Officer]";
+ mes "I've received a report informing me that an elite corps has been dispatched to the battlefield fighting the Croixs already.";
+ mes "Why don't you go wait for a while? I suggest you sharpen your weapons and prepare your supplies until then.";
+ }
+ else {
+ if ($@FlaviusBG1 > 0) {
+ mes "[Guillaume Army Officer]";
+ mes "An elite corps is already standing by to be dispatched to the battlefield.";
+ mes "Why don't you go wait for a while? I suggest you sharpen your weapons and prepare your supplies until then.";
+ }
+ else {
+ mes "[Guillaume Army Officer]";
+ mes "You definitely seem to be ready for battle!";
+ mes "Go show the Croixs what fear truly means!";
+ mes "Today, our cry of victory shall echo all over the battlefield!";
+ close2;
+ warp "bat_room",85,223;
+ end;
+ }
+ }
+ }
+ }
+ }
+ break;
+ case 2:
+ mes "[Guillaume Army Officer]";
+ mes "Today, we shall be victorious!";
+ break;
+ }
+ close;
+}
+
+bat_room,133,121,1 script Flavius Officer#01b 414,{
+ if (checkweight(1201,1) == 0) {
+ mes "- Wait a minute !! -";
+ mes "- Currently you're carrying -";
+ mes "- too many items with you. -";
+ mes "- Please try again -";
+ mes "- after you loose some weight. -";
+ close;
+ }
+ mes "[Croix Army Officer]";
+ mes "Let's show the Guillaumes the power of the Croix Army!";
+ next;
+ switch(select("I want to join your army!:End Conversation")) {
+ case 1:
+ if ((Class == job_Novice) || (BaseClass == Job_Supernovice)) {
+ mes "[Croix Army Officer]";
+ mes "I'm very pleased that you want to join us and fight the Guillaume Army, but I'm sorry: I can't send a rookie like you to die on the cruel battlefield.";
+ }
+ else {
+ if (BaseLevel < 80) {
+ mes "[Croix Army Officer]";
+ mes "I'm very pleased that you want to join us and fight the Guillaume Army, but I'm sorry: I can't send a rookie like you to die on the cruel battlefield.";
+ }
+ else {
+ set .@chk_urtime,checkquest(2070,PLAYTIME);
+ if ((.@chk_urtime == 0)|| (.@chk_urtime == 1)) {
+ mes "[Croix Army Officer]";
+ mes "You seem to have just returned from the battlefield.";
+ mes "It's too early for you to go back. Go rest, and leave the enemies to us!";
+ }
+ else {
+ if (.@chk_urtime == 2)
+ erasequest 2070;
+ set .@mapcount2,getmapusers("bat_b01");
+ if (.@mapcount2 > 0) {
+ mes "[Croix Army Officer]";
+ mes "I've received a report informing me that an elite corps has been dispatched to the battlefield fighting the Guillaume already.";
+ mes "Why don't you go wait for a while? I suggest you sharpen your weapons and prepare your supplies until then.";
+ }
+ else {
+ if ($@FlaviusBG1 > 0) {
+ mes "[Croix Army Officer]";
+ mes "An elite corps is already standing by to be dispatched to the battlefield.";
+ mes "Why don't you go wait for a while? I suggest you sharpen your weapons and prepare your supplies until then.";
+ }
+ else {
+ mes "[Croix Army Officer]";
+ mes "You definitely seem to be ready for battle!";
+ mes "Go show the Guillaumes what fear truly means!";
+ mes "Today, our cry of victory shall echo all over the battlefield!";
+ close2;
+ warp "bat_room",85,207;
+ end;
+ }
+ }
+ }
+ }
+ }
+ break;
+ case 2:
+ mes "[Croix Army Officer]";
+ mes "Today, we shall be victorious!";
+ break;
+ }
+ close;
+}
+
+bat_room,135,178,5 script Guillaume Knight#3 417,{
+ mes "[Guillaume Knight]";
+ mes "The objective of the Flavius Battle is to score 2 points before your enemy by destroying their crystal.";
+ next;
+ mes "[Guillaume Knight]";
+ mes "The crystals for both armies are protected by special barricades that cannot be destroyed by direct attacks.";
+ next;
+ mes "[Guillaume Knight]";
+ mes "But they can be removed by destroying the Guardians that protect the enemy army base.";
+ next;
+ mes "[Guillaume Knight]";
+ mes "The crystals are immune to every type of skill; your physical attacks are the only choice for destroying your enemy's crystal.";
+ next;
+ mes "[Guillaume Knight]";
+ mes "Please remember: when you join a battle, you will be receiving a token which indicates the set duration for which you cannot participate in the same type of battle.";
+ mes "You may check the duration by pressing the Alt+U keys.";
+ next;
+ mes "[Guillaume Knight]";
+ mes "Are you ready for battle? Then apply with the recruiter next to me!";
+ close;
+}
+
+bat_room,151,178,5 script Guillaume Knight#4 417,{
+ mes "[Guillaume Knight]";
+ mes "The objective of the Flavius Battle is to score 2 points before your enemy by destroying their crystal.";
+ next;
+ mes "[Guillaume Knight]";
+ mes "The crystals for both armies are protected by special barricades that cannot be destroyed by direct attacks.";
+ next;
+ mes "[Guillaume Knight]";
+ mes "But they can be removed by destroying the Guardians that protect the enemy army base.";
+ next;
+ mes "[Guillaume Knight]";
+ mes "The crystals are immune to every type of skill; your physical attacks are the only choice for destroying your enemy's crystal.";
+ next;
+ mes "[Guillaume Knight]";
+ mes "Please remember: when you join a battle, you will be receiving a token which indicates the set duration for which you cannot participate in the same type of battle.";
+ mes "You may check the duration by pressing the Alt+U keys.";
+ next;
+ mes "[Guillaume Knight]";
+ mes "Are you ready for battle? Then apply with the recruiter next to me!";
+ close;
+}
+
+bat_room,135,121,1 script Croix Knight#3 413,{
+ mes "[Croix Knight]";
+ mes "The objective of the Flavius Battle is to score 2 points before your enemy by destroying their crystal.";
+ next;
+ mes "[Croix Knight]";
+ mes "The crystals for both armies are protected by special barricades that cannot be destroyed by direct attacks.";
+ next;
+ mes "[Croix Knight]";
+ mes "But they can be removed by destroying the Guardians that protect the enemy army base.";
+ next;
+ mes "[Croix Knight]";
+ mes "The crystals are immune to every type of skill; your physical attacks are the only choice for destroying your enemy's crystal.";
+ next;
+ mes "[Croix Knight]";
+ mes "Please remember: when you join a battle, you will be receiving a token which indicates the set duration for which you cannot participate in the same type of battle.";
+ mes "You may check the duration by pressing the Alt+U keys.";
+ next;
+ mes "[Croix Knight]";
+ mes "Are you ready for battle? Then apply with the recruiter next to me!";
+ close;
+}
+
+bat_room,151,121,1 script Croix Knight#4 413,{
+ mes "[Croix Knight]";
+ mes "The objective of the Flavius Battle is to score 2 points before your enemy by destroying their crystal.";
+ next;
+ mes "[Croix Knight]";
+ mes "The crystals for both armies are protected by special barricades that cannot be destroyed by direct attacks.";
+ next;
+ mes "[Croix Knight]";
+ mes "But they can be removed by destroying the Guardians that protect the enemy army base.";
+ next;
+ mes "[Croix Knight]";
+ mes "The crystals are immune to every type of skill; your physical attacks are the only choice for destroying your enemy's crystal.";
+ next;
+ mes "[Croix Knight]";
+ mes "Please remember: when you join a battle, you will be receiving a token which indicates the set duration for which you cannot participate in the same type of battle.";
+ mes "You may check the duration by pressing the Alt+U keys.";
+ next;
+ mes "[Croix Knight]";
+ mes "Are you ready for battle? Then apply with the recruiter next to me!";
+ close;
+}
+
+// Flavius Officer - Croix
+//============================================================
+bat_room,148,178,5 script Flavius Officer#02a 418,{
+ if (checkweight(1201,1) == 0) {
+ mes "- Wait a minute !! -";
+ mes "- Currently you're carrying -";
+ mes "- too many items with you. -";
+ mes "- Please try again -";
+ mes "- after you loose some weight. -";
+ close;
+ }
+ mes "[Guillaume Army Officer]";
+ mes "Let's show the power of the Guillaume Army to those stinky Croixs!";
+ next;
+ switch(select("I want to join your army!:End Conversation")) {
+ case 1:
+ if ((Class == job_Novice) || (BaseClass == Job_Supernovice)) {
+ mes "[Guillaume Army Officer]";
+ mes "I'm very pleased that you want to join us and fight the Croix Army, but I'm sorry: I can't send a rookie like you to die on the cruel battlefield.";
+ }
+ else {
+ if (BaseLevel < 80) {
+ mes "[Guillaume Army Officer]";
+ mes "I'm very pleased that you want to join us and fight the Croix Army, but I'm sorry: I can't send a rookie like you to die on the cruel battlefield.";
+ }
+ else {
+ set .@chk_urtime,checkquest(2070,PLAYTIME);
+ if ((.@chk_urtime == 0)|| (.@chk_urtime == 1)) {
+ mes "[Guillaume Army Officer]";
+ mes "You seem to have just returned from the battlefield.";
+ mes "It's too early for you to go back. Go rest, and leave the enemies to us!";
+ }
+ else {
+ if (.@chk_urtime == 2)
+ erasequest 2070;
+ set .@mapcount2,getmapusers("bat_b02");
+ if (.@mapcount2 > 0) {
+ mes "[Guillaume Army Officer]";
+ mes "I've received a report informing me that an elite corps has been dispatched to the battlefield fighting the Croixs already.";
+ mes "Why don't you go wait for a while? I suggest you sharpen your weapons and prepare your supplies until then.";
+ }
+ else {
+ if ($@FlaviusBG2 > 0) {
+ mes "[Guillaume Army Officer]";
+ mes "An elite corps is already standing by to be dispatched to the battlefield.";
+ mes "Why don't you go wait for a while? I suggest you sharpen your weapons and prepare your supplies until then.";
+ }
+ else {
+ mes "[Guillaume Army Officer]";
+ mes "You definitely seem to be ready for battle!";
+ mes "Go show the Croixs what fear truly means!";
+ mes "Today, our cry of victory shall echo all over the battlefield!";
+ close2;
+ warp "bat_room",141,224;
+ end;
+ }
+ }
+ }
+ }
+ }
+ break;
+ case 2:
+ mes "[Guillaume Army Officer]";
+ mes "Today, we shall be victorious!";
+ break;
+ }
+ close;
+}
+
+bat_room,148,121,1 script Flavius Officer#02b 414,{
+ if (checkweight(1201,1) == 0) {
+ mes "- Wait a minute !! -";
+ mes "- Currently you're carrying -";
+ mes "- too many items with you. -";
+ mes "- Please try again -";
+ mes "- after you loose some weight. -";
+ close;
+ }
+ mes "[Croix Army Officer]";
+ mes "Let's show the power of the Croix Army to those stinky Guillaumes!";
+ next;
+ switch(select("I want to join your army!:End Conversation")) {
+ case 1:
+ if ((Class == job_Novice) || (BaseClass == Job_Supernovice)) {
+ mes "[Croix Army Officer]";
+ mes "I'm very pleased that you want to join us and fight the Guillaume Army, but I'm sorry: I can't send a rookie like you to die on the cruel battlefield.";
+ }
+ else {
+ if (BaseLevel < 80) {
+ mes "[Croix Army Officer]";
+ mes "I'm very pleased that you want to join us and fight the Guillaume Army, but I'm sorry: I can't send a rookie like you to die on the cruel battlefield.";
+ }
+ else {
+ set .@chk_urtime,checkquest(2070,PLAYTIME);
+ if ((.@chk_urtime == 0)|| (.@chk_urtime == 1)) {
+ mes "[Croix Army Officer]";
+ mes "You seem to have just returned from the battlefield.";
+ mes "It's too early for you to go back. Go rest, and leave the enemies to us!";
+ }
+ else {
+ if (.@chk_urtime == 2)
+ erasequest 2070;
+ set .@mapcount2,getmapusers("bat_b02");
+ if (.@mapcount2 > 0) {
+ mes "[Croix Army Officer]";
+ mes "I've received a report informing me that an elite corps has been dispatched to the battlefield fighting the Guillaume already.";
+ mes "Why don't you go wait for a while? I suggest you sharpen your weapons and prepare your supplies until then.";
+ }
+ else {
+ if ($@FlaviusBG2 > 0) {
+ mes "[Croix Army Officer]";
+ mes "An elite corps is already standing by to be dispatched to the battlefield.";
+ mes "Why don't you go wait for a while? I suggest you sharpen your weapons and prepare your supplies until then.";
+ }
+ else {
+ mes "[Croix Army Officer]";
+ mes "You definitely seem to be ready for battle!";
+ mes "Go show the Guillaumes what fear truly means!";
+ mes "Today, our cry of victory shall echo all over the battlefield!";
+ close2;
+ warp "bat_room",141,207;
+ end;
+ }
+ }
+ }
+ }
+ }
+ break;
+ case 2:
+ mes "[Croix Army Officer]";
+ mes "Today, we shall be victorious!";
+ break;
+ }
+ close;
+}
diff --git a/npc/pre-re/battleground/kvm/kvm01.txt b/npc/pre-re/battleground/kvm/kvm01.txt
new file mode 100644
index 000000000..684df0e71
--- /dev/null
+++ b/npc/pre-re/battleground/kvm/kvm01.txt
@@ -0,0 +1,430 @@
+//===== rAthena Script =======================================
+// BattleGround System - KvM 80-99
+//===== By: ==================================================
+//= ???, L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.2
+//===== Compatible With: =====================================
+//= rAthena 1.0
+//===== Description: =========================================
+//= [AEGIS Conversion]
+//= Kreiger Von Midgard Battleground for levels 80 to 99
+//= - Winning Team: 5 points
+//= - Losing Team: 1 point
+//===== Additional Comments: =================================
+//= 1.0 First Version.
+//= 1.1 Updated using official Aegis files. [L0ne_W0lf]
+//= 1.2 Upated some announces and dialogs from iRO.
+//= Changed how the scoreboard works slightly.
+//= Removed the areapercentheals, and minor things.
+//============================================================
+
+// Waiting Room NPCs
+//============================================================
+bat_room,169,226,5 script KVM Waiting Room#a::KvM01R_Guillaume 418,{
+ end;
+
+OnInit:
+ waitingroom "Battle Station 5 Players",5,"KvM01_BG::OnGuillaumeJoin",1;
+ end;
+
+OnEnterBG:
+ set $@KvM01BG_id1, waitingroom2bg("bat_c01",52,129,"KvM01_BG::OnGuillaumeQuit","KvM01_BG::OnGuillaumeDie");
+ end;
+}
+
+bat_room,169,220,0 warp #kvm801 2,2,bat_room,154,150
+
+bat_room,169,205,3 script KVM Waiting Room#b::KvM01R_Croix 414,{
+ end;
+
+OnInit:
+ waitingroom "Battle Station 5 Players",5,"KvM01_BG::OnCroixJoin",1;
+ end;
+
+OnEnterBG:
+ set $@KvM01BG_id2, waitingroom2bg("bat_c01",147,55,"KvM01_BG::OnCroixQuit","KvM01_BG::OnCroixDie");
+ end;
+}
+
+bat_room,169,211,0 warp #kvm802 2,2,bat_room,154,150
+
+// Starting Line
+//============================================================
+- script KVM01::CellEffect -1,{
+ end;
+
+OnKvM01One:
+ misceffect EF_CHANGECOLD;
+ end;
+
+OnKvM01Two:
+ misceffect EF_CHANGEPOISON;
+ end;
+}
+
+bat_c01,54,124,3 duplicate(CellEffect) #RedcellA1-1 139
+bat_c01,55,124,3 duplicate(CellEffect) #RedcellA2-1 139
+bat_c01,56,124,3 duplicate(CellEffect) #RedcellA3-1 139
+bat_c01,57,124,3 duplicate(CellEffect) #RedcellA4-1 139
+bat_c01,57,125,3 duplicate(CellEffect) #RedcellA5-1 139
+bat_c01,57,126,3 duplicate(CellEffect) #RedcellA6-1 139
+bat_c01,57,127,3 duplicate(CellEffect) #RedcellA7-1 139
+
+bat_c01,145,59,3 duplicate(CellEffect) #RedcellB1-1 139
+bat_c01,144,59,3 duplicate(CellEffect) #RedcellB2-1 139
+bat_c01,143,59,3 duplicate(CellEffect) #RedcellB3-1 139
+bat_c01,142,59,3 duplicate(CellEffect) #RedcellB4-1 139
+bat_c01,142,56,3 duplicate(CellEffect) #RedcellB5-1 139
+bat_c01,142,57,3 duplicate(CellEffect) #RedcellB6-1 139
+bat_c01,142,58,3 duplicate(CellEffect) #RedcellB7-1 139
+
+bat_c01,54,128,3 script #A_camp_start01 139,4,4,{
+ end;
+
+OnInit:
+ disablenpc "#A_camp_start01";
+ end;
+
+OnEnable:
+ enablenpc "#A_camp_start01";
+ end;
+
+OnDisable:
+ disablenpc "#A_camp_start01";
+ end;
+
+OnTouch:
+ set Bat_Team,1;
+ setquest 6025;
+ end;
+}
+
+bat_c01,146,56,3 script #B_camp_start01 139,4,4,{
+ end;
+
+OnInit:
+ disablenpc "#B_camp_start01";
+ end;
+
+OnEnable:
+ enablenpc "#B_camp_start01";
+ end;
+
+OnDisable:
+ disablenpc "#B_camp_start01";
+ end;
+
+OnTouch:
+ set Bat_Team,2;
+ setquest 6025;
+ end;
+}
+
+// Battleground Engine
+//============================================================
+- script KvM01_BG -1,{
+ end;
+
+OnInit:
+ setwall "bat_c01",54,122,6,7,0,"batc01wall_a";
+ setwall "bat_c01",55,122,5,7,0,"batc01wall_b";
+ setwall "bat_c01",140,56,6,7,0,"batc01wall_c";
+ setwall "bat_c01",140,57,5,7,0,"batc01wall_d";
+ disablenpc "KVM Officer#KVM01A";
+ disablenpc "KVM Officer#KVM01B";
+ end;
+
+OnGuillaumeJoin:
+OnCroixJoin:
+ donpcevent "KvM01_BG::OnReadyCheck";
+ end;
+
+OnGuillaumeQuit:
+ //set BG_Delay_Tick, gettimetick(2) + 1200;
+OnGuillaumeDie:
+ if( $@KvM01BG == 2 )
+ {
+ set .Guillaume_Count, .Guillaume_Count - 1;
+ bg_updatescore "bat_c01",.Guillaume_Count,.Croix_Count;
+ if( .Guillaume_Count < 1 ) donpcevent "KvM01_BG::OnCroixWin";
+ else {
+ mapannounce "bat_c01", "The number of Guillaumes is "+.Guillaume_Count+".",bc_map,"0x00ff00";
+ mapannounce "bat_c01", "The number of Croixes is "+.Croix_Count+".",bc_map,"0x00ff00";
+ }
+ }
+ end;
+
+OnCroixQuit:
+ //set BG_Delay_Tick, gettimetick(2) + 1200;
+OnCroixDie:
+ if( $@KvM01BG == 2 )
+ {
+ set .Croix_Count, .Croix_Count - 1;
+ bg_updatescore "bat_c01",.Guillaume_Count,.Croix_Count;
+ if( .Croix_Count < 1 ) donpcevent "KvM01_BG::OnGuillaumeWin";
+ else {
+ mapannounce "bat_c01", "The number of Guillaumes is "+.Guillaume_Count+".",bc_map,"0x00ff00";
+ mapannounce "bat_c01", "The number of Croixes is "+.Croix_Count+".",bc_map,"0x00ff00";
+ }
+ }
+ end;
+
+OnReadyCheck:
+ if( $@KvM01BG )
+ end;
+ set .@Guillaume, getwaitingroomstate(0,"KvM01R_Guillaume");
+ set .@Croix, getwaitingroomstate(0,"KvM01R_Croix");
+
+ if( .@Guillaume < 5 || .@Croix < 5 )
+ end;
+
+ set $@KvM01BG, 1; // Starting
+ donpcevent "KvM01R_Croix::OnEnterBG";
+ donpcevent "KvM01R_Guillaume::OnEnterBG";
+ donpcevent "KvM01_BG::OnStart";
+ end;
+
+OnStart:
+ disablenpc "KVM Officer#KVM01A";
+ disablenpc "KVM Officer#KVM01B";
+ set $@KvM01BG_Victory, 0;
+ // Warp Teams
+ bg_warp $@KvM01BG_id1,"bat_c01",53,128;
+ bg_warp $@KvM01BG_id2,"bat_c01",146,55;
+ initnpctimer;
+ end;
+
+OnTimer1000:
+ mapannounce "bat_c01", "In 1 minute, KVM will start.",bc_map,"0x00ff00";
+ end;
+
+OnTimer3000:
+ mapannounce "bat_c01", "The maximum time for a KVM battle is 5 minutes.",bc_map,"0x00ff00";
+ end;
+
+OnTimer6000:
+ mapannounce "bat_c01", "Please prepare for the KVM battle.",bc_map,"0x00ff00";
+ mapannounce "bat_c01", "You can buff your people.",bc_map,"0x00ff00";
+ donpcevent "#A_camp_start01::OnEnable";
+ donpcevent "#B_camp_start01::OnEnable";
+ end;
+
+OnTimer13000:
+ donpcevent "#A_camp_start01::OnDisable";
+ donpcevent "#B_camp_start01::OnDisable";
+ end;
+
+OnTimer30000:
+ mapannounce "bat_c01", "30 seconds remaining to start KVM battle.",bc_map,"0x00ff00";
+ end;
+
+OnTimer45000:
+ mapannounce "bat_c01", "15 seconds remaining to start KVM battle.",bc_map,"0x00ff00";
+ donpcevent "::OnKvM01One";
+ end;
+
+OnTimer50000:
+ mapannounce "bat_c01", "10 seconds remaining to start KVM battle.",bc_map,"0x00ff00";
+ donpcevent "::OnKvM01Two";
+ end;
+
+OnTimer55000:
+ mapannounce "bat_c01", "5 seconds remaining to start KVM battle.",bc_map,"0x00ff00";
+ donpcevent "::OnKvM01One";
+ end;
+
+OnTimer59000:
+ mapannounce "bat_c01", "KVM is now commencing.",bc_map,"0x00ff00";
+ donpcevent "::OnKvM01Two";
+ end;
+
+OnTimer61000:
+ // Team Members
+ set .Guillaume_Count, bg_get_data($@KvM01BG_id1, 0);
+ set .Croix_Count, bg_get_data($@KvM01BG_id2, 0);
+ if( .Guillaume_Count < 5 || .Croix_Count < 5 )
+ {
+ set $@KvM01BG_Victory, 3;
+ set $@KvM01BG, 3;
+ mapannounce "bat_c01","There are not enough players to start the battle",1,0x696969;
+ stopnpctimer;
+ donpcevent "KvM01_BG::OnStop";
+ end;
+ }
+ set $@KvM01BG, 2; // Playing
+ bg_warp $@KvM01BG_id1,"bat_c01",61,120;
+ bg_warp $@KvM01BG_id2,"bat_c01",138,63;
+ end;
+
+OnTimer300000:
+ mapannounce "bat_c01", "1 minute remaining to finish the KVM battle.",bc_map,"0x00ff00";
+ end;
+
+OnTimer330000:
+ mapannounce "bat_c01", "30 seconds remaining to finish the KVM battle.",bc_map,"0x00ff00";
+ end;
+
+OnTimer345000:
+ mapannounce "bat_c01", "15 seconds remaining to finish the KVM battle.",bc_map,"0x00ff00";
+ end;
+
+OnTimer350000:
+ mapannounce "bat_c01", "10 seconds remaining to finish the KVM battle.",bc_map,"0x00ff00";
+ end;
+
+OnTimer355000:
+ mapannounce "bat_c01", "5 seconds remaining to finish the KVM battle.",bc_map,"0x00ff00";
+ end;
+
+OnTimer360000:
+ mapannounce "bat_c01", "The KVM battle is over.",bc_map,"0x00ff00";
+ if( .Croix_Count > .Guillaume_Count )
+ donpcevent "KvM01_BG::OnCroixWin";
+ else if( .Croix_Count < .Guillaume_Count )
+ donpcevent "KvM01_BG::OnGuillaumeWin";
+ else
+ { // Draw Game
+ set $@KvM01BG, 3;
+ set $@KvM01BG_Victory, 3;
+ mapannounce "bat_c01", "The number of Guillaumes is "+.Guillaume_Count+".",bc_map,"0x00ff00";
+ mapannounce "bat_c01", "The number of Croixes is "+.Croix_Count+".",bc_map,"0x00ff00";
+ mapannounce "bat_c01", "This battle has ended in a draw.",bc_map,"0x00ff00";
+ donpcevent "KvM01_BG::OnStop";
+ }
+ end;
+
+OnGuillaumeWin:
+ set $@KvM01BG, 3;
+ set $@KvM01BG_Victory, 1;
+ mapannounce "bat_c01", "Guillaume wins!",bc_map,"0x00ff00";
+ mapannounce "bat_c01", "Congratulations to Guillaume members.",bc_map,"0x00ff00";
+ mapannounce "bat_c01", "Everyone will be moved to the start point.",bc_map,"0x00ff00";
+ donpcevent "KvM01_BG::OnStop";
+ end;
+
+OnCroixWin:
+ set $@KvM01BG, 3;
+ set $@KvM01BG_Victory, 2;
+ mapannounce "bat_c01", "Croix wins!",bc_map,"0x00ff00";
+ mapannounce "bat_c01", "Congratulations to Croix members.",bc_map,"0x00ff00";
+ mapannounce "bat_c01", "Everyone will be moved to the start point.",bc_map,"0x00ff00";
+ donpcevent "KvM01_BG::OnStop";
+ end;
+
+OnStop:
+ stopnpctimer;
+ enablenpc "KVM Officer#KVM01A";
+ enablenpc "KVM Officer#KVM01B";
+ // Warp Teams
+ bg_warp $@KvM01BG_id1,"bat_c01",53,128;
+ bg_warp $@KvM01BG_id2,"bat_c01",146,55;
+ donpcevent "KvM01_BG_Out::OnBegin";
+ end;
+
+OnReset:
+ set .Croix_Count, 0;
+ set .Guillaume_Count, 0;
+ set $@KvM01BG_Victory, 0;
+ if( $@KvM01BG_id1 ) { bg_destroy $@KvM01BG_id1; set $@KvM01BG_id1, 0; }
+ if( $@KvM01BG_id2 ) { bg_destroy $@KvM01BG_id2; set $@KvM01BG_id2, 0; }
+ disablenpc "KVM Officer#KVM01A";
+ disablenpc "KVM Officer#KVM01B";
+ mapwarp "bat_c01","bat_room",154,150;
+ maprespawnguildid "bat_c01",0,3; // Just in case someone else
+ bg_updatescore "bat_c01",5,5;
+ set $@KvM01BG, 0;
+ donpcevent "KvM01_BG::OnReadyCheck"; // Maybe a game is ready to start
+ end;
+}
+
+- script KvM01_BG_Out -1,{
+ end;
+
+OnBegin:
+ initnpctimer;
+ end;
+
+OnTimer1000:
+ mapannounce "bat_c01", "Please apply with the Officer to acquire KVM points.",bc_map,"0x00ff00";
+ end;
+
+OnTimer3000:
+ mapannounce "bat_c01", "The Officer will grant you the points for 30 seconds.",bc_map,"0x00ff00";
+ mapannounce "bat_c01", "In 30 seconds, the Officer will be sent away.",bc_map,"0x00ff00";
+ end;
+
+OnTimer5000:
+ mapannounce "bat_c01", "Unless you talk to the Officer, you cannot gain the points.",bc_map,"0x00ff00";
+ mapannounce "bat_c01", "Please be careful.",bc_map,"0x00ff00";
+ end;
+
+OnTimer:55000:
+ mapannounce "bat_c01", "You will be sent back.",bc_map,"0x00ff00";
+ end;
+
+OnTimer60000:
+ stopnpctimer;
+ donpcevent "KvM01_BG::OnReset";
+ end;
+}
+
+// Battleground rewards
+//============================================================
+bat_c01,51,130,5 script KVM Officer#KVM01A 419,{
+ if( $@KvM01BG_Victory )
+ {
+ if( $@KvM01BG_Victory == Bat_Team )
+ { // Victory
+ set kvm_point,kvm_point + 5;
+ mes "[KVM Officer]";
+ mes "Good Game.";
+ mes "May the glory of KVM be with you.";
+ mes "You aquire the winning points: 5";
+ close2;
+ }
+ else
+ { //
+ set kvm_point,kvm_point + 1;
+ mes "[KVM Officer]";
+ mes "I am so sorry.";
+ mes "I wish you better luck next time.";
+ mes "You aquire the losing points: 1";
+ close2;
+ }
+ bg_leave;
+ set Bat_Team,0;
+ warp "bat_room",154,150;
+ end;
+ }
+ end;
+}
+
+bat_c01,148,53,1 script KVM Officer#KVM01B 415,{
+ if( $@KvM01BG_Victory )
+ {
+ if( $@KvM01BG_Victory == Bat_Team )
+ { // Victory
+ set kvm_point,kvm_point + 5;
+ mes "[KVM Officer]";
+ mes "Good Game.";
+ mes "May the glory of KVM be with you.";
+ mes "You aquire the winning points: 5";
+ close2;
+ }
+ else
+ { //
+ set kvm_point,kvm_point + 1;
+ mes "[KVM Officer]";
+ mes "I am so sorry.";
+ mes "I wish you better luck next time.";
+ mes "You aquire the losing points: 1";
+ close2;
+ }
+ bg_leave;
+ set Bat_Team,0;
+ warp "bat_room",154,150;
+ end;
+ }
+ end;
+}
diff --git a/npc/pre-re/battleground/kvm/kvm02.txt b/npc/pre-re/battleground/kvm/kvm02.txt
new file mode 100644
index 000000000..5f6c118d3
--- /dev/null
+++ b/npc/pre-re/battleground/kvm/kvm02.txt
@@ -0,0 +1,430 @@
+//===== rAthena Script =======================================
+// BattleGround System - KvM 1-59
+//===== By: ==================================================
+//= ???, L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.3
+//===== Compatible With: =====================================
+//= rAthena 1.0
+//===== Description: =========================================
+//= [AEGIS Conversion]
+//= Kreiger Von Midgard Battleground for levels 1 to 59
+//= - Winning Team: 1 point
+//= - Losing Team: 0 points
+//===== Additional Comments: =================================
+//= 1.0 First Version.
+//= 1.1 Updated using official Aegis files. [L0ne_W0lf]
+//= 1.2 Upated some announces and dialogs from iRO.
+//= Changed how the scoreboard works slightly.
+//= Removed the areapercentheals, and minor things.
+//= 1.3 Fixed wrong names for disablenpc/enablenpc. [Ai4rei]
+//= Fixed points in text and actual points differing.
+//============================================================
+
+// Waiting Room NPCs
+//============================================================
+bat_room,197,226,5 script KVM Waiting Room#a2::KvM02R_Guillaume 418,{
+ end;
+
+OnInit:
+ waitingroom "Battle Station 5 Players",5,"KvM02_BG::OnGuillaumeJoin",1;
+ end;
+
+OnEnterBG:
+ set $@KvM02BG_id1, waitingroom2bg("bat_c02",52,129,"KvM02_BG::OnGuillaumeQuit","KvM02_BG::OnGuillaumeDie");
+ end;
+}
+
+bat_room,197,220,0 warp #kvm601 2,2,bat_room,154,150
+
+bat_room,197,205,3 script KVM Waiting Room#b2::KvM02R_Croix 414,{
+ end;
+
+OnInit:
+ waitingroom "Battle Station 5 Players",5,"KvM02_BG::OnCroixJoin",1;
+ end;
+
+OnEnterBG:
+ set $@KvM02BG_id2, waitingroom2bg("bat_c02",147,55,"KvM02_BG::OnCroixQuit","KvM02_BG::OnCroixDie");
+ end;
+}
+
+bat_room,197,211,0 warp #kvm602 2,2,bat_room,154,150
+
+// Starting Line
+//============================================================
+- script KVM02::CellEffect2 -1,{
+ end;
+
+OnKvM02One:
+ misceffect EF_CHANGECOLD;
+ end;
+
+OnKvM02Two:
+ misceffect EF_CHANGEPOISON;
+ end;
+}
+
+bat_c02,54,124,3 duplicate(CellEffect2) #RedcellA1-2 139
+bat_c02,55,124,3 duplicate(CellEffect2) #RedcellA2-2 139
+bat_c02,56,124,3 duplicate(CellEffect2) #RedcellA3-2 139
+bat_c02,57,124,3 duplicate(CellEffect2) #RedcellA4-2 139
+bat_c02,57,125,3 duplicate(CellEffect2) #RedcellA5-2 139
+bat_c02,57,126,3 duplicate(CellEffect2) #RedcellA6-2 139
+bat_c02,57,127,3 duplicate(CellEffect2) #RedcellA7-2 139
+
+bat_c02,145,59,3 duplicate(CellEffect2) #RedcellB1-2 139
+bat_c02,144,59,3 duplicate(CellEffect2) #RedcellB2-2 139
+bat_c02,143,59,3 duplicate(CellEffect2) #RedcellB3-2 139
+bat_c02,142,59,3 duplicate(CellEffect2) #RedcellB4-2 139
+bat_c02,142,56,3 duplicate(CellEffect2) #RedcellB5-2 139
+bat_c02,142,57,3 duplicate(CellEffect2) #RedcellB6-2 139
+bat_c02,142,58,3 duplicate(CellEffect2) #RedcellB7-2 139
+
+bat_c02,54,128,3 script #A_camp_start02 139,4,4,{
+ end;
+
+OnInit:
+ disablenpc "#A_camp_start02";
+ end;
+
+OnEnable:
+ enablenpc "#A_camp_start02";
+ end;
+
+OnDisable:
+ disablenpc "#A_camp_start03";
+ end;
+
+OnTouch:
+ set Bat_Team,1;
+ setquest 6025;
+ end;
+}
+
+bat_c02,146,56,3 script #B_camp_start02 139,4,4,{
+ end;
+
+OnInit:
+ disablenpc "#B_camp_start02";
+ end;
+
+OnEnable:
+ enablenpc "#B_camp_start02";
+ end;
+
+OnDisable:
+ disablenpc "#B_camp_start02";
+ end;
+
+OnTouch:
+ set Bat_Team,2;
+ setquest 6025;
+ end;
+}
+
+// Battleground Engine
+//============================================================
+- script KvM02_BG -1,{
+ end;
+
+OnInit:
+ setwall "bat_c02",54,122,6,7,0,"batc02wall_a";
+ setwall "bat_c02",55,122,5,7,0,"batc02wall_b";
+ setwall "bat_c02",140,56,6,7,0,"batc02wall_c";
+ setwall "bat_c02",140,57,5,7,0,"batc02wall_d";
+ disablenpc "KVM Officer#KVM02A";
+ disablenpc "KVM Officer#KVM02B";
+ end;
+
+OnGuillaumeJoin:
+OnCroixJoin:
+ donpcevent "KvM02_BG::OnReadyCheck";
+ end;
+
+OnGuillaumeQuit:
+ //set BG_Delay_Tick, gettimetick(2) + 1200;
+OnGuillaumeDie:
+ if( $@KvM02BG == 2 )
+ {
+ set .Guillaume_Count, .Guillaume_Count - 1;
+ bg_updatescore "bat_c02",.Guillaume_Count,.Croix_Count;
+ if( .Guillaume_Count < 1 ) donpcevent "KvM02_BG::OnCroixWin";
+ else {
+ mapannounce "bat_c02", "The number of Guillaumes is "+.Guillaume_Count+".",bc_map,"0x00ff00";
+ mapannounce "bat_c02", "The number of Croixes is "+.Croix_Count+".",bc_map,"0x00ff00";
+ }
+ }
+ end;
+
+OnCroixQuit:
+ //set BG_Delay_Tick, gettimetick(2) + 1200;
+OnCroixDie:
+ if( $@KvM02BG == 2 )
+ {
+ set .Croix_Count, .Croix_Count - 1;
+ bg_updatescore "bat_c02",.Guillaume_Count,.Croix_Count;
+ if( .Croix_Count < 1 ) donpcevent "KvM02_BG::OnGuillaumeWin";
+ else {
+ mapannounce "bat_c02", "The number of Guillaumes is "+.Guillaume_Count+".",bc_map,"0x00ff00";
+ mapannounce "bat_c02", "The number of Croixes is "+.Croix_Count+".",bc_map,"0x00ff00";
+ }
+ }
+ end;
+
+OnReadyCheck:
+ if( $@KvM02BG )
+ end;
+ set .@Guillaume, getwaitingroomstate(0,"KvM02R_Guillaume");
+ set .@Croix, getwaitingroomstate(0,"KvM02R_Croix");
+
+ if( .@Guillaume < 5 || .@Croix < 5 )
+ end;
+
+ set $@KvM02BG, 1; // Starting
+ donpcevent "KvM02R_Croix::OnEnterBG";
+ donpcevent "KvM02R_Guillaume::OnEnterBG";
+ donpcevent "KvM02_BG::OnStart";
+ end;
+
+OnStart:
+ disablenpc "KVM Officer#KVM02A";
+ disablenpc "KVM Officer#KVM02B";
+ set $@KvM02BG_Victory, 0;
+ // Warp Teams
+ bg_warp $@KvM02BG_id1,"bat_c02",53,128;
+ bg_warp $@KvM02BG_id2,"bat_c02",146,55;
+ initnpctimer;
+ end;
+
+OnTimer1000:
+ mapannounce "bat_c02", "In 1 minute, KVM will start.",bc_map,"0x00ff00";
+ end;
+
+OnTimer3000:
+ mapannounce "bat_c02", "The maximum time for a KVM battle is 5 minutes.",bc_map,"0x00ff00";
+ end;
+
+OnTimer6000:
+ mapannounce "bat_c02", "Please prepare for the KVM battle.",bc_map,"0x00ff00";
+ mapannounce "bat_c02", "You can buff your people.",bc_map,"0x00ff00";
+ donpcevent "#A_camp_start02::OnEnable";
+ donpcevent "#B_camp_start02::OnEnable";
+ end;
+
+OnTimer13000:
+ donpcevent "#A_camp_start02::OnDisable";
+ donpcevent "#B_camp_start02::OnDisable";
+ end;
+
+OnTimer30000:
+ mapannounce "bat_c02", "30 seconds remaining to start KVM battle.",bc_map,"0x00ff00";
+ end;
+
+OnTimer45000:
+ mapannounce "bat_c02", "15 seconds remaining to start KVM battle.",bc_map,"0x00ff00";
+ donpcevent "::OnKvM01One";
+ end;
+
+OnTimer50000:
+ mapannounce "bat_c02", "10 seconds remaining to start KVM battle.",bc_map,"0x00ff00";
+ donpcevent "::OnKvM01Two";
+ end;
+
+OnTimer55000:
+ mapannounce "bat_c02", "5 seconds remaining to start KVM battle.",bc_map,"0x00ff00";
+ donpcevent "::OnKvM01One";
+ end;
+
+OnTimer59000:
+ mapannounce "bat_c02", "KVM is now commencing.",bc_map,"0x00ff00";
+ donpcevent "::OnKvM01Two";
+ end;
+
+OnTimer61000:
+ // Team Members
+ set .Guillaume_Count, bg_get_data($@KvM02BG_id1, 0);
+ set .Croix_Count, bg_get_data($@KvM02BG_id2, 0);
+ if( .Guillaume_Count < 5 || .Croix_Count < 5 )
+ {
+ set $@KvM02BG_Victory, 3;
+ set $@KvM02BG, 3;
+ mapannounce "bat_c02","There are not enough players to start the battle",1,0x808080;
+ stopnpctimer;
+ donpcevent "KvM02_BG::OnStop";
+ end;
+ }
+ set $@KvM02BG, 2; // Playing
+ bg_warp $@KvM02BG_id1,"bat_c02",62,119;
+ bg_warp $@KvM02BG_id2,"bat_c02",137,64;
+ end;
+
+OnTimer300000:
+ mapannounce "bat_c02", "1 minute remaining to finish the KVM battle.",bc_map,"0x00ff00";
+ end;
+
+OnTimer330000:
+ mapannounce "bat_c02", "30 seconds remaining to finish the KVM battle.",bc_map,"0x00ff00";
+ end;
+
+OnTimer345000:
+ mapannounce "bat_c02", "15 seconds remaining to finish the KVM battle.",bc_map,"0x00ff00";
+ end;
+
+OnTimer350000:
+ mapannounce "bat_c02", "10 seconds remaining to finish the KVM battle.",bc_map,"0x00ff00";
+ end;
+
+OnTimer355000:
+ mapannounce "bat_c02", "5 seconds remaining to finish the KVM battle.",bc_map,"0x00ff00";
+ end;
+
+OnTimer360000:
+ mapannounce "bat_c02", "The KVM battle is over.",bc_map,"0x00ff00";
+ if( .Croix_Count > .Guillaume_Count )
+ donpcevent "KvM02_BG::OnCroixWin";
+ else if( .Croix_Count < .Guillaume_Count )
+ donpcevent "KvM02_BG::OnGuillaumeWin";
+ else
+ { // Draw Game
+ set $@KvM02BG, 3;
+ set $@KvM02BG_Victory, 3;
+ mapannounce "bat_c02", "The number of Guillaumes is "+.Guillaume_Count+".",bc_map,"0x00ff00";
+ mapannounce "bat_c02", "The number of Croixes is "+.Croix_Count+".",bc_map,"0x00ff00";
+ mapannounce "bat_c02", "This battle has ended in a draw.",bc_map,"0x00ff00";
+ donpcevent "KvM02_BG::OnStop";
+ }
+ end;
+
+OnGuillaumeWin:
+ set $@KvM02BG, 3;
+ set $@KvM02BG_Victory, 1;
+ mapannounce "bat_c02", "Guillaume wins!",bc_map,"0x00ff00";
+ mapannounce "bat_c02", "Congratulations to Guillaume members.",bc_map,"0x00ff00";
+ mapannounce "bat_c02", "Everyone will be moved to the start point.",bc_map,"0x00ff00";
+ donpcevent "KvM02_BG::OnStop";
+ end;
+
+OnCroixWin:
+ set $@KvM02BG, 3;
+ set $@KvM02BG_Victory, 2;
+ mapannounce "bat_c02", "Croix wins!",bc_map,"0x00ff00";
+ mapannounce "bat_c02", "Congratulations to Croix members.",bc_map,"0x00ff00";
+ mapannounce "bat_c02", "Everyone will be moved to the start point.",bc_map,"0x00ff00";
+ donpcevent "KvM02_BG::OnStop";
+ end;
+
+OnStop:
+ stopnpctimer;
+ enablenpc "KVM Officer#KVM02A";
+ enablenpc "KVM Officer#KVM02B";
+ // Warp Teams
+ bg_warp $@KvM02BG_id1,"bat_c02",53,128;
+ bg_warp $@KvM02BG_id2,"bat_c02",146,55;
+ donpcevent "KvM02_BG_Out::OnBegin";
+ end;
+
+OnReset:
+ set .Croix_Count, 0;
+ set .Guillaume_Count, 0;
+ set $@KvM02BG_Victory, 0;
+ if( $@KvM02BG_id1 ) { bg_destroy $@KvM02BG_id1; set $@KvM02BG_id1, 0; }
+ if( $@KvM02BG_id2 ) { bg_destroy $@KvM02BG_id2; set $@KvM02BG_id2, 0; }
+ disablenpc "KVM Officer#KVM02A";
+ disablenpc "KVM Officer#KVM02B";
+ mapwarp "bat_c02","bat_room",154,150;
+ maprespawnguildid "bat_c02",0,3; // Just in case someone else
+ bg_updatescore "bat_c02",5,5;
+ set $@KvM02BG, 0;
+ donpcevent "KvM02_BG::OnReadyCheck"; // Maybe a game is ready to start
+ end;
+}
+
+- script KvM02_BG_Out -1,{
+ end;
+
+OnBegin:
+ initnpctimer;
+ end;
+
+OnTimer1000:
+ mapannounce "bat_c02", "Please apply with the Officer to acquire KVM points.",bc_map,"0x00ff00";
+ end;
+
+OnTimer3000:
+ mapannounce "bat_c02", "The Officer will grant you the points for 30 seconds.",bc_map,"0x00ff00";
+ mapannounce "bat_c02", "In 30 seconds, the Officer will be sent away.",bc_map,"0x00ff00";
+ end;
+
+OnTimer5000:
+ mapannounce "bat_c02", "Unless you talk to the Officer, you cannot gain the points.",bc_map,"0x00ff00";
+ mapannounce "bat_c02", "Please be careful.",bc_map,"0x00ff00";
+ end;
+
+OnTimer:55000:
+ mapannounce "bat_c02", "You will be sent back.",bc_map,"0x00ff00";
+ end;
+
+OnTimer60000:
+ stopnpctimer;
+ donpcevent "KvM02_BG::OnReset";
+ end;
+}
+
+// Battleground rewards
+//============================================================
+bat_c02,51,130,5 script KVM Officer#KVM02A 419,{
+ if( $@KvM01BG_Victory )
+ {
+ if( $@KvM02BG_Victory == Bat_Team )
+ { // Victory
+ set kvm_point,kvm_point + 1;
+ mes "[KVM Officer]";
+ mes "Good Game.";
+ mes "May the glory of KVM be with you.";
+ mes "You aquire the winning points: 1";
+ close2;
+ }
+ else
+ { //
+ mes "[KVM Officer]";
+ mes "I am so sorry.";
+ mes "I wish you better luck next time.";
+ mes "You aquire the losing points: 0";
+ close2;
+ }
+ bg_leave;
+ set Bat_Team,0;
+ warp "bat_room",154,150;
+ end;
+ }
+ end;
+}
+
+bat_c02,148,53,1 script KVM Officer#KVM02B 415,{
+ if( $@KvM01BG_Victory )
+ {
+ if( $@KvM02BG_Victory == Bat_Team )
+ { // Victory
+ set kvm_point,kvm_point + 1;
+ mes "[KVM Officer]";
+ mes "Good Game.";
+ mes "May the glory of KVM be with you.";
+ mes "You aquire the winning points: 1";
+ close2;
+ }
+ else
+ { //
+ mes "[KVM Officer]";
+ mes "I am so sorry.";
+ mes "I wish you better luck next time.";
+ mes "You aquire the losing points: 0";
+ close2;
+ }
+ bg_leave;
+ set Bat_Team,0;
+ warp "bat_room",154,150;
+ end;
+ }
+ end;
+}
diff --git a/npc/pre-re/battleground/kvm/kvm03.txt b/npc/pre-re/battleground/kvm/kvm03.txt
new file mode 100644
index 000000000..4b685be55
--- /dev/null
+++ b/npc/pre-re/battleground/kvm/kvm03.txt
@@ -0,0 +1,431 @@
+//===== rAthena Script =======================================
+// BattleGround System - KvM 60-80
+//===== By: ==================================================
+//= ???, L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.3
+//===== Compatible With: =====================================
+//= rAthena 1.0
+//===== Description: =========================================
+//= [AEGIS Conversion]
+//= Kreiger Von Midgard Battleground for levels 60 to 80
+//= - Winning Team: 2 points
+//= - Losing Team: 1 point
+//===== Additional Comments: =================================
+//= 1.0 First Version.
+//= 1.1 Updated using official Aegis files. [L0ne_W0lf]
+//= 1.2 Upated some announces and dialogs from iRO.
+//= Changed how the scoreboard works slightly.
+//= Removed the areapercentheals, and minor things.
+//= 1.3 Fixed wrong names for disablenpc/enablenpc. [Ai4rei]
+//============================================================
+
+// Waiting Room NPCs
+//============================================================
+bat_room,225,226,5 script KVM Waiting Room#a3::KvM03R_Guillaume 418,{
+ end;
+
+OnInit:
+ waitingroom "Battle Station 5 Players",5,"KvM03_BG::OnGuillaumeJoin",1;
+ end;
+
+OnEnterBG:
+ set $@KvM03BG_id1, waitingroom2bg("bat_c03",52,129,"KvM03_BG::OnGuillaumeQuit","KvM03_BG::OnGuillaumeDie");
+ end;
+}
+
+bat_room,225,220,0 warp #kvm701 2,2,bat_room,154,150
+
+bat_room,225,205,3 script KVM Waiting Room#b3::KvM03R_Croix 414,{
+ end;
+
+OnInit:
+ waitingroom "Battle Station 5 Players",5,"KvM03_BG::OnCroixJoin",1;
+ end;
+
+OnEnterBG:
+ set $@KvM03BG_id2, waitingroom2bg("bat_c03",147,55,"KvM03_BG::OnCroixQuit","KvM03_BG::OnCroixDie");
+ end;
+}
+
+bat_room,225,211,0 warp #kvm702 2,2,bat_room,154,150
+
+// Starting Line
+//============================================================
+- script KVM03::CellEffect3 -1,{
+ end;
+
+OnKvM03One:
+ misceffect EF_CHANGECOLD;
+ end;
+
+OnKvM03Two:
+ misceffect EF_CHANGEPOISON;
+ end;
+}
+
+bat_c03,54,124,3 duplicate(CellEffect3) #RedcellA1-3 139
+bat_c03,55,124,3 duplicate(CellEffect3) #RedcellA2-3 139
+bat_c03,56,124,3 duplicate(CellEffect3) #RedcellA3-3 139
+bat_c03,57,124,3 duplicate(CellEffect3) #RedcellA4-3 139
+bat_c03,57,125,3 duplicate(CellEffect3) #RedcellA5-3 139
+bat_c03,57,126,3 duplicate(CellEffect3) #RedcellA6-3 139
+bat_c03,57,127,3 duplicate(CellEffect3) #RedcellA7-3 139
+
+bat_c03,145,59,3 duplicate(CellEffect3) #RedcellB1-3 139
+bat_c03,144,59,3 duplicate(CellEffect3) #RedcellB2-3 139
+bat_c03,143,59,3 duplicate(CellEffect3) #RedcellB3-3 139
+bat_c03,142,59,3 duplicate(CellEffect3) #RedcellB4-3 139
+bat_c03,142,56,3 duplicate(CellEffect3) #RedcellB5-3 139
+bat_c03,142,57,3 duplicate(CellEffect3) #RedcellB6-3 139
+bat_c03,142,58,3 duplicate(CellEffect3) #RedcellB7-3 139
+
+bat_c03,54,128,3 script #A_camp_start03 139,4,4,{
+ end;
+
+OnInit:
+ disablenpc "#A_camp_start03";
+ end;
+
+OnEnable:
+ enablenpc "#A_camp_start03";
+ end;
+
+OnDisable:
+ disablenpc "#A_camp_start03";
+ end;
+
+OnTouch:
+ set Bat_Team,1;
+ setquest 6025;
+ end;
+}
+
+bat_c03,146,56,3 script #B_camp_start03 139,4,4,{
+ end;
+
+OnInit:
+ disablenpc "#B_camp_start03";
+ end;
+
+OnEnable:
+ enablenpc "#B_camp_start03";
+ end;
+
+OnDisable:
+ disablenpc "#B_camp_start03";
+ end;
+
+OnTouch:
+ set Bat_Team,2;
+ setquest 6025;
+ end;
+}
+
+// Battleground Engine
+//============================================================
+- script KvM03_BG -1,{
+ end;
+
+OnInit:
+ setwall "bat_c03",54,122,6,7,0,"batc03wall_a";
+ setwall "bat_c03",55,122,5,7,0,"batc03wall_b";
+ setwall "bat_c03",140,56,6,7,0,"batc03wall_c";
+ setwall "bat_c03",140,57,5,7,0,"batc03wall_d";
+ disablenpc "KVM Officer#KVM03A";
+ disablenpc "KVM Officer#KVM03B";
+ end;
+
+OnGuillaumeJoin:
+OnCroixJoin:
+ donpcevent "KvM03_BG::OnReadyCheck";
+ end;
+
+OnGuillaumeQuit:
+ //set BG_Delay_Tick, gettimetick(2) + 1200;
+OnGuillaumeDie:
+ if( $@KvM03BG == 2 )
+ {
+ set .Guillaume_Count, .Guillaume_Count - 1;
+ bg_updatescore "bat_c03",.Guillaume_Count,.Croix_Count;
+ if( .Guillaume_Count < 1 ) donpcevent "KvM03_BG::OnCroixWin";
+ else {
+ mapannounce "bat_c03", "The number of Guillaumes is "+.Guillaume_Count+".",bc_map,"0x00ff00";
+ mapannounce "bat_c03", "The number of Croixes is "+.Croix_Count+".",bc_map,"0x00ff00";
+ }
+ }
+ end;
+
+OnCroixQuit:
+ //set BG_Delay_Tick, gettimetick(2) + 1200;
+OnCroixDie:
+ if( $@KvM03BG == 2 )
+ {
+ set .Croix_Count, .Croix_Count - 1;
+ bg_updatescore "bat_c03",.Guillaume_Count,.Croix_Count;
+ if( .Croix_Count < 1 ) donpcevent "KvM03_BG::OnGuillaumeWin";
+ else {
+ mapannounce "bat_c03", "The number of Guillaumes is "+.Guillaume_Count+".",bc_map,"0x00ff00";
+ mapannounce "bat_c03", "The number of Croixes is "+.Croix_Count+".",bc_map,"0x00ff00";
+ }
+ }
+ end;
+
+OnReadyCheck:
+ if( $@KvM03BG )
+ end;
+ set .@Guillaume, getwaitingroomstate(0,"KvM03R_Guillaume");
+ set .@Croix, getwaitingroomstate(0,"KvM03R_Croix");
+
+ if( .@Guillaume < 5 || .@Croix < 5 )
+ end;
+
+ set $@KvM03BG, 1; // Starting
+ donpcevent "KvM03R_Croix::OnEnterBG";
+ donpcevent "KvM03R_Guillaume::OnEnterBG";
+ donpcevent "KvM03_BG::OnStart";
+ end;
+
+OnStart:
+ disablenpc "KVM Officer#KVM03A";
+ disablenpc "KVM Officer#KVM03B";
+ set $@KvM01BG_Victory, 0;
+ // Warp Teams
+ bg_warp $@KvM03BG_id1,"bat_c03",53,128;
+ bg_warp $@KvM03BG_id2,"bat_c03",146,55;
+ initnpctimer;
+ end;
+
+OnTimer1000:
+ mapannounce "bat_c03", "In 1 minute, KVM will start.",bc_map,"0x00ff00";
+ end;
+
+OnTimer3000:
+ mapannounce "bat_c03", "The maximum time for a KVM battle is 5 minutes.",bc_map,"0x00ff00";
+ end;
+
+OnTimer6000:
+ mapannounce "bat_c03", "Please prepare for the KVM battle.",bc_map,"0x00ff00";
+ mapannounce "bat_c03", "You can buff your people.",bc_map,"0x00ff00";
+ donpcevent "#A_camp_start03::OnEnable";
+ donpcevent "#B_camp_start03::OnEnable";
+ end;
+
+OnTimer13000:
+ donpcevent "#A_camp_start03::OnDisable";
+ donpcevent "#B_camp_start03::OnDisable";
+ end;
+
+OnTimer30000:
+ mapannounce "bat_c03", "30 seconds remaining to start KVM battle.",bc_map,"0x00ff00";
+ end;
+
+OnTimer45000:
+ mapannounce "bat_c03", "15 seconds remaining to start KVM battle.",bc_map,"0x00ff00";
+ donpcevent "::OnKvM01One";
+ end;
+
+OnTimer50000:
+ mapannounce "bat_c03", "10 seconds remaining to start KVM battle.",bc_map,"0x00ff00";
+ donpcevent "::OnKvM01Two";
+ end;
+
+OnTimer55000:
+ mapannounce "bat_c03", "5 seconds remaining to start KVM battle.",bc_map,"0x00ff00";
+ donpcevent "::OnKvM01One";
+ end;
+
+OnTimer59000:
+ mapannounce "bat_c03", "KVM is now commencing.",bc_map,"0x00ff00";
+ donpcevent "::OnKvM01Two";
+ end;
+
+OnTimer61000:
+ // Team Members
+ set .Guillaume_Count, bg_get_data($@KvM03BG_id1, 0);
+ set .Croix_Count, bg_get_data($@KvM03BG_id2, 0);
+ if( .Guillaume_Count < 5 || .Croix_Count < 5 )
+ {
+ set $@KvM03BG_Victory, 3;
+ set $@KvM03BG, 3;
+ mapannounce "bat_c03","There are not enough players to start the battle",1,0xC0C0C0;
+ stopnpctimer;
+ donpcevent "KvM03_BG::OnStop";
+ end;
+ }
+ set $@KvM03BG, 2; // Playing
+ bg_warp $@KvM03BG_id1,"bat_c03",62,119;
+ bg_warp $@KvM03BG_id2,"bat_c03",137,64;
+ end;
+
+OnTimer300000:
+ mapannounce "bat_c03", "1 minute remaining to finish the KVM battle.",bc_map,"0x00ff00";
+ end;
+
+OnTimer330000:
+ mapannounce "bat_c03", "30 seconds remaining to finish the KVM battle.",bc_map,"0x00ff00";
+ end;
+
+OnTimer345000:
+ mapannounce "bat_c03", "15 seconds remaining to finish the KVM battle.",bc_map,"0x00ff00";
+ end;
+
+OnTimer350000:
+ mapannounce "bat_c03", "10 seconds remaining to finish the KVM battle.",bc_map,"0x00ff00";
+ end;
+
+OnTimer355000:
+ mapannounce "bat_c03", "5 seconds remaining to finish the KVM battle.",bc_map,"0x00ff00";
+ end;
+
+OnTimer360000:
+ mapannounce "bat_c03", "KVM has ended.",bc_map,"0x00ff00";
+ if( .Croix_Count > .Guillaume_Count )
+ donpcevent "KvM03_BG::OnCroixWin";
+ else if( .Croix_Count < .Guillaume_Count )
+ donpcevent "KvM03_BG::OnGuillaumeWin";
+ else
+ { // Draw Game
+ set $@KvM03BG, 3;
+ set $@KvM03BG_Victory, 3;
+ mapannounce "bat_c03", "The number of Guillaumes is "+.Guillaume_Count+".",bc_map,"0x00ff00";
+ mapannounce "bat_c03", "The number of Croixes is "+.Croix_Count+".",bc_map,"0x00ff00";
+ mapannounce "bat_c03", "This battle has ended in a draw.",bc_map,"0x00ff00";
+ donpcevent "KvM03_BG::OnStop";
+ }
+ end;
+
+OnGuillaumeWin:
+ set $@KvM03BG, 3;
+ set $@KvM03BG_Victory, 1;
+ mapannounce "bat_c03", "Guillaume wins!",bc_map,"0x00ff00";
+ mapannounce "bat_c03", "Congratulations to Guillaume members.",bc_map,"0x00ff00";
+ mapannounce "bat_c03", "Everyone will be moved to the start point.",bc_map,"0x00ff00";
+ donpcevent "KvM03_BG::OnStop";
+ end;
+
+OnCroixWin:
+ set $@KvM03BG, 3;
+ set $@KvM03BG_Victory, 2;
+ mapannounce "bat_c03", "Croix wins!",bc_map,"0x00ff00";
+ mapannounce "bat_c03", "Congratulations to Croix members.",bc_map,"0x00ff00";
+ mapannounce "bat_c03", "Everyone will be moved to the start point.",bc_map,"0x00ff00";
+ donpcevent "KvM03_BG::OnStop";
+ end;
+
+OnStop:
+ stopnpctimer;
+ enablenpc "KVM Officer#KVM03A";
+ enablenpc "KVM Officer#KVM03B";
+ // Warp Teams
+ bg_warp $@KvM03BG_id1,"bat_c03",53,128;
+ bg_warp $@KvM03BG_id2,"bat_c03",146,55;
+ donpcevent "KvM03_BG_Out::OnBegin";
+ end;
+
+OnReset:
+ set .Croix_Count, 0;
+ set .Guillaume_Count, 0;
+ set $@KvM03BG_Victory, 0;
+ if( $@KvM03BG_id1 ) { bg_destroy $@KvM03BG_id1; set $@KvM03BG_id1, 0; }
+ if( $@KvM03BG_id2 ) { bg_destroy $@KvM03BG_id2; set $@KvM03BG_id2, 0; }
+ disablenpc "KVM Officer#KVM03A";
+ disablenpc "KVM Officer#KVM03B";
+ mapwarp "bat_c03","bat_room",154,150;
+ maprespawnguildid "bat_c03",0,3; // Just in case someone else
+ bg_updatescore "bat_c03",5,5;
+ set $@KvM03BG, 0;
+ donpcevent "KvM03_BG::OnReadyCheck"; // Maybe a game is ready to start
+ end;
+}
+
+- script KvM03_BG_Out -1,{
+ end;
+
+OnBegin:
+ initnpctimer;
+ end;
+
+OnTimer1000:
+ mapannounce "bat_c03", "Please apply with the Officer to acquire KVM points.",bc_map,"0x00ff00";
+ end;
+
+OnTimer3000:
+ mapannounce "bat_c03", "The Officer will grant you the points for 30 seconds.",bc_map,"0x00ff00";
+ mapannounce "bat_c03", "In 30 seconds, the Officer will be sent away.",bc_map,"0x00ff00";
+ end;
+
+OnTimer5000:
+ mapannounce "bat_c03", "Unless you talk to the Officer, you cannot gain the points.",bc_map,"0x00ff00";
+ mapannounce "bat_c03", "Please be careful.",bc_map,"0x00ff00";
+ end;
+
+OnTimer:55000:
+ mapannounce "bat_c03", "You will be sent back.",bc_map,"0x00ff00";
+ end;
+
+OnTimer60000:
+ stopnpctimer;
+ donpcevent "KvM03_BG::OnReset";
+ end;
+}
+
+// Battleground rewards
+//============================================================
+bat_c03,51,130,5 script KVM Officer#KVM03A 419,{
+ if( $@KvM01BG_Victory )
+ {
+ if( $@KvM03BG_Victory == Bat_Team )
+ { // Victory
+ set kvm_point,kvm_point + 2;
+ mes "[KVM Officer]";
+ mes "Good Game.";
+ mes "May the glory of KVM be with you.";
+ mes "You aquire the winning points: 2";
+ close2;
+ }
+ else
+ { //
+ set kvm_point,kvm_point + 1;
+ mes "[KVM Officer]";
+ mes "I am so sorry.";
+ mes "I wish you better luck next time.";
+ mes "You aquire the losing points: 1";
+ close2;
+ }
+ bg_leave;
+ set Bat_Team,0;
+ warp "bat_room",154,150;
+ end;
+ }
+ end;
+}
+
+bat_c03,148,53,1 script KVM Officer#KVM03B 415,{
+ if( $@KvM01BG_Victory )
+ {
+ if( $@KvM03BG_Victory == Bat_Team )
+ { // Victory
+ set kvm_point,kvm_point + 2;
+ mes "[KVM Officer]";
+ mes "Good Game.";
+ mes "May the glory of KVM be with you.";
+ mes "You aquire the winning points: 2";
+ close2;
+ }
+ else
+ { //
+ set kvm_point,kvm_point + 1;
+ mes "[KVM Officer]";
+ mes "I am so sorry.";
+ mes "I wish you better luck next time.";
+ mes "You aquire the losing points: 1";
+ close2;
+ }
+ bg_leave;
+ set Bat_Team,0;
+ warp "bat_room",154,150;
+ end;
+ }
+ end;
+}
diff --git a/npc/pre-re/battleground/kvm/kvm_enter.txt b/npc/pre-re/battleground/kvm/kvm_enter.txt
new file mode 100644
index 000000000..d54792bb5
--- /dev/null
+++ b/npc/pre-re/battleground/kvm/kvm_enter.txt
@@ -0,0 +1,218 @@
+//===== rAthena Script =======================================
+// BattleGround System - KvM Entrance NPCs
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.1
+//===== Compatible With: =====================================
+//= rAthena 1.0
+//===== Description: =========================================
+//= [AEGIS Conversion]
+//= Kreiger Von Midgard Battleground Entrance NPCs
+//= Original NPCs scrapped from bg_common.
+//===== Additional Comments: =================================
+//= 1.0 First Version.
+//= 1.1 Corrected some typos, and shifted messages around.
+//= Corrected iRO style quest log entries, however it's
+//= advisable that you not use them, as they conflict.
+//============================================================
+
+// KvM Officer - Guillaume
+//============================================================
+bat_room,164,178,5 script KVM Mercenary Officer#1 418,{
+ /*
+ set .@kvm,checkquest(6026,PLAYTIME);
+ if ((.@kvm == 0) || (.@kvm == 1)) {
+ mes "[Croix Mercenary Officer]";
+ mes "I know that you've already signed with the Croix. Go back and join their team. We will not accept traitors to fight for us.";
+ close;
+ }
+ else if (.@kvm == 2) erasequest 6026;
+ */
+ set .@permit,checkquest(6025,PLAYTIME);
+ if ((.@permit == 0) || (.@permit == 1)) {
+ mes "[Guillaume Mercenary Officer]";
+ mes "It seems you have recently participated in a KVM battle. You must wait 5 minutes before signing up again.";
+ close;
+ }
+ else if (.@permit == 2) erasequest 6025;
+ mes "[Guillaume Mercenary Officer]";
+ mes "Let them know the real might of Guillaume!";
+ next;
+ switch(select("I will fight with you.:End Conversation.")) {
+ case 1:
+ mes "[Guillaume Mercenary Officer]";
+ mes "Show them how strong we are.";
+ mes "Today, everyone will hear the shout of triumph from Guillaume!";
+ close2;
+ //setquest 6025;
+ if (BaseLevel > 79) warp "bat_room",169,223;
+ else if (BaseLevel < 60) warp "bat_room",197,223;
+ else warp "bat_room",225,223;
+ close;
+ case 2:
+ mes "[Guillaume Mercenary Officer]";
+ mes "We will win!";
+ close;
+ }
+}
+
+// Guillaume Knight - KvM
+//============================================================
+bat_room,167,178,5 script Guillaume Knight#kvm 417,{
+ mes "[Guillaume Knight]";
+ mes "Hello.";
+ mes "What do you want to know?";
+ next;
+ switch(select("Apply for KVM.:What is KVM?:How do I participate in KVM?:I want to know my Kreiger Points.")) {
+ case 1:
+ mes "[Guillaume Knight]";
+ mes "Applications are not available yet.";
+ mes "To apply, you need to go to a KVM Mercenary Officer.";
+ close;
+ case 2:
+ mes "[Guillaume Knight]";
+ mes "KVM is the abbreviation of Kreiger Von Midgard.";
+ mes "Adventurer, are you aware that the way to the new world has been opened?";
+ next;
+ mes "[Guillaume Knight]";
+ mes "We, the Guillaume Administration, have several plans to advance to the new world.";
+ mes "And KVM is one of them.";
+ next;
+ mes "[Guillaume Knight]";
+ mes "It means that we, one of many countries in the Midgard continent,";
+ mes "have decided to employ many adventurers for the immediate advance to the new world.";
+ next;
+ mes "[Guillaume Knight]";
+ mes "Therefore, to select the best adventurers, we are holding the KVM.";
+ mes "We exspect responses from many adventurers.";
+ next;
+ mes "[Guillaume Knight]";
+ mes "And we will give them rewards for their participation!";
+ mes "As for the rewards, please contact a KVM Logistic Officer.";
+ close;
+ case 3:
+ mes "[Guillaume Knight]";
+ mes "Basically, KVM is a 5 on 5 battle.";
+ mes "First, you apply with a KVM receptionist, in a group or individually.";
+ next;
+ mes "[Guillaume Knight]";
+ mes "Group applications are for when you intend to enter the KVM with your party members,";
+ mes "and a personal application is for when you intend to enter the KVM individually.";
+ next;
+ mes "[Guillaume Knight]";
+ mes "Please apply with a KVM officer, and he will contact you later when you are in Prontera.";
+ next;
+ mes "[Guillaume Knight]";
+ mes "Then you enter and follow the instructions in the battlefield.";
+ next;
+ mes "[Guillaume Knight]";
+ mes "However, please be advised that unless you are in the KVM office, he cannot contact you.";
+ close;
+ case 4:
+ mes "[Guillaume Knight]";
+ mes "Your Kreiger Points are:";
+ mes ""+kvm_point+".";
+ close;
+ }
+}
+
+// KvM Officer - Croix
+//============================================================
+bat_room,164,121,1 script KVM Mercenary Officer#2 414,{
+ /*
+ set .@kvm,checkquest(6025,PLAYTIME);
+ if ((.@kvm == 0) || (.@kvm == 1)) {
+ mes "[Croix Mercenary Officer]";
+ mes "I know that you've already signed with the Guillaume. Go back and join their team. We will not accept traitors to fight for us.";
+ close;
+ }
+ else if (.@kvm == 2) erasequest 6025;
+ */
+ set .@permit,checkquest(6025,PLAYTIME);
+ if ((.@permit == 0) || (.@permit == 1)) {
+ mes "[Croix Mercenary Officer]";
+ mes "It seems you have recently participated in a KVM battle. You must wait 5 minutes before signing up again.";
+ close;
+ }
+ else if (.@permit == 2) erasequest 6025;
+ mes "[Croix Mercenary Officer]";
+ mes "Let them know the real might of Croix!";
+ next;
+ switch(select("I will fight with you.:End Conversation.")) {
+ case 1:
+ mes "[Croix Mercenary Officer]";
+ mes "Show them how strong we are.";
+ mes "Today, everyone will hear the shout of triumph from Croix!";
+ close2;
+ //setquest 6026;
+ if (BaseLevel > 79) warp "bat_room",169,207;
+ else if (BaseLevel < 60) warp "bat_room",197,207;
+ else warp "bat_room",225,207;
+ close;
+ case 2:
+ mes "[Croix Mercenary Officer]";
+ mes "We will win!";
+ close;
+ }
+}
+
+// Croix Knight - KvM
+//============================================================
+bat_room,167,121,1 script Croix Knight#kvm 413,{
+ mes "[Croix Knight]";
+ mes "Hello.";
+ mes "What do you want to know?";
+ next;
+ switch(select("Apply for KVM.:What is KVM?:How do I participate in KVM?:I want to know my Kreiger Points.")) {
+ case 1:
+ mes "[Croix Knight]";
+ mes "Applications are not available yet.";
+ mes "To apply, you need to go to a KVM Mercenary Officer.";
+ close;
+ case 2:
+ mes "[Croix Knight]";
+ mes "KVM is the abbreviation of Kreiger Von Midgard.";
+ mes "Adventurer, are you aware that the way to the new world has been opened?";
+ next;
+ mes "[Croix Knight]";
+ mes "We, the Croix Administration, have several plans to advance to the new world.";
+ mes "And KVM is one of them.";
+ next;
+ mes "[Croix Knight]";
+ mes "It means that we, one of many countries in the Midgard continent,";
+ mes "have decided to employ many adventurers for the immediate advance to the new world.";
+ next;
+ mes "[Croix Knight]";
+ mes "Therefore, to select the best adventurers, we are holding the KVM.";
+ mes "We exspect responses from many adventurers.";
+ next;
+ mes "[Croix Knight]";
+ mes "And we will give them rewards for their participation!";
+ mes "As for the rewards, please contact a KVM Logistic Officer.";
+ close;
+ case 3:
+ mes "[Croix Knight]";
+ mes "Basically, KVM is a 5 on 5 battle.";
+ mes "First, you apply with a KVM receptionist, in a group or individually.";
+ next;
+ mes "[Croix Knight]";
+ mes "Group applications are for when you intend to enter the KVM with your party members,";
+ mes "and a personal application is for when you intend to enter the KVM individually.";
+ next;
+ mes "[Croix Knight]";
+ mes "Please apply with a KVM officer, and he will contact you later when you are in Prontera.";
+ next;
+ mes "[Croix Knight]";
+ mes "Then you enter and follow the instructions in the battlefield.";
+ next;
+ mes "[Croix Knight]";
+ mes "However, please be advised that unless you are in the KVM office, he cannot contact you.";
+ close;
+ case 4:
+ mes "[Croix Knight]";
+ mes "Your Kreiger Points are:";
+ mes ""+kvm_point+".";
+ close;
+ }
+}
diff --git a/npc/pre-re/battleground/kvm/kvm_item_pay.txt b/npc/pre-re/battleground/kvm/kvm_item_pay.txt
new file mode 100644
index 000000000..3af0c5a1b
--- /dev/null
+++ b/npc/pre-re/battleground/kvm/kvm_item_pay.txt
@@ -0,0 +1,313 @@
+//===== rAthena Script =======================================
+// BattleGround System - KvM Item Dealer
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= rAthena 1.0
+//===== Description: =========================================
+//= [AEGIS Conversion]
+//= Kreiger Von Midgard Battleground Point redemption NPC
+//= * NOTE *
+//= KvM Does NOT use items, but a character variable to
+//= keep track of points. This NPC when talked to will
+//= convert already-given tokens and convert them to points.
+//= under the player variable kvm_point.
+//===== Additional Comments: =================================
+//= 1.0 First Version.
+//============================================================
+
+bat_room,151,144,3 script KVM Logistic Officer#a 734,{
+ if (countitem(7773)) {
+ set .@pointstoadd,countitem(7773);
+ delitem 7773,.@pointstoadd;
+ set kvm_point,kvm_point+.@pointstoadd;
+ mes "[Logistics]";
+ mes "Are those "+getitemname(7773)+"s I see?";
+ mes "We no longer accept that currency,";
+ mes "but I can exchange those for you,";
+ mes "So you have "+.@pointstoadd+" "+getitemname(7773)+"s?";
+ mes "Alright, all set, you now have ^580080"+ kvm_point +"^000000 KVM Points.";
+ next;
+ }
+ if (checkweight(1201,1) == 0) {
+ mes "- Wait a minute !! -";
+ mes "- Currently you're carrying -";
+ mes "- too many items with you. -";
+ mes "- Please try again -";
+ mes "- after you loose some weight. -";
+ close;
+ }
+ mes "[Logistics]";
+ mes "Hello?";
+ mes "I am in charge of distributing";
+ mes "reward items for KVM points. Any";
+ mes "wrong selection of items will not";
+ mes "be reversed. Please be carefull.";
+ mes "Select the next step please.";
+ next;
+ set .@name$,strcharinfo(0);
+ switch(select("Read the KVM Catalogue.:Purchase KVM Items.:Confirm KVM Points.:Explanation of KVM Rewards.:Explanation of KVM Points.")) {
+ case 1:
+ mes "[Logistics]";
+ mes "Here is the catalogue of KVM items.";
+ mes "Each weapon requires 2,000 points";
+ mes "and each armor from 10 to 1,200";
+ mes "points. So, be carefull when";
+ mes "selecting a reward.";
+ close2;
+ ReadBook 11017,1;
+ end;
+ case 2:
+ mes "[Logistics]";
+ mes "Wich items do you want to see? As";
+ mes "for the detailed specification of";
+ mes "the items, please refer to the";
+ mes "^3131FFCatalogue^000000.";
+ next;
+ switch(select("Weapon:Armor/Accessory:Mass-Production Armor/Accessory:Popularized Armor/Accessory")) {
+ case 1:
+ mes "[Logistics]";
+ mes "You have selected the Weapon Category.";
+ mes "Please select a sub-category.";
+ next;
+ switch(select("Dagger/Sword/Spear:Staff/Mace/Axe/Shuriken:Bow/Katar/Instrument/Whip:Book/Knuckle:Revolver/Rifle/Gun/Grenade Launcher")) {
+ case 1:
+ mes "[Logistics]";
+ mes "You have selected the Dagger/Sword/Spear category.";
+ mes "Please select a sub-category.";
+ next;
+ switch(select("Dagger:One-handed Sword:Two-handed Sword:One-handed Spear:Two-handed Spear")) {
+ case 1: callsub PurchaseItem,13042,0,1; //Krieger_Dagger1
+ case 2:
+ mes "[Logistics]";
+ mes "You have selected the 'One-handed Sword' category.";
+ mes "There are 3 One-handed Swords: Glorious Flamberge, Glorious Rapier and Glorious Holy Avenger.";
+ mes "If you want their details, please refer to the KVM Catalogue.";
+ mes "Please select one of them.";
+ next;
+ switch(select("Glorious Flamberge:Glorious Rapier:Glorious Holy Avenger")) {
+ case 1: callsub PurchaseItem,13416,0,0; //Krieger_Onehand_Sword1
+ case 2: callsub PurchaseItem,13417,0,0; //Krieger_Onehand_Sword2
+ case 3: callsub PurchaseItem,13418,0,0; //Krieger_Onehand_Sword3
+ }
+ case 3: callsub PurchaseItem,1187,0,1; //Krieger_Twohand_Sword1
+ case 4: callsub PurchaseItem,1426,0,1; //Krieger_Onehand_Spear1
+ case 5: callsub PurchaseItem,1486,0,1; //Krieger_Twohand_Spear1
+ }
+ case 2:
+ mes "[Logistics]";
+ mes "You have selected the 'Staff/Mace/Axe/Shuriken' category.";
+ mes "Please select a sub-category.";
+ next;
+ switch(select("Staff:Mace:One-handed Axe:Two-handed Axe:Shuriken")) {
+ case 1:
+ mes "[Logistics]";
+ mes "You have selected the 'Staff' category.";
+ mes "There are 3 Staffs: a Two-handed Weapon Glorious Destruction Staff, a One-handed Glorious Arc Wand and a Glorious Healing Staff.";
+ mes "If you want their details, please refer to the KVM Catalogue.";
+ mes "Please select one of them.";
+ next;
+ switch(select("Glorious Destruction Staff:Glorious Arc Wand:Glorious Healing Staff")) {
+ case 1: callsub PurchaseItem,2002,0,0; //Krieger_Twohand_Staff1
+ case 2: callsub PurchaseItem,1640,0,0; //Krieger_Onehand_Staff1
+ case 3: callsub PurchaseItem,1641,0,0; //Krieger_Onehand_Staff2
+ }
+ case 2: callsub PurchaseItem,1546,0,1; //Krieger_Onehand_Mace1
+ case 3: callsub PurchaseItem,1310,0,1; //Krieger_Onehand_Axe1
+ case 4: callsub PurchaseItem,1382,0,1; //Krieger_Twohand_Axe1
+ case 5: callsub PurchaseItem,13307,0,1; //Krieger_Huuma_Shuriken1
+ }
+ case 3:
+ mes "[Logistics]";
+ mes "You have selected the Bow/Katar/Instrument/Whip category.";
+ mes "Please select a sub-category.";
+ next;
+ switch(select("Bow:Katar:Instrument:Whip")) {
+ case 1: callsub PurchaseItem,1743,0,1; //Krieger_Bow1
+ case 2:
+ mes "[Logistics]";
+ mes "You have selected the 'Katar' category.";
+ mes "There are 2 Katars: Glorious Bloody Roar and Glorious Jamadhar.";
+ mes "If you want their details, please refer to the KVM Catalogue.";
+ mes "Please select one of them.";
+ next;
+ switch(select("Glorious Bloody Roar:Glorious Jamadhar")) {
+ case 1: callsub PurchaseItem,1281,0,0; //Krieger_Katar1
+ case 2: callsub PurchaseItem,1282,0,0; //Krieger_Katar2
+ }
+ case 3: callsub PurchaseItem,1927,0,1; //Krieger_Instrument1
+ case 4: callsub PurchaseItem,1981,0,1; //Krieger_Whip1
+ }
+ case 4:
+ mes "[Logistics]";
+ mes "You have selected the Book/Knuckle category.";
+ mes "Please select a sub-category.";
+ next;
+ switch(select("Book:Knuckle")) {
+ case 1:
+ mes "[Logistics]";
+ mes "You have selected 'Book'.";
+ mes "There are 2 Books: Glorious Tablet and Glorious Apocalypse.";
+ mes "If you want their details, please refer to the KVM Catalogue.";
+ mes "Please select one of them.";
+ next;
+ switch(select("Glorious Tablet:Glorious Apocalypse")) {
+ case 1: callsub PurchaseItem,1576,0,0; //Krieger_Book1
+ case 2: callsub PurchaseItem,1577,0,0; //Krieger_Book2
+ }
+ case 2:
+ mes "[Logistics]";
+ mes "You have selected the 'Knuckle' category.";
+ mes "There are 2 Knuckles: Glorious Claw and Glorious Fist.";
+ mes "If you want their details, please refer to the KVM Catalogue.";
+ mes "Please select one of them.";
+ next;
+ switch(select("Glorious Claw:Glorious Fist")) {
+ case 1: callsub PurchaseItem,1826,0,0; //Krieger_Knuckle1
+ case 2: callsub PurchaseItem,1827,0,0; //Krieger_Knuckle2
+ }
+ }
+ case 5:
+ mes "[Logistics]";
+ mes "You have selected the 'Revolver/Rifle/Gun/Grenade Launcher' category.";
+ mes "Please select a sub-category.";
+ next;
+ switch(select("Revolver:Rifle:Gatling Gun:Shotgun:Grenade Launcher")) {
+ case 1: callsub PurchaseItem,13110,0,1; //Krieger_Pistol1
+ case 2: callsub PurchaseItem,13176,0,1; //Krieger_Rifle1
+ case 3: callsub PurchaseItem,13177,0,1; //Krieger_Gatling1
+ case 4: callsub PurchaseItem,13178,0,1; //Krieger_Shotgun1
+ case 5: callsub PurchaseItem,13179,0,1; //Krieger_Launcher1
+ }
+ }
+ case 2:
+ mes "[Logistics]";
+ mes "You have selected the 'Armor/Accessory' category.";
+ mes "Please select a sub-category.";
+ next;
+ switch(select("Armor:Cloak:Shoes:Accessory")) {
+ case 1: callsub PurchaseItem,2394,1,2; //Krieger_Suit1
+ case 2: callsub PurchaseItem,2549,2,2; //Krieger_Muffler1
+ case 3: callsub PurchaseItem,2444,3,2; //Krieger_Shoes1
+ case 4: callsub PurchaseItem,2772,4,2; //Krieger_Ring1
+ }
+ case 3:
+ mes "[Logistics]";
+ mes "You have selected the 'Mass-Production Armor/Accessory' category.";
+ mes "Please select a sub-category.";
+ next;
+ switch(select("Mass-Production Armor:Mass-Production Shoes:Mass-Production Accessory")) {
+ case 1: callsub PurchaseItem,2395,5,3; //Krieger_Suit2
+ case 2: callsub PurchaseItem,2445,6,3; //Krieger_Shoes2
+ case 3: callsub PurchaseItem,2773,7,3; //Krieger_Ring2
+ }
+ case 4:
+ mes "[Logistics]";
+ mes "You have selected the 'Popularized Armor/Accessory' category.";
+ mes "Please select a sub-category.";
+ next;
+ switch(select("Popularized Armor:Popularized Shoes:Popularized Accessory")) {
+ case 1: callsub PurchaseItem,2396,8,4; //Krieger_Suit3
+ case 2: callsub PurchaseItem,2446,9,4; //Krieger_Shoes3
+ case 3: callsub PurchaseItem,2774,10,4; //Krieger_Ring3
+ }
+ }
+ case 3:
+ mes "[Logistics]";
+ mes ""+ .@name$ +", your current points are ^580080"+ kvm_point +"^000000 KVM Points.";
+ close;
+ case 4:
+ mes "[Logistics]";
+ mes "There are 3 categories in KVM Rewards: Weapon/Armor.Accessory.";
+ next;
+ mes "[Logistics]";
+ mes "Weapon rewards require 2,000 KVM points for each.";
+ mes "There are 3 types of Armor rewards and they require 840/630/580 KVM points fo each.";
+ mes "Accessory rewards require 1,200 KVM points for each.";
+ next;
+ mes "[Logistics]";
+ mes "Kreiger Weapons are LV 4 Weapons, they can be upgraded and will have special effects: Slaughter, Destruction and Blessing.";
+ next;
+ mes "[Logistics]";
+ mes "When you can wear all 3 armors, you can have a special set of options.";
+ mes "Also, when Kreiger Accessory rewards are worn with medalsm it will bring you special set rewards.";
+ next;
+ mes "[Logistics]";
+ mes "Finally, there are Mass-Production Armor and Accessory rewards.";
+ mes "Players whose Lvl is higher than 60 can equip Mass-Production Armors and there is a Lvl limit for Popularized Armor as well.";
+ close;
+ case 5:
+ mes "[Logistics]";
+ mes "KVM Points are rewarded when you win, lose or draw in Kreiger Von Midgard (KVM).";
+ mes "You can have special Rewards by using these points.";
+ close;
+ }
+
+PurchaseItem:
+ // Pricing for Weapon, Suit1, Muffler1, Shoes1, Ring1m Suit2, Shoes2, Ring2, Suit3, Shoes3, Ring3
+ setarray .@prices[0],2000,840,630,580,1200,120,70,200,15,10,30;
+
+ mes "[Logistics]";
+
+ if (!getarg(2))
+ mes "You have selected ^ff0000"+getitemname(getarg(0))+"^000000.";
+ else if (getarg(2) == 1)
+ mes "There is only one "+callfunc("F_GetWeaponType",getarg(0))+": "+getitemname(getarg(0))+".";
+ else if (getarg(2) == 2) {
+ mes "You have selected '"+callfunc("F_GetArmorType",getarg(0))+"'.";
+ mes "The armor for one whose Lvl is more than 80 is: ^ff0000"+getitemname(getarg(0))+"^000000.";
+ }
+ else if (getarg(2) == 3) {
+ mes "You have selected 'Mass-Production "+callfunc("F_GetArmorType",getarg(0))+"'.";
+ mes "There is only one Mass-Production "+callfunc("F_GetArmorType",getarg(0))+": ^ff0000"+getitemname(getarg(0))+"^000000.";
+ }
+ else if (getarg(2) == 4) {
+ mes "You have selected 'Popularized "+callfunc("F_GetArmorType",getarg(0))+"'.";
+ mes "There is only one Popularized "+callfunc("F_GetArmorType",getarg(0))+": ^ff0000"+getitemname(getarg(0))+"^000000.";
+ }
+
+ if (!getarg(1))
+ mes "It requires ^0000ff2,000^000000 KVM Points, and "+ .@name$ +", your points are: ^580080"+ kvm_point +"^000000.";
+ else if (getarg(1) == 4)
+ mes "It requires ^0000ff1,200^000000 KVM Points, and "+ .@name$ +", your points are: ^580080"+ kvm_point +"^000000.";
+ else
+ mes "It requires ^0000ff"+.@prices[getarg(1)]+"^000000 KVM Points, and "+ .@name$ +", your points are: ^580080"+ kvm_point +"^000000.";
+
+ mes "Are you sure you want this item?";
+ next;
+ switch(select("No, I won't purchase it.:Yes, I will purchase it.")) {
+ case 1:
+ mes "[Logistics]";
+ mes "You have selected 'I won't purchase it'.";
+ mes "When purchasing an item, please be careful there are no refunds.";
+ break;
+ case 2:
+ if (kvm_point >= .@prices[getarg(1)]) {
+ set kvm_point,kvm_point-.@prices[getarg(1)];
+ getitem getarg(0),1;
+ mes "[Logistics]";
+ mes "You have purchased a "+getitemname(getarg(0))+".";
+ if (!getarg(1))
+ mes "Your KVM Points are reduced by ^0000ff"+getarg(1)+"^000000 points, your KVM Points are now ^580080"+kvm_point+"^000000.";
+ if (getarg(1) == 4)
+ mes "Your KVM Points are reduced by ^0000ff1,200^000000 points, your KVM Points are now ^580080"+kvm_point+"^000000.";
+ else
+ mes "Your KVM Points are reduced by ^0000ff"+.@prices[getarg(1)]+"^000000 points, your KVM Points are now ^580080"+kvm_point+"^000000.";
+ }
+ else {
+ mes "[Logistics]";
+ if (!getarg(1))
+ mes "You need ^0000ff2,000^000000 KVM Points to purchase this item.";
+ else if (getarg(1) == 4)
+ mes "You need ^0000ff1,200^000000 KVM Points to purchase this item.";
+ else
+ mes "You need ^0000ff"+.@prices[getarg(1)]+"^000000 KVM Points to purchase this item.";
+ mes "However, your KVM Points are now ^580080"+ kvm_point +"^000000.";
+ mes "Which are not enough to buy it.";
+ mes "When you get enough points, please come back again.";
+ }
+ }
+ close;
+}
diff --git a/npc/pre-re/battleground/tierra/tierra01.txt b/npc/pre-re/battleground/tierra/tierra01.txt
new file mode 100644
index 000000000..1723c8a8a
--- /dev/null
+++ b/npc/pre-re/battleground/tierra/tierra01.txt
@@ -0,0 +1,948 @@
+//===== rAthena Script =======================================
+// BattleGround System - Tierra Gorge
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.3
+//===== Compatible With: =====================================
+//= rAthena 1.0
+//===== Description: =========================================
+//= [AEGIS Conversion]
+//= Tierra Gorge Battleground.
+//= - Winning Team: 3 badges
+//= - Losing Team: 1 badge
+//===== Additional Comments: =================================
+//= 1.0 First Version.
+//= 1.1 Corrected setwalls for barricades. [L0ne_W0lf]
+//= 1.2 Updated 'waitingroom' to support required zeny/lvl. [Kisuka]
+//= 1.3 Removed MaxLvl check in waitingrooms.
+//============================================================
+
+// Waiting Room NPCs
+//============================================================
+bat_room,57,227,5 script Lieutenant Kalos 418,{
+ end;
+
+OnInit:
+ waitingroom "Battle Station",10,"start#bat_a01::OnReadyCheck",1,0,80;
+ end;
+
+OnEnterBG:
+ set $@TierraBG1_id1, waitingroom2bg("bat_a01",50,374,"start#bat_a01::OnGuillaumeQuit","");
+ end;
+}
+
+bat_room,58,204,1 script Lieutenant Eyor 414,{
+ end;
+
+OnInit:
+ waitingroom "Battle Station",10,"start#bat_a01::OnReadyCheck",1,0,80;
+ end;
+
+OnEnterBG:
+ set $@TierraBG1_id2, waitingroom2bg("bat_a01",42,16,"start#bat_a01::OnCroixQuit","");
+ end;
+}
+
+bat_room,1,151,3 script #bat_a01_timer 844,{
+ end;
+
+onInit:
+OnEnable:
+ initnpctimer;
+ end;
+
+OnStop:
+ stopnpctimer;
+ end;
+
+OnTimer1000:
+ stopnpctimer;
+ initnpctimer;
+ set .@chk_bat_a01,getmapusers("bat_a01");
+ if (.@chk_bat_a01 < 1) {
+ set $@TierraBG1,0; set $@TierraBG1_Victory, 0;
+ if( $@TierraBG1_id1 ) { bg_destroy $@TierraBG1_id1; set $@TierraBG1_id1, 0; }
+ if( $@TierraBG1_id2 ) { bg_destroy $@TierraBG1_id2; set $@TierraBG1_id2, 0; }
+ donpcevent "start#bat_a01::OnReadyCheck";
+ }
+ end;
+}
+
+bat_a01,352,342,0 script #bat_a01_quest_a -1,5,5,{
+ end;
+
+OnTouch:
+ if (checkquest(2069) < 0)
+ setquest 2069;
+ end;
+}
+
+bat_a01,353,52,0 script #bat_a01_quest_b -1,5,5,{
+ end;
+
+OnTouch:
+ if (checkquest(2069) < 0)
+ setquest 2069;
+ end;
+}
+
+bat_room,57,220,0 warp back_bgrooma01a 1,1,bat_room,154,150
+bat_room,57,211,0 warp back_bgrooma01b 1,1,bat_room,154,150
+
+// Tierra Gorge Battleground Engine
+//============================================================
+bat_a01,15,15,3 script start#bat_a01 844,{
+OnInit:
+ mapwarp "bat_a01","bat_room",154,150;
+ end;
+
+OnEnable:
+ donpcevent "OBJ#bat_a01_a::Onkill";
+ donpcevent "OBJ#bat_a01_a::OnEnable";
+ donpcevent "OBJ#bat_a01_b::Onkill";
+ donpcevent "OBJ#bat_a01_b::OnEnable";
+ donpcevent "barricade#bat_a01_a::Onkill";
+ donpcevent "barricade#bat_a01_a::OnEnable";
+ donpcevent "barricade#bat_a01_b::Onkill";
+ donpcevent "barricade#bat_a01_b::OnEnable";
+ donpcevent "OBJ#bat_a01_n::Onkill";
+ donpcevent "OBJ#bat_a01_n::OnEnable";
+ donpcevent "NOBJ_mob#bat_a01_a::Onkill";
+ donpcevent "NOBJ_mob#bat_a01_b::Onkill";
+ donpcevent "Battle Therapist#a01_a::OnEnable";
+ donpcevent "Battle Therapist#a01_b::OnEnable";
+ donpcevent "countdown#bat_a01::OnEnable";
+ disablenpc "Guillaume Blacksmith#a01";
+ disablenpc "Croix Blacksmith#bat_a01";
+ disablenpc "Guillaume Vintenar#a01_a";
+ disablenpc "Croix Vintenar#a01_b";
+ end;
+
+OnGuillaumeQuit:
+OnCroixQuit:
+ bg_leave;
+ end;
+
+OnReadyCheck:
+ if( $@TierraBG1 )
+ end;
+ set .@Guillaume, getwaitingroomstate(0,"Lieutenant Kalos");
+ set .@Croix, getwaitingroomstate(0,"Lieutenant Eyor");
+ if( !.@Guillaume && !.@Croix ) {
+ donpcevent "#bat_a01_timer::OnStop";
+ end;
+ }
+ else if( .@Guillaume < 10 || .@Croix < 10 )
+ end;
+ set $@TierraBG1,1;
+ donpcevent "Lieutenant Kalos::OnEnterBG";
+ donpcevent "Lieutenant Eyor::OnEnterBG";
+ donpcevent "start#bat_a01::onEnable";
+ bg_warp $@TierraBG1_id1,"bat_a01",352,342;
+ bg_warp $@TierraBG1_id2,"bat_a01",353,52;
+ initnpctimer;
+ end;
+
+OnTimer10000:
+ stopnpctimer;
+ donpcevent "#bat_a01_timer::OnEnable";
+ end;
+}
+
+bat_a01,15,16,3 script OBJ#bat_a01_a 844,{
+OnEnable:
+ bg_monster $@TierraBG1_id1,"bat_a01",177,345,"Food Storage",1909,"OBJ#bat_a01_a::OnMyMobDead";
+ end;
+
+Onkill:
+ killmonster "bat_a01","OBJ#bat_a01_a::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ if (mobcount("bat_a01","OBJ#bat_a01_a::OnMyMobDead") < 1) {
+ donpcevent "Battle Therapist#a01_a::OnStop";
+ donpcevent "Battle Therapist#a01_b::OnStop";
+ set $@TierraBG1_Victory, 2;
+ enablenpc "Guillaume Vintenar#a01_a";
+ enablenpc "Croix Vintenar#a01_b";
+ mapannounce "bat_a01", "Croix Vintenar Swandery: We destroyed Guillaume's Food Storage. We won that! Wow!",bc_map,"0xFFCE00";
+ bg_warp $@TierraBG1_id1,"bat_a01",50,374;
+ bg_warp $@TierraBG1_id2,"bat_a01",42,16;
+ }
+ end;
+}
+
+bat_a01,15,17,3 script OBJ#bat_a01_b 844,{
+OnEnable:
+ bg_monster $@TierraBG1_id2,"bat_a01",167,50,"Food Depot",1910,"OBJ#bat_a01_b::OnMyMobDead";
+ end;
+
+Onkill:
+ killmonster "bat_a01","OBJ#bat_a01_b::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ if (mobcount("bat_a01","OBJ#bat_a01_b::OnMyMobDead") < 1) {
+ donpcevent "Battle Therapist#a01_a::OnStop";
+ donpcevent "Battle Therapist#a01_b::OnStop";
+ set $@TierraBG1_Victory, 1;
+ enablenpc "Guillaume Vintenar#a01_a";
+ enablenpc "Croix Vintenar#a01_b";
+ mapannounce "bat_a01", "Guillaume Vintenar Axl Rose : We destroyed Croix's Food Storage. We won that! Wow!",bc_map,"0xFFCE00";
+ bg_warp $@TierraBG1_id1,"bat_a01",50,374;
+ bg_warp $@TierraBG1_id2,"bat_a01",42,16;
+ }
+ end;
+}
+
+bat_a01,15,18,3 script barricade#bat_a01_a 844,{
+OnEnable:
+ for( set .@i,185; .@i < 202; set .@i,.@i+1 )
+ bg_monster $@TierraBG1_id1,"bat_a01",.@i,266,"Barricade",1906,"barricade#bat_a01_a::OnMyMobDead";
+ setwall "bat_a01",186,266,16,6,1,"bat_a01_c1";
+ end;
+
+Onkill:
+ killmonster "bat_a01","barricade#bat_a01_a::OnMyMobDead";
+ delwall "bat_a01_c1";
+ end;
+
+OnMyMobDead:
+ if (mobcount("bat_a01","barricade#bat_a01_a::OnMyMobDead") < 17) {
+ killmonster "bat_a01","barricade#bat_a01_a::OnMyMobDead";
+ delwall "bat_a01_c1";
+ enablenpc "Guillaume Blacksmith#a01";
+ mapannounce "bat_a01", "Guillaume Vintenar Axl Rose : The Barricade in the valley has been destroyed! Where's the Blacksmith? We need to rebuild the Barricade!",bc_map,"0xFFCE00";
+ }
+ end;
+}
+
+bat_a01,15,19,3 script barricade#bat_a01_b 844,{
+OnEnable:
+ for( set .@i,169; .@i < 186; set .@i,.@i+1 )
+ bg_monster $@TierraBG1_id2,"bat_a01",.@i,129,"Barricade",1906,"barricade#bat_a01_b::OnMyMobDead";
+ setwall "bat_a01",170,129,16,6,1,"bat_a01_g1";
+ end;
+
+Onkill:
+ killmonster "bat_a01","barricade#bat_a01_b::OnMyMobDead";
+ delwall "bat_a01_g1";
+ end;
+
+OnMyMobDead:
+ if (mobcount("bat_a01","barricade#bat_a01_b::OnMyMobDead") < 17) {
+ killmonster "bat_a01","barricade#bat_a01_b::OnMyMobDead";
+ delwall "bat_a01_g1";
+ enablenpc "Croix Blacksmith#bat_a01";
+ mapannounce "bat_a01", "Croix Vintenar Swandery : The Barricade in the valley has been destroyed! Where's the Blacksmith? We need to rebuild the Barricade!",bc_map,"0xFFCE00";
+ }
+ end;
+}
+
+bat_a01,15,20,3 script OBJ#bat_a01_n 844,{
+OnEnable:
+ monster "bat_a01",273,203,"Neutrality Flag",1911,1,"OBJ#bat_a01_n::OnMyMobDead";
+ end;
+
+Onkill:
+ killmonster "bat_a01","OBJ#bat_a01_n::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ if (mobcount("bat_a01","OBJ#bat_a01_n::OnMyMobDead") < 17) {
+ bg_team_setxy getcharid(4),56,212;
+ if (getcharid(4) == $@TierraBG1_id1) {
+ donpcevent "NOBJ_mob#bat_a01_a::OnEnable";
+ mapannounce "bat_a01", "Guillaume captured a Neutrality Flag, so they have an advantage.",bc_map,"0xFFCE00";
+ }
+ else {
+ donpcevent "NOBJ_mob#bat_a01_b::OnEnable";
+ mapannounce "bat_a01", "Croix captured a Neutrality Flag, so they have an advantage.",bc_map,"0xFFCE00";
+ }
+ }
+ end;
+}
+
+bat_a01,15,21,3 script NOBJ_mob#bat_a01_a 844,{
+OnEnable:
+ donpcevent "NOBJ_mob#bat_a01_b::Onkill";
+ bg_monster $@TierraBG1_id1,"bat_a01",272,204,"Guillaume Camp Guardian",1949,"NOBJ_mob#bat_a01_a::OnMyMobDead";
+ bg_monster $@TierraBG1_id1,"bat_a01",272,213,"Guillaume Camp Guardian",1949,"NOBJ_mob#bat_a01_a::OnMyMobDead";
+ bg_monster $@TierraBG1_id1,"bat_a01",273,197,"Guillaume Camp Guardian",1950,"NOBJ_mob#bat_a01_a::OnMyMobDead";
+ end;
+
+Onkill:
+ killmonster "bat_a01","NOBJ_mob#bat_a01_a::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+bat_a01,15,22,3 script NOBJ_mob#bat_a01_b 844,{
+OnEnable:
+ donpcevent "NOBJ_mob#bat_a01_a::Onkill";
+ bg_monster $@TierraBG1_id2,"bat_a01",272,204,"Croix Camp Guardian",1949,"NOBJ_mob#bat_a01_a::OnMyMobDead";
+ bg_monster $@TierraBG1_id2,"bat_a01",272,213,"Croix Camp Guardian",1949,"NOBJ_mob#bat_a01_a::OnMyMobDead";
+ bg_monster $@TierraBG1_id2,"bat_a01",273,197,"Croix Camp Guardian",1950,"NOBJ_mob#bat_a01_a::OnMyMobDead";
+ end;
+
+Onkill:
+ killmonster "bat_a01","NOBJ_mob#bat_a01_b::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+bat_a01,185,270,1 script Guillaume Blacksmith#a01 851,{
+ if (getcharid(4) == $@TierraBG1_id1) {
+ mes "[Guillaume Blacksmith]";
+ mes "We are in urgency! The Barricade has been destroyed!";
+ mes "We can repair the Barricade with ^3131FF50 Stones, 3 Sinew of Bear, 500 Metal Fragments, 30 Rough Elunium and 100 Gold.^000000";
+ mes "We have it all except for the 50 Stones!";
+ next;
+ switch(select("Repair.:Leave it.")) {
+ case 1:
+ if (countitem(7049) > 49) {
+ mes "[Guillaume Blacksmith]";
+ mes "You brought enough stones! Let's go and repair.";
+ next;
+ mes "..";
+ next;
+ mes "....";
+ next;
+ mes "......";
+ next;
+ mes "........";
+ next;
+ mes "..........";
+ next;
+ mes "............";
+ next;
+ mes "..............";
+ next;
+ mes "[Guillaume Blacksmith]";
+ mes "Combine Stones and Gold in the proper percentage.";
+ next;
+ mes "[Guillaume Blacksmith]";
+ mes "Combine Stones and Gold in the proper percentage and shape the Barricade.";
+ next;
+ mes "[Guillaume Blacksmith]";
+ mes "Combine Stones and Gold in the proper percentage and shape the Barricade, then add Rough Elunium to make it stronger.";
+ next;
+ mes "[Guillaume Blacksmith]";
+ mes "Combine Stones and Gold in the proper percentage and shape the Barricade, then add Rough Elunium to make it stronger. Now decorate with Metal Fragments.";
+ next;
+ mes "[Guillaume Blacksmith]";
+ mes "Combine Stones and Gold in the proper percentage and shape the Barricade, then add Rough Elunium to make it stronger. Decorate with Metal Fragments, and plait stones with Sinew of Bear!";
+ next;
+ mes "..............";
+ mes "..............";
+ mes "..............";
+ mes "..............";
+ mes "..............";
+ next;
+ specialeffect EF_REPAIRWEAPON;
+ mes "[Guillaume Blacksmith]";
+ mes "Wow! It's done.";
+ mes "We are relieved.";
+ delitem 7049,50; //Stone
+ donpcevent "barricade#bat_a01_a::OnEnable";
+ close2;
+ disablenpc "Guillaume Blacksmith#a01";
+ end;
+ }
+ else {
+ mes "[Guillaume Blacksmith]";
+ mes "You don't have enough Stones!";
+ next;
+ mes "[Guillaume Blacksmith]";
+ mes "^3131FFWe need 50 Stones.^000000";
+ mes "We are busy, so please hurry.";
+ close;
+ }
+ case 2:
+ mes "[Guillaume Blacksmith]";
+ mes "There are enemies coming! Let's evacuate from here!";
+ close;
+ }
+ }
+ else {
+ mes "[Guillaume Blacksmith]";
+ mes "There the enemy is coming!";
+ close;
+ }
+
+OnInit:
+ disablenpc "Guillaume Blacksmith#a01";
+ end;
+}
+
+bat_a01,170,121,5 script Croix Blacksmith#bat_a01 851,{
+ if (getcharid(4) == $@TierraBG1_id2) {
+ mes "[Croix Blacksmith]";
+ mes "We are in urgency! The Barricade has been destroyed!";
+ mes "We can repair the Barricade with ^3131FF50 Stones, 3 Sinew of Bear, 500 Metal Fragments, 30 Rough Elunium and 100 Gold.^000000";
+ mes "We have it all except for the 50 Stones!";
+ next;
+ switch(select("Repair.:Leave it.")) {
+ case 1:
+ if (countitem(7049) > 49) {
+ mes "[Croix Blacksmith]";
+ mes "You brought enough stones! Let's go and repair.";
+ next;
+ mes "..";
+ next;
+ mes "....";
+ next;
+ mes "......";
+ next;
+ mes "........";
+ next;
+ mes "..........";
+ next;
+ mes "............";
+ next;
+ mes "..............";
+ next;
+ mes "[Croix Blacksmith]";
+ mes "Combine Stones and Gold in the proper percentage.";
+ next;
+ mes "[Croix Blacksmith]";
+ mes "Combine Stones and Gold in the proper percentage and shape the Barricade.";
+ next;
+ mes "[Croix Blacksmith]";
+ mes "Combine Stones and Gold in the proper percentage and shape the Barricade, then add Rough Elunium to make it stronger.";
+ next;
+ mes "[Croix Blacksmith]";
+ mes "Combine Stones and Gold in the proper percentage and shape the Barricade, then add Rough Elunium to make it stronger. Now decorate with Metal Fragments.";
+ next;
+ mes "[Croix Blacksmith]";
+ mes "Combine Stones and Gold in the proper percentage and shape the Barricade, then add Rough Elunium to make it stronger. Decorate with Metal Fragments, and plait stones with Sinew of Bear!";
+ next;
+ mes "..............";
+ mes "..............";
+ mes "..............";
+ mes "..............";
+ mes "..............";
+ next;
+ specialeffect EF_REPAIRWEAPON;
+ mes "[Croix Blacksmith]";
+ mes "Wow! It's done.";
+ mes "We are relieved.";
+ delitem 7049,50; //Stone
+ donpcevent "barricade#bat_a01_b::OnEnable";
+ close2;
+ disablenpc "Croix Blacksmith#bat_a01";
+ end;
+ }
+ else {
+ mes "[Croix Blacksmith]";
+ mes "You don't have enough Stones!";
+ next;
+ mes "[Croix Blacksmith]";
+ mes "^3131FFWe need 50 Stone.^000000";
+ mes "We are busy, so please hurry.";
+ close;
+ }
+ case 2:
+ mes "[Croix Blacksmith]";
+ mes "There are enemies coming! Let's evacuate from here!";
+ close;
+ }
+ }
+ else {
+ mes "[Croix Blacksmith]";
+ mes "There, the enemy is coming!";
+ close;
+ }
+
+OnInit:
+ disablenpc "Croix Blacksmith#bat_a01";
+ end;
+}
+
+bat_a01,53,377,3 script Battle Therapist#a01_a 95,{
+ specialeffect2 EF_HEAL;
+ mes "[Battle Therapist]";
+ mes "Just close your eyes,";
+ mes "and take a deep breath.";
+ mes "You can be free from pain.";
+ close;
+ end;
+
+OnInit:
+ initnpctimer;
+ end;
+
+OnEnable:
+ stopnpctimer;
+ initnpctimer;
+ enablenpc "Battle Therapist#a01_a";
+ end;
+
+Onstop:
+ disablenpc "bat_a01_rp1_a_warp";
+ disablenpc "Battle Therapist#a01_a";
+ stopnpctimer;
+ end;
+
+OnTimer25000:
+ specialeffect EF_SANCTUARY;
+ enablenpc "bat_a01_rp1_a_warp";
+ end;
+
+OnTimer26000:
+ disablenpc "bat_a01_rp1_a_warp";
+ end;
+
+OnTimer26500:
+ donpcevent "Battle Therapist#a01_a::OnEnable";
+ end;
+}
+
+bat_a01,51,375,0 script bat_a01_rp1_a_warp -1,10,10,{
+OnInit:
+ disablenpc "bat_a01_rp1_a_warp";
+ end;
+
+OnTouch_:
+ percentheal 100,100;
+ warp "bat_a01",352,342;
+ end;
+}
+
+bat_a01,45,19,3 script Battle Therapist#a01_b 95,{
+ specialeffect2 EF_HEAL;
+ mes "[Battle Therapist]";
+ mes "Just close your eyes,";
+ mes "and take a deep breath.";
+ mes "You can be free from pain.";
+ close;
+ end;
+
+OnInit:
+ initnpctimer;
+ end;
+
+OnEnable:
+ stopnpctimer;
+ initnpctimer;
+ enablenpc "Battle Therapist#a01_b";
+ end;
+
+Onstop:
+ disablenpc "bat_a01_rp1_b_warp";
+ disablenpc "Battle Therapist#a01_b";
+ stopnpctimer;
+ end;
+
+OnTimer25000:
+ specialeffect EF_SANCTUARY;
+ enablenpc "bat_a01_rp1_b_warp";
+ end;
+
+OnTimer26000:
+ disablenpc "bat_a01_rp1_b_warp";
+ end;
+
+OnTimer26500:
+ donpcevent "Battle Therapist#a01_b::OnEnable";
+ end;
+}
+
+bat_a01,43,17,0 script bat_a01_rp1_b_warp -1,10,10,{
+OnInit:
+ disablenpc "bat_a01_rp1_b_warp";
+ end;
+
+OnTouch:
+ percentheal 100,100;
+ warp "bat_a01",353,52;
+ end;
+}
+
+bat_a01,60,216,3 script Valley Ghost#bat_a01_n 950,{
+ specialeffect2 EF_HEAL;
+ mes "[Valley Ghost]";
+ mes "Boo...Boo...";
+ close;
+
+OnInit:
+ initnpctimer;
+ end;
+
+OnEnable:
+ stopnpctimer;
+ initnpctimer;
+ end;
+
+OnTimer25000:
+ specialeffect EF_SANCTUARY;
+ enablenpc "bat_a01_rp1_n_warp";
+ end;
+
+OnTimer26000:
+ disablenpc "bat_a01_rp1_n_warp";
+ end;
+
+OnTimer26500:
+ donpcevent "Valley Ghost#bat_a01_n::OnEnable";
+ end;
+}
+
+bat_a01,55,213,0 script bat_a01_rp1_n_warp -1,10,10,{
+OnInit:
+ disablenpc "bat_a01_rp1_n_warp";
+ end;
+
+OnTouch:
+ percentheal 100,100;
+ warp "bat_a01",301,209;
+ end;
+}
+
+bat_a01,194,267,0 script barri_warp_up#bat_a01_a -1,7,0,{
+OnTouch:
+ if (getcharid(4) == $@TierraBG1_id1)
+ warp "bat_a01",194,261;
+ end;
+}
+
+bat_a01,194,265,0 script barri_warp_down#bat_a01a -1,7,0,{
+OnTouch:
+ if (getcharid(4) == $@TierraBG1_id1)
+ warp "bat_a01",194,270;
+ end;
+}
+
+bat_a01,177,130,0 script barri_warp_up#bat_a01_b -1,7,0,{
+OnTouch:
+ if (getcharid(4) == $@TierraBG1_id2)
+ warp "bat_a01",178,125;
+ end;
+}
+
+bat_a01,177,128,0 script barri_warp_down#bat_a01b -1,7,0,{
+OnTouch:
+ if (getcharid(4) == $@TierraBG1_id2)
+ warp "bat_a01",178,134;
+ end;
+}
+
+bat_a01,352,342,0 script A_CODE#bat_a01 -1,5,5,{
+OnTouch:
+ set .@chk_bfquest,checkquest(2069);
+ if ((.@chk_bfquest == 0) || (.@chk_bfquest == 1))
+ setquest 2069;
+ end;
+}
+
+bat_a01,353,52,0 script B_CODE#bat_a01 -1,5,5,{
+OnTouch:
+ set .@chk_bfquest,checkquest(2069);
+ if ((.@chk_bfquest == 0) || (.@chk_bfquest == 1))
+ setquest 2069;
+ end;
+}
+
+bat_a01,169,227,0 script underladd#bat_a01_1 45,1,1,{
+OnTouch_:
+ warp "bat_a01",178,228;
+ end;
+}
+
+bat_a01,208,164,0 script underladd#bat_a01_2 45,1,1,{
+OnTouch_:
+ warp "bat_a01",200,171;
+ end;
+}
+
+bat_a01,171,309,3 script Guillaume Camp#flag1 973,{ end; }
+bat_a01,149,310,3 script Guillaume Camp#flag2 973,{ end; }
+bat_a01,119,336,3 script Guillaume Camp#flag3 973,{ end; }
+bat_a01,118,357,3 script Guillaume Camp#flag4 973,{ end; }
+bat_a01,150,380,3 script Guillaume Camp#flag5 973,{ end; }
+bat_a01,173,380,3 script Guillaume Camp#flag6 973,{ end; }
+bat_a01,210,344,3 script Guillaume Camp#flag7 973,{ end; }
+bat_a01,350,325,3 script Guillaume Camp#flag8 973,{ end; }
+bat_a01,358,325,3 script Guillaume Camp#flag9 973,{ end; }
+
+bat_a01,138,12,3 script Croix Camp#flag1 974,{ end; }
+bat_a01,108,36,3 script Croix Camp#flag2 974,{ end; }
+bat_a01,108,63,3 script Croix Camp#flag3 974,{ end; }
+bat_a01,136,87,3 script Croix Camp#flag4 974,{ end; }
+bat_a01,167,86,3 script Croix Camp#flag5 974,{ end; }
+bat_a01,199,49,3 script Croix Camp#flag6 974,{ end; }
+bat_a01,168,16,3 script Croix Camp#flag7 974,{ end; }
+bat_a01,357,74,3 script Croix Camp#flag8 974,{ end; }
+bat_a01,348,74,3 script Croix Camp#flag9 974,{ end; }
+
+bat_a01,53,377,3 script Guillaume Vintenar#a01_a 419,{
+ if (getcharid(4) == $@TierraBG1_id1) {
+ if ($@TierraBG1_Victory == 1) {
+ set .@your_medal,countitem(7828);
+ set .@medal_gap, 500 - .@your_medal;
+ if (.@medal_gap > 2) {
+ mes "[Axl Rose]";
+ mes "Blessed Guillaume!";
+ mes "Let's enjoy our glorious victory!";
+ mes ""+strcharinfo(0)+", it's a sign reflecting victory.";
+ close2;
+ getitem 7828,3; //BF_Badge1
+ }
+ else {
+ mes "[Axl Rose]";
+ mes "Blessed Guillaume!";
+ mes "Let's enjoy our glorious victory!";
+ mes ""+strcharinfo(0)+", it's a sign reflecting victory.";
+ close2;
+ getitem 7828,.@medal_gap; //BF_Badge1
+ }
+ }
+ else {
+ set .@your_medal,countitem(7828);
+ set .@medal_gap, 500 - .@your_medal;
+ if (.@medal_gap > 0) {
+ mes "[Axl Rose]";
+ mes "You lost, but you're dedicated to this battle.";
+ mes "This is a reward for your great dedication by Guillaume Marollo!";
+ mes "Just take this defeat as a lesson, and next time you will definitely win.";
+ close2;
+ getitem 7828,1; //BF_Badge1
+ }
+ else {
+ mes "[Axl Rose]";
+ mes "You lost, but you're dedicated to this battle.";
+ mes "This is a reward for your great dedication by Guillaume Marollo!";
+ mes "Just take this defeat as a lesson, and next time you will definitely win.";
+ close2;
+ getitem 7828,.@medal_gap; //BF_Badge1
+ }
+ }
+ }
+ else {
+ if ($@TierraBG1_Victory == 2) {
+ set .@your_medal,countitem(7828);
+ set .@medal_gap, 500 - .@your_medal;
+ if (.@medal_gap > 0) {
+ mes "[Axl Rose]";
+ mes "You lost, but you're dedicated to this battle.";
+ mes "This is a reward for your great dedication by Guillaume Marollo!";
+ mes "Just take this defeat as a lesson, and next time you will definitely win.";
+ close2;
+ getitem 7828,1; //BF_Badge1
+ }
+ else {
+ mes "[Axl Rose]";
+ mes "You lost, but you're dedicated to this battle.";
+ mes "This is a reward for your great dedication by Guillaume Marollo!";
+ mes "Just take this defeat as a lesson, and next time you will definitely win.";
+ close2;
+ getitem 7828,.@medal_gap; //BF_Badge1
+ }
+ }
+ else {
+ set .@your_medal,countitem(7828);
+ set .@medal_gap, 500 - .@your_medal;
+ if (.@medal_gap > 2) {
+ mes "[Axl Rose]";
+ mes "Blessed Guillaume!";
+ mes "Let's enjoy our glorious victory!";
+ mes ""+strcharinfo(0)+", it's a sign reflecting victory.";
+ close2;
+ getitem 7828,3; //BF_Badge1
+ }
+ else {
+ mes "[Axl Rose]";
+ mes "Blessed Guillaume!";
+ mes "Let's enjoy our glorious victory!";
+ mes ""+strcharinfo(0)+", it's a sign of victory.";
+ close2;
+ getitem 7828,.@medal_gap; //BF_Badge1
+ }
+ }
+ }
+ bg_leave;
+ warp "bat_room",154,150;
+ end;
+
+OnInit:
+ disablenpc "Guillaume Vintenar#a01_a";
+ end;
+}
+
+bat_a01,45,19,3 script Croix Vintenar#a01_b 415,{
+ if (getcharid(4) == $@TierraBG1_id2) {
+ if ($@TierraBG1_Victory == 2) {
+ set .@your_medal,countitem(7828);
+ set .@medal_gap, 500 - .@your_medal;
+ if (.@medal_gap > 2) {
+ mes "[Swandery]";
+ mes "Blessed Croix!";
+ mes "Let's enjoy our glorious victory!";
+ mes ""+strcharinfo(0)+", it's a sign reflecting victory.";
+ close2;
+ getitem 7828,3; //BF_Badge1
+ }
+ else {
+ mes "[Swandery]";
+ mes "Blessed Croix!";
+ mes "Let's enjoy our glorious victory!";
+ mes ""+strcharinfo(0)+", it's a sign reflecting victory.";
+ close2;
+ getitem 7828,.@medal_gap; //BF_Badge1
+ }
+ }
+ else {
+ set .@your_medal,countitem(7828);
+ set .@medal_gap, 500 - .@your_medal;
+ if (.@medal_gap > 0) {
+ mes "[Swandery]";
+ mes "Oh, "+strcharinfo(0)+" Don't be sad.";
+ mes "Even though we didn't win, we did our best.";
+ mes "This is a Royal gift from Croix, and please don't forget this battle. We will win the next one.";
+ close2;
+ getitem 7828,1; //BF_Badge1
+ }
+ else {
+ mes "[Swandery]";
+ mes "Oh, "+strcharinfo(0)+" Don't be sad.";
+ mes "Even though we didn't win, we did our best.";
+ mes "This is a Royal gift from Croix, and please don't forget this battle. We will win the next one.";
+ close2;
+ getitem 7828,.@medal_gap; //BF_Badge1
+ }
+ }
+ }
+ else {
+ if ($@TierraBG1_Victory == 1) {
+ set .@your_medal,countitem(7828);
+ set .@medal_gap, 500 - .@your_medal;
+ if (.@medal_gap > 0) {
+ mes "[Swandery]";
+ mes "Oh, "+strcharinfo(0)+" Don't be sad.";
+ mes "Even though we didn't win, we did our best.";
+ mes "This is a Royal gift from Croix, and please don't forget this battle. We will win the next one.";
+ close2;
+ getitem 7828,1; //BF_Badge1
+ }
+ else {
+ mes "[Swandery]";
+ mes "Oh, "+strcharinfo(0)+" Don't be sad.";
+ mes "Even though we didn't win, we did our best.";
+ mes "This is a Royal gift from Croix, and please don't forget this battle. We will win the next one.";
+ close2;
+ getitem 7828,.@medal_gap; //BF_Badge1
+ }
+ }
+ else {
+ set .@your_medal,countitem(7828);
+ set .@medal_gap, 500 - .@your_medal;
+ if (.@medal_gap > 2) {
+ mes "[Swandery]";
+ mes "Blessed Croix!";
+ mes "Let's enjoy our glorious victory!";
+ mes ""+strcharinfo(0)+", it's a sign reflecting victory.";
+ close2;
+ getitem 7828,3; //BF_Badge1
+ }
+ else {
+ mes "[Swandery]";
+ mes "Blessed Croix!";
+ mes "Let's enjoy our glorious victory!";
+ mes ""+strcharinfo(0)+", it's a sign reflecting victory.";
+ close2;
+ getitem 7828,.@medal_gap; //BF_Badge1
+ }
+ }
+ }
+ bg_leave;
+ warp "bat_room",154,150;
+ end;
+
+OnInit:
+ disablenpc "Croix Vintenar#a01_b";
+ end;
+}
+
+bat_a01,1,5,3 script countdown#bat_a01 844,{
+OnEnable:
+ initnpctimer;
+ end;
+
+Onstop:
+ stopnpctimer;
+ end;
+
+OnTimer7000:
+ mapannounce "bat_a01", "Guillaume Vintenar Axl Rose : Let's attack to burn down Croix's Food Depot!",bc_map,"0xFF9900";
+ end;
+
+OnTimer8000:
+ mapannounce "bat_a01", "Croix Vintenar Swandery : Master of Valhalla! Let us be gifted with unfailing faith and courage!",bc_map,"0xFF99CC";
+ end;
+
+OnTimer1800000:
+ mapannounce "bat_a01", "Marollo VII : Guillaume Marollo, Croix Marollo! Marollo followers!",bc_map,"0x99CC00";
+ end;
+
+OnTimer1803000:
+ mapannounce "bat_a01", "Marollo VII : Both camps are competitive, so no camp would be destroyed easily. That means the Marollo kingdoms will never be defeated!",bc_map,"0x99CC00";
+ end;
+
+OnTimer1808000:
+ mapannounce "bat_a01", "Marollo VII : I think we'd better terminate the battle, and call it a draw.",bc_map,"0x99CC00";
+ end;
+
+OnTimer1822000:
+ mapannounce "bat_a01", "Marollo VII : Hold your royalty and faith for a moment, and let's settle up the battle of Tierra Gorge.",bc_map,"0x99CC00";
+ end;
+
+OnTimer1825000:
+ mapannounce "bat_a01", "Axl Rose, Swandery : Yes sir.",bc_map,"0x99CC00";
+ end;
+
+OnTimer1830000:
+ mapwarp "bat_a01","bat_room",154,150;
+ donpcevent "countdown#bat_a01::Onstop";
+ end;
+}
+
+/*
+bat_a01,351,75,3 script Croix Camp Soldier#bat_a01_guide 934,{
+ mes "Loading...";
+ close;
+}
+
+bat_a01,356,326,3 script Guillaume Camp Soldier#bat_a01_guide 934,{
+ mes "Loading...";
+ close;
+}
+*/
+
+/*
+bat_a01,1,1,3 script Release all#a01 81,{
+ input .@input,0,2000;
+ if (.@input == 0) {
+ mes "Cancelled.";
+ close;
+ }
+ else if (.@input == 1854) {
+ mes "May I help you?";
+ next;
+ switch(select("Release all.:Cancel.")) {
+ case 1:
+ mes "Bye.";
+ close2;
+ mapwarp "bat_a01","bat_room",154,150;
+ end;
+ case 2:
+ mes "Cancelled.";
+ }
+ }
+}
+*/
+
diff --git a/npc/pre-re/battleground/tierra/tierra02.txt b/npc/pre-re/battleground/tierra/tierra02.txt
new file mode 100644
index 000000000..aaa3b1722
--- /dev/null
+++ b/npc/pre-re/battleground/tierra/tierra02.txt
@@ -0,0 +1,947 @@
+//===== rAthena Script =======================================
+// BattleGround System - Tierra Gorge 2
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.2
+//===== Compatible With: =====================================
+//= rAthena 1.0
+//===== Description: =========================================
+//= [AEGIS Conversion]
+//= Second Tierra Gorge Battleground.
+//= - Winning Team: 3 badges
+//= - Losing Team: 1 badge
+//===== Additional Comments: =================================
+//= 1.0 First Version.
+//= 1.1 Updated 'waitingroom' to support required zeny/lvl. [Kisuka]
+//= 1.2 Removed MaxLvl check in waitingrooms.
+//============================================================
+
+// Waiting Room NPCs
+//============================================================
+bat_room,114,227,5 script Lieutenant Rundel 418,{
+ end;
+
+OnInit:
+ waitingroom "Battle Station",10,"start#bat_a02::OnReadyCheck",1,0,80;
+ end;
+
+OnEnterBG:
+ set $@TierraBG2_id1, waitingroom2bg("bat_a02",50,374,"start#bat_a02::OnGuillaumeQuit","");
+ end;
+}
+
+bat_room,114,204,1 script Lieutenant Guerrit 414,{
+ end;
+
+OnInit:
+ waitingroom "Battle Station",10,"start#bat_a02::OnReadyCheck",1,0,80;
+ end;
+
+OnEnterBG:
+ set $@TierraBG2_id2, waitingroom2bg("bat_a02",42,16,"start#bat_a02::OnCroixQuit","");
+ end;
+}
+
+bat_room,1,151,3 script #bat_a02_timer 844,{
+ end;
+
+onInit:
+OnEnable:
+ initnpctimer;
+ end;
+
+OnStop:
+ stopnpctimer;
+ end;
+
+OnTimer1000:
+ stopnpctimer;
+ initnpctimer;
+ set .@chk_bat_a02,getmapusers("bat_a02");
+ if (.@chk_bat_a02 < 1) {
+ set $@TierraBG2,0; set $@TierraBG2_Victory, 0;
+ if( $@TierraBG2_id1 ) { bg_destroy $@TierraBG2_id1; set $@TierraBG2_id1, 0; }
+ if( $@TierraBG2_id2 ) { bg_destroy $@TierraBG2_id2; set $@TierraBG2_id2, 0; }
+ donpcevent "start#bat_a02::OnReadyCheck";
+ }
+ end;
+}
+
+bat_a02,352,342,0 script #bat_a02_quest_a -1,5,5,{
+ end;
+
+OnTouch:
+ if (checkquest(2069) < 0)
+ setquest 2069;
+ end;
+}
+
+bat_a02,353,52,0 script #bat_a02_quest_b -1,5,5,{
+ end;
+
+OnTouch:
+ if (checkquest(2069) < 0)
+ setquest 2069;
+ end;
+}
+
+bat_room,113,220,0 warp back_bgrooma02a 1,1,bat_room,154,150
+bat_room,113,211,0 warp back_bgrooma02b 1,1,bat_room,154,150
+
+// Tierra Gorge Battleground Engine
+//============================================================
+bat_a02,15,15,3 script start#bat_a02 844,{
+OnInit:
+ mapwarp "bat_a02","bat_room",154,150;
+ end;
+
+OnEnable:
+ donpcevent "OBJ#bat_a02_a::Onkill";
+ donpcevent "OBJ#bat_a02_a::OnEnable";
+ donpcevent "OBJ#bat_a02_b::Onkill";
+ donpcevent "OBJ#bat_a02_b::OnEnable";
+ donpcevent "barricade#bat_a02_a::Onkill";
+ donpcevent "barricade#bat_a02_a::OnEnable";
+ donpcevent "barricade#bat_a02_b::Onkill";
+ donpcevent "barricade#bat_a02_b::OnEnable";
+ donpcevent "OBJ#bat_a02_n::Onkill";
+ donpcevent "OBJ#bat_a02_n::OnEnable";
+ donpcevent "NOBJ_mob#bat_a02_a::Onkill";
+ donpcevent "NOBJ_mob#bat_a02_b::Onkill";
+ donpcevent "Battle Therapist#a02_a::OnEnable";
+ donpcevent "Battle Therapist#a02_b::OnEnable";
+ donpcevent "countdown#bat_a02::OnEnable";
+ disablenpc "Guillaume Blacksmith#a02";
+ disablenpc "Croix Blacksmith#bat_a02";
+ disablenpc "Guillaume Vintenar#a02_a";
+ disablenpc "Croix Vintenar#a02_b";
+ end;
+
+OnGuillaumeQuit:
+OnCroixQuit:
+ bg_leave;
+ end;
+
+OnReadyCheck:
+ if( $@TierraBG2 )
+ end;
+ set .@Guillaume, getwaitingroomstate(0,"Lieutenant Rundel");
+ set .@Croix, getwaitingroomstate(0,"Lieutenant Guerrit");
+ if( !.@Guillaume && !.@Croix ) {
+ donpcevent "#bat_a02_timer::OnStop";
+ end;
+ }
+ else if( .@Guillaume < 10 || .@Croix < 10 )
+ end;
+ set $@TierraBG2,1;
+ donpcevent "Lieutenant Rundel::OnEnterBG";
+ donpcevent "Lieutenant Guerrit::OnEnterBG";
+ donpcevent "start#bat_a02::onEnable";
+ bg_warp $@TierraBG2_id1,"bat_a02",352,342;
+ bg_warp $@TierraBG2_id2,"bat_a02",353,52;
+ initnpctimer;
+ end;
+
+OnTimer10000:
+ stopnpctimer;
+ donpcevent "#bat_a02_timer::OnEnable";
+ end;
+}
+
+bat_a02,15,16,3 script OBJ#bat_a02_a 844,{
+OnEnable:
+ bg_monster $@TierraBG2_id1,"bat_a02",177,345,"Food Storage",1909,"OBJ#bat_a02_a::OnMyMobDead";
+ end;
+
+Onkill:
+ killmonster "bat_a02","OBJ#bat_a02_a::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ if (mobcount("bat_a02","OBJ#bat_a02_a::OnMyMobDead") < 1) {
+ donpcevent "Battle Therapist#a02_a::OnStop";
+ donpcevent "Battle Therapist#a02_b::OnStop";
+ set $@TierraBG2_Victory, 2;
+ enablenpc "Guillaume Vintenar#a02_a";
+ enablenpc "Croix Vintenar#a02_b";
+ mapannounce "bat_a02", "Croix Vintenar Swandery: We destroyed Guillaume's Food Storage. We won that! Wow!",bc_map,"0xFFCE00";
+ bg_warp $@TierraBG2_id1,"bat_a02",50,374;
+ bg_warp $@TierraBG2_id2,"bat_a02",42,16;
+ }
+ end;
+}
+
+bat_a02,15,17,3 script OBJ#bat_a02_b 844,{
+OnEnable:
+ bg_monster $@TierraBG2_id2,"bat_a02",167,50,"Food Depot",1910,"OBJ#bat_a02_b::OnMyMobDead";
+ end;
+
+Onkill:
+ killmonster "bat_a02","OBJ#bat_a02_b::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ if (mobcount("bat_a02","OBJ#bat_a02_b::OnMyMobDead") < 1) {
+ donpcevent "Battle Therapist#a02_a::OnStop";
+ donpcevent "Battle Therapist#a02_b::OnStop";
+ set $@TierraBG2_Victory, 1;
+ enablenpc "Guillaume Vintenar#a02_a";
+ enablenpc "Croix Vintenar#a02_b";
+ mapannounce "bat_a02", "Guillaume Vintenar Axl Rose : We destroyed Croix's Food Storage. We won that! Wow!",bc_map,"0xFFCE00";
+ bg_warp $@TierraBG2_id1,"bat_a02",50,374;
+ bg_warp $@TierraBG2_id2,"bat_a02",42,16;
+ }
+ end;
+}
+
+bat_a02,15,18,3 script barricade#bat_a02_a 844,{
+OnEnable:
+ for( set .@i,185; .@i < 202; set .@i,.@i+1 )
+ bg_monster $@TierraBG2_id1,"bat_a02",.@i,266,"Barricade",1906,"barricade#bat_a02_a::OnMyMobDead";
+ setwall "bat_a02",186,266,16,6,1,"bat_a02_c1";
+ end;
+
+Onkill:
+ killmonster "bat_a02","barricade#bat_a02_a::OnMyMobDead";
+ delwall "bat_a02_c1";
+ end;
+
+OnMyMobDead:
+ if (mobcount("bat_a02","barricade#bat_a02_a::OnMyMobDead") < 17) {
+ killmonster "bat_a02","barricade#bat_a02_a::OnMyMobDead";
+ delwall "bat_a02_c1";
+ enablenpc "Guillaume Blacksmith#a02";
+ mapannounce "bat_a02", "Guillaume Vintenar Axl Rose : The Barricade in the valley has been destroyed! Where's the Blacksmith? We need to rebuild the Barricade!",bc_map,"0xFFCE00";
+ }
+ end;
+}
+
+bat_a02,15,19,3 script barricade#bat_a02_b 844,{
+OnEnable:
+ for( set .@i,169; .@i < 186; set .@i,.@i+1 )
+ bg_monster $@TierraBG2_id2,"bat_a02",.@i,129,"Barricade",1906,"barricade#bat_a02_b::OnMyMobDead";
+ setwall "bat_a02",170,129,16,6,1,"bat_a02_g1";
+ end;
+
+Onkill:
+ killmonster "bat_a02","barricade#bat_a02_b::OnMyMobDead";
+ delwall "bat_a02_g1";
+ end;
+
+OnMyMobDead:
+ if (mobcount("bat_a02","barricade#bat_a02_b::OnMyMobDead") < 17) {
+ killmonster "bat_a02","barricade#bat_a02_b::OnMyMobDead";
+ delwall "bat_a02_g1";
+ enablenpc "Croix Blacksmith#bat_a02";
+ mapannounce "bat_a02", "Croix Vintenar Swandery : The Barricade in the valley has been destroyed! Where's the Blacksmith? We need to rebuild the Barricade!",bc_map,"0xFFCE00";
+ }
+ end;
+}
+
+bat_a02,15,20,3 script OBJ#bat_a02_n 844,{
+OnEnable:
+ monster "bat_a02",273,203,"Neutrality Flag",1911,1,"OBJ#bat_a02_n::OnMyMobDead";
+ end;
+
+Onkill:
+ killmonster "bat_a02","OBJ#bat_a02_n::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ if (mobcount("bat_a02","OBJ#bat_a02_n::OnMyMobDead") < 17) {
+ bg_team_setxy getcharid(4),56,212;
+ if (getcharid(4) == $@TierraBG2_id1) {
+ donpcevent "NOBJ_mob#bat_a02_a::OnEnable";
+ mapannounce "bat_a02", "Guillaume captured a Neutrality Flag, so they have an advantage.",bc_map,"0xFFCE00";
+ }
+ else {
+ donpcevent "NOBJ_mob#bat_a02_b::OnEnable";
+ mapannounce "bat_a02", "Croix captured a Neutrality Flag, so they have an advantage.",bc_map,"0xFFCE00";
+ }
+ }
+ end;
+}
+
+bat_a02,15,21,3 script NOBJ_mob#bat_a02_a 844,{
+OnEnable:
+ donpcevent "NOBJ_mob#bat_a02_b::Onkill";
+ bg_monster $@TierraBG2_id1,"bat_a02",272,204,"Guillaume Camp Guardian",1949,"NOBJ_mob#bat_a02_a::OnMyMobDead";
+ bg_monster $@TierraBG2_id1,"bat_a02",272,213,"Guillaume Camp Guardian",1949,"NOBJ_mob#bat_a02_a::OnMyMobDead";
+ bg_monster $@TierraBG2_id1,"bat_a02",273,197,"Guillaume Camp Guardian",1950,"NOBJ_mob#bat_a02_a::OnMyMobDead";
+ end;
+
+Onkill:
+ killmonster "bat_a02","NOBJ_mob#bat_a02_a::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+bat_a02,15,22,3 script NOBJ_mob#bat_a02_b 844,{
+OnEnable:
+ donpcevent "NOBJ_mob#bat_a02_a::Onkill";
+ bg_monster $@TierraBG2_id2,"bat_a02",272,204,"Croix Camp Guardian",1949,"NOBJ_mob#bat_a02_a::OnMyMobDead";
+ bg_monster $@TierraBG2_id2,"bat_a02",272,213,"Croix Camp Guardian",1949,"NOBJ_mob#bat_a02_a::OnMyMobDead";
+ bg_monster $@TierraBG2_id2,"bat_a02",273,197,"Croix Camp Guardian",1950,"NOBJ_mob#bat_a02_a::OnMyMobDead";
+ end;
+
+Onkill:
+ killmonster "bat_a02","NOBJ_mob#bat_a02_b::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+bat_a02,185,270,1 script Guillaume Blacksmith#a02 851,{
+ if (getcharid(4) == $@TierraBG2_id1) {
+ mes "[Guillaume Blacksmith]";
+ mes "We are in urgency! The Barricade has been destroyed!";
+ mes "We can repair the Barricade with ^3131FF50 Stones, 3 Sinew of Bear, 500 Metal Fragments, 30 Rough Elunium and 100 Gold.^000000";
+ mes "We have it all except for the 50 Stones!";
+ next;
+ switch(select("Repair.:Leave it.")) {
+ case 1:
+ if (countitem(7049) > 49) {
+ mes "[Guillaume Blacksmith]";
+ mes "You brought enough stones! Let's go and repair.";
+ next;
+ mes "..";
+ next;
+ mes "....";
+ next;
+ mes "......";
+ next;
+ mes "........";
+ next;
+ mes "..........";
+ next;
+ mes "............";
+ next;
+ mes "..............";
+ next;
+ mes "[Guillaume Blacksmith]";
+ mes "Combine Stones and Gold in the proper percentage.";
+ next;
+ mes "[Guillaume Blacksmith]";
+ mes "Combine Stones and Gold in the proper percentage and shape the Barricade.";
+ next;
+ mes "[Guillaume Blacksmith]";
+ mes "Combine Stones and Gold in the proper percentage and shape the Barricade, then add Rough Elunium to make it stronger.";
+ next;
+ mes "[Guillaume Blacksmith]";
+ mes "Combine Stones and Gold in the proper percentage and shape the Barricade, then add Rough Elunium to make it stronger. Now decorate with Metal Fragments.";
+ next;
+ mes "[Guillaume Blacksmith]";
+ mes "Combine Stones and Gold in the proper percentage and shape the Barricade, then add Rough Elunium to make it stronger. Decorate with Metal Fragments, and plait stones with Sinew of Bear!";
+ next;
+ mes "..............";
+ mes "..............";
+ mes "..............";
+ mes "..............";
+ mes "..............";
+ next;
+ specialeffect EF_REPAIRWEAPON;
+ mes "[Guillaume Blacksmith]";
+ mes "Wow! It's done.";
+ mes "We are relieved.";
+ delitem 7049,50; //Stone
+ donpcevent "barricade#bat_a02_a::OnEnable";
+ close2;
+ disablenpc "Guillaume Blacksmith#a02";
+ end;
+ }
+ else {
+ mes "[Guillaume Blacksmith]";
+ mes "You don't have enough Stones!";
+ next;
+ mes "[Guillaume Blacksmith]";
+ mes "^3131FFWe need 50 Stones.^000000";
+ mes "We are busy, so please hurry.";
+ close;
+ }
+ case 2:
+ mes "[Guillaume Blacksmith]";
+ mes "There are enemies coming! Let's evacuate from here!";
+ close;
+ }
+ }
+ else {
+ mes "[Guillaume Blacksmith]";
+ mes "There the enemy is coming!";
+ close;
+ }
+
+OnInit:
+ disablenpc "Guillaume Blacksmith#a02";
+ end;
+}
+
+bat_a02,170,121,5 script Croix Blacksmith#bat_a02 851,{
+ if (getcharid(4) == $@TierraBG2_id2) {
+ mes "[Croix Blacksmith]";
+ mes "We are in urgency! The Barricade has been destroyed!";
+ mes "We can repair the Barricade with ^3131FF50 Stones, 3 Sinew of Bear, 500 Metal Fragments, 30 Rough Elunium and 100 Gold.^000000";
+ mes "We have it all except for the 50 Stones!";
+ next;
+ switch(select("Repair.:Leave it.")) {
+ case 1:
+ if (countitem(7049) > 49) {
+ mes "[Croix Blacksmith]";
+ mes "You brought enough stones! Let's go and repair.";
+ next;
+ mes "..";
+ next;
+ mes "....";
+ next;
+ mes "......";
+ next;
+ mes "........";
+ next;
+ mes "..........";
+ next;
+ mes "............";
+ next;
+ mes "..............";
+ next;
+ mes "[Croix Blacksmith]";
+ mes "Combine Stones and Gold in the proper percentage.";
+ next;
+ mes "[Croix Blacksmith]";
+ mes "Combine Stones and Gold in the proper percentage and shape the Barricade.";
+ next;
+ mes "[Croix Blacksmith]";
+ mes "Combine Stones and Gold in the proper percentage and shape the Barricade, then add Rough Elunium to make it stronger.";
+ next;
+ mes "[Croix Blacksmith]";
+ mes "Combine Stones and Gold in the proper percentage and shape the Barricade, then add Rough Elunium to make it stronger. Now decorate with Metal Fragments.";
+ next;
+ mes "[Croix Blacksmith]";
+ mes "Combine Stones and Gold in the proper percentage and shape the Barricade, then add Rough Elunium to make it stronger. Decorate with Metal Fragments, and plait stones with Sinew of Bear!";
+ next;
+ mes "..............";
+ mes "..............";
+ mes "..............";
+ mes "..............";
+ mes "..............";
+ next;
+ specialeffect EF_REPAIRWEAPON;
+ mes "[Croix Blacksmith]";
+ mes "Wow! It's done.";
+ mes "We are relieved.";
+ delitem 7049,50; //Stone
+ donpcevent "barricade#bat_a02_b::OnEnable";
+ close2;
+ disablenpc "Croix Blacksmith#bat_a02";
+ end;
+ }
+ else {
+ mes "[Croix Blacksmith]";
+ mes "You don't have enough Stones!";
+ next;
+ mes "[Croix Blacksmith]";
+ mes "^3131FFWe need 50 Stone.^000000";
+ mes "We are busy, so please hurry.";
+ close;
+ }
+ case 2:
+ mes "[Croix Blacksmith]";
+ mes "There are enemies coming! Let's evacuate from here!";
+ close;
+ }
+ }
+ else {
+ mes "[Croix Blacksmith]";
+ mes "There, the enemy is coming!";
+ close;
+ }
+
+OnInit:
+ disablenpc "Croix Blacksmith#bat_a02";
+ end;
+}
+
+bat_a02,53,377,3 script Battle Therapist#a02_a 95,{
+ specialeffect2 EF_HEAL;
+ mes "[Battle Therapist]";
+ mes "Just close your eyes,";
+ mes "and take a deep breath.";
+ mes "You can be free from pain.";
+ close;
+ end;
+
+OnInit:
+ initnpctimer;
+ end;
+
+OnEnable:
+ stopnpctimer;
+ initnpctimer;
+ enablenpc "Battle Therapist#a02_a";
+ end;
+
+Onstop:
+ disablenpc "bat_a02_rp1_a_warp";
+ disablenpc "Battle Therapist#a02_a";
+ stopnpctimer;
+ end;
+
+OnTimer25000:
+ specialeffect EF_SANCTUARY;
+ enablenpc "bat_a02_rp1_a_warp";
+ end;
+
+OnTimer26000:
+ disablenpc "bat_a02_rp1_a_warp";
+ end;
+
+OnTimer26500:
+ donpcevent "Battle Therapist#a02_a::OnEnable";
+ end;
+}
+
+bat_a02,51,375,0 script bat_a02_rp1_a_warp -1,10,10,{
+OnInit:
+ disablenpc "bat_a02_rp1_a_warp";
+ end;
+
+OnTouch_:
+ percentheal 100,100;
+ warp "bat_a02",352,342;
+ end;
+}
+
+bat_a02,45,19,3 script Battle Therapist#a02_b 95,{
+ specialeffect2 EF_HEAL;
+ mes "[Battle Therapist]";
+ mes "Just close your eyes,";
+ mes "and take a deep breath.";
+ mes "You can be free from pain.";
+ close;
+ end;
+
+OnInit:
+ initnpctimer;
+ end;
+
+OnEnable:
+ stopnpctimer;
+ initnpctimer;
+ enablenpc "Battle Therapist#a02_b";
+ end;
+
+Onstop:
+ disablenpc "bat_a02_rp1_b_warp";
+ disablenpc "Battle Therapist#a02_b";
+ stopnpctimer;
+ end;
+
+OnTimer25000:
+ specialeffect EF_SANCTUARY;
+ enablenpc "bat_a02_rp1_b_warp";
+ end;
+
+OnTimer26000:
+ disablenpc "bat_a02_rp1_b_warp";
+ end;
+
+OnTimer26500:
+ donpcevent "Battle Therapist#a02_b::OnEnable";
+ end;
+}
+
+bat_a02,43,17,0 script bat_a02_rp1_b_warp -1,10,10,{
+OnInit:
+ disablenpc "bat_a02_rp1_b_warp";
+ end;
+
+OnTouch:
+ percentheal 100,100;
+ warp "bat_a02",353,52;
+ end;
+}
+
+bat_a02,60,216,3 script Valley Ghost#bat_a02_n 950,{
+ specialeffect2 EF_HEAL;
+ mes "[Valley Ghost]";
+ mes "Boo...Boo...";
+ close;
+
+OnInit:
+ initnpctimer;
+ end;
+
+OnEnable:
+ stopnpctimer;
+ initnpctimer;
+ end;
+
+OnTimer25000:
+ specialeffect EF_SANCTUARY;
+ enablenpc "bat_a02_rp1_n_warp";
+ end;
+
+OnTimer26000:
+ disablenpc "bat_a02_rp1_n_warp";
+ end;
+
+OnTimer26500:
+ donpcevent "Valley Ghost#bat_a02_n::OnEnable";
+ end;
+}
+
+bat_a02,55,213,0 script bat_a02_rp1_n_warp -1,10,10,{
+OnInit:
+ disablenpc "bat_a02_rp1_n_warp";
+ end;
+
+OnTouch:
+ percentheal 100,100;
+ warp "bat_a02",301,209;
+ end;
+}
+
+bat_a02,194,267,0 script barri_warp_up#bat_a02_a -1,7,0,{
+OnTouch:
+ if (getcharid(4) == $@TierraBG2_id1)
+ warp "bat_a02",194,261;
+ end;
+}
+
+bat_a02,194,265,0 script barri_warp_down#bat_a02a -1,7,0,{
+OnTouch:
+ if (getcharid(4) == $@TierraBG2_id1)
+ warp "bat_a02",194,270;
+ end;
+}
+
+bat_a02,177,130,0 script barri_warp_up#bat_a02_b -1,7,0,{
+OnTouch:
+ if (getcharid(4) == $@TierraBG2_id2)
+ warp "bat_a02",178,125;
+ end;
+}
+
+bat_a02,177,128,0 script barri_warp_down#bat_a02b -1,7,0,{
+OnTouch:
+ if (getcharid(4) == $@TierraBG2_id2)
+ warp "bat_a02",178,134;
+ end;
+}
+
+bat_a02,352,342,0 script A_CODE#bat_a02 -1,5,5,{
+OnTouch:
+ set .@chk_bfquest,checkquest(2069);
+ if ((.@chk_bfquest == 0) || (.@chk_bfquest == 1))
+ setquest 2069;
+ end;
+}
+
+bat_a02,353,52,0 script B_CODE#bat_a02 -1,5,5,{
+OnTouch:
+ set .@chk_bfquest,checkquest(2069);
+ if ((.@chk_bfquest == 0) || (.@chk_bfquest == 1))
+ setquest 2069;
+ end;
+}
+
+bat_a02,169,227,0 script underladd#bat_a02_1 45,1,1,{
+OnTouch_:
+ warp "bat_a02",178,228;
+ end;
+}
+
+bat_a02,208,164,0 script underladd#bat_a02_2 45,1,1,{
+OnTouch_:
+ warp "bat_a02",200,171;
+ end;
+}
+
+bat_a02,171,309,3 script Guillaume Camp#flag11 973,{ end; }
+bat_a02,149,310,3 script Guillaume Camp#flag12 973,{ end; }
+bat_a02,119,336,3 script Guillaume Camp#flag13 973,{ end; }
+bat_a02,118,357,3 script Guillaume Camp#flag14 973,{ end; }
+bat_a02,150,380,3 script Guillaume Camp#flag15 973,{ end; }
+bat_a02,173,380,3 script Guillaume Camp#flag16 973,{ end; }
+bat_a02,210,344,3 script Guillaume Camp#flag17 973,{ end; }
+bat_a02,350,325,3 script Guillaume Camp#flag18 973,{ end; }
+bat_a02,358,325,3 script Guillaume Camp#flag19 973,{ end; }
+
+bat_a02,138,12,3 script Croix Camp#flag11 974,{ end; }
+bat_a02,108,36,3 script Croix Camp#flag12 974,{ end; }
+bat_a02,108,63,3 script Croix Camp#flag13 974,{ end; }
+bat_a02,136,87,3 script Croix Camp#flag14 974,{ end; }
+bat_a02,167,86,3 script Croix Camp#flag15 974,{ end; }
+bat_a02,199,49,3 script Croix Camp#flag16 974,{ end; }
+bat_a02,168,16,3 script Croix Camp#flag17 974,{ end; }
+bat_a02,357,74,3 script Croix Camp#flag18 974,{ end; }
+bat_a02,348,74,3 script Croix Camp#flag19 974,{ end; }
+
+bat_a02,53,377,3 script Guillaume Vintenar#a02_a 419,{
+ if (getcharid(4) == $@TierraBG2_id1) {
+ if ($@TierraBG2_Victory == 1) {
+ set .@your_medal,countitem(7828);
+ set .@medal_gap, 500 - .@your_medal;
+ if (.@medal_gap > 2) {
+ mes "[Axl Rose]";
+ mes "Blessed Guillaume!";
+ mes "Let's enjoy our glorious victory!";
+ mes ""+strcharinfo(0)+", it's a sign reflecting victory.";
+ close2;
+ getitem 7828,3; //BF_Badge1
+ }
+ else {
+ mes "[Axl Rose]";
+ mes "Blessed Guillaume!";
+ mes "Let's enjoy our glorious victory!";
+ mes ""+strcharinfo(0)+", it's a sign reflecting victory.";
+ close2;
+ getitem 7828,.@medal_gap; //BF_Badge1
+ }
+ }
+ else {
+ set .@your_medal,countitem(7828);
+ set .@medal_gap, 500 - .@your_medal;
+ if (.@medal_gap > 0) {
+ mes "[Axl Rose]";
+ mes "You lost, but you're dedicated to this battle.";
+ mes "This is a reward for your great dedication by Guillaume Marollo!";
+ mes "Just take this defeat as a lesson, and next time you will definitely win.";
+ close2;
+ getitem 7828,1; //BF_Badge1
+ }
+ else {
+ mes "[Axl Rose]";
+ mes "You lost, but you're dedicated to this battle.";
+ mes "This is a reward for your great dedication by Guillaume Marollo!";
+ mes "Just take this defeat as a lesson, and next time you will definitely win.";
+ close2;
+ getitem 7828,.@medal_gap; //BF_Badge1
+ }
+ }
+ }
+ else {
+ if ($@TierraBG2_Victory == 2) {
+ set .@your_medal,countitem(7828);
+ set .@medal_gap, 500 - .@your_medal;
+ if (.@medal_gap > 0) {
+ mes "[Axl Rose]";
+ mes "You lost, but you're dedicated to this battle.";
+ mes "This is a reward for your great dedication by Guillaume Marollo!";
+ mes "Just take this defeat as a lesson, and next time you will definitely win.";
+ close2;
+ getitem 7828,1; //BF_Badge1
+ }
+ else {
+ mes "[Axl Rose]";
+ mes "You lost, but you're dedicated to this battle.";
+ mes "This is a reward for your great dedication by Guillaume Marollo!";
+ mes "Just take this defeat as a lesson, and next time you will definitely win.";
+ close2;
+ getitem 7828,.@medal_gap; //BF_Badge1
+ }
+ }
+ else {
+ set .@your_medal,countitem(7828);
+ set .@medal_gap, 500 - .@your_medal;
+ if (.@medal_gap > 2) {
+ mes "[Axl Rose]";
+ mes "Blessed Guillaume!";
+ mes "Let's enjoy our glorious victory!";
+ mes ""+strcharinfo(0)+", it's a sign reflecting victory.";
+ close2;
+ getitem 7828,3; //BF_Badge1
+ }
+ else {
+ mes "[Axl Rose]";
+ mes "Blessed Guillaume!";
+ mes "Let's enjoy our glorious victory!";
+ mes ""+strcharinfo(0)+", it's a sign of victory.";
+ close2;
+ getitem 7828,.@medal_gap; //BF_Badge1
+ }
+ }
+ }
+ bg_leave;
+ warp "bat_room",154,150;
+ end;
+
+OnInit:
+ disablenpc "Guillaume Vintenar#a02_a";
+ end;
+}
+
+bat_a02,45,19,3 script Croix Vintenar#a02_b 415,{
+ if (getcharid(4) == $@TierraBG2_id2) {
+ if ($@TierraBG2_Victory == 2) {
+ set .@your_medal,countitem(7828);
+ set .@medal_gap, 500 - .@your_medal;
+ if (.@medal_gap > 2) {
+ mes "[Swandery]";
+ mes "Blessed Croix!";
+ mes "Let's enjoy our glorious victory!";
+ mes ""+strcharinfo(0)+", it's a sign reflecting victory.";
+ close2;
+ getitem 7828,3; //BF_Badge1
+ }
+ else {
+ mes "[Swandery]";
+ mes "Blessed Croix!";
+ mes "Let's enjoy our glorious victory!";
+ mes ""+strcharinfo(0)+", it's a sign reflecting victory.";
+ close2;
+ getitem 7828,.@medal_gap; //BF_Badge1
+ }
+ }
+ else {
+ set .@your_medal,countitem(7828);
+ set .@medal_gap, 500 - .@your_medal;
+ if (.@medal_gap > 0) {
+ mes "[Swandery]";
+ mes "Oh, "+strcharinfo(0)+" Don't be sad.";
+ mes "Even though we didn't win, we did our best.";
+ mes "This is a Royal gift from Croix, and please don't forget this battle. We will win the next one.";
+ close2;
+ getitem 7828,1; //BF_Badge1
+ }
+ else {
+ mes "[Swandery]";
+ mes "Oh, "+strcharinfo(0)+" Don't be sad.";
+ mes "Even though we didn't win, we did our best.";
+ mes "This is a Royal gift from Croix, and please don't forget this battle. We will win the next one.";
+ close2;
+ getitem 7828,.@medal_gap; //BF_Badge1
+ }
+ }
+ }
+ else {
+ if ($@TierraBG2_Victory == 1) {
+ set .@your_medal,countitem(7828);
+ set .@medal_gap, 500 - .@your_medal;
+ if (.@medal_gap > 0) {
+ mes "[Swandery]";
+ mes "Oh, "+strcharinfo(0)+" Don't be sad.";
+ mes "Even though we didn't win, we did our best.";
+ mes "This is a Royal gift from Croix, and please don't forget this battle. We will win the next one.";
+ close2;
+ getitem 7828,1; //BF_Badge1
+ }
+ else {
+ mes "[Swandery]";
+ mes "Oh, "+strcharinfo(0)+" Don't be sad.";
+ mes "Even though we didn't win, we did our best.";
+ mes "This is a Royal gift from Croix, and please don't forget this battle. We will win the next one.";
+ close2;
+ getitem 7828,.@medal_gap; //BF_Badge1
+ }
+ }
+ else {
+ set .@your_medal,countitem(7828);
+ set .@medal_gap, 500 - .@your_medal;
+ if (.@medal_gap > 2) {
+ mes "[Swandery]";
+ mes "Blessed Croix!";
+ mes "Let's enjoy our glorious victory!";
+ mes ""+strcharinfo(0)+", it's a sign reflecting victory.";
+ close2;
+ getitem 7828,3; //BF_Badge1
+ }
+ else {
+ mes "[Swandery]";
+ mes "Blessed Croix!";
+ mes "Let's enjoy our glorious victory!";
+ mes ""+strcharinfo(0)+", it's a sign reflecting victory.";
+ close2;
+ getitem 7828,.@medal_gap; //BF_Badge1
+ }
+ }
+ }
+ bg_leave;
+ warp "bat_room",154,150;
+ end;
+
+OnInit:
+ disablenpc "Croix Vintenar#a02_b";
+ end;
+}
+
+bat_a02,1,5,3 script countdown#bat_a02 844,{
+OnEnable:
+ initnpctimer;
+ end;
+
+Onstop:
+ stopnpctimer;
+ end;
+
+OnTimer7000:
+ mapannounce "bat_a02", "Guillaume Vintenar Axl Rose : Let's attack to burn down Croix's Food Depot!",bc_map,"0xFF9900";
+ end;
+
+OnTimer8000:
+ mapannounce "bat_a02", "Croix Vintenar Swandery : Master of Valhalla! Let us be gifted with unfailing faith and courage!",bc_map,"0xFF99CC";
+ end;
+
+OnTimer1800000:
+ mapannounce "bat_a02", "Marollo VII : Guillaume Marollo, Croix Marollo! Marollo followers!",bc_map,"0x99CC00";
+ end;
+
+OnTimer1803000:
+ mapannounce "bat_a02", "Marollo VII : Both camps are competitive, so no camp would be destroyed easily. That means the Marollo kingdoms will never be defeated!",bc_map,"0x99CC00";
+ end;
+
+OnTimer1808000:
+ mapannounce "bat_a02", "Marollo VII : I think we'd better terminate the battle, and call it a draw.",bc_map,"0x99CC00";
+ end;
+
+OnTimer1822000:
+ mapannounce "bat_a02", "Marollo VII : Hold your royalty and faith for a moment, and let's settle up the battle of Tierra Gorge.",bc_map,"0x99CC00";
+ end;
+
+OnTimer1825000:
+ mapannounce "bat_a02", "Axl Rose, Swandery : Yes sir.",bc_map,"0x99CC00";
+ end;
+
+OnTimer1830000:
+ mapwarp "bat_a02","bat_room",154,150;
+ donpcevent "countdown#bat_a02::Onstop";
+ end;
+}
+
+/*
+bat_a02,351,75,3 script Croix Camp Soldier#bat_a02_guide 934,{
+ mes "Loading...";
+ close;
+}
+
+bat_a02,356,326,3 script Guillaume Camp Soldier#bat_a02_guide 934,{
+ mes "Loading...";
+ close;
+}
+*/
+
+/*
+bat_a02,1,1,3 script Release all#a02 81,{
+ input .@input,0,2000;
+ if (.@input == 0) {
+ mes "Cancelled.";
+ close;
+ }
+ else if (.@input == 1854) {
+ mes "May I help you?";
+ next;
+ switch(select("Release all.:Cancel.")) {
+ case 1:
+ mes "Bye.";
+ close2;
+ mapwarp "bat_a02","bat_room",154,150;
+ end;
+ case 2:
+ mes "Cancelled.";
+ }
+ }
+}
+*/
+
diff --git a/npc/pre-re/battleground/tierra/tierra_enter.txt b/npc/pre-re/battleground/tierra/tierra_enter.txt
new file mode 100644
index 000000000..4ee74ceca
--- /dev/null
+++ b/npc/pre-re/battleground/tierra/tierra_enter.txt
@@ -0,0 +1,383 @@
+//===== rAthena Script =======================================
+// BattleGround System - Tierra Gorge Entrance NPCs
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= rAthena 1.0
+//===== Description: =========================================
+//= [AEGIS Conversion]
+//= Tierra Gorge Battleground Entrance NPCs
+//===== Additional Comments: =================================
+//= 1.0 First Version.
+//= 1.1 Fixed silly copy paste errors. (bugreport:4401)
+//============================================================
+
+// First Tierra Gorge Officers - Guillaume
+//============================================================
+bat_room,124,178,5 script Tierra Gorge Officer#01a 418,{
+ if (checkweight(1201,1) == 0) {
+ mes "- Wait a minute !! -";
+ mes "- Currently you're carrying -";
+ mes "- too many items with you. -";
+ mes "- Please try again -";
+ mes "- after you loose some weight. -";
+ close;
+ }
+ mes "[Guillaume Army Officer]";
+ mes "Let's show the power of the Guillaume Army to those stinky Croixs!";
+ next;
+ switch(select("I want to join your army!:End Conversation")) {
+ case 1:
+ if ((Class == job_Novice) || (BaseClass == Job_Supernovice)) {
+ mes "[Guillaume Army Officer]";
+ mes "I'm very pleased that you want to join us and fight the Croix Army, but I'm sorry: I can't send a rookie like you to die on the cruel battlefield.";
+ }
+ else {
+ if (BaseLevel < 80) {
+ mes "[Guillaume Army Officer]";
+ mes "I'm very pleased that you want to join us and fight the Croix Army, but I'm sorry: I can't send a rookie like you to die on the cruel battlefield.";
+ }
+ else {
+ set .@chk_urtime,checkquest(2069,PLAYTIME);
+ if ((.@chk_urtime == 0)|| (.@chk_urtime == 1)) {
+ mes "[Guillaume Army Officer]";
+ mes "You seem to have just returned from the battlefield.";
+ mes "It's too early for you to go back. Go rest, and leave the enemies to us!";
+ }
+ else {
+ if (.@chk_urtime == 2)
+ erasequest 2069;
+ set .@mapcount,getmapusers("bat_a01");
+ if (.@mapcount > 0) {
+ mes "[Guillaume Army Officer]";
+ mes "I've received a report informing me that an elite corps has been dispatched to the battlefield fighting the Croixs already.";
+ mes "Why don't you go wait for a while? I suggest you sharpen your weapons and prepare your supplies until then.";
+ }
+ else {
+ if ($@TierraBG1) {
+ mes "[Guillaume Army Officer]";
+ mes "An elite corps is already standing by to be dispatched to the battlefield.";
+ mes "Why don't you go wait for a while? I suggest you sharpen your weapons and prepare your supplies until then.";
+ }
+ else {
+ mes "[Guillaume Army Officer]";
+ mes "You definitely seem to be ready for battle!";
+ mes "Go show the Croixs what fear truly means!";
+ mes "Today, our cry of victory shall echo all over the battlefield!";
+ close2;
+ warp "bat_room",57,223;
+ end;
+ }
+ }
+ }
+ }
+ }
+ break;
+ case 2:
+ mes "[Guillaume Army Officer]";
+ mes "Today, we shall be victorious!";
+ break;
+ }
+ close;
+}
+
+bat_room,140,178,5 script Tierra Gorge Officer#02a 418,{
+ if (checkweight(1201,1) == 0) {
+ mes "- Wait a minute !! -";
+ mes "- Currently you're carrying -";
+ mes "- too many items with you. -";
+ mes "- Please try again -";
+ mes "- after you loose some weight. -";
+ close;
+ }
+ mes "[Guillaume Army Officer]";
+ mes "Let's show the power of the Guillaume Army to those stinky Croixs!";
+ next;
+ switch(select("I want to join your army!:End Conversation")) {
+ case 1:
+ if ((Class == job_Novice) || (BaseClass == Job_Supernovice)) {
+ mes "[Guillaume Army Officer]";
+ mes "I'm very pleased that you want to join us and fight the Croix Army, but I'm sorry: I can't send a rookie like you to die on the cruel battlefield.";
+ }
+ else {
+ if (BaseLevel < 80) {
+ mes "[Guillaume Army Officer]";
+ mes "I'm very pleased that you want to join us and fight the Croix Army, but I'm sorry: I can't send a rookie like you to die on the cruel battlefield.";
+ }
+ else {
+ set .@chk_urtime,checkquest(2069,PLAYTIME);
+ if (.@chk_urtime == 1) {
+ mes "[Guillaume Army Officer]";
+ mes "You seem to have just returned from the battlefield.";
+ mes "It's too early for you to go back. Go rest, and leave the enemies to us!";
+ }
+ else {
+ if (.@chk_urtime == 2)
+ erasequest 2069;
+ set .@mapcount,getmapusers("bat_a02");
+ if (.@mapcount > 0) {
+ mes "[Guillaume Army Officer]";
+ mes "I've received a report informing me that an elite corps has been dispatched to the battlefield fighting the Croixs already.";
+ mes "Why don't you go wait for a while? I suggest you sharpen your weapons and prepare your supplies until then.";
+ }
+ else {
+ if ($@TierraBG2) {
+ mes "[Guillaume Army Officer]";
+ mes "An elite corps is already standing by to be dispatched to the battlefield.";
+ mes "Why don't you go wait for a while? I suggest you sharpen your weapons and prepare your supplies until then.";
+ }
+ else {
+ mes "[Guillaume Army Officer]";
+ mes "You definitely seem to be ready for battle!";
+ mes "Go show the Croixs what fear truly means!";
+ mes "Today, our cry of victory shall echo all over the battlefield!";
+ close2;
+ warp "bat_room",114,223;
+ end;
+ }
+ }
+ }
+ }
+ }
+ break;
+ case 2:
+ mes "[Guillaume Army Officer]";
+ mes "Today, we shall be victorious!";
+ break;
+ }
+ close;
+}
+
+bat_room,127,178,5 script Guillaume Knight#1 417,{
+ mes "[Guillaume Knight]";
+ mes "Tierra Gorge consists of two steep sides placed vertically, and has ration depots for the Guillaume and Croix Armies at the 11 and 7 o'clock directions.";
+ next;
+ mes "[Guillaume Knight]";
+ mes "The battle starts at your army's ship, and the goal is to advance and destroy your enemy's rations depot faster than they can destroy yours.";
+ next;
+ mes "[Guillaume Knight]";
+ mes "The healer of the battlefield will resurrect soldiers once every 25 seconds so that they can rejoin the battle.";
+ mes "The army that captures the neutral flag in the center of the battlefield will be rewarded with extra regeneration points, meaning their soldiers will resurrect more than the other side, giving them an advantage.";
+ next;
+ mes "[Guillaume Knight]";
+ mes "Those two rations depots are connected to each other through short and narrow paths, but the gates are blocked with barricades.";
+ mes "Think and move as quickly as you can. The victory of your army relies on your contribution.";
+ next;
+ mes "[Guillaume Knight]";
+ mes "Please remember: when you join a battle, you will receive a token which indicates the set duration for which you cannot participate in the same type of battle.";
+ mes "You may check the duration by pressing the Alt+U keys.";
+ next;
+ mes "[Guillaume Knight]";
+ mes "Are you ready to battle? Then apply with the recruiter next to me!";
+ close;
+}
+
+bat_room,143,178,5 script Guillaume Knight#2 417,{
+ mes "[Guillaume Knight]";
+ mes "Tierra Gorge consists of two steep sides placed vertically, and has ration depots for the Guillaume and Croix Armies at the 11 and 7 o'clock directions.";
+ next;
+ mes "[Guillaume Knight]";
+ mes "The battle starts at your army's ship, and the goal is to advance and destroy your enemy's rations depot faster than they can destroy yours.";
+ next;
+ mes "[Guillaume Knight]";
+ mes "The healer of the battlefield will resurrect soldiers once every 25 seconds so that they can rejoin the battle.";
+ mes "The army that captures the neutral flag in the center of the battlefield will be rewarded with extra regeneration points, meaning their soldiers will resurrect more than the other side, giving them an advantage.";
+ next;
+ mes "[Guillaume Knight]";
+ mes "Those two rations depots are connected to each other through short and narrow paths, but the gates are blocked with barricades.";
+ mes "Think and move as quickly as you can. The victory of your army relies on your contribution.";
+ next;
+ mes "[Guillaume Knight]";
+ mes "Please remember: when you join a battle, you will receive a token which indicates the set duration for which you cannot participate in the same type of battle.";
+ mes "You may check the duration by pressing the Alt+U keys.";
+ next;
+ mes "[Guillaume Knight]";
+ mes "Are you ready to battle? Then apply with the recruiter next to me!";
+ close;
+}
+
+bat_room,127,121,1 script Croix Knight#1 413,{
+ mes "[Croix Knight]";
+ mes "Tierra Gorge consists of two steep sides placed vertically, and has ration depots for the Guillaume and Croix Armies at the 11 and 7 o'clock directions.";
+ next;
+ mes "[Croix Knight]";
+ mes "The battle starts at your army's ship, and the goal is to advance and destroy your enemy's rations depot faster than they can destroy yours.";
+ next;
+ mes "[Croix Knight]";
+ mes "The healer of the battlefield will resurrect soldiers once every 25 seconds so that they can rejoin the battle.";
+ mes "The army that captures the neutral flag in the center of the battlefield will be rewarded with extra regeneration points, meaning their soldiers will resurrect more than the other side, giving them an advantage.";
+ next;
+ mes "[Croix Knight]";
+ mes "Those two rations depots are connected to each other through short and narrow paths, but the gates are blocked with barricades.";
+ mes "Think and move as quickly as you can. The victory of your army relies on your contribution.";
+ next;
+ mes "[Croix Knight]";
+ mes "Please remember: when you join a battle, you will receive a token which indicates the set duration for which you cannot participate in the same type of battle.";
+ mes "You may check the duration by pressing the Alt+U keys.";
+ next;
+ mes "[Croix Knight]";
+ mes "Are you ready to battle? Then apply with the recruiter next to me!";
+ close;
+}
+
+bat_room,143,121,1 script Croix Knight#2 413,{
+ mes "[Croix Knight]";
+ mes "Tierra Gorge consists of two steep sides placed vertically, and has ration depots for the Guillaume and Croix Armies at the 11 and 7 o'clock directions.";
+ next;
+ mes "[Croix Knight]";
+ mes "The battle starts at your army's ship, and the goal is to advance and destroy your enemy's rations depot faster than they can destroy yours.";
+ next;
+ mes "[Croix Knight]";
+ mes "The healer of the battlefield will resurrect soldiers once every 25 seconds so that they can rejoin the battle.";
+ mes "The army that captures the neutral flag in the center of the battlefield will be rewarded with extra regeneration points, meaning their soldiers will resurrect more than the other side, giving them an advantage.";
+ next;
+ mes "[Croix Knight]";
+ mes "Those two rations depots are connected to each other through short and narrow paths, but the gates are blocked with barricades.";
+ mes "Think and move as quickly as you can. The victory of your army relies on your contribution.";
+ next;
+ mes "[Croix Knight]";
+ mes "Please remember: when you join a battle, you will receive a token which indicates the set duration for which you cannot participate in the same type of battle.";
+ mes "You may check the duration by pressing the Alt+U keys.";
+ next;
+ mes "[Croix Knight]";
+ mes "Are you ready to battle? Then apply with the recruiter next to me!";
+ close;
+}
+
+// Second Tierra Gorge Officers - Croix
+//============================================================
+bat_room,125,121,1 script Tierra Gorge Officer#01b 414,{
+ if (checkweight(1201,1) == 0) {
+ mes "- Wait a minute !! -";
+ mes "- Currently you're carrying -";
+ mes "- too many items with you. -";
+ mes "- Please try again -";
+ mes "- after you loose some weight. -";
+ close;
+ }
+ mes "[Croix Army Officer]";
+ mes "Let's show the power of the Croix Army to those stinky Guillaumes!";
+ next;
+ switch(select("I want to join your army!:End Conversation")) {
+ case 1:
+ if ((Class == job_Novice) || (BaseClass == Job_Supernovice)) {
+ mes "[Croix Army Officer]";
+ mes "I'm very pleased that you want to join us and fight the Guillaume Army, but I'm sorry: I can't send a rookie like you to die on the cruel battlefield.";
+ }
+ else {
+ if (BaseLevel < 80) {
+ mes "[Croix Army Officer]";
+ mes "I'm very pleased that you want to join us and fight the Guillaume Army, but I'm sorry: I can't send a rookie like you to die on the cruel battlefield.";
+ }
+ else {
+ set .@chk_urtime,checkquest(2069,PLAYTIME);
+ if ((.@chk_urtime == 0)|| (.@chk_urtime == 1)) {
+ mes "[Croix Army Officer]";
+ mes "You seem to have just returned from the battlefield.";
+ mes "It's too early for you to go back. Go rest, and leave the enemies to us!";
+ }
+ else {
+ if (.@chk_urtime == 2)
+ erasequest 2069;
+ set .@mapcount,getmapusers("bat_a02");
+ if (.@mapcount > 0) {
+ mes "[Croix Army Officer]";
+ mes "I've received a report informing me that an elite corps has been dispatched to the battlefield fighting the Guillaume already.";
+ mes "Why don't you go wait for a while? I suggest you sharpen your weapons and prepare your supplies until then.";
+ }
+ else {
+ if ($@TierraBG1) {
+ mes "[Croix Army Officer]";
+ mes "An elite corps is already standing by to be dispatched to the battlefield.";
+ mes "Why don't you go wait for a while? I suggest you sharpen your weapons and prepare your supplies until then.";
+ }
+ else {
+ mes "[Croix Army Officer]";
+ mes "You definitely seem to be ready for battle!";
+ mes "Go show the Guillaumes what fear truly means!";
+ mes "Today, our cry of victory shall echo all over the battlefield!";
+ close2;
+ warp "bat_room",57,207;
+ end;
+ }
+ }
+ }
+ }
+ }
+ break;
+ case 2:
+ mes "[Croix Army Officer]";
+ mes "Today, we shall be victorious!";
+ break;
+ }
+ close;
+}
+
+bat_room,140,121,1 script Tierra Gorge Officer#02b 414,{
+ if (checkweight(1201,1) == 0) {
+ mes "- Wait a minute !! -";
+ mes "- Currently you're carrying -";
+ mes "- too many items with you. -";
+ mes "- Please try again -";
+ mes "- after you loose some weight. -";
+ close;
+ }
+ mes "[Croix Army Officer]";
+ mes "Let's show the power of the Croix Army to those stinky Guillaumes!";
+ next;
+ switch(select("I want to join your army!:End Conversation")) {
+ case 1:
+ if ((Class == job_Novice) || (BaseClass == Job_Supernovice)) {
+ mes "[Croix Army Officer]";
+ mes "I'm very pleased that you want to join us and fight the Guillaume Army, but I'm sorry: I can't send a rookie like you to die on the cruel battlefield.";
+ }
+ else {
+ if (BaseLevel < 80) {
+ mes "[Croix Army Officer]";
+ mes "I'm very pleased that you want to join us and fight the Guillaume Army, but I'm sorry: I can't send a rookie like you to die on the cruel battlefield.";
+ }
+ else {
+ set .@chk_urtime,checkquest(2069,PLAYTIME);
+ if (.@chk_urtime == 1) {
+ mes "[Croix Army Officer]";
+ mes "You seem to have just returned from the battlefield.";
+ mes "It's too early for you to go back. Go rest, and leave the enemies to us!";
+ }
+ else {
+ if (.@chk_urtime == 2)
+ erasequest 2069;
+ set .@mapcount,getmapusers("bat_a02");
+ if (.@mapcount > 0) {
+ mes "[Croix Army Officer]";
+ mes "I've received a report informing me that an elite corps has been dispatched to the battlefield fighting the Guillaume already.";
+ mes "Why don't you go wait for a while? I suggest you sharpen your weapons and prepare your supplies until then.";
+ }
+ else {
+ if ($@TierraBG2) {
+ mes "[Croix Army Officer]";
+ mes "An elite corps is already standing by to be dispatched to the battlefield.";
+ mes "Why don't you go wait for a while? I suggest you sharpen your weapons and prepare your supplies until then.";
+ }
+ else {
+ mes "[Croix Army Officer]";
+ mes "You definitely seem to be ready for battle!";
+ mes "Go show the Guillaumes what fear truly means!";
+ mes "Today, our cry of victory shall echo all over the battlefield!";
+ close2;
+ warp "bat_room",114,207;
+ end;
+ }
+ }
+ }
+ }
+ }
+ break;
+ case 2:
+ mes "[Croix Army Officer]";
+ mes "Today, we shall be victorious!";
+ break;
+ }
+ close;
+}
diff --git a/npc/pre-re/cities/alberta.txt b/npc/pre-re/cities/alberta.txt
new file mode 100644
index 000000000..e47b86e9e
--- /dev/null
+++ b/npc/pre-re/cities/alberta.txt
@@ -0,0 +1,407 @@
+//===== rAthena Script =======================================
+//= Alberta Town
+//===== By: ==================================================
+//= DZeroX
+//===== Current Version: =====================================
+//= 1.5
+//===== Compatible With: =====================================
+//= rAthena 1.0
+//===== Description: =========================================
+//= Town-specific Alberta NPCs
+//===== Additional Comments: =================================
+//= 1.0 Converted from Aegis 10.4 [DZeroX]
+//= 1.1 Optimized, missing next, REMOVED .GATs! again [Lupus]
+//= 1.2 Implemented progression fixes provided by $ephiroth. [L0ne_W0lf]
+//= 1.2b More pregression clean up provided by Barron-Monster. [L0ne_W0lf]
+//= 1.3 Removed npc "Tourist#al" as it's a quest NPC. [L0ne_W0lf]
+//= 1.4 Removed "Fastidious Old Man" duplicate. [L0ne_W0lf]
+//= 1.5 Updated to match AEGIS script. [Kisuka]
+//============================================================
+
+alberta,97,51,0 script Fabian 84,{
+ mes "[Fabian]";
+ mes "Man... When you travel all around the world, you'll hear of some crazy things.";
+ next;
+ mes "[Fabian]";
+ mes "Once, I heard that there are Cards which contain the power of monsters. If someone happens to get their hands on a card, they'll be able to use that monster's power.";
+ next;
+ mes "[Fabian]";
+ mes "I'm guessing it's some sort of fad or scam, where they make you collect all the cards or whatever. I mean, how can a card really hold the power of a monster?!";
+ next;
+ mes "[Fabian]";
+ mes "Seriously...";
+ close;
+}
+
+alberta,53,39,0 script Steiner 100,{
+ mes "[Steiner]";
+ mes "Oh...!";
+ mes "Welcome to Alberta,";
+ mes "young adventurer!";
+ next;
+ mes "[Steiner]";
+ mes "Pardon me if I seem distracted. I'm milling about, trying to make a plan. You see, I hear that there is a store in Geffen that sells armor that is resistant to magic.";
+ next;
+ mes "[Steiner]";
+ mes "If I buy a lot of them in bulk, and then resell them here for a higher price...";
+ close;
+}
+
+alberta,20,183,0 script Chad 49,{
+ mes "[Chad]";
+ mes "People say the legendary weapon Gungnir never misses its target. I wonder if it's possibly true...";
+ next;
+ mes "[Chad]";
+ mes "People also say that babies are assembled by the storks before delivery, girls dig guys who act like jerks, and that Santa Claus exists! But only in Lutie.";
+ next;
+ mes "[Chad]";
+ mes "I wonder...";
+ mes "If any of that";
+ mes "is possibly";
+ mes "true...";
+ close;
+}
+
+alberta,131,139,2 script Drunken Old Man 54,{
+ mes "[Deagle]";
+ mes "^666666*Hiccup*^000000";
+ mes "Wh-what are you";
+ mes "staring at? Get lost!!";
+ next;
+ switch(select("Say nothing.","Leave him alone.")) {
+ case 1:
+ mes "[Deagle]";
+ mes "Hahahaha ^666666*hiccup*^000000... You've got some nerve. I may look worthless now, but I used to be a sailor on the 'Going Mary.'";
+ next;
+ switch(select("Never heard of it.","Really? No kidding!")) {
+ case 1:
+ mes "[Deagle]";
+ mes "Never heard of it?! Everybody knows th'notorious pirate ship 'Going Mary!' ^666666*Hiccup~*^000000";
+ next;
+ mes "[Deagle]";
+ mes "Ah~ The ol'days. If only... If only we hadn't run into that STORM...^666666*hiccup*^000000";
+ next;
+ mes "[Deagle]";
+ mes "AH~ Captain. I miss our cap'n more than anything... No foe survived before cap'n's sword.";
+ close;
+ case 2:
+ mes "[Deagle]";
+ mes "That's right! NOBODY meshes with the crew of the 'Going Mary!' And nobody can beat out cap'n in a sword fight!";
+ next;
+ mes "[Deagle]";
+ mes "CAPTAIN~!!! ^666666*HICCUP~*^000000 He would swing his sword like this, then... THEN!!";
+ next;
+ mes "[Deagle]";
+ mes "The bastard the captain was fighting, and anyone of his friends near him, were surrounded in flame!";
+ next;
+ mes "[Deagle]";
+ mes "Man, that sword must have had some sort of mysterious power, or the captain was just that good...!";
+ next;
+ mes "[Deagle]";
+ mes "Phew~~ ^666666*Sob* *Sob...*^000000 God, I miss everyone! Now I'm depressed! Please, go away now.";
+ close;
+ }
+ case 2:
+ mes "[Deagle]";
+ mes "That's right!";
+ mes "Go AWAY~";
+ close;
+ }
+}
+
+alberta,58,80,2 script Shakir 99,{
+ mes "[Shakir]";
+ if (rand(2)) {
+ mes "We Merchants have our own negotiating skill when we sell goods. This skill can get us more money than when other people sell goods.";
+ next;
+ mes "[Shakir]";
+ mes "It's more than just yelling 'You'll have to give more money please!' You need to have charisma, and master rhetoric!";
+ next;
+ mes "[Shakir]";
+ mes "We can get up to 24 % more zeny with this incredible skill. But remember to train hard to acquire it!!";
+ } else {
+ mes "We Merchants can";
+ mes "open roadside stands";
+ mes "to do business.";
+ next;
+ mes "[Shakir]";
+ mes "With the Discount skill, we can buy goods really cheap from the stores in towns and load them into the cart we rent.";
+ next;
+ mes "[Shakir]";
+ mes "Then afterwards, we can travel anywhere, and sells our goods to make a profit!";
+ next;
+ mes "[Shakir]";
+ mes "This way, business is more convenient and safe. Don't fall asleep, although it's too easy to do that.";
+ }
+ close;
+}
+
+alberta,62,156,2 script Sonya 102,{
+ mes "[Sonya]";
+ switch(rand(3)){
+ case 0:
+ mes "Hey, you know, this one time I was walking through the forest and I saw this little green stem moving around.";
+ next;
+ mes "[Sonya]";
+ mes "I went to see what it was and when I went to touch it. The stem actually slapped my hand!";
+ next;
+ mes "[Sonya]";
+ mes "It startled me, so I jumped back a bit and then I realized it wasn't a stem, but a very small animal.";
+ next;
+ mes "[Sonya]";
+ mes "I was lucky I didn't upset it. Even the smallest animal can be dangerous if angered.";
+ close;
+ case 1:
+ mes "You know those lazy looking bears that live in the forest on the way to Payon?";
+ next;
+ mes "[Sonya]";
+ mes "Just for fun, I threw a rock at it and all of sudden it rushed at me! I was sooooo scared, I started to run away, then BAM!!!";
+ next;
+ mes "[Sonya]";
+ mes "It ran into a low tree branch and knocked itself out! I swear, I'll never provoke an animal for fun again!";
+ close;
+ case 2:
+ mes "I once saw a pack of wolves take on one of those huge, lazy bears!";
+ next;
+ mes "[Sonya]";
+ mes "Wolves are much more cooperative than they may seem. If one of them is attacked, then any nearby wolves will run to help.";
+ next;
+ mes "[Sonya]";
+ mes "I'd think twice if you ever want to fight one when others of its kind are around. Be careful: don't get ganged up on!";
+ close;
+ }
+}
+
+alberta,93,174,2 script Grandmother Alma 103,{
+ mes "[Grandmother Alma]";
+ mes "Some time ago,";
+ mes "a derelict ship";
+ mes "drifted into";
+ mes "Alberta harbour.";
+ next;
+ mes "[Grandmother Alma]";
+ mes "Hoping to save any survivors, some of the townspeople ventured into the ship. However, they all ran out terrified, saying that corpses were walking around inside the ship.";
+ next;
+ mes "[Grandmother Alma]";
+ mes "The ship was also packed with dangerous marine organisms, and they couldn't get inside, even if they wanted to.";
+ next;
+ mes "[Grandmother Alma]";
+ mes "We couldn't do anything about that ominous looking ship, and just left it as it was. Nowadays, exploration teams try to enter that ship and wipe out its monsters.";
+ next;
+ mes "[Grandmother Alma]";
+ mes "So it might be a good experience for a young person like yourself to be a recruit. But, it's still not worth risking your life if you're not strong enough.";
+ close;
+}
+
+alberta,189,151,5 script Fisk 100,{
+ mes "[Fisk]";
+ mes "Ahoy mate,";
+ mes "where'd ya";
+ mes "wanna go?";
+ next;
+ switch(select("Sunken Ship -> 250 zeny.","Izlude Marina -> 500 zeny.","Never mind.")) {
+ case 1:
+ if (Zeny < 250) {
+ mes "[Fisk]";
+ mes "Hey now, don't try to cheat me! I said 250 zeny!";
+ close;
+ }
+ set Zeny,Zeny - 250;
+ warp "alb2trea",43,53;
+ end;
+ case 2:
+ if (Zeny < 500) {
+ mes "[Fisk]";
+ mes "Ain't no way yer getting there without the 500 zeny first!";
+ close;
+ }
+ set Zeny,Zeny - 500;
+ warp "izlude",176,182;
+ end;
+ case 3:
+ mes "[Fisk]";
+ mes "Alright...";
+ mes "Landlubber.";
+ close;
+ }
+}
+
+alb2trea,39,50,6 script Fisk#a2t 100,{
+ mes "[Fisk]";
+ mes "So you wanna head back to the mainland in Alberta, eh?";
+ next;
+ if(select("Yes please.","I changed my mind.")==1)
+ warp "alberta",192,169;
+ close;
+}
+
+alberta,195,151,2 script Paul 86,{
+ mes "[Paul]";
+ mes "Good day~";
+ mes "Would you like";
+ mes "to join the";
+ mes "exploration team";
+ mes "of the Sunken Ship?";
+ next;
+ mes "[Paul]";
+ mes "Oh! Before you join, I must warn you. If you're not that strong, you may not want to go.";
+ next;
+ mes "[Paul]";
+ mes "So, want";
+ mes "to sign up?";
+ mes "The admission";
+ mes "fee is only";
+ mes "200 Zeny.";
+ next;
+ switch(select("Sign me up!","Uh, no thanks.")) {
+ case 1:
+ if (Zeny < 200) {
+ mes "[Paul]";
+ mes "It seems you don't have the money, my friend. But please come back when you're able to pay.";
+ close;
+ } else {
+ set Zeny,Zeny - 200;
+ warp "alb2trea",62,69;
+ close;
+ }
+ case 2:
+ mes "[Paul]";
+ mes "Alright, well...";
+ mes "I'll be around";
+ mes "if you change";
+ mes "your mind.";
+ close;
+ }
+}
+
+alberta,190,173,4 script Phelix 85,{
+ set .@weight,MaxWeight-Weight;
+ mes "[Phelix]";
+ if ((.@weight) < 10000) {
+ mes "Wait a moment!!";
+ mes "You have brought too many things!";
+ mes "You cannot accept any more items!";
+ mes "Please reduce the amount of items,";
+ mes "then come see me again.";
+ close;
+ }
+ if (@event_zelopy == 0) {
+ mes "The hell are you doing here?";
+ mes "There is nothing you can get for free on this ship, if you want somethin', work for it!!";
+ next;
+ mes "[Phelix]";
+ mes "Hmm, so why don't you bring me 10 jellopies and I will give 1 potion. How's that sound?";
+ mes "Or if that's too hard for your pansy ass, 3 jellopies for 1 Carrot.";
+ next;
+ mes "[Phelix]";
+ mes "If you're interested in my offer, get me the stuff I mentioned.";
+ set @event_zelopy,1;
+ close;
+ } else {
+ mes "Hmm.. you want to exchange jellopies for Red Potions or some Carrots eh? Well.. which one?";
+ next;
+ switch(select("Red Potions please.","Carrots please.")) {
+ case 1:
+ mes "[Phelix]";
+ mes "Alright...";
+ mes "Let's see";
+ mes "what'cha got...";
+ next;
+ mes "[Phelix]";
+ if (countitem(909) < 10) {
+ mes "Hey! Weren't you listening?. I said 10 jellopies for 1 Red Potion.. are ya deaf?";
+ close;
+ } else {
+ set .@max,countitem(909)/10;
+ mes "Hmm, not bad...";
+ mes "How many potions";
+ mes "do you want to get?";
+ next;
+ switch(select("As many as I can, please.","I want this many.","Never mind, I like my jellopy.")) {
+ case 1:
+ delitem 909,.@max*10; // Jellopy
+ getitem 501,.@max; // Red_Potion
+ break;
+ case 2:
+ mes "[Phelix]";
+ mes "I'm not giving you more then 100 at a time so don't bother, OK? If you don't want any, just say '0'.";
+ mes "Right now, the most you can get is " + .@max + " but remember, 100 at most, you want to break my back?.";
+ input .@amount;
+ next;
+ mes "[Phelix]";
+ if (.@amount <= 0) {
+ mes "Much obliged, come again anytime.";
+ close;
+ }
+ if (.@amount > 100) {
+ mes "Hey, what'd I say? 100 at a time at most, you're trying to kill me aren't you!";
+ close;
+ }
+ if (countitem(909) < .@amount*10) {
+ mes "Hmm, it looks like you don't have enough. Go get more jellopies if you want anything else from me.";
+ close;
+ }
+ delitem 909,.@amount*10; // Jellopy
+ getitem 501,.@amount; // Red_Potion
+ break;
+ case 3:
+ mes "[Phelix]";
+ mes "No problem,";
+ mes "see you next time.";
+ close;
+ }
+ mes "[Phelix]";
+ mes "There you go! As I promised. Don't go suckin' them all down at once.";
+ close;
+ }
+ case 2:
+ mes "[Phelix]";
+ mes "Alright, let's see what ya got...";
+ next;
+ mes "[Phelix]";
+ if (countitem(909) < 3) {
+ mes "Hmm, look pansy ass, I said 3 jellopies for 1 Carrot.. got it?";
+ close;
+ } else {
+ set .@max,countitem(909)/3;
+ mes "Not too bad pansy...";
+ mes "How many do you want?";
+ next;
+ switch(select("As many as I can get, please","I want this many.","Never mind, I like my jellopy.")) {
+ case 1:
+ delitem 909,.@max*3; // Jellopy
+ getitem 515,.@max; // Carrot
+ break;
+ case 2:
+ mes "[Phelix]";
+ mes "Right I'm not giving you more then 100 at a time so don't bother, okay? If you don't want any, just say '0'.";
+ input .@amount;
+ next;
+ mes "[Phelix]";
+ if (.@amount == 0) {
+ mes "Alright then, see you next time.";
+ close;
+ }
+ if (.@amount > 100) {
+ mes "Hey pansy ass, I said 100 at most, no more then that! I'm not going to break my back for the likes of you!";
+ close;
+ }
+ if (countitem(909) < .@amount*10) {
+ mes "Seems you don't have enough. Go get some more if you want anything else.";
+ close;
+ }
+ delitem 909,.@amount*3; // Jellopy
+ getitem 515,.@amount; // Carrot
+ break;
+ case 3:
+ mes "[Phelix]";
+ mes "Catch'ya later.";
+ close;
+ }
+ mes "[Phelix]";
+ mes "There you go~! As I promised. Try not to stuff yer face.";
+ close;
+ }
+ }
+ }
+}
diff --git a/npc/pre-re/cities/aldebaran.txt b/npc/pre-re/cities/aldebaran.txt
new file mode 100644
index 000000000..0a28caade
--- /dev/null
+++ b/npc/pre-re/cities/aldebaran.txt
@@ -0,0 +1,1490 @@
+//===== rAthena Script =======================================
+//= Al De Baran Town
+//===== By: ==================================================
+//= rAthena dev team; L0ne_W0lf
+//===== Current Version: =====================================
+//= 2.3
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Al De Baran Town NPCs
+//===== Additional Comments: =================================
+//= v1.1 Added RS125 NPC. Added another Kafra Reserve points agent.
+//= The 2nd reserve points agent is not complete yet.
+//= 1.2 Lottery input number fix [Lupus], 1.2a - label typo fixed
+//= 1.3 Gatekeeper's bug fixed (wrong check and wrong item ID
+//= for underground), fixed some typos [Lupus]
+//= 1.4 Fixed Typos & Spellcheck [massdriller]
+//= 1.5 Finally added the Special Reserve 2 Lotto 8))
+//= with official prizes (80% official, 4-5 entries are made up)
+//= also changed typo Orange Potions -> Red Potions [Lupus]
+//= 1.6 Fixed bug (missing label), optimized all menus [Lupus]
+//= 1.7 Fixed exploits [Lupus] 1.8 Removed Duplicates [Silent]
+//= 1.9 Fixed a bunch of typos with information from Crono/Hollengrhen [Evera]
+//= 1.9a Now Pavianne doesn't sell Kafra Passes. She refunds them [Lupus]
+//= 2.0 Re-made all the dialog-only NPCs with official dialogs.
+//= Kafra and Clock Tower NPCs pending remake. [DZeroX]
+//= 2.01 removed all .GATs [Lupus]
+//= 2.1 Rescripted most NPCs to Aegis 10.3 standards. [L0ne_W0lf]
+//= 2.2 Corrected NPC names to fall within proper resctrictions. [L0ne_W0lf]
+//= 2.3 Fixed exploit with kafra pass
+//============================================================
+
+// Al De Baran
+//============================================================
+aldebaran,113,70,4 script Forger Munster#alde 48,{
+ mes "[Munster]";
+ mes "My family used to live in Geffen. So I guess it was natural that we studied forging and eventually became Blacksmiths. Then, we finally moved to this town,";
+ mes "Al De Baran.";
+ next;
+ if (select("About ^3355FFItem Upgrade^000000:Quit") == 1) {
+ mes "[Munster]";
+ mes "My father was a famous blacksmith in Geffen, and he taught me a lot about forging equipment.";
+ next;
+ mes "[Munster]";
+ mes "One of the fundamentals is that the success probability of upgrading an item depends on the level of the weapon.";
+ next;
+ mes "[Munster]";
+ mes "For level 1 weapons, you may upgrade up to + 7 without the risk of breaking the weapon. Level 2 weapons can be upgraded to +6. Level 3 weapons can be upgraded to +5 safely.";
+ next;
+ mes "[Munster]";
+ mes "For level 4 weapons, you can upgrade + 4 without too much risk. As for armors, you can upgrade them to +4. But if the upgrade for the equipment fails, it will be destroyed!";
+ close;
+ }
+ mes "[Munster]";
+ mes "Hmm...";
+ mes "If you get a chance, try to visit my father's workshop here in Al de Baran. If I may say so, he's a pretty talented Blacksmith.";
+ close;
+}
+
+aldebaran,64,104,4 script Smithing Guy#alde 55,{
+ mes "[Quatro]";
+ mes "Have you heard that a famous Blacksmith moved here from Geffen?";
+ next;
+ if (select("Famous Blacksmith?:End Conversation") == 1) {
+ mes "[Quatro]";
+ mes "From what I've heard, he's one of those Blacksmiths that can upgrade your weapons and armor. When you upgrade a weapon, its attack strength is increased.";
+ next;
+ mes "[Quatro]";
+ mes "For each upgrade level, attack strength increases by 2 for level 1 weapons. On level 2 weapons, 3 attack strength is added.";
+ next;
+ mes "[Quatro]";
+ mes "On level 3 weapons, 5 attack strength is added for each level, and for level 4 weapons, 7 attack strength is added for each level.";
+ close;
+ }
+ mes "[Quatro]";
+ mes "This Blacksmith's family lives here, since his wife is sick and weak. Because of her condition, she needs to take medicinal herbs that grow near Al de Baran.";
+ next;
+ mes "[Quatro]";
+ mes "They also have a dutiful son who's always helping out with the family business. I'm sure that kid will grow up to become a good Blacksmith like his father.";
+ close;
+}
+
+aldebaran,49,93,4 script Young Man#alde 83,{
+ mes "[Miller]";
+ mes "Aren't level 4 weapons cool!";
+ mes "I can't believe such powerful";
+ mes "weapons exist!";
+ next;
+ mes "[Miller]";
+ mes "Well, they're rarely seen in the open market, but boss monsters will drop them by a low chance if you happen to be able to kill them.";
+ close;
+}
+
+aldebaran,81,61,4 script Shell Gathering Lady#ald 101,{
+ mes "[Joanne]";
+ mes "I enjoy gathering shells from the sea. It's really fun and relaxing~";
+ next;
+ if (select("Shell Gathering?:End Conversation") == 1) {
+ mes "[Joanne]";
+ mes "When you see bubbles popping up from the sand or muddy puddles, try digging into the ground a bit. You might find some shells underneath the ground!";
+ next;
+ mes "[Joanne]";
+ mes "Have you heard";
+ mes "of Ambernite?";
+ mes "That shell monster";
+ mes "is pretty tough~";
+ next;
+ mes "[Joanne]";
+ mes "It's usually seen at the beach near the west province of Prontera. If you ever try attacking it without being prepared, you might be in trouble.";
+ next;
+ mes "[Joanne]";
+ mes "Ambernite is";
+ mes "pretty strong!";
+ mes "So look out for it!";
+ close;
+ }
+ mes "[Joanne]";
+ mes "Ambernite is";
+ mes "pretty strong!";
+ mes "So look out for it!";
+ close;
+}
+
+aldebaran,46,129,4 script Canal Guy#alde 97,{
+ mes "[Panama]";
+ mes "Al De Baran is known world wide as the City of Canals. The waterways really add a sophisticated, romantic touch to our fair city.";
+ next;
+ switch(select("About the Canals:End Conversation")) {
+ case 1:
+ mes "[Panama]";
+ mes "Well, a canal is an artificial waterway used for travel,";
+ mes "shipping, or irrigation.";
+ next;
+ mes "[Panama]";
+ mes "However, the canals over here are just for show. If we needed to transport anything, we just use the Kafra Corporation Teleport service!";
+ close;
+ break;
+ case 2:
+ mes "[Panama]";
+ mes "I have that you will enjoy your stay in Al De Baran.";
+ close;
+ break;
+ }
+}
+
+aldebaran,67,154,4 script Forest Guy#alde 98,{
+ mes "[Isenberg]";
+ mes "Mt. Mjolnir and Payon Forest.";
+ mes "Both of those places are tough";
+ mes "to travel through.";
+ next;
+ switch(select("Mt.Mjolnir?:Payon Forest...?:End Conversation")) {
+ case 1:
+ mes "[Isenberg]";
+ mes "To arrive here from Prontera or Geffen, you've got to cross the Mjolnir Mountains.";
+ next;
+ mes "[Isenberg]";
+ mes "If you've made it here by foot without using the Kafra Teleportation service,";
+ mes "then good job!";
+ next;
+ mes "[Isenberg]";
+ mes "The Mjolnir Mountains are really steep, and it's full of aggressive and hostile monsters. So it's always a risk to travel through there alone.";
+ close;
+ case 2:
+ mes "[Isenberg]";
+ mes "If you wish to visit Alberta or the city of Payon, you must first travel through the Payon Forest.";
+ next;
+ mes "[Isenberg]";
+ mes "The Payon Forest is a winding, intricate maze where it's easy to get lost. Unless you concentrate and keep track of your path, you might be stuck wandering in that dangerous place.";
+ next;
+ mes "[Isenberg]";
+ mes "Payon, the Archer Village, was built deep inside this steep and rugged forest so that it may be protected from outside invaders. So I guess that a good decision on their part.";
+ close;
+ case 3:
+ mes "[Isenberg]";
+ mes "The huge mountains surrounding this town";
+ mes "blocks people from outside to come into this town.";
+ mes "That may be a part of the reason how we have been able to";
+ mes "keep this beautiful canal and mysterious alchemy";
+ mes "without any influence from outside.";
+ close;
+ }
+}
+
+aldebaran,90,170,4 script Slot Guy#alde 47,{
+ mes "[Epthiel]";
+ mes "Some weapons or armor have Slots where you can insert Cards obtained from monsters.";
+ next;
+ switch(select("About the number of Slots:Relation between Cards and Slots:End Conversation")) {
+ case 1:
+ mes "[Epthiel]";
+ mes "Items dropped by monsters possess more Slots than ordinary weapons or armor sold in NPC shops.";
+ next;
+ mes "[Epthiel]";
+ mes "I guess you can assume that an item with more Slots is more valuable than the same item with fewer Slots.";
+ close;
+ case 2:
+ mes "[Epthiel]";
+ mes "Once a Card is inserted into a Slot, it is impossible to remove it. So please be careful when you insert Cards into weapons or armor.";
+ next;
+ mes "[Epthiel]";
+ mes "Also, when you mouse over equipment in the Item Window or Vending Window, the name of the item will be followed by the number of its Slots in brackets.";
+ next;
+ mes "[Epthiel]";
+ mes "For example, a Shield with 1 Slot, when moused over, would display the name 'Shield [1].'";
+ next;
+ mes "[Epthiel]";
+ mes "You may also right-click an item, and check the Card Slot window below the item description window for the number of Slots.";
+ close;
+ case 3:
+ mes "[Epithiel]";
+ mes "Have you ever obtained a card from a monster?";
+ close;
+ }
+}
+
+aldebaran,117,181,4 script Phracon Guy#alde 48,{
+ mes "[Joy]";
+ mes "Level 1 weapons, which are the lowest grade, need a metal named ^3355FFPhracon^000000 in order to be upgraded.";
+ next;
+ switch(select("About Phracon:Advice about Phracon:End Conversation")) {
+ case 1:
+ mes "[Joy]";
+ mes "Phracon is a pretty common metal and can be found all over the Rune-Midgard continent.";
+ next;
+ mes "[Joy]";
+ mes "Although it lacks the strength of other metals, it's easy to find and obtain. You can get Phracons by killing monsters or by buying them in Forging Shops in towns.";
+ next;
+ mes "[Joy]";
+ mes "When you no longer need Phracons because you are using higher level weapons, you can sell them for some zeny!";
+ close;
+ case 2:
+ mes "[Joy]";
+ mes "Well, I hear lots of monsters carry Phracons and will drop them once killed. Why don't you go hunting for them?";
+ next;
+ mes "[Joy]";
+ mes "It shouldn't be too difficult. Once I found a Phracon that dropped after killing a Bebe Savage! But if you're desperate, you can always buy them at the Forging Shop.";
+ close;
+ case 3:
+ mes "[Joy]";
+ mes "Good luck with finding Phracons!";
+ close;
+ }
+}
+
+aldebaran,121,231,4 script Alchemy Guy#alde 49,{
+ mes "[Chemirre]";
+ mes "Alchemists, one of the 2nd Jobs, are able to create items out of several materials using knowledge from the ancient age of Al De Baran.";
+ next;
+ switch(select("About Alchemy in Payon:Definition of Alchemy:. . . . .:End Conversation")) {
+ case 1:
+ mes "[Chemirre]";
+ mes "Most people don't know that there was an oriental form of Alchemy that developed in Payon.";
+ next;
+ mes "[Chemirre]";
+ mes "These Payon Alchemists were able to create Gold out of different materials. However, Payon Alchemy never advanced as much as the Alchemy in Al De Baran.";
+ next;
+ mes "[Chemirre]";
+ mes "Materials for Alchemy in Payon were scarse and interest in that field eventually waned. Now, you can only study Alchemy here in Al De Baran.";
+ next;
+ mes "[Chemirre]";
+ mes "Still, I can't help but wonder what secrets were lost after the Payon art of Alchemy disappeared from the face of the Earth...";
+ close;
+ case 2:
+ mes "[Chemirre]";
+ mes "Alchemists specialize in chemical research in order to create useful items out of various things.";
+ next;
+ mes "[Chemirre]";
+ mes "I also hear that they create all sorts of Potions, and can even summon certain monsters! It seems that their studies have all sorts of nifty applications.";
+ close;
+ case 3:
+ mes "[Chemirre]";
+ mes "You are bored, aren't you?";
+ mes "Alright then, I will tell you a story about monster cards and item slots.";
+ mes "As you already know, if you ever have obtained a monster card before,";
+ next;
+ mes "[Chemirre]";
+ mes "you can only insert a monster card to an item";
+ mes "that satisfies the card's location requirement.";
+ mes "For instance, let's say, you have obtained a Poring Card.";
+ next;
+ mes "[Chemirre]";
+ mes "When you right click on the card, you will see";
+ mes "its ability as LUK+2 and Perfect Dodge+1";
+ mes "and its location as 'Armor'. ";
+ next;
+ mes "[Chemirre]";
+ mes "If you try to insert this card to a dagger with many slots,";
+ mes "it is not going to work because the card only can be inserted to";
+ mes "armor items.";
+ next;
+ mes "[Chemirre]";
+ mes "Almost every armor items that are being sold";
+ mes "in town shops do not have slots on them.";
+ mes "That means, you can only obtain";
+ mes "slotted armors by hunting monsters.";
+ next;
+ mes "[Chemirre]";
+ mes "Ah, let me tell you how you can insert a card to an item.";
+ mes "If you want to insert a card on your equipped armor,";
+ mes "you must unequip the armor first.";
+ mes "And then, double click a card that you want to use.";
+ mes "Then a list of armor, that you can insert the card, will be displayed.";
+ next;
+ mes "[Chemirre]";
+ mes "It is not that complicated, is it?";
+ close;
+ case 4:
+ mes "[Chemirre]";
+ mes "You can talk about Rune Midgard's alchemy";
+ mes "without talking about the Al De Baran Alchemist Guild!";
+ mes "Long Live Alchemists!";
+ close;
+ }
+}
+
+aldebaran,86,228,4 script Little Kid#alde 62,{
+ mes "[Bebe]";
+ mes "A while ago I went out for a walk toward Mt. Mjolnir with my pet Savage Bebe. His name is NukNuk!";
+ mes "We got attacked, but luckily we weren't hurt.";
+ next;
+ switch(select("Attacked?:About Mt.Mjolnir:End Conversation")) {
+ case 1:
+ mes "[Bebe]";
+ mes "I was walking up a narrow path, and out of the blue, a giant and ugly plant started to attack me and NukNuk!";
+ next;
+ mes "[Bebe]";
+ mes "I was so surprised, so me and NukNuk had to run away. I threw rocks at it, but I don't think I hurt it. It must have been really strong!";
+ next;
+ mes "[Bebe]";
+ mes "What really surprised me was the plant that attacked me was a huge flower with the face of a person! So, look out for those. They're dangerous!";
+ close;
+ case 2:
+ mes "[Bebe]";
+ mes "Even though people are fascinated by the scenic beauty of Mt. Mjolnir, it's full of dangerous monsters!";
+ next;
+ mes "[Bebe]";
+ mes "There are Flowers, Insects, Bees, Butterflies and Moths that are big enough to kill you if you're not careful!";
+ next;
+ mes "[Bebe]";
+ mes "Then again, most of these monsters won't hurt you if you don't attack first. But some of them will attack you once they see you!";
+ close;
+ case 3:
+ mes "[Bebe]";
+ mes "By the way, where is my NukNuk...?";
+ mes "NukNuk! Come out!";
+ close;
+ }
+}
+
+aldebaran,159,242,4 script Insect Guy#alde 119,{
+ mes "[Stromme]";
+ mes "Even to a strong Swordman, the Insects or Mt. Mjolnir pose a considerable threat. You've got to know your enemy before engaging it in battle!";
+ next;
+ if (select("About Insects:End Conversation") == 1) {
+ mes "[Stromme]";
+ mes "Honey Bees, Butterflies and Moths seem like simple creatures, but that doesn't mean you should underestimate them.";
+ next;
+ mes "[Stromme]";
+ mes "These Insects have evolved over time, and can counter attacks from threats like you adventurers!";
+ next;
+ mes "[Stromme]";
+ mes "There are also carnivorous Insects, such as praying Spiders, praying Mantises, and the millipede like Argiopes.";
+ next;
+ mes "[Stromme]";
+ mes "These monsters have mutated and are too strong for a person at certain levels. You should especially watch out for Argiopes.";
+ next;
+ mes "[Stromme]";
+ mes "Luckily, their eyesight is pretty bad, so it won't notice you if you walk a safe distance away from it.";
+ close;
+ }
+ mes "[Stromme]";
+ mes "No matter how harmless and pretty insects are,";
+ mes "take heed to not touch them.";
+ mes "They are extremely strong unlike their innocent looking.";
+ mes "Don't belittle the livings in the Mt. Mjolnir.";
+ close;
+}
+
+aldebaran,60,70,4 script Sylvia#alde 69,{
+ mes "[Sylvia]";
+ mes "I came all the way here from Prontera because I heard the Kafra Main Office was somewhere here in Al De Baran.";
+ next;
+ mes "[Sylvia]";
+ mes "It shouldn't be that hard to find, but I'm awful at following directions. I always get lost, no matter how hard I try!";
+ next;
+ mes "[Sylvia]";
+ mes "If that wasn't bad enough, I left my Magnifiers back in Prontera, so now I have to find someone to help me with these weapons I've got to appraise!";
+ next;
+ if (select("Appraise?:That's very nice.") == 1) {
+ mes "[Sylvia]";
+ mes "Equipment that is dropped by monsters can't be equipped right away.";
+ next;
+ mes "[Sylvia]";
+ mes "If you right-click the equippable item in the Item Inventory, you'll see that it is Unidentified and that Appraisal is needed. What to do?";
+ next;
+ mes "[Sylvia]";
+ mes "Well, in that case, you've gotta use ^3355FF Magnifier^000000!";
+ next;
+ mes "[Sylvia]";
+ mes "Even without a Blacksmith, Alchemist or Merchant in your party, you can appraise your equipment! Of course, a Magnifier is consumed each time you use one...";
+ close;
+ }
+ mes "[Sylvia]";
+ mes "Hey...";
+ mes "Was that a hint of sarcasm in your voice when you said that?";
+ close;
+}
+
+aldebaran,93,80,4 script Issei#alde 48,{
+ mes "[Issei]";
+ mes "Al De Baran is such a wonderful place with its romantic canals and classic architecture. I love nothing more than to stroll through this city with my beautiful girlfriend.";
+ next;
+ if (select("You have a girlfriend?:End Conversation.") == 1) {
+ mes "[Issei]";
+ mes "Hey...";
+ mes "Is that so hard to believe?! Yeah, ask anyone! She really exists! Although, sometimes, just sometimes mind you, she gets too excited about weapons and armor.";
+ next;
+ mes "[Issei]";
+ mes "I mean, instead of enjoying a romantic dinner, she'll just go on about how equipment dropped from monsters is higher quality than those sold in shops...";
+ next;
+ mes "[Issei]";
+ mes "I mean, why should I care if equipment dropped by monsters tend to have more Slots?! I can't even kill a Poring!";
+ next;
+ mes "[Issei]";
+ mes "As you can see,";
+ mes "I'm a lover,";
+ mes " not a fighter.";
+ close;
+ }
+ mes "[Issei]";
+ mes "So, you don't think of me stupid, do you?";
+ close;
+}
+
+aldebaran,180,46,4 script Joo Jahk#alde 88,{
+ mes "[Joo Jahk]";
+ mes "I'm a tourist";
+ mes "from Payon,";
+ mes "the City of Forests.";
+ next;
+ mes "[Joo Jahk]";
+ mes "The tempature here in Al De Baran is very cool, probably because of the waterways. Do you think the water in the canals is drinkable?";
+ next;
+ mes "[Joo Jahk]";
+ mes "Well, it's too late for me, since I already drank some. Still, I'm a little worried...";
+ next;
+ if (select("Continue.:End conversation.") == 1) {
+ mes "[Joo Jahk]";
+ mes "On one of my travels around Rune-Midgard, I've heard from a really high level Mage that physical attacks, or magic with Neutral Property, won't damage Spiritual Property monsters.";
+ next;
+ mes "[Joo Jahk]";
+ mes "Maybe that advice will come in handy, now that you know that. Always remember the importance of the Properties of your skills and weapons when battling monsters.";
+ close;
+ }
+ mes "[Joo Jahk]";
+ mes "On the other hand, the water I drank did taste pretty good. Hopefully it didn't have anything too weird in it...";
+ close;
+}
+
+aldebaran,212,122,4 script Citizen#alde 97,{
+ mes "[Gavin]";
+ mes "Welcome!";
+ mes "The town of";
+ mes "Al De Baran";
+ mes "welcomes you!";
+ next;
+ mes "[Gavin]";
+ mes "Well, that might be an exaggeration. After all, it's just me that's welcoming you.";
+ mes "Hey there!";
+ next;
+ if (select("Now, tell me about monsters.:End conversation.") == 1) {
+ mes "[Gavin]";
+ mes "Monsters...?";
+ mes "Aren't we straying off topic a little bit? Ah, you must be one of those adventurers!";
+ next;
+ mes "[Gavin]";
+ mes "Can't get your mind off the job, eh? Alright, now there was some monster that I saw just recently...";
+ next;
+ mes "[Gavin]";
+ mes "Ah, now I remember! Just a few days ago, I saw a really interesting looking monster! It was a Poring with Angel's wings!";
+ next;
+ mes "[Gavin]";
+ mes "I swear! He was jumping around somewhere near Mt. Mjolnir with some ordinary Porings. I think he was, like, their leader.";
+ close;
+ }
+ mes "[Gavin]";
+ mes "Awww...";
+ mes "Don't be too disappointed that there's only one person in your welcome wagon!";
+ close;
+}
+
+aldebaran,146,124,4 script Town Girl#alde 101,{
+ mes "[Nastasia]";
+ mes "Somewhere in the world there is an ^3355FFAssassin Guild^000000, where they teach people the subtle art of assassination.";
+ next;
+ mes "[Nastasia]";
+ mes "But isn't killing illegal? And do they even collect educational tutition?";
+ next;
+ if (select("Continue conversation.:End Conversation.") == 1) {
+ mes "[Nastasia]";
+ mes "Although Assassins benefit from being very quick and having lots of AGI, they should still have some DEX.";
+ next;
+ mes "[Nastasia]";
+ mes "DEX is especially important if you want to hit monsters with wings. Those monsters are quick moving and fast in attacking.";
+ next;
+ mes "[Nastasia]";
+ mes "In general, if you want to hit monsters that are as fast, or even faster, than you are, you're going to need some DEX.";
+ close;
+ }
+ mes "[Nastasia]";
+ mes "It's usually said that in this world, nothing is free. Still, if you don't have to pay money to learn to be an Assassin...";
+ close;
+}
+
+aldebaran,143,136,4 script Bell Keeper#A 89,{
+ mes "[Bell Keeper]";
+ mes "I have been charged by the Committee of 'Heaven on Earth' to guard this entrance of the Clock Tower.";
+ next;
+ if (select("About Clock Tower.:Quit.") == 1) {
+ mes "[Bell Keeper]";
+ mes "Every floor of this tower is connected to each other by a certain device we like to call 'Warp Gear.'";
+ next;
+ mes "[Bell Keeper]";
+ mes "Even though there are interconnecting warps everywhere in the Clock Tower, beware the 'Random Warp.'";
+ next;
+ mes "[Bell Keeper]";
+ mes "The 'Random Warp' will transport you to an unknown spot. Be advised if you don't want to suddenly be separated from your party...";
+ next;
+ mes "[Bell Keeper]";
+ mes "Remember, Random Warps are shown in green on the mini-map. So keep your eyes peeled for that, as well as for those dangerous Clocks.";
+ close;
+ }
+ mes "[Bell Keeper]";
+ mes "Please take heed that this Clock Tower is filled with extremely dangerous monsters.";
+ close;
+}
+
+// Inside Al De Baran
+//============================================================
+aldeba_in,232,241,4 script RS125#alde 48,{
+ mes "[RS125]";
+ mes "I may sound unhuman rather robotic";
+ mes "however, I hope you will not be afraid of me. I am as humane as you are.";
+ next;
+ mes "[RS125]";
+ mes "I may have a machine heart and I may disturb you with loud noises from the heart,";
+ mes "that will never stop me from running for future of Al De Baran.";
+ next;
+ if (select("Listen to his story.:End Conversation") == 1) {
+ mes "[RS125]";
+ mes "It's been 3 years already.";
+ mes "My brother 996 used to be a short track athlete in the Al De Baran city field team.";
+ mes "Back then, people gave him a nickname, 'Al De Baran's Pco Peco',";
+ mes "for his amazingly fast legs...";
+ next;
+ mes "[RS125]";
+ mes "He became so popular for his exciting play,";
+ mes "so everytime when the 'Al De Baran Turbo Track' was held once every 4 years,";
+ mes "many people from all over the continent came to this city only to see my brother.";
+ mes "I was his manager at the time and I was so stressed out because of his fans.";
+ next;
+ mes "[RS125]";
+ mes "However, there is nothing last forever...";
+ mes "One day, a girl from Payon beat my brother from a game.";
+ next;
+ mes "[RS125]";
+ mes "My brother couldn't accept the fact that he lost the game";
+ mes "so he did too much of practice and had a serious heart attack.";
+ mes "He is still in bed.";
+ next;
+ mes "[RS125]";
+ mes "I am my brother's only hope and the future of Al De Baran!";
+ mes "Please wish me luck, I will beat her, 'Breezy Havana' from Payon!";
+ close;
+ }
+ mes "[RS125]";
+ mes "I want to travel around the world one of thesedays.";
+ mes "If I can see the ocean from the port of Alberta, it must be so wonderful.";
+ mes "After the next year's athletic competition, I will go on a round-the-world tour with my brother.";
+ close;
+}
+
+aldeba_in,223,121,4 script Threatening-Looking Man 63,{
+ mes "[Threatening-Looking Man]";
+ mes "Hey, you don't come inside someone else's house without permission.";
+ mes "This is ridiculous!";
+ mes "How dare you to come inside of my house and talk to me as if that is a normal thing to do?";
+ next;
+ mes "[Threatening-Looking Man]";
+ mes "Hahahaha...chill out, I was just joking.";
+ next;
+ if (select("Continue:Quit") == 1) {
+ mes "[Threatening-Looking Man]";
+ mes "You may know this already, but";
+ mes "we have a system called, the mercenary system in this world.";
+ mes "Yes, I am a mercenary soldier.";
+ next;
+ mes "[Threatening-Looking Man]";
+ mes "It is simple. You just pay for someone to aid you in fight.";
+ mes "Better mercenary soldier you want, more money you have to pay, you know?";
+ next;
+ mes "[Threatening-Looking Man]";
+ mes "Let's stop talking about boring stuffs.";
+ mes "I will tell you how you can find a good mercenary soldier.";
+ next;
+ mes "[Threatening-Looking Man]";
+ mes "Check its nose if it is clean and wet.";
+ mes "A good mercenary soldier must have the wet nose";
+ mes "because it shows that the soldier is at his best in health condition.";
+ mes "If the nose is dry, that means that he caught a cold.";
+ next;
+ mes "[Threatening-Looking Man]";
+ mes "And don't forget to check the soldier's ankle.";
+ mes "The best mercenary soldier has thin ankles and a white neck!";
+ mes "If he has long hair, it's better! If the hair is permed and wavy, that's perfect!";
+ next;
+ mes "[Threatening-Looking Man]";
+ mes "Lastly, you have to check whether he is ready to serve you with quality service!";
+ mes "That means, he must do his best in aiding you in fight!";
+ close;
+ }
+ mes "[Threatening-Looking Man]";
+ mes "Get out, now!";
+ mes "If you a cop, show me a warrent,";
+ mes "if you are a member of my family, prove it with your birth mark!";
+ close;
+}
+
+aldeba_in,219,61,4 script Friendly-Looking Man#ald 109,{
+ mes "[Friendly-Looking Man]";
+ mes "You don't have to listen to a guy right next to my room.";
+ mes "Two years ago, he was in a mercenary training center and fell off from a tree";
+ mes "while trying to gather a nut from it.";
+ next;
+ mes "[Friendly-Looking Man]";
+ mes "He keeps talking to himself loud and it gives me a headache...";
+ mes "Gosh!";
+ close;
+}
+
+aldeba_in,152,47,4 script Fussy Man#alde 97,{
+ mes "[Fussy Man]";
+ mes "Aaaaarrrggghhh...I AM IN TROUBLE!";
+ mes "My little chicken has left me!";
+ mes "Oh, my god! Oh, my god!";
+ next;
+ if (select("What do you call the chicken?:. . . . .") == 1) {
+ mes "[Fussy Man]";
+ mes "I used to call it 'Amazing Picky'...";
+ mes "*Sob* What should I do! How could this happen!";
+ mes "Please, please help me to find my sweet little chicken!";
+ next;
+ if (select("What? That is such a boring name!:. . . . .") == 1) {
+ mes "[Fussy Man]";
+ mes "Don't be so ridiculous!";
+ mes "'Amazing Picky' is the most wonderful and the most unique name";
+ mes "in this world, and my chicken deserves the name!";
+ close;
+ }
+ mes "[Fussy Man]";
+ mes "You don't care, do you?";
+ mes "I am only child in my family, so I have been thinking of my little chicken as my brother!";
+ mes "I want my chicken back...*Sob*";
+ close;
+ }
+ mes "[Fussy Man]";
+ mes "You don't care, do you?";
+ mes "I am only child in my family, so I have been thinking of my little chicken as my brother!";
+ mes "I want my chicken back...*Sob*";
+ close;
+}
+
+aldeba_in,156,179,4 script Master#alde 61,{
+ mes "[Master]";
+ mes "The Kafra Corporation Headquarters is located here in Al De Baran.";
+ mes "Do you know";
+ mes "what that means?";
+ next;
+ mes "[Master]";
+ mes "That means those cute Kafra Employees come here for their lunch breaks! Isn't that great?!";
+ next;
+ mes "[Master]";
+ mes "Alright, then!";
+ mes "Pop Quiz Time!";
+ mes "Who's your";
+ mes "favorite Kafra girl?";
+ next;
+ if (sex == 0) {
+ mes "[Master]";
+ mes "Oh, and don't worry. I know that girls have some kind of opinion about how pretty other girls are.";
+ next;
+ }
+ if (select("Awesome!:No way, I ain't a perv.") == 1) {
+ mes "[Master]";
+ mes "Alright, here we go!";
+ mes "Choose your favorite Kafra Lady!";
+ next;
+ mes "[Master]";
+ mes "The original Kafra Mascot, the classic blue haired lady! Candidate Number One: ^3355FFPavianne^000000!";
+ next;
+ mes "[Master]";
+ mes "Her graceful ponytail takes mens' breath away! The fan favorite amongst teen males! Candidate Number Two: ^5533FFBlossom^000000!";
+ next;
+ mes "[Master]";
+ mes "Her long, straight hair, like silk from the East, is her charm point. Direct from Payon, it's Candidate Number Three: ^555555Jasmine^000000!";
+ next;
+ mes "[Master]";
+ mes "A tomboy with bright orange, shortly cut hair. Candidate Number Four: ^1133DDRoxie^000000!";
+ next;
+ mes "[Master]";
+ mes "Intelligent, sophisticated and never seen without her luxurious glasses. It's Candidate Number Five: ^33FF55Leilah^000000!";
+ next;
+ mes "[Master]";
+ mes "Pretty, cute and fresh faced. Although She looks young and immature,She's the best staff!";
+ mes "Candidate Number (6) ^AAAA00Curly Sue^000000 !!";
+ next;
+ switch(select("(1) Pavianne:(2) Blossom:(3) Jasmine:(4) Roxie:(5) Leilah:(6) Curly Sue")) {
+ case 1:
+ mes "[Master]";
+ mes "Oh~";
+ mes "So you're a lover of classics. I respect that very much.";
+ next;
+ mes "[Master]";
+ mes "I'll also guess that you tend to enjoy the original movie more than sequels, and dislike bad imitations. Am I right?";
+ close;
+ case 2:
+ mes "[Master]";
+ mes "Hmmm...";
+ mes "Blossom strikes me as the girl-next-door type. So I guess that's the type of girl you're attracted to, eh?";
+ close;
+ case 3:
+ mes "[Master]";
+ mes "So...";
+ mes "Long, luxurious hair is important to you, hmm? I suppose it such hair makes a woman look quite elegant.";
+ close;
+ case 4:
+ mes "[Master]";
+ mes "Ah, so you tend to like active, spontaneous types. I can understand that...";
+ next;
+ mes "[Master]";
+ mes "Since Roxie isn't exactly the demure housewife type, you probably have an open mind when it comes to defining femininity, right?";
+ close;
+ case 5:
+ mes "[Master]";
+ mes "Ah, so you like the intellectual type. That's good, that's good.";
+ next;
+ mes "[Master]";
+ mes "Still, that Leilah can be cold as stone sometimes. I've seen her shrug off many young men and crush even more hearts!";
+ close;
+ case 6:
+ mes "[Master]";
+ mes "Say whaaat?!";
+ mes "She's too young!";
+ close;
+ }
+ }
+ mes "[Master]";
+ mes "But I worked so hard on this delightful survey! Come now, be a sport! Admiring a pretty woman is like appreciating fine art.";
+ close;
+}
+
+aldeba_in,84,166,4 script Kafra Service#alde 117,{
+ cutin "kafra_01",2;
+ mes "[Kafra Pavianne]";
+ mes "Welcome! I'm Pavianne,";
+ mes "one of the senior Kafra Employees. The Kafra Corporation Service is always trying to satisfy 100 % of our customers' expectations.";
+ next;
+ mes "[Kafra Pavianne]";
+ mes "Due to a change in customer support policy, we no longer accept Kafra Passes. However, we are offering refunds for our customers who still possess these passes.";
+ next;
+ if (select("Sell Kafra Pass:Alright, bye~") == 1) {
+ if (countitem(1084) == 0) {
+ mes "[Kafra Pavianne]";
+ mes "I'm sorry,";
+ mes "but you don't";
+ mes "have any Kafra Passes.";
+ close2;
+ cutin "",255;
+ end;
+ }
+ else {
+ set .@kafrapassmoney,countitem(1084)*2000;
+ mes "[Kafra Pavianne]";
+ mes "Let's see...";
+ if (countitem(1084) == 1) {
+ mes "You have 1 Kafra Pass.";
+ mes "You can sell that pass to us for 2000 zeny. Would you like to sell this Kafra Pass back to the Kafra Corporation?";
+ }
+ else {
+ mes "You have "+ countitem(1084) +" Kafra Passes.";
+ mes "If you want to sell them to us, you will receive "+ .@kafrapassmoney +" zeny. Would you like to sell these back to the Kafra Corporation?";
+ }
+ next;
+ if (select("Yes:No") == 1) {
+ if (countitem(1084) == 0) {
+ mes "[Kafra Pavianne]";
+ mes "I'm sorry, but you don't have any Kafra Passes.";
+ close2;
+ cutin "",255;
+ end;
+ }
+ delitem 1084,countitem(1084); //Kapra's_Pass
+ set Zeny,Zeny+.@kafrapassmoney;
+ mes "[Kafra Pavianne]";
+ mes "Thank you.";
+ }
+ close2;
+ cutin "",255;
+ end;
+ }
+ }
+ mes "[Kafra Pavianne]";
+ mes "Thank you,";
+ mes "have a good day.";
+ close2;
+ cutin "",255;
+ end;
+}
+
+aldeba_in,83,245,4 script Kafra Service#2alde 116,{
+ cutin "kafra_02",2;
+ mes "[Kafra Blossom]";
+ mes "Welcome to the";
+ mes "Kafra Corporation.";
+ mes "The Kafra Employees are";
+ mes "always here to serve you.";
+ next;
+ mes "[Kafra Blossom]";
+ mes "We appreciate your continued use of the Kafra Service. Please feel free to ask me if you have any questions.";
+ next;
+ switch(select("How does Kafra Storage work?:How do you teleport people?")) {
+ case 1:
+ mes "[Kafra Blossom]";
+ mes "Well, adventurers like yourself can place items into Kafra Storage, so that you don't have to carry all of your stuff around.";
+ next;
+ mes "[Kafra Blossom]";
+ mes "Now, the Kafra Storage Window is separated into three tabs into which items are automatically sorted.";
+ next;
+ mes "[Kafra Blossom]";
+ mes "The ^3355FFItem^000000, ^3355FFEquip^000000, and ^3355FFEtc^000000 tabs work just like the tabs in your character Item Inventory.";
+ next;
+ mes "[Kafra Blossom]";
+ mes "Multiple items of the same type will only take up one Slot in the Item and Etc. tabs. For example, 324 Jellopies would take up only one Slot, and 22 Red Potions would take another Slot.";
+ next;
+ mes "[Kafra Blossom]";
+ mes "However, in the Equip tab, each and every single item takes up its own Slot. I guess that's because each and every single equipment can be uniquely upgraded by forging or through Cards.";
+ next;
+ mes "[Kafra Blossom]";
+ mes "There's a total of 300 Slots for all three item categories in the Kafra Storage, so it might be helpful to remember that.";
+ next;
+ break;
+ case 2:
+ mes "[Kafra Blossom]";
+ mes "Oh, I get that question all the time. '^CC0066Oh Blossom, how do you do it?^000000' Well...";
+ next;
+ mes "[Kafra Blossom]";
+ mes "Well, I couldn't really go too much into detail, of course. That's confidential information. But I can tell you our teleportation works through a mix of magic and technology.";
+ next;
+ mes "[Kafra Blossom]";
+ mes "Also, the Kafra girls alone can't teleport our customers. We just receive and process your teleportation request.";
+ next;
+ mes "[Kafra Blossom]";
+ mes "Behind the scenes, skilled professionals and technicians are working 24 hours a day to ensure that you teleport quickly and safely to your destination.";
+ next;
+ break;
+ }
+ mes "[Kafra Blossom]";
+ mes "Anyway, I hope you enjoy your visit here in the Kafra Corporation Headquarters.";
+ if (rand(1,11) == 9) {
+ next;
+ mes "[Kafra Blossom]";
+ mes "...";
+ next;
+ mes "[Kafra Blossom]";
+ mes "...";
+ mes "......";
+ next;
+ mes "[Kafra Blossom]";
+ mes "Oh Mansoo...";
+ }
+ close2;
+ cutin "",255;
+ end;
+}
+
+aldeba_in,24,245,4 script Kafra Jasmine#alde 115,{
+ cutin "kafra_03",2;
+ mes "[Kafra Jasmine]";
+ mes "Welcome!";
+ mes "The Kafra service is";
+ mes "always on your side.";
+ next;
+ mes "[Kafra Jasmine]";
+ mes "Thank you for coming all the way to visit us at the Kafra Corporation Headquarters here in Al De Baran!";
+ next;
+ mes "[Kafra Jasmine]";
+ mes "The Kafra Service is always behind our customers with a dependable reputation that has been established over five thousand, eight hundred years...";
+ next;
+ switch(select("What?! I can't believe that!:Ahh~ Shut Up!:Your service is great!")) {
+ case 1:
+ mes "["+ strcharinfo(0) +"]";
+ mes "What?!";
+ mes "I can't";
+ mes "believe that!";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "FIVE THOUSAND AND EIGHT HUNDRED YEARS?! THAT'S INSANE!";
+ next;
+ mes "[Kafra Jasmine]";
+ mes "Arrrrghh! Shut up and listen! It took me a week to memorize all this! My memory isn't as good as the other Kafra Employees...!";
+ next;
+ mes "[Kafra Jasmine]";
+ mes "Now, um...";
+ mes "As I was saying, the Kafra Corporation was founded eight thousand, five hundred years ago by, um, Emilio Alexander Kafra... Inventor of the word 'Kafra?'";
+ next;
+ mes "[Kafra Jasmine]";
+ mes "He...";
+ mes "He was a great man. He... Argh! I can't remember!";
+ next;
+ mes "[Kafra Jasmine]";
+ mes "Oh no...!";
+ mes "This can't be the right story! Five million, eight hundred years?! It's impossible!";
+ break;
+ case 2:
+ mes "[Kafra Jasmine]";
+ mes "Listen...";
+ mes "Punk.";
+ next;
+ mes "[Kafra Jasmine]";
+ mes "I was a member of the Kafra Garrison before joining the Kafra Service Team. My specialty was ^990000Magnum Break^000000, so if you know what's good for you, don't mess with me.";
+ next;
+ mes "[Kafra Jasmine]";
+ mes "I'm trying my best to live as quietly and as femininely as I can, so don't make me break your knuckles! You got it?!";
+ break;
+ case 3:
+ mes "[Kafra Jasmine]";
+ mes "Hooray!";
+ mes "That's great news to hear. We're always working hard to make sure that our customers are satisfied with the services that we provide.";
+ break;
+ }
+ close2;
+ cutin "",255;
+ end;
+}
+
+aldeba_in,142,238,4 script Kafra Service#3alde 114,{
+ cutin "kafra_04",2;
+ mes "[Kafra Roxie]";
+ mes "Welcome~!";
+ mes "The Kafra Corporation will always support Rune-Midgard's adventurers with our excellent services.";
+ next;
+ mes "[Kafra Roxie]";
+ mes "My name is Roxie!";
+ mes "I hope you enjoy";
+ mes "your visit here in";
+ mes "Kafra Corporation's";
+ mes "Headquarters.";
+ next;
+ mes "[Kafra Roxie]";
+ mes "I'm here to answer any of your questions regarding Kafra Corporations policies, as well as take note of any of your feedback.";
+ next;
+ switch(select("Kafra Policies:I love Kafra!")) {
+ case 1:
+ mes "[Kafra Roxie]";
+ mes "So, you'd like more details on our policies and eligibility for our services? What would you like me to explain?";
+ next;
+ switch(select("Kafra Storage:Cart Rental:Actually, never mind.")) {
+ case 1:
+ mes "[Kafra Roxie]";
+ mes "As you probably already know, our customers must have at least Basic Skill level 6 in order to use the Kafra Storage.";
+ next;
+ mes "[Kafra Roxie]";
+ mes "As for the reason for this certain policy, we've had problems with young, fresh faced Novices that would put everything into their Storage.";
+ next;
+ mes "[Kafra Roxie]";
+ mes "Now you remember your days as a Novice. Everything was new and exciting, but zeny was scarce. Well, a lot of Novices would even put their weapons and armor in Kafra Storage.";
+ next;
+ mes "[Kafra Roxie]";
+ mes "However, by this time, they've already spent what little zeny they had to open their Storage. But they don't have enough to access their Storage again!";
+ next;
+ mes "[Kafra Roxie]";
+ mes "So, these weaponless, armorless Novices must fight monsters with their bare hands until they gather the zeny to open their Kafra Storage again!";
+ next;
+ mes "[Kafra Roxie]";
+ mes "It's a silly mistake, to be sure, but we here at Kafra Corporation value human life, and decided on the Basic Skill Level 6 Requirement to prevent this kind of mishap.";
+ break;
+ case 2:
+ mes "[Kafra Roxie]";
+ mes "As you may know, the Kafra Corporation has a special relationship with the Merchant Guild, as well as the Blacksmith and Alchemist guilds in Rune-Midgard.";
+ next;
+ mes "[Kafra Roxie]";
+ mes "The Kafra Corporation only rents Carts to Merchants, Blacksmiths and Alchemists since these job associations have a special contract with us.";
+ next;
+ mes "[Kafra Roxie]";
+ mes "Also, it'd be really impractical to rent carts out to people who couldn't create or sell goods.";
+ next;
+ mes "[Kafra Roxie]";
+ mes "As for Super Novices, well, we're really not supposed to rent carts to them since the Super Novice Society in Al De Baran doesn't have a contract with us.";
+ next;
+ mes "[Kafra Roxie]";
+ mes "If a Kafra Employee rented a Cart to a Super Novice, she'd probably get in big trouble with Leilah...";
+ break;
+ case 3:
+ mes "[Kafra Roxie]";
+ mes "Oh, alright~!";
+ mes "If you have any questions,";
+ mes "please let me know!";
+ break;
+ }
+ break;
+ case 2:
+ mes "[Kafra Roxie]";
+ mes "Thank you!";
+ mes "It's great to know that we're appreciated by our customers! All of us are working hard to make sure that our service meets your standards of excellence~";
+ break;
+ }
+ close2;
+ cutin "",255;
+ end;
+}
+
+aldeba_in,91,244,4 script Kafra Service#4alde 112,{
+ cutin "kafra_06",2;
+ mes "[Kafra Curly Sue]";
+ mes "Hello, hello!!";
+ mes "I'm Curly Sue,";
+ mes "the newest member";
+ mes "of the Kafra Staff!";
+ next;
+ mes "[Kafra Curly Sue]";
+ mes "I may still need to learn more about serving our customers, but I'm always doing my best!";
+ next;
+ if (select("Where's your mommy, kid?:End conversation.") == 1) {
+ mes "[Kafra Curly Sue]";
+ mes "Waaaaaaah~!";
+ mes "I'm not a kid!";
+ close2;
+ cutin "",255;
+ end;
+ }
+ mes "[Kafra Curly Sue]";
+ mes "Here at Kafra Corporation, we are all doing our very best to give you the excellent service that you expect from us.";
+ close2;
+ cutin "",255;
+ end;
+}
+
+// Kafra Special Reserve Point NPCs
+//============================================================
+// Special Reserve ----------------------------------------------
+aldeba_in,79,161,6 script Kafra#04 115,{
+ cutin "kafra_03",2;
+ mes "[Kafra]";
+ mes "Welcome, ^6666FF" + strcharinfo(0) + "^000000. This is where you can trade in your special reserve points for useful items and cool prizes.";
+ next;
+ mes "[Kafra]";
+ mes "Each Kafra will allow you to trade in reserve points of varying amounts. I can trade in reserve points starting from ^2222FF100 pts up to 3000 pts^000000.";
+ next;
+ mes "[Kafra]";
+ mes "The amount of special reserve points that you have is: ^FF0000"+RESRVPTS+"^000000 pts. Please make a choice based on your point total.";
+M_Menu:
+ next;
+ menu "100- Potato 7 ea",M_1a, "200- Potato 15 ea",M_1b, "300- Potato 25 ea",M_1c, "400- Potato 35 ea",M_1d,
+ "500- Potato 50 ea",M_1e, "600- Potato 60 ea",M_1f, "700- Potato 75 ea",M_1g, "800- Potato 85 ea",M_1h,
+ "900- Potato 100 ea",M_1i, "1000- 1st Lottery Chance!",M_1j, "Next items",M_2, "Cancel",M_End;
+
+ M_1a:
+ if(RESRVPTS < 100) goto sL_LowPts1;
+ mes "[Kafra]";
+ mes "Here you are.";
+ getitem 516, 7;
+ set RESRVPTS, RESRVPTS - 100;
+ close;
+ M_1b:
+ if(RESRVPTS < 200) goto sL_LowPts1;
+ mes "[Kafra]";
+ mes "Here you are.";
+ getitem 516, 15;
+ set RESRVPTS, RESRVPTS - 200;
+ close;
+ M_1c:
+ if(RESRVPTS < 300) goto sL_LowPts1;
+ mes "[Kafra]";
+ mes "Here you are.";
+ getitem 516, 25;
+ set RESRVPTS, RESRVPTS - 300;
+ close;
+ M_1d:
+ if(RESRVPTS < 400) goto sL_LowPts1;
+ mes "[Kafra]";
+ mes "Here you are.";
+ getitem 516, 35;
+ set RESRVPTS, RESRVPTS - 400;
+ close;
+ M_1e:
+ if(RESRVPTS < 500) goto sL_LowPts1;
+ mes "[Kafra]";
+ mes "Here you are.";
+ getitem 516, 50;
+ set RESRVPTS, RESRVPTS - 500;
+ close;
+ M_1f:
+ if(RESRVPTS < 600) goto sL_LowPts1;
+ mes "[Kafra]";
+ mes "Here you are.";
+ getitem 516, 60;
+ set RESRVPTS, RESRVPTS - 600;
+ close;
+ M_1g:
+ if(RESRVPTS < 700) goto sL_LowPts1;
+ mes "[Kafra]";
+ mes "Here you are.";
+ getitem 516, 75;
+ set RESRVPTS, RESRVPTS - 700;
+ close;
+ M_1h:
+ if(RESRVPTS < 800) goto sL_LowPts1;
+ mes "[Kafra]";
+ mes "Here you are.";
+ getitem 516, 85;
+ set RESRVPTS, RESRVPTS - 800;
+ close;
+ M_1i:
+ if(RESRVPTS < 900) goto sL_LowPts1;
+ mes "[Kafra]";
+ mes "Here you are.";
+ getitem 516, 100;
+ set RESRVPTS, RESRVPTS - 900;
+ close;
+ M_1j:
+ if(RESRVPTS < 1000) goto sL_LowPts1;
+ set RESRVPTS, RESRVPTS - 1000;
+ mes "[Kafra]";
+ mes "^0000FF1st Lottery Opportunity!!^000000";
+ set @Lotto, 1;
+ next;
+ callfunc "F_Lottery";
+ goto M_End;
+
+ sL_LowPts1:
+ mes "[Kafra]";
+ mes "I'm sorry but you do not have enough reserve points for that selection.";
+ goto M_Menu;
+
+ M_2:
+ menu "1100- Red Potion 7 ea",M_2a, "1300- Red Potion 15 ea",M_2b, "1500- Red Potion 25 ea",M_2c,
+ "1700- Red Potion 35 ea",M_2d, "1900- Red Potion 50 ea",M_2e, "2100- Red Potion 60 ea",M_2f,
+ "2300- Red Potion 75 ea",M_2g, "2500- Red Potion 85 ea",M_2h, "2800- Red Potion 100 ea",M_2i,
+ "3000- 2nd Lotery Chance!",M_2j, "Previous List",M_Menu, "Cancel",M_End;
+
+ M_2a:
+ if(RESRVPTS < 1100) goto sL_LowPts2;
+ mes "[Kafra]";
+ mes "Here you are.";
+ getitem 501, 7;
+ set RESRVPTS, RESRVPTS - 1100;
+ close;
+ M_2b:
+ if(RESRVPTS < 1300) goto sL_LowPts2;
+ mes "[Kafra]";
+ mes "Here you are.";
+ getitem 501, 15;
+ set RESRVPTS, RESRVPTS - 1300;
+ close;
+ M_2c:
+ if(RESRVPTS < 1500) goto sL_LowPts2;
+ mes "[Kafra]";
+ mes "Here you are.";
+ getitem 501, 25;
+ set RESRVPTS, RESRVPTS - 1500;
+ close;
+ M_2d:
+ if(RESRVPTS < 1700) goto sL_LowPts2;
+ mes "[Kafra]";
+ mes "Here you are.";
+ getitem 501, 35;
+ set RESRVPTS, RESRVPTS - 1700;
+ close;
+ M_2e:
+ if(RESRVPTS < 1900) goto sL_LowPts2;
+ mes "[Kafra]";
+ mes "Here you are.";
+ getitem 501, 50;
+ set RESRVPTS, RESRVPTS - 1900;
+ close;
+ M_2f:
+ if(RESRVPTS < 2100) goto sL_LowPts2;
+ mes "[Kafra]";
+ mes "Here you are.";
+ getitem 501, 60;
+ set RESRVPTS, RESRVPTS - 2100;
+ close;
+ M_2g:
+ if(RESRVPTS < 2300) goto sL_LowPts2;
+ mes "[Kafra]";
+ mes "Here you are.";
+ getitem 501, 75;
+ set RESRVPTS, RESRVPTS - 2300;
+ close;
+ M_2h:
+ if(RESRVPTS < 2500) goto sL_LowPts2;
+ mes "[Kafra]";
+ mes "Here you are.";
+ getitem 501, 85;
+ set RESRVPTS, RESRVPTS - 2500;
+ close;
+ M_2i:
+ if(RESRVPTS < 2800) goto sL_LowPts2;
+ mes "[Kafra]";
+ mes "Here you are.";
+ getitem 501, 100;
+ set RESRVPTS, RESRVPTS - 2800;
+ close;
+ M_2j:
+ if(RESRVPTS < 3000) goto sL_LowPts2;
+ set RESRVPTS, RESRVPTS - 3000;
+ mes "[Kafra]";
+ mes "^0000FF2nd Lottery Opportunity!!^000000";
+ set @Lotto, 2;
+ next;
+ callfunc "F_Lottery";
+ goto M_End;
+
+ sL_LowPts2:
+ mes "[Kafra]";
+ mes "I'm sorry but you do not have enough reserve points for that selection.";
+ next;
+ goto M_2;
+
+ M_End:
+ mes "[Kafra]";
+ mes "Please come back anytime when you have more reserve points.";
+ cutin "",255;
+ close;
+}
+
+// Special Reserve 2 ----------------------------------------------
+aldeba_in,88,161,3 script Kafra#05 115,{
+ cutin "kafra_03",2;
+ mes "[Kafra]";
+ mes "Welcome ^5577FF"+strcharinfo(0)+"^000000. We are currently having a special event for our customers.";
+ mes "You can get free gifts by using your ^FF5533special reserve points^000000 in the ^3355FFSpecial Kafra Gift Event^000000!!";
+ next;
+ mes "[Kafra]";
+ mes "Would you like to use your points?";
+ next;
+ menu "Yes I would.",-, "Maybe next time.",M_End;
+
+ mes "[Kafra]";
+ mes "You have the following amount of special reserve points: ^5544FF"+RESRVPTS+"^000000.";
+ mes "Make a choice and test your luck!";
+ next;
+ menu "5000pts = 1st Lottery Chance!",sM_1st, "7000pts = 2nd Lottery Chance!",sM_2nd, "10000pts = 3rd Lottery Chance!",sM_3rd, "Cancel",M_End;
+
+ sM_1st:
+ if(RESRVPTS < 5000) goto sL_NotEnuf;
+ set RESRVPTS, RESRVPTS - 5000;
+ set @Lotto, 3;
+ callfunc "F_Lottery";
+ goto M_End;
+ sM_2nd:
+ if(RESRVPTS < 7000) goto sL_NotEnuf;
+ set RESRVPTS, RESRVPTS - 7000;
+ set @Lotto, 4;
+ callfunc "F_Lottery";
+ goto M_End;
+ sM_3rd:
+ if(RESRVPTS < 10000) goto sL_NotEnuf;
+ set RESRVPTS, RESRVPTS - 10000;
+ set @Lotto, 5;
+ callfunc "F_Lottery";
+ goto M_End;
+
+ sL_NotEnuf:
+ mes "[Kafra]";
+ mes "I'm sorry dear but you do not have enough points for this selection.";
+ cutin "",255;
+ close;
+ M_End:
+ mes "[Kafra]";
+ mes "No problem. Collect more and more special reserve points by using the Kafra Services found throughout Rune Midgard.";
+ mes "Thank you for using Kafra Corp. services.";
+ cutin "",255;
+ close;
+}
+
+// Function F_Lottery ------------------------------------------------------------------------------------------
+function script F_Lottery {
+ mes "[Kafra]";
+ mes "You have the unique opportunity to win a prize sent down from the heavens themselves!!";
+ next;
+ mes "[Kafra]";
+ mes "Don't miss this one and only chance! Now dear, are you ready?";
+ next;
+ mes "[Kafra]";
+ mes "How many times do you want the Lottery Machine to spin? You can choose up to 5 times.";
+ next;
+ input @input;
+ if(@input < 1 || @input > 5) set @input, rand(1,5); //Lupus's fix
+ callsub sF_Spin;
+ mes "[Kafra]";
+ mes "Ok~ Let me check the results~ guess what it is?";
+ next;
+ mes "[Kafra]";
+ mes "^FF0000Lets see.... This is...!!^000000";
+ next;
+ if(@temp < 1) goto sL_Prize1;
+ if(@temp < 2) goto sL_Prize2;
+ if(@temp < 3) goto sL_Prize3;
+ if(@temp <= 4) goto sL_Prize4;
+ goto sL_Prize5;
+
+ sL_Prize1:
+ mes "[Kafra]";
+ mes "WOW!!!!..... You win!!! 1st Prize~! Congratulations~~ You got the 1st prize~~";
+ if(@Lotto == 1) getitem 2328,1;//Items: Wooden_Mail,
+ if(@Lotto == 2) getitem 2307,1;//Items: Mantle,
+ if(@Lotto == 3) getitem 657,10;//Items: Berserk_Potion,
+ if(@Lotto == 4) {
+ getitem 607,2;//Items: Yggdrasilberry,
+ getitem 608,1;//Items: Yggdrasil_Seed,
+ }
+ if(@Lotto == 5) getitem 607,3;//Items: Yggdrasilberry,
+ return;
+ sL_Prize2:
+ mes "[Kafra]";
+ mes "Oh! WOW! You've won the 2nd prize! Congratulations!!";
+ if(@Lotto == 1) getitem 2403,1;//Items: Shoes,
+ if(@Lotto == 2) getitem 2226,1;//Items: Cap,
+ if(@Lotto == 3) getitem 2201,1;//Items: Sunglasses,
+ if(@Lotto == 4) getitem 526,3;//Items: Royal_Jelly,
+ if(@Lotto == 5) {
+ getitem 608,1;//Items: Yggdrasil_Seed,
+ getitem 526,10;//Items: Royal_Jelly,
+ }
+ return;
+ sL_Prize3:
+ mes "[Kafra]";
+ mes "Congratulations! You've won the 3rd prize.";
+ if(@Lotto == 1) getitem 602,4;//Items: Butterfly_Wing,
+ if(@Lotto == 2) getitem 505,3;//Items: Blue_Potion,
+ if(@Lotto == 3) getitem 2203,1;//Items: Glasses,
+ if(@Lotto == 4) getitem 504,15;//Items: White_Potion,
+ if(@Lotto == 5) getitem 504,30;//Items: White_Potion,
+ return;
+ sL_Prize4:
+ mes "[Kafra]";
+ mes "You've won the 4th prize.";
+ if(@Lotto == 1) getitem 516,100;//Items: Sweet_Potato,
+ if(@Lotto == 2) getitem 501,150;//Items: Red_Potion,
+ if(@Lotto == 3) getitem 502,150;//Items: Orange_Potion,
+ if(@Lotto == 4) getitem 505,5;//Items: Blue_Potion,
+ if(@Lotto == 5) getitem 505,10;//Items: Blue_Potion,
+ return;
+ sL_Prize5:
+ mes "[Kafra]";
+ mes "You've won the 5th prize.";
+ if(@Lotto == 1) getitem 516,50;//Items: Sweet_Potato,
+ if(@Lotto == 2) getitem 501,100;//Items: Red_Potion,
+ if(@Lotto == 3) getitem 501,200;//Items: Red_Potion,
+ if(@Lotto == 4) getitem 501,250;//Items: Red_Potion,
+ if(@Lotto == 5) getitem 501,300;//Items: Red_Potion,
+ return;
+
+sF_Spin:
+ mes "[Lottery Machine]";
+ mes "Number of spins remaining: "+@input;
+ next;
+ mes "[Lottery Machine]";
+ mes "(rumble~rumble~rumble~)...";
+ next;
+ set @temp, rand(10);
+ set @input, @input -1;
+ if(@input <= 0) return;
+ goto sF_Spin;
+}
+
+// Inside Clock Tower
+//============================================================
+c_tower3,10,249,4 script Gatekeeper#ct 84,{
+ //Key_Of_Clock_Tower
+ callfunc "F_ClockTowerGate","4th",7026,"c_tower4",185,44;
+}
+
+alde_dun03,264,16,4 script Gatekeeper#ct1 101,{
+ //Underground_Key
+ callfunc "F_ClockTowerGate","B4th",7027,"alde_dun04",79,267;
+}
+
+function script F_ClockTowerGate {
+ mes "[Gatekeeper Boy]";
+ mes "Welcome to";
+ mes "Kinase - Blue Gallino";
+ mes "The one of Local Speciality in Aldebaran.";
+ mes "You can't go through from "+getarg(0)+" Floor,";
+ mes "Please go back.";
+ next;
+ switch(select("About Clock Tower:About the "+getarg(0)+" Floor:Move to the "+getarg(0)+" Floor:End Dialogue")) {
+ case 1:
+ mes "[Gatekeeper Boy]";
+ mes "Homeland of Alchemy,Aldebaran!";
+ mes "Long Time ago, there were";
+ mes "3 Legendary Alchemists...They are";
+ mes "Bruke Seimer";
+ mes "Philip Warisez";
+ mes "And ..";
+ next;
+ mes "[Gatekeeper Boy]";
+ mes "Romero Specialre!";
+ mes "This venerable architecture is";
+ mes "their masterpiece.";
+ mes "I assume you would feel something unusual";
+ mes "While on the way to this floor,";
+ mes "Every feature of This Clocktower ";
+ next;
+ mes "[Gatekeeper Boy]";
+ mes "Consists of Mysterious Ancient Magics.";
+ mes "If you just wander around here,";
+ mes " without any intention";
+ next;
+ mes "[Gatekeeper Boy]";
+ mes "By any means,";
+ mes "You will meet with a mishap";
+ mes "by Gatekeeper Creatures.";
+ mes "Please be careful ..";
+ close;
+ case 2:
+ mes "[Gatekeeper Boy]";
+ mes "Ancient Alchemists";
+ mes "Sealed the Gate of 4th Floor using an Alchemistic Device ";
+ mes "To keep something";
+ mes "From Evil Creatures and Human Enemies.";
+ mes "To go through this door";
+ next;
+ mes "[Gatekeeper Boy]";
+ mes "It needs a Key.";
+ mes "That Key has rumored to be possessed by Gatekeeper Creatures";
+ mes "Prowling around here.";
+ next;
+ mes "[Gatekeeper Boy]";
+ mes "The Key is the Intensiveness of Ancient Alchemy,";
+ mes "By hearsay When used once,";
+ mes "It will be released from being spelled";
+ mes "And be disapeared.";
+ next;
+ mes "[Gatekeeper Boy]";
+ mes "If that key";
+ mes "Comes into your porssession,";
+ mes "Please show me.";
+ mes "The one who possesses the Key";
+ mes "Will have access to go through";
+ mes "This Gate with his own will!";
+ next;
+ mes "[Gatekeeper Boy]";
+ mes "I will give you a chance.";
+ mes ". . . . .";
+ close;
+ case 3:
+ if (countitem(getarg(1)) > 0) {
+ mes "[Gatekeeper Boy]";
+ mes "Hmm! I already felt that you are not an Ordinary person,";
+ mes "Now it seems to be successful in Speculation.";
+ mes "Please,You may enter.";
+ mes "May God bless you ..";
+ close2;
+ delitem getarg(1),1;
+ warp getarg(2),getarg(3),getarg(4);
+ end;
+ }
+ else {
+ mes "[Gatekeeper Boy]";
+ mes ". . . . . .";
+ mes "Unfortunately you don't have a privilege";
+ mes "To enter this Gate ..";
+ mes "You won't be able to go through";
+ mes "As long as Ancient Alchemists";
+ mes " Don't grant you.";
+ close;
+ }
+ case 4:
+ mes "[Gatekeeper Boy]";
+ mes "This Clock Tower";
+ mes "Is the place where the 3 Ancient Legendary Alchemists";
+ mes "Has left their Spirits and Skills.";
+ mes "Please Do not Scribble or Damage on the Interior.";
+ close;
+ }
+}
diff --git a/npc/pre-re/cities/amatsu.txt b/npc/pre-re/cities/amatsu.txt
new file mode 100644
index 000000000..08ec8748a
--- /dev/null
+++ b/npc/pre-re/cities/amatsu.txt
@@ -0,0 +1,602 @@
+//===== rAthena Script =======================================
+//= Amatsu Script
+//===== By: ==================================================
+//= Some people & rAthena Dev Team
+//===== Current Version: =====================================
+//= 1.3
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Amatsu Town Script
+//===== Additional Comments: =================================
+//= 1.3 Rescripted to Aegis 10.3 Standards. [L0ne_W0lf]
+//= Moved elemental stone trader to 'elemental_trader.txt'
+//============================================================
+
+// Amatsu Transportation
+//=====================================================
+alberta,246,74,3 script Sea Captain#ama1 709,{
+ mes "[Walter Moers]";
+ mes "Hey, there.";
+ mes "Have you ever heard that there";
+ mes "are totally different countries";
+ mes "than the Rune-Midgard Kingdom?";
+ next;
+ switch(select("About Amatsu...:Go to Amatsu:Cancel")) {
+ case 1:
+ mes "[Walter Moers]";
+ mes "I heard that a drifting ship";
+ mes "accidentally discovered it...";
+ mes "The ship was totally destroyed";
+ mes "by a raging storm in heavy fog.";
+ mes " ";
+ next;
+ mes "[Walter Moers]";
+ mes "Anyway, the ship was wrecked";
+ mes "on the beach. It was there";
+ mes "he arrived at a town called Amatsu.";
+ next;
+ mes "[Walter Moers]";
+ mes "The towners took pity on him";
+ mes "and took care of his wounds.";
+ mes "He lived there until he finished making a map.";
+ next;
+ mes "[Walter Moers]";
+ mes "He passed away when he returned";
+ mes "to Rune-Midgard. Fortunately,";
+ mes "the map was given to our king, Tristan III.";
+ next;
+ mes "[Walter Moers]";
+ mes "King Tristan III announced";
+ mes "that he would reward any";
+ mes "person brave enough to venture to Amatsu, and spread copies of this map.";
+ next;
+ mes "[Walter Moers]";
+ mes "Many brave and adventurous";
+ mes "sea captains took the";
+ mes "challenge. Great fortune could";
+ mes "be made in trade with Amatsu, as well as the rewards from King Tristan III...";
+ next;
+ mes "[Walter Moers]";
+ mes "However, they all failed!";
+ mes "To overcome various currents";
+ mes "and bad weather, lots of";
+ mes "experience is required. But they were all blinded by their greed...";
+ next;
+ mes "[Walter Moers]";
+ mes "Finally, a great man discovered";
+ mes "the perfect sealane to Amatsu...";
+ mes "Right! That is me. Sir Walter";
+ mes "Moers. I started the trade with Amatsu! Hahaha! Well, that's all about Amatsu.";
+ next;
+ mes "[Walter Moers]";
+ mes "I made good money from trades";
+ mes "for years, and now I'm interested";
+ mes "in tourism. If you want to go to Amatsu, let me know~!";
+ close;
+ case 2:
+ mes "[Walter Moers]";
+ mes "Oh yeah? It's a long way to";
+ mes "Amatsu. That's why we are";
+ mes "charging a fare. You don't think that crossing oceans and currents is easy, do you?";
+ next;
+ mes "[Walter Moers]";
+ mes "10,000 zeny for a round-trip! I've";
+ mes "got a stately room in a sturdy and";
+ mes "safe trade ship for you. It is a ";
+ mes "reasonable fare when you consider";
+ mes "that this isn't a one way trip.";
+ next;
+ mes "[Walter Moers]";
+ mes "Shall we go now? You didn't forget";
+ mes "the fare, right? Let's go.";
+ next;
+ if (select("All Aboard!:Cancel") == 1) {
+ if (Zeny > 9999) {
+ mes "[Walter Moers]";
+ mes "Alright, I will start the engine!";
+ close2;
+ set zeny,zeny-10000;
+ warp "amatsu",197,83;
+ end;
+ }
+ mes "[Walter Moers]";
+ mes "Were you even listening to me?";
+ mes "10,000 zeny. If you got";
+ mes "nothing, find some treasure";
+ mes "somewhere, like in a wrecked ship...Show me the money!";
+ close;
+ }
+ mes "[Walter Moers]";
+ mes "If you are an adventurer,";
+ mes "this is a great chance";
+ mes "to experience a different culture...Well, it is up to you.";
+ close;
+ case 3:
+ mes "[Walter Moers]";
+ mes "If you are tired of your daily";
+ mes "life, take a trip to a distant";
+ mes "country across the ocean.";
+ mes "Someplace like, oh I don't know, Amatsu~";
+ close;
+ }
+}
+
+amatsu,194,79,5 script Sea Captain#ama2 709,{
+ mes "[Walter Moers]";
+ mes "You came... Did you enjoy";
+ mes "your trip to Amatsu...?";
+ mes "Alright, I will take you";
+ mes "back to Alberta.";
+ next;
+ if (select("Back to Alberta:Cancel") == 1) {
+ mes "[Walter Moers]";
+ mes "Let's go then. You must have";
+ mes "so many things to talk about,";
+ mes "right? All aboard now.";
+ close2;
+ warp "alberta",244,72;
+ end;
+ }
+ mes "[Walter Moers]";
+ mes "Well, take your time.";
+ mes "The ship to Alberta is";
+ mes "always ready to depart...";
+ close;
+}
+
+// Generic Amatsu NPCs
+//=====================================================
+amatsu,230,160,3 script Well-side Maiden#ama 757,{
+ mes "[Yuuko]";
+ mes "I usually come to this well to";
+ mes "draw water, but never when it's";
+ mes "foggy or rainy. For some reason";
+ mes "whenever the weather is a";
+ mes "certain way, I feel like...";
+ next;
+ mes "[Yuuko]";
+ mes "...someone...or some thing is";
+ mes "struggling to crawl out from";
+ mes "the bottom of this well...";
+ mes "It really gives me the creeps.";
+ close;
+}
+
+amatsu,179,107,4 script John#ama 86,{
+ mes "[John]";
+ mes "Yo~";
+ mes "You're not from around here.";
+ mes "Heh, another outsider.";
+ mes "Just like me...";
+ next;
+ mes "[John]";
+ mes "It's been five long years";
+ mes "since I've started doing";
+ mes "business here...";
+ next;
+ mes "[John]";
+ mes "Af first, I thought, 'What";
+ mes "a great chance!' when the";
+ mes "trade between the Rune-Midgard";
+ mes "Kingdom and Amatsu started.";
+ next;
+ mes "[John]";
+ mes "I wanted to do something great";
+ mes "and make the most of this";
+ mes "new opportunity.";
+ next;
+ mes "[John]";
+ mes "And so, I decided to go to";
+ mes "Amatsu so I could learn to make";
+ mes "Amatsu cuisine. Then, I could";
+ mes "return to my hometown and make";
+ mes "this exotic food for everyone.";
+ next;
+ mes "[John]";
+ mes "But, I fell in love with Amatsu";
+ mes "and I ended up sticking around";
+ mes "here for the last five years.";
+ mes "During all that time, I've";
+ mes "been learning Amatsu cuisine,";
+ next;
+ mes "[John]";
+ mes "and cooking these dishes for";
+ mes "the towners, and enjoying myself";
+ mes "by talking to the locals,";
+ mes "transfixed in this very spot.";
+ next;
+ mes "[John]";
+ mes "But recently, across the street,";
+ mes "the Sushi Master opened his shop.";
+ mes "...";
+ mes "Now, my only customers are flies.";
+ next;
+ mes "[John]";
+ mes "I was hoping to fulfill my";
+ mes "dream of becoming a renowned chef";
+ mes "in Amatsu, but...";
+ mes "I guess it's over...";
+ close;
+}
+
+amatsu,205,163,3 script Mimi#ama 759,{
+ mes "[Mimi]";
+ mes "Puhuhu~!";
+ mes "Did you see Miss Amatsu near";
+ mes "the Harbor? Isn't she";
+ mes "preeeetty?";
+ next;
+ mes "[Mimi]";
+ mes "I'm going to enter the Miss";
+ mes "Amatsu Contest when I'm older.";
+ next;
+ mes "[Mimi]";
+ mes "I'm sure that I'm the prettiest";
+ mes "in this town but...";
+ mes "A lady can always use a little more makeup.";
+ close;
+}
+
+amatsu,185,115,3 script Drunken Man#ama 765,{
+ mes "[Kosake]";
+ mes "*Hiccup*...My wife is just like,";
+ mes "...like a man...*Hiccup*...";
+ mes "I'm going to really...*Hiccup*...not go home this time...Hiccup";
+ next;
+ if (select("Stop drinking and go home:Let's drink together") == 1) {
+ mes "[Kosake]";
+ mes "What?! Do you want me to get";
+ mes "hit by my wife's big fist?";
+ mes "That's right! I said 'big fist!'";
+ next;
+ mes "[Kosake]";
+ mes "Sad to say, I married a woman";
+ mes "with man hands...";
+ mes "Big, strong hands that can kill a tiger.";
+ next;
+ mes "[Druken Man]";
+ mes "It was in Ko...Koko-something";
+ mes "town. She hit me because I";
+ mes "lost some money...*Hiccup*";
+ next;
+ mes "[Druken Man]";
+ mes "Life~~ is~~ nothing~~~";
+ mes "What is zeny~~~~ ";
+ mes "*Hiccup*...... *Hiccup*.......";
+ mes ".......................";
+ mes "........Z.z..z...zzz...";
+ close;
+ }
+ mes "[Kosake]";
+ mes "Heh heh... nice lad...";
+ mes "But you know *Hiccup*";
+ mes "I can't give you any of mine! Heheheh...";
+ next;
+ mes "[Kosake]";
+ mes "If you buy me a drink, I will think about it...Hehehe...*Hiccup*..";
+ close;
+}
+
+amatsu,217,179,1 script Grandma#ama 760,{
+ mes "[Hatsue]";
+ mes "I'm worried about my husband.";
+ mes "He lost a lot of money in some distant town today.";
+ next;
+ mes "[Hatsue]";
+ mes "I got so mad at him, he ran off in";
+ mes "fear! I'm worried...what if he";
+ mes "went to the bar and starts drinking again? The man just doesn't have any backbone. *Phew*";
+ close;
+}
+
+amatsu,287,266,3 script Jyaburo#ama 766,{
+ mes "[Jyaburo]";
+ mes "This place is special to me.";
+ mes "It's filled with memories of my wife.";
+ next;
+ mes "[Jyaburo]";
+ mes "It was under that big tree where";
+ mes "I first told her I loved her. At";
+ mes "the time, I really didn't know that she also had feelings for me.";
+ next;
+ mes "[Jyaburo]";
+ mes "After that day, we had many";
+ mes "conversations here. Quiet";
+ mes "and peaceful, this was our";
+ mes "favorite place to be together.";
+ next;
+ mes "[Jyaburo]";
+ mes "When I close my eyes here, I";
+ mes "can picture our good times,";
+ mes "and it feels like it all happened yesterday.";
+ mes "...";
+ next;
+ mes "[Jyaburo]";
+ mes "My wife passed away...";
+ mes "So now I only come here by";
+ mes "myself...But I feel like I'm with her whenever I'm here.";
+ next;
+ mes "[Jyaburo]";
+ mes "Do you have anyone that you";
+ mes "think about? If you have a";
+ mes "special someone, don't hesitate";
+ mes "or hold back. Be sure to treat";
+ mes "that person specially.";
+ next;
+ mes "[Jyaburo]";
+ mes "Human beings live such short";
+ mes "lives. But we're able to laugh";
+ mes "throughout life and forget the";
+ mes "sadness.";
+ mes "...Always be happy.";
+ close;
+}
+
+// Legendary Tree
+//=====================================================
+amatsu,269,221,1 script Propose Girl#ama 758,{
+ set jap_tree,1;
+ mes "[Hutari Shioko]";
+ mes "It is a pleasure to meet you.";
+ mes "My name is Hutari Shioko.";
+ mes "My hobby is listening to music.";
+ mes "I'm an avid fan of classical music.";
+ next;
+ mes "[Hutari Shioko]";
+ mes "There is an old story about";
+ mes "the hill in our town.";
+ mes "Have you heard this story before?";
+ next;
+ mes "[Hutari Shioko]";
+ mes "It is said that if you propose";
+ mes "under that tree, you and your";
+ mes "lover will live a happy life for all eternity.";
+ next;
+ mes "[Hutari Shioko]";
+ mes "However, the proposal can not be";
+ mes "done at any given time. The legend states that it can only be done on Saturday evenings.";
+ next;
+ mes "[Hutari Shioko]";
+ mes "After the proposal, the reply must";
+ mes "be answered before Sunday evening. This is the most crucial part of it.";
+ next;
+ emotion e_lv2;
+ mes "[Hutari Shioko]";
+ mes "If you like someone...";
+ mes "You should try proposing";
+ mes "under that tree. I'm sure ";
+ mes "happy things will happen, if you do.";
+ close;
+}
+
+amatsu,243,202,3 script Drama Teacher#ama 760,{
+ set jap_tree,2;
+ mes "[Garakame sensei]";
+ mes "This is a beautiful place";
+ mes "with everlasting cherry blossoms.";
+ mes "Also, this town is the origin of";
+ mes "legendary play, 'White Dryad.' ";
+ next;
+ if (Sex) {
+ mes "[Garakame sensei]";
+ mes "If you know a girl who is";
+ mes "talented in acting, please";
+ mes "bring her to me. I have been";
+ mes "searching for a girl who could";
+ mes "play the role as the 'White Dryad.'";
+ next;
+ mes "[Garakame sensei]";
+ mes "The 'White Dryad' is a nymph of";
+ mes "cherry tree... It has been hard to";
+ mes "find a girl who can perform";
+ mes "as the 'White Drayd...'";
+ close;
+ }
+ emotion e_gasp;
+ mes "[Garakame sensei]";
+ mes "Are you interested in acting?";
+ mes "I need someone who sees";
+ mes "the passion in acting and";
+ mes "can understand my vision.";
+ next;
+ mes "[Garakame sensei]";
+ mes "When you stand on the stage,";
+ mes "you need to become the";
+ mes "character. Your acting needs";
+ mes "to touch the hearts of the";
+ mes "audience and touch their souls.";
+ next;
+ mes "[Garakame sensei]";
+ mes "Everyone's life is like a ";
+ mes "drama, right? Enjoy your life";
+ mes "as what you are and find me";
+ mes "someday when you are ready.";
+ close;
+}
+
+amatsu,283,203,1 script Bonubonu#ama1 1323,{
+ end;
+}
+
+amatsu,283,203,1 script Bonubonu#ama2 111,{
+ set jap_tree,3;
+ emotion e_swt2;
+ mes "[Bonubonu]";
+ mes "That tree on the hill is";
+ mes "a very old tree. It is a big";
+ mes "cherry tree with everlasting blossoms.";
+ next;
+ emotion e_swt2;
+ mes "[Bonubonu]";
+ mes "There is something about this";
+ mes "tree that makes me forget about";
+ mes "all the troubles in my life when I sit under it.";
+ next;
+ emotion e_swt2;
+ mes "[Bonubonu]";
+ mes "Everything about this tree is";
+ mes "simply wonderful...";
+ mes "I can't really describe how";
+ mes "I feel when I look at it...";
+ mes "It just leaves me breathless...";
+ next;
+ emotion e_swt2;
+ mes "[Bonubonu]";
+ mes "You should visit the tree and";
+ mes "spend some time there.";
+ mes "It is really a miraculous and gracious tree...";
+ close;
+}
+
+amatsu,274,178,7 script Veterinarian#ama 735,{
+ set jap_tree,4;
+ mes "[Sakura Seiichi]";
+ mes "Ah... I'm not a weirdo so";
+ mes "don't panic. I'm just an ordinary";
+ mes "veterinarian. My job is curing";
+ mes "sick animals.";
+ mes " ";
+ next;
+ mes "[Sakura Seiichi]";
+ mes "By the way... Do you know?";
+ mes "The story about the cherry tree";
+ mes "on the hill...I guess you haven't heard about it...";
+ next;
+ mes "[Sakura Seiichi]";
+ mes "That tree has a secret of";
+ mes "keeping its beauty and whiteness.";
+ mes "The secret is...";
+ mes "There are corpses buried under...";
+ mes "that tree...";
+ next;
+ if (select("How horrible!:You have got to be kidding.") == 1) {
+ mes "[Sakura Seiichi]";
+ mes "Kuhuhu... They could be...";
+ mes "By the way, do you want";
+ mes "make a bet on it...?";
+ next;
+ emotion e_dots;
+ mes "[Sakura Seiichi]";
+ mes "If I..........";
+ mes "............";
+ mes ".........";
+ next;
+ mes "^3355FFHis voice was getting lower";
+ mes "and lower as the wind blew.";
+ mes "Finally, I couldn't even hear his voice. I can't even recall what he was trying to tell me...^000000";
+ close;
+ }
+ mes "[Sakura Seiichi]";
+ mes "I can't help it if you think that way. But one day, you too could be buried underneath...";
+ next;
+ emotion e_dots;
+ mes "[Sakura Seiichi]";
+ mes "Haha... Hahaha.....";
+ mes "...............";
+ mes "...........";
+ next;
+ mes "^3355FFHis laugh was getting lower";
+ mes "and lower as the wind blew.";
+ mes "Finally, I couldn't even hear anything. I can't even recall what he was trying to tell me...^000000";
+ close;
+}
+
+amatsu,262,197,1 script Legendary Tree 111,{
+ if (jap_tree == 1) {
+ mes "^3355FFAs she mentioned, this tree";
+ mes "seems to be a famous place";
+ mes "for proposing lovers.";
+ mes "There were several carved symbols";
+ mes "of hearts and initials of lovers";
+ mes "on the bark.^000000";
+ next;
+ mes "^3355FFBesides proposals, people";
+ mes "gather under this tree when";
+ mes "they discuss important";
+ mes "matters. I could listen to";
+ mes "all kinds of stories";
+ mes "in this magnificent place.^000000";
+ close;
+ }
+ else if (jap_tree == 2) {
+ mes "^3355FFThe legendary play, 'White Dryad'.....";
+ mes "I never heard about that title but";
+ mes "it sounds familiar.";
+ mes "Nymph of cherry tree... What would";
+ mes "be her position in the play?^000000";
+ next;
+ if (Sex) {
+ mes "^3355FFI would like to find";
+ mes "a person who is talented";
+ mes "in acting and help her until";
+ mes "she performs the play. However,";
+ mes "it seems to be easier said than done.^000000";
+ close;
+ }
+ mes "^3355FFI might have talent in";
+ mes "acting which hasn't been discovered yet. I thought, 'If I dress up, I should perform as the 'White Dryad...'^000000";
+ close;
+ }
+ else if (jap_tree == 3) {
+ mes "^3355FFUnlike other cherry trees,";
+ mes "this tree has a strong fragnance.";
+ mes "I just fell into a relaxed";
+ mes "mood. The fragnance eased";
+ mes "my burdens and I felt";
+ mes "very comfortable.^000000";
+ next;
+ mes "^3355FFIt was just for a few moments";
+ mes "but I could forget the";
+ mes "burdens of life. I wish to";
+ mes "come back again and";
+ mes "sit under this tree...^000000";
+ close;
+ }
+ else if (jap_tree == 4) {
+ mes "^3355FFThis strong fragnance";
+ mes "is making me dizzy. Not like";
+ mes "other cherry trees, this tree's";
+ mes "shimmering white petals";
+ mes "felt strange.^000000";
+ next;
+ mes "^3355FFIt feels as if my soul is";
+ mes "being drained if I stay here";
+ mes "longer. After a glimpse of";
+ mes "the cherry tree, I thought to";
+ mes "mayself, 'I must get out of here quickly.'^000000";
+ close;
+ }
+ mes "^3355FFThere was a cherry tree";
+ mes "on the hill. It doesn't look";
+ mes "like the other trees.";
+ mes "This tree seems to have";
+ mes "a long history...^000000";
+ next;
+ mes "^3355FFAre there any people";
+ mes "who live here? I took";
+ mes "a look around and found";
+ mes "someone down the hill.";
+ mes "I better ask her about this tree.^000000";
+ close;
+}
+
+//============================================================
+// Old changelog
+//============================================================
+//= Amatsu Town NPCs : Revision 2 (Fox quest fix)
+//= Translated by Makenshi and dj
+//= Revisions and edits by Valaris and Darkchild
+//= 1.01 event_sushi -> ama_sushi fixed
+//= and other fixes, thanks to Shinomori
+//= 1.02 Fixed & Spell Checked [massdriller]
+//= 1.03 Fixed 2 NPC names, slight optimization [Lupus]
+//= 1.04 Fixed a few typos [Nexon]
+//= 1.05 Changed all breaks to ends. [Skotlex]
+//= 1.06 The Captain now uses iRO dialog [MasterOfMuppets]
+//= 1.07 Implemented a missing NPC [MasterOfMuppets]
+//= 1.08 Removed Duplicates [Silent]
+//= 1.1 Split quests into quests/quests_amatsu.txt [Evera]
+//= 1.2 Fixed missing name [Evera]
+//============================================================
diff --git a/npc/pre-re/cities/ayothaya.txt b/npc/pre-re/cities/ayothaya.txt
new file mode 100644
index 000000000..19a9df081
--- /dev/null
+++ b/npc/pre-re/cities/ayothaya.txt
@@ -0,0 +1,314 @@
+//===== rAthena Script =======================================
+//= Ayotaya Town
+//===== By: ==================================================
+//= MasterOfMuppets
+//===== Current Version: =====================================
+//= 1.7
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Ayotaya Town Script
+//===== Additional Comments: =================================
+//= 1.6 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
+//= 1.7 Fixed character's anme bugs [Lupus]
+//============================================================
+
+// Ayothaya Transportation NPC
+//============================================================
+alberta,246,29,3 script Aibakthing#ayo 843,{
+ mes "[Aibakthing]";
+ mes "Hoo! Hah! Hoo! Hah!";
+ mes "Let me take you away to";
+ mes "a distant spiritual place,";
+ mes "a land of exotic mystery,";
+ mes "my hometown Ayotaya!";
+ next;
+ switch(select("About Ayotaya.:Go to Ayotaya.:Cancel.")) {
+ case 1:
+ mes "[Aibakthing]";
+ mes "We Ayotayans are a pious people who value peace and sincerity. We endeavor to lead simple, yet noble, lives in harmony with nature.";
+ next;
+ mes "[Aibakthing]";
+ mes "Our traditional cuisine is world famous. It's no surprise when we serve dishes like Tom Yum Goong, made of Shrimp, Lemon and Chillis, which has a tantalizing aroma and flavor beyond imagining.";
+ next;
+ mes "[Aibakthing]";
+ mes "For those who crave adventure, there is an age old story about the Sa-mhing Tiger, an evil creature that haunts our temple ruins.";
+ next;
+ mes "[Aibakthing]";
+ mes "Hoo! Hahh! Hoo! Hahh!";
+ mes "No man alive can resist the";
+ mes "call of this beautiful land.";
+ mes "Rune-Midgardians are";
+ mes "always welcome!";
+ close;
+ case 2:
+ mes "[Aibakthing]";
+ mes "Ah, you must pay 10,000 Zeny";
+ mes "if you wish to visit Ayotaya.";
+ mes "If you're ready, we can leave";
+ mes "right now~";
+ next;
+ if (select("I'm ready, let's go!:No.") == 1) {
+ if (Zeny > 9999) {
+ mes "[Aibakthing]";
+ mes "Hoo! Hah! Hoo! Hah!";
+ mes "Let us be off! Back to my";
+ mes "beautiful Ayotaya!";
+ close2;
+ set zeny,zeny-10000;
+ warp "ayothaya",149,71;
+ end;
+ }
+ mes "[Aibakthing]";
+ mes "I am sorry, but you do not have the 10,000 Zeny to travel to Ayotaya. Such a price is nothing compared to the experiences that await you!";
+ close;
+ }
+ mes "[Aibakthing]";
+ mes "Have you ever dreamed";
+ mes "of a beautiful place filled";
+ mes "with spiritual serenity? You";
+ mes "must have been dreaming";
+ mes "of Ayotaya, my friend.";
+ close;
+ case 3:
+ mes "[Aibakthing]";
+ mes "Have you ever dreamed";
+ mes "of a beautiful place filled";
+ mes "with spiritual serenity? You";
+ mes "must have been dreaming";
+ mes "of Ayotaya, my friend.";
+ close;
+ }
+}
+
+ayothaya,152,68,1 script Aibakthing#ayo2 843,{
+ mes "[Aibakthing]";
+ mes "Hoo! Hah! Hmm! Hah!";
+ mes "So, how did you like Ayotaya? Did you get a chance to try Tom Yum Goong? When you're ready, I shall take you back home.";
+ next;
+ if (select("Go back to Alberta.:Cancel.") == 1) {
+ mes "[Aibakthing]";
+ mes "You will be welcome to come back whenever you please. I hope that we will see each other again sometime soon. Thank you~";
+ close2;
+ warp "alberta",238,22;
+ end;
+ }
+ mes "[Aibakthing]";
+ mes "Ah yes. I understand that it is difficult to take leave of such a beautiful place. Do not worry";
+ mes "and take your time.";
+ close;
+}
+
+// Generic Ayothaya NPCs
+//============================================================
+ayothaya,189,120,3 script Young Man#Thang 843,{
+ mes "[Thang]";
+ mes "There's an ancient,";
+ mes "dreadful building in";
+ mes "Ayotaya that no one";
+ mes "here dares approach...";
+ next;
+ mes "[Thang]";
+ mes "In the past, a few curious people went inside, despite the horror stories, and never returned. What on earth could be going on inside of that place?";
+ next;
+ mes "[Thang]";
+ mes "However, if you want to prove your courage to others, confronting the danger inside might be a worthy challenge for an adventurer...";
+ mes "I think.";
+ close;
+}
+
+ayothaya,171,152,5 script Girl#Lalitha 838,{
+ set .@sit,rand(1,5);
+ if (.@sit > 0 && .@sit < 3) {
+ mes "[Lalitha]";
+ mes "Hello!";
+ mes "I don't think";
+ mes "we've met before.";
+ next;
+ mes "[Lalitha]";
+ mes "You must be";
+ mes "from Rune-Midgard.";
+ mes "After all, I know every single person living in this village.";
+ mes "Heh heh~";
+ next;
+ mes "[Lalitha]";
+ mes "Hmm...";
+ mes "May I ask about the land you";
+ mes "come from? I'm curious about";
+ mes "a lot of things in the outside world.";
+ next;
+ mes "[Lalitha]";
+ mes "You know, like the dresses and jewelry that ladies wear in other countries, whether or not the men are good looking, what kind of songs you have, what kind of girls that guys over there like...";
+ emotion e_what;
+ next;
+ mes "[" +strcharinfo(0)+ "]";
+ mes ".........";
+ next;
+ mes "[Lalitha]";
+ mes "..........";
+ emotion e_swt;
+ next;
+ mes "[Lalitha]";
+ mes "Okay~!";
+ mes "Take care and";
+ mes "enjoy your travels!";
+ close;
+ }
+ else if (.@sit > 2 && .@sit < 6) {
+ mes "[Lalitha]";
+ mes "When you go East from this";
+ mes "village, you will arrive at the ruins of an old shrine. It is now";
+ mes "a nest full of fearsome monsters.";
+ next;
+ mes "[Lalitha]";
+ mes "If you plan to venture through these ruins, you better prepare";
+ mes "as much as you can!";
+ next;
+ mes "[Lalitha]";
+ mes "Ah...";
+ mes "I wonder where";
+ mes "my Black Knight is~";
+ emotion e_lv;
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Don't you mean...";
+ mes "Knight in shining armor";
+ mes "riding a white horse?";
+ next;
+ mes "[Lalitha]";
+ mes "Hmm...?";
+ mes "Oh, well...";
+ mes "I'll take them both!";
+ mes "Hee hee~!";
+ close;
+ }
+ mes "[Lalitha]";
+ mes "Mmm...?";
+ mes "What's up?";
+ close;
+}
+
+ayothaya,143,102,5 script Old Man#ayothaya 842,{
+ mes "[Villager]";
+ mes "Ummm.";
+ mes "Hmmmmm...";
+ mes "Ummmmm...?";
+ next;
+ mes "[Villager]";
+ mes "You must be";
+ mes "an outsider.";
+ mes "Yes. Yes, indeed.";
+ next;
+ mes "[Villager]";
+ mes "Did you just ask";
+ mes "where am I going?";
+ mes "Why, to the Fishing Spot";
+ mes "just ahead. That's what";
+ mes "we old men do: fish.";
+ next;
+ mes "[Villager]";
+ mes "Hmmm...";
+ mes "Would you like to hear";
+ mes "something interesting? I've heard that someone found a ring inside";
+ mes "a fish he caught in the";
+ mes "Fishing Spot.";
+ next;
+ mes "[Villager]";
+ mes "Supposedly, there are lots of stories about people finding valuables inside of the fish they've been catching there.";
+ next;
+ mes "[Villager]";
+ mes "If you're lucky enough,";
+ mes "you might even become";
+ mes "a millionaire.";
+ mes "Heh heh heh~";
+ next;
+ mes "[Villager]";
+ mes "...!?";
+ mes "Ah, I came into the fish market! ^666666*Sigh*^000000 It seems I went the wrong way. The Fishing Spot is on the opposite side of this village.";
+ next;
+ mes "[Villager]";
+ mes "Since I'm here, it wouldn't be";
+ mes "a bad idea to look around. All of the seafood in this market is fresh and tasty. You'll regret it if you don't try some of this seafood";
+ mes "at least once.";
+ close;
+}
+
+ayothaya,197,189,5 script Young Man#1ayothaya 841,{
+ mes "[Kwan]";
+ mes "Phew, isn't it";
+ mes "soooo hot today?";
+ next;
+ mes "[Kwan]";
+ mes "You must be";
+ mes "from Rune-Midgard, huh?";
+ mes "I've seen a lot of tourists";
+ mes "coming from there recently.";
+ next;
+ mes "[Kwan]";
+ mes "You'd better be really careful if you travel outside of the village. Whatever you do, don't go into";
+ mes "the ruins of an old shrine";
+ mes "in the forest.";
+ next;
+ mes "[Kwan]";
+ mes "That place is far too";
+ mes "dangerous to visit. Still, I hear that if you had some kind of amulet, you could go there with";
+ mes "a little less worry...";
+ next;
+ mes "[Kwan]";
+ mes "Well, anyway, it's still a really good idea to stay away from that place. I hope you enjoy visiting Ayotaya, and that you keep safe~";
+ close;
+}
+
+ayothaya,214,142,5 script Young Man#5ayothaya 843,{
+ mes "[Detzi]";
+ mes "In Ayotaya, we have our own traditional martial arts. We, the young men of the village, practice our traditional martial arts in order to become strong.";
+ next;
+ mes "[Detzi]";
+ mes "Why don't you learn our martial arts? I guarantee that it will help you greatly in your travels.";
+ close;
+}
+
+ayothaya,241,264,5 script Young Man#5ayothaya2 843,{
+ mes "[Eik]";
+ mes "Hey...";
+ mes "You look pretty strong";
+ mes "You wanna challenge";
+ mes "me to a match?";
+ next;
+ if (select("Sure!:Nah~") == 1) {
+ mes "[Eik]";
+ mes "Ow ow ow!";
+ mes "I was just";
+ mes "kidding, man!";
+ next;
+ mes "[Eik]";
+ mes "I'm not so rude as to pick fights with strangers for no reason!";
+ emotion e_wah;
+ close;
+ }
+ mes "[Eik]";
+ mes "Real power is developed after having thousands of matches with other people. So, don't be afraid of fighting, okay?";
+ emotion e_pif;
+ close;
+}
+
+//============================================================
+// Old changelog
+//============================================================
+//= 0.1 Added a Sailor NPC to get back to Alberta [ZoDIaC]
+//= 0.2 fixed coords, dialogues
+//= 0.3 Fixed Warp name, ayotaya doesn't exist, even though iRO
+//= decided to call it Ayotaya, it really is Ayothaya, like
+//= that Yuno/Juno thing
+//= 0.4 Added the official warp npc for Ayothaya. [MasterOfMuppets]
+//= 1.0 Added most of the official npcs. The following quests were added: [MasterOfMuppets]
+//= Tom Yum Goong quest, Holy Threads quest and Holier threads quest.
+//= 1.0a some checks, optimization [Lupus]
+//= 1.1 Missing delitem fixed by Poki#3 [Lupus]
+//= 1.1a Fixed a typo and clarified a comment at the bottom of the script [MasterOfMuppets]
+//= 1.2 Fixed exploits [Lupus]
+//= 1.3 Removed Duplicates [Silent]
+//= 1.4 Moved quests to quests/quests_ayothaya.txt [Evera]
+//= 1.5 Moved a few NPC's to quests/quests_ayothaya.txt [MasterOfMuppets]
+//============================================================
diff --git a/npc/pre-re/cities/brasilis.txt b/npc/pre-re/cities/brasilis.txt
new file mode 100644
index 000000000..d005a72f3
--- /dev/null
+++ b/npc/pre-re/cities/brasilis.txt
@@ -0,0 +1,161 @@
+//===== rAthena Script =======================================
+//= Brasilis Town
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.2
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Brasilis Town Script
+//===== Additional Comments: =================================
+//= 1.0 First version. Transportation and Basic NPCs.
+//= 1.1 Fixed Zeny not being removed for payment. [Kisuka]
+//= 1.2 Updated dialog, added Ice Cream Maker. [L0ne_W0lf]
+//============================================================
+
+alberta,246,82,3 script Crewman#bra2 100,{
+ mes "[Crewman]";
+ mes "Hey, have you heard of a place called Brasilis?";
+ mes "It's a tropical city that's hot like the desert but also rainy. It is a very mysterious place.";
+ next;
+ mes "[Crewman]";
+ mes "We recently found a new ocean route to get there easily.";
+ mes "It's just 10,000 zeny for a round trip! So do you want to go?";
+ next;
+ switch(select("Take me to Brasilis!:I'll stay here.")) {
+ case 1:
+ if (Zeny > 9999) {
+ mes "[Crewman]";
+ mes "Cool~!! Let's go~!";
+ set zeny,zeny-10000;
+ close2;
+ warp "brasilis",314,60;
+ end;
+ }
+ else {
+ mes "[Crewman]";
+ mes "I said 10,000 zeny.";
+ close;
+ }
+ case 2:
+ mes "[Crewman]";
+ mes "Well if you're ever interested, let me know and I can take you there.";
+ close;
+ }
+}
+
+brasilis,316,57,3 script Crewman#bra1 100,{
+ mes "[Crewman]";
+ mes "My ship is going to back to Alberta, do you want to join us?";
+ next;
+ switch(select("Go back to Alberta.:Not yet~.")) {
+ case 1:
+ mes "[Crewman]";
+ mes "I sure do miss home.";
+ close2;
+ warp "alberta",243,82;
+ end;
+ case 2:
+ mes "[Crewman]";
+ mes "Ok, suit yourself. We'll see you when we get back then.";
+ close;
+ }
+}
+
+brasilis,155,165,3 script Signpost#bra1 858,{
+ mes ":: Art Museum ::";
+ close;
+}
+
+brasilis,195,231,3 script Signpost#bra2 858,{
+ mes ":: Verass Monument ::";
+ close;
+}
+
+brasilis,240,247,3 script Signpost#bra3 858,{
+ mes ":: Market ::";
+ mes " ";
+ mes "- For your Potions and Weaponry -";
+ close;
+}
+
+brasilis,303,309,3 script Signpost#bra4 858,{
+ mes ":: Jungle Cable ::";
+ mes "";
+ mes "- Not for the faint of heart -";
+ close;
+}
+
+brasilis,278,137,3 script Signpost#bra5 858,{
+ mes ":: Brasilis Hotel ::";
+ close;
+}
+
+brasilis,137,77,5 script Ice-Cream Maker 85,{
+ mes "[Ice Cream Maker]";
+ mes "Come~come~";
+ mes "Ice cream is the perfect snack for a hot day~";
+ mes "It's just ^3355FF100 Zeny^000000~";
+ mes "Ice Cream~";
+ mes "Get 'yer Ice Cream!";
+ next;
+ switch(select("Give me one!:Ice Cream?:Cancel.")) {
+ case 1:
+ mes "[Ice Cream Maker]";
+ mes "Since there are so many people want to get a cool ice cream you can order only 5 at a time.";
+ mes "So how many d'ya want?";
+ next;
+ while(1) {
+ input .@input; //,1,5;
+ if (.@input == 0) {
+ mes "[Ice Cream Maker]";
+ mes "None?";
+ mes "Fine get outta the way, I have customers to serve.";
+ close;
+ }
+ else if ((.@input < 0) || (.@input > 5)) {
+ mes "[Ice Cream Maker]";
+ mes "Wow.";
+ mes "You ordered too much.";
+ mes "If you eat over 5 you might need to fight with a monster in your stomach. Calm down buddy.";
+ next;
+ }
+ else
+ break;
+ }
+ set .@icecream_hap,.@input*100;
+ if (Zeny < .@icecream_hap) {
+ mes "[Ice Cream Maker]";
+ mes "Dood~! You don't have enough money.";
+ mes "It's only ^3355FF100 Zeny^000000~ Seriously!";
+ close;
+ }
+ if (!checkweight(536,.@input)) {
+ mes "[Ice Cream Maker]";
+ mes "You seem to have too much stuff.";
+ mes "Lighten your pack before buying this.";
+ close;
+ }
+ set zeny,zeny-.@icecream_hap;
+ getitem 536,.@input; //Ice_Cream
+ close;
+ case 2:
+ mes "[Ice Cream Maker]";
+ mes "'Ice cream is...";
+ mes "Wait, don't you know";
+ mes "what Ice Cream is?";
+ mes "What rock have you";
+ mes "been living under?";
+ next;
+ mes "[Ice Cream Maker]";
+ mes "I'm not going to even start with how weird that sounds.";
+ mes "Anyway, get 'yer Ice Cream right here while it's nice and cold.";
+ close;
+ case 3:
+ mes "[Ice Cream Maker]";
+ mes "Don't miss your chance to eat the greatest Ice Cream in all the land~!";
+ close;
+ }
+}
diff --git a/npc/pre-re/cities/comodo.txt b/npc/pre-re/cities/comodo.txt
new file mode 100644
index 000000000..5dbf99f89
--- /dev/null
+++ b/npc/pre-re/cities/comodo.txt
@@ -0,0 +1,515 @@
+//===== rAthena Script =======================================
+//= Comodo Town
+//===== By: ==================================================
+//= rAthena dev team
+//===== Current Version: =====================================
+//= 1.9
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Comodo Town NPCs
+//===== Additional Comments: =================================
+//= Not complete.
+//= 1.1 Rolled back from the wrong Kashy's fix
+//= Implemented the 'Cheese'/Stone of Awakening quest. Re-organized stuff. [kobra_k88]
+//= 1.2b Added Baby Class support [Lupus]
+//= 1.3 Spell Checked and Fixed [massdriller]
+//= 1.4 Fixed typos [Nexon]
+//= 1.5 Removed Duplicates [Silent]
+//= 1.6 Split doomed sword quest to quests/quests_comodo.txt [Evera]
+//= 1.7 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
+//= 1.8 Fixed a small bug. (close -> close2) [L0ne_W0lf]
+//= 1.9 Added a missing Kafra NPC. [L0ne_W0lf]
+//============================================================
+
+// Inside Comodo
+//============================================================
+cmd_in02,73,81,4 script Martine#cmd 48,{
+ mes "[Martine]";
+ mes "Gambling...? The games";
+ mes "provided here in the Comodo";
+ mes "Casino are a higher form of";
+ mes "entertainment than gambling.";
+ mes "Do you know what I mean?";
+ next;
+ mes "[Martine]";
+ mes "Granted, I did lose";
+ mes "all of my zeny playing";
+ mes "in this Casino, but I have";
+ mes "no regrets. I'll simply earn";
+ mes "more money, then blow it all";
+ mes "again. Or I just might win big!";
+ next;
+ mes "[Martine]";
+ mes "Bwahahahaahah~!";
+ mes "Yes, I can only lose so";
+ mes "many times until I hit the";
+ mes "jackpot! You see, you see?";
+ mes "I'm playing the freakin' odds.";
+ close;
+}
+
+cmd_in02,48,55,4 script Scoursege#cmd 51,{
+ mes "[Scoursege]";
+ mes "Damn it! Where did that";
+ mes "guy go? He promised me that";
+ mes "he'd easily double my money!";
+ mes "Wait. Oh, wait. Oh... Oh no...";
+ next;
+ mes "[Scoursege]";
+ mes "Don't tell me that I just got";
+ mes "conned out of my money!";
+ mes "Oh no! Still, I better report";
+ mes "this to the proper authorities,";
+ mes "no matter how ashamed I feel...";
+ close;
+}
+
+cmd_in02,64,43,4 script Roberto#cmd 709,{
+ mes "[Roberto]";
+ mes "Heh heh heh...";
+ mes "Whaaaat a gullible";
+ mes "guy. I took his money";
+ mes "so easily! I mean, I didn't";
+ mes "even come up with that great";
+ mes "of a lie, and he gave it to me!";
+ close;
+}
+
+cmd_in02,89,72,4 script Deniroz#cmd 89,{
+ mes "[Deniroz]";
+ mes "All I need is for this";
+ mes "little steel bead to fall";
+ mes "into the right hole. Then,";
+ mes "I'll win the jackpot. Alright.";
+ mes "Here goes. One last time...";
+ next;
+ mes "[Deniroz]";
+ mes "No! No, I was so close!";
+ mes "Alright, next time I should";
+ mes "be even closer, right? Yeah.";
+ mes "Okay, this time will be the";
+ mes "last time. Not again! Alright,";
+ mes "j-just one more t-time...";
+ close;
+}
+
+cmd_in02,178,92,4 script Shalone#cmd 101,{
+ mes "[Shalone]";
+ mes "Oh, I'm sorry, sir,";
+ mes "but it looks like you";
+ mes "lost again. Maybe you";
+ mes "should quit for now...";
+ mes "You've been having quite";
+ mes "a run of really bad luck...";
+ close;
+}
+
+cmd_in02,178,86,4 script Stonae#cmd 98,{
+ mes "[Stonae]";
+ mes "N-no...";
+ mes "I lost again?!";
+ mes "But I can't quit like";
+ mes "this! I'm gonna keep";
+ mes "going, and I'm gonna";
+ mes "leave this place a winner!";
+ close;
+}
+
+cmd_in02,172,105,4 script G . J#cmd 86,{
+ mes "[G . J]";
+ mes "The more I think about it,";
+ mes "it seems easier to become";
+ mes "rich by working, saving, and";
+ mes "making wise investments than";
+ mes "to, you know... Rely on some";
+ mes "kind of huge jackpot prize.";
+ next;
+ mes "[G . J]";
+ mes "Gambling seems fun, but";
+ mes "it seems smarter to make";
+ mes "money in other ways. Sure,";
+ mes "working hard is no fun, but";
+ mes "there are ways to use your^FFFFFF ^000000 money to make more of it, right?";
+ next;
+ mes "[G . J]";
+ mes "There's also the matter of";
+ mes "being smart and responsible";
+ mes "about your money--I mean, you're more likely to blow all your cash";
+ mes "if you win it, right? Yeah, you";
+ mes "gotta be wise about it all...";
+ close;
+}
+
+cmd_in02,174,126,4 script Loyar#cmd 83,{
+ mes "[Loyar]";
+ mes "Comodo Casino's interior";
+ mes "design is so pleasing to the";
+ mes "eyes, so clean and simple.";
+ mes "The atmosphere here is perfect,";
+ mes "and it makes me want to play ";
+ mes "some more. Alright, let's go!";
+ next;
+ switch(rand(1,3)) {
+ case 1:
+ mes "[Loyar]";
+ mes "Hmm... Maybe I better";
+ mes "go home soon. I didn't";
+ mes "spend all the money that";
+ mes "I set aside for gambling";
+ mes "quite yet, but it's not a good";
+ mes "idea to stay out too long.";
+ close;
+ case 2:
+ mes "[Loyar]";
+ mes "I have to admit, the";
+ mes "atmosphere of this place";
+ mes "is exciting and addictive.";
+ mes "Even when you're tired, the";
+ mes "energy of this place just";
+ mes "gets into you, you know?";
+ next;
+ mes "[Loyar]";
+ mes "Although this kind of place";
+ mes "may encourage people with";
+ mes "serious gambling problems,";
+ mes "it's much nicer to gamble";
+ mes "here than in a place that's";
+ mes "dirtier and more questionable.";
+ close;
+ case 3:
+ mes "[Loyar]";
+ mes "Whoa whoa whoa...";
+ mes "Why did that guy make";
+ mes "that bet? What an amateur...";
+ mes "Er, I guess you don't know";
+ mes "too much about this game.";
+ mes "As for me, I'm just a fan~";
+ next;
+ mes "[Loyar]";
+ mes "I'm a big fan of a lot";
+ mes "of these games, but I'll";
+ mes "admit that I'm an even bigger";
+ mes "fan of winning! Still, I have";
+ mes "enough sense to stay out of";
+ mes "those high stakes games.";
+ close;
+ }
+}
+
+cmd_in02,57,62,4 script Moo#cmd 109,{
+ set mooz,rand(1,10);
+ if (mooz == 1) {
+ mes "[Moo]";
+ mes "Those cheating punks!";
+ mes "They'll never show their";
+ mes "faces here again: otherwise";
+ mes "they're gonna hafta get new";
+ mes "ones! Oh--Sorry, I didn't";
+ mes "see you there~ Hahahaha~";
+ close;
+ }
+ else {
+ mes "[Moo]";
+ mes "Greetings, I am Moo,";
+ mes "manager of the Comodo";
+ mes "Casino. We pride ourselves in";
+ mes "serving all of our customers'";
+ mes "needs, doing all we can so that^FFFFFF ^000000 your visit here is unforgettable.";
+ next;
+ mes "[Moo]";
+ mes "All of our guests can enjoy";
+ mes "our general gaming area, and";
+ mes "we also provide a VIP area";
+ mes "where high rollers can play";
+ mes "exciting high stakes games.";
+ next;
+ mes "[Moo]";
+ mes "We always welcome all of";
+ mes "your suggestions, and are";
+ mes "always seeking to improve";
+ mes "your experience here in";
+ mes "the Comodo Casino.";
+ close;
+ }
+}
+
+// Comodo Field
+//============================================================
+cmd_fild04,188,74,4 script Zyosegirl#cmd 93,{
+ mes "[Zyosegirl]";
+ mes "People call me the";
+ mes "Sea Lady because I'm";
+ mes "always here working,";
+ mes "gathering clams and other";
+ mes "sea creatures to sell. It's";
+ mes "a pretty good living, actually.";
+ next;
+ mes "[Zyosegirl]";
+ mes "It's nice to be able to work";
+ mes "outdoors, but someday, I want";
+ mes "to save enough money and move";
+ mes "to the city. I'm still young, you^FFFFFF ^000000 know, and I've got dreams";
+ mes "that I want to fulfill~";
+ close;
+}
+
+cmd_fild04,248,86,4 script Ziyaol#cmd 709,{
+ mes "[Ziyaol]";
+ mes "Ahhh, it's nice being";
+ mes "a fisherman. You just";
+ mes "relax and let the fish";
+ mes "come to you. Well, it takes";
+ mes "some skill to catch as much";
+ mes "fish as I do with no effort~";
+ next;
+ mes "[Ziyaol]";
+ mes "I like the leisure involved";
+ mes "in my job, but if it's not one";
+ mes "thing, it's another. Yeah, that";
+ mes "daughter of mine over there";
+ mes "won't stop harping about ";
+ mes "moving to the biiig city.";
+ next;
+ mes "[Ziyaol]";
+ mes "Why does she want to leave";
+ mes "me so badly?! But if I don't";
+ mes "let her go, she'll run away.";
+ mes "What am I going to do with";
+ mes "that girl? Well, I can't really";
+ mes "stop her from dreaming...";
+ close;
+}
+
+cmd_fild04,267,137,4 script Daeguro#cmd 703,{
+ mes "[Daeguro]";
+ mes "I love playing in";
+ mes "the sand-- it's so soft";
+ mes "and clean and pretty!";
+ mes "But when I grow up,";
+ mes "I wanna go to Alberta";
+ mes "and see everything I can!";
+ close;
+}
+
+cmd_fild07,192,58,4 script Rahasu#cmd 100,{
+ mes "[Rahasu]";
+ mes "Hey, I'm Rahasu.";
+ mes "If you want to learn";
+ mes "a little more about";
+ mes "Paros Lighthouse, I'll";
+ mes "be happy to tell you.";
+ next;
+ if (select("Paros Lighthouse?:Cancel") == 1) {
+ mes "[Rahasu]";
+ mes "For many years, this";
+ mes "lighthouse guided many";
+ mes "ships to shore. That was";
+ mes "a long time ago: now this";
+ mes "lighthouse sits quietly,";
+ mes "unused, but never unloved.";
+ next;
+ mes "[Rahasu]";
+ mes "Although this place";
+ mes "isn't the center of";
+ mes "trade and commerce that";
+ mes "it used to be, plenty of";
+ mes "people still wander to this";
+ mes "area. I wonder why, exactly...";
+ close;
+ }
+ mes "[Rahasu]";
+ mes "Hey, before you leave,";
+ mes "you really ought to check";
+ mes "the view from the lighthouse.";
+ mes "It's... It's breathtaking...";
+ close;
+}
+
+cmd_fild07,52,280,4 script Hallosu#cmd 100,{
+ mes "[Hallosu]";
+ mes "Hello, this is one of the";
+ mes "lighthouses that make up";
+ mes "Paros Lighthouse. However,";
+ mes "right now it's undergoing";
+ mes "renovation, so it's not";
+ mes "open to the public.";
+ close;
+}
+
+cmd_fild07,299,83,4 script Zain#cmd 100,{
+ mes "[Zain]";
+ mes "Would you like to";
+ mes "board a ship on the";
+ mes "Reudelus route? You";
+ mes "can travel on Reudelus";
+ mes "to Alberta or Izlude.";
+ next;
+ switch(select("Alberta - 600 Zeny:Izlude - 800 Zeny:Cancel")) {
+ case 1:
+ if (Zeny < 600) {
+ mes "[Zain]";
+ mes "I'm sorry, but you";
+ mes "don't have enough";
+ mes "zeny for the boarding fare.";
+ close;
+ }
+ set zeny,zeny-600;
+ warp "alberta",192,169;
+ end;
+ case 2:
+ if (Zeny < 800) {
+ mes "[Zain]";
+ mes "I'm sorry, but you";
+ mes "don't have enough";
+ mes "zeny for the boarding fare.";
+ close;
+ }
+ set zeny,zeny-800;
+ warp "izlude",176,182;
+ end;
+ case 3:
+ mes "[Zain]";
+ mes "Travel by ship is";
+ mes "still one of the safest and";
+ mes "dependable methods of";
+ mes "transportation. I invite you";
+ mes "to try Reudelus travel soon~";
+ close;
+ }
+}
+
+cmd_fild07,94,134,4 script Sarumane#cmd 100,{
+ mes "[Sarumane]";
+ mes "Would you like to";
+ mes "board a ship on the";
+ mes "Reudelus route? You";
+ mes "can travel on Reudelus";
+ mes "to Alberta or Izlude.";
+ next;
+ switch(select("Alberta - 600 Zeny:Izlude - 800 Zeny:Cancel")) {
+ case 1:
+ if (Zeny < 600) {
+ mes "[Sarumane]";
+ mes "I'm sorry, but you";
+ mes "don't have enough";
+ mes "zeny for the boarding fare.";
+ close;
+ }
+ set zeny,zeny-600;
+ warp "alberta",192,169;
+ end;
+ case 2:
+ if (Zeny < 800) {
+ mes "[Sarumane]";
+ mes "I'm sorry, but you";
+ mes "don't have enough";
+ mes "zeny for the boarding fare.";
+ close;
+ }
+ set zeny,zeny-800;
+ warp "izlude",176,182;
+ end;
+ case 3:
+ mes "[Sarumane]";
+ mes "Travel by ship is";
+ mes "still one of the safest and";
+ mes "dependable methods of";
+ mes "transportation. I invite you";
+ mes "to try Reudelus travel soon~";
+ close;
+ }
+}
+
+
+cmd_in02,146,180,4 script Kafra Employee::kaf_comodo2 721,{
+ cutin "kafra_07",2;
+ mes "[Kafra Misty]";
+ mes "Welcome to the";
+ mes "Kafra Corporation.";
+ mes "You know that our";
+ mes "service is always";
+ mes "on your side~";
+ next;
+ mes "[Kafra Misty]";
+ mes "The Kafra Corporation";
+ mes "Western Division promises";
+ mes "the best quality service that";
+ mes "emphasizes reliability, and";
+ mes "total consumer satisfaction.";
+ mes "Thank you for your patronage~";
+ close2;
+ cutin "", 255;
+ end;
+}
+
+// Morroc Field
+//============================================================
+moc_fild12,35,303,4 script Serutero#cmd 59,{
+ mes "[Serutero]";
+ mes "Hello, I'm Serutero,";
+ mes "guardian of the roads that";
+ mes "lead to Sandaruman Fortress.";
+ mes "If you really want to go there,";
+ mes "I'll permit you to continue, but^FFFFFF ^000000 you must beware of its dangers...";
+ next;
+ switch(select("I'm going there!:Sandaruman Fortress?:Cancel")) {
+ case 1:
+ mes "[Serutero]";
+ mes "So you're really going";
+ mes "to go to Sandaruman";
+ mes "Fortress. Alright then,";
+ mes "good luck, and be careful!";
+ close2;
+ warp "cmd_fild08",331,319;
+ end;
+ case 2:
+ mes "[Serutero]";
+ mes "Although Sandaruman";
+ mes "Fortress is infested with";
+ mes "monsters now, it used to be";
+ mes "a province where people lived.";
+ mes "However, they were always";
+ mes "invaded and pillaged...";
+ next;
+ mes "[Serutero]";
+ mes "Sandaruman's inhabitants";
+ mes "eventually adapted to the";
+ mes "invasions, developing smoke";
+ mes "signals and fortifications to";
+ mes "withstand the ravages of war.";
+ mes "Then, Comodo was built...";
+ next;
+ mes "[Serutero]";
+ mes "Comodo grew in power and";
+ mes "influence and eventually annexed Sandaruman. More and more people";
+ mes "moved from the fortress to Comodo until Sandaruman Fotress was";
+ mes "essentially abandoned.";
+ next;
+ mes "[Serutero]";
+ mes "There were a few people";
+ mes "remaining in Sandaruman,";
+ mes "but they revolted and some";
+ mes "fledging government came into";
+ mes "power there. The monsters took";
+ mes "the chance to take over...";
+ next;
+ mes "[Serutero]";
+ mes "There's nothing around";
+ mes "Sandaruman now. Well, nothing";
+ mes "except maybe Paros Lighthouse,";
+ mes "which is southwest of here. That place might be of interest to";
+ mes "aspiring Rogues, I hear...";
+ close;
+ case 3:
+ mes "[Serutero]";
+ mes "You know, if you're";
+ mes "tired of traveling, you";
+ mes "can rest in ^3355FFComodo^000000. That";
+ mes "place is a pretty popular";
+ mes "tourist attraction, especially";
+ mes "for you adventurer types.";
+ close;
+ }
+}
diff --git a/npc/pre-re/cities/dewata.txt b/npc/pre-re/cities/dewata.txt
new file mode 100644
index 000000000..ee2a4c8e3
--- /dev/null
+++ b/npc/pre-re/cities/dewata.txt
@@ -0,0 +1,1156 @@
+//===== rAthena Script =======================================
+//= Dewata Town
+//===== By: ==================================================
+//= Gennosuke Kouga
+//===== Current Version: =====================================
+//= 1.1
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= Dewata Town Script
+//===== Additional Comments: =================================
+//= 1.0 First version.
+//= 1.1 Standardized. [Euphy]
+//============================================================
+
+dewata,181,88,6 script Young Man#dewata 536,{
+ mes "[Young Man]";
+ mes "Isn't ^C35817Dewata^000000 beach";
+ mes "really beautiful?";
+ mes "The children always play";
+ mes "at this beach; it really";
+ mes "reminds me of my youth.";
+ next;
+ mes "[Young Man]";
+ mes "In the evening, you can see";
+ mes "fireworks from this beach.";
+ mes "With the ocean breeze, the crashing waves, and fireworks lighting";
+ mes "the sky, the night is a time of beauty here!";
+ close;
+}
+
+dewata,159,81,4 script Tourist#dewata 881,{
+ mes "[Nasolo]";
+ mes "Wow~ Pure ocean, a warm beach...";
+ mes "Perfect for a date with a girlfriend..";
+ next;
+ emotion e_sob;
+ mes "[Nasolo]";
+ mes "If only I had one...";
+ next;
+ emotion e_ohnoes;
+ mes "[Nasolo]";
+ mes "I wonder when my princess will come..";
+ close;
+}
+
+dewata,154,107,4, script Sightseer#dewata 86,{
+ mes "[Tourist]";
+ mes "Wow...";
+ mes "How many has he already eaten?";
+ close;
+}
+
+dewata,147,107,5 script Gourmet#dewata 85,{
+ emotion e_sob;
+ mes "[Gourmet]";
+ mes "Oh.. it's like a party in my";
+ mes "mouth... and everyone's invited!";
+ next;
+ emotion e_no1;
+ emotion e_sob,0,"Restauranteur#dewata";
+ mes "[Gourmet]";
+ mes "Master~ One more please~";
+ next;
+ mes "[Gourmet]";
+ mes "You must try this! The Food here is succulent~";
+ close;
+}
+
+dewata,146,109,5 script Restauranteur#dewata 886,{
+ set .@n$, "[Restauranteur]";
+ mes .@n$;
+ mes "Welcome to the island of Dewata.";
+ mes "I hope you behave like a noble";
+ mes "traveler, unlike some of these";
+ mes "teenage punks..";
+ next;
+ switch(select("About Dewata dishes:Today's menu?:I'm okay.")) {
+ case 1:
+ mes .@n$;
+ mes "Need info about our foods? Well...";
+ mes "I don't have much to talk about,";
+ mes "but feel free to listen if you want.";
+ next;
+ mes .@n$;
+ mes "So much to cover, let me begin.";
+ next;
+ mes .@n$;
+ mes "First, Dewata dishes have special";
+ mes "names based on each cooking recipe.";
+ next;
+ mes .@n$;
+ mes "If dish name has 'Goreng' in it,";
+ mes "then it is either stir or deep";
+ mes "fried food.";
+ next;
+ mes .@n$;
+ mes "If it is a type of 'Bakar', then";
+ mes "it is a grilled food.";
+ next;
+ mes .@n$;
+ mes "And if it's 'Satay', then you are";
+ mes "eating a skewered dish.";
+ next;
+ mes .@n$;
+ mes "Second, we have dishes named after";
+ mes "basic ingredients.";
+ next;
+ mes .@n$;
+ mes "In Dewata island, we refer to rice";
+ mes "as Nasi, noodle as Mie, bread as";
+ mes "Roti, chicken as Ayam, fish as";
+ mes "Ikan, and corn as Jagung.";
+ next;
+ mes .@n$;
+ mes "So, if rice is fried we call it";
+ mes "'Nasi Goreng', and fried noodle is";
+ mes "'Mie Goreng'.";
+ next;
+ mes .@n$;
+ mes "Well.. This is enough to enjoy our";
+ mes "foods in Dewata! If you are";
+ mes "hungry, we have our special set";
+ mes "menu for only ^0000FF5000^000000 Zeny.";
+ close;
+ case 2:
+ mes .@n$;
+ mes "We have 2 items, 'Nasi Goreng' and";
+ mes "'Satay'. Which one do you want?";
+ next;
+ if(select("Nasi Goreng:Satay")==2) {
+ mes .@n$;
+ mes "This is the Satay, a slice of meat";
+ mes "skewered and grilled over Palm";
+ mes "fruit charcoal. It costs only ^0000FF5000^000000 Zeny.";
+ next;
+ if(select("Taste:Walk away")==2) {
+ mes .@n$;
+ mes "It's a shame you won't taste this great dish..";
+ close; }
+ if (Zeny < 5000) {
+ mes .@n$;
+ mes "Where's the money, kid? Sheesh!";
+ mes "No free food here! Ok?";
+ close; }
+ mes .@n$;
+ mes "Here's your Satay, you won't";
+ mes "regret it!";
+ getitem 11533,1;
+ set Zeny, Zeny-5000;
+ close; }
+ mes .@n$;
+ mes "This is Nasi Goreng fried with my";
+ mes "special sauce and egg fry on the";
+ mes "top. It only costs ^0000FF5000^000000 Zeny.";
+ next;
+ if(select("Taste:Walk away")==2) {
+ mes .@n$;
+ mes "It's a shame you won't taste this great dish..";
+ close; }
+ if (Zeny < 5000) {
+ mes .@n$;
+ mes "Where's the money, kid? Sheesh!";
+ mes "No free food here! Ok?";
+ close; }
+ mes .@n$;
+ mes "Here's your Nasi Goreng. You won't";
+ mes "regret it!";
+ getitem 11532,1;
+ set Zeny, Zeny-5000;
+ close;
+ case 3:
+ mes .@n$;
+ mes "Are you serious? This is not even funny.";
+ close;
+ }
+}
+
+dewata,165,103,5 script Adventurer Semangat 534,{
+ mes "[Adventurer Semangat]";
+ mes "I also traveled around the world";
+ mes "when I was young like you.";
+ mes "^FF0000Moneky, Cuttlefish";
+ mes "Eagle, and Snake^000000,";
+ mes "All were good friends I met";
+ mes "during my travels.";
+ next;
+ mes "[Adventurer Semangat]";
+ mes "I still have passion for adventure";
+ mes "and traveling.";
+ mes "But, I can't just leave";
+ mes "my beloved wife and";
+ mes "grandchildren behind...";
+ next;
+ mes "[Adventurer Semangat]";
+ mes "You will also have something";
+ mes "or someone that is as precious";
+ mes "in your heart someday.";
+ close;
+}
+
+dewata,139,114,5 script Old Wife#dewata 535,{
+ mes "[Semangat's Wife]";
+ mes "Where's that old man";
+ mes "gone off to again?";
+ mes "Have you seen my husband around?";
+ next;
+ if(select("I think I saw him there!:No, I haven't...")==2) {
+ mes "[Semangat's Wife]";
+ mes "Oh. Please let me know";
+ mes "if you ever see him around.";
+ close; }
+ mes "[Semangat's Wife]";
+ mes "He ran away when I was";
+ mes "looking for him. He should";
+ mes "be somewhere, telling tall tales";
+ mes "to some travelers, like always.";
+ next;
+ mes "[Semangat's Wife]";
+ mes "I apologize on behalf of";
+ mes "my husband. Please don't";
+ mes "believe his foolish stories,";
+ mes "saying he met with ^FF0000Monkey and";
+ mes "Snakes^000000, or that he fought alongside a ^FF0000Cuttlerfish^000000.";
+ next;
+ mes "[Semangat's Wife]";
+ mes "He has been living here";
+ mes "for entire life.";
+ mes "Yet, he always finds some";
+ mes "travelers who will listen to his made-up tales.";
+ close;
+}
+
+dewata,249,87,4 script Mum#dewata 101,{
+ mes "[Mum]";
+ mes "Ukki~ Ukki~ Where did she go?";
+ close;
+}
+
+dewata,251,85,5 script Poppa#dewata 97,{
+ mes "[Poppa]";
+ mes "Honey, is Ukki lost again?";
+ close;
+}
+
+dewata,227,129,4 script Sarr#dewata 538,{
+ mes "[Sarr]";
+ mes "They're hiding so I should seek.";
+ mes "I'll find them for sure!~";
+ next;
+ mes "[Sarr]";
+ mes "One~";
+ next;
+ mes "[Sarr]";
+ mes "Two~ Three~";
+ next;
+ mes "[Sarr]";
+ mes "Four~ Five~ Six~";
+ next;
+ mes "[Sarr]";
+ mes "... ... ... ...";
+ next;
+ mes "[Sarr]";
+ mes "Ninty nine~ One hundred!!! Now I'm coming~";
+ close;
+}
+
+dewata,193,145,4 script Sipo#dewata 538,{
+ mes "[Sipo]";
+ mes "Sarr won't find me here, right?";
+ next;
+ emotion e_omg,1;
+ emotion e_gg;
+ mes "[Sipo]";
+ mes "I found Siyak!! Come out, come out!!";
+ next;
+ mes "[Sipo]";
+ mes "Hehe~ Now Siyak is IT~ I'll just keep hiding in here.";
+ close;
+}
+
+dewata,228,177,4 script Majya#dewata 538,{
+ mes "[Majya]";
+ mes "I was playing hide-and-seek with my friends...";
+ next;
+ emotion e_hmm;
+ mes "[Majya]";
+ mes "I've been just standing here, and";
+ mes "they haven't found me for 3 hours...";
+ next;
+ mes "[Majya]";
+ mes "What should I do? Come out? I";
+ mes "don't want to be IT!";
+ close;
+}
+
+dewata,269,208,5 script Little Kid in Town 538,{
+ mes "[Kid]";
+ mes "Hey bro, look at that man!";
+ next;
+ mes "[Kid]";
+ mes "He's been lying there for a week doin' nothin'...";
+ next;
+ mes "[Kid]";
+ mes "Who IS that man?";
+ next;
+ mes "[Kid]";
+ mes "I sure don't want to be a lazybones like him when I grown up.";
+ close;
+}
+
+dewata,279,213,4 script Tourist#dewata-1 887,{
+ mes "[Reclining Tourist]";
+ mes "Wow~ This is really comfy~";
+ next;
+ mes "[Reclining Tourist]";
+ mes "I'm having a great time just relaxing.";
+ next;
+ mes "[Reclining Tourist]";
+ mes "You should lie down here, too.";
+ mes "Once you do, you'll never want to get up.";
+ next;
+ emotion e_heh;
+ mes "[Reclining Tourist]";
+ mes "That's why I haven't moved in a";
+ mes "whole week! Hahahaha~";
+ close;
+}
+
+dewata,280,236,5 script Settler#dewata 726,{
+ mes "[Settler]";
+ mes "I'm not really from ^C35817Dewata^000000.";
+ mes "But while traveling,";
+ mes "I found this place...";
+ mes "and made my decision";
+ mes "to live in this beautiful town.";
+ next;
+ mes "[Settler]";
+ mes "I've been happy to live here,";
+ mes "to find and experience";
+ mes "all these beautiful sights.";
+ mes "It's a dream come true!";
+ next;
+ mes "[Settler]";
+ mes "Would you ever think of settling here too?";
+ close;
+}
+
+dewata,221,237,5 script Young Man#dewata-2 536,{
+ set .@n$, "[Fruit Fancier]";
+ mes .@n$;
+ mes "What's wrong with your faaaaaace?";
+ mes "You must really be clueless!";
+ next;
+ mes .@n$;
+ mes "Let me drop some knowledge on ya.";
+ next;
+ mes .@n$;
+ mes "I may be a youngling, but no one";
+ mes "knows more than I do about ^C7A317Palm";
+ mes "Fruit^000000. All right! What do you want to know?";
+ next;
+ switch(select("About the shell...:About the pulp...:About the palm kernel...:No thanks.")) {
+ case 1:
+ mes .@n$;
+ mes "So you want to know about Palm";
+ mes "Fruit's pulp? Let me explain.";
+ next;
+ mes .@n$;
+ mes "Normally Palm Fruit's shell is";
+ mes "used for making oil. Palm Oil is a";
+ mes "useful ingredient for many dishes.";
+ next;
+ mes .@n$;
+ mes "If you want to know how to use";
+ mes "Palm Oil, go and find Memo on the";
+ mes "north side of Dewata island. Every";
+ mes "day he makes traditional drinks with Palm Oil.";
+ next;
+ mes .@n$;
+ mes "Anyway, we refer to the oil that";
+ mes "comes from the Palm Fruit as Palm";
+ mes "Oil or Coconut Oil, which is well";
+ mes "known for its quality.";
+ next;
+ mes .@n$;
+ mes "The leftovers from oil production";
+ mes "get dried, and are used for fuel";
+ mes "in cooking or heating.";
+ next;
+ mes .@n$;
+ mes "It burns well and has a good smell. It can't get better than that.";
+ next;
+ mes .@n$;
+ mes "Ok!! That is all about pulp!";
+ mes "It takes too long to explain all";
+ mes "the useful effects of Palm Fruit shells.";
+ next;
+ mes .@n$;
+ mes "It's not like this is extent of";
+ mes "my knowledge. Don't get me wrong!";
+ close;
+ case 2:
+ mes .@n$;
+ mes "So, you want to know about the";
+ mes "Palm interior? Let me explain.";
+ next;
+ mes .@n$;
+ mes "Palm tree fruit has 2 layers of";
+ mes "pulp. The outside is very rough,";
+ mes "and the inside is smooth.";
+ next;
+ mes .@n$;
+ mes "Hmm... Yes! The pulp of the Palm";
+ mes "tree fruit is a little harder than";
+ mes "a walnut shell. It must be the";
+ mes "water that it contains inside.";
+ next;
+ mes .@n$;
+ mes "Inside of the shell, there's about";
+ mes "300cc water, which is useful in";
+ mes "quenching people's thirst since";
+ mes "Dewata island has very hot weather.";
+ next;
+ mes .@n$;
+ mes "And it's not like we just throw it";
+ mes "away one we drink the water inside!!";
+ next;
+ mes .@n$;
+ mes "We can also make a quality canteen";
+ mes "out of it! Like i said, it has a";
+ mes "really thick outer shell, enough";
+ mes "to act as water bottle.";
+ next;
+ mes .@n$;
+ mes "It is also great to make charcoal.";
+ mes "Charcoal made out of palm fruit is";
+ mes "well known for long-lasting and";
+ mes "quality fire.";
+ next;
+ mes .@n$;
+ mes "People love to cook seafood and";
+ mes "chicken with Palm Fruit charcoal.";
+ next;
+ mes .@n$;
+ mes "It has the extra bonus of";
+ mes "burning with a pleasant palm smell.";
+ next;
+ mes .@n$;
+ mes "Ok!! That is all for pulp";
+ mes "information. It takes too long to";
+ mes "explain all the useful effects.";
+ next;
+ mes .@n$;
+ mes "It's not like this is all I know.";
+ mes "Don't get me wrong!";
+ close;
+ case 3:
+ mes .@n$;
+ mes "So, you want to know about tender";
+ mes "kernel inside? Let me explain.";
+ next;
+ mes .@n$;
+ mes "Ther kernel inside of the hard pulp is used as a natural digestive.";
+ next;
+ mes .@n$;
+ mes "Not much to say about the kernel inside...";
+ next;
+ mes .@n$;
+ mes "But we do make sure to use every";
+ mes "part of the palm fruit.";
+ next;
+ mes .@n$;
+ mes "Wouldn't you argee?";
+ close;
+ case 4:
+ mes .@n$;
+ mes "Argh! You have no interest in the world!";
+ close;
+ }
+}
+
+dewata,245,244,4 script Lodge Employee 536,{
+ mes "[Lodge Employee]";
+ mes "Argg~ This is really ticking me off!";
+ close;
+}
+
+dewata,204,230,5 script Dieting Lady 537,{
+
+ if (!countitem(11533)) {
+ mes "[Dieting Lady]";
+ mes "Ah~ I'm starving!!";
+ mes "I should be on a diet now.";
+ mes "Why am I hungry?";
+ next;
+ mes "[Dieting Lady]";
+ mes "Don't talk to me too much!!";
+ mes "I want to try that grilled ^348017Satay^000000";
+ mes "so much~!!!!!";
+ close; }
+ mes "[Dieting Lady]";
+ mes "Is that mouth-watering";
+ mes "^348017Satay^000000 for me?";
+ next;
+ if(select("Yes, want a taste?:No, it's for me!")==2) {
+ emotion e_pif;
+ mes "[Dieting Lady]";
+ mes "Argh... You are so greedy!";
+ mes "Since you don't want to share...";
+ mes "I shouldn't cheat on my diet";
+ mes "even for something that looks and";
+ mes "smells so good...";
+ close; }
+ mes "[Dieting Lady]";
+ mes "Thank you so much!!";
+ mes "I've been so hungry~!!";
+ mes "The smell of this ^348017Satay^000000";
+ mes "is so good~!";
+ delitem 11533,1;
+ next;
+ getitem 11533,1;
+ mes "[Dieting Lady]";
+ mes "Ah... gotta come back to my senses.";
+ mes "Too much of a good thing is bad...";
+ mes "I should stick with my diet.";
+ mes "Sorry, I'll give it back to you.";
+ close;
+}
+
+dewata,179,204,4 script Young Lady#dewata 537,{
+ mes "[Young Lady]";
+ mes "When you are outside of the town";
+ mes "and meet ^FF0000Tiger, Monkey, or Pig^000000,";
+ mes "make sure avoid them.";
+ next;
+ select("What do you mean?");
+ mes "[Young Lady]";
+ mes "I haven't seen yet,";
+ mes "but legend says there's a";
+ mes "cruel monster named ^FF0000Leak^000000";
+ mes "which can transform into an animal";
+ mes "and hypnotize people into killing.";
+ next;
+ mes "[Young Lady]";
+ mes "You know the dangers of this world.";
+ mes "It never hurts to be careful,";
+ mes "even if it's just an urban legend.";
+ close;
+}
+
+dewata,144,216,4 script Energetic Kid 538,{
+ mes "[Energetic Kid]";
+ mes "My parents used to tell me...";
+ next;
+ mes "[Energetic Kid]";
+ mes "^348017- Son, -";
+ mes "- You should study hard. -";
+ mes "- Be happy. -";
+ mes "- Live a slow -";
+ mes "- and safe life. -";
+ mes "- The moutain over yonder -";
+ mes "- will always be there for you. -^000000";
+ next;
+ mes "[Energetic Kid]";
+ mes "Isn't it a great philosophy?";
+ mes "I want to live that way";
+ mes "and become a great person,";
+ mes "and help all of the people in our";
+ mes "town live happily ever after!";
+ close;
+}
+
+dewata,117,156,5 script Dreaming Kid 538,{
+ mes "[Dreaming Kid]";
+ mes "My granny says";
+ mes "there was once a bird named ^FF0000Garuda^000000";
+ mes "who flew above this town.";
+ mes "Afterwards we had some great harvests";
+ mes "and were able to live happily.";
+ next;
+ mes "[Dreaming Kid]";
+ mes "I want to see that bird";
+ mes "flying above our town again!";
+ mes "Then my mom, dad";
+ mes "granny, and grandpa";
+ mes "can be happy like the old times.";
+ mes "What do you think?";
+ close;
+}
+
+dewata,211,272,4 script Lodge Owner 534,{
+ mes "[Lodge Owner]";
+ mes "These days we have many";
+ mes "honeymooners visiting us.";
+ next;
+ mes "[Lodge Owner]";
+ mes "It must be the beautiful scenery, right?";
+ next;
+ mes "[Lodge Owner]";
+ mes "I'm happy with my business. I hope";
+ mes "we have a lot more visitors like that.";
+ next;
+ mes "[Lodge Owner]";
+ mes "Ah! You should bring your lover to";
+ mes "Dewata on your honeymoon.";
+ mes "I'll give you a good price~";
+ close;
+}
+
+dewata,233,263,7 script Sweet Married Couple#1 828,{
+ emotion e_kis;
+ mes "[Sweet Husband]";
+ mes "You are the most beautiful thing in";
+ mes "the world, baby~";
+ next;
+ emotion e_kis2;
+ mes "[Sweet Wife]";
+ mes "Really? I'm that beautiful? I love";
+ mes "you, honey~";
+ next;
+ emotion e_heh;
+ emotion e_heh,1,"Sweet Married Couple#2";
+ mes "[Sweet Married Couple]";
+ mes "Hahahahahahahahahahahahahahahahahah";
+ mes "ahahahahahahahahahahahahahahahahahaha";
+ mes "Hohohohohohohohohohohohohohohohohoh";
+ mes "ohohohohohohohohohohohohohohohohohoho";
+ next;
+ mes "[Sweet Husband]";
+ mes "Come on now, I'm growing tired of this. Let's go.";
+ close;
+}
+
+dewata,234,263,7 script Sweet Married Couple#2 727,{
+ emotion e_what;
+ mes "[Sweet Wife]";
+ mes "Baby~ You know what flower that is~?";
+ next;
+ mes "[Sweet Husband]";
+ mes "Hmm? I don't know. But it's really pretty.";
+ next;
+ emotion e_what;
+ mes "[Sweet Wife]";
+ mes "Baby~ Who's prettier, me or the flower?";
+ next;
+ emotion e_kis;
+ mes "[Sweet Husband]";
+ mes "No matter how pretty the flower is,";
+ mes "you are always more beautiful~";
+ next;
+ emotion e_kis2;
+ mes "[Sweet Wife]";
+ mes "Really? I'm that pretty? I love you, sweetie~";
+ next;
+ emotion e_heh;
+ emotion e_heh,1,"Sweet Married Couple#1";
+ mes "[Sweet Married Couple]";
+ mes "Hahahahahahahahahahahahahahahahahah";
+ mes "ahahahahahahahahahahahahahahahahahaha";
+ mes "Hohohohohohohohohohohohohohohohohoh";
+ mes "ohohohohohohohohohohohohohohohohohoho";
+ next;
+ mes "[Sweet Wife]";
+ mes "Come on now, this bores me. Let's move on.";
+ close;
+}
+
+dewata,278,281,4 script Happily Married Grandpa 534,{
+ mes "[Happily Married Grandpa]";
+ mes "Today, I should ask my lady to";
+ mes "cook me some ^348017fried rice^000000.";
+ next;
+ mes "[Happily Married Grandpa]";
+ mes "My wife's ^348017fried rice^000000 is";
+ mes "always very special!";
+ next;
+ emotion e_lv;
+ mes "[Happily Married Grandpa]";
+ mes "It makes me love her even more.";
+ mes "You can't imagine the wonderful flavor!";
+ close;
+}
+
+dewata,280,277,4 script Happily Married Grandma 535,{
+ emotion e_swt2;
+ mes "[Happily Married Grandma]";
+ mes "In my younger days,";
+ mes "there were many gentleman";
+ mes "who wanted to court me.";
+ next;
+ mes "[Happily Married Grandma]";
+ mes "Yet, I met just the right guy,";
+ mes "and got married.";
+ mes "I asked what he likes best";
+ mes "about me, he said it was";
+ mes "my homemade ^348017fried rice^000000.";
+ next;
+ mes "[Happily Married Grandma]";
+ mes "And since then, he only asks me";
+ mes "to make ^348017fried rice^000000 for dinner.";
+ mes "Over 40 years of marriage and";
+ mes "he still doesn't get tired of it.";
+ next;
+ emotion e_lv;
+ mes "[Happily Married Grandma]";
+ mes "I always think it was lucky";
+ mes "to be growing old with a guy";
+ mes "who loves what I cook.";
+ close;
+}
+
+dewata,114,243,5 script Lazy Young Man 536,1,1,{
+ if (countitem(11534)) {
+ mes "[Lazy Young Man]";
+ mes "Wewt~!! Isn't that Palm Juice?";
+ mes "Can you give me that? I just woke";
+ mes "up, and my throat is parched!";
+ next;
+ if(select("Give:Don't give")==2) {
+ mes "[Lazy Young Man]";
+ mes "So be it~ Ok...";
+ close; }
+ mes "[Lazy Young Man]";
+ mes "Really? For me?? I'll give you this in return... Thanks!";
+ delitem 11534,1;
+ // Need more information
+ if (rand(1,2)==1) getitem 7034,1; // Red Stocking
+ else getitem 735,1; // Chung Jah
+ close; }
+ mes "[Lazy Young Man]";
+ mes "Ah~ Thristy~ Anyone have some Palm";
+ mes "juice for me?~";
+ close;
+OnTouch:
+ if (countitem(11534)) end;
+ for(set .@i,0; .@i<4; set .@i,.@i+1) {
+ emotion e_an;
+ mes "[Lazy Young Man]";
+ mes "Arrgg~ I'm thirsty~~ so thirsty~~";
+ mes "Give me Palm juice... Palm Juuiice~~";
+ if (.@i==3) close;
+ next;
+ }
+}
+
+dewata,127,248,5 script Wishing Kid 539,{
+ mes "[Wishing Kid]";
+ mes "My family has been brewing";
+ mes "traditional Dewata Wine for ages.";
+ mes "I want to drink it myself,";
+ mes "but my dad says I'm too young.";
+ mes "He said I can drink it";
+ mes "only after I sleep for over";
+ mes "^FF0000100 days^000000.";
+ next;
+ mes "[Wishing Kid]";
+ mes "All grown-ups love to drink";
+ mes "my dad's wine.";
+ mes "I want to try some so bad.";
+ mes "But, what should I do...?";
+ mes "I've forgotten how many ^FF0000nights^000000";
+ mes "I've already slept... boo hoo!";
+ close;
+}
+
+dewata,75,122,5 script Monk#dewata-1 834,{
+ mes "[Monk]";
+ mes "You are stranger here. What";
+ mes "brings here to this quiet place?";
+ next;
+ if(select("I'm sightseeing:No reason")==2) {
+ mes "[Monk]";
+ mes "Good day to you...";
+ close; }
+ mes "[Monk]";
+ mes "Oh, you are a tourist. This is the";
+ mes "'^0000FFPadoga^000000' worshiping the great";
+ mes "Buddha. Please be respectful of";
+ mes "the monks praying here.";
+ close;
+}
+
+dewata,71,79,0 script Monk#dewata-2 834,{
+ mes "[Monk]";
+ mes "This tower is built on the edge of a";
+ mes "coastal cliff. You can pray with the";
+ mes "cool ocean breeze in your hair.";
+ next;
+ mes "[Monk]";
+ mes "Come, you should feel the";
+ mes "compassion of our Buddha in this";
+ mes "pleasant weather.";
+ close;
+}
+
+dewata,69,101,5 script Monk#dewata-3 834,{
+ mes "[Monk]";
+ mes "We have the pagoda for the worship of";
+ mes "Buddhas. Each temple has one of";
+ mes "these towers, though not many";
+ mes "people come here besides other monks.";
+ next;
+ switch(select("I see...:Explain about Buddhas:Ah, okay.")) {
+ case 1:
+ mes "[Monk]";
+ mes "You must feel the compassion of our Buddha!";
+ close;
+ case 2:
+ mes "[Monk]";
+ mes "Buddha is our God from Dewata myth,";
+ mes "the king of souls and also";
+ mes "the leader of good gods.";
+ next;
+ mes "[Monk]";
+ mes "Buddha is the guardian of souls,";
+ mes "often described in traditional";
+ mes "Dance fighting against the";
+ mes "Magician Rangda.";
+ next;
+ mes "[Monk]";
+ mes "In Dewata we believe there are many";
+ mes "deities protecting each island and";
+ mes "tribal locale.";
+ next;
+ mes "[Monk]";
+ mes "So we do have different";
+ mes "manifestations of the Buddha,";
+ mes "usually described as a bear, tiger,";
+ mes "dragon, snake, or lion.";
+ next;
+ mes "[Monk]";
+ mes "Great Lion is one of the famous Buddhas";
+ mes "worshipped in Dewata.";
+ next;
+ mes "[Monk]";
+ mes "I hope this was a good explanation";
+ mes "for you. Let me know if there is";
+ mes "anything else you want to know.";
+ close;
+ case 3:
+ mes "[Monk]";
+ mes "Good day to you...";
+ close;
+ }
+}
+
+dewata,67,186,7 script Monk#dewata-4 834,{
+ mes "[Monk]";
+ mes "I am a monk, content to spend my days in religious study.";
+ next;
+ mes "[Monk]";
+ mes "I've just returned from a";
+ mes "pilgrimage to Borobudur temple with";
+ mes "my fellow monks...";
+ next;
+ mes "[Monk]";
+ mes "Borobudur temple has many pilgrims";
+ mes "visiting, since it is one of few";
+ mes "temples left worshipping the";
+ mes "Great Buddha.";
+ close;
+}
+
+dewata,65,188,7 script Monk#dewata-5 834,{
+ mes "[Monk]";
+ mes "Borobudur temple is one of few";
+ mes "temples left worshipping the";
+ mes "Great Buddha.";
+ next;
+ mes "[Monk]";
+ mes "I' don't understand why there are";
+ mes "only a few temples left that follow";
+ mes "our ways...";
+ close;
+}
+
+dewata,63,190,7 script Monk#dewata-6 834,{
+ mes "[Monk]";
+ mes "Are you a Tourist? You can make an";
+ mes "offering and a wish to one of the shrines.";
+ next;
+ mes "[Monk]";
+ mes "Our Great Buddha may grant your wish...";
+ close;
+}
+
+dewata,61,192,7 script Monk#dewata-7 834,{
+ mes "[Monk]";
+ mes "Our Great Buddha is the king of";
+ mes "souls and the leader of all good gods.";
+ next;
+ mes "[Monk]";
+ mes "The Dewata tribes believe in";
+ mes "Buddha, but the strange thing is how they";
+ mes "all describe Buddha as different creatures.";
+ next;
+ mes "[Monk]";
+ mes "I'm not really sure about the";
+ mes "reason for that. Maybe because";
+ mes "there are many different tribes in";
+ mes "Dewata with different characteristics.";
+ close;
+}
+
+dewata,89,191,0 script Small Shrine#A::DewShrine 111,{
+ mes "- There is a small shrine here. -";
+ mes "There are many people making wishes.";
+ next;
+ switch(select("Make a donation:Make a wish:Walk away.")) {
+ case 1:
+ mes "Donation case says:";
+ mes "^FF00001,000 ~ 100,000 Zeny^000000";
+ mes "How much you want to donate?";
+ next;
+ input .@donate,0,100000;
+ if (.@donate < 1000) {
+ mes "- Cancelled. -";
+ close; }
+ mes "- What do you wish for? -";
+ next;
+ input .@wish$;
+ mes "You have donated to the small shrine and made the wish ^0000FF"+.@wish$+"^000000.";
+ next;
+ set Zeny, Zeny-.@donate;
+ specialeffect EF_FLASHER;
+ mes "- Mysterious energy comes out from the shrine. -";
+ next;
+ skilleffect 34,0; sc_start SC_BLESSING,360000,10;
+ mes "- You have received the shrine's blessing. -";
+ next;
+ mes "- It feels like this wish could come true. -";
+ close;
+ case 2:
+ mes "- What is your wish? -";
+ next;
+ input .@wish$;
+ mes "- You have made your wish for ^0000FF"+.@wish$+"^000000 at this small shrine. -";
+ next;
+ specialeffect EF_FLASHER;
+ mes "- Mysterious energy comes out from the shrine. -";
+ next;
+ skilleffect 34,0; sc_start SC_BLESSING,60000,1;
+ mes "- You have received the shrine's blessing. -";
+ next;
+ mes "- It feels like this wish could come true. -";
+ close;
+ case 3:
+ close;
+ }
+}
+
+dewata,89,212,0 duplicate(DewShrine) Small Shrine#B 111
+dewata,68,212,0 duplicate(DewShrine) Small Shrine#C 111
+dewata,68,191,0 duplicate(DewShrine) Small Shrine#D 111
+
+dewata,78,192,5 script Borobudur Temple Manager 536,{
+ mes "[Borobudur Temple Manager]";
+ mes "The weather today is so beautiful.";
+ if (checkquest(9164)>=0 && countitem(11533)) {
+ next;
+ mes "[Borobudur Temple Manager]";
+ mes "By the way, do you have";
+ mes "something to tell me...?";
+ next;
+ select("^0000FFTribal Chief Paiko^000000");
+ mes "[Borobudur Temple Manager]";
+ mes "I never knew such a thing had";
+ mes "happened. If you had told me in";
+ mes "advance, I could have helped at";
+ mes "least a little bit.";
+ mes "Still, things have gone well with your help.";
+ next;
+ mes "[Borobudur Temple Manager]";
+ mes "Ah, it is the ^4AA02CSatay^000000 that I";
+ mes "sampled when the tribe invited me some time ago.";
+ next;
+ mes "[Borobudur Temple Manager]";
+ mes "Good~ This is the same taste I";
+ mes "remember. To give my thanks";
+ mes "I will pass along story";
+ mes "that may interest you.";
+ next;
+ mes "[Borobudur Temple Manager]";
+ mes "Legend tells of a strange bird";
+ mes "called ^FF0000Garuda^000000.";
+ mes "It has the torso, arms and legs of";
+ mes "a human but has the head and beak";
+ mes "of an eagle.";
+ next;
+ mes "[Borobudur Temple Manager]";
+ mes "The Story of this bird describes";
+ mes "it helping the gods exterminate";
+ mes "wicked demons and snakes.";
+ next;
+ mes "[Borobudur Temple Manager]";
+ mes "The tale has been passed down from";
+ mes "generation to generation.";
+ mes "Quite interesting, isn't it?";
+ next;
+ mes "[Borobudur Temple Manager]";
+ mes "I am sure in the village of the";
+ mes "^C35817Jaty Tribe^000000 there are many";
+ mes "legendary stories.";
+ mes "When I get to meet the Chief, I";
+ mes "will hear many such stories for sure.";
+ next;
+ mes "[Borobudur Temple Manager]";
+ mes "I am not certain when we will";
+ mes "cross paths again, but I hope we";
+ mes "will meet again someday.";
+ mes "I wish you a pleasant journey,";
+ mes "young traveler.";
+ delitem 11533,1;
+ changequest 9164,9165; }
+ close;
+}
+
+dewata,95,203,5 script Travel Guide#dewata 536,{
+ emotion e_swt2;
+ mes "[Travel Guide]";
+ mes "This temple behind me is called";
+ mes "Borobudur.";
+ mes "Borobudur temple was built in the";
+ mes "9th century";
+ mes "to venerate the Great Buddha, an";
+ mes "ancient religious figure.";
+ next;
+ emotion e_swt2;
+ mes "[Travel Guide]";
+ mes "This temple is made with 6 square";
+ mes "platforms and 3 round platforms,";
+ mes "and 2672 hand carved relief panels";
+ mes "as well as 504 statues of various";
+ mes "Buddhas.";
+ next;
+ emotion e_swt2;
+ mes "[Travel Guide]";
+ mes "The central stupa, or shrine, is";
+ mes "located at the center of the high";
+ mes "platform, surrounded by 72";
+ mes "more statues.";
+ next;
+ emotion e_swt2;
+ mes "[Travel Guide]";
+ mes "Even in modern times Borobudur";
+ mes "temple is the pilgrimage site for many";
+ mes "monks worshipping the Buddha. It's";
+ mes "also a major tourist attraction, as";
+ mes "you can imagine.";
+ next;
+ mes "[Travel Guide]";
+ mes "That is all I have on Borobudur";
+ mes "temple, are there any questions?";
+ mes "If not, we can move to the next spot.";
+ close;
+}
+
+dewata,97,207,4 script Tourist#dewata-2 803,{
+ mes "[Tourist]";
+ mes "Oh, dag-nabbit... I've gone and";
+ mes "picked the wrong tour guide...";
+ next;
+ emotion e_turn;
+ mes "[Tourist]";
+ mes "This hombre is a real snooze...";
+ mes "Why make it longer..";
+ next;
+ emotion e_sigh;
+ mes "[Tourist]";
+ mes "I need to change my travel agent...";
+ close;
+}
+
+dewata,99,203,4 script Tourist#dewata-3 755,{
+ emotion e_ok;
+ mes "[Tourist]";
+ mes "Oh~ This is very interesting. A";
+ mes "temple that worships the Buddha..";
+ next;
+ mes "[Tourist]";
+ mes "But I don't really get all the";
+ mes "symbology here.";
+ next;
+ mes "[Tourist]";
+ mes "So beautiful... I wonder who built";
+ mes "this place?";
+ close;
+}
+
+dewata,101,206,4 script Tourist#dewata-4 90,{
+ mes "[Tourist]";
+ mes "Aren't we going to get lost without";
+ mes "the guide?";
+ next;
+ mes "[Tourist]";
+ mes "We get lost already last time..";
+ close;
+}
+
+dewata,100,206,4 script Tourist#dewata-5 59,{
+ mes "[Tourist]";
+ mes "Hey, let's go there! Hurry up,";
+ mes "while the tour guide is explaining~";
+ next;
+ mes "[Tourist]";
+ mes "Come on... It doesn't sound like";
+ mes "he's going to stop talking anytime soon.";
+ close;
+}
+
+dewata,278,100,4 script Missing Child#dewata 703,{
+ mes "[Ukki]";
+ mes "WaaWaaWaaWaaWaaWaaWaaWaaWaaWaa";
+ mes "WaaWaaWaaWaaWaaWaa~";
+ next;
+ select("Hey, kid...");
+ emotion e_sob;
+ mes "[Ukki]";
+ mes "WaaWaaWaaWaaWaaWaaWaaWaaWaaWaa";
+ mes "WaaWaaWaaWaaWaaWaa~";
+ next;
+ emotion e_sob;
+ emotion e_swt2;
+ mes "[Ukki]";
+ mes "Mama~ Papa~ Where are youuu~ Waa~";
+ next;
+ emotion e_dots,0;
+ select("... ... ...");
+ close;
+}
+
+dew_fild01,101,259,5 script Jaty Tribe Gatekeeper 541,{
+ mes "[Jaty Tribe Gatekeeper]";
+ mes "Welcome to ^FF0000Jaty^000000 town,";
+ mes "which reveres strength and bravery.";
+ mes "I wish you a safe and restful time here.";
+ close;
+}
+
+dew_fild01,106,306,4 script R. Jaty Tribe Warrior 541,{
+ mes "[Reserved Jaty Warrior]";
+ mes "I want to be the very best";
+ mes "like no one ever was.";
+ next;
+ mes "[Reserved Jaty Warrior]";
+ mes "I'm learning hunting skills";
+ mes "these days. And I'm getting";
+ mes "better and better";
+ mes "every day!";
+ next;
+ mes "[Reserved Jaty Warrior]";
+ mes "I won't stop until";
+ mes "I become a true warrior!";
+ close;
+}
diff --git a/npc/pre-re/cities/dicastes.txt b/npc/pre-re/cities/dicastes.txt
new file mode 100644
index 000000000..3ff67c16a
--- /dev/null
+++ b/npc/pre-re/cities/dicastes.txt
@@ -0,0 +1,690 @@
+//===== rAthena Script =======================================
+//= El Dicastes Town
+//===== By: ==================================================
+//= Gennosuke Kouga
+//===== Current Version: =====================================
+//= 1.1
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= El Dicastes Town Script
+//===== Additional Comments: =================================
+//= 1.0 First version.
+//= 1.1 Standardized. [Euphy]
+//============================================================
+
+dicastes01,194,159,5 script Excited Galten#a 492,{
+ mes "[Excited Galten]";
+ if (isequipped(2782)) {
+ mes "I can't get beautiful";
+ mes "Ahat's image out of my head.";
+ emotion e_lv;
+ mes "As long as we have him,";
+ mes "it will only be a matter of time before Sapha";
+ mes "will rule this land.";
+ close; }
+ mes "¡ø¢²¢£ ¡Ð ¡ò¡ð¡ð";
+ mes "¡÷¡ø¡ñ ¡ü ¡ü";
+ mes "¡ù¢²¢³ ¢²";
+ mes "¡ó¡õ¡ô ¢£ ¡Ð¡û¡ü ¡ò ¡ð¡ö¢£";
+ mes "¢¤¡õ¡þ ¡÷ ¡ñ";
+ close;
+}
+
+dicastes01,201,86,4 script Sentinel#a 492,{
+ mes "[Sentinel]";
+ if (isequipped(2782)) {
+ mes "El Dicastes, the";
+ mes "capital city of Sapha.";
+ mes "The land is pretty rough,";
+ mes "so many outsiders can't get in. Haha...";
+ next;
+ mes "[Sentinel]";
+ mes "...";
+ next;
+ mes "[Sentinel]";
+ mes "Hey, you are an outsider!";
+ close; }
+ mes "¡ô¢±¢± ¡û ¡ó¡Ð¡ñ ¢£ ¢¤¡ú";
+ mes "¡ø¡ó¢² ¢¤ ";
+ mes "¡õ¡ó¡Ð ¢³ ¡Ð¡õ¢£ ¡û ¡ú¡ï";
+ next;
+ mes "[Sentinel]";
+ mes "¡ù";
+ next;
+ mes "[Sentinel]";
+ mes "¡ñ¡ö¡ï ¡ú ¡ó¢³¡ô";
+ close;
+}
+
+dicastes01,194,95,5 script Sentinel#b 450,{
+ mes "[Sentinel]";
+ if (isequipped(2782)) {
+ mes "I permit your entry.";
+ mes "But if you dare to cause trouble";
+ mes "you won't know what hit you. Beware!";
+ close; }
+ mes "¡ø¡ô¡ü ¡ø ¡ó";
+ mes "¡ø¡ï¡û ¡ó ¡û¢¤¢² ¡÷ ¢£";
+ mes "¢¤¡ô¡ø ¢³ ¡÷¡û¡ö ¡õ ¡ø";
+ close;
+}
+
+dicastes01,252,133,1 script Training Galten#a 450,{
+ mes "[Training Galten]";
+ if (isequipped(2782)) {
+ mes "I am a Sapha warrior.";
+ mes "I am never lazy with my training.";
+ next;
+ mes "[Training Galten]";
+ mes "Hahaha~";
+ mes "Just joking. I can't fight a guest in our land.";
+ close; }
+ mes "ø¡ô¡ü ¡¡ø¡ô¡ü ¡ø";
+ mes "ô ¡ø";
+ next;
+ mes "- I can't understand what he's trying to say. -";
+ close;
+}
+
+dicastes01,272,166,0 script Training Galten#b 450,{
+ mes "[Training Galten]";
+ if (isequipped(2782)) {
+ mes "You seem to be an experienced adventurer.";
+ mes "I would like to try testing your strength.";
+ next;
+ mes "[Training Galten]";
+ mes "Hahaha~";
+ mes "Just joking. I can't fight a guest to our land.";
+ close; }
+ mes "¡ø¡ô¡ü ¡ø";
+ mes "¡ø¡ô¡ü ¡ø ¡ø¡ô¡ü ¡ø ¡ø¡ô¡ü ¡ø";
+ next;
+ mes "- I can't understand what he's trying to say. -";
+ close;
+}
+
+dicastes01,244,166,0 script Training Galten#c 450,{
+ mes "[Training Galten]";
+ if (isequipped(2782)) {
+ mes "I wonder if Ahat knows how";
+ mes "hard I am training.";
+ close; }
+ mes "¡ø¡ô¡ü ¡ø ¡ø¡ô¡ü ¡ø";
+ mes "¡ø¡ô¡ü ¡ø";
+ next;
+ mes "- I can't understand what he's trying to say. -";
+ close;
+}
+
+dicastes01,234,158,0 script Training Galten#d 450,{
+ mes "[Training Galten]";
+ if (isequipped(2782)) {
+ mes "I'll be ready for anything.";
+ mes "If I keep up with my training every day.";
+ close; }
+ mes "¡ø¡ô¡ü ¡ø ¡ø¡ô¡ü";
+ mes "¡ø¡ô¡ü ¡ø¡ ø¡ô¡ü ¡ø";
+ next;
+ mes "- I can't understand what he's trying to say. -";
+ close;
+}
+
+dic_in01,349,282,4 script Waiting Galten#in_1 492,{
+ mes "[Waiting Galten]";
+ if (isequipped(2782)) {
+ mes "Here is the Battle Station.";
+ mes "We are all tensed up and ready for action.";
+ close; }
+ mes "¡ñ¡õ¡ü ¢£ ¡ó";
+ mes "¢¤¡ó¡õ ¢£ ¢£¡ò¡ô ¡ö ¡ú¢¤¡ú ¢¤ ¡ò¡ö¡õ ¢¤";
+ close;
+}
+
+dic_in01,370,261,1 script Waiting Galten#in_2 492,{
+ mes "[Waiting Galten]";
+ if (isequipped(2782)) {
+ mes "Boring.";
+ close; }
+ mes "¡ù¢¤¢±";
+ close;
+}
+
+dic_in01,381,261,1 script Waiting Galten#in_3 492,{
+ mes "[Waiting Galten]";
+ if (isequipped(2782)) {
+ mes "Zzzzz...";
+ close; }
+ mes "¡ú¡ô";
+ close;
+}
+
+dic_in01,370,282,4 script Waiting Galten#in_4 492,{
+ mes "[Waiting Galten]";
+ if (isequipped(2782)) {
+ mes "El Dicastes is the most peaceful place in this world as long as I am here.";
+ close; }
+ mes "¡ï¡ï¢³ ¡þ ¡ö¢³¢£ ¢± ¢³¡û¡õ ¡ø ¡þ¡ï¡ï ¡ø ¡û";
+ close;
+}
+
+dic_in01,354,219,4 script Resting Galten#in_5 492,{
+ mes "[Resting Galten]";
+ if (isequipped(2782)) {
+ mes "Resting is always so sweet.";
+ close; }
+ mes "¡ï¡õ¡ù ¡ö ¡ò¡ð¢² ¢³ ¡ö";
+ close;
+}
+
+dic_in01,365,197,1 script Resting Galten#in_6 492,{
+ mes "[Resting Galten]";
+ if (isequipped(2782)) {
+ mes "Galten can also rest while standing up like this.";
+ next;
+ mes "[Resting Galten]";
+ mes "You say I don't look like I'm resting? But I'm already used to this.";
+ close; }
+ mes "¡ô¡ï¢¤ ¡ö ¡ù¡ð¡ñ ¡ü ¡ó¡û¡û";
+ mes "¡ï¢£¡ó ¡ù ¢³¡ô¡ð ¢£ ¡Ð¡û¡ô ¡ô ¡Ð¡ú¡ù ¡ô ¡ó";
+ close;
+}
+
+dic_in01,29,119,4 script Resting Piom#04 489,{
+ mes "[Resting Piom]";
+ if (isequipped(2782)) {
+ mes "Why is it so noisy when I'm trying to get rest?";
+ close; }
+ mes "¡ü¢²¡ð ¡Ð ¡ò¡ø¢² ¡ô ¢²¡õ";
+ close;
+}
+
+dic_in01,91,113,5 script Suspicious Piom#a 489,{
+ mes "[Suspicious Piom]";
+ if (isequipped(2782)) {
+ mes "Have you heard of the";
+ mes "rumor about Ahat?";
+ next;
+ if(select("Nope!:You first.")==2) {
+ mes "[Suspicious Piom]";
+ mes "Never mind.";
+ close; }
+ mes "[Suspicious Piom]";
+ mes "Oh, you do seem to know?";
+ mes "I need to collect information.";
+ mes "You first.";
+ mes "You heard of the rumor, right?";
+ next;
+ if(select("Something is fishy?:If you're not going to spill it, me neither!")==2) {
+ mes "[Suspicious Piom]";
+ mes "I'm only a very curious";
+ mes "ordinary Piom.";
+ close; }
+ mes "[Suspicious Piom]";
+ mes "I am not going to say anything, either!";
+ close; }
+ mes "¡ó¢³¡ó ¡ó ¡ó¡þ¡ö";
+ mes "¡õ ¢³¢²¡÷ ¡ó¡ó";
+ next;
+ if(select("Can't tell what it means:Is it a curse??")==2) {
+ mes "[Suspicious Piom]";
+ mes "¡ó ¡ó ¡ó¡þ¡ö.";
+ close; }
+ mes "[Suspicious Piom]";
+ mes "Go human!";
+ close;
+}
+
+dic_in01,168,116,5 script Tired Piom#c 491,{
+ mes "[Tired Piom]";
+ if (isequipped(2782)) {
+ mes "If you need any";
+ mes "information, you'd should try your";
+ mes "luck with the Cat Merchant rather than wander around here.";
+ mes "But of course you'll have to pay the price.";
+ close; }
+ mes "¡þ¡õ¡ð ¢³ ¢³¡þ";
+ mes "¡þ¡ø¡ð ¡ö ¡ñ¡ú¡ð ¡ò";
+ mes "¡ï¡ñ¡ú ¡ô ¡ö¡ö¡ò ¡û ¡ó¢¤¡ø ¡ø ¢² ¡ø";
+ mes "¢¤¢²¡ø ¡ò ¡ú¡ó¢±";
+ close;
+}
+
+dic_in01,149,104,5 script Tired Piom#b 455,{
+ mes "[Tired Piom]";
+ if (isequipped(2782)) {
+ mes "I feel so stiff...";
+ mes "I will need another dose of Bradium.";
+ mes "I think the effects are weaker than before,";
+ mes "or is it just me?";
+ emotion e_what;
+ close; }
+ mes "¡ð¡Ð¡ú ¡ø ¢²";
+ mes "¡ö¡õ¡ó ¢¤ ¡ò¡ò¢³ ¡ô ¡ô¡ó¡ñ";
+ mes "¢£¡ñ¡þ ¡ü ¢²¡û¡ó ¡ò ¡ð¡þ";
+ mes "¡ö¡ú¡ñ ¢³";
+ emotion e_what;
+ close;
+}
+
+dic_in01,341,113,3 script Tired Piom#a 491,{
+ mes "[Tired Piom]";
+ if (isequipped(2782)) {
+ mes "I think I look better in";
+ mes "robes than in leather.";
+ mes "I may have to change to knitting.";
+ mes "But mining does seem to suit me.";
+ next;
+ mes "[Tired Piom]";
+ mes "...";
+ next;
+ emotion e_swt;
+ mes "[Tired Piom]";
+ mes "I'll be rejected again, right?";
+ close; }
+ mes "¡÷¡ò¡û ¡ó ¡ó¡Ð¢±";
+ mes "¡ó¡õ¡ù ¡þ ¡ò¢±¡ñ ¡õ ¢£";
+ mes "¡ü¡ð¢¤ ¡ù ¡ò¡ô¡õ ¡ò ¡ñ";
+ mes "¢³¡ú¢³ ¡Ð ¡ñ¡õ¡ù ¡÷ ¡÷¢±";
+ next;
+ mes "[Tired Piom]";
+ mes "¡þ";
+ next;
+ emotion e_swt;
+ mes "[Tired Piom]";
+ mes "¡ø¡ú¡ø ¢± ¡ö¡ò";
+ close;
+}
+
+dic_in01,252,103,3 script Eating Adventurer#tre 711,{
+ mes "[Eating Adventurer]";
+ mes "Hey, do you have any emergency rations on you from Midgard?";
+ next;
+ mes "[Eating Adventurer]";
+ mes "I came all the way here with a hungry stomach because";
+ mes "I heard there was a Midgard pub, but";
+ mes "I've never tasted this food";
+ mes "anywhere in Midgard.";
+ next;
+ mes "[Eating Adventurer]";
+ mes "No, I'm sure nobody in Midgard would want to try this.";
+ next;
+ mes "[Eating Adventurer]";
+ mes "I really would like a nice hot meal.";
+ mes "I go to this great little restaurant in Geffen often, and I really miss that place now.";
+ close;
+}
+
+dic_in01,32,54,5 script Venknick#el_01 449,{
+ mes "[Venknick]";
+ if (isequipped(2782)) {
+ mes "Oh, I feel so refreshed.";
+ mes "The refined Bradium was the best ever. Do you want to try some?";
+ close; }
+ mes "¡ù¡ó¢¤ ¢± ¢£";
+ mes "¡õ¡þ¡ï ¢£ ¡÷¡÷¢¤ ¡ú ¡ó¡ñ¡ö ¢² ¡þ¢²¢¤ ¢² ¢£?";
+ close;
+}
+
+dic_in01,372,116,3 script Thrilled Piom#a 490,{
+ mes "[Thrilled Piom]";
+ if (isequipped(2782)) {
+ mes "Ahat is the one";
+ mes "and only Sapha pride.";
+ mes "We have plenty of Bradium";
+ mes "because of him!";
+ next;
+ mes "[Thrilled Piom]";
+ mes "...";
+ next;
+ mes "[Thrilled Piom]";
+ mes "You don't feel his";
+ mes "blessing?";
+ close; }
+ mes "¡ò¡õ¢³ ¡õ ¡ô";
+ mes "¢£¡ó¡ø ¢² ¡ô¡÷";
+ mes "¡ò¡ô¢³ ¡ù ¢±¡ó¢± ¡õ";
+ mes "¡ó¡ü¡Ð ¡ø ¢²¡ü¡Ð ¡õ ¡ï";
+ next;
+ mes "[Thrilled Piom]";
+ mes "¢£";
+ next;
+ mes "[Thrilled Piom]";
+ mes "¡Ð¢¤¡ù ¢£ ¡ó¡ó";
+ mes "¡ù¡ó¡÷ ¡û ¡þ¡ô";
+ close;
+}
+
+dic_in01,360,125,5 script Serious Venknicka 449,{
+ mes "[Serious Venknick]";
+ if (isequipped(2782)) {
+ mes "A sudden increase in Bradium production.";
+ mes "Why?";
+ mes "I will have to get more factory lines running.";
+ close; }
+ mes "¡û¡õ¡ñ ¢² ¢²¢¤¡Ð ¢² ¡ü¡ñ¡õ";
+ mes "¡þ¡ó¡ö ¢²";
+ mes "¡ö¡÷¡û ¡ú ¡÷¡Ð¢³ ¢³";
+ close;
+}
+
+dic_in01,42,250,5 script Guide#diel_1 489,{
+ if (ep13_3_invite == 5) {
+ mes "[Guide]";
+ if (isequipped(2782)) {
+ mes "I'm Dior, your kind guide for El Dicastes.";
+ mes "How can I help you?";
+ next;
+ mes "[Guide]";
+ mes "You may submit your civil complaints here.";
+ mes "Civil services and El Dicastes zones are managed in the Situation Room upstairs.";
+ next;
+ mes "[Guide]";
+ mes "The Administrative Office is located on the top floor and handles very important matters.";
+ mes "The Archive Room is in the lower level where you can obtain a vast amount of information.";
+ next;
+ mes "[Guide]";
+ mes "By the way, you may use the elevator in the back to go to the other floors.";
+ next;
+ mes "[Guide]";
+ mes "Oh, you didn't ask?";
+ mes "But since I'm Dior, the kind guide...";
+ close; }
+ mes "¡õ¢£¡ó ¡Ð ¡õ¡ñ¡ò ¢¤ ¡ø¡ø¢£ ¢± ¢²¢³¡÷ ¢±";
+ mes "¡ö¡ò¡ð ¡ó ¡ô¡ô?";
+ next;
+ mes "[Guide]";
+ mes "¡Ð¡ù¡ó ¡ù ¡ü¢²¡Ð ¢± ¡÷¡ö¡þ";
+ mes "¡ñ¡þ¢² ¡ø ¡ó¡ï¡ï ¡ù ¡ð¡ñ¡Ð ¡ù ¢³¡ò¡þ ¡ù ¡ø¡ð¡õ ¡õ ¢¤";
+ next;
+ mes "[Guide]";
+ mes "¡û¡ù¡ô ¡ø ¡ð¡þ¡÷ ¢³ ¡þ¡ù¡ñ ¡ú ¡ü¢¤¡ò ¡ú ¡ô¢£";
+ mes "¡÷¡ò¢¤ ¡ø ¡û¢³";
+ next;
+ mes "[Guide]";
+ mes "¡ô¡ð¡ñ ¢¤ ¡ó¡÷¢³ ¡þ ¡ó¡õ¡÷ ¡ö ¡ó ¡ö";
+ next;
+ mes "[Guide]";
+ mes "¡ò¡ô¡ø ¡÷ ¡õ¡ø¡ð ¡ó ¢¤¡Ð¡ô ¡ø ¡ñ¡ñ¡ñ ¡ø ¡ú¡ö¡ø ¡ü";
+ mes "¡ï¢³¡ð ¢¤ ¡ð¡ö¢£ ¢± ¡ô¡ø";
+ close; }
+ mes "- The guide looks at you with an alert expression. -";
+ close;
+}
+
+dic_in01,326,37,0 script Talkative Piom#a 454,{
+ mes "[Talkative Piom]";
+ if (isequipped(2782)) {
+ mes "At my factory";
+ mes "we not only refine Bradium,";
+ mes "but we also produce various";
+ mes "tools for daily use.";
+ next;
+ mes "[Talkative Piom]";
+ mes "We manufacture war supplies";
+ mes "here, too.";
+ close; }
+ mes "¡ü¡ù¢± ¢³";
+ mes "¡÷¡ø¡ï ¡þ ¡ó¡ó";
+ mes "¡ñ¡õ¡ò ¡ó ¡÷¡ü¡ù ¡ö";
+ mes "¡ñ¡ø¡ü ¡ú ¡ô";
+ mes "¡þ¡ú¡ò ¢± ¡û¡ò¡ò ¡ù ¡÷";
+ mes "¢³¡ò¡ò ¡ù ¢±¢£¡ò";
+ close;
+}
+
+dic_in01,351,35,7 script Manuk Piom#a 454,{
+ mes "[Manuk Piom]";
+ if (isequipped(2782)) {
+ mes "You! We met in Manuk, didn't we?";
+ mes "I've come to pick up the weapon I ordered.";
+ close; }
+ mes "¡ü¡ó¡þ ¡ó ¡ï¡ð¢¤ ¡ü ¡ð¢±";
+ mes "¡ù¡ô¡ï ¡ú ¡ñ¡ù¢³ ¡ó ¡ò¡ö¡ó ¡ô¡ô";
+ close;
+}
+
+dicastes01,282,210,4 script Free Knit#a 453,{
+ mes "[Free Knit]";
+ if (isequipped(2782)) {
+ mes "As long as we have a steady";
+ mes "supply of Bradium,";
+ mes "Saphas can live forever.";
+ mes "Our childhood lasts 10 years,";
+ mes "which is short.";
+ close; }
+ mes "¡ñ¡þ¡ð ¡ó ¡ü¡ò¡ö ¡÷";
+ mes "¢³¡ð¡ï ¢£ ¡ù¡ô¡ò ¡ô ¡ó¡þ¡ñ ¢² ¡ñ¡û¢£ ¢²";
+ mes "¡ô¡ó¡ð ¡þ ¢£¡ð¢¤ ¡õ ¡û¢³¡ü";
+ mes "¡ó¢³¡ò ¢± ¡ô¢£¢² ¡÷ ¡÷¡ñ";
+ mes "¡ò¢²¡ï ¢£ ¡ö¡ö";
+ close;
+}
+
+dicastes01,246,210,4 script Free Venknick#a 449,{
+ mes "[Free Venknick]";
+ if (isequipped(2782)) {
+ mes "At least we have plenty of Bradium.";
+ mes "Look,";
+ mes "You can see Bradium";
+ mes "everywhere you go.";
+ next;
+ mes "[Free Venknick]";
+ mes "?";
+ next;
+ mes "[Free Venknick]";
+ mes "The thing rolling around is a gem,";
+ mes "but why are you interested in it?";
+ close; }
+ mes "¡ô¡ï¢£ ¢¤ ¡÷¡õ¢± ¡ü ¡ñ¡õ";
+ mes "¡ü¢³";
+ mes "¡ö¡ù¢¤ ¢² ¡ù¡ó¡ô";
+ mes "¡ü¢£¢³ ¡ø ¡û¡ð¡ü ¡õ";
+ next;
+ mes "[Free Venknick]";
+ mes "¡ù";
+ next;
+ mes "[Free Venknick]";
+ mes "¡þ¢¤¢£ ¢± ¡ó¡ò¢³ ¡ü ¡ñ¡ð";
+ mes "¢±¡û¢£ ¡ö ¡ü¡ò¡÷ ¡û ¡õ¡ò¡÷ ¢²¢²";
+ close;
+}
+
+dicastes01,235,245,4 script Excited Piom#a 490,{
+ mes "[Excited Piom]";
+ if (isequipped(2782)) {
+ mes "[Excited Piom]";
+ mes "Have you seen Ahat?";
+ emotion e_ho;
+ mes "His popularity here in El Discastes is phenomenal!";
+ close; }
+ mes "¡ú¡þ¡ó ¢³ ¡ü¢²¡ñ ¢±";
+ emotion e_ho;
+ mes "¢³¡ó¡ñ ¡õ ¡ð¡ô¡þ ¡÷ ¡ú¡ò¡õ ¡ø ¢² ¡ø";
+ close;
+}
+
+dicastes01,284,262,4 script Favorable Knit#a 453,{
+ mes "[Favorable Knit]";
+ if (isequipped(2782)) {
+ mes "Unlike the Laphine, we Saphas";
+ mes "are a very close community.";
+ mes "We start by living together in common facilities after we are born.";
+ next;
+ mes "[Favorable Knit]";
+ mes "That is why all Saphas are like family.";
+ mes "We never have any quarrels between classes.";
+ close; }
+ mes "¡ô¢±¡ó ¡õ ¡ú¡÷¡Ð ¡õ";
+ mes "¡ü¡ï¡Ð ¡õ ¡ô¡ó¡ü ¡ó ¢³";
+ mes "¡ñ¡ô¡ü ¡þ ¢¤¡ñ¢¤ ¡ô ¡û¡ï¡ù";
+ mes "¡ú¡ö¡ô ¡ó ¢£¡ú¡þ ¡ø ¡ø¡ò";
+ mes "¢²¢³¡û ¢¤ ¡ú¡ñ¡ù ¡û ¢³¡ò¡ø ¡õ¡õ";
+ close;
+}
+
+dicastes01,164,180,4 script Limpy Piom#a 489,{
+ mes "[Limpy Piom]";
+ if (isequipped(2782)) {
+ mes "[Limpy Piom]";
+ mes "They say there is a war";
+ mes "going on with the Laphine.";
+ mes "I hope everything goes well.";
+ mes "I hope it doesn't come all";
+ mes "the way to the capital.";
+ emotion e_dots;
+ close; }
+ mes "¢²¡ô¡þ ¡ù ¡õ¡Ð";
+ mes "¢³¡ô¡û ¡ú ¡ø";
+ mes "¢³¡þ¢¤ ¡ó ¡õ¡÷¡Ð";
+ mes "¡ñ¡ò¡ü ¡ü ¡ù¡þ¢±";
+ mes "¢¤¡ò¡þ ¢¤ ¢£¡ñ ¢¤ ¢£¡ñ";
+ emotion e_dots;
+ close;
+}
+
+dicastes01,191,202,4 script Complaining Galten#fihs 450,{
+ mes "[Complaining Galten]";
+ if (isequipped(2782)) {
+ mes "That crazy Vanknick always";
+ mes "talks about the legend of that statue.";
+ next;
+ mes "[Complaining Galten]";
+ mes "Have you ever talked";
+ mes "to him?";
+ next;
+ if(select("No:Yes")==1) {
+ mes "[Complaining Galten]";
+ mes "You don't know about the legend behind the statue?";
+ mes "Then I don't know what to talk about it with you.";
+ close; }
+ mes "[Complaining Galten]";
+ mes "You also fell for that crazy man.";
+ next;
+ select("Yes");
+ emotion e_sob,1;
+ next;
+ mes "[Complaining Galten]";
+ mes "Just forget about it quickly for your own good.";
+ close; }
+ mes "¡õ¡ò¡û ¡ò ¢£¡û¡÷ ¡÷ ";
+ mes "¡û¡ù¡û ¡÷ ¡ü¡þ¡û ¢³ ¡ó";
+ next;
+ mes "[Complaining Galten]";
+ mes "¡ð¢±¡ü ¡û ¡õ¡÷¢¤";
+ mes "¢¤¡þ¡ø ¢² ¡÷";
+ next;
+ mes "- I can't understand what he's trying to say. -";
+ close;
+}
+
+dicastes01,181,198,5 script Traveler Ichack#info 481,{
+ mes "[Traveler Ichack]";
+ mes "Oh! You are a stranger!";
+ mes "I'm Traveler Ichack, the first person to arrive in El Dicastes.";
+ next;
+ mes "[Traveler Ichack]";
+ mes "I saw someone insist that he was the first one here but I'm telling you the truth. It was me! It's true!";
+ next;
+ mes "[Traveler Ichack]";
+ mes "I'm here to guide new visitors from Rune Midgard.";
+ mes "Do you want to know more about some places here?";
+ next;
+ switch(select("Dicastes Diel:Residence:Training Room:Factory:Pub:Cat Guild")) {
+ case 1:
+ mes "[Traveler Ichack]";
+ mes "Ah~ what a beautiful building.";
+ mes "I heard that they treat very important things.";
+ next;
+ mes "[Traveler Ichack]";
+ mes "If you don't register in Diel, you will be in trouble so you should stop by there.";
+ mes "Head north and you'll get there.";
+ close2;
+ viewpoint 1,198,351,1,0x00FF00;
+ end;
+ case 2:
+ mes "[Traveler Ichack]";
+ mes "The Safa tribe is really strange. How can they can sleep in there?";
+ next;
+ mes "[Traveler Ichack]";
+ mes "Can't you understand?";
+ mes "Just see for yourself and it will be better!";
+ next;
+ mes "[Traveler Ichack]";
+ mes "The residence is separated into two places. The lower class and the upper class.";
+ mes "The lower class is south and the upper class is up north.";
+ close2;
+ viewpoint 1,280,283,2,0x00FF00;
+ viewpoint 1,136,106,3,0x3355FF;
+ end;
+ case 3:
+ mes "[Traveler Ichack]";
+ mes "It is too dangerous here so we need a security system.";
+ mes "Did you go to the training room? I don't think they ever sleep there.";
+ close2;
+ viewpoint 1,255,172,4,0xFBBBB9;
+ end;
+ case 4:
+ mes "[Traveler Ichack]";
+ mes "The factory is the most important place here for the Safa livelihood.";
+ mes "You can see the Bradium that the Safa make there.";
+ close2;
+ viewpoint 1,97,256,5,0x3355FF;
+ end;
+ case 5:
+ mes "[Traveler Ichack]";
+ mes "Actually, I arrived as the first adventurer but the owner of pub says he's the first.";
+ mes "The pub of Bumen Florine is located underground of the lower residence.";
+ close2;
+ viewpoint 1,136,106,6,0xE77471;
+ end;
+ case 6:
+ mes "[Traveler Ichack]";
+ mes "The cats don't seem to have a good relationship with the Safa either.";
+ mes "But due to shops they can't do that. Poor cats. They shiver from the cold out there.";
+ // -- NPC Traveler Ichack#info (1) shown minimap indicator at location 199, 39 with the color [R:153, G:51, B:255, A:255]
+ close2;
+ viewpoint 1,199,39,7,0x800080;
+ end;
+ }
+}
+
+dicastes01,202,197,4 script Crazy Venknick#fihsing1 449,{
+ mes "[Crazy Venknick]";
+ if (isequipped(2782)) {
+ mes "For only 5000 Zeny";
+ mes "I can tell you the sad legend behind that statue.";
+ next;
+ if(select("Give 5000 Zeny.:Don't give 5000 Zeny.")==2) {
+ mes "[Crazy Venknick]";
+ mes "Don't come back with regrets.";
+ close; }
+ if (Zeny < 5000) {
+ mes "[Crazy Venknick]";
+ mes "Don't come back here if you don't have Zeny.";
+ close; }
+ set Zeny, Zeny-5000;
+ mes "[Crazy Venknick]";
+ mes "Thanks.";
+ emotion e_gg,0,"Complaining Galten#fihs";
+ next;
+ select("What is the sad legend?");
+ emotion e_dots;
+ select("I asked what the sad legend is about!");
+ next;
+ mes "[Crazy Venknick]";
+ mes "I don't believe in legends.";
+ next;
+ emotion e_dots,1;
+ select("Was I tricked?");
+ next;
+ sc_start SC_Blind,10000,0;
+ mes ""+strcharinfo(0)+"?";
+ mes "You feel outraged at being tricked...";
+ close; }
+ mes "¢²¡û¡ó ¡ó ¡ù¢¤¡ø";
+ mes "¢¤¡ð¢² ¢± ¡ñ¡ö¢² ¡ø ¡ï¡ö¡ü";
+ next;
+ mes "- I can't understand what he's trying to say. -";
+ close;
+}
diff --git a/npc/pre-re/cities/einbech.txt b/npc/pre-re/cities/einbech.txt
new file mode 100644
index 000000000..3e39655e3
--- /dev/null
+++ b/npc/pre-re/cities/einbech.txt
@@ -0,0 +1,1025 @@
+//===== rAthena Script =======================================
+//= Einbech Town
+//===== By: ==================================================
+//= Muad_Dib
+//===== Current Version: =====================================
+//= 1.5
+//===== Compatible With: =====================================
+//= rAthena Revision 3000+
+//===== Description: =========================================
+//=
+//===== Additional Comments: =================================
+//= 0.1 Started writing Einbech npc's. [Muad_Dib]
+//= 0.1a Conversion to eA format [MasterOfMuppets]
+//= 0.1b Added missing tabs. [Mass Zero] 0.1c more missing tabs [Lupus]
+//= 0.2 Added reddozen's NPCs, fixedmissing '";' [Lupus]
+//= 0.2a Removed a few npcs never intended to be there [MasterOfMuppets]
+//= 0.3 Added some more npcs, thanks to Muad_Dib [MasterOfMuppets]
+//= 1.0 Added the last of the town npcs, [MasterOfMuppets]
+//= all credits to muad_dib for scripting them.
+//= 1.1 Made some changes according to the Shinokas quest, [MasterOfMuppets]
+//= thanks to Dj-Yhn for scripting them.
+//= 1.2 Removed Duplicates [Silent]
+//= 1.3 Implemented the Lover's quest. [MasterOfMuppets]
+//= 1.4 Moved quests to quests/quests_ein.txt [Evera]
+//= 1.5 Optimized some of the NPCs and fixed some typos [DZeroX]
+//= 1.6 Replaced occurances of PcName. [L0ne_W0lf]
+//============================================================
+
+einbech,172,113,4 script Nemuk#ein 855,{
+ mes "[Nemuk]";
+ mes "You seem to be an";
+ mes "outsider, so let me";
+ mes "ask you something.";
+ mes "What do you think ";
+ mes "of Einbech?";
+ next;
+ switch(select("It's fine.:It looks tough to live here.")) {
+ case 1:
+ mes "[Nemuk]";
+ mes "Huh...?";
+ mes "I'm not sure what";
+ mes "you've seen, but I'm";
+ mes "surprised to hear you";
+ mes "say something like that.";
+ next;
+ mes "[Nemuk]";
+ mes "It's been ten years since";
+ mes "I've started to think about";
+ mes "moving out. However, I'm still";
+ mes "debating it. Now, if I were rich, I'd leave in no time, but it's hard getting the money to move out.";
+ next;
+ mes "[Nemuk]";
+ mes "^333333*Sigh...*^000000";
+ mes "Maybe if I had been";
+ mes "an adventurer when I was";
+ mes "younger, I wouldn't have";
+ mes "these problems today...";
+ close;
+ case 2:
+ mes "[Nemuk]";
+ mes "I thought so.";
+ mes "Well, I apologize if";
+ mes "I put you on the spot.";
+ next;
+ mes "[Nemuk]";
+ mes "Everyone here has been";
+ mes "having a tough time just";
+ mes "living day to day for as long";
+ mes "as I can remember. It's like";
+ mes "things never seem to get any";
+ mes "better, no matter what we do.";
+ next;
+ mes "[Nemuk]";
+ mes "I really want to leave,";
+ mes "but it's just an empty";
+ mes "wish. My body is trapped";
+ mes "here while my heart longs";
+ mes "for a much better life. ^333333*Sigh*^000000";
+ mes "Is it hopeless? What can I do?";
+ close;
+ }
+}
+
+einbech,197,139,4 script Young Man#air2 855,{
+ mes "[Heinz]";
+ mes "Wow...";
+ mes "An adventurer from";
+ mes "Rune-Midgarts, eh?";
+ mes "What brings you here?";
+ next;
+ mes "[Heinz]";
+ mes "Einbech doesn't offer much";
+ mes "in terms of sight-seeing, but";
+ mes "have you come to see the mine?";
+ mes "Right now, it's swarming with";
+ mes "monsters and we can't dig any";
+ mes "ores because it's so dangerous.";
+ next;
+ mes "[Heinz]";
+ mes "Now, if some adventurers were";
+ mes "generous enough to hunt down";
+ mes "those evil creatures, we'd be able to mine again and they could earn some extra zeny. It's like killing two birds with one stone. Hahaha!";
+ next;
+ mes "[Heinz]";
+ mes "Oh wait... I'm sorry.";
+ mes "I don't know what's wrong";
+ mes "with me, asking complete";
+ mes "strangers to do favors for";
+ mes "me. It's completely rude!";
+ mes "I mean, who would do that?";
+ next;
+ mes "[Heinz]";
+ mes "But... I'm beyond caring";
+ mes "about my pride. For the sake";
+ mes "of all that is good and holy, I'm begging you, please kill those foul and evil creatures. Please~!";
+ close;
+}
+
+einbech,128,238,5 script Mogan#ein 848,{
+ mes "[Mogan]";
+ mes "Recently, there were a few";
+ mes "cave-ins where many miners";
+ mes "were injured. It was discussed";
+ mes "in the Town Council and in my";
+ mes "opinion, I think the miners dug";
+ mes "too deep and disturbed... ^FF0000it^000000.";
+ next;
+ mes "[Mogan]";
+ mes "Yes, they awoke Ungoliant,";
+ mes "the master of the caves that";
+ mes "has existed since ancient time.";
+ mes "I don't know how many more will";
+ mes "be victimized by Ungoliant in the";
+ mes "future. There's no telling...";
+ next;
+ mes "[Mogan]";
+ mes "Adventurer, be careful";
+ mes "if you travel inside the";
+ mes "mines, lest your footsteps";
+ mes "disturb Ungoliant's slumber.";
+ close;
+}
+
+einbech,129,234,5 script Hander#ein 848,{
+ mes "[Hander]";
+ mes "Those Einbroch bastards!";
+ mes "Living off the resources we";
+ mes "dig up while we keep working";
+ mes "for them like suckers! Damn!";
+ next;
+ mes "[Hander]";
+ mes "Everyday, we risk our";
+ mes "freakin' lives just so we";
+ mes "can make a living! Why don't";
+ mes "the elders do something about";
+ mes "this, like raise our ore prices?";
+ next;
+ mes "[Hander]";
+ mes "The work schedule's";
+ mes "unreasonable, Cavitar's";
+ mes "wife was attacked by a mine";
+ mes "creature, the hospital's too";
+ mes "far away and we don't have";
+ mes "any food to eat! Why...?!";
+ close;
+}
+
+einbech,105,218,5 script Gushenmu#ein 848,{
+ mes "[Gushenmu]";
+ mes "I've lived here a long time";
+ mes "and, believe it or not, things";
+ mes "weren't as tough in the past";
+ mes "as they are right now.";
+ next;
+ mes "[Gushenmu]";
+ mes "For lots of different reasons,";
+ mes "the work is more dangerous";
+ mes "and we're running real low on";
+ mes "manpower. And the factories in";
+ mes "Einbroch make so much smog,";
+ mes "we can't even see sunlight here.";
+ next;
+ mes "[Gushenmu]";
+ mes "The sad reality of mining";
+ mes "life right now is that we";
+ mes "wake up, go to work, and at";
+ mes "the end of the day, some of us";
+ mes "are injured while a few others never come to work the next day.";
+ next;
+ mes "[Gushenmu]";
+ mes "And as Einbech and Einbroch";
+ mes "have grown, I hear more and";
+ mes "more rumors that unfamiliar";
+ mes "monsters are beginning to";
+ mes "swarm outside of town. This";
+ mes "is really Einbech's worst time...";
+ close;
+}
+
+einbech,39,215,5 script Train Station Staff#ein3 852,{
+ mes "[Staff]";
+ mes "Welcome to";
+ mes "the Train Station.";
+ mes "The fare to take the";
+ mes "train to Einbroch is";
+ mes "200 zeny. Would";
+ mes "you like to ride?";
+ next;
+ switch(select("Yes.:No.")) {
+ case 1:
+ if (Zeny > 199) {
+ mes "[Staff]";
+ mes "Thank you and";
+ mes "we hope you enjoy";
+ mes "the ride. All aboard!";
+ close2;
+ set zeny,zeny-200;
+ warp "einbroch",226,276;
+ end;
+ }
+ else {
+ mes "[Staff]";
+ mes "I'm sorry,";
+ mes "but you don't";
+ mes "have enough zeny";
+ mes "to pay the train fare.";
+ close;
+ }
+ case 2:
+ mes "[Staff]";
+ mes "Please enjoy";
+ mes "your stay here";
+ mes "in Einbech.";
+ close;
+ }
+}
+
+einbech,157,215,3 script Train Station Manager#ei 852,{
+ mes "[Train Station Manager]";
+ mes "This train station";
+ mes "is strictly for trains";
+ mes "running from Einbech";
+ mes "to Einbroch. Please speak";
+ mes "to the staff in the 11 'o clock direction if you'd like to board.";
+ close;
+}
+
+einbech,151,168,3 script Tollaf#ein 855,{
+ mes "[Tollaf]";
+ mes "Ah...!";
+ mes "This is killing me!";
+ mes "I don't have the money";
+ mes "to move, but I don't wanna";
+ mes "live in this town anymore!";
+ next;
+ mes "[Tollaf]";
+ mes "People everywhere else";
+ mes "live so much better than we";
+ mes "do, especially those snobs in";
+ mes "Einbroch! Einbech must be the";
+ mes "worst town Schwaltzvalt Republic. No, it's the worst in the world!";
+ close;
+}
+
+einbech,93,139,5 script Raust#ein 847,{
+ mes "[Raust]";
+ mes "I don't get it!";
+ mes "Einbroch gets bigger";
+ mes "and fancier and our";
+ mes "town gets dirtier and";
+ mes "nastier. What the hell?!";
+ next;
+ mes "[Raust]";
+ mes "Not only do the people";
+ mes "here look more ragged, we're";
+ mes "more tired and older looking";
+ mes "even! It's dirty, it's crowded,";
+ mes "everything in this city is total crap! What, you want a list?!";
+ next;
+ mes "[Raust]";
+ mes "The food, literally, is";
+ mes "garbage! The jobs here have";
+ mes "to be violations of human rights. There's barely any women here and the ones we do have are all stank anyway! Are you convinced yet?!";
+ next;
+ mes "[Raust]";
+ mes "Why is everything";
+ mes "that's good over in";
+ mes "Einbroch?! I hate this!";
+ mes "^333333*Grumble*^000000";
+ close;
+}
+
+einbech,149,154,3 script Mjunia#ein 850,{
+ mes "[Mjunia]";
+ mes "It's hard being a woman";
+ mes "in this town. By being born";
+ mes "here, it's like fate just decided to be especially cruel to me.";
+ next;
+ mes "[Mjunia]";
+ mes "My skin and hands are";
+ mes "rough from all the work";
+ mes "I have to do. But worst of";
+ mes "all... I... I... I've developed";
+ mes "bigger muscles than most";
+ mes "guys! Waaaaaah~!";
+ next;
+ mes "[Mjunia]";
+ mes "I wish I could find";
+ mes "a nice guy from Einbroch";
+ mes "and get married so I can";
+ mes "get away from this town.";
+ mes "But it doesn't look like";
+ mes "that will happen...";
+ next;
+ mes "[Mjunia]";
+ mes "And I'd never marry";
+ mes "anyone from Einbech!";
+ mes "I'd rather die cold and";
+ mes "alone than cold and married";
+ mes "to some Einbech hooligan.";
+ next;
+ mes "[Mjunia]";
+ mes "Look at these";
+ mes "muscles. What do";
+ mes "you think? Am I pretty?";
+ mes "^333333*Sniff*^000000 I gave up trying";
+ mes "to be feminine years ago.";
+ mes "I have to work so hard...";
+ close;
+}
+
+einbech,130,253,1 script Ekuri#ein 848,{
+ mes "[Ekuri]";
+ mes "Yo-heave-ho!";
+ mes "Yo-heave-ho~!";
+ next;
+ mes "[Ekuri]";
+ mes "What am I doing here?";
+ mes "Heck, I'm scared to death";
+ mes "of entering the mine! But";
+ mes "I can make a living here at";
+ mes "the entrance by gathering";
+ mes "scrap metal! Smart, huh?";
+ next;
+ mes "[Ekuri]";
+ mes "Sometimes, I get lucky";
+ mes "and score an entire ore!";
+ mes "Sure, I'm a coward, but";
+ mes "at least I'm alive. Well,";
+ mes "for the time being.";
+ next;
+ mes "[Ekuri]";
+ mes "Now you know what";
+ mes "I'm doing here. So why";
+ mes "don't you leave me to";
+ mes "my work? Heave-ho!";
+ mes "Ores, come to me!";
+ close;
+}
+
+einbech,135,250,5 script Bulletin Board#einbech11 858,{
+ mes " ";
+ mes " Mine Dungeon Entrance ";
+ mes " ";
+ close;
+}
+
+einbech,90,214,5 script Bulletin Board#einbech22 858,{
+ mes " ";
+ mes " Train Station ";
+ mes " ";
+ close;
+}
+
+einbech,158,189,4 script Bulletin Board#einbech33 858,{
+ mes " ";
+ mes " Freight Train Station ";
+ mes " ";
+ close;
+}
+
+einbech,180,136,5 script Bulletin Board#einbech44 858,{
+ mes " ";
+ mes " Tool Shop ";
+ mes " ";
+ close;
+}
+
+einbech,133,114,5 script Bulletin Board#einbech55 858,{
+ mes " ";
+ mes " Tavern ";
+ mes " ";
+ close;
+}
+
+einbech,77,105,5 script Bulletin Board#einbech01 858,{
+ mes "Welcome to 'Einbech'.";
+ next;
+ mes "East - Tavern, Tool Shop";
+ mes "North - Train Station, Mine Dungeon";
+ close;
+}
+
+einbech,181,127,5 script Bulletin Board#einbech03 858,{
+ mes "Northwest - Train Station";
+ mes "South - Tavern";
+ mes "North - Tool Shop, Mine Dungeon";
+ close;
+}
+
+ein_in01,279,92,3 script Tavern Lady#ein 854,{
+ mes "[Tavern Lady]";
+ mes "Most Einbech men are";
+ mes "crude and primitive male";
+ mes "chauvinists! They disgust me!";
+ next;
+ mes "[Tavern Lady]";
+ mes "I mean, there's nothing";
+ mes "good about them! They're";
+ mes "wild, violent, simple minded";
+ mes "and ignorant. They settle all";
+ mes "their arguments with brawn";
+ mes "and they're so... close minded!";
+ next;
+ mes "[Tavern Lady]";
+ mes "How can they not know";
+ mes "that women want gentle,";
+ mes "sensitive men with whom";
+ mes "they can share their feelings";
+ mes "and drink chamoille tea over";
+ mes "freshly knit doilies?";
+ close;
+}
+
+ein_in01,277,95,7 script Ryan Danger#air#einbech 855,{
+ mes "[R.D. Kim]";
+ mes "Oooh...";
+ next;
+ mes "[R.D. Kim]";
+ mes "Oooh...";
+ mes "Momma.";
+ next;
+ mes "[R.D. Kim]";
+ mes "Oooh...";
+ mes "Momma.";
+ mes "You are so...";
+ next;
+ mes "[R.D. Kim]";
+ mes "Oooh...";
+ mes "Momma.";
+ mes "You are so...";
+ mes "^FF0000Hot^000000!";
+ next;
+ mes "[R.D. Kim]";
+ mes "Why don't you take off";
+ mes "those heavy, uncomfortable";
+ mes "clothes? I'll buy you whatever";
+ mes "you want, it's on me! C'mon~";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "N-no...!";
+ mes "I-I-I-I...";
+ mes "^666666(This is the";
+ mes "shadiest guy";
+ mes "I've ever seen!)^000000";
+ next;
+ mes "[R.D. Kim]";
+ mes "Hm? No...?";
+ mes "Absolutely no?";
+ mes "Are you sure?";
+ mes "Alright, alright.";
+ mes "I'm sorry, I apologize.";
+ mes "I was totally out of line.";
+ next;
+ mes "[R.D. Kim]";
+ mes "...";
+ mes "Or am I?";
+ mes "Bwahahahaha!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "(Th-this guy";
+ mes "must be drunk out";
+ mes "of his freakin' mind!)";
+ close;
+}
+
+ein_in01,281,85,3 script Drunken Man#einbech 849,{
+ mes "[Drunken Man]";
+ mes "...^333333*Hiccup*^000000...";
+ mes "^333333*Hiccup*^000000...";
+ mes "^333333*Yawn*^000000.....";
+ mes ".................";
+ mes "..^333333*Hiccup*^000000.....";
+ mes "^333333*Hiccup*^000000..";
+ close;
+}
+
+einbech,46,107,6 script Shena#ein::EinMonsters 846,{
+ mes "[Shena]";
+ mes "I think it's weird!";
+ mes "How do you youngsters";
+ mes "not learn all of this?";
+ next;
+ mes "[Luda]";
+ mes "Well, I'm sure the";
+ mes "generation gap has";
+ mes "something to do with it,";
+ mes "but I'm surprised that elder";
+ mes "people would know so much~";
+ next;
+ switch(select("What are you guys talking about?:Pass on by")) {
+ case 1:
+ mes "[Shena]";
+ mes "Oh? Well, well!";
+ mes "Aren't you the most";
+ mes "adorable little girl?";
+ mes "Hello, dearie~";
+ next;
+ if (Sex) {
+ select("Excuse me, but I'm actually a guy.");
+ mes "[Shena]";
+ mes "Oh, oh are you now?";
+ mes "Perhaps my eyes are";
+ mes "getting bad in my old";
+ mes "age. Getting harder to";
+ mes "tell the difference nowadays...";
+ next;
+ }
+ mes "[Shena]";
+ mes "Anyway, me and Luda";
+ mes "were just having a little";
+ mes "chat about all the monsters";
+ mes "near Einbroch. Apparently,";
+ mes "you youngsters don't know as";
+ mes "much about them as you should.";
+ next;
+ mes "[Shena]";
+ mes "If adventuring is your";
+ mes "business, you should";
+ mes "know what you're up against.";
+ mes "Did you have any questions";
+ mes "about the monsters around";
+ mes "here, young lady?";
+ next;
+ if (Sex) {
+ select("I told you, I'm a dude...!");
+ mes "[Shena]";
+ mes "Hmm. ''Dude.'' I think";
+ mes "I've heard that before.";
+ mes "Ho ho~ You'll have to ";
+ mes "forgive this old biddy. ";
+ mes "I don't quite have a grasp";
+ mes "on all the words you kids use.";
+ next;
+ mes "[Shena]";
+ mes "So dearie,";
+ mes "which monster";
+ mes "would you like";
+ mes "to hear about?";
+ next;
+ }
+ while(1) {
+ switch(select("Metalling:Mineral:Pit Man:Old Stove:Quit")) {
+ case 1:
+ mes "[Shena]";
+ mes "Well, the Metallings";
+ mes "were created during";
+ mes "the time when the gods";
+ mes "ruled over this world.";
+ next;
+ mes "[Shena]";
+ mes "I'm not sure if you knew";
+ mes "this or not, but according";
+ mes "to myth, Porings and Drops";
+ mes "were created from Odin's";
+ mes "saliva. You might not want";
+ mes "to know about Poporing...";
+ next;
+ mes "[Shena]";
+ mes "Metallings, on the";
+ mes "other hand, were made";
+ mes "from the blood of living";
+ mes "machines that I believe";
+ mes "were called ''Gigantes.''";
+ next;
+ mes "[Shena]";
+ mes "Metalling is still like";
+ mes "those other hopping";
+ mes "blobs of gelatin in that";
+ mes "they'll swallow whatever";
+ mes "might be lying on the ground.";
+ next;
+ mes "[Shena]";
+ mes "If you defeat a Metalling,";
+ mes "it could drop Large Jellopy,";
+ mes "Iron Ore or even Iron. That";
+ mes "might be good to know, right?";
+ next;
+ mes "[Shena]";
+ mes "Is there";
+ mes "anything else";
+ mes "you'd like to";
+ mes "ask, dearie?";
+ next;
+ break;
+ case 2:
+ mes "[Shena]";
+ mes "Did you know that";
+ mes "stalactites and cave";
+ mes "crystals grow for thousands";
+ mes "and thousands of years?";
+ next;
+ mes "[Shena]";
+ mes "Now, if something's been";
+ mes "growing for thousands of";
+ mes "years, it would make sense";
+ mes "if it were actually alive. Now,";
+ mes "Mineral monsters are actually living stalactites.";
+ next;
+ mes "[Shena]";
+ mes "It's rumored that they";
+ mes "are grown in a dark cave";
+ mes "in which something inside";
+ mes "has some sort of malicious";
+ mes "influence over them.";
+ next;
+ mes "[Shena]";
+ mes "Minerals can defend themselves,";
+ mes "but they might drop Crystal Piece, Topaz or Emvertacon if you defeat one. There's also a slim chance that they may drop a rare jewel, but I'm not quite sure.";
+ next;
+ mes "[Shena]";
+ mes "Are there any";
+ mes "other monsters";
+ mes "around here that";
+ mes "you'd want to learn";
+ mes "more about?";
+ next;
+ break;
+ case 3:
+ mes "[Shena]";
+ mes "Pit Men are the ghosts";
+ mes "of dead miners that haunt";
+ mes "old and rusted mine cars.";
+ mes "For some reason, they can't";
+ mes "leave this world so they just";
+ mes "wander around the mines.";
+ next;
+ mes "[Shena]";
+ mes "If you can defeat";
+ mes "them, they'll drop";
+ mes "Old Pick, Lantern, Iron,";
+ mes "Steel, Coal, Flashlight";
+ mes "and Old Iron Plate.";
+ next;
+ mes "[Shena]";
+ mes "Did you want";
+ mes "to ask me about";
+ mes "any other of the";
+ mes "local monsters?";
+ next;
+ break;
+ case 4:
+ mes "[Shena]";
+ mes "It's just an evil,";
+ mes "man-eating stove.";
+ next;
+ switch(select("...That's it?:H-horrifying!")) {
+ case 1:
+ mes "[Shena]";
+ mes "Now, you know the importance";
+ mes "of recycling and preserving our";
+ mes "natural resources, right? Now,";
+ mes "it would do my heart good if you were to recycle the scrap iron";
+ mes "from those Old Stove monsters.";
+ next;
+ mes "[Shena]";
+ mes "Old Stoves will usually";
+ mes "drop Battered Pot, Burnt Tree,";
+ mes "Iron, Iron Ore and Old Iron Plate. But once in a while they might drop interesting items like Rusty Iron or even Dead Branch.";
+ next;
+ break;
+ case 2:
+ mes "[Shena]";
+ mes "Yes. God's creation,";
+ mes "that creature is cruel";
+ mes "and merciless, perhaps";
+ mes "a symbol of purest evil";
+ mes "if I ever saw one.";
+ next;
+ mes "[Shena]";
+ mes "Unlike newer appliances,";
+ mes "Old Stoves were hand made by";
+ mes "master craftsmen that, I guess,";
+ mes "developed their own souls. They";
+ mes "used to be benevolent machines, content to provide loving warmth.";
+ next;
+ mes "[Shena]";
+ mes "For years they would serve";
+ mes "their owners with loyalty. But";
+ mes "as technology advanced and";
+ mes "they became obsolete, they were";
+ mes "discarded like pieces of trash. This twisted their hearts to ^FF0000evil^000000.";
+ next;
+ mes "[Shena]";
+ mes "Old Stoves will usually";
+ mes "drop Battered Pot, Burnt Tree,";
+ mes "Iron, Iron Ore and Old Iron Plate. But once in a while they might drop interesting items like Rusty Iron or even Dead Branch.";
+ next;
+ break;
+ }
+ mes "[Shena]";
+ mes "So, is there";
+ mes "anything else";
+ mes "you'd like me to";
+ mes "share with you?";
+ next;
+ break;
+ case 5:
+ mes "[Shena]";
+ mes "Alright then.";
+ mes "Have a good";
+ mes "day, young lady.";
+ next;
+ mes "[Luda]";
+ mes "I'm sorry about my";
+ mes "mother! She can be";
+ mes "overly friendly, I suppose.";
+ mes "But if you're bored, please";
+ mes "feel free to visit. Be safe";
+ mes "on your travels, adventurer~";
+ close;
+ }
+ }
+ case 2:
+ mes "[Shena]";
+ mes "Luda...";
+ mes "You don't live";
+ mes "to be as old as";
+ mes "I am and not learn";
+ mes "a little something";
+ mes "about this world of ours~";
+ close;
+ }
+}
+
+einbech,48,107,4 duplicate(EinMonsters) Luda#ein 850,{
+
+einbech,148,242,5 script Jung#ein 855,{
+ mes "[Jung]";
+ mes "I'm one of the few";
+ mes "people who's lived";
+ mes "in both Einbech and";
+ mes "Einbrock for a long time.";
+ mes "So I guess I'm one of the";
+ mes "best guides of this area.";
+ next;
+ mes "[Jung]";
+ mes "Say, if you're thinking of";
+ mes "entering the Mine Dungeon,";
+ mes "I can tell you all I know about";
+ mes "the monsters in that place so";
+ mes "that you'll be better prepared.";
+ next;
+ switch(select("Sure, why not?:No, thanks.")) {
+ case 1:
+ mes "[Jung]";
+ mes "Let's see. Ah, the monsters that are unique to the Mine Dungeon";
+ mes "are Noxious, Venomous, Pollcellio and Obsidian. Which one do you";
+ mes "want to know more about?";
+ next;
+ switch(select("Noxious and Venomous:Pollcellio:Obsidian")) {
+ case 1:
+ mes "[Jung]";
+ mes "You know, no one seems";
+ mes "to know where Noxious and";
+ mes "Venomous have come from.";
+ mes "It's like they appeared out of";
+ mes "nowhere when Einbroch";
+ mes "started to industrialize.";
+ next;
+ mes "[Jung]";
+ mes "Now that I think about it,";
+ mes "I don't think they're naturally created monsters. They have";
+ mes "this fixed look of despair and";
+ mes "suffering and tend to act like they want their enemies to kill them.";
+ next;
+ mes "[Jung]";
+ mes "Still, you'd better be careful!";
+ mes "careful! Noxious and Venomous";
+ mes "are stealthy monsters that can";
+ mes "glide quietly through the air";
+ mes "and attack you before";
+ mes "you even notice...";
+ next;
+ mes "[Jung]";
+ mes "You should know that";
+ mes "Noxious is Ghost property";
+ mes "and Venomous is Poison.";
+ mes "Both are medium sized,";
+ mes "formless monsters.";
+ next;
+ mes "[Jung]";
+ mes "Both of them drop Apple,";
+ mes "Dust Pollutant, Toxic Gas,";
+ mes "Poisonous Powder, Bacillus,";
+ mes "Mold Powder and Anodyne.";
+ next;
+ mes "[Jung]";
+ mes "That's all for now.";
+ mes "Feel free to ask me";
+ mes "if you have any questions";
+ mes "about monsters in the Mine";
+ mes "Dungeon. Be safe, adventurer.";
+ close;
+ case 2:
+ mes "[Jung]";
+ mes "Pollcellio is an insect that";
+ mes "lives in caves and drinks water";
+ mes "dripped from stalactites. It's";
+ mes "different from Ungoliant since";
+ mes "it likes to be near different";
+ mes "kinds of minerals and ores.";
+ next;
+ mes "[Jung]";
+ mes "Pollcellio drops Jubilee,";
+ mes "Insect Antenna, Single Cell,";
+ mes "Moss of Morning Dew, Neon";
+ mes "Liquid and a few other things";
+ mes "I can't quite remember.";
+ next;
+ mes "[Jung]";
+ mes "Lastly, Pollcellio is an";
+ mes "Earth property monster.";
+ mes "That's all I know about it.";
+ mes "But if you want to know more";
+ mes "about some other monster in the";
+ mes "Mine Dungeon, feel free to ask.";
+ close;
+ case 3:
+ mes "[Jung]";
+ mes "Do you know about the";
+ mes "belief that underground";
+ mes "minerals that contain huge";
+ mes "amounts of energy actually";
+ mes "have souls? Obsidian is";
+ mes "one of these living rocks.";
+ next;
+ mes "[Jung]";
+ mes "Supposedly, just a piece of an Obsidian in a Jung Processor has enough energy to light up the night sky. Unfortunately, it's impossible to capture one alive and hunting them isn't so easy.";
+ next;
+ mes "[Jung]";
+ mes "Obsidian is a small,";
+ mes "shapeless monster that";
+ mes "drops Clear Jewel, Piece of";
+ mes "Black Crystal, Coal, Elunium,";
+ mes "Iron and Steel.";
+ next;
+ mes "[Jung]";
+ mes "That's all for Obsidian.";
+ mes "If you have any questions";
+ mes "about other monsters living";
+ mes "in the Mine Dungeon, feel";
+ mes "free to ask me.";
+ close;
+ }
+ case 2:
+ mes "[Jung]";
+ mes "I understand if you're";
+ mes "kind of in a hurry. Still,";
+ mes "if you're pretty new around";
+ mes "here, you should learn as";
+ mes "much as you can before";
+ mes "entering any dungeons.";
+ next;
+ mes "[Jung]";
+ mes "Alright then,";
+ mes "be safe on your";
+ mes "adventures, alright?";
+ close;
+ }
+}
+
+einbech,148,246,5 script Franz#ein 851,{
+ mes "[Franz]";
+ mes "So bored...";
+ mes "Starving for...";
+ mes "Conversation.";
+ mes "S-somebody...";
+ next;
+ mes "[Franz]";
+ mes "Hey, a traveller!";
+ mes "Are you planning to explore";
+ mes "the Mine Dungeon or the fields";
+ mes "around here? Let's chat for a bit and maybe you'll learn something.";
+ next;
+ switch(select("Okay, fine.:No, thanks.")) {
+ case 1:
+ mes "[Franz]";
+ mes "Ooh, have you heard";
+ mes "about the creature in the";
+ mes "Mine Dungeon or what's";
+ mes "happened in town recently?";
+ mes "Which would you like to";
+ mes "know more about?";
+ next;
+ switch(select("Creature of Mine Dungeon:Town Incident")) {
+ case 1:
+ mes "[Franz]";
+ mes "The creature I'm talking about is Ungoliant, which also called the Master of the Caves around here.";
+ mes "It's said to live deep in the caves where it guards peculiar ores and minerals with strange powers.";
+ next;
+ mes "[Franz]";
+ mes "At first I thought it was";
+ mes "just an old fairy tale, but it";
+ mes "actually started appearing";
+ mes "again about ten years ago";
+ mes "when the tunnel cave-ins";
+ mes "started to happen.";
+ next;
+ mes "[Franz]";
+ mes "As sightings of Ungoliant";
+ mes "increased, more and more";
+ mes "tunnel cave-ins occurred.";
+ mes "I guess the miners have";
+ mes "inadvertently intruded";
+ mes "into its territory.";
+ next;
+ mes "[Franz]";
+ mes "According to legend,";
+ mes "ancient giants snuck into";
+ mes "a mine to steal coal from";
+ mes "humans. But they made too";
+ mes "much noise while they were";
+ mes "digging and awoke Ungoliant.";
+ next;
+ mes "[Franz]";
+ mes "When the miners went to work";
+ mes "the next morning, they found the bloodied bodies of those giants.";
+ mes "After that, people have feared";
+ mes "the threat that Ungoliant poses";
+ mes "to anyone entering the mines.";
+ next;
+ mes "[Franz]";
+ mes "Now, an adventurer that";
+ mes "managed to kill an Ungoliant";
+ mes "has told me that it drops Ant's";
+ mes "Jaw, Colorful Shell, Very Hard";
+ mes "Shell, Long Leg, Neon Liquid";
+ mes "and Zilcon.";
+ close;
+ case 2:
+ mes "[Franz]";
+ mes "In Einbroch, there was";
+ mes "a short lived teddy bear";
+ mes "fad. However, a series of";
+ mes "mysterious accidents and";
+ mes "murders where entire familes";
+ mes "were killed also occurred.";
+ next;
+ mes "[Franz]";
+ mes "It turns out that every family";
+ mes "that had been murdered had";
+ mes "bought one of these teddy bears. There were even rumors that these teddy bears were coming to life.";
+ next;
+ mes "[Franz]";
+ mes "After an investigation, the";
+ mes "authorities learned that all the merchants who sold these bears";
+ mes "had purchased them from the";
+ mes "same wholesaler, an outsider";
+ mes "no one knew anything about.";
+ next;
+ mes "[Franz]";
+ mes "Since the teddy bears were";
+ mes "clearly not made to be mere,";
+ mes "harmless toys, troops were";
+ mes "sent to secure all the teddy";
+ mes "bears and dispose of them";
+ mes "outside of town.";
+ next;
+ mes "[Franz]";
+ mes "But as soon as the teddy";
+ mes "bears were set outside of";
+ mes "town, they sprang to life and";
+ mes "started rioting! This is clear";
+ mes "proof that these bears are";
+ mes "controlled by some evil force. ";
+ next;
+ mes "[Franz]";
+ mes "Now those aggressive teddy";
+ mes "bears are scattered all over";
+ mes "the place and the government";
+ mes " has classified them as monsters. Kill with extreme prejudice!";
+ next;
+ mes "[Franz]";
+ mes "According to adventurers";
+ mes "who have caught these bears,";
+ mes "they're small, neutral monsters";
+ mes "which drop Honey, Screw, Well-baked Cookie and Oridecon Hammer.";
+ next;
+ mes "[Franz]";
+ mes "That's all I know";
+ mes "about it. Watch out";
+ mes "for those bears if you";
+ mes "go exploring, okay? They";
+ mes "may be cute, but they're";
+ mes "known to be extremely vicious!";
+ close;
+ }
+ case 2:
+ mes "[Franz]";
+ mes "Oh, okay.";
+ mes "You're busy and you have";
+ mes "things to do, I understand.";
+ mes "You probably have to head";
+ mes "off somewhere right away.";
+ mes "Right. Got it.";
+ next;
+ mes "[Franz]";
+ mes "I...";
+ mes "I've got stuff";
+ mes "I should be working";
+ mes "on. Yes. So very busy.";
+ close;
+ }
+}
diff --git a/npc/pre-re/cities/einbroch.txt b/npc/pre-re/cities/einbroch.txt
new file mode 100644
index 000000000..710c57740
--- /dev/null
+++ b/npc/pre-re/cities/einbroch.txt
@@ -0,0 +1,982 @@
+//===== rAthena Script =======================================
+//= Einbroch Town
+//===== By: ==================================================
+//= Everybody mentioned in the comments
+//===== Current Version: =====================================
+//= 1.7
+//===== Compatible With: =====================================
+//= rAthena Revision 3000+
+//===== Description: =========================================
+//=
+//===== Additional Comments: =================================
+//= 0.2 Added some NPCs [MasterOfMuppets]
+//= 0.3 Added a few npcs by reddozen [MasterOfMuppets]
+//= 0.4 Added a crappy quest, have fun guys... [MasterOfMuppets]
+//= 0.4a Added exp bonus for the factory quest, borrowed from a Korean fansite.
+//= 0.4b Added missing close [Komurka]
+//= 0.5 Added Temporal Locations of Gunslinger Job Change map.
+//= Info provided by RockmanEXE [erKURITA]
+//= 0.6 Implemented a crap quest [MasterOfMuppets]
+//= 0.7 Implemented an inn NPC [MasterOfMuppets]
+//= 0.8 Implemented the Shinokas quest, thanks to [MasterOfMuppets]
+//= Dj-Yhn for scripting it.
+//= 0.9 Removed Duplicates [Silent]
+//= 1.0 Implemented the Lover's quest. [MasterOfMuppets]
+//= 1.1 Split quests into quests/cities_einbroch.txt [Evera]
+//= 1.2 Split more quests into above file [Evera]
+//= 1.3 Added (finally) the Garrison quest npc [erKURITA]
+//= 1.4 Implemented the polution script. [MasterOfMuppets]
+//= 1.5 Updated Hotel Employee to work with Airship Ticket Quest [Samuray22]
+//= 1.6 Optimized several NPCs [DZeroX]
+//= 1.7 Replaced outdated variable with getarg. [L0ne_W0lf]
+//= 1.8 Fixed Occurances of PcName. [L0ne_W0lf]
+//============================================================
+
+einbroch,218,198,5 script Mark#ein 855,{
+ callfunc "EinTower","Mark";
+ end;
+}
+
+einbroch,175,196,5 script Morei#ein 854,{
+ mes "[Morei]";
+ mes "Greetings,";
+ mes "I am Morei,";
+ mes "Assistant Guide";
+ mes "of Einbroch Tower.";
+ next;
+ mes "[Morei]";
+ mes "If you wish to return";
+ mes "to the ground floor,";
+ mes "please let me know.";
+ mes "Would you like to go";
+ mes "back to ground level?";
+ next;
+ switch(select("Yes.:No.")) {
+ case 1:
+ mes "[Morei]";
+ mes "I see.";
+ mes "Let me lead you";
+ mes "to the ground floor.";
+ mes "Thank you for using";
+ mes "our services.";
+ close2;
+ switch(rand(1,3)) {
+ case 1:
+ warp "einbroch",170,229;
+ end;
+ case 2:
+ warp "einbroch",216,188;
+ end;
+ case 3:
+ warp "einbroch",178,167;
+ end;
+ }
+ case 2:
+ mes "[Morei]";
+ mes "I see.";
+ mes "I hope you";
+ mes "enjoy your time";
+ mes "in Einbroch Tower.";
+ close;
+ }
+}
+
+einbroch,173,229,5 script Oberu#ein 855,{
+ callfunc "EinTower","Oberu";
+ end;
+}
+einbroch,176,172,5 script Khemko#ein 855,{
+ callfunc "EinTower","Khemko";
+ end;
+}
+
+function script EinTower {
+ mes "[" + getarg(0) + "]";
+ mes "Good day~";
+ mes "I'm " + getarg(0) + ", your";
+ mes "guide to exploring";
+ mes "the Einbroch Tower.";
+ next;
+ mes "[" + getarg(0) + "]";
+ mes "Einbroch Tower offers";
+ mes "the best view of our city";
+ mes "and it's a great place to";
+ mes "meet with friends or take";
+ mes "a date. The Einbroch Tower";
+ mes "admission fee is 10 zeny.";
+ next;
+ mes "[" + getarg(0) + "]";
+ mes "Right now, we're offering";
+ mes "a special promotion called";
+ mes "the Apple Combo Set for only";
+ mes "20 zeny. This set includes";
+ mes "Einbroch Tower admission";
+ mes "and an Apple to snack on.";
+ next;
+ switch(select("Tower Admission Only:Apple Combo Set:Cancel")) {
+ case 1:
+ if (Zeny < 10) {
+ mes "[" + getarg(0) + "]";
+ mes "I'm sorry, but you";
+ mes "don't have enough";
+ mes "zeny. The Einbroch";
+ mes "Tower Admission";
+ mes "fee is 10 zeny.";
+ close;
+ }
+ else {
+ mes "[" + getarg(0) + "]";
+ mes "Thank you for";
+ mes "using our services.";
+ mes "Let me guide you to";
+ mes "the tower right away.";
+ set zeny,zeny-10;
+ close2;
+ warp "einbroch",181,196;
+ end;
+ }
+ case 2:
+ if (Zeny < 20) {
+ mes "[" + getarg(0) + "]";
+ mes "I'm sorry, but you don't";
+ mes "have enough zeny. The";
+ mes "Apple Combo Set is 20 zeny.";
+ close;
+ }
+ else {
+ mes "[" + getarg(0) + "]";
+ mes "Before I guide you to";
+ mes "the tower, let me check";
+ mes "your status to insure";
+ mes "your safety before I give";
+ mes "you the Apple Combo Set.";
+ next;
+ if (checkweight(512,1)) {
+ mes "[" + getarg(0) + "]";
+ mes "Thank you for";
+ mes "using our services.";
+ mes "Let me guide you to";
+ mes "the tower right away.";
+ set zeny,zeny-20;
+ getitem 512,1; //Apple
+ close2;
+ warp "einbroch",174,204;
+ end;
+ }
+ else {
+ mes "[" + getarg(0) + "]";
+ mes "I'm sorry, but you're carrying";
+ mes "too many items with you. Please store some of your things in your Kafra Storage before purchasing";
+ mes "the Apple Combo Set.";
+ close;
+ }
+ }
+ case 3:
+ mes "[" + getarg(0) + "]";
+ mes "I see.";
+ mes "Feel free to";
+ mes "come back any";
+ mes "time. Thank you.";
+ close;
+ }
+}
+
+einbroch,232,272,3 script Train Station Staff#ein1::EinbrochTrain 852,{
+ mes "[Staff]";
+ mes "Welcome to";
+ mes "the Train Station.";
+ mes "Trains to Einbech";
+ mes "are always running";
+ mes "so if you miss one,";
+ mes "it's no problem.";
+ next;
+ mes "[Staff]";
+ mes "The fare to board the";
+ mes "train that runs the Einbroch";
+ mes "to Einbech line is 200 zeny.";
+ mes "Would you like to buy a ticket?";
+ next;
+ switch(select("Yes.:No.:About the Environment...")) {
+ case 1:
+ if (Zeny > 199) {
+ mes "[Staff]";
+ mes "Thank you";
+ mes "very much.";
+ mes "Have a safe trip.";
+ mes "^333333*Ahem*^000000 All aboard!";
+ close2;
+ set zeny,zeny-200;
+ warp "einbech",43,215;
+ end;
+ }
+ else {
+ mes "[Staff]";
+ mes "I'm sorry, but this";
+ mes "isn't enough zeny";
+ mes "to pay the train fare.";
+ close;
+ }
+ case 2:
+ mes "[Staff]";
+ mes "Very well, then.";
+ mes "Please enjoy your";
+ mes "stay in Einbroch.";
+ close;
+ case 3:
+ mes "[Staff]";
+ mes "Einbroch is infamous for";
+ mes "its air pollution, no doubt";
+ mes "caused by the industrial";
+ mes "facilities located here.";
+ mes "It's really horrible...";
+ next;
+ mes "[Staff]";
+ mes "Sometimes the air pollution";
+ mes "gets so bad that it becomes";
+ mes "hard to breathe. If you hear";
+ mes "the Einbroch Smog Alert, you";
+ mes "should find shelter immediately!";
+ close;
+ }
+}
+
+einbroch,252,301,3 duplicate(EinbrochTrain) Train Station Staff#ein2 852
+
+einbroch,259,326,3 script Leslie#ein_1 846,{
+ mes "[Leslie]";
+ mes "^666666*Cough cough!*^000000";
+ mes "Laaaand sakes!";
+ next;
+ mes "[Leslie]";
+ mes "An old woman like me";
+ mes "can't breathe this air! How";
+ mes "do people even live in all this";
+ mes "smog? Sure, the air in Einbech";
+ mes "isn't pristine, but the air here in Einbroch is much worse! ^333333*Cough~!*^000000";
+ next;
+ mes "[Leslie]";
+ mes "I hate coming here";
+ mes "sometimes! The air is";
+ mes "totally polluted and this";
+ mes "city is full of stuck up";
+ mes "pricks! But they sell stuff";
+ mes "here I can't buy back home...";
+ close;
+}
+
+einbroch,236,191,3 script Tan#ein 855,{
+ mes "[Tan]";
+ mes "All the factories";
+ mes "here in Einbroch are";
+ mes "causing a serious air";
+ mes "pollution problem.";
+ next;
+ mes "[Tan]";
+ mes "I'm an Airship engineer and";
+ mes "everyday, all day long, I deal";
+ mes "with oil stains and all sorts";
+ mes "of pollutants. I'm surprised";
+ mes "I haven't gotten sick yet...";
+ next;
+ mes "[Tan]";
+ mes "Still, I try to be careful";
+ mes "when I can. Whenever I go";
+ mes "out into the city's red fog,";
+ mes "I always wear my Flu Mask.";
+ mes "If you'll be here for a while,";
+ mes "you should carry one with you.";
+ close;
+}
+
+einbroch,228,121,5 script Little Toby#ein-1 855,{
+ mes "[Little Toby]";
+ mes "Excuse me...";
+ mes "But I'm lost!";
+ mes "I can't find my";
+ mes "mom or dad!";
+ next;
+ mes "[Little Toby]";
+ mes "A-am I at the Airport?!";
+ mes "My parents are supposed";
+ mes "to come get me, but I still";
+ mes "haven't found them! We just";
+ mes "moved here, so I don't know";
+ mes "where anything is!";
+ next;
+ mes "[Little Toby]";
+ mes "W-wait!";
+ mes "Where are you";
+ mes "going?! Don't leave";
+ mes "me, I'm all alone...!";
+ close;
+}
+
+einbroch,40,116,1 script Airship Engineer#ein-1 855,{
+ mes "[Airship Engineer]";
+ mes "H-hey! Don't";
+ mes "touch my precious";
+ mes "Burielle! I just finished";
+ mes "her tune-up and now she's";
+ mes "sleeping! J-just step away!";
+ next;
+ switch(select("Who's Burielle?:Sorry about That.")) {
+ case 1:
+ mes "[Airship Engineer]";
+ mes "Burielle is the prettiest";
+ mes "model among all the Airships";
+ mes "made within the last ten years!";
+ mes "She might be grounded now, but";
+ mes "with my healing hands, she'll";
+ mes "conquer the skies again!";
+ next;
+ switch(select("Ah~:Uh huh...")) {
+ case 1:
+ mes "["+strcharinfo(0)+"]";
+ mes "Ah~";
+ mes "I see, so you're";
+ mes "working on restoring";
+ mes "this magnificent specimen";
+ mes "of an Airship. Best of luck~";
+ next;
+ mes "[Airship Engineer]";
+ mes "Yeah. I'd appreciate";
+ mes "it if you'd just be careful.";
+ mes "I've put a lot of love into";
+ mes "fixing up Burielle...";
+ close;
+ case 2:
+ mes "["+strcharinfo(0)+"]";
+ mes "Uh huh...";
+ mes "Right. For a second";
+ mes "there, I thought you were";
+ mes "talking about a person, but";
+ mes "then I also assumed that you";
+ mes "weren't, you know, a nutcase.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Oh, did you say,";
+ mes "''prettiest model?''";
+ mes "All Airships look the";
+ mes "same to me, this one";
+ mes "ain't special at all. You've";
+ mes "gone loony tunes, paley boy.";
+ next;
+ emotion e_an;
+ mes "[Airship Engineer]";
+ mes "Wh-what...?!";
+ close;
+ }
+ case 2:
+ mes "[Airship Engineer]";
+ mes "Well, at least you know";
+ mes "what you did wrong. Now";
+ mes "quit disturbing her and git!";
+ close;
+ }
+}
+
+einbroch,294,312,3 script Centzu#ein 854,{
+ mes "[Centzu]";
+ mes "I've lived here for";
+ mes "a long time and I see";
+ mes "that this huge city is still";
+ mes "growing bigger everyday.";
+ next;
+ mes "[Centzu]";
+ mes "How did Einbroch get so";
+ mes "huge so quickly? I still can't";
+ mes "believe there's been this much";
+ mes "development. Well, I suppose";
+ mes "it's not my concern. Nothing";
+ mes "I do will make a difference... ";
+ next;
+ mes "[Centzu]";
+ mes "Even though such";
+ mes "rapid industrialization";
+ mes "can't be good for the";
+ mes "environment or the people,";
+ mes "I'll just sit back, watch what";
+ mes "happens and just enjoy life...";
+ close;
+}
+
+einbroch,232,255,5 script Khowropher#ein 847,{
+ mes "[Khowropher]";
+ mes "^666666*Cough cough*^000000";
+ mes "Jiminy! The air here";
+ mes "is so thick and grimy!";
+ mes "And it's worse for us old";
+ mes "people with breathing";
+ mes "problems! ^333333*Haaack!*^000000";
+ next;
+ mes "[Khowropher]";
+ mes "I don't care if they keep";
+ mes "building more and more";
+ mes "factories and homes in this";
+ mes "town. Still, I'd like to spend";
+ mes "the rest of my life somewhere";
+ mes "quiet and with clean air...";
+ next;
+ mes "[Khowropher]";
+ mes "Then again, Einbroch is my";
+ mes "hometown and I can't just up";
+ mes "and leave. I suppose it's my";
+ mes "fate to suffer from this foul air until the day I die. ^666666*Sigh...*^000000";
+ close;
+}
+
+einbroch,143,109,5 script Khetine#ein 855,{
+ mes "[Khetine]";
+ mes "Lately, there's been";
+ mes "talk about this empty";
+ mes "building downtown that's";
+ mes "been converted into some";
+ mes "sort of mysterious facility.";
+ next;
+ mes "[Khetine]";
+ mes "It all seems pretty";
+ mes "shady, but I guess it's";
+ mes "not really my job to know";
+ mes "about that. I mean, if it";
+ mes "doesn't affect me, why";
+ mes "should I be concerned?";
+ close;
+}
+
+einbroch,229,149,3 script Sleik#ein 854,{
+ mes "[Sleik]";
+ mes "Surprisingly, we have";
+ mes "a Train Station that everyone";
+ mes "has been calling a victory for";
+ mes "science. I mean, shouldn't we";
+ mes "be more amazed by the Airship?";
+ next;
+ mes "[Sleik]";
+ mes "Now, if you want to know";
+ mes "where the train actually goes,";
+ mes "I wouldn't be able to tell you.";
+ mes "After all, I never rode it. But";
+ mes "still, I guess having our own";
+ mes "Train Station is a good thing.";
+ close;
+}
+
+airport,174,41,6 script Young Man#air 99,{
+ mes "[Runnan]";
+ mes "...And that's why";
+ mes "I travel around the";
+ mes "globe. My bosses have";
+ mes "a keen eye for the most";
+ mes "exotic goods, so I acquire";
+ mes "them and make deliveries.";
+ next;
+ mes "[Runnan]";
+ mes "There even was a time";
+ mes "when they had me collect";
+ mes "Jellopy, though that stuff is";
+ mes "pretty common nowadays.";
+ mes "Now that I think about it, why";
+ mes "did they need so much stuff?";
+ close;
+}
+
+airport,176,41,4 script Old Man#air 88,{
+ mes "[Zhen Lan]";
+ mes "Now, I hear that the";
+ mes "monsters around here";
+ mes "carry around some ore";
+ mes "that dazzles with a sublimely";
+ mes "beautiful light. Neat, huh?";
+ next;
+ mes "[Zhen Lan]";
+ mes "These ores are a great";
+ mes "material to use in making";
+ mes "flower vases. My friend, who";
+ mes "happens to be a dollmaker,";
+ mes "told me that. He makes these dolls using all sorts of materials.";
+ next;
+ mes "[Zhen Lan]";
+ mes "He fashions them out of";
+ mes "Well-Tanned Leather, stuffs";
+ mes "them with Bird Feathers, and";
+ mes "uses Cyfar or Zargon to make";
+ mes "the eyes. He even uses a Jellopy at the bottom to balance the doll.";
+ next;
+ mes "[Zhen Lan]";
+ mes "I guess that goes to show";
+ mes "that things that seem useless";
+ mes "might actually be handy in some";
+ mes "way. So don't worry about having too much stuff. Sooner or later, it might be useful to someone.";
+ close;
+}
+
+ein_in01,113,211,3 script Teinz#ein 851,{
+ mes "[Teinz]";
+ mes "If you just pay me money,";
+ mes "I'll be your slave! There's";
+ mes "nothing I won't do! Anything";
+ mes "is fair game. Hell, I'll get buck naked if you pay me enough.";
+ next;
+ mes "[Teinz]";
+ mes "If you pay me what I'm";
+ mes "worth, I'll work hard at";
+ mes "any task you set me to.";
+ mes "Sure, mining's rough, but";
+ mes "as long as the zeny's coming";
+ mes "in, I'm happy. Heh heh heh~";
+ close;
+}
+
+ein_in01,48,220,5 script Lowe#ein 851,{
+ mes "[Lowe]";
+ mes "...";
+ mes "......";
+ next;
+ mes "[Lowe]";
+ mes "...";
+ mes "......";
+ mes ".........";
+ next;
+ mes "[Lowe]";
+ mes "Hey. Why are you";
+ mes "looking at me like";
+ mes "that? There's no idle";
+ mes "chatting allowed at work.";
+ mes "If Canphotii catches";
+ mes "you, you'll be punished...";
+ next;
+ mes "[Lowe]";
+ mes "Oh wait...";
+ mes "You don't work here.";
+ mes "I apologize, that kind";
+ mes "of reaction's an old";
+ mes "habit for me, adventurer.";
+ close;
+}
+
+ein_in01,87,237,5 script Dinje#ein 850,{
+ mes "[Dinje]";
+ mes "Do you know why a woman";
+ mes "like me has to work in this";
+ mes "factory? I'll tell you why... ";
+ next;
+ mes "[Dinje]";
+ mes "My lazy husband, Gesin,";
+ mes "is just lying there on the";
+ mes "ground! So I have to work";
+ mes "in order to support us!";
+ next;
+ mes "[Dinje]";
+ mes "We can't rest for even";
+ mes "a second if we want to save";
+ mes "enough money to become";
+ mes "wealthy and powerful some";
+ mes "day. Don't you understand?";
+ next;
+ mes "[Dinje]";
+ mes "Well, my husband obviously";
+ mes "doesn't! How can he not know";
+ mes "how the real world works?!";
+ mes "Hey, kick his ass for me if";
+ mes "he doesn't wake up soon!";
+ close;
+}
+
+ein_in01,84,218,3 script Tsuen#ein 851,{
+ mes "[Tsuen]";
+ mes "There was a time";
+ mes "when I dreamed of";
+ mes "being an adventurer,";
+ mes "just like you. But that";
+ mes "was a long time ago...";
+ next;
+ mes "[Tsuen]";
+ mes "Now, I'm nothing but";
+ mes "a factory manager. Still,";
+ mes "even if my job's not that";
+ mes "great, I'm pretty satisfied.";
+ mes "I'm sure people enjoy the";
+ mes "products I oversee and all...";
+ next;
+ mes "[Tsuen]";
+ mes "Maybe my life was meant";
+ mes "to be this way, even if it's";
+ mes "not how I planned it. But the";
+ mes "time will come when I up and";
+ mes "leave and travel the world";
+ mes "once I get my chance!";
+ next;
+ mes "[Tsuen]";
+ mes "I hope the day will";
+ mes "come when I can meet";
+ mes "you out in that big wide";
+ mes "world and greet you as";
+ mes "a fellow adventurer.";
+ close;
+}
+
+ein_in01,103,239,1 script Gesin#ein 849,{
+ mes "[Gesin]";
+ mes "Arrrgh!";
+ mes "This is killing me!";
+ mes "Why should I be rich?";
+ mes "What's wrong with living";
+ mes "within our means?";
+ next;
+ mes "[Gesin]";
+ mes "I've got no problem";
+ mes "with my current way";
+ mes "of life, but the old ball";
+ mes "and chain disagrees.";
+ mes "Why is she so obsessed";
+ mes "with riches and power?";
+ next;
+ mes "[Gesin]";
+ mes "Well, in any case, I'd";
+ mes "like to help her, but I can't";
+ mes "get up! I'm exhausted and";
+ mes "my body is just overtaxed.";
+ mes "I have no strength at all.";
+ next;
+ mes "[Gesin]";
+ mes "This is horrible~";
+ mes "I should be resting";
+ mes "instead of worrying";
+ mes "about making money...";
+ close;
+}
+
+ein_in01,33,275,1 script Pevtatin#ein 848,{
+ mes "[Pevtatin]";
+ mes "Good god!";
+ mes "I'm so stressed!";
+ mes "It's been nonstop";
+ mes "since I moved here!";
+ next;
+ mes "[Pevtatin]";
+ mes "The work is tough and";
+ mes "already the boss hates";
+ mes "me! I didn't move here";
+ mes "for this! Still, the pay is";
+ mes "decent so I guess I should";
+ mes "endure just a little longer.";
+ next;
+ mes "[Pevtatin]";
+ mes "Here goes...!";
+ mes "Yo-heave-ho!";
+ mes "Yo-heave-ho~!";
+ close;
+}
+
+ein_in01,36,204,3 script Rombell#ein 851,{
+ mes "[Rombell]";
+ mes "It's great that the";
+ mes "factory is making good";
+ mes "business and drawing";
+ mes "in a lot of profit, but I still";
+ mes "have one major concern.";
+ next;
+ mes "[Rombell]";
+ mes "The amount of pollution";
+ mes "that this place is causing";
+ mes "is horrific! We've got these";
+ mes "machines blowing out toxic";
+ mes "gas all day long! The air";
+ mes "can't be safe for very long...";
+ next;
+ mes "[Rombell]";
+ mes "I mean, the air we're";
+ mes "breathing right now is";
+ mes "pretty foul and things";
+ mes "are only going to get";
+ mes "worse. How can we";
+ mes "solve this problem?";
+ close;
+}
+
+ein_in01,64,271,3 script Vonstein#ein 855,{
+ mes "[Vonstein]";
+ mes "Staring at this";
+ mes "bubbling hot liquid";
+ mes "metal gives me a good";
+ mes "feeling inside. It's like";
+ mes "that stuff can melt anything!";
+ next;
+ mes "[Vonstein]";
+ mes "Imagine covering an";
+ mes "entire street of people";
+ mes "with that stuff! Bwahah--";
+ mes "Oh, I'm sorry if I'm talking";
+ mes "crazy talk! I'm just kidding~";
+ close;
+}
+
+ein_in01,49,202,3 script Dorf#ein 851,{
+ mes "[Dorf]";
+ mes "Machines are sooo";
+ mes "convenient. Just look";
+ mes "at this contraption easily";
+ mes "do tasks that'd be tough";
+ mes "for me to finish alone.";
+ next;
+ mes "[Dorf]";
+ mes "Now this is what";
+ mes "I call technology!";
+ mes "Sure, it takes effort and";
+ mes "money to make one of";
+ mes "these, but what do I care?";
+ next;
+ mes "[Dorf]";
+ mes "I've got no problems,";
+ mes "so long as this freaking";
+ mes "thing keeps working the";
+ mes "way I want it to!";
+ close;
+}
+
+ein_in01,68,209,5 script Khashurantze#ein 852,{
+ mes "[Khashurantze]";
+ mes "I'm sorry, but you need";
+ mes "special authority in order";
+ mes "to enter this place. I'll have";
+ mes "to ask you to leave right now.";
+ close2;
+ warp "einbroch",179,63;
+ end;
+}
+
+ein_in01,85,261,3 script Zherin#ein 851,{
+ mes "[Zherin]";
+ mes "I'm in charge of this";
+ mes "blast furnace which";
+ mes "contains all of this";
+ mes "boiling magma.";
+ next;
+ mes "[Zherin]";
+ mes "Even though it doesn't";
+ mes "require actual labor, this";
+ mes "job is pretty tiring. I've got";
+ mes "to pay careful attention all";
+ mes "the time. It's pretty stressful.";
+ next;
+ mes "[Zherin]";
+ mes "Still, I'm proud of my job";
+ mes "since I have the responsibility";
+ mes "of ensuring employee safety.";
+ mes "Anyway, don't get too close";
+ mes "to the furnace. It won't do if";
+ mes "you get burned on accident!";
+ close;
+}
+
+ein_in01,43,252,3 script Canphotii#ein 852,{
+ mes "[Canphotii]";
+ mes "Hustle, hustle!";
+ mes "Pick up the pace!";
+ mes "Anyone working too";
+ mes "slowly will be punished!";
+ next;
+ mes "[Canphotii]";
+ mes "Can't you understand";
+ mes "that?! Now go to your";
+ mes "station and get back to";
+ mes "work! Wait, are you even";
+ mes "an employee? If not, then";
+ mes "stop wandering around!";
+ next;
+ mes "[Canphotii]";
+ mes "You're not supposed";
+ mes "to be able to get in here!";
+ mes "I can't believe they let you";
+ mes "in! This requires extreme";
+ mes "disciplinary action!";
+ close;
+}
+
+ein_in01,206,224,3 script Hotel Employee#ein 855,{
+ mes "[Hotel Employee]";
+ mes "Good day, welcome to the";
+ mes "Einbroch Hotel. The staff is";
+ mes "always striving to accomodate";
+ mes "our guests with the highest";
+ mes "standards in cleanliness,";
+ mes "service and convenience~";
+ next;
+ if (kain_ticket == 5) {
+ mes "[Hotel Employee]";
+ mes "Are you looking";
+ mes "for Mr. Defru Ark?";
+ mes "Oh right, he did mention";
+ mes "waiting for some package";
+ mes "from the Airport. Now let";
+ mes "me pull up that information...";
+ next;
+ mes "[Hotel Employee]";
+ mes "Ah, here we are.";
+ mes "Mr. Defru Ark is";
+ mes "staying in Room 201.";
+ next;
+ }
+ else {
+ switch(select("Save:Take Rest - 5,000 zeny:Cancel")) {
+ case 1:
+ mes "[Hotel Employee]";
+ mes "Your Respawn Point";
+ mes "has been saved here";
+ mes "in the Einbroch Hotel.";
+ mes "Thank you, and please";
+ mes "come again.";
+ close2;
+ savepoint "ein_in01",200,224;
+ end;
+ case 2:
+ if (Zeny > 4999) {
+ mes "[Hotel Employee]";
+ mes "Thank you.";
+ mes "Please enjoy";
+ mes "your rest~";
+ close2;
+ set zeny,zeny-5000;
+ percentheal 100,100;
+ warp "ein_in01",272,167;
+ end;
+ }
+ else {
+ mes "[Hotel Employee]";
+ mes "I'm sorry, but the";
+ mes "acommodation fee is";
+ mes "5,000 zeny. Next time,";
+ mes "please make sure that you";
+ mes "bring enough zeny, okay?";
+ close;
+ }
+ case 3:
+ mes "[Hotel Employee]";
+ mes "Thank you and";
+ mes "please come again~";
+ close;
+ }
+ }
+ mes "[Hotel Employee]";
+ mes "Have a good day.";
+ close;
+}
+
+einbroch,244,255,5 script Bulletin Board#ein1 858,{
+ mes " ";
+ mes " Train Station ";
+ mes " ";
+ close;
+}
+
+einbroch,253,203,5 script Bulletin Board#ein2 858,{
+ mes " ";
+ mes " Hotel ";
+ mes " ";
+ close;
+}
+
+einbroch,68,206,5 script Bulletin Board#ein3 858,{
+ mes " ";
+ mes " Airship Airport ";
+ mes " ";
+ close;
+}
+
+einbroch,90,84,5 script Bulletin Board#ein4 858,{
+ mes " ";
+ mes " Laboratory ";
+ mes " ";
+ close;
+}
+
+einbroch,101,106,5 script Bulletin Board#ein5 858,{
+ mes " ";
+ mes " Airship Repair Shop ";
+ mes " ";
+ close;
+}
+
+einbroch,220,208,5 script Bulletin Board#ein6 858,{
+ mes " ";
+ mes " Weapon Shop ";
+ mes " ";
+ close;
+}
+
+einbroch,132,76,5 script Bulletin Board#ein7 858,{
+ mes " ";
+ mes " Factory ";
+ mes " ";
+ close;
+}
+
+einbroch,152,46,5 script Bulletin Board#ein11 858,{
+ mes "West - Laboratory, Airship Repair Shop";
+ mes "South - Einbroch Front Gate";
+ mes "North - Airport";
+ mes "Northeast - Train Station, Hotel, Weapon Shop";
+ close;
+}
+
+einbroch,235,141,5 script Bulletin Board#ein22 858,{
+ mes "Southwest - Airship Repair Shop, Laboratory";
+ mes "Northwest - Airport";
+ mes "North - Weapon Shop, Hotel, Train Station";
+ close;
+}
+
+einbroch,162,256,5 script Bulletin Board#ein33 858,{
+ mes "East - Train Station";
+ mes "Southeast - Hotel";
+ mes "South - Weapon Shop,Factory";
+ mes "Southwest - Airport, Airship Repair Shop, Laboratory";
+ close;
+}
+
+einbroch,183,174,5 script Bulletin Board#ein44 858,{
+ mes "East - Weapon Shop, Hotel";
+ mes "South - Factory";
+ mes "Southwest - Airship Repair Shop, Laboratory";
+ mes "Northwest - Airport";
+ close;
+}
+
+einbroch,104,202,5 script Bulletin Board#ein55 858,{
+ mes "Northeast - Train Station";
+ mes "East - Weapon Shop,Hotel";
+ mes "South - Airship Repair Shop, Laboratory";
+ close;
+}
+
+ein_in01,31,217,3 script Cendadt#ein 851,{
+ mes "[Cendadt]";
+ mes "This factory has a lot";
+ mes "of things that need fixing,";
+ mes "pronto! I'm amazed that";
+ mes "the place is still operating!";
+ next;
+ mes "[Cendadt]";
+ mes "Lucky for us, I hear that";
+ mes "some altruistic adventurers";
+ mes "have been donating materials";
+ mes "to help keep this factory from";
+ mes "falling apart... Or worse.";
+ mes "But that's just a rumor.";
+ next;
+ mes "[Cendadt]";
+ mes "^666666*Sigh*^000000";
+ mes "Even if it is true,";
+ mes "there's nothing no one";
+ mes "here can do. Nobody has";
+ mes "the courage to challenge";
+ mes "the system, you know?";
+ next;
+ mes "[Cendadt]";
+ mes "I...";
+ mes "I better get";
+ mes "back to work";
+ mes "before I get";
+ mes "in trouble...";
+ close;
+}
diff --git a/npc/pre-re/cities/geffen.txt b/npc/pre-re/cities/geffen.txt
new file mode 100644
index 000000000..f5cff90d3
--- /dev/null
+++ b/npc/pre-re/cities/geffen.txt
@@ -0,0 +1,1425 @@
+//===== rAthena Script =======================================
+//= Geffen Town
+//===== By: ==================================================
+//= Everybody mentioned in the comments
+//===== Current Version: =====================================
+//= 1.9
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Geffen Town NPCs
+//===== Additional Comments: =================================
+//= Fully working
+//= 1.1 - Spell Checked [massdriller]
+//= 1.2 Fixed more typos [Nexon]
+//= 1.3 added a Level 4 weapon quest related NPC [MasterOfMuppets]
+//= 1.4 Removed Duplicates [Silent]
+//= 1.5 Fixed some typos and coordinates [Musashiden]
+//= 1.5a Fixed a small typo [Evera]
+//= 1.6 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
+//= 1.6a Small bug fix. (end -> next) care of Lesbian. [L0ne_W0lf]
+//= 1.7 Fixed bad NPC header data to comply with rev. 11603. [L0ne_W0lf]
+//= 1.8 Fixed character's name and swapped gender dialogues [Lupus]
+//= 1.9 Replaced effect numerics with constants. [Samuray22]
+//============================================================
+
+geffen,59,143,0 script Meera 91,{
+ mes "[Meera]";
+ mes "Welcome to Geffen,";
+ mes "the City of Magic!";
+ next;
+ mes "[Meera]";
+ mes "I don't know much about magic, but do you know what tastes magical? ^CC6600Honey^000000!";
+ next;
+ mes "[Meera]";
+ mes "It's soooo sweet and delicious. I'm not sure if it's an aphrodisiac, but I know for a fact that it will relieve you of fatigue and help you recover from wounds!";
+ next;
+ mes "[Meera]";
+ mes "Hornets living in the grasslands spend their lives gathering nectar at the Queen Bee's command. Honey is made from the nectar they gather.";
+ next;
+ mes "[Meera]";
+ mes "But that's not all. There's a special kind of honey that's made for only Queen Bees to eat:";
+ mes "^CC6600Royal Jelly^000000!";
+ next;
+ mes "[Meera]";
+ mes "Nothing can compare to the luscious flavor of Royal Jelly. And I think it's even better for you than ordinary Honey!";
+ close;
+}
+
+geffen,156,190,0 script Orwalk 82,{
+ mes "[Orwalk]";
+ mes "...Interesting.";
+ mes "Most intriguing.";
+ mes "Oh! Let me tell you";
+ mes "this marvelous story~";
+ next;
+ mes "[Orwalk]";
+ mes "While I was researching magic, I discovered this mysterious scroll. It describes this tree named Yggdrasil.";
+ next;
+ mes "[Orwalk]";
+ mes "The leaves, seeds and fruit of Yggdrasil link every living thing in this world. According to this scroll, Yggdrasil is also involved in the creation of the world.";
+ next;
+ mes "[Orwalk]";
+ mes "Speaking of which, I've also heard of a rumor about a miraculous tree in some land near Comodo. They must be connected, I'm sure of it!";
+ close;
+}
+
+geffen_in,164,109,0 script Wizard Stanza 64,{
+ mes "[Stanza]";
+ mes "I sense the presence of a mighty spirit. Can it be you...?";
+ next;
+ mes "[Stanza]";
+ if (BaseJob == Job_Mage)
+ mes "It seems that you are trained in the mystic arts. Magic... Its power is governed by the law of cause and effect.";
+ else if (BaseJob == Job_Acolyte) {
+ mes "Ah...";
+ mes "I see that you wield holy power in one way or another. I suppose Holy power may be considered one form of mystical energy.";
+ }
+ else if (Class == Job_Novice)
+ mes "Although you may not be able to use magic or any other kind of powerful skills for now, this knowledge may be helpful in the future, young Novice...";
+ else
+ mes "Although you are not formally trained in the use of magic, you use skills which draw upon otherworldly energies, whether you know it or not...";
+ next;
+ mes "[Stanza]";
+ mes "If you use mystic energy for the purpose of harming others, or to defy the rules set by Mother Nature, that power will naturally be turned against you. Remember, you reap what you sow.";
+ next;
+ mes "[Stanza]";
+ mes "But there is an item that can protect the caster from ill consequence, allowing the safe use of certain magics. These are the shining, mystical stones known as Gemstones.";
+ next;
+ mes "[Stanza]";
+ mes "Gemstone...";
+ mes "If you wish to use your powers to the fullest, remember this item.";
+ close;
+}
+
+geffen,147,26,0 script Ralphie 97,{
+ mes "[Ralphie]";
+ mes "Somewhere in this world, there is a rare Staff which can transform psychic energy into physical force, endowing its owner with ^990000destructive power^000000...";
+ next;
+ mes "[Ralphie]";
+ mes "With that, anyone could be as strong as Hercules... Even a weakling like me! Hahahahahah,";
+ mes "I must have it!";
+ next;
+ Emotion e_gasp;
+ mes "[Ralphie]";
+ mes "...Good Heavens!";
+ mes "Since when were";
+ mes "you listening?";
+ next;
+ mes "[Ralphie]";
+ mes "Did you happen";
+ mes "to hear any of that?";
+ mes "Muhwaha... ha. Ha.";
+ next;
+ mes "[Ralphie]";
+ mes "Well...";
+ mes "I didn't say anything. But if";
+ mes "I did, forget all about it,";
+ mes "whatever it was~";
+ next;
+ mes "[Ralphie]";
+ mes "...Boy, this is awkward.";
+ close;
+}
+
+geffen,111,48,0 script Stacey 101,{
+ if (getequipid(1) == 2299) {
+ mes "[Stacey]";
+ mes "Oh...!";
+ mes "Is that an Orc Helm you're wearing?! That's so cool! Wow...";
+ next;
+ mes "[Stacey]";
+ if (sex) {
+ mes "You look so...";
+ mes "Rugged and manly~";
+ }
+ else {
+ mes "Oooh~!";
+ mes "I'm so jealous!";
+ }
+ close;
+ }
+ else if (getequipid(1) == 5094) {
+ mes "[Stacey]";
+ mes "Oh...";
+ mes "Wow...";
+ next;
+ mes "[Stacey]";
+ mes "That's...";
+ mes "That's a Helmet";
+ mes "of Orc Hero!";
+ next;
+ mes "[Stacey]";
+ if (sex) {
+ mes "It's...";
+ mes "It's like you're surrounded by this incredibly masculine aura! Oooh~! You must be irresistable to all the girls!";
+ next;
+ Emotion e_lv;
+ mes "[Stacey]";
+ mes "And I'm no exception.";
+ }
+ else {
+ mes "Goodness, you must be so strong!";
+ mes "But I thought only members of the Orc Tribe could wear those?";
+ }
+ close;
+ }
+ else {
+ mes "[Stacey]";
+ mes "Hello~!";
+ mes "Oh, aren't you";
+ mes "an adventurer?";
+ next;
+ mes "[Stacey]";
+ mes "Have you ever seen any Orcs from the Demi-Human tribe? If you go down southward from here, I think you can find Orcs in the deep forest.";
+ next;
+ mes "[Stacey]";
+ mes "I hear that Orcs have their own culture and language, supposedly just like us humans. Does that mean Orcs go on dates...?";
+ next;
+ mes "[Stacey]";
+ mes "You know, where they tenderly whisper sweet nothings and then... Oh! I really want to know!";
+ close;
+ }
+}
+
+geffen_in,34,170,0 script Theodore 47,{
+ mes "[Theodore]";
+ mes "Hello!";
+ mes "Isn't it a";
+ mes "wonderful";
+ mes "day today?";
+ next;
+ mes "[Theodore]";
+ mes "Well, I wouldn't know. I've been studying too hard to become a Mage. I've been staying up all night, agonizing over anything that's magical.";
+ next;
+ mes "[Theodore]";
+ mes "*Sigh...*";
+ mes "I especially worry about all the drawbacks to using magic.";
+ next;
+ mes "[Theodore]";
+ mes "Oh darn! It was really annoying when a long-ranged enemy found me the last time I went exploring. That crummy monster disrupted the casting of all my spells! I didn't hit it at all!";
+ next;
+ mes "[Theodore]";
+ mes "After that, I realized I needed some sort of weapon to counter long-ranged attacks from enemies. Something that can attack from a distance...";
+ next;
+ mes "[Theodore]";
+ mes "Some sort of...";
+ mes "Sharp, piercing";
+ mes "projectile launcher, preferably made out of wood.";
+ next;
+ mes "[Theodore]";
+ mes "But where could";
+ mes "I find something";
+ mes "like that?!";
+ close;
+}
+
+geffen,146,148,4 script Suspicious Guy 99,6,6,{
+ end;
+
+OnTouch:
+ mes "[?]";
+ mes "^333333*Psssst!*";
+ mes "H-Hey you!";
+ mes "You wanna get your hands on some great stuff? Come on over!^000000";
+ next;
+ mes "[Suspicious Guy]";
+ if (sex)
+ mes "Hey there tough guy. You look smart enough to recognize a bargain when it's right in front of your eyes.";
+ else
+ mes "Well, well, well. Aren't you a pretty girl. Today just happens to be your lucky day!";
+ next;
+ mes "[Suspicious Guy]";
+ mes "So just tell me what you want, and I'll cut you a deal from amongst my valuable, yet affordable, wares.";
+ next;
+ switch(select("Gimme some potion so I can recover HP.:Um, you got a Knife?:Don't you have a good Manteau?:Don't you have something besides this?")) {
+ case 1:
+ mes "[Suspicious Guy]";
+ mes "Ah, you into Potions, eh?";
+ mes "Yeah, I got the stuff!";
+ next;
+ mes "[Suspicious Guy]";
+ mes "Here it is! High quality Red Potion! It starts working right away once you take it. Once it hits your lips, you can't stop. This stuff is that good.";
+ next;
+ mes "[Suspicious Guy]";
+ mes "C'mon dude. This is the latest Red Potion. I got it from a close friend of a friend, you know, a real dependable source, and it's real cheap too. You can't pass this up!";
+ next;
+ select("Uh, can I buy White Potions instead?");
+ mes "[Suspicious Guy]";
+ mes "White Potions? Oh, those don't exist. But, er, if someone's selling that kind of stuff, bring it to me so I can, um, test the difference. But yeah, I got the real stuff.";
+ next;
+ mes "[Suspicious Guy]";
+ mes "You can heal all your wounds by drinking Red Potions! And I'll sell you one for just ^FF3333500 zeny^000000!";
+ next;
+ mes "[Suspicious Guy]";
+ mes "Now, how cheap is that?! Since they're in such high demand, I can only sell you 100 of";
+ mes "them at a time.";
+ next;
+ while(1) {
+ input .@input;
+ if (.@input == 0) {
+ mes "[Suspicious Guy]";
+ if (sex)
+ mes "Ah duuuuuude~ You're breakin' my heart! I mean, at these prices, I'm practically performing charity!";
+ else
+ mes "W-waaaait! You didn't let me tell you the part about how Red Potions help you lose and gain weight in all the right places! Waaaaait!";
+ close;
+ }
+ else if (.@input > 100) {
+ mes "[Suspicious Guy]";
+ mes "Whoa...";
+ mes "I can't let you buy that many. I mean, it's not like, you know, there's a trace impurity in these Potions or anything like that...";
+ next;
+ }
+ else
+ break;
+ }
+ set .@Red_potion_hap,.@input * 500;
+ if (Zeny < .@Red_potion_hap) {
+ mes "[Suspicious Guy]";
+ mes "Oh maaan~";
+ mes "Are you";
+ mes "short on dough?";
+ mes "That's no good.";
+ next;
+ mes "[Suspicious Guy]";
+ mes "^333333Now I gotta find some other sucker to dump this junk on!^000000 *Ahem* I mean, come again!";
+ close;
+ }
+ set zeny,zeny-.@Red_potion_hap;
+ getitem 501,.@input; //Red_Potion
+ break;
+ case 2:
+ mes "[Suspicious Guy]";
+ if (sex) {
+ mes "What would a strong guy like you want a knife for? Those will just break under the force of your incredibly powerful swings!";
+ next;
+ mes "[Suspicious Guy]";
+ mes "Now...";
+ mes "What you really";
+ mes "need is a ^FF3333manly Dagger^000000.";
+ }
+ else {
+ mes "A nice lady like you? Come on now, kitchen knives are for old naggy wives and the hired help.";
+ next;
+ mes "[Suspicious Guy]";
+ mes "Now...";
+ mes "What you really";
+ mes "need is a fine, exquisite";
+ mes "^FF3333French Dagger^000000 to match your beauty and elegance.";
+ }
+ next;
+ mes "[Suspicious Guy]";
+ mes "I call it...";
+ mes "The ^FF3333Main Gauche^000000! I invented it myself. And I'm only selling it for 9,400 zeny!";
+ next;
+ select("Aren't you going to give me a sheath too?");
+ mes "[Suspicious Guy]";
+ mes "A sheath?";
+ mes "Whoa, that's almost asking too much! Alright, alright...";
+ next;
+ mes "[Suspicious Guy]";
+ mes "Since I like you so much, I'm giving you a free sheath with your purchase! Now how's that";
+ mes "for a bargain?";
+ next;
+ mes "[Suspicious Guy]";
+ mes "There's no way you can pass this up! Now, how many do you want?";
+ next;
+ while(1) {
+ input .@input;
+ if (.@input == 0) {
+ mes "[Suspicious Guy]";
+ mes "Man, how many chances of a lifetime have you passed up? Man, I hope you win the lottery...";
+ mes "You'd probably";
+ mes "pass that up too.";
+ close;
+
+ }
+ else if (.@input > 100) {
+ mes "[Suspicious Guy]";
+ mes "Whoa!";
+ mes "I can't sell that many Daggers! That'll attract the Prontera Chiv--I mean, um, I was gonna donate some Daggers to... Hungry children?";
+ next;
+ }
+ else
+ break;
+ }
+ set .@Main_gauche_hap,.@input * 9400;
+ if (Zeny < .@Main_gauche_hap) {
+ mes "[Suspicious Guy]";
+ mes "Short on zeny?";
+ mes "When the greatest deal in your life is right before your eyes?! Tragic, truly tragic...";
+ close;
+ }
+ set zeny,zeny-.@Main_gauche_hap;
+ getitem 1207,.@input; //Main_Gauche
+ break;
+ case 3:
+ mes "[Suspicious Guy]";
+ if (sex)
+ mes "A Manteau? That's old news! You know what's the latest in protective armors?";
+ else
+ mes "Now why would such a beautiful woman wear something out of style? You know what would make you look even better?";
+ next;
+ mes "[Suspicious Guy]";
+ mes "That's right!";
+ mes "A Hood! Wearing one of those is the quickest way to win respect these days!";
+ next;
+ mes "[Suspicious Guy]";
+ mes "If you've got a Hood on, monsters will fear you and run away in terror! And check out this sturdy fabric. I can pull it all I want and it won't tear!";
+ next;
+ select("This hood has no drawstrings...? ");
+ mes "[Suspicious Guy]";
+ mes "Haha! What are you saying? You don't need drawstrings! The space age Rayon and Nylon and Krypton fibers keep the Hood secure on your head!";
+ next;
+ mes "[Suspicious Guy]";
+ mes "Man...";
+ mes "So much technology was invested into this Hood. Can you believe I'm only selling it for 930 zeny?";
+ next;
+ mes "[Suspicious Guy]";
+ mes "Clearly, this is the deal of the century. So how many do you want?";
+ next;
+ while(1) {
+ input .@input;
+ if (.@input == 0) {
+ mes "[Suspicious Guy]";
+ mes "Awww...";
+ mes "It wasn't because of the whole drawstrings thing, was it?";
+ close;
+ }
+ else if (.@input > 100) {
+ mes "[Suspicious Guy]";
+ mes "Whoa~!";
+ mes "I can't sell you that many! What are you trying to do, take advantage of me?";
+ next;
+ }
+ else
+ break;
+ }
+ set .@Hood__hap,.@input * 930;
+ if (zeny < .@Hood__hap) {
+ mes "[Suspicious Guy]";
+ mes "Oh nuts...";
+ mes "Short on zeny, eh?";
+ close;
+ }
+ set zeny,zeny-.@Hood__hap;
+ getitem 2501,.@input; //Hood
+ break;
+ case 4:
+ mes "[Suspicious Guy]";
+ mes "Man...";
+ mes "You sure like to ask for the impossible. Well, let me tell you right now. No other Merchant in the world sells the goods only I can offer.";
+ next;
+ mes "[Suspicious Guy]";
+ mes "You just gotta believe me!";
+ close;
+ }
+ mes "[Suspicious Guy]";
+ mes "No need to look anywhere else at all when I clearly have the best items around!";
+ next;
+ mes "[Suspicious Guy]";
+ mes "Please come back sometime, and buy more of my stuff. I love a customer who knows what they want! Hehe~";
+ close;
+}
+
+geffen_in,22,125,1 script Crumpler 52,{
+ mes "[Crumpler]";
+ mes "Ooooh~!";
+ mes "You sure are dressed pretty,";
+ mes "ya fancy schmancy Mage!";
+ next;
+ if (Class == Job_Mage) {
+ mes "^3355FFSomeday, you swear to yourself, you will have your bloody revenge on this belligerent drunk for besmirching the proud Mage profession. Someday...^000000";
+ close;
+ }
+ else if (Class == Job_Wizard) {
+ select("Actually, I'm a Wizard.");
+ mes "[Crumpler]";
+ mes "I'm so scared!";
+ mes "A Wizard?! Bwahaha!";
+ next;
+ mes "[Crumpler]";
+ mes "Everyone knows Wizards are all intelligence and no strength! Come on, smart man! Show me how tough you are!";
+ next;
+ switch(select("Meteor Storm!:Lord of Vermilion!:Show Mercy.")) {
+ case 1:
+ mes "[Crumpler]";
+ mes "Huh?";
+ mes "What'd you just say?";
+ next;
+ mes "[Crumpler]";
+ mes "...";
+ next;
+ mes "[Crumpler]";
+ mes "...";
+ mes "......";
+ next;
+ mes "[Crumpler]";
+ mes "Ooooooooh";
+ mes "crraaaap!";
+ Emotion e_gasp;
+ next;
+ mes "[Crumpler]";
+ mes "Help meeeee!";
+ specialeffect EF_METEORSTORM;
+ close;
+ case 2:
+ mes "[Crumpler]";
+ mes "Hahahahaah!";
+ mes "Silly Wizard! Only a monster like Baphomet can handle a big spell like th--";
+ next;
+ mes "[Crumpler]";
+ mes "Oh sweet lord...";
+ mes "You're serious...";
+ next;
+ specialeffect EF_LORD;
+ mes "[Crumpler]";
+ mes "ARRRRRGH~!";
+ mes "IT BUUUURNS!";
+ close;
+ case 3:
+ mes "["+strcharinfo(0)+"]";
+ mes "No...";
+ mes "I can only use";
+ mes "my powers for good.";
+ next;
+ mes "[Crumpler]";
+ mes "Haw haw!";
+ mes "Good...";
+ mes "For nothing!";
+ close;
+ }
+ }
+ else if (Class == Job_Sage) {
+ select("Actually, sir, I'm a Sage.");
+ mes "[Crumpler]";
+ mes "A...";
+ mes "Sage?";
+ Emotion e_What;
+ next;
+ mes "[Crumpler]";
+ mes "I don't know what that is. But I guess it can't be half as bad as a Mage.";
+ next;
+ mes "[Crumpler]";
+ mes "Soooo...";
+ mes "Wanna drink with me?";
+ close;
+ }
+ else {
+ mes "[Crumpler]";
+ mes "Wait a sec...";
+ mes "You're not a Mage!";
+ mes "J-just how drunk am I?!";
+ next;
+ mes "[Crumpler]";
+ mes "Man, I hate Mages with a passion! Always studying and chanting and making taxes high and stuff...";
+ next;
+ mes "[Crumpler]";
+ mes "Taking our jobs, censoring the media, ruining our education system, causing air pollution, starting wars, making rap music...";
+ close;
+ }
+}
+
+geffen_in,59,61,1 script Skyler 61,{
+ mes "[Skyler]";
+ mes "Hello hello.";
+ mes "You're not looking";
+ mes "for Eric, are you?";
+ next;
+ if (select("Eric? Who's that?:Yes. Yes, I am.") == 1) {
+ mes "[Skyler]";
+ mes "Oh, I see. He's just some guy in the room to the left of me. He's always working on some sort of project.";
+ next;
+ mes "[Skyler]";
+ mes "Something to do with these magic sort of Ear Muffs. I guess he's been looking for investors to help him finish building whatever he's making.";
+ close;
+ }
+ mes "[Skyler]";
+ mes "Oh, alright. You can find Eric in the room to the left of me. He'll probably be happy to know someone is interested in what he's trying to build.";
+ next;
+ mes "[Skyler]";
+ mes "From what I remember, he seemed really discouraged, thinking he'd never be able to finish his little project.";
+ next;
+ mes "[Skyler]";
+ mes "I'm glad to hear you've come this way to help out that young fellow.";
+ close;
+}
+
+geffen_in,27,134,5 script Waitress#elen 91,{
+ mes "[Elenore]";
+ mes "This place...";
+ mes "Certainly has";
+ mes "atmosphere.";
+ next;
+ mes "[Elenore]";
+ mes "We've got some kind of Fortune Teller that's always hanging around in the corner, and a loud, belligerent drunk who's always picking on Mages.";
+ next;
+ mes "[Elenore]";
+ mes "So...";
+ mes "What can";
+ mes "I do for you?";
+ next;
+ if (select("May I have a drink?:Is there any interesting gossip?") == 1) {
+ mes "[Elenore]";
+ mes "Well...";
+ mes "If you're looking for alcohol, King Tristram III outlawed it a while ago. Now I hear they only serve it in certain places.";
+ next;
+ mes "[Elenore]";
+ mes "Still, people manage to get drunk off the imitation drinks that we serve here. I guess it's all psychological.";
+ next;
+ mes "[Elenore]";
+ mes "I reeeeally want to be able to visit that place where they serve real drinks. I hear it's just like paradise!";
+ close;
+ }
+ switch(rand(1,4)) {
+ case 1:
+ mes "[Elenore]";
+ mes "Gossip...?";
+ mes "Well, I've heard that they're opening a new Airship Service";
+ mes "in Juno!";
+ next;
+ mes "[Elenore]";
+ mes "Or at least, they're planning to. The airship isn't really ready to take off just yet. In the meantime, there's some weird customer representative over there who's offering a teleport service.";
+ next;
+ mes "[Elenore]";
+ mes "It seems like Kafra Corporation may finally have a competitor! Then again, I don't think many girls are as attractive as the Kafra Employees...";
+ break;
+ case 2:
+ mes "[Elenore]";
+ mes "Have you heard?";
+ mes "There are some new fashions floating around the Rune-Midgarts Kingdom!";
+ next;
+ mes "[Elenore]";
+ mes "People have been coming in, wearing some cute new hats. There was this cute Teddy Bear Hat I've never seen before, and a girl came in wearing these black Kitty Ears...";
+ next;
+ mes "[Elenore]";
+ mes "Of course, not every popular style suits my taste. I mean, I saw someone walking around with a Mushroom on their head. And I hear someone has been making hats made out of Fish?";
+ next;
+ mes "[Elenore]";
+ mes "I guess those";
+ mes "kinds of hats are too";
+ mes "artistic for my taste.";
+ break;
+ case 3:
+ mes "[Elenore]";
+ mes "Gossip, eh?";
+ next;
+ mes "[Elenore]";
+ mes "Well...";
+ mes "I hear there's this person somewhere in Rune-Midgard...";
+ next;
+ mes "[Elenore]";
+ if (sex)
+ mes "Tell me, have you ever heard of "+strcharinfo(0)+"? He's supposed to be the suavest hero around!";
+ else
+ mes "Have you ever heard of "+strcharinfo(0)+"? People say she's one of the prettiest girls in all of Rune-Midgard!";
+ break;
+ case 4:
+ switch(rand(1,2)) {
+ case 1:
+ mes "[Elenore]";
+ mes "Gossip, eh?";
+ mes "W-wait...";
+ next;
+ mes "[Elenore]";
+ mes "Ugh...";
+ mes "Ooooh...";
+ mes "My he-head...";
+ mes "It huuurts...";
+ next;
+ mes "[William's Spirit]";
+ mes "^990000You get the hell away from my daughter, low-life, before I sell your organs for zeny!";
+ mes "You hear me?!^000000";
+ next;
+ mes "[Elenore]";
+ mes "*Cough*";
+ mes "Oh...!";
+ mes "Sorry about that!";
+ mes "I must be coming";
+ mes "down with the flu!";
+ mes "...Or something.";
+ next;
+ mes "^3355FFWeird...";
+ mes "Her voice was";
+ mes "really deep for";
+ mes "a minute there...";
+ break;
+ case 2:
+ mes "[William's Spirit]";
+ mes "^990000Hey you sex crazed bastard!! Stop looking at my daughter like that before I rip out your eyes, and eat them with pasta!^000000";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ if (sex) {
+ mes "Huh...?";
+ mes "C-come again?";
+ next;
+ mes "[Elenore]";
+ mes "Huh...?";
+ mes "Oh, Dad must have possessed me again. It happens to me and my sister all the time.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "No kidding?";
+ mes "Huh. Total bummer.";
+ next;
+ mes "[Elenore]";
+ mes "Yeah...";
+ mes "Tell me about it.";
+ break;
+ }
+ else {
+ mes "W-waaaaait~";
+ mes "But, But I'm a girl!";
+ next;
+ mes "[William's Spirit]";
+ mes "^990000What part of ^FF0000I will whup you where you stand^000000 ^990000do you not understand?! Now, quit it you pervert!^000000";
+ next;
+ mes "^3355FFWaaah~!";
+ mes "How did she";
+ mes "get all scary?!^000000";
+ break;
+ }
+ }
+ }
+
+ close;
+}
+
+geffen_in,70,67,3 script Waitress#elise 90,{
+ mes "[Elisa]";
+ mes "Hello there~";
+ mes "Can I help you";
+ mes "with anything?";
+ next;
+ if (select("May I ask for a drink?:Is there any interesting gossip lately?") == 1) {
+ mes "[Elisa]";
+ mes "A...";
+ mes "Drink?";
+ next;
+ mes "[Elisa]";
+ mes "You know that we don't serve alcohol here anymore. We just have all these fake, flavorless drinks that have no effect. Yeah, they're pretty boring...";
+ next;
+ mes "[Elisa]";
+ mes "We pretty much only serve water around here. That, and really bad alcoholic imitation drinks.";
+ next;
+ mes "[Elisa]";
+ mes "It's horrible that King Tristram III outlawed alcohol in the kingdom! It's probably the only bad decision he's made throughout his entire reign!";
+ close;
+ }
+ switch(rand(1,4)) {
+ case 1:
+ mes "[Elisa]";
+ mes "You know";
+ mes "what's so weird?";
+ next;
+ mes "[Elisa]";
+ mes "I went down to the Prontera Sanctuary, and I could have sworn";
+ mes "that a Priest got married to a Priestess!";
+ next;
+ mes "[Elisa]";
+ mes "I really had no idea whether or not Priests could marry, but since King Tristram III was there himself,";
+ mes "I suppose that it's okay!";
+ break;
+ case 2:
+ mes "[Elisa]";
+ mes "I don't like to stereotype people, but haven't you noticed that Swordsmen and Knights";
+ mes "tend to be, you know...";
+ next;
+ mes "[Elisa]";
+ mes "...INT challenged?";
+ mes "All they seem to know";
+ mes "is smashing things!";
+ break;
+ case 3:
+ mes "[Elisa]";
+ mes "Rumors...?";
+ mes "Hmmmm, well...";
+ next;
+ mes "[Elisa]";
+ mes "You know the name";
+ mes "of our kingdom, right?";
+ mes "The Rune-Midgarts Kingdom?";
+ next;
+ mes "[Elisa]";
+ mes "I hear that it was originally called the Rune-Midgard Kingdom, after our continent. However, for some reason, the name was changed to 'Rune-Midgarts.'";
+ next;
+ mes "[Elisa]";
+ mes "It was obviously a wise decision, since too many people kept confusing the our continent with our kingdom. Weird, huh?";
+ break;
+ case 4:
+ switch(rand(1,2)) {
+ case 1:
+ mes "[Elisa]";
+ mes "Rumors...?";
+ mes "Hmmmm, well...";
+ next;
+ mes "[Elisa]";
+ mes "That's funny...";
+ mes "I, I can't think of anything. E-everything feels so fuzzy...";
+ next;
+ mes "...";
+ next;
+ mes "...";
+ mes "......";
+ next;
+ mes "[William's Spirit]";
+ mes "^990000Stay away from my daughter, or I'll beat your brains out, punk! Elisa's gonna marry a doctor! Or a lawyer!^000000";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ if (sex) {
+ mes "Y-y-y-yes, sir!";
+ next;
+ mes "^3355FFThat was scary...!";
+ mes "It looks like a father's love endures forever, even in the afterlife.^000000";
+ }
+ else {
+ mes "But...";
+ mes "I'm a girl!";
+ next;
+ mes "[William's Spirit]";
+ mes "^990000WHAT...?!";
+ mes "That's even worse!!^000000";
+ next;
+ mes "^3355FFThat was scary...!";
+ mes "It looks like a father's love endures forever, even in the afterlife.^000000";
+ }
+ break;
+ case 2:
+ mes "[William's Spirit]";
+ mes "^990000How dare you try to pick up on my precious daughter! Do you wish to taste an angry father's fury?!^000000";
+ next;
+ mes "[Elisa]";
+ mes "W-whoa...!";
+ mes "I'm so sorry!";
+ next;
+ mes "[Elisa]";
+ mes "It's just...";
+ mes "The spirit of my father,";
+ mes "God rest his soul, is";
+ mes "a little overprotective!";
+ next;
+ mes "^3355FFYou step away.";
+ mes "Very. Carefully.^000000";
+ break;
+ }
+ }
+ close;
+}
+
+geffen_in,79,76,2 script Merchant Daven 120,{
+ mes "[Merchant Daven]";
+ mes "I remember Geffen";
+ mes "back when it was boring. ";
+ next;
+ mes "[Merchant Daven]";
+ mes "But now there are Mages and Wizards, and a flourishing";
+ mes "economy in this town!";
+ next;
+ switch(select("Mages...?:Economy?:Who are you?")) {
+ case 1:
+ if (BaseJob == Job_Mage) {
+ mes "[Merchant Daven]";
+ mes "Mages are wielders of magic. But you would know more about that topic now, wouldn't you?";
+ }
+ else {
+ mes "[Merchant Daven]";
+ mes "Mages and Wizards are always carrying books and studying magic. That's just the way they are.";
+ next;
+ mes "[Merchant Daven]";
+ mes "There's a Magic School in the NorthWest part of the city for Novices interested in becoming Mages. There, they can learn the basics of magic.";
+ next;
+ mes "[Merchant Daven]";
+ mes "After becoming well experienced in the use of magic, Mages can become qualified to become Wizards.";
+ next;
+ mes "[Merchant Daven]";
+ mes "Wizards have access to more powerful and destructive magic spells than Mages. Mages can apply to become Wizards at the top of Geffen Tower.";
+ }
+ break;
+ case 2:
+ if (Class == Job_Blacksmith) {
+ mes "[Merchant Daven]";
+ mes "The economy...?";
+ mes "Why, that's all thanks to Blacksmiths! But you should know that already, shouldn't you?";
+ }
+ else {
+ mes "[Merchant Daven]";
+ mes "Well, I guess you can thank the Blacksmiths for the economy here in Geffen. Sure, they always dirty, sweaty, smelly and talk kind of rudely...";
+ next;
+ mes "[Merchant Daven]";
+ mes "But they're hard working people. Also, the ores they refine and the weapons they create are high in demand.";
+ next;
+ mes "[Merchant Daven]";
+ mes "Adventurers pay Blacksmiths lots of their hard earned zeny for the high quality weapons that only they can create.";
+ }
+ break;
+ case 3:
+ mes "[Merchant Daven]";
+ mes "Me? I'm the world's most prettiest street merchant. Heh heh~";
+ next;
+ select("...^EE0000Magnum Break^000000!");
+ if (Class == Job_Swordman) {
+ mes "[Merchant Daven]";
+ mes "Whoa, whoa!";
+ mes "It was just a joke!";
+ mes "Forgive me!";
+ }
+ else {
+ mes "[Merchant Daven]";
+ mes "Magnum Break?";
+ mes "But you can't even do that, can you?";
+ }
+ break;
+ }
+ close;
+}
+
+geffen_in,114,73,5 script Hadenheim 709,{
+ mes "[Hans Hadenheim]";
+ mes "Man, the Rune-Midgard continent sure is big! How's it going, youngster?";
+ next;
+ mes "[Hans Hadenheim]";
+ mes "This Geffen sure is strange. But it was worth it to travel here all the way from the Schubaltzwald Republic.";
+ next;
+ if (select("Schubaltzwald Republic?:So, why are you traveling?") == 1) {
+ mes "[Hans Hadenheim]";
+ mes "You...";
+ mes "Don't know the";
+ mes "Schubaltzwald Republic?";
+ next;
+ mes "[Hans Hadenheim]";
+ mes "You know, ally of the Rune-Midgarts Kingdom. Um... Our capital city is Juno?";
+ next;
+ mes "[Hans Hadenheim]";
+ mes "You should really";
+ mes "read up on your";
+ mes "world events!";
+ close;
+ }
+ mes "[Hans Hadenheim]";
+ mes "Oh, you know, for business. It seems there's a lot of good money in foreign commerce.";
+ next;
+ mes "[Hans Hadenheim]";
+ mes "I mean, all these new cities are being discovered by explorers, so import and export trade is really booming!";
+ next;
+ mes "[Hans Handenheim]";
+ if (BaseJob == Job_Merchant)
+ mes "You're in the trading business yourself, right? So of course you'd understand that we're in a Golden Age of trade!";
+ else if (Class == Job_Novice) {
+ mes "I guess...";
+ mes "Those kinds of concepts might be too high brow for a rookie like you.";
+ }
+ else
+ mes "Anyway...";
+ next;
+ mes "[Hans Hadenheim]";
+ mes "Have you been some of these new lands? They're really interesting and you can learn a lot of new things from these foreign cultures.";
+ next;
+ mes "[Hans Hadenheim]";
+ mes "Still, if you want to go sightseeing, I personally recommend that you visit my hometown of Juno. It's quite beautiful, you know.";
+ close;
+}
+
+geffen_in,39,127,2 script Psychic Advisor 704,{
+ mes "[Psychic Advisor]";
+ mes "Ah...";
+ mes "Don't tell me! You've come to have your fortune told, yes? I know,";
+ mes "I know... I can see the future! So what kind of fortune do you want?";
+ next;
+ switch(select("Life!:Love!:Money!:Grades!:Future!:Fashion!")) {
+ case 1:
+ mes "[Psychic Advisor]";
+ switch(rand(1,5)) {
+ case 1:
+ mes "Life...?";
+ mes "Wow, that's a really broad category. But let me contact some spirits of the spirit world and I'll see what I can do.";
+ next;
+ mes "[Psychic Advisor]";
+ mes "Hmmm...";
+ mes "Alright, I got something. Ummmm, you will live to be very, very old. How old you ask?";
+ next;
+ mes "[Psychic Advisor]";
+ mes "^333333*cough!*^000000ty-nine years old. Isn't that good news? That's a ripe old age, and you have plenty of blissful years left to enjoy.";
+ next;
+ mes "[Psychic Advisor]";
+ mes "Also, you'll always be successful. You'll successfully win in life and you'll successfully lose in life!";
+ next;
+ mes "[Psychic Advisor]";
+ mes "You might not understand that little nugget of wisdom now, but as you learn more about this crazy, crazy world, it will make more sense.";
+ next;
+ break;
+ case 2:
+ mes "Hmm...";
+ mes "What can I tell you about life? Let me contact the spirit world real quick~";
+ next;
+ mes "[Psychic Advisor]";
+ mes "Alright, I got it!";
+ mes "Your dreams";
+ mes "will come true!";
+ next;
+ mes "[Psychic Advisor]";
+ mes "Of course, I'm not sure exactly which dreams will come true, but hopefully the good dreams that you've had will become reality, rather than any of your weird nightmares.";
+ next;
+ mes "[Psychic Advisor]";
+ mes "Which dreams exactly? Well, the spirits are awfully reticent today. They're not exactly in the mood to talk. Spirits have lives too, you know. Wait, did that make any sense?";
+ next;
+ break;
+ case 3:
+ mes "I sense that you may be about to make a rash decision that you might regret. I must advise you to slow down and think first.";
+ next;
+ mes "[Psychic Advisor]";
+ mes "Although the pressure may be high, remember that any decision made in excitement is usually a bad decision. Take a deep breath and relax.";
+ next;
+ mes "[Psychic Advisor]";
+ mes "Even if you're running out of time, it's better to slowly plan things out so that you don't waste any of your efforts, or make costly mistakes.";
+ next;
+ mes "[Psychic Advisor]";
+ mes "Remember that calm,";
+ mes "collected patience";
+ mes "is the key to overcoming crisis.";
+ next;
+ break;
+ case 4:
+ mes "Hmmm... I sense that you are experiencing a loss of direction in life. Should you prioritize security or happiness?";
+ next;
+ mes "[Psychic Advisor]";
+ mes "I suggest that you think fully and carefully before deciding what path is best for you. And remember, you can only learn from your mistakes.";
+ next;
+ mes "[Psychic Advisor]";
+ mes "If you plan carefully and perform positive, constructive actions with a good attitude, you can";
+ mes "have it all!";
+ next;
+ break;
+ case 5:
+ mes "Hmm...";
+ mes "I sense that you've had a quarrel with someone close to you. Someone for whom you care for dearly.";
+ next;
+ mes "[Psychic Advisor]";
+ mes "You must take the initiative! Try and resolve this matter without getting too caught up in your emotions.";
+ next;
+ mes "[Psychic Advisor]";
+ mes "Try to make amends, swallow your pride and apologize sincerely if you have to. Isn't friendship worth it? I think so.";
+ next;
+ }
+ mes "[Psychic Advisor]";
+ mes "Well, I hope I settled any doubts you've had about the future. That is, after all, my job as a professional psychic consultant. Come back anytime~";
+ close;
+ case 2:
+ mes "[Psychic Advisor]";
+ switch(rand(1,4)) {
+ case 1:
+ mes "You want to know your Love fortune? Oh ho~ Then there must be somebody that you like! Come on, you can tell me!";
+ next;
+ mes "[Psychic Advisor]";
+ mes "Oh right...";
+ mes "Um, I sense a strong love energy emanating from your soul. It's quite intimidating and pushes away the weak and the spineless.";
+ next;
+ mes "[Psychic Advisor]";
+ mes "So basically, I foresee that you'll only be attracting really strong people soon. You know, like professional athletes, bodybuilders, construction workers, that sort of thing.";
+ next;
+ mes "[Psychic Advisor]";
+ mes "So if this is what you want, congratulations! Fortune smiles upon you with joy this day.";
+ next;
+ mes "[Psychic Advisor]";
+ mes "But if this is the opposite of what you want, well, I'm sorry. Fortune smiles upon you with sarcasm this day. But it's not too late to change destiny!";
+ next;
+ break;
+ case 2:
+ mes "Looooove, eh? ";
+ mes "Let me contact";
+ mes "the spirits for a second.";
+ next;
+ mes "[Psychic Advisor]";
+ mes "Ah! An old flame will return! I don't know if they'll fall in love with you again, ask you for money, or if that person's back for revenge...";
+ next;
+ mes "[Psychic Advisor]";
+ mes "But an old flame will definitely resurface in your life. Somehow. So if that's good news, congratulations! But, if that's bad news, then be careful!";
+ next;
+ break;
+ case 3:
+ mes "Um...";
+ if (sex)
+ mes "The girl that you";
+ else
+ mes "The boy that you";
+ mes "are currently seeing";
+ mes "is perfect for you!";
+ next;
+ switch(select("How did you know?:You're so wrong!:I'm single!")) {
+ case 1:
+ mes "[Psychic Advisor]";
+ mes "Well...";
+ mes "We psychics are pretty accurate at this kind of thing. And it's so good to see that you're really happy with your partner!";
+ close;
+ case 2:
+ mes "[Psychic Advisor]";
+ mes "You didn't let me finish my sentence. What I meant to say was...";
+ next;
+ mes "[Psychic Advisor]" ;
+ if (sex)
+ mes "The girl that you";
+ else
+ mes "The boy that you";
+ mes "are currently seeing is perfect for you if you want to live the rest of your life in utter misery!";
+ next;
+ mes "[Psychic Advisor]";
+ mes "But even if you break up, do it as soon as possible and try to be good friends after the matter.";
+ next;
+ mes "[Psychic Advisor]";
+ mes "It'll make better people out of both of you. But that's just what I think.";
+ close;
+ case 3:
+ mes "[Psychic Advisor]";
+ mes "Oh...";
+ mes "Um, I'm sorry.";
+ mes "Sometimes, I get the future and the present mixed up. You know, since I'm always looking into the future...?";
+ next;
+ mes "[Psychic Advisor]";
+ if (sex) {
+ mes "What I meant to say was";
+ mes "^3355FFyou and the perfect woman will soon fall in love^000000. Yes, that's what I meant!";
+ }
+ else {
+ mes "What I meant to say was";
+ mes "^3355FFyou will soon be swept off your feet by the perfect guy^000000. Yes, that's what I meant!";
+ }
+ close;
+ }
+ break;
+ case 4:
+ mes "Looking for romance, eh? Life can always use a little more excitement.";
+ next;
+ mes "[Psychic Advisor]";
+ mes "That's strange, I foresee a Love Triangle in your future. No, wait! A Love...";
+ mes "Decagon?";
+ next;
+ mes "[Psychic Advisor]";
+ mes "What's the shape with eleven sides? Now, you can't expect me to know that off the top of my head. I'm a psychic, not a mathematician!";
+ next;
+ }
+ mes "[Psychic Advisor]";
+ mes "Love is always fun! Even in this bleak world, love surrounds us in its inviting glow. Treasure that person who is special to you, and come back for another reading!";
+ close;
+ case 3:
+ mes "[Psychic Advisor]";
+ switch(rand(1,3)) {
+ case 1:
+ mes "Money? Well, you must be more fortunate in money than I am. After all, I sit here all day and give this service for free!";
+ next;
+ mes "[Psychic Advisor]";
+ mes "Well...";
+ mes "Um, the spirits tell me that you might not win the lottery, no matter how many tickets you buy. I'm sorry, but it's true.";
+ next;
+ mes "[Psychic Advisor]";
+ mes "But I just saved you a lifetime's worth of lottery tickets! That could be quite a hefty sum of money!";
+ next;
+ break;
+ case 2:
+ mes "Ah yes. Let me contact the spirit world. They usually have sound financial advice, despite the fact that don't have any sort of economy over there.";
+ next;
+ mes "[Psychic Advisor]";
+ mes "First off, be accountable for your own money and use a budget that works for you. A good rule of thumb? For every ten zeny you earn, put one zeny aside and either save it or invest it for later.";
+ next;
+ mes "[Psychic Advisor]";
+ mes "And whatever you do, don't work as a psychic advisor in Rune-Midgard. The real cash, apparently, is in discovering new countries. Why didn't I do that?!";
+ next;
+ break;
+ case 3:
+ mes "So you want to know about money, eh? Let me commune with the spirits of the supernatural realm...";
+ next;
+ mes "[Psychic Advisor]";
+ mes "Ah yes. They are telling me that it's best to be moderate in all things. Certainly, you must make sure that your expeditures don't exceed your budget.";
+ next;
+ mes "[Psychic Advisor]";
+ mes "However, you should also avoid gambling with your money. By that, I mean you should save and invest carefully. Don't be tempted into risky get-rich-quick schemes!";
+ next;
+ mes "[Psychic Advisor]";
+ mes "On the other hand, get-rich-not-as-quick schemes are okay, so long as you know what you are doing. I'm right, aren't I?";
+ next;
+ }
+ mes "[Psychic Advisor]";
+ mes "Well, you need money to live, but having money alone isn't living. Don't forget that there are other important things. And try not to stress out, okay?";
+ close;
+ case 4:
+ mes "[Psychic Advisor]";
+ switch(rand(1,4)) {
+ case 1:
+ mes "Your grades? You're still in school? I'm impressed! Your eyes tell me you are rather mature for your age. Alright, let me contact the spirits...";
+ next;
+ mes "[Psychic Advisor]";
+ mes "Hm? All the spirits said was 'Did you study?' Well, I guess I answered your question with yet another question!";
+ next;
+ break;
+ case 2:
+ mes "You're asking me about your grades? That's weird. I mean, they only ask about your report card at school, right?";
+ next;
+ mes "[Psychic Advisor]";
+ mes "An education is really important, but don't be discouraged if your grades aren't as good as you'd like.";
+ next;
+ mes "[Psychic Advisor]";
+ mes "Perhaps your style of learning isn't really supported by your school, or maybe you're not that interested in academics. Understandable.";
+ next;
+ mes "[Psychic Advisor]";
+ mes "The spirits tell me that you should experiment with different learning styles, so that you can make sure that you get the grades that you want.";
+ next;
+ mes "[Psychic Advisor]";
+ mes "Yeah...";
+ mes "The spirits are";
+ mes "awfully lazy today.";
+ next;
+ break;
+ case 3:
+ mes "^FF0000F MINUS^000000!";
+ mes "Hahahahahahaha~!";
+ next;
+ mes "[Psychic Advisor]";
+ mes "Oh, I'm sorry, I just love doing that. Okay, let me ask the spirits for real this time. Hmmmm...";
+ next;
+ mes "[Psychic Advisor]";
+ mes "Hmm. The spirits are being awfully rude today. They're saying, 'If you're so worried about your grades, why don't you ask your teacher?'";
+ next;
+ mes "[Psychic Advisor]";
+ mes "Now that I think about it, they do have a point. Why don't you ask your teacher, professor or whatever to see if you have any problems?";
+ next;
+ mes "[Psychic Advisor]";
+ mes "I mean, they're being paid to help you. And well, my service is free. So... Yeah.";
+ next;
+ break;
+ case 4:
+ mes "Oh cool!";
+ mes "I sense that you will soon be receiving straight A's...";
+ mes "In Effort!";
+ next;
+ mes "[Psychic Advisor]";
+ mes "Now, I couldn't tell you what your real grades are. You might be destined to get an A in every class or subject, but if I told you that...";
+ next;
+ mes "[Psychic Advisor]";
+ mes "You'd probably get cocky, slack off on studying, fail your classes and cause a time paradox. I mean, I have to actually be in the future to actually see it, you know?";
+ next;
+ mes "[Psychic Advisor]";
+ mes "Instead of worrying about time paradoxes, why don't you make your own destiny?";
+ next;
+ }
+ mes "[Psychic Advisor]";
+ mes "Well, in any case, concentrating on your studies is tough, but it can be rewarding. I hope you do well in whatever you choose to do~";
+ close;
+ case 5:
+ mes "The future? I thought it was implied that any fortune I tell you is about the future in the specific field that you choose.";
+ next;
+ mes "[Psychic Advisor]";
+ mes "I guess you want to know about the future in general. Let me commune with the spirits, and we'll see what they have to say, okay?";
+ next;
+ mes "[Psychic Advisor]";
+ switch(rand(1,4)) {
+ case 1:
+ mes "Hmm...";
+ mes "In the future, Sex, Violence, and Rock and Roll are completely abolished. Mankind experiences an era of complete peace and utter boredom.";
+ next;
+ mes "[Psychic Advisor]";
+ mes "I don't know how far in the future that will occur, but it better not happen soon!";
+ next;
+ break;
+ case 2:
+ mes "In the future, Earth is protected by a single giant robot: Plutonium Overdrive Ignition Negatron G a.k.a POING.";
+ next;
+ mes "[Psychic Advisor]";
+ mes "POING fights off many Kylorian invasions for years, until it is finally defeated by Dr. Hubris' Mechanical Overlord: Nyxltron 47.";
+ next;
+ mes "[Psychic Advisor]";
+ mes "Luckily, Doctor Pyeus finishes the Gravitron Oblivion Drive for the Plutonium Overdrive Ignition Negatron G system just in time.";
+ next;
+ mes "[Psychic Advisor]";
+ mes "And so, POING rises again, reborn as the Automatic Hero: GOD-POING. Of course, Nyxltron 47 is destroyed.";
+ next;
+ mes "[Psychic Advisor]";
+ mes "That's probably the most important thing you'll ever learn about the future. Trust me, the rest of it's boring.";
+ next;
+ break;
+ case 3:
+ mes "In the future, believe it or not, the internet will be replaced by a giant brain. I don't know how, but trust me, this brain's huge.";
+ next;
+ mes "[Psychic Advisor]";
+ mes "Thanks to the number of internet web journals, this brain becomes peaceful, and decides not to take over the world as it originally planned.";
+ next;
+ mes "[Psychic Advisor]";
+ mes "Yes...";
+ mes "This weird brain thing definitely becomes a source for good, a loving benefactor to the human race, so long as people keep writing personal entries on the internet.";
+ next;
+ break;
+ case 4:
+ mes "In the future, they genetically engineer all sorts of plants.";
+ mes "So many kinds! It's crazy I tell you!";
+ next;
+ mes "[Psychic Advisor]";
+ mes "Eventually, they create trees that grow celebrity impersonators. Today, it looks like a miracle of science, and a threat to Hollywood starlets.";
+ next;
+ mes "[Psychic Advisor]";
+ mes "However, the people who buy these trees are the same kind who who wear those really tacky shirts...";
+ next;
+ mes "[Psychic Advisor]";
+ mes "You know, the kind with a lame sense of humor where it will have the word 'Cat-o-strophic' and there's this little kitten dressed like a mad scientist or something.";
+ next;
+ }
+ mes "[Psychic Advisor]";
+ mes "Well...";
+ mes "That's my prediction. Can you really argue with the wisdom of the spirit world?";
+ close;
+ case 6:
+ mes "Fashion...?";
+ mes "What does that have to do with matters of the supernatural? Well, um, let me contact the spirits. Ah! Here we go...";
+ next;
+ mes "[Psychic Advisor]";
+ switch(rand(1,5)) {
+ case 1:
+ mes "...";
+ next;
+ mes "[Psychic Advisor]";
+ mes "...";
+ mes "......";
+ next;
+ mes "[Psychic Advisor]";
+ mes "I'm seeing something...";
+ mes "It looks like, a...";
+ next;
+ mes "[Psychic Advisor]";
+ mes "A...";
+ mes "A... Fish?";
+ mes "On someone's head?";
+ next;
+ mes "[Psychic Advisor]";
+ mes "...";
+ mes "It was the most horrible vision!";
+ next;
+ break;
+ case 2:
+ mes "It feels nice to wear expensive headgears! And it's nice to wear fancy clothing too! But remember...";
+ next;
+ mes "[Psychic Advisor]";
+ mes "No matter how much zeny you may put into your wardrobe, you'll look silly unless you match the things you wear.";
+ next;
+ mes "[Psychic Advisor]";
+ mes "Now, here's a good example of a mismatched outfit. Imagine some Crusader wearing a Crown, Elven ears and an Iron Cain.";
+ next;
+ mes "[Psychic Advisor]";
+ mes "Instead of looking cool, they look sort of like an Evil Keebler Prince. Spooky, huh?";
+ next;
+ break;
+ case 3:
+ mes "I predict...";
+ mes "That Cowboy Hats will be very popular among female";
+ mes "Super Novices";
+ mes "very soon!";
+ next;
+ mes "[Psychic Advisor]";
+ mes "Come on, wouldn't you agree? Cowboy Hats look great on Super Novices!";
+ next;
+ break;
+ case 4:
+ mes "Sometimes, it's a cute idea to follow a theme. Like, if you wear both Angel Wing and Angel Wing Ears at the same time.";
+ next;
+ mes "[Psychic Advisor]";
+ mes "Of course, that might be too expensive for most people, but you get the idea.";
+ next;
+ break;
+ case 5:
+ mes "I now predict that the Sombrero will be come very popular when a mass group of Bards form a guild in which the members only wear Sombreros.";
+ next;
+ mes "[Psychic Advisor]";
+ mes "Or was it the Feathered Bonnet that's supposed to skyrocket in popularity? Both of those hats are just sooo stylish, especially on Bards...";
+ next;
+ }
+ mes "[Psychic Advisor]";
+ mes "Well...";
+ mes "We psychic consultants aren't really trained for fashion matters, but I hope I was at least a little bit of help to you.";
+ close;
+ }
+}
+
+geffen_in,109,72,2 script Monster Scholar 90,{
+ mes "[Estheres]";
+ mes "Hello, I'm the resident expert of Monsterology here in Geffen. Is there anything in particular that you're curious about?";
+ next;
+ switch(select("Monsters in the Area.:Recent Monster News.:Era of Monsters:Jellopy Theory.")) {
+ case 1:
+ mes "[Estheres]";
+ mes "Well, as you may already know, since Wizards and Mages train in Geffen, monsters tend to stay away from the city. So tired adventurers are welcome to rest here.";
+ next;
+ mes "[Estheres]";
+ mes "Still, if you want to seek out strong monsters, you can cross the bridge to the West and fight Kobolds.";
+ next;
+ mes "[Estheres]";
+ if (BaseLevel > 40)
+ mes "You look strong enough for that kind of challenge. But if you see anyone more reckless cross the Western bridge, you might want to give them a warning.";
+ else
+ mes "Um, but if you're planning to go there, you better not go alone. I really recommend that you be well prepared if you're gonna fight those kinds of monsters.";
+ break;
+ case 2:
+ mes "[Estheres]";
+ mes "Recent news?";
+ mes "Well, the Juno Monster Musuem is now open to the public. They have a fascinating exhibit and various monsters are now on display!";
+ next;
+ mes "[Estheres]";
+ mes "I mean, I've read about all sorts of monsters in the Prontera and Juno Libraries, and encountered a few in the wild, but now I get a chance to see some strong monsters in real life!";
+ next;
+ mes "[Estheres]";
+ mes "What's also exciting is the exploration achieved by you adventurers for the Rune-Midgarts Kingdom.";
+ next;
+ mes "[Estheres]";
+ mes "When a new land is discovered, there are usually unique monsters that are indigenous to that area.";
+ next;
+ mes "[Estheres]";
+ mes "So new monsters are basically being discovered all the time! The variety of creatures that roam this world is really quite fascinating.";
+ break;
+ case 3:
+ mes "[Estheres]";
+ mes "The truth is that monsters have existed since ancient times. The Era of Monsters was when the power of the monsters was at its peak.";
+ next;
+ mes "[Estheres]";
+ mes "They've plagued humans for a long time, but were completely annihilated in a great war between mankind and the monsters.";
+ next;
+ mes "[Estheres]";
+ mes "However, as the balance of nature has changed, the monsters have inevitably returned. Not too many people know this, but most monsters were gentle creatures at one time. It's sad, really...";
+ break;
+ case 4:
+ mes "[Estheres]";
+ mes "Ah yes, Jellopy.";
+ mes "It seems that almost every monster around is composed of Jellopy. But is it just a crystallization made by some monsters, or is it... More?";
+ next;
+ mes "[Estheres]";
+ mes "From our research of ancient monsters and studies of recently discovered monsters, it seems that that traces of Jellopy cannot be found in stronger beasts.";
+ next;
+ mes "[Estheres]";
+ mes "Still, may of us believe that there might be some relation to Jellopy and monsters, although it may be hard to believe that there is any.";
+ next;
+ mes "[Estheres]";
+ mes "It's possible that Jellopy may be linked to a monster's personality and strength. So, if you mixed Jellopy with something, you'd create a stronger monster.";
+ next;
+ mes "[Estheres]";
+ mes "Of course, doing that kind of experimentation just seems dangerous. You might be able to unleash some really scary monsters into the world...";
+ break;
+ }
+ close;
+}
+
+// Lvl 4 weapon quest related NPC ------------------------------------------------------
+
+geffen,203,146,5 script Citizen 97,{
+ mes "[Citizen]";
+ mes "There was a skillful weaponsmith";
+ mes "in Al De Baran who had 4 sons.";
+ mes "Unfortunately he lost all of his sons";
+ mes "while developing a powerful weapon.";
+ mes "The father survived alone from the tragedy.";
+ next;
+ mes "[Citizen]";
+ mes "How sad it will be for the father...";
+ mes "Because of the incident, the weaponsmith";
+ mes "retired from his work and hid himself somewhere.";
+ mes "After that, no one could ever see";
+ mes "the powerful weapon that he and his sons were developing.";
+ next;
+ mes "[Citizen]";
+ mes "I don't think that 4 sons of him";
+ mes "went to the heaven with the anxiety.";
+ close;
+}
diff --git a/npc/pre-re/cities/gonryun.txt b/npc/pre-re/cities/gonryun.txt
new file mode 100644
index 000000000..314513b75
--- /dev/null
+++ b/npc/pre-re/cities/gonryun.txt
@@ -0,0 +1,420 @@
+//===== rAthena Script =======================================
+//= Kunlun Town
+//===== By: ==================================================
+//= x[tsk], KarLaeda
+//===== Current Version: =====================================
+//= 1.4
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Kunlun Town Script
+//===== Additional Comments: =================================
+//= 1.5 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
+//= Moved Lost Knife mini-quest to quest file.
+//============================================================
+
+// Kunlun Transportation
+//============================================================
+alberta,246,62,3 script Kunlun Envoy#gon 776,{
+ mes "[Wa Bai Hu]";
+ mes "Good day~";
+ mes "Let me invite you all";
+ mes "to my homeland, Kunlun.";
+ mes "It is my honor to guide";
+ mes "such distinguished quests from";
+ mes "the Rune-Midgard kingdom.";
+ next;
+ switch(select("About Kunlun:Visit Kunlun:Cancel")) {
+ case 1:
+ mes "[Wa Bai Hu]";
+ mes "Kunlun is a beautiful place,";
+ mes "rich with history, and its";
+ mes "own traditions. I also think";
+ mes "Kunlun is the best place for";
+ mes "sightseeing.";
+ next;
+ mes "[Wa Bai Hu]";
+ mes "When you arrive at the harbor of";
+ mes "Kunlun, you'll be able to see";
+ mes "miniature replicas of";
+ mes "buildings found in Alberta";
+ mes "and Prontera.";
+ next;
+ mes "[Wa Bai Hu]";
+ mes "After enjoying a nice, leisurely";
+ mes "stroll, step into the beautiful";
+ mes "column of light that will take";
+ mes "you up into the clouds to";
+ mes "Kunlun Village.";
+ next;
+ mes "[Wa Bai Hu]";
+ mes "I've heard that on the";
+ mes "Rune-Midgarts continent,";
+ mes "there is another city that is";
+ mes "is kept aloft in the sky by";
+ mes "an ancient, mysterious power...";
+ next;
+ mes "[Wa Bai Hu]";
+ mes "Well, my Kunlun also floats";
+ mes "in the air, but without any";
+ mes "so called technology or";
+ mes "power supply. We consider";
+ mes "our land especially blessed...";
+ next;
+ mes "[Wa Bai Hu]";
+ mes "When you're in Kunlun, don't";
+ mes "forget to try our specialties";
+ mes "such as the giant dumpling or the heaven peach.";
+ next;
+ mes "[Wa Bai Hu]";
+ mes "You'd better prepare yourself";
+ mes "if you are planning to visit";
+ mes "the Kunlun dungeon. I must";
+ mes "say, that is not a safe place to go for fun.";
+ next;
+ mes "[Wa Bai Hu]";
+ mes "If you are interested in visiting";
+ mes "Kunlun, do not hesitate to let";
+ mes "me know. It's my great pleasure";
+ mes "to serve you, honorable guest.";
+ close;
+ case 2:
+ mes "[Wa Bai Hu]";
+ mes "Excellent choice, I am glad";
+ mes "to have you as our guest~";
+ mes "However, a small fee is required";
+ mes "to board the ship to Kunlun.";
+ next;
+ mes "[Wa Bai Hu]";
+ mes "We ask that you pay 10,000 zeny";
+ mes "prior to departure. That fee also";
+ mes "covers the cost of returning";
+ mes "to Alberta. I am ready to guide";
+ mes "you to Kunlun at any time.";
+ next;
+ mes "[Wa Bai Hu]";
+ mes "Would you like to board?";
+ next;
+ if (select("To Kunlun~!:No.") == 1) {
+ if (Zeny > 9999) {
+ mes "[Wa Bai Hu]";
+ mes "Thank you, let me guide you there immediately.";
+ close2;
+ set zeny,zeny-10000;
+ warp "gon_fild01",258,82;
+ end;
+ }
+ mes "[Wa Bai Hu]";
+ mes "I am sorry, but you must have";
+ mes "10,000 zeny to travel to Kunlun.";
+ mes "Please make sure you have enough";
+ mes "zeny with you. Thank you, and";
+ mes "please come again.";
+ close;
+ }
+ mes "[Wa Bai Hu]";
+ mes "I see. However, whenever you";
+ mes "change your mind, please let";
+ mes "me know. It would be a great";
+ mes "please to serve you, most";
+ mes "honorable guest.";
+ close;
+ case 3:
+ mes "[Wa Bai Hu]";
+ mes "I see. However, whenever you";
+ mes "change your mind, please let me";
+ mes "know. It would be a great pleasure to serve you, most honorable guest.";
+ close;
+ }
+}
+
+gon_fild01,255,79,7 script Kunlun Envoy#gon2 776,{
+ mes "[Wa Bai Hu]";
+ mes "So, did you enjoy your trip?";
+ mes "I guess it's the time for you to";
+ mes "go home. The ship to Rune-Midgard is ready to depart at any time.";
+ next;
+ if (select("Go back to Alberta:Cancel") == 1) {
+ mes "[Wa Bai Hu]";
+ mes "Please come again.";
+ mes "I hope you will let your friends";
+ mes "know about Kunlun when you get";
+ mes "back. Now, let me guide you";
+ mes "back to Alberta.";
+ close2;
+ warp "alberta",244,60;
+ end;
+ }
+ mes "[Wa Bai Hu]";
+ mes "Take your time, my guest.";
+ mes "There should be many places";
+ mes "you may have missed.";
+ close;
+}
+
+gon_fild01,187,239,7 script Kunlun Envoy#gon3 776,{
+ mes "[Zhang Quing Long]";
+ mes "Please head north to enter Kunlun.";
+ mes "I hope you will have a great time";
+ mes "while staying in Kunlun.";
+ close;
+}
+
+gonryun,153,64,7 script Kunlun Envoy#gon4 776,{
+ mes "[Zhang Quing Long]";
+ mes "Please make yourself comfortable.";
+ mes "If you want to go back, I will";
+ mes "be more than happy to guide you";
+ mes "to the ship to Alberta.";
+ next;
+ if (select("Go back to the harbor:Cancel") == 1) {
+ mes "[Zhang Quing Long]";
+ mes "I hope you enjoyed your trip.";
+ mes "Now, let me guide you back";
+ mes "to the harbor.";
+ close2;
+ warp "gon_fild01",258,82;
+ end;
+ }
+ mes "[Zhang Quing Long]";
+ mes "Take your time, my guest.";
+ mes "There should be many places";
+ mes "you may have missed.";
+ close;
+}
+
+// Generic Kunlun NPCs
+//============================================================
+gonryun,200,82,3 script Jian Chung Xun#gon 774,{
+ mes "[Jian Chung Xun]";
+ mes "I simply adore festivals.";
+ mes "That's why I love this town.";
+ mes "This town makes me feel like I am";
+ mes "in the middle of a festival all year round.";
+ close;
+}
+
+gonryun,268,88,3 script Liang Zhun Bu#gon 776,{
+ mes "[Liang Zhun Bu]";
+ mes "We are proud to be an independent";
+ mes "nation, and have been fighting";
+ mes "against the evil invaders who've";
+ mes "wanted to conquer this blessed land for many years...";
+ next;
+ mes "[Liang Zhun Bu]";
+ mes "But we have victoriously fended";
+ mes "off every invasion! As long";
+ mes "as we believe in ourselves,";
+ mes "we shall never forget the";
+ mes "Trumphal Song that has helped us in our struggles.";
+ close;
+}
+
+gonryun,118,111,5 script Qian Yuen Shuang#gon 89,{
+ mes "[Qian Yuen Shuang]";
+ mes "The chief of this town is a man";
+ mes "who opens his heart to others.";
+ mes "However, I have heard that there";
+ mes "are some people who don't like his personality...";
+ next;
+ mes "[Qian Yuen Shuang]";
+ mes "Well, I like my town. The Chief's";
+ mes "efforts have made our town safer.";
+ mes "I just hope other people feel the";
+ mes "same way about what he has done.";
+ close;
+}
+
+gonryun,181,161,3 script Jing Wen Zhen#gon 773,{
+ mes "[Jing Wen Zhen]";
+ mes "The men in our town, Kunlun, are";
+ mes "all brave and courageous.";
+ mes "But, they are unable to get";
+ mes "married. It's quite a shame really...";
+ next;
+ mes "[Jing Wen Zhen]";
+ mes "It's all because there are";
+ mes "more men than women.";
+ mes "I am not even sure whether";
+ mes "or not my son will be able to";
+ mes "find me a daughter in law.";
+ close;
+}
+
+gonryun,113,135,6 script Gatekeeper#gon 780,{
+ mes "[Kunlun Guard]";
+ mes "Welcome.";
+ mes "This is the residence of Shi Yan Wen, the chief of Kunlun.";
+ next;
+ mes "[Kunlun Guard]";
+ mes "You better behave yourself while";
+ mes "you are here. If we see anything";
+ mes "suspicious, we'll arrest you in a heartbeat.";
+ next;
+ mes "[Kunlun Guard]";
+ mes "However, rest assured, you seem";
+ mes "like a trustworthy person.";
+ mes "I'm sure nothing will happen. Enjoy your visit.";
+ close;
+}
+
+gonryun,113,127,6 script Gatekeeper#gon2 780,{
+ mes "[Kunlun Guard]";
+ mes "Welcome.";
+ mes "This is the residence of Shi Yan Wen, the chief of Kunlun.";
+ next;
+ mes "[Kunlun Guard]";
+ mes "You better behave yourself while";
+ mes "you are here. If we see anything";
+ mes "suspicious, we'll arrest you in a heartbeat.";
+ next;
+ mes "[Kunlun Guard]";
+ mes "However, rest assured, you seem";
+ mes "like a trustworthy person.";
+ mes "I'm sure nothing will happen. Enjoy your visit.";
+ close;
+}
+
+gon_in,73,82,5 script Ji Chung Zhe#gon 778,{
+ if (nakha >= 0 && nakha <= 2) {
+ mes "[Ji Chung Zhe]";
+ mes "............";
+ next;
+ mes "[Ji Chung Zhe]";
+ mes "puuuuu....This sure is";
+ mes "something to worry about.";
+ close;
+ }
+ if (nakha == 3) {
+ set cha,1;
+ mes "[Ji Chung Zhe]";
+ mes "I am Ji Chung Zhe, a renown brewer";
+ mes "of teas. Everyday, I put all my";
+ mes "efforts in making scrumptious, delicious tea.";
+ next;
+ mes "[Ji Chung Zhe]";
+ mes "*Sigh* But lately, the tea I've";
+ mes "been making hasn't been that";
+ mes "great... If I only had some special ingredients...";
+ next;
+ mes "[Ji Chung Zhe]";
+ mes "I've been told that if you use";
+ mes "a snake, you can concoct a truly";
+ mes "extraordinary beverage~";
+ mes "But...where can I find one";
+ mes "and how can I catch one?";
+ mes "Hmm...";
+ close;
+ }
+}
+
+gon_in,173,27,3 script Yu Jiu Xia#gon 774,{
+ mes "[Yu Jiu Xia]";
+ mes "Geez, just as I thought.";
+ mes "They won't sell alcohol to me.";
+ mes "Maybe its cuz I'm too young...";
+ mes "Hmmm...I wonder how it tastes...";
+ next;
+ mes "[Yu Jiu Xia]";
+ mes "However, I know they're making";
+ mes "some tasty tea that even kids";
+ mes "like me can enjoy.";
+ mes "It makes my mouth water just";
+ mes "thinking about this new tea.";
+ close;
+}
+
+gonryun,166,196,3 script Soldier#gon 780,{
+ if (b_sword < 7) {
+ mes "[Wa Qiu Wu]";
+ mes "Let me tell you something";
+ mes "interesting about this place~";
+ mes "Long ago, this entire area used to be a shrine.";
+ next;
+ mes "[Wa Qiu Wu]";
+ mes "In those days, Taoist hermits";
+ mes "used to gather here in order to";
+ mes "reach the Sky Kingdom. However,";
+ mes "they failed miserably...slowly the monsters began to come...";
+ close;
+ }
+ else if ((b_sword > 6) && (b_sword < 10)) {
+ mes "[Wa Qiu Wu]";
+ mes "Don't you think it was quite noisy";
+ mes "last night? It was all because";
+ mes "of that thief. He made quite";
+ mes "a scene...It was so loud that";
+ mes "I couldn't sleep at all...";
+ next;
+ mes "[Wa Qiu Wu]";
+ mes "Ahh~~~~!";
+ mes "In the middle of all that";
+ mes "commotion, I saw";
+ mes "something running straight";
+ mes "into the shrine.";
+ next;
+ mes "[Wa Qiu Wu]";
+ mes "It was moving so fast that";
+ mes "I couldn't even tell what it was.";
+ mes "From what I could recognize, it";
+ mes "looked human. I wonder";
+ mes "what it was...";
+ next;
+ mes "[Wa Qiu Wu]";
+ mes "It might have been the";
+ mes "thief, but it moved";
+ mes "so fast, it seemed like";
+ mes "just a blur.";
+ close;
+ }
+ mes "[Wa Qiu Wu]";
+ mes "Let me tell you something";
+ mes "interesting~ This entire area";
+ mes "used to be a shrine.";
+ next;
+ mes "[Wa Qiu Wu]";
+ mes "A long time ago, Taoist hermits";
+ mes "used to gather here in order to";
+ mes "reach the Sky Kingdom. However,";
+ mes "they failed miserably...slowly the monsters began to come.";
+ next;
+ mes "[Wa Qiu Wu]";
+ mes "The town is getting ready for the";
+ mes "Festival, but something is delaying";
+ mes "it. This has never happened before...";
+ close;
+}
+
+gonryun,169,71,3 script Guidev#gon 770,{
+ mes "[Li Xi Jiao]";
+ mes "Welcome to Kunlun!";
+ mes "Did you enjoy all the incredible";
+ mes "scenery on your way here?";
+ mes "The buildings may be small, but we";
+ mes "all worked hard to build this city.";
+ next;
+ mes "[Li Xi Jiao]";
+ mes "I have some miniatures of";
+ mes "the Rune-Midgarts Kingdom.";
+ mes "You can view all of Prontera in a";
+ mes "single glance. The craftsmanship";
+ mes "on these masterpieces is quite stunning!";
+ next;
+ mes "[Li Xi Jiao]";
+ mes "If you look around carefully,";
+ mes "You'll find all sorts of beautiful";
+ mes "sights throughout the town.";
+ close;
+}
+
+//============================================================
+// Old changelog
+//============================================================
+// May be missing npc's and dialogue.
+//= 1.1 Fixed Typo�s [Nexon]
+//= 1.2 Removed Duplicates [Silent]
+//= 1.3 Max NPC Name is 23 [Toms]
+//= 1.3a Removed temp NPC plugs due Broken Sword quest [Lupus]
+//= 1.4 Added missing NPC [KarLaeda]
+//============================================================
diff --git a/npc/pre-re/cities/hugel.txt b/npc/pre-re/cities/hugel.txt
new file mode 100644
index 000000000..aba6f3997
--- /dev/null
+++ b/npc/pre-re/cities/hugel.txt
@@ -0,0 +1,205 @@
+//===== rAthena Script =======================================
+//= Hugel City
+//===== By: ==================================================
+//= vicious_pucca, Poki#3, erKURITA, Munin, and everybody in the
+//= comments
+//===== Current Version: =====================================
+//= 1.7
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= NPC's for the City of Hugel.
+//===== Additional Comments: =================================
+//= Cords and Sprites are 100% Correct, but the names are not.
+//= Plus no one knows what the NPCs are talking right now :/ [Poki#3]
+//= Note: Not all the sprites were correct :P [erKURITA]
+//= 1.0 Added the first shop, firecrackers. Thanks RockmanEXE for the info [erKURITA]
+//= Added more missing npc, but again, only locations and temp names =/ [erKURITA]
+//= Started the basis of Poring Track. [erKURITA]
+//= Moved the old lady to npc\guides\guides_hu.txt, since it's Hugel's guard [erKURITA]
+//= Special thanks to RockmanEXE who provided all necesary info =3
+//= Abducted/Moved Yan and Yalmire(temp names) to npc\events\custom\p_track. [erKURITA]
+//= 1.1 Commented out the whole list of dummy npcs. They're there for nothing anyway,
+//= just using up memory. [erKURITA]
+//= 1.2 Added a few NPCs scripted by Munin and fixed up format a little [Playtester]
+//= 1.3 Moved some quests-related NPCs to proper file. [SinSloth]
+//= 1.4 Optimized the Party Supplies Shop [DZeroX]
+//= 1.5 Fixed Party Supplies Shop. [L0ne_W0lf]
+//= 1.6 Removed duplicate "Mudie". [L0ne_W0lf]
+//= 1.7 Removed whitespace and junk. [Kisuka]
+//============================================================
+
+// Hugel
+//============================================================
+hugel,189,143,5 script Young Man 898,{
+ mes "[Young Man]";
+ mes "Huh. So that giant";
+ mes "air pouch can make";
+ mes "people float in midair?";
+ mes "Would filling my tummy";
+ mes "with air work the same way?";
+ close;
+}
+
+hugel,126,151,3 script Emily 90,{
+ mes "[Emily]";
+ mes "I feel so blessed to";
+ mes "live in this quant, little";
+ mes "town. It's so beautiful, and";
+ mes "everyone here is so nice~";
+ next;
+ mes "[Emily]";
+ mes "For some reason, my older";
+ mes "sister wants to move out of";
+ mes "Hugel as soon as she can. She";
+ mes "Says that she's getting creeped";
+ mes "out by the people that live here.";
+ mes "Don't you think that sounds weird?";
+ close;
+}
+
+hugel,86,165,5 script Kayplas 896,{
+ mes "[Kayplas]";
+ mes "Ooh, I really want to";
+ mes "have that red bottle.";
+ mes "I should ask my mom";
+ mes "to buy me one. It doesn't";
+ mes "look too expensive, does it?";
+ close;
+}
+
+hugel,71,197,3 script Lisa 90,{
+ mes "[Lisa]";
+ mes "Hugel is a pretty";
+ mes "small, homely village.";
+ mes "Everyone knows everyone,";
+ mes "everybody knows what";
+ mes "everybody else is doing.";
+ mes "It's so suffocating!";
+ next;
+ mes "[Lisa]";
+ mes "There's no privacy in";
+ mes "small towns. Someday,";
+ mes "I wanna go out and";
+ mes "live in the big city~";
+ close;
+}
+
+hugel,169,112,5 script Old Nikki 892,{
+ mes "[Old Nikki]";
+ mes "You must not be from";
+ mes "around here. Ah, you're";
+ mes "an adventurer, right? Do";
+ mes "you know how I could tell?";
+ next;
+ mes "[Old Nikki]";
+ mes "It's because everyone";
+ mes "who's lived here starts";
+ mes "to look alike after a while.";
+ mes "And you certainly don't look";
+ mes "as old as us. Well, have";
+ mes "a nice day, adventurer~";
+ close;
+}
+
+hugel,175,115,5 script Marius 897,{
+ mes "[Marius]";
+ mes "Yes, I'm an old man, but";
+ mes "I can lick a whippersnapper";
+ mes "like you any day of the week!";
+ mes "You know, Hugel's got a longer";
+ mes "life expectancy than all the other towns. You wanna know why?";
+ next;
+ mes "[Marius]";
+ mes "It's because the old";
+ mes "coots in this town refuse";
+ mes "to just lay down and die!";
+ mes "Now, c'mon! Lemme show";
+ mes "you how strong I am! Let's";
+ mes "wrestle or something, kid~";
+ close;
+}
+
+// Inside Hugel
+//============================================================
+hu_in01,111,386,4 script Chris 86,{
+ mes "[Chris]";
+ mes "You know, the people don't";
+ mes "fight harmful monsters, they";
+ mes "just protect themselves by";
+ mes "equipping armor. That's";
+ mes "just the way they are.";
+ next;
+ mes "[Chris]";
+ mes "If you want to buy";
+ mes "some nicer armors,";
+ mes "then I suggest buying";
+ mes "some in a bigger city.";
+ close;
+}
+
+hu_in01,23,311,4 script Party Supplies Shop 898,{
+ mes "[Shopkeeper]";
+ mes "Welcome to the party supplies";
+ mes "shop!";
+ mes "Why don't you enjoy some";
+ mes "spectacular fireworks with your";
+ mes "friends?";
+ mes "We can provide you with 5 of them";
+ mes "at 500 zeny.";
+ next;
+ switch (select("Buy:Cancel")) {
+ case 1:
+ if (Zeny < 500) {
+ mes "[Shopkeeper]";
+ mes "I am sorry, but you don't have";
+ mes "enough money~";
+ close;
+ }
+ set Zeny,Zeny-500;
+ getitem 12018,5; // Fire_Cracker
+ mes "[Shopkeeper]";
+ mes "Here you go!";
+ mes "Have fun with them!";
+ close;
+ case 2:
+ mes "[Shopkeeper]";
+ mes "Thank you, please come again.";
+ close;
+ }
+}
+
+hu_in01,18,94,0 script A Part-Timer#1 49,{
+ mes "[Luda]";
+ mes "Welcome to the";
+ mes "Shrine Expedition Office.";
+ mes "I'm Luda, a part-time";
+ mes "assistant. My job is to";
+ mes "keep this office neat and";
+ mes "clean, but look at this place!";
+ next;
+ mes "[Luda]";
+ mes "Still, I think I can";
+ mes "handle this difficult task~";
+ mes "This room is the office for";
+ mes "the Schwaltzvalt Republic team,";
+ mes "and the other is for the Rune-";
+ mes "Midgarts Kingdom team.";
+ next;
+ mes "[Luda]";
+ mes "I have to clean both rooms,";
+ mes "so they keep me pretty busy.";
+ mes "Why don't you volunteer for";
+ mes "their expedition? I know they";
+ mes "can't really pay you, but it's";
+ mes "a great chance to explore~";
+ close;
+}
+
+hu_in01,26,77,4 script A Part-Timer#2 50,{
+ mes "^3355FFThis part-timer is";
+ mes "completely engrossed";
+ mes "in his task of organizing";
+ mes "files and books.^000000";
+ close;
+}
diff --git a/npc/pre-re/cities/izlude.txt b/npc/pre-re/cities/izlude.txt
new file mode 100644
index 000000000..bff881900
--- /dev/null
+++ b/npc/pre-re/cities/izlude.txt
@@ -0,0 +1,515 @@
+//===== rAthena Script =======================================
+//= Izlude Town
+//===== By: ==================================================
+//= kobra_k88
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.8a
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Izlude town NPCs
+//===== Additional Comments: =================================
+//= Fully working
+//= 1.1 fixed 2 zeny bugs/checks [Lupus]
+//= 1.2 Fixed a lot of typos [Nexon]
+//= 1.3 Removed callfunc Is_####_Class in favor of baseClass [Silentdragon]
+//= 1.4 Added a Jawaii related npc. 1.4a Fixed a small bug to
+//= the Jawaii warper, thanks to reddozen and Silent [MasterOfMuppets]
+//= 1.5 Replaced iz_move_alberta with MISC_QUEST & 16 [Lupus]
+//= 1.6 Removed Duplicates [Silent]
+//= 1.7 Split quest to quests/quests_izlude.txt [Evera]
+//= 1.71 Optimized. Also thanks to CAHTEXHuK [Lupus]
+//= 1.72 Small bugfix [Paradox924X]
+//= 1.8 Rescripted to Aegis 10.3 standard. [L0ne_W0lf]
+//= Removed Honeymoon Helper, as she is a Jawaii NPC.
+//= Moved Signs to the msg_boards file.
+//= 1.8a Made Red/Cebalis as a single NPC + duplicate [Lupus]
+//= 1.9 Fixed a small problem with Dega. (Ne default case) [L0ne_W0lf]
+//= Re-added NPC dialog for Cebalis. The dialog differs
+//= (even if slightly,) after the five or so lines.
+//============================================================
+
+// Izlude
+//============================================================
+izlude,201,181,2 script Sailor#izlude 100,{
+ mes "[Sailor]";
+ mes "Hey everybody!";
+ mes "Attention, attention!";
+ mes "Come and ride the wind";
+ mes "on a fascinating Ship!";
+ mes "Hurry, hurry!";
+ next;
+ switch(select("Byalan Island -> 150 Zeny.:Alberta Marina -> 500 Zeny.:Cancel.")) {
+ case 1:
+ if (zeny < 150) {
+ mes "[Sailor]";
+ mes "150 Zeny!";
+ mes "Only 150 Zeny to ride!";
+ close;
+ }
+ set zeny,zeny-150;
+ warp "izlu2dun",107,50;
+ end;
+ case 2:
+ if (zeny < 500) {
+ mes "[Sailor]";
+ mes "500 Zeny!";
+ mes "Only 500 Zeny to ride!";
+ close;
+ }
+ set zeny,zeny-500;
+ warp "alberta",188,169;
+ end;
+ case 3:
+ close;
+ }
+}
+
+izlude,55,74,2 script Bonne#izlude 90,{
+ mes "[Bonne]";
+ mes "Greetings!";
+ mes "Izlude welcomes you.";
+ next;
+ mes "[Bonne]";
+ mes "Izlude is the satellite city of Prontera, capital of the Rune-Midgarts kingdom.";
+ next;
+ mes "[Bonne]";
+ mes "Izlude is key to our kingdom because of the Swordsman Association located here, as well as the fact that Izlude is in charge of protecting the Rune-Midgard coastline.";
+ next;
+ mes "[Bonne]";
+ mes "I know, this bridge might look weak and fragile, but it is actually state of the art, built with the most sophisticated technology.";
+ next;
+ mes "[Bonne]";
+ mes "No matter how strong storms may be, or how many people may stand on it, this bridge will NEEEEVER collapse.";
+ next;
+ mes "[Bonne]";
+ mes "Please enjoy";
+ mes "your visit";
+ mes "here in Izlude.";
+ close;
+}
+
+izlude,135,78,2 script Charfri#izlude 91,{
+ mes "[Charfri]";
+ switch(rand(2)) {
+ case 1:
+ mes "Some people may think Izlude is just a satellite city of Prontera, and not really that important...";
+ next;
+ mes "[Charfri]";
+ mes "But Izlude is a beautiful town right next to the ocean, as well as beautiful Bylan Island.";
+ next;
+ mes "[Charfri]";
+ mes "You'll have to board on a ship at the port to get to Byalan Island. There are dangerous dungeons on that island, so don't go snooping around just anywhere.";
+ close;
+ Default:
+ mes "Though it is very beautiful, Byalan Island has a mysterious dungeon that extends deep under the sea.";
+ next;
+ mes "[Charfri]";
+ mes "People who've actually been there have said that if you go deep enough, the dungeon actually descends underwater.";
+ next;
+ mes "[Charfri]";
+ mes "Surprisingly, once you're underwater, you can breathe just like a fish. Maybe some kind of supernatural force is in effect.";
+ next;
+ mes "[Charfri]";
+ mes "Ah...";
+ mes "The people who've seen the underwater view say it is so fantastic that they've kept dreaming of it ever since.";
+ next;
+ mes "[Charfri]";
+ mes "But unfortunately, the monsters are too strong for ordinary people to merely go sight seeing there. Still, just once, I'd like to go down there...";
+ close;
+ }
+}
+
+izlude,119,121,2 script Cuskoal#izlude 124,{
+ mes "[Cuskoal]";
+ switch(rand(2)) {
+ case 1:
+ mes "The Arena here is THE place for capable young people from all over the Rune-Midgarts Kingdom to challenge themselves and test their skills.";
+ next;
+ mes "[Cuskoal]";
+ mes "You can battle with monsters of differing levels. So, the number of stages you survive will be a testiment to your battle prowess.";
+ next;
+ mes "[Cuskoal]";
+ mes "So, whaddya say?";
+ close;
+ Default:
+ mes "The pubs in Prontera are always full of people from local areas and from out-of-town. It can get pretty busy.";
+ next;
+ mes "[Cuskoal]";
+ mes "It's a pretty good place to stop by for general information and to listen to rumors.";
+ next;
+ mes "[Cuskoal]";
+ mes "So if you listen carefully, you just might get lucky and learn some very useful information for yourself.";
+ close;
+ }
+}
+
+izlude,150,118,2 script Dega#izlude 84,{
+ mes "[Dega]";
+ switch(rand(3)) {
+ case 1:
+ mes "Mt. Mjornir, located north of Prontera, is a tough";
+ mes "and steep climb.";
+ next;
+ mes "[Dega]";
+ mes "Aside from the dangers of the mountain itself, insanely vicious insects live there too. I mean, they'll just attack you for no reason.";
+ next;
+ mes "[Dega]";
+ mes "If you ever want to visit somewhere past Mt. Mjolnir, then you prepare yourself for the challenge. Or you could walk around it.";
+ close;
+ case 2:
+ mes "Some monsters in the world have the unique ability to sense mystical energy, and can detect Magic spells before they are cast.";
+ next;
+ mes "[Dega]";
+ mes "Golem of the desert is one of them. Don't underestimate it due to its sluggishness...";
+ next;
+ mes "[Dega]";
+ mes "If you try to cast magic near it, it will notice and saunter over to smash you. So you better watch out for Golem.";
+ close;
+ Default:
+ mes "There's a very delightful place where you can find every";
+ mes "type of Poring.";
+ next;
+ mes "[Dega]";
+ mes "It's somewhere near the bridge connecting the forest and the desert, on the way to the city of Payon which is Southeast from here.";
+ next;
+ mes "[Dega]";
+ mes "There are not only pink Porings but also Drops, which can be found at the desert, and the green Poporing.";
+ next;
+ mes "[Dega]";
+ mes "But be careful, before you realize it, you may come face to face with Ghostring, a deadly Poring that floats around in the air like a ghost.";
+ next;
+ mes "[Dega]";
+ mes "Well, of course, they are all very cute, but Ghostring is an EXCEPTION. It is very very dangerous.";
+ next;
+ mes "[Dega]";
+ mes "If you are lucky enough, you might even bump into Angelring, the Poring with Angel wings.";
+ next;
+ while(1) {
+ switch(select("Ghostring?:Angelring?:End Conversation.")) {
+ case 1:
+ mes "[Dega]";
+ mes "Ghostring is a grayish Poring that floats around in the air like a ghost. Just like other ghosts, physical attacks can't do any damage to it.";
+ next;
+ mes "[Dega]";
+ mes "Those whose main attack methods are physical like Swordman and Archer might have to run for their lives when facing Ghostrings.";
+ next;
+ mes "[Dega]";
+ mes "But don't leave just yet~! There is great news for people with those jobs. Making a weapon of some elemental property is the key.";
+ next;
+ mes "[Dega]";
+ mes "This way, even a Swordman or an Archer can inflict damage, the way Magic does, on Ghostrings.";
+ next;
+ break;
+ case 2:
+ mes "[Dega]";
+ mes "Angelrings are immune to Magic attacks. If people who can only attack with Magic face an Angelring, then it's time for";
+ mes "them to run.";
+ next;
+ mes "[Dega]";
+ mes "If you've got an extra knife or sword, you could give it a shot. But it will be very difficult alone, don't you think?";
+ next;
+ break;
+ case 3:
+ mes "[Dega]";
+ mes "Good Luck~";
+ close2;
+ end;
+ }
+ }
+ }
+}
+
+izlude,150,143,2 script Kylick#izlude 97,{
+ mes "[Kylick]";
+ switch(rand(2)) {
+ case 1:
+ mes "Don't you think Binoculars";
+ mes "are really COOL?! You can";
+ mes "see all sorts of places...!";
+ next;
+ mes "[Kylick]";
+ mes "Here in Izlude, we are responsible for maintaining peace not only on land but also at sea. That's why this city has a huge telescope.";
+ next;
+ mes "[Kylick]";
+ mes "This telecope constantly watches over the sea, so that we can prevent any serious trouble from happening. You know...";
+ next;
+ mes "[Kylick]";
+ mes "An ounce of";
+ mes "prevention is worth";
+ mes "a pound of cure";
+ mes "after all, right?";
+ close;
+ Default:
+ mes "I was thinking, even though the people of Izlude live so close to the ocean...";
+ next;
+ mes "[Kylick]";
+ mes "There are other cultures that have completely developed by living off of the sea. Of course, I'm talking about Amatsu.";
+ next;
+ mes "[Kylick]";
+ mes "I hear the cuisine there is really good! Although the idea of eating raw fish is new to me, I would love to go there, and try it just once!";
+ close;
+ }
+}
+
+izlude,56,126,2 script Red#izlude::RedCebalis 85,{
+ mes "[Red]";
+ mes "The only skill that's needed for a Swordman is ^FF2400Bash^000000! Bash, Bash and ONLY ^FF2400Bash^000000! No need to waste time and effort for smaller skills! Everything else is for cowards and wusses!";
+ next;
+ mes "[Cebalis]";
+ mes "What are you talking about!? The ideal Swordman resolutely stands alone, surrounded by countless enemies and smashing them all with one awesome attack.";
+ next;
+ mes "[Cebalis]";
+ mes "^EE0000MAGNUM BREAK!^000000";
+ mes "That's right, Magnum Break";
+ mes "is the skill that does";
+ mes "the job right~!!";
+ next;
+ mes "[Cebalis]";
+ mes "Well... Sometimes the explosive damage might accidentally hit some wandering monsters, and those guys end up coming after you, but that's a risk a Swordman should be willing to take!!";
+ next;
+ mes "[Red]";
+ mes "That's exactly why you're dumb, you idiot! And what's this about the 'the ideal Swordman?' I still remember the last time you used Magnum Break...";
+ next;
+ mes "[Red]";
+ mes "You ended up running away from all those monsters you hit with that stupid skill! Weakling! All those Porings around you got hit and they all tried to kill you. ";
+ next;
+ mes "[Cebalis]";
+ mes "Hmpf. As I recall, you were running away too, apparently too busy to use your precious Bash. In any case, Magnum Break is THE skill for a Swordman~!!";
+ next;
+ mes "[Cebalis]";
+ mes "Something simplistic like Bash";
+ mes "is just one of the little steps towards Magnum Break.";
+ next;
+ mes "[Red]";
+ mes "Oh man~";
+ mes "Hey, I know you just";
+ mes "heard everything.";
+ mes "So what do you think?";
+ next;
+ mes "[Red]";
+ mes "Which one do you think is better? The critical damage skill, ^FF2400Bash^000000, or the Splash damage skill, ^EE0000Magnum Break^000000?";
+ next;
+ if (select("Bash:Magnum Break") == 1) {
+ if (BaseClass == Job_Swordman) {
+ mes "[Red]";
+ mes "Hahahaha!!! I knew you'd see things my way!! You ARE a great guy!! Undoubtedly, only ^FF2400Bash^000000 suits a Swordman. Please tell that to this BONEHEAD over here~ Hahaha!";
+ next;
+ mes "[Red]";
+ mes "Hmm, let me give you a bit of advice. After you achieve level 5 'Bash', the amount of SP consumed by the skill increases greatly, so watch out for your SP.";
+ close;
+ }
+ mes "[Red]";
+ mes "Hahahaha!! See!? Someone who pursues a different job agrees with me~! You really are a great guy! Hahaha!! Undoubtedly, only ^FF2400Bash^000000 suits a Swordman. Please tell that to this NIMROD over here~ Hahaha!";
+ close;
+ }
+ if (BaseClass == Job_Swordman) {
+ mes "[Cebalis]";
+ mes "Alright!! ^EE0000Magnum Break^000000 is the BEST!! Now you're talking~!! You know the stuff~ HaHaHa!";
+ next;
+ mes "[Cebalis]";
+ mes "You wanna know some useful information? Okay, okay lemme tell ya! Magnum Break has Fire Property.";
+ next;
+ mes "[Cebalis]";
+ mes "So it won't be too effective against monsters with the Water property, but this is THE skill to use against Undead and Earth property monsters!";
+ next;
+ mes "[Cebalis]";
+ mes "And most importantly, look around before you use it. Otherwise you'll be in BIG trouble~ ";
+ close;
+ }
+ mes "[Cebalis]";
+ mes "Right?! ^EE0000Magnum Break^000000 is THE BEST!!! You know what you're talking about, eh? I don't know why this jerkface is being sooooo stubborn.";
+ close;
+}
+
+izlude,58,126,2 script Cebalis#izlude 98,{
+ mes "[Red]";
+ mes "The only skill that's needed for a Swordman is ^FF2400Bash^000000! Bash, Bash and ONLY ^FF2400Bash^000000! No need to waste time and effort on smaller skills~~ Everything else is for cowards and wusses!";
+ next;
+ mes "[Cebalis]";
+ mes "What are you talking about!? The ideal Swordman resolutely stands alone, surrounded by countless foes, smashing them all with one awesome attack...";
+ next;
+ mes "[Cebalis]";
+ mes "^EE0000MAGNUM BREAK!^000000";
+ mes "That's right, Magnum Break";
+ mes "is the perfect";
+ mes "Swordman skill.";
+ next;
+ mes "[Cebalis]";
+ mes "Well...";
+ mes "Sometimes the explosion accidentally hits some monsters that are just wandering around.";
+ next;
+ mes "[Cebalis]";
+ mes "Then they all end up coming after you, but that's a risk a true Swordman should be willing to take.";
+ next;
+ mes "[Red]";
+ mes "That's exactly why you're dumb, you idiot! And what was that about the 'ideal Swordman?' You remember the last time you used Magnum Break?!";
+ next;
+ mes "[Red]";
+ mes "You had to run away from all those Porings hit by that stupid skill! You weakling! All those Porings that you hit tried to kill you! ";
+ next;
+ mes "[Cebalis]";
+ mes "Oh shut up. And those were Poporings. As I recall, you were running away too, apparently too busy to use your precious Bash.";
+ next;
+ mes "[Cebalis]";
+ mes "In any case, Magnum Break is THE skill for a Swordman~!! Something simplistic like Bash is just one of those little steps towards Magnum Break.";
+ next;
+ mes "[Red]";
+ mes "Oh man~";
+ mes "Hey, I know you";
+ mes "heard everything.";
+ mes "So what do you think?";
+ next;
+ mes "[Red]";
+ mes "Which one do you think is better? The critical damage skill, ^FF2400Bash^000000, or the Splash damage skill, ^EE0000Magnum Break^000000?";
+ next;
+ if (select("Bash:Magnum Break") == 1) {
+ if (BaseClass == Job_Swordman) {
+ mes "[Red]";
+ mes "Hahahaha!!! I knew you'd see things my way!! You ARE a great guy!! Without a doubt, only ^FF2400Bash^000000 suits a Swordman. Please tell that to FUNBOY over here!! Hahaha.";
+ next;
+ mes "[Red]";
+ mes "Hmm, let me give you a bit of advice. After you achieve level 5 Bash, the amount of SP consumed by the skill increases greatly, so watch out for your SP.";
+ close;
+ }
+ mes "[Red]";
+ mes "Hahahaha!!";
+ mes "See!? Someone who pursues a different job agrees with me~! You really are a great guy! Hahaha!!";
+ next;
+ mes "[Red]";
+ mes "Without a doubt, only ^FF2400Bash^000000 suits a Swordman. Please tell that to this MORON over here!! Hahaha~";
+ close;
+ }
+ if (BaseClass == Job_Swordman) {
+ mes "[Cebalis]";
+ mes " Alright!! ^EE0000Magnum Break^000000 is the BEST!! Now you're talking~!! You know your stuff, kid. HaHaHa~!";
+ next;
+ mes "[Cebalis]";
+ mes "You wanna know some useful information? Okay, okay lemme tell ya! The explosion from 'Magnum Break' has the Fire Property.";
+ next;
+ mes "[Cebalis]";
+ mes "So it won't be very effective against Water property monsters, but this is THE skill to use against Undead and Earth property monsters.!";
+ next;
+ mes "[Cebalis]";
+ mes "And most importantly, look around before you use it. Otherwise you'll be in BIG trouble~ ";
+ close;
+ }
+ mes "[Cebalis]";
+ mes "I'm right, aren't I?! ^EE0000Magnum Break^000000 is THE BEST!!! You know what you're talking about, eh? I don't know why this LARDFACE is sooooo stubborn.";
+ close;
+}
+
+izlude,124,178,2 script Soldier#izlude 105,{
+ mes "[Soldier]";
+ mes "HeHeHeHe..HaHaHaHa ";
+ mes "Huh? Why am I so happy?";
+ mes "You wanna know?";
+ next;
+ if (select("Sure, why?:Not really, I don't care.") == 1) {
+ mes "[Soldier]";
+ mes "Ah~~ There's not much for us to do these days. You see, Merchants buy items dropped by monsters. But you knew that, right? ";
+ next;
+ if (select("Of course:Eh? Really?") == 1) {
+ mes "[Soldier]";
+ mes "HaHa~ In fact, that was actually part of our job. But there were more and more hunters who came to us in order to get paid and it became too much to handle.";
+ next;
+ mes "[Soldier]";
+ mes "We had to work overtime every day. Ah, it was a nightmare...! Anyway, the government eventually made a wise decision in creating the Registration System.";
+ next;
+ mes "[Soldier]";
+ mes "The Office of Prize Compensation only pays those who have the Registration. Of course, you'd have to be a merchant and stay in the same place all day long.";
+ next;
+ mes "[Soldier]";
+ mes "The Office gives away the registration to any merchant who fulfills those requirements. So nowadays, the hunters sell their goods to the registered merchants.";
+ next;
+ mes "[Soldier]";
+ mes "So nowadays, the hunters sell their goods to the registered merchants. Not too many people come to us for that anymore.";
+ next;
+ mes "[Soldier]";
+ mes "I mean we are still busy, but that's nothing compared to how it was before. People who have felt suffering know how to appreciate even the slightest comfort.";
+ close;
+ }
+ mes "[Soldier]";
+ mes "What?! What do you mean you didn't know?! Well, you know you can get items by killing monsters. If you bring and sell those to a merchant, you can make some money. ";
+ next;
+ mes "[Soldier]";
+ mes "HaHa, in fact, that used to be part of our job. But there were more and more hunters who come in order to get paid, so it became too much to handle.";
+ next;
+ mes "[Soldier]";
+ mes "We had to work overtime every day. Ah, it was a nightmare...! Anyway, the government eventually made a wise decision in creating the Registration System.";
+ next;
+ mes "[Soldier]";
+ mes "The Office of Prize Compensation only pays those who have the Registration. Of course, you'd have to be a merchant and stay in the same place all day long.";
+ next;
+ mes "[Soldier]";
+ mes "The Office gives away the registration to any merchant who fulfills those requirements. So nowadays, the hunters sell their goods to the registered merchants.";
+ next;
+ mes "[Soldier]";
+ mes "So nowadays, the hunters sell their goods to the registered merchants. Not too many people come to us for that anymore.";
+ next;
+ mes "[Soldier]";
+ mes "I mean we are still busy, but that's nothing compared to how it was before. People who have felt suffering know how to appreciate even the slightest comfort.";
+ close;
+ }
+ mes "[Soldier]";
+ mes "Okay Good Bye~~";
+ close;
+}
+
+// Inside Izlude
+//============================================================
+izlude_in,125,164,2 script Aaron#izlude 65,{
+ mes "[Aaron]";
+ mes "Don't you think Strong VIT and training in a unique breathing method which enables quick HP recovery are the greatest advantages for a Swordman?";
+ next;
+ mes "[Aaron]";
+ mes "If you train your skills very hard, you can even see your HP recovering. The amount";
+ mes "recovered depends";
+ mes "vitality, or VIT.";
+ next;
+ mes "[Aaron]";
+ mes "So if you invest more of your stats in VIT, you'll recover more HP overall when resting.";
+ next;
+ mes "[Aaron]";
+ mes "But of course, it'd be good to have high Attack, wouldn't it? You can either acquire a good weapon or bring up your STR to support you Attack.";
+ next;
+ mes "[Aaron]";
+ mes "You know you'll need some strength anyway to swing good weapons easily, anyway.";
+ next;
+ mes "[Aaron]";
+ mes "Another important thing is how accurate you can hit your opponents. DEX is the key here. If you train DEX, then the gap between the MIN and MAX damage will also decrease.";
+ next;
+ mes "[Aaron]";
+ mes "Hm...";
+ mes "Are you bored by all this talk? Or do you want me to go on?";
+ next;
+ if (select("Tell me more please.:End conversation.") == 1) {
+ mes "[Aaron]";
+ mes "Hmm...";
+ mes "In that case, I'll explain about the other attributes to you briefly. In order to attack and evade quickly, you've gotta pay attention to AGI. ";
+ next;
+ mes "[Aaron]";
+ mes "In case you want to make more critical hits, it's a good idea to invest in LUK. INT also increases Max SP, which is needed to use various skills... But it's really up to you.";
+ close;
+ }
+ mes "[Aaron]";
+ mes "Okay then,";
+ mes "train hard~~";
+ close;
+}
+
+// Izlude Dungeon
+//============================================================
+izlu2dun,108,27,0 script Sailor#2izlude 100,{
+ mes "[Sailor]";
+ mes "Wanna";
+ mes "head back?";
+ next;
+ if (select("Yeah, I'm tired to death.:Nope, I love this place!") == 1) {
+ warp "izlude",176,182;
+ end;
+ }
+ close;
+}
diff --git a/npc/pre-re/cities/jawaii.txt b/npc/pre-re/cities/jawaii.txt
new file mode 100644
index 000000000..eb69a77d9
--- /dev/null
+++ b/npc/pre-re/cities/jawaii.txt
@@ -0,0 +1,1450 @@
+//===== rAthena Script =======================================
+//= Jawaii (The Lovers' Paradise) Town script
+//===== By: ==================================================
+//= jAthena (1.0)
+//= DNett123 (1.1 - 1.5)
+//= L0ne_w0lf
+//===== Current Version: =====================================
+//= 3.6
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis OCnversion]
+//= Jawaii Town Npcs
+//===== Additional Comments: =================================
+//= 1.0 Done By jAthena
+//= 1.1 Rough Translation [DNett123]
+//= 1.2 Started Grammer Corrections [DNett123]
+//= 1.3 Some Edits Thanks To Vidar & Fusion [DNett123]
+//= 1.4 Edited Dancer, Thanks ceskil [DNett123]
+//= 1.5 Fixed Script, and spelling errors, some thanks to Sparkles [DNett123]
+//= 1.6 Final corrections (not complete), thanks to the public, and DNett123!
+//= 1.6c added missing monsters. Still 1 type is missing [Lupus]
+//= 1.7 Fixed a lot of typo�s [Nexon]
+//= 1.8 Removed monster spawns, added aegis ep 8.5 spawns to npc/mobs/fields/jawaii.txt [MasterOfMuppets]
+//= 2.0 Updated the npcs according to iRO [MasterOfMuppets]
+//= 2.01 fixed missing @ at randomdrink, thanks to theultramage [Lupus]
+//= 2.02 Fixed Classic Suite NPC warping directly above a warp [Evera]
+//= 3.0 Rescripted to Aegis 10.3 standard. Contains all Jawaii-related NPCs. [L0ne_W0lf]
+//= 3.1 Fixed bugs with getpartnerid() (it never returns 1), fixed some conditons,
+//= replaced getpartnerid() with ispartneron() at some tri-forks [Lupus]
+//= 3.2 Reverted ispartneron() BACK to getpartnerid(). [L0ne_W0lf]
+//= None of the NPCs need the player's partner to be online.
+//= 3.3 Just a small fix up on the Bartender. [L0ne_W0lf]
+//= 3.3a Just a little typo error. [Samuray22]
+//= 3.4 Added missing checkweights. [L0ne_W0lf]
+//= 3.5 Replaced effect numerics with constants. [L0ne_W0lf]
+//= 3.6 Fixed bartender so he no longer hangs. [L0ne_W0lf]
+//============================================================
+
+// Jawaii
+//============================================================
+jawaii,239,112,7 script Mariner#toizu 100,{
+ mes "[Mariner]";
+ mes "This ship";
+ mes "is heading";
+ mes "towards ^666699Izlude^000000.";
+ mes "Have you enjoyed your time in Jawaii? You should check to see";
+ mes "if you forgot anything before we go.";
+ next;
+ mes "[Mariner]";
+ mes "Well, then.";
+ mes "Would you like";
+ mes "to go back to Izlude?";
+ next;
+ if (select("Go back.:Cancel.") == 1) {
+ mes "[Mariner]";
+ mes "Now, let me";
+ mes "guide you to";
+ mes "Izlude.";
+ close2;
+ warp "izlude",176,182;
+ end;
+ }
+ mes "[Mariner]";
+ mes "Take your time";
+ mes "and look around as";
+ mes "much as you like.";
+ mes "Somehow, this is not";
+ mes "a place that you can";
+ mes "visit often, you know?";
+ close;
+}
+
+jawaii,122,263,5 script Mariner#toalbe 100,{
+ mes "[Mariner]";
+ mes "This ship";
+ mes "is headed back";
+ mes "towards ^003399Alberta^000000.";
+ mes "Have you enjoyed your time in Jawaii? You should check to see";
+ mes "if you forgot anything before we go.";
+ next;
+ mes "[Mariner]";
+ mes "Now, are you";
+ mes "ready to go back";
+ mes "to Alberta?";
+ next;
+ if (select("Go back.:Cancel.") == 1) {
+ mes "[Mariner]";
+ mes "Now, let me";
+ mes "take you back";
+ mes "to Alberta.";
+ close2;
+ warp "alberta",192,157;
+ end;
+ }
+ mes "[Mariner]";
+ mes "Yeah...";
+ mes "Try to enjoy your";
+ mes "vacation as much";
+ mes "as you can. We'll be";
+ mes "ready to leave when";
+ mes "you are.";
+ close;
+}
+
+jawaii,188,218,7 script Tavern Lady#Jawaii 80,{
+ mes "[Lady]";
+ mes "Oh, dear!";
+ mes "You're not going";
+ mes "to the tavern, are you?";
+ next;
+ if (select("No, I am not.:Hell yeah~") == 1) {
+ mes "[Lady]";
+ mes "Whew~!";
+ mes "Thank goodness!";
+ mes "It's just that...";
+ mes "The tavern probably";
+ mes "isn't the best place for";
+ mes "you to enjoy yourself.";
+ next;
+ }
+ mes "[Lady]";
+ mes "Even though I work there, I still can't believe that kind of place exists! I mean, I thought alcohol was outlawed in the Rune-Midgarts Kingdom!";
+ next;
+ mes "[Lady]";
+ mes "I have no idea how singles are";
+ mes "able to find this place. But I've heard that lots of different people come here for different reasons.";
+ next;
+ mes "[Lady]";
+ mes "I've even seen unmarried single people coming here just to get drunk! Oh! And for some reason, people have been disappearing";
+ mes "from the tavern!";
+ next;
+ mes "[Lady]";
+ mes "I wonder what's going on?";
+ mes "^666666*Sigh*^000000 I'm a waitress there, but still I just want to tell you not to go in there...";
+ close;
+}
+
+jawaii,220,235,3 script Jawaii Resident#heart 724,{
+ mes "[Jawa Jawa]";
+ mes "You know what's";
+ mes "the most beautiful";
+ mes "place in Jawaii?";
+ next;
+ mes "[Jawa Jawa]";
+ mes "It's 'Heart Island,' which is just a little north of here. The water surrounding Heart Island is not that deep, so you can just walk across if you're careful.";
+ next;
+ mes "[Jawa Jawa]";
+ mes "That's the best place to share an intimate moment with the person";
+ mes "you love. It's perfectly secluded and such a beautiful area.";
+ next;
+ mes "[Jawa Jawa]";
+ mes "Of course, it's probably not";
+ mes "a good idea to go there by";
+ mes "yourself if you're single.";
+ mes "You'd look like such";
+ mes "a pathetic loser!";
+ close;
+}
+
+jawaii,240,146,5 script Jawaii Resident#desc1 724,{
+ mes "[Waii Waii]";
+ mes "Welcome to Jawaii!";
+ next;
+ mes "[Waii Waii]";
+ mes "Here, you can enjoy your";
+ mes "honeymoon without worrying about any interruptions. You don't even have to bother with that notorious Single Army!";
+ next;
+ mes "[Waii Waii]";
+ mes "Well, there are a few monsters around, but you'll be okay as long as you don't attack them first. Think of them as the original residents of this island, another sight to enjoy.";
+ close;
+}
+
+jawaii,168,247,5 script Jawaii Resident#desc2 724,{
+ mes "[Waja Waja]";
+ mes "Ah, you must be a tourist.";
+ mes "If you're lost, just head West. Accomodations for newlyweds";
+ mes "are located in the western part of Jawaii. The lodging here is";
+ mes "pretty amazing.";
+ next;
+ mes "[Waja Waja]";
+ mes "There are four different themed rooms, so you can choose one to your liking. There's a Guide around if you want to ask for more information.";
+ next;
+ mes "[Waja Waja]";
+ mes "When you want to go back, please head to the NorthWest to board";
+ mes "a ship to Alberta. If you want to sail to Izlude, there's a ship waiting in the SouthEast.";
+ close;
+}
+
+jawaii,165,121,1 script Jawaii Resident#desc3 724,{
+ mes "[Iwa Iwa]";
+ mes "Jawaii~";
+ mes "Jawa~ii~";
+ mes "Where you can";
+ mes "find happiness~";
+ next;
+ mes "[Iwa Iwa]";
+ mes "Oh, isn't it beautiful? You don't have to do anything other than relax and breathe in the peaceful atmosphere. That's one of the";
+ mes "best things about Jawaii.";
+ next;
+ mes "[Iwa Iwa]";
+ mes "Ooh! Sometimes we hold";
+ mes "concerts on this stage. If you're good at singing, why don't you";
+ mes "go up on stage and sing";
+ mes "a song for us?";
+ next;
+ mes "[Iwa Iwa]";
+ mes "Jawaii~";
+ mes "Jawa~ii~";
+ mes "Where you can";
+ mes "find happiness~";
+ close;
+}
+
+jawaii,141,200,3 script Employee#sroom 798,{
+ mes "[Alowa]";
+ mes "W-Welcome...?";
+ mes "This is o-o-our";
+ mes "s-sweet room.";
+ mes "We, we just c-cleaned";
+ mes "this r-room for you";
+ mes "o-of course.";
+ next;
+ mes "[Alowa]";
+ mes "Th-The charge is is";
+ mes "1000 zeny p-p-per person?";
+ mes "P-please pay me the fee and";
+ mes "I,I'll let you in. I ssss...swear!";
+ next;
+ mes "[Alowa]";
+ mes "I, I'll also ca-carry your luggage. B-but pay me first. Otherwise, my bo-boss will be unhappy and... ^666666*Gulp*^000000";
+ next;
+ mes "[Alowa]";
+ mes "^333333Beat me to death...^000000";
+ next;
+ if (select("Use.:Cancel.") == 1) {
+ mes "[Alowa]";
+ if (zeny > 999) {
+ mes "T-Thank you ssso much!";
+ mes "L-Let open the room door";
+ mes "ffffor you. Thank y-you.";
+ mes "Ha-have a good time.";
+ close2;
+ set zeny,zeny-1000;
+ warp "jawaii_in",116,64;
+ end;
+ }
+ mes "Oh no! Oh no no no no no.";
+ mes "Th-This isn't enough money?";
+ mes "I-I'm ssssorry, but my b-boss w-will beat me if I l-let you";
+ mes "in without paying...";
+ close;
+ }
+ mes "[Alowa]";
+ mes "^666666*Sniff*^000000";
+ mes "B-but I promise th-that this room is the nicest and cl-cleanest room! P-Please! C-come back!";
+ Emotion e_sob;
+ close;
+}
+
+jawaii,108,199,5 script Employee#antroom 74,{
+ mes "[Pine Oran]";
+ mes "Welcome to";
+ mes "the Antique room.";
+ next;
+ mes "[Pine Oran]";
+ mes "This room provides lovers with";
+ mes "an atmosphere of plush elegance.";
+ mes "Every comfort is provided for";
+ mes "young couples in this room.";
+ next;
+ mes "[Pine Oran]";
+ mes "All the rooms may have the same basic structure, but each of them has their own unqiue interior to suit the tastes of different people.";
+ next;
+ mes "[Pine Oran]";
+ mes "If you would like to lodge here, it is required to pay a 1,000 zeny fee for each person before entering. Since you're here to make fond memories of your honeymoon,";
+ mes "you should stay in the nicest room.";
+ next;
+ mes "[Pine Oran]";
+ mes "Do not hesitate to let me know when you've decided on the Antique Room. Once you've made your choice,";
+ mes "I will guide you there.";
+ next;
+ if (select("Use.:Cancel.") == 1) {
+ mes "[Pine Oran]";
+ if (zeny > 999) {
+ mes "Thank you";
+ mes "for using";
+ mes "our services.";
+ mes "Please...";
+ mes "Make yourself";
+ mes "comfortable.";
+ close2;
+ set zeny,zeny-1000;
+ warp "jawaii_in",129,110;
+ end;
+ }
+ mes "I am sorry, but you don't seem to have enough money. If it's alright, why don't you check your current funds and see what you can do";
+ mes "about this situation?";
+ close;
+ }
+ mes "[Pine Oran]";
+ mes "Please...";
+ mes "Take your time.";
+ mes "There should be no rush";
+ mes "when it comes to leisure.";
+ close;
+}
+
+jawaii,107,189,5 script Employee#horoom 93,{
+ mes "[Sharkie Rania]";
+ mes "I'll take you";
+ mes "to the Honey Room.";
+ mes "It costs 1,000 zeny.";
+ next;
+ mes "[Sharkie Rania]";
+ mes "So you wanna go?";
+ next;
+ if (select("Use.:Cancel.") == 1) {
+ mes "[Sharkie Rania]";
+ if (zeny > 999) {
+ mes "Eh, alright.";
+ mes "Let's get going.";
+ close2;
+ set zeny,zeny-1000;
+ warp "jawaii_in",86,117;
+ end;
+ }
+ mes "You...";
+ mes "Don't have";
+ mes "enough money.";
+ mes "C'mon, romance";
+ mes "takes zeny, got it?";
+ close;
+ }
+ mes "[Sharkie Rania]";
+ mes "No prob.";
+ close;
+}
+
+jawaii,112,173,7 script Employee#villroom 93,{
+ mes "[Larks Rania]";
+ mes "Hello dear,";
+ mes "how are you?";
+ mes "Are you looking for";
+ mes "a room to stay in?";
+ next;
+ mes "[Larks Rania]";
+ mes "This is called the Villa Room.";
+ mes "I recommend this room to people";
+ mes "who prefer to stay in a place with";
+ mes "a comfortable atmosphere";
+ mes "much like home.";
+ next;
+ mes "[Larks Rania]";
+ mes "Just like all the other rooms,";
+ mes "the lodging charge is 1,000 zeny.";
+ mes "I can guide you to the Villa Room";
+ mes "right now, if you wish. Would you";
+ mes "like to stay?";
+ next;
+ if (select("Use.:Cancel.") == 1) {
+ mes "[Larks Rania]";
+ if (zeny > 999) {
+ mes "Thank you~";
+ mes "Enjoy your stay.";
+ close2;
+ set zeny,zeny-1000;
+ warp "jawaii_in",87,75;
+ end;
+ }
+ mes "Oh what a shame!";
+ mes "You don't seem";
+ mes "to have enough money...?";
+ mes "Why don't you ask your";
+ mes "partner to help you";
+ mes "with the charge?";
+ close;
+ }
+ mes "[Larks Rania]";
+ mes "No problem~";
+ mes "If you like, you may wish to check the Honey Room. Although the roomkeeper, Sharkie, is a shy girl, the room is really beautiful.";
+ close;
+}
+
+jawaii,214,168,5 script Honeymoon Helper#Jawaii 71,{
+ mes "[Helper]";
+ mes "There is no place";
+ mes "better for having your";
+ mes "honeymoon than Jawaii.";
+ next;
+ mes "[Helper]";
+ mes "Why don't you make the best of your time here, and make a lot of sweet memories that you will cherish for years to come?";
+ next;
+ mes "[Helper]";
+ mes "Mementos that remind you of your happy times can be your most precious possessions. Like your wedding ring, for instance, or the tuxedo and wedding dress worn during your wedding ceremony...";
+ next;
+ mes "[Helper]";
+ mes "Even if the wedding ceremony";
+ mes "is over, isn't it nice to look back upon the happy memories of your marriage ceremony? With the magical photo album at a cheap price, now you can!";
+ next;
+ mes "[Helper]";
+ mes "Its name is...";
+ mes "'Sweet Memory of Marriage'!!";
+ next;
+ mes "[Helper]";
+ mes "It will instantly bring you to the wedding hall with magic power!";
+ mes "And it only costs 50,000 zeny...";
+ next;
+ if (select("I shall buy it.:No, thanks.") == 1) {
+ mes "[Helper]";
+ if (zeny > 49999) {
+ set zeny,zeny-50000;
+ getitem 681,1; //Memory_Of_Wedding
+ mes "Thank you very much~!";
+ mes "Please remember, you";
+ mes "should use this with your";
+ mes "partner in a place that is";
+ mes "special to the both of you.";
+ close;
+ }
+ mes "'Sweet Memory of Marriage' is 50,000 zeny. But don't seem to have enough money with you right now. Maybe you and your partner could help each other to buy the Sweet Memory of Marriage?";
+ close;
+ }
+ mes "[Helper]";
+ mes "Even if your relationship ends,";
+ mes "the memories the both of you have shared will remain forever...";
+ close;
+}
+
+// Inside Jawaii
+//============================================================
+jawaii_in,25,94,0 script Employee#jaw1 724,{
+ mes "[Employee Tryteh]";
+ mes "Welcome to Jawaii Tavern~";
+ if (getpartnerid()) {
+ mes "Anyway, I am so glad that you two have gotten married. I hope you both will live happily ever after~";
+ next;
+ mes "[Employee Tryteh]";
+ mes "Try to be a little careful if you bump into any rude customers.";
+ mes "They might be drunk and do something stupid. You know";
+ mes "how it is...";
+ close;
+ }
+ else if (!getpartnerid()) {
+ mes "I hope you enjoy your stay";
+ mes "over here. But try not";
+ mes "to drink too much~";
+ close;
+ }
+ mes "I hope you will have a good time.";
+ close;
+
+OnWelcome:
+ Emotion e_kis;
+ end;
+OnSolo:
+ Emotion e_omg;
+ end;
+}
+
+jawaii_in,25,96,0 script Employee#jaw2 724,{
+ mes "[Employee Fey]";
+ mes "Welcome to Jawaii Tavern~";
+ if (getpartnerid()) {
+ next;
+ mes "[Employee Fey]";
+ mes "We hope that you enjoy your time here with the one that you love. Isn't this place nice and cozy,";
+ mes "a perfect romantic atmosphere?";
+ next;
+ mes "[Employee Fey]";
+ mes "It would be absolutely perfect if it weren't for those 'Invincible Single Army' weirdos. Somehow,";
+ mes "a few of those dorks found their way here. To hell with them!";
+ close;
+ }
+ else if (!getpartnerid()) {
+ mes "Have a good time! But please,";
+ mes "try not to interrupt the happily married people here!";
+ close;
+ }
+ mes "I hope you will have a good time~";
+ close;
+
+OnWelcome:
+ Emotion e_kis;
+ end;
+OnSolo:
+ Emotion e_omg;
+ end;
+}
+
+jawaii_in,25,98,0 script Employee#jaw3 724,{
+ mes "[Employee Buffy]";
+ mes "Welcome to Jawaii Tavern~";
+ if (getpartnerid()) {
+ next;
+ mes "[Employee Buffy]";
+ mes "Oh~";
+ mes "Look at you...";
+ mes "You look perfect";
+ if (sex)
+ mes "for your wife~";
+ else
+ mes "with your husband~";
+ mes "Awwww, I want to";
+ mes "get married soon~!";
+ close;
+ }
+ else if (!getpartnerid()) {
+ next;
+ mes "[Employee Buffy]";
+ mes "Hmm...?";
+ mes "You don't look like";
+ mes "you're married, are you?";
+ if (sex) {
+ next;
+ mes "[Employee Buffy]";
+ mes "I'm pretty good";
+ mes "at cooking and cleaning";
+ mes "^666666*AHEM*^000000 I've got a ^FF0000nice body^000000.";
+ mes "So what do you think...?";
+ }
+ close;
+ }
+ mes "I hope you will have a good time.";
+ close;
+
+OnWelcome:
+ Emotion e_kis;
+ end;
+OnSolo:
+ Emotion e_omg;
+ end;
+}
+
+jawaii_in,25,100,0 script Employee#jaw4 724,{
+ mes "[Employee Itere]";
+ mes "Welcome to";
+ mes "Jawaii Tavern~";
+ if (getpartnerid()) {
+ next;
+ mes "[Employee Itere]";
+ mes "Oh~";
+ mes "You look so happy";
+ mes "to be here with your";
+ mes "partner! How precious~";
+ close;
+ }
+ else if (!getpartnerid()) {
+ mes "I hope you";
+ mes "enjoy your st--";
+ mes "Wait a minute...!";
+ next;
+ mes "[Employee Itere]";
+ mes "You're...";
+ mes "You better not be part of";
+ mes "the Invincible Single Army!";
+ next;
+ mes "[Employee Itere]";
+ mes "Well, whatever you do, don't despair, get drunk and then";
+ mes "bother the married couples!";
+ close;
+ }
+ mes "I hope you will have a good time.";
+ close;
+
+OnWelcome:
+ Emotion e_kis;
+ end;
+OnSolo:
+ Emotion e_omg;
+ end;
+}
+
+jawaii_in,30,94,4 script Employee#jaw5 724,{
+ mes "[Employee Tonia]";
+ mes "Welcome to Jawaii Tavern~";
+ if (getpartnerid()) {
+ next;
+ mes "[Employee Tonia]";
+ mes "Congratulations to both of you!";
+ next;
+ mes "[Employee Tonia]";
+ mes "^666666*Sigh...*^000000";
+ mes "^333333I hope those Single Army morons don't get drunk and do something stupid again...";
+ close;
+ }
+ else if (!getpartnerid()) {
+ mes "Wait a sec. You're...!";
+ next;
+ mes "[Employee Tonia]";
+ mes "Hey--!";
+ mes "You're not welcome here!";
+ mes "S-Stop drinking! Right this instant!";
+ close;
+ }
+ mes "I hope you will have a good time.";
+ close;
+
+OnWelcome:
+ Emotion e_kis;
+ end;
+OnSolo:
+ Emotion e_omg;
+ end;
+}
+
+jawaii_in,30,96,4 script Employee#jaw6 724,{
+ mes "[Employee Kay]";
+ mes "Welcome to Jawaii Tavern~";
+ if (getpartnerid()) {
+ next;
+ mes "[Employee Kay]";
+ mes "Oh gosh...!";
+ mes "Lately, I've been dealing with too many drunks in this place! It's been really hard for me to take care of it all...";
+ close;
+ }
+ else if (!getpartnerid()) {
+ mes "I understand that you want to relax and take a break, but please be careful and don't drink too much.";
+ close;
+ }
+ mes "I hope you will have a good time.";
+ close;
+
+OnWelcome:
+ Emotion e_kis;
+ end;
+OnSolo:
+ Emotion e_omg;
+ end;
+}
+
+jawaii_in,30,98,4 script Employee#jaw7 724,{
+ mes "[Employee Amy]";
+ mes "Welcome to Jawaii Tavern~";
+ if (getpartnerid()) {
+ mes "Oh! You and your partner look perfect for each other. Like, um,";
+ mes "a gun and a bullet! No...?";
+ next;
+ mes "[Employee Amy]";
+ mes "How about...";
+ mes "Milk and cookies?";
+ mes "Gin and tonic?";
+ mes "Jackie Tucker";
+ mes "and Chris Chan...?";
+ mes "Ummmm....";
+ close;
+ }
+ else if (!getpartnerid()) {
+ next;
+ mes "[Employee Amy]";
+ mes "Hmm, I don't think this place is for you. But, I see no problem in letting you drink and have a good time, so long as you don't";
+ mes "make a fuss.";
+ close;
+ }
+ mes "I hope you will have a good time.";
+ close;
+
+OnWelcome:
+ Emotion e_kis;
+ end;
+OnSolo:
+ Emotion e_omg;
+ end;
+}
+
+jawaii_in,30,100,4 script Employee#jaw8 724,{
+ mes "[Employee Yasmine]";
+ mes "Welcome to Jawaii Tavern~";
+ if (getpartnerid()) {
+ mes "Just like the moon and the stars, you and your partner look perfect together. I'm really happy for you!";
+ close;
+ }
+ else if (!getpartnerid()) {
+ next;
+ mes "[Employee Yasmine]";
+ mes "You don't look like you belong here, but I hope you find your perfect match one of these days. Have fun!";
+ close;
+ }
+ mes "I hope you will have a good time.";
+ close;
+
+OnWelcome:
+ Emotion e_kis;
+ end;
+OnSolo:
+ Emotion e_omg;
+ end;
+}
+
+jawaii_in,28,96,0 script jaw_em_order#Jawaii -1,3,3,{
+OnTouch:
+ if (getpartnerid()) {
+ donpcevent "Employee#jaw8::OnWelcome";
+ donpcevent "Employee#jaw7::OnWelcome";
+ donpcevent "Employee#jaw6::OnWelcome";
+ donpcevent "Employee#jaw5::OnWelcome";
+ donpcevent "Employee#jaw4::OnWelcome";
+ donpcevent "Employee#jaw3::OnWelcome";
+ donpcevent "Employee#jaw2::OnWelcome";
+ donpcevent "Employee#jaw1::OnWelcome";
+ end;
+ }
+ donpcevent "Employee#jaw8::OnSolo";
+ donpcevent "Employee#jaw7::OnSolo";
+ donpcevent "Employee#jaw6::OnSolo";
+ donpcevent "Employee#jaw5::OnSolo";
+ donpcevent "Employee#jaw4::OnSolo";
+ donpcevent "Employee#jaw3::OnSolo";
+ donpcevent "Employee#jaw2::OnSolo";
+ donpcevent "Employee#jaw1::OnSolo";
+ end;
+}
+
+jawaii_in,15,104,0 script Waitress#jawaii 80,{
+ if (checkweight(1201,1) == 0) {
+ mes "^3355FF * Wait a minute! *";
+ mes "You're carrying too many items with you right now. Please store some of your things into Kafra Storage and try again.^000000";
+ close;
+ }
+ if (getpartnerid()) {
+ mes "[Waitress]";
+ mes "Hello,";
+ mes "how can I help you?";
+ Emotion e_kis;
+ next;
+ switch(select("Give me food.:Bring me drink.:Where's the bar?")) {
+ case 1:
+ mes "[Waitress]";
+ mes "You can have";
+ mes "1 Meat for 1,000 zeny.";
+ mes "Would you like one?";
+ next;
+ if (select("Yes.:Wha--! It's too expensive!") == 1) {
+ mes "[Waitress]";
+ if (zeny > 999) {
+ set zeny,zeny-1000;
+ getitem 517,1; //Meat
+ mes "There you go~";
+ mes "Enjoy your meal~!";
+ close;
+ }
+ mes "I'm sorry but...";
+ mes "This isn't enough money...";
+ close;
+ }
+ mes "[Waitress]";
+ mes "If you";
+ mes "need anything,";
+ mes "please let me know.";
+ close;
+
+ case 2:
+ mes "[Waitress]";
+ mes "You can have";
+ mes "1 Yellow Potion";
+ mes "at 1,000 zeny.";
+ mes "Would you like one?";
+ next;
+ if (select("Yes.:Wha--! It's too expensive!") == 1) {
+ mes "[Waitress]";
+ if (zeny > 999) {
+ set zeny,zeny-1000;
+ getitem 503,1; //Yelow_Potion
+ mes "There you go~";
+ mes "Enjoy your meal~!";
+ close;
+ }
+ mes "I am sorry but you don't have enough money?!";
+ close;
+ }
+ mes "[Waitress]";
+ mes "If you";
+ mes "need anything,";
+ mes "please let me know.";
+ close;
+
+ case 3:
+ mes "[Waitress]";
+ mes "Oh, just go toward the center";
+ mes "of the tavern. I hope you have";
+ mes "a good time, but be careful and";
+ mes "don't drink too much! Have fun!";
+ close;
+ }
+ }
+ Emotion e_omg;
+ mes "[Waitress]";
+ mes "Hey, hey...!";
+ mes "I have no idea";
+ mes "why you're here...";
+ next;
+ mes "[Waitress]";
+ mes "But we don't tolerate singles messing around with the happily married couples around here.";
+ mes "Just have your drink";
+ mes "and then leave!";
+ next;
+ if (Select("I'm a member of Single Army!!:...I just wanted to congratulate them...") == 1) {
+ mes "[Employee]";
+ mes "Yeah, right.";
+ mes "Knock it off already.";
+ mes "Why can't you be happy";
+ mes "for other people?!";
+ next;
+ mes "[Employee]";
+ mes "^666666*Sigh*^000000";
+ mes "You will be welcome";
+ mes "here when you visit";
+ mes "with your partner, okay?";
+ close;
+ }
+ mes "[Employee]";
+ mes "Huh? Did you just";
+ mes "say you wanted to";
+ mes "congratulate them?";
+ mes "Oh, you must be close";
+ mes "friends with one";
+ mes "of the couples...";
+ next;
+ mes "[Employee]";
+ mes "I'm sorry!";
+ mes "Let me apologize";
+ mes "for my rudeness.";
+ mes "I hope you have";
+ mes "a good time.";
+ close;
+}
+
+jawaii_in,28,124,0 script Bartender#jaw 46,{
+ mes "[Bartender]";
+ mes "Welcome to the";
+ mes "Jawaii Tavern bar.";
+ mes "What would you";
+ mes "like to drink?";
+ next;
+ if (zeny < 99) {
+ set .@r_jaw,rand(1,100);
+ mes "[Bartender]";
+ if (.@r_jaw > 29) {
+ mes "Hm, I'm sorry";
+ mes "but you do not";
+ mes "have enough";
+ mes "money for a drink.";
+ close;
+ }
+ mes "....Hmm...";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Hey...!";
+ mes "Bartender...";
+ mes "Gimmie one more.";
+ next;
+ mes "[Bartender]";
+ mes "Okay...";
+ mes "It's on me.";
+ mes "Have a drink.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Thank you.";
+ close2;
+ percentheal -100,0;
+ end;
+ }
+ while (1) {
+ switch(select("Follow Bartender's Recommendation.:I want a Gunslinger.:I want a Cobo.:I want a Bomb.:I want a Boogieman.")) {
+ case 1:
+ set .@roof_jaw,.@roof_jaw+3;
+ if (.@roof_jaw > 9) {
+ mes "[Bartender]";
+ mes "Hmmm...";
+ mes "You seem to have";
+ mes "had enough to drink.";
+ mes "Are you sure you'll be okay?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Bartender,";
+ mes "I'm so depressed";
+ mes "because of...";
+ input .@inputstr$;
+ mes .@inputstr$+"...";
+ next;
+ mes "[Bartender]";
+ mes "There you go...";
+ mes "Let me make";
+ mes "a ^0000FF'Special J&Z'^000000 for you.";
+ mes "And this is on me.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Thank you...";
+ mes "So much...";
+ close2;
+ percentheal -100,0;
+ end;
+ }
+ if (zeny > 99) set zeny,zeny-100;
+ switch(rand(4)) {
+ case 1:
+ mes "[Bartender]";
+ mes "Hmm...";
+ mes "How about this cocktail?";
+ next;
+ mes "[Bartender]";
+ mes "I recommend";
+ mes "a '^0000FFBarcadie 150^000000.'";
+ mes "It's the drink of pirates!";
+ next;
+ mes "^3355FFYou examined";
+ mes "the small glass";
+ mes "containing a glossy";
+ mes "brown liquid...^000000";
+ next;
+ mes "^3355FFAlthough the glass is tiny and only holds a small amount, the liquid inside still smells pretty dangerous...^000000";
+ next;
+ mes "[Bartender]";
+ mes "It's strong and flammable,";
+ mes "so you might feel like your";
+ mes "throat is burning.";
+ next;
+ mes "^3355FFYou gulped it down.^000000";
+ specialeffect2 EF_VENOMDUST;
+ percentheal -20,0;
+ next;
+ break;
+ case 2:
+ mes "[Bartender]";
+ mes "Hmm...";
+ mes "How about this cocktail?";
+ next;
+ mes "[Bartender]";
+ mes "I recommend a '^0000FFBlack Russian Double^000000.' It will make you dream of lying in a vast Russian field...";
+ next;
+ mes "^3355FFYou examined the large glass holding a dark brown liquid chilled with ice cubes. There's a faint sweetness in the aroma, as well";
+ mes "a musk that reminds you of an old, mustached man.^000000";
+ next;
+ mes "[Bartender]";
+ mes "I suggest you take your time";
+ mes "drinking this since it's very strong. The Black Russian Double is rumored to be the favorite drink of the Russian mafia.";
+ next;
+ mes "^3355FFYou drank it sip by sip,";
+ mes "savoring its rich,";
+ mes "robust flavor.^000000";
+ specialeffect2 EF_FIREIVY;
+ percentheal -20,0;
+ next;
+ break;
+ case 3:
+ mes "[Bartender]";
+ mes "So...";
+ mes "How about this..?";
+ next;
+ mes "[Bartender]";
+ mes "Why don't you try";
+ mes "a '^0000FFKiss of Fire";
+ mes "the Spinbird Kick^000000?'";
+ next;
+ mes "[Bartender]";
+ mes "Don't be fooled by its sweet scent or beautiful red color. This is one of the strongest drinks around.";
+ next;
+ mes "^3355FFYou receive a crystal cocktail glass with a little bit of sugar sprinkled around the rim. It has";
+ mes "a sweet fragrance that makes your mouth water. However, you can also feel that it is a dangerously strong cocktail.";
+ next;
+ mes "[Bartender]";
+ mes "Lick the sugar before taking a sip. That will make it taste a little sweeter and will soften the taste.";
+ next;
+ mes "^3355FFYou carefully took a sip.^000000";
+ specialeffect2 EF_DECAGILITY;
+ percentheal -20,0;
+ next;
+ break;
+ Default:
+ mes "[Bartender]";
+ mes "I see...";
+ mes "Let me think";
+ mes "of something";
+ mes "you might like.";
+ next;
+ mes "[Bartender]";
+ mes "Okay, how about";
+ mes "a '^0000FFWhite Margarita'^000000?'";
+ next;
+ mes "[Bartender]";
+ mes "You will smell a sourish lemon scent which makes your mouth water. As you taste it, you will be filled with a pleasant, comforting warmth that spreads throughout your body.";
+ next;
+ mes "^3355FFYou receive a fancy cocktail glass with salt and lemon juice sprinkled on the rim. Its sour scent does make your mouth water. How could something so appetizing be dangerous?";
+ next;
+ mes "[Bartender]";
+ mes "It has a sweet and sour taste so it's favored by female customers";
+ mes "as well. I guarantee that you will enjoy its flavor.";
+ next;
+ mes "^3355FFYou gulp the delicious";
+ mes "Margarita down in one sip.^000000";
+ specialeffect2 EF_MAGNUMBREAK;
+ percentheal -20,0;
+ next;
+ }
+ break;
+ case 2:
+ callsub S_KillChar,2;
+ mes "When you want to look super cool, this will be the best drink for you. It's a strong drink with a particular scent, so people who drink Gunslingers are usually seen as having impressive of taste.";
+ next;
+ mes "^3355FFYou received a simple glass containing a gray liquid. Although it smells faintly sweet, it looks like industrial strength liquor. It's time to summon your courage and take a sip~";
+ next;
+ mes "[Bartender]";
+ mes "That drink is bitter and sweet, just like life. Taste it with your tongue, don't drink it all at once.";
+ next;
+ mes "^3355FFYou slowly drank some";
+ mes "of your Gunslinger drink.^000000";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Yeeehaw~!";
+ mes "I'm a cowboy hero!";
+ mes "Bang Bang Bang!";
+ next;
+ specialeffect2 EF_STEAL;
+ percentheal -10,0;
+ next;
+ break;
+
+ case 3:
+ callsub S_KillChar,2;
+ mes "People say that the more you drink a mixed Cobo, the tastier it will be. It grows on you, kind of like the company of an old friend. This is a nice drink to have with anyone at anytime.";
+ next;
+ mes "^3355FFThe Bartender brought a beautifully engraved glass holding a cobalt blue liquid and placed it in front of you. It smells pleasantly sweet and sour.";
+ next;
+ mes "[Bartender]";
+ mes "Once you taste this once, you almost can't stop drinking. It tastes so smooth and goes";
+ mes "down even smoother.";
+ next;
+ mes "^3355FFYou finished";
+ mes "your drink in 3 sips.";
+ mes "Your mouth was filled";
+ mes "with a luxurious, sweet and";
+ mes "sour flavor.^000000";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Aaaaaahhhhhh~!";
+ mes "This drink is really good!";
+ specialeffect2 EF_SANCTUARY;
+ percentheal -10,0;
+ next;
+ break;
+
+ case 4:
+ callsub S_KillChar,2;
+ mes "This is for one who wants to relive wild, youthful days, honor those who have fought for justice and liberty, or just to drink alcohol until they vomit stomach acid.";
+ mes "for one who wants to remember people fighting for liberty...";
+ next;
+ mes "^3355FFYou receive a tumbler filled with brown liquid. It a has a very thick, machine like smell. It kind of reminds you of gunpowder.^000000";
+ next;
+ mes "[Bartender]";
+ mes "It might look too big to drink at once, but I suggest that you finish it in one gulp. If you drink it slowly, you'll pass out.";
+ next;
+ mes "^3355FFYou firmly grabbed";
+ mes "the tumbler and";
+ mes "gulped it down.^000000";
+ next;
+ mes "^3355FFYou feel pretty hammered.^000000";
+ specialeffect2 EF_BLASTMINEBOMB;
+ percentheal -10,0;
+ next;
+ break;
+
+ case 5:
+ callsub S_KillChar,1;
+ mes "There are not many people who like this drink. But the ones that do like this drink, love it.";
+ next;
+ mes "[Bartender]";
+ mes "Although it has a beautiful, appetizing color, its appearance can be misleading. Most people feel cold and empty after having some";
+ mes "of this.";
+ next;
+ mes "^3355FFYou receive a crooked glass";
+ mes "filled with purple fluid. Although it smells pleasnt, you have a strange feeling of disgust as you draw it closer to your face.";
+ next;
+ mes "[Bartender]";
+ mes "If you don't want to drink it, tell me now. But it might be good to try it once, just to experience it.";
+ next;
+ mes "^3355FFYou took a sip of it and sighed.^000000";
+ next;
+ mes "^3355FFAnd promised yourself that you would never drink it ever again.^000000";
+ specialeffect2 EF_HIT6;
+ percentheal -10,0;
+ next;
+ break;
+ }
+
+ mes "["+strcharinfo(0)+"]";
+ mes "Master...";
+ mes "One more please...";
+ next;
+ }
+ end;
+
+S_KillChar:
+ if (.@roof_jaw > 8) {
+ mes "[Bartender]";
+ mes "It's on me.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Thank you...";
+ mes "Mr. Bartender...";
+ close2;
+ percentheal -100,0;
+ end;
+ }
+ if (zeny > 99) set zeny,zeny-100;
+ set .@roof_jaw,.@roof_jaw+getarg(0);
+ mes "[Bartender]";
+ mes "There you go.";
+ next;
+ mes "[Bartender]";
+ return;
+}
+
+jawaii_in,43,115,0 script Customer#jaw_1 97,{
+ if (!getpartnerid()) {
+ if (zeny > 99) {
+ mes "[Buchi]";
+ mes "Grrrr...";
+ mes "Damn! I don't";
+ mes "like this place!";
+ mes "I don't like this at all!";
+ next;
+ mes "[Buchi]";
+ mes "I can't believe my eyes! Everyone else looks disgustingly happy! It makes me feel so miserable!";
+ mes "You agree, don't you?!";
+ next;
+ mes "[Buchi]";
+ mes "Grrrr...";
+ mes "Bartender!";
+ mes "Give me one more!";
+ }
+ mes "[Buchi]";
+ mes "Hey, why aren't you drinking?";
+ mes "I guess you're all out of dough.";
+ mes "But I know how you feel. Disgusted with all the lovey dovey around this place, aren't you?";
+ next;
+ mes "[Buchi]";
+ mes "Heh.";
+ mes "Lemme buy";
+ mes "you a drink!";
+ next;
+ mes "[Buchi]";
+ mes "Drink this at once, and forget about your miserable life! Cheer up, you got the whole future ahead of you and a drink in front of you! Come on, now~!";
+ next;
+ mes "^3355FFHe ordered a JJ special for me.^000000";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Damn...!";
+ mes "Damn! I will be";
+ mes "the one who laughs last!";
+ next;
+ mes "^3355FFYou drank to your fill.^000000";
+ close;
+ percentheal -100,0;
+ }
+ mes "[Buchi]";
+ mes "You look happy...";
+ mes "I hope you'll be";
+ mes "able to feel that";
+ mes "way forever...";
+ mes " ";
+ mes "^666666*Hiccup...!*^000000";
+ close;
+}
+
+jawaii_in,41,106,3 script Customer#Cage 98,{
+ mes "[Cage]";
+ if (getpartnerid()) {
+ mes "....Bah!";
+ mes "What are you so happy about?";
+ mes "After all, everyone knows marriage is a sham for desperate, lonely people!";
+ next;
+ mes "[Cage]";
+ if (sex) {
+ mes "I don't trust anybody!";
+ mes "You're a fool for chaining";
+ mes "yourself to some gorgeous";
+ mes "woman for life!";
+ mes "You hear me?!";
+ mes "A FOOL!";
+ }
+ else {
+ mes "Look at you!";
+ mes "You're a fool for";
+ mes "chaining yourself to";
+ mes "some pretty boy for life!";
+ mes "You hear me?! A FOOL!";
+ }
+ next;
+ mes "[Cage]";
+ mes "The single life is";
+ mes "what it's all about!";
+ mes "Women may break my";
+ mes "spirit, but they'll never take...";
+ mes "MY FREEDOM!";
+ close;
+ }
+ mes "Drink, drink...!!";
+ mes "Eat, eat...!!";
+ mes "Join me,";
+ mes "my brother";
+ mes "in singlehood!";
+ next;
+ mes "[Cage]";
+ mes "We are free...!";
+ mes "We are free from";
+ mes "the hell of marriage...!";
+ mes "We are the sincere and";
+ mes "competent singles...!";
+ close;
+}
+
+// Inside Prontera
+//============================================================
+prt_in,173,13,4 script Customer#SoloHan 86,{
+ mes "[SoloHan]";
+ if (!getpartnerid()) {
+ mes "Oh man...";
+ mes "I think I'm drunk~";
+ mes "^666666*Hiccup...!*^000000";
+ next;
+ mes "[SoloHan]";
+ mes "Hey, you...!";
+ mes "You understand, don't you?!";
+ mes "Aren't you upset looking at all these happily married couples?!";
+ mes "Yeah~? Me too!";
+ next;
+ mes "[SoloHan]";
+ mes "How dare they show off their happiness in front of people like us--!! ^666666*Sniff*^000000 Just because they found everlasting love, they think they're better than we are?!";
+ next;
+ mes "[SoloHan]";
+ mes "I remember when couples were polite and were lovey dovey behind closed doors. Nowadays they hold hands, and even cuddle in public. I mean, come on! Get a room!";
+ next;
+ mes "[SoloHan]";
+ mes "I mean, ^666666*Sniff*^000000, it's not like,";
+ mes "I'm lonely or anything. I don't neeeeeeeed a woman~!";
+ mes "Right, Bachewcca!";
+ next;
+ mes "[Bachewcca]";
+ mes "...!";
+ emotion e_no1,0,"Customer#Bachewcca";
+ next;
+ mes "[SoloHan]";
+ mes "It's doesn't really matter whether you're married";
+ mes "or not, right buddy? Right?!";
+ mes "Come on! Drink with me!!";
+ next;
+ mes "^3355FFSuddenly he treated me as a close friend. It's a little embarassing, but it's not a bad idea to accept";
+ mes "a free drink...^000000";
+ next;
+ mes "^3355FF* Gulp Gulp Gulp *^000000";
+ percentheal -10,0;
+ next;
+ set .@jaw_roof,1;
+ mes "[SoloHan]";
+ mes "So, what do you say?";
+ mes "Let's go somewhere";
+ mes "with some real liquor.";
+ while (1) {
+ next;
+ if (select("...One more drink.:...What kind of place is it?") == 1) {
+ mes "[SoloHan]";
+ mes "Yeah~!";
+ mes "That's the spirit!";
+ mes "Hey, Bachewcca...";
+ mes "Let's drink!";
+ next;
+ mes "[Bachewcca]";
+ mes "^666666*Grunt!*^000000";
+ specialeffect EF_TALK_SCREAM,AREA,"Customer#Bachewcca";
+ next;
+ mes "[SoloHan]";
+ mes "To...";
+ mes "To being single!";
+ mes "F-Forever!!!";
+ next;
+ mes "^3355FF* Gulp Gulp Gulp *^000000";
+ percentheal -10,0;
+ next;
+ set .@jaw_roof,.@jaw_roof+2;
+ mes "[SoloHan]";
+ if (.@jaw_roof > 8) {
+ mes "Whoa...";
+ mes "You alright?";
+ mes "You seem kind of drunk...";
+ next;
+ mes "[SoloHan]";
+ mes "I guess now's the perfect time to have you sign this! Don't worry, I'll send you straight to paradise!";
+ next;
+ if (select("Sign:Refuse to Sign") == 1) {
+ mes "[SoloHan]";
+ mes "Alright!";
+ mes "Take care!";
+ mes "Hahaha!";
+ close2;
+ percentheal 100,0;
+ break;
+ }
+ mes "[SoloHan]";
+ mes "Oh...";
+ mes "Man.";
+ mes "So, you spoil parties";
+ mes "like this all the time, eh?";
+ close2;
+ end;
+ }
+ }
+ if (.@jaw_roof > 6) {
+ mes "[SoloHan]";
+ mes "^666666*Hiccup!*^000000";
+ mes "So you feel like having some";
+ mes "real fun? Okay, then just sign over here. Count on me, I'll send you to paradise.";
+ next;
+ if (select("Sign:Refuse to Sign") == 1) {
+ mes "[SoloHan]";
+ mes "Alright~!";
+ mes "Take care and have fun!";
+ mes "Harass some couples over there for me, will you?";
+ close2;
+ percentheal 100,0;
+ break;
+ }
+ mes "[SoloHan]";
+ mes "Oh...";
+ mes "Man.";
+ mes "No wonder you're single. You can't even recognize a good time when it's right in front of you.";
+ close2;
+ end;
+ }
+ set .@jaw_roof,.@jaw_roof+3;
+ mes "[SoloHan]";
+ mes "Drink, drink!";
+ mes "That's not enough!";
+ mes "Drink more, buddy!";
+ next;
+ mes "[SoloHan]";
+ mes "To...";
+ mes "To being single!";
+ mes "FOR EVER.";
+ next;
+ mes "^3355FF*Gulp Gulp Gulp*^000000";
+ percentheal -10,0;
+ next;
+ }
+ warp "jawaii_in",44,124;
+ end;
+ }
+ else if (getpartnerid()) {
+ mes "Oh man...";
+ mes "I think I'm drunk~";
+ mes "*Hiccup!*";
+ next;
+ mes "[SoloHan]";
+ mes "...Wha!?";
+ mes "Oh man!";
+ mes "Get outta my face!";
+ if (sex) {
+ mes "You smell like,";
+ mes "whupped boyfriend";
+ mes "or something!";
+ }
+ else {
+ next;
+ mes "[SoloHan]";
+ mes "I think I know a naggy wife";
+ mes "when I see one! Go boss your";
+ mes "hubby around or something!";
+ }
+ next;
+ mes "[SoloHan]";
+ mes "Leave me alone!";
+ mes "I don't want any of your marital bliss to rub off on me. Come on, Bachewcca! Tell 'em their kind ain't welcome here!";
+ next;
+ mes "[Bachewcca]";
+ mes "^666666*Grrr...!*^000000";
+ specialeffect EF_THROWITEM,AREA,"Customer#Bachewcca";
+ close;
+ }
+ mes "Oh man...";
+ mes "I think I'm drunk~";
+ mes "^666666*Hiccup!*^000000";
+ next;
+ mes "[SoloHan]";
+ mes "What is that...?";
+ mes "Is this the third time this week I've gotten plastered? Bachewcca, help me count!";
+ close;
+}
+
+prt_in,170,14,0 script Customer#Bachewcca 89,{
+ mes "[Bachewcca]";
+ mes "..............";
+ mes "^666666*Gulp....gulp...*^000000";
+ mes "Grrrrr!! That hit the spot!";
+ emotion e_sob;
+ close;
+}
+
+// Izlude
+//============================================================
+izlude,171,185,3 script Honeymoon Helper#Izlude 71,{
+ mes "[Helper]";
+ mes "Newlyweds and";
+ mes "long time couples...";
+ mes "We invite you to Jawaii,";
+ mes "the honeymoon resort!";
+ next;
+ switch(select("Jawaii?:Let's go to Jawaii~!:Cancel.")) {
+ case 1:
+ mes "[Helper]";
+ mes "There is an island far, far away from the Rune-Midgard continent.";
+ mes "It is a very quiet and beautiful island resort that only opens";
+ mes "its doors to couples.";
+ next;
+ mes "[Helper]";
+ mes "This is an exclusive travel offer to the special honeymoon resort for Rune-Midgard's citizens. The price, 100,000 zeny, may be expensive, but you really get what you pay for.";
+ next;
+ mes "[Helper]";
+ mes "I guarantee you that some of";
+ mes "the happiest moments you can";
+ mes "experience in your marriage will be on this island. Can you really put a price on that?";
+ close;
+
+ case 2:
+ mes "[Helper]";
+ if (!getpartnerid()) {
+ mes "Errm...";
+ mes "Unfortunately, singles are not allowed on the island. Why don't you go forget your loneliness in the Prontera pub?";
+ close;
+ }
+ else if (zeny > 99999) {
+ set zeny,zeny-100000;
+ mes "Bon Voyage...!!";
+ mes "Let me guide";
+ mes "you to 'Jawaii!'";
+ close2;
+ warp "jawaii",245,125;
+ end;
+ }
+ mes "As I explained, you must have 100,000 zeny in order to visit Jawaii. Why don't you ask your partner for help in gathering the zeny for this trip?";
+ close;
+
+ case 3:
+ mes "[Helper]";
+ mes "There's there no better way to share special, secluded moments with your beloved than through";
+ mes "a secret trip to a remote, exotic area.";
+ next;
+ mes "[Helper]";
+ mes "A vacation in Jawaii could very well be the greatest gift that you could give to the one you love~";
+ close;
+ }
+}
diff --git a/npc/pre-re/cities/lighthalzen.txt b/npc/pre-re/cities/lighthalzen.txt
new file mode 100644
index 000000000..511f7cc32
--- /dev/null
+++ b/npc/pre-re/cities/lighthalzen.txt
@@ -0,0 +1,3215 @@
+//===== rAthena Script =======================================
+//= Lighthalzen City
+//===== By: ==================================================
+//= erKURITA, Au{R}oN (Translated by Alan), $ephiroth
+//===== Current Version: =====================================
+//= 2.2
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= Lighthalzen NPCs (Temporal names for now) [erKURITA]
+//===== Additional Comments: ==================================
+//= 0.1 Placed temporal names, why there weren't on the SVN before? [erKURITA]
+//= 0.2 Implemented some crap NPCs [MasterOfMuppets]
+//= 0.3 Another load of NPCs. Scripted by Kargha [MasterOfMuppets]
+//= 0.4 More Town NPCs. [Musashiden]
+//= 0.5 Added a BIG load of Lighthalzen NPCs. [musashiden]
+//= 0.6 Fixed some typos+Coordinates. [Musashiden]
+//= 0.7 Implemented some more crap NPCs and the second entrance to biolabs [MasterOfMuppets]
+//= 0.8 Removed Duplicates [Silent]
+//= 0.9 Removed Duplicates [Toms]
+//= 1.0 Added a missing feature to the donation NPC [MasterOfMuppets]
+//= 1.0a added constants to emotions, minor optimization [Lupus]
+//= 1.0b npcid fix [KarLaeda]
+//= 1.1 Added new NPC by $ephiroth and merged other NPCs
+//= from npc\other\lighthalzen_???.txt [Lupus]
+//= 1.2 Moved some NPCs to Lighthalzen quests. [SinSloth]
+//= 1.3 Moved some other NPCs for quests purposes. [SinSloth]
+//= 1.4 Corrected NPC names to fall within proper resctrictions. [L0ne_W0lf]
+//= 1.5 Fixed bad NPC header data to comply with rev. 11603. [L0ne_W0lf]
+//= 1.6 Massive NPC clean up, includes corrected dialogs and [L0ne_W0lf]
+//= added missing dialogs, fixed indentation, corrected some NPC
+//= facing positions, NPC names are more unique now. Removed
+//= whitespace (empty lines after header and before end curly)
+//= reduced usage of the command "goto", grammatical corrections.
+//= Added additional missing NPCs.
+//= 1.7 Removed Auciton Staff as the offical auction file has been added. [L0ne_W0lf]
+//= Corrected Lucius so he checks the donation variable. (bugreport:1103) [L0ne_W0lf]
+//= 1.7a Another fix to Lucius. (bugreport:1118) [L0ne_W0lf]
+//= 1.7b Another fix to Lucius (trivial). (bugreport:1125)
+//= 1.8 Replaced effect numerics with constants. [L0ne_W0lf]
+//= 1.9 Added Cool Corp. Event Staff, who oringialy resided in the DTS_warper script file. [L0ne_W0lf]
+//= 2.0 Added missing Lab Staff#amano08 NPC. (bugreport:4319) [Gepard]
+//= 2.1 Commented out Duplicate NPCs. (bugreport:4555)
+//= 2.2 Added missing NPC found in AEGIS files. [L0ne_W0lf]
+//=============================================================
+
+lighthalzen,198,285,5 script Jiwon#zen5 862,{
+ mes "[Jiwon]";
+ mes "I think we're really";
+ mes "fortunate to be able to";
+ mes "live in such a beautiful";
+ mes "and peaceful city like this.";
+ next;
+ mes "[Jiwon]";
+ mes "It's just so nice to";
+ mes "have this pleasant weather,";
+ mes "these lush gardens and to";
+ mes "meet all of these kind people.";
+ mes "Lighthalzen is like Asgard";
+ mes "in Midgard, heaven on earth~";
+ close;
+}
+
+lighthalzen,220,244,3 script Samnang#zen2 863,{
+ mes "[Samnang]";
+ mes "^333333*Sigh...*^000000";
+ mes "It gets harder for me";
+ mes "to move around as I get";
+ mes "older. That's understandable";
+ mes "for an elderly person, right?";
+ next;
+ mes "[Samnang]";
+ mes "Just the other day, these";
+ mes "hoodlums in black suits";
+ mes "were yelling at me to get out";
+ mes "of their way. But of course,";
+ mes "I didn't move quickly enough.";
+ mes "So what did they do to me?";
+ next;
+ mes "[Samnang]";
+ mes "They punched me.";
+ mes "Right in the womb!";
+ mes "I know that I'm not";
+ mes "pregnant, but that's";
+ mes "besides the point. Never hit";
+ mes "a lady, especially an old one!";
+ close;
+}
+
+lighthalzen,261,112,3 script Ruth#zen4 862,{
+ mes "[Ruth]";
+ mes "Sweety, isn't it";
+ mes "nice to be together";
+ mes "under this beautiful";
+ mes "sunlight? It's perfect";
+ mes "for our date. Ahhhh~";
+ next;
+ mes "[Ruth]";
+ mes "I'm so happy to be";
+ mes "with you. I feel like";
+ mes "I'm just melting with";
+ mes "happiness. Oh, I love";
+ mes "you so much, Oyoung.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Whoa...";
+ mes "This couple is";
+ mes "really headed for";
+ mes "Cloud 9, aren't they?";
+ close;
+}
+
+lighthalzen,259,108,7 script Oyoung#zen14 869,{
+ mes "[Oyoung]";
+ mes "Girl, you look like";
+ mes "you're comin' down with";
+ mes "the love bug. But there's";
+ mes "only one prescription for";
+ mes "this ailment, ooooh yeah...";
+ next;
+ mes "[Oyoung]";
+ mes "You need yo'self";
+ mes "your daily dose of";
+ mes "vitamin O-YOUNG.";
+ mes "And your lips look like";
+ mes "they got vitamin deficiency.";
+ mes "I better take care of that~";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Sweet Sister!";
+ mes "I don't know what's";
+ mes "more mind boggling--";
+ mes "The fact that he used";
+ mes "that line or the fact that";
+ mes "it's actually working...";
+ close;
+}
+
+lighthalzen,233,121,3 script Kariya#li_01 72,{
+ mes "[Kariya]";
+ mes "I think ''Lighthalzen'' is";
+ mes "supposed to mean ''crest of";
+ mes "light,'' though I hear that this";
+ mes "city was actually named after";
+ mes "somebody. Who knows for sure?";
+ next;
+ mes "[Kariya]";
+ mes "Still, it's a fitting";
+ mes "name for the wealthiest";
+ mes "and most luxurious city in";
+ mes "all the Schwaltzvalt Republic.";
+ mes "So how do you like this place?";
+ close;
+}
+
+
+lighthalzen,233,82,5 script Sung#A 716,{
+ mes "[Sung]";
+ mes "When I grow up, I want";
+ mes "to become such a great";
+ mes "person that they'll make";
+ mes "a statue of me, just like";
+ mes "those statues over there.";
+ next;
+ mes "[Sung]";
+ mes "Then people would be like,";
+ mes "''Hey yo. That statue. That";
+ mes "guy must have been great!''";
+ mes "Just thinking about that";
+ mes "makes me feel so good!";
+ next;
+ mes "[Sung]";
+ mes "That's it. I'm gonna";
+ mes "grow up as soon as I can.";
+ mes "Ooh, and I better grow tall";
+ mes "and handsome so my statue";
+ mes "will be even more awesome.";
+ mes "Yeah. Yeah, good idea, Sung...";
+ close;
+}
+
+lighthalzen,89,73,3 script Sameer#zen15 854,{
+ mes "[Sameer]";
+ mes "There are too many";
+ mes "loving couples in this city.";
+ mes "Cuddling and kissing and";
+ mes "hugging and necking. It's...";
+ mes "It's utterly distasteful.";
+ next;
+ mes "[Sameer]";
+ mes "I can't believe the";
+ mes "indecency I see everyday";
+ mes "near my own home. Don't";
+ mes "they know better than to be";
+ mes "so affectionate in places";
+ mes "where the public can see them?!";
+ next;
+ mes "[Sameer]";
+ mes "Fortunately for the";
+ mes "world, I'm a bulwark";
+ mes "of morality. In fact, I have";
+ mes "no need for a woman. All";
+ mes "I need are my ship models,";
+ mes "teen novels and dominos.";
+ next;
+ mes "[Sameer]";
+ mes "I'm a completely well";
+ mes "adjusted individual, which";
+ mes "is why the authorities should";
+ mes "listen to me when I tell them";
+ mes "to arrest couples for indecency!";
+ mes "Hand holding. Have they no shame?!";
+ close;
+}
+
+lighthalzen,45,59,7 script Janice#zen03 863,{
+ mes "[Janice]";
+ mes "Oh no, I think I got";
+ mes "lost again. The roads";
+ mes "here are so confusing!";
+ mes "I've lived here for such";
+ mes "a long time and I still";
+ mes "can't find my way around...";
+ close;
+}
+
+lighthalzen,66,94,3 script Elmer Keays#li_03 866,{
+ mes "[Elmer Keays]";
+ mes "Walking side by side";
+ mes "with you like this reminds";
+ mes "me of the old days. Back";
+ mes "then, everyone was jealous";
+ mes "that I had such a beautiful";
+ mes "woman by my side. Heh heh~";
+ next;
+ mes "[Elmer Keays]";
+ mes "You're still the most";
+ mes "precious sight to these";
+ mes "old eyes, my dear. I'm";
+ mes "really lucky to be with you.";
+ emotion e_kis,0,"Margie Keays#li_02";
+ emotion e_kis2;
+ close;
+}
+
+lighthalzen,65,94,5 script Margie Keays#li_02 863,{
+ mes "[Margie Keays]";
+ mes "Oh darling, the";
+ mes "weather is so nice";
+ mes "and pleasant today.";
+ mes "I'm really glad we";
+ mes "decided to go take";
+ mes "a walk together~";
+ close;
+}
+
+lighthalzen,78,120,3 script Maivi#zen1 862,{
+ mes "[Maivi]";
+ mes "...";
+ next;
+ mes "[Maivi]";
+ mes "...";
+ mes "......";
+ next;
+ mes "[Maivi]";
+ mes "Ah...";
+ mes "I just had the nicest";
+ mes "nap. This nice weather";
+ mes "never fails to relax me.";
+ mes "The air here is so clean,";
+ mes "not like that Einbroch~";
+ next;
+ mes "[Maivi]";
+ mes "This clean, pristine";
+ mes "environment is all thanks";
+ mes "to the Rekenber Corporation.";
+ mes "It's incredible what they can";
+ mes "do with technology now, isn't";
+ mes "it? Ahhh, it's so peaceful~";
+ close;
+}
+
+/*
+lighthalzen,226,210,3 script Nannan 86,{
+ mes "[Nannan]";
+ mes "You know, I always thought";
+ mes "that all Alchemists were bookish,";
+ mes "scholarly types, their faces always";
+ mes "buried in books and studying. But";
+ mes "I managed to find one who doesn't";
+ mes "fit that nerdy stereotype at all.";
+ next;
+ mes "[Nannan]";
+ mes "This guy, What's-his-face,";
+ mes "Broncher, is always wasting";
+ mes "his time drinking. I guess he";
+ mes "discovered the secret of turning";
+ mes "water into Grade A booze. But";
+ mes "at least he's not the stuffy type.";
+ next;
+ mes "[Nannan]";
+ mes "I don't know how much";
+ mes "help he'd be to an aspiring";
+ mes "Alchemist, but in my opinion,";
+ mes "the man is a fully fledged";
+ mes "genius! At least, compared";
+ mes "to a street guy like me...";
+ close;
+}
+*/
+
+lighthalzen,230,182,4 script Klaubis#zen3 866,{
+ mes "[Klaubis]";
+ mes "Excuse me, but are you";
+ mes "a tourist? Well, welcome";
+ mes "to Lighthalzen! This city";
+ mes "has everything we need,";
+ mes "but it can be a little too";
+ mes "quiet and uneventful here.";
+ next;
+ switch(select("Have you lived in here long?:I agree.:Have you heard about the serial killer?")) {
+ case 1:
+ mes "[Klaubis]";
+ mes "Yes, our family has";
+ mes "lived in this city for a";
+ mes "long time, starting with";
+ mes "my great grandfather. Let's";
+ mes "see, my family's been here";
+ mes "for about two hundred years.";
+ next;
+ mes "[Klaubis]";
+ mes "You'd be surprised how";
+ mes "many people stay in their";
+ mes "hometowns. Even if you do";
+ mes "leave, though, you can always";
+ mes "come back. It wouldn't be your^FFFFFF ^000000 hometown if you couldn't, right?";
+ close;
+ case 2:
+ mes "[Klaubis]";
+ mes "Yes, the atmosphere";
+ mes "can get pretty listless";
+ mes "around here. But still,";
+ mes "there are plenty of nice";
+ mes "sights to enjoy here in";
+ mes "Lighthalzen, so look around~";
+ close;
+ case 3:
+ mes "[Klaubis]";
+ mes "You mean the Serial";
+ mes "Axe Murderer? I thought";
+ mes "that was an old ghost story.";
+ mes "Hm. I think that lady inside";
+ mes "the Weapon Shop would";
+ mes "know more about that tale...";
+ close;
+ }
+}
+
+lighthalzen,232,156,3 script Sigmund#zen3 869,{
+ mes "[Sigmund Ting]";
+ mes "You know what I noticed?";
+ mes "The guards at the border";
+ mes "to the slum seem distracted";
+ mes "sometimes. I made use of one";
+ mes "of their less attentive moments";
+ mes "and basically jumped the fence!";
+ next;
+ mes "[Sigmund Ting]";
+ mes "But once I was in the ";
+ mes "slums, I was pretty bored.";
+ mes "There really isn't much to";
+ mes "do there. Which makes me";
+ mes "wonder... Why guard it?";
+ close;
+}
+
+lighthalzen,190,134,5 script Joyce#zen 862,{
+ mes "[Joyce]";
+ mes "I can sense your";
+ mes "longing look within";
+ mes "the depths of my heart,";
+ mes "beating faster and faster";
+ mes "with a feverish passion~";
+ close;
+}
+
+lighthalzen,191,134,3 script Dan Song#zen2 869,{
+ mes "[Dan Song]";
+ mes "Those eyes of yours...";
+ mes "So pure and so deep,";
+ mes "like glimmering pools";
+ mes "of light. So, so beautiful...";
+ close;
+}
+
+lighthalzen,115,159,3 script Collins#zen1 866,{
+ mes "[Collins]";
+ mes "I really wish that my";
+ mes "son will be able to join";
+ mes "the Rekenber Corporation.";
+ mes "They certainly provide the";
+ mes "best jobs in Lighthalzen.";
+ next;
+ mes "[Collins]";
+ mes "Although they're a large,";
+ mes "major corporation, it's";
+ mes "almost impossible to get";
+ mes "employed by them. How";
+ mes "do people get hired there";
+ mes "in the first place anyway?";
+ close;
+}
+
+lighthalzen,77,157,5 script Villagomez#li_01 866,{
+ mes "[Villagomez]";
+ mes "I just step out to get";
+ mes "a haircut and now I'm";
+ mes "lost. Boy oh boy, I hope";
+ mes "I don't keep my family";
+ mes "waiting. ^333333*Sigh...*^000000";
+ close;
+}
+
+lighthalzen,125,68,5 script Kemp#zen13 97,{
+ mes "[Kemp]";
+ mes "Have you ever seen the";
+ mes "people who work in that big";
+ mes "corporation over there? I think";
+ mes "their employees are all a bit";
+ mes "off kilter for some reason.";
+ next;
+ mes "[Kemp]";
+ mes "I haven't been there";
+ mes "myself, but something";
+ mes "strange is happening with";
+ mes "all the people who work there.";
+ close;
+}
+
+lighthalzen,138,50,7 script Mauro#zen3 847,{
+ mes "[Mauro]";
+ mes "The youth in this city";
+ mes "have no appreciation for";
+ mes "their elders. I've worked";
+ mes "so hard to help build this";
+ mes "city for so many years and";
+ mes "this is the thanks I get?";
+ next;
+ mes "[Mauro]";
+ mes "Bah! If it weren't for";
+ mes "us, Lighthalzen wouldn't";
+ mes "be as properous as it is";
+ mes "today! Those kids don't";
+ mes "know that they owe their";
+ mes "lives of luxury to us...";
+ close;
+}
+
+lighthalzen,132,103,5 script Sefith#li_01 734,{
+ mes "[Sefith]";
+ mes "Good looks. Intelligence.";
+ mes "Excellent manners. A strong,";
+ mes "manly chin and overpowering,";
+ mes "piercing eyes. Perfectly balanced^FFFFFF ^000000 passion and charimsma. All the";
+ mes "good things that ladies want.";
+ next;
+ mes "[Sefith]";
+ mes "But enough about me. Let's";
+ mes "discuss how sorry I should";
+ mes "feel for any other man living";
+ mes "in Lighthalzen. They don't hold";
+ mes "a candle to my studliness~";
+ close;
+}
+
+lighthalzen,239,64,5 script Jade#zen2 862,{
+ mes "[Jade]";
+ mes "I've heard that there's a";
+ mes "strange kingdom out there";
+ mes "that's basically ruled by";
+ mes "magic and swords, where";
+ mes "adventurers are enlisted";
+ mes "for the greater good.";
+ next;
+ mes "[Jade]";
+ mes "So are you from";
+ mes "Rune-Midgard?";
+ mes "What do you think";
+ mes "of our city with its";
+ mes "advanced technology";
+ mes "and economy? Huh...";
+ next;
+ mes "[Jade]";
+ mes "Someday, I'd like";
+ mes "to go visit the land";
+ mes "where you came from.";
+ mes "It sounds so fantastic";
+ mes "and romantic in a way...";
+ close;
+}
+
+lighthalzen,205,208,4 script Greedy Looking Man#li_01 853,{
+ mes "[Khramptd]";
+ mes "The land around here";
+ mes "is some pretty expensive";
+ mes "property. Yes, it's perfect";
+ mes "for building my awesome palace!";
+ mes "I don't have enough funds at the";
+ mes "moment, but the day will come~";
+ close;
+}
+
+lhz_in02,34,212,4 script Maggie#05 91,{
+ mes "[Maggie]";
+ mes "Sure, I sell a lot";
+ mes "of flowers here, but";
+ mes "the lease that this city";
+ mes "makes me pay cuts into";
+ mes "my profits. It's almost not";
+ mes "worth renting this property.";
+ next;
+ mes "[Maggie]";
+ mes "I pay such a ridiculous";
+ mes "amount for the lease and the";
+ mes "laws here won't let me raise";
+ mes "the price of my flowers. Why";
+ mes "are the city officals so greedy?";
+ close;
+}
+
+lighthalzen,202,94,5 script Wallace#zen2 847,{
+ mes "[Wallace]";
+ mes "......";
+ mes "That lady, working";
+ mes "for that one company,";
+ mes "Kafra, Mafra or whatever.";
+ mes "She certainly is very charming.";
+ next;
+ mes "[Wallace]";
+ mes "Now, if I were";
+ mes "thirty years younger...";
+ mes "Wait! I'm a rich and powerful";
+ mes "man. I could ask her out now.";
+ mes "Hm? What's that look for?";
+ close;
+}
+
+lighthalzen,182,102,3 script Lucius#zen5 866,{
+ if (Zeny < 90000) {
+ mes "[Lucius]";
+ mes "Hello youngster~";
+ mes "Would you like to";
+ mes "make a donation";
+ mes "to help the hungry?";
+ next;
+ if (select("Sure.:No, thanks.") == 1) {
+ mes "[Lucius]";
+ mes "Now, you can donate 1 to";
+ mes "30,000 zeny that will be used";
+ mes "to support the poor and feed";
+ mes "starving children. If you wish";
+ mes "to cancel, please enter ''0.''";
+ next;
+ input .@input;
+ if (.@input > 30000 || .@input < 0) {
+ mes "[Lucius]";
+ mes "Please enter a value";
+ mes "from 1 to 30,000 in";
+ mes "order to make a donation";
+ mes "to the needy, youngster.";
+ close;
+ }
+ else if (.@input == 0) {
+ mes "[Lucius]";
+ mes "How disappointing,";
+ mes "but I'm sure you have";
+ mes "your reasons. Well, when";
+ mes "you can afford to give to";
+ mes "the needy, you're welcome";
+ mes "to come back at any time.";
+ close;
+ }
+ mes "[Lucius]";
+ mes "Thank you so much";
+ mes "for your " + .@input + " zeny donation.";
+ mes "I promise that your money";
+ mes "will be put to good use in";
+ mes "benefiting the poor and needy.";
+ next;
+ if (Zeny < .@input) {
+ mes "[Lucius]";
+ mes "Still, I'm just a little";
+ mes "disappointed. An adventurer";
+ mes "like you should be donating";
+ mes "as much as you possibly can...";
+ close;
+ }
+ set zeny,zeny-.@input;
+ set $donatedzeny,$donatedzeny + .@input;
+ mes "[Lucius]";
+ mes "So far, I've received";
+ mes "a total of " + $donatedzeny + " zeny in";
+ mes "donations. I'm glad to see";
+ mes "that there are still kind and";
+ mes "generous people in the world.";
+ if ($donatedzeny > 260000) {
+ next;
+ mes "[Lucius]";
+ mes "This should be enough";
+ mes "to send to the Poor Relief";
+ mes "Organization. Please accept";
+ mes "this small gift as a token of";
+ mes "my gratitude, adventurer. Bless";
+ mes "you, youngster and take care.";
+ set $donatedzeny,0;
+ getitem 603,1; //Old_Blue_Box
+ getitem 12016,1; //Speed_Up_Potion
+ }
+ close;
+ }
+ mes "[Lucius]";
+ mes "I understand. Still,";
+ mes "keep in mind that when";
+ mes "you give from your heart,";
+ mes "you will be rewarded tenfold.";
+ mes "Though I admit, the benefits";
+ mes "aren't always readily apparent.";
+ close;
+ }
+ mes "[Lucius]";
+ mes "Hello youngster~";
+ mes "You seem to be fairly";
+ mes "well-off. Money is good";
+ mes "to have, but be careful not";
+ mes "to become obssessed with it.";
+ next;
+ mes "[Lucius]";
+ mes "When you have the chance,";
+ mes "please show your generosity";
+ mes "towards others who may be";
+ mes "much less fortunate than you.";
+ close;
+}
+
+lighthalzen,147,105,3 script Laqumet#li_02 869,{
+ mes "[Laqumet]";
+ mes "Sure, manliness is quite";
+ mes "attractive, but I think women";
+ mes "appreciate a guy who could";
+ mes "sympathize and talk with them";
+ mes "a little more. Don't you agree?";
+ next;
+ mes "[Laqumet]";
+ mes "I might not be like Sefith,";
+ mes "but I guess I've got a cute";
+ mes "smile, a good personality and";
+ mes "I'm a dandy to boot. Hopefully,";
+ mes "my honesty and loyalty will";
+ mes "help me find someone good.";
+ close;
+}
+
+lhz_in02,242,172,1 script Hotel Employee#zen3 868,{
+ mes "[Hotel Employee]";
+ mes "If you are experiencing";
+ mes "any sort of inconvenience,";
+ mes "please do not hesitate and";
+ mes "let us know right away.";
+ next;
+ mes "[Hotel Employee]";
+ mes "Please use the stairs";
+ mes "at the northern end to";
+ mes "go downstairs so that you";
+ mes "can go to the Front Desk.";
+ mes "Thank you and I hope that";
+ mes "you enjoy your stay here.";
+ close;
+}
+
+lhz_in02,210,189,3 script Christopher Michael#zen 849,{
+ mes "[Christopher Michael]";
+ mes "OoooOoh~";
+ mes "Soooo comfortable.";
+ mes "Don't want to wake up.";
+ mes "Don't want to get up.";
+ mes "Ever again. OoOoooh...";
+ close;
+}
+
+lhz_in02,201,181,7 script Safwat Fahmy 853,{
+ mes "[Safwat Fahmy]";
+ mes "This hotel is nice";
+ mes "and comfortable, but";
+ mes "to be quite frank, the";
+ mes "drinks here are horrible.";
+ mes "They're unfit for drinking";
+ mes "men such as myself.";
+ next;
+ mes "[Safwat Fahmy]";
+ mes "If this is the best hotel,";
+ mes "I expect them to provide me";
+ mes "with the best alcohol. When";
+ mes "I stay at a hotel, that's what";
+ mes "I want. To spend the entire";
+ mes "day not being sober.";
+ next;
+ mes "[Safwat Fahmy]";
+ mes "It looks like that";
+ mes "today I'll be heading";
+ mes "out to the bar again...";
+ mes "I just wish there were";
+ mes "someplace quieter to drink.";
+ close;
+}
+
+lhz_in02,251,212,3 script Hotel Employee#zen2 868,{
+ mes "[Hotel Employee]";
+ mes "This is the Couple Suite.";
+ mes "A single can also check";
+ mes "in here, but our hotel will";
+ mes "prioritize couples when";
+ mes "assigning this room.";
+ close;
+}
+
+lhz_in02,229,217,3 script Tanoue#zen04 863,{
+ mes "[Tanoue]";
+ mes "This chair looks";
+ mes "very nice, but it really";
+ mes "chills my bottom. Brr...!";
+ mes "It's a might uncomfortable!";
+ next;
+ mes "[Tanoue]";
+ mes "You know what the";
+ mes "perfect chair would";
+ mes "be like? It would be";
+ mes "plush and have electronic";
+ mes "massage and heating controls...";
+ close;
+}
+
+lhz_in02,209,277,5 script Ben Allen#zen11 84,{
+ mes "[Ben Allen]";
+ mes "Aaahhh Oooooh~";
+ mes "It's sooooo comfy~";
+ mes "The air's so fresh and";
+ mes "this couch is so plush...";
+ mes "Why can't home be like this?";
+ next;
+ mes "[Ben Allen]";
+ mes "I've been in those other";
+ mes "hotels and let me tell you,";
+ mes "this place is the best ever.";
+ mes "After a night's sleep over";
+ mes "here, I feel like a new man!";
+ close;
+}
+
+lhz_in02,221,276,1 script Harp#zen8 869,{
+ mes "[Harp]";
+ mes "Oh sweet jiminy...";
+ mes "That Kafra Lady is so hot.";
+ mes "What a body. And those glasses.";
+ mes "I just gotta ask her out somehow.";
+ next;
+ mes "[Harp]";
+ mes "Hm, but what should";
+ mes "I do? A love letter? Naw,";
+ mes "that's kind of outdated.";
+ mes "Argh, I can't think! Just";
+ mes "looking at her makes me feel";
+ mes "so happy! Praise be to Kafra!";
+ close;
+}
+
+lhz_in02,238,275,5 script Hotel Employee#zen1 869,{
+ mes "[Hotel Employee]";
+ mes "''Hospitality with a smile";
+ mes "and total devotion to your";
+ mes "comfort.'' That's our motto";
+ mes "in the Royal Dragon Hotel.";
+ mes "Please inquire at the front";
+ mes "desk if you wish to check in.";
+ close;
+}
+
+lhz_in02,247,275,1 script Hotel Employee#zen4 868,{
+ mes "[Hotel Employee]";
+ mes "Welcome to the";
+ mes "Royal Dragon Hotel Bar.";
+ mes "How about a nice night";
+ mes "cap before going to bed?";
+ next;
+ mes "[Hotel Employee]";
+ mes "If you're looking";
+ mes "for a friend, you";
+ mes "can almost always";
+ mes "make one in this bar.";
+ mes "Alcohol certainly is the";
+ mes "grease for social gears.";
+ close;
+}
+
+lhz_in02,271,281,2 script Citizen#amano09 47,{
+ mes "[Hachi]";
+ mes "Oh yeah. I love-love-love";
+ mes "bars. If I don't come here";
+ mes "for the booze, then I'm here";
+ mes "for all these beautiful ladies.";
+ next;
+ mes "[Hachi]";
+ mes "Weird. It's the very first";
+ mes "time I've tried this place's";
+ mes "rum, but doesn't it taste like";
+ mes "pure sexiness to you? Huh...";
+ mes "Oh well, back to schmoozin'";
+ mes "with all the hot chicks~";
+ close;
+}
+
+lhz_in02,277,285,4 script Bartender#amano07 61,{
+ mes "[Duff]";
+ mes "Hey, you're from";
+ mes "Rune-Midgarts, right?";
+ mes "Please make yourself";
+ mes "at home while you're here";
+ mes "in Lighthalzen and have";
+ mes "yourself a good time.";
+ close;
+}
+
+lhz_in02,281,280,6 script Customer#amano13 816,{
+ mes "[Rona]";
+ mes "I hate it when guys";
+ mes "just sidle up and sort";
+ mes "of just skip Steps One";
+ mes "and Two. And before you";
+ mes "get all weird, Step Three";
+ mes "is ''Ask for my phone number.''";
+ next;
+ mes "[Rona]";
+ mes "I would just really";
+ mes "appreciate it if one";
+ mes "nice boy would just";
+ mes "talk to me for real.";
+ close;
+}
+
+lhz_in02,287,282,4 script Customer#amano10 853,{
+ mes "[Greenfield]";
+ mes "I don't believe it...";
+ mes "This unlucky streak";
+ mes "will never end, will it?";
+ mes "I lost all my Apples";
+ mes "playing Dice today.";
+ mes "Again. Oh man...";
+ next;
+ mes "[Greenfield]";
+ mes "Okay. Okay.";
+ mes "If I just keep";
+ mes "playing, eventually";
+ mes "I'll win. I mean, that's";
+ mes "the way the odds work, right?";
+ mes "Even when they're against me...";
+ close;
+}
+
+lhz_in02,287,273,3 script Customer#amano11 50,{
+ mes "[Terry]";
+ mes "I'm not big on drinking,";
+ mes "but the atmosphere in this";
+ mes "place is really nice. The";
+ mes "music they play is always";
+ mes "smooth and relaxing...";
+ next;
+ mes "[Terry]";
+ mes "Yeah, this is a real cozy";
+ mes "joint. I recommend it to";
+ mes "all you tourists, acutally.";
+ mes "Now why don't you kick";
+ mes "back and chill with me?";
+ close;
+}
+
+lhz_in02,283,276,4 script Customer#amano12 815,{
+ mes "[Sei]";
+ mes "You see that guy?";
+ mes "That guy over there is";
+ mes "always looking at me.";
+ mes "I wonder... Does he want";
+ mes "to ask me out or something?";
+ next;
+ mes "[Sei]";
+ if (Sex == 1) {
+ mes "Well, if he does,";
+ mes "shouldn't he have";
+ mes "more guts? Or are ";
+ mes "you boys much more";
+ mes "shy than I think you are?";
+ }
+ else {
+ mes "Well, he is sort of";
+ mes "cute. Geez, this would";
+ mes "be so much easier if he";
+ mes "would just come up and";
+ mes "start talking to me...";
+ }
+ close;
+}
+
+lighthalzen,123,212,4 script Merpi#zen2 700,{
+ mes "[Merpi]";
+ mes "Isn't the weather nice";
+ mes "today? All this sunlight";
+ mes "will dry these clothes";
+ mes "quickly and give them";
+ mes "a fresh, lovely scent.";
+ next;
+ mes "[Merpi]";
+ mes "Oh, an adventurer from";
+ mes "Rune-Midgarts, are you?";
+ mes "How do you like our city?";
+ mes "If you have any questions,";
+ mes "feel free to ask me anything.";
+ next;
+ switch(select("Well, I have nothing to ask...:Any news or rumors?:I like laundry too.")) {
+ case 1:
+ mes "[Merpi]";
+ mes "Oh, really?";
+ mes "Well, if you've traveled";
+ mes "all over the world, maybe";
+ mes "you've found a place just";
+ mes "like Lighthalzen, so maybe";
+ mes "you're already comfortable?";
+ close;
+ case 2:
+ mes "[Merpi]";
+ mes "Well, things have";
+ mes "been pretty peaceful";
+ mes "for the past few years.";
+ mes "The only rumor floating";
+ mes "around is about some";
+ mes "weird axe murderer...";
+ close;
+ case 3:
+ mes "[Merpi]";
+ mes "Oh, that's wonderful!";
+ mes "I so love doing hand";
+ mes "laundry, though I'm not";
+ mes "quite sure why. Oh well~";
+ close;
+ }
+}
+
+lighthalzen,296,239,3 script Berru#lhz_01 706,{
+ switch(rand(1,3)) {
+ case 1:
+ mes "[Berru]";
+ mes "Daddy...! Waaaaah~!";
+ mes "I wanna see my Daddy!";
+ emotion e_sob,0,"Berru#lhz_01";
+ next;
+ mes "[Pilia]";
+ mes "Berru, I don't ";
+ mes "think Daddy's coming";
+ mes "home tonight. Come on,";
+ mes "we should go to bed.";
+ next;
+ mes "[Berru]";
+ mes "No, I'm not gonna";
+ mes "sleep till Daddy gets";
+ mes "home! He said he'll";
+ mes "bring us candy tonight!";
+ mes "You go sleep first, Pilia!";
+ emotion e_ag,0,"Berru#lhz_01";
+ next;
+ mes "[Pilia]";
+ mes "^333333*Sigh...*^000000";
+ mes "Where's our Daddy?";
+ mes "He said he found a";
+ mes "good job, but we haven't";
+ mes "heard from him since then...";
+ emotion e_dots,0,"Pilia#lhz_01";
+ close;
+ case 2:
+ mes "[Pilia]";
+ mes "What's taking him";
+ mes "so long? I hope Daddy";
+ mes "comes back home soon.";
+ mes "Come on, Berru, don't cry.";
+ emotion e_dots,0,"Pilia#lhz_01";
+ next;
+ mes "[Berru]";
+ mes "^333333*Sob...*^000000";
+ mes "But I'm hungry";
+ mes "and I miss Daddy!";
+ next;
+ mes "[Pilia]";
+ mes "Uncle Togii from";
+ mes "next door hasn't";
+ mes "come back either...";
+ close;
+ case 3:
+ mes "[Pilia]";
+ mes "Hmm? Oh, I'm sorry,";
+ mes "but my little brother";
+ mes "just won't stop crying.";
+ mes "I'm sorry if we're loud...";
+ emotion e_what,0,"Pilia#lhz_01";
+ next;
+ mes "[Pilia]";
+ mes "Our daddy goes to work";
+ mes "somewhere far away. He";
+ mes "finally has a good job, but";
+ mes "sometimes we don't hear";
+ mes "from him for days. We get";
+ mes "really worried about him.";
+ next;
+ mes "[Pilia]";
+ mes "My brother Berru always";
+ mes "misses him a lot. I don't";
+ mes "know how to make him";
+ mes "stop crying! What do I do?";
+ emotion e_swt2,0,"Pilia#lhz_01";
+ close;
+ }
+}
+
+lighthalzen,297,239,3 duplicate(Berru#lhz_01) Pilia#lhz_01 818
+
+lighthalzen,312,233,3 script Beggar#lhz_02 777,3,1,{
+ end;
+
+OnTouch:
+ mes "[Beggar]";
+ mes "Please...";
+ mes "My child is starving...";
+ mes "Would you give me";
+ mes "some money?";
+ next;
+ if (select("Give him some money.:Ignore him.") == 1) {
+ if (Zeny < 50) {
+ mes "[Beggar]";
+ mes "I appreciate your";
+ mes "kindness, but it also";
+ mes "looks like you're in need";
+ mes "of zeny, too. Would you";
+ mes "like to join me?";
+ emotion e_heh;
+ close;
+ }
+ mes "[" + strcharinfo(0) + "]";
+ mes "Here you go,";
+ mes "take this.";
+ set zeny,zeny-50;
+ next;
+ mes "[Beggar]";
+ mes "Thank you so much.";
+ mes "I have nothing to offer you";
+ mes "in exchange, but I can share";
+ mes "a story with you and impart";
+ mes "some of the wisdom I've";
+ mes "learned over the years.";
+ emotion e_thx;
+ next;
+ switch(rand(1,3)) {
+ case 1:
+ mes "[Beggar]";
+ mes "Everyone's been in";
+ mes "a situation where you";
+ mes "sometimes you feel that";
+ mes "you have to make a choice";
+ mes "between doing the right thing";
+ mes "and doing what you want, right?";
+ next;
+ mes "[Beggar]";
+ mes "You may feel trapped.";
+ mes "Well, let me tell you, when";
+ mes "it comes to a problem, all";
+ mes "the solutions available to";
+ mes "you aren't always obvious.";
+ mes "So just calm down and think.";
+ next;
+ mes "[Beggar]";
+ mes "What you can see and";
+ mes "understand might not match";
+ mes "with reality. Like the stars that^FFFFFF ^000000 are always there, but not visible";
+ mes "during the day, we'll always have^FFFFFF ^000000 hope, even if we can't see it.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ emotion e_dots,1;
+ mes ". . . . . . . . . . . .";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ emotion e_dots,1;
+ mes ". . . . . . . . . . . .";
+ mes ". . . . . . . . . . . .";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ emotion e_dots,1;
+ mes ". . . . . . . . . . . .";
+ mes ". . . . . . . . . . . .";
+ mes ". . . . . . . . . . . .";
+ next;
+ mes "[Beggar]";
+ emotion e_what;
+ mes "Hmm...?";
+ mes "You seem surprised~";
+ close;
+ case 2:
+ mes "[Beggar]";
+ mes "I sort of believe in fate and";
+ mes "sort of don't. Let me explain";
+ mes "it this way. I take life day by";
+ mes "day, with each day covering its";
+ mes "own spectrum with miracle on^FFFFFF ^000000 one end and tragedy on the other.";
+ next;
+ mes "[Beggar]";
+ mes "So each day has the capacity";
+ mes "for experiences that can be";
+ mes "good, bad or both. I believe";
+ mes "each person can take an ";
+ mes "active role in shaping their";
+ mes "destiny, day by day.";
+ next;
+ mes "[Beggar]";
+ mes "Now, there may be certain";
+ mes "things that you can't control,";
+ mes "but even a pessimist might";
+ mes "be able to agree that this";
+ mes "is a world that not only has";
+ mes "tragedy, but miracles as well.";
+ next;
+ mes "[Beggar]";
+ mes "Stand up when you're down";
+ mes "and live your life with passion.^FFFFFF ^000000 The capacity for miracles will";
+ mes "always be there and know that";
+ mes "you can be someone else's";
+ mes "miracle. Isn't that wonderful?";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ emotion e_dots,1;
+ mes ". . . . . . . . . . . .";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ emotion e_dots,1;
+ mes ". . . . . . . . . . . .";
+ mes ". . . . . . . . . . . .";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ emotion e_dots,1;
+ mes ". . . . . . . . . . . .";
+ mes ". . . . . . . . . . . .";
+ mes ". . . . . . . . . . . .";
+ next;
+ mes "[Beggar]";
+ emotion e_what;
+ mes "Don't believe me?";
+ mes "Well, you'll see for";
+ mes "yourself, youngster.";
+ mes "There's much good in you.";
+ close;
+ case 3:
+ mes "[Beggar]";
+ mes "Anger. People deal with";
+ mes "it in different ways. Some";
+ mes "suppress it. Some relish it.";
+ mes "Some fear being angry. Now,";
+ mes "to be simple, let's say there";
+ mes "are two kinds of anger.";
+ next;
+ mes "[Beggar]";
+ mes "The first is the kind that";
+ mes "isn't so productive. More of";
+ mes "a frustration that you can let";
+ mes "go. Someone cut you off on the";
+ mes "freeway or a friend innocently^FFFFFF ^000000 forgot your birthday? No biggie.";
+ next;
+ mes "[Beggar]";
+ mes "Don't let this kind of";
+ mes "anger get to you or you'll";
+ mes "look like a loser. Think of";
+ mes "the big picture and if you're";
+ mes "still upset, vent appropriately.^FFFFFF ^000000 Be honest without hurting anyone.";
+ next;
+ mes "[Beggar]";
+ mes "The second kind of anger";
+ mes "is righteous anger. You've";
+ mes "been wronged and need ";
+ mes "some form of retribution. ";
+ mes "Just don't misdirect your anger";
+ mes "and respond appropriately.";
+ next;
+ mes "[Beggar]";
+ mes "The second kind of anger is";
+ mes "righteous anger. You've been";
+ mes "wronged and need some form";
+ mes "of retribution. Remember to";
+ mes "make appropriate confrontations";
+ mes "and don't misdirect your rage.";
+ next;
+ mes "[Beggar]";
+ mes "Getting into a fight with";
+ mes "righteous anger, say to protect";
+ mes "someone dear to you, will make";
+ mes "you a hero. Fighting with anger";
+ mes "born of frustration will make you^FFFFFF ^000000 a bully. Know the difference.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ emotion e_dots,1;
+ mes ". . . . . . . . . . . .";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ emotion e_dots,1;
+ mes ". . . . . . . . . . . .";
+ mes ". . . . . . . . . . . .";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ emotion e_dots,1;
+ mes ". . . . . . . . . . . .";
+ mes ". . . . . . . . . . . .";
+ mes ". . . . . . . . . . . .";
+ next;
+ mes "[Beggar]";
+ emotion e_what;
+ mes "What's wrong?";
+ mes "It might be a lot";
+ mes "to take in, I know.";
+ close;
+ }
+ }
+ mes "[" + strcharinfo(0) + "]";
+ mes "...";
+ mes "......";
+ close;
+}
+
+lighthalzen,311,194,3 script Reuben#lhz_02 870,{
+ if (rand(1,2)) {
+ mes "[Reuben]";
+ mes "Someday...";
+ mes "Someday I just gotta";
+ mes "become a train conductor";
+ mes "and just get outta here!";
+ mes "I really hate this place!";
+ emotion e_ag;
+ next;
+ mes "[Reuben]]";
+ mes "Wh-whoa...!";
+ mes "Did you just hear";
+ mes "me talk to myself?";
+ mes "Crud! Don't be so nosy!";
+ emotion e_an;
+ close;
+ }
+ mes "[Reuben]";
+ mes "Hey. What are";
+ mes "you doing just";
+ mes "looking at me?";
+ mes "I don't know you";
+ mes "from Adam, so get lost~";
+ emotion e_rock;
+ close;
+}
+
+lighthalzen,306,324,3 script Shengwen#zen7 870,{
+ mes "[Shengwen]";
+ mes "Am I just getting";
+ mes "paranoid? I really";
+ mes "think that some of";
+ mes "the people I know";
+ mes "are disappearing";
+ mes "for no good reason!";
+ next;
+ mes "[Shengwen]";
+ mes "I mean, all of my close";
+ mes "friends are all alright,";
+ mes "but I'm starting not to see";
+ mes "certain acquaintances and";
+ mes "familiar faces. Maybe I'm";
+ mes "just thinking too much...";
+ close;
+}
+
+lhz_in03,26,167,5 script Shayna#li 850,{
+ mes "[Shayna]";
+ mes "^333333*Sigh...*^000000";
+ mes "Oh, you poor";
+ mes "darling girl...";
+ close;
+}
+
+lhz_in01,134,45,3 script Cenku Dekdam#delic 869,{
+ mes "[Cenku Dekdam]";
+ mes "Man, if you were";
+ mes "gonna take this whole";
+ mes "city and then sell it, what";
+ mes "do you think Lighthalzen's";
+ mes "price tag would be, eh?";
+ next;
+ mes "[Cenku Dekdam]";
+ mes "I mean, this city";
+ mes "is basically just made";
+ mes "of money. Money is what";
+ mes "makes this city such a nice";
+ mes "and pleasant place to live.";
+ close;
+}
+
+lighthalzen,330,276,3 script Nun#light 79,{
+ mes "[Angela]";
+ mes "Greetings, adventurer.";
+ mes "I'm Angela, a social";
+ mes "worker for the Poor";
+ mes "Relief Organization.";
+ next;
+ mes "[Angela]";
+ mes "I've noticed that the";
+ mes "people living here have";
+ mes "extremely bad health and";
+ mes "it's not just because of";
+ mes "their circumstances.";
+ next;
+ mes "[Angela]";
+ mes "I've filed a report";
+ mes "to my superiors, but";
+ mes "they haven't sent me";
+ mes "a response yet for some";
+ mes "reason. I'm starting to get";
+ mes "a little worried about this...";
+ close;
+}
+
+lighthalzen,337,296,3 script Employee 867,{
+ if (hg_tre > 54) {
+ mes "[Rekenber Employee]";
+ mes "Greetings. As part of our";
+ mes "effort to relieve the poor,";
+ mes "Rekenber is providing job";
+ mes "opportunities targeted for";
+ mes "citizens of the slum areas.";
+ next;
+ mes "[Rekenber Employee]";
+ mes "You can choose to work";
+ mes "from home, or undergo a";
+ mes "little bit of training for more";
+ mes "professional positions. This";
+ mes "is a great chance to make a";
+ mes "difference... and some money~";
+ emotion e_no1;
+ close;
+ }
+ end;
+}
+
+lhz_in01,134,38,3 script Bankri Kun#kagun 798,{
+ mes "[Bankri Kun]";
+ mes "Must work...";
+ mes "Must focus...";
+ mes "Resist sleepiness...";
+ mes "Why do I keep coming";
+ mes "here? Ugh, h-horrible.";
+ next;
+ mes "[Bankri Kun]";
+ mes "Hey youngster. You wanted";
+ mes "adventuring advice? Okay.";
+ mes "Um. Hm. Always. Brush.";
+ mes "Your teeth. Brush them";
+ mes "everyday. Oh, and don't";
+ mes "forget to floss, either.";
+ next;
+ mes "[Bankri Kun]";
+ mes "Now it's time for me";
+ mes "to head back to work.";
+ mes "I'll see you later, kid.";
+ mes "Sorry my advice was so";
+ mes "lame-- I couldn't think of";
+ mes "anything else to tell you.";
+ close;
+}
+
+lhz_in01,139,40,7 script Enoz#oz 53,{
+ mes "[Enoz]";
+ mes "So, the novel I ordered from";
+ mes "the Rune-Midgarts Kingdom";
+ mes "just recently arrived. It's real^FFFFFF ^000000 good, by the guy who wrote";
+ mes "''Roda Frog Adventure''";
+ mes "years ago. Remember?";
+ next;
+ mes "[Enoz]";
+ mes "Anyway, this new book,";
+ mes "''Where the Red Plant Grows''";
+ mes "is up for the Yggdrasilberry";
+ mes "Award. I... I don't know why";
+ mes "I was compelled to share that";
+ mes "with you. Seriously, I don't...";
+ close;
+}
+
+lhz_in01,124,28,3 script Ellette#tre 66,{
+ mes "[Ellette]";
+ mes "...";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Excuse me.";
+ next;
+ mes "[Ellette]";
+ mes "...";
+ mes "......";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Hello?";
+ next;
+ mes "[Ellette]";
+ mes "...Oh! Everyone!";
+ mes "I just completed";
+ mes "another one! Hooray!";
+ next;
+ mes "[All other Employees]";
+ mes "Wh-what?!";
+ mes "No way, not again!";
+ next;
+ mes "[Leekal]";
+ mes "Are you even human?";
+ mes "You must have some";
+ mes "secret for that much";
+ mes "productivity. It's weird...";
+ next;
+ mes "[Ellette]";
+ mes "Oh, come on.";
+ mes "Maybe I'm a little";
+ mes "good at this, but there's";
+ mes "no way I can beat Cenku.";
+ close;
+}
+
+lhz_in01,125,40,3 script Dowbow Ryuei#ryusei 843,{
+ mes "[Dowbow Ryuei]";
+ mes "Just out of, oh I dunno,";
+ mes "curiosity, which word do";
+ mes "you like better? ''Uber-Cool''";
+ mes "or ''Reality?'' Pick one~";
+ next;
+ if (select("Uber-Cool:Reality") == 1) {
+ mes "[Dowbow Ryuei]";
+ mes "Oh yeah? Me too!";
+ mes "Yeah, we got the same";
+ mes "outlook on life. If you don't";
+ mes "mind, I'd like to shake";
+ mes "your hand, adventurer.";
+ emotion e_no1;
+ close;
+ }
+ mes "[Dowbow Ryuei]";
+ mes "Reality, eh?";
+ mes "Well, I agree that";
+ mes "being realistic has its";
+ mes "perks, I'm more of a dreamer.";
+ close;
+}
+
+lhz_in01,125,46,3 script Leekal#lackee 849,{
+ mes "[Leekal]";
+ mes "So... Very broke.";
+ mes "Why did I spend so much";
+ mes "money on wine, women and";
+ mes "song? I regret it all, all the";
+ mes "pleasure I've had this month.";
+ mes "Yes, it was too much pleasure.";
+ next;
+ mes "[Ninjose]";
+ mes "That's what happens";
+ mes "when you're irresponsible";
+ mes "with your money. You really";
+ mes "should read this ''Anybody";
+ mes "Can Be Rich'' book.";
+ close;
+}
+
+lhz_in01,116,53,7 script Ninjose#nina 841,{
+ mes "[Ninjose]";
+ mes "At long last, I've finally";
+ mes "bought my own home. You";
+ mes "should invest your money for";
+ mes "your future too! Read this,";
+ mes "''Anybody Can Be Rich!''";
+ mes "It's such a great book!";
+ close;
+}
+
+lhz_in01,116,39,7 script Kejulle Rekenber#reken 822,{
+ mes "[Kejulle Rekenber]";
+ mes "Hm? Sure, my last name";
+ mes "is Rekenber and that's the";
+ mes "same name as our chairman,";
+ mes "but that's just a coincidence.";
+ mes "I'm merely a normal employee.";
+ mes "Yeah, no special treatment...";
+ close;
+}
+
+lhz_in01,110,40,3 script Jorjerro#fhero 89,{
+ mes "^3355FFThis man here";
+ mes "is motionless,";
+ mes "and for all intents";
+ mes "and purposes, is";
+ mes "soundly asleep.^000000";
+ close;
+}
+
+lhz_in01,116,45,7 script Joshua#aya 704,{
+ mes "[Joshua]";
+ mes "What am I doing here?";
+ mes "Waiting for my dream";
+ mes "woman to fall into my lap,";
+ mes "what else does it look like?";
+ next;
+ mes "[Joshua]";
+ mes "Tall, blond, creamy";
+ mes "complexion and smooth";
+ mes "skin. That's right. Come";
+ mes "right to Joshua, babes.";
+ mes "I got my pheremone spray";
+ mes "on and I'm ready to cruise~";
+ close;
+}
+
+lighthalzen,326,249,5 script Grinnel#zen6 870,{
+ mes "[Grinnel]";
+ mes "You know the men in";
+ mes "black suits? Boy, did";
+ mes "I get a scare! They actually";
+ mes "tracked me down to ask me";
+ mes "all these weird questions!";
+ next;
+ mes "[Grinnel]";
+ mes "They kept wanting to";
+ mes "know if I had ever met";
+ mes "anyone from the Rekenber";
+ mes "Corporation, if I've ever been";
+ mes "Uptown, that sort of thing. They";
+ mes "really scared the crap out of me.";
+ next;
+ mes "[Grinnel]";
+ mes "Man, living in the";
+ mes "slums is such a drag.";
+ mes "Not only is life rough,";
+ mes "but all sorts of people";
+ mes "think they can push you";
+ mes "around. I hate Lighthalzen...";
+ close;
+}
+
+lhz_in03,192,19,3 script Haggar#zen1 855,{
+ mes "[Haggar]";
+ mes "Whiskey!";
+ mes "I need me some";
+ mes "hard liquor now!";
+ next;
+ mes "[Haggar]";
+ mes "Wha--? I didn't";
+ mes "order this stinkin'";
+ mes "rum! I want a man's";
+ mes "drink! Gimme whiskey!";
+ close;
+}
+
+lhz_in03,193,25,2 script Bartender#12 61,{
+ mes "[Tony]";
+ if (Sex) {
+ mes "Hey man, I know this";
+ }
+ else {
+ mes "Hey lady, I know this";
+ }
+ mes "joint is a dive, pretty much";
+ mes "on the verge of bein' totally";
+ mes "ghetto, but we're proud to";
+ mes "have the best rum in all of";
+ mes "Rune-Midgard. It's true~";
+ next;
+ mes "[Tony]";
+ mes "Just a sip of this";
+ mes "beautiful drink and";
+ mes "you're on top of the";
+ mes "world! But it's best";
+ mes "for helpin' yah relax";
+ mes "and forget your worries.";
+ next;
+ mes "[Tony]";
+ mes "I don't take to bein'";
+ mes "a poet, but I do know";
+ mes "this. Our rum has the";
+ mes "sweet sweet flavor of";
+ mes "loneliness. You really";
+ mes "oughta try it when you can.";
+ close;
+}
+
+lhz_in03,185,20,6 script Bad Drunk#amano06 869,2,2,{
+ mes "[Garry]";
+ mes "Hey! Hey you...!";
+ mes "D'you wanna, you";
+ mes "wanna hear me tell";
+ mes "you a joke?! It goes...";
+ mes "Um, it goes like this...";
+ next;
+ mes "[Garry]";
+ mes "Hey riddle middle,";
+ mes "the cat and th--";
+ mes "No! No, damn it!";
+ mes "That's a song!";
+ mes "No, wait, that's";
+ mes "not a song either...";
+ close;
+}
+
+lhz_in03,186,29,7 script Bad Drunk#12 869,{
+ mes "[Bonse]";
+ mes "*Hiccup* I loooove";
+ mes "this rum! I caught a cold";
+ mes "once and one glass made";
+ mes "it go away! 'Course, I slept";
+ mes "for a week too, but that don't";
+ mes "matter! Pshaw! Science...";
+ next;
+ mes "[Bonse]";
+ mes "Oh, the flavor is just";
+ mes "so clean, but it's also";
+ mes "got a bit of a kick. I don't";
+ mes "know how to describe it.";
+ mes "Its the taste of happiness?";
+ mes "I'm too drunk to even tell!";
+ close;
+}
+
+lhz_in02,265,273,6 script Lab Staff#amano08 865,{
+ mes "[Assam]";
+ mes "This place is nice";
+ mes "and usually pretty quiet.";
+ mes "I like to come here after";
+ mes "work, have a drink and just";
+ mes "chat with the bartender.";
+ next;
+ mes "[Assam]";
+ mes "The rum here is incredibly";
+ mes "good too. It might even be";
+ mes "the best in the world. I dunno";
+ mes "why, but for some reason, its";
+ mes "taste reminds me of teamwork~";
+ close;
+}
+
+lhz_in03,192,93,3 script City Girl#amano05 862,{
+ mes "[Lanko]";
+ mes "Oh, I'm only here";
+ mes "working as a waitress";
+ mes "to help out my father.";
+ mes "This job is so tiring, but";
+ mes "it's nice to see people so";
+ mes "relaxed and having a good time.";
+ next;
+ mes "[Lanko]";
+ mes "When I get some time";
+ mes "off, I'm going to explore";
+ mes "Lighthalzen and see all that";
+ mes "there is to see. But for now,";
+ mes "it doesn't look like we've got";
+ mes "any real shortage of drunks...";
+ close;
+}
+
+lhz_in03,189,87,5 script Drunken Man#amano01 869,{
+ mes "[Enku]";
+ mes "*Sob* I just got";
+ mes "dumped! Yeah, I thought";
+ mes "we were gonna get married,";
+ mes "but obviously I was wrong!";
+ mes "Damn it Sheryline! I loved you!";
+ next;
+ mes "[Enku]";
+ mes "I usually don't care for";
+ mes "drinking, especially stuff";
+ mes "like gin or rum, but today,";
+ mes "this stuff tastes just like";
+ mes "my misery. This is all the";
+ mes "comfort I need, you hear?!";
+ close;
+}
+
+lhz_in03,183,82,7 script Drunken Man#amano02 870,{
+ mes "[Linus]";
+ mes "After ten years";
+ mes "of marriage. My";
+ mes "wife divorced me...";
+ next;
+ mes "[Linus]";
+ mes "So I guess there's no";
+ mes "place for me but here for";
+ mes "now. I don't know what it is,";
+ mes "but the rum is really good";
+ mes "today. Like, it's the flavor";
+ mes "of relaxing, joyous relief~";
+ close;
+}
+
+lhz_in03,180,83,6 script Citizen#amano03 86,{
+ mes "[Mitchell]";
+ mes "You know, everyone";
+ mes "is different, but I think";
+ mes "humans are similar enough";
+ mes "that we can all meaningfully";
+ mes "connect on some level, right?";
+ next;
+ mes "[Mitchell]";
+ mes "Sure, a rich person might";
+ mes "have different problems than";
+ mes "a poor person, but the point";
+ mes "is, they've both got problems!";
+ mes "Pain, pleasure, sadness, joy.";
+ mes "Those link us all together.";
+ next;
+ mes "[Mitchell]";
+ mes "So try not to be picky";
+ mes "about who's your pal and";
+ mes "who's not. We all need";
+ mes "somebody to be with, right?";
+ close;
+}
+
+lhz_in03,176,85,5 script Citizen#amano04 869,{
+ mes "[Dique]";
+ mes "One of the things I look";
+ mes "forward to during my day";
+ mes "is the drink I enjoy right";
+ mes "after work. It's the most";
+ mes "relaxing thing in the world.";
+ next;
+ mes "[Dique]";
+ mes "Of course, there's";
+ mes "more to life than just";
+ mes "hanging out in pubs and";
+ mes "bars. The thing is, in my";
+ mes "case, pubs and bars are";
+ mes "all I happen to need~";
+ close;
+}
+
+lhz_in03,184,38,3 script Loudmouth 55,{
+ mes "[Loudmouth]";
+ mes "Do you know who I am?!";
+ mes "Just look at this peg leg.";
+ mes "I was in the Comodo War,";
+ mes "Ski Troop division! I lost my";
+ mes "leg to earn your freedom!";
+ next;
+ mes "[Loudmouth]";
+ mes "H-hey! What's that";
+ mes "look for? What, you";
+ mes "don't believe me?!";
+ close;
+}
+
+lhz_in01,173,28,4 script Guard#01::LhzRekGuard 868,{
+ mes "[Guard]";
+ mes "This is a";
+ mes "restricted area.";
+ mes "Please keep clear";
+ mes "if you do not have";
+ mes "special authorization.";
+ mes "Thank you for your cooperating.";
+ close;
+}
+
+lhz_in01,180,28,4 duplicate(LhzRekGuard) Guard#03 868
+
+lhz_in01,72,209,5 script Guide#lt0 862,{
+ mes "[Lasoei]";
+ mes "Oh phooey.";
+ mes "The same customers";
+ mes "are always coming in,";
+ mes "day after day. Can it";
+ mes "get any less exciting?";
+ next;
+ mes "[Lasoei]";
+ mes "Oh...!";
+ mes "W-welcome~";
+ mes "C-can I help you";
+ mes "with anything?";
+ close;
+}
+
+lhz_in01,72,195,0 script Guide#lt1 90,{
+ mes "[Geonuii]";
+ mes "Greetings. This path";
+ mes "leads to the Library and";
+ mes "the Laboratory. Please be";
+ mes "aware that these places";
+ mes "are restricted from access";
+ mes "by the general public.";
+ close;
+}
+
+lhz_in01,73,188,0 script Guide#lt2 862,{
+ mes "[Bonnie]";
+ mes "Oh no...";
+ mes "Where did I put it?";
+ close;
+}
+
+lhz_in01,35,226,5 script Rekenber Guard#li01 867,{
+ if (isequipped(2241) && isequipped(2243)) {
+ mes "[Rekenber Guard]";
+ mes "^3355FF(Whoa, it's a member";
+ mes "of the staff!)^000000 Good day!";
+ close2;
+ warp "lhz_in01",37,225;
+ end;
+ }
+ mes "[Rekenber Guard]";
+ mes "This is a restricted";
+ mes "area! Please show";
+ mes "some ID immediately!";
+ next;
+ if (select("ID?:Cancel") == 1) {
+ mes "[Rekenber Guard]";
+ mes "I don't know how you";
+ mes "adventurers do things in";
+ mes "Rune-Midgarts, but over here";
+ mes "we have laws about trespassing!";
+ close;
+ }
+ mes "[Rekenber Guard]";
+ mes "Unless you have special";
+ mes "authorization, nobody is";
+ mes "allowed into the Underground";
+ mes "Laboratory for security reasons.";
+ close;
+}
+
+lhz_in01,23,132,3 script Rekenber Guard#li02 867,5,5,{
+OnTouch:
+ if (isequipped(2241) && isequipped(2243)) {
+ mes "[Rekenber Guard]";
+ mes "Keep your eyes open.";
+ mes "I've heard rumors that some";
+ mes "adventurers from Rune-Midgarts";
+ mes "are trying to sneak into here!";
+ mes "I know the security here is";
+ mes "pretty much fail sure, but...";
+ close;
+ }
+ else {
+ mes "[Rekenber Guard]";
+ mes "This area is restricted";
+ mes "to the public! Who are you";
+ mes "and how did you get in here?!";
+ mes "Hey, I need backup right away!";
+ close2;
+ warp "lhz_in01",33,224;
+ }
+ end;
+}
+
+lhz_in01,217,121,3 script Repairman#li_01 851,{
+ if (isequipped(2241) && isequipped(2243)) {
+ mes "[Repairman]";
+ mes "No wonder these things";
+ mes "break all the time! These";
+ mes "machines have been totally";
+ mes "abused! Ugh, there's no";
+ mes "appreciation for all of this";
+ mes "convenient technology...";
+ next;
+ mes "[Repairman]";
+ mes "Yeah, all of this lab";
+ mes "equipment is really sensitive,";
+ mes "not to mention expensive. If";
+ mes "you ever handle this stuff, you";
+ mes "need to be extra cautious.";
+ close;
+ }
+ else {
+ mes "[Repairman]";
+ mes "Hey, you don't work--";
+ mes "G-guards! Hurry! There's";
+ mes "somebody over here!";
+ emotion e_gasp;
+ close2;
+ warp "lhz_in01",33,224;
+ end;
+ }
+}
+
+lhz_in01,203,123,3 script Scientist#li_02 750,{
+ if (isequipped(2241) && isequipped(2243)) {
+ mes "[Scientist]";
+ mes "Alright. Pull one test";
+ mes "tube out of the machine,";
+ mes "replace the other test";
+ mes "tube over here and then";
+ mes "clean the first test tube?";
+ next;
+ mes "[Scientist]";
+ mes "Or do I clean the test tube,";
+ mes "put it into the machine and";
+ mes "then replace the other one?";
+ mes "I'm so confused with this";
+ mes "procedure! If only I didn't";
+ mes "lose the instructions...";
+ close;
+ }
+ mes "[Scientist]";
+ mes "Alright. Pull one test";
+ mes "tube out of the machine,";
+ mes "replace th--hey. You're";
+ mes "not Ralphie. Wait. Guaaards!";
+ mes "Help me, there's some weirdo!";
+ emotion e_gasp;
+ close2;
+ warp "lhz_in01",33,224;
+ end;
+}
+
+lhz_in01,199,137,3 script Scientist#li_03 865,{
+ if (isequipped(2241) && isequipped(2243)) {
+ mes "[Scientist]";
+ mes "Whoa whoa~!";
+ mes "Please! Don't";
+ mes "touch anything!";
+ mes "I'm dealing with highly";
+ mes "volatile chemicals here!";
+ close;
+ }
+ mes "[Scientist]";
+ mes "Guards! Hurry,";
+ mes "there's someone";
+ mes "here, and I think";
+ mes "it's one of those crazy";
+ mes "stalkers! Why, why me?!";
+ emotion e_gasp;
+ close2;
+ warp "lhz_in01",33,224;
+ end;
+}
+
+lhz_in01,46,125,3 script Rekenber Guard#li03 867,5,5,{
+OnTouch:
+ if (isequipped(2241) && isequipped(2243)) {
+ mes "[Rekenber Guard]";
+ mes "......................";
+ next;
+ if (select("Nice day, huh?:Cancel") == 1) {
+ mes "[Rekenber Guard]";
+ mes "...";
+ emotion e_an;
+ close;
+ }
+ mes "[Rekenber Guard]";
+ mes "...";
+ close;
+ }
+ mes "[Rekenber Guard]";
+ mes "...!";
+ emotion e_gasp;
+ close2;
+ warp "lhz_in01",33,224;
+ end;
+}
+
+lhz_in01,25,141,4 script Regenschirm Guard 868,{
+
+ mes "[Regenschirm Guard]";
+ if(isequipped(2241) && isequipped(2243)){
+ mes "Do you wish to";
+ mes "go underground?";
+ next;
+ if(select("Yes:No")==1){
+ if(isequipped(2657)){
+ warp "lhz_dun01",150,288;
+ end;
+ }
+ mes "[Regenschirm Guard]";
+ mes "I'm sorry but I can't let";
+ mes "staff without proper autorization";
+ mes "pass. Only staff members with";
+ mes "Laboratory Passports are allowed";
+ mes "to enter the underground.";
+ close;
+
+ }
+ mes "[Regenschirm Guard]";
+ mes "Thank you and";
+ mes "have a nice day.";
+ close;
+ }
+ mes "This area is restricted";
+ mes "to the public! Who are you";
+ mes "and how did you get in here?!";
+ mes "Hey, I need backup right away!";
+ close2;
+ warp "lhz_in01",34,224;
+ end;
+
+}
+
+
+// Lighthalzen Bank Area ------------------------------------------------------
+
+lhz_in02,34,41,1 script Arthur#zen16 849,{
+ mes "[Arthur]";
+ mes "The chairs here are";
+ mes "so not ergonomic. And";
+ mes "they're uncomfortable too!";
+ mes "But it's sooo cool inside this";
+ mes "bank and I just wanted to get";
+ mes "get away from all this heat...";
+ close;
+}
+
+lhz_in02,28,39,3 script Helen#zen6 703,{
+ mes "[Helen]";
+ mes "You know, maybe when";
+ mes "I grow up, I'll be a bank";
+ mes "clerk. That sounds like a";
+ mes "really nice job, don't you";
+ mes "think? It's laid back and posh...";
+ close;
+}
+
+lhz_in02,31,34,3 script Tadem#zen6 847,{
+ mes "[Tadem]";
+ mes "I do so enjoy the";
+ mes "architectural structure";
+ mes "of this bank. It's quite";
+ mes "artistic with both classical";
+ mes "and modern elements. Would";
+ mes "you not agree? Fascinating...";
+ close;
+}
+
+lhz_in02,31,33,3 script Gracie#5 863,{
+ mes "[Gracie]";
+ mes "Oh, it's so comfortable";
+ mes "in here~ Though, why are";
+ mes "we inside the bank when";
+ mes "the bank services aren't even";
+ mes "working? Yes, we're standing,";
+ mes "but we're doing it in comfort.";
+ next;
+ mes "[Gracie]";
+ mes "In fact, it's so";
+ mes "comfortable here,";
+ mes "I think I'll refuse to leave.";
+ mes "Though, I'm willing to change";
+ mes "my mind if you can find a place";
+ mes "that's even more comfortable.";
+ close;
+}
+
+lhz_in02,21,38,7 script Bank Clerk#1::BankClerk 86,{
+ mes "[Bank Clerk]";
+ mes "Due to some critical system";
+ mes "errors, all of the bank services";
+ mes "have been temporarily stopped.";
+ mes "We apologize for any inconvenience and appreciate your understanding.";
+ close;
+}
+
+lhz_in02,21,25,7 duplicate(BankClerk) Bank Clerk#2 86
+lhz_in02,34,22,1 duplicate(BankClerk) Bank Clerk#3 755
+
+// Lightalzen Prison Area -------------------------------------------------------------
+
+lhz_in02,145,177,0 script Togii#07 849,{
+ mes "[Togii]";
+ mes "Oooh yeah...";
+ mes "Goes down smooth.";
+ mes "Morroc whiskey's the best!";
+ mes "^333333*Hiccup*^000000 Whoa, this stuff";
+ mes "really works fast! Heh heh~";
+ close;
+}
+
+lhz_in02,159,198,7 script Healthy Looking Guy#hol 85,{
+ mes "[Healthy Looking Guy]";
+ mes "Grrrrrr! Leave me alone!";
+ mes "How many times do I have";
+ mes "to keep telling you? I've never";
+ mes "hoarded item upgrade materials!";
+ mes "I swear that I'm innocent!";
+ close;
+}
+
+lhz_in02,157,201,6 script Hinkley#06 870,{
+ mes "[Hinkley]";
+ mes "Meh heh heh...";
+ mes "^333333*Hiccup*^000000 Believe";
+ mes "it or notsh, I'm...";
+ mes "walkin on a... Air...";
+ mes "Nevah thought I could";
+ mes "b-be sho freee-eeee-eee~";
+ next;
+ mes "^3355FFThis guy";
+ mes "is completely";
+ mes "hammered out";
+ mes "of his mind!^000000";
+ close;
+}
+
+lhz_in02,153,206,4 script Millette#05 853,{
+ mes "[Millette]";
+ mes "Let me go!";
+ mes "Let me GO!!";
+ mes "LET ME GO!!!";
+ mes "I didn't do nuthin'";
+ mes "wrong! I'm innocent!";
+ mes "^333333*Hic-Hic-Hiccup...*^000000";
+ next;
+ mes "[Millette]";
+ mes "What's wrong with";
+ mes "drinking and singing";
+ mes "in the street, huh?";
+ mes "Is it a crime to have";
+ mes "a beautiful tenor voice?!";
+ mes "Get me outta this joint!";
+ close;
+}
+
+lhz_in02,147,222,3 script Officer Guo#06::off_guo 85,{
+ mes "[Officer Guo]";
+ mes "Tell me...!";
+ mes "TELL ME...!!";
+ mes "Admit you did it!!";
+ next;
+ mes "[Suspect]";
+ mes "Damn it!";
+ mes "I keep telling";
+ mes "you I'm not guilty!";
+ next;
+ mes "[Officer Guo]";
+ mes "^333333*Sigh...*^000000";
+ next;
+ mes "[Suspect]";
+ mes "You're wasting your";
+ mes "time. Just let me go.";
+ next;
+ mes "[Officer Guo]";
+ mes "So...";
+ mes "How's your mother?";
+ next;
+ mes "[Suspect]";
+ mes "That's none of";
+ mes "your business!";
+ mes "She's fine, I guess.";
+ next;
+ mes "[Officer Guo]";
+ mes "When was the last";
+ mes "time you've seen her?";
+ next;
+ mes "[Suspect]";
+ mes "I just told you,";
+ mes "that's none of";
+ mes "your business...!";
+ next;
+ mes "[Officer Guo]";
+ mes "You know, mothers";
+ mes "throughout the animal";
+ mes "kingdom instinctively";
+ mes "care for their young.";
+ mes "Humans are no exception.";
+ mes "Yours must be worried to death.";
+ next;
+ mes "[Suspect]";
+ mes "...";
+ mes "Man...";
+ mes "You're starting";
+ mes "to weird me out.";
+ next;
+ mes "[Officer Guo]";
+ mes "Funny thing about humans,";
+ mes "though. It seems to be their";
+ mes "nature to lie, even when they";
+ mes "know they'll be caught. But";
+ mes "like all animals, they";
+ mes "instinctively fear pain...";
+ next;
+ mes "[Suspect]";
+ mes "N-no, no...";
+ mes "You gotta be...";
+ mes "You're bluffing.";
+ mes "Right?";
+ next;
+ mes "[Officer Guo]";
+ mes "NO.";
+ mes "You're bluffing.";
+ mes "Tell me...!";
+ mes "TELL ME...!!";
+ mes "Admit you did it!!";
+ close;
+}
+
+lhz_in02,142,222,6 duplicate(off_guo) Suspect#6 870
+
+// New -----------------------------------------------------------------------
+
+lhz_in01,14,28,3 script Banquet Staff 109,{
+ mes "[Banquet Staff]";
+ mes "This Banquet Hall is used";
+ mes "to hold events such as dinner";
+ mes "parties with partners, clients";
+ mes "and other associates, and press";
+ mes "conferences. Of course, there's";
+ mes "nothing going on right now.";
+ next;
+ mes "[Banquet Staff]";
+ mes "Sometimes peace and quiet";
+ mes "is a welcome change of pace,";
+ mes "but right now I'm feeling quite";
+ mes "bored. I think I would rather";
+ mes "be busy than twiddling my";
+ mes "thumbs, to tell the truth.";
+ close;
+}
+
+lhz_in01,43,52,3 script Luccet#li_party 703,{
+ mes "[Luccet]";
+ mes "Shhhh! Hey, my brother's";
+ mes "''it,'' so I gotta find a place";
+ mes "to hide! Wait, would you just";
+ mes "stand really still? I could";
+ mes "just hide behind you! No?";
+ mes "Nuts! Olly olly oxen free!";
+ close;
+}
+
+lhz_in01,28,33,7 script Hanccet#li_party 706,{
+ mes "[Hanccet]";
+ mes "Man... I hate being ''it!''";
+ mes "I'm horrible at this game!";
+ mes "Alright, okay, if I were my";
+ mes "sister Luccet, where would";
+ mes "I think I would not look for";
+ mes "me? Of course...! The sewers!";
+ close;
+}
+
+lhz_in01,21,50,7 script Annette#li_party 91,{
+ mes "[Annette]";
+ mes "I've heard that the";
+ mes "Rekenber Banquet Hall";
+ mes "is also used to hold weddings.";
+ mes "That must be so wonderful~";
+ next;
+ mes "[Annette]";
+ mes "Even if it is more expensive,";
+ mes "I'd want to have my wedding";
+ mes "here. Marriage is only once";
+ mes "in a lifetime, ideally, so I'd";
+ mes "want to make mine the most";
+ mes "memorable experience.";
+ close;
+}
+
+lhz_in01,129,54,1 script Mereth#erem 869,{
+ mes "^3355FF*Shhhhhhzzzz*";
+ mes "*Shhhhhhzzzz*^000000";
+ next;
+ mes "[Mereth]";
+ mes "Shhhhh....";
+ mes "Aaaaaaaahhh...";
+ next;
+ mes "^3355FFThe employee turned his";
+ mes "head and peered into your";
+ mes "eyes through the black mask";
+ mes "on his face. Mereth stared";
+ mes "wordlessly for a moment and";
+ mes "then began to dance a lively,";
+ mes "creepily jovial jig.^000000";
+ close;
+}
+
+lhz_in01,108,53,3 script #horri 111,{
+ mes "^3355FFThis is simply a pile";
+ mes "of files, a smattering of";
+ mes "books and a family portrait.^000000";
+ close;
+}
+
+lhz_in01,108,47,3 script #never 111,{
+ mes "^3355FFThis desk is very";
+ mes "neat and well organized";
+ mes "in comparison to the other";
+ mes "desks you've seen in your";
+ mes "time. You take a moment to";
+ mes "fully marvel at its tidiness.^000000";
+ close;
+}
+
+lhz_in01,166,55,3 script #crazy4u 111,{
+ mes "^3355FFThis desk has a bookshelf";
+ mes "that is crammed with all sorts";
+ mes "of books. Out of curiosity, you";
+ mes "decide to pick one out.^000000";
+ next;
+ mes "^3355FFHowever, the book you";
+ mes "happen to touch contains";
+ mes "an amazing amount of dark";
+ mes "power, causing you to drop it.^000000";
+ specialeffect EF_CURSEATTACK;
+ close;
+}
+
+lhz_in01,148,45,3 script Noama#amano 97,{
+ mes "[Noama]";
+ mes "Hee hee~!";
+ mes "You wanna hear";
+ mes "something funny?";
+ mes "I heard there's a bar in";
+ mes "Prontera where this guy";
+ mes "sneaks singles into Jawa--";
+ next;
+ mes "[Mazwon]";
+ mes "Noama...!";
+ mes "These machines are";
+ mes "acting up again! Get";
+ mes "over here right now!";
+ next;
+ mes "[Noama]";
+ mes "What?!";
+ mes "Stop bugging me,";
+ mes "I didn't do anything!";
+ close;
+}
+
+lhz_in01,147,40,1 script Mazwon#minus1 828,{
+ mes "[Mazwon]";
+ mes "Crap. Crap! Crap";
+ mes "crap crap crap crap!";
+ mes "These desk machines aren't";
+ mes "supposed to work like this!";
+ next;
+ mes "[Mazwon]";
+ mes "Noama...!";
+ mes "These machines are";
+ mes "acting up again! Get";
+ mes "over here right now!";
+ next;
+ mes "[Noama]";
+ mes "What?!";
+ mes "Stop bugging me,";
+ mes "I didn't do anything!";
+ close;
+}
+
+lhz_in01,157,47,1 script Mareth#seram 797,{
+ mes "[Mareth]";
+ mes "Yoo hoo hoo~";
+ mes "Oh, how I love";
+ mes "love love chocolate!";
+ emotion e_lv;
+ next;
+ mes "[Mareth]";
+ mes "Eat it up...";
+ mes "Or just melt it.";
+ mes "Slather it all over me.";
+ mes "Booyah. New life aspiration.";
+ close;
+}
+
+lhz_in01,164,45,3 script Eiya#iaiai 91,{
+ mes "[Eiya]";
+ mes "Jorje seems so cranky";
+ mes "recently. He's usually";
+ mes "more laid back than this.";
+ mes "Oh well, I hope that he";
+ mes "feels better.";
+ next;
+ mes "[Eiya]";
+ mes "Ooh, would you like";
+ mes "to look at my miniature";
+ mes "doll collection? I love";
+ mes "collecting cute dolls!";
+ close;
+}
+
+lhz_in01,135,57,3 script Blackboard#li 111,{
+ mes "^3355FFYou found a blackboard";
+ mes "filled with scribbling. You";
+ mes "can only read some of the";
+ mes "messages that have been";
+ mes "quickly scrawled on it.^000000";
+ next;
+ mes "''Make sure everything";
+ mes "is complete by XX 00.''";
+ mes "- Jorje";
+ next;
+ mes "Late Fee: 59, 990 zeny";
+ next;
+ mes "''I want to have''";
+ mes "- Ellette";
+ mes "''I want $$$ too!''";
+ mes "- Enoz";
+ mes "''How about @@@?''";
+ mes "- Ellette";
+ next;
+ mes "''I wanna buy [#@$].''";
+ mes "- Ninjose";
+ mes "''Go buy it!''";
+ mes "- Senyu";
+ mes "''Working hard and buying hard";
+ mes "is the best employee attitude.''";
+ mes "- Mazwon";
+ close;
+}
+
+lhz_in03,100,18,3 script Rocky#li_house 81,{
+ if (rand(1,2) == 1) {
+ mes "[Rocky]";
+ mes "Woof woof!";
+ close;
+ }
+ mes "[Rocky]";
+ mes "Grrrrrrr...";
+ close;
+}
+
+lhz_in03,130,41,5 script Jay#li_house 706,{
+ mes "[Jay]";
+ mes "My mommy and daddy";
+ mes "always come home late.";
+ mes "So I eat dinner alone.";
+ mes "All by myself. Everyday.";
+ next;
+ mes "[Jay]";
+ mes "Food doesn't taste as";
+ mes "good when you're not";
+ mes "eating with anybody.";
+ mes "Maybe I'm just lonely.";
+ close;
+}
+
+lhz_in03,129,22,7 script Housemaid Jane#li_house1 850,{
+ mes "[Housemaid Jane]";
+ mes "This house is enormous...";
+ mes "It's clearly much too big";
+ mes "for a regularly sized family.";
+ mes "And it takes me forever to";
+ mes "make sure that it stays clean!";
+ next;
+ mes "[Housemaid Jane]";
+ mes "It's not easy keeping";
+ mes "things neat and tidy when";
+ mes "you're responsible for acres";
+ mes "of indoor living space. Being";
+ mes "a maid can be pretty hard...";
+ close;
+}
+
+lhz_in03,124,117,1 script Housemaid Brenda#li 74,{
+ mes "[Housemaid Brenda]";
+ mes "I better dust extra";
+ mes "gently around this vase.";
+ mes "It's worth ten million zeny";
+ mes "and if it were to-- No. No!";
+ mes "I'm not even going to think it!";
+ close;
+}
+
+lighthalzen,159,222,1 script Rekenber Employee#li 109,{
+ mes "[Benatuth]";
+ mes "Down there, the repairman";
+ mes "is just finishing maintenance";
+ mes "on our chairman's private";
+ mes "Airship. Can you imagine";
+ mes "having one of those of your";
+ mes "very own to fly around in?";
+ next;
+ mes "[Benatuth]";
+ mes "Yeah, the chairman of";
+ mes "the Rekenber Corporation...";
+ mes "He's a really powerful person.";
+ mes "It's almost scary what he can";
+ mes "do with his money, you know?";
+ close;
+}
+
+lighthalzen,162,304,7 script Rekenber Guard Drew#li 868,{
+ mes "[Rekenber Guard Drew]";
+ mes "Dude, check it out~";
+ mes "Official glossy photos";
+ mes "of the Kafra Ladies. Now...";
+ mes "With 20% more garter belts!";
+ emotion e_ho;
+ next;
+ mes "[Rekenber Guard Tan]";
+ mes "So they're all wearing";
+ mes "garter belts in these?";
+ mes "Whoa, that means they";
+ mes "even got the glasses chick";
+ mes "to wear 'em too? That's the";
+ mes "best news I've heard all day!";
+ emotion e_omg,0,"Rekenber Guard Tan#li";
+ next;
+ mes "[Rekenber Guard Drew]";
+ mes "Okay man, you know these";
+ mes "are limited edition collector's";
+ mes "items, so each one is worth";
+ mes "300,000 zeny. I mean, I have";
+ mes "an extra set, but I don't know";
+ mes "if you'd wanna buy them off--";
+ next;
+ mes "[Rekenber Guard Tan]";
+ mes "I'll take them all.";
+ mes "Wait, all of them except";
+ mes "for that young kid. Just the";
+ mes "idea of having her glamour";
+ mes "photo around strikes me as...";
+ mes "Yeah. Yeah, it's no good.";
+ close;
+}
+
+lighthalzen,163,306,3 script Rekenber Guard Tan#li 867,{
+ mes "[Rekenber Guard Tan]";
+ mes "Whoa, whoa. Now this...";
+ mes "This is art. The lighting,";
+ mes "the angle, the... the...";
+ mes "subject matter. Oh yes.";
+ emotion e_swt2;
+ next;
+ mes "[Rekenber Guard Drew]";
+ mes "Man, these officially licensed";
+ mes "Kafra Lady glossies... They're";
+ mes "worth every zeny we paid. Say";
+ mes "goodbye Swimsuit Calendar,";
+ mes "and hellooooo Kafra Leilah~";
+ next;
+ mes "[Rekenber Guard Tan]";
+ mes "Leilah? Oh, you mean";
+ mes "the glasses chick? Dude...";
+ mes "Dude. She's my favorite too!";
+ close;
+}
+
+lighthalzen,70,227,4 script Delna#li_reken 102,{
+ mes "[Delna]";
+ mes "Sometimes the simple";
+ mes "pleasures can give you";
+ mes "the most happiness. For me,";
+ mes "going outside and basking in";
+ mes "the sun is the greatest thing~";
+ next;
+ mes "[Delna]";
+ mes "Yes, sunbathing in a quiet";
+ mes "and relaxing place can be";
+ mes "so refreshing. And if you're";
+ mes "careful about not getting a";
+ mes "sunburn or a tan, a little sun";
+ mes "can be really good for you.";
+ close;
+}
+
+lhz_in02,289,277,3 script Martial Artist#1 753,{
+ mes "[Martial Artist]";
+ mes "Curses...";
+ mes "I've come to the";
+ mes "wrong place to seek";
+ mes "out a challenge. No";
+ mes "one here is really all";
+ mes "that mighty or competitive!";
+ next;
+ mes "[Martial Artist]";
+ mes "This whole city thinks";
+ mes "it can buy power and safety";
+ mes "with money. They don't know";
+ mes "the value of a nice, friendly";
+ mes "brawl. Hopefully, I'll find a";
+ mes "rival around here soon...";
+ close;
+}
+
+lighthalzen,107,107,3 script Kosit#zen1 869,{
+ mes "[Kosit]";
+ mes "This city might have";
+ mes "more guards and rules";
+ mes "than other places, but";
+ mes "I still don't know if it's";
+ mes "really safe to live here.";
+ next;
+ mes "[Kosit]";
+ mes "I mean, the reason we have";
+ mes "these rules is because of all";
+ mes "the unruly gangsters that can";
+ mes "sometimes get into the city.";
+ mes "I mean, it's relatively peaceful^FFFFFF ^000000 and all. But these rules...";
+ next;
+ mes "[Kosit]";
+ mes "It's good to be safe,";
+ mes "but I don't know if it's";
+ mes "a good idea to sacrifice";
+ mes "our freedoms or standard";
+ mes "of living, you know?";
+ close;
+}
+
+lhz_in03,32,99,3 script Sopheap#zen1 863,{
+ mes "[Sopheap]";
+ mes "Oh, you youngsters.";
+ mes "Always traveling around";
+ mes "and having adventures and";
+ mes "fighting monsters. I certainly";
+ mes "had my fill of excitement back";
+ mes "when I was your age, long ago.";
+ next;
+ mes "[Sopheap]";
+ mes "Sure, I miss doing all";
+ mes "of that, but now I'm content";
+ mes "with just relaxing and resting.";
+ mes "Still, there are a lot of old folk who refuse to sit still like this~";
+ close;
+}
+
+lhz_in03,25,105,5 script Gopal#zen4 869,{
+ mes "[Gopal]";
+ mes "Granny may be happy";
+ mes "just sitting around and";
+ mes "enjoying the peaceful life,";
+ mes "but I'm not! I'm too young";
+ mes "to just lay down and let";
+ mes "these days just pass by!";
+ next;
+ mes "[Gopal]";
+ mes "I wanna make something";
+ mes "of myself. Maybe someday,";
+ mes "I'll found a company as big";
+ mes "as the Rekenber Corporation!";
+ close;
+}
+
+lighthalzen,176,65,5 script Kimmy#zen3 862,{
+ mes "[Kimmy]";
+ mes "Unlike most places,";
+ mes "Lighthalzen has many";
+ mes "beautiful clothing and";
+ mes "accessory shops. This";
+ mes "place is heaven to a";
+ mes "trendsetter like me~!";
+ next;
+ mes "[Kimmy]";
+ mes "I don't know if you";
+ mes "adventurers are interested";
+ mes "in fashion, but you can trash";
+ mes "your old clothes and get some";
+ mes "new, unique and trendy gear";
+ mes "over here in Lighthalzen~";
+ close;
+}
+
+lighthalzen,364,282,3 script Bodger#zen5 870,{
+ mes "[Bodger]";
+ mes "Another hungry day...";
+ mes "I don't have any money";
+ mes "and even if I did, there's";
+ mes "no place that sells food";
+ mes "I'd actually eat. Oh, man.";
+ mes "I'm barely living as it is.";
+ next;
+ mes "[Bodger]";
+ mes "I hear that the people";
+ mes "who live Uptown eat totally";
+ mes "delicious, gourmet food eight";
+ mes "times a day! Hopefully it's just^FFFFFF ^000000 an exaggeration. 'Cuz if it";
+ mes "wasn't, I'd be so mad...";
+ close;
+}
+
+lhz_in03,239,38,3 script Avetis#zen10 849,{
+ mes "[Avetis]";
+ mes "A-ack...";
+ mes "^333333*Cough cough*^000000";
+ mes "Would you give me";
+ mes "some m-medicine?!";
+ mes "^333333*Cough cough haack*^000000";
+ mes "Sweet Christmas, it hurts...";
+ next;
+ mes "[Avetis]";
+ mes "I sk-skipped work";
+ mes "because I've been too";
+ mes "sick t-to go. ^333333*Cough*^000000";
+ mes "But now I don't have";
+ mes "the money to ^333333*Haack*^000000";
+ mes "buy med-medicine... ";
+ close;
+}
+
+lhz_in02,267,25,4 script Diana#npc 747,{
+ mes "[Diana]";
+ mes "Oh wow, that weapon";
+ mes "is fantastic! But I'm sure";
+ mes "that it must be really";
+ mes "expensive. Huh...";
+ next;
+ mes "[Shop Assistant]";
+ mes "Ma'am, are you talking";
+ mes "about this Stiletto? You";
+ mes "certainly have an eye for";
+ mes "quality weapons. If you";
+ mes "don't mind me asking,";
+ mes "where are you from?";
+ next;
+ mes "[Diana]";
+ mes "Oh, I was born";
+ mes "and raised in Morroc.";
+ next;
+ mes "[Shop Assistant]";
+ mes "Ah yes, I've heard many";
+ mes "good things about that town.";
+ mes "You've certainly proven that";
+ mes "people from Morroc truly have";
+ mes "good taste. Now, this Stiletto";
+ mes "is a steal at 39,800 zeny...";
+ next;
+ emotion e_omg;
+ mes "[Diana]";
+ mes "Huh...?!";
+ mes "That's ridiculous!";
+ mes "Never mind that, let";
+ mes "me take a look at that";
+ mes "Gladius in the corner.";
+ next;
+ mes "[Shop Assistant]";
+ mes "The Gladius?";
+ mes "Ah, that would be";
+ mes "39,800 zeny, ma'am.";
+ next;
+ mes "[Diana]";
+ mes "Oh, that's a really";
+ mes "good price. I'll take it!";
+ next;
+ mes "[Shop Assistant]";
+ mes "Yes, this replica really";
+ mes "does look just like an";
+ mes "actual Gladius, does it";
+ mes "not? Although not a true";
+ mes "weapon, it's quite capable of";
+ mes "opening the toughest envelopes.";
+ next;
+ mes "[Diana]";
+ mes "...";
+ mes "......";
+ mes "I take that back.";
+ mes "This shop really sucks.";
+ close;
+}
+
+lhz_in02,267,22,1 script Shop Assistant#cobo 91,{
+ mes "[Shop Assistant]";
+ mes "Welcome to our";
+ mes "store where we offer";
+ mes "many unique products that";
+ mes "you can't find anywhere else.";
+ next;
+ mes "[Shop Assistant]";
+ mes "However, shopping is only available to our members. There's an annual";
+ mes "membership fee that's waived when you spend a certain amount every";
+ mes "month in our store. If you invite your friends, you'll receive spe--";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "N-no thank you!";
+ mes "I'm not interested!";
+ close;
+}
+
+lighthalzen,192,63,4 script Sergei#zen1 92,{
+ mes "[Sergei]";
+ mes "You know, there's an";
+ mes "interesting story about";
+ mes "the axe that's hanging";
+ mes "over there. Would you";
+ mes "like me to tell you?";
+ next;
+ if (select("Sure.:No, thanks.") == 1) {
+ mes "[Sergei]";
+ mes "This previous owner of";
+ mes "this Weapon Shop was";
+ mes "a convicted serial killer.";
+ mes "Each night, he'd take that";
+ mes "axe and cruelly murder";
+ mes "beautiful ladies like me.";
+ next;
+ mes "[Sergei]";
+ mes "When he was finally";
+ mes "caught, they beheaded";
+ mes "him with his own axe.";
+ mes "Since then, they say that";
+ mes "his ghost still lingers and";
+ mes "sharpens this axe at night.";
+ next;
+ mes "[Sergei]";
+ mes "Just thinking about";
+ mes "it gives me goosebumps!";
+ mes "And I'm supposed to work";
+ mes "here! It's so creepy!";
+ close;
+ }
+ mes "[Sergei]";
+ mes "Oh, how disappointing~";
+ mes "It's the perfect story for";
+ mes "the season. Well, now that";
+ mes "I think about it, that story is";
+ mes "actually pretty creepy...";
+ close;
+}
+
+lighthalzen,258,223,3 script Srinivas#zen4 866,{
+ mes "[Srinivas]";
+ mes "Those rundown buildings";
+ mes "in the slums are an eyesore";
+ mes "that offend the entire city!";
+ mes "I just wish they would wreck";
+ mes "them down. What do I care";
+ mes "about the poor and needy?";
+ close;
+}
+
+lighthalzen,77,203,3 script Victor Perfecto#zen9 869,{
+ mes "[Victor Perfecto]";
+ mes "I've heard that the";
+ mes "Rekenber Corporation";
+ mes "actually created the";
+ mes "environment in Lighthalzen";
+ mes "through artificial means.";
+ next;
+ mes "[Victor Perfecto]";
+ mes "It seems like it'd take";
+ mes "a lot of investment, but";
+ mes "artificially creating an";
+ mes "environment isn't impossible";
+ mes "with the means available to";
+ mes "the Rekenber Corporation.";
+ next;
+ mes "[Victor Perfecto]";
+ mes "^333333*Sigh...*^000000";
+ mes "Still, it's pretty";
+ mes "depressing to think";
+ mes "that the beauty of nature";
+ mes "can be manmade and";
+ mes "equated to zeny, you know?";
+ close;
+}
+
+lighthalzen,40,107,4 script Vergil#zen4 869,{
+ mes "[Vergil]";
+ mes "The weather is so";
+ mes "nice today, like always.";
+ mes "I just want to ditch work,";
+ mes "run outside and work out.";
+ next;
+ switch(select("Where do you want to go?:But shouldn't you go to work?:Have you heard about the serial killer?")) {
+ case 1:
+ mes "[Vergil]";
+ mes "Well, those guys in";
+ mes "black suits, not to mention";
+ mes "the ruffians that manage to";
+ mes "invade town, sometimes sort";
+ mes "of make it kind of unsafe to";
+ mes "go out all by yourself.";
+ next;
+ mes "[Vergil]";
+ mes "But me and a buddy are";
+ mes "planning to head to the";
+ mes "Al De Baran Turbo Track";
+ mes "one of these days. Boy,";
+ mes "the last time we went,";
+ mes "he wasted a lot of zeny.";
+ next;
+ mes "[Vergil]";
+ mes "He actually won some";
+ mes "kind of potion as a prize";
+ mes "and let me have it. I drank";
+ mes "it and it made me move really";
+ mes "slowly. Now what kind of prize";
+ mes "is that supposed to be?!";
+ next;
+ mes "[Vergil]";
+ mes "I think my buddy";
+ mes "was totally scammed.";
+ mes "That, or I was totally";
+ mes "tricked by him to drink it.";
+ mes "How they came up with such a ridiculous idea for a prize!";
+ close;
+ case 2:
+ mes "[Vergil]";
+ mes "Wha--?! I didn't say";
+ mes "I was going to ditch work,";
+ mes "I just said I wanted to!";
+ mes "But just to spite you, maybe";
+ mes "just maybe, I won't go today!";
+ next;
+ mes "[Vergil]";
+ mes "Then again, I don't";
+ mes "think I can slack on";
+ mes "this project. Curses...";
+ mes "The weekend certainly";
+ mes "doesn't come fast enough!";
+ close;
+ case 3:
+ mes "[Vergil]";
+ mes "What, you mean that";
+ mes "axe murderer from a long";
+ mes "time ago? Well, I heard a";
+ mes "rumor that it actually wasn't";
+ mes "like that. Let's see, how";
+ mes "did the story go?";
+ next;
+ mes "[Vergil]";
+ mes "I heard that some hat";
+ mes "maker, the one who makes";
+ mes "the Smokie Hat, accidentally";
+ mes "made a Person Headgear";
+ mes "instead of, like, a hat made";
+ mes "of monsters. Don't ask me how.";
+ next;
+ mes "[Vergil]";
+ mes "Yeah, I think relatives";
+ mes "of that Airship Captain...";
+ mes "They were totally made into";
+ mes "a hat on accident. Supposedly,";
+ mes "it looks like a Reindeer Head,";
+ mes "but now that's just too weird.";
+ close;
+ }
+}
+
+lhz_in01,144,53,3 script Jorje#zero 98,1,1,{
+OnTouch:
+ switch(rand(1,3)) {
+ case 1:
+ mes "[Jorje]";
+ mes "Arrrgh, I don't";
+ mes "have any time for";
+ mes "talking! I'm in the";
+ mes "middle of an important";
+ mes "task! H-hold on a second!";
+ close;
+ case 2:
+ mes "[Jorje]";
+ mes "D-don't come any";
+ mes "closer! Anyone who";
+ mes "comes near me might";
+ mes "just screw me up! Back off!";
+ close;
+ case 3:
+ mes "[Jorje]";
+ mes "Oh man...";
+ mes "I've been working so";
+ mes "hard and haven't taken";
+ mes "any breaks. I think I'll";
+ mes "reward myself and buy";
+ mes "something like maybe--";
+ next;
+ mes "[Jorje]";
+ mes "No! No, I'm not";
+ mes "gonna buy anything!";
+ mes "I've got my future wife";
+ mes "to think about! Must...";
+ mes "Save... More... Money!";
+ close;
+ }
+ end;
+}
+
+lhz_in01,139,48,7 script Leimi#mimir 73,{
+ mes "[Leimi]";
+ mes "...";
+ mes "......";
+ next;
+ mes "[Leimi]";
+ mes "Oh...!";
+ mes "Good heavens!";
+ mes "Um, may I help you?";
+ emotion e_omg;
+ if (BaseJob == Job_Assassin) {
+ if (Sex) {
+ next;
+ mes "[Leimi]";
+ mes "Oh, you're an Assassin!";
+ mes "Oh, you boys are soooo cute!";
+ mes "And so cool and so mysterious^FFFFFF ^000000 all at the same time! I love you!";
+ }
+ else {
+ next;
+ mes "[Leimi]";
+ mes "An Assassin...?";
+ mes "Oh, you wouldn't happen";
+ mes "to know any Assassin boys";
+ mes "that might be single, do you?";
+ mes "Oh-my-god, they're hunky-hot~";
+ }
+ }
+ close;
+}
+
+lhz_in01,138,47,0 script #mimir_camera -1,2,2,{
+OnTouch:
+ if (BaseJob == Job_Assassin) {
+ if (Sex) {
+ mes "^3355FF*Click*^000000";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "What the...?";
+ mes "That sound. Did...";
+ mes "Did someone just";
+ mes "take my picture?";
+ close;
+ }
+ }
+ end;
+}
+
+lhz_in02,36,274,4 script Cool Event Staff#Saera 831,{
+ mes "[Saera]";
+ mes "Welcome to the";
+ mes "temporary headquarters";
+ mes "of Cool Event Corporation.";
+ mes "How may I help you today?";
+ next;
+ switch(select("Temporary headquarters?:Voting:No, thanks.")) {
+ case 1:
+ mes "[Saera]";
+ mes "Our headquarters building";
+ mes "is currently undergoing";
+ mes "reconstruction, so we are";
+ mes "basing our operations in";
+ mes "this place for the meantime.";
+ close;
+ case 2:
+ if (lhz_boss < 17) {
+ mes "[Saera]";
+ mes "Currently, Kafra Corporation";
+ mes "and Cool Event Corp are working";
+ mes "on a collaborative program that";
+ mes "will provide direct teleport";
+ mes "services to dungeons.";
+ next;
+ mes "[Saera]";
+ mes "Due to technical issues,";
+ mes "both companies cannot provide";
+ mes "teleport services to the same";
+ mes "dungeon. Therefore, we will be";
+ mes "selecting our valued customers to choose the company they want.";
+ next;
+ mes "[Saera]";
+ mes "Only a limited number of";
+ mes "voters will be chosen, so";
+ mes "you can check your voting";
+ mes "eligibility at the headquarters";
+ mes "of both participating companies. Thank you for your patronage~";
+ close;
+ }
+ else {
+ mes "[Saera]";
+ mes "Currently, Kafra Corporation";
+ mes "and Cool Event Corp are working";
+ mes "on a collaborative program that";
+ mes "will provide direct teleport";
+ mes "services to dungeons.";
+ next;
+ mes "[Saera]";
+ mes "Due to technical issues,";
+ mes "both companies cannot provide";
+ mes "teleport services to the same";
+ mes "dungeon. Therefore, we will be";
+ mes "selecting a number of valued customers to vote for their choice.";
+ next;
+ mes "[Saera]";
+ mes "I've just reviewed your";
+ mes "information and would like";
+ mes "to inform you that you are";
+ mes "indeed eligible to vote.";
+ mes "Your participation in this";
+ mes "election is much appreciated.";
+ next;
+ mes "[Saera]";
+ mes "Remember that the";
+ mes "election polls can be";
+ mes "found in either Prontera";
+ mes "or Juno. Thank you very much.";
+ close;
+ }
+ case 3:
+ mes "[Saera]";
+ mes "Thank you.";
+ mes "Have a good day.";
+ close;
+ }
+}
+
+lhz_in02,40,280,6 script Event Planner 833,{
+ mes "[Jellarin]";
+ mes "I don't like this.";
+ mes "But I don't like that";
+ mes "idea either. What will";
+ mes "I do for a new event, eh?";
+ next;
+ mes "[Jellarin]";
+ mes "I need something";
+ mes "major, something that'll";
+ mes "really shake up the world,";
+ mes "something epochal, but what?";
+ mes "Hey, do you have any ideas?";
+ close;
+}
+
+lhz_in02,110,286,5 script Cool Event Manager 853,{
+ mes "[Baoto]";
+ mes "Hmmm...";
+ mes "The employees seem";
+ mes "to be having too much";
+ mes "fun amongst themselves";
+ mes "recently. This does not";
+ mes "bode well at all...";
+ next;
+ mes "[Baoto]";
+ mes "It looks like I'm";
+ mes "just going to have to";
+ mes "start cracking that whip";
+ mes "more often and much";
+ mes "harder. Ha ha ha ha!";
+ close;
+}
+
+lhz_in02,36,284,0 script Cool Event Staff#Cesuna 874,{
+ mes "[Cesuna]";
+ mes "Ack! I'm totally";
+ mes "swamped with all this";
+ mes "work! But I don't wanna";
+ mes "do any of it. That's it!";
+ mes "I totally need a break.";
+ next;
+ mes "[Cesuna]";
+ mes "^333333*Sigh...*^000000";
+ mes "I wonder if Saera";
+ mes "would ever consider";
+ mes "going out with me?";
+ mes "That would be nice~";
+ close;
+}
+
+/*
+lhz_in02,19,274,2 script Maintenance Guy#lhz 851,{
+ mes "[Kudiuu]";
+ mes "Holy...!";
+ mes "Will this place";
+ mes "ever get cleaned up?!";
+ mes "^333333*Cough cough*^000000 There's";
+ mes "so much dust here, it's";
+ mes "almost a health hazard!";
+ close;
+}
+*/
+
+lighthalzen,337,296,3 script Rekenber Employee#li_2 868,{
+ if (hg_tre > 54) {
+ mes "[Rekenber Employee]";
+ mes "Greetings. As part of our";
+ mes "effort to relieve the poor,";
+ mes "Rekenber is providing job";
+ mes "opportunities targeted for";
+ mes "citizens of the slum areas.";
+ next;
+ mes "[Rekenber Employee]";
+ mes "You can choose to work";
+ mes "from home, or undergo a";
+ mes "little bit of training for more";
+ mes "professional positions. This";
+ mes "is a great chance to make a";
+ mes "difference... and some money~";
+ emotion e_no1,"Rekenber Employee#li";
+ close;
+ }
+}
+
+lhz_in01,221,131,7 script Scientist#li_01 865,{
+ if (isequipped(2241) && isequipped(2243)) {
+ if (hg_tre > 54) {
+ mes "[A Scientist]";
+ mes "What happened? All the machines are ruined and the research report are gone! The history of Regenschirm has been hacked!";
+ close;
+ }
+ else {
+ mes "[Scientist]";
+ mes "It takes so long for";
+ mes "this device to process";
+ mes "all the data and give me";
+ mes "the results. Still, the wait";
+ mes "heightens my anticipation...";
+ close;
+ }
+ }
+ else {
+ mes "[Scientist]";
+ mes "What?! Guards!";
+ mes "Hurry, there's an";
+ mes "intruder right here!";
+ emotion e_gasp,"A Scientist#li_01";
+ close2;
+ warp "lhz_in01",33,224;
+ end;
+ }
+}
+
+// Lighthalzen Mushroom.
+// Don't really understand why it's there, but it's funny regardless.
+lhz_in01,157,54,0,0 monster Red Mushroom 1085,1,120000,100000,0
diff --git a/npc/pre-re/cities/louyang.txt b/npc/pre-re/cities/louyang.txt
new file mode 100644
index 000000000..a445310b8
--- /dev/null
+++ b/npc/pre-re/cities/louyang.txt
@@ -0,0 +1,350 @@
+//===== rAthena Script =======================================
+//= Louyang City NPC's
+//===== By: ==================================================
+//= Vidar (1.0)
+//= Mass Zero (1.1)
+//= Dino9021, roughly translated by Celest (1.2)
+//= Mass Zero (1.3)
+//= MasterOfMuppets (2.0)
+//= rAthena Dev Team
+//===== Current Version: =====================================
+//= 2.9
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Louyang Town Script
+//===== Additional Comments: =================================
+//= 2.9 Rescripted to Aegis 10.3 Standards. [L0ne_W0lf]
+//============================================================
+
+// Louyang Transportaion
+//============================================================
+alberta,246,40,3 script Girl#0lou 815,{
+ mes "[Girl]";
+ mes "La la la la~";
+ mes "I feel so good today~";
+ mes "I'm in the mood to go";
+ mes "on a picnic somewhere~";
+ mes "La la la la~";
+ next;
+ switch(select("About Louyang.:Go to Louyang.:Cancel.")) {
+ case 1:
+ mes "[Girl]";
+ mes "Oh, are you";
+ mes "interested in Louyang?";
+ mes "It's a nice place to";
+ mes "visit for travelers.";
+ next;
+ mes "[Girl]";
+ mes "Louyang has a long history";
+ mes "with stories of ancient magic and warriors. It's also rumored that many evil beasts roam the";
+ mes "Louyang area.";
+ next;
+ mes "[Girl]";
+ mes "You can find cure-all medicines, mysterious occurrences, and";
+ mes "martial artists all in one place!";
+ next;
+ mes "[Girl]";
+ mes "I used to train in the martial arts every morning back when I was in Louyang. I might not look like it, but I'm pretty strong!";
+ next;
+ mes "[Girl]";
+ mes "If you want to visit";
+ mes "Louyang, feel free to";
+ mes "tell me. Just give me";
+ mes "some Zeny and we'll go~";
+ close;
+ case 2:
+ mes "[Girl]";
+ mes "I'll guide you to";
+ mes "Louyang right away.";
+ mes "For my service, I am";
+ mes "accepting 10,000 Zeny.";
+ next;
+ mes "[Girl]";
+ mes "So, are you ready?";
+ next;
+ if (select("Yes!:No.") == 1) {
+ if (Zeny > 9999) {
+ mes "[Girl]";
+ mes "Okay~";
+ mes "Ready!";
+ mes "Have fun!";
+ close2;
+ set zeny,zeny-10000;
+ warp "lou_fild01",190,101;
+ end;
+ }
+ mes "[Girl]";
+ mes "...";
+ mes "You don't seem";
+ mes "to have 10,000 Zeny...";
+ mes "Go get some money first!";
+ close;
+ }
+ mes "[Girl]";
+ mes "Oh...";
+ mes "It's so disappointing";
+ mes "to hear you say that.";
+ mes "Well, have a good day!";
+ close;
+ case 3:
+ mes "[Girl]";
+ mes "Oh...";
+ mes "Have a good day!";
+ close;
+ }
+}
+
+lou_fild01,190,100,7 script Girl#1lou 815,{
+ mes "[Girl]";
+ mes "Would you";
+ mes "like to go back";
+ mes "to Alberta?";
+ next;
+ if (select("Go back to Alberta.:Cancel.") == 1) {
+ mes "[Girl]";
+ mes "I hope to";
+ mes "see you again!";
+ mes "Bye bye!";
+ close2;
+ warp "alberta",236,40;
+ end;
+ }
+ mes "[Girl]";
+ mes "If you like this";
+ mes "area, why don't you";
+ mes "stay and enjoy the";
+ mes "the food and the sights!";
+ next;
+ if (Sex) {
+ mes "[Girl]";
+ mes "And by sights...";
+ mes "I mean girls!";
+ mes "Tee hee~";
+ }
+ else {
+ mes "[Girl]";
+ mes "And the boys here";
+ mes "aren't bad looking~";
+ }
+ close;
+}
+
+// Generic Louyang NPCs
+//============================================================
+louyang,297,167,2 script Muscular Woman#lou 815,{
+ if (!Sex) {
+ mes "[Zhi Ching Li]";
+ mes "All the members of the Maiden Palace, including myself and our master, are all female.";
+ next;
+ mes "[Zhi Ching Li]";
+ mes "Recently we've had a hard time recruiting new members, so I came here to check if there's any woman who wishes to join us.";
+ emotion e_dots;
+ close;
+ }
+ mes "[Zhi Ching Li]";
+ mes "...";
+ next;
+ mes "[Zhi Ching Li]";
+ mes "...";
+ mes "......";
+ next;
+ mes "[Zhi Ching Li]";
+ mes "Please leave me";
+ mes "alone, I'm busy.";
+ close;
+}
+
+louyang,274,136,4 script Powerful-looking guy#lou 819,{
+ mes "[Akiira]";
+ mes "I am practicing my 'Claw of Dragon.' I not only need to use the power of my fists, I must also condition myself spiritually.";
+ next;
+ mes "[Akiira]";
+ mes "Every martial art requires";
+ mes "spiritual training since the";
+ mes "mind controls the body.";
+ mes "If you've trained yourself spiritually, you can easily";
+ mes "use any part of the body!";
+ next;
+ mes "[Akiira]";
+ mes "If you are considering";
+ mes "studying the martial arts, you should first attain knowledge before jumping into the";
+ mes "physical training.";
+ next;
+ mes "[Akiira]";
+ mes "Learn about the martial arts";
+ mes "and meditate on life's truths. First, you must find peace of mind before you can hope to master the mind and body.";
+ close;
+}
+
+louyang,276,136,4 script Fist master#lou 819,{
+ mes "[Zhiang Xiau Ji]";
+ mes "Finally...";
+ mes "I have mastered";
+ mes "the 'Claw of Dragon!'";
+ next;
+ mes "[Zhiang Xiau Ji]";
+ mes "Although there are eight basic steps, I had to learn the history of this art, and meditate, focusing on my spiritual improvement,";
+ mes "for three years.";
+ next;
+ mes "[Zhiang Xiau Ji]";
+ mes "After that, my master finally started to give me the physical training so I could use the eight steps of the Claw of Dragon. I've devoted myself to this art for thirty years.";
+ next;
+ mes "[Zhiang Xiau Ji]";
+ mes "I'm very proud that I've";
+ mes "mastered this art ten years earlier than I expected. Now, I need to study this form and improve it by correcting its weak points and enhancing its strengths.";
+ next;
+ mes "[Zhiang Xiau Ji]";
+ mes "I guess that would take me about ten years. But I'm not disheartened by that at all.";
+ next;
+ mes "[Zhiang Xiau Ji]";
+ mes "When you're learning a martial art, you can't rush yourself and learn everything in a short period of time. It's impossible! Plus, that isn't the essence of art...";
+ close;
+}
+
+louyang,276,133,0 script Trainee#1lou::LouTrainee 819,{
+ mes "[Trainee]";
+ mes "Yeeeyap~!";
+ mes "Taaaaaah~~!!";
+ mes "Hooo~.";
+ close;
+}
+
+louyang,276,131,0 script Trainee#2lou 819,{
+ mes "[Trainee]";
+ mes "Tah Tah Tah!";
+ mes "Taaaaaah~~!!";
+ mes "Schwooooooo~";
+ close;
+}
+
+louyang,276,129,0 script Trainee#3lou 819,{
+ mes "[Trainee]";
+ mes "Si!";
+ mes "Ayah!!";
+ close;
+}
+
+louyang,274,133,0 script Trainee#4lou 819,{
+ mes "[Trainee]";
+ mes "Dergh!";
+ mes "Dergh!";
+ mes "Schwa--!";
+ close;
+}
+
+louyang,274,131,0 script Trainee#5lou 819,{
+ mes "[Trainee]";
+ mes "Yah Yah Yah!";
+ mes "Taaaaaah~~!!";
+ mes "Wataaaaaaaah!";
+ close;
+}
+
+louyang,274,129,0 script Trainee#6lou 819,{
+ mes "[Trainee]";
+ mes "Yeeeyap~!";
+ mes "Taaaaaah~~!!";
+ mes "Hooo~";
+ close;
+}
+
+louyang,278,133,0 duplicate(LouTrainee) Trainee#7lou 819
+louyang,278,131,0 duplicate(LouTrainee) Trainee#8lou 819
+louyang,278,129,0 duplicate(LouTrainee) Trainee#9lou 819
+louyang,272,133,0 duplicate(LouTrainee) Trainee#10lou 819
+louyang,272,131,0 duplicate(LouTrainee) Trainee#11lou 819
+louyang,272,129,0 duplicate(LouTrainee) Trainee#12lou 819
+
+// Louyang Viewing Tower
+//============================================================
+lou_in01,25,23,5 script Friendly Looking Lady#lo 817,{
+ mes "[Hong Miao]";
+ mes "Welcome.";
+ next;
+ mes "[Hong Miao]";
+ mes "This is an elevator which leads";
+ mes "to the Observation Tower. We are providing you a safe and fast transfer service for an affordable fee. Would you like to use this service?";
+ next;
+ switch(select("Information.:Yes.:Maybe next time.")) {
+ case 1:
+ mes "[Hong Miao]";
+ mes "After many suggestions and proposals were sent to the Louyang tourism office, the Observation Tower was built so tourists can enjoy the sights.";
+ next;
+ mes "[Hong Miao]";
+ mes "Due to the geographical";
+ mes "features of Louyang, it's difficult to enjoy the breath taking view that our land has to offer.";
+ next;
+ mes "[Hong Miao]";
+ mes "You can come up to the tower by taking the elevator right here. We are providing this quick and safe transfer service for 500 zeny per person.";
+ close;
+ case 2:
+ if (Zeny < 500) {
+ mes "[Hong Miao]";
+ mes "I'm sorry, but you do not have enough zeny. I hope you'll come back later to enjoy the Observation Tower. Have a good day.";
+ close;
+ }
+ mes "[Hong Miao]";
+ mes "Thank you for your patronage.";
+ mes "We are trying to provide you with the best of service. Please";
+ mes "come again.";
+ next;
+ set zeny,zeny-500;
+ warp "lou_in01",17,19;
+ end;
+ case 3:
+ mes "[Hong Miao]";
+ mes "Please come";
+ mes "back later.";
+ mes "Have a good day.";
+ close;
+ }
+}
+
+louyang,84,254,0 script Exit#lou 111,{
+ mes "^3355FFThere is some sort";
+ mes "of descent apparatus.";
+ mes "Would you like to use it?^000000";
+ next;
+ if (select("Yes.:No.") == 1) {
+ if (rand(1,100) == 34) {
+ percentheal -99,0;
+ warp "louyang",86,269;
+ mapannounce "louyang",""+strnpcinfo(0)+" : Oh God, I'm faaaaaaaaaaaalling~~!!!!",bc_map;
+ }
+ else {
+ warp "lou_in01",10,18;
+ }
+ end;
+ }
+ close;
+}
+
+//============================================================
+// Old changelog
+//============================================================
+//= Originally made for Vidar
+//= 1.2 - Added official warp NPC's
+//= 1.3 - Fixed gramatical errors. (Like wtf's with the weird
+// texts celest? xD)
+//= 2.0 - Completely rewrote the current scripts based on iRO.
+// Added the 'Shouting Quest' and the 'Medicine Quest'
+//= 2.1 Optimized, made quest vars unique [Lupus]
+//= 2.1a minor fix, 2.1b Fixed Typo�s [Nexon]
+//= 2.2 Fixed exploits [Lupus]
+//= 2.2a Updated the color codes a little and fixed the shouting quest
+//= to broadcast green text.
+//= 2.2b A small fix to the shout quest npc in louyang field not warping you
+//= back up to the tower if you died or teleported out of there. [MasterOfMuppets]
+//= 2.3 A small fix, the code is so messy I can't believe I scripted it >.< [MasterOfMuppets]
+//= 2.4 Implemented a few more npcs, thanks to Prometheus for them. [MasterOfMuppets]
+//= 2.5 Implemented the Poison King quest, beware of potential bugs. [MasterOfMuppets]
+//= 2.6 Removed Duplicates [Silent]
+//= 2.6a Updated a few names with new item_db.txt names [Evera]
+//= 2.7 Split quests to quests/quests_louyang.txt [Evera]
+//= 2.7a Minor optimizations before Louyang quests [Lupus]
+//= 2.7b Moved guides to the Guides folder. 2.7� more typos [Lupus]
+//= 2.8 Moved some quest-related NPCs to proper file. [SinSloth]
+//= 2.9 Rescripted to Aegis 10.3 Standards. [L0ne_W0lf]
+//============================================================
diff --git a/npc/pre-re/cities/lutie.txt b/npc/pre-re/cities/lutie.txt
new file mode 100644
index 000000000..603450fb8
--- /dev/null
+++ b/npc/pre-re/cities/lutie.txt
@@ -0,0 +1,916 @@
+//===== rAthena Script =======================================
+//= Lutie Town
+//===== By: ==================================================
+//= rAthena dev team
+//===== Current Version: =====================================
+//= 1.7
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= Lutie - City NPCs
+//===== Additional Comments: =================================
+//= 1.1 Edited some text and updated/enabled some triggers
+//= for the quest.[kobra_k88]
+//= 1.2 Fixed exploit. Checked for Bard Job Quest compatibility [Lupus]
+//= 1.3 Fixed typos [Nexon]
+//= 1.4 Fixed exploit [Lupus]
+//= 1.5 Fixed a bug that could reset Lutie quest state [Lupus]
+//= 1.6 Heavy optimization to all the NPCs [DZeroX]
+//= 1.7 Updated to match AEGIS script. [Kisuka]
+//============================================================
+
+// Teleport to Lutie
+//============================================================
+aldebaran,223,222,4 script Mr. Claus 718,{
+ mes "[Mr. Claus]";
+ mes "Ho Ho Ho~";
+ mes "Merry Christmas!!";
+ mes "I wish all of you joy";
+ mes "and Christmas cheer!";
+ next;
+ switch(select("Info about Lutie:Move to 'Lutie':Cancel")) {
+ case 1:
+ mes "[Mr. Claus]";
+ mes "^3355FFLutie^000000, the fantastic Christmas Town! Always filled with the spirit of giving, Lutie is filled with appetizing cakes, tiny toy soldiers, and all sorts of wonderful things~!";
+ next;
+ mes "[Mr. Claus]";
+ mes "Ho Ho Ho~";
+ mes "It's an amazing land blessed with the beauty of winter, and a year round atmosphere of festivity!";
+ next;
+ mes "[Mr. Claus]";
+ mes "I'm a Santa that will guide people to Lutie, the Christmas Town. Ask me at any time, and I'll magically send you there~";
+ close;
+ case 2:
+ mes "[Mr. Claus]";
+ mes "Ho Ho Ho~";
+ mes "The only way to get to Lutie is here in Al de Baran!";
+ next;
+ mes "[Mr. Claus]";
+ mes "I keep this place and personally transport people who want to visit Lutie. Please ask Santa Claus over there if you want to leave town. He will let you know the way out of Lutie.";
+ next;
+ mes "[Mr. Claus]";
+ mes "Ho Ho Ho~";
+ mes "Well, are you ready?";
+ mes "Have a nice trip!";
+ mes "Meeeeerry Christmas!";
+ close2;
+ warp "xmas_fild01",78,68;
+ end;
+ case 3:
+ mes "[Mr. Claus]";
+ mes "Ho Ho Ho~";
+ mes "Whenever you want to visit Lutie, be my guest. Just let me know when you want to leave.";
+ next;
+ mes "[Mr. Claus]";
+ mes "Ho ho hooooo!!";
+ mes "Haaaaappy Holidays!";
+ close;
+ }
+}
+
+
+// Inside Lutie
+//============================================================
+xmas_in,100,96,4 script Santa Claus 718,{
+ mes "[Santa Claus]";
+ mes "Ho Ho Ho~";
+ mes "Meeeerry Christmas !!";
+ next;
+ mes "^3355FFIt's...^000000";
+ mes "^3355FFIt's the original Santa Claus!^000000";
+ next;
+ mes "[Santa Claus]";
+ mes "Ho Ho Ho~";
+ mes "I'm Santa Claus, and I bring gifts to every good boy and girl on Christmas!";
+ next;
+ mes "[Santa Claus]";
+ mes "If you want to leave Lutie, go outside town and head south to the first field that you see. You'll be able to find a magical warp that will take you to Al de Baran.";
+ next;
+ mes "[Santa Claus]";
+ mes "Ho ho ho~";
+ mes "Meeeeeeerry Christmas!";
+ close;
+}
+
+xmas_in,167,173,4 script Duffle 711,{
+ if(xmas_npc == 1) {
+ mes "[Duffle]";
+ mes "Merry Christmas!";
+ mes "Welcome to Lutie!";
+ next;
+ mes "[Duffle]";
+ mes "You got a present";
+ mes "from Santa Claus?!";
+ mes "Ha ha, you must";
+ mes "be really excited!";
+ next;
+ mes "[Duffle]";
+ mes "Hey, have you heard that here in Lutie, we have an attraction that's equally as famous as Santa himself?";
+ next;
+ mes "[Duffle]";
+ mes "It's ^3355FFSnowysnow^000000,";
+ mes "the magical";
+ mes "talking snowman!";
+ next;
+ mes "[Duffle]";
+ mes "Before you leave, you really should meet and talk to Snowysnow, even if it's only once. He's really a nice guy and fun to talk to.";
+ next;
+ mes "[Duffle]";
+ mes "Well then...";
+ mes "Merry Christmas!!";
+ set xmas_npc,2;
+ close;
+ }
+ else if (xmas_npc > 1) {
+ mes "[Duffle]";
+ mes "Have you ever talked to the snowman in front of this town? The lonely snowman who stands in solitude...";
+ next;
+ mes "[Duffle]";
+ mes "But he's so warm hearted~! Sometimes, I talk to Snowysnow the snowman. For some weird reason, he can talk just like us!";
+ next;
+ mes "[Duffle]";
+ mes "When I talk to Snowysnow, I get to wondering how he came to be. I guess if you talk to him too, you'll feel the same way.";
+ next;
+ mes "[Duffle]";
+ mes "How he was created, and how he thinks and talks like a human is such a mystery...";
+ next;
+ mes "[Duffle]";
+ mes "Where did he come from and what kind of place was it? And how did he come to Lutie without any legs...?";
+ next;
+ mes "[Duffle]";
+ mes "Lately, it seems more and more people are coming to this town to see Snowysnow.";
+ next;
+ mes "[Duffle]";
+ mes "I guess you should talk to the other people living in Lutie if you want to learn more about the mystery of Snowysnow...";
+ close;
+ }
+ else {
+ mes "[Duffle]";
+ mes "Oh...!";
+ mes "While you're here, don't forget to visit the original Santa Claus here in Lutie.";
+ close;
+ }
+}
+
+xmas_in,27,103,4 script Lenient Aunt 701,{
+switch (xmas_npc) {
+ case 5:
+ mes "[Thachentze]";
+ mes "Hmm? The Hairy guy";
+ mes "spoke well of me,";
+ mes "did he? Well well...";
+ next;
+ mes "[Thachentze]";
+ mes "I know what he thinks... Ho ho ho~! He intends to make me feel happy so that I'll give him some free jars of pickles! Oh well~!";
+ next;
+ mes "[Thachentze]";
+ mes "He knows me too well. I almost can't stop from giving that man some pickles. Yes, even I know my pickles are the best in town!";
+ next;
+ mes "[Thachentze]";
+ mes "Hmmm~?";
+ mes "You want to know";
+ mes "about ^3355FFSnowysnow^000000?";
+ mes "Oh. Yes, yes, I see...";
+ next;
+ mes "[Thachentze]";
+ mes "Well, I can't just let anyone know something so important about Snowysnow. Hmmm...";
+ next;
+ mes "[Thachentze]";
+ mes "Snowysnow has been holding something for me as a favor, the ^3355FFroughest salt in the world^000000 which I use to pickle cabbages.";
+ next;
+ mes "[Thachentze]";
+ mes "I suppose if you're really Snowysnow's friend, he will trust you enough to give it to you so you can deliver it to me. And in any case, I'll need more of it soon.";
+ next;
+ mes "[Thachentze]";
+ mes "Now be a dear";
+ mes "and hurry up.";
+ mes "Come back quickly~";
+ set xmas_npc,6;
+ close;
+ case 6:
+ mes "[Thachentze]";
+ mes "Hohohoho~";
+ mes "You're back!";
+ next;
+ mes "[Thachentze]";
+ mes "Did you bring it?";
+ mes "Oh goodness...!";
+ mes "My cabbages will";
+ mes "get sour soon!";
+ next;
+ mes "[Thachentze]";
+ mes "You...";
+ mes "Don't have it?";
+ next;
+ mes "[Thachentze]";
+ mes "*Sigh*";
+ mes "You are really a scatter-brained person, my dear. Now hurry over to Snowysnow and bring me the ^3355FFroughest salt in the world^000000.";
+ next;
+ mes "[Thachentze]";
+ mes "Hurry now, dear,";
+ mes "Chop Chop~!";
+ close;
+ case 7:
+ mes "[Thachentze]";
+ mes "Hohohohoh hohohohoho !";
+ mes "Let's see, let's see...";
+ mes "Thank you dear,Thank you.";
+ next;
+ set xmas_npc,8;
+ mes "^3355FFYou gave her the";
+ mes "roughest salt in the world.^000000";
+ next;
+ mes "[Thachentze]";
+ mes "Now I am able to pickle my cabbages properly. Thank you, my dear. Thank you...";
+ next;
+ mes "...";
+ next;
+ mes "...";
+ mes "......";
+ next;
+ mes "[Thachentze]";
+ mes "Oh yes, I'm sorry. I almost forgot what I promised you. You asked me about Snowysnow's magical gift bag, didn't you?";
+ next;
+ mes "[Thachentze]";
+ mes "If you already met Uncle Cantata, you must know by now that Snowysnow has been made out of some mysterious snow that covered a thick field of magical flowers.";
+ next;
+ mes "[Thachentze]";
+ mes "I can't tell you how, but when Snowysnow was revived, there was a reaction between the Alchemist's materials and the energies of Snowysnow's snow.";
+ next;
+ mes "[Thachentze]";
+ mes "For some reason, Snowysnow's gift bag can now create as many presents as Snowysnow wants, just like Santa Claus.";
+ next;
+ mes "[Thachentze]";
+ mes "Of course, if this power were to fall into the hands of evil, we would all be in trouble.";
+ next;
+ mes "[Thachentze]";
+ mes "However, everyone knows that Snowysnow is kind and loving towards others. So we're never worried about Snowysnow's powers.";
+ next;
+ mes "[Thachentze]";
+ mes "Oh, and I've just heard some shocking news from ^3355FFHashokii^000000 the clown. It's quite an interesting story, actually. Why don't you ask him more about it?";
+ close;
+ default:
+ mes "[Thachentze]";
+ mes "Merry Christmas~";
+ mes "Ho! Ho! Ho!";
+ next;
+ mes "[Thachentze]";
+ mes "I can feel the Christmas spirit all around me! It's even in the eyes of the young travelers who've come out here all the way to Lutie. Hoho, I wish you a Merry Christmas!";
+ next;
+ mes "[Thachentze]";
+ mes "We have a dungeon named";
+ mes "'Christmas dungeon' around here. Well, I guess I don't need to tell you much if you've heard about it already.";
+ mes "Oh well...";
+ next;
+ mes "[Thachentze]";
+ mes "I figured something out a few days ago. In the Christmas dungeon, you'll run into creatures that are similar to those outside of town.";
+ next;
+ mes "[Thachentze]";
+ mes "I'm guessing that monsters wandered here from outside of town, and were changed by the cold weather here. So monsters adapted to live in this environment.";
+ next;
+ mes "[Thachentze]";
+ mes "...";
+ mes "Okay, now I think I better be ready to pickle some cabbages. If you didn't know already, I make the best pickles around! Why don't you visit me later and try some?";
+ close;
+ }
+}
+
+// Lutie
+//============================================================
+xmas,117,304,4 script Poze 713,{
+ if(xmas_npc == 3 || xmas_npc == 4) {
+ mes "[Poze]";
+ mes "You've gone to";
+ mes "^3355FFSnowysnow^000000 and he";
+ mes "mentioned me?";
+ next;
+ mes "[Poze]";
+ mes "Oh I see...";
+ mes "He's a snowman that doesn't have any legs. No wonder he hasn't come to visit me. What a shame, what a shame. I guess I better go visit him instead.";
+ next;
+ mes "[Poze]";
+ mes "Oh, there is someone who knows how Snowysnow came to be able to speak. That person would be ^3355FFUncle Hairy Cantata^000000...";
+ next;
+ mes "[Poze]";
+ mes "One day when apprentice of the great alchemist visted Lutie, I came to listen in on a conversation between him and Uncle Hairy.";
+ next;
+ mes "[Poze]";
+ mes "Long ago, a great alchemist came by Snowysnow's hometown and happened to meet Snowysnow dying, melting down into water. However, Snowysnow was miraculously revived by that Alchemist.";
+ next;
+ mes "[Poze]";
+ mes "But that's pretty much all I know. For the actual details, you should ask ^3355FFUncle Hairy Cantata^000000.";
+ set xmas_npc,4;
+ close;
+ }else{
+ mes "[Poze]";
+ mes "Welcome to Lutie,";
+ mes "the town which blesses";
+ mes "all of its visitors with";
+ mes "the spirit of Christmas!";
+ mes "Merry Christmas !";
+ next;
+ mes "[Poze]";
+ mes "Here in this magical land of fun and fancy, you can enjoy the spirit of Christmas all year round~! Isn't that wonderful?";
+ next;
+ mes "[Poze]";
+ mes "Lutie isn't merely just a simple attraction. We have convenient facilities like the other towns, but in a festive environment.";
+ next;
+ mes "[Poze]";
+ mes "So if you decide to stay here for a while, you should have all the comforts that you need. Merry Christmas~";
+ close;
+ }
+}
+
+xmas,176,236,4 script Uncle Hairy 712,{
+ if(xmas_npc == 4) {
+ if(countitem(1024) > 0 && countitem(938) > 0) {
+ mes "[Cantata]";
+ mes "Oh? Y-y-you've got the stuff? Goooooooood. It's been so long since I've been able to have some of this... G-give it to me!";
+ next;
+ delitem 1024,1; // Chinese_Ink
+ delitem 938,1; // Sticky_Mucus
+ mes "^3355FFYou quickly handed him the Squid Ink and Sticky Mucus and watched with a little disgust as he relished the flavor.^000000";
+ next;
+ mes "[Cantata]";
+ mes "*Burrrrpppp~*";
+ mes "Well, now it's the time for my story. Keep in mind that this is the whole story from what I know. I'm not sure how much you've already heard though...";
+ next;
+ mes "[Cantata]";
+ mes "A long time ago,";
+ mes "there was a great";
+ mes "Alchemist living";
+ mes "in the far north.";
+ mes "His name was";
+ mes "^3355FFPhilip Varsez^000000!";
+ next;
+ mes "[Cantata]";
+ mes "He was always foremost in the research of alchemy and needed rare materials to conduct his studies. Because of that, he had to travel the world in search of materials containing magical energies...";
+ next;
+ mes "[Cantata]";
+ mes "One day, his travels brought him to a northern village known for its freezing weather. But when he arrived, he was welcomed by a smouldering town that had recently been destroyed.";
+ next;
+ mes "[Cantata]";
+ mes "It was a grim sight: People were lying at the roadside, groaning in agony. As Varsez walked by, each villager would beg, 'K-Kill me...' and plead for him to put them out of their misery.";
+ next;
+ mes "[Cantata]";
+ mes "Amidst the woeful cries of despair, the wails of two infants reached the ears of Philip Varsez. He rushed to investigate and found two babies cushioned in the bosom of a melting snowman.";
+ next;
+ mes "[Cantata]";
+ mes "That snowman...";
+ mes "was ^3355FFSnowysnow^000000.";
+ next;
+ mes "[Cantata]";
+ mes "Being the wise Alchemist that he is, Varsez deduced that Snowysnow sacrificed himself to protect those two babies from the great disaster that had destroyed the village.";
+ next;
+ mes "[Cantata]";
+ mes "Varsez was touched, and was determined to save the life of this snowman with his alchemy. He would then transport him here to Lutie, the safest place in the world.";
+ next;
+ mes "[Cantata]";
+ mes "Of course, there was another rumor that, in addition to the mercy from that Alchemist, Snowysnow was able to survive due to the special properties of his snow.";
+ next;
+ mes "[Cantata]";
+ mes "It's believed that Snowysnow's snow used to cover a mysterious field that would be filled with the bloom of magical flowers.";
+ next;
+ mes "[Cantata]";
+ mes "Muhahaha~";
+ mes "Well, that's pretty much all I know. I hope you were able to learn what you wanted from my story! Haw haw haw!";
+ next;
+ mes "[Cantata]";
+ mes "Well...";
+ mes "Now that I think about it...";
+ next;
+ mes "[Cantata]";
+ mes "Snowysnow can not only speak, but he also seems to be able to create an endless supply of Christmas presents. Or at least, that's what I hear.";
+ next;
+ mes "[Cantata]";
+ mes "^3355FFThachentze^000000, that lovely pickle maker, knows more about it. So if you're curious, you should go talk to her. Alrighty then, Merry Christmas!";
+ set xmas_npc,5;
+ close;
+ }else{
+ mes "[Cantata]";
+ mes "Oh yeah? Heard about me from Poze, did you? Haw haw haw! Yeah, I know a little bit about Snowysnow. In fact, I may even be his weak point, since...";
+ next;
+ mes "[Cantata]";
+ mes "I know";
+ mes "the secret of";
+ mes "^3355FFSnowysnow's birth^000000!!";
+ next;
+ mes "[Cantata]";
+ mes "Are you curious?";
+ mes "Heh heh heh~ Well, don't think I'll let you know unless you give me something in return!";
+ next;
+ mes "[Cantata]";
+ mes "Living in this";
+ mes "town doesn't give me";
+ mes "much of a chance to enjoy";
+ mes "a man's drink. Hmmm, bring me...";
+ next;
+ mes "[Cantata]";
+ mes "^3355FF1 Squid Ink^000000 and";
+ mes "^3355FF1 Sticky Muscus^000000!";
+ next;
+ mes "[Cantata]";
+ mes "Wahhahaha! What the hell is that look for?! Never you mind my gourmet sense of taste! Now get to work~!";
+ close;
+ }
+ }
+ else {
+ mes "[Cantata]";
+ mes "Merry Christmas!";
+ mes "Welcome to Lutie!";
+ next;
+ mes "[Cantata]";
+ mes "It looks like the cold has brought a rosiness to your cheeks.";
+ mes "Haw haw haw!";
+ next;
+ mes "[Cantata]";
+ mes "Be careful, it wouldn't be good for you to catch the Lutie Flu.";
+ mes "...";
+ next;
+ mes "[Cantata]";
+ mes "*Sigh* That reminds me...";
+ mes "My little boy had a terrible case of the Lutie Flu a while ago.";
+ next;
+ mes "[Cantata]";
+ mes "It was during the night, and there was no place I could get any medicine. It seemed I could do nothing for my little boy.";
+ next;
+ mes "[Cantata]";
+ mes "I thought the least I could do for my son was get something cold to bring down his fever, but the snow of Lutie kept on melting after being placed on his forehead. He was burning up, and I was failing to relieve him.";
+ next;
+ mes "[Cantata]";
+ mes "It was then that";
+ mes "I knew I needed";
+ mes "some magic ice.";
+ next;
+ mes "[Cantata]";
+ mes "Eventually, I found myself in the Christmas dungeon without any goal in mind. Inside I found, thank God, a certain creature made entirely of ice!";
+ next;
+ mes "[Cantata]";
+ mes "It was an ^3355FFIceporing^000000! The local people used to call it 'Icepantzering.' Anyway, I was able to save my boy's life with it. Thank goodness something like that was around in this town.";
+ next;
+ mes "[Cantata]";
+ mes "Oops, I think I've talked a bit much. Merry Christmas~!";
+ close;
+ }
+}
+
+xmas,134,112,4 script Snowman 710,{
+ if (checkweight(1201,1) == 0 ) {
+ cutin "rutie_snownow01.bmp",2;
+ mes "- Wait a minute !! -";
+ mes "- Currently you're carrying -";
+ mes "- too many items with you. -";
+ mes "- Please try again -";
+ mes "- after you loose some weight. -";
+ close2; cutin "",255; end;
+ }
+ cutin "rutie_snownow03.bmp",2;
+ mes "[Snowysnow]";
+ mes "I'm...";
+ mes "I'm so lonely!";
+ next;
+ mes "[Snowysnow]";
+ mes "Always stuck here...";
+ mes "On the same spot...";
+ mes "Day after day after day after day after day after day after day after day after day after day...";
+ next;
+ switch(select("^3355FFSnowysnow?^000000:Info about the Christmas dungeon:Quit this conversation")) {
+ case 1:
+ if (xmas_npc < 2) {
+ cutin "rutie_snownow01.bmp",2;
+ mes "[Snowysnow]";
+ mes "I was born in an area to the north where it snowed all the time, and was much colder than Lutie, if you can believe that.";
+ next;
+ mes "[Snowysnow]";
+ mes "I was made with love by a human, and I was really happy there. Life was simple, but it was full of quiet bliss.";
+ next;
+ mes "[Snowysnow]";
+ mes "I thought I could live the rest of my life in that kind of contentment. But... It was not to be.";
+ next;
+ cutin "rutie_snownow01.bmp",2;
+ mes "[Snowysnow]";
+ mes "One fateful day, some ugly old woman came to our town. People say her name was 'Merlophechum,' and that she was from some strange cave town where the weather was always hot.";
+ next;
+ mes "[Snowysnow]";
+ mes "On the third night she was there, she set the town on fire with frightening magic. Everyone was running in panic amongst the fear and chaos. And somehow, I was knocked out.";
+ next;
+ cutin "rutie_snownow02.bmp",2;
+ mes "[Snowysnow]";
+ mes "I didn't notice how much time passed after that, but when I woke up, I was here. Well, I can say that this place, Lutie, is pretty much like heaven.";
+ next;
+ mes "[Snowysnow]";
+ mes "Everyone here is never worried, and I'm always hearing Christmas carols and stuff.";
+ next;
+ cutin "rutie_snownow03.bmp",2;
+ mes "[Snowysnow]";;
+ mes "But still...";
+ mes "Sometimes all that Christmas joy somehow doesn't cure the dark loneliness that wells deep inside of me.";
+ next;
+ mes "[Snowysnow]";
+ mes "So will you be my friend? If you do, I'll be your friend too~";
+ close2; cutin "",255; end;
+ }else{
+ switch(xmas_npc) {
+ case 2:
+ cutin "rutie_snownow01.bmp",2;
+ mes "[Snowysnow]";
+ mes "Oh...?";
+ mes "So you've met Duffle?";
+ mes "Yeah, sometimes she";
+ mes "stops by and says 'hi...'";
+ next;
+ mes "[Snowysnow]";
+ mes "It's weird that the people of Lutie call me a mysterious, magical snowman. I mean, inside, aren't I just the same as regular people?";
+ next;
+ mes "[Snowysnow]";
+ mes "*Sniff* S-sometimes,";
+ mes "I don't even know what I am. But even so, the people of Lutie try to accept me no matter what.";
+ next;
+ mes "[Snowysnow]";
+ mes "^3355FFPoze^000000 gave me his glamour photo with his address on it, and told me to visit him whenever I'm feeling blue. I was so happy to hear that...";
+ next;
+ mes "[Snowysnow]";
+ mes "But then fate played its cruel joke on me once again, and I realized that I had no legs to visit him with.";
+ next;
+ mes "[Snowysnow]";
+ mes "How did I ever get to this town? And how in the world am I able to talk?! I-It's not natural, is it? Does... Does that make me a monster?";
+ next;
+ mes "^3355FFSnowysnow is immersed in his deep thoughts, and seems^000000";
+ mes "^3355FFfixated on Poze's memento.^000000";
+ set xmas_npc,3;
+ close2; cutin "",255; end;
+ case 3:
+ cutin "rutie_snownow01.bmp",2;
+ mes "[Snowysnow]";
+ mes "...";
+ next;
+ mes "^3355FFSnowysnow is immersed in his deep thoughts, and seems^000000";
+ mes "^3355FFfixated on Poze's memento.^000000";
+ close2; cutin "",255; end;
+ case 4:
+ cutin "rutie_snownow01.bmp",2;
+ mes "[Snowysnow]";
+ mes "Oh goody!";
+ mes "You've met Poze!";
+ next;
+ mes "[Snowysnow]";
+ mes "He's such an honest, good hearted guy. I hope he and Duffle get together someday.";
+ next;
+ mes "[Snowysnow]";
+ mes "...Oh no~!";
+ mes "Did I say that out loud? That was supposed to stay in my head! I'm soooo sorry! Boy, I can be a real dum-dum head, huh?";
+ next;
+ mes "[Snowysnow]";
+ mes "Yeah...";
+ mes "Poze is in love with Duffle. And she's kind to everybody, except for Poze.";
+ next;
+ mes "[Snowysnow]";
+ mes "But I know that's because she likes him a whole whole lot! Hee hee hee!";
+ close2; cutin "",255; end;
+ case 5:
+ cutin "rutie_snownow01.bmp",2;
+ mes "[Snowysnow]";
+ mes "Oh...?";
+ mes "You've met";
+ mes "^3355FFUncle Hairy Cantata^000000?";
+ next;
+ cutin "rutie_snownow02.bmp",2;
+ mes "[Snowysnow]";
+ mes "Sure, he has a loud voice, doesn't take showers and smells like rotting food. But he's a funny guy with a warm heart. Everybody loves him!";
+ next;
+ mes "[Snowysnow]";
+ mes "Of course, he still enjoys drinking strange things. They say it's a miracle that he doesn't have a tummyache. Hee hee~! Oh, I love that guy!";
+ close2; cutin "",255; end;
+ case 6:
+ cutin "rutie_snownow01.bmp",2;
+ mes "[Snowysnow]";
+ mes "Oh...?";
+ mes "You've met";
+ mes "^3355FFAunt Thachentze^000000?";
+ next;
+ mes "[Snowysnow]";
+ mes "Yeah, she's a pickle expert, alright. Oh right, would you give this to her? I've been keeping the roughest salt in the world for her as a bit of a favor.";
+ next;
+ set xmas_npc,7;
+ mes "^3355FFSnowysnow gave you the roughest salt in the world^000000.";
+ next;
+ mes "[Snowysnow]";
+ mes "I like her cooking because it's soooo delicious! Sometimes, she gives me grape syrup on snow flakes. Anyway, please deliver that salt for me, buddy~!";
+ close2; cutin "",255; end;
+ case 7:
+ cutin "rutie_snownow01.bmp",2;
+ mes "[Snowysnow]";
+ mes "'^3355FFThe roughest";
+ mes "salt in the world^000000...'";
+ mes "Wow. Now, that's rough! Aunt Tachentze is always making pickles, so she sure could use it soon!";
+ close2; cutin "",255; end;
+ case 8:
+ cutin "rutie_snownow01.bmp",2;
+ mes "[Snowysnow]";
+ mes "Hashokii, the boring clown? At first, he seems kind of dumb and not really that funny. But deep inside, he cares a lot about other people.";
+ next;
+ mes "[Snowysnow]";
+ mes "He's always trying his best to make those two orphans laugh and forget their troubles...";
+ close2; cutin "",255; end;
+ case 9:
+ cutin "rutie_snownow01.bmp",2;
+ mes "[Snowysnow]";
+ mes "Ah...";
+ mes "So you've met Charu Charu? That boy is so full of optimism and always looking forward. When he grows up, he's going to be a big shot!";
+ next;
+ mes "[Snowysnow]";
+ mes "I'm sure of it!";
+ mes "Hee hee hee~!";
+ close2; cutin "",255; end;
+ case 10:
+ cutin "rutie_snownow01.bmp",2;
+ mes "[Snowysnow]";
+ mes "Thank you for listening to me so far. I really appreciate that you try to understand me, even though you're a stranger here.";
+ next;
+ mes "[Snowysnow]";
+ mes "Now, you know me better than anyone else in this town. So, in return, I want to give you a small present.";
+ next;
+ mes "[Snowysnow]";
+ mes "Tah dah!";
+ mes "Pick anything";
+ mes "you want in here~";
+ next;
+ mes "^3355FFYou gingerly stir";
+ mes "your hand around in";
+ mes "Snowysnow's magical gift bag^000000.";
+ set .@snownow,rand(1,8);
+ next;
+ switch(.@snownow) {
+ case 1:
+ set xmas_npc,11;
+ getitem 529,5; // Candy
+ cutin "rutie_snownow02.bmp",2;
+ mes "[Snowysnow]";
+ mes "Wow~!";
+ mes "^3355FF5 Candy^000000!";
+ mes "Congratulations!";
+ break;
+ case 2:
+ set xmas_npc,11;
+ getitem 529,10; // Candy
+ cutin "rutie_snownow02.bmp",2;
+ mes "[Snowysnow]";
+ mes "Ooh~!";
+ mes "^3355FF10 Candy^000000!";
+ break;
+ case 3:
+ set xmas_npc,11;
+ getitem 530,5; // Candy_Striper
+ cutin "rutie_snownow02.bmp",2;
+ mes "[Snowysnow]";
+ mes "Hoooraaaay~!";
+ mes "^3355FF5 Candy Cane^000000!";
+ break;
+ case 4:
+ set xmas_npc,11;
+ getitem 530,10; // Candy_Striper
+ cutin "rutie_snownow02.bmp",2;
+ mes "[Snowysnow]";
+ mes "Wow, that's so great!";
+ mes "^3355FF10 Candy Cane^000000!";
+ break;
+ case 5:
+ set xmas_npc,11;
+ getitem 539,1; // Piece_Of_Cake
+ cutin "rutie_snownow02.bmp",2;
+ mes "[Snowysnow]";
+ mes "Aren't you lucky!";
+ mes "^3355FF1 Piece Of Cake^000000!";
+ break;
+ case 6:
+ set xmas_npc,11;
+ getitem 539,2; // Piece_Of_Cake
+ cutin "rutie_snownow02.bmp",2;
+ mes "[Snowysnow]";
+ mes "Now, isn't that nice?";
+ mes "^3355FF2 Piece Of Cake^000000!";
+ break;
+ case 7:
+ set xmas_npc,11;
+ getitem 538,5; // Well_Baked_Cookie
+ cutin "rutie_snownow02.bmp",2;
+ mes "[Snowysnow]";
+ mes "Oh woooooow~!";
+ mes "^3355FF5 Cookie^000000!";
+ break;
+ case 8:
+ set xmas_npc,11;
+ getitem 538,10; // Well_Baked_Cookie
+ cutin "rutie_snownow02.bmp",2;
+ mes "[Snowysnow]";
+ mes "*Gasp!* Ooh~";
+ mes "^3355FF10 Cookie^000000!";
+ break;
+ }
+ next;
+ mes "[Snowysnow]";
+ mes "My dear friend, please visit me from time to time, so that we can chitchat, okay? See you soon! And Merry Christmas!";
+ close2; cutin "",255; end;
+ case 11:
+ cutin "rutie_snownow02.bmp",2;
+ mes "[Snowysnow]";
+ mes "Hello hello!";
+ next;
+ mes "[Snowysnow]";
+ mes "You're always welcome in Lutie, especially by me, Snowysnow! Happy Kwanza, Happy Hannukah and Merry Christmas~!";
+ close2; cutin "",255; end;
+ }
+ }
+ case 2:
+ cutin "rutie_snownow01.bmp",2;
+ mes "[Snowysnow]";
+ mes "Around this wonderful town, eternally blessed with Christmas, there is a horrible dungeon, eternally cursed with Christmas.";
+ next;
+ mes "[Snowysnow]";
+ mes "I've heard that it's well decorated and looks just like a Toy Factory inside, where everything is so cute and pretty. They are Toy Soldiers and Gift Boxes as far as the eye can see!";
+ next;
+ cutin "rutie_snownow01.bmp",2;
+ mes "[Snowysnow]";
+ mes "Isn't that soooo exciting?! *Sigh* Even if it is a dungeon, I would like to go inside just to look. If only I was a real boy, or even had legs...";
+ close2; cutin "",255; end;
+ case 3:
+ cutin "rutie_snownow03.bmp",2;
+ mes "[Snowysnow]";
+ mes "Bye bye, friend~!";
+ mes "Thank you for listening me~";
+ mes "I'll see you again, someday! You'll always be in my heart~";
+ close2; cutin "",255; end;
+ }
+}
+
+xmas,146,136,4 script Hashokii 715,{
+ mes "[Hashokii]";
+ mes "Meeee~RrrrrYYYY Christmas~!";
+ mes "La La La~!";
+ mes "Dum di Dum di Dum!";
+ next;
+ switch(select("Yo Clown boy, what's up?:About Snowysnow:Quit conversation")) {
+ case 1:
+ mes "[Hashokii]";
+ mes "La La La~!";
+ mes "Dum di Dum di Dum!";
+ mes "Ooh, I'm trying to think of a good show to put on for Charu Charu and Marcell!";
+ next;
+ mes "[Hashokii]";
+ mes "They are getting smarter and wittier everyday, and now it seems that they don't laugh at my best jokes anymore. How did they get to be so clever?";
+ next;
+ mes "[Hashokii]";
+ mes "Well, if I work hard enough, they can't help but laugh at my hilarious jokes! So... I better start inventing better jokes. Like, pronto.";
+ next;
+ mes "[Hashokii]";
+ mes "La La La~!";
+ mes "Dum di Dum di Dum";
+ mes "Merry Christmas!";
+ close;
+ case 2:
+ if (xmas_npc == 8) {
+ mes "[Hashokii]";
+ mes "Dum di Dum di Dum";
+ mes "Ah ha! So you wanna learn more about Snowyshow! Let's see...";
+ next;
+ mes "[Hashokii]";
+ mes "Well, there are two naughty kids,";
+ mes "^3355FF' Charu Charu '^000000 and";
+ mes "^3355FF' Marcell '^000000. They attend my show regularly. I'm guessing you've heard the story from Cantata?";
+ next;
+ mes "[Hashokii]";
+ mes "Anyway, the two babies that were protected in Snowysnow's bosom? Yup, that's them. But Charu Charu and Marcell don't seem to know that Snowysnow saved them.";
+ next;
+ mes "[Hashokii]";
+ mes "Snowysnow told me the story of how he let his body fly into the air to block the giant fire ball that was about to hit them when they were babies. For their sake, he was willing to sacrifice himself.";
+ next;
+ mes "[Hashokii]";
+ mes "Why don't you go meet those 2 children? They might tell you the story we've never got the chance to hear. Okay then, good luck~! Bye bye!";
+ set xmas_npc,9;
+ close;
+ }else{
+ mes "[Hashokii]";
+ mes "Ah... ^3355FFSnowysnow^000000?";
+ mes "Of course I know him! Anyone who doesn't know Snowysnow is a total stranger around here! Sometimes, he and I share a nice chat...";
+ next;
+ mes "[Hashokii]";
+ mes "He makes such a a good audience for my show. But to be honest, I'm not sure if he really likes it or not. Most people don't seem to care for my jokes.";
+ next;
+ mes "[Hashokii]";
+ mes "It totally baffles me! How could they not like the best jokes in the world?! Sheeeeesh~";
+ next;
+ mes "[Hashokii]";
+ mes "Hmmm, sorry!";
+ mes "Anyway, Snowysnow";
+ mes "is a great guy!";
+ mes "La La La~!";
+ mes "Dum di Dum di Dum";
+ mes "Merry Christmas- !!";
+ close;
+ }
+ case 3:
+ mes "[Hashokii]";
+ mes "La La La~!";
+ mes "Dum di Dum di Dum";
+ mes "Merry Christmas~!";
+ close;
+ }
+}
+
+xmas,206,168,4 script Little Boy 706,{
+ if (xmas_npc == 9) {
+ mes "[Charu Charu]";
+ mes "Errrm?";
+ mes "Snowysnow?";
+ next;
+ mes "[Charu Charu]";
+ mes "Hmmm, well...";
+ mes "He's a nice snowman!";
+ mes "You want to know more about Snowysnow? Ummm, I'm not that smart! Ask Marcell!";
+ close;
+ }else{
+ mes "[Charu Charu]";
+ mes "Merry Merry Christmas!";
+ mes "Heheheheheh~!";
+ next;
+ mes "[Charu Charu]";
+ mes "Did you talk to that clown guy over there? Isn't he soooooo booooring? (-.-)";
+ next;
+ mes "[Charu Charu]";
+ mes "When Marcell and I watch his show, we feel like we're getting dumber and dumber~";
+ next;
+ mes "[Marcell]";
+ mes "Charu Charu!! Watch your mouth! How dare you say that about poor Hashokii?! He's always trying hard to make us happy!";
+ next;
+ mes "[Charu Charu]";
+ mes "Yeah, yeah.";
+ mes "Whatever~";
+ mes "I already know that!";
+ mes "But he's not funny at all!";
+ mes "I'd rather stay with ^3355FFSnowysnow^000000~";
+ next;
+ mes "[Charu Charu]";
+ mes "Oh well, if you didn't visit Snowysnow yet, you should see him at least once. He's funny!";
+ next;
+ mes "[Charu Charu]";
+ mes "Merry Christmas!";
+ mes "Enjoy your Holiday in Lutie~!";
+ close;
+ }
+}
+
+xmas,208,168,4 script Little Girl 703,{
+ if (xmas_npc == 9 || xmas_npc == 10) {
+ switch(xmas_npc) {
+ case 9:
+ mes "[Marcell]";
+ mes "You mean Snowysnow?";
+ mes "Of course I know him!";
+ next;
+ mes "[Marcell]";
+ mes "He's a nice and funny guy!";
+ mes "And as Charu Charu always insists, he's funnier than Hashokii~ (But please don't let Hashokii know!)";
+ next;
+ mes "[Marcell]";
+ mes "Well, Charu Charu and I are orphans, and don't remember our parents at all. We've been brought up by the people here in Lutie.";
+ next;
+ mes "[Marcell]";
+ mes "Uncle Cantata and Auntie Thachentze treated us like their own children, and Poze and Duffle have been like a brother and sister to us!";
+ next;
+ mes "[Marcell]";
+ mes "They're all nice and generous, and we always appreciate what they've done to take care of us.";
+ next;
+ mes "[Marcell]";
+ mes "I also heard Snowysnow doesn't have a mommy or daddy too. And I also heard Snowysnow and us weren't born here, but somewhere else.";
+ next;
+ mes "[Marcell]";
+ mes "I've heard that Snowysnow and us actually come from the same place, although I'm not sure yet. But I know that Snowysnow and me have the same kind of burns on our body.";
+ next;
+ mes "[Marcell]";
+ mes "Charu Charu and I have these old burns on our backs, and Snowysnow has a dark smudge on his tummy. So I think we got burned all at the same time...";
+ next;
+ mes "[Marcell]";
+ mes "Oh, now I see . . . . .";
+ mes "You wanna learn all about Snowysnow because you want to become his friend! He'll be so happy to know that! Ooh! Maybe he'll give you a present! Good luck!";
+ set xmas_npc,10;
+ close;
+ case 10:
+ mes "[Marcell]";
+ mes "More than anybody else, you know the most about Snowysnow! Please talk to Mr.Snowysnow, he'll be happy to know you care about him. Merry Christmas!";
+ close;
+ }
+ }else{
+ mes "[Marcell]";
+ mes "Merry Christmas~!";
+ next;
+ mes "[Marcell]";
+ mes "It's freezing out here...! And Charu Charu makes me colder with his unbearable jokes. And the wind's blowing so hard!";
+ next;
+ mes "[Marcell]";
+ mes "You know what? Snowysnow has a special power. He can make as many presents as Santa Claus! Isn't that great?";
+ next;
+ mes "[Marcell]";
+ mes "Huh? What's that look on your face for? Snowysnow has a big gift bag inside of his body, and gives gifts whenever he feels like it. What's so hard to believe about that?";
+ close;
+ }
+}
diff --git a/npc/pre-re/cities/manuk.txt b/npc/pre-re/cities/manuk.txt
new file mode 100644
index 000000000..1b33799f1
--- /dev/null
+++ b/npc/pre-re/cities/manuk.txt
@@ -0,0 +1,569 @@
+//===== rAthena Script =======================================
+//= Manuk Town
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.2
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Town-specific NPCs for Manuk.
+//===== Additional Comments: =================================
+//= 1.0 First Version.
+//= 1.1 Added more town NPCs
+//= 1.2 Added more town NPCs
+//============================================================
+
+// cat_enhance
+manuk,304,195,5 script Soldier#ep13pa829 454,{
+ if (isequipped(2782) == 1) {
+ mes "[Food Provider]";
+ mes "The Manuk family subsists mostly on refining Gray Hollows that were burried a long time ago deep down under the ground.";
+ close;
+ }
+ else {
+ mes "[Food Provider]";
+ mes "Gdiios duuie Dssoas pogggd fdrul fdddoweet";
+ close;
+ }
+}
+
+manuk,274,239,5 script Soldier#ep13_2 455,{
+ if (isequipped(2782) == 1) {
+ mes "[Injured Manuk Soldier]";
+ mes "I can't absorb Bradium Essence anymore because of my fatal injury.";
+ mes "Those wicked fairies attacked me and left me like this.";
+ close;
+ mes "[Injured Manuk Soldier]";
+ mes "I wish I could kill all the fairies...";
+ close;
+ }
+ else {
+ mes "[Injured Manuk Soldier";
+ mes "Bhiio aaas dgwer fdds rrrrrpppp Ee";
+ close;
+ mes "[Injured Manuk Soldier]";
+ mes "Foi dsddff gggeeeerr pqowe";
+ close;
+ }
+}
+
+manuk,107,233,5 script Soldier#ep13_3 454,{
+ if (isequipped(2782) == 1) {
+ mes "[Anxious Soldier]";
+ mes "Hurry, I am in big trouble. I lost all the Manuk Coins. I think I dropped them somewhere on the snowfield. Gosh, I saw them right before I fell asleep!";
+ close;
+ }
+ else {
+ mes "[Anxious Soldier]";
+ mes "Qosi dhhui rffd poaner ouh.";
+ close;
+ }
+}
+
+// ep13_2_hiki
+/*
+manuk,100,100,3 script Piom 454,{
+ if ((isequipped(2782) == 1) && (ep13_2_rhea == 100)) {
+ mes "[Piom]";
+ mes "�?����?�������?�����Fairy��";
+ mes "??���?�����Fairy��";
+ mes "�?������?j��?�������";
+ mes "?�?��?�����?�?";
+ close;
+ }
+ else {
+ mes "[Piom]";
+ mes "As our wi nueo woud bus";
+ mes "Gw pii rooop pishe";
+ mes "Fw iusbn podim bn usow ";
+ mes "Psbh io whe pasn jd";
+ close;
+ }
+}
+*/
+
+manuk,188,216,3 script Benknee#ep13_2_1 449,{
+ if ((isequipped(2782) == 1) && (ep13_2_rhea == 100)) {
+ mes "[Benknee]";
+ mes "What brings you here?";
+ mes "Are you a human?";
+ mes "If you are human, you shouldn't be here.";
+ next;
+ mes "[Benknee]";
+ mes "Jotunheim is a blessed and sacred place.";
+ mes "We, Saphas will be standing with our own feet.";
+ mes "And rise against oppression!";
+ close;
+ }
+ else {
+ mes "[Benknee]";
+ mes "Bdf sdio hs ioq";
+ mes "Wfn is ao ps od jd";
+ mes "No pip dd dow hso le";
+ next;
+ mes "[Benknee]";
+ mes "Wsd oup nc xkh d";
+ mes "Rww o jsd sp";
+ mes "Yd aihd oa sd s dd";
+ close;
+ }
+}
+
+manuk,169,260,3 script Piom#ep13_2_1 455,{
+ if ((isequipped(2782) == 1) && (ep13_2_rhea == 100)) {
+ mes "[Piom]";
+ mes "We, Saphas are always together!";
+ mes "Wherever we are. We are always connected to each other.";
+ mes "I don't know where you are from but, you should learn our spirits.";
+ close;
+ }
+ else {
+ mes "[Piom]";
+ mes "Ng go oois yus dd";
+ mes "You ii iaao nfb ud";
+ mes "Wqq ifn isp did";
+ mes "Uy ydf sd fs wee";
+ mes "Mgg gf fs d ff";
+ close;
+ }
+}
+
+manuk,218,163,3 script Galtun#ep13_2_1 450,{
+ if ((isequipped(2782) == 1) && (ep13_2_rhea == 100)) {
+ mes "[Galtun]";
+ mes "Recently, tiny things have been flying around.";
+ mes "I am not sure if they are flies or not.";
+ mes "But it is very annoying.";
+ next;
+ mes "[Galtun]";
+ mes "They can only use their small magic from a long distance.";
+ mes "But I can kick them off quickly.";
+ mes "They are so bothersome. But I better not waste my time with them.";
+ close;
+ }
+ else {
+ mes "[Galtun]";
+ mes "Ya sda sdou sh dbi";
+ mes "Av bu dgs ldo gp gf ";
+ mes "Jg gfs dsd fw eerr ";
+ next;
+ mes "[Galtun]";
+ mes "Mb ih ids oj fd";
+ mes "Pg sdf dd sd fff";
+ mes "Bq wer jfsd fsd ut yy";
+ mes "Nx cxd fsd fs df ";
+ close;
+ }
+}
+
+manuk,266,199,5 script Galtun#ep13_2_2 450,{
+ if ((isequipped(2782) == 1) && (ep13_2_rhea == 100)) {
+ mes "[Galtun]";
+ mes "I can relax now that we have those piles of Bradium.";
+ mes "But I am also worried that we can spend them in a short time.";
+ close;
+ }
+ else {
+ mes "[Galtun]";
+ mes "Bu iu bus sfi a sd";
+ mes "Zsd dwo uf sh osad ";
+ mes "Qdf aih fas io d hoas";
+ mes "Nas d iy as di";
+ close;
+ }
+}
+
+manuk,225,129,5 script Benknee#ep13_2_2 449,{
+ if ((isequipped(2782) == 1) && (ep13_2_rhea == 100)) {
+ mes "[Benknee]";
+ mes "Huh? Who?? Who are you??";
+ mes "Oh, you are not a fairy.";
+ mes "I thought you were a fairy thing.";
+ mes "Anyway, who are you? Can you speak?";
+ close;
+ }
+ else {
+ mes "[Benknee]";
+ mes "Bao j pj a sd";
+ mes "Gi oh as d";
+ mes "Ya sd Yrt sd ad";
+ mes "Bq we ojj jd";
+ close;
+ }
+}
+
+manuk,286,147,3 script Piom#ep13_2_2 454,{
+ if ((isequipped(2782) == 1) && (ep13_2_rhea == 100)) {
+ mes "[Piom]";
+ mes "I'll never forget the deep-rooted rancor against those traitors.";
+ mes "I remember how our ancestors died.";
+ mes "I swear that I would avenge them.";
+ next;
+ mes "[Piom]";
+ mes "First, I'll kick those bastards.";
+ mes "Those flying little things bother me so much.";
+ close;
+ }
+ else {
+ mes "[Piom]";
+ mes "Vio hs pf I aps";
+ mes "Vs ou oas de ee";
+ mes "Bzi sh da opd";
+ mes "Mc oju asop dj a ps";
+ next;
+ mes "[Piom]";
+ mes "Be juas da sd";
+ mes "Eoj ssr owq w e ";
+ mes "Wps dj i ao sj daasd asd";
+ close;
+ }
+}
+
+manuk,183,185,5 script Piom#ep13_2_3 454,{
+ set tongyeok,Ring_Of_Wise_King;
+ if ((isequipped(2782) == 1) && (ep13_2_rhea == 100)) {
+ mes "[Piom]";
+ mes "Our lives exist for Saphas.";
+ mes "On the other hand,";
+ mes "Saphas lives exist for me.";
+ mes "Hum hahaha!";
+ next;
+ mes "[Piom]";
+ mes "We, Saphas are always together!";
+ mes "Wherever we are!";
+ mes "Cheer for Saphas!";
+ close;
+ }
+ else {
+ mes "[Piom]";
+ mes "Esd fas hdi as sp ad osd";
+ mes "Ns id pie sj idf";
+ mes "Rto osd ps ad ";
+ mes "Mi sho oo pesd";
+ next;
+ mes "[Piom]";
+ mes "N sd sou as d ";
+ mes "Ma asd psh ds ii ";
+ mes "Qso uf lj dhis id";
+ close;
+ }
+}
+
+manuk,256,143,3 script Galtun#ep13_2_3 450,{
+ if ((isequipped(2782) == 1) && (ep13_2_rhea == 100)) {
+ mes "[Galtun]";
+ mes "I will devote myself to";
+ mes "protect my family and Saphas.";
+ mes "That is all I want...";
+ close;
+ }
+ else {
+ mes "[Galtun]";
+ mes "Mr ishh qw e ee";
+ mes "Baa eou sh ua sd";
+ mes "Up idhs ish dk I jsd";
+ close;
+ }
+}
+
+manuk,245,124,3 script Piom#ep13_2_4 455,{
+ if ((isequipped(2782) == 1) && (ep13_2_rhea == 100)) {
+ mes "[Piom]";
+ mes "Human, you think our battle is stupid, don't you?";
+ mes "And a waste of time?";
+ mes "But it is really depends on this war whether we can survive or not.";
+ close;
+ }
+ else {
+ mes "[Piom]";
+ mes "Nsa dhi pao sdi a jp das";
+ mes "Uaa as iijds kn sdg f";
+ mes "Bzi hd sia pasd ";
+ mes "Es do ja pda sj d";
+ mes "Bs oju lujdi ni sdgf g ";
+ next;
+ mes "[Piom]";
+ mes "Us id jd nai dh";
+ close;
+ }
+}
+
+// ep13_2_npc
+man_in01,346,135,0 script Worker#ep13bsg1 454,{
+ if (isequipped(2782) == 1) {
+ mes "[Worker]";
+ mes "It is dangerous if the valve is not checked properly every day.";
+ mes "In fact, there was an incident.";
+ mes "It gives me the creeps just thinking about it.";
+ close;
+ }
+ else {
+ mes "[Worker]";
+ mes "Gs df o aj ud pa";
+ mes "N sd asw ewt jj ";
+ mes "Ud aso pda s ";
+ close;
+ }
+}
+
+man_in01,393,134,3 script Worker#ep13bsg2 454,{
+ if (isequipped(2782) == 1) {
+ mes "[Worker]";
+ mes "What!! Wh.. Oh... I... I didn't fall asleep!!";
+ mes "Let's get back to work... that's right work...";
+ close;
+ }
+ else {
+ mes "[Worker]";
+ mes "Ns ad jai osd";
+ mes "Rt odj as jo dp as";
+ close;
+ }
+}
+
+man_in01,377,143,5 script Worker#ep13bsg3 454,{
+ if (isequipped(2782) == 1) {
+ mes "[Worker]";
+ mes "Hmm... It's working just fine... No probems at all...";
+ close;
+ }
+ else {
+ mes "[Worker]";
+ mes "Mou ii ros oa d d ";
+ close;
+ }
+}
+
+man_in01,333,128,5 script Worker#ep13bsg4 454,{
+ if (isequipped(2782) == 1) {
+ mes "[Worker]";
+ mes "My eyesight is getting weaker these days.";
+ close;
+ }
+ else {
+ mes "[Worker]";
+ mes "Yw I eus ia d ap s";
+ close;
+ }
+}
+
+man_in01,336,128,5 script Worker#ep13bsg5 454,{
+ if (isequipped(2782) == 1) {
+ mes "[Worker]";
+ mes "Isn't this fabulous?";
+ close;
+ }
+ else {
+ mes "[Worker]";
+ mes "R tt osj dj d";
+ close;
+ }
+}
+
+man_in01,283,288,3 script Worker#ep13bsg6 454,{
+ if (isequipped(2782) == 1) {
+ mes "[Worker]";
+ mes "It is fortunate to have lots of fine quality Bradium today.";
+ next;
+ mes "[Worker]";
+ mes "This is all that is left for us.";
+ close;
+ }
+ else {
+ mes "[Worker]";
+ mes "Qw eI hs pado as d p ";
+ next;
+ mes "[Worker]";
+ mes "Too fn ish d fd";
+ close;
+ }
+}
+
+// ep13_2_tre
+manuk,103,354,5 script Manuk Galtun#door1 450,{
+ if ((isequipped(2782) == 1) && (ep13_2_rhea == 100)) {
+ mes "[Manuk Galtun]";
+ mes "Here is Manuk where the Sapha who is descendant of Hwergelmir lives.";
+ close;
+ }
+ else {
+ mes "[Manuk Galtun]";
+ mes "Zd sng pps fsr";
+ close;
+ }
+}
+
+manuk,122,354,3 script Manuk Galtun#door2 450,{
+ if ((isequipped(2782) == 1) && (ep13_2_rhea == 100)) {
+ mes "[Manuk Galtun]";
+ mes "Here is Manuk where the Sapha who is descendant of Hwergelmir lives.";
+ close;
+ }
+ else {
+ mes "[Manuk Galtun]";
+ mes "To osn dia fg gh gh";
+ close;
+ }
+}
+
+manuk,99,334,5 script Manuk Piom#tre1 460,{
+ if ((isequipped(2782) == 1) && (ep13_2_rhea == 100)) {
+ mes "[Manuk Piom]";
+ mes "Galtuns are brave Sapha warriors.";
+ mes "I am a Piom class which is general labor.";
+ next;
+ mes "[Manuk Piom]";
+ mes "By virtue of the braveness of the Galtun, we can stand for a long time from the diversions of the Laphine.";
+ mes "We always appreciate their efforts.";
+ close;
+ }
+ else {
+ mes "[Manuk Piom]";
+ mes "H dn i sid p sd ";
+ mes "Nd isjd sapd j s id";
+ mes "Bsi o ps dkm jgf";
+ mes "Eo oo ptr n sid";
+ close;
+ }
+}
+
+manuk,103,311,3 script Manuk Piom#tre2 455,{
+ if ((isequipped(2782) == 1) && (ep13_2_rhea == 100)) {
+ mes "[Manuk Piom]";
+ mes "My leg...";
+ mes "It's time to already.";
+ close;
+ }
+ else {
+ mes "[Manuk Piom]";
+ mes "Fn is d id ";
+ mes "Yon sdi dh so dps";
+ close;
+ }
+}
+
+/*
+manuk,194,189,3 script Manuk Galtun#tre3 450,{
+ if ((isequipped(2782) == 1) && (ep13_2_rhea == 100)) {
+ mes "[Manuk Galtun]";
+ mes "��?������U�?�";
+ mes "��?��?��?���";
+
+ }
+ else {
+ end;
+ }
+}
+*/
+
+manuk,293,203,3 script Manuk Piom#tre4 454,{
+ if ((isequipped(2782) == 1) && (ep13_2_rhea == 100)) {
+ mes "[Manuk Piom]";
+ mes "Hey, Be careful!";
+ mes "This mineral is Bradium which is the life of our tribe.";
+ mes "If you don't handle the stone carefully, you'll be in trouble!";
+ close;
+ }
+ else {
+ mes "[Manuk Piom]";
+ mes "Bmm ish di sd";
+ mes "Fii sd ani s a d s k ds ";
+ mes "Ti h is so so pd";
+ close;
+ }
+}
+
+manuk,253,173,3 script Manuk Benknee#tre5 449,{
+ if ((isequipped(2782) == 1) && (ep13_2_rhea == 100)) {
+ mes "[Manuk Benknee]";
+ mes "Can you see that statue?";
+ mes "He's the Hwergelmir, who is like a legend for us Sapha.";
+ mes "He was a real majestic and brave man.";
+ close;
+ }
+ else {
+ mes "[Manuk Piom]";
+ mes "Ys oadj oa s d";
+ mes "Bni ii osd jo as das";
+ mes "Qa oj df isd oo o";
+ close;
+ }
+}
+
+// ep12_2_dailybs
+manuk,251,180,5 script Young Villager#ep13bs 454,{
+ if (isequipped(2782) == 1) {
+ mes "[Young Villager]";
+ mes "It's past the time of our date, why isn't she here yet!!?";
+ close;
+ }
+ else {
+ mes "[Asd]";
+ mes "Ywo di pi butfs oui Afbsu ";
+ close;
+ }
+}
+
+man_in01,360,137,5 script Mechanic#ep13bs 454,{
+ if (isequipped(2782) == 1) {
+ mes "[Mechanic]";
+ mes "Alien races are not allowed to enter.";
+ mes "It's very dangerous here, please don't come any closer.";
+ close;
+ }
+ else {
+ mes "[Asoui]";
+ mes "Fs iua sdjosow ww ";
+ mes "Adds wwpq iusnd ";
+ close;
+ }
+}
+
+man_in01,68,187,0 script Worker#ep13bs1 454,{
+ if (isequipped(2782) == 1) {
+ mes "[Worker]";
+ mes "Hmm, it smells delicious.";
+ mes "It should be time to turn it around now.";
+ next;
+ mes "[Worker]";
+ mes "Hardrock Mammoth steak should be eaten slightly raw!";
+ close;
+ }
+ else {
+ mes "[Tee]";
+ mes "As woue dpi sha we";
+ mes "Two psie bu le";
+ next;
+ mes "[Tee]";
+ mes "Tr sdou powee wwee ";
+ close;
+ }
+}
+
+man_in01,74,181,3 script Worker#ep13bs2 454,{
+ if (isequipped(2782) == 1) {
+ mes "[Worker]";
+ mes "Chef Cook, how many plates should I put down?";
+ close;
+ }
+ else {
+ mes "[Tee]";
+ mes "We pishd bugs ouwwe iro ";
+ close;
+ }
+}
+
+man_in01,227,280,5 script Scientist#ep13bs 449,{
+ if (isequipped(2782) == 1) {
+ mes "[Scientist]";
+ mes "Is there only one way we can survive..?";
+ close;
+ }
+ else {
+ mes "[Apti]";
+ mes "Dso piey pioit ioep ";
+ close;
+ }
+}
diff --git a/npc/pre-re/cities/morocc.txt b/npc/pre-re/cities/morocc.txt
new file mode 100644
index 000000000..5698016bb
--- /dev/null
+++ b/npc/pre-re/cities/morocc.txt
@@ -0,0 +1,782 @@
+//===== rAthena Script =======================================
+//= Morroc Town
+//===== By: ==================================================
+//= kobra_k88; L0ne_W0lf
+//===== Current Version: =====================================
+//= 2.2
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Morroc Town NPCs
+//===== Additional Comments: =================================
+//= Fully working
+//= Fixed Lapidary sprite, Implemented ANTHELL trigger
+//= (in both NPC/Warps) [Lupus]. Removed it from NPC and put in Warp
+//= 1.3 Removed some NPC due to Assassin Job Quest [kobra_k88]
+//= 1.3b mobs name corrected [Lupus], 1.3c - Adv classes support
+//= 1.4 Fixed typos [Nexon]
+//= 1.5 Added a lvl 4 weapon quest related NPC [MasterOfMuppets]
+//= 1.6 Added Bartender NPC, made by Persian69 [Vicious_Pucca]
+//= 1.7 Removed Duplicates [Silent]
+//= 1.8 Rescripted to Aegis 10.3 Standards. [L0ne_W0lf]
+//= 1.9 Removed duplicate NPC, changed temp char vars to temp npc. [L0ne_W0;f]
+//= 2.0 Fixed bad NPC header data to comply with rev. 11603. [L0ne_W0lf]
+//= 2.0a Fixed outdated info about Milk [Lupus]
+//= 2.1 Updated/Added NPCs for episode 12.1. [L0ne_W0lf]
+//= 2.2 Removed duplicate bartender NPC. (bugreport:4555) [L0ne_W0lf]
+//============================================================
+
+// Morroc
+//============================================================
+morocc,150,120,5 script Soldier - Morroc#01::MocSoldier 707,3,3,{
+ mes "[Morroc Soldier]";
+ mes "Hey, you! Stop there.";
+ next;
+ mes "[Morroc Soldier]";
+ mes "This is a restricted area. You can't come any further!";
+ close;
+
+OnTouch:
+ mes "[Morroc Soldier]";
+ mes "Hey, you! Stop there.";
+ next;
+ mes "[Morroc Soldier]";
+ mes "This is a restricted area. You can't come any further!";
+ close;
+}
+
+morocc,202,244,0 script Volunteer - Morroc#01 745,{
+ mes "[Morroc Volunteer]";
+ mes "After that terrible incident wiped out the entire Morroc, Rune-Midgard Kingdom has gathered us valunteers to help restorations.";
+ next;
+ mes "[Morroc Volunteer]";
+ mes "As important as it seems, everyone's being careful but there are always some that really don't realize the situation, don't you think?";
+ close;
+}
+
+morocc,88,133,3 script Volunteer - Morroc#02 748,{
+ mes "[Morroc Volunteer]";
+ mes "We're... We're flooded with work...";
+ next;
+ mes "[Morroc Volunteer]";
+ mes "This work's like never-ending, no matter how hard we try!!!";
+ mes "People of Rune-Midgard!! Please lend us a helping hand!!";
+ next;
+ mes "[Morroc Volunteer]";
+ mes "Haw.... Whew... Ugh...";
+ close;
+}
+
+morocc,202,110,0 script Volunteer - Morroc#03 730,{
+ mes "[Morroc Volunteer]";
+ mes "We're still unable to estimate the overall damage.";
+ next;
+ mes "[Morroc Volunteer]";
+ mes "Adventurers' Union and Prontera Kingdom are putting their efforts on restorations as well as restraints of the original cause of the disaster.";
+ next;
+ mes "[Morroc Volunteer]";
+ mes "Unless we settle the original cause, the damage will even spread out of Morroc. The only thing left is to get worse.";
+ close;
+}
+
+morocc,268,287,3 script Volunteer - Morroc#04 727,{
+ mes "[Morroc Volunteer]";
+ mes "As bad as it seems, we can't even ask for more support.";
+ mes "This sure must be the worst thing ever happened in Rune-Midgard's history.";
+ next;
+ mes "[Morroc Volunteer]";
+ mes "I wish I knew how bad the damage is, but we can't even estimate it. It's like shovelling sand against the tide..";
+ close;
+}
+
+morocc,37,287,0 script Volunteer - Morroc#05 79,{
+ mes "[Morroc Volunteer]";
+ mes "The town's all shattered, but the real problem is the towners.";
+ next;
+ mes "[Morroc Volunteer]";
+ mes "It's a real pity to see those victims of the destroyed town, but the witnesses of the disaster are so much shocked. They're simply not normal now.";
+ next;
+ mes "[Morroc Volunteer]";
+ mes "People are scared to death, but those are fortunate at least.. cause.. many others got mentally ill and stuff..";
+ close;
+}
+
+morocc,223,102,0 script Volunteer - Morroc#06::MocVolunteer 741,{
+ mes "[Morroc Volunteer]";
+ mes "Ugh.. It's kinda spooky, here.. Even this dry wind of the desert seems to have a dark nature.";
+ next;
+ mes "[Morroc Volunteer]";
+ mes "Ooh!! Something... I can feel something! The dark and gloomy air flowing around this town is actually giving me a musical motiff!";
+ next;
+ mes "[Morroc Volunteer]";
+ mes "Right, I think you should hear it! The title is.. 'The Rhapsody of Morroc Satan's Rebirth'!!";
+ next;
+ mes "[Morroc Volunteer]";
+ mes "When finally wake up, it's just the same darkness";
+ mes "Failed to be reborn at the same place,";
+ mes "Gotta try harder and harder, never ever give up,";
+ mes "But even after hundreds and thousands of trying,";
+ mes "The great Satan of Morroc can't revive~";
+ next;
+ mes "[Morroc Volunteer]";
+ mes "My stupid button men are useless,";
+ mes "Against those adventurers,";
+ mes "This time I must revive,";
+ mes "Cracking the time and the space,";
+ mes "Will be saved for the last~~~";
+ next;
+ mes "[Ringing Voice]";
+ mes "Be quiet! Can't you see what's going on?!";
+ specialeffect EF_HIT2,AREA,"Volunteer - Morroc#06";
+ next;
+ mes "[Morroc Volunteer]";
+ mes "Heyyy, you're being too harsh, Senyorita. Your fist may be as fragile as you are, but it sure can hurt somebody.";
+ next;
+ mes "[Ringing Voice]";
+ mes "Anyways, isn't that a crib? I think I heard something like that before..";
+ next;
+ mes "[Morroc Volunteer]";
+ mes "No, No way!? It,, sure is not!";
+ close;
+}
+
+morocc,226,102,4 duplicate(MocVolunteer) Volunteer - Morroc#07 726
+
+moc_ruins,123,154,0 script Young Man#moc01 99,{
+ mes "[Young Man]";
+ mes "The town's completely destroyed, but that giant triangular structure hasn't been harmed at all. Maybe it's protected by some kinda special power.";
+ next;
+ mes "[Young Man]";
+ mes "You know...Those giant, triangular buildings at the NorthWest corner of Morroc known are known to us as Pyramids...";
+ next;
+ mes "[Young Man]";
+ mes "Those things have been around here for thousands and thousands of years. No one knows when and why they were built, or who built them.";
+ next;
+ mes "[Young Man]";
+ mes "All we know is that tons of monsters live inside those weird buildings. You might wanna stay away from those really dangerous places.";
+ next;
+ mes "[Young Man]";
+ mes "Those monsters in the Pyramid would be very, very sensitive to sweet flash smell of people....";
+ close;
+}
+
+moc_ruins,128,153,0 script Grampa#moc 61,{
+ mes "[Old Scholar]";
+ mes "I've devoted my life to researching the mysterious pyramids near Morroc. I haven't been able to concretely confirm anything yet, but...";
+ next;
+ mes "[Old Scholar]";
+ mes "I'm sure that the largest pyramid contains the tomb of the ancient king, Osiris! I'm willing to stake my life on it!";
+ close;
+}
+
+moc_ruins,132,144,0 script Wolf Young Man#moc 85,{
+ mes "[Young Man]";
+ mes "I remember I said the bandits of desert are the desert wolves.. Those bastards always roam around in a bunch and they would get so cruel and outrageous if one of them got attacked.";
+ next;
+ mes "[Young Man]";
+ mes "They are so vicious, and I'm telling ya, I'm no kidding. You can only find some bones and rotten milk in the backpack after these wolves sweep through.";
+ mes "Those things are so mean and vicious..";
+ next;
+ mes "[Young Man]";
+ mes "But the thing is that.. I even kinda feel those merciless cold-blooded monsters are nothing to be afraid of, compared to what has happened in Morroc. Morroc is already a hell.";
+ close;
+}
+
+moc_ruins,115,144,3 script Muka Young Man#moc 83,{
+ mes "[Young Man]";
+ mes "I work in the trading business, so I always have to cross the hot, dry Morroc Desert on business.";
+ next;
+ mes "[Young Man]";
+ mes "But I can't do that anymore.";
+ next;
+ mes "[Young Man]";
+ mes "Now that I can't, I kind of miss the old days.";
+ next;
+ mes "[Young Man]";
+ mes "Like this one time, while I was in the middle of the desert, I got so thirsty that I caught a cactus.. but before I was able to cut it, it slapped me! Then it shot me in the arse with all these needles...";
+ next;
+ mes "[Young Man]";
+ mes "Later, I learned that it wasn't a normal cactus I found, but the monster we call 'Muka.'";
+ mes "Now I come to think of it, it was fun as much as dangerous.";
+ close;
+}
+
+moc_ruins,109,138,0 script Diamond Young Man#moc 99,{
+ mes "[Young Man]";
+ mes "The undisputed queen of jewels has to be the Diamond. After looking at it just once, no one can deny its beauty.";
+ next;
+ mes "[Young Man]";
+ mes "Many factors determine its value, but the most important thing is its size.";
+ next;
+ mes "[Young Man]";
+ mes "It should also be a perfect crystal, not cracked or chipped, if you want to sell the Diamond for a lot of zeny.";
+ next;
+ mes "[Young Man]";
+ mes "But look! The hardest stone in the world got broken in two!";
+ next;
+ mes "[Young Man]";
+ mes "I know it's not the time to worry about some gemstones but.. this.. was my everything..";
+ close;
+}
+
+morocc,54,251,0 script Young Man#moc02 89,{
+ mes "[Drunken Young Man]";
+ mes "Wait a second..! Are you perhaps an adventurer? Welcome! How's your trip?";
+ mes "Heh heh~ Let me tell you a story. You know I just got out of that Tavern, there, huh?";
+ next;
+ mes "[Drunken Young Man]";
+ mes "I heard the Satan Morroc has revived. It just got out of cracking the time and the space blar... hic~";
+ next;
+ mes "[Drunken Young Man]";
+ mes "Ah... I kinda wanna see that Satan with my own eyes, but! I really shouldn't. I shouldn't even dream of seeing that Satan in person.";
+ next;
+ mes "[Drunken Young Man]";
+ mes "But I think there'd be nothing to lose if you, a person of bravery, who came through the wile desert try to find it, don't you think? Teehee~ Don't forget to buy me a drink when you find it!";
+ mes "Hic!";
+ next;
+ mes "[Drunken Young Man]";
+ mes "Anyway, do you know where we are? I just had a little drink at a tavern, but all of a sudden, the whole town's disappeared when I got out.. or, some five hundred years have passed???!";
+ close;
+}
+
+moc_ruins,94,117,0 script Pale Looking Young Man 48,{
+ mes "[Pale-looking Young Man]";
+ mes "... That day... I saw the bloody moon in the sky. It was too silent that it felt so spooky.";
+ next;
+ mes "[Pale-looking Young Man]";
+ mes "Not even a whistle of dry wind, and the air so heavy and stuffy, I could hardly breathe.";
+ next;
+ mes "[Pale-looking Young Man]";
+ mes "But then, Bang! It was right that time that I saw the enormous amount of smoke rising up at the Castle of Morroc with an earsplitting sound.";
+ next;
+ mes "[Pale-looking Young Man]";
+ mes "All happened so fast. The Oasis of the Castle was all dried up and the town was destroyed. And... and that voice... I heard a voice.";
+ next;
+ mes "[Pale-looking Young Man]";
+ mes "Blood... Blood is what it takes to pay for the soul... and that dark sound of laughter...";
+ mes "Aah!!! It's... It's still ringing in my ears!!! Aahhhhh!!!!";
+ next;
+ mes "- It'd be better not to disturb him anymore -";
+ close;
+}
+
+moc_ruins,115,82,0 script Little Girl#moc 703,{
+ mes "[Little Girl]";
+ mes "-Crying-";
+ next;
+ mes "[Little Girl]";
+ mes "I'm so scared! Where's mom and dad...! hhooooo... Where's our house...";
+ next;
+ mes "[Little Boy]";
+ mes "Please stop crying, Eliese... You could even faint if you cry all day long, you know...";
+ next;
+ mes "[Little Girl]";
+ mes "No! No... Mommy... Daddy....";
+ close;
+}
+
+moc_ruins,118,82,1 script Little Boy#moc 706,{
+ mes "[Little Boy]";
+ mes "............... Let's stop crying, Eliese...";
+ next;
+ mes "[Little Girl]";
+ mes "Nooooooo... Mommy... Daddy....!!";
+ next;
+ mes "[Little Boy]";
+ mes "Mom and Dad are now...";
+ next;
+ mes "[Little Girl]";
+ mes "No...... noooooo...";
+ next;
+ mes "[Little Boy]";
+ mes "Right, you love ice-cream, don't you? I.. I can get you an ice-cream if you stop crying. Don't cry, Eliese, please.. Ok? Don't...";
+ close;
+}
+
+moc_ruins,121,116,4 script Picky Lady#moc 66,{
+ mes "[Syvia]";
+ mes "The fields of Rune-Midgard are infested with wild and dangerous monsters..But, you've got to admit a bunch of them are soooo cute!.";
+ mes "You know, like how Spore sticks out its tongue after you kill it..";
+ next;
+ mes "[Syvia]";
+ mes "Or, how little Picky wears that tiny egg shell sometimes?..";
+ next;
+ mes "[Syvia]";
+ mes "I can't believe what just has happened.. Our town used to be the one with those cute little monsters, not that kinda of visious dreadful Evil sleeping in! Whew...";
+ next;
+ mes "[Syvia]";
+ mes "I'm so scared... I just wanna ease my mind watching over those cute little Porings...";
+ next;
+ switch(select("What about Angeling?:How about Ghostring?:Quit Conversation")) {
+ case 1:
+ mes "[Syvia]";
+ mes "Ooh! Angeling is just like Poring, except it has angel wings! Of course, I don't know if they can actually fly..";
+ next;
+ mes "[Syvia]";
+ mes "Angelings are rarely seen, but can be found among large groups of Porings living in one of the fields south of Prontera.";
+ mes "Angeling is a high level monster with Holy property, so it's immune to most magic, aside from spells that have Neutral or Shadow attack properties.";
+ next;
+ mes "[Syvia]";
+ mes "Hehe~ Don't you think I know a lot about Porings? I love them soooo much";
+ next;
+ mes "[Syvia]";
+ mes "Hehe... Poring... Hee......";
+ close;
+ case 2:
+ mes "[Syvia]";
+ mes "Ghostring is an evil ghost Poring. It's rarely seen, but can be found among mass groups of Porings living in one of the fields south of Prontera.";
+ next;
+ mes "[Syvia]";
+ mes "Ghostring is a high-leveled monster with the Ghost property, so it can withstand all physical attacks.";
+ mes "Damage can only be caused to Ghostring through magic spells or weapons with an a specific property.";
+ next;
+ mes "[Syvia]";
+ mes "Hehe~ Don't you think I know a lot about Porings? I love them soooo much~";
+ next;
+ mes "[Syvia]";
+ mes "Hehe... Poring... Teehee......";
+ close;
+ case 3:
+ mes "[Syvia]";
+ mes "Hehe... Poring... Teehee......";
+ close;
+ }
+}
+
+moc_ruins,155,107,4 script Ant Man#moc 47,{
+ mes "[Akira]";
+ mes "Hey, you. Did you cross the desert?";
+ next;
+ mes "[Akira]";
+ mes "When you walk through the desert about one map North and 3 maps East, you'll find the entrance to Ant Hell.";
+ next;
+ mes "[Akira]";
+ mes "There are two different entrances to the Ant Hell. When you get inside, the 1st and the 2nd underground levels of winding looking caves are connected to each other.";
+ next;
+ mes "[Akira]";
+ mes "I'm really wondered how those entrances are after the horrible destruction, but I can't go out.. If you ever hear anything about it, please get me informed.";
+ next;
+ switch(select("About 'Ant Hell':About Ants:End Conversation")) {
+ case 1:
+ mes "[Akira]";
+ mes "That cave is sure a dangerous hell, sticky and all... There are 2 underground levels.";
+ mes "Just head East till you see the bridge which connects to the Payon Forest.";
+ next;
+ mes "[Akira]";
+ mes "In the map right before that bridge, head north to find the entrance to Ant Hell, though I'm not sure if it's still there.";
+ close;
+ case 2:
+ mes "[Akira]";
+ mes "Ant Hell is swarming with Ant monsters. You'll notice that they all classed with different names...";
+ next;
+ mes "[Akira]";
+ mes "Andre is the weakest, Piere is comparatively average, and Deniro is the strongest Ant. Keep that in mind so you can fight the Ants suitable to your level.";
+ next;
+ mes "[Akira]";
+ mes "Andre is colored in Ivory, Yellowish Green is Piere, and the Red one is Deniro.";
+ mes "It's really easy to distinguish those from Bitata, the commen ants because they look very different.";
+ next;
+ mes "[Akira]";
+ mes "Oh, and those ants are greedy as Porings and will try to steal your items, so keep that in mind.";
+ next;
+ mes "[Akira]";
+ mes "If you ever, could cross the desert without any disturbances from the Satan...";
+ close;
+ case 3:
+ mes "[Akira]";
+ mes "There's also an old man called Guias, the spirit of the earth. He's pretty hard to deal with.";
+ next;
+ mes "[Akira]";
+ mes "Sharp teeth and strong jaws of the ants would be something that you should be careful of, but the shovelling skills of that old granpa is very strong that you should watch out.";
+ next;
+ mes "[Akira]";
+ mes "...Well, what am I talking about? What is left to be afraid when the Satan of Morroc is revived? Huh..huhhuh...";
+ close;
+ }
+}
+
+moc_ruins,143,43,4 script Assassin Boy#moc 118,{
+ mes "[Slayer Kid]";
+ mes "Unbeatable in man-to-man fights, Assassins always overcome their enemies! Erm, always overcome their enemies without a trace.";
+ next;
+ mes "[Slayer Kid]";
+ mes "But what did they do when this destruction happened in Morroc!!!";
+ next;
+ switch(select("?????:Where I can find the Assassin clan?:End Conversation")) {
+ case 1:
+ mes "[Slayer Kid]";
+ mes "I hear Assassins practice killing people, quietly and stealthfully..";
+ next;
+ mes "[Slayer Kid]";
+ mes "I left home three years ago, and have been searching for their secret base ever since...";
+ mes "Are they really that invisible?!";
+ next;
+ mes "[Slayer Kid]";
+ mes "Well.. Maybe it'd too late now..";
+ mes "Now that the whole town's destroyed... I don't even care what happenes next...";
+ close;
+ case 2:
+ mes "[Slayer Kid]";
+ mes "You know what...";
+ mes "It seemed to be impossible to find.";
+ next;
+ mes "[Slayer Kid]";
+ mes "Well, I hear that if you leave this town and go 2 maps east, and then 2 maps South, you should be able to find it..";
+ next;
+ mes "[Slayer Kid]";
+ mes "The 'Mirage Tower,' the head building of Sograt Desert, is supposed to appear in this awesome sandstorm! But, I still haven't found it.";
+ next;
+ mes "[Slayer Kid]";
+ mes "If you find them, and the clan master thinks you're qualified, you can become an Assassin! Or, at least, I think..";
+ next;
+ mes "[Slayer Kid]";
+ mes "And I hear the coolest Assassin of them all is the Assassin Cross! But, that's even a bigger mystery~ You won't be able to see them unless you're a great thief!";
+ next;
+ mes "[Slayer Kid]";
+ mes "But then... What the hell were they doing when Morroc was destroyed?!!!";
+ close;
+ case 3:
+ mes "[Slayer Kid]";
+ mes "Assassin is one of the advanced jobs for Thief, and specializes in fighting with Neutral and Poison property attacks.";
+ next;
+ mes "[Slayer Kid]";
+ mes "They're also very sneaky! I hear that they're able to cloak so that no one can see them!";
+ next;
+ mes "[Slayer Kid]";
+ mes "But then... What the hell were they doing when Morroc was destroyed?!!!";
+ close;
+ }
+}
+
+moc_ruins,173,141,4 script Dimitri#moc 49,{
+ mes "[Dimitri]";
+ mes "The desert of Morroc has the highest average temperature in Midgard. You might as well think twice before you sit on the sand in the middle of the desert, cause your ass will be toasted.";
+ next;
+ switch(select("About the desert sands:About the remedy for Fatigue:End Conversation")) {
+ case 1:
+ mes "[Dimitri]";
+ mes "......What I mean is that...";
+ mes "It seems like it should be all burnt, but it's not!";
+ next;
+ mes "[Dimitri]";
+ mes "You can sit down and take a rest whenever you need to and your ass won't burn. I guess the Morroc sand doesn't conduct heat as much as it should.";
+ next;
+ mes "[Dimitri]";
+ mes "That's why everyone could recover the HP and SP in the middle of desert.";
+ next;
+ mes "[Dimitri]";
+ mes "Now I come to think of it, maybe the reason why Morroc has exceptionally high average temperature is because that Satan is sealed within.";
+ close;
+ case 2:
+ mes "[Dimitri]";
+ mes "Recovery!";
+ mes "That's what the potions are for!";
+ mes "Red Potions have become steadily popular since they're so affordable, even though they only recover a little bit of HP.";
+ next;
+ mes "[Dimitri]";
+ mes "Try this bottle of ice-cold potion when you go into the Oasis around the Pyramid...";
+ mes "Yeah.. you want this bad.. but the situation's not good...";
+ close;
+ case 3:
+ mes "[Dimitri]";
+ mes "Sometimes 'Milk' comes out of 'PecoPeco's Egg.' Now..";
+ mes "I'm not sure how the cow's milk comes out of some bird's egg...";
+ next;
+ mes "[Dimitri]";
+ mes "I may not be a man of science, but how is that even possible?.";
+ mes "I mean, did the Milk come prepackaged with the egg, or did it get in there somehow?..";
+ mes "Oh, whatever.. It's just not the time for this.";
+ close;
+ }
+}
+
+moc_ruins,174,120,4 script Fly Man#moc 54,{
+ mes "[Armani]";
+ mes "Ooh, Woooowwww.";
+ next;
+ mes "[Armani]";
+ mes "I... I really saw it.... The Fly Lord gets shattered in pieces in a blink of an eye...";
+ next;
+ mes "[Armani]";
+ mes "What is really going on? Would it be possible for us to survive??";
+ next;
+ switch(select("The Fly Lord?!")) {
+ case 1:
+ mes "[Armani]";
+ mes "Yes, yes! I'm talking about the Dragon Fly, master of all flies!!";
+ mes "The Dragon Fly is a special one that stays in the North-east of the town.";
+ next;
+ mes "[Armani]";
+ mes "It's so much stronger than the other flies.";
+ next;
+ mes "[Armani]";
+ mes "And when you kill it, there's even a chance that you might earn a ^880000Clip^000000 item!";
+ next;
+ mes "[Armani]";
+ mes "Anyways, don't you think the Satan Morroc is so cruel?";
+ mes "They may not be the same kind, but still isn't it cruel to take that monster's soul with a single blow?";
+ next;
+ mes "[Armani]";
+ mes "What should we do when this dreadful evil has come to life again!";
+ close;
+ }
+}
+
+moc_ruins,173,70,4 script Uncle Morroc#moc 48,{
+ mes "[Phlanette]";
+ mes "Morroc is located in an extremely dry region, surrounded by desert.";
+ mes "No place in the world is as hot as Morroc.";
+ next;
+ mes "[Phlanette]";
+ mes "I have a hunch that this hot and dry climate in Morroc is because of that Satan sealed deeper underground for so long.";
+ next;
+ switch(select("Tell me about the desert.:Quit Conversation")) {
+ case 1:
+ mes "[Phlanette]";
+ mes "Um.. I'll briefly tell ya about the desert if you want to know.";
+ mes "Due to low annual rainfall, low humidity and high evaporation rate, little vegetation can be found in the desert.";
+ next;
+ mes "[Phlanette]";
+ mes "Nonetheless, there are a few hardy plants that can survive and grow in the desert.";
+ next;
+ mes "[Phlanette]";
+ mes "Unfortunately some of those plants growing around Morroc have been mutated into monsters.";
+ mes "One of those is Muka, the mutated cactus..";
+ next;
+ mes "[Phlanette]";
+ mes "However, now that the Satan has revived, no one's sure of what changes would be made in the life cycles of Morroc.";
+ close;
+ case 2:
+ mes "[Phlanette]";
+ mes "Here and there!";
+ mes "Sand everywhere...";
+ mes "Oh, I curse you, the desert of Morroc!!";
+ mes "Damn you!";
+ next;
+ mes "[Phlanette]";
+ mes "But our of all this hatred, I didn't want it to be completely destroyed...";
+ next;
+ mes "[Phlanette]";
+ mes "How come it's never possible to know its value while it's still around?";
+ close;
+ }
+}
+
+moc_fild16,199,212,4 script Uncle Assassin#moc 55,{
+ mes "[Hashisid]";
+ mes "...Assassins are trained";
+ mes "to approach their enemies steathily,";
+ mes " as well as";
+ mes "to shroad their intent.";
+ mes "For this purpose,";
+ mes "we never";
+ mes "look our targets in the eye.";
+ next;
+ switch(select("Notion of Assassin:Quit Conversation")) {
+ case 1:
+ mes "[Hashisid]";
+ mes "Well, then..";
+ mes "I'll tell you what it is!";
+ mes "Assassins ..";
+ mes "may be commonly known as";
+ mes "infiltrators and murderers";
+ mes "who kill without remorse.";
+ next;
+ mes "[Hashisid]";
+ mes "In actuality,";
+ mes "the Assassin clan";
+ mes "is forbidden to harm innocent people,";
+ mes "or at least,";
+ mes "not without good reason";
+ next;
+ mes "[Hashisid]";
+ mes "Our true directive is to assassinate evil creatures,";
+ mes "and to use our stealth to gather intelligence";
+ mes "for the good of all Rune-Midgard.";
+ close;
+ case 2:
+ mes "[Hashisid]";
+ mes "Once upon a time,";
+ mes "our ancestors would";
+ mes "smoke tobacco called 'Hashish'";
+ mes "before performing their duties.";
+ mes "However, we no longer do so,";
+ mes "since insect or animal monsters are";
+ mes "very senstive to the smell.";
+ next;
+ mes "[Hashisid]";
+ mes "We strictly prohibit";
+ mes "smoking or eating";
+ mes "anything that has";
+ mes "strong smell...";
+ mes "If you ever,";
+ mes "try eating those";
+ mes "smelly garlic bread with spicies,";
+ next;
+ mes "[Hashisid]";
+ mes "and try hiding against";
+ mes "those wild boars or wolves,";
+ mes "believe me,";
+ mes "you'll be ripped in pieces.";
+ close;
+ }
+}
+
+moc_fild16,211,254,4 script Assassin#07rhea_30 118,{
+ mes "[La Conte]";
+ mes "Once Thiefs are promoted";
+ mes "to Assassins, which is very professional";
+ mes "they will be able to vary their battle style.";
+ mes "their battle style.";
+ mes "There are 2 main battle styles available to Assassins.";
+ mes "They may either wield dual daggers,";
+ mes "or fight with a set of Katars!";
+ next;
+ switch(select("Specialty of Katar:Specialty of Dual Daggers:Quit Conversation")) {
+ case 1:
+ mes "[La Conte]";
+ mes "A set of Katars is";
+ mes "worn on both of the hands,";
+ mes "and allows Assassins";
+ mes "to quickly slash their enemies.";
+ mes "Anyone can buy a basic set of Katars";
+ mes "in Morroc somewhere.";
+ mes "Of course, only Assassins can use them.";
+ next;
+ mes "[La Conte]";
+ mes "The right Katar";
+ mes "usually does more damage,";
+ mes "while the left Katar";
+ mes "is used for the follow-through.";
+ mes "But since Katars are equipped on both hands,";
+ mes "you can't equip a shield or an extra weapon.";
+ next;
+ mes "[La Conte]";
+ mes "Compared to Dual Daggers,";
+ mes "Katars have faster attack speed.";
+ mes "Also, the ^663399Sonic Blow^000000 skill";
+ mes "can only be used with Katars.";
+ next;
+ mes "[La Conte]";
+ mes "You can learn the Sonic Blow skill";
+ mes "at ^663399Level 4 Katar Mastery^000000.";
+ mes "If you're an Assassin,";
+ mes "it's a handy skill to know.";
+ next;
+ mes "[La Conte]";
+ mes "Sonic Blow is the skill";
+ mes "that inflicts 8 contineous hits of";
+ mes "Neutral damage.";
+ close;
+ case 2:
+ mes "[La Conte]";
+ mes "Dual Daggers";
+ mes "enables you to equip";
+ mes "2 different kinds of Daggers";
+ mes "at the same time.";
+ mes "Of course,";
+ mes "there are other weapons you can equip";
+ mes "aside from daggers,";
+ next;
+ mes "[La Conte]";
+ mes "but they'll probably";
+ mes "be lacking in attack speed.";
+ mes "So I suggest daggers.";
+ mes "Also, without a dagger";
+ mes "in your right hand,";
+ mes " you won't be able to use";
+ mes "the ^663399Double Attack^000000 skill.";
+ next;
+ mes "[La Conte]";
+ mes "So with Dual Daggers,";
+ mes "you would have a double attack";
+ mes "with the right hand dagger,";
+ mes " and a single attack with your left hand weapon.";
+ next;
+ mes "[La Conte]";
+ mes "So that's three strikes";
+ mes "in one blow!";
+ mes "You can't argue";
+ mes "against that kind of damage!";
+ close;
+ case 3:
+ mes "[La Conte]";
+ mes "Hopefully";
+ mes "you will make good use of";
+ mes "the weapons at your disposal.";
+ mes "Remember";
+ mes "the importance of";
+ mes "strategy and";
+ mes "planning your attacks.";
+ close;
+ }
+}
+
+// Other NPCs
+//============================================================
+//Bartender
+/*
+morocc_in,166,76,3 script Bartender#02 46,{
+ mes "[Bartender]";
+ mes "What are you going to order?";
+ next;
+ switch(select("Tropical Sograt:Vemillion the Beach:Nothing.")) {
+ case 1:
+ if (zeny >= 1000 ) {
+ set zeny,zeny-1000;
+ getitem 12112,1;
+ mes "[Bartender]";
+ mes "Here you go.";
+ mes "Fruits are major ingredients,";
+ mes "but don't drink too much.";
+ close;
+ }
+ break;
+ case 2:
+ if (zeny >= 1000 ) {
+ set zeny,zeny-1000;
+ getitem 12113,1;
+ mes "[Bartender]";
+ mes "Here you go.";
+ mes "but don't drink too much.";
+ close;
+ }
+ break;
+ case 3:
+ mes "[Bartender]";
+ mes "Hmm...";
+ close;
+ }
+ mes "[Bartender]";
+ mes "Are you asking me to give it for free?";
+ mes "You are one crazy person.";
+ mes "Don't even think about drinking if you don't have 1,000 zeny.";
+ close;
+}
+*/
+
+// Assassin Guild Guards
+//===================================================
+moc_fild16,195,281,4 script Assassin Guardian#1::SinGuard 707,{
+ mes "[Assassin Guardian]";
+ if(BaseJob == Job_Assassin) {
+ mes "Welcome.";
+ close;
+ }
+ set .@temp, rand(1,4);
+ if(.@temp == 1) mes "........";
+ if(.@temp == 2) mes "Hmmm..........";
+ if(.@temp == 3) mes "Hmmm... you shouldn't be here.....";
+ if(.@temp == 4) mes "You're trespassing on forbidden grounds.......";
+ close;
+}
+
+moc_fild16,204,281,4 duplicate(SinGuard) Assassin Guardian#2 707
+moc_fild16,207,281,4 duplicate(SinGuard) Assassin Guardian#3 707
+moc_fild16,216,281,4 duplicate(SinGuard) Assassin Guardian#4 707
+moc_fild16,200,231,4 duplicate(SinGuard) Assassin Guardian#5 707
+moc_fild16,211,231,4 duplicate(SinGuard) Assassin Guardian#6 707
+moc_fild16,200,257,4 duplicate(SinGuard) Assassin Guardian#7 707
+moc_fild16,211,257,4 duplicate(SinGuard) Assassin Guardian#8 707
+
diff --git a/npc/pre-re/cities/moscovia.txt b/npc/pre-re/cities/moscovia.txt
new file mode 100644
index 000000000..bb88d641f
--- /dev/null
+++ b/npc/pre-re/cities/moscovia.txt
@@ -0,0 +1,136 @@
+//===== rAthena Script =======================================
+//= Moscovia Town
+//===== By: ==================================================
+//= Kisuka
+//===== Current Version: =====================================
+//= 1.1
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= Moscovia Town Script
+//===== Additional Comments: =================================
+//= 1.0 First Version. [Kisuka]
+//= 1.1 Removed villagers (they are part of a quest). [Kisuka]
+//============================================================
+
+// Moscovia Transportation
+//============================================================
+alberta,246,51,4 script Moscovia P.R. Officer#1 960,{
+ mes "[Moscovia P.R. Officer]";
+ mes "Moscovia! Do you know Moscovia?";
+ mes "the paradise spreading on the endless seas...";
+ mes "Welcome to Moscovia";
+ mes "It's adventurous and mystic.";
+ next;
+ switch(select("About Moscovia...:Go to Moscovia.:Cancel")) {
+ case 1:
+ mes "[Moscovia P.R. Officer]";
+ mes "Moscovia is a beautiful kingdom";
+ mes "on an island located north of Rune";
+ mes "Midgarts.";
+ next;
+ mes "[Moscovia P.R. Officer]";
+ mes "I'm sure that you will be";
+ mes "absolutely fascinated";
+ mes "by Moscovia's beautiful scenery";
+ mes "and gorgeous palace.";
+ next;
+ mes "[Moscovia P.R. Officer]";
+ mes "Now that our long winter has";
+ mes "passed,";
+ mes "I'm happy that I can now show you";
+ mes "our gorgeous hometown.";
+ next;
+ mes "[Moscovia P.R. Officer]";
+ mes "If you feel like visiting Moscovia";
+ mes "take the chance now!";
+ mes "I'll help you to have a nice trip";
+ mes "to Moscovia!";
+ close;
+
+ case 2:
+ mes "[Moscovia P.R. Officer]";
+ mes "Ok then, let us start now.";
+ mes "You should pay me 10,000 zeny";
+ mes "to go to Moscovia.";
+ mes "But when you come back,";
+ mes "you don't have to pay.";
+ next;
+ mes "[Moscovia P.R. Officer]";
+ mes "Can we leave now?";
+ next;
+ if (select("Let's go!:Cancel") == 2) {
+ mes "[Moscovia P.R. Officer]";
+ mes "If you're too busy now,";
+ mes "please tell me again whenever you want.";
+ mes "I'm always ready to guide anyone to Moscovia.";
+ close;
+ }
+ if (Zeny < 10000) {
+ mes "[Moscovia P.R. Officer]";
+ mes "I'm sorry but you don't have";
+ mes "enough zeny now";
+ mes "You need 10,000 zeny";
+ mes "to go to Moscovia";
+ mes "Thank you.";
+ close;
+ }else{
+ mes "[Moscovia P.R. Officer]";
+ mes "Ok then, we're leaving now.";
+ close2;
+ set Zeny,Zeny - 10000;
+ warp "moscovia",163,55;
+ end;
+ }
+ case 3:
+ mes "[Moscovia P.R. Officer]";
+ mes "If you're too busy now,";
+ mes "please tell me again whenever you want.";
+ mes "I'm always ready to guide anyone to Moscovia.";
+ close;
+ }
+}
+
+moscovia,166,53,4 script Moscovia P.R. Officer#2 960,{
+ mes "[Moscovia P.R. Officer]";
+ mes "How was your trip?";
+ mes "Do you have good memories from Moscovia?";
+ mes "A ship is now leaving";
+ mes "for Rune Midgarts.";
+ next;
+ if (select("Return to Alberta:Cancel") == 2) {
+ mes "[Moscovia P.R. Officer]";
+ mes "If you want to see more";
+ mes "please take your time.";
+ close;
+ }
+ mes "[Moscovia P.R. Officer]";
+ mes "Please come and visit soon.";
+ mes "Ok then, Let's get going.";
+ close2;
+ warp "alberta",244,52;
+ end;
+}
+
+// Generic Moscovia NPCs
+//============================================================
+moscovia,253,166,4 script Soldier#mosk1 966,{
+ mes "[Soldier]";
+ mes "Our dear Csar Alexsay III is in the palace.";
+ mes "He rules over Moscovia.";
+ mes "Please be careful not to cause him any trouble.";
+ close;
+}
+
+// Moscovia Palace
+//============================================================
+- script Soldier#mosk::MoscSoldier 966,{
+ mes "[Soldier]";
+ mes "Please be silent or the Csar will be angry.";
+ close;
+}
+
+mosk_in,118,66,5 duplicate(MoscSoldier) Soldier#mosk02 966
+mosk_in,133,110,3 duplicate(MoscSoldier) Soldier#mosk03 966
+mosk_in,133,73,3 duplicate(MoscSoldier) Soldier#mosk04 966
+mosk_in,113,124,5 duplicate(MoscSoldier) Soldier#mosk05 966
diff --git a/npc/pre-re/cities/niflheim.txt b/npc/pre-re/cities/niflheim.txt
new file mode 100644
index 000000000..4df2ddba0
--- /dev/null
+++ b/npc/pre-re/cities/niflheim.txt
@@ -0,0 +1,355 @@
+//===== rAthena Script =======================================
+//= Niflheim Script
+//===== By: ==================================================
+//= Fyrien, Dizzy, PKGINGO
+//= Official NPCs translated and re-edited by Celest
+//===== Current Version: =====================================
+//= 1.5
+//===== Compatible With: =====================================
+//= [Aegis Conversion]
+//= rAthena SVN; Niflheim Required
+//===== Description: =========================================
+//= Official NPC's for Niflheim
+//= 1.01 Splitted file(guides, shops). Fixed rand() bugs,
+//= missing labels bugs, optimization [Lupus]
+//= 1.03 fixed end; -> close;
+//= 1.04-1.05 fixed several bugs with missing CLOSE button, wrong var name
+//= in Piano Keys quest
+//= fixed zeny/item, exploit in Sairin, some optimizations [Lupus]
+//= 1.06 some typos in some variables fixed (thx 2 Dr.Evil) [Lupus]
+//= 1.07 Fixed typos [Nexon]
+//= 1.08 Commented "Traveler" out as it is not official & we have correct Bungee quest in.
+//= Also removed TODO, as they are already done. [Vicious_Pucca]
+//= 1.1 Replaced nif_q_done with MISC_QUEST & 32. nif_t -> @nif_t [Lupus]
+//= 1.2 Removed Duplicates [Silent]
+//= 1.3 Moved Book of Devil and Piano quest to quests/quests_niflheim.txt [Evera]
+//= 1.4 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
+//= Removed Cursed Spirits as they were custom.
+//= 1.5 Added dummy "OnMyMobDead" event to Cursed Spirit. [L0ne_W0lf]
+//============================================================
+
+niflheim,52,147,3 script Keedz#nif 796,{
+ mes "[Keedz]";
+ mes "I don't allow any living person";
+ mes "to come in this place!";
+ close;
+}
+
+niflheim,195,211,6 script Gigantia#nif 796,3,3,{
+ if (isequipped(5038) || isequipped(2257) || isequipped(2256)) {
+ mes "[" + strcharinfo(0) + "]";
+ mes "What's up?";
+ next;
+ mes "[Gigantia]";
+ mes "Just...";
+ mes "Come over here.";
+ mes "I have something";
+ mes "I must do for you.";
+ next;
+ mes "[Gigantia]";
+ mes "Your horn is crooked.";
+ mes "Always make sure your horn";
+ mes "is worn straight and neat.";
+ mes "The Lord of Death is always";
+ mes "looking at you.";
+ close;
+ }
+ mes "[Gigantia]";
+ mes "The Lord of Death knows";
+ mes "and sees all. It's useless";
+ mes "to hide, and escape from";
+ mes "Death's sweet embrace.";
+ close;
+
+OnTouch:
+ if (isequipped(5038) || isequipped(2257) || isequipped(2256)) {
+ mes "[Gigantia]";
+ mes "Hey, wait!";
+ close;
+ }
+ end;
+}
+
+nif_in,16,27,1 script Undead Chicken#nif 800,{
+ percentheal -5,0;
+ mes "[Undead Chicken]";
+ mes "I lived a peaceful life as a normal chicken. But then came the day I was tragically killed and eaten by humans. Well... Heh heh~! Now it's my turn! *Cackles*";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Ouch...!";
+ mes "A chicken...";
+ mes "It bit me!";
+ next;
+ mes "[Undead Chicken]";
+ mes "Ho ho~!";
+ mes "I can talk AND feast";
+ mes "on living humans!";
+ mes "Being a zombie is great!";
+ mes "*Cackles*";
+ close;
+}
+
+nif_in,16,30,4 script Undead Familiar#nif 799,{
+ percentheal -5,0;
+ mes "[Vatoman]";
+ mes "Oooh, how handy, a living";
+ mes "human~! Fresh blood is";
+ mes "always tasty...! I think I'll just";
+ mes "take a liiittle sip.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Ow! My vein!";
+ mes "Did you just";
+ mes "suck my blood?!";
+ next;
+ mes "[Vatoman]";
+ mes "Mwahahaha~";
+ mes "Foolish mortal!";
+ mes "Beware my powers!";
+ close;
+}
+
+nif_in,156,93,5 script Child#nifflheim 793,{
+ mes "[Alakina Ann]";
+ mes "Where...where am I...?";
+ mes "I remember I was sleeping";
+ mes "and when I woke up, I was here...";
+ mes "Mommy, have you seen my mommy?";
+ mes "I wanna go home...*Sob*";
+ next;
+ switch(select("About the witch:About the curse:Cancel.")) {
+ case 1:
+ mes "[Alakina Ann]";
+ mes "Witch...? I've never seen a witch, but I've read about them in books. I'm not sure if they exist or not, but it would be so horrifying if they did...";
+ next;
+ mes "[Alakina Ann]";
+ mes "Why is it so cold in here...?";
+ mes "A-aren't you cold, or even scared? I wanna go home... It's warm over there. Could you help me get back... Please...? H-help me...";
+ close;
+ case 2:
+ mes "[Alakina Ann]";
+ mes "A c-curse...?";
+ mes "My grandma says that there are lots of curses in the world. Some of them, you can tell it's a curse. But there are other curses that follow you throughout life...";
+ next;
+ mes "[Alakina Ann]";
+ mes "Grandma says curses can take other forms... Like if someone's always mad at you, and won't forgive you, you can see that as a curse too.";
+ next;
+ mes "[Alakina Ann]";
+ mes "My grandma told me there's only one spell that can break a strong curse that you can't lift with Blessings...";
+ next;
+ mes "[Alakina Ann]";
+ mes "Klaatu...";
+ mes "Verata.....";
+ mes "Ne...ni...umm...?";
+ mes "What was the last part?";
+ mes "I-I can't remember";
+ mes "the last part of the spell!";
+ next;
+ mes "[Alakina Ann]";
+ mes "If you repeat the spell in that order, it will release you from someone's anger and hate. And if you do it near a bad spirit, they might get the curse instead.";
+ next;
+ mes "[Alakina Ann]";
+ mes "Why are you asking me about these scary kind of things...? I just wanna go home...";
+ close;
+ case 3:
+ mes "[Alakina Ann]";
+ mes "It's so cold in here...";
+ mes "I'm freezing...";
+ mes "And I wanna go home and";
+ mes "get away from this scary place...";
+ next;
+ mes "[Alakina Ann]";
+ mes "Please... help me.";
+ mes "Could you take me with you...?";
+ close;
+ }
+}
+
+niflheim,350,258,1 script Cursed Spirit#nif 802,{
+ killmonster "niflheim","Cursed Spirit#nif::OnMyMobDead";
+ mes "[Ashe Bruce]";
+ mes "I sense you're cursed";
+ mes "by a powerful spell...";
+ mes "Hmm... It's clear what";
+ mes "you must be up to....";
+ next;
+ mes "[Ashe Bruce]";
+ mes "You wish to get";
+ mes "rid of your curse....";
+ mes "By giving it to me!!";
+ next;
+ mes "[Ashe Bruce]";
+ mes "Just because I'm a cursed spirit, you adventurers think you can just dump your curses on me?!";
+ emotion e_an;
+ next;
+ mes "[Ashe Bruce]";
+ mes "I refuse to let";
+ mes "you remain here.....";
+ mes "Leave now, or I will";
+ mes "remove you by force....";
+ next;
+ mes "[Ashe Bruce]";
+ mes "....And...";
+ mes "....Whatever you do...";
+ mes "....Do NOT touch my books...";
+ next;
+ switch(select("Touch the first book.:Touch the second book.:Touch the third book.:Okay, I am leaving.")) {
+ case 1:
+ monster "niflheim",349,259,"Rideword",1478,1,"Cursed Spirit#nif::OnMyMobDead";
+ mes "[Ashe Bruce]";
+ mes "...!...";
+ mes "How dare you touch my books";
+ mes "when I specifically said";
+ mes "'Don't touch my books!'";
+ next;
+ mes "[Ashe Bruce]";
+ mes "....!...Grrrrr!";
+ mes "I shall tear you apart...!";
+ mes "Be bound by an eternal curse...!";
+ close;
+ case 2:
+ mes "[Ashe Bruce]";
+ mes "...!...";
+ mes "You dare touch my books?!";
+ mes "Right after I said not";
+ mes "to touch them...?!";
+ mes "Foolish mortal!";
+ mes "...BEGONE!";
+ close2;
+ warp "niflheim",34,162;
+ end;
+ case 3:
+ mes "[Ashe Bruce]";
+ mes "Muhahahaha....";
+ mes "Stubborn mortal~!";
+ mes "Fine! I will give you";
+ mes "a fighting chance and let";
+ mes "you cast a spell.";
+ next;
+ mes "[Ashe Bruce]";
+ mes "But Blessings won't";
+ mes "work with the curse";
+ mes "that you have...";
+ mes "And the spell to lift";
+ mes "your curse has been";
+ mes "lost to the ages~!";
+ emotion e_gg;
+ next;
+ if (select("Clover:Klaatu:Klaytos") == 2)
+ set .@spell,.@spell+1;
+ if (select("Verit:Veritas:Verata") == 3)
+ set .@spell,.@spell+1;
+ if (select("Necktie:Necklace:Nero:^FFFFFFNictu!!!^000000") == 4)
+ set .@spell,.@spell+1;
+ if (.@spell == 3) {
+ switch(rand(1,5)) {
+ case 1:
+ if (morison_meat < 15) {
+ set morrison_meat,15;
+ mes "[Ashe Bruce]";
+ mes "You... You broke the curse!";
+ mes "How did you know that spell?!";
+ next;
+ mes "[Ashe Bruce]";
+ mes "I suppose you expect for me to";
+ mes "melt in agony about now, don't";
+ mes "you? Well... Sorry to disappoint";
+ mes "you, mortal, but I can never die!";
+ close;
+ }
+ mes "[Ashe Bruce]";
+ mes "...! You cast the correct spell?!";
+ mes "...!...";
+ mes "But...You're still cursed...";
+ mes "Umhaaaaaaaaaaaaaaaaa.....!";
+ close;
+ case 2:
+ if (thai_head == 1) {
+ set thai_head,2;
+ mes "[Ashe Bruce]";
+ mes "What's...";
+ mes "this feeling?";
+ next;
+ mes "[Ashe Bruce]";
+ mes "No...!";
+ mes "NOOOOOOOOOOOOOOOO!";
+ next;
+ mes "[Ashe Bruce]";
+ mes "Why did your spell have to work?!";
+ close;
+ }
+ mes "[Ashe Bruce]";
+ mes "You...";
+ mes "cast the correct spell?!";
+ next;
+ mes "[Ashe Bruce]";
+ mes "Hoho~";
+ mes "But you're still cursed...";
+ close;
+ case 3:
+ if (thai_head == 8) {
+ set thai_head,7;
+ mes "[Ashe Bruce]";
+ mes "You... You broke the curse!";
+ mes "Who taught you that spell?!";
+ next;
+ mes "[Ashe Bruce]";
+ mes "I suppose you expect for me to";
+ mes "melt in agony about now, don't";
+ mes "you? Well... Sorry to disappoint";
+ mes "you, mortal, but I can never die!";
+ next;
+ mes "[Ashe Bruce]";
+ mes "So long as I'm...";
+ mes "still...";
+ mes "cursed.";
+ next;
+ mes "[Ashe Bruce]";
+ mes "NOOOOOOOOOO!";
+ close;
+ }
+ mes "[Ashe Bruce]";
+ mes "...! You cast the correct spell?!";
+ mes "...!...";
+ mes "But...You're still cursed...";
+ mes "Umhaaaaaaaaaaaaaaaaa.....!";
+ close;
+ case 4:
+ mes "[Ashe Bruce]";
+ mes "...! You cast the correct spell?!";
+ mes "...!...";
+ mes "But...You're still cursed...";
+ mes "Mwahahahaaaa.....!";
+ close;
+ }
+ }
+ monster "niflheim",345,259,"Orc Skeleton",1462,1,"Cursed Spirit#nif::OnMyMobDead";
+ monster "niflheim",347,261,"Orc Skeleton",1462,1,"Cursed Spirit#nif::OnMyMobDead";
+ monster "niflheim",344,253,"Orc Skeleton",1462,1,"Cursed Spirit#nif::OnMyMobDead";
+ monster "niflheim",346,251,"Orc Skeleton",1462,1,"Cursed Spirit#nif::OnMyMobDead";
+ monster "niflheim",349,249,"Orc Skeleton",1462,1,"Cursed Spirit#nif::OnMyMobDead";
+ monster "niflheim",350,260,"Orc Skeleton",1462,1,"Cursed Spirit#nif::OnMyMobDead";
+ monster "niflheim",353,256,"Orc Skeleton",1462,1,"Cursed Spirit#nif::OnMyMobDead";
+ mes "[Ashe Bruce]";
+ mes "Muhahahahahaha!";
+ mes "That's not the right spell!";
+ mes "Now, death awaits you!";
+ mes "You're eternally bound";
+ mes "to the curse...!";
+ close;
+ case 4:
+ mes "[Ashe Bruce]";
+ mes "...";
+ mes ".....";
+ next;
+ mes "[Ashe Bruce]";
+ mes "Well then.";
+ mes "Try not to trip on";
+ mes "your feet in your";
+ mes "rush to leave.";
+ close;
+ }
+
+OnMyMobDead:
+ end;
+}
diff --git a/npc/pre-re/cities/payon.txt b/npc/pre-re/cities/payon.txt
new file mode 100644
index 000000000..4af9f6d78
--- /dev/null
+++ b/npc/pre-re/cities/payon.txt
@@ -0,0 +1,1075 @@
+//===== rAthena Script =======================================
+//= Payon City
+//===== By: ==================================================
+//= Muad Dib (1.0) Darkchild (1.1) Muad Dib (1.2)
+//= Darkchild (1.3) DracoRPG (1.5) L0ne_W0lf (2.1)
+//===== Current Version: =====================================
+//= 2.1b
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= Payon City Npcs
+//===== Additional Comments: =================================
+//= Most Credits To Muad Dib, Some Stuff By Me
+//= 1.4 - Corrected a few typos
+//= 1.5 - Rescripted old NPCs + scripted new ones (from iRO Sak) [DracoRPG]
+//= 1.5b - Used Dino9021's script for the Gemstone exchanger [DracoRPG]
+//= 1.5b1 fixed Gemstone Exchanger NPC [Lupus]
+//= 1.5b2 added adv.classes/baby classes support [Lupus]
+//= 1.6 Fixed typo�s [Nexon]
+//= 1.7 Fixed bugs and exploits V__V [Lupus]
+//= 1.8 Removed Duplicates [Silent]
+//= 1.9 Fixed missing next;'s [Evera]
+//= 2.0 fixed some bugs, optimized script, added missing msg [Lupus]
+//= 2.1 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
+//= Moved Gemstone Trader "Jade" to /merchants/gemstone.txt
+//= Moved Fortune Teller to /other/fortune.txt
+//= 2.1b Added a missing close in the Monster Scholar. [L0ne_W0lf]
+//============================================================
+
+// Payon
+//============================================================
+payon,246,154,0 script Lady#payon 90,{
+ mes "[Lady]";
+ mes "A long time ago,";
+ mes "when Payon was still";
+ mes "developing, many of the";
+ mes "villagers lived in poverty.";
+ next;
+ mes "[Lady]";
+ mes "Many families had to struggle to survive, and often could not even afford to properly bury their dead. Some people threw their dead into the cave near the village.";
+ next;
+ mes "[Lady]";
+ mes "So in that cave, it is said that there are many walking Zombies,";
+ mes "the dead who cannot rest in peace and are unable to pass on to the next world.";
+ next;
+ mes "[Lady]";
+ mes "The Zombies, upon sensing the warmth of a human, begin to assault them, but that doesn't mean these Undead hold a grudge against";
+ mes "the living.";
+ next;
+ mes "[Lady]";
+ mes "Their rotten bodies can't leave the cold, dark and damp cave, so it's instinctual for them to attack warmth which would speed up the decomposition of their bodies.";
+ next;
+ mes "[Lady]";
+ mes "The Zombies in the Payon Cave";
+ mes "may be spooky, but their story";
+ mes "is also kind of tragic.";
+ close;
+}
+
+payon,134,211,4 script Young Man#payon 59,{
+ mes "[Young Man]";
+ mes "From your attire,";
+ mes "I can see that you";
+ mes "are a stranger here.";
+ mes "Welcome to Payon.";
+ next;
+ mes "[Young Man]";
+ mes "You must be a well-experienced fighter, otherwise you'd never be able to arrive here after passing the steep, mountainous areas and dangerous creatures surrounding this city.";
+ next;
+ mes "[Young Man]";
+ mes "I'm no expert at fighting, but someone once told me that sheer strength alone won't be able to win some battles.";
+ next;
+ mes "[Young Man]";
+ mes "Sometimes, you may encounter creatures protected by a hard-shell that don't be damaged by physical attacks. Only psychic power, like Magic, can easily defeat such creatures.";
+ next;
+ mes "[Young Man]";
+ mes "Of course, not everyone can study magic. The point is that you should keep different kinds of friends and comrades close to you, as you can't possibly handle every situation by yourself.";
+ close;
+}
+
+payon,173,82,0 script Young Man#2payon 88,{
+ mes "[Young Man]";
+ mes "I remember the story my dearly departed grandfather has told me.";
+ next;
+ mes "[Young Man]";
+ mes "It's about this Amulet that possesses an Evil Power.";
+ mes "With it, you could awaken";
+ mes "the Dead from the Grave.";
+ next;
+ mes "[Young Man]";
+ mes "Well, I'm not sure if it's true or not. But, I wonder, what would happen if I used it to summon";
+ mes "my grandfather from the other realm....";
+ next;
+ mes "[?]";
+ mes "^3299CCNever think";
+ mes "of such a thing...";
+ mes "My son.^000000";
+ next;
+ mes "[Young Man]";
+ mes "EEEEEEK-!";
+ mes "What was that?!";
+ mes "G-grandpa...?";
+ next;
+ mes "...";
+ next;
+ mes "...";
+ mes "......";
+ mes "[Young Man]";
+ mes "...";
+ mes "G-God...?";
+ close;
+}
+
+payon,158,246,3 script Guardsman#payon 708,3,3,{
+ end;
+
+OnTouch:
+ mes "[Guardsman]";
+ mes "This is the Central Palace of Payon. This place is open to the public, but in accordance with our laws, you must behave in an orderly fashion once inside.";
+ next;
+ mes "[Guardsman]";
+ mes "In the interest of protecting the peace, we will disarm your equipment once you enter.";
+ mes "Your cooperation is";
+ mes "much appreciated.";
+ nude;
+ close;
+}
+
+payon,249,156,1 script Woman#payon 66,{
+ mes "[Woman]";
+ mes "Welcome to Payon.";
+ mes "You must have had";
+ mes "a hard time getting";
+ mes "through the Payon Forest.";
+ mes "How was your trip?";
+ next;
+ mes "[Woman]";
+ mes "We've been receiving less tourists because of the increasing numbers of monsters outside, so it's quieter nowadays.";
+ next;
+ mes "[Woman]";
+ mes " To be honest, things are getting tough because of all those monsters. ^666666*Sigh...*^000000";
+ next;
+ mes "[Woman]";
+ if (sex == 1)
+ mes "Whoa~! I just noticed those arms of yours look pretty solid. You look pretty strong, guy. Just how many monsters have you killed?!";
+ else
+ mes "Oooh! I didn't notice before, but you look pretty strong beneath all of that feminine charm.";
+ next;
+ mes "[Woman]";
+ mes "Hey, I know of a good place for you to hunt. It just so happens that there's a cave in the middle of Payon.";
+ next;
+ mes "[Woman]";
+ mes "If you're interested, just head North, pass the forest, and go towards the Northwest. You'll know you've arrived when you're in the place filled with the smell of stinky monsters.";
+ next;
+ switch(select("It sounds dangerous!:I better prepare myself...!:That's a nice dress you're wearing~")) {
+ case 1:
+ mes "[Woman]";
+ mes "Oh come on, don't be a coward.";
+ mes "It's just a simple cave filled with normal monsters. It's quite safe. We've even established an Archer Village near that cave to prevent misfortunate incidents. Hohoohoho~ ";
+ break;
+ case 2:
+ mes "[Woman]";
+ mes "Oh don't worry about any preparations. There's a Tool Dealer right in front of the cave, so you can purchase anything you need from my husban, er, that guy~";
+ break;
+ case 3:
+ mes "[Woman]";
+ mes "Oh hohohoho!";
+ mes "So you've noticed?";
+ mes "I hear this is the";
+ mes "latest trend in Prontera";
+ mes "these days.";
+ next;
+ mes "[Woman]";
+ mes "Most of the women in this town don't know anything about fashion! My husband bought this for me as";
+ mes "a present. He makes quite a lot of money, you know. Hohohoho~";
+ break;
+ }
+ close;
+}
+
+payon,246,158,5 script Woman#2payon 66,0,0,{
+ mes "[Jim's Mother]";
+ mes "Oh boy~";
+ mes "There she goes again.";
+ mes "Without a doubt, that";
+ mes "woman is the town gossip.";
+ next;
+ mes "[Jim's Mother]";
+ mes "Please don't judge the rest";
+ mes "of the people living in Payon by her behavior. She's the only loudmouth. I guess she's just too excited about what the fortune teller told her.";
+ next;
+ mes "[Jim's Mother]";
+ if (sex == 1) {
+ mes "Ooh...!";
+ mes "You've got";
+ mes "such broad shoulders!";
+ mes "Will you go out with me?";
+ mes "I'll treat you to";
+ mes "a nice dinner~";
+ }
+ else {
+ mes "My, you're a pretty girl!";
+ mes "I'm sure you're always busy";
+ mes "beating the boys away with a stick...";
+ mes "Or a well timed insult joke.";
+ }
+ next;
+ if (select("Fortune Teller...? :Well, see you later~") == 1) {
+ mes "[Jim's Mother]";
+ mes "Oh yes...";
+ mes "There's an extraordinary fortune teller in the Central Palace of Payon. The more Zeny you pay her, the better fortune you'll get!";
+ next;
+ mes "[Jim's Mother]";
+ mes "She told me";
+ mes "I would meet";
+ mes "a nice guy this month.";
+ mes "Hohohoho~ ";
+ close;
+ }
+ mes "[Jim's Mother]";
+ mes "Mmmm...?";
+ mes "You don't have";
+ mes "any time to stay";
+ mes "and chit-chat with me?";
+ close;
+}
+
+payon,210,110,1 script Drunkard#payon 120,{
+ if (Class != Job_Archer) {
+ mes "[Drunkard]";
+ mes "Hey...";
+ mes "H-Hey...!";
+ next;
+ mes "[Drunkard]";
+ mes "I wonder why those";
+ mes "stupid Archers even";
+ mes "bother trying to aim!";
+ mes "You're all weak!";
+ mes "Weeeeak!";
+ next;
+ mes "[Drunkard]";
+ mes "Bwahahahaha!";
+ mes "Buy me a drink?!";
+ } else {
+ mes "[Drunkard]";
+ mes "An Archer!";
+ mes "Oh man, you guys!";
+ mes "You guys are the best!";
+ next;
+ mes "[Drunkard]";
+ mes "Bwahahahaha!";
+ mes "Buy me a drink?!";
+ }
+ next;
+ switch(select("Alright, but only one drink. :No thanks, pal.:Oh my God! Hell no! ")) {
+ case 1:
+ set zeny,zeny-100;
+ mes "[Drunkard]";
+ mes "Thanks...!";
+ mes "..Brother!";
+ next;
+ mes "[Drunkard]";
+ mes "Most people don't even wanna";
+ mes "buy me drinks! Maybe cuz I used to fool around too much with the ladies back in my day!";
+ next;
+ mes "[Drunkard]";
+ mes "Though, the women I used to play with are grannies now! Hahahaha! One of them still primps herself with makeup and stuff! Can you believe that?!";
+ next;
+ mes "[Drunkard]";
+ mes "I'm like...";
+ mes "Come on...!";
+ mes "Some faces are";
+ mes "beyond fixing!";
+ mes "Oh? I made a funny!";
+ mes "Bwahahahahahah!";
+ next;
+ mes "[Drunkard]";
+ mes "^666666*Gulp~ Gulp~*^000000";
+ mes "Man, this is great!";
+ mes "You the maaaaaaan~!";
+ mes "Muhahahahaha!";
+ break;
+ case 2:
+ mes "[Drunkard]";
+ mes "Bah!";
+ mes "Kids nowadays!";
+ mes "Now respect for";
+ mes "their elders! Fine!";
+ mes "I'm not gonna beg you!";
+ break;
+ case 3:
+ mes "[Drunkard]";
+ mes "Fine...!";
+ mes "Fine by me!";
+ break;
+ }
+ close;
+}
+
+payon,132,235,3 script Monster Scholar#02 98,{
+ mes "[Monster Scholar Vuicokk]";
+ mes "Nice to meet you.";
+ mes "I am called Vuicokk.";
+ mes "I am a scholar in the Monster Research organization of the Rune Midgarts Kingdom. Do you have any questions about monsters?";
+ next;
+ switch(select("Any news?:Undead Monsters?:Monster Research Organization?")) {
+ case 1:
+ mes "[Monster Scholar Vuicokk]";
+ mes "Payon is located deep inside the forest where it can easily be attacked by hordes of monsters. Monsters also come from the dangerous cave located near town.";
+ next;
+ mes "[Monster Scholar Vuicokk]";
+ mes "Since Undead monsters roam the Payon Cave, it has attracted the attention of the monster academic world. My job here is to analyze their characteristics.";
+ break;
+ case 2:
+ mes "[Monster Scholar Vuicokk]";
+ mes "What is most remarkable of the Undead monsters in Payon is their origin Most of them used to be citizens of Payon!";
+ next;
+ mes "[Monster Scholar Vuicokk]";
+ mes "However, these souls are";
+ mes "unable to rest in peace and still wander about as Undead bound";
+ mes "to this world.";
+ next;
+ mes "[Monster Scholar Vuicokk]";
+ mes "These monsters cannot be classified with other monsters that have mutated from living creatures, so our wise and benevolent ruler, King Tristram III, has taken a great interest in Payon's Undead.";
+ next;
+ mes "[Monster Scholar Vuicokk]";
+ mes "After all, some of these";
+ mes "Undead used to belong to";
+ mes "the Rune-Midgarts Kingdom.";
+ next;
+ mes "[Monster Scholar Vuicokk]";
+ mes "As his subjects,";
+ mes "King Tristram III";
+ mes "feels some responsbility";
+ mes "to release their souls.";
+ next;
+ mes "[Monster Scholar Vuicokk]";
+ mes "His Majesty has been supporting";
+ mes "us in our search to discover how to eliminate all of the Undead in this world. We will try to accomplish this goal as soon as we";
+ mes "possibly can.";
+ next;
+ mes "[Monster Scholar Vuicokk]";
+ mes "For the safety of our people,";
+ mes "for the sake of their bereaved families, and in accordance with King Tristram III's order, we must succeed!";
+ break;
+ case 3:
+ mes "[Monster Scholar Vuicokk]";
+ mes "As you may well know,";
+ mes "monsters have been endlessly spawning in this world, and the threat of their attacks is grows greater every day.";
+ next;
+ mes "[Monster Scholar Vuicokk]";
+ mes "In response to this,";
+ mes " the Monster Research";
+ mes "Organization has been formed.";
+ next;
+ mes "[Monster Scholar Vuicokk]";
+ mes "Talented people around the world have joined forces in an effort to deduce the origin of monsters, and a way to eliminate them once and for all.";
+ next;
+ mes "[Monster Scholar Vuicokk]";
+ mes "Of course, it's not";
+ mes "as easy as you would may believe. Many have sacrificed their lives in the pursuit of this knowledge.";
+ next;
+ mes "[Monster Scholar Vuicokk]";
+ mes "In our missions, the number of victims of monster attacks have been countless. Still, nothing can stop us. If our suffering can save humanity, so be it!";
+ next;
+ mes "[Monster Scholar Vuicokk]";
+ mes "^666666*Ahem*^000000 My apologies, I get too excited sometimes. But if you happen to meet other scholars such as myself, please treat them well. Our jobs are very difficult!";
+ break;
+ }
+ close;
+}
+
+// Inside Payon
+//============================================================
+payon_in01,180,7,2 script Waitress#payon 90,{
+ mes "[Pub Lady]";
+ mes "This place is always bustling with busy people. Little Novices come and go to become Archers, and everyone else is buying arrows while I have to stay here in this small shop.";
+ next;
+ mes "[Pub Lady]";
+ mes "And I'm sick and tired of making this noodle soup. I have to shower all the time so I can get rid of the smell. And it's not so easy";
+ mes "to get rid of.";
+ next;
+ mes "[Pub Lady]";
+ mes "I feel so...";
+ mes "Bored.";
+ mes "And lonely...";
+ next;
+ mes "[Pub Lady]";
+ if (sex == 1)
+ mes "Where I can find the right person, a hot and sexy hunk who can take me away from here? Um, hey mister, are you listening?";
+ else {
+ mes "Where I can find the right person, a cute, yet hard-bodied hunk who can take me away from here?";
+ mes "Um, hey lady, are";
+ mes "you listening?";
+ }
+ next;
+ mes "[Pub Lady]";
+ mes "The old fortune teller told me that I'd have great luck in the near future! But what's wrong with me? I'm just living day to day. Maybe I'm just dumb and wishy-washy.";
+ next;
+ mes "[Pub Lady]";
+ mes "I'm so sorry,";
+ mes "I've said too much.";
+ mes "Now I'm just acting stupid.";
+ mes "I'm sorry you had to listen";
+ mes "to all that.";
+ next;
+ mes "[Pub Lady]";
+ mes "So...";
+ mes "How may I help you? ";
+ next;
+ switch(select("Have you ever heard of Zombies?:Fortune Teller...?:I needs some booze.")) {
+ case 1:
+ mes "[Pub Lady]";
+ mes "Of course I've";
+ mes "heard of Zombies!";
+ mes "This is Payon, after all.";
+ mes "Zombies are the walking";
+ mes "Undead, and you can easily";
+ mes "find them around here.";
+ next;
+ mes "[Pub Lady]";
+ mes "I hear that they fear holiness, so Archers prefer to use arrow made out of silver, a holy metal, against them.";
+ next;
+ mes "[Pub Lady]";
+ mes "Legend says that the chief of this town used silver arrows against Zombies that used to be his brethren in order to release their souls so that they may rest in peace.";
+ next;
+ mes "[Pub Lady]";
+ mes "We believe that exorcising";
+ mes "Zombies in this way will lead them peacefully to the afterlife. Their souls no longer need to anguish.";
+ next;
+ mes "[Pub Lady]";
+ mes "You might not share our beliefs, but my grandfather was one of the Undead. I appreciate that the chief was able to free him from being bound to the world of the living.";
+ break;
+ case 2:
+ mes "[Pub Lady]";
+ mes "Oh! Our fortune teller is a really extraordinary person. Well, she doesn't hang around here as";
+ mes "much as she used to do. ";
+ next;
+ mes "[Pub Lady]";
+ mes "She used to stay here to tell fortunes for our patrons, but ever since the chief recognized her talents, she now stays in the Central Palace. So you'd better go there if you want to see her.";
+ break;
+ case 3:
+ mes "[Pub Lady]";
+ mes "You...";
+ mes "needs some";
+ mes "booze, eh?";
+ mes "Don't we all?";
+ next;
+ mes "[Pub Lady]";
+ mes "But I'm so sorry, we sold out.";
+ mes "And we can't afford to prepare alcohol anymore because of the hostile creatures out there. But please come again later. I'm sorry for the inconvenience.";
+ break;
+ }
+ next;
+ mes "[Pub Lady]";
+ mes "Have a nice";
+ mes "day, dearie.";
+ next;
+ mes "[Pub Lady]";
+ mes "^666666*Sob*^000000";
+ mes "When will I be romanced";
+ mes "by my perfectly formed,";
+ mes "yet well read man?";
+ close;
+}
+
+payon_in03,96,116,3 script Chief Guardsman#payon 708,3,3,{
+ end;
+
+OnTouch:
+ mes "[Chief Guardsman]";
+ mes "What brings";
+ mes "you here? ";
+ next;
+ mes "[Chief Guardsman]";
+ mes "I can see that you are not one of the Payon locals. I would just like to remind you to conduct yourself in an orderly manner. Remember,";
+ mes "you are a guest here.";
+ next;
+ mes "[Chief Guardsman]";
+ mes "In the interest of protecting the public peace, I will disarm your equipment. Thank you for your cooperation.";
+ nude;
+ close;
+}
+
+payon_in01,66,64,5 script Archer Zakk#payon 88,{
+ mes "[Archer Zakk]";
+ mes "I'm kind of worried";
+ mes "about one of my pals.";
+ next;
+ mes "[Archer Zakk]";
+ mes "Even though he's an expert at archery, no one likes his motor mouth. Even our chief is getting fed up with him!";
+ next;
+ switch(select("Your friend?:Payon has a chief?: Motor... Mouth?")) {
+ case 1:
+ mes "[Archer Zakk]";
+ mes "Ah, right. This buddy of mine is the number one archer in Payon.";
+ mes "He teaches newbie Archers around the Archer Village. It might be a good idea to talk to him at least once.";
+ break;
+ case 2:
+ mes "[Archer Zakk]";
+ mes "Our chief lives in the Central Palace. I guess you can say that he's the spiritual guide of Payon.";
+ next;
+ mes "[Archer Zakk]";
+ mes "He used to menace the monsters in Payon Forest, carrying his Gakkung. I remember watching him fight when I was just a little kid.";
+ next;
+ mes "[Archer Zakk]";
+ mes "But now he";
+ mes "seems old and weak.";
+ mes "Still, his eyes are as sharp as they used to be during his days";
+ mes "of battle, where he'd never miss";
+ mes "a target.";
+ next;
+ mes "[Archer Zakk]";
+ mes "I admire our chief";
+ mes "from the bottom";
+ mes "of my heart. ";
+ break;
+ case 3:
+ mes "[Archer Zakk]";
+ mes "You don't know";
+ mes "what a motormouth is...?";
+ next;
+ mes "[Archer Zakk]";
+ mes "Motormouth";
+ mes "Noun. Some fool who chatters";
+ mes "way too much about stuff that doesn't really matter and doesn't know when to stop.";
+ next;
+ mes "[Archer Zakk]";
+ mes "But yeah, my pal is not only";
+ mes "a legend at archery, he's also well known for how long he's let that mouth of his run.";
+ next;
+ mes "[Archer Zakk]";
+ mes "Anyway, my pal Wolt doesn't have";
+ mes "a place of his own, so he stays at the Inn. Why don't you go and meet him? He's actually an okay guy if you can stand all the chatter.";
+ break;
+ }
+ close;
+}
+
+payon_in01,47,59,2 script Archer Wolt#payon 88,{
+ mes "[Archer Wolt]";
+ mes "Archers should";
+ mes "practice as much";
+ mes "as they can. Otherwise,";
+ mes "they'll never become experts.";
+ next;
+ mes "[Archer Wolt]";
+ mes "Oh, hey there!";
+ mes "I'm Wolt the Archer,";
+ mes "but, erm, you can";
+ mes "just call me 'Wolt.'";
+ next;
+ mes "[Archer Wolt]";
+ mes "I know this is a bit of an unexpected question, but do";
+ mes "you tend to spend a lot of your";
+ mes "time in idleness?";
+ next;
+ switch(select("Oh, hell no.:Yeah. I guess...")) {
+ case 1:
+ mes "[Archer Wolt]";
+ mes "Ooh. That's good. In fact, that's great! If only all of us Archers had that kind of attitude. If you have time to just sit around, then you have the time to go out and practice!";
+ next;
+ mes "[Archer Wolt]";
+ mes "Yeah...";
+ mes "As Archers, we kind of look";
+ mes "down on people who slack off";
+ mes "on the training.";
+ next;
+ mes "[Archer Wolt]";
+ mes "If you don't work hard, then you'll end up being a horrible Archer. No one can depend on your aim!";
+ mes "I mean, nobody!";
+ next;
+ mes "[Archer Wolt]";
+ mes "Did you ask how we go about";
+ mes "our training? Well, the Archers of Payon don't have much time to just play around with their Bows.";
+ mes "I guess we go out and";
+ mes "engage in actual fighting.";
+ next;
+ mes "[Archer Wolt]";
+ mes "So we just carry out Bows wherever we go, and spend all day looking for monsters to kill. Oh, and after we find some monsters, we";
+ mes "kill them of course. That almost goes without saying.";
+ next;
+ if (select("I guess you'd need a good Bow. :You call that 'practice?!'") == 1) {
+ mes "[Archer Wolt]";
+ mes "That's right!";
+ mes "An Archer depends";
+ mes "on the strength";
+ mes "of his Bow!";
+ next;
+ mes "[Archer Wolt]";
+ mes "Bows constructed in Payon";
+ mes "are the greatest on this continent! They are light and stout, made out of high quality tree Trunks from Payon Forest!";
+ next;
+ mes "[Archer Wolt]";
+ mes "The quality of the wood often determines the quality of the Bow. My lil' sweety was made out of a walnut tree, and is strong enough to bear thousands of pounds";
+ mes "of force.";
+ next;
+ mes "[Arche Wolt]";
+ mes "Oh, oh! And my Bow's stylish as well. It comes in a sophisticated ebony color, and I just look so cool and heroic while I'm killing monsters~!";
+ next;
+ mes "[Archer Wolt]";
+ mes "Oh, and the trees in Payon Forest are famous for the quality of their wood. But then, more and more of them have been turning into monsters. Is this the work of evil forces?!";
+ next;
+ mes "[Archer Wolt]";
+ mes "It's a pity because the tree monsters used to be beautiful, majestic trees. But then it's okay if we kill them, so that we can make Bows out of their wood.";
+ next;
+ mes "[Archer Wolt]";
+ mes "And then we use these Bows to kill even more tree monsters... And then make more wood! Mwahahahaha! It's an endless cycle!";
+ next;
+ select("^666666*Ahem!*^000000 Speaking of endless...");
+ mes "[Archer Wolt]";
+ mes "Yeah...";
+ mes "You're right.";
+ mes "Monsters are everywhere,";
+ mes "can you believe it?";
+ next;
+ mes "[Archer Wolt]";
+ mes "Do you understand";
+ mes "why the Archer Village";
+ mes "was built where it is?";
+ next;
+ mes "[Archer Wolt]";
+ mes "To the West, near Archer Village, you'll see Payon Cave. Inside the cave, an enormous amount of monster endlessly spawn without showing any sign of slowing down.";
+ next;
+ mes "[Archer Wolt]";
+ mes "We Archers are here to protect our territory against them, as ordered by our honorable chief!";
+ next;
+ switch(select("Cave, you say?:Chief...? :Oh man, I hate this town!")) {
+ case 1:
+ mes "[Archer Wolt]";
+ mes "If you head North";
+ mes "of town, you'll find";
+ mes "Payon Cave.";
+ next;
+ mes "[Archer Wolt]";
+ mes "Once inside, you'll encounter all sorts lots of ugly monsters. Like those nasty looking Bats, and";
+ mes "those Zombies...";
+ next;
+ mes "[Archer Wolt]";
+ mes "If we let them out of that place, they'd run all over Payon! So, we gotta get in there and clean that place up of monsters.";
+ next;
+ mes "[Archer Wolt]";
+ mes "But since these monsters endlessly respawn, sometimes I feel like we're wasting our time and energy for nothing...";
+ next;
+ mes "[Archer Wolt]";
+ mes "Whoa...";
+ mes "Alright, I think yet my mouth run";
+ mes "a marathon again. I better let you go. There's lots of training to do, and plenty of monsters to kill!";
+ break;
+ case 2:
+ mes "[Archer Wolt]";
+ mes "Our chief? Ah, he's such a swell guy. Then again, he's always scolds me for talking too much.";
+ next;
+ mes "[Archer Wolt]";
+ mes "He always working to make sure";
+ mes "that Payon is safe from harm. Lately, I've been worried since he hasn't been coming out the Palace lately. That might be a bad sign.";
+ next;
+ mes "[Archer Wolt]";
+ mes "A bad sign of what, I'm not really sure. There could be problems with Payon, or maybe he's got something he needs to handle on his own. Anyway, there's always guards in his room for some reason.";
+ next;
+ mes "[Archer Wolt]";
+ mes "Heh heh heh~";
+ mes "I'll get in trouble if he knows";
+ mes "I told an outsider know too much about his affairs. Oh well! It's too late. I already told you! There's no use regretting it!";
+ next;
+ mes "[Archer Wolt]";
+ mes "But...";
+ mes "It's not too late for me to just shut my mouth. Keep it closed. Shutting up now. Quiet as a mouse. Seeya later~!";
+ break;
+ }
+ close;
+ }
+ mes "[Archer Wolt]";
+ mes "Hmm...?";
+ mes "And you don't?";
+ mes "What better practice";
+ mes "than the real, honest";
+ mes "to goodness thing?";
+ next;
+ mes "[Archer Wolt]";
+ mes "Though, you may have a point";
+ mes "there. I mean, you should be able to practice without having to suffer serious consequences.";
+ mes "You know, like death.";
+ next;
+ mes "[Archer Wolt]";
+ mes "But we've gotta make do";
+ mes "with what we've got!";
+ mes "An Archer's life is";
+ mes "endless training!";
+ mes "Endless practice!";
+ next;
+ mes "[Archer Wolt]";
+ mes "Hm...?";
+ mes "Are you tired of me repeating the same thing over and over again?";
+ mes "Oh, just bear with me. Think of it as practicing your patience~";
+ break;
+ case 2:
+ mes "[Archer Wolt]";
+ mes "Eh...";
+ mes "I guess it's important";
+ mes "to set aside time to rest.";
+ next;
+ mes "[Archer Wolt]";
+ mes "But it's also a good idea to set aside time for practicing and training, and practicing and training!";
+ next;
+ mes "[Archer Wolt]";
+ mes "And it's a very bad idea to rest when you should be alert, or well, when you're supposed to be doing something else.";
+ next;
+ mes "[Archer Wolt]";
+ mes "That reminds me of the time";
+ mes "I set fire to my house during the holidays. It was an accident, of course, but boy, were my folks angry!";
+ next;
+ mes "[Archer Wolt]";
+ mes "Hahahaha~";
+ mes "It all started when I decided to take a bath. Here, in Payon, we use the old style baths, so we need to make a fire to heat the water. Cold baths are just so uncomfortable.";
+ next;
+ mes "[Archer Wolt]";
+ mes "But nice, warm baths are veeeery comfortable. That was probably the best bath I had in my life! It was so comfortable, I fell asleep.";
+ next;
+ mes "[Archer Wolt]";
+ mes "But while I was sleeping,";
+ mes "I guess I didn't notice the fire reach the floor, walls and ceiling! Luckily, I was in a tub full of water, so I was okay.";
+ next;
+ mes "[Archer Wolt]";
+ mes "I would've gotten help if it weren't for the fact that the fire had burned my clothes while I was napping. So, of course, I couldn't just run around town in the nude.";
+ next;
+ mes "[Archer Wolt]";
+ mes "So...";
+ mes "I just sat in the water for about an hour, completely naked, and yelling 'Help me,' until someone could hear me.";
+ next;
+ mes "[Archer Wolt]";
+ mes "But, it turned out that no one could hear me. Luckily, our roof caved in and totally demolished our walls so that my screams could finally reach passerby. And it was in that way that I survived.";
+ next;
+ switch(select("Um, what's the point of that story?:I guess I better not get lazy then. :Blah blah blah. See ya. ")) {
+ case 1:
+ mes "[Archer Wolt]";
+ mes "Oh...";
+ mes "Umm...";
+ mes "You mean, like,";
+ mes "the moral of the story?";
+ next;
+ mes "[Archer Wolt]";
+ mes "Resting during the right times is perfectly fine. Just don't go and take a break when you shouldn't. That kind of behavior would make anyone in our town angry!";
+ next;
+ mes "[Archer Wolt]";
+ mes "Our chief is especially annoyed by that kind of irresponsible attitude. I guess, around here, only the town drunkard subscribes to that kind of policy.";
+ next;
+ switch(select("Chief?:Town Drunkard? :Man, you talk too much!")) {
+ case 1:
+ mes "[Archer Wolt]";
+ mes "Our chief? Ah, he's such a swell guy. Then again, he's always scolds me for talking too much.";
+ next;
+ mes "[Archer Wolt]";
+ mes "He always working to make sure";
+ mes "that Payon is safe from harm. Lately, I've been worried since he hasn't been coming out the Palace lately. That might be a bad sign...";
+ next;
+ mes "[Archer Wolt]";
+ mes "A bad sign of what, I'm not really sure. There could be problems with Payon, or maybe he's got something he needs to handle on his own. Anyway, there's always guards in his room for some reason.";
+ next;
+ mes "[Archer Wolt]";
+ mes "Heh heh heh~";
+ mes "I'll get in trouble if he knows";
+ mes "I told an outsider know too much about his affairs. Oh well! It's too late. I already told you! There's no use regretting it!";
+ next;
+ mes "[Archer Wolt]";
+ mes "But...";
+ mes "It's not too late for me to just shut my mouth. Complete silence. I'm not even opening my mouth. Starting right about... Now!";
+ mes "Seeya later~!";
+ break;
+ case 2:
+ mes "[Archer Wolt]";
+ mes "You know...";
+ mes "The guy in the pub.";
+ mes "Loud, and obnoxious";
+ mes "and annoying to liste--";
+ next;
+ mes "[Archer Wolt]";
+ mes "Hmm...?";
+ mes "What's that look for?";
+ mes "Anyway, when I have";
+ mes "some spare cash, I try";
+ mes "to buy him a drink.";
+ next;
+ mes "[Archer Wolt]";
+ mes "Still...";
+ mes "It's not a good";
+ mes "idea to drink so much.";
+ mes "Or as much as he does...";
+ break;
+ case 3:
+ mes "[Archer Wolt]";
+ mes "...!";
+ next;
+ mes "[Archer Wolt]";
+ mes "...";
+ mes "I...";
+ mes "B-but...!";
+ break;
+ }
+ break;
+ case 2:
+ mes "[Archer Wolt]";
+ mes "Oh good~!";
+ mes "I guess you got";
+ mes "the point of my story!";
+ next;
+ mes "[Archer Wolt]";
+ mes "We, as Archers, put a lot of importance on training and practice, so we kind of look";
+ mes "down on people who aren't";
+ mes "diligent at all.";
+ next;
+ mes "[Archer Wolt]";
+ mes "Still...";
+ mes "I have to admit that, at heart,";
+ mes "I'm a pretty lazy guy. I guess it's pretty amazing that someone like";
+ mes "me can even be an Archer!";
+ next;
+ mes "[Archer Wolt]";
+ mes "In any case,";
+ mes "whatever you do";
+ mes "in life, do it";
+ mes "with passion!";
+ break;
+ case 3:
+ break;
+ }
+ }
+ close;
+}
+
+payon_in03,99,190,4 script Chief#payon 107,2,2,{
+ end;
+
+OnTouch:
+ if (BaseLevel < 30) {
+ mes "[Guard]";
+ mes "Hey...";
+ mes "Hey...!";
+ mes "Show your respect";
+ mes "to our chief!";
+ close;
+ }
+ if (BaseLevel > 30) {
+ set .@oldman_random,rand(1,2);
+ if (.@oldman_random == 1) {
+ mes "[Guard]";
+ mes "Hey...";
+ mes "Hey...!";
+ mes "Show your respect";
+ mes "to our chief!";
+ next;
+ mes "[Guard]";
+ mes "Heeeey!";
+ mes "I said... ";
+ next;
+ mes "[Chief]";
+ mes "It's fine, it's fine.";
+ mes "It's been a long time";
+ mes "since I've spoken to";
+ mes "such young people.";
+ next;
+ }
+ switch(select("Please tell me about Payon.:Where are the guards from?:Please tell me about the cave. :What does an Archer do?:What does a Hunter do?")) {
+ case 1:
+ mes "[Chief]";
+ mes "Payon is the city of highlanders. As long as our history can relate, our city has been self-sufficient.";
+ next;
+ mes "[Chief]";
+ mes "Although our ancestors did not enjoy the benefits of cultural exchange with the Rune-Midgarts Kingdom as we do today, they knew how to make a living without";
+ mes "any help.";
+ next;
+ mes "[Chief]";
+ mes "Payon has developed its own cultures and ways. We've invented our own means to protect ourselves against the elements, and Payon men and women train as Archers and Hunters to defend themselves.";
+ next;
+ mes "[Chief]";
+ mes "I've heard of weak, cowardly";
+ mes "young people who fear the fields or dungeons filled with monsters. But to us, battle is a way of life.";
+ next;
+ mes "[Chief]";
+ mes "That is why his Majesty, King Tristram III wishes for us to train young people how to effectively fight against evil creatures.";
+ break;
+ case 2:
+ mes "[Chief]";
+ mes "Even since I was young,";
+ mes "Prontera has sent civil";
+ mes "servants and envoys to Payon.";
+ next;
+ mes "[Chief]";
+ mes "Royal troops, Kafra Ladies, Guards... At first, there was conflict brought about by differences in our customs";
+ mes "and cultures.";
+ next;
+ mes "[Chief]";
+ mes "However, as time passed,";
+ mes "we've been able to resolve such petty differences. I cannot deny that they've helped us speedily develop our trade with foreign nations.";
+ next;
+ mes "[Chief]";
+ mes "Now, people who used to be outsiders are now bonifide Payon citizens. When I was young, I would never imagined such a thing possible. Hahahaha~!";
+ next;
+ mes "[Chief]";
+ mes "It pleases me to see and meet with them. Even though have come from other places, they have a love for Payon that is as sincere as my own.";
+ break;
+ case 3:
+ mes "[Chief]";
+ mes "Ah...";
+ mes "I used to go to the cave";
+ mes "to the North sometimes. But it";
+ mes "is harder now than it was then.";
+ next;
+ mes "[Chief]";
+ mes "Evil creatures that I've never seen before endlessly respawn in that place. The monsters in Payon Cave today are different than the ones we used to fight with.";
+ next;
+ mes "[Chief]";
+ mes "Have you ever happened to see";
+ mes "the Zombies...? Some of them are warriors who entered the cave to protect this village, but never came back.";
+ next;
+ mes "[Chief]";
+ mes "Although they are a threat, some of those Undead are also victims of that cave. I'm too old to endure that kind of pain...";
+ next;
+ mes "[Chief]";
+ mes "I must do anything I can to stop the Undead, and release their souls from eternal anguish.";
+ break;
+ case 4:
+ mes "[Chief]";
+ mes "Ah, it is fortunate that archery is a specialty here in Payon. Because of the surrounding forest, we have an abundant supply of wood to create Bows.";
+ next;
+ mes "[Chief]";
+ mes "The forest also is a good training place for Archers to learn how to use their environment to impede the advance of their enemies while attacking from a safe distance.";
+ next;
+ mes "[Chief]";
+ mes "The forest can also be convenient in unexpected ways. When I was young, I ran out of arrows while fighting against monsters in the woods, but arrows dropped by other monsters saved my life! Mwahah!";
+ break;
+ case 5:
+ mes "[Chief]";
+ mes "As foreign cultures were introduced to Payon, changes have been brought about to our battle style.";
+ next;
+ mes "[Chief]";
+ mes "Technology, especially that of explosives, enabled new methods";
+ mes "of battle. We were no longer limited to the use of just bows and arrows.";
+ next;
+ mes "[Chief]";
+ mes "Trapping skills, which make";
+ mes "hunting monsters much easier, were developed enable here in Payon. Experts in the new skills were dubbed 'Hunters' by our previous Chief.";
+ next;
+ mes "[Chief]";
+ mes "Although highly effective, trapping is a really dangerous skill if not used properly. That's why we do not approve of the inexperienced becoming Hunters.";
+ next;
+ mes "[Chief]";
+ mes "However, we welcome people";
+ mes "who have proven to be capable to take the challange of the Hunter class.";
+ break;
+ }
+ next;
+ mes "[Chief]";
+ mes "So tired...";
+ mes "I'd better rest.";
+ mes "Please, take care";
+ mes "of yourself.";
+
+ //This actually never happens on iRO
+ //if (.@oldman_random == 2) {
+ // mes "[Guard]";
+ // mes "The Chief is";
+ // mes "taking a rest.";
+ // mes "Would you mind";
+ // mes "coming back later?";
+ //}
+ }
+ close;
+}
+
+payon_in03,102,185,5 script Guard#payon 708,{
+ if (BaseLevel < 30) {
+ mes "[Guard]";
+ mes "Hey...!";
+ mes "You're not";
+ mes "allowed here!";
+ mes "Go back outside!";
+ }
+ if (Baselevel > 30) {
+ mes "[Guard]";
+ mes "I'm sorry,";
+ mes "but you're";
+ mes "not allowed here.";
+ mes "Please leave.";
+ }
+ close;
+}
+
+// Payon Archer Village
+//============================================================
+pay_arche,77,131,2 script Archer Joe#payon 88,{
+ mes "[Archer Joe]";
+ mes "Payon!";
+ mes "Such a wonderful";
+ mes "place! Superb Bows";
+ mes "and skillful Archers!";
+ next;
+ mes "[Archer Joe]";
+ mes "Hey you~!";
+ mes "Have you heard";
+ mes "of famous Payon?";
+ next;
+ switch(select("Yeah, of course~! :Pay...on?:...")) {
+ case 1:
+ mes "[Archer Joe]";
+ mes "Oh! You the man!";
+ mes "You know the Archers of Payon!";
+ mes "We never miss our target! Even from a distance, the hearts of our foes are unsafe!";
+ next;
+ if (select("So, you like this place, huh? :Hahahaha~") == 1) {
+ mes "[Archer Joe]";
+ mes "Yes! I love this place!";
+ mes "I love this city so much,";
+ mes "I've even been doing research on it! If there's anything you wanna know about Payon, please ask me!";
+ next;
+ switch(select("The people wear unique clothing here.:What's the building in the middle of town?:Who's that guy drinking over there? :Talk to you later.")) {
+ case 1:
+ mes "[Archer Joe]";
+ mes "Yes, I agree.";
+ mes "You must know this place used to be isolated because of the thick forests and the mountainous area.";
+ next;
+ mes "[Archer Joe]";
+ mes "Because of that, the Payon developed a culture of its own, which is quite different than that of the rest of Rune-Midgard.";
+ next;
+ mes "[Archer Joe]";
+ mes "This garment is traditional Payon clothing! Why don't you try wearing one? It's very comfortable~";
+ break;
+ case 2:
+ mes "[Archer Joe]";
+ mes "You mean the Central Palace? Strangers aren't allowed to enter that place. People say the royal family and their friends from outside gather there.";
+ next;
+ mes "[Archer Joe]";
+ mes "I'd like to go there sometime, and see what it's like on the inside!";
+ break;
+ case 3:
+ mes "[Archer Joe]";
+ mes "Oh! That guy's notorious!";
+ mes "Whatever you do, don't treat";
+ mes "him to any drinks!";
+ mes "You'll regret it!";
+ break;
+ case 4:
+ mes "[Archer Joe]";
+ mes "Okay!";
+ mes "See ya!";
+ mes "Catch you later!";
+ break;
+ }
+ }
+ close;
+
+ case 2:
+ mes "[Archer Joe]";
+ mes "What a shame...";
+ mes "How have you not";
+ mes "heard of the Payon Archers?";
+ next;
+ mes "[Archer Joe]";
+ mes "Well, when you ";
+ mes "learn more about us,";
+ mes "let's talk again and I can tell you why the Payon Archers are";
+ mes "so great!";
+ break;
+ case 3:
+ mes "[Archer Joe]";
+ mes "Why are";
+ mes "you so quiet?";
+ mes "You're not shy, are you?";
+ mes "Come on, there's no reason";
+ mes "to be bashful around me~";
+ break;
+ }
+ close;
+}
+
diff --git a/npc/pre-re/cities/prontera.txt b/npc/pre-re/cities/prontera.txt
new file mode 100644
index 000000000..38de54920
--- /dev/null
+++ b/npc/pre-re/cities/prontera.txt
@@ -0,0 +1,766 @@
+//===== rAthena Script =======================================
+//= Prontera Town
+//===== By: ==================================================
+//= kobra_k88
+//===== Current Version: =====================================
+//= 2.1
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= NPCs in Prontera
+//===== Additional Comments: =================================
+//= Fully working
+//= +AntiNovice exploit fix [Lupus] 1.2 added baby novice check
+//= Spellchecked [massdriller]
+//= 1.4 Optimized. Novices > 20 BaseJob can go to Culvert, too [Lupus]
+//= 1.5a Added a Jawaii related npc [MasterOfMuppets]
+//= 1.6 Replaced sewer_prt with (MISC_QUEST & 8) [Lupus]
+//= 1.7 Removed Duplicates [Silent]
+//= 1.8 Moved Culvert to quests/quests_prontera.txt
+//= 1.9 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
+//= 2.0 Removed "Hans Solo", as he is a Jawaii NPC. [L0ne_W0lf]
+//= 2.1 Disabled the Library Curator (bugreport:4105) [L0ne_W0lf]
+//============================================================
+
+// Prontera
+//============================================================
+prontera,160,330,0 script Guard#pront::prtguard 105,{
+ mes "[Prontera Guard]";
+ mes "Welcome to Prontera.";
+ close;
+}
+
+prontera,223,99,1 duplicate(prtguard) Guard#2pront 105
+
+prontera,229,104,5 duplicate(prtguard) Guard#3pront 105
+
+prontera,47,339,5 duplicate(prtguard) Guard#4pront 105
+
+
+prontera,101,288,3 script Shuger#pront 98,{
+ mes "[Shuger]";
+ mes "Outside the safety of the city, there is a pink beast known as ^000077Poring^000000.";
+ next;
+ mes "[Shuger]";
+ mes "Though it's cute in appearance and does not actively harm people, Poring is known to absorb items that are on the ground into its own body.";
+ next;
+ mes "[Shuger]";
+ mes "So if there's something on the ground that you want to pick up, be careful lest it be consumed by a Poring. Then again... Porings are pretty weak...";
+ next;
+ mes "[Shuger]";
+ mes "The green colored ^000077Poporing^000000 is tougher than Poring. Newbies generally make the mistake of attacking it without being aware of its power... So be careful!";
+ close;
+}
+
+prontera,54,240,6 script Tono#pront 97,{
+ mes "[Tono]";
+ mes "Did you know?";
+ next;
+ mes "[Tono]";
+ mes "The larva of Creamy is Fabre. So, those green little wormy things are actually the babies of those pinkish, purply butterfly things you see around.";
+ next;
+ mes "[Tono]";
+ mes "But before Fabres can become Creamys, they go into a pupa stage. When that happens, they turn into these dark purple cocoons we call Pupa. Simple, huh?";
+ next;
+ mes "[Tono]";
+ mes "There's another monster that goes through a really big change... Pickys.";
+ next;
+ mes "[Tono]";
+ mes "Pickys are so cute when they're young, but when they grow up, they turn into those big, gawky looking Peco Pecos. Talk about awkward puberty.";
+ close;
+}
+
+prontera,106,116,6 script Merideth#pront 91,{
+ mes "[Merideth]";
+ mes "The weather was nice on my day off so my family and I went for a picnic. We chose to go to a slightly secluded area where I saw something really interesting...";
+ next;
+ mes "[Merideth]";
+ mes "It was a large group of Giant Hornets! What was even weirder was that they were all controlled by this one Queen Bee, following her every command.";
+ next;
+ mes "[Merideth]";
+ mes "They might just be bugs, but I think they've got the right idea. Men really ought to take commands from us women... We do things right!";
+ close;
+}
+
+prontera,160,133,2 script YuPi#pront 102,{
+ mes "[YuPi]";
+ mes "Although many monsters may look the same, be careful! There are variations among monsters that have the same basic form.";
+ next;
+ mes "[YuPi]";
+ mes "One monster, that looks just like a peaceful and weak one that you've already encountered, may actually be wild and ferocious!";
+ next;
+ mes "[YuPi]";
+ mes "You can tell these kinds of monsters apart by their body color. Wilder and more powerful monsters have more dangerous looking colors.";
+ close;
+}
+
+prontera,149,202,2 script YuNa#pront 700,{
+ mes "[YuNa]";
+ mes "Behold...";
+ mes "Mighty Odin!";
+ mes "God of wisdom!";
+ mes "God of war!";
+ next;
+ mes "[YuNa]";
+ mes "Here, in Rune-Midgard, we serve Odin, the fearsome god who sacrificed one of his eyes in order to acquire wisdom.";
+ next;
+ mes "[YuNa]";
+ mes "The statue you see behind of me is a sculpture of mighty Odin. But, it's a shame because it's such a bad likeness.";
+ next;
+ mes "[YuNa]";
+ mes "I mean, this statue is totally different from our image of Odin. I guess the sculptor took too many artistic liberties.";
+ next;
+ mes "[YuNa]";
+ mes "I bet the first time you saw this statue, you thought, '^3355FFOh, what a nice muscle man on a horse^000000.'";
+ next;
+ mes "[YuNA]";
+ mes "But this statue is obviously not muscular enough, not godly enough to fairly represent a god! Maybe if he had a halo?";
+ close;
+}
+
+prontera,216,70,2 script Strife#pront 48,{
+ if (Class == Job_Novice) {
+ if (event_prt_nov_dreamtalk == 0) {
+ mes "[Strife]";
+ mes "Whew!";
+ mes "Man oh man...";
+ mes "I'm gonna be such";
+ mes "an awesome Knight!";
+ next;
+ mes "[Strife]";
+ mes "I know, I know...";
+ mes "First, I gotta be a Swordie. But if I keep practicing, I can become an awesome Swordie. And then after that...";
+ next;
+ mes "[Strife]";
+ mes "I'll be the most";
+ mes "awesomest Knight around!";
+ mes "It's... It's my most precious dream.";
+ next;
+ mes "[Strife]";
+ mes "MAGNUM BREAK!";
+ next;
+ if (select("I wanna be strong too!:Um... Do you best.") == 1) {
+ set event_prt_nov_dreamtalk,1;
+ mes "[Strife]";
+ mes "Wow...!";
+ mes "That's so awesome!";
+ mes "We both share the";
+ mes "same dream!";
+ next;
+ mes "[Strife]";
+ mes "Hey, if you wanna become a Swordie, you gotta go to Izlude. There, you can go ahead and take the Swordman job test. The first time, I, um, failed miserably. But I won't fail again!";
+ next;
+ mes "[Strife]";
+ mes "Training! Training! Gotta keep training! You need to be strong too! Once we both get stronger, we'll meet again!";
+ close;
+ }
+ mes "[Strife]";
+ mes "Heh heh! I will for sure! 'Strife, the courageous Knight.' It sounds cool, doesn't it?";
+ close;
+ }
+ else {
+ mes "[Strife]";
+ mes "Fight...!";
+ mes "Fight Fight FIGHT!";
+ close;
+ }
+ }
+ else if (Class != Job_Novice) {
+ if (event_prt_nov_dreamtalk == 1) {
+ mes "[Strife]";
+ mes "Hey...!";
+ mes "You look different now. *Gasp* You've gotten... ^993333stronger^000000. Wow, that's so coooool!";
+ next;
+ mes "[Strife]";
+ mes "I'm so jealous!";
+ mes "I guess that means";
+ mes "that now, I gotta";
+ mes "train even harder!";
+ next;
+ set event_prt_nov_dreamtalk,2;
+ getitem 2501,1; //Hood
+ mes "[Strife]";
+ mes "This is, well, for you to help you get even stronger. I guess I want to thank you for being such a good example.";
+ close;
+ }
+ else if (event_prt_nov_dreamtalk == 2) {
+ mes "[Strife]";
+ mes "Fight! Fight!";
+ close;
+ }
+ mes "[Strife]";
+ mes "Whew!";
+ mes "Man oh man...";
+ mes "I'm gonna be such";
+ mes "an awesome Knight!";
+ next;
+ mes "[Strife]";
+ mes "I know, I know...";
+ mes "First, I gotta be a Swordie. But if I keep practicing, I can become an awesome Swordie. And then after that...";
+ next;
+ mes "[Strife]";
+ mes "I'll be the most";
+ mes "awesomest Knight around!";
+ mes "It's... It's my most precious dream.";
+ next;
+ if (select("Do your best.:Quit it, kid.") == 1) {
+ mes "[Strife]";
+ mes "Yes, yes of course! Someday, I'll even be as strong as you! When that day comes, I hope that we can train together!";
+ close;
+ }
+ mes "[Strife]";
+ mes "Wha--?";
+ mes "Fine! But I'm gonna keep on training, and we'll see who gets the last laugh!";
+ close;
+ }
+}
+
+prontera,78,150,3 script Dairenne#pront 90,{
+ mes "[Towngirl Dairenne]";
+ mes "Ahh...";
+ mes "The streets are too crowded these days. *Cough Cough* Look at all this dust, not everything about living in the capital city is good. Anyway, may I help you?";
+ next;
+ if (select("Talk:Cancel") == 1) {
+ mes "[Towngirl Dairenne]";
+ mes "I wonder if you are interested in parties or dresses. Hehehe. These days, the hot topic is definitely the colorful, extravagent, magnificent dresses you can wear.";
+ next;
+ mes "[Towngirl Dairenne]";
+ mes "To get such dazzling colors, I heard you have to use a dye that you can only get in Morroc. But I also heard that the price is beyond imagination.";
+ next;
+ mes "[Towngirl Dairenne]";
+ mes "Aahhhh~ I wish I could wear such a dress. Even if it's just once...";
+ close;
+ }
+ mes "[Towngirl Dairenne]";
+ mes "Eh~? Why talk to me in the first place? What a strange person.";
+ close;
+}
+
+// inside Prontera
+//============================================================
+/*
+//This NPC has been disabled officiall.
+prt_in,178,92,0 script Curator of Library#pront 57,{
+ mes "[Curator Guiss]";
+ mes "Here, in the Western branch of the Prontera Library, ";
+ mes "we keep records of monsters found in various dungeons scattered around the Rune-Midgarts Kingdom.";
+ next;
+ mes "[Curator Guiss]";
+ mes "You'll find that these Monster Encyclopedias are of great convenience,";
+ mes "as creatures are organized by the dungeon in which they reside.";
+ next;
+ mes "[Curator Guiss]";
+ mes "I must say, this is a most useful reference for you adventurers. When dealing with beasts, it's good to be informed and understand what you're up against.";
+ mes "If you would like to peruse monster records organized by their properties, please visit the Eastern branch of our library.";
+ close;
+}
+*/
+
+prt_in,175,50,0 script Library Girl#pront 71,{
+ mes "[Library Girl Ellen]";
+ mes "Here in the Eastern branch of the Prontera Library, we provide Monster Encyclopedias in which creatures are organized by their properties. We also have books on Merchant and Blacksmith skills.";
+ mes "Ooh~! The other branch of our library also has many interesting things to read! So if you get a chance, you just might want to visit.";
+ close;
+}
+
+prt_in,47,141,0 script An Old Man#pront 56,{
+ mes "[Old Man]";
+ mes "The Prontera Culvert sewers have been left unattended for a long time. Now that place is infested with ^000077Thief Bugs^000000!";
+ next;
+ mes "[Old Man]";
+ mes "These Thief Bugs seem to quickly grab items dropped on the ground, and then run away with them... They're even more annoying than cockroaches!!";
+ close;
+}
+
+prt_in,26,31,0 script An Old Man#2pront 54,{
+ mes "[Old Man]";
+ mes "I dunno if you'll believe me, but I saw the weirdest thing down in the ^000077Culvert Sewers^000000...";
+ next;
+ mes "[Old Man]";
+ mes "I've been training in the 3rd level for so long that there isn't anything that I don't know about in that area. But when I finally went to the 4th level...";
+ next;
+ mes "[Old Man]";
+ mes "There, I saw a shimmering light. I was completely captivated and went to approach it. It must have been some sort of beautiful fairy...";
+ next;
+ mes "[Old Man]";
+ mes "But when I got";
+ mes "close enough,";
+ mes "I saw it was";
+ mes "a ^000077Thief Bug^000000!";
+ next;
+ mes "[Old Man]";
+ mes "I've never seen a Thief Bug shining with light before! Man, just when you think you've seen it all...";
+ close;
+}
+
+prt_in,180,20,2 script Bartender#pront 61,{
+ mes "[Bartender]";
+ mes "Sigh...as more and more people coming into Prontera,";
+ mes "better and better my business has become nowadays. But...";
+ mes "Well, I am having a hard time to keep a good stock of food ingredients.";
+ next;
+ mes "[Bartender]";
+ mes "As you see, the numbers of the monsters outside of town has been greatly increased and they have caused trouble to my suppliers to deliver the goods at a right time.";
+ mes "I cannot make my ultra nice menus with common ingredients because they are super special!";
+ next;
+ mes "[Bartender]";
+ mes "So I have been contacting super heavy champion hunters for fresh and special ingredients.";
+ mes "But the demand has exceeded the supply in these days.";
+ next;
+ mes "[Bartender]";
+ mes "I can't keep my business busy without my special menu 'Crunch Crunch Sour' and 'Savory Yum Yum'...*Sigh*";
+ next;
+ set .@drink,1;
+ while(.@drink) {
+ switch(select("'Cunch Crunch Sour'?:'Savory Yum Yum'?:Cancel.")) {
+ case 1:
+ mes "[Bartender]";
+ mes "The basic ingredients of my Crunch Crunch Sour are the ants roadming inside the Ant Hell in the desert.";
+ mes "Rumor has it that the numbers of the ants have been greatly increased and they have become more violent, so that no one wants to get in the place.";
+ next;
+ mes "[Bartender]";
+ mes "*Sigh*...I am afraid that my business days are numbered now.";
+ next;
+ break;
+ case 2:
+ mes "[Bartender]";
+ mes "Savory Yum Yum's basic ingredients are the grasshoppers romping in a place over the west forest. Yeah, it is the best selling menu ever.";
+ mes "Rumor has it that they have become very violent and Bees have built their habitat in the place, so that no one wants to get in there.";
+ next;
+ mes "[Bartender]";
+ mes "*Sigh*...I am afraid that my business days are numbered now.";
+ next;
+ break;
+ case 3:
+ mes "[Bartender]";
+ mes "Take care of yourself~.";
+ close2;
+ set .@drink,0;
+ break;
+ }
+
+ }
+ end;
+
+}
+
+prt_in,173,24,2 script Shevild#pront 85,{
+ mes "[Shevild]";
+ mes "Hey, come on over and let's drink! I have lots of interesting stories to tell!";
+ mes "I know lots of things about Prontera. I have seen many fine views and I also have explored some monster lairs around this city.";
+ next;
+ if (select("How could you enter monster lairs?:Cancel") == 1) {
+ mes "[Shevild]";
+ mes "I may appear to be a drunken man but I am more than meets the eye.";
+ mes "Well, I happened to enter the places for carrying weapons for hunters or for delivering stuffs and whatsoever.";
+ mes "You might think of me as a mere delivery guy,";
+ next;
+ mes "[Shevild]";
+ mes "But I am very proud of my job. You know how tough the world has become?";
+ mes "No matter how hard a work is, I am not afraid of doing that.";
+ next;
+ mes "[Shevild]";
+ mes "Anyways, that is how I have explored some strange places like monster lairs...";
+ mes "That is also a reason why I keep my job.";
+ mes "Ah, I just recall being inside the maze and the spooky forest!";
+ next;
+ switch(select("The Maze?:The Spooky Forest?:Cancel")) {
+ case 1:
+ mes "[Shevild]";
+ mes "Yes. Few days ago, I have entered a mysterious maze following a group of hunters at the north of Prontera.";
+ next;
+ mes "[Shevild]";
+ mes "They said that they could get lots and lots of rare items from the maze even if the maze was filled with awfully strong mosters.";
+ mes "So we went there but as soon as we entered, we were just stuck inside the maze, you know.";
+ next;
+ mes "[Shevild]";
+ mes "We were just circling around and then we decided to leave the place. That was one hell of the maze.";
+ mes "But I made up my mind that I would successfully explore the maze one day.";
+ next;
+ if (select("How can I get there?:Cancel") == 1) {
+ mes "[Shevild]";
+ mes "Err? Haven't you still toured the outside of Prontera?";
+ mes "The maze can be found inside a forest at the north of Prontera. Go check the north west side of the forest.";
+ close;
+ }
+ mes "[Shevild]";
+ mes "Yeap, be careful when you adventure alone~";
+ close;
+
+ case 2:
+ mes "[Shevild]";
+ mes "When you go outside of Prontrea heading to north east, you will arrive at the peaceful ruins. I have been there a while ago, to deliver something to a priest.";
+ mes "I had to pass a forest on the way to the ruins, and the forest was filled with monkeys and raccoons.";
+ next;
+ mes "[Shevild]";
+ mes "Be forewarned that the forest is not a place to go on a picnic. If you drop something on the ground, the monkeys come out from nowhere and take away all of your possessions.";
+ next;
+ if (select("How can I get there?:Cancel") == 1) {
+ mes "[Shevild]";
+ mes "There is no road directly leads to the ruins. But if you go north and keep heading to east, you will get there.";
+ mes "Oh, be careful on your way to the ruins because there are some weird plant things that assault passersby for no reason.";
+ close;
+ }
+ mes "[Shevild]";
+ mes "Yeap, be careful when you adventure alone~";
+ close;
+
+ case 3:
+ mes "[Shevild]";
+ mes "Yeap, be careful when you adventure alone~";
+ close;
+ }
+ }
+ mes "[Shevild]";
+ mes "Come back any time~";
+ close;
+}
+
+prt_in,177,20,2 script TenSue#pront 97,{
+ switch(rand(3)) {
+ case 1:
+ mes "[TenSue]";
+ mes "What...?";
+ mes "Sick and tired of killing monsters on fields and in dungeons already? Come on...";
+ next;
+ mes "[TenSue]";
+ mes "Hahaha, it seems you're pretty confident of your strength, huh? Hmm... Why don't you go join a guild? I mean, all the tough guys are going it.";
+ next;
+ mes "[TenSue]";
+ mes "Personally though, I don't know any guilds, so you'll have to ask around. Make some contacts, connections, you know, networking.";
+ next;
+ mes "[TenSue]";
+ mes "I don't even know if you don't like taking orders, but if that's the case, why don't you make your own guild?";
+ close;
+
+ case 2:
+ mes "[TenSue]";
+ mes "One time I walked all the way to Al de Baran, instead of taking a warp. It was pretty dangerous with all those monsters!";
+ next;
+ mes "[TenSue]";
+ mes "I almost died! Some of those monsters just kept following me and trying to kill me, even though I did nothing to them! It was pretty crazy.";
+ next;
+ mes "[TenSue]";
+ mes "Well, still, I feel that taking the scenic route was worth it. There were some pretty magnificent sights on the way.";
+ next;
+ mes "[TenSue]";
+ mes "Even the city of Al de Baran is a splendid vision to the eyes, with its elegant architecture and romantic canal.";
+ next;
+ mes "[TenSue]";
+ mes "The headquarters of Kafra Corporation is also located in Al de Baran. You should really stop by and check it out for yourself.";
+ close;
+ Default:
+ mes "[TenSue]";
+ mes "The kingdom of";
+ mes "Rune-Midgarts is ruled";
+ mes "by kind and benevolent";
+ mes "King Tristram III.";
+ next;
+ mes "[TenSue]";
+ mes "We really owe the prosperity of Rune-Midgarts to him. He was able to convince the people to welcome outsiders into Prontera, as well as establish trade to foreign lands, like Amatsu and Kunlun.";
+ next;
+ mes "[TenSue]";
+ mes "But sometimes...";
+ mes "It can be hard to believe he's such a brilliant and capable leader.";
+ next;
+ mes "[TenSue]";
+ mes "After all, the only time I see him is when he's conducting weddings. Even if a wedding isn't going on, he's still kind of loitering around the Prontera church!";
+ next;
+ mes "[TenSue]";
+ mes "But...";
+ mes "I guess you can get away with a lot of things when you happen to be lord and ruler of an entire nation.";
+ close;
+ }
+}
+
+prt_in,177,18,2 script Marvin#pront 80,{
+ mes "[Marvin]";
+ mes "Whether it's schmoozing with a member of the opposite sex, or battling monsters, I gotta say, it's all about ^333399skills^000000.";
+ next;
+ mes "[Marvin]";
+ if (sex)
+ mes "I can't help you much when it comes to the subject of talking to attractive women such as myself, but I can tell you a little more about skills that help in battle.";
+ else
+ mes "I don't really have any advice for skills when it comes to talking to a cute guy, but I can let you in on what I know about skills that help in battle.";
+ next;
+ mes "[Marvin]";
+ mes "For most skills, the maximum level is level 10. It's easy to stress yourself out, since it takes so many points to completely master a skill. What skills should you choose?!";
+ next;
+ mes "[Marvin]";
+ mes "After all, if you spend too many skill points on one skill, you might not be able to learn another. That's right, there's a limit to the number of total skill points you can earn.";
+ next;
+ mes "[Marvin]";
+ mes "But you know what? Not every skill is mastered at level 10. You can master some skills at only level 5. And even better, some skills are already mastered at level 1 or 2.";
+ next;
+ mes "[Marvin]";
+ mes "So relax and plan ahead, so you can master all the skills that you really want to master the most. Also, don't just put skill points into anything. Remember to use your skill points wisely.";
+ close;
+}
+
+prt_in,284,168,3 script Ginedin Rephere#pront 55,{
+ mes "[Tailor Ginedin Rephere]";
+ mes "11...";
+ mes "12...";
+ mes "Mmm, good. I think I'll be able to finish before tonight's party.";
+ next;
+ mes "[Tailor Ginedin Rephere]";
+ mes "Oh! I didn't realize I had a guest. How may I help you?";
+ next;
+ switch(select("Talk:Dye Clothing:Cancel")) {
+ case 1:
+ mes "[Tailor Ginedin Rephere]";
+ mes "Life may have gotten a little better, but receiving all these orders? *Whew!* Young ladies these days must be very well off, so my services may no longer be a luxury.";
+ next;
+ mes "[Tailor Ginedin Rephere]";
+ mes "Well, people like them probably further the pursuit of beauty and fashion. But, of course, that's only my opinion.";
+ next;
+ mes "[Tailor Ginedin Rephere]";
+ mes "I believe for us humans, clothes are one of the few ways to show our personality, style, and beauty.";
+ next;
+ mes "[Tailor Ginedin Rephere]";
+ mes "Considering this, I personally think my job is very helpful and rather fancy. This in itself makes it all worthwhile. Coarse fabric and rough leather burst with energy and life when colored...";
+ next;
+ mes "[Tailor Ginedin Rephere]";
+ mes "It is a very hard and tedious process, but the happiness and delight you feel when your clothes are done makes up for all the hard work.";
+ close;
+ case 2:
+ mes "[Tailor Ginedin Rephere]";
+ mes "Ah...!";
+ mes "You came to dye";
+ mes "your clothes as well.";
+ next;
+ mes "[Tailor Ginedin Rephere]";
+ mes "But... I'm so sorry.";
+ mes "I don't have enough time to dye your clothes right now. I have so many orders that are still waiting to be done.";
+ next;
+ mes "[Tailor Ginedin Rephere]";
+ mes "I'm sorry for the inconvenience, but could you come back again next time?";
+ close;
+ case 3:
+ mes "[Tailor Ginedin Rephere]";
+ mes "Feel free to take your time and relax here. I apologize that I have nothing to serve you, though.";
+ close;
+ }
+}
+
+// Prontera Church
+//============================================================
+prt_church,103,76,0 script Garnet#pront 67,{
+ mes "[Garnet]";
+ mes "Hello there~";
+ mes "Are you interested in learning more about helping and supporting other people?";
+ next;
+ mes "[Garnet]";
+ mes "The Acolytes and Priests trained in this church can heal people, cure them of certain conditions, and even awaken the battle potential of other adventurers.";
+ next;
+ mes "[Garnet]";
+ mes "Go and ahead and ask if you have any questions about skills for Acolytes and Priests.";
+ next;
+ set .@SkillChat,1;
+ while(.@SkillChat) {
+ switch(select("About Heal:About Cure:About Increase AGI:About Angelus:About Blessing:About Warp Portal:End Conversation")) {
+ case 1:
+ mes "[Garnet]";
+ mes "You can recover your own HP with the ^6666CCHeal^000000 skill. Healing is one of the most important ways you can help your friends in battle.";
+ next;
+ mes "[Garnet]";
+ mes "Even though our powers are usually used to heal others, you can actually use the ^6666CCHeal^000000 skill to hurt Undead monsters.";
+ next;
+ mes "[Garnet]";
+ mes "Just remember to hold down the ^6666CCShift^000000 key when you use Cure or Heal on Undead monsters. Just be sure to hurt the monsters though, and don't use it to help monsters.";
+ next;
+ mes "[Garnet]";
+ mes "Later, if you've learned ^6666CCHeal^000000 as an Acolyte, you can learn ^6666CCSanctuary^000000 if you become a Priest.";
+ next;
+ mes "[Garnet]";
+ mes "Priests use ^6666CCSantuary^000000 to create an area which will restore the HP of you and your friends if you rest within the Sanctuary's area.";
+ next;
+ break;
+ case 2:
+ mes "[Garnet]";
+ mes "Once you reach ^6666CCLevel 2 Heal^000000 as an Acolyte, you can learn ^6666CCCure^000000, which can be used to treat abnormal statuses.";
+ next;
+ mes "[Garnet]";
+ mes "This skill can be such a life saver, since almost every abnormal status can be cured with the Cure skill. Just remember that you need ^6666CCLevel 2 Heal^000000 before you can learn Cure.";
+ next;
+ break;
+ case 3:
+ mes "[Garnet]";
+ mes "Now, the ^6666CCIncrease AGI^000000 skill can be used on you or your friends. For a while your AGI stat is increased, making you attack faster and dodge monster attacks more easily.";
+ next;
+ mes "[Garnet]";
+ mes "If you're an Acolyte that wants to learn ^6666CCIncrease AGI^000000, you need to learn ^6666CCLevel 3 Heal^000000 first.";
+ next;
+ break;
+ case 4:
+ mes "[Garnet]";
+ mes "You can use ^6666CCAngelus^000000 to increase your Defense, as well as the Defense of other party members. Remember though, you can only use ^6666CCAngelus^000000 on other people if they are in your party.";
+ next;
+ mes "[Garnet]";
+ mes "Before you can learn Angelus, you will need to have ^6666CCLevel 3 Divine Protection^000000.";
+ next;
+ mes "[Garnet]";
+ mes "Also, if you keep learning Angelus, you'll eventually be able to learn ^6666CCKyrie Eleison^000000. That skill helps you evade initial attacks automatically.";
+ next;
+ break;
+ case 5:
+ mes "[Garnet]";
+ mes "^6666CCBlessing^000000 temporarily increases STR, DEX and INT. This skill will give you and your friends a great advantage in battle!";
+ next;
+ mes "[Garnet]";
+ mes "Before you can learn Blessing, you must first learn ^6666CCLevel 5 Divine Protection^000000.";
+ next;
+ break;
+ case 6:
+ mes "[Garnet]";
+ mes "^6666CCWarp Portal^000000 is a pretty complex skill, and you need to know some other skills before you can learn it.";
+ next;
+ mes "[Garnet]";
+ mes "First, you need to learn ^6666CCRuwach^000000 which lets you see invisible monsters. After Ruwach, you will need to learn the ^6666CCTeleport^000000 skill.";
+ next;
+ mes "[Garnet]";
+ mes "Once you learn ^6666CCWarp Portal^000000, the level of the Warp Portal skill will determine how many warp destinations, or Warp Points, you can memorize.";
+ next;
+ mes "[Garnet]";
+ mes "If you master the Warp Portal skill, you can have a maximum of 4 different Warp Points. But at least one Warp Point is designated as the Save Point that you've made with a Kafra Employee.";
+ next;
+ mes "[Garnet]";
+ mes "Well, it's a bit of hassle, but if you want to make a certain place one of your Warp Points, you need to be physically there first. Then, type in ^6666CC/memo^000000 into the command prompt.";
+ next;
+ mes "[Garnet]";
+ mes "Just so you know, you can't save a Warp Point inside of a dungeon. Oh, and don't forget, each time you make a Warp Portal, you must use 1 ^6666CCBlue Gemstone^000000 as a Catalyst.";
+ next;
+ break;
+ case 7:
+ mes "["+ strcharinfo(0) +"]";
+ mes "Alright, I've";
+ mes "heard enough.";
+ close2;
+ set .@SkilLChat,0;
+ break;
+ }
+ }
+ end;
+}
+
+prt_church,103,71,0 script Henson#pront 120,{
+ mes "[Henson]";
+ mes "We Priests and Acolytes are not only limited to easing the suffering of our fellow man...";
+ next;
+ mes "[Henson]";
+ mes "We also mete swift and merciless punishment to the forces of evil. Well, purifying any poor souls that may have been turned into the Undead is also another duty.";
+ next;
+ mes "[Henson]";
+ mes "Did you have any questions about Acolyte and Priest skills?";
+ next;
+ set .@SkillChat,1;
+ while(.@Skillchat) {
+ switch(select("About Divine Protection:About Demon Bane:About Decrease AGI:About Signum Crusis :About Pneuma:About Ruwach:About Teleport:End conversation.")) {
+ case 1:
+ mes "[Henson]";
+ mes "If you want to permanently improve your Defense against the Undead, learn ^6666CCDivine Protection^000000.";
+ next;
+ mes "[Henson]";
+ mes "Learning Divine Protection to certain levels will also allow you to learn other skills, like ^6666CCAngelus^000000 and ^6666CCBlessing^000000, which Garnet can explain.";
+ next;
+ mes "[Henson]";
+ mes "When you learn ^6666CCLevel 3 Divine Protection^000000, you will then be able to learn the ^6666CCDemon Bane^000000 skill.";
+ next;
+ mes "[Henson]";
+ mes "With ^6666CCDemon Bane^000000, the damage of your attacks against the Undead will be increased. Permanently.";
+ next;
+ break;
+ case 2:
+ mes "[Henson]";
+ mes "^6666CCDemon Bane^000000 increases the damage you will inflict upon the Undead. Permanently.";
+ next;
+ mes "[Henson]";
+ mes "First, you'll need to learn ^6666CCLevel 3 Divine Protection^000000 to be able to learn Demon Bane, so keep that in mind.";
+ next;
+ mes "[Henson]";
+ mes "When you learn ^6666CCLevel 3 Demon Bane^000000, you will be able to learn ^6666CCSignum Crusis^000000, which lowers the Defense of Undead monsters, as well as monsters with the Dark property.";
+ next;
+ break;
+ case 3:
+ mes "[Henson]";
+ mes "Using ^6666CCDecrease AGI^000000 on monsters will slow their movement, attack speed, and the rate at which they can evade your own attacks. That way, you can maim them properly.";
+ next;
+ mes "[Henson]";
+ mes "Remember, you must first learn ^6666CCLevel 2 Increase AGI^000000 if you want to be able to learn the Decrease AGI skill.";
+ next;
+ break;
+ case 4:
+ mes "[Henson]";
+ mes "The ^6666CCSignum Crusis^000000 skill lowers the Defense of monsters with the Undead or Dark properties. It has a wide range and can be quite powerful.";
+ next;
+ mes "[Henson]";
+ mes "However, it's a very difficult skill to use, and it has a relatively low success rate. But, do not despair if this skill is not successful all the time.";
+ next;
+ mes "[Henson]";
+ mes "When it does work, it will give you a great battle advantage. Remember, you will ^6666CCLevel 3 Demon Bane^000000 to acquire this skill.";
+ next;
+ break;
+ case 5:
+ mes "[Henson]";
+ mes "The ^6666CCPneuma^000000 allows you to generate a barrier that will block all long-range attacks in a certain range, creating a zone that will protect you from monsters that attack from a distance.";
+ next;
+ mes "[Henson]";
+ mes "In order to become ready to learn Pneuma, you must first completely master the ^6666CCWarp Portal^000000 skill.";
+ next;
+ break;
+ case 6:
+ mes "[Henson]";
+ mes "Nothing can escape the eyes of the Holy! ^6666CCRuwach^000000 allows you to see monsters, as well as other adventurers, that are hidden or invisible.";
+ next;
+ mes "[Henson]";
+ mes "Once you learn Ruwach, you will be able to learn the ^6666CCTeleport^000000 skill.";
+ next;
+ break;
+ case 7:
+ mes "[Henson]";
+ mes "First, you must learn the ^6666CCRuwach^000000 skill in order to learn how to Teleport.";
+ next;
+ mes "[Henson]";
+ mes "The ^6666CCTeleport^000000 skill teleports you to a random location in the field or city which you are currently in. Teleport will prove useful for quick escapes, but where you may end up is... unpredictable.";
+ next;
+ mes "[Henson]";
+ mes "Once the Teleport skill is mastered, you can Teleport to the latest Save Point that you have made with a Kafra Employee. I do not know why it is that way, but the Lord works in mysterious ways.";
+ next;
+ mes "[Henson]";
+ mes "When Teleport is mastered, you can also learn the ^6666CCWarp Portal^000000 skill. Ask Garnet if you wish to know more about Warp Portal.";
+ next;
+ break;
+ case 8:
+ mes "[Henson]";
+ mes "If you wish to understand more about an Acolyte or Priest skill, you are welcome to visit me at any time.";
+ close2;
+ set .@SkilLChat,0;
+ break;
+ }
+ }
+ end;
+}
+
+// Hidden Temple
+//============================================================
+prt_maze02,100,69,0 script Soldier#pront 105,{
+ mes "[Soldier]";
+ mes "H-hey!";
+ mes "What are";
+ mes "you doing here?!";
+ next;
+ mes "[Soldier]";
+ mes "Don't you know there's a Demon living in this forest?! I can't guarantee your safety";
+ mes "if you go in!";
+ close;
+}
+
+prt_maze02,110,69,0 script Soldier#2pront 105,{
+ mes "[Soldier]";
+ mes "*Sigh...* The last guy that entered this place haven't come back at all. He didn't listen to me and went in to gather Herbs or something dumb like that...";
+ next;
+ mes "[Soldier]";
+ mes "Whaaaat a stupid guy. Why would anyone want to throw his life away just to collect some silly Herbs?";
+ close;
+}
diff --git a/npc/pre-re/cities/rachel.txt b/npc/pre-re/cities/rachel.txt
new file mode 100644
index 000000000..cf6c0ed64
--- /dev/null
+++ b/npc/pre-re/cities/rachel.txt
@@ -0,0 +1,683 @@
+//===== rAthena Script =======================================
+//= Rachel City NPCs
+//===== By: ==================================================
+//= First Version: Tsuyuki and Harp
+//= iRO Version: L0ne_W0lf
+//===== Current Version: =====================================
+//= 0.9
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Partial Aegis Conversion]
+//= Arunafeltz NPCs
+//===== Additional Comments: =================================
+//= 0.5 Text translated from Korean > English, incomplete,
+//= possibly missing some NPCs and missing all quests.
+//= 0.6 Removed Inn Keeper (it's in inn.txt), name duplicates [Lupus]
+//= 0.7 Total update of most if not all NPCs. [L0ne_W0lf]
+//= 0.8 Updated "Frozen Boy" dialog. (euRO) [L0ne_W0lf]
+//= 0.9 Replaced effect numerics with constants. [L0ne_W0lf]
+//============================================================
+
+//===== Set 1 ================================================
+ice_dun04,33,166,3 script Frozen Boy 925,{
+ cutin "ra_sboy.bmp",2;
+ mes "["+strcharinfo(0)+"]";
+ mes "This boy must be the one who Ktullanux tried to protect.";
+ next;
+ mes "- The boy was frozen inside a giant ice pole, and he looks as if he is in sleep rather than dead. -";
+ next;
+ mes "- You felt freezing as you come closer to the giant ice pole that held the boy within,";
+ mes "- but for some reason, you felt a mysterious power from the pole. -";
+ next;
+ mes "- The boy appeared to be snowy white, and beautiful from the head to the toe. -";
+ next;
+ mes "- You wondered why a young boy had to be confined within this isolated cave, -";
+ mes "- you instinctively knew that no mage in this world would be able to release him from the ice pole.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "What happened to this boy?";
+ close2;
+ cutin "",255;
+ end;
+}
+
+ra_san04,137,48,3 script Loomin-1st Class Secret 111,{
+ mes "^3131FFLoomin, the boy";
+ mes "trapped in the Ice Cave.^000000";
+ mes "Class: 1st";
+ mes " ";
+ mes " ";
+ mes " ";
+ mes "^333333The pope was born together";
+ mes "with a twin brother, a fair";
+ mes "skinned boy with pale skin";
+ mes "and silver blonde hair. This";
+ mes "had never happened before";
+ mes "and presented a unique problem";
+ mes " ";
+ mes "High Priest Niren acted as";
+ mes "their maternity nurse and";
+ mes "came to Rachel, where the";
+ mes "twins were cared for by the";
+ mes "Priests. They all argued";
+ mes "over the boy's ultimate fate...";
+ mes " ";
+ mes "No one doubted that the boy";
+ mes "was spiritually powerful, but";
+ mes "was he a sacred complement to";
+ mes "his sister, or a great evil that";
+ mes "was in direct opposition to";
+ mes "her? It was a grueling debate";
+ mes " ";
+ mes "In the end, the High Priests";
+ mes "decided that the boy posed";
+ mes "a great risk to their society";
+ mes "People may not consider the";
+ mes "pope's birth as divine if they";
+ mes "knew she had a twin brother.";
+ mes " ";
+ mes "However, not wanting to fear";
+ mes "the wrath of the gods, the";
+ mes "High Priests did not kill the";
+ mes "boy. Instead, they sealed";
+ mes "him in the Ice Cave.";
+ mes " ";
+ mes "The High Priests made";
+ mes "a contract with Ktullanux,";
+ mes "a fearsome ice monster, to";
+ mes "guard the boy's prison, and";
+ mes "to insure that no one would.";
+ close;
+}
+
+rachel,124,132,1 script Citizen#1 921,{
+ mes "[Citizen]";
+ mes "May Freya bless";
+ mes "you, and give you an";
+ mes "abundance of health,";
+ mes "wealth, joy, and happiness!";
+ next;
+ mes "[Citizen]";
+ mes "Freya is the goddess of";
+ mes "love and beauty. Do you";
+ mes "think that if I pray hard";
+ mes "enough, she'll help me";
+ mes "get a really pretty girlfriend?";
+ close;
+}
+
+rachel,74,150,7 script Girl#1 914,{
+ mes "[Girl]";
+ mes "I've never seen our pope";
+ mes "before, I hear that she has";
+ mes "silver blonde hair and really";
+ mes "white skin. Daddy says that";
+ mes "only one girl is like that";
+ mes "in every generation.";
+ next;
+ mes "[Girl]";
+ mes "My daddy says the pope is";
+ mes "very special to us because";
+ mes "she's Freya. I mean, Freya";
+ mes "is a goddess, but she also";
+ mes "becomes people like us to talk";
+ mes "to us. Well, just the priests...";
+ next;
+ mes "[Girl]";
+ mes "I don't get it all,";
+ mes "but it sounds like";
+ mes "she's a secret princess.";
+ mes "Doesn't that sound so nice?";
+ mes "But when I tell that to Daddy,";
+ mes "he gets so mad at me! Oh, well.";
+ close;
+}
+
+rachel,144,243,5 script Cheshrumnir Guard::ChesGuard 934,{
+ mes "[Cheshrumnir Guard]";
+ mes "You are at Cheshrumnir,";
+ mes "the hallowed grounds occupied";
+ mes "by our pope, Freya's mortal";
+ mes "incarnation. In respect for";
+ mes "her Excellency, I expect you";
+ mes "to enter with a pious heart.";
+ close;
+}
+
+rachel,155,243,3 duplicate(ChesGuard) Cheshrumnir Guard 934
+
+
+rachel,209,198,3 script Kinos#aru 921,{
+ mes "[Kid]";
+ mes "If you open this door, you";
+ mes "can go inside this house,";
+ mes "and live in one of the rooms!";
+ mes "Then, you can add your couches";
+ mes "and a bed, and all of your stuff!";
+ next;
+ mes "[Kid]";
+ mes "All you gotta do is...";
+ mes "Ugh! Turn this knob";
+ mes "and... Grrrrah! Open";
+ mes "this door... But it's";
+ mes "almost impossible..";
+ close;
+}
+
+rachel,260,175,3 script Anku#aru 914,{
+ mes "[Anku]";
+ mes "It's been so long";
+ mes "already! I can't find";
+ mes "Himuhimu! Hide-and-Seek";
+ mes "shouldn't take this long...";
+ next;
+ mes "[Anku]";
+ mes "Oh, I'm already hungry...";
+ mes "Himuhimu, come out so";
+ mes "we can go home and eat!";
+ mes "Himuhimu! I give up!";
+ mes "H-Himuhimu...?";
+ close;
+}
+
+rachel,272,141,3 script Himuhimu#aru 921,{
+ mes "[Himuhimu]";
+ mes "Zzzz...Z...";
+ mes "Anku, you'll never";
+ mes "find m... never find";
+ mes "me here... Zzzzz...";
+ mes "... So hungry...";
+ close;
+}
+
+rachel,268,120,1 script Rachel Guard#1aru::RaGuard 934,{
+ mes "[Rachel Guard]";
+ mes "Welcome to Rachel";
+ mes "the capital of Arunafeltz.";
+ mes "Please ask our guide";
+ mes "at the center of the city";
+ mes "for information and";
+ mes "guest services.";
+ close;
+}
+
+rachel,125,33,5 duplicate(RaGuard) Rachel Guard#2aru 934
+
+rachel,31,130,3 duplicate(RaGuard) Rachel Guard#3aru 934
+
+rachel,76,77,3 script Rachel Priest 927,{
+ mes "[Rachel Priest]";
+ mes "Bwahahaha! Somehow,";
+ mes "drinks taste much better";
+ mes "during work hours!";
+ close;
+}
+
+ra_fild12,45,230,3 script Airship Guide#Fild 934,{
+ mes "[Airship Guide]";
+ mes "The Schwaltzvalt Republic's";
+ mes "international Airship service";
+ mes "for Arunafeltz can only be";
+ mes "accessed in Rachel. Please";
+ mes "follow the mark on your";
+ mes "Mini-Map to find the Airport.";
+ viewpoint 1,293,208,1,0xFF0000;
+ close;
+}
+
+//rachel,201,174,3 script Freya's Follower 927,{
+rachel,201,174,3 script Freya's Follower 926,{
+ mes "[Freya's Follower]";
+ mes "All of Arunafeltz believes";
+ mes "in the goddess Freya, but";
+ mes "there are those of us that";
+ mes "are more seriously involved";
+ mes "in adoration and worship.";
+ next;
+ mes "[Freya's Follower]";
+ mes "First, there are ''Freya's";
+ mes "Followers,'' men and women";
+ mes "like me that dress in holy masks";
+ mes "and garments. I realize that our";
+ mes "dress may seem a bit peculiar";
+ mes "to you, but that is our way.";
+ next;
+ mes "[Freya's Follower]";
+ mes "Then, there are the Priests";
+ mes "who dress in clean, white";
+ mes "flowing robes. They work in";
+ mes "the temple and serve the";
+ mes "community as religious leaders.";
+ next;
+ mes "[Freya's Follower]";
+ mes "Among these priests are";
+ mes "the elite High Priests that";
+ mes "directly assist our pope.";
+ mes "They wear more colorful";
+ mes "clothes as a sign of their";
+ mes "higher status in Rachel.";
+ next;
+ mes "[Freya's Follower]";
+ mes "All of us work tirelessly";
+ mes "to bring prosperity to";
+ mes "Arunafeltz, and to carry";
+ mes "out the teachings of our";
+ mes "beloved goddess Freya.";
+ close;
+}
+
+rachel,206,30,3 script Freya's Priest#play 920,{
+ mes "[Freya's Priest]";
+ mes "This...";
+ mes "bores me...";
+ next;
+ mes "[Freya's Priest]";
+ mes "You!";
+ mes "Entertain me!";
+ Emotion e_ag;
+ next;
+ if (select("What? You can't tell me what to do!:You got it.") == 1) {
+ mes "[Freya's Priest]";
+ mes "Oh. That much is";
+ mes "true, I suppose.";
+ close;
+ }
+ mes "[Freya's Priest]";
+ mes "Well, then,";
+ mes "what will you be";
+ mes "doing to entertain me?";
+ next;
+ if (select("Here's a funny story...:I will do what you want me to do.") == 1) {
+ mes "^3355FFYou told her the first";
+ mes "funny story that you";
+ mes "could think of.^000000";
+ specialeffect2 EF_TALK_FROSTJOKE;
+ next;
+ mes "[Freya's Priest]";
+ mes "That's supposed to";
+ mes "be funny? I suppose";
+ mes "that I don't understand";
+ mes "hoi polloi humor.";
+ close;
+ }
+ mes "[Freya's Priest]";
+ mes "Fine, fine~";
+ mes "Let me see what these";
+ mes "item of yours can do...";
+ mes "Oh? Oh! That's wonderful!";
+ close2;
+ set .@play,rand(1,10);
+ if (.@play == 1) warp "Random",0,0;
+ else if (.@play == 2) warp "Random",0,0;
+ else if (.@play == 3) sc_start SC_SpeedUp1,5000,0;
+ else if (.@play == 4) sc_start SC_SpeedUp1,5000,0;
+ else sc_start SC_SlowDown,5000,0;
+ end;
+}
+
+rachel,197,137,3 script Bard#aru 51,{
+ mes "[Bard]";
+ mes "I've wandered this";
+ mes "land, singing my songs~";
+ mes "Searching for someone";
+ mes "for my heart longs~";
+ next;
+ mes "[Bard]";
+ mes "Can I fulfill this hope~?";
+ mes "Meeting the girl with";
+ mes "skin as white as lillies,";
+ mes "eyes sparkling like stars~";
+ mes "Yes, I'm talking about the pope~";
+ mes "Pope, yeah~ Pope, yeah~";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "You must be off your";
+ mes "rocker singing that";
+ mes "kind of song here";
+ mes "in Arunafeltz!";
+ next;
+ mes ".........";
+ mes ".........";
+ mes ".........";
+ Emotion e_sob;
+ close;
+}
+
+ra_temple,148,91,3 script Follower Akarna 916,{
+ mes "[Follower Akarna]";
+ mes "Cheshrumnir...";
+ mes "It is said that one";
+ mes "day, our goddess Freya";
+ mes "will descend to this place";
+ mes "in all of her glory. I hope";
+ mes "that I live to see that.";
+ close;
+}
+
+ra_temple,115,148,7 script Follower Yakum 916,{
+ mes "[Follower Yakum]";
+ mes "......";
+ mes ".........";
+ mes "............";
+ next;
+ mes "^3355FFShe is completely";
+ mes "immersed in deep,";
+ mes "meditative prayer.";
+ mes "It'd be rude to";
+ mes "disturb her now.^000000";
+ close;
+}
+
+ra_temin,287,88,7 script Follower Lekua 926,{
+ mes "[Follower Lekua]";
+ mes "Look at these flowers.";
+ mes "Aren't they so beautiful?";
+ mes "I've spent a lot of time";
+ mes "cultivating this flower garden.";
+ next;
+ mes "[Follower Lekua]";
+ mes "I think it's Freya's";
+ mes "will for us to";
+ mes "bring as much beauty into";
+ mes "the world as we can. What";
+ mes "do you think about that?";
+ close;
+}
+
+//ra_temin,228,303,5 script Freya's Follower#in1 927,{
+ra_temin,228,303,5 script Freya's Follower#in1 926,{
+ mes "[Freya's Follower]";
+ mes "Once again, I didn't get";
+ mes "any sleep yesterday... I'm";
+ mes "praying so hard for Freya's";
+ mes "second coming. I'm exhausted,";
+ mes "but I feel pretty good about";
+ mes "making that small sacrifice.";
+ close;
+}
+
+//ra_temin,230,303,3 script Freya's Follower#in2 927,{
+ra_temin,230,303,3 script Freya's Follower#in2 926,{
+ mes "[Freya's Follower]";
+ mes "You have done well,";
+ mes "my brother. I am certain";
+ mes "that Freya would be proud";
+ mes "of all your effots.";
+ close;
+}
+
+ra_temin,138,64,5 script Child Follower#in1 921,{
+ mes "[Child Follower]";
+ mes "No! My Mingming is dead!";
+ next;
+ select("Mingming?");
+ mes "[Child Follower]";
+ mes "Mingming is a sick bird";
+ mes "I found on the street, and";
+ mes "I really wanted it to just";
+ mes "rest and be healthy again";
+ mes "but it died! Waaaaah!";
+ emotion e_sob;
+ next;
+ mes "[Child Follower]";
+ mes "I... I'm going to";
+ mes "try to ask the pope!";
+ mes "M-maybe she can bring";
+ mes "Mingming back to life!";
+ mes "Do you know how I can";
+ mes "find our pope?";
+ close;
+}
+
+
+//===== Set 2 ================================================
+ra_fild12,283,208,3 script Apprentice Priestess 914,{
+ if ($rachel_donate < 10000) {
+ mes "[Papaii]";
+ mes "Welcome to Arunafeltz,";
+ mes "adventurer! Enjoy your stay~";
+ next;
+ if (select("Are you a guide?:Thanks, have a good day.") == 1) {
+ mes "[Papaii]";
+ mes "Oh, actually, if you";
+ mes "want to speak to a guide,";
+ mes "head west to Rachel, and";
+ mes "then go north from the plaza";
+ mes "in the center of the city.";
+ mes "You'll find one over there.";
+ next;
+ mes "[Papaii]";
+ mes "My name is Papaii,";
+ mes "and I've been sent here to";
+ mes "promote the upcoming festival";
+ mes "in honor of Freya. I encourage";
+ mes "you to donate for our festival";
+ mes "if you can spare the zeny.";
+ next;
+ mes "[Papaii]";
+ mes "If you're interested in";
+ mes "learning more, then please";
+ mes "visit our temple, which will";
+ mes "be accepting donations and";
+ mes "hosting the festival, and";
+ mes "speak to Priestess Nemma.";
+ next;
+ mes "[Papaii]";
+ mes "If you donate, you can";
+ mes "receive Lottery Tickets";
+ mes "that you can redeem for";
+ mes "randomly selected items from";
+ mes "the temple's storage. May";
+ mes "Freya bless you, traveler~";
+ close;
+ }
+ mes "[Papaii]";
+ mes "May Freya bless you.";
+ mes "If you have time, please";
+ mes "visit our temple and make";
+ mes "a donation if you can~";
+ close;
+ }
+ mes "[Papaii]";
+ mes "Welcome to Arunafeltz!";
+ mes "The city over the rampart";
+ mes "is Rachel, the capital of";
+ mes "Arunafeltz. If you'd like to";
+ mes "rest from your travels, why";
+ mes "don't you visit Rachel?";
+ next;
+ if (select("Are you a guide?:Tell me more about Rachel.") == 1) {
+ mes "[Papaii]";
+ mes "Actually, my name is";
+ mes "Papaii, and I'm stationed";
+ mes "here on behalf of the temple";
+ mes "spread awareness of this our";
+ mes "religion to visiting tourists.";
+ next;
+ mes "[Papaii]";
+ mes "The entire nation of";
+ mes "Arunafeltz worships the";
+ mes "goddess Freya, and most";
+ mes "aspects of our lives are";
+ mes "largely influenced by our";
+ mes "religion. Did you know that?";
+ next;
+ mes "[Papaii]";
+ mes "I invite you to visit";
+ mes "our temple if you'd like";
+ mes "to learn more about goddess";
+ mes "Freya. May Freya guide you";
+ mes "in all that you do, and may she";
+ mes "protect you in your journeys!";
+ next;
+ mes "[Papaii]";
+ mes "Welcome to Arunafeltz!";
+ mes "The city over the rampart";
+ mes "is Rachel, the capital of";
+ mes "Arunafeltz. If you'd like to";
+ mes "rest from your travels, why";
+ mes "don't you visit Rachel?";
+ close;
+ }
+ mes "[Papaii]";
+ mes "Well, Rachel used to be";
+ mes "a barren desert until our";
+ mes "goddess led our ancestors to";
+ mes "this land. They cultivated the";
+ mes "desert by Freya's grace, and";
+ mes "made this area habitable.";
+ next;
+ mes "[Papaii]";
+ mes "Everything that you see here";
+ mes "has been artificially created";
+ mes "by humans. See? The blessings";
+ mes "of Freya truly enable us to";
+ mes "do miraculous things. You'll";
+ mes "see once you enter the capital.";
+ close;
+}
+
+rachel,127,117,4 script Child Follower#2 914,{
+ mes "[Deno]";
+ mes "Although we pray to";
+ mes "the goddess Freya and";
+ mes "ask her for all sorts of";
+ mes "things, we can't expect";
+ mes "her to do everything for us.";
+ next;
+ mes "[Deno]";
+ mes "As humans, it is our";
+ mes "responsibility to do all";
+ mes "in our power to conceive";
+ mes "our own happiness. We";
+ mes "believe that if it is Freya's";
+ mes "will, then it shall be realized.";
+ next;
+ emotion e_what;
+ mes "[Deno]";
+ mes "I know it might seem";
+ mes "a little confusing to";
+ mes "an outsider, the idea of";
+ mes "being reliant on our goddess";
+ mes "while relying our ourselves.";
+ close;
+}
+
+ra_temple,167,155,4 script Child Follower#3 914,{
+ mes "[Lewei]";
+ mes "Shushh!";
+ mes "Be quiet.";
+ next;
+ mes "[Lewei]";
+ mes "......";
+ mes ".........";
+ next;
+ mes "[Lewei]";
+ mes "Go away! If someone!";
+ mes "sees you, I'm gonna";
+ mes "get caught, you jerk!";
+ next;
+ if (select("What are you doing?:Alright.") == 1) {
+ mes "[Lewei]";
+ mes "Hellooo~?";
+ mes "Can't you see?";
+ mes "It's called Hide-and-";
+ mes "Go-Seek. Gee whiz!";
+ mes "Hurry, get away!";
+ close;
+ }
+ mes "[Lewei]";
+ mes "Hurry, and get";
+ mes "outta here!";
+ close;
+}
+
+ra_temple,179,161,7 script Child Follower#4 921,{
+ mes "[Zhikka]";
+ mes "Shh! I'm playing";
+ mes "Hide-and-Seek. Would";
+ mes "you leave me alone, please?";
+ mes "I don't wanna get caught again!";
+ mes "Maybe it's because I always";
+ mes "use the same hiding place...";
+ close;
+}
+
+ra_temple,77,114,7 script Child Follower#5 921,{
+ mes "[Emmet]";
+ mes "Oh my Freya! You scared me!";
+ mes "I thought you were one of the";
+ mes "kids playing Hide-and-Seek!";
+ mes "Ack! Get away, get away!";
+ mes "Can't let them find me!";
+ close;
+}
+
+ra_temple,172,113,5 script Child Follower#6 921,{
+ mes "[Harse]";
+ mes "Where are yoooou~";
+ mes "Come out, come out";
+ mes "wherever you are~";
+ next;
+ mes "[Harse]";
+ mes "What the Freya?";
+ mes "What's a grown-up";
+ mes "doing around here?";
+ mes "Can't you see I'm";
+ mes "playing Hide-and-Go-Seek?";
+ close;
+}
+
+airplane,238,54,7 script Adventurer 59,{
+ if ($rachel_donate < 10000) {
+ mes "[Adventurer]";
+ mes "You know that the temple";
+ mes "in Rachel is accepting";
+ mes "donations? They're asking";
+ mes "for a lot of zeny, but my buddies";
+ mes "and I donated anyway. Heck, we";
+ mes "wanted to see what we could win~";
+ next;
+ mes "[Adventurer]";
+ mes "One of my buddies was";
+ mes "real freakin' lucky. He";
+ mes "got some kind of album,";
+ mes "opened it up and found";
+ mes "some kinda card inside.";
+ mes "Really pretty stuff.";
+ next;
+ mes "[Adventurer]";
+ mes "Another buddy of mine?";
+ mes "Not so lucky. He got a";
+ mes "Condensed White Potion...";
+ mes "Yeah, I don't blame him for";
+ mes "feeling a little gypped, but he";
+ mes "donated for a good cause, right?";
+ next;
+ mes "[Adventurer]";
+ mes "Me? I got some yellow";
+ mes "bell shaped fruit. I didn't";
+ mes "really feel like eating it,";
+ mes "but after I took a bite,";
+ mes "it was like... whoa.";
+ mes "So refreshing!";
+ next;
+ mes "[Adventurer]";
+ mes "Anyway, all the donations";
+ mes "will be used to fund some";
+ mes "kinda festival. Sooo, I don't";
+ mes "think they'll be holding this";
+ mes "special lottery anymore once";
+ mes "they get enough money, you know?";
+ close;
+ }
+ mes "[Adventurer]";
+ mes "You know, one of the";
+ mes "priestesses at the temple";
+ mes "in Rachel looked troubled";
+ mes "for some reason. I should've";
+ mes "asked what was bothering her,";
+ mes "and offered my help. Mm, nah.";
+ close;
+}
diff --git a/npc/pre-re/cities/splendide.txt b/npc/pre-re/cities/splendide.txt
new file mode 100644
index 000000000..87bf41a81
--- /dev/null
+++ b/npc/pre-re/cities/splendide.txt
@@ -0,0 +1,831 @@
+//===== rAthena Script =======================================
+//= Splendide Town
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.2
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Town-specific NPCs for Splendide.
+//===== Additional Comments: =================================
+//= 1.0 First Version.
+//= 1.1 Added more town NPCs
+//= 1.2 Added more town NPCs
+//============================================================
+
+// cat_enhance
+splendide,218,193,3 script Fairy#ep13_1 441,{
+ if (isequipped(2782) == 1) {
+ mes "[Exhausted Fairy]";
+ mes "Wait, don't come any closer. I can't stand your smell, it makes me feel dizzy.";
+ close;
+ }
+ else {
+ mes "[Exhausted Fairy]";
+ mes "OdesKoUor Ko NuffSharUden Ko CyaVenah An NudNuffser An KoRivehAdor Mu LarseorAnu O DorNe";
+ close;
+ }
+}
+
+splendide,180,223,3 script Fairy#ep13_2 440,{
+ if (isequipped(2782) == 1) {
+ mes "[Kalua]";
+ mes "You don't look sophisticated, but I think you are better than those uncivilized guys who are around the snowfield.";
+ close;
+ }
+ else {
+ mes "[Kalua]";
+ mes "AlahCyamah U MeKoser Ir TimaurRiveh Di LarsRasTi Di AgolKones Or AlahUdenAndu Ee FusRe";
+ close;
+ }
+}
+
+splendide,125,227,3 script Fairy#ep13_3 444,{
+ if (isequipped(2782) == 1) {
+ mes "[Flowa]";
+ mes "No offense, I was not looking at you with sympathy.";
+ mes "I just wondered how you could walk with that heavy body...";
+ close;
+ }
+ else {
+ mes "[Flowa]";
+ mes "AnuFuloUor Ko CyaWosnes Ha WosAnuAsh O WosDuAno O ";
+ mes "FuloAndueo Ie WosGothLars Ee Tinarmaur Or AlahnahVa Or narAnuFulo So KoCya";
+ close;
+ }
+}
+
+// ep13_2_hiki
+splendide,159,164,3 script Fairy#13_2_1 461,{
+ if ((isequipped(2782) == 1) && (ep13_2_rhea == 100)) {
+ mes "[Fairy]";
+ mes "It is shame that I have to";
+ mes "cope with those fat beasts.";
+ mes "I am just too delicate to fight with them.";
+ close;
+ }
+ else {
+ mes "[Fairy]";
+ mes "RiniHirDieb Ie nahImanMe Di Mush";
+ mes "mahnarAsh So HirAnMod O Ras";
+ mes "neaLoDath Ha KoRivehWha So Thusnea";
+ close;
+ }
+}
+
+splendide,229,54,3 script Fairy#13_2_2 439,{
+ if ((isequipped(2782) == 1) && (ep13_2_rhea == 100)) {
+ mes "[Fairy]";
+ mes "Huh? You are a human.";
+ mes "You are better than those fat Saphas, but still you are not a beautiful thing also.";
+ next;
+ mes "[Fairy]";
+ mes "How did you find this wonderful place?";
+ mes "This is a sophisticated place.";
+ mes "I don't think you can be here with us.";
+ close;
+ }
+ else {
+ mes "[Fairy]";
+ mes "ImanAnuUor Yee NeUorVer Ir RivehAshOsa";
+ mes "AdorserHir er OsaAlahAno Mu RivehDath";
+ next;
+ mes "[Fairy]";
+ mes "LarsFuloSar Yu VilGotheor Yu nes";
+ mes "Anuneseor Ie remuSeDieb er ";
+ mes "WosLoNud Ko NuffDuIman Ir ";
+ close;
+ }
+}
+
+splendide,89,235,5 script Fairy#13_2_3 446,{
+ if ((isequipped(2782) == 1) && (ep13_2_rhea == 100)) {
+ mes "[Fairy]";
+ mes "Lalalalal~Lala~Lalala~";
+ mes "Let's sing a song~!";
+ mes "My voice is so fantastic!";
+ next;
+ mes "[Fairy]";
+ mes "Don't even think about getting close to me!";
+ close;
+ }
+ else {
+ mes "[Fairy]";
+ mes "WehVeldHir Or ThusNorAnu";
+ mes "ReImanWos Yu marFuloNor Yee ";
+ mes "SharneaVrum Ir Ruff";
+ next;
+ mes "[Fairy]";
+ mes "BurKoWeh Ie nesThusLu Ee ";
+ close;
+ }
+}
+
+splendide,245,243,3 script Fairy#13_2_4 462,{
+ if ((isequipped(2782) == 1) && (ep13_2_rhea == 100)) {
+ mes "[Fairy]";
+ mes "This land was such a waste land.";
+ mes "It was extremely cold and";
+ mes "nothing could live here.";
+ mes "but, once we inhabited this place, it has been changing day by day.";
+ next;
+ mes "[Fairy]";
+ mes "Now, all the problems are gone.";
+ mes "Except those ugly fat Saphas.";
+ mes "How can we be rid of those things?";
+ close;
+ }
+ else {
+ mes "[Fairy]";
+ mes "DiebVohlWeh Ko RasVeldFar Ie AshVohl";
+ mes "neaAmanIman Ie DorDuMe No Hireo";
+ mes "tassermaur Yee DorAdorNud Ee ";
+ mes "NohThorVe O FusImanAman";
+ next;
+ mes "[Fairy]";
+ mes "OsaVeldWeh U GothIyazVer Or ";
+ mes "LarsAnDor Yee TurVeldVil";
+ mes "LarsDanaFus An DiebImanmar er Dim";
+ mes "tasLoRini Ir WehAndu";
+ close;
+ }
+}
+
+splendide,230,142,3 script Fairy#13_2_5 439,{
+ if ((isequipped(2782) == 1) && (ep13_2_rhea == 100)) {
+ mes "[Fairy]";
+ mes "Ah-Ha, I am so stunning.";
+ close;
+ }
+ else {
+ mes "[Fairy]";
+ mes "AgolWhaNe O LoRini";
+ close;
+ }
+}
+
+splendide,274,203,3 script Fairy#13_2_6 444,{
+ if ((isequipped(2782) == 1) && (ep13_2_rhea == 100)) {
+ mes "[Fairy]";
+ mes "Hey, you~! Human! How did you find us?";
+ mes "What does your human world look like?";
+ mes "Is it fun to be there?";
+ close;
+ }
+ else {
+ mes "[Fairy]";
+ mes "AnnarNor So marFarAno Di NudThusNei Ir Ir ";
+ mes "narVaTi Mu SharDimmaur Or Ano";
+ mes "WhaModKo Or eoNeiNor Di ImanDunah O O ";
+ close;
+ }
+}
+
+splendide,275,141,3 script Fairy#13_2_7 447,{
+ if ((isequipped(2782) == 1) && (ep13_2_rhea == 100)) {
+ mes "[Fairy]";
+ mes "Don't talk to me. What do you want?";
+ mes "I know you will blame something on me right?";
+ next;
+ mes "[Fairy]";
+ mes "I don't want to listen to other people...";
+ mes "I am perfect as I am!";
+ close;
+ }
+ else {
+ mes "[Fairy]";
+ mes "narnahNoh Di WehRiniLars Yee ModAnu";
+ mes "LuAlahNe Or FarAnduOsa No AgolKo";
+ next;
+ mes "[Fairy]";
+ mes "LarsVilDim No WhaVilFus Ha Ash";
+ mes "ReLarsShar Mu AnduLoLon Ie Nufftas";
+ close;
+ }
+}
+
+splendide,224,230,3 script Fairy#13_2_8 440,{
+ if ((isequipped(2782) == 1) && (ep13_2_rhea == 100)) {
+ mes "[Fairy]";
+ mes "Listen carefully and learn more!";
+ mes "Let's sing and dance!";
+ mes "You can be part of us!";
+ mes "Shake your hips!";
+ mes "Wow~Woo~Wow~";
+ mes "Dance~!";
+ close;
+ }
+ else {
+ mes "[Fairy]";
+ mes "NuffMushLars Ra WehVilnah Ra DielWeh";
+ mes "RivehnarWos Ra YurSharRe";
+ mes "TalVaThor O VerWhatas";
+ mes "FuloDimIyaz Mu WhaNoreo U ";
+ mes "AlahNeLo Ra UorOsa";
+ mes "SeAnduMush Ur ";
+ close;
+ }
+}
+
+splendide,223,36,3 script Fairy#13_2_9 462,{
+ if ((isequipped(2782) == 1) && (ep13_2_rhea == 100)) {
+ mes "[Fairy]";
+ mes "I don't want to touch them at all.";
+ mes "But they are ruining my Yggdrasilberries.";
+ mes "I can't stand it anymore!";
+ next;
+ mes "[Fairy]";
+ mes "Fighting is not my thing...";
+ mes "But for our glory, I will fight!";
+ mes "They should feel honored to be battling with us!";
+ close;
+ }
+ else {
+ mes "[Fairy]";
+ mes "AshAmanNei Ir LonVeldremu O ";
+ mes "AnduSarHir No NudAnumaur Ha Veld";
+ mes "Semarmah U VeTingDieb Yu ";
+ mes "mahsertas Ra marAmanAdor Ir ";
+ next;
+ mes "[Fairy]";
+ mes "TingAgolLu So MushAndumah U neseor";
+ mes "WhaDuFulo er ImanThusNe Di Tur";
+ mes "DathUornah Ir MemaurDeh Yu Fulo";
+ mes "CyaMeDor Ko VeLarsAgol";
+ close;
+ }
+}
+
+splendide,305,129,3 script Fairy#13_2_10 436,{
+ if ((isequipped(2782) == 1) && (ep13_2_rhea == 100)) {
+ mes "[Fairy]";
+ mes "Hu...feel sleepy.";
+ mes "I am so bored. I have nothing to do.";
+ mes "Even my friends are fighting with those giants, but it is not really my job to help them.";
+ next;
+ mes "[Fairy]";
+ mes "I better check my make-up";
+ mes "in the dressing room.";
+ mes "Or should I get more beauty sleep?";
+ close;
+ }
+ else {
+ mes "[Fairy]";
+ mes "AnduNothUor O eomaurShar Mu AnduVeld";
+ mes "AdorFulotas Ko NorAlahAsh Ie Ala";
+ mes "KoOsaLon Ha AnuNeiNoh Di Ting";
+ mes "tasKoDiel O IyazGoth";
+ next;
+ mes "[Fairy]";
+ mes "OdesmahHir Or mahneaLars So ";
+ mes "HirNudAman O AdorWosDu";
+ mes "DimYurVa So DanaRuYur";
+ close;
+ }
+}
+
+splendide,142,315,3 script Fairy#13_2_11 462,{
+ if ((isequipped(2782) == 1) && (ep13_2_rhea == 100)) {
+ mes "[Fairy]";
+ mes "Flying in the sky is not easy.";
+ mes "But it is better than a walk on the ground.";
+ next;
+ mes "[Fairy]";
+ mes "Are you a human? Poor thing...";
+ mes "You can't have these beautiful wings?";
+ mes "Pathetic lives.";
+ mes "It is obvious that we are the only ones who are blessed.";
+ close;
+ }
+ else {
+ mes "[Fairy]";
+ mes "WharemuLars Ur SharUdenWha Yu Agol";
+ mes "LontasSar Ra DathVeAlah Ee Noh";
+ mes "LarsLonnah Ko TalnesIman Ie Diel";
+ next;
+ mes "[Fairy]";
+ mes "tasSarNuff Or WehFarDieb Ir FarRu";
+ mes "FusYurnah So MeAshnar O Noth";
+ mes "YurBurDu Yu VeldVaMush So Thor";
+ mes "AgolDiebUor No TurnahAla O ";
+ close;
+ }
+}
+
+splendide,181,107,5 script Fairy#13_2_12 462,{
+ if ((isequipped(2782) == 1) && (ep13_2_rhea == 100)) {
+ mes "[Fairy]";
+ mes "Neatness, tidiness and cleanness!";
+ mes "Those are the words.";
+ mes "that can describe us!";
+ mes "Others are so dirty and messy!";
+ close;
+ }
+ else {
+ mes "[Fairy]";
+ mes "FusYurnah So M ";
+ mes "WehFarDieb Ir FarRu ";
+ mes "FusYurnah ";
+ mes "AgolDiebUor No Tur";
+ close;
+ }
+}
+
+// ep13_2_tre
+splendide,188,76,5 script Splendide Soldier#tre1 461,{
+ if ((isequipped(2782) == 1) && (ep13_2_rhea == 100)) {
+ mes "[Splendide Soldier]";
+ mes "This is Splendide, the garrison base of the Laphine.";
+ close;
+ }
+ else {
+ mes "[Splendide Soldier]";
+ mes "SeAshLu Di YurDiebTing Ee VeModTur No NuffLarsVa No ";
+ close;
+ }
+}
+
+splendide,201,76,3 script Splendide Soldier#tre2 461,{
+ if ((isequipped(2782) == 1) && (ep13_2_rhea == 100)) {
+ mes "[Splendide Soldier]";
+ mes "This is Splendide, the garrison base of the Laphine.";
+ close;
+ }
+ else {
+ mes "[Splendide Soldier]";
+ mes "SeAshLu Di YurDiebTing Ee VeModTur No NuffLarsVa No ";
+ close;
+ }
+}
+
+splendide,207,97,5 script Middle-Ranked Laphine#1 443,{
+ if ((isequipped(2782) == 1) && (ep13_2_rhea == 100)) {
+ mes "[Middle-Ranked Laphine]";
+ mes "Haap-!";
+ mes "See? Same as a streetlight, right?";
+ specialeffect EF_LEVEL99_4;
+ close;
+ }
+ else {
+ mes "[Middle-Ranked Laphine]";
+ mes "sehrVa";
+ mes "IyazAnman Di TurHirCya";
+ specialeffect EF_LEVEL99_4;
+ close;
+ }
+}
+
+splendide,210,95,3 script Middle-Ranked Laphine#2 442,{
+ if ((isequipped(2782) == 1) && (ep13_2_rhea == 100)) {
+ mes "[Middle-Ranked Laphine]";
+ mes "Wow~ Great!!";
+ emotion e_no1;
+ close;
+ }
+ else {
+ mes "[Middle-Ranked Laphine]";
+ mes "MushIyazTur Ee YurDana";
+ emotion e_no1;
+ close;
+ }
+}
+
+spl_in01,190,314,5 script Security Officer#tre 461,{
+ if ((isequipped(2782) == 1) && (ep13_2_rhea == 100)) {
+ mes "[Security Officer]";
+ mes "This is the underground prison of Splendide.";
+ mes "Those who are guilty and prisoners are detained here.";
+ next;
+ mes "[Security Officer]";
+ mes "If you do something supicious, you must be detained here too, so you'd better to be careful!";
+ close;
+ }
+ else {
+ mes "[Security Officer]";
+ mes "GothremuAman Ha DimDielNuff";
+ mes "GothAnAsh er NohVaAgol Yee CyaOsaDor U Aman U ";
+ mes "TurOdesVrum Ir TalDathOsa Ie WosAgolVrum Ha neaNudHir Ha SeAnVil Di narAlahLars Yu";
+ close;
+ }
+}
+
+spl_in01,281,329,3 script Splendide Guard#tre 447,{
+ if ((isequipped(2782) == 1) && (ep13_2_rhea == 100)) {
+ mes "[Splendide Guard]";
+ mes "If you make too much noise, the prisoners will cause trouble. So try to keep quiet at all times.";
+ close;
+ }
+ else {
+ mes "[Splendide Guard]";
+ mes "AnduVeldRe Ko VeldReFulo So LomaurDu So So ";
+ close;
+ }
+}
+
+spl_in01,287,306,3 script #spl_prs 111,{
+ if ((isequipped(2782) == 1) && (ep13_2_rhea == 100)) {
+ mes "[Manuk Prisoner]";
+ mes "My, my body...!!";
+ mes "Injection! Please!! Help me!";
+ close;
+ }
+ else {
+ mes "[Manuk Prisoner]";
+ mes "Gi ha sd I das ";
+ mes "Yda sod ja si dsa";
+ close;
+ }
+}
+
+spl_in01,265,315,0 script #spl_prs1 -1,5,5,{
+OnTouch:
+ if ((isequipped(2782) == 1) && (ep13_2_rhea == 100)) {
+ mes "[Voice from another side]";
+ mes "Sir, Please!!!";
+ mes "How can I communicate secretly with Manuk!!";
+ mes "I'm innocent. Please.";
+ close;
+ }
+ else {
+ mes "[Voice from another side]";
+ mes "RuffUdeneo Mu VilAsh";
+ mes "YurReDur Ha DielTalNe Ko Lars";
+ mes "HirVerWeh Yu AnuNud";
+ close;
+ }
+}
+
+// ep13_spl_extra
+spl_in01,172,225,3 script Wandering Poet#ep13 51,{
+ cutin "god_nelluad02",2;
+ mes "[Poet Nell]" ;
+ mes "Hi~~ do you hear the beautiful music comeing from afar~?";
+ next;
+ select("Who are you?");
+ cutin "god_nelluad01",2;
+ mes "[Poet Nell]";
+ mes "Who, me...?";
+ mes "I am just a poet enjoying the ambience...";
+ next;
+ mes "[Poet Nell]";
+ mes "I cam here the other day, requesting to take notes of this new world and they allow me to follow the adventurers here.";
+ next;
+ mes "[Poet Nell]";
+ mes "I became familliar with the Lapine.";
+ mes "It was quite awkward at first... Since I didn't knew their language.";
+ mes "But, one I started to play my instruments... they loved it.";
+ next;
+ mes "[Poet Nell]";
+ mes "They're fairies that know how to enjoy their lives..";
+ mes "How happy they are...";
+ mes "They are quite curious... I am honored to have met them...";
+ next;
+ mes "[Poet Nell]";
+ mes "So do you want to listen to my playing?";
+ next;
+ switch(select("Sure.:Not really.")) {
+ case 1:
+ mes "[Poet Nell]";
+ mes "What song do you want??";
+ next;
+ switch(select("Poet of Bragie:Chaos in Eternity:Sunset Assassin:Ring of Nibelungen")) {
+ case 1:
+ cutin "god_nelluad02",2;
+ mes "[Poet Nell]";
+ mes "Poet of Bragie!";
+ mes "You must have a keen ear.";
+ soundeffect "bragis_poem.wav",0;
+ break;
+ case 2:
+ cutin "god_nelluad02",2;
+ mes "[Poet Nell]";
+ mes "Chaos in Eternity...";
+ mes "This is a great piece but I wouldn't reccomend it while dining...";
+ soundeffect "chaos_of_eternity.wav",0;
+ break;
+ case 3:
+ cutin "god_nelluad02",2;
+ mes "[Poet Nell]";
+ mes "Sunset Assassin!";
+ mes "Do you like Assassins?";
+ mes "This song tells of a legendary Assassin Cross that lived in the desert.";
+ soundeffect "assassin_of_sunset.wav",0;
+ break;
+ case 4:
+ cutin "god_nelluad02",2;
+ mes "[Poet Nell]";
+ mes "Ring of Nibelungen...";
+ mes "This song has quite an interesting story~";
+ next;
+ soundeffect "ring_of_nibelungen.wav",0;
+ mes "^4d4dff There was a niver named Rhein that";
+ mes "that would shine as if made of gold.";
+ mes "It's secret hidden from all since";
+ mes "before this story was told...^000000";
+ next;
+ mes "^4d4dff Valhalla was born from the goddess Freya.";
+ mes "The envious Rocky destroyed the goddess of beauty.^000000";
+ mes "^4d4dff Out of it's depths was born a ring made of fire.";
+ mes "A ring so strong it held the god's desires~^000000";
+ next;
+ mes "^4d4dff Alberich's treasure now holds that power.";
+ mes "The power of the ring that held all the god's desires.^000000";
+ next;
+ mes "^4d4dff The treasure was used to buy the world's soul.";
+ mes "A soul purchased with the weight of gold.^000000";
+ next;
+ mes "^4d4dff Rocky afraid of losing control. transforms poor Alberich to the shape of a toad.";
+ next;
+ mes "^4d4dff Alberich swears with the last of his breath, that his treasured ring will curse it's wearer till death.";
+ next;
+ mes "^4d4dff Forever will the bearer be, cursed with Rocky's jealousy." ;
+ break;
+ }
+ break;
+ case 2:
+ cutin "god_nelluad03",2;
+ mes "[Poet Nell]";
+ mes "Why not?";
+ mes "Why would you stare at me like that if you didn't want to listen to my playing";
+ next;
+ select("You look like someone I know.");
+ cutin "god_nelluad04",2;
+ mes "[Poet Nell]";
+ mes "Eh?";
+ mes "No way!";
+ mes "Maybe you're confused..!";
+ next;
+ mes "[Poet Nell]";
+ mes "Yes, I look quite common...";
+ mes "But I doubt we've ever met before." ;
+ next;
+ cutin "god_nelluad01",255;
+ mes "- Nell seems embarrassed, then starts playing very complicated music -";
+ break;
+ }
+ close2;
+ cutin "god_nelluad01",255;
+ end;
+}
+
+spl_in01,182,213,1 script Resting Laphine#ep13_1 438,{
+ if ((isequipped(2782) > 0) && (ep13_2_rhea > 99)) {
+ mes "[Resting Laphine]";
+ mes "The poet on the stagie is mysterious.";
+ mes "The moment you came here...";
+ mes "He arrived and started playing music.";
+ next;
+ mes "[Resting Laphine]";
+ mes "This is music from your country yes?";
+ mes "I think it sounds great.";
+ close;
+ }
+ else {
+ mes "[Resting Laphine]";
+ mes "IyazLarsSe Or An.";
+ mes "marLoOsa Yee NeiBur";
+ mes "Rinisehrnea Mu...? ";
+ close;
+ }
+}
+
+spl_in01,181,218,5 script Resting Laphine#ep13_2 446,{
+ if ((isequipped(2782) > 0) && (ep13_2_rhea > 99)) {
+ mes "- He is nodding his head to the sound of the music -";
+ next;
+ mes "[Resting Laphine]";
+ mes "Do you know how to play a similar sound?";
+ mes "This tone is unbelievable.";
+ close;
+ }
+ else {
+ mes "- He is nodding his head to the sound of the music -";
+ next;
+ mes "[Resting Laphine]";
+ mes "GothTingNoth Di~ nar..";
+ mes "DiebIyazNud Yu FarAn";
+ mes "nesFarDor U ~";
+ close;
+ }
+}
+
+spl_in01,161,213,7 script Dining Laphine#ep13 447,{
+ if ((isequipped(2782) > 0) && (ep13_2_rhea > 99)) {
+ mes "[Dining Laphine]";
+ mes "I got bored eating home cooked food.";
+ mes "The only thing that keeps me coming here is fruit soup...";
+ next;
+ mes "[Dining Laphine]";
+ mes "Hey you!";
+ mes "Why are you staring at me eating dinner?";
+ close;
+ }
+ else {
+ mes "[Dining Laphine]";
+ mes "NothFarLu Ra...? ";
+ mes "RuffYur..!";
+ next;
+ mes "- He is giving me a odd stare as he eats his dinner -";
+ close;
+ }
+}
+
+spl_in01,162,202,5 script Laphine taking notes#1 436,{
+ if ((isequipped(2782) > 0) && (ep13_2_rhea > 99)) {
+ mes "[Laphine taking notes]";
+ mes "We are quite impressed by the poet.";
+ mes "We Laphine love music aswell.";
+ mes "I never imagined that I would ever hear such exotic music.";
+ next;
+ mes "[Laphine taking notes]";
+ mes "I want to study music someday.";
+ mes "I plan to write much about the study of instruments and music";
+ next;
+ mes "[Laphine taking notes]";
+ mes "Someday you should listen to mu people's music.";
+ close;
+ }
+ else {
+ mes "[Laphine taking notes]";
+ mes "TiTalLars Ur tasThorNoth O AnImanWha.";
+ mes "FusLuRuff..... Mu TingLuAla Yee AnmanAndu";
+ next;
+ mes "- He seems frustrated that you don't understand him -";
+ close;
+ }
+}
+
+spl_in01,167,207,7 script Silent Laphine#ep13 445,{
+ mes "- He is almost sleeping but he is still managing to hold a cup with a drink in it. He must be really tired-";
+ close;
+}
+
+spl_in01,180,201,3 script Laphine Soldier#ep13_1 461,{
+ if ((isequipped(2782) > 0) && (ep13_2_rhea > 99)) {
+ mes "[Laphine Soldier]";
+ mes "You are a stranger here, aren't you?";
+ mes "I am watching him to prevent anything bad from happening.";
+ next;
+ mes "[Laphine Soldier]";
+ mes "Definitely you are involved.";
+ mes "The upper side people allow you to pass here...";
+ mes "But nobody knows what's going to happen in this battlefield.";
+ next;
+ mes "[Laphine Soldier]";
+ mes "Anyway, whats that instrument over there?";
+ mes "We have a similar one...";
+ mes "But it sounds totally different.";
+ close;
+ }
+ else {
+ mes "[Laphine Soldier]";
+ mes "FusVohlAnu Ur Lon.";
+ mes "LoUdenFar Ha Dormaur?";
+ mes "...marAmanYur Mu.";
+ next;
+ mes "-The Laphine Soldier wants to tell you something, but just stops talking as you give him a blank stare -";
+ close;
+ }
+}
+
+spl_in01,189,207,3 script Laphine Staff#ep13_1 439,{
+ if ((isequipped(2782) > 0) && (ep13_2_rhea > 99)) {
+ mes "[Laphine Staff]";
+ mes "Hm, what's up?";
+ mes "I'm sorry, but we don't sell food to strangers.";
+ next;
+ mes "[Laphine Staff]";
+ mes "You guys also need to be careful of food here.";
+ mes "Food is scarce here.";
+ next;
+ mes "[Laphine Staff]";
+ mes "You're going to have to find food somewhere else.";
+ close;
+ }
+ else {
+ mes "[Laphine Staff]";
+ mes "VeldAnoWeh Or ";
+ mes "TurWos";
+ mes "......ah...";
+ next;
+ mes "- You just grin and smile. It's frustrating not to be able to understand their language. -";
+ close;
+ }
+}
+
+spl_in01,154,207,5 script Laphine Staff#ep13_2 440,{
+ if ((isequipped(2782) > 0) && (ep13_2_rhea > 99)) {
+ mes "[Laphine Staff]";
+ mes "his camp serves a military purpose. But we also have a need for bars.";
+ next;
+ mes "[Laphine Staff]";
+ mes "How else can a soldier release stress if not through drinking...";
+ next;
+ mes "[Laphine Staff]";
+ mes "We are here to support the laphine soldier by giving good drinks and entertainment.";
+ close;
+ }
+ else {
+ mes "[Laphine Staff]";
+ mes "NorVerNuff Ee Re!";
+ mes "remuDurOdes Mu AshFus~!";
+ mes "OdesTalWeh Ur??? ";
+ close;
+ }
+}
+
+spl_in01,122,314,5 script High-Ranked Soldier#ep13 461,{
+ if ((isequipped(2782) > 0) && (ep13_2_rhea > 99)) {
+ mes "[High-Ranked Soldier]";
+ mes "Are ther any new supplies?";
+ next;
+ mes "[Laphine Soldier]";
+ mes "This sword just arrived...";
+ mes "This is inspired by stars, and we tested it by cutting the thread floating over the water.";
+ next;
+ mes "[High-Ranked Soldier]";
+ mes "Hmm, we rarely used swords. But it looks great as a decoration.";
+ next;
+ mes "- Seems their busy talking about weapons -";
+ close;
+ }
+ else {
+ mes "[High-Ranked Soldier]";
+ mes "NorVerNuff Ee Re....";
+ next;
+ mes "[Laphine Soldier]";
+ mes "FusVerAlah Di ";
+ mes "ModNorNor U DimVohlWeh O DimAmannea An WosAnoNoh An AnduMeOdes So TalAdor.";
+ next;
+ mes "[High-Ranked Soldier]";
+ mes "DurNohHir Ha UorVaThus Di AshNuffLon U mahNuffThus U RuAmanAgol Ir NohHir...?";
+ close;
+ }
+}
+
+spl_in01,122,311,1 script Laphine Soldier#ep13_2 447,{
+ if ((isequipped(2782) > 0) && (ep13_2_rhea > 99)) {
+ mes "[Laphine Soldier]";
+ mes "Are you a stranger?";
+ mes "Have you come here to see the Laphine's military storage?";
+ next;
+ mes "[High-Ranked Soldier]";
+ mes "Nevermind. These are useless to them...";
+ mes "How can this delicate sword be used by those brutes...?";
+ next;
+ mes "[Laphine Soldier]";
+ mes "O";
+ close;
+ }
+ else {
+ mes "[High-Ranked Soldier]";
+ mes "NorVerNuff Ee Re....";
+ next;
+ mes "[Laphine Soldier]";
+ mes "FusVerAlah Di ";
+ mes "ModNorNor U DimVohlWeh O DimAmannea An WosAnoNoh An AnduMeOdes So TalAdor.";
+ next;
+ mes "[High-Ranked Soldier]";
+ mes "DurNohHir Ha UorVaThus Di AshNuffLon U mahNuffThus U RuAmanAgol Ir NohHir...?";
+ close;
+ }
+}
+
+// ep33_2_dailybs
+splendide,121,259,3 script Fairy#ep13bs1 436,{
+ if (isequipped(2782) == 1) {
+ mes "[Fairy]";
+ mes "Have you ever gone to the East side?";
+ mes "Theres lots of ice~";
+ mes "How cold...";
+ close;
+ }
+ else {
+ mes "[nes]";
+ mes "VaFuloDor An ";
+ mes "WosNuffremu Ha TurAshTi";
+ mes "VilTiRini O ";
+ close;
+ }
+}
+
+splendide,163,264,3 script Fairy#ep13bs2 438,{
+ if (isequipped(2782) == 1) {
+ mes "[Fairy]";
+ mes "What are you looking at!";
+ next;
+ mes "[Fairy]";
+ mes "Oh me! You know beauty when you see it don't you~?!";
+ close;
+ }
+ else {
+ mes "[nes]";
+ mes "UorVeLars No Ador";
+ next;
+ mes "[nes]";
+ mes "SeGothShar An AshDur";
+ close;
+ }
+}
diff --git a/npc/pre-re/cities/umbala.txt b/npc/pre-re/cities/umbala.txt
new file mode 100644
index 000000000..5bf25f350
--- /dev/null
+++ b/npc/pre-re/cities/umbala.txt
@@ -0,0 +1,1028 @@
+//===== rAthena Script =======================================
+//= Umbala Town script
+//===== By: ==================================================
+//= jAthena (1.0) Fusion Dev Team (1.1) Muad Dib (1.2) Darkchild (1.3)
+//===== Current Version: =====================================
+//= 2.1
+//===== Compatible With: =====================================
+//= rAthena SVN; RO Episode XX
+//===== Description: =========================================
+//- [Aegis Conversion]
+//= Umbala Town Npcs
+//===== Additional Comments: =================================
+//= 1.0 - Done By jAthena (dunno Who)
+//= 1.1 - Translated by Fusion Dev Team
+//= 1.2 - Fixed Something by Muad Dib
+//= 1.3 - Fixed up For eA by Darkchild
+//= 1.4 - Fixed some wrong item names [Lupus]
+//= 1.5 � Spell Checked [massdriller]
+//= 1.6 - Fixed item names, added a chance to get to Niflheim via Jumping Bungy Area [Lupus]
+//= 1.7 - Fixed bugs and exploits [Lupus]
+//= 1.8 - Warps you to Niff with 1HP [Lance]
+//= 1.9 - Moved Umbala Event, Create Essence/Dismantle Stone, and Skeletal Gate to npc/quests/quests_umbala.txt [Evera]
+//= 2.0 - Removed duplicates, max NPC name length is 23, so Utan Tribe Young Adult#1, the 1 is skipped [Toms]
+//= 2.1 - Updated to Aegis 10.3 standards. [L0ne_W0lf]
+//============================================================
+
+comodo,170,137,7 script La Ed#um 84,{
+ end;
+
+}
+
+comodo,171,137,1 script Haith#um 92,{
+ mes "[La Ed]";
+ mes "There MUST be a treasure hidden in that place!";
+ next;
+ mes "[Haith]";
+ mes "If we find it, people will no longer think we're losers~!!";
+ next;
+ mes "[La Ed]";
+ mes "Finally!";
+ next;
+ mes "[Haith]";
+ mes "Let's go find that treasure!";
+ next;
+ mes "[La Ed]";
+ mes "Let's do it~ !!";
+ emotion e_gg;
+ next;
+ mes "[Haith]";
+ mes "................";
+ next;
+ mes "[La Ed]";
+ mes "By the way...do you think he";
+ mes "would tell us about such a";
+ mes "great treasure so easily?";
+ emotion e_hmm;
+ emotion e_hmm,0,"La Ed#um";
+ next;
+ select("Hm? What treasure?");
+ mes "[La Ed]";
+ mes "Wha--?! when did you start listening to us?!";
+ next;
+ mes "[Haith]";
+ mes "Huh...seems like you wanna know";
+ mes "more about the treasure. Well,";
+ mes "this information doesn't come cheap...";
+ emotion e_gg;
+ next;
+ mes "[La Ed]";
+ mes "Plus, we'll need a little";
+ mes "a little something in case";
+ mes "*cough!* ^555555we don't find";
+ mes "anything at all.^000000";
+ next;
+ mes "[La Ed, Haith]";
+ mes "If you pay us 1,000 zeny, we will tell you!";
+ emotion e_gg;
+ emotion e_gg,0,"La Ed#um";
+ next;
+ if (select("Pay 1,000 zeny:Refuse to pay") == 1) {
+ if (Zeny > 999) {
+ set zeny,zeny-1000;
+ mes "[Haith]";
+ mes "Hahahaha! You the man!";
+ next;
+ mes "[La Ed]";
+ mes "Okay, not too long ago, a famous";
+ mes "adventurer named Niels came back from his travels.";
+ next;
+ mes "[Haith]";
+ mes "*Whispers*";
+ mes "^555555He brought a big box with him.^000000";
+ next;
+ mes "[La Ed]";
+ mes "Also, he came back in the middle";
+ mes "of the night without telling";
+ mes "anyone. So, of course he's got";
+ mes "some secret, don't you think?";
+ next;
+ mes "[Haith]";
+ mes "What could be inside that box~?";
+ mes "It just has to be treasure!!";
+ next;
+ mes "[La Ed]";
+ mes "So! We decided to go on a journey to find treasure of our own-!!";
+ next;
+ mes "[Haith]";
+ mes "The problem is, we are not sure";
+ mes "whether or not Niels would tell";
+ mes "us the location of where he";
+ mes "found the treasure...";
+ emotion e_hmm;
+ next;
+ mes "[La Ed]";
+ mes "Because Niels always treat us like";
+ mes "we're stupid!! Bah~!!";
+ next;
+ select("Where is this Niels person?");
+ mes "[La Ed]";
+ mes "He's staying at the northern part";
+ mes "of this village.";
+ next;
+ mes "[Haith]";
+ mes "Since we gave you good information,";
+ mes "we expect that you pay us back!";
+ next;
+ mes "[La Ed, Haith]";
+ mes "Good luck!";
+ close;
+ }
+ mes "[La Ed]";
+ mes "Oh well~! If you don't have the money, then we can't give you the information~";
+ close;
+ }
+ mes "[Haith]";
+ mes "Bah! Whatever~";
+ emotion e_hmm;
+ emotion e_hmm;
+ close;
+}
+
+cmd_in01,175,120,3 script Iriya#um 69,{
+ mes "[Iriya]";
+ mes "Mr. Niels is at the table in the";
+ mes "corner. He has many interesting";
+ mes "stories about the world.";
+ next;
+ mes "[Iriya]";
+ mes "I am not sure where he has been";
+ mes "this time. He just laughs and";
+ mes "says 'I don't think I am fit";
+ mes "for this teaching job.'";
+ next;
+ mes "[Iriya]";
+ mes "In the meantime, people keep";
+ mes "visiting Mr. Niels... and I";
+ mes "can't help but wonder...";
+ mes "Where has he gone?";
+ close;
+}
+
+cmd_in01,164,115,1 script Niels#um 731,{
+ mes "[Niels]";
+ mes "Hmm? What's that look for?";
+ mes "Ah~ You must of heard the rumors";
+ mes "of me finding some kind of";
+ mes "treasure. Yeah, that's understandable...";
+ next;
+ mes "[Niels]";
+ mes "Well, those rumors of me stumbling";
+ mes "on some wonderful treasure is";
+ mes "just the result of overactive";
+ mes "imaginations. All I've found";
+ mes "was a little something to add";
+ mes "to my collection.";
+ next;
+ mes "[Niels]";
+ mes "But...since I've proven to myself";
+ mes "that 'it' actually exists by";
+ mes "seeing it with my own eyes,";
+ mes "to me, what I've obtained is a";
+ mes "valuable treasure.";
+ next;
+ mes "[Niels]";
+ mes "This village of Comodo!";
+ mes "Don't you think the caves are too";
+ mes "small and narrow for some reason?";
+ next;
+ mes "[Niels]";
+ mes "So I was thinking about it...";
+ mes "And I came to the conclusion that";
+ mes "there should be something hidden";
+ mes "inside the cave...";
+ next;
+ mes "[Niels]";
+ mes "And then!";
+ mes "I finally found it.";
+ mes "The patch to 'the place'";
+ mes "that no one has ever found!";
+ next;
+ mes "[Niels]";
+ mes "................";
+ next;
+ mes "[Niels]";
+ mes ".......Hm?";
+ next;
+ mes "[Niels]";
+ mes "I was expecting a spectacular and";
+ mes "rather dramatic sound effect";
+ mes "for my declaration!";
+ mes "Eh, oh well...";
+ emotion e_hmm;
+ next;
+ mes "[Niels]";
+ mes "Well, in the spirit of discovery,";
+ mes "don't ever think of asking me";
+ mes "about directions to 'the place'";
+ mes "or about what is in 'the place.'";
+ mes "I wouldn't want to spoil the";
+ mes "surprise.";
+ next;
+ mes "[Niels]";
+ mes "If you're a real adventurer,";
+ mes "I expect you to scream at the";
+ mes "top of your lungs...";
+ next;
+ mes "[Niels]";
+ mes "'Ahhhh! I need to know what it";
+ mes "is!!' Kick the door open and run";
+ mes "like hell to find this place on";
+ mes "your own!!";
+ next;
+ mes "[Niels]";
+ mes "Now! Hurry and seek this place";
+ mes "out! Will this place be a totally";
+ mes "new world, or will it be a trap";
+ mes "to hell?! Go forth, meet your";
+ mes "destiny, adventurer!";
+ close;
+}
+
+umbala,70,106,3 script Utan Kid#um 781,{
+ if (event_umbala >= 3) {
+ mes "[???]";
+ mes "Huh?";
+ mes "You're not one of us, are you?";
+ next;
+ mes "[???]";
+ mes "Heh! Hi!";
+ mes "My name is Haatan.";
+ emotion e_heh;
+ next;
+ mes "[Haatan]";
+ mes "...*Sigh*";
+ mes "I am sorry, but I cannot play with";
+ mes "you right now. My parent's house";
+ mes "was struck by lightning yesterday";
+ mes "and it burned down our roof...";
+ emotion e_sob;
+ next;
+ mes "[Haatan]";
+ mes " . . . !";
+ next;
+ mes "[Haatan]";
+ mes "Oh yes! Could you help me?";
+ mes "You look pretty well off...";
+ mes "Can donate some money for";
+ mes "re-constructing my parents' house?";
+ mes "You Rune-Midgardians are all";
+ mes "richier than Utans! I beg you!";
+ emotion e_heh;
+ next;
+ if (select("(Nod head):(Shake head)") == 1) {
+ mes "[Haatan]";
+ mes "Whoaaaa!!";
+ mes "You the man~!";
+ mes "Thank you so much, yay~!";
+ if (zeny > 1000) {
+ set zeny,zeny-1000;
+ if (checkweight(517,1)) {
+ getitem 517,1; //Meat
+ }
+ emotion e_swt2;
+ }
+ else {
+ next;
+ mes "[Haatan]";
+ mes "Uh...";
+ mes "It looks like...";
+ mes "You don't have much";
+ mes "yourself...";
+ emotion e_pif;
+ close;
+ }
+ next;
+ mes "[Haatan]";
+ mes "Thank you so much!";
+ emotion e_heh;
+ close;
+ }
+ mes "[Haatan]";
+ mes ".............*Sob*...";
+ emotion e_sob;
+ close;
+ }
+ else {
+ mes "[???]";
+ mes "Umbah?";
+ mes "Umbala umbabah umbah?";
+ next;
+ mes "[???]";
+ mes "Umbah! Umbaumbah!";
+ mes "Umbahumbah Haatan babah.";
+ emotion e_sob;
+ next;
+ mes "[Haatan]";
+ mes "........umbah,";
+ mes "Umbah umbah umbaumbumbah umbah umbah";
+ mes "Babaum babahum woombah umbah umbabah";
+ mes "Umbah umbah";
+ mes "..Umbah umbabah umbah...";
+ emotion e_heh;
+ next;
+ mes "[Haatan]";
+ mes " . . . !";
+ next;
+ mes "[Haatan]";
+ mes "Umbah!";
+ mes "Umbah umbah? Umbah umbahbah";
+ mes "abaum babahum woombah!";
+ mes "Umbahumbah umbabahumbaumhumbah! Umbah!";
+ emotion e_heh;
+ next;
+ if (select("(Nod head):(Shake head)") == 1) {
+ mes "[Haatan]";
+ mes "Umbaumbah!!";
+ mes "Um~bahumbah~ Um~baumbah~";
+ mes "Um~baumbah~ um~baumbah~";
+ if (zeny > 1000) {
+ set zeny,zeny-1000;
+ if (checkweight(517,1)) {
+ getitem 517,1; //Meat
+ }
+ emotion e_swt2;
+ }
+ else {
+ next;
+ mes "[Haatan]";
+ mes "...umbah? Umbahumbah!! Umbaum!";
+ emotion e_pif;
+ close;
+ }
+ next;
+ mes "[Haatan]";
+ mes "Umba umba umbaum.";
+ emotion e_sob;
+ close;
+ }
+ mes "[Haatan]";
+ mes "........umbah..";
+ emotion e_heh;
+ close;
+ }
+ close;
+}
+
+umbala,59,243,5 script Utan Kid#1 787,{
+ if (event_umbala >= 3) {
+ mes "[Kotan]";
+ mes "............";
+ mes ".........poop!";
+ mes ".....me like Meat.";
+ mes "....gimme a Meat.";
+ emotion e_rock;
+ next;
+ if (select("Give him Meat.:Refuse.") == 1) {
+ if (countitem(517) > 0) {
+ mes "[Kotan]";
+ mes "Whoa, are you really giving me";
+ mes "Meat? Thanks! I will pay you";
+ mes "back with these.";
+ delitem 517,1; //Meat
+ getitem 909,2; //Jellopy
+ getitem 914,2; //Fluff
+ getitem 705,2; //Clover
+ emotion e_scissors;
+ close;
+ }
+ mes "[Kotan]";
+ mes "Hah! You don't have Meat,";
+ mes "but pretend that you do?!";
+ mes "I hate people who lie";
+ mes "to me!!";
+ percentheal -20,0;
+ emotion e_an;
+ close;
+ }
+ mes "[Kotan]";
+ mes ".........";
+ mes ".....hungwee.";
+ mes ".....I want Meat.";
+ percentheal -1,0;
+ emotion e_sob;
+ close;
+ }
+ else {
+ mes "[???]";
+ mes "............";
+ mes "........umbah.";
+ mes ".......umbabah.";
+ mes "......humbah.";
+ emotion e_rock;
+ next;
+ if (select("Umbah:Umbaboo") == 1) {
+ if (countitem(517) > 0) {
+ mes "[???]";
+ mes "Umbaumbaumbabababah.";
+ mes "Umbababahum.";
+ delitem 517,1; //Meat
+ getitem 909,2; //Jellopy
+ getitem 914,2; //Fluff
+ getitem 705,2; //Clover
+ emotion e_scissors;
+ close;
+ }
+ mes "[???]";
+ mes "Umbahumumhumbubabababah!!";
+ mes "Umbahumbababah umbahumboo!";
+ percentheal -20,0;
+ emotion e_an;
+ close;
+ }
+ mes "[???]";
+ mes "...........";
+ mes "......woong bah.";
+ mes "....umbabababah.";
+ emotion e_sob;
+ percentheal -1,0;
+ close;
+ }
+}
+
+umbala,177,153,3 script Pasto#um 97,{
+ mes "[Pasto]";
+ emotion e_gasp;
+ mes "Oh my god~! Finally,";
+ mes "another Rune-Midgardian!";
+ mes "I've never seen anyone from";
+ mes "home in this place before!";
+ mes "Nice to meet you, my name is Pasto!";
+ next;
+ mes "[Pasto]";
+ mes "This place is called Umbala.";
+ mes "The local people in this village";
+ mes "have formed a culture that's";
+ mes "totally different from other";
+ mes "places I've been.";
+ next;
+ mes "[Pasto]";
+ mes "I guess it's because this";
+ mes "place has been isolated from";
+ mes "other regions because of its";
+ mes "geographical features.";
+ next;
+ mes "[Pasto]";
+ mes "They look different from us, and";
+ mes "use a language that is still very";
+ mes "confusing to me. I was also";
+ mes "confounded by their different use";
+ mes "of facial expression.";
+ next;
+ mes "[Pasto]";
+ mes "Of course, there are some";
+ mes "similarities. However, you might";
+ mes "want to be careful about certain";
+ mes "issues.";
+ next;
+ mes "[Pasto]";
+ mes "Sometimes, what you say or do";
+ mes "or do could be misinterpreted as";
+ mes "having the totally opposite meaning.";
+ next;
+ mes "[Pasto]";
+ mes "I wish I could speak their";
+ mes "language...*Sigh*";
+ mes "...Or I wish I could meet more";
+ mes "people here that speak my";
+ mes "language...I...I'm...";
+ mes "So very lonely...*Sob*";
+ emotion e_sob;
+ close;
+}
+
+umbala,80,146,4 script Yuwooki#um 753,{
+ mes "[Yuwooki]";
+ mes "Umbah umbah woogawoo...";
+ mes "oops, sorry! I'm so used";
+ mes "to speaking in Utan by now.";
+ mes "It's a pleasure to meet you.";
+ next;
+ mes "[Yuwooki]";
+ mes "I never imagined that I would";
+ mes "meet another person from";
+ mes "the homeland in this village.";
+ mes "Hahahahah~!";
+ next;
+ mes "[Yuwooki]";
+ mes "I came here to seek strong people";
+ mes "to help me master my fighting";
+ mes "skills. But I was soon frustrated";
+ mes "because it took me a long";
+ mes "time to learn the language...";
+ next;
+ mes "[Yuwooki]";
+ mes "Well, now I am kind of used to my";
+ mes "circumstances. Even though it";
+ mes "took me a while to used to";
+ mes "Utan culture. Hahahaha~!";
+ next;
+ mes "[Yuwooki]";
+ mes "But you know what was the weirdest";
+ mes "thing I found out about Utan";
+ mes "culture? At first the Utan men";
+ mes "seemed to have, shall we say, a";
+ mes "strong species preservation instinct.";
+ next;
+ mes "[Yuwooki]";
+ mes "There are many Utan playboys in";
+ mes "this village. Some may think";
+ mes "the Utans are primitive in";
+ mes "this respect, but...";
+ next;
+ mes "[Yuwooki]";
+ mes "As I learned more about them,";
+ mes "I eventually realized that their";
+ mes "courtship rituals are actually";
+ mes "more advanced than anything the";
+ mes "Rune-Midgard culture has to offer.";
+ next;
+ mes "[Yuwooki]";
+ mes "It's really quite fascinating.";
+ mes "I'm actually still learning";
+ mes "quite much from the Utan";
+ mes "playboys and their awesome methods.";
+ close;
+}
+
+umbala,140,157,6 script Utan Man#1 785,{
+ if (event_umbala >= 3) {
+ mes "[Jertan]";
+ mes "Bungee jumping can be dangerous,";
+ mes "and you can risk your life doing";
+ mes "it. We Utans have consider";
+ mes "bungee jumping an important";
+ mes "part of the ceremony of";
+ mes "becoming an adult.";
+ close;
+ }
+ else {
+ mes "[???]";
+ mes "Umbaumbah humba.";
+ mes "Woo umbaumbaumbabah woo humbah";
+ mes "Umbababah umba umba.";
+ close;
+ }
+}
+
+umbala,146,157,4 script Utan Man#2 786,{
+ if (event_umbala >= 3) {
+ mes "[Arotan]";
+ mes "Completing the bungee jump";
+ mes "is very difficult to do.";
+ mes "Today, we are here in celebration";
+ mes "of the people that made it and";
+ mes "have shown their courage.";
+ close;
+ }
+ else {
+ mes "[???]";
+ mes "Woo umbaumbaumbabah woo humbah";
+ mes "Umbababah umba umba.";
+ close;
+ }
+}
+
+umbala,149,165,4 script Utan Kid#3 781,{
+ if (event_umbala >= 3) {
+ mes "[Klumatan]";
+ mes "It's really scary, falling from";
+ mes "such a high place...";
+ mes "But I guess you have to do it,";
+ mes "otherwise no one will ever";
+ mes "consider you a grownup.";
+ next;
+ mes "[Klumatan]";
+ mes "I guess I don't want to";
+ mes "be a grownup right away.";
+ mes "But some kids my age are";
+ mes "in too big of a hurry";
+ mes "to not be kids anymore.";
+ close;
+ }
+ else {
+ mes "[???]";
+ mes "Umbahumba umumbah.";
+ mes "Umbahumbah umbabah.";
+ mes "Umbahumhumbabahum.";
+ close;
+ }
+}
+
+umbala,92,159,4 script Bertan#um 785,{
+ if (event_umbala >= 3) {
+ mes "[Bertan]";
+ mes "What up, loser!";
+ next;
+ mes "[Bertan]";
+ mes "What's the matter,";
+ mes "ya big Rune-Midgardian?!?!";
+ mes "I just called you a 'loser!'";
+ mes "I guess you're too stupid";
+ mes "to understand!!";
+ mes "Hahahahahahaahahhahaha~!";
+ next;
+ mes "[Bertan]";
+ mes "...";
+ mes "Uh...oh!";
+ next;
+ mes "[Bertan]";
+ mes "It looks like you can understand";
+ mes "me--! Good job, good job!";
+ mes "Alright, by way of apology,";
+ mes "do you want to hear a joke?";
+ next;
+ mes "[Bertan]";
+ mes "Alright, alright.";
+ mes "Here we go.";
+ mes "Ummmm...";
+ mes "Alright, I got one.";
+ next;
+ switch(rand(1,6)) {
+ case 1:
+ mes "[Bertan]";
+ mes "What did the Rune-Midgardian";
+ mes "say to the Savage?";
+ mes "...";
+ next;
+ mes "[Bertan]";
+ mes "I don't know...";
+ mes "But they didn't have any";
+ mes "trouble understanding";
+ mes "each other!!! HAHAHAHA~!";
+ mes "Get it? 'Cuz, like,";
+ mes "they're both pigs~!";
+ next;
+ mes "[Bertan]";
+ mes "Not funny, huh?";
+ mes "Oh well. I guess my";
+ mes "sense of humor is just";
+ mes "too sophisticated.";
+ close;
+ case 2:
+ mes "[Bertan]";
+ mes "Okay...what's the best";
+ mes "way to tame an Orc Lady?";
+ mes "Give up..?";
+ next;
+ mes "[Bertan]";
+ mes "With a wedding ring!";
+ mes "HAHAHAHAHAHAHHA!";
+ mes "Oh God~ I'm hilarious!!";
+ next;
+ mes "[Bertan]";
+ mes "...";
+ mes "...Wait.";
+ mes "Wait a minute...";
+ next;
+ mes "[Bertan]";
+ mes "That's not even funny...";
+ mes "Just incredibly...";
+ mes "Scary...";
+ mes "Brrr--!";
+ mes "She's hideous!!";
+ close;
+ case 3:
+ mes "[Bertan]";
+ mes "Actually...forget it.";
+ next;
+ mes "[Bertan]";
+ mes "I was going to say a";
+ mes "knock knock joke about";
+ mes "Isis, but then decided";
+ mes "that kind of humor is";
+ mes "too low brow.";
+ mes "...Zing!";
+ close;
+ case 4:
+ mes "[Bertan]";
+ mes "Why are Rune-Midgardians";
+ mes "SOOoOOoo...";
+ mes "Um, hmmmmm.";
+ mes "Maybe that joke";
+ mes "isn't so good for this";
+ mes "situation, yeah?";
+ close;
+ case 5:
+ mes "[Bertan]";
+ mes "Okay, why is it that";
+ mes "GMs prefer not to be";
+ mes "seen...? Give up?";
+ next;
+ mes "[Bertan]";
+ mes "BECAUSE THOSE GUYS WEAR";
+ mes "SKIRTS ~! HAHAHA!";
+ mes "OH MAN, I MADE A FUNNY!";
+ next;
+ mes "[Bertan]";
+ mes "*Whew* Yowza~";
+ mes "Oh, man.";
+ mes "Utterly classic.";
+ close;
+ case 6:
+ mes "[Bertan]";
+ mes "A Crusader, an Alchemist and a Novice walk into a bar.";
+ next;
+ mes "[Bertan]";
+ mes "Inside, they see a sign that";
+ mes "says '^CC0000Monster Help Agency:";
+ mes "LADIES ONLY.^000000'";
+ next;
+ mes "[Bertan]";
+ mes "'^000099Oh!^000000' says the Crusader.";
+ mes "'^000099It's a lucky thing we are";
+ mes "all ladies.^000000' She goes up";
+ mes "and says '^000099Gimmie a ride.^000000'";
+ mes "Kinda rude for a Crusader,";
+ mes "but whatever.";
+ next;
+ mes "[Bertan]";
+ mes "Out of nowhere, this";
+ mes "Grand PecoPeco appears";
+ mes "and is all '^CC0000I'll give you";
+ mes "a ride, baby. Careful, this";
+ mes "road can get buuuuumpy.^000000'";
+ mes "And then they're off.";
+ next;
+ mes "[Bertan]";
+ mes "Next comes the Alchemist";
+ mes "and she's like '^330099I need";
+ mes "help killing Zombies^000000' and";
+ mes "then this Marine Sphere";
+ mes "comes from out of";
+ mes "nowhere and is all...";
+ next;
+ mes "[Bertan]";
+ mes "'^CC0000I got your fire. Careful";
+ mes "baby, touch me the wrong";
+ mes "way and I might just";
+ mes "exploooode.^000000' So then";
+ mes "they're off on their";
+ mes "merry way too.";
+ next;
+ mes "[Bertan]";
+ mes "Finally, the Novice";
+ mes "comes up and says";
+ mes "'^006633I need someone to";
+ mes "party with.^000000'";
+ next;
+ mes "[Bertan]";
+ mes "Out of nowhere, this";
+ mes "Hode pops up and says...";
+ next;
+ mes "[Bertan]";
+ mes "'^CC0000I know some people";
+ mes "but let me check my";
+ mes "Rolodex. HODE on!^000000'";
+ mes "....";
+ next;
+ mes "[Bertan]";
+ mes ".....";
+ mes "..........";
+ mes "No go?";
+ next;
+ mes "[Bertan]";
+ mes "Well, come on!";
+ mes "I can't be funny";
+ mes "all the time, you know?";
+ close;
+ }
+ }
+ else {
+ mes "[????]";
+ mes "Umbaumba Umbaumbah";
+ next;
+ mes "[????]";
+ mes "Bwahbwah hahbrah!";
+ mes "Umbaumba Umbaumbah";
+ mes "Umbaumba Umbaumbah";
+ next;
+ mes "[????]";
+ mes "Umbaumba Umbaumbah woo~";
+ emotion e_ho;
+ close;
+ }
+ close;
+}
+
+umbala,194,104,4 script Utan Kid#2 787,{
+ if (event_umbala >= 3) {
+ mes "[Boorkatan]";
+ mes "Huh? You're from Rune-Midgard,";
+ mes "aren't you? Have you ever been bungee jumping?";
+ next;
+ if (select("Yeah:No") == 1) {
+ mes "[Boorkatan]";
+ mes "Whoa, what a surprise! I never";
+ mes "would have thought someone from";
+ mes "outside would know how to do it.";
+ mes "Okay, I'll take your word for";
+ mes "it and welcome you to our village.";
+ close;
+ }
+ mes "[Boorkatan]";
+ mes "Er, I see...";
+ mes "As part of the ceremony of";
+ mes "adulthood, all Utans have to do";
+ mes "a bungee jump. When I grow up,";
+ mes "I'm gonna do it too, and prove";
+ mes "to everybody that I am a man!";
+ close;
+ }
+ else {
+ mes "[???]";
+ mes "Umbaumbababah umhumba.";
+ mes "Umbabaumumba umbaumbah?";
+ next;
+ if (select("Yeah:No") == 1) {
+ mes "[???]";
+ mes "Umba, Umumbah umbabah.";
+ mes "Umbaumbah umumbabah.";
+ close;
+ }
+ mes "[???]";
+ mes "Er, Umbahumba umumbah.";
+ mes "Umbahumbah umbabah.";
+ mes "Umbahumhumbabahum.";
+ close;
+ }
+}
+
+umbala,193,208,6 script Utan Man#3 789,{
+ if (event_umbala >= 3) {
+ mes "[Weitan]";
+ mes "I too did the bungee jump when I";
+ mes "was young. I remember it well...";
+ mes "It was my first time, and the";
+ mes "ground rushed up to meet me...";
+ mes "For a moment, I thought I was";
+ mes "going to get myself killed...";
+ next;
+ mes "[Weitan]";
+ mes "But after I made it, I was so";
+ mes "proud of myself~";
+ mes "Some Utans may not agree, but";
+ mes "I think bungee jumping is an";
+ mes "important part of the ceremony";
+ mes "of adulthood.";
+ close;
+ }
+ else {
+ mes "[???]";
+ mes "Umbahumba umumbah.";
+ mes "Umbahumbah umbabah.";
+ mes "Umbahumhumbabahum.";
+ close;
+ }
+}
+
+umbala,139,205,4 script Utan Man#5 785,{
+ if (event_umbala >= 3) {
+ mes "[Jooltan]";
+ mes "It's been a long time since I last";
+ mes "saw a Rune-Midgardian~!";
+ mes "Welcome, stranger.";
+ next;
+ mes "[Jooltan]";
+ mes "We Utans use this place for";
+ mes "bungee jumping. Many Utan";
+ mes "youngsters have shown their";
+ mes "bravery, earned their";
+ mes "self-respect, and became";
+ mes "adults in this very place.";
+ next;
+ mes "[Jooltan]";
+ mes "Oh...right. A few unlucky people";
+ mes "just fell and died after";
+ mes "messing up their bungee jump. And";
+ mes "a few had heart attacks while";
+ mes "looking at other people jumping down...";
+ next;
+ mes "[Jooltan]";
+ mes "So...";
+ mes "Be careful when you walk around,";
+ mes "You don't want to fall off.";
+ mes "And if you want to try a bungee";
+ mes "jump, you should get yourself ready.";
+ next;
+ mes "[Jooltan]";
+ mes "Oh...right. Supposedly,";
+ mes "there's an unidentified";
+ mes "creature living in the water...";
+ mes "So if you happen to get dunked,";
+ mes "get out of there~!";
+ close;
+ }
+ else {
+ mes "[???]";
+ mes "Umbah umbah!";
+ mes "Umbaumbah bababah umbah.";
+ mes "Babaumm Utan umbah umbabah";
+ mes "Umbaba hum.";
+ mes "Umumhumbah umbaumbah umbabah.";
+ next;
+ mes "[???]";
+ mes "Umbaum mahbababh umba,";
+ mes "Umbabatan umbaumbah.";
+ mes "Ba, umbaumbaumumbabaumm.";
+ mes "Umbabah umbaumumum.";
+ mes "Umbaumbaubahum.";
+ close;
+ }
+}
+
+um_in,158,71,3 script Utan villager#um 787,{
+ if (event_umbala >= 3) {
+ mes "[Mutakutan]";
+ mes "Umbala has many many trees!";
+ mes "I, Mutakutan, like trees so much.";
+ mes "Heh heh~";
+ next;
+ mes "[Mutakutan]";
+ mes "There is one special tree I like";
+ mes "the most! That is the oldest and";
+ mes "biggest tree in Umbala!";
+ mes "No wait, I think it is the oldest";
+ mes "and biggest in the world...";
+ mes "I'm sure it is!";
+ next;
+ mes "[Mutakutan]";
+ mes "It's really really big and old!";
+ mes "It's so tall, even I haven't seen";
+ mes "the top of this tree yet. I tried";
+ mes "climbing it before, but I could";
+ mes "never reach the top...even though";
+ mes "I'm great at tree climbing.";
+ next;
+ mes "[Mutakutan]";
+ mes "Oh, also the fruits from the tree";
+ mes "are very tasty! I bet they are the";
+ mes "most delicious fruit in the world~";
+ mes "Sweet and sour...eating it just";
+ mes "makes you feel refreshed and";
+ mes "invigorated~!";
+ next;
+ mes "[Mutakutan]";
+ mes "There's an amazing story about";
+ mes "this fruit. An old man in my";
+ mes "village was suffering from a";
+ mes "mortal disease...nothing";
+ mes "seemed to help...";
+ next;
+ mes "[Mutakutan]";
+ mes "But after he took medicine made";
+ mes "from the ground leaves of this";
+ mes "tree, he became healthy and sound";
+ mes "again! I think God sent us the";
+ mes "tree to bless us.";
+ next;
+ mes "[Mutakutan]";
+ mes "It's at north of my village, so";
+ mes "why don't you go see the greatness";
+ mes "of this tree for yourself?";
+ }
+ else {
+ mes "[??????]";
+ mes "Umbaumbah umbahbah woomhah!";
+ mes "Umbah umbah umbabah umbah";
+ mes "Umbah umbah umbah";
+ mes "Umbabah umbah umbabbah";
+ next;
+ mes "[??????]";
+ mes "....";
+ mes "......";
+ mes "Umbah balooooga?";
+ mes "Umbah balooooooooga?";
+ next;
+ mes "[??????]";
+ mes "...";
+ mes "Moogahaloo schluloo.";
+ }
+ close;
+}
+
+umbala,140,197,1 script Bungee Jump -1,0,0,{
+OnTouch:
+ switch(rand(1,3)) {
+ case 1:
+ percentheal -100,0;
+ mapannounce "umbala","Bungee Jump: "+strcharinfo(0)+" : Kyaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa~~~~~~~",bc_map;
+ end;
+ case 2:
+ percentheal -50,0;
+ mapannounce "umbala","Bungee Jump: "+strcharinfo(0)+" : Wooooooaaaaaaaaaaaaaahhhhhhhhhhhh~~~~~~!",bc_map;
+ end;
+ case 3:
+ if (rand(1,2) == 2) {
+ percentheal -99,0;
+ warp "nif_in",69,15;
+ }
+ end;
+ }
+}
+
+umbala,136,195,0 script #jump -1,1,1,{
+OnTouch:
+ warp "umbala",145,166;
+ end;
+}
diff --git a/npc/pre-re/cities/veins.txt b/npc/pre-re/cities/veins.txt
new file mode 100644
index 000000000..2f066f10d
--- /dev/null
+++ b/npc/pre-re/cities/veins.txt
@@ -0,0 +1,809 @@
+//===== rAthena Script =======================================
+//= Veins Town script
+//===== By: ==================================================
+//= Muad_Dib
+//===== Current Version: =====================================
+//= 1.1
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Veins Town Npcs
+//===== Additional Comments: =================================
+//= 1.0 First version [L0ne_W0lf]
+//= 1.1 Updated to match AEGIS script. [Kisuka]
+//============================================================
+
+// Veins
+//============================================================
+veins,162,34,5 script Towner#ve1 943,{
+ mes "[Towner]";
+ mes "I love cacti. They're";
+ mes "the most beautiful plants";
+ mes "in the desert. Sometimes,";
+ mes "they're the only signs of";
+ mes "life in a barren land.";
+ next;
+ mes "[Towner]";
+ mes "If you feel a stirring";
+ mes "in your heart when you";
+ mes "look at a cactus, you";
+ mes "must appreciate the";
+ mes "desert's true beauty.";
+ next;
+ mes "[Towner]";
+ mes "Well, I don't know if";
+ mes "I can find anyone that";
+ mes "finds the desert as";
+ mes "wonderful and enchanting";
+ mes "as I do. It's a pity, really.";
+ close;
+}
+
+veins,148,41,3 script Towner#ve2 940,{
+ mes "[Towner]";
+ mes "Welcome to Veins, the";
+ mes "town near the Temple of";
+ mes "Cheshrumnir. You may think";
+ mes "this is a dreary desert town,";
+ mes "but you'll find that it's as";
+ mes "lively as any other place.";
+ next;
+ mes "[Towner]";
+ mes "Sure, there are a few";
+ mes "characters in town, like";
+ mes "that cactus loving loony";
+ mes "over there, but not everyone's";
+ mes "like him. There's lots of nice,";
+ mes "kind people that you can meet.";
+ next;
+ mes "[Towner]";
+ mes "Well then, I hope that";
+ mes "you enjoy your stay~";
+ close;
+}
+
+veins,137,179,5 script Towner#ve3 943,{
+ mes "[Towner]";
+ mes "Geez, why is our weapon";
+ mes "shop so boring? Nothing";
+ mes "there but the same ol'";
+ mes "regular junk. Sad to say,";
+ mes "there's nothing special.";
+ next;
+ mes "[Towner]";
+ mes "Wouldn't it be great";
+ mes "if there was a shop that";
+ mes "sold the legendary godly";
+ mes "weapons? Of course, that's";
+ mes "asking a bit too much.";
+ close;
+}
+
+veins,166,91,5 script Towner#ve4 946,{
+ mes "[Towner]";
+ mes "Though we're in the";
+ mes "middle of the desert,";
+ mes "our enemies continue";
+ mes "to threaten us. Fools!";
+ mes "Goddess Freya will";
+ mes "always protect us!";
+ next;
+ mes "[Towner]";
+ mes "So long as we continue to";
+ mes "train, Freya will watch over";
+ mes "us and bless us with victory";
+ mes "over our foes. That, friend,";
+ mes "is the power of faith.";
+ close;
+}
+
+veins,138,71,5 script Kid#ve1 941,{
+ mes "[Kid]";
+ mes "Whoa, get out of here!";
+ mes "Can't you see that I'm";
+ mes "playing hide and go seek?!";
+ mes "Move before they find me!";
+ close;
+}
+
+veins,253,133,3 script Kid#ve2 944,{
+ mes "[Kid]";
+ mes "Gosh, where could she";
+ mes "be hiding? I hate being";
+ mes "it... There's so many places";
+ mes "to hide around here. There";
+ mes "must be someplace I haven't";
+ mes "checked yet... Let's see...";
+ close;
+}
+
+veins,270,164,5 script Old Man#ve1 945,{
+ mes "[Old Man]";
+ mes "Praise be to Freya";
+ mes "for blessing me with";
+ mes "long life, but I wonder";
+ mes "if I've fully lived life.";
+ next;
+ mes "[Old Man]";
+ mes "I don't have any regrets";
+ mes "or doubts, but maybe there";
+ mes "are a few things I missed";
+ mes "out on. I guess an old man";
+ mes "can't help but think about";
+ mes "these sorts of things...";
+ close;
+}
+
+veins,310,195,1 script Towner#ve5 946,{
+ mes "[Towner]";
+ mes "Cacti are wonderful,";
+ mes "they're the most beautiful";
+ mes "plants in the desert. Yes, we";
+ mes "must cherish and nurture them~";
+ next;
+ mes "[Towner]";
+ mes "Regular cacti are ";
+ mes "pretty uncommon, but";
+ mes "I hear there's a kind of";
+ mes "cactus that roams the desert";
+ mes "and makes loud, obnoxious";
+ mes "noises. How can that be true?";
+ close;
+}
+
+veins,320,254,5 script Towner#ve6 943,{
+ mes "[Towner]";
+ mes "What do you want?";
+ mes "Sorry, but I'm just";
+ mes "a normal guy with normal";
+ mes "problems. Nothing that";
+ mes "I can't solve on my own.";
+ next;
+ mes "[Towner]";
+ mes "Unless... You can do my";
+ mes "taxes? Pay off my mortgage?";
+ mes "No? Heh. Didn't think so.";
+ close;
+}
+
+veins,333,318,3 script Towner#ve7 940,{
+ mes "[Towner]";
+ mes "What's an adventurer";
+ mes "doing here in such an";
+ mes "isolated, dreary town?";
+ mes "Shouldn't you be looking";
+ mes "for adventures? Take it from";
+ mes "me, this place if bo-ring.";
+ close;
+}
+
+veins,218,323,1 script Towner#ve8 945,{
+ mes "[Towner]";
+ mes "Whoa, it's been a while";
+ mes "seen I've seen tourists";
+ mes "in town. You might think";
+ mes "there's nothing here, but";
+ mes "take a closer look. You";
+ mes "might learn something.";
+ next;
+ mes "[Towner]";
+ mes "Just like people, you";
+ mes "can't know everything about";
+ mes "a place with only a glance.";
+ mes "If you give it a chance, I'm";
+ mes "sure you'll find something";
+ mes "to like about this town.";
+ mes "and try to find things that mind interest you?";
+ next;
+ mes "[Towner]";
+ mes "What do I mean by ''a";
+ mes "closer look?'' Heh, you'll";
+ mes "see... Maybe. Hahahaha!";
+ mes "Oh, forget it, it's not";
+ mes "that important anyway.";
+ mes "May Freya bless you~";
+ close;
+}
+
+veins,206,275,3 script Kid#ve3 941,{
+ mes "[Kid]";
+ mes "I really want to look";
+ mes "inside the temple, but";
+ mes "it looks so scary from";
+ mes "the outside! I wonder";
+ mes "why it's like that?";
+ close;
+}
+
+veins,171,256,3 script Towner#ve9 943,{
+ mes "[Towner]";
+ mes "Don't get me wrong:";
+ mes "I'd give my life in Freya's";
+ mes "name, but that so-called";
+ mes "temple just looks so strange";
+ mes "and suspicious. How can it";
+ mes "be a place of worship?";
+ close;
+}
+
+veins,197,219,5 script Towner#ve10 943,{
+ mes "[Towner]";
+ mes "I guess you can tell";
+ mes "from this withered tree";
+ mes "that our town is short";
+ mes "on water. I guess that's";
+ mes "a natural consequence of";
+ mes "living here in the desert...";
+ close;
+}
+
+veins,232,169,5 script Old lady#ve1 942,{
+ mes "[Old Lady]";
+ mes "When I look down on";
+ mes "Veins from here, I've";
+ mes "come to realize many things.";
+ mes "I don't think you'd understand";
+ mes "no matter how much I explained.";
+ next;
+ mes "[Old Lady]";
+ mes "I suppose it's one of those";
+ mes "things that you learn with age.";
+ mes "Yes, there's no substitute for";
+ mes "experience when it comes to";
+ mes "some things. You'll see.";
+ mes "^FFFFFFYes, like secret knowledge.^000000";
+ close;
+}
+
+veins,121,199,3 script Old Man#ve2 945,{
+ mes "[Old Man]";
+ mes "This isn't good.";
+ mes "The elderly outnumber";
+ mes "the youth here in Veins.";
+ mes "We're too close to becoming";
+ mes "something of a retirement";
+ mes "community. You see it, right?";
+ next;
+ mes "[Old Man]";
+ mes "I guess the young people";
+ mes "aren't content living here";
+ mes "since we lack a lot of the";
+ mes "material excitement of other";
+ mes "towns. They can't appreciate";
+ mes "what's really special here...";
+ close;
+}
+
+veins,111,50,3 script Towner#ve11 943,{
+ mes "[Towner]";
+ mes "People cherish water";
+ mes "around here, but I've";
+ mes "something even more";
+ mes "precious to me. Yes, even";
+ mes "more precious than water...";
+ mes "You guessed it--true love.";
+ next;
+ mes "[Towner]";
+ mes "We actually started dating";
+ mes "here, so this place really";
+ mes "means a lot to me. It's my";
+ mes "favorite spot for spending";
+ mes "time with my girl. Hahaha~";
+ close;
+}
+
+veins,112,51,3 script Towner#ve12 940,{
+ mes "[Towner]";
+ mes "Well, I'm actually";
+ mes "a little tired of coming";
+ mes "here all the time. I kind";
+ mes "of want to try someplace";
+ mes "else, but I also know he";
+ mes "really loves coming here.";
+ next;
+ mes "[Towner]";
+ mes "It would actually be";
+ mes "kind of sad if we stopped";
+ mes "coming here altogether.";
+ mes "I'm just happy so long";
+ mes "as he's with me~ Hoho~";
+ close;
+}
+
+veins,191,134,3 script Old Man#ve3 945,{
+ mes "[Old Man]";
+ mes "Why don't you take";
+ mes "a look at my goods?";
+ mes "I've got many things";
+ mes "that might interest you~";
+ next;
+ mes "[Old Man]";
+ mes "Praise be to Freya,";
+ mes "who watches over us,";
+ mes "and blesses us with";
+ mes "food and drink. Don't";
+ mes "you think that's great,";
+ mes "young adventurer?";
+ close;
+}
+
+veins,177,147,3 script Old Lady#ve2 942,{
+ mes "[Old Lady]";
+ mes "Owning a lot of stuff";
+ mes "might seem great, but";
+ mes "many things aren't that";
+ mes "valuable when you think";
+ mes "of them in terms of";
+ mes "real emotional value.";
+ next;
+ mes "[Old Lady]";
+ mes "Well, that might have been";
+ mes "a dangerous remark when";
+ mes "I'm trying to sell things to";
+ mes "customers. Still, I wish";
+ mes "I could carry a wider";
+ mes "selection of goods.";
+ next;
+ mes "[Old Lady]";
+ mes "Of course, we're here";
+ mes "in the middle of the desert,";
+ mes "so maybe I'm asking too much.";
+ close;
+}
+
+veins,223,165,5 script Kid#ve4 944,{
+ mes "[Kid]";
+ mes "Hey! Do you think";
+ mes "I can reach the bridge";
+ mes "over there if I jump";
+ mes "from over here? Do";
+ mes "you think you can try it?";
+ next;
+ mes "[Kid]";
+ mes "What?! You can't do it?";
+ mes "Well, I'm gonna be different";
+ mes "when I grow up! I'm gonna";
+ mes "be the world's best jumper!";
+ mes "I'm gonna be able to jump";
+ mes "all the way to the mooooon!";
+ close;
+}
+
+veins,263,153,5 script Towner#ve13 943,{
+ mes "[Towner]";
+ mes "The clothes we make here";
+ mes "are high, airy, and sewn";
+ mes "with high quality fabric.";
+ mes "Of course, we need to wear";
+ mes "stuff like this since the";
+ mes "weather is unbearably hot.";
+ next;
+ mes "[Towner]";
+ mes "The fabric? Well,";
+ mes "I'll give you a hint.";
+ mes "It's made of something";
+ mes "related to camels. Heh!";
+ mes "I'll leave you to figure it";
+ mes "out on your own. Haha!";
+ close;
+}
+
+veins,296,184,3 script Towner#ve14 940,{
+ mes "[Towner]";
+ mes "Let me tell you a secret.";
+ mes "But promise not to tell";
+ mes "anyone else about it, okay?";
+ next;
+ mes "[Towner]";
+ mes "When the time comes,";
+ mes "the Temple of Cheshrumnir";
+ mes "will open up and the giant";
+ mes "Freya robot will launch!";
+ mes "It'll destroy every country";
+ mes "except Arunafeltz!";
+ next;
+ mes "[Towner]";
+ mes "That robot can blow";
+ mes "hurricanes from its mouth,";
+ mes "and shoot lightning from";
+ mes "its horns, and it can fire";
+ mes "its fists away, and its";
+ mes "chest is a flame thrower!";
+ next;
+ mes "[Towner]";
+ mes "..............................";
+ mes "You don't believe me, either.";
+ mes "What did you just say? Zinger?";
+ mes "Amazing Z? The hell's that?";
+ close;
+}
+
+veins,291,205,3 script Kid#ve5 944,{
+ mes "[Kid]";
+ mes "Argh! I'm a war god";
+ mes "protecting Goddess Freya";
+ mes "and Arunafeltz! Ahhhhh!";
+ mes "Death to all our enemies!";
+ next;
+ mes "[Kid]";
+ mes "Burn, heretics, buuurn!";
+ mes "Destroy your homes, your";
+ mes "families, and build a new";
+ mes "perfect world for Freya!";
+ next;
+ mes "[Kid]";
+ mes "Hee hee! Doesn't that";
+ mes "sound wonderful! When";
+ mes "I grow up, I wanna be";
+ mes "that kind of hero!";
+ close;
+}
+
+veins,291,259,3 script Old Man#ve4 945,{
+ mes "[Old Man]";
+ mes "Fr... Fr...";
+ next;
+ mes "[Old Man]";
+ mes "Fr...";
+ next;
+ mes "[Old Man]";
+ mes "Praise Freya! ^333333*Keck*^000000";
+ mes "^333333*Cough cough*^000000 Fre...";
+ mes "^333333*Cough*^000000 Praise Freya!";
+ mes "Freya! Conquer those";
+ mes "that blaspheme you! Let";
+ mes "me see it before I die!";
+ next;
+ mes "[Old Man]";
+ mes "I have never regretted";
+ mes "^333333*Cough*^000000 my faith in you,";
+ mes "my goddess! ^333333*Keck*^000000 May";
+ mes "the suffering of all our";
+ mes "enemies drive them to";
+ mes "madness before death!";
+ close;
+}
+
+veins,291,284,3 script Old Lady#ve3 942,{
+ mes "[Old Lady]";
+ mes "I wonder what my";
+ mes "standing with Freya";
+ mes "is like. Hopefully, she";
+ mes "will take mercy upon me";
+ mes "when I leave this world.";
+ mes "My days here are numbered...";
+ close;
+}
+
+veins,248,301,3 script Kid#ve6 944,{
+ mes "[Kid]";
+ mes "Huh? You don't live here.";
+ mes "Are you... Are you a traveler?";
+ mes "You musta been to so many";
+ mes "other places, huh? What";
+ mes "do they look like? I want to";
+ mes "travel too when I grow up~";
+ next;
+ mes "[Kid]";
+ mes "I like this town, but I want";
+ mes "to see how other people live.";
+ mes "The grown-ups think it's a bad";
+ mes "idea, though. They say Freya";
+ mes "hates it. Is it that bad that";
+ mes "I can't stop wondering?";
+ close;
+}
+
+veins,161,63,3 script Old Man#ve5 945,{
+ mes "[Old Man]";
+ mes "Oh. You must be";
+ mes "sightseeing. Um,";
+ mes "Veins is a small town,";
+ mes "visit Cheshrumnir Temple?";
+ next;
+ mes "[Old Man]";
+ mes "I hope you enjoy";
+ mes "your stay. Now if";
+ mes "you'll excuse me, I'd";
+ mes "like to continue with";
+ mes "my prayers to Freya.";
+ next;
+ mes "[Old Man]";
+ mes "Oh, gracious Freya, your";
+ mes "servant humbly beseeches";
+ mes "you on bended knee...";
+ mes "Heal me of this infirmity!";
+ mes "The body is droopingly limp,";
+ mes "but the spirit is willing...!";
+ mes "must be... Cheshrumnir Temple.";
+ close;
+}
+
+veins,157,123,3 script Towner#ve15 946,{
+ mes "[Towner]";
+ mes "You know what's good";
+ mes "about the desert? No?";
+ next;
+ mes "[Towner]";
+ mes "The desert makes you";
+ mes "stronger. Understand";
+ mes "what I mean? Heh, you'll";
+ mes "know as you spend more";
+ mes "time here in the desert.";
+ close;
+}
+
+// Inside Veins
+//============================================================
+ve_in,119,386,3 script Prisoner#ve1 946,{
+ mes "[Prisoner]";
+ mes "Unbelievable!";
+ mes "What kind of country";
+ mes "is this?! How can you";
+ mes "lock me up just because";
+ mes "I don't believe in Freya?!";
+ next;
+ mes "[Prisoner]";
+ mes "This isn't civilized!";
+ mes "You're a bunch of savages";
+ mes "if you can't respect my";
+ mes "beliefs, you know that?";
+ mes "Someone, someone help!";
+ close;
+}
+
+ve_in,111,379,8 script Ward#ve1 946,{
+ mes "[Ward]";
+ mes "This place ensures that";
+ mes "dangerous criminals aren't";
+ mes "threatening the publi--";
+ mes "Wait. Why are you even";
+ mes "here?! This place isn't";
+ mes "safe for you! Leave!";
+ close;
+}
+
+ve_in,126,378,3 script Ward#ve2 946,{
+ mes "[Ward]";
+ mes "I'm grateful that our";
+ mes "town is relatively peaceful.";
+ mes "If it were any other place,";
+ mes "that tiny cell would be";
+ mes "crammed full of criminals.";
+ next;
+ mes "[Ward]";
+ mes "Thank Freya that I've";
+ mes "been assigned to such";
+ mes "a peaceful, quiet place.";
+ close;
+}
+
+ve_in,101,314,1 script Towner#ve16 943,{
+ mes "[Towner]";
+ mes "^333333*Pant Pant*^000000";
+ mes "I must study as hard as I can";
+ mes "for the grace of Goddess Freya.";
+ next;
+ mes "[Towner]";
+ mes "I really believe that";
+ mes "I can serve Freya one of";
+ mes "these days if I can just";
+ mes "expand my knowledge.";
+ close;
+}
+
+ve_in,90,298,3 script Towner#ve17 849,{
+ mes "[Towner]";
+ mes "It's too hot...";
+ next;
+ mes "[Towner]";
+ mes "So sweaty...";
+ close;
+}
+
+ve_in,361,243,5 script Towner#ve18 849,{
+ mes "[Towner]";
+ mes "...............";
+ mes "...............";
+ mes "...............";
+ next;
+ mes "[Towner]";
+ mes "...............";
+ mes "...............";
+ mes "...............";
+ next;
+ mes "[Towner]";
+ mes "Tricked you!";
+ mes "Thought I was dead,";
+ mes "didn't you? Hahaha~";
+ close;
+}
+
+ve_in,242,124,3 script Towner#ve19 849,{
+ mes "[Towner]";
+ mes "The drinks in this";
+ mes "town are so... They're...";
+ mes "They're so damn strong!";
+ next;
+ mes "[Towner]";
+ mes "Why...";
+ mes "Why does the ground";
+ mes "keep wobbling?! It's...";
+ mes "It's like it's trying to";
+ mes "betray me! Every time!";
+ next;
+ mes "[Towner]";
+ mes "^333333*Hiccup*^000000";
+ close;
+}
+
+ve_in,180,232,5 script Towner#ve20 946,{
+ mes "[Towner]";
+ mes "It's nice when a town";
+ mes "is peaceful and quiet...";
+ mes "But it's lame when a";
+ mes "tavern is dead like this.";
+ next;
+ mes "[Towner]";
+ mes "Well, there's good";
+ mes "and bad points to";
+ mes "everything. Hopefully";
+ mes "things will pick up";
+ mes "around here as more of";
+ mes "you adventurers come visit.";
+ close;
+}
+
+ve_in,163,212,3 script Towner#ve21 940,{
+ mes "[Towner]";
+ mes "There's nothing but";
+ mes "old people and children";
+ mes "in this town. Where's a";
+ mes "decent man worth marrying?";
+ mes "There's a few bachelors that";
+ mes "are my age, but... Well...";
+ next;
+ mes "[Towner]";
+ mes "They're all too hairy or";
+ mes "too muscular. I don't think";
+ mes "I'll be able to get married";
+ mes "anytime soon! Oh, the misery!";
+ close;
+}
+
+ve_in,190,215,3 script Towner#ve22 946,{
+ mes "[Towner]";
+ mes "Well, our town doesn't";
+ mes "have a choice but to";
+ mes "defend itself in dangerous";
+ mes "times. The young men we";
+ mes "have here are all buff and";
+ mes "tough to protect us.";
+ next;
+ mes "[Town]";
+ mes "They may not be beautiful,";
+ mes "but they have kind and";
+ mes "gentle hearts. It's a pity";
+ mes "that the women here";
+ mes "are more concerned";
+ mes "with appearances.";
+ next;
+ mes "[Towner]";
+ mes "Don't judge a book";
+ mes "by its cover, but";
+ mes "by its contents.";
+ close;
+}
+
+ve_in,318,121,3 script Towner#ve23 943,{
+ mes "[Towner]";
+ mes "This storage solely";
+ mes "exists for serious drinkers.";
+ mes "If it's ever shut down,";
+ mes "I think everyone in town";
+ mes "will riot. Crazy, huh?";
+ next;
+ mes "[Towner]";
+ mes "Veins is famous for its";
+ mes "wide variety of delicious,";
+ mes "irresistable liquor. Just one";
+ mes "sip's enough to hook you.";
+ next;
+ mes "[Towner]";
+ mes "Praise Freya for";
+ mes "blessing us with the";
+ mes "gift of awesome liquor.";
+ mes "Her graciousness, her";
+ mes "compassion, her liquor";
+ mes "is limitless. Let us pray.";
+ close;
+}
+
+ve_in,222,125,5 script Towner#ve24 943,{
+ mes "[Towner]";
+ mes "I really want to";
+ mes "ask out the woman";
+ mes "right in front of me.";
+ mes "Do you think she'll...?";
+ next;
+ mes "[Towner]";
+ mes "Crap! Did I say that";
+ mes "out loud? I-I-I really";
+ mes "didn't want her to hear!";
+ close;
+}
+
+ve_in,222,122,1 script Towner#ve25 940,{
+ mes "[Towner]";
+ mes "I heard all that...";
+ mes "Gosh, he's so clueless.";
+ mes "I don't hate him, but he";
+ mes "should show a bit more";
+ mes "backbone if he wants";
+ mes "to impress me. Hmmm...";
+ close;
+}
+
+ve_in,232,135,5 script Towner#ve26 946,{
+ mes "[Towner]";
+ mes "If you enjoy a good,";
+ mes "stiff drink, then you have";
+ mes "to stop by Veins Tavern~";
+ next;
+ mes "[Towner]";
+ mes "If you don't love";
+ mes "drinking, then Veins";
+ mes "Tavern is the perfect";
+ mes "place to learn! ...To";
+ mes "love... drinking...";
+ close;
+}
+
+ve_in,239,135,5 script Towner#ve27 946,{
+ mes "[Towner]";
+ mes "Isn't the sun so hot?";
+ mes "Doesn't it make you feel";
+ mes "so thirsty? Well, you may";
+ mes "want to consider quenching";
+ mes "that nasty thirst with liquor!";
+ next;
+ mes "[Towner]";
+ mes "My job is to serve";
+ mes "delicious, life giving";
+ mes "liquor to my customers to";
+ mes "relieve their parched throats.";
+ mes "Seeing their drunken smiles";
+ mes "really makes my day~";
+ close;
+}
+
+ve_in,232,124,5 script Towner#ve28 943,{
+ mes "[Towner]";
+ mes "A lone wolf of the desert.";
+ mes "That's me. Well, that's why";
+ mes "I'm drinking here alone.";
+ next;
+ mes "[Towner]";
+ mes "Sweet Freya, these";
+ mes "drinks are so good.";
+ mes "I could drink all day.";
+ close;
+}
+
+ve_in,234,105,3 script Towner#ve29 946,{
+ mes "[Towner]";
+ mes "Man, the world is just...";
+ mes "It's just desires...!";
+ mes "Faith? It helps, you";
+ mes "know? Cuz-cuz desires";
+ mes "are all just nothing!";
+ mes "They're nooooooothing!";
+ next;
+ mes "[Towner]";
+ mes "Argh! What is life?!";
+ mes "I don't know what to";
+ mes "believe anymore! Freya!";
+ mes "Freya looooves you!";
+ close;
+}
diff --git a/npc/pre-re/cities/yuno.txt b/npc/pre-re/cities/yuno.txt
new file mode 100644
index 000000000..31c57bdc2
--- /dev/null
+++ b/npc/pre-re/cities/yuno.txt
@@ -0,0 +1,391 @@
+//===== rAthena Script =======================================
+//= Juno City
+//===== By: ==================================================
+//= KitsuneStarwind, kobra_k88, L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.4a
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= NPCs for the City of Juno
+//===== Additional Comments: =================================
+//= Added additional npcs. Added Metto quest. [kobra_k88]
+//= Moved item quest to quest folder. Re-edited a majority of the npcs. [kobra_k88]
+//=a Removed duplicate npcs already found in the sage quest.
+//= Fixed & Spellchecked [massdriller]
+//= 1.3 Started updating Juno NPCs based on iRO. 10% complete.
+//= 1.3.2 Started updating Juno NPCs based on iRO. 30% complete.
+//= 1.3.3 Removed Noyee NPC (it's implemented in sleipnir_seal.txt)
+//= 1.4 Updated to Aegis 10.3 standards. [L0ne_W0lf]
+//= Added Juno Airship Representative.
+//= 1.4a Corrected a Typo error (bugreport:716) [Samuray22]
+//============================================================
+
+// Juno
+//============================================================
+yuno,184,173,4 script Freidrich#juno 729,{
+ if (rand(1,5) == 1) {
+ mes "[Freidrich]";
+ mes "^3355FFJuno^000000 is kept aloft in the air by an ancient and mysterious force.";
+ next;
+ mes "[Freidrich]";
+ mes "This power is said to come from a relic from an ancient civilization called ^3355FFJuperos^000000 which existed here long before Juno.";
+ next;
+ mes "[Freidrich]";
+ mes "Research revealed that Juno's power source based on ^3355FFPieces of Ymir's Heart^000000. I hear that this power source is found where Juperos used to exist.";
+ next;
+ mes "[Freidrich]";
+ mes "Since many scholars have been coming to Juno to study and research this power source, our city is basically a well known mecca for scholars.";
+ close;
+ }
+ else {
+ mes "[Freidrich]";
+ mes "The city of Sages,";
+ mes "^3355FFJuno,^000000 is made of";
+ mes "three islands.";
+ next;
+ mes "[Freidrich]";
+ mes "These are Solomon, the island of honor, Mineta, the island of prosperity, and Snotora, the island of knowledge.";
+ next;
+ mes "[Freidrich]";
+ mes "The location of each island is";
+ mes "North-west : Solomon";
+ mes "North-east : Snotora";
+ mes "South : Mineta.";
+ close;
+ }
+}
+
+yuno,337,227,4 script Juno Granny#juno 103,{
+ mes "[Granny]";
+ if (rand(1,50) == 1) {
+ if (Zeny > 999) {
+ mes "So, do you enjoy candy?";
+ next;
+ mes "^3355FFGranny hands you some candy^000000.";
+ next;
+ mes "[Granny]";
+ mes "You've already chosen. It doesn't matter whether or not you get this candy. That doesn't matter at all. You have to understand why it's happened.";
+ next;
+ mes "[Granny]";
+ mes "Here's ^3355FF1,000 zeny^000000.";
+ mes "Do you accept this?";
+ next;
+ if (select("Accept:Do not accept") == 1) {
+ mes "[Granny]";
+ mes "*Giggle*";
+ mes "There you go~";
+ set zeny,zeny-1000;
+ getitem 529,1; //Candy
+ next;
+ mes "[Granny]";
+ mes "*Giggle*";
+ mes "Well then...";
+ mes "See you ~";
+ close;
+ }
+ mes "[Granny]";
+ mes "Yes, that's right. Now you must ask yourself why you didn't accept the candy I offered.";
+ close;
+ }
+ else {
+ mes "*Giggle giggle*";
+ mes "The time has come.";
+ mes "Well then...";
+ close;
+ }
+ }
+ else {
+ mes "I am an old Sage granny who foresees everything...";
+ next;
+ mes "[Granny]";
+ mes "Have you heard of a boss monster that has been around Juno for a long time? It's known only as the ^FF3355Lord of the Dead^000000.";
+ next;
+ mes "[Granny]";
+ mes "It is rumored to be from the realm of the dead. It brings many undead monsters with it, intending to lead living creatures to its cold and icy realm.";
+ next;
+ mes "[Granny]";
+ mes "You have already chosen whether or not you will challenge the Lord of the Dead. All you need to do right now is understand why you made the decision.";
+ close;
+ }
+}
+
+yuno,328,239,4 script Juno Fighter#juno 732,{
+ mes "[Sergiof]";
+ mes "My name is Sergiof,";
+ mes "the fighter who";
+ mes "serves Granny.";
+ next;
+ mes "[Sergiof]";
+ mes "I will tell you about ^3355FFGrand Peco^000000 which is a high level Peco Peco. Grand Peco is faster than Peco Peco and is quite aggressive.";
+ next;
+ mes "[Sergiof]";
+ mes "It attacks using its strong bill and many Peco Pecos follow it. There's quite a difference in power between Peco Peco and the Grand Peco.";
+ close;
+}
+
+yuno,343,68,4 script Juno Despot#juno 730,{
+ mes "[Ninno]";
+ if (rand(1,1000) == 1) {
+ mes "You are very lucky to have me tell you this story. This only happens by ^FF33551 out of a 1,000 chance^000000.";
+ next;
+ mes "[Ninno]";
+ mes "This world you are experiencing is actually fabricated! It's time for you to see reality for what it is!";
+ next;
+ mes "[Ninno]";
+ mes "Open your eyes! Stop being manipulated by virtual reality!";
+ close2;
+ warp "prontera",182,206;
+ end;
+ }
+ mes "Have you ever heard of an Egyptian king who was once believed to be a son of a god? His name is ^3355FFPharoah^000000.";
+ next;
+ mes "[Ninno]";
+ mes "He was rumored to be a high sorcerer that used his power to curse innocents. It is said that he is still around, placing his curses on people.";
+ next;
+ mes "[Ninno]";
+ mes "As an adventurer, it's possible that you may see him in your travels. Be careful...";
+ close;
+}
+
+yuno,165,111,4 script Juno Sage#juno 123,,{
+ mes "[Le Morpheus]";
+ if (rand(1,50) == 25) {
+ if (Zeny > 4999) {
+ mes "Look in my hand. I am holding two different kinds of herbs.";
+ next;
+ mes "[Le Morpheus]";
+ mes "One is a ^3355FFBlue Herb^000000 which will make you forget about reality and keep you in this virtual reality^000000.";
+ next;
+ mes "[Le Morpheus]";
+ mes "The other is a ^FF3355Red Herb^000000 which will reveal to you what is true and real.";
+ next;
+ mes "[Le Morpheus]";
+ mes "Whichever one you choose, you must spend ^3355FF5,000 zeny^000000. Now, please select one.";
+ next;
+ if (select("Choose ^FF3355Red Herb^000000:Choose ^3355FFBlue Herb^000000.") == 1) {
+ mes "[Le Morpheus]";
+ mes "As you have chosen, you will forget everything, and remain in this virtual reality.";
+ set zeny,zeny-5000;
+ getitem 507,1; //Red_Herb
+ close2;
+ warp "prontera",182,206;
+ end;
+ }
+ mes "[Le Morpheus]";
+ mes "You will see the truth.";
+ set zeny,zeny-5000;
+ getitem 510,1; //Blue_Herb
+ close2;
+ warp "pay_dun03",200,222;
+ end;
+ }
+ else {
+ mes "Hmm. I'm sorry to say you just missed a fortunate chance. However, I can tell you don't have enough wealth to bring this fortune to fruition.";
+ close;
+ }
+ }
+ else {
+ mes "^3355FFApocalypse^000000...";
+ mes "It is the name of an android that used to guard Juno long ago.";
+ next;
+ mes "[Le Morpheus]";
+ mes "Because its artificial intelligence has corrupted over the years, it can no longer distinguish comrades from enemies. Sadly, that android is nothing but a mindless monster now.";
+ close;
+ }
+}
+
+yuno,157,205,4 script Juno Artisan#juno 54,{
+ mes "[Artisan]";
+ mes "*Mumble mumble...*";
+ next;
+ mes "[Artisan]";
+ mes "Oh, hello there. Let me introduce myself. I am an artisan who tries to succeed the rights and duties of item makers in Juno.";
+ next;
+ switch(select("About Powerful Equipment:About Unique Items:About Authentic Food:End Conversation")) {
+ case 1:
+ mes "[Artisan]";
+ mes "Let me suggest the ^3355FFHoly Guard^000000 and ^3355FFHoly Avenger^000000 which are special items for Crusaders.";
+ next;
+ mes "[Artisan]";
+ mes "These pieces of equipment are very light and have sufficient abilities. They also happen to possess holy power.";
+ next;
+ mes "[Artisan]";
+ mes "Therefore, this equipment is more powerful over some kinds of monsters such as Ghosts or the Undead.";
+ next;
+ mes "[Artisan]";
+ mes "However it is rumored that only a few chosen Crusaders are able to obtain those items due of their rarity.";
+ close;
+ case 2:
+ mes "[Artisan]";
+ mes "It looks like a simple scroll marked with concentric circles and a star. Although the ^FF3355Worn-Out Magic Scroll^000000 is very old, it's wanted by many Sages for research purposes.";
+ next;
+ mes "[Artisan]";
+ mes "It seems you can use that item when you chant a high-level magic spell.";
+ close;
+ case 3:
+ mes "[Artisan]";
+ mes "^3355FFRice Cake^000000! Yes, it's a traditional food that's favored by a lot of people. There's a lot of nostalgic memories of old fashioned markets that are connected to the Rice Cake.";
+ next;
+ mes "[Artisan]";
+ mes "Ahhh~";
+ mes "I wish I could eat a bit of Rice Cake right now.";
+ close;
+ case 4:
+ mes "[Artisan]";
+ mes "Although Juno is known as a city of Sages, I hope you understand that ordinary people live and propser here as well. Please enjoy the unique atmosphere that Juno has to offer.";
+ close;
+ }
+}
+
+yuno,150,283,4 script Juno Soldier#juno 105,{
+ mes "[Juno Soldier]";
+ mes "Welcome to Juno, the city of noble-mindedness.";
+ next;
+ mes "[Juno Soldier]";
+ mes "There is a monster near here known as Lava Golem. This golem is made from a stone heart whose power happened to be amplified with magic power when it was swept away by molten rock.";
+ next;
+ mes "[Juno Soldier]";
+ mes "The lava dripping from its body is so hot that it can melt down armor and weapons made out of high quality steel.";
+ next;
+ mes "[Juno Soldier]";
+ mes "You'd better be careful when you encounter this monster. It will damage armor and weapons in the twinkling of an eye.";
+ close;
+}
+
+yuno,165,283,4 script Juno Soldier#2juno 105,{
+ mes "[Juno Soldier]";
+ mes "Welcome to Juno, the city of noble-mindedness.";
+ next;
+ mes "[Juno Soldier]";
+ mes "Geographer...";
+ mes "That monster looks like a flower blooming from the ground.";
+ next;
+ mes "[Juno Soldier]";
+ mes "Strangely, it can extend its body a long distance. Even if you're far away from it, it can still pose a threat.";
+ next;
+ mes "[Juno Soldier]";
+ mes "The name of this monster originated from a story about a poor geographer who, unfortunately, was eaten by this monster while he was immersed in his studies.";
+ close;
+}
+
+yuno,227,292,4 script Juno Soldier#3juno 105,{
+ mes "[Juno Soldier]";
+ mes "Welcome to Juno, the city of noble-mindedness.";
+ next;
+ mes "[Juno Soldier]";
+ mes "Near Juno, there exists a fallen angel named 'False Angel.' It feigns innocence, pretending to bless adventurers and then stabbing them in the back without any warning.";
+ next;
+ mes "[Juno Soldier]";
+ mes "Don't be fooled by its appearance, or you'll find yourself in trouble.";
+ close;
+}
+
+yuno,165,228,4 script Juno Soldier#4juno 105,{
+ mes "[Juno Soldier]";
+ mes "Welcome to Juno, the city of noble-mindedness.";
+ next;
+ mes "[Juno Soldier]";
+ mes "'Goat' is a monster that was an antelope living in the high mountains that was somehow turned into a monster.";
+ next;
+ mes "[Juno Soldier]";
+ mes "Even if you manage to dodge to its horns, you still need to be wary of its powerful legs.";
+ next;
+ mes "[Juno Soldier]";
+ mes "Goat's legs are so strong because it's always climbing cliffs when it's not busy slaughtering the innocent.";
+ close;
+}
+
+yuno,150,228,4 script Juno Soldier#5juno 105,{
+ mes "[Juno Soldier]";
+ mes "Welcome to Juno, the city of noble-mindedness.";
+ next;
+ mes "[Juno Soldier]";
+ mes "Have you ever";
+ mes "seen a Large Jellopy?";
+ mes "Those things are huuuge!";
+ next;
+ mes "[Juno Soldier]";
+ mes "It's hard to believe";
+ mes "that such a large and";
+ mes "shining jellopy even exists!";
+ close;
+}
+
+yuno,334,182,4 script Juno Soldier#6juno 105,{
+ mes "[Juno Soldier]";
+ mes "Welcome to Juno, the city of noble-mindedness.";
+ next;
+ mes "[Juno Soldier]";
+ mes "Among the Sage's weapons, there is a 'Dagger of Counter.'";
+ next;
+ mes "[Juno Soldier]";
+ mes "Its use is limited to the Sage class, and it increases the chance of inflicting critical attacks. So, for Sages, that dagger can be very useful, as well as make them look stylish in battle.";
+ close;
+}
+
+yuno,263,320,4 script Juno Soldier#7juno 105,{
+ mes "[Juno Soldier]";
+ mes "Welcome to Juno, the city of noble-mindedness.";
+ next;
+ mes "[Juno Soldier]";
+ mes "There is a holy shield named 'Sacred Mission' which can only be used by Crusaders.";
+ next;
+ mes "[Juno Soldier]";
+ mes "It's a long and narrow shield with an angel wing engraved in the center of the front side. Against Devil and Undead monsters, it is especially powerful.";
+ close;
+}
+
+yuno,142,183,5 script Airship Representative 100,{
+ mes "[Airship Representative]";
+ mes "Good day, I am here to inform you";
+ mes "about the Juno Airship which";
+ mes "we plan to operate in the near future.";
+ next;
+ mes "[Air ship Representative]";
+ mes "Unfortunately, it is still in";
+ mes "development, and we've yet";
+ mes "to complete testing. However,";
+ mes "we feel the need to let our";
+ mes "eager customers know of our";
+ mes "progress.";
+ next;
+ mes "[Airship Representative]";
+ mes "The Airship we're developing will provide you with convenient travel to any town. You can also enjoy the sights while aloft in the sky. Unique products from various areas will also be provided.";
+ next;
+ mes "[Airship Representative]";
+ mes "We promise our customers an";
+ mes "amazing travel experience";
+ mes "once the Airship is in";
+ mes "operation. In the meantime,";
+ mes "we are providing a special";
+ mes "teleport service.";
+ next;
+ mes "[Airship Representative]";
+ mes "The teleport fee is 1,800 zeny, regardless of where you want to go. Please let me know your desired destination.";
+ next;
+ switch(select("Prontera:Izlude:Geffen:Morroc:Payon:Alberta:Comodo:Cancel")) {
+ case 1: callsub S_Warp,"prontera",116,72;
+ case 2: callsub S_Warp,"izlude",94,103;
+ case 3: callsub S_Warp,"geffen",120,39;
+ case 4: callsub S_Warp,"morocc",156,46;
+ case 5: callsub S_Warp,"payon",69,100;
+ case 6: callsub S_Warp,"alberta",117,56;
+ case 7: callsub S_Warp,"comodo",209,143;
+ case 8: close;
+ }
+
+S_Warp:
+ if (Zeny >= 1800) {
+ set zeny,zeny-1800;
+ warp getarg(0),getarg(1),getarg(2);
+ end;
+ }
+ else {
+ mes "[Airship Representative]";
+ mes "I regret to say that you do not have enough zeny with you.";
+ mes "Please check the amount of zeny that you have.";
+ close;
+ }
+}
diff --git a/npc/pre-re/events/MemorialDay_2008.txt b/npc/pre-re/events/MemorialDay_2008.txt
new file mode 100644
index 000000000..d6dae7d78
--- /dev/null
+++ b/npc/pre-re/events/MemorialDay_2008.txt
@@ -0,0 +1,432 @@
+//===== rAthena Script =======================================
+//= In Memory of Heroes (iRO Memorial Day 2008)
+//===== By: ==================================================
+//= Kisuka
+//===== Current Version: =====================================
+//= 1.2
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//
+//===== Additional Comments: =================================
+//= 1.0 First version. [Kisuka]
+//= 1.1 Many Many Fixes. [Kisuka]
+//= 1.2 Some changes. [Kisuka]
+//============================================================
+
+// ================== Lauds ======================
+// ===============================================
+prontera,182,214,4 script Lauds#Memorial 58,{
+ if(Memorial08 < 1) {
+ mes "[Mad Sago Lauds]";
+ mes "Hey, yo!";
+ mes "What are you doing there!?";
+ next;
+ mes "[Mad Sago Lauds]";
+ mes "Do you know what day it is!?";
+ mes "It's a very important date!";
+ mes "A very important date to remember!";
+ next;
+ mes "[Mad Sago Lauds]";
+ mes "What is this!?";
+ emotion 0;
+ next;
+ mes "[Mad Sago Lauds]";
+ mes "Where is your towel!?";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "My what?";
+ next;
+ mes "[Mad Sago Lauds]";
+ mes "How are you supposed to go on your trip without your towel!?";
+ next;
+ mes "[Mad Sago Lauds]";
+ mes "If you think this is just another holiday, I'm not going to waste my breath.";
+ mes "But if you like to pay a tribute to great soldiers, I will help you ready yourself.";
+ next;
+ if (select("I guess so...:Are you crazy or something?") == 2) {
+ mes "[Mad Sago Lauds]";
+ mes "Fine, be unprepared!";
+ next;
+ mes "[Mad Sago Lauds]";
+ mes "";
+ mes "^FF0000YOU WILL RUE THE DAY!^000000";
+ close;
+ }
+ mes "[Mad Sago Lauds]";
+ mes "Great!";
+ mes "Then listen to me carefully.";
+ next;
+ mes "[Mad Sago Lauds]";
+ mes "Now before you can pay tribute to the fallen soldiers you must be properly equipped.";
+ mes "Without your towel you will be lost!";
+ mes "If you bring me the materials, I can make you a towel.";
+ next;
+ mes "[Mad Sago Lauds]";
+ mes "Listen closely.";
+ mes "Bring me ^FF000030 Fabric and 20 Fluffs^000000.";
+ set Memorial08,1;
+ close;
+ }
+
+ else if(Memorial08 == 1) {
+ if (countitem(1059) < 30 || countitem(914) < 20) {
+ mes "[Mad Sago Lauds]";
+ mes "What are these? They aren't enough?!";
+ mes "*Sigh* Do I really have to tell you again?!";
+ mes "Bring me ^FF000030 Fabric and 20 Fluffs^000000.";
+ close;
+ }else{
+ mes "***Mad Sago Lauds appears to be muttering to himself***";
+ next;
+ mes "[Mad Sago Lauds]";
+ mes "So, did you bring the towel materials?";
+ next;
+ mes "[Mad Sago Lauds]";
+ mes "Excellent; you've brought them all.";
+ mes "Then I shall make you a Towel of Memory as I promised.";
+ mes "Give me a moment.";
+ next;
+ mes "[Mad Sago Lauds]";
+ mes "There you go!";
+ delitem 1059,30;
+ delitem 914,20;
+ getitem 6025,1;
+ getnameditem 6025," + strcharinfo(0) + ";
+ set Memorial08,2;
+ close;
+ }
+ }
+
+ else if(Memorial08 == 2) {
+ mes "[Mad Sago Lauds]";
+ mes "Ah, you have fluffy new towel now I even put your name on it";
+ next;
+ mes "[Mad Sago Lauds]";
+ mes "Say, how do you like to go on a journey to pay a tribute to Memorial Day?";
+ next;
+ if (select("Sure.:No, I'm Busy.") == 2) {
+ mes "[Mad Sago Lauds]";
+ mes "Don't come crying to me if someone decides to build a highway through your home!";
+ close;
+ }
+ mes "[Mad Sago Lauds]";
+ mes "Good. By the way, do you even know what the towel is for?";
+ next;
+ mes "[Mad Sago Lauds]";
+ mes "It seems you're just carrying it without understanding its meaning.";
+ mes "What a shame! You should go speak to ^FF0000Grast in Prontera^000000.";
+ set Memorial08,3;
+ close;
+ }
+
+ else if(Memorial08 == 3) {
+ mes "[Mad Sago Lauds]";
+ mes "What are you still doing here?";
+ mes "I told you to go speak to Grast in Prontera!";
+ close;
+ }
+
+ else if(Memorial08 == 4 || Memorial08 == 5 || Memorial08 == 6) {
+ mes "[Mad Sago Lauds]";
+ mes "Go help Grast, and then come back.";
+ close;
+ }
+
+ else if(Memorial08 == 7) {
+ mes "[Mad Sago Lauds]";
+ mes "Oh, you've brought them all.";
+ mes "Hahaha!";
+ mes "HAHAHAHAHAHA!!!! cough cough";
+ next;
+ mes "[Mad Sago Lauds]";
+ mes "Please give them to me. Thank you for your hard work, by the way.";
+ mes "Say, have you learned anything from the journey?";
+ mes "Now is to go visit the plaque at 12 o'clock direction in Prontera.";
+ next;
+ mes "[Mad Sago Lauds]";
+ mes "What do you mean you were just there?";
+ next;
+ mes "[Mad Sago Lauds]";
+ mes "What? Why are you giving me your garbage!";
+ mes "Those items are not useful to me at all.";
+ mes "You should be going to the plaque!";
+ set Memorial08,8;
+ close;
+ }
+
+ else if(Memorial08 == 8) {
+ mes "[Mad Sago Lauds]";
+ mes "Stop trying to give me your garbage!";
+ mes "Go to the plaque at 12 o'clock direction in Prontera for your journey!";
+ close;
+ }
+
+ else if(Memorial08 >= 9) {
+ set .@RandomMsg, rand(1,5);
+ if(.@RandomMsg == 1) {
+ mes "[Mad Sago Lauds]";
+ mes "Don't panic!";
+ emotion 0;
+ close;
+ }
+ else if(.@RandomMsg == 2) {
+ mes "[Mad Sago Lauds]";
+ mes "Life... is like a grapefruit.";
+ mes "It's orange and squishy, and has a few pips in it, and some folks have half a one for breakfast.";
+ close;
+ }
+ else if(.@RandomMsg == 3) {
+ mes "[Mad Sago Lauds]";
+ mes "There was a point to this story, but it has temporarily escaped the chronicler's mind.";
+ close;
+ }
+ else if(.@RandomMsg == 4) {
+ mes "[Mad Sago Lauds]";
+ mes "42!";
+ close;
+ }
+ else if(.@RandomMsg == 5) {
+ mes "[Mad Sago Lauds]";
+ mes "It is a mistake to think you can solve any major problems just with potatoes.";
+ close;
+ }
+ }
+}
+
+// ============== Memorial Plaque ================
+// ===============================================
+prontera,153,286,4 script Memorial Plaque#Memorial 857,{
+ if(Memorial08 < 8) {
+ mes "[" + strcharinfo(0) + "]";
+ mes "- It's a dusty old plaque.-";
+ close;
+ }
+
+ else if(Memorial08 == 8) {
+ mes "[" + strcharinfo(0) + "]";
+ mes "- It's a dusty old plaque.-";
+ mes "'This must be what Lauds was talking about.'";
+ mes "'Let's dust it off with the towel.'";
+ next;
+ set Memorial08,9;
+ getexp 93750,43750;
+ goto L_CleanPlaque;
+ }
+
+ else if(Memorial08 >= 9) {
+ goto L_CleanPlaque;
+ }
+
+ L_CleanPlaque:
+ mes "- You see a message from the cleaned plaque.-";
+ next;
+ mes "-Although no sculptured marble should rise to their memory,-";
+ mes "-nor engraved stone bear record of their deeds,-";
+ mes "-yet will their remembrance be as lasting as the land they honored.-";
+ mes "-Daniel Webster-";
+ if(Memorial08 == 9) {
+ getexp 93750,43750;
+ }
+ next;
+ mes "-There's another message.-";
+ next;
+ mes "-I may not have gone where I intended to go,-";
+ mes "-but I think I have ended up where I needed to be.-";
+ mes "- Douglas Adams.-";
+ if(Memorial08 == 9) {
+ getexp 93750,43750;
+ }
+ next;
+ mes "-This is the last message.-";
+ next;
+ mes "-True heroism is remarkably sober, very undramatic.-";
+ mes "-It is not the urge to surpass all others at whatever cost,-";
+ mes "- but the urge to serve others at whatever cost. -";
+ mes "- Arthur Ashe -";
+ if(Memorial08 == 9) {
+ getexp 93750,43750;
+ set Memorial08,10;
+ }
+ close;
+}
+
+
+// ==================== Grast ====================
+// ===============================================
+prontera,150,270,4 script Grast#Memorial 900,{
+ if(Memorial08 < 3) {
+ mes "[Grast]";
+ mes "Memorial Day is a sad and yet glorious day.";
+ mes "I wonder how many people remember them...";
+ close;
+ }
+
+ else if(Memorial08 == 3) {
+ mes "[Grast]";
+ mes "Oh, isn't that a Towel of Memory?";
+ mes "I'm so glad to meet someone who understands the meaning of Memorial Day.";
+ next;
+ mes "[Grast]";
+ mes "It is very important to know what we're celebrating today, don't you think?";
+ next;
+ mes "[Grast]";
+ mes "If you like to go on a journey to pay a tribute to Memorial Day, you should bring me some materials I ask.";
+ next;
+ mes "[Grast]";
+ mes "Please bring me ^FF0000one of each Red Potion, Green Potion, Awakening Potion, and Butterfly Wing^000000.";
+ mes "I'll be waiting for your return.";
+ set Memorial08,4;
+ close;
+ }
+
+ else if(Memorial08 == 4) {
+ if (countitem(501) < 1 || countitem(506) < 1 || countitem(656) < 1 || countitem(602) < 1) {
+ mes "[Grast]";
+ mes "Oops, you haven't brought all materials.";
+ mes "Please make sure you need to bring me";
+ mes "^FF0000one of each Red Potion, Green Potion, Awakening Potion, and Butteryfly Wing^000000.";
+ next;
+ mes "[Grast]";
+ mes "You'll have to bring me more materials afterwards.";
+ mes "If you feel too burdened to gather them all,";
+ mes "I can provide you all the materials.";
+ next;
+ if (select("I'll gather the rest.:Give me the materials.") == 2) {
+ goto L_GiveUp;
+ }
+ goto L_Continue;
+ }else{
+ mes "[Grast]";
+ mes "Oh, you've brought the materials I asked.";
+ next;
+ mes "[Grast]";
+ mes "Hmm, you will need some more things still...";
+ next;
+ mes "[Grast]";
+ mes "Please bring me ^FF0000one of each Trap, Yggdrasil Leaf, Blue Gemstone, Crystal Mirror, Meat, and Carrot.^000000";
+ mes "I'll be waiting for your return.";
+ set Memorial08,5;
+ close;
+ }
+ }
+
+ else if(Memorial08 == 5) {
+ if (countitem(1065) < 1 || countitem(610) < 1 || countitem(717) < 1 || countitem(747) < 1 || countitem(517) < 1 || countitem(515) < 1) {
+ mes "[Grast]";
+ mes "Oops, you haven't brought all materials.";
+ mes "Please make sure you'll have to bring me";
+ mes "^FF0000one of each Trap, Yggdrasil Leaf, Blue Gemstone, Crystal Mirror, Meat, and Carrot^000000.";
+ next;
+ mes "[Grast]";
+ mes "You'll have to bring me more materials afterwards.";
+ mes "If you feel too burdened to gather them all, I can provide you all the materials.";
+ next;
+ if (select("I'll gather the rest.:Give me the materials.") == 2) {
+ goto L_GiveUp;
+ }
+ goto L_Continue;
+ }else{
+ mes "[Grast]";
+ mes "Oh, you've brought everything I asked.";
+ mes "Hmm, I think you need just a little bit more.";
+ next;
+ mes "[Grast]";
+ mes "Please bring me ^FF0000one of each Pet Incubator, Firecracker, Poring Doll, and Bouquet^000000.";
+ set Memorial08,6;
+ close;
+ }
+ }
+
+ else if(Memorial08 == 6) {
+ if (countitem(643) < 1 || countitem(12018) < 1 || countitem(741) < 1 || countitem(745) < 1) {
+ mes "[Grast]";
+ mes "Oops, you haven't brought all materials.";
+ mes "Please make sure you need to bring me";
+ mes "^FF0000one of each Pet Incubator, Firecracker, Poring Doll and Bouquet";
+ next;
+ mes "[Grast]";
+ mes "They are the last batch of materials.";
+ mes "If you feel too burdened to gather them all, I can provide you all the materials.";
+ next;
+ mes "[Grast]";
+ mes "If I provide you all materials, however, I won't have to thank you for your service.";
+ mes "It's your call, " + strcharinfo(0) + ".";
+ next;
+ if (select("I'll gather the rest.:Give me the materials.") == 2) {
+ goto L_GiveUp;
+ }
+ goto L_Continue;
+ }else{
+ mes "[Grast]";
+ mes "Have you brought the materials I asked?";
+ mes "Ah, thank you for your hard work you've brought all of them.";
+ next;
+ mes "[Grast]";
+ mes "I hope you'll learn a valuable lesson while gathering these materials.";
+ mes "I like to give you a small gift for your service.";
+ next;
+ mes "[Grast]";
+ mes "You see, I have two different gifts in my each hand.";
+ mes "A best thing would be giving you both of them, but...";
+ mes "How do you like to test your luck, " + strcharinfo(0) + "?";
+ next;
+ mes "[Grast]";
+ mes "Okay, which hand would you like to pick?";
+ next;
+ if (select("Left hand.:Right hand.") == 2) {
+ mes "[Grast]";
+ mes "You've selected my right hand.";
+ mes "Here's the gift for you.";
+ mes "Now, please bring all these materials to Lauds.";
+ set Memorial08, 7;
+ getitem 617,1;
+ close;
+ }
+ mes "[Grast]";
+ mes "You've selected my left hand.";
+ mes "Here's the gift for you.";
+ mes "Now, please bring all these materials to Lauds.";
+ set Memorial08, 7;
+ getitem 12109,1;
+ close;
+ }
+ }
+
+ else if(Memorial08 == 7) {
+ mes "[Grast]";
+ mes "Have you met Lauds?";
+ mes "I hope you'll remember your freedom and happiness are built on thousands of lives sacrificed in war.";
+ close;
+ }
+
+ else if(Memorial08 >= 8) {
+ mes "[Grast]";
+ mes "A towel is about the most massively useful thing an adventurer can have.";
+ close;
+ }
+
+ L_GiveUp:
+ mes "[Grast]";
+ mes "Oh, I see. I guess you're quite busy nowadays, huh?";
+ mes "No problem; I'll give you all the supplies...";
+ next;
+ mes "[Grast]";
+ mes "There you go.";
+ mes "I crushed all the items together into a more compact form for you.";
+ mes "You can thank me later for that extra service.";
+ mes "Please bring them to Lauds.";
+ set Memorial08,7;
+ getitem 7126,1;
+ next;
+ mes "[Grast]";
+ mes "By the way, he had an unfortunate accident, and has kind of lost his mind.";
+ mes "Please don't be alarmed even if he starts babbling.";
+ close;
+
+ L_Continue:
+ mes "[Grast]";
+ mes "That's a good idea.";
+ mes "Then I'll be waiting for your return.";
+ close;
+}
diff --git a/npc/pre-re/events/StPatrick_2008.txt b/npc/pre-re/events/StPatrick_2008.txt
new file mode 100644
index 000000000..3e85c8a04
--- /dev/null
+++ b/npc/pre-re/events/StPatrick_2008.txt
@@ -0,0 +1,717 @@
+//===== rAthena Script =======================================
+//= St. Patrick's Day (2008)
+//===== By: ==================================================
+//= Kisuka
+//===== Current Version: =====================================
+//= 1.5
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= iRO St. Patrick's Day. (2008)
+//= Find O'Riley's treasure for him, then hunt down coinds from
+//= the snakes to get Green Ale in return for them.
+//=
+//= Mobs 1841 through 1844 have been modified for this event
+//= you must use the mob edits provided for this quest.
+//= Enable in mob_db2.txt
+//=
+//= The item 12715 Black_Treasure_Chest contains a script
+//= that relies explicitly on this script being loaded.
+//= Remove the "end" from the item script to enable.
+//= In addition to that, you must enable the item_avail
+//= entries if you are using a kRO client, as the items
+//= were removed from the client between testing and this
+//= updated.
+//===== Additional Comments: =================================
+//= 1.0 First version. [Kisuka]
+//= 1.1 Fixed checkitems for ale, fixed ale prize(gives the correct one now). [Kisuka]
+//= 1.2 Optimized. Uses only one variable now. [L0ne_W0lf]
+//= Corrected EXP rewards, and some typos.
+//= 1.3 Corrected random in item function. [L0ne_W0lf]
+//= 1.4 Replaced effect numerics with constants. [Samuray22]
+//= 1.5 Revamped the script. [Kisuka]
+//============================================================
+
+prt_fild05,170,286,4 script Anxious Leprechaun#8pday 954,{
+ if (StPatrick2008 < 1) {
+ mes "[O'Riley the Leprechaun]";
+ mes "Hmm...";
+ mes "Tis a fine day it be.";
+ mes "If you have a moment to spare.";
+ mes "Come here to me now, come here and I'll tell ya something.";
+ next;
+ select("Go ahead.");
+ mes "[O'Riley the Leprechaun]";
+ mes "These past years I've come to see the world and each time the snakes have stolen me treasure.";
+ next;
+ select("Oh?");
+ mes "[O'Riley the Leprechaun]";
+ mes "Ye fine folks of this land have been so gracious to recover me treasure again and again.";
+ next;
+ mes "[O'Riley the Leprechaun]";
+ mes "I've learned me lesson and will never forget how those vile snakes have wronged me.";
+ next;
+ select("What did you do?");
+ mes "[O'Riley the Leprechaun]";
+ mes "I made a safe place to hide me treasure.";
+ mes "Hidden in a secret place the treasure would be safe until I returned to the world the following year.";
+ next;
+ mes "[O'Riley the Leprechaun]";
+ mes "This year, I have made me journey to see the outside world once again.";
+ mes "I traveled to me cache of gold I found it to be safe and undisturbed.";
+ next;
+ mes "[O'Riley the Leprechaun]";
+ mes "I thought to meself, I am very clever to hide the treasure from the snakes.";
+ mes "Oh, but I was a fool still.";
+ next;
+ select("What happened?");
+ mes "[O'Riley the Leprechaun]";
+ mes "My hiding place was too clever.";
+ mes "I pulled and I heaved and pushed, but the hiding place would not budge.";
+ mes "So once again, I am without treasure this year.";
+ next;
+ mes "[O'Riley the Leprechaun]";
+ mes "I have not even begun brewing me famous green ale on account of this mess.";
+ mes "I will ask ye, will ya help get me treasure back?";
+ next;
+ if (select("Sure, I can help you.:I'm too busy.") == 2) {
+ mes "[O'Riley the Leprechaun]";
+ mes "Aye, I understand.";
+ mes "Thank you for listening to me tale.";
+ close;
+ }
+ mes "[O'Riley the Leprechaun]";
+ mes "To find my treasure it be true.";
+ mes "To my treasure I give my secret to you.";
+ next;
+ mes "[O'Riley the Leprechaun]";
+ mes "So, listen well and make no omissions.";
+ mes "Make the journey to the city of magicians.";
+ mes "Over the bridge and across the water";
+ mes "Climb the mountain until north ye can travel no farther.";
+ next;
+ mes "[O'Riley the Leprechaun]";
+ mes "Passed the stone steps set into the air.";
+ mes "Hidden in the mountain side, me treasure is there.";
+ next;
+ mes "[O'Riley the Leprechaun]";
+ mes "Ye must find a way to break it open.";
+ mes "Ye will need a mighty explosion to free the cache to be sure.";
+ next;
+ mes "[O'Riley the Leprechaun]";
+ mes "Ye might try some Firecrackers.";
+ mes "Course, Ye would need a great number of them, Ye would need at least ^FF0000200 Firecreackers^000000";
+ set StPatrick2008,1;
+ close;
+ }
+ else if (StPatrick2008 == 1) {
+ mes "[O'Riley the Leprechaun]";
+ mes "Tis a fine day it be.";
+ mes "Have you found me treasure yet, have you?";
+ mes "Me hiding spot is a might hard to crack.";
+ next;
+ mes "[O'Riley the Leprechaun]";
+ mes "Ye might try some Firecrackers.";
+ mes "Course, Ye would need a great number of them, Ye would need at least ^FF0000200 Firecreackers^000000";
+ next;
+ mes "[O'Riley the Leprechaun]";
+ mes "I be understanding if you can't get to it to be sure to be sure.";
+ close;
+ }
+ else if (StPatrick2008 == 2) {
+ mes "[O'Riley the Leprechaun]";
+ mes "Oh, welcome back!";
+ mes "Thank you for returning me treasure!";
+ mes "Me gratitude knows no bounds!";
+ next;
+ mes "[O'Riley the Leprechaun]";
+ mes "I am so happy,";
+ mes "I'll be starting up me brew right away";
+ next;
+ mes "[O'Riley the Leprechaun]";
+ mes "It seems that the snakes have returned this year and are here to steal my treasure again.";
+ next;
+ mes "[O'Riley the Leprechaun]";
+ mes "The snakes carry the coins of my kinsmen and must be punished.";
+ mes "But ye have had a long journey, for which I am very grateful.";
+ next;
+ mes "[O'Riley the Leprechaun]";
+ mes "When ye have had a moment to rest ye legs, come talk to me again and we may speak again";
+ close2;
+ set StPatrick2008,3;
+ getexp 200000,70000;
+ delitem 7721,1;
+ end;
+ }
+ else if (StPatrick2008 == 3) {
+ mes "[O'Riley the Leprechaun]";
+ mes "Ah, well rested I hope?";
+ next;
+ mes "[O'Riley the Leprechaun]";
+ mes "Thank you for coming by again.";
+ mes "The snakes carry the coins of my kindsmen and must be punished.";
+ next;
+ mes "[O'Riley the Leprechaun]";
+ mes "I would be so generous to give you some of my famous brew if you would bring me the ill-gotten gains carried by those vile snakes";
+ next;
+ mes "And if you find one of the treasures of my kin please bring me those coins so that the snakes don't get them.";
+ set StPatrick2008,4;
+ close;
+ }
+ else if (StPatrick2008 == 4) {
+ mes "[O'Riley the Leprechaun]";
+ mes "The snakes carry too many of me kinsmen's coin I be passing out pints of me brew as reward for their return.";
+ next;
+ mes "[O'Riley the Leprechaun]";
+ mes "I'll reward ye with one jug of ale for ^0000FF1 Golden Coins^000000, ^0000FF5 Silver Coins^000000, or ^0000FF10 Bronze Coins^000000.";
+ mes "It be a fair bounty for the ill-gotten coins.";
+ mes "So, what kind of coin have ye brought?";
+ next;
+ switch(select("Bronze Coins:Silver Coins:Gold Coins:Quit.")) {
+ case 1:
+ mes "[O'Riley the Leprechaun]";
+ mes "Thank you. Here's your ale~";
+ if (countitem(7915) >= 10) {
+ getitem 12135,1;
+ delitem 7915,10;
+ }
+ close;
+ case 2:
+ mes "[O'Riley the Leprechaun]";
+ mes "Thank you. Here's your ale~";
+ if (countitem(7916) >= 5) {
+ getitem 12135,1;
+ delitem 7916,5;
+ }
+ close;
+ case 3:
+ mes "[O'Riley the Leprechaun]";
+ mes "Thank you. Here's your ale~";
+ if (countitem(7720) >= 1) {
+ getitem 12135,1;
+ delitem 7720,1;
+ }
+ close;
+ case 4:
+ mes "[O'Riley the Leprechaun]";
+ mes "I'll reward ye with one jug of ale for ^0000FF1 Golden Coins^000000, ^0000FF5 Silver Coins^000000, or ^0000FF10 Bronze Coins^000000.";
+ close;
+ }
+ }
+}
+
+mjolnir_01,272,363,4 script Rocks#08StPattysDay -1,1,1,{
+ end;
+
+OnTouch:
+ if (StPatrick2008 < 1) {
+ mes "- You've found a pile of rocks covered with soil. -";
+ close;
+ }
+ if (StPatrick2008 == 1) {
+ mes "- You've found a pile of rocks covered with soil. -";
+ next;
+ if (countitem(12018) < 200) {
+ mes "The rocks won't budge.";
+ mes "Maybe O'Riley knows a way to move the rocks.";
+ close;
+ }
+ else {
+ if (select("Use Firecrackers.:Ignore") == 2) {
+ close;
+ }
+ mes "You buried 200 Firecrackers under the pile of rocks.";
+ mes "You light the fuse.";
+ next;
+ mes "*BOOM!*";
+ specialeffect2 EF_LORD;
+ next;
+ mes "After A cloud of dust and smoke has dissipated,";
+ mes "You've found a box between the rocks and soil.";
+ mes "This box must contain O'Riley's valuables.";
+ mes "Let's bring the box to O'Riley.";
+ close2;
+ set StPatrick2008,2;
+ delitem 12018,200;
+ getitem 7721,1;
+ }
+ }
+ end;
+}
+
+function script F_08stpattyseventbox {
+ switch(rand(1,6)) {
+ case 1:
+ getitem 7915,1;
+ end;
+ case 2:
+ getitem 7915,1;
+ getitem 7916,1;
+ getitem 7720,1;
+ end;
+ case 3:
+ getitem 7720,1;
+ end;
+ case 4:
+ getitem 7915,1;
+ getitem 7916,1;
+ end;
+ case 5:
+ getitem 7916,2;
+ end;
+ case 6:
+ getitem 7915,2;
+ end;
+ }
+}
+
+
+// Snake Spawns.
+ein_fild03,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
+ein_fild04,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
+ein_fild06,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
+ein_fild07,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
+ein_fild08,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
+ein_fild09,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
+ein_fild10,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
+gef_fild00,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
+gef_fild01,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
+gef_fild02,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
+gef_fild03,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
+gef_fild04,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
+gef_fild05,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
+gef_fild07,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
+gef_fild08,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
+gef_fild09,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
+gef_fild10,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
+gef_fild11,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
+gef_fild12,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
+gef_fild13,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
+gef_fild14,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
+glast_01,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
+lhz_fild01,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
+lhz_fild02,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
+lhz_fild03,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
+mjolnir_01,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
+mjolnir_02,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
+mjolnir_03,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
+mjolnir_04,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
+mjolnir_05,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
+mjolnir_06,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
+mjolnir_07,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
+mjolnir_08,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
+mjolnir_09,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
+mjolnir_10,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
+mjolnir_11,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
+mjolnir_12,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
+moc_fild01,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
+moc_fild02,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
+moc_fild03,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
+moc_fild04,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
+moc_fild05,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
+moc_fild06,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
+moc_fild07,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
+moc_fild08,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
+moc_fild09,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
+moc_fild10,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
+moc_fild11,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
+moc_fild12,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
+moc_fild13,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
+moc_fild14,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
+moc_fild03,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
+moc_fild16,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
+moc_fild17,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
+moc_fild18,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
+pay_fild01,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
+pay_fild02,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
+pay_fild03,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
+pay_fild04,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
+pay_fild05,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
+pay_fild06,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
+pay_fild07,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
+pay_fild08,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
+pay_fild09,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
+pay_fild10,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
+pay_fild11,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
+prt_fild00,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
+prt_fild01,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
+prt_fild02,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
+prt_fild03,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
+prt_fild04,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
+prt_fild05,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
+prt_fild06,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
+prt_fild07,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
+prt_fild08,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
+prt_fild09,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
+prt_fild10,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
+prt_fild11,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
+xmas_fild01,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
+cmd_fild01,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
+cmd_fild02,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
+cmd_fild03,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
+cmd_fild04,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
+cmd_fild05,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
+cmd_fild06,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
+cmd_fild07,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
+cmd_fild08,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
+cmd_fild09,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
+yuno_fild01,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
+yuno_fild02,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
+yuno_fild03,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
+yuno_fild04,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
+yuno_fild05,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
+yuno_fild06,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
+yuno_fild07,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
+yuno_fild08,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
+yuno_fild09,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
+yuno_fild11,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
+yuno_fild12,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
+ama_fild01,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
+gon_fild01,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
+um_fild01,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
+um_fild02,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
+um_fild03,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
+um_fild04,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
+nif_fild01,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
+nif_fild02,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
+lou_fild01,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
+hu_fild01,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
+hu_fild04,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
+hu_fild05,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
+hu_fild07,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
+ein_fild03,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
+ein_fild04,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
+ein_fild06,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
+ein_fild07,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
+ein_fild08,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
+ein_fild09,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
+ein_fild10,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
+gef_fild00,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
+gef_fild01,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
+gef_fild02,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
+gef_fild03,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
+gef_fild04,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
+gef_fild05,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
+gef_fild07,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
+gef_fild08,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
+gef_fild09,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
+gef_fild10,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
+gef_fild11,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
+gef_fild12,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
+gef_fild13,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
+gef_fild14,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
+glast_01,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
+lhz_fild01,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
+lhz_fild02,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
+lhz_fild03,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
+mjolnir_01,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
+mjolnir_02,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
+mjolnir_03,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
+mjolnir_04,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
+mjolnir_05,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
+mjolnir_06,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
+mjolnir_07,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
+mjolnir_08,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
+mjolnir_09,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
+mjolnir_10,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
+mjolnir_11,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
+mjolnir_12,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
+moc_fild01,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
+moc_fild02,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
+moc_fild03,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
+moc_fild04,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
+moc_fild05,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
+moc_fild06,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
+moc_fild07,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
+moc_fild08,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
+moc_fild09,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
+moc_fild10,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
+moc_fild11,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
+moc_fild12,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
+moc_fild13,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
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+pay_fild11,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
+prt_fild00,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
+prt_fild01,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
+prt_fild01,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
+prt_fild03,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
+prt_fild04,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
+prt_fild05,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
+prt_fild06,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
+prt_fild07,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
+prt_fild08,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
+prt_fild09,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
+prt_fild10,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
+prt_fild11,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
+xmas_fild01,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
+cmd_fild01,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
+cmd_fild01,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
+cmd_fild03,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
+cmd_fild04,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
+cmd_fild05,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
+cmd_fild06,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
+cmd_fild07,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
+cmd_fild08,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
+cmd_fild09,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
+yuno_fild01,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
+yuno_fild01,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
+yuno_fild03,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
+yuno_fild04,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
+yuno_fild05,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
+yuno_fild06,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
+yuno_fild07,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
+yuno_fild08,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
+yuno_fild09,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
+yuno_fild11,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
+yuno_fild11,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
+ama_fild01,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
+gon_fild01,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
+um_fild01,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
+um_fild01,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
+um_fild03,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
+um_fild04,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
+nif_fild01,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
+nif_fild01,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
+lou_fild01,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
+hu_fild01,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
+hu_fild04,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
+hu_fild05,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
+hu_fild07,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
diff --git a/npc/pre-re/events/bossnia.txt b/npc/pre-re/events/bossnia.txt
new file mode 100644
index 000000000..514193cbd
--- /dev/null
+++ b/npc/pre-re/events/bossnia.txt
@@ -0,0 +1,89 @@
+//===== rAthena Script =======================================
+//= Bossnia Warp NPCs
+//===== By: ==================================================
+//= Masao
+//===== Current Version: =====================================
+//= 1.1
+//===== Compatible With: =====================================
+//= rAthena
+//===== Description: =========================================
+//= Bossnia Warp NPC's.
+//===== Additional Comments: =================================
+//= 1.0 Converted from the official script.
+//= 1.1 Optimized. [Euphy]
+//============================================================
+
+prontera,132,125,4 script Bossnia Staff::bsw 908,{
+
+ mes "[Riss]";
+ mes "Hello?";
+ mes "I found some beautiful places";
+ mes "while I travelled all over the world.";
+ mes "I am an adventurer.";
+ mes "Haha~";
+ next;
+ mes "[Riss]";
+ mes "What? My name is...";
+ mes "'Bossnia Staff'?? No no...";
+ mes "Well, my name is not so important.";
+ mes "Sometimes you should be generous.";
+ mes "No time for considering that kind of small stuff";
+ mes "when you have to concentrate on more important things.";
+ next;
+ mes "[Riss]";
+ mes "Hum... anyway I want to say... something..";
+ mes "While I was travelling through some places,";
+ mes "I found a really fearful place.";
+ next;
+ mes "[Riss]";
+ mes "Most of the time when you come to a place,";
+ mes "there is one strong and fearful monster.";
+ mes "Isn't it?";
+ next;
+ mes "[Riss]";
+ mes "But... but... in there...";
+ mes "There are lots of fearful and strong monsters in there...";
+ mes "That was really frightful.";
+ next;
+ mes "[Riss]";
+ mes "If I had reacted a bit later... a few seconds...";
+ mes "I might have been killed.";
+ next;
+ mes "[Riss]";
+ mes "What?";
+ mes "You want to go in there?";
+ mes "Oh~ Boy~ you didn't get me.";
+ mes "In there.......";
+ next;
+ mes "[Riss]";
+ mes "Uh... you already know?";
+ mes "Although you know the place, you want to go in...";
+ mes "Good, I will send you there.";
+ mes "But after you went there, don't hold";
+ mes "a grudge against me. Also it costs 5,000 zeny.";
+ next;
+ if (Zeny > 4999) {
+ mes "[Riss]";
+ mes "Would you really like to take the challenge??";
+ mes "Ok, just choose the course.";
+ next;
+ set .@i, select("First","Second","Third","Fourth");
+ mes "[Riss]";
+ mes "Take care, boy~";
+ mes "Don't hold a grudge against me.";
+ close2;
+ set Zeny, Zeny - 5000;
+ warp "bossnia_0"+.@i,rand(202,204),rand(202,204);
+ end;
+ }
+ mes "[Riss]";
+ mes "You don't have enough money...";
+ mes "Come back when you have at least 5,000 zeny.";
+ close;
+}
+
+geffen,124,169,4 duplicate(bsw) Bossnia Staff#2 908
+payon,165,150,4 duplicate(bsw) Bossnia Staff#3 908
+morocc,142,100,4 duplicate(bsw) Bossnia Staff#4 908
+lighthalzen,203,140,4 duplicate(bsw) Bossnia Staff#5 908
+rachel,132,144,4 duplicate(bsw) Bossnia Staff#6 908
diff --git a/npc/pre-re/events/children_week.txt b/npc/pre-re/events/children_week.txt
new file mode 100644
index 000000000..e0d3fec88
--- /dev/null
+++ b/npc/pre-re/events/children_week.txt
@@ -0,0 +1,86 @@
+//===== rAthena Script =======================================
+//= Children Week Event
+//===== By: ==================================================
+//= Samuray22
+//===== Current Version: =====================================
+//= 1.1
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Indian Ro: Children Week Event
+//===== Additional Comments: =================================
+//= 1.1 First Beta. [Samuray22]
+//============================================================
+
+prontera,146,91,5 script Pandit chacha#child07 61,{
+ if(BaseLevel > 50) {
+ mes "[Pandit chacha]";
+ mes "Hahaha.";
+ mes "It is special day, comes only one time in a year.";
+ mes "If you see little adventurers around you send to me~";
+ mes "I will give the special gift.";
+ close;
+ } else if(BaseLevel < 20) {
+ mes "[Pandit chacha]";
+ mes "Hahaha.";
+ mes "You are a baby adventurer not little adventurer.";
+ mes "When you more grow up, come back again. hahaha.";
+ close;
+ } else if(oversea_event9 < 1) {
+ mes "[Pandit chacha]";
+ mes "Hahaha.";
+ mes "Welcome, little adventurers!";
+ mes "Today is special day, isn't it~?";
+ mes "I would like to give the small gift to little adventurer...";
+ mes "What about you? Do you want to take it?";
+ next;
+ if(select("No. I will take it later.","Sure, i want.") == 1) {
+ mes "[Pandit chacha]";
+ mes "That's too bad.... hum...";
+ mes "I gathered some stuffs from far a way world to make it....";
+ mes "Whenever come back again if you want it...";
+ close;
+ }
+ set oversea_event9,1;
+ getitem 11705,10; //Children's Potion
+ mes "[Pandit chacha]";
+ mes "Look. This is a child Potion.";
+ mes "The weight is just 1 but recover much HP.";
+ mes "If you want to get more, bring the 1 Wedding Bouquet and 1 Witherless Rose.";
+ close;
+ } else if(oversea_event9 == 1) {
+ if(countitem(745) > 0 && countitem(748) > 0) {
+ mes "[Pandit chacha]";
+ mes "Ahha!!";
+ mes "You have remembered my beautiful composition.";
+ mes "You did good work.";
+ mes "Could you give me 1 Wedding Bouquet and 1 Witherless Rose? ";
+ next;
+ if(select("Not yet.","Sure, take it.") == 1) {
+ mes "[Pandit chacha]";
+ mes "If you are not prepared yet, call me when you ready.";
+ close;
+ }
+ mes "[Pandit chacha]";
+ mes "Hahaha.";
+ mes "Oh~ you get it.";
+ mes "Here, I will exchange to the 50 child potion.";
+ mes "Once you get this 50 child potion, I won't give any more.";
+ close2;
+ delitem 745,1; //Wedding Bouquet
+ delitem 748,1; //Witherless Rose
+ set oversea_event9,2;
+ getitem 11705,50; //Children's Potion
+ end;
+ }
+ mes "[Pandit chacha]";
+ mes "Little adventurers, you should bring the 1 Wedding Bouquet and 1 Witherless Rose.";
+ mes "If you bring these stuffs I will exchange them for child Potion. ";
+ close;
+ }
+ mes "[Pandit chacha]";
+ mes "Hahaha.";
+ mes "Are you enjoying children week~? ";
+ close;
+}
diff --git a/npc/pre-re/events/christmas_2005.txt b/npc/pre-re/events/christmas_2005.txt
new file mode 100644
index 000000000..fd82b553f
--- /dev/null
+++ b/npc/pre-re/events/christmas_2005.txt
@@ -0,0 +1,1684 @@
+//===== rAthena Script =======================================
+//= 2005 ChristMas Event
+//===== By: ==================================================
+//= Brainstorm
+//===== Current Version: =====================================
+//= 1.2
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Event 1: Louise's Kim creates Louise's Santa Hat.
+//= Event 2: Enjoy Happymerry Chistmas Event summons monsters.
+//= Event 3: Oholy requires you to hunt Deviruchi NPCs.
+//==========================================
+//= Break down of arguments used in the function:
+//= arg(0) Originating NPC (disable)
+//= arg(1) Next NPC to be enabled
+//= arg(2) Map name of originating NPC
+//= arg(3) Coordinate X to be teleported to
+//= arg(4) Coordinate Y to be teleported to
+//===== Additional Comments: =================================
+//= 1.0 First semi-working conversion. [Brainstorm]
+//= 1.1 Refined Brainstorm's conversion. [L0ne_W0lf]
+//= 1.2 Replaced effect numerics with constants. [L0ne_W0lf]
+//= 1.2a Small update to the checkweight. (bugreport:2553). [Paradox924X]
+//============================================================
+
+// Louise's Santa Hat (Event 1)
+xmas_in,89,92,5 script Louise Kim#designer 714,{
+ mes "[Designer Louise Kim]";
+ mes "Cone shaped red Santa hat is too ordinary.";
+ mes "It's old fashioned.";
+ mes "Maybe in 1980's?!";
+ mes "Haha~";
+ next;
+ mes "[Designer Louise Kim]";
+ mes "If you leave it on me,";
+ mes "I'll change it to lastest model.";
+ mes "You know what I mean~!";
+ next;
+ mes "[Designer Louise Kim]";
+ mes "You know Antonio's hat,right?";
+ mes "Guess who made it?";
+ mes "As you know, Antonio is hard to catch,";
+ mes "that's because I blowed some power in the hat. ";
+ mes "";
+ next;
+ mes "[Designer Louise Kim]";
+ mes "If you don't like your hat,";
+ mes "bring it to me.";
+ mes "I'll change it to brand new one.";
+ mes "Stylish Louise's hat.";
+ mes "";
+ emotion e_lv;
+ next;
+ if(countitem(2236) > 0) {
+ if (select("Here.:It's ok.") == 1) {
+ mes "[Designer Louise Kim]";
+ mes "Nice choice!!";
+ mes "If I do it like this ...";
+ mes "and this and...";
+ mes "finally it'll turn into fantastic hat.";
+ mes "But before that,I need some materials to make with.";
+ next;
+ if (select("What are the materials?:So what? I don't want to know.") == 1) {
+ mes "[Designer Louise Kim]";
+ mes "Well, nothing special.";
+ mes "Basically, you need Santa's hat of course.";
+ mes "and with a touch of my magical fingers,";
+ mes "it'll just turn into very special thing.";
+ mes "Well,just little bit prettier and";
+ mes "little bit more practical. Haha...";
+ next;
+ mes "[Designer Louise Kim]";
+ mes "Anyway,to sum up,required materials are....";
+ mes "Basically ^0000FFSanta's Hat^000000 and";
+ mes " ^0000FF 1 Cactus Needle ^000000 for sewing, ";
+ mes "^0000FF 10 Holy Water ^000000 for blessing, ";
+ mes "^0000FF 1 Rosary ^000000 for luckiness.";
+ mes "It's pretty enough to make Louise Hat.";
+ next;
+ if (countitem(952) > 0 && countitem(523) > 9 && countitem(2608) > 0) {
+ select("Here you are.....");
+ mes "[Designer Louise Kim]";
+ mes "Wow~~!! So fast!!";
+ mes "I like your style~.";
+ mes "Ok!! If everything is ready, no need to hesitate.";
+ mes "I'll show you what Designer Louise Kim's power is.";
+ emotion e_no1;
+ next;
+ mes "-She puts the hat in a bucket -";
+ mes "-filled with Holy Water.-";
+ mes "-She rapidly takes it out and starts mending the hat-";
+ mes "-humming a tune.-";
+ next;
+ mes "[Designer Louise Kim]";
+ mes "~With the number one designer, Louise Kim,~";
+ mes "~you are the most blessed soul.~";
+ emotion e_ho;
+ misceffect EF_BLESSING;
+ next;
+ mes "-Immediately, she puts Rosary in an-";
+ mes "-unknown liquid and dissolves it.-";
+ mes "-And with a brush,-";
+ mes "-neatly coats the liquid on -";
+ mes "-a thread of the hat.-";
+ next;
+ mes "[Designer Louise Kim]";
+ mes "~With the number one designer, Louise Kim,~";
+ mes "~you are the luckiest soul.~";
+ emotion e_ho;
+ misceffect EF_GLORIA;
+ next;
+ mes "-She starts sewing the hat with -";
+ mes "-a Cactus Needle and a thread.-";
+ mes " ";
+ next;
+ mes "[Designer Louise Kim]";
+ mes "~This is called the Louise's miracle.~";
+ mes "~The most talented disigner,~";
+ mes "~L_O_U_I_S_E K_I_M~";
+ emotion e_lv;
+ misceffect EF_BENEDICTIO;
+ next;
+ mes "[Designer Louise Kim]";
+ mes "Here!! All done~~";
+ mes "How do you like it?";
+ mes "Isn't it so wonderful?";
+ mes "Take it!! It's a gift.";
+ next;
+ mes "[Designer Louise Kim]";
+ mes "I should have called high price for it";
+ mes "but as you know it's Christmas!";
+ mes "It's a gift for you!";
+ mes "I won't charge anything.";
+ mes "Just tell many people how good it is.";
+ emotion e_heh;
+ next;
+ mes "[Designer Louise Kim]";
+ mes "Wherever you go,";
+ mes "whatever you do,";
+ mes "never take off the hat.";
+ mes "You won't have a chance to buy it";
+ mes "no matter how much you pay.";
+ next;
+ mes "[Designer Louise Kim]";
+ mes "Alright~Go ahead~";
+ mes "Go brag yourself!";
+ mes "~Who would be happier than~";
+ mes "~being with Louise.~";
+ emotion e_ho;
+ delitem 2236,1; //Santa's_Hat
+ delitem 952,1; //Cactus_Needle
+ delitem 523,10; //Holy_Water
+ delitem 2608,1; //Rosary
+ getitem 5136,1; //Santa's_Hat_
+ close;
+ }
+ else {
+ mes "[Designer Louise Kim]";
+ mes "Come on~If you just get me the materials,";
+ mes "I won't chage anything,";
+ mes "Call me if you change your mind.";
+ emotion e_lv;
+ close;
+ }
+ }
+ mes "[Designer Louise Kim]";
+ mes "You'll regret!";
+ mes "Think again!";
+ emotion e_heh;
+ close;
+ }
+ mes "[Designer Louise Kim]";
+ mes "Ok~ whatever~";
+ mes "It's not me,";
+ mes "who's going to lose whose own luck.";
+ emotion e_heh;
+ close;
+ }
+ else {
+ mes "[Designer Louise Kim]";
+ mes "Perhaps you get the chance to acheive Santa's Hat later some time,";
+ mes "think about it carefully.";
+ mes "You can get the better designed hat,";
+ mes "and I can show off my talent.";
+ mes "";
+ emotion e_heh;
+ close;
+ }
+}
+
+// Enjoy Happymerry Chistmas Event (Event 2)
+prontera,155,285,3 script Enjoy#enjoy 753,{
+ if (!christ_solo05){
+ mes "[Enjoy]";
+ mes "Oh~~~";
+ mes "It's already winter again~~!";
+ mes "This chilling weather makes";
+ mes "my body freeze~";
+ mes "And also makes my heart freeze.";
+ mes "Who said that christmas is only for lovers~";
+ mes "Oh~~I'm so lonely~!!!";
+ next;
+ mes "[Enjoy]";
+ mes "Pitiless sister!!";
+ mes "How can she leave me alone on a christmas day~";
+ mes "'Spend your days with family on a chirstmas day'";
+ mes "is our family precept";
+ mes "Hm...I need to get some rest.";
+ mes "I'm so nervous these days~";
+ next;
+ mes "[Enjoy]";
+ mes "Lets make a joyful christmas for ";
+ mes "lonely singles.";
+ mes "Who's with me?!!";
+ mes "!!!!!!!!!!!";
+ mes "!!!!!!!!!!!!!";
+ next;
+ switch(select("Wow!:Hm...I'm not interested.:I have ~")){
+ case 1:
+ mes "[Enjoy]";
+ mes "Alright~~!!!";
+ mes "Let's rock and roll!!";
+ mes "Here's my plan!!";
+ mes "Let's punish those couples";
+ mes "who are so excited about christmas.";
+ mes "I just don't want to see them happy.";
+ next;
+ mes "[Enjoy]";
+ mes "To put in action,";
+ mes "we need to gather many phalanges.";
+ mes "Ok!!Bring our phalanges in every town on a way back here. ";
+ mes "Alright?Let's go!!";
+ next;
+ mes "[Enjoy]";
+ mes "Each should have one person's phone number.";
+ mes "We must keep it secret before we put in action.";
+ mes "So we must be very careful.";
+ mes "Well...";
+ mes "I know ^0000FFHappymerry^000000's phone number.";
+ next;
+ mes "[Enjoy]";
+ mes "First of all, go look for ^0000FFHappymerry^000000";
+ mes "and tell him about our plan.";
+ mes "On a way back, bring as many phalanges as you can. ";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Alright,sir!!!";
+ next;
+ mes "[Enjoy]";
+ mes "Oh,and don't forget to bring";
+ mes "5 branch of dead trees!!!";
+ mes "Must bring item to attack town~";
+ mes "hahahaha~~";
+ emotion e_gg;
+ next;
+ mes "[Enjoy]";
+ mes "Get it?!!!!";
+ mes "Let's go punish!!!";
+ mes "We are not being jealous,";
+ mes "It's just not right leading a loose life!";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Let's punish!!!!!!!!!!!!!!!!!!!!!!!!!!!";
+ set christ_solo05,1;
+ close;
+ case 2:
+ mes "[Enjoy]";
+ mes "If you are not with me, get away~!!";
+ mes "Get out of my sight!!!!";
+ mes "";
+ close;
+ case 3:
+ mes "[Enjoy]";
+ mes "......";
+ specialeffect EF_BLESSING;
+ next;
+ mes "[Enjoy]";
+ mes ".............";
+ specialeffect EF_INCAGIDEX;
+ next;
+ mes "[Enjoy]";
+ mes "........................";
+ specialeffect EF_STEELBODY;
+ next;
+ mes "[Enjoy]";
+ mes "........................";
+ mes "Get lost,you devil!!!!!!";
+ specialeffect EF_BEGINASURA;
+ specialeffect2 EF_HIT2;
+ set Hp,Hp/2;
+ set Hp,Hp/2;
+ close2;
+ warp "prontera",155,230;
+ end;
+ }
+ }
+ else if((christ_solo05 > 0) && (christ_solo05 < 5)){
+ mes "[Enjoy]";
+ mes "Each should have one person's phone number.";
+ mes "We must keep it secret before we put in action.";
+ mes "So we must be very careful.";
+ mes "Well...";
+ mes "I know ^0000FFHappymerry^000000's phone number.";
+ next;
+ mes "[Enjoy]";
+ mes "First of all, go look for ^0000FFHappymerry^000000";
+ mes "and tell him about our plan.";
+ mes "On a way back, bring as many phalanges as you can.";
+ next;
+ mes "[Enjoy]";
+ mes "Oh,and don't forget to bring";
+ mes "5 branch of dead trees!!!";
+ mes "Let's go punish couples!!!";
+ close;
+ }
+ else if (christ_solo05 == 5) {
+ if (countitem(604) > 4){
+ mes "[Enjoy]";
+ mes "Did you do as I told you to do?!!!";
+ mes "Did you bring branch of dead trees?Let me see~~!!";
+ next;
+ mes "[Enjoy]";
+ mes "Fine!!";
+ mes "You are all ready!!!";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Wait!!";
+ mes "Where's other people??";
+ next;
+ mes "[Enjoy]";
+ mes "What are you talking about?!";
+ mes "They are already here.......";
+ next;
+ mes "[Enjoy]";
+ mes "Can't you see?!";
+ mes "Please~!!!!Are you ok?!!!";
+ donpcevent "Happymerry#happymerry02::OnCommandOn";
+ donpcevent "Christ#christ02::OnCommandOn";
+ donpcevent "Mas#mas02::OnCommandOn";
+ donpcevent "Event#event02::OnCommandOn";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Oh.. Yup!!!";
+ next;
+ mes "[Enjoy]";
+ mes "Welcome!! Welcome,my phalanges!!!";
+ mes "Being a single is not a sin.";
+ mes "Why do we have to hide ourselves from ";
+ mes "their sight!";
+ mes "I hate couples!!";
+ mes "Poor single!!";
+ next;
+ mes "[Enjoy]";
+ mes "For those of who have friend who just met his/her mate,";
+ mes "or who had to turn his/her back from kissing couples!!";
+ mes "What are you waiting for!!";
+ mes "Why do we have to be the victim!!";
+ mes "";
+ next;
+ mes "[Enjoy]";
+ mes "It's christmas season again!!";
+ mes "";
+ next;
+ mes "[Enjoy]";
+ mes "Are we the soldiers";
+ mes "who have beaten up monsters with our bare hand.";
+ mes "Don't you remember the days?!!We have jumped down from Air ship!!";
+ mes "We are well trained singles!!Haha~!";
+ next;
+ mes "[Enjoy]";
+ mes "We don't have to wipe our tears";
+ mes "looking at party players anymore.";
+ mes "No need to envy!!";
+ mes "This christmas is for singles!! ";
+ mes "Yahoo~";
+ mes "";
+ next;
+ mes "[All]";
+ mes "Christmas for singles!!!";
+ mes "No more envy!!No more sorrow!!No more anger!!!";
+ mes "Christmas for singles!!!";
+ next;
+ mes "-Enjoy takes away branches of dead trees.";
+ mes "-Grabs them tight.-";
+ next;
+ mes "[Enjoy]";
+ mes "Let's punish couples,";
+ mes "those of who leading a loose life!!";
+ mes " ";
+ mes "[All]";
+ mes "Let's punish!!!!!";
+ emotion e_go;
+ emotion e_go,1;
+ donpcevent "Happymerry#happymerry02::OnCommandEmotion";
+ donpcevent "Christ#christ02::OnCommandEmotion";
+ donpcevent "Mas#mas02::OnCommandEmotion";
+ donpcevent "Event#event02::OnCommandEmotion";
+ misceffect 376; //_HITLINE2
+ delitem 604,5; //Branch_of_Dead_Tree
+ set christ_solo05,6;
+ donpcevent "Happymerry#happymerry02::OnCommandOff";
+ donpcevent "Christ#christ02::OnCommandOff";
+ donpcevent "Mas#mas02::OnCommandOff";
+ donpcevent "Event#event02::OnCommandOff";
+ close2;
+ mapannounce "prontera", "Single soldiers "+ strcharinfo(0) +"'s sorrow spread all over the town.",bc_map,0x66FFCC;
+ monster "prontera",155,300,""+ strcharinfo(0) +"'s anguish",1062,1,"Enjoy#enjoy::OnMyMobDead";
+ monster "prontera",156,300,""+ strcharinfo(0) +"'s jealousy",1062,1,"Enjoy#enjoy::OnMyMobDead";
+ monster "prontera",157,300,""+ strcharinfo(0) +"'s despair",1062,1,"Enjoy#enjoy::OnMyMobDead";
+ monster "prontera",158,300,""+ strcharinfo(0) +"'s frustration",1062,1,"Enjoy#enjoy::OnMyMobDead";
+ monster "prontera",154,300,""+ strcharinfo(0) +"'s bombing",1062,1,"Enjoy#enjoy::OnMyMobDead";
+ monster "prontera",158,299,""+ strcharinfo(0) +"'s grudge",1246,1,"Enjoy#enjoy::OnMyMobDead";
+ monster "prontera",157,299,""+ strcharinfo(0) +"'s curse",1246,1,"Enjoy#enjoy::OnMyMobDead";
+ monster "prontera",156,299,""+ strcharinfo(0) +"'s anger",1246,1,"Enjoy#enjoy::OnMyMobDead";
+ monster "prontera",155,299,""+ strcharinfo(0) +"'s grief",1246,1,"Enjoy#enjoy::OnMyMobDead";
+ monster "prontera",154,299,""+ strcharinfo(0) +"'s hatred",1246,1,"Enjoy#enjoy::OnMyMobDead";
+ monster "prontera",158,298,""+ strcharinfo(0) +"'s a bitter taste of solo",1245,1,"Enjoy#enjoy::OnMyMobDead";
+ monster "prontera",157,298,""+ strcharinfo(0) +"'s couple punisher",1245,1,"Enjoy#enjoy::OnMyMobDead";
+ monster "prontera",156,298,""+ strcharinfo(0) +"'s loneliness",1245,1,"Enjoy#enjoy::OnMyMobDead";
+ monster "prontera",155,298,""+ strcharinfo(0) +"'s sobbing",1245,1,"Enjoy#enjoy::OnMyMobDead";
+ monster "prontera",154,298,""+ strcharinfo(0) +"'s darkness",1245,1,"Enjoy#enjoy::OnMyMobDead";
+ monster "prontera",158,297,""+ strcharinfo(0) +"'s depression",1244,1,"Enjoy#enjoy::OnMyMobDead";
+ monster "prontera",157,297,""+ strcharinfo(0) +"'s estrangement",1244,1,"Enjoy#enjoy::OnMyMobDead";
+ monster "prontera",156,297,""+ strcharinfo(0) +"'s nightmare",1244,1,"Enjoy#enjoy::OnMyMobDead";
+ monster "prontera",155,297,""+ strcharinfo(0) +"'s wail",1244,1,"Enjoy#enjoy::OnMyMobDead";
+ monster "prontera",154,297,""+ strcharinfo(0) +"'s whisper",1244,1,"Enjoy#enjoy::OnMyMobDead";
+ monster "prontera",158,296,""+ strcharinfo(0) +"'s regret",1588,1,"Enjoy#enjoy::OnMyMobDead";
+ monster "prontera",157,296,""+ strcharinfo(0) +"'s shadow",1588,1,"Enjoy#enjoy::OnMyMobDead";
+ monster "prontera",156,296,""+ strcharinfo(0) +"'s couplebreaker",1588,1,"Enjoy#enjoy::OnMyMobDead";
+ monster "prontera",155,296,""+ strcharinfo(0) +"'s sadness",1588,1,"Enjoy#enjoy::OnMyMobDead";
+ monster "prontera",154,296,""+ strcharinfo(0) +"'s symbol of brokenheart",1588,1,"Enjoy#enjoy::OnMyMobDead";
+ donpcevent "Enjoy#enjoy::OnCommandGo";
+ end;
+ }
+ else {
+ mes "[Enjoy]";
+ mes "There's no much time left!!!";
+ mes "No time to hesitate!!";
+ mes "Couples will enjoy their christmas day";
+ mes "so happily.";
+ mes "Are you going to leave them like that!!!!!";
+ mes "Let's go let's go!!";
+ mes "Go get ^0000FF 5 branch of dead tree^000000s!!!";
+ close;
+ }
+ }
+ else {
+ mes "[Enjoy]";
+ mes "Hm.... ";
+ mes "It's no use just blaming oneself!";
+ mes "We lonely fellows can build our own hopeful future.";
+ mes "Let's go!!";
+ mes "Let's go phalanges!!!";
+ next;
+ mes "[Enjoy]";
+ mes "For the day we all get happy~!!";
+ mes "Let's go for it!!!";
+ mes "Cheer up everybody!!!";
+ mes "Let's rock till you get happy~!";
+ mes "";
+ set christ_solo05,0;
+ close;
+ }
+
+OnMyMobDead:
+ end;
+
+OnCommandGo:
+ disablenpc "Enjoy#enjoy";
+ initnpctimer;
+ end;
+
+OnCommandStop:
+ enablenpc "Enjoy#enjoy";
+ killmonster "prontera","Enjoy#enjoy::OnMyMobDead";
+ stopnpctimer;
+ end;
+
+OnTimer3000:
+ mapannounce "prontera", "You must refine by yourself to satisfy!!!!",bc_map,0x66FFCC;
+ end;
+
+OnTimer5000:
+ mapannounce "prontera", "It's a waste to organize party at dungeon!!!",bc_map,0x66FFCC;
+ end;
+
+OnTimer7000:
+ mapannounce "prontera", "There is a NPC flirting me!!!",bc_map,0x66FFCC;
+ end;
+
+OnTimer9000:
+ mapannounce "prontera", "I was always alone from the day I was born!!",bc_map,0x66FFCC;
+ end;
+
+OnTimer11000:
+ mapannounce "prontera", "We dig herbs even on a christmas day!!",bc_map,0x66FFCC;
+ end;
+
+OnTimer13000:
+ mapannounce "prontera", "...We are the insuperable single soldiers!!!",bc_map,0x66FFCC;
+ end;
+
+OnTimer180000:
+ mapannounce "prontera", "Wish every single soldiers have a merry christmas!!",bc_map,0x66FFCC;
+ donpcevent "Enjoy#enjoy::OnCommandStop";
+ end;
+}
+
+prontera,150,286,5 script Happymerry#happymerry02 869,{
+ end;
+
+OnInit:
+ disablenpc "Happymerry#happymerry02";
+ stopnpctimer;
+ end;
+
+OnCommandOn:
+ initnpctimer;
+ enablenpc "Happymerry#happymerry02";
+OnCommandEmotion:
+ emotion e_go;
+ end;
+
+OnCommandOff:
+ disablenpc "Happymerry#happymerry02";
+ stopnpctimer;
+ end;
+
+OnTimer60000:
+ donpcevent "Happymerry#happymerry02::OnCommandOff";
+ donpcevent "Christ#christ02::OnCommandOff";
+ donpcevent "Mas#mas02::OnCommandOff";
+ donpcevent "Event#event02::OnCommandOff";
+ stopnpctimer;
+ end;
+}
+
+prontera,161,286,4 script Christ#christ02 875,{
+ end;
+OnInit:
+ disablenpc "Christ#christ02";
+ end;
+
+OnCommandOn:
+ enablenpc "Christ#christ02";
+OnCommandEmotion:
+ emotion e_go;
+ end;
+
+OnCommandOff:
+ disablenpc "Christ#christ02";
+ end;
+}
+
+prontera,161,281,1 script Mas#mas02 748,{
+ end;
+OnInit:
+ disablenpc "Mas#mas02";
+ end;
+
+OnCommandOn:
+ enablenpc "Mas#mas02";
+OnCommandEmotion:
+ emotion e_go;
+ end;
+
+OnCommandOff:
+ disablenpc "Mas#mas02";
+ end;
+}
+
+prontera,150,281,7 script Event#event02 881,{
+ end;
+OnInit:
+ disablenpc "Event#event02";
+ end;
+
+OnCommandOn:
+ enablenpc "Event#event02";
+OnCommandEmotion:
+ emotion e_go;
+ end;
+
+OnCommandOff:
+ disablenpc "Event#event02";
+ end;
+}
+
+prontera,188,177,4 script Happymerry#happymerry 869,{
+ if (christ_solo05==1) {
+ mes "[Happymerry]";
+ mes "Holgren~~!!";
+ mes "I've never expected you betraying me! Don't wanna get refined~!!!";
+ mes "I hate christmas~!";
+ emotion e_sob;
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Are...you...?";
+ next;
+ mes "[Happymerry]";
+ mes "What are you laughing at? huh~!";
+ mes "At least, I never borrowed a hand";
+ mes "to get my equips refined!";
+ mes "I was always brave!!";
+ mes "Blessing? Gloria~~?!";
+ mes "Couples~~duh~!!!!!!";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "You seem to be the right one!!!";
+ mes "Enjoy is waiting for you.";
+ mes "let's go!!!";
+ next;
+ mes "[Happymerry]";
+ mes "...!";
+ mes "The day has come?";
+ mes "He help me last christmas,";
+ mes "when I failed refining my equips.";
+ mes "Oh, holy Enjoy~";
+ mes "";
+ next;
+ mes "[Happymerry]";
+ mes "Alright!I've been waiting for a year!!";
+ mes "I'm ready to mess up christmas day~!!";
+ mes "So,where is Enjoy?";
+ mes "Where is he?!";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "He's waiting for you!";
+ mes "Go ahead~";
+ mes "I'll follow you after contacting others.";
+ mes "";
+ next;
+ mes "[Happymerry]";
+ mes "Alright!";
+ mes "I was supposed to call ^0000FFChrist^000000!";
+ mes "Call him for me!";
+ mes "I'll go ahead with my bags packed up.";
+ mes "See ya!";
+ set christ_solo05,2;
+ close;
+ }
+ else if (christ_solo05 > 1) {
+ mes "[Happymerry]";
+ mes "Hm...There's more things to pack up than I thought.";
+ mes "Well,it's been a year.....";
+ mes "Anyway,";
+ mes "Don't for get to call ^0000FFChrist^000000!";
+ mes "See ya!";
+ close;
+ }
+ else {
+ mes "[Happymerry]";
+ mes "Holgren!!";
+ mes "I've never expected you betraying me! Don't wanna get refined~!!!";
+ mes "I hate christmas~!";
+ emotion e_sob;
+ next;
+ mes "[Happymerry]";
+ mes "What are you laughing at? huh~!";
+ mes "At least, I never borrowed a hand";
+ mes "to get my equips refined!";
+ mes "I was always brave!!";
+ mes "Blessing? Gloria~~?!";
+ mes "Couples~~duh~!!!!!!";
+ close;
+ }
+}
+
+prontera,62,339,3 script Christ#christ 875,{
+ if (christ_solo05 == 2) {
+ mes "[Christ]";
+ mes "Now~finally!!!";
+ mes "I get to ride Pecopeco~!";
+ mes "Why do need to organize a party with priest?!";
+ mes "I don't need all that.";
+ mes "Only thing I need is this chubby Pecopeco~!";
+ mes "";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Um...";
+ next;
+ mes "[Christ]";
+ mes "Who are you!";
+ mes "Don't ever think to get around my Peco~!";
+ mes "Oh~my sweat Peco~~Weren't you scared? It's ok darling.";
+ mes "Enjoy was all alone lonely from the day he were born~";
+ mes "But me?!! Nope!!";
+ mes "I have my sweat peco with me!!";
+ next;
+ mes "[Christ]";
+ mes "I'm going to held party with my peco.";
+ mes "We'll share christmas cake together and.....";
+ mes "I'm not gonna be lonely~";
+ mes "No I won't!!!";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Actually Enjoy told me...";
+ next;
+ mes "[Christ]";
+ mes "Huh? What did you say?";
+ mes "Enjoy? You know him? Then,you must be the one whom Happymerry sent!?";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Yes~ Happymerry sent me...";
+ next;
+ mes "[Christ]";
+ mes "Finally, the day has come!!";
+ mes "Did you hear it? Peco~";
+ mes "...We have an amazing plan!";
+ mes "This christmas is gonna be fantastic!!";
+ mes "No need to envy couples!!";
+ next;
+ mes "[Christ]";
+ mes "Alright!!";
+ mes "I'll run to Enjoy with my peco~!";
+ mes "Go tell ^0000FFMas^000000";
+ mes "about this!!!";
+ mes "See ya~~!";
+ set christ_solo05,3;
+ close;
+ }
+ else if(christ_solo05 > 2) {
+ mes "[Christ]";
+ mes "Than,see you there!!";
+ mes "I'll go meet Enjoy!";
+ mes "Never forget to tell ^0000FFMas^000000";
+ mes "about this!!!";
+ mes "See ya~~!";
+ close;
+ }
+ else {
+ mes "[Christ]";
+ mes "Now~finally!!!";
+ mes "I get to ride Pecopeco~!";
+ mes "Why do need to organize a party with priest?!";
+ mes "I don't need all that.";
+ mes "Only thing I need is this chubby Pecopeco~!";
+ mes "";
+ next;
+ mes "[Christ]";
+ mes "Who are you!";
+ mes "Don't ever think to get around my Peco~!";
+ mes "Oh~my sweat Peco~~Weren't you scared?It's ok darling.";
+ mes "Enjoy was all alone lonely from the day he were born~";
+ mes "But me?!!Nope!!";
+ mes "I have my sweat peco with me!!";
+ next;
+ mes "[Christ]";
+ mes "I'm going to held party with my peco.";
+ mes "We'll share christmas cake together and.....";
+ mes "I'm not gonna be lonely~";
+ mes "No I won't!!!";
+ close;
+ }
+}
+
+prontera,163,66,7 script Mas#mas 748,{
+ if(christ_solo05 == 3) {
+ mes "[Mas]";
+ mes "Herds!!!!!How long does it take!";
+ mes "Somebody know the regenerating time of Herb?!!";
+ mes "I'll dig herbs and make potions and sell it to singles!!";
+ mes "Hahahaha!!";
+ next;
+ mes "[Mas]";
+ mes "Ah~~";
+ mes "How come I feel so empty~.";
+ mes "although I have herds fill in a storage. ";
+ mes "No~~!!!!!!";
+ mes "No time to waste~~";
+ mes "Let's dig herbs.......";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Hey~are you ok? Are you Mas?";
+ next;
+ mes "[Mas]";
+ mes "Who...who are you?!!!";
+ mes "Well, it's been so long since I spoke to a stranger.";
+ mes "Hm...";
+ mes "I feel something warm inside my heart....... ";
+ mes "Never mind!! What am I thinking?!!";
+ mes "Get away~I have dig herbs~";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Mas!!";
+ mes "Are you ok?!";
+ mes "Christ sent me.";
+ next;
+ mes "[Mas]";
+ mes "What!!!Already!!";
+ mes "Yeah~right!";
+ mes "I don't need to spend times digging herbs!!";
+ mes "If Enjoy made an order!?!";
+ mes "I'll be there right away~!!!!!";
+ next;
+ mes "[Mas]";
+ mes "...Are going with me?";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "No~~";
+ mes "I have something left to do.";
+ mes "I have to tell others about this.";
+ next;
+ mes "[Mas]";
+ mes "Oh yeah right!!!";
+ mes "Go look for ^0000FFEvent^000000.";
+ mes "Well,bye~.";
+ mes "I'll meet you there!!...";
+ mes "Herbs~?! Couples?! Whatever~~";
+ set christ_solo05,4;
+ close;
+ }
+ else if(christ_solo05 > 3) {
+ mes "[Mas]";
+ mes "If you excuse me, I'll go ahead and meat Enjoy.";
+ mes "And don't forget to tell ^0000FFEvent^000000 about this.";
+ mes "Herbs~couples~~Whatever~~";
+ mes "This christmas is gonna be fantastic!!";
+ mes "Hahahaha~";
+ close;
+ }
+ else {
+ mes "[Mas]";
+ mes "Herds!!!!!How long does it take!";
+ mes "Somebody know the regenerating time of Herb?!!";
+ mes "I'll dig herbs and make potions and sell it to singles!!";
+ mes "Hahahaha!!";
+ next;
+ mes "Ah~~";
+ mes "How come I feel so empty~.";
+ mes "although I have herds fill in a storage. ";
+ mes "No~~!!!!!!";
+ mes "No time to waste~~";
+ mes "Let's dig herbs.......";
+ close;
+ }
+}
+
+prontera,35,209,5 script Event#event 881,{
+ if(christ_solo05 == 4) {
+ mes "[Event]";
+ mes "........................";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "...Are... you...?";
+ next;
+ mes "[Event]";
+ mes "...I love you too~!!!";
+ emotion e_omg,1;
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "(Oh,my..)";
+ next;
+ mes "[Event]";
+ mes "It's ok, Tinybee. I'm not lonely at all.";
+ mes "I have Ms.Bathory and Ms.Orclady with me.";
+ mes "Hahahaha~~~";
+ mes "";
+ next;
+ mes "-He laughed talking to his right hand.-";
+ mes "";
+ //Emotion "Event#event" ET_KIK
+ emotion e_kis;
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Mas sent me here.";
+ mes "You know about Enjoy's plan, right?";
+ mes "...Are you listening?";
+ next;
+ mes "[Event]";
+ mes "...Did you hear?? Tinybee?";
+ mes "The day has come!!";
+ mes "Hahaha~~~~.";
+ next;
+ mes "[Event]";
+ mes "Wait for me miss Kafra~~~";
+ mes "Don't be so lonely~.";
+ mes "I'll make your christmas unforgettably fantastic.";
+ mes "Let's go Tinybee.";
+ mes "";
+ next;
+ mes "-He kept talking to his right hand-";
+ mes "-and packed his stuff and bowed to Kafra.-";
+ mes "";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Finally!!! Done telling everyone!!";
+ mes "Now I should get my ^0000FFBranch of Dead Tree^000000s packed up";
+ mes "and go punish singles!!!";
+ mes "Hahahaha..";
+ set christ_solo05,5;
+ close;
+ }
+ else if(christ_solo05 > 4) {
+ mes "[Event]";
+ mes "Wait for me miss Kafra~~~";
+ mes "Don't be so lonely~.";
+ mes "I'll make your christmas unforgettably fantastic.";
+ mes "Let's go Tinybee.";
+ next;
+ mes "-He talked to his right hand-";
+ mes "-and packed his stuff and bowed to Kafra.-";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Finally!!! Done telling everyone!!";
+ mes "Now I should get my things packed up";
+ mes "and go punish singles!!!";
+ mes "Hahahaha..";
+ close;
+ }
+ else {
+ mes "[Event]";
+ mes "........................";
+ next;
+ mes "[Event]";
+ mes "...I love you too~!!!";
+ emotion e_omg,1;
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "(Oh.my~)";
+ next;
+ mes "[Event]";
+ mes "It's ok Tinybee.I'm not lonely at all.";
+ mes "I have Ms.Bathory and Ms.Orclady with me.";
+ mes "Hahahaha~~~";
+ mes "";
+ next;
+ mes "-He laughed talking to his right hand.-";
+ mes "";
+ emotion e_kis;
+ close;
+ }
+}
+
+// Oholy (Event 3)
+prontera,156,242,0 script Oholy#pron::OholyDup 79,{
+ if (!christ_carol05) {
+ mes "[Oholy]";
+ mes "Joy to the world!";
+ mes "The Lord has come.";
+ specialeffect EF_GLORIA;
+ next;
+ if (Sex) {
+ mes "[Oholy]";
+ mes "Merry Christmas!";
+ mes "Dear brother, what comes in";
+ mes "your mind when you think of Christmas?";
+ next;
+ }
+ else {
+ mes "[Oholy]";
+ mes "Merry Christmas!";
+ mes "Dear sister, what comes in";
+ mes "your mind when you think of Christmas?";
+ next;
+ }
+ switch(select("Santa Claus:Christmas Gifts:Christmas Carols:Santa Hat:I don't like couples")) {
+ case 1:
+ mes "[Oholy]";
+ mes "Santa Claus!";
+ mes "You still have childish";
+ mes "innocence, kid!!!";
+ mes "Hohoho.";
+ next;
+ mes "[Oholy]";
+ mes "There is a rumor that Santa Claus";
+ mes "in the town where Christmas ";
+ mes "never ends. This is just";
+ mes "between you and me, okay?";
+ next;
+ mes "[Oholy]";
+ mes "The latest headline by Oholy";
+ mes "Isn't it amazing?";
+ emotion e_heh;
+ close;
+ case 2:
+ mes "[Oholy]";
+ mes "Gifts! That's nice!";
+ mes "How exciting it is!!!";
+ mes "You wake up and find";
+ mes "christmas gifts next to your pillow!";
+ next;
+ mes "[Oholy]";
+ mes "Have you heard that";
+ mes "bad santa who makes a suprise";
+ mes "attack in every christmas, has";
+ mes "taken Santa Claus's gifts to";
+ mes "good kids!";
+ next;
+ mes "[Oholy]";
+ mes "So, Santa Claus in Christmas";
+ mes "town has offered a reward for";
+ mes "capturing phony Santa, Antonio.";
+ next;
+ mes "[Oholy]";
+ mes "The latest headline by Oholy";
+ mes "Isn't it amazing?";
+ emotion e_heh;
+ close;
+ case 3:
+ mes "[Oholy]";
+ mes "That's right!";
+ mes "Carol is the essential for";
+ mes "Christmas! When I was";
+ mes "young, my mind used to be";
+ mes "fluttered by carols during";
+ mes "Christmas.";
+ next;
+ mes "[Oholy]";
+ mes "But, in these days, not many";
+ mes "people sing Christmas carols";
+ mes "so it is hard to feel that";
+ mes "Christmas is coming closer";
+ mes " ";
+ next;
+ mes "[Oholy]";
+ mes "Therefore, I decided to wish";
+ mes "a merry christmas to everyone";
+ mes "by singing Christmas carols and";
+ mes "giving gifts to kids from door";
+ mes "to door, but, unfortunately,";
+ mes "wicked devil has torn off my carol music book!!!";
+ next;
+ mes "[Oholy]";
+ mes "I have many houses to visit.";
+ mes "I feel so sad for disappointed";
+ mes "kids who didn't hear the carols.";
+ next;
+ menu "...can I help you?",-;
+ mes "[Oholy]";
+ mes "Good gracious! Are you for real?";
+ mes "Oh? Shee... Can you hear it?";
+ mes "Every kids appreciate your kindness.";
+ emotion e_heh;
+ mes "Don't be afraid. I will not";
+ mes "ask you to make a new christmas carol.";
+ next;
+ mes "[Oholy]";
+ mes "If you have a will,";
+ mes "we got no time to waste.";
+ mes "Let's move on to give hope to kids!";
+ next;
+ mes "[Oholy]";
+ mes "Well, please bring me back";
+ mes "Christmas carol music book, "+ strcharinfo(0) +".";
+ mes "That little devil will be still";
+ mes "in the town because it only happened a few minutes ago.";
+ next;
+ mes "[Oholy]";
+ mes "Please be careful because";
+ mes "you are dealing with devil.";
+ mes "Well then, hope you a good luck!!!";
+ mes " ";
+ emotion e_no1;
+ set christ_carol05,1;
+ close;
+ case 4:
+ mes "[Oholy]";
+ mes "A Santa Hat!!";
+ mes "Did you know that the real";
+ mes "Santa Hat is totally different";
+ mes "from the one that monsters";
+ mes "are wearing?! I heard a rumor";
+ mes "that an anonymous designer";
+ mes "in Lutie, made all of those santa hats.";
+ next;
+ mes "[Oholy]";
+ mes "Also, there is another rumor";
+ mes "about phony Santa, Antonio.";
+ mes "He has been chased by many ";
+ mes "adventurers but never been";
+ mes "caught because of his Santa Costume.";
+ next;
+ mes "[Oholy]";
+ mes "Maybe his hat and clothes have";
+ mes "special functions within...";
+ mes "Maybe that anonymous designer";
+ mes "still lives in Lutie. Why don't";
+ mes "you go visit him and ask to";
+ mes "make you a new Santa Hat?";
+ next;
+ mes "[Oholy]";
+ mes "The latest headline by Oholy";
+ mes "Isn't it amazing?";
+ emotion e_heh;
+ close;
+ case 5:
+ mes "[Oholy]";
+ mes "Oh, dear. I was thinking of";
+ mes "the sa.m..e... Oops, ho..hoho.";
+ mes "Oh well, it's not only me. Many";
+ mes "people think of the same in this Christmas.";
+ next;
+ mes "[Oholy]";
+ mes "I heard a strange rumor that";
+ mes "those people are plotting";
+ mes "something in this Christmas.";
+ mes "...hope it goes well(*murmur*)";
+ next;
+ mes "[Oholy]";
+ mes "The latest headline by Oholy";
+ mes "Isn't it amazing?";
+ emotion e_heh;
+ close;
+ }
+ }
+ else if(christ_carol05 == 1) {
+ mes "[Oholy]";
+ mes "He should not be able to escape";
+ mes "from the town. Please find the";
+ mes "devil and bring me back my";
+ mes "Christmas Carol Music Book.";
+ mes "Punish the wicked devil who is ruining Christmas!!!";
+ close;
+ }
+ else if(christ_carol05 == 2) {
+ if(!checkweight(1201,1)) {
+ mes "^3355FFWait a second!";
+ mes "Right now, you're carrying";
+ mes "too many things with you.";
+ mes "Please come back after";
+ mes "using the Kafra Service";
+ mes "to store some of your items.^000000";
+ close;
+ }
+ set .@now_weight,MaxWeight-Weight;
+ if(.@now_weight < 2000) {
+ mes "^3355FFWait a second!";
+ mes "Right now, you're carrying";
+ mes "too many things with you.";
+ mes "Please come back after";
+ mes "using the Kafra Service";
+ mes "to store some of your items.^000000";
+ close;
+ }
+ if (countitem(1097) > 0) {
+ mes "[Oholy]";
+ mes "Oh, my gracious! ";
+ mes "You have brought me the book!";
+ mes "Didn't the devil trouble you?";
+ mes "I'm glad you have return safely.";
+ next;
+ mes "[Oholy]";
+ mes "In return, I'm going to sing";
+ mes "a carol from the music book.";
+ next;
+ mes "[Oholy]";
+ mes "Hum! Huum!!";
+ mes "~Sleep well, little children,~";
+ mes "~wherever you are;~";
+ mes "~Tomorrow is Christmas~";
+ mes "~beneath every star.~";
+ specialeffect EF_GLORIA;
+ next;
+ mes "-Your mind is overwhelmed by her singing-";
+ mes "-You started humming then,-";
+ mes "-began to sing the next phase-";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "~Soon the snowflackes will fall~";
+ mes "~and tomorrow you'll see~";
+ mes "~Every wish, one and all,~";
+ mes "~waiting under the tree.~";
+ specialeffect2 EF_GLORIA;
+ next;
+ mes "[Oholy]";
+ mes "Oh, my. You have a wonderful";
+ mes "voice!! Alright!!!";
+ mes "I was going to give these";
+ mes "to kids, but, since you found";
+ mes "my music book and sang a carol to me!";
+ next;
+ mes "-She brought a big sack-";
+ mes "-and opened it in front of you-";
+ next;
+ mes "[Oholy]";
+ mes "OK! Don't look inside.";
+ mes "Just put your hands";
+ mes "grab what you want.";
+ next;
+ switch(rand(1,15)) {
+ case 1:
+ mes "[Oholy]";
+ mes "A Cookie Bag!";
+ mes "I wrapped those indivisually.";
+ mes "There are many sweets in them.";
+ mes "Merry Christmas!";
+ emotion e_heh;
+ delitem 1097,1;//Worn_Out_Page
+ set christ_carol05,3;
+ getitem 12130,7;//Cookie_Bag
+ close;
+ case 2:
+ mes "[Oholy]";
+ mes "Candies!";
+ mes "These were made by";
+ mes "Chief noun.";
+ mes "Very sweet and delicious.";
+ mes "Merry Christmas!";
+ emotion e_heh;
+ delitem 1097,1;//Worn_Out_Page
+ set christ_carol05,3;
+ getitem 529,20;//Candy
+ close;
+ case 3:
+ mes "[Oholy]";
+ mes "Candy Canes!";
+ mes "These were made by";
+ mes "Chief noun.";
+ mes "Very sweet and delicious.";
+ mes "Merry Christmas!";
+ emotion e_heh;
+ delitem 1097,1;//Worn_Out_Page
+ set christ_carol05,3;
+ getitem 530,15;//Candy_Striper
+ close;
+ case 4:
+ mes "[Oholy]";
+ mes "A Piece Of Cake!";
+ mes "These were baked by";
+ mes "Chief Acolyte.";
+ mes "Very soft and delicious.";
+ mes "Merry Christmas!";
+ emotion e_heh;
+ delitem 1097,1;//Worn_Out_Page
+ set christ_carol05,3;
+ getitem 539,5;//Piece_of_Cake
+ close;
+ case 5:
+ mes "[Oholy]";
+ mes "Cookies!";
+ mes "These were baked by";
+ mes "Chief Acolyte.";
+ mes "Very crispy and delicious.";
+ mes "Merry Christmas!";
+ emotion e_heh;
+ delitem 1097,1;//Worn_Out_Page
+ set christ_carol05,3;
+ getitem 538,10;//Well_baked_Cookie
+ close;
+ case 6:
+ mes "[Oholy]";
+ mes "A Spore Doll!";
+ mes "It's made elaborately by";
+ mes "Bishop, Tomas.";
+ mes "Very cute.";
+ mes "Merry Christmas!";
+ emotion e_heh;
+ delitem 1097,1;//Worn_Out_Page
+ set christ_carol05,3;
+ getitem 743,1;//Spore_Doll
+ close;
+ case 7:
+ mes "[Oholy]";
+ mes "A Baphomet Doll!";
+ mes "..........?!..........";
+ mes "How did it get in here..?!";
+ mes "Oops, oh well.";
+ mes "Merry Christmas!";
+ emotion e_heh;
+ delitem 1097,1;//Worn_Out_Page
+ set christ_carol05,3;
+ getitem 750,1;//Baphomet_Doll
+ close;
+ case 8:
+ mes "[Oholy]";
+ mes "A Osiris Doll!";
+ mes "..........?!..........";
+ mes "How did it get in here..?!";
+ mes "Oops, oh well.";
+ mes "Merry Christmas!";
+ emotion e_heh;
+ delitem 1097,1;//Worn_Out_Page
+ set christ_carol05,3;
+ getitem 751,1;//Osiris_Doll
+ close;
+ case 9:
+ mes "[Oholy]";
+ mes "A Rocker Doll!";
+ mes "This was donated by";
+ mes "a knight, Lighten.";
+ mes "Very kind of him.";
+ mes "Merry Christmas!";
+ emotion e_heh;
+ delitem 1097,1;//Worn_Out_Page
+ set christ_carol05,3;
+ getitem 752,1;//Grasshopper_Doll
+ close;
+
+ case 10:
+ mes "[Oholy]";
+ mes "A Yoyo Doll!";
+ mes "This was donated by";
+ mes "an assassin, Marzia.";
+ mes "Very kind of him.";
+ mes "Merry Christmas!";
+ emotion e_heh;
+ delitem 1097,1;//Worn_Out_Page
+ set christ_carol05,3;
+ getitem 753,1;//Monkey_Doll
+ close;
+ case 11:
+ mes "[Oholy]";
+ mes "A Racoon Doll!";
+ mes "This was donated by";
+ mes "a hunter, Raiden Kurs.";
+ mes "Very kind of him.";
+ mes "Merry Christmas!";
+ emotion e_heh;
+ delitem 1097,1;//Worn_Out_Page
+ set christ_carol05,3;
+ getitem 754,1;//Raccoondog_Doll
+ close;
+ case 12:
+ mes "[Oholy]";
+ mes "A Black Cat Doll!";
+ mes "Sister Magareta found the item";
+ mes "from the monster, Loli Ruri.";
+ mes "Very kind of her.";
+ mes "Hope she is doing okay.";
+ mes "Merry Christmas!";
+ emotion e_heh;
+ delitem 1097,1;//Worn_Out_Page
+ set christ_carol05,3;
+ getitem 7206,1;//Black_Kitty_Doll
+ close;
+ case 13:
+ mes "[Oholy]";
+ mes "A Hung Doll!";
+ mes "I made this doll.";
+ mes "Isn't it adorable?!";
+ mes "Merry Christmas!";
+ emotion e_heh;
+ delitem 1097,1;//Worn_Out_Page
+ set christ_carol05,3;
+ getitem 7212,1;//Hanging_Doll
+ close;
+ case 14:
+ mes "[Oholy]";
+ mes "A Munak Doll!";
+ mes "That is from some country";
+ mes "across the ocean.";
+ mes "An artisan made this doll";
+ mes "with his passion.";
+ mes "Merry Christmas!";
+ emotion e_heh;
+ delitem 1097,1;//Worn_Out_Page
+ set christ_carol05,3;
+ getitem 7277,1;//Munak_Doll
+ close;
+ case 15:
+ mes "[Oholy]";
+ mes "A Santa Hat!";
+ mes "This is only produced";
+ mes "during Christmas season.";
+ mes "It is not a common hat.";
+ mes "Merry Christmas!";
+ emotion e_heh;
+ delitem 1097,1;//Worn_Out_Page
+ set christ_carol05,3;
+ getitem 2236,1;//Santa's_Hat
+ close;
+ }
+ }
+ else {
+ mes "[Oholy]";
+ mes "Welcome back!! You look good.";
+ mes "2 arms and 2 legs, you look great.";
+ mes "But, where is my music book?!";
+ close;
+ }
+ }
+ else {
+ mes "[Oholy]";
+ mes "Thank you very much.";
+ mes "People and even Devils are";
+ mes "all excited on Christmas day,";
+ mes "so nobody knows what would";
+ mes "happen. Will you help me";
+ mes "then, won't you? Please~";
+ next;
+ mes "[Oholy]";
+ mes "Let's think about the neighbors";
+ mes "and do a good deed during Christmas!";
+ set christ_carol05,0;
+ close;
+ }
+}
+
+// Deviruchi functions
+function script F_carol_devi {
+ if (christ_carol05 == 1) {
+ mes "[Deviruchi]";
+ mes "Heyhey, human!!";
+ mes "Don't ya wanna sell your";
+ mes "soul and be bound in a beneficial contract with me?";
+ emotion e_kis;
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Hey, you! Deviruchi!!!";
+ mes "What a brat!!! Gotcha!";
+ next;
+ mes "-You quickly snatched-";
+ mes "-the nape of Deviruchi's neck-";
+ next;
+ switch(rand(1,4)) {
+ case 1:
+ mes "[Deviruchi]";
+ mes "What are you doing!?";
+ mes "Human?";
+ mes "Let go of me...right now!";
+ emotion e_omg;
+ emotion e_omg,1;
+ next;
+ mes "-Deviruchi quickly ran away-";
+ mes "-^4d4dffWhere Deviruchi is gone,-";
+ mes "-there is a worn out paper.^000000-";
+ mes "-Let's read the paper.-";
+ enablenpc getarg(1);
+ disablenpc getarg(0);
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Rudolph... If... Foggy...";
+ mes "Sledge... Reindeer...";
+ mes "Hmm, I think I got what I need.";
+ mes "Let's go back to Ms.Oholy.";
+ set christ_carol05,2;
+ getitem 1097,1; //Worn_Out_Page
+ close;
+ case 2:
+ mes "[Deviruchi]";
+ mes "What are you doing!?";
+ mes "Human?";
+ mes "Let go of me...right now!";
+ emotion e_omg;
+ emotion e_omg,1;
+ next;
+ mes "-Deviruchi ran away quickly-";
+ mes "-and mumbled something.-";
+ enablenpc getarg(1);
+ disablenpc getarg(0);
+ next;
+ mes "-You are now cursed!!!-";
+ sc_start SC_Curse,5000,0;
+ emotion e_omg,1;
+ close;
+ case 3:
+ mes "[Deviruchi]";
+ mes "What are you doing!?";
+ mes "Human?";
+ mes "Let go of me...right now!";
+ emotion e_omg;
+ emotion e_omg,1;
+ next;
+ mes "-Deviruchi ran away quickly-";
+ mes "-and mumbled something.-";
+ enablenpc getarg(1);
+ disablenpc getarg(0);
+ next;
+ mes "-You are blinded!!!-";
+ sc_start SC_Blind,5000,0;
+ emotion e_omg,1;
+ close;
+ case 4:
+ mes "[Deviruchi]";
+ mes "What are you doing!?";
+ mes "Human?";
+ mes "Let go of me...right now!";
+ emotion e_omg;
+ emotion e_omg,1;
+ next;
+ mes "-Deviruchi ran away quickly-";
+ mes "-and mumbled something.-";
+ enablenpc getarg(1);
+ disablenpc getarg(0);
+ next;
+ mes "-You are poisoned!!!-";
+ sc_start SC_Poison,5000,0;
+ emotion e_omg,1;
+ close;
+ }
+ }
+ else {
+ mes "[Deviruchi]";
+ mes "Heyhey, human!!";
+ mes "Don't ya wanna sell your";
+ mes "soul and be bound in a beneficial contract with me?";
+ emotion e_omg;
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Hey, you! Deviruchi!!!";
+ mes "What a brat!!! Gotcha!";
+ next;
+ mes "-You quickly snatched-";
+ mes "-the nape of Deviruchi's neck-";
+ next;
+ mes "[Deviruchi]";
+ mes "What are you doing!?";
+ mes "Human?";
+ mes "Let go of me...right now!";
+ emotion e_omg;
+ emotion e_omg,1;
+ next;
+ mes "-Deviruchi ran away quickly-";
+ mes "-and mumbled something.-";
+ mes "-Your body is suddenly floating.-";
+ close2;
+ warp getarg(2),getarg(3),getarg(4);
+ end;
+ }
+}
+
+function script F_carol_devi2 {
+ mes "[Deviruchi]";
+ mes "Heyhey, human!!";
+ mes "Don't ya wanna sell your";
+ mes "soul and be bound in a beneficial contract with me?";
+ emotion e_omg;
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Hey, you! Deviruchi!!!";
+ mes "What a brat!!! Gotcha!";
+ next;
+ mes "-You quickly snatched-";
+ mes "-the nape of Deviruchi's neck-";
+ next;
+ mes "[Deviruchi]";
+ mes "What are you doing!?";
+ mes "Human?";
+ mes "Let go of me...right now!";
+ emotion e_omg;
+ emotion e_omg,1;
+ next;
+ mes "-Deviruchi ran away quickly-";
+ mes "-and mumbled something.-";
+ mes "-Your body is suddenly floating.-";
+ close2;
+ warp getarg(0),getarg(1),getarg(2);
+ end;
+}
+
+prontera,94,297,3 script Deviruchi#pron_01 738,3,3,{
+ callfunc("F_carol_devi2","prontera",155,230);
+ end;
+
+OnTouch:
+ callfunc("F_carol_devi","Deviruchi#pron_01","Deviruchi#pron_02","prontera",155,230);
+ end;
+}
+
+prontera,205,242,3 script Deviruchi#pron_02 738,3,3,{
+ callfunc("F_carol_devi2","prontera",155,230);
+ end;
+
+OnTouch:
+ callfunc("F_carol_devi","Deviruchi#pron_02","Deviruchi#pron_03","prontera",155,230);
+ end;
+}
+
+prontera,126,118,3 script Deviruchi#pron_03 738,3,3,{
+ callfunc("F_carol_devi2","prontera",155,230);
+ end;
+
+OnTouch:
+ callfunc("F_carol_devi","Deviruchi#pron_03","Deviruchi#pron_01","prontera",155,230);
+ end;
+}
+
+// Payon
+payon,165,153,3 duplicate(OholyDup) Oholy#payon 79
+payon,142,203,3 script Deviruchi#payon_01 738,3,3,{
+ callfunc("F_carol_devi2","payon",166,60);
+ end;
+
+OnTouch:
+ callfunc("F_carol_devi","Deviruchi#payon_01","Deviruchi#payon_02","payon",166,60);
+ end;
+}
+
+payon,248,239,3 script Deviruchi#payon_02 738,3,3,{
+ callfunc("F_carol_devi2","payon",166,60);
+ end;
+
+OnTouch:
+ callfunc("F_carol_devi","Deviruchi#payon_02","Deviruchi#payon_03","payon",166,60);
+ end;
+}
+
+payon,140,56,3 script Deviruchi#payon_03 738,3,3,{
+ callfunc("F_carol_devi2","payon",166,60);
+ end;
+
+OnTouch:
+ callfunc("F_carol_devi","Deviruchi#payon_03","Deviruchi#payon_01","payon",166,60);
+ end;
+}
+
+morocc,161,85,0 duplicate(OholyDup) Oholy#morocc 79
+morocc,52,134,3 script Deviruchi#morocc_01 738,3,3,{
+ callfunc("F_carol_devi2","morocc",160,51);
+ end;
+
+OnTouch:
+ callfunc("F_carol_devi","Deviruchi#morocc_01","Deviruchi#morocc_02","morocc",160,51);
+ end;
+}
+
+morocc,210,264,3 script Deviruchi#morocc_02 738,3,3,{
+ callfunc("F_carol_devi2","morocc",160,51);
+ end;
+
+OnTouch:
+ callfunc("F_carol_devi","Deviruchi#morocc_02","Deviruchi#morocc_03","morocc",160,51);
+ end;
+}
+
+morocc,223,74,3 script Deviruchi#morocc_03 738,3,3,{
+ callfunc("F_carol_devi2","morocc",160,51);
+ end;
+
+OnTouch:
+ callfunc("F_carol_devi","Deviruchi#morocc_03","Deviruchi#morocc_01","morocc",160,51);
+ end;
+}
+
+// Geffen
+geffen,120,188,0 duplicate(OholyDup) Oholy#geffen 79
+geffen,173,163,3 script Deviruchi#geffen_01 738,3,3,{
+ callfunc("F_carol_devi2","geffen",120,34);
+ end;
+
+OnTouch:
+ callfunc("F_carol_devi","Deviruchi#geffen_01","Deviruchi#geffen_02","geffen",120,34);
+ end;
+}
+
+geffen,49,95,3 script Deviruchi#geffen_02 738,3,3,{
+ callfunc("F_carol_devi2","geffen",120,34);
+ end;
+
+OnTouch:
+ callfunc("F_carol_devi","Deviruchi#geffen_02","Deviruchi#geffen_03","geffen",120,34);
+ end;
+}
+
+geffen,111,101,3 script Deviruchi#geffen_03 738,3,3,{
+ callfunc("F_carol_devi2","geffen",120,34);
+ end;
+
+OnTouch:
+ callfunc("F_carol_devi","Deviruchi#geffen_03","Deviruchi#geffen_01","geffen",120,34);
+ end;
+}
+
+// Alberta
+alberta,54,237,0 duplicate(OholyDup) Oholy#alberta 79
+alberta,97,86,3 script Deviruchi#alberta_01 738,3,3,{
+ callfunc("F_carol_devi2","alberta",28,235);
+ end;
+
+OnTouch:
+ callfunc("F_carol_devi","Deviruchi#alberta_01","Deviruchi#alberta_02","alberta",28,235);
+ end;
+}
+
+alberta,180,48,3 script Deviruchi#alberta_02 738,3,3,{
+ callfunc("F_carol_devi2","alberta",28,235);
+ end;
+
+OnTouch:
+ callfunc("F_carol_devi","Deviruchi#alberta_02","Deviruchi#alberta_03","alberta",28,235);
+ end;
+}
+
+alberta,54,132,3 script Deviruchi#alberta_03 738,3,3,{
+ callfunc("F_carol_devi2","alberta",28,235);
+ end;
+
+OnTouch:
+ callfunc("F_carol_devi","Deviruchi#alberta_03","Deviruchi#alberta_01","alberta",28,235);
+ end;
+}
diff --git a/npc/pre-re/events/christmas_2008.txt b/npc/pre-re/events/christmas_2008.txt
new file mode 100644
index 000000000..48c25732f
--- /dev/null
+++ b/npc/pre-re/events/christmas_2008.txt
@@ -0,0 +1,1053 @@
+//===== rAthena Script =======================================
+//= iRO 2008 Christmas Event
+//===== By: ==================================================
+//= Kisuka
+//===== Current Version: =====================================
+//= 1.1
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= iRO Christmas Event. (2008)
+//= Create Music Box and Cake.
+//= Play card game with Santa.
+//= Create Santa Suits.
+//==========================================
+//= Must enable X-mas08 mobs in mob_db2.
+//===== Additional Comments: =================================
+//= 1.0 First version. [Kisuka]
+//= 1.1 Fixed some issues, revamped the whole script. [Kisuka]
+//============================================================
+
+// ============== Caroller - Music Box ================
+// =====================================================
+prontera,226,306,4 script Caroller#iROxmas08 79,{
+ if (iROxmas08carol < 1 || iROxmas08carol == 3) {
+ if (iROxmas08carol == 3) {
+ mes "[Caroller]";
+ mes "Jingle Bells! Jingle Bells! Jingle all the way!";
+ mes "O' what fun it is to ride in a one-horse open sleeeigh, Hey!";
+ next;
+ mes "[Caroller]";
+ mes "Merry Christmas!";
+ mes "Hey! You! What comes to mind when you think about Christmas?";
+ next;
+ }else{
+ mes "[Caroller]";
+ mes "Jingle Bells! Jingle Bells! Jingle all the way!";
+ next;
+ specialeffect EF_GLORIA;
+ mes "[Caroller]";
+ mes "O' what fun it is to ride in a one-horse open sleigh!";
+ next;
+ mes "[Caroller]";
+ mes "Merry Christmas!";
+ if (Sex) {
+ mes "Hey, boy! What comes to mind when";
+ }else{
+ mes "Hey, girl! What comes to mind when";
+ }
+ mes "you think about Christmas?";
+ next;
+ }
+ switch(select("Santa Claus:Gift Boxes:Carols:Santa Costumes:Fake Santa Antonio")) {
+
+ case 1:
+ mes "[Caroller]";
+ mes "Santa Claus!";
+ mes "You're so innocent!!";
+ mes "Ah!";
+ next;
+ mes "[Caroller]";
+ mes "Here's a secret!";
+ mes "There's a rumor that Santa Claus lives in a certain village all throughout the year.";
+ next;
+ mes "[Caroller]";
+ mes "But now!!!";
+ mes "In this Christmas season!!";
+ mes "You guys can meet Santa on either of the five possible villages throughout Rune-Midgerts!";
+ next;
+ mes "[Caroller]";
+ mes "If you win over Santa, you can get a gift. Would you go for it?";
+ next;
+ emotion 18;
+ mes "[Caroller]";
+ mes "Caroller's hot news! Ha!";
+ mes "Isn't that big news?";
+ close;
+
+ case 2:
+ mes "[Caroller]";
+ mes "Gift boxes?! All right!";
+ mes "Isn't it thrilling to open gifts over your head!!";
+ next;
+ mes "[Caroller]";
+ mes "Anyway, did you know...";
+ mes "Some villain, a fake Santa robbed some gifts from the good Santa!";
+ next;
+ mes "[Caroller]";
+ mes "Furthermore, he has put bad magic on the gifts so that they become monsters!";
+ next;
+ emotion 18;
+ mes "[Caroller]";
+ mes "Caroller's hot news! Ha!";
+ mes "Isn't it amazing?";
+ close;
+
+ case 3:
+ if (iROxmas08carol == 3) {
+ mes "[Caroller]";
+ mes "Ah, a music box is useful.";
+ next;
+ mes "[Caroller]";
+ mes "Though we can't all play it around the village as we planned, it's cool that you carry it.";
+ next;
+ mes "[Caroller]";
+ mes "We want to enjoy carols all together... I hope to get Crystal Pieces!";
+ next;
+ mes "[Caroller]";
+ mes "If you can get ^0000FFSinging Crystal Pieces^000000, give them to me please?";
+ next;
+ select("Why not? Sure, I can give you some.");
+ if (countitem(6092) < 6) {
+ mes "[Caroller]";
+ mes "Yes, please.";
+ next;
+ mes "[Caroller]";
+ mes "If you can get ^0000FFSinging Crystal Pieces^000000, give them to me please?";
+ close;
+ }else{
+ mes "[Caroller]";
+ mes "Wow, you have them.";
+ next;
+ mes "[Caroller]";
+ mes "I can bake you a cake, and I can carve your name on the cake, if you want!";
+ next;
+ if (select("No, thanks.:Please name it for me.") == 2) {
+ mes "[Caroller]";
+ mes "Thank for your help!";
+ next;
+ mes "[Caroller]";
+ mes "Many people live in the giant world!";
+ mes "So many people hope to hear Caroller, yet I always lack Crystal pieces.";
+ next;
+ mes "[Caroller]";
+ mes "If you can get ^0000FFSinging Crystal Pieces^000000, give them to me please?";
+ next;
+ emotion 18;
+ delitem 6092,6;
+ getnameditem 12354,"+strcharinfo(0)+";
+ mes "[Caroller]";
+ mes "Let's care about others around you on this Christmas season!";
+ close;
+ }else{
+ mes "[Caroller]";
+ mes "Oh!";
+ mes "Shyness!";
+ next;
+ mes "[Caroller]";
+ mes "Anyway, thanks a lot for your help.";
+ next;
+ mes "[Caroller]";
+ mes "Many people live in the giant world!";
+ mes "So many people hope to hear Caroller, yet I always lack Crystal pieces.";
+ next;
+ mes "[Caroller]";
+ mes "If you can get ^0000FFSinging Crystal Pieces^000000, give them to me please?";
+ next;
+ emotion 18;
+ delitem 6092,6;
+ getitem 12354,1;
+ mes "[Caroller]";
+ mes "Let's care about others around you on this Christmas season!";
+ close;
+ }
+ }
+ }
+ mes "[Caroller]";
+ mes "You know about Christmas!";
+ mes "Talking about Christmas...";
+ mes "...it's carols!!!";
+ mes "I've been waiting for this for when";
+ mes "Christmas comes around!";
+ next;
+ mes "[Caroller]";
+ mes "But there's been no caroling here and there like before, so we can't feel the Christmas spirit.";
+ next;
+ mes "[Caroller]";
+ mes "So, I installed a Singing Crystal in Prontera...";
+ next;
+ mes "[Caroller]";
+ mes "but that jerk Antonio broke the crystal!";
+ next;
+ mes "[Caroller]";
+ mes "The gift boxes have been changing into monsters since Antonio placed some magic on them, so the monsters ate up the crystal fragments!";
+ next;
+ mes "[Caroller]";
+ mes "I am so devastated, since the Singing Crystal has been the hope of many children around the villages.";
+ next;
+ if (select("There's no other way to carol?:You can hear carols in Lutie.") == 2) {
+ mes "[Caroller]";
+ mes "And just stay there, every Christmas, for your whole life?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "What? What do you mean?";
+ next;
+ mes "[Caroller]";
+ mes "Oh, nevermind.";
+ mes "Ah...";
+ close;
+ }
+ mes "[Caroller]";
+ mes "Maybe, it's quite hard to make a jukebox for the villages, but a music box might be possible.";
+ next;
+ mes "[Caroller]";
+ mes "We need the ^0000FFSinging Crystal Pieces^000000 that the monsters ate up.";
+ next;
+ mes "[Caroller]";
+ mes "Please bring me ^0000FF6 Singing Crystal Pieces^000000, and you will be rewarded with presents!";
+ next;
+ mes "[Caroller]";
+ mes "Sounds cool, huh!!";
+ next;
+ select("........................");
+ mes "[Caroller]";
+ mes "...Why are you staring at me like that?";
+ next;
+ mes "[Caroller]";
+ mes "You're thinking that we are always getting our plans spoiled, aren't you?";
+ next;
+ mes "[Caroller]";
+ mes "I know that we are not good at controlling stuff, but our rewards are good, right?";
+ next;
+ select("........................");
+ mes "[Caroller]";
+ mes "Hey, we treat you good...";
+ next;
+ select("........................");
+ mes "[Caroller]";
+ mes "You are so cruel to me!";
+ mes "Bad! Bad!";
+ next;
+ mes "[Caroller]";
+ mes "Please, for our children's hope!!!?";
+ mes "Please bring me 6 Singing Crystal Pieces from ^0000FFViolent Gift Boxes^000000!";
+ next;
+ emotion 33;
+ mes "[Caroller]";
+ mes "They're definitely as harsh as their name.";
+ mes "Go on please!";
+ set iROxmas08carol,1;
+ close;
+
+ case 4:
+ mes "[Caroller]";
+ mes "Santa costumes!!";
+ mes "You know, the santa costumes that the monsters are wearing now aren't genuine!";
+ next;
+ mes "[Caroller]";
+ mes "The rumor 'round here is, Lutie's designer made these costumes.";
+ next;
+ mes "[Caroller]";
+ mes "Every year, adventurers challenge to attack Antonio the fake Santa, but there's no way to catch up to him due to his hat and costume!";
+ next;
+ mes "[Caroller]";
+ mes "Are there some spcial abilities within them?";
+ mes "There's still the designer in the Christmas village... How about asking her to make that costume?";
+ next;
+ emotion 18;
+ mes "[Caroller]";
+ mes "Caroller's hot news! Ha!";
+ mes "It's hot, huh?";
+ close;
+
+
+ case 5:
+ mes "[Caroller]";
+ mes "A-N-T-O-N-I-O!!!";
+ mes "As I heard, this Antonio is quite different from before.";
+ next;
+ mes "[Caroller]";
+ mes "He seems to be quite resolved with himself since he ran away from people before.";
+ next;
+ mes "[Caroller]";
+ mes "And he isn't alone anymore... is what I heard...";
+ next;
+ emotion 18;
+ mes "[Caroller]";
+ mes "Caroller's hot news! Ha!";
+ mes "Hotness, right?";
+ close;
+ }
+ }
+
+ if (iROxmas08carol == 1) {
+ if (countitem(6092) < 6) {
+ mes "[Caroller]";
+ mes "Maybe, it's quite hard to make a jukebox for the villages, but a music box might be possible.";
+ next;
+ mes "[Caroller]";
+ mes "We need the ^0000FFSinging Crystal Pieces^000000 that the monsters ate up.";
+ next;
+ mes "[Caroller]";
+ mes "Please bring me ^0000FF6 Singing Crystal Pieces^000000, and you will be rewarded with presents!";
+ next;
+ mes "[Caroller]";
+ mes "For all of the children of this world!!!";
+ mes "Please bring me ^0000FFSinging Crystal Pieces^000000 from ^0000FFViolent Gift Boxes^000000!";
+ next;
+ emotion 33;
+ mes "[Caroller]";
+ mes "Be careful!";
+ mes "They're definitely as harsh as their name.";
+ mes "Take care!!!";
+ close;
+ }else{
+ specialeffect EF_GLORIA;
+ mes "[Caroller]";
+ mes "Don't cry, don't cry!";
+ mes "Santa won't give you a gift if you're crying.";
+ next;
+ mes "[Caroller]";
+ select("I got them!");
+ mes "[Caroller]";
+ mes "Wow, you got them!";
+ mes "They are so cruel, aren't they?";
+ mes "I'm happy to see you again.";
+ next;
+ mes "[Caroller]";
+ mes "Let's count together!";
+ mes "... ...";
+ mes "Six!!";
+ next;
+ mes "[Caroller]";
+ mes "All right! We can start to make our music box with crystal fragments.";
+ next;
+ mes "[Caroller]";
+ mes "We would amplify the sounds of the crystal fragments to sound through the music box.";
+ next;
+ mes "[Caroller]";
+ mes "You know, a music box that sounds like a jukebox!";
+ next;
+ mes "[Caroller]";
+ mes "It's handy. You can carry it, as well as listen to sweet carols anywhere.";
+ mes "Doesn't that sound cool!?";
+ next;
+ mes "[Caroller]";
+ mes "So, we need more of some materials.";
+ mes "^0000FF10 Trunk, 1 Hammer Of Blacksmith, 1 Jubilee, 10 Sticky Mucus, 3carat Diamond^000000!";
+ next;
+ delitem 6092,6;
+ emotion 33;
+ set iROxmas08carol,2;
+ mes "[Caroller]";
+ mes "Those are all needed.";
+ mes "Isn't that easy?";
+ close;
+ }
+ }
+
+ if (iROxmas08carol == 2) {
+ if (countitem(1019) < 10 || countitem(1005) < 1 || countitem(7312) < 1 || countitem(938) < 10 || countitem(732) < 1) {
+ mes "[Caroller]";
+ mes "We can make a music box with Singing Crystal Pieces.";
+ mes "It's handy, you can hear carols anywhere. Sounds cool?";
+ next;
+ mes "[Caroller]";
+ mes "So, we need more of some materials.";
+ mes "^0000FF10 Trunk, 1 Hammer Of Blacksmith, 1 Jubilee, 10 Sticky Mucus, 3carat Diamond^000000!";
+ next;
+ emotion 33;
+ mes "[Caroller]";
+ mes "That's all we need.";
+ mes "Isn't that easy?";
+ close;
+ }else{
+ specialeffect EF_GLORIA;
+ mes "[Caroller]";
+ mes "Jingle bells, jingle bells,";
+ mes "jingle all the way!";
+ mes "O what fun it is to ride, in a";
+ mes "one... horse... o-pen... sleigh!!!";
+ next;
+ mes "[Caroller]";
+ mes "Wow!";
+ mes "You came back!";
+ mes "Did you bring all the materials?";
+ next;
+ mes "[Caroller]";
+ mes "Good!";
+ mes "No need to hesitate! Let's get started to make our music box.";
+ next;
+ mes "[Caroller]";
+ specialeffect EF_REPAIRWEAPON;
+ mes "Blacksmith hammers on trunk... and we shape the frame.";
+ next;
+ mes "[Caroller]";
+ //(effect - stones from ground?)
+ mes "Please use the Singing Crystal Pieces for a column, the Diamond as a prop, and the Sticky Mucus as glue.";
+ next;
+ mes "[Caroller]";
+ specialeffect EF_HIT2;
+ mes "And now...";
+ mes "we decorate with a Jubilee...";
+ next;
+ mes "[Caroller]";
+ specialeffect EF_SUFFRAGIUM;
+ mes "The last step...!";
+ mes "Breating life into it!";
+ next;
+ mes "[Caroller]";
+ mes "It's done now!!!";
+ next;
+ mes "[Caroller]";
+ mes "It's so cool! Isn't it cute!!?!";
+ next;
+ mes "[Caroller]";
+ mes "You did as I requested, so I will give you gifts, as promised.";
+ next;
+ mes "[Caroller]";
+ mes "One, is this music box.";
+ mes "Please play this music box all over the villages!";
+ next;
+ mes "[Caroller]";
+ mes "Another present is a Christmas cake especially shaped like your name!";
+ mes "I made this cake shaped like your name!";
+ next;
+ mes "[Caroller]";
+ mes "Don't worry, it tastes good.";
+ next;
+ emotion 33;
+ getitem 2784,1;
+ getnameditem 12354,"+strcharinfo(0)+";
+ delitem 1019,10;
+ delitem 1005,1;
+ delitem 7312,1;
+ delitem 938,10;
+ delitem 732,1;
+ set iROxmas08carol,3;
+ mes "[Caroller]";
+ mes "Thanks a lot.";
+ mes "Merry Christmas!";
+ mes "Have a good holiday season!";
+ close;
+ }
+ }
+}
+
+// ============= Santa Claus - Card Game ===============
+// =====================================================
+- script Santa Claus#iROxmas08::08santa 718,{
+ mes "[Santa Claus]";
+ mes "Wow! Were you naughty or nice this year?";
+ mes "All right, what comes to your mind when you think about Christmas?";
+ next;
+ switch(select("Carolling:Santa Claus:Gift Boxes:Santa Costume:Not much really...")) {
+
+ case 1:
+ mes "[Santa Claus]";
+ mes "Carolling! That's good!";
+ mes "A sweet carol always makes Christmas more happy!!!";
+ next;
+ mes "[Santa Claus]";
+ mes "Yes indeed Carolling spreads Joy throughout the world?";
+ close;
+
+ case 2:
+ mes "[Santa Claus]";
+ if (Sex) {
+ mes "Ho ho ho! What a good boy!";
+ }else{
+ mes "Ho ho ho! What a good girl!";
+ }
+ next;
+ mes "[Santa Claus]";
+ mes "But you should be wary of a fake Santa romaing around.";
+ mes "Have you heard of Antonio, who invades villages every Christmas?";
+ next;
+ mes "[Santa Claus]";
+ mes "He has stolen my gifts, as well as attacked adventurers around Toy and Lutie field.";
+ next;
+ mes "[Santa Claus]";
+ mes "A bad Santa ruins us good Santa's reputations!";
+ mes "The World Santa Organization is considering this a grave situation.";
+ close;
+
+ case 3:
+ mes "[Santa Claus]";
+ mes "A gift box! That sounds good!";
+ mes "It's so exciting to open gift boxes when you wake up on Christmas morning!!!";
+ next;
+ mes "[Santa Claus]";
+ mes "But we have very little gifts now, since Santa Antonio has stolen my gift bag.";
+ next;
+ mes "[Santa Claus]";
+ mes "Many adventurers try to catch up to him, but he is not easy to catch.";
+ next;
+ mes "[Santa Claus]";
+ mes "Anyway let those adventurers try to catch him, I have a small game for you.";
+ next;
+ mes "[Santa Claus]";
+ mes "I will give you a small gift if you beat me!";
+ next;
+ mes "[Santa Claus]";
+ mes "Do you want to play a game with me?";
+ next;
+ if (select("No, thanks.:Yes, I would.") == 1) {
+ mes "[Santa Claus]";
+ mes "Aww, don't be afraid.";
+ mes "If you've been a little naughty this year I won't stuff your stockings with coal.";
+ next;
+ mes "[Santa Claus]";
+ mes "I will stay here throughout the Christmas season, just visit me when you change your mind.";
+ close;
+ }
+ if (gettimetick(2) < SantaCardTime) {
+ mes "[Santa Claus]";
+ mes "Um... You've played the game recently haven't you?";
+ next;
+ mes "[Santa Claus]";
+ mes "You can try the game once a hour.";
+ mes "Please visit me after the one hour has passed.";
+ close;
+ }
+ set .@SantaCardTurn,0;
+ set .@SantaCardWins,0;
+ mes "[Santa Claus]";
+ mes "Wow! You're so cool!";
+ next;
+ mes "[Santa Claus]";
+ mes "Let me explain how to play this game.";
+ next;
+ mes "[Santa Claus]";
+ mes "It's quite simple.";
+ mes "I will pick one of three cards: Poring Card, Ghostring Card, and Angeling Card.";
+ mes "Guess which card I pick and you're a winner!";
+ next;
+ mes "[Santa Claus]";
+ mes "If you guess right 3 times out of 5, I will give you a gift.";
+ mes "Let's get started!";
+ next;
+ while(.@SantaCardTurn != 5) {
+ emotion 56;
+ mes "[Santa Claus]";
+ mes "First let me shuffle up these cards... Ok!!!";
+ next;
+ specialeffect EF_HIT1;
+ mes "[Santa Claus]";
+ mes "One!";
+ next;
+ specialeffect EF_HIT2;
+ mes "[Santa Claus]";
+ mes "Two!";
+ next;
+ specialeffect EF_HIT3;
+ mes "[Santa Claus]";
+ mes "Three!";
+ next;
+ specialeffect EF_STEAL;
+ mes "[Santa Claus]";
+ mes "I'm picking up only one!";
+ next;
+ cutin "sorry",4;
+ mes "[Santa Claus]";
+ mes "I'm picking up only one!";
+ mes "Please guess what is is.";
+ next;
+ switch(select("Poring:Angeling:Ghostring")) {
+ case 1:
+ mes "["+strcharinfo(0)+"]";
+ mes "Um...I choose Poring!";
+ set .@SantaCardP,1;
+ next;
+ break;
+
+ case 2:
+ mes "["+strcharinfo(0)+"]";
+ mes "Um...I choose Angeling!";
+ set .@SantaCardP,2;
+ next;
+ break;
+
+ case 3:
+ mes "["+strcharinfo(0)+"]";
+ mes "Um...I choose Ghostring!";
+ set .@SantaCardP,3;
+ next;
+ }
+ mes "[Santa Claus]";
+ mes "Let's see!!";
+ mes "One! Two! Three!";
+ set .@SantaCardNpc, rand(1,3);
+ next;
+ mes "[Santa Claus]";
+ mes "Let's see!!";
+ mes "One! Two! Three!";
+ if (.@SantaCardNpc == 1) {
+ cutin "����ī��",4;
+ }
+ else if (.@SantaCardNpc == 2) {
+ cutin "������ī��",4;
+ }
+ else if (.@SantaCardNpc == 3) {
+ cutin "���Ʈ��ī��",4;
+ }
+ next;
+ set .@SantaCardTurn,.@SantaCardTurn+1;
+ if (.@SantaCardP == .@SantaCardNpc) {
+ set .@SantaCardWins,.@SantaCardWins+1;
+ emotion 0;
+ emotion 5,1;
+ cutin "",255;
+ mes "[Santa Claus]";
+ mes "You're lucky.";
+ mes "Can you guess the right card the next time around?";
+ next;
+ }else{
+ emotion 0;
+ emotion 23,1;
+ cutin "",255;
+ mes "[Santa Claus]";
+ mes "Aww maybe next time...";
+ next;
+ }
+ }
+ if (.@SantaCardWins < 3) {
+ mes "["+strcharinfo(0)+"]";
+ mes "This is just luck.";
+ mes "Let me try again!!";
+ next;
+ mes "[Santa Claus]";
+ mes "Whenever you want.";
+ close;
+ }else{
+ mes "[Santa Claus]";
+ mes "You're so good!";
+ next;
+ mes "[Santa Claus]";
+ mes "Now this gift is for you.";
+ mes "Put your hand into the bag and pick only one.";
+ set .@SantaCardPrize, rand(1,12);
+ next;
+ if (.@SantaCardPrize == 1) {
+ getitem 12354,2;
+ }
+ else if (.@SantaCardPrize == 2) {
+ getitem 595,3;
+ }
+ else if (.@SantaCardPrize == 3) {
+ getitem 593,3;
+ }
+ else if (.@SantaCardPrize == 4) {
+ getitem 12236,3;
+ }
+ else if (.@SantaCardPrize == 5) {
+ getitem 538,10;
+ }
+ else if (.@SantaCardPrize == 6) {
+ getitem 14546,10;
+ }
+ else if (.@SantaCardPrize == 7) {
+ getitem 5136,1;
+ }
+ else if (.@SantaCardPrize == 8) {
+ getitem 603,1;
+ }
+ else if (.@SantaCardPrize == 9) {
+ getitem 12130,1;
+ }
+ else if (.@SantaCardPrize == 10) {
+ getitem 14550,10;
+ }
+ else if (.@SantaCardPrize == 11) {
+ getitem 12132,3;
+ }
+ else if (.@SantaCardPrize == 12) {
+ getitem 594,3;
+ }
+ set SantaCardTime,gettimetick(2)+3600;
+ mes "[Santa Claus]";
+ mes "Good job! Thanks for playing the card game with me!";
+ mes "Merry Christmas!";
+ close;
+ }
+
+ case 4:
+ mes "[Santa Claus]";
+ mes "Do you mean that ever so fashionable costume for Santa's and youngsters!?!";
+ mes "Light-weight, fashionable, and keeps you warm!";
+ next;
+ mes "[Santa Claus]";
+ mes "There used to be designer who visited my house to make my Santa costumes.";
+ mes "Do you have any ideas?";
+ close;
+
+ case 5:
+ mes "[Santa Claus]";
+ mes "........................";
+ next;
+ mes "[Santa Claus]";
+ mes "........................";
+ if (Sex) {
+ mes "Oh! Poor boy...";
+ }else{
+ mes "Oh! Poor girl...";
+ }
+ next;
+ mes "[Santa Claus]";
+ mes "........................";
+ if (Sex) {
+ mes "Oh! Poor boy...";
+ }else{
+ mes "Oh! Poor girl...";
+ }
+ mes "...";
+ next;
+ mes "[Santa Claus]";
+ mes "You should open your heart to the spirit of Christmas!";
+ mes "Once you do, I know you'll be able to think of something.";
+ close;
+ }
+}
+
+payon,171,109,4 duplicate(08santa) Santa Claus#0801 718
+prontera,156,285,4 duplicate(08santa) Santa Claus#0802 718
+alberta,117,66,4 duplicate(08santa) Santa Claus#0803 718
+geffen,119,70,4 duplicate(08santa) Santa Claus#0804 718
+morocc,158,104,4 duplicate(08santa) Santa Claus#0805 718
+
+
+// ============= Louise Kim - Santa Suit ===============
+// =====================================================
+xmas_in,89,92,4 script Louise Kim#iROxmas08 714,{
+ mes "[Louise Kim]";
+ mes "I always thought about how boring Santa Claus is wearing a too boring costume.";
+ mes "Too boring!";
+ next;
+ mes "[Louise Kim]";
+ mes "I could make a glamorous style for him!";
+ next;
+ mes "[Louise Kim]";
+ mes "I once made a costume for the notorious figure Antonio!";
+ mes "The reason catching up to him is so hard, is that his clothes have been given strong power!";
+ mes "I blessed them with good luck!";
+ next;
+ emotion 3;
+ mes "[Louise Kim]";
+ mes "Preta Porter!!";
+ mes "Which is quite luxurious but sold at good price ~";
+ next;
+ mes "[Louise Kim]";
+ mes "Hey loosers!";
+ mes "You can share my sense of fashion and wear my look if you run a light mission for me.";
+ next;
+ mes "[Louise Kim]";
+ mes "Are you interested?";
+ next;
+ if (select("Nope.:Yes, please.") == 1) {
+ mes "[Louise Kim]";
+ mes "Ah!";
+ mes "You're silly! You lost your big chance!";
+ next;
+ emotion 18;
+ mes "[Louise Kim]";
+ mes "Come to me later if you want to get the mission.";
+ mes "I, Louise Kim, am generous enough to accept you next time.";
+ close;
+ }
+ mes "[Louise Kim]";
+ mes "You're so cool.";
+ next;
+ mes "[Louise Kim]";
+ mes "Don't worry about this mission.";
+ mes "It's not that difficult.";
+ mes "I'm only in need of some materials. Things that are beyond my ability...";
+ next;
+ mes "[Louise Kim]";
+ mes "Anyway, can you bring me some stuff?";
+ next;
+ if (select("Why not? What do you need?:Sorry, no time.") == 2) {
+ emotion 18;
+ mes "[Louise Kim]";
+ mes "What?";
+ mes "You will definitely regret it.";
+ mes "No more chances later.";
+ close;
+ }
+ mes "[Louise Kim]";
+ mes "All right, you're cool!!";
+ mes "You need to bring me: ^0000FFCotton Shirt, 3 Red Potion, Holy Water, 4 Wrapping Paper, Wrapping Lace^000000.";
+ next;
+ mes "[Louise Kim]";
+ mes "If you bring me all that stuff, I can make you a glamorous Santa costume.";
+ next;
+ if (countitem(2301) < 1 || countitem(501) < 3 || countitem(523) < 1 || countitem(7175) < 4 || countitem(7174) < 1) {
+ mes "[Louise Kim]";
+ mes "If you were to bring me all the stuff, I would make you a wonderful costume, for free...";
+ next;
+ emotion 3;
+ mes "[Louise Kim]";
+ mes "Please see me again if you are interested.";
+ close;
+ }else{
+ select("Here you are.");
+ emotion 33;
+ mes "[Louise Kim]";
+ mes "Oh! Good!";
+ mes "Let's not delay.";
+ mes "I will show you my limitless ability.";
+ next;
+ mes "-She pours everything in a pot-";
+ mes "-even the shirt goes in!-";
+ mes "-She takes it out with skill-";
+ mes "-and many blessings she sings.-";
+ next;
+ specialeffect EF_BLESSING;
+ emotion 2;
+ mes "[Louise Kim]";
+ mes "By artist, Louise Kim!";
+ mes "All over the world will be blessed tonight!";
+ next;
+ mes "-Pour red potion in another pot-";
+ mes "-then stir all of its parts.-";
+ mes "-Put the cotton shirts in-";
+ mes "-and dye it for grateful hearts.-";
+ mes "-Thread by thread-";
+ mes "-String by string-";
+ mes "-Count your blessings and sing!-";
+ next;
+ specialeffect EF_GLORIA;
+ emotion 2;
+ mes "[Louise Kim]";
+ mes "By artist, Louise Kim!";
+ mes "All over the world will be blessed tonight!";
+ next;
+ mes "-She is knitting clothes-";
+ mes "-with a hooked needle-";
+ mes "-with her great skill.-";
+ mes "-Spread your blessings,-";
+ mes "-cheer and goodwill!-";
+ next;
+ specialeffect EF_BENEDICTIO;
+ emotion 3;
+ mes "[Louise Kim]";
+ mes "This is miraculous!";
+ mes "I am a genius of the world.";
+ mes "Artist, Louise Kim!!!";
+ next;
+ mes "[Louise Kim]";
+ mes "All right! Isn't it wonderful?";
+ mes "You can call it what you wish.";
+ mes "My fashion is radiant.";
+ mes "I ain't envious of Designer Pierre.";
+ next;
+ emotion 18;
+ mes "[Louise Kim]";
+ mes "I am supposed to get paid well, however I will just let it be free, since this is Christmas!";
+ next;
+ delitem 2301,1;
+ delitem 501,3;
+ delitem 523,1;
+ delitem 7175,4;
+ delitem 7174,1;
+ getitem 12132,1;
+ mes "[Louise Kim]";
+ mes "Go brag about these wonderful clothes. There wouldn't be any without me, Louise Kim.";
+ close;
+ }
+}
+
+//XMAS MOBS
+prt_fild00,0,0,0,0 monster Christmas Jakk 1244,5,0,0,0
+prt_fild00,0,0,0,0 monster Christmas Goblin 1245,5,0,0,0
+prt_fild00,0,0,0,0 monster Christmas Cookie 1246,5,0,0,0
+prt_fild00,0,0,0,0 monster Antonio 1247,1,0,0,0
+
+prt_fild01,0,0,0,0 monster Christmas Jakk 1244,5,0,0,0
+prt_fild01,0,0,0,0 monster Christmas Goblin 1245,5,0,0,0
+prt_fild01,0,0,0,0 monster Christmas Cookie 1246,5,0,0,0
+prt_fild01,0,0,0,0 monster Antonio 1247,1,0,0,0
+
+prt_fild02,0,0,0,0 monster Christmas Jakk 1244,5,0,0,0
+prt_fild02,0,0,0,0 monster Christmas Goblin 1245,5,0,0,0
+prt_fild02,0,0,0,0 monster Christmas Cookie 1246,5,0,0,0
+prt_fild02,0,0,0,0 monster Antonio 1247,1,0,0,0
+
+prt_fild03,0,0,0,0 monster Christmas Jakk 1244,5,0,0,0
+prt_fild03,0,0,0,0 monster Christmas Goblin 1245,5,0,0,0
+prt_fild03,0,0,0,0 monster Christmas Cookie 1246,5,0,0,0
+prt_fild03,0,0,0,0 monster Antonio 1247,1,0,0,0
+
+prt_fild04,0,0,0,0 monster Christmas Jakk 1244,5,0,0,0
+prt_fild04,0,0,0,0 monster Christmas Goblin 1245,5,0,0,0
+prt_fild04,0,0,0,0 monster Christmas Cookie 1246,5,0,0,0
+prt_fild04,0,0,0,0 monster Antonio 1247,1,0,0,0
+
+prt_fild05,0,0,0,0 monster Christmas Jakk 1244,5,0,0,0
+prt_fild05,0,0,0,0 monster Christmas Goblin 1245,5,0,0,0
+prt_fild05,0,0,0,0 monster Christmas Cookie 1246,5,0,0,0
+prt_fild05,0,0,0,0 monster Antonio 1247,1,0,0,0
+
+prt_fild06,0,0,0,0 monster Christmas Jakk 1244,5,0,0,0
+prt_fild06,0,0,0,0 monster Christmas Goblin 1245,5,0,0,0
+prt_fild06,0,0,0,0 monster Christmas Cookie 1246,5,0,0,0
+prt_fild06,0,0,0,0 monster Antonio 1247,1,0,0,0
+
+prt_fild07,0,0,0,0 monster Christmas Jakk 1244,5,0,0,0
+prt_fild07,0,0,0,0 monster Christmas Goblin 1245,5,0,0,0
+prt_fild07,0,0,0,0 monster Christmas Cookie 1246,5,0,0,0
+prt_fild07,0,0,0,0 monster Antonio 1247,1,0,0,0
+
+prt_fild08,0,0,0,0 monster Christmas Jakk 1244,5,0,0,0
+prt_fild08,0,0,0,0 monster Christmas Goblin 1245,5,0,0,0
+prt_fild08,0,0,0,0 monster Christmas Cookie 1246,5,0,0,0
+prt_fild08,0,0,0,0 monster Antonio 1247,1,0,0,0
+
+prt_fild09,0,0,0,0 monster Christmas Jakk 1244,5,0,0,0
+prt_fild09,0,0,0,0 monster Christmas Goblin 1245,5,0,0,0
+prt_fild09,0,0,0,0 monster Christmas Cookie 1246,5,0,0,0
+prt_fild09,0,0,0,0 monster Antonio 1247,1,0,0,0
+
+prt_fild10,0,0,0,0 monster Christmas Jakk 1244,5,0,0,0
+prt_fild10,0,0,0,0 monster Christmas Goblin 1245,5,0,0,0
+prt_fild10,0,0,0,0 monster Christmas Cookie 1246,5,0,0,0
+prt_fild10,0,0,0,0 monster Antonio 1247,1,0,0,0
+
+prt_fild11,0,0,0,0 monster Christmas Jakk 1244,5,0,0,0
+prt_fild11,0,0,0,0 monster Christmas Goblin 1245,5,0,0,0
+prt_fild11,0,0,0,0 monster Christmas Cookie 1246,5,0,0,0
+prt_fild11,0,0,0,0 monster Antonio 1247,1,0,0,0
+
+pay_fild01,0,0,0,0 monster Christmas Jakk 1244,5,0,0,0
+pay_fild01,0,0,0,0 monster Christmas Goblin 1245,5,0,0,0
+pay_fild01,0,0,0,0 monster Christmas Cookie 1246,5,0,0,0
+pay_fild01,0,0,0,0 monster Antonio 1247,1,0,0,0
+
+pay_fild02,0,0,0,0 monster Christmas Jakk 1244,5,0,0,0
+pay_fild02,0,0,0,0 monster Christmas Goblin 1245,5,0,0,0
+pay_fild02,0,0,0,0 monster Christmas Cookie 1246,5,0,0,0
+pay_fild02,0,0,0,0 monster Antonio 1247,1,0,0,0
+
+pay_fild03,0,0,0,0 monster Christmas Jakk 1244,5,0,0,0
+pay_fild03,0,0,0,0 monster Christmas Goblin 1245,5,0,0,0
+pay_fild03,0,0,0,0 monster Christmas Cookie 1246,5,0,0,0
+pay_fild03,0,0,0,0 monster Antonio 1247,1,0,0,0
+
+pay_fild04,0,0,0,0 monster Christmas Jakk 1244,5,0,0,0
+pay_fild04,0,0,0,0 monster Christmas Goblin 1245,5,0,0,0
+pay_fild04,0,0,0,0 monster Christmas Cookie 1246,5,0,0,0
+pay_fild04,0,0,0,0 monster Antonio 1247,1,0,0,0
+
+pay_fild05,0,0,0,0 monster Christmas Jakk 1244,5,0,0,0
+pay_fild05,0,0,0,0 monster Christmas Goblin 1245,5,0,0,0
+pay_fild05,0,0,0,0 monster Christmas Cookie 1246,5,0,0,0
+pay_fild05,0,0,0,0 monster Antonio 1247,1,0,0,0
+
+pay_fild06,0,0,0,0 monster Christmas Jakk 1244,5,0,0,0
+pay_fild06,0,0,0,0 monster Christmas Goblin 1245,5,0,0,0
+pay_fild06,0,0,0,0 monster Christmas Cookie 1246,5,0,0,0
+pay_fild06,0,0,0,0 monster Antonio 1247,1,0,0,0
+
+pay_fild07,0,0,0,0 monster Christmas Jakk 1244,5,0,0,0
+pay_fild07,0,0,0,0 monster Christmas Goblin 1245,5,0,0,0
+pay_fild07,0,0,0,0 monster Christmas Cookie 1246,5,0,0,0
+pay_fild07,0,0,0,0 monster Antonio 1247,1,0,0,0
+
+pay_fild08,0,0,0,0 monster Christmas Jakk 1244,5,0,0,0
+pay_fild08,0,0,0,0 monster Christmas Goblin 1245,5,0,0,0
+pay_fild08,0,0,0,0 monster Christmas Cookie 1246,5,0,0,0
+pay_fild08,0,0,0,0 monster Antonio 1247,1,0,0,0
+
+pay_fild09,0,0,0,0 monster Christmas Jakk 1244,5,0,0,0
+pay_fild09,0,0,0,0 monster Christmas Goblin 1245,5,0,0,0
+pay_fild09,0,0,0,0 monster Christmas Cookie 1246,5,0,0,0
+pay_fild09,0,0,0,0 monster Antonio 1247,1,0,0,0
+
+pay_fild10,0,0,0,0 monster Christmas Jakk 1244,5,0,0,0
+pay_fild10,0,0,0,0 monster Christmas Goblin 1245,5,0,0,0
+pay_fild10,0,0,0,0 monster Christmas Cookie 1246,5,0,0,0
+pay_fild10,0,0,0,0 monster Antonio 1247,1,0,0,0
+
+pay_fild11,0,0,0,0 monster Christmas Jakk 1244,5,0,0,0
+pay_fild11,0,0,0,0 monster Christmas Goblin 1245,5,0,0,0
+pay_fild11,0,0,0,0 monster Christmas Cookie 1246,5,0,0,0
+pay_fild11,0,0,0,0 monster Antonio 1247,1,0,0,0
+
+gef_fild00,0,0,0,0 monster Christmas Jakk 1244,5,0,0,0
+gef_fild00,0,0,0,0 monster Christmas Goblin 1245,5,0,0,0
+gef_fild00,0,0,0,0 monster Christmas Cookie 1246,5,0,0,0
+gef_fild00,0,0,0,0 monster Antonio 1247,1,0,0,0
+
+gef_fild01,0,0,0,0 monster Christmas Jakk 1244,5,0,0,0
+gef_fild01,0,0,0,0 monster Christmas Goblin 1245,5,0,0,0
+gef_fild01,0,0,0,0 monster Christmas Cookie 1246,5,0,0,0
+gef_fild01,0,0,0,0 monster Antonio 1247,1,0,0,0
+
+gef_fild02,0,0,0,0 monster Christmas Jakk 1244,5,0,0,0
+gef_fild02,0,0,0,0 monster Christmas Goblin 1245,5,0,0,0
+gef_fild02,0,0,0,0 monster Christmas Cookie 1246,5,0,0,0
+gef_fild02,0,0,0,0 monster Antonio 1247,1,0,0,0
+
+gef_fild03,0,0,0,0 monster Christmas Jakk 1244,5,0,0,0
+gef_fild03,0,0,0,0 monster Christmas Goblin 1245,5,0,0,0
+gef_fild03,0,0,0,0 monster Christmas Cookie 1246,5,0,0,0
+gef_fild03,0,0,0,0 monster Antonio 1247,1,0,0,0
+
+gef_fild04,0,0,0,0 monster Christmas Jakk 1244,5,0,0,0
+gef_fild04,0,0,0,0 monster Christmas Goblin 1245,5,0,0,0
+gef_fild04,0,0,0,0 monster Christmas Cookie 1246,5,0,0,0
+gef_fild04,0,0,0,0 monster Antonio 1247,1,0,0,0
+
+gef_fild05,0,0,0,0 monster Christmas Jakk 1244,5,0,0,0
+gef_fild05,0,0,0,0 monster Christmas Goblin 1245,5,0,0,0
+gef_fild05,0,0,0,0 monster Christmas Cookie 1246,5,0,0,0
+gef_fild05,0,0,0,0 monster Antonio 1247,1,0,0,0
+
+gef_fild06,0,0,0,0 monster Christmas Jakk 1244,5,0,0,0
+gef_fild06,0,0,0,0 monster Christmas Goblin 1245,5,0,0,0
+gef_fild06,0,0,0,0 monster Christmas Cookie 1246,5,0,0,0
+gef_fild06,0,0,0,0 monster Antonio 1247,1,0,0,0
+
+gef_fild07,0,0,0,0 monster Christmas Jakk 1244,5,0,0,0
+gef_fild07,0,0,0,0 monster Christmas Goblin 1245,5,0,0,0
+gef_fild07,0,0,0,0 monster Christmas Cookie 1246,5,0,0,0
+gef_fild07,0,0,0,0 monster Antonio 1247,1,0,0,0
+
+gef_fild08,0,0,0,0 monster Christmas Jakk 1244,5,0,0,0
+gef_fild08,0,0,0,0 monster Christmas Goblin 1245,5,0,0,0
+gef_fild08,0,0,0,0 monster Christmas Cookie 1246,5,0,0,0
+gef_fild08,0,0,0,0 monster Antonio 1247,1,0,0,0
+
+gef_fild09,0,0,0,0 monster Christmas Jakk 1244,5,0,0,0
+gef_fild09,0,0,0,0 monster Christmas Goblin 1245,5,0,0,0
+gef_fild09,0,0,0,0 monster Christmas Cookie 1246,5,0,0,0
+gef_fild09,0,0,0,0 monster Antonio 1247,1,0,0,0
+
+gef_fild10,0,0,0,0 monster Christmas Jakk 1244,5,0,0,0
+gef_fild10,0,0,0,0 monster Christmas Goblin 1245,5,0,0,0
+gef_fild10,0,0,0,0 monster Christmas Cookie 1246,5,0,0,0
+gef_fild10,0,0,0,0 monster Antonio 1247,1,0,0,0
+
+gef_fild11,0,0,0,0 monster Christmas Jakk 1244,5,0,0,0
+gef_fild11,0,0,0,0 monster Christmas Goblin 1245,5,0,0,0
+gef_fild11,0,0,0,0 monster Christmas Cookie 1246,5,0,0,0
+gef_fild11,0,0,0,0 monster Antonio 1247,1,0,0,0
+
+gef_fild12,0,0,0,0 monster Christmas Jakk 1244,5,0,0,0
+gef_fild12,0,0,0,0 monster Christmas Goblin 1245,5,0,0,0
+gef_fild12,0,0,0,0 monster Christmas Cookie 1246,5,0,0,0
+gef_fild12,0,0,0,0 monster Antonio 1247,1,0,0,0
+
+gef_fild13,0,0,0,0 monster Christmas Jakk 1244,5,0,0,0
+gef_fild13,0,0,0,0 monster Christmas Goblin 1245,5,0,0,0
+gef_fild13,0,0,0,0 monster Christmas Cookie 1246,5,0,0,0
+gef_fild13,0,0,0,0 monster Antonio 1247,1,0,0,0
+
+gef_fild14,0,0,0,0 monster Christmas Jakk 1244,5,0,0,0
+gef_fild14,0,0,0,0 monster Christmas Goblin 1245,5,0,0,0
+gef_fild14,0,0,0,0 monster Christmas Cookie 1246,5,0,0,0
+gef_fild14,0,0,0,0 monster Antonio 1247,1,0,0,0
+
+xmas_fild01,0,0,0,0 monster Christmas Jakk 1244,5,0,0,0
+xmas_fild01,0,0,0,0 monster Christmas Goblin 1245,5,0,0,0
+xmas_fild01,0,0,0,0 monster Christmas Cookie 1246,5,0,0,0
+xmas_fild01,0,0,0,0 monster Antonio 1247,1,0,0,0
diff --git a/npc/pre-re/events/dumplingfestival.txt b/npc/pre-re/events/dumplingfestival.txt
new file mode 100644
index 000000000..78d7e9e56
--- /dev/null
+++ b/npc/pre-re/events/dumplingfestival.txt
@@ -0,0 +1,111 @@
+//===== rAthena Script =======================================
+//= Imitation of Dumpling Festival
+//===== By ===================================================
+//= Massdriller
+//===== Version ==============================================
+//= 1.01
+//===== Compatible With ======================================
+//= rAthena 0.52+
+//===== Description ==========================================
+//= A complete redering of the Dumpling Festival.
+//===== Comments =============================================
+//= Ver 1.0- Duplicate of MRO's Dumpling Event
+//= 1.01 fixed bugs [Lupus]
+//============================================================
+
+payon,93,81,4 script Exorcist Master Fahae 834,{
+
+ mes "[Exorcist Master Fahae]";
+ mes "Greetings young warrior, I'm the Exorcist Master Fahae.";
+ mes "I have been tracking the elusive Bacsojin for some time.";
+ next;
+ mes "[Exorcist Master Fahae]";
+ mes "I feel it is time I let another warrior try to complete";
+ mes "my quest. I have some items to assist you in my quest.";
+ next;
+ menu "I wish to buy",-, "No thanks",M_FIN;
+
+ mes "[Exorcist Master Fahae]";
+ mes "I have 2 items which might become useful to you.";
+ next;
+ menu "Realgar Wine",-, "Exorcize Herb",M_HERB;
+
+ mes "[Exorcist Master Fahae]";
+ mes "How many do you require?";
+ mes "You may only buy 5 at one time.";
+ mes "Each costs 20000z.";
+ mes "(Type in 0 to cancel)";
+ next;
+ input @input;
+ if(@input==0) close;
+ if(@input>5) goto L_SORRY;
+ if(Zeny< @input*20000) goto L_NOZENY;
+ set Zeny,Zeny-20000*@input;
+ getitem 682,@input;
+ mes "[Exorcist Master Fahae]";
+ mes "Here you go, I hope you may succeed in my quest.";
+ close;
+
+L_SORRY:
+ mes "[Exorcist Master Fahae]";
+ mes "You must not be stingy, it is the path of God to be honest.";
+ close;
+
+M_FIN:
+ mes "[Exorcist Master Fahae]";
+ mes "The path of fully venquishing evil is far, help me in the way of God.";
+ close;
+
+M_HERB:
+ mes "[Exorcist Master Fahae]";
+ mes "How many do you require?";
+ mes "You may only buy 5 at one time.";
+ mes "Each costs 10000z.";
+ mes "(Type in 0 to cancel)";
+ next;
+ input @input;
+ if(@input==0) close;
+ if(@input>5) goto L_SORRY;
+ if(Zeny< @input*10000) goto L_NOZENY;
+ set Zeny,Zeny-10000*@input;
+ getitem 683,@input;
+ mes "[Exorcist Master Fahae]";
+ mes "Here you go, I hope you may succeed in my quest.";
+ close;
+
+L_NOZENY:
+ mes "[Exorcist Master Fahae]";
+ mes "Money doesn't bring joy to everyone, but we need it to support the temple and myself. Please, try to kill some monsters and take their drops.";
+ close;
+}
+
+//////////////////////////////////////////////
+// Monster Spawning /\Secial only for event.//
+//////////////////////////////////////////////
+
+// ~Dumpling~
+gef_fild00,0,0,0,0 monster Dumpling 1520,20,60000,66000
+gef_fild07,0,0,0,0 monster Dumpling 1520,20,60000,66000
+gef_fild04,0,0,0,0 monster Dumpling 1520,20,60000,66000
+gef_fild00,0,0,0,0 monster Dumpling 1520,20,60000,66000
+prt_fild06,0,0,0,0 monster Dumpling 1520,20,60000,66000
+prt_fild01,0,0,0,0 monster Dumpling 1520,20,60000,66000
+prt_fild05,0,0,0,0 monster Dumpling 1520,20,60000,66000
+prt_fild08,0,0,0,0 monster Dumpling 1520,20,60000,66000
+pay_fild04,0,0,0,0 monster Dumpling 1520,20,60000,66000
+moc_fild02,0,0,0,0 monster Dumpling 1520,20,60000,66000
+pay_fild01,0,0,0,0 monster Dumpling 1520,20,60000,66000
+pay_fild07,0,0,0,0 monster Dumpling 1520,20,60000,66000
+moc_fild03,0,0,0,0 monster Dumpling 1520,20,60000,66000
+pay_fild06,0,0,0,0 monster Dumpling 1520,20,60000,66000
+pay_fild05,0,0,0,0 monster Dumpling 1520,20,60000,66000
+pay_fild02,0,0,0,0 monster Dumpling 1520,20,60000,66000
+pay_fild09,0,0,0,0 monster Dumpling 1520,20,60000,66000
+
+// ~Bacsojin~
+moc_fild03,0,0,0,0 monster Bacsojin 1518,1,60000,66000
+
+// ~Chung E~
+moc_fild03,0,0,0,0 monster Chung E 1519,1,60000,66000
+moc_fild13,0,0,0,0 monster Chung E 1519,1,60000,66000
+pay_fild01,0,0,0,0 monster Chung E 1519,1,60000,66000
diff --git a/npc/pre-re/events/easter_2008.txt b/npc/pre-re/events/easter_2008.txt
new file mode 100644
index 000000000..026d2a3d2
--- /dev/null
+++ b/npc/pre-re/events/easter_2008.txt
@@ -0,0 +1,837 @@
+//===== rAthena Script =======================================
+//= Easter Event (2008)
+//===== By: ==================================================
+//= Kisuka
+//===== Current Version: =====================================
+//= 1.1
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= iRO Easter Event. (2008)
+//= Create Holy Eggs
+//= Help a suspicious man.
+//===== Additional Comments: =================================
+//= 1.0 First version. [Kisuka]
+//= 1.1 Corrected a small bug. [L0ne_W0lf]
+//============================================================
+
+// Prontera
+prontera,111,99,5 script Egg Salesman#prt::EggVendor 98,{
+ mes "[Egg Salesman]";
+ mes "^FF0000Chicken Eggs^000000! Come and";
+ mes "buy as many Chicken Eggs";
+ mes "as you want, whenever you";
+ mes "want! Hey buddy, you wanna";
+ mes "take a look at the Chicken";
+ mes "Eggs that I'm selling?";
+ next;
+ while(1) {
+ switch(select("What are you doing?:Why Chicken Eggs?:Sure, I'll buy some.:Never mind.")) {
+ case 1:
+ mes "[Egg Salesman]";
+ mes "What am I--? I'm";
+ mes "selling Chicken Eggs!";
+ mes "For this special event";
+ mes "period, I'm selling as many";
+ mes "Chicken Eggs as you could";
+ mes "want for only 500 zeny each!";
+ next;
+ mes "[Egg Salesman]";
+ mes "Boys, girls, friends,";
+ mes "family, old people, young";
+ mes "people, um, maybe not most";
+ mes "vegetarians or raw foodists,";
+ mes "but almost everyone likes eggs!";
+ next;
+ mes "[Egg Salesman]";
+ mes "Can you imagine a world";
+ mes "without eggs? There'd be";
+ mes "no bread, pastries, cake";
+ mes "or frosting... Ice cream";
+ mes "would be a lot runnier...";
+ mes "Pranks wouldn't be as fun...";
+ next;
+ break;
+ case 2:
+ mes "[Egg Salesman]";
+ mes "I'm not really sure why, but";
+ mes "Chicken Eggs are popular";
+ mes "around this time of year.";
+ mes "They're hot items right";
+ mes "now, and I aim to cash in!";
+ next;
+ break;
+ case 3:
+ mes "[Egg Salesman]";
+ mes "Great! How many do you";
+ mes "want? Remember that each";
+ mes "Chicken Egg is 500 zeny.";
+ mes "Remember that you won't";
+ mes "always be able to buy";
+ mes "Chicken Eggs so easily!";
+ next;
+ while(1) {
+ input .@input;
+ if (.@input == 0) {
+ mes "[Egg Salesman]";
+ mes "Hey, if you're not";
+ mes "going to buy anything,";
+ mes "then would you mind getting";
+ mes "out of the way so I can";
+ mes "help out my customers?";
+ close;
+ }
+ else if (.@input < 0 || .@input > 1000) {
+ mes "[Egg Salesman]";
+ mes "Hey, you mind giving";
+ mes "me a real number? I also";
+ mes "can't sell you more than";
+ mes "1,000 Chicken Eggs at a time,";
+ mes "you know. C'mon, tell me how";
+ mes "many you want for real now.";
+ next;
+ }
+ else {
+ set .@egg_zeny,.@input*500;
+ if (zeny < .@egg_zeny) {
+ mes "[Egg Salesman]";
+ mes "You don't have enough Zeny.";
+ next;
+ mes "[Egg Salesman]";
+ mes "No discount, go and get enough Zeny.";
+ close;
+ }
+ else {
+ if (checkweight(7605,.@input) == 0) {
+ mes "[Egg Salesman]";
+ mes "Hey, I know you really";
+ mes "want to buy some Chicken";
+ mes "Eggs, but you won't be able";
+ mes "to carry that much now. Why";
+ mes "don't you free up some";
+ mes "Inventory space first?.";
+ close;
+ }
+ else {
+ mes "[Egg Salesman]";
+ mes "Here's your Chicken Eggs!";
+ mes "I guess there's some festival";
+ mes "happening where you'll need";
+ mes "them, but I don't know anything";
+ mes "about that. Well, have a good";
+ mes "time, and I'll see you again!";
+ set zeny,zeny-.@egg_zeny;
+ getitem 7605,.@input; //Chicken_Egg
+ close;
+ }
+ }
+ }
+ }
+ case 4:
+ mes "[Egg Salesman]";
+ mes "Not interested in buying";
+ mes "Chicken Eggs, huh? Well,";
+ mes "word's going around that";
+ mes "there's some kind of festival";
+ mes "where they'll come in handy...";
+ mes "Can you really pass this up?";
+ close;
+ }
+ }
+}
+
+prontera,113,98,0 script Dowdy Matron#prt::EggMatron 701,{
+ mes "[Dowdy Matron]";
+ mes "This festival is going";
+ mes "to be so much fun! Ooh!";
+ mes "I should buy some Chicken";
+ mes "Eggs to make some decorations.";
+ next;
+ mes "[Dowdy Matron]";
+ mes "Speaking of which,";
+ mes "I've heard the nun that";
+ mes "can make Holy Eggs is back";
+ mes "in Prontera. Though, I think";
+ mes "she's using Chicken Eggs rather";
+ mes "than regular Eggs to make them.";
+ close;
+}
+
+prontera,108,96,5 script Cantankerous Geezer#prt::EggGeezer 709,{
+ mes "[Cantankerous Geezer]";
+ mes ".Hey, do you know how";
+ mes "Chicken Eggs got to be so";
+ mes "expensive? I mean, 500 zeny";
+ mes "is a lot! I think it's because";
+ mes "some guy in Morroc is trying";
+ mes "to amass a ton of Holy Eggs!";
+ next;
+ mes "[Cantankerous Geezer]";
+ mes "I don't know what he's";
+ mes "offering for those Holy";
+ mes "Eggs, but adventurers are";
+ mes "coming to him with Holy Eggs";
+ mes "in droves. I wonder what he's";
+ mes "giving to them in return?";
+ close2;
+ if (easter2008 < 1) {
+ set easter2008,1;
+ }
+ end;
+}
+
+// Payon
+payon,172,173,5 duplicate(EggVendor) Egg Salesman#pay 98
+payon,175,171,1 duplicate(EggMatron) Dowdy Matron#pay 701
+payon,170,171,5 duplicate(EggGeezer) Cantankerous Geezer#pay 709
+
+// Geffen
+geffen,136,64,5 duplicate(EggVendor) Egg Salesman#gef 98
+geffen,138,63,1 duplicate(EggMatron) Dowdy Matron#gef 701
+geffen,133,63,5 duplicate(EggGeezer) Cantankerous Geezer#gef 709
+
+// Al De Baran
+aldebaran,133,119,5 duplicate(EggVendor) Egg Salesman#alde 98
+aldebaran,135,117,1 duplicate(EggMatron) Dowdy Matron#ald 701
+aldebaran,132,116,5 duplicate(EggGeezer) Cantankerous Geezer#ald 709
+
+// Alberta
+alberta,90,55,5 duplicate(EggVendor) Egg Salesman#alb 98
+alberta,92,53,1 duplicate(EggMatron) Dowdy Matron#alb 701
+alberta,88,52,5 duplicate(EggGeezer) Cantankerous Geezer#alb 709
+
+// Create Holy Eggs
+prontera,230,312,3 script Nerlen#es07 79,{
+ mes "[Nerlen]";
+ mes "Hello! If you'd like,";
+ mes "I can take your Chicken";
+ mes "Eggs and transform them";
+ mes "into Holy Eggs. It's something";
+ mes "I do for others in celebration";
+ mes "of this holy season.";
+ next;
+ mes "[Nerlen]";
+ mes "Holy Eggs represent";
+ mes "rebirth and, fittingly,";
+ mes "can be used to restore";
+ mes "life to your friends.";
+ mes "Would you like me to";
+ mes "make some for you?";
+ next;
+ switch(select("What do I need to make Holy Eggs?:I want to make Holy Eggs.:Maybe next time.")) {
+ case 1:
+ mes "[Nerlen]";
+ mes "For each Holy Egg";
+ mes "that you want me to";
+ mes "make, you will need";
+ mes "to bring me...";
+ next;
+ mes "[Nerlen]";
+ mes "^4D4DFF1 White Herb^000000,";
+ mes "^4D4DFF1 Green Herb^000000,";
+ mes "^4D4DFF1 Yellow Herb^000000,";
+ mes "^4D4DFF1 Holy Water^000000, and";
+ mes "^4D4DFF1 Chicken Egg^000000.";
+ close;
+ case 2:
+ mes "[Nerlen]";
+ mes "Alright, how many";
+ mes "Holy Eggs would you";
+ mes "like me to make you?";
+ mes "I can only make up to";
+ mes "10 Holy Eggs at a time.";
+ mes "Enter ''0'' to cancel.";
+ next;
+ while(1) {
+ input .@input;
+ if (.@input == 0) {
+ mes "[Nerlen]";
+ mes "Oh, you changed your";
+ mes "mind? Feel free to visit me";
+ mes "whenever you want me to";
+ mes "make you some Holy Eggs~";
+ close;
+ }
+ else if (.@input < 0 || .@input > 10) {
+ mes "[Nerlen]";
+ mes "I'm sorry, but I can only";
+ mes "make up to 10 Holy Eggs";
+ mes "at a time. If you wanted to";
+ mes "cancel, then just enter ''0.''";
+ next;
+ }
+ else {
+ if ((countitem(509) < .@input) || (countitem(511) < .@input) || (countitem(508) < .@input) || (countitem(523) < .@input) || (countitem(7605) < .@input)) {
+ mes "[Nerlen]";
+ mes "I'm sorry, but you don't";
+ mes "have enough items to make";
+ mes "Holy Eggs. You need the";
+ mes "following for me to create";
+ mes "each Holy Egg for you.";
+ next;
+ mes "[Nerlen]";
+ mes "^4D4DFF1 White Herb^000000,";
+ mes "^4D4DFF1 Green Herb^000000,";
+ mes "^4D4DFF1 Yellow Herb^000000,";
+ mes "^4D4DFF1 Holy Water^000000, and";
+ mes "^4D4DFF1 Chicken Egg^000000.";
+ close;
+ }
+ else {
+ break;
+ }
+ }
+ }
+ if (checkweight(12019,.@input) == 0) {
+ mes "[Nerlen]";
+ mes "I'm sorry, but you";
+ mes "won't be able to carry";
+ mes "that many Holy Eggs now...";
+ mes "You'd better free up more";
+ mes "space in your Inventory first.";
+ close;
+ }
+ else {
+ delitem 509,.@input; //White_Herb
+ delitem 511,.@input; //Green_Herb
+ delitem 508,.@input; //Yellow_Herb
+ delitem 523,.@input; //Holy_Water
+ delitem 7605,.@input; //Egg
+ getitem 12019,.@input; //Holy_Egg
+ mes "[Nerlen]";
+ mes "Thank you!";
+ mes "I hope you enjoy";
+ mes "these Holy Eggs~";
+ mes "Hope you to be with God's love.";
+ close;
+ }
+ case 3:
+ mes "[Nerlen]";
+ mes "Alright, I understand.";
+ mes "May God bless you.";
+ close;
+ }
+}
+
+// Easter Quest
+morocc,131,26,5 script Secret Corps#egg 880,{
+ if (easter2008 == 1) {
+ mes "[Corps Member]";
+ mes "How are you doing?";
+ mes "Death... It's inescapable.";
+ mes "Even you'll die someday. But...";
+ next;
+ if (countitem(12019) > 0) {
+ mes "[Corps Member]";
+ mes "Oh, yes. That's it.";
+ mes "You have it. The egg you";
+ mes "hold has a secret power.";
+ mes "I think that... Yes. Someone";
+ mes "like you would understand";
+ mes "us, fit well into our group.";
+ next;
+ mes "[Corps Member]";
+ mes "Why don't";
+ mes "you... Join us?";
+ next;
+ switch(select("What for?:Um... But you're suspicious!")) {
+ case 1:
+ mes "[Corps Member]";
+ mes "I see I've caught your";
+ mes "interest! Well, if you'd";
+ mes "like to join us and learn";
+ mes "more, then why don't you";
+ mes "bring me 10 Holy Eggs?";
+ mes "That is my condition.";
+ set easter2008,2;
+ close;
+ case 2:
+ mes "[Corps Member]";
+ mes "Really? Well, I suppose";
+ mes "I can't help it. Let me";
+ mes "assure you that our";
+ mes "organization works";
+ mes "for the greater good.";
+ close;
+ }
+ }
+ else {
+ mes "[Corps Member]";
+ mes "We should all enjoy";
+ mes "life while we still can.";
+ mes "Who knows? Perhaps";
+ mes "there will be other lives";
+ mes "to live after this one.";
+ mes "Perhaps, perhaps....";
+ close;
+ }
+ }
+ else if (easter2008 == 2) {
+ mes "[Corps Member]";
+ mes "Ah, you have returned.";
+ mes "Did you still wish to";
+ mes "join our ranks? If so,";
+ mes "I hope you brought the";
+ mes "10 Holy Eggs I require.";
+ next;
+ switch(select("Give Holy Eggs:Don't Give Holy Eggs")) {
+ case 1:
+ mes "[Corps Member]";
+ mes "So you do wish to";
+ mes "join our organization.";
+ mes "First, let me check if you";
+ mes "brought the Holy Eggs...";
+ next;
+ if (countitem(12019) > 9) {
+ mes "[Corps Member]";
+ mes "Very well. In return";
+ mes "for these Holy Eggs, let";
+ mes "me give you a small present";
+ mes "for joining us. Now, I can";
+ mes "tell you about what we do.";
+ delitem 12019,10; //Holy_Egg
+ set easter2008,3;
+ getitem 644,2; //Gift_Box
+ next;
+ mes "[Corps Member]";
+ mes "^333333*Cough Cough*^000000";
+ mes "Excuse me, I've got--";
+ mes "^333333*Cough!*^000000 A... A bit of a";
+ mes "sore throat. Give me a sec...";
+ close;
+ }
+ else {
+ mes "[Corps Member]";
+ mes "Hm. You don't have enough";
+ mes "Holy Eggs to meet the condition";
+ mes "I set for you. Did you leave";
+ mes "them in your Storage?";
+ close;
+ }
+ case 2:
+ mes "[Corps Member]";
+ mes "Hm? I suppose I can't";
+ mes "blame you for being a bit";
+ mes "suspicious of us. Let me";
+ mes "assure you that ours is";
+ mes "a mission of holiness.";
+ close;
+ }
+ }
+ else if (easter2008 == 3) {
+ mes "[Corps Member]";
+ mes "We are an organization";
+ mes "that is dedicated to...";
+ mes "Resurrecting dead heroes!";
+ next;
+ mes "[Corps Member]";
+ mes "Those Holy Eggs that you've";
+ mes "brought have the power to";
+ mes "restore life to the dead.";
+ mes "In large quantities...";
+ mes "They can even revive";
+ mes "ancient fallen heroes!";
+ next;
+ mes "[Corps Member]";
+ mes "When you bring me";
+ mes "33 Holy Eggs, I will";
+ mes "enchant them so that you";
+ mes "can use them on areas where";
+ mes "ancient heroes had died.";
+ next;
+ mes "[Corps Member]";
+ mes "Go and bring me";
+ mes "33 Holy Eggs! I shall be";
+ mes "waiting here for your return...";
+ set easter2008,4;
+ close;
+ }
+ else if (easter2008 == 4) {
+ mes "[Corps Member]";
+ mes "Ah, you've returned";
+ mes "Now, did you bring me";
+ mes "33 Holy Eggs for your task?";
+ next;
+ switch(select("Give Holy Eggs:Don't Give Holy Eggs")) {
+ case 1:
+ if (countitem(12019) > 32) {
+ mes "[Corps Member]";
+ mes "Ah, these will do!";
+ mes "Now, make a note of the";
+ mes "destination I describe as";
+ mes "I infuse these Holy Eggs";
+ mes "with additional magic.";
+ next;
+ if (BaseLevel < 41) {
+ mes "[Corps Member]";
+ mes "You must go to the";
+ mes "entrance of Payon Dungeon,";
+ mes "where a nimble hero has fallen.";
+ mes "Sacrifice the Holy Eggs there,";
+ mes "and then return to me. Now...";
+ mes "Go, and bring him back to life!";
+ set easter2008,5;
+ close;
+ }
+ else if ((BaseLevel > 40) && (BaseLevel < 61)) {
+ mes "[Corps Member]";
+ mes "Go to the 3rd level of";
+ mes "Izlude dungeon... A hero.";
+ mes "that sought wisdom perished";
+ mes "at the entrance to the 4th";
+ mes "level. Sacrifice the Holy Eggs";
+ mes "there, and return him to life!";
+ set easter2008,6;
+ close;
+ }
+ else if ((BaseLevel > 60) && (BaseLevel < 81)) {
+ mes "[Corps Member]";
+ mes "Go to the abandoned mine";
+ mes "dungeon where a brave hero";
+ mes "died to protect his comrades.";
+ mes "Sacrifice the Holy Eggs as soon";
+ mes "as you get to the 3rd floor.";
+ mes "Go, and bring him back to life!";
+ set easter2008,7;
+ close;
+ }
+ else {
+ mes "[Corps Member]";
+ mes "Go to Glastheim, and";
+ mes "sacrifice the Holy Eggs";
+ mes "as soon as you enter the";
+ mes "2nd floor. A hero perished";
+ mes "there, but you shall bring";
+ mes "him back to the living!";
+ set easter2008,8;
+ close;
+ }
+ }
+ else {
+ mes "[Corps Member]";
+ mes "Hm? This isn't";
+ mes "33 Holy Eggs. Did you";
+ mes "leave some in your Storage?";
+ close;
+ }
+ case 2:
+ mes "[Corps Member]";
+ mes "Don't you understand";
+ mes "the righteousness of";
+ mes "our cause? Returning fallen";
+ mes "heroes will bring peace to";
+ mes "our lands much more quickly!";
+ close;
+ }
+ }
+ else if (easter2008 >= 5 && easter2008 <= 8) {
+ mes "[Corps Member]";
+ mes "Did you forget";
+ mes "where you must go?";
+ mes "Let me remind you";
+ mes "so that you do not";
+ mes "lose your way...";
+ next;
+ mes "[Corps Member]";
+ switch(easter2008) {
+ case 5:
+ mes "[Corps Member]";
+ mes "You must go to the";
+ mes "entrance of Payon Dungeon,";
+ mes "where a nimble hero has fallen.";
+ mes "Sacrifice the Holy Eggs there,";
+ mes "and then return to me. Now...";
+ mes "Go, and bring him back to life!";
+ close;
+ case 6:
+ mes "[Corps Member]";
+ mes "Go to the 3rd level of";
+ mes "Izlude dungeon... A hero.";
+ mes "that sought wisdom perished";
+ mes "at the entrance to the 4th";
+ mes "level. Sacrifice the Holy Eggs";
+ mes "there, and return him to life!";
+ close;
+ case 7:
+ mes "[Corps Member]";
+ mes "Go to the abandoned mine";
+ mes "dungeon where a brave hero";
+ mes "died to protect his comrades.";
+ mes "Sacrifice the Holy Eggs as soon";
+ mes "as you get to the 3rd floor.";
+ mes "Go, and bring him back to life!";
+ close;
+ case 8:
+ mes "Go to Glastheim, and";
+ mes "sacrifice the Holy Eggs";
+ mes "as soon as you enter the";
+ mes "2nd floor. A hero perished";
+ mes "there, but you shall bring";
+ mes "him back to the living!";
+ close;
+ }
+ }
+ else if (easter2008 == 9) {
+ mes "[Corps Member]";
+ mes "Ah, I hope you've come";
+ mes "back with good news.";
+ mes "So did it work?";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Actually...";
+ mes "Nothing happened....";
+ next;
+ mes "[Corps Member]";
+ mes "What? It can't be.";
+ mes "The magic... It should";
+ mes "have been powerful enough...";
+ mes "Well, it's too bad that we";
+ mes "failed. Even so, I am grateful";
+ mes "for all your help thus far...";
+ next;
+ mes "[Corps Member]";
+ mes "We'll investigate what";
+ mes "could have gone wrong,";
+ mes "and then try again next year.";
+ mes "Farewell, my friend, and I hope";
+ mes "that you'll assist us again.";
+ set easter2008,10;
+ if (BaseLevel < 41) {
+ getexp 5000,0;
+ getexp 5000,0;
+ }
+ else if ((BaseLevel > 40) && (BaseLevel < 61)) {
+ getexp 50000,0;
+ getexp 50000,0;
+ }
+ else if ((BaseLevel > 60) && (BaseLevel < 81)) {
+ getexp 500000,0;
+ }
+ else if ((BaseLevel > 80) && (BaseLevel < 99)) {
+ getexp 1000000,0;
+ }
+ else {
+ if (Upper == 2) {
+ getexp 0,10000000;
+ }
+ else {
+ getexp 2000000,0;
+ }
+ }
+ close;
+ }
+ else {
+ mes "[Corps Member]";
+ mes "Shh! Tell no one";
+ mes "that I am here.";
+ close;
+ }
+}
+
+pay_dun00,22,127,0 script Trace#egg1 844,{
+ if (easter2008 == 5) {
+ mes "[" + strcharinfo(0) + "]";
+ mes "Well...";
+ mes "This is the place";
+ mes "the Corps Member";
+ mes "wanted me to find...";
+ mes "Time to use all of";
+ mes "these Holy Eggs.";
+ next;
+ if (countitem(12019) > 32) {
+ mes "[" + strcharinfo(0) + "]";
+ mes "Here we go...";
+ mes "Will this really bring";
+ mes "this ancient hero";
+ mes "back to life? I'm...";
+ mes "I'm kind of scared!";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "...............................";
+ mes "...............................";
+ mes "...............................";
+ mes "...............................";
+ mes "...............................";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "^333333*Whew!*^000000 Nothing happened!";
+ mes "I guess I better go back to";
+ mes "that Corps Member and let";
+ mes "him know that it didn't work.";
+ close2;
+ delitem 12019,33; //Holy_Egg
+ set easter2008,9;
+ end;
+ }
+ else {
+ mes "[" + strcharinfo(0) + "]";
+ mes "Huh? Where did I put";
+ mes "those 33 Holy Eggs";
+ mes "that I needed for this?";
+ close;
+ }
+ }
+ else {
+ mes "[" + strcharinfo(0) + "]";
+ mes "There was something";
+ mes "here, but I can't tell";
+ mes "for sure what it was...";
+ close;
+ }
+}
+
+iz_dun02,340,346,0 script Trace#egg 844,{
+ if (easter2008 == 6) {
+ mes "[" + strcharinfo(0) + "]";
+ mes "Well...";
+ mes "This is the place";
+ mes "the Corps Member";
+ mes "wanted me to find...";
+ mes "Time to use all of";
+ mes "these Holy Eggs.";
+ next;
+ if (countitem(12019) > 32) {
+ mes "[" + strcharinfo(0) + "]";
+ mes "Here we go...";
+ mes "Will this really bring";
+ mes "this ancient hero";
+ mes "back to life? I'm...";
+ mes "I'm kind of scared!";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "...............................";
+ mes "...............................";
+ mes "...............................";
+ mes "...............................";
+ mes "...............................";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "^333333*Whew!*^000000 Nothing happened!";
+ mes "I guess I better go back to";
+ mes "that Corps Member and let";
+ mes "him know that it didn't work.";
+ close2;
+ delitem 12019,33; //Holy_Egg
+ set easter2008,9;
+ end;
+ }
+ else {
+ mes "[" + strcharinfo(0) + "]";
+ mes "Huh? Where did I put";
+ mes "those 33 Holy Eggs";
+ mes "that I needed for this?";
+ close;
+ }
+ }
+ else {
+ mes "[" + strcharinfo(0) + "]";
+ mes "There was something";
+ mes "here, but I can't tell";
+ mes "for sure what it was...";
+ close;
+ }
+}
+
+mjo_dun03,308,256,0 script Trace#egg2 844,{
+ if (easter2008 == 7) {
+ mes "[" + strcharinfo(0) + "]";
+ mes "Well...";
+ mes "This is the place";
+ mes "the Corps Member";
+ mes "wanted me to find...";
+ mes "Time to use all of";
+ mes "these Holy Eggs.";
+ next;
+ if (countitem(12019) > 32) {
+ mes "[" + strcharinfo(0) + "]";
+ mes "Here we go...";
+ mes "Will this really bring";
+ mes "this ancient hero";
+ mes "back to life? I'm...";
+ mes "I'm kind of scared!";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "...............................";
+ mes "...............................";
+ mes "...............................";
+ mes "...............................";
+ mes "...............................";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "^333333*Whew!*^000000 Nothing happened!";
+ mes "I guess I better go back to";
+ mes "that Corps Member and let";
+ mes "him know that it didn't work.";
+ close2;
+ delitem 12019,33; //Holy_Egg
+ set easter2008,9;
+ end;
+ }
+ else {
+ mes "[" + strcharinfo(0) + "]";
+ mes "Huh? Where did I put";
+ mes "those 33 Holy Eggs";
+ mes "that I needed for this?";
+ close;
+ }
+ }
+ else {
+ mes "[" + strcharinfo(0) + "]";
+ mes "There was something";
+ mes "here, but I can't tell";
+ mes "for sure what it was...";
+ close;
+ }
+}
+
+gl_prison,157,176,0 script Trace#egg3 844,{
+ if (easter2008 == 8) {
+ mes "[" + strcharinfo(0) + "]";
+ mes "Well...";
+ mes "This is the place";
+ mes "the Corps Member";
+ mes "wanted me to find...";
+ mes "Time to use all of";
+ mes "these Holy Eggs.";
+ next;
+ if (countitem(12019) > 32) {
+ mes "[" + strcharinfo(0) + "]";
+ mes "Here we go...";
+ mes "Will this really bring";
+ mes "this ancient hero";
+ mes "back to life? I'm...";
+ mes "I'm kind of scared!";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "...............................";
+ mes "...............................";
+ mes "...............................";
+ mes "...............................";
+ mes "...............................";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "^333333*Whew!*^000000 Nothing happened!";
+ mes "I guess I better go back to";
+ mes "that Corps Member and let";
+ mes "him know that it didn't work.";
+ close2;
+ delitem 12019,33; //Holy_Egg
+ set easter2008,9;
+ end;
+ }
+ else {
+ mes "[" + strcharinfo(0) + "]";
+ mes "Huh? Where did I put";
+ mes "those 33 Holy Eggs";
+ mes "that I needed for this?";
+ close;
+ }
+ }
+ else {
+ mes "[" + strcharinfo(0) + "]";
+ mes "There was something";
+ mes "here, but I can't tell";
+ mes "for sure what it was...";
+ close;
+ }
+}
diff --git a/npc/pre-re/events/event_skill_reset.txt b/npc/pre-re/events/event_skill_reset.txt
new file mode 100644
index 000000000..d5f7fbfe4
--- /dev/null
+++ b/npc/pre-re/events/event_skill_reset.txt
@@ -0,0 +1,109 @@
+//===== rAthena Script =======================================
+//= Official Skill Resetter Event in Yuno (kRO & idRO)
+//===== By: ==================================================
+//= $ephiroth
+//===== Current Version: =====================================
+//= 1.02
+//===== Compatible With: =====================================
+//= rAthena 1.0
+//===== Description: =========================================
+//= 2006 - Edition Skill Reset NPC
+//= 2006/11/16: 1.0 Release and fully working. [$ephiroth]
+//= 1.01 Checked, fixed typos, now uses MISC_QUEST var [Lupus]
+//= 1.02 Added missing message,comment,etc. [$ephiroth]
+//===== Additional Comments: =================================
+//= Skill Reset with payment, minimum BaseLv.60 to reset skill.
+//= Each 1 BaseLv need 20.000 Zeny, so be careful to use skill.
+//============================================================
+yuno,138,187,4 script Hypnotist Teacher 124,{
+ set @npcname$,"[^D5A500Hypnotist^000000]";
+ mes @npcname$;
+
+ if(MISC_QUEST & 1024){
+ mes "I already told you that you may only complete this event once.";
+ close;
+ }
+ if(BaseLevel < 60) {
+ mes "Please return when you reach BaseLv 60 or higher.";
+ close;
+ }
+ if(SkillPoint != 0) {
+ mes "You will need to use up all of your skill points if you want me to continue.";
+ mes "Please come again soon!";
+ close;
+ }
+ if(Weight || checkfalcon() || checkcart() || checkriding()) {
+ mes "Would you like to reset skills?";
+ mes "I'm sorry, but...";
+ next;
+ mes @npcname$;
+ if(Weight) {
+ mes "You cannot reset skills";
+ mes "when you keep";
+ mes "any items.";
+ } else if(checkcart())
+ mes "Please, drop your cart and we'll continue.";
+ else if(checkfalcon())
+ mes "Please, free your Falcon and we'll continue.";
+ else if(checkriding())
+ mes "Please, free your PecoPeco and we'll continue.";
+ next;
+ mes @npcname$;
+ mes "Come back soon!";
+ close;
+ }
+ mes "Hello, I am the Skill Resetter.";
+ mes "Your name is ^0080FF"+strcharinfo(0)+"^000000.";
+ mes "How can I help you?";
+ next;
+ menu "^009500Information about Reset skills.^000000",L_Info,"^00B6FFReset skills.^000000",L_Reset,"^000088Nevermind^000000",-;
+
+ mes @npcname$;
+ mes "You know where to find me,";
+ mes "if you ever want a reset!!";
+ close;
+
+L_Info:
+ mes @npcname$;
+ mes "This skill reset is not FREE OF CHARGE!!";
+ mes "Expense for the reset of skill is ^D5A50020000 Zeny x BaseLv^000000.";
+ mes "Yeah ...each One BaseLv costs 20000 Zeny to reset skill.";
+ next;
+ mes @npcname$;
+ mes "Oh yeah, one more thing!";
+ mes "Any carts, falcons or pecos you have equiped";
+ mes "will be removed if you reset your skills.";
+ next;
+ mes @npcname$;
+ mes "Just one time does again to shake the skill point";
+ mes "Careful with your skills from here on.";
+ close;
+
+L_Reset:
+ mes @npcname$;
+ mes "Before skill reset in starting.";
+ mes "You shall have to first tell me your Base Level.";
+ next;
+ mes "^D5A500[" + strcharinfo(0) + "]^000000";
+ mes "My Base level is ^AA00AALevel " + BaseLevel + "BaseLv.^000000";
+ next;
+ set @zeny,BaseLevel*20000;
+ mes @npcname$;
+ mes "Total zeny to the reset of skill amount ^529DFF" + @zeny + "Zeny^000000 for the skill reset service.";
+ next;
+ if(Zeny < @zeny) {
+ mes @npcname$;
+ mes "It seems that you don't have enough money.";
+ mes "In addition we wait for the opportunity.";
+ emotion e_hmm;
+ close;
+ }
+ set Zeny, Zeny-@zeny;
+ set MISC_QUEST,MISC_QUEST | 1024;
+ resetskill;
+ mes @npcname$;
+ mes "Thank you.";
+ emotion e_thx;
+ logmes "SKILL RESET EVENT";
+ close;
+}
diff --git a/npc/pre-re/events/gdevent_aru.txt b/npc/pre-re/events/gdevent_aru.txt
new file mode 100644
index 000000000..8fd4c4a1d
--- /dev/null
+++ b/npc/pre-re/events/gdevent_aru.txt
@@ -0,0 +1,1542 @@
+//===== rAthena Script =======================================
+//= Guild dungeon event, Arunafeltz.
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.1
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= Guild dungeon event, Arunafeltz. Retrieve Morestone's
+//= pickaxe from Kublin.
+//===== Additional Comments: =================================
+//= 1.0 First version
+//= 1.1 Changed spawn timer to 1 hour. [L0ne_w0lf]
+//============================================================
+
+arug_dun01,1,1,1 script Monster Controler#aru_gd 81,{
+OnInit:
+ donpcevent "Monster Controler1#aru::OnKill";
+ initnpctimer;
+ end;
+
+OnTimer3600000:
+ donpcevent "Monster Controler1#aru::OnEnable";
+ mapannounce "arug_dun01", "Kublin: Aargh!",bc_map,"0x99CC00";
+ mapannounce "arug_dun01", "Morestone: Stop righ there! You thief!",bc_map,"0x99CC00";
+ stopnpctimer;
+ end;
+}
+
+arug_dun01,1,2,1 script Monster Controler1#aru 81,{
+OnEnable:
+ set .@callwhere,rand(1,4);
+ if (.@callwhere == 1) {
+ monster "arug_dun01",150,340,"Kublin",1980,1,"Monster Controler1#aru::OnMyMobDead";
+ }
+ else if (.@callwhere == 2) {
+ monster "arug_dun01",232,293,"Kublin",1980,1,"Monster Controler1#aru::OnMyMobDead";
+ }
+ else if (.@callwhere == 3) {
+ monster "arug_dun01",156,167,"Kublin",1980,1,"Monster Controler1#aru::OnMyMobDead";
+ }
+ else {
+ monster "arug_dun01",243,56,"Kublin",1980,1,"Monster Controler1#aru::OnMyMobDead";
+ }
+ end;
+
+Onkill:
+ killmonster "arug_dun01","Monster Controler1#aru::OnMyMObDead";
+ end;
+
+OnMyMobDead:
+ if (mobcount("arug_dun01","Monster Controler1#aru::OnMyMObDead") == 0) {
+ mapannounce "arug_dun01", "Kublin: Aargh!",bc_map,"0x99CC00";
+ mapannounce "arug_dun01", "Morestone: I thought I heard Kublin screaming!! Who is there? What happened to Kublin? Hey you!",bc_map,"0x99CC00";
+ donpcevent "Dwarf#aru_gd::OnEnable";
+ }
+ end;
+}
+
+arug_dun01,199,195,5 script Dwarf#aru_gd 826,{
+ if (getcharid(2) == 0) {
+ mes "[Dwarf]";
+ mes "Hey did you see an ugly Goblin come by? He stole something from me!";
+ close;
+ }
+ set .@chk_urquest,checkquest(2143,PLAYTIME);
+ set .@chk_yourgdname$,getguildname(getcharid(2));
+ if ($@gdeventv_a1 == 0) {
+ if ($@gdevents_a$ == "") {
+ set $@gdeventv_a1,1;
+ set $@gdevents_a$,.@chk_yourgdname$;
+ mes "[Dwarf]";
+ mes "Help me!";
+ mes "Please, help me!";
+ next;
+ switch(select("What happened?:Nevermind.")) {
+ case 1:
+ mes "[Dwarf]";
+ mes "I am Morestone and I collect rare gems.";
+ next;
+ mes "[Morestone]";
+ mes "In my travels, I was told that there were alot of gems in Valfreyja and Nidhoggur, so I came down here.";
+ mes "But here, the soil is very hard to dig into. Fortunately, my ^3131FFPickaxe^000000 never lets me down!";
+ next;
+ select("Pickaxe!");
+ mes "[Morestone]";
+ mes "Yes, my beloved pickaxe!";
+ mes "I always carry it with me, you know?";
+ next;
+ mes "[Morestone]";
+ mes "We started working here together.";
+ mes "After a few days, we finally found something!";
+ next;
+ select("Something strange??");
+ mes "[Morestone]";
+ mes "No, but it was worth quite alot.";
+ mes "But we did not have much time to celebrate. Suddenly, a monster appeared that stole my pickaxe.";
+ mes "His name was^3131FFKublin^000000!";
+ next;
+ mes "[Morestone]";
+ mes "He stole my Pickaxe!";
+ mes "I can't live without it...";
+ next;
+ if (countitem(6010) > 0) {
+ mes "[" + strcharinfo(0) + "]";
+ mes "Is this the pickaxe that you've been looking for?";
+ next;
+ mes "[Morestone]";
+ mes "You found my Pickaxe?";
+ mes "Show me, please!";
+ next;
+ mes "[Morestone]";
+ mes "Oh, my! You've returned it to me!";
+ mes "My precious pickaxe, I thought I lost you forever.";
+ next;
+ mes "[Morestone]";
+ mes "You are great! What guild are you from?";
+ mes "Could it be Gravity or Mercury?";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "I am a member of the ^3131FF"+.@chk_yourgdname$+"^.";
+ next;
+ mes "[Morestone]";
+ mes "Oh... That guild will receive my greatest respect.";
+ next;
+ mes "[Morestone]";
+ mes "Oh! My friend, I am very grateful for your help.";
+ mes "As a reward, I will tell you about a mysterious area I have discovered recently.";
+ next;
+ select("A mysterious area?");
+ mes "[Morestone]";
+ mes "That's right. I found it when I was digging around here.";
+ mes "It looks like it was made for some special purpose, but since there are no gems around there, I have no interest in it.";
+ next;
+ mes "[Morestone]";
+ mes "Instead of going there alone, I think it would be more fun to go with your friends...";
+ next;
+ mes "[Morestone]";
+ mes "If you want, I can take ^3131FFyou and your guild members^000000 to explore that area.";
+ mes "Do you want to go there now?";
+ next;
+ switch(select("Wait! I'm not ready yet.:Let's go!")) {
+ case 1:
+ set $@gdeventv_a1,0;
+ set $@gdevents_a$,"";
+ mes "[Morestone]";
+ mes "Take your time, and find a place to gather your friends.";
+ close;
+ case 2:
+ mes "[Morestone]";
+ mes "Alright! Let's go.";
+ mes "If your friends visit me again later, I will guide them to that area again.";
+ mes "Don't forget, dwarves are grateful beings! Hahaha!";
+ delitem 6010,1; //Pickaxe
+ set $@gdeventv_a1,1;
+ set $@gdevents_a$,.@chk_yourgdname$;
+ close2;
+ setquest 2144;
+ warp "arug_que01",103,133;
+ end;
+ }
+ }
+ else {
+ set $@gdeventv_a1,0;
+ set $@gdevents_a$,"";
+ mes "[Morestone]";
+ mes "I will tell you how to find him.";
+ mes "Kublin wears a ridiculous golden hat, It should be easy to recognise him by that.";
+ close;
+ }
+ case 2:
+ set $@gdeventv_a1,0;
+ set $@gdevents_a$,"";
+ emotion e_sob;
+ mes "[Dwarf]";
+ mes "Ahhh...";
+ close;
+ }
+ }
+ else if ($@gdevents_a$ == .@chk_yourgdname$) {
+ set .@chk_urquest1,checkquest(2144);
+ if ((.@chk_urquest1 == 0) || (.@chk_urquest1 == 1)) {
+ mes "[Morestone]";
+ mes "I, Morestone, have made an alliance with the "+$@gdevents_a$+" guild.";
+ mes "Oh, you are a member.";
+ mes "Would you like to go to the mysterious area?";
+ next;
+ switch(select("Let's go.:No, thanks.")) {
+ case 1:
+ mes "[Morestone]";
+ mes "I hope you enjoy yourself, my friend.";
+ close2;
+ warp "arug_que01",103,133;
+ end;
+ case 2:
+ mes "[Morestone]";
+ mes "If you need my assistance, just ask.";
+ mes "Ah! Dont forget, I hate monsters! So I don't want to see them. It will be better if you ask for another favour.";
+ close;
+ }
+ }
+ else {
+ set $@gdeventv_a1,1;
+ set $@gdevents_a$,.@chk_yourgdname$;
+ mes "[Dwarf]";
+ mes "Help me!";
+ mes "Please, help me!";
+ next;
+ switch(select("What happened?:Nevermind.")) {
+ case 1:
+ mes "[Dwarf]";
+ mes "I am Morestone and I collect rare gems.";
+ next;
+ mes "[Morestone]";
+ mes "In my travels, I was told that there were alot of gems in Valfreyja and Nidhoggur, so I came down here.";
+ mes "But here, the soil is very hard to dig into. Fortunately, my ^3131FFPickaxe^000000 never lets me down!";
+ next;
+ select("Pickaxe!");
+ mes "[Morestone]";
+ mes "Yes, my beloved pickaxe!";
+ mes "I always carry it with me, you know?";
+ next;
+ mes "[Morestone]";
+ mes "We started working here together.";
+ mes "After a few days, we finally found something!";
+ next;
+ select("Something strange??");
+ mes "[Morestone]";
+ mes "No, but it was worth quite alot.";
+ mes "But we did not have much time to celebrate. Suddenly, a monster appeared that stole my pickaxe.";
+ mes "His name was^3131FFKublin^000000!";
+ next;
+ mes "[Morestone]";
+ mes "He stole my Pickaxe!";
+ mes "I can't live without it...";
+ next;
+ if (countitem(6010) > 0) {
+ mes "[" + strcharinfo(0) + "]";
+ mes "Is this the pickaxe that you've been looking for?";
+ next;
+ mes "[Morestone]";
+ mes "You found my Pickaxe?";
+ mes "Show me, please!";
+ next;
+ mes "[Morestone]";
+ mes "Oh, my! You've returned it to me!";
+ mes "My precious pickaxe, I thought I lost you forever.";
+ next;
+ mes "[Morestone]";
+ mes "You are great! What guild are you from?";
+ mes "Could it be Gravity or Mercury?";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "I am a member of the ^3131FF"+.@chk_yourgdname$+"^.";
+ next;
+ mes "[Morestone]";
+ mes "Oh... That guild will receive my greatest respect.";
+ next;
+ mes "[Morestone]";
+ mes "Oh! My friend, I am very grateful for your help.";
+ mes "As a reward, I will tell you about a mysterious area I have discovered recently.";
+ next;
+ select("A mysterious area?");
+ mes "[Morestone]";
+ mes "That's right. I found it when I was digging around here.";
+ mes "It looks like it was made for some special purpose, but since there are no gems around there, I have no interest in it.";
+ next;
+ mes "[Morestone]";
+ mes "Instead of going there alone, I think it would be more fun to go with your friends...";
+ next;
+ mes "[Morestone]";
+ mes "If you want, I can take ^3131FFyou and your guild members^000000 to explore that area.";
+ mes "Do you want to go there now?";
+ next;
+ switch(select("Wait! I'm not ready yet.:Let's go!")) {
+ case 1:
+ set $@gdeventv_a1,0;
+ set $@gdevents_a$,"";
+ mes "[Morestone]";
+ mes "Take your time, and find a place to gather your friends.";
+ close;
+ case 2:
+ mes "[Morestone]";
+ mes "Alright! Let's go.";
+ mes "If your friends visit me again later, I will guide them to that area again.";
+ mes "Don't forget, dwarves are grateful beings! Hahaha!";
+ delitem 6010,1; //Pickaxe
+ set $@gdeventv_a1,1;
+ set $@gdevents_a$,.@chk_yourgdname$;
+ close2;
+ setquest 2144;
+ warp "arug_que01",103,133;
+ end;
+ }
+ }
+ else {
+ set $@gdeventv_a1,0;
+ set $@gdevents_a$,"";
+ mes "[Morestone]";
+ mes "I will tell you how to find him.";
+ mes "Kublin wears a ridiculous golden hat, It should be easy to recognise him by that.";
+ close;
+ }
+ case 2:
+ set $@gdeventv_a1,0;
+ set $@gdevents_a$,"";
+ emotion e_sob;
+ mes "[Dwarf]";
+ mes "Ah....";
+ close;
+ }
+ }
+ }
+ else {
+ mes "[Morestone]";
+ mes "I, Morestone, have made an alliance with the "+$@gdevents_a$+" guild.";
+ mes "Hm, you're not a member.";
+ mes "Could you please give them my greetings?";
+ close;
+ }
+ }
+ else {
+ if ($@gdevents_a$ == .@chk_yourgdname$) {
+ set .@chk_urquest1,checkquest(2144);
+ if ((.@chk_urquest1 == 0) || (.@chk_urquest1 == 1)) {
+ mes "[Morestone]";
+ mes "[Morestone]";
+ mes "I, Morestone, have made an alliance with the "+$@gdevents_a$+" guild.";
+ mes "Oh, you are a member.";
+ mes "Would you like to go to the mysterious area?";
+ next;
+ switch(select("Let's go.:No, thanks.")) {
+ case 1:
+ mes "[Morestone]";
+ mes "I hope you enjoy yourself, my friend.";
+ close2;
+ warp "arug_que01",103,133;
+ end;
+ case 2:
+ mes "[Morestone]";
+ mes "If you need my assistance, just ask.";
+ mes "Ah! Dont forget, I hate monsters! So I don't want to see them. It will be better if you ask for another favour.";
+ close;
+ }
+ }
+ else {
+ set $@gdeventv_a1,1;
+ set $@gdevents_a$,.@chk_yourgdname$;
+ mes "[Dwarf]";
+ mes "Help me!";
+ mes "Please, help me!";
+ next;
+ switch(select("What happened?:Nevermind.")) {
+ case 1:
+ mes "[Dwarf]";
+ mes "I am Morestone and I collect rare gems.";
+ next;
+ mes "[Morestone]";
+ mes "In my travels, I was told that there were alot of gems in Valfreyja and Nidhoggur, so I came down here.";
+ mes "But here, the soil is very hard to dig into. Fortunately, my ^3131FFPickaxe^000000 never lets me down!";
+ next;
+ select("Pickaxe!");
+ mes "[Morestone]";
+ mes "Yes, my beloved pickaxe!";
+ mes "I always carry it with me, you know?";
+ next;
+ mes "[Morestone]";
+ mes "We started working here together.";
+ mes "After a few days, we finally found something!";
+ next;
+ select("Something strange??");
+ mes "[Morestone]";
+ mes "No, but it was worth quite alot.";
+ mes "But we did not have much time to celebrate. Suddenly, a monster appeared that stole my pickaxe.";
+ mes "His name was^3131FFKublin^000000!";
+ next;
+ mes "[Morestone]";
+ mes "He stole my Pickaxe!";
+ mes "I can't live without it...";
+ next;
+ if (countitem(6010) > 0) {
+ mes "[" + strcharinfo(0) + "]";
+ mes "Is this the pickaxe that you've been looking for?";
+ next;
+ mes "[Morestone]";
+ mes "You found my Pickaxe?";
+ mes "Show me, please!";
+ next;
+ mes "[Morestone]";
+ mes "Oh, my! You've returned it to me!";
+ mes "My precious pickaxe, I thought I lost you forever.";
+ next;
+ mes "[Morestone]";
+ mes "You are great! What guild are you from?";
+ mes "Could it be Gravity or Mercury?";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "I am a member of the ^3131FF"+.@chk_yourgdname$+"^.";
+ next;
+ mes "[Morestone]";
+ mes "Oh... That guild will receive my greatest respect.";
+ next;
+ mes "[Morestone]";
+ mes "Oh! My friend, I am very grateful for your help.";
+ mes "As a reward, I will tell you about a mysterious area I have discovered recently.";
+ next;
+ select("A mysterious area?");
+ mes "[Morestone]";
+ mes "That's right. I found it when I was digging around here.";
+ mes "It looks like it was made for some special purpose, but since there are no gems around there, I have no interest in it.";
+ next;
+ mes "[Morestone]";
+ mes "Instead of going there alone, I think it would be more fun to go with your friends...";
+ next;
+ mes "[Morestone]";
+ mes "If you want, I can take ^3131FFyou and your guild members^000000 to explore that area.";
+ mes "Do you want to go there now?";
+ next;
+ switch(select("Wait! I'm not ready yet.:Let's go!")) {
+ case 1:
+ set $@gdeventv_a1,0;
+ set $@gdevents_a$,"";
+ mes "[Morestone]";
+ mes "Take your time, and find a place to gather you friends.";
+ close;
+ case 2:
+ mes "[Morestone]";
+ mes "Alright! Let's go.";
+ mes "If your friends visit me again later, I will guide them to that area again.";
+ mes "Don't forget, dwarves are grateful beings! Hahaha!";
+ delitem 6010,1; //Pickaxe
+ set $@gdeventv_a1,1;
+ set $@gdevents_a$,.@chk_yourgdname$;
+ close2;
+ setquest 2144;
+ warp "arug_que01",103,133;
+ end;
+ }
+ }
+ else {
+ set $@gdeventv_a1,0;
+ set $@gdevents_a$,"";
+ mes "[Morestone]";
+ mes "I will tell you how to find him.";
+ mes "Kublin wears a ridiculous golden hat, It should be easy to recognise him by that.";
+ close;
+ }
+ case 2:
+ set $@gdeventv_a1,0;
+ set $@gdevents_a$,"";
+ emotion e_sob;
+ mes "[Dwarf]";
+ mes "Ah....";
+ close;
+ }
+ }
+ }
+ else {
+ mes "[Morestone]";
+ mes "I, Morestone, have made an alliance with the "+$@gdevents_a$+" guild.";
+ mes "Hm, you're not a member.";
+ mes "Could you please give them my greetings?";
+ close;
+ }
+ }
+ end;
+
+OnInit:
+ disablenpc "Dwarf#aru_gd";
+ set $@gdeventv_a1,0;
+ set $@gdevents_a$,"";
+ end;
+
+OnEnable:
+ enablenpc "Dwarf#aru_gd";
+ end;
+}
+
+arug_que01,100,81,3 script Pierrot Pier#aru_gd 715,{
+ specialeffect EF_POISONHIT;
+ set .@sprchg_gd,rand(1,5);
+ if (.@sprchg_gd == 1) {
+ setnpcdisplay "Pierrot Pier#aru_gd",950;
+ }
+ else if (.@sprchg_gd == 2) {
+ setnpcdisplay "Pierrot Pier#aru_gd",715;
+ }
+ else if (.@sprchg_gd == 3) {
+ setnpcdisplay "Pierrot Pier#aru_gd",714;
+ }
+ else if (.@sprchg_gd == 4) {
+ setnpcdisplay "Pierrot Pier#aru_gd",785;
+ }
+ else {
+ setnpcdisplay "Pierrot Pier#aru_gd",876;
+ }
+ if (checkweight(1201,1) == 0) {
+ mes "- Wait!! -";
+ mes "- You're carrying too many items, -";
+ mes "- you can't receive the materials. -";
+ mes "- Please use the Kafra Services, -";
+ mes "- and come back later. -";
+ close;
+ }
+ if (strcharinfo(0) == getguildmaster(getcharid(2))) {
+ if ($@gdeventv_a2 == 0) {
+ set .@que_2143,checkquest(2143,PLAYTIME);
+ if (.@que_2143 == -1) {
+ setnpcdisplay "Pierrot Pier#aru_gd",715;
+ mes "A lonely clown is juggling.";
+ next;
+ mes "When looked at closely, the clown is just a puppet that looks like a human.";
+ next;
+ mes "The clown stops, then starts moving in accordance to your movements, noises start to emit from it's mouth.";
+ next;
+ mes "[Pierrot Pier]";
+ mes "Beep beep beep.";
+ mes "Hello, my friends!";
+ mapannounce "arug_que01", "Pierrot Pier: Beep beep beep! Hello, my friends!",bc_map,"0x99CC00";
+ next;
+ mes "[Pierrot Pier]";
+ mes "I am the loyal servant of Gergath, and I have finally received my orders.";
+ mes "I am happy to hear all the laughter, but without my master's permission, I can't do anything.";
+ mapannounce "arug_que01", "Pierrot Pier: I am happy to hear all the laughter, but without my master's permission, I can't do anything.",bc_map,"0x99CC00";
+ next;
+ mes "[Pierrot Pier]";
+ mes "Did you get permission from Gergath?";
+ mapannounce "arug_que01", "Pierrot Pier: Did you get permission from Gergath?",bc_map,"0x99CC00";
+ next;
+ switch(select("I need to check that.:No.")) {
+ case 1:
+ mes "[Pierrot Pier]";
+ mes "Please give me the palm of your hand.";
+ mapannounce "arug_que01", "Pierrot Pier: Please give me the palm of your hand.",bc_map,"0x99CC00";
+ next;
+ mes "[Pierrot Pier]";
+ mes "Let me see...";
+ mapannounce "arug_que01", "Pierrot Pier: Let me see...",bc_map,"0x99CC00";
+ next;
+ emotion e_dots;
+ mes "[Pierrot Pier]";
+ mes "Hm...";
+ mapannounce "arug_que01", "Pierrot Pier: Hm...",bc_map,"0x99CC00";
+ next;
+ emotion e_dots;
+ mes "[Pierrot Pier]";
+ mes "Okay, I see...";
+ mapannounce "arug_que01", "Pierrot Pier: Okay, I see...",bc_map,"0x99CC00";
+ next;
+ emotion e_dots;
+ mes "[Pierrot Pier]";
+ mes "Indeed...";
+ mapannounce "arug_que01", "Pierrot Pier: Indeed...",bc_map,"0x99CC00";
+ next;
+ emotion e_bzz;
+ mes "[Pierrot Pier]";
+ mes "Verification completed!";
+ mapannounce "arug_que01", "Pierrot Pier: Verification completed!",bc_map,"0x99CC00";
+ next;
+ break;
+ case 2:
+ mes "[Pierrot Pier]";
+ mes "Hm? that's right.";
+ mes "When is that person coming? I am very bored~!";
+ close;
+ }
+ mes "[Pierrot Pier]";
+ mes "^3131FF<You're someone who can only think about nonsense everyday, you have no focus at all.>^000000";
+ mapannounce "arug_que01", "Pierrot Pier: <You're someone who can only think about nonsense everyday, you have no focus at all.>",bc_map,"0x99CC00";
+ next;
+ emotion e_ho;
+ mes "[Pierrot Pier]";
+ mes "Hm? You don't think so?";
+ mapannounce "arug_que01", "Pierrot Pier: Hm? You don't think so?",bc_map,"0x99CC00";
+ next;
+ emotion e_heh;
+ mes "[Pierrot Pier]";
+ mes "Haha, I'm just kidding. Beep beep.";
+ mes "Ah, you are the one my master speaks of.";
+ mapannounce "arug_que01", "Pierrot Pier: Haha, I'm just kidding. Beep beep. You are the one my master speaks of.",bc_map,"0x99CC00";
+ next;
+ mes "[Pierrot Pier]";
+ mes "Come, the Gergath has left a message for you.";
+ mes "It's a bit old, but it should still be legible.";
+ next;
+ mes "[Pierrot Pier]";
+ mes "Alright, let's begin!";
+ setquest 2143;
+ donpcevent "Gergath#aru_gd::OnEnable";
+ close;
+ }
+ else if ((.@que_2143 == 0) || (.@que_2143 == 1)) {
+ mes "[Pierrot Pier]";
+ mes "Let's talk after I finished reading my master's message. Beep beep.";
+ close;
+ }
+ else {
+ mes "[Pierrot Pier]";
+ mes "My master Gergath sincerely wishes you joy for you and your family everyday.";
+ next;
+ mes "[Pierrot Pier]";
+ mes "Alright, would you like to play the game Gergath has prepared for you?";
+ next;
+ switch(select("Game instructions.:Skip instructions.:Refuse game.")) {
+ case 1:
+ mes "[Pierrot Pier]";
+ mes "The game prepared by my master is very unique, yet simple and fun!";
+ mapannounce "arug_que01", "Pierrot Pier: The game prepared by my lord is very unique, yet simple and fun!",bc_map,"0x99CC00";
+ next;
+ mes "[Pierrot Pier]";
+ mes "It's called \"Find the Treasure Map\"!!";
+ mapannounce "arug_que01", "Pierrot Pier: It's called \"Find the Treasure Map\"!!",bc_map,"0x99CC00";
+ next;
+ mes "[Pierrot Pier]";
+ mes "Do you see this large and green field? Beep, beep?";
+ mes "I will show you the most incredible magic here.";
+ mes "I will turn this place very white. Veeery white!";
+ mapannounce "arug_que01", "Pierrot Pier: I will turn this place very white. Veeery white!",bc_map,"0x99CC00";
+ next;
+ mes "[Pierrot Pier]";
+ mes "The game instruction is just to find the treasure map within the time limit.";
+ mes "Sounds easy, right?";
+ mapannounce "arug_que01", "Pierrot Pier: The game instruction is just to find the treasure map within the time limit. ounds easy, right?",bc_map,"0x99CC00";
+ next;
+ break;
+ case 2:
+ break;
+ case 3:
+ emotion e_sob;
+ mes "[Pierrot Pier]";
+ mes "Oh, you don't want to play?";
+ close;
+ }
+ mes "[Pierrot Pier]";
+ mes "Okay, I'm ready to begin.";
+ mes "Shall we start? Beep, beep?";
+ next;
+ switch(select("No.:Start.")) {
+ case 1:
+ mes "[Pierrot Pier]";
+ mes "Let me know when you are ready.";
+ close;
+ case 2:
+ mes "[Pierrot Pier]";
+ mes "Alright! Let us begin!";
+ next;
+ mes "[Pierrot Pier]";
+ mes "Ladies, and gentlemen.";
+ mapannounce "arug_que01", "Pierrot Pier: Ladies, and gentlemen.",bc_map,"0x99CC00";
+ next;
+ mes "[Pierrot Pier]";
+ mes "Who will find the treasure map in this white world?";
+ mapannounce "arug_que01", "Pierrot Pier: Who will find the treasure map in this white world?",bc_map,"0x99CC00";
+ next;
+ mes "[Pierrot Pier]";
+ mes "Amongst all of you, who shall be the lucky one?";
+ mapannounce "arug_que01", "Pierrot Pier: Amongst all of you, who shall be the lucky one?",bc_map,"0x99CC00";
+ next;
+ mes "[Pierrot Pier]";
+ mes "Let the game.. Begin!";
+ mapannounce "arug_que01", "Pierrot Pier: Let the game.. Begin!",bc_map,"0x99CC00";
+ set $@gdeventv_a2,1;
+ donpcevent "Controller#gdevent_a::Ongame_start";
+ erasequest 2143;
+ close;
+ }
+ }
+ }
+ else if ($@gdeventv_a2 == 1) {
+ mes "[Pierrot Pier]";
+ mes "Did you find the treasure map?";
+ mes "Show me what you have in your hands! Beep, beep!";
+ next;
+ mes "[Pierrot Pier]";
+ mes "Let me see...";
+ next;
+ if (countitem(6031) > 0) {
+ donpcevent "Controller#gdevent_a::Onstop";
+ set $@gdeventv_a2,3;
+ donpcevent "eff_mvp#aru_gd::Onmvp";
+ mes "[Pierrot Pier]";
+ mes "Wow~~!!";
+ mes "Success~!!";
+ mes "What a success~!!";
+ mapannounce "arug_que01", "Pierrot Pier: Wow~~!! Success~!! What a success~!!",bc_map,"0x99CC00";
+ delitem 6031,1; //Glitering_PaperB
+ close;
+ }
+ else {
+ if (countitem(6030) > 0) {
+ mes "[Pierrot Pier]";
+ mes "Ahh, what a shame, it seems like you haven't found the treasure map yet.";
+ mes "Quickly! Your time is running out! Hurry up!";
+ close;
+ }
+ else {
+ mes "[Pierrot Pier]";
+ mes "I don't see anything. Have you even started yet? Beep?";
+ mes "Hehe, while you're talking to me, the time is slowly ticking away~";
+ close;
+ }
+ }
+ }
+ else if ($@gdeventv_a2 == 2) {
+ mes "[Pierrot Pier]";
+ mes "Wah, why is it like this~!!";
+ mes "Not enough? But this makes the game fun, no? Hahaha!";
+ next;
+ mes "[Pierrot Pier]";
+ mes "What did you think?";
+ next;
+ switch(select("It was pretty hard.:I should've been successful...")) {
+ case 1:
+ mes "[Pierrot Pier]";
+ mes "It's like trying to find a needle in a haystack!";
+ mes "It's hard, but if you find it, it's worth ten times the effort. Beep, beep.";
+ next;
+ break;
+ case 2:
+ mes "[Pierrot Pier]";
+ mes "Aaah~! Time is gold.";
+ mes "Precious time goes by so fast.";
+ next;
+ break;
+ }
+ mes "[Pierrot Pier]";
+ mes "I, Pierrot Piere, am not a heartless clown! Beep beep.";
+ mapannounce "arug_que01", "Pierrot Pier: I, Pierrot Piere, am not a heartless clown! Beep beep.",bc_map,"0x99CC00";
+ next;
+ mes "[Pierrot Pier]";
+ mes "Your success is my happiness!";
+ mes "I'll give you one more chance. How's that? Beep?";
+ mapannounce "arug_que01", "Pierrot Pier: I'll give you one more chance. How's that? Beep?",bc_map,"0x99CC00";
+ next;
+ mes "[Pierrot Pier]";
+ mes "Okay, I'm ready to begin.";
+ mes "Shall we start? Beep, beep?";
+ mapannounce "arug_que01", "Pierrot Pier: Okay, I'm ready to begin. Shall we start? Beep, beep?",bc_map,"0x99CC00";
+ next;
+ switch(select("No.:Start.")) {
+ case 1:
+ mes "[Pierrot Pier]";
+ mes "Let me know when you are ready.";
+ close;
+ case 2:
+ mes "[Pierrot Pier]";
+ mes "Alright! Let us begin!";
+ next;
+ mes "[Pierrot Pier]";
+ mes "Ladies, and gentlemen.";
+ mapannounce "arug_que01", "Pierrot Pier: Ladies, and gentlemen.",bc_map,"0x99CC00";
+ next;
+ mes "[Pierrot Pier]";
+ mes "Who will find the treasure map in this white world?";
+ mapannounce "arug_que01", "Pierrot Pier: Who will find the treasure map in this white world?",bc_map,"0x99CC00";
+ next;
+ mes "[Pierrot Pier]";
+ mes "Amongst all of you, who shall be the lucky one?";
+ mapannounce "arug_que01", "Pierrot Pier: Amongst all of you, who shall be the lucky one?",bc_map,"0x99CC00";
+ next;
+ mes "[Pierrot Pier]";
+ mes "Let the game.. Begin!";
+ mapannounce "arug_que01", "Pierrot Pier: Let the game.. Begin!",bc_map,"0x99CC00";
+ set $@gdeventv_a2,10;
+ donpcevent "Controller#gdevent_a::Ongame_start";
+ close;
+ }
+ }
+ else if ($@gdeventv_a2 == 3) {
+ set .@que_2143,checkquest(2143);
+ if (.@que_2143 == 3) {
+ erasequest 2143;
+ }
+ mes "[Pierrot Pier]";
+ mes "How did you do it?";
+ mapannounce "arug_que01", "Pierrot Pier: How did you do it?",bc_map,"0x99CC00";
+ next;
+ mes "[Pierrot Pier]";
+ mes "You managed to find a needle in a haystack!";
+ mes "Amazing!";
+ mapannounce "arug_que01", "Pierrot Pier: You managed to find a needle in a haystack! Amazing!!",bc_map,"0x99CC00";
+ next;
+ mes "[Pierrot Pier]";
+ mes "You've completeled an unbelievable task, I will give you the wonderful gift master has prepared!! Ha!";
+ mapannounce "arug_que01", "Pierrot Pier: You've completeled an unbelievable task, I will give you the wonderful gift my master has prepared!! Ha!",bc_map,"0x99CC00";
+ mapannounce "arug_que01", "Pierrot Pier: Here, take Pierre's Treasure Boxes.",bc_map,"0x99CC00";
+ donpcevent "eff_mvp#aru_gd::Onmvp";
+ set $@gdeventv_a2,5;
+ getitem 14596,10; //Pierre_Treasurebox
+ close;
+ }
+ else if ($@gdeventv_a2 == 4) {
+ mes "[Pierrot Pier]";
+ mes "Incredible! Unbelievable! Beep beep!";
+ close;
+ }
+ else if ($@gdeventv_a2 == 5) {
+ mapannounce "arug_que01", "Pierrot Pier: Seeing your smiles, makes Pierrot feel very happy~ See you next time!",bc_map,"0x99CC00";
+ mes "[Pierrot Pier]";
+ mes "Did you have fun?";
+ next;
+ mes "[Pierrot Pier]";
+ mes "Seeing your smiles, makes Pierrot feel very happy~";
+ next;
+ mes "[Pierrot Pier]";
+ mes "I hope to see you again very soon, I must go back to being a doll now.";
+ mes "See you next time!";
+ erasequest 2144;
+ close;
+ }
+ else {
+ mes "[Pierrot Pier]";
+ mes "Did you find the treasure map?";
+ mes "Show me what you have in your hands! Beep, beep!";
+ next;
+ mes "[Pierrot Pier]";
+ mes "Let me see.";
+ next;
+ if (countitem(6031) > 0) {
+ donpcevent "Controller#gdevent_a::Onstop";
+ set $@gdeventv_a2,3;
+ donpcevent "eff_mvp#aru_gd::Onmvp";
+ mes "[Pierrot Pier]";
+ mes "Wow~~!!";
+ mes "Success~!!";
+ mes "What a success~!!";
+ delitem 6031,1; //Glitering_PaperB
+ close;
+ }
+ else {
+ if (countitem(6030) > 0) {
+ mes "[Pierrot Pier]";
+ mes "Ahh, what a shame, it seems like you haven't found the treasure map yet.";
+ mes "Quickly! Your time is running out! Hurry up!";
+ close;
+ }
+ else {
+ mes "[Pierrot Pier]";
+ mes "I don't see anything. Have you even started yet? Beep?";
+ mes "Hehe, while you're talking to me, the time is slowly ticking away~";
+ close;
+ }
+ }
+ }
+ }
+ else {
+ if ($@gdeventv_a2 == 0) {
+ setnpcdisplay "Pierrot Pier#aru_gd",715;
+ mes "A lonely clown is juggling.";
+ next;
+ mes "When looked at closely, the clown is just a puppet that looks like a human.";
+ next;
+ mes "The clown stops, then starts moving in accordance to your movements, noises start to emit from it's mouth.";
+ next;
+ mes "[Pierrot Pier]";
+ mes "Beep beep beep.";
+ mes "Hello, my friends!";
+ mapannounce "arug_que01", "Pierrot Pier: Beep beep beep! Hello, my friends!",bc_map,"0x99CC00";
+ next;
+ mes "[Pierrot Pier]";
+ mes "I am the loyal servant of Gergath, and I have finally received my orders.";
+ mes "I am happy to hear all the laughter, but without my master's permission, I can't do anything.";
+ mapannounce "arug_que01", "Pierrot Pier: I am happy to hear all the laughter, but without my master's permission, I can't do anything.",bc_map,"0x99CC00";
+ next;
+ mes "[Pierrot Pier]";
+ mes "Did you get permission from the Gergath?";
+ mapannounce "arug_que01", "Pierrot Pier: Did you get permission from Gergath?",bc_map,"0x99CC00";
+ next;
+ switch(select("I need to check that.:No.")) {
+ case 1:
+ mes "[Pierrot Pier]";
+ mes "Please give me the palm of your hand.";
+ mapannounce "arug_que01", "Pierrot Pier: Please give me the palm of your hand.",bc_map,"0x99CC00";
+ next;
+ mes "[Pierrot Pier]";
+ mes "Let me see...";
+ mapannounce "arug_que01", "Pierrot Pier: Let me see...",bc_map,"0x99CC00";
+ next;
+ emotion e_dots;
+ mes "[Pierrot Pier]";
+ mes "Hm...";
+ mapannounce "arug_que01", "Pierrot Pier: Hm...",bc_map,"0x99CC00";
+ next;
+ emotion e_dots;
+ mes "[Pierrot Pier]";
+ mes "Okay, I see...";
+ mapannounce "arug_que01", "Pierrot Pier: Okay, I see...",bc_map,"0x99CC00";
+ next;
+ emotion e_dots;
+ mes "[Pierrot Pier]";
+ mes "Indeed...";
+ mapannounce "arug_que01", "Pierrot Pier: Indeed...",bc_map,"0x99CC00";
+ next;
+ emotion e_bzz;
+ mes "[Pierrot Pier]";
+ mes "Verification completed!";
+ mapannounce "arug_que01", "Pierrot Pier: Verification completed!",bc_map,"0x99CC00";
+ next;
+ break;
+ case 2:
+ mes "[Pierrot Pier]";
+ mes "Hm? that's right.";
+ mes "When is that person coming? I am very bored~!";
+ close;
+ }
+ emotion 18;
+ mes "[Pierrot Pier]";
+ mes "^3131FF<Although you're a weirdo, you seem to be very dedicated>^000000. Beep beep.";
+ next;
+ emotion e_swt2;
+ mes "[Pierrot Pier]";
+ mes "Hm? You don't think so?";
+ next;
+ mes "[Pierrot Pier]";
+ mes "The one my lord appointed is ^3131FF< someone who leads many people >^000000. Beep.";
+ next;
+ mes "[Pierrot Pier]";
+ mes "Pierrot wants to be someone like that, too. Beep.";
+ close;
+ }
+ else if ($@gdeventv_a2 == 1) {
+ mes "[Pierrot Pier]";
+ mes "Did you find the treasure map?";
+ mes "Show me what you have in your hands! Beep, beep!";
+ next;
+ mes "[Pierrot Pier]";
+ mes "Let me see...";
+ next;
+ if (countitem(6031) > 0) {
+ donpcevent "Controller#gdevent_a::Onstop";
+ set $@gdeventv_a2,3;
+ donpcevent "eff_mvp#aru_gd::Onmvp";
+ mes "[Pierrot Pier]";
+ mes "Wow~~!!";
+ mes "Success~!!";
+ mes "What a success~!!";
+ mapannounce "arug_que01", "Pierrot Pier: Wow~~!! Success~!! What a success~!!",bc_map,"0x99CC00";
+ delitem 6031,1; //Glitering_PaperB
+ close;
+ }
+ else {
+ if (countitem(6030) > 0) {
+ mes "[Pierrot Pier]";
+ mes "Ahh, what a shame, it seems like you haven't found the treasure map yet.";
+ mes "Quickly! Your time is running out! Hurry up!";
+ close;
+ }
+ else {
+ mes "[Pierrot Pier]";
+ mes "I don't see anything. Have you even started yet? Beep?";
+ mes "Hehe, while you're talking to me, the time is slowly ticking away~";
+ close;
+ }
+ }
+ }
+ else if ($@gdeventv_a2 == 2) {
+ mes "[Pierrot Pier]";
+ mes "Wah, why is it like this~!!";
+ mes "Not enough? But this makes the game fun, no? Hahaha!";
+ close;
+ }
+ else if ($@gdeventv_a2 == 3) {
+ mes "[Pierrot Pier]";
+ mes "Congratulations, you have succeeded!";
+ mes "I will talk to your leader about other details.";
+ close;
+ }
+ else if ($@gdeventv_a2 == 4) {
+ mes "[Pierrot Pier]";
+ mes "Incredible! Unbelievable! Beep beep!";
+ close;
+ }
+ else if ($@gdeventv_a2 == 5) {
+ mes "[Pierrot Pier]";
+ mes "Did you have fun?";
+ next;
+ mes "[Pierrot Pier]";
+ mes "Seeing your smiles, makes Pierrot feel very happy~";
+ next;
+ mes "[Pierrot Pier]";
+ mes "I hope to see you again very soon, I must go back to being a doll now.";
+ mes "See you next time!";
+ close;
+ }
+ else {
+ mes "[Pierrot Pier]";
+ mes "Voc� encontrou o tesouro?";
+ mes "Mostre-me o que voc� tem nas m�os agora.";
+ next;
+ mes "[Pierrot Pier]";
+ mes "Deixe-me ver...";
+ next;
+ if (countitem(6031) > 0) {
+ donpcevent "Controller#gdevent_a::Onstop";
+ set $@gdeventv_a2,3;
+ donpcevent "eff_mvp#aru_gd::Onmvp";
+ mes "[Pierrot Pier]";
+ mes "Wow~~!!";
+ mes "Success~!!";
+ mes "What a success~!!";
+ delitem 6031,1; //Glitering_PaperB
+ close;
+ }
+ else {
+ if (countitem(6030) > 0) {
+ mes "[Pierrot Pier]";
+ mes "Ahh, what a shame, it seems like you haven't found the treasure map yet.";
+ mes "Quickly! Your time is running out! Hurry up!";
+ close;
+ }
+ else {
+ mes "[Pierrot Pier]";
+ mes "I don't see anything. Have you even started yet? Beep?";
+ mes "Hehe, while you're talking to me, the time is slowly ticking away~";
+ close;
+ }
+ }
+ }
+ }
+}
+
+arug_que01,10,10,3 script Controller#gdevent_a 81,{
+OnInit:
+ set $@gdeventv_a2,0;
+ end;
+
+Onwin:
+ donpcevent "treg#aru_gd::OnEnable";
+ end;
+
+Ongame_start:
+ initnpctimer;
+ donpcevent "paper_sp_1_a::OnEnable";
+ donpcevent "paper_sp_2_a::OnEnable";
+ donpcevent "paper_sp_3_a::OnEnable";
+ donpcevent "paper_sp_4_a::OnEnable";
+ donpcevent "paper_sp_5_a::OnEnable";
+ donpcevent "paper_sp_6_a::OnEnable";
+ donpcevent "paper_sp_7_a::OnEnable";
+ donpcevent "paper_sp_8_a::OnEnable";
+ donpcevent "paper_sp_9_a::OnEnable";
+ set .@roulette_where,rand(1,9);
+ if (.@roulette_where == 1) {
+ donpcevent "paper_sp_1_a::Onbingo";
+ }
+ else if (.@roulette_where == 2) {
+ donpcevent "paper_sp_2_a::Onbingo";
+ }
+ else if (.@roulette_where == 3) {
+ donpcevent "paper_sp_3_a::Onbingo";
+ }
+ else if (.@roulette_where == 4) {
+ donpcevent "paper_sp_4_a::Onbingo";
+ }
+ else if (.@roulette_where == 5) {
+ donpcevent "paper_sp_5_a::Onbingo";
+ }
+ else if (.@roulette_where == 6) {
+ donpcevent "paper_sp_6_a::Onbingo";
+ }
+ else if (.@roulette_where == 7) {
+ donpcevent "paper_sp_7_a::Onbingo";
+ }
+ else if (.@roulette_where == 8) {
+ donpcevent "paper_sp_8_a::Onbingo";
+ }
+ else {
+ donpcevent "paper_sp_9_a::Onbingo";
+ }
+ end;
+
+Onstop:
+ stopnpctimer;
+ end;
+
+OnTimer40000:
+ mapannounce "arug_que01", "Pierrot Pier: Time is running out, hurry up!",bc_map,"0x99CC00";
+ end;
+
+OnTimer60000:
+ mapannounce "arug_que01", "Pierrot Pier: Time is up!",bc_map,"0x99CC00";
+ mapwarp "arug_que01","arug_que01",100,79;
+ enablenpc "removepp_aru_gd";
+ set $@gdeventv_a2,2;
+ end;
+
+OnTimer63000:
+ stopnpctimer;
+ end;
+}
+
+arug_que01,87,93,0 script paper_sp_1_a 139,{
+ end;
+
+OnEnable:
+ set .@paper_while1,0;
+ while(1) {
+ if (.@paper_while1 == 100) {
+ break;
+ }
+ else {
+ set .@paper_while1,.@paper_while1+1;
+ set .@paper_x1,rand(81,95);
+ set .@paper_y1,rand(87,100);
+ makeitem 6030,1,"arug_que01",.@paper_x1,.@paper_y1; //Glitering_PaperA
+ }
+ }
+ end;
+
+Onbingo:
+ set .@paper_x1,rand(81,95);
+ set .@paper_y1,rand(87,100);
+ makeitem 6031,1,"arug_que01",.@paper_x1,.@paper_y1; //Glitering_PaperB
+ end;
+}
+
+arug_que01,102,93,0 script paper_sp_2_a 139,{
+ end;
+
+OnEnable:
+ set .@paper_while2,0;
+ while(1) {
+ if (.@paper_while2 == 100) {
+ break;
+ }
+ else {
+ set .@paper_while2,.@paper_while2+1;
+ set .@paper_x2,rand(96,110);
+ set .@paper_y2,rand(87,100);
+ makeitem 6030,1,"arug_que01",.@paper_x2,.@paper_y2; //Glitering_PaperA
+ }
+ }
+ end;
+
+Onbingo:
+ set .@paper_x2,rand(96,110);
+ set .@paper_y2,rand(87,100);
+ makeitem 6031,1,"arug_que01",.@paper_x2,.@paper_y2; //Glitering_PaperB
+ end;
+}
+
+arug_que01,117,93,0 script paper_sp_3_a 139,{
+ end;
+
+OnEnable:
+ set .@paper_while3,0;
+ while(1) {
+ if (.@paper_while3 == 100) {
+ break;
+ }
+ else {
+ set .@paper_while3,.@paper_while3+1;
+ set .@paper_x3,rand(111,124);
+ set .@paper_y3,rand(87,100);
+ makeitem 6030,1,"arug_que01",.@paper_x3,.@paper_y3; //Glitering_PaperA
+ }
+ }
+ end;
+
+Onbingo:
+ set .@paper_x3,rand(111,124);
+ set .@paper_y3,rand(87,100);
+ makeitem 6031,1,"arug_que01",.@paper_x3,.@paper_y3; //Glitering_PaperB
+ end;
+}
+
+arug_que01,87,80,0 script paper_sp_4_a 139,{
+ end;
+
+OnEnable:
+ set .@paper_while4,0;
+ while(1) {
+ if (.@paper_while4 == 100) {
+ break;
+ }
+ else {
+ set .@paper_while4,.@paper_while4+1;
+ set .@paper_x4,rand(81,95);
+ set .@paper_y4,rand(73,86);
+ makeitem 6030,1,"arug_que01",.@paper_x4,.@paper_y4; //Glitering_PaperA
+ }
+ }
+ end;
+
+Onbingo:
+ set .@paper_x4,rand(81,95);
+ set .@paper_y4,rand(73,86);
+ makeitem 6031,1,"arug_que01",.@paper_x4,.@paper_y4; //Glitering_PaperB
+ end;
+}
+
+arug_que01,102,80,0 script paper_sp_5_a 139,{
+ end;
+
+OnEnable:
+ set .@paper_while5,0;
+ while(1) {
+ if (.@paper_while5 == 100) {
+ break;
+ }
+ else {
+ set .@paper_while5,.@paper_while5+1;
+ set .@paper_x5,rand(96,110);
+ set .@paper_y5,rand(73,86);
+ makeitem 6030,1,"arug_que01",.@paper_x5,.@paper_y5; //Glitering_PaperA
+ }
+ }
+ end;
+
+Onbingo:
+ set .@paper_x5,rand(96,110);
+ set .@paper_y5,rand(73,86);
+ makeitem 6031,1,"arug_que01",.@paper_x5,.@paper_y5; //Glitering_PaperB
+ end;
+}
+
+arug_que01,117,80,0 script paper_sp_6_a 139,{
+ end;
+
+OnEnable:
+ set .@paper_while6,0;
+ while(1) {
+ if (.@paper_while6 == 100) {
+ break;
+ }
+ else {
+ set .@paper_while6,.@paper_while6+1;
+ set .@paper_x6,rand(111,124);
+ set .@paper_y6,rand(73,86);
+ makeitem 6030,1,"arug_que01",.@paper_x6,.@paper_y6; //Glitering_PaperA
+ }
+ }
+ end;
+
+Onbingo:
+ set .@paper_x6,rand(111,124);
+ set .@paper_y6,rand(73,86);
+ makeitem 6031,1,"arug_que01",.@paper_x6,.@paper_y6; //Glitering_PaperB
+ end;
+}
+
+arug_que01,87,65,0 script paper_sp_7_a 139,{
+ end;
+
+OnEnable:
+ set .@paper_while7,0;
+ while(1) {
+ if (.@paper_while7 == 100) {
+ break;
+ }
+ else {
+ set .@paper_while7,.@paper_while7+1;
+ set .@paper_x7,rand(81,95);
+ set .@paper_y7,rand(59,72);
+ makeitem 6030,1,"arug_que01",.@paper_x7,.@paper_y7; //Glitering_PaperA
+ }
+ }
+ end;
+
+Onbingo:
+ set .@paper_x7,rand(81,95);
+ set .@paper_y7,rand(59,72);
+ makeitem 6031,1,"arug_que01",.@paper_x7,.@paper_y7; //Glitering_PaperB
+ end;
+}
+
+arug_que01,102,65,0 script paper_sp_8_a 139,{
+ end;
+
+OnEnable:
+ set .@paper_while8,0;
+ while(1) {
+ if (.@paper_while8 == 100) {
+ break;
+ }
+ else {
+ set .@paper_while8,.@paper_while8+1;
+ set .@paper_x8,rand(96,110);
+ set .@paper_y8,rand(59,72);
+ makeitem 6030,1,"arug_que01",.@paper_x8,.@paper_y8; //Glitering_PaperA
+ }
+ }
+ end;
+
+Onbingo:
+ set .@paper_x8,rand(96,110);
+ set .@paper_y8,rand(59,72);
+ makeitem 6031,1,"arug_que01",.@paper_x8,.@paper_y8; //Glitering_PaperB
+ end;
+}
+
+arug_que01,117,65,0 script paper_sp_9_a 139,{
+ end;
+
+OnEnable:
+ set .@paper_while9,0;
+ while(1) {
+ if (.@paper_while9 == 100) {
+ break;
+ }
+ else {
+ set .@paper_while9,.@paper_while9+1;
+ set .@paper_x9,rand(111,124);
+ set .@paper_y9,rand(59,72);
+ makeitem 6030,1,"arug_que01",.@paper_x9,.@paper_y9; //Glitering_PaperA
+ }
+ }
+ end;
+
+Onbingo:
+ set .@paper_x9,rand(111,124);
+ set .@paper_y9,rand(59,72);
+ makeitem 6031,1,"arug_que01",.@paper_x9,.@paper_y9; //Glitering_PaperB
+ end;
+}
+
+arug_que01,100,80,0 script removepp_aru_gd -1,5,5,{
+ end;
+
+OnInit:
+ disablenpc "removepp_aru_gd";
+ end;
+
+OnTouch2:
+ set .@paper_aru_gd,countitem(6030);
+ set .@spaper_aru_gd,countitem(6031);
+ if ((.@paper_aru_gd > 0) || (.@spaper_aru_gd > 0)) {
+ delitem 6030,.@paper_aru_gd; //Glitering_PaperA
+ delitem 6031,.@spaper_aru_gd; //Glitering_PaperB
+ }
+ end;
+}
+
+arug_que01,6,6,1 script eff_mvp#aru_gd 844,{
+ end;
+
+Onmvp:
+ initnpctimer;
+ end;
+
+OnTimer1000:
+ specialeffect EF_MVP,AREA,"paper_sp_1_a";
+ specialeffect EF_MVP,AREA,"paper_sp_3_a";
+ specialeffect EF_MVP,AREA,"paper_sp_5_a";
+ specialeffect EF_MVP,AREA,"paper_sp_7_a";
+ specialeffect EF_MVP,AREA,"paper_sp_9_a";
+ end;
+
+OnTimer2000:
+ specialeffect EF_MVP,AREA,"paper_sp_2_a";
+ specialeffect EF_MVP,AREA,"paper_sp_4_a";
+ specialeffect EF_MVP,AREA,"paper_sp_6_a";
+ specialeffect EF_MVP,AREA,"paper_sp_8_a";
+ end;
+
+OnTimer3000:
+ specialeffect EF_MVP,AREA,"paper_sp_1_a";
+ specialeffect EF_MVP,AREA,"paper_sp_3_a";
+ specialeffect EF_MVP,AREA,"paper_sp_5_a";
+ specialeffect EF_MVP,AREA,"paper_sp_7_a";
+ specialeffect EF_MVP,AREA,"paper_sp_9_a";
+ end;
+
+OnTimer4000:
+ specialeffect EF_MVP,AREA,"paper_sp_2_a";
+ specialeffect EF_MVP,AREA,"paper_sp_4_a";
+ specialeffect EF_MVP,AREA,"paper_sp_6_a";
+ specialeffect EF_MVP,AREA,"paper_sp_8_a";
+ stopnpctimer;
+ end;
+}
+
+arug_que01,100,75,5 script Gergath#aru_gd 412,{
+ end;
+
+OnInit:
+ disablenpc "Gergath#aru_gd";
+ end;
+
+OnEnable:
+ enablenpc "Gergath#aru_gd";
+ specialeffect EF_FORESTLIGHT;
+ initnpctimer;
+ end;
+
+OnTimer5000:
+ mapannounce "arug_que01", "Gergath : My dear friend, how have you been? This is something I prepared for you.",bc_map,"0xFFFF00";
+ end;
+
+OnTimer10000:
+ mapannounce "arug_que01", "Gergath : Do you still remember when we were young? We fought everyday like we were sworn enemies.",bc_map,"0xFFFF00";
+ end;
+
+OnTimer15000:
+ mapannounce "arug_que01", "Gergath : No matter how hard the adults tried, we had no intentions to change. Haha.",bc_map,"0xFFFF00";
+ end;
+
+OnTimer20000:
+ mapannounce "arug_que01", "Gergath : But I believe that deep inside, we valued our friendship with each other.",bc_map,"0xFFFF00";
+ end;
+
+OnTimer25000:
+ mapannounce "arug_que01", "Gergath : After I lost my mother's remnants in Mt. Mjolnir, you came to find me.",bc_map,"0xFFFF00";
+ end;
+
+OnTimer30000:
+ mapannounce "arug_que01", "Gergath : When you, handed me my mother's remnants, I couldn't even say thank you.",bc_map,"0xFFFF00";
+ end;
+
+OnTimer35000:
+ mapannounce "arug_que01", "Gergath : I couldn't say it even as I became an old man.",bc_map,"0xFFFF00";
+ end;
+
+OnTimer40000:
+ mapannounce "arug_que01", "Gergath : I found out about your whereabouts not long ago. I heard you were taking care of orphaned children?",bc_map,"0xFFFF00";
+ end;
+
+OnTimer45000:
+ mapannounce "arug_que01", "Gergath : Please accept this as a gift from a useless friend to you and your beloved children. I hope you will like it, haha.",bc_map,"0xFFFF00";
+ end;
+
+OnTimer50000:
+ mapannounce "arug_que01", "Gergath : Pierrot Pier will help you. I hope you can use this chance to return to the past and enjoy yourself with your children.",bc_map,"0xFFFF00";
+ disablenpc "Gergath#aru_gd";
+ stopnpctimer;
+ end;
+}
+
+arug_que01,104,140,0 warp back#aru_gd 1,1,arug_dun01,199,192
+
+/*
+arug_que01,104,140,1 script treg#aru_gd 844,{
+ end;
+
+OnEnable:
+ monster "arug_que01",87,93,"Poporing",1031,1,"treg#aru_gd::OnMyMobDead";
+ monster "arug_que01",102,93,"Poporing",1031,1,"treg#aru_gd::OnMyMobDead";
+ monster "arug_que01",117,93,"Poporing",1031,1,"treg#aru_gd::OnMyMobDead";
+ monster "arug_que01",87,80,"Poporing",1031,1,"treg#aru_gd::OnMyMobDead";
+ monster "arug_que01",102,80,"Poporing",1031,1,"treg#aru_gd::OnMyMobDead";
+ monster "arug_que01",117,80,"Poporing",1031,1,"treg#aru_gd::OnMyMobDead";
+ monster "arug_que01",87,65,"Poporing",1031,1,"treg#aru_gd::OnMyMobDead";
+ monster "arug_que01",102,65,"Poporing",1031,1,"treg#aru_gd::OnMyMobDead";
+ monster "arug_que01",117,65,"Poporing",1031,1,"treg#aru_gd::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ if (mobcount("arug_que01","treg#aru_gd::OnMyMobDead") == 0) {
+ mapannounce "arug_que01", "Pierrot Pier: Beep! Oh, you already opened the gift? You sure are fast now, beep!",bc_map,"0x99CC00";
+ set $@gdeventv_a2,5;
+ }
+ end;
+}
+*/
+
+arug_que01,98,105,3 script #aru_flower_01::GD_Ev_Flower 978,{
+ end;
+}
+
+arug_que01,94,105,3 duplicate(GD_Ev_Flower) #aru_flower_02 977
+arug_que01,90,105,3 duplicate(GD_Ev_Flower) #aru_flower_03 978
+arug_que01,86,105,3 duplicate(GD_Ev_Flower) #aru_flower_04 977
+arug_que01,82,105,3 duplicate(GD_Ev_Flower) #aru_flower_05 978
+arug_que01,79,103,3 duplicate(GD_Ev_Flower) #aru_flower_06 977
+arug_que01,79,100,3 duplicate(GD_Ev_Flower) #aru_flower_07 978
+arug_que01,79,97,3 duplicate(GD_Ev_Flower) #aru_flower_08 977
+arug_que01,79,97,3 duplicate(GD_Ev_Flower) #aru_flower_09 978
+arug_que01,79,94,3 duplicate(GD_Ev_Flower) #aru_flower_10 977
+arug_que01,79,91,3 duplicate(GD_Ev_Flower) #aru_flower_11 978
+arug_que01,79,88,3 duplicate(GD_Ev_Flower) #aru_flower_12 977
+arug_que01,79,85,3 duplicate(GD_Ev_Flower) #aru_flower_13 978
+arug_que01,79,82,3 duplicate(GD_Ev_Flower) #aru_flower_14 977
+arug_que01,79,79,3 duplicate(GD_Ev_Flower) #aru_flower_15 978
+arug_que01,79,76,3 duplicate(GD_Ev_Flower) #aru_flower_16 977
+arug_que01,79,73,3 duplicate(GD_Ev_Flower) #aru_flower_17 978
+arug_que01,79,70,3 duplicate(GD_Ev_Flower) #aru_flower_18 977
+arug_que01,79,67,3 duplicate(GD_Ev_Flower) #aru_flower_19 978
+arug_que01,79,64,3 duplicate(GD_Ev_Flower) #aru_flower_20 977
+arug_que01,79,61,3 duplicate(GD_Ev_Flower) #aru_flower_21 978
+arug_que01,79,58,3 duplicate(GD_Ev_Flower) #aru_flower_22 977
+arug_que01,84,58,3 duplicate(GD_Ev_Flower) #aru_flower_23 978
+arug_que01,89,58,3 duplicate(GD_Ev_Flower) #aru_flower_24 977
+arug_que01,94,58,3 duplicate(GD_Ev_Flower) #aru_flower_25 978
+arug_que01,99,58,3 duplicate(GD_Ev_Flower) #aru_flower_26 977
+arug_que01,104,58,3 duplicate(GD_Ev_Flower) #aru_flower_27 978
+arug_que01,109,58,3 duplicate(GD_Ev_Flower) #aru_flower_28 977
+arug_que01,114,58,3 duplicate(GD_Ev_Flower) #aru_flower_29 978
+arug_que01,119,58,3 duplicate(GD_Ev_Flower) #aru_flower_30 977
+arug_que01,124,58,3 duplicate(GD_Ev_Flower) #aru_flower_31 978
+arug_que01,129,58,3 duplicate(GD_Ev_Flower) #aru_flower_32 977
+arug_que01,129,105,3 duplicate(GD_Ev_Flower) #aru_flower_33 978
+arug_que01,129,103,3 duplicate(GD_Ev_Flower) #aru_flower_34 977
+arug_que01,129,100,3 duplicate(GD_Ev_Flower) #aru_flower_35 978
+arug_que01,129,97,3 duplicate(GD_Ev_Flower) #aru_flower_36 977
+arug_que01,129,97,3 duplicate(GD_Ev_Flower) #aru_flower_37 978
+arug_que01,129,94,3 duplicate(GD_Ev_Flower) #aru_flower_38 977
+arug_que01,129,91,3 duplicate(GD_Ev_Flower) #aru_flower_39 978
+arug_que01,129,88,3 duplicate(GD_Ev_Flower) #aru_flower_40 977
+arug_que01,129,85,3 duplicate(GD_Ev_Flower) #aru_flower_41 978
+arug_que01,129,82,3 duplicate(GD_Ev_Flower) #aru_flower_42 977
+arug_que01,129,79,3 duplicate(GD_Ev_Flower) #aru_flower_43 978
+arug_que01,129,76,3 duplicate(GD_Ev_Flower) #aru_flower_44 977
+arug_que01,129,73,3 duplicate(GD_Ev_Flower) #aru_flower_45 978
+arug_que01,129,70,3 duplicate(GD_Ev_Flower) #aru_flower_46 977
+arug_que01,129,67,3 duplicate(GD_Ev_Flower) #aru_flower_47 978
+arug_que01,129,64,3 duplicate(GD_Ev_Flower) #aru_flower_48 977
+arug_que01,129,61,3 duplicate(GD_Ev_Flower) #aru_flower_49 978
+arug_que01,129,58,3 duplicate(GD_Ev_Flower) #aru_flower_50 977
+arug_que01,124,105,3 duplicate(GD_Ev_Flower) #aru_flower_51 978
+arug_que01,119,105,3 duplicate(GD_Ev_Flower) #aru_flower_52 977
+arug_que01,114,105,3 duplicate(GD_Ev_Flower) #aru_flower_53 978
+arug_que01,109,105,3 duplicate(GD_Ev_Flower) #aru_flower_54 977
+arug_que01,104,105,3 duplicate(GD_Ev_Flower) #aru_flower_55 976
+
+/*
+arug_dun01,5,5,1 script Event controller#aru_gd 81,{
+ input .@input; //,0,9999;
+ if (input == 1854) {
+ mes "How can I help you?";
+ next;
+ switch(select("Reset.:No, thanks.")) {
+ case 1:
+ mes "Completed.";
+ donpcevent "Monster Controler1#aru::OnControler1#aru_gd";
+ donpcevent "Monster Controler1#aru::OnControler1#aru_gd";
+ disablenpc "Dwarf#aru_gd";
+ set $@gdeventv_a1,0;
+ set $@gdeventv_a2,0;
+ set $@gdevents_a$,"";
+ close;
+ case 2:
+ mes "Good bye~";
+ close;
+ }
+ }
+ else {
+ mes "Incorrect password.";
+ close;
+ }
+}
+*/
diff --git a/npc/pre-re/events/gdevent_sch.txt b/npc/pre-re/events/gdevent_sch.txt
new file mode 100644
index 000000000..6bf391b28
--- /dev/null
+++ b/npc/pre-re/events/gdevent_sch.txt
@@ -0,0 +1,1541 @@
+//===== rAthena Script =======================================
+//= Guild dungeon event, Schwaltzvalt.
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.1
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= Guild dungeon event, Schwaltzvalt. Retrieve Morestone's
+//= pickaxe from Kublin.
+//===== Additional Comments: =================================
+//= 1.0 First version
+//= 1.1 Changed spawn timer to 1 hour. [L0ne_w0lf]
+//============================================================
+
+schg_dun01,1,1,1 script Monster Controler#sch_gd 81,{
+OnInit:
+ donpcevent "Monster Controler1#sch::OnKill";
+ initnpctimer;
+ end;
+
+OnTimer3600000:
+ donpcevent "Monster Controler1#sch::OnEnable";
+ mapannounce "schg_dun01", "Kublin: Aargh!",bc_map,"0x99CC00";
+ mapannounce "schg_dun01", "Morestone: Stop righ there! You thief!",bc_map,"0x99CC00";
+ stopnpctimer;
+ end;
+}
+
+schg_dun01,1,2,1 script Monster Controler1#sch 81,{
+OnEnable:
+ set .@callwhere,rand(1,4);
+ if (.@callwhere == 1) {
+ monster "schg_dun01",164,236,"Kublin",1980,1,"Monster Controler1#sch::OnMyMobDead";
+ }
+ else if (.@callwhere == 2) {
+ monster "schg_dun01",172,122,"Kublin",1980,1,"Monster Controler1#sch::OnMyMobDead";
+ }
+ else if (.@callwhere == 3) {
+ monster "schg_dun01",247,159,"Kublin",1980,1,"Monster Controler1#sch::OnMyMobDead";
+ }
+ else {
+ monster "schg_dun01",250,224,"Kublin",1980,1,"Monster Controler1#sch::OnMyMobDead";
+ }
+ end;
+
+Onkill:
+ killmonster "schg_dun01","Monster Controler1#sch::OnMyMObDead";
+ end;
+
+OnMyMobDead:
+ if (mobcount("schg_dun01","Monster Controler1#sch::OnMyMObDead") == 0) {
+ mapannounce "schg_dun01", "Kublin: Aargh!",bc_map,"0x99CC00";
+ mapannounce "schg_dun01", "Morestone: I thought I heard Kublin screaming!! Who is there? What happened to Kublin? Hey you!",bc_map,"0x99CC00";
+ donpcevent "Dwarf#sch_gd::OnEnable";
+ }
+ end;
+}
+
+schg_dun01,194,148,5 script Dwarf#sch_gd 826,{
+ if (getcharid(2) == 0) {
+ mes "[Dwarf]";
+ mes "Hey did you see an ugly Goblin come by? He stole something from me!";
+ close;
+ }
+ set .@chk_urquest,checkquest(2143,PLAYTIME);
+ set .@chk_yourgdname$,getguildname(getcharid(2));
+ if ($@gdeventv_s1 == 0) {
+ if ($@gdevents_s$ == "") {
+ set $@gdeventv_s1,1;
+ set $@gdevents_s$,.@chk_yourgdname$;
+ mes "[Dwarf]";
+ mes "Help me!";
+ mes "Please, help me!";
+ next;
+ switch(select("What happened?:Nevermind.")) {
+ case 1:
+ mes "[Dwarf]";
+ mes "I am Morestone and I collect rare gems.";
+ next;
+ mes "[Morestone]";
+ mes "In my travels, I was told that there were alot of gems in Valfreyja and Nidhoggur, so I came down here.";
+ mes "But here, the soil is very hard to dig into. Fortunately, my ^3131FFPickaxe^000000 never lets me down!";
+ next;
+ select("Pickaxe!");
+ mes "[Morestone]";
+ mes "Yes, my beloved pickaxe!";
+ mes "I always carry it with me, you know?";
+ next;
+ mes "[Morestone]";
+ mes "We started working here together.";
+ mes "After a few days, we finally found something!";
+ next;
+ select("Something strange??");
+ mes "[Morestone]";
+ mes "No, but it was worth quite alot.";
+ mes "But we did not have much time to celebrate. Suddenly, a monster appeared that stole my pickaxe.";
+ mes "His name was^3131FFKublin^000000!";
+ next;
+ mes "[Morestone]";
+ mes "He stole my Pickaxe!";
+ mes "I can't live without it...";
+ next;
+ if (countitem(6010) > 0) {
+ mes "[" + strcharinfo(0) + "]";
+ mes "Is this the pickaxe that you've been looking for?";
+ next;
+ mes "[Morestone]";
+ mes "You found my Pickaxe?";
+ mes "Show me, please!";
+ next;
+ mes "[Morestone]";
+ mes "Oh, my! You've returned it to me!";
+ mes "My precious pickaxe, I thought I lost you forever.";
+ next;
+ mes "[Morestone]";
+ mes "You are great! What guild are you from?";
+ mes "Could it be Gravity or Mercury?";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "I am a member of the ^3131FF"+.@chk_yourgdname$+"^.";
+ next;
+ mes "[Morestone]";
+ mes "Oh... That guild will receive my greatest respect.";
+ next;
+ mes "[Morestone]";
+ mes "Oh! My friend, I am very grateful for your help.";
+ mes "As a reward, I will tell you about a mysterious area I have discovered recently.";
+ next;
+ select("A mysterious area?");
+ mes "[Morestone]";
+ mes "That's right. I found it when I was digging around here.";
+ mes "It looks like it was made for some special purpose, but since there are no gems around there, I have no interest in it.";
+ next;
+ mes "[Morestone]";
+ mes "Instead of going there alone, I think it would be more fun to go with your friends...";
+ next;
+ mes "[Morestone]";
+ mes "If you want, I can take ^3131FFyou and your guild members^000000 to explore that area.";
+ mes "Do you want to go there now?";
+ next;
+ switch(select("Wait! I'm not ready yet.:Let's go!")) {
+ case 1:
+ set $@gdeventv_s1,0;
+ set $@gdevents_s$,"";
+ mes "[Morestone]";
+ mes "Take your time, and find a place to gather your friends.";
+ close;
+ case 2:
+ mes "[Morestone]";
+ mes "Alright! Let's go.";
+ mes "If your friends visit me again later, I will guide them to that area again.";
+ mes "Don't forget, dwarves are grateful beings! Hahaha!";
+ delitem 6010,1; //Pickaxe
+ set $@gdeventv_s1,1;
+ set $@gdevents_s$,.@chk_yourgdname$;
+ close2;
+ setquest 2144;
+ warp "schg_que01",103,133;
+ end;
+ }
+ }
+ else {
+ set $@gdeventv_s1,0;
+ set $@gdevents_s$,"";
+ mes "[Morestone]";
+ mes "I will tell you how to find him.";
+ mes "Kublin wears a ridiculous golden hat, It should be easy to recognise him by that.";
+ close;
+ }
+ case 2:
+ set $@gdeventv_s1,0;
+ set $@gdevents_s$,"";
+ emotion e_sob;
+ mes "[Dwarf]";
+ mes "Ahhh...";
+ close;
+ }
+ }
+ else if ($@gdevents_s$ == .@chk_yourgdname$) {
+ set .@chk_urquest1,checkquest(2144);
+ if ((.@chk_urquest1 == 0) || (.@chk_urquest1 == 1)) {
+ mes "[Morestone]";
+ mes "I, Morestone, have made an alliance with the "+$@gdevents_s$+" guild.";
+ mes "Oh, you are a member.";
+ mes "Would you like to go to the mysterious area?";
+ next;
+ switch(select("Let's go.:No, thanks.")) {
+ case 1:
+ mes "[Morestone]";
+ mes "I hope you enjoy yourself, my friend.";
+ close2;
+ warp "schg_que01",103,133;
+ end;
+ case 2:
+ mes "[Morestone]";
+ mes "If you need my assistance, just ask.";
+ mes "Ah! Dont forget, I hate monsters! So I don't want to see them. It will be better if you ask for another favour.";
+ close;
+ }
+ }
+ else {
+ set $@gdeventv_s1,1;
+ set $@gdevents_s$,.@chk_yourgdname$;
+ mes "[Dwarf]";
+ mes "Help me!";
+ mes "Please, help me!";
+ next;
+ switch(select("What happened?:Nevermind.")) {
+ case 1:
+ mes "[Dwarf]";
+ mes "I am Morestone and I collect rare gems.";
+ next;
+ mes "[Morestone]";
+ mes "In my travels, I was told that there were alot of gems in Valfreyja and Nidhoggur, so I came down here.";
+ mes "But here, the soil is very hard to dig into. Fortunately, my ^3131FFPickaxe^000000 never lets me down!";
+ next;
+ select("Pickaxe!");
+ mes "[Morestone]";
+ mes "Yes, my beloved pickaxe!";
+ mes "I always carry it with me, you know?";
+ next;
+ mes "[Morestone]";
+ mes "We started working here together.";
+ mes "After a few days, we finally found something!";
+ next;
+ select("Something strange??");
+ mes "[Morestone]";
+ mes "No, but it was worth quite alot.";
+ mes "But we did not have much time to celebrate. Suddenly, a monster appeared that stole my pickaxe.";
+ mes "His name was^3131FFKublin^000000!";
+ next;
+ mes "[Morestone]";
+ mes "He stole my Pickaxe!";
+ mes "I can't live without it...";
+ next;
+ if (countitem(6010) > 0) {
+ mes "[" + strcharinfo(0) + "]";
+ mes "Is this the pickaxe that you've been looking for?";
+ next;
+ mes "[Morestone]";
+ mes "You found my Pickaxe?";
+ mes "Show me, please!";
+ next;
+ mes "[Morestone]";
+ mes "Oh, my! You've returned it to me!";
+ mes "My precious pickaxe, I thought I lost you forever.";
+ next;
+ mes "[Morestone]";
+ mes "You are great! What guild are you from?";
+ mes "Could it be Gravity or Mercury?";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "I am a member of the ^3131FF"+.@chk_yourgdname$+"^.";
+ next;
+ mes "[Morestone]";
+ mes "Oh... That guild will receive my greatest respect.";
+ next;
+ mes "[Morestone]";
+ mes "Oh! My friend, I am very grateful for your help.";
+ mes "As a reward, I will tell you about a mysterious area I have discovered recently.";
+ next;
+ select("A mysterious area?");
+ mes "[Morestone]";
+ mes "That's right. I found it when I was digging around here.";
+ mes "It looks like it was made for some special purpose, but since there are no gems around there, I have no interest in it.";
+ next;
+ mes "[Morestone]";
+ mes "Instead of going there alone, I think it would be more fun to go with your friends...";
+ next;
+ mes "[Morestone]";
+ mes "If you want, I can take ^3131FFyou and your guild members^000000 to explore that area.";
+ mes "Do you want to go there now?";
+ next;
+ switch(select("Wait! I'm not ready yet.:Let's go!")) {
+ case 1:
+ set $@gdeventv_s1,0;
+ set $@gdevents_s$,"";
+ mes "[Morestone]";
+ mes "Take your time, and find a place to gather your friends.";
+ close;
+ case 2:
+ mes "[Morestone]";
+ mes "Alright! Let's go.";
+ mes "If your friends visit me again later, I will guide them to that area again.";
+ mes "Don't forget, dwarves are grateful beings! Hahaha!";
+ delitem 6010,1; //Pickaxe
+ set $@gdeventv_s1,1;
+ set $@gdevents_s$,.@chk_yourgdname$;
+ close2;
+ setquest 2144;
+ warp "schg_que01",103,133;
+ end;
+ }
+ }
+ else {
+ set $@gdeventv_s1,0;
+ set $@gdevents_s$,"";
+ mes "[Morestone]";
+ mes "I will tell you how to find him.";
+ mes "Kublin wears a ridiculous golden hat, It should be easy to recognise him by that.";
+ close;
+ }
+ case 2:
+ set $@gdeventv_s1,0;
+ set $@gdevents_s$,"";
+ emotion e_sob;
+ mes "[Dwarf]";
+ mes "Ah....";
+ close;
+ }
+ }
+ }
+ else {
+ mes "[Morestone]";
+ mes "I, Morestone, have made an alliance with the "+$@gdevents_s$+" guild.";
+ mes "Hm, you're not a member.";
+ mes "Could you please give them my greetings?";
+ close;
+ }
+ }
+ else {
+ if ($@gdevents_s$ == .@chk_yourgdname$) {
+ set .@chk_urquest1,checkquest(2144);
+ if ((.@chk_urquest1 == 0) || (.@chk_urquest1 == 1)) {
+ mes "[Morestone]";
+ mes "I, Morestone, have made an alliance with the "+$@gdevents_s$+" guild.";
+ mes "Oh, you are a member.";
+ mes "Would you like to go to the mysterious area?";
+ next;
+ switch(select("Let's go.:No, thanks.")) {
+ case 1:
+ mes "[Morestone]";
+ mes "I hope you enjoy yourself, my friend.";
+ close2;
+ warp "schg_que01",103,133;
+ end;
+ case 2:
+ mes "[Morestone]";
+ mes "If you need my assistance, just ask.";
+ mes "Ah! Dont forget, I hate monsters! So I don't want to see them. It will be better if you ask for another favour.";
+ close;
+ }
+ }
+ else {
+ set $@gdeventv_s1,1;
+ set $@gdevents_s$,.@chk_yourgdname$;
+ mes "[Dwarf]";
+ mes "Help me!";
+ mes "Please, help me!";
+ next;
+ switch(select("What happened?:Nevermind.")) {
+ case 1:
+ mes "[Dwarf]";
+ mes "I am Morestone and I collect rare gems.";
+ next;
+ mes "[Morestone]";
+ mes "In my travels, I was told that there were alot of gems in Valfreyja and Nidhoggur, so I came down here.";
+ mes "But here, the soil is very hard to dig into. Fortunately, my ^3131FFPickaxe^000000 never lets me down!";
+ next;
+ select("Pickaxe!");
+ mes "[Morestone]";
+ mes "Yes, my beloved pickaxe!";
+ mes "I always carry it with me, you know?";
+ next;
+ mes "[Morestone]";
+ mes "We started working here together.";
+ mes "After a few days, we finally found something!";
+ next;
+ select("Something strange??");
+ mes "[Morestone]";
+ mes "No, but it was worth quite alot.";
+ mes "But we did not have much time to celebrate. Suddenly, a monster appeared that stole my pickaxe.";
+ mes "His name was^3131FFKublin^000000!";
+ next;
+ mes "[Morestone]";
+ mes "He stole my Pickaxe!";
+ mes "I can't live without it...";
+ next;
+ if (countitem(6010) > 0) {
+ mes "[" + strcharinfo(0) + "]";
+ mes "Is this the pickaxe that you've been looking for?";
+ next;
+ mes "[Morestone]";
+ mes "You found my Pickaxe?";
+ mes "Show me, please!";
+ next;
+ mes "[Morestone]";
+ mes "Oh, my! You've returned it to me!";
+ mes "My precious pickaxe, I thought I lost you forever.";
+ next;
+ mes "[Morestone]";
+ mes "You are great! What guild are you from?";
+ mes "Could it be Gravity or Mercury?";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "I am a member of the ^3131FF"+.@chk_yourgdname$+"^.";
+ next;
+ mes "[Morestone]";
+ mes "Oh... That guild will receive my greatest respect.";
+ next;
+ mes "[Morestone]";
+ mes "Oh! My friend, I am very grateful for your help.";
+ mes "As a reward, I will tell you about a mysterious area I have discovered recently.";
+ next;
+ select("A mysterious area?");
+ mes "[Morestone]";
+ mes "That's right. I found it when I was digging around here.";
+ mes "It looks like it was made for some special purpose, but since there are no gems around there, I have no interest in it.";
+ next;
+ mes "[Morestone]";
+ mes "Instead of going there alone, I think it would be more fun to go with your friends...";
+ next;
+ mes "[Morestone]";
+ mes "If you want, I can take ^3131FFyou and your guild members^000000 to explore that area.";
+ mes "Do you want to go there now?";
+ next;
+ switch(select("Wait! I'm not ready yet.:Let's go!")) {
+ case 1:
+ set $@gdeventv_s1,0;
+ set $@gdevents_s$,"";
+ mes "[Morestone]";
+ mes "Take your time, and find a place to gather you friends.";
+ close;
+ case 2:
+ mes "[Morestone]";
+ mes "Alright! Let's go.";
+ mes "If your friends visit me again later, I will guide them to that area again.";
+ mes "Don't forget, dwarves are grateful beings! Hahaha!";
+ delitem 6010,1; //Pickaxe
+ set $@gdeventv_s1,1;
+ set $@gdevents_s$,.@chk_yourgdname$;
+ close2;
+ setquest 2144;
+ warp "schg_que01",103,133;
+ end;
+ }
+ }
+ else {
+ set $@gdeventv_s1,0;
+ set $@gdevents_s$,"";
+ mes "[Morestone]";
+ mes "I will tell you how to find him.";
+ mes "Kublin wears a ridiculous golden hat, It should be easy to recognise him by that.";
+ close;
+ }
+ case 2:
+ set $@gdeventv_s1,0;
+ set $@gdevents_s$,"";
+ emotion e_sob;
+ mes "[Dwarf]";
+ mes "Ah....";
+ close;
+ }
+ }
+ }
+ else {
+ mes "[Morestone]";
+ mes "I, Morestone, have made an alliance with the "+$@gdevents_s$+" guild.";
+ mes "Hm, you're not a member.";
+ mes "Could you please give them my greetings?";
+ close;
+ }
+ }
+ end;
+
+OnInit:
+ disablenpc "Dwarf#sch_gd";
+ set $@gdeventv_s1,0;
+ set $@gdevents_s$,"";
+ end;
+
+OnEnable:
+ enablenpc "Dwarf#sch_gd";
+ end;
+}
+
+schg_que01,100,81,3 script Pierrot Pier#sch_gd 715,{
+ specialeffect EF_POISONHIT;
+ set .@sprchg_gd,rand(1,5);
+ if (.@sprchg_gd == 1) {
+ setnpcdisplay "Pierrot Pier#sch_gd",950;
+ }
+ else if (.@sprchg_gd == 2) {
+ setnpcdisplay "Pierrot Pier#sch_gd",715;
+ }
+ else if (.@sprchg_gd == 3) {
+ setnpcdisplay "Pierrot Pier#sch_gd",714;
+ }
+ else if (.@sprchg_gd == 4) {
+ setnpcdisplay "Pierrot Pier#sch_gd",785;
+ }
+ else {
+ setnpcdisplay "Pierrot Pier#sch_gd",876;
+ }
+ if (checkweight(1201,1) == 0) {
+ mes "- Wait!! -";
+ mes "- You're carrying too many items, -";
+ mes "- you can't receive the materials. -";
+ mes "- Please use the Kafra Services, -";
+ mes "- and come back later. -";
+ close;
+ }
+ if (strcharinfo(0) == getguildmaster(getcharid(2))) {
+ if ($@gdeventv_s2 == 0) {
+ set .@que_2143,checkquest(2143,PLAYTIME);
+ if (.@que_2143 == -1) {
+ setnpcdisplay "Pierrot Pier#sch_gd",715;
+ mes "A lonely clown is juggling.";
+ next;
+ mes "When looked at closely, the clown is just a puppet that looks like a human.";
+ next;
+ mes "The clown stops, then starts moving in accordance to your movements, noises start to emit from it's mouth.";
+ next;
+ mes "[Pierrot Pier]";
+ mes "Beep beep beep.";
+ mes "Hello, my friends!";
+ mapannounce "schg_que01", "Pierrot Pier: Beep beep beep! Hello, my friends!",bc_map,"0x99CC00";
+ next;
+ mes "[Pierrot Pier]";
+ mes "I am the loyal servant of Gergath, and I have finally received my orders.";
+ mes "I am happy to hear all the laughter, but without my master's permission, I can't do anything.";
+ mapannounce "schg_que01", "Pierrot Pier: I am happy to hear all the laughter, but without my master's permission, I can't do anything.",bc_map,"0x99CC00";
+ next;
+ mes "[Pierrot Pier]";
+ mes "Did you get permission from Gergath?";
+ mapannounce "schg_que01", "Pierrot Pier: Did you get permission from Gergath?",bc_map,"0x99CC00";
+ next;
+ switch(select("I need to check that.:No.")) {
+ case 1:
+ mes "[Pierrot Pier]";
+ mes "Please give me the palm of your hand.";
+ mapannounce "schg_que01", "Pierrot Pier: Please give me the palm of your hand.",bc_map,"0x99CC00";
+ next;
+ mes "[Pierrot Pier]";
+ mes "Let me see...";
+ mapannounce "schg_que01", "Pierrot Pier: Let me see...",bc_map,"0x99CC00";
+ next;
+ emotion e_dots;
+ mes "[Pierrot Pier]";
+ mes "Hm...";
+ mapannounce "schg_que01", "Pierrot Pier: Hm...",bc_map,"0x99CC00";
+ next;
+ emotion e_dots;
+ mes "[Pierrot Pier]";
+ mes "Okay, I see...";
+ mapannounce "schg_que01", "Pierrot Pier: Okay, I see...",bc_map,"0x99CC00";
+ next;
+ emotion e_dots;
+ mes "[Pierrot Pier]";
+ mes "Indeed...";
+ mapannounce "schg_que01", "Pierrot Pier: Indeed...",bc_map,"0x99CC00";
+ next;
+ emotion e_bzz;
+ mes "[Pierrot Pier]";
+ mes "Verification completed!";
+ mapannounce "schg_que01", "Pierrot Pier: Verification completed!",bc_map,"0x99CC00";
+ next;
+ break;
+ case 2:
+ mes "[Pierrot Pier]";
+ mes "Hm? that's right.";
+ mes "When is that person coming? I am very bored~!";
+ close;
+ }
+ mes "[Pierrot Pier]";
+ mes "^3131FF<You're someone who can only think about nonsense everyday, you have no focus at all.>^000000";
+ mapannounce "schg_que01", "Pierrot Pier: <You're someone who can only think about nonsense everyday, you have no focus at all.>",bc_map,"0x99CC00";
+ next;
+ emotion e_ho;
+ mes "[Pierrot Pier]";
+ mes "Hm? You don't think so?";
+ mapannounce "schg_que01", "Pierrot Pier: Hm? You don't think so?",bc_map,"0x99CC00";
+ next;
+ emotion e_heh;
+ mes "[Pierrot Pier]";
+ mes "Haha, I'm just kidding. Beep beep.";
+ mes "Ah, you are the one my master speaks of.";
+ mapannounce "schg_que01", "Pierrot Pier: Haha, I'm just kidding. Beep beep. You are the one my master speaks of.",bc_map,"0x99CC00";
+ next;
+ mes "[Pierrot Pier]";
+ mes "Come, the Gergath has left a message for you.";
+ mes "It's a bit old, but it should still be legible.";
+ next;
+ mes "[Pierrot Pier]";
+ mes "Alright, let's begin!";
+ setquest 2143;
+ donpcevent "Gergath#sch_gd::OnEnable";
+ close;
+ }
+ else if ((.@que_2143 == 0) || (.@que_2143 == 1)) {
+ mes "[Pierrot Pier]";
+ mes "Let's talk after I finished reading my master's message. Beep beep.";
+ close;
+ }
+ else {
+ mes "[Pierrot Pier]";
+ mes "My master Gergath sincerely wishes you joy for you and your family everyday.";
+ next;
+ mes "[Pierrot Pier]";
+ mes "Alright, would you like to play the game Gergath has prepared for you?";
+ next;
+ switch(select("Game instructions.:Skip instructions.:Refuse game.")) {
+ case 1:
+ mes "[Pierrot Pier]";
+ mes "The game prepared by my master is very unique, yet simple and fun!";
+ mapannounce "schg_que01", "Pierrot Pier: The game prepared by my lord is very unique, yet simple and fun!",bc_map,"0x99CC00";
+ next;
+ mes "[Pierrot Pier]";
+ mes "It's called \"Find the Treasure Map\"!!";
+ mapannounce "schg_que01", "Pierrot Pier: It's called \"Find the Treasure Map\"!!",bc_map,"0x99CC00";
+ next;
+ mes "[Pierrot Pier]";
+ mes "Do you see this large and green field? Beep, beep?";
+ mes "I will show you the most incredible magic here.";
+ mes "I will turn this place very white. Veeery white!";
+ mapannounce "schg_que01", "Pierrot Pier: I will turn this place very white. Veeery white!",bc_map,"0x99CC00";
+ next;
+ mes "[Pierrot Pier]";
+ mes "The game instruction is just to find the treasure map within the time limit.";
+ mes "Sounds easy, right?";
+ mapannounce "schg_que01", "Pierrot Pier: The game instruction is just to find the treasure map within the time limit. ounds easy, right?",bc_map,"0x99CC00";
+ next;
+ break;
+ case 2:
+ break;
+ case 3:
+ emotion e_sob;
+ mes "[Pierrot Pier]";
+ mes "Oh, you don't want to play?";
+ close;
+ }
+ mes "[Pierrot Pier]";
+ mes "Okay, I'm ready to begin.";
+ mes "Shall we start? Beep, beep?";
+ next;
+ switch(select("No.:Start.")) {
+ case 1:
+ mes "[Pierrot Pier]";
+ mes "Let me know when you are ready.";
+ close;
+ case 2:
+ mes "[Pierrot Pier]";
+ mes "Alright! Let us begin!";
+ next;
+ mes "[Pierrot Pier]";
+ mes "Ladies, and gentlemen.";
+ mapannounce "schg_que01", "Pierrot Pier: Ladies, and gentlemen.",bc_map,"0x99CC00";
+ next;
+ mes "[Pierrot Pier]";
+ mes "Who will find the treasure map in this white world?";
+ mapannounce "schg_que01", "Pierrot Pier: Who will find the treasure map in this white world?",bc_map,"0x99CC00";
+ next;
+ mes "[Pierrot Pier]";
+ mes "Amongst all of you, who shall be the lucky one?";
+ mapannounce "schg_que01", "Pierrot Pier: Amongst all of you, who shall be the lucky one?",bc_map,"0x99CC00";
+ next;
+ mes "[Pierrot Pier]";
+ mes "Let the game.. Begin!";
+ mapannounce "schg_que01", "Pierrot Pier: Let the game.. Begin!",bc_map,"0x99CC00";
+ set $@gdeventv_s2,1;
+ donpcevent "Controller#gdevent_s::Ongame_start";
+ erasequest 2143;
+ close;
+ }
+ }
+ }
+ else if ($@gdeventv_s2 == 1) {
+ mes "[Pierrot Pier]";
+ mes "Did you find the treasure map?";
+ mes "Show me what you have in your hands! Beep, beep!";
+ next;
+ mes "[Pierrot Pier]";
+ mes "Let me see...";
+ next;
+ if (countitem(6031) > 0) {
+ donpcevent "Controller#gdevent_s::Onstop";
+ set $@gdeventv_s2,3;
+ donpcevent "eff_mvp#sch_gd::Onmvp";
+ mes "[Pierrot Pier]";
+ mes "Wow~~!!";
+ mes "Success~!!";
+ mes "What a success~!!";
+ mapannounce "schg_que01", "Pierrot Pier: Wow~~!! Success~!! What a success~!!",bc_map,"0x99CC00";
+ delitem 6031,1; //Glitering_PaperB
+ close;
+ }
+ else {
+ if (countitem(6030) > 0) {
+ mes "[Pierrot Pier]";
+ mes "Ahh, what a shame, it seems like you haven't found the treasure map yet.";
+ mes "Quickly! Your time is running out! Hurry up!";
+ close;
+ }
+ else {
+ mes "[Pierrot Pier]";
+ mes "I don't see anything. Have you even started yet? Beep?";
+ mes "Hehe, while you're talking to me, the time is slowly ticking away~";
+ close;
+ }
+ }
+ }
+ else if ($@gdeventv_s2 == 2) {
+ mes "[Pierrot Pier]";
+ mes "Wah, why is it like this~!!";
+ mes "Not enough? But this makes the game fun, no? Hahaha!";
+ next;
+ mes "[Pierrot Pier]";
+ mes "What did you think?";
+ next;
+ switch(select("It was pretty hard.:I should've been successful...")) {
+ case 1:
+ mes "[Pierrot Pier]";
+ mes "It's like trying to find a needle in a haystack!";
+ mes "It's hard, but if you find it, it's worth ten times the effort. Beep, beep.";
+ next;
+ break;
+ case 2:
+ mes "[Pierrot Pier]";
+ mes "Aaah~! Time is gold.";
+ mes "Precious time goes by so fast.";
+ next;
+ break;
+ }
+ mes "[Pierrot Pier]";
+ mes "I, Pierrot Piere, am not a heartless clown! Beep beep.";
+ mapannounce "schg_que01", "Pierrot Pier: I, Pierrot Piere, am not a heartless clown! Beep beep.",bc_map,"0x99CC00";
+ next;
+ mes "[Pierrot Pier]";
+ mes "Your success is my happiness!";
+ mes "I'll give you one more chance. How's that? Beep?";
+ mapannounce "schg_que01", "Pierrot Pier: I'll give you one more chance. How's that? Beep?",bc_map,"0x99CC00";
+ next;
+ mes "[Pierrot Pier]";
+ mes "Okay, I'm ready to begin.";
+ mes "Shall we start? Beep, beep?";
+ mapannounce "schg_que01", "Pierrot Pier: Okay, I'm ready to begin. Shall we start? Beep, beep?",bc_map,"0x99CC00";
+ next;
+ switch(select("No.:Start.")) {
+ case 1:
+ mes "[Pierrot Pier]";
+ mes "Let me know when you are ready.";
+ close;
+ case 2:
+ mes "[Pierrot Pier]";
+ mes "Alright! Let us begin!";
+ next;
+ mes "[Pierrot Pier]";
+ mes "Ladies, and gentlemen.";
+ mapannounce "schg_que01", "Pierrot Pier: Ladies, and gentlemen.",bc_map,"0x99CC00";
+ next;
+ mes "[Pierrot Pier]";
+ mes "Who will find the treasure map in this white world?";
+ mapannounce "schg_que01", "Pierrot Pier: Who will find the treasure map in this white world?",bc_map,"0x99CC00";
+ next;
+ mes "[Pierrot Pier]";
+ mes "Amongst all of you, who shall be the lucky one?";
+ mapannounce "schg_que01", "Pierrot Pier: Amongst all of you, who shall be the lucky one?",bc_map,"0x99CC00";
+ next;
+ mes "[Pierrot Pier]";
+ mes "Let the game.. Begin!";
+ mapannounce "schg_que01", "Pierrot Pier: Let the game.. Begin!",bc_map,"0x99CC00";
+ set $@gdeventv_s2,10;
+ donpcevent "Controller#gdevent_s::Ongame_start";
+ close;
+ }
+ }
+ else if ($@gdeventv_s2 == 3) {
+ set .@que_2143,checkquest(2143);
+ if (.@que_2143 == 3) {
+ erasequest 2143;
+ }
+ mes "[Pierrot Pier]";
+ mes "How did you do it?";
+ mapannounce "schg_que01", "Pierrot Pier: How did you do it?",bc_map,"0x99CC00";
+ next;
+ mes "[Pierrot Pier]";
+ mes "You managed to find a needle in a haystack!";
+ mes "Amazing!";
+ mapannounce "schg_que01", "Pierrot Pier: You managed to find a needle in a haystack! Amazing!!",bc_map,"0x99CC00";
+ next;
+ mes "[Pierrot Pier]";
+ mes "You've completeled an unbelievable task, I will give you the wonderful gift master has prepared!! Ha!";
+ mapannounce "schg_que01", "Pierrot Pier: You've completeled an unbelievable task, I will give you the wonderful gift my master has prepared!! Ha!",bc_map,"0x99CC00";
+ mapannounce "schg_que01", "Pierrot Pier: Here, take Pierre's Treasure Boxes.",bc_map,"0x99CC00";
+ donpcevent "eff_mvp#sch_gd::Onmvp";
+ set $@gdeventv_s2,5;
+ getitem 14596,10; //Pierre_Treasurebox
+ close;
+ }
+ else if ($@gdeventv_s2 == 4) {
+ mes "[Pierrot Pier]";
+ mes "Incredible! Unbelievable! Beep beep!";
+ close;
+ }
+ else if ($@gdeventv_s2 == 5) {
+ mapannounce "schg_que01", "Pierrot Pier: Seeing your smiles, makes Pierrot feel very happy~ See you next time!",bc_map,"0x99CC00";
+ mes "[Pierrot Pier]";
+ mes "Did you have fun?";
+ next;
+ mes "[Pierrot Pier]";
+ mes "Seeing your smiles, makes Pierrot feel very happy~";
+ next;
+ mes "[Pierrot Pier]";
+ mes "I hope to see you again very soon, I must go back to being a doll now.";
+ mes "See you next time!";
+ erasequest 2144;
+ close;
+ }
+ else {
+ mes "[Pierrot Pier]";
+ mes "Did you find the treasure map?";
+ mes "Show me what you have in your hands! Beep, beep!";
+ next;
+ mes "[Pierrot Pier]";
+ mes "Let me see.";
+ next;
+ if (countitem(6031) > 0) {
+ donpcevent "Controller#gdevent_s::Onstop";
+ set $@gdeventv_s2,3;
+ donpcevent "eff_mvp#sch_gd::Onmvp";
+ mes "[Pierrot Pier]";
+ mes "Wow~~!!";
+ mes "Success~!!";
+ mes "What a success~!!";
+ delitem 6031,1; //Glitering_PaperB
+ close;
+ }
+ else {
+ if (countitem(6030) > 0) {
+ mes "[Pierrot Pier]";
+ mes "Ahh, what a shame, it seems like you haven't found the treasure map yet.";
+ mes "Quickly! Your time is running out! Hurry up!";
+ close;
+ }
+ else {
+ mes "[Pierrot Pier]";
+ mes "I don't see anything. Have you even started yet? Beep?";
+ mes "Hehe, while you're talking to me, the time is slowly ticking away~";
+ close;
+ }
+ }
+ }
+ }
+ else {
+ if ($@gdeventv_s2 == 0) {
+ setnpcdisplay "Pierrot Pier#sch_gd",715;
+ mes "A lonely clown is juggling.";
+ next;
+ mes "When looked at closely, the clown is just a puppet that looks like a human.";
+ next;
+ mes "The clown stops, then starts moving in accordance to your movements, noises start to emit from it's mouth.";
+ next;
+ mes "[Pierrot Pier]";
+ mes "Beep beep beep.";
+ mes "Hello, my friends!";
+ mapannounce "schg_que01", "Pierrot Pier: Beep beep beep! Hello, my friends!",bc_map,"0x99CC00";
+ next;
+ mes "[Pierrot Pier]";
+ mes "I am the loyal servant of Gergath, and I have finally received my orders.";
+ mes "I am happy to hear all the laughter, but without my master's permission, I can't do anything.";
+ mapannounce "schg_que01", "Pierrot Pier: I am happy to hear all the laughter, but without my master's permission, I can't do anything.",bc_map,"0x99CC00";
+ next;
+ mes "[Pierrot Pier]";
+ mes "Did you get permission from the Gergath?";
+ mapannounce "schg_que01", "Pierrot Pier: Did you get permission from Gergath?",bc_map,"0x99CC00";
+ next;
+ switch(select("I need to check that.:No.")) {
+ case 1:
+ mes "[Pierrot Pier]";
+ mes "Please give me the palm of your hand.";
+ mapannounce "schg_que01", "Pierrot Pier: Please give me the palm of your hand.",bc_map,"0x99CC00";
+ next;
+ mes "[Pierrot Pier]";
+ mes "Let me see...";
+ mapannounce "schg_que01", "Pierrot Pier: Let me see...",bc_map,"0x99CC00";
+ next;
+ emotion e_dots;
+ mes "[Pierrot Pier]";
+ mes "Hm...";
+ mapannounce "schg_que01", "Pierrot Pier: Hm...",bc_map,"0x99CC00";
+ next;
+ emotion e_dots;
+ mes "[Pierrot Pier]";
+ mes "Okay, I see...";
+ mapannounce "schg_que01", "Pierrot Pier: Okay, I see...",bc_map,"0x99CC00";
+ next;
+ emotion e_dots;
+ mes "[Pierrot Pier]";
+ mes "Indeed...";
+ mapannounce "schg_que01", "Pierrot Pier: Indeed...",bc_map,"0x99CC00";
+ next;
+ emotion e_bzz;
+ mes "[Pierrot Pier]";
+ mes "Verification completed!";
+ mapannounce "schg_que01", "Pierrot Pier: Verification completed!",bc_map,"0x99CC00";
+ next;
+ break;
+ case 2:
+ mes "[Pierrot Pier]";
+ mes "Hm? that's right.";
+ mes "When is that person coming? I am very bored~!";
+ close;
+ }
+ emotion 18;
+ mes "[Pierrot Pier]";
+ mes "^3131FF<Although you're a weirdo, you seem to be very dedicated>^000000. Beep beep.";
+ next;
+ emotion e_swt2;
+ mes "[Pierrot Pier]";
+ mes "Hm? You don't think so?";
+ next;
+ mes "[Pierrot Pier]";
+ mes "The one my lord appointed is ^3131FF< someone who leads many people >^000000. Beep.";
+ next;
+ mes "[Pierrot Pier]";
+ mes "Pierrot wants to be someone like that, too. Beep.";
+ close;
+ }
+ else if ($@gdeventv_s2 == 1) {
+ mes "[Pierrot Pier]";
+ mes "Did you find the treasure map?";
+ mes "Show me what you have in your hands! Beep, beep!";
+ next;
+ mes "[Pierrot Pier]";
+ mes "Let me see...";
+ next;
+ if (countitem(6031) > 0) {
+ donpcevent "Controller#gdevent_s::Onstop";
+ set $@gdeventv_s2,3;
+ donpcevent "eff_mvp#sch_gd::Onmvp";
+ mes "[Pierrot Pier]";
+ mes "Wow~~!!";
+ mes "Success~!!";
+ mes "What a success~!!";
+ mapannounce "schg_que01", "Pierrot Pier: Wow~~!! Success~!! What a success~!!",bc_map,"0x99CC00";
+ delitem 6031,1; //Glitering_PaperB
+ close;
+ }
+ else {
+ if (countitem(6030) > 0) {
+ mes "[Pierrot Pier]";
+ mes "Ahh, what a shame, it seems like you haven't found the treasure map yet.";
+ mes "Quickly! Your time is running out! Hurry up!";
+ close;
+ }
+ else {
+ mes "[Pierrot Pier]";
+ mes "I don't see anything. Have you even started yet? Beep?";
+ mes "Hehe, while you're talking to me, the time is slowly ticking away~";
+ close;
+ }
+ }
+ }
+ else if ($@gdeventv_s2 == 2) {
+ mes "[Pierrot Pier]";
+ mes "Wah, why is it like this~!!";
+ mes "Not enough? But this makes the game fun, no? Hahaha!";
+ close;
+ }
+ else if ($@gdeventv_s2 == 3) {
+ mes "[Pierrot Pier]";
+ mes "Congratulations, you have succeeded!";
+ mes "I will talk to your leader about other details.";
+ close;
+ }
+ else if ($@gdeventv_s2 == 4) {
+ mes "[Pierrot Pier]";
+ mes "Incredible! Unbelievable! Beep beep!";
+ close;
+ }
+ else if ($@gdeventv_s2 == 5) {
+ mes "[Pierrot Pier]";
+ mes "Did you have fun?";
+ next;
+ mes "[Pierrot Pier]";
+ mes "Seeing your smiles, makes Pierrot feel very happy~";
+ next;
+ mes "[Pierrot Pier]";
+ mes "I hope to see you again very soon, I must go back to being a doll now.";
+ mes "See you next time!";
+ close;
+ }
+ else {
+ mes "[Pierrot Pier]";
+ mes "Voc� encontrou o tesouro?";
+ mes "Mostre-me o que voc� tem nas m�os agora.";
+ next;
+ mes "[Pierrot Pier]";
+ mes "Deixe-me ver...";
+ next;
+ if (countitem(6031) > 0) {
+ donpcevent "Controller#gdevent_s::Onstop";
+ set $@gdeventv_s2,3;
+ donpcevent "eff_mvp#sch_gd::Onmvp";
+ mes "[Pierrot Pier]";
+ mes "Wow~~!!";
+ mes "Success~!!";
+ mes "What a success~!!";
+ delitem 6031,1; //Glitering_PaperB
+ close;
+ }
+ else {
+ if (countitem(6030) > 0) {
+ mes "[Pierrot Pier]";
+ mes "Ahh, what a shame, it seems like you haven't found the treasure map yet.";
+ mes "Quickly! Your time is running out! Hurry up!";
+ close;
+ }
+ else {
+ mes "[Pierrot Pier]";
+ mes "I don't see anything. Have you even started yet? Beep?";
+ mes "Hehe, while you're talking to me, the time is slowly ticking away~";
+ close;
+ }
+ }
+ }
+ }
+}
+
+schg_que01,10,10,3 script Controller#gdevent_s 81,{
+OnInit:
+ set $@gdeventv_s2,0;
+ end;
+
+Onwin:
+ donpcevent "treg#sch_gd::OnEnable";
+ end;
+
+Ongame_start:
+ initnpctimer;
+ donpcevent "paper_sp_1_s::OnEnable";
+ donpcevent "paper_sp_2_s::OnEnable";
+ donpcevent "paper_sp_3_s::OnEnable";
+ donpcevent "paper_sp_4_s::OnEnable";
+ donpcevent "paper_sp_5_s::OnEnable";
+ donpcevent "paper_sp_6_s::OnEnable";
+ donpcevent "paper_sp_7_s::OnEnable";
+ donpcevent "paper_sp_8_s::OnEnable";
+ donpcevent "paper_sp_9_s::OnEnable";
+ set .@roulette_where,rand(1,9);
+ if (.@roulette_where == 1) {
+ donpcevent "paper_sp_1_s::Onbingo";
+ }
+ else if (.@roulette_where == 2) {
+ donpcevent "paper_sp_2_s::Onbingo";
+ }
+ else if (.@roulette_where == 3) {
+ donpcevent "paper_sp_3_s::Onbingo";
+ }
+ else if (.@roulette_where == 4) {
+ donpcevent "paper_sp_4_s::Onbingo";
+ }
+ else if (.@roulette_where == 5) {
+ donpcevent "paper_sp_5_s::Onbingo";
+ }
+ else if (.@roulette_where == 6) {
+ donpcevent "paper_sp_6_s::Onbingo";
+ }
+ else if (.@roulette_where == 7) {
+ donpcevent "paper_sp_7_s::Onbingo";
+ }
+ else if (.@roulette_where == 8) {
+ donpcevent "paper_sp_8_s::Onbingo";
+ }
+ else {
+ donpcevent "paper_sp_9_s::Onbingo";
+ }
+ end;
+
+Onstop:
+ stopnpctimer;
+ end;
+
+OnTimer40000:
+ mapannounce "schg_que01", "Pierrot Pier: Time is running out, hurry up!",bc_map,"0x99CC00";
+ end;
+
+OnTimer60000:
+ mapannounce "schg_que01", "Pierrot Pier: Time is up!",bc_map,"0x99CC00";
+ mapwarp "schg_que01","schg_que01",100,79;
+ enablenpc "removepp_sch_gd";
+ set $@gdeventv_s2,2;
+ end;
+
+OnTimer63000:
+ stopnpctimer;
+ end;
+}
+
+schg_que01,87,93,0 script paper_sp_1_s 139,{
+ end;
+
+OnEnable:
+ set .@paper_while1,0;
+ while(1) {
+ if (.@paper_while1 == 100) {
+ break;
+ }
+ else {
+ set .@paper_while1,.@paper_while1+1;
+ set .@paper_x1,rand(81,95);
+ set .@paper_y1,rand(87,100);
+ makeitem 6030,1,"schg_que01",.@paper_x1,.@paper_y1; //Glitering_PaperA
+ }
+ }
+ end;
+
+Onbingo:
+ set .@paper_x1,rand(81,95);
+ set .@paper_y1,rand(87,100);
+ makeitem 6031,1,"schg_que01",.@paper_x1,.@paper_y1; //Glitering_PaperB
+ end;
+}
+
+schg_que01,102,93,0 script paper_sp_2_s 139,{
+ end;
+
+OnEnable:
+ set .@paper_while2,0;
+ while(1) {
+ if (.@paper_while2 == 100) {
+ break;
+ }
+ else {
+ set .@paper_while2,.@paper_while2+1;
+ set .@paper_x2,rand(96,110);
+ set .@paper_y2,rand(87,100);
+ makeitem 6030,1,"schg_que01",.@paper_x2,.@paper_y2; //Glitering_PaperA
+ }
+ }
+ end;
+
+Onbingo:
+ set .@paper_x2,rand(96,110);
+ set .@paper_y2,rand(87,100);
+ makeitem 6031,1,"schg_que01",.@paper_x2,.@paper_y2; //Glitering_PaperB
+ end;
+}
+
+schg_que01,117,93,0 script paper_sp_3_s 139,{
+ end;
+
+OnEnable:
+ set .@paper_while3,0;
+ while(1) {
+ if (.@paper_while3 == 100) {
+ break;
+ }
+ else {
+ set .@paper_while3,.@paper_while3+1;
+ set .@paper_x3,rand(111,124);
+ set .@paper_y3,rand(87,100);
+ makeitem 6030,1,"schg_que01",.@paper_x3,.@paper_y3; //Glitering_PaperA
+ }
+ }
+ end;
+
+Onbingo:
+ set .@paper_x3,rand(111,124);
+ set .@paper_y3,rand(87,100);
+ makeitem 6031,1,"schg_que01",.@paper_x3,.@paper_y3; //Glitering_PaperB
+ end;
+}
+
+schg_que01,87,80,0 script paper_sp_4_s 139,{
+ end;
+
+OnEnable:
+ set .@paper_while4,0;
+ while(1) {
+ if (.@paper_while4 == 100) {
+ break;
+ }
+ else {
+ set .@paper_while4,.@paper_while4+1;
+ set .@paper_x4,rand(81,95);
+ set .@paper_y4,rand(73,86);
+ makeitem 6030,1,"schg_que01",.@paper_x4,.@paper_y4; //Glitering_PaperA
+ }
+ }
+ end;
+
+Onbingo:
+ set .@paper_x4,rand(81,95);
+ set .@paper_y4,rand(73,86);
+ makeitem 6031,1,"schg_que01",.@paper_x4,.@paper_y4; //Glitering_PaperB
+ end;
+}
+
+schg_que01,102,80,0 script paper_sp_5_s 139,{
+ end;
+
+OnEnable:
+ set .@paper_while5,0;
+ while(1) {
+ if (.@paper_while5 == 100) {
+ break;
+ }
+ else {
+ set .@paper_while5,.@paper_while5+1;
+ set .@paper_x5,rand(96,110);
+ set .@paper_y5,rand(73,86);
+ makeitem 6030,1,"schg_que01",.@paper_x5,.@paper_y5; //Glitering_PaperA
+ }
+ }
+ end;
+
+Onbingo:
+ set .@paper_x5,rand(96,110);
+ set .@paper_y5,rand(73,86);
+ makeitem 6031,1,"schg_que01",.@paper_x5,.@paper_y5; //Glitering_PaperB
+ end;
+}
+
+schg_que01,117,80,0 script paper_sp_6_s 139,{
+ end;
+
+OnEnable:
+ set .@paper_while6,0;
+ while(1) {
+ if (.@paper_while6 == 100) {
+ break;
+ }
+ else {
+ set .@paper_while6,.@paper_while6+1;
+ set .@paper_x6,rand(111,124);
+ set .@paper_y6,rand(73,86);
+ makeitem 6030,1,"schg_que01",.@paper_x6,.@paper_y6; //Glitering_PaperA
+ }
+ }
+ end;
+
+Onbingo:
+ set .@paper_x6,rand(111,124);
+ set .@paper_y6,rand(73,86);
+ makeitem 6031,1,"schg_que01",.@paper_x6,.@paper_y6; //Glitering_PaperB
+ end;
+}
+
+schg_que01,87,65,0 script paper_sp_7_s 139,{
+ end;
+
+OnEnable:
+ set .@paper_while7,0;
+ while(1) {
+ if (.@paper_while7 == 100) {
+ break;
+ }
+ else {
+ set .@paper_while7,.@paper_while7+1;
+ set .@paper_x7,rand(81,95);
+ set .@paper_y7,rand(59,72);
+ makeitem 6030,1,"schg_que01",.@paper_x7,.@paper_y7; //Glitering_PaperA
+ }
+ }
+ end;
+
+Onbingo:
+ set .@paper_x7,rand(81,95);
+ set .@paper_y7,rand(59,72);
+ makeitem 6031,1,"schg_que01",.@paper_x7,.@paper_y7; //Glitering_PaperB
+ end;
+}
+
+schg_que01,102,65,0 script paper_sp_8_s 139,{
+ end;
+
+OnEnable:
+ set .@paper_while8,0;
+ while(1) {
+ if (.@paper_while8 == 100) {
+ break;
+ }
+ else {
+ set .@paper_while8,.@paper_while8+1;
+ set .@paper_x8,rand(96,110);
+ set .@paper_y8,rand(59,72);
+ makeitem 6030,1,"schg_que01",.@paper_x8,.@paper_y8; //Glitering_PaperA
+ }
+ }
+ end;
+
+Onbingo:
+ set .@paper_x8,rand(96,110);
+ set .@paper_y8,rand(59,72);
+ makeitem 6031,1,"schg_que01",.@paper_x8,.@paper_y8; //Glitering_PaperB
+ end;
+}
+
+schg_que01,117,65,0 script paper_sp_9_s 139,{
+ end;
+
+OnEnable:
+ set .@paper_while9,0;
+ while(1) {
+ if (.@paper_while9 == 100) {
+ break;
+ }
+ else {
+ set .@paper_while9,.@paper_while9+1;
+ set .@paper_x9,rand(111,124);
+ set .@paper_y9,rand(59,72);
+ makeitem 6030,1,"schg_que01",.@paper_x9,.@paper_y9; //Glitering_PaperA
+ }
+ }
+ end;
+
+Onbingo:
+ set .@paper_x9,rand(111,124);
+ set .@paper_y9,rand(59,72);
+ makeitem 6031,1,"schg_que01",.@paper_x9,.@paper_y9; //Glitering_PaperB
+ end;
+}
+
+schg_que01,100,80,0 script removepp_sch_gd -1,5,5,{
+ end;
+
+OnInit:
+ disablenpc "removepp_sch_gd";
+ end;
+
+OnTouch2:
+ set .@paper_sch_gd,countitem(6030);
+ set .@spaper_sch_gd,countitem(6031);
+ if ((.@paper_sch_gd > 0) || (.@spaper_sch_gd > 0)) {
+ delitem 6030,.@paper_sch_gd; //Glitering_PaperA
+ delitem 6031,.@spaper_sch_gd; //Glitering_PaperB
+ }
+ end;
+}
+
+schg_que01,6,6,1 script eff_mvp#sch_gd 844,{
+ end;
+
+Onmvp:
+ initnpctimer;
+ end;
+
+OnTimer1000:
+ specialeffect EF_MVP,AREA,"paper_sp_1_s";
+ specialeffect EF_MVP,AREA,"paper_sp_3_s";
+ specialeffect EF_MVP,AREA,"paper_sp_5_s";
+ specialeffect EF_MVP,AREA,"paper_sp_7_s";
+ specialeffect EF_MVP,AREA,"paper_sp_9_s";
+ end;
+
+OnTimer2000:
+ specialeffect EF_MVP,AREA,"paper_sp_2_s";
+ specialeffect EF_MVP,AREA,"paper_sp_4_s";
+ specialeffect EF_MVP,AREA,"paper_sp_6_s";
+ specialeffect EF_MVP,AREA,"paper_sp_8_s";
+ end;
+
+OnTimer3000:
+ specialeffect EF_MVP,AREA,"paper_sp_1_s";
+ specialeffect EF_MVP,AREA,"paper_sp_3_s";
+ specialeffect EF_MVP,AREA,"paper_sp_5_s";
+ specialeffect EF_MVP,AREA,"paper_sp_7_s";
+ specialeffect EF_MVP,AREA,"paper_sp_9_s";
+ end;
+
+OnTimer4000:
+ specialeffect EF_MVP,AREA,"paper_sp_2_s";
+ specialeffect EF_MVP,AREA,"paper_sp_4_s";
+ specialeffect EF_MVP,AREA,"paper_sp_6_s";
+ specialeffect EF_MVP,AREA,"paper_sp_8_s";
+ stopnpctimer;
+ end;
+}
+
+schg_que01,100,75,5 script Gergath#sch_gd 412,{
+ end;
+
+OnInit:
+ disablenpc "Gergath#sch_gd";
+ end;
+
+OnEnable:
+ enablenpc "Gergath#sch_gd";
+ specialeffect EF_FORESTLIGHT;
+ initnpctimer;
+ end;
+
+OnTimer5000:
+ mapannounce "schg_que01", "Gergath : My dear friend, how have you been? This is something I prepared for you.",bc_map,"0xFFFF00";
+ end;
+
+OnTimer10000:
+ mapannounce "schg_que01", "Gergath : Do you still remember when we were young? We fought everyday like we were sworn enemies.",bc_map,"0xFFFF00";
+ end;
+
+OnTimer15000:
+ mapannounce "schg_que01", "Gergath : No matter how hard the adults tried, we had no intentions to change. Haha.",bc_map,"0xFFFF00";
+ end;
+
+OnTimer20000:
+ mapannounce "schg_que01", "Gergath : But I believe that deep inside, we valued our friendship with each other.",bc_map,"0xFFFF00";
+ end;
+
+OnTimer25000:
+ mapannounce "schg_que01", "Gergath : After I lost my mother's remnants in Mt. Mjolnir, you came to find me.",bc_map,"0xFFFF00";
+ end;
+
+OnTimer30000:
+ mapannounce "schg_que01", "Gergath : When you, handed me my mother's remnants, I couldn't even say thank you.",bc_map,"0xFFFF00";
+ end;
+
+OnTimer35000:
+ mapannounce "schg_que01", "Gergath : I couldn't say it even as I became an old man.",bc_map,"0xFFFF00";
+ end;
+
+OnTimer40000:
+ mapannounce "schg_que01", "Gergath : I found out about your whereabouts not long ago. I heard you were taking care of orphaned children?",bc_map,"0xFFFF00";
+ end;
+
+OnTimer45000:
+ mapannounce "schg_que01", "Gergath : Please accept this as a gift from a useless friend to you and your beloved children. I hope you will like it, haha.",bc_map,"0xFFFF00";
+ end;
+
+OnTimer50000:
+ mapannounce "schg_que01", "Gergath : Pierrot Pier will help you. I hope you can use this chance to return to the past and enjoy yourself with your children.",bc_map,"0xFFFF00";
+ disablenpc "Gergath#sch_gd";
+ stopnpctimer;
+ end;
+}
+
+schg_que01,104,140,0 warp back#sch_gd 1,1,schg_dun01,199,192
+
+/*
+schg_que01,104,140,1 script treg#sch_gd 844,{
+ end;
+
+OnEnable:
+ monster "schg_que01",87,93,"Poporing",1031,1,"treg#sch_gd::OnMyMobDead";
+ monster "schg_que01",102,93,"Poporing",1031,1,"treg#sch_gd::OnMyMobDead";
+ monster "schg_que01",117,93,"Poporing",1031,1,"treg#sch_gd::OnMyMobDead";
+ monster "schg_que01",87,80,"Poporing",1031,1,"treg#sch_gd::OnMyMobDead";
+ monster "schg_que01",102,80,"Poporing",1031,1,"treg#sch_gd::OnMyMobDead";
+ monster "schg_que01",117,80,"Poporing",1031,1,"treg#sch_gd::OnMyMobDead";
+ monster "schg_que01",87,65,"Poporing",1031,1,"treg#sch_gd::OnMyMobDead";
+ monster "schg_que01",102,65,"Poporing",1031,1,"treg#sch_gd::OnMyMobDead";
+ monster "schg_que01",117,65,"Poporing",1031,1,"treg#sch_gd::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ if (mobcount("schg_que01","treg#sch_gd::OnMyMobDead") == 0) {
+ mapannounce "schg_que01", "Pierrot Pier: Beep! Oh, you already opened the gift? You sure are fast now, beep!",bc_map,"0x99CC00";
+ set $@gdeventv_s2,5;
+ }
+ end;
+}
+*/
+
+schg_que01,98,105,3 script #sch_flower_01::GD_Ev_Flower2 978,{
+ end;
+}
+
+schg_que01,94,105,3 duplicate(GD_Ev_Flower2) #sch_flower_02 977
+schg_que01,90,105,3 duplicate(GD_Ev_Flower2) #sch_flower_03 978
+schg_que01,86,105,3 duplicate(GD_Ev_Flower2) #sch_flower_04 977
+schg_que01,82,105,3 duplicate(GD_Ev_Flower2) #sch_flower_05 978
+schg_que01,79,103,3 duplicate(GD_Ev_Flower2) #sch_flower_06 977
+schg_que01,79,100,3 duplicate(GD_Ev_Flower2) #sch_flower_07 978
+schg_que01,79,97,3 duplicate(GD_Ev_Flower2) #sch_flower_08 977
+schg_que01,79,97,3 duplicate(GD_Ev_Flower2) #sch_flower_09 978
+schg_que01,79,94,3 duplicate(GD_Ev_Flower2) #sch_flower_10 977
+schg_que01,79,91,3 duplicate(GD_Ev_Flower2) #sch_flower_11 978
+schg_que01,79,88,3 duplicate(GD_Ev_Flower2) #sch_flower_12 977
+schg_que01,79,85,3 duplicate(GD_Ev_Flower2) #sch_flower_13 978
+schg_que01,79,82,3 duplicate(GD_Ev_Flower2) #sch_flower_14 977
+schg_que01,79,79,3 duplicate(GD_Ev_Flower2) #sch_flower_15 978
+schg_que01,79,76,3 duplicate(GD_Ev_Flower2) #sch_flower_16 977
+schg_que01,79,73,3 duplicate(GD_Ev_Flower2) #sch_flower_17 978
+schg_que01,79,70,3 duplicate(GD_Ev_Flower2) #sch_flower_18 977
+schg_que01,79,67,3 duplicate(GD_Ev_Flower2) #sch_flower_19 978
+schg_que01,79,64,3 duplicate(GD_Ev_Flower2) #sch_flower_20 977
+schg_que01,79,61,3 duplicate(GD_Ev_Flower2) #sch_flower_21 978
+schg_que01,79,58,3 duplicate(GD_Ev_Flower2) #sch_flower_22 977
+schg_que01,84,58,3 duplicate(GD_Ev_Flower2) #sch_flower_23 978
+schg_que01,89,58,3 duplicate(GD_Ev_Flower2) #sch_flower_24 977
+schg_que01,94,58,3 duplicate(GD_Ev_Flower2) #sch_flower_25 978
+schg_que01,99,58,3 duplicate(GD_Ev_Flower2) #sch_flower_26 977
+schg_que01,104,58,3 duplicate(GD_Ev_Flower2) #sch_flower_27 978
+schg_que01,109,58,3 duplicate(GD_Ev_Flower2) #sch_flower_28 977
+schg_que01,114,58,3 duplicate(GD_Ev_Flower2) #sch_flower_29 978
+schg_que01,119,58,3 duplicate(GD_Ev_Flower2) #sch_flower_30 977
+schg_que01,124,58,3 duplicate(GD_Ev_Flower2) #sch_flower_31 978
+schg_que01,129,58,3 duplicate(GD_Ev_Flower2) #sch_flower_32 977
+schg_que01,129,105,3 duplicate(GD_Ev_Flower2) #sch_flower_33 978
+schg_que01,129,103,3 duplicate(GD_Ev_Flower2) #sch_flower_34 977
+schg_que01,129,100,3 duplicate(GD_Ev_Flower2) #sch_flower_35 978
+schg_que01,129,97,3 duplicate(GD_Ev_Flower2) #sch_flower_36 977
+schg_que01,129,97,3 duplicate(GD_Ev_Flower2) #sch_flower_37 978
+schg_que01,129,94,3 duplicate(GD_Ev_Flower2) #sch_flower_38 977
+schg_que01,129,91,3 duplicate(GD_Ev_Flower2) #sch_flower_39 978
+schg_que01,129,88,3 duplicate(GD_Ev_Flower2) #sch_flower_40 977
+schg_que01,129,85,3 duplicate(GD_Ev_Flower2) #sch_flower_41 978
+schg_que01,129,82,3 duplicate(GD_Ev_Flower2) #sch_flower_42 977
+schg_que01,129,79,3 duplicate(GD_Ev_Flower2) #sch_flower_43 978
+schg_que01,129,76,3 duplicate(GD_Ev_Flower2) #sch_flower_44 977
+schg_que01,129,73,3 duplicate(GD_Ev_Flower2) #sch_flower_45 978
+schg_que01,129,70,3 duplicate(GD_Ev_Flower2) #sch_flower_46 977
+schg_que01,129,67,3 duplicate(GD_Ev_Flower2) #sch_flower_47 978
+schg_que01,129,64,3 duplicate(GD_Ev_Flower2) #sch_flower_48 977
+schg_que01,129,61,3 duplicate(GD_Ev_Flower2) #sch_flower_49 978
+schg_que01,129,58,3 duplicate(GD_Ev_Flower2) #sch_flower_50 977
+schg_que01,124,105,3 duplicate(GD_Ev_Flower2) #sch_flower_51 978
+schg_que01,119,105,3 duplicate(GD_Ev_Flower2) #sch_flower_52 977
+schg_que01,114,105,3 duplicate(GD_Ev_Flower2) #sch_flower_53 978
+schg_que01,109,105,3 duplicate(GD_Ev_Flower2) #sch_flower_54 977
+schg_que01,104,105,3 duplicate(GD_Ev_Flower2) #sch_flower_55 976
+
+/*
+schg_dun01,5,5,1 script Event controller#sch_gd 81,{
+ input .@input; //,0,9999;
+ if (input == 1854) {
+ mes "How can I help you?";
+ next;
+ switch(select("Reset.:No, thanks.")) {
+ case 1:
+ mes "Completed.";
+ donpcevent "Monster Controler1#sch::OnControler1#sch_gd";
+ donpcevent "Monster Controler1#sch::OnControler1#sch_gd";
+ disablenpc "Dwarf#sch_gd";
+ set $@gdeventv_s1,0;
+ set $@gdeventv_s2,0;
+ set $@gdevents_s$,"";
+ close;
+ case 2:
+ mes "Good bye~";
+ close;
+ }
+ }
+ else {
+ mes "Incorrect password.";
+ close;
+ }
+}
+*/
diff --git a/npc/pre-re/events/god_se_festival.txt b/npc/pre-re/events/god_se_festival.txt
new file mode 100644
index 000000000..c9f84d6e0
--- /dev/null
+++ b/npc/pre-re/events/god_se_festival.txt
@@ -0,0 +1,781 @@
+//===== rAthena Script =======================================
+//= Valkyrie's Gift NPCs
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Post-God Item SE Creation Summoning Event
+//= Second Sister is a cusotm translation.
+//===== Additional Comments: =================================
+//= 1.0 First version. [L0ne_W0lf]
+//============================================================
+
+/*
+yuno,1,1,0 script Festival Manager#gq_fes00 891,{
+ mes "[Festival Manager]";
+ mes "I am the festival NPC manager for the God SE quest.";
+ mes "Please enter your password.";
+ next;
+ input .@input$;
+ if (.@input$ != "07godsefes") {
+ mes "[Festival Manager]";
+ mes "Password is incorrect.";
+ close;
+ }
+ mes "[Festival Manager]";
+ mes "What would you like to do?";
+ next;
+ switch(select("Disable festival NPCs:Enable festival NPCs")) {
+ case 1:
+ mes "[Festival Manager]";
+ mes "Ending festivals and disabling NPCs.";
+ donpcevent "Rmimi Ravies#gq_fes01::Onover";
+ donpcevent "Rmimi Ravies#gq_fes01::Onover";
+ close;
+ case 2:
+ mes "[Festival Manager]";
+ mes "Resetting festivals and enabling NPCs.";
+ donpcevent "Rmimi Ravies#gq_fes01::Onover";
+ donpcevent "Rmimi Ravies#gq_fes01::OnEnable";
+ close;
+ }
+}
+*/
+
+yuno,118,192,5 script Rmimi Ravies#gq_fes01 891,{
+ set .@GID, getcharid(2);
+ if (countitem(7840) > 0) {
+ mes "[Rmimi Ravies]";
+ mes "This is the flower.";
+ mes "This is just a formality, but let me check your qualifications.";
+ next;
+ if (strcharinfo(0) == getguildmaster(.@GID)) {
+ mes "[Rmimi Ravies]";
+ mes "Your qualification is verified as a Guild master.";
+ next;
+ mes "[Rmimi Ravies]";
+ mes "I wonder if you know what this flower's use is... Let me explain it to you.";
+ next;
+ mes "[Rmimi Ravies]";
+ mes "This is the holy flower given by the Wish Maiden in Valkyrie, it can summon certain monsters by certain summoners.";
+ next;
+ mes "[Rmimi Ravies]";
+ mes "There are only two summoners in this world...";
+ mes "Me and my sister Rhehe...";
+ next;
+ mes "[Rmimi Ravies]";
+ mes "We are totllly different, but we can...";
+ next;
+ mes "[Rmimi Ravies]";
+ mes "...................................";
+ next;
+ mes "[Rmimi Ravies]";
+ mes "Anyway,";
+ mes "Do you want to summon monsters?";
+ next;
+ switch(select("Do not summon:Summon, please")) {
+ case 1:
+ mes "[Rmimi Ravies]";
+ mes "I don't like to be interrupted by others..";
+ next;
+ mes "[Rmimi Ravies]";
+ mes "But it's just business.";
+ close;
+ case 2:
+ break;
+ }
+ mes "[Rmimi Ravies]";
+ mes "I will explain to you how to summon monsters.";
+ mes "This flower can summon the monsters 'Valkyrie's Blessing' and 'Valkyrie's Present' for one hour here in Juno.";
+ next;
+ mes "[Rmimi Ravies]";
+ mes "An announcement will be made stating which monster is summoned.";
+ mes "This festival is given by the Wish maiden for all adventurers to enjoy all over the world.";
+ next;
+ mes "[Rmimi Ravies]";
+ mes "Now, are you ready to summon monsters?";
+ next;
+ switch(select("No, I'm not ready now.:Yes! I'm ready for that.")) {
+ case 1:
+ mes "[Rmimi Ravies]";
+ mes "If you are not ready, why did you come to me?";
+ next;
+ mes "[Rmimi Ravies]";
+ mes "I'll be waiting until you are ready.";
+ mes "It is just business afterall.";
+ close;
+ case 2:
+ break;
+ }
+ mes "[Rmimi Ravies]";
+ mes "Now we are ready.";
+ next;
+ if ($@gqse_festival == 0) {
+ mes "[Rmimi Ravies]";
+ mes "Ok, we would ge started to summon monsters.";
+ delitem 7840,1; //Valkyrie's_Gift
+ next;
+ mes "[Rmimi Ravies]";
+ mes "Have a good time.";
+ donpcevent "Rmimi Ravies#gq_fes01::Onstart";
+
+ announce "["+ strcharinfo(0) +"] member of ["+ GetGuildName(.@GID) +"] is summoning a 'Valkyrie's Present' in 'Juno'.",bc_all,"0x70dbdb";
+ close;
+ }
+ else {
+ mes "[Rmimi Ravies]";
+ mes "It seems that a Valkyrie's Blessing summoning ritual is already in progress elsewhere.";
+ next;
+ mes "[Rmimi Ravies]";
+ mes "Please try again later.";
+ close;
+ }
+ }
+ else {
+ mes "[Rmimi Ravies]";
+ mes "It seems you are not worthy.";
+ next;
+ mes "[Rmimi Ravies]";
+ mes "I don't know how you obtained that flower, but if you're not capable of leading others.. then you cannot continue.";
+ next;
+ mes "[Rmimi Ravies]";
+ mes "Too tough?";
+ mes "Well, what can you do, that's part of the job.";
+ close;
+ }
+ }
+ else {
+ mes "[Rmimi Ravies]";
+ mes "Don't you have any voucher?";
+ close;
+ }
+
+OnInit:
+ enablenpc "Rmimi Ravies#gq_fes01";
+ end;
+
+OnEnable:
+ enablenpc "Rmimi Ravies#gq_fes01";
+ end;
+
+OnDisable:
+ disablenpc "Rmimi Ravies#gq_fes01";
+ end;
+
+Onstart:
+ initnpctimer;
+ set $@gqse_festival,1;
+ end;
+
+Oncall:
+ if (mobcount("yuno","Rmimi Ravies#gq_fes01::OnMyMobDead") < 31) {
+ monster "yuno",0,0,"Valkyrie's Blessing",1083,100,"Rmimi Ravies#gq_fes01::OnMyMobDead";
+ monster "yuno",0,0,"Valkyrie's Gift",1951,25,"Rmimi Ravies#gq_fes01::OnMyMobDead";
+ monster "yuno",0,0,"Valkyrie's Gift",1952,25,"Rmimi Ravies#gq_fes01::OnMyMobDead";
+ monster "yuno",0,0,"Valkyrie's Gift",1953,25,"Rmimi Ravies#gq_fes01::OnMyMobDead";
+ monster "yuno",0,0,"Valkyrie's Gift",1954,25,"Rmimi Ravies#gq_fes01::OnMyMobDead";
+ monster "yuno",0,0,"Valkyrie's Prank",1002,10,"Rmimi Ravies#gq_fes01::OnMyMobDead";
+ }
+ else if (mobcount("yuno","Rmimi Ravies#gq_fes01::OnMyMobDead") > 149) {
+ monster "yuno",0,0,"Valkyrie's Blessing",1083,1,"Rmimi Ravies#gq_fes01::OnMyMobDead";
+ monster "yuno",0,0,"Valkyrie's Gift",1951,1,"Rmimi Ravies#gq_fes01::OnMyMobDead";
+ monster "yuno",0,0,"Valkyrie's Gift",1952,1,"Rmimi Ravies#gq_fes01::OnMyMobDead";
+ monster "yuno",0,0,"Valkyrie's Gift",1953,1,"Rmimi Ravies#gq_fes01::OnMyMobDead";
+ monster "yuno",0,0,"Valkyrie's Gift",1954,1,"Rmimi Ravies#gq_fes01::OnMyMobDead";
+ }
+ else {
+ monster "yuno",0,0,"Valkyrie's Blessing",1083,50,"Rmimi Ravies#gq_fes01::OnMyMobDead";
+ monster "yuno",0,0,"Valkyrie's Gift",1951,10,"Rmimi Ravies#gq_fes01::OnMyMobDead";
+ monster "yuno",0,0,"Valkyrie's Gift",1952,10,"Rmimi Ravies#gq_fes01::OnMyMobDead";
+ monster "yuno",0,0,"Valkyrie's Gift",1953,10,"Rmimi Ravies#gq_fes01::OnMyMobDead";
+ monster "yuno",0,0,"Valkyrie's Gift",1954,10,"Rmimi Ravies#gq_fes01::OnMyMobDead";
+ monster "yuno",0,0,"Valkyrie's Prank",1002,5,"Rmimi Ravies#gq_fes01::OnMyMobDead";
+ }
+ end;
+
+Onover:
+ killmonster "yuno","Rmimi Ravies#gq_fes01::OnMyMobDead";
+ set $@gqse_festival,0;
+ stopnpctimer;
+ end;
+
+OnMyMobDead:
+ end;
+
+OnTimer10000:
+ announce "The summoning ceremony will start in 5 min in Juno.",bc_all,"0x70dbdb";
+ end;
+
+OnTimer13000:
+ announce "Please come to Juno to encounter the summoning ceremony.",bc_all,"0x70dbdb";
+ end;
+
+OnTimer120000:
+ announce "The summoning ceremony will start in 3 min in Juno.",bc_all,"0x70dbdb";
+ end;
+
+OnTimer123000:
+ announce "Please come to Juno to encounter the summoning ceremony.",bc_all,"0x70dbdb";
+ end;
+
+OnTimer240000:
+ announce "The summoning ceremony will start in 1 min in Juno.",bc_all,"0x70dbdb";
+ end;
+
+OnTimer243000:
+ announce "Please come to Juno to encounter the summoning ceremony.",bc_all,"0x70dbdb";
+ end;
+
+OnTimer300000:
+ announce "The first 'Valkyrie's Present' has been summoned here in Juno by the Wish maiden.",bc_all,"0x70dbdb";
+ donpcevent "Rmimi Ravies#gq_fes01::Oncall";
+ end;
+
+OnTimer303000:
+ announce "The summoning ceremony will be performed 12 times at five-minute intervals for about one hour.",bc_all,"0x70dbdb";
+ end;
+
+OnTimer308000:
+ announce "Please come to Juno to encounter the summoning ceremony.",bc_all,"0x70dbdb";
+ end;
+
+OnTimer600000:
+ announce "The second 'Valkyrie's Present' has been summoned here in Juno by the Wish maiden.",bc_all,"0x70dbdb";
+ donpcevent "Rmimi Ravies#gq_fes01::oncall";
+ end;
+
+OnTimer603000:
+ announce "The summoning ceremony will be performed 12 times at five-minute intervals for about one hour.",bc_all,"0x70dbdb";
+ end;
+
+OnTimer608000:
+ announce "Please come to Juno to encounter the summoning ceremony.",bc_all,"0x70dbdb";
+ end;
+
+OnTimer900000:
+ announce "The third 'Valkyrie's Present' has been summoned here in Juno by the Wish maiden.",bc_all,"0x70dbdb";
+ donpcevent "Rmimi Ravies#gq_fes01::Oncall";
+ end;
+
+OnTimer903000:
+ announce "The summoning ceremony will be performed 12 times at five-minute intervals for about one hour.",bc_all,"0x70dbdb";
+ end;
+
+OnTimer908000:
+ announce "Please come to Juno to encounter the summoning ceremony.",bc_all,"0x70dbdb";
+ end;
+
+OnTimer1200000:
+ announce "The fourth 'Valkyrie's Present' has been summoned here in Juno by the Wish maiden.",bc_all,"0x70dbdb";
+ donpcevent "Rmimi Ravies#gq_fes01::Oncall";
+ end;
+
+OnTimer1203000:
+ announce "The summoning ceremony will be performed 12 times at five-minute intervals for about one hour.",bc_all,"0x70dbdb";
+ end;
+
+OnTimer1208000:
+ announce "Please come to Juno to encounter the summoning ceremony.",bc_all,"0x70dbdb";
+ end;
+
+OnTimer1500000:
+ announce "The fifth 'Valkyrie's Present' has been summoned here in Juno by the Wish maiden.",bc_all,"0x70dbdb";
+ donpcevent "Rmimi Ravies#gq_fes01::Oncall";
+ end;
+
+OnTimer1503000:
+ announce "The summoning ceremony will be performed 12 times at five-minute intervals for about one hour.",bc_all,"0x70dbdb";
+ end;
+
+OnTimer1508000:
+ announce "Please come to Juno to encounter the summoning ceremony.",bc_all,"0x70dbdb";
+ end;
+
+OnTimer1800000:
+ announce "The sixth 'Valkyrie's Present' has been summoned here in Juno by the Wish maiden.",bc_all,"0x70dbdb";
+ donpcevent "Rmimi Ravies#gq_fes01::Oncall";
+ end;
+
+OnTimer1803000:
+ announce "The summoning ceremony will be performed 12 times at five-minute intervals for about one hour.",bc_all,"0x70dbdb";
+ end;
+
+OnTimer1808000:
+ announce "Please come to Juno to encounter the summoning ceremony.",bc_all,"0x70dbdb";
+ end;
+
+OnTimer2100000:
+ announce "The seventh 'Valkyrie's Present' has been summoned here in Juno by the Wish maiden.",bc_all,"0x70dbdb";
+ donpcevent "Rmimi Ravies#gq_fes01::Oncall";
+ end;
+
+OnTimer2103000:
+ announce "The summoning ceremony will be performed 12 times at five-minute intervals for about one hour.",bc_all,"0x70dbdb";
+ end;
+
+OnTimer2108000:
+ announce "Please come to Juno to encounter the summoning ceremony.",bc_all,"0x70dbdb";
+ end;
+
+OnTimer2400000:
+ announce "The eighth 'Valkyrie's Present' has been summoned here in Juno by the Wish maiden.",bc_all,"0x70dbdb";
+ donpcevent "Rmimi Ravies#gq_fes01::Oncall";
+ end;
+
+OnTimer2403000:
+ announce "The summoning ceremony will be performed 12 times at five-minute intervals for about one hour.",bc_all,"0x70dbdb";
+ end;
+
+OnTimer2408000:
+ announce "Please come to Juno to encounter the summoning ceremony.",bc_all,"0x70dbdb";
+ end;
+
+OnTimer2700000:
+ announce "The ninth 'Valkyrie's Present' has been summoned here in Juno by the Wish maiden.",bc_all,"0x70dbdb";
+ donpcevent "Rmimi Ravies#gq_fes01::Oncall";
+ end;
+
+OnTimer2703000:
+ announce "The summoning ceremony will be performed 12 times at five-minute intervals for about one hour.",bc_all,"0x70dbdb";
+ end;
+
+OnTimer2708000:
+ announce "Please come to Juno to encounter the summoning ceremony.",bc_all,"0x70dbdb";
+ end;
+
+OnTimer3000000:
+ announce "The first0 'Valkyrie's Present' has been summoned here in Juno by the Wish maiden.",bc_all,"0x70dbdb";
+ donpcevent "Rmimi Ravies#gq_fes01::Oncall";
+ end;
+
+OnTimer3003000:
+ announce "The summoning ceremony will be performed 12 times at five-minute intervals for about one hour.",bc_all,"0x70dbdb";
+ end;
+
+OnTimer3008000:
+ announce "Please come to Juno to encounter the summoning ceremony.",bc_all,"0x70dbdb";
+ end;
+
+OnTimer3300000:
+ announce "The eleventh 'Valkyrie's Present' has been summoned here in Juno by the Wish maiden.",bc_all,"0x70dbdb";
+ donpcevent "Rmimi Ravies#gq_fes01::Oncall";
+ end;
+
+OnTimer3303000:
+ announce "The summoning ceremony will be performed 12 times at five-minute intervals for about one hour.",bc_all,"0x70dbdb";
+ end;
+
+OnTimer3308000:
+ announce "Please come to Juno to encounter the summoning ceremony.",bc_all,"0x70dbdb";
+ end;
+
+OnTimer3600000:
+ announce "The twelfth 'Valkyrie's Present' has been summoned here in Juno by the Wish maiden.",bc_all,"0x70dbdb";
+ donpcevent "Rmimi Ravies#gq_fes01::Oncall";
+ end;
+
+OnTimer3603000:
+ announce "The final ceremony will be performed for 5 minutes.",bc_all,"0x70dbdb";
+ end;
+
+OnTimer3608000:
+ announce "Please come to Juno to encounter the summoning ceremony.",bc_all,"0x70dbdb";
+ end;
+
+OnTimer3900000:
+ announce "The entire ceremony is over now, I am sure all of you had fun.",bc_all,"0x70dbdb";
+ donpcevent "Rmimi Ravies#gq_fes01::Onover";
+ end;
+}
+
+//===============================================================================================
+// Rachel
+//===============================================================================================
+
+//-------------------------------------Rachel Festival Manager-----------------------------------
+/*
+rachel,1,1,0 script Festival Manager#god_se_fes02 891,{
+ mes "[Festival Manager]";
+ mes "I am the festival NPC manager for the God SE quest.";
+ mes "Please enter your password.";
+ next;
+ input .@input$;
+ if (.@input$ != "07godsefes") {
+ mes "[Festival Manager]";
+ mes "Password is incorrect.";
+ close;
+ }
+ mes "[Festival Manager]";
+ mes "What would you like to do?";
+ next;
+ switch(select("Disable festival NPCs:Enable festival NPCs")) {
+ case 1:
+ mes "[Festival Manager]";
+ mes "Ending festivals and disabling NPCs.";
+ donpcevent "Rhehe Ravies#gq_fes03::Onover";
+ donpcevent "Rhehe Ravies#gq_fes03::Ondisable";
+ close;
+ case 2:
+ mes "[Festival Manager]";
+ mes "Resetting festivals and enabling NPCs.";
+ donpcevent "Rhehe Ravies#gq_fes03::Onover";
+ donpcevent "Rhehe Ravies#gq_fes03::OnEnable";
+ close;
+ }
+}
+*/
+//----------------------------------------Rhehe Ravies----------------------------------------
+
+rachel,132,117,3 script Rhehe Ravies#gq_fes03 891,{
+ set .@GID, getcharid(2);
+ if (countitem(7840) > 0) {
+ mes "[Rhehe Ravies]";
+ mes "A flower!!";
+ mes "Shall we proceed?";
+ next;
+ if (strcharinfo(0) == getguildmaster(.@GID)) {
+ mes "[Rhehe Ravies]";
+ mes "Eeeeh, so young and yet you're a guild master? Your guildsmen must be jealous.";
+ next;
+ mes "[Reumimi Ravies]";
+ mes "I'm not sure if you understand the uses for that flower, so I'll briefly explain.";
+ next;
+ mes "[Reumimi Ravies]";
+ mes "That flower has been passed down as a gift from the Valkyrie Wish Maiden herself.";
+ mes "It may be used to summon special monsters through summoners in special areas.";
+ next;
+ mes "[Rhehe Ravies]";
+ mes "There are only two summoners in existence who are capable of using that flower.";
+ mes "One is me, and the other is my twin sister Reumimi.";
+ next;
+ mes "[Rhehe Ravies]";
+ mes "Twin sisters, but we do not have much alike, little fingers in front of you ...";
+ next;
+ mes "[Rhehe Ravies]";
+ mes "..................................";
+ mes ".....Oops! I wasn't supposed to tell anyone...";
+ next;
+ mes "[Rhehe Ravies]";
+ mes "... Hehehe, anyways let's move on.";
+ mes "So do you wish to summon or not!?";
+ next;
+ switch(select("Do not summon:Summon")) {
+ case 1:
+ mes "[Rhehe Ravies]";
+ mes "...*Cries*.";
+ next;
+ mes "[Rhehe Ravies]";
+ mes "If you've got no business with me, please don't start a conversation.";
+ mes "If it were my sister, she would've humiliated you for it.";
+ close;
+ case 2:
+ break;
+ }
+ mes "[Rhehe Ravies]";
+ mes "Okay then, I'll explain a little about the summoning ritual.";
+ mes "Here in Yuno, the summoning ritual through the use of that flower will summon Valkyrie's Blessing and Valkyrie's Gift.";
+ mes "The effects of the summoning ritual will last approximately one hour.";
+ next;
+ mes "[Rhehe Ravies]";
+ mes "During the summoning ritual, continuous broadcasts will be made.";
+ mes "It is a courtesy of the Valkyrie Wish Maiden, in order to unite adventurers from all over to participate in the festival.";
+ next;
+ mes "[Rhehe Ravies]";
+ mes "Are you ready to begin the summoning ritual~?";
+ next;
+ switch(select("No, not yet.:Yes! I'm ready!")) {
+ case 1:
+ mes "[Rhehe Ravies]";
+ mes "You're not even ready, why bother talking to me?";
+ next;
+ mes "[Rhehe Ravies]";
+ mes "Oh well, if you've got other things to do then I'll wait.";
+ mes "After all, that's also part of my job.";
+ close;
+ case 2:
+ break;
+ }
+ mes "[Rhehe Ravies]";
+ mes "Very well, then I will check for a reasonable time to begin the summoning ritual.";
+ next;
+ if ($@gqse_festival == 0) {
+ mes "[Rhehe Ravies]";
+ mes "Good! Now seems like a good time, so let's begin!";
+ delitem 7840,1; //Valkyrie_Gift
+ next;
+ mes "[Rhehe Ravies]";
+ mes "I hope you enjoy yourself!";
+ donpcevent "Rhehe Ravies#gq_fes03::Onstart";
+ announce "["+ strcharinfo(0) +"] member of ["+ GetGuildName(.@GID) +"] is summoning a 'Valkyrie's Present' in 'Rachel'.",bc_all,"0x70dbdb";
+ close;
+ }
+ else {
+ mes "[Rhehe Ravies]";
+ mes "*Cries*";
+ mes "It doesn't seem like now is a good time.";
+ next;
+ mes "[Rhehe Ravies]";
+ mes "Please try again later.";
+ close;
+ }
+ }
+ else {
+ mes "[Rhehe Ravies]";
+ mes "...Seems like you're not in a worthy position for me to talk to?";
+ next;
+ mes "[Rhehe Ravies]";
+ mes "I don't know how you obtained that flower, but if you're not capable of leading others.. then you cannot continue.";
+ next;
+ mes "[Rhehe Ravies]";
+ mes "Too tough?";
+ mes "Well, what can you do, that's part of the job.";
+ close;
+ }
+ }
+ else {
+ mes "[Rhehe Ravies]";
+ mes "Don't you have anything to give me to prove yourself?";
+ close;
+ }
+
+OnInit:
+ enablenpc "Rhehe Ravies#gq_fes03";
+ end;
+
+OnEnable:
+ enablenpc "Rhehe Ravies#gq_fes03";
+ end;
+
+OnDisable:
+ disablenpc "Rhehe Ravies#gq_fes03";
+ end;
+
+Onstart:
+ initnpctimer;
+ set $@gqse_festival,1;
+ end;
+
+Oncall:
+ if (mobcount("rachel","Rhehe Ravies#gq_fes03::OnMyMobDead") < 31) {
+ monster "rachel",0,0,"Valkyrie's Blessing",1083,100,"Rhehe Ravies#gq_fes03::OnMyMobDead";
+ monster "rachel",0,0,"Valkyrie's Gift",1951,25,"Rhehe Ravies#gq_fes03::OnMyMobDead";
+ monster "rachel",0,0,"Valkyrie's Gift",1952,25,"Rhehe Ravies#gq_fes03::OnMyMobDead";
+ monster "rachel",0,0,"Valkyrie's Gift",1953,25,"Rhehe Ravies#gq_fes03::OnMyMobDead";
+ monster "rachel",0,0,"Valkyrie's Gift",1954,25,"Rhehe Ravies#gq_fes03::OnMyMobDead";
+ monster "rachel",0,0,"Valkyrie's Prank",1002,10,"Rhehe Ravies#gq_fes03::OnMyMobDead";
+ }
+ else if (mobcount("rachel","Rhehe Ravies#gq_fes03::OnMyMobDead") > 149) {
+ monster "rachel",0,0,"Valkyrie's Blessing",1083,1,"Rhehe Ravies#gq_fes03::OnMyMobDead";
+ monster "rachel",0,0,"Valkyrie's Gift",1951,1,"Rhehe Ravies#gq_fes03::OnMyMobDead";
+ monster "rachel",0,0,"Valkyrie's Gift",1952,1,"Rhehe Ravies#gq_fes03::OnMyMobDead";
+ monster "rachel",0,0,"Valkyrie's Gift",1953,1,"Rhehe Ravies#gq_fes03::OnMyMobDead";
+ monster "rachel",0,0,"Valkyrie's Gift",1954,1,"Rhehe Ravies#gq_fes03::OnMyMobDead";
+ }
+ else {
+ monster "rachel",0,0,"Valkyrie's Blessing",1083,50,"Rhehe Ravies#gq_fes03::OnMyMobDead";
+ monster "rachel",0,0,"Valkyrie's Gift",1951,10,"Rhehe Ravies#gq_fes03::OnMyMobDead";
+ monster "rachel",0,0,"Valkyrie's Gift",1952,10,"Rhehe Ravies#gq_fes03::OnMyMobDead";
+ monster "rachel",0,0,"Valkyrie's Gift",1953,10,"Rhehe Ravies#gq_fes03::OnMyMobDead";
+ monster "rachel",0,0,"Valkyrie's Gift",1954,10,"Rhehe Ravies#gq_fes03::OnMyMobDead";
+ monster "rachel",0,0,"Valkyrie's Prank",1002,5,"Rhehe Ravies#gq_fes03::OnMyMobDead";
+ }
+ end;
+
+Onover:
+ killmonster "rachel","Rhehe Ravies#gq_fes03::OnMyMobDead";
+ set $@gqse_festival,0;
+ stopnpctimer;
+ end;
+
+OnMyMobDead:
+ end;
+
+OnTimer10000:
+ announce "The summoning ceremony will start in 5 min in Rachel.",bc_all,"0x70dbdb";
+ end;
+
+OnTimer13000:
+ announce "Please come to Rachel to encounter the summoning ceremony.",bc_all,"0x70dbdb";
+ end;
+
+OnTimer120000:
+ announce "The summoning of Valkyrie's Gift will begin in approximately 3 min in Rachel.",bc_all,"0x70dbdb";
+ end;
+
+OnTimer123000:
+ announce "Please come to Rachel to encounter the summoning ceremony.",bc_all,"0x70dbdb";
+ end;
+
+OnTimer240000:
+ announce "The summoning ceremony will start in 1 min in Rachel.",bc_all,"0x70dbdb";
+ end;
+
+OnTimer243000:
+ announce "Please come to Rachel to encounter the summoning ceremony.",bc_all,"0x70dbdb";
+ end;
+
+OnTimer300000:
+ announce "The first 'Valkyrie's Present' has been summoned here in Rachel by the Wish maiden.",bc_all,"0x70dbdb";
+ donpcevent "Rhehe Ravies#gq_fes03::Oncall";
+ end;
+
+OnTimer303000:
+ announce "The summoning ceremony will be performed 12 times at five-minute intervals for about one hour.",bc_all,"0x70dbdb";
+ end;
+
+OnTimer308000:
+ announce "Please come to Rachel to encounter the summoning ceremony.",bc_all,"0x70dbdb";
+ end;
+
+OnTimer600000:
+ announce "The second 'Valkyrie's Present' has been summoned here in Rachel by the Wish maiden.",bc_all,"0x70dbdb";
+ donpcevent "Rhehe Ravies#gq_fes03::Oncall";
+ end;
+
+OnTimer603000:
+ announce "The summoning ceremony will be performed 12 times at five-minute intervals for about one hour.",bc_all,"0x70dbdb";
+ end;
+
+OnTimer608000:
+ announce "Please come to Rachel to encounter the summoning ceremony.",bc_all,"0x70dbdb";
+ end;
+
+OnTimer900000:
+ announce "The third 'Valkyrie's Present' has been summoned here in Rachel by the Wish maiden.",bc_all,"0x70dbdb";
+ donpcevent "Rhehe Ravies#gq_fes03::Oncall";
+ end;
+
+OnTimer903000:
+ announce "The summoning ceremony will be performed 12 times at five-minute intervals for about one hour.",bc_all,"0x70dbdb";
+ end;
+
+OnTimer908000:
+ announce "Please come to Rachel to encounter the summoning ceremony.",bc_all,"0x70dbdb";
+ end;
+
+OnTimer1200000:
+ announce "The fourth 'Valkyrie's Present' has been summoned here in Rachel by the Wish maiden.",bc_all,"0x70dbdb";
+ donpcevent "Rhehe Ravies#gq_fes03::Oncall";
+ end;
+
+OnTimer1203000:
+ announce "The summoning ceremony will be performed 12 times at five-minute intervals for about one hour.",bc_all,"0x70dbdb";
+ end;
+
+OnTimer1208000:
+ announce "Please come to Rachel to encounter the summoning ceremony.",bc_all,"0x70dbdb";
+ end;
+
+OnTimer1500000:
+ announce "The fifth 'Valkyrie's Present' has been summoned here in Rachel by the Wish maiden.",bc_all,"0x70dbdb";
+ donpcevent "Rhehe Ravies#gq_fes03::Oncall";
+ end;
+
+OnTimer1503000:
+ announce "The summoning ceremony will be performed 12 times at five-minute intervals for about one hour.",bc_all,"0x70dbdb";
+ end;
+
+OnTimer1508000:
+ announce "Please come to Rachel to encounter the summoning ceremony.",bc_all,"0x70dbdb";
+ end;
+
+OnTimer1800000:
+ announce "The sixth 'Valkyrie's Present' has been summoned here in Rachel by the Wish maiden.",bc_all,"0x70dbdb";
+ donpcevent "Rhehe Ravies#gq_fes03::Oncall";
+ end;
+
+OnTimer1803000:
+ announce "The summoning ceremony will be performed 12 times at five-minute intervals for about one hour.",bc_all,"0x70dbdb";
+ end;
+
+OnTimer1808000:
+ announce "Please come to Rachel to encounter the summoning ceremony.",bc_all,"0x70dbdb";
+ end;
+
+OnTimer2100000:
+ announce "The seventh 'Valkyrie's Present' has been summoned here in Rachel by the Wish maiden.",bc_all,"0x70dbdb";
+ donpcevent "Rhehe Ravies#gq_fes03::Oncall";
+ end;
+
+OnTimer2103000:
+ announce "The summoning ceremony will be performed 12 times at five-minute intervals for about one hour.",bc_all,"0x70dbdb";
+ end;
+
+OnTimer2108000:
+ announce "Please come to Rachel to encounter the summoning ceremony.",bc_all,"0x70dbdb";
+ end;
+
+OnTimer2400000:
+ announce "The eighth 'Valkyrie's Present' has been summoned here in Rachel by the Wish maiden.",bc_all,"0x70dbdb";
+ donpcevent "Rhehe Ravies#gq_fes03::Oncall";
+ end;
+
+OnTimer2403000:
+ announce "The summoning ceremony will be performed 12 times at five-minute intervals for about one hour.",bc_all,"0x70dbdb";
+ end;
+
+OnTimer2408000:
+ announce "Please come to Rachel to encounter the summoning ceremony.",bc_all,"0x70dbdb";
+ end;
+
+OnTimer2700000:
+ announce "The ninth 'Valkyrie's Present' has been summoned here in Rachel by the Wish maiden.",bc_all,"0x70dbdb";
+ donpcevent "Rhehe Ravies#gq_fes03::Oncall";
+ end;
+
+OnTimer2703000:
+ announce "The summoning ceremony will be performed 12 times at five-minute intervals for about one hour.",bc_all,"0x70dbdb";
+ end;
+
+OnTimer2708000:
+ announce "Please come to Rachel to encounter the summoning ceremony.",bc_all,"0x70dbdb";
+ end;
+
+OnTimer3000000:
+ announce "The tenth 'Valkyrie's Present' has been summoned here in Rachel by the Wish maiden.",bc_all,"0x70dbdb";
+ donpcevent "Rhehe Ravies#gq_fes03::Oncall";
+ end;
+
+OnTimer3003000:
+ announce "The summoning ceremony will be performed 12 times at five-minute intervals for about one hour.",bc_all,"0x70dbdb";
+ end;
+
+OnTimer3008000:
+ announce "Please come to Rachel to encounter the summoning ceremony.",bc_all,"0x70dbdb";
+ end;
+
+OnTimer3300000:
+ announce "The eleventh 'Valkyrie's Present' has been summoned here in Rachel by the Wish maiden.",bc_all,"0x70dbdb";
+ donpcevent "Rhehe Ravies#gq_fes03::Oncall";
+ end;
+
+OnTimer3303000:
+ announce "The summoning ceremony will be performed 12 times at five-minute intervals for about one hour.",bc_all,"0x70dbdb";
+ end;
+
+OnTimer3308000:
+ announce "Please come to Rachel to encounter the summoning ceremony.",bc_all,"0x70dbdb";
+ end;
+
+OnTimer3600000:
+ announce "The twelfth 'Valkyrie's Present' has been summoned here in Rachel by the Wish maiden.",bc_all,"0x70dbdb";
+ donpcevent "Rhehe Ravies#gq_fes03::Oncall";
+ end;
+
+OnTimer3603000:
+ announce "The final ceremony will be performed for 5 minutes.",bc_all,"0x70dbdb";
+ end;
+
+OnTimer3608000:
+ announce "Please come to Rachel to encounter the summoning ceremony.",bc_all,"0x70dbdb";
+ end;
+
+OnTimer3900000:
+ announce "The entire ceremony is over now, I am sure all of you had fun.",bc_all,"0x70dbdb";
+ donpcevent "Rhehe Ravies#gq_fes03::Onover";
+ end;
+}
diff --git a/npc/pre-re/events/halloween_2006.txt b/npc/pre-re/events/halloween_2006.txt
new file mode 100644
index 000000000..8fd077af8
--- /dev/null
+++ b/npc/pre-re/events/halloween_2006.txt
@@ -0,0 +1,1407 @@
+//===== rAthena Script =======================================
+//= 2006 Halloween Event
+//===== By: ==================================================
+//= Brainstorm
+//===== Current Version: =====================================
+//= 1.4
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Event 1: Redeem "Pumpkin Mojo" for pumpkin headgear.
+//= Event 2: Create "Pumpkin Pie" item.
+//===== Additional Comments: =================================
+//= 1.0 First semi-working conversion. [Brainstorm]
+//= 1.1 Refined Brainstorm's conversion. [L0ne_W0lf]
+//= 1.1a Minor fixes. (Screwed up weight checks somehow) [L0ne_W0lf]
+//= 1.2 Added missing checkweights. [L0ne_W0lf]
+//= 1.3 Replaced effect numerics with constants. [L0ne_W0lf]
+//= 1.3a Replaced effect numerics with constants (1 was missed). [Samuray22]
+//= 1.4 Effects are now played by proper NPC. [L0ne_W0lf]
+//============================================================
+
+// Pumpkin Mojo quest (Event 1)
+prontera,162,69,5 script Gloomy Jack#06_hw 1130,2,2,{
+ end;
+
+OnTouch:
+ mes "[Cool Devi]";
+ mes "If you have something to say to him,";
+ mes "just talk to me.";
+ mes "You won't even understand what stupid pumkin headed Jack is saying.";
+ close;
+
+OnEffect:
+ specialeffect EF_LEVEL99;
+ end;
+
+OnEffect2:
+ specialeffect EF_HIT2;
+ end;
+}
+
+prontera,164,69,3 script Cool Devi#06_hw 738,{
+ set .@now_weight,MaxWeight-Weight;
+ if (.@now_weight < 2000 || checkweight(1201,1) == 0) {
+ mes "^3355FFWait a second!";
+ mes "Right now, you're carrying";
+ mes "too many things with you.";
+ mes "Please come back after";
+ mes "using the Kafra Service";
+ mes "to store some of your items.^000000";
+ close;
+ }
+ if (countitem(7609) > 0) {
+ mes "[Gloomy Jack]";
+ mes "Oh wait, is that a Pumpkin Mojo you are carrying?";
+ mes " ";
+ mes "[Cool Devi]";
+ mes "Says he.";
+ next;
+ mes "[Gloomy Jack]";
+ mes "Give it to me. I'll pay you back.";
+ mes " ";
+ mes "[Cool Devi]";
+ mes "Says he...";
+ mes "I just can guess what he will say next. So what do you say?";
+ next;
+ if (select("What will he say?:I also know about it.") == 1) {
+ mes "[" + strcharinfo(0) + "]";
+ mes "What will he say?";
+ next;
+ mes "[Cool Devi]";
+ mes "Jack is not like others. He is halloween Jack.";
+ mes "but one day, he lost his Pumpkin Mojo and turned into depressed Jack..";
+ mes "Pumpkin Mojo was his all.";
+ next;
+ mes "[Cool Devi]";
+ mes "Well, actually that's the main reason Jack came to town.";
+ mes "To find his Pumpkin Mojo. Most suspicious suspect is ^4d4dffDelightful Lude^000000, the one known as Halloween monster";
+ next;
+ mes "[Cool Devi]";
+ mes "Why don't you give him back the 'Pumpkin Mojo'.";
+ mes "Don't worry he will compensate you.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Compensate?With what?";
+ next;
+ mes "[Cool Devi]";
+ mes "If you bring ^4d4dff 1 Pumpkin Mojo^000000 and a pumpkin head that we gave out to you last year,";
+ mes "he will make it to ^00ff00the most fantastic pumpkin hat^000000.";
+ mes "Or if you don't have pumpkin head, you can just bring a ^3d3dff Pumpkin Mojo, a pumpkin, and a cap ^000000.";
+ next;
+ mes "[Cool Devi]";
+ mes "Well, that Pumpkin Mojo is useless if you just carry it. ";
+ mes "Give it to Jack. Don't you feel pity for him?.";
+ close;
+ }
+ mes "[Cool Devi]";
+ mes "Oh~Great.";
+ mes "Then, let me see what you got.";
+ next;
+ if ((countitem(7609) > 0) && (countitem(5134) > 0)) {
+ mes "[Gloomy Jack]";
+ mes "Oh, you brought the pumpkin head!";
+ mes "I'll make you to nicer one.";
+ mes " ";
+ mes "[Cool Devi]";
+ mes "says he.";
+ next;
+ if (select( "No, I'll come back later.:Oh, good. Make it now!") == 1) {
+ mes "[Gloomy Jack]";
+ mes "Huh?";
+ mes " ";
+ mes "[Cool Devi]";
+ mes "What? Look at Jack. He has got so dissapointed.";
+ mes "Promise me to give the Pumpkin Mojo back to Jack later someday, will you?";
+ close;
+ }
+ mes "[Gloomy Jack]";
+ mes "Thanks for giving my thing back, I'll make your hat prettier.";
+ mes " ";
+ mes "[Cool Devi]";
+ mes "says he.";
+ next;
+ donpcevent "Gloomy Jack#06_hw::OnEffect";
+ mes "[Excited Jack]";
+ mes "Lalala~ lalala~";
+ mes " ";
+ mes "(He starts singing. On a sudden, Jack's aura appeared.)";
+ delitem 7609,1; //Pumpkin_Mojo
+ delitem 5134,1; //Pumpkin_Hat
+ getitem 5202,1; //Pumpkin_Hat_
+ next;
+ donpcevent "Gloomy Jack#06_hw::OnEffect2";
+ mes "[Gloomy Jack]";
+ mes "My aura is not like it used to be. Maybe I need more Pumpkin Mojo.";
+ mes " ";
+ mes "[Cool Devi]";
+ mes "says he...";
+ next;
+ mes "[Cool Devi]";
+ mes "Oh~poor Jack.";
+ mes "Well, someday he'll get back all his Pumpkin Mojo back.";
+ close;
+ }
+ else if ((countitem(7609) > 0) && (countitem(535) > 0) && (countitem(2226) > 0)) {
+ mes "[Gloomy Jack]";
+ mes "Wow!";
+ mes "I'll turn your hat to very cool one.";
+ mes " ";
+ mes "[Cool Devi]";
+ mes "says he...";
+ next;
+ if (select( "No, I'll come back later.:Oh,good. Make it now!") == 1) {
+ mes "[Gloomy Jack]";
+ mes "Huh?";
+ mes " ";
+ mes "[Cool Devi]";
+ mes "What? Look at Jack. He has got so dissapointed.";
+ mes "Promise me to give the Pumpkin Mojo back to Jack later someday,will you?";
+ close;
+ }
+ mes "[Gloomy Jack]";
+ mes "Thanks for giving my thing back, I'll make your hat prettier.";
+ mes " ";
+ mes "[Cool Devi]";
+ mes "says he.";
+ next;
+ donpcevent "Gloomy Jack#06_hw::OnEffect";
+ mes "[Excited Jack]";
+ mes "Lalala~ lalala~";
+ mes " ";
+ mes "(He starts singing. On a sudden, Jack's aura appeared.)";
+ delitem 7609, 1;//Pumpkin_Mojo
+ delitem 535, 1;//Pumpkin
+ delitem 2226, 1;//Cap
+ getitem 5202, 1;//Pumpkin_Hat_
+ next;
+ donpcevent "Gloomy Jack#06_hw::OnEffect2";
+ mes "[Gloomy Jack]";
+ mes "My aura is not like it used to be. Maybe I need more Pumpkin Mojo.";
+ mes " ";
+ mes "[Cool Devi]";
+ mes "says he...";
+ next;
+ mes "[Cool Devi]";
+ mes "Oh~poor Jack.";
+ mes "Well, someday he'll get back all his Pumpkin Mojo back.";
+ close;
+ }
+ else {
+ mes "[Cool Devi]";
+ mes "Hey,there. You don't seem to have all materials for the fantastic hat. ";
+ close;
+ }
+ }
+ else {
+ mes "[Gloomy Jack]";
+ mes "Hey,there. Why don't you come here and listen to my story.";
+ mes " ";
+ mes "[Cool Devi]";
+ mes "Says he.";
+ next;
+ mes "[Gloomy Jack]";
+ mes "I used to be very famous. But now.....";
+ mes " ";
+ mes "[Cool Devi]";
+ mes "Says he...";
+ mes "Well, I'll just tell you without translating.";
+ next;
+ mes "[Cool Devi]";
+ mes "Jack is not like others. He is halloween Jack.";
+ mes "but one day, he lost his Pumpkin Mojo and turned into depressed Jack..";
+ mes "Pumpkin Mojo was his all.";
+ next;
+ mes "[Cool Devi]";
+ mes "Well, actually that's the main reason Jack came to town.";
+ mes "To find his Pumpkin Mojo. Most suspicious suspect is ^4d4dffDelightful Lude^000000, the one known as Halloween monster.";
+ next;
+ mes "[Cool Devi]";
+ mes "Why don't you give him back the 'Pumpkin Mojo'.";
+ mes "Don't worry he will compensate you.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Compensate? With what?";
+ next;
+ mes "[Cool Devi]";
+ mes "If you bring ^4d4dff 1 Pumpkin Mojo^000000 and a pumpkin head that we gave out to you last year,";
+ mes "he will make it to ^00ff00the most fantastic pumpkin hat^000000.";
+ mes "Or if you don't have pumpkin head, you can just bring a ^3d3dff Pumpkin Mojo, a pumpkin, and a cap ^000000.";
+ next;
+ mes "[Cool Devi]";
+ mes "Well, that Pumpkin Mojo is useless if you just carry it. ";
+ mes "Give it to Jack. Don't you feel pity for him?.";
+ close;
+ }
+}
+
+
+geffen,145,132,3 script Hoirin#06_hw 729,{
+ set .@now_weight,MaxWeight-Weight;
+ if (.@now_weight < 2000 || checkweight(1201,1) == 0) {
+ mes "^3355FFWait a second!";
+ mes "Right now, you're carrying";
+ mes "too many things with you.";
+ mes "Please come back after";
+ mes "using the Kafra Service";
+ mes "to store some of your items.^000000";
+ close;
+ }
+ if (halloween < 100) {
+ mes "[Hoirin]";
+ mes "Pumpkin is the gift that God had sent us.";
+ mes "It provides good nutrition and helps you to stay healthy!";
+ mes "Bravo~bravo~!";
+ next;
+ mes "[Hoirin]";
+ mes "I, Hoirin have always thought about a ";
+ mes "way to eat pumpkin more deliciously.";
+ mes "But all of a sudden, I realized.";
+ next;
+ mes "[Hoirin]";
+ mes "If I have that! I can make best the Pumpkin pie!!!!!";
+ next;
+ if (select( "What's that?:Ignore.") == 1) {
+ mes "[Hoirin]";
+ mes "What's the first image you see when you think of pumpkin?";
+ mes "I see Jack! I think Jack is the most evolved form of pumpkin!";
+ mes "I wonder what does Jack have something special? Can you imagine?";
+ next;
+ mes "[Hoirin]";
+ mes "I always prefer unique pumpkin dish! Recently, I found out that there are many kinds of Jack in the world ";
+ mes "and the extreme class Jack has blue aura around his body!";
+ next;
+ mes "[Hoirin]";
+ mes "Guess what?! it was Halloween Jack!";
+ mes "Halloween Jack has somthing that is concentrated with pumpkin.";
+ mes "It is called ^4d4dffPumpkin Mojo^000000. Only if i have it, i can finish making my special pie.";
+ next;
+ mes "[Hoirin]";
+ mes "Bring me the ingredients!";
+ mes "I'll make you a very special pie right away!";
+ mes "You'll get addicted to it.";
+ mes "Don't be surprised after trying it.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "......................";
+ mes "You seem to be such a passionate person.";
+ mes "So, what's the ingredient anyway.?";
+ next;
+ mes "[Hoirin]";
+ mes "Good question!";
+ mes "To make my special Pumpkin pie, I need";
+ mes "^4d4dff 1 Pumpkin Mojo";
+ mes "2 Pumpkin";
+ mes "2 Egg^000000";
+ mes "";
+ next;
+ mes "[Hoirin]";
+ mes "Just Bring Pumpkin Mojo, Pumpkin, and a Egg.";
+ mes "Leave the rest for me..You'll get to try the best pumkin pie!";
+ set halloween, 100;
+ close;
+ }
+ mes "[Hoirin]";
+ mes "Hm..You'll regret it!";
+ mes "Hoirin's pumpkin pie is just so delicious.";
+ close;
+ }
+ else {
+ mes "[Hoirin]";
+ mes "So, did you bring all materials?";
+ mes "Were there anything hard to find?";
+ next;
+ switch(select( "I brought all ingredients.:How can I get eggs?:No,I'm just passing by.")) {
+ case 1:
+ if ((countitem(7609) > 0) && (countitem(535) > 1) && (countitem(574) > 1)) {
+ mes "[Hoirin]";
+ mes "You are right!";
+ mes "You brought all things right. Give it to me!!";
+ specialeffect2 EF_HIT1;
+ next;
+ specialeffect EF_PIERCESELF;
+ mes "[Hoirin]";
+ mes "Abracadabra~~";
+ mes "Abracadabra~~!";
+ next;
+ mes "[Hoirin]";
+ mes "Ta-da(h)!";
+ mes "Here it is~ help yourself.";
+ mes "It'll be good for your health. I added extra nutrient in it.";
+ delitem 7609,1; //Pumpkin_Mojo
+ delitem 535,2; //Pumpkin
+ delitem 574,2; //Egg
+ getitem 12192,1; //Pumpkin_Pie
+ close;
+ }
+ else {
+ mes "[Hoirin]";
+ mes "No!! This is not enough. I need";
+ mes "^4d4dff 1 Pumpkin Mojo";
+ mes "2 Pumpkin";
+ mes "2 Egg^000000";
+ mes " at least.";
+ close;
+ }
+ case 2:
+ if (halloween == 100) {
+ mes "[Hoirin]";
+ mes "Egg?";
+ mes "Well, actually I know someone who can help you.";
+ mes "There's a man who raise many chickens.";
+ next;
+ mes "[Hoirin]";
+ mes "I can send you to where he is if you want.";
+ mes "^4d4dffBut only for once^000000.";
+ next;
+ if (select("Send me.:It's ok.") == 1) {
+ mes "[Hoirin]";
+ mes "Ok, go get the eggs.";
+ set halloween, 101;
+ close2;
+ warp "nif_fild01", 162, 113;
+ end;
+ }
+ mes "[Hoirin]";
+ mes "Do you think you can go without my help?!";
+ mes "Ok! go ahead.";
+ mes "Do you know where it is?";
+ close;
+ }
+ else {
+ mes "[Hoirin]";
+ mes "if you go to ^4d4dfffarm of Skelington Town at Neiflheim^000000, you'll meet Chicken Masta. He raises chickens.";
+ close;
+ }
+ case 3:
+ mes "[Hoirin]";
+ mes "Next time, don't forget to bring ";
+ mes "all the ingredients for pumpkin pie!";
+ close;
+ }
+ }
+}
+
+nif_in,18,34,5 script Loli Ruri#06_hw 1505,2,2,{
+ end;
+
+OnTouch:
+ mes "[Deviruchi]";
+ mes "Hey there, if you have something to say to Loli Ruri, talk to me.";
+ mes "She's not used to human language.";
+ close;
+}
+
+nif_in,19,32,3 script Deviruchi#06_hw 738,{
+ set .@now_weight,MaxWeight-Weight;
+ if (.@now_weight < 2000 || checkweight(1201,1) == 0) {
+ mes "^3355FFWait a second!";
+ mes "Right now, you're carrying";
+ mes "too many things with you.";
+ mes "Please come back after";
+ mes "using the Kafra Service";
+ mes "to store some of your items.^000000";
+ close;
+ }
+ mes "[Loli Ruri]";
+ mes "Devi~Where's the pumpkin pie?";
+ mes "Humans make them, don't they?";
+ mes "Do you have it then?";
+ mes " ";
+ mes "[Deviruchi]";
+ mes "Says she.";
+ next;
+ mes "[Deviruchi]";
+ mes "If you have a pumpinkin pie, can I have one?";
+ mes "Cause we are the victim if Loli Ruri gets mad.";
+ next;
+ mes "[Deviruchi]";
+ mes "Well I'm not saying that I want it for free.";
+ mes "Don't worry, I won't let you down.";
+ next;
+ switch(select( "Give him the pumpkin pie.:Do not give him the pumpkin pie.:Huh? What pumkin pie?")) {
+ case 1:
+ if (countitem(12192) > 0) {
+ mes "[Loli Ruri]";
+ mes "Thanks for the pumkin pie!";
+ mes "Here, take this.";
+ mes " ";
+ mes "[Deviruchi]";
+ mes "Says she.";
+ next;
+ mes "[Deviruchi]";
+ mes "As I promised, I'll give you something worth the pie.";
+ mes "Hang on....";
+ next;
+ mes "[Deviruchi]";
+ mes "Hmm...This would be good.";
+ mes "Here take this, and thanks again~";
+ delitem 12192, 1;//Pumpkin_Pie
+ set @hw_temp,rand(1,3);
+ if (@hw_temp == 2) getitem 12130,1; //Cookie_Bag
+ else getitem 7460,3; //Nifl_Express_Ticket
+ close;
+ }
+ else {
+ mes "[Loli Ruri]";
+ mes "Are you kidding me?";
+ mes "Where's the pumpkin pie! Don't try to lie to me!";
+ mes " ";
+ mes "[Deviruchi]";
+ mes "Say she..Seems like she's very angry...You are in trouble.";
+ next;
+ mes "[Loli Ruri]";
+ mes "Devi!!!!!You are the one who told me that I can get the pumpkin pie if I stand here and wait.";
+ mes "Watch your back!";
+ mes " ";
+ mes "[Deviruchi]";
+ mes "Says she..Huh?!!Me?!!";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Poor Devi~";
+ mes "You shouldn't have lied~";
+ mes "Wish you a luck.";
+ close;
+ }
+ case 2:
+ mes "[Loli Ruri]";
+ mes "I want to eat pumpkin pie. Can I have one?Please~~~~";
+ mes " ";
+ mes "[Deviruchi]";
+ mes "Says he.....Give me if you have one.";
+ close;
+ case 3:
+ mes "[Deviruchi]";
+ mes "There's a man who makes a very special pumpkin pie.";
+ mes "No one can forget what it taste like.";
+ next;
+ mes "[Deviruchi]";
+ mes "Lori Ruri is waiting here for someone who will get the pie for him.";
+ mes "Can you get her one?";
+ mes "I'll treat you back.";
+ close;
+ }
+}
+
+// Creation of Pumpkin Pie (Event 2)
+nif_fild01,165,115,3 script Chicken Masta#06_hw 794,{
+ set .@now_weight,MaxWeight-Weight;
+ if (.@now_weight < 2000 || checkweight(1201,1) == 0) {
+ mes "^3355FFWait a second!";
+ mes "Right now, you're carrying";
+ mes "too many things with you.";
+ mes "Please come back after";
+ mes "using the Kafra Service";
+ mes "to store some of your items.^000000";
+ close;
+ }
+ if (halloween == 101) {
+ mes "[Chicken Masta]";
+ mes "Where did the chicken have gone?!";
+ mes "Oh, hey stranger. How can I help you?";
+ next;
+ mes "[Chicken Masta]";
+ mes "This town is too dangerous for you to hang around.";
+ mes "You'd better go back to where you came from....";
+ next;
+ mes "[Chicken Masta]";
+ mes "...Are you looking for eggs?";
+ mes "Recently, people are asking me for eggs to make some kind of pie....are you one of them?";
+ next;
+ if (select( "Actually, yes. I came here to get some eggs.:Nope.") == 1) {
+ mes "[Chicken Masta]";
+ mes "Ok. But some of my chickens ran away,";
+ mes "so I have no eggs much left.";
+ mes "1000 zeny for 2 eggs! how's that?";
+ next;
+ switch(select( "Ok,I'll take it.:I'll just buy one.:Whew~it's too expensive.")) {
+ case 1:
+ if (Zeny > 1999) {
+ mes "[Chicken Masta]";
+ mes "Thanks.";
+ mes "Here are the eggs.";
+ set Zeny,Zeny-2000;
+ set halloween, 102;
+ getitem 574,2; //Egg
+ close;
+ }
+ else {
+ mes "[Chicken Masta]";
+ mes "Hey this is not enough~";
+ mes "1000zeny per each, so if you buy two,that means 2000zeny.";
+ close;
+ }
+ case 2:
+ if (Zeny > 999) {
+ mes "[Chicken Masta]";
+ mes "Thanks.";
+ mes "Here are the eggs.";
+ set Zeny,Zeny-1000;
+ set halloween, 102;
+ getitem 574,1; //Egg
+ close;
+ }
+ else {
+ mes "[Chicken Masta]";
+ mes "You don't seem to have enough money...";
+ mes "It's 1000 zeny per each.";
+ close;
+ }
+ case 3:
+ mes "[Chicken Masta]";
+ mes "Well...I know it's liitle bit expensive but as I told you, my chickens ran away.";
+ mes "You have to understand.";
+ close;
+ }
+ }
+ mes "[Chicken Masta]";
+ mes "Let me tell you just one thing!";
+ mes "If you don't want to die,";
+ mes "you'd better run away. It's too dangerous in here.";
+ close;
+ }
+ else if (halloween == 102) {
+ mes "[Chicken Masta]";
+ mes "Do you need eggs?...";
+ mes "Then, help me first.";
+ mes "8 of my chickens ran away.";
+ mes "I just don't know where they are.";
+ next;
+ mes "[Chicken Masta]";
+ mes "I don't expect all chickens to come back home.";
+ mes "Only if you find me one of them, I'll sell three eggs for you.";
+ next;
+ mes "[Chicken Masta]";
+ mes "Isn't it a great deal?";
+ mes "Chickens must be around here somewhere.";
+ next;
+ mes "[Chicken Masta]";
+ mes "You don't have to bring back chickens to me if you find one,";
+ mes "Just insert the word ^4d4dff'Return'^000000.";
+ mes ".........";
+ next;
+ mes "[Chicken Masta]";
+ mes "It's a spell to make chickens to go back home.";
+ mes ".........";
+ mes "Don't forget the word 'Return'!";
+ next;
+ mes "[Chicken Masta]";
+ mes "I hope you can find my chickens.";
+ close;
+ }
+ else if (halloween == 103) {
+ mes "[Chicken Masta]";
+ mes "Oh, you came back. I've been waiting for you.";
+ mes "And thanks for the chickens you sent me.";
+ mes "They are saftly kept in the henhouse, in case of running away again.";
+ next;
+ mes "[Chicken Masta]";
+ mes "I didn't forget what we have promised.";
+ mes "Tell me how many eggs you want.";
+ mes "It's 1000zeny per each.";
+ mes "And maximum 3 is all you can get.";
+ next;
+ while(1) {
+ input .@input;
+ if (.@input == 0) {
+ mes "[Chicken Masta]";
+ mes "You don't have to buy it, if you don't need it.";
+ close;
+ }
+ else if (@input > 3) {
+ mes "[Chicken Masta]";
+ mes "What did I tell you.";
+ mes "I'm going to sell only three eggs.";
+ next;
+ }
+ else
+ break;
+ }
+ set .@hw_egg, .@input * 1000;
+ if (Zeny < @hw_egg) {
+ mes "[Chicken Masta]";
+ mes "You don't seem to have enough zeny.";
+ close;
+ }
+ mes "[Chicken Masta]";
+ mes "Here you are.";
+ mes "But no more.";
+ mes "If you want more eggs, find me more chickens.";
+ set Zeny,Zeny-@hw_egg;
+ getitem 574, @input;//Egg
+ set halloween, 102;
+ close;
+ }
+ else {
+ mes "[Chicken Masta]";
+ mes "Where did the chicken have gone?!";
+ mes "Oh, hey stranger. How can I help you?";
+ next;
+ mes "[Chicken Masta]";
+ mes "This town is too dangerous for you to hang around.";
+ mes "You'd better go back to where you came from....";
+ close;
+ }
+}
+
+nif_fild01,167,113,3 script Masta's chicken#06_hw01 800,{
+ mes "Drowsing chicken.";
+ close;
+}
+
+- script HwChicken::HwChicken -1,{
+ if ((halloween == 102) || (halloween == 103)) {
+ mes "Oh, this must be Chicken Masta's chicken.";
+ mes "I should insert the magic word.";
+ next;
+ input .@inputstr$;
+ if( .@inputstr$ == "Return" ) {
+ emotion e_omg;
+ specialeffect EF_TELEPORTATION;
+ mes "The magic spell has been casted.";
+ set halloween, 103;
+ disablenpc "Masta's chicken#"+strnpcinfo(1);
+ close2;
+ sleep 180000;
+ enablenpc "Masta's chicken#"+strnpcinfo(1);
+ end;
+ }
+ else {
+ mes "[" + strcharinfo(0) + "]";
+ mes "Hm...I must have misspelled.";
+ close;
+ }
+ }
+ else {
+ mes "Drowsing chicken.";
+ close;
+ }
+}
+
+- script HwChicken2::HwChicken2 -1,{
+ set @egg_temp,rand(1,4);
+ if( @egg_temp == 3) {
+ mes "As soon as you got close to the chicken and touched it, it disappeared completely.";
+ mes "You got an 'egg' in the place where the chicken disappeared.";
+ disablenpc "Chicken#"+strnpcinfo(1);
+ getitem 574,1; //Egg
+ close;
+ }
+ else {
+ mes "As soon as you got close to the chicken and touched it, it disappeared completely.";
+ disablenpc "Chicken#"+strnpcinfo(1);
+ close;
+ }
+}
+
+- script HwChicken3::HwChicken3 -1,{
+ set @egg_temp,rand(1,4);
+ if( @egg_temp == 3) {
+ mes "As soon as you got close to the chicken and touched it, it disappeared completely.";
+ mes "You got an 'egg' in the place where the chicken disappeared.";
+ disablenpc "Chicken#"+strnpcinfo(1);
+ getitem 574,1; //Egg
+ close;
+ }
+ else {
+ mes "As soon as you got close to the chicken and touched it, it disappeared completely.";
+ disablenpc "Chicken#"+strnpcinfo(1);
+ close;
+ }
+
+OnInit:
+ while(1) {
+ sleep 180000;
+ specialeffect EF_BAT2;
+ end;
+ }
+}
+
+
+nif_fild01,270,145,3 duplicate(HwChicken) Masta's chicken#06_hw02 800
+nif_fild01,219,267,4 duplicate(HwChicken) Masta's chicken#06_hw03 800
+nif_fild01,199,240,5 duplicate(HwChicken) Masta's chicken#06_hw04 800
+nif_fild01,316,97,6 duplicate(HwChicken) Masta's chicken#06_hw05 800
+nif_fild01,147,343,7 duplicate(HwChicken) Masta's chicken#06_hw06 800
+nif_fild01,185,325,8 duplicate(HwChicken) Masta's chicken#06_hw07 800
+nif_fild01,133,105,1 duplicate(HwChicken) Masta's chicken#06_hw08 800
+nif_fild01,331,329,2 duplicate(HwChicken) Masta's chicken#06_hw09 800
+
+pay_dun03,1,1,0 script #06_hw_timer01 -1,{
+OnInit:
+ disablenpc "Chicken#06_hw_p01";
+ disablenpc "Chicken#06_hw_p02";
+ disablenpc "Chicken#06_hw_p03";
+ disablenpc "Chicken#06_hw_p04";
+ disablenpc "Chicken#06_hw_p05";
+ disablenpc "Chicken#06_hw_p06";
+ disablenpc "Chicken#06_hw_p07";
+ disablenpc "Chicken#06_hw_p08";
+ disablenpc "Chicken#06_hw_p09";
+ disablenpc "Chicken#06_hw_p10";
+ disablenpc "Chicken#06_hw_p11";
+ disablenpc "Chicken#06_hw_p12";
+ disablenpc "Chicken#06_hw_p13";
+ disablenpc "Chicken#06_hw_p14";
+ disablenpc "Chicken#06_hw_p15";
+ disablenpc "Chicken#06_hw_p16";
+ disablenpc "Chicken#06_hw_p17";
+ disablenpc "Chicken#06_hw_p18";
+ disablenpc "Chicken#06_hw_p19";
+ disablenpc "Chicken#06_hw_p20";
+ disablenpc "Chicken#06_hw_p21";
+ disablenpc "Chicken#06_hw_p22";
+ disablenpc "Chicken#06_hw_p23";
+ disablenpc "Chicken#06_hw_p24";
+ disablenpc "Chicken#06_hw_p25";
+ disablenpc "Chicken#06_hw_p26";
+ disablenpc "Chicken#06_hw_p27";
+ disablenpc "Chicken#06_hw_p28";
+ disablenpc "Chicken#06_hw_p29";
+ disablenpc "Chicken#06_hw_p30";
+ disablenpc "Chicken#06_hw_p31";
+ disablenpc "Chicken#06_hw_p32";
+ disablenpc "Chicken#06_hw_p33";
+ disablenpc "Chicken#06_hw_p34";
+ disablenpc "Chicken#06_hw_p35";
+ disablenpc "Chicken#06_hw_p36";
+ disablenpc "Chicken#06_hw_p37";
+ disablenpc "Chicken#06_hw_p38";
+ disablenpc "Chicken#06_hw_p39";
+ disablenpc "Chicken#06_hw_p40";
+ disablenpc "Chicken#06_hw_p41";
+ initnpctimer;
+ end;
+
+OnTimer3600000:
+ enablenpc "Chicken#06_hw_p01";
+ enablenpc "Chicken#06_hw_p02";
+ enablenpc "Chicken#06_hw_p03";
+ enablenpc "Chicken#06_hw_p04";
+ enablenpc "Chicken#06_hw_p05";
+ enablenpc "Chicken#06_hw_p06";
+ enablenpc "Chicken#06_hw_p07";
+ enablenpc "Chicken#06_hw_p08";
+ enablenpc "Chicken#06_hw_p09";
+ enablenpc "Chicken#06_hw_p10";
+ enablenpc "Chicken#06_hw_p11";
+ enablenpc "Chicken#06_hw_p12";
+ enablenpc "Chicken#06_hw_p13";
+ enablenpc "Chicken#06_hw_p14";
+ enablenpc "Chicken#06_hw_p15";
+ enablenpc "Chicken#06_hw_p16";
+ enablenpc "Chicken#06_hw_p17";
+ enablenpc "Chicken#06_hw_p18";
+ enablenpc "Chicken#06_hw_p19";
+ enablenpc "Chicken#06_hw_p20";
+ enablenpc "Chicken#06_hw_p21";
+ enablenpc "Chicken#06_hw_p22";
+ enablenpc "Chicken#06_hw_p23";
+ enablenpc "Chicken#06_hw_p24";
+ enablenpc "Chicken#06_hw_p25";
+ enablenpc "Chicken#06_hw_p26";
+ enablenpc "Chicken#06_hw_p27";
+ enablenpc "Chicken#06_hw_p28";
+ enablenpc "Chicken#06_hw_p29";
+ enablenpc "Chicken#06_hw_p30";
+ enablenpc "Chicken#06_hw_p31";
+ enablenpc "Chicken#06_hw_p32";
+ enablenpc "Chicken#06_hw_p33";
+ enablenpc "Chicken#06_hw_p34";
+ enablenpc "Chicken#06_hw_p35";
+ enablenpc "Chicken#06_hw_p36";
+ enablenpc "Chicken#06_hw_p37";
+ enablenpc "Chicken#06_hw_p38";
+ enablenpc "Chicken#06_hw_p39";
+ enablenpc "Chicken#06_hw_p40";
+ enablenpc "Chicken#06_hw_p41";
+ end;
+
+OnTimer4200000:
+ disablenpc "Chicken#06_hw_p01";
+ disablenpc "Chicken#06_hw_p02";
+ disablenpc "Chicken#06_hw_p03";
+ disablenpc "Chicken#06_hw_p04";
+ disablenpc "Chicken#06_hw_p05";
+ disablenpc "Chicken#06_hw_p06";
+ disablenpc "Chicken#06_hw_p07";
+ disablenpc "Chicken#06_hw_p08";
+ disablenpc "Chicken#06_hw_p09";
+ disablenpc "Chicken#06_hw_p10";
+ disablenpc "Chicken#06_hw_p11";
+ disablenpc "Chicken#06_hw_p12";
+ disablenpc "Chicken#06_hw_p13";
+ disablenpc "Chicken#06_hw_p14";
+ disablenpc "Chicken#06_hw_p15";
+ disablenpc "Chicken#06_hw_p16";
+ disablenpc "Chicken#06_hw_p17";
+ disablenpc "Chicken#06_hw_p18";
+ disablenpc "Chicken#06_hw_p19";
+ disablenpc "Chicken#06_hw_p20";
+ disablenpc "Chicken#06_hw_p21";
+ disablenpc "Chicken#06_hw_p22";
+ disablenpc "Chicken#06_hw_p23";
+ disablenpc "Chicken#06_hw_p24";
+ disablenpc "Chicken#06_hw_p25";
+ disablenpc "Chicken#06_hw_p26";
+ disablenpc "Chicken#06_hw_p27";
+ disablenpc "Chicken#06_hw_p28";
+ disablenpc "Chicken#06_hw_p29";
+ disablenpc "Chicken#06_hw_p30";
+ disablenpc "Chicken#06_hw_p31";
+ disablenpc "Chicken#06_hw_p32";
+ disablenpc "Chicken#06_hw_p33";
+ disablenpc "Chicken#06_hw_p34";
+ disablenpc "Chicken#06_hw_p35";
+ disablenpc "Chicken#06_hw_p36";
+ disablenpc "Chicken#06_hw_p37";
+ disablenpc "Chicken#06_hw_p38";
+ disablenpc "Chicken#06_hw_p39";
+ disablenpc "Chicken#06_hw_p40";
+ disablenpc "Chicken#06_hw_p41";
+ stopnpctimer;
+ initnpctimer;
+ end;
+}
+
+
+pay_dun03,151,138,3 duplicate(HwChicken3) Chicken#06_hw_p01 800
+pay_dun03,151,138,3 duplicate(HwChicken2) Chicken#06_hw_p02 800
+pay_dun03,152,138,3 duplicate(HwChicken2) Chicken#06_hw_p03 800
+pay_dun03,154,138,3 duplicate(HwChicken2) Chicken#06_hw_p04 800
+pay_dun03,155,138,3 duplicate(HwChicken2) Chicken#06_hw_p05 800
+pay_dun03,157,138,3 duplicate(HwChicken2) Chicken#06_hw_p06 800
+pay_dun03,158,138,3 duplicate(HwChicken3) Chicken#06_hw_p07 800
+pay_dun03,150,137,3 duplicate(HwChicken2) Chicken#06_hw_p08 800
+pay_dun03,153,137,3 duplicate(HwChicken2) Chicken#06_hw_p09 800
+pay_dun03,156,137,3 duplicate(HwChicken3) Chicken#06_hw_p10 800
+pay_dun03,159,137,3 duplicate(HwChicken2) Chicken#06_hw_p11 800
+pay_dun03,149,136,3 duplicate(HwChicken2) Chicken#06_hw_p12 800
+pay_dun03,152,136,3 duplicate(HwChicken3) Chicken#06_hw_p13 800
+pay_dun03,157,136,3 duplicate(HwChicken2) Chicken#06_hw_p14 800
+pay_dun03,160,136,3 duplicate(HwChicken2) Chicken#06_hw_p15 800
+pay_dun03,149,135,3 duplicate(HwChicken3) Chicken#06_hw_p16 800
+pay_dun03,151,135,3 duplicate(HwChicken2) Chicken#06_hw_p17 800
+pay_dun03,152,135,3 duplicate(HwChicken2) Chicken#06_hw_p18 800
+pay_dun03,153,135,3 duplicate(HwChicken3) Chicken#06_hw_p19 800
+pay_dun03,156,135,3 duplicate(HwChicken2) Chicken#06_hw_p20 800
+pay_dun03,157,135,3 duplicate(HwChicken2) Chicken#06_hw_p21 800
+pay_dun03,158,135,3 duplicate(HwChicken3) Chicken#06_hw_p22 800
+pay_dun03,160,135,3 duplicate(HwChicken2) Chicken#06_hw_p23 800
+pay_dun03,149,134,3 duplicate(HwChicken2) Chicken#06_hw_p24 800
+pay_dun03,152,134,3 duplicate(HwChicken3) Chicken#06_hw_p25 800
+pay_dun03,157,134,3 duplicate(HwChicken2) Chicken#06_hw_p26 800
+pay_dun03,160,134,3 duplicate(HwChicken2) Chicken#06_hw_p27 800
+pay_dun03,149,133,3 duplicate(HwChicken3) Chicken#06_hw_p28 800
+pay_dun03,160,133,3 duplicate(HwChicken2) Chicken#06_hw_p29 800
+pay_dun03,150,132,3 duplicate(HwChicken2) Chicken#06_hw_p30 800
+pay_dun03,153,132,3 duplicate(HwChicken3) Chicken#06_hw_p31 800
+pay_dun03,156,132,3 duplicate(HwChicken2) Chicken#06_hw_p32 800
+pay_dun03,159,132,3 duplicate(HwChicken2) Chicken#06_hw_p33 800
+pay_dun03,151,131,3 duplicate(HwChicken2) Chicken#06_hw_p34 800
+pay_dun03,152,131,3 duplicate(HwChicken2) Chicken#06_hw_p35 800
+pay_dun03,153,131,3 duplicate(HwChicken3) Chicken#06_hw_p36 800
+pay_dun03,154,131,3 duplicate(HwChicken2) Chicken#06_hw_p37 800
+pay_dun03,155,131,3 duplicate(HwChicken2) Chicken#06_hw_p38 800
+pay_dun03,156,131,3 duplicate(HwChicken3) Chicken#06_hw_p39 800
+pay_dun03,157,131,3 duplicate(HwChicken2) Chicken#06_hw_p40 800
+pay_dun03,158,131,3 duplicate(HwChicken3) Chicken#06_hw_p41 800
+
+// Payon Field chickens
+pay_fild08,1,1,0 script #06_hw_timer02 -1,{
+OnInit:
+ disablenpc "Chicken#06_hw_pf01";
+ disablenpc "Chicken#06_hw_pf02";
+ disablenpc "Chicken#06_hw_pf03";
+ disablenpc "Chicken#06_hw_pf04";
+ disablenpc "Chicken#06_hw_pf05";
+ disablenpc "Chicken#06_hw_pf06";
+ disablenpc "Chicken#06_hw_pf07";
+ disablenpc "Chicken#06_hw_pf08";
+ disablenpc "Chicken#06_hw_pf09";
+ disablenpc "Chicken#06_hw_pf10";
+ disablenpc "Chicken#06_hw_pf11";
+ disablenpc "Chicken#06_hw_pf12";
+ disablenpc "Chicken#06_hw_pf13";
+ disablenpc "Chicken#06_hw_pf14";
+ disablenpc "Chicken#06_hw_pf15";
+ disablenpc "Chicken#06_hw_pf16";
+ disablenpc "Chicken#06_hw_pf17";
+ disablenpc "Chicken#06_hw_pf18";
+ disablenpc "Chicken#06_hw_pf19";
+ disablenpc "Chicken#06_hw_pf20";
+ disablenpc "Chicken#06_hw_pf21";
+ disablenpc "Chicken#06_hw_pf22";
+ disablenpc "Chicken#06_hw_pf23";
+ disablenpc "Chicken#06_hw_pf24";
+ disablenpc "Chicken#06_hw_pf25";
+ disablenpc "Chicken#06_hw_pf26";
+ disablenpc "Chicken#06_hw_pf27";
+ initnpctimer;
+ end;
+
+OnTimer5400000:
+ enablenpc "Chicken#06_hw_pf01";
+ enablenpc "Chicken#06_hw_pf02";
+ enablenpc "Chicken#06_hw_pf03";
+ enablenpc "Chicken#06_hw_pf04";
+ enablenpc "Chicken#06_hw_pf05";
+ enablenpc "Chicken#06_hw_pf06";
+ enablenpc "Chicken#06_hw_pf07";
+ enablenpc "Chicken#06_hw_pf08";
+ enablenpc "Chicken#06_hw_pf09";
+ enablenpc "Chicken#06_hw_pf10";
+ enablenpc "Chicken#06_hw_pf11";
+ enablenpc "Chicken#06_hw_pf12";
+ enablenpc "Chicken#06_hw_pf13";
+ enablenpc "Chicken#06_hw_pf14";
+ enablenpc "Chicken#06_hw_pf15";
+ enablenpc "Chicken#06_hw_pf16";
+ enablenpc "Chicken#06_hw_pf17";
+ enablenpc "Chicken#06_hw_pf18";
+ enablenpc "Chicken#06_hw_pf19";
+ enablenpc "Chicken#06_hw_pf20";
+ enablenpc "Chicken#06_hw_pf21";
+ enablenpc "Chicken#06_hw_pf22";
+ enablenpc "Chicken#06_hw_pf23";
+ enablenpc "Chicken#06_hw_pf24";
+ enablenpc "Chicken#06_hw_pf25";
+ enablenpc "Chicken#06_hw_pf26";
+ enablenpc "Chicken#06_hw_pf27";
+ end;
+
+OnTimer6000000:
+ disablenpc "Chicken#06_hw_pf01";
+ disablenpc "Chicken#06_hw_pf02";
+ disablenpc "Chicken#06_hw_pf03";
+ disablenpc "Chicken#06_hw_pf04";
+ disablenpc "Chicken#06_hw_pf05";
+ disablenpc "Chicken#06_hw_pf06";
+ disablenpc "Chicken#06_hw_pf07";
+ disablenpc "Chicken#06_hw_pf08";
+ disablenpc "Chicken#06_hw_pf09";
+ disablenpc "Chicken#06_hw_pf10";
+ disablenpc "Chicken#06_hw_pf11";
+ disablenpc "Chicken#06_hw_pf12";
+ disablenpc "Chicken#06_hw_pf13";
+ disablenpc "Chicken#06_hw_pf14";
+ disablenpc "Chicken#06_hw_pf15";
+ disablenpc "Chicken#06_hw_pf16";
+ disablenpc "Chicken#06_hw_pf17";
+ disablenpc "Chicken#06_hw_pf18";
+ disablenpc "Chicken#06_hw_pf19";
+ disablenpc "Chicken#06_hw_pf20";
+ disablenpc "Chicken#06_hw_pf21";
+ disablenpc "Chicken#06_hw_pf22";
+ disablenpc "Chicken#06_hw_pf23";
+ disablenpc "Chicken#06_hw_pf24";
+ disablenpc "Chicken#06_hw_pf25";
+ disablenpc "Chicken#06_hw_pf26";
+ disablenpc "Chicken#06_hw_pf27";
+ stopnpctimer;
+ initnpctimer;
+ end;
+}
+
+pay_fild08,147,353,3 duplicate(HwChicken3) Chicken#06_hw_pf01 800
+pay_fild08,147,354,3 duplicate(HwChicken2) Chicken#06_hw_pf02 800
+pay_fild08,147,355,3 duplicate(HwChicken2) Chicken#06_hw_pf03 800
+pay_fild08,148,352,3 duplicate(HwChicken3) Chicken#06_hw_pf04 800
+pay_fild08,148,356,3 duplicate(HwChicken2) Chicken#06_hw_pf05 800
+pay_fild08,149,351,3 duplicate(HwChicken2) Chicken#06_hw_pf06 800
+pay_fild08,149,354,3 duplicate(HwChicken3) Chicken#06_hw_pf07 800
+pay_fild08,149,357,3 duplicate(HwChicken2) Chicken#06_hw_pf08 800
+pay_fild08,150,351,3 duplicate(HwChicken2) Chicken#06_hw_pf09 800
+pay_fild08,150,357,3 duplicate(HwChicken3) Chicken#06_hw_pf10 800
+pay_fild08,151,351,3 duplicate(HwChicken2) Chicken#06_hw_pf11 800
+pay_fild08,151,353,3 duplicate(HwChicken2) Chicken#06_hw_pf12 800
+pay_fild08,151,355,3 duplicate(HwChicken3) Chicken#06_hw_pf13 800
+pay_fild08,151,357,3 duplicate(HwChicken2) Chicken#06_hw_pf14 800
+pay_fild08,152,351,3 duplicate(HwChicken2) Chicken#06_hw_pf15 800
+pay_fild08,152,357,3 duplicate(HwChicken3) Chicken#06_hw_pf16 800
+pay_fild08,153,351,3 duplicate(HwChicken2) Chicken#06_hw_pf17 800
+pay_fild08,153,357,3 duplicate(HwChicken2) Chicken#06_hw_pf18 800
+pay_fild08,154,351,3 duplicate(HwChicken3) Chicken#06_hw_pf19 800
+pay_fild08,154,353,3 duplicate(HwChicken2) Chicken#06_hw_pf20 800
+pay_fild08,154,355,3 duplicate(HwChicken2) Chicken#06_hw_pf21 800
+pay_fild08,154,357,3 duplicate(HwChicken3) Chicken#06_hw_pf22 800
+pay_fild08,155,350,3 duplicate(HwChicken2) Chicken#06_hw_pf23 800
+pay_fild08,155,352,3 duplicate(HwChicken2) Chicken#06_hw_pf24 800
+pay_fild08,155,354,3 duplicate(HwChicken3) Chicken#06_hw_pf25 800
+pay_fild08,155,356,3 duplicate(HwChicken2) Chicken#06_hw_pf26 800
+pay_fild08,155,358,3 duplicate(HwChicken3) Chicken#06_hw_pf27 800
+
+prontera,155,285,3 script Familiar#06_hw01::HWFamiDup 799,{
+ mes "[Familiar]";
+ mes "Hello.";
+ mes "I'm Loli Ruri's faithful and cute Familiar.";
+ mes "Do you have an invitation from Loli Ruri?";
+ mes "That's a kind of^4d4dffa special ticket to Nifflheim^000000..";
+ next;
+ if (select( "Yes, I do.:No, I don't.") == 1) {
+ mes "[Familiar]";
+ mes "Do you want to go to Nifflheim?";
+ mes "It's available during Halloween.";
+ next;
+ if (select( "Yes, I do:No, I don't.") == 1) {
+ if (countitem(7460) > 0) {
+ mes "[Familiar]";
+ mes "I checked your ticket.";
+ mes "You can go there now";
+ delitem 7460,1; //Nifl_Express_Ticket
+ close2;
+ warp "nif_in", 18, 20;
+ end;
+ }
+ else {
+ mes "[Familiar]";
+ mes "You're a liar.";
+ mes "You don't have the ticket!";
+ mes "I'll suck up all your blood, you liar!";
+ percentheal -20,0;
+ emotion e_omg,1;
+ close;
+ }
+ }
+ mes "[Familiar]";
+ mes "Ok.";
+ mes "Actually, it's useless to have a special ticket to Nifflheim.";
+ close;
+ }
+ mes "[Familiar]";
+ mes "Ok.";
+ mes "If you want to ask something, give a piece of pumpkin pie to Loli Ruri.";
+ mes "He likes it.";
+ close;
+}
+payon,156,231,3 duplicate(HWFamiDup) Familiar#06_hw02 799
+morocc,159,143,3 duplicate(HWFamiDup) Familiar#06_hw03 799
+geffen,120,188,3 duplicate(HWFamiDup) Familiar#06_hw04 799
+alberta,80,171,3 duplicate(HWFamiDup) Familiar#06_hw05 799
+
+//Event Lude Monster Spawns
+ra_fild01,0,0,0,0 monster Lude 1812,3,0,0,0
+ra_fild02,0,0,0,0 monster Lude 1812,3,0,0,0
+ra_fild03,0,0,0,0 monster Lude 1812,3,0,0,0
+ra_fild04,0,0,0,0 monster Lude 1812,3,0,0,0
+ra_fild05,0,0,0,0 monster Lude 1812,3,0,0,0
+ra_fild06,0,0,0,0 monster Lude 1812,3,0,0,0
+ra_fild07,0,0,0,0 monster Lude 1812,3,0,0,0
+ra_fild08,0,0,0,0 monster Lude 1812,3,0,0,0
+ra_fild09,0,0,0,0 monster Lude 1812,3,0,0,0
+ra_fild10,0,0,0,0 monster Lude 1812,3,0,0,0
+ra_fild11,0,0,0,0 monster Lude 1812,3,0,0,0
+ra_fild12,0,0,0,0 monster Lude 1812,3,0,0,0
+ra_fild13,0,0,0,0 monster Lude 1812,3,0,0,0
+
+ra_san01,0,0,0,0 monster Lude 1812,3,0,0,0
+ra_san02,0,0,0,0 monster Lude 1812,3,0,0,0
+ra_san03,0,0,0,0 monster Lude 1812,3,0,0,0
+ra_san04,0,0,0,0 monster Lude 1812,3,0,0,0
+ra_san05,0,0,0,0 monster Lude 1812,3,0,0,0
+
+ice_dun01,0,0,0,0 monster Lude 1812,3,0,0,0
+ice_dun02,0,0,0,0 monster Lude 1812,3,0,0,0
+ice_dun03,0,0,0,0 monster Lude 1812,3,0,0,0
+
+odin_tem01,0,0,0,0 monster Lude 1812,3,0,0,0
+odin_tem02,0,0,0,0 monster Lude 1812,3,0,0,0
+odin_tem03,0,0,0,0 monster Lude 1812,3,0,0,0
+
+kh_kiehl01,0,0,0,0 monster Lude 1812,3,0,0,0
+
+kh_dun01,0,0,0,0 monster Lude 1812,3,0,0,0
+kh_dun02,0,0,0,0 monster Lude 1812,3,0,0,0
+
+yuno_fild06,0,0,0,0 monster Lude 1812,3,0,0,0
+yuno_fild10,0,0,0,0 monster Lude 1812,3,0,0,0
+
+ein_fild01,0,0,0,0 monster Lude 1812,3,0,0,0
+ein_fild02,0,0,0,0 monster Lude 1812,3,0,0,0
+ein_fild05,0,0,0,0 monster Lude 1812,3,0,0,0
+
+hu_fild01,0,0,0,0 monster Lude 1812,3,0,0,0
+hu_fild02,0,0,0,0 monster Lude 1812,3,0,0,0
+hu_fild03,0,0,0,0 monster Lude 1812,3,0,0,0
+hu_fild04,0,0,0,0 monster Lude 1812,3,0,0,0
+hu_fild05,0,0,0,0 monster Lude 1812,3,0,0,0
+hu_fild06,0,0,0,0 monster Lude 1812,3,0,0,0
+hu_fild07,0,0,0,0 monster Lude 1812,3,0,0,0
+
+tha_t01,0,0,0,0 monster Lude 1812,3,0,0,0
+tha_t02,0,0,0,0 monster Lude 1812,3,0,0,0
+tha_t03,0,0,0,0 monster Lude 1812,3,0,0,0
+tha_t04,0,0,0,0 monster Lude 1812,3,0,0,0
+tha_t05,0,0,0,0 monster Lude 1812,3,0,0,0
+tha_t06,0,0,0,0 monster Lude 1812,3,0,0,0
+tha_t07,0,0,0,0 monster Lude 1812,3,0,0,0
+tha_t08,0,0,0,0 monster Lude 1812,3,0,0,0
+tha_t09,0,0,0,0 monster Lude 1812,3,0,0,0
+tha_t10,0,0,0,0 monster Lude 1812,3,0,0,0
+tha_t11,0,0,0,0 monster Lude 1812,3,0,0,0
+tha_t12,0,0,0,0 monster Lude 1812,3,0,0,0
+
+abyss_01,0,0,0,0 monster Lude 1812,3,0,0,0
+abyss_02,0,0,0,0 monster Lude 1812,3,0,0,0
+abyss_03,0,0,0,0 monster Lude 1812,3,0,0,0
+
+juperos_01,0,0,0,0 monster Lude 1812,3,0,0,0
+juperos_02,0,0,0,0 monster Lude 1812,3,0,0,0
+jupe_core,0,0,0,0 monster Lude 1812,3,0,0,0
+
+lhz_dun01,0,0,0,0 monster Lude 1812,3,0,0,0
+lhz_dun02,0,0,0,0 monster Lude 1812,3,0,0,0
+lhz_dun03,0,0,0,0 monster Lude 1812,3,0,0,0
+lhz_fild01,0,0,0,0 monster Lude 1812,3,0,0,0
+
+lhz_fild02,0,0,0,0 monster Lude 1812,3,0,0,0
+lhz_fild03,0,0,0,0 monster Lude 1812,3,0,0,0
+ein_fild03,0,0,0,0 monster Lude 1812,3,0,0,0
+ein_fild04,0,0,0,0 monster Lude 1812,3,0,0,0
+
+ein_fild06,0,0,0,0 monster Lude 1812,3,0,0,0
+ein_fild07,0,0,0,0 monster Lude 1812,3,0,0,0
+ein_fild08,0,0,0,0 monster Lude 1812,3,0,0,0
+ein_fild09,0,0,0,0 monster Lude 1812,3,0,0,0
+ein_fild10,0,0,0,0 monster Lude 1812,3,0,0,0
+ein_dun01,0,0,0,0 monster Lude 1812,3,0,0,0
+ein_dun02,0,0,0,0 monster Lude 1812,3,0,0,0
+
+gefenia01,0,0,0,0 monster Lude 1812,3,0,0,0
+gefenia02,0,0,0,0 monster Lude 1812,3,0,0,0
+gefenia03,0,0,0,0 monster Lude 1812,3,0,0,0
+gefenia04,0,0,0,0 monster Lude 1812,3,0,0,0
+
+yuno_fild05,0,0,0,0 monster Lude 1812,3,0,0,0
+yuno_fild07,0,0,0,0 monster Lude 1812,3,0,0,0
+yuno_fild08,0,0,0,0 monster Lude 1812,3,0,0,0
+yuno_fild09,0,0,0,0 monster Lude 1812,3,0,0,0
+yuno_fild11,0,0,0,0 monster Lude 1812,3,0,0,0
+yuno_fild12,0,0,0,0 monster Lude 1812,3,0,0,0
+
+ayo_fild01,0,0,0,0 monster Lude 1812,3,0,0,0
+ayo_fild02,0,0,0,0 monster Lude 1812,3,0,0,0
+ayo_dun01,0,0,0,0 monster Lude 1812,3,0,0,0
+ayo_dun02,0,0,0,0 monster Lude 1812,3,0,0,0
+
+gon_dun01,0,0,0,0 monster Lude 1812,3,0,0,0
+gon_dun02,0,0,0,0 monster Lude 1812,3,0,0,0
+gon_dun03,0,0,0,0 monster Lude 1812,3,0,0,0
+
+ama_dun01,0,0,0,0 monster Lude 1812,3,0,0,0
+ama_dun02,0,0,0,0 monster Lude 1812,3,0,0,0
+ama_dun03,0,0,0,0 monster Lude 1812,3,0,0,0
+
+lou_fild01,0,0,0,0 monster Lude 1812,3,0,0,0
+lou_dun01,0,0,0,0 monster Lude 1812,3,0,0,0
+lou_dun02,0,0,0,0 monster Lude 1812,3,0,0,0
+lou_dun03,0,0,0,0 monster Lude 1812,3,0,0,0
+
+um_fild01,0,0,0,0 monster Lude 1812,3,0,0,0
+um_fild02,0,0,0,0 monster Lude 1812,3,0,0,0
+um_fild03,0,0,0,0 monster Lude 1812,3,0,0,0
+um_fild04,0,0,0,0 monster Lude 1812,3,0,0,0
+um_dun01,0,0,0,0 monster Lude 1812,3,0,0,0
+um_dun02,0,0,0,0 monster Lude 1812,3,0,0,0
+yggdrasil01,0,0,0,0 monster Lude 1812,3,0,0,0
+
+mag_dun01,0,0,0,0 monster Lude 1812,3,0,0,0
+mag_dun02,0,0,0,0 monster Lude 1812,3,0,0,0
+
+beach_dun,0,0,0,0 monster Lude 1812,3,0,0,0
+beach_dun2,0,0,0,0 monster Lude 1812,3,0,0,0
+beach_dun3,0,0,0,0 monster Lude 1812,3,0,0,0
+
+gon_fild01,0,0,0,0 monster Lude 1812,3,0,0,0
+ama_fild01,0,0,0,0 monster Lude 1812,3,0,0,0
+yuno_fild01,0,0,0,0 monster Lude 1812,3,0,0,0
+yuno_fild02,0,0,0,0 monster Lude 1812,3,0,0,0
+yuno_fild03,0,0,0,0 monster Lude 1812,3,0,0,0
+yuno_fild04,0,0,0,0 monster Lude 1812,3,0,0,0
+
+prt_fild00,0,0,0,0 monster Lude 1812,3,0,0,0
+prt_fild01,0,0,0,0 monster Lude 1812,3,0,0,0
+prt_fild02,0,0,0,0 monster Lude 1812,3,0,0,0
+prt_fild03,0,0,0,0 monster Lude 1812,3,0,0,0
+prt_fild04,0,0,0,0 monster Lude 1812,3,0,0,0
+prt_fild05,0,0,0,0 monster Lude 1812,3,0,0,0
+prt_fild06,0,0,0,0 monster Lude 1812,3,0,0,0
+prt_fild07,0,0,0,0 monster Lude 1812,3,0,0,0
+prt_fild08,0,0,0,0 monster Lude 1812,3,0,0,0
+prt_fild09,0,0,0,0 monster Lude 1812,3,0,0,0
+prt_fild10,0,0,0,0 monster Lude 1812,3,0,0,0
+prt_fild11,0,0,0,0 monster Lude 1812,3,0,0,0
+
+moc_fild01,0,0,0,0 monster Lude 1812,3,0,0,0
+moc_fild02,0,0,0,0 monster Lude 1812,3,0,0,0
+moc_fild03,0,0,0,0 monster Lude 1812,3,0,0,0
+moc_fild04,0,0,0,0 monster Lude 1812,3,0,0,0
+moc_fild05,0,0,0,0 monster Lude 1812,3,0,0,0
+moc_fild06,0,0,0,0 monster Lude 1812,3,0,0,0
+moc_fild07,0,0,0,0 monster Lude 1812,3,0,0,0
+moc_fild08,0,0,0,0 monster Lude 1812,3,0,0,0
+moc_fild09,0,0,0,0 monster Lude 1812,3,0,0,0
+moc_fild10,0,0,0,0 monster Lude 1812,3,0,0,0
+moc_fild11,0,0,0,0 monster Lude 1812,3,0,0,0
+moc_fild12,0,0,0,0 monster Lude 1812,3,0,0,0
+moc_fild13,0,0,0,0 monster Lude 1812,3,0,0,0
+moc_fild14,0,0,0,0 monster Lude 1812,3,0,0,0
+moc_fild15,0,0,0,0 monster Lude 1812,3,0,0,0
+moc_fild16,0,0,0,0 monster Lude 1812,3,0,0,0
+moc_fild17,0,0,0,0 monster Lude 1812,3,0,0,0
+moc_fild18,0,0,0,0 monster Lude 1812,3,0,0,0
+
+pay_fild01,0,0,0,0 monster Lude 1812,3,0,0,0
+pay_fild02,0,0,0,0 monster Lude 1812,3,0,0,0
+pay_fild03,0,0,0,0 monster Lude 1812,3,0,0,0
+pay_fild04,0,0,0,0 monster Lude 1812,3,0,0,0
+pay_fild05,0,0,0,0 monster Lude 1812,3,0,0,0
+pay_fild06,0,0,0,0 monster Lude 1812,3,0,0,0
+pay_fild07,0,0,0,0 monster Lude 1812,3,0,0,0
+pay_fild08,0,0,0,0 monster Lude 1812,3,0,0,0
+pay_fild09,0,0,0,0 monster Lude 1812,3,0,0,0
+pay_fild10,0,0,0,0 monster Lude 1812,3,0,0,0
+pay_fild11,0,0,0,0 monster Lude 1812,3,0,0,0
+
+gef_fild00,0,0,0,0 monster Lude 1812,3,0,0,0
+gef_fild01,0,0,0,0 monster Lude 1812,3,0,0,0
+gef_fild02,0,0,0,0 monster Lude 1812,3,0,0,0
+gef_fild03,0,0,0,0 monster Lude 1812,3,0,0,0
+gef_fild04,0,0,0,0 monster Lude 1812,3,0,0,0
+gef_fild05,0,0,0,0 monster Lude 1812,3,0,0,0
+gef_fild06,0,0,0,0 monster Lude 1812,3,0,0,0
+gef_fild07,0,0,0,0 monster Lude 1812,3,0,0,0
+gef_fild08,0,0,0,0 monster Lude 1812,3,0,0,0
+gef_fild09,0,0,0,0 monster Lude 1812,3,0,0,0
+gef_fild10,0,0,0,0 monster Lude 1812,3,0,0,0
+gef_fild11,0,0,0,0 monster Lude 1812,3,0,0,0
+gef_fild12,0,0,0,0 monster Lude 1812,3,0,0,0
+gef_fild13,0,0,0,0 monster Lude 1812,3,0,0,0
+gef_fild14,0,0,0,0 monster Lude 1812,3,0,0,0
+
+cmd_fild01,0,0,0,0 monster Lude 1812,3,0,0,0
+cmd_fild02,0,0,0,0 monster Lude 1812,3,0,0,0
+cmd_fild03,0,0,0,0 monster Lude 1812,3,0,0,0
+cmd_fild04,0,0,0,0 monster Lude 1812,3,0,0,0
+cmd_fild05,0,0,0,0 monster Lude 1812,3,0,0,0
+cmd_fild06,0,0,0,0 monster Lude 1812,3,0,0,0
+cmd_fild07,0,0,0,0 monster Lude 1812,3,0,0,0
+cmd_fild08,0,0,0,0 monster Lude 1812,3,0,0,0
+cmd_fild09,0,0,0,0 monster Lude 1812,3,0,0,0
+
+mjolnir_01,0,0,0,0 monster Lude 1812,3,0,0,0
+mjolnir_02,0,0,0,0 monster Lude 1812,3,0,0,0
+mjolnir_03,0,0,0,0 monster Lude 1812,3,0,0,0
+mjolnir_04,0,0,0,0 monster Lude 1812,3,0,0,0
+mjolnir_05,0,0,0,0 monster Lude 1812,3,0,0,0
+mjolnir_06,0,0,0,0 monster Lude 1812,3,0,0,0
+mjolnir_07,0,0,0,0 monster Lude 1812,3,0,0,0
+mjolnir_08,0,0,0,0 monster Lude 1812,3,0,0,0
+mjolnir_09,0,0,0,0 monster Lude 1812,3,0,0,0
+mjolnir_10,0,0,0,0 monster Lude 1812,3,0,0,0
+mjolnir_11,0,0,0,0 monster Lude 1812,3,0,0,0
+mjolnir_12,0,0,0,0 monster Lude 1812,3,0,0,0
+
+xmas_fild01,0,0,0,0 monster Lude 1812,3,0,0,0
+
+sec_in02,0,0,0,0 monster Lude 1812,3,0,0,0
+
+gl_dun02,0,0,0,0 monster Lude 1812,3,0,0,0
+gl_dun01,0,0,0,0 monster Lude 1812,3,0,0,0
+
+gl_knt02,0,0,0,0 monster Lude 1812,3,0,0,0
+gl_knt01,0,0,0,0 monster Lude 1812,3,0,0,0
+
+gl_step,0,0,0,0 monster Lude 1812,3,0,0,0
+
+gl_sew04,0,0,0,0 monster Lude 1812,3,0,0,0
+gl_sew03,0,0,0,0 monster Lude 1812,3,0,0,0
+gl_sew02,0,0,0,0 monster Lude 1812,3,0,0,0
+gl_sew01,0,0,0,0 monster Lude 1812,3,0,0,0
+
+gl_chyard,0,0,0,0 monster Lude 1812,3,0,0,0
+gl_church,0,0,0,0 monster Lude 1812,3,0,0,0
+
+glast_01,0,0,0,0 monster Lude 1812,3,0,0,0
+
+gl_prison1,0,0,0,0 monster Lude 1812,3,0,0,0
+gl_prison,0,0,0,0 monster Lude 1812,3,0,0,0
+
+gl_in01,0,0,0,0 monster Lude 1812,3,0,0,0
+
+gl_cas02,0,0,0,0 monster Lude 1812,3,0,0,0
+gl_cas01,0,0,0,0 monster Lude 1812,3,0,0,0
+
+tur_dun04,0,0,0,0 monster Lude 1812,3,0,0,0
+tur_dun03,0,0,0,0 monster Lude 1812,3,0,0,0
+tur_dun02,0,0,0,0 monster Lude 1812,3,0,0,0
+tur_dun01,0,0,0,0 monster Lude 1812,3,0,0,0
+
+alde_dun04,0,0,0,0 monster Lude 1812,3,0,0,0
+alde_dun03,0,0,0,0 monster Lude 1812,3,0,0,0
+alde_dun02,0,0,0,0 monster Lude 1812,3,0,0,0
+alde_dun01,0,0,0,0 monster Lude 1812,3,0,0,0
+
+c_tower1,0,0,0,0 monster Lude 1812,3,0,0,0
+c_tower2,0,0,0,0 monster Lude 1812,3,0,0,0
+c_tower3,0,0,0,0 monster Lude 1812,3,0,0,0
+c_tower4,0,0,0,0 monster Lude 1812,3,0,0,0
+
+in_sphinx5,0,0,0,0 monster Lude 1812,3,0,0,0
+in_sphinx4,0,0,0,0 monster Lude 1812,3,0,0,0
+in_sphinx3,0,0,0,0 monster Lude 1812,3,0,0,0
+in_sphinx2,0,0,0,0 monster Lude 1812,3,0,0,0
+in_sphinx1,0,0,0,0 monster Lude 1812,3,0,0,0
+
+prt_maze03,0,0,0,0 monster Lude 1812,3,0,0,0
+prt_maze02,0,0,0,0 monster Lude 1812,3,0,0,0
+prt_maze01,0,0,0,0 monster Lude 1812,3,0,0,0
+
+treasure02,0,0,0,0 monster Lude 1812,3,0,0,0
+treasure01,0,0,0,0 monster Lude 1812,3,0,0,0
+
+moc_pryd06,0,0,0,0 monster Lude 1812,3,0,0,0
+moc_pryd05,0,0,0,0 monster Lude 1812,3,0,0,0
+moc_pryd04,0,0,0,0 monster Lude 1812,3,0,0,0
+moc_pryd03,0,0,0,0 monster Lude 1812,3,0,0,0
+moc_pryd02,0,0,0,0 monster Lude 1812,3,0,0,0
+moc_pryd01,0,0,0,0 monster Lude 1812,3,0,0,0
+
+gef_dun02,0,0,0,0 monster Lude 1812,3,0,0,0
+gef_dun01,0,0,0,0 monster Lude 1812,3,0,0,0
+gef_dun00,0,0,0,0 monster Lude 1812,3,0,0,0
+
+iz_dun00,0,0,0,0 monster Lude 1812,3,0,0,0
+iz_dun01,0,0,0,0 monster Lude 1812,3,0,0,0
+iz_dun02,0,0,0,0 monster Lude 1812,3,0,0,0
+iz_dun03,0,0,0,0 monster Lude 1812,3,0,0,0
+iz_dun04,0,0,0,0 monster Lude 1812,3,0,0,0
+
+pay_dun00,0,0,0,0 monster Lude 1812,3,0,0,0
+pay_dun01,0,0,0,0 monster Lude 1812,3,0,0,0
+pay_dun02,0,0,0,0 monster Lude 1812,3,0,0,0
+pay_dun03,0,0,0,0 monster Lude 1812,3,0,0,0
+pay_dun04,0,0,0,0 monster Lude 1812,3,0,0,0
+
+xmas_dun02,0,0,0,0 monster Lude 1812,3,0,0,0
+xmas_dun01,0,0,0,0 monster Lude 1812,3,0,0,0
+
+anthell02,0,0,0,0 monster Lude 1812,3,0,0,0
+anthell01,0,0,0,0 monster Lude 1812,3,0,0,0
+
+orcsdun02,0,0,0,0 monster Lude 1812,3,0,0,0
+orcsdun01,0,0,0,0 monster Lude 1812,3,0,0,0
+
+mjo_dun03,0,0,0,0 monster Lude 1812,3,0,0,0
+mjo_dun02,0,0,0,0 monster Lude 1812,3,0,0,0
+mjo_dun01,0,0,0,0 monster Lude 1812,3,0,0,0
+
+prt_sewb4,0,0,0,0 monster Lude 1812,3,0,0,0
+prt_sewb3,0,0,0,0 monster Lude 1812,3,0,0,0
+prt_sewb2,0,0,0,0 monster Lude 1812,3,0,0,0
+prt_sewb1,0,0,0,0 monster Lude 1812,3,0,0,0
+
+nif_fild01,0,0,0,0 monster Lude 1812,3,0,0,0
+
+nif_fild02,0,0,0,0 monster Lude 1812,3,0,0,0
diff --git a/npc/pre-re/events/halloween_2008.txt b/npc/pre-re/events/halloween_2008.txt
new file mode 100644
index 000000000..a4844da1b
--- /dev/null
+++ b/npc/pre-re/events/halloween_2008.txt
@@ -0,0 +1,276 @@
+//===== rAthena Script =======================================
+//= iRO Halloween (2008)
+//===== By: ==================================================
+//= Kisuka
+//===== Current Version: =====================================
+//= 1.1
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= iRO Halloween (2008)
+//= Run away from the zombies for tickets.
+//= Redeem tickets for prizes.
+//===== Notes: ===============================================
+//= You must enable the event monsters in mob_db2.
+//===== Additional Comments: =================================
+//= 1.0 First version. [Kisuka]
+//= 1.1 Some small changes. [Kisuka]
+//============================================================
+
+payon,162,176,4 script Halloween Magician#iRO08 704,{
+
+ if(Hallow08 < 1) {
+ mes "[Halloween Magician]";
+ mes "Kkkkkkkkk!";
+ mes "I have a special event this Halloween that tests your luck and agility.";
+ mes "Are you interested?";
+ next;
+ mes "[Halloween Magician]";
+ mes "Come on! Don't be a wuss!";
+ mes "If you collect enough tickets you can get good prizes!";
+ mes "So what do you say?";
+ next;
+ goto MainMenu;
+ }
+
+ if (Hallow08Kill == 1) {
+ mes "[Halloween Magician]";
+ mes "You a 'fraidy cat or something?!";
+ mes "You know you want to try again...";
+ mes "Do you know the rules?";
+ next;
+ set Hallow08Kill,0;
+ if(select("Yes, I know.:No, I don't know.") == 2) {
+ goto Rules;
+ }
+ goto Participate;
+ }
+
+ if (Hallow08Kill == 2) {
+ mes "[Halloween Magician]";
+ mes "Oh, well done! You are alright!";
+ mes "Isn't it fun with zombies??";
+ mes "You know, zombies were people too!";
+ mes "Ha!";
+ mes "Kkkkkkk.";
+ next;
+ getitem 7941,1;
+ set Hallow08Kill,0;
+ mes "[Halloween Magician]";
+ mes "As I promised";
+ mes "You can get Halloween tickets for cool items.";
+ close;
+ }
+
+ if(Hallow08 > 0) {
+ mes "[Halloween Magician]";
+ mes "Well, do you want to hear the rules again or, just get back to it...";
+ next;
+ goto MainMenu2;
+ }
+
+ Rules:
+ mes "[Halloween Magician]";
+ mes "This village is like a virtual Payon.";
+ mes "There are zombies and ghouls roaming around and three southern exits, but only one works.";
+ mes "That's up to you to find out.";
+ next;
+ mes "[Halloween Magician]";
+ mes "You can't use any skills to kill the ghouls or zombies.";
+ mes "And one more thing...";
+ mes "you shouldn't forget...";
+ next;
+ mes "[Halloween Magician]";
+ mes "All participants should be wearing nothing.";
+ mes "Put all belongings in your storage and come back here when your weight is '0'.";
+ next;
+ mes "[Halloween Magician]";
+ mes "Oh and one more thing!";
+ mes "You can't be riding a PecoPeco or have a Cart.";
+ mes "If you are, then I will remove them before you enter.";
+ mes "Got it?";
+ next;
+ mes "[Halloween Magician]";
+ mes "Remember, there are three exits but only one works randomly, the zombies and ghouls roaming around there can't be killed and you can't be wearing anything.";
+ next;
+ if (Hallow08 > 0) {
+ mes "[Halloween Magician]";
+ mes "Hey...";
+ mes "Come back once you're ready.";
+ close;
+ }else{
+ goto MainMenu;
+ }
+
+ Participate:
+ mes "[Halloween Magician]";
+ mes "Ok, you are ready.";
+ mes "Let me check your weight.";
+ next;
+ if (Weight > 0) {
+ mes "[Halloween Magician]";
+ mes "Gosh!";
+ mes "There's always a black sheep anywhere.";
+ next;
+ mes "[Halloween Magician]";
+ mes "You think I wouldn't notice that your weight is above '0'?";
+ mes "You're overweight...";
+ close;
+ }else{
+ mes "[Halloween Magician]";
+ mes "You seem good to go, and your weight is just right.";
+ next;
+ mes "[Halloween Magician]";
+ mes "I was quite swamped with my work, so I'm exhausted.";
+ next;
+ mes "[Halloween Magician]";
+ mes "I sometimes forget to send you there...";
+ next;
+ mes "[Halloween Magician]";
+ mes "I hope you come back well.";
+ close2;
+ if (Hallow08 < 1) {
+ set Hallow08,1;
+ }
+ set Hallow08Kill,1;
+ set @Hallow08Warp, rand(1,3);
+ percentheal -98,0;
+ setriding 0;
+ setcart 0;
+ warp "evt_zombie",155,246;
+ end;
+ }
+
+ TicketExchange:
+ mes "[Halloween Magician]";
+ mes "You want to exchange tickets for prizes?";
+ mes "Good job! Kkkkkk!";
+ next;
+ mes "[Halloween Magician]";
+ mes "Lemme tell you what items you can exchange for.";
+ next;
+ mes "[Halloween Magician]";
+ mes "5 tickets for Pumpkin Pie.";
+ mes "20 tickets for Pumpkin-Head.";
+ mes "50 tickets for Old Blue Box.";
+ mes "70 tickets for Old Purple Box.";
+ mes "200 tickets for Old Card Album.";
+ next;
+ mes "[Halloween Magician]";
+ mes "What would you like to exchange for?";
+ next;
+ switch(select("Pumpkin Pie:Pumpkin-Head:Old Blue Box:Old Purple Box:Old Card Album")) {
+ case 1:
+ if(countitem(7941) < 5) {
+ goto NotEnough;
+ }else{
+ delitem 7941,5;
+ getitem 12192,1;
+ goto Enough;
+ }
+ break;
+ case 2:
+ if(countitem(7941) < 20) {
+ goto NotEnough;
+ }else{
+ delitem 7941,20;
+ getitem 5134,1;
+ goto Enough;
+ }
+ break;
+ case 3:
+ if(countitem(7941) < 50) {
+ goto NotEnough;
+ }else{
+ delitem 7941,50;
+ getitem 603,1;
+ goto Enough;
+ }
+ break;
+ case 4:
+ if(countitem(7941) < 70) {
+ goto NotEnough;
+ }else{
+ delitem 7941,70;
+ getitem 617,1;
+ goto Enough;
+ }
+ break;
+ case 5:
+ if(countitem(7941) < 200) {
+ goto NotEnough;
+ }else{
+ delitem 7941,200;
+ getitem 616,1;
+ goto Enough;
+ }
+ }
+
+ NextTime:
+ mes "[Halloween Magician]";
+ mes "Ok, see you then.";
+ mes "Kkkkkkkk.";
+ close;
+
+ MainMenu:
+ menu "Explain it to me.",Rules,"I want to participate.",Participate,"I want to exchange tickets for prizes.",TicketExchange,"I'll come back next time.",NextTime;
+
+ MainMenu2:
+ menu "Get me back there now!",Participate,"Please, tell me the rules",Rules,"I want to exchange tickets for prizes.",TicketExchange,"I'll come back next time.",NextTime;
+
+ NotEnough:
+ mes "[Halloween Magician]";
+ mes "You don't have enough tickets!";
+ mes "Can't you even count?";
+ mes "Please come here with the right number of tickets.";
+ close;
+
+ Enough:
+ mes "[Halloween Magician]";
+ mes "Here it is.";
+ mes "Do you need...";
+ mes "anything else?";
+ next;
+ if (Hallow08 == 1) {
+ goto MainMenu2;
+ }else{
+ goto MainMenu;
+ }
+}
+
+// --------------- MapFlags ---------------
+
+
+evt_zombie,16,142,1 script zombiewarp001 45,2,2,{
+ OnTouch:
+ if (@Hallow08Warp == 1) {
+ set Hallow08Kill,2;
+ specialeffect 16;
+ warp "payon",28,142;
+ }
+ end;
+}
+
+evt_zombie,122,27,1 script zombiewarp002 45,2,2,{
+ OnTouch:
+ if (@Hallow08Warp == 2) {
+ set Hallow08Kill,2;
+ specialeffect 16;
+ warp "payon",121,40;
+ }
+ end;
+}
+
+evt_zombie,267,89,1 script zombiewarp003 45,2,2,{
+ OnTouch:
+ if (@Hallow08Warp == 3) {
+ set Hallow08Kill,2;
+ specialeffect 16;
+ warp "payon",253,95;
+ }
+ end;
+}
+
+evt_zombie,0,0,0,0 monster Zombie 3000,150,0,0,0
+evt_zombie,0,0,0,0 monster Ghoul 3001,80,0,0,0
+evt_zombie,0,0,0,0 monster Zombie Master 3002,20,0,0,0
diff --git a/npc/pre-re/events/halloween_2009.txt b/npc/pre-re/events/halloween_2009.txt
new file mode 100644
index 000000000..c3d314d7a
--- /dev/null
+++ b/npc/pre-re/events/halloween_2009.txt
@@ -0,0 +1,442 @@
+//===== rAthena Script =======================================
+//= iRO Halloween (2009)
+//===== By: ==================================================
+//= Kisuka
+//===== Current Version: =====================================
+//= 1.1
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= iRO Halloween (2009)
+//= Quest for Weird Pumpkin Hat.
+//= Exchange treats for buffs.
+//= Summon event monsters in towns.
+//===== Notes: ===============================================
+//= You must enable the event items in item_db2.
+//= You must enable the event mobs in mob_db2, mob_avail, and
+//= their skills in mob_skill_db2.
+//===== Additional Comments: =================================
+//= 1.0 First version. [Kisuka]
+//= 1.1 Fixed even exploit, fixed mobs overlap. [Lupus]
+//============================================================
+
+// Headgear Quest - Pumpkin Hat
+// ============================
+prontera,152,192,5 script Pumpkin Hat Researcher 712,{
+ if(BaseLevel < 45) {
+ mes "[Pumpkin Hat Researcher]";
+ mes "Shoo, I don't need a child. Shoo! I don't talk to novices.";
+ next;
+ mes "[Pumpkin Hat Researcher]";
+ mes "Go reach a level that can fight with stronger monsters and come back.";
+ close;
+ }
+ mes "[Pumpkin Hat Researcher]";
+ mes "Say do you like Pumpkin Pies?";
+ next;
+ mes "[Pumpkin Hat Researcher]";
+ mes "I'm a Pumpkin Hat researcher, Why don't you listen to my story?";
+ next;
+ while(1) {
+ switch(select("Listen to the story.:Ask about Pumpkin Hat.:Get a Pumpkin Hat.:Stop the conversation.")) {
+ case 1:
+ mes "[Pumpkin Hat Researcher]";
+ mes "I've been studying about an upgraded Pumpkin Hat.";
+ mes "I have discovered that it is a very simple process.";
+ next;
+ mes "[Pumpkin Hat Researcher]";
+ mes "The process is quite simple.";
+ mes "If you bring me ^4a4aff20 Jack o' Pumpkin^000000 I can show you.";
+ mes "Isn't that a tempting proposal?";
+ next;
+ break;
+ case 2:
+ mes "[Pumpkin Hat Researcher]";
+ mes "This upgraded pumpkin hat is powerful stuff!";
+ next;
+ mes "[Pumpkin Hat Researcher]";
+ mes "It can make a Pumpkin Pie that restores a large percentage of HP & SP using condensed energy to the person who wears it.";
+ next;
+ mes "[Pumpkin Hat Researcher]";
+ mes "All you need is ^4a4aff20 Jack o' Pumpkin^000000s.";
+ next;
+ break;
+ case 3:
+ mes "[Pumpkin Hat Researcher]";
+ mes "Do you want to get Pumpkin Pies? Okay, let me count the Jack o' Pumpkins you've brought.";
+ next;
+ if(countitem(1062) < 20) {
+ mes "[Pumpkin Hat Researcher]";
+ mes "I need ^4a4aff20 Jack o' Pumpkin^000000.";
+ mes "I'm not an alchemist or a wizard to create something from nothing.";
+ next;
+ mes "[Pumpkin Hat Researcher]";
+ mes "Okay, go hunting monsters and come back.";
+ mes "I'm going to stay here for a while so take your time.";
+ next;
+ break;
+ }else{
+ mes "[Pumpkin Hat Researcher]";
+ mes "I hope this will be useful to you. Don't forget to wear it while fighting to get your Pumpkin Pies.";
+ delitem 1062,20; // Jack o' Pumpkin
+ getitem 5668,1; // Weird Pumpkin Hat
+ next;
+ mes "[Pumpkin Hat Researcher]";
+ mes "I guess that I should get back to my research.";
+ close;
+ }
+ case 4:
+ mes "[Pumpkin Hat Researcher]";
+ mes "Bye, until we'll see each other again.";
+ mes "I wish you well...";
+ close;
+ }
+ }
+}
+
+// Buffs - Trick or Treaters
+// =========================
+- script Trick or Treater::09Treats 706,2,2,{
+OnTouch:
+ hideoffnpc strnpcinfo(3);
+ initnpctimer;
+ mes "[Trick or Treater]";
+ mes "Hooray! hooray! Hooray!";
+ mes "Trick or Treat?";
+ next;
+ if(select("Trick.:Treat.") == 1) {
+ mes "[Trick or Treater]";
+ mes "!!!!";
+ mes "Fine. I have no choice but to trick you back!";
+ sc_start SC_Stun,5000,0;
+ close;
+ }
+ mes "[Trick or Treater]";
+ mes "Oh yay! What kind of treat do you have?";
+ next;
+ switch(select("Candy:Candy Cane:Well-baked Cookie:Nothing")) {
+ case 1:
+ if(countitem(529) > 0) {
+ mes "[Trick or Treater]";
+ mes "Yay thank you!";
+ mes "Here, take this for being so nice!";
+ sc_start SC_STRFood, 1800000, 5;
+ sc_start SC_INTFood, 1800000, 5;
+ sc_start SC_VITFood, 1800000, 5;
+ sc_start SC_AGIFood, 1800000, 5;
+ sc_start SC_DEXFood, 1800000, 5;
+ sc_start SC_LUKFood, 1800000, 5;
+ sc_start SC_FLEEFOOD, 1800000, 15;
+ delitem 529,1; // Candy
+ close;
+ }else{
+ mes "[Trick or Treater]";
+ mes "At least a Candy, a Candy Cane or a Well-baked Cookie is all I ask for a treat.";
+ mes "Fine. I have no choice but to trick you!";
+ sc_start SC_Stun,5000,0;
+ close;
+ }
+ case 2:
+ if(countitem(530) > 0) {
+ mes "[Trick or Treater]";
+ mes "Yay thank you!";
+ mes "Here, take this for being so nice!";
+ sc_start SC_STRFood, 1800000, 5;
+ sc_start SC_INTFood, 1800000, 5;
+ sc_start SC_VITFood, 1800000, 5;
+ sc_start SC_AGIFood, 1800000, 5;
+ sc_start SC_DEXFood, 1800000, 5;
+ sc_start SC_LUKFood, 1800000, 5;
+ sc_start SC_FLEEFOOD, 1800000, 15;
+ delitem 530,1; // Candy Cane
+ close;
+ }else{
+ mes "[Trick or Treater]";
+ mes "At least a Candy, a Candy Cane or a Well-baked Cookie is all I ask for a treat.";
+ mes "Fine. I have no choice but to trick you!";
+ sc_start SC_Stun,5000,0;
+ close;
+ }
+ case 3:
+ if(countitem(538) > 0) {
+ mes "[Trick or Treater]";
+ mes "Yay thank you!";
+ mes "Here, take this for being so nice!";
+ sc_start SC_STRFood, 1800000, 5;
+ sc_start SC_INTFood, 1800000, 5;
+ sc_start SC_VITFood, 1800000, 5;
+ sc_start SC_AGIFood, 1800000, 5;
+ sc_start SC_DEXFood, 1800000, 5;
+ sc_start SC_LUKFood, 1800000, 5;
+ sc_start SC_FLEEFOOD, 1800000, 15;
+ delitem 538,1; // Well-baked Cookie
+ close;
+ }else{
+ mes "[Trick or Treater]";
+ mes "At least a Candy, a Candy Cane or a Well-baked Cookie is all I ask for a treat.";
+ mes "Fine. I have no choice but to trick you!";
+ sc_start SC_Stun,5000,0;
+ close;
+ }
+ case 4:
+ mes "[Trick or Treater]";
+ mes "At least a Candy, a Candy Cane or a Well-baked Cookie is all I ask for a treat.";
+ mes "Fine. I have no choice but to trick you!";
+ sc_start SC_Stun,5000,0;
+ close;
+ }
+OnInit:
+ hideonnpc "Trick or Treater#iRO1";
+ hideonnpc "Trick or Treater#iRO2";
+ hideonnpc "Trick or Treater#iRO3";
+ hideonnpc "Trick or Treater#iRO4";
+ hideonnpc "Trick or Treater#iRO5";
+ hideonnpc "Trick or Treater#iRO6";
+ hideonnpc "Trick or Treater#iRO7";
+ hideonnpc "Trick or Treater#iRO8";
+ end;
+
+OnEnableTreat:
+ enablenpc strnpcinfo(3);
+ hideonnpc strnpcinfo(3);
+ end;
+
+OnTimer15000:
+ hideonnpc strnpcinfo(3);
+ disablenpc strnpcinfo(3);
+ end;
+
+OnTimer300000:
+ donpcevent strnpcinfo(3)+"::OnEnableTreat";
+ stopnpctimer;
+ end;
+}
+prontera,151,173,5 duplicate(09Treats) Trick or Treater#iRO1 706,2,2
+prontera,270,350,5 duplicate(09Treats) Trick or Treater#iRO2 706,2,2
+prontera,234,310,5 duplicate(09Treats) Trick or Treater#iRO3 706,2,2
+prontera,156,321,5 duplicate(09Treats) Trick or Treater#iRO4 706,2,2
+prontera,156,283,5 duplicate(09Treats) Trick or Treater#iRO5 706,2,2
+prontera,142,214,5 duplicate(09Treats) Trick or Treater#iRO6 706,2,2
+prontera,134,125,5 duplicate(09Treats) Trick or Treater#iRO7 706,2,2
+prontera,220,72,5 duplicate(09Treats) Trick or Treater#iRO8 706,2,2
+
+// Monster Summoning - Halloween Wizard
+// ====================================
+- script Halloween Wizard#iRO09::09HallowWiz 737,{
+ mes "[Halloween Wizard]";
+ mes "...";
+ mes "Do you want to play a trick on someone?";
+ next;
+ while(1) {
+ switch(select("What trick?:Sure:No.")) {
+ case 1:
+ mes "[Halloween Wizard]";
+ mes "I can summon monsters in other parts of the world with just a few materials.";
+ next;
+ mes "[Halloween Wizard]";
+ mes "Sounds interesting huh?";
+ next;
+ mes "[Halloween Wizard]";
+ mes "If you bring me Fabric, Jack o' Pumpkins, Worn Fabric, or Crushed Pumpkins I can summon the monsters.";
+ next;
+ break;
+ case 2:
+ mes "[Halloween Wizard]";
+ mes "Which town do you want to play a trick on?";
+ next;
+ getmapxy(.@mapname$,.@mapx,.@mapy,0,""+strcharinfo(0)+"");
+ if (.@mapname$ == "prontera") {
+ switch(select("Geffen:Payon:Alberta:Aldebaran")) {
+ case 1:
+ set .@HallowTown,3;
+ break;
+ case 2:
+ set .@HallowTown,2;
+ break;
+ case 3:
+ set .@HallowTown,4;
+ break;
+ case 4:
+ set .@HallowTown,5;
+ break;
+ }
+ }
+ else if (.@mapname$ == "payon") {
+ switch(select("Prontera:Geffen:Alberta:Aldebaran")) {
+ case 1:
+ set .@HallowTown,1;
+ break;
+ case 2:
+ set .@HallowTown,3;
+ break;
+ case 3:
+ set .@HallowTown,4;
+ break;
+ case 4:
+ set .@HallowTown,5;
+ break;
+ }
+ }
+ else if (.@mapname$ == "geffen") {
+ switch(select("Prontera:Payon:Alberta:Aldebaran")) {
+ case 1:
+ set .@HallowTown,1;
+ break;
+ case 2:
+ set .@HallowTown,2;
+ break;
+ case 3:
+ set .@HallowTown,4;
+ break;
+ case 4:
+ set .@HallowTown,5;
+ break;
+ }
+ }
+ else if (.@mapname$ == "alberta") {
+ switch(select("Prontera:Geffen:Payon:Aldebaran")) {
+ case 1:
+ set .@HallowTown,1;
+ break;
+ case 2:
+ set .@HallowTown,3;
+ break;
+ case 3:
+ set .@HallowTown,2;
+ break;
+ case 4:
+ set .@HallowTown,5;
+ break;
+ }
+ }
+ else if (.@mapname$ == "aldebaran") {
+ switch(select("Prontera:Geffen:Payon:Alberta")) {
+ case 1:
+ set .@HallowTown,1;
+ break;
+ case 2:
+ set .@HallowTown,3;
+ break;
+ case 3:
+ set .@HallowTown,2;
+ break;
+ case 4:
+ set .@HallowTown,4;
+ break;
+ }
+ }
+ setarray .@HallowTowns$[1],"prontera","payon","geffen","alberta","aldebaran";
+ mes "[Halloween Wizard]";
+ mes "Ok then let's go to the next step.";
+ next;
+ mes "[Halloween Wizard]";
+ mes "How many Fabrics or Jack o' Pumpkins do you want to use? Don't go over 100 because that is the max amount that I can use.";
+ next;
+ input .@input;
+ if (.@input == 0) {
+ mes "[Halloween Wizard]";
+ mes "You have no definite idea.";
+ mes "It's not a big deal.";
+ mes "Let me know.";
+ next;
+ break;
+ }
+ else if (.@input > 100) {
+ mes "[Halloween Wizard]";
+ mes "I told you that it must be between 1 to 100!";
+ mes "You didn't pay attention!";
+ next;
+ break;
+ }
+ else {
+ set .@fabric,countitem(1059);
+ set .@jack,countitem(1062);
+ set .@worn,countitem(6299);
+ set .@crushed,countitem(6298);
+ set .@whispers,0;
+ set .@darklords,0;
+
+ set .@total,.@fabric + .@jack + .@worn + .@crushed;
+
+ if(.@total < .@input) {
+ mes "[Halloween Wizard]";
+ mes "Recount the number of items you have and tell me the total.";
+ mes "Huhuhuhuhuhu...";
+ next;
+ break;
+ }
+
+ if(.@fabric > 0) {
+ if(.@fabric >= .@input) {
+ delitem 1059,.@input;
+ set .@whispers,.@whispers+.@input;
+ set .@input,0;
+ }
+ else{
+ delitem 1059,.@fabric;
+ set .@input,.@input - .@fabric;
+ set .@whispers,.@whispers+.@fabric;
+ }
+ }
+ if(.@worn > 0 && .@input != 0) {
+ if(.@worn >= .@input) {
+ delitem 6299,.@input;
+ set .@whispers,.@whispers+.@input;
+ set .@input,0;
+ }
+ else{
+ delitem 6299,.@worn;
+ set .@input,.@input - .@worn;
+ set .@whispers,.@whispers+.@worn;
+ }
+ }
+ if(.@jack > 0 && .@input != 0) {
+ if(.@jack >= .@input) {
+ delitem 1062,.@input;
+ set .@darklords,.@darklords+.@input;
+ set .@input,0;
+ }
+ else{
+ delitem 1062,.@jack;
+ set .@input,.@input - .@jack;
+ set .@darklords,.@darklords+.@jack;
+ }
+ }
+ if(.@crushed > 0 && .@input != 0) {
+ if(.@crushed >= .@input) {
+ delitem 6298,.@input;
+ set .@darklords,.@darklords+.@input;
+ set .@input,0;
+ }
+ else{
+ delitem 6298,.@crushed;
+ set .@input,.@input - .@crushed;
+ set .@darklords,.@darklords+.@crushed;
+ }
+ }
+ if (.@input > 0) {
+ mes "Theres a problem.";
+ close;
+ }
+ monster ""+.@HallowTowns$[.@HallowTown]+"",0,0,"Halloween Whisper",3014,.@whispers;
+ monster ""+.@HallowTowns$[.@HallowTown]+"",0,0,"Halloween Dark Lord",3015,.@darklords;
+ mes "[Halloween Wizard]";
+ mes "Here's what you wanted.";
+ mes "Imagine what the people must be thinking in the other villages?";
+ mes "Muahahaha";
+ close;
+ }
+ case 3:
+ mes "[Halloween Wizard]";
+ mes "If you change your mind, come back here...";
+ mes "I'll stay here for a while...";
+ mes "Kkkk...";
+ close;
+ }
+ }
+}
+prontera,156,195,5 duplicate(09HallowWiz) Halloween Wizard#1 737
+geffen,133,122,5 duplicate(09HallowWiz) Halloween Wizard#2 737
+payon,156,196,5 duplicate(09HallowWiz) Halloween Wizard#3 737
+alberta,96,57,5 duplicate(09HallowWiz) Halloween Wizard#4 737
+aldebaran,146,122,5 duplicate(09HallowWiz) Halloween Wizard#5 737
diff --git a/npc/pre-re/events/idul_fitri.txt b/npc/pre-re/events/idul_fitri.txt
new file mode 100644
index 000000000..0c11775ca
--- /dev/null
+++ b/npc/pre-re/events/idul_fitri.txt
@@ -0,0 +1,75 @@
+//===== rAthena Script =======================================
+//= Feast Day Of Ramadan Idul Fitri Event
+//===== By: ==================================================
+//= $ephiroth
+//===== Current Version: =====================================
+//= 1.1
+//===== Compatible With: =====================================
+//= rAthena Version
+//===== Description: =========================================
+//= Info : Official idRO
+//= 2006/10/16: 1.0 Release and fully working. [$ephiroth]
+//= 1.1 Replaced effect numerics with constants. [Samuray22]
+//============================================================
+
+prontera,146,92,3 script Cellerb 58,{
+ set @npcname$,"[Staff Idul Fitri]";
+ mes @npcname$;
+ if((gettime(6)==10 && (gettime(5)==24 || gettime(5)==25))==0) {
+ mes "Congratulation! Celebrate Feast Day Of Ramadan Idul Fitri 1427 H.";
+ specialeffect EF_SANDMAN;
+ close;
+ }
+ mes "Haii......^FF8800"+strcharinfo(0)+"^000000!!";
+ mes "First day of Idulfitri has arrived.";
+ mes "Congratulation celebrate him.";
+ mes "There is event special today.";
+ next;
+ mes @npcname$;
+ mes "Event today .....^009500Idul Fitri Quest!^000000";
+ next;
+ mes @npcname$;
+ mes "If you interest to follow this event, I will cook it to you.";
+ next;
+
+ switch(select("Allright. I like that!!","Next time.... Thanks.")){
+ case 1:
+ mes @npcname$;
+ mes "I have something that might interest you.";
+ mes "I need all of the following items:";
+ mes "^D5A500Ketupat Sayur Ingredient :^000000";
+ mes "^00B6FF~5 Ketupat, 5 Carrot~,^000000";
+ mes "^CC6633~5 Sweet Potato, 10 Meat~,^000000";
+ mes "^000088~2 Green Herb, 5 Stem~.^000000";
+ next;
+ mes @npcname$;
+ if ( (countitem(552)<5 || countitem(515)<5 ||countitem(516)<5 || countitem(517)<10 || countitem(511)<2 || countitem(905)<5) ) {
+ mes "You don't have enough items.";
+ mes "Come back when you have them all.";
+ close;
+ }
+ delitem 552,5;
+ delitem 515,5;
+ delitem 516,2;
+ delitem 517,10;
+ delitem 511,2;
+ delitem 905,5;
+ mes "I see you already have all the items you need.";
+ mes "Just a moment, please!!";
+ next;
+ mes "^009500-Plupping snapping bubbling~^000000";
+ mes "^009500-Clinking clingking~^000000";
+ mes "^009500-Clang clang~^000000";
+ getitem 583,1;
+ next;
+ mes @npcname$;
+ mes "We appreciate your participation in this special event.";
+ emotion e_thx;
+ close;
+ case 2:
+ mes @npcname$;
+ mes "Oh well, maybe you will participate in tommorow's quest.";
+ emotion e_hmm;
+ close;
+ }
+} \ No newline at end of file
diff --git a/npc/pre-re/events/lunar_2008.txt b/npc/pre-re/events/lunar_2008.txt
new file mode 100644
index 000000000..7e5530981
--- /dev/null
+++ b/npc/pre-re/events/lunar_2008.txt
@@ -0,0 +1,283 @@
+//===== rAthena Script =======================================
+//= Lunar New Year Event (2008)
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.1
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= iRO Lunar New Year event; Year of the Rat. (2008)
+//= Kill Cramps, Taruus, and Matrins to retrieve "Rice Pouches"
+//= in return for various rice-themed foods, envelopes, and
+//= a "New year Doll" egg. Rates are guessed.
+//=
+//= Cramp, Tarou, and Matrin drops altered, Uncomment in
+//= mob_db2 to enable. [required]
+//=
+//= Miss Lunar NPC uses the sprite 4_f_nacoruri, which isn't
+//= standard in kRO's data files. If you're having problems
+//= or are unsure if your client supports that sprite, an
+//= alternate NPC header has been included.
+//===== Additional Comments: =================================
+//= 1.0 First version. [L0ne_W0lf]
+//= 1.1 Added missing checkweights. [L0ne_W0lf]
+//============================================================
+
+payon_in01,193,30,4 script Rice Mill Grandma#rat 78,{
+ mes "[Rice Mill Grandma]";
+ if (!lunar_rat) {
+ mes "Those filthy little";
+ mes "creatures! Scurrying";
+ mes "around, snatching things";
+ mes "from me! If only they";
+ mes "weren't so blamed quick...";
+ next;
+ select("What's wrong?");
+ mes "[Rice Mill Grandma]";
+ mes "Oh, I was just making";
+ mes "some rice cakes and";
+ mes "pastries to celebrate";
+ mes "the new year, but these";
+ mes "animals have been stealing";
+ mes "the Rice Pouches I've prepared.";
+ next;
+ select("Rice Pouches?");
+ mes "[Rice Mill Grandma]";
+ mes "Yes, my son needs those";
+ mes "Rice Pouches to pound the";
+ mes "rice in a mortar, but I can't";
+ mes "make any pastries if I don't";
+ mes "even have the rice. Do you";
+ mes "think you can help me?";
+ next;
+ if (select("Of course.:I don't even know you.") == 1) {
+ set lunar_rat,1;
+ mes "[" + strcharinfo(0)+"]";
+ mes "Of course.";
+ mes "What can I do?";
+ next;
+ mes "[Rice Mill Grandma]";
+ mes "Well, do you think you";
+ mes "can catch the animals that";
+ mes "stole my Rice Pouches?";
+ mes "They're these blue and";
+ mes "white rats and these";
+ mes "nasty little moles.";
+ next;
+ select("Not a problem.");
+ mes "[" + strcharinfo(0)+"]";
+ mes "Not a problem.";
+ mes "I'll catch those animals,";
+ mes "and bring back any Rice";
+ mes "Pouches that I can find.";
+ next;
+ mes "[Rice Mill Grandma]";
+ mes "Oh, thank you!";
+ mes "Good luck catching";
+ mes "those pests for me~";
+ close;
+ }
+ mes "[Rice Mill Grandma]";
+ mes "I... Well...";
+ mes "That's true, but I was";
+ mes "planning on giving you";
+ mes "something nice in return";
+ mes "for your help. I know you're";
+ mes "not a bad person, so...";
+ close;
+ }
+ else if ((lunar_rat >= 1 && lunar_rat <= 2) || lunar_rat == 4) {
+ if (countitem(7770) >= 1 && lunar_rat == 2) {
+ mes "Oh, is that the";
+ mes "Sweet Rice my son made?";
+ mes "Would you let me have it?";
+ mes "Please wait here a moment,";
+ mes "and I'll make you some pastry~";
+ delitem 7770,1; //Sweet_rice
+ set lunar_rat,3;
+ close;
+ }
+ else if (lunar_rat == 4) {
+ if (countitem(7770) >= 1) {
+ mes "Oh, is that the";
+ mes "Sweet Rice my son made?";
+ mes "Would you let me have it?";
+ mes "Please wait here a moment,";
+ mes "and I'll make you some pastry~";
+ delitem 7770,1; //Sweet_rice
+ set lunar_rat,5;
+ close;
+ }
+ mes "Oh, where are all the";
+ mes "Rice Pouches? We need";
+ mes "them to make more rice cakes...";
+ close;
+ }
+ else if (countitem(7869) < 1 && lunar_rat <= 2) {
+ mes "Ooh, those white and";
+ mes "blue mouses might have";
+ mes "snatched my Rice Pouches";
+ mes "Those moles probably took";
+ mes "them too. Such nasty little";
+ mes "creatures, aren't they?";
+ close;
+ }
+ mes "Oh, is that one of my";
+ mes "Rice Pouches? I'm sorry,";
+ mes "but the pain my hips..";
+ mes "Would you mind being";
+ mes "a dear, and delivering";
+ mes "that to my son for me?";
+ set lunar_rat,2;
+ close;
+ }
+ else if (lunar_rat == 3 || lunar_rat == 5) {
+ set .@reward,rand(1,100);
+ if (.@reward <= 5) {
+ if (lunar_rat == 3) {
+ getitem 9038,1; // New_Year_Doll_Egg
+ set lunar_rat,4;
+ }
+ else if (lunar_rat == 5) {
+ getitem 668,1; // Red_Envelope
+ }
+ }
+ else if (.@reward >= 6 && .@reward <= 10) getitem 12198,2; // Lucky_Rice_Cake
+ else if (.@reward >= 11 && .@reward <= 30) getitem 12195,3; // Plain_Rice_Cake
+ else if (.@reward >= 31 && .@reward <= 40) getitem 12196,2; // Hearty_Rice_Cake
+ else if (.@reward >= 41 && .@reward <= 55) getitem 12123,2; // Honey_Pastry
+ else if (.@reward >= 56 && .@reward <= 70) getitem 12122,2; // Sesame_Pastry
+ else if (.@reward >= 71 && .@reward <= 80) getitem 12124,2; // Rainbow_Cake
+ else if (.@reward >= 81 && .@reward <= 90) getitem 12198,2; // Korean_Rice_Cake
+ else if (.@reward >= 91 && .@reward <= 100) getitem 12197,3; // Salty_Rice_Cake
+ // After getting the egg there is a chance to get an envelope with each turn in
+ if (rand(1,20) <= 5 && lunar_rat == 4) getitem 668,1; // Red_Envelope
+ // Set the quest accordingly for repeat turn-ins.
+ if (lunar_rat == 3) set lunar_rat,2;
+ else if (lunar_rat == 5) set lunar_rat,4;
+ mes "It's not nearly enough";
+ mes "to repay you for what you've";
+ mes "done for me, but I'd like";
+ mes "you to have this pastry that";
+ mes "I just made. Please enjoy it~";
+ next;
+ mes "[Rice Mill Grandma]";
+ mes "Thank you for the";
+ mes "Sweet Rice! I'll be";
+ mes "sure to make something";
+ mes "delicious for you if you";
+ mes "bring me more, okay?";
+ close;
+ }
+}
+
+payon,215,127,4 script Rice Mill Man#rat 54,{
+ mes "[Rice Mill Man]";
+ if (!lunar_rat) {
+ mes "Breaks my heart...";
+ mes "My mom spends all this";
+ mes "time preparing rice for";
+ mes "the new year, and it's all";
+ mes "stolen by rats and vermin!";
+ close;
+ }
+ else if (lunar_rat == 1) {
+ mes "I hear from my mother";
+ mes "that you're helping her out.";
+ mes "She's a sweet old lady, huh?";
+ mes "If you find ang Rice Pouches,";
+ mes "you might want to have her";
+ mes "inspect them first.";
+ close;
+ }
+ else if (lunar_rat >= 2) {
+ if (countitem(7869) < 1) {
+ mes "If you bring me some";
+ mes "Rice Pouches, then I can";
+ mes "pound into into Sweet Rice.";
+ mes "You're here to help out my";
+ mes "mother, right? Thanks,";
+ mes "I really appreciate that.";
+ close;
+ }
+ mes "Oh, you brought me some";
+ mes "Rice Pouches from my mother?";
+ mes "Give me a second, and I'll";
+ mes "get this rice pounded into";
+ mes "paste, lickety split.";
+ next;
+ mes "[Rice Mill Man]";
+ mes "Hoo! Haa! Hi-yah!";
+ mes "Woosha! Whoosha!";
+ mes "Ka-taaaaaaaaaa!";
+ mes "WOOOSHA!";
+ next;
+ mes "[Rice Mill Man]";
+ mes "All done. Here, this";
+ mes "Sweet Rice is ready to";
+ mes "be made into pastries";
+ mes "Would you please bring";
+ mes "this to my mother?";
+ delitem 7869,1; //Rice_Pouch
+ getitem 7770,1; //Sweet_Rice
+ close;
+ }
+}
+
+//payon,126,113,4 script Miss Lunar#rat 862,{
+payon,126,113,4 script Miss Lunar#rat 719,{
+ mes "[Lunar]";
+ if ((MaxWeight-Weight) < 3000 || checkweight(1201,1) == 0) {
+ mes "Oh, I'm sorry, but we";
+ mes "can't do any business if";
+ mes "you're carry so much stuff.";
+ mes "Would you mind storing some of";
+ mes "your things with the Kafra Service?";
+ close;
+ }
+ if (lunar_rat < 4) {
+ mes "I want to earn enough";
+ mes "money to buy that big";
+ mes "crescent silver pin.";
+ mes "I have to sell as much";
+ mes "of this Mojji as I can!";
+ close;
+ }
+ else if (lunar_rat >= 4) {
+ mes "Oh, hello! I'm selling";
+ mes "special rice cakes made";
+ mes "from sweet rice. You can";
+ mes "eat it yourself, or feed it";
+ mes "to your New Year Doll if";
+ mes "you have one as a pet.";
+ next;
+ mes "[Lunar]";
+ mes "Anyway, I'm selling";
+ mes "10 Mojji for 3,000 zeny";
+ mes "Would you like to try some?";
+ next;
+ if (select("Yes:No") == 1) {
+ if (Zeny >= 3000) {
+ set Zeny,Zeny-3000;
+ getitem 554,10; // Mojji
+ mes "[Lunar]";
+ mes "Thank you, and I hope you";
+ mes "have a happy new year!";
+ mes "Please come again~";
+ close;
+ }
+ mes "[Lunar]";
+ mes "Oh, I'm sorry, but you";
+ mes "don't have enough";
+ mes "zeny right now....";
+ close;
+ }
+ mes "[Lunar]";
+ mes "Oh, alright. Well, I'll";
+ mes "be here if you or your";
+ mes "friends want some Mojji";
+ mes "later, alight? Goodbye~";
+ close;
+ }
+}
diff --git a/npc/pre-re/events/nguild/nguild_dunsw.txt b/npc/pre-re/events/nguild/nguild_dunsw.txt
new file mode 100644
index 000000000..8a34362f3
--- /dev/null
+++ b/npc/pre-re/events/nguild/nguild_dunsw.txt
@@ -0,0 +1,67 @@
+//===== rAthena Script =======================================
+//= War of Emperium Dungeon Switch for NGuild Castles
+//===== By: ==================================================
+//= kobra_k88
+//===== Current Version: =====================================
+//= 1.1
+//===== Compatible With: =====================================
+//= rAthena 0.1+; RO Episode 4+
+//===== Description: =========================================
+//= Switch that warps guild members to the guild dungeon
+//===== Additional Comments: =================================
+//= Based off existing guild scripts. Do not know if it is accurate.[kobra_k88]
+//= 1.1 Guild Dungeon Switch Fucntion added. [L0ne_W0lf]
+//============================================================
+
+
+//==================================================
+function script F_GldDunSw {
+ set .@GID, GetCastleData(getarg(0),1);
+ if (.@GID == 0) {
+ mes "[ Echoing Voice ]";
+ mes " ' The one who can overcome an ordeal and show true bravery... will find the way... ' ";
+ close;
+ }
+ else {
+ mes "[ Echoing Voice ]";
+ mes " ' Only the one who can show true bravery can take this test. '";
+ next;
+ mes " ";
+ mes "There's a small lever. Will you pull it?";
+ next;
+
+ if (select("Pull.:Do not.") == 1) {
+ if (getcharid(2) == .@GID) {
+ warp "gld_dun"+getarg(1),getarg(2),getarg(3);
+ end;
+ }
+ mes " ";
+ mes " Nothing happened.";
+ }
+ return;
+ }
+}
+
+// Castle 1 ===============================================
+nguild_alde,212,181,0 script Switch#DunN01 111,{
+ callfunc "F_GldDunSw","nguild_alde","02",32,122;
+ close;
+}
+
+// Castle 2 ===============================================
+nguild_gef,78,84,0 script Switch#DunN02 111,{
+ callfunc "F_GldDunSw","nguild_gef","04",39,258;
+ close;
+}
+
+// Castle 3 ===============================================
+nguild_pay,101,25,0 script Switch#DunN03 111,{
+ callfunc "F_GldDunSw","nguild_pay","01",186,165;
+ close;
+}
+
+// Castle 4 ===============================================
+nguild_prt,94,200,0 script Switch#DunN04 111,{
+ callfunc "F_GldDunSw","nguild_prt","03",28,251;
+ close;
+}
diff --git a/npc/pre-re/events/nguild/nguild_ev_agit.txt b/npc/pre-re/events/nguild/nguild_ev_agit.txt
new file mode 100644
index 000000000..1dad83b83
--- /dev/null
+++ b/npc/pre-re/events/nguild/nguild_ev_agit.txt
@@ -0,0 +1,216 @@
+//===== rAthena Script =======================================
+//= War of Emperium - NGuild Wars Events
+//===== By: ==================================================
+//= kobra_k88
+//===== Current Version: =====================================
+//= 1.5
+//===== Compatible With: =====================================
+//= rAthena 0.1+; RO Episode 4+
+//===== Description: =========================================
+//= Event Triggers for NGuild Wars
+//===== Additional Comments: =================================
+// Based off existing guild scripts. Do not know if it is accurate.[kobra_k88]
+//= 1.3 Added code for abandoning captured castles on /breakguild [Lupus]
+//= 1.4 AGIT Functions added, treasure spawning added. [L0ne_W0lf]
+//= 1.5 Emperium should now properly respawn. [L0ne_W0lf]
+//============================================================
+
+
+// Function for OnAgitStart =========================================
+function script F_AgitStart {
+ set .@map$, getarg(0);
+ set .@castle$, getarg(1);
+ set .@empx, getarg(2);
+ set .@empy, getarg(3);
+
+ MapRespawnGuildID .@map$,GetCastleData(.@map$,1),2;
+ monster .@map$,.@empx,.@empy,"Emperium",1288,1,"Agit_"+.@castle$+"::OnAgitBreak";
+ GvgOn .@map$;
+ if (GetCastleData(.@map$,1) != 0) return;
+ end;
+}
+
+// Function for OnGuildBreak ======================================
+function script F_GuildBreak {
+ set .@map$, getarg(0);
+ set .@castle$, getarg(1);
+
+ killmonsterall .@map$;
+
+ Announce "Guild Base [" + GetCastleName(.@map$) + "] has been abandoned.",0;
+ disablenpc "Kafra Staff#"+.@castle$;
+
+ SetCastleData .@map$,0,0;
+ return;
+}
+
+// Function for OnAgitBreak ======================================
+function script F_AgitBreak {
+ set .@map$, getarg(0);
+ set .@castle$, getarg(1);
+
+ set .@GID,getcharid(2);
+ if (.@GID <= 0) return;
+
+ set .@Economy,GetCastleData(.@map$,2) - 5;
+ if (.@Economy < 0) set .@Economy, 0;
+ SetCastleData .@map$, 2, .@Economy;
+
+ set .@Defence,GetCastleData(.@map$,3) - 5;
+ if (.@Defence < 0) set .@Defence, 0;
+ SetCastleData .@map$, 3, .@Defence;
+
+ SetCastleData .@map$,1, .@GID;
+ MapAnnounce .@map$,"The emperium has been destroyed.",bc_map,0x00CCFF;
+ Announce "The [" + GetCastleName(.@map$) + "] castle has been conquered by the [" + GetGuildName(.@GID) + "] guild.",bc_all;
+ donpcevent "::OnRecvCastle"+.@castle$;
+
+ disablenpc "Kafra Staff#"+.@castle$;
+
+ // remove investment data and kafra
+ for( set .@i, 4; .@i <= 9; set .@i, .@i+1 )
+ SetCastleData .@map$, .@i, 0;
+
+ // if the new guild doesn't have Guardian Research, erase guardians
+ if( getgdskilllv(.@GID,10002) == 0 )
+ for( set .@i, 10; .@i <= 17; set .@i, .@i+1 )
+ SetCastleData .@map$, .@i, 0;
+
+ return;
+}
+
+
+// Function for OnAgitEnd ======================================
+function script F_AgitEnd {
+ set .@map$, getarg(0);
+ set .@castle$, getarg(1);
+
+ GvgOff .@map$;
+ // Disable the following if statment to keep empty
+ // castles from being aquired after after WoE ends.
+ if (GetCastleData(.@map$,1) == 0) return;
+ MapRespawnGuildID .@map$,GetCastleData(.@map$,1),4;
+ KillMonster .@map$,"Agit_"+.@castle$+"::OnAgitBreak";
+ end;
+}
+
+// Castle 1 ================================================================
+nguild_alde,0,0,0 script Agit_N01 -1,{
+OnInterIfInitOnce:
+ donpcevent "::OnRecvCastleN01";
+ end;
+OnRecvCastleN01:
+ RequestGuildInfo GetCastleData("nguild_alde",1);
+ end;
+OnAgitStart:
+ callfunc "F_AgitStart","nguild_alde","N01",216,24;
+ end;
+OnAgitBreak:
+ callfunc "F_AgitBreak","nguild_alde","N01";
+ goto OnAgitEliminate;
+ end;
+OnGuildBreak:
+ callfunc "F_GuildBreak","nguild_alde","N01";
+ end;
+OnAgitEliminate:
+ MapRespawnGuildID "nguild_alde",GetCastleData("nguild_alde",1),6;
+ Monster "nguild_alde",216,24,"EMPERIUM",1288,1,"Agit_N01::OnAgitBreak";
+ end;
+OnAgitEnd:
+ callfunc "F_AgitEnd","nguild_alde","N01";
+ end;
+}
+
+// Castle 2 ================================================================
+nguild_gef,0,0,0 script Agit_N02 -1,{
+OnInterIfInitOnce:
+ donpcevent "::OnRecvCastleN02";
+ end;
+OnRecvCastleN02:
+ RequestGuildInfo GetCastleData("nguild_gef",1);
+ end;
+OnAgitStart:
+ callfunc "F_AgitStart","nguild_gef","N02",198,182;
+ end;
+OnAgitBreak:
+ callfunc "F_AgitBreak","nguild_gef","N02";
+ goto OnAgitEliminate;
+ end;
+OnGuildBreak:
+ callfunc "F_GuildBreak","nguild_gef","N02";
+ end;
+OnAgitEliminate:
+ MapRespawnGuildID "nguild_gef",GetCastleData("nguild_gef",1),6;
+ Monster "nguild_gef",198,182,"EMPERIUM",1288,1,"Agit_N02::OnAgitBreak";
+ end;
+OnAgitEnd:
+ callfunc "F_AgitEnd","nguild_gef","N02";
+ end;
+}
+
+// Castle 3 ================================================================
+nguild_pay,0,0,0 script Agit_N03 -1,{
+OnInterIfInitOnce:
+ donpcevent "::OnRecvCastleN03";
+ end;
+OnRecvCastleN03:
+ RequestGuildInfo GetCastleData("nguild_pay",1);
+ end;
+OnAgitStart:
+ callfunc "F_AgitStart","nguild_pay","N03",139,139;
+ end;
+OnAgitBreak:
+ callfunc "F_AgitBreak","nguild_pay","N03";
+ goto OnAgitEliminate;
+ end;
+OnGuildBreak:
+ callfunc "F_GuildBreak","nguild_pay","N03";
+ end;
+OnAgitEliminate:
+ MapRespawnGuildID "nguild_pay",GetCastleData("nguild_pay",1),6;
+ Monster "nguild_pay",139,139,"EMPERIUM",1288,1,"Agit_N03::OnAgitBreak";
+ end;
+OnAgitEnd:
+ callfunc "F_AgitEnd","nguild_pay","N03";
+ end;
+}
+
+// Castle 4 ================================================================
+nguild_prt,0,0,0 script Agit_N04 -1,{
+OnInterIfInitOnce:
+ donpcevent "::OnRecvCastleN04";
+ end;
+OnRecvCastleN04:
+ RequestGuildInfo GetCastleData("nguild_prt",1);
+ end;
+OnAgitStart:
+ callfunc "F_AgitStart","nguild_prt","N04",197,197;
+ end;
+OnAgitBreak:
+ callfunc "F_AgitBreak","nguild_prt","N04";
+ goto OnAgitEliminate;
+ end;
+OnGuildBreak:
+ callfunc "F_GuildBreak","nguild_prt","N04";
+ end;
+OnAgitEliminate:
+ MapRespawnGuildID "nguild_prt",GetCastleData("nguild_prt",1),6;
+ Monster "nguild_prt",197,197,"EMPERIUM",1288,1,"Agit_N04::OnAgitBreak";
+ end;
+OnAgitEnd:
+ callfunc "F_AgitEnd","nguild_prt","N04";
+ end;
+}
+
+// Treasure Spawn Time
+//========================================
+- script TreasSpawn -1,{
+ end;
+
+OnClock0005:
+ callfunc "F_GldTreas","nguild_alde","N01",$boxNumN01,$@bxN01,$@boxIdN01,1324,114,218,123,227,0;
+ callfunc "F_GldTreas","nguild_gef","N02",$boxNumN02,$@bxN02,$@boxIdN02,1334,150,108,158,114,0;
+ callfunc "F_GldTreas","nguild_pay","N03",$boxNumN03,$@bxN03,$@boxIdN03,1344,286,4,295,13,0;
+ callfunc "F_GldTreas","nguild_prt","N04",$boxNumN04,$@bxN04,$@boxIdN04,1354,6,204,15,213,0;
+ end;
+}
diff --git a/npc/pre-re/events/nguild/nguild_flags.txt b/npc/pre-re/events/nguild/nguild_flags.txt
new file mode 100644
index 000000000..1642c4419
--- /dev/null
+++ b/npc/pre-re/events/nguild/nguild_flags.txt
@@ -0,0 +1,192 @@
+//===== rAthena Script =======================================
+//= War of Emperium N Guild Flags
+//===== By: ==================================================
+//= kobra_k88
+//===== Current Version: =====================================
+//= 1.3
+//===== Compatible With: =====================================
+//= rAthena 0.1+; RO Episode 4+
+//===== Description: =========================================
+//= WoE flag scripts. Display guild emblems on flags.
+//===== Additional Comments: =================================
+// Based off existing guild scripts. Do not know if it is accurate.[kobra_k88]
+// 1.1 Inner Flags don't teleport you to your HQ anymore [Lupus]
+// 1.2 updated flags to use the new arguments. [L0ne__W0lf]
+// 1.3 Guild flag function added. [L0ne_W0lf]
+//============================================================
+
+/// Flag Function
+//============================================================
+function script F_Flags {
+ set .@GID, GetCastleData(getarg(1),1);
+ if (getarg(5) == 0) return;
+ if (.@GID == 0) {
+ mes " [ Edict of the Divine Rune Midgard Kingdom ]";
+ mes " ";
+ mes "1. Follow the ordinance of The Divine Rune Midgard Kingdom, ";
+ mes "We declare that";
+ mes "there is no formal master of this castle.";
+ mes " ";
+ mes "2. To the one who can ";
+ mes "overcome all trials";
+ mes "and destroy the Emperium,";
+ mes "the king will endow the one with";
+ mes "ownership of this castle.";
+ return;
+ }
+ else {
+ if (getcharid(2) == .@GID && getarg(4) == 1) {
+ mes "Brave ones...";
+ mes "Do you wish to return to your honorable place?";
+ next;
+ if (select("Return to the guild castle.:Quit.") == 1) {
+ if (getcharid(2) == GetCastleData(getarg(1),1))
+ warp getarg(1),getarg(2),getarg(3);
+ }
+ return;
+ }
+ mes "[ Edict of the Divine Rune Midgard Kingdom ]";
+ mes " ";
+ mes "1. Following the ordinance of the";
+ mes "Divine Rune Midgard Kingdom,";
+ mes "we approve that this place is in";
+ mes "the private possession of ^ff0000" + GetGuildName(.@GID) + "^000000 Guild.";
+ mes " ";
+ mes "2. The guild Master of ^ff0000"+ GetGuildName(.@GID) + "^000000 Guild is";
+ mes "^FF0000" + GetGuildMaster(.@GID) + "^000000";
+ mes "If there is anyone who objects to this,";
+ mes " prove your strength and honor with a steel blade in your hand.";
+ return;
+ }
+}
+
+//============================================================================//
+// Castle 1
+//============================================================================//
+n_castle,110,96,1 script NGuild Aldebaran#a1-1 722,{
+ callfunc "F_Flags","Al De Baran","nguild_alde",218,170,1,1;
+ close;
+
+OnRecvCastleN01:
+ FlagEmblem GetCastleData("nguild_alde",1);
+ end;
+}
+
+nguild_alde,30,248,4 script NGuild Aldebaran#a1-6::NGuildAlde 722,{
+ callfunc "F_Flags","Al De Baran","nguild_alde",218,170,0,1;
+ close;
+
+OnRecvCastleN01:
+ FlagEmblem GetCastleData("nguild_alde",1);
+ end;
+}
+// In Castle ============================================
+nguild_alde,30,246,4 duplicate(NGuildAlde) NGuild Aldebaran#a1-7 722
+nguild_alde,37,248,4 duplicate(NGuildAlde) NGuild Aldebaran#a1-8 722
+nguild_alde,37,246,4 duplicate(NGuildAlde) NGuild Aldebaran#a1-9 722
+nguild_alde,95,80,2 duplicate(NGuildAlde) NGuild Aldebaran#a1-10 722
+nguild_alde,95,59,2 duplicate(NGuildAlde) NGuild Aldebaran#a1-11 722
+nguild_alde,62,75,2 duplicate(NGuildAlde) NGuild Aldebaran#a1-12 722
+nguild_alde,70,75,2 duplicate(NGuildAlde) NGuild Aldebaran#a1-13 722
+nguild_alde,74,75,2 duplicate(NGuildAlde) NGuild Aldebaran#a1-14 722
+nguild_alde,62,64,2 duplicate(NGuildAlde) NGuild Aldebaran#a1-15 722
+nguild_alde,66,64,2 duplicate(NGuildAlde) NGuild Aldebaran#a1-16 722
+nguild_alde,70,64,2 duplicate(NGuildAlde) NGuild Aldebaran#a1-17 722
+nguild_alde,74,64,2 duplicate(NGuildAlde) NGuild Aldebaran#a1-18 722
+nguild_alde,203,150,4 duplicate(NGuildAlde) NGuild Aldebaran#a1-19 722
+nguild_alde,210,150,4 duplicate(NGuildAlde) NGuild Aldebaran#a1-20 722
+
+
+
+
+//============================================================================//
+// Castle 2
+//============================================================================//
+n_castle,110,109,3 script NGuild Geffen#g1-1 722,{
+ callfunc "F_Flags","Geffen","nguild_gef",83,47,1,1;
+ close;
+
+OnRecvCastleN02:
+ FlagEmblem GetCastleData("nguild_gef",1);
+ end;
+}
+
+nguild_gef,28,157,4 script NGuild Geffen#g1-6::NGuildGef 722,{
+ callfunc "F_Flags","Geffen","nguild_gef",83,47,0,1;
+ close;
+
+OnRecvCastleN02:
+ FlagEmblem GetCastleData("nguild_gef",1);
+ end;
+}
+// In Castle =============================================
+nguild_gef,32,157,4 duplicate(NGuildGef) NGuild Geffen#g1-7 722
+nguild_gef,22,156,5 duplicate(NGuildGef) NGuild Geffen#g1-8 722
+nguild_gef,68,185,3 duplicate(NGuildGef) NGuild Geffen#g1-9 722
+nguild_gef,17,171,5 duplicate(NGuildGef) NGuild Geffen#g1-10 722
+nguild_gef,59,16,4 duplicate(NGuildGef) NGuild Geffen#g1-11 722
+nguild_gef,64,16,4 duplicate(NGuildGef) NGuild Geffen#g1-12 722
+
+
+
+//============================================================================//
+// Castle 3
+//============================================================================//
+n_castle,94,109,5 script NGuild Payon#f1-1 722,{
+ callfunc "F_Flags","Payon","nguild_pay",87,29,1,1;
+ close;
+
+OnRecvCastleN03:
+ FlagEmblem GetCastleData("nguild_pay",1);
+ end;
+}
+
+nguild_pay,238,67,4 script NGuild Payon#f1-6::NGuildPay 722,{
+ callfunc "F_Flags","Payon","nguild_pay",87,29,0,1;
+ close;
+
+OnRecvCastleN03:
+ FlagEmblem GetCastleData("nguild_pay",1);
+ end;
+}
+// In Castle ===============================================
+nguild_pay,238,67,4 duplicate(NGuildPay) NGuild Payon#f1-6 722
+nguild_pay,233,67,4 duplicate(NGuildPay) NGuild Payon#f1-7 722
+nguild_pay,221,123,4 duplicate(NGuildPay) NGuild Payon#f1-8 722
+nguild_pay,221,116,4 duplicate(NGuildPay) NGuild Payon#f1-9 722
+nguild_pay,206,108,4 duplicate(NGuildPay) NGuild Payon#f1-10 722
+nguild_pay,212,108,4 duplicate(NGuildPay) NGuild Payon#f1-11 722
+
+
+
+
+//=============================================================================//
+// Castle 4
+//=============================================================================//
+n_castle,94,96,7 script NGuild Prontera#p1-1 722,{
+ callfunc "F_Flags","Prontera","nguild_prt",97,174,1,1;
+ close;
+
+OnRecvCastleN04:
+ FlagEmblem GetCastleData("nguild_prt",1);
+ end;
+}
+
+nguild_prt,58,56,4 script NGuild Prontera#p1-7::NGuildPrt 722,{
+ callfunc "F_Flags","Prontera","nguild_prt",97,174,0,1;
+ close;
+
+OnRecvCastleN04:
+ FlagEmblem GetCastleData("nguild_prt",1);
+ end;
+}
+// In Castle =============================================
+nguild_prt,64,56,4 duplicate(NGuildPrt) NGuild Prontera#p1-8 722
+nguild_prt,76,32,4 duplicate(NGuildPrt) NGuild Prontera#p1-9 722
+nguild_prt,84,32,4 duplicate(NGuildPrt) NGuild Prontera#p1-10 722
+nguild_prt,94,39,4 duplicate(NGuildPrt) NGuild Prontera#p1-11 722
+nguild_prt,94,24,4 duplicate(NGuildPrt) NGuild Prontera#p1-12 722
+nguild_prt,73,14,4 duplicate(NGuildPrt) NGuild Prontera#p1-13 722
+nguild_prt,73,6,4 duplicate(NGuildPrt) NGuild Prontera#p1-14 722
+nguild_prt,55,46,4 duplicate(NGuildPrt) NGuild Prontera#p1-15 722
+nguild_prt,45,46,4 duplicate(NGuildPrt) NGuild Prontera#p1-16 722
diff --git a/npc/pre-re/events/nguild/nguild_guardians.txt b/npc/pre-re/events/nguild/nguild_guardians.txt
new file mode 100644
index 000000000..299c3a380
--- /dev/null
+++ b/npc/pre-re/events/nguild/nguild_guardians.txt
@@ -0,0 +1,89 @@
+//===== rAthena Script =======================================
+//= War of Emperium - nguild guardians script
+//===== By: ==================================================
+//= kobra_k88
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= rAthena 0.1+; RO Episode 4+
+//===== Description: =========================================
+//= Re-spawns guardians on server start if they have been
+//= purchased. Also announces when a guardian dies.
+//===== Additional Comments: =================================
+//= Based off existing guild scripts. Do not know if it is accurate.[kobra_k88]
+//============================================================
+
+
+//------------------------------------------------------------------------------
+nguild_alde,216,24,0 script Guardian_N01 -1,{
+OnAgitInit:
+ if (GetCastleData("nguild_alde",10) == 1) guardian "nguild_alde",18,219,"Soldier Guardian",1287,"Guardian_N01::OnGuardianDied",0;
+ if (GetCastleData("nguild_alde",11) == 1) guardian "nguild_alde",117,42,"Soldier Guardian",1287,"Guardian_N01::OnGuardianDied",1;
+ if (GetCastleData("nguild_alde",12) == 1) guardian "nguild_alde",207,153,"Soldier Guardian",1287,"Guardian_N01::OnGuardianDied",2;
+ if (GetCastleData("nguild_alde",13) == 1) guardian "nguild_alde",68,70,"Archer Guardian",1285,"Guardian_N01::OnGuardianDied",3;
+ if (GetCastleData("nguild_alde",14) == 1) guardian "nguild_alde",187,140,"Archer Guardian",1285,"Guardian_N01::OnGuardianDied",4;
+ if (GetCastleData("nguild_alde",15) == 1) guardian "nguild_alde",62,204,"Knight Guardian",1286,"Guardian_N01::OnGuardianDied",5;
+ if (GetCastleData("nguild_alde",16) == 1) guardian "nguild_alde",113,100,"Knight Guardian",1286,"Guardian_N01::OnGuardianDied",6;
+ if (GetCastleData("nguild_alde",17) == 1) guardian "nguild_alde",211,174,"Knight Guardian",1286,"Guardian_N01::OnGuardianDied",7;
+ end;
+
+OnGuardianDied:
+ // Event when Guardian dies
+ MapAnnounce "nguild_alde","A Guardian Has Fallen",17;
+ end;
+}
+
+//------------------------------------------------------------------------------
+nguild_gef,198,182,0 script Guardian_N02 -1,{
+OnAgitInit:
+ if (GetCastleData("nguild_gef",10) == 1) guardian "nguild_gef",30,178,"Soldier Guardian",1287,"Guardian_N02::OnGuardianDied",0;
+ if (GetCastleData("nguild_gef",11) == 1) guardian "nguild_gef",64,180,"Soldier Guardian",1287,"Guardian_N02::OnGuardianDied",1;
+ if (GetCastleData("nguild_gef",12) == 1) guardian "nguild_gef",61,25,"Soldier Guardian",1287,"Guardian_N02::OnGuardianDied",2;
+ if (GetCastleData("nguild_gef",13) == 1) guardian "nguild_gef",61,44,"Archer Guardian",1285,"Guardian_N02::OnGuardianDied",3;
+ if (GetCastleData("nguild_gef",14) == 1) guardian "nguild_gef",189,43,"Archer Guardian",1285,"Guardian_N02::OnGuardianDied",4;
+ if (GetCastleData("nguild_gef",15) == 1) guardian "nguild_gef",51,192,"Knight Guardian",1286,"Guardian_N02::OnGuardianDied",5;
+ if (GetCastleData("nguild_gef",16) == 1) guardian "nguild_gef",49,67,"Knight Guardian",1286,"Guardian_N02::OnGuardianDied",6;
+ if (GetCastleData("nguild_gef",17) == 1) guardian "nguild_gef",181,14,"Knight Guardian",1286,"Guardian_N02::OnGuardianDied",7;
+ end;
+
+OnGuardianDied:
+ // Event when Guardian dies
+ MapAnnounce "nguild_gef","A Guardian Has Fallen",17;
+ end;
+}
+//------------------------------------------------------------------------------
+nguild_pay,139,139,0 script Guardian_N03 -1,{
+OnAgitInit:
+ if (GetCastleData("nguild_pay",10) == 1) guardian "nguild_pay",210,120,"Soldier Guardian",1287,"Guardian_N03::OnGuardianDied",0;
+ if (GetCastleData("nguild_pay",11) == 1) guardian "nguild_pay",69,26,"Soldier Guardian",1287,"Guardian_N03::OnGuardianDied",1;
+ if (GetCastleData("nguild_pay",12) == 1) guardian "nguild_pay",23,141,"Soldier Guardian",1287,"Guardian_N03::OnGuardianDied",2;
+ if (GetCastleData("nguild_pay",13) == 1) guardian "nguild_pay",224,87,"Archer Guardian",1285,"Guardian_N03::OnGuardianDied",3;
+ if (GetCastleData("nguild_pay",14) == 1) guardian "nguild_pay",81,45,"Archer Guardian",1285,"Guardian_N03::OnGuardianDied",4;
+ if (GetCastleData("nguild_pay",15) == 1) guardian "nguild_pay",214,53,"Knight Guardian",1286,"Guardian_N03::OnGuardianDied",5;
+ if (GetCastleData("nguild_pay",16) == 1) guardian "nguild_pay",69,26,"Knight Guardian",1286,"Guardian_N03::OnGuardianDied",6;
+ if (GetCastleData("nguild_pay",17) == 1) guardian "nguild_pay",23,141,"Knight Guardian",1286,"Guardian_N03::OnGuardianDied",7;
+ end;
+
+OnGuardianDied:
+ // Event when Guardian dies
+ MapAnnounce "nguild_pay","A Guardian Has Fallen",17;
+ end;
+}
+//------------------------------------------------------------------------------
+nguild_prt,197,197,0 script Guardian_N04 -1,{
+OnAgitInit:
+ if (GetCastleData("nguild_prt",10) == 1) guardian "nguild_prt",196,92,"Soldier Guardian",1287,"Guardian_N04::OnGuardianDied",0;
+ if (GetCastleData("nguild_prt",11) == 1) guardian "nguild_prt",113,200,"Soldier Guardian",1287,"Guardian_N04::OnGuardianDied",1;
+ if (GetCastleData("nguild_prt",12) == 1) guardian "nguild_prt",111,186,"Soldier Guardian",1287,"Guardian_N04::OnGuardianDied",2;
+ if (GetCastleData("nguild_prt",13) == 1) guardian "nguild_prt",76,202,"Archer Guardian",1285,"Guardian_N04::OnGuardianDied",3;
+ if (GetCastleData("nguild_prt",14) == 1) guardian "nguild_prt",90,26,"Archer Guardian",1285,"Guardian_N04::OnGuardianDied",4;
+ if (GetCastleData("nguild_prt",15) == 1) guardian "nguild_prt",58,59,"Knight Guardian",1286,"Guardian_N04::OnGuardianDied",5;
+ if (GetCastleData("nguild_prt",16) == 1) guardian "nguild_prt",112,200,"Knight Guardian",1286,"Guardian_N04::OnGuardianDied",6;
+ if (GetCastleData("nguild_prt",17) == 1) guardian "nguild_prt",101,194,"Knight Guardian",1286,"Guardian_N04::OnGuardianDied",7;
+ end;
+
+OnGuardianDied:
+ // Event when Guardian dies
+ MapAnnounce "nguild_prt","A Guardian Has Fallen",17;
+ end;
+}
diff --git a/npc/pre-re/events/nguild/nguild_kafras.txt b/npc/pre-re/events/nguild/nguild_kafras.txt
new file mode 100644
index 000000000..a4bd7ff01
--- /dev/null
+++ b/npc/pre-re/events/nguild/nguild_kafras.txt
@@ -0,0 +1,71 @@
+//===== rAthena Script =======================================
+//= War of Emperium Kafras for N Guild Castles
+//===== By: ==================================================
+//= kobra_k88
+//===== Current Version: =====================================
+//= 1.2
+//===== Compatible With: =====================================
+//= rAthena 0.1+; RO Episode 5+
+//===== Description: =========================================
+//= Provides Kafra services for guild members of NGuild Castles.
+//= Used in conjuction with function F_Kafra.
+//===== Additional Comments: =================================
+//= Based off existing guild scripts. Do not know if it is accurate.[kobra_k88]
+//= 1.1 All N Guild Kafras teleport to Prontera only! [Lupus]
+//= 1.2 Added Kafra function. [L0ne_W0lf]
+//============================================================
+
+
+function script F_GKafra {
+ cutin "kafra_01",2;
+ set @GID, GetCastleData(getarg(0),1);
+ if (getcharid(2) == @GID && getgdskilllv(@GID,10001)) goto L_StartG;
+
+ mes "[Kafra Service]";
+ mes "I am contracted to provide service only for the ^ff0000" + GetGuildName(@GID) + "^000000 Guild. Please use another Kafra Corporation staff member around here. I am Sorry for your inconvenience.";
+ cutin "",255;
+ close;
+L_StartG:
+ set @wrpP[0], 200;
+ set @wrpD$[0], getarg(1);
+ setarray @wrpC$[0], @wrpD$[0]+" ^880000"+@wrpP[0]+"^000000 z", "Cancel", "", "", "","";
+ callfunc "F_Kafra",2,0,0,0,800;
+ end;
+}
+
+// Castle 1 ===============================================
+nguild_alde,218,170,0 script Kafra Service#N01 117,{
+ callfunc "F_GKafra", "nguild_alde", "Prontera";
+ end;
+OnRecvCastleN01:
+ if (GetCastleData("nguild_alde",9) < 1) disablenpc "Kafra Service#N01";
+ end;
+}
+
+// Castle 2 ===============================================
+//nguild_gef,96,173,0 script Kafra Service#N02 117,{
+nguild_gef,35,37,0 script Kafra Service#N02 117,{
+ callfunc "F_GKafra", "nguild_gef", "Prontera";
+ end;
+OnRecvCastleN02:
+ if (GetCastleData("nguild_gef",9) < 1) disablenpc "Kafra Service#N02";
+ end;
+}
+
+// Castle 3 ===============================================
+nguild_pay,128,58,3 script Kafra Service#N03 117,{
+ callfunc "F_GKafra", "nguild_pay", "Prontera";
+ end;
+OnRecvCastleN03:
+ if (GetCastleData("nguild_pay",9) < 1) disablenpc "Kafra Service#N03";
+ end;
+}
+
+// Castle 4 ===============================================
+nguild_prt,96,173,0 script Kafra Service#N04 117,{
+ callfunc "F_GKafra", "nguild_prt", "Prontera";
+ end;
+OnRecvCastleN04:
+ if (GetCastleData("nguild_prt",9) < 1) disablenpc "Kafra Service#N04";
+ end;
+}
diff --git a/npc/pre-re/events/nguild/nguild_managers.txt b/npc/pre-re/events/nguild/nguild_managers.txt
new file mode 100644
index 000000000..7d5bf52ff
--- /dev/null
+++ b/npc/pre-re/events/nguild/nguild_managers.txt
@@ -0,0 +1,174 @@
+//===== rAthena Script =======================================
+//= War of Emperium Managers for N Guild Castles
+//===== By: ==================================================
+//= kobra_k88
+//===== Current Version: =====================================
+//= 1.2
+//===== Compatible With: =====================================
+//= rAthena 0.1+; RO Episode 4+
+//===== Description: =========================================
+//=
+//==============================================
+//= Break down of arguments used in the function:
+//= arg(0): name of Castle Manager
+//= arg(1): name of guild castle.
+//= arg(2): x1 coordinate for warp to treasure room
+//= arg(3): y1 coordinate for warp to treasure room
+//= arg(4): guild script suffix for kafra, etc.
+//===== Additional Comments: =================================
+//= 1.0 Based off existing guild scripts. Do not know if it is accurate.[kobra_k88]
+//= 1.1 Added modified guild manager function. [L0ne_W0lf]
+//= Removed guardian summoning.
+//= 1.2 Corrected function name. (bugreport:1728) [L0ne_W0lf]
+//============================================================
+
+//==============================================
+function script F_GldManager {
+
+ set @GID, GetCastleData(getarg(1),1);
+ mes "[ "+getarg(0)+" ]";
+ if (@GID == 0){
+ mes "I am waiting for my master. Brave adventurer, follow your destiny!";
+ return;
+ }
+ if (getcharid(2) != @GID){
+ mes "I am here to follow ^5533FF" + getguildmaster(@GID) + "^000000's command! Hey! Your not even a part of the guild!!";
+ mes "Where are the guardians? Destroy these intruders!";
+ return;
+ }
+ if (strcharinfo(0) != getguildmaster(@GID)){
+ mes "You're not ^5533FF" + getguildmaster(@GID) + "^000000! I am here to follow ^5533FF" + getguildmaster(@GID) + "^000000's command only";
+ return 0;
+ }
+
+ mes "Welcome Master ^5533FF" + getguildmaster(@GID) + "^000000 ! I will assist you in any way I can!";
+ next;
+
+ menu "Kafra Staff Employment / Dismissal",M_Kaf, "Enter Treasure Room",M_Treas, "Cancel",M_End;
+
+ //===========================
+ M_Kaf:
+ //======
+ mes "[ "+getarg(0)+" ]";
+ if (GetCastleData(getarg(1),9) == 1) goto L_Dismiss;
+ if (getgdskilllv(@GID,10001) == 0){
+ mes "Master, you don't have a contract with the Kafra Staff Company.";
+ mes "In order to hire a Kafra, you must first learn the Guild skill ^5533FFContract With Kafra^000000.";
+ return;
+ }
+
+ L_Hire:
+ mes "Would you like to employ the services of a Kafra? You will need ^5533FF10,000 Zeny^000000 to do so... ";
+ next;
+ menu "Employ Kafra.",-,"Cancel",sM_KafEnd;
+
+ mes "[ "+getarg(0)+" ]";
+ if (Zeny < 10000){
+ mes "Master, you do not have enough money to employ a Kafra. Employment has been cancelled.";
+ return;
+ }
+ set Zeny,Zeny-10000;
+ enablenpc "Kafra Staff#"+getarg(4);
+ SetCastleData getarg(1),9,1;
+ mes "You have created a contract with the Kafra Staff Company.";
+ next;
+ cutin "kafra_01",2;
+ mes "[ Kafra Staff ]";
+ mes "How do you do? I'm here to provide you with helpful service! I'll do the best I can to serve you.";
+ next;
+ cutin "kafra_01",255;
+ mes "[ "+getarg(0)+" ]";
+ //mes "Your employment contract lasts ^5533FF1 month^000000. After this term is over you will have to create a new contract.";
+ mes "I think the Kafra Staff will benefit our guild members.";
+ return;
+
+ sM_KafEnd:
+ mes "[ "+getarg(0)+" ]";
+ mes "As you wish Master. But I suggest we get a Kafra as soon as possible!";
+ return;
+
+ L_Dismiss:
+ mes "Would you like to dismiss the current Kafra?";
+ next;
+ menu "Dismissal",-,"Cancel",sM_KafEnd2;
+
+ cutin "kafra_01",2;
+ mes "[ Kafra Staff ]";
+ mes "Have I done anything wrong? If I did, will you please forgive me?";
+ next;
+ menu "Dismiss",-,"Cancel",ssM_KafEnd2;
+
+ mes "[ Kafra Staff ]";
+ mes "It's unfortunate that I won't be able to serve your guild anymore....";
+ next;
+ disablenpc "Kafra Staff#"+getarg(4);
+ SetCastleData getarg(1),9,0;
+ cutin "kafra_01",255;
+ mes "[ "+getarg(0)+" ]";
+ mes "The Kafra has been dismissed. But... we should really get a Kafra as soon as possible!";
+ return;
+ ssM_KafEnd2:
+ mes "[ Kafra Staff ]";
+ mes "Thank you master, I'll do my best! ^^.";
+ cutin "kafra_01",255;
+ return;
+ sM_KafEnd2:
+ mes "[ "+getarg(0)+" ]";
+ mes "Master, I think you should keep the current Kafra Staff because she is already trying her best to serve us";
+ return;
+
+ //=========================
+ M_Treas:
+ //========
+ mes "[ "+getarg(0)+" ]";
+ mes "Would you to go to our Treasure Room? Only you, the Guild Master, are allowed to enter this room.";
+ next;
+ menu "Enter Treasure room.",-,"Cancel",sM_TresEnd;
+
+ mes "[ "+getarg(0)+" ]";
+ mes "Please follow me through the secret passage way.";
+ mes "You must pull down on the secret switch in order to get out.";
+ next;
+ warp getarg(1),getarg(2),getarg(3);
+ return;
+ sM_TresEnd:
+ mes "[ "+getarg(0)+" ]";
+ mes "The goods are produced everyday.";
+ mes "You should get them whenever you can because they might dissapear if you take them at the wrong time.";
+ return;
+
+
+ //==========================
+ M_End:
+ //=======
+ mes "[ "+getarg(0)+" ]";
+ mes "As you wish, master.";
+ return;
+}
+
+// Castle 1 ==================================================================================
+nguild_alde,218,175,0 script Frolo 55,{
+ callfunc "F_GldManager","Frolo","nguild_alde",119,223,"N01";
+ close;
+}
+
+
+// Castle 2 ==================================================================================
+nguild_gef,40,48,5 script Leiber 55,{
+ callfunc "F_GldManager","Leiber","nguild_gef",155,112,"N02";
+ close;
+}
+
+
+// Castle 3 ==================================================================================
+nguild_pay,120,58,4 script Dundar 55,{
+ callfunc "F_GldManager","Dundar","nguild_pay",290,7,"N03";
+ close;
+}
+
+
+// Castle 4 ==================================================================================
+nguild_prt,112,181,0 script Thefton 55,{
+ callfunc "F_GldManager","Thefton","nguild_prt",15,209,"N04";
+ close;
+}
diff --git a/npc/pre-re/events/nguild/nguild_treas.txt b/npc/pre-re/events/nguild/nguild_treas.txt
new file mode 100644
index 000000000..1fc8cbaf9
--- /dev/null
+++ b/npc/pre-re/events/nguild/nguild_treas.txt
@@ -0,0 +1,167 @@
+//===== rAthena Script =======================================
+//= War of Emperium Treasure Rooms for NGuild Guild Castles
+//===== By: ==================================================
+//= kobra_k88
+//===== Current Version: =====================================
+//= 1.3b
+//===== Compatible With: =====================================
+//= rAthena 0.1+; RO Episode 4+
+//===== Description: =========================================
+//=
+//===== Additional Comments: =================================
+//= Based off existing guild scripts. Do not know if it is accurate.[kobra_k88]
+//= 1.2 Official treasure spawn [Lupus]
+//= 1.3 Added F_GldTreas function. (bugreport:1788) [L0ne_W0lf]
+//= 1.3b Added F_GldTreasSw function. (bugreport:3292) [brianluau]
+//============================================================
+
+
+//================================================
+// Treasure Spawning Function
+//================================================
+function script F_GldTreas {
+ if(getarg(10) != 1) {
+ setcastledata getarg(0),4,0;
+ setcastledata getarg(0),5,0;
+
+ // Why on earth are we killing old treasure chest spawns?
+ //killmonster getarg(0),"Treasure_"+getarg(1)+"::OnDied";
+
+ // Don't spawn treasures if Castle is empty, or Eco is greater than 100
+ if(GetCastleData(getarg(0),2) > 100 || GetCastleData(getarg(0),1) == 0) return;
+
+ // Only spawn one treasure chest for novice castles.
+ if (compare(getarg(0),"nguild"))
+ set getarg(2),1;
+ else
+ set getarg(2),GetCastleData(getarg(0),2)/5+4;
+
+ if (getarg(2) <= 0) return;
+
+ //sets the counter variable = to the box number amount
+ set getarg(3), getarg(2);
+ }
+ for (set .@i,1; .@i <= getarg(3) ; set .@i,.@i+1) {
+ // set treasure box ID
+ set getarg(4), getarg(5) + (.@i+1) % 2;
+ areamonster getarg(0),getarg(6),getarg(7),getarg(8),getarg(9),"Treasure Chest",getarg(4),1,"Treasure_"+getarg(1)+"::OnDied";
+ }
+ return;
+}
+
+//==============================================================
+// Treasure Room Switch
+//===============================================================
+function script F_GldTreasSw {
+ mes " ";
+ mes "There's a small lever. Will you pull it?";
+ next;
+
+ if (select("Pull.:Do not.") == 1) {
+ warp getarg(0),getarg(1),getarg(2);
+ return;
+ }
+ close;
+}
+
+//<=============================== Castle 1 =================================>\\
+
+// Treasure Spawn -----------------------
+nguild_alde,1,1,1 script Treasure_N01 -1,{
+
+OnRecvCastleN01:
+ end;
+OnInit:
+ if($boxNumN01 == 0) end;
+ set $@bxN01, $boxNumN01;
+ callfunc "F_GldTreas","nguild_alde","N01",$boxNumN01,$@bxN01,$@boxIdN01,1324+rand(10),114,218,123,227,1;
+ end;
+
+OnDied:
+ mapannounce "nguild_alde","Treasure Chest Broken Open",17;
+ set $boxNumN01, $boxNumN01 -1;
+ if($boxNumN01 == 0) mapannounce "nguild_alde", "All of the treasure boxes have been opened. You must wait untill the next day for them to appear again.",0;
+ end;
+}
+
+// Treasure Room Switch --------------------
+nguild_alde,123,223,0 script Switch#TresN01 111,{
+ callfunc "F_GldTreasSw", "nguild_alde",218,176;
+ end;
+}
+
+//<================================ Castle 2 ================================>\\
+
+// Treasure Spawn ----------------------------
+nguild_gef,1,1,1 script Treasure_N02 -1,{
+
+OnRecvCastleN02:
+ end;
+OnInit:
+ if($boxNumN02 == 0) end;
+ set $@bxN02, $boxNumN02;
+ callfunc "F_GldTreas","nguild_gef","N02",$boxNumN02,$@bxN02,$@boxIdN02,1334+rand(10),150,108,158,114,1;
+ end;
+
+OnDied:
+ mapannounce "nguild_gef","Treasure Chest Broken Open",17;
+ set $boxNumN02, $boxNumN02 -1;
+ if($boxNumN02 == 0) mapannounce "nguild_gef", "All of the treasure boxes have been opened. You must wait untill the next day for them to appear again.",0;
+ end;
+}
+
+// Room Switch ---------------------------------------------------------
+nguild_gef,152,117,0 script Switch#TresN02 111,{
+ callfunc "F_GldTreasSw","nguild_gef",40,49;
+ end;
+}
+
+//<================================ Castle 3 ================================>\\
+
+// Treasure Spawn ---------------------------
+nguild_pay,1,1,0 script Treasure_N03 -1,{
+OnRecvCastleN03:
+ end;
+OnInit:
+ if($boxNumN03 == 0) end;
+ set $@bxN03, $boxNumN03;
+ callfunc "F_GldTreas","nguild_pay","N03",$boxNumN03,$@bxN03,$@boxIdN03,1344+rand(10),286,4,295,13,1;
+ end;
+
+OnDied:
+ mapannounce "nguild_pay","Treasure Chest Broken Open",17;
+ set $boxNumN03, $boxNumN03 -1;
+ if($boxNumN03 == 0) mapannounce "nguild_pay", "All of the treasure boxes have been opened. You must wait untill the next day for them to appear again.",0;
+ end;
+}
+
+// Treasure Room Switch ---------------------------------------------------
+nguild_pay,295,8,0 script Switch#TresN03 111,{
+ callfunc "F_GldTreasSw", "nguild_pay",120,59;
+ end;
+}
+
+//<================================ Castle 4 ================================>\\
+
+// Treasure Spawn -------------------------------
+nguild_prt,1,1,0 script Treasure_N04 -1,{
+OnRecvCastleN04:
+ end;
+OnInit:
+ if($boxNumN04 == 0) end;
+ set $@bxN04, $boxNumN04;
+ callfunc "F_GldTreas","nguild_prt","N04",$boxNumN04,$@bxN04,$@boxIdN04,1354+rand(10),6,204,15,213,1;
+ end;
+
+OnDied:
+ mapannounce "nguild_prt","Treasure Chest Broken Open",17;
+ set $boxNumN04, $boxNumN04 -1;
+ if($boxNumN04 == 0) mapannounce "nguild_prt", "All of the treasure boxes have been opened. You must wait untill the next day for them to appear again.",0;
+ end;
+}
+
+// Treasure Room Switch ----------------------------------------------------
+nguild_prt,15,209,0 script Switch#TresN04 111,{
+ callfunc "F_GldTreasSw", "nguild_prt",109,179;
+ end;
+}
diff --git a/npc/pre-re/events/nguild/nguild_warper.txt b/npc/pre-re/events/nguild/nguild_warper.txt
new file mode 100644
index 000000000..41d51ca59
--- /dev/null
+++ b/npc/pre-re/events/nguild/nguild_warper.txt
@@ -0,0 +1,111 @@
+//===== rAthena Script =======================================
+//= Novice's Guild Castles War of Emperium Usher NPC
+//===== By: ==================================================
+//= Lupus
+//===== Current Version: =====================================
+//= 1.7
+//===== Compatible With: =====================================
+//= rAthena 1+ with eaclass(); RO Episode 4+
+//===== Description: =========================================
+//=
+//===== Additional Comments: =================================
+//= Now you have access to 4 N Guild castles. They don't have
+//= dungeons. And 2nd Classes can't seize these Castles.
+//= These new castles need a new strategy. It would bring some
+//= fun and live to your game.
+//= NOTE: If your Guild Master is 2nd class, then he could
+//= rule the Castles and gather Treasure Boxes after WoE
+//= 1.1 Now 2nd classes can't enter NC place at all
+//= 1.2 Restricted access of SG/SL. On warp clear some
+//= unallowed buffs [Lupus]
+//= 1.3 Restricted TK,High classes >=90 BaseLevel,
+//= updated list of unallowed buffs [Lupus]
+//= 1.4 Restricted it to 80 Base Level [Lupus]
+//= 1.5 According to official info: 1 Treasure Chest per Castle
+//= 1.6 Only 1st Class < 60 BaseLevel Players can participate
+//= 1.7 Guilds with Emergency Call or with 9+ skill points
+//= can't take part in NWoE. [Lupus]
+//= TODO: The official entrance is in Izlude.
+//============================================================
+
+
+prontera,146,163,6 script Novice Castles 729,{
+ mes "[Cita]";
+ if(getcharid(2)!=0){
+ if(getgdskilllv(getcharid(2),10013)){
+ mes "I see... your guild has Emergency Call mastered.";
+ mes "You cannot enter the Novice Castle area.";
+ emotion e_hmm;
+ emotion e_wah,1;
+ close;
+ }
+ if(
+ getgdskilllv(getcharid(2),10000) +
+ getgdskilllv(getcharid(2),10001) +
+ getgdskilllv(getcharid(2),10002) +
+ getgdskilllv(getcharid(2),10003) +
+ getgdskilllv(getcharid(2),10004) +
+ getgdskilllv(getcharid(2),10005) +
+ getgdskilllv(getcharid(2),10006) +
+ getgdskilllv(getcharid(2),10007) +
+ getgdskilllv(getcharid(2),10008) +
+ getgdskilllv(getcharid(2),10009) +
+ getgdskilllv(getcharid(2),10010) +
+ getgdskilllv(getcharid(2),10011) +
+ getgdskilllv(getcharid(2),10012) +
+ getgdskilllv(getcharid(2),10013) +
+ getgdskilllv(getcharid(2),10014) > 9
+ ){
+ mes "I see... your guild has Emergency Call mastered.";
+ mes "You cannot enter the Novice Castle area.";
+ emotion e_hmm;
+ emotion e_wah,1;
+ close;
+ }
+ } else {
+ mes "^FF0000You have to enter a guild to be able to hit Emperium!^000000";
+ }
+ mes "I'm a new usher of Novice Castles.";
+ next;
+ if( !(eaclass()&(EAJL_2|EAJL_UPPER)) && BaseLevel<60 )
+ menu "Warp me to Novice Castles",M_WARP,"Cancel",-;
+
+ mes "[Cita]";
+ mes "I'm sorry, you can't enter the sacred Novice Castles place.";
+ emotion e_sry;
+ close;
+
+M_WARP:
+ //remove several unallowed buffs
+ sc_end SC_ASSUMPTIO;
+ sc_end SC_IMPOSITIO;
+ sc_end SC_SUFFRAGIUM;
+ sc_end SC_MAGNIFICAT;
+ sc_end SC_WEAPONPERFECTION;
+ sc_end SC_GOSPEL;
+ sc_end SC_BASILICA;
+ sc_end SC_MAGICPOWER;
+ sc_end SC_MARIONETTE;
+ sc_end SC_MARIONETTE2;
+ sc_end SC_DEVOTION;
+ sc_end SC_SACRIFICE;
+ sc_end SC_MAXOVERTHRUST;
+ sc_end SC_SPIRIT;
+ warp "n_castle",102,93+rand(14);
+ close;
+}
+
+
+n_castle,102,107,5 script Cita 729,{
+ mes "[Cita]";
+ mes "Hello, "+ strcharinfo(0) +". Can I help you?";
+ next;
+ menu "Warp me to Prontera!",-,"Cancel",LEnd;
+
+ warp "prontera",155,177+rand(5);
+ close;
+ LEnd:
+ mes "[Cita]";
+ mes "Ok.";
+ close;
+}
diff --git a/npc/pre-re/events/twintowers.txt b/npc/pre-re/events/twintowers.txt
new file mode 100644
index 000000000..942807222
--- /dev/null
+++ b/npc/pre-re/events/twintowers.txt
@@ -0,0 +1,95 @@
+//===== rAthena Script =======================================
+//= Twin Towers NPCs
+//===== By: ==================================================
+//= sEiKaN (1.0)
+//===== Current Version: =====================================
+//= 1.6
+//===== Compatible With: =====================================
+//= Any Athena Version; 0315+
+//===== Description: =========================================
+//= mRO Event: Twin Towers NPCs
+//===== Additional Comments: =================================
+//= 1.2 by Akaru 1.3 by massdriller(Fixed typos)
+//= 1.4 fixed coords, according to off. src [Lupus]
+//= 1.5 Removed Duplicates [Silent]
+//= 1.6 Fixed wrong sprite id on main npc [ultramage]
+//============================================================
+
+prontera,146,92,4 script Twin Towers#tt1::Twin-Towers 812,{
+ mes "[Twin Towers]";
+ mes "How are you? We are the Twin Towers.";
+ mes "It is such a pleasure to be able to meet you here.";
+ mes "I suppose you know that this is Ragnarok Online, a land of dreams and fantasies.";
+ mes "Are you having a joyous adventure and exciting experience?";
+ next;
+ mes "[Twin Towers]";
+ mes "Although we can't move around and can't live the way you do,";
+ mes "we love the world as much as you do!";
+ next;
+ mes "[Twin Towers]";
+ mes "May you experience the sensation of this lovely world!";
+ mes "For this reason, we are here at your service with our special magic.";
+ mes "Kindly let us know.";
+ next;
+ menu "I shall accept your offer.",YES,"I'll ask for your service next time.",NO;
+
+ NO:
+ mes "[Twin Towers]";
+ mes "Er, what a pity. Traveling by yourself is still the best evidence of adventure.";
+ mes "Isn't this proving that you are still young?";
+ mes "We respect brave hearts like this";
+ next;
+ mes "[Twin Towers]";
+ mes "There are good and bad times in life, moreover, adventure isn't an easy task in the first place.";
+ mes "Isn't this true?";
+ mes "Feel free to come to us when you have time, we will always be there to serve you.";
+ next;
+ mes "[Twin Towers]";
+ mes "Forget all your troubles, and create a splendid legend in this wonderful world.";
+ mes "This is such a wonderful world, and you'll always be a great adventurer!";
+ close;
+ YES:
+ mes "[Twin Towers]";
+ mes "The flaming passion of an adventurer,";
+ mes "The desire to explore the unknown realms,";
+ mes "The dedication and commitment to achieve the aspiration...";
+ mes "You are simply a true adventurer with what compassion.";
+ next;
+ mes "[Twin Towers]";
+ mes "We wish to help passionate adventurers.";
+ mes "Although we are not able to move, luckily we have the special ability that can warp you to places of danger and excitement.";
+ next;
+ mes "[Twin Towers]";
+ mes "Come on! Where do you wish to go?";
+ mes "Just let us know you desired destination and we will send your there!";
+ menu "Hidden Temple", HiddenTemple,"Orc Dungeon",OrcDungeon,"Ant Hell",AntHell,"Mjolnir Waste Pit",MjolnirWastePit,"Sphinx",Sphinx,"Glast Heim",GlastHeim,"Comodo",Comodo;
+ HiddenTemple:
+ warp "prt_fild01",136,368;
+ close;
+ OrcDungeon:
+ warp "gef_fild10",67,334;
+ close;
+ AntHell:
+ warp "moc_fild04",210,329;
+ close;
+ MjolnirWastePit:
+ warp "mjolnir_02",79,361;
+ close;
+ Sphinx:
+ warp "moc_fild19",105,99;
+ close;
+ GlastHeim:
+ warp "gef_fild06",45,304;
+ close;
+ Comodo:
+ warp "cmd_fild01",30,317;
+ close;
+}
+
+morocc,160,97,4 duplicate(Twin-Towers) Twin Towers#tt2 812
+payon,176,226,4 duplicate(Twin-Towers) Twin Towers#tt3 812
+izlude,134,92,4 duplicate(Twin-Towers) Twin Towers#tt4 812
+alberta,25,238,4 duplicate(Twin-Towers) Twin Towers#tt5 812
+geffen,120,60,4 duplicate(Twin-Towers) Twin Towers#tt6 812
+aldebaran,143,116,4 duplicate(Twin-Towers) Twin Towers#tt7 812
+comodo,194,158,4 duplicate(Twin-Towers) Twin Towers#tt8 812
diff --git a/npc/pre-re/events/valentinesday.txt b/npc/pre-re/events/valentinesday.txt
new file mode 100644
index 000000000..519ccb350
--- /dev/null
+++ b/npc/pre-re/events/valentinesday.txt
@@ -0,0 +1,128 @@
+//===== rAthena Script =======================================
+//= Valentine Event Script
+//===== By: ==================================================
+//= Muad_Dib (Prometheus Project)
+//===== Current Version: =====================================
+//= 1.1
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//
+//===== Additional Comments: =================================
+//= 07/06/05 : Added 1st Version. [Muad_Dib]
+//= 08/28/05 : Ver. 1.01 Added a missing close; [Muad_Dib]
+//= Converted to rAthena format by Dr.Evil
+//= 1.1 Cleaning. [Euphy]
+//============================================================
+
+// Stephen - Valentine Event Chocolate seller ------------------
+alberta,26,243,4 script Stephen 58,{
+ mes "[Stephen]";
+ mes "Guess what I've got?";
+ mes "A tasty treat not easily found in Rune-Midgard....";
+ next;
+ mes "[Stephen]";
+ mes "Chocolate!";
+ mes "That's right, don't you love chocolate.... I do.";
+ mes "And you are in luck, because I'm selling them for only 5,000 zeny a piece!";
+ next;
+ if(select("I want some chocolate!:No thanks.")==2) {
+ mes "[Stephen]";
+ mes "You don't want any chocolate?";
+ mes "I'm telling you! You'll regret it!";
+ mes "You better get some now... you won't come across Chocolate like this ever again!";
+ mes "Think it over and visit me again sometime.";
+ close; }
+ mes "[Stephen]";
+ mes "Hah!";
+ mes "I knew it!";
+ mes "But I can't sell you more then 5 at once... but, if you really need more....";
+ mes "you can come back again.";
+ mes "So how many do you want?";
+ next;
+ input .@i;
+ if (.@i <= 0) close;
+ mes "[Stephen]";
+ if (.@i > 5) {
+ mes "I'm sorry, but I can't give you that many.";
+ close; }
+ if (Zeny < .@i*5000) {
+ mes "I'm sorry, but it seems you can't afford to buy these off me.";
+ close; }
+ set Zeny, Zeny - .@i*5000;
+ getitem 558,.@i;
+ mes "There you go!";
+ mes "You can give that to someone as a gift, or enjoy it yourself!";
+ mes "Mmm... sweet chocolate...";
+ mes "Visit me anytime...!";
+ close;
+}
+
+// Jainie -- Gives information about Valentine Event ------------------------
+alberta,29,243,4 script Jainie 53,{
+ mes "[Jainie]";
+ mes "You know what? The chocolate that my boyfriend sells are from me!";
+ mes "I made them by myself.";
+ next;
+ mes "[Jainie]";
+ mes "You know ... In cetain countries, there's a tradition of presenting chocolates to a person that you love...";
+ mes "They call it, ^3355FFValentine's Day^000000.";
+ next;
+ mes "[Jainie]";
+ mes "So I gave him my delicious chocolate...";
+ mes "And then he made me cook a lot more...";
+ mes "And now he is selling them to everyone.";
+ mes "I guess he really enjoyed it.";
+ mes "But, I do feel good when people buy something I have made.";
+ next;
+ mes "[Jainie]";
+ mes "It would be great if you bought some too...";
+ mes "I will be making chocolates for a while so...";
+ close;
+}
+
+// Carl Orleans -- Valentine Event Chocolate maker ------------------
+prt_castle,54,34,4 script Carl Orleans 47,{
+ mes "[Carl Orleans]";
+ mes "Yes?";
+ next;
+ if(select("I want some hand made chocolate...:I'm lost, sorry to bother you.")==2) {
+ mes "[Carl Orleans]";
+ mes "Oh... well, if you want me to make some of my special Hand Made Chocolate....";
+ mes "You will need to give me at least ^0000FF 3 Chocolates^000000.";
+ next;
+ mes "[Carl Orleans]";
+ mes "That's right, only ^0000FF 3 Chocolates^000000";
+ mes "Bring them to me and you'll get what you came for.";
+ next;
+ mes "[Carl Orleans]";
+ mes "See You.";
+ close; }
+ mes "[Carl Orleans]";
+ mes "Well, I just might be able to fulfill your needs...";
+ next;
+ mes "[Carl Orleans]";
+ if (countitem(558) < 3) {
+ mes "I'm sorry, you don't have enough Chocolate Bars to do this.";
+ close; }
+ delitem 558,3;
+ mes "You got 3 pieces of pure chocolate, I see.";
+ mes "Give them to me...";
+ next;
+ mes "[Carl Orleans]";
+ mes "Ok, now I will only create my special hand made chocolates if you promise to use it wisely.";
+ next;
+ mes "[Carl Orleans]";
+ mes "....Hmmmmmm.....";
+ mes "Well...";
+ next;
+ mes "[Carl Orleans]";
+ getitem 559,1;
+ mes "Here.";
+ mes "I hope you give it to someone special, because its a special chocolate.";
+ mes "As you know... only I can create this.";
+ next;
+ mes "[Carl Orleans]";
+ mes "Enjoy.";
+ close;
+} \ No newline at end of file
diff --git a/npc/pre-re/events/valentinesday_2009.txt b/npc/pre-re/events/valentinesday_2009.txt
new file mode 100644
index 000000000..db072b401
--- /dev/null
+++ b/npc/pre-re/events/valentinesday_2009.txt
@@ -0,0 +1,630 @@
+//===== rAthena Script =======================================
+//= iRO Valentine's Day Event (2009)
+//===== By: ==================================================
+//= Kisuka
+//===== Current Version: =====================================
+//= 1.3
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= iRO Valentine's Day Event. (2009)
+//= Make Chocolate/Chocolate Boxes/Home-Made Chocolate.
+//= Make Valentine's Rings/Boxes.
+//= Trade rings to those of opposite gender.
+//= Register rings you have gotten for votes.
+//=
+//= The male and female with the most votes at the end of
+//= the event will receive item (14466) from GM team.
+//=
+//= Must enable the event items in item_db2 and item_trade!
+//===== Additional Comments: =================================
+//= 1.0 First version. [Kisuka]
+//= 1.1-1.2 Fixed exploits with unlimited rings and non deleting choco [Lupus]
+//= 1.3 Some Changes. [Kisuka]
+//============================================================
+
+// Marco Bassinio (Chocolate/Chocolate Box maker)
+prontera,164,174,4 script Trader#Val09 58,{
+ mes "[Marco Bassinio]";
+ mes "Hey, folks! Here's something you don't see everyday!";
+ mes "Something you can never find in Rune-Midgarts!";
+ mes "Something that makes you happy with just one bite!";
+ next;
+ mes "[Marco Bassinio]";
+ mes "It's the perfect dessert and the perfect gift for loved ones.";
+ mes "High-quality, traditional homemade chocolate only 5000z each!";
+ next;
+ switch(select("I'll take it, please!:I want to wrap the chocolate!:End trading.")) {
+ case 1:
+ mes "[Marco Bassinio]";
+ mes "Ahaha, my dear.";
+ mes "This chocolate is nothing like others.";
+ mes "Every piece bears the devotion of the person who made it!";
+ next;
+ mes "[Marco Bassinio]";
+ mes "So, that's why I can't sell more than 5 of them at a time.";
+ mes "If you really really want more, then talk to me again.";
+ mes "How many do you want anyway?";
+ next;
+ while(.@input <= 0 || .@input > 5) {
+ input .@input;
+ if (.@input < 1) {
+ mes "[Marco Bassinio]";
+ mes "Oh, it's such a shame!";
+ mes "I'm sure you'll miss this opportunity and regret you didn't buy it.";
+ next;
+ mes "[Marco Bassinio]";
+ mes "Remember, you can never find this anywhere else!";
+ mes "Come back anytime, when you change your mind.";
+ close;
+ }
+ if (.@input > 5) {
+ mes "[Marco Bassinio]";
+ mes "Ugh.. Didn't I tell you?";
+ mes "5 is the maximum!";
+ mes "I can't sell more than that to the same person.";
+ next;
+ mes "[Marco Bassinio]";
+ mes "And you know it's not like an everyday meal.";
+ mes "Eating too much is not really good for you.";
+ next;
+ }
+ }
+ if (!checkweight(558, .@input)) {
+ mes "[Marco Bassinio]";
+ mes "You're carrying too many items.";
+ mes "Please use the Kafra Services.";
+ close;
+ }
+ set .@price, .@input * 5000;
+ if (Zeny < .@price) {
+ mes "[Marco Bassinio]";
+ mes "Looks like you don't have enough zeny with ya.";
+ mes "Maybe you should borrow some zeny from a friend.";
+ mes "Cuz, I'm not gonna be here everyday.";
+ close;
+ }else{
+ mes "[Marco Bassinio]";
+ mes "Good for you!";
+ mes "It's also perfect as a gift!";
+ mes "You know you can't get this kind of chocolate normally.";
+ next;
+ mes "[Marco Bassinio]";
+ mes "If you want more, you should come back.";
+ mes "Might be a good idea to buy some more while you have a chance...!";
+ set Zeny,Zeny - .@price;
+ getitem 558,.@input;
+ close;
+ }
+ case 2:
+ mes "[Marco Bassinio]";
+ mes "If you want to gift-wrap the chocolate, of course, you need chocolate, plus, wrapping paper, wrapping strap and a box.";
+ next;
+ mes "[Marco Bassinio]";
+ mes "You also need to pay 500 zeny to carve your name on the box.";
+ mes "Are you all prepared...?";
+ next;
+ if(countitem(7175) < 1 || countitem(7174) < 1 || countitem(7948) < 1 || Zeny < 500) {
+ mes "[Marco Bassinio]";
+ mes "Hmm.. Looks like you don't have enough materials to decorate the gift box..";
+ mes "You can't just put your gift into some plain looking box..";
+ mes "Don't you think?";
+ next;
+ mes "[Marco Bassinio]";
+ mes "You need to bring some wrapping paper, wrapping strap, and a box.";
+ mes "Oh, also bring 500 zeny, and don't forget to bring your true loving heart with you!!";
+ close;
+ }
+ if(countitem(558) < 1) {
+ mes "[Marco Bassinio]";
+ mes "Hey, look, adventurer!";
+ mes "I can't create something right away!";
+ mes "You know I'm not an alchemist or anything.";
+ next;
+ mes "[Marco Bassinio]";
+ mes "You're not saying that you want an empty chocolate box without any chocolate in it, am I right?";
+ close;
+ }
+ if (!checkweight(12744,1)) {
+ mes "[Marco Bassinio]";
+ mes "You're carrying too many items.";
+ mes "Please use the Kafra Services.";
+ close;
+ }
+ mes "[Marco Bassinio]";
+ mes "Here, look!";
+ mes "It's your chocolate box with your name on it.";
+ mes "Isn't it fabulous?";
+ mes "See, your name looks great on the box!";
+ next;
+ delitem 558,1;
+ delitem 7175,1;
+ delitem 7174,1;
+ delitem 7948,1;
+ set Zeny,Zeny-500;
+ getnameditem 12744,strcharinfo(0);
+ mes "[Marco Bassinio]";
+ mes "Happy Valentine's Day!";
+ mes "Valentine's the reason I came back.";
+ close;
+ case 3:
+ mes "[Marco Bassinio]";
+ mes "Oh, it's such a shame!";
+ mes "I'm sure you'll miss this opportunity and regret you didn't buy it.";
+ next;
+ mes "[Marco Bassinio]";
+ mes "Remember, you can never find this anywhere else!";
+ mes "Come back anytime, when you change your mind.";
+ close;
+ }
+}
+
+// Packs Trader (Sells Wrapping Paper, Lace, and Box)
+prontera,147,171,5 script Packs Trader#Val09 58,{
+ mes "[Packs Trader]";
+ mes "Hello.";
+ mes "I am a Packs Trader, I sell paper boxes and supplies for packing presents.";
+ next;
+ while(1) {
+ mes "[Packs Trader]";
+ mes "Do you have something to buy?";
+ next;
+ switch(select("Packing Paper:Packing Ribbon:Box:Cancel.")) {
+ case 1:
+ mes "[Packs Trader]";
+ mes "It's 200 zeny for 1 Packing Paper.";
+ mes "How many do you want?";
+ mes "You can't buy more than 10 items at once.";
+ next;
+ input .@input;
+ if (.@input <= 0) {
+ mes "[Packs Trader]";
+ mes "Nothing to buy.";
+ mes "Come back when you need something.";
+ close;
+ }
+ if (.@input > 10) {
+ mes "[Packs Trader]";
+ mes "I told you not to buy more than 10...";
+ next;
+ break;
+ }
+ if (!checkweight(7175,.@input)) {
+ mes "[Packs Trader]";
+ mes "You're carrying too many items.";
+ mes "Please use the Kafra Services.";
+ close;
+ }
+ set .@price, .@input * 200;
+ if (Zeny < .@price) {
+ mes "[Packs Trader]";
+ mes "You don't have enough money.";
+ mes "Please check your wallet.";
+ next;
+ break;
+ }else{
+ mes "[Packs Trader]";
+ mes "Here they are.";
+ mes "Hope it makes your Valentine's Day more pleasing!";
+ set Zeny,Zeny-.@price;
+ getitem 7175,.@input;
+ next;
+ break;
+ }
+ case 2:
+ mes "[Packs Trader]";
+ mes "It's 200 zeny for 1 Packing Ribbon.";
+ mes "How many do you want?";
+ mes "You can't buy more than 10 items at once.";
+ next;
+ input .@input;
+ if (.@input <= 0) {
+ mes "[Packs Trader]";
+ mes "Nothing to buy.";
+ mes "Come back when you need something.";
+ close;
+ }
+ if (.@input > 10) {
+ mes "[Packs Trader]";
+ mes "I told you not to buy more than 10...";
+ next;
+ break;
+ }
+ if (!checkweight(7174,.@input)) {
+ mes "[Packs Trader]";
+ mes "You're carrying too many items.";
+ mes "Please use the Kafra Services.";
+ close;
+ }
+ set .@price, .@input * 200;
+ if (Zeny < .@price) {
+ mes "[Packs Trader]";
+ mes "You don't have enough money.";
+ mes "Please check your wallet.";
+ next;
+ break;
+ }else{
+ mes "[Packs Trader]";
+ mes "Here they are.";
+ mes "Hope it makes your Valentine's Day more pleasing!";
+ set Zeny,Zeny-.@price;
+ getitem 7174,.@input;
+ next;
+ break;
+ }
+ case 3:
+ mes "[Packs Trader]";
+ mes "It's 600 zeny for 1 Box.";
+ mes "How many do you want?";
+ mes "You can't buy more than 10 items at once.";
+ next;
+ input .@input;
+ if (.@input <= 0) {
+ mes "[Packs Trader]";
+ mes "Nothing to buy.";
+ mes "Come back when you need something.";
+ close;
+ }
+ if (.@input > 10) {
+ mes "[Packs Trader]";
+ mes "I told you not to buy more than 10...";
+ next;
+ break;
+ }
+ if (!checkweight(7948,.@input)) {
+ mes "[Packs Trader]";
+ mes "You're carrying too many items.";
+ mes "Please use the Kafra Services.";
+ close;
+ }
+ set .@price, .@input * 600;
+ if (Zeny < .@price) {
+ mes "[Packs Trader]";
+ mes "You don't have enough money.";
+ mes "Please check your wallet.";
+ next;
+ break;
+ }else{
+ mes "[Packs Trader]";
+ mes "Here they are.";
+ mes "Hope it makes your Valentine's Day more pleasing!";
+ set Zeny,Zeny-.@price;
+ getitem 7948,.@input;
+ next;
+ break;
+ }
+ case 4:
+ mes "[Packs Trader]";
+ mes "Goodbye!";
+ mes "And enjoy your Valentine's Day.";
+ close;
+ }
+ }
+}
+
+// Event Ring Maker (Makes ring for players)
+prontera,154,185,5 script Event Ring Maker#Val09 721,{
+ if (BaseLevel < 75) {
+ mes "[Event Ring Maker]";
+ mes "Hello, I only make the Valentine rings to those experienced adventurer Level 75 or above.";
+ next;
+ mes "[Event Ring Maker]";
+ mes "You're not fully experienced yet.";
+ mes "Come back when you're experienced enough to handle the quests.";
+ close;
+ }
+
+ if (iROval09ring >= 1) {
+ mes "[Event Ring Maker]";
+ mes "The box with the ring, carved with your name, is for the one you love.";
+ next;
+ mes "[Event Ring Maker]";
+ mes "As for the rings that you receive from others, they should all be registered with the Vote Manager.";
+ mes "She is standing near the Prontera Fountain.";
+ next;
+ mes "[Event Ring Maker]";
+ mes "Only the most popular male and female are subjected to getting rewards.";
+ mes "Be aware, and always try to stay popular!";
+ close;
+ }
+
+ mes "[Event Ring Maker]";
+ mes "Hi, there, how are ya?";
+ mes "Come to me if you're interested in the event, 'Who's Valentine's Hottest?'";
+ next;
+ mes "[Event Ring Maker]";
+ mes "I make the most precious rings that you can give to your sweethearts.";
+ mes "Those rings are very special because I carve your names on them!";
+ next;
+ mes "[Event Ring Maker]";
+ mes "Isn't it exciting?";
+ mes "Isn't it such a brilliant idea?";
+ mes "Give these special rings to your sweethearts!";
+ next;
+ mes "[Event Ring Maker]";
+ mes "You should hurry 'cuz this event will only last for two weeks.";
+ mes "Give that special someone a gift of a Valentine's ring.";
+ next;
+ mes "[Event Ring Maker]";
+ mes "Remember, you can only generate the ring once.";
+ mes "You also need Wrapping Paper, Wrapping Strap and a Box to make the ring.";
+ next;
+ mes "[Event Ring Maker]";
+ mes "So you better be sure of who you give this to.";
+ mes "By the way, It costs 1,000 zeny.";
+ mes "Would you like to make one?";
+ next;
+ if(select("Hmm.. I gotta give it a second thought...:Sure.") == 1) {
+ mes "[Event Ring Maker]";
+ mes "Alrighty!";
+ mes "You can't put a rush on such a thing like this.";
+ mes "Think about what you truly want.";
+ mes "Just follow your heart!";
+ close;
+ }
+ if(countitem(7175) < 1 || countitem(7174) < 1 || countitem(7948) < 1 || Zeny < 1000) {
+ mes "[Event Ring Maker]";
+ mes "Well, you don't have enough materials to make a gift box.";
+ mes "Check what you have, and come back later with all the materials.";
+ close;
+ }
+ mes "[Event Ring Maker]";
+ mes "Okie Dokie!";
+ mes "I'll make it right away.";
+ next;
+ delitem 7175,1;
+ delitem 7174,1;
+ delitem 7948,1;
+ set Zeny,Zeny-1000;
+ set iROval09ring,1;
+ if (Sex) {
+ getnameditem 12742,strcharinfo(0);
+ }else{
+ getnameditem 12743,strcharinfo(0);
+ }
+ mes "[Event Ring Maker]";
+ mes "Here, the most precious ring in the world!";
+ mes "Don't forget, you can never make this ring again.";
+ next;
+ mes "[Event Ring Maker]";
+ mes "You must pick out the one that you really really love, and give this ring to that person.";
+ next;
+ mes "[Event Ring Maker]";
+ mes "Of course, you've got to get rings from others, that's the way you can participate in the voting, right?";
+ mes "Challenge yourself to become Valentine's Hottest!";
+ close;
+}
+
+// Valentine Vote Manager (Registers votes)
+prontera,157,185,4 script Valentine Vote Manager#v 113,{
+ mes "[Valentine Vote Manager]";
+ mes "Hello, I'm the Valentine's Vote Manager.";
+ mes "I'm in charge of collecting rings for this event!";
+ next;
+ mes "[Valentine Vote Manager]";
+ mes "I register the rings you get from others and I calculate the total number of rings.";
+ next;
+ mes "[Valentine Vote Manager]";
+ mes "You know what I do besides just counting those rings?";
+ mes "I can tell you the adventurer's name who's got the most number of votes.";
+ next;
+ mes "[Valentine Vote Manager]";
+ mes "Plus, you can also find out how many votes he/she got.";
+ next;
+ while (1) {
+ mes "[Valentine Vote Manager]";
+ mes "So, what do you want?";
+ next;
+ switch(select("Please register my rings.:Please count my votes.:Nothing, for now.")) {
+ case 1:
+ mes "[Valentine Vote Manager]";
+ mes "Please tell me how many rings you want to register.";
+ next;
+ mes "[Valentine Vote Manager]";
+ mes "When you write the number of the rings, the number shouldn't be larger than the number of rings you actually have.";
+ mes "'0', cancels everything.";
+ next;
+ input .@input;
+
+ if (.@input <= 0) {
+ mes "[Valentine Vote Manager]";
+ mes "You have entered 0.";
+ mes "Registration is cancelled.";
+ next;
+ break;
+ }
+
+ if (Sex) {
+ if (countitem(7947) > .@input) {
+ mes "[Valentine Vote Manager]";
+ mes "Seems like the value you entered is too small.";
+ mes "I know you've got more. Be honest, dear.";
+ next;
+ break;
+ }
+
+ if (countitem(7947) < .@input) {
+ mes "[Valentine Vote Manager]";
+ mes "Seems like the value you entered is too large.";
+ mes "I know you've got less. Be honest, dear.";
+ next;
+ break;
+ }
+
+ mes "[Valentine Vote Manager]";
+ mes "I'll take those silver rings, and count the votes for you.";
+ mes "Thank you for participating.";
+ delitem 7947,.@input;
+ set Val09Rings,Val09Rings+.@input;
+ if (Val09Rings > $Val09votes_M) {
+ set $Val09votes_M,Val09Rings;
+ set $Val09name_M$,strcharinfo(0);
+ }
+ next;
+ break;
+ }else{
+ if (countitem(7946) > .@input) {
+ mes "[Valentine Vote Manager]";
+ mes "Seems like the value you entered is too small.";
+ mes "I know you've got more. Be honest, dear.";
+ next;
+ break;
+ }
+
+ if (countitem(7946) < .@input) {
+ mes "[Valentine Vote Manager]";
+ mes "Seems like the value you entered is too large.";
+ mes "I know you've got less. Be honest, dear.";
+ next;
+ break;
+ }
+
+ mes "[Valentine Vote Manager]";
+ mes "I'll take those gold rings, and count the votes for you.";
+ mes "Thank you for participating.";
+ delitem 7946,.@input;
+ set Val09Rings,Val09Rings+.@input;
+ if (Val09Rings > $Val09votes_F) {
+ set $Val09votes_F,Val09Rings;
+ set $Val09name_F$,strcharinfo(0);
+ }
+ next;
+ break;
+ }
+ case 2:
+ mes "[Valentine Vote Manager]";
+ mes "Let's see...";
+ mes "You have registered...."+Val09Rings+" rings so far.";
+ mes "and...";
+ next;
+ mes "[Valentine Vote Manager]";
+ mes "The current record shows... "+$Val09name_M$+" is the male vote leader who's registered the total of "+$Val09votes_M+" rings.";
+ next;
+ mes "[Valentine Vote Manager]";
+ mes "The current record shows... "+$Val09name_F$+" is the female vote leader who's registered the total of "+$Val09votes_F+" rings.";
+ next;
+ break;
+
+ case 3:
+ mes "[Valentine Vote Manager]";
+ mes "Hey, you can be popular too!";
+ mes "Anyone can... really!";
+ mes "Though you have to try a lot harder, but still~ Hahaha!";
+ close;
+ }
+ }
+}
+
+// Charles Orleans (Makes Home-Made Chocolates)
+prt_castle,42,35,3 script Dessert Manager#Val09 47,{
+ if (Sex) {
+ mes "[Charles Orleans]";
+ mes "Monsieur~! What brings you to my beautiful atelier?";
+ mes "What is it that you want?";
+ mes "Well, my sparkling eyes get dried and lose their shine if not for the pretty little lady.";
+ next;
+ mes "[Charles Orleans]";
+ mes "Please leave me alone unless you have business with me.";
+ mes "Haaaa~ I'm a busy person.";
+ mes "Don't bother me....";
+ mes "Annoying, annoying, annoying~~!";
+ close;
+ }
+
+ mes "[Charles Orleans]";
+ mes "Oh, Mademoiselle!";
+ mes "This little trifling space felt like heaven the minute you walked in!";
+ mes "Can I help you with anything, if it's alright?";
+ next;
+ if(select("Please, make me some chocolate.:Don't bother. I'm just passing by.") == 2) {
+ mes "[Charles Orleans]";
+ mes "Ahhh, this is so heartbreaking.";
+ mes "How could you say that?";
+ mes "You're just so mean.";
+ mes "Don't bother? Just passing by?";
+ next;
+ mes "[Charles Orleans]";
+ mes "What can I do to make you";
+ mes "pay a little attention to me?";
+ mes "Please.. I feel like my soul is lost..";
+ close;
+ }
+ if(countitem(558) < 3) {
+ mes "[Charles Orleans]";
+ mes "Ahhh, Mademoiselle.";
+ mes "I'm not an alchemist, or a magician.";
+ mes "I don't just make chocolate out of anything.";
+ next;
+ mes "[Charles Orleans]";
+ mes "I always think of making chocolate as artistic work.";
+ mes "You see, I'm no ordinary cook...";
+ mes "I make chocolate with feelings..";
+ mes "messages of loving hearts..";
+ next;
+ mes "[Charles Orleans]";
+ mes "I make masterpieces.";
+ mes "No one can imitate the looks and the taste.";
+ mes "Yes, it's nothing like ordinary chocolate!";
+ next;
+ mes "[Charles Orleans]";
+ mes "I'm afraid I can't make it and prove it to you now.";
+ mes "This is really a shame!";
+ next;
+ mes "[Charles Orleans]";
+ mes "I really want to thank you for visiting me and if you only bring ^3152ff3 Chocolates^000000, I'll make you chocolate like you've never seen...";
+ next;
+ mes "[Charles Orleans]";
+ mes "never tasted before...";
+ mes "Mademoiselle, with your spirit, I'm sure you can bring 3 pieces of chocolate.";
+ mes "I have no doubt at all.";
+ next;
+ mes "[Charles Orleans]";
+ mes "So... what do you think?";
+ mes "Can you bring ^3152ff3 Chocolates^000000?";
+ mes "I could get them myself, but I'm tied up with so much work as you see right now.";
+ next;
+ mes "[Charles Orleans]";
+ mes "Adios, Mademoiselle.....";
+ mes "I'll be waiting for you.";
+ close;
+ }else{
+ if (!checkweight(559,1)) {
+ mes "[Charles Orleans]";
+ mes "You're carrying too many items.";
+ mes "Please use the Kafra Services.";
+ close;
+ }
+ mes "[Charles Orleans]";
+ mes "Oh, Mademoiselle!";
+ mes "I'll make the best chocolate with the pieces you've brought.";
+ mes "I'm going to put the light of your eyes into this chocolate that no one can resist.";
+ next;
+ mes "[Charles Orleans]";
+ mes "It'll be stronger than a sweet sweet love potion.....";
+ next;
+ mes "[Charles Orleans]";
+ mes "Un, Deux, Trois, Quatre.....";
+ mes "Just like the ugly duckling that turned to a beautiful swan-";
+ mes "Ordinary chocolate pieces are becoming a piece of art!";
+ next;
+ mes "[Charles Orleans]";
+ mes "They're changing!";
+ mes "They're getting warm, softly changing the shape, getting stronger again!";
+ mes "Oh, is it a master piece or";
+ mes "what...!!";
+ next;
+ mes "[Charles Orleans]";
+ mes "Here you go, Mademoiselle!";
+ mes "Ahahahaha, just look at this!";
+ mes "I can't believe I made this.";
+ mes "Oh, I can't take my eyes off..!!";
+ delitem 558,3;
+ getitem 559,1;
+ next;
+ mes "[Charles Orleans]";
+ mes "Alright. Mademoiselle,";
+ mes "I hope this is just what you wanted, for it bears your beautiful heart inside.";
+ close;
+ }
+
+}
diff --git a/npc/pre-re/events/valentinesday_2012.txt b/npc/pre-re/events/valentinesday_2012.txt
new file mode 100644
index 000000000..a92b24338
--- /dev/null
+++ b/npc/pre-re/events/valentinesday_2012.txt
@@ -0,0 +1,158 @@
+//===== rAthena Script =======================================
+//= Valentine's Day Event (2012)
+//===== By: ==================================================
+//= Rikimaru
+//===== Current Version: =====================================
+//= 1.1
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= The full Valentine's Day NPCs of the Valentine's Day
+//= Event 2012 (account-based).
+//===== Additional Comments: =================================
+//= 1.0 First version. [Rikimaru]
+//= 1.1 Standardized and fixed. [Euphy]
+//============================================================
+
+mosk_in,21,246,5 script Pinkamenia 71,{
+ set .@n$,"^0000FF[Pinkamenia]^000000";
+ if (#V_QUE12==3) {
+ set .@LFlowerID,7864;
+ setarray .@SweetsID[0],538,558,539,573,559,560,12062,596,597,12414,12319;
+ setarray .@SweetsCost[0],1,2,5,10,10,10,15,15,15,20,20;
+ mes .@n$;
+ mes "Hello "+strcharinfo(0)+", do";
+ mes "you want to buy some items?";
+ mes "You'll have to give me Love";
+ mes "Flowers for them, of course!";
+ next;
+ if(select("Yes, sure!","No, never mind.") == 2) close;
+ next;
+ mes .@n$;
+ mes "Select an item.";
+ mes "The amount of Love Flowers you'll need is in brackets.";
+ for(set .@i,0; .@i < getarraysize(.@SweetsID); set .@i,.@i+1)
+ set .@menu$, .@menu$+"^00AA00["+.@SweetsCost[.@i]+"]^000000 "+getitemname(.@SweetsID[.@i])+":";
+ next;
+ set .@choice, select(.@menu$)-1;
+ mes .@n$;
+ if (countitem(.@LFlowerID) < .@SweetsCost[.@choice]) {
+ mes "You'll need more Love Flowers if you want that!";
+ close;
+ }
+ mes "Are you sure you want to trade ^00aa00"+.@SweetsCost[.@choice]+"x Love Flower ^000000 for ^0055FF"+getitemname(.@SweetsID[.@choice])+"^000000?";
+ if(select("No, I've changed my mind.:Yes, trade!") == 1) close;
+ set .@new, .@LFlowerID - .@SweetsCost[.@choice];
+ if (.@new < 0) set .@new, 0;
+ delitem .@LFlowerID, .@SweetsCost[.@choice];
+ getitem .@SweetsID[.@choice],1;
+ mes "Have fun with your item!";
+ close;
+ } else if (#V_QUE12==2) {
+ mes .@n$;
+ if (countitem(7864) < 15) {
+ mes "You have to bring me 15 Love Flowers!";
+ close;
+ }
+ mes "Thank you so much for";
+ mes "getting our Flowers back!";
+ delitem 7864,15;
+ next;
+ mes .@n$;
+ mes "Take this as a little";
+ mes "'thank you'.";
+ getexp 500000,400000;
+ getitem 617,1;
+ getitem 12319,2;
+ next;
+ mes .@n$;
+ mes "If you get more Love";
+ mes "Flowers, you can exchange";
+ mes "them for some sweets here.";
+ mes "See you soon!";
+ set #V_QUE12,3;
+ close;
+ } else if (#V_QUE12==1) {
+ mes .@n$;
+ mes "Please bring a +8 Cake Hat";
+ mes "to the Baker Extraordinaire";
+ mes "standing next to me!";
+ close;
+ } else if (BaseLevel >= 45) {
+ mes .@n$;
+ mes "Hello "+strcharinfo(0)+", it's";
+ mes "Valentine's Day and we";
+ mes "love to deliver sweet";
+ mes "chocolates.";
+ next;
+ mes .@n$;
+ mes "Our problem is that we";
+ mes "need a strong person";
+ mes "like you who could help";
+ mes "us, but first you'll have";
+ mes "to bring a +8 Cake Hat";
+ mes "to the Baker Extraordinaire, who";
+ mes "is standing right next to me!";
+ set #V_QUE12,1;
+ close;
+ }
+ mes .@n$;
+ mes "Hello "+strcharinfo(0)+"!";
+ close;
+
+OnInit:
+ // Unknown item drop rate (currently set at 5%)
+ setitemscript 5105,"{ bonus bDex,1; bonus bMaxSP,80; bonus3 bAddMonsterDropItem,7864,RC_DemiHuman,500; }",0;
+ end;
+}
+
+mosk_in,21,244,3 script Baker Extraordinaire 410,{
+ set .@n$,"^0000FF[Baker Extraordinaire]^000000";
+ if(#V_QUE12==3) {
+ mes .@n$;
+ mes "Exchange your Love Flowers with Pinkamenia!";
+ close;
+ } else if(#V_QUE12==2) {
+ mes .@n$;
+ mes "Bring 15 Love Flowers to Pinkamenia!";
+ close;
+ } else if(#V_QUE12==1) {
+ mes .@n$;
+ if (getequipid(1) == 5024 && getequiprefinerycnt(1) >= 8) {
+ mes "Ah, so Pinkamenia told you";
+ mes "to bring me the +8 Cake";
+ mes "Hat. Now I'm going";
+ mes "to exchange your +8 Cake";
+ mes "Hat for another Cake Hat.";
+ next;
+ mes .@n$;
+ delitem 5024,1;
+ getitem 5105,1;
+ equip 5105;
+ mes "Now, if you wear the";
+ mes "new Cake Hat, there";
+ mes "is a chance that";
+ mes "Demi-Human Monsters will";
+ mes "drop a Love Flower!";
+ next;
+ mes .@n$;
+ mes "The mobs stole our Flowers,";
+ mes "which we need to create ";
+ mes "our chocolates. Now get";
+ mes "15 Love Flowers and bring";
+ mes "them to Pinkamenia!";
+ set #V_QUE12,2;
+ close;
+ } else {
+ mes "Sorry, but where is your";
+ mes "+8 Cake Hat? Bring";
+ mes "it to me, and remember";
+ mes "to have it equipped!";
+ close;
+ }
+ } else {
+ mes .@n$;
+ mes "Hello, "+strcharinfo(0)+"!";
+ close;
+ }
+} \ No newline at end of file
diff --git a/npc/pre-re/events/whiteday.txt b/npc/pre-re/events/whiteday.txt
new file mode 100644
index 000000000..8046bd4c1
--- /dev/null
+++ b/npc/pre-re/events/whiteday.txt
@@ -0,0 +1,128 @@
+//===== rAthena Script =======================================
+//= White Day Event Script
+//===== By: ==================================================
+//= 1.0a Muad_Dib (Prometheus Project)
+//===== Current Version: =====================================
+//= 1.0a
+//===== Compatible With: =====================================
+//= Any Athena Version; RO Episode 6+
+//===== Description: =========================================
+//= Sells candy, candy cane and well baked cookie.
+//===== Additional Comments: =================================
+//= 07/06/05 : Added 1st Version. [Muad_Dib]
+//= Converted to rAthena format by Dr.Evil
+//============================================================
+
+
+alberta,188,64,4 script Sugar 91,{
+ set @maplenum,0;
+ set @mapleItemID,0;
+ set @maplePrice,0;
+ set @maplePriceT,0;
+ mes "[Sugar]";
+ mes "Welcome!";
+ mes "How delicious are sweets?";
+ mes "My teacher.........";
+ mes "The sweets craftsman of ARUBERUTA";
+ mes "There are sweets that is built hard.";
+ next;
+ mes "[Sugar]";
+ mes "It was given by the darling person.";
+ mes "In return of the present ....";
+ mes "heartfelt like";
+ mes "the sweetness of the present some how.";
+ next;
+ menu "Please give me!",-,"I don't need it.",M_END,"The teacher.",M_L1;
+
+ mes "[Sugar]";
+ mes "Yes!";
+ mes "Select from menu here.";
+ mes "Since there is a limitation in numbers";
+ mes "Not more than ^ff0000 5 pieces^000000.";
+ mes "are allowed to carry out?";
+ next;
+ menu "Candy",-,"Candy Cane",L0_2,"Well baked cookie",L0_3;
+
+ set @maplePrice,3000;
+ set @mapleItemID,529;
+ mes "[Sugar]";
+ mes "It is a candy, and the price is";
+ mes "3000 Zeny each.";
+ mes "How many do you like to purchase?";
+ next;
+ goto L_INPUT;
+L0_2:
+ set @maplePrice,4000;
+ set @mapleItemID,530;
+ mes "[Sugar]";
+ mes "It is a candy cane, and the price is";
+ mes "4000 Zeny each.";
+ mes "How many do you like to purchase?";
+ next;
+ goto L_INPUT;
+L0_3:
+ set @maplePrice,2000;
+ set @mapleItemID,538;
+ mes "[Sugar]";
+ mes "It is a well baked cookie, and the price is";
+ mes "2000 Zeny each.";
+ mes "How many do you like to purchase?";
+ next;
+
+L_INPUT:
+ input @maplenum;
+ if (@maplenum > 5) goto L_ERROR;
+ if (@maplenum == 0) goto M_END;
+ set @maplePriceT,@maplePrice*@maplenum;
+ if (Zeny < @maplePriceT) goto L_ERROR2;
+ set Zeny,Zeny- @maplePriceT;
+ getitem @mapleItemID,@maplenum;
+ mes "[Sugar]";
+ mes "Thank you!!!";
+ mes "These sweets are really delicious.";
+ mes "Since my teacher of sweet is the No.1 teacher's in world!";
+ mes "Although you may eat by yourself";
+ mes "don't eat so much or you'll grow fat.";
+ mes "Please take care!!!";
+ close;
+
+M_L1:
+ mes "[Sugar]";
+ mes "Yes";
+ mes "The teacher of mine";
+ mes "is Mr. Kuberu, a sweets craftsman.";
+ mes "Making sweets under two persons.";
+ mes "which is allowed to self-train.";
+ next;
+ mes "[Sugar]";
+ mes "Although selling is seemingly to carried out ....";
+ mes "Where he is now?";
+ mes "Which I don't know.";
+ close;
+
+L_ERROR:
+ mes "[Sugar]";
+ mes "???";
+ mes "You seem to have a failure on hearing.";
+ mes "I will tell you once again?";
+ mes "You can only purchase";
+ mes "^ff0000 5 pieces^000000 at once.";
+ next;
+ goto L_INPUT;
+
+L_ERROR2:
+ mes "[Sugar]";
+ mes "???";
+ mes "Hmmm it seems you don't have enough money";
+ mes "to make that purchase.";
+ mes "I will ask you to check your money first.";
+ close;
+
+M_END:
+ mes "[Sugar]";
+ mes "Really .... You might regret it..";
+ mes "If you change your mind.";
+ mes "I am just here ok.";
+ mes "Have a nice day!";
+ close;
+}
diff --git a/npc/pre-re/events/xmas.txt b/npc/pre-re/events/xmas.txt
new file mode 100644
index 000000000..5a211c18d
--- /dev/null
+++ b/npc/pre-re/events/xmas.txt
@@ -0,0 +1,374 @@
+//===== rAthena Script =======================================
+//= X-mas Event
+//===== By: ==================================================
+//= rAthena Dev Team
+//===== Current Version: =====================================
+//= 1.4
+//===== Compatible With: =====================================
+//= Any version of rAthena
+//===== Description: =========================================
+//= Beat up Antonios and grab his socks. Get at least 3 and
+//= give them to Santa Claus Claus in exchange for a present.
+//= Includes X-mas mobs.
+//= This npc will disable, the current Santa Claus npc.
+//===== Additional Comments: =================================
+//= Fixed the spawns [shadowlady]
+//= 1.1 Added Xmas Jakk, fixed 2 exploits, fixed reward Box ID [Lupus]
+//= 1.2 Added monsters to the newer fields, thanks to Muad_Dib [MasterOfMuppets]
+//= 1.2a Fixed a major problem with the monster spawns, thanks to Playtester [MasterOfMuppets]
+//= 1.2b Fixed a minor problem with the mosnter spawns, thanks to Playtester [Kayla]
+//= 1.3 Added Christmas Orc to the places where other orcs spawn [MasterOfMuppets]
+//= Added Christmas goblins to yuno_fild09, thanks to Playtester for pointing it out
+//= 1.4 Added a fix to make Lutie & Bard quests passable during this event [Lupus]
+//============================================================
+
+
+xmas_in,100,96,4 script Father Christmas::Santa2 718,{
+ mes "[Santa Claus]";
+//For Lutie & Bard quest
+ if(xmas_npc==0) set xmas_npc, 1;
+//
+ if(#event_xmas > 0 && #event_xmas < 30 ) goto L_Start;
+ mes "Merry Christmas!";
+ if(Class==0 || #event_xmas>=30 ) close; //anti exploit protection
+ mes "I have a gift for you! Ho Ho Ho!";
+ getitem rand(664,667),1; //gives one of 4 gift boxes
+ set #event_xmas,#event_xmas+1;
+ close;
+
+L_Start:
+ mes "I'm having a bit of a problem...";
+ mes "Do you care to listen?";
+ next;
+ menu "Listen to Santa Claus.",M_0, "Give Santa Claus proof.",M_1, "Cancel.",M_End;
+
+ M_0:
+ mes "[Santa Claus]";
+ mes "My problem is this.";
+ mes "There seems to be a man out there";
+ mes "that is impersonating me and spreading";
+ mes "terror throughout the land.";
+ next;
+ mes "[Santa Claus]";
+ mes "Like the Grinch of legend, he's taking";
+ mes "all the childrens' toys and keeping them";
+ mes "for himself.";
+ next;
+ mes "[Santa Claus]";
+ mes "I'm too busy here creating my batch of ";
+ mes "toys for next year, so I can't go";
+ mes "out and find him myself.";
+ mes "So I would like you to go out and";
+ mes "Destroy this man for me.";
+ next;
+ mes "[Santa Claus]";
+ mes "He has in his posession one of my";
+ mes "magic sacks, however, so he will";
+ mes "escape into it to another place each";
+ mes "time you attack him.";
+ next;
+ mes "[Santa Claus]";
+ mes "However,";
+ mes "In his haste, he tends to drop things.";
+ mes "If by chance he drops one of his Stockings";
+ mes "With Holes that he uses to steal the";
+ mes "poor childrens' toys, pick it up.";
+ next;
+ mes "[Santa Claus]";
+ mes "If you collect 3 of these, I will give";
+ mes "you a prototype mystery box that";
+ mes "I've been keeping around the";
+ mes "lab. It spits out random presents";
+ mes "and saves me a ton of work.";
+ close;
+ M_1:
+ mes "[Santa Claus]";
+ if(countitem(7034) < 3) goto L_NotEnuf;
+ delitem 7034,3;
+ mes "Seems you've been doing a";
+ mes "good job of taking down those";
+ mes "fake Santas. Keep it up!";
+ next;
+ getitem 644,1; //Gift Box Prototype
+ set #event_xmas,#event_xmas+1;
+ mes "[Santa Claus]";
+ mes "There's your reward.";
+ mes "If you get 3 more, I'll give you another.";
+ mes "Hope you get a good item.";
+ close;
+
+ L_NotEnuf:
+ mes "You don't have enough socks as proof.";
+ mes "Go take down those evil Santas";
+ mes "and get more for me and I'll reward you.";
+ close;
+ M_End:
+ mes "[Santa Claus]";
+ mes "I see. Well, at the very least";
+ mes "we shall meet again on Christmas morning.";
+ close;
+
+OnInit:
+ disablenpc "Santa1";
+ end;
+}
+
+
+//========================================================================================
+// - Xmas Goblin Spawns
+//========================================================================================
+
+prt_fild11,0,0,0,0 monster Christmas Goblin 1245,5,0,0,0
+gef_fild11,0,0,0,0 monster Christmas Goblin 1245,5,0,0,0
+yuno_fild09,0,0,0,0 monster Christmas Goblin 1245,5,0,0,0
+
+//========================================================================================
+// - Santa Poring Spawns
+//========================================================================================
+
+ein_fild03,0,0,0,0 monster Santa Poring 1062,15,0,0,0
+ein_fild04,0,0,0,0 monster Santa Poring 1062,15,0,0,0
+ein_fild06,0,0,0,0 monster Santa Poring 1062,15,0,0,0
+ein_fild07,0,0,0,0 monster Santa Poring 1062,15,0,0,0
+ein_fild08,0,0,0,0 monster Santa Poring 1062,15,0,0,0
+ein_fild09,0,0,0,0 monster Santa Poring 1062,15,0,0,0
+ein_fild10,0,0,0,0 monster Santa Poring 1062,15,0,0,0
+gef_fild00,0,0,0,0 monster Santa Poring 1062,15,0,0,0
+gef_fild01,0,0,0,0 monster Santa Poring 1062,15,0,0,0
+gef_fild02,0,0,0,0 monster Santa Poring 1062,15,0,0,0
+gef_fild03,0,0,0,0 monster Santa Poring 1062,15,0,0,0
+gef_fild04,0,0,0,0 monster Santa Poring 1062,15,0,0,0
+gef_fild05,0,0,0,0 monster Santa Poring 1062,15,0,0,0
+gef_fild07,0,0,0,0 monster Santa Poring 1062,15,0,0,0
+gef_fild08,0,0,0,0 monster Santa Poring 1062,15,0,0,0
+gef_fild09,0,0,0,0 monster Santa Poring 1062,15,0,0,0
+gef_fild10,0,0,0,0 monster Santa Poring 1062,15,0,0,0
+gef_fild11,0,0,0,0 monster Santa Poring 1062,15,0,0,0
+gef_fild12,0,0,0,0 monster Santa Poring 1062,15,0,0,0
+gef_fild13,0,0,0,0 monster Santa Poring 1062,15,0,0,0
+gef_fild14,0,0,0,0 monster Santa Poring 1062,15,0,0,0
+glast_01,0,0,0,0 monster Santa Poring 1062,15,0,0,0
+lhz_fild01,0,0,0,0 monster Santa Poring 1062,15,0,0,0
+lhz_fild02,0,0,0,0 monster Santa Poring 1062,15,0,0,0
+lhz_fild03,0,0,0,0 monster Santa Poring 1062,15,0,0,0
+mjolnir_01,0,0,0,0 monster Santa Poring 1062,15,0,0,0
+mjolnir_02,0,0,0,0 monster Santa Poring 1062,15,0,0,0
+mjolnir_03,0,0,0,0 monster Santa Poring 1062,15,0,0,0
+mjolnir_04,0,0,0,0 monster Santa Poring 1062,15,0,0,0
+mjolnir_05,0,0,0,0 monster Santa Poring 1062,15,0,0,0
+mjolnir_06,0,0,0,0 monster Santa Poring 1062,15,0,0,0
+mjolnir_07,0,0,0,0 monster Santa Poring 1062,15,0,0,0
+mjolnir_08,0,0,0,0 monster Santa Poring 1062,15,0,0,0
+mjolnir_09,0,0,0,0 monster Santa Poring 1062,15,0,0,0
+mjolnir_10,0,0,0,0 monster Santa Poring 1062,15,0,0,0
+mjolnir_11,0,0,0,0 monster Santa Poring 1062,15,0,0,0
+mjolnir_12,0,0,0,0 monster Santa Poring 1062,15,0,0,0
+moc_fild01,0,0,0,0 monster Santa Poring 1062,15,0,0,0
+moc_fild02,0,0,0,0 monster Santa Poring 1062,15,0,0,0
+moc_fild03,0,0,0,0 monster Santa Poring 1062,15,0,0,0
+moc_fild04,0,0,0,0 monster Santa Poring 1062,15,0,0,0
+moc_fild05,0,0,0,0 monster Santa Poring 1062,15,0,0,0
+moc_fild06,0,0,0,0 monster Santa Poring 1062,15,0,0,0
+moc_fild07,0,0,0,0 monster Santa Poring 1062,15,0,0,0
+moc_fild08,0,0,0,0 monster Santa Poring 1062,15,0,0,0
+moc_fild09,0,0,0,0 monster Santa Poring 1062,15,0,0,0
+moc_fild10,0,0,0,0 monster Santa Poring 1062,15,0,0,0
+moc_fild11,0,0,0,0 monster Santa Poring 1062,15,0,0,0
+moc_fild12,0,0,0,0 monster Santa Poring 1062,15,0,0,0
+moc_fild13,0,0,0,0 monster Santa Poring 1062,15,0,0,0
+moc_fild14,0,0,0,0 monster Santa Poring 1062,15,0,0,0
+moc_fild15,0,0,0,0 monster Santa Poring 1062,15,0,0,0
+moc_fild16,0,0,0,0 monster Santa Poring 1062,15,0,0,0
+moc_fild17,0,0,0,0 monster Santa Poring 1062,15,0,0,0
+moc_fild18,0,0,0,0 monster Santa Poring 1062,15,0,0,0
+pay_fild01,0,0,0,0 monster Santa Poring 1062,15,0,0,0
+pay_fild02,0,0,0,0 monster Santa Poring 1062,15,0,0,0
+pay_fild03,0,0,0,0 monster Santa Poring 1062,15,0,0,0
+pay_fild04,0,0,0,0 monster Santa Poring 1062,15,0,0,0
+pay_fild05,0,0,0,0 monster Santa Poring 1062,15,0,0,0
+pay_fild06,0,0,0,0 monster Santa Poring 1062,15,0,0,0
+pay_fild07,0,0,0,0 monster Santa Poring 1062,15,0,0,0
+pay_fild08,0,0,0,0 monster Santa Poring 1062,15,0,0,0
+pay_fild09,0,0,0,0 monster Santa Poring 1062,15,0,0,0
+pay_fild10,0,0,0,0 monster Santa Poring 1062,15,0,0,0
+pay_fild11,0,0,0,0 monster Santa Poring 1062,15,0,0,0
+prt_fild00,0,0,0,0 monster Santa Poring 1062,15,0,0,0
+prt_fild01,0,0,0,0 monster Santa Poring 1062,15,0,0,0
+prt_fild02,0,0,0,0 monster Santa Poring 1062,15,0,0,0
+prt_fild03,0,0,0,0 monster Santa Poring 1062,15,0,0,0
+prt_fild04,0,0,0,0 monster Santa Poring 1062,15,0,0,0
+prt_fild05,0,0,0,0 monster Santa Poring 1062,15,0,0,0
+prt_fild06,0,0,0,0 monster Santa Poring 1062,15,0,0,0
+prt_fild07,0,0,0,0 monster Santa Poring 1062,15,0,0,0
+prt_fild08,0,0,0,0 monster Santa Poring 1062,15,0,0,0
+prt_fild09,0,0,0,0 monster Santa Poring 1062,15,0,0,0
+prt_fild10,0,0,0,0 monster Santa Poring 1062,15,0,0,0
+prt_fild11,0,0,0,0 monster Santa Poring 1062,15,0,0,0
+xmas_fild01,0,0,0,0 monster Santa Poring 1062,15,0,0,0
+cmd_fild01,0,0,0,0 monster Santa Poring 1062,15,0,0,0
+cmd_fild02,0,0,0,0 monster Santa Poring 1062,15,0,0,0
+cmd_fild03,0,0,0,0 monster Santa Poring 1062,15,0,0,0
+cmd_fild04,0,0,0,0 monster Santa Poring 1062,15,0,0,0
+cmd_fild05,0,0,0,0 monster Santa Poring 1062,15,0,0,0
+cmd_fild06,0,0,0,0 monster Santa Poring 1062,15,0,0,0
+cmd_fild07,0,0,0,0 monster Santa Poring 1062,15,0,0,0
+cmd_fild08,0,0,0,0 monster Santa Poring 1062,15,0,0,0
+cmd_fild09,0,0,0,0 monster Santa Poring 1062,15,0,0,0
+yuno_fild01,0,0,0,0 monster Santa Poring 1062,15,0,0,0
+yuno_fild02,0,0,0,0 monster Santa Poring 1062,15,0,0,0
+yuno_fild03,0,0,0,0 monster Santa Poring 1062,15,0,0,0
+yuno_fild04,0,0,0,0 monster Santa Poring 1062,15,0,0,0
+yuno_fild05,0,0,0,0 monster Santa Poring 1062,15,0,0,0
+yuno_fild06,0,0,0,0 monster Santa Poring 1062,15,0,0,0
+yuno_fild07,0,0,0,0 monster Santa Poring 1062,15,0,0,0
+yuno_fild08,0,0,0,0 monster Santa Poring 1062,15,0,0,0
+yuno_fild09,0,0,0,0 monster Santa Poring 1062,15,0,0,0
+yuno_fild11,0,0,0,0 monster Santa Poring 1062,15,0,0,0
+yuno_fild12,0,0,0,0 monster Santa Poring 1062,15,0,0,0
+ama_fild01,0,0,0,0 monster Santa Poring 1062,15,0,0,0
+gon_fild01,0,0,0,0 monster Santa Poring 1062,15,0,0,0
+um_fild01,0,0,0,0 monster Santa Poring 1062,15,0,0,0
+um_fild02,0,0,0,0 monster Santa Poring 1062,15,0,0,0
+um_fild03,0,0,0,0 monster Santa Poring 1062,15,0,0,0
+um_fild04,0,0,0,0 monster Santa Poring 1062,15,0,0,0
+nif_fild01,0,0,0,0 monster Santa Poring 1062,15,0,0,0
+nif_fild02,0,0,0,0 monster Santa Poring 1062,15,0,0,0
+lou_fild01,0,0,0,0 monster Santa Poring 1062,15,0,0,0
+hu_fild01,0,0,0,0 monster Santa Poring 1062,15,0,0,0
+hu_fild04,0,0,0,0 monster Santa Poring 1062,15,0,0,0
+hu_fild05,0,0,0,0 monster Santa Poring 1062,15,0,0,0
+hu_fild07,0,0,0,0 monster Santa Poring 1062,15,0,0,0
+
+//========================================================================================
+// - Antonio Spawns
+//========================================================================================
+
+ein_fild03,0,0,0,0 monster Antonio 1247,1,0,0,0
+ein_fild04,0,0,0,0 monster Antonio 1247,1,0,0,0
+ein_fild06,0,0,0,0 monster Antonio 1247,1,0,0,0
+ein_fild07,0,0,0,0 monster Antonio 1247,1,0,0,0
+ein_fild08,0,0,0,0 monster Antonio 1247,1,0,0,0
+ein_fild09,0,0,0,0 monster Antonio 1247,1,0,0,0
+ein_fild10,0,0,0,0 monster Antonio 1247,1,0,0,0
+gef_fild00,0,0,0,0 monster Antonio 1247,1,0,0,0
+gef_fild01,0,0,0,0 monster Antonio 1247,1,0,0,0
+gef_fild02,0,0,0,0 monster Antonio 1247,1,0,0,0
+gef_fild03,0,0,0,0 monster Antonio 1247,1,0,0,0
+gef_fild04,0,0,0,0 monster Antonio 1247,1,0,0,0
+gef_fild05,0,0,0,0 monster Antonio 1247,1,0,0,0
+gef_fild07,0,0,0,0 monster Antonio 1247,1,0,0,0
+gef_fild08,0,0,0,0 monster Antonio 1247,1,0,0,0
+gef_fild09,0,0,0,0 monster Antonio 1247,1,0,0,0
+gef_fild10,0,0,0,0 monster Antonio 1247,1,0,0,0
+gef_fild11,0,0,0,0 monster Antonio 1247,1,0,0,0
+gef_fild12,0,0,0,0 monster Antonio 1247,1,0,0,0
+gef_fild13,0,0,0,0 monster Antonio 1247,1,0,0,0
+gef_fild14,0,0,0,0 monster Antonio 1247,1,0,0,0
+glast_01,0,0,0,0 monster Antonio 1247,1,0,0,0
+lhz_fild01,0,0,0,0 monster Antonio 1247,1,0,0,0
+lhz_fild02,0,0,0,0 monster Antonio 1247,1,0,0,0
+lhz_fild03,0,0,0,0 monster Antonio 1247,1,0,0,0
+mjolnir_01,0,0,0,0 monster Antonio 1247,1,0,0,0
+mjolnir_02,0,0,0,0 monster Antonio 1247,1,0,0,0
+mjolnir_03,0,0,0,0 monster Antonio 1247,1,0,0,0
+mjolnir_04,0,0,0,0 monster Antonio 1247,1,0,0,0
+mjolnir_05,0,0,0,0 monster Antonio 1247,1,0,0,0
+mjolnir_06,0,0,0,0 monster Antonio 1247,1,0,0,0
+mjolnir_07,0,0,0,0 monster Antonio 1247,1,0,0,0
+mjolnir_08,0,0,0,0 monster Antonio 1247,1,0,0,0
+mjolnir_09,0,0,0,0 monster Antonio 1247,1,0,0,0
+mjolnir_10,0,0,0,0 monster Antonio 1247,1,0,0,0
+mjolnir_11,0,0,0,0 monster Antonio 1247,1,0,0,0
+mjolnir_12,0,0,0,0 monster Antonio 1247,1,0,0,0
+moc_fild01,0,0,0,0 monster Antonio 1247,1,0,0,0
+moc_fild02,0,0,0,0 monster Antonio 1247,1,0,0,0
+moc_fild03,0,0,0,0 monster Antonio 1247,1,0,0,0
+moc_fild04,0,0,0,0 monster Antonio 1247,1,0,0,0
+moc_fild05,0,0,0,0 monster Antonio 1247,1,0,0,0
+moc_fild06,0,0,0,0 monster Antonio 1247,1,0,0,0
+moc_fild07,0,0,0,0 monster Antonio 1247,1,0,0,0
+moc_fild08,0,0,0,0 monster Antonio 1247,1,0,0,0
+moc_fild09,0,0,0,0 monster Antonio 1247,1,0,0,0
+moc_fild10,0,0,0,0 monster Antonio 1247,1,0,0,0
+moc_fild11,0,0,0,0 monster Antonio 1247,1,0,0,0
+moc_fild12,0,0,0,0 monster Antonio 1247,1,0,0,0
+moc_fild13,0,0,0,0 monster Antonio 1247,1,0,0,0
+moc_fild14,0,0,0,0 monster Antonio 1247,1,0,0,0
+moc_fild15,0,0,0,0 monster Antonio 1247,1,0,0,0
+moc_fild16,0,0,0,0 monster Antonio 1247,1,0,0,0
+moc_fild17,0,0,0,0 monster Antonio 1247,1,0,0,0
+moc_fild18,0,0,0,0 monster Antonio 1247,1,0,0,0
+pay_fild01,0,0,0,0 monster Antonio 1247,1,0,0,0
+pay_fild02,0,0,0,0 monster Antonio 1247,1,0,0,0
+pay_fild03,0,0,0,0 monster Antonio 1247,1,0,0,0
+pay_fild04,0,0,0,0 monster Antonio 1247,1,0,0,0
+pay_fild05,0,0,0,0 monster Antonio 1247,1,0,0,0
+pay_fild06,0,0,0,0 monster Antonio 1247,1,0,0,0
+pay_fild07,0,0,0,0 monster Antonio 1247,1,0,0,0
+pay_fild08,0,0,0,0 monster Antonio 1247,1,0,0,0
+pay_fild09,0,0,0,0 monster Antonio 1247,1,0,0,0
+pay_fild10,0,0,0,0 monster Antonio 1247,1,0,0,0
+pay_fild11,0,0,0,0 monster Antonio 1247,1,0,0,0
+prt_fild00,0,0,0,0 monster Antonio 1247,1,0,0,0
+prt_fild01,0,0,0,0 monster Antonio 1247,1,0,0,0
+prt_fild02,0,0,0,0 monster Antonio 1247,1,0,0,0
+prt_fild03,0,0,0,0 monster Antonio 1247,1,0,0,0
+prt_fild04,0,0,0,0 monster Antonio 1247,1,0,0,0
+prt_fild05,0,0,0,0 monster Antonio 1247,1,0,0,0
+prt_fild06,0,0,0,0 monster Antonio 1247,1,0,0,0
+prt_fild07,0,0,0,0 monster Antonio 1247,1,0,0,0
+prt_fild08,0,0,0,0 monster Antonio 1247,1,0,0,0
+prt_fild09,0,0,0,0 monster Antonio 1247,1,0,0,0
+prt_fild10,0,0,0,0 monster Antonio 1247,1,0,0,0
+prt_fild11,0,0,0,0 monster Antonio 1247,1,0,0,0
+xmas_fild01,0,0,0,0 monster Antonio 1247,1,0,0,0
+cmd_fild01,0,0,0,0 monster Antonio 1247,1,0,0,0
+cmd_fild02,0,0,0,0 monster Antonio 1247,1,0,0,0
+cmd_fild03,0,0,0,0 monster Antonio 1247,1,0,0,0
+cmd_fild04,0,0,0,0 monster Antonio 1247,1,0,0,0
+cmd_fild05,0,0,0,0 monster Antonio 1247,1,0,0,0
+cmd_fild06,0,0,0,0 monster Antonio 1247,1,0,0,0
+cmd_fild07,0,0,0,0 monster Antonio 1247,1,0,0,0
+cmd_fild08,0,0,0,0 monster Antonio 1247,1,0,0,0
+cmd_fild09,0,0,0,0 monster Antonio 1247,1,0,0,0
+yuno_fild01,0,0,0,0 monster Antonio 1247,1,0,0,0
+yuno_fild02,0,0,0,0 monster Antonio 1247,1,0,0,0
+yuno_fild03,0,0,0,0 monster Antonio 1247,1,0,0,0
+yuno_fild04,0,0,0,0 monster Antonio 1247,1,0,0,0
+yuno_fild05,0,0,0,0 monster Antonio 1247,1,0,0,0
+yuno_fild06,0,0,0,0 monster Antonio 1247,1,0,0,0
+yuno_fild07,0,0,0,0 monster Antonio 1247,1,0,0,0
+yuno_fild08,0,0,0,0 monster Antonio 1247,1,0,0,0
+yuno_fild09,0,0,0,0 monster Antonio 1247,1,0,0,0
+yuno_fild11,0,0,0,0 monster Antonio 1247,1,0,0,0
+yuno_fild12,0,0,0,0 monster Antonio 1247,1,0,0,0
+ama_fild01,0,0,0,0 monster Antonio 1247,1,0,0,0
+gon_fild01,0,0,0,0 monster Antonio 1247,1,0,0,0
+um_fild01,0,0,0,0 monster Antonio 1247,1,0,0,0
+um_fild02,0,0,0,0 monster Antonio 1247,1,0,0,0
+um_fild03,0,0,0,0 monster Antonio 1247,1,0,0,0
+um_fild04,0,0,0,0 monster Antonio 1247,1,0,0,0
+nif_fild01,0,0,0,0 monster Antonio 1247,1,0,0,0
+nif_fild02,0,0,0,0 monster Antonio 1247,1,0,0,0
+lou_fild01,0,0,0,0 monster Antonio 1247,1,0,0,0
+hu_fild01,0,0,0,0 monster Antonio 1247,1,0,0,0
+hu_fild04,0,0,0,0 monster Antonio 1247,1,0,0,0
+hu_fild05,0,0,0,0 monster Antonio 1247,1,0,0,0
+hu_fild07,0,0,0,0 monster Antonio 1247,1,0,0,0
+
+//========================================================================================
+// - Xmas Jakk
+//========================================================================================
+
+gef_dun01,0,0,0,0 monster Xmas Jakk 1244,5,0,0,0
+//gefenia02,0,0,0,0 monster Xmas Jakk 1244,5,0,0,0
+
+//========================================================================================
+// - Xmas Orc
+//========================================================================================
+
+gef_fild02,0,0,0,0 monster Christmas Orc 1588,5,0,0,0
+gef_fild03,0,0,0,0 monster Christmas Orc 1588,5,0,0,0
+gef_fild10,0,0,0,0 monster Christmas Orc 1588,5,0,0,0
+gef_fild14,0,0,0,0 monster Christmas Orc 1588,5,0,0,0
+alde_dun02,0,0,0,0 monster Christmas Orc 1588,5,0,0,0
diff --git a/npc/pre-re/guides/guides_alberta.txt b/npc/pre-re/guides/guides_alberta.txt
new file mode 100644
index 000000000..7420fbf00
--- /dev/null
+++ b/npc/pre-re/guides/guides_alberta.txt
@@ -0,0 +1,261 @@
+//===== rAthena Script =======================================
+//= Alberta Guides
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Guides for the city of Alberta
+//===== Additional Comments: =================================
+//= 1.0 First version, Renewal guides.
+//============================================================
+
+alberta,23,238,4 script Guide#01alberta::AlbertaGuide 105,{
+ cutin "prt_soldier",2;
+ mes "[Alberta Guide]";
+ mes "Welcome to ^8B4513Alberta^000000,";
+ mes "the Port City.";
+ mes "Do you need help navigating the city?";
+ next;
+ while (1) {
+ switch(select("[ Main Facilities ]:[ Merchants & Helpers ]:[ Destination Ports ]:Remove Marks from Mini-Map:Cancel")) {
+ case 1:
+ set .@loop,1;
+ while (.@loop) {
+ switch(select("[ Tool Shop ]:[ Forge ]:[ Weapon & Armor Shop ]:[ Inn ]:[ Beauty Salon ]:[ Merchant Guild ]:Previous Menu")) {
+ case 1:
+ mes "[Alberta Guide]";
+ mes "Let me mark the location of the";
+ mes "the ^0000FFTool Shop^000000";
+ mes "on your mini-map.";
+ mes "Would you like to check any other locations?";
+ viewpoint 1,98,154,0,0x0A82FF;
+ next;
+ break;
+ case 2:
+ mes "[Alberta Guide]";
+ mes "The ^B9062FForge^000000 is currently";
+ mes "located inside the Merchant Guild building.";
+ mes "Would you like to check any other locations?";
+ viewpoint 1,35,41,1,0xFF0000;
+ next;
+ break;
+ case 3:
+ mes "[Alberta Guide]";
+ mes "Let me mark the location of the";
+ mes "the ^FF5400Weapon & Armor Shop^000000";
+ mes "on your mini-map.";
+ mes "Would you like to check any other locations?";
+ viewpoint 1,117,37,2,0xFFB400;
+ next;
+ break;
+ case 4:
+ mes "[Alberta Guide]";
+ mes "Let me mark the location of the";
+ mes "the ^006400Inn^000000";
+ mes "on your mini-map.";
+ mes "Would you like to check any other locations?";
+ viewpoint 1,65,233,3,0xAAFF00;
+ next;
+ break;
+ case 5:
+ mes "[Alberta Guide]";
+ mes "Let me mark the location of the";
+ mes "the ^7F3300Beauty Salon^000000";
+ mes "on your mini-map.";
+ mes "Would you like to check any other locations?";
+ viewpoint 1,48,145,4,0xD2691E;
+ next;
+ break;
+ case 6:
+ mes "[Alberta Guide]";
+ mes "The Merchant Guild is where";
+ mes "you can change your job to ^800080Merchant.";
+ mes "Let me mark its location";
+ mes "on your mini-map.";
+ mes "Would you like to check any other locations?";
+ viewpoint 1,33,41,5,0xDA70D6;
+ next;
+ break;
+ case 7:
+ set .@loop,0;
+ break;
+ }
+ }
+ break;
+ case 2:
+ set .@loop,1;
+ while (.@loop) {
+ switch(select("[ Eden Teleport Officer ]:[ Kafra Employee ]:[ Cool Event Employee ]:[ Bullet Merchant ]:[ Cooking Ingredient Merchant ]:Previous Menu")) {
+ case 1:
+ mes "[Alberta Guide]";
+ mes "^B9062FEden Teleport Officers^000000 are located in south Alberta";
+ mes "and inside the Merchant Guild building.";
+ mes "Let me mark their locations on your mini-map.";
+ mes "Would you like to check any other locations?";
+ viewpoint 1,33,41,6,0xFF0000;
+ viewpoint 1,121,68,7,0xFF0000;
+ next;
+ break;
+ case 2:
+ mes "[Alberta Guide]";
+ mes "Let me mark the location of the";
+ mes "^0000FFKafra Employees^000000";
+ mes "on your mini-map.";
+ mes "Would you like to check any other locations?";
+ viewpoint 1,33,41,8,0x0A82FF;
+ viewpoint 1,113,60,9,0x0A82FF;
+ next;
+ break;
+ case 3:
+ mes "[Alberta Guide]";
+ mes "When you win event items,";
+ mes "you can claim them through the ^FF5400Cool Event Employee^000000.";
+ mes "Would you like to check any other locations?";
+ viewpoint 1,148,57,10,0xFFB400;
+ next;
+ break;
+ case 4:
+ mes "[Alberta Guide]";
+ mes "The ^7F3300Bullet Merchants^000000 for ^7F3300Gunslingers^000000";
+ mes "are located";
+ mes "near the center of the city.";
+ mes "Would you like to check any other locations?";
+ viewpoint 1,117,158,11,0xD2691E;
+ next;
+ break;
+ case 5:
+ mes "[Alberta Guide]";
+ mes "The ^006400Chef Assistant^000000 in Alberta";
+ mes "has many regular customers,";
+ mes "especially for his ^006400Delicious Fishes^000000.";
+ mes "Would you like to check any other locations?";
+ viewpoint 1,167,135,12,0xAAFF00;
+ next;
+ break;
+ case 6:
+ set .@loop,0;
+ break;
+ }
+ }
+ break;
+ case 3:
+ set .@loop,1;
+ while (.@loop) {
+ switch(select("[ Port - Northern Dock ]:[ Port - Brasilis ]:[ Port - Amatsu ]:[ Port - Kunlun ]:[ Port - Moscovia ]:[ Port - Louyang ]:[ Port - Ayothaya ]:Previous Menu")) {
+ case 1:
+ mes "[Alberta Guide]";
+ mes "You can use";
+ mes "the ^B9062FNorthern Dock^000000";
+ mes "to go to the ^B9062FSunken Ship^000000 or ^B9062FIzlude Marina^000000.";
+ mes "Would you like to check any other locations?";
+ viewpoint 1,192,151,13,0xFF0000;
+ next;
+ break;
+ case 2:
+ mes "[Alberta Guide]";
+ mes "Please talk to the ^800080Crewman^000000 at the Alberta Port";
+ mes "if you'd like to visit ^800080Brasilis^000000,";
+ mes "the City of Passion.";
+ mes "Would you like to check any other locations?";
+ viewpoint 1,246,82,14,0xDA70D6;
+ next;
+ break;
+ case 3:
+ mes "[Alberta Guide]";
+ mes "Please talk to the";
+ mes "the ^0000FFSea Captain^000000 at the Alberta Port";
+ mes "if you'd like to enjoy viewing cherry blossoms";
+ mes "in ^0000FFAmatsu^000000.";
+ mes "Would you like to check any other locations?";
+ viewpoint 1,246,74,15,0x0A82FF;
+ next;
+ break;
+ case 4:
+ mes "[Alberta Guide]";
+ mes "Please talk to the";
+ mes "^B9062FKunlun Envoy^000000 at the Alberta Port";
+ mes "if you'd like to experience the exotic atmosphere of ^B9062FKunlun^000000.";
+ mes "Would you like to check any other locations?";
+ viewpoint 1,246,62,16,0xFF0000;
+ next;
+ break;
+ case 5:
+ mes "[Alberta Guide]";
+ mes "Please talk to the";
+ mes "^FF5400Moscovia P.R. Officer^000000 at the Alberta Port";
+ mes "if you'd like to move to";
+ mes "^FF5400Moscovia^000000,";
+ mes "the Eden on the ocean.";
+ mes "Would you like to check any other locations?";
+ viewpoint 1,246,51,17,0xFFB400;
+ next;
+ break;
+ case 6:
+ mes "[Alberta Guide]";
+ mes "Please talk to the";
+ mes "^7F3300Girl^000000 at the Alberta Port";
+ mes "if you'd like to move to the historical city,";
+ mes "^7F3300Louyang^000000.";
+ mes "Would you like to check any other locations?";
+ viewpoint 1,246,40,18,0xD2691E;
+ next;
+ break;
+ case 7:
+ mes "[Alberta Guide]";
+ mes "Please talk to";
+ mes "^800080Aibakthing^000000 at the Alberta Port";
+ mes "if you'd like to move to";
+ mes "^800080Ayothaya^000000,";
+ mes "the religious city.";
+ mes "Would you like to check any other locations?";
+ viewpoint 1,246,29,19,0xDA70D6;
+ next;
+ break;
+ case 8:
+ set .@loop,0;
+ break;
+ }
+ }
+ break;
+ case 4:
+ mes "[Alberta Guide]";
+ mes "Sure, I'll remove all marks from your mini-map.";
+ mes "Is there anything else I can do for you?";
+ viewpoint 2,1,1,0,0xFFFF00;
+ viewpoint 2,1,1,1,0x000000;
+ viewpoint 2,1,1,2,0xFF0000;
+ viewpoint 2,1,1,3,0xFFFF00;
+ viewpoint 2,1,1,4,0xFFFF00;
+ viewpoint 2,1,1,5,0xFFFF00;
+ viewpoint 2,1,1,6,0xFFFF00;
+ viewpoint 2,1,1,7,0xFFFF00;
+ viewpoint 2,1,1,8,0xFFFF00;
+ viewpoint 2,1,1,9,0xFFFF00;
+ viewpoint 2,1,1,10,0xFFFF00;
+ viewpoint 2,1,1,11,0xFFFF00;
+ viewpoint 2,1,1,12,0x000000;
+ viewpoint 2,1,1,13,0xFFFF00;
+ viewpoint 2,1,1,14,0xFFFF00;
+ viewpoint 2,1,1,15,0xFFFF00;
+ viewpoint 2,1,1,16,0xFFFF00;
+ viewpoint 2,1,1,17,0xFFFF00;
+ viewpoint 2,1,1,18,0xFFFF00;
+ viewpoint 2,1,1,19,0xFFFF00;
+ next;
+ break;
+ case 5:
+ mes "[Alberta Guide]";
+ mes "Enjoy your stay.";
+ close2;
+ cutin "prt_soldier",255;
+ end;
+ }
+ }
+}
+
+alberta,120,60,3 duplicate(AlbertaGuide) Guide#02alberta 105
+alberta,184,143,4 duplicate(AlbertaGuide) Guide#03alberta 105
diff --git a/npc/pre-re/guides/guides_aldebaran.txt b/npc/pre-re/guides/guides_aldebaran.txt
new file mode 100644
index 000000000..c417761fc
--- /dev/null
+++ b/npc/pre-re/guides/guides_aldebaran.txt
@@ -0,0 +1,163 @@
+//===== rAthena Script =======================================
+//= Al De Baran Guides
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Guides for the city of Al De baran
+//===== Additional Comments: =================================
+//= 1.0 First version, Renewal guide.
+//============================================================
+
+aldebaran,139,63,4 script Guide#01aldebaran::GuideAldearan 105,{
+ cutin "prt_soldier",2;
+ mes "[Al De Baran Guide]";
+ mes "Welcome to ^8B4513Al De Baran^000000,";
+ mes "the Border City.";
+ mes "Do you need help navigating the city?";
+ next;
+ while (1) {
+ switch(select("[ Main Facilities ]:[ Merchants & Helpers ]:Remove Marks from Mini-Map:Cancel")) {
+ case 1:
+ set .@loop,1;
+ while (.@loop) {
+ switch(select("[ Kafra Headquarters ]:[ Alchemist Guild ]:[ Clock Tower ]:[ Inn & Tool Shop ]:[ Repair & Buy Equipment ]:[ Tavern ]:Previous Menu")) {
+ case 1:
+ mes "[Al De Baran Guide]";
+ mes "Let me mark the location of the";
+ mes "^B9062FKafra Headquarters^000000";
+ mes "on your mini-map.";
+ mes "Would you like to check any other locations?";
+ viewpoint 1,61,229,0,0xFF0000;
+ next;
+ break;
+ case 2:
+ mes "[Al De Baran Guide]";
+ mes "Let me mark the location of the";
+ mes "the ^0000FFAlchemist Guild^000000";
+ mes "on your mini-map.";
+ mes "Would you like to check any other locations?";
+ viewpoint 1,60,60,1,0x0A82FF;
+ next;
+ break;
+ case 3:
+ mes "[Al De Baran Guide]";
+ mes "Let me mark the location of the";
+ mes "the ^FF5400Clock Tower^000000";
+ mes "on your mini-map.";
+ mes "Would you like to check any other locations?";
+ viewpoint 1,139,133,2,0xFFB400;
+ next;
+ break;
+ case 4:
+ mes "[Al De Baran Guide]";
+ mes "Let me mark the location of the";
+ mes "the ^006400Inn^000000 and";
+ mes "the ^006400Tool Shop^000000 building";
+ mes "on your mini-map.";
+ mes "Would you like to check any other locations?";
+ viewpoint 1,197,70,3,0xAAFF00;
+ next;
+ break;
+ case 5:
+ mes "[Al De Baran Guide]";
+ mes "If you'd like to ^7F3300Buy or Repair Equipment^000000,";
+ mes "then this is the place you'll want to visit.";
+ mes "Would you like to check any other locations?";
+ viewpoint 1,72,197,4,0xD2691E;
+ next;
+ break;
+ case 6:
+ mes "[Al De Baran Guide]";
+ mes "Let me mark the location of the";
+ mes "the ^800080Tavern^000000";
+ mes "on your mini-map.";
+ viewpoint 1,231,106,5,0xDA70D6;
+ next;
+ break;
+ case 7:
+ set .@loop,0;
+ break;
+ }
+ }
+ break;
+ case 2:
+ set .@loop,1;
+ while (.@loop) {
+ switch(select("[ Eden Teleport Officer ]:[ Kafra Employee ]:[ Mr. Claus ]:[ Chef Assistant ]:Previous Menu")) {
+ case 1:
+ mes "[Al De Baran Guide]";
+ mes "Let me mark the location of the";
+ mes "^B9062FEden Teleport Officer^000000";
+ mes "on your mini-map.";
+ mes "Would you like to check any other locations?";
+ viewpoint 1,133,119,6,0xFF0000;
+ next;
+ break;
+ case 2:
+ mes "[Al De Baran Guide]";
+ mes "Let me mark the location of the";
+ mes "^0000FFKafra Employee^000000";
+ mes "on your mini-map.";
+ viewpoint 1,143,119,7,0x0A82FF;
+ next;
+ break;
+ case 3:
+ mes "[Al De Baran Guide]";
+ mes "Mr. Claus can teleport";
+ mes "you to ^006400Lutie^000000.";
+ mes "Let me mark his location";
+ mes "on your mini-map.";
+ mes "Would you like to check any other locations?";
+ viewpoint 1,168,168,8,0xAAFF00;
+ next;
+ break;
+ case 4:
+ mes "[Al De Baran Guide]";
+ mes "Let me mark the location of the";
+ mes "^7F3300Chef Assistant^000000";
+ mes "on your mini-map.";
+ mes "Would you like to check any other locations?";
+ viewpoint 1,165,107,9,0xD2691E;
+ next;
+ break;
+ case 5:
+ set .@loop,0;
+ break;
+ }
+ }
+ break;
+ case 3:
+ mes "[Al De Baran Guide]";
+ mes "Sure, I'll remove all marks from your mini-map.";
+ mes "Is there anything else I can do for you?";
+ viewpoint 2,1,1,0,0xFFFF00;
+ viewpoint 2,1,1,1,0x000000;
+ viewpoint 2,1,1,2,0xFF0000;
+ viewpoint 2,1,1,3,0xFFFF00;
+ viewpoint 2,1,1,4,0xFFFF00;
+ viewpoint 2,1,1,5,0xFFFF00;
+ viewpoint 2,1,1,6,0xFFFF00;
+ viewpoint 2,1,1,7,0xFFFF00;
+ viewpoint 2,1,1,8,0xFFFF00;
+ viewpoint 2,1,1,9,0xFFFF00;
+ next;
+ break;
+ case 4:
+ mes "[Al De Baran Guide]";
+ mes "Alright then,";
+ mes "enjoy your stay!";
+ close2;
+ cutin "prt_soldier",255;
+ end;
+ }
+ }
+}
+
+aldebaran,243,143,2 duplicate(GuideAldearan) Guide#02aldebaran 105
+aldebaran,135,243,4 duplicate(GuideAldearan) Guide#03aldebaran 105
+aldebaran,36,135,6 duplicate(GuideAldearan) Guide#04aldebaran 105
diff --git a/npc/pre-re/guides/guides_amatsu.txt b/npc/pre-re/guides/guides_amatsu.txt
new file mode 100644
index 000000000..50ffe3f24
--- /dev/null
+++ b/npc/pre-re/guides/guides_amatsu.txt
@@ -0,0 +1,91 @@
+//===== rAthena Script =======================================
+//= Amatsu Guide
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.1
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Guide for the city of Amatsu.
+//===== Additional Comments: =================================
+//= 1.0 First version, Renewal guide.
+//= 1.1 Optimized. [Euphy]
+//============================================================
+
+amatsu,202,91,3 script Amatsu Guide#amatsu 758,{
+ mes "[Amachang]";
+ mes "Welcome to ^8B4513Amatsu^000000,";
+ mes "the town of kind towners";
+ mes "and beautiful cherry blossoms.";
+ next;
+ mes "[Amachang]";
+ mes "I'm Amachang,";
+ mes "the 13th Miss Amatsu.";
+ mes "I will guide you about town";
+ mes "as Miss Amatsu.";
+ mes "Please tell me";
+ mes "if you want to know something.";
+ while (1) {
+ next;
+ switch(select("[ Kafra Employee ]:[ Bar ]:[ Weapon Dealer ]:[ Tool Dealer ]:[ Amatsu Palace ]:[ Chef Assistant ]:[ Ninja Guild Building ]:[ Sea Captain ]:Remove Marks from Mini-Map:Cancel")) {
+ case 1:
+ callsub L_Mark,"^0000FFKafra Employee";
+ viewpoint 1,102,149,0,0x0A82FF;
+ break;
+ case 2:
+ callsub L_Mark,"^006400Bar";
+ viewpoint 1,215,116,1,0xAAFF00;
+ break;
+ case 3:
+ callsub L_Mark,"^008080Weapon Dealer";
+ viewpoint 1,129,117,2,0x008080;
+ break;
+ case 4:
+ callsub L_Mark,"^FF1493Tool Dealer";
+ viewpoint 1,97,117,3,0xFF1493;
+ break;
+ case 5:
+ callsub L_Mark,"^8B4513Amatsu Palace";
+ viewpoint 1,87,235,4,0x8B4513;
+ break;
+ case 6:
+ callsub L_Mark,"^8A2BE2Chef Assistant";
+ viewpoint 1,206,150,5,0x8A2BE2;
+ break;
+ case 7:
+ callsub L_Mark,"^4B0082Ninja Guild Building";
+ viewpoint 1,148,137,6,0x4B0082;
+ break;
+ case 8:
+ callsub L_Mark,"^00BFFFSea Captain";
+ viewpoint 1,195,79,7,0x00BFFF;
+ break;
+ case 9:
+ mes "[Amachang]";
+ mes "I'll remove all marks from your mini-map.";
+ mes "Is there anything else I can do for you?";
+ viewpoint 2,1,1,0,0xFFFFFF;
+ viewpoint 2,1,1,1,0xFFFFFF;
+ viewpoint 2,1,1,2,0xFFFFFF;
+ viewpoint 2,1,1,3,0xFFFFFF;
+ viewpoint 2,1,1,4,0xFFFFFF;
+ viewpoint 2,1,1,5,0xFFFFFF;
+ viewpoint 2,1,1,6,0xFFFFFF;
+ viewpoint 2,1,1,7,0xFFFFFF;
+ break;
+ case 10:
+ mes "[Amachang]";
+ mes "Enjoy your trip~!!";
+ close;
+ }
+ }
+ end;
+L_Mark:
+ mes "[Amachang]";
+ mes "The "+getarg(0)+"^000000 is";
+ mes "marked on your mini-map.";
+ mes "Is there anything else I can do for you?";
+ return;
+}
diff --git a/npc/pre-re/guides/guides_ayothaya.txt b/npc/pre-re/guides/guides_ayothaya.txt
new file mode 100644
index 000000000..cafc85dc9
--- /dev/null
+++ b/npc/pre-re/guides/guides_ayothaya.txt
@@ -0,0 +1,169 @@
+//===== rAthena Script =======================================
+//= Ayothaya Guide
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Guide for the city of Ayothaya
+//===== Additional Comments: =================================
+//= 1.0 First version, Renewal guide.
+//============================================================
+
+ayothaya,203,169,4 script Ayothaya Guide Noi#01ay 839,{
+ mes "[Noi]";
+ mes "Hello~";
+ mes "Welcome to ^8B4513Ayothaya^000000.";
+ mes "This town is linked to a river through the wild forest.";
+ mes "It's a really calm country.";
+ mes "Take your time to look around.";
+ while (1) {
+ next;
+ switch(select("[ Weapon Shop ]:[ Tool Shop ]:[ Tavern ]:[ Shrine ]:[ Fishing Spot ]:Remove Marks from Mini-Map:Cancel")) {
+ case 1:
+ mes "[Noi]";
+ mes "The ^0000FFWeapon Shop^000000";
+ mes "in Ayothaya has special weapons.";
+ mes "You can find great weapons there.";
+ mes "Is there anything else I can do for you?";
+ viewpoint 1,163,90,0,0x0A82FF;
+ break;
+ case 2:
+ mes "[Noi]";
+ mes "Our citizens purchase many products in the ^006400Tool Shop^000000.";
+ mes "Make sure you get all you need there.";
+ mes "Do you need anything else??";
+ viewpoint 1,131,86,1,0xAAFF00;
+ break;
+ case 3:
+ mes "[Noi]";
+ mes "Part of adventuring is collecting information.";
+ mes "The ^008080Tavern^000000 is crowded with lots of travelers where you can get useful information.";
+ mes "Is there anything else I can do for you?";
+ viewpoint 1,229,72,2,0x008080;
+ break;
+ case 4:
+ mes "[Noi]";
+ mes "To calm your heart, go to the ^FF1493Shrine^000000 and say a prayer.";
+ mes "Is there anything else I can do for you?";
+ viewpoint 1,208,280,3,0xFF1493;
+ break;
+ case 5:
+ mes "[Noi]";
+ mes "Ayothaya is close to the beach, so most people enjoy fishing.";
+ mes "They really love to fish.";
+ mes "Go ^8B4513fishing^000000 and try to grab a big fish.";
+ mes "Is there anything else I can do for you?";
+ viewpoint 1,255,99,4,0x8B4513;
+ break;
+ case 6:
+ mes "[Noi]";
+ mes "If you want to return home";
+ mes "find ^00BFFFAibakthing^000000";
+ mes "and ask him to send you back.";
+ mes "Is there anything else I can do for you?";
+ viewpoint 1,151,68,5,0x00BFFF;
+ break;
+ case 7:
+ mes "[Noi]";
+ mes "I'll remove all marks from your mini-map.";
+ mes "Do you need anything else??";
+ viewpoint 2,1,1,0,0xFFFFFF;
+ viewpoint 2,1,1,1,0xFFFFFF;
+ viewpoint 2,1,1,2,0xFFFFFF;
+ viewpoint 2,1,1,3,0xFFFFFF;
+ viewpoint 2,1,1,4,0xFFFFFF;
+ viewpoint 2,1,1,5,0xFFFFFF;
+ break;
+ case 8:
+ mes "[Noi]";
+ mes "Enjoy your trip~!";
+ close;
+ }
+ }
+}
+
+ayothaya,146,86,4 script Ayothaya Guide Noa#01ay 839,{
+ mes "[Noa]";
+ mes "Hello~";
+ mes "Welcome to ^8B4513Ayothaya^000000.";
+ mes "This town is linked to a river through the wild forest.";
+ mes "It's a really calm country.";
+ mes "Take your time to look around.";
+ while (1) {
+ next;
+ switch(select("[ Kafra Employee ]:[ Weapon Shop ]:[ Tool Shop ]:[ Tavern ]:[ Shrine ]:[ Fishing Spot ]:Remove Marks from Mini-Map:Cancel")) {
+ case 1:
+ mes "[Noa]";
+ mes "The ^0000FFKafra Employee^000000 is";
+ mes "marked on your mini-map.";
+ mes "Check your mini-map.";
+ mes "Is there anything else I can do for you?";
+ viewpoint 1,212,169,0,0x0A82FF;
+ break;
+ case 2:
+ mes "[Noa]";
+ mes "The ^0000FFWeapon Shop^000000";
+ mes "in Ayothaya has special weapons.";
+ mes "You can find great weapons there.";
+ mes "Is there anything else I can do for you?";
+ viewpoint 1,163,90,1,0xAAFF00;
+ break;
+ case 3:
+ mes "[Noa]";
+ mes "Our citizens purchase many products in the ^006400Tool Shop^000000.";
+ mes "Make sure you get all you need there.";
+ mes "Do you need anything else??";
+ viewpoint 1,131,86,2,0x008080;
+ break;
+ case 4:
+ mes "[Noa]";
+ mes "Part of adventuring is collecting information.";
+ mes "The ^008080Tavern^000000 is crowded with lots of travelers where you can get useful information.";
+ mes "Is there anything else I can do for you?";
+ viewpoint 1,229,72,3,0xFF1493;
+ break;
+ case 5:
+ mes "[Noa]";
+ mes "To calm your heart, go to the ^FF1493Shrine^000000 and say a prayer.";
+ mes "Is there anything else I can do for you?";
+ viewpoint 1,208,280,4,0x8B4513;
+ break;
+ case 6:
+ mes "[Noa]";
+ mes "Ayothaya is close to the beach, so most people enjoy fishing.";
+ mes "They really love to fish.";
+ mes "Go ^8B4513fishing^000000 and try to grab a big fish.";
+ mes "Is there anything else I can do for you?";
+ viewpoint 1,255,99,5,0x9400D3;
+ break;
+ case 7:
+ mes "[Noa]";
+ mes "If you want to return home";
+ mes "find ^00BFFFAibakthing^000000";
+ mes "and ask him to send you back.";
+ mes "Is there anything else I can do for you?";
+ viewpoint 1,151,68,6,0x00BFFF;
+ break;
+ case 8:
+ mes "[Noa]";
+ mes "I'll remove all marks from your mini-map.";
+ mes "Do you need anything else??";
+ viewpoint 2,1,1,0,0xFFFFFF;
+ viewpoint 2,1,1,1,0xFFFFFF;
+ viewpoint 2,1,1,2,0xFFFFFF;
+ viewpoint 2,1,1,3,0xFFFFFF;
+ viewpoint 2,1,1,4,0xFFFFFF;
+ viewpoint 2,1,1,5,0xFFFFFF;
+ viewpoint 2,1,1,6,0xFFFFFF;
+ break;
+ case 9:
+ mes "[Noa]";
+ mes "Enjoy your trip~!";
+ close;
+ }
+ }
+}
diff --git a/npc/pre-re/guides/guides_brasilis.txt b/npc/pre-re/guides/guides_brasilis.txt
new file mode 100644
index 000000000..3e85540ac
--- /dev/null
+++ b/npc/pre-re/guides/guides_brasilis.txt
@@ -0,0 +1,81 @@
+//===== rAthena Script =======================================
+//= Brasilis Guide
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.1
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Guide for the city of Brasilis
+//===== Additional Comments: =================================
+//= 1.0 First Version, Renewal guide.
+//= 1.1 Added a missing close.
+//============================================================
+
+brasilis,219,97,3 script Brasilis Guide 478,{
+ mes "[Brasilis Guide]";
+ mes "Welcome to ^8B4513Brasilis^000000, a country as passionate as the sun.";
+ mes "If you have any questions, please ask me.";
+ next;
+ mes "[Brasilis Guide]";
+ mes "Where can I guide you?";
+ while (1){
+ next;
+ switch(select("[ Hotel ]:[ Jungle Cable ]:[ Art Museum ]:[ Market ]:[ Verass Monument ]:Remove marks from Mini-Map:Cancel")) {
+ case 1:
+ mes "[Brasilis Guide]";
+ mes "The Brasilis Hotel is located just above, ^FF3355+^000000.";
+ mes "Is there anything else I can do for you?";
+ viewpoint 1,274,151,2,0xFF3355;
+ next;
+ break;
+ case 2:
+ mes "[Brasilis Guide]";
+ mes "Do you want to go through the rough jungle? You can take a Jungle Cable here ^CE6300+^000000.";
+ mes "Is there anything else I can do for you?";
+ viewpoint 1,308,335,3,0xCE6300;
+ next;
+ break;
+ case 3:
+ mes "[Brasilis Guide]";
+ mes "The pride of Brasilis, the world scale Art Museum is at ^A5BAAD+^000000.";
+ mes "Is there anything else I can do for you?";
+ viewpoint 1,137,167,4,0x00FF00;
+ next;
+ break;
+ case 4:
+ mes "[Brasilis Guide]";
+ mes "You can buy items for hunting at the Market here ^55FF33+^000000.";
+ mes "Is there anything else I can do for you?";
+ viewpoint 1,254,248,5,0x55FF33;
+ next;
+ break;
+ case 5:
+ mes "[Brasilis Guide]";
+ mes "The iconic monument of Brasilis, the Verass Monument stands at ^3355FF+^000000.";
+ mes "Is there anything else I can do for you?";
+ viewpoint 1,195,235,6,0x3355FF;
+ next;
+ break;
+ case 6:
+ mes "[Brasilis Guide]";
+ mes "I'll remove all marks from your mini-map.";
+ mes "Is there anything else I can do for you?";
+ viewpoint 0,274,151,2,0x00FF00;
+ viewpoint 0,308,335,3,0x00FF00;
+ viewpoint 0,137,167,4,0x00FF00;
+ viewpoint 0,254,248,5,0x00FF00;
+ viewpoint 0,195,235,6,0x00FF00;
+ next;
+ break;
+ case 7:
+ mes "[Brasilis Guide]";
+ mes "Wandering on your own is always the best way to explore. Anyway, take care.";
+ close;
+ }
+ close;
+ break;
+ }
+}
diff --git a/npc/pre-re/guides/guides_comodo.txt b/npc/pre-re/guides/guides_comodo.txt
new file mode 100644
index 000000000..f627235fa
--- /dev/null
+++ b/npc/pre-re/guides/guides_comodo.txt
@@ -0,0 +1,178 @@
+//===== rAthena Script =======================================
+//= Comodo Guides
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.1
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Guides for the city of Comodo.
+//===== Additional Comments: =================================
+//= 1.0 First version, Renewal guide.
+//= 1.1 Fixed and optimized. [Euphy]
+//============================================================
+
+comodo,322,178,4 script Comodo Guide#01comodo::GuideComodo 700,{
+ mes "[Comodo Guide]";
+ mes "Welcome to ^8B4513Comodo^000000,";
+ mes "the Beach Town of the Rune-Midgarts Kingdom.";
+ mes "Do you need help navigating the town?";
+ next;
+ while (1) {
+ switch(select("[ Main Facilities ]:[ Merchants & Helpers ]:Remove Marks from Mini-Map:Cancel:About ^8B4513Comodo^000000")) {
+ case 1:
+ set .@loop,1;
+ while (.@loop) {
+ switch(select("[ Tavern ]:[ Casino ]:[ Weapon & Armor Shop ]:[ Tool Shop ]:[ Campsite ]:[ Souvenir Vendor ]:[ East Cave Mao ]:[ West Cave Karu ]:[ North Cave Ruanda ]:[ Hula Dance Stage ]:[ Kafra Co. Western Branch ]:Previous Menu")) {
+ case 1:
+ callsub L_Mark,"^FF0000Tavern";
+ viewpoint 1,166,298,0,0xFF0000;
+ next;
+ break;
+ case 2:
+ callsub L_Mark,"^FFA500Casino";
+ viewpoint 1,140,98,1,0xFFA500;
+ next;
+ break;
+ case 3:
+ callsub L_Mark,"^FF4500Weapon & Armor Shop";
+ viewpoint 1,266,70,2,0xFF4500;
+ next;
+ break;
+ case 4:
+ callsub L_Mark,"^B8860BTool Shop";
+ viewpoint 1,86,128,3,0xB8860B;
+ next;
+ break;
+ case 5:
+ callsub L_Mark,"^32CD32Campsite";
+ viewpoint 1,210,308,4,0x32CD32;
+ next;
+ break;
+ case 6:
+ callsub L_Mark,"^6B8E23Souvenir Vendor";
+ viewpoint 1,298,124,5,0x6B8E23;
+ next;
+ break;
+ case 7:
+ callsub L_Mark,"^008B8BEast Cave Mao",1;
+ viewpoint 1,333,175,6,0x008B8B;
+ next;
+ break;
+ case 8:
+ callsub L_Mark,"^1E90FFWest Cave Karu",1;
+ viewpoint 1,24,214,7,0x1E90FF;
+ next;
+ break;
+ case 9:
+ callsub L_Mark,"^0000CDNorth Cave Ruanda",1;
+ viewpoint 1,176,358,8,0x0000CD;
+ next;
+ break;
+ case 10:
+ callsub L_Mark,"^C71585Hula Dance Stage";
+ viewpoint 1,188,168,9,0xC71585;
+ next;
+ break;
+ case 11:
+ callsub L_Mark,"^DB7093Kafra Corporation Western Branch";
+ viewpoint 1,136,202,10,0xDB7093;
+ next;
+ break;
+ case 12:
+ set .@loop,0;
+ break;
+ }
+ }
+ break;
+ case 2:
+ set .@loop,1;
+ while (.@loop) {
+ switch(select("[ Chief's House ]:[ Bor Robin ]:[ Kafra Employee ]:[ Roaming Bard ]:Previous Menu")) {
+ case 1:
+ callsub L_Mark,"^6495EDChief's House";
+ viewpoint 1,114,294,11,0x6495ED;
+ next;
+ break;
+ case 2:
+ mes "[Comodo Guide]";
+ mes "^228B22Bor Robin^000000";
+ mes "helps adventurers to become ^228B22Dancers^000000.";
+ mes "Would you like to check any other locations?";
+ viewpoint 1,193,151,12,0x228B22;
+ next;
+ break;
+ case 3:
+ callsub L_Mark,"^1E90FFKafra Employee";
+ viewpoint 1,195,149,13,0x1E90FF;
+ next;
+ break;
+ case 4:
+ mes "[Comodo Guide]";
+ mes "The ^DB7093Roaming Bard^000000";
+ mes "helps adventurers to become ^DB7093Bards^000000.";
+ mes "Would you like to check any other locations?";
+ viewpoint 1,211,155,14,0xDB7093;
+ next;
+ break;
+ case 5:
+ set .@loop,0;
+ break;
+ }
+ }
+ break;
+ case 3:
+ mes "[Comodo Guide]";
+ mes "Sure, I'll remove all marks from your mini-map.";
+ mes "Is there anything else I can do for you?";
+ viewpoint 2,166,298,0,0xFFFFFF;
+ viewpoint 2,140,98,1,0xFFFFFF;
+ viewpoint 2,266,70,2,0xFFFFFF;
+ viewpoint 2,86,128,3,0xFFFFFF;
+ viewpoint 2,210,308,4,0xFFFFFF;
+ viewpoint 2,298,124,5,0xFFFFFF;
+ viewpoint 2,333,175,6,0xFFFFFF;
+ viewpoint 2,24,214,7,0xFFFFFF;
+ viewpoint 2,176,358,8,0xFFFFFF;
+ viewpoint 2,188,168,9,0xFFFFFF;
+ viewpoint 2,136,202,10,0xFFFFFF;
+ viewpoint 2,114,294,11,0xFFFFFF;
+ viewpoint 2,193,151,12,0xFFFFFF;
+ viewpoint 2,195,149,13,0xFFFFFF;
+ viewpoint 2,211,155,14,0xFFFFFF;
+ next;
+ break;
+ case 4:
+ mes "[Comodo Guide]";
+ mes "Enjoy your stay.";
+ close;
+ case 5:
+ mes "[Comodo Guide]";
+ mes "^8B4513Comodo^000000 is";
+ mes "located inside a cave";
+ mes "and can never be reached by natural sunlight.";
+ next;
+ mes "[Comodo Guide]";
+ mes "The villagers of ^8B4513Comodo^000000";
+ mes "have overcome their poor natural surroundings";
+ mes "to create a popular tourist site.";
+ mes "Is there anything else I can do for you?";
+ next;
+ break;
+ }
+ }
+ end;
+L_Mark:
+ mes "[Comodo Guide]";
+ mes "Let me mark the location of";
+ mes ((getarg(1,0))?"":"the ")+getarg(0)+"^000000";
+ mes "on your mini-map.";
+ mes "Would you like to check any other locations?";
+ return;
+}
+
+comodo,181,347,4 duplicate(GuideComodo) Comodo Guide#02comodo 700
+comodo,197,149,3 duplicate(GuideComodo) Comodo Guide#03comodo 700
+comodo,37,219,4 duplicate(GuideComodo) Comodo Guide#04comodo 700
diff --git a/npc/pre-re/guides/guides_einbroch.txt b/npc/pre-re/guides/guides_einbroch.txt
new file mode 100644
index 000000000..180a9bc29
--- /dev/null
+++ b/npc/pre-re/guides/guides_einbroch.txt
@@ -0,0 +1,294 @@
+//===== rAthena Script =======================================
+//= Einbroch, and Einbech Guides
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Guides for the city of Einbroch, and Einbech
+//===== Additional Comments: =================================
+//= 1.0 First version, Renewal guide.
+//============================================================
+
+einbroch,72,202,4 script Einbroch Guide#ein01::GuideEinbroch 852,{
+ cutin "ein_soldier",2;
+ mes "[Einbroch Guide]";
+ mes "Welcome";
+ mes "to ^8B4513Einbroch^000000,";
+ mes "the City of Steel.";
+ mes "Please ask me if you";
+ mes "have any questions.";
+ next;
+ while (1) {
+ switch(select("[ Main Facilities ]:[ Merchants & Helpers ]:Remove Marks from Mini-Map:Cancel")) {
+ case 1:
+ set .@loop,1;
+ while (.@loop) {
+ switch(select("[ Airport ]:[ Factory ]:[ Plaza ]:[ Hotel ]:[ Train Station ]:[ Weapon Shop ]:[ Laboratory ]:[ Monument ]:[ Blacksmith Guild ]:[ Gunslinger Guild ]:Previous Menu")) {
+ case 1:
+ mes "[Einbroch Guide]";
+ mes "The ^FF0000Airport^000000 is located";
+ mes "in the northwestern part";
+ mes "of the city. There you can";
+ mes "see our city's pride and joy, the Airship. Remember that you must pay admission to board the Airship.";
+ viewpoint 1,64,204,0,0xFF0000;
+ next;
+ break;
+ case 2:
+ mes "[Einbroch Guide]";
+ mes "The Factory, perhaps the";
+ mes "most important facility in";
+ mes "Einbroch, is located in the";
+ mes "southern part of the city.";
+ viewpoint 1,129,79,1,0xFF4500;
+ next;
+ break;
+ case 3:
+ mes "[Einbroch Guide]";
+ mes "The Plaza, our biggest";
+ mes "shopping district, can be";
+ mes "found just east from the";
+ mes "center of Einbroch.";
+ viewpoint 1,254,199,2,0xDAA520;
+ next;
+ break;
+ case 4:
+ mes "[Einbroch Guide]";
+ mes "The Hotel is east of";
+ mes "the Plaza and offers top";
+ mes "caliber accomodations.";
+ mes "There, you can enjoy your";
+ mes "stay in Einbroch in comfort~";
+ viewpoint 1,254,199,3,0x008000;
+ next;
+ break;
+ case 5:
+ mes "[Einbroch Guide]";
+ mes "The Train Station is";
+ mes "located in the northeast";
+ mes "part of Einbroch. Trains";
+ mes "running between here";
+ mes "and Einbech run all day";
+ mes "long, everyday.";
+ viewpoint 1,232,272,4,0x0000FF;
+ next;
+ break;
+ case 6:
+ mes "[Einbroch Guide]";
+ mes "The Weapon Shop is";
+ mes "located north from the";
+ mes "Plaza. There you can";
+ mes "purchase weapons for";
+ mes "your personal use.";
+ viewpoint 1,216,211,5,0x000080;
+ next;
+ break;
+ case 7:
+ mes "[Einbroch Guide]";
+ mes "The Laboratory is an";
+ mes "annex of the Factory and";
+ mes "is located in the southwest";
+ mes "sector of Einbroch.";
+ viewpoint 1,55,52,6,0x800080;
+ next;
+ break;
+ case 8:
+ mes "[Einbroch Guide]";
+ mes "I will mark the location";
+ mes "of the ^808080Monument^000000";
+ mes "on your mini-map.";
+ mes "Would you like to check any other locations?";
+ viewpoint 1,178,173,7,0x808080;
+ next;
+ break;
+ case 9:
+ mes "[Einbroch Guide]";
+ mes "The Blacksmith Guild is";
+ mes "located in the southeast";
+ mes "part of Einbroch. You can";
+ mes "upgrade your equipment";
+ mes "by using their services.";
+ viewpoint 1,255,110,8,0x556B2F;
+ next;
+ break;
+ case 10:
+ mes "[Einbroch Guide]";
+ mes "I will mark the location";
+ mes "of the ^008080Gunslinger Guild^000000";
+ mes "on your mini-map.";
+ mes "Would you like to check any other locations?";
+ viewpoint 1,130,197,9,0x008080;
+ next;
+ break;
+ case 11:
+ set .@loop,0;
+ break;
+ }
+ }
+ break;
+ case 2:
+ set .@loop,1;
+ while (.@loop) {
+ switch(select("[ Armsmith ]:[ Kafra Employees ]:[ Eden Teleport Officer ]:Previous Menu")) {
+ case 1:
+ mes "[Einbroch Guide]";
+ mes "You may go to ^FF1493Manthasman^000000,";
+ mes "the ^FF1493Armsmith^000000";
+ mes "on the 1st basement floor in the Blacksmith Guild.";
+ viewpoint 1,255,110,10,0xFF1493;
+ next;
+ mes "[Einbroch Guide]";
+ mes "I will mark the location";
+ mes "of the ^FF1493Armsmith^000000";
+ mes "on your mini-map.";
+ mes "Would you like to check any other locations?";
+ next;
+ break;
+ case 2:
+ mes "[Einbroch Guide]";
+ mes "I will mark the locations";
+ mes "of the ^DA70D6Kafra Employees^000000";
+ mes "on your mini-map.";
+ mes "Would you like to check any other locations?";
+ viewpoint 1,242,205,11,0xDA70D6;
+ viewpoint 1,59,203,12,0xDA70D6;
+ next;
+ break;
+ case 3:
+ mes "[Einbroch Guide]";
+ mes "You can find";
+ mes "the ^CD1039Eden Teleport Officer^000000";
+ mes "on the 1st floor of the Gunslinger Guild.";
+ viewpoint 1,130,197,13,0xCD1039;
+ next;
+ mes "[Einbroch Guide]";
+ mes "I will mark the location";
+ mes "of the ^CD1039Eden Teleport Officer^000000";
+ mes "on your mini-map.";
+ mes "Would you like to check any other locations?";
+ next;
+ break;
+ case 4:
+ set .@loop,0;
+ break;
+ }
+ }
+ break;
+ case 3:
+ mes "[Einbroch Guide]";
+ mes "I'll remove the marks from your mini-map.";
+ mes "Do you need any other help?";
+ viewpoint 2,64,204,0,0xFFFFFF;
+ viewpoint 2,129,79,1,0xFFFFFF;
+ viewpoint 2,254,199,2,0xFFFFFF;
+ viewpoint 2,254,199,3,0xFFFFFF;
+ viewpoint 2,232,272,4,0xFFFFFF;
+ viewpoint 2,216,211,5,0xFFFFFF;
+ viewpoint 2,55,52,6,0xFFFFFF;
+ viewpoint 2,178,173,7,0xFFFFFF;
+ viewpoint 2,255,110,8,0xFFFFFF;
+ viewpoint 2,130,197,9,0xFFFFFF;
+ viewpoint 2,255,110,10,0xFFFFFF;
+ viewpoint 2,242,205,11,0xFFFFFF;
+ viewpoint 2,59,203,12,0xFFFFFF;
+ viewpoint 2,130,197,13,0xDA70D6;
+ next;
+ break;
+ case 4:
+ mes "[Einbroch Guide]";
+ mes "Have a safe journey!";
+ close2;
+ cutin "ein_soldier",255;
+ end;
+ }
+ }
+}
+
+einbroch,155,43,4 duplicate(GuideEinbroch) Einbroch Guide#ein02 852
+einbroch,162,317,4 duplicate(GuideEinbroch) Einbroch Guide#ein03 852
+einbroch,252,320,3 duplicate(GuideEinbroch) Einbroch Guide#ein04 852
+
+einbech,67,37,4 script Einbech Guide#einbech01::GuideEinbech 852,{
+ cutin "ein_soldier",2;
+ mes "[Einbech Guide]";
+ mes "Welcome to ^8B4513Einbech^000000,";
+ mes "the Mining Town. We're";
+ mes "here to assist tourists,";
+ mes "so if you have any questions,";
+ mes "please feel free to ask us.";
+ next;
+ while (1) {
+ switch(select("[ Tavern ]:[ Tool Shop ]:[ Train Station ]:[ Mine ]:[ Kafra Employee ]:Remove Marks from Mini-Map:Cancel")) {
+ case 1:
+ mes "[Einbech Guide]";
+ mes "The Tavern is located";
+ mes "in the southern part of";
+ mes "Einbech. It's a nice place";
+ mes "to relax after a long day.";
+ viewpoint 1,157,106,0,0x497649;
+ next;
+ break;
+ case 2:
+ mes "[Einbech Guide]";
+ mes "You can find the Tool";
+ mes "Shop in the center of";
+ mes "Einbech. There, you can";
+ mes "purchase any tools you";
+ mes "might need for your travels.";
+ viewpoint 1,177,133,1,0xFA8072;
+ next;
+ break;
+ case 3:
+ mes "[Einbech Guide]";
+ mes "The Train Stations are";
+ mes "located in the northwest";
+ mes "and northeast parts of";
+ mes "Einbech. There, you can";
+ mes "take a train to Einbroch.";
+ viewpoint 1,39,215,2,0xCD1039;
+ next;
+ break;
+ case 4:
+ mes "[Einbech Guide]";
+ mes "The Mine, which is";
+ mes "Einbech's major industry,";
+ mes "is located in the northern";
+ mes "part of this town. It's where";
+ mes "we get all our ores, although monsters get in the miners' way.";
+ viewpoint 1,137,248,3,0xDA70D6;
+ next;
+ break;
+ case 5:
+ mes "[Einbech Guide]";
+ mes "I will mark the location";
+ mes "of the ^FF1493Kafra Employee^000000";
+ mes "on your mini-map.";
+ mes "Would you like to check any other locations?";
+ viewpoint 1,181,132,4,0xFF1493;
+ next;
+ break;
+ case 6:
+ mes "[Einbech Guide]";
+ mes "I'll remove the marks from your mini-map.";
+ mes "Do you need any other help?";
+ viewpoint 2,157,106,0,0xFFFFFF;
+ viewpoint 2,177,133,1,0xFFFFFF;
+ viewpoint 2,39,215,2,0xFFFFFF;
+ viewpoint 2,137,248,3,0xFFFFFF;
+ viewpoint 2,181,132,4,0xFFFFFF;
+ next;
+ break;
+ case 7:
+ mes "[Einbech Guide]";
+ mes "Have a safe journey!";
+ close2;
+ cutin "ein_soldier",255;
+ end;
+ }
+ }
+}
+
+einbech,48,214,4 duplicate(GuideEinbech) Einbech Guide#einbech02 852
diff --git a/npc/pre-re/guides/guides_geffen.txt b/npc/pre-re/guides/guides_geffen.txt
new file mode 100644
index 000000000..1662cdc37
--- /dev/null
+++ b/npc/pre-re/guides/guides_geffen.txt
@@ -0,0 +1,169 @@
+//===== rAthena Script =======================================
+//= Geffen Guides
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.1
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Guides for the city of Geffen.
+//===== Additional Comments: =================================
+//= 1.0 First version, Renewal guide.
+//= 1.1 Fixed and optimized. [Euphy]
+//============================================================
+
+geffen,203,116,4 script Guide#01geffen::GuideGeffen 705,{
+ cutin "gef_soldier",2;
+ mes "[Geffen Guide]";
+ mes "Welcome to ^8B4513Geffen^000000,";
+ mes "the City of Magic.";
+ mes "Do you need help navigating the city?";
+ next;
+ while (1) {
+ switch(select("[ Main Facilities ]:[ Merchants & Helpers ]:Remove Marks from Mini-Map:Cancel")) {
+ case 1:
+ set .@loop,1;
+ while (.@loop) {
+ switch(select("[ Magic Academy ]:[ Geffen Tower ]:[ Fountain ]:[ Tool Shop ]:[ Buy & Repair Equipment ]:[ Inn ]:[ Tavern ]:[ Christopher's Forge ]:Previous Menu")) {
+ case 1:
+ mes "[Geffen Guide]";
+ mes "The ^B9062FMagic Academy^000000";
+ mes "handles all magic-related affairs,";
+ mes "including job changes.";
+ mes "Let me mark its location";
+ mes "on your mini-map.";
+ mes "Would you like to check any other locations?";
+ viewpoint 1,61,180,0,0xFF0000;
+ next;
+ break;
+ case 2:
+ callsub L_Mark,"^0000FFGeffen Tower";
+ viewpoint 1,120,114,1,0x0000FF;
+ next;
+ break;
+ case 3:
+ callsub L_Mark,"^FF5400Fountain";
+ viewpoint 1,126,48,2,0xFFB400;
+ next;
+ break;
+ case 4:
+ callsub L_Mark,"^006400Tool Shop";
+ viewpoint 1,44,86,3,0xAAFF00;
+ next;
+ break;
+ case 5:
+ mes "[Geffen Guide]";
+ mes "If you'd like to ^7F3300Buy or Repair Equipment^000000";
+ mes "then this is the place you'll want to visit.";
+ mes "Let me mark its location";
+ mes "on your mini-map.";
+ mes "Would you like to check any other locations?";
+ viewpoint 1,99,140,4,0xD2691E;
+ next;
+ break;
+ case 6:
+ callsub L_Mark,"^800080Inn";
+ viewpoint 1,172,174,5,0xDA70D6;
+ next;
+ break;
+ case 7:
+ callsub L_Mark,"^B9062FTavern";
+ viewpoint 1,138,138,6,0xFF0000;
+ next;
+ break;
+ case 8:
+ mes "[Geffen Guide]";
+ mes "^0000FFChristopher's Forge^000000 is";
+ mes "where you can purchase";
+ mes "Refining materials.";
+ mes "It used to be the old Blacksmith Guild.";
+ viewpoint 1,182,59,6,0x0000FF;
+ next;
+ break;
+ case 9:
+ set .@loop,0;
+ break;
+ }
+ }
+ break;
+ case 2:
+ set .@loop,1;
+ while (.@loop) {
+ switch(select("[ Eden Teleport Officer ]:[ Kafra Employee ]:[ Pet Groomer ]:[ Chef Assistant ]:[ Dimensional Arcanist Guide ]:Previous Menu")) {
+ case 1:
+ callsub L_Mark,"^B9062FEden Teleport Officers";
+ viewpoint 1,61,180,7,0xFF0000;
+ viewpoint 1,132,66,8,0xFF0000;
+ next;
+ break;
+ case 2:
+ callsub L_Mark,"^FF5400Kafra Employees";
+ viewpoint 1,203,123,10,0xFFB400;
+ viewpoint 1,120,62,11,0xFFB400;
+ next;
+ break;
+ case 3:
+ callsub L_Mark,"^006400Pet Groomer";
+ viewpoint 1,193,152,12,0xAAFF00;
+ next;
+ break;
+ case 4:
+ callsub L_Mark,"^7F3300Chef Assistant";
+ viewpoint 1,196,111,13,0xD2691E;
+ next;
+ break;
+ case 5:
+ callsub L_Mark,"^800080Dimensional Arcanist Guide";
+ viewpoint 1,140,196,14,0xDA70D6;
+ next;
+ break;
+ case 6:
+ set .@loop,0;
+ break;
+ }
+ }
+ break;
+ case 3:
+ mes "[Geffen Guide]";
+ mes "Sure, I'll remove all marks from your mini-map.";
+ mes "Is there anything else I can do for you?";
+ viewpoint 2,1,1,0,0xFFFF00;
+ viewpoint 2,1,1,1,0x000000;
+ viewpoint 2,1,1,2,0xFF0000;
+ viewpoint 2,1,1,3,0xFFFF00;
+ viewpoint 2,1,1,4,0xFFFF00;
+ viewpoint 2,1,1,5,0xFFFF00;
+ viewpoint 2,1,1,6,0xFFFF00;
+ viewpoint 2,1,1,7,0xFFFF00;
+ viewpoint 2,1,1,8,0xFFFF00;
+ viewpoint 2,1,1,9,0xFFFF00;
+ viewpoint 2,1,1,10,0xFFFF00;
+ viewpoint 2,1,1,11,0xFFFF00;
+ viewpoint 2,1,1,12,0xFFFF00;
+ viewpoint 2,1,1,13,0xFFFF00;
+ viewpoint 2,1,1,14,0xFFFF00;
+ next;
+ break;
+ case 4:
+ mes "[Geffen Guide]";
+ mes "Enjoy your stay.";
+ close2;
+ cutin "gef_soldier",255;
+ end;
+ }
+ }
+ end;
+L_Mark:
+ mes "[Geffen Guide]";
+ mes "Let me mark the location of the";
+ mes getarg(0)+"^000000";
+ mes "on your mini-map.";
+ mes "Would you like to check any other locations?";
+ return;
+}
+
+geffen,118,62,0 duplicate(GuideGeffen) Guide#02geffen 705
+geffen,36,123,6 duplicate(GuideGeffen) Guide#03geffen 705
+geffen,123,203,4 duplicate(GuideGeffen) Guide#04geffen 705
diff --git a/npc/pre-re/guides/guides_gonryun.txt b/npc/pre-re/guides/guides_gonryun.txt
new file mode 100644
index 000000000..b108a3ccb
--- /dev/null
+++ b/npc/pre-re/guides/guides_gonryun.txt
@@ -0,0 +1,86 @@
+//===== rAthena Script =======================================
+//= Kunlun Guide
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.1
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Guide for the city of Kunlun.
+//===== Additional Comments: =================================
+//= 1.0 First version, Renewal guide.
+//= 1.1 Optimized. [Euphy]
+//============================================================
+
+gonryun,163,60,4 script Kunlun Guide#01gonryun 780,{
+ mes "[He Yuen Zhe]";
+ mes "Ni Hao!";
+ mes "Welcome to ^8B4513Kunlun^000000~";
+ mes "Take a walk around and experience";
+ mes "the ancient history and tradition";
+ mes "of our breath taking city.";
+ next;
+ mes "[He Yuen Zhe]";
+ mes "I am responsible for helping you";
+ mes "with any questions you may have.";
+ mes "Please feel free to ask me anything.";
+ while (1) {
+ next;
+ switch(select("[ Kafra Employee ]:[ Chief's Residence ]:[ Tool Dealer ]:[ Weapon Dealer ]:[ Armor Dealer ]:[ Wine Maker ]:[ Kunlun Envoy ]:Remove Marks from Mini-Map:Cancel")) {
+ case 1:
+ callsub L_Mark,"^0000FFKafra Employee";
+ viewpoint 1,159,122,0,0x0A82FF;
+ break;
+ case 2:
+ callsub L_Mark,"^006400Chief's Residence";
+ viewpoint 1,110,131,1,0xAAFF00;
+ break;
+ case 3:
+ callsub L_Mark,"^D8BFD8Tool Dealer";
+ viewpoint 1,147,84,2,0xD8BFD8;
+ break;
+ case 4:
+ callsub L_Mark,"^FF1493Weapon Dealer";
+ viewpoint 1,174,101,3,0xFF1493;
+ break;
+ case 5:
+ callsub L_Mark,"^8B4513Armor Dealer";
+ viewpoint 1,173,84,4,0x8B4513;
+ break;
+ case 6:
+ callsub L_Mark,"^9400DWine Maker";
+ viewpoint 1,213,115,5,0x9400D3;
+ break;
+ case 7:
+ callsub L_Mark,"^00BFFFKunlun Envoy";
+ viewpoint 1,161,11,6,0x00BFFF;
+ break;
+ case 8:
+ mes "[He Yuen Zhe]";
+ mes "I'll remove all marks from your mini-map.";
+ mes "Is there anything else I can do for you?";
+ viewpoint 2,1,1,0,0xFFFFFF;
+ viewpoint 2,1,1,1,0xFFFFFF;
+ viewpoint 2,1,1,2,0xFFFFFF;
+ viewpoint 2,1,1,3,0xFFFFFF;
+ viewpoint 2,1,1,4,0xFFFFFF;
+ viewpoint 2,1,1,5,0xFFFFFF;
+ viewpoint 2,1,1,6,0xFFFFFF;
+ break;
+ case 9:
+ mes "[He Yuen Zhe]";
+ mes "Bon voyage!";
+ close;
+ }
+ }
+ end;
+L_Mark:
+ mes "[He Yuen Zhe]";
+ mes "The "+getarg(0)+"^000000 is";
+ mes "marked on your mini-map.";
+ mes "Check your mini-map.";
+ mes "Is there anything else I can do for you?";
+ return;
+}
diff --git a/npc/pre-re/guides/guides_hugel.txt b/npc/pre-re/guides/guides_hugel.txt
new file mode 100644
index 000000000..aa343f9ef
--- /dev/null
+++ b/npc/pre-re/guides/guides_hugel.txt
@@ -0,0 +1,297 @@
+//===== rAthena Script =======================================
+//= Hugel Guides
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.1
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Guides for the city of Hugel.
+//===== Additional Comments: =================================
+//= 1.0 First version, Renewal guide.
+//= 1.1 Optimized. [Euphy]
+//============================================================
+
+hugel,98,56,3 script Hugel Guide Granny#hugel 863,{
+ mes "[Hugel Guide Granny]";
+ mes "Oh, hello~ you are one energetic adventurer.";
+ mes "Welcome to ^8B4513Hugel^000000. I am honored to guide you in this beautiful village.";
+ mes "If this is the first time for you to use the guide services, you should ask a lot of questions.";
+ next;
+ set .@str$,"Would you like to know more locations?";
+ while (1) {
+ switch(select("[ Main Facilities ]:[ Merchants & Helpers ]:Remove Marks from Mini-Map:Cancel")) {
+ case 1:
+ set .@loop,1;
+ while (.@loop) {
+ switch(select("[ Church ]:[ Inn ]:[ Pub ]:[ Airport ]:[ Weapon Shop ]:[ Tool Shop ]:[ Bingo Game Room ]:[ ^3131FFHunter Guild^000000 ]:[ Party Supplies Shop ]:[ ^3131FFShrine Expedition^000000 ]:Previous Menu")) {
+ case 1:
+ mes "[Hugel Guide Granny]";
+ mes "Well, to me, this Church is rather like a place for old folks like me, you know...";
+ mes .@str$;
+ viewpoint 1,159,113,0,0xFF0000;
+ next;
+ break;
+ case 2:
+ mes "[Hugel Guide Granny]";
+ mes "Pudding rather than praise.";
+ mes "You'd better unpack your stuff first before you start looking around this village.";
+ mes .@str$;
+ viewpoint 1,101,77,1,0x8B4513;
+ next;
+ break;
+ case 3:
+ mes "[Hugel Guide Granny]";
+ mes "Yes, when you travel, you want to drop by a Pub and make new friends.";
+ mes "Go east from here, then you will arrive at the pub.";
+ mes .@str$;
+ viewpoint 1,126,65,2,0xDAA520;
+ next;
+ break;
+ case 4:
+ mes "[Hugel Guide Granny]";
+ mes "A while ago, strangers came to the village and built that strange Airport kind of thing...";
+ mes "What do they call it? Airship?";
+ mes .@str$;
+ viewpoint 1,178,146,3,0xD7567F;
+ next;
+ break;
+ case 5:
+ mes "[Hugel Guide Granny]";
+ mes "Well, we have a Weapon Shop in the center of the village.";
+ mes "But I don't know if there is any weapon that you find useful.";
+ mes .@str$;
+ viewpoint 1,88,167,4,0xCD5C5C;
+ next;
+ break;
+ case 6:
+ mes "[Hugel Guide Granny]";
+ mes "Yes, I love Hugel brand Red Potions. I haven't tasted Red Potions from any other brands yet...hohoho. ";
+ mes "The tool shop is located in the center of village.";
+ mes .@str$;
+ viewpoint 1,92,163,5,0x000080;
+ next;
+ break;
+ case 7:
+ mes "[Hugel Guide Granny]";
+ mes "I will mark the location";
+ mes "of the ^800080Bingo Game Room^000000";
+ mes "on your mini-map.";
+ mes .@str$;
+ viewpoint 1,58,206,6,0x800080;
+ next;
+ break;
+ case 8:
+ mes "[Hugel Guide Granny]";
+ mes "Oh, are you an aspiring Hunter?";
+ mes "Then head northeast following the beach, then you will find the Hunter Guild.";
+ mes .@str$;
+ viewpoint 1,209,224,7,0xFF1493;
+ next;
+ break;
+ case 9:
+ mes "[Hugel Guide Granny]";
+ mes "I will mark the location";
+ mes "of the ^483D8BParty Supplies Shop^000000";
+ mes "on your mini-map.";
+ mes .@str$;
+ viewpoint 1,95,103,8,0x483D8B;
+ next;
+ break;
+ case 10:
+ mes "[Hugel Guide Granny]";
+ mes "I heard that the Shrine Expedition is staying in a house at the west.";
+ mes "They have put some kind of sign in the middle of village, so I guess that they are hiring people for something...";
+ mes "I wonder what they are doing in here... hmmm.";
+ mes .@str$;
+ viewpoint 1,52,95,9,0x834683;
+ next;
+ break;
+ case 11:
+ set .@loop,0;
+ break;
+ }
+ }
+ break;
+ case 2:
+ set .@loop,1;
+ while (.@loop) {
+ switch(select("[ Monster Race Arena ]:[ Cool Event Corp. Staff ]:Previous Menu")) {
+ case 1:
+ mes "[Hugel Guide Granny]";
+ mes "I also like playing Monster Race games. It is pretty fun, you know?";
+ mes "Oh, you haven't tried it yet? No~ you'd better try. Trust me, you will like it.";
+ mes .@str$;
+ viewpoint 1,60,71,10,0xFF1493;
+ next;
+ break;
+ case 2:
+ mes "[Hugel Guide Granny]";
+ mes "I will mark the location";
+ mes "of the ^DA70D6Cool Event Corp. Staff^000000";
+ mes "on your mini-map.";
+ mes .@str$;
+ viewpoint 1,88,168,11,0xDA70D6;
+ next;
+ break;
+ case 3:
+ set .@loop,0;
+ break;
+ }
+ }
+ break;
+ case 3:
+ mes "[Hugel Guide Granny]";
+ mes "I'll remove the marks from your mini-map.";
+ mes "Is there anything else I can do for you?";
+ viewpoint 2,159,113,0,0xFFFFFF;
+ viewpoint 2,101,77,1,0xFFFFFF;
+ viewpoint 2,126,65,2,0xFFFFFF;
+ viewpoint 2,178,146,3,0xFFFFFF;
+ viewpoint 2,88,167,4,0xFFFFFF;
+ viewpoint 2,92,163,5,0xFFFFFF;
+ viewpoint 2,58,206,6,0xFFFFFF;
+ viewpoint 2,209,224,7,0xFFFFFF;
+ viewpoint 2,95,103,8,0xFFFFFF;
+ viewpoint 2,52,95,9,0xFFFFFF;
+ viewpoint 2,60,71,10,0xFFFFFF;
+ viewpoint 2,88,168,11,0xFFFFFF;
+ next;
+ break;
+ case 4:
+ mes "[Hugel Guide Granny]";
+ mes "Ho ho ho ~!";
+ mes "Guiding is very interesting.";
+ close;
+ }
+ }
+}
+
+hugel,187,172,6 script Guide Rich King#hugel 414,{
+ mes "[Guide Rich King]";
+ mes "What business do you have";
+ mes "in this countryside village?";
+ next;
+ mes "[Rich King]";
+ mes "This is ^8B4513Hugel^000000";
+ mes "in the Schwaltzvalt Republic.";
+ mes "You are very honored to receive guidance from a great person like me.";
+ next;
+ while (1) {
+ switch(select("[ Main Facilities ]:[ Merchants & Helpers ]:Remove Marks from Mini-Map:Cancel")) {
+ case 1:
+ set .@loop,1;
+ while (.@loop) {
+ switch(select("[ Church ]:[ Inn ]:[ Pub ]:[ Airport ]:[ Weapon Shop ]:[ Tool Shop ]:[ Bingo Game Room ]:[ Hunter Guild ]:[ Party Supplies Shop ]:[ Shrine Expedition ]:Previous Menu")) {
+ case 1:
+ callsub L_Mark,"^FF0000Church";
+ viewpoint 1,159,113,0,0xFF0000;
+ next;
+ break;
+ case 2:
+ callsub L_Mark,"^8B4513Inn";
+ viewpoint 1,101,77,1,0x8B4513;
+ next;
+ break;
+ case 3:
+ callsub L_Mark,"^DAA520Pub";
+ viewpoint 1,126,65,2,0xDAA520;
+ next;
+ break;
+ case 4:
+ callsub L_Mark,"^D7567FAirport";
+ viewpoint 1,178,146,3,0xD7567F;
+ next;
+ break;
+ case 5:
+ callsub L_Mark,"^CD5C5CWeapon Shop";
+ viewpoint 1,88,167,4,0xCD5C5C;
+ next;
+ break;
+ case 6:
+ callsub L_Mark,"^000080Tool Shop";
+ viewpoint 1,92,163,5,0x000080;
+ next;
+ break;
+ case 7:
+ callsub L_Mark,"^800080Bingo Game Room";
+ viewpoint 1,58,206,6,0x800080;
+ next;
+ break;
+ case 8:
+ callsub L_Mark,"^FF1493Hunter Guild";
+ viewpoint 1,209,224,7,0xFF1493;
+ next;
+ break;
+ case 9:
+ callsub L_Mark,"^483D8BParty Supplies Shop";
+ viewpoint 1,95,103,8,0x483D8B;
+ next;
+ break;
+ case 10:
+ callsub L_Mark,"^834683Shrine Expedition";
+ viewpoint 1,52,95,9,0x834683;
+ next;
+ break;
+ case 11:
+ set .@loop,0;
+ break;
+ }
+ }
+ break;
+ case 2:
+ set .@loop,1;
+ while (.@loop) {
+ switch(select("[ Monster Race Arena ]:[ Cool Event Corp. Staff ]:Previous Menu")) {
+ case 1:
+ callsub L_Mark,"^FF1493Monster Race Arena";
+ viewpoint 1,60,71,10,0xFF1493;
+ next;
+ break;
+ case 2:
+ callsub L_Mark,"^DA70D6Cool Event Corp. Staff";
+ viewpoint 1,88,168,11,0xDA70D6;
+ next;
+ break;
+ case 3:
+ set .@loop,0;
+ break;
+ }
+ }
+ break;
+ case 3:
+ mes "[Rich King]";
+ mes "I'll remove the marks from your mini-map.";
+ mes "I know you're curious but you need to stop bugging me.";
+ viewpoint 2,159,113,0,0xFFFFFF;
+ viewpoint 2,101,77,1,0xFFFFFF;
+ viewpoint 2,126,65,2,0xFFFFFF;
+ viewpoint 2,178,146,3,0xFFFFFF;
+ viewpoint 2,88,167,4,0xFFFFFF;
+ viewpoint 2,92,163,5,0xFFFFFF;
+ viewpoint 2,58,206,6,0xFFFFFF;
+ viewpoint 2,209,224,7,0xFFFFFF;
+ viewpoint 2,95,103,8,0xFFFFFF;
+ viewpoint 2,52,95,9,0xFFFFFF;
+ viewpoint 2,60,71,10,0xFFFFFF;
+ viewpoint 2,88,168,11,0xFFFFFF;
+ next;
+ break;
+ case 4:
+ mes "[Rich King]";
+ mes "I'm getting a little bit hungry after working so hard...";
+ mes "I am eager to eat something!";
+ close;
+ }
+ }
+ end;
+L_Mark:
+ mes "[Rich King]";
+ mes "I will mark the location";
+ mes "of the "+getarg(0)+"^000000.";
+ mes "Do you want to know more locations?";
+ mes "Are you going to keep bugging me and make me get upset?";
+ return;
+}
diff --git a/npc/pre-re/guides/guides_izlude.txt b/npc/pre-re/guides/guides_izlude.txt
new file mode 100644
index 000000000..45fe0cd8a
--- /dev/null
+++ b/npc/pre-re/guides/guides_izlude.txt
@@ -0,0 +1,186 @@
+//===== rAthena Script =======================================
+//= Izlude Guides
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Guides for the city of Izlude
+//===== Additional Comments: =================================
+//= 1.0 First version, Renewal guide.
+//============================================================
+
+izlude,121,87,6 script Guide#01izlude::GuideIzlude 105,{
+ cutin "prt_soldier",2;
+ mes "[Izlude Guide]";
+ mes "Welcome to ^8B4513Izlude^000000,";
+ mes "Prontera's satellite town.";
+ mes "Do you need help navigating the town?";
+ next;
+ while (1) {
+ switch(select("[ Main Facilities ]:[ Merchants & Helpers ]:Remove Marks from Mini-Map:Cancel")) {
+ case 1:
+ set .@loop,1;
+ while (.@loop) {
+ switch(select("[ Marina ]:[ Airport ]:[ Arena ]:[ Tool Shop ]:[ Weapon & Armor Shop ]:[ Swordsman Guild ]:[ Swordsman Association ]:Previous Menu")) {
+ case 1:
+ mes "[Izlude Guide]";
+ mes "You can use the northeast ^B9062FMarina^000000";
+ mes "to go to ^8B4513Alberta^000000 or ^8B4513Byalan Island^000000.";
+ mes "Beware of ^8B4513Izlude Dungeon^000000";
+ mes "on Byalan Island since it is";
+ mes "filled with dreadful monsters.";
+ mes "Would you like to check any other locations?";
+ viewpoint 1,200,180,0,0xFF0000;
+ next;
+ break;
+ case 2:
+ mes "[Izlude Guide]";
+ mes "The ^0000FFInternational Airship^000000 to the southeast";
+ mes "goes to ^8B4513Juno^000000 and ^8B4513Rachel^000000.";
+ mes "Let me mark its location";
+ mes "on your mini-map.";
+ mes "Would you like to check any other locations?";
+ viewpoint 1,145,39,1,0x0A82FF;
+ next;
+ break;
+ case 3:
+ mes "[Izlude Guide]";
+ mes "The ^FF5400Arena^000000 at the north";
+ mes "is a perfect place to";
+ mes "test your combat capabilities.";
+ mes "Let me mark its location";
+ mes "on your mini-map.";
+ mes "Would you like to check any other locations?";
+ viewpoint 1,128,255,2,0xFF5400;
+ next;
+ break;
+ case 4:
+ mes "[Izlude Guide]";
+ mes "Let me mark the location of the ^006400Tool Shop^000000";
+ mes "on your mini-map.";
+ mes "Would you like to check any other locations?";
+ viewpoint 1,148,148,3,0xAAFF00;
+ next;
+ break;
+ case 5:
+ mes "[Izlude Guide]";
+ mes "Let me mark the location of the ^7F3300Weapon & Armor Shop^000000";
+ mes "on your mini-map.";
+ mes "Would you like to check any other locations?";
+ viewpoint 1,114,149,4,0xD2691E;
+ next;
+ break;
+ case 6:
+ mes "[Izlude Guide]";
+ mes "The Swordsman Guild is where you can ^800080change your job to Swordsman.^000000";
+ mes "Let me mark its location";
+ mes "on your mini-map.";
+ mes "Would you like to check any other locations?";
+ viewpoint 1,52,140,5,0xDA70D6;
+ next;
+ break;
+ case 7:
+ mes "[Izlude Guide]";
+ mes "Let me mark the location of the ^B9062FSwordsman Association^000000";
+ mes "on your mini-map.";
+ mes "Would you like to check any other locations?";
+ viewpoint 1,214,130,6,0xFF0000;
+ next;
+ break;
+ case 8:
+ set .@loop,0;
+ break;
+ }
+ }
+ break;
+ case 2:
+ set .@loop,1;
+ while (.@loop) {
+ switch(select("[ Eden Teleport Officer ]:[ Kafra Employee ]:[ Newlywed Helper ]:[ Bullet Merchant ]:[ Mercenary Guildsman ]:Previous Menu")) {
+ case 1:
+ mes "[Izlude Guide]";
+ mes "The ^0000FFEden Teleport Officer^000000";
+ mes "is currently staying inside";
+ mes "the Swordsman Guild building.";
+ mes "Let me mark his location on your mini-map.";
+ mes "Would you like to check any other locations?";
+ viewpoint 1,52,140,7,0x0A82FF;
+ next;
+ break;
+ case 2:
+ mes "[Izlude Guide]";
+ mes "Let me mark the location of the";
+ mes "^FF5400Kafra Employee^000000";
+ mes "on your mini-map.";
+ mes "Would you like to check any other locations?";
+ viewpoint 1,134,88,8,0xFF5400;
+ next;
+ break;
+ case 3:
+ mes "[Izlude Guide]";
+ mes "If you'd like to go on a honeymoon to";
+ mes "^8B4513Jawaii^000000, the paradise of newlyweds,";
+ mes "please speak to the ^B9062FNewlywed Helper^000000.";
+ mes "Would you like to check any other locations?";
+ viewpoint 1,171,185,9,0xFF0000;
+ next;
+ break;
+ case 4:
+ mes "[Izlude Guide]";
+ mes "The ^7F3300Bullet Merchants^000000 for ^7F3300Gunslingers^000000";
+ mes "is located to the east.";
+ mes "Let me mark his location";
+ mes "on your mini-map.";
+ mes "Would you like to check any other locations?";
+ viewpoint 1,171,130,10,0xD2691E;
+ next;
+ break;
+ case 5:
+ mes "[Izlude Guide]";
+ mes "Let me mark the location of ^0000FFFencer Mercenary Manager^000000 and";
+ mes "^0000FFMercenary Goods Merchant^000000";
+ mes "on your mini-map.";
+ mes "Would you like to check any other locations?";
+ viewpoint 1,48,137,11,0xDA70D6;
+ next;
+ break;
+ case 6:
+ set .@loop,0;
+ break;
+ }
+ }
+ break;
+ case 3:
+ mes "[Izlude Guide]";
+ mes "Sure, I'll remove all marks from your mini-map.";
+ mes "Is there anything else I can do for you?";
+ viewpoint 2,1,1,0,0xFFFF00;
+ viewpoint 2,1,1,1,0x000000;
+ viewpoint 2,1,1,2,0xFF0000;
+ viewpoint 2,1,1,3,0xFFFF00;
+ viewpoint 2,1,1,4,0xFFFF00;
+ viewpoint 2,1,1,5,0xFFFF00;
+ viewpoint 2,1,1,6,0xFFFF00;
+ viewpoint 2,1,1,7,0xFFFF00;
+ viewpoint 2,1,1,8,0xFFFF00;
+ viewpoint 2,1,1,9,0xFFFF00;
+ viewpoint 2,1,1,10,0xFFFF00;
+ viewpoint 2,1,1,11,0xFFFF00;
+ next;
+ break;
+ case 4:
+ mes "[Izlude Guide]";
+ mes "Enjoy your stay.";
+ mes "Bye~!";
+ close2;
+ cutin "prt_soldier",255;
+ end;
+ }
+ }
+}
+
+izlude,131,177,4 duplicate(GuideIzlude) Guide#02izlude 105
diff --git a/npc/pre-re/guides/guides_juno.txt b/npc/pre-re/guides/guides_juno.txt
new file mode 100644
index 000000000..dc8d41812
--- /dev/null
+++ b/npc/pre-re/guides/guides_juno.txt
@@ -0,0 +1,160 @@
+//===== rAthena Script =======================================
+//= Juno Guides
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.1
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Guides for the city of Juno.
+//===== Additional Comments: =================================
+//= 1.0 First version, Renewal guide.
+//= 1.1 Fixed and optimized. [Euphy]
+//============================================================
+
+yuno,59,212,4 script Juno Guide#yuno01::GuideJuno 700,{
+ mes "[Juno Guide]";
+ mes "A place that takes the vision of the future, and gives it form in the present. Welcome to";
+ mes "the city of ^8B4513Juno^000000!";
+ next;
+ while (1) {
+ switch(select("[ Main Facilities ]:[ Merchants & Helpers ]:Remove marks from Mini-Map:Cancel")) {
+ case 1:
+ set .@loop,1;
+ while (.@loop) {
+ switch(select("[ Tool Shop ]:[ Forge ]:[ Airport ]:[ Government Building ]:[ Street of Book Stores ]:[ Inn & Pub ]:[ Sage Castle ]:[ Monster Academy ]:[ Library of the Republic ]:[ Weapon & Armor Shop ]:[ Juphero Plaze ]:[ Monster Museum ]:[ Schweicherbil Magic Academy ]:Previous Menu")) {
+ case 1:
+ callsub L_Mark,"^FF0000Tool Shop";
+ viewpoint 1,194,140,0,0xFF0000;
+ next;
+ break;
+ case 2:
+ callsub L_Mark,"^FF4500Forge";
+ viewpoint 1,120,137,1,0xFF4500;
+ next;
+ break;
+ case 3:
+ callsub L_Mark,"^DAA520Airport";
+ viewpoint 1,16,261,2,0xDAA520;
+ next;
+ break;
+ case 4:
+ callsub L_Mark,"^008000Government Building";
+ viewpoint 1,157,317,3,0x008000;
+ next;
+ break;
+ case 5:
+ callsub L_Mark,"^0000FFStreet of Book Stores";
+ viewpoint 1,172,100,4,0x0000FF;
+ next;
+ break;
+ case 6:
+ callsub L_Mark,"^000080Inn & Pub";
+ viewpoint 1,51,105,5,0x000080;
+ next;
+ break;
+ case 7:
+ callsub L_Mark,"^800080Sage Castle";
+ viewpoint 1,90,318,6,0x800080;
+ next;
+ break;
+ case 8:
+ callsub L_Mark,"^834683Monster Academy";
+ viewpoint 1,95,184,7,0x834683;
+ next;
+ break;
+ case 9:
+ callsub L_Mark,"^4B0082Juno Library";
+ viewpoint 1,338,203,8,0x4B0082;
+ next;
+ break;
+ case 10:
+ callsub L_Mark,"^008080Weapon & Armor Shop";
+ viewpoint 1,120,137,9,0x008080;
+ next;
+ break;
+ case 11:
+ callsub L_Mark,"^FF1493Juphero Plaza";
+ viewpoint 1,115,157,10,0xFF1493;
+ next;
+ break;
+ case 12:
+ callsub L_Mark,"^DA70D6Monster Museum";
+ viewpoint 1,278,290,11,0xDA70D6;
+ next;
+ break;
+ case 13:
+ callsub L_Mark,"^CD1039Schweicherbil Magic Academy";
+ viewpoint 1,323,280,12,0xCD1039;
+ next;
+ break;
+ case 14:
+ set .@loop,0;
+ break;
+ }
+ }
+ break;
+ case 2:
+ set .@loop,1;
+ while (.@loop) {
+ switch(select("[ Kafra Employees ]:[ Eden Teleport Officer ]:Previous Menu")) {
+ case 1:
+ callsub L_Mark,"^FA8072Kafra Employees";
+ viewpoint 1,152,187,13,0xFA8072;
+ viewpoint 1,277,221,14,0xFA8072;
+ viewpoint 1,327,108,15,0xFA8072;
+ next;
+ break;
+ case 2:
+ callsub L_Mark,"^803232Eden Teleport Officer";
+ viewpoint 1,144,189,16,0x803232;
+ next;
+ break;
+ case 3:
+ set .@loop,0;
+ break;
+ }
+ }
+ break;
+ case 3:
+ mes "[Juno Guide]";
+ mes "Sure, I'll remove all marks from your mini-map.";
+ mes "Is there anything else I can do for you?";
+ viewpoint 2,194,140,0,0xFFFFFF;
+ viewpoint 2,120,137,1,0xFFFFFF;
+ viewpoint 2,16,261,2,0xFFFFFF;
+ viewpoint 2,157,317,3,0xFFFFFF;
+ viewpoint 2,172,100,4,0xFFFFFF;
+ viewpoint 2,51,105,5,0xFFFFFF;
+ viewpoint 2,90,318,6,0xFFFFFF;
+ viewpoint 2,95,184,7,0xFFFFFF;
+ viewpoint 2,338,203,8,0xFFFFFF;
+ viewpoint 2,120,137,9,0xFFFFFF;
+ viewpoint 2,115,157,10,0xFFFFFF;
+ viewpoint 2,278,290,11,0xFFFFFF;
+ viewpoint 2,323,280,12,0xFFFFFF;
+ viewpoint 2,152,187,13,0xFFFFFF;
+ viewpoint 2,277,221,14,0xFFFFFF;
+ viewpoint 2,327,108,15,0xFFFFFF;
+ viewpoint 2,144,189,16,0xFFFFFF;
+ next;
+ break;
+ case 4:
+ mes "[Juno Guide]";
+ mes "Have fun on your adventures!";
+ close;
+ }
+ }
+ end;
+L_Mark:
+ mes "[Juno Guide]";
+ mes "I will mark the location";
+ mes "of the "+getarg(0)+"^000000";
+ mes "on your mini-map.";
+ mes "Would you like to check any other locations?";
+ return;
+}
+
+yuno,153,47,4 duplicate(GuideJuno) Juno Guide#yuno02 700
diff --git a/npc/pre-re/guides/guides_lighthalzen.txt b/npc/pre-re/guides/guides_lighthalzen.txt
new file mode 100644
index 000000000..52ee73902
--- /dev/null
+++ b/npc/pre-re/guides/guides_lighthalzen.txt
@@ -0,0 +1,186 @@
+//===== rAthena Script =======================================
+//= Lighthalzen Guides
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.1
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Guides for the city of Lighthalzen.
+//===== Additional Comments: =================================
+//= 1.0 First version, Renewal guide.
+//= 1.1 Optimized. [Euphy]
+//============================================================
+
+lighthalzen,207,310,5 script Lighthalzen Guide#lhz01::GuideLighthazlen 852,{
+ cutin "ein_soldier",2;
+ mes "[Lighthalzen Guide]";
+ mes "Welcome to ^8B4513Lighthalzen^000000,";
+ mes "the Corporation City-State.";
+ mes "If you need any guidance";
+ mes "around the city, feel free";
+ mes "to ask me and I'll do my";
+ mes "very best to help you.";
+ next;
+ mes "[Lighthalzen Guide]";
+ mes "Please be aware that I'm";
+ mes "in charge of providing info";
+ mes "regarding the West District";
+ mes "of ^8B4513Lighthalzen^000000. Now, please";
+ mes "select the location that you'd";
+ mes "like to learn more about.";
+ next;
+ while (1) {
+ switch(select("[ Main Facilities ]:[ Merchants & Helpers ]:Remove Marks from Mini-Map:Cancel")) {
+ case 1:
+ set .@loop,1;
+ while (.@loop) {
+ switch(select("[ Hotel ]:[ Bank ]:[ Airport ]:[ Weapon Shop ]:[ Department Store ]:[ Police Station ]:[ Jewelry Store ]:[ Cool Event Corp. ]:[ Somatology Laboratory ]:[ Alchemist Association ]:Previous Menu")) {
+ case 1:
+ callsub L_Mark,"^FF0000Hotel";
+ viewpoint 1,160,217,0,0xFF0000;
+ next;
+ break;
+ case 2:
+ callsub L_Mark,"^FF4500Bank";
+ viewpoint 1,203,257,1,0xFF4500;
+ next;
+ break;
+ case 3:
+ callsub L_Mark,"^DAA520Airport";
+ viewpoint 1,262,75,2,0xDAA520;
+ next;
+ break;
+ case 4:
+ callsub L_Mark,"^7B68EEWeapon Shop";
+ viewpoint 1,194,35,3,0x7B68EE;
+ next;
+ break;
+ case 5:
+ callsub L_Mark,"^B91A4DDepartment Store";
+ viewpoint 1,202,106,4,0xB91A4D;
+ next;
+ break;
+ case 6:
+ callsub L_Mark,"^008000Police Station";
+ viewpoint 1,234,276,5,0x008000;
+ next;
+ break;
+ case 7:
+ callsub L_Mark,"^0000FFJewelry Store";
+ viewpoint 1,96,110,6,0x0000FF;
+ next;
+ break;
+ case 8:
+ callsub L_Mark,"^000080Cool Event Corp.";
+ viewpoint 1,238,217,7,0x000080;
+ next;
+ break;
+ case 9:
+ callsub L_Mark,"^800080Somatology Laboratory";
+ viewpoint 1,101,243,8,0x800080;
+ next;
+ break;
+ case 10:
+ callsub L_Mark,"^0A9696Alchemist Association";
+ viewpoint 1,54,132,9,0x0A9696;
+ next;
+ break;
+ case 11:
+ set .@loop,0;
+ break;
+ }
+ }
+ break;
+ case 2:
+ set .@loop,1;
+ while (.@loop) {
+ switch(select("[ Armsmith ]:[ Seiayablem ]:[ Pet Groomer ]:[ Kafra Employees ]:[ Cool Event Corp. Staff ]:Previous Menu")) {
+ case 1:
+ mes "[Lighthalzen Guide]";
+ mes "You may go to Fulerr,";
+ mes "the ^0A9696Armsmith^000000";
+ mes "on the 1st floor of the Weapon Shop.";
+ viewpoint 1,194,35,10,0x0A9696;
+ next;
+ callsub L_Mark,"^0A9696Armsmith";
+ next;
+ break;
+ case 2:
+ mes "[Lighthalzen Guide]";
+ mes "^4B0082Seiyablem^000000 adds";
+ mes "sockets on your items";
+ mes "on the 1st floor";
+ mes "of the Weapon Shop.";
+ viewpoint 1,194,35,11,0x4B0082;
+ next;
+ callsub L_Mark,"^4B0082Seiyablem",1;
+ next;
+ break;
+ case 3:
+ callsub L_Mark,"^FF4500Pet Groomer";
+ viewpoint 1,222,191,12,0xFF4500;
+ next;
+ break;
+ case 4:
+ callsub L_Mark,"^008080Kafra Employees";
+ viewpoint 1,164,99,13,0x008080;
+ viewpoint 1,164,99,14,0x008080;
+ next;
+ break;
+ case 5:
+ callsub L_Mark,"^FF1493Cool Event Corp. Staff";
+ viewpoint 1,94,247,15,0xFF1493;
+ next;
+ break;
+ case 6:
+ set .@loop,0;
+ break;
+ }
+ }
+ break;
+ case 3:
+ mes "[Lighthalzen Guide]";
+ mes "Sure, I'll remove all marks from your mini-map.";
+ mes "Is there anything else I can do for you?";
+ viewpoint 2,160,217,0,0xFFFFFF;
+ viewpoint 2,203,257,1,0xFFFFFF;
+ viewpoint 2,262,75,2,0xFFFFFF;
+ viewpoint 2,194,35,3,0xFFFFFF;
+ viewpoint 2,202,106,4,0xFFFFFF;
+ viewpoint 2,234,276,5,0xFFFFFF;
+ viewpoint 2,96,110,6,0xFFFFFF;
+ viewpoint 2,238,217,7,0xFFFFFF;
+ viewpoint 2,101,243,8,0xFFFFFF;
+ viewpoint 2,54,132,9,0xFFFFFF;
+ viewpoint 2,194,35,10,0xFFFFFF;
+ viewpoint 2,194,35,11,0xFFFFFF;
+ viewpoint 2,222,191,12,0xFFFFFF;
+ viewpoint 2,164,99,13,0xFFFFFF;
+ viewpoint 2,164,99,14,0xFFFFFF;
+ viewpoint 2,94,247,15,0xFFFFFF;
+ next;
+ break;
+ case 4:
+ mes "[Lighthalzen Guide]";
+ mes "Enjoy your adventures!";
+ close2;
+ cutin "ein_soldier",255;
+ end;
+ }
+ }
+ end;
+L_Mark:
+ mes "[Lighthalzen Guide]";
+ mes "I will mark the location";
+ mes "of "+((getarg(1,0))?"":"the ")+getarg(0)+"^000000";
+ mes "on your mini-map.";
+ mes "Would you like to check any other locations?";
+ return;
+}
+
+lighthalzen,220,310,3 duplicate(GuideLighthazlen) Lighthalzen Guide#lhz02 852
+lighthalzen,154,100,5 duplicate(GuideLighthazlen) Lighthalzen Guide#lhz03 852
+lighthalzen,307,224,3 duplicate(GuideLighthazlen) Lighthalzen Guide#lhz04 852
diff --git a/npc/pre-re/guides/guides_louyang.txt b/npc/pre-re/guides/guides_louyang.txt
new file mode 100644
index 000000000..a136391d4
--- /dev/null
+++ b/npc/pre-re/guides/guides_louyang.txt
@@ -0,0 +1,124 @@
+//===== rAthena Script =======================================
+//= Louyang Guide
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Guide for the city of Louyang
+//===== Additional Comments: =================================
+//= 1.0 First version, Renewal guide.
+//============================================================
+
+louyang,224,104,4 script Louyang Guide#01louyang 818,{
+ mes "[Representative]";
+ mes "Welcome to ^8B4513Louyang^000000,";
+ mes "an ancient land with";
+ mes "a history full of tales";
+ mes "of bravery.";
+ next;
+ mes "[Representative]";
+ mes "We now provide an ocean lane to accomodate foreign travelers and intercultural exchange from which all can benefit.";
+ next;
+ mes "[Representative]";
+ mes "^8B4513Louyang^000000 is famous for";
+ mes "its elaborate history, as well as specialties that are unique to this nation. Please take your time and enjoy your stay.";
+ while (1) {
+ next;
+ switch(select("[ Dragon Castle ]:[ Doctor's Office ]:[ City Hall ]:[ Weapon Shop ]:[ Tool Shop ]:[ Tavern ]:[ Observatory ]:[ Return to Alberta ]:Remove Marks from Mini-Map:Cancel")) {
+ case 1:
+ mes "[Representative]";
+ mes "The Dragon Castle is located at ^0A82FF+^000000. It is where all the nobles reside, including our lord.";
+ mes "Since you're an outsider, I guess it would be appropriate for you to visit our lord first.";
+ mes "Is there anything else I can do for you?";
+ viewpoint 1,218,253,0,0x0A82FF;
+ break;
+ case 2:
+ mes "[Representative]";
+ mes "It's a famous ^AAFF00Doctor's Office^000000";
+ mes "according to rumor it can cure all diseases. But I'm not sure if it's true or not.";
+ mes "Is there anything else I can do for you?";
+ viewpoint 1,261,93,1,0xAAFF00;
+ break;
+ case 3:
+ mes "[Representative]";
+ mes "We have a City Hall where the federal government operates.";
+ mes "It is located at ^008080+^000000.";
+ next;
+ mes "[Representative]";
+ mes "If you have any problems,";
+ mes "you should talk with the";
+ mes "employees there.";
+ mes "Is there anything else I can do for you?";
+ viewpoint 1,309,78,2,0x20B2AA;
+ break;
+ case 4:
+ mes "[Representative]";
+ mes "The Weapon Shop is located at ^55FF33+^000000.";
+ next;
+ mes "[Representative]";
+ mes "You will see";
+ mes "marvelous weapons forged";
+ mes "by the well-experienced";
+ mes "Blacksmiths of Louyang.";
+ mes "Is there anything else I can do for you?";
+ viewpoint 1,145,172,3,0xFF1493;
+ break;
+ case 5:
+ mes "[Representative]";
+ mes "The Tool Shop is located at ^3355FF+^000000.";
+ next;
+ mes "[Representative]";
+ mes "Knowing your enemy";
+ mes "is half the battle!";
+ mes "It's also safer to prepare yourself than to be sorry later. Why don't you go check their supplies?";
+ mes "Is there anything else I can do for you?";
+ viewpoint 1,138,99,4,0xFF0000;
+ break;
+ case 6:
+ mes "[Representative]";
+ mes "When you get tired during your trip, I suggest that you visit the Tavern. It's located at ^00FF00+^000000.";
+ next;
+ mes "[Soldier]";
+ mes "The Tavern is a good place";
+ mes "to meet other tourists, as well as to hear of any news that may be helpful to know.";
+ mes "Is there anything else I can do for you?";
+ viewpoint 1,280,165,5,0xDAA520;
+ break;
+ case 7:
+ mes "[Representative]";
+ mes "You won't get a better view of the world than you can at the Observatory.";
+ mes "It's a must see here.";
+ mes "Is there anything else I can do for you?";
+ viewpoint 1,136,245,6,0xD8BFD8;
+ break;
+ case 8:
+ mes "[Representative]";
+ mes "If you want to return to Alberta,";
+ mes "find the ^00BFFFKGirl^000000 outside town on the docks.";
+ mes "Is there anything else I can do for you?";
+ viewpoint 1,218,22,7,0x00BFFF;
+ break;
+ case 9:
+ mes "[Representative]";
+ mes "I'll remove all marks from your mini-map.";
+ mes "Is there anything else I can do for you?";
+ viewpoint 2,1,1,0,0xFFFFFF;
+ viewpoint 2,1,1,1,0xFFFFFF;
+ viewpoint 2,1,1,2,0xFFFFFF;
+ viewpoint 2,1,1,3,0xFFFFFF;
+ viewpoint 2,1,1,4,0xFFFFFF;
+ viewpoint 2,1,1,5,0xFFFFFF;
+ viewpoint 2,1,1,6,0xFFFFFF;
+ viewpoint 2,1,1,7,0xFFFFFF;
+ break;
+ case 10:
+ mes "[Representative]";
+ mes "Enjoy your trip~!";
+ close;
+ }
+ }
+}
diff --git a/npc/pre-re/guides/guides_lutie.txt b/npc/pre-re/guides/guides_lutie.txt
new file mode 100644
index 000000000..418637ba5
--- /dev/null
+++ b/npc/pre-re/guides/guides_lutie.txt
@@ -0,0 +1,75 @@
+//===== rAthena Script =======================================
+//= Lutie Guide
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.1
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Guide for the city of Lutie.
+//===== Additional Comments: =================================
+//= 1.0 First version, Renewal guide.
+//= 1.1 Fixed and optimized. [Euphy]
+//============================================================
+
+xmas,140,137,3 script Lutie Guide#xmas 717,{
+ mes "[Lutie Guide]";
+ mes "Welcome to ^8B4513Lutie^000000,";
+ mes "the Snow Village.";
+ mes "Do you need help navigating the village?";
+ while (1) {
+ next;
+ switch(select("[ Gift Shop ]:[ Church ]:[ Weapon & Armor Shop ]:[ Tool Shop ]:[ Santa's House ]:[ Toy Factory ]:Remove Marks from Mini-Map:Cancel")) {
+ case 1:
+ callsub L_Mark,"^008080Gift Shop";
+ viewpoint 1,172,131,2,0x008080;
+ break;
+ case 2:
+ callsub L_Mark,"^006400Church";
+ viewpoint 1,104,287,1,0xAAFF00;
+ break;
+ case 3:
+ callsub L_Mark,"^FF1493Weapon & Armor Shop";
+ viewpoint 1,171,158,3,0xFF1493;
+ break;
+ case 4:
+ callsub L_Mark,"^8B4513Tool Shop";
+ viewpoint 1,122,131,4,0x8B4513;
+ break;
+ case 5:
+ callsub L_Mark,"^B9062FSanta's House",1;
+ viewpoint 1,149,237,5,0x9400D3;
+ break;
+ case 6:
+ callsub L_Mark,"^9400D3Toy Factory";
+ viewpoint 1,143,312,6,0xFF0000;
+ break;
+ case 7:
+ mes "[Lutie Guide]";
+ mes "Sure, I'll remove all marks from your mini-map.";
+ mes "Is there anything else I can do for you?";
+ viewpoint 2,1,1,0,0xFFFFFF;
+ viewpoint 2,1,1,1,0xFFFFFF;
+ viewpoint 2,1,1,2,0xFFFFFF;
+ viewpoint 2,1,1,3,0xFFFFFF;
+ viewpoint 2,1,1,4,0xFFFFFF;
+ viewpoint 2,1,1,5,0xFFFFFF;
+ viewpoint 2,1,1,6,0xFFFFFF;
+ break;
+ case 8:
+ mes "[Lutie Guide]";
+ mes "Be safe on your travels.";
+ close;
+ }
+ }
+ end;
+L_Mark:
+ mes "[Lutie Guide]";
+ mes "Let me mark the location of "+((getarg(1,0))?"":"the");
+ mes getarg(0)+"^000000";
+ mes "on your mini-map.";
+ mes "Would you like to check any other locations?";
+ return;
+}
diff --git a/npc/pre-re/guides/guides_morroc.txt b/npc/pre-re/guides/guides_morroc.txt
new file mode 100644
index 000000000..d12859251
--- /dev/null
+++ b/npc/pre-re/guides/guides_morroc.txt
@@ -0,0 +1,305 @@
+//===== rAthena Script =======================================
+//= Morroc Guides
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.1
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Guides for the city of Morroc and Morroc Ruins.
+//===== Additional Comments: =================================
+//= 1.0 First version, Renewal guide.
+//= 1.1 Fixed and optimized. [Euphy]
+//============================================================
+
+morocc,153,286,6 script Guide#01morocc::GuideMorroc 707,{
+ cutin "moc_soldier",2;
+ mes "[Morroc Guide]";
+ mes "Welcome to ^8B4513Morroc^000000,";
+ mes "the Desert Town.";
+ mes "Do you need help navigating the town?";
+ next;
+ while (1) {
+ switch(select("[ Main Facilities ]:[ Merchants & Helpers ]:Remove Marks from Mini-Map:Cancel")) {
+ case 1:
+ set .@loop,1;
+ while (.@loop) {
+ switch(select("[ Thief Guild ]:[ Sphinx Dungeon ]:[ Oasis Entrance ]:[ Forge ]:[ Weapon & Armor Shop ]:[ Inn ]:[ Tavern ]:Previous Menu")) {
+ case 1:
+ mes "[Morroc Guide]";
+ mes "The ^B9062FThief Guild^000000 is located";
+ mes "inside the ^B9062FPyramids^000000";
+ mes "that is near the ^B9062FOasis^000000.";
+ mes "Would you like to check any other locations?";
+ viewpoint 1,26,294,0,0xFF0000;
+ next;
+ break;
+ case 2:
+ mes "[Morroc Guide]";
+ mes "The ^0000FFSphinx Dungeon^000000 is";
+ mes "right outside the western gate.";
+ mes "Would you like to check any other locations?";
+ viewpoint 1,26,164,1,0x0A82FF;
+ next;
+ break;
+ case 3:
+ mes "[Morroc Guide]";
+ mes "Let me mark the entrance to the ^FF5400Oasis^000000";
+ mes "on your mini-map.";
+ mes "Would you like to check any other locations?";
+ viewpoint 1,26,294,2,0xFFB400;
+ next;
+ break;
+ case 4:
+ callsub L_Mark,"^006400Forge";
+ viewpoint 1,47,47,3,0xAAFF00;
+ next;
+ break;
+ case 5:
+ callsub L_Mark,"^7F3300Weapon & Armor Shop";
+ viewpoint 1,253,56,4,0xD2691E;
+ next;
+ break;
+ case 6:
+ mes "[Morroc Guide]";
+ mes "Currently the ^800080Inn^000000";
+ mes "has been shut down until further notice,";
+ mes "but I'll mark its location";
+ mes "on your mini-map.";
+ mes "Would you like to check any other locations?";
+ viewpoint 1,273,269,5,0xDA70D6;
+ next;
+ break;
+ case 7:
+ callsub L_Mark,"^B9062FTavern";
+ viewpoint 1,52,259,6,0xFF0000;
+ next;
+ break;
+ case 8:
+ set .@loop,0;
+ break;
+ }
+ }
+ break;
+ case 2:
+ set .@loop,1;
+ while (.@loop) {
+ switch(select("[ Kafra Employee ]:[ Poison Herb Salesman ]:[ Dye Maker ]:[ Seiyablem ]:Previous Menu")) {
+ case 1:
+ callsub L_Mark,"^0000FFKafra Employees";
+ viewpoint 1,156,97,7,0x0A82FF;
+ viewpoint 1,160,258,8,0x0A82FF;
+ next;
+ break;
+ case 2:
+ callsub L_Mark,"^006400Poison Herb Salesman";
+ viewpoint 1,190,96,9,0xAAFF00;
+ next;
+ break;
+ case 3:
+ mes "[Morroc Guide]";
+ mes "The ^7F3300Dye Maker^000000 is";
+ mes "currently staying";
+ mes "on the 1st floor of the Inn.";
+ mes "Let me mark his location";
+ mes "on your mini-map.";
+ mes "Would you like to check any other locations?";
+ viewpoint 1,273,269,10,0xD2691E;
+ next;
+ break;
+ case 4:
+ mes "[Morroc Guide]";
+ mes "^800080Seiyablem^000000";
+ mes "is a technician";
+ mes "who can create ^0000FFslots^000000 on weapons and armors,";
+ mes "but not all equipment";
+ mes "can be slotted. Well, that's what he says.";
+ mes "Would you like to check any other locations?";
+ viewpoint 1,51,41,11,0xDA70D6;
+ next;
+ break;
+ case 5:
+ set .@loop,0;
+ break;
+ }
+ }
+ break;
+ case 3:
+ mes "[Morroc Guide]";
+ mes "Sure, I'll remove all marks from your mini-map.";
+ mes "Is there anything else I can do for you?";
+ viewpoint 2,1,1,0,0xFFFF00;
+ viewpoint 2,1,1,1,0x000000;
+ viewpoint 2,1,1,2,0xFF0000;
+ viewpoint 2,1,1,3,0xFFFF00;
+ viewpoint 2,1,1,4,0xFFFF00;
+ viewpoint 2,1,1,5,0xFFFF00;
+ viewpoint 2,1,1,6,0xFFFF00;
+ viewpoint 2,1,1,7,0xFFFF00;
+ viewpoint 2,1,1,8,0xFFFF00;
+ viewpoint 2,1,1,9,0xFFFF00;
+ viewpoint 2,1,1,10,0xFFFF00;
+ viewpoint 2,1,1,11,0xFFFF00;
+ next;
+ break;
+ case 4:
+ mes "[Morroc Guide]";
+ mes "Be safe on your travels.";
+ close2;
+ cutin "moc_soldier",255;
+ end;
+ }
+ }
+ end;
+L_Mark:
+ mes "[Morroc Guide]";
+ mes "Let me mark the location of the";
+ mes getarg(0)+"^000000";
+ mes "on your mini-map.";
+ mes "Would you like to check any other locations?";
+ return;
+}
+
+morocc,154,38,6 duplicate(GuideMorroc) Guide#02morocc 707,{
+morocc,296,213,4 duplicate(GuideMorroc) Guide#03morocc 707,{
+morocc,28,170,5 duplicate(GuideMorroc) Guide#04morocc 707,{
+
+moc_ruins,159,53,3 script Guide#01ruins::GuideMocRuins 707,{
+ cutin "moc_soldier",2;
+ mes "[Morroc Guide]";
+ mes "Welcome to ^8B4513Morroc^000000,";
+ mes "the Desert Town.";
+ mes "Do you need help navigating the town?";
+ next;
+ while (1) {
+ switch(select("[ Main Facilities ]:[ Merchants & Helpers ]:Remove Marks from Mini-Map:Cancel")) {
+ case 1:
+ set .@loop,1;
+ while (.@loop) {
+ switch(select("[ Thief Guild ]:[ Sphinx Dungeon ]:[ Morroc Entrance ]:Previous Menu")) {
+ case 1:
+ mes "[Morroc Guide]";
+ mes "The ^B9062FThief Guild^000000 is located";
+ mes "inside the ^B9062FPyramids^000000.";
+ mes "Let me mark its location";
+ mes "on your mini-map.";
+ mes "Would you like to check any other locations?";
+ viewpoint 1,56,161,0,0xFF0000;
+ next;
+ break;
+ case 2:
+ mes "[Morroc Guide]";
+ mes "The ^0000FFSphinx Dungeon^000000";
+ mes "is outside the south entrance of this Oasis.";
+ mes "Would you like to check any other locations?";
+ viewpoint 1,71,19,1,0x0A82FF;
+ next;
+ break;
+ case 3:
+ mes "[Morroc Guide]";
+ mes "^FF5400Morroc^000000 is";
+ mes "right outside the southeast entrance of this Oasis.";
+ mes "Let me mark its location";
+ mes "on your mini-map.";
+ mes "Would you like to check any other locations?";
+ viewpoint 1,158,40,2,0xFFB400;
+ next;
+ break;
+ case 4:
+ set .@loop,0;
+ break;
+ }
+ }
+ break;
+ case 2:
+ set .@loop,1;
+ while (.@loop) {
+ switch(select("[ Eden Teleport Officer ]:[ Tool Dealer ]:[ Kafra Employee ]:[ Repairman ]:[ Pet Groomer ]:[ Chef Assistant ]:[ Leablem ]:Previous Menu")) {
+ case 1:
+ callsub L_Mark,"^006400Eden Teleport Officer";
+ viewpoint 1,68,164,3,0xAAFF00;
+ next;
+ break;
+ case 2:
+ callsub L_Mark,"^800080Tool Dealers";
+ viewpoint 1,92,128,5,0xDA70D6;
+ viewpoint 1,114,63,6,0xDA70D6;
+ next;
+ break;
+ case 3:
+ callsub L_Mark,"^B9062FKafra Employee";
+ viewpoint 1,59,157,7,0xFF0000;
+ next;
+ break;
+ case 4:
+ callsub L_Mark,"^0000FFRepairman";
+ viewpoint 1,107,94,8,0x0A82FF;
+ next;
+ break;
+ case 5:
+ callsub L_Mark,"^FF5400Pet Groomer";
+ viewpoint 1,118,170,9,0xFFB400;
+ next;
+ break;
+ case 6:
+ callsub L_Mark,"^006400Chef Assistant";
+ viewpoint 1,115,123,10,0xAAFF00;
+ next;
+ break;
+ case 7:
+ mes "[Morroc Guide]";
+ mes "^7F3300Leablem^000000";
+ mes "is a technician";
+ mes "who can create ^0000FFslots^000000 on weapons and armors,";
+ mes "but not all equipment";
+ mes "can be slotted. Well, that's what he says.";
+ mes "Would you like to check any other locations?";
+ viewpoint 1,154,86,11,0xD2691E;
+ next;
+ break;
+ case 8:
+ set .@loop,0;
+ break;
+ }
+ }
+ break;
+ case 3:
+ mes "[Morroc Guide]";
+ mes "Sure, I'll remove all marks from your mini-map.";
+ mes "Is there anything else I can do for you?";
+ viewpoint 2,1,1,0,0xFFFF00;
+ viewpoint 2,1,1,1,0x000000;
+ viewpoint 2,1,1,2,0xFF0000;
+ viewpoint 2,1,1,3,0xFFFF00;
+ viewpoint 2,1,1,4,0xFFFF00;
+ viewpoint 2,1,1,5,0xFFFF00;
+ viewpoint 2,1,1,6,0xFFFF00;
+ viewpoint 2,1,1,7,0xFFFF00;
+ viewpoint 2,1,1,8,0xFFFF00;
+ viewpoint 2,1,1,9,0xFFFF00;
+ viewpoint 2,1,1,10,0xFFFF00;
+ viewpoint 2,1,1,11,0xFFFF00;
+ next;
+ break;
+ case 4:
+ mes "[Morroc Guide]";
+ mes "Be safe on your travels.";
+ close2;
+ cutin "moc_soldier",255;
+ end;
+ }
+ }
+ end;
+L_Mark:
+ mes "[Morroc Guide]";
+ mes "Let me mark the location of the";
+ mes getarg(0)+"^000000";
+ mes "on your mini-map.";
+ mes "Would you like to check any other locations?";
+ return;
+}
+
+moc_ruins,70,164,3 duplicate(GuideMocRuins) Guide#02ruins 707
+moc_ruins,65,44,5 duplicate(GuideMocRuins) Guide#03ruins 707
diff --git a/npc/pre-re/guides/guides_moscovia.txt b/npc/pre-re/guides/guides_moscovia.txt
new file mode 100644
index 000000000..de9f7ddf0
--- /dev/null
+++ b/npc/pre-re/guides/guides_moscovia.txt
@@ -0,0 +1,91 @@
+//===== rAthena Script =======================================
+//= Moscovia Guide
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.1
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Guide for the city of Moscovia.
+//===== Additional Comments: =================================
+//= 1.0 First version, Renewal guide.
+//= 1.1 Optimized (a little bit). [Euphy]
+//============================================================
+
+moscovia,226,191,4 script Moscovia Guide#02mosc 959,{
+ mes "[Moscovia Guide]";
+ mes "A paradise on the sea";
+ mes "beautiful wave and warm sunshine";
+ mes "^8B4513Moscovia^000000 is waitting for you";
+ mes "welcome to come here.";
+ mes "I'm supporting to offer information about here.";
+ mes "if you want to ask anything just feel free tell me.";
+ set .@str$,"Is there anything else I can do for you?";
+ while (1) {
+ next;
+ switch(select("[ Palace ]:[ Chapel ]:[ Weapon Shop ]:[ Armor Shop ]:[ Tool Shop ]:[ Inn ]:[ Return to Alberta ]:Remove Marks from Mini-Map:Cancel")) {
+ case 1:
+ mes "[Moscovia Guide]";
+ mes "In the ^006400Palace^000000 you will find our Lord the Czar and other servants.";
+ mes .@str$;
+ viewpoint 1,255,140,0,0x0A82FF;
+ break;
+ case 2:
+ mes "[Moscovia Guide]";
+ mes "The ^008080Chapel^000000 is located here.";
+ mes .@str$;
+ viewpoint 1,253,179,1,0xAAFF00;
+ break;
+ case 3:
+ mes "[Moscovia Guide]";
+ mes "You can buy weapons from the best craftsmen in Moscovia if you go to ^FF1493Weapon Shop^000000.";
+ mes .@str$;
+ viewpoint 1,186,191,2,0x008080;
+ break;
+ case 4:
+ mes "[Moscovia Guide]";
+ mes "You will find only the best gear at the Moscovia ^8B4513Armor Shop^000000.";
+ mes .@str$;
+ viewpoint 1,204,169,3,0xB200FF;
+ break;
+ case 5:
+ mes "[Moscovia Guide]";
+ mes "The ^FF1493Tool Shop^000000 is located just south from the center of town.";
+ mes "You can find all sorts of things you need for your travels.";
+ mes .@str$;
+ viewpoint 1,221,176,4,0xFF1493;
+ break;
+ case 6:
+ mes "[Moscovia Guide]";
+ mes "The Inn 'Sticky Herb Tree' is just north from the center of town.";
+ mes "If you need to rest, there is no better place to stay.";
+ mes .@str$;
+ viewpoint 1,227,206,5,0x8B4513;
+ break;
+ case 7:
+ mes "[Moscovia Guide]";
+ mes "You can go back to Alberta at the docks.";
+ mes .@str$;
+ viewpoint 1,166,53,6,0x00BFFF;
+ break;
+ case 8:
+ mes "[Moscovia Guide]";
+ mes "I'll remove all marks from your mini-map.";
+ mes .@str$;
+ viewpoint 2,1,1,0,0xFFFFFF;
+ viewpoint 2,1,1,1,0xFFFFFF;
+ viewpoint 2,1,1,2,0xFFFFFF;
+ viewpoint 2,1,1,3,0xFFFFFF;
+ viewpoint 2,1,1,4,0xFFFFFF;
+ viewpoint 2,1,1,5,0xFFFFFF;
+ viewpoint 2,1,1,6,0xFFFFFF;
+ break;
+ case 9:
+ mes "[Moscovia Guide]";
+ mes "Enjoy your trip~!";
+ close;
+ }
+ }
+}
diff --git a/npc/pre-re/guides/guides_niflheim.txt b/npc/pre-re/guides/guides_niflheim.txt
new file mode 100644
index 000000000..e698ee954
--- /dev/null
+++ b/npc/pre-re/guides/guides_niflheim.txt
@@ -0,0 +1,64 @@
+//===== rAthena Script =======================================
+//= Niflheim Guide
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.1
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Guide for the city of Niflehim.
+//===== Additional Comments: =================================
+//= 1.0 First version, Renewal guide.
+//= 1.1 Optimized. [Euphy]
+//============================================================
+
+niflheim,201,187,3 script Niflheim Guide#01nif 849,{
+ mes "[Niflheim Guide]";
+ mes "Welcome to.. ^8B4513Niflheim^000000...";
+ mes "the Realm of the Dead...";
+ mes "Do you need help navigating the realm...?";
+ while (1) {
+ next;
+ switch(select("[ Tool Shop ]:[ Pub ]:[ Weapon Shop ]:[ Witch's Castle ]:Remove Marks from Mini-Map:Cancel")) {
+ case 1:
+ callsub L_Mark,"^0000FFTool Shop";
+ viewpoint 1,218,196,0,0x0A82FF;
+ break;
+ case 2:
+ callsub L_Mark,"^006400Pub";
+ viewpoint 1,189,208,1,0xAAFF00;
+ break;
+ case 3:
+ callsub L_Mark,"^800080Weapon Shop";
+ viewpoint 1,218,170,2,0xDA70D6;
+ break;
+ case 4:
+ callsub L_Mark,"^FF1493Witch's Castle";
+ viewpoint 1,255,195,3,0xFF1493;
+ break;
+ case 5:
+ mes "[Niflheim Guide]";
+ mes "Sure, I'll remove all marks from your mini-map...";
+ mes "Is there anything else I can do for you...?";
+ viewpoint 2,1,1,0,0xFFFFFF;
+ viewpoint 2,1,1,1,0xFFFFFF;
+ viewpoint 2,1,1,2,0xFFFFFF;
+ viewpoint 2,1,1,3,0xFFFFFF;
+ break;
+ case 6:
+ mes "[Niflheim Guide]";
+ mes "......Bye~!..";
+ close;
+ }
+ }
+ end;
+L_Mark:
+ mes "[Niflheim Guide]";
+ mes "Let me mark the location of the";
+ mes getarg(0)+"^000000...";
+ mes "on your mini-map.";
+ mes "Would you like to check any other locations?";
+ return;
+}
diff --git a/npc/pre-re/guides/guides_payon.txt b/npc/pre-re/guides/guides_payon.txt
new file mode 100644
index 000000000..c703a98c9
--- /dev/null
+++ b/npc/pre-re/guides/guides_payon.txt
@@ -0,0 +1,292 @@
+//===== rAthena Script =======================================
+//= Payon Guides
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.1
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Guides for the city of Payon.
+//===== Additional Comments: =================================
+//= 1.0 First version, Renewal guides.
+//= 1.1 Fixed and optimized. [Euphy]
+//============================================================
+
+payon,163,64,3 script Guide#01payon::GuidePayon 708,{
+ cutin "pay_soldier",2;
+ mes "[Payon Guide]";
+ mes "Welcome to ^8B4513Payon^000000,";
+ mes "the Mountain Village.";
+ mes "Do you need help navigating the village?";
+ next;
+ while (1) {
+ switch(select("[ Main Facilities ]:[ Merchants & Helpers ]:Remove Marks from Mini-Map:Cancel")) {
+ case 1:
+ set .@loop,1;
+ while (.@loop) {
+ switch(select("[ Archer Village ]:[ Tool Shop]:[ Weapon & Armor Shop ]:[ Inn & Tavern ]:[ Central Palace ]:[ Palace Court ]:[ Royal Kitchen ]:Previous Menu")) {
+ case 1:
+ mes "[Payon Guide]";
+ mes "^B9062FArcher Village^000000 is where";
+ mes "the Archer Association resides.";
+ mes "Please use the far north gate to enter the village.";
+ mes "Would you like to check any other locations?";
+ viewpoint 1,227,328,0,0xFF0000;
+ next;
+ break;
+ case 2:
+ callsub L_Mark,"^0000FFTool Shop";
+ viewpoint 1,144,85,1,0x0A82FF;
+ next;
+ break;
+ case 3:
+ callsub L_Mark,"^FF5400Weapon & Armor Shop";
+ viewpoint 1,139,159,2,0xFFB400;
+ next;
+ break;
+ case 4:
+ callsub L_Mark,"^006400Inn & Tavern";
+ viewpoint 1,220,117,3,0xAAFF00;
+ next;
+ break;
+ case 5:
+ callsub L_Mark,"^7F3300Central Palace";
+ viewpoint 1,155,245,4,0xD2691E;
+ next;
+ break;
+ case 6:
+ callsub L_Mark,"^800080Palace Court";
+ viewpoint 1,107,325,5,0xDA70D6;
+ next;
+ break;
+ case 7:
+ callsub L_Mark,"^B9062FRoyal Kitchen";
+ viewpoint 1,154,325,6,0xFF0000;
+ next;
+ break;
+ case 8:
+ set .@loop,0;
+ break;
+ }
+ }
+ break;
+ case 2:
+ set .@loop,1;
+ while (.@loop) {
+ switch(select("[ Eden Teleport Officer ]:[ Kafra Shop ]:[ Repair / Armsmith ]:[ Kafra Employee]:[ Trap Specialist ]:[ Seiayblem ]:[ Leablem ]:[ Jade ]:[ Pet Groomer ]:[ Chef Assistant ]:Previous Menu")) {
+ case 1:
+ callsub L_Mark,"^0000FFEden Teleport Officer";
+ viewpoint 1,177,111,7,0x0A82FF;
+ next;
+ break;
+ case 2:
+ callsub L_Mark,"^FF5400Kafra Shop Girls";
+ viewpoint 1,164,157,8,0xFFB400;
+ next;
+ break;
+ case 3:
+ callsub L_Mark,"^006400Repairman & Armsmith";
+ viewpoint 1,144,170,9,0xAAFF00;
+ next;
+ break;
+ case 4:
+ callsub L_Mark,"^7F3300Kafra Employees";
+ viewpoint 1,181,104,10,0xD2691E;
+ viewpoint 1,175,226,11,0xD2691E;
+ next;
+ break;
+ case 5:
+ callsub L_Mark,"^800080Trap Specialist";
+ viewpoint 1,123,109,12,0xDA70D6;
+ next;
+ break;
+ case 6:
+ mes "[Payon Guide]";
+ mes "^B9062FSeiyablem^000000";
+ mes "is a technician";
+ mes "who can create ^0000FFslots^000000 on weapons and armors,";
+ mes "but not all equipment";
+ mes "can be slotted. Well, that's what he says.";
+ mes "Would you like to check any other locations?";
+ viewpoint 1,140,151,13,0xFF0000;
+ next;
+ break;
+ case 7:
+ mes "[Payon Guide]";
+ mes "^0000FFLeablem^000000";
+ mes "is a technician";
+ mes "who can create ^0000FFslots^000000 on weapons and armors,";
+ mes "but not all equipment";
+ mes "can be slotted. Well, that's what he says.";
+ mes "Would you like to check any other locations?";
+ viewpoint 1,236,199,14,0x0A82FF;
+ next;
+ break;
+ case 8:
+ mes "[Payon Guide]";
+ mes "^FF5400Jade^000000";
+ mes "can exchange different types of";
+ mes "^FF5400Gemstones^000000.";
+ mes "Would you like to check any other locations?";
+ viewpoint 1,173,238,15,0xFFB400;
+ next;
+ break;
+ case 9:
+ callsub L_Mark,"^006400Pet Groomer";
+ viewpoint 1,177,131,16,0xAAFF00;
+ next;
+ break;
+ case 10:
+ callsub L_Mark,"^7F3300Chef Assistant";
+ viewpoint 1,206,119,17,0xD2691E;
+ next;
+ break;
+ case 11:
+ set .@loop,0;
+ break;
+ }
+ }
+ break;
+ case 3:
+ mes "[Payon Guide]";
+ mes "Sure, I'll remove all marks from your mini-map.";
+ mes "Is there anything else I can do for you?";
+ viewpoint 2,1,1,0,0xFFFF00;
+ viewpoint 2,1,1,1,0x000000;
+ viewpoint 2,1,1,2,0xFF0000;
+ viewpoint 2,1,1,3,0xFFFF00;
+ viewpoint 2,1,1,4,0xFFFF00;
+ viewpoint 2,1,1,5,0xFFFF00;
+ viewpoint 2,1,1,6,0xFFFF00;
+ viewpoint 2,1,1,7,0xFFFF00;
+ viewpoint 2,1,1,8,0xFFFF00;
+ viewpoint 2,1,1,9,0xFFFF00;
+ viewpoint 2,1,1,10,0xFFFF00;
+ viewpoint 2,1,1,11,0xFFFF00;
+ viewpoint 2,1,1,12,0xFFFF00;
+ viewpoint 2,1,1,13,0xFFFF00;
+ viewpoint 2,1,1,14,0xFFFF00;
+ viewpoint 2,1,1,15,0xFFFF00;
+ viewpoint 2,1,1,16,0xFFFF00;
+ viewpoint 2,1,1,17,0xFFFF00;
+ next;
+ break;
+ case 4:
+ mes "[Payon Guide]";
+ mes "Enjoy your stay.";
+ close;
+ cutin "pay_soldier",255;
+ end;
+ }
+ }
+ end;
+L_Mark:
+ mes "[Payon Guide]";
+ mes "Let me mark the location of the";
+ mes getarg(0)+"^000000";
+ mes "on your mini-map.";
+ mes "Would you like to check any other locations?";
+ return;
+}
+
+payon,151,182,6 duplicate(GuidePayon) Guide#02payon 708
+payon,221,85,6 duplicate(GuidePayon) Guide#03payon 708
+payon,233,324,4 duplicate(GuidePayon) Guide#04payon 708
+
+pay_arche,86,33,4 script Guide#05payon 708,{
+ cutin "pay_soldier",2;
+ mes "[Payon Guide]";
+ mes "Welcome to ^8B4513Archer Village^000000,";
+ mes "a subsidiary village of Payon.";
+ mes "Do you need help navigating the village?";
+ next;
+ set .@str$,"Would you like to check any other locations?";
+ while (1) {
+ switch(select("[ Payon Dungeon ]:[ Archer Guild ]:[ Tool Shop ]:[ Kafra Employee ]:[ Mercenary Guildsman ]:[ Alchemist Guildsman ]:[ Eden Teleport Officer ]:Remove Marks from Mini-Map:Cancel")) {
+ case 1:
+ mes "[Payon Guide]";
+ mes "Let me mark the entrance of";
+ mes "the ^B9062FPayon Dungeon^000000";
+ mes "on your mini-map.";
+ mes .@str$;
+ viewpoint 1,38,131,0,0xFF0000;
+ next;
+ break;
+ case 2:
+ mes "[Payon Guide]";
+ mes "The ^0000FFArcher Guild^000000";
+ mes "is where you can change";
+ mes "your job to Archer.";
+ mes .@str$;
+ viewpoint 1,143,164,1,0x0A82FF;
+ next;
+ break;
+ case 3:
+ mes "[Payon Guide]";
+ mes "Let me mark the location of the";
+ mes "^FF5400Tool Shop^000000";
+ mes "on your mini-map.";
+ mes .@str$;
+ viewpoint 1,72,156,2,0xFFB400;
+ next;
+ break;
+ case 4:
+ mes "[Payon Guide]";
+ mes "Let me mark the location of the ^006400Kafra Employee^000000";
+ mes "on your mini-map.";
+ mes .@str$;
+ viewpoint 1,55,123,3,0xAAFF00;
+ next;
+ break;
+ case 5:
+ mes "[Payon Guide]";
+ mes "Let me mark the location of the";
+ mes "^7F3300Bow Mercenary Manager^000000 and";
+ mes "^7F3300Mercenary Goods Merchant^000000";
+ mes "on your mini-map.";
+ mes .@str$;
+ viewpoint 1,101,166,4,0xD2691E;
+ next;
+ break;
+ case 6:
+ mes "[Payon Guide]";
+ mes "Let me mark the location of the";
+ mes "^800080Alchemist Guildsman^000000";
+ mes "on your mini-map.";
+ mes .@str$;
+ viewpoint 1,127,113,5,0xDA70D6;
+ next;
+ break;
+ case 7:
+ mes "[Payon Guide]";
+ mes "The ^0000FFEden Teleport Officer^000000";
+ mes "is currently staying inside";
+ mes "the Archer Guild building.";
+ mes .@str$;
+ viewpoint 1,143,164,6,0x0A82FF;
+ next;
+ break;
+ case 8:
+ mes "[Payon Guide]";
+ mes "Sure, I'll remove all marks from your mini-map.";
+ mes .@str$;
+ viewpoint 2,1,1,0,0xFFFF00;
+ viewpoint 2,1,1,1,0x000000;
+ viewpoint 2,1,1,2,0xFF0000;
+ viewpoint 2,1,1,3,0xFFFF00;
+ viewpoint 2,1,1,4,0xFFFF00;
+ viewpoint 2,1,1,5,0xFFFF00;
+ viewpoint 2,1,1,6,0xFFFF00;
+ next;
+ break;
+ case 9:
+ mes "[Payon Guide]";
+ mes "Enjoy your stay.";
+ close2;
+ cutin "pay_soldier",255;
+ end;
+ }
+ }
+}
diff --git a/npc/pre-re/guides/guides_prontera.txt b/npc/pre-re/guides/guides_prontera.txt
new file mode 100644
index 000000000..8e254453c
--- /dev/null
+++ b/npc/pre-re/guides/guides_prontera.txt
@@ -0,0 +1,307 @@
+//===== rAthena Script =======================================
+//= Prontera Guides
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Guides for the city of Prontera
+//===== Additional Comments: =================================
+//= 1.0 First version, Renewal guides.
+//============================================================
+
+prontera,154,187,4 script Guide#01prontera::GuideProntera 105,{
+ cutin "prt_soldier",2;
+ mes "[Prontera Guide]";
+ mes "Welcome to ^8B4513Prontera^000000,";
+ mes "the beautiful capital of the";
+ mes "Rune-Midgarts Kingdom.";
+ mes "Do you need help navigating the city?";
+ next;
+ while (1) {
+ switch(select("[ Main Facilities ]:[ Merchants & Helpers ]:Remove Marks from Mini-Map:Cancel")) {
+ case 1:
+ set .@loop,1;
+ while (.@loop) {
+ switch(select("[ Tool Shop ]:[ Weapon & Armor Shop ]:[ Forge ]:[ Sanctuary ]:[ Chivalry Office ]:[ Inn ]:[ Tavern ]:[ Library ]:[ Prontera Castle ]:[ Job Agency ]:[ City Hall ]:Previous Menu")) {
+ case 1:
+ mes "[Prontera Guide]";
+ mes "Let me mark the location of the ^B9062FTool Shop^000000";
+ mes "on your mini-map.";
+ mes "Would you like to check any other locations?";
+ viewpoint 1,134,221,0,0xFF0000;
+ next;
+ break;
+ case 2:
+ mes "[Prontera Guide]";
+ mes "Let me mark the location of the ^0000FFWeapon & Armor Shop^000000";
+ mes "on your mini-map.";
+ mes "Would you like to check any other locations?";
+ viewpoint 1,175,220,1,0x0A82FF;
+ next;
+ break;
+ case 3:
+ mes "[Prontera Guide]";
+ mes "Let me mark the location of the ^FF5400Forge^000000";
+ mes "on your mini-map.";
+ mes "Would you like to check any other locations?";
+ viewpoint 1,179,184,2,0xFFB400;
+ next;
+ break;
+ case 4:
+ mes "[Prontera Guide]";
+ mes "The ^006400Prontera Sanctuary^000000 is";
+ mes "where you can change your job to Acolyte,";
+ mes "its located in the far northeast of Prontera.";
+ mes "Let me mark the location on your mini-map.";
+ mes "Would you like to check any other locations?";
+ viewpoint 1,236,316,3,0xAAFF00;
+ next;
+ break;
+ case 5:
+ mes "[Prontera Guide]";
+ mes "The Chivalry Office is";
+ mes "where you can change your job to ^7F3300Knight^000000";
+ mes "or apply for the ^7F3300Culvert^000000 Subjugation Party.";
+ mes "Would you like to check any other locations?";
+ viewpoint 1,46,345,4,0xD2691E;
+ next;
+ break;
+ case 6:
+ mes "[Prontera Guide]";
+ mes "Let me mark the location of the ^800080Inn^000000";
+ mes "on your mini-map.";
+ mes "Would you like to check any other locations?";
+ viewpoint 1,204,191,5,0xDA70D6;
+ next;
+ break;
+ case 7:
+ mes "[Prontera Guide]";
+ mes "Let me mark the location of the ^B9062FTaverns^000000";
+ mes "on your mini-map.";
+ mes "Only the ^B9062Fnorthern^000000 tavern";
+ mes "is open for now.";
+ mes "Would you like to check any other locations?";
+ viewpoint 1,208,154,6,0xFF0000;
+ viewpoint 1,46,67,7,0xFF0000;
+ next;
+ break;
+ case 8:
+ mes "[Prontera Guide]";
+ mes "The ^0000FFLibrary^000000 is";
+ mes "where you can find useful information, like the Monster Encyclopedia.";
+ mes "There are currently twi libaries available";
+ mes "in the northern area of Prontera.";
+ mes "Would you like to check any other locations?";
+ viewpoint 1,120,264,8,0x0A82FF;
+ viewpoint 1,192,264,9,0x0A82FF;
+ next;
+ break;
+ case 9:
+ mes "[Prontera Guide]";
+ mes "The ^FF5400Prontera Castle^000000 is north from here,";
+ mes "and its rear gate is connected to";
+ mes "the northern Prontera Fields.";
+ mes "Let me mark the castle on your mini-map.";
+ mes "Would you like to check any other locations?";
+ viewpoint 1,156,360,10,0xFFB400;
+ next;
+ break;
+ case 10:
+ mes "[Prontera Guide]";
+ mes "Let me mark the location of the ^006400Job Agency^000000";
+ mes "on your mini-map.";
+ mes "Would you like to check any other locations?";
+ viewpoint 1,133,183,11,0xAAFF00;
+ next;
+ break;
+ case 11:
+ mes "[Prontera Guide]";
+ mes "Let me mark the location of ^7F3300City Hall^000000";
+ mes "on your mini-map.";
+ mes "There's a hairstylist";
+ mes "there that can change your hair color.";
+ mes "Would you like to check any other locations?";
+ viewpoint 1,75,91,12,0xD2691E;
+ next;
+ break;
+ case 12:
+ set .@loop,0;
+ break;
+ }
+ }
+ break;
+ case 2:
+ set .@loop,1;
+ while (.@loop) {
+ switch(select("[ Eden Teleport Officer ]:[ Peco Peco Breeder ]:[ Riding Creature Master ]:[ Magic Gear Master ]:[ Peco Peco Remover ]:[ Rune Salesman ]:[ Mercenary Guildsman ]:[ Hypnotist ]:[ Kafra Employee ]:[ Leablem ]:[ Apprentice Craftsman ]:Previous Menu")) {
+ case 1:
+ mes "[Prontera Guide]";
+ mes "Let me mark the location of the";
+ mes "^800080Eden Teleport Officer^000000";
+ mes "on your mini-map.";
+ mes "Would you like to check any other locations?";
+ viewpoint 1,124,76,13,0xDA70D6;
+ next;
+ break;
+ case 2:
+ mes "[Prontera Guide]";
+ mes "Two ^0000FFPeco Peco Breeders^000000 are available,";
+ mes "one for ^0000FFKnights^000000 to the ^0000FFnorthwest^000000";
+ mes "and the other for ^0000FFCrusaders^000000 to the ^0000FFnortheast^000000.";
+ viewpoint 1,55,350,15,0x0A82FF;
+ viewpoint 1,232,310,16,0x0A82FF;
+ next;
+ break;
+ case 3:
+ mes "[Prontera Guide]";
+ mes "The ^FF5400Riding Creature Master^000000 provides services for";
+ mes "^FF5400Rune Knights^000000 and ^FF5400Royal Guards^000000.";
+ mes "Let me mark his location";
+ mes "on your mini-map.";
+ mes "Would you like to check any other locations?";
+ viewpoint 1,131,213,17,0xFFB400;
+ next;
+ break;
+ case 4:
+ mes "[Prontera Guide]";
+ mes "The ^006400Magic Gear Master^000000";
+ mes "provides services for";
+ mes "^006400Mechanics^000000.";
+ mes "Let me mark his location";
+ mes "on your mini-map.";
+ mes "Would you like to check any other locations?";
+ viewpoint 1,163,178,18,0xAAFF00;
+ next;
+ break;
+ case 5:
+ mes "[Prontera Guide]";
+ mes "If your beloved Peco Peco refuses";
+ mes "to leave you,";
+ mes "please talk to the ^7F3300Peco Peco Remover^000000";
+ mes "near the central fountain.";
+ mes "Would you like to check any other locations?";
+ viewpoint 1,125,208,19,0xD2691E;
+ next;
+ break;
+ case 6:
+ mes "[Prontera Guide]";
+ mes "Let me mark the location of";
+ mes "the ^800080Rune Salesman^000000";
+ mes "on your mini-map.";
+ mes "Would you like to check any other locations?";
+ viewpoint 1,168,228,20,0xDA70D6;
+ next;
+ break;
+ case 7:
+ mes "[Prontera Guide]";
+ mes "Let me mark the location of ^0000FFSpear Mercenary Manager^000000 and";
+ mes "^0000FFMercenary Goods Merchant^000000";
+ mes "on your mini-map.";
+ mes "Would you like to check any other locations?";
+ viewpoint 1,35,337,21,0x0A82FF;
+ next;
+ break;
+ case 8:
+ mes "[Prontera Guide]";
+ mes "The ^FF5400Hypnotist^000000";
+ mes "helps beginner adventurers";
+ mes "to reset their skills.";
+ mes "Let me mark his location";
+ mes "on your mini-map.";
+ mes "Would you like to check any other locations?";
+ viewpoint 1,146,232,22,0xFFB400;
+ next;
+ break;
+ case 9:
+ mes "[Prontera Guide]";
+ mes "Let me mark the location of the";
+ mes "^006400Kafra Employees^000000";
+ mes "on your mini-map.";
+ mes "Would you like to check any other locations?";
+ viewpoint 1,152,326,23,0xAAFF00;
+ viewpoint 1,30,207,24,0xAAFF00;
+ viewpoint 1,282,200,25,0xAAFF00;
+ viewpoint 1,151,29,26,0xAAFF00;
+ viewpoint 1,146,89,27,0xAAFF00;
+ next;
+ break;
+ case 10:
+ mes "[Prontera Guide]";
+ mes "^0000FFLeablem^000000";
+ mes "is a technician";
+ mes "who can create ^0000FFslots^000000 on weapons and armors,";
+ mes "As amazing as it sounds,";
+ mes "not all equipment can be slotted.";
+ mes "Would you like to check any other locations?";
+ viewpoint 1,244,169,28,0x0A82FF;
+ next;
+ break;
+ case 11:
+ mes "[Prontera Guide]";
+ mes "Let me mark the location of the";
+ mes "^800080Apprentice Craftsman^000000";
+ mes "on your mini-map.";
+ mes "Would you like to check any other locations?";
+ viewpoint 1,165,60,29,0xDA70D6;
+ next;
+ break;
+ case 12:
+ set .@loop,0;
+ break;
+ }
+ }
+ break;
+ case 3:
+ mes "[Prontera Guide]";
+ mes "Sure, I'll remove all marks from your mini-map.";
+ mes "Is there anything else I can do for you?";
+ viewpoint 2,1,1,0,0xFFFF00;
+ viewpoint 2,1,1,1,0x000000;
+ viewpoint 2,1,1,2,0xFF0000;
+ viewpoint 2,1,1,3,0xFFFF00;
+ viewpoint 2,1,1,4,0xFFFF00;
+ viewpoint 2,1,1,5,0xFFFF00;
+ viewpoint 2,1,1,6,0xFFFF00;
+ viewpoint 2,1,1,7,0xFFFF00;
+ viewpoint 2,1,1,8,0xFFFF00;
+ viewpoint 2,1,1,9,0xFFFF00;
+ viewpoint 2,1,1,10,0xFFFF00;
+ viewpoint 2,1,1,11,0xFFFF00;
+ viewpoint 2,1,1,12,0xFFFF00;
+ viewpoint 2,1,1,13,0xFFFF00;
+ viewpoint 2,1,1,14,0xFFFF00;
+ viewpoint 2,1,1,15,0xFFFF00;
+ viewpoint 2,1,1,16,0xFFFF00;
+ viewpoint 2,1,1,17,0xFFFF00;
+ viewpoint 2,1,1,18,0xFFFF00;
+ viewpoint 2,1,1,19,0xFFFF00;
+ viewpoint 2,1,1,20,0xFFFF00;
+ viewpoint 2,1,1,21,0xFFFF00;
+ viewpoint 2,1,1,22,0xFFFF00;
+ viewpoint 2,1,1,23,0xFFFF00;
+ viewpoint 2,1,1,24,0xFFFF00;
+ viewpoint 2,1,1,25,0xFFFF00;
+ viewpoint 2,1,1,26,0xFFFF00;
+ viewpoint 2,1,1,27,0xFFFF00;
+ viewpoint 2,1,1,28,0xFFFF00;
+ viewpoint 2,1,1,29,0xFFFF00;
+ next;
+ break;
+ case 4:
+ mes "[Prontera Guide]";
+ mes "Enjoy your stay.";
+ close2;
+ cutin "prt_soldier",255;
+ end;
+ }
+ }
+}
+
+prontera,282,208,2 duplicate(GuideProntera) Guide#02prontera 105
+prontera,29,200,6 duplicate(GuideProntera) Guide#03prontera 105
+prontera,160,29,0 duplicate(GuideProntera) Guide#04prontera 105
+prontera,151,330,4 duplicate(GuideProntera) Guide#05prontera 105
diff --git a/npc/pre-re/guides/guides_rachel.txt b/npc/pre-re/guides/guides_rachel.txt
new file mode 100644
index 000000000..665ae6890
--- /dev/null
+++ b/npc/pre-re/guides/guides_rachel.txt
@@ -0,0 +1,126 @@
+//===== rAthena Script =======================================
+//= Rachel Guides
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Guide for the city of Rachel
+//===== Additional Comments: =================================
+//= 1.0 First version, Renewal guide.
+//============================================================
+
+rachel,138,146,5 script Rachel Guide#rachel 934,{
+ mes "[Rachel Guide]";
+ mes "Welcome to the capital of Arunafeltz, ^8B4513Rachel^000000 where the warm breath of the goddess Freya reaches.";
+ mes "If this is the first time for you to use the guide services, I suggest you ask many questions.";
+ next;
+ while (1) {
+ switch(select("[ Main Facilities ]:[ Merchants & Helpers ]:Remove Marks from Mini-Map:Cancel")) {
+ case 1:
+ set .@loop,1;
+ while (.@loop) {
+ switch(select("[ Inn ]:[ Weapon Shop ]:[ Tool Shop ]:[ Airport ]:[ Cheshrumnir ]:[ Priest Zed's Mansion ]:Previous Menu")) {
+ case 1:
+ mes "[Rachel Guide]";
+ mes "You can rest your fatigue of the journey in the Inn. The left building next to me is the Inn of Rachel.";
+ mes "Would you like to check any other locations?";
+ viewpoint 1,115,144,0,0xFF0000;
+ next;
+ break;
+ case 2:
+ mes "[Rachel Guide]";
+ mes "Do you want to check out the weapons that are sold in Rachel? The Weapon Shop is located near the west gate.";
+ mes "Would you like to check any other locations?";
+ viewpoint 1,42,82,1,0xFF4500;
+ next;
+ break;
+ case 3:
+ mes "[Rachel Guide]";
+ mes "Rachel's Tool Shop sells the best quality potions. It's located near the west gate.";
+ mes "Would you like to check any other locations?";
+ viewpoint 1,83,73,2,0xDAA520;
+ next;
+ break;
+ case 4:
+ mes "[Rachel Guide]";
+ mes "The Airport is located outside of the east gate.";
+ mes "Would you like to check any other locations?";
+ viewpoint 1,272,125,3,0x008000;
+ next;
+ break;
+ case 5:
+ mes "[Rachel Guide]";
+ mes "Cheshrumnir is a holy ground where pope, the incarnation of goddess Freya stays.";
+ mes "Take the road to the north to find the building.";
+ mes "Would you like to check any other locations?";
+ viewpoint 1,150,243,4,0x0000FF;
+ next;
+ break;
+ case 6:
+ mes "[Rachel Guide]";
+ mes "I will mark the location";
+ mes "of the ^000080Priest Zed's Mansion^000000";
+ mes "on your mini-map.";
+ mes "Would you like to check any other locations?";
+ viewpoint 1,98,238,5,0x000080;
+ next;
+ break;
+ case 7:
+ set .@loop,0;
+ break;
+ }
+ }
+ break;
+ case 2:
+ set .@loop,1;
+ while (.@loop) {
+ switch(select("[ Cool Event Corp. Staff ]:[ Eden Teleport Officer ]:Previous Menu")) {
+ case 1:
+ mes "[Rachel Guide]";
+ mes "I will mark the location";
+ mes "of the ^803232Cool Event Corp. Staff^000000";
+ mes "on your mini map.";
+ mes "Would you like to check any other locations?";
+ viewpoint 1,110,138,7,0x803232;
+ next;
+ break;
+ case 2:
+ mes "[Rachel Guide]";
+ mes "I will mark the location";
+ mes "of the ^556B2FEden Teleport Officer^000000";
+ mes "on your mini-map.";
+ mes "Would you like to check any other locations?";
+ viewpoint 1,125,144,8,0x556B2F;
+ next;
+ break;
+ case 3:
+ set .@loop,0;
+ break;
+ }
+ }
+ break;
+ case 3:
+ mes "[Rachel Guide]";
+ mes "Sure, I'll remove all marks from your mini-map.";
+ mes "Is there anything else I can do for you?";
+ viewpoint 2,115,144,0,0xFFFFFF;
+ viewpoint 2,42,82,1,0xFFFFFF;
+ viewpoint 2,83,73,2,0xFFFFFF;
+ viewpoint 2,272,125,3,0xFFFFFF;
+ viewpoint 2,150,243,4,0xFFFFFF;
+ viewpoint 2,98,238,5,0xFFFFFF;
+ viewpoint 2,110,138,7,0xFFFFFF;
+ viewpoint 2,125,144,8,0xFFFFFF;
+ next;
+ break;
+ case 4:
+ mes "[Rachel Guide]";
+ mes "Have a safe journey!";
+ close;
+ }
+ }
+}
diff --git a/npc/pre-re/guides/guides_umbala.txt b/npc/pre-re/guides/guides_umbala.txt
new file mode 100644
index 000000000..b6af2e934
--- /dev/null
+++ b/npc/pre-re/guides/guides_umbala.txt
@@ -0,0 +1,99 @@
+//===== rAthena Script =======================================
+//= Umbala Guides
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Guides for the city of Umbala
+//===== Additional Comments: =================================
+//= 1.0 First version, Renewal guides.
+//============================================================
+
+umbala,128,94,3 script Umbala Guide#01umbala::GuideUmbala 702,{
+ mes "Welcome to ^8B4513Umbala^000000,";
+ mes "the Village of the Utan Tribe.";
+ next;
+ mes "Since I have been exploring here for several months.";
+ mes "I am familiar with this area's geography and the points of interest in this village.";
+ mes "Do you need help navigating the village?";
+ while (1) {
+ next;
+ switch(select("[ Kafra Employee ]:[ Chief's House ]:[ Shaman's House ]:[ Weapon Shop ]:[ Tool Shop ]:[ Bungee Jump Area ]:[ Tree of Yggdrasil ]:Remove Marks from Mini-Map:Cancel")) {
+ case 1:
+ mes "[Umbala Guide]";
+ mes "Let me mark the location of the";
+ mes "^0000FFKafra Employee^000000";
+ mes "on your mini-map.";
+ mes "Would you like to check any other locations?";
+ viewpoint 1,87,160,0,0x0A82FF;
+ break;
+ case 2:
+ mes "[Umbala Guide]";
+ mes "Only the ^006400Chief^000000 knows the language of the outside world.";
+ mes "So you'd better visit him before anything else.";
+ mes "Would you like to check any other locations?";
+ viewpoint 1,68,251,1,0xAAFF00;
+ break;
+ case 3:
+ mes "[Umbala Guide]";
+ mes "The ^008080Shaman^000000 has some sort of mystic power.";
+ mes "People say she can create rough enchanted stones, and divide a pure enchanted stone into rough ones.";
+ mes "Would you like to check any other locations?";
+ viewpoint 1,219,188,2,0x008080;
+ break;
+ case 4:
+ mes "[Umbala Guide]";
+ mes "The ^FF1493Weapon Shop^000000 inside Umbala";
+ mes "supplies the weapons";
+ mes "for defending against their enemies.";
+ mes "Would you like to check any other locations?";
+ viewpoint 1,125,155,3,0xFF1493;
+ break;
+ case 5:
+ mes "[Umbala Guide]";
+ mes "There are many useful things for";
+ mes "traveling in the ^8B4513Tool Shop^000000 in Umbala.";
+ mes "Would you like to check any other locations?";
+ viewpoint 1,136,127,4,0x8B4513;
+ break;
+ case 6:
+ mes "[Umbala Guide]";
+ mes "Umbala has a unique locale called";
+ mes "the 'Bungee Jump Area'.";
+ mes "If you're interested in testing";
+ mes "your courage, why don't you try it.";
+ mes "Would you like to check any other locations?";
+ viewpoint 1,221,176,5,0x9400D3;
+ break;
+ case 7:
+ mes "[Umbala Guide]";
+ mes "There's the Tree of Yggdrasil in the northern part of town.";
+ mes "You should pay it a visit since that's a place I recommend when you visit Umbala.";
+ mes "Would you like to check any other locations?";
+ viewpoint 1,107,284,6,0xA52A2A;
+ break;
+ case 8:
+ mes "[Umbala Guide]";
+ mes "Sure, I'll remove all marks from your mini-map.";
+ mes "Is there anything else I can do for you?";
+ viewpoint 2,1,1,0,0xFFFFFF;
+ viewpoint 2,1,1,1,0xFFFFFF;
+ viewpoint 2,1,1,2,0xFFFFFF;
+ viewpoint 2,1,1,3,0xFFFFFF;
+ viewpoint 2,1,1,4,0xFFFFFF;
+ viewpoint 2,1,1,5,0xFFFFFF;
+ viewpoint 2,1,1,6,0xFFFFFF;
+ break;
+ case 9:
+ mes "[Umbala Guide]";
+ mes "Be safe on your travels.";
+ close;
+ }
+ }
+}
+
+umbala,99,158,3 duplicate(GuideUmbala) Umbala Guide#02umbala 702
diff --git a/npc/pre-re/guides/guides_veins.txt b/npc/pre-re/guides/guides_veins.txt
new file mode 100644
index 000000000..12cfb95bf
--- /dev/null
+++ b/npc/pre-re/guides/guides_veins.txt
@@ -0,0 +1,108 @@
+//===== rAthena Script =======================================
+//= Veins Guides
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Guides for the city of Veins
+//===== Additional Comments: =================================
+//= 1.0 First version, Renewal guides.
+//============================================================
+
+veins,210,345,5 script Veins Guide#veins01::GuideVeins 934,{
+ mes "[Veins Guide]";
+ mes "Thank you for coming through the rough sand storms. Welcome to ^8B4513Veins^000000, the Canyon Village.";
+ mes "If this is the first time for you to use the guide services, why don't you check the \"Notice\" menu first?";
+ next;
+ while (1) {
+ switch(select("[ Temple ]:[ Inn ]:[ Pub ]:[ Weapon Shop ]:[ Tool Shop ]:[ Airport ]:[ Geological Research Institute ]:[ Cool Event Corp. Staff ]:Remove Marks from Mini-Map:Cancel")) {
+ case 1:
+ mes "[Veins Guide]";
+ mes "The Temple is always filled with praying the faithful of the incarnation of goddess Freya.";
+ mes "It's located on the North side of Veins.";
+ mes "Would you like to check any other locations?";
+ viewpoint 1,197,256,0,0xFF0000;
+ next;
+ break;
+ case 2:
+ mes "[Veins Guide]";
+ mes "You can rest your fatigue of the journey in the Inn. The Inn is located on the North-West side of Veins.";
+ mes "Would you like to check any other locations?";
+ viewpoint 1,110,278,1,0xFF4500;
+ next;
+ break;
+ case 3:
+ mes "[Veins Guide]";
+ mes "If you want to talk to the Veins Towners, visit the Veins Pub.";
+ mes "The pub is located on the west side of Veins.";
+ mes "Would you like to check any other locations?";
+ viewpoint 1,150,215,2,0xDAA520;
+ next;
+ break;
+ case 4:
+ mes "[Veins Guide]";
+ mes "You have to be able to protect your own body.";
+ mes "The Weapon Shop in Veins is selling the good weapons at a reasonable price..";
+ mes "It is located on the West side of Veins.";
+ mes "Would you like to check any other locations?";
+ viewpoint 1,150,175,3,0x008000;
+ next;
+ break;
+ case 5:
+ mes "[Veins Guide]";
+ mes "The essential items! Check out the Veins Tool Shop in the center of town..";
+ mes "Would you like to check any other locations?";
+ viewpoint 1,230,161,4,0x0000FF;
+ next;
+ break;
+ case 6:
+ mes "[Veins Guide]";
+ mes "The Airport of Veins is currently only used for Cargo.";
+ mes "Would you like to check any other locations?";
+ viewpoint 1,273,287,5,0x000080;
+ next;
+ break;
+ case 7:
+ mes "[Veins Guide]";
+ mes "Are you interested in Geology?";
+ mes "If so, please visit the Geological Research Institute at the second floor of Weapon Shop.";
+ mes "Would you like to check any other locations?";
+ viewpoint 1,150,175,6,0x800080;
+ next;
+ break;
+ case 8:
+ mes "[Veins Guide]";
+ mes "I will mark the location";
+ mes "of the ^808080Cool Event Corp. Staff^000000";
+ mes "on your mini map.";
+ mes "Would you like to check any other locations?";
+ viewpoint 1,209,127,7,0x808080;
+ next;
+ break;
+ case 9:
+ mes "[Veins Guide]";
+ mes "Sure, I'll remove all marks from your mini-map.";
+ mes "Is there anything else I can do for you?";
+ viewpoint 2,197,256,0,0xFFFFFF;
+ viewpoint 2,110,278,1,0xFFFFFF;
+ viewpoint 2,150,215,2,0xFFFFFF;
+ viewpoint 2,150,175,3,0xFFFFFF;
+ viewpoint 2,230,161,4,0xFFFFFF;
+ viewpoint 2,273,287,5,0xFFFFFF;
+ viewpoint 2,150,175,6,0xFFFFFF;
+ viewpoint 2,209,127,7,0xFFFFFF;
+ next;
+ break;
+ case 10:
+ mes "[Veins Guide]";
+ mes "Have a safe journey!";
+ close;
+ }
+ }
+}
+
+veins,189,101,5 duplicate(GuideVeins) Veins Guide#veins02 934
diff --git a/npc/pre-re/guild/agit_controller.txt b/npc/pre-re/guild/agit_controller.txt
new file mode 100644
index 000000000..27376df86
--- /dev/null
+++ b/npc/pre-re/guild/agit_controller.txt
@@ -0,0 +1,84 @@
+//===== rAthena Script =======================================
+//= War of Emperium - WoE Auto-Start
+//===== By: ==================================================
+//= kalen (1.0)
+//= 1.1 by Akaru and ho|yAnge|
+//===== Current Version: =====================================
+//= 2.0
+//===== Compatible With: =====================================
+//= rAthena SVN; RO Episode 4+
+//===== Description: =========================================
+//= Auto Start for War of Emperium
+//=============================================
+//= gettime(3): Gets hour (24 hour time)
+//= gettime(4): Gets day of week 1=Monday, 2=Tuesday,
+//= 3=Wednesday, 4=Thursday, etc.
+//===== Additional Comments: =================================
+//= v1.1a changed OnInit to OnAgitInit.[kobra_k88]
+//= v1.2 added gettime checks. removed $AgitStarted var.[kobra_k88]
+//= v1.3 Moved treasure spawn time here.[kobra_k88]
+//= v1.3a Implemented Shadowlady's idea to allow for different
+//= start/stop times on different days.[kobra_k88]
+//= 1.4 Fixed treasure chests spawn! We had to unroll some loops
+//= Now they appear in castles from 00:01 to 00:24. [Lupus]
+//= 1.5 Fixed WOE end messages on non-WOE days, by Avaj
+//= 1.5a missing tabs [KarLaeda]
+//= 1.6 Corrected multiple "WoE has begun" announces [ultramage]
+//= 1.7 Commented out the WoE start and end announces. [L0ne_W0lf]
+//= 1.8 Castle owners displayed when WoE starts and finished. [L0ne_W0lf]
+//= 1.8a Will now report unoccupied castles at start/end. [L0ne_W0lf]
+//= 1.8b Whoops. Fixed a mistake :D [L0ne_W0lf]
+//= 1.9 Rearranged the time-checks so they no longer use goto. [L0ne_W0lf]
+//= Removed treasure spawning function calls. (No longer needed)
+//= 2.0 Added WoE Battle Log support for broadcasts. [L0ne_W0lf]
+//============================================================
+//| To know how to set up WoE times, go to doc\woe_time_explanation.txt
+// WoE Start/Stop times
+//======================================
+- script Agit_Event -1,{
+ end;
+
+OnClock2100: //start time for Tues(2), Thurs(4)
+OnClock2300: //end time for Tues(2), Thurs(4)
+OnClock1600: //start time for Sat(6)
+OnClock1800: //end time for Sat(6)
+
+OnAgitInit:
+ // starting time checks
+ if((gettime(4)==2) && (gettime(3)>=21 && gettime(3)<23) ||
+ (gettime(4)==4) && (gettime(3)>=21 && gettime(3)<23) ||
+ (gettime(4)==6) && (gettime(3)>=16 && gettime(3)<18)) {
+ if (!agitcheck()) {
+ AgitStart;
+ callsub S_DisplayOwners;
+ }
+ end;
+ }
+
+ // end time checks
+ if ((gettime(4)==2) && (gettime(3)==23) ||
+ (gettime(4)==4) && (gettime(3)==23) ||
+ (gettime(4)==6) && (gettime(3)==18)) {
+ if (agitcheck()) {
+ AgitEnd;
+ callsub S_DisplayOwners;
+ }
+ end;
+ }
+ end;
+
+S_DisplayOwners:
+ setarray .@maps$[0],"aldeg_cas01","aldeg_cas02","aldeg_cas03","aldeg_cas04","aldeg_cas05";
+ setarray .@maps$[5],"gefg_cas01","gefg_cas02","gefg_cas03","gefg_cas04","gefg_cas05";
+ setarray .@maps$[10],"payg_cas01","payg_cas02","payg_cas03","payg_cas04","payg_cas05";
+ setarray .@maps$[15],"prtg_cas01","prtg_cas02","prtg_cas03","prtg_cas04","prtg_cas05";
+ for( set .@i, 0; .@i <= 19; set .@i, .@i+1 ) {
+ if (GetCastleData(.@maps$[.@i],1)) {
+ Announce "The [" + GetCastleName(.@maps$[.@i]) + "] castle has been conquered by the [" + GetGuildName(GetCastleData(.@maps$[.@i],1)) + "] guild.",bc_all|bc_woe;
+ }
+ else {
+ Announce "The [" + GetCastleName(.@maps$[.@i]) + "] castle is currently unoccupied.",bc_all|bc_woe;
+ }
+ }
+ end;
+}
diff --git a/npc/pre-re/guild/agit_main.txt b/npc/pre-re/guild/agit_main.txt
new file mode 100644
index 000000000..c57344f82
--- /dev/null
+++ b/npc/pre-re/guild/agit_main.txt
@@ -0,0 +1,1350 @@
+//===== rAthena Script =======================================
+//= War of Emperium Guild Template File
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.9
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [ Aegis Conversion]
+//= ----------------------------------------------------------
+//= - THIS FILE IS REQUIRED FOR GUILD CASTLES TO FUNCTION.
+//= ----------------------------------------------------------
+//= - Enables AGIT Manager inside Guild Strongholds.
+//= Visible Name required: Agit
+//= Manages the various functions used in and out of WoE.
+//=
+//= - Enables Stewards inside Guild Strongholds which let's
+//= the guild master invest in Defense and Economy, and
+//= to summon guardians, a Kafra, and enter master's room.
+//=
+//= - Guardian Spawning Template
+//= Visible Name required: Guardian
+//= Spawn guardians when guild castle data is recieved.
+//=
+//= - Enables Kafra Services inside Guild Strongholds.
+//= Visible Name required: Kafra Employee
+//= Storage, Guild Storage, Teleport Service, Cart rental.
+//=
+//= - Treasure Chest spawning.
+//= Chests will NOT be saved anymore in the event of crashes.
+//= Treasures will NOT spawn on a location that already has
+//= treasure chest spawned.
+//===== Additional Comments: =================================
+//= 1.0 First Version. No longer uses functions. [L0ne_W0lf]
+//= 1.1 Daily investement will now be reset. [L0ne_W0lf]
+//= Template will no longer try to spawn chests.
+//= 1.2 Fixed Eco Invest option charging twice. [L0ne_W0lf]
+//= 1.3 Fixed a loading flag emblem for Payon 1. [L0ne_W0lf]
+//= Fixed two typos regarding Guild Steward name.
+//= 1.4 Fixed a typo in defense investment. [L0ne_W0lf]
+//= 1.5 Fixed spawn point of the emperium in Payon 1. [L0ne_W0lf]
+//= Double-investing doubles the price now.
+//= 1.6 Corrected Zeny check when summoning guardians. [L0ne_W0lf]
+//= Corrected cost for investing, thanks to Ai4rei.
+//= Second invest is now quadruple the value of the first
+//= Investing now happens at the turn of the day.
+//= 1.6a Corrected conditions in the new investing blocks. [L0ne_W0lf]
+//= 1.6b Moved where investments are added to eco/def. [L0ne_W0lf]
+//= 1.7 Updated Agitbreak announcements, added bc_woe [L0ne_W0lf]
+//= and added extended anouncement format for mapannounce.
+//= 1.8 Fixed a possible exploit in guild castle investment. [Brian]
+//= 1.9 Partially rewrote Script. [Masao]
+//============================================================
+
+// WoE : Main Functions
+//============================================================
+- script Gld_Agit_Manager::Gld_Agit_Manager -1,{
+ end;
+
+// War of Emperium has started.
+OnAgitStart:
+ if (strnpcinfo(0) == "Gld_Agit_Manager") end;
+ MapRespawnGuildID strnpcinfo(2),GetCastleData(strnpcinfo(2),1),6;
+ GvgOn strnpcinfo(2);
+
+// Spawn (fall through), or respawn the Emperium once it has been broken.
+OnStartArena:
+ // OnAgitStart will fall through and spawn the Emperium.
+ if (strnpcinfo(2) == "aldeg_cas01") { setarray .@emproom[0],216,23; }
+ else if (strnpcinfo(2) == "aldeg_cas02") { setarray .@emproom[0],213,23; }
+ else if (strnpcinfo(2) == "aldeg_cas03") { setarray .@emproom[0],205,31; }
+ else if (strnpcinfo(2) == "aldeg_cas04") { setarray .@emproom[0],36,217; }
+ else if (strnpcinfo(2) == "aldeg_cas05") { setarray .@emproom[0],27,101; }
+ else if (strnpcinfo(2) == "gefg_cas01") { setarray .@emproom[0],197,181; }
+ else if (strnpcinfo(2) == "gefg_cas02") { setarray .@emproom[0],176,178; }
+ else if (strnpcinfo(2) == "gefg_cas03") { setarray .@emproom[0],244,166; }
+ else if (strnpcinfo(2) == "gefg_cas04") { setarray .@emproom[0],174,177; }
+ else if (strnpcinfo(2) == "gefg_cas05") { setarray .@emproom[0],194,184; }
+ else if (strnpcinfo(2) == "payg_cas01") { setarray .@emproom[0],139,139; }
+ else if (strnpcinfo(2) == "payg_cas02") { setarray .@emproom[0],38,25; }
+ else if (strnpcinfo(2) == "payg_cas03") { setarray .@emproom[0],269,265; }
+ else if (strnpcinfo(2) == "payg_cas04") { setarray .@emproom[0],270,28; }
+ else if (strnpcinfo(2) == "payg_cas05") { setarray .@emproom[0],30,30; }
+ else if (strnpcinfo(2) == "prtg_cas01") { setarray .@emproom[0],197,197; }
+ else if (strnpcinfo(2) == "prtg_cas02") { setarray .@emproom[0],157,174; }
+ else if (strnpcinfo(2) == "prtg_cas03") { setarray .@emproom[0],16,220; }
+ else if (strnpcinfo(2) == "prtg_cas04") { setarray .@emproom[0],291,14; }
+ else if (strnpcinfo(2) == "prtg_cas05") { setarray .@emproom[0],266,266; }
+ // Add custom Guild Castles here.
+ else {
+ end;
+ }
+ if (!mobcount(strnpcinfo(2),"Agit#"+strnpcinfo(2)+"::OnAgitBreak")) {
+ monster strnpcinfo(2),.@emproom[0],.@emproom[1],"Emperium",1288,1,"Agit#"+strnpcinfo(2)+"::OnAgitBreak";
+ }
+ end;
+
+// The Emperium has been broken.
+OnAgitBreak:
+ set .@GID,getcharid(2);
+ // Show and log error if an unguilded player breaks the Emperium. (Should NEVER happen)
+ if (.@GID <= 0) {
+ set .@notice$,"Character "+strcharinfo(0)+" ("+getcharid(0)+") broke the Emperium in Castle: "+strnpcinfo(2)+" while guildless. No data will be saved and Emperium respawned.";
+ logmes .@notice$; debugmes .@notice$;
+ donpcevent "Agit#"+strnpcinfo(2)+"::OnStartArena";
+ end;
+ }
+ // Adjust Economy Invest Level for Castle
+ set .@Economy,GetCastleData(strnpcinfo(2),2) - 5;
+ if (.@Economy < 0) set .@Economy, 0;
+ SetCastleData strnpcinfo(2), 2, .@Economy;
+ // Adjust Defense Invest Level for Castle
+ set .@Defence,GetCastleData(strnpcinfo(2),3) - 5;
+ if (.@Defence < 0) set .@Defence, 0;
+ SetCastleData strnpcinfo(2), 3, .@Defence;
+
+ // Set new Castle Occupant
+ SetCastleData strnpcinfo(2),1, .@GID;
+
+ // Announce that the Emperium is destroyed, and respawn all but new castle-occupants.
+ mapannounce strnpcinfo(2),"The emperium has been destroyed.",bc_map|bc_woe,"0x00CCFF",FW_NORMAL,12;
+ MapRespawnGuildID strnpcinfo(2),.@GID,6;
+
+ // Refresh castle data, disable Kafra and reset Invest information.
+ donpcevent strnpcinfo(0)+"::OnRecvCastle";
+ disablenpc "Kafra Staff#"+strnpcinfo(2);
+ for( set .@i, 4; .@i <= 9; set .@i, .@i+1 ) {
+ SetCastleData strnpcinfo(2), .@i, 0;
+ }
+ // Erase Guardian Database information if the new owners do not have Guardian Research.
+ if( getgdskilllv(.@GID,10002) == 0 ) {
+ for( set .@i, 10; .@i <= 17; set .@i, .@i+1 ) {
+ SetCastleData strnpcinfo(2), .@i, 0;
+ }
+ }
+ // Respawn the Emperium, and display new owners.
+ sleep 500; // Slow down script execution slightly.
+ if( agitcheck() )
+ donpcevent "Agit#"+strnpcinfo(2)+"::OnStartArena";
+ sleep 7000;
+ announce "The [" + getcastlename(strnpcinfo(2)) + "] castle has been conquered by the [" + getguildName(.@GID) + "] guild.",bc_all|bc_woe;
+ end;
+
+// War of Emperium has ended.
+OnAgitEnd:
+ if (strnpcinfo(0) == "Gld_Agit_Manager") end;
+ GvgOff strnpcinfo(2);
+ // If the castle has no owner at the end of WoE, do not kill Emperium.
+ if (GetCastleData(strnpcinfo(2),1)) {
+ KillMonster strnpcinfo(2),"Agit#"+strnpcinfo(2)+"::OnAgitBreak";
+ }
+ end;
+
+// Occupying Guild has been disbanded.
+OnGuildBreak:
+ if (strnpcinfo(0) == "Gld_Agit_Manager") end;
+ // Kill guardians, disable the Kafra, and set owner to 0.
+ killmonster strnpcinfo(2),"Guardian#"+strnpcinfo(2)+"::OnGuardianDied";
+ disablenpc "Kafra Staff#"+strnpcinfo(2);
+ SetCastleData strnpcinfo(2),0,0;
+ // Wait before refreshing guild information.
+ sleep 7000;
+ Announce "Guild Base [" + GetCastleName(strnpcinfo(2)) + "] has been abandoned.",0;
+ donpcevent strnpcinfo(0)+"::OnRecvCastle";
+ end;
+
+OnAgitInit:
+OnRecvCastle:
+ if (strnpcinfo(0) == "Gld_Agit_Manager") end;
+ // Spawn Monsters if the castle is empty.
+ set .@GID, GetCastleData(strnpcinfo(2),1);
+ if (.@GID == 0) {
+ killmonsterall strnpcinfo(2);
+ if (compare(strnpcinfo(2),"aldeg")) {
+ // Normal Spawns
+ monster strnpcinfo(2),0,0,"Evil Druid",1117,10;
+ monster strnpcinfo(2),0,0,"Khalitzburg",1132,4;
+ monster strnpcinfo(2),0,0,"Abysmal Knight",1219,2;
+ monster strnpcinfo(2),0,0,"Executioner",1205,1;
+ monster strnpcinfo(2),0,0,"Penomena",1216,10;
+ monster strnpcinfo(2),0,0,"Alarm",1193,18;
+ monster strnpcinfo(2),0,0,"Clock",1269,9;
+ monster strnpcinfo(2),0,0,"Raydric Archer",1276,7;
+ monster strnpcinfo(2),0,0,"Wanderer",1208,3;
+ monster strnpcinfo(2),0,0,"Alice",1275,1;
+ monster strnpcinfo(2),0,0,"Bloody Knight",1268,1;
+ monster strnpcinfo(2),0,0,"Dark Lord",1272,1;
+ // Set Emperium room spawn coordinates and spawn monsters.
+ if (strnpcinfo(2) == "aldeg_cas01") { setarray .@emproom[0],216,23; }
+ else if (strnpcinfo(2) == "aldeg_cas02") { setarray .@emproom[0],213,23; }
+ else if (strnpcinfo(2) == "aldeg_cas03") { setarray .@emproom[0],205,31; }
+ else if (strnpcinfo(2) == "aldeg_cas04") { setarray .@emproom[0],36,217; }
+ else if (strnpcinfo(2) == "aldeg_cas05") { setarray .@emproom[0],27,101; }
+ monster strnpcinfo(2),.@emproom[0],.@emproom[1],"Dark Lord",1272,1;
+ monster strnpcinfo(2),.@emproom[0],.@emproom[1],"Tower Keeper",1270,4;
+ monster strnpcinfo(2),.@emproom[0],.@emproom[1],"Bloody Knight",1268,1;
+ monster strnpcinfo(2),.@emproom[0],.@emproom[1],"Abysmal Knight",1219,1;
+ monster strnpcinfo(2),.@emproom[0],.@emproom[1],"Raydric Archer",1276,5;
+ }
+ else if (compare(strnpcinfo(2),"gefg")) {
+ // Normal Spawns
+ monster strnpcinfo(2),0,0,"Evil Druid",1117,10;
+ monster strnpcinfo(2),0,0,"Wind Ghost",1263,11;
+ monster strnpcinfo(2),0,0,"Bathory",1102,10;
+ monster strnpcinfo(2),0,0,"Jakk",1130,10;
+ monster strnpcinfo(2),0,0,"Marduk",1140,20;
+ monster strnpcinfo(2),0,0,"Raydric",1163,9;
+ monster strnpcinfo(2),0,0,"Alice",1275,1;
+ monster strnpcinfo(2),0,0,"Abysmal Knight",1219,1;
+ monster strnpcinfo(2),0,0,"Moonlight Flower",1150,1;
+ monster strnpcinfo(2),0,0,"Phreeoni",1159,1;
+ // Set Emperium room spawn coordinates and spawn monsters.
+ if (strnpcinfo(2) == "gefg_cas01") { setarray .@emproom[0],197,181; }
+ else if (strnpcinfo(2) == "gefg_cas02") { setarray .@emproom[0],176,178; }
+ else if (strnpcinfo(2) == "gefg_cas03") { setarray .@emproom[0],244,166; }
+ else if (strnpcinfo(2) == "gefg_cas04") { setarray .@emproom[0],174,177; }
+ else if (strnpcinfo(2) == "gefg_cas05") { setarray .@emproom[0],194,184; }
+ monster strnpcinfo(2),.@emproom[0],.@emproom[1],"Mysteltainn",1203,1;
+ monster strnpcinfo(2),.@emproom[0],.@emproom[1],"Orc Hero",1087,1;
+ monster strnpcinfo(2),.@emproom[0],.@emproom[1],"High Orc",1213,10;
+ monster strnpcinfo(2),.@emproom[0],.@emproom[1],"Orc Archer",1189,10;
+ }
+ else if (compare(strnpcinfo(2),"payg")) {
+ // Normal Spawns
+ monster strnpcinfo(2),0,0,"Greatest General",1277,9;
+ monster strnpcinfo(2),0,0,"Wanderer",1208,10;
+ monster strnpcinfo(2),0,0,"Mutant Dragonoid",1262,5;
+ monster strnpcinfo(2),0,0,"Bathory",1102,5;
+ monster strnpcinfo(2),0,0,"Moonlight Flower",1150,1;
+ monster strnpcinfo(2),0,0,"Eddga",1115,1;
+ monster strnpcinfo(2),0,0,"Horong",1129,11;
+ monster strnpcinfo(2),0,0,"Raydric Archer",1276,5;
+ monster strnpcinfo(2),0,0,"Kobold Archer",1282,4;
+ monster strnpcinfo(2),0,0,"Gargoyle",1253,5;
+ // Set Emperium room spawn coordinates and spawn monsters.
+ if (strnpcinfo(2) == "payg_cas01") { setarray .@emproom[0],139,139; }
+ else if (strnpcinfo(2) == "payg_cas02") { setarray .@emproom[0],38,25; }
+ else if (strnpcinfo(2) == "payg_cas03") { setarray .@emproom[0],269,265; }
+ else if (strnpcinfo(2) == "payg_cas04") { setarray .@emproom[0],270,28; }
+ else if (strnpcinfo(2) == "payg_cas05") { setarray .@emproom[0],30,30; }
+ monster strnpcinfo(2),.@emproom[0],.@emproom[1],"Moonlight Flower",1150,1;
+ monster strnpcinfo(2),.@emproom[0],.@emproom[1],"Eddga",1115,1;
+ monster strnpcinfo(2),.@emproom[0],.@emproom[1],"Wanderer",1208,6;
+ monster strnpcinfo(2),.@emproom[0],.@emproom[1],"Raydric Archer",1276,5;
+ }
+ else if (compare(strnpcinfo(2),"prtg")) {
+ // Normal Spawns
+ monster strnpcinfo(2),0,0,"Raydric",1163,1;
+ monster strnpcinfo(2),0,0,"Khalitzburg",1132,10;
+ monster strnpcinfo(2),0,0,"Abysmal Knight",1219,5;
+ monster strnpcinfo(2),0,0,"Bloody Knight",1268,5;
+ monster strnpcinfo(2),0,0,"Stormy Knight",1251,1;
+ monster strnpcinfo(2),0,0,"Hatii",1252,1;
+ monster strnpcinfo(2),0,0,"Raydric Archer",1276,5;
+ monster strnpcinfo(2),0,0,"Gryphon",1259,2;
+ monster strnpcinfo(2),0,0,"Chimera",1283,3;
+ monster strnpcinfo(2),0,0,"Alice",1275,1;
+ monster strnpcinfo(2),0,0,"Zealotus",1200,1;
+ // Set Emperium room spawn coordinates and spawn monsters.
+ if (strnpcinfo(2) == "prtg_cas01") { setarray .@emproom[0],197,197; }
+ else if (strnpcinfo(2) == "prtg_cas02") { setarray .@emproom[0],157,174; }
+ else if (strnpcinfo(2) == "prtg_cas03") { setarray .@emproom[0],16,220; }
+ else if (strnpcinfo(2) == "prtg_cas04") { setarray .@emproom[0],291,14; }
+ else if (strnpcinfo(2) == "prtg_cas05") { setarray .@emproom[0],266,266; }
+ monster strnpcinfo(2),.@emproom[0],.@emproom[1],"Guardian Knight",1268,1;
+ monster strnpcinfo(2),.@emproom[0],.@emproom[1],"Guardian Master",1251,1;
+ monster strnpcinfo(2),.@emproom[0],.@emproom[1],"Hatii",1252,1;
+ monster strnpcinfo(2),.@emproom[0],.@emproom[1],"Guardian Knight",1219,1;
+ monster strnpcinfo(2),.@emproom[0],.@emproom[1],"Raydric Archer",1276,5;
+ }
+ // Add custom Guild Castles here.
+ else {
+ end;
+ }
+ donpcevent "Agit#"+strnpcinfo(2)+"::OnStartArena";
+ // Disable Kafra Staff...
+ disablenpc "Kafra Staff#"+strnpcinfo(2);
+ end;
+ }
+ else {
+OnInterIfInitOnce:
+ // Otherwise place the guild emblem on flags.
+ if (strnpcinfo(2) == "aldeg_cas01") { donpcevent "::OnRecvCastleA01"; }
+ else if (strnpcinfo(2) == "aldeg_cas02") { donpcevent "::OnRecvCastleA02"; }
+ else if (strnpcinfo(2) == "aldeg_cas03") { donpcevent "::OnRecvCastleA03"; }
+ else if (strnpcinfo(2) == "aldeg_cas04") { donpcevent "::OnRecvCastleA04"; }
+ else if (strnpcinfo(2) == "aldeg_cas05") { donpcevent "::OnRecvCastleA05"; }
+ else if (strnpcinfo(2) == "gefg_cas01") { donpcevent "::OnRecvCastleG01"; }
+ else if (strnpcinfo(2) == "gefg_cas02") { donpcevent "::OnRecvCastleG02"; }
+ else if (strnpcinfo(2) == "gefg_cas03") { donpcevent "::OnRecvCastleG03"; }
+ else if (strnpcinfo(2) == "gefg_cas04") { donpcevent "::OnRecvCastleG04"; }
+ else if (strnpcinfo(2) == "gefg_cas05") { donpcevent "::OnRecvCastleG05"; }
+ else if (strnpcinfo(2) == "payg_cas01") { donpcevent "::OnRecvCastlePy01"; }
+ else if (strnpcinfo(2) == "payg_cas02") { donpcevent "::OnRecvCastlePy02"; }
+ else if (strnpcinfo(2) == "payg_cas03") { donpcevent "::OnRecvCastlePy03"; }
+ else if (strnpcinfo(2) == "payg_cas04") { donpcevent "::OnRecvCastlePy04"; }
+ else if (strnpcinfo(2) == "payg_cas05") { donpcevent "::OnRecvCastlePy05"; }
+ else if (strnpcinfo(2) == "prtg_cas01") { donpcevent "::OnRecvCastlePt01"; }
+ else if (strnpcinfo(2) == "prtg_cas02") { donpcevent "::OnRecvCastlePt02"; }
+ else if (strnpcinfo(2) == "prtg_cas03") { donpcevent "::OnRecvCastlePt03"; }
+ else if (strnpcinfo(2) == "prtg_cas04") { donpcevent "::OnRecvCastlePt04"; }
+ else if (strnpcinfo(2) == "prtg_cas05") { donpcevent "::OnRecvCastlePt05"; }
+ // Add custom Guild Castles here.
+ else {
+ end;
+ }
+ // And load purchased Guardian in castles.
+ donpcevent "Guardian#"+strnpcinfo(2)+"::OnSpawnGuardians";
+ // And display Kafra if purchased.
+ if (GetCastleData(strnpcinfo(2),9) < 1) disablenpc "Kafra Staff#"+strnpcinfo(2);
+ }
+ end;
+}
+
+// WoE : Guild Kafras
+//============================================================
+- script Kafra Staff#woe::guildkafra -1,{
+
+ set .@GID,GetCastleData(strnpcinfo(2),1);
+
+ if (compare(strnpcinfo(2),"aldeg")) {
+ setarray .@destination$[0],"Al De Baran","aldebaran";
+ setarray .@coordinates[0],132,103;
+ }
+ else if (compare(strnpcinfo(2),"gefg")) {
+ setarray .@destination$[0],"Geffen","geffen";
+ setarray .@coordinates[0],120,39;
+ }
+ else if (compare(strnpcinfo(2),"payg")) {
+ setarray .@destination$[0],"Payon","payon";
+ setarray .@coordinates[0],70,100;
+ }
+ else if (compare(strnpcinfo(2),"prtg")) {
+ setarray .@destination$[0],"Prontera","prontera";
+ setarray .@coordinates[0],278,211;
+ }
+ // Add custom Guild Castles here.
+ else {
+ end;
+ }
+
+ cutin "kafra_01",2;
+ if (getcharid(2) == .@GID) {
+ mes "[Kafra Employee]";
+ mes "Welcome. ^ff0000" + GetGuildName(.@GID) + "^000000 Member.";
+ mes "The Kafra Corporation will stay with you wherever you go.";
+ next;
+ switch (select("Use Storage:Use Teleport Service:Rent a Pushcart:Cancel")) {
+ case 1:
+ if (getskilllv("NV_BASIC") < 6) {
+ mes "[Kafra Employee]";
+ mes "I'm sorry, but you";
+ mes "need the Novice's";
+ mes "Basic Skill Level 6 to";
+ mes "use the Storage Service.";
+ close2;
+ cutin "",255;
+ end;
+ }
+ mes "[Kafra Employee]";
+ mes "Here, let me open";
+ mes "your Storage for you.";
+ mes "Thank you for using";
+ mes "the Kafra Service.";
+ close2;
+ cutin "",255;
+ openstorage;
+ end;
+ case 2:
+ mes "[Kafra Employee]";
+ mes "Please choose";
+ mes "your destination.";
+ next;
+ switch (select(.@destination$+" -> 200z:Cancel")) {
+ case 1:
+ if (Zeny < 200) {
+ mes "[Kafra Employee]";
+ mes "I'm sorry, but you don't have";
+ mes "enough zeny for the Teleport";
+ mes "Service. The fee to teleport";
+ mes "to "+.@destination$+" is 200 zeny.";
+ close2;
+ cutin "",255;
+ end;
+ }
+ set Zeny, Zeny - 200;
+ set RESRVPTS,RESRVPTS+2;
+ close2;
+ warp .@destination$[1],.@coordinates[0],.@coordinates[1];
+ end;
+ case 2:
+ close2;
+ cutin "",255;
+ end;
+ }
+ case 3:
+ if (BaseClass != Job_Merchant) {
+ mes "[Kafra Employee]";
+ mes "I'm sorry, but the";
+ mes "Pushcart rental service";
+ mes "is only available to Merchants,";
+ mes "Blacksmiths, Master Smiths,";
+ mes "Alchemists, Biochemists,";
+ mes "Mechanics and Geneticists.";
+ close2;
+ cutin "",255;
+ end;
+ }
+ if (checkcart()) {
+ mes "[Kafra Employee]";
+ mes "You already have";
+ mes "a Pushcart equipped.";
+ mes "Unfortunately, we can't";
+ mes "rent more than one to";
+ mes "each customer at a time.";
+ close2;
+ cutin "",255;
+ end;
+ }
+ mes "[Kafra Employee]";
+ mes "The Pushcart rental";
+ mes "fee is 800 zeny. Would";
+ mes "you like to rent a Pushcart?";
+ next;
+ switch (select("Rent a Pushcart.:Cancel")) {
+ case 1:
+ if (Zeny < 800) {
+ mes "[Kafra Employee]";
+ mes "I'm sorry, but you";
+ mes "don't have enough";
+ mes "zeny to pay the Pushcart";
+ mes "rental fee of 800 zeny.";
+ close2;
+ cutin "",255;
+ end;
+ }
+ set RESRVPTS,RESRVPTS+8;
+ set Zeny, Zeny - 800;
+ setcart;
+ close2;
+ cutin "",255;
+ end;
+ case 2:
+ close2;
+ cutin "",255;
+ end;
+ }
+ case 4:
+ mes "[Kafra Employee]";
+ mes "We, here at Kafra Corporation,";
+ mes "are always endeavoring to provide you with the best services. We hope that we meet your adventuring needs and standards of excellence.";
+ close2;
+ cutin "",255;
+ end;
+ }
+ }
+ mes "[Kafra Employee]";
+ mes "I am instructed to only offer my services to the ^ff0000"+GetGuildName(.@GID)+"^000000 Guild. Please try another Kafra Employee around here. Sorry for the inconvenience.";
+ close2;
+ cutin "",255;
+ end;
+}
+
+// WoE : Castle Managers
+//============================================================
+- script Castle Manager#cm::cm -1,{
+
+ set .@GID,GetCastleData(strnpcinfo(2),1);
+
+ // .@guardiantype = Defines the types of guardians per castle basis.
+ // 1 - Soldier Guardian, 2 - Archer Guardian, 3 - Knight Guardian
+ // .@guardianposx = Define the x spawn point for each uardian.
+ // [0] = 1st guardian's x spawn point.
+ // .@guardianposy = Define the y spawn point for each guardian.
+ // [0] = 1st guardian's y spawn point.
+ // .@masterroom = Defines the coordinates of the Treasure Room.
+ if (strnpcinfo(2) == "aldeg_cas01") {
+ setarray .@guardiantype[0],1,2,2,2,2,3,3,3;
+ setarray .@guardianposx[0],17,39,38,45,21,218,213,73;
+ setarray .@guardianposy[0],218,208,196,228,194,24,24,70;
+ setarray .@masterroom[0],113,223;
+ }
+ else if (strnpcinfo(2) == "aldeg_cas02") {
+ setarray .@guardiantype[0],3,3,3,1,1,2,2,2;
+ setarray .@guardianposx[0],27,88,117,60,51,21,36,210;
+ setarray .@guardianposy[0],184,43,46,202,183,177,183,7;
+ setarray .@masterroom[0],134,225;
+ }
+ else if (strnpcinfo(2) == "aldeg_cas03") {
+ setarray .@guardiantype[0],3,3,1,1,1,2,2,2;
+ setarray .@guardianposx[0],90,116,86,116,64,212,195,110;
+ setarray .@guardianposy[0],112,112,120,76,103,160,151,217;
+ setarray .@masterroom[0],229,267;
+ }
+ else if (strnpcinfo(2) == "aldeg_cas04") {
+ setarray .@guardiantype[0],2,2,2,1,1,1,3,3;
+ setarray .@guardianposx[0],187,192,148,145,169,198,48,55;
+ setarray .@guardianposy[0],100,42,88,209,53,77,72,88;
+ setarray .@masterroom[0],83,17;
+ }
+ else if (strnpcinfo(2) == "aldeg_cas05") {
+ setarray .@guardiantype[0],2,2,1,1,3,3,3,3;
+ setarray .@guardianposx[0],51,188,157,157,27,145,156,41;
+ setarray .@guardianposy[0],202,79,192,74,221,78,73,112;
+ setarray .@masterroom[0],64,8;
+ }
+ // Geffen (Britoniah) Castles
+ else if (strnpcinfo(2) == "gefg_cas01") {
+ setarray .@guardiantype[0],1,1,1,2,2,3,3,3;
+ setarray .@guardianposx[0],67,184,62,36,50,50,189,200;
+ setarray .@guardianposy[0],179,20,41,186,186,67,41,167;
+ setarray .@masterroom[0],152,117;
+ }
+ else if (strnpcinfo(2) == "gefg_cas02") {
+ setarray .@guardiantype[0],1,1,1,2,2,3,3,3;
+ setarray .@guardianposx[0],64,56,166,35,20,19,166,159;
+ setarray .@guardianposy[0],168,41,25,148,150,41,42,188;
+ setarray .@masterroom[0],145,115;
+ }
+ else if (strnpcinfo(2) == "gefg_cas03") {
+ setarray .@guardiantype[0],2,2,1,1,1,3,3,3;
+ setarray .@guardianposx[0],48,113,48,157,243,157,234,238;
+ setarray .@guardianposy[0],176,214,207,62,41,45,25,160;
+ setarray .@masterroom[0],275,289;
+ }
+ else if (strnpcinfo(2) == "gefg_cas04") {
+ setarray .@guardiantype[0],2,2,1,1,1,3,3,3;
+ setarray .@guardianposx[0],53,31,49,29,147,57,160,148;
+ setarray .@guardianposy[0],191,178,220,46,65,46,50,189;
+ setarray .@masterroom[0],116,123;
+ }
+ else if (strnpcinfo(2) == "gefg_cas05") {
+ setarray .@guardiantype[0],2,2,1,1,1,3,3,3;
+ setarray .@guardianposx[0],45,71,72,66,177,66,177,193;
+ setarray .@guardianposy[0],149,163,142,47,50,17,35,166;
+ setarray .@masterroom[0],149,106;
+ }
+ // Payon (Baulder) Castles
+ else if (strnpcinfo(2) == "payg_cas01") {
+ setarray .@guardiantype[0],2,2,2,2,2,2,2,3;
+ setarray .@guardianposx[0],229,225,222,99,65,36,51,138;
+ setarray .@guardianposy[0],92,80,111,45,31,127,144,133;
+ setarray .@masterroom[0],295,8;
+ }
+ else if (strnpcinfo(2) == "payg_cas02") {
+ setarray .@guardiantype[0],2,2,2,2,2,2,2,3;
+ setarray .@guardianposx[0],237,228,210,57,42,287,264,27;
+ setarray .@guardianposy[0],54,72,41,241,241,257,272,20;
+ setarray .@masterroom[0],141,149;
+ }
+ else if (strnpcinfo(2) == "payg_cas03") {
+ setarray .@guardiantype[0],2,2,2,2,2,2,2,3;
+ setarray .@guardianposx[0],245,269,36,41,39,19,37,268;
+ setarray .@guardianposy[0],37,51,39,39,65,276,277,244;
+ setarray .@masterroom[0],163,167;
+ }
+ else if (strnpcinfo(2) == "payg_cas04") {
+ setarray .@guardiantype[0],2,2,2,2,2,2,2,3;
+ setarray .@guardianposx[0],251,232,231,32,32,35,36,270;
+ setarray .@guardianposy[0],212,212,175,287,232,45,17,41;
+ setarray .@masterroom[0],151,47;
+ }
+ else if (strnpcinfo(2) == "payg_cas05") {
+ setarray .@guardiantype[0],2,2,2,2,2,2,2,3;
+ setarray .@guardianposx[0],19,33,266,266,263,263,250,36;
+ setarray .@guardianposy[0],279,260,234,279,37,21,22,36;
+ setarray .@masterroom[0],153,137;
+ }
+ // Prontera (Valkyrie Realms) Castles
+ else if (strnpcinfo(2) == "prtg_cas01") {
+ setarray .@guardiantype[0],1,1,1,2,2,3,3,3;
+ setarray .@guardianposx[0],182,182,153,59,50,184,196,107;
+ setarray .@guardianposy[0],62,116,86,28,36,183,189,179;
+ setarray .@masterroom[0],15,209;
+ }
+ else if (strnpcinfo(2) == "prtg_cas02") {
+ setarray .@guardiantype[0],3,3,3,1,1,2,2,2;
+ setarray .@guardianposx[0],161,153,178,71,49,64,7,75;
+ setarray .@guardianposy[0],161,161,44,75,28,186,196,175;
+ setarray .@masterroom[0],207,229;
+ }
+ else if (strnpcinfo(2) == "prtg_cas03") {
+ setarray .@guardiantype[0],3,3,3,1,1,2,2,2;
+ setarray .@guardianposx[0],191,137,45,50,41,191,179,191;
+ setarray .@guardianposy[0],190,190,99,87,87,42,43,72;
+ setarray .@masterroom[0],190,130;
+ }
+ else if (strnpcinfo(2) == "prtg_cas04") {
+ setarray .@guardiantype[0],3,3,3,1,1,1,2,2;
+ setarray .@guardianposx[0],276,274,246,38,29,33,78,36;
+ setarray .@guardianposy[0],14,35,246,240,240,258,48,61;
+ setarray .@masterroom[0],275,160;
+ }
+ else if (strnpcinfo(2) == "prtg_cas05") {
+ setarray .@guardiantype[0],3,3,3,1,1,1,2,2;
+ setarray .@guardianposx[0],266,287,245,236,251,278,32,44;
+ setarray .@guardianposy[0],262,280,250,63,63,253,253,248;
+ setarray .@masterroom[0],281,176;
+ }
+ // Add custom Guild Castles here.
+ else {
+ end;
+ }
+
+ if (.@GID == 0) {
+ mes "["+strnpcinfo(1)+"]";
+ mes "I have been waiting for a master to fulfill my destiny.";
+ mes "Brave soul... fate will guide you towards your future...";
+ close;
+ }
+ if (GetGuildMaster(.@GID) != strcharinfo(0)) {
+ mes "["+strnpcinfo(1)+"]";
+ mes "No matter how much you pester me, I'll still follow my master ^ff0000"+GetGuildMaster(.@GID)+"^000000. Where are the Guardians?! Send these ruffians away right now!";
+ close;
+ }
+ mes "["+strnpcinfo(1)+"]";
+ mes "Welcome. My honorable master, ^ff0000"+strcharinfo(0)+"^000000...";
+ mes "Your humble servent, "+strnpcinfo(1)+", is here to serve you.";
+ next;
+ switch (select("Castle briefing:Invest in commercial growth:Invest in Castle Defenses:Summon Guardian:Hire / Fire a Kafra Employee:Go into Master's room")) {
+ case 1:
+ mes "["+strnpcinfo(1)+"]";
+ mes "I will report the Castle briefing, Master.";
+ mes " ";
+ mes "^0000ffNow, the commercial growth level is "+GetCastleData(strnpcinfo(2),2)+".";
+ if (GetCastleData(strnpcinfo(2),4)) {
+ mes " You invested "+GetCastleData(strnpcinfo(2),4)+" times in past 1 day.";
+ }
+ mes " Now, the Castle Defense level is "+GetCastleData(strnpcinfo(2),3)+".^000000";
+ if (GetCastleData(strnpcinfo(2),5)) {
+ mes " ^0000ff- You invested "+GetCastleData(strnpcinfo(2),5)+" times in past 1 day.^000000";
+ }
+ mes " ";
+ mes "That's all I have to report, Master.";
+ close;
+ case 2:
+ set .@Economy,GetCastleData(strnpcinfo(2),2);
+ if (.@Economy < 6) { set .@eco_invest,5000; }
+ else if ((.@Economy >= 6) && (.@Economy <= 10)) { set .@eco_invest,10000; }
+ else if ((.@Economy >= 11) && (.@Economy <= 15)) { set .@eco_invest,20000; }
+ else if ((.@Economy >= 16) && (.@Economy <= 20)) { set .@eco_invest,35000; }
+ else if ((.@Economy >= 21) && (.@Economy <= 25)) { set .@eco_invest,55000; }
+ else if ((.@Economy >= 26) && (.@Economy <= 30)) { set .@eco_invest,80000; }
+ else if ((.@Economy >= 31) && (.@Economy <= 35)) { set .@eco_invest,110000; }
+ else if ((.@Economy >= 36) && (.@Economy <= 40)) { set .@eco_invest,145000; }
+ else if ((.@Economy >= 41) && (.@Economy <= 45)) { set .@eco_invest,185000; }
+ else if ((.@Economy >= 46) && (.@Economy <= 50)) { set .@eco_invest,230000; }
+ else if ((.@Economy >= 51) && (.@Economy <= 55)) { set .@eco_invest,280000; }
+ else if ((.@Economy >= 56) && (.@Economy <= 60)) { set .@eco_invest,335000; }
+ else if ((.@Economy >= 61) && (.@Economy <= 65)) { set .@eco_invest,395000; }
+ else if ((.@Economy >= 66) && (.@Economy <= 70)) { set .@eco_invest,460000; }
+ else if ((.@Economy >= 71) && (.@Economy <= 75)) { set .@eco_invest,530000; }
+ else if ((.@Economy >= 76) && (.@Economy <= 80)) { set .@eco_invest,605000; }
+ else if ((.@Economy >= 81) && (.@Economy <= 85)) { set .@eco_invest,685000; }
+ else if ((.@Economy >= 86) && (.@Economy <= 90)) { set .@eco_invest,770000; }
+ else if ((.@Economy >= 91) && (.@Economy <= 95)) { set .@eco_invest,860000; }
+ else if ((.@Economy >= 96) && (.@Economy <= 100)) { set .@eco_invest,955000; }
+ //Quadruple the cost of investing if you've already invested once.
+ if (GetCastleData(strnpcinfo(2),4)) {
+ set .@eco_invest,.@eco_invest*4;
+ }
+ mes "["+strnpcinfo(1)+"]";
+ mes "If you invest in commercial growth, the quantity of goods made by the guild will increase. Therfore, if you consider our future, investments will be a necessity.";
+ mes " ";
+ mes "Initially, you are able to invest just once but if you pay more money, you will be able to invest twice.";
+ if (.@Economy >= 100) {
+ mes " ";
+ mes "^ff0000The commercial growth level of our Castle is at it's highest, 100%. No more investments are needed. Just as I have expected from a great economist like you, Master.^000000";
+ close;
+ }
+ if (GetCastleData(strnpcinfo(2),4) >= 2) {
+ mes " ";
+ mes "^ff0000You have already invested twice today. You cannot invest any more.^000000 I expect riches of the guild to grow at a high rate.";
+ close;
+ }
+ if (GetCastleData(strnpcinfo(2),4) == 0) {
+ mes " ";
+ mes "The current investment amount required is ^ff0000"+.@eco_invest+"^000000 zeny. Will you invest?";
+ }
+ else {
+ mes " ";
+ mes "You've invested once today... if you wish to invest once more, ^ff0000"+.@eco_invest+"^000000 more zeny will be needed.";
+ }
+ next;
+ switch (select("Invest in commercial growth:Cancel")) {
+ case 1:
+ if (Zeny < .@eco_invest) {
+ mes "["+strnpcinfo(1)+"]";
+ mes "I'm sorry but there is not enough zeny to invest. You will have to try again when you have the funds, Master.";
+ close;
+ }
+ set Zeny, Zeny - .@eco_invest;
+ SetCastleData strnpcinfo(2),4,GetCastleData(strnpcinfo(2),4)+1;
+ mes "[ "+strnpcinfo(1)+"]";
+ mes "We finished the investment safely. I expect that our growth level will be increased by tomorrow.";
+ close;
+ case 2:
+ mes "["+strnpcinfo(1)+"]";
+ mes "I'll do as you bid, my master... There is no hurry. We will do our best.";
+ close;
+ }
+ case 3:
+ set .@Defence,GetCastleData(strnpcinfo(2),3);
+ if (.@Defence < 6) { set .@def_invest,10000; }
+ else if ((.@Defence >= 6) && (.@Defence <= 10)) { set .@def_invest,20000; }
+ else if ((.@Defence >= 11) && (.@Defence <= 15)) { set .@def_invest,40000; }
+ else if ((.@Defence >= 16) && (.@Defence <= 20)) { set .@def_invest,70000; }
+ else if ((.@Defence >= 21) && (.@Defence <= 25)) { set .@def_invest,110000; }
+ else if ((.@Defence >= 26) && (.@Defence <= 30)) { set .@def_invest,160000; }
+ else if ((.@Defence >= 31) && (.@Defence <= 35)) { set .@def_invest,220000; }
+ else if ((.@Defence >= 36) && (.@Defence <= 40)) { set .@def_invest,290000; }
+ else if ((.@Defence >= 41) && (.@Defence <= 45)) { set .@def_invest,370000; }
+ else if ((.@Defence >= 46) && (.@Defence <= 50)) { set .@def_invest,460000; }
+ else if ((.@Defence >= 51) && (.@Defence <= 55)) { set .@def_invest,560000; }
+ else if ((.@Defence >= 56) && (.@Defence <= 60)) { set .@def_invest,670000; }
+ else if ((.@Defence >= 61) && (.@Defence <= 65)) { set .@def_invest,790000; }
+ else if ((.@Defence >= 66) && (.@Defence <= 70)) { set .@def_invest,920000; }
+ else if ((.@Defence >= 71) && (.@Defence <= 75)) { set .@def_invest,1060000; }
+ else if ((.@Defence >= 76) && (.@Defence <= 80)) { set .@def_invest,1210000; }
+ else if ((.@Defence >= 81) && (.@Defence <= 85)) { set .@def_invest,1370000; }
+ else if ((.@Defence >= 86) && (.@Defence <= 90)) { set .@def_invest,1540000; }
+ else if ((.@Defence >= 91) && (.@Defence <= 95)) { set .@def_invest,1720000; }
+ else if ((.@Defence >= 96) && (.@Defence <= 100)) { set .@def_invest,1910000; }
+ //Quadruple the cost of investing if you've already invested once.
+ if (GetCastleData(strnpcinfo(2),5)) {
+ set .@def_invest,.@def_invest*4;
+ }
+ mes "["+strnpcinfo(1)+"]";
+ mes "If you raise Castle Defenses, the durability of Guardians and the Emperium will increase. Therefore, if you consider our coming battles, some investment in this area will be required.";
+ mes " ";
+ mes "Originally you can invest just once but if you pay more money, you can invest twice.";
+ if (.@Defence >= 100) {
+ mes " ";
+ mes "^ff0000But the Castle Defense level of our Castle is at it's highest, 100%. No more investments are needed. Just as I have expected from a great strategist like you, Master.^000000";
+ close;
+ }
+ if (GetCastleData(strnpcinfo(2),5) >= 2) {
+ mes " ";
+ mes "^ff0000You have already invested twice today. You cannot invest any more.^000000 I expect the Defenses of the guild to grow at a high rate.";
+ close;
+ }
+ if (GetCastleData(strnpcinfo(2),5) == 0) {
+ mes " ";
+ mes "The current investment amount required is ^ff0000"+.@def_invest+"^000000 zeny. Will you invest?";
+ }
+ else {
+ mes " ";
+ mes "You've invested once today... if you wish to invest once more, ^ff0000"+.@def_invest+"^000000 more zeny will be needed.";
+ }
+ next;
+ switch (select("Invest in Castle Defenses.:Cancel")) {
+ case 1:
+ if (Zeny < .@def_invest) {
+ mes "["+strnpcinfo(1)+"]";
+ mes "I'm sorry but there is not enough zeny to invest. You will have to try again when you have the funds, Master.";
+ close;
+ }
+ set Zeny, Zeny - .@def_invest;
+ SetCastleData strnpcinfo(2),5,GetCastleData(strnpcinfo(2),5)+1;
+ mes "[ "+strnpcinfo(1)+"]";
+ mes "We finished the investment safely. I expect that our Castle Defense level will be increased by tomorrow.";
+ close;
+ case 2:
+ mes "["+strnpcinfo(1)+"]";
+ mes "I'll do as you bid, my master... There is no hurry. We will do our best.";
+ close;
+ }
+ case 4:
+ mes "["+strnpcinfo(1)+"]";
+ mes "Will you summon a Guardian? It'll be a protector to defend us loyally.";
+ mes "Please select a guardian to defend us.";
+ next;
+ for( set .@i, 0; .@i <= 7 ; set .@i, .@i+1 ) {
+ if (.@guardiantype[.@i] == 1) { set .@type$,"Guardian Soldier"; }
+ else if (.@guardiantype[.@i] == 2) { set .@type$,"Guardian Archer"; }
+ else { set .@type$,"Guardian Knight"; }
+ if (guardianinfo(strnpcinfo(2),.@i,0)) {
+ setarray .@gname$[.@i], .@type$ + " - Implemented (" + guardianinfo(strnpcinfo(2),.@i,2) + "/" + guardianinfo(strnpcinfo(2),.@i,1) + ")";
+ }
+ else {
+ setarray .@gname$[.@i], .@type$ + " - Not Implemented";
+ }
+ }
+ set .@menu$,.@gname$[0]+":"+.@gname$[1]+":"+.@gname$[2]+":"+.@gname$[3]+":"+.@gname$[4]+":"+.@gname$[5]+":"+.@gname$[6]+":"+.@gname$[7];
+ set .@GDnum,select(.@menu$)+9;
+ mes "["+strnpcinfo(1)+"]";
+ mes "Will you summon the chosen guardian? 10,000 zeny are required to summon a Guardian.";
+ next;
+ switch (select("Summon:Cancel")) {
+ case 1:
+ if (getgdskilllv(.@GID,10002) == 0) {
+ mes "["+strnpcinfo(1)+"]";
+ mes "Master, we have not the resources to Summon the Guardian. If you want to accumulate them, you have to learn the Guild skill. We failed to summon the Guardian.";
+ close;
+ }
+ if (GetCastleData(strnpcinfo(2),.@GDnum) == 1) {
+ mes "["+strnpcinfo(1)+"]";
+ mes "Master, you already have summoned that Guardian. We cannot summon another.";
+ close;
+ }
+ if (Zeny < 10000) {
+ mes "["+strnpcinfo(1)+"]";
+ mes "Well... I'm sorry but we don't have funds to summon the Guardian. We failed to summon the Guardian.";
+ close;
+ }
+ set Zeny, Zeny - 10000;
+ SetCastleData strnpcinfo(2),.@GDnum,1; // mark as 'installed'
+ set .@UseGID,.@GDnum - 10;
+ if (.@guardiantype[.@UseGID] == 1) { set .@type,1287; }
+ else if (.@guardiantype[.@UseGID] == 2) { set .@type,1285; }
+ else { set .@type,1286; }
+ guardian strnpcinfo(2),.@guardianposx[.@UseGID],.@guardianposy[.@UseGID],strmobinfo(2,.@type),.@type,"Guardian#"+strnpcinfo(2)+"::OnGuardianDied",.@UseGID;
+ mes "["+strnpcinfo(1)+"]";
+ mes "We completed the summoning of the Guardian. Our defenses are now increased with it in place.";
+ close;
+ case 2:
+ mes "["+strnpcinfo(1)+"]";
+ mes "I did as you ordered. But please remember if you the have money to spare, it'll be better to set it up.";
+ close;
+ }
+ case 5:
+ if (GetCastleData(strnpcinfo(2),9) == 1) {
+ mes "["+strnpcinfo(1)+"]";
+ mes "We are currently hiring a Kafra Employee... Do you want to fire the Kafra Employee?";
+ next;
+ switch (select("Fire:Cancel")) {
+ case 1:
+ cutin "kafra_01",2;
+ mes "[ Hired Kafra Employee ]";
+ mes "I worked so hard... How can you do that, Master?... Please... Please reconsider... Check it again, Master... Please...";
+ next;
+ switch (select("Fire:Cancel")) {
+ case 1:
+ mes "[ Hired Kafra Employee ]";
+ mes "Oh, my goodness! This is nonsense!";
+ next;
+ cutin "",255;
+ close;
+ case 2:
+ mes "[ Hired Kafra Employee ]";
+ mes "I'll work hard for you... Thank you!";
+ close;
+ }
+ case 2:
+ mes "["+strnpcinfo(1)+"]";
+ mes "She worked hard in my opinion. It was a good decision to keep her.";
+ close;
+ }
+ disablenpc "Kafra Staff#"+strnpcinfo(2);
+ SetCastleData strnpcinfo(2),9,0;
+ mes "["+strnpcinfo(1)+"]";
+ mes "....";
+ mes "I have discharged the Kafra Employee... But... are you unsatisfied with something?";
+ close;
+ }
+ mes "["+strnpcinfo(1)+"]";
+ mes "Will you contact the kafra Main Office and Hire a Employee for our Castle?";
+ mes "^ff0000 10,000 zeny is required for their services. ";
+ next;
+ switch (select("Hire.:Cancel")) {
+ case 1:
+ if (getgdskilllv(.@GID,10001) == 0) {
+ mes "["+strnpcinfo(1)+"]";
+ mes "Master, we can't hire a Kafra Employee because we don't have a contract with the Kafra Main Office. If you want to obtain a contract with the Kafra Main Office, you will need to learn the Guild skill first.";
+ close;
+ }
+ if (Zeny < 10000) {
+ mes "["+strnpcinfo(1)+"]";
+ mes "Well... I'm sorry but we don't have enough funds to hire a Kafra Employee.";
+ close;
+ }
+ set Zeny, Zeny - 10000;
+ enablenpc "Kafra Staff#"+strnpcinfo(2);
+ SetCastleData strnpcinfo(2),9,1;
+ mes "["+strnpcinfo(1)+"]";
+ mes "We obtained a contract with the kafra Main Office, and hired a Kafra Employee.";
+ next;
+ cutin "kafra_01",2;
+ mes "[ Hired Kafra Employee ]";
+ mes "How do you do? I was dispatched from the Main Office.";
+ mes "I'll do my best to not tarnish the reputation of the Guild.";
+ next;
+ cutin "",255;
+ mes "["+strnpcinfo(1)+"]";
+ mes "The Contract terms of the hired Kafra Employee are for 1 month and after this term, you will need to to pay an additional fee.";
+ mes "It will be useful for our members.";
+ close;
+ case 2:
+ mes "["+strnpcinfo(1)+"]";
+ mes "I did as you ordered, but some of our members will be unhappy. It will be better to hire a Kafra Employee quickly.";
+ close;
+ }
+ case 6:
+ mes "["+strnpcinfo(1)+"]";
+ mes "Do you want to visit the room where our valuables are stored?";
+ mes "That room is restricted to you... you are the only one with access to it.";
+ next;
+ switch (select("Go into Master's room.:Cancel")) {
+ case 1:
+ mes "["+strnpcinfo(1)+"]";
+ mes "I'll show you the secret path. Follow me...please.";
+ mes "When you want to return here, please press the secret switch.";
+ close2;
+ warp strnpcinfo(2),.@masterroom[0],.@masterroom[1];
+ end;
+ case 2:
+ mes "["+strnpcinfo(1)+"]";
+ mes "Goods are produced once a day... if you don't remove them in time, they will not be produced anymore.";
+ mes "Therefore, it will be better if you check up on them from time to time.";
+ close;
+ }
+ }
+}
+
+// WoE : Guild Dungeon Entrances
+//============================================================
+- script Lever#gd::gdlever -1,{
+
+ set .@GID,GetCastleData(strnpcinfo(2),1);
+
+ if (.@GID == 0) {
+ mes "[Ringing Voice]";
+ mes "'Those who overcome an ordeal shows a great deal of bravery... and will find their way to another ordeal.'";
+ close;
+ }
+
+ if (compare(strnpcinfo(2),"aldeg")) {
+ set .@destination$,"gld_dun02";
+ if (compare(strnpcinfo(2),"cas01")) setarray .@coordinates[0],32,122;
+ else if (compare(strnpcinfo(2),"cas02")) setarray .@coordinates[0],79,30;
+ else if (compare(strnpcinfo(2),"cas03")) setarray .@coordinates[0],165,38;
+ else if (compare(strnpcinfo(2),"cas04")) setarray .@coordinates[0],160,148;
+ else if (compare(strnpcinfo(2),"cas05")) setarray .@coordinates[0],103,169;
+ }
+ else if (compare(strnpcinfo(2),"gefg")) {
+ set .@destination$,"gld_dun04";
+ if (compare(strnpcinfo(2),"cas01")) setarray .@coordinates[0],39,258;
+ else if (compare(strnpcinfo(2),"cas02")) setarray .@coordinates[0],125,270;
+ else if (compare(strnpcinfo(2),"cas03")) setarray .@coordinates[0],268,251;
+ else if (compare(strnpcinfo(2),"cas04")) setarray .@coordinates[0],268,108;
+ else if (compare(strnpcinfo(2),"cas05")) setarray .@coordinates[0],230,35;
+ }
+ else if (compare(strnpcinfo(2),"payg")) {
+ set .@destination$,"gld_dun01";
+ if (compare(strnpcinfo(2),"cas01")) setarray .@coordinates[0],186,165;
+ else if (compare(strnpcinfo(2),"cas02")) setarray .@coordinates[0],54,165;
+ else if (compare(strnpcinfo(2),"cas03")) setarray .@coordinates[0],54,39;
+ else if (compare(strnpcinfo(2),"cas04")) setarray .@coordinates[0],186,39;
+ else if (compare(strnpcinfo(2),"cas05")) setarray .@coordinates[0],223,202;
+ }
+ else if (compare(strnpcinfo(2),"prtg")) {
+ set .@destination$,"gld_dun03";
+ if (compare(strnpcinfo(2),"cas01")) setarray .@coordinates[0],28,251;
+ else if (compare(strnpcinfo(2),"cas02")) setarray .@coordinates[0],164,268;
+ else if (compare(strnpcinfo(2),"cas03")) setarray .@coordinates[0],164,179;
+ else if (compare(strnpcinfo(2),"cas04")) setarray .@coordinates[0],268,203;
+ else if (compare(strnpcinfo(2),"cas05")) setarray .@coordinates[0],199,28;
+ }
+ // Add custom Guild Castles here.
+ else {
+ end;
+ }
+
+ mes "[Ringing Voice]";
+ mes "'Only the truly brave can take the test.'";
+ next;
+ mes " ";
+ mes "There's a small lever. Will you pull it?";
+ next;
+ if(select("Pull.:Don't pull.") == 1) {
+ if (getcharid(2) == .@GID) {
+ close2;
+ warp .@destination$,.@coordinates[0],.@coordinates[1];
+ end;
+ }
+ mes " ";
+ mes "Nothing happened.";
+ close;
+ }
+ close;
+}
+
+// Guardian Spawner Template
+//============================================================
+- script Gld_Guard_Template::Gld_Guard_Template -1,{
+// Spawn Guardians in castles
+// When adding new castles, ensure that the coordinates coincide
+// with the coordinates defined in the Guild Steward template.
+OnSpawnGuardians:
+ // Define the types of guardians on a per castle basis.
+ // 1 - Soldier Guardian; 2 - Archer Guardian; 3 - Knight Guardian
+ // Define the x spawn point for each uardian.
+ // [0] = 1st guardian's x spawn point.
+ // Define the y spawn point for each uardian.
+ // [0] = 1st guardian's y spawn point.
+ // Aldebaran (Luina) Castles
+ if (strnpcinfo(2) == "aldeg_cas01") {
+ setarray .@guardiantype[0],1,2,2,2,2,3,3,3;
+ setarray .@guardianposx[0],17,39,38,45,21,218,213,73;
+ setarray .@guardianposy[0],218,208,196,228,194,24,24,70;
+ }
+ else if (strnpcinfo(2) == "aldeg_cas02") {
+ setarray .@guardiantype[0],3,3,3,1,1,2,2,2;
+ setarray .@guardianposx[0],27,88,117,60,51,21,36,210;
+ setarray .@guardianposy[0],184,43,46,202,183,177,183,7;
+ }
+ else if (strnpcinfo(2) == "aldeg_cas03") {
+ setarray .@guardiantype[0],3,3,1,1,1,2,2,2;
+ setarray .@guardianposx[0],90,116,86,116,64,212,195,110;
+ setarray .@guardianposy[0],112,112,120,76,103,160,151,217;
+ }
+ else if (strnpcinfo(2) == "aldeg_cas04") {
+ setarray .@guardiantype[0],2,2,2,1,1,1,3,3;
+ setarray .@guardianposx[0],187,192,148,145,169,198,48,55;
+ setarray .@guardianposy[0],100,42,88,209,53,77,72,88;
+ }
+ else if (strnpcinfo(2) == "aldeg_cas05") {
+ setarray .@guardiantype[0],2,2,1,1,3,3,3,3;
+ setarray .@guardianposx[0],51,188,157,157,27,145,156,41;
+ setarray .@guardianposy[0],202,79,192,74,221,78,73,112;
+ }
+ // Geffen (Britoniah) Castles
+ else if (strnpcinfo(2) == "gefg_cas01") {
+ setarray .@guardiantype[0],1,1,1,2,2,3,3,3;
+ setarray .@guardianposx[0],67,184,62,36,50,50,189,200;
+ setarray .@guardianposy[0],179,20,41,186,186,67,41,167;
+ }
+ else if (strnpcinfo(2) == "gefg_cas02") {
+ setarray .@guardiantype[0],1,1,1,2,2,3,3,3;
+ setarray .@guardianposx[0],64,56,166,35,20,19,166,159;
+ setarray .@guardianposy[0],168,41,25,148,150,41,42,188;
+ }
+ else if (strnpcinfo(2) == "gefg_cas03") {
+ setarray .@guardiantype[0],2,2,1,1,1,3,3,3;
+ setarray .@guardianposx[0],48,113,48,157,243,157,234,238;
+ setarray .@guardianposy[0],176,214,207,62,41,45,25,160;
+ }
+ else if (strnpcinfo(2) == "gefg_cas04") {
+ setarray .@guardiantype[0],2,2,1,1,1,3,3,3;
+ setarray .@guardianposx[0],53,31,49,29,147,57,160,148;
+ setarray .@guardianposy[0],191,178,220,46,65,46,50,189;
+ }
+ else if (strnpcinfo(2) == "gefg_cas05") {
+ setarray .@guardiantype[0],2,2,1,1,1,3,3,3;
+ setarray .@guardianposx[0],45,71,72,66,177,66,177,193;
+ setarray .@guardianposy[0],149,163,142,47,50,17,35,166;
+ }
+ // Payon (Baulder) Castles
+ else if (strnpcinfo(2) == "payg_cas01") {
+ setarray .@guardiantype[0],2,2,2,2,2,2,2,3;
+ setarray .@guardianposx[0],229,225,222,99,65,36,51,138;
+ setarray .@guardianposy[0],92,80,111,45,31,127,144,133;
+ }
+ else if (strnpcinfo(2) == "payg_cas02") {
+ setarray .@guardiantype[0],2,2,2,2,2,2,2,3;
+ setarray .@guardianposx[0],237,228,210,57,42,287,264,27;
+ setarray .@guardianposy[0],54,72,41,241,241,257,272,20;
+ }
+ else if (strnpcinfo(2) == "payg_cas03") {
+ setarray .@guardiantype[0],2,2,2,2,2,2,2,3;
+ setarray .@guardianposx[0],245,269,36,41,39,19,37,268;
+ setarray .@guardianposy[0],37,51,39,39,65,276,277,244;
+ }
+ else if (strnpcinfo(2) == "payg_cas04") {
+ setarray .@guardiantype[0],2,2,2,2,2,2,2,3;
+ setarray .@guardianposx[0],251,232,231,32,32,35,36,270;
+ setarray .@guardianposy[0],212,212,175,287,232,45,17,41;
+ }
+ else if (strnpcinfo(2) == "payg_cas05") {
+ setarray .@guardiantype[0],2,2,2,2,2,2,2,3;
+ setarray .@guardianposx[0],19,33,266,266,263,263,250,36;
+ setarray .@guardianposy[0],279,260,234,279,37,21,22,36;
+ }
+ // Prontera (Valkyrie Realms) Castles
+ else if (strnpcinfo(2) == "prtg_cas01") {
+ setarray .@guardiantype[0],1,1,1,2,2,3,3,3;
+ setarray .@guardianposx[0],182,182,153,59,50,184,196,107;
+ setarray .@guardianposy[0],62,116,86,28,36,183,189,179;
+ }
+ else if (strnpcinfo(2) == "prtg_cas02") {
+ setarray .@guardiantype[0],3,3,3,1,1,2,2,2;
+ setarray .@guardianposx[0],161,153,178,71,49,64,7,75;
+ setarray .@guardianposy[0],161,161,44,75,28,186,196,175;
+ }
+ else if (strnpcinfo(2) == "prtg_cas03") {
+ setarray .@guardiantype[0],3,3,3,1,1,2,2,2;
+ setarray .@guardianposx[0],191,137,45,50,41,191,179,191;
+ setarray .@guardianposy[0],190,190,99,87,87,42,43,72;
+ }
+ else if (strnpcinfo(2) == "prtg_cas04") {
+ setarray .@guardiantype[0],3,3,3,1,1,1,2,2;
+ setarray .@guardianposx[0],276,274,246,38,29,33,78,36;
+ setarray .@guardianposy[0],14,35,246,240,240,258,48,61;
+ }
+ else if (strnpcinfo(2) == "prtg_cas05") {
+ setarray .@guardiantype[0],3,3,3,1,1,1,2,2;
+ setarray .@guardianposx[0],266,287,245,236,251,278,32,44;
+ setarray .@guardianposy[0],262,280,250,63,63,253,253,248;
+ }
+ // Add custom Guild Castles here.
+ else {
+ end;
+ }
+
+ // Kill all existing guardians before spawning new ones.
+ // This should prevent duplicating Guardians when char Server disconnects.
+ killmonster strnpcinfo(2),strnpcinfo(0)+"::OnGuardianDied";
+
+ for( set .@i, 0; .@i <= 7 ; set .@i, .@i+1 ) {
+ set .@UseGID,.@i + 10;
+ if (.@guardiantype[.@i] == 1) { set .@type,1287; }
+ else if (.@guardiantype[.@i] == 2) { set .@type,1285; }
+ else { set .@type,1286; }
+ if (GetCastleData(strnpcinfo(2),.@UseGID)) {
+ guardian strnpcinfo(2),.@guardianposx[.@i],.@guardianposy[.@i],strmobinfo(2,.@type),.@type,"Guardian#"+strnpcinfo(2)+"::OnGuardianDied",.@i;
+ }
+ }
+ end;
+
+OnGuardianDied:
+ end;
+}
+
+// Treasure Room Spawn Template
+//============================================================
+- script Gld_Trea_Spawn::Gld_Trea_Spawn -1,{
+ end;
+
+OnClock0001:
+ // Do nothing if this script is the template.
+ if (strnpcinfo(1) == "Gld_Trea_Spawn") end;
+
+ set .@GID, GetCastleData(strnpcinfo(2),1);
+
+ // If there is no owner, do nothing.
+ if (!.@GID) end;
+
+ // Is there Economy in this castle?
+ set .@Treasure,GetCastleData(strnpcinfo(2),2)/5+4;
+
+ // Set information
+ if (strnpcinfo(2) == "aldeg_cas01") {
+ set .@treasurebox,1324;
+ setarray .@treasurex[0],115,122,115,122,116,117,118,119,120,121,121,121,121,121,121,120,119,118,117,116,116,116,116,116;
+ setarray .@treasurey[0],226,226,219,219,225,225,225,225,225,225,224,223,222,221,220,220,220,220,220,220,221,222,223,224;
+ }
+ else if (strnpcinfo(2) == "aldeg_cas02") {
+ set .@treasurebox,1326;
+ setarray .@treasurex[0],134,135,135,134,132,133,134,135,136,137,137,137,137,137,137,136,135,134,133,132,132,132,132,132;
+ setarray .@treasurey[0],231,231,230,230,233,233,233,233,233,233,232,231,230,229,228,228,228,228,228,228,229,230,231,232;
+ }
+ else if (strnpcinfo(2) == "aldeg_cas03") {
+ set .@treasurebox,1328;
+ setarray .@treasurex[0],224,225,225,224,222,223,224,225,226,227,227,227,227,227,227,226,225,224,223,222,222,222,222,222;
+ setarray .@treasurey[0],269,269,268,268,271,271,271,271,271,271,270,269,268,267,266,266,266,266,266,266,267,268,269,270;
+ }
+ else if (strnpcinfo(2) == "aldeg_cas04") {
+ set .@treasurebox,1330;
+ setarray .@treasurex[0],84,85,85,84,82,83,84,85,86,87,87,87,87,87,87,86,85,84,83,82,82,82,82,82;
+ setarray .@treasurey[0],13,13,12,12,15,15,15,15,15,15,14,13,12,11,10,10,10,10,10,10,11,12,13,14;
+ }
+ else if (strnpcinfo(2) == "aldeg_cas05") {
+ set .@treasurebox,1332;
+ setarray .@treasurex[0],61,62,62,61,59,60,61,62,63,64,64,64,64,64,64,63,62,61,60,59,59,59,59,59;
+ setarray .@treasurey[0],12,12,11,11,14,14,14,14,14,14,13,12,11,10,9,9,9,9,9,9,10,11,12,13;
+ }
+ else if (strnpcinfo(2) == "gefg_cas01") {
+ set .@treasurebox,1334;
+ setarray .@treasurex[0],153,154,154,153,151,152,153,154,155,156,156,156,156,156,156,155,154,153,152,151,151,151,151,151;
+ setarray .@treasurey[0],113,113,112,112,115,115,115,115,115,115,114,113,112,111,110,110,110,110,110,110,111,112,113,114;
+ }
+ else if (strnpcinfo(2) == "gefg_cas02") {
+ set .@treasurebox,1336;
+ setarray .@treasurex[0],139,140,140,139,137,138,139,140,141,142,142,142,142,142,142,141,140,139,138,137,137,137,137,137;
+ setarray .@treasurey[0],115,115,114,114,117,117,117,117,117,117,116,115,114,113,112,112,112,112,112,112,113,114,115,116;
+ }
+ else if (strnpcinfo(2) == "gefg_cas03") {
+ set .@treasurebox,1338;
+ setarray .@treasurex[0],269,270,270,269,267,268,269,270,271,272,272,272,272,272,272,271,270,269,268,267,267,267,267,267;
+ setarray .@treasurey[0],291,291,290,290,293,293,293,293,293,293,292,291,290,289,288,288,288,288,288,288,289,290,291,292;
+ }
+ else if (strnpcinfo(2) == "gefg_cas04") {
+ set .@treasurebox,1340;
+ setarray .@treasurex[0],115,116,116,115,113,114,115,116,117,118,118,118,118,118,118,117,116,115,114,113,113,113,113,113;
+ setarray .@treasurey[0],119,119,118,118,121,121,121,121,121,121,120,119,118,117,116,116,116,116,116,116,117,118,119,120;
+ }
+ else if (strnpcinfo(2) == "gefg_cas05") {
+ set .@treasurebox,1342;
+ setarray .@treasurex[0],143,144,144,143,141,142,143,144,145,146,146,146,146,146,146,145,144,143,142,141,141,141,141,141;
+ setarray .@treasurey[0],110,110,109,109,112,112,112,112,112,112,111,110,109,108,107,107,107,107,107,107,108,109,110,111;
+ }
+ else if (strnpcinfo(2) == "payg_cas01") {
+ set .@treasurebox,1344;
+ setarray .@treasurex[0],289,292,292,289,288,289,290,291,292,293,293,293,293,293,293,292,291,290,289,288,288,288,288,288;
+ setarray .@treasurey[0],10,10,7,7,11,11,11,11,11,11,10,9,8,7,6,6,6,6,6,6,7,8,9,10;
+ }
+ else if (strnpcinfo(2) == "payg_cas02") {
+ set .@treasurebox,1346;
+ setarray .@treasurex[0],143,146,146,143,142,143,144,145,146,147,147,147,147,147,147,146,145,144,143,142,142,142,142,142;
+ setarray .@treasurey[0],146,146,143,143,147,147,147,147,147,147,146,145,144,143,142,142,142,142,142,142,143,144,145,146;
+ }
+ else if (strnpcinfo(2) == "payg_cas03") {
+ set .@treasurebox,1348;
+ setarray .@treasurex[0],158,159,159,158,156,157,158,159,160,161,161,161,161,161,161,160,159,158,157,156,156,156,156,156;
+ setarray .@treasurey[0],169,169,168,168,171,171,171,171,171,171,170,169,168,167,166,166,166,166,166,166,167,168,169,170;
+ }
+ else if (strnpcinfo(2) == "payg_cas04") {
+ set .@treasurebox,1350;
+ setarray .@treasurex[0],146,147,147,146,144,145,146,147,148,149,149,149,149,149,149,148,147,146,145,144,144,144,144,144;
+ setarray .@treasurey[0],48,48,47,47,50,50,50,50,50,50,49,48,47,46,45,45,45,45,45,45,46,47,48,49;
+ }
+ else if (strnpcinfo(2) == "payg_cas05") {
+ set .@treasurebox,1352;
+ setarray .@treasurex[0],155,158,158,155,154,155,156,157,158,159,159,159,159,159,159,158,157,156,155,154,154,154,154,154;
+ setarray .@treasurey[0],134,134,131,131,135,135,135,135,135,135,134,133,132,131,130,130,130,130,130,130,131,132,133,134;
+ }
+ else if (strnpcinfo(2) == "prtg_cas01") {
+ set .@treasurebox,1354;
+ setarray .@treasurex[0],10,11,11,10,8,9,10,11,12,13,13,13,13,13,13,12,11,10,9,8,8,8,8,8;
+ setarray .@treasurey[0],209,209,208,208,211,211,211,211,211,211,210,209,208,207,206,206,206,206,206,206,207,208,209,210;
+ }
+ else if (strnpcinfo(2) == "prtg_cas02") {
+ set .@treasurebox,1356;
+ setarray .@treasurex[0],201,202,202,201,199,200,201,202,203,204,204,204,204,204,204,203,202,201,200,199,199,199,199,199;
+ setarray .@treasurey[0],228,228,227,227,230,230,230,230,230,230,229,228,227,226,225,225,225,225,225,225,226,227,228,229;
+ }
+ else if (strnpcinfo(2) == "prtg_cas03") {
+ set .@treasurebox,1358;
+ setarray .@treasurex[0],187,188,188,187,185,186,187,188,189,190,190,190,190,190,190,189,188,187,186,185,185,185,185,185;
+ setarray .@treasurey[0],132,132,131,131,134,134,134,134,134,134,133,132,131,130,129,129,129,129,129,129,130,131,132,133;
+ }
+ else if (strnpcinfo(2) == "prtg_cas04") {
+ set .@treasurebox,1360;
+ setarray .@treasurex[0],269,270,270,269,267,268,269,270,271,272,272,272,272,272,272,271,270,269,268,267,267,267,267,267;
+ setarray .@treasurey[0],162,162,161,161,164,164,164,164,164,164,163,162,161,160,159,159,159,159,159,159,160,161,162,163;
+ }
+ else if (strnpcinfo(2) == "prtg_cas05") {
+ set .@treasurebox,1362;
+ setarray .@treasurex[0],275,276,276,275,273,274,275,276,277,278,278,278,278,278,278,277,276,275,274,273,273,273,273,273;
+ setarray .@treasurey[0],178,178,177,177,180,180,180,180,180,180,179,178,177,176,175,175,175,175,175,175,176,177,178,179;
+ }
+ // Add custom Guild Castles here.
+ else {
+ end;
+ }
+
+ // Apply investment to Eco. and Def. Only happens if there were investments made.
+ // Permanent Development can only happen once per day.
+ if (GetCastleData(strnpcinfo(2),4)) {
+ set .@Economy,GetCastleData(strnpcinfo(2),2);
+ SetCastleData strnpcinfo(2),2,.@Economy + GetCastleData(strnpcinfo(2),4) + (rand(2) && getgdskilllv(.@GID,10014));
+ if (GetCastleData(strnpcinfo(2),2) > 100) SetCastleData strnpcinfo(2),2,100;
+ }
+ if (GetCastleData(strnpcinfo(2),5)) {
+ set .@Defence,GetCastleData(strnpcinfo(2),3);
+ SetCastleData strnpcinfo(2),3,.@Defence + GetCastleData(strnpcinfo(2),5);
+ if (GetCastleData(strnpcinfo(2),3) > 100) SetCastleData strnpcinfo(2),3,100;
+ }
+ // Reset daily investment limits.
+ setcastledata strnpcinfo(2),4,0;
+ setcastledata strnpcinfo(2),5,0;
+
+ // Spawn boxes in proper order.
+ for (set .@i,0; .@i < .@Treasure ; set .@i,.@i+1) {
+ // set treasure box ID
+ set .@boxid, .@treasurebox + (.@i+2) % 2;
+ set .@box,1 << .@i;
+ // Spawn or do not spawn chests if one already exists.
+ if ((getd("$@"+strnpcinfo(2)+"_treasure") & .@box) == 0) {
+ monster strnpcinfo(2),.@treasurex[.@i],.@treasurey[.@i],"Treasure Chest",.@boxid,1,"Treasure#"+strnpcinfo(2)+"::OnTreasureDied"+.@i;
+ setd "$@"+strnpcinfo(2)+"_treasure",getd("$@"+strnpcinfo(2)+"_treasure") | .@box;
+ }
+ }
+ end;
+
+// Individual "You killed a chest" events to ensure proper spawning at the change of day.
+OnTreasureDied0:
+ setd "$@"+strnpcinfo(2)+"_treasure",getd("$@"+strnpcinfo(2)+"_treasure") & ~1;
+ end;
+OnTreasureDied1:
+ setd "$@"+strnpcinfo(2)+"_treasure",getd("$@"+strnpcinfo(2)+"_treasure") & ~2;
+ end;
+OnTreasureDied2:
+ setd "$@"+strnpcinfo(2)+"_treasure",getd("$@"+strnpcinfo(2)+"_treasure") & ~4;
+ end;
+OnTreasureDied3:
+ setd "$@"+strnpcinfo(2)+"_treasure",getd("$@"+strnpcinfo(2)+"_treasure") & ~8;
+ end;
+OnTreasureDied4:
+ setd "$@"+strnpcinfo(2)+"_treasure",getd("$@"+strnpcinfo(2)+"_treasure") & ~16;
+ end;
+OnTreasureDied5:
+ setd "$@"+strnpcinfo(2)+"_treasure",getd("$@"+strnpcinfo(2)+"_treasure") & ~32;
+ end;
+OnTreasureDied6:
+ setd "$@"+strnpcinfo(2)+"_treasure",getd("$@"+strnpcinfo(2)+"_treasure") & ~64;
+ end;
+OnTreasureDied7:
+ setd "$@"+strnpcinfo(2)+"_treasure",getd("$@"+strnpcinfo(2)+"_treasure") & ~128;
+ end;
+OnTreasureDied8:
+ setd "$@"+strnpcinfo(2)+"_treasure",getd("$@"+strnpcinfo(2)+"_treasure") & ~256;
+ end;
+OnTreasureDied9:
+ setd "$@"+strnpcinfo(2)+"_treasure",getd("$@"+strnpcinfo(2)+"_treasure") & ~512;
+ end;
+OnTreasureDied10:
+ setd "$@"+strnpcinfo(2)+"_treasure",getd("$@"+strnpcinfo(2)+"_treasure") & ~1024;
+ end;
+OnTreasureDied11:
+ setd "$@"+strnpcinfo(2)+"_treasure",getd("$@"+strnpcinfo(2)+"_treasure") & ~2048;
+ end;
+OnTreasureDied12:
+ setd "$@"+strnpcinfo(2)+"_treasure",getd("$@"+strnpcinfo(2)+"_treasure") & ~4096;
+ end;
+OnTreasureDied13:
+ setd "$@"+strnpcinfo(2)+"_treasure",getd("$@"+strnpcinfo(2)+"_treasure") & ~8192;
+ end;
+OnTreasureDied14:
+ setd "$@"+strnpcinfo(2)+"_treasure",getd("$@"+strnpcinfo(2)+"_treasure") & ~16384;
+ end;
+OnTreasureDied15:
+ setd "$@"+strnpcinfo(2)+"_treasure",getd("$@"+strnpcinfo(2)+"_treasure") & ~32768;
+ end;
+OnTreasureDied16:
+ setd "$@"+strnpcinfo(2)+"_treasure",getd("$@"+strnpcinfo(2)+"_treasure") & ~65536;
+ end;
+OnTreasureDied17:
+ setd "$@"+strnpcinfo(2)+"_treasure",getd("$@"+strnpcinfo(2)+"_treasure") & ~131072;
+ end;
+OnTreasureDied18:
+ setd "$@"+strnpcinfo(2)+"_treasure",getd("$@"+strnpcinfo(2)+"_treasure") & ~262144;
+ end;
+OnTreasureDied19:
+ setd "$@"+strnpcinfo(2)+"_treasure",getd("$@"+strnpcinfo(2)+"_treasure") & ~524288;
+ end;
+OnTreasureDied20:
+ setd "$@"+strnpcinfo(2)+"_treasure",getd("$@"+strnpcinfo(2)+"_treasure") & ~1048576;
+ end;
+OnTreasureDied21:
+ setd "$@"+strnpcinfo(2)+"_treasure",getd("$@"+strnpcinfo(2)+"_treasure") & ~2097152;
+ end;
+OnTreasureDied22:
+ setd "$@"+strnpcinfo(2)+"_treasure",getd("$@"+strnpcinfo(2)+"_treasure") & ~4194304;
+ end;
+OnTreasureDied23:
+ setd "$@"+strnpcinfo(2)+"_treasure",getd("$@"+strnpcinfo(2)+"_treasure") & ~8388608;
+ end;
+}
diff --git a/npc/pre-re/guild/aldeg_cas01.txt b/npc/pre-re/guild/aldeg_cas01.txt
new file mode 100644
index 000000000..e194e9433
--- /dev/null
+++ b/npc/pre-re/guild/aldeg_cas01.txt
@@ -0,0 +1,144 @@
+//===== rAthena Script =======================================
+//= War of Emperium (Al De Baran)
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.2
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= NPCs that relate to Al De Baran Guild Castle 1
+//===== Additional Comments: =================================
+//= 1.0 First Version. No longer uses functions. [L0ne_W0lf]
+//= 1.1 Removed dialog from interior flags. [L0ne_W0lf]
+//= 1.2 Partially rewrote Script. [Masao]
+//============================================================
+
+// Guild Flags (Outside Castle)
+//============================================================
+- script Neuschwanstein#1::OutsideFlagsA1 722,{
+
+ set .@GID, GetCastleData("aldeg_cas01",1);
+
+ if (.@GID == 0) {
+ mes "[ Edict of the Divine Rune-Midgarts Kingdom ]";
+ mes " ";
+ mes "1. Follow the ordinance of The Divine Rune-Midgarts Kingdom, ";
+ mes "We declare that";
+ mes "there is no formal master of this castle.";
+ mes " ";
+ mes "2. To the one who can ";
+ mes "overcome all trials";
+ mes "and destroy the Emperium,";
+ mes "the king will endow the one with";
+ mes "ownership of this castle.";
+ close;
+ }
+ if (getcharid(2) == .@GID) {
+ mes "[ Echoing Voice ]";
+ mes "Brave ones...";
+ mes "Do you wish to return to your honorable place?";
+ next;
+ if(select("Return to the guild castle.:Quit.") == 1) {
+ close2;
+ if (getcharid(2) == GetCastleData("aldeg_cas01",1)) {
+ warp "aldeg_cas01",218,170;
+ end;
+ }
+ end;
+ }
+ close;
+ }
+ mes "[ Edict of the Divine Rune-Midgarts Kingdom ]";
+ mes " ";
+ mes "1. Follow the ordinance of The Divine Rune-Midgarts Kingdom, ";
+ mes "we approve that this place is in";
+ mes "the private prossession of ^ff0000"+GetGuildName(.@GID)+"^000000 Guild.";
+ mes " ";
+ mes "2. The guild Master of ^ff0000"+GetGuildName(.@GID)+"^000000 Guild is";
+ mes "^ff0000"+GetGuildMaster(.@GID)+"^000000";
+ mes "If there is anyone who objects to this,";
+ mes "prove your strength and honor with a steel blade in your hand.";
+ close;
+
+OnRecvCastleA01:
+ FlagEmblem GetCastleData("aldeg_cas01",1);
+ end;
+}
+
+alde_gld,61,87,6 duplicate(OutsideFlagsA1) Neuschwanstein#1-2 722
+alde_gld,61,79,6 duplicate(OutsideFlagsA1) Neuschwanstein#2 722
+alde_gld,45,87,8 duplicate(OutsideFlagsA1) Neuschwanstein#3 722
+alde_gld,51,87,8 duplicate(OutsideFlagsA1) Neuschwanstein#4 722
+
+// Guild Flags (Inside Castle)
+//============================================================
+- script Neuschwanstein#5::InsideFlagsA1 722,{
+ end;
+
+OnRecvCastleA01:
+ FlagEmblem GetCastleData("aldeg_cas01",1);
+ end;
+}
+
+aldeg_cas01,30,248,4 duplicate(InsideFlagsA1) Neuschwanstein#5-2 722
+aldeg_cas01,30,248,4 duplicate(InsideFlagsA1) Neuschwanstein#6 722
+aldeg_cas01,37,248,4 duplicate(InsideFlagsA1) Neuschwanstein#7 722
+aldeg_cas01,37,246,4 duplicate(InsideFlagsA1) Neuschwanstein#8 722
+aldeg_cas01,30,246,4 duplicate(InsideFlagsA1) Neuschwanstein#9 722
+aldeg_cas01,95,80,2 duplicate(InsideFlagsA1) Neuschwanstein#10 722
+aldeg_cas01,95,59,2 duplicate(InsideFlagsA1) Neuschwanstein#11 722
+aldeg_cas01,62,75,2 duplicate(InsideFlagsA1) Neuschwanstein#12 722
+aldeg_cas01,66,75,2 duplicate(InsideFlagsA1) Neuschwanstein#13 722
+aldeg_cas01,70,75,2 duplicate(InsideFlagsA1) Neuschwanstein#14 722
+aldeg_cas01,74,75,2 duplicate(InsideFlagsA1) Neuschwanstein#15 722
+aldeg_cas01,62,64,2 duplicate(InsideFlagsA1) Neuschwanstein#16 722
+aldeg_cas01,66,64,2 duplicate(InsideFlagsA1) Neuschwanstein#17 722
+aldeg_cas01,70,64,2 duplicate(InsideFlagsA1) Neuschwanstein#18 722
+aldeg_cas01,74,64,2 duplicate(InsideFlagsA1) Neuschwanstein#19 722
+aldeg_cas01,74,64,2 duplicate(InsideFlagsA1) Neuschwanstein#20 722
+aldeg_cas01,203,150,4 duplicate(InsideFlagsA1) Neuschwanstein#21 722
+aldeg_cas01,210,150,4 duplicate(InsideFlagsA1) Neuschwanstein#22 722
+
+// Guild Flag (Town)
+//============================================================
+aldebaran,152,97,4 duplicate(InsideFlagsA1) Neuschwanstein#23 722
+
+// Kafra Employee
+//============================================================
+aldeg_cas01,218,170,0 duplicate(guildkafra) Kafra Staff#aldeg_cas01 117
+
+// Steward
+//============================================================
+aldeg_cas01,218,175,0 duplicate(cm) Alfredo#aldeg_cas01 55
+
+// Treasure Room Exit
+//============================================================
+aldeg_cas01,123,223,0 script #lever_A01 111,{
+
+ mes " ";
+ mes "There's a small lever. Will you pull it?";
+ next;
+ if(select("Pull.:Do not.") == 1) {
+ close2;
+ warp "aldeg_cas01",218,176;
+ end;
+ }
+ close;
+}
+
+// Guild Dungeon Switch
+//============================================================
+aldeg_cas01,211,181,0 duplicate(gdlever) #aldeg_cas01 111
+
+// Guild Treasure Spawns
+//============================================================
+aldeg_cas01,118,223,0 duplicate(Gld_Trea_Spawn) Treasure#aldeg_cas01 -1
+
+// AGIT Manager
+//============================================================
+aldeg_cas01,216,24,0 duplicate(Gld_Agit_Manager) Agit#aldeg_cas01 -1
+
+// Guardians
+//============================================================
+aldeg_cas01,218,175,0 duplicate(Gld_Guard_Template) Guardian#aldeg_cas01 -1
diff --git a/npc/pre-re/guild/aldeg_cas02.txt b/npc/pre-re/guild/aldeg_cas02.txt
new file mode 100644
index 000000000..3aae1b699
--- /dev/null
+++ b/npc/pre-re/guild/aldeg_cas02.txt
@@ -0,0 +1,138 @@
+//===== rAthena Script =======================================
+//= War of Emperium (Al De Baran)
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.2
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= NPCs that relate to Al De Baran Guild Castle 2
+//===== Additional Comments: =================================
+//= 1.0 First Version. No longer uses functions. [L0ne_W0lf]
+//= 1.1 Removed dialog from interior flags. [L0ne_W0lf]
+//= 1.2 Partially rewrote Script. [Masao]
+//============================================================
+
+// Guild Flags (Outside Castle)
+//============================================================
+- script Hohenschwangau#1::OutsideFlagsA2 722,{
+
+ set .@GID, GetCastleData("aldeg_cas02",1);
+
+ if (.@GID == 0) {
+ mes "[ Edict of the Divine Rune-Midgarts Kingdom ]";
+ mes " ";
+ mes "1. Follow the ordinance of The Divine Rune-Midgarts Kingdom, ";
+ mes "We declare that";
+ mes "there is no formal master of this castle.";
+ mes " ";
+ mes "2. To the one who can ";
+ mes "overcome all trials";
+ mes "and destroy the Emperium,";
+ mes "the king will endow the one with";
+ mes "ownership of this castle.";
+ close;
+ }
+ if (getcharid(2) == .@GID) {
+ mes "[ Echoing Voice ]";
+ mes "Brave ones...";
+ mes "Do you wish to return to your honorable place?";
+ next;
+ if(select("Return to the guild castle.:Quit.") == 1) {
+ close2;
+ if (getcharid(2) == GetCastleData("aldeg_cas02",1)) {
+ warp "aldeg_cas02",220,190;
+ end;
+ }
+ end;
+ }
+ close;
+ }
+ mes "[ Edict of the Divine Rune-Midgarts Kingdom ]";
+ mes " ";
+ mes "1. Follow the ordinance of The Divine Rune-Midgarts Kingdom, ";
+ mes "we approve that this place is in";
+ mes "the private prossession of ^ff0000"+GetGuildName(.@GID)+"^000000 Guild.";
+ mes " ";
+ mes "2. The guild Master of ^ff0000"+GetGuildName(.@GID)+"^000000 Guild is";
+ mes "^ff0000"+GetGuildMaster(.@GID)+"^000000";
+ mes "If there is anyone who objects to this,";
+ mes "prove your strength and honor with a steel blade in your hand.";
+ close;
+
+OnRecvCastleA02:
+ FlagEmblem GetCastleData("aldeg_cas02",1);
+ end;
+}
+
+alde_gld,99,251,4 duplicate(OutsideFlagsA2) Hohenschwangau#1-2 722
+alde_gld,99,244,4 duplicate(OutsideFlagsA2) Hohenschwangau#2 722
+
+// Guild Flags (Inside Castle)
+//============================================================
+- script Hohenschwangau#3::InsideFlagsA2 722,{
+ end;
+
+OnRecvCastleA02:
+ FlagEmblem GetCastleData("aldeg_cas02",1);
+ end;
+}
+
+aldeg_cas02,82,71,2 duplicate(InsideFlagsA2) Hohenschwangau#3-2 722
+aldeg_cas02,67,30,2 duplicate(InsideFlagsA2) Hohenschwangau#4 722
+aldeg_cas02,183,140,2 duplicate(InsideFlagsA2) Hohenschwangau#5 722
+aldeg_cas02,212,152,2 duplicate(InsideFlagsA2) Hohenschwangau#6 722
+aldeg_cas02,108,39,2 duplicate(InsideFlagsA2) Hohenschwangau#7 722
+aldeg_cas02,57,213,2 duplicate(InsideFlagsA2) Hohenschwangau#8 722
+aldeg_cas02,103,53,2 duplicate(InsideFlagsA2) Hohenschwangau#9 722
+aldeg_cas02,73,53,2 duplicate(InsideFlagsA2) Hohenschwangau#10 722
+aldeg_cas02,63,41,2 duplicate(InsideFlagsA2) Hohenschwangau#11 722
+aldeg_cas02,229,6,2 duplicate(InsideFlagsA2) Hohenschwangau#12 722
+aldeg_cas02,230,40,2 duplicate(InsideFlagsA2) Hohenschwangau#13 722
+aldeg_cas02,197,40,2 duplicate(InsideFlagsA2) Hohenschwangau#14 722
+aldeg_cas02,32,213,2 duplicate(InsideFlagsA2) Hohenschwangau#15 722
+aldeg_cas02,121,29,2 duplicate(InsideFlagsA2) Hohenschwangau#16 722
+
+// Guild Flag (Town)
+//============================================================
+aldebaran,149,97,4 duplicate(InsideFlagsA2) Hohenschwangau#17 722
+
+// Kafra Employee
+//============================================================
+aldeg_cas02,84,74,0 duplicate(guildkafra) Kafra Staff#aldeg_cas02 117
+
+// Steward
+//============================================================
+aldeg_cas02,78,74,0 duplicate(cm) Chenchenlie#aldeg_cas02 55
+
+// Treasure Room Lever
+//============================================================
+aldeg_cas02,139,234,0 script #lever_A02 111,{
+
+ mes " ";
+ mes "There's a small lever. Will you pull it?";
+ next;
+ if(select("Pull.:Do not.") == 1) {
+ close2;
+ warp "aldeg_cas02",78,75;
+ end;
+ }
+ close;
+}
+
+// Guild Dungeon Lever
+//============================================================
+aldeg_cas02,194,136,0 duplicate(gdlever) #aldeg_cas02 111
+
+// Guild Treasure Spawns
+//============================================================
+aldeg_cas02,135,230,0 duplicate(Gld_Trea_Spawn) Treasure#aldeg_cas02 -1
+
+// AGIT Manager
+//============================================================
+aldeg_cas02,214,24,0 duplicate(Gld_Agit_Manager) Agit#aldeg_cas02 -1
+
+// Guardians
+//============================================================
+aldeg_cas02,78,74,0 duplicate(Gld_Guard_Template) Guardian#aldeg_cas02 -1
diff --git a/npc/pre-re/guild/aldeg_cas03.txt b/npc/pre-re/guild/aldeg_cas03.txt
new file mode 100644
index 000000000..751e404ac
--- /dev/null
+++ b/npc/pre-re/guild/aldeg_cas03.txt
@@ -0,0 +1,141 @@
+//===== rAthena Script =======================================
+//= War of Emperium (Al De Baran)
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.2
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= NPCs that relate to Al De Baran Guild Castle 3
+//===== Additional Comments: =================================
+//= 1.0 First Version. No longer uses functions. [L0ne_W0lf]
+//= 1.1 Removed dialog from interior flags. [L0ne_W0lf]
+//= 1.2 Partially rewrote Script. [Masao]
+//============================================================
+
+// Guild Flag (Outside Castle)
+//============================================================
+- script Nuernberg#1::OutsideFlagsA3 722,{
+
+ set .@GID, GetCastleData("aldeg_cas03",1);
+
+ if (.@GID == 0) {
+ mes "[ Edict of the Divine Rune-Midgarts Kingdom ]";
+ mes " ";
+ mes "1. Follow the ordinance of The Divine Rune-Midgarts Kingdom, ";
+ mes "We declare that";
+ mes "there is no formal master of this castle.";
+ mes " ";
+ mes "2. To the one who can ";
+ mes "overcome all trials";
+ mes "and destroy the Emperium,";
+ mes "the king will endow the one with";
+ mes "ownership of this castle.";
+ close;
+ }
+ if (getcharid(2) == .@GID) {
+ mes "[ Echoing Voice ]";
+ mes "Brave ones...";
+ mes "Do you wish to return to your honorable place?";
+ next;
+ if(select("Return to the guild castle.:Quit.") == 1) {
+ close2;
+ if (getcharid(2) == GetCastleData("aldeg_cas03",1)) {
+ warp "aldeg_cas03",205,186;
+ end;
+ }
+ end;
+ }
+ close;
+ }
+ mes "[ Edict of the Divine Rune-Midgarts Kingdom ]";
+ mes " ";
+ mes "1. Follow the ordinance of The Divine Rune-Midgarts Kingdom, ";
+ mes "we approve that this place is in";
+ mes "the private prossession of ^ff0000"+GetGuildName(.@GID)+"^000000 Guild.";
+ mes " ";
+ mes "2. The guild Master of ^ff0000"+GetGuildName(.@GID)+"^000000 Guild is";
+ mes "^ff0000"+GetGuildMaster(.@GID)+"^000000";
+ mes "If there is anyone who objects to this,";
+ mes "prove your strength and honor with a steel blade in your hand.";
+ close;
+
+OnRecvCastleA03:
+ FlagEmblem GetCastleData("aldeg_cas03",1);
+ end;
+}
+
+alde_gld,146,82,8 duplicate(OutsideFlagsA3) Nuernberg#1-2 722
+alde_gld,138,82,8 duplicate(OutsideFlagsA3) Nuernberg#2 722
+
+// Guild Flag (Inside Castle)
+//============================================================
+- script Nuernberg#3::InsideFlagsA3 722,{
+ end;
+
+OnRecvCastleA03:
+ FlagEmblem GetCastleData("aldeg_cas03",1);
+ end;
+}
+
+aldeg_cas03,176,175,2 duplicate(InsideFlagsA3) Nuernberg#3-2 722
+aldeg_cas03,77,115,2 duplicate(InsideFlagsA3) Nuernberg#4 722
+aldeg_cas03,77,215,2 duplicate(InsideFlagsA3) Nuernberg#5 722
+aldeg_cas03,112,107,2 duplicate(InsideFlagsA3) Nuernberg#6 722
+aldeg_cas03,112,117,2 duplicate(InsideFlagsA3) Nuernberg#7 722
+aldeg_cas03,69,71,2 duplicate(InsideFlagsA3) Nuernberg#8 722
+aldeg_cas03,91,69,2 duplicate(InsideFlagsA3) Nuernberg#9 722
+aldeg_cas03,108,60,2 duplicate(InsideFlagsA3) Nuernberg#10 722
+aldeg_cas03,121,73,2 duplicate(InsideFlagsA3) Nuernberg#11 722
+aldeg_cas03,121,73,2 duplicate(InsideFlagsA3) Nuernberg#12 722
+aldeg_cas03,75,102,2 duplicate(InsideFlagsA3) Nuernberg#13 722
+aldeg_cas03,199,169,2 duplicate(InsideFlagsA3) Nuernberg#14 722
+aldeg_cas03,181,179,2 duplicate(InsideFlagsA3) Nuernberg#15 722
+aldeg_cas03,192,44,2 duplicate(InsideFlagsA3) Nuernberg#16 722
+aldeg_cas03,208,145,2 duplicate(InsideFlagsA3) Nuernberg#17 722
+aldeg_cas03,207,75,2 duplicate(InsideFlagsA3) Nuernberg#18 722
+aldeg_cas03,96,62,2 duplicate(InsideFlagsA3) Nuernberg#19 722
+
+// Guild Flag (Town)
+//============================================================
+aldebaran,134,97,4 duplicate(InsideFlagsA3) Nuernberg#20 722
+
+// Kafra Employee
+//============================================================
+aldeg_cas03,118,76,0 duplicate(guildkafra) Kafra Staff#aldeg_cas03 117
+
+// Steward
+//============================================================
+aldeg_cas03,110,118,0 duplicate(cm) Nahzarf#aldeg_cas03 55
+
+// Treasure Room Exit
+//============================================================
+aldeg_cas03,229,267,0 script #lever_A03 111,{
+
+ mes " ";
+ mes "There's a small lever. Will you pull it?";
+ next;
+ if(select("Pull.:Do not.") == 1) {
+ close2;
+ warp "aldeg_cas03",110,119;
+ end;
+ }
+ close;
+}
+
+// Guild Dungeon Switch
+//============================================================
+aldeg_cas03,200,177,0 duplicate(gdlever) #aldeg_cas03 111
+
+// Guild Treasure Spawns
+//============================================================
+aldeg_cas03,225,269,0 duplicate(Gld_Trea_Spawn) Treasure#aldeg_cas03 -1
+
+// AGIT Manager
+//============================================================
+aldeg_cas03,206,32,0 duplicate(Gld_Agit_Manager) Agit#aldeg_cas03 -1
+
+// Guardians
+//============================================================
+aldeg_cas03,110,118,0 duplicate(Gld_Guard_Template) Guardian#aldeg_cas03 -1
diff --git a/npc/pre-re/guild/aldeg_cas04.txt b/npc/pre-re/guild/aldeg_cas04.txt
new file mode 100644
index 000000000..0afba08bd
--- /dev/null
+++ b/npc/pre-re/guild/aldeg_cas04.txt
@@ -0,0 +1,141 @@
+//===== rAthena Script =======================================
+//= War of Emperium (Al De Baran)
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.2
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= NPCs that relate to Al De Baran Guild Castle 4
+//===== Additional Comments: =================================
+//= 1.0 First Version. No longer uses functions. [L0ne_W0lf]
+//= 1.1 Removed dialog from interior flags. [L0ne_W0lf]
+//= 1.2 Partially rewrote Script. [Masao]
+//============================================================
+
+// Guild Flag (Outside Castle)
+//============================================================
+- script Wuerzburg#1::OutsideFlagsA4 722,{
+
+ set .@GID, GetCastleData("aldeg_cas04",1);
+
+ if (.@GID == 0) {
+ mes "[ Edict of the Divine Rune-Midgarts Kingdom ]";
+ mes " ";
+ mes "1. Follow the ordinance of The Divine Rune-Midgarts Kingdom, ";
+ mes "We declare that";
+ mes "there is no formal master of this castle.";
+ mes " ";
+ mes "2. To the one who can ";
+ mes "overcome all trials";
+ mes "and destroy the Emperium,";
+ mes "the king will endow the one with";
+ mes "ownership of this castle.";
+ close;
+ }
+ if (getcharid(2) == .@GID) {
+ mes "[ Echoing Voice ]";
+ mes "Brave ones...";
+ mes "Do you wish to return to your honorable place?";
+ next;
+ if(select("Return to the guild castle.:Quit.") == 1) {
+ close2;
+ if (getcharid(2) == GetCastleData("aldeg_cas04",1)) {
+ warp "aldeg_cas04",116,217;
+ end;
+ }
+ end;
+ }
+ close;
+ }
+ mes "[ Edict of the Divine Rune-Midgarts Kingdom ]";
+ mes " ";
+ mes "1. Follow the ordinance of The Divine Rune-Midgarts Kingdom, ";
+ mes "we approve that this place is in";
+ mes "the private prossession of ^ff0000"+GetGuildName(.@GID)+"^000000 Guild.";
+ mes " ";
+ mes "2. The guild Master of ^ff0000"+GetGuildName(.@GID)+"^000000 Guild is";
+ mes "^ff0000"+GetGuildMaster(.@GID)+"^000000";
+ mes "If there is anyone who objects to this,";
+ mes "prove your strength and honor with a steel blade in your hand.";
+ close;
+
+OnRecvCastleA04:
+ FlagEmblem GetCastleData("aldeg_cas04",1);
+ end;
+}
+
+alde_gld,239,246,2 duplicate(OutsideFlagsA4) Wuerzburg#1-2 722
+alde_gld,239,239,2 duplicate(OutsideFlagsA4) Wuerzburg#2 722
+
+// Guild Flag (Inside Castle)
+//============================================================
+- script Wuerzburg#3::InsideFlagsA4 722,{
+ end;
+
+OnRecvCastleA04:
+ FlagEmblem GetCastleData("aldeg_cas04",1);
+ end;
+}
+
+aldeg_cas04,167,61,2 duplicate(InsideFlagsA4) Wuerzburg#3-2 722
+aldeg_cas04,164,90,2 duplicate(InsideFlagsA4) Wuerzburg#4 722
+aldeg_cas04,129,193,2 duplicate(InsideFlagsA4) Wuerzburg#5 722
+aldeg_cas04,112,206,2 duplicate(InsideFlagsA4) Wuerzburg#6 722
+aldeg_cas04,113,212,2 duplicate(InsideFlagsA4) Wuerzburg#7 722
+aldeg_cas04,77,117,2 duplicate(InsideFlagsA4) Wuerzburg#8 722
+aldeg_cas04,186,42,2 duplicate(InsideFlagsA4) Wuerzburg#9 722
+aldeg_cas04,30,69,2 duplicate(InsideFlagsA4) Wuerzburg#10 722
+aldeg_cas04,55,97,2 duplicate(InsideFlagsA4) Wuerzburg#11 722
+aldeg_cas04,45,98,2 duplicate(InsideFlagsA4) Wuerzburg#12 722
+aldeg_cas04,33,116,2 duplicate(InsideFlagsA4) Wuerzburg#13 722
+aldeg_cas04,130,180,2 duplicate(InsideFlagsA4) Wuerzburg#14 722
+aldeg_cas04,129,193,2 duplicate(InsideFlagsA4) Wuerzburg#15 722
+aldeg_cas04,33,107,2 duplicate(InsideFlagsA4) Wuerzburg#16 722
+aldeg_cas04,133,220,2 duplicate(InsideFlagsA4) Wuerzburg#17 722
+aldeg_cas04,169,22,2 duplicate(InsideFlagsA4) Wuerzburg#18 722
+aldeg_cas04,169,15,2 duplicate(InsideFlagsA4) Wuerzburg#19 722
+
+// Guild Flag (Town)
+//============================================================
+aldebaran,131,97,4 duplicate(InsideFlagsA4) Wuerzburg#20 722
+
+// Kafra Employee
+//============================================================
+aldeg_cas04,45,88,0 duplicate(guildkafra) Kafra Staff#aldeg_cas04 117
+
+// Steward
+//============================================================
+aldeg_cas04,67,116,0 duplicate(cm) Brymhensen#aldeg_cas04 55
+
+// Treasure Room Exit
+//============================================================
+aldeg_cas04,83,17,0 script #lever_A04 111,{
+
+ mes " ";
+ mes "There's a small lever. Will you pull it?";
+ next;
+ if(select("Pull.:Do not.") == 1) {
+ close2;
+ warp "aldeg_cas04",67,117;
+ end;
+ }
+ close;
+}
+
+// Guild Dungeon Switch
+//============================================================
+aldeg_cas04,76,64,0 duplicate(gdlever) #aldeg_cas04 111
+
+// Guild Treasure Spawns
+//============================================================
+aldeg_cas04,84,13,0 duplicate(Gld_Trea_Spawn) Treasure#aldeg_cas04 -1
+
+// AGIT Manager
+//============================================================
+aldeg_cas04,36,218,0 duplicate(Gld_Agit_Manager) Agit#aldeg_cas04 -1
+
+// Guardians
+//============================================================
+aldeg_cas04,67,116,0 duplicate(Gld_Guard_Template) Guardian#aldeg_cas04 -1
diff --git a/npc/pre-re/guild/aldeg_cas05.txt b/npc/pre-re/guild/aldeg_cas05.txt
new file mode 100644
index 000000000..2f43685b5
--- /dev/null
+++ b/npc/pre-re/guild/aldeg_cas05.txt
@@ -0,0 +1,140 @@
+//===== rAthena Script =======================================
+//= War of Emperium (Al De Baran)
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.2
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= NPCs that relate to Al De Baran Guild Castle 5
+//===== Additional Comments: =================================
+//= 1.0 First Version. No longer uses functions. [L0ne_W0lf]
+//= 1.1 Removed dialog from interior flags. [L0ne_W0lf]
+//= 1.2 Partially rewrote Script. [Masao]
+//============================================================
+
+// Guild Flag (Outside Castle)
+//============================================================
+- script Rothenburg#1::OutsideFlagsA5 722,{
+
+ set .@GID, GetCastleData("aldeg_cas05",1);
+
+ if (.@GID == 0) {
+ mes "[ Edict of the Divine Rune-Midgarts Kingdom ]";
+ mes " ";
+ mes "1. Follow the ordinance of The Divine Rune-Midgarts Kingdom, ";
+ mes "We declare that";
+ mes "there is no formal master of this castle.";
+ mes " ";
+ mes "2. To the one who can ";
+ mes "overcome all trials";
+ mes "and destroy the Emperium,";
+ mes "the king will endow the one with";
+ mes "ownership of this castle.";
+ close;
+ }
+ if (getcharid(2) == .@GID) {
+ mes "[ Echoing Voice ]";
+ mes "Brave ones...";
+ mes "Do you wish to return to your honorable place?";
+ next;
+ if(select("Return to the guild castle.:Quit.") == 1) {
+ close2;
+ if (getcharid(2) == GetCastleData("aldeg_cas05",1)) {
+ warp "aldeg_cas05",167,225;
+ end;
+ }
+ end;
+ }
+ close;
+ }
+ mes "[ Edict of the Divine Rune-Midgarts Kingdom ]";
+ mes " ";
+ mes "1. Follow the ordinance of The Divine Rune-Midgarts Kingdom, ";
+ mes "we approve that this place is in";
+ mes "the private prossession of ^ff0000"+GetGuildName(.@GID)+"^000000 Guild.";
+ mes " ";
+ mes "2. The guild Master of ^ff0000"+GetGuildName(.@GID)+"^000000 Guild is";
+ mes "^ff0000"+GetGuildMaster(.@GID)+"^000000";
+ mes "If there is anyone who objects to this,";
+ mes "prove your strength and honor with a steel blade in your hand.";
+ close;
+
+OnRecvCastleA05:
+ FlagEmblem GetCastleData("aldeg_cas05",1);
+ end;
+}
+
+alde_gld,265,93,6 duplicate(OutsideFlagsA5) Rothenburg#1-2 722
+alde_gld,265,87,6 duplicate(OutsideFlagsA5) Rothenburg#2 722
+
+// Guild Flag (Inside Castle)
+//============================================================
+- script Rothenburg#3::InsideFlagsA5 722,{
+ end;
+
+OnRecvCastleA05:
+ FlagEmblem GetCastleData("aldeg_cas05",1);
+ end;
+}
+
+aldeg_cas05,170,85,2 duplicate(InsideFlagsA5) Rothenburg#3-2 722
+aldeg_cas05,142,212,2 duplicate(InsideFlagsA5) Rothenburg#4 722
+aldeg_cas05,149,196,2 duplicate(InsideFlagsA5) Rothenburg#5 722
+aldeg_cas05,41,180,2 duplicate(InsideFlagsA5) Rothenburg#6 722
+aldeg_cas05,38,201,2 duplicate(InsideFlagsA5) Rothenburg#7 722
+aldeg_cas05,65,182,2 duplicate(InsideFlagsA5) Rothenburg#8 722
+aldeg_cas05,65,205,2 duplicate(InsideFlagsA5) Rothenburg#9 722
+aldeg_cas05,10,218,2 duplicate(InsideFlagsA5) Rothenburg#10 722
+aldeg_cas05,10,218,2 duplicate(InsideFlagsA5) Rothenburg#11 722
+aldeg_cas05,164,201,2 duplicate(InsideFlagsA5) Rothenburg#12 722
+aldeg_cas05,14,117,2 duplicate(InsideFlagsA5) Rothenburg#13 722
+aldeg_cas05,10,225,2 duplicate(InsideFlagsA5) Rothenburg#14 722
+aldeg_cas05,187,59,2 duplicate(InsideFlagsA5) Rothenburg#15 722
+aldeg_cas05,154,51,2 duplicate(InsideFlagsA5) Rothenburg#16 722
+aldeg_cas05,22,211,2 duplicate(InsideFlagsA5) Rothenburg#17 722
+aldeg_cas05,150,202,2 duplicate(InsideFlagsA5) Rothenburg#18 722
+
+// Guild Flag (Town)
+//============================================================
+aldebaran,128,97,4 duplicate(InsideFlagsA5) Rothenburg#19 722
+
+// Kafra Employee
+//============================================================
+aldeg_cas05,31,190,0 duplicate(guildkafra) Kafra Staff#aldeg_cas05 117
+
+// Steward
+//============================================================
+aldeg_cas05,51,179,0 duplicate(cm) Esmarehk#aldeg_cas05 55
+
+// Treasure Room Exit
+//============================================================
+aldeg_cas05,64,8,0 script #lever_A05 111,{
+
+ mes " ";
+ mes "There's a small lever. Will you pull it?";
+ next;
+ if(select("Pull.:Do not.") == 1) {
+ close2;
+ warp "aldeg_cas05",51,179;
+ end;
+ }
+ close;
+}
+
+// Guild Dungeon Switch
+//============================================================
+aldeg_cas05,22,205,0 duplicate(gdlever) #aldeg_cas05 111
+
+// Guild Treasure Spawns
+//============================================================
+aldeg_cas05,62,12,0 duplicate(Gld_Trea_Spawn) Treasure#aldeg_cas05 -1
+
+// AGIT Manager
+//============================================================
+aldeg_cas05,28,102,0 duplicate(Gld_Agit_Manager) Agit#aldeg_cas05 -1
+
+// Guardians
+//============================================================
+aldeg_cas05,52,179,0 duplicate(Gld_Guard_Template) Guardian#aldeg_cas05 -1
diff --git a/npc/pre-re/guild/gefg_cas01.txt b/npc/pre-re/guild/gefg_cas01.txt
new file mode 100644
index 000000000..1b4c2946f
--- /dev/null
+++ b/npc/pre-re/guild/gefg_cas01.txt
@@ -0,0 +1,132 @@
+//===== rAthena Script =======================================
+//= War of Emperium (Geffen)
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.2
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= NPCs that relate to Geffen Guild Castle 1
+//===== Additional Comments: =================================
+//= 1.0 First Version. No longer uses functions. [L0ne_W0lf]
+//= 1.1 Removed dialog from interior flags. [L0ne_W0lf]
+//= 1.2 Partially rewrote Script. [Masao]
+//============================================================
+
+// Guild Flag (Outside Castle)
+//============================================================
+- script Repherion#1::OutsideFlagsG1 722,{
+
+ set .@GID, GetCastleData("gefg_cas01",1);
+
+ if (.@GID == 0) {
+ mes "[ Edict of the Divine Rune-Midgarts Kingdom ]";
+ mes " ";
+ mes "1. Follow the ordinance of The Divine Rune-Midgarts Kingdom, ";
+ mes "We declare that";
+ mes "there is no formal master of this castle.";
+ mes " ";
+ mes "2. To the one who can ";
+ mes "overcome all trials";
+ mes "and destroy the Emperium,";
+ mes "the king will endow the one with";
+ mes "ownership of this castle.";
+ close;
+ }
+ if (getcharid(2) == .@GID) {
+ mes "[ Echoing Voice ]";
+ mes "Brave ones...";
+ mes "Do you wish to return to your honorable place?";
+ next;
+ if(select("Return to the guild castle.:Quit.") == 1) {
+ close2;
+ if (getcharid(2) == GetCastleData("gefg_cas01",1)) {
+ warp "gefg_cas01",197,36;
+ end;
+ }
+ end;
+ }
+ close;
+ }
+ mes "[ Edict of the Divine Rune-Midgarts Kingdom ]";
+ mes " ";
+ mes "1. Follow the ordinance of The Divine Rune-Midgarts Kingdom, ";
+ mes "we approve that this place is in";
+ mes "the private prossession of ^ff0000"+GetGuildName(.@GID)+"^000000 Guild.";
+ mes " ";
+ mes "2. The guild Master of ^ff0000"+GetGuildName(.@GID)+"^000000 Guild is";
+ mes "^ff0000"+GetGuildMaster(.@GID)+"^000000";
+ mes "If there is anyone who objects to this,";
+ mes "prove your strength and honor with a steel blade in your hand.";
+ close;
+
+OnRecvCastleG01:
+ FlagEmblem GetCastleData("gefg_cas01",1);
+ end;
+}
+
+gef_fild13,148,51,5 duplicate(OutsideFlagsG1) Repherion#1-2 722
+gef_fild13,155,54,5 duplicate(OutsideFlagsG1) Repherion#2 722
+gef_fild13,212,79,6 duplicate(OutsideFlagsG1) Repherion#3 722
+gef_fild13,211,71,6 duplicate(OutsideFlagsG1) Repherion#4 722
+
+// Guild Flag (Inside Castle)
+//============================================================
+- script Repherion#5::InsideFlagsG1 722,{
+ end;
+
+OnRecvCastleG01:
+ FlagEmblem GetCastleData("gefg_cas01",1);
+ end;
+}
+
+gefg_cas01,28,157,4 duplicate(InsideFlagsG1) Repherion#5-2 722
+gefg_cas01,22,156,5 duplicate(InsideFlagsG1) Repherion#6 722
+gefg_cas01,68,185,3 duplicate(InsideFlagsG1) Repherion#7 722
+gefg_cas01,17,171,5 duplicate(InsideFlagsG1) Repherion#8 722
+gefg_cas01,59,16,4 duplicate(InsideFlagsG1) Repherion#9 722
+gefg_cas01,64,16,4 duplicate(InsideFlagsG1) Repherion#10 722
+
+// Guild Flag (Town)
+//============================================================
+geffen,109,123,2 duplicate(InsideFlagsG1) Repherion#11 722
+
+// Kafra Employee
+//============================================================
+gefg_cas01,83,47,3 duplicate(guildkafra) Kafra Staff#gefg_cas01 117
+
+// Steward
+//============================================================
+gefg_cas01,40,48,5 duplicate(cm) Gnahcher#gefg_cas01 55
+
+// Treasure Room Exit
+//============================================================
+gefg_cas01,152,117,0 script #lever_G01 111,{
+
+ mes " ";
+ mes "There's a small lever. Will you pull it?";
+ next;
+ if(select("Pull.:Do not.") == 1) {
+ close2;
+ warp "gefg_cas01",40,49;
+ end;
+ }
+ close;
+}
+
+// Guild Dungeon Switch
+//============================================================
+gefg_cas01,78,84,0 duplicate(gdlever) #gefg_cas01 111
+
+// Guild Treasure Spawns
+//============================================================
+gefg_cas01,154,112,0 duplicate(Gld_Trea_Spawn) Treasure#gefg_cas01 -1
+
+// AGIT Manager
+//============================================================
+gefg_cas01,198,182,0 duplicate(Gld_Agit_Manager) Agit#gefg_cas01 -1
+
+// Guardians
+//============================================================
+gefg_cas01,40,48,5 duplicate(Gld_Guard_Template) Guardian#gefg_cas01 -1
diff --git a/npc/pre-re/guild/gefg_cas02.txt b/npc/pre-re/guild/gefg_cas02.txt
new file mode 100644
index 000000000..e988f6b93
--- /dev/null
+++ b/npc/pre-re/guild/gefg_cas02.txt
@@ -0,0 +1,133 @@
+//===== rAthena Script =======================================
+//= War of Emperium (Geffen)
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.2
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= NPCs that relate to Geffen Guild Castle 2
+//===== Additional Comments: =================================
+//= 1.0 First Version. No longer uses functions. [L0ne_W0lf]
+//= 1.1 Removed dialog from interior flags. [L0ne_W0lf]
+//= 1.2 Partially rewrote Script. [Masao]
+//============================================================
+
+// Guild Flag (Outside Castle)
+//============================================================
+- script Eeyorbriggar#1::OutsideFlagsG2 722,{
+
+ set .@GID, GetCastleData("gefg_cas02",1);
+
+ if (.@GID == 0) {
+ mes "[ Edict of the Divine Rune-Midgarts Kingdom ]";
+ mes " ";
+ mes "1. Follow the ordinance of The Divine Rune-Midgarts Kingdom, ";
+ mes "We declare that";
+ mes "there is no formal master of this castle.";
+ mes " ";
+ mes "2. To the one who can ";
+ mes "overcome all trials";
+ mes "and destroy the Emperium,";
+ mes "the king will endow the one with";
+ mes "ownership of this castle.";
+ close;
+ }
+ if (getcharid(2) == .@GID) {
+ mes "[ Echoing Voice ]";
+ mes "Brave ones...";
+ mes "Do you wish to return to your honorable place?";
+ next;
+ if(select("Return to the guild castle.:Quit.") == 1) {
+ close2;
+ if (getcharid(2) == GetCastleData("gefg_cas02",1)) {
+ warp "gefg_cas02",178,43;
+ end;
+ }
+ end;
+ }
+ close;
+ }
+ mes "[ Edict of the Divine Rune-Midgarts Kingdom ]";
+ mes " ";
+ mes "1. Follow the ordinance of The Divine Rune-Midgarts Kingdom, ";
+ mes "we approve that this place is in";
+ mes "the private prossession of ^ff0000"+GetGuildName(.@GID)+"^000000 Guild.";
+ mes " ";
+ mes "2. The guild Master of ^ff0000"+GetGuildName(.@GID)+"^000000 Guild is";
+ mes "^ff0000"+GetGuildMaster(.@GID)+"^000000";
+ mes "If there is anyone who objects to this,";
+ mes "prove your strength and honor with a steel blade in your hand.";
+ close;
+
+OnRecvCastleG02:
+ FlagEmblem GetCastleData("gefg_cas02",1);
+ end;
+}
+
+gef_fild13,303,243,4 duplicate(OutsideFlagsG2) Eeyorbriggar#1-2 722
+gef_fild13,312,243,4 duplicate(OutsideFlagsG2) Eeyorbriggar#2 722
+gef_fild13,290,243,4 duplicate(OutsideFlagsG2) Eeyorbriggar#3 722
+gef_fild13,324,243,4 duplicate(OutsideFlagsG2) Eeyorbriggar#4 722
+
+// Guild Flag (Inside Castle)
+//============================================================
+- script Eeyorbriggar#5::InsideFlagsG2 722,{
+ end;
+
+OnRecvCastleG02:
+ FlagEmblem GetCastleData("gefg_cas02",1);
+ end;
+}
+
+gefg_cas02,65,130,5 duplicate(InsideFlagsG2) Eeyorbriggar#5-2 722
+gefg_cas02,30,123,5 duplicate(InsideFlagsG2) Eeyorbriggar#6 722
+gefg_cas02,65,139,6 duplicate(InsideFlagsG2) Eeyorbriggar#7 722
+gefg_cas02,37,177,6 duplicate(InsideFlagsG2) Eeyorbriggar#8 722
+gefg_cas02,37,168,6 duplicate(InsideFlagsG2) Eeyorbriggar#9 722
+gefg_cas02,68,47,2 duplicate(InsideFlagsG2) Eeyorbriggar#10 722
+gefg_cas02,68,36,2 duplicate(InsideFlagsG2) Eeyorbriggar#11 722
+
+// Guild Flag (Town)
+//============================================================
+geffen,112,129,1 duplicate(InsideFlagsG2) Eeyorbriggar#12 722
+
+// Kafra Employee
+//============================================================
+gefg_cas02,23,66,3 duplicate(guildkafra) Kafra Staff#gefg_cas02 117
+
+// Steward
+//============================================================
+gefg_cas02,12,66,5 duplicate(cm) Esmarehk#gefg_cas02 55
+
+// Treasure Room Exit
+//============================================================
+gefg_cas02,145,114,0 script #lever_G02 111,{
+
+ mes " ";
+ mes "There's a small lever. Will you pull it?";
+ next;
+ if(select("Pull.:Do not.") == 1) {
+ close2;
+ warp "gefg_cas02",12,67;
+ end;
+ }
+ close;
+}
+
+// Guild Dungeon Switch
+//============================================================
+gefg_cas02,167,40,0 duplicate(gdlever) #gefg_cas2 111
+
+// Guild Treasure Spawns
+//============================================================
+gefg_cas02,140,116,0 duplicate(Gld_Trea_Spawn) Treasure#gefg_cas02 -1
+
+// AGIT Manager
+//============================================================
+gefg_cas02,176,178,0 duplicate(Gld_Agit_Manager) Agit#gefg_cas02 -1
+
+// Guardians
+//============================================================
+gefg_cas02,12,66,5 duplicate(Gld_Guard_Template) Guardian#gefg_cas02 -1
diff --git a/npc/pre-re/guild/gefg_cas03.txt b/npc/pre-re/guild/gefg_cas03.txt
new file mode 100644
index 000000000..65358b274
--- /dev/null
+++ b/npc/pre-re/guild/gefg_cas03.txt
@@ -0,0 +1,136 @@
+//===== rAthena Script =======================================
+//= War of Emperium (Geffen)
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.2
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= NPCs that relate to Geffen Guild Castle 3
+//===== Additional Comments: =================================
+//= 1.0 First Version. No longer uses functions. [L0ne_W0lf]
+//= 1.1 Removed dialog from interior flags. [L0ne_W0lf]
+//= 1.2 Partially rewrote Script. [Masao]
+//============================================================
+
+// Guild Flag (Outside Castle)
+//============================================================
+- script Yesnelph#1::OutsideFlagsG3 722,{
+
+ set .@GID, GetCastleData("gefg_cas03",1);
+
+ if (.@GID == 0) {
+ mes "[ Edict of the Divine Rune-Midgarts Kingdom ]";
+ mes " ";
+ mes "1. Follow the ordinance of The Divine Rune-Midgarts Kingdom, ";
+ mes "We declare that";
+ mes "there is no formal master of this castle.";
+ mes " ";
+ mes "2. To the one who can ";
+ mes "overcome all trials";
+ mes "and destroy the Emperium,";
+ mes "the king will endow the one with";
+ mes "ownership of this castle.";
+ close;
+ }
+ if (getcharid(2) == .@GID) {
+ mes "[ Echoing Voice ]";
+ mes "Brave ones...";
+ mes "Do you wish to return to your honorable place?";
+ next;
+ if(select("Return to the guild castle.:Quit.") == 1) {
+ close2;
+ if (getcharid(2) == GetCastleData("gefg_cas03",1)) {
+ warp "gefg_cas03",221,30;
+ end;
+ }
+ end;
+ }
+ close;
+ }
+ mes "[ Edict of the Divine Rune-Midgarts Kingdom ]";
+ mes " ";
+ mes "1. Follow the ordinance of The Divine Rune-Midgarts Kingdom, ";
+ mes "we approve that this place is in";
+ mes "the private prossession of ^ff0000"+GetGuildName(.@GID)+"^000000 Guild.";
+ mes " ";
+ mes "2. The guild Master of ^ff0000"+GetGuildName(.@GID)+"^000000 Guild is";
+ mes "^ff0000"+GetGuildMaster(.@GID)+"^000000";
+ mes "If there is anyone who objects to this,";
+ mes "prove your strength and honor with a steel blade in your hand.";
+ close;
+
+OnRecvCastleG03:
+ FlagEmblem GetCastleData("gefg_cas03",1);
+ end;
+}
+
+gef_fild13,78,182,4 duplicate(OutsideFlagsG3) Yesnelph#1-2 722
+gef_fild13,87,182,4 duplicate(OutsideFlagsG3) Yesnelph#2 722
+gef_fild13,73,295,7 duplicate(OutsideFlagsG3) Yesnelph#3 722
+gef_fild13,113,274,7 duplicate(OutsideFlagsG3) Yesnelph#4 722
+gef_fild13,144,235,6 duplicate(OutsideFlagsG3) Yesnelph#5 722
+gef_fild13,144,244,6 duplicate(OutsideFlagsG3) Yesnelph#6 722
+
+// Guild Flag (Inside Castle)
+//============================================================
+- script Yesnelph#7::InsideFlagsG3 722,{
+ end;
+
+OnRecvCastleG03:
+ FlagEmblem GetCastleData("gefg_cas03",1);
+ end;
+}
+
+gefg_cas03,122,220,6 duplicate(InsideFlagsG3) Yesnelph#7-2 722
+gefg_cas03,122,229,6 duplicate(InsideFlagsG3) Yesnelph#8 722
+gefg_cas03,91,257,7 duplicate(InsideFlagsG3) Yesnelph#9 722
+gefg_cas03,52,276,7 duplicate(InsideFlagsG3) Yesnelph#10 722
+gefg_cas03,56,164,4 duplicate(InsideFlagsG3) Yesnelph#11 722
+gefg_cas03,65,164,4 duplicate(InsideFlagsG3) Yesnelph#12 722
+gefg_cas03,37,214,1 duplicate(InsideFlagsG3) Yesnelph#13 722
+gefg_cas03,34,208,1 duplicate(InsideFlagsG3) Yesnelph#14 722
+
+// Guild Flag (Town)
+//============================================================
+geffen,120,132,8 duplicate(InsideFlagsG3) Yesnelph#15 722
+
+// Kafra Employee
+//============================================================
+gefg_cas03,116,89,5 duplicate(guildkafra) Kafra Staff#gefg_cas03 117
+
+// Steward
+//============================================================
+gefg_cas03,106,23,5 duplicate(cm) Jyang#gefg_cas03 55
+
+// Treasure Room Exit
+//============================================================
+gefg_cas03,275,289,0 script #lever_G03 111,{
+
+ mes " ";
+ mes "There's a small lever. Will you pull it?";
+ next;
+ if(select("Pull.:Do not.") == 1) {
+ close2;
+ warp "gefg_cas03",106,24;
+ end;
+ }
+ close;
+}
+
+// Guild Dungeon Switch
+//============================================================
+gefg_cas03,221,43,0 duplicate(gdlever) #gefg_cas03 111
+
+// Guild Treasure Spawns
+//============================================================
+gefg_cas03,271,290,0 duplicate(Gld_Trea_Spawn) Treasure#gefg_cas03 -1
+
+// AGIT Manager
+//============================================================
+gefg_cas03,245,167,0 duplicate(Gld_Agit_Manager) Agit#gefg_cas03 -1
+
+// Guardians
+//============================================================
+gefg_cas03,106,23,5 duplicate(Gld_Guard_Template) Guardian#gefg_cas03 -1
diff --git a/npc/pre-re/guild/gefg_cas04.txt b/npc/pre-re/guild/gefg_cas04.txt
new file mode 100644
index 000000000..9cd9c760b
--- /dev/null
+++ b/npc/pre-re/guild/gefg_cas04.txt
@@ -0,0 +1,132 @@
+//===== rAthena Script =======================================
+//= War of Emperium (Geffen)
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.2
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= NPCs that relate to Geffen Guild Castle 4
+//===== Additional Comments: =================================
+//= 1.0 First Version. No longer uses functions. [L0ne_W0lf]
+//= 1.1 Removed dialog from interior flags. [L0ne_W0lf]
+//= 1.2 Partially rewrote Script. [Masao]
+//============================================================
+
+// Guild Flag (Outside Castle)
+//============================================================
+- script Bergel#1::OutsideFlagsG4 722,{
+
+ set .@GID, GetCastleData("gefg_cas04",1);
+
+ if (.@GID == 0) {
+ mes "[ Edict of the Divine Rune-Midgarts Kingdom ]";
+ mes " ";
+ mes "1. Follow the ordinance of The Divine Rune-Midgarts Kingdom, ";
+ mes "We declare that";
+ mes "there is no formal master of this castle.";
+ mes " ";
+ mes "2. To the one who can ";
+ mes "overcome all trials";
+ mes "and destroy the Emperium,";
+ mes "the king will endow the one with";
+ mes "ownership of this castle.";
+ close;
+ }
+ if (getcharid(2) == .@GID) {
+ mes "[ Echoing Voice ]";
+ mes "Brave ones...";
+ mes "Do you wish to return to your honorable place?";
+ next;
+ if(select("Return to the guild castle.:Quit.") == 1) {
+ close2;
+ if (getcharid(2) == GetCastleData("gefg_cas04",1)) {
+ warp "gefg_cas04",168,43;
+ end;
+ }
+ end;
+ }
+ close;
+ }
+ mes "[ Edict of the Divine Rune-Midgarts Kingdom ]";
+ mes " ";
+ mes "1. Follow the ordinance of The Divine Rune-Midgarts Kingdom, ";
+ mes "we approve that this place is in";
+ mes "the private prossession of ^ff0000"+GetGuildName(.@GID)+"^000000 Guild.";
+ mes " ";
+ mes "2. The guild Master of ^ff0000"+GetGuildName(.@GID)+"^000000 Guild is";
+ mes "^ff0000"+GetGuildMaster(.@GID)+"^000000";
+ mes "If there is anyone who objects to this,";
+ mes "prove your strength and honor with a steel blade in your hand.";
+ close;
+
+OnRecvCastleG04:
+ FlagEmblem GetCastleData("gefg_cas04",1);
+ end;
+}
+
+gef_fild13,190,283,3 duplicate(OutsideFlagsG4) Bergel#1-2 722
+gef_fild13,199,274,3 duplicate(OutsideFlagsG4) Bergel#2 722
+
+// Guild Flag (Inside Castle)
+//============================================================
+- script Bergel#3::InsideFlagsG4 722,{
+ end;
+
+OnRecvCastleG04:
+ FlagEmblem GetCastleData("gefg_cas04",1);
+ end;
+}
+
+gefg_cas04,24,157,4 duplicate(InsideFlagsG4) Bergel#3-2 722
+gefg_cas04,35,158,4 duplicate(InsideFlagsG4) Bergel#4 722
+gefg_cas04,44,184,4 duplicate(InsideFlagsG4) Bergel#5 722
+gefg_cas04,51,184,4 duplicate(InsideFlagsG4) Bergel#6 722
+gefg_cas04,39,212,7 duplicate(InsideFlagsG4) Bergel#7 722
+gefg_cas04,29,212,1 duplicate(InsideFlagsG4) Bergel#8 722
+gefg_cas04,24,73,1 duplicate(InsideFlagsG4) Bergel#9 722
+gefg_cas04,35,73,4 duplicate(InsideFlagsG4) Bergel#10 722
+
+// Guild Flag (Town)
+//============================================================
+geffen,127,130,7 duplicate(InsideFlagsG4) Bergel#11 722
+
+// Kafra Employee
+//============================================================
+gefg_cas04,59,70,3 duplicate(guildkafra) Kafra Staff#gefg_cas04 117
+
+// Steward
+//============================================================
+gefg_cas04,73,46,3 duplicate(cm) Kellvahni#gefg_cas04 55
+
+// Treasure Room Exit
+//============================================================
+gefg_cas04,116,123,0 script #lever_G04 111,{
+
+ mes " ";
+ mes "There's a small lever. Will you pull it?";
+ next;
+ if(select("Pull.:Do not.") == 1) {
+ close2;
+ warp "gefg_cas04",73,47;
+ end;
+ }
+ close;
+}
+
+// Guild Dungeon Switch
+//============================================================
+gefg_cas04,58,75,0 duplicate(gdlever) #gefg_cas04 111
+
+// Guild Treasure Spawns
+//============================================================
+gefg_cas04,116,119,0 duplicate(Gld_Trea_Spawn) Treasure#gefg_cas04 -1
+
+// AGIT Manager
+//============================================================
+gefg_cas04,174,178,0 duplicate(Gld_Agit_Manager) Agit#gefg_cas04 -1
+
+// Guardians
+//============================================================
+gefg_cas04,73,46,3 duplicate(Gld_Guard_Template) Guardian#gefg_cas04 -1
diff --git a/npc/pre-re/guild/gefg_cas05.txt b/npc/pre-re/guild/gefg_cas05.txt
new file mode 100644
index 000000000..907429241
--- /dev/null
+++ b/npc/pre-re/guild/gefg_cas05.txt
@@ -0,0 +1,132 @@
+//===== rAthena Script =======================================
+//= War of Emperium (Geffen)
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.2
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= NPCs that relate to Geffen Guild Castle 5
+//===== Additional Comments: =================================
+//= 1.0 First Version. No longer uses functions. [L0ne_W0lf]
+//= 1.1 Removed dialog from interior flags. [L0ne_W0lf]
+//= 1.2 Partially rewrote Script. [Masao]
+//============================================================
+
+// Guild Flag (Outside Castle)
+//============================================================
+- script Mersetzdeitz#1::OutsideFlagsG5 722,{
+
+ set .@GID, GetCastleData("gefg_cas05",1);
+
+ if (.@GID == 0) {
+ mes "[ Edict of the Divine Rune-Midgarts Kingdom ]";
+ mes " ";
+ mes "1. Follow the ordinance of The Divine Rune-Midgarts Kingdom, ";
+ mes "We declare that";
+ mes "there is no formal master of this castle.";
+ mes " ";
+ mes "2. To the one who can ";
+ mes "overcome all trials";
+ mes "and destroy the Emperium,";
+ mes "the king will endow the one with";
+ mes "ownership of this castle.";
+ close;
+ }
+ if (getcharid(2) == .@GID) {
+ mes "[ Echoing Voice ]";
+ mes "Brave ones...";
+ mes "Do you wish to return to your honorable place?";
+ next;
+ if(select("Return to the guild castle.:Quit.") == 1) {
+ close2;
+ if (getcharid(2) == GetCastleData("gefg_cas05",1)) {
+ warp "gefg_cas05",168,31;
+ end;
+ }
+ end;
+ }
+ close;
+ }
+ mes "[ Edict of the Divine Rune-Midgarts Kingdom ]";
+ mes " ";
+ mes "1. Follow the ordinance of The Divine Rune-Midgarts Kingdom, ";
+ mes "we approve that this place is in";
+ mes "the private prossession of ^ff0000"+GetGuildName(.@GID)+"^000000 Guild.";
+ mes " ";
+ mes "2. The guild Master of ^ff0000"+GetGuildName(.@GID)+"^000000 Guild is";
+ mes "^ff0000"+GetGuildMaster(.@GID)+"^000000";
+ mes "If there is anyone who objects to this,";
+ mes "prove your strength and honor with a steel blade in your hand.";
+ close;
+
+OnRecvCastleG05:
+ FlagEmblem GetCastleData("gefg_cas05",1);
+ end;
+}
+
+gef_fild13,302,87,7 duplicate(OutsideFlagsG5) Mersetzdeitz#1-2 722
+gef_fild13,313,83,0 duplicate(OutsideFlagsG5) Mersetzdeitz#2 722
+gef_fild13,252,51,2 duplicate(OutsideFlagsG5) Mersetzdeitz#3 722
+gef_fild13,26,147,2 duplicate(OutsideFlagsG5) Mersetzdeitz#4 722
+
+// Guild Flag (Inside Castle)
+//============================================================
+- script Mersetzdeitz#5::InsideFlagsG5 722,{
+ end;
+
+OnRecvCastleG05:
+ FlagEmblem GetCastleData("gefg_cas05",1);
+ end;
+}
+
+gefg_cas05,77,185,7 duplicate(InsideFlagsG5) Mersetzdeitz#5-2 722
+gefg_cas05,92,181,0 duplicate(InsideFlagsG5) Mersetzdeitz#6 722
+gefg_cas05,83,158,1 duplicate(InsideFlagsG5) Mersetzdeitz#7 722
+gefg_cas05,62,144,7 duplicate(InsideFlagsG5) Mersetzdeitz#8 722
+gefg_cas05,62,66,4 duplicate(InsideFlagsG5) Mersetzdeitz#9 722
+gefg_cas05,69,66,4 duplicate(InsideFlagsG5) Mersetzdeitz#10 722
+
+// Guild Flag (Town)
+//============================================================
+geffen,131,123,6 duplicate(InsideFlagsG5) Mersetzdeitz#11 722
+
+// Kafra Employee
+//============================================================
+gefg_cas05,61,52,5 duplicate(guildkafra) Kafra Staff#gefg_cas05 117
+
+// Steward
+//============================================================
+gefg_cas05,70,52,3 duplicate(cm) Byohre#gefg_cas05 55
+
+// Treasure Room Exit
+//============================================================
+gefg_cas05,149,107,0 script #lever_G05 111,{
+
+ mes " ";
+ mes "There's a small lever. Will you pull it?";
+ next;
+ if(select("Pull.:Do not.") == 1) {
+ close2;
+ warp "gefg_cas05",70,53;
+ end;
+ }
+ close;
+}
+
+// Guild Dungeon Switch
+//============================================================
+gefg_cas05,65,22,0 duplicate(gdlever) #gefg_cas05 111
+
+// Guild Treasure Spawns
+//============================================================
+gefg_cas05,144,110,0 duplicate(Gld_Trea_Spawn) Treasure#gefg_cas05 -1
+
+// AGIT Manager
+//============================================================
+gefg_cas05,194,184,0 duplicate(Gld_Agit_Manager) Agit#gefg_cas05 -1
+
+// Guardians
+//============================================================
+gefg_cas05,70,52,3 duplicate(Gld_Guard_Template) Guardian#gefg_cas05 -1
diff --git a/npc/pre-re/guild/payg_cas01.txt b/npc/pre-re/guild/payg_cas01.txt
new file mode 100644
index 000000000..9f8ff665a
--- /dev/null
+++ b/npc/pre-re/guild/payg_cas01.txt
@@ -0,0 +1,135 @@
+//===== rAthena Script =======================================
+//= War of Emperium (Payon)
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.3
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= NPCs that relate to Payon Guild Castle 1
+//===== Additional Comments: =================================
+//= 1.0 First Version. No longer uses functions. [L0ne_W0lf]
+//= 1.1 Corrected flag-in spawn point. [L0ne_W0lf]
+//= 1.2 Removed dialog from interior flags. [L0ne_W0lf]
+//= Fixed position of Guild dungeon switch.
+//= 1.3 Partially rewrote Script. [Masao]
+//============================================================
+
+// Guild Flags (Outside Castle)
+//============================================================
+- script Bright Arbor#1::OutsideFlagsPA1 722,{
+
+ set .@GID, GetCastleData("payg_cas01",1);
+
+ if (.@GID == 0) {
+ mes "[ Edict of the Divine Rune-Midgarts Kingdom ]";
+ mes " ";
+ mes "1. Follow the ordinance of The Divine Rune-Midgarts Kingdom, ";
+ mes "We declare that";
+ mes "there is no formal master of this castle.";
+ mes " ";
+ mes "2. To the one who can ";
+ mes "overcome all trials";
+ mes "and destroy the Emperium,";
+ mes "the king will endow the one with";
+ mes "ownership of this castle.";
+ close;
+ }
+ if (getcharid(2) == .@GID) {
+ mes "[ Echoing Voice ]";
+ mes "Brave ones...";
+ mes "Do you wish to return to your honorable place?";
+ next;
+ if(select("Return to the guild castle.:Quit.") == 1) {
+ close2;
+ if (getcharid(2) == GetCastleData("payg_cas01",1)) {
+ warp "payg_cas01",54,144;
+ end;
+ }
+ end;
+ }
+ close;
+ }
+ mes "[ Edict of the Divine Rune-Midgarts Kingdom ]";
+ mes " ";
+ mes "1. Follow the ordinance of The Divine Rune-Midgarts Kingdom, ";
+ mes "we approve that this place is in";
+ mes "the private prossession of ^ff0000"+GetGuildName(.@GID)+"^000000 Guild.";
+ mes " ";
+ mes "2. The guild Master of ^ff0000"+GetGuildName(.@GID)+"^000000 Guild is";
+ mes "^ff0000"+GetGuildMaster(.@GID)+"^000000";
+ mes "If there is anyone who objects to this,";
+ mes "prove your strength and honor with a steel blade in your hand.";
+ close;
+
+OnRecvCastlePy01:
+ FlagEmblem GetCastleData("payg_cas01",1);
+ end;
+}
+
+pay_gld,125,236,4 duplicate(OutsideFlagsPA1) Bright Arbor#1-2 722
+pay_gld,110,233,4 duplicate(OutsideFlagsPA1) Bright Arbor#2 722
+pay_gld,116,233,4 duplicate(OutsideFlagsPA1) Bright Arbor#3 722
+pay_gld,91,239,2 duplicate(OutsideFlagsPA1) Bright Arbor#4 722
+
+// Guild Flags (Inside Castle)
+//============================================================
+- script Bright Arbor#5::InsideFlagsPA1 722,{
+ end;
+
+OnRecvCastlePy01:
+ FlagEmblem GetCastleData("payg_cas01",1);
+ end;
+}
+
+payg_cas01,238,67,4 duplicate(InsideFlagsPA1) Bright Arbor#5-2 722
+payg_cas01,233,67,4 duplicate(InsideFlagsPA1) Bright Arbor#6 722
+payg_cas01,221,123,4 duplicate(InsideFlagsPA1) Bright Arbor#7 722
+payg_cas01,221,116,4 duplicate(InsideFlagsPA1) Bright Arbor#8 722
+payg_cas01,206,108,4 duplicate(InsideFlagsPA1) Bright Arbor#9 722
+payg_cas01,212,108,4 duplicate(InsideFlagsPA1) Bright Arbor#10 722
+
+// Guild Flag (Town)
+//============================================================
+payon,90,322,4 duplicate(InsideFlagsPA1) Bright Arbor#11 722
+payon,166,177,3 duplicate(InsideFlagsPA1) Bright Arbor#12 722
+
+// Kafra Employee
+//============================================================
+payg_cas01,128,58,3 duplicate(guildkafra) Kafra Staff#payg_cas01 117
+
+// Steward
+//============================================================
+payg_cas01,120,58,4 duplicate(cm) Kurunnadi#payg_cas01 55
+
+// Treasure Room Exit
+//============================================================
+payg_cas01,295,8,0 script #lever_PA01 111,{
+
+ mes " ";
+ mes "There's a small lever. Will you pull it?";
+ next;
+ if(select("Pull.:Do not.") == 1) {
+ close2;
+ warp "payg_cas01",120,59;
+ end;
+ }
+ close;
+}
+
+// Guild Dungeon Switch
+//============================================================
+payg_cas01,101,25,0 duplicate(gdlever) #payg_cas01 111
+
+// Guild Treasure Spawns
+//============================================================
+payg_cas01,291,8,0 duplicate(Gld_Trea_Spawn) Treasure#payg_cas01 -1
+
+// AGIT Manager
+//============================================================
+payg_cas01,139,139,0 duplicate(Gld_Agit_Manager) Agit#payg_cas01 -1
+
+// Guardians
+//============================================================
+payg_cas01,120,58,4 duplicate(Gld_Guard_Template) Guardian#payg_cas01 -1
diff --git a/npc/pre-re/guild/payg_cas02.txt b/npc/pre-re/guild/payg_cas02.txt
new file mode 100644
index 000000000..eb20d67af
--- /dev/null
+++ b/npc/pre-re/guild/payg_cas02.txt
@@ -0,0 +1,135 @@
+//===== rAthena Script =======================================
+//= War of Emperium (Payon)
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.3
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= NPCs that relate to Payon Guild Castle 1
+//===== Additional Comments: =================================
+//= 1.0 First Version. No longer uses functions. [L0ne_W0lf]
+//= 1.1 Corrected flag-in spawn point. [L0ne_W0lf]
+//= 1.2 Removed dialog from interior flags. [L0ne_W0lf]
+//= Fixed position of Guild dungeon switch.
+//= 1.3 Partially rewrote Script. [Masao]
+//============================================================
+
+// Guild Flags (Outside Castle)
+//============================================================
+- script Sacred Palace#1::OutsideFlagsPA2 722,{
+
+ set .@GID, GetCastleData("payg_cas02",1);
+
+ if (.@GID == 0) {
+ mes "[ Edict of the Divine Rune-Midgarts Kingdom ]";
+ mes " ";
+ mes "1. Follow the ordinance of The Divine Rune-Midgarts Kingdom, ";
+ mes "We declare that";
+ mes "there is no formal master of this castle.";
+ mes " ";
+ mes "2. To the one who can ";
+ mes "overcome all trials";
+ mes "and destroy the Emperium,";
+ mes "the king will endow the one with";
+ mes "ownership of this castle.";
+ close;
+ }
+ if (getcharid(2) == .@GID) {
+ mes "[ Echoing Voice ]";
+ mes "Brave ones...";
+ mes "Do you wish to return to your honorable place?";
+ next;
+ if(select("Return to the guild castle.:Quit.") == 1) {
+ close2;
+ if (getcharid(2) == GetCastleData("payg_cas02",1)) {
+ warp "payg_cas02",278,251;
+ end;
+ }
+ end;
+ }
+ close;
+ }
+ mes "[ Edict of the Divine Rune-Midgarts Kingdom ]";
+ mes " ";
+ mes "1. Follow the ordinance of The Divine Rune-Midgarts Kingdom, ";
+ mes "we approve that this place is in";
+ mes "the private prossession of ^ff0000"+GetGuildName(.@GID)+"^000000 Guild.";
+ mes " ";
+ mes "2. The guild Master of ^ff0000"+GetGuildName(.@GID)+"^000000 Guild is";
+ mes "^ff0000"+GetGuildMaster(.@GID)+"^000000";
+ mes "If there is anyone who objects to this,";
+ mes "prove your strength and honor with a steel blade in your hand.";
+ close;
+
+OnRecvCastlePy02:
+ FlagEmblem GetCastleData("payg_cas02",1);
+ end;
+}
+
+pay_gld,292,112,6 duplicate(OutsideFlagsPA2) Sacred Palace#1-2 722
+pay_gld,292,120,6 duplicate(OutsideFlagsPA2) Sacred Palace#2 722
+pay_gld,291,135,6 duplicate(OutsideFlagsPA2) Sacred Palace#3 722
+pay_gld,271,163,0 duplicate(OutsideFlagsPA2) Sacred Palace#4 722
+
+// Guild Flags (Inside Castle)
+//============================================================
+- script Sacred Palace#5::InsideFlagsPA2 722,{
+ end;
+
+OnRecvCastlePy02:
+ FlagEmblem GetCastleData("payg_cas02",1);
+ end;
+}
+
+payg_cas02,254,40,6 duplicate(InsideFlagsPA2) Sacred Palace#5-2 722
+payg_cas02,254,48,6 duplicate(InsideFlagsPA2) Sacred Palace#6 722
+payg_cas02,202,49,0 duplicate(InsideFlagsPA2) Sacred Palace#7 722
+payg_cas02,209,49,0 duplicate(InsideFlagsPA2) Sacred Palace#8 722
+payg_cas02,59,282,4 duplicate(InsideFlagsPA2) Sacred Palace#9 722
+payg_cas02,70,282,4 duplicate(InsideFlagsPA2) Sacred Palace#10 722
+
+// Guild Flag (Town)
+//============================================================
+payon,97,322,4 duplicate(InsideFlagsPA2) Sacred Altar#11 722
+payon,166,173,3 duplicate(InsideFlagsPA2) Sacred Altar#12 722
+
+// Kafra Employee
+//============================================================
+payg_cas02,22,275,5 duplicate(guildkafra) Kafra Staff#payg_cas02 117
+
+// Steward
+//============================================================
+payg_cas02,22,260,7 duplicate(cm) Cherieos#payg_cas02 55
+
+// Treasure Room Exit
+//============================================================
+payg_cas02,149,149,0 script #lever_PA02 111,{
+
+ mes " ";
+ mes "There's a small lever. Will you pull it?";
+ next;
+ if(select("Pull.:Do not.") == 1) {
+ close2;
+ warp "payg_cas02",22,261;
+ end;
+ }
+ close;
+}
+
+// Guild Dungeon Switch
+//============================================================
+payg_cas02,278,247,0 duplicate(gdlever) #payg_cas02 111
+
+// Guild Treasure Spawns
+//============================================================
+payg_cas02,145,144,0 duplicate(Gld_Trea_Spawn) Treasure#payg_cas02 -1
+
+// AGIT Manager
+//============================================================
+payg_cas02,39,25,0 duplicate(Gld_Agit_Manager) Agit#payg_cas02 -1
+
+// Guardians
+//============================================================
+payg_cas02,22,260,7 duplicate(Gld_Guard_Template) Guardian#payg_cas02 -1
diff --git a/npc/pre-re/guild/payg_cas03.txt b/npc/pre-re/guild/payg_cas03.txt
new file mode 100644
index 000000000..a395f9d3b
--- /dev/null
+++ b/npc/pre-re/guild/payg_cas03.txt
@@ -0,0 +1,135 @@
+//===== rAthena Script =======================================
+//= War of Emperium (Payon)
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.3
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= NPCs that relate to Payon Guild Castle 1
+//===== Additional Comments: =================================
+//= 1.0 First Version. No longer uses functions. [L0ne_W0lf]
+//= 1.1 Corrected flag-in spawn point. [L0ne_W0lf]
+//= 1.2 Removed dialog from interior flags. [L0ne_W0lf]
+//= Fixed position of Guild dungeon switch.
+//= 1.3 Partially rewrote Script. [Masao]
+//============================================================
+
+// Guild Flags (Outside Castle)
+//============================================================
+- script Holy Shadow#1::OutsideFlagsPA3 722,{
+
+ set .@GID, GetCastleData("payg_cas03",1);
+
+ if (.@GID == 0) {
+ mes "[ Edict of the Divine Rune-Midgarts Kingdom ]";
+ mes " ";
+ mes "1. Follow the ordinance of The Divine Rune-Midgarts Kingdom, ";
+ mes "We declare that";
+ mes "there is no formal master of this castle.";
+ mes " ";
+ mes "2. To the one who can ";
+ mes "overcome all trials";
+ mes "and destroy the Emperium,";
+ mes "the king will endow the one with";
+ mes "ownership of this castle.";
+ close;
+ }
+ if (getcharid(2) == .@GID) {
+ mes "[ Echoing Voice ]";
+ mes "Brave ones...";
+ mes "Do you wish to return to your honorable place?";
+ next;
+ if(select("Return to the guild castle.:Quit.") == 1) {
+ close2;
+ if (getcharid(2) == GetCastleData("payg_cas03",1)) {
+ warp "payg_cas03",9,263;
+ end;
+ }
+ end;
+ }
+ close;
+ }
+ mes "[ Edict of the Divine Rune-Midgarts Kingdom ]";
+ mes " ";
+ mes "1. Follow the ordinance of The Divine Rune-Midgarts Kingdom, ";
+ mes "we approve that this place is in";
+ mes "the private prossession of ^ff0000"+GetGuildName(.@GID)+"^000000 Guild.";
+ mes " ";
+ mes "2. The guild Master of ^ff0000"+GetGuildName(.@GID)+"^000000 Guild is";
+ mes "^ff0000"+GetGuildMaster(.@GID)+"^000000";
+ mes "If there is anyone who objects to this,";
+ mes "prove your strength and honor with a steel blade in your hand.";
+ close;
+
+OnRecvCastlePy03:
+ FlagEmblem GetCastleData("payg_cas03",1);
+ end;
+}
+
+pay_gld,321,298,2 duplicate(OutsideFlagsPA3) Holy Shadow#1-2 722
+pay_gld,321,289,2 duplicate(OutsideFlagsPA3) Holy Shadow#2 722
+pay_gld,327,304,1 duplicate(OutsideFlagsPA3) Holy Shadow#3 722
+pay_gld,333,254,4 duplicate(OutsideFlagsPA3) Holy Shadow#4 722
+
+// Guild Flags (Inside Castle)
+//============================================================
+- script Holy Shadow#5::InsideFlagsPA3 722,{
+ end;
+
+OnRecvCastlePy03:
+ FlagEmblem GetCastleData("payg_cas03",1);
+ end;
+}
+
+payg_cas03,236,54,2 duplicate(InsideFlagsPA3) Holy Shadow#5-2 722
+payg_cas03,236,45,2 duplicate(InsideFlagsPA3) Holy Shadow#6 722
+payg_cas03,259,66,4 duplicate(InsideFlagsPA3) Holy Shadow#7 722
+payg_cas03,266,66,4 duplicate(InsideFlagsPA3) Holy Shadow#8 722
+payg_cas03,34,31,4 duplicate(InsideFlagsPA3) Holy Shadow#9 722
+payg_cas03,43,31,4 duplicate(InsideFlagsPA3) Holy Shadow#10 722
+
+// Guild Flag (Town)
+//============================================================
+payon,113,322,4 duplicate(InsideFlagsPA3) Holy Shadow#11 722
+payon,166,169,3 duplicate(InsideFlagsPA3) Holy Shadow#12 722
+
+// Kafra Employee
+//============================================================
+payg_cas03,9,263,5 duplicate(guildkafra) Kafra Staff#payg_cas03 117
+
+// Steward
+//============================================================
+payg_cas03,50,261,3 duplicate(cm) Gheriot#payg_cas03 55
+
+// Treasure Room Exit
+//============================================================
+payg_cas03,163,167,0 script #lever_PA03 111,{
+
+ mes " ";
+ mes "There's a small lever. Will you pull it?";
+ next;
+ if(select("Pull.:Do not.") == 1) {
+ close2;
+ warp "payg_cas03",50,261;
+ end;
+ }
+ close;
+}
+
+// Guild Dungeon Switch
+//============================================================
+payg_cas03,38,42,0 duplicate(gdlever) #payg_cas03 111
+
+// Guild Treasure Spawns
+//============================================================
+payg_cas03,159,168,0 duplicate(Gld_Trea_Spawn) Treasure#payg_cas03 -1
+
+// AGIT Manager
+//============================================================
+payg_cas03,269,265,0 duplicate(Gld_Agit_Manager) Agit#payg_cas03 -1
+
+// Guardians
+//============================================================
+payg_cas03,10,277,0 duplicate(Gld_Guard_Template) Guardian#payg_cas03 -1
diff --git a/npc/pre-re/guild/payg_cas04.txt b/npc/pre-re/guild/payg_cas04.txt
new file mode 100644
index 000000000..5ae0997a8
--- /dev/null
+++ b/npc/pre-re/guild/payg_cas04.txt
@@ -0,0 +1,135 @@
+//===== rAthena Script =======================================
+//= War of Emperium (Payon)
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.3
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= NPCs that relate to Payon Guild Castle 1
+//===== Additional Comments: =================================
+//= 1.0 First Version. No longer uses functions. [L0ne_W0lf]
+//= 1.1 Corrected flag-in spawn point. [L0ne_W0lf]
+//= 1.2 Removed dialog from interior flags. [L0ne_W0lf]
+//= Fixed position of Guild dungeon switch.
+//= 1.3 Partially rewrote Script. [Masao]
+//============================================================
+
+// Guild Flags (Outside Castle)
+//============================================================
+- script Scarlet Palace#1::OutsideFlagsPA4 722,{
+
+ set .@GID, GetCastleData("payg_cas04",1);
+
+ if (.@GID == 0) {
+ mes "[ Edict of the Divine Rune-Midgarts Kingdom ]";
+ mes " ";
+ mes "1. Follow the ordinance of The Divine Rune-Midgarts Kingdom, ";
+ mes "We declare that";
+ mes "there is no formal master of this castle.";
+ mes " ";
+ mes "2. To the one who can ";
+ mes "overcome all trials";
+ mes "and destroy the Emperium,";
+ mes "the king will endow the one with";
+ mes "ownership of this castle.";
+ close;
+ }
+ if (getcharid(2) == .@GID) {
+ mes "[ Echoing Voice ]";
+ mes "Brave ones...";
+ mes "Do you wish to return to your honorable place?";
+ next;
+ if(select("Return to the guild castle.:Quit.") == 1) {
+ close2;
+ if (getcharid(2) == GetCastleData("payg_cas04",1)) {
+ warp "payg_cas04",40,235;
+ end;
+ }
+ end;
+ }
+ close;
+ }
+ mes "[ Edict of the Divine Rune-Midgarts Kingdom ]";
+ mes " ";
+ mes "1. Follow the ordinance of The Divine Rune-Midgarts Kingdom, ";
+ mes "we approve that this place is in";
+ mes "the private prossession of ^ff0000"+GetGuildName(.@GID)+"^000000 Guild.";
+ mes " ";
+ mes "2. The guild Master of ^ff0000"+GetGuildName(.@GID)+"^000000 Guild is";
+ mes "^ff0000"+GetGuildMaster(.@GID)+"^000000";
+ mes "If there is anyone who objects to this,";
+ mes "prove your strength and honor with a steel blade in your hand.";
+ close;
+
+OnRecvCastlePy04:
+ FlagEmblem GetCastleData("payg_cas04",1);
+ end;
+}
+
+pay_gld,137,160,0 duplicate(OutsideFlagsPA4) Scarlet Palace#1-2 722
+pay_gld,143,160,0 duplicate(OutsideFlagsPA4) Scarlet Palace#2 722
+pay_gld,133,151,2 duplicate(OutsideFlagsPA4) Scarlet Palace#3 722
+pay_gld,153,166,1 duplicate(OutsideFlagsPA4) Scarlet Palace#4 722
+
+// Guild Flags (Inside Castle)
+//============================================================
+- script Scarlet Palace#5::InsideFlagsPA4 722,{
+ end;
+
+OnRecvCastlePy04:
+ FlagEmblem GetCastleData("payg_cas04",1);
+ end;
+}
+
+payg_cas04,255,259,0 duplicate(InsideFlagsPA4) Scarlet Palace#5-2 722
+payg_cas04,248,259,0 duplicate(InsideFlagsPA4) Scarlet Palace#6 722
+payg_cas04,248,168,6 duplicate(InsideFlagsPA4) Scarlet Palace#7 722
+payg_cas04,248,160,6 duplicate(InsideFlagsPA4) Scarlet Palace#8 722
+payg_cas04,232,181,4 duplicate(InsideFlagsPA4) Scarlet Palace#9 722
+payg_cas04,239,181,4 duplicate(InsideFlagsPA4) Scarlet Palace#10 722
+
+// Guild Flag (Town)
+//============================================================
+payon,118,322,4 duplicate(InsideFlagsPA4) Scarlet Palace#11 722
+payon,166,165,3 duplicate(InsideFlagsPA4) Scarlet Palace#12 722
+
+// Kafra Employee
+//============================================================
+payg_cas04,40,235,1 duplicate(guildkafra) Kafra Staff#payg_cas04 117
+
+// Steward
+//============================================================
+payg_cas04,38,284,3 duplicate(cm) DJ#payg_cas04 55
+
+// Treasure Room Exit
+//============================================================
+payg_cas04,151,47,0 script #lever_PA04 111,{
+
+ mes " ";
+ mes "There's a small lever. Will you pull it?";
+ next;
+ if(select("Pull.:Do not.") == 1) {
+ close2;
+ warp "payg_cas04",38,285;
+ end;
+ }
+ close;
+}
+
+// Guild Dungeon Switch
+//============================================================
+payg_cas04,52,48,0 duplicate(gdlever) #payg_cas04 111
+
+// Guild Treasure Spawns
+//============================================================
+payg_cas04,147,48,0 duplicate(Gld_Trea_Spawn) Treasure#payg_cas04 -1
+
+// AGIT Manager
+//============================================================
+payg_cas04,271,29,0 duplicate(Gld_Agit_Manager) Agit#payg_cas04 -1
+
+// Guardians
+//============================================================
+payg_cas04,38,284,3 duplicate(Gld_Guard_Template) Guardian#payg_cas04 -1
diff --git a/npc/pre-re/guild/payg_cas05.txt b/npc/pre-re/guild/payg_cas05.txt
new file mode 100644
index 000000000..0c1f833fe
--- /dev/null
+++ b/npc/pre-re/guild/payg_cas05.txt
@@ -0,0 +1,135 @@
+//===== rAthena Script =======================================
+//= War of Emperium (Payon)
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.3
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= NPCs that relate to Payon Guild Castle 1
+//===== Additional Comments: =================================
+//= 1.0 First Version. No longer uses functions. [L0ne_W0lf]
+//= 1.1 Corrected flag-in spawn point. [L0ne_W0lf]
+//= 1.2 Removed dialog from interior flags. [L0ne_W0lf]
+//= Fixed position of Guild dungeon switch.
+//= 1.3 Partially rewrote Script. [Masao]
+//============================================================
+
+// Guild Flags (Outside Castle)
+//============================================================
+- script Bamboo Grove Hill#1::OutsideFlagsPA5 722,{
+
+ set .@GID, GetCastleData("payg_cas05",1);
+
+ if (.@GID == 0) {
+ mes "[ Edict of the Divine Rune-Midgarts Kingdom ]";
+ mes " ";
+ mes "1. Follow the ordinance of The Divine Rune-Midgarts Kingdom, ";
+ mes "We declare that";
+ mes "there is no formal master of this castle.";
+ mes " ";
+ mes "2. To the one who can ";
+ mes "overcome all trials";
+ mes "and destroy the Emperium,";
+ mes "the king will endow the one with";
+ mes "ownership of this castle.";
+ close;
+ }
+ if (getcharid(2) == .@GID) {
+ mes "[ Echoing Voice ]";
+ mes "Brave ones...";
+ mes "Do you wish to return to your honorable place?";
+ next;
+ if(select("Return to the guild castle.:Quit.") == 1) {
+ close2;
+ if (getcharid(2) == GetCastleData("payg_cas05",1)) {
+ warp "payg_cas05",243,27;
+ end;
+ }
+ end;
+ }
+ close;
+ }
+ mes "[ Edict of the Divine Rune-Midgarts Kingdom ]";
+ mes " ";
+ mes "1. Follow the ordinance of The Divine Rune-Midgarts Kingdom, ";
+ mes "we approve that this place is in";
+ mes "the private prossession of ^ff0000"+GetGuildName(.@GID)+"^000000 Guild.";
+ mes " ";
+ mes "2. The guild Master of ^ff0000"+GetGuildName(.@GID)+"^000000 Guild is";
+ mes "^ff0000"+GetGuildMaster(.@GID)+"^000000";
+ mes "If there is anyone who objects to this,";
+ mes "prove your strength and honor with a steel blade in your hand.";
+ close;
+
+OnRecvCastlePy05:
+ FlagEmblem GetCastleData("payg_cas05",1);
+ end;
+}
+
+pay_gld,208,268,4 duplicate(OutsideFlagsPA5) Bamboo Grove Hill#1-2 722
+pay_gld,199,268,4 duplicate(OutsideFlagsPA5) Bamboo Grove Hill#2 722
+pay_gld,190,277,3 duplicate(OutsideFlagsPA5) Bamboo Grove Hill#3 722
+pay_gld,187,294,2 duplicate(OutsideFlagsPA5) Bamboo Grove Hill#4 722
+
+// Guild Flags (Inside Castle)
+//============================================================
+- script Bamboo Grove Hill#5::InsideFlagsPA5 722,{
+ end;
+
+OnRecvCastlePy05:
+ FlagEmblem GetCastleData("payg_cas05",1);
+ end;
+}
+
+payg_cas05,32,249,4 duplicate(InsideFlagsPA5) Bamboo Grove Hill#5-2 722
+payg_cas05,24,249,4 duplicate(InsideFlagsPA5) Bamboo Grove Hill#6 722
+payg_cas05,62,271,0 duplicate(InsideFlagsPA5) Bamboo Grove Hill#7 722
+payg_cas05,57,271,0 duplicate(InsideFlagsPA5) Bamboo Grove Hill#8 722
+payg_cas05,55,252,2 duplicate(InsideFlagsPA5) Bamboo Grove Hill#9 722
+payg_cas05,55,260,2 duplicate(InsideFlagsPA5) Bamboo Grove Hill#10 722
+
+// Guild Flag (Town)
+//============================================================
+payon,123,322,4 duplicate(InsideFlagsPA5) Bamboo Grove Hill#11 722
+payon,166,161,3 duplicate(InsideFlagsPA5) Bamboo Grove Hill#12 722
+
+// Kafra Employee
+//============================================================
+payg_cas05,276,227,1 duplicate(guildkafra) Kafra Staff#payg_cas05 117
+
+// Steward
+//============================================================
+payg_cas05,277,249,3 duplicate(cm) Nahzarf#payg_cas05 55
+
+// Treasure Room Exit
+//============================================================
+payg_cas05,161,136,0 script #lever_PA05 111,{
+
+ mes " ";
+ mes "There's a small lever. Will you pull it?";
+ next;
+ if(select("Pull.:Do not.") == 1) {
+ close2;
+ warp "payg_cas05",277,250;
+ end;
+ }
+ close;
+}
+
+// Guild Dungeon Switch
+//============================================================
+payg_cas05,249,15,0 duplicate(gdlever) #payg_cas05 111
+
+// Guild Treasure Spawns
+//============================================================
+payg_cas05,157,132,0 duplicate(Gld_Trea_Spawn) Treasure#payg_cas05 -1
+
+// AGIT Manager
+//============================================================
+payg_cas05,30,30,0 duplicate(Gld_Agit_Manager) Agit#payg_cas05 -1
+
+// Guardians
+//============================================================
+payg_cas05,277,249,3 duplicate(Gld_Guard_Template) Guardian#payg_cas05 -1
diff --git a/npc/pre-re/guild/prtg_cas01.txt b/npc/pre-re/guild/prtg_cas01.txt
new file mode 100644
index 000000000..119658263
--- /dev/null
+++ b/npc/pre-re/guild/prtg_cas01.txt
@@ -0,0 +1,138 @@
+//===== rAthena Script =======================================
+//= War of Emperium (Prontera)
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.4
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= NPCs that relate to Prontera Guild Castle 1
+//===== Additional Comments: =================================
+//= 1.0 First Version. No longer uses functions. [L0ne_W0lf]
+//= 1.1 Corrected flag-in spawn point. [L0ne_W0lf]
+//= 1.2 Corrected treasure room switch coordinates. [L0ne_W0lf]
+//= 1.3 Removed dialog from interior flags. [L0ne_W0lf]
+//= 1.4 Partially rewrote Script. [Masao]
+//============================================================
+
+// Guild Flags (Outside Castle)
+//============================================================
+- script Kriemhild#1::OutsideFlagsPR1 722,{
+
+ set .@GID, GetCastleData("prtg_cas01",1);
+
+ if (.@GID == 0) {
+ mes "[ Edict of the Divine Rune-Midgarts Kingdom ]";
+ mes " ";
+ mes "1. Follow the ordinance of The Divine Rune-Midgarts Kingdom, ";
+ mes "We declare that";
+ mes "there is no formal master of this castle.";
+ mes " ";
+ mes "2. To the one who can ";
+ mes "overcome all trials";
+ mes "and destroy the Emperium,";
+ mes "the king will endow the one with";
+ mes "ownership of this castle.";
+ close;
+ }
+ if (getcharid(2) == .@GID) {
+ mes "[ Echoing Voice ]";
+ mes "Brave ones...";
+ mes "Do you wish to return to your honorable place?";
+ next;
+ if(select("Return to the guild castle.:Quit.") == 1) {
+ close2;
+ if (getcharid(2) == GetCastleData("prtg_cas01",1)) {
+ warp "prtg_cas01",96,173;
+ end;
+ }
+ end;
+ }
+ close;
+ }
+ mes "[ Edict of the Divine Rune-Midgarts Kingdom ]";
+ mes " ";
+ mes "1. Follow the ordinance of The Divine Rune-Midgarts Kingdom, ";
+ mes "we approve that this place is in";
+ mes "the private prossession of ^ff0000"+GetGuildName(.@GID)+"^000000 Guild.";
+ mes " ";
+ mes "2. The guild Master of ^ff0000"+GetGuildName(.@GID)+"^000000 Guild is";
+ mes "^ff0000"+GetGuildMaster(.@GID)+"^000000";
+ mes "If there is anyone who objects to this,";
+ mes "prove your strength and honor with a steel blade in your hand.";
+ close;
+
+OnRecvCastlePt01:
+ FlagEmblem GetCastleData("prtg_cas01",1);
+ end;
+}
+
+prt_gld,131,60,6 duplicate(OutsideFlagsPR1) Kriemhild#1-2 722
+prt_gld,138,68,6 duplicate(OutsideFlagsPR1) Kriemhild#2 722
+prt_gld,138,60,6 duplicate(OutsideFlagsPR1) Kriemhild#3 722
+prt_gld,135,60,6 duplicate(OutsideFlagsPR1) Kriemhild#4 722
+
+// Guild Flags (Inside Castle)
+//============================================================
+- script Kriemhild#5::InsideFlagsPR1 722,{
+ end;
+
+OnRecvCastlePt01:
+ FlagEmblem GetCastleData("prtg_cas01",1);
+ end;
+}
+
+prtg_cas01,58,56,4 duplicate(InsideFlagsPR1) Kriemhild#5-2 722
+prtg_cas01,64,56,4 duplicate(InsideFlagsPR1) Kriemhild#6 722
+prtg_cas01,76,32,4 duplicate(InsideFlagsPR1) Kriemhild#7 722
+prtg_cas01,84,32,4 duplicate(InsideFlagsPR1) Kriemhild#8 722
+prtg_cas01,94,39,4 duplicate(InsideFlagsPR1) Kriemhild#9 722
+prtg_cas01,94,24,4 duplicate(InsideFlagsPR1) Kriemhild#10 722
+prtg_cas01,73,14,4 duplicate(InsideFlagsPR1) Kriemhild#11 722
+prtg_cas01,73,6,4 duplicate(InsideFlagsPR1) Kriemhild#12 722
+prtg_cas01,55,46,4 duplicate(InsideFlagsPR1) Kriemhild#13 722
+prtg_cas01,45,46,4 duplicate(InsideFlagsPR1) Kriemhild#14 722
+
+// Guild Flag (Town)
+//============================================================
+prontera,155,190,4 duplicate(InsideFlagsPR1) Kriemhild#15 722
+
+// Kafra Employee
+//============================================================
+prtg_cas01,96,173,0 duplicate(guildkafra) Kafra Staff#prtg_cas01 117
+
+// Steward
+//============================================================
+prtg_cas01,112,181,0 duplicate(cm) Ahvray#prtg_cas01 55
+
+// Treasure Room Exit
+//============================================================
+prtg_cas01,15,208,0 script #Lever_PR01 111,{
+
+ mes " ";
+ mes "There's a small lever. Will you pull it?";
+ next;
+ if(select("Pull.:Do not.") == 1) {
+ close2;
+ warp "prtg_cas01",112,183;
+ end;
+ }
+ close;
+}
+
+// Guild Dungeon Switch
+//============================================================
+prtg_cas01,94,200,0 duplicate(gdlever) #prtg_cas01 111
+
+// Guild Treasure Spawns
+//============================================================
+prtg_cas01,11,208,0 duplicate(Gld_Trea_Spawn) Treasure#prtg_cas01 -1
+
+// AGIT Manager
+//============================================================
+prtg_cas01,197,197,0 duplicate(Gld_Agit_Manager) Agit#prtg_cas01 -1
+
+// Guardians
+//============================================================
+prtg_cas01,112,181,0 duplicate(Gld_Guard_Template) Guardian#prtg_cas01 -1
diff --git a/npc/pre-re/guild/prtg_cas02.txt b/npc/pre-re/guild/prtg_cas02.txt
new file mode 100644
index 000000000..2ddc7268e
--- /dev/null
+++ b/npc/pre-re/guild/prtg_cas02.txt
@@ -0,0 +1,140 @@
+//===== rAthena Script =======================================
+//= War of Emperium (Prontera)
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.4
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= NPCs that relate to Prontera Guild Castle 2
+//===== Additional Comments: =================================
+//= 1.0 First Version. No longer uses functions. [L0ne_W0lf]
+//= 1.1 Corrected flag-in spawn point. [L0ne_W0lf]
+//= 1.2 Corrected treasure room switch coordinates. [L0ne_W0lf]
+//= 1.3 Removed dialog from interior flags. [L0ne_W0lf]
+//= 1.4 Partially rewrote Script. [Masao]
+//============================================================
+
+// Guild Flags (Outside Castle)
+//============================================================
+- script Swanhild#1::OutsideFlagsPR2 722,{
+
+ set .@GID, GetCastleData("prtg_cas02",1);
+
+ if (.@GID == 0) {
+ mes "[ Edict of the Divine Rune-Midgarts Kingdom ]";
+ mes " ";
+ mes "1. Follow the ordinance of The Divine Rune-Midgarts Kingdom, ";
+ mes "We declare that";
+ mes "there is no formal master of this castle.";
+ mes " ";
+ mes "2. To the one who can ";
+ mes "overcome all trials";
+ mes "and destroy the Emperium,";
+ mes "the king will endow the one with";
+ mes "ownership of this castle.";
+ close;
+ }
+ if (getcharid(2) == .@GID) {
+ mes "[ Echoing Voice ]";
+ mes "Brave ones...";
+ mes "Do you wish to return to your honorable place?";
+ next;
+ if(select("Return to the guild castle.:Quit.") == 1) {
+ close2;
+ if (getcharid(2) == GetCastleData("prtg_cas02",1)) {
+ warp "prtg_cas02",169,55;
+ end;
+ }
+ end;
+ }
+ close;
+ }
+ mes "[ Edict of the Divine Rune-Midgarts Kingdom ]";
+ mes " ";
+ mes "1. Follow the ordinance of The Divine Rune-Midgarts Kingdom, ";
+ mes "we approve that this place is in";
+ mes "the private prossession of ^ff0000"+GetGuildName(.@GID)+"^000000 Guild.";
+ mes " ";
+ mes "2. The guild Master of ^ff0000"+GetGuildName(.@GID)+"^000000 Guild is";
+ mes "^ff0000"+GetGuildMaster(.@GID)+"^000000";
+ mes "If there is anyone who objects to this,";
+ mes "prove your strength and honor with a steel blade in your hand.";
+ close;
+
+OnRecvCastlePt02:
+ FlagEmblem GetCastleData("prtg_cas02",1);
+ end;
+}
+
+prt_gld,244,126,8 duplicate(OutsideFlagsPR2) Swanhild#1-2 722
+prt_gld,244,128,8 duplicate(OutsideFlagsPR2) Swanhild#2 722
+prt_gld,236,126,8 duplicate(OutsideFlagsPR2) Swanhild#3 722
+prt_gld,236,128,8 duplicate(OutsideFlagsPR2) Swanhild#4 722
+
+// Guild Flags (Inside Castle)
+//============================================================
+- script Swanhild#5::InsideFlagsPR2 722,{
+ end;
+
+OnRecvCastlePt02:
+ FlagEmblem GetCastleData("prtg_cas02",1);
+ end;
+}
+
+prtg_cas02,40,227,4 duplicate(InsideFlagsPR2) Swanhild#5-2 722
+prtg_cas02,46,227,4 duplicate(InsideFlagsPR2) Swanhild#6 722
+prtg_cas02,11,219,4 duplicate(InsideFlagsPR2) Swanhild#7 722
+prtg_cas02,11,214,4 duplicate(InsideFlagsPR2) Swanhild#8 722
+prtg_cas02,20,219,4 duplicate(InsideFlagsPR2) Swanhild#9 722
+prtg_cas02,20,214,4 duplicate(InsideFlagsPR2) Swanhild#10 722
+prtg_cas02,79,227,8 duplicate(InsideFlagsPR2) Swanhild#11 722
+prtg_cas02,70,227,8 duplicate(InsideFlagsPR2) Swanhild#12 722
+prtg_cas02,38,189,8 duplicate(InsideFlagsPR2) Swanhild#13 722
+prtg_cas02,34,189,8 duplicate(InsideFlagsPR2) Swanhild#14 722
+prtg_cas02,153,161,4 duplicate(InsideFlagsPR2) Swanhild#15 722
+prtg_cas02,162,161,4 duplicate(InsideFlagsPR2) Swanhild#16 722
+
+// Guild Flag (Town)
+//============================================================
+prontera,146,194,3 duplicate(InsideFlagsPR2) Swanhild#17 722
+
+// Kafra Employee
+//============================================================
+prtg_cas02,71,36,4 duplicate(guildkafra) Kafra Staff#prtg_cas02 117
+
+// Steward
+//============================================================
+prtg_cas02,94,61,4 duplicate(cm) Roy#prtg_cas02 55
+
+// Treasure Room Exit
+//============================================================
+prtg_cas02,207,228,0 script #Lever_PR02 111,{
+
+ mes " ";
+ mes "There's a small lever. Will you pull it?";
+ next;
+ if(select("Pull.:Do not.") == 1) {
+ close2;
+ warp "prtg_cas02",94,62;
+ end;
+ }
+ close;
+}
+
+// Guild Dungeon Switch
+//============================================================
+prtg_cas02,84,72,0 duplicate(gdlever) #prtg_cas02 111
+
+// Guild Treasure Spawns
+//============================================================
+prtg_cas02,202,228,0 duplicate(Gld_Trea_Spawn) Treasure#prtg_cas02 -1
+
+// AGIT Manager
+//============================================================
+prtg_cas02,158,174,0 duplicate(Gld_Agit_Manager) Agit#prtg_cas02 -1
+
+// Guardians
+//============================================================
+prtg_cas02,94,61,4 duplicate(Gld_Guard_Template) Guardian#prtg_cas02 -1
diff --git a/npc/pre-re/guild/prtg_cas03.txt b/npc/pre-re/guild/prtg_cas03.txt
new file mode 100644
index 000000000..bf55583e7
--- /dev/null
+++ b/npc/pre-re/guild/prtg_cas03.txt
@@ -0,0 +1,138 @@
+//===== rAthena Script =======================================
+//= War of Emperium (Prontera)
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.4
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= NPCs that relate to Prontera Guild Castle 3
+//===== Additional Comments: =================================
+//= 1.0 First Version. No longer uses functions. [L0ne_W0lf]
+//= 1.1 Corrected flag-in spawn point. [L0ne_W0lf]
+//= 1.2 Corrected treasure room switch coordinates. [L0ne_W0lf]
+//= 1.3 Removed dialog from interior flags. [L0ne_W0lf]
+//= 1.4 Partially rewrote Script. [Masao]
+//============================================================
+
+// Guild Flags (Outside Castle)
+//============================================================
+- script Fadhgridh#1::OutsideFlagsPR3 722,{
+
+ set .@GID, GetCastleData("prtg_cas03",1);
+
+ if (.@GID == 0) {
+ mes "[ Edict of the Divine Rune-Midgarts Kingdom ]";
+ mes " ";
+ mes "1. Follow the ordinance of The Divine Rune-Midgarts Kingdom, ";
+ mes "We declare that";
+ mes "there is no formal master of this castle.";
+ mes " ";
+ mes "2. To the one who can ";
+ mes "overcome all trials";
+ mes "and destroy the Emperium,";
+ mes "the king will endow the one with";
+ mes "ownership of this castle.";
+ close;
+ }
+ if (getcharid(2) == .@GID) {
+ mes "[ Echoing Voice ]";
+ mes "Brave ones...";
+ mes "Do you wish to return to your honorable place?";
+ next;
+ if(select("Return to the guild castle.:Quit.") == 1) {
+ close2;
+ if (getcharid(2) == GetCastleData("prtg_cas03",1)) {
+ warp "prtg_cas03",181,215;
+ end;
+ }
+ end;
+ }
+ close;
+ }
+ mes "[ Edict of the Divine Rune-Midgarts Kingdom ]";
+ mes " ";
+ mes "1. Follow the ordinance of The Divine Rune-Midgarts Kingdom, ";
+ mes "we approve that this place is in";
+ mes "the private prossession of ^ff0000"+GetGuildName(.@GID)+"^000000 Guild.";
+ mes " ";
+ mes "2. The guild Master of ^ff0000"+GetGuildName(.@GID)+"^000000 Guild is";
+ mes "^ff0000"+GetGuildMaster(.@GID)+"^000000";
+ mes "If there is anyone who objects to this,";
+ mes "prove your strength and honor with a steel blade in your hand.";
+ close;
+
+OnRecvCastlePt03:
+ FlagEmblem GetCastleData("prtg_cas03",1);
+ end;
+}
+
+prt_gld,147,140,4 duplicate(OutsideFlagsPR3) Fadhgridh#1-2 722
+prt_gld,147,136,4 duplicate(OutsideFlagsPR3) Fadhgridh#2 722
+prt_gld,158,140,4 duplicate(OutsideFlagsPR3) Fadhgridh#3 722
+prt_gld,158,136,4 duplicate(OutsideFlagsPR3) Fadhgridh#4 722
+
+// Guild Flags (Inside Castle)
+//============================================================
+- script Fadhgridh#5::InsideFlagsPR3 722,{
+ end;
+
+OnRecvCastlePt03:
+ FlagEmblem GetCastleData("prtg_cas03",1);
+ end;
+}
+
+prtg_cas03,168,28,4 duplicate(InsideFlagsPR3) Fadhgridh#5-2 722
+prtg_cas03,182,28,4 duplicate(InsideFlagsPR3) Fadhgridh#6 722
+prtg_cas03,43,50,4 duplicate(InsideFlagsPR3) Fadhgridh#7 722
+prtg_cas03,48,50,4 duplicate(InsideFlagsPR3) Fadhgridh#8 722
+prtg_cas03,43,58,4 duplicate(InsideFlagsPR3) Fadhgridh#9 722
+prtg_cas03,48,58,4 duplicate(InsideFlagsPR3) Fadhgridh#10 722
+prtg_cas03,158,210,4 duplicate(InsideFlagsPR3) Fadhgridh#11 722
+prtg_cas03,169,210,4 duplicate(InsideFlagsPR3) Fadhgridh#12 722
+prtg_cas03,162,201,4 duplicate(InsideFlagsPR3) Fadhgridh#13 722
+prtg_cas03,165,201,4 duplicate(InsideFlagsPR3) Fadhgridh#14 722
+
+// Guild Flag (Town)
+//============================================================
+prontera,143,203,2 duplicate(InsideFlagsPR3) Fadhgridh#15 722
+
+// Kafra Employee
+//============================================================
+prtg_cas03,181,215,4 duplicate(guildkafra) Kafra Staff#prtg_cas03 117
+
+// Steward
+//============================================================
+prtg_cas03,51,100,4 duplicate(cm) Sttick#prtg_cas03 55
+
+// Treasure Room Exit
+//============================================================
+prtg_cas03,193,130,0 script #Lever_PR03 111,{
+
+ mes " ";
+ mes "There's a small lever. Will you pull it?";
+ next;
+ if(select("Pull.:Do not.") == 1) {
+ close2;
+ warp "prtg_cas03",51,101;
+ end;
+ }
+ close;
+}
+
+// Guild Dungeon Switch
+//============================================================
+prtg_cas03,5,70,0 duplicate(gdlever) #prtg_cas03 111
+
+// Guild Treasure Spawns
+//============================================================
+prtg_cas03,189,132,0 duplicate(Gld_Trea_Spawn) Treasure#prtg_cas03 -1
+
+// AGIT Manager
+//============================================================
+prtg_cas03,17,221,0 duplicate(Gld_Agit_Manager) Agit#prtg_cas03 -1
+
+// Guardians
+//============================================================
+prtg_cas03,51,100,4 duplicate(Gld_Guard_Template) Guardian#prtg_cas03 -1
diff --git a/npc/pre-re/guild/prtg_cas04.txt b/npc/pre-re/guild/prtg_cas04.txt
new file mode 100644
index 000000000..5e1a050ff
--- /dev/null
+++ b/npc/pre-re/guild/prtg_cas04.txt
@@ -0,0 +1,138 @@
+//===== rAthena Script =======================================
+//= War of Emperium (Prontera)
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.4
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= NPCs that relate to Prontera Guild Castle 4
+//===== Additional Comments: =================================
+//= 1.0 First Version. No longer uses functions. [L0ne_W0lf]
+//= 1.1 Corrected flag-in spawn point. [L0ne_W0lf]
+//= 1.2 Corrected treasure room switch coordinates. [L0ne_W0lf]
+//= 1.3 Removed dialog from interior flags. [L0ne_W0lf]
+//= 1.4 Partially rewrote Script. [Masao]
+//============================================================
+
+// Guild Flags (Outside Castle)
+//============================================================
+- script Skoegul#1::OutsideFlagsPR4 722,{
+
+ set .@GID, GetCastleData("prtg_cas04",1);
+
+ if (.@GID == 0) {
+ mes "[ Edict of the Divine Rune-Midgarts Kingdom ]";
+ mes " ";
+ mes "1. Follow the ordinance of The Divine Rune-Midgarts Kingdom, ";
+ mes "We declare that";
+ mes "there is no formal master of this castle.";
+ mes " ";
+ mes "2. To the one who can ";
+ mes "overcome all trials";
+ mes "and destroy the Emperium,";
+ mes "the king will endow the one with";
+ mes "ownership of this castle.";
+ close;
+ }
+ if (getcharid(2) == .@GID) {
+ mes "[ Echoing Voice ]";
+ mes "Brave ones...";
+ mes "Do you wish to return to your honorable place?";
+ next;
+ if(select("Return to the guild castle.:Quit.") == 1) {
+ close2;
+ if (getcharid(2) == GetCastleData("prtg_cas04",1)) {
+ warp "prtg_cas04",258,247;
+ end;
+ }
+ end;
+ }
+ close;
+ }
+ mes "[ Edict of the Divine Rune-Midgarts Kingdom ]";
+ mes " ";
+ mes "1. Follow the ordinance of The Divine Rune-Midgarts Kingdom, ";
+ mes "we approve that this place is in";
+ mes "the private prossession of ^ff0000"+GetGuildName(.@GID)+"^000000 Guild.";
+ mes " ";
+ mes "2. The guild Master of ^ff0000"+GetGuildName(.@GID)+"^000000 Guild is";
+ mes "^ff0000"+GetGuildMaster(.@GID)+"^000000";
+ mes "If there is anyone who objects to this,";
+ mes "prove your strength and honor with a steel blade in your hand.";
+ close;
+
+OnRecvCastlePt04:
+ FlagEmblem GetCastleData("prtg_cas04",1);
+ end;
+}
+
+prt_gld,120,243,6 duplicate(OutsideFlagsPR4) Skoegul#1-2 722
+prt_gld,120,236,6 duplicate(OutsideFlagsPR4) Skoegul#2 722
+prt_gld,122,243,6 duplicate(OutsideFlagsPR4) Skoegul#3 722
+prt_gld,122,236,6 duplicate(OutsideFlagsPR4) Skoegul#4 722
+
+// Guild Flags (Inside Castle)
+//============================================================
+- script Skoegul#5::InsideFlagsPR4 722,{
+ end;
+
+OnRecvCastlePt04:
+ FlagEmblem GetCastleData("prtg_cas04",1);
+ end;
+}
+
+prtg_cas04,82,29,4 duplicate(InsideFlagsPR4) Skoegul#5-2 722
+prtg_cas04,75,29,4 duplicate(InsideFlagsPR4) Skoegul#6 722
+prtg_cas04,75,27,4 duplicate(InsideFlagsPR4) Skoegul#7 722
+prtg_cas04,82,27,4 duplicate(InsideFlagsPR4) Skoegul#8 722
+prtg_cas04,59,29,4 duplicate(InsideFlagsPR4) Skoegul#9 722
+prtg_cas04,67,29,4 duplicate(InsideFlagsPR4) Skoegul#10 722
+prtg_cas04,258,25,4 duplicate(InsideFlagsPR4) Skoegul#11 722
+prtg_cas04,258,20,4 duplicate(InsideFlagsPR4) Skoegul#12 722
+prtg_cas04,263,20,4 duplicate(InsideFlagsPR4) Skoegul#13 722
+prtg_cas04,263,27,4 duplicate(InsideFlagsPR4) Skoegul#14 722
+
+// Guild Flag (Town)
+//============================================================
+prontera,167,203,6 duplicate(InsideFlagsPR4) Skoegul#15 722
+
+// Kafra Employee
+//============================================================
+prtg_cas04,258,247,4 duplicate(guildkafra) Kafra Staff#prtg_cas04 117
+
+// Steward
+//============================================================
+prtg_cas04,259,265,4 duplicate(cm) Van Dreth#prtg_cas04 55
+
+// Treasure Room Exit
+//============================================================
+prtg_cas04,275,160,0 script #Lever_PR04 111,{
+
+ mes " ";
+ mes "There's a small lever. Will you pull it?";
+ next;
+ if(select("Pull.:Do not.") == 1) {
+ close2;
+ warp "prtg_cas04",259,265;
+ end;
+ }
+ close;
+}
+
+// Guild Dungeon Switch
+//============================================================
+prtg_cas04,56,283,0 duplicate(gdlever) #prtg_cas04 111
+
+// Guild Treasure Spawns
+//============================================================
+prtg_cas04,271,162,0 duplicate(Gld_Trea_Spawn) Treasure#prtg_cas04 -1
+
+// AGIT Manager
+//============================================================
+prtg_cas04,292,14,0 duplicate(Gld_Agit_Manager) Agit#prtg_cas04 -1
+
+// Guardians
+//============================================================
+prtg_cas04,259,265,4 duplicate(Gld_Guard_Template) Guardian#prtg_cas04 -1
diff --git a/npc/pre-re/guild/prtg_cas05.txt b/npc/pre-re/guild/prtg_cas05.txt
new file mode 100644
index 000000000..4dc70c639
--- /dev/null
+++ b/npc/pre-re/guild/prtg_cas05.txt
@@ -0,0 +1,136 @@
+//===== rAthena Script =======================================
+//= War of Emperium (Prontera)
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.4
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= NPCs that relate to Prontera Guild Castle 5
+//===== Additional Comments: =================================
+//= 1.0 First Version. No longer uses functions. [L0ne_W0lf]
+//= 1.1 Corrected flag-in spawn point. [L0ne_W0lf]
+//= 1.2 Corrected treasure room switch coordinates. [L0ne_W0lf]
+//= 1.3 Removed dialog from interior flags. [L0ne_W0lf]
+//= 1.4 Partially rewrote Script. [Masao]
+//============================================================
+
+// Guild Flags (Outside Castle)
+//============================================================
+- script Gondul#1::OutsideFlagsPR5 722,{
+
+ set .@GID, GetCastleData("prtg_cas05",1);
+
+ if (.@GID == 0) {
+ mes "[ Edict of the Divine Rune-Midgarts Kingdom ]";
+ mes " ";
+ mes "1. Follow the ordinance of The Divine Rune-Midgarts Kingdom, ";
+ mes "We declare that";
+ mes "there is no formal master of this castle.";
+ mes " ";
+ mes "2. To the one who can ";
+ mes "overcome all trials";
+ mes "and destroy the Emperium,";
+ mes "the king will endow the one with";
+ mes "ownership of this castle.";
+ close;
+ }
+ if (getcharid(2) == .@GID) {
+ mes "[ Echoing Voice ]";
+ mes "Brave ones...";
+ mes "Do you wish to return to your honorable place?";
+ next;
+ if(select("Return to the guild castle.:Quit.") == 1) {
+ close2;
+ if (getcharid(2) == GetCastleData("prtg_cas05",1)) {
+ warp "prtg_cas05",52,41;
+ end;
+ }
+ end;
+ }
+ close;
+ }
+ mes "[ Edict of the Divine Rune-Midgarts Kingdom ]";
+ mes " ";
+ mes "1. Follow the ordinance of The Divine Rune-Midgarts Kingdom, ";
+ mes "we approve that this place is in";
+ mes "the private prossession of ^ff0000"+GetGuildName(.@GID)+"^000000 Guild.";
+ mes " ";
+ mes "2. The guild Master of ^ff0000"+GetGuildName(.@GID)+"^000000 Guild is";
+ mes "^ff0000"+GetGuildMaster(.@GID)+"^000000";
+ mes "If there is anyone who objects to this,";
+ mes "prove your strength and honor with a steel blade in your hand.";
+ close;
+
+OnRecvCastlePt05:
+ FlagEmblem GetCastleData("prtg_cas05",1);
+ end;
+}
+
+prt_gld,199,243,2 duplicate(OutsideFlagsPR5) Gondul#1-2 722
+prt_gld,199,236,2 duplicate(OutsideFlagsPR5) Gondul#2 722
+prt_gld,197,243,2 duplicate(OutsideFlagsPR5) Gondul#3 722
+prt_gld,197,236,2 duplicate(OutsideFlagsPR5) Gondul#4 722
+
+// Guild Flags (Inside Castle)
+//============================================================
+- script Gondul#5::InsideFlagsPR5 722,{
+ end;
+
+OnRecvCastlePt05:
+ FlagEmblem GetCastleData("prtg_cas05",1);
+ end;
+}
+
+prtg_cas05,19,247,4 duplicate(InsideFlagsPR5) Gondul#5-2 722
+prtg_cas05,19,243,4 duplicate(InsideFlagsPR5) Gondul#6 722
+prtg_cas05,26,247,4 duplicate(InsideFlagsPR5) Gondul#7 722
+prtg_cas05,26,243,4 duplicate(InsideFlagsPR5) Gondul#8 722
+prtg_cas05,249,289,4 duplicate(InsideFlagsPR5) Gondul#9 722
+prtg_cas05,256,289,4 duplicate(InsideFlagsPR5) Gondul#10 722
+prtg_cas05,253,271,4 duplicate(InsideFlagsPR5) Gondul#11 722
+prtg_cas05,273,257,4 duplicate(InsideFlagsPR5) Gondul#12 722
+
+// Guild Flag (Town)
+//============================================================
+prontera,165,194,5 duplicate(InsideFlagsPR5) Gondul#13 722
+
+// Kafra Employee
+//============================================================
+prtg_cas05,52,41,4 duplicate(guildkafra) Kafra Staff#prtg_cas05 117
+
+// Steward
+//============================================================
+prtg_cas05,36,37,4 duplicate(cm) Raynor#prtg_cas05 55
+
+// Treasure Room Exit
+//============================================================
+prtg_cas05,281,176,0 script #Lever_PR05 111,{
+
+ mes " ";
+ mes "There's a small lever. Will you pull it?";
+ next;
+ if(select("Pull.:Do not.") == 1) {
+ close2;
+ warp "prtg_cas05",36,38;
+ end;
+ }
+ close;
+}
+
+// Guild Dungeon Switch
+//============================================================
+prtg_cas05,212,95,0 duplicate(gdlever) #prtg_cas05 111
+
+// Guild Treasure Spawns
+//============================================================
+prtg_cas05,276,178,0 duplicate(Gld_Trea_Spawn) Treasure#prtg_cas05 -1
+
+// AGIT Manager
+//============================================================
+prtg_cas05,266,266,0 duplicate(Gld_Agit_Manager) Agit#prtg_cas05 -1
+
+// Guardians
+//============================================================
+prtg_cas05,36,37,4 duplicate(Gld_Guard_Template) Guardian#prtg_cas05 -1
diff --git a/npc/pre-re/guild/trs_rp.txt b/npc/pre-re/guild/trs_rp.txt
new file mode 100644
index 000000000..26ea70bc2
--- /dev/null
+++ b/npc/pre-re/guild/trs_rp.txt
@@ -0,0 +1,82 @@
+//===== rAthena Script =======================================
+//= Treasure Room Protection
+//===== By: ==================================================
+//= Masao
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= rAthena
+//===== Description: =========================================
+//= Warps every Player out of the Treasure Room except for the
+//= Guildleader.
+//===== Additional Comments: =================================
+//= 1.0 Converted from the official script.
+//============================================================
+
+- script ban_warp#1::prtg 139,6,6,{
+
+OnTouch:
+ set .@GID,getcharid(2);
+ if (GetGuildMaster(.@GID) != strcharinfo(0)) {
+ warp "prontera",119,64;
+ end;
+ }
+ end;
+}
+
+prtg_cas01,11,208,0 duplicate(prtg) ban_warp#1-2 139,6,6
+prtg_cas02,202,228,0 duplicate(prtg) ban_warp#2 139,6,6
+prtg_cas03,189,132,0 duplicate(prtg) ban_warp#3 139,6,6
+prtg_cas04,271,162,0 duplicate(prtg) ban_warp#4 139,6,6
+prtg_cas05,276,178,0 duplicate(prtg) ban_warp#5 139,6,6
+
+- script ban_warp#6::payg 139,6,6,{
+
+OnTouch:
+ set .@GID,getcharid(2);
+ if (GetGuildMaster(.@GID) != strcharinfo(0)) {
+ warp "payon",100,100;
+ end;
+ }
+ end;
+}
+
+payg_cas01,291,8,0 duplicate(payg) ban_warp#6-2 139,6,6
+payg_cas02,145,144,0 duplicate(payg) ban_warp#7 139,6,6
+payg_cas03,159,168,0 duplicate(payg) ban_warp#8 139,6,6
+payg_cas04,147,48,0 duplicate(payg) ban_warp#9 139,6,6
+payg_cas05,157,132,0 duplicate(payg) ban_warp#10 139,6,6
+
+- script ban_warp#11::aldeg 139,8,8,{
+
+OnTouch:
+ set .@GID,getcharid(2);
+ if (GetGuildMaster(.@GID) != strcharinfo(0)) {
+ warp "aldebaran",143,112;
+ end;
+ }
+ end;
+}
+
+aldeg_cas01,118,223,0 duplicate(aldeg) ban_warp#11-2 139,8,8
+aldeg_cas02,135,230,0 duplicate(aldeg) ban_warp#12 139,8,8
+aldeg_cas03,225,269,0 duplicate(aldeg) ban_warp#13 139,8,8
+aldeg_cas04,84,13,0 duplicate(aldeg) ban_warp#14 139,8,8
+aldeg_cas05,62,12,0 duplicate(aldeg) ban_warp#15 139,8,8
+
+- script ban_warp#16::gefg 139,6,6,{
+
+OnTouch:
+ set .@GID,getcharid(2);
+ if (GetGuildMaster(.@GID) != strcharinfo(0)) {
+ warp "geffen",120,38;
+ end;
+ }
+ end;
+}
+
+gefg_cas01,154,112,0 duplicate(gefg) ban_warp#16-2 139,6,6
+gefg_cas02,140,116,0 duplicate(gefg) ban_warp#17 139,6,6
+gefg_cas03,271,290,0 duplicate(gefg) ban_warp#18 139,6,6
+gefg_cas04,116,119,0 duplicate(gefg) ban_warp#19 139,6,6
+gefg_cas05,144,110,0 duplicate(gefg) ban_warp#20 139,6,6
diff --git a/npc/pre-re/guild2/agit_start_se.txt b/npc/pre-re/guild2/agit_start_se.txt
new file mode 100644
index 000000000..81e16ac36
--- /dev/null
+++ b/npc/pre-re/guild2/agit_start_se.txt
@@ -0,0 +1,51 @@
+//===== rAthena Script =======================================
+//= War of Emperium SE - Auto-Start
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= rAthena SVN; RO Episode 11.3
+//===== Description: =========================================
+//= Auto Start for War of Emperium
+//= To know how to set up WoE times, go to doc\woe_time_explanation.txt
+//=============================================
+//= gettime(3): Gets hour (24 hour time)
+//= gettime(4): Gets day of week 1=Monday, 2=Tuesday,
+//= 3=Wednesday, 4=Thursday, etc.
+//===== Additional Comments: =================================
+//= 1.0 Copy/Paste of the original setter.
+//============================================================
+
+// WoE Start/Stop times
+//============================================================
+- script Agit2_Event -1,{
+ end;
+
+OnClock1800: //start time for Tues(2), Thurs(4)
+OnClock2000: //end time for Tues(2), Thurs(4)
+OnClock2100: //start time for Sat(6)
+OnClock2300: //end time for Sat(6)
+
+OnAgitInit2:
+ // starting time checks
+ if((gettime(4)==2) && (gettime(3)>=18 && gettime(3)<21) ||
+ (gettime(4)==4) && (gettime(3)>=18 && gettime(3)<21) ||
+ (gettime(4)==6) && (gettime(3)>=22 && gettime(3)<23)) {
+ if (!agitcheck2()) {
+ AgitStart2;
+ }
+ end;
+ }
+
+ // end time checks
+ if ((gettime(4)==2) && (gettime(3)==21) ||
+ (gettime(4)==4) && (gettime(3)==21) ||
+ (gettime(4)==6) && (gettime(3)==23)) {
+ if (agitcheck2()) {
+ AgitEnd2;
+ }
+ end;
+ }
+ end;
+}
diff --git a/npc/pre-re/guild2/arug_cas01.txt b/npc/pre-re/guild2/arug_cas01.txt
new file mode 100644
index 000000000..d8742b8c9
--- /dev/null
+++ b/npc/pre-re/guild2/arug_cas01.txt
@@ -0,0 +1,2930 @@
+//===== rAthena Script =======================================
+//= War of Emperium Second Edition
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 2.0
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= WoE SE Arunafeltz Castle 1
+//===== Additional Comments: =================================
+//= 1.0 First Version [L0ne_W0lf]
+//= 1.1 Swaped an end for a close in eco investing. [L0ne_W0lf]
+//= Fixed improper label used in guaridan stone.
+//= 1.2 Fixed double message in defense investing. [L0ne_W0lf]
+//= 1.3 Fixed a guardian spawning NPCs. [L0ne_W0lf]
+//= 1.4 Fixed investment period not resetting. [L0ne_W0lf]
+//= Made it so treasure won't spawn if castle is empty.
+//= Treasure will now be killed before spawning.
+//= 1.5 Fixed error with control devices. [L0ne_W0lf]
+//= 1.6 Implemented new Wall System. [Zephyrus]
+//= 1.7 Replaced effect numerics with constants. [L0ne_W0lf]
+//= 1.8 Applied updated eco/def systems. [L0ne_W0lf]
+//= 1.9 Fixed eco/def not actually incrementing. [L0ne_W0lf]
+//= Can no longer gain eco/def higher than 100.
+//= 2.0 Fixed a possible exploit in guild castle investment. [Brian]
+//============================================================
+
+arug_cas01,1,1,0 script Manager#aru01_02 111,{
+ end;
+
+OnAgitInit2:
+OnRecvCastleAr01:
+ if (GetCastleData("arug_cas01",1) == 0) {
+ donpcevent "Manager#aru01_02::Onstart";
+ }
+ end;
+
+OnAgitStart2:
+ if (agitcheck2()) {
+ MapRespawnGuildID "arug_cas01",GetCastleData("arug_cas01",1),2;
+ GvgOn "arug_cas01";
+ donpcevent "Manager#aru01_02::Onstart";
+ }
+ else {
+ donpcevent "#aru01_RL00::OnDisable";
+ donpcevent "#aru01_RL01::OnDisable";
+ donpcevent "#aru01_RL02::OnDisable";
+ donpcevent "#aru01_RL03::OnDisable";
+ }
+ end;
+
+OnAgitEnd2:
+ GvgOff "arug_cas01";
+ if (GetCastleData("arug_cas01",1)) {
+ KillMonster "arug_cas01","Steward#aru01::OnStartArena";
+ donpcevent "Manager#aru01_02::Onreset";
+ donpcevent "Steward#aru01::Onstop";
+ }
+ end;
+
+Onstart:
+ // 1st Guardian stone, 2nd Guardian stone, Barrier 1, Barrier 2, Barrier 3, Summon Guardians
+ // Settings for all but Summon Guardians
+ // 0 = Okay; 1 = Destroyed; 2 = Repairing
+ // Summon Guardians
+ // 0 = Do not Summon; 1 = Summon
+ if (GetCastleData("arug_cas01",1)) {
+ setarray $agit_ar01[0],0,0,0,0,0,0;
+ donpcevent "#aru01_df01::OnEnable";
+ donpcevent "#aru01_df02::OnEnable";
+ donpcevent "#aru01_RL00::OnEnable";
+ donpcevent "#aru01_RL01::OnEnable";
+ donpcevent "#aru01_RL02::OnEnable";
+ donpcevent "#aru01_RL03::OnEnable";
+ }
+ monster "arug_cas01",87,219,"Emperium",1288,1,"Steward#aru01::OnStartArena";
+ end;
+
+Onreset:
+ donpcevent "#aru01_df01::OnDisable";
+ donpcevent "#aru01_df02::OnDisable";
+ donpcevent "#aru01_gard01::Onreset";
+ donpcevent "#aru01_gard02::Onreset";
+ donpcevent "#aru01_RL00::OnDisable";
+ donpcevent "#aru01_RL01::OnDisable";
+ donpcevent "#aru01_RL02::OnDisable";
+ donpcevent "#aru01_RL03::OnDisable";
+ donpcevent "1st Guardian Stone#aru01::OnDisable";
+ donpcevent "2nd Guardian Stone#aru01::OnDisable";
+ donpcevent "Control Device01#aru01::OnDisable";
+ donpcevent "Control Device02#aru01::OnDisable";
+ donpcevent "Control Device03#aru01::OnDisable";
+ if (agitcheck2()) {
+ setarray $agit_ar01[0],0,0,1,1,1,0;
+ }
+ end;
+
+Onchange:
+ setarray $agit_ar01[0],2,2,1,1,2,0;
+ monster "arug_cas01",87,219,"Emperium",1288,1,"Steward#aru01::OnStartArena";
+ donpcevent "Control Device03#aru01::OnEnable";
+ donpcevent "1st Guardian Stone#aru01::OnEnable";
+ donpcevent "2nd Guardian Stone#aru01::OnEnable";
+ end;
+
+OnClock0001:
+ if (!GetCastleData("arug_cas01",1)) end;
+ killmonster "arug_cas01","Manager#aru01_02::OnTreasureDied";
+
+ if (GetCastleData("arug_cas01",4)) {
+ set .@Economy,GetCastleData("arug_cas01",2);
+ SetCastleData "arug_cas01",2,.@Economy + GetCastleData("arug_cas01",4) + (rand(2) && getgdskilllv(.@GID,10014));
+ if (GetCastleData("arug_cas01",2) > 100) SetCastleData "arug_cas01",2,100;
+ setcastledata "arug_cas01",4,0;
+ }
+ if (GetCastleData("arug_cas01",5)) {
+ set .@Defence,GetCastleData("arug_cas01",3);
+ SetCastleData "arug_cas01",3,.@Defence + GetCastleData("arug_cas01",5);
+ if (GetCastleData("arug_cas01",3) > 100) SetCastleData "arug_cas01",3,100;
+ setcastledata "arug_cas01",5,0;
+ }
+
+ set .@Treasure,GetCastleData("arug_cas01",2)/5+4;
+ if (.@Treasure) {
+ monster "arug_cas01",251,369,"Treasure Chest",1943,1,"Manager#aru01_02::OnTreasureDied";
+ monster "arug_cas01",251,369,"Treasure Chest",1324,1,"Manager#aru01_02::OnTreasureDied";
+ monster "arug_cas01",253,369,"Treasure Chest",1943,1,"Manager#aru01_02::OnTreasureDied";
+ monster "arug_cas01",254,369,"Treasure Chest",1324,1,"Manager#aru01_02::OnTreasureDied";
+ if (.@Treasure < 5) end;
+ monster "arug_cas01",255,368,"Treasure Chest",1943,1,"Manager#aru01_02::OnTreasureDied";
+ if (.@Treasure < 6) end;
+ monster "arug_cas01",256,368,"Treasure Chest",1324,1,"Manager#aru01_02::OnTreasureDied";
+ if (.@Treasure < 7) end;
+ monster "arug_cas01",257,368,"Treasure Chest",1943,1,"Manager#aru01_02::OnTreasureDied";
+ if (.@Treasure < 8) end;
+ monster "arug_cas01",258,368,"Treasure Chest",1324,1,"Manager#aru01_02::OnTreasureDied";
+ if (.@Treasure < 9) end;
+ monster "arug_cas01",251,367,"Treasure Chest",1943,1,"Manager#aru01_02::OnTreasureDied";
+ if (.@Treasure < 10) end;
+ monster "arug_cas01",252,367,"Treasure Chest",1324,1,"Manager#aru01_02::OnTreasureDied";
+ if (.@Treasure < 11) end;
+ monster "arug_cas01",253,367,"Treasure Chest",1943,1,"Manager#aru01_02::OnTreasureDied";
+ if (.@Treasure < 12) end;
+ monster "arug_cas01",254,367,"Treasure Chest",1324,1,"Manager#aru01_02::OnTreasureDied";
+ if (.@Treasure < 13) end;
+ monster "arug_cas01",255,366,"Treasure Chest",1943,1,"Manager#aru01_02::OnTreasureDied";
+ if (.@Treasure < 14) end;
+ monster "arug_cas01",256,366,"Treasure Chest",1324,1,"Manager#aru01_02::OnTreasureDied";
+ if (.@Treasure < 15) end;
+ monster "arug_cas01",257,366,"Treasure Chest",1943,1,"Manager#aru01_02::OnTreasureDied";
+ if (.@Treasure < 16) end;
+ monster "arug_cas01",258,366,"Treasure Chest",1324,1,"Manager#aru01_02::OnTreasureDied";
+ if (.@Treasure < 17) end;
+ monster "arug_cas01",251,365,"Treasure Chest",1943,1,"Manager#aru01_02::OnTreasureDied";
+ if (.@Treasure < 18) end;
+ monster "arug_cas01",252,365,"Treasure Chest",1324,1,"Manager#aru01_02::OnTreasureDied";
+ if (.@Treasure < 19) end;
+ monster "arug_cas01",253,365,"Treasure Chest",1943,1,"Manager#aru01_02::OnTreasureDied";
+ if (.@Treasure < 20) end;
+ monster "arug_cas01",254,365,"Treasure Chest",1324,1,"Manager#aru01_02::OnTreasureDied";
+ if (.@Treasure < 21) end;
+ monster "arug_cas01",255,364,"Treasure Chest",1943,1,"Manager#aru01_02::OnTreasureDied";
+ if (.@Treasure < 22) end;
+ monster "arug_cas01",256,364,"Treasure Chest",1324,1,"Manager#aru01_02::OnTreasureDied";
+ if (.@Treasure < 23) end;
+ monster "arug_cas01",257,364,"Treasure Chest",1943,1,"Manager#aru01_02::OnTreasureDied";
+ if (.@Treasure < 24) end;
+ monster "arug_cas01",258,364,"Treasure Chest",1324,1,"Manager#aru01_02::OnTreasureDied";
+ }
+ end;
+
+OnTreasureDied:
+ end;
+}
+
+arug_cas01,112,193,1 script Brace#aru01_01 868,{
+ set .@GID, GetCastleData("arug_cas01",1);
+ if (.@GID == 0) {
+ mes "[Brace]";
+ mes "Great job. Now, all you";
+ mes "need to do is destroy this";
+ mes "Emperium to gain ownership";
+ mes "over this stronghold.";
+ close;
+ }
+ if (getcharid(2) == .@GID) {
+ if (strcharinfo(0) != getguildmaster(.@GID)) {
+ mes "[Brace]";
+ mes "As guardian of this";
+ mes "stronghold, I answer only";
+ mes "to the master of the guild";
+ mes "that controls this place.";
+ close;
+ }
+ else {
+ if (agitcheck2() == 0) {
+ mes "[Brace]";
+ mes "I am Brace, guardian of";
+ mes "this stronghold. For now,";
+ mes "all is quiet in this place.";
+ next;
+ switch(select("Converse:Cancel")) {
+ case 1:
+ mes "[Brace]";
+ mes "Do you have any questions";
+ mes "about this stronghold?";
+ next;
+ switch(select("Guardian Stones:Fortress Gates:Link Flags:Battle Strategy:Cancel")) {
+ case 1:
+ mes "[Brace]";
+ mes "There is one Emperium";
+ mes "and two Guardian Stones in";
+ mes "each fortress. These stones";
+ mes "are the first line of defense,";
+ mes "and must be destroyed before";
+ mes "enemies can even enter.";
+ next;
+ mes "[Brace]";
+ mes "The stones are located in";
+ mes "^4D4DFFGate Houses^000000 which must be";
+ mes "protected to prevent enemies";
+ mes "from reaching the Emperium.";
+ mes "Guardian Stones can ^4D4DFFrecall";
+ mes "your Guardians^000000 for protection.";
+ next;
+ mes "[Brace]";
+ mes "Fortresses with higher levels";
+ mes "of defense can summon more";
+ mes "Guardians: this is why it is";
+ mes "so important for guilds to";
+ mes "invest in Defense Growth.";
+ next;
+ mes "[Brace]";
+ mes "Guardian Stones that have";
+ mes "been destroyed can be revived";
+ mes "after a certain time, but one of^FFFFFF ^000000 the guild members must give";
+ mes "me the order. I can also report^FFFFFF ^000000 the status of the Guardian Stones.";
+ close;
+ case 2:
+ mes "[Brace]";
+ mes "^4D4DFFFortress Gates^000000 are the second ^FFFFFF ^000000 line of guild stronghold defense,";
+ mes "and are protected by extra barricades activated by the Guardian Stones.";
+ mes "These gates are located in three different parts of the fortress.";
+ next;
+ mes "[Brace]";
+ mes "Barricades are protected by";
+ mes "Guardian Stones, and are";
+ mes "restored when the Guardian";
+ mes "Stones are retrieved. However,";
+ mes "it is not as easy to restore";
+ mes "destroyed Fortress Gates.";
+ next;
+ mes "[Brace]";
+ mes "Fortress Gates can only be";
+ mes "restored when the ^4D4DFFguild";
+ mes "master of a stronghold";
+ mes "changes^000000, or if ^4D4DFFrestoration";
+ mes "is requested by the guild";
+ mes "master of the stronghold^000000.";
+ close;
+ case 3:
+ mes "[Brace]";
+ mes "Strongholds have many";
+ mes "Link Flags that allow you";
+ mes "to access vital areas within";
+ mes "restrictions placed by the";
+ mes "Barricades. Usually, ^4D4DFFFlag 1";
+ mes "links to the Gate House^000000.";
+ next;
+ mes "[Brace]";
+ mes "Many flags link directly to";
+ mes "the flag near the Emperium.";
+ mes "The final numbered flag is";
+ mes "linked to the Convenience";
+ mes "Facility of the stronghold's";
+ mes "owner. Keep this in mind.";
+ close;
+ case 4:
+ mes "[Brace]";
+ mes "Strategy? It would be better";
+ mes "to develop your battle plan to";
+ mes "exploit your guild's advantages";
+ mes "and your enemies' weaknesses.";
+ mes "Use the Gate Houses and Barricades, and rebuild as quickly as you can!";
+ close;
+ case 5:
+ mes "[Brace]";
+ mes "You have no questions";
+ mes "to ask of me? Well, I'm";
+ mes "here to serve your needs.";
+ close;
+ }
+ case 2:
+ mes "[Brace]";
+ mes "I'm always here, so";
+ mes "feel free to request my";
+ mes "assistance whenever";
+ mes "the need arises.";
+ close;
+ }
+ }
+ else {
+ mes "[Brace]";
+ mes "Greetings, "+strcharinfo(0)+".";
+ mes "What are your orders?";
+ next;
+ switch(select("Increase Stronghold Defense:Situational Briefing:Cancel")) {
+ case 1:
+ if ($agit_ar01[5] == 0) {
+ if (getgdskilllv(.@GID,10002) == 0) {
+ mes "[Brace]";
+ mes "I'm sorry, but the Guardian";
+ mes "Stones aren't powerful enough";
+ mes "to summon Guardians yet. We";
+ mes "need to accumulate more";
+ mes "knowledge before they can";
+ mes "summon any Guardians.";
+ close;
+ }
+ else {
+ mes "[Brace]";
+ mes "I shall endeavor to summon";
+ mes "a Guardian through a Guardian";
+ mes "Stone. However, keep in mind";
+ mes "that this will not work if the";
+ mes "Guardian Stone is destroyed.";
+ setarray $agit_ar01[5],1;
+ if ($agit_ar01[0] == 0) {
+ donpcevent "#aru01_gard01::OnEnable";
+ }
+ if ($agit_ar01[1] == 0) {
+ donpcevent "#aru01_gard02::OnEnable";
+ }
+ close;
+ }
+ }
+ else {
+ mes "[Brace]";
+ mes "You've already commanded";
+ mes "me to summon a Guardian";
+ mes "to defend the stronghold.";
+ close;
+ }
+ case 2:
+ mes "[Brace]";
+ mes "Our defense status is...";
+ if ($agit_ar01[0] == 1) {
+ mes "1st Guardian Stone: ^FF0000Destroyed^000000";
+ }
+ else if ($agit_ar01[0] == 2) {
+ mes "1st Guardian Stone: ^008000Repairing^000000";
+ }
+ else {
+ mes "1st Guardian Stone: ^4D4DFFOperational^000000";
+ }
+ if ($agit_ar01[1] == 1) {
+ mes "2nd Guardian Stone: ^FF0000Destroyed^000000";
+ }
+ else if ($agit_ar01[1] == 2) {
+ mes "2nd Guardian Stone: ^008000Repairing^000000";
+ }
+ else {
+ mes "2nd Guardian Stone: ^4D4DFFOperational^000000";
+ }
+ if ($agit_ar01[2] == 1) {
+ mes "1st Fortress Gate: ^FF0000Destroyed^000000";
+ }
+ else if ($agit_ar01[2] == 2) {
+ mes "1st Fortress Gate: ^008000Repairing^000000";
+ }
+ else {
+ mes "1st Fortress Gate: ^4D4DFFOperational^000000";
+ }
+ if ($agit_ar01[3] == 1) {
+ mes "2nd Fortress Gate: ^FF0000Destroyed^000000";
+ }
+ else if ($agit_ar01[3] == 2) {
+ mes "2nd Fortress Gate: ^008000Repairing^000000";
+ }
+ else {
+ mes "2nd Fortress Gate: ^4D4DFFOperational^000000";
+ }
+ if ($agit_ar01[4] == 1) {
+ mes "3rd Fortress Gate: ^FF0000Destroyed^000000";
+ }
+ else if ($agit_ar01[4] == 2) {
+ mes "3rd Fortress Gate: ^008000Repairing^000000";
+ }
+ else {
+ mes "3rd Fortress Gate: ^4D4DFFOperational^000000";
+ }
+ close;
+ case 3:
+ mes "[Brace]";
+ mes "I'll be standing by,";
+ mes "awaiting your orders.";
+ close;
+ }
+ }
+ }
+ }
+ else {
+ mes "[Brace]";
+ mes "Who are you? Scoundrel!";
+ mes "Leave this stronghold now!";
+ close;
+ }
+
+OnInit:
+ setarray $agit_ar01[0],0,0,0,0,0,0;
+ end;
+}
+
+arug_cas01,1,1,0 script #aru01_gard01 -1,{
+OnEnable:
+ set .@defence,GetCastleData("arug_cas01",3);
+ guardian "arug_cas01",233,83,"Guardian Soldier",1899,"#aru01_gard01::OnGuardianDied"; //0;
+ if ((.@defence > 10) && (.@defence < 31)) {
+ set .MyMobCount,2;
+ guardian "arug_cas01",252,81,"Guardian Soldier",1899,"#aru01_gard01::OnGuardianDied"; //1;
+ }
+ else if ((.@defence > 30) && (.@defence < 51)) {
+ set .MyMobCount,3;
+ guardian "arug_cas01",252,81,"Guardian Soldier",1899,"#aru01_gard01::OnGuardianDied"; //1;
+ guardian "arug_cas01",232,108,"Guardian Soldier",1899,"#aru01_gard01::OnGuardianDied"; //2;
+ }
+ else if ((.@defence > 50) && (.@defence < 71)) {
+ set .MyMobCount,4;
+ guardian "arug_cas01",252,81,"Guardian Soldier",1899,"#aru01_gard01::OnGuardianDied"; //1;
+ guardian "arug_cas01",232,108,"Guardian Soldier",1899,"#aru01_gard01::OnGuardianDied"; //2;
+ guardian "arug_cas01",201,130,"Guardian Soldier",1899,"#aru01_gard01::OnGuardianDied"; //3;
+ }
+ else if (.@defence > 70) {
+ set .MyMobCount,5;
+ guardian "arug_cas01",252,81,"Guardian Soldier",1899,"#aru01_gard01::OnGuardianDied"; //1;
+ guardian "arug_cas01",232,108,"Guardian Soldier",1899,"#aru01_gard01::OnGuardianDied"; //2;
+ guardian "arug_cas01",201,130,"Guardian Soldier",1899,"#aru01_gard01::OnGuardianDied"; //3;
+ guardian "arug_cas01",224,168,"Guardian Soldier",1899,"#aru01_gard01::OnGuardianDied"; //4;
+ }
+ else {
+ set .MyMobCount,2;
+ guardian "arug_cas01",195,250,"Guardian Soldier",1899,"#aru01_gard01::OnGuardianDied"; //1;
+ }
+ initnpctimer;
+ end;
+
+OnTimer300000:
+ set .MyMobCount,.MyMobCount+1;
+ guardian "arug_cas01",196,137,"Guardian Soldier",1899,"#aru01_gard01::OnGuardianDied"; //5;
+ mapannounce "arug_cas01","The 1st Guardian has been summoned from the Gate House.",bc_map,"0xff4500";
+ end;
+
+OnTimer900000:
+ set .MyMobCount,.MyMobCount+1;
+ guardian "arug_cas01",269,89,"Guardian Soldier",1899,"#aru01_gard01::OnGuardianDied"; //6;
+ mapannounce "arug_cas01","The 2nd Guardian has been summoned from the Gate House.",bc_map,"0xff4500";
+ end;
+
+OnTimer1800000:
+ set .MyMobCount,.MyMobCount+1;
+ guardian "arug_cas01",252,81,"Guardian Soldier",1899,"#aru01_gard01::OnGuardianDied"; //7;
+ mapannounce "arug_cas01","The 3rd Guardian has been summoned from the Gate House.",bc_map,"0xff4500";
+ end;
+
+OnTimer2700000:
+ set .MyMobCount,.MyMobCount+1;
+ guardian "arug_cas01",201,130,"Guardian Soldier",1899,"#aru01_gard01::OnGuardianDied"; //8;
+ mapannounce "arug_cas01","The 4th Guardian has been summoned from the Gate House.",bc_map,"0xff4500";
+ end;
+
+OnTimer3600000:
+ set .MyMobCount,.MyMobCount+1;
+ guardian "arug_cas01",224,168,"Guardian Soldier",1899,"#aru01_gard01::OnGuardianDied"; //9;
+ mapannounce "arug_cas01","The 5th Guardian has been summoned from the Gate House.",bc_map,"0xff4500";
+ stopnpctimer;
+ end;
+
+OnGuardianDied:
+ set .MyMobCount,.MyMobCount-1;
+ if (.MyMobCount < 2) {
+ set .MyMobCount,.MyMobCount+1;
+ guardian "arug_cas01",222,129,"Guardian Soldier",1899,"#aru01_gard01::OnGuardianDied"; //10;
+ }
+ end;
+
+Onreset:
+ stopnpctimer;
+ killmonster "arug_cas01","#aru01_gard01::OnGuardianDied";
+ end;
+}
+
+arug_cas01,1,2,0 script #aru01_gard02 -1,{
+OnEnable:
+ set .@defence,GetCastleData("arug_cas01",3);
+ guardian "arug_cas01",294,210,"Guardian Soldier",1899,"#aru01_gard02::OnGuardianDied"; //11;
+ if ((.@defence > 10) && (.@defence < 31)) {
+ set .MyMobCount,2;
+ guardian "arug_cas01",256,203,"Guardian Soldier",1899,"#aru01_gard02::OnGuardianDied"; //12;
+ }
+ else if ((.@defence > 30) && (.@defence < 51)) {
+ set .MyMobCount,3;
+ guardian "arug_cas01",256,203,"Guardian Soldier",1899,"#aru01_gard02::OnGuardianDied"; //12;
+ guardian "arug_cas01",240,133,"Guardian Soldier",1899,"#aru01_gard02::OnGuardianDied"; //13;
+ }
+ else if ((.@defence > 50) && (.@defence < 71)) {
+ set .MyMobCount,4;
+ guardian "arug_cas01",256,203,"Guardian Soldier",1899,"#aru01_gard02::OnGuardianDied"; //12;
+ guardian "arug_cas01",240,133,"Guardian Soldier",1899,"#aru01_gard02::OnGuardianDied"; //13;
+ guardian "arug_cas01",246,92,"Guardian Soldier",1899,"#aru01_gard02::OnGuardianDied"; //14;
+ }
+ else if (.@defence > 70) {
+ set .MyMobCount,5;
+ guardian "arug_cas01",256,203,"Guardian Soldier",1899,"#aru01_gard02::OnGuardianDied"; //12;
+ guardian "arug_cas01",240,133,"Guardian Soldier",1899,"#aru01_gard02::OnGuardianDied"; //13;
+ guardian "arug_cas01",246,92,"Guardian Soldier",1899,"#aru01_gard02::OnGuardianDied"; //14;
+ guardian "arug_cas01",235,132,"Guardian Soldier",1899,"#aru01_gard02::OnGuardianDied"; //15;
+ }
+ else {
+ set .MyMobCount,2;
+ guardian "arug_cas01",292,188,"Guardian Soldier",1899,"#aru01_gard02::OnGuardianDied"; //12;
+ }
+ initnpctimer;
+ end;
+
+OnTimer600000:
+ set .MyMobCount,.MyMobCount+1;
+ guardian "arug_cas01",235,132,"Guardian Soldier",1899,"#aru01_gard02::OnGuardianDied"; //16;
+ end;
+
+OnTimer1200000:
+ set .MyMobCount,.MyMobCount+1;
+ guardian "arug_cas01",246,92,"Guardian Soldier",1899,"#aru01_gard02::OnGuardianDied"; //17;
+ end;
+
+OnTimer2100000:
+ set .MyMobCount,.MyMobCount+1;
+ guardian "arug_cas01",240,133,"Guardian Soldier",1899,"#aru01_gard02::OnGuardianDied"; //18;
+ end;
+
+OnTimer3000000:
+ set .MyMobCount,.MyMobCount+1;
+ guardian "arug_cas01",256,203,"Guardian Soldier",1899,"#aru01_gard02::OnGuardianDied"; //19;
+ end;
+
+OnTimer3900000:
+ set .MyMobCount,.MyMobCount+1;
+ guardian "arug_cas01",254,95,"Guardian Soldier",1899,"#aru01_gard02::OnGuardianDied"; //20;
+ stopnpctimer;
+ end;
+
+OnGuardianDied:
+ set .MyMobCount,.MyMobCount-1;
+ if (.MyMobCount < 2) {
+ set .MyMobCount,.MyMobCount+1;
+ guardian "arug_cas01",242,151,"Guardian Soldier",1899,"#aru01_gard02::OnGuardianDied"; //21;
+ }
+ end;
+
+Onreset:
+ stopnpctimer;
+ killmonster "arug_cas01","#aru01_gard02::OnGuardianDied";
+ end;
+}
+
+arug_cas01,1,3,0 script #aru01_df01 -1,{
+OnEnable:
+ guardian "arug_cas01",210,234,"1st Guardian Stone",1907,"#aru01_df01::OnGuardianStoneDied"; //22;
+ end;
+
+OnDisable:
+ killmonster "arug_cas01","#aru01_df01::OnGuardianStoneDied";
+ setarray $agit_ar01[0],1; //Global Variable
+ stopnpctimer;
+ end;
+
+OnGuardianStoneDied:
+ // 1st Guardian Stone is Destroyed
+ setarray $agit_ar01[0],1;
+ if (($agit_ar01[0] == 1) || ($agit_ar01[0] == 2)) {
+ set .@destroyed,.@destroyed + 1;
+ }
+ if (($agit_ar01[1] == 1) || ($agit_ar01[1] == 2)) {
+ set .@destroyed,.@destroyed + 1;
+ }
+ if (.@destroyed == 2) {
+ mapannounce "arug_cas01","All of the Guardian Stones have been destroyed!",bc_map,"0x00ff00";
+ donpcevent "#aru01_RL00::OnDisable";
+ donpcevent "#aru01_gard01::Onreset";
+ }
+ else {
+ mapannounce "arug_cas01","The 1st Guardian Stone has been destroyed!",bc_map,"0x00ff00";
+ donpcevent "#aru01_gard01::Onreset";
+ }
+ initnpctimer;
+ end;
+
+OnTimer300000:
+ donpcevent "1st Guardian Stone#aru01::OnEnable";
+ setarray $agit_ar01[0],2; //Global Variable
+ stopnpctimer;
+ end;
+}
+
+arug_cas01,211,234,0 script 1st Guardian Stone#aru01 844,{
+ set .@GID, GetCastleData("arug_cas01",1);
+ if (getcharid(2) == .@GID) {
+ mes "^3355FFYou will need the";
+ mes "following materials to";
+ mes "rebuild a destroyed";
+ mes "Guardian Stone.^000000";
+ next;
+ mes "1 Oridecon";
+ mes "1 Elunium";
+ mes "30 Stones";
+ mes "5 Blue Gemstones";
+ mes "5 Yellow Gemstones";
+ mes "5 Red Gemstones";
+ next;
+ mes "^3355FFDo you want to continue?^000000";
+ switch(select("No:Continue")) {
+ case 1:
+ mes "^3355FFWork canceled.^000000";
+ close;
+ case 2:
+ if ((countitem(984) > 0) && (countitem(985) > 0) && (countitem(7049) > 29) && (countitem(717) > 4) && (countitem(715) > 4) && (countitem(716) > 4)) {
+ mes "^3355FFArrange Stones, Elunium, and";
+ mes "Oridecon, in that order, in the";
+ mes "center. Then you must arrange";
+ mes "the enchanted Gemstones to";
+ mes "rebuild the Guardian Stone.^000000";
+ next;
+ switch(select("Elunium:Oridecon:Stone")) {
+ case 1:
+ mes "^3355FFElunium has been";
+ mes "placed in the center.^000000";
+ next;
+ break;
+ case 2:
+ mes "^3355FFOridecon has been";
+ mes "placed in the center.^000000";
+ next;
+ break;
+ case 3:
+ mes "^3355FFStones have been";
+ mes "placed in the center.^000000";
+ set .@nice,.@nice+10;
+ next;
+ break;
+ }
+ switch(select("Elunium:Oridecon:Stone")) {
+ case 1:
+ mes "^3355FFYou have lined the";
+ mes "outside of the center";
+ mes "with some Elunium.^000000";
+ set .@nice,.@nice+10;
+ next;
+ break;
+ case 2:
+ mes "^3355FFYou have lined the";
+ mes "outside of the center";
+ mes "with some Oridecon.^000000";
+ next;
+ break;
+ case 3:
+ mes "^3355FFYou have lined the";
+ mes "outside of the center";
+ mes "with some Stones.^000000";
+ next;
+ break;
+ }
+ switch(select("Elunium:Oridecon:Stone")) {
+ case 1:
+ mes "^3355FFYou covered the";
+ mes "rest of the materials";
+ mes "with some Elunium.^000000";
+ next;
+ break;
+ case 2:
+ mes "^3355FFYou covered the";
+ mes "rest of the materials";
+ mes "with some Oridecon.^000000";
+ set .@nice,.@nice+10;
+ next;
+ break;
+ case 3:
+ mes "^3355FFYou covered the";
+ mes "rest of the materials";
+ mes "with some Stones.^000000";
+ next;
+ break;
+ }
+ mes "^3355FFNow you need to arrange";
+ mes "the enchanted Gemstones";
+ mes "accordingly. You can identify";
+ mes "their Magic properties by";
+ mes "their casting effect.^000000";
+ next;
+ while(1) {
+ if (.@roof0 > 7) {
+ break;
+ }
+ else {
+ switch(rand(1,3)) {
+ case 1:
+ specialeffect EF_BEGINSPELL2;
+ mes "^3355FFThe Gemstones must";
+ mes "be arranged in the correct";
+ mes "order according to their";
+ mes "magic properties and power.^000000";
+ next;
+ switch(select("Red Gemstone:Yellow Gemstone:Blue Gemstone")) {
+ case 1:
+ mes "^3355FFYou placed the Red Gemstone.";
+ mes "However, the Guardian Stone";
+ mes "Repair System failed because";
+ mes "of a magic power conflict.^000000";
+ close;
+ case 2:
+ mes "^3355FFYou placed the Yellow Gemstone.";
+ mes "However, the Guardian Stone";
+ mes "Repair System failed because";
+ mes "of a magic power conflict.^000000";
+ close;
+ case 3:
+ mes "^3355FFYou placed the Blue Gemstone.^000000";
+ set .@nice,.@nice+10;
+ set .@roof0,.@roof0 + 1;
+ specialeffect EF_STEAL;
+ next;
+ break;
+ }
+ break;
+ case 2:
+ specialeffect EF_VOLCANO;
+ mes "^3355FFThe Gemstones must";
+ mes "be arranged in the correct";
+ mes "order according to their";
+ mes "magic properties and power.^000000";
+ next;
+ switch(select("Red Gemstone:Yellow Gemstone:Blue Gemstone")) {
+ case 1:
+ mes "^3355FFYou placed the Red Gemstone.^000000";
+ set .@nice,.@nice+10;
+ set .@roof0,.@roof0 + 1;
+ specialeffect EF_STEAL;
+ next;
+ break;
+ case 2:
+ mes "^3355FFYou placed the Yellow Gemstone.";
+ mes "However, the Guardian Stone";
+ mes "Repair System failed because";
+ mes "of a magic power conflict.^000000";
+ close;
+ case 3:
+ mes "^3355FFYou placed the Blue Gemstone.";
+ mes "However, the Guardian Stone";
+ mes "Repair System failed because";
+ mes "of a magic power conflict.^000000";
+ close;
+ }
+ break;
+ case 3:
+ specialeffect EF_BEGINSPELL4;
+ mes "^3355FFThe Gemstones must";
+ mes "be arranged in the correct";
+ mes "order according to their";
+ mes "magic properties and power.^000000";
+ next;
+ switch(select("Red Gemstone:Yellow Gemstone:Blue Gemstone")) {
+ case 1:
+ mes "^3355FFYou placed the Red Gemstone.";
+ mes "However, the Guardian Stone";
+ mes "Repair System failed because";
+ mes "of a magic power conflict.^000000";
+ close;
+ case 2:
+ mes "^3355FFYou placed the Yellow Gemstone.^000000";
+ set .@nice,.@nice+10;
+ set .@roof0,.@roof0 + 1;
+ specialeffect EF_STEAL;
+ next;
+ break;
+ case 3:
+ mes "^3355FFYou placed the Blue Gemstone.";
+ mes "However, the Guardian Stone";
+ mes "Repair System failed because";
+ mes "of a magic power conflict.^000000";
+ close;
+ }
+ }
+ }
+ }
+ if (.@nice > 90) {
+ if ($agit_ar01[0] == 0) {
+ mes "^3355FFThe Guardian Stone";
+ mes "Repair System has";
+ mes "already completed.^000000";
+ close;
+ }
+ else {
+ if (agitcheck2() == 0) {
+ mes "^3355FFIt is impossible to";
+ mes "rebuild the Guardian";
+ mes "Stone because the";
+ mes "Emperium is not present.^000000";
+ close;
+ }
+ else {
+ mes "^3355FFThe Gemstones have been";
+ mes "arranged, and the Guardian";
+ mes "Stone is successfully repaired.^000000";
+ delitem 984,1; //Oridecon
+ delitem 985,1; //Elunium
+ delitem 7049,30; //Stone
+ delitem 717,5; //Blue_Gemstone
+ delitem 715,5; //Yellow_Gemstone
+ delitem 716,5; //Red_Gemstone
+ close2;
+ donpcevent "#aru01_df01::OnEnable";
+ specialeffect EF_ICECRASH;
+ disablenpc "1st Guardian Stone#aru01";
+ setarray $agit_ar01[0],0;
+ set .@df_all,$agit_ar01[0]+$agit_ar01[1];
+ if (.@df_all == 0) {
+ mapannounce "arug_cas01","Both Guardian Stones have been erected, bolstering this stronghold's defenses!",bc_map,"0x00ff00";
+ donpcevent "#aru01_RL00::OnEnable";
+ }
+ else {
+ mapannounce "arug_cas01","The 1st Guardian Stone has been repaired successfully.",bc_map,"0x00ff00";
+ }
+ if ($agit_ar01[5] == 1) {
+ donpcevent "#aru01_gard01::OnEnable";
+ }
+ end;
+ }
+ }
+ }
+ else {
+ mes "^3355FFAfter all of that work...";
+ mes "It looks like you failed";
+ mes "to fix the Guardian Stone,";
+ mes "and lost some materials.^000000";
+ delitem 7049,10; //Stone
+ delitem 717,2; //Blue_Gemstone
+ delitem 715,2; //Yellow_Gemstone
+ delitem 716,2; //Red_Gemstone
+ close;
+ }
+ }
+ else {
+ mes "^3355FFYou don't have enough";
+ mes "materials to repair";
+ mes "the Guardian Stone.^000000";
+ close;
+ }
+ }
+ }
+ end;
+
+OnInit:
+ disablenpc "1st Guardian Stone#aru01";
+ end;
+
+OnEnable:
+ enablenpc "1st Guardian Stone#aru01";
+ specialeffect EF_MAPPILLAR2;
+ end;
+
+OnDisable:
+ disablenpc "1st Guardian Stone#aru01";
+ end;
+}
+
+arug_cas01,1,4,0 script #aru01_df02 -1,{
+OnEnable:
+ guardian "arug_cas01",308,189,"2nd Guardian Stone",1908,"#aru01_df02::OnGuardianStoneDied"; //23;
+ end;
+
+OnDisable:
+ killmonster "arug_cas01","#aru01_df02::OnGuardianStoneDied";
+ setarray $agit_ar01[1],1; //Global Variable
+ stopnpctimer;
+ end;
+
+OnGuardianStoneDied:
+ // 2nd Guardian Stone is Destroyed
+ setarray $agit_ar01[1],1;
+ if (($agit_ar01[0] == 1) || ($agit_ar01[0] == 2)) {
+ set .@destroyed,.@destroyed + 1;
+ }
+ if (($agit_ar01[1] == 1) || ($agit_ar01[1] == 2)) {
+ set .@destroyed,.@destroyed + 1;
+ }
+ if (.@destroyed == 2) {
+ mapannounce "arug_cas01","All of the Guardian Stones have been destroyed!",bc_map,"0x00ff00";
+ donpcevent "#aru01_RL00::OnDisable";
+ donpcevent "#aru01_gard02::Onreset";
+ }
+ else {
+ mapannounce "arug_cas01","The 2nd Guardian Stone have been destroyed!",bc_map,"0x00ff00";
+ donpcevent "#aru01_gard02::Onreset";
+ }
+ initnpctimer;
+ end;
+
+OnTimer300000:
+ donpcevent "2nd Guardian Stone#aru01::OnEnable";
+ setarray $agit_ar01[1],2; //Global Variable
+ stopnpctimer;
+ end;
+}
+
+arug_cas01,308,189,0 script 2nd Guardian Stone#aru01 844,{
+ set .@GID, GetCastleData("arug_cas01",1);
+ if (getcharid(2) == .@GID) {
+ mes "^3355FFYou will need the";
+ mes "following materials to";
+ mes "rebuild a destroyed";
+ mes "Guardian Stone.^000000";
+ next;
+ mes "1 Oridecon";
+ mes "1 Elunium";
+ mes "30 Stones";
+ mes "5 Blue Gemstones";
+ mes "5 Yellow Gemstones";
+ mes "5 Red Gemstones";
+ next;
+ mes "^3355FFDo you want to continue?^000000";
+ switch(select("No:Continue")) {
+ case 1:
+ mes "^3355FFWork canceled.^000000";
+ close;
+ case 2:
+ if ((countitem(984) > 0) && (countitem(985) > 0) && (countitem(7049) > 29) && (countitem(717) > 4) && (countitem(715) > 4) && (countitem(716) > 4)) {
+ mes "^3355FFArrange Stones, Elunium, and";
+ mes "Oridecon, in that order, in the";
+ mes "center. Then you must arrange";
+ mes "the enchanted Gemstones to";
+ mes "rebuild the Guardian Stone.^000000";
+ next;
+ switch(select("Elunium:Oridecon:Stone")) {
+ case 1:
+ mes "^3355FFElunium has been";
+ mes "placed in the center.^000000";
+ next;
+ break;
+ case 2:
+ mes "^3355FFOridecon has been";
+ mes "placed in the center.^000000";
+ next;
+ break;
+ case 3:
+ mes "^3355FFStones have been";
+ mes "placed in the center.^000000";
+ set .@nice,.@nice+10;
+ next;
+ break;
+ }
+ switch(select("Elunium:Oridecon:Stone")) {
+ case 1:
+ mes "^3355FFYou have lined the";
+ mes "outside of the center";
+ mes "with some Elunium.^000000";
+ set .@nice,.@nice+10;
+ next;
+ break;
+ case 2:
+ mes "^3355FFYou have lined the";
+ mes "outside of the center";
+ mes "with some Oridecon.^000000";
+ next;
+ break;
+ case 3:
+ mes "^3355FFYou have lined the";
+ mes "outside of the center";
+ mes "with some Stones.^000000";
+ next;
+ break;
+ }
+ switch(select("Elunium:Oridecon:Stone")) {
+ case 1:
+ mes "^3355FFYou covered the";
+ mes "rest of the materials";
+ mes "with some Elunium.^000000";
+ next;
+ break;
+ case 2:
+ mes "^3355FFYou covered the";
+ mes "rest of the materials";
+ mes "with some Oridecon.^000000";
+ set .@nice,.@nice+10;
+ next;
+ break;
+ case 3:
+ mes "^3355FFYou covered the";
+ mes "rest of the materials";
+ mes "with some Stones.^000000";
+ next;
+ break;
+ }
+ mes "^3355FFNow you need to arrange";
+ mes "the enchanted Gemstones";
+ mes "accordingly. You can identify";
+ mes "their Magic properties by";
+ mes "their casting effect.^000000";
+ next;
+ while(1) {
+ if (.@roof0 > 7) {
+ break;
+ }
+ else {
+ switch(rand(1,3)) {
+ case 1:
+ specialeffect EF_BEGINSPELL2;
+ mes "^3355FFThe Gemstones must";
+ mes "be arranged in the correct";
+ mes "order according to their";
+ mes "magic properties and power.^000000";
+ next;
+ switch(select("Red Gemstone:Yellow Gemstone:Blue Gemstone")) {
+ case 1:
+ mes "^3355FFYou placed the Red Gemstone.";
+ mes "However, the Guardian Stone";
+ mes "Repair System failed because";
+ mes "of a magic power conflict.^000000";
+ close;
+ case 2:
+ mes "^3355FFYou placed the Yellow Gemstone.";
+ mes "However, the Guardian Stone";
+ mes "Repair System failed because";
+ mes "of a magic power conflict.^000000";
+ close;
+ case 3:
+ mes "^3355FFYou placed the Blue Gemstone.^000000";
+ set .@nice,.@nice+10;
+ set .@roof0,.@roof0 + 1;
+ specialeffect EF_STEAL;
+ next;
+ break;
+ }
+ break;
+ case 2:
+ specialeffect EF_VOLCANO;
+ mes "^3355FFThe Gemstones must";
+ mes "be arranged in the correct";
+ mes "order according to their";
+ mes "magic properties and power.^000000";
+ next;
+ switch(select("Red Gemstone:Yellow Gemstone:Blue Gemstone")) {
+ case 1:
+ mes "^3355FFYou placed the Red Gemstone.^000000";
+ set .@nice,.@nice+10;
+ set .@roof0,.@roof0 + 1;
+ specialeffect EF_STEAL;
+ next;
+ break;
+ case 2:
+ mes "^3355FFYou placed the Yellow Gemstone.";
+ mes "However, the Guardian Stone";
+ mes "Repair System failed because";
+ mes "of a magic power conflict.^000000";
+ close;
+ case 3:
+ mes "^3355FFYou placed the Blue Gemstone.";
+ mes "However, the Guardian Stone";
+ mes "Repair System failed because";
+ mes "of a magic power conflict.^000000";
+ close;
+ }
+ break;
+ case 3:
+ specialeffect EF_BEGINSPELL4;
+ mes "^3355FFThe Gemstones must";
+ mes "be arranged in the correct";
+ mes "order according to their";
+ mes "magic properties and power.^000000";
+ next;
+ switch(select("Red Gemstone:Yellow Gemstone:Blue Gemstone")) {
+ case 1:
+ mes "^3355FFYou placed the Red Gemstone.";
+ mes "However, the Guardian Stone";
+ mes "Repair System failed because";
+ mes "of a magic power conflict.^000000";
+ close;
+ case 2:
+ mes "^3355FFYou placed the Yellow Gemstone.^000000";
+ set .@nice,.@nice+10;
+ set .@roof0,.@roof0 + 1;
+ specialeffect EF_STEAL;
+ next;
+ break;
+ case 3:
+ mes "^3355FFYou placed the Blue Gemstone.";
+ mes "However, the Guardian Stone";
+ mes "Repair System failed because";
+ mes "of a magic power conflict.^000000";
+ close;
+ }
+ }
+ }
+ }
+ if (.@nice > 90) {
+ if ($agit_ar01[1] == 0) {
+ mes "^3355FFThe Guardian Stone";
+ mes "Repair System has";
+ mes "successfully completed.^000000";
+ close;
+ }
+ else {
+ if (agitcheck2() == 0) {
+ mes "^3355FFIt is impossible to";
+ mes "rebuild the Guardian";
+ mes "Stone because the";
+ mes "Emperium is not present.^000000";
+ close;
+ }
+ else {
+ mes "^3355FFThe Gemstones have been";
+ mes "arranged, and the Guardian";
+ mes "Stone is successfully repaired.^000000";
+ delitem 984,1; //Oridecon
+ delitem 985,1; //Elunium
+ delitem 7049,30; //Stone
+ delitem 717,5; //Blue_Gemstone
+ delitem 715,5; //Yellow_Gemstone
+ delitem 716,5; //Red_Gemstone
+ close2;
+ donpcevent "#aru01_df02::OnEnable";
+ specialeffect EF_ICECRASH;
+ disablenpc "2nd Guardian Stone#aru01";
+ setarray $agit_ar01[1],0;
+ set .@df_all,$agit_ar01[0]+$agit_ar01[1];
+ if (.@df_all == 0) {
+ mapannounce "arug_cas01","Both Guardian Stones have been erected, bolstering this stronghold's defenses!",bc_map,"0x00ff00";
+ donpcevent "#aru01_RL00::OnEnable";
+ }
+ else {
+ mapannounce "arug_cas01","The 2nd Guardian Stone has been repaired successfully.",bc_map,"0x00ff00";
+ }
+ if ($agit_ar01[5] == 1) {
+ donpcevent "#aru01_gard02::OnEnable";
+ }
+ end;
+ }
+ }
+ }
+ else {
+ mes "^3355FFAfter all of that work...";
+ mes "It looks like you failed";
+ mes "to fix the Guardian Stone,";
+ mes "and lost some materials.^000000";
+ delitem 7049,10; //Stone
+ delitem 717,2; //Blue_Gemstone
+ delitem 715,2; //Yellow_Gemstone
+ delitem 716,2; //Red_Gemstone
+ close;
+ }
+ }
+ else {
+ mes "^3355FFYou don't have enough";
+ mes "materials to repair";
+ mes "the Guardian Stone.^000000";
+ close;
+ }
+ }
+ }
+ end;
+
+OnInit:
+ disablenpc "2nd Guardian Stone#aru01";
+ end;
+
+OnEnable:
+ enablenpc "2nd Guardian Stone#aru01";
+ specialeffect EF_MAPPILLAR2;
+ end;
+
+OnDisable:
+ disablenpc "2nd Guardian Stone#aru01";
+ end;
+}
+
+arug_cas01,2,1,0 script #aru01_RL00 -1,{
+OnEnable:
+ setwall "arug_cas01",238,74,8,6,0,"aru01_RL00";
+ guardian "arug_cas01",239,73," ",1905,"#aru01_RL00::OnBarrierDestroyed"; //24;
+ guardian "arug_cas01",241,73," ",1905,"#aru01_RL00::OnBarrierDestroyed"; //25;
+ guardian "arug_cas01",243,73," ",1905,"#aru01_RL00::OnBarrierDestroyed"; //26;
+ guardian "arug_cas01",245,73," ",1905,"#aru01_RL00::OnBarrierDestroyed"; //27;
+ end;
+
+OnDisable:
+ delwall "aru01_RL00";
+ killmonster "arug_cas01","#aru01_RL00::OnBarrierDestroyed";
+ end;
+
+OnBarrierDestroyed:
+ end;
+}
+
+arug_cas01,2,2,0 script #aru01_RL01 -1,{
+OnEnable:
+ set .MyMobCount,6;
+ setwall "arug_cas01",239,53,8,6,1,"aru01_RL01";
+ guardian "arug_cas01",239,55," ",1905,"#aru01_RL01::OnBarrierDestroyed"; //28;
+ guardian "arug_cas01",241,55," ",1905,"#aru01_RL01::OnBarrierDestroyed"; //29;
+ guardian "arug_cas01",243,55," ",1905,"#aru01_RL01::OnBarrierDestroyed"; //30;
+ guardian "arug_cas01",240,54," ",1905,"#aru01_RL01::OnBarrierDestroyed"; //31;
+ guardian "arug_cas01",242,54," ",1905,"#aru01_RL01::OnBarrierDestroyed"; //32;
+ guardian "arug_cas01",244,54," ",1905,"#aru01_RL01::OnBarrierDestroyed"; //33;
+ end;
+
+OnBarrierDestroyed:
+ set .MyMobCount,.MyMobCount-1;
+ if (.MyMobCount == 0) {
+ setarray $agit_ar01[2],1;
+ mapannounce "arug_cas01","The 1st Fortress Gate is destroyed.",bc_map,"0x00ff00";
+ delwall "aru01_RL01";
+ }
+ end;
+
+OnDisable:
+ delwall "aru01_RL01";
+ killmonster "arug_cas01","#aru01_RL01::OnBarrierDestroyed";
+ end;
+}
+
+arug_cas01,2,3,0 script #aru01_RL02 -1,{
+OnEnable:
+ set .MyMobCount,6;
+ setwall "arug_cas01",107,124,6,6,1,"aru01_RL02";
+ guardian "arug_cas01",107,122," ",1905,"#aru01_RL02::OnBarrierDestroyed"; //34;
+ guardian "arug_cas01",109,122," ",1905,"#aru01_RL02::OnBarrierDestroyed"; //35;
+ guardian "arug_cas01",111,122," ",1905,"#aru01_RL02::OnBarrierDestroyed"; //36;
+ guardian "arug_cas01",108,123," ",1905,"#aru01_RL02::OnBarrierDestroyed"; //37;
+ guardian "arug_cas01",110,123," ",1905,"#aru01_RL02::OnBarrierDestroyed"; //38;
+ guardian "arug_cas01",112,123," ",1905,"#aru01_RL02::OnBarrierDestroyed"; //39;
+ end;
+
+OnBarrierDestroyed:
+ set .MyMobCount,.MyMobCount-1;
+ if (.MyMobCount == 0) {
+ setarray $agit_ar01[3],1;
+ mapannounce "arug_cas01","The 2nd Fortress Gate is destroyed.",bc_map,"0x00ff00";
+ delwall "aru01_RL02";
+ }
+ end;
+
+OnDisable:
+ delwall "aru01_RL02";
+ killmonster "arug_cas01","#aru01_RL02::OnBarrierDestroyed";
+ end;
+}
+
+arug_cas01,2,4,0 script #aru01_RL03 -1,{
+OnEnable:
+ set .MyMobCount,4;
+ setwall "arug_cas01",84,171,8,6,1,"aru01_RL03";
+ guardian "arug_cas01",84,170," ",1905,"#aru01_RL03::OnBarrierDestroyed"; //40;
+ guardian "arug_cas01",86,170," ",1905,"#aru01_RL03::OnBarrierDestroyed"; //41;
+ guardian "arug_cas01",88,170," ",1905,"#aru01_RL03::OnBarrierDestroyed"; //42;
+ guardian "arug_cas01",90,170," ",1905,"#aru01_RL03::OnBarrierDestroyed"; //43;
+ end;
+
+OnBarrierDestroyed:
+ set .MyMobCount,.MyMobCount-1;
+ if (.MyMobCount == 0) {
+ setarray $agit_ar01[4],1;
+ mapannounce "arug_cas01","The 3rd Fortress Gate is destroyed!",bc_map,"0x00ff00";
+ delwall "aru01_RL03";
+ }
+ end;
+
+OnDisable:
+ delwall "aru01_RL03";
+ killmonster "arug_cas01","#aru01_RL03::OnBarrierDestroyed";
+ end;
+}
+
+arug_cas01,247,52,0 script Control Device01#aru01 111,{
+ set .@GID, GetCastleData("arug_cas01",1);
+ if (getcharid(2) == .@GID) {
+ if (strcharinfo(0) == getguildmaster(.@GID)) {
+ if ($agit_ar01[2] == 2) {
+ mes "^3355FFDemolished Fortress";
+ mes "Gates can be repaired,";
+ mes "but you will need to gather";
+ mes "the following materials.^000000";
+ next;
+ mes "^4D4DFF10 Steel^000000,";
+ mes "^4D4DFF30 Trunks^000000,";
+ mes "^4D4DFF5 Oridecon^000000, and";
+ mes "^4D4DFF10 Emveretarcon^000000.";
+ next;
+ select("Continue");
+ if ((countitem(1019) > 29) && (countitem(999) > 9) && (countitem(1011) > 9) && (countitem(984) > 4)) {
+ mes "^3355FFYou will need Trunks to";
+ mes "repair the support frame,";
+ mes "Oridecon to enhance the";
+ mes "gate's endurance, and";
+ mes "Emveretarcon to basically";
+ mes "hold everything together.^000000";
+ next;
+ set .@ro_of01,rand(10,15);
+ while(1) {
+ if (.@ro_of02 == .@ro_of01) {
+ break;
+ }
+ else {
+ switch(rand(1,4)) {
+ case 1:
+ mes "^3355FFThe support frame";
+ mes "is badly damaged:";
+ mes "fixing this part";
+ mes "is a top priority.^000000";
+ next;
+ switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
+ case 1:
+ mes "^3355FFThe frame has been";
+ mes "reinforced with wood.^000000";
+ set .@rp_temp,.@rp_temp + 1;
+ set .@ro_of02,.@ro_of02 + 1;
+ specialeffect2 EF_REPAIRWEAPON;
+ next;
+ break;
+ case 2:
+ mes "^3355FFYou tried using steel,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ case 3:
+ mes "^3355FFYou tried using emveretarcon,";
+ mes "but it's not working very well.^FFFFFF ^3355FF You'll have to try something else.";
+ close;
+ case 4:
+ mes "^3355FFYou tried using oridecon,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ }
+ break;
+ case 2:
+ mes "^3355FFIt looks like the gate's";
+ mes "overall endurance needs to";
+ mes "be reinforced with something.^000000";
+ next;
+ switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
+ case 1:
+ mes "^3355FFYou tried using wood";
+ mes "to reinforce the gate.^000000";
+ set .@ro_of02,.@ro_of02 + 1;
+ next;
+ break;
+ case 2:
+ mes "^3355FFYou tried using steel";
+ mes "to reinforce the gate, but";
+ mes "it's not working well at all.";
+ mes "You'll have to start over.^000000";
+ close;
+ case 3:
+ mes "^3355FFYou tried using emveretarcon";
+ mes "to reinforce the gate, but it's";
+ mes "not working well at all.";
+ mes "You'll have to start over.^000000";
+ close;
+ case 4:
+ mes "^3355FFYou hammered the";
+ mes "oridecon: it looks";
+ mes "like this will work.^000000";
+ set .@rp_temp,.@rp_temp + 1;
+ set .@ro_of02,.@ro_of02 + 1;
+ specialeffect2 EF_REPAIRWEAPON;
+ next;
+ break;
+ }
+ break;
+ case 3:
+ mes "^3355FFThe damage to the gate";
+ mes "has caused all these";
+ mes "cracks. You'll have to";
+ mes "weld them solid somehow.^000000";
+ next;
+ switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
+ case 1:
+ mes "^3355FFYou tried using wood to fix";
+ mes "this problem, but it seems";
+ mes "to have made it worse.";
+ mes "You'll have to start all over.^000000";
+ close;
+ case 2:
+ mes "^3355FFYou used steel to weld";
+ mes "all the cracks: the gate is";
+ mes "is starting to look more solid.^000000";
+ set .@rp_temp,.@rp_temp + 1;
+ set .@ro_of02,.@ro_of02 + 1;
+ specialeffect2 EF_REPAIRWEAPON;
+ next;
+ break;
+ case 3:
+ mes "^3355FFYou tried using emveretarcon";
+ mes "to reinforce the gate, but it's";
+ mes "not working well at all.";
+ mes "You'll have to start over.^000000";
+ close;
+ case 4:
+ mes "^3355FFYou tried using oridecon,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ }
+ break;
+ case 4:
+ mes "^3355FFNow you need to make";
+ mes "sure that the gate is held";
+ mes "together pretty solidly.^000000";
+ next;
+ switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
+ case 1:
+ mes "^3355FFYou tried using wood to fix";
+ mes "this problem, but it seems";
+ mes "to have made it worse.";
+ mes "You'll have to start all over.^000000";
+ close;
+ case 2:
+ mes "^3355FFYou tried using steel,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ case 3:
+ mes "^3355FFYou successfully used";
+ mes "the emveretarcon to repair";
+ mes "much of the gate's damage.^000000";
+ set .@rp_temp,.@rp_temp + 1;
+ set .@ro_of02,.@ro_of02 + 1;
+ specialeffect2 EF_REPAIRWEAPON;
+ next;
+ break;
+ case 4:
+ mes "^3355FFYou tried using oridecon,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ }
+ }
+ }
+ }
+ mes "^3355FFWell, it looks like";
+ mes "you're just about done";
+ mes "with repairing the gate.^000000";
+ next;
+ if (agitcheck2() == 0) {
+ mes "^3355FFUnfortunately, the Fortress";
+ mes "Gate can't be reconstructed:";
+ mes "the Emperium is no longer here.^000000";
+ close;
+ }
+ else {
+ if (.@rp_temp == .@ro_of01) {
+ mes "^3355FFThe Fortress Gate has";
+ mes "been successfully repaired!^000000";
+ delitem 1019,30; //Wooden_Block
+ delitem 999,10; //Steel
+ delitem 1011,10; //Emveretarcon
+ delitem 984,5; //Oridecon
+ close2;
+ donpcevent "#aru01_RL01::OnEnable";
+ disablenpc "Control Device01#aru01";
+ mapannounce "arug_cas01","The 1st Fortress Gate has been reconstructed!",bc_map,"0x00ff00";
+ setarray $agit_ar01[2],0;
+ end;
+ }
+ else {
+ mes "^3355FFThe wall has been breached,";
+ mes "and the attempt to repair the";
+ mes "Fortress Gate has failed.";
+ mes "You lost some of your";
+ mes "repair resources...^000000";
+ delitem 984,2; //Oridecon
+ delitem 999,4; //Steel
+ delitem 1019,14; //Wooden_Block
+ delitem 1011,3; //Emveretarcon
+ close;
+ }
+ }
+ }
+ else {
+ mes "^3355FFYou can't attempt to repair";
+ mes "the Fortress Gate if you don't";
+ mes "have all the needed materials.^000000";
+ close;
+ }
+ }
+ }
+ }
+ end;
+
+OnInit:
+ disablenpc "Control Device01#aru01";
+ end;
+
+OnEnable:
+ enablenpc "Control Device01#aru01";
+ end;
+
+OnDisable:
+ disablenpc "Control Device01#aru01";
+ end;
+}
+
+arug_cas01,118,131,0 script Control Device02#aru01 111,{
+ set .@GID, GetCastleData("arug_cas01",1);
+ if (getcharid(2) == .@GID) {
+ if (strcharinfo(0) == getguildmaster(.@GID)) {
+ if ($agit_ar01[3] == 2) {
+ mes "^3355FFDemolished Fortress";
+ mes "Gates can be repaired,";
+ mes "but you will need to gather";
+ mes "the following materials.^000000";
+ next;
+ mes "^4D4DFF10 Steel^000000,";
+ mes "^4D4DFF30 Trunks^000000,";
+ mes "^4D4DFF5 Oridecon^000000, and";
+ mes "^4D4DFF10 Emveretarcon^000000.";
+ next;
+ select("Continue");
+ if ((countitem(1019) > 29) && (countitem(999) > 9) && (countitem(1011) > 9) && (countitem(984) > 4)) {
+ mes "^3355FFYou will need Trunks to";
+ mes "repair the support frame,";
+ mes "Oridecon to enhance the";
+ mes "gate's endurance, and";
+ mes "Emveretarcon to basically";
+ mes "hold everything together.^000000";
+ next;
+ set .@ro_of01,rand(10,15);
+ while(1) {
+ if (.@ro_of02 == .@ro_of01) {
+ break;
+ }
+ else {
+ switch(rand(1,4)) {
+ case 1:
+ mes "^3355FFThe support frame";
+ mes "is badly damaged:";
+ mes "fixing this part";
+ mes "is a top priority.^000000";
+ next;
+ switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
+ case 1:
+ mes "^3355FFThe frame has been";
+ mes "reinforced with wood.^000000";
+ set .@rp_temp,.@rp_temp + 1;
+ set .@ro_of02,.@ro_of02 + 1;
+ specialeffect2 EF_REPAIRWEAPON;
+ next;
+ break;
+ case 2:
+ mes "^3355FFYou tried using steel,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ case 3:
+ mes "^3355FFYou tried using emveretarcon";
+ mes "to reinforce the gate, but it's";
+ mes "not working well at all.";
+ mes "You'll have to start over.^000000";
+ close;
+ case 4:
+ mes "^3355FFYou tried using oridecon,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ }
+ break;
+ case 2:
+ mes "^3355FFIt looks like the gate's";
+ mes "overall endurance needs to";
+ mes "be reinforced with something.^000000";
+ next;
+ switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
+ case 1:
+ mes "^3355FFYou tried using wood";
+ mes "to reinforce the gate.^000000";
+ set .@ro_of02,.@ro_of02 + 1;
+ next;
+ break;
+ case 2:
+ mes "^3355FFYou tried using steel";
+ mes "to reinforce the gate, but";
+ mes "it's not working well at all.";
+ mes "You'll have to start over.^000000";
+ close;
+ case 3:
+ mes "^3355FFYou tried using emveretarcon";
+ mes "to reinforce the gate, but it's";
+ mes "not working well at all.";
+ mes "You'll have to start over.^000000";
+ close;
+ case 4:
+ mes "^3355FFYou hammered the";
+ mes "oridecon: it looks";
+ mes "like this will work.^000000";
+ set .@rp_temp,.@rp_temp + 1;
+ set .@ro_of02,.@ro_of02 + 1;
+ specialeffect2 EF_REPAIRWEAPON;
+ next;
+ break;
+ }
+ break;
+ case 3:
+ mes "^3355FFThe damage to the gate";
+ mes "has caused all these";
+ mes "cracks. You'll have to";
+ mes "weld them solid somehow.^000000";
+ next;
+ switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
+ case 1:
+ mes "^3355FFYou tried using wood to fix";
+ mes "this problem, but it seems";
+ mes "to have made it worse.";
+ mes "You'll have to start all over.^000000";
+ close;
+ case 2:
+ mes "^3355FFYou used steel to weld";
+ mes "all the cracks: the gate is";
+ mes "is starting to look more solid.^000000";
+ set .@rp_temp,.@rp_temp + 1;
+ set .@ro_of02,.@ro_of02 + 1;
+ specialeffect2 EF_REPAIRWEAPON;
+ next;
+ break;
+ case 3:
+ mes "^3355FFYou tried using emveretarcon";
+ mes "to reinforce the gate, but it's";
+ mes "not working well at all.";
+ mes "You'll have to start over.^000000";
+ close;
+ case 4:
+ mes "^3355FFYou tried using oridecon,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ }
+ break;
+ case 4:
+ mes "^3355FFNow you need to make";
+ mes "sure that the gate is held";
+ mes "together pretty solidly.^000000";
+ next;
+ switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
+ case 1:
+ mes "^3355FFYou tried using wood to fix";
+ mes "this problem, but it seems";
+ mes "to have made it worse.";
+ mes "You'll have to start all over.^000000";
+ close;
+ case 2:
+ mes "^3355FFYou tried using steel,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ case 3:
+ mes "^3355FFYou successfully used";
+ mes "the emveretarcon to repair";
+ mes "much of the gate's damage.^000000";
+ set .@rp_temp,.@rp_temp + 1;
+ set .@ro_of02,.@ro_of02 + 1;
+ specialeffect2 EF_REPAIRWEAPON;
+ next;
+ break;
+ case 4:
+ mes "^3355FFYou tried using oridecon,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ }
+ }
+ }
+ }
+ mes "^3355FFWell, it looks like";
+ mes "you're just about done";
+ mes "with repairing the gate.^000000";
+ next;
+ if (agitcheck2() == 0) {
+ mes "^3355FFUnfortunately, the Fortress";
+ mes "Gate can't be reconstructed:";
+ mes "the Emperium is no longer here.^000000";
+ close;
+ }
+ else {
+ if (.@rp_temp == .@ro_of01) {
+ mes "^3355FFThe Fortress Gate has";
+ mes "been successfully repaired!^000000";
+ delitem 1019,30; //Wooden_Block
+ delitem 999,10; //Steel
+ delitem 1011,10; //Emveretarcon
+ delitem 984,5; //Oridecon
+ close2;
+ donpcevent "#aru01_RL02::OnEnable";
+ disablenpc "Control Device02#aru01";
+ mapannounce "arug_cas01","The 2nd Fortress Gate has been reconstructed!",bc_map,"0x00ff00";
+ setarray $agit_ar01[3],0; //Global Variable
+ setarray $agit_ar01[2],2; //Global Variable
+ donpcevent "Control Device01#aru01::OnEnable";
+ end;
+ }
+ else {
+ mes "^3355FFThe wall has been breached,";
+ mes "and the attempt to repair the";
+ mes "Fortress Gate has failed.";
+ mes "You lost some of your";
+ mes "repair resources...^000000";
+ delitem 984,2; //Oridecon
+ delitem 999,4; //Steel
+ delitem 1019,14; //Wooden_Block
+ delitem 1011,3; //Emveretarcon
+ close;
+ }
+ }
+ }
+ else {
+ mes "^3355FFYou can't attempt to repair";
+ mes "the Fortress Gate if you don't";
+ mes "have all the needed materials.^000000";
+ close;
+ }
+ }
+ }
+ }
+ end;
+
+OnInit:
+ disablenpc "Control Device02#aru01";
+ end;
+
+OnEnable:
+ enablenpc "Control Device02#aru01";
+ end;
+
+OnDisable:
+ disablenpc "Control Device02#aru01";
+ end;
+}
+
+arug_cas01,82,172,0 script Control Device03#aru01 111,{
+ set .@GID, GetCastleData("arug_cas01",1);
+ if (getcharid(2) == .@GID) {
+ if (strcharinfo(0) == getguildmaster(.@GID)) {
+ if ($agit_ar01[4] == 2) {
+ mes "^3355FFDemolished Fortress";
+ mes "Gates can be repaired,";
+ mes "but you will need to gather";
+ mes "the following materials.^000000";
+ next;
+ mes "^4D4DFF10 Steel^000000,";
+ mes "^4D4DFF30 Trunks^000000,";
+ mes "^4D4DFF5 Oridecon^000000, and";
+ mes "^4D4DFF10 Emveretarcon^000000.";
+ next;
+ select("Continue");
+ if ((countitem(1019) > 29) && (countitem(999) > 9) && (countitem(1011) > 9) && (countitem(984) > 4)) {
+ mes "^3355FFYou will need Trunks to";
+ mes "repair the support frame,";
+ mes "Oridecon to enhance the";
+ mes "gate's endurance, and";
+ mes "Emveretarcon to basically";
+ mes "hold everything together.^000000";
+ next;
+ set .@ro_of01,rand(10,15);
+ while(1) {
+ if (.@ro_of02 == .@ro_of01) {
+ break;
+ }
+ else {
+ switch(rand(1,4)) {
+ case 1:
+ mes "^3355FFThe support frame";
+ mes "is badly damaged:";
+ mes "fixing this part";
+ mes "is a top priority.^000000";
+ next;
+ switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
+ case 1:
+ mes "^3355FFThe frame has been";
+ mes "reinforced with wood.^000000";
+ set .@rp_temp,.@rp_temp + 1;
+ set .@ro_of02,.@ro_of02 + 1;
+ specialeffect2 EF_REPAIRWEAPON;
+ next;
+ break;
+ case 2:
+ mes "^3355FFYou tried using steel,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ case 3:
+ mes "^3355FFYou tried using emveretarcon";
+ mes "to reinforce the gate, but it's";
+ mes "not working well at all.";
+ mes "You'll have to start over.^000000";
+ close;
+ case 4:
+ mes "^3355FFYou tried using oridecon,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ }
+ break;
+ case 2:
+ mes "^3355FFIt looks like the gate's";
+ mes "overall endurance needs to";
+ mes "be reinforced with something.^000000";
+ next;
+ switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
+ case 1:
+ mes "^3355FFYou tried using wood";
+ mes "to reinforce the gate.^000000";
+ set .@ro_of02,.@ro_of02 + 1;
+ next;
+ break;
+ case 2:
+ mes "^3355FFYou tried using steel";
+ mes "to reinforce the gate, but";
+ mes "it's not working well at all.";
+ mes "You'll have to start over.^000000";
+ close;
+ case 3:
+ mes "^3355FFYou tried using emveretarcon";
+ mes "to reinforce the gate, but it's";
+ mes "not working well at all.";
+ mes "You'll have to start over.^000000";
+ close;
+ case 4:
+ mes "^3355FFYou hammered the";
+ mes "oridecon: it looks";
+ mes "like this will work.^000000";
+ set .@rp_temp,.@rp_temp + 1;
+ set .@ro_of02,.@ro_of02 + 1;
+ specialeffect2 EF_REPAIRWEAPON;
+ next;
+ break;
+ }
+ break;
+ case 3:
+ mes "^3355FFThe damage to the gate";
+ mes "has caused all these";
+ mes "cracks. You'll have to";
+ mes "weld them solid somehow.^000000";
+ next;
+ switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
+ case 1:
+ mes "^3355FFYou tried using wood to fix";
+ mes "this problem, but it seems";
+ mes "to have made it worse.";
+ mes "You'll have to start all over.^000000";
+ close;
+ case 2:
+ mes "^3355FFYou used steel to weld";
+ mes "all the cracks: the gate is";
+ mes "is starting to look more solid.^000000";
+ set .@rp_temp,.@rp_temp + 1;
+ set .@ro_of02,.@ro_of02 + 1;
+ specialeffect2 EF_REPAIRWEAPON;
+ next;
+ break;
+ case 3:
+ mes "^3355FFYou tried using emveretarcon";
+ mes "to reinforce the gate, but it's";
+ mes "not working well at all.";
+ mes "You'll have to start over.^000000";
+ close;
+ case 4:
+ mes "^3355FFYou tried using oridecon,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ }
+ break;
+ case 4:
+ mes "^3355FFNow you need to make";
+ mes "sure that the gate is held";
+ mes "together pretty solidly.^000000";
+ next;
+ switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
+ case 1:
+ mes "^3355FFYou tried using wood to fix";
+ mes "this problem, but it seems";
+ mes "to have made it worse.";
+ mes "You'll have to start all over.^000000";
+ close;
+ case 2:
+ mes "^3355FFYou tried using steel,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ case 3:
+ mes "^3355FFYou successfully used";
+ mes "the emveretarcon to repair";
+ mes "much of the gate's damage.^000000";
+ set .@rp_temp,.@rp_temp + 1;
+ set .@ro_of02,.@ro_of02 + 1;
+ specialeffect2 EF_REPAIRWEAPON;
+ next;
+ break;
+ case 4:
+ mes "^3355FFYou tried using oridecon,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ }
+ }
+ }
+ }
+ mes "^3355FFWell, it looks like";
+ mes "you're just about done";
+ mes "with repairing the gate.^000000";
+ next;
+ if (agitcheck2() == 0) {
+ mes "^3355FFUnfortunately, the Fortress";
+ mes "Gate can't be reconstructed:";
+ mes "the Emperium is no longer here.^000000";
+ close;
+ }
+ else {
+ if (.@rp_temp == .@ro_of01) {
+ mes "^3355FFThe Fortress Gate has";
+ mes "been successfully repaired!^000000";
+ delitem 1019,30; //Wooden_Block
+ delitem 999,10; //Steel
+ delitem 1011,10; //Emveretarcon
+ delitem 984,5; //Oridecon
+ close2;
+ donpcevent "#aru01_RL03::OnEnable";
+ disablenpc "Control Device03#aru01";
+ mapannounce "arug_cas01","The 3rd Fortress Gate has been reconstructed!",bc_map,"0x00ff00";
+ setarray $agit_ar01[4],0;
+ setarray $agit_ar01[3],2;
+ donpcevent "Control Device02#aru01::OnEnable";
+ end;
+ }
+ else {
+ mes "^3355FFThe wall has been breached,";
+ mes "and the attempt to repair the";
+ mes "Fortress Gate has failed.";
+ mes "You lost some of your";
+ mes "repair resources...^000000";
+ delitem 984,2; //Oridecon
+ delitem 999,4; //Steel
+ delitem 1019,14; //Wooden_Block
+ delitem 1011,3; //Emveretarcon
+ close;
+ }
+ }
+ }
+ else {
+ mes "^3355FFYou can't attempt to repair";
+ mes "the Fortress Gate if you don't";
+ mes "have all the needed materials.^000000";
+ close;
+ }
+ }
+ }
+ }
+ end;
+
+OnInit:
+ disablenpc "Control Device03#aru01";
+ end;
+
+OnEnable:
+ enablenpc "Control Device03#aru01";
+ end;
+
+OnDisable:
+ disablenpc "Control Device03#aru01";
+ end;
+}
+
+// Link Flags
+arug_cas01,74,232,0 script LF-01#arug_cas01 111,{
+ set .@GID, GetCastleData("arug_cas01",1);
+ if (getcharid(2) == .@GID) {
+ mes "^3355FFThis is the Stronghold";
+ mes "Teleport Service. Please";
+ mes "choose a destination";
+ mes "within the stronghold.^000000";
+ switch(select("First Gate House:Second Gate House:Cancel")) {
+ case 1:
+ warp "arug_cas01",158,237;
+ end;
+ case 2:
+ warp "arug_cas01",297,248;
+ end;
+ case 3:
+ close;
+ }
+ }
+ end;
+}
+
+arug_cas01,77,232,0 script LF-02#arug_cas01 111,{
+ set .@GID, GetCastleData("arug_cas01",1);
+ if (getcharid(2) == .@GID) {
+ mes "^3355FFThis is the Stronghold";
+ mes "Teleport Service. Please";
+ mes "choose a destination";
+ mes "within the stronghold.^000000";
+ switch(select("Defense Area 1-1:Defense Area 1-2:Cancel")) {
+ case 1:
+ warp "arug_cas01",197,144;
+ end;
+ case 2:
+ warp "arug_cas01",245,103;
+ end;
+ case 3:
+ close;
+ }
+ }
+ end;
+}
+
+arug_cas01,80,232,0 script LF-03#arug_cas01 111,{
+ set .@GID, GetCastleData("arug_cas01",1);
+ if (getcharid(2) == .@GID) {
+ mes "^3355FFThis is the Stronghold";
+ mes "Teleport Service. Please";
+ mes "choose a destination";
+ mes "within the stronghold.^000000";
+ switch(select("Defense Area 2-1:Defense Area 2-2:Cancel")) {
+ case 1:
+ warp "arug_cas01",256,35;
+ end;
+ case 2:
+ warp "arug_cas01",186,26;
+ end;
+ case 3:
+ close;
+ }
+ }
+ end;
+}
+
+arug_cas01,83,232,0 script LF-04#arug_cas01 111,{
+ set .@GID, GetCastleData("arug_cas01",1);
+ if (getcharid(2) == .@GID) {
+ mes "^3355FFThis is the Stronghold";
+ mes "Teleport Service. Please";
+ mes "choose a destination";
+ mes "within the stronghold.^000000";
+ switch(select("Defense Area 2-3:Defense Area 2-4:Cancel")) {
+ case 1:
+ warp "arug_cas01",146,65;
+ end;
+ case 2:
+ warp "arug_cas01",176,111;
+ end;
+ case 3:
+ close;
+ }
+ }
+ end;
+}
+
+arug_cas01,86,232,0 script LF-05#arug_cas01 111,{
+ set .@GID, GetCastleData("arug_cas01",1);
+ if (getcharid(2) == .@GID) {
+ mes "^3355FFThis is the Stronghold";
+ mes "Teleport Service. Please";
+ mes "choose a destination";
+ mes "within the stronghold.^000000";
+ switch(select("Defense Area 3-1:Defense Area 3-2:Cancel")) {
+ case 1:
+ warp "arug_cas01",94,126;
+ end;
+ case 2:
+ warp "arug_cas01",126,126;
+ end;
+ case 3:
+ close;
+ }
+ }
+ end;
+}
+
+arug_cas01,89,232,0 script LF-06#arug_cas01 111,{
+ set .@GID, GetCastleData("arug_cas01",1);
+ if (getcharid(2) == .@GID) {
+ mes "^3355FFThis is the Stronghold";
+ mes "Teleport Service. Please";
+ mes "choose a destination";
+ mes "within the stronghold.^000000";
+ switch(select("Defense Area 3-3:Defense Area 3-4:Cancel")) {
+ case 1:
+ warp "arug_cas01",68,171;
+ end;
+ case 2:
+ warp "arug_cas01",105,182;
+ end;
+ case 3:
+ close;
+ }
+ }
+ end;
+}
+
+arug_cas01,92,232,0 script LF-07#arug_cas01 111,{
+ set .@GID, GetCastleData("arug_cas01",1);
+ if (getcharid(2) == .@GID) {
+ mes "^3355FFThis is the Stronghold";
+ mes "Teleport Service. Please";
+ mes "choose a destination";
+ mes "within the stronghold.^000000";
+ switch(select("Gate House Fork:Cancel")) {
+ case 1:
+ warp "arug_cas01",233,130;
+ end;
+ case 2:
+ close;
+ }
+ }
+ end;
+}
+
+arug_cas01,95,232,0 script LF-08#arug_cas01 111,{
+ set .@GID, GetCastleData("arug_cas01",1);
+ if (getcharid(2) == .@GID) {
+ mes "^3355FFThis is the Stronghold";
+ mes "Teleport Service. Please";
+ mes "choose a destination";
+ mes "within the stronghold.^000000";
+ switch(select("Area 1-1:Area 2-1:Area 3-1:Cancel")) {
+ case 1:
+ warp "arug_cas01",197,144;
+ end;
+ case 2:
+ warp "arug_cas01",256,35;
+ end;
+ case 3:
+ warp "arug_cas01",146,65;
+ end;
+ case 4:
+ close;
+ }
+ }
+ end;
+}
+
+arug_cas01,98,232,0 script LF-09#arug_cas01 111,{
+ set .@GID, GetCastleData("arug_cas01",1);
+ if (getcharid(2) == .@GID) {
+ mes "^3355FFThis is the Stronghold";
+ mes "Teleport Service. Please";
+ mes "choose a destination";
+ mes "within the stronghold.^000000";
+ switch(select("Area 1-2:Area 2-2:Area 3-3:Cancel")) {
+ case 1:
+ warp "arug_cas01",245,103;
+ end;
+ case 2:
+ warp "arug_cas01",186,26;
+ end;
+ case 3:
+ warp "arug_cas01",68,171;
+ end;
+ case 4:
+ close;
+ }
+ }
+ end;
+}
+
+arug_cas01,101,232,0 script LF-10#arug_cas01 111,{
+ set .@GID, GetCastleData("arug_cas01",1);
+ if (getcharid(2) == .@GID) {
+ mes "^3355FFThis is the Stronghold";
+ mes "Teleport Service. Would";
+ mes "you like to teleport to the";
+ mes "Convenience Facility for";
+ mes "guild members?^000000";
+ switch(select("Go to Convenience Facility:Cancel")) {
+ case 1:
+ warp "arug_cas01",121,357;
+ end;
+ case 2:
+ close;
+ }
+ }
+ end;
+}
+
+arug_cas01,72,176,0 script Mardol#LF_ar01_1::LF_ar01_1 111,{
+ set .@GID, GetCastleData("arug_cas01",1);
+ if (getcharid(2) == .@GID) {
+ mes "^3355FFThis is the Stronghold";
+ mes "Teleport Service. Would";
+ mes "you like to teleport to";
+ mes "the Emperium Center?^000000";
+ switch(select("Teleport:Cancel")) {
+ case 1:
+ warp "arug_cas01",67,193;
+ end;
+ case 2:
+ close;
+ }
+ }
+ end;
+}
+
+arug_cas01,103,186,0 duplicate(LF_ar01_1) Mardol#LF_ar01_2 111,{
+
+arug_cas01,92,126,4 script Mardol#LF_ar01_3::LF_ar01_2 111,{
+ set .@GID, GetCastleData("arug_cas01",1);
+ if (getcharid(2) == .@GID) {
+ mes "^3355FFThis is the Stronghold";
+ mes "Teleport Service. Would";
+ mes "you like to teleport to";
+ mes "the Emperium Center?^000000";
+ switch(select("Teleport:Cancel")) {
+ case 1:
+ warp "arug_cas01",67,193;
+ end;
+ case 2:
+ close;
+ }
+ }
+ end;
+
+OnInterIfInitOnce:
+OnRecvCastleAr01:
+ FlagEmblem GetCastleData("arug_cas01",1);
+ end;
+}
+
+arug_cas01,127,126,4 duplicate(LF_ar01_2) Mardol#LF_ar01_3 111
+arug_cas01,150,102,0 duplicate(LF_ar01_1) Mardol#LF_ar01_4 111
+arug_cas01,208,68,0 duplicate(LF_ar01_1) Mardol#LF_ar01_5 111
+arug_cas01,249,52,0 duplicate(LF_ar01_1) Mardol#LF_ar01_6 111
+arug_cas01,234,76,0 duplicate(LF_ar01_1) Mardol#LF_ar01_7 111
+arug_cas01,249,76,0 duplicate(LF_ar01_1) Mardol#LF_ar01_8 111
+arug_cas01,204,142,0 duplicate(LF_ar01_1) Mardol#LF_ar01_9 111
+arug_cas01,183,244,0 duplicate(LF_ar01_1) Mardol#LF_ar01_10 111
+arug_cas01,292,219,0 duplicate(LF_ar01_1) Mardol#LF_ar01_11 111
+arug_cas01,102,120,4 duplicate(LF_ar01_2) Mardol#LF_ar01_12 722
+arug_cas01,117,120,4 duplicate(LF_ar01_2) Mardol#LF_ar01_13 722
+arug_cas01,233,140,4 duplicate(LF_ar01_2) Mardol#LF_ar01_14 722
+
+// Guild Manager
+arug_cas01,92,380,3 script Steward#aru01 55,{
+ set .@GID, GetCastleData("arug_cas01",1);
+ if (.@GID == 0) {
+ mes "[ Steward ]";
+ mes "I await for the master";
+ mes "whom destiny will choose";
+ mes "for me. Do you think you";
+ mes "have to courage and strength";
+ mes "to conquer this stronghold?";
+ close;
+ }
+ if (getcharid(2) != .@GID || strcharinfo(0) != getguildmaster(.@GID)) {
+ mes "[ Steward ]";
+ mes "Hmpf. Your threats don't";
+ mes "scare me! Guardians, drive";
+ mes "this infidel away from here!";
+ mes "I will always be loyal to the";
+ mes "master of this stronghold,";
+ mes "the one and only ^FF0000" + getguildmaster(.@GID) + "^000000.";
+ close;
+ }
+ mes "[ Steward ]";
+ mes "Ah, Master ^FF0000" + getguildmaster(.@GID) + "^000000...";
+ mes "How shall I serve you today?";
+ mes "Was there an aspect of this";
+ mes "stronghold's maintenance";
+ mes "you wanted to discuss?";
+ next;
+ switch(select("Stronghold Briefing:Invest in Commercial Growth:Invest in Defense growth:Hire/Fire Storage Staff:Go to Master's room")) {
+ case 1:
+ mes "[ Steward ]";
+ mes "The Commercial Growth";
+ mes "Level of the stronghold is ^0000ff" + GetCastleData("arug_cas01",2) + ".";
+ if (GetCastleData("arug_cas01",4) > 0) {
+ mes "Last time, you invested in";
+ mes "Commercial Growth " + GetCastleData("arug_cas01",4) + ".";
+ }
+ next;
+ mes "[ Steward ]";
+ mes "Our stronghold's";
+ mes "safeguard level is " + GetCastleData("arug_cas01",3) + ".";
+ if (GetCastleData("arug_cas01",5) > 0) {
+ mes "Last time, you invested";
+ mes "in defense " + GetCastleData("arug_cas01",5) + " times.";
+ }
+ mes " ";
+ mes "That is all, master.";
+ close;
+ case 2:
+ set .@Economy,GetCastleData("arug_cas01",2);
+ if (.@Economy < 6) { set .@eco_invest,5000; }
+ else if ((.@Economy >= 6) && (.@Economy <= 10)) { set .@eco_invest,10000; }
+ else if ((.@Economy >= 11) && (.@Economy <= 15)) { set .@eco_invest,20000; }
+ else if ((.@Economy >= 16) && (.@Economy <= 20)) { set .@eco_invest,35000; }
+ else if ((.@Economy >= 21) && (.@Economy <= 25)) { set .@eco_invest,55000; }
+ else if ((.@Economy >= 26) && (.@Economy <= 30)) { set .@eco_invest,80000; }
+ else if ((.@Economy >= 31) && (.@Economy <= 35)) { set .@eco_invest,110000; }
+ else if ((.@Economy >= 36) && (.@Economy <= 40)) { set .@eco_invest,145000; }
+ else if ((.@Economy >= 41) && (.@Economy <= 45)) { set .@eco_invest,185000; }
+ else if ((.@Economy >= 46) && (.@Economy <= 50)) { set .@eco_invest,230000; }
+ else if ((.@Economy >= 51) && (.@Economy <= 55)) { set .@eco_invest,280000; }
+ else if ((.@Economy >= 56) && (.@Economy <= 60)) { set .@eco_invest,335000; }
+ else if ((.@Economy >= 61) && (.@Economy <= 65)) { set .@eco_invest,395000; }
+ else if ((.@Economy >= 66) && (.@Economy <= 70)) { set .@eco_invest,460000; }
+ else if ((.@Economy >= 71) && (.@Economy <= 75)) { set .@eco_invest,530000; }
+ else if ((.@Economy >= 76) && (.@Economy <= 80)) { set .@eco_invest,605000; }
+ else if ((.@Economy >= 81) && (.@Economy <= 85)) { set .@eco_invest,685000; }
+ else if ((.@Economy >= 86) && (.@Economy <= 90)) { set .@eco_invest,770000; }
+ else if ((.@Economy >= 91) && (.@Economy <= 95)) { set .@eco_invest,860000; }
+ else if ((.@Economy >= 96) && (.@Economy <= 100)) { set .@eco_invest,955000; }
+ //Quadruple the cost of investing if you've already invested once.
+ if (GetCastleData("arug_cas01",4)) {
+ set .@eco_invest,.@eco_invest*4;
+ }
+ mes "[ Steward ]";
+ mes "Raising the stronghold's";
+ mes "commercial growth will";
+ mes "increase the quantity of";
+ mes "goods produced for the guild.";
+ mes "Investing in commercial growth";
+ mes "will help the guild's future.";
+ next;
+ mes "[ Steward ]";
+ mes "You can make one investment";
+ mes "each day, but if you can make";
+ mes "two investments if you pay";
+ mes "more zeny: this will speed";
+ mes "up commercial development,";
+ mes "but can be quite expensive.";
+ next;
+ if (.@Economy == 100) {
+ mes "[ Steward ]";
+ mes "However, our stronghold's";
+ mes "commerical growth level is";
+ mes "at 100%. It's not possible to";
+ mes "develop commercial growth";
+ mes "any further than that.";
+ close;
+ }
+ if (GetCastleData("arug_cas01",4) >= 2) {
+ mes "[ Steward ]";
+ mes "You've already made two";
+ mes "investments today, so you'll";
+ mes "have to wait until tomorrow";
+ mes "to make another investment.";
+ close;
+ }
+ if (GetCastleData("arug_cas01",4) == 0) {
+ mes "[ Steward ]";
+ mes "You must pay ^FF0000" + .@eco_invest + "^000000 zeny";
+ mes "to make an investment";
+ mes "Will you invest in this";
+ mes "stronghold's commerical";
+ mes "development now?";
+ }
+ else {
+ mes "[ Steward ]";
+ mes "You must pay ^FF0000" + .@eco_invest + "^000000";
+ mes "more zeny to make a second";
+ mes "investment today. Will you";
+ mes "invest one more time?";
+ }
+ next;
+ switch(select("Invest in Commercial Growth:Cancel")) {
+ case 1:
+ if (GetCastleData("arug_cas01",4) >= 2) {
+ mes "[ Steward ]";
+ mes "You've already made two";
+ mes "investments today, so you'll";
+ mes "have to wait until tomorrow";
+ mes "to make another investment.";
+ close;
+ }
+ if (Zeny < .@eco_invest) {
+ mes "[ Steward ]";
+ mes "I'm sorry, Master, but";
+ mes "you do not have enough";
+ mes "zeny to make an investment";
+ mes "for the guild today.";
+ close;
+ }
+ set zeny,zeny-.@eco_invest;
+ SetCastleData "arug_cas01",4,GetCastleData("arug_cas01",4)+1;
+ mes "[ Steward ]";
+ mes "A wise use of the guild's";
+ mes "funds, Master. We can expect";
+ mes "to see the results of this";
+ mes "investment by tomorrow.";
+ close;
+ case 2:
+ mes "[ Steward ]";
+ mes "As you command, Master.";
+ close;
+ }
+ case 3:
+ set .@Defence,GetCastleData("arug_cas01",3);
+ if (.@Defence < 6) { set .@def_invest,10000; }
+ else if ((.@Defence >= 6) && (.@Defence <= 10)) { set .@def_invest,20000; }
+ else if ((.@Defence >= 11) && (.@Defence <= 15)) { set .@def_invest,40000; }
+ else if ((.@Defence >= 16) && (.@Defence <= 20)) { set .@def_invest,70000; }
+ else if ((.@Defence >= 21) && (.@Defence <= 25)) { set .@def_invest,110000; }
+ else if ((.@Defence >= 26) && (.@Defence <= 30)) { set .@def_invest,160000; }
+ else if ((.@Defence >= 31) && (.@Defence <= 35)) { set .@def_invest,220000; }
+ else if ((.@Defence >= 36) && (.@Defence <= 40)) { set .@def_invest,290000; }
+ else if ((.@Defence >= 41) && (.@Defence <= 45)) { set .@def_invest,370000; }
+ else if ((.@Defence >= 46) && (.@Defence <= 50)) { set .@def_invest,460000; }
+ else if ((.@Defence >= 51) && (.@Defence <= 55)) { set .@def_invest,560000; }
+ else if ((.@Defence >= 56) && (.@Defence <= 60)) { set .@def_invest,670000; }
+ else if ((.@Defence >= 61) && (.@Defence <= 65)) { set .@def_invest,790000; }
+ else if ((.@Defence >= 66) && (.@Defence <= 70)) { set .@def_invest,920000; }
+ else if ((.@Defence >= 71) && (.@Defence <= 75)) { set .@def_invest,1060000; }
+ else if ((.@Defence >= 76) && (.@Defence <= 80)) { set .@def_invest,1210000; }
+ else if ((.@Defence >= 81) && (.@Defence <= 85)) { set .@def_invest,1370000; }
+ else if ((.@Defence >= 86) && (.@Defence <= 90)) { set .@def_invest,1540000; }
+ else if ((.@Defence >= 91) && (.@Defence <= 95)) { set .@def_invest,1720000; }
+ else if ((.@Defence >= 96) && (.@Defence <= 100)) { set .@def_invest,1910000; }
+ //Quadruple the cost of investing if you've already invested once.
+ if (GetCastleData("arug_cas01",5)) {
+ set .@def_invest,.@def_invest*4;
+ }
+ mes "[ Steward ]";
+ mes "Investing in our stronghold's";
+ mes "defense will enhance the";
+ mes "durability of our Guardians";
+ mes "and the Emperium. We'll need";
+ mes "every advantage to protect";
+ mes "ourselves from our enemies.";
+ next;
+ mes "[ Steward ]";
+ mes "You can invest in defense";
+ mes "once per day, but if you pay";
+ mes "more zeny, you can invest";
+ mes "a maximum of two times daily.";
+ next;
+ mes "[ Steward ]";
+ if (GetCastleData("arug_cas01",3) == 100) {
+ mes "The Defense Level of this";
+ mes "stronghold is 100%, and";
+ mes "cannot be increased further.";
+ close;
+ }
+ if (GetCastleData("arug_cas01",5) >= 2) {
+ mes "Master, you've already";
+ mes "invested in Defense twice";
+ mes "today. You'll need to wait";
+ mes "until tomorrow if you really";
+ mes "want to increase our defenses.";
+ close;
+ }
+ if (GetCastleData("arug_cas01",5) == 0) {
+ mes "We need ^FF0000" + .@def_invest + "^000000";
+ mes "zeny to invest in our";
+ mes "stronghold's defenses.";
+ mes "Will you invest now?";
+ }
+ else {
+ mes "We need ^FF0000" + .@def_invest + "^000000";
+ mes "zeny to invest in our";
+ mes "stronghold's defenses";
+ mes "a second time today.";
+ mes "Will you invest now?";
+ }
+ next;
+ switch(select("Invest in Defense:Cancel")) {
+ case 1:
+ if (GetCastleData("arug_cas01",5) >= 2) {
+ mes "[ Steward ]";
+ mes "Master, you've already";
+ mes "invested in Defense twice";
+ mes "today. You'll need to wait";
+ mes "until tomorrow if you really";
+ mes "want to increase our defenses.";
+ close;
+ }
+ if (Zeny < .@def_invest) {
+ mes "[ Steward ]";
+ mes "I'm sorry, Master, but";
+ mes "you do not have enough";
+ mes "zeny to make an investment";
+ mes "for the guild today.";
+ close;
+ }
+ set zeny,zeny-.@def_invest;
+ SetCastleData "arug_cas01",5,GetCastleData("arug_cas01",5)+1;
+ mes "[ Steward ]";
+ mes "A wise use of the guild's";
+ mes "funds, Master. Increasing";
+ mes "the frequency of treasure";
+ mes "procured by the guild will";
+ mes "definitely help us all.";
+ close;
+ case 2:
+ mes "[ Steward ]";
+ mes "As you command, Master.";
+ close;
+ }
+ case 4:
+ if (GetCastleData("arug_cas01",9) == 1) {
+ mes "[ Steward ]";
+ mes "Do you wish to dismiss";
+ mes "the Kafra Employee that";
+ mes "we've hired for the guild?";
+ next;
+ switch(select("Dismiss:Cancel")) {
+ case 1:
+ cutin "kafra_01",2;
+ mes "[ Hired Kafra Employee ]";
+ mes "Master, please reconsider!";
+ mes "I've been working very hard";
+ mes "for the success of the guild!";
+ mes "I'll try harder to serve the";
+ mes "guild members of this";
+ mes "stronghold, I promise!";
+ next;
+ switch(select("Dismiss:Cancel")) {
+ case 1:
+ mes "[ Hired Kafra Employee ]";
+ mes "Why?! What have I done";
+ mes "to deserve this? Waaah~!";
+ next;
+ cutin "kafra_01",255;
+ break;
+ case 2:
+ mes "[ Hired Kafra Employee ]";
+ mes "Thank you, Master!";
+ mes "I'll obey your every";
+ mes "command as best I can!";
+ mes "You won't regret this!";
+ close;
+ }
+ break;
+ case 2:
+ mes "[ Steward ]";
+ mes "She works very hard,";
+ mes "in my opinion. It was in";
+ mes "all of our best interests to";
+ mes "allow her to stay with us.";
+ close;
+ }
+ disablenpc "Kafra Employee#aru01";
+ SetCastleData "arug_cas01",9,0;
+ mes "[ Steward ]";
+ mes "That Kafra Employee";
+ mes "has been dismissed.";
+ mes "Were really dissatisfied";
+ mes "by the quality of her service?";
+ close;
+ }
+ else {
+ mes "[ Steward ]";
+ mes "Will you hire a";
+ mes "Kafra Employee to serve";
+ mes "our stronghold? You must";
+ mes "pay ^FF000010,000 zeny^000000 to hire one.";
+ next;
+ switch(select("Hire:Cancel")) {
+ case 1:
+ if (getgdskilllv(.@GID,10001) == 0) {
+ mes "[ Steward ]";
+ mes "Master, we cannot hire a";
+ mes "Kafra Employee because";
+ mes "you have not yet attained";
+ mes "the ^FF0000Contract with Kafra^000000";
+ mes "guild skill.";
+ close;
+ }
+ if (Zeny < 10000) {
+ mes "[ Steward ]";
+ mes "Master, we cannot hire a";
+ mes "Kafra Employee because";
+ mes "we do not have enough";
+ mes "funds to pay the contract fee.";
+ close;
+ }
+ set zeny,zeny-10000;
+ enablenpc "Kafra Employee#aru01";
+ SetCastleData "arug_cas01",9,1;
+ mes "[ Steward ]";
+ mes "Very well. We have formed";
+ mes "a contract with the Kafra";
+ mes "Head Office, and hired a";
+ mes "Kafra Employee for our";
+ mes "stronghold. Here she is~";
+ next;
+ cutin "kafra_01",2;
+ mes "[ Hired Kafra Employee ]";
+ mes "How do you do? I've";
+ mes "been dispatched by the";
+ mes "Kafra Head Office to";
+ mes "serve your guild's needs.";
+ mes "I'll do my best to follow";
+ mes "your every command, Master.";
+ next;
+ cutin "kafra_01",255;
+ mes "[ Steward ]";
+ mes "Our contract will expire";
+ mes "after one month, so we must";
+ mes "pay additional fees to keep";
+ mes "this Kafra Employee in";
+ mes "the service of our guild.";
+ close;
+ case 2:
+ mes "[ Steward ]";
+ mes "As you command, Master.";
+ mes "However, I suggest hiring";
+ mes "a Kafra Employee as soon";
+ mes "as possible since our guild";
+ mes "would greatly benefit from";
+ mes "the convenient Kafra services.";
+ close;
+ }
+ }
+ case 5:
+ mes "[ Steward ]";
+ mes "Do you wish to enter the";
+ mes "Guild Treasure Room?";
+ mes "Only you, the Guild Master,";
+ mes "are permitted to enter.";
+ next;
+ mes "[ Steward ]";
+ mes "Please remember to open";
+ mes "the Treasure Boxes at the";
+ mes "proper time. Otherwise, the";
+ mes "treasure may disappear if";
+ mes "something unexpected happens.";
+ next;
+ switch(select("Go to Treasure Room:Cancel")) {
+ case 1:
+ mes "[ Steward ]";
+ mes "Allow me to guide you";
+ mes "on the secret path to";
+ mes "the Treasure Room.";
+ mes "Press the secret switch";
+ mes "when you wish to return here.";
+ close2;
+ warp "arug_cas01",250,363;
+ end;
+ case 2:
+ mes "[ Steward ]";
+ mes "Items in the Treasure Room";
+ mes "are produced once each day.";
+ mes "Therefore, you must obtain";
+ mes "the treasure items everyday.";
+ mes "For the sake of the guild,";
+ mes "prioritize treasure harvesting!";
+ close;
+ }
+ }
+
+Onstop:
+ stopnpctimer;
+ end;
+
+OnStartArena:
+ set .@GID,getcharid(2);
+ // Lower castle Economy
+ set .@Economy,GetCastleData("arug_cas01",2) - 5;
+ if (.@Economy < 0) set .@Economy, 0;
+ SetCastleData "arug_cas01", 2, .@Economy;
+ // Lower Castle Defence
+ set .@Defence,GetCastleData("arug_cas01",3) - 5;
+ if (.@Defence < 0) set .@Defence, 0;
+ SetCastleData "arug_cas01", 3, .@Defence;
+ // Set new owner
+ SetCastleData "arug_cas01",1, .@GID;
+ // Clear castle's data.
+ for( set .@i, 4; .@i <= 9; set .@i, .@i+1 )
+ SetCastleData "arug_cas01", .@i, 0;
+ // Disable Kafra
+ disablenpc "Kafra Employee#aru01";
+
+ set .msg,2;
+ if (.msg == 1) {
+ announce "Fortress [" + GetCastleName("arug_cas01") + "]'s 'Valfreyja' was captured by [" + getguildname(.@gid) + "] Guild.",bc_all|bc_woe;
+ donpcevent "Manager#aru01_02::Onstart";
+ }
+ else if (.msg == 2) {
+ announce "The [" + getguildname(.@gid) + "] conquered the [Valfreyja 1] stronghold of " + GetCastleName("arug_cas01"),bc_all|bc_woe;
+ mapannounce "arug_cas01","The emperium has been shattered!",bc_map,"0x00FF00",FW_NORMAL,20,0,40;
+ if (agitcheck2()) {
+ donpcevent "Manager#aru01_02::Onreset";
+ initnpctimer;
+ }
+ else {
+ donpcevent "Manager#aru01_02::Onreset";
+ stopnpctimer;
+ }
+ }
+ else if (.msg == 0) {
+ announce "Fortress [" + GetCastleName("arug_cas01") + "]'s 'Valfreyja' was captured by [" + getguildname(.@gid) + "] Guild.",bc_all|bc_woe;
+ donpcevent "Manager#aru01_02::Onreset";
+ stopnpctimer;
+ end;
+ }
+ MapRespawnGuildID "arug_cas01",GetCastleData("arug_cas01",1),2;
+ donpcevent "::OnRecvCastleAr01";
+ end;
+
+OnTimer10000:
+ donpcevent "Manager#aru01_02::Onchange";
+ mapannounce "arug_cas01","Rebuild this stronghold's Guardian Stones and Fortress Gates to secure your guild's new aquisition!",bc_map,"0x00FF00",FW_NORMAL,20,0,40;
+ end;
+}
+
+// Guild Kafra
+arug_cas01,31,362,3 script Kafra Employee#aru01 117,{
+ cutin "kafra_01",2;
+ set .@GID, GetCastleData("arug_cas01",1);
+ if (getcharid(2) == .@GID && getgdskilllv(.@GID,10001)) {
+ mes "[Kafra Employee]";
+ mes "Welcome, proud member";
+ mes "of the ^FF0000" + GetGuildName(.@GID) + "^000000 Guild!";
+ mes "The Kafra Corporation is ready";
+ mes "to assist you wherever you go!";
+ next;
+ switch(select("Use Storage:Use Warp Service:Rent Pushcart:Cancel")) {
+ case 1:
+ if (basicskillcheck() && getskilllv("NV_BASIC") < 6) {
+ mes "[Kafra Employee]";
+ mes "I'm so sorry, but you must";
+ mes "have at least Novice Skill";
+ mes "Lv.6 to use the Storage.";
+ }
+ else {
+ openstorage;
+ }
+ break;
+ case 2:
+ mes "[Kafra Employee]";
+ mes "Please tell me your";
+ mes "Warp destination.";
+ next;
+ switch(select("Rachel -> 200 z:Cancel")) {
+ case 1:
+ if (Zeny < 200) {
+ mes "[Kafra Employee]";
+ mes "I'm sorry, but you don't";
+ mes "have enough zeny to pay";
+ mes "the warp fee. Would you";
+ mes "please check your funds again?";
+ close2;
+ cutin "kafra_01",255;
+ end;
+ }
+ set zeny,zeny-200;
+ warp "rachel",115,125;
+ end;
+ case 2:
+ cutin "kafra_01",255;
+ }
+ break;
+ case 3:
+ if (BaseClass != Job_Merchant) {
+ mes "[Kafra Employee]";
+ mes "I'm sorry, but the Pushcart";
+ mes "rental service can only be";
+ mes "used by Merchant, Blacksmith,";
+ mes "and Alchemist class characters.";
+ }
+ else if (checkcart() == 1) {
+ mes "[Kafra Employee]";
+ mes "Hm? You've already";
+ mes "rented a Pushcart.";
+ }
+ else {
+ mes "[Kafra Employee]";
+ mes "The Pushcart rental fee";
+ mes "is 800 zeny. Would you";
+ mes "like to rent a Pushcart?";
+ next;
+ switch(select("Rent Pushcart:Cancel")) {
+ case 1:
+ if (Zeny < 800) {
+ mes "[Kafra Employee]";
+ mes "I'm sorry, but you don't";
+ mes "have enough zeny to rent";
+ mes "one of our Pushcarts.";
+ close2;
+ cutin "kafra_01",255;
+ end;
+ }
+ set zeny,zeny-800;
+ setcart;
+ break;
+ case 2:
+ break;
+ }
+ }
+ break;
+ case 4:
+ mes "[Kafra Employee]";
+ mes "Thank you for using the";
+ mes "Kafra Service. Wherever";
+ mes "you go, Kafra will be";
+ mes "there to support you!";
+ close2;
+ cutin "kafra_01",255;
+ end;
+ }
+ close2;
+ cutin "kafra_01",255;
+ end;
+ }
+ else {
+ mes "[Kafra Employee]";
+ mes "I'm sorry, but I've been";
+ mes "exclusively contracted";
+ mes "to the members of the";
+ mes "^FF0000" + GetGuildName(.@GID) + "^000000 Guild.";
+ mes "You'll have to ask another";
+ mes "Kafra Employee to help you...";
+ close2;
+ cutin "kafra_01",255;
+ end;
+ }
+
+OnRecvCastleAr01:
+ if (GetCastleData("arug_cas01",1) == 0) {
+ monster "arug_cas01",0,0,"Evil Druid",1117,10;
+ monster "arug_cas01",0,0,"Khalitzburg",1132,4;
+ monster "arug_cas01",0,0,"Abysmal Knight",1219,3;
+ monster "arug_cas01",0,0,"Executioner",1205,1;
+ monster "arug_cas01",0,0,"Penomena",1216,10;
+ monster "arug_cas01",0,0,"Alarm",1193,18;
+ monster "arug_cas01",0,0,"Clock",1269,9;
+ monster "arug_cas01",0,0,"Raydric Archer",1276,12;
+ monster "arug_cas01",0,0,"Wanderer",1208,3;
+ monster "arug_cas01",0,0,"Alice",1275,1;
+ monster "arug_cas01",0,0,"Bloody Knight",1268,2;
+ monster "arug_cas01",0,0,"Dark Lord",1272,2;
+ monster "arug_cas01",0,0,"Tower Keeper",1270,4;
+ }
+ if (GetCastleData("arug_cas01",9) < 1) {
+ disablenpc "Kafra Employee#aru01";
+ }
+ end;
+}
+
+arug_cas01,259,371,0 script #aru01_switch 111,{
+ mes " ";
+ mes "^3355FFWill you pull";
+ mes "this small lever?^000000";
+ next;
+ switch(select("Pull Lever:Cancel")) {
+ case 1:
+ warp "arug_cas01",121,357;
+ end;
+ case 2:
+ close;
+ }
+}
+
+aru_gld,164,270,4 script Mardol#flag_Ar01_1::Ar01_Flag 722,{
+ set .@GID, GetCastleData("arug_cas01",1);
+ if (.@GID == 0) {
+ mes "[ Arunafeltz Royal Edict ]";
+ mes "The Holy Kingdom of";
+ mes "Arunafeltz declares that";
+ mes "one has yet to claim lordship";
+ mes "over this stronghold. The one";
+ mes "that breaks the Emperium will";
+ mes "be recognized as its new owner.";
+ close;
+ }
+ else {
+ if (getcharid(2) == .@GID) {
+ mes "[ Ringing Voice ]";
+ mes "Courageous one,";
+ mes "do you wish to return";
+ mes "to your stronghold?";
+ next;
+ switch(select("Return to the Stronghold:Cancel")) {
+ case 1:
+ set .@GID, GetCastleData("arug_cas01",1);
+ if (getcharid(2) == .@GID) {
+ warp "arug_cas01",67,193;
+ end;
+ }
+ close;
+ case 2:
+ close;
+ }
+ }
+ mes "[ Arunafeltz Royal Edict ]";
+ mes "The Holy Kingdom of";
+ mes "Arunafeltz decrees that";
+ mes "this stronghold is owned";
+ mes "by the ^FF0000" + GetGuildName(.@GID) + "^000000 Guild.";
+ next;
+ mes "[ Arunafeltz Royal Edict ]";
+ mes "^FF0000" + GetGuildMaster(.@GID) + "^000000 is";
+ mes "Guild Master of ^FF0000" + GetGuildName(.@GID) + "^000000.";
+ mes "Any that object must claim this";
+ mes "stronghold through strength of";
+ mes "steel and magic during the";
+ mes "appointed Guild Siege times.";
+ close;
+ }
+
+OnInterIfInitOnce:
+OnRecvCastleAr01:
+ FlagEmblem GetCastleData("arug_cas01",1);
+ end;
+}
+
+aru_gld,142,235,4 duplicate(Ar01_Flag) Mardol#flag_Ar01_2 722
+aru_gld,164,245,5 duplicate(Ar01_Flag) Mardol#flag_Ar01_3 722
+aru_gld,182,255,5 duplicate(Ar01_Flag) Mardol#flag_Ar01_4 722
diff --git a/npc/pre-re/guild2/arug_cas02.txt b/npc/pre-re/guild2/arug_cas02.txt
new file mode 100644
index 000000000..4bef4eab0
--- /dev/null
+++ b/npc/pre-re/guild2/arug_cas02.txt
@@ -0,0 +1,2923 @@
+//===== rAthena Script =======================================
+//= War of Emperium Second Edition
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 2.3
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= WoE SE Arunafeltz Castle 2
+//===== Additional Comments: =================================
+//= 1.0 First Version [L0ne_W0lf]
+//= 1.1 Swaped an end for a close in eco investing. [L0ne_W0lf]
+//= 1.2 Fixed double message in defense investing. [L0ne_W0lf]
+//= Corrected a minor typo in the guild steward.
+//= 1.3 Fixed a guardian spawning NPCs. [L0ne_W0lf]
+//= 1.4 Fixed investment period not resetting. [L0ne_W0lf]
+//= Made it so treasure won't spawn if castle is empty.
+//= Treasure will now be killed before spawning.
+//= 1.5 Fixed error with control devices. [L0ne_W0lf]
+//= 1.6 Two small fixes. (aegis carry-overs) [L0ne_W0lf]
+//= 1.7 Another two fixes [Yommy]
+//= 1.8 Corrected copy/paste error. [L0ne_W0lf]
+//= 1.9 Implemented new Wall System. [Zephyrus]
+//= 2.0 Replaced effect numerics with constants. [L0ne_W0lf]
+//= 2.1 Applied updated eco/def systems. [L0ne_W0lf]
+//= 2.2 Fixed eco/def not actually incrementing. [L0ne_W0lf]
+//= Can no longer gain eco/def higher than 100.
+//= 2.3 Fixed a possible exploit in guild castle investment. [Brian]
+//============================================================
+
+arug_cas02,1,1,0 script Manager#aru02_02 111,{
+ end;
+
+OnAgitInit2:
+OnRecvCastleAr02:
+ if (GetCastleData("arug_cas02",1) == 0) {
+ donpcevent "Manager#aru02_02::Onstart";
+ }
+ end;
+
+OnAgitStart2:
+ if (agitcheck2()) {
+ MapRespawnGuildID "arug_cas02",GetCastleData("arug_cas02",1),2;
+ GvgOn "arug_cas02";
+ donpcevent "Manager#aru02_02::Onstart";
+ }
+ else {
+ donpcevent "#aru02_RL00::OnDisable";
+ donpcevent "#aru02_RL01::OnDisable";
+ donpcevent "#aru02_RL02::OnDisable";
+ donpcevent "#aru02_RL03::OnDisable";
+ }
+ end;
+
+OnAgitEnd2:
+ GvgOff "arug_cas02";
+ if (GetCastleData("arug_cas02",1)) {
+ KillMonster "arug_cas02","Steward#aru02::OnStartArena";
+ donpcevent "Manager#aru02_02::Onreset";
+ donpcevent "Steward#aru02::Onstop";
+ }
+ end;
+
+Onstart:
+ // 1st Guardian stone, 2nd Guardian stone, Barrier 1, Barrier 2, Barrier 3, Summon Guardians
+ // Settings for all but Summon Guardians
+ // 0 = Okay; 1 = Destroyed; 2 = Repairing
+ // Summon Guardians
+ // 0 = Do not Summon; 1 = Summon
+ if (GetCastleData("arug_cas02",1)) {
+ setarray $agit_ar02[0],0,0,0,0,0,0;
+ donpcevent "#aru02_df01::OnEnable";
+ donpcevent "#aru02_df02::OnEnable";
+ donpcevent "#aru02_RL00::OnEnable";
+ donpcevent "#aru02_RL01::OnEnable";
+ donpcevent "#aru02_RL02::OnEnable";
+ donpcevent "#aru02_RL03::OnEnable";
+ }
+ monster "arug_cas02",89,256,"Emperium",1288,1,"Steward#aru02::OnStartArena";
+ end;
+
+Onreset:
+ donpcevent "#aru02_df01::OnDisable";
+ donpcevent "#aru02_df02::OnDisable";
+ donpcevent "#aru02_gard01::Onreset";
+ donpcevent "#aru02_gard02::Onreset";
+ donpcevent "#aru02_RL00::OnDisable";
+ donpcevent "#aru02_RL01::OnDisable";
+ donpcevent "#aru02_RL02::OnDisable";
+ donpcevent "#aru02_RL03::OnDisable";
+ donpcevent "1st Guardian Stone#aru02::OnDisable";
+ donpcevent "2nd Guardian Stone#aru02::OnDisable";
+ donpcevent "Control Device01#aru02::OnDisable";
+ donpcevent "Control Device02#aru02::OnDisable";
+ donpcevent "Control Device03#aru02::OnDisable";
+ if (agitcheck2()) {
+ setarray $agit_ar02[0],0,0,1,1,1,0;
+ }
+ end;
+
+Onchange:
+ setarray $agit_ar02[0],2,2,1,1,2,0;
+ monster "arug_cas02",89,256,"Emperium",1288,1,"Steward#aru02::OnStartArena";
+ donpcevent "Control Device03#aru02::OnEnable";
+ donpcevent "1st Guardian Stone#aru02::OnEnable";
+ donpcevent "2nd Guardian Stone#aru02::OnEnable";
+ end;
+
+OnClock0001:
+ if (!GetCastleData("arug_cas02",1)) end;
+ killmonster "arug_cas02","Manager#aru02_02::OnTreasureDied";
+
+ if (GetCastleData("arug_cas02",4)) {
+ set .@Economy,GetCastleData("arug_cas02",2);
+ SetCastleData "arug_cas02",2,.@Economy + GetCastleData("arug_cas02",4) + (rand(2) && getgdskilllv(.@GID,10014));
+ if (GetCastleData("arug_cas02",2) > 100) SetCastleData "arug_cas02",2,100;
+ setcastledata "arug_cas02",4,0;
+ }
+ if (GetCastleData("arug_cas02",5)) {
+ set .@Defence,GetCastleData("arug_cas02",3);
+ SetCastleData "arug_cas02",3,.@Defence + GetCastleData("arug_cas02",5);
+ if (GetCastleData("arug_cas02",3) > 100) SetCastleData "arug_cas02",3,100;
+ setcastledata "arug_cas02",5,0;
+ }
+
+ set .@Treasure,GetCastleData("arug_cas02",2)/5+4;
+ if (.@Treasure) {
+ monster "arug_cas02",382,231,"Treasure Chest",1944,1,"Manager#aru02_02::OnTreasureDied";
+ monster "arug_cas02",383,231,"Treasure Chest",1324,1,"Manager#aru02_02::OnTreasureDied";
+ monster "arug_cas02",384,231,"Treasure Chest",1944,1,"Manager#aru02_02::OnTreasureDied";
+ monster "arug_cas02",385,231,"Treasure Chest",1324,1,"Manager#aru02_02::OnTreasureDied";
+ if (.@Treasure < 5) end;
+ monster "arug_cas02",386,231,"Treasure Chest",1944,1,"Manager#aru02_02::OnTreasureDied";
+ if (.@Treasure < 6) end;
+ monster "arug_cas02",387,231,"Treasure Chest",1324,1,"Manager#aru02_02::OnTreasureDied";
+ if (.@Treasure < 7) end;
+ monster "arug_cas02",384,230,"Treasure Chest",1944,1,"Manager#aru02_02::OnTreasureDied";
+ if (.@Treasure < 8) end;
+ monster "arug_cas02",385,230,"Treasure Chest",1324,1,"Manager#aru02_02::OnTreasureDied";
+ if (.@Treasure < 9) end;
+ monster "arug_cas02",386,230,"Treasure Chest",1944,1,"Manager#aru02_02::OnTreasureDied";
+ if (.@Treasure < 10) end;
+ monster "arug_cas02",387,230,"Treasure Chest",1324,1,"Manager#aru02_02::OnTreasureDied";
+ if (.@Treasure < 11) end;
+ monster "arug_cas02",388,230,"Treasure Chest",1944,1,"Manager#aru02_02::OnTreasureDied";
+ if (.@Treasure < 12) end;
+ monster "arug_cas02",389,230,"Treasure Chest",1324,1,"Manager#aru02_02::OnTreasureDied";
+ if (.@Treasure < 13) end;
+ monster "arug_cas02",382,225,"Treasure Chest",1944,1,"Manager#aru02_02::OnTreasureDied";
+ if (.@Treasure < 14) end;
+ monster "arug_cas02",383,225,"Treasure Chest",1324,1,"Manager#aru02_02::OnTreasureDied";
+ if (.@Treasure < 15) end;
+ monster "arug_cas02",384,225,"Treasure Chest",1944,1,"Manager#aru02_02::OnTreasureDied";
+ if (.@Treasure < 16) end;
+ monster "arug_cas02",385,225,"Treasure Chest",1324,1,"Manager#aru02_02::OnTreasureDied";
+ if (.@Treasure < 17) end;
+ monster "arug_cas02",386,225,"Treasure Chest",1944,1,"Manager#aru02_02::OnTreasureDied";
+ if (.@Treasure < 18) end;
+ monster "arug_cas02",387,225,"Treasure Chest",1324,1,"Manager#aru02_02::OnTreasureDied";
+ if (.@Treasure < 19) end;
+ monster "arug_cas02",384,224,"Treasure Chest",1944,1,"Manager#aru02_02::OnTreasureDied";
+ if (.@Treasure < 20) end;
+ monster "arug_cas02",385,224,"Treasure Chest",1324,1,"Manager#aru02_02::OnTreasureDied";
+ if (.@Treasure < 21) end;
+ monster "arug_cas02",386,224,"Treasure Chest",1944,1,"Manager#aru02_02::OnTreasureDied";
+ if (.@Treasure < 22) end;
+ monster "arug_cas02",387,224,"Treasure Chest",1324,1,"Manager#aru02_02::OnTreasureDied";
+ if (.@Treasure < 23) end;
+ monster "arug_cas02",388,224,"Treasure Chest",1944,1,"Manager#aru02_02::OnTreasureDied";
+ if (.@Treasure < 24) end;
+ monster "arug_cas02",389,224,"Treasure Chest",1324,1,"Manager#aru02_02::OnTreasureDied";
+ }
+ end;
+
+OnTreasureDied:
+ end;
+}
+
+arug_cas02,38,259,5 script Yumenes#aru02_01 868,{
+ set .@GID, GetCastleData("arug_cas02",1);
+ if (.@GID == 0) {
+ mes "[Yumenes]";
+ mes "Great job. Now, all you";
+ mes "need to do is destroy this";
+ mes "Emperium to gain ownership";
+ mes "over this stronghold.";
+ close;
+ }
+ if (getcharid(2) == .@GID) {
+ if (strcharinfo(0) != getguildmaster(.@GID)) {
+ mes "[Yumenes]";
+ mes "As guardian of this";
+ mes "stronghold, I answer only";
+ mes "to the master of the guild";
+ mes "that controls this place.";
+ close;
+ }
+ else {
+ if (agitcheck2() == 0) {
+ mes "[Yumenes]";
+ mes "I am Yumenes, guardian of";
+ mes "this stronghold. For now,";
+ mes "all is quiet in this place.";
+ next;
+ switch(select("Converse:Cancel")) {
+ case 1:
+ mes "[Yumenes]";
+ mes "Do you have any questions";
+ mes "about this stronghold?";
+ next;
+ switch(select("Guardian Stones:Fortress Gates:Link Flags:Battle Strategy:Cancel")) {
+ case 1:
+ mes "[Yumenes]";
+ mes "There is one Emperium";
+ mes "and two Guardian Stones in";
+ mes "each fortress. These stones";
+ mes "are the first line of defense,";
+ mes "and must be destroyed before";
+ mes "enemies can even enter.";
+ next;
+ mes "[Yumenes]";
+ mes "The stones are located in";
+ mes "^4D4DFFGate Houses^000000 which must be";
+ mes "protected to prevent enemies";
+ mes "from reaching the Emperium.";
+ mes "Guardian Stones can ^4D4DFFrecall";
+ mes "your Guardians^000000 for protection.";
+ next;
+ mes "[Yumenes]";
+ mes "Fortresses with higher levels";
+ mes "of defense can summon more";
+ mes "Guardians: this is why it is";
+ mes "so important for guilds to";
+ mes "invest in Defense Growth.";
+ next;
+ mes "[Yumenes]";
+ mes "Guardian Stones that have";
+ mes "been destroyed can be revived";
+ mes "after a certain time, but one of^FFFFFF ^000000 the guild members must give";
+ mes "me the order. I can also report^FFFFFF ^000000 the status of the Guardian Stones.";
+ close;
+ case 2:
+ mes "[Yumenes]";
+ mes "^4D4DFFFortress Gates^000000 are the second ^FFFFFF ^000000 line of guild stronghold defense,";
+ mes "and are protected by extra barricades activated by the Guardian Stones.";
+ mes "These gates are located in three different parts of the fortress.";
+ next;
+ mes "[Yumenes]";
+ mes "Barricades are protected by";
+ mes "Guardian Stones, and are";
+ mes "restored when the Guardian";
+ mes "Stones are retrieved. However,";
+ mes "it is not as easy to restore";
+ mes "destroyed Fortress Gates.";
+ next;
+ mes "[Yumenes]";
+ mes "Fortress Gates can only be";
+ mes "restored when the ^4D4DFFguild";
+ mes "master of a stronghold";
+ mes "changes^000000, or if ^4D4DFFrestoration";
+ mes "is requested by the guild";
+ mes "master of the stronghold^000000.";
+ close;
+ case 3:
+ mes "[Yumenes]";
+ mes "Strongholds have many";
+ mes "Link Flags that allow you";
+ mes "to access vital areas within";
+ mes "restrictions placed by the";
+ mes "Barricades. Usually, ^4D4DFFFlag 1";
+ mes "links to the Gate House^000000.";
+ next;
+ mes "[Yumenes]";
+ mes "Many flags link directly to";
+ mes "the flag near the Emperium.";
+ mes "The final numbered flag is";
+ mes "linked to the Convenience";
+ mes "Facility of the stronghold's";
+ mes "owner. Keep this in mind.";
+ close;
+ case 4:
+ mes "[Yumenes]";
+ mes "Strategy? It would be better";
+ mes "to develop your battle plan to";
+ mes "exploit your guild's advantages";
+ mes "and your enemies' weaknesses.";
+ mes "Use the Gate Houses and Barricades, and rebuild as quickly as you can!";
+ close;
+ case 5:
+ mes "[Yumenes]";
+ mes "You have no questions";
+ mes "to ask of me? Well, I'm";
+ mes "here to serve your needs.";
+ close;
+ }
+ case 2:
+ mes "[Yumenes]";
+ mes "I'm always here, so";
+ mes "feel free to request my";
+ mes "assistance whenever";
+ mes "the need arises.";
+ close;
+ }
+ }
+ else {
+ mes "[Yumenes]";
+ mes "Greetings, "+strcharinfo(0)+".";
+ mes "What are your orders?";
+ next;
+ switch(select("Increase Stronghold Defense:Situational Briefing:Cancel")) {
+ case 1:
+ if ($agit_ar02[5] == 0) {
+ if (getgdskilllv(.@GID,10002) == 0) {
+ mes "[Yumenes]";
+ mes "I'm sorry, but the Guardian";
+ mes "Stones aren't powerful enough";
+ mes "to summon Guardians yet. We";
+ mes "need to accumulate more";
+ mes "knowledge before they can";
+ mes "summon any Guardians.";
+ close;
+ }
+ else {
+ mes "[Yumenes]";
+ mes "I shall endeavor to summon";
+ mes "a Guardian through a Guardian";
+ mes "Stone. However, keep in mind";
+ mes "that this will not work if the";
+ mes "Guardian Stone is destroyed.";
+ setarray $agit_ar02[5],1;
+ if ($agit_ar02[0] == 0) {
+ donpcevent "#aru02_gard01::OnEnable";
+ }
+ if ($agit_ar02[1] == 0) {
+ donpcevent "#aru02_gard02::OnEnable";
+ }
+ close;
+ }
+ }
+ else {
+ mes "[Yumenes]";
+ mes "You've already commanded";
+ mes "me to summon a Guardian";
+ mes "to defend the stronghold.";
+ close;
+ }
+ case 2:
+ mes "[Yumenes]";
+ mes "Our defense status is...";
+ if ($agit_ar02[0] == 1) {
+ mes "1st Guardian Stone: ^FF0000Destroyed^000000";
+ }
+ else if ($agit_ar02[0] == 2) {
+ mes "1st Guardian Stone: ^008000Repairing^000000";
+ }
+ else {
+ mes "1st Guardian Stone: ^4D4DFFOperational^000000";
+ }
+ if ($agit_ar02[1] == 1) {
+ mes "2nd Guardian Stone: ^FF0000Destroyed^000000";
+ }
+ else if ($agit_ar02[1] == 2) {
+ mes "2nd Guardian Stone: ^008000Repairing^000000";
+ }
+ else {
+ mes "2nd Guardian Stone: ^4D4DFFOperational^000000";
+ }
+ if ($agit_ar02[2] == 1) {
+ mes "1st Fortress Gate: ^FF0000Destroyed^000000";
+ }
+ else if ($agit_ar02[2] == 2) {
+ mes "1st Fortress Gate: ^008000Repairing^000000";
+ }
+ else {
+ mes "1st Fortress Gate: ^4D4DFFOperational^000000";
+ }
+ if ($agit_ar02[3] == 1) {
+ mes "2nd Fortress Gate: ^FF0000Destroyed^000000";
+ }
+ else if ($agit_ar02[3] == 2) {
+ mes "2nd Fortress Gate: ^008000Repairing^000000";
+ }
+ else {
+ mes "2nd Fortress Gate: ^4D4DFFOperational^000000";
+ }
+ if ($agit_ar02[4] == 1) {
+ mes "3rd Fortress Gate: ^FF0000Destroyed^000000";
+ }
+ else if ($agit_ar02[4] == 2) {
+ mes "3rd Fortress Gate: ^008000Repairing^000000";
+ }
+ else {
+ mes "3rd Fortress Gate: ^4D4DFFOperational^000000";
+ }
+ close;
+ case 3:
+ mes "[Yumenes]";
+ mes "I'll be standing by,";
+ mes "awaiting your orders.";
+ close;
+ }
+ }
+ }
+ }
+ else {
+ mes "[Yumenes]";
+ mes "Who are you? Scoundrel!";
+ mes "Leave this stronghold now!";
+ close;
+ }
+
+OnInit:
+ setarray $agit_ar02[0],0,0,0,0,0,0;
+ end;
+}
+
+arug_cas02,1,1,0 script #aru02_gard01 -1,{
+OnEnable:
+ set .@defence,GetCastleData("arug_cas02",3);
+ guardian "arug_cas02",104,32,"Guardian",1899,"#aru02_gard01::OnGuardianDied"; //0;
+ if ((.@defence > 10) && (.@defence < 31)) {
+ set .MyMobCount,2;
+ guardian "arug_cas02",67,36,"Guardian",1899,"#aru02_gard01::OnGuardianDied"; //1;
+ }
+ else if ((.@defence > 30) && (.@defence < 51)) {
+ set .MyMobCount,3;
+ guardian "arug_cas02",67,36,"Guardian",1899,"#aru02_gard01::OnGuardianDied"; //1;
+ guardian "arug_cas02",67,85,"Guardian",1899,"#aru02_gard01::OnGuardianDied"; //2;
+ }
+ else if ((.@defence > 50) && (.@defence < 71)) {
+ set .MyMobCount,4;
+ guardian "arug_cas02",67,36,"Guardian",1899,"#aru02_gard01::OnGuardianDied"; //1;
+ guardian "arug_cas02",67,85,"Guardian",1899,"#aru02_gard01::OnGuardianDied"; //2;
+ guardian "arug_cas02",113,87,"Guardian",1899,"#aru02_gard01::OnGuardianDied"; //3;
+ }
+ else if (.@defence > 70) {
+ set .MyMobCount,5;
+ guardian "arug_cas02",67,36,"Guardian",1899,"#aru02_gard01::OnGuardianDied"; //1;
+ guardian "arug_cas02",67,85,"Guardian",1899,"#aru02_gard01::OnGuardianDied"; //2;
+ guardian "arug_cas02",113,87,"Guardian",1899,"#aru02_gard01::OnGuardianDied"; //3;
+ guardian "arug_cas02",122,112,"Guardian",1899,"#aru02_gard01::OnGuardianDied"; //4;
+ }
+ else {
+ set .MyMobCount,2;
+ guardian "arug_cas02",20,169,"Guardian",1899,"#aru02_gard01::OnGuardianDied"; //1;
+ }
+ initnpctimer;
+ end;
+
+OnTimer300000:
+ set .MyMobCount,.MyMobCount+1;
+ guardian "arug_cas02",67,60,"Guardian",1899,"#aru02_gard01::OnGuardianDied"; //5;
+ mapannounce "arug_cas02","The 1st Guardian has been summoned from the Gate House.",bc_map,"0xff4500";
+ end;
+
+OnTimer900000:
+ set .MyMobCount,.MyMobCount+1;
+ guardian "arug_cas02",90,167,"Guardian",1899,"#aru02_gard01::OnGuardianDied"; //6;
+ mapannounce "arug_cas02","The 2nd Guardian has been summoned from the Gate House.",bc_map,"0xff4500";
+ end;
+
+OnTimer1800000:
+ set .MyMobCount,.MyMobCount+1;
+ guardian "arug_cas02",91,119,"Guardian",1899,"#aru02_gard01::OnGuardianDied"; //7;
+ mapannounce "arug_cas02","The 3rd Guardian has been summoned from the Gate House.",bc_map,"0xff4500";
+ end;
+
+OnTimer2700000:
+ set .MyMobCount,.MyMobCount+1;
+ guardian "arug_cas02",122,112,"Guardian",1899,"#aru02_gard01::OnGuardianDied"; //8;
+ mapannounce "arug_cas02","The 4th Guardian has been summoned from the Gate House.",bc_map,"0xff4500";
+ end;
+
+OnTimer3600000:
+ set .MyMobCount,.MyMobCount+1;
+ guardian "arug_cas02",20,169,"Guardian",1899,"#aru02_gard01::OnGuardianDied"; //9;
+ mapannounce "arug_cas02","The 5th Guardian has been summoned from the Gate House.",bc_map,"0xff4500";
+ stopnpctimer;
+ end;
+
+OnGuardianDied:
+ set .MyMobCount,.MyMobCount-1;
+ if (.MyMobCount < 2) {
+ set .MyMobCount,.MyMobCount+1;
+ guardian "arug_cas02",67,85,"Guardian",1899,"#aru02_gard01::OnGuardianDied"; //10;
+ }
+ end;
+
+Onreset:
+ stopnpctimer;
+ killmonster "arug_cas02","#aru02_gard01::OnGuardianDied";
+ end;
+}
+
+arug_cas02,1,2,0 script #aru02_gard02 -1,{
+OnEnable:
+ set .@defence,GetCastleData("arug_cas02",3);
+ guardian "arug_cas02",175,31,"Guardian",1899,"#aru02_gard02::OnGuardianDied"; //11;
+ if ((.@defence > 10) && (.@defence < 31)) {
+ set .MyMobCount,2;
+ guardian "arug_cas02",204,32,"Guardian",1899,"#aru02_gard02::OnGuardianDied"; //12;
+ }
+ else if ((.@defence > 30) && (.@defence < 51)) {
+ set .MyMobCount,3;
+ guardian "arug_cas02",204,32,"Guardian",1899,"#aru02_gard02::OnGuardianDied"; //12;
+ guardian "arug_cas02",211,63,"Guardian",1899,"#aru02_gard02::OnGuardianDied"; //13;
+ }
+ else if ((.@defence > 50) && (.@defence < 71)) {
+ set .MyMobCount,4;
+ guardian "arug_cas02",204,32,"Guardian",1899,"#aru02_gard02::OnGuardianDied"; //12;
+ guardian "arug_cas02",211,63,"Guardian",1899,"#aru02_gard02::OnGuardianDied"; //13;
+ guardian "arug_cas02",209,88,"Guardian",1899,"#aru02_gard02::OnGuardianDied"; //14;
+ }
+ else if (.@defence > 70) {
+ set .MyMobCount,5;
+ guardian "arug_cas02",204,32,"Guardian",1899,"#aru02_gard02::OnGuardianDied"; //12;
+ guardian "arug_cas02",211,63,"Guardian",1899,"#aru02_gard02::OnGuardianDied"; //13;
+ guardian "arug_cas02",209,88,"Guardian",1899,"#aru02_gard02::OnGuardianDied"; //14;
+ guardian "arug_cas02",161,91,"Guardian",1899,"#aru02_gard02::OnGuardianDied"; //15;
+ }
+ else {
+ set .MyMobCount,2;
+ guardian "arug_cas02",268,169,"Guardian",1899,"#aru02_gard02::OnGuardianDied"; //12;
+ }
+ initnpctimer;
+ end;
+
+OnTimer600000:
+ set .MyMobCount,.MyMobCount+1;
+ guardian "arug_cas02",186,170,"Guardian",1899,"#aru02_gard02::OnGuardianDied"; //16;
+ end;
+
+OnTimer1200000:
+ set .MyMobCount,.MyMobCount+1;
+ guardian "arug_cas02",183,121,"Guardian",1899,"#aru02_gard02::OnGuardianDied"; //17;
+ end;
+
+OnTimer2100000:
+ set .MyMobCount,.MyMobCount+1;
+ guardian "arug_cas02",150,110,"Guardian",1899,"#aru02_gard02::OnGuardianDied"; //18;
+ end;
+
+OnTimer3000000:
+ set .MyMobCount,.MyMobCount+1;
+ guardian "arug_cas02",161,91,"Guardian",1899,"#aru02_gard02::OnGuardianDied"; //19;
+ end;
+
+OnTimer3900000:
+ set .MyMobCount,.MyMobCount+1;
+ guardian "arug_cas02",209,88,"Guardian",1899,"#aru02_gard02::OnGuardianDied"; //20;
+ stopnpctimer;
+ end;
+
+OnGuardianDied:
+ set .MyMobCount,.MyMobCount-1;
+ if (.MyMobCount < 2) {
+ set .MyMobCount,.MyMobCount+1;
+ guardian "arug_cas02",211,63,"Guardian",1899,"#aru02_gard02::OnGuardianDied"; //21;
+ }
+ end;
+
+Onreset:
+ stopnpctimer;
+ killmonster "arug_cas02","#aru02_gard02::OnGuardianDied";
+ end;
+}
+
+arug_cas02,1,3,0 script #aru02_df01 -1,{
+OnEnable:
+ guardian "arug_cas02",33,168,"1st Guardian Stone",1907,"#aru02_df01::OnGuardianStoneDied"; //22;
+ end;
+
+OnDisable:
+ killmonster "arug_cas02","#aru02_df01::OnGuardianStoneDied";
+ setarray $agit_ar02[0],1; //Global Variable
+ stopnpctimer;
+ end;
+
+OnGuardianStoneDied:
+ // 1st Guardian Stone is Destroyed
+ setarray $agit_ar02[0],1;
+ if (($agit_ar02[0] == 1) || ($agit_ar02[0] == 2)) {
+ set .@destroyed,.@destroyed + 1;
+ }
+ if (($agit_ar02[1] == 1) || ($agit_ar02[1] == 2)) {
+ set .@destroyed,.@destroyed + 1;
+ }
+ if (.@destroyed == 2) {
+ mapannounce "arug_cas02","All of the Guardian Stones have been destroyed!",bc_map,"0x00ff00";
+ donpcevent "#aru02_RL00::OnDisable";
+ donpcevent "#aru02_gard01::Onreset";
+ }
+ else {
+ mapannounce "arug_cas02","The 1st Guardian Stone has been destroyed!",bc_map,"0x00ff00";
+ donpcevent "#aru02_gard01::Onreset";
+ }
+ initnpctimer;
+ end;
+
+OnTimer300000:
+ donpcevent "1st Guardian Stone#aru02::OnEnable";
+ setarray $agit_ar02[0],2; //Global Variable
+ stopnpctimer;
+ end;
+}
+
+arug_cas02,33,168,0 script 1st Guardian Stone#aru02 844,{
+ set .@GID, GetCastleData("arug_cas02",1);
+ if (getcharid(2) == .@GID) {
+ mes "^3355FFYou will need the";
+ mes "following materials to";
+ mes "rebuild a destroyed";
+ mes "Guardian Stone.^000000";
+ next;
+ mes "1 Oridecon";
+ mes "1 Elunium";
+ mes "30 Stones";
+ mes "5 Blue Gemstones";
+ mes "5 Yellow Gemstones";
+ mes "5 Red Gemstones";
+ next;
+ mes "^3355FFDo you want to continue?^000000";
+ switch(select("No:Continue")) {
+ case 1:
+ mes "^3355FFWork canceled.^000000";
+ close;
+ case 2:
+ if ((countitem(984) > 0) && (countitem(985) > 0) && (countitem(7049) > 29) && (countitem(717) > 4) && (countitem(715) > 4) && (countitem(716) > 4)) {
+ mes "^3355FFArrange Stones, Elunium, and";
+ mes "Oridecon, in that order, in the";
+ mes "center. Then you must arrange";
+ mes "the enchanted Gemstones to";
+ mes "rebuild the Guardian Stone.^000000";
+ next;
+ switch(select("Elunium:Oridecon:Stone")) {
+ case 1:
+ mes "^3355FFElunium has been";
+ mes "placed in the center.^000000";
+ next;
+ break;
+ case 2:
+ mes "^3355FFOridecon has been";
+ mes "placed in the center.^000000";
+ next;
+ break;
+ case 3:
+ mes "^3355FFStones have been";
+ mes "placed in the center.^000000";
+ set .@nice,.@nice+10;
+ next;
+ break;
+ }
+ switch(select("Elunium:Oridecon:Stone")) {
+ case 1:
+ mes "^3355FFYou have lined the";
+ mes "outside of the center";
+ mes "with some Elunium.^000000";
+ set .@nice,.@nice+10;
+ next;
+ break;
+ case 2:
+ mes "^3355FFYou have lined the";
+ mes "outside of the center";
+ mes "with some Oridecon.^000000";
+ next;
+ break;
+ case 3:
+ mes "^3355FFYou have lined the";
+ mes "outside of the center";
+ mes "with some Stones.^000000";
+ next;
+ break;
+ }
+ switch(select("Elunium:Oridecon:Stone")) {
+ case 1:
+ mes "^3355FFYou covered the";
+ mes "rest of the materials";
+ mes "with some Elunium.^000000";
+ next;
+ break;
+ case 2:
+ mes "^3355FFYou covered the";
+ mes "rest of the materials";
+ mes "with some Oridecon.^000000";
+ set .@nice,.@nice+10;
+ next;
+ break;
+ case 3:
+ mes "^3355FFYou covered the";
+ mes "rest of the materials";
+ mes "with some Stones.^000000";
+ next;
+ break;
+ }
+ mes "^3355FFNow you need to arrange";
+ mes "the enchanted Gemstones";
+ mes "accordingly. You can identify";
+ mes "their Magic properties by";
+ mes "their casting effect.^000000";
+ next;
+ while(1) {
+ if (.@roof0 > 7) {
+ break;
+ }
+ else {
+ switch(rand(1,3)) {
+ case 1:
+ specialeffect EF_BEGINSPELL2;
+ mes "^3355FFThe Gemstones must";
+ mes "be arranged in the correct";
+ mes "order according to their";
+ mes "magic properties and power.^000000";
+ next;
+ switch(select("Red Gemstone:Yellow Gemstone:Blue Gemstone")) {
+ case 1:
+ mes "^3355FFYou placed the Red Gemstone.";
+ mes "However, the Guardian Stone";
+ mes "Repair System failed because";
+ mes "of a magic power conflict.^000000";
+ close;
+ case 2:
+ mes "^3355FFYou placed the Yellow Gemstone.";
+ mes "However, the Guardian Stone";
+ mes "Repair System failed because";
+ mes "of a magic power conflict.^000000";
+ close;
+ case 3:
+ mes "^3355FFYou placed the Blue Gemstone.^000000";
+ set .@nice,.@nice+10;
+ set .@roof0,.@roof0 + 1;
+ specialeffect EF_STEAL;
+ next;
+ break;
+ }
+ break;
+ case 2:
+ specialeffect EF_VOLCANO;
+ mes "^3355FFThe Gemstones must";
+ mes "be arranged in the correct";
+ mes "order according to their";
+ mes "magic properties and power.^000000";
+ next;
+ switch(select("Red Gemstone:Yellow Gemstone:Blue Gemstone")) {
+ case 1:
+ mes "^3355FFYou placed the Red Gemstone.^000000";
+ set .@nice,.@nice+10;
+ set .@roof0,.@roof0 + 1;
+ specialeffect EF_STEAL;
+ next;
+ break;
+ case 2:
+ mes "^3355FFYou placed the Yellow Gemstone.";
+ mes "However, the Guardian Stone";
+ mes "Repair System failed because";
+ mes "of a magic power conflict.^000000";
+ close;
+ case 3:
+ mes "^3355FFYou placed the Blue Gemstone.";
+ mes "However, the Guardian Stone";
+ mes "Repair System failed because";
+ mes "of a magic power conflict.^000000";
+ close;
+ }
+ break;
+ case 3:
+ specialeffect EF_BEGINSPELL4;
+ mes "^3355FFThe Gemstones must";
+ mes "be arranged in the correct";
+ mes "order according to their";
+ mes "magic properties and power.^000000";
+ next;
+ switch(select("Red Gemstone:Yellow Gemstone:Blue Gemstone")) {
+ case 1:
+ mes "^3355FFYou placed the Red Gemstone.";
+ mes "However, the Guardian Stone";
+ mes "Repair System failed because";
+ mes "of a magic power conflict.^000000";
+ close;
+ case 2:
+ mes "^3355FFYou placed the Yellow Gemstone.^000000";
+ set .@nice,.@nice+10;
+ set .@roof0,.@roof0 + 1;
+ specialeffect EF_STEAL;
+ next;
+ break;
+ case 3:
+ mes "^3355FFYou placed the Blue Gemstone.";
+ mes "However, the Guardian Stone";
+ mes "Repair System failed because";
+ mes "of a magic power conflict.^000000";
+ close;
+ }
+ }
+ }
+ }
+ if (.@nice > 90) {
+ if ($agit_ar02[0] == 0) {
+ mes "^3355FFThe Guardian Stone";
+ mes "Repair System has";
+ mes "already completed.^000000";
+ close;
+ }
+ else {
+ if (agitcheck2() == 0) {
+ mes "^3355FFIt is impossible to";
+ mes "rebuild the Guardian";
+ mes "Stone because the";
+ mes "Emperium is not present.^000000";
+ close;
+ }
+ else {
+ mes "^3355FFThe Gemstones have been";
+ mes "arranged, and the Guardian";
+ mes "Stone is successfully repaired.^000000";
+ delitem 984,1; //Oridecon
+ delitem 985,1; //Elunium
+ delitem 7049,30; //Stone
+ delitem 717,5; //Blue_Gemstone
+ delitem 715,5; //Yellow_Gemstone
+ delitem 716,5; //Red_Gemstone
+ close2;
+ donpcevent "#aru02_df01::OnEnable";
+ specialeffect EF_ICECRASH;
+ disablenpc "1st Guardian Stone#aru02";
+ setarray $agit_ar02[0],0;
+ set .@df_all,$agit_ar02[0]+$agit_ar02[1];
+ if (.@df_all == 0) {
+ mapannounce "arug_cas02","Both Guardian Stones have been erected, bolstering this stronghold's defenses!",bc_map,"0x00ff00";
+ donpcevent "#aru02_RL00::OnEnable";
+ }
+ else {
+ mapannounce "arug_cas02","The 1st Guardian Stone has been repaired successfully.",bc_map,"0x00ff00";
+ }
+ if ($agit_ar02[5] == 1) {
+ donpcevent "#aru02_gard01::OnEnable";
+ }
+ end;
+ }
+ }
+ }
+ else {
+ mes "^3355FFAfter all of that work...";
+ mes "It looks like you failed";
+ mes "to fix the Guardian Stone,";
+ mes "and lost some materials.^000000";
+ delitem 7049,10; //Stone
+ delitem 717,2; //Blue_Gemstone
+ delitem 715,2; //Yellow_Gemstone
+ delitem 716,2; //Red_Gemstone
+ close;
+ }
+ }
+ else {
+ mes "^3355FFYou don't have enough";
+ mes "materials to repair";
+ mes "the Guardian Stone.^000000";
+ close;
+ }
+ }
+ }
+ end;
+
+OnInit:
+ disablenpc "1st Guardian Stone#aru02";
+ end;
+
+OnEnable:
+ enablenpc "1st Guardian Stone#aru02";
+ specialeffect EF_MAPPILLAR2;
+ end;
+
+OnDisable:
+ disablenpc "1st Guardian Stone#aru02";
+ end;
+}
+
+arug_cas02,1,4,0 script #aru02_df02 -1,{
+OnEnable:
+ guardian "arug_cas02",245,168,"2nd Guardian Stone",1908,"#aru02_df02::OnGuardianStoneDied"; //23;
+ end;
+
+OnDisable:
+ killmonster "arug_cas02","#aru02_df02::OnGuardianStoneDied";
+ setarray $agit_ar02[1],1; //Global Variable
+ stopnpctimer;
+ end;
+
+OnGuardianStoneDied:
+ // 2nd Guardian Stone is Destroyed
+ setarray $agit_ar02[1],1;
+ if (($agit_ar02[0] == 1) || ($agit_ar02[0] == 2)) {
+ set .@destroyed,.@destroyed + 1;
+ }
+ if (($agit_ar02[1] == 1) || ($agit_ar02[1] == 2)) {
+ set .@destroyed,.@destroyed + 1;
+ }
+ if (.@destroyed == 2) {
+ mapannounce "arug_cas02","All of the Guardian Stones have been destroyed!",bc_map,"0x00ff00";
+ donpcevent "#aru02_RL00::OnDisable";
+ donpcevent "#aru02_gard02::Onreset";
+ }
+ else {
+ mapannounce "arug_cas02","The 2nd Guardian Stone has been destroyed!",bc_map,"0x00ff00";
+ donpcevent "#aru02_gard02::Onreset";
+ }
+ initnpctimer;
+ end;
+
+OnTimer300000:
+ donpcevent "2nd Guardian Stone#aru02::OnEnable";
+ setarray $agit_ar02[1],2; //Global Variable
+ stopnpctimer;
+ end;
+}
+
+arug_cas02,245,168,0 script 2nd Guardian Stone#aru02 844,{
+ set .@GID, GetCastleData("arug_cas02",1);
+ if (getcharid(2) == .@GID) {
+ mes "^3355FFYou will need the";
+ mes "following materials to";
+ mes "rebuild a destroyed";
+ mes "Guardian Stone.^000000";
+ next;
+ mes "1 Oridecon";
+ mes "1 Elunium";
+ mes "30 Stones";
+ mes "5 Blue Gemstones";
+ mes "5 Yellow Gemstones";
+ mes "5 Red Gemstones";
+ next;
+ mes "^3355FFDo you want to continue?^000000";
+ switch(select("No:Continue")) {
+ case 1:
+ mes "^3355FFWork canceled.^000000";
+ close;
+ case 2:
+ if ((countitem(984) > 0) && (countitem(985) > 0) && (countitem(7049) > 29) && (countitem(717) > 4) && (countitem(715) > 4) && (countitem(716) > 4)) {
+ mes "^3355FFArrange Stones, Elunium, and";
+ mes "Oridecon, in that order, in the";
+ mes "center. Then you must arrange";
+ mes "the enchanted Gemstones to";
+ mes "rebuild the Guardian Stone.^000000";
+ next;
+ switch(select("Elunium:Oridecon:Stone")) {
+ case 1:
+ mes "^3355FFElunium has been";
+ mes "placed in the center.^000000";
+ next;
+ break;
+ case 2:
+ mes "^3355FFOridecon has been";
+ mes "placed in the center.^000000";
+ next;
+ break;
+ case 3:
+ mes "^3355FFStones have been";
+ mes "placed in the center.^000000";
+ set .@nice,.@nice+10;
+ next;
+ break;
+ }
+ switch(select("Elunium:Oridecon:Stone")) {
+ case 1:
+ mes "^3355FFYou have lined the";
+ mes "outside of the center";
+ mes "with some Elunium.^000000";
+ set .@nice,.@nice+10;
+ next;
+ break;
+ case 2:
+ mes "^3355FFYou have lined the";
+ mes "outside of the center";
+ mes "with some Oridecon.^000000";
+ next;
+ break;
+ case 3:
+ mes "^3355FFYou have lined the";
+ mes "outside of the center";
+ mes "with some Stones.^000000";
+ next;
+ break;
+ }
+ switch(select("Elunium:Oridecon:Stone")) {
+ case 1:
+ mes "^3355FFYou covered the";
+ mes "rest of the materials";
+ mes "with some Elunium.^000000";
+ next;
+ break;
+ case 2:
+ mes "^3355FFYou covered the";
+ mes "rest of the materials";
+ mes "with some Oridecon.^000000";
+ set .@nice,.@nice+10;
+ next;
+ break;
+ case 3:
+ mes "^3355FFYou covered the";
+ mes "rest of the materials";
+ mes "with some Stones.^000000";
+ next;
+ break;
+ }
+ mes "^3355FFNow you need to arrange";
+ mes "the enchanted Gemstones";
+ mes "accordingly. You can identify";
+ mes "their Magic properties by";
+ mes "their casting effect.^000000";
+ next;
+ while(1) {
+ if (.@roof0 > 7) {
+ break;
+ }
+ else {
+ switch(rand(1,3)) {
+ case 1:
+ specialeffect EF_BEGINSPELL2;
+ mes "^3355FFThe Gemstones must";
+ mes "be arranged in the correct";
+ mes "order according to their";
+ mes "magic properties and power.^000000";
+ next;
+ switch(select("Red Gemstone:Yellow Gemstone:Blue Gemstone")) {
+ case 1:
+ mes "^3355FFYou placed the Red Gemstone.";
+ mes "However, the Guardian Stone";
+ mes "Repair System failed because";
+ mes "of a magic power conflict.^000000";
+ close;
+ case 2:
+ mes "^3355FFYou placed the Yellow Gemstone.";
+ mes "However, the Guardian Stone";
+ mes "Repair System failed because";
+ mes "of a magic power conflict.^000000";
+ close;
+ case 3:
+ mes "^3355FFYou placed the Blue Gemstone.^000000";
+ set .@nice,.@nice+10;
+ set .@roof0,.@roof0 + 1;
+ specialeffect EF_STEAL;
+ next;
+ break;
+ }
+ break;
+ case 2:
+ specialeffect EF_VOLCANO;
+ mes "^3355FFThe Gemstones must";
+ mes "be arranged in the correct";
+ mes "order according to their";
+ mes "magic properties and power.^000000";
+ next;
+ switch(select("Red Gemstone:Yellow Gemstone:Blue Gemstone")) {
+ case 1:
+ mes "^3355FFYou placed the Red Gemstone.^000000";
+ set .@nice,.@nice+10;
+ set .@roof0,.@roof0 + 1;
+ specialeffect EF_STEAL;
+ next;
+ break;
+ case 2:
+ mes "^3355FFYou placed the Yellow Gemstone.";
+ mes "However, the Guardian Stone";
+ mes "Repair System failed because";
+ mes "of a magic power conflict.^000000";
+ close;
+ case 3:
+ mes "^3355FFYou placed the Blue Gemstone.";
+ mes "However, the Guardian Stone";
+ mes "Repair System failed because";
+ mes "of a magic power conflict.^000000";
+ close;
+ }
+ break;
+ case 3:
+ specialeffect EF_BEGINSPELL4;
+ mes "^3355FFThe Gemstones must";
+ mes "be arranged in the correct";
+ mes "order according to their";
+ mes "magic properties and power.^000000";
+ next;
+ switch(select("Red Gemstone:Yellow Gemstone:Blue Gemstone")) {
+ case 1:
+ mes "^3355FFYou placed the Red Gemstone.";
+ mes "However, the Guardian Stone";
+ mes "Repair System failed because";
+ mes "of a magic power conflict.^000000";
+ close;
+ case 2:
+ mes "^3355FFYou placed the Yellow Gemstone.^000000";
+ set .@nice,.@nice+10;
+ set .@roof0,.@roof0 + 1;
+ specialeffect EF_STEAL;
+ next;
+ break;
+ case 3:
+ mes "^3355FFYou placed the Blue Gemstone.";
+ mes "However, the Guardian Stone";
+ mes "Repair System failed because";
+ mes "of a magic power conflict.^000000";
+ close;
+ }
+ }
+ }
+ }
+ if (.@nice > 90) {
+ if ($agit_ar02[1] == 0) {
+ mes "^3355FFThe Guardian Stone";
+ mes "Repair System has";
+ mes "successfully completed.^000000";
+ close;
+ }
+ else {
+ if (agitcheck2() == 0) {
+ mes "^3355FFIt is impossible to";
+ mes "rebuild the Guardian";
+ mes "Stone because the";
+ mes "Emperium is not present.^000000";
+ close;
+ }
+ else {
+ mes "^3355FFThe Gemstones have been";
+ mes "arranged, and the Guardian";
+ mes "Stone is successfully repaired.^000000";
+ delitem 984,1; //Oridecon
+ delitem 985,1; //Elunium
+ delitem 7049,30; //Stone
+ delitem 717,5; //Blue_Gemstone
+ delitem 715,5; //Yellow_Gemstone
+ delitem 716,5; //Red_Gemstone
+ close2;
+ donpcevent "#aru02_df02::OnEnable";
+ specialeffect EF_ICECRASH;
+ disablenpc "2nd Guardian Stone#aru02";
+ setarray $agit_ar02[1],0;
+ set .@df_all,$agit_ar02[0]+$agit_ar02[1];
+ if (.@df_all == 0) {
+ mapannounce "arug_cas02","Both Guardian Stones have been erected, bolstering this stronghold's defenses!",bc_map,"0x00ff00";
+ donpcevent "#aru02_RL00::OnEnable";
+ }
+ else {
+ mapannounce "arug_cas02","The 2nd Guardian Stone has been repaired successfully.",bc_map,"0x00ff00";
+ }
+ if ($agit_ar02[5] == 1) {
+ donpcevent "#aru02_gard02::OnEnable";
+ }
+ end;
+ }
+ }
+ }
+ else {
+ mes "^3355FFAfter all of that work...";
+ mes "It looks like you failed";
+ mes "to fix the Guardian Stone,";
+ mes "and lost some materials.^000000";
+ delitem 7049,10; //Stone
+ delitem 717,2; //Blue_Gemstone
+ delitem 715,2; //Yellow_Gemstone
+ delitem 716,2; //Red_Gemstone
+ close;
+ }
+ }
+ else {
+ mes "^3355FFYou don't have enough";
+ mes "materials to repair";
+ mes "the Guardian Stone.^000000";
+ close;
+ }
+ }
+ }
+ end;
+
+OnInit:
+ disablenpc "2nd Guardian Stone#aru02";
+ end;
+
+OnEnable:
+ enablenpc "2nd Guardian Stone#aru02";
+ specialeffect EF_MAPPILLAR2;
+ end;
+
+OnDisable:
+ disablenpc "2nd Guardian Stone#aru02";
+ end;
+}
+
+arug_cas02,2,1,0 script #aru02_RL00 -1,{
+OnEnable:
+ setwall "arug_cas02",136,136,8,6,0,"aru02_RL00";
+ guardian "arug_cas02",137,137," ",1905,"#aru02_RL00::OnBarrierDestroyed"; //24;
+ guardian "arug_cas02",139,137," ",1905,"#aru02_RL00::OnBarrierDestroyed"; //25;
+ guardian "arug_cas02",141,137," ",1905,"#aru02_RL00::OnBarrierDestroyed"; //26;
+ guardian "arug_cas02",143,137," ",1905,"#aru02_RL00::OnBarrierDestroyed"; //27;
+ end;
+
+OnDisable:
+ delwall "aru02_RL00";
+ killmonster "arug_cas02","#aru02_RL00::OnBarrierDestroyed";
+ end;
+
+OnBarrierDestroyed:
+ end;
+}
+
+arug_cas02,2,2,0 script #aru02_RL01 -1,{
+OnEnable:
+ set .MyMobCount,6;
+ setwall "arug_cas02",150,223,12,6,1,"aru02_RL01";
+ guardian "arug_cas02",151,222," ",1905,"#aru02_RL01::OnBarrierDestroyed"; //28;
+ guardian "arug_cas02",153,222," ",1905,"#aru02_RL01::OnBarrierDestroyed"; //29;
+ guardian "arug_cas02",155,222," ",1905,"#aru02_RL01::OnBarrierDestroyed"; //30;
+ guardian "arug_cas02",157,222," ",1905,"#aru02_RL01::OnBarrierDestroyed"; //31;
+ guardian "arug_cas02",159,222," ",1905,"#aru02_RL01::OnBarrierDestroyed"; //32;
+ guardian "arug_cas02",161,222," ",1905,"#aru02_RL01::OnBarrierDestroyed"; //33;
+ end;
+
+OnBarrierDestroyed:
+ set .MyMobCount,.MyMobCount-1;
+ if (.MyMobCount == 0) {
+ setarray $agit_ar02[2],1;
+ mapannounce "arug_cas02","The 1st Fortress Gate is destroyed.",bc_map,"0x00ff00";
+ delwall "aru02_RL01";
+ }
+ end;
+
+OnDisable:
+ delwall "aru02_RL01";
+ killmonster "arug_cas02","#aru02_RL01::OnBarrierDestroyed";
+ end;
+}
+
+arug_cas02,2,3,0 script #aru02_RL02 -1,{
+OnEnable:
+ set .MyMobCount,6;
+ setwall "arug_cas02",125,342,8,0,1,"aru02_RL02";
+ guardian "arug_cas02",126,343," ",1905,"#aru02_RL02::OnBarrierDestroyed"; //34;
+ guardian "arug_cas02",126,345," ",1905,"#aru02_RL02::OnBarrierDestroyed"; //35;
+ guardian "arug_cas02",126,347," ",1905,"#aru02_RL02::OnBarrierDestroyed"; //36;
+ guardian "arug_cas02",127,344," ",1905,"#aru02_RL02::OnBarrierDestroyed"; //37;
+ guardian "arug_cas02",127,346," ",1905,"#aru02_RL02::OnBarrierDestroyed"; //38;
+ guardian "arug_cas02",127,348," ",1905,"#aru02_RL02::OnBarrierDestroyed"; //39;
+ end;
+
+OnBarrierDestroyed:
+ set .MyMobCount,.MyMobCount-1;
+ if (.MyMobCount == 0) {
+ setarray $agit_ar02[3],1;
+ mapannounce "arug_cas02","The 2nd Fortress Gate is destroyed.",bc_map,"0x00ff00";
+ delwall "aru02_RL02";
+ }
+ end;
+
+OnDisable:
+ delwall "aru02_RL02";
+ killmonster "arug_cas02","#aru02_RL02::OnBarrierDestroyed";
+ end;
+}
+
+arug_cas02,2,4,0 script #aru02_RL03 -1,{
+OnEnable:
+ set .MyMobCount,4;
+ setwall "arug_cas02",38,314,12,6,1,"aru02_RL03";
+ guardian "arug_cas02",40,315," ",1905,"#aru02_RL03::OnBarrierDestroyed"; //40;
+ guardian "arug_cas02",42,315," ",1905,"#aru02_RL03::OnBarrierDestroyed"; //41;
+ guardian "arug_cas02",44,315," ",1905,"#aru02_RL03::OnBarrierDestroyed"; //42;
+ guardian "arug_cas02",46,315," ",1905,"#aru02_RL03::OnBarrierDestroyed"; //43;
+ end;
+
+OnBarrierDestroyed:
+ set .MyMobCount,.MyMobCount-1;
+ if (.MyMobCount == 0) {
+ setarray $agit_ar02[4],1;
+ mapannounce "arug_cas02","The 3rd Fortress Gate is destroyed!",bc_map,"0x00ff00";
+ delwall "aru02_RL03";
+ }
+ end;
+
+OnDisable:
+ delwall "aru02_RL03";
+ killmonster "arug_cas02","#aru02_RL03::OnBarrierDestroyed";
+ end;
+}
+
+arug_cas02,143,228,0 script Control Device01#aru02 111,{
+ set .@GID, GetCastleData("arug_cas02",1);
+ if (getcharid(2) == .@GID) {
+ if (strcharinfo(0) == getguildmaster(.@GID)) {
+ if ($agit_ar02[2] == 2) {
+ mes "^3355FFDemolished Fortress";
+ mes "Gates can be repaired,";
+ mes "but you will need to gather";
+ mes "the following materials.^000000";
+ next;
+ mes "^4D4DFF10 Steel^000000,";
+ mes "^4D4DFF30 Trunks^000000,";
+ mes "^4D4DFF5 Oridecon^000000, and";
+ mes "^4D4DFF10 Emveretarcon^000000.";
+ next;
+ select("Continue");
+ if ((countitem(1019) > 29) && (countitem(999) > 9) && (countitem(1011) > 9) && (countitem(984) > 4)) {
+ mes "^3355FFYou will need Trunks to";
+ mes "repair the support frame,";
+ mes "Oridecon to enhance the";
+ mes "gate's endurance, and";
+ mes "Emveretarcon to basically";
+ mes "hold everything together.^000000";
+ next;
+ set .@ro_of01,rand(10,15);
+ while(1) {
+ if (.@ro_of02 == .@ro_of01) {
+ break;
+ }
+ else {
+ switch(rand(1,4)) {
+ case 1:
+ mes "^3355FFThe support frame";
+ mes "is badly damaged:";
+ mes "fixing this part";
+ mes "is a top priority.^000000";
+ next;
+ switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
+ case 1:
+ mes "^3355FFThe frame has been";
+ mes "reinforced with wood.^000000";
+ set .@rp_temp,.@rp_temp + 1;
+ set .@ro_of02,.@ro_of02 + 1;
+ specialeffect2 EF_REPAIRWEAPON;
+ next;
+ break;
+ case 2:
+ mes "^3355FFYou tried using steel,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ case 3:
+ mes "^3355FFYou tried using emveretarcon";
+ mes "to reinforce the gate, but it's";
+ mes "not working well at all.";
+ mes "You'll have to start over.^000000";
+ close;
+ case 4:
+ mes "^3355FFYou tried using oridecon,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ }
+ break;
+ case 2:
+ mes "^3355FFIt looks like the gate's";
+ mes "overall endurance needs to";
+ mes "be reinforced with something.^000000";
+ next;
+ switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
+ case 1:
+ mes "^3355FFYou tried using wood";
+ mes "to reinforce the gate.^000000";
+ set .@ro_of02,.@ro_of02 + 1;
+ next;
+ break;
+ case 2:
+ mes "^3355FFYou tried using steel";
+ mes "to reinforce the gate, but";
+ mes "it's not working well at all.";
+ mes "You'll have to start over.^000000";
+ close;
+ case 3:
+ mes "^3355FFYou tried using emveretarcon";
+ mes "to reinforce the gate, but it's";
+ mes "not working well at all.";
+ mes "You'll have to start over.^000000";
+ close;
+ case 4:
+ mes "^3355FFYou hammered the";
+ mes "oridecon: it looks";
+ mes "like this will work.^000000";
+ set .@rp_temp,.@rp_temp + 1;
+ set .@ro_of02,.@ro_of02 + 1;
+ specialeffect2 EF_REPAIRWEAPON;
+ next;
+ break;
+ }
+ break;
+ case 3:
+ mes "^3355FFThe damage to the gate";
+ mes "has caused all these";
+ mes "cracks. You'll have to";
+ mes "weld them solid somehow.^000000";
+ next;
+ switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
+ case 1:
+ mes "^3355FFYou tried using wood to fix";
+ mes "this problem, but it seems";
+ mes "to have made it worse.";
+ mes "You'll have to start all over.^000000";
+ close;
+ case 2:
+ mes "^3355FFYou used steel to weld";
+ mes "all the cracks: the gate is";
+ mes "is starting to look more solid.^000000";
+ set .@rp_temp,.@rp_temp + 1;
+ set .@ro_of02,.@ro_of02 + 1;
+ specialeffect2 EF_REPAIRWEAPON;
+ next;
+ break;
+ case 3:
+ mes "^3355FFYou tried using emveretarcon";
+ mes "to reinforce the gate, but it's";
+ mes "not working well at all.";
+ mes "You'll have to start over.^000000";
+ close;
+ case 4:
+ mes "^3355FFYou tried using oridecon,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ }
+ break;
+ case 4:
+ mes "^3355FFNow you need to make";
+ mes "sure that the gate is held";
+ mes "together pretty solidly.^000000";
+ next;
+ switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
+ case 1:
+ mes "^3355FFYou tried using wood to fix";
+ mes "this problem, but it seems";
+ mes "to have made it worse.";
+ mes "You'll have to start all over.^000000";
+ close;
+ case 2:
+ mes "^3355FFYou tried using steel,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ case 3:
+ mes "^3355FFYou successfully used";
+ mes "the emveretarcon to repair";
+ mes "much of the gate's damage.^000000";
+ set .@rp_temp,.@rp_temp + 1;
+ set .@ro_of02,.@ro_of02 + 1;
+ specialeffect2 EF_REPAIRWEAPON;
+ next;
+ break;
+ case 4:
+ mes "^3355FFYou tried using oridecon,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ }
+ }
+ }
+ }
+ mes "^3355FFWell, it looks like";
+ mes "you're just about done";
+ mes "with repairing the gate.^000000";
+ next;
+ if (agitcheck2() == 0) {
+ mes "^3355FFUnfortunately, the Fortress";
+ mes "Gate can't be reconstructed:";
+ mes "the Emperium is no longer here.^000000";
+ close;
+ }
+ else {
+ if (.@rp_temp == .@ro_of01) {
+ mes "^3355FFThe Fortress Gate has";
+ mes "been successfully repaired!^000000";
+ delitem 1019,30; //Wooden_Block
+ delitem 999,10; //Steel
+ delitem 1011,10; //Emveretarcon
+ delitem 984,5; //Oridecon
+ close2;
+ donpcevent "#aru02_RL01::OnEnable";
+ disablenpc "Control Device01#aru02";
+ mapannounce "arug_cas02","The 1st Fortress Gate has been reconstructed!",bc_map,"0x00ff00";
+ setarray $agit_ar02[2],0;
+ end;
+ }
+ else {
+ mes "^3355FFThe wall has been breached,";
+ mes "and the attempt to repair the";
+ mes "Fortress Gate has failed.";
+ mes "You lost some of your";
+ mes "repair resources...^000000";
+ delitem 984,2; //Oridecon
+ delitem 999,4; //Steel
+ delitem 1019,14; //Wooden_Block
+ delitem 1011,3; //Emveretarcon
+ close;
+ }
+ }
+ }
+ else {
+ mes "^3355FFYou can't attempt to repair";
+ mes "the Fortress Gate if you don't";
+ mes "have all the needed materials.^000000";
+ close;
+ }
+ }
+ }
+ }
+ end;
+
+OnInit:
+ disablenpc "Control Device01#aru02";
+ end;
+
+OnEnable:
+ enablenpc "Control Device01#aru02";
+ end;
+
+OnDisable:
+ disablenpc "Control Device01#aru02";
+ end;
+}
+
+arug_cas02,118,356,0 script Control Device02#aru02 111,{
+ set .@GID, GetCastleData("arug_cas02",1);
+ if (getcharid(2) == .@GID) {
+ if (strcharinfo(0) == getguildmaster(.@GID)) {
+ if ($agit_ar02[3] == 2) {
+ mes "^3355FFDemolished Fortress";
+ mes "Gates can be repaired,";
+ mes "but you will need to gather";
+ mes "the following materials.^000000";
+ next;
+ mes "^4D4DFF10 Steel^000000,";
+ mes "^4D4DFF30 Trunks^000000,";
+ mes "^4D4DFF5 Oridecon^000000, and";
+ mes "^4D4DFF10 Emveretarcon^000000.";
+ next;
+ select("Continue");
+ if ((countitem(1019) > 29) && (countitem(999) > 9) && (countitem(1011) > 9) && (countitem(984) > 4)) {
+ mes "^3355FFYou will need Trunks to";
+ mes "repair the support frame,";
+ mes "Oridecon to enhance the";
+ mes "gate's endurance, and";
+ mes "Emveretarcon to basically";
+ mes "hold everything together.^000000";
+ next;
+ set .@ro_of01,rand(10,15);
+ while(1) {
+ if (.@ro_of02 == .@ro_of01) {
+ break;
+ }
+ else {
+ switch(rand(1,4)) {
+ case 1:
+ mes "^3355FFThe support frame";
+ mes "is badly damaged:";
+ mes "fixing this part";
+ mes "is a top priority.^000000";
+ next;
+ switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
+ case 1:
+ mes "^3355FFThe frame has been";
+ mes "reinforced with wood.^000000";
+ set .@rp_temp,.@rp_temp + 1;
+ set .@ro_of02,.@ro_of02 + 1;
+ specialeffect2 EF_REPAIRWEAPON;
+ next;
+ break;
+ case 2:
+ mes "^3355FFYou tried using steel,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ case 3:
+ mes "^3355FFYou tried using emveretarcon";
+ mes "to reinforce the gate, but it's";
+ mes "not working well at all.";
+ mes "You'll have to start over.^000000";
+ close;
+ case 4:
+ mes "^3355FFYou tried using oridecon,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ }
+ break;
+ case 2:
+ mes "^3355FFIt looks like the gate's";
+ mes "overall endurance needs to";
+ mes "be reinforced with something.^000000";
+ next;
+ switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
+ case 1:
+ mes "^3355FFYou tried using wood";
+ mes "to reinforce the gate.^000000";
+ set .@ro_of02,.@ro_of02 + 1;
+ next;
+ break;
+ case 2:
+ mes "^3355FFYou tried using steel";
+ mes "to reinforce the gate, but";
+ mes "it's not working well at all.";
+ mes "You'll have to start over.^000000";
+ close;
+ case 3:
+ mes "^3355FFYou tried using emveretarcon";
+ mes "to reinforce the gate, but it's";
+ mes "not working well at all.";
+ mes "You'll have to start over.^000000";
+ close;
+ case 4:
+ mes "^3355FFYou hammered the";
+ mes "oridecon: it looks";
+ mes "like this will work.^000000";
+ set .@rp_temp,.@rp_temp + 1;
+ set .@ro_of02,.@ro_of02 + 1;
+ specialeffect2 EF_REPAIRWEAPON;
+ next;
+ break;
+ }
+ break;
+ case 3:
+ mes "^3355FFThe damage to the gate";
+ mes "has caused all these";
+ mes "cracks. You'll have to";
+ mes "weld them solid somehow.^000000";
+ next;
+ switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
+ case 1:
+ mes "^3355FFYou tried using wood to fix";
+ mes "this problem, but it seems";
+ mes "to have made it worse.";
+ mes "You'll have to start all over.^000000";
+ close;
+ case 2:
+ mes "^3355FFYou used steel to weld";
+ mes "all the cracks: the gate is";
+ mes "is starting to look more solid.^000000";
+ set .@rp_temp,.@rp_temp + 1;
+ set .@ro_of02,.@ro_of02 + 1;
+ specialeffect2 EF_REPAIRWEAPON;
+ next;
+ break;
+ case 3:
+ mes "^3355FFYou tried using emveretarcon";
+ mes "to reinforce the gate, but it's";
+ mes "not working well at all.";
+ mes "You'll have to start over.^000000";
+ close;
+ case 4:
+ mes "^3355FFYou tried using oridecon,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ }
+ break;
+ case 4:
+ mes "^3355FFNow you need to make";
+ mes "sure that the gate is held";
+ mes "together pretty solidly.^000000";
+ next;
+ switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
+ case 1:
+ mes "^3355FFYou tried using wood to fix";
+ mes "this problem, but it seems";
+ mes "to have made it worse.";
+ mes "You'll have to start all over.^000000";
+ close;
+ case 2:
+ mes "^3355FFYou tried using steel,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ case 3:
+ mes "^3355FFYou successfully used";
+ mes "the emveretarcon to repair";
+ mes "much of the gate's damage.^000000";
+ set .@rp_temp,.@rp_temp + 1;
+ set .@ro_of02,.@ro_of02 + 1;
+ specialeffect2 EF_REPAIRWEAPON;
+ next;
+ break;
+ case 4:
+ mes "^3355FFYou tried using oridecon,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ }
+ }
+ }
+ }
+ mes "^3355FFWell, it looks like";
+ mes "you're just about done";
+ mes "with repairing the gate.^000000";
+ next;
+ if (agitcheck2() == 0) {
+ mes "^3355FFUnfortunately, the Fortress";
+ mes "Gate can't be reconstructed:";
+ mes "the Emperium is no longer here.^000000";
+ close;
+ }
+ else {
+ if (.@rp_temp == .@ro_of01) {
+ mes "^3355FFThe Fortress Gate has";
+ mes "been successfully repaired!^000000";
+ delitem 1019,30; //Wooden_Block
+ delitem 999,10; //Steel
+ delitem 1011,10; //Emveretarcon
+ delitem 984,5; //Oridecon
+ close2;
+ donpcevent "#aru02_RL02::OnEnable";
+ disablenpc "Control Device02#aru02";
+ mapannounce "arug_cas02","The 2nd Fortress Gate has been reconstructed!",bc_map,"0x00ff00";
+ setarray $agit_ar02[3],0; //Global Variable
+ setarray $agit_ar02[2],2; //Global Variable
+ donpcevent "Control Device01#aru02::OnEnable";
+ end;
+ }
+ else {
+ mes "^3355FFThe wall has been breached,";
+ mes "and the attempt to repair the";
+ mes "Fortress Gate has failed.";
+ mes "You lost some of your";
+ mes "repair resources...^000000";
+ delitem 984,2; //Oridecon
+ delitem 999,4; //Steel
+ delitem 1019,14; //Wooden_Block
+ delitem 1011,3; //Emveretarcon
+ close;
+ }
+ }
+ }
+ else {
+ mes "^3355FFYou can't attempt to repair";
+ mes "the Fortress Gate if you don't";
+ mes "have all the needed materials.^000000";
+ close;
+ }
+ }
+ }
+ }
+ end;
+
+OnInit:
+ disablenpc "Control Device02#aru02";
+ end;
+
+OnEnable:
+ enablenpc "Control Device02#aru02";
+ end;
+
+OnDisable:
+ disablenpc "Control Device02#aru02";
+ end;
+}
+
+arug_cas02,56,308,0 script Control Device03#aru02 111,{
+ set .@GID, GetCastleData("arug_cas02",1);
+ if (getcharid(2) == .@GID) {
+ if (strcharinfo(0) == getguildmaster(.@GID)) {
+ if ($agit_ar02[4] == 2) {
+ mes "^3355FFDemolished Fortress";
+ mes "Gates can be repaired,";
+ mes "but you will need to gather";
+ mes "the following materials.^000000";
+ next;
+ mes "^4D4DFF10 Steel^000000,";
+ mes "^4D4DFF30 Trunks^000000,";
+ mes "^4D4DFF5 Oridecon^000000, and";
+ mes "^4D4DFF10 Emveretarcon^000000.";
+ next;
+ select("Continue");
+ if ((countitem(1019) > 29) && (countitem(999) > 9) && (countitem(1011) > 9) && (countitem(984) > 4)) {
+ mes "^3355FFYou will need Trunks to";
+ mes "repair the support frame,";
+ mes "Oridecon to enhance the";
+ mes "gate's endurance, and";
+ mes "Emveretarcon to basically";
+ mes "hold everything together.^000000";
+ next;
+ set .@ro_of01,rand(10,15);
+ while(1) {
+ if (.@ro_of02 == .@ro_of01) {
+ break;
+ }
+ else {
+ switch(rand(1,4)) {
+ case 1:
+ mes "^3355FFThe support frame";
+ mes "is badly damaged:";
+ mes "fixing this part";
+ mes "is a top priority.^000000";
+ next;
+ switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
+ case 1:
+ mes "^3355FFThe frame has been";
+ mes "reinforced with wood.^000000";
+ set .@rp_temp,.@rp_temp + 1;
+ set .@ro_of02,.@ro_of02 + 1;
+ specialeffect2 EF_REPAIRWEAPON;
+ next;
+ break;
+ case 2:
+ mes "^3355FFYou tried using steel,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ case 3:
+ mes "^3355FFYou tried using emveretarcon";
+ mes "to reinforce the gate, but it's";
+ mes "not working well at all.";
+ mes "You'll have to start over.^000000";
+ close;
+ case 4:
+ mes "^3355FFYou tried using oridecon,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ }
+ break;
+ case 2:
+ mes "^3355FFIt looks like the gate's";
+ mes "overall endurance needs to";
+ mes "be reinforced with something.^000000";
+ next;
+ switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
+ case 1:
+ mes "^3355FFYou tried using wood";
+ mes "to reinforce the gate.^000000";
+ set .@ro_of02,.@ro_of02 + 1;
+ next;
+ break;
+ case 2:
+ mes "^3355FFYou tried using steel";
+ mes "to reinforce the gate, but";
+ mes "it's not working well at all.";
+ mes "You'll have to start over.^000000";
+ close;
+ case 3:
+ mes "^3355FFYou tried using emveretarcon";
+ mes "to reinforce the gate, but it's";
+ mes "not working well at all.";
+ mes "You'll have to start over.^000000";
+ close;
+ case 4:
+ mes "^3355FFYou hammered the";
+ mes "oridecon: it looks";
+ mes "like this will work.^000000";
+ set .@rp_temp,.@rp_temp + 1;
+ set .@ro_of02,.@ro_of02 + 1;
+ specialeffect2 EF_REPAIRWEAPON;
+ next;
+ break;
+ }
+ break;
+ case 3:
+ mes "^3355FFThe damage to the gate";
+ mes "has caused all these";
+ mes "cracks. You'll have to";
+ mes "weld them solid somehow.^000000";
+ next;
+ switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
+ case 1:
+ mes "^3355FFYou tried using wood to fix";
+ mes "this problem, but it seems";
+ mes "to have made it worse.";
+ mes "You'll have to start all over.^000000";
+ close;
+ case 2:
+ mes "^3355FFYou used steel to weld";
+ mes "all the cracks: the gate is";
+ mes "is starting to look more solid.^000000";
+ set .@rp_temp,.@rp_temp + 1;
+ set .@ro_of02,.@ro_of02 + 1;
+ specialeffect2 EF_REPAIRWEAPON;
+ next;
+ break;
+ case 3:
+ mes "^3355FFYou tried using emveretarcon";
+ mes "to reinforce the gate, but it's";
+ mes "not working well at all.";
+ mes "You'll have to start over.^000000";
+ close;
+ case 4:
+ mes "^3355FFYou tried using oridecon,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ }
+ break;
+ case 4:
+ mes "^3355FFNow you need to make";
+ mes "sure that the gate is held";
+ mes "together pretty solidly.^000000";
+ next;
+ switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
+ case 1:
+ mes "^3355FFYou tried using wood to fix";
+ mes "this problem, but it seems";
+ mes "to have made it worse.";
+ mes "You'll have to start all over.^000000";
+ close;
+ case 2:
+ mes "^3355FFYou tried using steel,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ case 3:
+ mes "^3355FFYou successfully used";
+ mes "the emveretarcon to repair";
+ mes "much of the gate's damage.^000000";
+ set .@rp_temp,.@rp_temp + 1;
+ set .@ro_of02,.@ro_of02 + 1;
+ specialeffect2 EF_REPAIRWEAPON;
+ next;
+ break;
+ case 4:
+ mes "^3355FFYou tried using oridecon,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ }
+ }
+ }
+ }
+ mes "^3355FFWell, it looks like";
+ mes "you're just about done";
+ mes "with repairing the gate.^000000";
+ next;
+ if (agitcheck2() == 0) {
+ mes "^3355FFUnfortunately, the Fortress";
+ mes "Gate can't be reconstructed:";
+ mes "the Emperium is no longer here.^000000";
+ close;
+ }
+ else {
+ if (.@rp_temp == .@ro_of01) {
+ mes "^3355FFThe Fortress Gate has";
+ mes "been successfully repaired!^000000";
+ delitem 1019,30; //Wooden_Block
+ delitem 999,10; //Steel
+ delitem 1011,10; //Emveretarcon
+ delitem 984,5; //Oridecon
+ close2;
+ donpcevent "#aru02_RL03::OnEnable";
+ disablenpc "Control Device03#aru02";
+ mapannounce "arug_cas02","The 3rd Fortress Gate has been reconstructed!",bc_map,"0x00ff00";
+ setarray $agit_ar02[4],0;
+ setarray $agit_ar02[3],2;
+ donpcevent "Control Device02#aru02::OnEnable";
+ end;
+ }
+ else {
+ mes "^3355FFThe wall has been breached,";
+ mes "and the attempt to repair the";
+ mes "Fortress Gate has failed.";
+ mes "You lost some of your";
+ mes "repair resources...^000000";
+ delitem 984,2; //Oridecon
+ delitem 999,4; //Steel
+ delitem 1019,14; //Wooden_Block
+ delitem 1011,3; //Emveretarcon
+ close;
+ }
+ }
+ }
+ else {
+ mes "^3355FFYou can't attempt to repair";
+ mes "the Fortress Gate if you don't";
+ mes "have all the needed materials.^000000";
+ close;
+ }
+ }
+ }
+ }
+ end;
+
+OnInit:
+ disablenpc "Control Device03#aru02";
+ end;
+
+OnEnable:
+ enablenpc "Control Device03#aru02";
+ end;
+
+OnDisable:
+ disablenpc "Control Device03#aru02";
+ end;
+}
+
+// Link Flags
+arug_cas02,98,270,0 script LF-01#arug_cas02 111,{
+ set .@GID, GetCastleData("arug_cas02",1);
+ if (getcharid(2) == .@GID) {
+ mes "^3355FFThis is the Stronghold";
+ mes "Teleport Service. Please";
+ mes "choose a destination";
+ mes "within the stronghold.^000000";
+ switch(select("First Gate House:Second Gate House:Cancel")) {
+ case 1:
+ warp "arug_cas02",10,187;
+ end;
+ case 2:
+ warp "arug_cas02",268,187;
+ end;
+ case 3:
+ close;
+ }
+ }
+ end;
+}
+
+arug_cas02,98,266,0 script LF-02#arug_cas02 111,{
+ set .@GID, GetCastleData("arug_cas02",1);
+ if (getcharid(2) == .@GID) {
+ mes "^3355FFThis is the Stronghold";
+ mes "Teleport Service. Please";
+ mes "choose a destination";
+ mes "within the stronghold.^000000";
+ switch(select("Defense Area 1-1:Defense Area 1-2:Cancel")) {
+ case 1:
+ warp "arug_cas02",66,31;
+ end;
+ case 2:
+ warp "arug_cas02",212,31;
+ end;
+ case 3:
+ close;
+ }
+ }
+ end;
+}
+
+arug_cas02,98,262,0 script LF-03#arug_cas02 111,{
+ set .@GID, GetCastleData("arug_cas02",1);
+ if (getcharid(2) == .@GID) {
+ mes "^3355FFThis is the Stronghold";
+ mes "Teleport Service. Please";
+ mes "choose a destination";
+ mes "within the stronghold.^000000";
+ switch(select("Defense Area 1-3:Defense Area 1-4:Cancel")) {
+ case 1:
+ warp "arug_cas02",90,120;
+ end;
+ case 2:
+ warp "arug_cas02",188,119;
+ end;
+ case 3:
+ close;
+ }
+ }
+ end;
+}
+
+arug_cas02,98,258,0 script LF-04#arug_cas02 111,{
+ set .@GID, GetCastleData("arug_cas02",1);
+ if (getcharid(2) == .@GID) {
+ mes "^3355FFThis is the Stronghold";
+ mes "Teleport Service. Please";
+ mes "choose a destination";
+ mes "within the stronghold.^000000";
+ switch(select("Defense Area 2-1:Defense Area 2-2:Cancel")) {
+ case 1:
+ warp "arug_cas02",119,183;
+ end;
+ case 2:
+ warp "arug_cas02",159,183;
+ end;
+ case 3:
+ close;
+ }
+ }
+ end;
+}
+
+arug_cas02,98,253,0 script LF-05#arug_cas02 111,{
+ set .@GID, GetCastleData("arug_cas02",1);
+ if (getcharid(2) == .@GID) {
+ mes "^3355FFThis is the Stronghold";
+ mes "Teleport Service. Please";
+ mes "choose a destination";
+ mes "within the stronghold.^000000";
+ switch(select("Defense Area 2-3:Defense Area 2-4:Cancel")) {
+ case 1:
+ warp "arug_cas02",156,324;
+ end;
+ case 2:
+ warp "arug_cas02",174,372;
+ end;
+ case 3:
+ close;
+ }
+ }
+ end;
+}
+
+arug_cas02,98,249,0 script LF-06#arug_cas02 111,{
+ set .@GID, GetCastleData("arug_cas02",1);
+ if (getcharid(2) == .@GID) {
+ mes "^3355FFThis is the Stronghold";
+ mes "Teleport Service. Please";
+ mes "choose a destination";
+ mes "within the stronghold.^000000";
+ switch(select("Defense Area 3-1:Defense Area 3-2:Cancel")) {
+ case 1:
+ warp "arug_cas02",28,325;
+ end;
+ case 2:
+ warp "arug_cas02",57,325;
+ end;
+ case 3:
+ close;
+ }
+ }
+ end;
+}
+
+arug_cas02,98,245,0 script LF-07#arug_cas02 111,{
+ set .@GID, GetCastleData("arug_cas02",1);
+ if (getcharid(2) == .@GID) {
+ mes "^3355FFThis is the Stronghold";
+ mes "Teleport Service. Please";
+ mes "choose a destination";
+ mes "within the stronghold.^000000";
+ switch(select("Center 2nd Area:Center 3rd Area:Cancel")) {
+ case 1:
+ warp "arug_cas02",156,263;
+ end;
+ case 2:
+ warp "arug_cas02",43,354;
+ end;
+ case 3:
+ close;
+ }
+ }
+ end;
+}
+
+arug_cas02,98,241,0 script LF-08#arug_cas02 111,{
+ set .@GID, GetCastleData("arug_cas02",1);
+ if (getcharid(2) == .@GID) {
+ mes "^3355FFThis is the Stronghold";
+ mes "Teleport Service. Would";
+ mes "you like to teleport to the";
+ mes "Convenience Facility for";
+ mes "guild members?^000000";
+ switch(select("Go to Convenience Facility:Cancel")) {
+ case 1:
+ warp "arug_cas02",387,323;
+ end;
+ case 2:
+ close;
+ }
+ }
+ end;
+}
+
+arug_cas02,216,92,0 script Cyr#LF_ar02_1::LF_ar02_1 111,{
+ set .@GID, GetCastleData("arug_cas02",1);
+ if (getcharid(2) == .@GID) {
+ mes "^3355FFThis is the Stronghold";
+ mes "Teleport Service. Would";
+ mes "you like to teleport to";
+ mes "the Emperium Center?^000000";
+ switch(select("Teleport:Cancel")) {
+ case 1:
+ warp "arug_cas02",43,256;
+ end;
+ case 2:
+ close;
+ }
+ }
+ end;
+}
+
+arug_cas02,63,92,0 duplicate(LF_ar02_1) Cyr#LF_ar02_2 111
+arug_cas02,127,133,4 duplicate(LF_ar02_1) Cyr#LF_ar02_3 111
+arug_cas02,152,133,4 duplicate(LF_ar02_1) Cyr#LF_ar02_4 111
+arug_cas02,149,218,0 duplicate(LF_ar02_1) Cyr#LF_ar02_5 111
+arug_cas02,162,218,0 duplicate(LF_ar02_1) Cyr#LF_ar02_6 111
+arug_cas02,128,350,0 duplicate(LF_ar02_1) Cyr#LF_ar02_7 111
+arug_cas02,128,341,0 duplicate(LF_ar02_1) Cyr#LF_ar02_8 111
+arug_cas02,49,317,0 duplicate(LF_ar02_1) Cyr#LF_ar02_9 111
+arug_cas02,30,317,0 duplicate(LF_ar02_1) Cyr#LF_ar02_10 111
+arug_cas02,9,190,0 duplicate(LF_ar02_1) Cyr#LF_ar02_11 111
+arug_cas02,271,190,0 duplicate(LF_ar02_1) Cyr#LF_ar02_12 111
+
+arug_cas02,129,178,4 script Cyr#LF_ar02_13::LF_ar02_2 722,{
+ set .@GID, GetCastleData("arug_cas02",1);
+ if (getcharid(2) == .@GID) {
+ mes "^3355FFThis is the Stronghold";
+ mes "Teleport Service. Would";
+ mes "you like to teleport to";
+ mes "the Emperium Center?^000000";
+ switch(select("Teleport:Cancel")) {
+ case 1:
+ warp "arug_cas02",43,256;
+ end;
+ case 2:
+ close;
+ }
+ }
+ end;
+
+OnInterIfInitOnce:
+OnRecvCastleAr02:
+ FlagEmblem GetCastleData("arug_cas02",1);
+ end;
+}
+
+arug_cas02,149,178,4 duplicate(LF_ar02_2) Cyr#LF_ar02_14 722
+arug_cas02,132,38,4 duplicate(LF_ar02_2) Cyr#LF_ar02_15 722
+arug_cas02,147,38,4 duplicate(LF_ar02_2) Cyr#LF_ar02_16 722
+
+// Guild Manager
+arug_cas02,303,341,3 script Steward#aru02 55,{
+ set .@GID, GetCastleData("arug_cas02",1);
+ if (.@GID == 0) {
+ mes "[ Steward ]";
+ mes "I await for the master";
+ mes "whom destiny will choose";
+ mes "for me. Do you think you";
+ mes "have to courage and strength";
+ mes "to conquer this stronghold?";
+ close;
+ }
+ if (getcharid(2) != .@GID || strcharinfo(0) != getguildmaster(.@GID)) {
+ mes "[ Steward ]";
+ mes "Hmpf. Your threats don't";
+ mes "scare me! Guardians, drive";
+ mes "this infidel away from here!";
+ mes "I will always be loyal to the";
+ mes "master of this stronghold,";
+ mes "the one and only ^FF0000" + getguildmaster(.@GID) + "^000000.";
+ close;
+ }
+ mes "[ Steward ]";
+ mes "Ah, Master ^FF0000" + getguildmaster(.@GID) + "^000000...";
+ mes "How shall I serve you today?";
+ mes "Was there an aspect of this";
+ mes "stronghold's maintenance";
+ mes "you wanted to discuss?";
+ next;
+ switch(select("Stronghold Briefing:Invest in Commercial Growth:Invest in Defense growth:Hire/Fire Storage Staff:Go to Master's room")) {
+ case 1:
+ mes "[ Steward ]";
+ mes "The Commercial Growth";
+ mes "Level of the stronghold is ^0000ff" + GetCastleData("arug_cas02",2) + ".";
+ if (GetCastleData("arug_cas02",4) > 0) {
+ mes "Last time, you invested in";
+ mes "Commercial Growth " + GetCastleData("arug_cas02",4) + ".";
+ }
+ next;
+ mes "[ Steward ]";
+ mes "Our stronghold's";
+ mes "safeguard level is " + GetCastleData("arug_cas02",3) + ".";
+ if (GetCastleData("arug_cas02",5) > 0) {
+ mes "Last time, you invested";
+ mes "in defense " + GetCastleData("arug_cas02",5) + " times.";
+ }
+ mes " ";
+ mes "That is all, master.";
+ close;
+ case 2:
+ set .@Economy,GetCastleData("arug_cas02",2);
+ if (.@Economy < 6) { set .@eco_invest,5000; }
+ else if ((.@Economy >= 6) && (.@Economy <= 10)) { set .@eco_invest,10000; }
+ else if ((.@Economy >= 11) && (.@Economy <= 15)) { set .@eco_invest,20000; }
+ else if ((.@Economy >= 16) && (.@Economy <= 20)) { set .@eco_invest,35000; }
+ else if ((.@Economy >= 21) && (.@Economy <= 25)) { set .@eco_invest,55000; }
+ else if ((.@Economy >= 26) && (.@Economy <= 30)) { set .@eco_invest,80000; }
+ else if ((.@Economy >= 31) && (.@Economy <= 35)) { set .@eco_invest,110000; }
+ else if ((.@Economy >= 36) && (.@Economy <= 40)) { set .@eco_invest,145000; }
+ else if ((.@Economy >= 41) && (.@Economy <= 45)) { set .@eco_invest,185000; }
+ else if ((.@Economy >= 46) && (.@Economy <= 50)) { set .@eco_invest,230000; }
+ else if ((.@Economy >= 51) && (.@Economy <= 55)) { set .@eco_invest,280000; }
+ else if ((.@Economy >= 56) && (.@Economy <= 60)) { set .@eco_invest,335000; }
+ else if ((.@Economy >= 61) && (.@Economy <= 65)) { set .@eco_invest,395000; }
+ else if ((.@Economy >= 66) && (.@Economy <= 70)) { set .@eco_invest,460000; }
+ else if ((.@Economy >= 71) && (.@Economy <= 75)) { set .@eco_invest,530000; }
+ else if ((.@Economy >= 76) && (.@Economy <= 80)) { set .@eco_invest,605000; }
+ else if ((.@Economy >= 81) && (.@Economy <= 85)) { set .@eco_invest,685000; }
+ else if ((.@Economy >= 86) && (.@Economy <= 90)) { set .@eco_invest,770000; }
+ else if ((.@Economy >= 91) && (.@Economy <= 95)) { set .@eco_invest,860000; }
+ else if ((.@Economy >= 96) && (.@Economy <= 100)) { set .@eco_invest,955000; }
+ //Quadruple the cost of investing if you've already invested once.
+ if (GetCastleData("arug_cas02",4)) {
+ set .@eco_invest,.@eco_invest*4;
+ }
+ mes "[ Steward ]";
+ mes "Raising the stronghold's";
+ mes "commercial growth will";
+ mes "increase the quantity of";
+ mes "goods produced for the guild.";
+ mes "Investing in commercial growth";
+ mes "will help the guild's future.";
+ next;
+ mes "[ Steward ]";
+ mes "You can make one investment";
+ mes "each day, but if you can make";
+ mes "two investments if you pay";
+ mes "more zeny: this will speed";
+ mes "up commercial development,";
+ mes "but can be quite expensive.";
+ next;
+ if (.@Economy == 100) {
+ mes "[ Steward ]";
+ mes "However, our stronghold's";
+ mes "commerical growth level is";
+ mes "at 100%. It's not possible to";
+ mes "develop commercial growth";
+ mes "any further than that.";
+ close;
+ }
+ if (GetCastleData("arug_cas02",4) >= 2) {
+ mes "[ Steward ]";
+ mes "You've already made two";
+ mes "investments today, so you'll";
+ mes "have to wait until tomorrow";
+ mes "to make another investment.";
+ close;
+ }
+ if (GetCastleData("arug_cas02",4) == 0) {
+ mes "[ Steward ]";
+ mes "You must pay ^FF0000" + .@eco_invest + "^000000 zeny";
+ mes "to make an investment";
+ mes "Will you invest in this";
+ mes "stronghold's commerical";
+ mes "development now?";
+ }
+ else {
+ mes "[ Steward ]";
+ mes "You must pay ^FF0000" + .@eco_invest + "^000000";
+ mes "more zeny to make a second";
+ mes "investment today. Will you";
+ mes "invest one more time?";
+ }
+ next;
+ switch(select("Invest in Commercial Growth:Cancel")) {
+ case 1:
+ if (GetCastleData("arug_cas02",4) >= 2) {
+ mes "[ Steward ]";
+ mes "You've already made two";
+ mes "investments today, so you'll";
+ mes "have to wait until tomorrow";
+ mes "to make another investment.";
+ close;
+ }
+ if (Zeny < .@eco_invest) {
+ mes "[ Steward ]";
+ mes "I'm sorry, Master, but";
+ mes "you do not have enough";
+ mes "zeny to make an investment";
+ mes "for the guild today.";
+ close;
+ }
+ set zeny,zeny-.@eco_invest;
+ SetCastleData "arug_cas02",4,GetCastleData("arug_cas02",4)+1;
+ mes "[ Steward ]";
+ mes "A wise use of the guild's";
+ mes "funds, Master. We can expect";
+ mes "to see the results of this";
+ mes "investment by tomorrow.";
+ close;
+ case 2:
+ mes "[ Steward ]";
+ mes "As you command, Master.";
+ close;
+ }
+ case 3:
+ set .@Defence,GetCastleData("arug_cas02",3);
+ if (.@Defence < 6) { set .@def_invest,10000; }
+ else if ((.@Defence >= 6) && (.@Defence <= 10)) { set .@def_invest,20000; }
+ else if ((.@Defence >= 11) && (.@Defence <= 15)) { set .@def_invest,40000; }
+ else if ((.@Defence >= 16) && (.@Defence <= 20)) { set .@def_invest,70000; }
+ else if ((.@Defence >= 21) && (.@Defence <= 25)) { set .@def_invest,110000; }
+ else if ((.@Defence >= 26) && (.@Defence <= 30)) { set .@def_invest,160000; }
+ else if ((.@Defence >= 31) && (.@Defence <= 35)) { set .@def_invest,220000; }
+ else if ((.@Defence >= 36) && (.@Defence <= 40)) { set .@def_invest,290000; }
+ else if ((.@Defence >= 41) && (.@Defence <= 45)) { set .@def_invest,370000; }
+ else if ((.@Defence >= 46) && (.@Defence <= 50)) { set .@def_invest,460000; }
+ else if ((.@Defence >= 51) && (.@Defence <= 55)) { set .@def_invest,560000; }
+ else if ((.@Defence >= 56) && (.@Defence <= 60)) { set .@def_invest,670000; }
+ else if ((.@Defence >= 61) && (.@Defence <= 65)) { set .@def_invest,790000; }
+ else if ((.@Defence >= 66) && (.@Defence <= 70)) { set .@def_invest,920000; }
+ else if ((.@Defence >= 71) && (.@Defence <= 75)) { set .@def_invest,1060000; }
+ else if ((.@Defence >= 76) && (.@Defence <= 80)) { set .@def_invest,1210000; }
+ else if ((.@Defence >= 81) && (.@Defence <= 85)) { set .@def_invest,1370000; }
+ else if ((.@Defence >= 86) && (.@Defence <= 90)) { set .@def_invest,1540000; }
+ else if ((.@Defence >= 91) && (.@Defence <= 95)) { set .@def_invest,1720000; }
+ else if ((.@Defence >= 96) && (.@Defence <= 100)) { set .@def_invest,1910000; }
+ //Quadruple the cost of investing if you've already invested once.
+ if (GetCastleData("arug_cas02",5)) {
+ set .@def_invest,.@def_invest*4;
+ }
+ mes "[ Steward ]";
+ mes "Investing in our stronghold's";
+ mes "defense will enhance the";
+ mes "durability of our Guardians";
+ mes "and the Emperium. We'll need";
+ mes "every advantage to protect";
+ mes "ourselves from our enemies.";
+ next;
+ mes "[ Steward ]";
+ mes "You can invest in defense";
+ mes "once per day, but if you pay";
+ mes "more zeny, you can invest";
+ mes "a maximum of two times daily.";
+ next;
+ mes "[ Steward ]";
+ if (GetCastleData("arug_cas02",3) == 100) {
+ mes "The Defense Level of this";
+ mes "stronghold is 100%, and";
+ mes "cannot be increased further.";
+ close;
+ }
+ if (GetCastleData("arug_cas02",5) >= 2) {
+ mes "Master, you've already";
+ mes "invested in Defense twice";
+ mes "today. You'll need to wait";
+ mes "until tomorrow if you really";
+ mes "want to increase our defenses.";
+ close;
+ }
+ if (GetCastleData("arug_cas02",5) == 0) {
+ mes "We need ^FF0000" + .@def_invest + "^000000";
+ mes "zeny to invest in our";
+ mes "stronghold's defenses.";
+ mes "Will you invest now?";
+ }
+ else {
+ mes "We need ^FF0000" + .@def_invest + "^000000";
+ mes "zeny to invest in our";
+ mes "stronghold's defenses";
+ mes "a second time today.";
+ mes "Will you invest now?";
+ }
+ next;
+ switch(select("Invest in Defense:Cancel")) {
+ case 1:
+ if (GetCastleData("arug_cas02",5) >= 2) {
+ mes "[ Steward ]";
+ mes "Master, you've already";
+ mes "invested in Defense twice";
+ mes "today. You'll need to wait";
+ mes "until tomorrow if you really";
+ mes "want to increase our defenses.";
+ close;
+ }
+ if (Zeny < .@def_invest) {
+ mes "[ Steward ]";
+ mes "I'm sorry, Master, but";
+ mes "you do not have enough";
+ mes "zeny to make an investment";
+ mes "for the guild today.";
+ close;
+ }
+ set zeny,zeny-.@def_invest;
+ SetCastleData "arug_cas02",5,GetCastleData("arug_cas02",5)+1;
+ mes "[ Steward ]";
+ mes "A wise use of the guild's";
+ mes "funds, Master. Increasing";
+ mes "the frequency of treasure";
+ mes "procured by the guild will";
+ mes "definitely help us all.";
+ close;
+ case 2:
+ mes "[ Steward ]";
+ mes "As you command, Master.";
+ close;
+ }
+ case 4:
+ if (GetCastleData("arug_cas02",9) == 1) {
+ mes "[ Steward ]";
+ mes "Do you wish to dismiss";
+ mes "the Kafra Employee that";
+ mes "we've hired for the guild?";
+ next;
+ switch(select("Dismiss:Cancel")) {
+ case 1:
+ cutin "kafra_01",2;
+ mes "[ Hired Kafra Employee ]";
+ mes "Master, please reconsider!";
+ mes "I've been working very hard";
+ mes "for the success of the guild!";
+ mes "I'll try harder to serve the";
+ mes "guild members of this";
+ mes "stronghold, I promise!";
+ next;
+ switch(select("Dismiss:Cancel")) {
+ case 1:
+ mes "[ Hired Kafra Employee ]";
+ mes "Why?! What have I done";
+ mes "to deserve this? Waaah~!";
+ next;
+ cutin "kafra_01",255;
+ break;
+ case 2:
+ mes "[ Hired Kafra Employee ]";
+ mes "Thank you, Master!";
+ mes "I'll obey your every";
+ mes "command as best I can!";
+ mes "You won't regret this!";
+ close;
+ }
+ break;
+ case 2:
+ mes "[ Steward ]";
+ mes "She works very hard,";
+ mes "in my opinion. It was in";
+ mes "all of our best interests to";
+ mes "allow her to stay with us.";
+ close;
+ }
+ disablenpc "Kafra Employee#aru02";
+ SetCastleData "arug_cas02",9,0;
+ mes "[ Steward ]";
+ mes "That Kafra Employee";
+ mes "has been dismissed.";
+ mes "Were really dissatisfied";
+ mes "by the quality of her service?";
+ close;
+ }
+ else {
+ mes "[ Steward ]";
+ mes "Will you hire a";
+ mes "Kafra Employee to serve";
+ mes "our stronghold? You must";
+ mes "pay ^FF000010,000 zeny^000000 to hire one.";
+ next;
+ switch(select("Hire:Cancel")) {
+ case 1:
+ if (getgdskilllv(.@GID,10001) == 0) {
+ mes "[ Steward ]";
+ mes "Master, we cannot hire a";
+ mes "Kafra Employee because";
+ mes "you have not yet attained";
+ mes "the ^FF0000Contract with Kafra^000000";
+ mes "guild skill.";
+ close;
+ }
+ if (Zeny < 10000) {
+ mes "[ Steward ]";
+ mes "Master, we cannot hire a";
+ mes "Kafra Employee because";
+ mes "we do not have enough";
+ mes "funds to pay the contract fee.";
+ close;
+ }
+ set zeny,zeny-10000;
+ enablenpc "Kafra Employee#aru02";
+ SetCastleData "arug_cas02",9,1;
+ mes "[ Steward ]";
+ mes "Very well. We have formed";
+ mes "a contract with the Kafra";
+ mes "Head Office, and hired a";
+ mes "Kafra Employee for our";
+ mes "stronghold. Here she is~";
+ next;
+ cutin "kafra_01",2;
+ mes "[ Hired Kafra Employee ]";
+ mes "How do you do? I've";
+ mes "been dispatched by the";
+ mes "Kafra Head Office to";
+ mes "serve your guild's needs.";
+ mes "I'll do my best to follow";
+ mes "your every command, Master.";
+ next;
+ cutin "kafra_01",255;
+ mes "[ Steward ]";
+ mes "Our contract will expire";
+ mes "after one month, so we must";
+ mes "pay additional fees to keep";
+ mes "this Kafra Employee in";
+ mes "the service of our guild.";
+ close;
+ case 2:
+ mes "[ Steward ]";
+ mes "As you command, Master.";
+ mes "However, I suggest hiring";
+ mes "a Kafra Employee as soon";
+ mes "as possible since our guild";
+ mes "would greatly benefit from";
+ mes "the convenient Kafra services.";
+ close;
+ }
+ }
+ case 5:
+ mes "[ Steward ]";
+ mes "Do you wish to enter the";
+ mes "Guild Treasure Room?";
+ mes "Only you, the Guild Master,";
+ mes "are permitted to enter.";
+ next;
+ mes "[ Steward ]";
+ mes "Please remember to open";
+ mes "the Treasure Boxes at the";
+ mes "proper time. Otherwise, the";
+ mes "treasure may disappear if";
+ mes "something unexpected happens.";
+ next;
+ switch(select("Go to Treasure Room:Cancel")) {
+ case 1:
+ mes "[ Steward ]";
+ mes "Allow me to guide you";
+ mes "on the secret path to";
+ mes "the Treasure Room.";
+ mes "Press the secret switch";
+ mes "when you wish to return here.";
+ close2;
+ warp "arug_cas02",382,227;
+ end;
+ case 2:
+ mes "[ Steward ]";
+ mes "Items in the Treasure Room";
+ mes "are produced once each day.";
+ mes "Therefore, you must obtain";
+ mes "the treasure items everyday.";
+ mes "For the sake of the guild,";
+ mes "prioritize treasure harvesting!";
+ close;
+ }
+ }
+
+Onstop:
+ stopnpctimer;
+ end;
+
+OnStartArena:
+ set .@GID,getcharid(2);
+ // Lower castle Economy
+ set .@Economy,GetCastleData("arug_cas02",2) - 5;
+ if (.@Economy < 0) set .@Economy, 0;
+ SetCastleData "arug_cas02", 2, .@Economy;
+ // Lower Castle Defence
+ set .@Defence,GetCastleData("arug_cas02",3) - 5;
+ if (.@Defence < 0) set .@Defence, 0;
+ SetCastleData "arug_cas02", 3, .@Defence;
+ // Set new owner
+ SetCastleData "arug_cas02",1, .@GID;
+ // Clear castle's data.
+ for( set .@i, 4; .@i <= 9; set .@i, .@i+1 )
+ SetCastleData "arug_cas02", .@i, 0;
+ // Disable Kafra
+ disablenpc "Kafra Employee#aru02";
+
+ set .msg,2;
+ if (.msg == 1) {
+ announce "Fortress [" + GetCastleName("arug_cas02") + "]'s 'Valfreyja' was captured by [" + getguildname(.@gid) + "] Guild.",bc_all|bc_woe;
+ donpcevent "Manager#aru02_02::Onstart";
+ }
+ else if (.msg == 2) {
+ announce "The [" + getguildname(.@gid) + "] conquered the [Valfreyja 2] stronghold of "+GetCastleName("arug_cas02"),bc_all|bc_woe;
+ mapannounce "arug_cas02","The emperium has been shattered!",bc_map,"0x00FF00",FW_NORMAL,20,0,40;
+ if (agitcheck2()) {
+ donpcevent "Manager#aru02_02::Onreset";
+ initnpctimer;
+ }
+ else {
+ donpcevent "Manager#aru02_02::Onreset";
+ stopnpctimer;
+ }
+ }
+ else if (.msg == 0) {
+ announce "Fortress [" + GetCastleName("arug_cas02") + "]'s 'Valfreyja' was captured by [" + getguildname(.@gid) + "] Guild.",bc_all|bc_woe;
+ donpcevent "Manager#aru02_02::Onreset";
+ stopnpctimer;
+ end;
+ }
+ MapRespawnGuildID "arug_cas02",GetCastleData("arug_cas02",1),2;
+ donpcevent "::OnRecvCastleAr02";
+ end;
+
+OnTimer10000:
+ donpcevent "Manager#aru02_02::Onchange";
+ mapannounce "arug_cas02","Rebuild this stronghold's Guardian Stones and Fortress Gates to secure your guild's new aquisition!",bc_map,"0x00FF00",FW_NORMAL,20,0,40;
+ end;
+}
+
+// Guild Kafra
+arug_cas02,354,326,3 script Kafra Employee#aru02 117,{
+ cutin "kafra_01",2;
+ set .@GID, GetCastleData("arug_cas02",1);
+ if (getcharid(2) == .@GID && getgdskilllv(.@GID,10001)) {
+ mes "[Kafra Employee]";
+ mes "Welcome, proud member";
+ mes "of the ^FF0000" + GetGuildName(.@GID) + "^000000 Guild!";
+ mes "The Kafra Corporation is ready";
+ mes "to assist you wherever you go!";
+ next;
+ switch(select("Use Storage:Use Warp Service:Rent Pushcart:Cancel")) {
+ case 1:
+ if (basicskillcheck() && getskilllv("NV_BASIC") < 6) {
+ mes "[Kafra Employee]";
+ mes "I'm so sorry, but you must";
+ mes "have at least Novice Skill";
+ mes "Lv.6 to use the Storage.";
+ }
+ else {
+ openstorage;
+ }
+ break;
+ case 2:
+ mes "[Kafra Employee]";
+ mes "Please tell me your";
+ mes "Warp destination.";
+ next;
+ switch(select("Rachel -> 200 z:Cancel")) {
+ case 1:
+ if (Zeny < 200) {
+ mes "[Kafra Employee]";
+ mes "I'm sorry, but you don't";
+ mes "have enough zeny to pay";
+ mes "the warp fee. Would you";
+ mes "please check your funds again?";
+ close2;
+ cutin "kafra_01",255;
+ end;
+ }
+ set zeny,zeny-200;
+ warp "rachel",115,125;
+ end;
+ case 2:
+ cutin "kafra_01",255;
+ }
+ break;
+ case 3:
+ if (BaseClass != Job_Merchant) {
+ mes "[Kafra Employee]";
+ mes "I'm sorry, but the Pushcart";
+ mes "rental service can only be";
+ mes "used by Merchant, Blacksmith,";
+ mes "and Alchemist class characters.";
+ }
+ else if (checkcart() == 1) {
+ mes "[Kafra Employee]";
+ mes "Hm? You've already";
+ mes "rented a Pushcart.";
+ }
+ else {
+ mes "[Kafra Employee]";
+ mes "The Pushcart rental fee";
+ mes "is 800 zeny. Would you";
+ mes "like to rent a Pushcart?";
+ next;
+ switch(select("Rent Pushcart:Cancel")) {
+ case 1:
+ if (Zeny < 800) {
+ mes "[Kafra Employee]";
+ mes "I'm sorry, but you don't";
+ mes "have enough zeny to rent";
+ mes "one of our Pushcarts.";
+ close2;
+ cutin "kafra_01",255;
+ end;
+ }
+ set zeny,zeny-800;
+ setcart;
+ break;
+ case 2:
+ break;
+ }
+ }
+ break;
+ case 4:
+ mes "[Kafra Employee]";
+ mes "Thank you for using the";
+ mes "Kafra Service. Wherever";
+ mes "you go, Kafra will be";
+ mes "there to support you!";
+ close2;
+ cutin "kafra_01",255;
+ end;
+ }
+ close2;
+ cutin "kafra_01",255;
+ end;
+ }
+ else {
+ mes "[Kafra Employee]";
+ mes "I'm sorry, but I've been";
+ mes "exclusively contracted";
+ mes "to the members of the";
+ mes "^FF0000" + GetGuildName(.@GID) + "^000000 Guild.";
+ mes "You'll have to ask another";
+ mes "Kafra Employee to help you...";
+ close2;
+ cutin "kafra_01",255;
+ end;
+ }
+
+OnRecvCastleAr02:
+ if (GetCastleData("arug_cas02",1) == 0) {
+ monster "arug_cas02",0,0,"Evil Druid",1117,10;
+ monster "arug_cas02",0,0,"Khalitzburg",1132,4;
+ monster "arug_cas02",0,0,"Abysmal Knight",1219,3;
+ monster "arug_cas02",0,0,"Executioner",1205,1;
+ monster "arug_cas02",0,0,"Penomena",1216,10;
+ monster "arug_cas02",0,0,"Alarm",1193,18;
+ monster "arug_cas02",0,0,"Clock",1269,9;
+ monster "arug_cas02",0,0,"Raydric Archer",1276,12;
+ monster "arug_cas02",0,0,"Wanderer",1208,3;
+ monster "arug_cas02",0,0,"Alice",1275,1;
+ monster "arug_cas02",0,0,"Bloody Knight",1268,2;
+ monster "arug_cas02",0,0,"Dark Lord",1272,2;
+ monster "arug_cas02",0,0,"Tower Keeper",1270,4;
+ }
+ if (GetCastleData("arug_cas02",9) < 1) {
+ disablenpc "Kafra Employee#aru02";
+ }
+ end;
+}
+
+arug_cas02,386,227,0 script #aru02_switch 111,{
+ mes " ";
+ mes "^3355FFWill you pull";
+ mes "this small lever?^000000";
+ next;
+ switch(select("Pull Lever:Cancel")) {
+ case 1:
+ warp "arug_cas02",387,323;
+ end;
+ case 2:
+ close;
+ }
+}
+
+aru_gld,80,41,6 script Cyr#flag_Ar02_1::Ar02_Flag 722,{
+ set .@GID, GetCastleData("arug_cas02",1);
+ if (.@GID == 0) {
+ mes "[ Arunafeltz Royal Edict ]";
+ mes "The Holy Kingdom of";
+ mes "Arunafeltz declares that";
+ mes "one has yet to claim lordship";
+ mes "over this stronghold. The one";
+ mes "that breaks the Emperium will";
+ mes "be recognized as its new owner.";
+ close;
+ }
+ else {
+ if (getcharid(2) == .@GID) {
+ mes "[ Ringing Voice ]";
+ mes "Courageous one,";
+ mes "do you wish to return";
+ mes "to your stronghold?";
+ next;
+ switch(select("Return to the Stronghold:Cancel")) {
+ case 1:
+ set .@GID, GetCastleData("arug_cas02",1);
+ if (getcharid(2) == .@GID) {
+ warp "arug_cas02",43,256;
+ end;
+ }
+ close;
+ case 2:
+ close;
+ }
+ }
+ mes "[ Arunafeltz Royal Edict ]";
+ mes "The Holy Kingdom of";
+ mes "Arunafeltz decrees that";
+ mes "this stronghold is owned";
+ mes "by the ^FF0000" + GetGuildName(.@GID) + "^000000 Guild.";
+ next;
+ mes "[ Arunafeltz Royal Edict ]";
+ mes "^FF0000" + GetGuildMaster(.@GID) + "^000000 is";
+ mes "Guild Master of ^FF0000" + GetGuildName(.@GID) + "^000000.";
+ mes "Any that object must claim this";
+ mes "stronghold through strength of";
+ mes "steel and magic during the";
+ mes "appointed Guild Siege times.";
+ close;
+ }
+
+OnInterIfInitOnce:
+OnRecvCastleAr02:
+ FlagEmblem GetCastleData("arug_cas02",1);
+ end;
+}
+
+aru_gld,80,52,6 duplicate(Ar02_Flag) Cyr#flag_Ar02_2 722
+
+aru_gld,120,83,5 script Cyr#flag_Ar02_3 722,{
+ set .@GID, GetCastleData("arug_cas02",1);
+ if (.@GID == 0) {
+ mes "[ Arunafeltz Royal Edict ]";
+ mes "The Holy Kingdom of";
+ mes "Arunafeltz declares that";
+ mes "one has yet to claim lordship";
+ mes "over this stronghold. The one";
+ mes "that breaks the Emperium will";
+ mes "be recognized as its new owner.";
+ close;
+ }
+ else {
+ mes "[ Arunafeltz Royal Edict ]";
+ mes "The Holy Kingdom of";
+ mes "Arunafeltz decrees that";
+ mes "this stronghold is owned";
+ mes "by the ^FF0000" + getGuildName(.@GID) + "^000000 Guild.";
+ next;
+ mes "[ Arunafeltz Royal Edict ]";
+ mes "^FF0000" + getGuildMaster(.@GID) + "^000000 is";
+ mes "Guild Master of ^FF0000" + getGuildName(.@GID) + "^000000.";
+ mes "Any that object must claim this";
+ mes "stronghold through strength of";
+ mes "steel and magic during the";
+ mes "appointed Guild Siege times.";
+ close;
+ }
+OnInterIfInitOnce:
+OnRecvCastleAr02:
+ FlagEmblem GetCastleData("arug_cas02",1);
+ end;
+}
diff --git a/npc/pre-re/guild2/arug_cas03.txt b/npc/pre-re/guild2/arug_cas03.txt
new file mode 100644
index 000000000..6785eb812
--- /dev/null
+++ b/npc/pre-re/guild2/arug_cas03.txt
@@ -0,0 +1,2934 @@
+//===== rAthena Script =======================================
+//= War of Emperium Second Edition
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 2.1
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= WoE SE Arunafeltz Castle 3
+//===== Additional Comments: =================================
+//= 1.0 First Version [L0ne_W0lf]
+//= 1.1 Swaped an end for a close in eco investing. [L0ne_W0lf]
+//= 1.2 Fixed double message in defense investing. [L0ne_W0lf]
+//= Corrected a minor typo in the guild steward.
+//= 1.3 Fixed a guardian spawning NPCs. [L0ne_W0lf]
+//= 1.4 Fixed investment period not resetting. [L0ne_W0lf]
+//= Made it so treasure won't spawn if castle is empty.
+//= Treasure will now be killed before spawning.
+//= Should take care of event-not-found error.
+//= 1.5 Fixed error with control devices. [L0ne_W0lf]
+//= 1.6 Corrected copy/paste error. [L0ne_W0lf]
+//= 1.7 Implemented new Wall System. [Zephyrus]
+//= 1.8 Replaced effect numerics with constants. [L0ne_W0lf]
+//= 1.9 Applied updated eco/def systems. [L0ne_W0lf]
+//= 2.0 Fixed eco/def not actually incrementing. [L0ne_W0lf]
+//= Can no longer gain eco/def higher than 100.
+//= 2.1 Fixed a possible exploit in guild castle investment. [Brian]
+//============================================================
+
+arug_cas03,1,1,0 script Manager#aru03_02 111,{
+ end;
+
+OnAgitInit2:
+OnRecvCastleAr03:
+ if (GetCastleData("arug_cas03",1) == 0) {
+ donpcevent "Manager#aru03_02::Onstart";
+ }
+ end;
+
+OnAgitStart2:
+ if (agitcheck2()) {
+ MapRespawnGuildID "arug_cas03",GetCastleData("arug_cas03",1),2;
+ GvgOn "arug_cas03";
+ donpcevent "Manager#aru03_02::Onstart";
+ }
+ else {
+ donpcevent "#aru03_RL00::OnDisable";
+ donpcevent "#aru03_RL01::OnDisable";
+ donpcevent "#aru03_RL02::OnDisable";
+ donpcevent "#aru03_RL03::OnDisable";
+ }
+ end;
+
+OnAgitEnd2:
+ GvgOff "arug_cas03";
+ if (GetCastleData("arug_cas03",1)) {
+ KillMonster "arug_cas03","Steward#aru03::OnStartArena";
+ donpcevent "Manager#aru03_02::Onreset";
+ donpcevent "Steward#aru03::Onstop";
+ }
+ end;
+
+Onstart:
+ // 1st Guardian stone, 2nd Guardian stone, Barrier 1, Barrier 2, Barrier 3, Summon Guardians
+ // Settings for all but Summon Guardians
+ // 0 = Okay; 1 = Destroyed; 2 = Repairing
+ // Summon Guardians
+ // 0 = Do not Summon; 1 = Summon
+ if (GetCastleData("arug_cas03",1)) {
+ setarray $agit_ar03[0],0,0,0,0,0,0;
+ donpcevent "#aru03_df01::OnEnable";
+ donpcevent "#aru03_df02::OnEnable";
+ donpcevent "#aru03_RL00::OnEnable";
+ donpcevent "#aru03_RL01::OnEnable";
+ donpcevent "#aru03_RL02::OnEnable";
+ donpcevent "#aru03_RL03::OnEnable";
+ }
+ monster "arug_cas03",141,293,"Emperium",1288,1,"Steward#aru03::OnStartArena";
+ end;
+
+Onreset:
+ donpcevent "#aru03_df01::OnDisable";
+ donpcevent "#aru03_df02::OnDisable";
+ donpcevent "#aru03_gard01::Onreset";
+ donpcevent "#aru03_gard02::Onreset";
+ donpcevent "#aru03_RL00::OnDisable";
+ donpcevent "#aru03_RL01::OnDisable";
+ donpcevent "#aru03_RL02::OnDisable";
+ donpcevent "#aru03_RL03::OnDisable";
+ donpcevent "1st Guardian Stone#aru03::OnDisable";
+ donpcevent "2nd Guardian Stone#aru03::OnDisable";
+ donpcevent "Control Device01#aru03::OnDisable";
+ donpcevent "Control Device02#aru03::OnDisable";
+ donpcevent "Control Device03#aru03::OnDisable";
+ if (agitcheck2()) {
+ setarray $agit_ar03[0],0,0,1,1,1,0;
+ }
+ end;
+
+Onchange:
+ setarray $agit_ar03[0],2,2,1,1,2,0;
+ monster "arug_cas03",141,293,"Emperium",1288,1,"Steward#aru03::OnStartArena";
+ donpcevent "Control Device03#aru03::OnEnable";
+ donpcevent "1st Guardian Stone#aru03::OnEnable";
+ donpcevent "2nd Guardian Stone#aru03::OnEnable";
+ end;
+
+OnClock0001:
+ if (!GetCastleData("arug_cas03",1)) end;
+ killmonster "arug_cas03","Manager#aru03_02::OnTreasureDied";
+
+ if (GetCastleData("arug_cas03",4)) {
+ set .@Economy,GetCastleData("arug_cas03",2);
+ SetCastleData "arug_cas03",2,.@Economy + GetCastleData("arug_cas03",4) + (rand(2) && getgdskilllv(.@GID,10014));
+ if (GetCastleData("arug_cas03",2) > 100) SetCastleData "arug_cas03",2,100;
+ setcastledata "arug_cas03",4,0;
+ }
+ if (GetCastleData("arug_cas03",5)) {
+ set .@Defence,GetCastleData("arug_cas03",3);
+ SetCastleData "arug_cas03",3,.@Defence + GetCastleData("arug_cas03",5);
+ if (GetCastleData("arug_cas03",3) > 100) SetCastleData "arug_cas03",3,100;
+ setcastledata "arug_cas03",5,0;
+ }
+
+ set .@Treasure,GetCastleData("arug_cas03",2)/5+4;
+ if (.@Treasure) {
+ monster "arug_cas03",291,276,"Treasure Chest",1945,1,"Manager#aru03_02::OnTreasureDied";
+ monster "arug_cas03",292,276,"Treasure Chest",1324,1,"Manager#aru03_02::OnTreasureDied";
+ monster "arug_cas03",293,276,"Treasure Chest",1945,1,"Manager#aru03_02::OnTreasureDied";
+ monster "arug_cas03",294,276,"Treasure Chest",1324,1,"Manager#aru03_02::OnTreasureDied";
+ if (.@Treasure < 5) end;
+ monster "arug_cas03",295,276,"Treasure Chest",1945,1,"Manager#aru03_02::OnTreasureDied";
+ if (.@Treasure < 6) end;
+ monster "arug_cas03",296,276,"Treasure Chest",1324,1,"Manager#aru03_02::OnTreasureDied";
+ if (.@Treasure < 7) end;
+ monster "arug_cas03",293,274,"Treasure Chest",1945,1,"Manager#aru03_02::OnTreasureDied";
+ if (.@Treasure < 8) end;
+ monster "arug_cas03",294,274,"Treasure Chest",1324,1,"Manager#aru03_02::OnTreasureDied";
+ if (.@Treasure < 9) end;
+ monster "arug_cas03",295,274,"Treasure Chest",1945,1,"Manager#aru03_02::OnTreasureDied";
+ if (.@Treasure < 10) end;
+ monster "arug_cas03",296,274,"Treasure Chest",1324,1,"Manager#aru03_02::OnTreasureDied";
+ if (.@Treasure < 11) end;
+ monster "arug_cas03",297,274,"Treasure Chest",1945,1,"Manager#aru03_02::OnTreasureDied";
+ if (.@Treasure < 12) end;
+ monster "arug_cas03",298,274,"Treasure Chest",1324,1,"Manager#aru03_02::OnTreasureDied";
+ if (.@Treasure < 13) end;
+ monster "arug_cas03",291,272,"Treasure Chest",1945,1,"Manager#aru03_02::OnTreasureDied";
+ if (.@Treasure < 14) end;
+ monster "arug_cas03",292,272,"Treasure Chest",1324,1,"Manager#aru03_02::OnTreasureDied";
+ if (.@Treasure < 15) end;
+ monster "arug_cas03",293,272,"Treasure Chest",1945,1,"Manager#aru03_02::OnTreasureDied";
+ if (.@Treasure < 16) end;
+ monster "arug_cas03",294,272,"Treasure Chest",1324,1,"Manager#aru03_02::OnTreasureDied";
+ if (.@Treasure < 17) end;
+ monster "arug_cas03",295,272,"Treasure Chest",1945,1,"Manager#aru03_02::OnTreasureDied";
+ if (.@Treasure < 18) end;
+ monster "arug_cas03",296,272,"Treasure Chest",1324,1,"Manager#aru03_02::OnTreasureDied";
+ if (.@Treasure < 19) end;
+ monster "arug_cas03",293,269,"Treasure Chest",1945,1,"Manager#aru03_02::OnTreasureDied";
+ if (.@Treasure < 20) end;
+ monster "arug_cas03",294,269,"Treasure Chest",1324,1,"Manager#aru03_02::OnTreasureDied";
+ if (.@Treasure < 21) end;
+ monster "arug_cas03",295,269,"Treasure Chest",1945,1,"Manager#aru03_02::OnTreasureDied";
+ if (.@Treasure < 22) end;
+ monster "arug_cas03",296,269,"Treasure Chest",1324,1,"Manager#aru03_02::OnTreasureDied";
+ if (.@Treasure < 23) end;
+ monster "arug_cas03",297,269,"Treasure Chest",1945,1,"Manager#aru03_02::OnTreasureDied";
+ if (.@Treasure < 24) end;
+ monster "arug_cas03",298,269,"Treasure Chest",1324,1,"Manager#aru03_02::OnTreasureDied";
+ }
+ end;
+
+OnTreasureDied:
+ end;
+}
+
+arug_cas03,146,315,3 script Yehsus#aru03_01 868,{
+ set .@GID, GetCastleData("arug_cas03",1);
+ if (.@GID == 0) {
+ mes "[Yehsus]";
+ mes "Great job. Now, all you";
+ mes "need to do is destroy this";
+ mes "Emperium to gain ownership";
+ mes "over this stronghold.";
+ close;
+ }
+ if (getcharid(2) == .@GID) {
+ if (strcharinfo(0) != getguildmaster(.@GID)) {
+ mes "[Yehsus]";
+ mes "As guardian of this";
+ mes "stronghold, I answer only";
+ mes "to the master of the guild";
+ mes "that controls this place.";
+ close;
+ }
+ else {
+ if (agitcheck2() == 0) {
+ mes "[Yehsus]";
+ mes "I am Yehsus, guardian of";
+ mes "this stronghold. For now,";
+ mes "all is quiet in this place.";
+ next;
+ switch(select("Converse:Cancel")) {
+ case 1:
+ mes "[Yehsus]";
+ mes "Do you have any questions";
+ mes "about this stronghold?";
+ next;
+ switch(select("Guardian Stones:Fortress Gates:Link Flags:Battle Strategy:Cancel")) {
+ case 1:
+ mes "[Yehsus]";
+ mes "There is one Emperium";
+ mes "and two Guardian Stones in";
+ mes "each fortress. These stones";
+ mes "are the first line of defense,";
+ mes "and must be destroyed before";
+ mes "enemies can even enter.";
+ next;
+ mes "[Yehsus]";
+ mes "The stones are located in";
+ mes "^4D4DFFGate Houses^000000 which must be";
+ mes "protected to prevent enemies";
+ mes "from reaching the Emperium.";
+ mes "Guardian Stones can ^4D4DFFrecall";
+ mes "your Guardians^000000 for protection.";
+ next;
+ mes "[Yehsus]";
+ mes "Fortresses with higher levels";
+ mes "of defense can summon more";
+ mes "Guardians: this is why it is";
+ mes "so important for guilds to";
+ mes "invest in Defense Growth.";
+ next;
+ mes "[Yehsus]";
+ mes "Guardian Stones that have";
+ mes "been destroyed can be revived";
+ mes "after a certain time, but one of^FFFFFF ^000000 the guild members must give";
+ mes "me the order. I can also report^FFFFFF ^000000 the status of the Guardian Stones.";
+ close;
+ case 2:
+ mes "[Yehsus]";
+ mes "^4D4DFFFortress Gates^000000 are the second ^FFFFFF ^000000 line of guild stronghold defense,";
+ mes "and are protected by extra barricades activated by the Guardian Stones.";
+ mes "These gates are located in three different parts of the fortress.";
+ next;
+ mes "[Yehsus]";
+ mes "Barricades are protected by";
+ mes "Guardian Stones, and are";
+ mes "restored when the Guardian";
+ mes "Stones are retrieved. However,";
+ mes "it is not as easy to restore";
+ mes "destroyed Fortress Gates.";
+ next;
+ mes "[Yehsus]";
+ mes "Fortress Gates can only be";
+ mes "restored when the ^4D4DFFguild";
+ mes "master of a stronghold";
+ mes "changes^000000, or if ^4D4DFFrestoration";
+ mes "is requested by the guild";
+ mes "master of the stronghold^000000.";
+ close;
+ case 3:
+ mes "[Yehsus]";
+ mes "Strongholds have many";
+ mes "Link Flags that allow you";
+ mes "to access vital areas within";
+ mes "restrictions placed by the";
+ mes "Barricades. Usually, ^4D4DFFFlag 1";
+ mes "links to the Gate House^000000.";
+ next;
+ mes "[Yehsus]";
+ mes "Many flags link directly to";
+ mes "the flag near the Emperium.";
+ mes "The final numbered flag is";
+ mes "linked to the Convenience";
+ mes "Facility of the stronghold's";
+ mes "owner. Keep this in mind.";
+ close;
+ case 4:
+ mes "[Yehsus]";
+ mes "Strategy? It would be better";
+ mes "to develop your battle plan to";
+ mes "exploit your guild's advantages";
+ mes "and your enemies' weaknesses.";
+ mes "Use the Gate Houses and Barricades, and rebuild as quickly as you can!";
+ close;
+ case 5:
+ mes "[Yehsus]";
+ mes "You have no questions";
+ mes "to ask of me? Well, I'm";
+ mes "here to serve your needs.";
+ close;
+ }
+ case 2:
+ mes "[Yehsus]";
+ mes "I'm always here, so";
+ mes "feel free to request my";
+ mes "assistance whenever";
+ mes "the need arises.";
+ close;
+ }
+ }
+ else {
+ mes "[Yehsus]";
+ mes "Greetings, "+strcharinfo(0)+".";
+ mes "What are your orders?";
+ next;
+ switch(select("Increase Stronghold Defense:Situational Briefing:Cancel")) {
+ case 1:
+ if ($agit_ar03[5] == 0) {
+ if (getgdskilllv(.@GID,10002) == 0) {
+ mes "[Yehsus]";
+ mes "I'm sorry, but the Guardian";
+ mes "Stones aren't powerful enough";
+ mes "to summon Guardians yet. We";
+ mes "need to accumulate more";
+ mes "knowledge before they can";
+ mes "summon any Guardians.";
+ close;
+ }
+ else {
+ mes "[Yehsus]";
+ mes "I shall endeavor to summon";
+ mes "a Guardian through a Guardian";
+ mes "Stone. However, keep in mind";
+ mes "that this will not work if the";
+ mes "Guardian Stone is destroyed.";
+ setarray $agit_ar03[5],1;
+ if ($agit_ar03[0] == 0) {
+ donpcevent "#aru03_gard01::OnEnable";
+ }
+ if ($agit_ar03[1] == 0) {
+ donpcevent "#aru03_gard02::OnEnable";
+ }
+ close;
+ }
+ }
+ else {
+ mes "[Yehsus]";
+ mes "You've already commanded";
+ mes "me to summon a Guardian";
+ mes "to defend the stronghold.";
+ close;
+ }
+ case 2:
+ mes "[Yehsus]";
+ mes "Our defense status is...";
+ if ($agit_ar03[0] == 1) {
+ mes "1st Guardian Stone: ^FF0000Destroyed^000000";
+ }
+ else if ($agit_ar03[0] == 2) {
+ mes "1st Guardian Stone: ^008000Repairing^000000";
+ }
+ else {
+ mes "1st Guardian Stone: ^4D4DFFOperational^000000";
+ }
+ if ($agit_ar03[1] == 1) {
+ mes "2nd Guardian Stone: ^FF0000Destroyed^000000";
+ }
+ else if ($agit_ar03[1] == 2) {
+ mes "2nd Guardian Stone: ^008000Repairing^000000";
+ }
+ else {
+ mes "2nd Guardian Stone: ^4D4DFFOperational^000000";
+ }
+ if ($agit_ar03[2] == 1) {
+ mes "1st Fortress Gate: ^FF0000Destroyed^000000";
+ }
+ else if ($agit_ar03[2] == 2) {
+ mes "1st Fortress Gate: ^008000Repairing^000000";
+ }
+ else {
+ mes "1st Fortress Gate: ^4D4DFFOperational^000000";
+ }
+ if ($agit_ar03[3] == 1) {
+ mes "2nd Fortress Gate: ^FF0000Destroyed^000000";
+ }
+ else if ($agit_ar03[3] == 2) {
+ mes "2nd Fortress Gate: ^008000Repairing^000000";
+ }
+ else {
+ mes "2nd Fortress Gate: ^4D4DFFOperational^000000";
+ }
+ if ($agit_ar03[4] == 1) {
+ mes "3rd Fortress Gate: ^FF0000Destroyed^000000";
+ }
+ else if ($agit_ar03[4] == 2) {
+ mes "3rd Fortress Gate: ^008000Repairing^000000";
+ }
+ else {
+ mes "3rd Fortress Gate: ^4D4DFFOperational^000000";
+ }
+ close;
+ case 3:
+ mes "[Yehsus]";
+ mes "I'll be standing by,";
+ mes "awaiting your orders.";
+ close;
+ }
+ }
+ }
+ }
+ else {
+ mes "[Yehsus]";
+ mes "Who are you? Scoundrel!";
+ mes "Leave this stronghold now!";
+ close;
+ }
+
+OnInit:
+ setarray $agit_ar03[0],0,0,0,0,0,0;
+ end;
+}
+
+arug_cas03,1,1,0 script #aru03_gard01 -1,{
+OnEnable:
+ set .@defence,GetCastleData("arug_cas03",3);
+ guardian "arug_cas03",130,60,"Guardian",1899,"#aru03_gard01::OnGuardianDied"; //0;
+ if ((.@defence > 10) && (.@defence < 31)) {
+ set .MyMobCount,2;
+ guardian "arug_cas03",128,77,"Guardian",1899,"#aru03_gard01::OnGuardianDied"; //1;
+ }
+ else if ((.@defence > 30) && (.@defence < 51)) {
+ set .MyMobCount,3;
+ guardian "arug_cas03",128,77,"Guardian",1899,"#aru03_gard01::OnGuardianDied"; //1;
+ guardian "arug_cas03",128,90,"Guardian",1899,"#aru03_gard01::OnGuardianDied"; //2;
+ }
+ else if ((.@defence > 50) && (.@defence < 71)) {
+ set .MyMobCount,4;
+ guardian "arug_cas03",128,77,"Guardian",1899,"#aru03_gard01::OnGuardianDied"; //1;
+ guardian "arug_cas03",128,90,"Guardian",1899,"#aru03_gard01::OnGuardianDied"; //2;
+ guardian "arug_cas03",128,100,"Guardian",1899,"#aru03_gard01::OnGuardianDied"; //3;
+ }
+ else if (.@defence > 70) {
+ set .MyMobCount,5;
+ guardian "arug_cas03",128,77,"Guardian",1899,"#aru03_gard01::OnGuardianDied"; //1;
+ guardian "arug_cas03",128,90,"Guardian",1899,"#aru03_gard01::OnGuardianDied"; //2;
+ guardian "arug_cas03",128,100,"Guardian",1899,"#aru03_gard01::OnGuardianDied"; //3;
+ guardian "arug_cas03",110,96,"Guardian",1899,"#aru03_gard01::OnGuardianDied"; //4;
+ }
+ else {
+ set .MyMobCount,2;
+ guardian "arug_cas03",66,157,"Guardian",1899,"#aru03_gard01::OnGuardianDied"; //1;
+ }
+ initnpctimer;
+ end;
+
+OnTimer300000:
+ set .MyMobCount,.MyMobCount+1;
+ guardian "arug_cas03",91,53,"Guardian",1899,"#aru03_gard01::OnGuardianDied"; //5;
+ mapannounce "arug_cas03","The 1st Guardian has been summoned from the Gate House.",bc_map,"0xff4500";
+ end;
+
+OnTimer900000:
+ set .MyMobCount,.MyMobCount+1;
+ guardian "arug_cas03",65,71,"Guardian",1899,"#aru03_gard01::OnGuardianDied"; //6;
+ mapannounce "arug_cas03","The 2nd Guardian has been summoned from the Gate House.",bc_map,"0xff4500";
+ end;
+
+OnTimer1800000:
+ set .MyMobCount,.MyMobCount+1;
+ guardian "arug_cas03",65,103,"Guardian",1899,"#aru03_gard01::OnGuardianDied"; //7;
+ mapannounce "arug_cas03","The 3rd Guardian has been summoned from the Gate House.",bc_map,"0xff4500";
+ end;
+
+OnTimer2700000:
+ set .MyMobCount,.MyMobCount+1;
+ guardian "arug_cas03",110,96,"Guardian",1899,"#aru03_gard01::OnGuardianDied"; //8;
+ mapannounce "arug_cas03","The 4th Guardian has been summoned from the Gate House.",bc_map,"0xff4500";
+ end;
+
+OnTimer3600000:
+ set .MyMobCount,.MyMobCount+1;
+ guardian "arug_cas03",128,100,"Guardian",1899,"#aru03_gard01::OnGuardianDied"; //9;
+ mapannounce "arug_cas03","The 5th Guardian has been summoned from the Gate House.",bc_map,"0xff4500";
+ stopnpctimer;
+ end;
+
+OnGuardianDied:
+ set .MyMobCount,.MyMobCount-1;
+ if (.MyMobCount < 2) {
+ set .MyMobCount,.MyMobCount+1;
+ guardian "arug_cas03",128,77,"Guardian",1899,"#aru03_gard01::OnGuardianDied"; //10;
+ }
+ end;
+
+Onreset:
+ stopnpctimer;
+ killmonster "arug_cas03","#aru03_gard01::OnGuardianDied";
+ end;
+}
+
+arug_cas03,1,2,0 script #aru03_gard02 -1,{
+OnEnable:
+ set .@defence,GetCastleData("arug_cas03",3);
+ guardian "arug_cas03",156,101,"Guardian",1899,"#aru03_gard02::OnGuardianDied"; //11;
+ if ((.@defence > 10) && (.@defence < 31)) {
+ set .MyMobCount,2;
+ guardian "arug_cas03",172,95,"Guardian",1899,"#aru03_gard02::OnGuardianDied"; //12;
+ }
+ else if ((.@defence > 30) && (.@defence < 51)) {
+ set .MyMobCount,3;
+ guardian "arug_cas03",172,95,"Guardian",1899,"#aru03_gard02::OnGuardianDied"; //12;
+ guardian "arug_cas03",154,90,"Guardian",1899,"#aru03_gard02::OnGuardianDied"; //13;
+ }
+ else if ((.@defence > 50) && (.@defence < 71)) {
+ set .MyMobCount,4;
+ guardian "arug_cas03",172,95,"Guardian",1899,"#aru03_gard02::OnGuardianDied"; //12;
+ guardian "arug_cas03",154,90,"Guardian",1899,"#aru03_gard02::OnGuardianDied"; //13;
+ guardian "arug_cas03",156,77,"Guardian",1899,"#aru03_gard02::OnGuardianDied"; //14;
+ }
+ else if (.@defence > 70) {
+ set .MyMobCount,5;
+ guardian "arug_cas03",172,95,"Guardian",1899,"#aru03_gard02::OnGuardianDied"; //12;
+ guardian "arug_cas03",154,90,"Guardian",1899,"#aru03_gard02::OnGuardianDied"; //13;
+ guardian "arug_cas03",156,77,"Guardian",1899,"#aru03_gard02::OnGuardianDied"; //14;
+ guardian "arug_cas03",155,60,"Guardian",1899,"#aru03_gard02::OnGuardianDied"; //15;
+ }
+ else {
+ set .MyMobCount,2;
+ guardian "arug_cas03",211,159,"Guardian",1899,"#aru03_gard02::OnGuardianDied"; //12;
+ }
+ initnpctimer;
+ end;
+
+OnTimer600000:
+ set .MyMobCount,.MyMobCount+1;
+ guardian "arug_cas03",187,54,"Guardian",1899,"#aru03_gard02::OnGuardianDied"; //16;
+ end;
+
+OnTimer1200000:
+ set .MyMobCount,.MyMobCount+1;
+ guardian "arug_cas03",212,67,"Guardian",1899,"#aru03_gard02::OnGuardianDied"; //17;
+ end;
+
+OnTimer2100000:
+ set .MyMobCount,.MyMobCount+1;
+ guardian "arug_cas03",211,105,"Guardian",1899,"#aru03_gard02::OnGuardianDied"; //18;
+ end;
+
+OnTimer3000000:
+ set .MyMobCount,.MyMobCount+1;
+ guardian "arug_cas03",155,60,"Guardian",1899,"#aru03_gard02::OnGuardianDied"; //19;
+ end;
+
+OnTimer3900000:
+ set .MyMobCount,.MyMobCount+1;
+ guardian "arug_cas03",156,77,"Guardian",1899,"#aru03_gard02::OnGuardianDied"; //20;
+ stopnpctimer;
+ end;
+
+OnGuardianDied:
+ set .MyMobCount,.MyMobCount-1;
+ if (.MyMobCount < 2) {
+ set .MyMobCount,.MyMobCount+1;
+ guardian "arug_cas03",172,95,"Guardian",1899,"#aru03_gard02::OnGuardianDied"; //21;
+ }
+ end;
+
+Onreset:
+ stopnpctimer;
+ killmonster "arug_cas03","#aru03_gard02::OnGuardianDied";
+ end;
+}
+
+arug_cas03,1,3,0 script #aru03_df01 -1,{
+OnEnable:
+ guardian "arug_cas03",65,171,"1st Guardian Stone",1907,"#aru03_df01::OnGuardianStoneDied"; //22;
+ end;
+
+OnDisable:
+ killmonster "arug_cas03","#aru03_df01::OnGuardianStoneDied";
+ setarray $agit_ar03[0],1; //Global Variable
+ stopnpctimer;
+ end;
+
+OnGuardianStoneDied:
+ // 1st Guardian Stone is Destroyed
+ setarray $agit_ar03[0],1;
+ if (($agit_ar03[0] == 1) || ($agit_ar03[0] == 2)) {
+ set .@destroyed,.@destroyed + 1;
+ }
+ if (($agit_ar03[1] == 1) || ($agit_ar03[1] == 2)) {
+ set .@destroyed,.@destroyed + 1;
+ }
+ if (.@destroyed == 2) {
+ mapannounce "arug_cas03","All of the Guardian Stones have been destroyed!",bc_map,"0x00ff00";
+ donpcevent "#aru03_RL00::OnDisable";
+ donpcevent "#aru03_gard01::Onreset";
+ }
+ else {
+ mapannounce "arug_cas03","The 1st Guardian Stone has been destroyed!",bc_map,"0x00ff00";
+ donpcevent "#aru03_gard01::Onreset";
+ }
+ initnpctimer;
+ end;
+
+OnTimer300000:
+ donpcevent "1st Guardian Stone#aru03::OnEnable";
+ setarray $agit_ar03[0],2; //Global Variable
+ stopnpctimer;
+ end;
+}
+
+arug_cas03,65,171,0 script 1st Guardian Stone#aru03 844,{
+ set .@GID, GetCastleData("arug_cas03",1);
+ if (getcharid(2) == .@GID) {
+ mes "^3355FFYou will need the";
+ mes "following materials to";
+ mes "rebuild a destroyed";
+ mes "Guardian Stone.^000000";
+ next;
+ mes "1 Oridecon";
+ mes "1 Elunium";
+ mes "30 Stones";
+ mes "5 Blue Gemstones";
+ mes "5 Yellow Gemstones";
+ mes "5 Red Gemstones";
+ next;
+ mes "^3355FFDo you want to continue?^000000";
+ switch(select("No:Continue")) {
+ case 1:
+ mes "^3355FFWork canceled.^000000";
+ close;
+ case 2:
+ if ((countitem(984) > 0) && (countitem(985) > 0) && (countitem(7049) > 29) && (countitem(717) > 4) && (countitem(715) > 4) && (countitem(716) > 4)) {
+ mes "^3355FFArrange Stones, Elunium, and";
+ mes "Oridecon, in that order, in the";
+ mes "center. Then you must arrange";
+ mes "the enchanted Gemstones to";
+ mes "rebuild the Guardian Stone.^000000";
+ next;
+ switch(select("Elunium:Oridecon:Stone")) {
+ case 1:
+ mes "^3355FFElunium has been";
+ mes "placed in the center.^000000";
+ next;
+ break;
+ case 2:
+ mes "^3355FFOridecon has been";
+ mes "placed in the center.^000000";
+ next;
+ break;
+ case 3:
+ mes "^3355FFStones have been";
+ mes "placed in the center.^000000";
+ set .@nice,.@nice+10;
+ next;
+ break;
+ }
+ switch(select("Elunium:Oridecon:Stone")) {
+ case 1:
+ mes "^3355FFYou have lined the";
+ mes "outside of the center";
+ mes "with some Elunium.^000000";
+ set .@nice,.@nice+10;
+ next;
+ break;
+ case 2:
+ mes "^3355FFYou have lined the";
+ mes "outside of the center";
+ mes "with some Oridecon.^000000";
+ next;
+ break;
+ case 3:
+ mes "^3355FFYou have lined the";
+ mes "outside of the center";
+ mes "with some Stones.^000000";
+ next;
+ break;
+ }
+ switch(select("Elunium:Oridecon:Stone")) {
+ case 1:
+ mes "^3355FFYou covered the";
+ mes "rest of the materials";
+ mes "with some Elunium.^000000";
+ next;
+ break;
+ case 2:
+ mes "^3355FFYou covered the";
+ mes "rest of the materials";
+ mes "with some Oridecon.^000000";
+ set .@nice,.@nice+10;
+ next;
+ break;
+ case 3:
+ mes "^3355FFYou covered the";
+ mes "rest of the materials";
+ mes "with some Stones.^000000";
+ next;
+ break;
+ }
+ mes "^3355FFNow you need to arrange";
+ mes "the enchanted Gemstones";
+ mes "accordingly. You can identify";
+ mes "their Magic properties by";
+ mes "their casting effect.^000000";
+ next;
+ while(1) {
+ if (.@roof0 > 7) {
+ break;
+ }
+ else {
+ switch(rand(1,3)) {
+ case 1:
+ specialeffect EF_BEGINSPELL2;
+ mes "^3355FFThe Gemstones must";
+ mes "be arranged in the correct";
+ mes "order according to their";
+ mes "magic properties and power.^000000";
+ next;
+ switch(select("Red Gemstone:Yellow Gemstone:Blue Gemstone")) {
+ case 1:
+ mes "^3355FFYou placed the Red Gemstone.";
+ mes "However, the Guardian Stone";
+ mes "Repair System failed because";
+ mes "of a magic power conflict.^000000";
+ close;
+ case 2:
+ mes "^3355FFYou placed the Yellow Gemstone.";
+ mes "However, the Guardian Stone";
+ mes "Repair System failed because";
+ mes "of a magic power conflict.^000000";
+ close;
+ case 3:
+ mes "^3355FFYou placed the Blue Gemstone.^000000";
+ set .@nice,.@nice+10;
+ set .@roof0,.@roof0 + 1;
+ specialeffect EF_STEAL;
+ next;
+ break;
+ }
+ break;
+ case 2:
+ specialeffect EF_VOLCANO;
+ mes "^3355FFThe Gemstones must";
+ mes "be arranged in the correct";
+ mes "order according to their";
+ mes "magic properties and power.^000000";
+ next;
+ switch(select("Red Gemstone:Yellow Gemstone:Blue Gemstone")) {
+ case 1:
+ mes "^3355FFYou placed the Red Gemstone.^000000";
+ set .@nice,.@nice+10;
+ set .@roof0,.@roof0 + 1;
+ specialeffect EF_STEAL;
+ next;
+ break;
+ case 2:
+ mes "^3355FFYou placed the Yellow Gemstone.";
+ mes "However, the Guardian Stone";
+ mes "Repair System failed because";
+ mes "of a magic power conflict.^000000";
+ close;
+ case 3:
+ mes "^3355FFYou placed the Blue Gemstone.";
+ mes "However, the Guardian Stone";
+ mes "Repair System failed because";
+ mes "of a magic power conflict.^000000";
+ close;
+ }
+ break;
+ case 3:
+ specialeffect EF_BEGINSPELL4;
+ mes "^3355FFThe Gemstones must";
+ mes "be arranged in the correct";
+ mes "order according to their";
+ mes "magic properties and power.^000000";
+ next;
+ switch(select("Red Gemstone:Yellow Gemstone:Blue Gemstone")) {
+ case 1:
+ mes "^3355FFYou placed the Red Gemstone.";
+ mes "However, the Guardian Stone";
+ mes "Repair System failed because";
+ mes "of a magic power conflict.^000000";
+ close;
+ case 2:
+ mes "^3355FFYou placed the Yellow Gemstone.^000000";
+ set .@nice,.@nice+10;
+ set .@roof0,.@roof0 + 1;
+ specialeffect EF_STEAL;
+ next;
+ break;
+ case 3:
+ mes "^3355FFYou placed the Blue Gemstone.";
+ mes "However, the Guardian Stone";
+ mes "Repair System failed because";
+ mes "of a magic power conflict.^000000";
+ close;
+ }
+ }
+ }
+ }
+ if (.@nice > 90) {
+ if ($agit_ar03[0] == 0) {
+ mes "^3355FFThe Guardian Stone";
+ mes "Repair System has";
+ mes "already completed.^000000";
+ close;
+ }
+ else {
+ if (agitcheck2() == 0) {
+ mes "^3355FFIt is impossible to";
+ mes "rebuild the Guardian";
+ mes "Stone because the";
+ mes "Emperium is not present.^000000";
+ close;
+ }
+ else {
+ mes "^3355FFThe Gemstones have been";
+ mes "arranged, and the Guardian";
+ mes "Stone is successfully repaired.^000000";
+ delitem 984,1; //Oridecon
+ delitem 985,1; //Elunium
+ delitem 7049,30; //Stone
+ delitem 717,5; //Blue_Gemstone
+ delitem 715,5; //Yellow_Gemstone
+ delitem 716,5; //Red_Gemstone
+ close2;
+ donpcevent "#aru03_df01::OnEnable";
+ specialeffect EF_ICECRASH;
+ disablenpc "1st Guardian Stone#aru03";
+ setarray $agit_ar03[0],0;
+ set .@df_all,$agit_ar03[0]+$agit_ar03[1];
+ if (.@df_all == 0) {
+ mapannounce "arug_cas03","Both Guardian Stones have been erected, bolstering this stronghold's defenses!",bc_map,"0x00ff00";
+ donpcevent "#aru03_RL00::OnEnable";
+ }
+ else {
+ mapannounce "arug_cas03","The 1st Guardian Stone has been repaired successfully.",bc_map,"0x00ff00";
+ }
+ if ($agit_ar03[5] == 1) {
+ donpcevent "#aru03_gard01::OnEnable";
+ }
+ end;
+ }
+ }
+ }
+ else {
+ mes "^3355FFAfter all of that work...";
+ mes "It looks like you failed";
+ mes "to fix the Guardian Stone,";
+ mes "and lost some materials.^000000";
+ delitem 7049,10; //Stone
+ delitem 717,2; //Blue_Gemstone
+ delitem 715,2; //Yellow_Gemstone
+ delitem 716,2; //Red_Gemstone
+ close;
+ }
+ }
+ else {
+ mes "^3355FFYou don't have enough";
+ mes "materials to repair";
+ mes "the Guardian Stone.^000000";
+ close;
+ }
+ }
+ }
+ end;
+
+OnInit:
+ disablenpc "1st Guardian Stone#aru03";
+ end;
+
+OnEnable:
+ enablenpc "1st Guardian Stone#aru03";
+ specialeffect EF_MAPPILLAR2;
+ end;
+
+OnDisable:
+ disablenpc "1st Guardian Stone#aru03";
+ end;
+}
+
+arug_cas03,1,4,0 script #aru03_df02 -1,{
+OnEnable:
+ guardian "arug_cas03",212,149,"2nd Guardian Stone",1908,"#aru03_df02::OnGuardianStoneDied"; //23;
+ end;
+
+OnDisable:
+ killmonster "arug_cas03","#aru03_df02::OnGuardianStoneDied";
+ setarray $agit_ar03[1],1; //Global Variable
+ stopnpctimer;
+ end;
+
+OnGuardianStoneDied:
+ // 2nd Guardian Stone is Destroyed
+ setarray $agit_ar03[1],1;
+ if (($agit_ar03[0] == 1) || ($agit_ar03[0] == 2)) {
+ set .@destroyed,.@destroyed + 1;
+ }
+ if (($agit_ar03[1] == 1) || ($agit_ar03[1] == 2)) {
+ set .@destroyed,.@destroyed + 1;
+ }
+ if (.@destroyed == 2) {
+ mapannounce "arug_cas03","All of the Guardian Stones have been destroyed!",bc_map,"0x00ff00";
+ donpcevent "#aru03_RL00::OnDisable";
+ donpcevent "#aru03_gard02::Onreset";
+ }
+ else {
+ mapannounce "arug_cas03","The 2nd Guardian Stone has been destroyed!",bc_map,"0x00ff00";
+ donpcevent "#aru03_gard02::Onreset";
+ }
+ initnpctimer;
+ end;
+
+OnTimer300000:
+ donpcevent "2nd Guardian Stone#aru03::OnEnable";
+ setarray $agit_ar03[1],2; //Global Variable
+ stopnpctimer;
+ end;
+}
+
+arug_cas03,212,149,0 script 2nd Guardian Stone#aru03 844,{
+ set .@GID, GetCastleData("arug_cas03",1);
+ if (getcharid(2) == .@GID) {
+ mes "^3355FFYou will need the";
+ mes "following materials to";
+ mes "rebuild a destroyed";
+ mes "Guardian Stone.^000000";
+ next;
+ mes "1 Oridecon";
+ mes "1 Elunium";
+ mes "30 Stones";
+ mes "5 Blue Gemstones";
+ mes "5 Yellow Gemstones";
+ mes "5 Red Gemstones";
+ next;
+ mes "^3355FFDo you want to continue?^000000";
+ switch(select("No:Continue")) {
+ case 1:
+ mes "^3355FFWork canceled.^000000";
+ close;
+ case 2:
+ if ((countitem(984) > 0) && (countitem(985) > 0) && (countitem(7049) > 29) && (countitem(717) > 4) && (countitem(715) > 4) && (countitem(716) > 4)) {
+ mes "^3355FFArrange Stones, Elunium, and";
+ mes "Oridecon, in that order, in the";
+ mes "center. Then you must arrange";
+ mes "the enchanted Gemstones to";
+ mes "rebuild the Guardian Stone.^000000";
+ next;
+ switch(select("Elunium:Oridecon:Stone")) {
+ case 1:
+ mes "^3355FFElunium has been";
+ mes "placed in the center.^000000";
+ next;
+ break;
+ case 2:
+ mes "^3355FFOridecon has been";
+ mes "placed in the center.^000000";
+ next;
+ break;
+ case 3:
+ mes "^3355FFStones have been";
+ mes "placed in the center.^000000";
+ set .@nice,.@nice+10;
+ next;
+ break;
+ }
+ switch(select("Elunium:Oridecon:Stone")) {
+ case 1:
+ mes "^3355FFYou have lined the";
+ mes "outside of the center";
+ mes "with some Elunium.^000000";
+ set .@nice,.@nice+10;
+ next;
+ break;
+ case 2:
+ mes "^3355FFYou have lined the";
+ mes "outside of the center";
+ mes "with some Oridecon.^000000";
+ next;
+ break;
+ case 3:
+ mes "^3355FFYou have lined the";
+ mes "outside of the center";
+ mes "with some Stones.^000000";
+ next;
+ break;
+ }
+ switch(select("Elunium:Oridecon:Stone")) {
+ case 1:
+ mes "^3355FFYou covered the";
+ mes "rest of the materials";
+ mes "with some Elunium.^000000";
+ next;
+ break;
+ case 2:
+ mes "^3355FFYou covered the";
+ mes "rest of the materials";
+ mes "with some Oridecon.^000000";
+ set .@nice,.@nice+10;
+ next;
+ break;
+ case 3:
+ mes "^3355FFYou covered the";
+ mes "rest of the materials";
+ mes "with some Stones.^000000";
+ next;
+ break;
+ }
+ mes "^3355FFNow you need to arrange";
+ mes "the enchanted Gemstones";
+ mes "accordingly. You can identify";
+ mes "their Magic properties by";
+ mes "their casting effect.^000000";
+ next;
+ while(1) {
+ if (.@roof0 > 7) {
+ break;
+ }
+ else {
+ switch(rand(1,3)) {
+ case 1:
+ specialeffect EF_BEGINSPELL2;
+ mes "^3355FFThe Gemstones must";
+ mes "be arranged in the correct";
+ mes "order according to their";
+ mes "magic properties and power.^000000";
+ next;
+ switch(select("Red Gemstone:Yellow Gemstone:Blue Gemstone")) {
+ case 1:
+ mes "^3355FFYou placed the Red Gemstone.";
+ mes "However, the Guardian Stone";
+ mes "Repair System failed because";
+ mes "of a magic power conflict.^000000";
+ close;
+ case 2:
+ mes "^3355FFYou placed the Yellow Gemstone.";
+ mes "However, the Guardian Stone";
+ mes "Repair System failed because";
+ mes "of a magic power conflict.^000000";
+ close;
+ case 3:
+ mes "^3355FFYou placed the Blue Gemstone.^000000";
+ set .@nice,.@nice+10;
+ set .@roof0,.@roof0 + 1;
+ specialeffect EF_STEAL;
+ next;
+ break;
+ }
+ break;
+ case 2:
+ specialeffect EF_VOLCANO;
+ mes "^3355FFThe Gemstones must";
+ mes "be arranged in the correct";
+ mes "order according to their";
+ mes "magic properties and power.^000000";
+ next;
+ switch(select("Red Gemstone:Yellow Gemstone:Blue Gemstone")) {
+ case 1:
+ mes "^3355FFYou placed the Red Gemstone.^000000";
+ set .@nice,.@nice+10;
+ set .@roof0,.@roof0 + 1;
+ specialeffect EF_STEAL;
+ next;
+ break;
+ case 2:
+ mes "^3355FFYou placed the Yellow Gemstone.";
+ mes "However, the Guardian Stone";
+ mes "Repair System failed because";
+ mes "of a magic power conflict.^000000";
+ close;
+ case 3:
+ mes "^3355FFYou placed the Blue Gemstone.";
+ mes "However, the Guardian Stone";
+ mes "Repair System failed because";
+ mes "of a magic power conflict.^000000";
+ close;
+ }
+ break;
+ case 3:
+ specialeffect EF_BEGINSPELL4;
+ mes "^3355FFThe Gemstones must";
+ mes "be arranged in the correct";
+ mes "order according to their";
+ mes "magic properties and power.^000000";
+ next;
+ switch(select("Red Gemstone:Yellow Gemstone:Blue Gemstone")) {
+ case 1:
+ mes "^3355FFYou placed the Red Gemstone.";
+ mes "However, the Guardian Stone";
+ mes "Repair System failed because";
+ mes "of a magic power conflict.^000000";
+ close;
+ case 2:
+ mes "^3355FFYou placed the Yellow Gemstone.^000000";
+ set .@nice,.@nice+10;
+ set .@roof0,.@roof0 + 1;
+ specialeffect EF_STEAL;
+ next;
+ break;
+ case 3:
+ mes "^3355FFYou placed the Blue Gemstone.";
+ mes "However, the Guardian Stone";
+ mes "Repair System failed because";
+ mes "of a magic power conflict.^000000";
+ close;
+ }
+ }
+ }
+ }
+ if (.@nice > 90) {
+ if ($agit_ar03[1] == 0) {
+ mes "^3355FFThe Guardian Stone";
+ mes "Repair System has";
+ mes "successfully completed.^000000";
+ close;
+ }
+ else {
+ if (agitcheck2() == 0) {
+ mes "^3355FFIt is impossible to";
+ mes "rebuild the Guardian";
+ mes "Stone because the";
+ mes "Emperium is not present.^000000";
+ close;
+ }
+ else {
+ mes "^3355FFThe Gemstones have been";
+ mes "arranged, and the Guardian";
+ mes "Stone is successfully repaired.^000000";
+ delitem 984,1; //Oridecon
+ delitem 985,1; //Elunium
+ delitem 7049,30; //Stone
+ delitem 717,5; //Blue_Gemstone
+ delitem 715,5; //Yellow_Gemstone
+ delitem 716,5; //Red_Gemstone
+ close2;
+ donpcevent "#aru03_df02::OnEnable";
+ specialeffect EF_ICECRASH;
+ disablenpc "2nd Guardian Stone#aru03";
+ setarray $agit_ar03[1],0;
+ set .@df_all,$agit_ar03[0]+$agit_ar03[1];
+ if (.@df_all == 0) {
+ mapannounce "arug_cas03","Both Guardian Stones have been erected, bolstering this stronghold's defenses!",bc_map,"0x00ff00";
+ donpcevent "#aru03_RL00::OnEnable";
+ }
+ else {
+ mapannounce "arug_cas03","The 2nd Guardian Stone has been repaired successfully.",bc_map,"0x00ff00";
+ }
+ if ($agit_ar03[5] == 1) {
+ donpcevent "#aru03_gard02::OnEnable";
+ }
+ end;
+ }
+ }
+ }
+ else {
+ mes "^3355FFAfter all of that work...";
+ mes "It looks like you failed";
+ mes "to fix the Guardian Stone,";
+ mes "and lost some materials.^000000";
+ delitem 7049,10; //Stone
+ delitem 717,2; //Blue_Gemstone
+ delitem 715,2; //Yellow_Gemstone
+ delitem 716,2; //Red_Gemstone
+ close;
+ }
+ }
+ else {
+ mes "^3355FFYou don't have enough";
+ mes "materials to repair";
+ mes "the Guardian Stone.^000000";
+ close;
+ }
+ }
+ }
+ end;
+
+OnInit:
+ disablenpc "2nd Guardian Stone#aru03";
+ end;
+
+OnEnable:
+ enablenpc "2nd Guardian Stone#aru03";
+ specialeffect EF_MAPPILLAR2;
+ end;
+
+OnDisable:
+ disablenpc "2nd Guardian Stone#aru03";
+ end;
+}
+
+arug_cas03,2,1,0 script #aru03_RL00 -1,{
+OnEnable:
+ setwall "arug_cas03",138,110,8,6,0,"aru03_RL00";
+ guardian "arug_cas03",139,111," ",1905,"#aru03_RL00::OnBarrierDestroyed"; //24;
+ guardian "arug_cas03",141,111," ",1905,"#aru03_RL00::OnBarrierDestroyed"; //25;
+ guardian "arug_cas03",143,111," ",1905,"#aru03_RL00::OnBarrierDestroyed"; //26;
+ guardian "arug_cas03",145,111," ",1905,"#aru03_RL00::OnBarrierDestroyed"; //27;
+ end;
+
+OnDisable:
+ delwall "aru03_RL00";
+ killmonster "arug_cas03","#aru03_RL00::OnBarrierDestroyed";
+ end;
+
+OnBarrierDestroyed:
+ end;
+}
+
+arug_cas03,2,2,0 script #aru03_RL01 -1,{
+OnEnable:
+ set .MyMobCount,6;
+ setwall "arug_cas03",139,158,6,6,1,"aru03_RL01";
+ guardian "arug_cas03",140,157," ",1905,"#aru03_RL01::OnBarrierDestroyed"; //28;
+ guardian "arug_cas03",142,157," ",1905,"#aru03_RL01::OnBarrierDestroyed"; //29;
+ guardian "arug_cas03",144,157," ",1905,"#aru03_RL01::OnBarrierDestroyed"; //30;
+ guardian "arug_cas03",139,156," ",1905,"#aru03_RL01::OnBarrierDestroyed"; //31;
+ guardian "arug_cas03",141,156," ",1905,"#aru03_RL01::OnBarrierDestroyed"; //32;
+ guardian "arug_cas03",143,156," ",1905,"#aru03_RL01::OnBarrierDestroyed"; //33;
+ end;
+
+OnBarrierDestroyed:
+ set .MyMobCount,.MyMobCount-1;
+ if (.MyMobCount == 0) {
+ setarray $agit_ar03[2],1;
+ mapannounce "arug_cas03","The 1st Fortress Gate is destroyed.",bc_map,"0x00ff00";
+ delwall "aru03_RL01";
+ }
+ end;
+
+OnDisable:
+ delwall "aru03_RL01";
+ killmonster "arug_cas03","#aru03_RL01::OnBarrierDestroyed";
+ end;
+}
+
+arug_cas03,2,3,0 script #aru03_RL02 -1,{
+OnEnable:
+ set .MyMobCount,6;
+ setwall "arug_cas03",138,210,8,6,1,"aru03_RL02";
+ guardian "arug_cas03",140,209," ",1905,"#aru03_RL02::OnBarrierDestroyed"; //34;
+ guardian "arug_cas03",142,209," ",1905,"#aru03_RL02::OnBarrierDestroyed"; //35;
+ guardian "arug_cas03",144,209," ",1905,"#aru03_RL02::OnBarrierDestroyed"; //36;
+ guardian "arug_cas03",139,208," ",1905,"#aru03_RL02::OnBarrierDestroyed"; //37;
+ guardian "arug_cas03",141,208," ",1905,"#aru03_RL02::OnBarrierDestroyed"; //38;
+ guardian "arug_cas03",143,208," ",1905,"#aru03_RL02::OnBarrierDestroyed"; //39;
+ end;
+
+OnBarrierDestroyed:
+ set .MyMobCount,.MyMobCount-1;
+ if (.MyMobCount == 0) {
+ setarray $agit_ar03[3],1;
+ mapannounce "arug_cas03","The 2nd Fortress Gate is destroyed.",bc_map,"0x00ff00";
+ delwall "aru03_RL02";
+ }
+ end;
+
+OnDisable:
+ delwall "aru03_RL02";
+ killmonster "arug_cas03","#aru03_RL02::OnBarrierDestroyed";
+ end;
+}
+
+arug_cas03,2,4,0 script #aru03_RL03 -1,{
+OnEnable:
+ set .MyMobCount,4;
+ setwall "arug_cas03",138,263,8,6,1,"aru03_RL03";
+ guardian "arug_cas03",139,262," ",1905,"#aru03_RL03::OnBarrierDestroyed"; //40;
+ guardian "arug_cas03",141,262," ",1905,"#aru03_RL03::OnBarrierDestroyed"; //41;
+ guardian "arug_cas03",143,262," ",1905,"#aru03_RL03::OnBarrierDestroyed"; //42;
+ guardian "arug_cas03",145,262," ",1905,"#aru03_RL03::OnBarrierDestroyed"; //43;
+ end;
+
+OnBarrierDestroyed:
+ set .MyMobCount,.MyMobCount-1;
+ if (.MyMobCount == 0) {
+ setarray $agit_ar03[4],1;
+ mapannounce "arug_cas03","The 3rd Fortress Gate is destroyed!",bc_map,"0x00ff00";
+ delwall "aru03_RL03";
+ }
+ end;
+
+OnDisable:
+ delwall "aru03_RL03";
+ killmonster "arug_cas03","#aru03_RL03::OnBarrierDestroyed";
+ end;
+}
+
+arug_cas03,136,158,0 script Control Device01#aru03 111,{
+ set .@GID, GetCastleData("arug_cas03",1);
+ if (getcharid(2) == .@GID) {
+ if (strcharinfo(0) == getguildmaster(.@GID)) {
+ if ($agit_ar03[2] == 2) {
+ mes "^3355FFDemolished Fortress";
+ mes "Gates can be repaired,";
+ mes "but you will need to gather";
+ mes "the following materials.^000000";
+ next;
+ mes "^4D4DFF10 Steel^000000,";
+ mes "^4D4DFF30 Trunks^000000,";
+ mes "^4D4DFF5 Oridecon^000000, and";
+ mes "^4D4DFF10 Emveretarcon^000000.";
+ next;
+ select("Continue");
+ if ((countitem(1019) > 29) && (countitem(999) > 9) && (countitem(1011) > 9) && (countitem(984) > 4)) {
+ mes "^3355FFYou will need Trunks to";
+ mes "repair the support frame,";
+ mes "Oridecon to enhance the";
+ mes "gate's endurance, and";
+ mes "Emveretarcon to basically";
+ mes "hold everything together.^000000";
+ next;
+ set .@ro_of01,rand(10,15);
+ while(1) {
+ if (.@ro_of02 == .@ro_of01) {
+ break;
+ }
+ else {
+ switch(rand(1,4)) {
+ case 1:
+ mes "^3355FFThe support frame";
+ mes "is badly damaged:";
+ mes "fixing this part";
+ mes "is a top priority.^000000";
+ next;
+ switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
+ case 1:
+ mes "^3355FFThe frame has been";
+ mes "reinforced with wood.^000000";
+ set .@rp_temp,.@rp_temp + 1;
+ set .@ro_of02,.@ro_of02 + 1;
+ specialeffect2 EF_REPAIRWEAPON;
+ next;
+ break;
+ case 2:
+ mes "^3355FFYou tried using steel,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ case 3:
+ mes "^3355FFYou tried using emveretarcon";
+ mes "to reinforce the gate, but it's";
+ mes "not working well at all.";
+ mes "You'll have to start over.^000000";
+ close;
+ case 4:
+ mes "^3355FFYou tried using oridecon,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ }
+ break;
+ case 2:
+ mes "^3355FFIt looks like the gate's";
+ mes "overall endurance needs to";
+ mes "be reinforced with something.^000000";
+ next;
+ switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
+ case 1:
+ mes "^3355FFYou tried using wood";
+ mes "to reinforce the gate.^000000";
+ set .@ro_of02,.@ro_of02 + 1;
+ next;
+ break;
+ case 2:
+ mes "^3355FFYou tried using steel";
+ mes "to reinforce the gate, but";
+ mes "it's not working well at all.";
+ mes "You'll have to start over.^000000";
+ close;
+ case 3:
+ mes "^3355FFYou tried using emveretarcon";
+ mes "to reinforce the gate, but it's";
+ mes "not working well at all.";
+ mes "You'll have to start over.^000000";
+ close;
+ case 4:
+ mes "^3355FFYou hammered the";
+ mes "oridecon: it looks";
+ mes "like this will work.^000000";
+ set .@rp_temp,.@rp_temp + 1;
+ set .@ro_of02,.@ro_of02 + 1;
+ specialeffect2 EF_REPAIRWEAPON;
+ next;
+ break;
+ }
+ break;
+ case 3:
+ mes "^3355FFThe damage to the gate";
+ mes "has caused all these";
+ mes "cracks. You'll have to";
+ mes "weld them solid somehow.^000000";
+ next;
+ switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
+ case 1:
+ mes "^3355FFYou tried using wood to fix";
+ mes "this problem, but it seems";
+ mes "to have made it worse.";
+ mes "You'll have to start all over.^000000";
+ close;
+ case 2:
+ mes "^3355FFYou used steel to weld";
+ mes "all the cracks: the gate is";
+ mes "is starting to look more solid.^000000";
+ set .@rp_temp,.@rp_temp + 1;
+ set .@ro_of02,.@ro_of02 + 1;
+ specialeffect2 EF_REPAIRWEAPON;
+ next;
+ break;
+ case 3:
+ mes "^3355FFYou tried using emveretarcon";
+ mes "to reinforce the gate, but it's";
+ mes "not working well at all.";
+ mes "You'll have to start over.^000000";
+ close;
+ case 4:
+ mes "^3355FFYou tried using oridecon,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ }
+ break;
+ case 4:
+ mes "^3355FFNow you need to make";
+ mes "sure that the gate is held";
+ mes "together pretty solidly.^000000";
+ next;
+ switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
+ case 1:
+ mes "^3355FFYou tried using wood to fix";
+ mes "this problem, but it seems";
+ mes "to have made it worse.";
+ mes "You'll have to start all over.^000000";
+ close;
+ case 2:
+ mes "^3355FFYou tried using steel,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ case 3:
+ mes "^3355FFYou successfully used";
+ mes "the emveretarcon to repair";
+ mes "much of the gate's damage.^000000";
+ set .@rp_temp,.@rp_temp + 1;
+ set .@ro_of02,.@ro_of02 + 1;
+ specialeffect2 EF_REPAIRWEAPON;
+ next;
+ break;
+ case 4:
+ mes "^3355FFYou tried using oridecon,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ }
+ }
+ }
+ }
+ mes "^3355FFWell, it looks like";
+ mes "you're just about done";
+ mes "with repairing the gate.^000000";
+ next;
+ if (agitcheck2() == 0) {
+ mes "^3355FFUnfortunately, the Fortress";
+ mes "Gate can't be reconstructed:";
+ mes "the Emperium is no longer here.^000000";
+ close;
+ }
+ else {
+ if (.@rp_temp == .@ro_of01) {
+ mes "^3355FFThe Fortress Gate has";
+ mes "been successfully repaired!^000000";
+ delitem 1019,30; //Wooden_Block
+ delitem 999,10; //Steel
+ delitem 1011,10; //Emveretarcon
+ delitem 984,5; //Oridecon
+ close2;
+ donpcevent "#aru03_RL01::OnEnable";
+ disablenpc "Control Device01#aru03";
+ mapannounce "arug_cas03","The 1st Fortress Gate has been reconstructed!",bc_map,"0x00ff00";
+ setarray $agit_ar03[2],0;
+ end;
+ }
+ else {
+ mes "^3355FFThe wall has been breached,";
+ mes "and the attempt to repair the";
+ mes "Fortress Gate has failed.";
+ mes "You lost some of your";
+ mes "repair resources...^000000";
+ delitem 984,2; //Oridecon
+ delitem 999,4; //Steel
+ delitem 1019,14; //Wooden_Block
+ delitem 1011,3; //Emveretarcon
+ close;
+ }
+ }
+ }
+ else {
+ mes "^3355FFYou can't attempt to repair";
+ mes "the Fortress Gate if you don't";
+ mes "have all the needed materials.^000000";
+ close;
+ }
+ }
+ }
+ }
+ end;
+
+OnInit:
+ disablenpc "Control Device01#aru03";
+ end;
+
+OnEnable:
+ enablenpc "Control Device01#aru03";
+ end;
+
+OnDisable:
+ disablenpc "Control Device01#aru03";
+ end;
+}
+
+arug_cas03,135,212,0 script Control Device02#aru03 111,{
+ set .@GID, GetCastleData("arug_cas03",1);
+ if (getcharid(2) == .@GID) {
+ if (strcharinfo(0) == getguildmaster(.@GID)) {
+ if ($agit_ar03[3] == 2) {
+ mes "^3355FFDemolished Fortress";
+ mes "Gates can be repaired,";
+ mes "but you will need to gather";
+ mes "the following materials.^000000";
+ next;
+ mes "^4D4DFF10 Steel^000000,";
+ mes "^4D4DFF30 Trunks^000000,";
+ mes "^4D4DFF5 Oridecon^000000, and";
+ mes "^4D4DFF10 Emveretarcon^000000.";
+ next;
+ select("Continue");
+ if ((countitem(1019) > 29) && (countitem(999) > 9) && (countitem(1011) > 9) && (countitem(984) > 4)) {
+ mes "^3355FFYou will need Trunks to";
+ mes "repair the support frame,";
+ mes "Oridecon to enhance the";
+ mes "gate's endurance, and";
+ mes "Emveretarcon to basically";
+ mes "hold everything together.^000000";
+ next;
+ set .@ro_of01,rand(10,15);
+ while(1) {
+ if (.@ro_of02 == .@ro_of01) {
+ break;
+ }
+ else {
+ switch(rand(1,4)) {
+ case 1:
+ mes "^3355FFThe support frame";
+ mes "is badly damaged:";
+ mes "fixing this part";
+ mes "is a top priority.^000000";
+ next;
+ switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
+ case 1:
+ mes "^3355FFThe frame has been";
+ mes "reinforced with wood.^000000";
+ set .@rp_temp,.@rp_temp + 1;
+ set .@ro_of02,.@ro_of02 + 1;
+ specialeffect2 EF_REPAIRWEAPON;
+ next;
+ break;
+ case 2:
+ mes "^3355FFYou tried using steel,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ case 3:
+ mes "^3355FFYou tried using emveretarcon";
+ mes "to reinforce the gate, but it's";
+ mes "not working well at all.";
+ mes "You'll have to start over.^000000";
+ close;
+ case 4:
+ mes "^3355FFYou tried using oridecon,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ }
+ break;
+ case 2:
+ mes "^3355FFIt looks like the gate's";
+ mes "overall endurance needs to";
+ mes "be reinforced with something.^000000";
+ next;
+ switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
+ case 1:
+ mes "^3355FFYou tried using wood";
+ mes "to reinforce the gate.^000000";
+ set .@ro_of02,.@ro_of02 + 1;
+ next;
+ break;
+ case 2:
+ mes "^3355FFYou tried using steel";
+ mes "to reinforce the gate, but";
+ mes "it's not working well at all.";
+ mes "You'll have to start over.^000000";
+ close;
+ case 3:
+ mes "^3355FFYou tried using emveretarcon";
+ mes "to reinforce the gate, but it's";
+ mes "not working well at all.";
+ mes "You'll have to start over.^000000";
+ close;
+ case 4:
+ mes "^3355FFYou hammered the";
+ mes "oridecon: it looks";
+ mes "like this will work.^000000";
+ set .@rp_temp,.@rp_temp + 1;
+ set .@ro_of02,.@ro_of02 + 1;
+ specialeffect2 EF_REPAIRWEAPON;
+ next;
+ break;
+ }
+ break;
+ case 3:
+ mes "^3355FFThe damage to the gate";
+ mes "has caused all these";
+ mes "cracks. You'll have to";
+ mes "weld them solid somehow.^000000";
+ next;
+ switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
+ case 1:
+ mes "^3355FFYou tried using wood to fix";
+ mes "this problem, but it seems";
+ mes "to have made it worse.";
+ mes "You'll have to start all over.^000000";
+ close;
+ case 2:
+ mes "^3355FFYou used steel to weld";
+ mes "all the cracks: the gate is";
+ mes "is starting to look more solid.^000000";
+ set .@rp_temp,.@rp_temp + 1;
+ set .@ro_of02,.@ro_of02 + 1;
+ specialeffect2 EF_REPAIRWEAPON;
+ next;
+ break;
+ case 3:
+ mes "^3355FFYou tried using emveretarcon";
+ mes "to reinforce the gate, but it's";
+ mes "not working well at all.";
+ mes "You'll have to start over.^000000";
+ close;
+ case 4:
+ mes "^3355FFYou tried using oridecon,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ }
+ break;
+ case 4:
+ mes "^3355FFNow you need to make";
+ mes "sure that the gate is held";
+ mes "together pretty solidly.^000000";
+ next;
+ switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
+ case 1:
+ mes "^3355FFYou tried using wood to fix";
+ mes "this problem, but it seems";
+ mes "to have made it worse.";
+ mes "You'll have to start all over.^000000";
+ close;
+ case 2:
+ mes "^3355FFYou tried using steel,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ case 3:
+ mes "^3355FFYou successfully used";
+ mes "the emveretarcon to repair";
+ mes "much of the gate's damage.^000000";
+ set .@rp_temp,.@rp_temp + 1;
+ set .@ro_of02,.@ro_of02 + 1;
+ specialeffect2 EF_REPAIRWEAPON;
+ next;
+ break;
+ case 4:
+ mes "^3355FFYou tried using oridecon,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ }
+ }
+ }
+ }
+ mes "^3355FFWell, it looks like";
+ mes "you're just about done";
+ mes "with repairing the gate.^000000";
+ next;
+ if (agitcheck2() == 0) {
+ mes "^3355FFUnfortunately, the Fortress";
+ mes "Gate can't be reconstructed:";
+ mes "the Emperium is no longer here.^000000";
+ close;
+ }
+ else {
+ if (.@rp_temp == .@ro_of01) {
+ mes "^3355FFThe Fortress Gate has";
+ mes "been successfully repaired!^000000";
+ delitem 1019,30; //Wooden_Block
+ delitem 999,10; //Steel
+ delitem 1011,10; //Emveretarcon
+ delitem 984,5; //Oridecon
+ close2;
+ donpcevent "#aru03_RL02::OnEnable";
+ disablenpc "Control Device02#aru03";
+ mapannounce "arug_cas03","The 2nd Fortress Gate has been reconstructed!",bc_map,"0x00ff00";
+ setarray $agit_ar03[3],0; //Global Variable
+ setarray $agit_ar03[2],2; //Global Variable
+ donpcevent "Control Device01#aru03::OnEnable";
+ end;
+ }
+ else {
+ mes "^3355FFThe wall has been breached,";
+ mes "and the attempt to repair the";
+ mes "Fortress Gate has failed.";
+ mes "You lost some of your";
+ mes "repair resources...^000000";
+ delitem 984,2; //Oridecon
+ delitem 999,4; //Steel
+ delitem 1019,14; //Wooden_Block
+ delitem 1011,3; //Emveretarcon
+ close;
+ }
+ }
+ }
+ else {
+ mes "^3355FFYou can't attempt to repair";
+ mes "the Fortress Gate if you don't";
+ mes "have all the needed materials.^000000";
+ close;
+ }
+ }
+ }
+ }
+ end;
+
+OnInit:
+ disablenpc "Control Device02#aru03";
+ end;
+
+OnEnable:
+ enablenpc "Control Device02#aru03";
+ end;
+
+OnDisable:
+ disablenpc "Control Device02#aru03";
+ end;
+}
+
+arug_cas03,134,266,0 script Control Device03#aru03 111,{
+ set .@GID, GetCastleData("arug_cas03",1);
+ if (getcharid(2) == .@GID) {
+ if (strcharinfo(0) == getguildmaster(.@GID)) {
+ if ($agit_ar03[4] == 2) {
+ mes "^3355FFDemolished Fortress";
+ mes "Gates can be repaired,";
+ mes "but you will need to gather";
+ mes "the following materials.^000000";
+ next;
+ mes "^4D4DFF10 Steel^000000,";
+ mes "^4D4DFF30 Trunks^000000,";
+ mes "^4D4DFF5 Oridecon^000000, and";
+ mes "^4D4DFF10 Emveretarcon^000000.";
+ next;
+ select("Continue");
+ if ((countitem(1019) > 29) && (countitem(999) > 9) && (countitem(1011) > 9) && (countitem(984) > 4)) {
+ mes "^3355FFYou will need Trunks to";
+ mes "repair the support frame,";
+ mes "Oridecon to enhance the";
+ mes "gate's endurance, and";
+ mes "Emveretarcon to basically";
+ mes "hold everything together.^000000";
+ next;
+ set .@ro_of01,rand(10,15);
+ while(1) {
+ if (.@ro_of02 == .@ro_of01) {
+ break;
+ }
+ else {
+ switch(rand(1,4)) {
+ case 1:
+ mes "^3355FFThe support frame";
+ mes "is badly damaged:";
+ mes "fixing this part";
+ mes "is a top priority.^000000";
+ next;
+ switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
+ case 1:
+ mes "^3355FFThe frame has been";
+ mes "reinforced with wood.^000000";
+ set .@rp_temp,.@rp_temp + 1;
+ set .@ro_of02,.@ro_of02 + 1;
+ specialeffect2 EF_REPAIRWEAPON;
+ next;
+ break;
+ case 2:
+ mes "^3355FFYou tried using steel,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ case 3:
+ mes "^3355FFYou tried using emveretarcon";
+ mes "to reinforce the gate, but it's";
+ mes "not working well at all.";
+ mes "You'll have to start over.^000000";
+ close;
+ case 4:
+ mes "^3355FFYou tried using oridecon,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ }
+ break;
+ case 2:
+ mes "^3355FFIt looks like the gate's";
+ mes "overall endurance needs to";
+ mes "be reinforced with something.^000000";
+ next;
+ switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
+ case 1:
+ mes "^3355FFYou tried using wood";
+ mes "to reinforce the gate.^000000";
+ set .@ro_of02,.@ro_of02 + 1;
+ next;
+ break;
+ case 2:
+ mes "^3355FFYou tried using steel";
+ mes "to reinforce the gate, but";
+ mes "it's not working well at all.";
+ mes "You'll have to start over.^000000";
+ close;
+ case 3:
+ mes "^3355FFYou tried using emveretarcon";
+ mes "to reinforce the gate, but it's";
+ mes "not working well at all.";
+ mes "You'll have to start over.^000000";
+ close;
+ case 4:
+ mes "^3355FFYou hammered the";
+ mes "oridecon: it looks";
+ mes "like this will work.^000000";
+ set .@rp_temp,.@rp_temp + 1;
+ set .@ro_of02,.@ro_of02 + 1;
+ specialeffect2 EF_REPAIRWEAPON;
+ next;
+ break;
+ }
+ break;
+ case 3:
+ mes "^3355FFThe damage to the gate";
+ mes "has caused all these";
+ mes "cracks. You'll have to";
+ mes "weld them solid somehow.^000000";
+ next;
+ switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
+ case 1:
+ mes "^3355FFYou tried using wood to fix";
+ mes "this problem, but it seems";
+ mes "to have made it worse.";
+ mes "You'll have to start all over.^000000";
+ close;
+ case 2:
+ mes "^3355FFYou used steel to weld";
+ mes "all the cracks: the gate is";
+ mes "is starting to look more solid.^000000";
+ set .@rp_temp,.@rp_temp + 1;
+ set .@ro_of02,.@ro_of02 + 1;
+ specialeffect2 EF_REPAIRWEAPON;
+ next;
+ break;
+ case 3:
+ mes "^3355FFYou tried using emveretarcon";
+ mes "to reinforce the gate, but it's";
+ mes "not working well at all.";
+ mes "You'll have to start over.^000000";
+ close;
+ case 4:
+ mes "^3355FFYou tried using oridecon,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ }
+ break;
+ case 4:
+ mes "^3355FFNow you need to make";
+ mes "sure that the gate is held";
+ mes "together pretty solidly.^000000";
+ next;
+ switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
+ case 1:
+ mes "^3355FFYou tried using wood to fix";
+ mes "this problem, but it seems";
+ mes "to have made it worse.";
+ mes "You'll have to start all over.^000000";
+ close;
+ case 2:
+ mes "^3355FFYou tried using steel,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ case 3:
+ mes "^3355FFYou successfully used";
+ mes "the emveretarcon to repair";
+ mes "much of the gate's damage.^000000";
+ set .@rp_temp,.@rp_temp + 1;
+ set .@ro_of02,.@ro_of02 + 1;
+ specialeffect2 EF_REPAIRWEAPON;
+ next;
+ break;
+ case 4:
+ mes "^3355FFYou tried using oridecon,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ }
+ }
+ }
+ }
+ mes "^3355FFWell, it looks like";
+ mes "you're just about done";
+ mes "with repairing the gate.^000000";
+ next;
+ if (agitcheck2() == 0) {
+ mes "^3355FFUnfortunately, the Fortress";
+ mes "Gate can't be reconstructed:";
+ mes "the Emperium is no longer here.^000000";
+ close;
+ }
+ else {
+ if (.@rp_temp == .@ro_of01) {
+ mes "^3355FFThe Fortress Gate has";
+ mes "been successfully repaired!^000000";
+ delitem 1019,30; //Wooden_Block
+ delitem 999,10; //Steel
+ delitem 1011,10; //Emveretarcon
+ delitem 984,5; //Oridecon
+ close2;
+ donpcevent "#aru03_RL03::OnEnable";
+ disablenpc "Control Device03#aru03";
+ mapannounce "arug_cas03","The 3rd Fortress Gate has been reconstructed!",bc_map,"0x00ff00";
+ setarray $agit_ar03[4],0;
+ setarray $agit_ar03[3],2;
+ donpcevent "Control Device02#aru03::OnEnable";
+ end;
+ }
+ else {
+ mes "^3355FFThe wall has been breached,";
+ mes "and the attempt to repair the";
+ mes "Fortress Gate has failed.";
+ mes "You lost some of your";
+ mes "repair resources...^000000";
+ delitem 984,2; //Oridecon
+ delitem 999,4; //Steel
+ delitem 1019,14; //Wooden_Block
+ delitem 1011,3; //Emveretarcon
+ close;
+ }
+ }
+ }
+ else {
+ mes "^3355FFYou can't attempt to repair";
+ mes "the Fortress Gate if you don't";
+ mes "have all the needed materials.^000000";
+ close;
+ }
+ }
+ }
+ }
+ end;
+
+OnInit:
+ disablenpc "Control Device03#aru03";
+ end;
+
+OnEnable:
+ enablenpc "Control Device03#aru03";
+ end;
+
+OnDisable:
+ disablenpc "Control Device03#aru03";
+ end;
+}
+
+// Link Flags
+arug_cas03,122,314,0 script LF-01#arug_cas03 111,{
+ set .@GID, GetCastleData("arug_cas03",1);
+ if (getcharid(2) == .@GID) {
+ mes "^3355FFThis is the Stronghold";
+ mes "Teleport Service. Please";
+ mes "choose a destination";
+ mes "within the stronghold.^000000";
+ switch(select("First Gate House:Second Gate House:Cancel")) {
+ case 1:
+ warp "arug_cas03",84,158;
+ end;
+ case 2:
+ warp "arug_cas03",197,136;
+ end;
+ case 3:
+ close;
+ }
+ }
+ end;
+}
+
+arug_cas03,125,314,0 script LF-02#arug_cas03 111,{
+ set .@GID, GetCastleData("arug_cas03",1);
+ if (getcharid(2) == .@GID) {
+ mes "^3355FFThis is the Stronghold";
+ mes "Teleport Service. Please";
+ mes "choose a destination";
+ mes "within the stronghold.^000000";
+ switch(select("Defense Area 1-1:Defense Area 1-2:Cancel")) {
+ case 1:
+ warp "arug_cas03",65,94;
+ end;
+ case 2:
+ warp "arug_cas03",211,97;
+ end;
+ case 3:
+ close;
+ }
+ }
+ end;
+}
+
+arug_cas03,128,314,0 script LF-03#arug_cas03 111,{
+ set .@GID, GetCastleData("arug_cas03",1);
+ if (getcharid(2) == .@GID) {
+ mes "^3355FFThis is the Stronghold";
+ mes "Teleport Service. Please";
+ mes "choose a destination";
+ mes "within the stronghold.^000000";
+ switch(select("Defense Area 1-3:Defense Area 1-4:Cancel")) {
+ case 1:
+ warp "arug_cas03",112,73;
+ end;
+ case 2:
+ warp "arug_cas03",171,73;
+ end;
+ case 3:
+ close;
+ }
+ }
+ end;
+}
+
+arug_cas03,131,314,0 script LF-04#arug_cas03 111,{
+ set .@GID, GetCastleData("arug_cas03",1);
+ if (getcharid(2) == .@GID) {
+ mes "^3355FFThis is the Stronghold";
+ mes "Teleport Service. Please";
+ mes "choose a destination";
+ mes "within the stronghold.^000000";
+ switch(select("Defense Area 2-1:Defense Area 2-2:Cancel")) {
+ case 1:
+ warp "arug_cas03",112,152;
+ end;
+ case 2:
+ warp "arug_cas03",172,152;
+ end;
+ case 3:
+ close;
+ }
+ }
+ end;
+}
+
+arug_cas03,134,314,0 script LF-05#arug_cas03 111,{
+ set .@GID, GetCastleData("arug_cas03",1);
+ if (getcharid(2) == .@GID) {
+ mes "^3355FFThis is the Stronghold";
+ mes "Teleport Service. Please";
+ mes "choose a destination";
+ mes "within the stronghold.^000000";
+ switch(select("Defense Area 2-3:Defense Area 2-4:Cancel")) {
+ case 1:
+ warp "arug_cas03",120,186;
+ end;
+ case 2:
+ warp "arug_cas03",162,186;
+ end;
+ case 3:
+ close;
+ }
+ }
+ end;
+}
+
+arug_cas03,149,314,0 script LF-06#arug_cas03 111,{
+ set .@GID, GetCastleData("arug_cas03",1);
+ if (getcharid(2) == .@GID) {
+ mes "^3355FFThis is the Stronghold";
+ mes "Teleport Service. Please";
+ mes "choose a destination";
+ mes "within the stronghold.^000000";
+ switch(select("Defense Area 3-1:Defense Area 3-2:Cancel")) {
+ case 1:
+ warp "arug_cas03",116,235;
+ end;
+ case 2:
+ warp "arug_cas03",164,235;
+ end;
+ case 3:
+ close;
+ }
+ }
+ end;
+}
+
+arug_cas03,152,314,0 script LF-07#arug_cas03 111,{
+ set .@GID, GetCastleData("arug_cas03",1);
+ if (getcharid(2) == .@GID) {
+ mes "^3355FFThis is the Stronghold";
+ mes "Teleport Service. Please";
+ mes "choose a destination";
+ mes "within the stronghold.^000000";
+ switch(select("Defense Area 1-1:Defense Area 2-1:Defense Area 3-1:Cancel")) {
+ case 1:
+ warp "arug_cas03",65,94;
+ end;
+ case 2:
+ warp "arug_cas03",112,152;
+ end;
+ case 3:
+ warp "arug_cas03",116,235;
+ end;
+ case 4:
+ close;
+ }
+ }
+ end;
+}
+
+arug_cas03,155,314,0 script LF-08#arug_cas03 111,{
+ set .@GID, GetCastleData("arug_cas03",1);
+ if (getcharid(2) == .@GID) {
+ mes "^3355FFThis is the Stronghold";
+ mes "Teleport Service. Please";
+ mes "choose a destination";
+ mes "within the stronghold.^000000";
+ switch(select("Defense Area 1-2:Defense Area 2-2:Defense Area 3-2:Cancel")) {
+ case 1:
+ warp "arug_cas03",211,97;
+ end;
+ case 2:
+ warp "arug_cas03",172,152;
+ end;
+ case 3:
+ warp "arug_cas03",164,235;
+ end;
+ case 4:
+ close;
+ }
+ }
+ end;
+}
+
+arug_cas03,158,314,0 script LF-09#arug_cas03 111,{
+ set .@GID, GetCastleData("arug_cas03",1);
+ if (getcharid(2) == .@GID) {
+ mes "^3355FFThis is the Stronghold";
+ mes "Teleport Service. Please";
+ mes "choose a destination";
+ mes "within the stronghold.^000000";
+ switch(select("Defense Area 1-4:Defense Area 2-4:Cancel")) {
+ case 1:
+ warp "arug_cas03",171,73;
+ end;
+ case 2:
+ warp "arug_cas03",162,186;
+ end;
+ case 3:
+ close;
+ }
+ }
+ end;
+}
+
+arug_cas03,161,314,0 script LF-10#arug_cas03 111,{
+ set .@GID, GetCastleData("arug_cas03",1);
+ if (getcharid(2) == .@GID) {
+ mes "^3355FFThis is the Stronghold";
+ mes "Teleport Service. Would";
+ mes "you like to teleport to the";
+ mes "Convenience Facility for";
+ mes "guild members?^000000";
+ switch(select("Go to Convenience Facility:Cancel")) {
+ case 1:
+ warp "arug_cas03",321,57;
+ end;
+ case 2:
+ close;
+ }
+ }
+ end;
+}
+
+arug_cas03,45,158,0 script Horn#LF_ar03_01::LF_ar03_01 111,{
+ set .@GID, GetCastleData("arug_cas03",1);
+ if (getcharid(2) == .@GID) {
+ mes "^3355FFThis is the Stronghold";
+ mes "Teleport Service. Would";
+ mes "you like to teleport to";
+ mes "the Emperium Center?^000000";
+ switch(select("Teleport:Cancel")) {
+ case 1:
+ warp "arug_cas03",121,318;
+ end;
+ case 2:
+ close;
+ }
+ }
+ end;
+}
+
+arug_cas03,226,156,0 duplicate(LF_ar03_01) Horn#LF_ar03_01 111
+arug_cas03,134,62,4 duplicate(LF_ar03_01) Horn#LF_ar03_02 111
+arug_cas03,149,62,4 duplicate(LF_ar03_01) Horn#LF_ar03_03 111
+arug_cas03,123,154,0 duplicate(LF_ar03_01) Horn#LF_ar03_04 111
+arug_cas03,160,154,0 duplicate(LF_ar03_01) Horn#LF_ar03_05 111
+arug_cas03,135,205,0 duplicate(LF_ar03_01) Horn#LF_ar03_06 111
+arug_cas03,148,205,0 duplicate(LF_ar03_01) Horn#LF_ar03_07 111
+arug_cas03,134,260,0 duplicate(LF_ar03_01) Horn#LF_ar03_08 111
+//arug_cas03,204,142,0 duplicate(LF_ar03_01) Horn#LF_ar03_09 111
+
+arug_cas03,148,103,4 script Horn#LF_ar03_10::LF_ar03_02 722,{
+ set .@GID, GetCastleData("arug_cas03",1);
+ if (getcharid(2) == .@GID) {
+ mes "^3355FFThis is the Stronghold";
+ mes "Teleport Service. Would";
+ mes "you like to teleport to";
+ mes "the Emperium Center?^000000";
+ switch(select("Teleport:Cancel")) {
+ case 1:
+ warp "arug_cas03",121,318;
+ end;
+ case 2:
+ close;
+ }
+ }
+ end;
+
+OnInterIfInitOnce:
+OnRecvCastleAr03:
+ FlagEmblem GetCastleData("arug_cas03",1);
+ end;
+}
+
+arug_cas03,135,103,4 duplicate(LF_ar03_02) Horn#LF_ar03_11 722
+arug_cas03,63,51,7 duplicate(LF_ar03_02) Horn#LF_ar03_12 722
+arug_cas03,214,51,1 duplicate(LF_ar03_02) Horn#LF_ar03_13 722
+
+// Guild Manager
+arug_cas03,328,98,3 script Steward#aru03 55,{
+ set .@GID, GetCastleData("arug_cas03",1);
+ if (.@GID == 0) {
+ mes "[ Steward ]";
+ mes "I await for the master";
+ mes "whom destiny will choose";
+ mes "for me. Do you think you";
+ mes "have to courage and strength";
+ mes "to conquer this stronghold?";
+ close;
+ }
+ if (getcharid(2) != .@GID || strcharinfo(0) != getguildmaster(.@GID)) {
+ mes "[ Steward ]";
+ mes "Hmpf. Your threats don't";
+ mes "scare me! Guardians, drive";
+ mes "this infidel away from here!";
+ mes "I will always be loyal to the";
+ mes "master of this stronghold,";
+ mes "the one and only ^FF0000" + getguildmaster(.@GID) + "^000000.";
+ close;
+ }
+ mes "[ Steward ]";
+ mes "Ah, Master ^FF0000" + getguildmaster(.@GID) + "^000000...";
+ mes "How shall I serve you today?";
+ mes "Was there an aspect of this";
+ mes "stronghold's maintenance";
+ mes "you wanted to discuss?";
+ next;
+ switch(select("Stronghold Briefing:Invest in Commercial Growth:Invest in Defense growth:Hire/Fire Storage Staff:Go to Master's room")) {
+ case 1:
+ mes "[ Steward ]";
+ mes "The Commercial Growth";
+ mes "Level of the stronghold is ^0000ff" + GetCastleData("arug_cas03",2) + ".";
+ if (GetCastleData("arug_cas03",4) > 0) {
+ mes "Last time, you invested in";
+ mes "Commercial Growth " + GetCastleData("arug_cas03",4) + ".";
+ }
+ next;
+ mes "[ Steward ]";
+ mes "Our stronghold's";
+ mes "safeguard level is " + GetCastleData("arug_cas03",3) + ".";
+ if (GetCastleData("arug_cas03",5) > 0) {
+ mes "Last time, you invested";
+ mes "in defense " + GetCastleData("arug_cas03",5) + " times.";
+ }
+ mes " ";
+ mes "That is all, master.";
+ close;
+ case 2:
+ set .@Economy,GetCastleData("arug_cas03",2);
+ if (.@Economy < 6) { set .@eco_invest,5000; }
+ else if ((.@Economy >= 6) && (.@Economy <= 10)) { set .@eco_invest,10000; }
+ else if ((.@Economy >= 11) && (.@Economy <= 15)) { set .@eco_invest,20000; }
+ else if ((.@Economy >= 16) && (.@Economy <= 20)) { set .@eco_invest,35000; }
+ else if ((.@Economy >= 21) && (.@Economy <= 25)) { set .@eco_invest,55000; }
+ else if ((.@Economy >= 26) && (.@Economy <= 30)) { set .@eco_invest,80000; }
+ else if ((.@Economy >= 31) && (.@Economy <= 35)) { set .@eco_invest,110000; }
+ else if ((.@Economy >= 36) && (.@Economy <= 40)) { set .@eco_invest,145000; }
+ else if ((.@Economy >= 41) && (.@Economy <= 45)) { set .@eco_invest,185000; }
+ else if ((.@Economy >= 46) && (.@Economy <= 50)) { set .@eco_invest,230000; }
+ else if ((.@Economy >= 51) && (.@Economy <= 55)) { set .@eco_invest,280000; }
+ else if ((.@Economy >= 56) && (.@Economy <= 60)) { set .@eco_invest,335000; }
+ else if ((.@Economy >= 61) && (.@Economy <= 65)) { set .@eco_invest,395000; }
+ else if ((.@Economy >= 66) && (.@Economy <= 70)) { set .@eco_invest,460000; }
+ else if ((.@Economy >= 71) && (.@Economy <= 75)) { set .@eco_invest,530000; }
+ else if ((.@Economy >= 76) && (.@Economy <= 80)) { set .@eco_invest,605000; }
+ else if ((.@Economy >= 81) && (.@Economy <= 85)) { set .@eco_invest,685000; }
+ else if ((.@Economy >= 86) && (.@Economy <= 90)) { set .@eco_invest,770000; }
+ else if ((.@Economy >= 91) && (.@Economy <= 95)) { set .@eco_invest,860000; }
+ else if ((.@Economy >= 96) && (.@Economy <= 100)) { set .@eco_invest,955000; }
+ //Quadruple the cost of investing if you've already invested once.
+ if (GetCastleData("arug_cas03",4)) {
+ set .@eco_invest,.@eco_invest*4;
+ }
+ mes "[ Steward ]";
+ mes "Raising the stronghold's";
+ mes "commercial growth will";
+ mes "increase the quantity of";
+ mes "goods produced for the guild.";
+ mes "Investing in commercial growth";
+ mes "will help the guild's future.";
+ next;
+ mes "[ Steward ]";
+ mes "You can make one investment";
+ mes "each day, but if you can make";
+ mes "two investments if you pay";
+ mes "more zeny: this will speed";
+ mes "up commercial development,";
+ mes "but can be quite expensive.";
+ next;
+ if (.@Economy == 100) {
+ mes "[ Steward ]";
+ mes "However, our stronghold's";
+ mes "commerical growth level is";
+ mes "at 100%. It's not possible to";
+ mes "develop commercial growth";
+ mes "any further than that.";
+ close;
+ }
+ if (GetCastleData("arug_cas03",4) >= 2) {
+ mes "[ Steward ]";
+ mes "You've already made two";
+ mes "investments today, so you'll";
+ mes "have to wait until tomorrow";
+ mes "to make another investment.";
+ close;
+ }
+ if (GetCastleData("arug_cas03",4) == 0) {
+ mes "[ Steward ]";
+ mes "You must pay ^FF0000" + .@eco_invest + "^000000 zeny";
+ mes "to make an investment";
+ mes "Will you invest in this";
+ mes "stronghold's commerical";
+ mes "development now?";
+ }
+ else {
+ mes "[ Steward ]";
+ mes "You must pay ^FF0000" + .@eco_invest + "^000000";
+ mes "more zeny to make a second";
+ mes "investment today. Will you";
+ mes "invest one more time?";
+ }
+ next;
+ switch(select("Invest in Commercial Growth:Cancel")) {
+ case 1:
+ if (GetCastleData("arug_cas03",4) >= 2) {
+ mes "[ Steward ]";
+ mes "You've already made two";
+ mes "investments today, so you'll";
+ mes "have to wait until tomorrow";
+ mes "to make another investment.";
+ close;
+ }
+ if (Zeny < .@eco_invest) {
+ mes "[ Steward ]";
+ mes "I'm sorry, Master, but";
+ mes "you do not have enough";
+ mes "zeny to make an investment";
+ mes "for the guild today.";
+ close;
+ }
+ set zeny,zeny-.@eco_invest;
+ SetCastleData "arug_cas03",4,GetCastleData("arug_cas03",4)+1;
+ mes "[ Steward ]";
+ mes "A wise use of the guild's";
+ mes "funds, Master. We can expect";
+ mes "to see the results of this";
+ mes "investment by tomorrow.";
+ close;
+ case 2:
+ mes "[ Steward ]";
+ mes "As you command, Master.";
+ close;
+ }
+ case 3:
+ set .@Defence,GetCastleData("arug_cas03",3);
+ if (.@Defence < 6) { set .@def_invest,10000; }
+ else if ((.@Defence >= 6) && (.@Defence <= 10)) { set .@def_invest,20000; }
+ else if ((.@Defence >= 11) && (.@Defence <= 15)) { set .@def_invest,40000; }
+ else if ((.@Defence >= 16) && (.@Defence <= 20)) { set .@def_invest,70000; }
+ else if ((.@Defence >= 21) && (.@Defence <= 25)) { set .@def_invest,110000; }
+ else if ((.@Defence >= 26) && (.@Defence <= 30)) { set .@def_invest,160000; }
+ else if ((.@Defence >= 31) && (.@Defence <= 35)) { set .@def_invest,220000; }
+ else if ((.@Defence >= 36) && (.@Defence <= 40)) { set .@def_invest,290000; }
+ else if ((.@Defence >= 41) && (.@Defence <= 45)) { set .@def_invest,370000; }
+ else if ((.@Defence >= 46) && (.@Defence <= 50)) { set .@def_invest,460000; }
+ else if ((.@Defence >= 51) && (.@Defence <= 55)) { set .@def_invest,560000; }
+ else if ((.@Defence >= 56) && (.@Defence <= 60)) { set .@def_invest,670000; }
+ else if ((.@Defence >= 61) && (.@Defence <= 65)) { set .@def_invest,790000; }
+ else if ((.@Defence >= 66) && (.@Defence <= 70)) { set .@def_invest,920000; }
+ else if ((.@Defence >= 71) && (.@Defence <= 75)) { set .@def_invest,1060000; }
+ else if ((.@Defence >= 76) && (.@Defence <= 80)) { set .@def_invest,1210000; }
+ else if ((.@Defence >= 81) && (.@Defence <= 85)) { set .@def_invest,1370000; }
+ else if ((.@Defence >= 86) && (.@Defence <= 90)) { set .@def_invest,1540000; }
+ else if ((.@Defence >= 91) && (.@Defence <= 95)) { set .@def_invest,1720000; }
+ else if ((.@Defence >= 96) && (.@Defence <= 100)) { set .@def_invest,1910000; }
+ //Quadruple the cost of investing if you've already invested once.
+ if (GetCastleData("arug_cas03",5)) {
+ set .@def_invest,.@def_invest*4;
+ }
+ mes "[ Steward ]";
+ mes "Investing in our stronghold's";
+ mes "defense will enhance the";
+ mes "durability of our Guardians";
+ mes "and the Emperium. We'll need";
+ mes "every advantage to protect";
+ mes "ourselves from our enemies.";
+ next;
+ mes "[ Steward ]";
+ mes "You can invest in defense";
+ mes "once per day, but if you pay";
+ mes "more zeny, you can invest";
+ mes "a maximum of two times daily.";
+ next;
+ mes "[ Steward ]";
+ if (GetCastleData("arug_cas03",3) == 100) {
+ mes "The Defense Level of this";
+ mes "stronghold is 100%, and";
+ mes "cannot be increased further.";
+ close;
+ }
+ if (GetCastleData("arug_cas03",5) >= 2) {
+ mes "Master, you've already";
+ mes "invested in Defense twice";
+ mes "today. You'll need to wait";
+ mes "until tomorrow if you really";
+ mes "want to increase our defenses.";
+ close;
+ }
+ if (GetCastleData("arug_cas03",5) == 0) {
+ mes "We need ^FF0000" + .@def_invest + "^000000";
+ mes "zeny to invest in our";
+ mes "stronghold's defenses.";
+ mes "Will you invest now?";
+ }
+ else {
+ mes "We need ^FF0000" + .@def_invest + "^000000";
+ mes "zeny to invest in our";
+ mes "stronghold's defenses";
+ mes "a second time today.";
+ mes "Will you invest now?";
+ }
+ next;
+ switch(select("Invest in Defense:Cancel")) {
+ case 1:
+ if (GetCastleData("arug_cas03",5) >= 2) {
+ mes "[ Steward ]";
+ mes "Master, you've already";
+ mes "invested in Defense twice";
+ mes "today. You'll need to wait";
+ mes "until tomorrow if you really";
+ mes "want to increase our defenses.";
+ close;
+ }
+ if (Zeny < .@def_invest) {
+ mes "[ Steward ]";
+ mes "I'm sorry, Master, but";
+ mes "you do not have enough";
+ mes "zeny to make an investment";
+ mes "for the guild today.";
+ close;
+ }
+ set zeny,zeny-.@def_invest;
+ SetCastleData "arug_cas03",5,GetCastleData("arug_cas03",5)+1;
+ mes "[ Steward ]";
+ mes "A wise use of the guild's";
+ mes "funds, Master. Increasing";
+ mes "the frequency of treasure";
+ mes "procured by the guild will";
+ mes "definitely help us all.";
+ close;
+ case 2:
+ mes "[ Steward ]";
+ mes "As you command, Master.";
+ close;
+ }
+ case 4:
+ if (GetCastleData("arug_cas03",9) == 1) {
+ mes "[ Steward ]";
+ mes "Do you wish to dismiss";
+ mes "the Kafra Employee that";
+ mes "we've hired for the guild?";
+ next;
+ switch(select("Dismiss:Cancel")) {
+ case 1:
+ cutin "kafra_01",2;
+ mes "[ Hired Kafra Employee ]";
+ mes "Master, please reconsider!";
+ mes "I've been working very hard";
+ mes "for the success of the guild!";
+ mes "I'll try harder to serve the";
+ mes "guild members of this";
+ mes "stronghold, I promise!";
+ next;
+ switch(select("Dismiss:Cancel")) {
+ case 1:
+ mes "[ Hired Kafra Employee ]";
+ mes "Why?! What have I done";
+ mes "to deserve this? Waaah~!";
+ next;
+ cutin "kafra_01",255;
+ break;
+ case 2:
+ mes "[ Hired Kafra Employee ]";
+ mes "Thank you, Master!";
+ mes "I'll obey your every";
+ mes "command as best I can!";
+ mes "You won't regret this!";
+ close;
+ }
+ break;
+ case 2:
+ mes "[ Steward ]";
+ mes "She works very hard,";
+ mes "in my opinion. It was in";
+ mes "all of our best interests to";
+ mes "allow her to stay with us.";
+ close;
+ }
+ disablenpc "Kafra Employee#aru03";
+ SetCastleData "arug_cas03",9,0;
+ mes "[ Steward ]";
+ mes "That Kafra Employee";
+ mes "has been dismissed.";
+ mes "Were really dissatisfied";
+ mes "by the quality of her service?";
+ close;
+ }
+ else {
+ mes "[ Steward ]";
+ mes "Will you hire a";
+ mes "Kafra Employee to serve";
+ mes "our stronghold? You must";
+ mes "pay ^FF000010,000 zeny^000000 to hire one.";
+ next;
+ switch(select("Hire:Cancel")) {
+ case 1:
+ if (getgdskilllv(.@GID,10001) == 0) {
+ mes "[ Steward ]";
+ mes "Master, we cannot hire a";
+ mes "Kafra Employee because";
+ mes "you have not yet attained";
+ mes "the ^FF0000Contract with Kafra^000000";
+ mes "guild skill.";
+ close;
+ }
+ if (Zeny < 10000) {
+ mes "[ Steward ]";
+ mes "Master, we cannot hire a";
+ mes "Kafra Employee because";
+ mes "we do not have enough";
+ mes "funds to pay the contract fee.";
+ close;
+ }
+ set zeny,zeny-10000;
+ enablenpc "Kafra Employee#aru03";
+ SetCastleData "arug_cas03",9,1;
+ mes "[ Steward ]";
+ mes "Very well. We have formed";
+ mes "a contract with the Kafra";
+ mes "Head Office, and hired a";
+ mes "Kafra Employee for our";
+ mes "stronghold. Here she is~";
+ next;
+ cutin "kafra_01",2;
+ mes "[ Hired Kafra Employee ]";
+ mes "How do you do? I've";
+ mes "been dispatched by the";
+ mes "Kafra Head Office to";
+ mes "serve your guild's needs.";
+ mes "I'll do my best to follow";
+ mes "your every command, Master.";
+ next;
+ cutin "kafra_01",255;
+ mes "[ Steward ]";
+ mes "Our contract will expire";
+ mes "after one month, so we must";
+ mes "pay additional fees to keep";
+ mes "this Kafra Employee in";
+ mes "the service of our guild.";
+ close;
+ case 2:
+ mes "[ Steward ]";
+ mes "As you command, Master.";
+ mes "However, I suggest hiring";
+ mes "a Kafra Employee as soon";
+ mes "as possible since our guild";
+ mes "would greatly benefit from";
+ mes "the convenient Kafra services.";
+ close;
+ }
+ }
+ case 5:
+ mes "[ Steward ]";
+ mes "Do you wish to enter the";
+ mes "Guild Treasure Room?";
+ mes "Only you, the Guild Master,";
+ mes "are permitted to enter.";
+ next;
+ mes "[ Steward ]";
+ mes "Please remember to open";
+ mes "the Treasure Boxes at the";
+ mes "proper time. Otherwise, the";
+ mes "treasure may disappear if";
+ mes "something unexpected happens.";
+ next;
+ switch(select("Go to Treasure Room:Cancel")) {
+ case 1:
+ mes "[ Steward ]";
+ mes "Allow me to guide you";
+ mes "on the secret path to";
+ mes "the Treasure Room.";
+ mes "Press the secret switch";
+ mes "when you wish to return here.";
+ close2;
+ warp "arug_cas03",292,266;
+ end;
+ case 2:
+ mes "[ Steward ]";
+ mes "Items in the Treasure Room";
+ mes "are produced once each day.";
+ mes "Therefore, you must obtain";
+ mes "the treasure items everyday.";
+ mes "For the sake of the guild,";
+ mes "prioritize treasure harvesting!";
+ close;
+ }
+ }
+
+Onstop:
+ stopnpctimer;
+ end;
+
+OnStartArena:
+ set .@GID,getcharid(2);
+ // Lower castle Economy
+ set .@Economy,GetCastleData("arug_cas03",2) - 5;
+ if (.@Economy < 0) set .@Economy, 0;
+ SetCastleData "arug_cas03", 2, .@Economy;
+ // Lower Castle Defence
+ set .@Defence,GetCastleData("arug_cas03",3) - 5;
+ if (.@Defence < 0) set .@Defence, 0;
+ SetCastleData "arug_cas03", 3, .@Defence;
+ // Set new owner
+ SetCastleData "arug_cas03",1, .@GID;
+ // Clear castle's data.
+ for( set .@i, 4; .@i <= 9; set .@i, .@i+1 )
+ SetCastleData "arug_cas03", .@i, 0;
+ // Disable Kafra
+ disablenpc "Kafra Employee#aru03";
+
+ set .msg,2;
+ if (.msg == 1) {
+ announce "Fortress [" + GetCastleName("arug_cas03") + "]'s 'Valfreyja' was captured by [" + getguildname(.@gid) + "] Guild.",bc_all|bc_woe;
+ donpcevent "Manager#aru03_02::Onstart";
+ }
+ else if (.msg == 2) {
+ announce "The [" + getguildname(.@gid) + "] conquered the [Valfreyja 3] stronghold of "+GetCastleName("arug_cas03"),bc_all|bc_woe;
+ mapannounce "arug_cas03","The emperium has been shattered!",bc_map,"0x00FF00",FW_NORMAL,20,0,40;
+ if (agitcheck2()) {
+ donpcevent "Manager#aru03_02::Onreset";
+ initnpctimer;
+ }
+ else {
+ donpcevent "Manager#aru03_02::Onreset";
+ stopnpctimer;
+ }
+ }
+ else if (.msg == 0) {
+ announce "Fortress [" + GetCastleName("arug_cas03") + "]'s 'Valfreyja' was captured by [" + getguildname(.@gid) + "] Guild.",bc_all|bc_woe;
+ donpcevent "Manager#aru03_02::Onreset";
+ stopnpctimer;
+ end;
+ }
+ MapRespawnGuildID "arug_cas03",GetCastleData("arug_cas03",1),2;
+ donpcevent "::OnRecvCastleAr03";
+ end;
+
+OnTimer10000:
+ donpcevent "Manager#aru03_02::Onchange";
+ mapannounce "arug_cas03","Rebuild this stronghold's Guardian Stones and Fortress Gates to secure your guild's new aquisition!",bc_map,"0x00FF00",FW_NORMAL,20,0,40;
+ end;
+}
+
+// Guild Kafra
+arug_cas03,315,98,5 script Kafra Employee#aru03 117,{
+ cutin "kafra_01",2;
+ set .@GID, GetCastleData("arug_cas03",1);
+ if (getcharid(2) == .@GID && getgdskilllv(.@GID,10001)) {
+ mes "[Kafra Employee]";
+ mes "Welcome, proud member";
+ mes "of the ^FF0000" + GetGuildName(.@GID) + "^000000 Guild!";
+ mes "The Kafra Corporation is ready";
+ mes "to assist you wherever you go!";
+ next;
+ switch(select("Use Storage:Use Warp Service:Rent Pushcart:Cancel")) {
+ case 1:
+ if (basicskillcheck() && getskilllv("NV_BASIC") < 6) {
+ mes "[Kafra Employee]";
+ mes "I'm so sorry, but you must";
+ mes "have at least Novice Skill";
+ mes "Lv.6 to use the Storage.";
+ }
+ else {
+ openstorage;
+ }
+ break;
+ case 2:
+ mes "[Kafra Employee]";
+ mes "Please tell me your";
+ mes "Warp destination.";
+ next;
+ switch(select("Rachel -> 200 z:Cancel")) {
+ case 1:
+ if (Zeny < 200) {
+ mes "[Kafra Employee]";
+ mes "I'm sorry, but you don't";
+ mes "have enough zeny to pay";
+ mes "the warp fee. Would you";
+ mes "please check your funds again?";
+ close2;
+ cutin "kafra_01",255;
+ end;
+ }
+ set zeny,zeny-200;
+ warp "rachel",115,125;
+ end;
+ case 2:
+ cutin "kafra_01",255;
+ }
+ break;
+ case 3:
+ if (BaseClass != Job_Merchant) {
+ mes "[Kafra Employee]";
+ mes "I'm sorry, but the Pushcart";
+ mes "rental service can only be";
+ mes "used by Merchant, Blacksmith,";
+ mes "and Alchemist class characters.";
+ }
+ else if (checkcart() == 1) {
+ mes "[Kafra Employee]";
+ mes "Hm? You've already";
+ mes "rented a Pushcart.";
+ }
+ else {
+ mes "[Kafra Employee]";
+ mes "The Pushcart rental fee";
+ mes "is 800 zeny. Would you";
+ mes "like to rent a Pushcart?";
+ next;
+ switch(select("Rent Pushcart:Cancel")) {
+ case 1:
+ if (Zeny < 800) {
+ mes "[Kafra Employee]";
+ mes "I'm sorry, but you don't";
+ mes "have enough zeny to rent";
+ mes "one of our Pushcarts.";
+ close2;
+ cutin "kafra_01",255;
+ end;
+ }
+ set zeny,zeny-800;
+ setcart;
+ break;
+ case 2:
+ break;
+ }
+ }
+ break;
+ case 4:
+ mes "[Kafra Employee]";
+ mes "Thank you for using the";
+ mes "Kafra Service. Wherever";
+ mes "you go, Kafra will be";
+ mes "there to support you!";
+ close2;
+ cutin "kafra_01",255;
+ end;
+ }
+ close2;
+ cutin "kafra_01",255;
+ end;
+ }
+ else {
+ mes "[Kafra Employee]";
+ mes "I'm sorry, but I've been";
+ mes "exclusively contracted";
+ mes "to the members of the";
+ mes "^FF0000" + GetGuildName(.@GID) + "^000000 Guild.";
+ mes "You'll have to ask another";
+ mes "Kafra Employee to help you...";
+ close2;
+ cutin "kafra_01",255;
+ end;
+ }
+
+OnRecvCastleAr03:
+ if (GetCastleData("arug_cas03",1) == 0) {
+ monster "arug_cas03",0,0,"Evil Druid",1117,10;
+ monster "arug_cas03",0,0,"Khalitzburg",1132,4;
+ monster "arug_cas03",0,0,"Abysmal Knight",1219,3;
+ monster "arug_cas03",0,0,"Executioner",1205,1;
+ monster "arug_cas03",0,0,"Penomena",1216,10;
+ monster "arug_cas03",0,0,"Alarm",1193,18;
+ monster "arug_cas03",0,0,"Clock",1269,9;
+ monster "arug_cas03",0,0,"Raydric Archer",1276,12;
+ monster "arug_cas03",0,0,"Wanderer",1208,3;
+ monster "arug_cas03",0,0,"Alice",1275,1;
+ monster "arug_cas03",0,0,"Bloody Knight",1268,2;
+ monster "arug_cas03",0,0,"Dark Lord",1272,2;
+ monster "arug_cas03",0,0,"Tower Keeper",1270,4;
+ }
+ if (GetCastleData("arug_cas03",9) < 1) {
+ disablenpc "Kafra Employee#aru03";
+ }
+ end;
+}
+
+arug_cas03,299,277,0 script #aru03_switch 111,{
+ mes " ";
+ mes "^3355FFWill you pull";
+ mes "this small lever?^000000";
+ next;
+ switch(select("Pull Lever:Cancel")) {
+ case 1:
+ warp "arug_cas03",321,57;
+ end;
+ case 2:
+ close;
+ }
+}
+
+aru_gld,60,174,0 script Horn#flag_Ar03_1::Ar03_Flag 722,{
+ set .@GID, GetCastleData("arug_cas03",1);
+ if (.@GID == 0) {
+ mes "[ Arunafeltz Royal Edict ]";
+ mes "The Holy Kingdom of";
+ mes "Arunafeltz declares that";
+ mes "one has yet to claim lordship";
+ mes "over this stronghold. The one";
+ mes "that breaks the Emperium will";
+ mes "be recognized as its new owner.";
+ close;
+ }
+ else {
+ if (getcharid(2) == .@GID) {
+ mes "[ Ringing Voice ]";
+ mes "Courageous one,";
+ mes "do you wish to return";
+ mes "to your stronghold?";
+ next;
+ switch(select("Return to the Stronghold:Cancel")) {
+ case 1:
+ set .@GID, GetCastleData("arug_cas03",1);
+ if (getcharid(2) == .@GID) {
+ warp "arug_cas03",121,318;
+ end;
+ }
+ close;
+ case 2:
+ close;
+ }
+ }
+ mes "[ Arunafeltz Royal Edict ]";
+ mes "The Holy Kingdom of";
+ mes "Arunafeltz decrees that";
+ mes "this stronghold is owned";
+ mes "by the ^FF0000" + GetGuildName(.@GID) + "^000000 Guild.";
+ next;
+ mes "[ Arunafeltz Royal Edict ]";
+ mes "^FF0000" + GetGuildMaster(.@GID) + "^000000 is";
+ mes "Guild Master of ^FF0000" + GetGuildName(.@GID) + "^000000.";
+ mes "Any that object must claim this";
+ mes "stronghold through strength of";
+ mes "steel and magic during the";
+ mes "appointed Guild Siege times.";
+ close;
+ }
+
+OnInterIfInitOnce:
+OnRecvCastleAr03:
+ FlagEmblem GetCastleData("arug_cas03",1);
+ end;
+}
+
+aru_gld,74,174,0 duplicate(Ar03_Flag) Horn#flag_Ar03_2 722
diff --git a/npc/pre-re/guild2/arug_cas04.txt b/npc/pre-re/guild2/arug_cas04.txt
new file mode 100644
index 000000000..36f5cee9d
--- /dev/null
+++ b/npc/pre-re/guild2/arug_cas04.txt
@@ -0,0 +1,2974 @@
+//===== rAthena Script =======================================
+//= War of Emperium Second Edition
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 2.3
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= WoE SE Arunafeltz Castle 4
+//===== Additional Comments: =================================
+//= 1.0 First Version [L0ne_W0lf]
+//= 1.1 Swaped an end for a close in eco investing. [L0ne_W0lf]
+//= 1.2 Fixed double message in defense investing. [L0ne_W0lf]
+//= Corrected a minor typo in the guild steward.
+//= 1.3 Fixed a guardian spawning NPCs. [L0ne_W0lf]
+//= 1.4 Fixed investment period not resetting. [L0ne_W0lf]
+//= Made it so treasure won't spawn if castle is empty.
+//= Treasure will now be killed before spawning.
+//= 1.5 Fixed error with control devices. [L0ne_W0lf]
+//= 1.6 Corrected copy/paste error. [L0ne_W0lf]
+//= 1.7 Replaced effect numerics with constants. [L0ne_W0lf]
+//= 1.8 Fixed wrong event call for stones. (bugreport:2386) [L0ne_W0lf]
+//= 1.9 Applied updated eco/def systems. [L0ne_W0lf]
+//= 2.0 Fixed eco/def not actually incrementing. [L0ne_W0lf]
+//= Can no longer gain eco/def higher than 100.
+//= 2.1 Fixed setcell extending more than it should on 3rd barricade. (bugreport:4323) [L0ne_W0lf]
+//= 2.2 Corrected exterior flag positions. (bugreport:4436) [L0ne_W0lf]
+//= 2.3 Fixed a possible exploit in guild castle investment. [Brian]
+//============================================================
+
+arug_cas04,1,1,0 script Manager#aru04_02 111,{
+ end;
+
+OnAgitInit2:
+OnRecvCastlear04:
+ if (GetCastleData("arug_cas04",1) == 0) {
+ donpcevent "Manager#aru04_02::Onstart";
+ }
+ end;
+
+OnAgitStart2:
+ if (agitcheck2()) {
+ MapRespawnGuildID "arug_cas04",GetCastleData("arug_cas04",1),2;
+ GvgOn "arug_cas04";
+ donpcevent "Manager#aru04_02::Onstart";
+ }
+ else {
+ donpcevent "#aru04_RL00::OnDisable";
+ donpcevent "#aru04_RL01::OnDisable";
+ donpcevent "#aru04_RL02::OnDisable";
+ donpcevent "#aru04_RL03::OnDisable";
+ }
+ end;
+
+OnAgitEnd2:
+ GvgOff "arug_cas04";
+ if (GetCastleData("arug_cas04",1)) {
+ KillMonster "arug_cas04","Steward#aru04::OnStartArena";
+ donpcevent "Manager#aru04_02::Onreset";
+ donpcevent "Steward#aru04::Onstop";
+ }
+ end;
+
+Onstart:
+ // 1st Guardian stone, 2nd Guardian stone, Barrier 1, Barrier 2, Barrier 3, Summon Guardians
+ // Settings for all but Summon Guardians
+ // 0 = Okay; 1 = Destroyed; 2 = Repairing
+ // Summon Guardians
+ // 0 = Do not Summon; 1 = Summon
+ if (GetCastleData("arug_cas04",1)) {
+ setarray $agit_ar04[0],0,0,0,0,0,0;
+ donpcevent "#aru04_df01::OnEnable";
+ donpcevent "#aru04_df02::OnEnable";
+ donpcevent "#aru04_RL00::OnEnable";
+ donpcevent "#aru04_RL01::OnEnable";
+ donpcevent "#aru04_RL02::OnEnable";
+ donpcevent "#aru04_RL03::OnEnable";
+ }
+ monster "arug_cas04",141,293,"Emperium",1288,1,"Steward#aru04::OnStartArena";
+ end;
+
+Onreset:
+ donpcevent "#aru04_df01::OnDisable";
+ donpcevent "#aru04_df02::OnDisable";
+ donpcevent "#aru04_gard01::Onreset";
+ donpcevent "#aru04_gard02::Onreset";
+ donpcevent "#aru04_RL00::OnDisable";
+ donpcevent "#aru04_RL01::OnDisable";
+ donpcevent "#aru04_RL02::OnDisable";
+ donpcevent "#aru04_RL03::OnDisable";
+ donpcevent "1st Guardian Stone#aru04::OnDisable";
+ donpcevent "2nd Guardian Stone#aru04::OnDisable";
+ donpcevent "Control Device01#aru04::OnDisable";
+ donpcevent "Control Device02#aru04::OnDisable";
+ donpcevent "Control Device03#aru04::OnDisable";
+ if (agitcheck2()) {
+ setarray $agit_ar04[0],0,0,1,1,1,0;
+ }
+ end;
+
+Onchange:
+ setarray $agit_ar04[0],2,2,1,1,2,0;
+ monster "arug_cas04",141,293,"Emperium",1288,1,"Steward#aru04::OnStartArena";
+ donpcevent "Control Device03#aru04::OnEnable";
+ donpcevent "1st Guardian Stone#aru04::OnEnable";
+ donpcevent "2nd Guardian Stone#aru04::OnEnable";
+ end;
+
+OnClock0001:
+ if (!GetCastleData("arug_cas04",1)) end;
+ killmonster "arug_cas04","Manager#aru04_02::OnTreasureDied";
+
+ if (GetCastleData("arug_cas04",4)) {
+ set .@Economy,GetCastleData("arug_cas04",2);
+ SetCastleData "arug_cas04",2,.@Economy + GetCastleData("arug_cas04",4) + (rand(2) && getgdskilllv(.@GID,10014));
+ if (GetCastleData("arug_cas04",2) > 100) SetCastleData "arug_cas04",2,100;
+ setcastledata "arug_cas04",4,0;
+ }
+ if (GetCastleData("arug_cas04",5)) {
+ set .@Defence,GetCastleData("arug_cas04",3);
+ SetCastleData "arug_cas04",3,.@Defence + GetCastleData("arug_cas04",5);
+ if (GetCastleData("arug_cas04",3) > 100) SetCastleData "arug_cas04",3,100;
+ setcastledata "arug_cas04",5,0;
+ }
+
+ set .@Treasure,GetCastleData("arug_cas04",2)/5+4;
+ if (.@Treasure) {
+ monster "arug_cas04",291,276,"Treasure Chest",1946,1,"Manager#aru04_02::OnTreasureDied";
+ monster "arug_cas04",292,276,"Treasure Chest",1324,1,"Manager#aru04_02::OnTreasureDied";
+ monster "arug_cas04",293,276,"Treasure Chest",1946,1,"Manager#aru04_02::OnTreasureDied";
+ monster "arug_cas04",294,276,"Treasure Chest",1324,1,"Manager#aru04_02::OnTreasureDied";
+ if (.@Treasure < 5) end;
+ monster "arug_cas04",295,276,"Treasure Chest",1946,1,"Manager#aru04_02::OnTreasureDied";
+ if (.@Treasure < 6) end;
+ monster "arug_cas04",296,276,"Treasure Chest",1324,1,"Manager#aru04_02::OnTreasureDied";
+ if (.@Treasure < 7) end;
+ monster "arug_cas04",293,274,"Treasure Chest",1946,1,"Manager#aru04_02::OnTreasureDied";
+ if (.@Treasure < 8) end;
+ monster "arug_cas04",294,274,"Treasure Chest",1324,1,"Manager#aru04_02::OnTreasureDied";
+ if (.@Treasure < 9) end;
+ monster "arug_cas04",295,274,"Treasure Chest",1946,1,"Manager#aru04_02::OnTreasureDied";
+ if (.@Treasure < 10) end;
+ monster "arug_cas04",296,274,"Treasure Chest",1324,1,"Manager#aru04_02::OnTreasureDied";
+ if (.@Treasure < 11) end;
+ monster "arug_cas04",297,274,"Treasure Chest",1946,1,"Manager#aru04_02::OnTreasureDied";
+ if (.@Treasure < 12) end;
+ monster "arug_cas04",298,274,"Treasure Chest",1324,1,"Manager#aru04_02::OnTreasureDied";
+ if (.@Treasure < 13) end;
+ monster "arug_cas04",291,272,"Treasure Chest",1946,1,"Manager#aru04_02::OnTreasureDied";
+ if (.@Treasure < 14) end;
+ monster "arug_cas04",292,272,"Treasure Chest",1324,1,"Manager#aru04_02::OnTreasureDied";
+ if (.@Treasure < 15) end;
+ monster "arug_cas04",293,272,"Treasure Chest",1946,1,"Manager#aru04_02::OnTreasureDied";
+ if (.@Treasure < 16) end;
+ monster "arug_cas04",294,272,"Treasure Chest",1324,1,"Manager#aru04_02::OnTreasureDied";
+ if (.@Treasure < 17) end;
+ monster "arug_cas04",295,272,"Treasure Chest",1946,1,"Manager#aru04_02::OnTreasureDied";
+ if (.@Treasure < 18) end;
+ monster "arug_cas04",296,272,"Treasure Chest",1324,1,"Manager#aru04_02::OnTreasureDied";
+ if (.@Treasure < 19) end;
+ monster "arug_cas04",293,269,"Treasure Chest",1946,1,"Manager#aru04_02::OnTreasureDied";
+ if (.@Treasure < 20) end;
+ monster "arug_cas04",294,269,"Treasure Chest",1324,1,"Manager#aru04_02::OnTreasureDied";
+ if (.@Treasure < 21) end;
+ monster "arug_cas04",295,269,"Treasure Chest",1946,1,"Manager#aru04_02::OnTreasureDied";
+ if (.@Treasure < 22) end;
+ monster "arug_cas04",296,269,"Treasure Chest",1324,1,"Manager#aru04_02::OnTreasureDied";
+ if (.@Treasure < 23) end;
+ monster "arug_cas04",297,269,"Treasure Chest",1946,1,"Manager#aru04_02::OnTreasureDied";
+ if (.@Treasure < 24) end;
+ monster "arug_cas04",298,269,"Treasure Chest",1324,1,"Manager#aru04_02::OnTreasureDied";
+ }
+ end;
+
+OnTreasureDied:
+ end;
+}
+
+arug_cas04,146,315,3 script Nios#aru04_01 868,{
+ set .@GID, GetCastleData("arug_cas04",1);
+ if (.@GID == 0) {
+ mes "[Nios]";
+ mes "Great job. Now, all you";
+ mes "need to do is destroy this";
+ mes "Emperium to gain ownership";
+ mes "over this stronghold.";
+ close;
+ }
+ if (getcharid(2) == .@GID) {
+ if (strcharinfo(0) != getguildmaster(.@GID)) {
+ mes "[Nios]";
+ mes "As guardian of this";
+ mes "stronghold, I answer only";
+ mes "to the master of the guild";
+ mes "that controls this place.";
+ close;
+ }
+ else {
+ if (agitcheck2() == 0) {
+ mes "[Nios]";
+ mes "I am Nios, guardian of";
+ mes "this stronghold. For now,";
+ mes "all is quiet in this place.";
+ next;
+ switch(select("Converse:Cancel")) {
+ case 1:
+ mes "[Nios]";
+ mes "Do you have any questions";
+ mes "about this stronghold?";
+ next;
+ switch(select("Guardian Stones:Fortress Gates:Link Flags:Battle Strategy:Cancel")) {
+ case 1:
+ mes "[Nios]";
+ mes "There is one Emperium";
+ mes "and two Guardian Stones in";
+ mes "each fortress. These stones";
+ mes "are the first line of defense,";
+ mes "and must be destroyed before";
+ mes "enemies can even enter.";
+ next;
+ mes "[Nios]";
+ mes "The stones are located in";
+ mes "^4D4DFFGate Houses^000000 which must be";
+ mes "protected to prevent enemies";
+ mes "from reaching the Emperium.";
+ mes "Guardian Stones can ^4D4DFFrecall";
+ mes "your Guardians^000000 for protection.";
+ next;
+ mes "[Nios]";
+ mes "Fortresses with higher levels";
+ mes "of defense can summon more";
+ mes "Guardians: this is why it is";
+ mes "so important for guilds to";
+ mes "invest in Defense Growth.";
+ next;
+ mes "[Nios]";
+ mes "Guardian Stones that have";
+ mes "been destroyed can be revived";
+ mes "after a certain time, but one of^FFFFFF ^000000 the guild members must give";
+ mes "me the order. I can also report^FFFFFF ^000000 the status of the Guardian Stones.";
+ close;
+ case 2:
+ mes "[Nios]";
+ mes "^4D4DFFFortress Gates^000000 are the second ^FFFFFF ^000000 line of guild stronghold defense,";
+ mes "and are protected by extra barricades activated by the Guardian Stones.";
+ mes "These gates are located in three different parts of the fortress.";
+ next;
+ mes "[Nios]";
+ mes "Barricades are protected by";
+ mes "Guardian Stones, and are";
+ mes "restored when the Guardian";
+ mes "Stones are retrieved. However,";
+ mes "it is not as easy to restore";
+ mes "destroyed Fortress Gates.";
+ next;
+ mes "[Nios]";
+ mes "Fortress Gates can only be";
+ mes "restored when the ^4D4DFFguild";
+ mes "master of a stronghold";
+ mes "changes^000000, or if ^4D4DFFrestoration";
+ mes "is requested by the guild";
+ mes "master of the stronghold^000000.";
+ close;
+ case 3:
+ mes "[Nios]";
+ mes "Strongholds have many";
+ mes "Link Flags that allow you";
+ mes "to access vital areas within";
+ mes "restrictions placed by the";
+ mes "Barricades. Usually, ^4D4DFFFlag 1";
+ mes "links to the Gate House^000000.";
+ next;
+ mes "[Nios]";
+ mes "Many flags link directly to";
+ mes "the flag near the Emperium.";
+ mes "The final numbered flag is";
+ mes "linked to the Convenience";
+ mes "Facility of the stronghold's";
+ mes "owner. Keep this in mind.";
+ close;
+ case 4:
+ mes "[Nios]";
+ mes "Strategy? It would be better";
+ mes "to develop your battle plan to";
+ mes "exploit your guild's advantages";
+ mes "and your enemies' weaknesses.";
+ mes "Use the Gate Houses and Barricades, and rebuild as quickly as you can!";
+ close;
+ case 5:
+ mes "[Nios]";
+ mes "You have no questions";
+ mes "to ask of me? Well, I'm";
+ mes "here to serve your needs.";
+ close;
+ }
+ case 2:
+ mes "[Nios]";
+ mes "I'm always here, so";
+ mes "feel free to request my";
+ mes "assistance whenever";
+ mes "the need arises.";
+ close;
+ }
+ }
+ else {
+ mes "[Nios]";
+ mes "Greetings, "+strcharinfo(0)+".";
+ mes "What are your orders?";
+ next;
+ switch(select("Increase Stronghold Defense:Situational Briefing:Cancel")) {
+ case 1:
+ if ($agit_ar04[5] == 0) {
+ if (getgdskilllv(.@GID,10002) == 0) {
+ mes "[Nios]";
+ mes "I'm sorry, but the Guardian";
+ mes "Stones aren't powerful enough";
+ mes "to summon Guardians yet. We";
+ mes "need to accumulate more";
+ mes "knowledge before they can";
+ mes "summon any Guardians.";
+ close;
+ }
+ else {
+ mes "[Nios]";
+ mes "I shall endeavor to summon";
+ mes "a Guardian through a Guardian";
+ mes "Stone. However, keep in mind";
+ mes "that this will not work if the";
+ mes "Guardian Stone is destroyed.";
+ setarray $agit_ar04[5],1;
+ if ($agit_ar04[0] == 0) {
+ donpcevent "#aru04_gard01::OnEnable";
+ }
+ if ($agit_ar04[1] == 0) {
+ donpcevent "#aru04_gard02::OnEnable";
+ }
+ close;
+ }
+ }
+ else {
+ mes "[Nios]";
+ mes "You've already commanded";
+ mes "me to summon a Guardian";
+ mes "to defend the stronghold.";
+ close;
+ }
+ case 2:
+ mes "[Nios]";
+ mes "Our defense status is...";
+ if ($agit_ar04[0] == 1) {
+ mes "1st Guardian Stone: ^FF0000Destroyed^000000";
+ }
+ else if ($agit_ar04[0] == 2) {
+ mes "1st Guardian Stone: ^008000Repairing^000000";
+ }
+ else {
+ mes "1st Guardian Stone: ^4D4DFFOperational^000000";
+ }
+ if ($agit_ar04[1] == 1) {
+ mes "2nd Guardian Stone: ^FF0000Destroyed^000000";
+ }
+ else if ($agit_ar04[1] == 2) {
+ mes "2nd Guardian Stone: ^008000Repairing^000000";
+ }
+ else {
+ mes "2nd Guardian Stone: ^4D4DFFOperational^000000";
+ }
+ if ($agit_ar04[2] == 1) {
+ mes "1st Fortress Gate: ^FF0000Destroyed^000000";
+ }
+ else if ($agit_ar04[2] == 2) {
+ mes "1st Fortress Gate: ^008000Repairing^000000";
+ }
+ else {
+ mes "1st Fortress Gate: ^4D4DFFOperational^000000";
+ }
+ if ($agit_ar04[3] == 1) {
+ mes "2nd Fortress Gate: ^FF0000Destroyed^000000";
+ }
+ else if ($agit_ar04[3] == 2) {
+ mes "2nd Fortress Gate: ^008000Repairing^000000";
+ }
+ else {
+ mes "2nd Fortress Gate: ^4D4DFFOperational^000000";
+ }
+ if ($agit_ar04[4] == 1) {
+ mes "3rd Fortress Gate: ^FF0000Destroyed^000000";
+ }
+ else if ($agit_ar04[4] == 2) {
+ mes "3rd Fortress Gate: ^008000Repairing^000000";
+ }
+ else {
+ mes "3rd Fortress Gate: ^4D4DFFOperational^000000";
+ }
+ close;
+ case 3:
+ mes "[Nios]";
+ mes "I'll be standing by,";
+ mes "awaiting your orders.";
+ close;
+ }
+ }
+ }
+ }
+ else {
+ mes "[Nios]";
+ mes "Who are you? Scoundrel!";
+ mes "Leave this stronghold now!";
+ close;
+ }
+
+OnInit:
+ setarray $agit_ar04[0],0,0,0,0,0,0;
+ end;
+}
+
+arug_cas04,1,1,0 script #aru04_gard01 -1,{
+OnEnable:
+ set .@defence,GetCastleData("arug_cas04",3);
+ guardian "arug_cas04",130,60,"Guardian",1899,"#aru04_gard01::OnGuardianDied"; //0;
+ if ((.@defence > 10) && (.@defence < 31)) {
+ set .MyMobCount,2;
+ guardian "arug_cas04",128,77,"Guardian",1899,"#aru04_gard01::OnGuardianDied"; //1;
+ }
+ else if ((.@defence > 30) && (.@defence < 51)) {
+ set .MyMobCount,3;
+ guardian "arug_cas04",128,77,"Guardian",1899,"#aru04_gard01::OnGuardianDied"; //1;
+ guardian "arug_cas04",128,90,"Guardian",1899,"#aru04_gard01::OnGuardianDied"; //2;
+ }
+ else if ((.@defence > 50) && (.@defence < 71)) {
+ set .MyMobCount,4;
+ guardian "arug_cas04",128,77,"Guardian",1899,"#aru04_gard01::OnGuardianDied"; //1;
+ guardian "arug_cas04",128,90,"Guardian",1899,"#aru04_gard01::OnGuardianDied"; //2;
+ guardian "arug_cas04",128,100,"Guardian",1899,"#aru04_gard01::OnGuardianDied"; //3;
+ }
+ else if (.@defence > 70) {
+ set .MyMobCount,5;
+ guardian "arug_cas04",128,77,"Guardian",1899,"#aru04_gard01::OnGuardianDied"; //1;
+ guardian "arug_cas04",128,90,"Guardian",1899,"#aru04_gard01::OnGuardianDied"; //2;
+ guardian "arug_cas04",128,100,"Guardian",1899,"#aru04_gard01::OnGuardianDied"; //3;
+ guardian "arug_cas04",110,96,"Guardian",1899,"#aru04_gard01::OnGuardianDied"; //4;
+ }
+ else {
+ set .MyMobCount,2;
+ guardian "arug_cas04",66,157,"Guardian",1899,"#aru04_gard01::OnGuardianDied"; //1;
+ }
+ initnpctimer;
+ end;
+
+OnTimer300000:
+ set .MyMobCount,.MyMobCount+1;
+ guardian "arug_cas04",91,53,"Guardian",1899,"#aru04_gard01::OnGuardianDied"; //5;
+ mapannounce "arug_cas04","The 1st Guardian has been summoned from the Gate House.",bc_map,"0xff4500";
+ end;
+
+OnTimer900000:
+ set .MyMobCount,.MyMobCount+1;
+ guardian "arug_cas04",65,71,"Guardian",1899,"#aru04_gard01::OnGuardianDied"; //6;
+ mapannounce "arug_cas04","The 2nd Guardian has been summoned from the Gate House.",bc_map,"0xff4500";
+ end;
+
+OnTimer1800000:
+ set .MyMobCount,.MyMobCount+1;
+ guardian "arug_cas04",65,103,"Guardian",1899,"#aru04_gard01::OnGuardianDied"; //7;
+ mapannounce "arug_cas04","The 3rd Guardian has been summoned from the Gate House.",bc_map,"0xff4500";
+ end;
+
+OnTimer2700000:
+ set .MyMobCount,.MyMobCount+1;
+ guardian "arug_cas04",110,96,"Guardian",1899,"#aru04_gard01::OnGuardianDied"; //8;
+ mapannounce "arug_cas04","The 4th Guardian has been summoned from the Gate House.",bc_map,"0xff4500";
+ end;
+
+OnTimer3600000:
+ set .MyMobCount,.MyMobCount+1;
+ guardian "arug_cas04",128,100,"Guardian",1899,"#aru04_gard01::OnGuardianDied"; //9;
+ mapannounce "arug_cas04","The 5th Guardian has been summoned from the Gate House.",bc_map,"0xff4500";
+ stopnpctimer;
+ end;
+
+OnGuardianDied:
+ set .MyMobCount,.MyMobCount-1;
+ if (.MyMobCount < 2) {
+ set .MyMobCount,.MyMobCount+1;
+ guardian "arug_cas04",128,77,"Guardian",1899,"#aru04_gard01::OnGuardianDied"; //10;
+ }
+ end;
+
+Onreset:
+ stopnpctimer;
+ killmonster "arug_cas04","#aru04_gard01::OnGuardianDied";
+ end;
+}
+
+arug_cas04,1,2,0 script #aru04_gard02 -1,{
+OnEnable:
+ set .@defence,GetCastleData("arug_cas04",3);
+ guardian "arug_cas04",156,101,"Guardian",1899,"#aru04_gard02::OnGuardianDied"; //11;
+ if ((.@defence > 10) && (.@defence < 31)) {
+ set .MyMobCount,2;
+ guardian "arug_cas04",172,95,"Guardian",1899,"#aru04_gard02::OnGuardianDied"; //12;
+ }
+ else if ((.@defence > 30) && (.@defence < 51)) {
+ set .MyMobCount,3;
+ guardian "arug_cas04",172,95,"Guardian",1899,"#aru04_gard02::OnGuardianDied"; //12;
+ guardian "arug_cas04",154,90,"Guardian",1899,"#aru04_gard02::OnGuardianDied"; //13;
+ }
+ else if ((.@defence > 50) && (.@defence < 71)) {
+ set .MyMobCount,4;
+ guardian "arug_cas04",172,95,"Guardian",1899,"#aru04_gard02::OnGuardianDied"; //12;
+ guardian "arug_cas04",154,90,"Guardian",1899,"#aru04_gard02::OnGuardianDied"; //13;
+ guardian "arug_cas04",156,77,"Guardian",1899,"#aru04_gard02::OnGuardianDied"; //14;
+ }
+ else if (.@defence > 70) {
+ set .MyMobCount,5;
+ guardian "arug_cas04",172,95,"Guardian",1899,"#aru04_gard02::OnGuardianDied"; //12;
+ guardian "arug_cas04",154,90,"Guardian",1899,"#aru04_gard02::OnGuardianDied"; //13;
+ guardian "arug_cas04",156,77,"Guardian",1899,"#aru04_gard02::OnGuardianDied"; //14;
+ guardian "arug_cas04",155,60,"Guardian",1899,"#aru04_gard02::OnGuardianDied"; //15;
+ }
+ else {
+ set .MyMobCount,2;
+ guardian "arug_cas04",211,159,"Guardian",1899,"#aru04_gard02::OnGuardianDied"; //12;
+ }
+ initnpctimer;
+ end;
+
+OnTimer600000:
+ set .MyMobCount,.MyMobCount+1;
+ guardian "arug_cas04",187,54,"Guardian",1899,"#aru04_gard02::OnGuardianDied"; //16;
+ end;
+
+OnTimer1200000:
+ set .MyMobCount,.MyMobCount+1;
+ guardian "arug_cas04",212,67,"Guardian",1899,"#aru04_gard02::OnGuardianDied"; //17;
+ end;
+
+OnTimer2100000:
+ set .MyMobCount,.MyMobCount+1;
+ guardian "arug_cas04",211,105,"Guardian",1899,"#aru04_gard02::OnGuardianDied"; //18;
+ end;
+
+OnTimer3000000:
+ set .MyMobCount,.MyMobCount+1;
+ guardian "arug_cas04",155,60,"Guardian",1899,"#aru04_gard02::OnGuardianDied"; //19;
+ end;
+
+OnTimer3900000:
+ set .MyMobCount,.MyMobCount+1;
+ guardian "arug_cas04",156,77,"Guardian",1899,"#aru04_gard02::OnGuardianDied"; //20;
+ stopnpctimer;
+ end;
+
+OnGuardianDied:
+ set .MyMobCount,.MyMobCount-1;
+ if (.MyMobCount < 2) {
+ set .MyMobCount,.MyMobCount+1;
+ guardian "arug_cas04",172,95,"Guardian",1899,"#aru04_gard02::OnGuardianDied"; //21;
+ }
+ end;
+
+Onreset:
+ stopnpctimer;
+ killmonster "arug_cas04","#aru04_gard02::OnGuardianDied";
+ end;
+}
+
+arug_cas04,1,3,0 script #aru04_df01 -1,{
+OnEnable:
+ guardian "arug_cas04",65,171,"1st Guardian Stone",1907,"#aru04_df01::OnGuardianStoneDied"; //22;
+ end;
+
+OnDisable:
+ killmonster "arug_cas04","#aru04_df01::OnGuardianStoneDied";
+ setarray $agit_ar04[0],1; //Global Variable
+ stopnpctimer;
+ end;
+
+OnGuardianStoneDied:
+ // 1st Guardian Stone is Destroyed
+ setarray $agit_ar04[0],1;
+ if (($agit_ar04[0] == 1) || ($agit_ar04[0] == 2)) {
+ set .@destroyed,.@destroyed + 1;
+ }
+ if (($agit_ar04[1] == 1) || ($agit_ar04[1] == 2)) {
+ set .@destroyed,.@destroyed + 1;
+ }
+ if (.@destroyed == 2) {
+ mapannounce "arug_cas04","All of the Guardian Stones have been destroyed!",bc_map,"0x00ff00";
+ donpcevent "#aru04_RL00::OnDisable";
+ donpcevent "#aru04_gard01::Onreset";
+ }
+ else {
+ mapannounce "arug_cas04","The 1st Guardian Stone has been destroyed!",bc_map,"0x00ff00";
+ donpcevent "#aru04_gard01::Onreset";
+ }
+ initnpctimer;
+ end;
+
+OnTimer300000:
+ donpcevent "1st Guardian Stone#aru04::OnEnable";
+ setarray $agit_ar04[0],2; //Global Variable
+ stopnpctimer;
+ end;
+}
+
+arug_cas04,65,171,0 script 1st Guardian Stone#aru04 844,{
+ set .@GID, GetCastleData("arug_cas04",1);
+ if (getcharid(2) == .@GID) {
+ mes "^3355FFYou will need the";
+ mes "following materials to";
+ mes "rebuild a destroyed";
+ mes "Guardian Stone.^000000";
+ next;
+ mes "1 Oridecon";
+ mes "1 Elunium";
+ mes "30 Stones";
+ mes "5 Blue Gemstones";
+ mes "5 Yellow Gemstones";
+ mes "5 Red Gemstones";
+ next;
+ mes "^3355FFDo you want to continue?^000000";
+ switch(select("No:Continue")) {
+ case 1:
+ mes "^3355FFWork canceled.^000000";
+ close;
+ case 2:
+ if ((countitem(984) > 0) && (countitem(985) > 0) && (countitem(7049) > 29) && (countitem(717) > 4) && (countitem(715) > 4) && (countitem(716) > 4)) {
+ mes "^3355FFArrange Stones, Elunium, and";
+ mes "Oridecon, in that order, in the";
+ mes "center. Then you must arrange";
+ mes "the enchanted Gemstones to";
+ mes "rebuild the Guardian Stone.^000000";
+ next;
+ switch(select("Elunium:Oridecon:Stone")) {
+ case 1:
+ mes "^3355FFElunium has been";
+ mes "placed in the center.^000000";
+ next;
+ break;
+ case 2:
+ mes "^3355FFOridecon has been";
+ mes "placed in the center.^000000";
+ next;
+ break;
+ case 3:
+ mes "^3355FFStones have been";
+ mes "placed in the center.^000000";
+ set .@nice,.@nice+10;
+ next;
+ break;
+ }
+ switch(select("Elunium:Oridecon:Stone")) {
+ case 1:
+ mes "^3355FFYou have lined the";
+ mes "outside of the center";
+ mes "with some Elunium.^000000";
+ set .@nice,.@nice+10;
+ next;
+ break;
+ case 2:
+ mes "^3355FFYou have lined the";
+ mes "outside of the center";
+ mes "with some Oridecon.^000000";
+ next;
+ break;
+ case 3:
+ mes "^3355FFYou have lined the";
+ mes "outside of the center";
+ mes "with some Stones.^000000";
+ next;
+ break;
+ }
+ switch(select("Elunium:Oridecon:Stone")) {
+ case 1:
+ mes "^3355FFYou covered the";
+ mes "rest of the materials";
+ mes "with some Elunium.^000000";
+ next;
+ break;
+ case 2:
+ mes "^3355FFYou covered the";
+ mes "rest of the materials";
+ mes "with some Oridecon.^000000";
+ set .@nice,.@nice+10;
+ next;
+ break;
+ case 3:
+ mes "^3355FFYou covered the";
+ mes "rest of the materials";
+ mes "with some Stones.^000000";
+ next;
+ break;
+ }
+ mes "^3355FFNow you need to arrange";
+ mes "the enchanted Gemstones";
+ mes "accordingly. You can identify";
+ mes "their Magic properties by";
+ mes "their casting effect.^000000";
+ next;
+ while(1) {
+ if (.@roof0 > 7) {
+ break;
+ }
+ else {
+ switch(rand(1,3)) {
+ case 1:
+ specialeffect EF_BEGINSPELL2;
+ mes "^3355FFThe Gemstones must";
+ mes "be arranged in the correct";
+ mes "order according to their";
+ mes "magic properties and power.^000000";
+ next;
+ switch(select("Red Gemstone:Yellow Gemstone:Blue Gemstone")) {
+ case 1:
+ mes "^3355FFYou placed the Red Gemstone.";
+ mes "However, the Guardian Stone";
+ mes "Repair System failed because";
+ mes "of a magic power conflict.^000000";
+ close;
+ case 2:
+ mes "^3355FFYou placed the Yellow Gemstone.";
+ mes "However, the Guardian Stone";
+ mes "Repair System failed because";
+ mes "of a magic power conflict.^000000";
+ close;
+ case 3:
+ mes "^3355FFYou placed the Blue Gemstone.^000000";
+ set .@nice,.@nice+10;
+ set .@roof0,.@roof0 + 1;
+ specialeffect EF_STEAL;
+ next;
+ break;
+ }
+ break;
+ case 2:
+ specialeffect EF_VOLCANO;
+ mes "^3355FFThe Gemstones must";
+ mes "be arranged in the correct";
+ mes "order according to their";
+ mes "magic properties and power.^000000";
+ next;
+ switch(select("Red Gemstone:Yellow Gemstone:Blue Gemstone")) {
+ case 1:
+ mes "^3355FFYou placed the Red Gemstone.^000000";
+ set .@nice,.@nice+10;
+ set .@roof0,.@roof0 + 1;
+ specialeffect EF_STEAL;
+ next;
+ break;
+ case 2:
+ mes "^3355FFYou placed the Yellow Gemstone.";
+ mes "However, the Guardian Stone";
+ mes "Repair System failed because";
+ mes "of a magic power conflict.^000000";
+ close;
+ case 3:
+ mes "^3355FFYou placed the Blue Gemstone.";
+ mes "However, the Guardian Stone";
+ mes "Repair System failed because";
+ mes "of a magic power conflict.^000000";
+ close;
+ }
+ break;
+ case 3:
+ specialeffect EF_BEGINSPELL4;
+ mes "^3355FFThe Gemstones must";
+ mes "be arranged in the correct";
+ mes "order according to their";
+ mes "magic properties and power.^000000";
+ next;
+ switch(select("Red Gemstone:Yellow Gemstone:Blue Gemstone")) {
+ case 1:
+ mes "^3355FFYou placed the Red Gemstone.";
+ mes "However, the Guardian Stone";
+ mes "Repair System failed because";
+ mes "of a magic power conflict.^000000";
+ close;
+ case 2:
+ mes "^3355FFYou placed the Yellow Gemstone.^000000";
+ set .@nice,.@nice+10;
+ set .@roof0,.@roof0 + 1;
+ specialeffect EF_STEAL;
+ next;
+ break;
+ case 3:
+ mes "^3355FFYou placed the Blue Gemstone.";
+ mes "However, the Guardian Stone";
+ mes "Repair System failed because";
+ mes "of a magic power conflict.^000000";
+ close;
+ }
+ }
+ }
+ }
+ if (.@nice > 90) {
+ if ($agit_ar04[0] == 0) {
+ mes "^3355FFThe Guardian Stone";
+ mes "Repair System has";
+ mes "already completed.^000000";
+ close;
+ }
+ else {
+ if (agitcheck2() == 0) {
+ mes "^3355FFIt is impossible to";
+ mes "rebuild the Guardian";
+ mes "Stone because the";
+ mes "Emperium is not present.^000000";
+ close;
+ }
+ else {
+ mes "^3355FFThe Gemstones have been";
+ mes "arranged, and the Guardian";
+ mes "Stone is successfully repaired.^000000";
+ delitem 984,1; //Oridecon
+ delitem 985,1; //Elunium
+ delitem 7049,30; //Stone
+ delitem 717,5; //Blue_Gemstone
+ delitem 715,5; //Yellow_Gemstone
+ delitem 716,5; //Red_Gemstone
+ close2;
+ donpcevent "#aru04_df01::OnEnable";
+ specialeffect EF_ICECRASH;
+ disablenpc "1st Guardian Stone#aru04";
+ setarray $agit_ar04[0],0;
+ set .@df_all,$agit_ar04[0]+$agit_ar04[1];
+ if (.@df_all == 0) {
+ mapannounce "arug_cas04","Both Guardian Stones have been erected, bolstering this stronghold's defenses!",bc_map,"0x00ff00";
+ donpcevent "#aru04_RL00::OnEnable";
+ }
+ else {
+ mapannounce "arug_cas04","The 1st Guardian Stone has been repaired successfully.",bc_map,"0x00ff00";
+ }
+ if ($agit_ar04[5] == 1) {
+ donpcevent "#aru04_gard01::OnEnable";
+ }
+ end;
+ }
+ }
+ }
+ else {
+ mes "^3355FFAfter all of that work...";
+ mes "It looks like you failed";
+ mes "to fix the Guardian Stone,";
+ mes "and lost some materials.^000000";
+ delitem 7049,10; //Stone
+ delitem 717,2; //Blue_Gemstone
+ delitem 715,2; //Yellow_Gemstone
+ delitem 716,2; //Red_Gemstone
+ close;
+ }
+ }
+ else {
+ mes "^3355FFYou don't have enough";
+ mes "materials to repair";
+ mes "the Guardian Stone.^000000";
+ close;
+ }
+ }
+ }
+ end;
+
+OnInit:
+ disablenpc "1st Guardian Stone#aru04";
+ end;
+
+OnEnable:
+ enablenpc "1st Guardian Stone#aru04";
+ specialeffect EF_MAPPILLAR2;
+ end;
+
+OnDisable:
+ disablenpc "1st Guardian Stone#aru04";
+ end;
+}
+
+arug_cas04,1,4,0 script #aru04_df02 -1,{
+OnEnable:
+ guardian "arug_cas04",212,149,"2nd Guardian Stone",1908,"#aru04_df02::OnGuardianStoneDied"; //23;
+ end;
+
+OnDisable:
+ killmonster "arug_cas04","#aru04_df02::OnGuardianStoneDied";
+ setarray $agit_ar04[1],1; //Global Variable
+ stopnpctimer;
+ end;
+
+OnGuardianStoneDied:
+ // 2nd Guardian Stone is Destroyed
+ setarray $agit_ar04[1],1;
+ if (($agit_ar04[0] == 1) || ($agit_ar04[0] == 2)) {
+ set .@destroyed,.@destroyed + 1;
+ }
+ if (($agit_ar04[1] == 1) || ($agit_ar04[1] == 2)) {
+ set .@destroyed,.@destroyed + 1;
+ }
+ if (.@destroyed == 2) {
+ mapannounce "arug_cas04","All of the Guardian Stones have been destroyed!",bc_map,"0x00ff00";
+ donpcevent "#aru04_RL00::OnDisable";
+ donpcevent "#aru04_gard02::Onreset";
+ }
+ else {
+ mapannounce "arug_cas04","The 2nd Guardian Stone has been destroyed!",bc_map,"0x00ff00";
+ donpcevent "#aru04_gard02::Onreset";
+ }
+ initnpctimer;
+ end;
+
+OnTimer300000:
+ donpcevent "2nd Guardian Stone#aru04::OnEnable";
+ setarray $agit_ar04[1],2; //Global Variable
+ stopnpctimer;
+ end;
+}
+
+arug_cas04,212,149,0 script 2nd Guardian Stone#aru04 844,{
+ set .@GID, GetCastleData("arug_cas04",1);
+ if (getcharid(2) == .@GID) {
+ mes "^3355FFYou will need the";
+ mes "following materials to";
+ mes "rebuild a destroyed";
+ mes "Guardian Stone.^000000";
+ next;
+ mes "1 Oridecon";
+ mes "1 Elunium";
+ mes "30 Stones";
+ mes "5 Blue Gemstones";
+ mes "5 Yellow Gemstones";
+ mes "5 Red Gemstones";
+ next;
+ mes "^3355FFDo you want to continue?^000000";
+ switch(select("No:Continue")) {
+ case 1:
+ mes "^3355FFWork canceled.^000000";
+ close;
+ case 2:
+ if ((countitem(984) > 0) && (countitem(985) > 0) && (countitem(7049) > 29) && (countitem(717) > 4) && (countitem(715) > 4) && (countitem(716) > 4)) {
+ mes "^3355FFArrange Stones, Elunium, and";
+ mes "Oridecon, in that order, in the";
+ mes "center. Then you must arrange";
+ mes "the enchanted Gemstones to";
+ mes "rebuild the Guardian Stone.^000000";
+ next;
+ switch(select("Elunium:Oridecon:Stone")) {
+ case 1:
+ mes "^3355FFElunium has been";
+ mes "placed in the center.^000000";
+ next;
+ break;
+ case 2:
+ mes "^3355FFOridecon has been";
+ mes "placed in the center.^000000";
+ next;
+ break;
+ case 3:
+ mes "^3355FFStones have been";
+ mes "placed in the center.^000000";
+ set .@nice,.@nice+10;
+ next;
+ break;
+ }
+ switch(select("Elunium:Oridecon:Stone")) {
+ case 1:
+ mes "^3355FFYou have lined the";
+ mes "outside of the center";
+ mes "with some Elunium.^000000";
+ set .@nice,.@nice+10;
+ next;
+ break;
+ case 2:
+ mes "^3355FFYou have lined the";
+ mes "outside of the center";
+ mes "with some Oridecon.^000000";
+ next;
+ break;
+ case 3:
+ mes "^3355FFYou have lined the";
+ mes "outside of the center";
+ mes "with some Stones.^000000";
+ next;
+ break;
+ }
+ switch(select("Elunium:Oridecon:Stone")) {
+ case 1:
+ mes "^3355FFYou covered the";
+ mes "rest of the materials";
+ mes "with some Elunium.^000000";
+ next;
+ break;
+ case 2:
+ mes "^3355FFYou covered the";
+ mes "rest of the materials";
+ mes "with some Oridecon.^000000";
+ set .@nice,.@nice+10;
+ next;
+ break;
+ case 3:
+ mes "^3355FFYou covered the";
+ mes "rest of the materials";
+ mes "with some Stones.^000000";
+ next;
+ break;
+ }
+ mes "^3355FFNow you need to arrange";
+ mes "the enchanted Gemstones";
+ mes "accordingly. You can identify";
+ mes "their Magic properties by";
+ mes "their casting effect.^000000";
+ next;
+ while(1) {
+ if (.@roof0 > 7) {
+ break;
+ }
+ else {
+ switch(rand(1,3)) {
+ case 1:
+ specialeffect EF_BEGINSPELL2;
+ mes "^3355FFThe Gemstones must";
+ mes "be arranged in the correct";
+ mes "order according to their";
+ mes "magic properties and power.^000000";
+ next;
+ switch(select("Red Gemstone:Yellow Gemstone:Blue Gemstone")) {
+ case 1:
+ mes "^3355FFYou placed the Red Gemstone.";
+ mes "However, the Guardian Stone";
+ mes "Repair System failed because";
+ mes "of a magic power conflict.^000000";
+ close;
+ case 2:
+ mes "^3355FFYou placed the Yellow Gemstone.";
+ mes "However, the Guardian Stone";
+ mes "Repair System failed because";
+ mes "of a magic power conflict.^000000";
+ close;
+ case 3:
+ mes "^3355FFYou placed the Blue Gemstone.^000000";
+ set .@nice,.@nice+10;
+ set .@roof0,.@roof0 + 1;
+ specialeffect EF_STEAL;
+ next;
+ break;
+ }
+ break;
+ case 2:
+ specialeffect EF_VOLCANO;
+ mes "^3355FFThe Gemstones must";
+ mes "be arranged in the correct";
+ mes "order according to their";
+ mes "magic properties and power.^000000";
+ next;
+ switch(select("Red Gemstone:Yellow Gemstone:Blue Gemstone")) {
+ case 1:
+ mes "^3355FFYou placed the Red Gemstone.^000000";
+ set .@nice,.@nice+10;
+ set .@roof0,.@roof0 + 1;
+ specialeffect EF_STEAL;
+ next;
+ break;
+ case 2:
+ mes "^3355FFYou placed the Yellow Gemstone.";
+ mes "However, the Guardian Stone";
+ mes "Repair System failed because";
+ mes "of a magic power conflict.^000000";
+ close;
+ case 3:
+ mes "^3355FFYou placed the Blue Gemstone.";
+ mes "However, the Guardian Stone";
+ mes "Repair System failed because";
+ mes "of a magic power conflict.^000000";
+ close;
+ }
+ break;
+ case 3:
+ specialeffect EF_BEGINSPELL4;
+ mes "^3355FFThe Gemstones must";
+ mes "be arranged in the correct";
+ mes "order according to their";
+ mes "magic properties and power.^000000";
+ next;
+ switch(select("Red Gemstone:Yellow Gemstone:Blue Gemstone")) {
+ case 1:
+ mes "^3355FFYou placed the Red Gemstone.";
+ mes "However, the Guardian Stone";
+ mes "Repair System failed because";
+ mes "of a magic power conflict.^000000";
+ close;
+ case 2:
+ mes "^3355FFYou placed the Yellow Gemstone.^000000";
+ set .@nice,.@nice+10;
+ set .@roof0,.@roof0 + 1;
+ specialeffect EF_STEAL;
+ next;
+ break;
+ case 3:
+ mes "^3355FFYou placed the Blue Gemstone.";
+ mes "However, the Guardian Stone";
+ mes "Repair System failed because";
+ mes "of a magic power conflict.^000000";
+ close;
+ }
+ }
+ }
+ }
+ if (.@nice > 90) {
+ if ($agit_ar04[1] == 0) {
+ mes "^3355FFThe Guardian Stone";
+ mes "Repair System has";
+ mes "successfully completed.^000000";
+ close;
+ }
+ else {
+ if (agitcheck2() == 0) {
+ mes "^3355FFIt is impossible to";
+ mes "rebuild the Guardian";
+ mes "Stone because the";
+ mes "Emperium is not present.^000000";
+ close;
+ }
+ else {
+ mes "^3355FFThe Gemstones have been";
+ mes "arranged, and the Guardian";
+ mes "Stone is successfully repaired.^000000";
+ delitem 984,1; //Oridecon
+ delitem 985,1; //Elunium
+ delitem 7049,30; //Stone
+ delitem 717,5; //Blue_Gemstone
+ delitem 715,5; //Yellow_Gemstone
+ delitem 716,5; //Red_Gemstone
+ close2;
+ donpcevent "#aru04_df02::OnEnable";
+ specialeffect EF_ICECRASH;
+ disablenpc "2nd Guardian Stone#aru04";
+ setarray $agit_ar04[1],0;
+ set .@df_all,$agit_ar04[0]+$agit_ar04[1];
+ if (.@df_all == 0) {
+ mapannounce "arug_cas04","Both Guardian Stones have been erected, bolstering this stronghold's defenses!",bc_map,"0x00ff00";
+ donpcevent "#aru04_RL00::OnEnable";
+ }
+ else {
+ mapannounce "arug_cas04","The 2nd Guardian Stone has been repaired successfully.",bc_map,"0x00ff00";
+ }
+ if ($agit_ar04[5] == 1) {
+ donpcevent "#aru04_gard02::OnEnable";
+ }
+ end;
+ }
+ }
+ }
+ else {
+ mes "^3355FFAfter all of that work...";
+ mes "It looks like you failed";
+ mes "to fix the Guardian Stone,";
+ mes "and lost some materials.^000000";
+ delitem 7049,10; //Stone
+ delitem 717,2; //Blue_Gemstone
+ delitem 715,2; //Yellow_Gemstone
+ delitem 716,2; //Red_Gemstone
+ close;
+ }
+ }
+ else {
+ mes "^3355FFYou don't have enough";
+ mes "materials to repair";
+ mes "the Guardian Stone.^000000";
+ close;
+ }
+ }
+ }
+ end;
+
+OnInit:
+ disablenpc "2nd Guardian Stone#aru04";
+ end;
+
+OnEnable:
+ enablenpc "2nd Guardian Stone#aru04";
+ specialeffect 247; //"2nd Guardian Stone#aru04" EF_MAPPILLAR2
+ end;
+
+OnDisable:
+ disablenpc "2nd Guardian Stone#aru04";
+ end;
+}
+
+// Barrier Summoners
+arug_cas04,2,1,0 script #aru04_RL00 -1,{
+OnEnable:
+ setcell "arug_cas04",138,110,145,110,cell_walkable,0;
+ setcell "arug_cas04",138,110,145,110,cell_shootable,0;
+ guardian "arug_cas04",139,111," ",1905,"#aru04_RL00::OnBarrierDestroyed"; //24;
+ guardian "arug_cas04",141,111," ",1905,"#aru04_RL00::OnBarrierDestroyed"; //25;
+ guardian "arug_cas04",143,111," ",1905,"#aru04_RL00::OnBarrierDestroyed"; //26;
+ guardian "arug_cas04",145,111," ",1905,"#aru04_RL00::OnBarrierDestroyed"; //27;
+ end;
+
+OnDisable:
+ setcell "arug_cas04",138,136,145,110,cell_walkable,1;
+ setcell "arug_cas04",138,110,145,110,cell_shootable,1;
+ killmonster "arug_cas04","#aru04_RL00::OnBarrierDestroyed";
+ end;
+
+OnBarrierDestroyed:
+ end;
+}
+
+arug_cas04,2,2,0 script #aru04_RL01 -1,{
+OnEnable:
+ set .MyMobCount,6;
+ setcell "arug_cas04",139,158,144,158,cell_walkable,0;
+ guardian "arug_cas04",140,157," ",1905,"#aru04_RL01::OnBarrierDestroyed"; //28;
+ guardian "arug_cas04",142,157," ",1905,"#aru04_RL01::OnBarrierDestroyed"; //29;
+ guardian "arug_cas04",144,157," ",1905,"#aru04_RL01::OnBarrierDestroyed"; //30;
+ guardian "arug_cas04",139,156," ",1905,"#aru04_RL01::OnBarrierDestroyed"; //31;
+ guardian "arug_cas04",141,156," ",1905,"#aru04_RL01::OnBarrierDestroyed"; //32;
+ guardian "arug_cas04",143,156," ",1905,"#aru04_RL01::OnBarrierDestroyed"; //33;
+ end;
+
+OnBarrierDestroyed:
+ set .MyMobCount,.MyMobCount-1;
+ if (.MyMobCount == 0) {
+ setarray $agit_ar04[2],1;
+ mapannounce "arug_cas04","The 1st Fortress Gate is destroyed.",bc_map,"0x00ff00";
+ setcell "arug_cas04",139,158,144,158,cell_walkable,1;
+ }
+ end;
+
+OnDisable:
+ setcell "arug_cas04",139,158,144,158,cell_walkable,1;
+ killmonster "arug_cas04","#aru04_RL01::OnBarrierDestroyed";
+ end;
+}
+
+arug_cas04,2,3,0 script #aru04_RL02 -1,{
+OnEnable:
+ set .MyMobCount,6;
+ setcell "arug_cas04",138,210,145,210,cell_walkable,0;
+ guardian "arug_cas04",140,209," ",1905,"#aru04_RL02::OnBarrierDestroyed"; //34;
+ guardian "arug_cas04",142,209," ",1905,"#aru04_RL02::OnBarrierDestroyed"; //35;
+ guardian "arug_cas04",144,209," ",1905,"#aru04_RL02::OnBarrierDestroyed"; //36;
+ guardian "arug_cas04",139,208," ",1905,"#aru04_RL02::OnBarrierDestroyed"; //37;
+ guardian "arug_cas04",141,208," ",1905,"#aru04_RL02::OnBarrierDestroyed"; //38;
+ guardian "arug_cas04",143,208," ",1905,"#aru04_RL02::OnBarrierDestroyed"; //39;
+ end;
+
+OnBarrierDestroyed:
+ set .MyMobCount,.MyMobCount-1;
+ if (.MyMobCount == 0) {
+ setarray $agit_ar04[3],1;
+ mapannounce "arug_cas04","The 2nd Fortress Gate is destroyed.",bc_map,"0x00ff00";
+ setcell "arug_cas04",138,210,145,210,cell_walkable,1;
+ }
+ end;
+
+OnDisable:
+ setcell "arug_cas04",138,210,145,210,cell_walkable,1;
+ killmonster "arug_cas04","#aru04_RL02::OnBarrierDestroyed";
+ end;
+}
+
+arug_cas04,2,4,0 script #aru04_RL03 -1,{
+OnEnable:
+ set .MyMobCount,4;
+ setcell "arug_cas04",138,263,145,263,cell_walkable,0;
+ guardian "arug_cas04",139,262," ",1905,"#aru04_RL03::OnBarrierDestroyed"; //40;
+ guardian "arug_cas04",141,262," ",1905,"#aru04_RL03::OnBarrierDestroyed"; //41;
+ guardian "arug_cas04",143,262," ",1905,"#aru04_RL03::OnBarrierDestroyed"; //42;
+ guardian "arug_cas04",145,262," ",1905,"#aru04_RL03::OnBarrierDestroyed"; //43;
+ end;
+
+OnBarrierDestroyed:
+ set .MyMobCount,.MyMobCount-1;
+ if (.MyMobCount == 0) {
+ setarray $agit_ar04[4],1;
+ mapannounce "arug_cas04","The 3rd Fortress Gate is destroyed!",bc_map,"0x00ff00";
+ setcell "arug_cas04",138,263,145,263,cell_walkable,1;
+ }
+ end;
+
+OnDisable:
+ setcell "arug_cas04",138,263,145,263,cell_walkable,1;
+ killmonster "arug_cas04","#aru04_RL03::OnBarrierDestroyed";
+ end;
+}
+
+arug_cas04,136,158,0 script Control Device01#aru04 111,{
+ set .@GID, GetCastleData("arug_cas04",1);
+ if (getcharid(2) == .@GID) {
+ if (strcharinfo(0) == getguildmaster(.@GID)) {
+ if ($agit_ar04[2] == 2) {
+ mes "^3355FFDemolished Fortress";
+ mes "Gates can be repaired,";
+ mes "but you will need to gather";
+ mes "the following materials.^000000";
+ next;
+ mes "^4D4DFF10 Steel^000000,";
+ mes "^4D4DFF30 Trunks^000000,";
+ mes "^4D4DFF5 Oridecon^000000, and";
+ mes "^4D4DFF10 Emveretarcon^000000.";
+ next;
+ select("Continue");
+ if ((countitem(1019) > 29) && (countitem(999) > 9) && (countitem(1011) > 9) && (countitem(984) > 4)) {
+ mes "^3355FFYou will need Trunks to";
+ mes "repair the support frame,";
+ mes "Oridecon to enhance the";
+ mes "gate's endurance, and";
+ mes "Emveretarcon to basically";
+ mes "hold everything together.^000000";
+ next;
+ set .@ro_of01,rand(10,15);
+ while(1) {
+ if (.@ro_of02 == .@ro_of01) {
+ break;
+ }
+ else {
+ switch(rand(1,4)) {
+ case 1:
+ mes "^3355FFThe support frame";
+ mes "is badly damaged:";
+ mes "fixing this part";
+ mes "is a top priority.^000000";
+ next;
+ switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
+ case 1:
+ mes "^3355FFThe frame has been";
+ mes "reinforced with wood.^000000";
+ set .@rp_temp,.@rp_temp + 1;
+ set .@ro_of02,.@ro_of02 + 1;
+ specialeffect2 EF_REPAIRWEAPON;
+ next;
+ break;
+ case 2:
+ mes "^3355FFYou tried using steel,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ case 3:
+ mes "^3355FFYou tried using emveretarcon";
+ mes "to reinforce the gate, but it's";
+ mes "not working well at all.";
+ mes "You'll have to start over.^000000";
+ close;
+ case 4:
+ mes "^3355FFYou tried using oridecon,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ }
+ break;
+ case 2:
+ mes "^3355FFIt looks like the gate's";
+ mes "overall endurance needs to";
+ mes "be reinforced with something.^000000";
+ next;
+ switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
+ case 1:
+ mes "^3355FFYou tried using wood";
+ mes "to reinforce the gate.^000000";
+ set .@ro_of02,.@ro_of02 + 1;
+ next;
+ break;
+ case 2:
+ mes "^3355FFYou tried using steel";
+ mes "to reinforce the gate, but";
+ mes "it's not working well at all.";
+ mes "You'll have to start over.^000000";
+ close;
+ case 3:
+ mes "^3355FFYou tried using emveretarcon";
+ mes "to reinforce the gate, but it's";
+ mes "not working well at all.";
+ mes "You'll have to start over.^000000";
+ close;
+ case 4:
+ mes "^3355FFYou hammered the";
+ mes "oridecon: it looks";
+ mes "like this will work.^000000";
+ set .@rp_temp,.@rp_temp + 1;
+ set .@ro_of02,.@ro_of02 + 1;
+ specialeffect2 EF_REPAIRWEAPON;
+ next;
+ break;
+ }
+ break;
+ case 3:
+ mes "^3355FFThe damage to the gate";
+ mes "has caused all these";
+ mes "cracks. You'll have to";
+ mes "weld them solid somehow.^000000";
+ next;
+ switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
+ case 1:
+ mes "^3355FFYou tried using wood to fix";
+ mes "this problem, but it seems";
+ mes "to have made it worse.";
+ mes "You'll have to start all over.^000000";
+ close;
+ case 2:
+ mes "^3355FFYou used steel to weld";
+ mes "all the cracks: the gate is";
+ mes "is starting to look more solid.^000000";
+ set .@rp_temp,.@rp_temp + 1;
+ set .@ro_of02,.@ro_of02 + 1;
+ specialeffect2 EF_REPAIRWEAPON;
+ next;
+ break;
+ case 3:
+ mes "^3355FFYou tried using emveretarcon";
+ mes "to reinforce the gate, but it's";
+ mes "not working well at all.";
+ mes "You'll have to start over.^000000";
+ close;
+ case 4:
+ mes "^3355FFYou tried using oridecon,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ }
+ break;
+ case 4:
+ mes "^3355FFNow you need to make";
+ mes "sure that the gate is held";
+ mes "together pretty solidly.^000000";
+ next;
+ switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
+ case 1:
+ mes "^3355FFYou tried using wood to fix";
+ mes "this problem, but it seems";
+ mes "to have made it worse.";
+ mes "You'll have to start all over.^000000";
+ close;
+ case 2:
+ mes "^3355FFYou tried using steel,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ case 3:
+ mes "^3355FFYou successfully used";
+ mes "the emveretarcon to repair";
+ mes "much of the gate's damage.^000000";
+ set .@rp_temp,.@rp_temp + 1;
+ set .@ro_of02,.@ro_of02 + 1;
+ specialeffect2 EF_REPAIRWEAPON;
+ next;
+ break;
+ case 4:
+ mes "^3355FFYou tried using oridecon,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ }
+ }
+ }
+ }
+ mes "^3355FFWell, it looks like";
+ mes "you're just about done";
+ mes "with repairing the gate.^000000";
+ next;
+ if (agitcheck2() == 0) {
+ mes "^3355FFUnfortunately, the Fortress";
+ mes "Gate can't be reconstructed:";
+ mes "the Emperium is no longer here.^000000";
+ close;
+ }
+ else {
+ if (.@rp_temp == .@ro_of01) {
+ mes "^3355FFThe Fortress Gate has";
+ mes "been successfully repaired!^000000";
+ delitem 1019,30; //Wooden_Block
+ delitem 999,10; //Steel
+ delitem 1011,10; //Emveretarcon
+ delitem 984,5; //Oridecon
+ close2;
+ donpcevent "#aru04_RL01::OnEnable";
+ disablenpc "Control Device01#aru04";
+ mapannounce "arug_cas04","The 1st Fortress Gate has been reconstructed!",bc_map,"0x00ff00";
+ setarray $agit_ar04[2],0;
+ end;
+ }
+ else {
+ mes "^3355FFThe wall has been breached,";
+ mes "and the attempt to repair the";
+ mes "Fortress Gate has failed.";
+ mes "You lost some of your";
+ mes "repair resources...^000000";
+ delitem 984,2; //Oridecon
+ delitem 999,4; //Steel
+ delitem 1019,14; //Wooden_Block
+ delitem 1011,3; //Emveretarcon
+ close;
+ }
+ }
+ }
+ else {
+ mes "^3355FFYou can't attempt to repair";
+ mes "the Fortress Gate if you don't";
+ mes "have all the needed materials.^000000";
+ close;
+ }
+ }
+ }
+ }
+ end;
+
+OnInit:
+ disablenpc "Control Device01#aru04";
+ end;
+
+OnEnable:
+ enablenpc "Control Device01#aru04";
+ end;
+
+OnDisable:
+ disablenpc "Control Device01#aru04";
+ end;
+}
+
+arug_cas04,135,212,0 script Control Device02#aru04 111,{
+ set .@GID, GetCastleData("arug_cas04",1);
+ if (getcharid(2) == .@GID) {
+ if (strcharinfo(0) == getguildmaster(.@GID)) {
+ if ($agit_ar04[3] == 2) {
+ mes "^3355FFDemolished Fortress";
+ mes "Gates can be repaired,";
+ mes "but you will need to gather";
+ mes "the following materials.^000000";
+ next;
+ mes "^4D4DFF10 Steel^000000,";
+ mes "^4D4DFF30 Trunks^000000,";
+ mes "^4D4DFF5 Oridecon^000000, and";
+ mes "^4D4DFF10 Emveretarcon^000000.";
+ next;
+ select("Continue");
+ if ((countitem(1019) > 29) && (countitem(999) > 9) && (countitem(1011) > 9) && (countitem(984) > 4)) {
+ mes "^3355FFYou will need Trunks to";
+ mes "repair the support frame,";
+ mes "Oridecon to enhance the";
+ mes "gate's endurance, and";
+ mes "Emveretarcon to basically";
+ mes "hold everything together.^000000";
+ next;
+ set .@ro_of01,rand(10,15);
+ while(1) {
+ if (.@ro_of02 == .@ro_of01) {
+ break;
+ }
+ else {
+ switch(rand(1,4)) {
+ case 1:
+ mes "^3355FFThe support frame";
+ mes "is badly damaged:";
+ mes "fixing this part";
+ mes "is a top priority.^000000";
+ next;
+ switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
+ case 1:
+ mes "^3355FFThe frame has been";
+ mes "reinforced with wood.^000000";
+ set .@rp_temp,.@rp_temp + 1;
+ set .@ro_of02,.@ro_of02 + 1;
+ specialeffect2 EF_REPAIRWEAPON;
+ next;
+ break;
+ case 2:
+ mes "^3355FFYou tried using steel,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ case 3:
+ mes "^3355FFYou tried using emveretarcon";
+ mes "to reinforce the gate, but it's";
+ mes "not working well at all.";
+ mes "You'll have to start over.^000000";
+ close;
+ case 4:
+ mes "^3355FFYou tried using oridecon,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ }
+ break;
+ case 2:
+ mes "^3355FFIt looks like the gate's";
+ mes "overall endurance needs to";
+ mes "be reinforced with something.^000000";
+ next;
+ switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
+ case 1:
+ mes "^3355FFYou tried using wood";
+ mes "to reinforce the gate.^000000";
+ set .@ro_of02,.@ro_of02 + 1;
+ next;
+ break;
+ case 2:
+ mes "^3355FFYou tried using steel";
+ mes "to reinforce the gate, but";
+ mes "it's not working well at all.";
+ mes "You'll have to start over.^000000";
+ close;
+ case 3:
+ mes "^3355FFYou tried using emveretarcon";
+ mes "to reinforce the gate, but it's";
+ mes "not working well at all.";
+ mes "You'll have to start over.^000000";
+ close;
+ case 4:
+ mes "^3355FFYou hammered the";
+ mes "oridecon: it looks";
+ mes "like this will work.^000000";
+ set .@rp_temp,.@rp_temp + 1;
+ set .@ro_of02,.@ro_of02 + 1;
+ specialeffect2 EF_REPAIRWEAPON;
+ next;
+ break;
+ }
+ break;
+ case 3:
+ mes "^3355FFThe damage to the gate";
+ mes "has caused all these";
+ mes "cracks. You'll have to";
+ mes "weld them solid somehow.^000000";
+ next;
+ switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
+ case 1:
+ mes "^3355FFYou tried using wood to fix";
+ mes "this problem, but it seems";
+ mes "to have made it worse.";
+ mes "You'll have to start all over.^000000";
+ close;
+ case 2:
+ mes "^3355FFYou used steel to weld";
+ mes "all the cracks: the gate is";
+ mes "is starting to look more solid.^000000";
+ set .@rp_temp,.@rp_temp + 1;
+ set .@ro_of02,.@ro_of02 + 1;
+ specialeffect2 EF_REPAIRWEAPON;
+ next;
+ break;
+ case 3:
+ mes "^3355FFYou tried using emveretarcon";
+ mes "to reinforce the gate, but it's";
+ mes "not working well at all.";
+ mes "You'll have to start over.^000000";
+ close;
+ case 4:
+ mes "^3355FFYou tried using oridecon,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ }
+ break;
+ case 4:
+ mes "^3355FFNow you need to make";
+ mes "sure that the gate is held";
+ mes "together pretty solidly.^000000";
+ next;
+ switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
+ case 1:
+ mes "^3355FFYou tried using wood to fix";
+ mes "this problem, but it seems";
+ mes "to have made it worse.";
+ mes "You'll have to start all over.^000000";
+ close;
+ case 2:
+ mes "^3355FFYou tried using steel,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ case 3:
+ mes "^3355FFYou successfully used";
+ mes "the emveretarcon to repair";
+ mes "much of the gate's damage.^000000";
+ set .@rp_temp,.@rp_temp + 1;
+ set .@ro_of02,.@ro_of02 + 1;
+ specialeffect2 EF_REPAIRWEAPON;
+ next;
+ break;
+ case 4:
+ mes "^3355FFYou tried using oridecon,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ }
+ }
+ }
+ }
+ mes "^3355FFWell, it looks like";
+ mes "you're just about done";
+ mes "with repairing the gate.^000000";
+ next;
+ if (agitcheck2() == 0) {
+ mes "^3355FFUnfortunately, the Fortress";
+ mes "Gate can't be reconstructed:";
+ mes "the Emperium is no longer here.^000000";
+ close;
+ }
+ else {
+ if (.@rp_temp == .@ro_of01) {
+ mes "^3355FFThe Fortress Gate has";
+ mes "been successfully repaired!^000000";
+ delitem 1019,30; //Wooden_Block
+ delitem 999,10; //Steel
+ delitem 1011,10; //Emveretarcon
+ delitem 984,5; //Oridecon
+ close2;
+ donpcevent "#aru04_RL02::OnEnable";
+ disablenpc "Control Device02#aru04";
+ mapannounce "arug_cas04","The 2nd Fortress Gate has been reconstructed!",bc_map,"0x00ff00";
+ setarray $agit_ar04[3],0; //Global Variable
+ setarray $agit_ar04[2],2; //Global Variable
+ donpcevent "Control Device01#aru04::OnEnable";
+ end;
+ }
+ else {
+ mes "^3355FFThe wall has been breached,";
+ mes "and the attempt to repair the";
+ mes "Fortress Gate has failed.";
+ mes "You lost some of your";
+ mes "repair resources...^000000";
+ delitem 984,2; //Oridecon
+ delitem 999,4; //Steel
+ delitem 1019,14; //Wooden_Block
+ delitem 1011,3; //Emveretarcon
+ close;
+ }
+ }
+ }
+ else {
+ mes "^3355FFYou can't attempt to repair";
+ mes "the Fortress Gate if you don't";
+ mes "have all the needed materials.^000000";
+ close;
+ }
+ }
+ }
+ }
+ end;
+
+OnInit:
+ disablenpc "Control Device02#aru04";
+ end;
+
+OnEnable:
+ enablenpc "Control Device02#aru04";
+ end;
+
+OnDisable:
+ disablenpc "Control Device02#aru04";
+ end;
+}
+
+arug_cas04,134,266,0 script Control Device03#aru04 111,{
+ set .@GID, GetCastleData("arug_cas04",1);
+ if (getcharid(2) == .@GID) {
+ if (strcharinfo(0) == getguildmaster(.@GID)) {
+ if ($agit_ar04[4] == 2) {
+ mes "^3355FFDemolished Fortress";
+ mes "Gates can be repaired,";
+ mes "but you will need to gather";
+ mes "the following materials.^000000";
+ next;
+ mes "^4D4DFF10 Steel^000000,";
+ mes "^4D4DFF30 Trunks^000000,";
+ mes "^4D4DFF5 Oridecon^000000, and";
+ mes "^4D4DFF10 Emveretarcon^000000.";
+ next;
+ select("Continue");
+ if ((countitem(1019) > 29) && (countitem(999) > 9) && (countitem(1011) > 9) && (countitem(984) > 4)) {
+ mes "^3355FFYou will need Trunks to";
+ mes "repair the support frame,";
+ mes "Oridecon to enhance the";
+ mes "gate's endurance, and";
+ mes "Emveretarcon to basically";
+ mes "hold everything together.^000000";
+ next;
+ set .@ro_of01,rand(10,15);
+ while(1) {
+ if (.@ro_of02 == .@ro_of01) {
+ break;
+ }
+ else {
+ switch(rand(1,4)) {
+ case 1:
+ mes "^3355FFThe support frame";
+ mes "is badly damaged:";
+ mes "fixing this part";
+ mes "is a top priority.^000000";
+ next;
+ switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
+ case 1:
+ mes "^3355FFThe frame has been";
+ mes "reinforced with wood.^000000";
+ set .@rp_temp,.@rp_temp + 1;
+ set .@ro_of02,.@ro_of02 + 1;
+ specialeffect2 EF_REPAIRWEAPON;
+ next;
+ break;
+ case 2:
+ mes "^3355FFYou tried using steel,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ case 3:
+ mes "^3355FFYou tried using emveretarcon";
+ mes "to reinforce the gate, but it's";
+ mes "not working well at all.";
+ mes "You'll have to start over.^000000";
+ close;
+ case 4:
+ mes "^3355FFYou tried using oridecon,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ }
+ break;
+ case 2:
+ mes "^3355FFIt looks like the gate's";
+ mes "overall endurance needs to";
+ mes "be reinforced with something.^000000";
+ next;
+ switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
+ case 1:
+ mes "^3355FFYou tried using wood";
+ mes "to reinforce the gate.^000000";
+ set .@ro_of02,.@ro_of02 + 1;
+ next;
+ break;
+ case 2:
+ mes "^3355FFYou tried using steel";
+ mes "to reinforce the gate, but";
+ mes "it's not working well at all.";
+ mes "You'll have to start over.^000000";
+ close;
+ case 3:
+ mes "^3355FFYou tried using emveretarcon";
+ mes "to reinforce the gate, but it's";
+ mes "not working well at all.";
+ mes "You'll have to start over.^000000";
+ close;
+ case 4:
+ mes "^3355FFYou hammered the";
+ mes "oridecon: it looks";
+ mes "like this will work.^000000";
+ set .@rp_temp,.@rp_temp + 1;
+ set .@ro_of02,.@ro_of02 + 1;
+ specialeffect2 EF_REPAIRWEAPON;
+ next;
+ break;
+ }
+ break;
+ case 3:
+ mes "^3355FFThe damage to the gate";
+ mes "has caused all these";
+ mes "cracks. You'll have to";
+ mes "weld them solid somehow.^000000";
+ next;
+ switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
+ case 1:
+ mes "^3355FFYou tried using wood to fix";
+ mes "this problem, but it seems";
+ mes "to have made it worse.";
+ mes "You'll have to start all over.^000000";
+ close;
+ case 2:
+ mes "^3355FFYou used steel to weld";
+ mes "all the cracks: the gate is";
+ mes "is starting to look more solid.^000000";
+ set .@rp_temp,.@rp_temp + 1;
+ set .@ro_of02,.@ro_of02 + 1;
+ specialeffect2 EF_REPAIRWEAPON;
+ next;
+ break;
+ case 3:
+ mes "^3355FFYou tried using emveretarcon";
+ mes "to reinforce the gate, but it's";
+ mes "not working well at all.";
+ mes "You'll have to start over.^000000";
+ close;
+ case 4:
+ mes "^3355FFYou tried using oridecon,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ }
+ break;
+ case 4:
+ mes "^3355FFNow you need to make";
+ mes "sure that the gate is held";
+ mes "together pretty solidly.^000000";
+ next;
+ switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
+ case 1:
+ mes "^3355FFYou tried using wood to fix";
+ mes "this problem, but it seems";
+ mes "to have made it worse.";
+ mes "You'll have to start all over.^000000";
+ close;
+ case 2:
+ mes "^3355FFYou tried using steel,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ case 3:
+ mes "^3355FFYou successfully used";
+ mes "the emveretarcon to repair";
+ mes "much of the gate's damage.^000000";
+ set .@rp_temp,.@rp_temp + 1;
+ set .@ro_of02,.@ro_of02 + 1;
+ specialeffect2 EF_REPAIRWEAPON;
+ next;
+ break;
+ case 4:
+ mes "^3355FFYou tried using oridecon,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ }
+ }
+ }
+ }
+ mes "^3355FFWell, it looks like";
+ mes "you're just about done";
+ mes "with repairing the gate.^000000";
+ next;
+ if (agitcheck2() == 0) {
+ mes "^3355FFUnfortunately, the Fortress";
+ mes "Gate can't be reconstructed:";
+ mes "the Emperium is no longer here.^000000";
+ close;
+ }
+ else {
+ if (.@rp_temp == .@ro_of01) {
+ mes "^3355FFThe Fortress Gate has";
+ mes "been successfully repaired!^000000";
+ delitem 1019,30; //Wooden_Block
+ delitem 999,10; //Steel
+ delitem 1011,10; //Emveretarcon
+ delitem 984,5; //Oridecon
+ close2;
+ donpcevent "#aru04_RL03::OnEnable";
+ disablenpc "Control Device03#aru04";
+ mapannounce "arug_cas04","The 3rd Fortress Gate has been reconstructed!",bc_map,"0x00ff00";
+ setarray $agit_ar04[4],0;
+ setarray $agit_ar04[3],2;
+ donpcevent "Control Device02#aru04::OnEnable";
+ end;
+ }
+ else {
+ mes "^3355FFThe wall has been breached,";
+ mes "and the attempt to repair the";
+ mes "Fortress Gate has failed.";
+ mes "You lost some of your";
+ mes "repair resources...^000000";
+ delitem 984,2; //Oridecon
+ delitem 999,4; //Steel
+ delitem 1019,14; //Wooden_Block
+ delitem 1011,3; //Emveretarcon
+ close;
+ }
+ }
+ }
+ else {
+ mes "^3355FFYou can't attempt to repair";
+ mes "the Fortress Gate if you don't";
+ mes "have all the needed materials.^000000";
+ close;
+ }
+ }
+ }
+ }
+ end;
+
+OnInit:
+ disablenpc "Control Device03#aru04";
+ end;
+
+OnEnable:
+ enablenpc "Control Device03#aru04";
+ end;
+
+OnDisable:
+ disablenpc "Control Device03#aru04";
+ end;
+}
+
+// Link Flags
+arug_cas04,122,314,0 script LF-01#arug_cas04 111,{
+ set .@GID, GetCastleData("arug_cas04",1);
+ if (getcharid(2) == .@GID) {
+ mes "^3355FFThis is the Stronghold";
+ mes "Teleport Service. Please";
+ mes "choose a destination";
+ mes "within the stronghold.^000000";
+ switch(select("First Gate House:Second Gate House:Cancel")) {
+ case 1:
+ warp "arug_cas04",84,158;
+ end;
+ case 2:
+ warp "arug_cas04",197,136;
+ end;
+ case 3:
+ close;
+ }
+ }
+ end;
+}
+
+arug_cas04,125,314,0 script LF-02#arug_cas04 111,{
+ set .@GID, GetCastleData("arug_cas04",1);
+ if (getcharid(2) == .@GID) {
+ mes "^3355FFThis is the Stronghold";
+ mes "Teleport Service. Please";
+ mes "choose a destination";
+ mes "within the stronghold.^000000";
+ switch(select("Defense Area 1-1:Defense Area 1-2:Cancel")) {
+ case 1:
+ warp "arug_cas04",65,94;
+ end;
+ case 2:
+ warp "arug_cas04",211,97;
+ end;
+ case 3:
+ close;
+ }
+ }
+ end;
+}
+
+arug_cas04,128,314,0 script LF-03#arug_cas04 111,{
+ set .@GID, GetCastleData("arug_cas04",1);
+ if (getcharid(2) == .@GID) {
+ mes "^3355FFThis is the Stronghold";
+ mes "Teleport Service. Please";
+ mes "choose a destination";
+ mes "within the stronghold.^000000";
+ switch(select("Defense Area 1-3:Defense Area 1-4:Cancel")) {
+ case 1:
+ warp "arug_cas04",112,73;
+ end;
+ case 2:
+ warp "arug_cas04",171,73;
+ end;
+ case 3:
+ close;
+ }
+ }
+ end;
+}
+
+arug_cas04,131,314,0 script LF-04#arug_cas04 111,{
+ set .@GID, GetCastleData("arug_cas04",1);
+ if (getcharid(2) == .@GID) {
+ mes "^3355FFThis is the Stronghold";
+ mes "Teleport Service. Please";
+ mes "choose a destination";
+ mes "within the stronghold.^000000";
+ switch(select("Defense Area 2-1:Defense Area 2-2:Cancel")) {
+ case 1:
+ warp "arug_cas04",112,152;
+ end;
+ case 2:
+ warp "arug_cas04",172,152;
+ end;
+ case 3:
+ close;
+ }
+ }
+ end;
+}
+
+arug_cas04,134,314,0 script LF-05#arug_cas04 111,{
+ set .@GID, GetCastleData("arug_cas04",1);
+ if (getcharid(2) == .@GID) {
+ mes "^3355FFThis is the Stronghold";
+ mes "Teleport Service. Please";
+ mes "choose a destination";
+ mes "within the stronghold.^000000";
+ switch(select("Defense Area 2-3:Defense Area 2-4:Cancel")) {
+ case 1:
+ warp "arug_cas04",120,186;
+ end;
+ case 2:
+ warp "arug_cas04",162,186;
+ end;
+ case 3:
+ close;
+ }
+ }
+ end;
+}
+
+arug_cas04,149,314,0 script LF-06#arug_cas04 111,{
+ set .@GID, GetCastleData("arug_cas04",1);
+ if (getcharid(2) == .@GID) {
+ mes "^3355FFThis is the Stronghold";
+ mes "Teleport Service. Please";
+ mes "choose a destination";
+ mes "within the stronghold.^000000";
+ switch(select("Defense Area 3-1:Defense Area 3-2:Cancel")) {
+ case 1:
+ warp "arug_cas04",116,235;
+ end;
+ case 2:
+ warp "arug_cas04",164,235;
+ end;
+ case 3:
+ close;
+ }
+ }
+ end;
+}
+
+arug_cas04,152,314,0 script LF-07#arug_cas04 111,{
+ set .@GID, GetCastleData("arug_cas04",1);
+ if (getcharid(2) == .@GID) {
+ mes "^3355FFThis is the Stronghold";
+ mes "Teleport Service. Please";
+ mes "choose a destination";
+ mes "within the stronghold.^000000";
+ switch(select("Defense Area 1-1:Defense Area 2-1:Defense Area 3-1:Cancel")) {
+ case 1:
+ warp "arug_cas04",65,94;
+ end;
+ case 2:
+ warp "arug_cas04",112,152;
+ end;
+ case 3:
+ warp "arug_cas04",116,235;
+ end;
+ case 4:
+ close;
+ }
+ }
+ end;
+}
+
+arug_cas04,155,314,0 script LF-08#arug_cas04 111,{
+ set .@GID, GetCastleData("arug_cas04",1);
+ if (getcharid(2) == .@GID) {
+ mes "^3355FFThis is the Stronghold";
+ mes "Teleport Service. Please";
+ mes "choose a destination";
+ mes "within the stronghold.^000000";
+ switch(select("Defense Area 1-2:Defense Area 2-2:Defense Area 3-2:Cancel")) {
+ case 1:
+ warp "arug_cas04",211,97;
+ end;
+ case 2:
+ warp "arug_cas04",172,152;
+ end;
+ case 3:
+ warp "arug_cas04",164,235;
+ end;
+ case 4:
+ close;
+ }
+ }
+ end;
+}
+
+arug_cas04,158,314,0 script LF-09#arug_cas04 111,{
+ set .@GID, GetCastleData("arug_cas04",1);
+ if (getcharid(2) == .@GID) {
+ mes "^3355FFThis is the Stronghold";
+ mes "Teleport Service. Please";
+ mes "choose a destination";
+ mes "within the stronghold.^000000";
+ switch(select("Defense Area 1-4:Defense Area 2-4:Cancel")) {
+ case 1:
+ warp "arug_cas04",171,73;
+ end;
+ case 2:
+ warp "arug_cas04",162,186;
+ end;
+ case 3:
+ close;
+ }
+ }
+ end;
+}
+
+arug_cas04,161,314,0 script LF-10#arug_cas04 111,{
+ set .@GID, GetCastleData("arug_cas04",1);
+ if (getcharid(2) == .@GID) {
+ mes "^3355FFThis is the Stronghold";
+ mes "Teleport Service. Would";
+ mes "you like to teleport to the";
+ mes "Convenience Facility for";
+ mes "guild members?^000000";
+ switch(select("Go to Convenience Facility:Cancel")) {
+ case 1:
+ warp "arug_cas04",321,57;
+ end;
+ case 2:
+ close;
+ }
+ }
+ end;
+}
+
+arug_cas04,45,158,0 script Gefn#LF_ar04_01::LF_ar04_01 111,{
+ set .@GID, GetCastleData("arug_cas04",1);
+ if (getcharid(2) == .@GID) {
+ mes "^3355FFThis is the Stronghold";
+ mes "Teleport Service. Would";
+ mes "you like to teleport to";
+ mes "the Emperium Center?^000000";
+ switch(select("Teleport:Cancel")) {
+ case 1:
+ warp "arug_cas04",121,318;
+ end;
+ case 2:
+ close;
+ }
+ }
+ end;
+}
+
+arug_cas04,226,156,0 duplicate(LF_ar04_01) Gefn#LF_ar04_01 111
+arug_cas04,134,62,4 duplicate(LF_ar04_01) Gefn#LF_ar04_02 111
+arug_cas04,149,62,4 duplicate(LF_ar04_01) Gefn#LF_ar04_03 111
+arug_cas04,123,154,0 duplicate(LF_ar04_01) Gefn#LF_ar04_04 111
+arug_cas04,160,154,0 duplicate(LF_ar04_01) Gefn#LF_ar04_05 111
+arug_cas04,135,205,0 duplicate(LF_ar04_01) Gefn#LF_ar04_06 111
+arug_cas04,148,205,0 duplicate(LF_ar04_01) Gefn#LF_ar04_07 111
+arug_cas04,134,260,0 duplicate(LF_ar04_01) Gefn#LF_ar04_08 111
+//arug_cas04,204,142,0 duplicate(LF_ar04_01) Gefn#LF_ar04_09 111
+
+arug_cas04,148,103,4 script Gefn#LF_ar04_10::LF_ar04_02 722,{
+ set .@GID, GetCastleData("arug_cas04",1);
+ if (getcharid(2) == .@GID) {
+ mes "^3355FFThis is the Stronghold";
+ mes "Teleport Service. Would";
+ mes "you like to teleport to";
+ mes "the Emperium Center?^000000";
+ switch(select("Teleport:Cancel")) {
+ case 1:
+ warp "arug_cas04",121,318;
+ end;
+ case 2:
+ close;
+ }
+ }
+ end;
+
+OnInterIfInitOnce:
+OnRecvCastlear04:
+ FlagEmblem GetCastleData("arug_cas04",1);
+ end;
+}
+
+arug_cas04,135,103,4 duplicate(LF_ar04_02) Gefn#LF_ar04_11 722
+arug_cas04,63,51,7 duplicate(LF_ar04_02) Gefn#LF_ar04_12 722
+arug_cas04,214,51,1 duplicate(LF_ar04_02) Gefn#LF_ar04_13 722
+
+// Guild Manager
+arug_cas04,328,98,3 script Steward#aru04 55,{
+ set .@GID, GetCastleData("arug_cas04",1);
+ if (.@GID == 0) {
+ mes "[ Steward ]";
+ mes "I await for the master";
+ mes "whom destiny will choose";
+ mes "for me. Do you think you";
+ mes "have to courage and strength";
+ mes "to conquer this stronghold?";
+ close;
+ }
+ if (getcharid(2) != .@GID || strcharinfo(0) != getguildmaster(.@GID)) {
+ mes "[ Steward ]";
+ mes "Hmpf. Your threats don't";
+ mes "scare me! Guardians, drive";
+ mes "this infidel away from here!";
+ mes "I will always be loyal to the";
+ mes "master of this stronghold,";
+ mes "the one and only ^FF0000" + getguildmaster(.@GID) + "^000000.";
+ close;
+ }
+ mes "[ Steward ]";
+ mes "Ah, Master ^FF0000" + getguildmaster(.@GID) + "^000000...";
+ mes "How shall I serve you today?";
+ mes "Was there an aspect of this";
+ mes "stronghold's maintenance";
+ mes "you wanted to discuss?";
+ next;
+ switch(select("Stronghold Briefing:Invest in Commercial Growth:Invest in Defense growth:Hire/Fire Storage Staff:Go to Master's room")) {
+ case 1:
+ mes "[ Steward ]";
+ mes "The Commercial Growth";
+ mes "Level of the stronghold is ^0000ff" + GetCastleData("arug_cas04",2) + ".";
+ if (GetCastleData("arug_cas04",4) > 0) {
+ mes "Last time, you invested in";
+ mes "Commercial Growth " + GetCastleData("arug_cas04",4) + ".";
+ }
+ next;
+ mes "[ Steward ]";
+ mes "Our stronghold's";
+ mes "safeguard level is " + GetCastleData("arug_cas04",3) + ".";
+ if (GetCastleData("arug_cas04",5) > 0) {
+ mes "Last time, you invested";
+ mes "in defense " + GetCastleData("arug_cas04",5) + " times.";
+ }
+ mes " ";
+ mes "That is all, master.";
+ close;
+ case 2:
+ set .@Economy,GetCastleData("arug_cas04",2);
+ if (.@Economy < 6) { set .@eco_invest,5000; }
+ else if ((.@Economy >= 6) && (.@Economy <= 10)) { set .@eco_invest,10000; }
+ else if ((.@Economy >= 11) && (.@Economy <= 15)) { set .@eco_invest,20000; }
+ else if ((.@Economy >= 16) && (.@Economy <= 20)) { set .@eco_invest,35000; }
+ else if ((.@Economy >= 21) && (.@Economy <= 25)) { set .@eco_invest,55000; }
+ else if ((.@Economy >= 26) && (.@Economy <= 30)) { set .@eco_invest,80000; }
+ else if ((.@Economy >= 31) && (.@Economy <= 35)) { set .@eco_invest,110000; }
+ else if ((.@Economy >= 36) && (.@Economy <= 40)) { set .@eco_invest,145000; }
+ else if ((.@Economy >= 41) && (.@Economy <= 45)) { set .@eco_invest,185000; }
+ else if ((.@Economy >= 46) && (.@Economy <= 50)) { set .@eco_invest,230000; }
+ else if ((.@Economy >= 51) && (.@Economy <= 55)) { set .@eco_invest,280000; }
+ else if ((.@Economy >= 56) && (.@Economy <= 60)) { set .@eco_invest,335000; }
+ else if ((.@Economy >= 61) && (.@Economy <= 65)) { set .@eco_invest,395000; }
+ else if ((.@Economy >= 66) && (.@Economy <= 70)) { set .@eco_invest,460000; }
+ else if ((.@Economy >= 71) && (.@Economy <= 75)) { set .@eco_invest,530000; }
+ else if ((.@Economy >= 76) && (.@Economy <= 80)) { set .@eco_invest,605000; }
+ else if ((.@Economy >= 81) && (.@Economy <= 85)) { set .@eco_invest,685000; }
+ else if ((.@Economy >= 86) && (.@Economy <= 90)) { set .@eco_invest,770000; }
+ else if ((.@Economy >= 91) && (.@Economy <= 95)) { set .@eco_invest,860000; }
+ else if ((.@Economy >= 96) && (.@Economy <= 100)) { set .@eco_invest,955000; }
+ //Quadruple the cost of investing if you've already invested once.
+ if (GetCastleData("arug_cas04",4)) {
+ set .@eco_invest,.@eco_invest*4;
+ }
+ mes "[ Steward ]";
+ mes "Raising the stronghold's";
+ mes "commercial growth will";
+ mes "increase the quantity of";
+ mes "goods produced for the guild.";
+ mes "Investing in commercial growth";
+ mes "will help the guild's future.";
+ next;
+ mes "[ Steward ]";
+ mes "You can make one investment";
+ mes "each day, but if you can make";
+ mes "two investments if you pay";
+ mes "more zeny: this will speed";
+ mes "up commercial development,";
+ mes "but can be quite expensive.";
+ next;
+ if (.@Economy == 100) {
+ mes "[ Steward ]";
+ mes "However, our stronghold's";
+ mes "commerical growth level is";
+ mes "at 100%. It's not possible to";
+ mes "develop commercial growth";
+ mes "any further than that.";
+ close;
+ }
+ if (GetCastleData("arug_cas04",4) >= 2) {
+ mes "[ Steward ]";
+ mes "You've already made two";
+ mes "investments today, so you'll";
+ mes "have to wait until tomorrow";
+ mes "to make another investment.";
+ close;
+ }
+ if (GetCastleData("arug_cas04",4) == 0) {
+ mes "[ Steward ]";
+ mes "You must pay ^FF0000" + .@eco_invest + "^000000 zeny";
+ mes "to make an investment";
+ mes "Will you invest in this";
+ mes "stronghold's commerical";
+ mes "development now?";
+ }
+ else {
+ mes "[ Steward ]";
+ mes "You must pay ^FF0000" + .@eco_invest + "^000000";
+ mes "more zeny to make a second";
+ mes "investment today. Will you";
+ mes "invest one more time?";
+ }
+ next;
+ switch(select("Invest in Commercial Growth:Cancel")) {
+ case 1:
+ if (GetCastleData("arug_cas04",4) >= 2) {
+ mes "[ Steward ]";
+ mes "You've already made two";
+ mes "investments today, so you'll";
+ mes "have to wait until tomorrow";
+ mes "to make another investment.";
+ close;
+ }
+ if (Zeny < .@eco_invest) {
+ mes "[ Steward ]";
+ mes "I'm sorry, Master, but";
+ mes "you do not have enough";
+ mes "zeny to make an investment";
+ mes "for the guild today.";
+ close;
+ }
+ set zeny,zeny-.@eco_invest;
+ SetCastleData "arug_cas04",4,GetCastleData("arug_cas04",4)+1;
+ mes "[ Steward ]";
+ mes "A wise use of the guild's";
+ mes "funds, Master. We can expect";
+ mes "to see the results of this";
+ mes "investment by tomorrow.";
+ close;
+ case 2:
+ mes "[ Steward ]";
+ mes "As you command, Master.";
+ close;
+ }
+ case 3:
+ set .@Defence,GetCastleData("arug_cas04",3);
+ if (.@Defence < 6) { set .@def_invest,10000; }
+ else if ((.@Defence >= 6) && (.@Defence <= 10)) { set .@def_invest,20000; }
+ else if ((.@Defence >= 11) && (.@Defence <= 15)) { set .@def_invest,40000; }
+ else if ((.@Defence >= 16) && (.@Defence <= 20)) { set .@def_invest,70000; }
+ else if ((.@Defence >= 21) && (.@Defence <= 25)) { set .@def_invest,110000; }
+ else if ((.@Defence >= 26) && (.@Defence <= 30)) { set .@def_invest,160000; }
+ else if ((.@Defence >= 31) && (.@Defence <= 35)) { set .@def_invest,220000; }
+ else if ((.@Defence >= 36) && (.@Defence <= 40)) { set .@def_invest,290000; }
+ else if ((.@Defence >= 41) && (.@Defence <= 45)) { set .@def_invest,370000; }
+ else if ((.@Defence >= 46) && (.@Defence <= 50)) { set .@def_invest,460000; }
+ else if ((.@Defence >= 51) && (.@Defence <= 55)) { set .@def_invest,560000; }
+ else if ((.@Defence >= 56) && (.@Defence <= 60)) { set .@def_invest,670000; }
+ else if ((.@Defence >= 61) && (.@Defence <= 65)) { set .@def_invest,790000; }
+ else if ((.@Defence >= 66) && (.@Defence <= 70)) { set .@def_invest,920000; }
+ else if ((.@Defence >= 71) && (.@Defence <= 75)) { set .@def_invest,1060000; }
+ else if ((.@Defence >= 76) && (.@Defence <= 80)) { set .@def_invest,1210000; }
+ else if ((.@Defence >= 81) && (.@Defence <= 85)) { set .@def_invest,1370000; }
+ else if ((.@Defence >= 86) && (.@Defence <= 90)) { set .@def_invest,1540000; }
+ else if ((.@Defence >= 91) && (.@Defence <= 95)) { set .@def_invest,1720000; }
+ else if ((.@Defence >= 96) && (.@Defence <= 100)) { set .@def_invest,1910000; }
+ //Quadruple the cost of investing if you've already invested once.
+ if (GetCastleData("arug_cas04",5)) {
+ set .@def_invest,.@def_invest*4;
+ }
+ mes "[ Steward ]";
+ mes "Investing in our stronghold's";
+ mes "defense will enhance the";
+ mes "durability of our Guardians";
+ mes "and the Emperium. We'll need";
+ mes "every advantage to protect";
+ mes "ourselves from our enemies.";
+ next;
+ mes "[ Steward ]";
+ mes "You can invest in defense";
+ mes "once per day, but if you pay";
+ mes "more zeny, you can invest";
+ mes "a maximum of two times daily.";
+ next;
+ mes "[ Steward ]";
+ if (GetCastleData("arug_cas04",3) == 100) {
+ mes "The Defense Level of this";
+ mes "stronghold is 100%, and";
+ mes "cannot be increased further.";
+ close;
+ }
+ if (GetCastleData("arug_cas04",5) >= 2) {
+ mes "Master, you've already";
+ mes "invested in Defense twice";
+ mes "today. You'll need to wait";
+ mes "until tomorrow if you really";
+ mes "want to increase our defenses.";
+ close;
+ }
+ if (GetCastleData("arug_cas04",5) == 0) {
+ mes "We need ^FF0000" + .@def_invest + "^000000";
+ mes "zeny to invest in our";
+ mes "stronghold's defenses.";
+ mes "Will you invest now?";
+ }
+ else {
+ mes "We need ^FF0000" + .@def_invest + "^000000";
+ mes "zeny to invest in our";
+ mes "stronghold's defenses";
+ mes "a second time today.";
+ mes "Will you invest now?";
+ }
+ next;
+ switch(select("Invest in Defense:Cancel")) {
+ case 1:
+ if (GetCastleData("arug_cas04",5) >= 2) {
+ mes "[ Steward ]";
+ mes "Master, you've already";
+ mes "invested in Defense twice";
+ mes "today. You'll need to wait";
+ mes "until tomorrow if you really";
+ mes "want to increase our defenses.";
+ close;
+ }
+ if (Zeny < .@def_invest) {
+ mes "[ Steward ]";
+ mes "I'm sorry, Master, but";
+ mes "you do not have enough";
+ mes "zeny to make an investment";
+ mes "for the guild today.";
+ close;
+ }
+ set zeny,zeny-.@def_invest;
+ SetCastleData "arug_cas04",5,GetCastleData("arug_cas04",5)+1;
+ mes "[ Steward ]";
+ mes "A wise use of the guild's";
+ mes "funds, Master. Increasing";
+ mes "the frequency of treasure";
+ mes "procured by the guild will";
+ mes "definitely help us all.";
+ close;
+ case 2:
+ mes "[ Steward ]";
+ mes "As you command, Master.";
+ close;
+ }
+ case 4:
+ if (GetCastleData("arug_cas04",9) == 1) {
+ mes "[ Steward ]";
+ mes "Do you wish to dismiss";
+ mes "the Kafra Employee that";
+ mes "we've hired for the guild?";
+ next;
+ switch(select("Dismiss:Cancel")) {
+ case 1:
+ cutin "kafra_01",2;
+ mes "[ Hired Kafra Employee ]";
+ mes "Master, please reconsider!";
+ mes "I've been working very hard";
+ mes "for the success of the guild!";
+ mes "I'll try harder to serve the";
+ mes "guild members of this";
+ mes "stronghold, I promise!";
+ next;
+ switch(select("Dismiss:Cancel")) {
+ case 1:
+ mes "[ Hired Kafra Employee ]";
+ mes "Why?! What have I done";
+ mes "to deserve this? Waaah~!";
+ next;
+ cutin "kafra_01",255;
+ break;
+ case 2:
+ mes "[ Hired Kafra Employee ]";
+ mes "Thank you, Master!";
+ mes "I'll obey your every";
+ mes "command as best I can!";
+ mes "You won't regret this!";
+ close;
+ }
+ break;
+ case 2:
+ mes "[ Steward ]";
+ mes "She works very hard,";
+ mes "in my opinion. It was in";
+ mes "all of our best interests to";
+ mes "allow her to stay with us.";
+ close;
+ }
+ disablenpc "Kafra Employee#arug_cas04";
+ SetCastleData "arug_cas04",9,0;
+ mes "[ Steward ]";
+ mes "That Kafra Employee";
+ mes "has been dismissed.";
+ mes "Were really dissatisfied";
+ mes "by the quality of her service?";
+ close;
+ }
+ else {
+ mes "[ Steward ]";
+ mes "Will you hire a";
+ mes "Kafra Employee to serve";
+ mes "our stronghold? You must";
+ mes "pay ^FF000010,000 zeny^000000 to hire one.";
+ next;
+ switch(select("Hire:Cancel")) {
+ case 1:
+ if (getgdskilllv(.@GID,10001) == 0) {
+ mes "[ Steward ]";
+ mes "Master, we cannot hire a";
+ mes "Kafra Employee because";
+ mes "you have not yet attained";
+ mes "the ^FF0000Contract with Kafra^000000";
+ mes "guild skill.";
+ close;
+ }
+ if (Zeny < 10000) {
+ mes "[ Steward ]";
+ mes "Master, we cannot hire a";
+ mes "Kafra Employee because";
+ mes "we do not have enough";
+ mes "funds to pay the contract fee.";
+ close;
+ }
+ set zeny,zeny-10000;
+ enablenpc "Kafra Employee#aru04";
+ SetCastleData "arug_cas04",9,1;
+ mes "[ Steward ]";
+ mes "Very well. We have formed";
+ mes "a contract with the Kafra";
+ mes "Head Office, and hired a";
+ mes "Kafra Employee for our";
+ mes "stronghold. Here she is~";
+ next;
+ cutin "kafra_01",2;
+ mes "[ Hired Kafra Employee ]";
+ mes "How do you do? I've";
+ mes "been dispatched by the";
+ mes "Kafra Head Office to";
+ mes "serve your guild's needs.";
+ mes "I'll do my best to follow";
+ mes "your every command, Master.";
+ next;
+ cutin "kafra_01",255;
+ mes "[ Steward ]";
+ mes "Our contract will expire";
+ mes "after one month, so we must";
+ mes "pay additional fees to keep";
+ mes "this Kafra Employee in";
+ mes "the service of our guild.";
+ close;
+ case 2:
+ mes "[ Steward ]";
+ mes "As you command, Master.";
+ mes "However, I suggest hiring";
+ mes "a Kafra Employee as soon";
+ mes "as possible since our guild";
+ mes "would greatly benefit from";
+ mes "the convenient Kafra services.";
+ close;
+ }
+ }
+ case 5:
+ mes "[ Steward ]";
+ mes "Do you wish to enter the";
+ mes "Guild Treasure Room?";
+ mes "Only you, the Guild Master,";
+ mes "are permitted to enter.";
+ next;
+ mes "[ Steward ]";
+ mes "Please remember to open";
+ mes "the Treasure Boxes at the";
+ mes "proper time. Otherwise, the";
+ mes "treasure may disappear if";
+ mes "something unexpected happens.";
+ next;
+ switch(select("Go to Treasure Room:Cancel")) {
+ case 1:
+ mes "[ Steward ]";
+ mes "Allow me to guide you";
+ mes "on the secret path to";
+ mes "the Treasure Room.";
+ mes "Press the secret switch";
+ mes "when you wish to return here.";
+ close2;
+ warp "arug_cas04",292,266;
+ end;
+ case 2:
+ mes "[ Steward ]";
+ mes "Items in the Treasure Room";
+ mes "are produced once each day.";
+ mes "Therefore, you must obtain";
+ mes "the treasure items everyday.";
+ mes "For the sake of the guild,";
+ mes "prioritize treasure harvesting!";
+ close;
+ }
+ }
+
+Onstop:
+ stopnpctimer;
+ end;
+
+OnStartArena:
+ set .@GID,getcharid(2);
+ // Lower castle Economy
+ set .@Economy,GetCastleData("arug_cas04",2) - 5;
+ if (.@Economy < 0) set .@Economy, 0;
+ SetCastleData "arug_cas04", 2, .@Economy;
+ // Lower Castle Defence
+ set .@Defence,GetCastleData("arug_cas04",3) - 5;
+ if (.@Defence < 0) set .@Defence, 0;
+ SetCastleData "arug_cas04", 3, .@Defence;
+ // Set new owner
+ SetCastleData "arug_cas04",1, .@GID;
+ // Clear castle's data.
+ for( set .@i, 4; .@i <= 9; set .@i, .@i+1 )
+ SetCastleData "arug_cas04", .@i, 0;
+ // Disable Kafra
+ disablenpc "Kafra Employee#aru04";
+
+ set .msg,2;
+ if (.msg == 1) {
+ announce "Fortress [" + GetCastleName("arug_cas04") + "]'s 'Valfreyja' was captured by [" + getguildname(.@gid) + "] Guild.",bc_all|bc_woe;
+ donpcevent "Manager#aru04_02::Onstart";
+ }
+ else if (.msg == 2) {
+ announce "The [" + getguildname(.@gid) + "] conquered the [Valfreyja 4] stronghold of "+GetCastleName("arug_cas04"),bc_all|bc_woe;
+ mapannounce "arug_cas04","The emperium has been shattered!",bc_map,"0x00FF00",FW_NORMAL,20,0,40;
+ if (agitcheck2()) {
+ donpcevent "Manager#aru04_02::Onreset";
+ initnpctimer;
+ }
+ else {
+ donpcevent "Manager#aru04_02::Onreset";
+ stopnpctimer;
+ }
+ }
+ else if (.msg == 0) {
+ announce "Fortress [" + GetCastleName("arug_cas04") + "]'s 'Valfreyja' was captured by [" + getguildname(.@gid) + "] Guild.",bc_all|bc_woe;
+ donpcevent "Manager#aru04_02::Onreset";
+ stopnpctimer;
+ end;
+ }
+ MapRespawnGuildID "arug_cas04",GetCastleData("arug_cas04",1),2;
+ donpcevent "::OnRecvCastlear04";
+ end;
+
+OnTimer10000:
+ donpcevent "Manager#aru04_02::Onchange";
+ mapannounce "arug_cas04","Rebuild this stronghold's Guardian Stones and Fortress Gates to secure your guild's new aquisition!",bc_map,"0x00FF00",FW_NORMAL,20,0,40;
+ end;
+}
+
+// Guild Kafra
+arug_cas04,315,98,5 script Kafra Employee#aru04 117,{
+ set .@GID, GetCastleData("arug_cas04",1);
+ if (getcharid(2) == .@GID && getgdskilllv(.@GID,10001)) {
+ mes "[Kafra Employee]";
+ mes "Welcome, proud member";
+ mes "of the ^FF0000" + GetGuildName(.@GID) + "^000000 Guild!";
+ mes "The Kafra Corporation is ready";
+ mes "to assist you wherever you go!";
+ next;
+ switch(select("Use Storage:Use Warp Service:Rent Pushcart:Cancel")) {
+ case 1:
+ if (basicskillcheck() && getskilllv("NV_BASIC") < 6) {
+ mes "[Kafra Employee]";
+ mes "I'm so sorry, but you must";
+ mes "have at least Novice Skill";
+ mes "Lv.6 to use the Storage.";
+ }
+ else {
+ openstorage;
+ }
+ break;
+ case 2:
+ mes "[Kafra Employee]";
+ mes "Please tell me your";
+ mes "Warp destination.";
+ next;
+ switch(select("Rachel -> 200 z:Cancel")) {
+ case 1:
+ if (Zeny < 200) {
+ mes "[Kafra Employee]";
+ mes "I'm sorry, but you don't";
+ mes "have enough zeny to pay";
+ mes "the warp fee. Would you";
+ mes "please check your funds again?";
+ close2;
+ cutin "kafra_01",255;
+ end;
+ }
+ set zeny,zeny-200;
+ warp "rachel",115,125;
+ end;
+ case 2:
+ cutin "kafra_01",255;
+ }
+ break;
+ case 3:
+ if (BaseClass != Job_Merchant) {
+ mes "[Kafra Employee]";
+ mes "I'm sorry, but the Pushcart";
+ mes "rental service can only be";
+ mes "used by Merchant, Blacksmith,";
+ mes "and Alchemist class characters.";
+ }
+ else if (checkcart() == 1) {
+ mes "[Kafra Employee]";
+ mes "Hm? You've already";
+ mes "rented a Pushcart.";
+ }
+ else {
+ mes "[Kafra Employee]";
+ mes "The Pushcart rental fee";
+ mes "is 800 zeny. Would you";
+ mes "like to rent a Pushcart?";
+ next;
+ switch(select("Rent Pushcart:Cancel")) {
+ case 1:
+ if (Zeny < 800) {
+ mes "[Kafra Employee]";
+ mes "I'm sorry, but you don't";
+ mes "have enough zeny to rent";
+ mes "one of our Pushcarts.";
+ close2;
+ cutin "kafra_01",255;
+ end;
+ }
+ set zeny,zeny-800;
+ setcart;
+ break;
+ case 2:
+ break;
+ }
+ }
+ break;
+ case 4:
+ mes "[Kafra Employee]";
+ mes "Thank you for using the";
+ mes "Kafra Service. Wherever";
+ mes "you go, Kafra will be";
+ mes "there to support you!";
+ close2;
+ cutin "kafra_01",255;
+ end;
+ }
+ close2;
+ cutin "kafra_01",255;
+ end;
+ }
+ else {
+ mes "[Kafra Employee]";
+ mes "I'm sorry, but I've been";
+ mes "exclusively contracted";
+ mes "to the members of the";
+ mes "^FF0000" + GetGuildName(.@GID) + "^000000 Guild.";
+ mes "You'll have to ask another";
+ mes "Kafra Employee to help you...";
+ close2;
+ cutin "kafra_01",255;
+ end;
+ }
+
+OnRecvCastlear04:
+ if (GetCastleData("arug_cas04",1) == 0) {
+ monster "arug_cas04",0,0,"Evil Druid",1117,10;
+ monster "arug_cas04",0,0,"Khalitzburg",1132,4;
+ monster "arug_cas04",0,0,"Abysmal Knight",1219,3;
+ monster "arug_cas04",0,0,"Executioner",1205,1;
+ monster "arug_cas04",0,0,"Penomena",1216,10;
+ monster "arug_cas04",0,0,"Alarm",1193,18;
+ monster "arug_cas04",0,0,"Clock",1269,9;
+ monster "arug_cas04",0,0,"Raydric Archer",1276,12;
+ monster "arug_cas04",0,0,"Wanderer",1208,3;
+ monster "arug_cas04",0,0,"Alice",1275,1;
+ monster "arug_cas04",0,0,"Bloody Knight",1268,2;
+ monster "arug_cas04",0,0,"Dark Lord",1272,2;
+ monster "arug_cas04",0,0,"Tower Keeper",1270,4;
+ }
+ if (GetCastleData("arug_cas04",9) < 1) {
+ disablenpc "Kafra Employee#aru04";
+ }
+ end;
+}
+
+arug_cas04,299,277,0 script #aru04_switch 111,{
+ mes " ";
+ mes "^3355FFWill you pull";
+ mes "this small lever?^000000";
+ next;
+ switch(select("Pull Lever:Cancel")) {
+ case 1:
+ warp "arug_cas04",321,57;
+ end;
+ case 2:
+ close;
+ }
+}
+
+aru_gld,306,359,6 script Gefn#flag_ar04_1::ar04_Flag 722,{
+ set .@GID, GetCastleData("arug_cas04",1);
+ if (.@GID == 0) {
+ mes "[ Arunafeltz Royal Edict ]";
+ mes "The Holy Kingdom of";
+ mes "Arunafeltz declares that";
+ mes "one has yet to claim lordship";
+ mes "over this stronghold. The one";
+ mes "that breaks the Emperium will";
+ mes "be recognized as its new owner.";
+ close;
+ }
+ else {
+ if (getcharid(2) == .@GID) {
+ mes "[ Ringing Voice ]";
+ mes "Courageous one,";
+ mes "do you wish to return";
+ mes "to your stronghold?";
+ next;
+ switch(select("Return to the Stronghold:Cancel")) {
+ case 1:
+ set .@GID, GetCastleData("arug_cas04",1);
+ if (getcharid(2) == .@GID) {
+ warp "arug_cas04",121,318;
+ end;
+ }
+ close;
+ case 2:
+ close;
+ }
+ }
+ mes "[ Arunafeltz Royal Edict ]";
+ mes "The Holy Kingdom of";
+ mes "Arunafeltz decrees that";
+ mes "this stronghold is owned";
+ mes "by the ^FF0000" + GetGuildName(.@GID) + "^000000 Guild.";
+ next;
+ mes "[ Arunafeltz Royal Edict ]";
+ mes "^FF0000" + GetGuildMaster(.@GID) + "^000000 is";
+ mes "Guild Master of ^FF0000" + GetGuildName(.@GID) + "^000000.";
+ mes "Any that object must claim this";
+ mes "stronghold through strength of";
+ mes "steel and magic during the";
+ mes "appointed Guild Siege times.";
+ close;
+ }
+
+OnInterIfInitOnce:
+OnRecvCastlear04:
+ FlagEmblem GetCastleData("arug_cas04",1);
+ end;
+}
+
+aru_gld,306,348,6 duplicate(ar04_Flag) Gefn#flag_ar04_2 722
+
+aru_gld,301,318,4 script Gefn#flag_ar04_3::ar04_Flag2 722,{
+ set .@GID, GetCastleData("arug_cas04",1);
+ if (.@GID == 0) {
+ mes "[ Arunafeltz Royal Edict ]";
+ mes "The Holy Kingdom of";
+ mes "Arunafeltz declares that";
+ mes "one has yet to claim lordship";
+ mes "over this stronghold. The one";
+ mes "that breaks the Emperium will";
+ mes "be recognized as its new owner.";
+ close;
+ }
+ else {
+ mes "[ Arunafeltz Royal Edict ]";
+ mes "The Holy Kingdom of";
+ mes "Arunafeltz decrees that";
+ mes "this stronghold is owned";
+ mes "by the ^FF0000" + GetGuildName(.@GID) + "^000000 Guild.";
+ next;
+ mes "[ Arunafeltz Royal Edict ]";
+ mes "^FF0000" + GetGuildMaster(.@GID) + "^000000 is";
+ mes "Guild Master of ^FF0000" + GetGuildName(.@GID) + "^000000.";
+ mes "Any that object must claim this";
+ mes "stronghold through strength of";
+ mes "steel and magic during the";
+ mes "appointed Guild Siege times.";
+ close;
+ }
+
+OnInterIfInitOnce:
+OnRecvCastlear04:
+ FlagEmblem GetCastleData("arug_cas04",1);
+ end;
+}
+
+aru_gld,313,318,4 duplicate(ar04_Flag2) Gefn#flag_ar04_4 722
diff --git a/npc/pre-re/guild2/arug_cas05.txt b/npc/pre-re/guild2/arug_cas05.txt
new file mode 100644
index 000000000..fe6431b9f
--- /dev/null
+++ b/npc/pre-re/guild2/arug_cas05.txt
@@ -0,0 +1,2976 @@
+//===== rAthena Script =======================================
+//= War of Emperium Second Edition
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 2.3
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= WoE SE Arunafeltz Castle 5
+//===== Additional Comments: =================================
+//= 1.0 First Version [L0ne_W0lf]
+//= 1.1 Swaped an end for a close in eco investing. [L0ne_W0lf]
+//= 1.2 Fixed double message in defense investing. [L0ne_W0lf]
+//= Corrected a minor typo in the guild steward.
+//= 1.3 Fixed a guardian spawning NPCs. [L0ne_W0lf]
+//= 1.4 Fixed investment period not resetting. [L0ne_W0lf]
+//= Made it so treasure won't spawn if castle is empty.
+//= Treasure will now be killed before spawning.
+//= 1.5 Fixed error with control devices. [L0ne_W0lf]
+//= 1.6 Corrected copy/paste error. [L0ne_W0lf]
+//= 1.7 Replaced effect numerics with constants. [L0ne_W0lf]
+//= 1.8 Fixed wrong event call for stones. (bugreport:2386) [L0ne_W0lf]
+//= 1.9 Applied updated eco/def systems. [L0ne_W0lf]
+//= 2.0 Fixed eco/def not actually incrementing. [L0ne_W0lf]
+//= Can no longer gain eco/def higher than 100.
+//= 2.1 Fixed setcell extending more than it should on 3rd barricade. (bugreport:4323) [L0ne_W0lf]
+//= 2.2 Fixed exterior flag placements. [L0ne_W0lf]
+//= 2.3 Fixed a possible exploit in guild castle investment. [Brian]
+//============================================================
+
+arug_cas05,1,1,0 script Manager#aru05_02 111,{
+ end;
+
+OnAgitInit2:
+OnRecvCastlear05:
+ if (GetCastleData("arug_cas05",1) == 0) {
+ donpcevent "Manager#aru05_02::Onstart";
+ }
+ end;
+
+OnAgitStart2:
+ if (agitcheck2()) {
+ MapRespawnGuildID "arug_cas05",GetCastleData("arug_cas05",1),2;
+ GvgOn "arug_cas05";
+ donpcevent "Manager#aru05_02::Onstart";
+ }
+ else {
+ donpcevent "#aru05_RL00::OnDisable";
+ donpcevent "#aru05_RL01::OnDisable";
+ donpcevent "#aru05_RL02::OnDisable";
+ donpcevent "#aru05_RL03::OnDisable";
+ }
+ end;
+
+OnAgitEnd2:
+ GvgOff "arug_cas05";
+ if (GetCastleData("arug_cas05",1)) {
+ KillMonster "arug_cas05","Steward#aru05::OnStartArena";
+ donpcevent "Manager#aru05_02::Onreset";
+ donpcevent "Steward#aru05::Onstop";
+ }
+ end;
+
+Onstart:
+ // 1st Guardian stone, 2nd Guardian stone, Barrier 1, Barrier 2, Barrier 3, Summon Guardians
+ // Settings for all but Summon Guardians
+ // 0 = Okay; 1 = Destroyed; 2 = Repairing
+ // Summon Guardians
+ // 0 = Do not Summon; 1 = Summon
+ if (GetCastleData("arug_cas05",1)) {
+ setarray $agit_ar05[0],0,0,0,0,0,0;
+ donpcevent "#aru05_df01::OnEnable";
+ donpcevent "#aru05_df02::OnEnable";
+ donpcevent "#aru05_RL00::OnEnable";
+ donpcevent "#aru05_RL01::OnEnable";
+ donpcevent "#aru05_RL02::OnEnable";
+ donpcevent "#aru05_RL03::OnEnable";
+ }
+ monster "arug_cas05",141,293,"Emperium",1288,1,"Steward#aru05::OnStartArena";
+ end;
+
+Onreset:
+ donpcevent "#aru05_df01::OnDisable";
+ donpcevent "#aru05_df02::OnDisable";
+ donpcevent "#aru05_gard01::Onreset";
+ donpcevent "#aru05_gard02::Onreset";
+ donpcevent "#aru05_RL00::OnDisable";
+ donpcevent "#aru05_RL01::OnDisable";
+ donpcevent "#aru05_RL02::OnDisable";
+ donpcevent "#aru05_RL03::OnDisable";
+ donpcevent "1st Guardian Stone#aru05::OnDisable";
+ donpcevent "2nd Guardian Stone#aru05::OnDisable";
+ donpcevent "Control Device01#aru05::OnDisable";
+ donpcevent "Control Device02#aru05::OnDisable";
+ donpcevent "Control Device03#aru05::OnDisable";
+ if (agitcheck2()) {
+ setarray $agit_ar05[0],0,0,1,1,1,0;
+ }
+ end;
+
+Onchange:
+ setarray $agit_ar05[0],2,2,1,1,2,0;
+ monster "arug_cas05",141,293,"Emperium",1288,1,"Steward#aru05::OnStartArena";
+ donpcevent "Control Device03#aru05::OnEnable";
+ donpcevent "1st Guardian Stone#aru05::OnEnable";
+ donpcevent "2nd Guardian Stone#aru05::OnEnable";
+ end;
+
+OnClock0001:
+ if (!GetCastleData("arug_cas05",1)) end;
+ killmonster "arug_cas05","Manager#aru05_02::OnTreasureDied";
+
+ if (GetCastleData("arug_cas05",4)) {
+ set .@Economy,GetCastleData("arug_cas05",2);
+ SetCastleData "arug_cas05",2,.@Economy + GetCastleData("arug_cas05",4) + (rand(2) && getgdskilllv(.@GID,10014));
+ if (GetCastleData("arug_cas05",2) > 100) SetCastleData "arug_cas05",2,100;
+ setcastledata "arug_cas05",4,0;
+ }
+ if (GetCastleData("arug_cas05",5)) {
+ set .@Defence,GetCastleData("arug_cas05",3);
+ SetCastleData "arug_cas05",3,.@Defence + GetCastleData("arug_cas05",5);
+ if (GetCastleData("arug_cas05",3) > 100) SetCastleData "arug_cas05",3,100;
+ setcastledata "arug_cas05",5,0;
+ }
+
+ set .@Treasure,GetCastleData("arug_cas05",2)/5+4;
+ if (.@Treasure) {
+ monster "arug_cas05",291,276,"Treasure Chest",1945,1,"Manager#aru05_02::OnTreasureDied";
+ monster "arug_cas05",292,276,"Treasure Chest",1324,1,"Manager#aru05_02::OnTreasureDied";
+ monster "arug_cas05",293,276,"Treasure Chest",1945,1,"Manager#aru05_02::OnTreasureDied";
+ monster "arug_cas05",294,276,"Treasure Chest",1324,1,"Manager#aru05_02::OnTreasureDied";
+ if (.@Treasure < 5) end;
+ monster "arug_cas05",295,276,"Treasure Chest",1945,1,"Manager#aru05_02::OnTreasureDied";
+ if (.@Treasure < 6) end;
+ monster "arug_cas05",296,276,"Treasure Chest",1324,1,"Manager#aru05_02::OnTreasureDied";
+ if (.@Treasure < 7) end;
+ monster "arug_cas05",293,274,"Treasure Chest",1945,1,"Manager#aru05_02::OnTreasureDied";
+ if (.@Treasure < 8) end;
+ monster "arug_cas05",294,274,"Treasure Chest",1324,1,"Manager#aru05_02::OnTreasureDied";
+ if (.@Treasure < 9) end;
+ monster "arug_cas05",295,274,"Treasure Chest",1945,1,"Manager#aru05_02::OnTreasureDied";
+ if (.@Treasure < 10) end;
+ monster "arug_cas05",296,274,"Treasure Chest",1324,1,"Manager#aru05_02::OnTreasureDied";
+ if (.@Treasure < 11) end;
+ monster "arug_cas05",297,274,"Treasure Chest",1945,1,"Manager#aru05_02::OnTreasureDied";
+ if (.@Treasure < 12) end;
+ monster "arug_cas05",298,274,"Treasure Chest",1324,1,"Manager#aru05_02::OnTreasureDied";
+ if (.@Treasure < 13) end;
+ monster "arug_cas05",291,272,"Treasure Chest",1945,1,"Manager#aru05_02::OnTreasureDied";
+ if (.@Treasure < 14) end;
+ monster "arug_cas05",292,272,"Treasure Chest",1324,1,"Manager#aru05_02::OnTreasureDied";
+ if (.@Treasure < 15) end;
+ monster "arug_cas05",293,272,"Treasure Chest",1945,1,"Manager#aru05_02::OnTreasureDied";
+ if (.@Treasure < 16) end;
+ monster "arug_cas05",294,272,"Treasure Chest",1324,1,"Manager#aru05_02::OnTreasureDied";
+ if (.@Treasure < 17) end;
+ monster "arug_cas05",295,272,"Treasure Chest",1945,1,"Manager#aru05_02::OnTreasureDied";
+ if (.@Treasure < 18) end;
+ monster "arug_cas05",296,272,"Treasure Chest",1324,1,"Manager#aru05_02::OnTreasureDied";
+ if (.@Treasure < 19) end;
+ monster "arug_cas05",293,269,"Treasure Chest",1945,1,"Manager#aru05_02::OnTreasureDied";
+ if (.@Treasure < 20) end;
+ monster "arug_cas05",294,269,"Treasure Chest",1324,1,"Manager#aru05_02::OnTreasureDied";
+ if (.@Treasure < 21) end;
+ monster "arug_cas05",295,269,"Treasure Chest",1945,1,"Manager#aru05_02::OnTreasureDied";
+ if (.@Treasure < 22) end;
+ monster "arug_cas05",296,269,"Treasure Chest",1324,1,"Manager#aru05_02::OnTreasureDied";
+ if (.@Treasure < 23) end;
+ monster "arug_cas05",297,269,"Treasure Chest",1945,1,"Manager#aru05_02::OnTreasureDied";
+ if (.@Treasure < 24) end;
+ monster "arug_cas05",298,269,"Treasure Chest",1324,1,"Manager#aru05_02::OnTreasureDied";
+ }
+ end;
+
+OnTreasureDied:
+ end;
+}
+
+arug_cas05,146,315,3 script Eeos#aru05_01 868,{
+ set .@GID, GetCastleData("arug_cas05",1);
+ if (.@GID == 0) {
+ mes "[Eeos]";
+ mes "Great job. Now, all you";
+ mes "need to do is destroy this";
+ mes "Emperium to gain ownership";
+ mes "over this stronghold.";
+ close;
+ }
+ if (getcharid(2) == .@GID) {
+ if (strcharinfo(0) != getguildmaster(.@GID)) {
+ mes "[Eeos]";
+ mes "As guardian of this";
+ mes "stronghold, I answer only";
+ mes "to the master of the guild";
+ mes "that controls this place.";
+ close;
+ }
+ else {
+ if (agitcheck2() == 0) {
+ mes "[Eeos]";
+ mes "I am Eeos, guardian of";
+ mes "this stronghold. For now,";
+ mes "all is quiet in this place.";
+ next;
+ switch(select("Converse:Cancel")) {
+ case 1:
+ mes "[Eeos]";
+ mes "Do you have any questions";
+ mes "about this stronghold?";
+ next;
+ switch(select("Guardian Stones:Fortress Gates:Link Flags:Battle Strategy:Cancel")) {
+ case 1:
+ mes "[Eeos]";
+ mes "There is one Emperium";
+ mes "and two Guardian Stones in";
+ mes "each fortress. These stones";
+ mes "are the first line of defense,";
+ mes "and must be destroyed before";
+ mes "enemies can even enter.";
+ next;
+ mes "[Eeos]";
+ mes "The stones are located in";
+ mes "^4D4DFFGate Houses^000000 which must be";
+ mes "protected to prevent enemies";
+ mes "from reaching the Emperium.";
+ mes "Guardian Stones can ^4D4DFFrecall";
+ mes "your Guardians^000000 for protection.";
+ next;
+ mes "[Eeos]";
+ mes "Fortresses with higher levels";
+ mes "of defense can summon more";
+ mes "Guardians: this is why it is";
+ mes "so important for guilds to";
+ mes "invest in Defense Growth.";
+ next;
+ mes "[Eeos]";
+ mes "Guardian Stones that have";
+ mes "been destroyed can be revived";
+ mes "after a certain time, but one of^FFFFFF ^000000 the guild members must give";
+ mes "me the order. I can also report^FFFFFF ^000000 the status of the Guardian Stones.";
+ close;
+ case 2:
+ mes "[Eeos]";
+ mes "^4D4DFFFortress Gates^000000 are the second ^FFFFFF ^000000 line of guild stronghold defense,";
+ mes "and are protected by extra barricades activated by the Guardian Stones.";
+ mes "These gates are located in three different parts of the fortress.";
+ next;
+ mes "[Eeos]";
+ mes "Barricades are protected by";
+ mes "Guardian Stones, and are";
+ mes "restored when the Guardian";
+ mes "Stones are retrieved. However,";
+ mes "it is not as easy to restore";
+ mes "destroyed Fortress Gates.";
+ next;
+ mes "[Eeos]";
+ mes "Fortress Gates can only be";
+ mes "restored when the ^4D4DFFguild";
+ mes "master of a stronghold";
+ mes "changes^000000, or if ^4D4DFFrestoration";
+ mes "is requested by the guild";
+ mes "master of the stronghold^000000.";
+ close;
+ case 3:
+ mes "[Eeos]";
+ mes "Strongholds have many";
+ mes "Link Flags that allow you";
+ mes "to access vital areas within";
+ mes "restrictions placed by the";
+ mes "Barricades. Usually, ^4D4DFFFlag 1";
+ mes "links to the Gate House^000000.";
+ next;
+ mes "[Eeos]";
+ mes "Many flags link directly to";
+ mes "the flag near the Emperium.";
+ mes "The final numbered flag is";
+ mes "linked to the Convenience";
+ mes "Facility of the stronghold's";
+ mes "owner. Keep this in mind.";
+ close;
+ case 4:
+ mes "[Eeos]";
+ mes "Strategy? It would be better";
+ mes "to develop your battle plan to";
+ mes "exploit your guild's advantages";
+ mes "and your enemies' weaknesses.";
+ mes "Use the Gate Houses and Barricades, and rebuild as quickly as you can!";
+ close;
+ case 5:
+ mes "[Eeos]";
+ mes "You have no questions";
+ mes "to ask of me? Well, I'm";
+ mes "here to serve your needs.";
+ close;
+ }
+ case 2:
+ mes "[Eeos]";
+ mes "I'm always here, so";
+ mes "feel free to request my";
+ mes "assistance whenever";
+ mes "the need arises.";
+ close;
+ }
+ }
+ else {
+ mes "[Eeos]";
+ mes "Greetings, "+strcharinfo(0)+".";
+ mes "What are your orders?";
+ next;
+ switch(select("Increase Stronghold Defense:Situational Briefing:Cancel")) {
+ case 1:
+ if ($agit_ar05[5] == 0) {
+ if (getgdskilllv(.@GID,10002) == 0) {
+ mes "[Eeos]";
+ mes "I'm sorry, but the Guardian";
+ mes "Stones aren't powerful enough";
+ mes "to summon Guardians yet. We";
+ mes "need to accumulate more";
+ mes "knowledge before they can";
+ mes "summon any Guardians.";
+ close;
+ }
+ else {
+ mes "[Eeos]";
+ mes "I shall endeavor to summon";
+ mes "a Guardian through a Guardian";
+ mes "Stone. However, keep in mind";
+ mes "that this will not work if the";
+ mes "Guardian Stone is destroyed.";
+ setarray $agit_ar05[5],1;
+ if ($agit_ar05[0] == 0) {
+ donpcevent "#aru05_gard01::OnEnable";
+ }
+ if ($agit_ar05[1] == 0) {
+ donpcevent "#aru05_gard02::OnEnable";
+ }
+ close;
+ }
+ }
+ else {
+ mes "[Eeos]";
+ mes "You've already commanded";
+ mes "me to summon a Guardian";
+ mes "to defend the stronghold.";
+ close;
+ }
+ case 2:
+ mes "[Eeos]";
+ mes "Our defense status is...";
+ if ($agit_ar05[0] == 1) {
+ mes "1st Guardian Stone: ^FF0000Destroyed^000000";
+ }
+ else if ($agit_ar05[0] == 2) {
+ mes "1st Guardian Stone: ^008000Repairing^000000";
+ }
+ else {
+ mes "1st Guardian Stone: ^4D4DFFOperational^000000";
+ }
+ if ($agit_ar05[1] == 1) {
+ mes "2nd Guardian Stone: ^FF0000Destroyed^000000";
+ }
+ else if ($agit_ar05[1] == 2) {
+ mes "2nd Guardian Stone: ^008000Repairing^000000";
+ }
+ else {
+ mes "2nd Guardian Stone: ^4D4DFFOperational^000000";
+ }
+ if ($agit_ar05[2] == 1) {
+ mes "1st Fortress Gate: ^FF0000Destroyed^000000";
+ }
+ else if ($agit_ar05[2] == 2) {
+ mes "1st Fortress Gate: ^008000Repairing^000000";
+ }
+ else {
+ mes "1st Fortress Gate: ^4D4DFFOperational^000000";
+ }
+ if ($agit_ar05[3] == 1) {
+ mes "2nd Fortress Gate: ^FF0000Destroyed^000000";
+ }
+ else if ($agit_ar05[3] == 2) {
+ mes "2nd Fortress Gate: ^008000Repairing^000000";
+ }
+ else {
+ mes "2nd Fortress Gate: ^4D4DFFOperational^000000";
+ }
+ if ($agit_ar05[4] == 1) {
+ mes "3rd Fortress Gate: ^FF0000Destroyed^000000";
+ }
+ else if ($agit_ar05[4] == 2) {
+ mes "3rd Fortress Gate: ^008000Repairing^000000";
+ }
+ else {
+ mes "3rd Fortress Gate: ^4D4DFFOperational^000000";
+ }
+ close;
+ case 3:
+ mes "[Eeos]";
+ mes "I'll be standing by,";
+ mes "awaiting your orders.";
+ close;
+ }
+ }
+ }
+ }
+ else {
+ mes "[Eeos]";
+ mes "Who are you? Scoundrel!";
+ mes "Leave this stronghold now!";
+ close;
+ }
+
+OnInit:
+ setarray $agit_ar05[0],0,0,0,0,0,0;
+ end;
+}
+
+arug_cas05,1,1,0 script #aru05_gard01 -1,{
+OnEnable:
+ set .@defence,GetCastleData("arug_cas05",3);
+ guardian "arug_cas05",130,60,"Guardian",1899,"#aru05_gard01::OnGuardianDied"; //0;
+ if ((.@defence > 10) && (.@defence < 31)) {
+ set .MyMobCount,2;
+ guardian "arug_cas05",128,77,"Guardian",1899,"#aru05_gard01::OnGuardianDied"; //1;
+ }
+ else if ((.@defence > 30) && (.@defence < 51)) {
+ set .MyMobCount,3;
+ guardian "arug_cas05",128,77,"Guardian",1899,"#aru05_gard01::OnGuardianDied"; //1;
+ guardian "arug_cas05",128,90,"Guardian",1899,"#aru05_gard01::OnGuardianDied"; //2;
+ }
+ else if ((.@defence > 50) && (.@defence < 71)) {
+ set .MyMobCount,4;
+ guardian "arug_cas05",128,77,"Guardian",1899,"#aru05_gard01::OnGuardianDied"; //1;
+ guardian "arug_cas05",128,90,"Guardian",1899,"#aru05_gard01::OnGuardianDied"; //2;
+ guardian "arug_cas05",128,100,"Guardian",1899,"#aru05_gard01::OnGuardianDied"; //3;
+ }
+ else if (.@defence > 70) {
+ set .MyMobCount,5;
+ guardian "arug_cas05",128,77,"Guardian",1899,"#aru05_gard01::OnGuardianDied"; //1;
+ guardian "arug_cas05",128,90,"Guardian",1899,"#aru05_gard01::OnGuardianDied"; //2;
+ guardian "arug_cas05",128,100,"Guardian",1899,"#aru05_gard01::OnGuardianDied"; //3;
+ guardian "arug_cas05",110,96,"Guardian",1899,"#aru05_gard01::OnGuardianDied"; //4;
+ }
+ else {
+ set .MyMobCount,2;
+ guardian "arug_cas05",66,157,"Guardian",1899,"#aru05_gard01::OnGuardianDied"; //1;
+ }
+ initnpctimer;
+ end;
+
+OnTimer300000:
+ set .MyMobCount,.MyMobCount+1;
+ guardian "arug_cas05",91,53,"Guardian",1899,"#aru05_gard01::OnGuardianDied"; //5;
+ mapannounce "arug_cas05","The 1st Guardian has been summoned from the Gate House.",bc_map,"0xff4500";
+ end;
+
+OnTimer900000:
+ set .MyMobCount,.MyMobCount+1;
+ guardian "arug_cas05",65,71,"Guardian",1899,"#aru05_gard01::OnGuardianDied"; //6;
+ mapannounce "arug_cas05","The 2nd Guardian has been summoned from the Gate House.",bc_map,"0xff4500";
+ end;
+
+OnTimer1800000:
+ set .MyMobCount,.MyMobCount+1;
+ guardian "arug_cas05",65,103,"Guardian",1899,"#aru05_gard01::OnGuardianDied"; //7;
+ mapannounce "arug_cas05","The 3rd Guardian has been summoned from the Gate House.",bc_map,"0xff4500";
+ end;
+
+OnTimer2700000:
+ set .MyMobCount,.MyMobCount+1;
+ guardian "arug_cas05",110,96,"Guardian",1899,"#aru05_gard01::OnGuardianDied"; //8;
+ mapannounce "arug_cas05","The 4th Guardian has been summoned from the Gate House.",bc_map,"0xff4500";
+ end;
+
+OnTimer3600000:
+ set .MyMobCount,.MyMobCount+1;
+ guardian "arug_cas05",128,100,"Guardian",1899,"#aru05_gard01::OnGuardianDied"; //9;
+ mapannounce "arug_cas05","The 5th Guardian has been summoned from the Gate House.",bc_map,"0xff4500";
+ stopnpctimer;
+ end;
+
+OnGuardianDied:
+ set .MyMobCount,.MyMobCount-1;
+ if (.MyMobCount < 2) {
+ set .MyMobCount,.MyMobCount+1;
+ guardian "arug_cas05",128,77,"Guardian",1899,"#aru05_gard01::OnGuardianDied"; //10;
+ }
+ end;
+
+Onreset:
+ stopnpctimer;
+ killmonster "arug_cas05","#aru05_gard01::OnGuardianDied";
+ end;
+}
+
+arug_cas05,1,2,0 script #aru05_gard02 -1,{
+OnEnable:
+ set .@defence,GetCastleData("arug_cas05",3);
+ guardian "arug_cas05",156,101,"Guardian",1899,"#aru05_gard02::OnGuardianDied"; //11;
+ if ((.@defence > 10) && (.@defence < 31)) {
+ set .MyMobCount,2;
+ guardian "arug_cas05",172,95,"Guardian",1899,"#aru05_gard02::OnGuardianDied"; //12;
+ }
+ else if ((.@defence > 30) && (.@defence < 51)) {
+ set .MyMobCount,3;
+ guardian "arug_cas05",172,95,"Guardian",1899,"#aru05_gard02::OnGuardianDied"; //12;
+ guardian "arug_cas05",154,90,"Guardian",1899,"#aru05_gard02::OnGuardianDied"; //13;
+ }
+ else if ((.@defence > 50) && (.@defence < 71)) {
+ set .MyMobCount,4;
+ guardian "arug_cas05",172,95,"Guardian",1899,"#aru05_gard02::OnGuardianDied"; //12;
+ guardian "arug_cas05",154,90,"Guardian",1899,"#aru05_gard02::OnGuardianDied"; //13;
+ guardian "arug_cas05",156,77,"Guardian",1899,"#aru05_gard02::OnGuardianDied"; //14;
+ }
+ else if (.@defence > 70) {
+ set .MyMobCount,5;
+ guardian "arug_cas05",172,95,"Guardian",1899,"#aru05_gard02::OnGuardianDied"; //12;
+ guardian "arug_cas05",154,90,"Guardian",1899,"#aru05_gard02::OnGuardianDied"; //13;
+ guardian "arug_cas05",156,77,"Guardian",1899,"#aru05_gard02::OnGuardianDied"; //14;
+ guardian "arug_cas05",155,60,"Guardian",1899,"#aru05_gard02::OnGuardianDied"; //15;
+ }
+ else {
+ set .MyMobCount,2;
+ guardian "arug_cas05",211,159,"Guardian",1899,"#aru05_gard02::OnGuardianDied"; //12;
+ }
+ initnpctimer;
+ end;
+
+OnTimer600000:
+ set .MyMobCount,.MyMobCount+1;
+ guardian "arug_cas05",187,54,"Guardian",1899,"#aru05_gard02::OnGuardianDied"; //16;
+ end;
+
+OnTimer1200000:
+ set .MyMobCount,.MyMobCount+1;
+ guardian "arug_cas05",212,67,"Guardian",1899,"#aru05_gard02::OnGuardianDied"; //17;
+ end;
+
+OnTimer2100000:
+ set .MyMobCount,.MyMobCount+1;
+ guardian "arug_cas05",211,105,"Guardian",1899,"#aru05_gard02::OnGuardianDied"; //18;
+ end;
+
+OnTimer3000000:
+ set .MyMobCount,.MyMobCount+1;
+ guardian "arug_cas05",155,60,"Guardian",1899,"#aru05_gard02::OnGuardianDied"; //19;
+ end;
+
+OnTimer3900000:
+ set .MyMobCount,.MyMobCount+1;
+ guardian "arug_cas05",156,77,"Guardian",1899,"#aru05_gard02::OnGuardianDied"; //20;
+ stopnpctimer;
+ end;
+
+OnGuardianDied:
+ set .MyMobCount,.MyMobCount-1;
+ if (.MyMobCount < 2) {
+ set .MyMobCount,.MyMobCount+1;
+ guardian "arug_cas05",172,95,"Guardian",1899,"#aru05_gard02::OnGuardianDied"; //21;
+ }
+ end;
+
+Onreset:
+ stopnpctimer;
+ killmonster "arug_cas05","#aru05_gard02::OnGuardianDied";
+ end;
+}
+
+arug_cas05,1,3,0 script #aru05_df01 -1,{
+OnEnable:
+ guardian "arug_cas05",65,171,"1st Guardian Stone",1907,"#aru05_df01::OnGuardianStoneDied"; //22;
+ end;
+
+OnDisable:
+ killmonster "arug_cas05","#aru05_df01::OnGuardianStoneDied";
+ setarray $agit_ar05[0],1; //Global Variable
+ stopnpctimer;
+ end;
+
+OnGuardianStoneDied:
+ // 1st Guardian Stone is Destroyed
+ setarray $agit_ar05[0],1;
+ if (($agit_ar05[0] == 1) || ($agit_ar05[0] == 2)) {
+ set .@destroyed,.@destroyed + 1;
+ }
+ if (($agit_ar05[1] == 1) || ($agit_ar05[1] == 2)) {
+ set .@destroyed,.@destroyed + 1;
+ }
+ if (.@destroyed == 2) {
+ mapannounce "arug_cas05","All of the Guardian Stones have been destroyed!",bc_map,"0x00ff00";
+ donpcevent "#aru05_RL00::OnDisable";
+ donpcevent "#aru05_gard01::Onreset";
+ }
+ else {
+ mapannounce "arug_cas05","The 1st Guardian Stone has been destroyed!",bc_map,"0x00ff00";
+ donpcevent "#aru05_gard01::Onreset";
+ }
+ initnpctimer;
+ end;
+
+OnTimer300000:
+ donpcevent "1st Guardian Stone#aru05::OnEnable";
+ setarray $agit_ar05[0],2; //Global Variable
+ stopnpctimer;
+ end;
+}
+
+arug_cas05,65,171,0 script 1st Guardian Stone#aru05 844,{
+ set .@GID, GetCastleData("arug_cas05",1);
+ if (getcharid(2) == .@GID) {
+ mes "^3355FFYou will need the";
+ mes "following materials to";
+ mes "rebuild a destroyed";
+ mes "Guardian Stone.^000000";
+ next;
+ mes "1 Oridecon";
+ mes "1 Elunium";
+ mes "30 Stones";
+ mes "5 Blue Gemstones";
+ mes "5 Yellow Gemstones";
+ mes "5 Red Gemstones";
+ next;
+ mes "^3355FFDo you want to continue?^000000";
+ switch(select("No:Continue")) {
+ case 1:
+ mes "^3355FFWork canceled.^000000";
+ close;
+ case 2:
+ if ((countitem(984) > 0) && (countitem(985) > 0) && (countitem(7049) > 29) && (countitem(717) > 4) && (countitem(715) > 4) && (countitem(716) > 4)) {
+ mes "^3355FFArrange Stones, Elunium, and";
+ mes "Oridecon, in that order, in the";
+ mes "center. Then you must arrange";
+ mes "the enchanted Gemstones to";
+ mes "rebuild the Guardian Stone.^000000";
+ next;
+ switch(select("Elunium:Oridecon:Stone")) {
+ case 1:
+ mes "^3355FFElunium has been";
+ mes "placed in the center.^000000";
+ next;
+ break;
+ case 2:
+ mes "^3355FFOridecon has been";
+ mes "placed in the center.^000000";
+ next;
+ break;
+ case 3:
+ mes "^3355FFStones have been";
+ mes "placed in the center.^000000";
+ set .@nice,.@nice+10;
+ next;
+ break;
+ }
+ switch(select("Elunium:Oridecon:Stone")) {
+ case 1:
+ mes "^3355FFYou have lined the";
+ mes "outside of the center";
+ mes "with some Elunium.^000000";
+ set .@nice,.@nice+10;
+ next;
+ break;
+ case 2:
+ mes "^3355FFYou have lined the";
+ mes "outside of the center";
+ mes "with some Oridecon.^000000";
+ next;
+ break;
+ case 3:
+ mes "^3355FFYou have lined the";
+ mes "outside of the center";
+ mes "with some Stones.^000000";
+ next;
+ break;
+ }
+ switch(select("Elunium:Oridecon:Stone")) {
+ case 1:
+ mes "^3355FFYou covered the";
+ mes "rest of the materials";
+ mes "with some Elunium.^000000";
+ next;
+ break;
+ case 2:
+ mes "^3355FFYou covered the";
+ mes "rest of the materials";
+ mes "with some Oridecon.^000000";
+ set .@nice,.@nice+10;
+ next;
+ break;
+ case 3:
+ mes "^3355FFYou covered the";
+ mes "rest of the materials";
+ mes "with some Stones.^000000";
+ next;
+ break;
+ }
+ mes "^3355FFNow you need to arrange";
+ mes "the enchanted Gemstones";
+ mes "accordingly. You can identify";
+ mes "their Magic properties by";
+ mes "their casting effect.^000000";
+ next;
+ while(1) {
+ if (.@roof0 > 7) {
+ break;
+ }
+ else {
+ switch(rand(1,3)) {
+ case 1:
+ specialeffect EF_BEGINSPELL2;
+ mes "^3355FFThe Gemstones must";
+ mes "be arranged in the correct";
+ mes "order according to their";
+ mes "magic properties and power.^000000";
+ next;
+ switch(select("Red Gemstone:Yellow Gemstone:Blue Gemstone")) {
+ case 1:
+ mes "^3355FFYou placed the Red Gemstone.";
+ mes "However, the Guardian Stone";
+ mes "Repair System failed because";
+ mes "of a magic power conflict.^000000";
+ close;
+ case 2:
+ mes "^3355FFYou placed the Yellow Gemstone.";
+ mes "However, the Guardian Stone";
+ mes "Repair System failed because";
+ mes "of a magic power conflict.^000000";
+ close;
+ case 3:
+ mes "^3355FFYou placed the Blue Gemstone.^000000";
+ set .@nice,.@nice+10;
+ set .@roof0,.@roof0 + 1;
+ specialeffect EF_STEAL;
+ next;
+ break;
+ }
+ break;
+ case 2:
+ specialeffect EF_VOLCANO;
+ mes "^3355FFThe Gemstones must";
+ mes "be arranged in the correct";
+ mes "order according to their";
+ mes "magic properties and power.^000000";
+ next;
+ switch(select("Red Gemstone:Yellow Gemstone:Blue Gemstone")) {
+ case 1:
+ mes "^3355FFYou placed the Red Gemstone.^000000";
+ set .@nice,.@nice+10;
+ set .@roof0,.@roof0 + 1;
+ specialeffect EF_STEAL;
+ next;
+ break;
+ case 2:
+ mes "^3355FFYou placed the Yellow Gemstone.";
+ mes "However, the Guardian Stone";
+ mes "Repair System failed because";
+ mes "of a magic power conflict.^000000";
+ close;
+ case 3:
+ mes "^3355FFYou placed the Blue Gemstone.";
+ mes "However, the Guardian Stone";
+ mes "Repair System failed because";
+ mes "of a magic power conflict.^000000";
+ close;
+ }
+ break;
+ case 3:
+ specialeffect EF_BEGINSPELL4;
+ mes "^3355FFThe Gemstones must";
+ mes "be arranged in the correct";
+ mes "order according to their";
+ mes "magic properties and power.^000000";
+ next;
+ switch(select("Red Gemstone:Yellow Gemstone:Blue Gemstone")) {
+ case 1:
+ mes "^3355FFYou placed the Red Gemstone.";
+ mes "However, the Guardian Stone";
+ mes "Repair System failed because";
+ mes "of a magic power conflict.^000000";
+ close;
+ case 2:
+ mes "^3355FFYou placed the Yellow Gemstone.^000000";
+ set .@nice,.@nice+10;
+ set .@roof0,.@roof0 + 1;
+ specialeffect EF_STEAL;
+ next;
+ break;
+ case 3:
+ mes "^3355FFYou placed the Blue Gemstone.";
+ mes "However, the Guardian Stone";
+ mes "Repair System failed because";
+ mes "of a magic power conflict.^000000";
+ close;
+ }
+ }
+ }
+ }
+ if (.@nice > 90) {
+ if ($agit_ar05[0] == 0) {
+ mes "^3355FFThe Guardian Stone";
+ mes "Repair System has";
+ mes "already completed.^000000";
+ close;
+ }
+ else {
+ if (agitcheck2() == 0) {
+ mes "^3355FFIt is impossible to";
+ mes "rebuild the Guardian";
+ mes "Stone because the";
+ mes "Emperium is not present.^000000";
+ close;
+ }
+ else {
+ mes "^3355FFThe Gemstones have been";
+ mes "arranged, and the Guardian";
+ mes "Stone is successfully repaired.^000000";
+ delitem 984,1; //Oridecon
+ delitem 985,1; //Elunium
+ delitem 7049,30; //Stone
+ delitem 717,5; //Blue_Gemstone
+ delitem 715,5; //Yellow_Gemstone
+ delitem 716,5; //Red_Gemstone
+ close2;
+ donpcevent "#aru05_df01::OnEnable";
+ specialeffect EF_ICECRASH;
+ disablenpc "1st Guardian Stone#aru05";
+ setarray $agit_ar05[0],0;
+ set .@df_all,$agit_ar05[0]+$agit_ar05[1];
+ if (.@df_all == 0) {
+ mapannounce "arug_cas05","Both Guardian Stones have been erected, bolstering this stronghold's defenses!",bc_map,"0x00ff00";
+ donpcevent "#aru05_RL00::OnEnable";
+ }
+ else {
+ mapannounce "arug_cas05","The 1st Guardian Stone has been repaired successfully.",bc_map,"0x00ff00";
+ }
+ if ($agit_ar05[5] == 1) {
+ donpcevent "#aru05_gard01::OnEnable";
+ }
+ end;
+ }
+ }
+ }
+ else {
+ mes "^3355FFAfter all of that work...";
+ mes "It looks like you failed";
+ mes "to fix the Guardian Stone,";
+ mes "and lost some materials.^000000";
+ delitem 7049,10; //Stone
+ delitem 717,2; //Blue_Gemstone
+ delitem 715,2; //Yellow_Gemstone
+ delitem 716,2; //Red_Gemstone
+ close;
+ }
+ }
+ else {
+ mes "^3355FFYou don't have enough";
+ mes "materials to repair";
+ mes "the Guardian Stone.^000000";
+ close;
+ }
+ }
+ }
+ end;
+
+OnInit:
+ disablenpc "1st Guardian Stone#aru05";
+ end;
+
+OnEnable:
+ enablenpc "1st Guardian Stone#aru05";
+ specialeffect EF_MAPPILLAR2;
+ end;
+
+OnDisable:
+ disablenpc "1st Guardian Stone#aru05";
+ end;
+}
+
+arug_cas05,1,4,0 script #aru05_df02 -1,{
+OnEnable:
+ guardian "arug_cas05",212,149,"2nd Guardian Stone",1908,"#aru05_df02::OnGuardianStoneDied"; //23;
+ end;
+
+OnDisable:
+ killmonster "arug_cas05","#aru05_df02::OnGuardianStoneDied";
+ setarray $agit_ar05[1],1; //Global Variable
+ stopnpctimer;
+ end;
+
+OnGuardianStoneDied:
+ // 2nd Guardian Stone is Destroyed
+ setarray $agit_ar05[1],1;
+ if (($agit_ar05[0] == 1) || ($agit_ar05[0] == 2)) {
+ set .@destroyed,.@destroyed + 1;
+ }
+ if (($agit_ar05[1] == 1) || ($agit_ar05[1] == 2)) {
+ set .@destroyed,.@destroyed + 1;
+ }
+ if (.@destroyed == 2) {
+ mapannounce "arug_cas05","All of the Guardian Stones have been destroyed!",bc_map,"0x00ff00";
+ donpcevent "#aru05_RL00::OnDisable";
+ donpcevent "#aru05_gard02::Onreset";
+ }
+ else {
+ mapannounce "arug_cas05","The 2nd Guardian Stone has been destroyed!",bc_map,"0x00ff00";
+ donpcevent "#aru05_gard02::Onreset";
+ }
+ initnpctimer;
+ end;
+
+OnTimer300000:
+ donpcevent "2nd Guardian Stone#aru05::OnEnable";
+ setarray $agit_ar05[1],2; //Global Variable
+ stopnpctimer;
+ end;
+}
+
+arug_cas05,212,149,0 script 2nd Guardian Stone#aru05 844,{
+ set .@GID, GetCastleData("arug_cas05",1);
+ if (getcharid(2) == .@GID) {
+ mes "^3355FFYou will need the";
+ mes "following materials to";
+ mes "rebuild a destroyed";
+ mes "Guardian Stone.^000000";
+ next;
+ mes "1 Oridecon";
+ mes "1 Elunium";
+ mes "30 Stones";
+ mes "5 Blue Gemstones";
+ mes "5 Yellow Gemstones";
+ mes "5 Red Gemstones";
+ next;
+ mes "^3355FFDo you want to continue?^000000";
+ switch(select("No:Continue")) {
+ case 1:
+ mes "^3355FFWork canceled.^000000";
+ close;
+ case 2:
+ if ((countitem(984) > 0) && (countitem(985) > 0) && (countitem(7049) > 29) && (countitem(717) > 4) && (countitem(715) > 4) && (countitem(716) > 4)) {
+ mes "^3355FFArrange Stones, Elunium, and";
+ mes "Oridecon, in that order, in the";
+ mes "center. Then you must arrange";
+ mes "the enchanted Gemstones to";
+ mes "rebuild the Guardian Stone.^000000";
+ next;
+ switch(select("Elunium:Oridecon:Stone")) {
+ case 1:
+ mes "^3355FFElunium has been";
+ mes "placed in the center.^000000";
+ next;
+ break;
+ case 2:
+ mes "^3355FFOridecon has been";
+ mes "placed in the center.^000000";
+ next;
+ break;
+ case 3:
+ mes "^3355FFStones have been";
+ mes "placed in the center.^000000";
+ set .@nice,.@nice+10;
+ next;
+ break;
+ }
+ switch(select("Elunium:Oridecon:Stone")) {
+ case 1:
+ mes "^3355FFYou have lined the";
+ mes "outside of the center";
+ mes "with some Elunium.^000000";
+ set .@nice,.@nice+10;
+ next;
+ break;
+ case 2:
+ mes "^3355FFYou have lined the";
+ mes "outside of the center";
+ mes "with some Oridecon.^000000";
+ next;
+ break;
+ case 3:
+ mes "^3355FFYou have lined the";
+ mes "outside of the center";
+ mes "with some Stones.^000000";
+ next;
+ break;
+ }
+ switch(select("Elunium:Oridecon:Stone")) {
+ case 1:
+ mes "^3355FFYou covered the";
+ mes "rest of the materials";
+ mes "with some Elunium.^000000";
+ next;
+ break;
+ case 2:
+ mes "^3355FFYou covered the";
+ mes "rest of the materials";
+ mes "with some Oridecon.^000000";
+ set .@nice,.@nice+10;
+ next;
+ break;
+ case 3:
+ mes "^3355FFYou covered the";
+ mes "rest of the materials";
+ mes "with some Stones.^000000";
+ next;
+ break;
+ }
+ mes "^3355FFNow you need to arrange";
+ mes "the enchanted Gemstones";
+ mes "accordingly. You can identify";
+ mes "their Magic properties by";
+ mes "their casting effect.^000000";
+ next;
+ while(1) {
+ if (.@roof0 > 7) {
+ break;
+ }
+ else {
+ switch(rand(1,3)) {
+ case 1:
+ specialeffect EF_BEGINSPELL2;
+ mes "^3355FFThe Gemstones must";
+ mes "be arranged in the correct";
+ mes "order according to their";
+ mes "magic properties and power.^000000";
+ next;
+ switch(select("Red Gemstone:Yellow Gemstone:Blue Gemstone")) {
+ case 1:
+ mes "^3355FFYou placed the Red Gemstone.";
+ mes "However, the Guardian Stone";
+ mes "Repair System failed because";
+ mes "of a magic power conflict.^000000";
+ close;
+ case 2:
+ mes "^3355FFYou placed the Yellow Gemstone.";
+ mes "However, the Guardian Stone";
+ mes "Repair System failed because";
+ mes "of a magic power conflict.^000000";
+ close;
+ case 3:
+ mes "^3355FFYou placed the Blue Gemstone.^000000";
+ set .@nice,.@nice+10;
+ set .@roof0,.@roof0 + 1;
+ specialeffect EF_STEAL;
+ next;
+ break;
+ }
+ break;
+ case 2:
+ specialeffect EF_VOLCANO;
+ mes "^3355FFThe Gemstones must";
+ mes "be arranged in the correct";
+ mes "order according to their";
+ mes "magic properties and power.^000000";
+ next;
+ switch(select("Red Gemstone:Yellow Gemstone:Blue Gemstone")) {
+ case 1:
+ mes "^3355FFYou placed the Red Gemstone.^000000";
+ set .@nice,.@nice+10;
+ set .@roof0,.@roof0 + 1;
+ specialeffect EF_STEAL;
+ next;
+ break;
+ case 2:
+ mes "^3355FFYou placed the Yellow Gemstone.";
+ mes "However, the Guardian Stone";
+ mes "Repair System failed because";
+ mes "of a magic power conflict.^000000";
+ close;
+ case 3:
+ mes "^3355FFYou placed the Blue Gemstone.";
+ mes "However, the Guardian Stone";
+ mes "Repair System failed because";
+ mes "of a magic power conflict.^000000";
+ close;
+ }
+ break;
+ case 3:
+ specialeffect EF_BEGINSPELL4;
+ mes "^3355FFThe Gemstones must";
+ mes "be arranged in the correct";
+ mes "order according to their";
+ mes "magic properties and power.^000000";
+ next;
+ switch(select("Red Gemstone:Yellow Gemstone:Blue Gemstone")) {
+ case 1:
+ mes "^3355FFYou placed the Red Gemstone.";
+ mes "However, the Guardian Stone";
+ mes "Repair System failed because";
+ mes "of a magic power conflict.^000000";
+ close;
+ case 2:
+ mes "^3355FFYou placed the Yellow Gemstone.^000000";
+ set .@nice,.@nice+10;
+ set .@roof0,.@roof0 + 1;
+ specialeffect EF_STEAL;
+ next;
+ break;
+ case 3:
+ mes "^3355FFYou placed the Blue Gemstone.";
+ mes "However, the Guardian Stone";
+ mes "Repair System failed because";
+ mes "of a magic power conflict.^000000";
+ close;
+ }
+ }
+ }
+ }
+ if (.@nice > 90) {
+ if ($agit_ar05[1] == 0) {
+ mes "^3355FFThe Guardian Stone";
+ mes "Repair System has";
+ mes "successfully completed.^000000";
+ close;
+ }
+ else {
+ if (agitcheck2() == 0) {
+ mes "^3355FFIt is impossible to";
+ mes "rebuild the Guardian";
+ mes "Stone because the";
+ mes "Emperium is not present.^000000";
+ close;
+ }
+ else {
+ mes "^3355FFThe Gemstones have been";
+ mes "arranged, and the Guardian";
+ mes "Stone is successfully repaired.^000000";
+ delitem 984,1; //Oridecon
+ delitem 985,1; //Elunium
+ delitem 7049,30; //Stone
+ delitem 717,5; //Blue_Gemstone
+ delitem 715,5; //Yellow_Gemstone
+ delitem 716,5; //Red_Gemstone
+ close2;
+ donpcevent "#aru05_df02::OnEnable";
+ specialeffect EF_ICECRASH;
+ disablenpc "2nd Guardian Stone#aru05";
+ setarray $agit_ar05[1],0;
+ set .@df_all,$agit_ar05[0]+$agit_ar05[1];
+ if (.@df_all == 0) {
+ mapannounce "arug_cas05","Both Guardian Stones have been erected, bolstering this stronghold's defenses!",bc_map,"0x00ff00";
+ donpcevent "#aru05_RL00::OnEnable";
+ }
+ else {
+ mapannounce "arug_cas05","The 2nd Guardian Stone has been repaired successfully.",bc_map,"0x00ff00";
+ }
+ if ($agit_ar05[5] == 1) {
+ donpcevent "#aru05_gard02::OnEnable";
+ }
+ end;
+ }
+ }
+ }
+ else {
+ mes "^3355FFAfter all of that work...";
+ mes "It looks like you failed";
+ mes "to fix the Guardian Stone,";
+ mes "and lost some materials.^000000";
+ delitem 7049,10; //Stone
+ delitem 717,2; //Blue_Gemstone
+ delitem 715,2; //Yellow_Gemstone
+ delitem 716,2; //Red_Gemstone
+ close;
+ }
+ }
+ else {
+ mes "^3355FFYou don't have enough";
+ mes "materials to repair";
+ mes "the Guardian Stone.^000000";
+ close;
+ }
+ }
+ }
+ end;
+
+OnInit:
+ disablenpc "2nd Guardian Stone#aru05";
+ end;
+
+OnEnable:
+ enablenpc "2nd Guardian Stone#aru05";
+ specialeffect EF_MAPPILLAR2;
+ end;
+
+OnDisable:
+ disablenpc "2nd Guardian Stone#aru05";
+ end;
+}
+
+// Barrier Summoners
+arug_cas05,2,1,0 script #aru05_RL00 -1,{
+OnEnable:
+ setcell "arug_cas05",138,136,145,110,cell_walkable,0;
+ setcell "arug_cas05",138,110,145,110,cell_shootable,0;
+ guardian "arug_cas05",139,111," ",1905,"#aru05_RL00::OnBarrierDestroyed"; //24;
+ guardian "arug_cas05",141,111," ",1905,"#aru05_RL00::OnBarrierDestroyed"; //25;
+ guardian "arug_cas05",143,111," ",1905,"#aru05_RL00::OnBarrierDestroyed"; //26;
+ guardian "arug_cas05",145,111," ",1905,"#aru05_RL00::OnBarrierDestroyed"; //27;
+ end;
+
+OnDisable:
+ setcell "arug_cas05",138,136,145,110,cell_walkable,1;
+ setcell "arug_cas05",138,110,145,110,cell_shootable,1;
+ killmonster "arug_cas05","#aru05_RL00::OnBarrierDestroyed";
+ end;
+
+OnBarrierDestroyed:
+ end;
+}
+
+arug_cas05,2,2,0 script #aru05_RL01 -1,{
+OnEnable:
+ set .MyMobCount,6;
+ setcell "arug_cas05",139,158,144,158,cell_walkable,0;
+ guardian "arug_cas05",140,157," ",1905,"#aru05_RL01::OnBarrierDestroyed"; //28;
+ guardian "arug_cas05",142,157," ",1905,"#aru05_RL01::OnBarrierDestroyed"; //29;
+ guardian "arug_cas05",144,157," ",1905,"#aru05_RL01::OnBarrierDestroyed"; //30;
+ guardian "arug_cas05",139,156," ",1905,"#aru05_RL01::OnBarrierDestroyed"; //31;
+ guardian "arug_cas05",141,156," ",1905,"#aru05_RL01::OnBarrierDestroyed"; //32;
+ guardian "arug_cas05",143,156," ",1905,"#aru05_RL01::OnBarrierDestroyed"; //33;
+ end;
+
+OnBarrierDestroyed:
+ set .MyMobCount,.MyMobCount-1;
+ if (.MyMobCount == 0) {
+ setarray $agit_ar05[2],1;
+ mapannounce "arug_cas05","The 1st Fortress Gate is destroyed.",bc_map,"0x00ff00";
+ setcell "arug_cas05",139,158,144,158,cell_walkable,1;
+ }
+ end;
+
+OnDisable:
+ setcell "arug_cas05",139,158,144,158,cell_walkable,1;
+ killmonster "arug_cas05","#aru05_RL01::OnBarrierDestroyed";
+ end;
+}
+
+arug_cas05,2,3,0 script #aru05_RL02 -1,{
+OnEnable:
+ set .MyMobCount,6;
+ setcell "arug_cas05",138,210,145,210,cell_walkable,0;
+ guardian "arug_cas05",140,209," ",1905,"#aru05_RL02::OnBarrierDestroyed"; //34;
+ guardian "arug_cas05",142,209," ",1905,"#aru05_RL02::OnBarrierDestroyed"; //35;
+ guardian "arug_cas05",144,209," ",1905,"#aru05_RL02::OnBarrierDestroyed"; //36;
+ guardian "arug_cas05",139,208," ",1905,"#aru05_RL02::OnBarrierDestroyed"; //37;
+ guardian "arug_cas05",141,208," ",1905,"#aru05_RL02::OnBarrierDestroyed"; //38;
+ guardian "arug_cas05",143,208," ",1905,"#aru05_RL02::OnBarrierDestroyed"; //39;
+ end;
+
+OnBarrierDestroyed:
+ set .MyMobCount,.MyMobCount-1;
+ if (.MyMobCount == 0) {
+ setarray $agit_ar05[3],1;
+ mapannounce "arug_cas05","The 2nd Fortress Gate is destroyed.",bc_map,"0x00ff00";
+ setcell "arug_cas05",138,210,145,210,cell_walkable,1;
+ }
+ end;
+
+OnDisable:
+ setcell "arug_cas05",138,210,145,210,cell_walkable,1;
+ killmonster "arug_cas05","#aru05_RL02::OnBarrierDestroyed";
+ end;
+}
+
+arug_cas05,2,4,0 script #aru05_RL03 -1,{
+OnEnable:
+ set .MyMobCount,4;
+ setcell "arug_cas05",138,263,145,263,cell_walkable,0;
+ guardian "arug_cas05",139,262," ",1905,"#aru05_RL03::OnBarrierDestroyed"; //40;
+ guardian "arug_cas05",141,262," ",1905,"#aru05_RL03::OnBarrierDestroyed"; //41;
+ guardian "arug_cas05",143,262," ",1905,"#aru05_RL03::OnBarrierDestroyed"; //42;
+ guardian "arug_cas05",145,262," ",1905,"#aru05_RL03::OnBarrierDestroyed"; //43;
+ end;
+
+OnBarrierDestroyed:
+ set .MyMobCount,.MyMobCount-1;
+ if (.MyMobCount == 0) {
+ setarray $agit_ar05[4],1;
+ mapannounce "arug_cas05","The 3rd Fortress Gate is destroyed!",bc_map,"0x00ff00";
+ setcell "arug_cas05",138,263,145,263,cell_walkable,1;
+ }
+ end;
+
+OnDisable:
+ setcell "arug_cas05",138,263,145,263,cell_walkable,1;
+ killmonster "arug_cas05","#aru05_RL03::OnBarrierDestroyed";
+ end;
+}
+
+arug_cas05,136,158,0 script Control Device01#aru05 111,{
+ set .@GID, GetCastleData("arug_cas05",1);
+ if (getcharid(2) == .@GID) {
+ if (strcharinfo(0) == getguildmaster(.@GID)) {
+ if ($agit_ar05[2] == 2) {
+ mes "^3355FFDemolished Fortress";
+ mes "Gates can be repaired,";
+ mes "but you will need to gather";
+ mes "the following materials.^000000";
+ next;
+ mes "^4D4DFF10 Steel^000000,";
+ mes "^4D4DFF30 Trunks^000000,";
+ mes "^4D4DFF5 Oridecon^000000, and";
+ mes "^4D4DFF10 Emveretarcon^000000.";
+ next;
+ select("Continue");
+ if ((countitem(1019) > 29) && (countitem(999) > 9) && (countitem(1011) > 9) && (countitem(984) > 4)) {
+ mes "^3355FFYou will need Trunks to";
+ mes "repair the support frame,";
+ mes "Oridecon to enhance the";
+ mes "gate's endurance, and";
+ mes "Emveretarcon to basically";
+ mes "hold everything together.^000000";
+ next;
+ set .@ro_of01,rand(10,15);
+ while(1) {
+ if (.@ro_of02 == .@ro_of01) {
+ break;
+ }
+ else {
+ switch(rand(1,4)) {
+ case 1:
+ mes "^3355FFThe support frame";
+ mes "is badly damaged:";
+ mes "fixing this part";
+ mes "is a top priority.^000000";
+ next;
+ switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
+ case 1:
+ mes "^3355FFThe frame has been";
+ mes "reinforced with wood.^000000";
+ set .@rp_temp,.@rp_temp + 1;
+ set .@ro_of02,.@ro_of02 + 1;
+ specialeffect2 EF_REPAIRWEAPON;
+ next;
+ break;
+ case 2:
+ mes "^3355FFYou tried using steel,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ case 3:
+ mes "^3355FFYou tried using emveretarcon";
+ mes "to reinforce the gate, but it's";
+ mes "not working well at all.";
+ mes "You'll have to start over.^000000";
+ close;
+ case 4:
+ mes "^3355FFYou tried using oridecon,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ }
+ break;
+ case 2:
+ mes "^3355FFIt looks like the gate's";
+ mes "overall endurance needs to";
+ mes "be reinforced with something.^000000";
+ next;
+ switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
+ case 1:
+ mes "^3355FFYou tried using wood";
+ mes "to reinforce the gate.^000000";
+ set .@ro_of02,.@ro_of02 + 1;
+ next;
+ break;
+ case 2:
+ mes "^3355FFYou tried using steel";
+ mes "to reinforce the gate, but";
+ mes "it's not working well at all.";
+ mes "You'll have to start over.^000000";
+ close;
+ case 3:
+ mes "^3355FFYou tried using emveretarcon";
+ mes "to reinforce the gate, but it's";
+ mes "not working well at all.";
+ mes "You'll have to start over.^000000";
+ close;
+ case 4:
+ mes "^3355FFYou hammered the";
+ mes "oridecon: it looks";
+ mes "like this will work.^000000";
+ set .@rp_temp,.@rp_temp + 1;
+ set .@ro_of02,.@ro_of02 + 1;
+ specialeffect2 EF_REPAIRWEAPON;
+ next;
+ break;
+ }
+ break;
+ case 3:
+ mes "^3355FFThe damage to the gate";
+ mes "has caused all these";
+ mes "cracks. You'll have to";
+ mes "weld them solid somehow.^000000";
+ next;
+ switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
+ case 1:
+ mes "^3355FFYou tried using wood to fix";
+ mes "this problem, but it seems";
+ mes "to have made it worse.";
+ mes "You'll have to start all over.^000000";
+ close;
+ case 2:
+ mes "^3355FFYou used steel to weld";
+ mes "all the cracks: the gate is";
+ mes "is starting to look more solid.^000000";
+ set .@rp_temp,.@rp_temp + 1;
+ set .@ro_of02,.@ro_of02 + 1;
+ specialeffect2 EF_REPAIRWEAPON;
+ next;
+ break;
+ case 3:
+ mes "^3355FFYou tried using emveretarcon";
+ mes "to reinforce the gate, but it's";
+ mes "not working well at all.";
+ mes "You'll have to start over.^000000";
+ close;
+ case 4:
+ mes "^3355FFYou tried using oridecon,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ }
+ break;
+ case 4:
+ mes "^3355FFNow you need to make";
+ mes "sure that the gate is held";
+ mes "together pretty solidly.^000000";
+ next;
+ switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
+ case 1:
+ mes "^3355FFYou tried using wood to fix";
+ mes "this problem, but it seems";
+ mes "to have made it worse.";
+ mes "You'll have to start all over.^000000";
+ close;
+ case 2:
+ mes "^3355FFYou tried using steel,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ case 3:
+ mes "^3355FFYou successfully used";
+ mes "the emveretarcon to repair";
+ mes "much of the gate's damage.^000000";
+ set .@rp_temp,.@rp_temp + 1;
+ set .@ro_of02,.@ro_of02 + 1;
+ specialeffect2 EF_REPAIRWEAPON;
+ next;
+ break;
+ case 4:
+ mes "^3355FFYou tried using oridecon,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ }
+ }
+ }
+ }
+ mes "^3355FFWell, it looks like";
+ mes "you're just about done";
+ mes "with repairing the gate.^000000";
+ next;
+ if (agitcheck2() == 0) {
+ mes "^3355FFUnfortunately, the Fortress";
+ mes "Gate can't be reconstructed:";
+ mes "the Emperium is no longer here.^000000";
+ close;
+ }
+ else {
+ if (.@rp_temp == .@ro_of01) {
+ mes "^3355FFThe Fortress Gate has";
+ mes "been successfully repaired!^000000";
+ delitem 1019,30; //Wooden_Block
+ delitem 999,10; //Steel
+ delitem 1011,10; //Emveretarcon
+ delitem 984,5; //Oridecon
+ close2;
+ donpcevent "#aru05_RL01::OnEnable";
+ disablenpc "Control Device01#aru05";
+ mapannounce "arug_cas05","The 1st Fortress Gate has been reconstructed!",bc_map,"0x00ff00";
+ setarray $agit_ar05[2],0;
+ end;
+ }
+ else {
+ mes "^3355FFThe wall has been breached,";
+ mes "and the attempt to repair the";
+ mes "Fortress Gate has failed.";
+ mes "You lost some of your";
+ mes "repair resources...^000000";
+ delitem 984,2; //Oridecon
+ delitem 999,4; //Steel
+ delitem 1019,14; //Wooden_Block
+ delitem 1011,3; //Emveretarcon
+ close;
+ }
+ }
+ }
+ else {
+ mes "^3355FFYou can't attempt to repair";
+ mes "the Fortress Gate if you don't";
+ mes "have all the needed materials.^000000";
+ close;
+ }
+ }
+ }
+ }
+ end;
+
+OnInit:
+ disablenpc "Control Device01#aru05";
+ end;
+
+OnEnable:
+ enablenpc "Control Device01#aru05";
+ end;
+
+OnDisable:
+ disablenpc "Control Device01#aru05";
+ end;
+}
+
+arug_cas05,135,212,0 script Control Device02#aru05 111,{
+ set .@GID, GetCastleData("arug_cas05",1);
+ if (getcharid(2) == .@GID) {
+ if (strcharinfo(0) == getguildmaster(.@GID)) {
+ if ($agit_ar05[3] == 2) {
+ mes "^3355FFDemolished Fortress";
+ mes "Gates can be repaired,";
+ mes "but you will need to gather";
+ mes "the following materials.^000000";
+ next;
+ mes "^4D4DFF10 Steel^000000,";
+ mes "^4D4DFF30 Trunks^000000,";
+ mes "^4D4DFF5 Oridecon^000000, and";
+ mes "^4D4DFF10 Emveretarcon^000000.";
+ next;
+ select("Continue");
+ if ((countitem(1019) > 29) && (countitem(999) > 9) && (countitem(1011) > 9) && (countitem(984) > 4)) {
+ mes "^3355FFYou will need Trunks to";
+ mes "repair the support frame,";
+ mes "Oridecon to enhance the";
+ mes "gate's endurance, and";
+ mes "Emveretarcon to basically";
+ mes "hold everything together.^000000";
+ next;
+ set .@ro_of01,rand(10,15);
+ while(1) {
+ if (.@ro_of02 == .@ro_of01) {
+ break;
+ }
+ else {
+ switch(rand(1,4)) {
+ case 1:
+ mes "^3355FFThe support frame";
+ mes "is badly damaged:";
+ mes "fixing this part";
+ mes "is a top priority.^000000";
+ next;
+ switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
+ case 1:
+ mes "^3355FFThe frame has been";
+ mes "reinforced with wood.^000000";
+ set .@rp_temp,.@rp_temp + 1;
+ set .@ro_of02,.@ro_of02 + 1;
+ specialeffect2 EF_REPAIRWEAPON;
+ next;
+ break;
+ case 2:
+ mes "^3355FFYou tried using steel,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ case 3:
+ mes "^3355FFYou tried using emveretarcon";
+ mes "to reinforce the gate, but it's";
+ mes "not working well at all.";
+ mes "You'll have to start over.^000000";
+ close;
+ case 4:
+ mes "^3355FFYou tried using oridecon,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ }
+ break;
+ case 2:
+ mes "^3355FFIt looks like the gate's";
+ mes "overall endurance needs to";
+ mes "be reinforced with something.^000000";
+ next;
+ switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
+ case 1:
+ mes "^3355FFYou tried using wood";
+ mes "to reinforce the gate.^000000";
+ set .@ro_of02,.@ro_of02 + 1;
+ next;
+ break;
+ case 2:
+ mes "^3355FFYou tried using steel";
+ mes "to reinforce the gate, but";
+ mes "it's not working well at all.";
+ mes "You'll have to start over.^000000";
+ close;
+ case 3:
+ mes "^3355FFYou tried using emveretarcon";
+ mes "to reinforce the gate, but it's";
+ mes "not working well at all.";
+ mes "You'll have to start over.^000000";
+ close;
+ case 4:
+ mes "^3355FFYou hammered the";
+ mes "oridecon: it looks";
+ mes "like this will work.^000000";
+ set .@rp_temp,.@rp_temp + 1;
+ set .@ro_of02,.@ro_of02 + 1;
+ specialeffect2 EF_REPAIRWEAPON;
+ next;
+ break;
+ }
+ break;
+ case 3:
+ mes "^3355FFThe damage to the gate";
+ mes "has caused all these";
+ mes "cracks. You'll have to";
+ mes "weld them solid somehow.^000000";
+ next;
+ switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
+ case 1:
+ mes "^3355FFYou tried using wood to fix";
+ mes "this problem, but it seems";
+ mes "to have made it worse.";
+ mes "You'll have to start all over.^000000";
+ close;
+ case 2:
+ mes "^3355FFYou used steel to weld";
+ mes "all the cracks: the gate is";
+ mes "is starting to look more solid.^000000";
+ set .@rp_temp,.@rp_temp + 1;
+ set .@ro_of02,.@ro_of02 + 1;
+ specialeffect2 EF_REPAIRWEAPON;
+ next;
+ break;
+ case 3:
+ mes "^3355FFYou tried using emveretarcon";
+ mes "to reinforce the gate, but it's";
+ mes "not working well at all.";
+ mes "You'll have to start over.^000000";
+ close;
+ case 4:
+ mes "^3355FFYou tried using oridecon,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ }
+ break;
+ case 4:
+ mes "^3355FFNow you need to make";
+ mes "sure that the gate is held";
+ mes "together pretty solidly.^000000";
+ next;
+ switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
+ case 1:
+ mes "^3355FFYou tried using wood to fix";
+ mes "this problem, but it seems";
+ mes "to have made it worse.";
+ mes "You'll have to start all over.^000000";
+ close;
+ case 2:
+ mes "^3355FFYou tried using steel,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ case 3:
+ mes "^3355FFYou successfully used";
+ mes "the emveretarcon to repair";
+ mes "much of the gate's damage.^000000";
+ set .@rp_temp,.@rp_temp + 1;
+ set .@ro_of02,.@ro_of02 + 1;
+ specialeffect2 EF_REPAIRWEAPON;
+ next;
+ break;
+ case 4:
+ mes "^3355FFYou tried using oridecon,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ }
+ }
+ }
+ }
+ mes "^3355FFWell, it looks like";
+ mes "you're just about done";
+ mes "with repairing the gate.^000000";
+ next;
+ if (agitcheck2() == 0) {
+ mes "^3355FFUnfortunately, the Fortress";
+ mes "Gate can't be reconstructed:";
+ mes "the Emperium is no longer here.^000000";
+ close;
+ }
+ else {
+ if (.@rp_temp == .@ro_of01) {
+ mes "^3355FFThe Fortress Gate has";
+ mes "been successfully repaired!^000000";
+ delitem 1019,30; //Wooden_Block
+ delitem 999,10; //Steel
+ delitem 1011,10; //Emveretarcon
+ delitem 984,5; //Oridecon
+ close2;
+ donpcevent "#aru05_RL02::OnEnable";
+ disablenpc "Control Device02#aru05";
+ mapannounce "arug_cas05","The 2nd Fortress Gate has been reconstructed!",bc_map,"0x00ff00";
+ setarray $agit_ar05[3],0; //Global Variable
+ setarray $agit_ar05[2],2; //Global Variable
+ donpcevent "Control Device01#aru05::OnEnable";
+ end;
+ }
+ else {
+ mes "^3355FFThe wall has been breached,";
+ mes "and the attempt to repair the";
+ mes "Fortress Gate has failed.";
+ mes "You lost some of your";
+ mes "repair resources...^000000";
+ delitem 984,2; //Oridecon
+ delitem 999,4; //Steel
+ delitem 1019,14; //Wooden_Block
+ delitem 1011,3; //Emveretarcon
+ close;
+ }
+ }
+ }
+ else {
+ mes "^3355FFYou can't attempt to repair";
+ mes "the Fortress Gate if you don't";
+ mes "have all the needed materials.^000000";
+ close;
+ }
+ }
+ }
+ }
+ end;
+
+OnInit:
+ disablenpc "Control Device02#aru05";
+ end;
+
+OnEnable:
+ enablenpc "Control Device02#aru05";
+ end;
+
+OnDisable:
+ disablenpc "Control Device02#aru05";
+ end;
+}
+
+arug_cas05,134,266,0 script Control Device03#aru05 111,{
+ set .@GID, GetCastleData("arug_cas05",1);
+ if (getcharid(2) == .@GID) {
+ if (strcharinfo(0) == getguildmaster(.@GID)) {
+ if ($agit_ar05[4] == 2) {
+ mes "^3355FFDemolished Fortress";
+ mes "Gates can be repaired,";
+ mes "but you will need to gather";
+ mes "the following materials.^000000";
+ next;
+ mes "^4D4DFF10 Steel^000000,";
+ mes "^4D4DFF30 Trunks^000000,";
+ mes "^4D4DFF5 Oridecon^000000, and";
+ mes "^4D4DFF10 Emveretarcon^000000.";
+ next;
+ select("Continue");
+ if ((countitem(1019) > 29) && (countitem(999) > 9) && (countitem(1011) > 9) && (countitem(984) > 4)) {
+ mes "^3355FFYou will need Trunks to";
+ mes "repair the support frame,";
+ mes "Oridecon to enhance the";
+ mes "gate's endurance, and";
+ mes "Emveretarcon to basically";
+ mes "hold everything together.^000000";
+ next;
+ set .@ro_of01,rand(10,15);
+ while(1) {
+ if (.@ro_of02 == .@ro_of01) {
+ break;
+ }
+ else {
+ switch(rand(1,4)) {
+ case 1:
+ mes "^3355FFThe support frame";
+ mes "is badly damaged:";
+ mes "fixing this part";
+ mes "is a top priority.^000000";
+ next;
+ switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
+ case 1:
+ mes "^3355FFThe frame has been";
+ mes "reinforced with wood.^000000";
+ set .@rp_temp,.@rp_temp + 1;
+ set .@ro_of02,.@ro_of02 + 1;
+ specialeffect2 EF_REPAIRWEAPON;
+ next;
+ break;
+ case 2:
+ mes "^3355FFYou tried using steel,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ case 3:
+ mes "^3355FFYou tried using emveretarcon";
+ mes "to reinforce the gate, but it's";
+ mes "not working well at all.";
+ mes "You'll have to start over.^000000";
+ close;
+ case 4:
+ mes "^3355FFYou tried using oridecon,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ }
+ break;
+ case 2:
+ mes "^3355FFIt looks like the gate's";
+ mes "overall endurance needs to";
+ mes "be reinforced with something.^000000";
+ next;
+ switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
+ case 1:
+ mes "^3355FFYou tried using wood";
+ mes "to reinforce the gate.^000000";
+ set .@ro_of02,.@ro_of02 + 1;
+ next;
+ break;
+ case 2:
+ mes "^3355FFYou tried using steel";
+ mes "to reinforce the gate, but";
+ mes "it's not working well at all.";
+ mes "You'll have to start over.^000000";
+ close;
+ case 3:
+ mes "^3355FFYou tried using emveretarcon";
+ mes "to reinforce the gate, but it's";
+ mes "not working well at all.";
+ mes "You'll have to start over.^000000";
+ close;
+ case 4:
+ mes "^3355FFYou hammered the";
+ mes "oridecon: it looks";
+ mes "like this will work.^000000";
+ set .@rp_temp,.@rp_temp + 1;
+ set .@ro_of02,.@ro_of02 + 1;
+ specialeffect2 EF_REPAIRWEAPON;
+ next;
+ break;
+ }
+ break;
+ case 3:
+ mes "^3355FFThe damage to the gate";
+ mes "has caused all these";
+ mes "cracks. You'll have to";
+ mes "weld them solid somehow.^000000";
+ next;
+ switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
+ case 1:
+ mes "^3355FFYou tried using wood to fix";
+ mes "this problem, but it seems";
+ mes "to have made it worse.";
+ mes "You'll have to start all over.^000000";
+ close;
+ case 2:
+ mes "^3355FFYou used steel to weld";
+ mes "all the cracks: the gate is";
+ mes "is starting to look more solid.^000000";
+ set .@rp_temp,.@rp_temp + 1;
+ set .@ro_of02,.@ro_of02 + 1;
+ specialeffect2 EF_REPAIRWEAPON;
+ next;
+ break;
+ case 3:
+ mes "^3355FFYou tried using emveretarcon";
+ mes "to reinforce the gate, but it's";
+ mes "not working well at all.";
+ mes "You'll have to start over.^000000";
+ close;
+ case 4:
+ mes "^3355FFYou tried using oridecon,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ }
+ break;
+ case 4:
+ mes "^3355FFNow you need to make";
+ mes "sure that the gate is held";
+ mes "together pretty solidly.^000000";
+ next;
+ switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
+ case 1:
+ mes "^3355FFYou tried using wood to fix";
+ mes "this problem, but it seems";
+ mes "to have made it worse.";
+ mes "You'll have to start all over.^000000";
+ close;
+ case 2:
+ mes "^3355FFYou tried using steel,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ case 3:
+ mes "^3355FFYou successfully used";
+ mes "the emveretarcon to repair";
+ mes "much of the gate's damage.^000000";
+ set .@rp_temp,.@rp_temp + 1;
+ set .@ro_of02,.@ro_of02 + 1;
+ specialeffect2 EF_REPAIRWEAPON;
+ next;
+ break;
+ case 4:
+ mes "^3355FFYou tried using oridecon,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ }
+ }
+ }
+ }
+ mes "^3355FFWell, it looks like";
+ mes "you're just about done";
+ mes "with repairing the gate.^000000";
+ next;
+ if (agitcheck2() == 0) {
+ mes "^3355FFUnfortunately, the Fortress";
+ mes "Gate can't be reconstructed:";
+ mes "the Emperium is no longer here.^000000";
+ close;
+ }
+ else {
+ if (.@rp_temp == .@ro_of01) {
+ mes "^3355FFThe Fortress Gate has";
+ mes "been successfully repaired!^000000";
+ delitem 1019,30; //Wooden_Block
+ delitem 999,10; //Steel
+ delitem 1011,10; //Emveretarcon
+ delitem 984,5; //Oridecon
+ close2;
+ donpcevent "#aru05_RL03::OnEnable";
+ disablenpc "Control Device03#aru05";
+ mapannounce "arug_cas05","The 3rd Fortress Gate has been reconstructed!",bc_map,"0x00ff00";
+ setarray $agit_ar05[4],0;
+ setarray $agit_ar05[3],2;
+ donpcevent "Control Device02#aru05::OnEnable";
+ end;
+ }
+ else {
+ mes "^3355FFThe wall has been breached,";
+ mes "and the attempt to repair the";
+ mes "Fortress Gate has failed.";
+ mes "You lost some of your";
+ mes "repair resources...^000000";
+ delitem 984,2; //Oridecon
+ delitem 999,4; //Steel
+ delitem 1019,14; //Wooden_Block
+ delitem 1011,3; //Emveretarcon
+ close;
+ }
+ }
+ }
+ else {
+ mes "^3355FFYou can't attempt to repair";
+ mes "the Fortress Gate if you don't";
+ mes "have all the needed materials.^000000";
+ close;
+ }
+ }
+ }
+ }
+ end;
+
+OnInit:
+ disablenpc "Control Device03#aru05";
+ end;
+
+OnEnable:
+ enablenpc "Control Device03#aru05";
+ end;
+
+OnDisable:
+ disablenpc "Control Device03#aru05";
+ end;
+}
+
+// Link Flags
+arug_cas05,122,314,0 script LF-01#arug_cas05 111,{
+ set .@GID, GetCastleData("arug_cas05",1);
+ if (getcharid(2) == .@GID) {
+ mes "^3355FFThis is the Stronghold";
+ mes "Teleport Service. Please";
+ mes "choose a destination";
+ mes "within the stronghold.^000000";
+ switch(select("First Gate House:Second Gate House:Cancel")) {
+ case 1:
+ warp "arug_cas05",84,158;
+ end;
+ case 2:
+ warp "arug_cas05",197,136;
+ end;
+ case 3:
+ close;
+ }
+ }
+ end;
+}
+
+arug_cas05,125,314,0 script LF-02#arug_cas05 111,{
+ set .@GID, GetCastleData("arug_cas05",1);
+ if (getcharid(2) == .@GID) {
+ mes "^3355FFThis is the Stronghold";
+ mes "Teleport Service. Please";
+ mes "choose a destination";
+ mes "within the stronghold.^000000";
+ switch(select("Defense Area 1-1:Defense Area 1-2:Cancel")) {
+ case 1:
+ warp "arug_cas05",65,94;
+ end;
+ case 2:
+ warp "arug_cas05",211,97;
+ end;
+ case 3:
+ close;
+ }
+ }
+ end;
+}
+
+arug_cas05,128,314,0 script LF-03#arug_cas05 111,{
+ set .@GID, GetCastleData("arug_cas05",1);
+ if (getcharid(2) == .@GID) {
+ mes "^3355FFThis is the Stronghold";
+ mes "Teleport Service. Please";
+ mes "choose a destination";
+ mes "within the stronghold.^000000";
+ switch(select("Defense Area 1-3:Defense Area 1-4:Cancel")) {
+ case 1:
+ warp "arug_cas05",112,73;
+ end;
+ case 2:
+ warp "arug_cas05",171,73;
+ end;
+ case 3:
+ close;
+ }
+ }
+ end;
+}
+
+arug_cas05,131,314,0 script LF-04#arug_cas05 111,{
+ set .@GID, GetCastleData("arug_cas05",1);
+ if (getcharid(2) == .@GID) {
+ mes "^3355FFThis is the Stronghold";
+ mes "Teleport Service. Please";
+ mes "choose a destination";
+ mes "within the stronghold.^000000";
+ switch(select("Defense Area 2-1:Defense Area 2-2:Cancel")) {
+ case 1:
+ warp "arug_cas05",112,152;
+ end;
+ case 2:
+ warp "arug_cas05",172,152;
+ end;
+ case 3:
+ close;
+ }
+ }
+ end;
+}
+
+arug_cas05,134,314,0 script LF-05#arug_cas05 111,{
+ set .@GID, GetCastleData("arug_cas05",1);
+ if (getcharid(2) == .@GID) {
+ mes "^3355FFThis is the Stronghold";
+ mes "Teleport Service. Please";
+ mes "choose a destination";
+ mes "within the stronghold.^000000";
+ switch(select("Defense Area 2-3:Defense Area 2-4:Cancel")) {
+ case 1:
+ warp "arug_cas05",120,186;
+ end;
+ case 2:
+ warp "arug_cas05",162,186;
+ end;
+ case 3:
+ close;
+ }
+ }
+ end;
+}
+
+arug_cas05,149,314,0 script LF-06#arug_cas05 111,{
+ set .@GID, GetCastleData("arug_cas05",1);
+ if (getcharid(2) == .@GID) {
+ mes "^3355FFThis is the Stronghold";
+ mes "Teleport Service. Please";
+ mes "choose a destination";
+ mes "within the stronghold.^000000";
+ switch(select("Defense Area 3-1:Defense Area 3-2:Cancel")) {
+ case 1:
+ warp "arug_cas05",116,235;
+ end;
+ case 2:
+ warp "arug_cas05",164,235;
+ end;
+ case 3:
+ close;
+ }
+ }
+ end;
+}
+
+arug_cas05,152,314,0 script LF-07#arug_cas05 111,{
+ set .@GID, GetCastleData("arug_cas05",1);
+ if (getcharid(2) == .@GID) {
+ mes "^3355FFThis is the Stronghold";
+ mes "Teleport Service. Please";
+ mes "choose a destination";
+ mes "within the stronghold.^000000";
+ switch(select("Defense Area 1-1:Defense Area 2-1:Defense Area 3-1:Cancel")) {
+ case 1:
+ warp "arug_cas05",65,94;
+ end;
+ case 2:
+ warp "arug_cas05",112,152;
+ end;
+ case 3:
+ warp "arug_cas05",116,235;
+ end;
+ case 4:
+ close;
+ }
+ }
+ end;
+}
+
+arug_cas05,155,314,0 script LF-08#arug_cas05 111,{
+ set .@GID, GetCastleData("arug_cas05",1);
+ if (getcharid(2) == .@GID) {
+ mes "^3355FFThis is the Stronghold";
+ mes "Teleport Service. Please";
+ mes "choose a destination";
+ mes "within the stronghold.^000000";
+ switch(select("Defense Area 1-2:Defense Area 2-2:Defense Area 3-2:Cancel")) {
+ case 1:
+ warp "arug_cas05",211,97;
+ end;
+ case 2:
+ warp "arug_cas05",172,152;
+ end;
+ case 3:
+ warp "arug_cas05",164,235;
+ end;
+ case 4:
+ close;
+ }
+ }
+ end;
+}
+
+arug_cas05,158,314,0 script LF-09#arug_cas05 111,{
+ set .@GID, GetCastleData("arug_cas05",1);
+ if (getcharid(2) == .@GID) {
+ mes "^3355FFThis is the Stronghold";
+ mes "Teleport Service. Please";
+ mes "choose a destination";
+ mes "within the stronghold.^000000";
+ switch(select("Defense Area 1-4:Defense Area 2-4:Cancel")) {
+ case 1:
+ warp "arug_cas05",171,73;
+ end;
+ case 2:
+ warp "arug_cas05",162,186;
+ end;
+ case 3:
+ close;
+ }
+ }
+ end;
+}
+
+arug_cas05,161,314,0 script LF-10#arug_cas05 111,{
+ set .@GID, GetCastleData("arug_cas05",1);
+ if (getcharid(2) == .@GID) {
+ mes "^3355FFThis is the Stronghold";
+ mes "Teleport Service. Would";
+ mes "you like to teleport to the";
+ mes "Convenience Facility for";
+ mes "guild members?^000000";
+ switch(select("Go to Convenience Facility:Cancel")) {
+ case 1:
+ warp "arug_cas05",321,57;
+ end;
+ case 2:
+ close;
+ }
+ }
+ end;
+}
+
+arug_cas05,45,158,0 script Banadis#LF_ar05_01::LF_ar05_01 111,{
+ set .@GID, GetCastleData("arug_cas05",1);
+ if (getcharid(2) == .@GID) {
+ mes "^3355FFThis is the Stronghold";
+ mes "Teleport Service. Would";
+ mes "you like to teleport to";
+ mes "the Emperium Center?^000000";
+ switch(select("Teleport:Cancel")) {
+ case 1:
+ warp "arug_cas05",121,318;
+ end;
+ case 2:
+ close;
+ }
+ }
+ end;
+}
+
+arug_cas05,226,156,0 duplicate(LF_ar05_01) Banadis#LF_ar05_01 111
+arug_cas05,134,62,4 duplicate(LF_ar05_01) Banadis#LF_ar05_02 111
+arug_cas05,149,62,4 duplicate(LF_ar05_01) Banadis#LF_ar05_03 111
+arug_cas05,123,154,0 duplicate(LF_ar05_01) Banadis#LF_ar05_04 111
+arug_cas05,160,154,0 duplicate(LF_ar05_01) Banadis#LF_ar05_05 111
+arug_cas05,135,205,0 duplicate(LF_ar05_01) Banadis#LF_ar05_06 111
+arug_cas05,148,205,0 duplicate(LF_ar05_01) Banadis#LF_ar05_07 111
+arug_cas05,134,260,0 duplicate(LF_ar05_01) Banadis#LF_ar05_08 111
+//arug_cas05,204,142,0 duplicate(LF_ar05_01) Banadis#LF_ar05_09 111
+
+arug_cas05,148,103,4 script Banadis#LF_ar05_10::LF_ar05_02 722,{
+ set .@GID, GetCastleData("arug_cas05",1);
+ if (getcharid(2) == .@GID) {
+ mes "^3355FFThis is the Stronghold";
+ mes "Teleport Service. Would";
+ mes "you like to teleport to";
+ mes "the Emperium Center?^000000";
+ switch(select("Teleport:Cancel")) {
+ case 1:
+ warp "arug_cas05",121,318;
+ end;
+ case 2:
+ close;
+ }
+ }
+ end;
+
+OnInterIfInitOnce:
+OnRecvCastlear05:
+ FlagEmblem GetCastleData("arug_cas05",1);
+ end;
+}
+
+arug_cas05,135,103,4 duplicate(LF_ar05_02) Banadis#LF_ar05_11 722
+arug_cas05,63,51,7 duplicate(LF_ar05_02) Banadis#LF_ar05_12 722
+arug_cas05,214,51,1 duplicate(LF_ar05_02) Banadis#LF_ar05_13 722
+
+// Guild Manager
+arug_cas05,328,98,3 script Steward#aru05 55,{
+ set .@GID, GetCastleData("arug_cas05",1);
+ if (.@GID == 0) {
+ mes "[ Steward ]";
+ mes "I await for the master";
+ mes "whom destiny will choose";
+ mes "for me. Do you think you";
+ mes "have to courage and strength";
+ mes "to conquer this stronghold?";
+ close;
+ }
+ if (getcharid(2) != .@GID || strcharinfo(0) != getguildmaster(.@GID)) {
+ mes "[ Steward ]";
+ mes "Hmpf. Your threats don't";
+ mes "scare me! Guardians, drive";
+ mes "this infidel away from here!";
+ mes "I will always be loyal to the";
+ mes "master of this stronghold,";
+ mes "the one and only ^FF0000" + getguildmaster(.@GID) + "^000000.";
+ close;
+ }
+ mes "[ Steward ]";
+ mes "Ah, Master ^FF0000" + getguildmaster(.@GID) + "^000000...";
+ mes "How shall I serve you today?";
+ mes "Was there an aspect of this";
+ mes "stronghold's maintenance";
+ mes "you wanted to discuss?";
+ next;
+ switch(select("Stronghold Briefing:Invest in Commercial Growth:Invest in Defense growth:Hire/Fire Storage Staff:Go to Master's room")) {
+ case 1:
+ mes "[ Steward ]";
+ mes "The Commercial Growth";
+ mes "Level of the stronghold is ^0000ff" + GetCastleData("arug_cas05",2) + ".";
+ if (GetCastleData("arug_cas05",4) > 0) {
+ mes "Last time, you invested in";
+ mes "Commercial Growth " + GetCastleData("arug_cas05",4) + ".";
+ }
+ next;
+ mes "[ Steward ]";
+ mes "Our stronghold's";
+ mes "safeguard level is " + GetCastleData("arug_cas05",3) + ".";
+ if (GetCastleData("arug_cas05",5) > 0) {
+ mes "Last time, you invested";
+ mes "in defense " + GetCastleData("arug_cas05",5) + " times.";
+ }
+ mes " ";
+ mes "That is all, master.";
+ close;
+ case 2:
+ set .@Economy,GetCastleData("arug_cas05",2);
+ if (.@Economy < 6) { set .@eco_invest,5000; }
+ else if ((.@Economy >= 6) && (.@Economy <= 10)) { set .@eco_invest,10000; }
+ else if ((.@Economy >= 11) && (.@Economy <= 15)) { set .@eco_invest,20000; }
+ else if ((.@Economy >= 16) && (.@Economy <= 20)) { set .@eco_invest,35000; }
+ else if ((.@Economy >= 21) && (.@Economy <= 25)) { set .@eco_invest,55000; }
+ else if ((.@Economy >= 26) && (.@Economy <= 30)) { set .@eco_invest,80000; }
+ else if ((.@Economy >= 31) && (.@Economy <= 35)) { set .@eco_invest,110000; }
+ else if ((.@Economy >= 36) && (.@Economy <= 40)) { set .@eco_invest,145000; }
+ else if ((.@Economy >= 41) && (.@Economy <= 45)) { set .@eco_invest,185000; }
+ else if ((.@Economy >= 46) && (.@Economy <= 50)) { set .@eco_invest,230000; }
+ else if ((.@Economy >= 51) && (.@Economy <= 55)) { set .@eco_invest,280000; }
+ else if ((.@Economy >= 56) && (.@Economy <= 60)) { set .@eco_invest,335000; }
+ else if ((.@Economy >= 61) && (.@Economy <= 65)) { set .@eco_invest,395000; }
+ else if ((.@Economy >= 66) && (.@Economy <= 70)) { set .@eco_invest,460000; }
+ else if ((.@Economy >= 71) && (.@Economy <= 75)) { set .@eco_invest,530000; }
+ else if ((.@Economy >= 76) && (.@Economy <= 80)) { set .@eco_invest,605000; }
+ else if ((.@Economy >= 81) && (.@Economy <= 85)) { set .@eco_invest,685000; }
+ else if ((.@Economy >= 86) && (.@Economy <= 90)) { set .@eco_invest,770000; }
+ else if ((.@Economy >= 91) && (.@Economy <= 95)) { set .@eco_invest,860000; }
+ else if ((.@Economy >= 96) && (.@Economy <= 100)) { set .@eco_invest,955000; }
+ //Quadruple the cost of investing if you've already invested once.
+ if (GetCastleData("arug_cas05",4)) {
+ set .@eco_invest,.@eco_invest*4;
+ }
+ mes "[ Steward ]";
+ mes "Raising the stronghold's";
+ mes "commercial growth will";
+ mes "increase the quantity of";
+ mes "goods produced for the guild.";
+ mes "Investing in commercial growth";
+ mes "will help the guild's future.";
+ next;
+ mes "[ Steward ]";
+ mes "You can make one investment";
+ mes "each day, but if you can make";
+ mes "two investments if you pay";
+ mes "more zeny: this will speed";
+ mes "up commercial development,";
+ mes "but can be quite expensive.";
+ next;
+ if (.@Economy == 100) {
+ mes "[ Steward ]";
+ mes "However, our stronghold's";
+ mes "commerical growth level is";
+ mes "at 100%. It's not possible to";
+ mes "develop commercial growth";
+ mes "any further than that.";
+ close;
+ }
+ if (GetCastleData("arug_cas05",4) >= 2) {
+ mes "[ Steward ]";
+ mes "You've already made two";
+ mes "investments today, so you'll";
+ mes "have to wait until tomorrow";
+ mes "to make another investment.";
+ close;
+ }
+ if (GetCastleData("arug_cas05",4) == 0) {
+ mes "[ Steward ]";
+ mes "You must pay ^FF0000" + .@eco_invest + "^000000 zeny";
+ mes "to make an investment";
+ mes "Will you invest in this";
+ mes "stronghold's commerical";
+ mes "development now?";
+ }
+ else {
+ mes "[ Steward ]";
+ mes "You must pay ^FF0000" + .@eco_invest + "^000000";
+ mes "more zeny to make a second";
+ mes "investment today. Will you";
+ mes "invest one more time?";
+ }
+ next;
+ switch(select("Invest in Commercial Growth:Cancel")) {
+ case 1:
+ if (GetCastleData("arug_cas05",4) >= 2) {
+ mes "[ Steward ]";
+ mes "You've already made two";
+ mes "investments today, so you'll";
+ mes "have to wait until tomorrow";
+ mes "to make another investment.";
+ close;
+ }
+ if (Zeny < .@eco_invest) {
+ mes "[ Steward ]";
+ mes "I'm sorry, Master, but";
+ mes "you do not have enough";
+ mes "zeny to make an investment";
+ mes "for the guild today.";
+ close;
+ }
+ set zeny,zeny-.@eco_invest;
+ SetCastleData "arug_cas05",4,GetCastleData("arug_cas05",4)+1;
+ mes "[ Steward ]";
+ mes "A wise use of the guild's";
+ mes "funds, Master. We can expect";
+ mes "to see the results of this";
+ mes "investment by tomorrow.";
+ close;
+ case 2:
+ mes "[ Steward ]";
+ mes "As you command, Master.";
+ close;
+ }
+ case 3:
+ set .@Defence,GetCastleData("arug_cas05",3);
+ if (.@Defence < 6) { set .@def_invest,10000; }
+ else if ((.@Defence >= 6) && (.@Defence <= 10)) { set .@def_invest,20000; }
+ else if ((.@Defence >= 11) && (.@Defence <= 15)) { set .@def_invest,40000; }
+ else if ((.@Defence >= 16) && (.@Defence <= 20)) { set .@def_invest,70000; }
+ else if ((.@Defence >= 21) && (.@Defence <= 25)) { set .@def_invest,110000; }
+ else if ((.@Defence >= 26) && (.@Defence <= 30)) { set .@def_invest,160000; }
+ else if ((.@Defence >= 31) && (.@Defence <= 35)) { set .@def_invest,220000; }
+ else if ((.@Defence >= 36) && (.@Defence <= 40)) { set .@def_invest,290000; }
+ else if ((.@Defence >= 41) && (.@Defence <= 45)) { set .@def_invest,370000; }
+ else if ((.@Defence >= 46) && (.@Defence <= 50)) { set .@def_invest,460000; }
+ else if ((.@Defence >= 51) && (.@Defence <= 55)) { set .@def_invest,560000; }
+ else if ((.@Defence >= 56) && (.@Defence <= 60)) { set .@def_invest,670000; }
+ else if ((.@Defence >= 61) && (.@Defence <= 65)) { set .@def_invest,790000; }
+ else if ((.@Defence >= 66) && (.@Defence <= 70)) { set .@def_invest,920000; }
+ else if ((.@Defence >= 71) && (.@Defence <= 75)) { set .@def_invest,1060000; }
+ else if ((.@Defence >= 76) && (.@Defence <= 80)) { set .@def_invest,1210000; }
+ else if ((.@Defence >= 81) && (.@Defence <= 85)) { set .@def_invest,1370000; }
+ else if ((.@Defence >= 86) && (.@Defence <= 90)) { set .@def_invest,1540000; }
+ else if ((.@Defence >= 91) && (.@Defence <= 95)) { set .@def_invest,1720000; }
+ else if ((.@Defence >= 96) && (.@Defence <= 100)) { set .@def_invest,1910000; }
+ //Quadruple the cost of investing if you've already invested once.
+ if (GetCastleData("arug_cas05",5)) {
+ set .@def_invest,.@def_invest*4;
+ }
+ mes "[ Steward ]";
+ mes "Investing in our stronghold's";
+ mes "defense will enhance the";
+ mes "durability of our Guardians";
+ mes "and the Emperium. We'll need";
+ mes "every advantage to protect";
+ mes "ourselves from our enemies.";
+ next;
+ mes "[ Steward ]";
+ mes "You can invest in defense";
+ mes "once per day, but if you pay";
+ mes "more zeny, you can invest";
+ mes "a maximum of two times daily.";
+ next;
+ mes "[ Steward ]";
+ if (GetCastleData("arug_cas05",3) == 100) {
+ mes "The Defense Level of this";
+ mes "stronghold is 100%, and";
+ mes "cannot be increased further.";
+ close;
+ }
+ if (GetCastleData("arug_cas05",5) >= 2) {
+ mes "Master, you've already";
+ mes "invested in Defense twice";
+ mes "today. You'll need to wait";
+ mes "until tomorrow if you really";
+ mes "want to increase our defenses.";
+ close;
+ }
+ if (GetCastleData("arug_cas05",5) == 0) {
+ mes "We need ^FF0000" + .@def_invest + "^000000";
+ mes "zeny to invest in our";
+ mes "stronghold's defenses.";
+ mes "Will you invest now?";
+ }
+ else {
+ mes "We need ^FF0000" + .@def_invest + "^000000";
+ mes "zeny to invest in our";
+ mes "stronghold's defenses";
+ mes "a second time today.";
+ mes "Will you invest now?";
+ }
+ next;
+ switch(select("Invest in Defense:Cancel")) {
+ case 1:
+ if (GetCastleData("arug_cas05",5) >= 2) {
+ mes "[ Steward ]";
+ mes "Master, you've already";
+ mes "invested in Defense twice";
+ mes "today. You'll need to wait";
+ mes "until tomorrow if you really";
+ mes "want to increase our defenses.";
+ close;
+ }
+ if (Zeny < .@def_invest) {
+ mes "[ Steward ]";
+ mes "I'm sorry, Master, but";
+ mes "you do not have enough";
+ mes "zeny to make an investment";
+ mes "for the guild today.";
+ close;
+ }
+ set zeny,zeny-.@def_invest;
+ SetCastleData "arug_cas05",5,GetCastleData("arug_cas05",5)+1;
+ mes "[ Steward ]";
+ mes "A wise use of the guild's";
+ mes "funds, Master. Increasing";
+ mes "the frequency of treasure";
+ mes "procured by the guild will";
+ mes "definitely help us all.";
+ close;
+ case 2:
+ mes "[ Steward ]";
+ mes "As you command, Master.";
+ close;
+ }
+ case 4:
+ if (GetCastleData("arug_cas05",9) == 1) {
+ mes "[ Steward ]";
+ mes "Do you wish to dismiss";
+ mes "the Kafra Employee that";
+ mes "we've hired for the guild?";
+ next;
+ switch(select("Dismiss:Cancel")) {
+ case 1:
+ cutin "kafra_01",2;
+ mes "[ Hired Kafra Employee ]";
+ mes "Master, please reconsider!";
+ mes "I've been working very hard";
+ mes "for the success of the guild!";
+ mes "I'll try harder to serve the";
+ mes "guild members of this";
+ mes "stronghold, I promise!";
+ next;
+ switch(select("Dismiss:Cancel")) {
+ case 1:
+ mes "[ Hired Kafra Employee ]";
+ mes "Why?! What have I done";
+ mes "to deserve this? Waaah~!";
+ next;
+ cutin "kafra_01",255;
+ break;
+ case 2:
+ mes "[ Hired Kafra Employee ]";
+ mes "Thank you, Master!";
+ mes "I'll obey your every";
+ mes "command as best I can!";
+ mes "You won't regret this!";
+ close;
+ }
+ break;
+ case 2:
+ mes "[ Steward ]";
+ mes "She works very hard,";
+ mes "in my opinion. It was in";
+ mes "all of our best interests to";
+ mes "allow her to stay with us.";
+ close;
+ }
+ disablenpc "Kafra Employee#arug_cas05";
+ SetCastleData "arug_cas05",9,0;
+ mes "[ Steward ]";
+ mes "That Kafra Employee";
+ mes "has been dismissed.";
+ mes "Were really dissatisfied";
+ mes "by the quality of her service?";
+ close;
+ }
+ else {
+ mes "[ Steward ]";
+ mes "Will you hire a";
+ mes "Kafra Employee to serve";
+ mes "our stronghold? You must";
+ mes "pay ^FF000010,000 zeny^000000 to hire one.";
+ next;
+ switch(select("Hire:Cancel")) {
+ case 1:
+ if (getgdskilllv(.@GID,10001) == 0) {
+ mes "[ Steward ]";
+ mes "Master, we cannot hire a";
+ mes "Kafra Employee because";
+ mes "you have not yet attained";
+ mes "the ^FF0000Contract with Kafra^000000";
+ mes "guild skill.";
+ close;
+ }
+ if (Zeny < 10000) {
+ mes "[ Steward ]";
+ mes "Master, we cannot hire a";
+ mes "Kafra Employee because";
+ mes "we do not have enough";
+ mes "funds to pay the contract fee.";
+ close;
+ }
+ set zeny,zeny-10000;
+ enablenpc "Kafra Employee#aru05";
+ SetCastleData "arug_cas05",9,1;
+ mes "[ Steward ]";
+ mes "Very well. We have formed";
+ mes "a contract with the Kafra";
+ mes "Head Office, and hired a";
+ mes "Kafra Employee for our";
+ mes "stronghold. Here she is~";
+ next;
+ cutin "kafra_01",2;
+ mes "[ Hired Kafra Employee ]";
+ mes "How do you do? I've";
+ mes "been dispatched by the";
+ mes "Kafra Head Office to";
+ mes "serve your guild's needs.";
+ mes "I'll do my best to follow";
+ mes "your every command, Master.";
+ next;
+ cutin "kafra_01",255;
+ mes "[ Steward ]";
+ mes "Our contract will expire";
+ mes "after one month, so we must";
+ mes "pay additional fees to keep";
+ mes "this Kafra Employee in";
+ mes "the service of our guild.";
+ close;
+ case 2:
+ mes "[ Steward ]";
+ mes "As you command, Master.";
+ mes "However, I suggest hiring";
+ mes "a Kafra Employee as soon";
+ mes "as possible since our guild";
+ mes "would greatly benefit from";
+ mes "the convenient Kafra services.";
+ close;
+ }
+ }
+ case 5:
+ mes "[ Steward ]";
+ mes "Do you wish to enter the";
+ mes "Guild Treasure Room?";
+ mes "Only you, the Guild Master,";
+ mes "are permitted to enter.";
+ next;
+ mes "[ Steward ]";
+ mes "Please remember to open";
+ mes "the Treasure Boxes at the";
+ mes "proper time. Otherwise, the";
+ mes "treasure may disappear if";
+ mes "something unexpected happens.";
+ next;
+ switch(select("Go to Treasure Room:Cancel")) {
+ case 1:
+ mes "[ Steward ]";
+ mes "Allow me to guide you";
+ mes "on the secret path to";
+ mes "the Treasure Room.";
+ mes "Press the secret switch";
+ mes "when you wish to return here.";
+ close2;
+ warp "arug_cas05",292,266;
+ end;
+ case 2:
+ mes "[ Steward ]";
+ mes "Items in the Treasure Room";
+ mes "are produced once each day.";
+ mes "Therefore, you must obtain";
+ mes "the treasure items everyday.";
+ mes "For the sake of the guild,";
+ mes "prioritize treasure harvesting!";
+ close;
+ }
+ }
+
+Onstop:
+ stopnpctimer;
+ end;
+
+OnStartArena:
+ set .@GID,getcharid(2);
+ // Lower castle Economy
+ set .@Economy,GetCastleData("arug_cas05",2) - 5;
+ if (.@Economy < 0) set .@Economy, 0;
+ SetCastleData "arug_cas05", 2, .@Economy;
+ // Lower Castle Defence
+ set .@Defence,GetCastleData("arug_cas05",3) - 5;
+ if (.@Defence < 0) set .@Defence, 0;
+ SetCastleData "arug_cas05", 3, .@Defence;
+ // Set new owner
+ SetCastleData "arug_cas05",1, .@GID;
+ // Clear castle's data.
+ for( set .@i, 4; .@i <= 9; set .@i, .@i+1 )
+ SetCastleData "arug_cas05", .@i, 0;
+ // Disable Kafra
+ disablenpc "Kafra Employee#aru05";
+
+ set .msg,2;
+ if (.msg == 1) {
+ announce "Fortress [" + GetCastleName("arug_cas05") + "]'s 'Valfreyja' was captured by [" + getguildname(.@gid) + "] Guild.",bc_all|bc_woe;
+ donpcevent "Manager#aru05_02::Onstart";
+ }
+ else if (.msg == 2) {
+ announce "The [" + getguildname(.@gid) + "] conquered the [Valfreyja 5] stronghold of "+GetCastleName("arug_cas05"),bc_all|bc_woe;
+ mapannounce "arug_cas05","The emperium has been shattered!",bc_map,"0x00FF00",FW_NORMAL,20,0,40;
+ if (agitcheck2()) {
+ donpcevent "Manager#aru05_02::Onreset";
+ initnpctimer;
+ }
+ else {
+ donpcevent "Manager#aru05_02::Onreset";
+ stopnpctimer;
+ }
+ }
+ else if (.msg == 0) {
+ announce "Fortress [" + GetCastleName("arug_cas05") + "]'s 'Valfreyja' was captured by [" + getguildname(.@gid) + "] Guild.",bc_all|bc_woe;
+ donpcevent "Manager#aru05_02::Onreset";
+ stopnpctimer;
+ end;
+ }
+ MapRespawnGuildID "arug_cas05",GetCastleData("arug_cas05",1),2;
+ donpcevent "::OnRecvCastlear05";
+ end;
+
+OnTimer10000:
+ donpcevent "Manager#aru05_02::Onchange";
+ mapannounce "arug_cas05","Rebuild this stronghold's Guardian Stones and Fortress Gates to secure your guild's new aquisition!",bc_map,"0x00FF00",FW_NORMAL,20,0,40;
+ end;
+}
+
+// Guild Kafra
+arug_cas05,315,98,5 script Kafra Employee#aru05 117,{
+ cutin "kafra_01",2;
+ set .@GID, GetCastleData("arug_cas05",1);
+ if (getcharid(2) == .@GID && getgdskilllv(.@GID,10001)) {
+ mes "[Kafra Employee]";
+ mes "Welcome, proud member";
+ mes "of the ^FF0000" + GetGuildName(.@GID) + "^000000 Guild!";
+ mes "The Kafra Corporation is ready";
+ mes "to assist you wherever you go!";
+ next;
+ switch(select("Use Storage:Use Warp Service:Rent Pushcart:Cancel")) {
+ case 1:
+ if (basicskillcheck() && getskilllv("NV_BASIC") < 6) {
+ mes "[Kafra Employee]";
+ mes "I'm so sorry, but you must";
+ mes "have at least Novice Skill";
+ mes "Lv.6 to use the Storage.";
+ }
+ else {
+ openstorage;
+ }
+ break;
+ case 2:
+ mes "[Kafra Employee]";
+ mes "Please tell me your";
+ mes "Warp destination.";
+ next;
+ switch(select("Rachel -> 200 z:Cancel")) {
+ case 1:
+ if (Zeny < 200) {
+ mes "[Kafra Employee]";
+ mes "I'm sorry, but you don't";
+ mes "have enough zeny to pay";
+ mes "the warp fee. Would you";
+ mes "please check your funds again?";
+ close2;
+ cutin "kafra_01",255;
+ end;
+ }
+ set zeny,zeny-200;
+ warp "rachel",115,125;
+ end;
+ case 2:
+ cutin "kafra_01",255;
+ }
+ break;
+ case 3:
+ if (BaseClass != Job_Merchant) {
+ mes "[Kafra Employee]";
+ mes "I'm sorry, but the Pushcart";
+ mes "rental service can only be";
+ mes "used by Merchant, Blacksmith,";
+ mes "and Alchemist class characters.";
+ }
+ else if (checkcart() == 1) {
+ mes "[Kafra Employee]";
+ mes "Hm? You've already";
+ mes "rented a Pushcart.";
+ }
+ else {
+ mes "[Kafra Employee]";
+ mes "The Pushcart rental fee";
+ mes "is 800 zeny. Would you";
+ mes "like to rent a Pushcart?";
+ next;
+ switch(select("Rent Pushcart:Cancel")) {
+ case 1:
+ if (Zeny < 800) {
+ mes "[Kafra Employee]";
+ mes "I'm sorry, but you don't";
+ mes "have enough zeny to rent";
+ mes "one of our Pushcarts.";
+ close2;
+ cutin "kafra_01",255;
+ end;
+ }
+ set zeny,zeny-800;
+ setcart;
+ break;
+ case 2:
+ break;
+ }
+ }
+ break;
+ case 4:
+ mes "[Kafra Employee]";
+ mes "Thank you for using the";
+ mes "Kafra Service. Wherever";
+ mes "you go, Kafra will be";
+ mes "there to support you!";
+ close2;
+ cutin "kafra_01",255;
+ end;
+ }
+ close2;
+ cutin "kafra_01",255;
+ end;
+ }
+ else {
+ mes "[Kafra Employee]";
+ mes "I'm sorry, but I've been";
+ mes "exclusively contracted";
+ mes "to the members of the";
+ mes "^FF0000" + GetGuildName(.@GID) + "^000000 Guild.";
+ mes "You'll have to ask another";
+ mes "Kafra Employee to help you...";
+ close2;
+ cutin "kafra_01",255;
+ end;
+ }
+
+OnRecvCastlear05:
+ if (GetCastleData("arug_cas05",1) == 0) {
+ monster "arug_cas05",0,0,"Evil Druid",1117,10;
+ monster "arug_cas05",0,0,"Khalitzburg",1132,4;
+ monster "arug_cas05",0,0,"Abysmal Knight",1219,3;
+ monster "arug_cas05",0,0,"Executioner",1205,1;
+ monster "arug_cas05",0,0,"Penomena",1216,10;
+ monster "arug_cas05",0,0,"Alarm",1193,18;
+ monster "arug_cas05",0,0,"Clock",1269,9;
+ monster "arug_cas05",0,0,"Raydric Archer",1276,12;
+ monster "arug_cas05",0,0,"Wanderer",1208,3;
+ monster "arug_cas05",0,0,"Alice",1275,1;
+ monster "arug_cas05",0,0,"Bloody Knight",1268,2;
+ monster "arug_cas05",0,0,"Dark Lord",1272,2;
+ monster "arug_cas05",0,0,"Tower Keeper",1270,4;
+ disablenpc "Kafra Employee#aru05";
+ }
+ if (GetCastleData("arug_cas05",9) < 1) {
+ disablenpc "Kafra Employee#aru05";
+ }
+ end;
+}
+
+arug_cas05,299,277,0 script #aru05_switch 111,{
+ mes " ";
+ mes "^3355FFWill you pull";
+ mes "this small lever?^000000";
+ next;
+ switch(select("Pull Lever:Cancel")) {
+ case 1:
+ warp "arug_cas05",321,57;
+ end;
+ case 2:
+ close;
+ }
+}
+
+aru_gld,289,103,6 script Banadis#flag_ar05_1::ar05_Flag 722,{
+ set .@GID, GetCastleData("arug_cas05",1);
+ if (.@GID == 0) {
+ mes "[ Arunafeltz Royal Edict ]";
+ mes "The Holy Kingdom of";
+ mes "Arunafeltz declares that";
+ mes "one has yet to claim lordship";
+ mes "over this stronghold. The one";
+ mes "that breaks the Emperium will";
+ mes "be recognized as its new owner.";
+ close;
+ }
+ else {
+ if (getcharid(2) == .@GID) {
+ mes "[ Ringing Voice ]";
+ mes "Courageous one,";
+ mes "do you wish to return";
+ mes "to your stronghold?";
+ next;
+ switch(select("Return to the Stronghold:Cancel")) {
+ case 1:
+ set .@GID, GetCastleData("arug_cas05",1);
+ if (getcharid(2) == .@GID) {
+ warp "arug_cas05",121,318;
+ end;
+ }
+ close;
+ case 2:
+ close;
+ }
+ }
+ mes "[ Arunafeltz Royal Edict ]";
+ mes "The Holy Kingdom of";
+ mes "Arunafeltz decrees that";
+ mes "this stronghold is owned";
+ mes "by the ^FF0000" + GetGuildName(.@GID) + "^000000 Guild.";
+ next;
+ mes "[ Arunafeltz Royal Edict ]";
+ mes "^FF0000" + GetGuildMaster(.@GID) + "^000000 is";
+ mes "Guild Master of ^FF0000" + GetGuildName(.@GID) + "^000000.";
+ mes "Any that object must claim this";
+ mes "stronghold through strength of";
+ mes "steel and magic during the";
+ mes "appointed Guild Siege times.";
+ close;
+ }
+
+OnInterIfInitOnce:
+OnRecvCastlear05:
+ FlagEmblem GetCastleData("arug_cas05",1);
+ end;
+}
+
+aru_gld,289,112,6 duplicate(ar05_Flag) Banadis#flag_ar05_2 722
+
+aru_gld,350,98,6 script Banadis#flag_ar05_3::ar05_Flag2 722,{
+ set .@GID, GetCastleData("arug_cas05",1);
+ if (.@GID == 0) {
+ mes "[ Arunafeltz Royal Edict ]";
+ mes "The Holy Kingdom of";
+ mes "Arunafeltz declares that";
+ mes "one has yet to claim lordship";
+ mes "over this stronghold. The one";
+ mes "that breaks the Emperium will";
+ mes "be recognized as its new owner.";
+ close;
+ }
+ else {
+ mes "[ Arunafeltz Royal Edict ]";
+ mes "The Holy Kingdom of";
+ mes "Arunafeltz decrees that";
+ mes "this stronghold is owned";
+ mes "by the ^FF0000" + GetGuildName(.@GID) + "^000000 Guild.";
+ next;
+ mes "[ Arunafeltz Royal Edict ]";
+ mes "^FF0000" + GetGuildMaster(.@GID) + "^000000 is";
+ mes "Guild Master of ^FF0000" + GetGuildName(.@GID) + "^000000.";
+ mes "Any that object must claim this";
+ mes "stronghold through strength of";
+ mes "steel and magic during the";
+ mes "appointed Guild Siege times.";
+ close;
+ }
+
+OnInterIfInitOnce:
+OnRecvCastlear05:
+ FlagEmblem GetCastleData("arug_cas05",1);
+ end;
+}
+
+aru_gld,350,88,6 duplicate(ar05_Flag2) Banadis#flag_ar05_4 722
diff --git a/npc/pre-re/guild2/guild_dungeon.txt b/npc/pre-re/guild2/guild_dungeon.txt
new file mode 100644
index 000000000..052b7441e
--- /dev/null
+++ b/npc/pre-re/guild2/guild_dungeon.txt
@@ -0,0 +1,172 @@
+//===== rAthena Script =======================================
+//= War of Emperium Second Edition
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= WoE SE Guild dungeon entrances in Juno and Rachel
+//===== Additional Comments: =================================
+//= 1.0 First Version [L0ne_W0lf]
+//============================================================
+
+schg_cas01,280,391,3 script Mysterious Sunflower#01 976,{
+ set .@GID, GetCastleData("schg_cas01",1);
+ if (getcharid(2) == .@GID) {
+ mes "-It's an amazingly huge sunflower; as big as a human! ... You feel something mysterious emanating from the flower.-";
+ next;
+ switch(select("Hold the stem.:Do nothing.")) {
+ case 1:
+ warp "schg_dun01",262,314;
+ end;
+ case 2:
+ mes "It's too scary to touch unknown things.";
+ close;
+ }
+ }
+}
+
+schg_cas02,174,328,3 script Mysterious Sunflower#02 976,{
+ set .@GID, GetCastleData("schg_cas02",1);
+ if (getcharid(2) == .@GID) {
+ mes "-It's an amazingly huge sunflower; as big as a human! ... You feel something mysterious emanating from the flower.-";
+ next;
+ switch(select("Hold the stem.:Do nothing.")) {
+ case 1:
+ warp "schg_dun01",94,284;
+ end;
+ case 2:
+ mes "It's too scary to touch unknown things.";
+ close;
+ }
+ }
+}
+
+schg_cas03,25,22,3 script Mysterious Sunflower#03 976,{
+ set .@GID, GetCastleData("schg_cas03",1);
+ if (getcharid(2) == .@GID) {
+ mes "-It's an amazingly huge sunflower; as big as a human! ... You feel something mysterious emanating from the flower.-";
+ next;
+ switch(select("Hold the stem.:Do nothing.")) {
+ case 1:
+ warp "schg_dun01",79,140;
+ end;
+ case 2:
+ mes "It's too scary to touch unknown things.";
+ close;
+ }
+ }
+}
+
+schg_cas04,280,391,3 script Mysterious Sunflower#04 976,{
+ set .@GID, GetCastleData("schg_cas04",1);
+ if (getcharid(2) == .@GID) {
+ mes "-It's an amazingly huge sunflower; as big as a human! ... You feel something mysterious emanating from the flower.-";
+ next;
+ switch(select("Hold the stem.:Do nothing.")) {
+ case 1:
+ warp "schg_dun01",212,70;
+ end;
+ case 2:
+ mes "It's too scary to touch unknown things.";
+ close;
+ }
+ }
+}
+
+schg_cas05,280,391,3 script Mysterious Sunflower#05 976,{
+ set .@GID, GetCastleData("schg_cas05",1);
+ if (getcharid(2) == .@GID) {
+ mes "-It's an amazingly huge sunflower; as big as a human! ... You feel something mysterious emanating from the flower.-";
+ next;
+ switch(select("Hold the stem.:Do nothing.")) {
+ case 1:
+ warp "schg_dun01",322,166;
+ end;
+ case 2:
+ mes "It's too scary to touch unknown things.";
+ close;
+ }
+ }
+}
+
+arug_cas01,157,345,3 script Mysterious Sunflower#06 977,{
+ set .@GID, GetCastleData("arug_cas01",1);
+ if (getcharid(2) == .@GID) {
+ mes "-It's an amazingly huge sunflower; as big as a human! ... You feel something mysterious emanating from the flower.-";
+ next;
+ switch(select("Hold the stem.:Do nothing.")) {
+ case 1:
+ warp "arug_dun01",350,350;
+ end;
+ case 2:
+ mes "It's too scary to touch unknown things.";
+ close;
+ }
+ }
+}
+
+arug_cas02,350,294,3 script Mysterious Sunflower#07 977,{
+ set .@GID, GetCastleData("arug_cas02",1);
+ if (getcharid(2) == .@GID) {
+ mes "-It's an amazingly huge sunflower; as big as a human! ... You feel something mysterious emanating from the flower.-";
+ next;
+ switch(select("Hold the stem.:Do nothing.")) {
+ case 1:
+ warp "arug_dun01",350,50;
+ end;
+ case 2:
+ mes "It's too scary to touch unknown things.";
+ close;
+ }
+ }
+}
+arug_cas03,312,154,3 script Mysterious Sunflower#08 977,{
+ set .@GID, GetCastleData("arug_cas03",1);
+ if (getcharid(2) == .@GID) {
+ mes "-It's an amazingly huge sunflower; as big as a human! ... You feel something mysterious emanating from the flower.-";
+ next;
+ switch(select("Hold the stem.:Do nothing.")) {
+ case 1:
+ warp "arug_dun01",50,50;
+ end;
+ case 2:
+ mes "It's too scary to touch unknown things.";
+ close;
+ }
+ }
+}
+
+arug_cas04,312,154,3 script Mysterious Sunflower#09 977,{
+ set .@GID, GetCastleData("arug_cas04",1);
+ if (getcharid(2) == .@GID) {
+ mes "-It's an amazingly huge sunflower; as big as a human! ... You feel something mysterious emanating from the flower.-";
+ next;
+ switch(select("Hold the stem.:Do nothing.")) {
+ case 1:
+ warp "arug_dun01",50,350;
+ end;
+ case 2:
+ mes "It's too scary to touch unknown things.";
+ close;
+ }
+ }
+}
+
+arug_cas05,312,154,3 script Mysterious Sunflower#10 977,{
+ set .@GID, GetCastleData("arug_cas05",1);
+ if (getcharid(2) == .@GID) {
+ mes "-It's an amazingly huge sunflower; as big as a human! ... You feel something mysterious emanating from the flower.-";
+ next;
+ switch(select("Hold the stem.:Do nothing.")) {
+ case 1:
+ warp "arug_dun01",200,386;
+ end;
+ case 2:
+ mes "It's too scary to touch unknown things.";
+ close;
+ }
+ }
+}
diff --git a/npc/pre-re/guild2/guild_flags.txt b/npc/pre-re/guild2/guild_flags.txt
new file mode 100644
index 000000000..8d4f6080c
--- /dev/null
+++ b/npc/pre-re/guild2/guild_flags.txt
@@ -0,0 +1,105 @@
+//===== rAthena Script =======================================
+//= War of Emperium Second Edition
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= WoE SE Guild Flags in Juno and Rachel
+//===== Additional Comments: =================================
+//= 1.0 First Version [L0ne_W0lf]
+//============================================================
+
+// Juno
+yuno,109,167,5 script Himinn 722,{
+ end;
+
+OnInterIfInitOnce:
+OnRecvCastlesc01:
+ FlagEmblem GetCastleData("schg_cas01",1);
+ end;
+}
+
+yuno,110,171,5 script Andlangr 722,{
+ end;
+
+OnInterIfInitOnce:
+OnRecvCastlesc02:
+ FlagEmblem GetCastleData("schg_cas02",1);
+ end;
+}
+
+yuno,111,175,5 script Viblainn 722,{
+ end;
+
+OnInterIfInitOnce:
+OnRecvCastlesc03:
+ FlagEmblem GetCastleData("schg_cas03",1);
+ end;
+}
+
+yuno,112,179,5 script Hljod 722,{
+ end;
+
+OnInterIfInitOnce:
+OnRecvCastlesc04:
+ FlagEmblem GetCastleData("schg_cas04",1);
+ end;
+}
+
+yuno,114,183,5 script Skidbladnir 722,{
+ end;
+
+OnInterIfInitOnce:
+OnRecvCastlesc05:
+ FlagEmblem GetCastleData("schg_cas05",1);
+ end;
+}
+
+// Arunafeltz
+rachel,124,120,3 script Mardol 722,{
+ end;
+
+OnInterIfInitOnce:
+OnRecvCastlear01:
+ FlagEmblem GetCastleData("arug_cas01",1);
+ end;
+}
+
+rachel,136,120,5 script Cyr 722,{
+ end;
+
+OnInterIfInitOnce:
+OnRecvCastlear02:
+ FlagEmblem GetCastleData("arug_cas02",1);
+ end;
+}
+
+rachel,138,126,6 script Horn 722,{
+ end;
+
+OnInterIfInitOnce:
+OnRecvCastlear03:
+ FlagEmblem GetCastleData("arug_cas03",1);
+ end;
+}
+
+rachel,135,131,7 script Gefn 722,{
+ end;
+
+OnInterIfInitOnce:
+OnRecvCastlear04:
+ FlagEmblem GetCastleData("arug_cas04",1);
+ end;
+}
+
+rachel,124,130,1 script Banadis 722,{
+ end;
+
+OnInterIfInitOnce:
+OnRecvCastlear05:
+ FlagEmblem GetCastleData("arug_cas05",1);
+ end;
+}
diff --git a/npc/pre-re/guild2/schg_cas01.txt b/npc/pre-re/guild2/schg_cas01.txt
new file mode 100644
index 000000000..4a328519d
--- /dev/null
+++ b/npc/pre-re/guild2/schg_cas01.txt
@@ -0,0 +1,2936 @@
+//===== rAthena Script =======================================
+//= War of Emperium Second Edition
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 2.1
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= WoE SE Schwaltzvalt Castle 1
+//===== Additional Comments: =================================
+//= 1.0 First Version [L0ne_W0lf]
+//= 1.1 Swaped an end for a close in eco investing. [L0ne_W0lf]
+//= 1.2 Fixed take-over lowering schg_cas04's eco. [L0ne_W0lf]
+//= 1.3 Fixed double message in defense investing. [L0ne_W0lf]
+//= Corrected a minor typo in the guild steward.
+//= 1.4 Fixed a guardian spawning NPCs. [L0ne_W0lf]
+//= 1.5 Fixed investment period not resetting. [L0ne_W0lf]
+//= Made it so treasure won't spawn if castle is empty.
+//= Treasure will now be killed before spawning.
+//= 1.6 Corrected a typo with treasure spawning. [L0ne_W0lf]
+//= 1.7 Replaced effect numerics with constants. [L0ne_W0lf]
+//= 1.8 Corrected wrong treasure spawn position. [zapbomb]
+//= 1.9 Applied updated eco/def systems. [L0ne_W0lf]
+//= 2.0 Fixed eco/def not actually incrementing. [L0ne_W0lf]
+//= Can no longer gain eco/def higher than 100.
+//= 2.1 Fixed a possible exploit in guild castle investment. [Brian]
+//============================================================
+
+schg_cas01,1,1,0 script Manager#sch01_02 111,{
+ end;
+
+OnAgitInit2:
+OnRecvCastleSc01:
+ if (GetCastleData("schg_cas01",1) == 0) {
+ donpcevent "Manager#sch01_02::Onstart";
+ }
+ end;
+
+OnAgitStart2:
+ if (agitcheck2()) {
+ MapRespawnGuildID "schg_cas01",GetCastleData("schg_cas01",1),2;
+ GvgOn "schg_cas01";
+ donpcevent "Manager#sch01_02::Onstart";
+ }
+ else {
+ donpcevent "#sch01_RL00::OnDisable";
+ donpcevent "#sch01_RL01::OnDisable";
+ donpcevent "#sch01_RL02::OnDisable";
+ donpcevent "#sch01_RL03::OnDisable";
+ }
+ end;
+
+OnAgitEnd2:
+ GvgOff "schg_cas01";
+ if (GetCastleData("schg_cas01",1)) {
+ KillMonster "schg_cas01","Steward#sch01::OnStartArena";
+ donpcevent "Manager#sch01_02::Onreset";
+ donpcevent "Steward#sch01::Onstop";
+ }
+ end;
+
+Onstart:
+ // 1st Guardian stone, 2nd Guardian stone, Barrier 1, Barrier 2, Barrier 3, Summon Guardians
+ // Settings for all but Summon Guardians
+ // 0 = Okay; 1 = Destroyed; 2 = Repairing
+ // Summon Guardians
+ // 0 = Do not Summon; 1 = Summon
+ if (GetCastleData("schg_cas01",1)) {
+ setarray $agit_sc01[0],0,0,0,0,0,0;
+ donpcevent "#sch01_df01::OnEnable";
+ donpcevent "#sch01_df02::OnEnable";
+ donpcevent "#sch01_RL00::OnEnable";
+ donpcevent "#sch01_RL01::OnEnable";
+ donpcevent "#sch01_RL02::OnEnable";
+ donpcevent "#sch01_RL03::OnEnable";
+ }
+ monster "schg_cas01",120,272,"Emperium",1288,1,"Steward#sch01::OnStartArena";
+ end;
+
+Onreset:
+ donpcevent "#sch01_df01::OnDisable";
+ donpcevent "#sch01_df02::OnDisable";
+ donpcevent "#sch01_gard01::Onreset";
+ donpcevent "#sch01_gard02::Onreset";
+ donpcevent "#sch01_RL00::OnDisable";
+ donpcevent "#sch01_RL01::OnDisable";
+ donpcevent "#sch01_RL02::OnDisable";
+ donpcevent "#sch01_RL03::OnDisable";
+ donpcevent "1st Guardian Stone#sch01::OnDisable";
+ donpcevent "2nd Guardian Stone#sch01::OnDisable";
+ donpcevent "Control Device01#sch01::OnDisable";
+ donpcevent "Control Device02#sch01::OnDisable";
+ donpcevent "Control Device03#sch01::OnDisable";
+ if (agitcheck2()) {
+ setarray $agit_sc01[0],0,0,1,1,1,0;
+ }
+ end;
+
+Onchange:
+ setarray $agit_sc01[0],2,2,1,1,2,0;
+ monster "schg_cas01",120,272,"Emperium",1288,1,"Steward#sch01::OnStartArena";
+ donpcevent "Control Device03#sch01::OnEnable";
+ donpcevent "1st Guardian Stone#sch01::OnEnable";
+ donpcevent "2nd Guardian Stone#sch01::OnEnable";
+ end;
+
+OnClock0001:
+ if (!GetCastleData("schg_cas01",1)) end;
+ killmonster "schg_cas01","Manager#sch01_02::OnTreasureDied";
+
+ if (GetCastleData("schg_cas01",4)) {
+ set .@Economy,GetCastleData("schg_cas01",2);
+ SetCastleData "schg_cas01",2,.@Economy + GetCastleData("schg_cas01",4) + (rand(2) && getgdskilllv(.@GID,10014));
+ if (GetCastleData("schg_cas01",2) > 100) SetCastleData "schg_cas01",2,100;
+ setcastledata "schg_cas01",4,0;
+ }
+ if (GetCastleData("schg_cas01",5)) {
+ set .@Defence,GetCastleData("schg_cas01",3);
+ SetCastleData "schg_cas01",3,.@Defence + GetCastleData("schg_cas01",5);
+ if (GetCastleData("schg_cas01",3) > 100) SetCastleData "schg_cas01",3,100;
+ setcastledata "schg_cas01",5,0;
+ }
+
+ set .@Treasure,GetCastleData("schg_cas01",2)/5+4;
+ if (.@Treasure) {
+ monster "schg_cas01",388,388,"Treasure Chest",1938,1,"Manager#sch01_02::OnTreasureDied";
+ monster "schg_cas01",388,389,"Treasure Chest",1324,1,"Manager#sch01_02::OnTreasureDied";
+ monster "schg_cas01",388,390,"Treasure Chest",1938,1,"Manager#sch01_02::OnTreasureDied";
+ monster "schg_cas01",387,390,"Treasure Chest",1324,1,"Manager#sch01_02::OnTreasureDied";
+ if (.@Treasure < 5) end;
+ monster "schg_cas01",386,390,"Treasure Chest",1938,1,"Manager#sch01_02::OnTreasureDied";
+ if (.@Treasure < 6) end;
+ monster "schg_cas01",385,390,"Treasure Chest",1324,1,"Manager#sch01_02::OnTreasureDied";
+ if (.@Treasure < 7) end;
+ monster "schg_cas01",384,389,"Treasure Chest",1938,1,"Manager#sch01_02::OnTreasureDied";
+ if (.@Treasure < 8) end;
+ monster "schg_cas01",384,388,"Treasure Chest",1324,1,"Manager#sch01_02::OnTreasureDied";
+ if (.@Treasure < 9) end;
+ monster "schg_cas01",384,387,"Treasure Chest",1938,1,"Manager#sch01_02::OnTreasureDied";
+ if (.@Treasure < 10) end;
+ monster "schg_cas01",384,386,"Treasure Chest",1324,1,"Manager#sch01_02::OnTreasureDied";
+ if (.@Treasure < 11) end;
+ monster "schg_cas01",384,385,"Treasure Chest",1938,1,"Manager#sch01_02::OnTreasureDied";
+ if (.@Treasure < 12) end;
+ monster "schg_cas01",384,384,"Treasure Chest",1324,1,"Manager#sch01_02::OnTreasureDied";
+ if (.@Treasure < 13) end;
+ monster "schg_cas01",385,384,"Treasure Chest",1938,1,"Manager#sch01_02::OnTreasureDied";
+ if (.@Treasure < 14) end;
+ monster "schg_cas01",386,384,"Treasure Chest",1324,1,"Manager#sch01_02::OnTreasureDied";
+ if (.@Treasure < 15) end;
+ monster "schg_cas01",387,384,"Treasure Chest",1938,1,"Manager#sch01_02::OnTreasureDied";
+ if (.@Treasure < 16) end;
+ monster "schg_cas01",388,384,"Treasure Chest",1324,1,"Manager#sch01_02::OnTreasureDied";
+ if (.@Treasure < 17) end;
+ monster "schg_cas01",389,384,"Treasure Chest",1938,1,"Manager#sch01_02::OnTreasureDied";
+ if (.@Treasure < 18) end;
+ monster "schg_cas01",390,384,"Treasure Chest",1324,1,"Manager#sch01_02::OnTreasureDied";
+ if (.@Treasure < 19) end;
+ monster "schg_cas01",390,385,"Treasure Chest",1938,1,"Manager#sch01_02::OnTreasureDied";
+ if (.@Treasure < 20) end;
+ monster "schg_cas01",390,386,"Treasure Chest",1324,1,"Manager#sch01_02::OnTreasureDied";
+ if (.@Treasure < 21) end;
+ monster "schg_cas01",389,386,"Treasure Chest",1938,1,"Manager#sch01_02::OnTreasureDied";
+ if (.@Treasure < 22) end;
+ monster "schg_cas01",388,386,"Treasure Chest",1324,1,"Manager#sch01_02::OnTreasureDied";
+ if (.@Treasure < 23) end;
+ monster "schg_cas01",387,386,"Treasure Chest",1938,1,"Manager#sch01_02::OnTreasureDied";
+ if (.@Treasure < 24) end;
+ monster "schg_cas01",386,386,"Treasure Chest",1324,1,"Manager#sch01_02::OnTreasureDied";
+ }
+ end;
+
+OnTreasureDied:
+ end;
+}
+
+schg_cas01,123,306,3 script Ef#sch01_01 868,{
+ set .@GID, GetCastleData("schg_cas01",1);
+ if (.@GID == 0) {
+ mes "[Ef]";
+ mes "Great job. Now, all you";
+ mes "need to do is destroy this";
+ mes "Emperium to gain ownership";
+ mes "over this stronghold.";
+ close;
+ }
+ if (getcharid(2) == .@GID) {
+ if (strcharinfo(0) != getguildmaster(.@GID)) {
+ mes "[Ef]";
+ mes "As guardian of this";
+ mes "stronghold, I answer only";
+ mes "to the master of the guild";
+ mes "that controls this place.";
+ close;
+ }
+ else {
+ if (agitcheck2() == 0) {
+ mes "[Ef]";
+ mes "I am Ef, guardian of";
+ mes "this stronghold. For now,";
+ mes "all is quiet in this place.";
+ next;
+ switch(select("Converse:Cancel")) {
+ case 1:
+ mes "[Ef]";
+ mes "Do you have any questions";
+ mes "about this stronghold?";
+ next;
+ switch(select("Guardian Stones:Fortress Gates:Link Flags:Battle Strategy:Cancel")) {
+ case 1:
+ mes "[Ef]";
+ mes "There is one Emperium";
+ mes "and two Guardian Stones in";
+ mes "each fortress. These stones";
+ mes "are the first line of defense,";
+ mes "and must be destroyed before";
+ mes "enemies can even enter.";
+ next;
+ mes "[Ef]";
+ mes "The stones are located in";
+ mes "^4D4DFFGate Houses^000000 which must be";
+ mes "protected to prevent enemies";
+ mes "from reaching the Emperium.";
+ mes "Guardian Stones can ^4D4DFFrecall";
+ mes "your Guardians^000000 for protection.";
+ next;
+ mes "[Ef]";
+ mes "Fortresses with higher levels";
+ mes "of defense can summon more";
+ mes "Guardians: this is why it is";
+ mes "so important for guilds to";
+ mes "invest in Defense Growth.";
+ next;
+ mes "[Ef]";
+ mes "Guardian Stones that have";
+ mes "been destroyed can be revived";
+ mes "after a certain time, but one of^FFFFFF ^000000 the guild members must give";
+ mes "me the order. I can also report^FFFFFF ^000000 the status of the Guardian Stones.";
+ close;
+ case 2:
+ mes "[Ef]";
+ mes "^4D4DFFFortress Gates^000000 are the second ^FFFFFF ^000000 line of guild stronghold defense,";
+ mes "and are protected by extra barricades activated by the Guardian Stones.";
+ mes "These gates are located in three different parts of the fortress.";
+ next;
+ mes "[Ef]";
+ mes "Barricades are protected by";
+ mes "Guardian Stones, and are";
+ mes "restored when the Guardian";
+ mes "Stones are retrieved. However,";
+ mes "it is not as easy to restore";
+ mes "destroyed Fortress Gates.";
+ next;
+ mes "[Ef]";
+ mes "Fortress Gates can only be";
+ mes "restored when the ^4D4DFFguild";
+ mes "master of a stronghold";
+ mes "changes^000000, or if ^4D4DFFrestoration";
+ mes "is requested by the guild";
+ mes "master of the stronghold^000000.";
+ close;
+ case 3:
+ mes "[Ef]";
+ mes "Strongholds have many";
+ mes "Link Flags that allow you";
+ mes "to access vital areas within";
+ mes "restrictions placed by the";
+ mes "Barricades. Usually, ^4D4DFFFlag 1";
+ mes "links to the Gate House^000000.";
+ next;
+ mes "[Ef]";
+ mes "Many flags link directly to";
+ mes "the flag near the Emperium.";
+ mes "The final numbered flag is";
+ mes "linked to the Convenience";
+ mes "Facility of the stronghold's";
+ mes "owner. Keep this in mind.";
+ close;
+ case 4:
+ mes "[Ef]";
+ mes "Strategy? It would be better";
+ mes "to develop your battle plan to";
+ mes "exploit your guild's advantages";
+ mes "and your enemies' weaknesses.";
+ mes "Use the Gate Houses and Barricades, and rebuild as quickly as you can!";
+ close;
+ case 5:
+ mes "[Ef]";
+ mes "You have no questions";
+ mes "to ask of me? Well, I'm";
+ mes "here to serve your needs.";
+ close;
+ }
+ case 2:
+ mes "[Ef]";
+ mes "I'm always here, so";
+ mes "feel free to request my";
+ mes "assistance whenever";
+ mes "the need arises.";
+ close;
+ }
+ }
+ else {
+ mes "[Ef]";
+ mes "Greetings, "+strcharinfo(0)+".";
+ mes "What are your orders?";
+ next;
+ switch(select("Increase Stronghold Defense:Situational Briefing:Cancel")) {
+ case 1:
+ if ($agit_sc01[5] == 0) {
+ if (getgdskilllv(.@GID,10002) == 0) {
+ mes "[Ef]";
+ mes "I'm sorry, but the Guardian";
+ mes "Stones aren't powerful enough";
+ mes "to summon Guardians yet. We";
+ mes "need to accumulate more";
+ mes "knowledge before they can";
+ mes "summon any Guardians.";
+ close;
+ }
+ else {
+ mes "[Ef]";
+ mes "I shall endeavor to summon";
+ mes "a Guardian through a Guardian";
+ mes "Stone. However, keep in mind";
+ mes "that this will not work if the";
+ mes "Guardian Stone is destroyed.";
+ setarray $agit_sc01[5],1;
+ if ($agit_sc01[0] == 0) {
+ donpcevent "#sch01_gard01::OnEnable";
+ }
+ if ($agit_sc01[1] == 0) {
+ donpcevent "#sch01_gard02::OnEnable";
+ }
+ close;
+ }
+ }
+ else {
+ mes "[Ef]";
+ mes "You've already commanded";
+ mes "me to summon a Guardian";
+ mes "to defend the stronghold.";
+ close;
+ }
+ case 2:
+ mes "[Ef]";
+ mes "Our defense status is...";
+ if ($agit_sc01[0] == 1) {
+ mes "1st Guardian Stone: ^FF0000Destroyed^000000";
+ }
+ else if ($agit_sc01[0] == 2) {
+ mes "1st Guardian Stone: ^008000Repairing^000000";
+ }
+ else {
+ mes "1st Guardian Stone: ^4D4DFFOperational^000000";
+ }
+ if ($agit_sc01[1] == 1) {
+ mes "2nd Guardian Stone: ^FF0000Destroyed^000000";
+ }
+ else if ($agit_sc01[1] == 2) {
+ mes "2nd Guardian Stone: ^008000Repairing^000000";
+ }
+ else {
+ mes "2nd Guardian Stone: ^4D4DFFOperational^000000";
+ }
+ if ($agit_sc01[2] == 1) {
+ mes "1st Fortress Gate: ^FF0000Destroyed^000000";
+ }
+ else if ($agit_sc01[2] == 2) {
+ mes "1st Fortress Gate: ^008000Repairing^000000";
+ }
+ else {
+ mes "1st Fortress Gate: ^4D4DFFOperational^000000";
+ }
+ if ($agit_sc01[3] == 1) {
+ mes "2nd Fortress Gate: ^FF0000Destroyed^000000";
+ }
+ else if ($agit_sc01[3] == 2) {
+ mes "2nd Fortress Gate: ^008000Repairing^000000";
+ }
+ else {
+ mes "2nd Fortress Gate: ^4D4DFFOperational^000000";
+ }
+ if ($agit_sc01[4] == 1) {
+ mes "3rd Fortress Gate: ^FF0000Destroyed^000000";
+ }
+ else if ($agit_sc01[4] == 2) {
+ mes "3rd Fortress Gate: ^008000Repairing^000000";
+ }
+ else {
+ mes "3rd Fortress Gate: ^4D4DFFOperational^000000";
+ }
+ close;
+ case 3:
+ mes "[Ef]";
+ mes "I'll be standing by,";
+ mes "awaiting your orders.";
+ close;
+ }
+ }
+ }
+ }
+ else {
+ mes "[Ef]";
+ mes "Who are you? Scoundrel!";
+ mes "Leave this stronghold now!";
+ close;
+ }
+
+OnInit:
+ setarray $agit_sc01[0],0,0,0,0,0,0;
+ end;
+}
+
+schg_cas01,1,1,0 script #sch01_gard01 -1,{
+OnEnable:
+ set .@defence,GetCastleData("schg_cas01",3);
+ guardian "schg_cas01",111,18,"Guardian Soldier",1899,"#sch01_gard01::OnGuardianDied"; //0;
+ if ((.@defence > 10) && (.@defence < 31)) {
+ set .MyMobCount,2;
+ guardian "schg_cas01",109,44,"Guardian Soldier",1899,"#sch01_gard01::OnGuardianDied"; //1;
+ }
+ else if ((.@defence > 30) && (.@defence < 51)) {
+ set .MyMobCount,3;
+ guardian "schg_cas01",109,44,"Guardian Soldier",1899,"#sch01_gard01::OnGuardianDied"; //1;
+ guardian "schg_cas01",65,22,"Guardian Soldier",1899,"#sch01_gard01::OnGuardianDied"; //2;
+ }
+ else if ((.@defence > 50) && (.@defence < 71)) {
+ set .MyMobCount,4;
+ guardian "schg_cas01",109,44,"Guardian Soldier",1899,"#sch01_gard01::OnGuardianDied"; //1;
+ guardian "schg_cas01",65,22,"Guardian Soldier",1899,"#sch01_gard01::OnGuardianDied"; //2;
+ guardian "schg_cas01",110,40,"Guardian Soldier",1899,"#sch01_gard01::OnGuardianDied"; //3;
+ }
+ else if (.@defence > 70) {
+ set .MyMobCount,5;
+ guardian "schg_cas01",109,44,"Guardian Soldier",1899,"#sch01_gard01::OnGuardianDied"; //1;
+ guardian "schg_cas01",65,22,"Guardian Soldier",1899,"#sch01_gard01::OnGuardianDied"; //2;
+ guardian "schg_cas01",110,40,"Guardian Soldier",1899,"#sch01_gard01::OnGuardianDied"; //3;
+ guardian "schg_cas01",88,20,"Guardian Soldier",1899,"#sch01_gard01::OnGuardianDied"; //4;
+ }
+ else {
+ set .MyMobCount,2;
+ guardian "schg_cas01",108,32,"Guardian Soldier",1899,"#sch01_gard01::OnGuardianDied"; //1;
+ }
+ initnpctimer;
+ end;
+
+OnTimer300000:
+ set .MyMobCount,.MyMobCount+1;
+ guardian "schg_cas01",64,40,"Guardian Soldier",1899,"#sch01_gard01::OnGuardianDied"; //5;
+ mapannounce "schg_cas01","The 1st Guardian has been summoned from the Gate House.",bc_map,"0xff4500";
+ end;
+
+OnTimer900000:
+ set .MyMobCount,.MyMobCount+1;
+ guardian "schg_cas01",47,43,"Guardian Soldier",1899,"#sch01_gard01::OnGuardianDied"; //6;
+ mapannounce "schg_cas01","The 2nd Guardian has been summoned from the Gate House.",bc_map,"0xff4500";
+ end;
+
+OnTimer1800000:
+ set .MyMobCount,.MyMobCount+1;
+ guardian "schg_cas01",109,48,"Guardian Soldier",1899,"#sch01_gard01::OnGuardianDied"; //7;
+ mapannounce "schg_cas01","The 3rd Guardian has been summoned from the Gate House.",bc_map,"0xff4500";
+ end;
+
+OnTimer2700000:
+ set .MyMobCount,.MyMobCount+1;
+ guardian "schg_cas01",111,18,"Guardian Soldier",1899,"#sch01_gard01::OnGuardianDied"; //8;
+ mapannounce "schg_cas01","The 4th Guardian has been summoned from the Gate House.",bc_map,"0xff4500";
+ end;
+
+OnTimer3600000:
+ set .MyMobCount,.MyMobCount+1;
+ guardian "schg_cas01",112,32,"Guardian Soldier",1899,"#sch01_gard01::OnGuardianDied"; //9;
+ mapannounce "schg_cas01","The 5th Guardian has been summoned from the Gate House.",bc_map,"0xff4500";
+ stopnpctimer;
+ end;
+
+OnGuardianDied:
+ set .MyMobCount,.MyMobCount-1;
+ if (.MyMobCount < 2) {
+ set .MyMobCount,.MyMobCount+1;
+ guardian "schg_cas01",120,37,"Guardian Soldier",1899,"#sch01_gard01::OnGuardianDied"; //10;
+ }
+ end;
+
+Onreset:
+ stopnpctimer;
+ killmonster "schg_cas01","#sch01_gard01::OnGuardianDied";
+ end;
+}
+
+schg_cas01,1,2,0 script #sch01_gard02 -1,{
+OnEnable:
+ set .@defence,GetCastleData("schg_cas01",3);
+ guardian "schg_cas01",130,22,"Guardian Soldier",1899,"#sch01_gard02::OnGuardianDied"; //11;
+ if ((.@defence > 10) && (.@defence < 31)) {
+ set .MyMobCount,2;
+ guardian "schg_cas01",187,15,"Guardian Soldier",1899,"#sch01_gard02::OnGuardianDied"; //12;
+ }
+ else if ((.@defence > 30) && (.@defence < 51)) {
+ set .MyMobCount,3;
+ guardian "schg_cas01",129,47,"Guardian Soldier",1899,"#sch01_gard02::OnGuardianDied"; //12;
+ guardian "schg_cas01",151,18,"Guardian Soldier",1899,"#sch01_gard02::OnGuardianDied"; //13;
+ }
+ else if ((.@defence > 50) && (.@defence < 71)) {
+ set .MyMobCount,4;
+ guardian "schg_cas01",129,47,"Guardian Soldier",1899,"#sch01_gard02::OnGuardianDied"; //12;
+ guardian "schg_cas01",151,18,"Guardian Soldier",1899,"#sch01_gard02::OnGuardianDied"; //13;
+ guardian "schg_cas01",187,15,"Guardian Soldier",1899,"#sch01_gard02::OnGuardianDied"; //14;
+ }
+ else if (.@defence > 70) {
+ set .MyMobCount,5;
+ guardian "schg_cas01",129,47,"Guardian Soldier",1899,"#sch01_gard02::OnGuardianDied"; //12;
+ guardian "schg_cas01",151,18,"Guardian Soldier",1899,"#sch01_gard02::OnGuardianDied"; //13;
+ guardian "schg_cas01",187,15,"Guardian Soldier",1899,"#sch01_gard02::OnGuardianDied"; //14;
+ guardian "schg_cas01",128,42,"Guardian Soldier",1899,"#sch01_gard02::OnGuardianDied"; //15;
+ }
+ else {
+ set .MyMobCount,2;
+ guardian "schg_cas01",128,42,"Guardian Soldier",1899,"#sch01_gard02::OnGuardianDied"; //12;
+ }
+ initnpctimer;
+ end;
+
+OnTimer600000:
+ set .MyMobCount,.MyMobCount+1;
+ guardian "schg_cas01",152,43,"Guardian Soldier",1899,"#sch01_gard02::OnGuardianDied"; //16;
+ end;
+
+OnTimer1200000:
+ set .MyMobCount,.MyMobCount+1;
+ guardian "schg_cas01",187,15,"Guardian Soldier",1899,"#sch01_gard02::OnGuardianDied"; //17;
+ end;
+
+OnTimer2100000:
+ set .MyMobCount,.MyMobCount+1;
+ guardian "schg_cas01",128,42,"Guardian Soldier",1899,"#sch01_gard02::OnGuardianDied"; //18;
+ end;
+
+OnTimer3000000:
+ set .MyMobCount,.MyMobCount+1;
+ guardian "schg_cas01",130,22,"Guardian Soldier",1899,"#sch01_gard02::OnGuardianDied"; //19;
+ end;
+
+OnTimer3900000:
+ set .MyMobCount,.MyMobCount+1;
+ guardian "schg_cas01",130,28,"Guardian Soldier",1899,"#sch01_gard02::OnGuardianDied"; //20;
+ stopnpctimer;
+ end;
+
+OnGuardianDied:
+ set .MyMobCount,.MyMobCount-1;
+ if (.MyMobCount < 2) {
+ set .MyMobCount,.MyMobCount+1;
+ guardian "schg_cas01",151,18,"Guardian Soldier",1899,"#sch01_gard02::OnGuardianDied"; //21;
+ }
+ end;
+
+Onreset:
+ stopnpctimer;
+ killmonster "schg_cas01","#sch01_gard02::OnGuardianDied";
+ end;
+}
+
+schg_cas01,1,3,0 script #sch01_df01 -1,{
+OnEnable:
+ guardian "schg_cas01",27,35,"1st Guardian Stone",1907,"#sch01_df01::OnGuardianStoneDied"; //22;
+ end;
+
+OnDisable:
+ killmonster "schg_cas01","#sch01_df01::OnGuardianStoneDied";
+ setarray $agit_sc01[0],1; //Global Variable
+ stopnpctimer;
+ end;
+
+OnGuardianStoneDied:
+ // 1st Guardian Stone is Destroyed
+ setarray $agit_sc01[0],1;
+ if (($agit_sc01[0] == 1) || ($agit_sc01[0] == 2)) {
+ set .@destroyed,.@destroyed + 1;
+ }
+ if (($agit_sc01[1] == 1) || ($agit_sc01[1] == 2)) {
+ set .@destroyed,.@destroyed + 1;
+ }
+ if (.@destroyed == 2) {
+ mapannounce "schg_cas01","All of the Guardian Stones have been destroyed!",bc_map,"0x00ff00";
+ donpcevent "#sch01_RL00::OnDisable";
+ donpcevent "#sch01_gard01::Onreset";
+ }
+ else {
+ mapannounce "schg_cas01","The 1st Guardian Stone has been destroyed!",bc_map,"0x00ff00";
+ donpcevent "#sch01_gard01::Onreset";
+ }
+ initnpctimer;
+ end;
+
+OnTimer300000:
+ donpcevent "1st Guardian Stone#sch01::OnEnable";
+ setarray $agit_sc01[0],2; //Global Variable
+ stopnpctimer;
+ end;
+}
+
+schg_cas01,27,36,0 script 1st Guardian Stone#sch01 844,{
+ set .@GID, GetCastleData("schg_cas01",1);
+ if (getcharid(2) == .@GID) {
+ mes "^3355FFYou will need the";
+ mes "following materials to";
+ mes "rebuild a destroyed";
+ mes "Guardian Stone.^000000";
+ next;
+ mes "1 Oridecon";
+ mes "1 Elunium";
+ mes "30 Stones";
+ mes "5 Blue Gemstones";
+ mes "5 Yellow Gemstones";
+ mes "5 Red Gemstones";
+ next;
+ mes "^3355FFDo you want to continue?^000000";
+ switch(select("No:Continue")) {
+ case 1:
+ mes "^3355FFWork canceled.^000000";
+ close;
+ case 2:
+ if ((countitem(984) > 0) && (countitem(985) > 0) && (countitem(7049) > 29) && (countitem(717) > 4) && (countitem(715) > 4) && (countitem(716) > 4)) {
+ mes "^3355FFArrange Stones, Elunium, and";
+ mes "Oridecon, in that order, in the";
+ mes "center. Then you must arrange";
+ mes "the enchanted Gemstones to";
+ mes "rebuild the Guardian Stone.^000000";
+ next;
+ switch(select("Elunium:Oridecon:Stone")) {
+ case 1:
+ mes "^3355FFElunium has been";
+ mes "placed in the center.^000000";
+ next;
+ break;
+ case 2:
+ mes "^3355FFOridecon has been";
+ mes "placed in the center.^000000";
+ next;
+ break;
+ case 3:
+ mes "^3355FFStones have been";
+ mes "placed in the center.^000000";
+ set .@nice,.@nice+10;
+ next;
+ break;
+ }
+ switch(select("Elunium:Oridecon:Stone")) {
+ case 1:
+ mes "^3355FFYou have lined the";
+ mes "outside of the center";
+ mes "with some Elunium.^000000";
+ set .@nice,.@nice+10;
+ next;
+ break;
+ case 2:
+ mes "^3355FFYou have lined the";
+ mes "outside of the center";
+ mes "with some Oridecon.^000000";
+ next;
+ break;
+ case 3:
+ mes "^3355FFYou have lined the";
+ mes "outside of the center";
+ mes "with some Stones.^000000";
+ next;
+ break;
+ }
+ switch(select("Elunium:Oridecon:Stone")) {
+ case 1:
+ mes "^3355FFYou covered the";
+ mes "rest of the materials";
+ mes "with some Elunium.^000000";
+ next;
+ break;
+ case 2:
+ mes "^3355FFYou covered the";
+ mes "rest of the materials";
+ mes "with some Oridecon.^000000";
+ set .@nice,.@nice+10;
+ next;
+ break;
+ case 3:
+ mes "^3355FFYou covered the";
+ mes "rest of the materials";
+ mes "with some Stones.^000000";
+ next;
+ break;
+ }
+ mes "^3355FFNow you need to arrange";
+ mes "the enchanted Gemstones";
+ mes "accordingly. You can identify";
+ mes "their Magic properties by";
+ mes "their casting effect.^000000";
+ next;
+ while(1) {
+ if (.@roof0 > 7) {
+ break;
+ }
+ else {
+ switch(rand(1,3)) {
+ case 1:
+ specialeffect EF_BEGINSPELL2;
+ mes "^3355FFThe Gemstones must";
+ mes "be arranged in the correct";
+ mes "order according to their";
+ mes "magic properties and power.^000000";
+ next;
+ switch(select("Red Gemstone:Yellow Gemstone:Blue Gemstone")) {
+ case 1:
+ mes "^3355FFYou placed the Red Gemstone.";
+ mes "However, the Guardian Stone";
+ mes "Repair System failed because";
+ mes "of a magic power conflict.^000000";
+ close;
+ case 2:
+ mes "^3355FFYou placed the Yellow Gemstone.";
+ mes "However, the Guardian Stone";
+ mes "Repair System failed because";
+ mes "of a magic power conflict.^000000";
+ close;
+ case 3:
+ mes "^3355FFYou placed the Blue Gemstone.^000000";
+ set .@nice,.@nice+10;
+ set .@roof0,.@roof0 + 1;
+ specialeffect EF_STEAL;
+ next;
+ break;
+ }
+ break;
+ case 2:
+ specialeffect EF_VOLCANO;
+ mes "^3355FFThe Gemstones must";
+ mes "be arranged in the correct";
+ mes "order according to their";
+ mes "magic properties and power.^000000";
+ next;
+ switch(select("Red Gemstone:Yellow Gemstone:Blue Gemstone")) {
+ case 1:
+ mes "^3355FFYou placed the Red Gemstone.^000000";
+ set .@nice,.@nice+10;
+ set .@roof0,.@roof0 + 1;
+ specialeffect EF_STEAL;
+ next;
+ break;
+ case 2:
+ mes "^3355FFYou placed the Yellow Gemstone.";
+ mes "However, the Guardian Stone";
+ mes "Repair System failed because";
+ mes "of a magic power conflict.^000000";
+ close;
+ case 3:
+ mes "^3355FFYou placed the Blue Gemstone.";
+ mes "However, the Guardian Stone";
+ mes "Repair System failed because";
+ mes "of a magic power conflict.^000000";
+ close;
+ }
+ break;
+ case 3:
+ specialeffect EF_BEGINSPELL4;
+ mes "^3355FFThe Gemstones must";
+ mes "be arranged in the correct";
+ mes "order according to their";
+ mes "magic properties and power.^000000";
+ next;
+ switch(select("Red Gemstone:Yellow Gemstone:Blue Gemstone")) {
+ case 1:
+ mes "^3355FFYou placed the Red Gemstone.";
+ mes "However, the Guardian Stone";
+ mes "Repair System failed because";
+ mes "of a magic power conflict.^000000";
+ close;
+ case 2:
+ mes "^3355FFYou placed the Yellow Gemstone.^000000";
+ set .@nice,.@nice+10;
+ set .@roof0,.@roof0 + 1;
+ specialeffect EF_STEAL;
+ next;
+ break;
+ case 3:
+ mes "^3355FFYou placed the Blue Gemstone.";
+ mes "However, the Guardian Stone";
+ mes "Repair System failed because";
+ mes "of a magic power conflict.^000000";
+ close;
+ }
+ }
+ }
+ }
+ if (.@nice > 90) {
+ if ($agit_sc01[0] == 0) {
+ mes "^3355FFThe Guardian Stone";
+ mes "Repair System has";
+ mes "already completed.^000000";
+ close;
+ }
+ else {
+ if (agitcheck2() == 0) {
+ mes "^3355FFIt is impossible to";
+ mes "rebuild the Guardian";
+ mes "Stone because the";
+ mes "Emperium is not present.^000000";
+ close;
+ }
+ else {
+ mes "^3355FFThe Gemstones have been";
+ mes "arranged, and the Guardian";
+ mes "Stone is successfully repaired.^000000";
+ delitem 984,1; //Oridecon
+ delitem 985,1; //Elunium
+ delitem 7049,30; //Stone
+ delitem 717,5; //Blue_Gemstone
+ delitem 715,5; //Yellow_Gemstone
+ delitem 716,5; //Red_Gemstone
+ close2;
+ donpcevent "#sch01_df01::OnEnable";
+ specialeffect EF_ICECRASH;
+ disablenpc "1st Guardian Stone#sch01";
+ setarray $agit_sc01[0],0;
+ set .@df_all,$agit_sc01[0]+$agit_sc01[1];
+ if (.@df_all == 0) {
+ mapannounce "schg_cas01","Both Guardian Stones have been erected, bolstering this stronghold's defenses!",bc_map,"0x00ff00";
+ donpcevent "#sch01_RL00::OnEnable";
+ }
+ else {
+ mapannounce "schg_cas01","The 1st Guardian Stone has been repaired successfully.",bc_map,"0x00ff00";
+ }
+ if ($agit_sc01[5] == 1) {
+ donpcevent "#sch01_gard01::OnEnable";
+ }
+ end;
+ }
+ }
+ }
+ else {
+ mes "^3355FFAfter all of that work...";
+ mes "It looks like you failed";
+ mes "to fix the Guardian Stone,";
+ mes "and lost some materials.^000000";
+ delitem 7049,10; //Stone
+ delitem 717,2; //Blue_Gemstone
+ delitem 715,2; //Yellow_Gemstone
+ delitem 716,2; //Red_Gemstone
+ close;
+ }
+ }
+ else {
+ mes "^3355FFYou don't have enough";
+ mes "materials to repair";
+ mes "the Guardian Stone.^000000";
+ close;
+ }
+ }
+ }
+ end;
+
+OnInit:
+ disablenpc "1st Guardian Stone#sch01";
+ end;
+
+OnEnable:
+ enablenpc "1st Guardian Stone#sch01";
+ specialeffect EF_MAPPILLAR2;
+ end;
+
+OnDisable:
+ disablenpc "1st Guardian Stone#sch01";
+ end;
+}
+
+schg_cas01,1,4,0 script #sch01_df02 -1,{
+OnEnable:
+ guardian "schg_cas01",207,75,"2nd Guardian Stone",1908,"#sch01_df02::OnGuardianStoneDied"; //23;
+ end;
+
+OnDisable:
+ killmonster "schg_cas01","#sch01_df02::OnGuardianStoneDied";
+ setarray $agit_sc01[1],1; //Global Variable
+ stopnpctimer;
+ end;
+
+OnGuardianStoneDied:
+ // 2nd Guardian Stone is Destroyed
+ setarray $agit_sc01[1],1;
+ if (($agit_sc01[0] == 1) || ($agit_sc01[0] == 2)) {
+ set .@destroyed,.@destroyed + 1;
+ }
+ if (($agit_sc01[1] == 1) || ($agit_sc01[1] == 2)) {
+ set .@destroyed,.@destroyed + 1;
+ }
+ if (.@destroyed == 2) {
+ mapannounce "schg_cas01","All of the Guardian Stones have been destroyed!",bc_map,"0x00ff00";
+ donpcevent "#sch01_RL00::OnDisable";
+ donpcevent "#sch01_gard02::Onreset";
+ }
+ else {
+ mapannounce "schg_cas01","The 2nd Guardian Stone has been destroyed!",bc_map,"0x00ff00";
+ donpcevent "#sch01_gard02::Onreset";
+ }
+ initnpctimer;
+ end;
+
+OnTimer300000:
+ donpcevent "2nd Guardian Stone#sch01::OnEnable";
+ setarray $agit_sc01[1],2; //Global Variable
+ stopnpctimer;
+ end;
+}
+
+schg_cas01,208,75,0 script 2nd Guardian Stone#sch01 844,{
+ set .@GID, GetCastleData("schg_cas01",1);
+ if (getcharid(2) == .@GID) {
+ mes "^3355FFYou will need the";
+ mes "following materials to";
+ mes "rebuild a destroyed";
+ mes "Guardian Stone.^000000";
+ next;
+ mes "1 Oridecon";
+ mes "1 Elunium";
+ mes "30 Stones";
+ mes "5 Blue Gemstones";
+ mes "5 Yellow Gemstones";
+ mes "5 Red Gemstones";
+ next;
+ mes "^3355FFDo you want to continue?^000000";
+ switch(select("No:Continue")) {
+ case 1:
+ mes "^3355FFWork canceled.^000000";
+ close;
+ case 2:
+ if ((countitem(984) > 0) && (countitem(985) > 0) && (countitem(7049) > 29) && (countitem(717) > 4) && (countitem(715) > 4) && (countitem(716) > 4)) {
+ mes "^3355FFArrange Stones, Elunium, and";
+ mes "Oridecon, in that order, in the";
+ mes "center. Then you must arrange";
+ mes "the enchanted Gemstones to";
+ mes "rebuild the Guardian Stone.^000000";
+ next;
+ switch(select("Elunium:Oridecon:Stone")) {
+ case 1:
+ mes "^3355FFElunium has been";
+ mes "placed in the center.^000000";
+ next;
+ break;
+ case 2:
+ mes "^3355FFOridecon has been";
+ mes "placed in the center.^000000";
+ next;
+ break;
+ case 3:
+ mes "^3355FFStones have been";
+ mes "placed in the center.^000000";
+ set .@nice,.@nice+10;
+ next;
+ break;
+ }
+ switch(select("Elunium:Oridecon:Stone")) {
+ case 1:
+ mes "^3355FFYou have lined the";
+ mes "outside of the center";
+ mes "with some Elunium.^000000";
+ set .@nice,.@nice+10;
+ next;
+ break;
+ case 2:
+ mes "^3355FFYou have lined the";
+ mes "outside of the center";
+ mes "with some Oridecon.^000000";
+ next;
+ break;
+ case 3:
+ mes "^3355FFYou have lined the";
+ mes "outside of the center";
+ mes "with some Stones.^000000";
+ next;
+ break;
+ }
+ switch(select("Elunium:Oridecon:Stone")) {
+ case 1:
+ mes "^3355FFYou covered the";
+ mes "rest of the materials";
+ mes "with some Elunium.^000000";
+ next;
+ break;
+ case 2:
+ mes "^3355FFYou covered the";
+ mes "rest of the materials";
+ mes "with some Oridecon.^000000";
+ set .@nice,.@nice+10;
+ next;
+ break;
+ case 3:
+ mes "^3355FFYou covered the";
+ mes "rest of the materials";
+ mes "with some Stones.^000000";
+ next;
+ break;
+ }
+ mes "^3355FFNow you need to arrange";
+ mes "the enchanted Gemstones";
+ mes "accordingly. You can identify";
+ mes "their Magic properties by";
+ mes "their casting effect.^000000";
+ next;
+ while(1) {
+ if (.@roof0 > 7) {
+ break;
+ }
+ else {
+ switch(rand(1,3)) {
+ case 1:
+ specialeffect EF_BEGINSPELL2;
+ mes "^3355FFThe Gemstones must";
+ mes "be arranged in the correct";
+ mes "order according to their";
+ mes "magic properties and power.^000000";
+ next;
+ switch(select("Red Gemstone:Yellow Gemstone:Blue Gemstone")) {
+ case 1:
+ mes "^3355FFYou placed the Red Gemstone.";
+ mes "However, the Guardian Stone";
+ mes "Repair System failed because";
+ mes "of a magic power conflict.^000000";
+ close;
+ case 2:
+ mes "^3355FFYou placed the Yellow Gemstone.";
+ mes "However, the Guardian Stone";
+ mes "Repair System failed because";
+ mes "of a magic power conflict.^000000";
+ close;
+ case 3:
+ mes "^3355FFYou placed the Blue Gemstone.^000000";
+ set .@nice,.@nice+10;
+ set .@roof0,.@roof0 + 1;
+ specialeffect EF_STEAL;
+ next;
+ break;
+ }
+ break;
+ case 2:
+ specialeffect EF_VOLCANO;
+ mes "^3355FFThe Gemstones must";
+ mes "be arranged in the correct";
+ mes "order according to their";
+ mes "magic properties and power.^000000";
+ next;
+ switch(select("Red Gemstone:Yellow Gemstone:Blue Gemstone")) {
+ case 1:
+ mes "^3355FFYou placed the Red Gemstone.^000000";
+ set .@nice,.@nice+10;
+ set .@roof0,.@roof0 + 1;
+ specialeffect EF_STEAL;
+ next;
+ break;
+ case 2:
+ mes "^3355FFYou placed the Yellow Gemstone.";
+ mes "However, the Guardian Stone";
+ mes "Repair System failed because";
+ mes "of a magic power conflict.^000000";
+ close;
+ case 3:
+ mes "^3355FFYou placed the Blue Gemstone.";
+ mes "However, the Guardian Stone";
+ mes "Repair System failed because";
+ mes "of a magic power conflict.^000000";
+ close;
+ }
+ break;
+ case 3:
+ specialeffect EF_BEGINSPELL4;
+ mes "^3355FFThe Gemstones must";
+ mes "be arranged in the correct";
+ mes "order according to their";
+ mes "magic properties and power.^000000";
+ next;
+ switch(select("Red Gemstone:Yellow Gemstone:Blue Gemstone")) {
+ case 1:
+ mes "^3355FFYou placed the Red Gemstone.";
+ mes "However, the Guardian Stone";
+ mes "Repair System failed because";
+ mes "of a magic power conflict.^000000";
+ close;
+ case 2:
+ mes "^3355FFYou placed the Yellow Gemstone.^000000";
+ set .@nice,.@nice+10;
+ set .@roof0,.@roof0 + 1;
+ specialeffect EF_STEAL;
+ next;
+ break;
+ case 3:
+ mes "^3355FFYou placed the Blue Gemstone.";
+ mes "However, the Guardian Stone";
+ mes "Repair System failed because";
+ mes "of a magic power conflict.^000000";
+ close;
+ }
+ }
+ }
+ }
+ if (.@nice > 90) {
+ if ($agit_sc01[1] == 0) {
+ mes "^3355FFThe Guardian Stone";
+ mes "Repair System has";
+ mes "successfully completed.^000000";
+ close;
+ }
+ else {
+ if (agitcheck2() == 0) {
+ mes "^3355FFIt is impossible to";
+ mes "rebuild the Guardian";
+ mes "Stone because the";
+ mes "Emperium is not present.^000000";
+ close;
+ }
+ else {
+ mes "^3355FFThe Gemstones have been";
+ mes "arranged, and the Guardian";
+ mes "Stone is successfully repaired.^000000";
+ delitem 984,1; //Oridecon
+ delitem 985,1; //Elunium
+ delitem 7049,30; //Stone
+ delitem 717,5; //Blue_Gemstone
+ delitem 715,5; //Yellow_Gemstone
+ delitem 716,5; //Red_Gemstone
+ close2;
+ donpcevent "#sch01_df02::OnEnable";
+ specialeffect EF_ICECRASH;
+ disablenpc "2nd Guardian Stone#sch01";
+ setarray $agit_sc01[1],0;
+ set .@df_all,$agit_sc01[0]+$agit_sc01[1];
+ if (.@df_all == 0) {
+ mapannounce "schg_cas01","Both Guardian Stones have been erected, bolstering this stronghold's defenses!",bc_map,"0x00ff00";
+ donpcevent "#sch01_RL00::OnEnable";
+ }
+ else {
+ mapannounce "schg_cas01","The 2nd Guardian Stone has been repaired successfully.",bc_map,"0x00ff00";
+ }
+ if ($agit_sc01[5] == 1) {
+ donpcevent "#sch01_gard02::OnEnable";
+ }
+ end;
+ }
+ }
+ }
+ else {
+ mes "^3355FFAfter all of that work...";
+ mes "It looks like you failed";
+ mes "to fix the Guardian Stone,";
+ mes "and lost some materials.^000000";
+ delitem 7049,10; //Stone
+ delitem 717,2; //Blue_Gemstone
+ delitem 715,2; //Yellow_Gemstone
+ delitem 716,2; //Red_Gemstone
+ close;
+ }
+ }
+ else {
+ mes "^3355FFYou don't have enough";
+ mes "materials to repair";
+ mes "the Guardian Stone.^000000";
+ close;
+ }
+ }
+ }
+ end;
+
+OnInit:
+ disablenpc "2nd Guardian Stone#sch01";
+ end;
+
+OnEnable:
+ enablenpc "2nd Guardian Stone#sch01";
+ specialeffect EF_MAPPILLAR2;
+ end;
+
+OnDisable:
+ disablenpc "2nd Guardian Stone#sch01";
+ end;
+}
+
+// Barrier Summoners
+schg_cas01,2,1,0 script #sch01_RL00 -1,{
+OnEnable:
+ setwall "schg_cas01",114,48,13,6,0,"sch01_RL00";
+ guardian "schg_cas01",115,49," ",1905,"#sch01_RL00::OnBarrierDestroyed"; //24;
+ guardian "schg_cas01",117,49," ",1905,"#sch01_RL00::OnBarrierDestroyed"; //25;
+ guardian "schg_cas01",119,49," ",1905,"#sch01_RL00::OnBarrierDestroyed"; //26;
+ guardian "schg_cas01",121,49," ",1905,"#sch01_RL00::OnBarrierDestroyed"; //27;
+ guardian "schg_cas01",123,49," ",1905,"#sch01_RL00::OnBarrierDestroyed"; //28;
+ guardian "schg_cas01",125,49," ",1905,"#sch01_RL00::OnBarrierDestroyed"; //29;
+ end;
+
+OnDisable:
+ delwall "sch01_RL00";
+ killmonster "schg_cas01","#sch01_RL00::OnBarrierDestroyed";
+ end;
+
+OnBarrierDestroyed:
+ end;
+}
+
+schg_cas01,2,2,0 script #sch01_RL01 -1,{
+OnEnable:
+ set .MyMobCount,6;
+ setwall "schg_cas01",114,51,13,6,1,"sch01_RL01";
+ guardian "schg_cas01",115,50," ",1905,"#sch01_RL01::OnBarrierDestroyed"; //30;
+ guardian "schg_cas01",117,50," ",1905,"#sch01_RL01::OnBarrierDestroyed"; //31;
+ guardian "schg_cas01",119,50," ",1905,"#sch01_RL01::OnBarrierDestroyed"; //32;
+ guardian "schg_cas01",121,50," ",1905,"#sch01_RL01::OnBarrierDestroyed"; //33;
+ guardian "schg_cas01",123,50," ",1905,"#sch01_RL01::OnBarrierDestroyed"; //34;
+ guardian "schg_cas01",125,50," ",1905,"#sch01_RL01::OnBarrierDestroyed"; //35;
+ end;
+
+OnBarrierDestroyed:
+ set .MyMobCount,.MyMobCount-1;
+ if (.MyMobCount == 0) {
+ setarray $agit_sc01[2],1;
+ mapannounce "schg_cas01","The 1st Fortress Gate is destroyed.",bc_map,"0x00ff00";
+ delwall "sch01_RL01";
+ }
+ end;
+
+OnDisable:
+ delwall "sch01_RL01";
+ killmonster "schg_cas01","#sch01_RL01::OnBarrierDestroyed";
+ end;
+}
+
+schg_cas01,2,3,0 script #sch01_RL02 -1,{
+OnEnable:
+ set .MyMobCount,6;
+ setwall "schg_cas01",114,154,13,6,1,"sch01_RL02";
+ guardian "schg_cas01",115,153," ",1905,"#sch01_RL02::OnBarrierDestroyed"; //36;
+ guardian "schg_cas01",117,153," ",1905,"#sch01_RL02::OnBarrierDestroyed"; //37;
+ guardian "schg_cas01",119,153," ",1905,"#sch01_RL02::OnBarrierDestroyed"; //38;
+ guardian "schg_cas01",121,153," ",1905,"#sch01_RL02::OnBarrierDestroyed"; //39;
+ guardian "schg_cas01",123,153," ",1905,"#sch01_RL02::OnBarrierDestroyed"; //40;
+ guardian "schg_cas01",125,153," ",1905,"#sch01_RL02::OnBarrierDestroyed"; //41;
+ end;
+
+OnBarrierDestroyed:
+ set .MyMobCount,.MyMobCount-1;
+ if (.MyMobCount == 0) {
+ setarray $agit_sc01[3],1;
+ mapannounce "schg_cas01","The 2nd Fortress Gate is destroyed.",bc_map,"0x00ff00";
+ delwall "sch01_RL02";
+ }
+ end;
+
+OnDisable:
+ delwall "sch01_RL02";
+ killmonster "schg_cas01","#sch01_RL02::OnBarrierDestroyed";
+ end;
+}
+
+schg_cas01,2,4,0 script #sch01_RL03 -1,{
+OnEnable:
+ set .MyMobCount,4;
+ setwall "schg_cas01",116,241,11,6,1,"sch01_RL03";
+ guardian "schg_cas01",116,240," ",1905,"#sch01_RL03::OnBarrierDestroyed"; //42;
+ guardian "schg_cas01",118,240," ",1905,"#sch01_RL03::OnBarrierDestroyed"; //43;
+ guardian "schg_cas01",120,240," ",1905,"#sch01_RL03::OnBarrierDestroyed"; //44;
+ guardian "schg_cas01",122,240," ",1905,"#sch01_RL03::OnBarrierDestroyed"; //45;
+ end;
+
+OnBarrierDestroyed:
+ set .MyMobCount,.MyMobCount-1;
+ if (.MyMobCount == 0) {
+ setarray $agit_sc01[4],1;
+ mapannounce "schg_cas01","The 3rd Fortress Gate is destroyed!",bc_map,"0x00ff00";
+ delwall "sch01_RL03";
+ }
+ end;
+
+OnDisable:
+ delwall "sch01_RL03";
+ killmonster "schg_cas01","#sch01_RL03::OnBarrierDestroyed";
+ end;
+}
+
+schg_cas01,124,52,0 script Control Device01#sch01 111,{
+ set .@GID, GetCastleData("schg_cas01",1);
+ if (getcharid(2) == .@GID) {
+ if (strcharinfo(0) == getguildmaster(.@GID)) {
+ if ($agit_sc01[2] == 2) {
+ mes "^3355FFDemolished Fortress";
+ mes "Gates can be repaired,";
+ mes "but you will need to gather";
+ mes "the following materials.^000000";
+ next;
+ mes "^4D4DFF10 Steel^000000,";
+ mes "^4D4DFF30 Trunks^000000,";
+ mes "^4D4DFF5 Oridecon^000000, and";
+ mes "^4D4DFF10 Emveretarcon^000000.";
+ next;
+ select("Continue");
+ if ((countitem(1019) > 29) && (countitem(999) > 9) && (countitem(1011) > 9) && (countitem(984) > 4)) {
+ mes "^3355FFYou will need Trunks to";
+ mes "repair the support frame,";
+ mes "Oridecon to enhance the";
+ mes "gate's endurance, and";
+ mes "Emveretarcon to basically";
+ mes "hold everything together.^000000";
+ next;
+ set .@ro_of01,rand(10,15);
+ while(1) {
+ if (.@ro_of02 == .@ro_of01) {
+ break;
+ }
+ else {
+ switch(rand(1,4)) {
+ case 1:
+ mes "^3355FFThe support frame";
+ mes "is badly damaged:";
+ mes "fixing this part";
+ mes "is a top priority.^000000";
+ next;
+ switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
+ case 1:
+ mes "^3355FFThe frame has been";
+ mes "reinforced with wood.^000000";
+ set .@rp_temp,.@rp_temp + 1;
+ set .@ro_of02,.@ro_of02 + 1;
+ specialeffect2 EF_REPAIRWEAPON;
+ next;
+ break;
+ case 2:
+ mes "^3355FFYou tried using steel,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ case 3:
+ mes "^3355FFYou tried using emveretarcon";
+ mes "to reinforce the gate, but it's";
+ mes "not working well at all.";
+ mes "You'll have to start over.^000000";
+ close;
+ case 4:
+ mes "^3355FFYou tried using oridecon,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ }
+ break;
+ case 2:
+ mes "^3355FFIt looks like the gate's";
+ mes "overall endurance needs to";
+ mes "be reinforced with something.^000000";
+ next;
+ switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
+ case 1:
+ mes "^3355FFYou tried using wood";
+ mes "to reinforce the gate.^000000";
+ set .@ro_of02,.@ro_of02 + 1;
+ next;
+ break;
+ case 2:
+ mes "^3355FFYou tried using steel";
+ mes "to reinforce the gate, but";
+ mes "it's not working well at all.";
+ mes "You'll have to start over.^000000";
+ close;
+ case 3:
+ mes "^3355FFYou tried using emveretarcon";
+ mes "to reinforce the gate, but it's";
+ mes "not working well at all.";
+ mes "You'll have to start over.^000000";
+ close;
+ case 4:
+ mes "^3355FFYou hammered the";
+ mes "oridecon: it looks";
+ mes "like this will work.^000000";
+ set .@rp_temp,.@rp_temp + 1;
+ set .@ro_of02,.@ro_of02 + 1;
+ specialeffect2 EF_REPAIRWEAPON;
+ next;
+ break;
+ }
+ break;
+ case 3:
+ mes "^3355FFThe damage to the gate";
+ mes "has caused all these";
+ mes "cracks. You'll have to";
+ mes "weld them solid somehow.^000000";
+ next;
+ switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
+ case 1:
+ mes "^3355FFYou tried using wood to fix";
+ mes "this problem, but it seems";
+ mes "to have made it worse.";
+ mes "You'll have to start all over.^000000";
+ close;
+ case 2:
+ mes "^3355FFYou used steel to weld";
+ mes "all the cracks: the gate is";
+ mes "is starting to look more solid.^000000";
+ set .@rp_temp,.@rp_temp + 1;
+ set .@ro_of02,.@ro_of02 + 1;
+ specialeffect2 EF_REPAIRWEAPON;
+ next;
+ break;
+ case 3:
+ mes "^3355FFYou tried using emveretarcon";
+ mes "to reinforce the gate, but it's";
+ mes "not working well at all.";
+ mes "You'll have to start over.^000000";
+ close;
+ case 4:
+ mes "^3355FFYou tried using oridecon,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ }
+ break;
+ case 4:
+ mes "^3355FFNow you need to make";
+ mes "sure that the gate is held";
+ mes "together pretty solidly.^000000";
+ next;
+ switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
+ case 1:
+ mes "^3355FFYou tried using wood to fix";
+ mes "this problem, but it seems";
+ mes "to have made it worse.";
+ mes "You'll have to start all over.^000000";
+ close;
+ case 2:
+ mes "^3355FFYou tried using steel,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ case 3:
+ mes "^3355FFYou successfully used";
+ mes "the emveretarcon to repair";
+ mes "much of the gate's damage.^000000";
+ set .@rp_temp,.@rp_temp + 1;
+ set .@ro_of02,.@ro_of02 + 1;
+ specialeffect2 EF_REPAIRWEAPON;
+ next;
+ break;
+ case 4:
+ mes "^3355FFYou tried using oridecon,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ }
+ }
+ }
+ }
+ mes "^3355FFWell, it looks like";
+ mes "you're just about done";
+ mes "with repairing the gate.^000000";
+ next;
+ if (agitcheck2() == 0) {
+ mes "^3355FFUnfortunately, the Fortress";
+ mes "Gate can't be reconstructed:";
+ mes "the Emperium is no longer here.^000000";
+ close;
+ }
+ else {
+ if (.@rp_temp == .@ro_of01) {
+ mes "^3355FFThe Fortress Gate has";
+ mes "been successfully repaired!^000000";
+ delitem 1019,30; //Wooden_Block
+ delitem 999,10; //Steel
+ delitem 1011,10; //Emveretarcon
+ delitem 984,5; //Oridecon
+ close2;
+ donpcevent "#sch01_RL01::OnEnable";
+ disablenpc "Control Device01#sch01";
+ mapannounce "schg_cas01","The 1st Fortress Gate has been reconstructed!",bc_map,"0x00ff00";
+ setarray $agit_sc01[2],0;
+ end;
+ }
+ else {
+ mes "^3355FFThe wall has been breached,";
+ mes "and the attempt to repair the";
+ mes "Fortress Gate has failed.";
+ mes "You lost some of your";
+ mes "repair resources...^000000";
+ delitem 984,2; //Oridecon
+ delitem 999,4; //Steel
+ delitem 1019,14; //Wooden_Block
+ delitem 1011,3; //Emveretarcon
+ close;
+ }
+ }
+ }
+ else {
+ mes "^3355FFYou can't attempt to repair";
+ mes "the Fortress Gate if you don't";
+ mes "have all the needed materials.^000000";
+ close;
+ }
+ }
+ }
+ }
+ end;
+
+OnInit:
+ disablenpc "Control Device01#sch01";
+ end;
+
+OnEnable:
+ enablenpc "Control Device01#sch01";
+ end;
+
+OnDisable:
+ disablenpc "Control Device01#sch01";
+ end;
+}
+
+schg_cas01,128,157,0 script Control Device02#sch01 111,{
+ set .@GID, GetCastleData("schg_cas01",1);
+ if (getcharid(2) == .@GID) {
+ if (strcharinfo(0) == getguildmaster(.@GID)) {
+ if ($agit_sc01[3] == 2) {
+ mes "^3355FFDemolished Fortress";
+ mes "Gates can be repaired,";
+ mes "but you will need to gather";
+ mes "the following materials.^000000";
+ next;
+ mes "^4D4DFF10 Steel^000000,";
+ mes "^4D4DFF30 Trunks^000000,";
+ mes "^4D4DFF5 Oridecon^000000, and";
+ mes "^4D4DFF10 Emveretarcon^000000.";
+ next;
+ select("Continue");
+ if ((countitem(1019) > 29) && (countitem(999) > 9) && (countitem(1011) > 9) && (countitem(984) > 4)) {
+ mes "^3355FFYou will need Trunks to";
+ mes "repair the support frame,";
+ mes "Oridecon to enhance the";
+ mes "gate's endurance, and";
+ mes "Emveretarcon to basically";
+ mes "hold everything together.^000000";
+ next;
+ set .@ro_of01,rand(10,15);
+ while(1) {
+ if (.@ro_of02 == .@ro_of01) {
+ break;
+ }
+ else {
+ switch(rand(1,4)) {
+ case 1:
+ mes "^3355FFThe support frame";
+ mes "is badly damaged:";
+ mes "fixing this part";
+ mes "is a top priority.^000000";
+ next;
+ switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
+ case 1:
+ mes "^3355FFThe frame has been";
+ mes "reinforced with wood.^000000";
+ set .@rp_temp,.@rp_temp + 1;
+ set .@ro_of02,.@ro_of02 + 1;
+ specialeffect2 EF_REPAIRWEAPON;
+ next;
+ break;
+ case 2:
+ mes "^3355FFYou tried using steel,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ case 3:
+ mes "^3355FFYou tried using emveretarcon";
+ mes "to reinforce the gate, but it's";
+ mes "not working well at all.";
+ mes "You'll have to start over.^000000";
+ close;
+ case 4:
+ mes "^3355FFYou tried using oridecon,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ }
+ break;
+ case 2:
+ mes "^3355FFIt looks like the gate's";
+ mes "overall endurance needs to";
+ mes "be reinforced with something.^000000";
+ next;
+ switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
+ case 1:
+ mes "^3355FFYou tried using wood";
+ mes "to reinforce the gate.^000000";
+ set .@ro_of02,.@ro_of02 + 1;
+ next;
+ break;
+ case 2:
+ mes "^3355FFYou tried using steel";
+ mes "to reinforce the gate, but";
+ mes "it's not working well at all.";
+ mes "You'll have to start over.^000000";
+ close;
+ case 3:
+ mes "^3355FFYou tried using emveretarcon";
+ mes "to reinforce the gate, but it's";
+ mes "not working well at all.";
+ mes "You'll have to start over.^000000";
+ close;
+ case 4:
+ mes "^3355FFYou hammered the";
+ mes "oridecon: it looks";
+ mes "like this will work.^000000";
+ set .@rp_temp,.@rp_temp + 1;
+ set .@ro_of02,.@ro_of02 + 1;
+ specialeffect2 EF_REPAIRWEAPON;
+ next;
+ break;
+ }
+ break;
+ case 3:
+ mes "^3355FFThe damage to the gate";
+ mes "has caused all these";
+ mes "cracks. You'll have to";
+ mes "weld them solid somehow.^000000";
+ next;
+ switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
+ case 1:
+ mes "^3355FFYou tried using wood to fix";
+ mes "this problem, but it seems";
+ mes "to have made it worse.";
+ mes "You'll have to start all over.^000000";
+ close;
+ case 2:
+ mes "^3355FFYou used steel to weld";
+ mes "all the cracks: the gate is";
+ mes "is starting to look more solid.^000000";
+ set .@rp_temp,.@rp_temp + 1;
+ set .@ro_of02,.@ro_of02 + 1;
+ specialeffect2 EF_REPAIRWEAPON;
+ next;
+ break;
+ case 3:
+ mes "^3355FFYou tried using emveretarcon";
+ mes "to reinforce the gate, but it's";
+ mes "not working well at all.";
+ mes "You'll have to start over.^000000";
+ close;
+ case 4:
+ mes "^3355FFYou tried using oridecon,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ }
+ break;
+ case 4:
+ mes "^3355FFNow you need to make";
+ mes "sure that the gate is held";
+ mes "together pretty solidly.^000000";
+ next;
+ switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
+ case 1:
+ mes "^3355FFYou tried using wood to fix";
+ mes "this problem, but it seems";
+ mes "to have made it worse.";
+ mes "You'll have to start all over.^000000";
+ close;
+ case 2:
+ mes "^3355FFYou tried using steel,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ case 3:
+ mes "^3355FFYou successfully used";
+ mes "the emveretarcon to repair";
+ mes "much of the gate's damage.^000000";
+ set .@rp_temp,.@rp_temp + 1;
+ set .@ro_of02,.@ro_of02 + 1;
+ specialeffect2 EF_REPAIRWEAPON;
+ next;
+ break;
+ case 4:
+ mes "^3355FFYou tried using oridecon,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ }
+ }
+ }
+ }
+ mes "^3355FFWell, it looks like";
+ mes "you're just about done";
+ mes "with repairing the gate.^000000";
+ next;
+ if (agitcheck2() == 0) {
+ mes "^3355FFUnfortunately, the Fortress";
+ mes "Gate can't be reconstructed:";
+ mes "the Emperium is no longer here.^000000";
+ close;
+ }
+ else {
+ if (.@rp_temp == .@ro_of01) {
+ mes "^3355FFThe Fortress Gate has";
+ mes "been successfully repaired!^000000";
+ delitem 1019,30; //Wooden_Block
+ delitem 999,10; //Steel
+ delitem 1011,10; //Emveretarcon
+ delitem 984,5; //Oridecon
+ close2;
+ donpcevent "#sch01_RL02::OnEnable";
+ disablenpc "Control Device02#sch01";
+ mapannounce "schg_cas01","The 2nd Fortress Gate has been reconstructed!",bc_map,"0x00ff00";
+ setarray $agit_sc01[3],0; //Global Variable
+ setarray $agit_sc01[2],2; //Global Variable
+ donpcevent "Control Device01#sch01::OnEnable";
+ end;
+ }
+ else {
+ mes "^3355FFThe wall has been breached,";
+ mes "and the attempt to repair the";
+ mes "Fortress Gate has failed.";
+ mes "You lost some of your";
+ mes "repair resources...^000000";
+ delitem 984,2; //Oridecon
+ delitem 999,4; //Steel
+ delitem 1019,14; //Wooden_Block
+ delitem 1011,3; //Emveretarcon
+ close;
+ }
+ }
+ }
+ else {
+ mes "^3355FFYou can't attempt to repair";
+ mes "the Fortress Gate if you don't";
+ mes "have all the needed materials.^000000";
+ close;
+ }
+ }
+ }
+ }
+ end;
+
+OnInit:
+ disablenpc "Control Device02#sch01";
+ end;
+
+OnEnable:
+ enablenpc "Control Device02#sch01";
+ end;
+
+OnDisable:
+ disablenpc "Control Device02#sch01";
+ end;
+}
+
+schg_cas01,109,247,0 script Control Device03#sch01 111,{
+ set .@GID, GetCastleData("schg_cas01",1);
+ if (getcharid(2) == .@GID) {
+ if (strcharinfo(0) == getguildmaster(.@GID)) {
+ if ($agit_sc01[4] == 2) {
+ mes "^3355FFDemolished Fortress";
+ mes "Gates can be repaired,";
+ mes "but you will need to gather";
+ mes "the following materials.^000000";
+ next;
+ mes "^4D4DFF10 Steel^000000,";
+ mes "^4D4DFF30 Trunks^000000,";
+ mes "^4D4DFF5 Oridecon^000000, and";
+ mes "^4D4DFF10 Emveretarcon^000000.";
+ next;
+ select("Continue");
+ if ((countitem(1019) > 29) && (countitem(999) > 9) && (countitem(1011) > 9) && (countitem(984) > 4)) {
+ mes "^3355FFYou will need Trunks to";
+ mes "repair the support frame,";
+ mes "Oridecon to enhance the";
+ mes "gate's endurance, and";
+ mes "Emveretarcon to basically";
+ mes "hold everything together.^000000";
+ next;
+ set .@ro_of01,rand(10,15);
+ while(1) {
+ if (.@ro_of02 == .@ro_of01) {
+ break;
+ }
+ else {
+ switch(rand(1,4)) {
+ case 1:
+ mes "^3355FFThe support frame";
+ mes "is badly damaged:";
+ mes "fixing this part";
+ mes "is a top priority.^000000";
+ next;
+ switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
+ case 1:
+ mes "^3355FFThe frame has been";
+ mes "reinforced with wood.^000000";
+ set .@rp_temp,.@rp_temp + 1;
+ set .@ro_of02,.@ro_of02 + 1;
+ specialeffect2 EF_REPAIRWEAPON;
+ next;
+ break;
+ case 2:
+ mes "^3355FFYou tried using steel,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ case 3:
+ mes "^3355FFYou tried using emveretarcon";
+ mes "to reinforce the gate, but it's";
+ mes "not working well at all.";
+ mes "You'll have to start over.^000000";
+ close;
+ case 4:
+ mes "^3355FFYou tried using oridecon,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ }
+ break;
+ case 2:
+ mes "^3355FFIt looks like the gate's";
+ mes "overall endurance needs to";
+ mes "be reinforced with something.^000000";
+ next;
+ switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
+ case 1:
+ mes "^3355FFYou tried using wood";
+ mes "to reinforce the gate.^000000";
+ set .@ro_of02,.@ro_of02 + 1;
+ next;
+ break;
+ case 2:
+ mes "^3355FFYou tried using steel";
+ mes "to reinforce the gate, but";
+ mes "it's not working well at all.";
+ mes "You'll have to start over.^000000";
+ close;
+ case 3:
+ mes "^3355FFYou tried using emveretarcon";
+ mes "to reinforce the gate, but it's";
+ mes "not working well at all.";
+ mes "You'll have to start over.^000000";
+ close;
+ case 4:
+ mes "^3355FFYou hammered the";
+ mes "oridecon: it looks";
+ mes "like this will work.^000000";
+ set .@rp_temp,.@rp_temp + 1;
+ set .@ro_of02,.@ro_of02 + 1;
+ specialeffect2 EF_REPAIRWEAPON;
+ next;
+ break;
+ }
+ break;
+ case 3:
+ mes "^3355FFThe damage to the gate";
+ mes "has caused all these";
+ mes "cracks. You'll have to";
+ mes "weld them solid somehow.^000000";
+ next;
+ switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
+ case 1:
+ mes "^3355FFYou tried using wood to fix";
+ mes "this problem, but it seems";
+ mes "to have made it worse.";
+ mes "You'll have to start all over.^000000";
+ close;
+ case 2:
+ mes "^3355FFYou used steel to weld";
+ mes "all the cracks: the gate is";
+ mes "is starting to look more solid.^000000";
+ set .@rp_temp,.@rp_temp + 1;
+ set .@ro_of02,.@ro_of02 + 1;
+ specialeffect2 EF_REPAIRWEAPON;
+ next;
+ break;
+ case 3:
+ mes "^3355FFYou tried using emveretarcon";
+ mes "to reinforce the gate, but it's";
+ mes "not working well at all.";
+ mes "You'll have to start over.^000000";
+ close;
+ case 4:
+ mes "^3355FFYou tried using oridecon,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ }
+ break;
+ case 4:
+ mes "^3355FFNow you need to make";
+ mes "sure that the gate is held";
+ mes "together pretty solidly.^000000";
+ next;
+ switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
+ case 1:
+ mes "^3355FFYou tried using wood to fix";
+ mes "this problem, but it seems";
+ mes "to have made it worse.";
+ mes "You'll have to start all over.^000000";
+ close;
+ case 2:
+ mes "^3355FFYou tried using steel,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ case 3:
+ mes "^3355FFYou successfully used";
+ mes "the emveretarcon to repair";
+ mes "much of the gate's damage.^000000";
+ set .@rp_temp,.@rp_temp + 1;
+ set .@ro_of02,.@ro_of02 + 1;
+ specialeffect2 EF_REPAIRWEAPON;
+ next;
+ break;
+ case 4:
+ mes "^3355FFYou tried using oridecon,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ }
+ }
+ }
+ }
+ mes "^3355FFWell, it looks like";
+ mes "you're just about done";
+ mes "with repairing the gate.^000000";
+ next;
+ if (agitcheck2() == 0) {
+ mes "^3355FFUnfortunately, the Fortress";
+ mes "Gate can't be reconstructed:";
+ mes "the Emperium is no longer here.^000000";
+ close;
+ }
+ else {
+ if (.@rp_temp == .@ro_of01) {
+ mes "^3355FFThe Fortress Gate has";
+ mes "been successfully repaired!^000000";
+ delitem 1019,30; //Wooden_Block
+ delitem 999,10; //Steel
+ delitem 1011,10; //Emveretarcon
+ delitem 984,5; //Oridecon
+ close2;
+ donpcevent "#sch01_RL03::OnEnable";
+ disablenpc "Control Device03#sch01";
+ mapannounce "schg_cas01","The 3rd Fortress Gate has been reconstructed!",bc_map,"0x00ff00";
+ setarray $agit_sc01[4],0;
+ setarray $agit_sc01[3],2;
+ donpcevent "Control Device02#sch01::OnEnable";
+ end;
+ }
+ else {
+ mes "^3355FFThe wall has been breached,";
+ mes "and the attempt to repair the";
+ mes "Fortress Gate has failed.";
+ mes "You lost some of your";
+ mes "repair resources...^000000";
+ delitem 984,2; //Oridecon
+ delitem 999,4; //Steel
+ delitem 1019,14; //Wooden_Block
+ delitem 1011,3; //Emveretarcon
+ close;
+ }
+ }
+ }
+ else {
+ mes "^3355FFYou can't attempt to repair";
+ mes "the Fortress Gate if you don't";
+ mes "have all the needed materials.^000000";
+ close;
+ }
+ }
+ }
+ }
+ end;
+
+OnInit:
+ disablenpc "Control Device03#sch01";
+ end;
+
+OnEnable:
+ enablenpc "Control Device03#sch01";
+ end;
+
+OnDisable:
+ disablenpc "Control Device03#sch01";
+ end;
+}
+
+// Link Flags
+schg_cas01,106,302,0 script LF-01#schg_cas01 111,{
+ set .@GID, GetCastleData("schg_cas01",1);
+ if (getcharid(2) == .@GID) {
+ mes "^3355FFThis is the Stronghold";
+ mes "Teleport Service. Please";
+ mes "choose a destination";
+ mes "within the stronghold.^000000";
+ switch(select("First Gate House:Second Gate House:Cancel")) {
+ case 1:
+ warp "schg_cas01",19,26;
+ end;
+ case 2:
+ warp "schg_cas01",219,90;
+ end;
+ case 3:
+ close;
+ }
+ }
+ end;
+}
+
+schg_cas01,109,302,0 script LF-02#schg_cas01 111,{
+ set .@GID, GetCastleData("schg_cas01",1);
+ if (getcharid(2) == .@GID) {
+ mes "^3355FFThis is the Stronghold";
+ mes "Teleport Service. Please";
+ mes "choose a destination";
+ mes "within the stronghold.^000000";
+ switch(select("Defense Area 1-1:Defense Area 1-2:Cancel")) {
+ case 1:
+ warp "schg_cas01",89,43;
+ end;
+ case 2:
+ warp "schg_cas01",141,45;
+ end;
+ case 3:
+ close;
+ }
+ }
+ end;
+}
+
+schg_cas01,112,302,0 script LF-03#schg_cas01 111,{
+ set .@GID, GetCastleData("schg_cas01",1);
+ if (getcharid(2) == .@GID) {
+ mes "^3355FFThis is the Stronghold";
+ mes "Teleport Service. Please";
+ mes "choose a destination";
+ mes "within the stronghold.^000000";
+ switch(select("Defense Area 2-1:Defense Area 2-2:Cancel")) {
+ case 1:
+ warp "schg_cas01",137,54;
+ end;
+ case 2:
+ warp "schg_cas01",102,54;
+ end;
+ case 3:
+ close;
+ }
+ }
+ end;
+}
+
+schg_cas01,115,302,0 script LF-04#schg_cas01 111,{
+ set .@GID, GetCastleData("schg_cas01",1);
+ if (getcharid(2) == .@GID) {
+ mes "^3355FFThis is the Stronghold";
+ mes "Teleport Service. Please";
+ mes "choose a destination";
+ mes "within the stronghold.^000000";
+ switch(select("Defense Area 2-3:Defense Area 2-4:Cancel")) {
+ case 1:
+ warp "schg_cas01",94,147;
+ end;
+ case 2:
+ warp "schg_cas01",163,140;
+ end;
+ case 3:
+ close;
+ }
+ }
+ end;
+}
+
+schg_cas01,118,302,0 script LF-05#schg_cas01 111,{
+ set .@GID, GetCastleData("schg_cas01",1);
+ if (getcharid(2) == .@GID) {
+ mes "^3355FFThis is the Stronghold";
+ mes "Teleport Service. Please";
+ mes "choose a destination";
+ mes "within the stronghold.^000000";
+ switch(select("Defense Area 2-3:Defense Area 2-4:Cancel")) {
+ case 1:
+ warp "schg_cas01",87,220;
+ end;
+ case 2:
+ warp "schg_cas01",151,220;
+ end;
+ case 3:
+ close;
+ }
+ }
+ end;
+}
+
+schg_cas01,121,302,0 script LF-06#schg_cas01 111,{
+ set .@GID, GetCastleData("schg_cas01",1);
+ if (getcharid(2) == .@GID) {
+ mes "^3355FFThis is the Stronghold";
+ mes "Teleport Service. Please";
+ mes "choose a destination";
+ mes "within the stronghold.^000000";
+ switch(select("Defense Area 3-1:Defense Area 3-2:Cancel")) {
+ case 1:
+ warp "schg_cas01",100,242;
+ end;
+ case 2:
+ warp "schg_cas01",136,242;
+ end;
+ case 3:
+ close;
+ }
+ }
+ end;
+}
+
+schg_cas01,124,302,0 script LF-07#schg_cas01 111,{
+ set .@GID, GetCastleData("schg_cas01",1);
+ if (getcharid(2) == .@GID) {
+ mes "^3355FFThis is the Stronghold";
+ mes "Teleport Service. Please";
+ mes "choose a destination";
+ mes "within the stronghold.^000000";
+ switch(select("Center 1 Area:Center 2 Area:Cancel")) {
+ case 1:
+ warp "schg_cas01",120,168;
+ end;
+ case 2:
+ warp "schg_cas01",119,211;
+ end;
+ case 3:
+ close;
+ }
+ }
+ end;
+}
+
+schg_cas01,127,302,0 script LF-08#schg_cas01 111,{
+ set .@GID, GetCastleData("schg_cas01",1);
+ if (getcharid(2) == .@GID) {
+ mes "^3355FFThis is the Stronghold";
+ mes "Teleport Service. Please";
+ mes "choose a destination";
+ mes "within the stronghold.^000000";
+ switch(select("Area 1-1:Area 2-1:Area 3-1:Cancel")) {
+ case 1:
+ warp "schg_cas01",89,43;
+ end;
+ case 2:
+ warp "schg_cas01",94,147;
+ end;
+ case 3:
+ warp "schg_cas01",100,242;
+ end;
+ case 4:
+ close;
+ }
+ }
+ end;
+}
+
+schg_cas01,130,302,0 script LF-09#schg_cas01 111,{
+ set .@GID, GetCastleData("schg_cas01",1);
+ if (getcharid(2) == .@GID) {
+ mes "^3355FFThis is the Stronghold";
+ mes "Teleport Service. Please";
+ mes "choose a destination";
+ mes "within the stronghold.^000000";
+ switch(select("Area 1-2:Area 2-3:Area 3-2:Cancel")) {
+ case 1:
+ warp "schg_cas01",141,45;
+ end;
+ case 2:
+ warp "schg_cas01",163,140;
+ end;
+ case 3:
+ warp "schg_cas01",136,243;
+ end;
+ case 4:
+ close;
+ }
+ }
+ end;
+}
+
+schg_cas01,133,302,0 script LF-10#schg_cas01 111,{
+ set .@GID, GetCastleData("schg_cas01",1);
+ if (getcharid(2) == .@GID) {
+ mes "^3355FFThis is the Stronghold";
+ mes "Teleport Service. Would";
+ mes "you like to teleport to the";
+ mes "Convenience Facility for";
+ mes "guild members?^000000";
+ switch(select("Go to Convenience Facility:Cancel")) {
+ case 1:
+ warp "schg_cas01",275,244;
+ end;
+ case 2:
+ close;
+ }
+ }
+ end;
+}
+
+schg_cas01,17,45,0 script Himinn#LF_sc01_1::LF_sc01_1 111,{
+ set .@GID, GetCastleData("schg_cas01",1);
+ if (getcharid(2) == .@GID) {
+ mes "^3355FFThis is the Stronghold";
+ mes "Teleport Service. Would";
+ mes "you like to teleport to";
+ mes "the Emperium Center?^000000";
+ switch(select("Teleport:Cancel")) {
+ case 1:
+ warp "schg_cas01",120,290;
+ end;
+ case 2:
+ close;
+ }
+ }
+ end;
+}
+
+schg_cas01,207,95,0 duplicate(LF_sc01_1) Himinn#LF_sc01_2 111
+
+schg_cas01,111,46,4 script Himinn#LF_sc01_3::LF_sc01_2 722,{
+ set .@GID, GetCastleData("schg_cas01",1);
+ if (getcharid(2) == .@GID) {
+ mes "^3355FFThis is the Stronghold";
+ mes "Teleport Service. Would";
+ mes "you like to teleport to";
+ mes "the Emperium Center?^000000";
+ switch(select("Teleport:Cancel")) {
+ case 1:
+ warp "schg_cas01",120,290;
+ end;
+ case 2:
+ close;
+ }
+ }
+ end;
+
+OnInterIfInitOnce:
+OnRecvCastleSc01:
+ FlagEmblem GetCastleData("schg_cas01",1);
+ end;
+}
+
+schg_cas01,129,46,4 duplicate(LF_sc01_2) Himinn#LF_sc01_4 722
+schg_cas01,99,77,0 duplicate(LF_sc01_1) Himinn#LF_sc01_5 111
+schg_cas01,140,77,0 duplicate(LF_sc01_1) Himinn#LF_sc01_6 111
+schg_cas01,109,150,4 duplicate(LF_sc01_2) Himinn#LF_sc01_7 722
+schg_cas01,130,150,4 duplicate(LF_sc01_2) Himinn#LF_sc01_8 722
+schg_cas01,112,212,0 duplicate(LF_sc01_1) Himinn#LF_sc01_9 111
+schg_cas01,127,212,0 duplicate(LF_sc01_1) Himinn#LF_sc01_10 111
+schg_cas01,113,238,0 duplicate(LF_sc01_1) Himinn#LF_sc01_11 111
+schg_cas01,126,238,0 duplicate(LF_sc01_1) Himinn#LF_sc01_12 111
+schg_cas01,95,247,0 duplicate(LF_sc01_1) Himinn#LF_sc01_13 111
+schg_cas01,144,247,0 duplicate(LF_sc01_1) Himinn#LF_sc01_14 111
+
+// Guild Manager
+schg_cas01,247,305,3 script Steward#sch01 55,{
+ set .@GID, GetCastleData("schg_cas01",1);
+ if (.@GID == 0) {
+ mes "[ Steward ]";
+ mes "I await for the master";
+ mes "whom destiny will choose";
+ mes "for me. Do you think you";
+ mes "have to courage and strength";
+ mes "to conquer this stronghold?";
+ close;
+ }
+ if (getcharid(2) != .@GID || strcharinfo(0) != getguildmaster(.@GID)) {
+ mes "[ Steward ]";
+ mes "Hmpf. Your threats don't";
+ mes "scare me! Guardians, drive";
+ mes "this infidel away from here!";
+ mes "I will always be loyal to the";
+ mes "master of this stronghold,";
+ mes "the one and only ^FF0000" + getguildmaster(.@GID) + "^000000.";
+ close;
+ }
+ mes "[ Steward ]";
+ mes "Ah, Master ^FF0000" + getguildmaster(.@GID) + "^000000...";
+ mes "How shall I serve you today?";
+ mes "Was there an aspect of this";
+ mes "stronghold's maintenance";
+ mes "you wanted to discuss?";
+ next;
+ switch(select("Stronghold Briefing:Invest in Commercial Growth:Invest in Defense growth:Hire/Fire Storage Staff:Go to Master's room")) {
+ case 1:
+ mes "[ Steward ]";
+ mes "The Commercial Growth";
+ mes "Level of the stronghold is ^0000ff" + GetCastleData("schg_cas01",2) + ".";
+ if (GetCastleData("schg_cas01",4) > 0) {
+ mes "Last time, you invested in";
+ mes "Commercial Growth " + GetCastleData("schg_cas01",4) + ".";
+ }
+ next;
+ mes "[ Steward ]";
+ mes "Our stronghold's";
+ mes "safeguard level is " + GetCastleData("schg_cas01",3) + ".";
+ if (GetCastleData("schg_cas01",5) > 0) {
+ mes "Last time, you invested";
+ mes "in defense " + GetCastleData("schg_cas01",5) + " times.";
+ }
+ mes " ";
+ mes "That is all, master.";
+ close;
+ case 2:
+ set .@Economy,GetCastleData("schg_cas01",2);
+ if (.@Economy < 6) { set .@eco_invest,5000; }
+ else if ((.@Economy >= 6) && (.@Economy <= 10)) { set .@eco_invest,10000; }
+ else if ((.@Economy >= 11) && (.@Economy <= 15)) { set .@eco_invest,20000; }
+ else if ((.@Economy >= 16) && (.@Economy <= 20)) { set .@eco_invest,35000; }
+ else if ((.@Economy >= 21) && (.@Economy <= 25)) { set .@eco_invest,55000; }
+ else if ((.@Economy >= 26) && (.@Economy <= 30)) { set .@eco_invest,80000; }
+ else if ((.@Economy >= 31) && (.@Economy <= 35)) { set .@eco_invest,110000; }
+ else if ((.@Economy >= 36) && (.@Economy <= 40)) { set .@eco_invest,145000; }
+ else if ((.@Economy >= 41) && (.@Economy <= 45)) { set .@eco_invest,185000; }
+ else if ((.@Economy >= 46) && (.@Economy <= 50)) { set .@eco_invest,230000; }
+ else if ((.@Economy >= 51) && (.@Economy <= 55)) { set .@eco_invest,280000; }
+ else if ((.@Economy >= 56) && (.@Economy <= 60)) { set .@eco_invest,335000; }
+ else if ((.@Economy >= 61) && (.@Economy <= 65)) { set .@eco_invest,395000; }
+ else if ((.@Economy >= 66) && (.@Economy <= 70)) { set .@eco_invest,460000; }
+ else if ((.@Economy >= 71) && (.@Economy <= 75)) { set .@eco_invest,530000; }
+ else if ((.@Economy >= 76) && (.@Economy <= 80)) { set .@eco_invest,605000; }
+ else if ((.@Economy >= 81) && (.@Economy <= 85)) { set .@eco_invest,685000; }
+ else if ((.@Economy >= 86) && (.@Economy <= 90)) { set .@eco_invest,770000; }
+ else if ((.@Economy >= 91) && (.@Economy <= 95)) { set .@eco_invest,860000; }
+ else if ((.@Economy >= 96) && (.@Economy <= 100)) { set .@eco_invest,955000; }
+ //Quadruple the cost of investing if you've already invested once.
+ if (GetCastleData("schg_cas01",4)) {
+ set .@eco_invest,.@eco_invest*4;
+ }
+ mes "[ Steward ]";
+ mes "Raising the stronghold's";
+ mes "commercial growth will";
+ mes "increase the quantity of";
+ mes "goods produced for the guild.";
+ mes "Investing in commercial growth";
+ mes "will help the guild's future.";
+ next;
+ mes "[ Steward ]";
+ mes "You can make one investment";
+ mes "each day, but if you can make";
+ mes "two investments if you pay";
+ mes "more zeny: this will speed";
+ mes "up commercial development,";
+ mes "but can be quite expensive.";
+ next;
+ if (.@Economy == 100) {
+ mes "[ Steward ]";
+ mes "However, our stronghold's";
+ mes "commerical growth level is";
+ mes "at 100%. It's not possible to";
+ mes "develop commercial growth";
+ mes "any further than that.";
+ close;
+ }
+ if (GetCastleData("schg_cas01",4) >= 2) {
+ mes "[ Steward ]";
+ mes "You've already made two";
+ mes "investments today, so you'll";
+ mes "have to wait until tomorrow";
+ mes "to make another investment.";
+ close;
+ }
+ if (GetCastleData("schg_cas01",4) == 0) {
+ mes "[ Steward ]";
+ mes "You must pay ^FF0000" + .@eco_invest + "^000000 zeny";
+ mes "to make an investment";
+ mes "Will you invest in this";
+ mes "stronghold's commerical";
+ mes "development now?";
+ }
+ else {
+ mes "[ Steward ]";
+ mes "You must pay ^FF0000" + .@eco_invest + "^000000";
+ mes "more zeny to make a second";
+ mes "investment today. Will you";
+ mes "invest one more time?";
+ }
+ next;
+ switch(select("Invest in Commercial Growth:Cancel")) {
+ case 1:
+ if (GetCastleData("schg_cas01",4) >= 2) {
+ mes "[ Steward ]";
+ mes "You've already made two";
+ mes "investments today, so you'll";
+ mes "have to wait until tomorrow";
+ mes "to make another investment.";
+ close;
+ }
+ if (Zeny < .@eco_invest) {
+ mes "[ Steward ]";
+ mes "I'm sorry, Master, but";
+ mes "you do not have enough";
+ mes "zeny to make an investment";
+ mes "for the guild today.";
+ close;
+ }
+ set zeny,zeny-.@eco_invest;
+ SetCastleData "schg_cas01",4,GetCastleData("schg_cas01",4)+1;
+ mes "[ Steward ]";
+ mes "A wise use of the guild's";
+ mes "funds, Master. We can expect";
+ mes "to see the results of this";
+ mes "investment by tomorrow.";
+ close;
+ case 2:
+ mes "[ Steward ]";
+ mes "As you command, Master.";
+ close;
+ }
+ case 3:
+ set .@Defence,GetCastleData("schg_cas01",3);
+ if (.@Defence < 6) { set .@def_invest,10000; }
+ else if ((.@Defence >= 6) && (.@Defence <= 10)) { set .@def_invest,20000; }
+ else if ((.@Defence >= 11) && (.@Defence <= 15)) { set .@def_invest,40000; }
+ else if ((.@Defence >= 16) && (.@Defence <= 20)) { set .@def_invest,70000; }
+ else if ((.@Defence >= 21) && (.@Defence <= 25)) { set .@def_invest,110000; }
+ else if ((.@Defence >= 26) && (.@Defence <= 30)) { set .@def_invest,160000; }
+ else if ((.@Defence >= 31) && (.@Defence <= 35)) { set .@def_invest,220000; }
+ else if ((.@Defence >= 36) && (.@Defence <= 40)) { set .@def_invest,290000; }
+ else if ((.@Defence >= 41) && (.@Defence <= 45)) { set .@def_invest,370000; }
+ else if ((.@Defence >= 46) && (.@Defence <= 50)) { set .@def_invest,460000; }
+ else if ((.@Defence >= 51) && (.@Defence <= 55)) { set .@def_invest,560000; }
+ else if ((.@Defence >= 56) && (.@Defence <= 60)) { set .@def_invest,670000; }
+ else if ((.@Defence >= 61) && (.@Defence <= 65)) { set .@def_invest,790000; }
+ else if ((.@Defence >= 66) && (.@Defence <= 70)) { set .@def_invest,920000; }
+ else if ((.@Defence >= 71) && (.@Defence <= 75)) { set .@def_invest,1060000; }
+ else if ((.@Defence >= 76) && (.@Defence <= 80)) { set .@def_invest,1210000; }
+ else if ((.@Defence >= 81) && (.@Defence <= 85)) { set .@def_invest,1370000; }
+ else if ((.@Defence >= 86) && (.@Defence <= 90)) { set .@def_invest,1540000; }
+ else if ((.@Defence >= 91) && (.@Defence <= 95)) { set .@def_invest,1720000; }
+ else if ((.@Defence >= 96) && (.@Defence <= 100)) { set .@def_invest,1910000; }
+ //Quadruple the cost of investing if you've already invested once.
+ if (GetCastleData("schg_cas01",5)) {
+ set .@def_invest,.@def_invest*4;
+ }
+ mes "[ Steward ]";
+ mes "Investing in our stronghold's";
+ mes "defense will enhance the";
+ mes "durability of our Guardians";
+ mes "and the Emperium. We'll need";
+ mes "every advantage to protect";
+ mes "ourselves from our enemies.";
+ next;
+ mes "[ Steward ]";
+ mes "You can invest in defense";
+ mes "once per day, but if you pay";
+ mes "more zeny, you can invest";
+ mes "a maximum of two times daily.";
+ next;
+ mes "[ Steward ]";
+ if (GetCastleData("schg_cas01",3) == 100) {
+ mes "The Defense Level of this";
+ mes "stronghold is 100%, and";
+ mes "cannot be increased further.";
+ close;
+ }
+ if (GetCastleData("schg_cas01",5) >= 2) {
+ mes "Master, you've already";
+ mes "invested in Defense twice";
+ mes "today. You'll need to wait";
+ mes "until tomorrow if you really";
+ mes "want to increase our defenses.";
+ close;
+ }
+ if (GetCastleData("schg_cas01",5) == 0) {
+ mes "We need ^FF0000" + .@def_invest + "^000000";
+ mes "zeny to invest in our";
+ mes "stronghold's defenses.";
+ mes "Will you invest now?";
+ }
+ else {
+ mes "We need ^FF0000" + .@def_invest + "^000000";
+ mes "zeny to invest in our";
+ mes "stronghold's defenses";
+ mes "a second time today.";
+ mes "Will you invest now?";
+ }
+ next;
+ switch(select("Invest in Defense:Cancel")) {
+ case 1:
+ if (GetCastleData("schg_cas01",5) >= 2) {
+ mes "[ Steward ]";
+ mes "Master, you've already";
+ mes "invested in Defense twice";
+ mes "today. You'll need to wait";
+ mes "until tomorrow if you really";
+ mes "want to increase our defenses.";
+ close;
+ }
+ if (Zeny < .@def_invest) {
+ mes "[ Steward ]";
+ mes "I'm sorry, Master, but";
+ mes "you do not have enough";
+ mes "zeny to make an investment";
+ mes "for the guild today.";
+ close;
+ }
+ set zeny,zeny-.@def_invest;
+ SetCastleData "schg_cas01",5,GetCastleData("schg_cas01",5)+1;
+ mes "[ Steward ]";
+ mes "A wise use of the guild's";
+ mes "funds, Master. Increasing";
+ mes "the frequency of treasure";
+ mes "procured by the guild will";
+ mes "definitely help us all.";
+ close;
+ case 2:
+ mes "[ Steward ]";
+ mes "As you command, Master.";
+ close;
+ }
+ case 4:
+ if (GetCastleData("schg_cas01",9) == 1) {
+ mes "[ Steward ]";
+ mes "Do you wish to dismiss";
+ mes "the Kafra Employee that";
+ mes "we've hired for the guild?";
+ next;
+ switch(select("Dismiss:Cancel")) {
+ case 1:
+ cutin "kafra_01",2;
+ mes "[ Hired Kafra Employee ]";
+ mes "Master, please reconsider!";
+ mes "I've been working very hard";
+ mes "for the success of the guild!";
+ mes "I'll try harder to serve the";
+ mes "guild members of this";
+ mes "stronghold, I promise!";
+ next;
+ switch(select("Dismiss:Cancel")) {
+ case 1:
+ mes "[ Hired Kafra Employee ]";
+ mes "Why?! What have I done";
+ mes "to deserve this? Waaah~!";
+ next;
+ cutin "kafra_01",255;
+ break;
+ case 2:
+ mes "[ Hired Kafra Employee ]";
+ mes "Thank you, Master!";
+ mes "I'll obey your every";
+ mes "command as best I can!";
+ mes "You won't regret this!";
+ close;
+ }
+ break;
+ case 2:
+ mes "[ Steward ]";
+ mes "She works very hard,";
+ mes "in my opinion. It was in";
+ mes "all of our best interests to";
+ mes "allow her to stay with us.";
+ close;
+ }
+ disablenpc "Kafra Employee#sch01";
+ SetCastleData "schg_cas01",9,0;
+ mes "[ Steward ]";
+ mes "That Kafra Employee";
+ mes "has been dismissed.";
+ mes "Were really dissatisfied";
+ mes "by the quality of her service?";
+ close;
+ }
+ else {
+ mes "[ Steward ]";
+ mes "Will you hire a";
+ mes "Kafra Employee to serve";
+ mes "our stronghold? You must";
+ mes "pay ^FF000010,000 zeny^000000 to hire one.";
+ next;
+ switch(select("Hire:Cancel")) {
+ case 1:
+ if (getgdskilllv(.@GID,10001) == 0) {
+ mes "[ Steward ]";
+ mes "Master, we cannot hire a";
+ mes "Kafra Employee because";
+ mes "you have not yet attained";
+ mes "the ^FF0000Contract with Kafra^000000";
+ mes "guild skill.";
+ close;
+ }
+ if (Zeny < 10000) {
+ mes "[ Steward ]";
+ mes "Master, we cannot hire a";
+ mes "Kafra Employee because";
+ mes "we do not have enough";
+ mes "funds to pay the contract fee.";
+ close;
+ }
+ set zeny,zeny-10000;
+ enablenpc "Kafra Employee#sch01";
+ SetCastleData "schg_cas01",9,1;
+ mes "[ Steward ]";
+ mes "Very well. We have formed";
+ mes "a contract with the Kafra";
+ mes "Head Office, and hired a";
+ mes "Kafra Employee for our";
+ mes "stronghold. Here she is~";
+ next;
+ cutin "kafra_01",2;
+ mes "[ Hired Kafra Employee ]";
+ mes "How do you do? I've";
+ mes "been dispatched by the";
+ mes "Kafra Head Office to";
+ mes "serve your guild's needs.";
+ mes "I'll do my best to follow";
+ mes "your every command, Master.";
+ next;
+ cutin "kafra_01",255;
+ mes "[ Steward ]";
+ mes "Our contract will expire";
+ mes "after one month, so we must";
+ mes "pay additional fees to keep";
+ mes "this Kafra Employee in";
+ mes "the service of our guild.";
+ close;
+ case 2:
+ mes "[ Steward ]";
+ mes "As you command, Master.";
+ mes "However, I suggest hiring";
+ mes "a Kafra Employee as soon";
+ mes "as possible since our guild";
+ mes "would greatly benefit from";
+ mes "the convenient Kafra services.";
+ close;
+ }
+ }
+ case 5:
+ mes "[ Steward ]";
+ mes "Do you wish to enter the";
+ mes "Guild Treasure Room?";
+ mes "Only you, the Guild Master,";
+ mes "are permitted to enter.";
+ next;
+ mes "[ Steward ]";
+ mes "Please remember to open";
+ mes "the Treasure Boxes at the";
+ mes "proper time. Otherwise, the";
+ mes "treasure may disappear if";
+ mes "something unexpected happens.";
+ next;
+ switch(select("Go to Treasure Room:Cancel")) {
+ case 1:
+ mes "[ Steward ]";
+ mes "Allow me to guide you";
+ mes "on the secret path to";
+ mes "the Treasure Room.";
+ mes "Press the secret switch";
+ mes "when you wish to return here.";
+ close2;
+ warp "schg_cas01",381,381;
+ end;
+ case 2:
+ mes "[ Steward ]";
+ mes "Items in the Treasure Room";
+ mes "are produced once each day.";
+ mes "Therefore, you must obtain";
+ mes "the treasure items everyday.";
+ mes "For the sake of the guild,";
+ mes "prioritize treasure harvesting!";
+ close;
+ }
+ }
+
+Onstop:
+ stopnpctimer;
+ end;
+
+OnStartArena:
+ set .@GID,getcharid(2);
+ // Lower castle Economy
+ set .@Economy,GetCastleData("schg_cas01",2) - 5;
+ if (.@Economy < 0) set .@Economy, 0;
+ SetCastleData "schg_cas01", 2, .@Economy;
+ // Lower Castle Defence
+ set .@Defence,GetCastleData("schg_cas01",3) - 5;
+ if (.@Defence < 0) set .@Defence, 0;
+ SetCastleData "schg_cas01", 3, .@Defence;
+ // Set new owner
+ SetCastleData "schg_cas01",1, .@GID;
+ // Clear castle's data.
+ for( set .@i, 4; .@i <= 9; set .@i, .@i+1 )
+ SetCastleData "schg_cas01", .@i, 0;
+ // Disable Kafra
+ disablenpc "Kafra Employee#sch01";
+
+ set .msg,2;
+ if (.msg == 1) {
+ announce "Fortress [" + GetCastleName("schg_cas01") + "]'s 'Nithafjoll' was captured by [" + getguildname(.@gid) + "] Guild.",bc_all|bc_woe;
+ donpcevent "Manager#sch01_02::Onstart";
+ }
+ else if (.msg == 2) {
+ announce "The [" + getguildname(.@gid) + "] conquered the [Nithafjoll 1] stronghold of "+GetCastleName("schg_cas01"),bc_all|bc_woe;
+ mapannounce "schg_cas01","The emperium has been shattered!",bc_map,"0x00FF00",FW_NORMAL,20,0,40;
+ if (agitcheck2()) {
+ donpcevent "Manager#sch01_02::Onreset";
+ initnpctimer;
+ }
+ else {
+ donpcevent "Manager#sch01_02::Onreset";
+ stopnpctimer;
+ }
+ }
+ else if (.msg == 0) {
+ announce "Fortress [" + GetCastleName("schg_cas01") + "]'s 'Nithafjoll' was captured by [" + getguildname(.@gid) + "] Guild.",bc_all|bc_woe;
+ donpcevent "Manager#sch01_02::Onreset";
+ stopnpctimer;
+ end;
+ }
+ MapRespawnGuildID "schg_cas01",GetCastleData("schg_cas01",1),2;
+ donpcevent "::OnRecvCastlesc01";
+ end;
+
+OnTimer10000:
+ donpcevent "Manager#sch01_02::Onchange";
+ mapannounce "schg_cas01","Rebuild this stronghold's Guardian Stones and Fortress Gates to secure your guild's new aquisition!",bc_map,"0x00FF00",FW_NORMAL,20,0,40;
+ end;
+}
+
+// Guild Kafra
+schg_cas01,300,287,5 script Kafra Employee#sch01 117,{
+ cutin "kafra_01",2;
+ set .@GID, GetCastleData("schg_cas01",1);
+ if (getcharid(2) == .@GID && getgdskilllv(.@GID,10001)) {
+ mes "[Kafra Employee]";
+ mes "Welcome, proud member";
+ mes "of the ^FF0000" + GetGuildName(.@GID) + "^000000 Guild!";
+ mes "The Kafra Corporation is ready";
+ mes "to assist you wherever you go!";
+ next;
+ switch(select("Use Storage:Use Warp Service:Rent Pushcart:Cancel")) {
+ case 1:
+ if (basicskillcheck() && getskilllv("NV_BASIC") < 6) {
+ mes "[Kafra Employee]";
+ mes "I'm so sorry, but you must";
+ mes "have at least Novice Skill";
+ mes "Lv.6 to use the Storage.";
+ }
+ else {
+ openstorage;
+ }
+ break;
+ case 2:
+ mes "[Kafra Employee]";
+ mes "Please tell me your";
+ mes "Warp destination.";
+ next;
+ switch(select("Juno -> 200 z:Cancel")) {
+ case 1:
+ if (Zeny < 200) {
+ mes "[Kafra Employee]";
+ mes "I'm sorry, but you don't";
+ mes "have enough zeny to pay";
+ mes "the warp fee. Would you";
+ mes "please check your funds again?";
+ close2;
+ cutin "kafra_01",255;
+ end;
+ }
+ set zeny,zeny-200;
+ warp "yuno",158,125;
+ end;
+ case 2:
+ cutin "kafra_01",255;
+ }
+ break;
+ case 3:
+ if (BaseClass != Job_Merchant) {
+ mes "[Kafra Employee]";
+ mes "I'm sorry, but the Pushcart";
+ mes "rental service can only be";
+ mes "used by Merchant, Blacksmith,";
+ mes "and Alchemist class characters.";
+ }
+ else if (checkcart() == 1) {
+ mes "[Kafra Employee]";
+ mes "Hm? You've already";
+ mes "rented a Pushcart.";
+ }
+ else {
+ mes "[Kafra Employee]";
+ mes "The Pushcart rental fee";
+ mes "is 800 zeny. Would you";
+ mes "like to rent a Pushcart?";
+ next;
+ switch(select("Rent Pushcart:Cancel")) {
+ case 1:
+ if (Zeny < 800) {
+ mes "[Kafra Employee]";
+ mes "I'm sorry, but you don't";
+ mes "have enough zeny to rent";
+ mes "one of our Pushcarts.";
+ close2;
+ cutin "kafra_01",255;
+ end;
+ }
+ set zeny,zeny-800;
+ setcart;
+ break;
+ case 2:
+ break;
+ }
+ }
+ break;
+ case 4:
+ mes "[Kafra Employee]";
+ mes "Thank you for using the";
+ mes "Kafra Service. Wherever";
+ mes "you go, Kafra will be";
+ mes "there to support you!";
+ close2;
+ cutin "kafra_01",255;
+ end;
+ }
+ close2;
+ cutin "kafra_01",255;
+ end;
+ }
+ else {
+ mes "[Kafra Employee]";
+ mes "I'm sorry, but I've been";
+ mes "exclusively contracted";
+ mes "to the members of the";
+ mes "^FF0000" + GetGuildName(.@GID) + "^000000 Guild.";
+ mes "You'll have to ask another";
+ mes "Kafra Employee to help you...";
+ close2;
+ cutin "kafra_01",255;
+ end;
+ }
+
+OnRecvCastlesc01:
+ if (GetCastleData("schg_cas01",1) == 0) {
+ monster "schg_cas01",0,0,"Evil Druid",1117,10;
+ monster "schg_cas01",0,0,"Khalitzburg",1132,4;
+ monster "schg_cas01",0,0,"Abysmal Knight",1219,3;
+ monster "schg_cas01",0,0,"Executioner",1205,1;
+ monster "schg_cas01",0,0,"Penomena",1216,10;
+ monster "schg_cas01",0,0,"Alarm",1193,18;
+ monster "schg_cas01",0,0,"Clock",1269,9;
+ monster "schg_cas01",0,0,"Raydric Archer",1276,12;
+ monster "schg_cas01",0,0,"Wanderer",1208,3;
+ monster "schg_cas01",0,0,"Alice",1275,1;
+ monster "schg_cas01",0,0,"Bloody Knight",1268,2;
+ monster "schg_cas01",0,0,"Dark Lord",1272,2;
+ monster "schg_cas01",0,0,"Tower Keeper",1270,4;
+ }
+ if (GetCastleData("schg_cas01",9) < 1) {
+ disablenpc "Kafra Employee#sch01";
+ }
+ end;
+}
+
+schg_cas01,391,391,0 script #sch01_switch 111,{
+ mes " ";
+ mes "^3355FFWill you pull";
+ mes "this small lever?^000000";
+ next;
+ switch(select("Pull Lever:Cancel")) {
+ case 1:
+ warp "schg_cas01",275,244;
+ end;
+ case 2:
+ close;
+ }
+}
+
+sch_gld,290,90,0 script Himinn#flag_sc01_1::Sc01_Flag 722,{
+ set .@GID, GetCastleData("schg_cas01",1);
+ if (.@GID == 0) {
+ mes "[ Schwaltzvalt Royal Edict ]";
+ mes "The Holy Kingdom of";
+ mes "Schwaltzvalt declares that";
+ mes "one has yet to claim lordship";
+ mes "over this stronghold. The one";
+ mes "that breaks the Emperium will";
+ mes "be recognized as its new owner.";
+ close;
+ }
+ else {
+ if (getcharid(2) == .@GID) {
+ mes "[ Ringing Voice ]";
+ mes "Courageous one,";
+ mes "do you wish to return";
+ mes "to your stronghold?";
+ next;
+ switch(select("Return to the Stronghold:Cancel")) {
+ case 1:
+ set .@GID, GetCastleData("schg_cas01",1);
+ if (getcharid(2) == .@GID) {
+ warp "schg_cas01",120,290;
+ end;
+ }
+ close;
+ case 2:
+ close;
+ }
+ }
+ mes "[ Schwaltzvalt Royal Edict ]";
+ mes "The Holy Kingdom of";
+ mes "Schwaltzvalt decrees that";
+ mes "this stronghold is owned";
+ mes "by the ^FF0000" + GetGuildName(.@GID) + "^000000 Guild.";
+ next;
+ mes "[ Schwaltzvalt Royal Edict ]";
+ mes "^FF0000" + GetGuildMaster(.@GID) + "^000000 is";
+ mes "Guild Master of ^FF0000" + GetGuildName(.@GID) + "^000000.";
+ mes "Any that object must claim this";
+ mes "stronghold through strength of";
+ mes "steel and magic during the";
+ mes "appointed Guild Siege times.";
+ close;
+ }
+
+OnInterIfInitOnce:
+OnRecvCastlesc01:
+ FlagEmblem GetCastleData("schg_cas01",1);
+ end;
+}
+
+sch_gld,297,90,0 duplicate(Sc01_Flag) Himinn#flag_sc01_2 722
diff --git a/npc/pre-re/guild2/schg_cas02.txt b/npc/pre-re/guild2/schg_cas02.txt
new file mode 100644
index 000000000..32c52899a
--- /dev/null
+++ b/npc/pre-re/guild2/schg_cas02.txt
@@ -0,0 +1,2869 @@
+//===== rAthena Script =======================================
+//= War of Emperium Second Edition
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 2.2
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= WoE SE Schwaltzvalt Castle 2
+//===== Additional Comments: =================================
+//= 1.0 First Version [L0ne_W0lf]
+//= 1.1 Fixed setcell range of first barricade. [L0ne_W0lf]
+//= 1.2 Fixed first Barricade being desotryable. [L0ne_W0lf]
+//= 1.3 Swaped an end for a close in eco investing. [L0ne_W0lf]
+//= 1.4 Fixed 3rd Control Device wasting supplies. [L0ne_W0lf]
+//= 1.5 Fixed double message in defense investing. [L0ne_W0lf]
+//= Corrected a minor typo in the guild steward.
+//= 1.6 Fixed a guardian spawning NPCs. [L0ne_W0lf]
+//= 1.7 Fixed investment period not resetting. [L0ne_W0lf]
+//= Made it so treasure won't spawn if castle is empty.
+//= Treasure will now be killed before spawning.
+//= 1.8 Fixed error with control devices. [L0ne_W0lf]
+//= 1.9 Replaced effect numerics with constants. [L0ne_W0lf]
+//= 2.0 Applied updated eco/def systems. [L0ne_W0lf]
+//= 2.0a Corrected investment data being reset before applied.
+//= 2.1 Fixed eco/def not actually incrementing. [L0ne_W0lf]
+//= Can no longer gain eco/def higher than 100.
+//= 2.2 Fixed a possible exploit in guild castle investment. [Brian]
+//============================================================
+
+schg_cas02,1,1,0 script Manager#sch02_02 111,{
+ end;
+
+OnAgitInit2:
+OnRecvCastlesc02:
+ if (GetCastleData("schg_cas02",1) == 0) {
+ donpcevent "Manager#sch02_02::Onstart";
+ }
+ end;
+
+OnAgitStart2:
+ if (agitcheck2()) {
+ MapRespawnGuildID "schg_cas02",GetCastleData("schg_cas02",1),2;
+ GvgOn "schg_cas02";
+ donpcevent "Manager#sch02_02::Onstart";
+ }
+ else {
+ donpcevent "#sch02_RL00::OnDisable";
+ donpcevent "#sch02_RL01::OnDisable";
+ donpcevent "#sch02_RL02::OnDisable";
+ donpcevent "#sch02_RL03::OnDisable";
+ }
+ end;
+
+OnAgitEnd2:
+ GvgOff "schg_cas02";
+ if (GetCastleData("schg_cas02",1)) {
+ KillMonster "schg_cas02","Steward#sch02::OnStartArena";
+ donpcevent "Manager#sch02_02::Onreset";
+ donpcevent "Steward#sch02::Onstop";
+ }
+ end;
+
+Onstart:
+ // 1st Guardian stone, 2nd Guardian stone, Barrier 1, Barrier 2, Barrier 3, Summon Guardians
+ // Settings for all but Summon Guardians
+ // 0 = Okay; 1 = Destroyed; 2 = Repairing
+ // Summon Guardians
+ // 0 = Do not Summon; 1 = Summon
+ if (GetCastleData("schg_cas02",1)) {
+ setarray $agit_sc02[0],0,0,0,0,0,0;
+ donpcevent "#sch02_df01::OnEnable";
+ donpcevent "#sch02_df02::OnEnable";
+ donpcevent "#sch02_RL00::OnEnable";
+ donpcevent "#sch02_RL01::OnEnable";
+ donpcevent "#sch02_RL02::OnEnable";
+ donpcevent "#sch02_RL03::OnEnable";
+ }
+ monster "schg_cas02",162,193,"Emperium",1288,1,"Steward#sch02::OnStartArena";
+ end;
+
+Onreset:
+ donpcevent "#sch02_df01::OnDisable";
+ donpcevent "#sch02_df02::OnDisable";
+ donpcevent "#sch02_gard01::Onreset";
+ donpcevent "#sch02_gard02::Onreset";
+ donpcevent "#sch02_RL00::OnDisable";
+ donpcevent "#sch02_RL01::OnDisable";
+ donpcevent "#sch02_RL02::OnDisable";
+ donpcevent "#sch02_RL03::OnDisable";
+ donpcevent "1st Guardian Stone#sch02::OnDisable";
+ donpcevent "2nd Guardian Stone#sch02::OnDisable";
+ donpcevent "Control Device01#sch02::OnDisable";
+ donpcevent "Control Device02#sch02::OnDisable";
+ donpcevent "Control Device03#sch02::OnDisable";
+ if (agitcheck2()) {
+ setarray $agit_sc02[0],0,0,1,1,1,0;
+ }
+ end;
+
+Onchange:
+ setarray $agit_sc02[0],2,2,1,1,2,0;
+ monster "schg_cas02",162,193,"Emperium",1288,1,"Steward#sch02::OnStartArena";
+ donpcevent "Control Device03#sch02::OnEnable";
+ donpcevent "1st Guardian Stone#sch02::OnEnable";
+ donpcevent "2nd Guardian Stone#sch02::OnEnable";
+ end;
+
+OnClock0001:
+ if (!GetCastleData("schg_cas02",1)) end;
+ killmonster "schg_cas02","Manager#sch02_02::OnTreasureDied";
+
+ if (GetCastleData("schg_cas02",4)) {
+ set .@Economy,GetCastleData("schg_cas02",2);
+ SetCastleData "schg_cas02",2,.@Economy + GetCastleData("schg_cas02",4) + (rand(2) && getgdskilllv(.@GID,10014));
+ if (GetCastleData("schg_cas02",2) > 100) SetCastleData "schg_cas02",2,100;
+ setcastledata "schg_cas02",4,0;
+ }
+ if (GetCastleData("schg_cas02",5)) {
+ set .@Defence,GetCastleData("schg_cas02",3);
+ SetCastleData "schg_cas02",3,.@Defence + GetCastleData("schg_cas02",5);
+ if (GetCastleData("schg_cas02",3) > 100) SetCastleData "schg_cas02",3,100;
+ setcastledata "schg_cas02",5,0;
+ }
+
+ set .@Treasure,GetCastleData("schg_cas02",2)/5+4;
+ if (.@Treasure) {
+ monster "schg_cas02",249,378,"Treasure Chest",1939,1,"Manager#sch02_02::OnTreasureDied";
+ monster "schg_cas02",250,378,"Treasure Chest",1324,1,"Manager#sch02_02::OnTreasureDied";
+ monster "schg_cas02",251,378,"Treasure Chest",1939,1,"Manager#sch02_02::OnTreasureDied";
+ monster "schg_cas02",252,378,"Treasure Chest",1324,1,"Manager#sch02_02::OnTreasureDied";
+ if (.@Treasure < 5) end;
+ monster "schg_cas02",253,378,"Treasure Chest",1939,1,"Manager#sch02_02::OnTreasureDied";
+ if (.@Treasure < 6) end;
+ monster "schg_cas02",246,376,"Treasure Chest",1324,1,"Manager#sch02_02::OnTreasureDied";
+ if (.@Treasure < 7) end;
+ monster "schg_cas02",247,376,"Treasure Chest",1939,1,"Manager#sch02_02::OnTreasureDied";
+ if (.@Treasure < 8) end;
+ monster "schg_cas02",248,376,"Treasure Chest",1324,1,"Manager#sch02_02::OnTreasureDied";
+ if (.@Treasure < 9) end;
+ monster "schg_cas02",249,376,"Treasure Chest",1939,1,"Manager#sch02_02::OnTreasureDied";
+ if (.@Treasure < 10) end;
+ monster "schg_cas02",250,376,"Treasure Chest",1324,1,"Manager#sch02_02::OnTreasureDied";
+ if (.@Treasure < 11) end;
+ monster "schg_cas02",250,374,"Treasure Chest",1939,1,"Manager#sch02_02::OnTreasureDied";
+ if (.@Treasure < 12) end;
+ monster "schg_cas02",251,374,"Treasure Chest",1324,1,"Manager#sch02_02::OnTreasureDied";
+ if (.@Treasure < 13) end;
+ monster "schg_cas02",252,374,"Treasure Chest",1939,1,"Manager#sch02_02::OnTreasureDied";
+ if (.@Treasure < 14) end;
+ monster "schg_cas02",253,374,"Treasure Chest",1324,1,"Manager#sch02_02::OnTreasureDied";
+ if (.@Treasure < 15) end;
+ monster "schg_cas02",246,372,"Treasure Chest",1939,1,"Manager#sch02_02::OnTreasureDied";
+ if (.@Treasure < 16) end;
+ monster "schg_cas02",247,372,"Treasure Chest",1324,1,"Manager#sch02_02::OnTreasureDied";
+ if (.@Treasure < 17) end;
+ monster "schg_cas02",248,372,"Treasure Chest",1939,1,"Manager#sch02_02::OnTreasureDied";
+ if (.@Treasure < 18) end;
+ monster "schg_cas02",249,372,"Treasure Chest",1324,1,"Manager#sch02_02::OnTreasureDied";
+ if (.@Treasure < 19) end;
+ monster "schg_cas02",250,372,"Treasure Chest",1939,1,"Manager#sch02_02::OnTreasureDied";
+ if (.@Treasure < 20) end;
+ monster "schg_cas02",249,370,"Treasure Chest",1324,1,"Manager#sch02_02::OnTreasureDied";
+ if (.@Treasure < 21) end;
+ monster "schg_cas02",250,370,"Treasure Chest",1939,1,"Manager#sch02_02::OnTreasureDied";
+ if (.@Treasure < 22) end;
+ monster "schg_cas02",251,370,"Treasure Chest",1324,1,"Manager#sch02_02::OnTreasureDied";
+ if (.@Treasure < 23) end;
+ monster "schg_cas02",252,270,"Treasure Chest",1939,1,"Manager#sch02_02::OnTreasureDied";
+ if (.@Treasure < 24) end;
+ monster "schg_cas02",253,370,"Treasure Chest",1324,1,"Manager#sch02_02::OnTreasureDied";
+ }
+ end;
+
+OnTreasureDied:
+ end;
+}
+
+schg_cas02,140,184,3 script Endeef#sch02_01 868,{
+ set .@GID, GetCastleData("schg_cas02",1);
+ if (.@GID == 0) {
+ mes "[Endeef]";
+ mes "Great job. Now, all you";
+ mes "need to do is destroy this";
+ mes "Emperium to gain ownership";
+ mes "over this stronghold.";
+ close;
+ }
+ if (getcharid(2) == .@GID) {
+ if (strcharinfo(0) != getguildmaster(.@GID)) {
+ mes "[Endeef]";
+ mes "As guardian of this";
+ mes "stronghold, I answer only";
+ mes "to the master of the guild";
+ mes "that controls this place.";
+ close;
+ }
+ else {
+ if (agitcheck2() == 0) {
+ mes "[Endeef]";
+ mes "I am Endeef, guardian of";
+ mes "this stronghold. For now,";
+ mes "all is quiet in this place.";
+ next;
+ switch(select("Converse:Cancel")) {
+ case 1:
+ mes "[Endeef]";
+ mes "Do you have any questions";
+ mes "about this stronghold?";
+ next;
+ switch(select("Guardian Stones:Fortress Gates:Link Flags:Battle Strategy:Cancel")) {
+ case 1:
+ mes "[Endeef]";
+ mes "There is one Emperium";
+ mes "and two Guardian Stones in";
+ mes "each fortress. These stones";
+ mes "are the first line of defense,";
+ mes "and must be destroyed before";
+ mes "enemies can even enter.";
+ next;
+ mes "[Endeef]";
+ mes "The stones are located in";
+ mes "^4D4DFFGate Houses^000000 which must be";
+ mes "protected to prevent enemies";
+ mes "from reaching the Emperium.";
+ mes "Guardian Stones can ^4D4DFFrecall";
+ mes "your Guardians^000000 for protection.";
+ next;
+ mes "[Endeef]";
+ mes "Fortresses with higher levels";
+ mes "of defense can summon more";
+ mes "Guardians: this is why it is";
+ mes "so important for guilds to";
+ mes "invest in Defense Growth.";
+ next;
+ mes "[Endeef]";
+ mes "Guardian Stones that have";
+ mes "been destroyed can be revived";
+ mes "after a certain time, but one of^FFFFFF ^000000 the guild members must give";
+ mes "me the order. I can also report^FFFFFF ^000000 the status of the Guardian Stones.";
+ close;
+ case 2:
+ mes "[Endeef]";
+ mes "^4D4DFFFortress Gates^000000 are the second ^FFFFFF ^000000 line of guild stronghold defense,";
+ mes "and are protected by extra barricades activated by the Guardian Stones.";
+ mes "These gates are located in three different parts of the fortress.";
+ next;
+ mes "[Endeef]";
+ mes "Barricades are protected by";
+ mes "Guardian Stones, and are";
+ mes "restored when the Guardian";
+ mes "Stones are retrieved. However,";
+ mes "it is not as easy to restore";
+ mes "destroyed Fortress Gates.";
+ next;
+ mes "[Endeef]";
+ mes "Fortress Gates can only be";
+ mes "restored when the ^4D4DFFguild";
+ mes "master of a stronghold";
+ mes "changes^000000, or if ^4D4DFFrestoration";
+ mes "is requested by the guild";
+ mes "master of the stronghold^000000.";
+ close;
+ case 3:
+ mes "[Endeef]";
+ mes "Strongholds have many";
+ mes "Link Flags that allow you";
+ mes "to access vital areas within";
+ mes "restrictions placed by the";
+ mes "Barricades. Usually, ^4D4DFFFlag 1";
+ mes "links to the Gate House^000000.";
+ next;
+ mes "[Endeef]";
+ mes "Many flags link directly to";
+ mes "the flag near the Emperium.";
+ mes "The final numbered flag is";
+ mes "linked to the Convenience";
+ mes "Facility of the stronghold's";
+ mes "owner. Keep this in mind.";
+ close;
+ case 4:
+ mes "[Endeef]";
+ mes "Strategy? It would be better";
+ mes "to develop your battle plan to";
+ mes "exploit your guild's advantages";
+ mes "and your enemies' weaknesses.";
+ mes "Use the Gate Houses and Barricades, and rebuild as quickly as you can!";
+ close;
+ case 5:
+ mes "[Endeef]";
+ mes "You have no questions";
+ mes "to ask of me? Well, I'm";
+ mes "here to serve your needs.";
+ close;
+ }
+ case 2:
+ mes "[Endeef]";
+ mes "I'm always here, so";
+ mes "feel free to request my";
+ mes "assistance whenever";
+ mes "the need arises.";
+ close;
+ }
+ }
+ else {
+ mes "[Endeef]";
+ mes "Greetings, "+strcharinfo(0)+".";
+ mes "What are your orders?";
+ next;
+ switch(select("Increase Stronghold Defense:Situational Briefing:Cancel")) {
+ case 1:
+ if ($agit_sc02[5] == 0) {
+ if (getgdskilllv(.@GID,10002) == 0) {
+ mes "[Endeef]";
+ mes "I'm sorry, but the Guardian";
+ mes "Stones aren't powerful enough";
+ mes "to summon Guardians yet. We";
+ mes "need to accumulate more";
+ mes "knowledge before they can";
+ mes "summon any Guardians.";
+ close;
+ }
+ else {
+ mes "[Endeef]";
+ mes "I shall endeavor to summon";
+ mes "a Guardian through a Guardian";
+ mes "Stone. However, keep in mind";
+ mes "that this will not work if the";
+ mes "Guardian Stone is destroyed.";
+ setarray $agit_sc02[5],1;
+ if ($agit_sc02[0] == 0) {
+ donpcevent "#sch02_gard01::OnEnable";
+ }
+ if ($agit_sc02[1] == 0) {
+ donpcevent "#sch02_gard02::OnEnable";
+ }
+ close;
+ }
+ }
+ else {
+ mes "[Endeef]";
+ mes "You've already commanded";
+ mes "me to summon a Guardian";
+ mes "to defend the stronghold.";
+ close;
+ }
+ case 2:
+ mes "[Endeef]";
+ mes "Our defense status is...";
+ if ($agit_sc02[0] == 1) {
+ mes "1st Guardian Stone: ^FF0000Destroyed^000000";
+ }
+ else if ($agit_sc02[0] == 2) {
+ mes "1st Guardian Stone: ^008000Repairing^000000";
+ }
+ else {
+ mes "1st Guardian Stone: ^4D4DFFOperational^000000";
+ }
+ if ($agit_sc02[1] == 1) {
+ mes "2nd Guardian Stone: ^FF0000Destroyed^000000";
+ }
+ else if ($agit_sc02[1] == 2) {
+ mes "2nd Guardian Stone: ^008000Repairing^000000";
+ }
+ else {
+ mes "2nd Guardian Stone: ^4D4DFFOperational^000000";
+ }
+ if ($agit_sc02[2] == 1) {
+ mes "1st Fortress Gate: ^FF0000Destroyed^000000";
+ }
+ else if ($agit_sc02[2] == 2) {
+ mes "1st Fortress Gate: ^008000Repairing^000000";
+ }
+ else {
+ mes "1st Fortress Gate: ^4D4DFFOperational^000000";
+ }
+ if ($agit_sc02[3] == 1) {
+ mes "2nd Fortress Gate: ^FF0000Destroyed^000000";
+ }
+ else if ($agit_sc02[3] == 2) {
+ mes "2nd Fortress Gate: ^008000Repairing^000000";
+ }
+ else {
+ mes "2nd Fortress Gate: ^4D4DFFOperational^000000";
+ }
+ if ($agit_sc02[4] == 1) {
+ mes "3rd Fortress Gate: ^FF0000Destroyed^000000";
+ }
+ else if ($agit_sc02[4] == 2) {
+ mes "3rd Fortress Gate: ^008000Repairing^000000";
+ }
+ else {
+ mes "3rd Fortress Gate: ^4D4DFFOperational^000000";
+ }
+ close;
+ case 3:
+ mes "[Endeef]";
+ mes "I'll be standing by,";
+ mes "awaiting your orders.";
+ close;
+ }
+ }
+ }
+ }
+ else {
+ mes "[Endeef]";
+ mes "Who are you? Scoundrel!";
+ mes "Leave this stronghold now!";
+ close;
+ }
+
+OnInit:
+ setarray $agit_sc02[0],0,0,0,0,0,0;
+ end;
+}
+
+schg_cas02,1,1,0 script #sch02_gard01 -1,{
+OnEnable:
+ set .@defence,GetCastleData("schg_cas02",3);
+ guardian "schg_cas02",326,83,"Guardian Soldier",1899,"#sch02_gard01::OnGuardianDied"; //0;
+ if ((.@defence > 10) && (.@defence < 31)) {
+ set .MyMobCount,2;
+ guardian "schg_cas02",337,95,"Guardian Soldier",1899,"#sch02_gard01::OnGuardianDied"; //1;
+ }
+ else if ((.@defence > 30) && (.@defence < 51)) {
+ set .MyMobCount,3;
+ guardian "schg_cas02",337,95,"Guardian Soldier",1899,"#sch02_gard01::OnGuardianDied"; //1;
+ guardian "schg_cas02",334,119,"Guardian Soldier",1899,"#sch02_gard01::OnGuardianDied"; //2;
+ }
+ else if ((.@defence > 50) && (.@defence < 71)) {
+ set .MyMobCount,4;
+ guardian "schg_cas02",337,95,"Guardian Soldier",1899,"#sch02_gard01::OnGuardianDied"; //1;
+ guardian "schg_cas02",334,119,"Guardian Soldier",1899,"#sch02_gard01::OnGuardianDied"; //2;
+ guardian "schg_cas02",296,82,"Guardian Soldier",1899,"#sch02_gard01::OnGuardianDied"; //3;
+ }
+ else if (.@defence > 70) {
+ set .MyMobCount,5;
+ guardian "schg_cas02",337,95,"Guardian Soldier",1899,"#sch02_gard01::OnGuardianDied"; //1;
+ guardian "schg_cas02",334,119,"Guardian Soldier",1899,"#sch02_gard01::OnGuardianDied"; //2;
+ guardian "schg_cas02",296,82,"Guardian Soldier",1899,"#sch02_gard01::OnGuardianDied"; //3;
+ guardian "schg_cas02",285,40,"Guardian Soldier",1899,"#sch02_gard01::OnGuardianDied"; //4;
+ }
+ else {
+ set .MyMobCount,2;
+ guardian "schg_cas02",337,95,"Guardian Soldier",1899,"#sch02_gard01::OnGuardianDied"; //1;
+ }
+ initnpctimer;
+ end;
+
+OnTimer300000:
+ set .MyMobCount,.MyMobCount+1;
+ guardian "schg_cas02",236,41,"Guardian Soldier",1899,"#sch02_gard01::OnGuardianDied"; //5;
+ mapannounce "schg_cas02","The 1st Guardian has been summoned from the Gate House.",bc_map,"0xff4500";
+ end;
+
+OnTimer900000:
+ set .MyMobCount,.MyMobCount+1;
+ guardian "schg_cas02",285,40,"Guardian Soldier",1899,"#sch02_gard01::OnGuardianDied"; //6;
+ mapannounce "schg_cas02","The 2nd Guardian has been summoned from the Gate House.",bc_map,"0xff4500";
+ end;
+
+OnTimer1800000:
+ set .MyMobCount,.MyMobCount+1;
+ guardian "schg_cas02",296,82,"Guardian Soldier",1899,"#sch02_gard01::OnGuardianDied"; //7;
+ mapannounce "schg_cas02","The 3rd Guardian has been summoned from the Gate House.",bc_map,"0xff4500";
+ end;
+
+OnTimer2700000:
+ set .MyMobCount,.MyMobCount+1;
+ guardian "schg_cas02",334,119,"Guardian Soldier",1899,"#sch02_gard01::OnGuardianDied"; //8;
+ mapannounce "schg_cas02","The 4th Guardian has been summoned from the Gate House.",bc_map,"0xff4500";
+ end;
+
+OnTimer3600000:
+ set .MyMobCount,.MyMobCount+1;
+ guardian "schg_cas02",337,95,"Guardian Soldier",1899,"#sch02_gard01::OnGuardianDied"; //9;
+ mapannounce "schg_cas02","The 5th Guardian has been summoned from the Gate House.",bc_map,"0xff4500";
+ stopnpctimer;
+ end;
+
+OnGuardianDied:
+ set .MyMobCount,.MyMobCount-1;
+ if (.MyMobCount < 2) {
+ set .MyMobCount,.MyMobCount+1;
+ guardian "schg_cas02",334,119,"Guardian Soldier",1899,"#sch02_gard01::OnGuardianDied"; //10;
+ }
+ end;
+
+Onreset:
+ stopnpctimer;
+ killmonster "schg_cas02","#sch02_gard01::OnGuardianDied";
+ end;
+}
+
+schg_cas02,1,2,0 script #sch02_gard02 -1,{
+OnEnable:
+ set .@defence,GetCastleData("schg_cas02",3);
+ guardian "schg_cas02",359,85,"Guardian Soldier",1899,"#sch02_gard02::OnGuardianDied"; //11;
+ if ((.@defence > 10) && (.@defence < 31)) {
+ set .MyMobCount,2;
+ guardian "schg_cas02",300,119,"Guardian Soldier",1899,"#sch02_gard02::OnGuardianDied"; //12;
+ }
+ else if ((.@defence > 30) && (.@defence < 51)) {
+ set .MyMobCount,3;
+ guardian "schg_cas02",300,119,"Guardian Soldier",1899,"#sch02_gard02::OnGuardianDied"; //12;
+ guardian "schg_cas02",337,154,"Guardian Soldier",1899,"#sch02_gard02::OnGuardianDied"; //13;
+ }
+ else if ((.@defence > 50) && (.@defence < 71)) {
+ set .MyMobCount,4;
+ guardian "schg_cas02",300,119,"Guardian Soldier",1899,"#sch02_gard02::OnGuardianDied"; //12;
+ guardian "schg_cas02",337,154,"Guardian Soldier",1899,"#sch02_gard02::OnGuardianDied"; //13;
+ guardian "schg_cas02",317,183,"Guardian Soldier",1899,"#sch02_gard02::OnGuardianDied"; //14;
+ }
+ else if (.@defence > 70) {
+ set .MyMobCount,5;
+ guardian "schg_cas02",300,119,"Guardian Soldier",1899,"#sch02_gard02::OnGuardianDied"; //12;
+ guardian "schg_cas02",337,154,"Guardian Soldier",1899,"#sch02_gard02::OnGuardianDied"; //13;
+ guardian "schg_cas02",317,183,"Guardian Soldier",1899,"#sch02_gard02::OnGuardianDied"; //14;
+ guardian "schg_cas02",307,222,"Guardian Soldier",1899,"#sch02_gard02::OnGuardianDied"; //15;
+ }
+ else {
+ set .MyMobCount,2;
+ guardian "schg_cas02",307,222,"Guardian Soldier",1899,"#sch02_gard02::OnGuardianDied"; //12;
+ }
+ initnpctimer;
+ end;
+
+OnTimer600000:
+ set .MyMobCount,.MyMobCount+1;
+ guardian "schg_cas02",300,119,"Guardian Soldier",1899,"#sch02_gard02::OnGuardianDied"; //16;
+ end;
+
+OnTimer1200000:
+ set .MyMobCount,.MyMobCount+1;
+ guardian "schg_cas02",337,154,"Guardian Soldier",1899,"#sch02_gard02::OnGuardianDied"; //17;
+ end;
+
+OnTimer2100000:
+ set .MyMobCount,.MyMobCount+1;
+ guardian "schg_cas02",317,183,"Guardian Soldier",1899,"#sch02_gard02::OnGuardianDied"; //18;
+ end;
+
+OnTimer3000000:
+ set .MyMobCount,.MyMobCount+1;
+ guardian "schg_cas02",307,222,"Guardian Soldier",1899,"#sch02_gard02::OnGuardianDied"; //19;
+ end;
+
+OnTimer3900000:
+ set .MyMobCount,.MyMobCount+1;
+ guardian "schg_cas02",359,85,"Guardian Soldier",1899,"#sch02_gard02::OnGuardianDied"; //20;
+ stopnpctimer;
+ end;
+
+OnGuardianDied:
+ set .MyMobCount,.MyMobCount-1;
+ if (.MyMobCount < 2) {
+ set .MyMobCount,.MyMobCount+1;
+ guardian "schg_cas02",236,41,"Guardian Soldier",1899,"#sch02_gard02::OnGuardianDied"; //21;
+ }
+ end;
+
+Onreset:
+ stopnpctimer;
+ killmonster "schg_cas02","#sch02_gard02::OnGuardianDied";
+ end;
+}
+
+schg_cas02,1,3,0 script #sch02_df01 -1,{
+OnEnable:
+ guardian "schg_cas02",231,58,"1st Guardian Stone",1907,"#sch02_df01::OnGuardianStoneDied"; //22;
+ end;
+
+OnDisable:
+ killmonster "schg_cas02","#sch02_df01::OnGuardianStoneDied";
+ setarray $agit_sc02[0],1; //Global Variable
+ stopnpctimer;
+ end;
+
+OnGuardianStoneDied:
+ // 1st Guardian Stone is Destroyed
+ setarray $agit_sc02[0],1;
+ if (($agit_sc02[0] == 1) || ($agit_sc02[0] == 2)) {
+ set .@destroyed,.@destroyed + 1;
+ }
+ if (($agit_sc02[1] == 1) || ($agit_sc02[1] == 2)) {
+ set .@destroyed,.@destroyed + 1;
+ }
+ if (.@destroyed == 2) {
+ mapannounce "schg_cas02","All of the Guardian Stones have been destroyed!",bc_map,"0x00ff00";
+ donpcevent "#sch02_RL00::OnDisable";
+ donpcevent "#sch02_gard01::Onreset";
+ }
+ else {
+ mapannounce "schg_cas02","The 1st Guardian Stone has been destroyed!",bc_map,"0x00ff00";
+ donpcevent "#sch02_gard01::Onreset";
+ }
+ initnpctimer;
+ end;
+
+OnTimer300000:
+ donpcevent "1st Guardian Stone#sch02::OnEnable";
+ setarray $agit_sc02[0],2; //Global Variable
+ stopnpctimer;
+ end;
+}
+
+schg_cas02,231,57,0 script 1st Guardian Stone#sch02 844,{
+ set .@GID, GetCastleData("schg_cas02",1);
+ if (getcharid(2) == .@GID) {
+ mes "^3355FFYou will need the";
+ mes "following materials to";
+ mes "rebuild a destroyed";
+ mes "Guardian Stone.^000000";
+ next;
+ mes "1 Oridecon";
+ mes "1 Elunium";
+ mes "30 Stones";
+ mes "5 Blue Gemstones";
+ mes "5 Yellow Gemstones";
+ mes "5 Red Gemstones";
+ next;
+ mes "^3355FFDo you want to continue?^000000";
+ switch(select("No:Continue")) {
+ case 1:
+ mes "^3355FFWork canceled.^000000";
+ close;
+ case 2:
+ if ((countitem(984) > 0) && (countitem(985) > 0) && (countitem(7049) > 29) && (countitem(717) > 4) && (countitem(715) > 4) && (countitem(716) > 4)) {
+ mes "^3355FFArrange Stones, Elunium, and";
+ mes "Oridecon, in that order, in the";
+ mes "center. Then you must arrange";
+ mes "the enchanted Gemstones to";
+ mes "rebuild the Guardian Stone.^000000";
+ next;
+ switch(select("Elunium:Oridecon:Stone")) {
+ case 1:
+ mes "^3355FFElunium has been";
+ mes "placed in the center.^000000";
+ next;
+ break;
+ case 2:
+ mes "^3355FFOridecon has been";
+ mes "placed in the center.^000000";
+ next;
+ break;
+ case 3:
+ mes "^3355FFStones have been";
+ mes "placed in the center.^000000";
+ set .@nice,.@nice+10;
+ next;
+ break;
+ }
+ switch(select("Elunium:Oridecon:Stone")) {
+ case 1:
+ mes "^3355FFYou have lined the";
+ mes "outside of the center";
+ mes "with some Elunium.^000000";
+ set .@nice,.@nice+10;
+ next;
+ break;
+ case 2:
+ mes "^3355FFYou have lined the";
+ mes "outside of the center";
+ mes "with some Oridecon.^000000";
+ next;
+ break;
+ case 3:
+ mes "^3355FFYou have lined the";
+ mes "outside of the center";
+ mes "with some Stones.^000000";
+ next;
+ break;
+ }
+ switch(select("Elunium:Oridecon:Stone")) {
+ case 1:
+ mes "^3355FFYou covered the";
+ mes "rest of the materials";
+ mes "with some Elunium.^000000";
+ next;
+ break;
+ case 2:
+ mes "^3355FFYou covered the";
+ mes "rest of the materials";
+ mes "with some Oridecon.^000000";
+ set .@nice,.@nice+10;
+ next;
+ break;
+ case 3:
+ mes "^3355FFYou covered the";
+ mes "rest of the materials";
+ mes "with some Stones.^000000";
+ next;
+ break;
+ }
+ mes "^3355FFNow you need to arrange";
+ mes "the enchanted Gemstones";
+ mes "accordingly. You can identify";
+ mes "their Magic properties by";
+ mes "their casting effect.^000000";
+ next;
+ while(1) {
+ if (.@roof0 > 7) {
+ break;
+ }
+ else {
+ switch(rand(1,3)) {
+ case 1:
+ specialeffect EF_BEGINSPELL2;
+ mes "^3355FFThe Gemstones must";
+ mes "be arranged in the correct";
+ mes "order according to their";
+ mes "magic properties and power.^000000";
+ next;
+ switch(select("Red Gemstone:Yellow Gemstone:Blue Gemstone")) {
+ case 1:
+ mes "^3355FFYou placed the Red Gemstone.";
+ mes "However, the Guardian Stone";
+ mes "Repair System failed because";
+ mes "of a magic power conflict.^000000";
+ close;
+ case 2:
+ mes "^3355FFYou placed the Yellow Gemstone.";
+ mes "However, the Guardian Stone";
+ mes "Repair System failed because";
+ mes "of a magic power conflict.^000000";
+ close;
+ case 3:
+ mes "^3355FFYou placed the Blue Gemstone.^000000";
+ set .@nice,.@nice+10;
+ set .@roof0,.@roof0 + 1;
+ specialeffect EF_STEAL;
+ next;
+ break;
+ }
+ break;
+ case 2:
+ specialeffect EF_VOLCANO;
+ mes "^3355FFThe Gemstones must";
+ mes "be arranged in the correct";
+ mes "order according to their";
+ mes "magic properties and power.^000000";
+ next;
+ switch(select("Red Gemstone:Yellow Gemstone:Blue Gemstone")) {
+ case 1:
+ mes "^3355FFYou placed the Red Gemstone.^000000";
+ set .@nice,.@nice+10;
+ set .@roof0,.@roof0 + 1;
+ specialeffect EF_STEAL;
+ next;
+ break;
+ case 2:
+ mes "^3355FFYou placed the Yellow Gemstone.";
+ mes "However, the Guardian Stone";
+ mes "Repair System failed because";
+ mes "of a magic power conflict.^000000";
+ close;
+ case 3:
+ mes "^3355FFYou placed the Blue Gemstone.";
+ mes "However, the Guardian Stone";
+ mes "Repair System failed because";
+ mes "of a magic power conflict.^000000";
+ close;
+ }
+ break;
+ case 3:
+ specialeffect EF_BEGINSPELL4;
+ mes "^3355FFThe Gemstones must";
+ mes "be arranged in the correct";
+ mes "order according to their";
+ mes "magic properties and power.^000000";
+ next;
+ switch(select("Red Gemstone:Yellow Gemstone:Blue Gemstone")) {
+ case 1:
+ mes "^3355FFYou placed the Red Gemstone.";
+ mes "However, the Guardian Stone";
+ mes "Repair System failed because";
+ mes "of a magic power conflict.^000000";
+ close;
+ case 2:
+ mes "^3355FFYou placed the Yellow Gemstone.^000000";
+ set .@nice,.@nice+10;
+ set .@roof0,.@roof0 + 1;
+ specialeffect EF_STEAL;
+ next;
+ break;
+ case 3:
+ mes "^3355FFYou placed the Blue Gemstone.";
+ mes "However, the Guardian Stone";
+ mes "Repair System failed because";
+ mes "of a magic power conflict.^000000";
+ close;
+ }
+ }
+ }
+ }
+ if (.@nice > 90) {
+ if ($agit_sc02[0] == 0) {
+ mes "^3355FFThe Guardian Stone";
+ mes "Repair System has";
+ mes "already completed.^000000";
+ close;
+ }
+ else {
+ if (agitcheck2() == 0) {
+ mes "^3355FFIt is impossible to";
+ mes "rebuild the Guardian";
+ mes "Stone because the";
+ mes "Emperium is not present.^000000";
+ close;
+ }
+ else {
+ mes "^3355FFThe Gemstones have been";
+ mes "arranged, and the Guardian";
+ mes "Stone is successfully repaired.^000000";
+ delitem 984,1; //Oridecon
+ delitem 985,1; //Elunium
+ delitem 7049,30; //Stone
+ delitem 717,5; //Blue_Gemstone
+ delitem 715,5; //Yellow_Gemstone
+ delitem 716,5; //Red_Gemstone
+ close2;
+ donpcevent "#sch02_df01::OnEnable";
+ specialeffect EF_ICECRASH;
+ disablenpc "1st Guardian Stone#sch02";
+ setarray $agit_sc02[0],0;
+ set .@df_all,$agit_sc02[0]+$agit_sc02[1];
+ if (.@df_all == 0) {
+ mapannounce "schg_cas02","The Guardian Stones have been erected, bolstering this stronghold's defenses!",bc_map,"0x00ff00";
+ donpcevent "#sch02_RL00::OnEnable";
+ }
+ else {
+ mapannounce "schg_cas02","The 1st Guardian Stone has been repaired successfully.",bc_map,"0x00ff00";
+ }
+ if ($agit_sc02[5] == 1) {
+ donpcevent "#sch02_gard01::OnEnable";
+ }
+ end;
+ }
+ }
+ }
+ else {
+ mes "^3355FFAfter all of that work...";
+ mes "It looks like you failed";
+ mes "to fix the Guardian Stone,";
+ mes "and lost some materials.^000000";
+ delitem 7049,10; //Stone
+ delitem 717,2; //Blue_Gemstone
+ delitem 715,2; //Yellow_Gemstone
+ delitem 716,2; //Red_Gemstone
+ close;
+ }
+ }
+ else {
+ mes "^3355FFYou don't have enough";
+ mes "materials to repair";
+ mes "the Guardian Stone.^000000";
+ close;
+ }
+ }
+ }
+ end;
+
+OnInit:
+ disablenpc "1st Guardian Stone#sch02";
+ end;
+
+OnEnable:
+ enablenpc "1st Guardian Stone#sch02";
+ specialeffect EF_MAPPILLAR2;
+ end;
+
+OnDisable:
+ disablenpc "1st Guardian Stone#sch02";
+ end;
+}
+
+schg_cas02,1,4,0 script #sch02_df02 -1,{
+OnEnable:
+ guardian "schg_cas02",335,230,"2nd Guardian Stone",1908,"#sch02_df02::OnGuardianStoneDied"; //23;
+ end;
+
+OnDisable:
+ killmonster "schg_cas02","#sch02_df02::OnGuardianStoneDied";
+ setarray $agit_sc02[1],1; //Global Variable
+ stopnpctimer;
+ end;
+
+OnGuardianStoneDied:
+ // 2nd Guardian Stone is Destroyed
+ setarray $agit_sc02[1],1;
+ if (($agit_sc02[0] == 1) || ($agit_sc02[0] == 2)) {
+ set .@destroyed,.@destroyed + 1;
+ }
+ if (($agit_sc02[1] == 1) || ($agit_sc02[1] == 2)) {
+ set .@destroyed,.@destroyed + 1;
+ }
+ if (.@destroyed == 2) {
+ mapannounce "schg_cas02","All of the Guardian Stones have been destroyed!",bc_map,"0x00ff00";
+ donpcevent "#sch02_RL00::OnDisable";
+ donpcevent "#sch02_gard02::Onreset";
+ }
+ else {
+ mapannounce "schg_cas02","The 2nd Guardian Stone has been destroyed!",bc_map,"0x00ff00";
+ donpcevent "#sch02_gard02::Onreset";
+ }
+ initnpctimer;
+ end;
+
+OnTimer300000:
+ donpcevent "2nd Guardian Stone#sch02::OnEnable";
+ setarray $agit_sc02[1],2; //Global Variable
+ stopnpctimer;
+ end;
+}
+
+schg_cas02,335,231,0 script 2nd Guardian Stone#sch02 844,{
+ set .@GID, GetCastleData("schg_cas02",1);
+ if (getcharid(2) == .@GID) {
+ mes "^3355FFYou will need the";
+ mes "following materials to";
+ mes "rebuild a destroyed";
+ mes "Guardian Stone.^000000";
+ next;
+ mes "1 Oridecon";
+ mes "1 Elunium";
+ mes "30 Stones";
+ mes "5 Blue Gemstones";
+ mes "5 Yellow Gemstones";
+ mes "5 Red Gemstones";
+ next;
+ mes "^3355FFDo you want to continue?^000000";
+ switch(select("No:Continue")) {
+ case 1:
+ mes "^3355FFWork canceled.^000000";
+ close;
+ case 2:
+ if ((countitem(984) > 0) && (countitem(985) > 0) && (countitem(7049) > 29) && (countitem(717) > 4) && (countitem(715) > 4) && (countitem(716) > 4)) {
+ mes "^3355FFArrange Stones, Elunium, and";
+ mes "Oridecon, in that order, in the";
+ mes "center. Then you must arrange";
+ mes "the enchanted Gemstones to";
+ mes "rebuild the Guardian Stone.^000000";
+ next;
+ switch(select("Elunium:Oridecon:Stone")) {
+ case 1:
+ mes "^3355FFElunium has been";
+ mes "placed in the center.^000000";
+ next;
+ break;
+ case 2:
+ mes "^3355FFOridecon has been";
+ mes "placed in the center.^000000";
+ next;
+ break;
+ case 3:
+ mes "^3355FFStones have been";
+ mes "placed in the center.^000000";
+ set .@nice,.@nice+10;
+ next;
+ break;
+ }
+ switch(select("Elunium:Oridecon:Stone")) {
+ case 1:
+ mes "^3355FFYou have lined the";
+ mes "outside of the center";
+ mes "with some Elunium.^000000";
+ set .@nice,.@nice+10;
+ next;
+ break;
+ case 2:
+ mes "^3355FFYou have lined the";
+ mes "outside of the center";
+ mes "with some Oridecon.^000000";
+ next;
+ break;
+ case 3:
+ mes "^3355FFYou have lined the";
+ mes "outside of the center";
+ mes "with some Stones.^000000";
+ next;
+ break;
+ }
+ switch(select("Elunium:Oridecon:Stone")) {
+ case 1:
+ mes "^3355FFYou covered the";
+ mes "rest of the materials";
+ mes "with some Elunium.^000000";
+ next;
+ break;
+ case 2:
+ mes "^3355FFYou covered the";
+ mes "rest of the materials";
+ mes "with some Oridecon.^000000";
+ set .@nice,.@nice+10;
+ next;
+ break;
+ case 3:
+ mes "^3355FFYou covered the";
+ mes "rest of the materials";
+ mes "with some Stones.^000000";
+ next;
+ break;
+ }
+ mes "^3355FFNow you need to arrange";
+ mes "the enchanted Gemstones";
+ mes "accordingly. You can identify";
+ mes "their Magic properties by";
+ mes "their casting effect.^000000";
+ next;
+ while(1) {
+ if (.@roof0 > 7) {
+ break;
+ }
+ else {
+ switch(rand(1,3)) {
+ case 1:
+ specialeffect EF_BEGINSPELL2;
+ mes "^3355FFThe Gemstones must";
+ mes "be arranged in the correct";
+ mes "order according to their";
+ mes "magic properties and power.^000000";
+ next;
+ switch(select("Red Gemstone:Yellow Gemstone:Blue Gemstone")) {
+ case 1:
+ mes "^3355FFYou placed the Red Gemstone.";
+ mes "However, the Guardian Stone";
+ mes "Repair System failed because";
+ mes "of a magic power conflict.^000000";
+ close;
+ case 2:
+ mes "^3355FFYou placed the Yellow Gemstone.";
+ mes "However, the Guardian Stone";
+ mes "Repair System failed because";
+ mes "of a magic power conflict.^000000";
+ close;
+ case 3:
+ mes "^3355FFYou placed the Blue Gemstone.^000000";
+ set .@nice,.@nice+10;
+ set .@roof0,.@roof0 + 1;
+ specialeffect EF_STEAL;
+ next;
+ break;
+ }
+ break;
+ case 2:
+ specialeffect EF_VOLCANO;
+ mes "^3355FFThe Gemstones must";
+ mes "be arranged in the correct";
+ mes "order according to their";
+ mes "magic properties and power.^000000";
+ next;
+ switch(select("Red Gemstone:Yellow Gemstone:Blue Gemstone")) {
+ case 1:
+ mes "^3355FFYou placed the Red Gemstone.^000000";
+ set .@nice,.@nice+10;
+ set .@roof0,.@roof0 + 1;
+ specialeffect EF_STEAL;
+ next;
+ break;
+ case 2:
+ mes "^3355FFYou placed the Yellow Gemstone.";
+ mes "However, the Guardian Stone";
+ mes "Repair System failed because";
+ mes "of a magic power conflict.^000000";
+ close;
+ case 3:
+ mes "^3355FFYou placed the Blue Gemstone.";
+ mes "However, the Guardian Stone";
+ mes "Repair System failed because";
+ mes "of a magic power conflict.^000000";
+ close;
+ }
+ break;
+ case 3:
+ specialeffect EF_BEGINSPELL4;
+ mes "^3355FFThe Gemstones must";
+ mes "be arranged in the correct";
+ mes "order according to their";
+ mes "magic properties and power.^000000";
+ next;
+ switch(select("Red Gemstone:Yellow Gemstone:Blue Gemstone")) {
+ case 1:
+ mes "^3355FFYou placed the Red Gemstone.";
+ mes "However, the Guardian Stone";
+ mes "Repair System failed because";
+ mes "of a magic power conflict.^000000";
+ close;
+ case 2:
+ mes "^3355FFYou placed the Yellow Gemstone.^000000";
+ set .@nice,.@nice+10;
+ set .@roof0,.@roof0 + 1;
+ specialeffect EF_STEAL;
+ next;
+ break;
+ case 3:
+ mes "^3355FFYou placed the Blue Gemstone.";
+ mes "However, the Guardian Stone";
+ mes "Repair System failed because";
+ mes "of a magic power conflict.^000000";
+ close;
+ }
+ }
+ }
+ }
+ if (.@nice > 90) {
+ if ($agit_sc02[1] == 0) {
+ mes "^3355FFThe Guardian Stone";
+ mes "Repair System has";
+ mes "successfully completed.^000000";
+ close;
+ }
+ else {
+ if (agitcheck2() == 0) {
+ mes "^3355FFIt is impossible to";
+ mes "rebuild the Guardian";
+ mes "Stone because the";
+ mes "Emperium is not present.^000000";
+ close;
+ }
+ else {
+ mes "^3355FFThe Gemstones have been";
+ mes "arranged, and the Guardian";
+ mes "Stone is successfully repaired.^000000";
+ delitem 984,1; //Oridecon
+ delitem 985,1; //Elunium
+ delitem 7049,30; //Stone
+ delitem 717,5; //Blue_Gemstone
+ delitem 715,5; //Yellow_Gemstone
+ delitem 716,5; //Red_Gemstone
+ close2;
+ donpcevent "#sch02_df02::OnEnable";
+ specialeffect EF_ICECRASH;
+ disablenpc "2nd Guardian Stone#sch02";
+ setarray $agit_sc02[1],0;
+ set .@df_all,$agit_sc02[0]+$agit_sc02[1];
+ if (.@df_all == 0) {
+ mapannounce "schg_cas02","Both Guardian Stones have been erected, bolstering this stronghold's defenses!",bc_map,"0x00ff00";
+ donpcevent "#sch02_RL00::OnEnable";
+ }
+ else {
+ mapannounce "schg_cas02","The 2nd Guardian Stone has been repaired successfully.",bc_map,"0x00ff00";
+ }
+ if ($agit_sc02[5] == 1) {
+ donpcevent "#sch02_gard02::OnEnable";
+ }
+ end;
+ }
+ }
+ }
+ else {
+ mes "^3355FFAfter all of that work...";
+ mes "It looks like you failed";
+ mes "to fix the Guardian Stone,";
+ mes "and lost some materials.^000000";
+ delitem 7049,10; //Stone
+ delitem 717,2; //Blue_Gemstone
+ delitem 715,2; //Yellow_Gemstone
+ delitem 716,2; //Red_Gemstone
+ close;
+ }
+ }
+ else {
+ mes "^3355FFYou don't have enough";
+ mes "materials to repair";
+ mes "the Guardian Stone.^000000";
+ close;
+ }
+ }
+ }
+ end;
+
+OnInit:
+ disablenpc "2nd Guardian Stone#sch02";
+ end;
+
+OnEnable:
+ enablenpc "2nd Guardian Stone#sch02";
+ specialeffect EF_MAPPILLAR2;
+ end;
+
+OnDisable:
+ disablenpc "2nd Guardian Stone#sch02";
+ end;
+}
+
+schg_cas02,2,1,0 script #sch02_RL00 -1,{
+OnEnable:
+ setwall "schg_cas02",290,98,8,0,0,"sch02_RL00";
+ guardian "schg_cas02",289,98," ",1905,"#sch02_RL00::OnBarrierDestroyed"; //24;
+ guardian "schg_cas02",289,100," ",1905,"#sch02_RL00::OnBarrierDestroyed"; //25;
+ guardian "schg_cas02",289,102," ",1905,"#sch02_RL00::OnBarrierDestroyed"; //26;
+ guardian "schg_cas02",289,104," ",1905,"#sch02_RL00::OnBarrierDestroyed"; //27;
+ end;
+
+OnDisable:
+ delwall "sch02_RL00";
+ killmonster "schg_cas02","#sch02_RL00::OnBarrierDestroyed";
+ end;
+
+OnBarrierDestroyed:
+ end;
+}
+
+schg_cas02,2,2,0 script #sch02_RL01 -1,{
+OnEnable:
+ set .MyMobCount,6;
+ setwall "schg_cas02",279,98,8,0,1,"sch02_RL01";
+ guardian "schg_cas02",280,98," ",1905,"#sch02_RL01::OnBarrierDestroyed"; //28;
+ guardian "schg_cas02",280,100," ",1905,"#sch02_RL01::OnBarrierDestroyed"; //29;
+ guardian "schg_cas02",280,102," ",1905,"#sch02_RL01::OnBarrierDestroyed"; //30;
+ guardian "schg_cas02",281,99," ",1905,"#sch02_RL01::OnBarrierDestroyed"; //31;
+ guardian "schg_cas02",281,101," ",1905,"#sch02_RL01::OnBarrierDestroyed"; //32;
+ guardian "schg_cas02",281,103," ",1905,"#sch02_RL01::OnBarrierDestroyed"; //33;
+ end;
+
+OnBarrierDestroyed:
+ set .MyMobCount,.MyMobCount-1;
+ if (.MyMobCount == 0) {
+ setarray $agit_sc02[2],1;
+ mapannounce "schg_cas02","The 1st Fortress Gate is destroyed.",bc_map,"0x00ff00";
+ delwall "sch02_RL01";
+ }
+ end;
+
+OnDisable:
+ delwall "sch02_RL01";
+ killmonster "schg_cas02","#sch02_RL01::OnBarrierDestroyed";
+ end;
+}
+
+schg_cas02,2,3,0 script #sch02_RL02 -1,{
+OnEnable:
+ set .MyMobCount,6;
+ setwall "schg_cas02",230,213,6,0,1,"sch02_RL02";
+ guardian "schg_cas02",231,214," ",1905,"#sch02_RL02::OnBarrierDestroyed"; //34;
+ guardian "schg_cas02",231,216," ",1905,"#sch02_RL02::OnBarrierDestroyed"; //35;
+ guardian "schg_cas02",231,218," ",1905,"#sch02_RL02::OnBarrierDestroyed"; //36;
+ guardian "schg_cas02",232,213," ",1905,"#sch02_RL02::OnBarrierDestroyed"; //37;
+ guardian "schg_cas02",232,215," ",1905,"#sch02_RL02::OnBarrierDestroyed"; //38;
+ guardian "schg_cas02",232,217," ",1905,"#sch02_RL02::OnBarrierDestroyed"; //39;
+ end;
+
+OnBarrierDestroyed:
+ set .MyMobCount,.MyMobCount-1;
+ if (.MyMobCount == 0) {
+ setarray $agit_sc02[3],1;
+ mapannounce "schg_cas02","The 2nd Fortress Gate is destroyed.",bc_map,"0x00ff00";
+ delwall "sch02_RL02";
+ }
+ end;
+
+OnDisable:
+ delwall "sch02_RL02";
+ killmonster "schg_cas02","#sch02_RL02::OnBarrierDestroyed";
+ end;
+}
+
+schg_cas02,2,4,0 script #sch02_RL03 -1,{
+OnEnable:
+ set .MyMobCount,4;
+ setwall "schg_cas02",160,141,6,6,1,"sch02_RL03";
+ guardian "schg_cas02",160,140," ",1905,"#sch02_RL03::OnBarrierDestroyed"; //40;
+ guardian "schg_cas02",162,140," ",1905,"#sch02_RL03::OnBarrierDestroyed"; //41;
+ guardian "schg_cas02",164,140," ",1905,"#sch02_RL03::OnBarrierDestroyed"; //42;
+ guardian "schg_cas02",166,140," ",1905,"#sch02_RL03::OnBarrierDestroyed"; //43;
+ end;
+
+OnBarrierDestroyed:
+ set .MyMobCount,.MyMobCount-1;
+ if (.MyMobCount == 0) {
+ setarray $agit_sc02[4],1;
+ mapannounce "schg_cas02","The 3rd Fortress Gate is destroyed!",bc_map,"0x00ff00";
+ delwall "sch02_RL03";
+ }
+ end;
+
+OnDisable:
+ delwall "sch02_RL03";
+ killmonster "schg_cas02","#sch02_RL03::OnBarrierDestroyed";
+ end;
+}
+
+schg_cas02,288,97,0 script Control Device01#sch02 111,{
+ set .@GID, GetCastleData("schg_cas02",1);
+ if (getcharid(2) == .@GID) {
+ if (strcharinfo(0) == getguildmaster(.@GID)) {
+ if ($agit_sc02[2] == 2) {
+ mes "^3355FFDemolished Fortress";
+ mes "Gates can be repaired,";
+ mes "but you will need to gather";
+ mes "the following materials.^000000";
+ next;
+ mes "^4D4DFF10 Steel^000000,";
+ mes "^4D4DFF30 Trunks^000000,";
+ mes "^4D4DFF5 Oridecon^000000, and";
+ mes "^4D4DFF10 Emveretarcon^000000.";
+ next;
+ select("Continue");
+ if ((countitem(1019) > 29) && (countitem(999) > 9) && (countitem(1011) > 9) && (countitem(984) > 4)) {
+ mes "^3355FFYou will need Trunks to";
+ mes "repair the support frame,";
+ mes "Oridecon to enhance the";
+ mes "gate's endurance, and";
+ mes "Emveretarcon to basically";
+ mes "hold everything together.^000000";
+ next;
+ set .@ro_of01,rand(10,15);
+ while(1) {
+ if (.@ro_of02 == .@ro_of01) {
+ break;
+ }
+ else {
+ switch(rand(1,4)) {
+ case 1:
+ mes "^3355FFThe support frame";
+ mes "is badly damaged:";
+ mes "fixing this part";
+ mes "is a top priority.^000000";
+ next;
+ switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
+ case 1:
+ mes "^3355FFThe frame has been";
+ mes "reinforced with wood.^000000";
+ set .@rp_temp,.@rp_temp + 1;
+ set .@ro_of02,.@ro_of02 + 1;
+ specialeffect2 EF_REPAIRWEAPON;
+ next;
+ break;
+ case 2:
+ mes "^3355FFYou tried using steel,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ case 3:
+ mes "^3355FFYou tried using emveretarcon,";
+ mes "but it's not working very well.^FFFFFF ^3355FF You'll have to try something else.";
+ close;
+ case 4:
+ mes "^3355FFYou tried using oridecon,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ }
+ break;
+ case 2:
+ mes "^3355FFIt looks like the gate's";
+ mes "overall endurance needs to";
+ mes "be reinforced with something.^000000";
+ next;
+ switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
+ case 1:
+ mes "^3355FFYou tried using wood";
+ mes "to reinforce the gate.^000000";
+ set .@ro_of02,.@ro_of02 + 1;
+ next;
+ break;
+ case 2:
+ mes "^3355FFYou tried using steel";
+ mes "to reinforce the gate, but";
+ mes "it's not working well at all.";
+ mes "You'll have to start over.^000000";
+ close;
+ case 3:
+ mes "^3355FFYou tried using emveretarcon";
+ mes "to reinforce the gate, but it's";
+ mes "not working well at all.";
+ mes "You'll have to start over.^000000";
+ close;
+ case 4:
+ mes "^3355FFYou hammered the";
+ mes "oridecon: it looks";
+ mes "like this will work.^000000";
+ set .@rp_temp,.@rp_temp + 1;
+ set .@ro_of02,.@ro_of02 + 1;
+ specialeffect2 EF_REPAIRWEAPON;
+ next;
+ break;
+ }
+ break;
+ case 3:
+ mes "^3355FFThe damage to the gate";
+ mes "has caused all these";
+ mes "cracks. You'll have to";
+ mes "weld them solid somehow.^000000";
+ next;
+ switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
+ case 1:
+ mes "^3355FFYou tried using wood to fix";
+ mes "this problem, but it seems";
+ mes "to have made it worse.";
+ mes "You'll have to start all over.^000000";
+ close;
+ case 2:
+ mes "^3355FFYou used steel to weld";
+ mes "all the cracks: the gate is";
+ mes "is starting to look more solid.^000000";
+ set .@rp_temp,.@rp_temp + 1;
+ set .@ro_of02,.@ro_of02 + 1;
+ specialeffect2 EF_REPAIRWEAPON;
+ next;
+ break;
+ case 3:
+ mes "^3355FFYou tried using emveretarcon";
+ mes "to reinforce the gate, but it's";
+ mes "not working well at all.";
+ mes "You'll have to start over.^000000";
+ close;
+ case 4:
+ mes "^3355FFYou tried using oridecon,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ }
+ break;
+ case 4:
+ mes "^3355FFNow you need to make";
+ mes "sure that the gate is held";
+ mes "together pretty solidly.^000000";
+ next;
+ switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
+ case 1:
+ mes "^3355FFYou tried using wood to fix";
+ mes "this problem, but it seems";
+ mes "to have made it worse.";
+ mes "You'll have to start all over.^000000";
+ close;
+ case 2:
+ mes "^3355FFYou tried using steel,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ case 3:
+ mes "^3355FFYou successfully used";
+ mes "the emveretarcon to repair";
+ mes "much of the gate's damage.^000000";
+ set .@rp_temp,.@rp_temp + 1;
+ set .@ro_of02,.@ro_of02 + 1;
+ specialeffect2 EF_REPAIRWEAPON;
+ next;
+ break;
+ case 4:
+ mes "^3355FFYou tried using oridecon,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ }
+ }
+ }
+ }
+ mes "^3355FFWell, it looks like";
+ mes "you're just about done";
+ mes "with repairing the gate.^000000";
+ next;
+ if (agitcheck2() == 0) {
+ mes "^3355FFUnfortunately, the Fortress";
+ mes "Gate can't be reconstructed:";
+ mes "the Emperium is no longer here.^000000";
+ close;
+ }
+ else {
+ if (.@rp_temp == .@ro_of01) {
+ mes "^3355FFThe Fortress Gate has";
+ mes "been successfully repaired!^000000";
+ delitem 1019,30; //Wooden_Block
+ delitem 999,10; //Steel
+ delitem 1011,10; //Emveretarcon
+ delitem 984,5; //Oridecon
+ close2;
+ donpcevent "#sch02_RL01::OnEnable";
+ disablenpc "Control Device01#sch02";
+ mapannounce "schg_cas02","The 1st Fortress Gate has been reconstructed!",bc_map,"0x00ff00";
+ setarray $agit_sc02[2],0;
+ end;
+ }
+ else {
+ mes "^3355FFThe wall has been breached,";
+ mes "and the attempt to repair the";
+ mes "Fortress Gate has failed.";
+ mes "You lost some of your";
+ mes "repair resources...^000000";
+ delitem 984,2; //Oridecon
+ delitem 999,4; //Steel
+ delitem 1019,14; //Wooden_Block
+ delitem 1011,3; //Emveretarcon
+ close;
+ }
+ }
+ }
+ else {
+ mes "^3355FFYou can't attempt to repair";
+ mes "the Fortress Gate if you don't";
+ mes "have all the needed materials.^000000";
+ close;
+ }
+ }
+ }
+ }
+ end;
+
+OnInit:
+ disablenpc "Control Device01#sch02";
+ end;
+
+OnEnable:
+ enablenpc "Control Device01#sch02";
+ end;
+
+OnDisable:
+ disablenpc "Control Device01#sch02";
+ end;
+}
+
+schg_cas02,230,209,0 script Control Device02#sch02 111,{
+ set .@GID, GetCastleData("schg_cas02",1);
+ if (getcharid(2) == .@GID) {
+ if (strcharinfo(0) == getguildmaster(.@GID)) {
+ if ($agit_sc02[3] == 2) {
+ mes "^3355FFDemolished Fortress";
+ mes "Gates can be repaired,";
+ mes "but you will need to gather";
+ mes "the following materials.^000000";
+ next;
+ mes "^4D4DFF10 Steel^000000,";
+ mes "^4D4DFF30 Trunks^000000,";
+ mes "^4D4DFF5 Oridecon^000000, and";
+ mes "^4D4DFF10 Emveretarcon^000000.";
+ next;
+ select("Continue");
+ if ((countitem(1019) > 29) && (countitem(999) > 9) && (countitem(1011) > 9) && (countitem(984) > 4)) {
+ mes "^3355FFYou will need Trunks to";
+ mes "repair the support frame,";
+ mes "Oridecon to enhance the";
+ mes "gate's endurance, and";
+ mes "Emveretarcon to basically";
+ mes "hold everything together.^000000";
+ next;
+ set .@ro_of01,rand(10,15);
+ while(1) {
+ if (.@ro_of02 == .@ro_of01) {
+ break;
+ }
+ else {
+ switch(rand(1,4)) {
+ case 1:
+ mes "^3355FFThe support frame";
+ mes "is badly damaged:";
+ mes "fixing this part";
+ mes "is a top priority.^000000";
+ next;
+ switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
+ case 1:
+ mes "^3355FFThe frame has been";
+ mes "reinforced with wood.^000000";
+ set .@rp_temp,.@rp_temp + 1;
+ set .@ro_of02,.@ro_of02 + 1;
+ specialeffect2 EF_REPAIRWEAPON;
+ next;
+ break;
+ case 2:
+ mes "^3355FFYou tried using steel,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ case 3:
+ mes "^3355FFYou tried using emveretarcon";
+ mes "to reinforce the gate, but it's";
+ mes "not working well at all.";
+ mes "You'll have to start over.^000000";
+ close;
+ case 4:
+ mes "^3355FFYou tried using oridecon,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ }
+ break;
+ case 2:
+ mes "^3355FFIt looks like the gate's";
+ mes "overall endurance needs to";
+ mes "be reinforced with something.^000000";
+ next;
+ switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
+ case 1:
+ mes "^3355FFYou tried using wood";
+ mes "to reinforce the gate.^000000";
+ set .@ro_of02,.@ro_of02 + 1;
+ next;
+ break;
+ case 2:
+ mes "^3355FFYou tried using steel";
+ mes "to reinforce the gate, but";
+ mes "it's not working well at all.";
+ mes "You'll have to start over.^000000";
+ close;
+ case 3:
+ mes "^3355FFYou tried using emveretarcon";
+ mes "to reinforce the gate, but it's";
+ mes "not working well at all.";
+ mes "You'll have to start over.^000000";
+ close;
+ case 4:
+ mes "^3355FFYou hammered the";
+ mes "oridecon: it looks";
+ mes "like this will work.^000000";
+ set .@rp_temp,.@rp_temp + 1;
+ set .@ro_of02,.@ro_of02 + 1;
+ specialeffect2 EF_REPAIRWEAPON;
+ next;
+ break;
+ }
+ break;
+ case 3:
+ mes "^3355FFThe damage to the gate";
+ mes "has caused all these";
+ mes "cracks. You'll have to";
+ mes "weld them solid somehow.^000000";
+ next;
+ switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
+ case 1:
+ mes "^3355FFYou tried using wood to fix";
+ mes "this problem, but it seems";
+ mes "to have made it worse.";
+ mes "You'll have to start all over.^000000";
+ close;
+ case 2:
+ mes "^3355FFYou used steel to weld";
+ mes "all the cracks: the gate is";
+ mes "is starting to look more solid.^000000";
+ set .@rp_temp,.@rp_temp + 1;
+ set .@ro_of02,.@ro_of02 + 1;
+ specialeffect2 EF_REPAIRWEAPON;
+ next;
+ break;
+ case 3:
+ mes "^3355FFYou tried using emveretarcon";
+ mes "to reinforce the gate, but it's";
+ mes "not working well at all.";
+ mes "You'll have to start over.^000000";
+ close;
+ case 4:
+ mes "^3355FFYou tried using oridecon,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ }
+ break;
+ case 4:
+ mes "^3355FFNow you need to make";
+ mes "sure that the gate is held";
+ mes "together pretty solidly.^000000";
+ next;
+ switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
+ case 1:
+ mes "^3355FFYou tried using wood to fix";
+ mes "this problem, but it seems";
+ mes "to have made it worse.";
+ mes "You'll have to start all over.^000000";
+ close;
+ case 2:
+ mes "^3355FFYou tried using steel,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ case 3:
+ mes "^3355FFYou successfully used";
+ mes "the emveretarcon to repair";
+ mes "much of the gate's damage.^000000";
+ set .@rp_temp,.@rp_temp + 1;
+ set .@ro_of02,.@ro_of02 + 1;
+ specialeffect2 EF_REPAIRWEAPON;
+ next;
+ break;
+ case 4:
+ mes "^3355FFYou tried using oridecon,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ }
+ }
+ }
+ }
+ mes "^3355FFWell, it looks like";
+ mes "you're just about done";
+ mes "with repairing the gate.^000000";
+ next;
+ if (agitcheck2() == 0) {
+ mes "^3355FFUnfortunately, the Fortress";
+ mes "Gate can't be reconstructed:";
+ mes "the Emperium is no longer here.^000000";
+ close;
+ }
+ else {
+ if (.@rp_temp == .@ro_of01) {
+ mes "^3355FFThe Fortress Gate has";
+ mes "been successfully repaired!^000000";
+ delitem 1019,30; //Wooden_Block
+ delitem 999,10; //Steel
+ delitem 1011,10; //Emveretarcon
+ delitem 984,5; //Oridecon
+ close2;
+ donpcevent "#sch02_RL02::OnEnable";
+ disablenpc "Control Device02#sch02";
+ mapannounce "schg_cas02","The 2nd Fortress Gate has been reconstructed!",bc_map,"0x00ff00";
+ setarray $agit_sc02[3],0; //Global Variable
+ setarray $agit_sc02[2],2; //Global Variable
+ donpcevent "Control Device01#sch02::OnEnable";
+ end;
+ }
+ else {
+ mes "^3355FFThe wall has been breached,";
+ mes "and the attempt to repair the";
+ mes "Fortress Gate has failed.";
+ mes "You lost some of your";
+ mes "repair resources...^000000";
+ delitem 984,2; //Oridecon
+ delitem 999,4; //Steel
+ delitem 1019,14; //Wooden_Block
+ delitem 1011,3; //Emveretarcon
+ close;
+ }
+ }
+ }
+ else {
+ mes "^3355FFYou can't attempt to repair";
+ mes "the Fortress Gate if you don't";
+ mes "have all the needed materials.^000000";
+ close;
+ }
+ }
+ }
+ }
+ end;
+
+OnInit:
+ disablenpc "Control Device02#sch02";
+ end;
+
+OnEnable:
+ enablenpc "Control Device02#sch02";
+ end;
+
+OnDisable:
+ disablenpc "Control Device02#sch02";
+ end;
+}
+
+schg_cas02,159,143,0 script Control Device03#sch02 111,{
+ set .@GID, GetCastleData("schg_cas02",1);
+ if (getcharid(2) == .@GID) {
+ if (strcharinfo(0) == getguildmaster(.@GID)) {
+ if ($agit_sc02[4] == 2) {
+ mes "^3355FFDemolished Fortress";
+ mes "Gates can be repaired,";
+ mes "but you will need to gather";
+ mes "the following materials.^000000";
+ next;
+ mes "^4D4DFF10 Steel^000000,";
+ mes "^4D4DFF30 Trunks^000000,";
+ mes "^4D4DFF5 Oridecon^000000, and";
+ mes "^4D4DFF10 Emveretarcon^000000.";
+ next;
+ select("Continue");
+ if ((countitem(1019) > 29) && (countitem(999) > 9) && (countitem(1011) > 9) && (countitem(984) > 4)) {
+ mes "^3355FFYou will need Trunks to";
+ mes "repair the support frame,";
+ mes "Oridecon to enhance the";
+ mes "gate's endurance, and";
+ mes "Emveretarcon to basically";
+ mes "hold everything together.^000000";
+ next;
+ set .@ro_of01,rand(10,15);
+ while(1) {
+ if (.@ro_of02 == .@ro_of01) {
+ break;
+ }
+ else {
+ switch(rand(1,4)) {
+ case 1:
+ mes "^3355FFThe support frame";
+ mes "is badly damaged:";
+ mes "fixing this part";
+ mes "is a top priority.^000000";
+ next;
+ switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
+ case 1:
+ mes "^3355FFThe frame has been";
+ mes "reinforced with wood.^000000";
+ set .@rp_temp,.@rp_temp + 1;
+ set .@ro_of02,.@ro_of02 + 1;
+ specialeffect2 EF_REPAIRWEAPON;
+ next;
+ break;
+ case 2:
+ mes "^3355FFYou tried using steel,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ case 3:
+ mes "^3355FFYou tried using emveretarcon";
+ mes "to reinforce the gate, but it's";
+ mes "not working well at all.";
+ mes "You'll have to start over.^000000";
+ close;
+ case 4:
+ mes "^3355FFYou tried using oridecon,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ }
+ break;
+ case 2:
+ mes "^3355FFIt looks like the gate's";
+ mes "overall endurance needs to";
+ mes "be reinforced with something.^000000";
+ next;
+ switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
+ case 1:
+ mes "^3355FFYou tried using wood";
+ mes "to reinforce the gate.^000000";
+ set .@ro_of02,.@ro_of02 + 1;
+ next;
+ break;
+ case 2:
+ mes "^3355FFYou tried using steel";
+ mes "to reinforce the gate, but";
+ mes "it's not working well at all.";
+ mes "You'll have to start over.^000000";
+ close;
+ case 3:
+ mes "^3355FFYou tried using emveretarcon";
+ mes "to reinforce the gate, but it's";
+ mes "not working well at all.";
+ mes "You'll have to start over.^000000";
+ close;
+ case 4:
+ mes "^3355FFYou hammered the";
+ mes "oridecon: it looks";
+ mes "like this will work.^000000";
+ set .@rp_temp,.@rp_temp + 1;
+ set .@ro_of02,.@ro_of02 + 1;
+ specialeffect2 EF_REPAIRWEAPON;
+ next;
+ break;
+ }
+ break;
+ case 3:
+ mes "^3355FFThe damage to the gate";
+ mes "has caused all these";
+ mes "cracks. You'll have to";
+ mes "weld them solid somehow.^000000";
+ next;
+ switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
+ case 1:
+ mes "^3355FFYou tried using wood to fix";
+ mes "this problem, but it seems";
+ mes "to have made it worse.";
+ mes "You'll have to start all over.^000000";
+ close;
+ case 2:
+ mes "^3355FFYou used steel to weld";
+ mes "all the cracks: the gate is";
+ mes "is starting to look more solid.^000000";
+ set .@rp_temp,.@rp_temp + 1;
+ set .@ro_of02,.@ro_of02 + 1;
+ specialeffect2 EF_REPAIRWEAPON;
+ next;
+ break;
+ case 3:
+ mes "^3355FFYou tried using emveretarcon";
+ mes "to reinforce the gate, but it's";
+ mes "not working well at all.";
+ mes "You'll have to start over.^000000";
+ close;
+ case 4:
+ mes "^3355FFYou tried using oridecon,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ }
+ break;
+ case 4:
+ mes "^3355FFNow you need to make";
+ mes "sure that the gate is held";
+ mes "together pretty solidly.^000000";
+ next;
+ switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
+ case 1:
+ mes "^3355FFYou tried using wood to fix";
+ mes "this problem, but it seems";
+ mes "to have made it worse.";
+ mes "You'll have to start all over.^000000";
+ close;
+ case 2:
+ mes "^3355FFYou tried using steel,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ case 3:
+ mes "^3355FFYou successfully used";
+ mes "the emveretarcon to repair";
+ mes "much of the gate's damage.^000000";
+ set .@rp_temp,.@rp_temp + 1;
+ set .@ro_of02,.@ro_of02 + 1;
+ specialeffect2 EF_REPAIRWEAPON;
+ next;
+ break;
+ case 4:
+ mes "^3355FFYou tried using oridecon,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ }
+ }
+ }
+ }
+ mes "^3355FFWell, it looks like";
+ mes "you're just about done";
+ mes "with repairing the gate.^000000";
+ next;
+ if (agitcheck2() == 0) {
+ mes "^3355FFUnfortunately, the Fortress";
+ mes "Gate can't be reconstructed:";
+ mes "the Emperium is no longer here.^000000";
+ close;
+ }
+ else {
+ if (.@rp_temp == .@ro_of01) {
+ mes "^3355FFThe Fortress Gate has";
+ mes "been successfully repaired!^000000";
+ delitem 1019,30; //Wooden_Block
+ delitem 999,10; //Steel
+ delitem 1011,10; //Emveretarcon
+ delitem 984,5; //Oridecon
+ close2;
+ donpcevent "#sch02_RL03::OnEnable";
+ disablenpc "Control Device03#sch02";
+ mapannounce "schg_cas02","The 3rd Fortress Gate has been reconstructed!!",bc_map,"0x00ff00";
+ setarray $agit_sc02[4],0;
+ setarray $agit_sc02[3],2;
+ donpcevent "Control Device02#sch02::OnEnable";
+ end;
+ }
+ else {
+ mes "^3355FFThe wall has been breached,";
+ mes "and the attempt to repair the";
+ mes "Fortress Gate has failed.";
+ mes "You lost some of your";
+ mes "repair resources...^000000";
+ delitem 984,2; //Oridecon
+ delitem 999,4; //Steel
+ delitem 1019,14; //Wooden_Block
+ delitem 1011,3; //Emveretarcon
+ close;
+ }
+ }
+ }
+ else {
+ mes "^3355FFYou can't attempt to repair";
+ mes "the Fortress Gate if you don't";
+ mes "have all the needed materials.^000000";
+ close;
+ }
+ }
+ }
+ }
+ end;
+
+OnInit:
+ disablenpc "Control Device03#sch02";
+ end;
+
+OnEnable:
+ enablenpc "Control Device03#sch02";
+ end;
+
+OnDisable:
+ disablenpc "Control Device03#sch02";
+ end;
+}
+
+// Link Flags
+schg_cas02,143,198,0 script LF-01#schg_cas02 111,{
+ set .@GID, GetCastleData("schg_cas02",1);
+ if (getcharid(2) == .@GID) {
+ mes "^3355FFThis is the Stronghold";
+ mes "Teleport Service. Please";
+ mes "choose a destination";
+ mes "within the stronghold.^000000";
+ switch(select("First Gate House:Second Gate House:Cancel")) {
+ case 1:
+ warp "schg_cas02",235,44;
+ end;
+ case 2:
+ warp "schg_cas02",302,233;
+ end;
+ case 3:
+ close;
+ }
+ }
+ end;
+}
+
+schg_cas02,143,202,0 script LF-02#schg_cas02 111,{
+ set .@GID, GetCastleData("schg_cas02",1);
+ if (getcharid(2) == .@GID) {
+ mes "^3355FFThis is the Stronghold";
+ mes "Teleport Service. Please";
+ mes "choose a destination";
+ mes "within the stronghold.^000000";
+ switch(select("Defense area 1-1:Defense area 1-2:Cancel")) {
+ case 1:
+ warp "schg_cas02",317,83;
+ end;
+ case 2:
+ warp "schg_cas02",359,83;
+ end;
+ case 3:
+ close;
+ }
+ }
+ end;
+}
+
+schg_cas02,143,206,0 script LF-03#schg_cas02 111,{
+ set .@GID, GetCastleData("schg_cas02",1);
+ if (getcharid(2) == .@GID) {
+ mes "^3355FFThis is the Stronghold";
+ mes "Teleport Service. Please";
+ mes "choose a destination";
+ mes "within the stronghold.^000000";
+ switch(select("Defense area 2-1:Defense area 2-2:Cancel")) {
+ case 1:
+ warp "schg_cas02",283,79;
+ end;
+ case 2:
+ warp "schg_cas02",280,122;
+ end;
+ case 3:
+ close;
+ }
+ }
+ end;
+}
+
+schg_cas02,145,208,0 script LF-04#schg_cas02 111,{
+ set .@GID, GetCastleData("schg_cas02",1);
+ if (getcharid(2) == .@GID) {
+ mes "^3355FFThis is the Stronghold";
+ mes "Teleport Service. Please";
+ mes "choose a destination";
+ mes "within the stronghold.^000000";
+ switch(select("Defense area 3-1:Defense area 3-2:Cancel")) {
+ case 1:
+ warp "schg_cas02",215,110;
+ end;
+ case 2:
+ warp "schg_cas02",255,215;
+ end;
+ case 3:
+ close;
+ }
+ }
+ end;
+}
+
+schg_cas02,180,208,0 script LF-05#schg_cas02 111,{
+ set .@GID, GetCastleData("schg_cas02",1);
+ if (getcharid(2) == .@GID) {
+ mes "^3355FFThis is the Stronghold";
+ mes "Teleport Service. Please";
+ mes "choose a destination";
+ mes "within the stronghold.^000000";
+ switch(select("Center 1 Area:Center 2 Area:Cancel")) {
+ case 1:
+ warp "schg_cas02",338,153;
+ end;
+ case 2:
+ warp "schg_cas02",213,226;
+ end;
+ case 3:
+ close;
+ }
+ }
+ end;
+}
+
+schg_cas02,182,206,0 script LF-06#schg_cas02 111,{
+ set .@GID, GetCastleData("schg_cas02",1);
+ if (getcharid(2) == .@GID) {
+ mes "^3355FFThis is the Stronghold";
+ mes "Teleport Service. Please";
+ mes "choose a destination";
+ mes "within the stronghold.^000000";
+ switch(select("Defense area 1-1:Defense area 2-1:Defense area 3-1:Cancel")) {
+ case 1:
+ warp "schg_cas02",317,83;
+ end;
+ case 2:
+ warp "schg_cas02",283,79;
+ end;
+ case 3:
+ warp "schg_cas02",215,110;
+ end;
+ case 4:
+ close;
+ }
+ }
+ end;
+}
+
+schg_cas02,182,202,0 script LF-07#schg_cas02 111,{
+ set .@GID, GetCastleData("schg_cas02",1);
+ if (getcharid(2) == .@GID) {
+ mes "^3355FFThis is the Stronghold";
+ mes "Teleport Service. Please";
+ mes "choose a destination";
+ mes "within the stronghold.^000000";
+ switch(select("Area 1-2:Area 2-2:Area 3-2:Cancel")) {
+ case 1:
+ warp "schg_cas02",359,83;
+ end;
+ case 2:
+ warp "schg_cas02",280,122;
+ end;
+ case 3:
+ warp "schg_cas02",255,215;
+ end;
+ case 4:
+ close;
+ }
+ }
+ end;
+}
+
+schg_cas02,182,198,0 script LF-08#schg_cas02 111,{
+ set .@GID, GetCastleData("schg_cas02",1);
+ if (getcharid(2) == .@GID) {
+ mes "^3355FFThis is the Stronghold";
+ mes "Teleport Service. Would";
+ mes "you like to teleport to the";
+ mes "Convenience Facility for";
+ mes "guild members?^000000";
+ switch(select("Go to Convenience Facility:Cancel")) {
+ case 1:
+ warp "schg_cas02",101,306;
+ end;
+ case 2:
+ close;
+ }
+ }
+ end;
+}
+
+schg_cas02,235,222,0 script Andlangr#LF_sc02_1::LF_sc02_1 111,{
+ set .@GID, GetCastleData("schg_cas02",1);
+ if (getcharid(2) == .@GID) {
+ mes "^3355FFThis is the Stronghold";
+ mes "Teleport Service. Would";
+ mes "you like to teleport to";
+ mes "the Emperium Center?^000000";
+ switch(select("Teleport:Cancel")) {
+ case 1:
+ warp "schg_cas02",136,188;
+ end;
+ case 2:
+ close;
+ }
+ }
+ end;
+}
+
+schg_cas02,157,136,0 duplicate(LF_sc02_1) Andlangr#LF_sc02_2 111
+schg_cas02,168,136,4 duplicate(LF_sc02_1) Andlangr#LF_sc02_3 111
+schg_cas02,320,232,4 duplicate(LF_sc02_1) Andlangr#LF_sc02_4 111
+schg_cas02,295,109,0 duplicate(LF_sc02_1) Andlangr#LF_sc02_5 111
+schg_cas02,295,92,0 duplicate(LF_sc02_1) Andlangr#LF_sc02_6 111
+schg_cas02,285,90,4 duplicate(LF_sc02_1) Andlangr#LF_sc02_7 111
+schg_cas02,285,190,4 duplicate(LF_sc02_1) Andlangr#LF_sc02_8 111
+schg_cas02,238,66,0 duplicate(LF_sc02_1) Andlangr#LF_sc02_9 111
+schg_cas02,230,45,0 duplicate(LF_sc02_1) Andlangr#LF_sc02_10 111
+schg_cas02,233,120,0 duplicate(LF_sc02_1) Andlangr#LF_sc02_11 111
+schg_cas02,247,120,0 duplicate(LF_sc02_1) Andlangr#LF_sc02_12 111
+schg_cas02,261,162,0 duplicate(LF_sc02_1) Andlangr#LF_sc02_13 111
+schg_cas02,244,162,0 duplicate(LF_sc02_1) Andlangr#LF_sc02_14 111
+schg_cas02,235,207,0 duplicate(LF_sc02_1) Andlangr#LF_sc02_15 111
+
+// Guild Manager
+schg_cas02,105,378,3 script Steward#sch02 55,{
+ set .@GID, GetCastleData("schg_cas02",1);
+ if (.@GID == 0) {
+ mes "[ Steward ]";
+ mes "I await for the master";
+ mes "whom destiny will choose";
+ mes "for me. Do you think you";
+ mes "have to courage and strength";
+ mes "to conquer this stronghold?";
+ close;
+ }
+ if (getcharid(2) != .@GID || strcharinfo(0) != getguildmaster(.@GID)) {
+ mes "[ Steward ]";
+ mes "Hmpf. Your threats don't";
+ mes "scare me! Guardians, drive";
+ mes "this infidel away from here!";
+ mes "I will always be loyal to the";
+ mes "master of this stronghold,";
+ mes "the one and only ^FF0000" + getguildmaster(.@GID) + "^000000.";
+ close;
+ }
+ mes "[ Steward ]";
+ mes "Ah, Master ^FF0000" + getguildmaster(.@GID) + "^000000...";
+ mes "How shall I serve you today?";
+ mes "Was there an aspect of this";
+ mes "stronghold's maintenance";
+ mes "you wanted to discuss?";
+ next;
+ switch(select("Stronghold Briefing:Invest in Commercial Growth:Invest in Defense growth:Hire/Fire Storage Staff:Go to Master's room")) {
+ case 1:
+ mes "[ Steward ]";
+ mes "The Commercial Growth";
+ mes "Level of the stronghold is ^0000ff" + GetCastleData("schg_cas02",2) + ".";
+ if (GetCastleData("schg_cas02",4) > 0) {
+ mes "Last time, you invested in";
+ mes "Commercial Growth " + GetCastleData("schg_cas02",4) + ".";
+ }
+ next;
+ mes "[ Steward ]";
+ mes "Our stronghold's";
+ mes "safeguard level is " + GetCastleData("schg_cas02",3) + ".";
+ if (GetCastleData("schg_cas02",5) > 0) {
+ mes "Last time, you invested";
+ mes "in defense " + GetCastleData("schg_cas02",5) + " times.";
+ }
+ mes " ";
+ mes "That is all, master.";
+ close;
+ case 2:
+ set .@Economy,GetCastleData("schg_cas02",2);
+ if (.@Economy < 6) { set .@eco_invest,5000; }
+ else if ((.@Economy >= 6) && (.@Economy <= 10)) { set .@eco_invest,10000; }
+ else if ((.@Economy >= 11) && (.@Economy <= 15)) { set .@eco_invest,20000; }
+ else if ((.@Economy >= 16) && (.@Economy <= 20)) { set .@eco_invest,35000; }
+ else if ((.@Economy >= 21) && (.@Economy <= 25)) { set .@eco_invest,55000; }
+ else if ((.@Economy >= 26) && (.@Economy <= 30)) { set .@eco_invest,80000; }
+ else if ((.@Economy >= 31) && (.@Economy <= 35)) { set .@eco_invest,110000; }
+ else if ((.@Economy >= 36) && (.@Economy <= 40)) { set .@eco_invest,145000; }
+ else if ((.@Economy >= 41) && (.@Economy <= 45)) { set .@eco_invest,185000; }
+ else if ((.@Economy >= 46) && (.@Economy <= 50)) { set .@eco_invest,230000; }
+ else if ((.@Economy >= 51) && (.@Economy <= 55)) { set .@eco_invest,280000; }
+ else if ((.@Economy >= 56) && (.@Economy <= 60)) { set .@eco_invest,335000; }
+ else if ((.@Economy >= 61) && (.@Economy <= 65)) { set .@eco_invest,395000; }
+ else if ((.@Economy >= 66) && (.@Economy <= 70)) { set .@eco_invest,460000; }
+ else if ((.@Economy >= 71) && (.@Economy <= 75)) { set .@eco_invest,530000; }
+ else if ((.@Economy >= 76) && (.@Economy <= 80)) { set .@eco_invest,605000; }
+ else if ((.@Economy >= 81) && (.@Economy <= 85)) { set .@eco_invest,685000; }
+ else if ((.@Economy >= 86) && (.@Economy <= 90)) { set .@eco_invest,770000; }
+ else if ((.@Economy >= 91) && (.@Economy <= 95)) { set .@eco_invest,860000; }
+ else if ((.@Economy >= 96) && (.@Economy <= 100)) { set .@eco_invest,955000; }
+ //Quadruple the cost of investing if you've already invested once.
+ if (GetCastleData("schg_cas02",4)) {
+ set .@eco_invest,.@eco_invest*4;
+ }
+ mes "[ Steward ]";
+ mes "Raising the stronghold's";
+ mes "commercial growth will";
+ mes "increase the quantity of";
+ mes "goods produced for the guild.";
+ mes "Investing in commercial growth";
+ mes "will help the guild's future.";
+ next;
+ mes "[ Steward ]";
+ mes "You can make one investment";
+ mes "each day, but if you can make";
+ mes "two investments if you pay";
+ mes "more zeny: this will speed";
+ mes "up commercial development,";
+ mes "but can be quite expensive.";
+ next;
+ if (.@Economy == 100) {
+ mes "[ Steward ]";
+ mes "However, our stronghold's";
+ mes "commerical growth level is";
+ mes "at 100%. It's not possible to";
+ mes "develop commercial growth";
+ mes "any further than that.";
+ close;
+ }
+ if (GetCastleData("schg_cas02",4) >= 2) {
+ mes "[ Steward ]";
+ mes "You've already made two";
+ mes "investments today, so you'll";
+ mes "have to wait until tomorrow";
+ mes "to make another investment.";
+ close;
+ }
+ if (GetCastleData("schg_cas02",4) == 0) {
+ mes "[ Steward ]";
+ mes "You must pay ^FF0000" + .@eco_invest + "^000000 zeny";
+ mes "to make an investment";
+ mes "Will you invest in this";
+ mes "stronghold's commerical";
+ mes "development now?";
+ }
+ else {
+ mes "[ Steward ]";
+ mes "You must pay ^FF0000" + .@eco_invest + "^000000";
+ mes "more zeny to make a second";
+ mes "investment today. Will you";
+ mes "invest one more time?";
+ }
+ next;
+ switch(select("Invest in Commercial Growth:Cancel")) {
+ case 1:
+ if (GetCastleData("schg_cas02",4) >= 2) {
+ mes "[ Steward ]";
+ mes "You've already made two";
+ mes "investments today, so you'll";
+ mes "have to wait until tomorrow";
+ mes "to make another investment.";
+ close;
+ }
+ if (Zeny < .@eco_invest) {
+ mes "[ Steward ]";
+ mes "I'm sorry, Master, but";
+ mes "you do not have enough";
+ mes "zeny to make an investment";
+ mes "for the guild today.";
+ close;
+ }
+ set zeny,zeny-.@eco_invest;
+ SetCastleData "schg_cas02",4,GetCastleData("schg_cas02",4)+1;
+ mes "[ Steward ]";
+ mes "A wise use of the guild's";
+ mes "funds, Master. We can expect";
+ mes "to see the results of this";
+ mes "investment by tomorrow.";
+ close;
+ case 2:
+ mes "[ Steward ]";
+ mes "As you command, Master.";
+ close;
+ }
+ case 3:
+ set .@Defence,GetCastleData("schg_cas02",3);
+ if (.@Defence < 6) { set .@def_invest,10000; }
+ else if ((.@Defence >= 6) && (.@Defence <= 10)) { set .@def_invest,20000; }
+ else if ((.@Defence >= 11) && (.@Defence <= 15)) { set .@def_invest,40000; }
+ else if ((.@Defence >= 16) && (.@Defence <= 20)) { set .@def_invest,70000; }
+ else if ((.@Defence >= 21) && (.@Defence <= 25)) { set .@def_invest,110000; }
+ else if ((.@Defence >= 26) && (.@Defence <= 30)) { set .@def_invest,160000; }
+ else if ((.@Defence >= 31) && (.@Defence <= 35)) { set .@def_invest,220000; }
+ else if ((.@Defence >= 36) && (.@Defence <= 40)) { set .@def_invest,290000; }
+ else if ((.@Defence >= 41) && (.@Defence <= 45)) { set .@def_invest,370000; }
+ else if ((.@Defence >= 46) && (.@Defence <= 50)) { set .@def_invest,460000; }
+ else if ((.@Defence >= 51) && (.@Defence <= 55)) { set .@def_invest,560000; }
+ else if ((.@Defence >= 56) && (.@Defence <= 60)) { set .@def_invest,670000; }
+ else if ((.@Defence >= 61) && (.@Defence <= 65)) { set .@def_invest,790000; }
+ else if ((.@Defence >= 66) && (.@Defence <= 70)) { set .@def_invest,920000; }
+ else if ((.@Defence >= 71) && (.@Defence <= 75)) { set .@def_invest,1060000; }
+ else if ((.@Defence >= 76) && (.@Defence <= 80)) { set .@def_invest,1210000; }
+ else if ((.@Defence >= 81) && (.@Defence <= 85)) { set .@def_invest,1370000; }
+ else if ((.@Defence >= 86) && (.@Defence <= 90)) { set .@def_invest,1540000; }
+ else if ((.@Defence >= 91) && (.@Defence <= 95)) { set .@def_invest,1720000; }
+ else if ((.@Defence >= 96) && (.@Defence <= 100)) { set .@def_invest,1910000; }
+ //Quadruple the cost of investing if you've already invested once.
+ if (GetCastleData("schg_cas02",5)) {
+ set .@def_invest,.@def_invest*4;
+ }
+ mes "[ Steward ]";
+ mes "Investing in our stronghold's";
+ mes "defense will enhance the";
+ mes "durability of our Guardians";
+ mes "and the Emperium. We'll need";
+ mes "every advantage to protect";
+ mes "ourselves from our enemies.";
+ next;
+ mes "[ Steward ]";
+ mes "You can invest in defense";
+ mes "once per day, but if you pay";
+ mes "more zeny, you can invest";
+ mes "a maximum of two times daily.";
+ next;
+ mes "[ Steward ]";
+ if (GetCastleData("schg_cas02",3) == 100) {
+ mes "The Defense Level of this";
+ mes "stronghold is 100%, and";
+ mes "cannot be increased further.";
+ close;
+ }
+ if (GetCastleData("schg_cas02",5) >= 2) {
+ mes "Master, you've already";
+ mes "invested in Defense twice";
+ mes "today. You'll need to wait";
+ mes "until tomorrow if you really";
+ mes "want to increase our defenses.";
+ close;
+ }
+ if (GetCastleData("schg_cas02",5) == 0) {
+ mes "We need ^FF0000" + .@def_invest + "^000000";
+ mes "zeny to invest in our";
+ mes "stronghold's defenses.";
+ mes "Will you invest now?";
+ }
+ else {
+ mes "We need ^FF0000" + .@def_invest + "^000000";
+ mes "zeny to invest in our";
+ mes "stronghold's defenses";
+ mes "a second time today.";
+ mes "Will you invest now?";
+ }
+ next;
+ switch(select("Invest in Defense:Cancel")) {
+ case 1:
+ if (GetCastleData("schg_cas02",5) >= 2) {
+ mes "[ Steward ]";
+ mes "Master, you've already";
+ mes "invested in Defense twice";
+ mes "today. You'll need to wait";
+ mes "until tomorrow if you really";
+ mes "want to increase our defenses.";
+ close;
+ }
+ if (Zeny < .@def_invest) {
+ mes "[ Steward ]";
+ mes "I'm sorry, Master, but";
+ mes "you do not have enough";
+ mes "zeny to make an investment";
+ mes "for the guild today.";
+ close;
+ }
+ set zeny,zeny-.@def_invest;
+ SetCastleData "schg_cas02",5,GetCastleData("schg_cas02",5)+1;
+ mes "[ Steward ]";
+ mes "A wise use of the guild's";
+ mes "funds, Master. Increasing";
+ mes "the frequency of treasure";
+ mes "procured by the guild will";
+ mes "definitely help us all.";
+ close;
+ case 2:
+ mes "[ Steward ]";
+ mes "As you command, Master.";
+ close;
+ }
+ case 4:
+ if (GetCastleData("schg_cas02",9) == 1) {
+ mes "[ Steward ]";
+ mes "Do you wish to dismiss";
+ mes "the Kafra Employee that";
+ mes "we've hired for the guild?";
+ next;
+ switch(select("Dismiss:Cancel")) {
+ case 1:
+ cutin "kafra_01",2;
+ mes "[ Hired Kafra Employee ]";
+ mes "Master, please reconsider!";
+ mes "I've been working very hard";
+ mes "for the success of the guild!";
+ mes "I'll try harder to serve the";
+ mes "guild members of this";
+ mes "stronghold, I promise!";
+ next;
+ switch(select("Dismiss:Cancel")) {
+ case 1:
+ mes "[ Hired Kafra Employee ]";
+ mes "Why?! What have I done";
+ mes "to deserve this? Waaah~!";
+ next;
+ cutin "kafra_01",255;
+ break;
+ case 2:
+ mes "[ Hired Kafra Employee ]";
+ mes "Thank you, Master!";
+ mes "I'll obey your every";
+ mes "command as best I can!";
+ mes "You won't regret this!";
+ close;
+ }
+ break;
+ case 2:
+ mes "[ Steward ]";
+ mes "She works very hard,";
+ mes "in my opinion. It was in";
+ mes "all of our best interests to";
+ mes "allow her to stay with us.";
+ close;
+ }
+ disablenpc "Kafra Employee#sch02";
+ SetCastleData "schg_cas02",9,0;
+ mes "[ Steward ]";
+ mes "That Kafra Employee";
+ mes "has been dismissed.";
+ mes "Were really dissatisfied";
+ mes "by the quality of her service?";
+ close;
+ }
+ else {
+ mes "[ Steward ]";
+ mes "Will you hire a";
+ mes "Kafra Employee to serve";
+ mes "our stronghold? You must";
+ mes "pay ^FF000010,000 zeny^000000 to hire one.";
+ next;
+ switch(select("Hire:Cancel")) {
+ case 1:
+ if (getgdskilllv(.@GID,10001) == 0) {
+ mes "[ Steward ]";
+ mes "Master, we cannot hire a";
+ mes "Kafra Employee because";
+ mes "you have not yet attained";
+ mes "the ^FF0000Contract with Kafra^000000";
+ mes "guild skill.";
+ close;
+ }
+ if (Zeny < 10000) {
+ mes "[ Steward ]";
+ mes "Master, we cannot hire a";
+ mes "Kafra Employee because";
+ mes "we do not have enough";
+ mes "funds to pay the contract fee.";
+ close;
+ }
+ set zeny,zeny-10000;
+ enablenpc "Kafra Employee#sch02";
+ SetCastleData "schg_cas02",9,1;
+ mes "[ Steward ]";
+ mes "Very well. We have formed";
+ mes "a contract with the Kafra";
+ mes "Head Office, and hired a";
+ mes "Kafra Employee for our";
+ mes "stronghold. Here she is~";
+ next;
+ cutin "kafra_01",2;
+ mes "[ Hired Kafra Employee ]";
+ mes "How do you do? I've";
+ mes "been dispatched by the";
+ mes "Kafra Head Office to";
+ mes "serve your guild's needs.";
+ mes "I'll do my best to follow";
+ mes "your every command, Master.";
+ next;
+ cutin "kafra_01",255;
+ mes "[ Steward ]";
+ mes "Our contract will expire";
+ mes "after one month, so we must";
+ mes "pay additional fees to keep";
+ mes "this Kafra Employee in";
+ mes "the service of our guild.";
+ close;
+ case 2:
+ mes "[ Steward ]";
+ mes "As you command, Master.";
+ mes "However, I suggest hiring";
+ mes "a Kafra Employee as soon";
+ mes "as possible since our guild";
+ mes "would greatly benefit from";
+ mes "the convenient Kafra services.";
+ close;
+ }
+ }
+ case 5:
+ mes "[ Steward ]";
+ mes "Do you wish to enter the";
+ mes "Guild Treasure Room?";
+ mes "Only you, the Guild Master,";
+ mes "are permitted to enter.";
+ next;
+ mes "[ Steward ]";
+ mes "Please remember to open";
+ mes "the Treasure Boxes at the";
+ mes "proper time. Otherwise, the";
+ mes "treasure may disappear if";
+ mes "something unexpected happens.";
+ next;
+ switch(select("Go to Treasure Room:Cancel")) {
+ case 1:
+ mes "[ Steward ]";
+ mes "Allow me to guide you";
+ mes "on the secret path to";
+ mes "the Treasure Room.";
+ mes "Press the secret switch";
+ mes "when you wish to return here.";
+ close2;
+ warp "schg_cas02",249,373;
+ end;
+ case 2:
+ mes "[ Steward ]";
+ mes "Items in the Treasure Room";
+ mes "are produced once each day.";
+ mes "Therefore, you must obtain";
+ mes "the treasure items everyday.";
+ mes "For the sake of the guild,";
+ mes "prioritize treasure harvesting!";
+ close;
+ }
+ }
+
+Onstop:
+ stopnpctimer;
+ end;
+
+OnStartArena:
+ set .@GID,getcharid(2);
+ // Lower castle Economy
+ set .@Economy,GetCastleData("schg_cas02",2) - 5;
+ if (.@Economy < 0) set .@Economy, 0;
+ SetCastleData "schg_cas02", 2, .@Economy;
+ // Lower Castle Defence
+ set .@Defence,GetCastleData("schg_cas02",3) - 5;
+ if (.@Defence < 0) set .@Defence, 0;
+ SetCastleData "schg_cas02", 3, .@Defence;
+ // Set new owner
+ SetCastleData "schg_cas02",1, .@GID;
+ // Clear castle's data.
+ for( set .@i, 4; .@i <= 9; set .@i, .@i+1 )
+ SetCastleData "schg_cas02", .@i, 0;
+ // Disable Kafra
+ disablenpc "Kafra Employee#sch02";
+
+ set .msg,2;
+ if (.msg == 1) {
+ announce "Fortress [" + GetCastleName("schg_cas02") + "]'s 'Nithafjoll' was captured by [" + getguildname(.@gid) + "] Guild.",bc_all|bc_woe;
+ donpcevent "Manager#sch02_02::Onstart";
+ }
+ else if (.msg == 2) {
+ announce "The [" + getguildname(.@gid) + "] conquered the [Nithafjoll 2] stronghold of "+GetCastleName("schg_cas02"),bc_all|bc_woe;
+ mapannounce "schg_cas02","The emperium has been shattered!",bc_map,"0x00FF00",FW_NORMAL,20,0,40;
+ if (agitcheck2()) {
+ donpcevent "Manager#sch02_02::Onreset";
+ initnpctimer;
+ }
+ else {
+ donpcevent "Manager#sch02_02::Onreset";
+ stopnpctimer;
+ }
+ }
+ else if (.msg == 0) {
+ announce "Fortress [" + GetCastleName("schg_cas02") + "]'s 'Nithafjoll' was captured by [" + getguildname(.@gid) + "] Guild.",bc_all|bc_woe;
+ donpcevent "Manager#sch02_02::Onreset";
+ stopnpctimer;
+ end;
+ }
+ MapRespawnGuildID "schg_cas02",GetCastleData("schg_cas02",1),2;
+ donpcevent "::OnRecvCastlesc02";
+ end;
+
+OnTimer10000:
+ donpcevent "Manager#sch02_02::Onchange";
+ mapannounce "schg_cas02","Rebuild this stronghold's Guardian Stones and Fortress Gates to secure your guild's new aquisition!",bc_map,"0x00FF00",FW_NORMAL,20,0,40;
+ end;
+}
+
+// Guild Kafra
+schg_cas02,131,365,3 script Kafra Employee#sch02 117,{
+ cutin "kafra_01",2;
+ set .@GID, GetCastleData("schg_cas02",1);
+ if (getcharid(2) == .@GID && getgdskilllv(.@GID,10001)) {
+ mes "[Kafra Employee]";
+ mes "Welcome, proud member";
+ mes "of the ^FF0000" + GetGuildName(.@GID) + "^000000 Guild!";
+ mes "The Kafra Corporation is ready";
+ mes "to assist you wherever you go!";
+ next;
+ switch(select("Use Storage:Use Warp Service:Rent Pushcart:Cancel")) {
+ case 1:
+ if (basicskillcheck() && getskilllv("NV_BASIC") < 6) {
+ mes "[Kafra Employee]";
+ mes "I'm so sorry, but you must";
+ mes "have at least Novice Skill";
+ mes "Lv.6 to use the Storage.";
+ }
+ else {
+ openstorage;
+ }
+ break;
+ case 2:
+ mes "[Kafra Employee]";
+ mes "Please tell me your";
+ mes "Warp destination.";
+ next;
+ switch(select("Juno -> 200 z:Cancel")) {
+ case 1:
+ if (Zeny < 200) {
+ mes "[Kafra Employee]";
+ mes "I'm sorry, but you don't";
+ mes "have enough zeny to pay";
+ mes "the warp fee. Would you";
+ mes "please check your funds again?";
+ close2;
+ cutin "kafra_01",255;
+ end;
+ }
+ set zeny,zeny-200;
+ warp "yuno",158,125;
+ end;
+ case 2:
+ cutin "kafra_01",255;
+ }
+ break;
+ case 3:
+ if (BaseClass != Job_Merchant) {
+ mes "[Kafra Employee]";
+ mes "I'm sorry, but the Pushcart";
+ mes "rental service can only be";
+ mes "used by Merchant, Blacksmith,";
+ mes "and Alchemist class characters.";
+ }
+ else if (checkcart() == 1) {
+ mes "[Kafra Employee]";
+ mes "Hm? You've already";
+ mes "rented a Pushcart.";
+ }
+ else {
+ mes "[Kafra Employee]";
+ mes "The Pushcart rental fee";
+ mes "is 800 zeny. Would you";
+ mes "like to rent a Pushcart?";
+ next;
+ switch(select("Rent Pushcart:Cancel")) {
+ case 1:
+ if (Zeny < 800) {
+ mes "[Kafra Employee]";
+ mes "I'm sorry, but you don't";
+ mes "have enough zeny to rent";
+ mes "one of our Pushcarts.";
+ close2;
+ cutin "kafra_01",255;
+ end;
+ }
+ set zeny,zeny-800;
+ setcart;
+ break;
+ case 2:
+ break;
+ }
+ }
+ break;
+ case 4:
+ mes "[Kafra Employee]";
+ mes "Thank you for using the";
+ mes "Kafra Service. Wherever";
+ mes "you go, Kafra will be";
+ mes "there to support you!";
+ close2;
+ cutin "kafra_01",255;
+ end;
+ }
+ close2;
+ cutin "kafra_01",255;
+ end;
+ }
+ else {
+ mes "[Kafra Employee]";
+ mes "I'm sorry, but I've been";
+ mes "exclusively contracted";
+ mes "to the members of the";
+ mes "^FF0000" + GetGuildName(.@GID) + "^000000 Guild.";
+ mes "You'll have to ask another";
+ mes "Kafra Employee to help you...";
+ close2;
+ cutin "kafra_01",255;
+ end;
+ }
+
+OnRecvCastlesc02:
+ if (GetCastleData("schg_cas02",1) == 0) {
+ monster "schg_cas02",0,0,"Evil Druid",1117,10;
+ monster "schg_cas02",0,0,"Khalitzburg",1132,4;
+ monster "schg_cas02",0,0,"Abysmal Knight",1219,3;
+ monster "schg_cas02",0,0,"Executioner",1205,1;
+ monster "schg_cas02",0,0,"Penomena",1216,10;
+ monster "schg_cas02",0,0,"Alarm",1193,18;
+ monster "schg_cas02",0,0,"Clock",1269,9;
+ monster "schg_cas02",0,0,"Raydric Archer",1276,12;
+ monster "schg_cas02",0,0,"Wanderer",1208,3;
+ monster "schg_cas02",0,0,"Alice",1275,1;
+ monster "schg_cas02",0,0,"Bloody Knight",1268,2;
+ monster "schg_cas02",0,0,"Dark Lord",1272,2;
+ monster "schg_cas02",0,0,"Tower Keeper",1270,4;
+ }
+ if (GetCastleData("schg_cas02",9) < 1) {
+ disablenpc "Kafra Employee#sch02";
+ }
+ end;
+}
+
+schg_cas02,257,369,0 script #sc02_switch 111,{
+ mes " ";
+ mes "^3355FFWill you pull";
+ mes "this small lever?^000000";
+ next;
+ switch(select("Pull Lever:Cancel")) {
+ case 1:
+ warp "schg_cas02",339,79;
+ end;
+ case 2:
+ close;
+ }
+}
+
+sch_gld,296,247,4 script Andlangr#flag_sc02_1::Sc02_Flag 722,{
+ set .@GID, GetCastleData("schg_cas02",1);
+ if (.@GID == 0) {
+ mes "[ Schwaltzvalt Royal Edict ]";
+ mes "The Holy Kingdom of";
+ mes "Schwaltzvalt declares that";
+ mes "one has yet to claim lordship";
+ mes "over this stronghold. The one";
+ mes "that breaks the Emperium will";
+ mes "be recognized as its new owner.";
+ close;
+ }
+ else {
+ if (getcharid(2) == .@GID) {
+ mes "[ Ringing Voice ]";
+ mes "Courageous one,";
+ mes "do you wish to return";
+ mes "to your stronghold?";
+ next;
+ switch(select("Return to the Stronghold:Cancel")) {
+ case 1:
+ set .@GID, GetCastleData("schg_cas02",1);
+ if (getcharid(2) == .@GID) {
+ warp "schg_cas02",136,188;
+ end;
+ }
+ close;
+ case 2:
+ close;
+ }
+ }
+ mes "[ Schwaltzvalt Royal Edict ]";
+ mes "The Holy Kingdom of";
+ mes "Schwaltzvalt decrees that";
+ mes "this stronghold is owned";
+ mes "by the ^FF0000" + GetGuildName(.@GID) + "^000000 Guild.";
+ next;
+ mes "[ Schwaltzvalt Royal Edict ]";
+ mes "^FF0000" + GetGuildMaster(.@GID) + "^000000 is";
+ mes "Guild Master of ^FF0000" + GetGuildName(.@GID) + "^000000.";
+ mes "Any that object must claim this";
+ mes "stronghold through strength of";
+ mes "steel and magic during the";
+ mes "appointed Guild Siege times.";
+ close;
+ }
+
+OnInterIfInitOnce:
+OnRecvCastlesc02:
+ FlagEmblem GetCastleData("schg_cas02",1);
+ end;
+}
+
+sch_gld,280,247,4 duplicate(Sc02_Flag) Andlangr#flag_sc02_2 722
diff --git a/npc/pre-re/guild2/schg_cas03.txt b/npc/pre-re/guild2/schg_cas03.txt
new file mode 100644
index 000000000..574290365
--- /dev/null
+++ b/npc/pre-re/guild2/schg_cas03.txt
@@ -0,0 +1,2929 @@
+//===== rAthena Script =======================================
+//= War of Emperium Second Edition
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 2.4
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= WoE SE Schwaltzvalt Castle 3
+//===== Additional Comments: =================================
+//= 1.0 First Version [L0ne_W0lf]
+//= 1.1 Swaped an end for a close in eco investing. [L0ne_W0lf]
+//= 1.2 Fixed 3rd Control Device wasting supplies. [L0ne_W0lf]
+//= Also fixed donpcevent calling wrong NPC.
+//= 1.2a Fixed another donpcevent calling the wrong NPC. [L0ne_W0lf]
+//= 1.3 Wrong variable used to store castle information. [L0ne_W0lf]
+//= 1.4 Fixed double message in defense investing. [L0ne_W0lf]
+//= Corrected a minor typo in the guild steward.
+//= 1.5 Fixed a guardian spawning NPCs. [L0ne_W0lf]
+//= 1.6 Fixed investment period not resetting. [L0ne_W0lf]
+//= Made it so treasure won't spawn if castle is empty.
+//= Treasure will now be killed before spawning.
+//= 1.7 Fixed a typo when disabling a control device. [L0ne_W0lf]
+//= 1.8 Changed the treasure box spawn from 1939 to 1940. [L0ne_W0lf]
+//= 1.9 Replaced effect numerics with constants. [L0ne_W0lf]
+//= 2.0 Fixed setcell coords for the first barricade. [L0ne_W0lf]
+//= 2.1 Applied updated eco/def systems. [L0ne_W0lf]
+//= 2.2 Fixed eco/def not actually incrementing. [L0ne_W0lf]
+//= Can no longer gain eco/def higher than 100.
+//= 2.3 Fixed invalid corridinates when spawning a guardian. [L0ne_W0lf]
+//= 2.4 Fixed a possible exploit in guild castle investment. [Brian]
+//============================================================
+
+schg_cas03,1,1,0 script Manager#sch03_02 111,{
+ end;
+
+OnAgitInit2:
+OnRecvCastlesc03:
+ if (GetCastleData("schg_cas03",1) == 0) {
+ donpcevent "Manager#sch03_02::Onstart";
+ }
+ end;
+
+OnAgitStart2:
+ if (agitcheck2()) {
+ MapRespawnGuildID "schg_cas03",GetCastleData("schg_cas03",1),2;
+ GvgOn "schg_cas03";
+ donpcevent "manager#sch03_02::Onstart";
+ }
+ else {
+ donpcevent "#sch03_RL00::OnDisable";
+ donpcevent "#sch03_RL01::OnDisable";
+ donpcevent "#sch03_RL02::OnDisable";
+ donpcevent "#sch03_RL03::OnDisable";
+ }
+ end;
+
+OnAgitEnd2:
+ GvgOff "schg_cas03";
+ if (GetCastleData("schg_cas03",1)) {
+ KillMonster "schg_cas03","Steward#sch03::OnStartArena";
+ donpcevent "Manager#sch03_02::Onreset";
+ donpcevent "Steward#sch03::Onstop";
+ }
+ end;
+
+Onstart:
+ // 1st Guardian stone, 2nd Guardian stone, Barrier 1, Barrier 2, Barrier 3, Summon Guardians
+ // Settings for all but Summon Guardians
+ // 0 = Okay; 1 = Destroyed; 2 = Repairing
+ // Summon Guardians
+ // 0 = Do not Summon; 1 = Summon
+ if (GetCastleData("schg_cas03",1)) {
+ setarray $agit_sc03[0],0,0,0,0,0,0;
+ donpcevent "#sch03_df01::OnEnable";
+ donpcevent "#sch03_df02::OnEnable";
+ donpcevent "#sch03_RL00::OnEnable";
+ donpcevent "#sch03_RL01::OnEnable";
+ donpcevent "#sch03_RL02::OnEnable";
+ donpcevent "#sch03_RL03::OnEnable";
+ }
+ monster "schg_cas03",338,202,"Emperium",1288,1,"Steward#sch03::OnStartArena";
+ end;
+
+Onreset:
+ donpcevent "#sch03_df01::OnDisable";
+ donpcevent "#sch03_df02::OnDisable";
+ donpcevent "#sch03_gard01::Onreset";
+ donpcevent "#sch03_gard02::Onreset";
+ donpcevent "#sch03_RL00::OnDisable";
+ donpcevent "#sch03_RL01::OnDisable";
+ donpcevent "#sch03_RL02::OnDisable";
+ donpcevent "#sch03_RL03::OnDisable";
+ donpcevent "1st Guardian Stone#sch03::OnDisable";
+ donpcevent "2nd Guardian Stone#sch03::OnDisable";
+ donpcevent "Control Device01#sch03::OnDisable";
+ donpcevent "Control Device02#sch03::OnDisable";
+ donpcevent "Control Device03#sch03::OnDisable";
+ if (agitcheck2()) {
+ setarray $agit_sc03[0],0,0,1,1,1,0;
+ }
+ end;
+
+Onchange:
+ setarray $agit_sc03[0],2,2,1,1,2,0;
+ monster "schg_cas03",338,202,"Emperium",1288,1,"Steward#sch03::OnStartArena";
+ donpcevent "Control Device03#sch03::OnEnable";
+ donpcevent "1st Guardian Stone#sch03::OnEnable";
+ donpcevent "2nd Guardian Stone#sch03::OnEnable";
+ end;
+
+OnClock0001:
+ if (!GetCastleData("schg_cas03",1)) end;
+ killmonster "schg_cas03","Manager#sch03_02::OnTreasureDied";
+
+ if (GetCastleData("schg_cas03",4)) {
+ set .@Economy,GetCastleData("schg_cas03",2);
+ SetCastleData "schg_cas03",2,.@Economy + GetCastleData("schg_cas03",4) + (rand(2) && getgdskilllv(.@GID,10014));
+ if (GetCastleData("schg_cas03",2) > 100) SetCastleData "schg_cas03",2,100;
+ setcastledata "schg_cas03",4,0;
+ }
+ if (GetCastleData("schg_cas03",5)) {
+ set .@Defence,GetCastleData("schg_cas03",3);
+ SetCastleData "schg_cas03",3,.@Defence + GetCastleData("schg_cas03",5);
+ if (GetCastleData("schg_cas03",3) > 100) SetCastleData "schg_cas03",3,100;
+ setcastledata "schg_cas03",5,0;
+ }
+
+ set .@Treasure,GetCastleData("schg_cas03",2)/5+4;
+ if (.@Treasure) {
+ monster "schg_cas03",189,21,"Treasure Chest",1940,1,"Manager#sch03_02::OnTreasureDied";
+ monster "schg_cas03",190,21,"Treasure Chest",1324,1,"Manager#sch03_02::OnTreasureDied";
+ monster "schg_cas03",191,21,"Treasure Chest",1940,1,"Manager#sch03_02::OnTreasureDied";
+ monster "schg_cas03",192,21,"Treasure Chest",1324,1,"Manager#sch03_02::OnTreasureDied";
+ if (.@Treasure < 5) end;
+ monster "schg_cas03",193,21,"Treasure Chest",1940,1,"Manager#sch03_02::OnTreasureDied";
+ if (.@Treasure < 6) end;
+ monster "schg_cas03",194,21,"Treasure Chest",1324,1,"Manager#sch03_02::OnTreasureDied";
+ if (.@Treasure < 7) end;
+ monster "schg_cas03",189,19,"Treasure Chest",1940,1,"Manager#sch03_02::OnTreasureDied";
+ if (.@Treasure < 8) end;
+ monster "schg_cas03",190,19,"Treasure Chest",1324,1,"Manager#sch03_02::OnTreasureDied";
+ if (.@Treasure < 9) end;
+ monster "schg_cas03",191,19,"Treasure Chest",1940,1,"Manager#sch03_02::OnTreasureDied";
+ if (.@Treasure < 10) end;
+ monster "schg_cas03",192,19,"Treasure Chest",1324,1,"Manager#sch03_02::OnTreasureDied";
+ if (.@Treasure < 11) end;
+ monster "schg_cas03",193,19,"Treasure Chest",1940,1,"Manager#sch03_02::OnTreasureDied";
+ if (.@Treasure < 12) end;
+ monster "schg_cas03",194,19,"Treasure Chest",1324,1,"Manager#sch03_02::OnTreasureDied";
+ if (.@Treasure < 13) end;
+ monster "schg_cas03",189,17,"Treasure Chest",1940,1,"Manager#sch03_02::OnTreasureDied";
+ if (.@Treasure < 14) end;
+ monster "schg_cas03",190,17,"Treasure Chest",1324,1,"Manager#sch03_02::OnTreasureDied";
+ if (.@Treasure < 15) end;
+ monster "schg_cas03",191,17,"Treasure Chest",1940,1,"Manager#sch03_02::OnTreasureDied";
+ if (.@Treasure < 16) end;
+ monster "schg_cas03",192,17,"Treasure Chest",1324,1,"Manager#sch03_02::OnTreasureDied";
+ if (.@Treasure < 17) end;
+ monster "schg_cas03",193,17,"Treasure Chest",1940,1,"Manager#sch03_02::OnTreasureDied";
+ if (.@Treasure < 18) end;
+ monster "schg_cas03",194,17,"Treasure Chest",1324,1,"Manager#sch03_02::OnTreasureDied";
+ if (.@Treasure < 19) end;
+ monster "schg_cas03",189,15,"Treasure Chest",1940,1,"Manager#sch03_02::OnTreasureDied";
+ if (.@Treasure < 20) end;
+ monster "schg_cas03",190,15,"Treasure Chest",1324,1,"Manager#sch03_02::OnTreasureDied";
+ if (.@Treasure < 21) end;
+ monster "schg_cas03",191,15,"Treasure Chest",1940,1,"Manager#sch03_02::OnTreasureDied";
+ if (.@Treasure < 22) end;
+ monster "schg_cas03",192,15,"Treasure Chest",1324,1,"Manager#sch03_02::OnTreasureDied";
+ if (.@Treasure < 23) end;
+ monster "schg_cas03",193,15,"Treasure Chest",1940,1,"Manager#sch03_02::OnTreasureDied";
+ if (.@Treasure < 24) end;
+ monster "schg_cas03",194,15,"Treasure Chest",1324,1,"Manager#sch03_02::OnTreasureDied";
+ }
+ end;
+
+OnTreasureDied:
+ end;
+}
+
+schg_cas03,287,226,5 script Elzee#sch03_01 868,{
+ set .@GID, GetCastleData("schg_cas03",1);
+ if (.@GID == 0) {
+ mes "[Elzee]";
+ mes "Great job. Now, all you";
+ mes "need to do is destroy this";
+ mes "Emperium to gain ownership";
+ mes "over this stronghold.";
+ close;
+ }
+ if (getcharid(2) == .@GID) {
+ if (strcharinfo(0) != getguildmaster(.@GID)) {
+ mes "[Elzee]";
+ mes "As guardian of this";
+ mes "stronghold, I answer only";
+ mes "to the master of the guild";
+ mes "that controls this place.";
+ close;
+ }
+ else {
+ if (agitcheck2() == 0) {
+ mes "[Elzee]";
+ mes "I am Elzee, guardian of";
+ mes "this stronghold. For now,";
+ mes "all is quiet in this place.";
+ next;
+ switch(select("Converse:Cancel")) {
+ case 1:
+ mes "[Elzee]";
+ mes "Do you have any questions";
+ mes "about this stronghold?";
+ next;
+ switch(select("Guardian Stones:Fortress Gates:Link Flags:Battle Strategy:Cancel")) {
+ case 1:
+ mes "[Elzee]";
+ mes "There is one Emperium";
+ mes "and two Guardian Stones in";
+ mes "each fortress. These stones";
+ mes "are the first line of defense,";
+ mes "and must be destroyed before";
+ mes "enemies can even enter.";
+ next;
+ mes "[Elzee]";
+ mes "The stones are located in";
+ mes "^4D4DFFGate Houses^000000 which must be";
+ mes "protected to prevent enemies";
+ mes "from reaching the Emperium.";
+ mes "Guardian Stones can ^4D4DFFrecall";
+ mes "your Guardians^000000 for protection.";
+ next;
+ mes "[Elzee]";
+ mes "Fortresses with higher levels";
+ mes "of defense can summon more";
+ mes "Guardians: this is why it is";
+ mes "so important for guilds to";
+ mes "invest in Defense Growth.";
+ next;
+ mes "[Elzee]";
+ mes "Guardian Stones that have";
+ mes "been destroyed can be revived";
+ mes "after a certain time, but one of^FFFFFF ^000000 the guild members must give";
+ mes "me the order. I can also report^FFFFFF ^000000 the status of the Guardian Stones.";
+ close;
+ case 2:
+ mes "[Elzee]";
+ mes "^4D4DFFFortress Gates^000000 are the second ^FFFFFF ^000000 line of guild stronghold defense,";
+ mes "and are protected by extra barricades activated by the Guardian Stones.";
+ mes "These gates are located in three different parts of the fortress.";
+ next;
+ mes "[Elzee]";
+ mes "Barricades are protected by";
+ mes "Guardian Stones, and are";
+ mes "restored when the Guardian";
+ mes "Stones are retrieved. However,";
+ mes "it is not as easy to restore";
+ mes "destroyed Fortress Gates.";
+ next;
+ mes "[Elzee]";
+ mes "Fortress Gates can only be";
+ mes "restored when the ^4D4DFFguild";
+ mes "master of a stronghold";
+ mes "changes^000000, or if ^4D4DFFrestoration";
+ mes "is requested by the guild";
+ mes "master of the stronghold^000000.";
+ close;
+ case 3:
+ mes "[Elzee]";
+ mes "Strongholds have many";
+ mes "Link Flags that allow you";
+ mes "to access vital areas within";
+ mes "restrictions placed by the";
+ mes "Barricades. Usually, ^4D4DFFFlag 1";
+ mes "links to the Gate House^000000.";
+ next;
+ mes "[Elzee]";
+ mes "Many flags link directly to";
+ mes "the flag near the Emperium.";
+ mes "The final numbered flag is";
+ mes "linked to the Convenience";
+ mes "Facility of the stronghold's";
+ mes "owner. Keep this in mind.";
+ close;
+ case 4:
+ mes "[Elzee]";
+ mes "Strategy? It would be better";
+ mes "to develop your battle plan to";
+ mes "exploit your guild's advantages";
+ mes "and your enemies' weaknesses.";
+ mes "Use the Gate Houses and Barricades, and rebuild as quickly as you can!";
+ close;
+ case 5:
+ mes "[Elzee]";
+ mes "You have no questions";
+ mes "to ask of me? Well, I'm";
+ mes "here to serve your needs.";
+ close;
+ }
+ case 2:
+ mes "[Elzee]";
+ mes "I'm always here, so";
+ mes "feel free to request my";
+ mes "assistance whenever";
+ mes "the need arises.";
+ close;
+ }
+ }
+ else {
+ mes "[Elzee]";
+ mes "Greetings, "+strcharinfo(0)+".";
+ mes "What are your orders?";
+ next;
+ switch(select("Increase Stronghold Defense:Situational Briefing:Cancel")) {
+ case 1:
+ if ($agit_sc03[5] == 0) {
+ if (getgdskilllv(.@GID,10002) == 0) {
+ mes "[Elzee]";
+ mes "I'm sorry, but the Guardian";
+ mes "Stones aren't powerful enough";
+ mes "to summon Guardians yet. We";
+ mes "need to accumulate more";
+ mes "knowledge before they can";
+ mes "summon any Guardians.";
+ close;
+ }
+ else {
+ mes "[Elzee]";
+ mes "I shall endeavor to summon";
+ mes "a Guardian through a Guardian";
+ mes "Stone. However, keep in mind";
+ mes "that this will not work if the";
+ mes "Guardian Stone is destroyed.";
+ setarray $agit_sc03[5],1;
+ if ($agit_sc03[0] == 0) {
+ donpcevent "#sch03_gard01::OnEnable";
+ }
+ if ($agit_sc03[1] == 0) {
+ donpcevent "#sch03_gard02::OnEnable";
+ }
+ close;
+ }
+ }
+ else {
+ mes "[Elzee]";
+ mes "You've already commanded";
+ mes "me to summon a Guardian";
+ mes "to defend the stronghold.";
+ close;
+ }
+ case 2:
+ mes "[Elzee]";
+ mes "Our defense status is...";
+ if ($agit_sc03[0] == 1) {
+ mes "1st Guardian Stone: ^FF0000Destroyed^000000";
+ }
+ else if ($agit_sc03[0] == 2) {
+ mes "1st Guardian Stone: ^008000Repairing^000000";
+ }
+ else {
+ mes "1st Guardian Stone: ^4D4DFFOperational^000000";
+ }
+ if ($agit_sc03[1] == 1) {
+ mes "2nd Guardian Stone: ^FF0000Destroyed^000000";
+ }
+ else if ($agit_sc03[1] == 2) {
+ mes "2nd Guardian Stone: ^008000Repairing^000000";
+ }
+ else {
+ mes "2nd Guardian Stone: ^4D4DFFOperational^000000";
+ }
+ if ($agit_sc03[2] == 1) {
+ mes "1st Fortress Gate: ^FF0000Destroyed^000000";
+ }
+ else if ($agit_sc03[2] == 2) {
+ mes "1st Fortress Gate: ^008000Repairing^000000";
+ }
+ else {
+ mes "1st Fortress Gate: ^4D4DFFOperational^000000";
+ }
+ if ($agit_sc03[3] == 1) {
+ mes "2nd Fortress Gate: ^FF0000Destroyed^000000";
+ }
+ else if ($agit_sc03[3] == 2) {
+ mes "2nd Fortress Gate: ^008000Repairing^000000";
+ }
+ else {
+ mes "2nd Fortress Gate: ^4D4DFFOperational^000000";
+ }
+ if ($agit_sc03[4] == 1) {
+ mes "3rd Fortress Gate: ^FF0000Destroyed^000000";
+ }
+ else if ($agit_sc03[4] == 2) {
+ mes "3rd Fortress Gate: ^008000Repairing^000000";
+ }
+ else {
+ mes "3rd Fortress Gate: ^4D4DFFOperational^000000";
+ }
+ close;
+ case 3:
+ mes "[Elzee]";
+ mes "I'll be standing by,";
+ mes "awaiting your orders.";
+ close;
+ }
+ }
+ }
+ }
+ else {
+ mes "[Elzee]";
+ mes "Who are you? Scoundrel!";
+ mes "Leave this stronghold now!";
+ close;
+ }
+
+OnInit:
+ setarray $agit_sc03[0],0,0,0,0,0,0;
+ end;
+}
+
+schg_cas03,1,1,0 script #sch03_gard01 -1,{
+OnEnable:
+ set .@defence,GetCastleData("schg_cas03",3);
+ guardian "schg_cas03",323,308,"Guardian",1899,"#sch03_gard01::OnGuardianDied"; //0;
+ if ((.@defence > 10) && (.@defence < 31)) {
+ set .MyMobCount,2;
+ guardian "schg_cas03",273,309,"Guardian",1899,"#sch03_gard01::OnGuardianDied"; //1;
+ }
+ else if ((.@defence > 30) && (.@defence < 51)) {
+ set .MyMobCount,3;
+ guardian "schg_cas03",273,309,"Guardian",1899,"#sch03_gard01::OnGuardianDied"; //1;
+ guardian "schg_cas03",288,306,"Guardian",1899,"#sch03_gard01::OnGuardianDied"; //2;
+ }
+ else if ((.@defence > 50) && (.@defence < 71)) {
+ set .MyMobCount,4;
+ guardian "schg_cas03",273,309,"Guardian",1899,"#sch03_gard01::OnGuardianDied"; //1;
+ guardian "schg_cas03",288,306,"Guardian",1899,"#sch03_gard01::OnGuardianDied"; //2;
+ guardian "schg_cas03",306,326,"Guardian",1899,"#sch03_gard01::OnGuardianDied"; //3;
+ }
+ else if (.@defence > 70) {
+ set .MyMobCount,5;
+ guardian "schg_cas03",273,309,"Guardian",1899,"#sch03_gard01::OnGuardianDied"; //1;
+ guardian "schg_cas03",288,306,"Guardian",1899,"#sch03_gard01::OnGuardianDied"; //2;
+ guardian "schg_cas03",306,326,"Guardian",1899,"#sch03_gard01::OnGuardianDied"; //3;
+ guardian "schg_cas03",323,308,"Guardian",1899,"#sch03_gard01::OnGuardianDied"; //4;
+ }
+ else {
+ set .MyMobCount,2;
+ guardian "schg_cas03",306,325,"Guardian",1899,"#sch03_gard01::OnGuardianDied"; //1;
+ }
+ initnpctimer;
+ end;
+
+OnTimer300000:
+ set .MyMobCount,.MyMobCount+1;
+ guardian "schg_cas03",323,308,"Guardian",1899,"#sch03_gard01::OnGuardianDied"; //5;
+ mapannounce "schg_cas03","The 1st Guardian has been summoned from the Gate House.",bc_map,"0xff4500";
+ end;
+
+OnTimer900000:
+ set .MyMobCount,.MyMobCount+1;
+ guardian "schg_cas03",273,309,"Guardian",1899,"#sch03_gard01::OnGuardianDied"; //6;
+ mapannounce "schg_cas03","The 2nd Guardian has been summoned from the Gate House.",bc_map,"0xff4500";
+ end;
+
+OnTimer1800000:
+ set .MyMobCount,.MyMobCount+1;
+ guardian "schg_cas03",288,306,"Guardian",1899,"#sch03_gard01::OnGuardianDied"; //7;
+ mapannounce "schg_cas03","The 3rd Guardian has been summoned from the Gate House.",bc_map,"0xff4500";
+ end;
+
+OnTimer2700000:
+ set .MyMobCount,.MyMobCount+1;
+ guardian "schg_cas03",306,325,"Guardian",1899,"#sch03_gard01::OnGuardianDied"; //8;
+ mapannounce "schg_cas03","The 4th Guardian has been summoned from the Gate House.",bc_map,"0xff4500";
+ end;
+
+OnTimer3600000:
+ set .MyMobCount,.MyMobCount+1;
+ guardian "schg_cas03",273,309,"Guardian",1899,"#sch03_gard01::OnGuardianDied"; //9;
+ mapannounce "schg_cas03","The 5th Guardian has been summoned from the Gate House.",bc_map,"0xff4500";
+ stopnpctimer;
+ end;
+
+OnGuardianDied:
+ set .MyMobCount,.MyMobCount-1;
+ if (.MyMobCount < 2) {
+ set .MyMobCount,.MyMobCount+1;
+ guardian "schg_cas03",273,309,"Guardian",1899,"#sch03_gard01::OnGuardianDied"; //10;
+ }
+ end;
+
+Onreset:
+ stopnpctimer;
+ killmonster "schg_cas03","#sch03_gard01::OnGuardianDied";
+ end;
+}
+
+schg_cas03,1,2,0 script #sch03_gard02 -1,{
+OnEnable:
+ set .@defence,GetCastleData("schg_cas03",3);
+ guardian "schg_cas03",338,309,"Guardian",1899,"#sch03_gard02::OnGuardianDied"; //11;
+ if ((.@defence > 10) && (.@defence < 31)) {
+ set .MyMobCount,2;
+ guardian "schg_cas03",364,305,"Guardian",1899,"#sch03_gard02::OnGuardianDied"; //12;
+ }
+ else if ((.@defence > 30) && (.@defence < 51)) {
+ set .MyMobCount,3;
+ guardian "schg_cas03",364,305,"Guardian",1899,"#sch03_gard02::OnGuardianDied"; //12;
+ guardian "schg_cas03",365,261,"Guardian",1899,"#sch03_gard02::OnGuardianDied"; //13;
+ }
+ else if ((.@defence > 50) && (.@defence < 71)) {
+ set .MyMobCount,4;
+ guardian "schg_cas03",364,305,"Guardian",1899,"#sch03_gard02::OnGuardianDied"; //12;
+ guardian "schg_cas03",365,261,"Guardian",1899,"#sch03_gard02::OnGuardianDied"; //13;
+ guardian "schg_cas03",317,318,"Guardian",1899,"#sch03_gard02::OnGuardianDied"; //14;
+ }
+ else if (.@defence > 70) {
+ set .MyMobCount,5;
+ guardian "schg_cas03",364,305,"Guardian",1899,"#sch03_gard02::OnGuardianDied"; //12;
+ guardian "schg_cas03",365,261,"Guardian",1899,"#sch03_gard02::OnGuardianDied"; //13;
+ guardian "schg_cas03",317,318,"Guardian",1899,"#sch03_gard02::OnGuardianDied"; //14;
+ guardian "schg_cas03",338,310,"Guardian",1899,"#sch03_gard02::OnGuardianDied"; //15;
+ }
+ else {
+ set .MyMobCount,2;
+ guardian "schg_cas03",364,305,"Guardian",1899,"#sch03_gard02::OnGuardianDied"; //12;
+ }
+ initnpctimer;
+ end;
+
+OnTimer600000:
+ set .MyMobCount,.MyMobCount+1;
+ guardian "schg_cas03",338,309,"Guardian",1899,"#sch03_gard02::OnGuardianDied"; //16;
+ end;
+
+OnTimer1200000:
+ set .MyMobCount,.MyMobCount+1;
+ guardian "schg_cas03",364,305,"Guardian",1899,"#sch03_gard02::OnGuardianDied"; //17;
+ end;
+
+OnTimer2100000:
+ set .MyMobCount,.MyMobCount+1;
+ guardian "schg_cas03",365,261,"Guardian",1899,"#sch03_gard02::OnGuardianDied"; //18;
+ end;
+
+OnTimer3000000:
+ set .MyMobCount,.MyMobCount+1;
+ guardian "schg_cas03",317,318,"Guardian",1899,"#sch03_gard02::OnGuardianDied"; //19;
+ end;
+
+OnTimer3900000:
+ set .MyMobCount,.MyMobCount+1;
+ guardian "schg_cas03",364,305,"Guardian",1899,"#sch03_gard02::OnGuardianDied"; //20;
+ stopnpctimer;
+ end;
+
+OnGuardianDied:
+ set .MyMobCount,.MyMobCount-1;
+ if (.MyMobCount < 2) {
+ set .MyMobCount,.MyMobCount+1;
+ guardian "schg_cas03",329,314,"Guardian",1899,"#sch03_gard02::OnGuardianDied"; //21;
+ }
+ end;
+
+Onreset:
+ stopnpctimer;
+ killmonster "schg_cas03","#sch03_gard02::OnGuardianDied";
+ end;
+}
+
+schg_cas03,1,3,0 script #sch03_df01 -1,{
+OnEnable:
+ guardian "schg_cas03",242,309,"1st Guardian Stone",1907,"#sch03_df01::OnGuardianStoneDied"; //22;
+ end;
+
+OnDisable:
+ killmonster "schg_cas03","#sch03_df01::OnGuardianStoneDied";
+ setarray $agit_sc03[0],1; //Global Variable
+ stopnpctimer;
+ end;
+
+OnGuardianStoneDied:
+ // 1st Guardian Stone is Destroyed
+ setarray $agit_sc03[0],1;
+ if (($agit_sc03[0] == 1) || ($agit_sc03[0] == 2)) {
+ set .@destroyed,.@destroyed + 1;
+ }
+ if (($agit_sc03[1] == 1) || ($agit_sc03[1] == 2)) {
+ set .@destroyed,.@destroyed + 1;
+ }
+ if (.@destroyed == 2) {
+ mapannounce "schg_cas03","All of the Guardian Stones have been destroyed!",bc_map,"0x00ff00";
+ donpcevent "#sch03_RL00::OnDisable";
+ donpcevent "#sch03_gard01::Onreset";
+ }
+ else {
+ mapannounce "schg_cas03","The 1st Guardian Stone has been destroyed!",bc_map,"0x00ff00";
+ donpcevent "#sch03_gard01::Onreset";
+ }
+ initnpctimer;
+ end;
+
+OnTimer300000:
+ donpcevent "1st Guardian Stone#sch03::OnEnable";
+ setarray $agit_sc03[0],2; //Global Variable
+ stopnpctimer;
+ end;
+}
+
+schg_cas03,242,309,0 script 1st Guardian Stone#sch03 844,{
+ set .@GID, GetCastleData("schg_cas03",1);
+ if (getcharid(2) == .@GID) {
+ mes "^3355FFYou will need the";
+ mes "following materials to";
+ mes "rebuild a destroyed";
+ mes "Guardian Stone.^000000";
+ next;
+ mes "1 Oridecon";
+ mes "1 Elunium";
+ mes "30 Stones";
+ mes "5 Blue Gemstones";
+ mes "5 Yellow Gemstones";
+ mes "5 Red Gemstones";
+ next;
+ mes "^3355FFDo you want to continue?^000000";
+ switch(select("No:Continue")) {
+ case 1:
+ mes "^3355FFWork canceled.^000000";
+ close;
+ case 2:
+ if ((countitem(984) > 0) && (countitem(985) > 0) && (countitem(7049) > 29) && (countitem(717) > 4) && (countitem(715) > 4) && (countitem(716) > 4)) {
+ mes "^3355FFArrange Stones, Elunium, and";
+ mes "Oridecon, in that order, in the";
+ mes "center. Then you must arrange";
+ mes "the enchanted Gemstones to";
+ mes "rebuild the Guardian Stone.^000000";
+ next;
+ switch(select("Elunium:Oridecon:Stone")) {
+ case 1:
+ mes "^3355FFElunium has been";
+ mes "placed in the center.^000000";
+ next;
+ break;
+ case 2:
+ mes "^3355FFOridecon has been";
+ mes "placed in the center.^000000";
+ next;
+ break;
+ case 3:
+ mes "^3355FFStones have been";
+ mes "placed in the center.^000000";
+ set .@nice,.@nice+10;
+ next;
+ break;
+ }
+ switch(select("Elunium:Oridecon:Stone")) {
+ case 1:
+ mes "^3355FFYou have lined the";
+ mes "outside of the center";
+ mes "with some Elunium.^000000";
+ set .@nice,.@nice+10;
+ next;
+ break;
+ case 2:
+ mes "^3355FFYou have lined the";
+ mes "outside of the center";
+ mes "with some Oridecon.^000000";
+ next;
+ break;
+ case 3:
+ mes "^3355FFYou have lined the";
+ mes "outside of the center";
+ mes "with some Stones.^000000";
+ next;
+ break;
+ }
+ switch(select("Elunium:Oridecon:Stone")) {
+ case 1:
+ mes "^3355FFYou covered the";
+ mes "rest of the materials";
+ mes "with some Elunium.^000000";
+ next;
+ break;
+ case 2:
+ mes "^3355FFYou covered the";
+ mes "rest of the materials";
+ mes "with some Oridecon.^000000";
+ set .@nice,.@nice+10;
+ next;
+ break;
+ case 3:
+ mes "^3355FFYou covered the";
+ mes "rest of the materials";
+ mes "with some Stones.^000000";
+ next;
+ break;
+ }
+ mes "^3355FFNow you need to arrange";
+ mes "the enchanted Gemstones";
+ mes "accordingly. You can identify";
+ mes "their Magic properties by";
+ mes "their casting effect.^000000";
+ next;
+ while(1) {
+ if (.@roof0 > 7) {
+ break;
+ }
+ else {
+ switch(rand(1,3)) {
+ case 1:
+ specialeffect EF_BEGINSPELL2;
+ mes "^3355FFThe Gemstones must";
+ mes "be arranged in the correct";
+ mes "order according to their";
+ mes "magic properties and power.^000000";
+ next;
+ switch(select("Red Gemstone:Yellow Gemstone:Blue Gemstone")) {
+ case 1:
+ mes "^3355FFYou placed the Red Gemstone.";
+ mes "However, the Guardian Stone";
+ mes "Repair System failed because";
+ mes "of a magic power conflict.^000000";
+ close;
+ case 2:
+ mes "^3355FFYou placed the Yellow Gemstone.";
+ mes "However, the Guardian Stone";
+ mes "Repair System failed because";
+ mes "of a magic power conflict.^000000";
+ close;
+ case 3:
+ mes "^3355FFYou placed the Blue Gemstone.^000000";
+ set .@nice,.@nice+10;
+ set .@roof0,.@roof0 + 1;
+ specialeffect EF_STEAL;
+ next;
+ break;
+ }
+ break;
+ case 2:
+ specialeffect EF_VOLCANO;
+ mes "^3355FFThe Gemstones must";
+ mes "be arranged in the correct";
+ mes "order according to their";
+ mes "magic properties and power.^000000";
+ next;
+ switch(select("Red Gemstone:Yellow Gemstone:Blue Gemstone")) {
+ case 1:
+ mes "^3355FFYou placed the Red Gemstone.^000000";
+ set .@nice,.@nice+10;
+ set .@roof0,.@roof0 + 1;
+ specialeffect EF_STEAL;
+ next;
+ break;
+ case 2:
+ mes "^3355FFYou placed the Yellow Gemstone.";
+ mes "However, the Guardian Stone";
+ mes "Repair System failed because";
+ mes "of a magic power conflict.^000000";
+ close;
+ case 3:
+ mes "^3355FFYou placed the Blue Gemstone.";
+ mes "However, the Guardian Stone";
+ mes "Repair System failed because";
+ mes "of a magic power conflict.^000000";
+ close;
+ }
+ break;
+ case 3:
+ specialeffect EF_BEGINSPELL4;
+ mes "^3355FFThe Gemstones must";
+ mes "be arranged in the correct";
+ mes "order according to their";
+ mes "magic properties and power.^000000";
+ next;
+ switch(select("Red Gemstone:Yellow Gemstone:Blue Gemstone")) {
+ case 1:
+ mes "^3355FFYou placed the Red Gemstone.";
+ mes "However, the Guardian Stone";
+ mes "Repair System failed because";
+ mes "of a magic power conflict.^000000";
+ close;
+ case 2:
+ mes "^3355FFYou placed the Yellow Gemstone.^000000";
+ set .@nice,.@nice+10;
+ set .@roof0,.@roof0 + 1;
+ specialeffect EF_STEAL;
+ next;
+ break;
+ case 3:
+ mes "^3355FFYou placed the Blue Gemstone.";
+ mes "However, the Guardian Stone";
+ mes "Repair System failed because";
+ mes "of a magic power conflict.^000000";
+ close;
+ }
+ }
+ }
+ }
+ if (.@nice > 90) {
+ if ($agit_sc03[0] == 0) {
+ mes "^3355FFThe Guardian Stone";
+ mes "Repair System has";
+ mes "already completed.^000000";
+ close;
+ }
+ else {
+ if (agitcheck2() == 0) {
+ mes "^3355FFIt is impossible to";
+ mes "rebuild the Guardian";
+ mes "Stone because the";
+ mes "Emperium is not present.^000000";
+ close;
+ }
+ else {
+ mes "^3355FFThe Gemstones have been";
+ mes "arranged, and the Guardian";
+ mes "Stone is successfully repaired.^000000";
+ delitem 984,1; //Oridecon
+ delitem 985,1; //Elunium
+ delitem 7049,30; //Stone
+ delitem 717,5; //Blue_Gemstone
+ delitem 715,5; //Yellow_Gemstone
+ delitem 716,5; //Red_Gemstone
+ close2;
+ donpcevent "#sch03_df01::OnEnable";
+ specialeffect EF_ICECRASH;
+ disablenpc "1st Guardian Stone#sch03";
+ setarray $agit_sc03[0],0;
+ set .@df_all,$agit_sc03[0]+$agit_sc03[1];
+ if (.@df_all == 0) {
+ mapannounce "schg_cas03","Both Guardian Stones have been erected, bolstering this stronghold's defenses!",bc_map,"0x00ff00";
+ donpcevent "#sch03_RL00::OnEnable";
+ }
+ else {
+ mapannounce "schg_cas03","The 1st Guardian Stone has been repaired successfully.",bc_map,"0x00ff00";
+ }
+ if ($agit_sc03[5] == 1) {
+ donpcevent "#sch03_gard01::OnEnable";
+ }
+ end;
+ }
+ }
+ }
+ else {
+ mes "^3355FFAfter all of that work...";
+ mes "It looks like you failed";
+ mes "to fix the Guardian Stone,";
+ mes "and lost some materials.^000000";
+ delitem 7049,10; //Stone
+ delitem 717,2; //Blue_Gemstone
+ delitem 715,2; //Yellow_Gemstone
+ delitem 716,2; //Red_Gemstone
+ close;
+ }
+ }
+ else {
+ mes "^3355FFYou don't have enough";
+ mes "materials to repair";
+ mes "the Guardian Stone.^000000";
+ close;
+ }
+ }
+ }
+ end;
+
+OnInit:
+ disablenpc "1st Guardian Stone#sch03";
+ end;
+
+OnEnable:
+ enablenpc "1st Guardian Stone#sch03";
+ specialeffect EF_MAPPILLAR2;
+ end;
+
+OnDisable:
+ disablenpc "1st Guardian Stone#sch03";
+ end;
+}
+
+schg_cas03,1,4,0 script #sch03_df02 -1,{
+OnEnable:
+ guardian "schg_cas03",376,251,"2nd Guardian Stone",1908,"#sch03_df02::OnGuardianStoneDied"; //23;
+ end;
+
+OnDisable:
+ killmonster "schg_cas03","#sch03_df02::OnGuardianStoneDied";
+ setarray $agit_sc03[1],1; //Global Variable
+ stopnpctimer;
+ end;
+
+OnGuardianStoneDied:
+ // 2nd Guardian Stone is Destroyed
+ setarray $agit_sc03[1],1;
+ if (($agit_sc03[0] == 1) || ($agit_sc03[0] == 2)) {
+ set .@destroyed,.@destroyed + 1;
+ }
+ if (($agit_sc03[1] == 1) || ($agit_sc03[1] == 2)) {
+ set .@destroyed,.@destroyed + 1;
+ }
+ if (.@destroyed == 2) {
+ mapannounce "schg_cas03","All of the Guardian Stones have been destroyed!",bc_map,"0x00ff00";
+ donpcevent "#sch03_RL00::OnDisable";
+ donpcevent "#sch03_gard02::Onreset";
+ }
+ else {
+ mapannounce "schg_cas03","The 2nd Guardian Stone has been destroyed!",bc_map,"0x00ff00";
+ donpcevent "#sch03_gard02::Onreset";
+ }
+ initnpctimer;
+ end;
+
+OnTimer300000:
+ donpcevent "2nd Guardian Stone#sch03::OnEnable";
+ setarray $agit_sc03[1],2; //Global Variable
+ stopnpctimer;
+ end;
+}
+
+schg_cas03,376,250,0 script 2nd Guardian Stone#sch03 844,{
+ set .@GID, GetCastleData("schg_cas03",1);
+ if (getcharid(2) == .@GID) {
+ mes "^3355FFYou will need the";
+ mes "following materials to";
+ mes "rebuild a destroyed";
+ mes "Guardian Stone.^000000";
+ next;
+ mes "1 Oridecon";
+ mes "1 Elunium";
+ mes "30 Stones";
+ mes "5 Blue Gemstones";
+ mes "5 Yellow Gemstones";
+ mes "5 Red Gemstones";
+ next;
+ mes "^3355FFDo you want to continue?^000000";
+ switch(select("No:Continue")) {
+ case 1:
+ mes "^3355FFWork canceled.^000000";
+ close;
+ case 2:
+ if ((countitem(984) > 0) && (countitem(985) > 0) && (countitem(7049) > 29) && (countitem(717) > 4) && (countitem(715) > 4) && (countitem(716) > 4)) {
+ mes "^3355FFArrange Stones, Elunium, and";
+ mes "Oridecon, in that order, in the";
+ mes "center. Then you must arrange";
+ mes "the enchanted Gemstones to";
+ mes "rebuild the Guardian Stone.^000000";
+ next;
+ switch(select("Elunium:Oridecon:Stone")) {
+ case 1:
+ mes "^3355FFElunium has been";
+ mes "placed in the center.^000000";
+ next;
+ break;
+ case 2:
+ mes "^3355FFOridecon has been";
+ mes "placed in the center.^000000";
+ next;
+ break;
+ case 3:
+ mes "^3355FFStones have been";
+ mes "placed in the center.^000000";
+ set .@nice,.@nice+10;
+ next;
+ break;
+ }
+ switch(select("Elunium:Oridecon:Stone")) {
+ case 1:
+ mes "^3355FFYou have lined the";
+ mes "outside of the center";
+ mes "with some Elunium.^000000";
+ set .@nice,.@nice+10;
+ next;
+ break;
+ case 2:
+ mes "^3355FFYou have lined the";
+ mes "outside of the center";
+ mes "with some Oridecon.^000000";
+ next;
+ break;
+ case 3:
+ mes "^3355FFYou have lined the";
+ mes "outside of the center";
+ mes "with some Stones.^000000";
+ next;
+ break;
+ }
+ switch(select("Elunium:Oridecon:Stone")) {
+ case 1:
+ mes "^3355FFYou covered the";
+ mes "rest of the materials";
+ mes "with some Elunium.^000000";
+ next;
+ break;
+ case 2:
+ mes "^3355FFYou covered the";
+ mes "rest of the materials";
+ mes "with some Oridecon.^000000";
+ set .@nice,.@nice+10;
+ next;
+ break;
+ case 3:
+ mes "^3355FFYou covered the";
+ mes "rest of the materials";
+ mes "with some Stones.^000000";
+ next;
+ break;
+ }
+ mes "^3355FFNow you need to arrange";
+ mes "the enchanted Gemstones";
+ mes "accordingly. You can identify";
+ mes "their Magic properties by";
+ mes "their casting effect.^000000";
+ next;
+ while(1) {
+ if (.@roof0 > 7) {
+ break;
+ }
+ else {
+ switch(rand(1,3)) {
+ case 1:
+ specialeffect EF_BEGINSPELL2;
+ mes "^3355FFThe Gemstones must";
+ mes "be arranged in the correct";
+ mes "order according to their";
+ mes "magic properties and power.^000000";
+ next;
+ switch(select("Red Gemstone:Yellow Gemstone:Blue Gemstone")) {
+ case 1:
+ mes "^3355FFYou placed the Red Gemstone.";
+ mes "However, the Guardian Stone";
+ mes "Repair System failed because";
+ mes "of a magic power conflict.^000000";
+ close;
+ case 2:
+ mes "^3355FFYou placed the Yellow Gemstone.";
+ mes "However, the Guardian Stone";
+ mes "Repair System failed because";
+ mes "of a magic power conflict.^000000";
+ close;
+ case 3:
+ mes "^3355FFYou placed the Blue Gemstone.^000000";
+ set .@nice,.@nice+10;
+ set .@roof0,.@roof0 + 1;
+ specialeffect EF_STEAL;
+ next;
+ break;
+ }
+ break;
+ case 2:
+ specialeffect EF_VOLCANO;
+ mes "^3355FFThe Gemstones must";
+ mes "be arranged in the correct";
+ mes "order according to their";
+ mes "magic properties and power.^000000";
+ next;
+ switch(select("Red Gemstone:Yellow Gemstone:Blue Gemstone")) {
+ case 1:
+ mes "^3355FFYou placed the Red Gemstone.^000000";
+ set .@nice,.@nice+10;
+ set .@roof0,.@roof0 + 1;
+ specialeffect EF_STEAL;
+ next;
+ break;
+ case 2:
+ mes "^3355FFYou placed the Yellow Gemstone.";
+ mes "However, the Guardian Stone";
+ mes "Repair System failed because";
+ mes "of a magic power conflict.^000000";
+ close;
+ case 3:
+ mes "^3355FFYou placed the Blue Gemstone.";
+ mes "However, the Guardian Stone";
+ mes "Repair System failed because";
+ mes "of a magic power conflict.^000000";
+ close;
+ }
+ break;
+ case 3:
+ specialeffect EF_BEGINSPELL4;
+ mes "^3355FFThe Gemstones must";
+ mes "be arranged in the correct";
+ mes "order according to their";
+ mes "magic properties and power.^000000";
+ next;
+ switch(select("Red Gemstone:Yellow Gemstone:Blue Gemstone")) {
+ case 1:
+ mes "^3355FFYou placed the Red Gemstone.";
+ mes "However, the Guardian Stone";
+ mes "Repair System failed because";
+ mes "of a magic power conflict.^000000";
+ close;
+ case 2:
+ mes "^3355FFYou placed the Yellow Gemstone.^000000";
+ set .@nice,.@nice+10;
+ set .@roof0,.@roof0 + 1;
+ specialeffect EF_STEAL;
+ next;
+ break;
+ case 3:
+ mes "^3355FFYou placed the Blue Gemstone.";
+ mes "However, the Guardian Stone";
+ mes "Repair System failed because";
+ mes "of a magic power conflict.^000000";
+ close;
+ }
+ }
+ }
+ }
+ if (.@nice > 90) {
+ if ($agit_sc03[1] == 0) {
+ mes "^3355FFThe Guardian Stone";
+ mes "Repair System has";
+ mes "successfully completed.^000000";
+ close;
+ }
+ else {
+ if (agitcheck2() == 0) {
+ mes "^3355FFIt is impossible to";
+ mes "rebuild the Guardian";
+ mes "Stone because the";
+ mes "Emperium is not present.^000000";
+ close;
+ }
+ else {
+ mes "^3355FFThe Gemstones have been";
+ mes "arranged, and the Guardian";
+ mes "Stone is successfully repaired.^000000";
+ delitem 984,1; //Oridecon
+ delitem 985,1; //Elunium
+ delitem 7049,30; //Stone
+ delitem 717,5; //Blue_Gemstone
+ delitem 715,5; //Yellow_Gemstone
+ delitem 716,5; //Red_Gemstone
+ close2;
+ donpcevent "#sch03_df02::OnEnable";
+ specialeffect EF_ICECRASH;
+ disablenpc "2nd Guardian Stone#sch03";
+ setarray $agit_sc03[1],0;
+ set .@df_all,$agit_sc03[0]+$agit_sc03[1];
+ if (.@df_all == 0) {
+ mapannounce "schg_cas03","Both Guardian Stones have been erected, bolstering this stronghold's defenses!",bc_map,"0x00ff00";
+ donpcevent "#sch03_RL00::OnEnable";
+ }
+ else {
+ mapannounce "schg_cas03","The 2nd Guardian Stone has been repaired successfully.",bc_map,"0x00ff00";
+ }
+ if ($agit_sc03[5] == 1) {
+ donpcevent "#sch03_gard02::OnEnable";
+ }
+ end;
+ }
+ }
+ }
+ else {
+ mes "^3355FFAfter all of that work...";
+ mes "It looks like you failed";
+ mes "to fix the Guardian Stone,";
+ mes "and lost some materials.^000000";
+ delitem 7049,10; //Stone
+ delitem 717,2; //Blue_Gemstone
+ delitem 715,2; //Yellow_Gemstone
+ delitem 716,2; //Red_Gemstone
+ close;
+ }
+ }
+ else {
+ mes "^3355FFYou don't have enough";
+ mes "materials to repair";
+ mes "the Guardian Stone.^000000";
+ close;
+ }
+ }
+ }
+ end;
+
+OnInit:
+ disablenpc "2nd Guardian Stone#sch03";
+ end;
+
+OnEnable:
+ enablenpc "2nd Guardian Stone#sch03";
+ specialeffect EF_MAPPILLAR2;
+ end;
+
+OnDisable:
+ disablenpc "2nd Guardian Stone#sch03";
+ end;
+}
+
+schg_cas03,2,1,0 script #sch03_RL00 -1,{
+OnEnable:
+ setwall "schg_cas03",326,301,6,6,0,"sch03_RL00";
+ guardian "schg_cas03",326,300," ",1905,"#sch03_RL00::OnBarrierDestroyed"; //24;
+ guardian "schg_cas03",328,300," ",1905,"#sch03_RL00::OnBarrierDestroyed"; //25;
+ guardian "schg_cas03",330,300," ",1905,"#sch03_RL00::OnBarrierDestroyed"; //26;
+ end;
+
+OnDisable:
+ delwall "sch03_RL00";
+ killmonster "schg_cas03","#sch03_RL00::OnBarrierDestroyed";
+ end;
+
+OnBarrierDestroyed:
+ end;
+}
+
+schg_cas03,2,2,0 script #sch03_RL01 -1,{
+OnEnable:
+ set .MyMobCount,6;
+ setwall "schg_cas03",325,277,8,6,1,"sch03_RL01";
+ guardian "schg_cas03",326,278," ",1905,"#sch03_RL01::OnBarrierDestroyed"; //27;
+ guardian "schg_cas03",328,278," ",1905,"#sch03_RL01::OnBarrierDestroyed"; //28;
+ guardian "schg_cas03",330,278," ",1905,"#sch03_RL01::OnBarrierDestroyed"; //29;
+ guardian "schg_cas03",327,279," ",1905,"#sch03_RL01::OnBarrierDestroyed"; //30;
+ guardian "schg_cas03",329,279," ",1905,"#sch03_RL01::OnBarrierDestroyed"; //31;
+ guardian "schg_cas03",331,279," ",1905,"#sch03_RL01::OnBarrierDestroyed"; //32;
+ end;
+
+OnBarrierDestroyed:
+ set .MyMobCount,.MyMobCount-1;
+ if (.MyMobCount == 0) {
+ setarray $agit_sc03[2],1;
+ mapannounce "schg_cas03","The 1st Fortress Gate is destroyed.",bc_map,"0x00ff00";
+ delwall "sch03_RL01";
+ }
+ end;
+
+OnDisable:
+ delwall "sch03_RL01";
+ killmonster "schg_cas03","#sch03_RL01::OnBarrierDestroyed";
+ end;
+}
+
+schg_cas03,2,3,0 script #sch03_RL02 -1,{
+OnEnable:
+ set .MyMobCount,6;
+ setwall "schg_cas03",200,230,8,0,1,"sch03_RL02";
+ guardian "schg_cas03",201,231," ",1905,"#sch03_RL02::OnBarrierDestroyed"; //33;
+ guardian "schg_cas03",201,233," ",1905,"#sch03_RL02::OnBarrierDestroyed"; //34;
+ guardian "schg_cas03",201,235," ",1905,"#sch03_RL02::OnBarrierDestroyed"; //35;
+ guardian "schg_cas03",202,232," ",1905,"#sch03_RL02::OnBarrierDestroyed"; //36;
+ guardian "schg_cas03",202,234," ",1905,"#sch03_RL02::OnBarrierDestroyed"; //37;
+ guardian "schg_cas03",202,236," ",1905,"#sch03_RL02::OnBarrierDestroyed"; //38;
+ end;
+
+OnBarrierDestroyed:
+ set .MyMobCount,.MyMobCount-1;
+ if (.MyMobCount == 0) {
+ setarray $agit_sc03[3],1;
+ mapannounce "schg_cas03","The 2nd Fortress Gate is destroyed.",bc_map,"0x00ff00";
+ delwall "sch03_RL02";
+ }
+ end;
+
+OnDisable:
+ delwall "sch03_RL02";
+ killmonster "schg_cas03","#sch03_RL02::OnBarrierDestroyed";
+ end;
+}
+
+schg_cas03,2,4,0 script #sch03_RL03 -1,{
+OnEnable:
+ set .MyMobCount,4;
+ setwall "schg_cas03",285,198,8,0,1,"sch03_RL03";
+ guardian "schg_cas03",284,199," ",1905,"#sch03_RL03::OnBarrierDestroyed"; //39;
+ guardian "schg_cas03",284,201," ",1905,"#sch03_RL03::OnBarrierDestroyed"; //40;
+ guardian "schg_cas03",284,203," ",1905,"#sch03_RL03::OnBarrierDestroyed"; //41;
+ guardian "schg_cas03",284,205," ",1905,"#sch03_RL03::OnBarrierDestroyed"; //42;
+ end;
+
+OnBarrierDestroyed:
+ set .MyMobCount,.MyMobCount-1;
+ if (.MyMobCount == 0) {
+ setarray $agit_sc03[4],1;
+ mapannounce "schg_cas03","The 3rd Fortress Gate is destroyed!",bc_map,"0x00ff00";
+ delwall "sch03_RL03";
+ }
+ end;
+
+OnDisable:
+ delwall "sch03_RL03";
+ killmonster "schg_cas03","#sch03_RL03::OnBarrierDestroyed";
+ end;
+}
+
+schg_cas03,335,298,0 script Control Device01#sch03 111,{
+ set .@GID, GetCastleData("schg_cas03",1);
+ if (getcharid(2) == .@GID) {
+ if (strcharinfo(0) == getguildmaster(.@GID)) {
+ if ($agit_sc03[2] == 2) {
+ mes "^3355FFDemolished Fortress";
+ mes "Gates can be repaired,";
+ mes "but you will need to gather";
+ mes "the following materials.^000000";
+ next;
+ mes "^4D4DFF10 Steel^000000,";
+ mes "^4D4DFF30 Trunks^000000,";
+ mes "^4D4DFF5 Oridecon^000000, and";
+ mes "^4D4DFF10 Emveretarcon^000000.";
+ next;
+ select("Continue");
+ if ((countitem(1019) > 29) && (countitem(999) > 9) && (countitem(1011) > 9) && (countitem(984) > 4)) {
+ mes "^3355FFYou will need Trunks to";
+ mes "repair the support frame,";
+ mes "Oridecon to enhance the";
+ mes "gate's endurance, and";
+ mes "Emveretarcon to basically";
+ mes "hold everything together.^000000";
+ next;
+ set .@ro_of01,rand(10,15);
+ while(1) {
+ if (.@ro_of02 == .@ro_of01) {
+ break;
+ }
+ else {
+ switch(rand(1,4)) {
+ case 1:
+ mes "^3355FFThe support frame";
+ mes "is badly damaged:";
+ mes "fixing this part";
+ mes "is a top priority.^000000";
+ next;
+ switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
+ case 1:
+ mes "^3355FFThe frame has been";
+ mes "reinforced with wood.^000000";
+ set .@rp_temp,.@rp_temp + 1;
+ set .@ro_of02,.@ro_of02 + 1;
+ specialeffect2 EF_REPAIRWEAPON;
+ next;
+ break;
+ case 2:
+ mes "^3355FFYou tried using steel,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ case 3:
+ mes "^3355FFYou tried using emveretarcon,";
+ mes "but it's not working very well.^FFFFFF ^3355FF You'll have to try something else.";
+ close;
+ case 4:
+ mes "^3355FFYou tried using oridecon,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ }
+ break;
+ case 2:
+ mes "^3355FFIt looks like the gate's";
+ mes "overall endurance needs to";
+ mes "be reinforced with something.^000000";
+ next;
+ switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
+ case 1:
+ mes "^3355FFYou tried using wood";
+ mes "to reinforce the gate.^000000";
+ set .@ro_of02,.@ro_of02 + 1;
+ next;
+ break;
+ case 2:
+ mes "^3355FFYou tried using steel";
+ mes "to reinforce the gate, but";
+ mes "it's not working well at all.";
+ mes "You'll have to start over.^000000";
+ close;
+ case 3:
+ mes "^3355FFYou tried using emveretarcon";
+ mes "to reinforce the gate, but it's";
+ mes "not working well at all.";
+ mes "You'll have to start over.^000000";
+ close;
+ case 4:
+ mes "^3355FFYou hammered the";
+ mes "oridecon: it looks";
+ mes "like this will work.^000000";
+ set .@rp_temp,.@rp_temp + 1;
+ set .@ro_of02,.@ro_of02 + 1;
+ specialeffect2 EF_REPAIRWEAPON;
+ next;
+ break;
+ }
+ break;
+ case 3:
+ mes "^3355FFThe damage to the gate";
+ mes "has caused all these";
+ mes "cracks. You'll have to";
+ mes "weld them solid somehow.^000000";
+ next;
+ switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
+ case 1:
+ mes "^3355FFYou tried using wood to fix";
+ mes "this problem, but it seems";
+ mes "to have made it worse.";
+ mes "You'll have to start all over.^000000";
+ close;
+ case 2:
+ mes "^3355FFYou used steel to weld";
+ mes "all the cracks: the gate is";
+ mes "is starting to look more solid.^000000";
+ set .@rp_temp,.@rp_temp + 1;
+ set .@ro_of02,.@ro_of02 + 1;
+ specialeffect2 EF_REPAIRWEAPON;
+ next;
+ break;
+ case 3:
+ mes "^3355FFYou tried using emveretarcon";
+ mes "to reinforce the gate, but it's";
+ mes "not working well at all.";
+ mes "You'll have to start over.^000000";
+ close;
+ case 4:
+ mes "^3355FFYou tried using oridecon,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ }
+ break;
+ case 4:
+ mes "^3355FFNow you need to make";
+ mes "sure that the gate is held";
+ mes "together pretty solidly.^000000";
+ next;
+ switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
+ case 1:
+ mes "^3355FFYou tried using wood to fix";
+ mes "this problem, but it seems";
+ mes "to have made it worse.";
+ mes "You'll have to start all over.^000000";
+ close;
+ case 2:
+ mes "^3355FFYou tried using steel,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ case 3:
+ mes "^3355FFYou successfully used";
+ mes "the emveretarcon to repair";
+ mes "much of the gate's damage.^000000";
+ set .@rp_temp,.@rp_temp + 1;
+ set .@ro_of02,.@ro_of02 + 1;
+ specialeffect2 EF_REPAIRWEAPON;
+ next;
+ break;
+ case 4:
+ mes "^3355FFYou tried using oridecon,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ }
+ }
+ }
+ }
+ mes "^3355FFWell, it looks like";
+ mes "you're just about done";
+ mes "with repairing the gate.^000000";
+ next;
+ if (agitcheck2() == 0) {
+ mes "^3355FFUnfortunately, the Fortress";
+ mes "Gate can't be reconstructed:";
+ mes "the Emperium is no longer here.^000000";
+ close;
+ }
+ else {
+ if (.@rp_temp == .@ro_of01) {
+ mes "^3355FFThe Fortress Gate has";
+ mes "been successfully repaired!^000000";
+ delitem 1019,30; //Wooden_Block
+ delitem 999,10; //Steel
+ delitem 1011,10; //Emveretarcon
+ delitem 984,5; //Oridecon
+ close2;
+ donpcevent "#sch03_RL01::OnEnable";
+ disablenpc "Control Device01#sch03";
+ mapannounce "schg_cas03","The 1st Fortress Gate has been reconstructed!",bc_map,"0x00ff00";
+ setarray $agit_sc03[2],0;
+ end;
+ }
+ else {
+ mes "^3355FFThe wall has been breached,";
+ mes "and the attempt to repair the";
+ mes "Fortress Gate has failed.";
+ mes "You lost some of your";
+ mes "repair resources...^000000";
+ delitem 984,2; //Oridecon
+ delitem 999,4; //Steel
+ delitem 1019,14; //Wooden_Block
+ delitem 1011,3; //Emveretarcon
+ close;
+ }
+ }
+ }
+ else {
+ mes "^3355FFYou can't attempt to repair";
+ mes "the Fortress Gate if you don't";
+ mes "have all the needed materials.^000000";
+ close;
+ }
+ }
+ }
+ }
+ end;
+
+OnInit:
+ disablenpc "Control Device01#sch03";
+ end;
+
+OnEnable:
+ enablenpc "Control Device01#sch03";
+ end;
+
+OnDisable:
+ disablenpc "Control Device01#sch03";
+ end;
+}
+
+schg_cas03,200,227,0 script Control Device02#sch03 111,{
+ set .@GID, GetCastleData("schg_cas03",1);
+ if (getcharid(2) == .@GID) {
+ if (strcharinfo(0) == getguildmaster(.@GID)) {
+ if ($agit_sc03[3] == 2) {
+ mes "^3355FFDemolished Fortress";
+ mes "Gates can be repaired,";
+ mes "but you will need to gather";
+ mes "the following materials.^000000";
+ next;
+ mes "^4D4DFF10 Steel^000000,";
+ mes "^4D4DFF30 Trunks^000000,";
+ mes "^4D4DFF5 Oridecon^000000, and";
+ mes "^4D4DFF10 Emveretarcon^000000.";
+ next;
+ select("Continue");
+ if ((countitem(1019) > 29) && (countitem(999) > 9) && (countitem(1011) > 9) && (countitem(984) > 4)) {
+ mes "^3355FFYou will need Trunks to";
+ mes "repair the support frame,";
+ mes "Oridecon to enhance the";
+ mes "gate's endurance, and";
+ mes "Emveretarcon to basically";
+ mes "hold everything together.^000000";
+ next;
+ set .@ro_of01,rand(10,15);
+ while(1) {
+ if (.@ro_of02 == .@ro_of01) {
+ break;
+ }
+ else {
+ switch(rand(1,4)) {
+ case 1:
+ mes "^3355FFThe support frame";
+ mes "is badly damaged:";
+ mes "fixing this part";
+ mes "is a top priority.^000000";
+ next;
+ switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
+ case 1:
+ mes "^3355FFThe frame has been";
+ mes "reinforced with wood.^000000";
+ set .@rp_temp,.@rp_temp + 1;
+ set .@ro_of02,.@ro_of02 + 1;
+ specialeffect2 EF_REPAIRWEAPON;
+ next;
+ break;
+ case 2:
+ mes "^3355FFYou tried using steel,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ case 3:
+ mes "^3355FFYou tried using emveretarcon";
+ mes "to reinforce the gate, but it's";
+ mes "not working well at all.";
+ mes "You'll have to start over.^000000";
+ close;
+ case 4:
+ mes "^3355FFYou tried using oridecon,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ }
+ break;
+ case 2:
+ mes "^3355FFIt looks like the gate's";
+ mes "overall endurance needs to";
+ mes "be reinforced with something.^000000";
+ next;
+ switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
+ case 1:
+ mes "^3355FFYou tried using wood";
+ mes "to reinforce the gate.^000000";
+ set .@ro_of02,.@ro_of02 + 1;
+ next;
+ break;
+ case 2:
+ mes "^3355FFYou tried using steel";
+ mes "to reinforce the gate, but";
+ mes "it's not working well at all.";
+ mes "You'll have to start over.^000000";
+ close;
+ case 3:
+ mes "^3355FFYou tried using emveretarcon";
+ mes "to reinforce the gate, but it's";
+ mes "not working well at all.";
+ mes "You'll have to start over.^000000";
+ close;
+ case 4:
+ mes "^3355FFYou hammered the";
+ mes "oridecon: it looks";
+ mes "like this will work.^000000";
+ set .@rp_temp,.@rp_temp + 1;
+ set .@ro_of02,.@ro_of02 + 1;
+ specialeffect2 EF_REPAIRWEAPON;
+ next;
+ break;
+ }
+ break;
+ case 3:
+ mes "^3355FFThe damage to the gate";
+ mes "has caused all these";
+ mes "cracks. You'll have to";
+ mes "weld them solid somehow.^000000";
+ next;
+ switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
+ case 1:
+ mes "^3355FFYou tried using wood to fix";
+ mes "this problem, but it seems";
+ mes "to have made it worse.";
+ mes "You'll have to start all over.^000000";
+ close;
+ case 2:
+ mes "^3355FFYou used steel to weld";
+ mes "all the cracks: the gate is";
+ mes "is starting to look more solid.^000000";
+ set .@rp_temp,.@rp_temp + 1;
+ set .@ro_of02,.@ro_of02 + 1;
+ specialeffect2 EF_REPAIRWEAPON;
+ next;
+ break;
+ case 3:
+ mes "^3355FFYou tried using emveretarcon";
+ mes "to reinforce the gate, but it's";
+ mes "not working well at all.";
+ mes "You'll have to start over.^000000";
+ close;
+ case 4:
+ mes "^3355FFYou tried using oridecon,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ }
+ break;
+ case 4:
+ mes "^3355FFNow you need to make";
+ mes "sure that the gate is held";
+ mes "together pretty solidly.^000000";
+ next;
+ switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
+ case 1:
+ mes "^3355FFYou tried using wood to fix";
+ mes "this problem, but it seems";
+ mes "to have made it worse.";
+ mes "You'll have to start all over.^000000";
+ close;
+ case 2:
+ mes "^3355FFYou tried using steel,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ case 3:
+ mes "^3355FFYou successfully used";
+ mes "the emveretarcon to repair";
+ mes "much of the gate's damage.^000000";
+ set .@rp_temp,.@rp_temp + 1;
+ set .@ro_of02,.@ro_of02 + 1;
+ specialeffect2 EF_REPAIRWEAPON;
+ next;
+ break;
+ case 4:
+ mes "^3355FFYou tried using oridecon,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ }
+ }
+ }
+ }
+ mes "^3355FFWell, it looks like";
+ mes "you're just about done";
+ mes "with repairing the gate.^000000";
+ next;
+ if (agitcheck2() == 0) {
+ mes "^3355FFUnfortunately, the Fortress";
+ mes "Gate can't be reconstructed:";
+ mes "the Emperium is no longer here.^000000";
+ close;
+ }
+ else {
+ if (.@rp_temp == .@ro_of01) {
+ mes "^3355FFThe Fortress Gate has";
+ mes "been successfully repaired!^000000";
+ delitem 1019,30; //Wooden_Block
+ delitem 999,10; //Steel
+ delitem 1011,10; //Emveretarcon
+ delitem 984,5; //Oridecon
+ close2;
+ donpcevent "#sch03_RL02::OnEnable";
+ disablenpc "Control Device02#sch03";
+ mapannounce "schg_cas03","The 2nd Fortress Gate has been reconstructed!",bc_map,"0x00ff00";
+ setarray $agit_sc03[3],0; //Global Variable
+ setarray $agit_sc03[2],2; //Global Variable
+ donpcevent "Control Device01#sch03::OnEnable";
+ end;
+ }
+ else {
+ mes "^3355FFThe wall has been breached,";
+ mes "and the attempt to repair the";
+ mes "Fortress Gate has failed.";
+ mes "You lost some of your";
+ mes "repair resources...^000000";
+ delitem 984,2; //Oridecon
+ delitem 999,4; //Steel
+ delitem 1019,14; //Wooden_Block
+ delitem 1011,3; //Emveretarcon
+ close;
+ }
+ }
+ }
+ else {
+ mes "^3355FFYou can't attempt to repair";
+ mes "the Fortress Gate if you don't";
+ mes "have all the needed materials.^000000";
+ close;
+ }
+ }
+ }
+ }
+ end;
+
+OnInit:
+ disablenpc "Control Device02#sch03";
+ end;
+
+OnEnable:
+ enablenpc "Control Device02#sch03";
+ end;
+
+OnDisable:
+ disablenpc "Control Device02#sch03";
+ end;
+}
+
+schg_cas03,273,205,0 script Control Device03#sch03 111,{
+ set .@GID, GetCastleData("schg_cas03",1);
+ if (getcharid(2) == .@GID) {
+ if (strcharinfo(0) == getguildmaster(.@GID)) {
+ if ($agit_sc03[4] == 2) {
+ mes "^3355FFDemolished Fortress";
+ mes "Gates can be repaired,";
+ mes "but you will need to gather";
+ mes "the following materials.^000000";
+ next;
+ mes "^4D4DFF10 Steel^000000,";
+ mes "^4D4DFF30 Trunks^000000,";
+ mes "^4D4DFF5 Oridecon^000000, and";
+ mes "^4D4DFF10 Emveretarcon^000000.";
+ next;
+ select("Continue");
+ if ((countitem(1019) > 29) && (countitem(999) > 9) && (countitem(1011) > 9) && (countitem(984) > 4)) {
+ mes "^3355FFYou will need Trunks to";
+ mes "repair the support frame,";
+ mes "Oridecon to enhance the";
+ mes "gate's endurance, and";
+ mes "Emveretarcon to basically";
+ mes "hold everything together.^000000";
+ next;
+ set .@ro_of01,rand(10,15);
+ while(1) {
+ if (.@ro_of02 == .@ro_of01) {
+ break;
+ }
+ else {
+ switch(rand(1,4)) {
+ case 1:
+ mes "^3355FFThe support frame";
+ mes "is badly damaged:";
+ mes "fixing this part";
+ mes "is a top priority.^000000";
+ next;
+ switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
+ case 1:
+ mes "^3355FFThe frame has been";
+ mes "reinforced with wood.^000000";
+ set .@rp_temp,.@rp_temp + 1;
+ set .@ro_of02,.@ro_of02 + 1;
+ specialeffect2 EF_REPAIRWEAPON;
+ next;
+ break;
+ case 2:
+ mes "^3355FFYou tried using steel,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ case 3:
+ mes "^3355FFYou tried using emveretarcon";
+ mes "to reinforce the gate, but it's";
+ mes "not working well at all.";
+ mes "You'll have to start over.^000000";
+ close;
+ case 4:
+ mes "^3355FFYou tried using oridecon,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ }
+ break;
+ case 2:
+ mes "^3355FFIt looks like the gate's";
+ mes "overall endurance needs to";
+ mes "be reinforced with something.^000000";
+ next;
+ switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
+ case 1:
+ mes "^3355FFYou tried using wood";
+ mes "to reinforce the gate.^000000";
+ set .@ro_of02,.@ro_of02 + 1;
+ next;
+ break;
+ case 2:
+ mes "^3355FFYou tried using steel";
+ mes "to reinforce the gate, but";
+ mes "it's not working well at all.";
+ mes "You'll have to start over.^000000";
+ close;
+ case 3:
+ mes "^3355FFYou tried using emveretarcon";
+ mes "to reinforce the gate, but it's";
+ mes "not working well at all.";
+ mes "You'll have to start over.^000000";
+ close;
+ case 4:
+ mes "^3355FFYou hammered the";
+ mes "oridecon: it looks";
+ mes "like this will work.^000000";
+ set .@rp_temp,.@rp_temp + 1;
+ set .@ro_of02,.@ro_of02 + 1;
+ specialeffect2 EF_REPAIRWEAPON;
+ next;
+ break;
+ }
+ break;
+ case 3:
+ mes "^3355FFThe damage to the gate";
+ mes "has caused all these";
+ mes "cracks. You'll have to";
+ mes "weld them solid somehow.^000000";
+ next;
+ switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
+ case 1:
+ mes "^3355FFYou tried using wood to fix";
+ mes "this problem, but it seems";
+ mes "to have made it worse.";
+ mes "You'll have to start all over.^000000";
+ close;
+ case 2:
+ mes "^3355FFYou used steel to weld";
+ mes "all the cracks: the gate is";
+ mes "is starting to look more solid.^000000";
+ set .@rp_temp,.@rp_temp + 1;
+ set .@ro_of02,.@ro_of02 + 1;
+ specialeffect2 EF_REPAIRWEAPON;
+ next;
+ break;
+ case 3:
+ mes "^3355FFYou tried using emveretarcon";
+ mes "to reinforce the gate, but it's";
+ mes "not working well at all.";
+ mes "You'll have to start over.^000000";
+ close;
+ case 4:
+ mes "^3355FFYou tried using oridecon,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ }
+ break;
+ case 4:
+ mes "^3355FFNow you need to make";
+ mes "sure that the gate is held";
+ mes "together pretty solidly.^000000";
+ next;
+ switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
+ case 1:
+ mes "^3355FFYou tried using wood to fix";
+ mes "this problem, but it seems";
+ mes "to have made it worse.";
+ mes "You'll have to start all over.^000000";
+ close;
+ case 2:
+ mes "^3355FFYou tried using steel,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ case 3:
+ mes "^3355FFYou successfully used";
+ mes "the emveretarcon to repair";
+ mes "much of the gate's damage.^000000";
+ set .@rp_temp,.@rp_temp + 1;
+ set .@ro_of02,.@ro_of02 + 1;
+ specialeffect2 EF_REPAIRWEAPON;
+ next;
+ break;
+ case 4:
+ mes "^3355FFYou tried using oridecon,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ }
+ }
+ }
+ }
+ mes "^3355FFWell, it looks like";
+ mes "you're just about done";
+ mes "with repairing the gate.^000000";
+ next;
+ if (agitcheck2() == 0) {
+ mes "^3355FFUnfortunately, the Fortress";
+ mes "Gate can't be reconstructed:";
+ mes "the Emperium is no longer here.^000000";
+ close;
+ }
+ else {
+ if (.@rp_temp == .@ro_of01) {
+ mes "^3355FFThe Fortress Gate has";
+ mes "been successfully repaired!^000000";
+ delitem 1019,30; //Wooden_Block
+ delitem 999,10; //Steel
+ delitem 1011,10; //Emveretarcon
+ delitem 984,5; //Oridecon
+ close2;
+ donpcevent "#sch03_RL03::OnEnable";
+ disablenpc "Control Device03#sch03";
+ mapannounce "schg_cas03","The 3rd Fortress Gate has been reconstructed!",bc_map,"0x00ff00";
+ setarray $agit_sc03[4],0;
+ setarray $agit_sc03[3],2;
+ donpcevent "Control Device02#sch03::OnEnable";
+ end;
+ }
+ else {
+ mes "^3355FFThe wall has been breached,";
+ mes "and the attempt to repair the";
+ mes "Fortress Gate has failed.";
+ mes "You lost some of your";
+ mes "repair resources...^000000";
+ delitem 984,2; //Oridecon
+ delitem 999,4; //Steel
+ delitem 1019,14; //Wooden_Block
+ delitem 1011,3; //Emveretarcon
+ close;
+ }
+ }
+ }
+ else {
+ mes "^3355FFYou can't attempt to repair";
+ mes "the Fortress Gate if you don't";
+ mes "have all the needed materials.^000000";
+ close;
+ }
+ }
+ }
+ }
+ end;
+
+OnInit:
+ disablenpc "Control Device03#sch03";
+ end;
+
+OnEnable:
+ enablenpc "Control Device03#sch03";
+ end;
+
+OnDisable:
+ disablenpc "Control Device03#sch03";
+ end;
+}
+
+// Link Flags
+schg_cas03,346,211,0 script LF-01#schg_cas03 111,{
+ set .@GID, GetCastleData("schg_cas03",1);
+ if (getcharid(2) == .@GID) {
+ mes "^3355FFThis is the Stronghold";
+ mes "Teleport Service. Please";
+ mes "choose a destination";
+ mes "within the stronghold.^000000";
+ switch(select("First Gate House:Second Gate House:Cancel")) {
+ case 1:
+ warp "schg_cas03",262,323;
+ end;
+ case 2:
+ warp "schg_cas03",378,263;
+ end;
+ case 3:
+ close;
+ }
+ }
+ end;
+}
+
+schg_cas03,346,207,0 script LF-02#schg_cas03 111,{
+ set .@GID, GetCastleData("schg_cas03",1);
+ if (getcharid(2) == .@GID) {
+ mes "^3355FFThis is the Stronghold";
+ mes "Teleport Service. Please";
+ mes "choose a destination";
+ mes "within the stronghold.^000000";
+ switch(select("Center 1 Area:Cancel")) {
+ case 1:
+ warp "schg_cas03",306,320;
+ end;
+ case 2:
+ close;
+ }
+ }
+ end;
+}
+
+schg_cas03,346,203,0 script LF-03#schg_cas03 111,{
+ set .@GID, GetCastleData("schg_cas03",1);
+ if (getcharid(2) == .@GID) {
+ mes "^3355FFThis is the Stronghold";
+ mes "Teleport Service. Please";
+ mes "choose a destination";
+ mes "within the stronghold.^000000";
+ switch(select("Defense area 2-1:Defense area 2-2:Cancel")) {
+ case 1:
+ warp "schg_cas03",309,292;
+ end;
+ case 2:
+ warp "schg_cas03",348,292;
+ end;
+ case 3:
+ close;
+ }
+ }
+ end;
+}
+
+schg_cas03,346,199,0 script LF-04#schg_cas03 111,{
+ set .@GID, GetCastleData("schg_cas03",1);
+ if (getcharid(2) == .@GID) {
+ mes "^3355FFThis is the Stronghold";
+ mes "Teleport Service. Please";
+ mes "choose a destination";
+ mes "within the stronghold.^000000";
+ switch(select("Center 2 Area:Cancel")) {
+ case 1:
+ warp "schg_cas03",266,263;
+ end;
+ case 2:
+ close;
+ }
+ }
+ end;
+}
+
+schg_cas03,346,195,0 script LF-05#schg_cas03 111,{
+ set .@GID, GetCastleData("schg_cas03",1);
+ if (getcharid(2) == .@GID) {
+ mes "^3355FFThis is the Stronghold";
+ mes "Teleport Service. Please";
+ mes "choose a destination";
+ mes "within the stronghold.^000000";
+ switch(select("Defense Area 3-1:Defense Area 3-2:Cancel")) {
+ case 1:
+ warp "schg_cas03",226,220;
+ end;
+ case 2:
+ warp "schg_cas03",185,249;
+ end;
+ case 3:
+ close;
+ }
+ }
+ end;
+}
+
+schg_cas03,346,191,0 script LF-06#schg_cas03 111,{
+ set .@GID, GetCastleData("schg_cas03",1);
+ if (getcharid(2) == .@GID) {
+ mes "^3355FFThis is the Stronghold";
+ mes "Teleport Service. Please";
+ mes "choose a destination";
+ mes "within the stronghold.^000000";
+ switch(select("Center 3 Area:Cancel")) {
+ case 1:
+ warp "schg_cas03",271,226;
+ end;
+ case 2:
+ close;
+ }
+ }
+ end;
+}
+
+schg_cas03,301,213,0 script LF-07#schg_cas03 111,{
+ set .@GID, GetCastleData("schg_cas03",1);
+ if (getcharid(2) == .@GID) {
+ mes "^3355FFThis is the Stronghold";
+ mes "Teleport Service. Please";
+ mes "choose a destination";
+ mes "within the stronghold.^000000";
+ switch(select("Area 1-2:Area 2-2:Area 3-2:Cancel")) {
+ case 1:
+ warp "schg_cas03",262,323;
+ end;
+ case 2:
+ warp "schg_cas03",378,263;
+ end;
+ case 3:
+ warp "schg_cas03",306,320;
+ end;
+ case 4:
+ close;
+ }
+ }
+ end;
+}
+
+schg_cas03,301,209,0 script LF-08#schg_cas03 111,{
+ set .@GID, GetCastleData("schg_cas03",1);
+ if (getcharid(2) == .@GID) {
+ mes "^3355FFThis is the Stronghold";
+ mes "Teleport Service. Please";
+ mes "choose a destination";
+ mes "within the stronghold.^000000";
+ switch(select("Area 2-1:Area 2-2:Center 2 Area:Cancel")) {
+ case 1:
+ warp "schg_cas03",309,292;
+ end;
+ case 2:
+ warp "schg_cas03",348,292;
+ end;
+ case 3:
+ warp "schg_cas03",326,263;
+ end;
+ case 4:
+ close;
+ }
+ }
+ end;
+}
+
+schg_cas03,301,194,0 script LF-09#schg_cas03 111,{
+ set .@GID, GetCastleData("schg_cas03",1);
+ if (getcharid(2) == .@GID) {
+ mes "^3355FFThis is the Stronghold";
+ mes "Teleport Service. Please";
+ mes "choose a destination";
+ mes "within the stronghold.^000000";
+ switch(select("Area 3-1:Area 3-2:Center 3 Area:Cancel")) {
+ case 1:
+ warp "schg_cas03",226,220;
+ end;
+ case 2:
+ warp "schg_cas03",185,249;
+ end;
+ case 3:
+ warp "schg_cas03",271,226;
+ end;
+ case 4:
+ close;
+ }
+ }
+ end;
+}
+
+schg_cas03,301,190,0 script LF-10#schg_cas03 111,{
+ set .@GID, GetCastleData("schg_cas03",1);
+ if (getcharid(2) == .@GID) {
+ mes "^3355FFThis is the Stronghold";
+ mes "Teleport Service. Would";
+ mes "you like to teleport to the";
+ mes "Convenience Facility for";
+ mes "guild members?^000000";
+ switch(select("Go to Convenience Facility:Cancel")) {
+ case 1:
+ warp "schg_cas03",57,13;
+ end;
+ case 2:
+ close;
+ }
+ }
+ end;
+}
+
+schg_cas03,335,305,0 script Vidblainn#LF_sc03_1::LF_sc03_1 111,{
+ set .@GID, GetCastleData("schg_cas03",1);
+ if (getcharid(2) == .@GID) {
+ mes "^3355FFThis is the Stronghold";
+ mes "Teleport Service. Would";
+ mes "you like to teleport to";
+ mes "the Emperium Center?^000000";
+ switch(select("Teleport:Cancel")) {
+ case 1:
+ warp "schg_cas03",308,202;
+ end;
+ case 2:
+ close;
+ }
+ }
+ end;
+}
+
+schg_cas03,322,305,0 duplicate(LF_sc03_1) Vidblainn#LF_sc03_2 111
+schg_cas03,352,248,0 duplicate(LF_sc03_1) Vidblainn#LF_sc03_3 111
+schg_cas03,320,283,0 duplicate(LF_sc03_1) Vidblainn#LF_sc03_4 111
+schg_cas03,337,283,0 duplicate(LF_sc03_1) Vidblainn#LF_sc03_5 111
+schg_cas03,233,320,0 duplicate(LF_sc03_1) Vidblainn#LF_sc03_6 111
+schg_cas03,207,239,0 duplicate(LF_sc03_1) Vidblainn#LF_sc03_7 111
+schg_cas03,207,228,0 duplicate(LF_sc03_1) Vidblainn#LF_sc03_8 111
+schg_cas03,266,206,0 duplicate(LF_sc03_1) Vidblainn#LF_sc03_9 111
+schg_cas03,266,197,0 duplicate(LF_sc03_1) Vidblainn#LF_sc03_10 111
+
+schg_cas03,283,206,2 script Vidblainn#LF_sc03_11::LF_sc03_2 722,{
+ set .@GID, GetCastleData("schg_cas03",1);
+ if (getcharid(2) == .@GID) {
+ mes "^3355FFThis is the Stronghold";
+ mes "Teleport Service. Would";
+ mes "you like to teleport to";
+ mes "the Emperium Center?^000000";
+ switch(select("Teleport:Cancel")) {
+ case 1:
+ warp "schg_cas03",308,202;
+ end;
+ case 2:
+ close;
+ }
+ }
+ end;
+
+OnInterIfInitOnce:
+OnRecvCastlesc03:
+ FlagEmblem GetCastleData("schg_cas03",1);
+ end;
+}
+
+schg_cas03,283,197,2 duplicate(LF_sc03_2) Vidblainn#LF_sc03_12 722
+schg_cas03,332,323,6 duplicate(LF_sc03_2) Vidblainn#LF_sc03_13 722
+schg_cas03,343,323,2 duplicate(LF_sc03_2) Vidblainn#LF_sc03_14 722
+
+// Guild Manager
+schg_cas03,88,90,3 script Steward#sch03 55,{
+ set .@GID, GetCastleData("schg_cas03",1);
+ if (.@GID == 0) {
+ mes "[ Steward ]";
+ mes "I await for the master";
+ mes "whom destiny will choose";
+ mes "for me. Do you think you";
+ mes "have to courage and strength";
+ mes "to conquer this stronghold?";
+ close;
+ }
+ if (getcharid(2) != .@GID || strcharinfo(0) != getguildmaster(.@GID)) {
+ mes "[ Steward ]";
+ mes "Hmpf. Your threats don't";
+ mes "scare me! Guardians, drive";
+ mes "this infidel away from here!";
+ mes "I will always be loyal to the";
+ mes "master of this stronghold,";
+ mes "the one and only ^FF0000" + getguildmaster(.@GID) + "^000000.";
+ close;
+ }
+ mes "[ Steward ]";
+ mes "Ah, Master ^FF0000" + getguildmaster(.@GID) + "^000000...";
+ mes "How shall I serve you today?";
+ mes "Was there an aspect of this";
+ mes "stronghold's maintenance";
+ mes "you wanted to discuss?";
+ next;
+ switch(select("Stronghold Briefing:Invest in Commercial Growth:Invest in Defense growth:Hire/Fire Storage Staff:Go to Master's room")) {
+ case 1:
+ mes "[ Steward ]";
+ mes "The Commercial Growth";
+ mes "Level of the stronghold is ^0000ff" + GetCastleData("schg_cas03",2) + ".";
+ if (GetCastleData("schg_cas03",4) > 0) {
+ mes "Last time, you invested in";
+ mes "Commercial Growth " + GetCastleData("schg_cas03",4) + ".";
+ }
+ next;
+ mes "[ Steward ]";
+ mes "Our stronghold's";
+ mes "safeguard level is " + GetCastleData("schg_cas03",3) + ".";
+ if (GetCastleData("schg_cas03",5) > 0) {
+ mes "Last time, you invested";
+ mes "in defense " + GetCastleData("schg_cas03",5) + " times.";
+ }
+ mes " ";
+ mes "That is all, master.";
+ close;
+ case 2:
+ set .@Economy,GetCastleData("schg_cas03",2);
+ if (.@Economy < 6) { set .@eco_invest,5000; }
+ else if ((.@Economy >= 6) && (.@Economy <= 10)) { set .@eco_invest,10000; }
+ else if ((.@Economy >= 11) && (.@Economy <= 15)) { set .@eco_invest,20000; }
+ else if ((.@Economy >= 16) && (.@Economy <= 20)) { set .@eco_invest,35000; }
+ else if ((.@Economy >= 21) && (.@Economy <= 25)) { set .@eco_invest,55000; }
+ else if ((.@Economy >= 26) && (.@Economy <= 30)) { set .@eco_invest,80000; }
+ else if ((.@Economy >= 31) && (.@Economy <= 35)) { set .@eco_invest,110000; }
+ else if ((.@Economy >= 36) && (.@Economy <= 40)) { set .@eco_invest,145000; }
+ else if ((.@Economy >= 41) && (.@Economy <= 45)) { set .@eco_invest,185000; }
+ else if ((.@Economy >= 46) && (.@Economy <= 50)) { set .@eco_invest,230000; }
+ else if ((.@Economy >= 51) && (.@Economy <= 55)) { set .@eco_invest,280000; }
+ else if ((.@Economy >= 56) && (.@Economy <= 60)) { set .@eco_invest,335000; }
+ else if ((.@Economy >= 61) && (.@Economy <= 65)) { set .@eco_invest,395000; }
+ else if ((.@Economy >= 66) && (.@Economy <= 70)) { set .@eco_invest,460000; }
+ else if ((.@Economy >= 71) && (.@Economy <= 75)) { set .@eco_invest,530000; }
+ else if ((.@Economy >= 76) && (.@Economy <= 80)) { set .@eco_invest,605000; }
+ else if ((.@Economy >= 81) && (.@Economy <= 85)) { set .@eco_invest,685000; }
+ else if ((.@Economy >= 86) && (.@Economy <= 90)) { set .@eco_invest,770000; }
+ else if ((.@Economy >= 91) && (.@Economy <= 95)) { set .@eco_invest,860000; }
+ else if ((.@Economy >= 96) && (.@Economy <= 100)) { set .@eco_invest,955000; }
+ //Quadruple the cost of investing if you've already invested once.
+ if (GetCastleData("schg_cas03",4)) {
+ set .@eco_invest,.@eco_invest*4;
+ }
+ mes "[ Steward ]";
+ mes "Raising the stronghold's";
+ mes "commercial growth will";
+ mes "increase the quantity of";
+ mes "goods produced for the guild.";
+ mes "Investing in commercial growth";
+ mes "will help the guild's future.";
+ next;
+ mes "[ Steward ]";
+ mes "You can make one investment";
+ mes "each day, but if you can make";
+ mes "two investments if you pay";
+ mes "more zeny: this will speed";
+ mes "up commercial development,";
+ mes "but can be quite expensive.";
+ next;
+ if (.@Economy == 100) {
+ mes "[ Steward ]";
+ mes "However, our stronghold's";
+ mes "commerical growth level is";
+ mes "at 100%. It's not possible to";
+ mes "develop commercial growth";
+ mes "any further than that.";
+ close;
+ }
+ if (GetCastleData("schg_cas03",4) >= 2) {
+ mes "[ Steward ]";
+ mes "You've already made two";
+ mes "investments today, so you'll";
+ mes "have to wait until tomorrow";
+ mes "to make another investment.";
+ close;
+ }
+ if (GetCastleData("schg_cas03",4) == 0) {
+ mes "[ Steward ]";
+ mes "You must pay ^FF0000" + .@eco_invest + "^000000 zeny";
+ mes "to make an investment";
+ mes "Will you invest in this";
+ mes "stronghold's commerical";
+ mes "development now?";
+ }
+ else {
+ mes "[ Steward ]";
+ mes "You must pay ^FF0000" + .@eco_invest + "^000000";
+ mes "more zeny to make a second";
+ mes "investment today. Will you";
+ mes "invest one more time?";
+ }
+ next;
+ switch(select("Invest in Commercial Growth:Cancel")) {
+ case 1:
+ if (GetCastleData("schg_cas03",4) >= 2) {
+ mes "[ Steward ]";
+ mes "You've already made two";
+ mes "investments today, so you'll";
+ mes "have to wait until tomorrow";
+ mes "to make another investment.";
+ close;
+ }
+ if (Zeny < .@eco_invest) {
+ mes "[ Steward ]";
+ mes "I'm sorry, Master, but";
+ mes "you do not have enough";
+ mes "zeny to make an investment";
+ mes "for the guild today.";
+ close;
+ }
+ set zeny,zeny-.@eco_invest;
+ SetCastleData "schg_cas03",4,GetCastleData("schg_cas03",4)+1;
+ mes "[ Steward ]";
+ mes "A wise use of the guild's";
+ mes "funds, Master. We can expect";
+ mes "to see the results of this";
+ mes "investment by tomorrow.";
+ close;
+ case 2:
+ mes "[ Steward ]";
+ mes "As you command, Master.";
+ close;
+ }
+ case 3:
+ set .@Defence,GetCastleData("schg_cas03",3);
+ if (.@Defence < 6) { set .@def_invest,10000; }
+ else if ((.@Defence >= 6) && (.@Defence <= 10)) { set .@def_invest,20000; }
+ else if ((.@Defence >= 11) && (.@Defence <= 15)) { set .@def_invest,40000; }
+ else if ((.@Defence >= 16) && (.@Defence <= 20)) { set .@def_invest,70000; }
+ else if ((.@Defence >= 21) && (.@Defence <= 25)) { set .@def_invest,110000; }
+ else if ((.@Defence >= 26) && (.@Defence <= 30)) { set .@def_invest,160000; }
+ else if ((.@Defence >= 31) && (.@Defence <= 35)) { set .@def_invest,220000; }
+ else if ((.@Defence >= 36) && (.@Defence <= 40)) { set .@def_invest,290000; }
+ else if ((.@Defence >= 41) && (.@Defence <= 45)) { set .@def_invest,370000; }
+ else if ((.@Defence >= 46) && (.@Defence <= 50)) { set .@def_invest,460000; }
+ else if ((.@Defence >= 51) && (.@Defence <= 55)) { set .@def_invest,560000; }
+ else if ((.@Defence >= 56) && (.@Defence <= 60)) { set .@def_invest,670000; }
+ else if ((.@Defence >= 61) && (.@Defence <= 65)) { set .@def_invest,790000; }
+ else if ((.@Defence >= 66) && (.@Defence <= 70)) { set .@def_invest,920000; }
+ else if ((.@Defence >= 71) && (.@Defence <= 75)) { set .@def_invest,1060000; }
+ else if ((.@Defence >= 76) && (.@Defence <= 80)) { set .@def_invest,1210000; }
+ else if ((.@Defence >= 81) && (.@Defence <= 85)) { set .@def_invest,1370000; }
+ else if ((.@Defence >= 86) && (.@Defence <= 90)) { set .@def_invest,1540000; }
+ else if ((.@Defence >= 91) && (.@Defence <= 95)) { set .@def_invest,1720000; }
+ else if ((.@Defence >= 96) && (.@Defence <= 100)) { set .@def_invest,1910000; }
+ //Quadruple the cost of investing if you've already invested once.
+ if (GetCastleData("schg_cas03",5)) {
+ set .@def_invest,.@def_invest*4;
+ }
+ mes "[ Steward ]";
+ mes "Investing in our stronghold's";
+ mes "defense will enhance the";
+ mes "durability of our Guardians";
+ mes "and the Emperium. We'll need";
+ mes "every advantage to protect";
+ mes "ourselves from our enemies.";
+ next;
+ mes "[ Steward ]";
+ mes "You can invest in defense";
+ mes "once per day, but if you pay";
+ mes "more zeny, you can invest";
+ mes "a maximum of two times daily.";
+ next;
+ mes "[ Steward ]";
+ if (GetCastleData("schg_cas03",3) == 100) {
+ mes "The Defense Level of this";
+ mes "stronghold is 100%, and";
+ mes "cannot be increased further.";
+ close;
+ }
+ if (GetCastleData("schg_cas03",5) >= 2) {
+ mes "Master, you've already";
+ mes "invested in Defense twice";
+ mes "today. You'll need to wait";
+ mes "until tomorrow if you really";
+ mes "want to increase our defenses.";
+ close;
+ }
+ if (GetCastleData("schg_cas03",5) == 0) {
+ mes "We need ^FF0000" + .@def_invest + "^000000";
+ mes "zeny to invest in our";
+ mes "stronghold's defenses.";
+ mes "Will you invest now?";
+ }
+ else {
+ mes "We need ^FF0000" + .@def_invest + "^000000";
+ mes "zeny to invest in our";
+ mes "stronghold's defenses";
+ mes "a second time today.";
+ mes "Will you invest now?";
+ }
+ next;
+ switch(select("Invest in Defense:Cancel")) {
+ case 1:
+ if (GetCastleData("schg_cas03",5) >= 2) {
+ mes "[ Steward ]";
+ mes "Master, you've already";
+ mes "invested in Defense twice";
+ mes "today. You'll need to wait";
+ mes "until tomorrow if you really";
+ mes "want to increase our defenses.";
+ close;
+ }
+ if (Zeny < .@def_invest) {
+ mes "[ Steward ]";
+ mes "I'm sorry, Master, but";
+ mes "you do not have enough";
+ mes "zeny to make an investment";
+ mes "for the guild today.";
+ close;
+ }
+ set zeny,zeny-.@def_invest;
+ SetCastleData "schg_cas03",5,GetCastleData("schg_cas03",5)+1;
+ mes "[ Steward ]";
+ mes "A wise use of the guild's";
+ mes "funds, Master. Increasing";
+ mes "the frequency of treasure";
+ mes "procured by the guild will";
+ mes "definitely help us all.";
+ close;
+ case 2:
+ mes "[ Steward ]";
+ mes "As you command, Master.";
+ close;
+ }
+ case 4:
+ if (GetCastleData("schg_cas03",9) == 1) {
+ mes "[ Steward ]";
+ mes "Do you wish to dismiss";
+ mes "the Kafra Employee that";
+ mes "we've hired for the guild?";
+ next;
+ switch(select("Dismiss:Cancel")) {
+ case 1:
+ cutin "kafra_01",2;
+ mes "[ Hired Kafra Employee ]";
+ mes "Master, please reconsider!";
+ mes "I've been working very hard";
+ mes "for the success of the guild!";
+ mes "I'll try harder to serve the";
+ mes "guild members of this";
+ mes "stronghold, I promise!";
+ next;
+ switch(select("Dismiss:Cancel")) {
+ case 1:
+ mes "[ Hired Kafra Employee ]";
+ mes "Why?! What have I done";
+ mes "to deserve this? Waaah~!";
+ next;
+ cutin "kafra_01",255;
+ break;
+ case 2:
+ mes "[ Hired Kafra Employee ]";
+ mes "Thank you, Master!";
+ mes "I'll obey your every";
+ mes "command as best I can!";
+ mes "You won't regret this!";
+ close;
+ }
+ break;
+ case 2:
+ mes "[ Steward ]";
+ mes "She works very hard,";
+ mes "in my opinion. It was in";
+ mes "all of our best interests to";
+ mes "allow her to stay with us.";
+ close;
+ }
+ disablenpc "Kafra Employee#sch03";
+ SetCastleData "schg_cas03",9,0;
+ mes "[ Steward ]";
+ mes "That Kafra Employee";
+ mes "has been dismissed.";
+ mes "Were really dissatisfied";
+ mes "by the quality of her service?";
+ close;
+ }
+ else {
+ mes "[ Steward ]";
+ mes "Will you hire a";
+ mes "Kafra Employee to serve";
+ mes "our stronghold? You must";
+ mes "pay ^FF000010,000 zeny^000000 to hire one.";
+ next;
+ switch(select("Hire:Cancel")) {
+ case 1:
+ if (getgdskilllv(.@GID,10001) == 0) {
+ mes "[ Steward ]";
+ mes "Master, we cannot hire a";
+ mes "Kafra Employee because";
+ mes "you have not yet attained";
+ mes "the ^FF0000Contract with Kafra^000000";
+ mes "guild skill.";
+ close;
+ }
+ if (Zeny < 10000) {
+ mes "[ Steward ]";
+ mes "Master, we cannot hire a";
+ mes "Kafra Employee because";
+ mes "we do not have enough";
+ mes "funds to pay the contract fee.";
+ close;
+ }
+ set zeny,zeny-10000;
+ enablenpc "Kafra Employee#sch03";
+ SetCastleData "schg_cas03",9,1;
+ mes "[ Steward ]";
+ mes "Very well. We have formed";
+ mes "a contract with the Kafra";
+ mes "Head Office, and hired a";
+ mes "Kafra Employee for our";
+ mes "stronghold. Here she is~";
+ next;
+ cutin "kafra_01",2;
+ mes "[ Hired Kafra Employee ]";
+ mes "How do you do? I've";
+ mes "been dispatched by the";
+ mes "Kafra Head Office to";
+ mes "serve your guild's needs.";
+ mes "I'll do my best to follow";
+ mes "your every command, Master.";
+ next;
+ cutin "kafra_01",255;
+ mes "[ Steward ]";
+ mes "Our contract will expire";
+ mes "after one month, so we must";
+ mes "pay additional fees to keep";
+ mes "this Kafra Employee in";
+ mes "the service of our guild.";
+ close;
+ case 2:
+ mes "[ Steward ]";
+ mes "As you command, Master.";
+ mes "However, I suggest hiring";
+ mes "a Kafra Employee as soon";
+ mes "as possible since our guild";
+ mes "would greatly benefit from";
+ mes "the convenient Kafra services.";
+ close;
+ }
+ }
+ case 5:
+ mes "[ Steward ]";
+ mes "Do you wish to enter the";
+ mes "Guild Treasure Room?";
+ mes "Only you, the Guild Master,";
+ mes "are permitted to enter.";
+ next;
+ mes "[ Steward ]";
+ mes "Please remember to open";
+ mes "the Treasure Boxes at the";
+ mes "proper time. Otherwise, the";
+ mes "treasure may disappear if";
+ mes "something unexpected happens.";
+ next;
+ switch(select("Go to Treasure Room:Cancel")) {
+ case 1:
+ mes "[ Steward ]";
+ mes "Allow me to guide you";
+ mes "on the secret path to";
+ mes "the Treasure Room.";
+ mes "Press the secret switch";
+ mes "when you wish to return here.";
+ close2;
+ warp "schg_cas03",190,16;
+ end;
+ case 2:
+ mes "[ Steward ]";
+ mes "Items in the Treasure Room";
+ mes "are produced once each day.";
+ mes "Therefore, you must obtain";
+ mes "the treasure items everyday.";
+ mes "For the sake of the guild,";
+ mes "prioritize treasure harvesting!";
+ close;
+ }
+ }
+
+Onstop:
+ stopnpctimer;
+ end;
+
+OnStartArena:
+ set .@GID,getcharid(2);
+ // Lower castle Economy
+ set .@Economy,GetCastleData("schg_cas03",2) - 5;
+ if (.@Economy < 0) set .@Economy, 0;
+ SetCastleData "schg_cas03", 2, .@Economy;
+ // Lower Castle Defence
+ set .@Defence,GetCastleData("schg_cas03",3) - 5;
+ if (.@Defence < 0) set .@Defence, 0;
+ SetCastleData "schg_cas03", 3, .@Defence;
+ // Set new owner
+ SetCastleData "schg_cas03",1, .@GID;
+ // Clear castle's data.
+ for( set .@i, 4; .@i <= 9; set .@i, .@i+1 )
+ SetCastleData "schg_cas03", .@i, 0;
+ // Disable Kafra
+ disablenpc "Kafra Employee#sch03";
+
+ set .msg,2;
+ if (.msg == 1) {
+ announce "Fortress [" + GetCastleName("schg_cas03") + "]'s 'Nithafjoll' was captured by [" + getguildname(.@gid) + "] Guild.",bc_all|bc_woe;
+ donpcevent "Manager#sch03_02::Onstart";
+ }
+ else if (.msg == 2) {
+ announce "The [" + getguildname(.@gid) + "] conquered the [Nithafjoll 3] stronghold of "+GetCastleName("schg_cas03"),bc_all|bc_woe;
+ mapannounce "schg_cas03","The emperium has been shattered!",bc_map,"0x00FF00",FW_NORMAL,20,0,40;
+ if (agitcheck2()) {
+ donpcevent "Manager#sch03_02::Onreset";
+ initnpctimer;
+ }
+ else {
+ donpcevent "Manager#sch03_02::Onreset";
+ stopnpctimer;
+ }
+ }
+ else if (.msg == 0) {
+ announce "Fortress [" + GetCastleName("schg_cas03") + "]'s 'Nithafjoll' was captured by [" + getguildname(.@gid) + "] Guild.",bc_all|bc_woe;
+ donpcevent "Manager#sch03_02::Onreset";
+ stopnpctimer;
+ end;
+ }
+ MapRespawnGuildID "schg_cas03",GetCastleData("schg_cas03",1),2;
+ donpcevent "::OnRecvCastlesc03";
+ end;
+
+OnTimer10000:
+ donpcevent "manager#sch03_02::Onchange";
+ mapannounce "schg_cas03","Rebuild this stronghold's Guardian Stones and Fortress Gates to secure your guild's new aquisition!",bc_map,"0x00FF00",FW_NORMAL,20,0,40;
+ end;
+}
+
+// Guild Kafra
+schg_cas03,50,50,3 script Kafra Employee#sch03 117,{
+ cutin "kafra_01",2;
+ set .@GID, GetCastleData("schg_cas03",1);
+ if (getcharid(2) == .@GID && getgdskilllv(.@GID,10001)) {
+ mes "[Kafra Employee]";
+ mes "Welcome, proud member";
+ mes "of the ^FF0000" + GetGuildName(.@GID) + "^000000 Guild!";
+ mes "The Kafra Corporation is ready";
+ mes "to assist you wherever you go!";
+ next;
+ switch(select("Use Storage:Use Warp Service:Rent Pushcart:Cancel")) {
+ case 1:
+ if (basicskillcheck() && getskilllv("NV_BASIC") < 6) {
+ mes "[Kafra Employee]";
+ mes "I'm so sorry, but you must";
+ mes "have at least Novice Skill";
+ mes "Lv.6 to use the Storage.";
+ }
+ else {
+ openstorage;
+ }
+ break;
+ case 2:
+ mes "[Kafra Employee]";
+ mes "Please tell me your";
+ mes "Warp destination.";
+ next;
+ switch(select("Juno -> 200 z:Cancel")) {
+ case 1:
+ if (Zeny < 200) {
+ mes "[Kafra Employee]";
+ mes "I'm sorry, but you don't";
+ mes "have enough zeny to pay";
+ mes "the warp fee. Would you";
+ mes "please check your funds again?";
+ close2;
+ cutin "kafra_01",255;
+ end;
+ }
+ set zeny,zeny-200;
+ warp "yuno",158,125;
+ end;
+ case 2:
+ cutin "kafra_01",255;
+ }
+ break;
+ case 3:
+ if (BaseClass != Job_Merchant) {
+ mes "[Kafra Employee]";
+ mes "I'm sorry, but the Pushcart";
+ mes "rental service can only be";
+ mes "used by Merchant, Blacksmith,";
+ mes "and Alchemist class characters.";
+ }
+ else if (checkcart() == 1) {
+ mes "[Kafra Employee]";
+ mes "Hm? You've already";
+ mes "rented a Pushcart.";
+ }
+ else {
+ mes "[Kafra Employee]";
+ mes "The Pushcart rental fee";
+ mes "is 800 zeny. Would you";
+ mes "like to rent a Pushcart?";
+ next;
+ switch(select("Rent Pushcart:Cancel")) {
+ case 1:
+ if (Zeny < 800) {
+ mes "[Kafra Employee]";
+ mes "I'm sorry, but you don't";
+ mes "have enough zeny to rent";
+ mes "one of our Pushcarts.";
+ close2;
+ cutin "kafra_01",255;
+ end;
+ }
+ set zeny,zeny-800;
+ setcart;
+ break;
+ case 2:
+ break;
+ }
+ }
+ break;
+ case 4:
+ mes "[Kafra Employee]";
+ mes "Thank you for using the";
+ mes "Kafra Service. Wherever";
+ mes "you go, Kafra will be";
+ mes "there to support you!";
+ close2;
+ cutin "kafra_01",255;
+ end;
+ }
+ close2;
+ cutin "kafra_01",255;
+ end;
+ }
+ else {
+ mes "[Kafra Employee]";
+ mes "I'm sorry, but I've been";
+ mes "exclusively contracted";
+ mes "to the members of the";
+ mes "^FF0000" + GetGuildName(.@GID) + "^000000 Guild.";
+ mes "You'll have to ask another";
+ mes "Kafra Employee to help you...";
+ close2;
+ cutin "kafra_01",255;
+ end;
+ }
+
+OnRecvCastlesc03:
+ if (GetCastleData("schg_cas03",1) == 0) {
+ monster "schg_cas03",0,0,"Evil Druid",1117,10;
+ monster "schg_cas03",0,0,"Khalitzburg",1132,4;
+ monster "schg_cas03",0,0,"Abysmal Knight",1219,3;
+ monster "schg_cas03",0,0,"Executioner",1205,1;
+ monster "schg_cas03",0,0,"Penomena",1216,10;
+ monster "schg_cas03",0,0,"Alarm",1193,18;
+ monster "schg_cas03",0,0,"Clock",1269,9;
+ monster "schg_cas03",0,0,"Raydric Archer",1276,12;
+ monster "schg_cas03",0,0,"Wanderer",1208,3;
+ monster "schg_cas03",0,0,"Alice",1275,1;
+ monster "schg_cas03",0,0,"Bloody Knight",1268,2;
+ monster "schg_cas03",0,0,"Dark Lord",1272,2;
+ monster "schg_cas03",0,0,"Tower Keeper",1270,4;
+ }
+ if (GetCastleData("schg_cas03",9) < 1) {
+ disablenpc "Kafra Employee#sch03";
+ }
+ end;
+}
+
+schg_cas03,199,25,0 script #sch03_switch 111,{
+ mes " ";
+ mes "^3355FFWill you pull";
+ mes "this small lever?^000000";
+ next;
+ switch(select("Pull Lever:Cancel")) {
+ case 1:
+ warp "schg_cas03",57,13;
+ end;
+ case 2:
+ close;
+ }
+}
+
+sch_gld,91,191,0 script Vidblainn#flag_sc03_1::Sc03_Flag 722,{
+ set .@GID, GetCastleData("schg_cas03",1);
+ if (.@GID == 0) {
+ mes "[ Schwaltzvalt Royal Edict ]";
+ mes "The Holy Kingdom of";
+ mes "Schwaltzvalt declares that";
+ mes "one has yet to claim lordship";
+ mes "over this stronghold. The one";
+ mes "that breaks the Emperium will";
+ mes "be recognized as its new owner.";
+ close;
+ }
+ else {
+ if (getcharid(2) == .@GID) {
+ mes "[ Ringing Voice ]";
+ mes "Courageous one,";
+ mes "do you wish to return";
+ mes "to your stronghold?";
+ next;
+ switch(select("Return to the Stronghold:Cancel")) {
+ case 1:
+ set .@GID, GetCastleData("schg_cas03",1);
+ if (getcharid(2) == .@GID) {
+ warp "schg_cas03",308,202;
+ end;
+ }
+ close;
+ case 2:
+ close;
+ }
+ }
+ mes "[ Schwaltzvalt Royal Edict ]";
+ mes "The Holy Kingdom of";
+ mes "Schwaltzvalt decrees that";
+ mes "this stronghold is owned";
+ mes "by the ^FF0000" + GetGuildName(.@GID) + "^000000 Guild.";
+ next;
+ mes "[ Schwaltzvalt Royal Edict ]";
+ mes "^FF0000" + GetGuildMaster(.@GID) + "^000000 is";
+ mes "Guild Master of ^FF0000" + GetGuildName(.@GID) + "^000000.";
+ mes "Any that object must claim this";
+ mes "stronghold through strength of";
+ mes "steel and magic during the";
+ mes "appointed Guild Siege times.";
+ close;
+ }
+
+OnInterIfInitOnce:
+OnRecvCastlesc03:
+ FlagEmblem GetCastleData("schg_cas03",1);
+ end;
+}
+
+sch_gld,104,191,0 duplicate(Sc03_Flag) Bidblind#flag_sc03_2 722
diff --git a/npc/pre-re/guild2/schg_cas04.txt b/npc/pre-re/guild2/schg_cas04.txt
new file mode 100644
index 000000000..651e9219b
--- /dev/null
+++ b/npc/pre-re/guild2/schg_cas04.txt
@@ -0,0 +1,2933 @@
+//===== rAthena Script =======================================
+//= War of Emperium Second Edition
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.8
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= WoE SE Schwaltzvalt Castle 4
+//===== Additional Comments: =================================
+//= 1.0 First Version [L0ne_W0lf]
+//= 1.1 Swaped an end for a close in eco investing. [L0ne_W0lf]
+//= 1.2 Fixed double message in defense investing. [L0ne_W0lf]
+//= Corrected a minor typo in the guild steward.
+//= 1.3 Fixed a guardian spawning NPCs. [L0ne_W0lf]
+//= 1.4 Fixed investment period not resetting. [L0ne_W0lf]
+//= Made it so treasure won't spawn if castle is empty.
+//= Treasure will now be killed before spawning.
+//= 1.5 Replaced effect numerics with constants. [L0ne_W0lf]
+//= 1.6 Applied updated eco/def systems. [L0ne_W0lf]
+//= 1.7 Fixed eco/def not actually incrementing. [L0ne_W0lf]
+//= Can no longer gain eco/def higher than 100.
+//= 1.8 Fixed a possible exploit in guild castle investment. [Brian]
+//============================================================
+
+schg_cas04,1,1,0 script Manager#sch04_02 111,{
+ end;
+
+OnAgitInit2:
+OnRecvCastlesc04:
+ if (GetCastleData("schg_cas04",1) == 0) {
+ donpcevent "Manager#sch04_02::Onstart";
+ }
+ end;
+
+OnAgitStart2:
+ if (agitcheck2()) {
+ MapRespawnGuildID "schg_cas04",GetCastleData("schg_cas04",1),2;
+ GvgOn "schg_cas04";
+ donpcevent "Manager#sch04_02::Onstart";
+ }
+ else {
+ donpcevent "#sch04_RL00::OnDisable";
+ donpcevent "#sch04_RL01::OnDisable";
+ donpcevent "#sch04_RL02::OnDisable";
+ donpcevent "#sch04_RL03::OnDisable";
+ }
+ end;
+
+OnAgitEnd2:
+ GvgOff "schg_cas04";
+ if (GetCastleData("schg_cas04",1)) {
+ KillMonster "schg_cas04","Steward#sch04::OnStartArena";
+ donpcevent "Manager#sch04_02::Onreset";
+ donpcevent "Steward#sch04::Onstop";
+ }
+ end;
+
+Onstart:
+ // 1st Guardian stone, 2nd Guardian stone, Barrier 1, Barrier 2, Barrier 3, Summon Guardians
+ // Settings for all but Summon Guardians
+ // 0 = Okay; 1 = Destroyed; 2 = Repairing
+ // Summon Guardians
+ // 0 = Do not Summon; 1 = Summon
+ if (GetCastleData("schg_cas04",1)) {
+ setarray $agit_sc04[0],0,0,0,0,0,0;
+ donpcevent "#sch04_df01::OnEnable";
+ donpcevent "#sch04_df02::OnEnable";
+ donpcevent "#sch04_RL00::OnEnable";
+ donpcevent "#sch04_RL01::OnEnable";
+ donpcevent "#sch04_RL02::OnEnable";
+ donpcevent "#sch04_RL03::OnEnable";
+ }
+ monster "schg_cas04",120,272,"Emperium",1288,1,"Steward#sch04::OnStartArena";
+ end;
+
+Onreset:
+ donpcevent "#sch04_df01::OnDisable";
+ donpcevent "#sch04_df02::OnDisable";
+ donpcevent "#sch04_gard01::Onreset";
+ donpcevent "#sch04_gard02::Onreset";
+ donpcevent "#sch04_RL00::OnDisable";
+ donpcevent "#sch04_RL01::OnDisable";
+ donpcevent "#sch04_RL02::OnDisable";
+ donpcevent "#sch04_RL03::OnDisable";
+ donpcevent "1st Guardian Stone#sch04::OnDisable";
+ donpcevent "2nd Guardian Stone#sch04::OnDisable";
+ donpcevent "Control Device01#sch04::OnDisable";
+ donpcevent "Control Device02#sch04::OnDisable";
+ donpcevent "Control Device03#sch04::OnDisable";
+ if (agitcheck2()) {
+ setarray $agit_sc04[0],0,0,1,1,1,0;
+ }
+ end;
+
+Onchange:
+ setarray $agit_sc04[0],2,2,1,1,2,0;
+ monster "schg_cas04",120,272,"Emperium",1288,1,"Steward#sch04::OnStartArena";
+ donpcevent "Control Device03#sch04::OnEnable";
+ donpcevent "1st Guardian Stone#sch04::OnEnable";
+ donpcevent "2nd Guardian Stone#sch04::OnEnable";
+ end;
+
+OnClock0001:
+ if (!GetCastleData("schg_cas04",1)) end;
+ killmonster "schg_cas04","Manager#sch04_02::OnTreasureDied";
+
+ if (GetCastleData("schg_cas04",4)) {
+ set .@Economy,GetCastleData("schg_cas04",2);
+ SetCastleData "schg_cas04",2,.@Economy + GetCastleData("schg_cas04",4) + (rand(2) && getgdskilllv(.@GID,10014));
+ if (GetCastleData("schg_cas04",2) > 100) SetCastleData "schg_cas04",2,100;
+ setcastledata "schg_cas04",4,0;
+ }
+ if (GetCastleData("schg_cas04",5)) {
+ set .@Defence,GetCastleData("schg_cas04",3);
+ SetCastleData "schg_cas04",3,.@Defence + GetCastleData("schg_cas04",5);
+ if (GetCastleData("schg_cas04",3) > 100) SetCastleData "schg_cas04",3,100;
+ setcastledata "schg_cas04",5,0;
+ }
+
+ set .@Treasure,GetCastleData("schg_cas04",2)/5+4;
+ if (.@Treasure) {
+ monster "schg_cas04",388,388,"Treasure Chest",1941,1,"Manager#sch04_02::OnTreasureDied";
+ monster "schg_cas04",388,389,"Treasure Chest",1324,1,"Manager#sch04_02::OnTreasureDied";
+ monster "schg_cas04",388,390,"Treasure Chest",1941,1,"Manager#sch04_02::OnTreasureDied";
+ monster "schg_cas04",387,390,"Treasure Chest",1324,1,"Manager#sch04_02::OnTreasureDied";
+ if (.@Treasure < 5) end;
+ monster "schg_cas04",386,390,"Treasure Chest",1941,1,"Manager#sch04_02::OnTreasureDied";
+ if (.@Treasure < 6) end;
+ monster "schg_cas04",385,390,"Treasure Chest",1324,1,"Manager#sch04_02::OnTreasureDied";
+ if (.@Treasure < 7) end;
+ monster "schg_cas04",384,389,"Treasure Chest",1941,1,"Manager#sch04_02::OnTreasureDied";
+ if (.@Treasure < 8) end;
+ monster "schg_cas04",384,388,"Treasure Chest",1324,1,"Manager#sch04_02::OnTreasureDied";
+ if (.@Treasure < 9) end;
+ monster "schg_cas04",384,387,"Treasure Chest",1941,1,"Manager#sch04_02::OnTreasureDied";
+ if (.@Treasure < 10) end;
+ monster "schg_cas04",384,386,"Treasure Chest",1324,1,"Manager#sch04_02::OnTreasureDied";
+ if (.@Treasure < 11) end;
+ monster "schg_cas04",384,385,"Treasure Chest",1941,1,"Manager#sch04_02::OnTreasureDied";
+ if (.@Treasure < 12) end;
+ monster "schg_cas04",384,384,"Treasure Chest",1324,1,"Manager#sch04_02::OnTreasureDied";
+ if (.@Treasure < 13) end;
+ monster "schg_cas04",385,384,"Treasure Chest",1941,1,"Manager#sch04_02::OnTreasureDied";
+ if (.@Treasure < 14) end;
+ monster "schg_cas04",386,384,"Treasure Chest",1324,1,"Manager#sch04_02::OnTreasureDied";
+ if (.@Treasure < 15) end;
+ monster "schg_cas04",387,384,"Treasure Chest",1941,1,"Manager#sch04_02::OnTreasureDied";
+ if (.@Treasure < 16) end;
+ monster "schg_cas04",388,384,"Treasure Chest",1324,1,"Manager#sch04_02::OnTreasureDied";
+ if (.@Treasure < 17) end;
+ monster "schg_cas04",389,384,"Treasure Chest",1941,1,"Manager#sch04_02::OnTreasureDied";
+ if (.@Treasure < 18) end;
+ monster "schg_cas04",390,384,"Treasure Chest",1324,1,"Manager#sch04_02::OnTreasureDied";
+ if (.@Treasure < 19) end;
+ monster "schg_cas04",390,385,"Treasure Chest",1941,1,"Manager#sch04_02::OnTreasureDied";
+ if (.@Treasure < 20) end;
+ monster "schg_cas04",390,386,"Treasure Chest",1324,1,"Manager#sch04_02::OnTreasureDied";
+ if (.@Treasure < 21) end;
+ monster "schg_cas04",389,386,"Treasure Chest",1941,1,"Manager#sch04_02::OnTreasureDied";
+ if (.@Treasure < 22) end;
+ monster "schg_cas04",388,386,"Treasure Chest",1324,1,"Manager#sch04_02::OnTreasureDied";
+ if (.@Treasure < 23) end;
+ monster "schg_cas04",387,286,"Treasure Chest",1941,1,"Manager#sch04_02::OnTreasureDied";
+ if (.@Treasure < 24) end;
+ monster "schg_cas04",386,386,"Treasure Chest",1324,1,"Manager#sch04_02::OnTreasureDied";
+ }
+ end;
+
+OnTreasureDied:
+ end;
+}
+
+schg_cas04,123,306,3 script Ef#sch04_01 868,{
+ set .@GID, GetCastleData("schg_cas04",1);
+ if (.@GID == 0) {
+ mes "[Ef]";
+ mes "Great job. Now, all you";
+ mes "need to do is destroy this";
+ mes "Emperium to gain ownership";
+ mes "over this stronghold.";
+ close;
+ }
+ if (getcharid(2) == .@GID) {
+ if (strcharinfo(0) != getguildmaster(.@GID)) {
+ mes "[Ef]";
+ mes "As guardian of this";
+ mes "stronghold, I answer only";
+ mes "to the master of the guild";
+ mes "that controls this place.";
+ close;
+ }
+ else {
+ if (agitcheck2() == 0) {
+ mes "[Ef]";
+ mes "I am Ef, guardian of";
+ mes "this stronghold. For now,";
+ mes "all is quiet in this place.";
+ next;
+ switch(select("Converse:Cancel")) {
+ case 1:
+ mes "[Ef]";
+ mes "Do you have any questions";
+ mes "about this stronghold?";
+ next;
+ switch(select("Guardian Stones:Fortress Gates:Link Flags:Battle Strategy:Cancel")) {
+ case 1:
+ mes "[Ef]";
+ mes "There is one Emperium";
+ mes "and two Guardian Stones in";
+ mes "each fortress. These stones";
+ mes "are the first line of defense,";
+ mes "and must be destroyed before";
+ mes "enemies can even enter.";
+ next;
+ mes "[Ef]";
+ mes "The stones are located in";
+ mes "^4D4DFFGate Houses^000000 which must be";
+ mes "protected to prevent enemies";
+ mes "from reaching the Emperium.";
+ mes "Guardian Stones can ^4D4DFFrecall";
+ mes "your Guardians^000000 for protection.";
+ next;
+ mes "[Ef]";
+ mes "Fortresses with higher levels";
+ mes "of defense can summon more";
+ mes "Guardians: this is why it is";
+ mes "so important for guilds to";
+ mes "invest in Defense Growth.";
+ next;
+ mes "[Ef]";
+ mes "Guardian Stones that have";
+ mes "been destroyed can be revived";
+ mes "after a certain time, but one of^FFFFFF ^000000 the guild members must give";
+ mes "me the order. I can also report^FFFFFF ^000000 the status of the Guardian Stones.";
+ close;
+ case 2:
+ mes "[Ef]";
+ mes "^4D4DFFFortress Gates^000000 are the second ^FFFFFF ^000000 line of guild stronghold defense,";
+ mes "and are protected by extra barricades activated by the Guardian Stones.";
+ mes "These gates are located in three different parts of the fortress.";
+ next;
+ mes "[Ef]";
+ mes "Barricades are protected by";
+ mes "Guardian Stones, and are";
+ mes "restored when the Guardian";
+ mes "Stones are retrieved. However,";
+ mes "it is not as easy to restore";
+ mes "destroyed Fortress Gates.";
+ next;
+ mes "[Ef]";
+ mes "Fortress Gates can only be";
+ mes "restored when the ^4D4DFFguild";
+ mes "master of a stronghold";
+ mes "changes^000000, or if ^4D4DFFrestoration";
+ mes "is requested by the guild";
+ mes "master of the stronghold^000000.";
+ close;
+ case 3:
+ mes "[Ef]";
+ mes "Strongholds have many";
+ mes "Link Flags that allow you";
+ mes "to access vital areas within";
+ mes "restrictions placed by the";
+ mes "Barricades. Usually, ^4D4DFFFlag 1";
+ mes "links to the Gate House^000000.";
+ next;
+ mes "[Ef]";
+ mes "Many flags link directly to";
+ mes "the flag near the Emperium.";
+ mes "The final numbered flag is";
+ mes "linked to the Convenience";
+ mes "Facility of the stronghold's";
+ mes "owner. Keep this in mind.";
+ close;
+ case 4:
+ mes "[Ef]";
+ mes "Strategy? It would be better";
+ mes "to develop your battle plan to";
+ mes "exploit your guild's advantages";
+ mes "and your enemies' weaknesses.";
+ mes "Use the Gate Houses and Barricades, and rebuild as quickly as you can!";
+ close;
+ case 5:
+ mes "[Ef]";
+ mes "You have no questions";
+ mes "to ask of me? Well, I'm";
+ mes "here to serve your needs.";
+ close;
+ }
+ case 2:
+ mes "[Ef]";
+ mes "I'm always here, so";
+ mes "feel free to request my";
+ mes "assistance whenever";
+ mes "the need arises.";
+ close;
+ }
+ }
+ else {
+ mes "[Ef]";
+ mes "Greetings, "+strcharinfo(0)+".";
+ mes "What are your orders?";
+ next;
+ switch(select("Increase Stronghold Defense:Situational Briefing:Cancel")) {
+ case 1:
+ if ($agit_sc04[5] == 0) {
+ if (getgdskilllv(.@GID,10002) == 0) {
+ mes "[Ef]";
+ mes "I'm sorry, but the Guardian";
+ mes "Stones aren't powerful enough";
+ mes "to summon Guardians yet. We";
+ mes "need to accumulate more";
+ mes "knowledge before they can";
+ mes "summon any Guardians.";
+ close;
+ }
+ else {
+ mes "[Ef]";
+ mes "I shall endeavor to summon";
+ mes "a Guardian through a Guardian";
+ mes "Stone. However, keep in mind";
+ mes "that this will not work if the";
+ mes "Guardian Stone is destroyed.";
+ setarray $agit_sc04[5],1;
+ if ($agit_sc04[0] == 0) {
+ donpcevent "#sch04_gard01::OnEnable";
+ }
+ if ($agit_sc04[1] == 0) {
+ donpcevent "#sch04_gard02::OnEnable";
+ }
+ close;
+ }
+ }
+ else {
+ mes "[Ef]";
+ mes "You've already commanded";
+ mes "me to summon a Guardian";
+ mes "to defend the stronghold.";
+ close;
+ }
+ case 2:
+ mes "[Ef]";
+ mes "Our defense status is...";
+ if ($agit_sc04[0] == 1) {
+ mes "1st Guardian Stone: ^FF0000Destroyed^000000";
+ }
+ else if ($agit_sc04[0] == 2) {
+ mes "1st Guardian Stone: ^008000Repairing^000000";
+ }
+ else {
+ mes "1st Guardian Stone: ^4D4DFFOperational^000000";
+ }
+ if ($agit_sc04[1] == 1) {
+ mes "2nd Guardian Stone: ^FF0000Destroyed^000000";
+ }
+ else if ($agit_sc04[1] == 2) {
+ mes "2nd Guardian Stone: ^008000Repairing^000000";
+ }
+ else {
+ mes "2nd Guardian Stone: ^4D4DFFOperational^000000";
+ }
+ if ($agit_sc04[2] == 1) {
+ mes "1st Fortress Gate: ^FF0000Destroyed^000000";
+ }
+ else if ($agit_sc04[2] == 2) {
+ mes "1st Fortress Gate: ^008000Repairing^000000";
+ }
+ else {
+ mes "1st Fortress Gate: ^4D4DFFOperational^000000";
+ }
+ if ($agit_sc04[3] == 1) {
+ mes "2nd Fortress Gate: ^FF0000Destroyed^000000";
+ }
+ else if ($agit_sc04[3] == 2) {
+ mes "2nd Fortress Gate: ^008000Repairing^000000";
+ }
+ else {
+ mes "2nd Fortress Gate: ^4D4DFFOperational^000000";
+ }
+ if ($agit_sc04[4] == 1) {
+ mes "3rd Fortress Gate: ^FF0000Destroyed^000000";
+ }
+ else if ($agit_sc04[4] == 2) {
+ mes "3rd Fortress Gate: ^008000Repairing^000000";
+ }
+ else {
+ mes "3rd Fortress Gate: ^4D4DFFOperational^000000";
+ }
+ close;
+ case 3:
+ mes "[Ef]";
+ mes "I'll be standing by,";
+ mes "awaiting your orders.";
+ close;
+ }
+ }
+ }
+ }
+ else {
+ mes "[Ef]";
+ mes "Who are you? Scoundrel!";
+ mes "Leave this stronghold now!";
+ close;
+ }
+
+OnInit:
+ setarray $agit_sc04[0],0,0,0,0,0,0;
+ end;
+}
+
+schg_cas04,1,1,0 script #sch04_gard01 -1,{
+OnEnable:
+ set .@defence,GetCastleData("schg_cas04",3);
+ guardian "schg_cas04",111,18,"Guardian Soldier",1899,"#sch04_gard01::OnGuardianDied"; //0;
+ if ((.@defence > 10) && (.@defence < 31)) {
+ set .MyMobCount,2;
+ guardian "schg_cas04",109,44,"Guardian Soldier",1899,"#sch04_gard01::OnGuardianDied"; //1;
+ }
+ else if ((.@defence > 30) && (.@defence < 51)) {
+ set .MyMobCount,3;
+ guardian "schg_cas04",109,44,"Guardian Soldier",1899,"#sch04_gard01::OnGuardianDied"; //1;
+ guardian "schg_cas04",65,22,"Guardian Soldier",1899,"#sch04_gard01::OnGuardianDied"; //2;
+ }
+ else if ((.@defence > 50) && (.@defence < 71)) {
+ set .MyMobCount,4;
+ guardian "schg_cas04",109,44,"Guardian Soldier",1899,"#sch04_gard01::OnGuardianDied"; //1;
+ guardian "schg_cas04",65,22,"Guardian Soldier",1899,"#sch04_gard01::OnGuardianDied"; //2;
+ guardian "schg_cas04",110,40,"Guardian Soldier",1899,"#sch04_gard01::OnGuardianDied"; //3;
+ }
+ else if (.@defence > 70) {
+ set .MyMobCount,5;
+ guardian "schg_cas04",109,44,"Guardian Soldier",1899,"#sch04_gard01::OnGuardianDied"; //1;
+ guardian "schg_cas04",65,22,"Guardian Soldier",1899,"#sch04_gard01::OnGuardianDied"; //2;
+ guardian "schg_cas04",110,40,"Guardian Soldier",1899,"#sch04_gard01::OnGuardianDied"; //3;
+ guardian "schg_cas04",88,20,"Guardian Soldier",1899,"#sch04_gard01::OnGuardianDied"; //4;
+ }
+ else {
+ set .MyMobCount,2;
+ guardian "schg_cas04",108,32,"Guardian Soldier",1899,"#sch04_gard01::OnGuardianDied"; //1;
+ }
+ initnpctimer;
+ end;
+
+OnTimer300000:
+ set .MyMobCount,.MyMobCount+1;
+ guardian "schg_cas04",64,40,"Guardian Soldier",1899,"#sch04_gard01::OnGuardianDied"; //5;
+ mapannounce "schg_cas04","The 1st Guardian has been summoned from the Gate House.",bc_map,"0xff4500";
+ end;
+
+OnTimer900000:
+ set .MyMobCount,.MyMobCount+1;
+ guardian "schg_cas04",47,43,"Guardian Soldier",1899,"#sch04_gard01::OnGuardianDied"; //6;
+ mapannounce "schg_cas04","The 2nd Guardian has been summoned from the Gate House.",bc_map,"0xff4500";
+ end;
+
+OnTimer1800000:
+ set .MyMobCount,.MyMobCount+1;
+ guardian "schg_cas04",109,48,"Guardian Soldier",1899,"#sch04_gard01::OnGuardianDied"; //7;
+ mapannounce "schg_cas04","The 3rd Guardian has been summoned from the Gate House.",bc_map,"0xff4500";
+ end;
+
+OnTimer2700000:
+ set .MyMobCount,.MyMobCount+1;
+ guardian "schg_cas04",111,18,"Guardian Soldier",1899,"#sch04_gard01::OnGuardianDied"; //8;
+ mapannounce "schg_cas04","The 4th Guardian has been summoned from the Gate House.",bc_map,"0xff4500";
+ end;
+
+OnTimer3600000:
+ set .MyMobCount,.MyMobCount+1;
+ guardian "schg_cas04",112,32,"Guardian Soldier",1899,"#sch04_gard01::OnGuardianDied"; //9;
+ mapannounce "schg_cas04","The 5th Guardian has been summoned from the Gate House.",bc_map,"0xff4500";
+ stopnpctimer;
+ end;
+
+OnGuardianDied:
+ set .MyMobCount,.MyMobCount-1;
+ if (.MyMobCount < 2) {
+ set .MyMobCount,.MyMobCount+1;
+ guardian "schg_cas04",120,37,"Guardian Soldier",1899,"#sch04_gard01::OnGuardianDied"; //10;
+ }
+ end;
+
+Onreset:
+ stopnpctimer;
+ killmonster "schg_cas04","#sch04_gard01::OnGuardianDied";
+ end;
+}
+
+schg_cas04,1,2,0 script #sch04_gard02 -1,{
+OnEnable:
+ set .@defence,GetCastleData("schg_cas04",3);
+ guardian "schg_cas04",130,22,"Guardian Soldier",1899,"#sch04_gard02::OnGuardianDied"; //11;
+ if ((.@defence > 10) && (.@defence < 31)) {
+ set .MyMobCount,2;
+ guardian "schg_cas04",187,15,"Guardian Soldier",1899,"#sch04_gard02::OnGuardianDied"; //12;
+ }
+ else if ((.@defence > 30) && (.@defence < 51)) {
+ set .MyMobCount,3;
+ guardian "schg_cas04",129,47,"Guardian Soldier",1899,"#sch04_gard02::OnGuardianDied"; //12;
+ guardian "schg_cas04",151,18,"Guardian Soldier",1899,"#sch04_gard02::OnGuardianDied"; //13;
+ }
+ else if ((.@defence > 50) && (.@defence < 71)) {
+ set .MyMobCount,4;
+ guardian "schg_cas04",129,47,"Guardian Soldier",1899,"#sch04_gard02::OnGuardianDied"; //12;
+ guardian "schg_cas04",151,18,"Guardian Soldier",1899,"#sch04_gard02::OnGuardianDied"; //13;
+ guardian "schg_cas04",187,15,"Guardian Soldier",1899,"#sch04_gard02::OnGuardianDied"; //14;
+ }
+ else if (.@defence > 70) {
+ set .MyMobCount,5;
+ guardian "schg_cas04",129,47,"Guardian Soldier",1899,"#sch04_gard02::OnGuardianDied"; //12;
+ guardian "schg_cas04",151,18,"Guardian Soldier",1899,"#sch04_gard02::OnGuardianDied"; //13;
+ guardian "schg_cas04",187,15,"Guardian Soldier",1899,"#sch04_gard02::OnGuardianDied"; //14;
+ guardian "schg_cas04",128,42,"Guardian Soldier",1899,"#sch04_gard02::OnGuardianDied"; //15;
+ }
+ else {
+ set .MyMobCount,2;
+ guardian "schg_cas04",128,42,"Guardian Soldier",1899,"#sch04_gard02::OnGuardianDied"; //12;
+ }
+ initnpctimer;
+ end;
+
+OnTimer600000:
+ set .MyMobCount,.MyMobCount+1;
+ guardian "schg_cas04",152,43,"Guardian Soldier",1899,"#sch04_gard02::OnGuardianDied"; //16;
+ end;
+
+OnTimer1200000:
+ set .MyMobCount,.MyMobCount+1;
+ guardian "schg_cas04",187,15,"Guardian Soldier",1899,"#sch04_gard02::OnGuardianDied"; //17;
+ end;
+
+OnTimer2100000:
+ set .MyMobCount,.MyMobCount+1;
+ guardian "schg_cas04",128,42,"Guardian Soldier",1899,"#sch04_gard02::OnGuardianDied"; //18;
+ end;
+
+OnTimer3000000:
+ set .MyMobCount,.MyMobCount+1;
+ guardian "schg_cas04",130,22,"Guardian Soldier",1899,"#sch04_gard02::OnGuardianDied"; //19;
+ end;
+
+OnTimer3900000:
+ set .MyMobCount,.MyMobCount+1;
+ guardian "schg_cas04",130,28,"Guardian Soldier",1899,"#sch04_gard02::OnGuardianDied"; //20;
+ stopnpctimer;
+ end;
+
+OnGuardianDied:
+ set .MyMobCount,.MyMobCount-1;
+ if (.MyMobCount < 2) {
+ set .MyMobCount,.MyMobCount+1;
+ guardian "schg_cas04",151,18,"Guardian Soldier",1899,"#sch04_gard02::OnGuardianDied"; //21;
+ }
+ end;
+
+Onreset:
+ stopnpctimer;
+ killmonster "schg_cas04","#sch04_gard02::OnGuardianDied";
+ end;
+}
+
+schg_cas04,1,3,0 script #sch04_df01 -1,{
+OnEnable:
+ guardian "schg_cas04",27,35,"1st Guardian Stone",1907,"#sch04_df01::OnGuardianStoneDied"; //22;
+ end;
+
+OnDisable:
+ killmonster "schg_cas04","#sch04_df01::OnGuardianStoneDied";
+ setarray $agit_sc04[0],1; //Global Variable
+ stopnpctimer;
+ end;
+
+OnGuardianStoneDied:
+ // 1st Guardian Stone is Destroyed
+ setarray $agit_sc04[0],1;
+ if (($agit_sc04[0] == 1) || ($agit_sc04[0] == 2)) {
+ set .@destroyed,.@destroyed + 1;
+ }
+ if (($agit_sc04[1] == 1) || ($agit_sc04[1] == 2)) {
+ set .@destroyed,.@destroyed + 1;
+ }
+ if (.@destroyed == 2) {
+ mapannounce "schg_cas04","All of the Guardian Stones have been destroyed!",bc_map,"0x00ff00";
+ donpcevent "#sch04_RL00::OnDisable";
+ donpcevent "#sch04_gard01::Onreset";
+ }
+ else {
+ mapannounce "schg_cas04","The 1st Guardian Stone has been destroyed!",bc_map,"0x00ff00";
+ donpcevent "#sch04_gard01::Onreset";
+ }
+ initnpctimer;
+ end;
+
+OnTimer300000:
+ donpcevent "1st Guardian Stone#sch04::OnEnable";
+ setarray $agit_sc04[0],2; //Global Variable
+ stopnpctimer;
+ end;
+}
+
+schg_cas04,27,36,0 script 1st Guardian Stone#sch04 844,{
+ set .@GID, GetCastleData("schg_cas04",1);
+ if (getcharid(2) == .@GID) {
+ mes "^3355FFYou will need the";
+ mes "following materials to";
+ mes "rebuild a destroyed";
+ mes "Guardian Stone.^000000";
+ next;
+ mes "1 Oridecon";
+ mes "1 Elunium";
+ mes "30 Stones";
+ mes "5 Blue Gemstones";
+ mes "5 Yellow Gemstones";
+ mes "5 Red Gemstones";
+ next;
+ mes "^3355FFDo you want to continue?^000000";
+ switch(select("No:Continue")) {
+ case 1:
+ mes "^3355FFWork canceled.^000000";
+ close;
+ case 2:
+ if ((countitem(984) > 0) && (countitem(985) > 0) && (countitem(7049) > 29) && (countitem(717) > 4) && (countitem(715) > 4) && (countitem(716) > 4)) {
+ mes "^3355FFArrange Stones, Elunium, and";
+ mes "Oridecon, in that order, in the";
+ mes "center. Then you must arrange";
+ mes "the enchanted Gemstones to";
+ mes "rebuild the Guardian Stone.^000000";
+ next;
+ switch(select("Elunium:Oridecon:Stone")) {
+ case 1:
+ mes "^3355FFElunium has been";
+ mes "placed in the center.^000000";
+ next;
+ break;
+ case 2:
+ mes "^3355FFOridecon has been";
+ mes "placed in the center.^000000";
+ next;
+ break;
+ case 3:
+ mes "^3355FFStones have been";
+ mes "placed in the center.^000000";
+ set .@nice,.@nice+10;
+ next;
+ break;
+ }
+ switch(select("Elunium:Oridecon:Stone")) {
+ case 1:
+ mes "^3355FFYou have lined the";
+ mes "outside of the center";
+ mes "with some Elunium.^000000";
+ set .@nice,.@nice+10;
+ next;
+ break;
+ case 2:
+ mes "^3355FFYou have lined the";
+ mes "outside of the center";
+ mes "with some Oridecon.^000000";
+ next;
+ break;
+ case 3:
+ mes "^3355FFYou have lined the";
+ mes "outside of the center";
+ mes "with some Stones.^000000";
+ next;
+ break;
+ }
+ switch(select("Elunium:Oridecon:Stone")) {
+ case 1:
+ mes "^3355FFYou covered the";
+ mes "rest of the materials";
+ mes "with some Elunium.^000000";
+ next;
+ break;
+ case 2:
+ mes "^3355FFYou covered the";
+ mes "rest of the materials";
+ mes "with some Oridecon.^000000";
+ set .@nice,.@nice+10;
+ next;
+ break;
+ case 3:
+ mes "^3355FFYou covered the";
+ mes "rest of the materials";
+ mes "with some Stones.^000000";
+ next;
+ break;
+ }
+ mes "^3355FFNow you need to arrange";
+ mes "the enchanted Gemstones";
+ mes "accordingly. You can identify";
+ mes "their Magic properties by";
+ mes "their casting effect.^000000";
+ next;
+ while(1) {
+ if (.@roof0 > 7) {
+ break;
+ }
+ else {
+ switch(rand(1,3)) {
+ case 1:
+ specialeffect EF_BEGINSPELL2;
+ mes "^3355FFThe Gemstones must";
+ mes "be arranged in the correct";
+ mes "order according to their";
+ mes "magic properties and power.^000000";
+ next;
+ switch(select("Red Gemstone:Yellow Gemstone:Blue Gemstone")) {
+ case 1:
+ mes "^3355FFYou placed the Red Gemstone.";
+ mes "However, the Guardian Stone";
+ mes "Repair System failed because";
+ mes "of a magic power conflict.^000000";
+ close;
+ case 2:
+ mes "^3355FFYou placed the Yellow Gemstone.";
+ mes "However, the Guardian Stone";
+ mes "Repair System failed because";
+ mes "of a magic power conflict.^000000";
+ close;
+ case 3:
+ mes "^3355FFYou placed the Blue Gemstone.^000000";
+ set .@nice,.@nice+10;
+ set .@roof0,.@roof0 + 1;
+ specialeffect EF_STEAL;
+ next;
+ break;
+ }
+ break;
+ case 2:
+ specialeffect EF_VOLCANO;
+ mes "^3355FFThe Gemstones must";
+ mes "be arranged in the correct";
+ mes "order according to their";
+ mes "magic properties and power.^000000";
+ next;
+ switch(select("Red Gemstone:Yellow Gemstone:Blue Gemstone")) {
+ case 1:
+ mes "^3355FFYou placed the Red Gemstone.^000000";
+ set .@nice,.@nice+10;
+ set .@roof0,.@roof0 + 1;
+ specialeffect EF_STEAL;
+ next;
+ break;
+ case 2:
+ mes "^3355FFYou placed the Yellow Gemstone.";
+ mes "However, the Guardian Stone";
+ mes "Repair System failed because";
+ mes "of a magic power conflict.^000000";
+ close;
+ case 3:
+ mes "^3355FFYou placed the Blue Gemstone.";
+ mes "However, the Guardian Stone";
+ mes "Repair System failed because";
+ mes "of a magic power conflict.^000000";
+ close;
+ }
+ break;
+ case 3:
+ specialeffect EF_BEGINSPELL4;
+ mes "^3355FFThe Gemstones must";
+ mes "be arranged in the correct";
+ mes "order according to their";
+ mes "magic properties and power.^000000";
+ next;
+ switch(select("Red Gemstone:Yellow Gemstone:Blue Gemstone")) {
+ case 1:
+ mes "^3355FFYou placed the Red Gemstone.";
+ mes "However, the Guardian Stone";
+ mes "Repair System failed because";
+ mes "of a magic power conflict.^000000";
+ close;
+ case 2:
+ mes "^3355FFYou placed the Yellow Gemstone.^000000";
+ set .@nice,.@nice+10;
+ set .@roof0,.@roof0 + 1;
+ specialeffect EF_STEAL;
+ next;
+ break;
+ case 3:
+ mes "^3355FFYou placed the Blue Gemstone.";
+ mes "However, the Guardian Stone";
+ mes "Repair System failed because";
+ mes "of a magic power conflict.^000000";
+ close;
+ }
+ }
+ }
+ }
+ if (.@nice > 90) {
+ if ($agit_sc04[0] == 0) {
+ mes "^3355FFThe Guardian Stone";
+ mes "Repair System has";
+ mes "already completed.^000000";
+ close;
+ }
+ else {
+ if (agitcheck2() == 0) {
+ mes "^3355FFIt is impossible to";
+ mes "rebuild the Guardian";
+ mes "Stone because the";
+ mes "Emperium is not present.^000000";
+ close;
+ }
+ else {
+ mes "^3355FFThe Gemstones have been";
+ mes "arranged, and the Guardian";
+ mes "Stone is successfully repaired.^000000";
+ delitem 984,1; //Oridecon
+ delitem 985,1; //Elunium
+ delitem 7049,30; //Stone
+ delitem 717,5; //Blue_Gemstone
+ delitem 715,5; //Yellow_Gemstone
+ delitem 716,5; //Red_Gemstone
+ close2;
+ donpcevent "#sch04_df01::OnEnable";
+ specialeffect EF_ICECRASH;
+ disablenpc "1st Guardian Stone#sch04";
+ setarray $agit_sc04[0],0;
+ set .@df_all,$agit_sc04[0]+$agit_sc04[1];
+ if (.@df_all == 0) {
+ mapannounce "schg_cas04","Both Guardian Stones have been erected, bolstering this stronghold's defenses!",bc_map,"0x00ff00";
+ donpcevent "#sch04_RL00::OnEnable";
+ }
+ else {
+ mapannounce "schg_cas04","The 1st Guardian Stone has been repaired successfully.",bc_map,"0x00ff00";
+ }
+ if ($agit_sc04[5] == 1) {
+ donpcevent "#sch04_gard01::OnEnable";
+ }
+ end;
+ }
+ }
+ }
+ else {
+ mes "^3355FFAfter all of that work...";
+ mes "It looks like you failed";
+ mes "to fix the Guardian Stone,";
+ mes "and lost some materials.^000000";
+ delitem 7049,10; //Stone
+ delitem 717,2; //Blue_Gemstone
+ delitem 715,2; //Yellow_Gemstone
+ delitem 716,2; //Red_Gemstone
+ close;
+ }
+ }
+ else {
+ mes "^3355FFYou don't have enough";
+ mes "materials to repair";
+ mes "the Guardian Stone.^000000";
+ close;
+ }
+ }
+ }
+ end;
+
+OnInit:
+ disablenpc "1st Guardian Stone#sch04";
+ end;
+
+OnEnable:
+ enablenpc "1st Guardian Stone#sch04";
+ specialeffect EF_MAPPILLAR2;
+ end;
+
+OnDisable:
+ disablenpc "1st Guardian Stone#sch04";
+ end;
+}
+
+schg_cas04,1,4,0 script #sch04_df02 -1,{
+OnEnable:
+ guardian "schg_cas04",207,75,"2nd Guardian Stone",1908,"#sch04_df02::OnGuardianStoneDied"; //23;
+ end;
+
+OnDisable:
+ killmonster "schg_cas04","#sch04_df02::OnGuardianStoneDied";
+ setarray $agit_sc04[1],1; //Global Variable
+ stopnpctimer;
+ end;
+
+OnGuardianStoneDied:
+ // 2nd Guardian Stone is Destroyed
+ setarray $agit_sc04[1],1;
+ if (($agit_sc04[0] == 1) || ($agit_sc04[0] == 2)) {
+ set .@destroyed,.@destroyed + 1;
+ }
+ if (($agit_sc04[1] == 1) || ($agit_sc04[1] == 2)) {
+ set .@destroyed,.@destroyed + 1;
+ }
+ if (.@destroyed == 2) {
+ mapannounce "schg_cas04","All of the Guardian Stones have been destroyed!",bc_map,"0x00ff00";
+ donpcevent "#sch04_RL00::OnDisable";
+ donpcevent "#sch04_gard02::Onreset";
+ }
+ else {
+ mapannounce "schg_cas04","2nd Guardian Stone has been destroyed!",bc_map,"0x00ff00";
+ donpcevent "#sch04_gard02::Onreset";
+ }
+ initnpctimer;
+ end;
+
+OnTimer300000:
+ donpcevent "2nd Guardian Stone#sch04::OnEnable";
+ setarray $agit_sc04[1],2; //Global Variable
+ stopnpctimer;
+ end;
+}
+
+schg_cas04,208,75,0 script 2nd Guardian Stone#sch04 844,{
+ set .@GID, GetCastleData("schg_cas04",1);
+ if (getcharid(2) == .@GID) {
+ mes "^3355FFYou will need the";
+ mes "following materials to";
+ mes "rebuild a destroyed";
+ mes "Guardian Stone.^000000";
+ next;
+ mes "1 Oridecon";
+ mes "1 Elunium";
+ mes "30 Stones";
+ mes "5 Blue Gemstones";
+ mes "5 Yellow Gemstones";
+ mes "5 Red Gemstones";
+ next;
+ mes "^3355FFDo you want to continue?^000000";
+ switch(select("No:Continue")) {
+ case 1:
+ mes "^3355FFWork canceled.^000000";
+ close;
+ case 2:
+ if ((countitem(984) > 0) && (countitem(985) > 0) && (countitem(7049) > 29) && (countitem(717) > 4) && (countitem(715) > 4) && (countitem(716) > 4)) {
+ mes "^3355FFArrange Stones, Elunium, and";
+ mes "Oridecon, in that order, in the";
+ mes "center. Then you must arrange";
+ mes "the enchanted Gemstones to";
+ mes "rebuild the Guardian Stone.^000000";
+ next;
+ switch(select("Elunium:Oridecon:Stone")) {
+ case 1:
+ mes "^3355FFElunium has been";
+ mes "placed in the center.^000000";
+ next;
+ break;
+ case 2:
+ mes "^3355FFOridecon has been";
+ mes "placed in the center.^000000";
+ next;
+ break;
+ case 3:
+ mes "^3355FFStones have been";
+ mes "placed in the center.^000000";
+ set .@nice,.@nice+10;
+ next;
+ break;
+ }
+ switch(select("Elunium:Oridecon:Stone")) {
+ case 1:
+ mes "^3355FFYou have lined the";
+ mes "outside of the center";
+ mes "with some Elunium.^000000";
+ set .@nice,.@nice+10;
+ next;
+ break;
+ case 2:
+ mes "^3355FFYou have lined the";
+ mes "outside of the center";
+ mes "with some Oridecon.^000000";
+ next;
+ break;
+ case 3:
+ mes "^3355FFYou have lined the";
+ mes "outside of the center";
+ mes "with some Stones.^000000";
+ next;
+ break;
+ }
+ switch(select("Elunium:Oridecon:Stone")) {
+ case 1:
+ mes "^3355FFYou covered the";
+ mes "rest of the materials";
+ mes "with some Elunium.^000000";
+ next;
+ break;
+ case 2:
+ mes "^3355FFYou covered the";
+ mes "rest of the materials";
+ mes "with some Oridecon.^000000";
+ set .@nice,.@nice+10;
+ next;
+ break;
+ case 3:
+ mes "^3355FFYou covered the";
+ mes "rest of the materials";
+ mes "with some Stones.^000000";
+ next;
+ break;
+ }
+ mes "^3355FFNow you need to arrange";
+ mes "the enchanted Gemstones";
+ mes "accordingly. You can identify";
+ mes "their Magic properties by";
+ mes "their casting effect.^000000";
+ next;
+ while(1) {
+ if (.@roof0 > 7) {
+ break;
+ }
+ else {
+ switch(rand(1,3)) {
+ case 1:
+ specialeffect EF_BEGINSPELL2;
+ mes "^3355FFThe Gemstones must";
+ mes "be arranged in the correct";
+ mes "order according to their";
+ mes "magic properties and power.^000000";
+ next;
+ switch(select("Red Gemstone:Yellow Gemstone:Blue Gemstone")) {
+ case 1:
+ mes "^3355FFYou placed the Red Gemstone.";
+ mes "However, the Guardian Stone";
+ mes "Repair System failed because";
+ mes "of a magic power conflict.^000000";
+ close;
+ case 2:
+ mes "^3355FFYou placed the Yellow Gemstone.";
+ mes "However, the Guardian Stone";
+ mes "Repair System failed because";
+ mes "of a magic power conflict.^000000";
+ close;
+ case 3:
+ mes "^3355FFYou placed the Blue Gemstone.^000000";
+ set .@nice,.@nice+10;
+ set .@roof0,.@roof0 + 1;
+ specialeffect EF_STEAL;
+ next;
+ break;
+ }
+ break;
+ case 2:
+ specialeffect EF_VOLCANO;
+ mes "^3355FFThe Gemstones must";
+ mes "be arranged in the correct";
+ mes "order according to their";
+ mes "magic properties and power.^000000";
+ next;
+ switch(select("Red Gemstone:Yellow Gemstone:Blue Gemstone")) {
+ case 1:
+ mes "^3355FFYou placed the Red Gemstone.^000000";
+ set .@nice,.@nice+10;
+ set .@roof0,.@roof0 + 1;
+ specialeffect EF_STEAL;
+ next;
+ break;
+ case 2:
+ mes "^3355FFYou placed the Yellow Gemstone.";
+ mes "However, the Guardian Stone";
+ mes "Repair System failed because";
+ mes "of a magic power conflict.^000000";
+ close;
+ case 3:
+ mes "^3355FFYou placed the Blue Gemstone.";
+ mes "However, the Guardian Stone";
+ mes "Repair System failed because";
+ mes "of a magic power conflict.^000000";
+ close;
+ }
+ break;
+ case 3:
+ specialeffect EF_BEGINSPELL4;
+ mes "^3355FFThe Gemstones must";
+ mes "be arranged in the correct";
+ mes "order according to their";
+ mes "magic properties and power.^000000";
+ next;
+ switch(select("Red Gemstone:Yellow Gemstone:Blue Gemstone")) {
+ case 1:
+ mes "^3355FFYou placed the Red Gemstone.";
+ mes "However, the Guardian Stone";
+ mes "Repair System failed because";
+ mes "of a magic power conflict.^000000";
+ close;
+ case 2:
+ mes "^3355FFYou placed the Yellow Gemstone.^000000";
+ set .@nice,.@nice+10;
+ set .@roof0,.@roof0 + 1;
+ specialeffect EF_STEAL;
+ next;
+ break;
+ case 3:
+ mes "^3355FFYou placed the Blue Gemstone.";
+ mes "However, the Guardian Stone";
+ mes "Repair System failed because";
+ mes "of a magic power conflict.^000000";
+ close;
+ }
+ }
+ }
+ }
+ if (.@nice > 90) {
+ if ($agit_sc04[1] == 0) {
+ mes "^3355FFThe Guardian Stone";
+ mes "Repair System has";
+ mes "successfully completed.^000000";
+ close;
+ }
+ else {
+ if (agitcheck2() == 0) {
+ mes "^3355FFIt is impossible to";
+ mes "rebuild the Guardian";
+ mes "Stone because the";
+ mes "Emperium is not present.^000000";
+ close;
+ }
+ else {
+ mes "^3355FFThe Gemstones have been";
+ mes "arranged, and the Guardian";
+ mes "Stone is successfully repaired.^000000";
+ delitem 984,1; //Oridecon
+ delitem 985,1; //Elunium
+ delitem 7049,30; //Stone
+ delitem 717,5; //Blue_Gemstone
+ delitem 715,5; //Yellow_Gemstone
+ delitem 716,5; //Red_Gemstone
+ close2;
+ donpcevent "#sch04_df02::OnEnable";
+ specialeffect EF_ICECRASH;
+ disablenpc "2nd Guardian Stone#sch04";
+ setarray $agit_sc04[1],0;
+ set .@df_all,$agit_sc04[0]+$agit_sc04[1];
+ if (.@df_all == 0) {
+ mapannounce "schg_cas04","Both Guardian Stones have been erected, bolstering this stronghold's defenses!",bc_map,"0x00ff00";
+ donpcevent "#sch04_RL00::OnEnable";
+ }
+ else {
+ mapannounce "schg_cas04","The 2nd Guardian Stone has been repaired successfully.",bc_map,"0x00ff00";
+ }
+ if ($agit_sc04[5] == 1) {
+ donpcevent "#sch04_gard02::OnEnable";
+ }
+ end;
+ }
+ }
+ }
+ else {
+ mes "^3355FFAfter all of that work...";
+ mes "It looks like you failed";
+ mes "to fix the Guardian Stone,";
+ mes "and lost some materials.^000000";
+ delitem 7049,10; //Stone
+ delitem 717,2; //Blue_Gemstone
+ delitem 715,2; //Yellow_Gemstone
+ delitem 716,2; //Red_Gemstone
+ close;
+ }
+ }
+ else {
+ mes "^3355FFYou don't have enough";
+ mes "materials to repair";
+ mes "the Guardian Stone.^000000";
+ close;
+ }
+ }
+ }
+ end;
+
+OnInit:
+ disablenpc "2nd Guardian Stone#sch04";
+ end;
+
+OnEnable:
+ enablenpc "2nd Guardian Stone#sch04";
+ specialeffect EF_MAPPILLAR2;
+ end;
+
+OnDisable:
+ disablenpc "2nd Guardian Stone#sch04";
+ end;
+}
+
+// Barrier Summoners
+schg_cas04,2,1,0 script #sch04_RL00 -1,{
+OnEnable:
+ setcell "schg_cas04",114,48,126,48,cell_walkable,0;
+ setcell "schg_cas04",114,48,126,48,cell_shootable,0;
+ guardian "schg_cas04",115,49," ",1905,"#sch04_RL00::OnBarrierDestroyed"; //24;
+ guardian "schg_cas04",117,49," ",1905,"#sch04_RL00::OnBarrierDestroyed"; //25;
+ guardian "schg_cas04",119,49," ",1905,"#sch04_RL00::OnBarrierDestroyed"; //26;
+ guardian "schg_cas04",121,49," ",1905,"#sch04_RL00::OnBarrierDestroyed"; //27;
+ guardian "schg_cas04",123,49," ",1905,"#sch04_RL00::OnBarrierDestroyed"; //28;
+ guardian "schg_cas04",125,49," ",1905,"#sch04_RL00::OnBarrierDestroyed"; //29;
+ end;
+
+OnDisable:
+ setcell "schg_cas04",114,48,126,48,cell_walkable,1;
+ setcell "schg_cas04",114,48,126,48,cell_shootable,1;
+ killmonster "schg_cas04","#sch04_RL00::OnBarrierDestroyed";
+ end;
+
+OnBarrierDestroyed:
+ end;
+}
+
+schg_cas04,2,2,0 script #sch04_RL01 -1,{
+OnEnable:
+ set .MyMobCount,6;
+ setcell "schg_cas04",114,51,126,51,cell_walkable,0;
+ guardian "schg_cas04",115,50," ",1905,"#sch04_RL01::OnBarrierDestroyed"; //30;
+ guardian "schg_cas04",117,50," ",1905,"#sch04_RL01::OnBarrierDestroyed"; //31;
+ guardian "schg_cas04",119,50," ",1905,"#sch04_RL01::OnBarrierDestroyed"; //32;
+ guardian "schg_cas04",121,50," ",1905,"#sch04_RL01::OnBarrierDestroyed"; //33;
+ guardian "schg_cas04",123,50," ",1905,"#sch04_RL01::OnBarrierDestroyed"; //34;
+ guardian "schg_cas04",125,50," ",1905,"#sch04_RL01::OnBarrierDestroyed"; //35;
+ end;
+
+OnBarrierDestroyed:
+ set .MyMobCount,.MyMobCount-1;
+ if (.MyMobCount == 0) {
+ setarray $agit_sc04[2],1;
+ mapannounce "schg_cas04","The 1st Fortress Gate is destroyed.",bc_map,"0x00ff00";
+ setcell "schg_cas04",114,51,126,51,cell_walkable,1;
+ }
+ end;
+
+OnDisable:
+ setcell "schg_cas04",114,51,126,51,cell_walkable,1;
+ killmonster "schg_cas04","#sch04_RL01::OnBarrierDestroyed";
+ end;
+}
+
+schg_cas04,2,3,0 script #sch04_RL02 -1,{
+OnEnable:
+ set .MyMobCount,6;
+ setcell "schg_cas04",114,154,126,154,cell_walkable,0;
+ guardian "schg_cas04",115,153," ",1905,"#sch04_RL02::OnBarrierDestroyed"; //36;
+ guardian "schg_cas04",117,153," ",1905,"#sch04_RL02::OnBarrierDestroyed"; //37;
+ guardian "schg_cas04",119,153," ",1905,"#sch04_RL02::OnBarrierDestroyed"; //38;
+ guardian "schg_cas04",121,153," ",1905,"#sch04_RL02::OnBarrierDestroyed"; //39;
+ guardian "schg_cas04",123,153," ",1905,"#sch04_RL02::OnBarrierDestroyed"; //40;
+ guardian "schg_cas04",125,153," ",1905,"#sch04_RL02::OnBarrierDestroyed"; //41;
+ end;
+
+OnBarrierDestroyed:
+ set .MyMobCount,.MyMobCount-1;
+ if (.MyMobCount == 0) {
+ setarray $agit_sc04[3],1;
+ mapannounce "schg_cas04","The 2nd Fortress Gate is destroyed.",bc_map,"0x00ff00";
+ setcell "schg_cas04",114,154,126,154,cell_walkable,1;
+ }
+ end;
+
+OnDisable:
+ setcell "schg_cas04",114,154,126,154,cell_walkable,1;
+ killmonster "schg_cas04","#sch04_RL02::OnBarrierDestroyed";
+ end;
+}
+
+schg_cas04,2,4,0 script #sch04_RL03 -1,{
+OnEnable:
+ set .MyMobCount,4;
+ setcell "schg_cas04",116,241,126,241,cell_walkable,0;
+ guardian "schg_cas04",116,240," ",1905,"#sch04_RL03::OnBarrierDestroyed"; //42;
+ guardian "schg_cas04",118,240," ",1905,"#sch04_RL03::OnBarrierDestroyed"; //43;
+ guardian "schg_cas04",120,240," ",1905,"#sch04_RL03::OnBarrierDestroyed"; //44;
+ guardian "schg_cas04",122,240," ",1905,"#sch04_RL03::OnBarrierDestroyed"; //45;
+ end;
+
+OnBarrierDestroyed:
+ set .MyMobCount,.MyMobCount-1;
+ if (.MyMobCount == 0) {
+ setarray $agit_sc04[4],1;
+ mapannounce "schg_cas04","The 3rd Fortress Gate is destroyed!",bc_map,"0x00ff00";
+ setcell "schg_cas04",116,241,126,241,cell_walkable,1;
+ }
+ end;
+
+OnDisable:
+ setcell "schg_cas04",116,241,126,241,cell_walkable,1;
+ killmonster "schg_cas04","#sch04_RL03::OnBarrierDestroyed";
+ end;
+}
+
+schg_cas04,124,52,0 script Control Device01#sch04 111,{
+ set .@GID, GetCastleData("schg_cas04",1);
+ if (getcharid(2) == .@GID) {
+ if (strcharinfo(0) == getguildmaster(.@GID)) {
+ if ($agit_sc04[2] == 2) {
+ mes "^3355FFDemolished Fortress";
+ mes "Gates can be repaired,";
+ mes "but you will need to gather";
+ mes "the following materials.^000000";
+ next;
+ mes "^4D4DFF10 Steel^000000,";
+ mes "^4D4DFF30 Trunks^000000,";
+ mes "^4D4DFF5 Oridecon^000000, and";
+ mes "^4D4DFF10 Emveretarcon^000000.";
+ next;
+ select("Continue");
+ if ((countitem(1019) > 29) && (countitem(999) > 9) && (countitem(1011) > 9) && (countitem(984) > 4)) {
+ mes "^3355FFYou will need Trunks to";
+ mes "repair the support frame,";
+ mes "Oridecon to enhance the";
+ mes "gate's endurance, and";
+ mes "Emveretarcon to basically";
+ mes "hold everything together.^000000";
+ next;
+ set .@ro_of01,rand(10,15);
+ while(1) {
+ if (.@ro_of02 == .@ro_of01) {
+ break;
+ }
+ else {
+ switch(rand(1,4)) {
+ case 1:
+ mes "^3355FFThe support frame";
+ mes "is badly damaged:";
+ mes "fixing this part";
+ mes "is a top priority.^000000";
+ next;
+ switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
+ case 1:
+ mes "^3355FFThe frame has been";
+ mes "reinforced with wood.^000000";
+ set .@rp_temp,.@rp_temp + 1;
+ set .@ro_of02,.@ro_of02 + 1;
+ specialeffect2 EF_REPAIRWEAPON;
+ next;
+ break;
+ case 2:
+ mes "^3355FFYou tried using steel,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ case 3:
+ mes "^3355FFYou tried using emveretarcon,";
+ mes "but it's not working very well.^FFFFFF ^3355FF You'll have to try something else.";
+ close;
+ case 4:
+ mes "^3355FFYou tried using oridecon,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ }
+ break;
+ case 2:
+ mes "^3355FFIt looks like the gate's";
+ mes "overall endurance needs to";
+ mes "be reinforced with something.^000000";
+ next;
+ switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
+ case 1:
+ mes "^3355FFYou tried using wood";
+ mes "to reinforce the gate.^000000";
+ set .@ro_of02,.@ro_of02 + 1;
+ next;
+ break;
+ case 2:
+ mes "^3355FFYou tried using steel";
+ mes "to reinforce the gate, but";
+ mes "it's not working well at all.";
+ mes "You'll have to start over.^000000";
+ close;
+ case 3:
+ mes "^3355FFYou tried using emveretarcon";
+ mes "to reinforce the gate, but it's";
+ mes "not working well at all.";
+ mes "You'll have to start over.^000000";
+ close;
+ case 4:
+ mes "^3355FFYou hammered the";
+ mes "oridecon: it looks";
+ mes "like this will work.^000000";
+ set .@rp_temp,.@rp_temp + 1;
+ set .@ro_of02,.@ro_of02 + 1;
+ specialeffect2 EF_REPAIRWEAPON;
+ next;
+ break;
+ }
+ break;
+ case 3:
+ mes "^3355FFThe damage to the gate";
+ mes "has caused all these";
+ mes "cracks. You'll have to";
+ mes "weld them solid somehow.^000000";
+ next;
+ switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
+ case 1:
+ mes "^3355FFYou tried using wood to fix";
+ mes "this problem, but it seems";
+ mes "to have made it worse.";
+ mes "You'll have to start all over.^000000";
+ close;
+ case 2:
+ mes "^3355FFYou used steel to weld";
+ mes "all the cracks: the gate is";
+ mes "is starting to look more solid.^000000";
+ set .@rp_temp,.@rp_temp + 1;
+ set .@ro_of02,.@ro_of02 + 1;
+ specialeffect2 EF_REPAIRWEAPON;
+ next;
+ break;
+ case 3:
+ mes "^3355FFYou tried using emveretarcon";
+ mes "to reinforce the gate, but it's";
+ mes "not working well at all.";
+ mes "You'll have to start over.^000000";
+ close;
+ case 4:
+ mes "^3355FFYou tried using oridecon,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ }
+ break;
+ case 4:
+ mes "^3355FFNow you need to make";
+ mes "sure that the gate is held";
+ mes "together pretty solidly.^000000";
+ next;
+ switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
+ case 1:
+ mes "^3355FFYou tried using wood to fix";
+ mes "this problem, but it seems";
+ mes "to have made it worse.";
+ mes "You'll have to start all over.^000000";
+ close;
+ case 2:
+ mes "^3355FFYou tried using steel,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ case 3:
+ mes "^3355FFYou successfully used";
+ mes "the emveretarcon to repair";
+ mes "much of the gate's damage.^000000";
+ set .@rp_temp,.@rp_temp + 1;
+ set .@ro_of02,.@ro_of02 + 1;
+ specialeffect2 EF_REPAIRWEAPON;
+ next;
+ break;
+ case 4:
+ mes "^3355FFYou tried using oridecon,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ }
+ }
+ }
+ }
+ mes "^3355FFWell, it looks like";
+ mes "you're just about done";
+ mes "with repairing the gate.^000000";
+ next;
+ if (agitcheck2() == 0) {
+ mes "^3355FFUnfortunately, the Fortress";
+ mes "Gate can't be reconstructed:";
+ mes "the Emperium is no longer here.^000000";
+ close;
+ }
+ else {
+ if (.@rp_temp == .@ro_of01) {
+ mes "^3355FFThe Fortress Gate has";
+ mes "been successfully repaired!^000000";
+ delitem 1019,30; //Wooden_Block
+ delitem 999,10; //Steel
+ delitem 1011,10; //Emveretarcon
+ delitem 984,5; //Oridecon
+ close2;
+ donpcevent "#sch04_RL01::OnEnable";
+ disablenpc "Control Device01#sch04";
+ mapannounce "schg_cas04","The 1st Fortress Gate has been reconstructed!",bc_map,"0x00ff00";
+ setarray $agit_sc04[2],0;
+ end;
+ }
+ else {
+ mes "^3355FFThe wall has been breached,";
+ mes "and the attempt to repair the";
+ mes "Fortress Gate has failed.";
+ mes "You lost some of your";
+ mes "repair resources...^000000";
+ delitem 984,2; //Oridecon
+ delitem 999,4; //Steel
+ delitem 1019,14; //Wooden_Block
+ delitem 1011,3; //Emveretarcon
+ close;
+ }
+ }
+ }
+ else {
+ mes "^3355FFYou can't attempt to repair";
+ mes "the Fortress Gate if you don't";
+ mes "have all the needed materials.^000000";
+ close;
+ }
+ }
+ }
+ }
+ end;
+
+OnInit:
+ disablenpc "Control Device01#sch04";
+ end;
+
+OnEnable:
+ enablenpc "Control Device01#sch04";
+ end;
+
+OnDisable:
+ disablenpc "Control Device01#sch04";
+ end;
+}
+
+schg_cas04,128,157,0 script Control Device02#sch04 111,{
+ set .@GID, GetCastleData("schg_cas04",1);
+ if (getcharid(2) == .@GID) {
+ if (strcharinfo(0) == getguildmaster(.@GID)) {
+ if ($agit_sc04[3] == 2) {
+ mes "^3355FFDemolished Fortress";
+ mes "Gates can be repaired,";
+ mes "but you will need to gather";
+ mes "the following materials.^000000";
+ next;
+ mes "^4D4DFF10 Steel^000000,";
+ mes "^4D4DFF30 Trunks^000000,";
+ mes "^4D4DFF5 Oridecon^000000, and";
+ mes "^4D4DFF10 Emveretarcon^000000.";
+ next;
+ select("Continue");
+ if ((countitem(1019) > 29) && (countitem(999) > 9) && (countitem(1011) > 9) && (countitem(984) > 4)) {
+ mes "^3355FFYou will need Trunks to";
+ mes "repair the support frame,";
+ mes "Oridecon to enhance the";
+ mes "gate's endurance, and";
+ mes "Emveretarcon to basically";
+ mes "hold everything together.^000000";
+ next;
+ set .@ro_of01,rand(10,15);
+ while(1) {
+ if (.@ro_of02 == .@ro_of01) {
+ break;
+ }
+ else {
+ switch(rand(1,4)) {
+ case 1:
+ mes "^3355FFThe support frame";
+ mes "is badly damaged:";
+ mes "fixing this part";
+ mes "is a top priority.^000000";
+ next;
+ switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
+ case 1:
+ mes "^3355FFThe frame has been";
+ mes "reinforced with wood.^000000";
+ set .@rp_temp,.@rp_temp + 1;
+ set .@ro_of02,.@ro_of02 + 1;
+ specialeffect2 EF_REPAIRWEAPON;
+ next;
+ break;
+ case 2:
+ mes "^3355FFYou tried using steel,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ case 3:
+ mes "^3355FFYou tried using emveretarcon";
+ mes "to reinforce the gate, but it's";
+ mes "not working well at all.";
+ mes "You'll have to start over.^000000";
+ close;
+ case 4:
+ mes "^3355FFYou tried using oridecon,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ }
+ break;
+ case 2:
+ mes "^3355FFIt looks like the gate's";
+ mes "overall endurance needs to";
+ mes "be reinforced with something.^000000";
+ next;
+ switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
+ case 1:
+ mes "^3355FFYou tried using wood";
+ mes "to reinforce the gate.^000000";
+ set .@ro_of02,.@ro_of02 + 1;
+ next;
+ break;
+ case 2:
+ mes "^3355FFYou tried using steel";
+ mes "to reinforce the gate, but";
+ mes "it's not working well at all.";
+ mes "You'll have to start over.^000000";
+ close;
+ case 3:
+ mes "^3355FFYou tried using emveretarcon";
+ mes "to reinforce the gate, but it's";
+ mes "not working well at all.";
+ mes "You'll have to start over.^000000";
+ close;
+ case 4:
+ mes "^3355FFYou hammered the";
+ mes "oridecon: it looks";
+ mes "like this will work.^000000";
+ set .@rp_temp,.@rp_temp + 1;
+ set .@ro_of02,.@ro_of02 + 1;
+ specialeffect2 EF_REPAIRWEAPON;
+ next;
+ break;
+ }
+ break;
+ case 3:
+ mes "^3355FFThe damage to the gate";
+ mes "has caused all these";
+ mes "cracks. You'll have to";
+ mes "weld them solid somehow.^000000";
+ next;
+ switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
+ case 1:
+ mes "^3355FFYou tried using wood to fix";
+ mes "this problem, but it seems";
+ mes "to have made it worse.";
+ mes "You'll have to start all over.^000000";
+ close;
+ case 2:
+ mes "^3355FFYou used steel to weld";
+ mes "all the cracks: the gate is";
+ mes "is starting to look more solid.^000000";
+ set .@rp_temp,.@rp_temp + 1;
+ set .@ro_of02,.@ro_of02 + 1;
+ specialeffect2 EF_REPAIRWEAPON;
+ next;
+ break;
+ case 3:
+ mes "^3355FFYou tried using emveretarcon";
+ mes "to reinforce the gate, but it's";
+ mes "not working well at all.";
+ mes "You'll have to start over.^000000";
+ close;
+ case 4:
+ mes "^3355FFYou tried using oridecon,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ }
+ break;
+ case 4:
+ mes "^3355FFNow you need to make";
+ mes "sure that the gate is held";
+ mes "together pretty solidly.^000000";
+ next;
+ switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
+ case 1:
+ mes "^3355FFYou tried using wood to fix";
+ mes "this problem, but it seems";
+ mes "to have made it worse.";
+ mes "You'll have to start all over.^000000";
+ close;
+ case 2:
+ mes "^3355FFYou tried using steel,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ case 3:
+ mes "^3355FFYou successfully used";
+ mes "the emveretarcon to repair";
+ mes "much of the gate's damage.^000000";
+ set .@rp_temp,.@rp_temp + 1;
+ set .@ro_of02,.@ro_of02 + 1;
+ specialeffect2 EF_REPAIRWEAPON;
+ next;
+ break;
+ case 4:
+ mes "^3355FFYou tried using oridecon,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ }
+ }
+ }
+ }
+ mes "^3355FFWell, it looks like";
+ mes "you're just about done";
+ mes "with repairing the gate.^000000";
+ next;
+ if (agitcheck2() == 0) {
+ mes "^3355FFUnfortunately, the Fortress";
+ mes "Gate can't be reconstructed:";
+ mes "the Emperium is no longer here.^000000";
+ close;
+ }
+ else {
+ if (.@rp_temp == .@ro_of01) {
+ mes "^3355FFThe Fortress Gate has";
+ mes "been successfully repaired!^000000";
+ delitem 1019,30; //Wooden_Block
+ delitem 999,10; //Steel
+ delitem 1011,10; //Emveretarcon
+ delitem 984,5; //Oridecon
+ close2;
+ donpcevent "#sch04_RL02::OnEnable";
+ disablenpc "Control Device02#sch04";
+ mapannounce "schg_cas04","The 2nd Fortress Gate has been reconstructed!",bc_map,"0x00ff00";
+ setarray $agit_sc04[3],0; //Global Variable
+ setarray $agit_sc04[2],2; //Global Variable
+ donpcevent "Control Device01#sch04::OnEnable";
+ end;
+ }
+ else {
+ mes "^3355FFThe wall has been breached,";
+ mes "and the attempt to repair the";
+ mes "Fortress Gate has failed.";
+ mes "You lost some of your";
+ mes "repair resources...^000000";
+ delitem 984,2; //Oridecon
+ delitem 999,4; //Steel
+ delitem 1019,14; //Wooden_Block
+ delitem 1011,3; //Emveretarcon
+ close;
+ }
+ }
+ }
+ else {
+ mes "^3355FFYou can't attempt to repair";
+ mes "the Fortress Gate if you don't";
+ mes "have all the needed materials.^000000";
+ close;
+ }
+ }
+ }
+ }
+ end;
+
+OnInit:
+ disablenpc "Control Device02#sch04";
+ end;
+
+OnEnable:
+ enablenpc "Control Device02#sch04";
+ end;
+
+OnDisable:
+ disablenpc "Control Device02#sch04";
+ end;
+}
+
+schg_cas04,109,247,0 script Control Device03#sch04 111,{
+ set .@GID, GetCastleData("schg_cas04",1);
+ if (getcharid(2) == .@GID) {
+ if (strcharinfo(0) == getguildmaster(.@GID)) {
+ if ($agit_sc04[4] == 2) {
+ mes "^3355FFDemolished Fortress";
+ mes "Gates can be repaired,";
+ mes "but you will need to gather";
+ mes "the following materials.^000000";
+ next;
+ mes "^4D4DFF10 Steel^000000,";
+ mes "^4D4DFF30 Trunks^000000,";
+ mes "^4D4DFF5 Oridecon^000000, and";
+ mes "^4D4DFF10 Emveretarcon^000000.";
+ next;
+ select("Continue");
+ if ((countitem(1019) > 29) && (countitem(999) > 9) && (countitem(1011) > 9) && (countitem(984) > 4)) {
+ mes "^3355FFYou will need Trunks to";
+ mes "repair the support frame,";
+ mes "Oridecon to enhance the";
+ mes "gate's endurance, and";
+ mes "Emveretarcon to basically";
+ mes "hold everything together.^000000";
+ next;
+ set .@ro_of01,rand(10,15);
+ while(1) {
+ if (.@ro_of02 == .@ro_of01) {
+ break;
+ }
+ else {
+ switch(rand(1,4)) {
+ case 1:
+ mes "^3355FFThe support frame";
+ mes "is badly damaged:";
+ mes "fixing this part";
+ mes "is a top priority.^000000";
+ next;
+ switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
+ case 1:
+ mes "^3355FFThe frame has been";
+ mes "reinforced with wood.^000000";
+ set .@rp_temp,.@rp_temp + 1;
+ set .@ro_of02,.@ro_of02 + 1;
+ specialeffect2 EF_REPAIRWEAPON;
+ next;
+ break;
+ case 2:
+ mes "^3355FFYou tried using steel,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ case 3:
+ mes "^3355FFYou tried using emveretarcon";
+ mes "to reinforce the gate, but it's";
+ mes "not working well at all.";
+ mes "You'll have to start over.^000000";
+ close;
+ case 4:
+ mes "^3355FFYou tried using oridecon,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ }
+ break;
+ case 2:
+ mes "^3355FFIt looks like the gate's";
+ mes "overall endurance needs to";
+ mes "be reinforced with something.^000000";
+ next;
+ switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
+ case 1:
+ mes "^3355FFYou tried using wood";
+ mes "to reinforce the gate.^000000";
+ set .@ro_of02,.@ro_of02 + 1;
+ next;
+ break;
+ case 2:
+ mes "^3355FFYou tried using steel";
+ mes "to reinforce the gate, but";
+ mes "it's not working well at all.";
+ mes "You'll have to start over.^000000";
+ close;
+ case 3:
+ mes "^3355FFYou tried using emveretarcon";
+ mes "to reinforce the gate, but it's";
+ mes "not working well at all.";
+ mes "You'll have to start over.^000000";
+ close;
+ case 4:
+ mes "^3355FFYou hammered the";
+ mes "oridecon: it looks";
+ mes "like this will work.^000000";
+ set .@rp_temp,.@rp_temp + 1;
+ set .@ro_of02,.@ro_of02 + 1;
+ specialeffect2 EF_REPAIRWEAPON;
+ next;
+ break;
+ }
+ break;
+ case 3:
+ mes "^3355FFThe damage to the gate";
+ mes "has caused all these";
+ mes "cracks. You'll have to";
+ mes "weld them solid somehow.^000000";
+ next;
+ switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
+ case 1:
+ mes "^3355FFYou tried using wood to fix";
+ mes "this problem, but it seems";
+ mes "to have made it worse.";
+ mes "You'll have to start all over.^000000";
+ close;
+ case 2:
+ mes "^3355FFYou used steel to weld";
+ mes "all the cracks: the gate is";
+ mes "is starting to look more solid.^000000";
+ set .@rp_temp,.@rp_temp + 1;
+ set .@ro_of02,.@ro_of02 + 1;
+ specialeffect2 EF_REPAIRWEAPON;
+ next;
+ break;
+ case 3:
+ mes "^3355FFYou tried using emveretarcon";
+ mes "to reinforce the gate, but it's";
+ mes "not working well at all.";
+ mes "You'll have to start over.^000000";
+ close;
+ case 4:
+ mes "^3355FFYou tried using oridecon,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ }
+ break;
+ case 4:
+ mes "^3355FFNow you need to make";
+ mes "sure that the gate is held";
+ mes "together pretty solidly.^000000";
+ next;
+ switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
+ case 1:
+ mes "^3355FFYou tried using wood to fix";
+ mes "this problem, but it seems";
+ mes "to have made it worse.";
+ mes "You'll have to start all over.^000000";
+ close;
+ case 2:
+ mes "^3355FFYou tried using steel,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ case 3:
+ mes "^3355FFYou successfully used";
+ mes "the emveretarcon to repair";
+ mes "much of the gate's damage.^000000";
+ set .@rp_temp,.@rp_temp + 1;
+ set .@ro_of02,.@ro_of02 + 1;
+ specialeffect2 EF_REPAIRWEAPON;
+ next;
+ break;
+ case 4:
+ mes "^3355FFYou tried using oridecon,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ }
+ }
+ }
+ }
+ mes "^3355FFWell, it looks like";
+ mes "you're just about done";
+ mes "with repairing the gate.^000000";
+ next;
+ if (agitcheck2() == 0) {
+ mes "^3355FFUnfortunately, the Fortress";
+ mes "Gate can't be reconstructed:";
+ mes "the Emperium is no longer here.^000000";
+ close;
+ }
+ else {
+ if (.@rp_temp == .@ro_of01) {
+ mes "^3355FFThe Fortress Gate has";
+ mes "been successfully repaired!^000000";
+ delitem 1019,30; //Wooden_Block
+ delitem 999,10; //Steel
+ delitem 1011,10; //Emveretarcon
+ delitem 984,5; //Oridecon
+ close2;
+ donpcevent "#sch04_RL03::OnEnable";
+ disablenpc "Control Device03#sch04";
+ mapannounce "schg_cas04","The 3rd Fortress Gate has been reconstructed!",bc_map,"0x00ff00";
+ setarray $agit_sc04[4],0;
+ setarray $agit_sc04[3],2;
+ donpcevent "Control Device02#sch04::OnEnable";
+ end;
+ }
+ else {
+ mes "^3355FFThe wall has been breached,";
+ mes "and the attempt to repair the";
+ mes "Fortress Gate has failed.";
+ mes "You lost some of your";
+ mes "repair resources...^000000";
+ delitem 984,2; //Oridecon
+ delitem 999,4; //Steel
+ delitem 1019,14; //Wooden_Block
+ delitem 1011,3; //Emveretarcon
+ close;
+ }
+ }
+ }
+ else {
+ mes "^3355FFYou can't attempt to repair";
+ mes "the Fortress Gate if you don't";
+ mes "have all the needed materials.^000000";
+ close;
+ }
+ }
+ }
+ }
+ end;
+
+OnInit:
+ disablenpc "Control Device03#sch04";
+ end;
+
+OnEnable:
+ enablenpc "Control Device03#sch04";
+ end;
+
+OnDisable:
+ disablenpc "Control Device03#sch04";
+ end;
+}
+
+// Link Flags
+schg_cas04,106,302,0 script LF-01#schg_cas04 111,{
+ set .@GID, GetCastleData("schg_cas04",1);
+ if (getcharid(2) == .@GID) {
+ mes "^3355FFThis is the Stronghold";
+ mes "Teleport Service. Please";
+ mes "choose a destination";
+ mes "within the stronghold.^000000";
+ switch(select("First Gate House:Second Gate House:Cancel")) {
+ case 1:
+ warp "schg_cas04",19,26;
+ end;
+ case 2:
+ warp "schg_cas04",219,90;
+ end;
+ case 3:
+ close;
+ }
+ }
+ end;
+}
+
+schg_cas04,109,302,0 script LF-02#schg_cas04 111,{
+ set .@GID, GetCastleData("schg_cas04",1);
+ if (getcharid(2) == .@GID) {
+ mes "^3355FFThis is the Stronghold";
+ mes "Teleport Service. Please";
+ mes "choose a destination";
+ mes "within the stronghold.^000000";
+ switch(select("Defense Area 1-1:Defense Area 1-2:Cancel")) {
+ case 1:
+ warp "schg_cas04",89,43;
+ end;
+ case 2:
+ warp "schg_cas04",141,45;
+ end;
+ case 3:
+ close;
+ }
+ }
+ end;
+}
+
+schg_cas04,112,302,0 script LF-03#schg_cas04 111,{
+ set .@GID, GetCastleData("schg_cas04",1);
+ if (getcharid(2) == .@GID) {
+ mes "^3355FFThis is the Stronghold";
+ mes "Teleport Service. Please";
+ mes "choose a destination";
+ mes "within the stronghold.^000000";
+ switch(select("Defense Area 2-1:Defense Area 2-2:Cancel")) {
+ case 1:
+ warp "schg_cas04",137,54;
+ end;
+ case 2:
+ warp "schg_cas04",102,54;
+ end;
+ case 3:
+ close;
+ }
+ }
+ end;
+}
+
+schg_cas04,115,302,0 script LF-04#schg_cas04 111,{
+ set .@GID, GetCastleData("schg_cas04",1);
+ if (getcharid(2) == .@GID) {
+ mes "^3355FFThis is the Stronghold";
+ mes "Teleport Service. Please";
+ mes "choose a destination";
+ mes "within the stronghold.^000000";
+ switch(select("Defense Area 2-3:Defense Area 2-4:Cancel")) {
+ case 1:
+ warp "schg_cas04",94,147;
+ end;
+ case 2:
+ warp "schg_cas04",163,140;
+ end;
+ case 3:
+ close;
+ }
+ }
+ end;
+}
+
+schg_cas04,118,302,0 script LF-05#schg_cas04 111,{
+ set .@GID, GetCastleData("schg_cas04",1);
+ if (getcharid(2) == .@GID) {
+ mes "^3355FFThis is the Stronghold";
+ mes "Teleport Service. Please";
+ mes "choose a destination";
+ mes "within the stronghold.^000000";
+ switch(select("Defense Area 2-3:Defense Area 2-4:Cancel")) {
+ case 1:
+ warp "schg_cas04",87,220;
+ break;
+ case 2:
+ warp "schg_cas04",151,220;
+ break;
+ case 3:
+ close;
+ }
+ }
+ end;
+}
+
+schg_cas04,121,302,0 script LF-06#schg_cas04 111,{
+ set .@GID, GetCastleData("schg_cas04",1);
+ if (getcharid(2) == .@GID) {
+ mes "^3355FFThis is the Stronghold";
+ mes "Teleport Service. Please";
+ mes "choose a destination";
+ mes "within the stronghold.^000000";
+ switch(select("Defense Area 3-1:Defense Area 3-2:Cancel")) {
+ case 1:
+ warp "schg_cas04",100,242;
+ end;
+ case 2:
+ warp "schg_cas04",136,242;
+ end;
+ case 3:
+ close;
+ }
+ }
+ end;
+}
+
+schg_cas04,124,302,0 script LF-07#schg_cas04 111,{
+ set .@GID, GetCastleData("schg_cas04",1);
+ if (getcharid(2) == .@GID) {
+ mes "^3355FFThis is the Stronghold";
+ mes "Teleport Service. Please";
+ mes "choose a destination";
+ mes "within the stronghold.^000000";
+ switch(select("Center 1 Area:Center 2 Area:Cancel")) {
+ case 1:
+ warp "schg_cas04",120,168;
+ end;
+ case 2:
+ warp "schg_cas04",119,211;
+ end;
+ case 3:
+ close;
+ }
+ }
+ end;
+}
+
+schg_cas04,127,302,0 script LF-08#schg_cas04 111,{
+ set .@GID, GetCastleData("schg_cas04",1);
+ if (getcharid(2) == .@GID) {
+ mes "^3355FFThis is the Stronghold";
+ mes "Teleport Service. Please";
+ mes "choose a destination";
+ mes "within the stronghold.^000000";
+ switch(select("Area 1-1:Area 2-1:Area 3-1:Cancel")) {
+ case 1:
+ warp "schg_cas04",89,43;
+ end;
+ case 2:
+ warp "schg_cas04",94,147;
+ end;
+ case 3:
+ warp "schg_cas04",100,242;
+ end;
+ case 4:
+ close;
+ }
+ }
+ end;
+}
+
+schg_cas04,130,302,0 script LF-09#schg_cas04 111,{
+ set .@GID, GetCastleData("schg_cas04",1);
+ if (getcharid(2) == .@GID) {
+ mes "^3355FFThis is the Stronghold";
+ mes "Teleport Service. Please";
+ mes "choose a destination";
+ mes "within the stronghold.^000000";
+ switch(select("Area 1-2:Area 2-3:Area 3-2:Cancel")) {
+ case 1:
+ warp "schg_cas04",141,45;
+ end;
+ case 2:
+ warp "schg_cas04",163,140;
+ end;
+ case 3:
+ warp "schg_cas04",136,243;
+ end;
+ case 4:
+ close;
+ }
+ }
+ end;
+}
+
+schg_cas04,133,302,0 script LF-10#schg_cas04 111,{
+ set .@GID, GetCastleData("schg_cas04",1);
+ if (getcharid(2) == .@GID) {
+ mes "^3355FFThis is the Stronghold";
+ mes "Teleport Service. Would";
+ mes "you like to teleport to the";
+ mes "Convenience Facility for";
+ mes "guild members?^000000";
+ switch(select("Go to Convenience Facility:Cancel")) {
+ case 1:
+ warp "schg_cas04",275,244;
+ end;
+ case 2:
+ close;
+ }
+ }
+ end;
+}
+
+schg_cas04,17,45,0 script Hljod#LF_sc04_1::LF_sc04_1 111,{
+ set .@GID, GetCastleData("schg_cas04",1);
+ if (getcharid(2) == .@GID) {
+ mes "^3355FFThis is the Stronghold";
+ mes "Teleport Service. Would";
+ mes "you like to teleport to";
+ mes "the Emperium Center?^000000";
+ switch(select("Teleport:Cancel")) {
+ case 1:
+ warp "schg_cas04",120,290;
+ end;
+ case 2:
+ close;
+ }
+ }
+ end;
+}
+
+schg_cas04,207,95,0 duplicate(LF_sc04_1) Hljod#LF_sc04_2 111
+
+schg_cas04,111,46,4 script Hljod#LF_sc04_3::LF_sc04_2 722,{
+ set .@GID, GetCastleData("schg_cas04",1);
+ if (getcharid(2) == .@GID) {
+ mes "^3355FFThis is the Stronghold";
+ mes "Teleport Service. Would";
+ mes "you like to teleport to";
+ mes "the Emperium Center?^000000";
+ switch(select("Teleport:Cancel")) {
+ case 1:
+ warp "schg_cas04",120,290;
+ end;
+ case 2:
+ close;
+ }
+ }
+ end;
+
+OnInterIfInitOnce:
+OnRecvCastlesc04:
+ FlagEmblem GetCastleData("schg_cas04",1);
+ end;
+}
+
+schg_cas04,129,46,4 duplicate(LF_sc04_2) Hljod#LF_sc04_4 722
+schg_cas04,99,77,0 duplicate(LF_sc04_1) Hljod#LF_sc04_5 111
+schg_cas04,140,77,0 duplicate(LF_sc04_1) Hljod#LF_sc04_6 111
+schg_cas04,109,150,4 duplicate(LF_sc04_2) Hljod#LF_sc04_7 722
+schg_cas04,130,150,4 duplicate(LF_sc04_2) Hljod#LF_sc04_8 722
+schg_cas04,112,212,0 duplicate(LF_sc04_1) Hljod#LF_sc04_9 111
+schg_cas04,127,212,0 duplicate(LF_sc04_1) Hljod#LF_sc04_10 111
+schg_cas04,113,238,0 duplicate(LF_sc04_1) Hljod#LF_sc04_11 111
+schg_cas04,126,238,0 duplicate(LF_sc04_1) Hljod#LF_sc04_12 111
+schg_cas04,95,247,0 duplicate(LF_sc04_1) Hljod#LF_sc04_13 111
+schg_cas04,144,247,0 duplicate(LF_sc04_1) Hljod#LF_sc04_14 111
+
+// Guild Manager
+schg_cas04,247,305,3 script Steward#sch04 55,{
+ set .@GID, GetCastleData("schg_cas04",1);
+ if (.@GID == 0) {
+ mes "[ Steward ]";
+ mes "I await for the master";
+ mes "whom destiny will choose";
+ mes "for me. Do you think you";
+ mes "have to courage and strength";
+ mes "to conquer this stronghold?";
+ close;
+ }
+ if (getcharid(2) != .@GID || strcharinfo(0) != getguildmaster(.@GID)) {
+ mes "[ Steward ]";
+ mes "Hmpf. Your threats don't";
+ mes "scare me! Guardians, drive";
+ mes "this infidel away from here!";
+ mes "I will always be loyal to the";
+ mes "master of this stronghold,";
+ mes "the one and only ^FF0000" + getguildmaster(.@GID) + "^000000.";
+ close;
+ }
+ mes "[ Steward ]";
+ mes "Ah, Master ^FF0000" + getguildmaster(.@GID) + "^000000...";
+ mes "How shall I serve you today?";
+ mes "Was there an aspect of this";
+ mes "stronghold's maintenance";
+ mes "you wanted to discuss?";
+ next;
+ switch(select("Stronghold Briefing:Invest in Commercial Growth:Invest in Defense growth:Hire/Fire Storage Staff:Go to Master's room")) {
+ case 1:
+ mes "[ Steward ]";
+ mes "The Commercial Growth";
+ mes "Level of the stronghold is ^0000ff" + GetCastleData("schg_cas04",2) + ".";
+ if (GetCastleData("schg_cas04",4) > 0) {
+ mes "Last time, you invested in";
+ mes "Commercial Growth " + GetCastleData("schg_cas04",4) + ".";
+ }
+ next;
+ mes "[ Steward ]";
+ mes "Our stronghold's";
+ mes "safeguard level is " + GetCastleData("schg_cas04",3) + ".";
+ if (GetCastleData("schg_cas04",5) > 0) {
+ mes "Last time, you invested";
+ mes "in defense " + GetCastleData("schg_cas04",5) + " times.";
+ }
+ mes " ";
+ mes "That is all, master.";
+ close;
+ case 2:
+ set .@Economy,GetCastleData("schg_cas04",2);
+ if (.@Economy < 6) { set .@eco_invest,5000; }
+ else if ((.@Economy >= 6) && (.@Economy <= 10)) { set .@eco_invest,10000; }
+ else if ((.@Economy >= 11) && (.@Economy <= 15)) { set .@eco_invest,20000; }
+ else if ((.@Economy >= 16) && (.@Economy <= 20)) { set .@eco_invest,35000; }
+ else if ((.@Economy >= 21) && (.@Economy <= 25)) { set .@eco_invest,55000; }
+ else if ((.@Economy >= 26) && (.@Economy <= 30)) { set .@eco_invest,80000; }
+ else if ((.@Economy >= 31) && (.@Economy <= 35)) { set .@eco_invest,110000; }
+ else if ((.@Economy >= 36) && (.@Economy <= 40)) { set .@eco_invest,145000; }
+ else if ((.@Economy >= 41) && (.@Economy <= 45)) { set .@eco_invest,185000; }
+ else if ((.@Economy >= 46) && (.@Economy <= 50)) { set .@eco_invest,230000; }
+ else if ((.@Economy >= 51) && (.@Economy <= 55)) { set .@eco_invest,280000; }
+ else if ((.@Economy >= 56) && (.@Economy <= 60)) { set .@eco_invest,335000; }
+ else if ((.@Economy >= 61) && (.@Economy <= 65)) { set .@eco_invest,395000; }
+ else if ((.@Economy >= 66) && (.@Economy <= 70)) { set .@eco_invest,460000; }
+ else if ((.@Economy >= 71) && (.@Economy <= 75)) { set .@eco_invest,530000; }
+ else if ((.@Economy >= 76) && (.@Economy <= 80)) { set .@eco_invest,605000; }
+ else if ((.@Economy >= 81) && (.@Economy <= 85)) { set .@eco_invest,685000; }
+ else if ((.@Economy >= 86) && (.@Economy <= 90)) { set .@eco_invest,770000; }
+ else if ((.@Economy >= 91) && (.@Economy <= 95)) { set .@eco_invest,860000; }
+ else if ((.@Economy >= 96) && (.@Economy <= 100)) { set .@eco_invest,955000; }
+ //Quadruple the cost of investing if you've already invested once.
+ if (GetCastleData("schg_cas04",4)) {
+ set .@eco_invest,.@eco_invest*4;
+ }
+ mes "[ Steward ]";
+ mes "Raising the stronghold's";
+ mes "commercial growth will";
+ mes "increase the quantity of";
+ mes "goods produced for the guild.";
+ mes "Investing in commercial growth";
+ mes "will help the guild's future.";
+ next;
+ mes "[ Steward ]";
+ mes "You can make one investment";
+ mes "each day, but if you can make";
+ mes "two investments if you pay";
+ mes "more zeny: this will speed";
+ mes "up commercial development,";
+ mes "but can be quite expensive.";
+ next;
+ if (.@Economy == 100) {
+ mes "[ Steward ]";
+ mes "However, our stronghold's";
+ mes "commerical growth level is";
+ mes "at 100%. It's not possible to";
+ mes "develop commercial growth";
+ mes "any further than that.";
+ close;
+ }
+ if (GetCastleData("schg_cas04",4) >= 2) {
+ mes "[ Steward ]";
+ mes "You've already made two";
+ mes "investments today, so you'll";
+ mes "have to wait until tomorrow";
+ mes "to make another investment.";
+ close;
+ }
+ if (GetCastleData("schg_cas04",4) == 0) {
+ mes "[ Steward ]";
+ mes "You must pay ^FF0000" + .@eco_invest + "^000000 zeny";
+ mes "to make an investment";
+ mes "Will you invest in this";
+ mes "stronghold's commerical";
+ mes "development now?";
+ }
+ else {
+ mes "[ Steward ]";
+ mes "You must pay ^FF0000" + .@eco_invest + "^000000";
+ mes "more zeny to make a second";
+ mes "investment today. Will you";
+ mes "invest one more time?";
+ }
+ next;
+ switch(select("Invest in Commercial Growth:Cancel")) {
+ case 1:
+ if (GetCastleData("schg_cas04",4) >= 2) {
+ mes "[ Steward ]";
+ mes "You've already made two";
+ mes "investments today, so you'll";
+ mes "have to wait until tomorrow";
+ mes "to make another investment.";
+ close;
+ }
+ if (Zeny < .@eco_invest) {
+ mes "[ Steward ]";
+ mes "I'm sorry, Master, but";
+ mes "you do not have enough";
+ mes "zeny to make an investment";
+ mes "for the guild today.";
+ close;
+ }
+ set zeny,zeny-.@eco_invest;
+ SetCastleData "schg_cas04",4,GetCastleData("schg_cas04",4)+1;
+ mes "[ Steward ]";
+ mes "A wise use of the guild's";
+ mes "funds, Master. We can expect";
+ mes "to see the results of this";
+ mes "investment by tomorrow.";
+ close;
+ case 2:
+ mes "[ Steward ]";
+ mes "As you command, Master.";
+ close;
+ }
+ case 3:
+ set .@Defence,GetCastleData("schg_cas04",3);
+ if (.@Defence < 6) { set .@def_invest,10000; }
+ else if ((.@Defence >= 6) && (.@Defence <= 10)) { set .@def_invest,20000; }
+ else if ((.@Defence >= 11) && (.@Defence <= 15)) { set .@def_invest,40000; }
+ else if ((.@Defence >= 16) && (.@Defence <= 20)) { set .@def_invest,70000; }
+ else if ((.@Defence >= 21) && (.@Defence <= 25)) { set .@def_invest,110000; }
+ else if ((.@Defence >= 26) && (.@Defence <= 30)) { set .@def_invest,160000; }
+ else if ((.@Defence >= 31) && (.@Defence <= 35)) { set .@def_invest,220000; }
+ else if ((.@Defence >= 36) && (.@Defence <= 40)) { set .@def_invest,290000; }
+ else if ((.@Defence >= 41) && (.@Defence <= 45)) { set .@def_invest,370000; }
+ else if ((.@Defence >= 46) && (.@Defence <= 50)) { set .@def_invest,460000; }
+ else if ((.@Defence >= 51) && (.@Defence <= 55)) { set .@def_invest,560000; }
+ else if ((.@Defence >= 56) && (.@Defence <= 60)) { set .@def_invest,670000; }
+ else if ((.@Defence >= 61) && (.@Defence <= 65)) { set .@def_invest,790000; }
+ else if ((.@Defence >= 66) && (.@Defence <= 70)) { set .@def_invest,920000; }
+ else if ((.@Defence >= 71) && (.@Defence <= 75)) { set .@def_invest,1060000; }
+ else if ((.@Defence >= 76) && (.@Defence <= 80)) { set .@def_invest,1210000; }
+ else if ((.@Defence >= 81) && (.@Defence <= 85)) { set .@def_invest,1370000; }
+ else if ((.@Defence >= 86) && (.@Defence <= 90)) { set .@def_invest,1540000; }
+ else if ((.@Defence >= 91) && (.@Defence <= 95)) { set .@def_invest,1720000; }
+ else if ((.@Defence >= 96) && (.@Defence <= 100)) { set .@def_invest,1910000; }
+ //Quadruple the cost of investing if you've already invested once.
+ if (GetCastleData("schg_cas04",5)) {
+ set .@def_invest,.@def_invest*4;
+ }
+ mes "[ Steward ]";
+ mes "Investing in our stronghold's";
+ mes "defense will enhance the";
+ mes "durability of our Guardians";
+ mes "and the Emperium. We'll need";
+ mes "every advantage to protect";
+ mes "ourselves from our enemies.";
+ next;
+ mes "[ Steward ]";
+ mes "You can invest in defense";
+ mes "once per day, but if you pay";
+ mes "more zeny, you can invest";
+ mes "a maximum of two times daily.";
+ next;
+ mes "[ Steward ]";
+ if (GetCastleData("schg_cas04",3) == 100) {
+ mes "The Defense Level of this";
+ mes "stronghold is 100%, and";
+ mes "cannot be increased further.";
+ close;
+ }
+ if (GetCastleData("schg_cas04",5) >= 2) {
+ mes "Master, you've already";
+ mes "invested in Defense twice";
+ mes "today. You'll need to wait";
+ mes "until tomorrow if you really";
+ mes "want to increase our defenses.";
+ close;
+ }
+ if (GetCastleData("schg_cas04",5) == 0) {
+ mes "We need ^FF0000" + .@def_invest + "^000000";
+ mes "zeny to invest in our";
+ mes "stronghold's defenses.";
+ mes "Will you invest now?";
+ }
+ else {
+ mes "We need ^FF0000" + .@def_invest + "^000000";
+ mes "zeny to invest in our";
+ mes "stronghold's defenses";
+ mes "a second time today.";
+ mes "Will you invest now?";
+ }
+ next;
+ switch(select("Invest in Defense:Cancel")) {
+ case 1:
+ if (GetCastleData("schg_cas04",5) >= 2) {
+ mes "[ Steward ]";
+ mes "Master, you've already";
+ mes "invested in Defense twice";
+ mes "today. You'll need to wait";
+ mes "until tomorrow if you really";
+ mes "want to increase our defenses.";
+ close;
+ }
+ if (Zeny < .@def_invest) {
+ mes "[ Steward ]";
+ mes "I'm sorry, Master, but";
+ mes "you do not have enough";
+ mes "zeny to make an investment";
+ mes "for the guild today.";
+ close;
+ }
+ set zeny,zeny-.@def_invest;
+ SetCastleData "schg_cas04",5,GetCastleData("schg_cas04",5)+1;
+ mes "[ Steward ]";
+ mes "A wise use of the guild's";
+ mes "funds, Master. Increasing";
+ mes "the frequency of treasure";
+ mes "procured by the guild will";
+ mes "definitely help us all.";
+ close;
+ case 2:
+ mes "[ Steward ]";
+ mes "As you command, Master.";
+ close;
+ }
+ case 4:
+ if (GetCastleData("schg_cas04",9) == 1) {
+ mes "[ Steward ]";
+ mes "Do you wish to dismiss";
+ mes "the Kafra Employee that";
+ mes "we've hired for the guild?";
+ next;
+ switch(select("Dismiss:Cancel")) {
+ case 1:
+ cutin "kafra_01",2;
+ mes "[ Hired Kafra Employee ]";
+ mes "Master, please reconsider!";
+ mes "I've been working very hard";
+ mes "for the success of the guild!";
+ mes "I'll try harder to serve the";
+ mes "guild members of this";
+ mes "stronghold, I promise!";
+ next;
+ switch(select("Dismiss:Cancel")) {
+ case 1:
+ mes "[ Hired Kafra Employee ]";
+ mes "Why?! What have I done";
+ mes "to deserve this? Waaah~!";
+ next;
+ cutin "kafra_01",255;
+ break;
+ case 2:
+ mes "[ Hired Kafra Employee ]";
+ mes "Thank you, Master!";
+ mes "I'll obey your every";
+ mes "command as best I can!";
+ mes "You won't regret this!";
+ close;
+ }
+ break;
+ case 2:
+ mes "[ Steward ]";
+ mes "She works very hard,";
+ mes "in my opinion. It was in";
+ mes "all of our best interests to";
+ mes "allow her to stay with us.";
+ close;
+ }
+ disablenpc "Kafra Employee#sch04";
+ SetCastleData "schg_cas04",9,0;
+ mes "[ Steward ]";
+ mes "That Kafra Employee";
+ mes "has been dismissed.";
+ mes "Were really dissatisfied";
+ mes "by the quality of her service?";
+ close;
+ }
+ else {
+ mes "[ Steward ]";
+ mes "Will you hire a";
+ mes "Kafra Employee to serve";
+ mes "our stronghold? You must";
+ mes "pay ^FF000010,000 zeny^000000 to hire one.";
+ next;
+ switch(select("Hire:Cancel")) {
+ case 1:
+ if (getgdskilllv(.@GID,10001) == 0) {
+ mes "[ Steward ]";
+ mes "Master, we cannot hire a";
+ mes "Kafra Employee because";
+ mes "you have not yet attained";
+ mes "the ^FF0000Contract with Kafra^000000";
+ mes "guild skill.";
+ close;
+ }
+ if (Zeny < 10000) {
+ mes "[ Steward ]";
+ mes "Master, we cannot hire a";
+ mes "Kafra Employee because";
+ mes "we do not have enough";
+ mes "funds to pay the contract fee.";
+ close;
+ }
+ set zeny,zeny-10000;
+ enablenpc "Kafra Employee#sch04";
+ SetCastleData "schg_cas04",9,1;
+ mes "[ Steward ]";
+ mes "Very well. We have formed";
+ mes "a contract with the Kafra";
+ mes "Head Office, and hired a";
+ mes "Kafra Employee for our";
+ mes "stronghold. Here she is~";
+ next;
+ cutin "kafra_01",2;
+ mes "[ Hired Kafra Employee ]";
+ mes "How do you do? I've";
+ mes "been dispatched by the";
+ mes "Kafra Head Office to";
+ mes "serve your guild's needs.";
+ mes "I'll do my best to follow";
+ mes "your every command, Master.";
+ next;
+ cutin "kafra_01",255;
+ mes "[ Steward ]";
+ mes "Our contract will expire";
+ mes "after one month, so we must";
+ mes "pay additional fees to keep";
+ mes "this Kafra Employee in";
+ mes "the service of our guild.";
+ close;
+ case 2:
+ mes "[ Steward ]";
+ mes "As you command, Master.";
+ mes "However, I suggest hiring";
+ mes "a Kafra Employee as soon";
+ mes "as possible since our guild";
+ mes "would greatly benefit from";
+ mes "the convenient Kafra services.";
+ close;
+ }
+ }
+ case 5:
+ mes "[ Steward ]";
+ mes "Do you wish to enter the";
+ mes "Guild Treasure Room?";
+ mes "Only you, the Guild Master,";
+ mes "are permitted to enter.";
+ next;
+ mes "[ Steward ]";
+ mes "Please remember to open";
+ mes "the Treasure Boxes at the";
+ mes "proper time. Otherwise, the";
+ mes "treasure may disappear if";
+ mes "something unexpected happens.";
+ next;
+ switch(select("Go to Treasure Room:Cancel")) {
+ case 1:
+ mes "[ Steward ]";
+ mes "Allow me to guide you";
+ mes "on the secret path to";
+ mes "the Treasure Room.";
+ mes "Press the secret switch";
+ mes "when you wish to return here.";
+ close2;
+ warp "schg_cas04",381,381;
+ end;
+ case 2:
+ mes "[ Steward ]";
+ mes "Items in the Treasure Room";
+ mes "are produced once each day.";
+ mes "Therefore, you must obtain";
+ mes "the treasure items everyday.";
+ mes "For the sake of the guild,";
+ mes "prioritize treasure harvesting!";
+ close;
+ }
+ }
+
+Onstop:
+ stopnpctimer;
+ end;
+
+OnStartArena:
+ set .@GID,getcharid(2);
+ // Lower castle Economy
+ set .@Economy,GetCastleData("schg_cas04",2) - 5;
+ if (.@Economy < 0) set .@Economy, 0;
+ SetCastleData "schg_cas04", 2, .@Economy;
+ // Lower Castle Defence
+ set .@Defence,GetCastleData("schg_cas04",3) - 5;
+ if (.@Defence < 0) set .@Defence, 0;
+ SetCastleData "schg_cas04", 3, .@Defence;
+ // Set new owner
+ SetCastleData "schg_cas04",1, .@GID;
+ // Clear castle's data.
+ for( set .@i, 4; .@i <= 9; set .@i, .@i+1 )
+ SetCastleData "schg_cas04", .@i, 0;
+ // Disable Kafra
+ disablenpc "Kafra Employee#sch04";
+
+ set .msg,2;
+ if (.msg == 1) {
+ announce "Fortress [" + GetCastleName("schg_cas04") + "]'s 'Nithafjoll' was captured by [" + getguildname(.@gid) + "] Guild.",bc_all|bc_woe;
+ donpcevent "Manager#sch04_02::Onstart";
+ }
+ else if (.msg == 2) {
+ announce "The [" + getguildname(.@gid) + "] conquered the [Nithafjoll 4] stronghold of "+GetCastleName("schg_cas04"),bc_all|bc_woe;
+ mapannounce "schg_cas04","The emperium has been shattered!",bc_map,"0x00FF00",FW_NORMAL,20,0,40;
+ if (agitcheck2()) {
+ donpcevent "Manager#sch04_02::Onreset";
+ initnpctimer;
+ }
+ else {
+ donpcevent "Manager#sch04_02::Onreset";
+ stopnpctimer;
+ }
+ }
+ else if (.msg == 0) {
+ announce "Fortress [" + GetCastleName("schg_cas04") + "]'s 'Nithafjoll' was captured by [" + getguildname(.@gid) + "] Guild.",bc_all|bc_woe;
+ donpcevent "Manager#sch04_02::Onreset";
+ stopnpctimer;
+ end;
+ }
+ MapRespawnGuildID "schg_cas04",GetCastleData("schg_cas04",1),2;
+ donpcevent "::OnRecvCastlesc04";
+ end;
+
+OnTimer10000:
+ donpcevent "Manager#sch04_02::Onchange";
+ mapannounce "schg_cas04","Rebuild this stronghold's Guardian Stones and Fortress Gates to secure your guild's new aquisition!",bc_map,"0x00FF00",FW_NORMAL,20,0,40;
+ end;
+}
+
+// Guild Kafra
+schg_cas04,300,287,5 script Kafra Employee#sch04 117,{
+ cutin "kafra_01",2;
+ set .@GID, GetCastleData("schg_cas04",1);
+ if (getcharid(2) == .@GID && getgdskilllv(.@GID,10001)) {
+ mes "[Kafra Employee]";
+ mes "Welcome, proud member";
+ mes "of the ^FF0000" + GetGuildName(.@GID) + "^000000 Guild!";
+ mes "The Kafra Corporation is ready";
+ mes "to assist you wherever you go!";
+ next;
+ switch(select("Use Storage:Use Warp Service:Rent Pushcart:Cancel")) {
+ case 1:
+ if (basicskillcheck() && getskilllv("NV_BASIC") < 6) {
+ mes "[Kafra Employee]";
+ mes "I'm so sorry, but you must";
+ mes "have at least Novice Skill";
+ mes "Lv.6 to use the Storage.";
+ }
+ else {
+ openstorage;
+ }
+ break;
+ case 2:
+ mes "[Kafra Employee]";
+ mes "Please tell me your";
+ mes "Warp destination.";
+ next;
+ switch(select("Juno -> 200 z:Cancel")) {
+ case 1:
+ if (Zeny < 200) {
+ mes "[Kafra Employee]";
+ mes "I'm sorry, but you don't";
+ mes "have enough zeny to pay";
+ mes "the warp fee. Would you";
+ mes "please check your funds again?";
+ close2;
+ cutin "kafra_01",255;
+ end;
+ }
+ set zeny,zeny-200;
+ warp "yuno",158,125;
+ end;
+ case 2:
+ cutin "kafra_01",255;
+ }
+ break;
+ case 3:
+ if (BaseClass != Job_Merchant) {
+ mes "[Kafra Employee]";
+ mes "I'm sorry, but the Pushcart";
+ mes "rental service can only be";
+ mes "used by Merchant, Blacksmith,";
+ mes "and Alchemist class characters.";
+ }
+ else if (checkcart() == 1) {
+ mes "[Kafra Employee]";
+ mes "Hm? You've already";
+ mes "rented a Pushcart.";
+ }
+ else {
+ mes "[Kafra Employee]";
+ mes "The Pushcart rental fee";
+ mes "is 800 zeny. Would you";
+ mes "like to rent a Pushcart?";
+ next;
+ switch(select("Rent Pushcart:Cancel")) {
+ case 1:
+ if (Zeny < 800) {
+ mes "[Kafra Employee]";
+ mes "I'm sorry, but you don't";
+ mes "have enough zeny to rent";
+ mes "one of our Pushcarts.";
+ close2;
+ cutin "kafra_01",255;
+ end;
+ }
+ set zeny,zeny-800;
+ setcart;
+ break;
+ case 2:
+ break;
+ }
+ }
+ break;
+ case 4:
+ mes "[Kafra Employee]";
+ mes "Thank you for using the";
+ mes "Kafra Service. Wherever";
+ mes "you go, Kafra will be";
+ mes "there to support you!";
+ close2;
+ cutin "kafra_01",255;
+ end;
+ }
+ close2;
+ cutin "kafra_01",255;
+ end;
+ }
+ else {
+ mes "[Kafra Employee]";
+ mes "I'm sorry, but I've been";
+ mes "exclusively contracted";
+ mes "to the members of the";
+ mes "^FF0000" + GetGuildName(.@GID) + "^000000 Guild.";
+ mes "You'll have to ask another";
+ mes "Kafra Employee to help you...";
+ close2;
+ cutin "kafra_01",255;
+ end;
+ }
+
+OnRecvCastlesc04:
+ if (GetCastleData("schg_cas04",1) == 0) {
+ monster "schg_cas04",0,0,"Evil Druid",1117,10;
+ monster "schg_cas04",0,0,"Khalitzburg",1132,4;
+ monster "schg_cas04",0,0,"Abysmal Knight",1219,3;
+ monster "schg_cas04",0,0,"Executioner",1205,1;
+ monster "schg_cas04",0,0,"Penomena",1216,10;
+ monster "schg_cas04",0,0,"Alarm",1193,18;
+ monster "schg_cas04",0,0,"Clock",1269,9;
+ monster "schg_cas04",0,0,"Raydric Archer",1276,12;
+ monster "schg_cas04",0,0,"Wanderer",1208,3;
+ monster "schg_cas04",0,0,"Alice",1275,1;
+ monster "schg_cas04",0,0,"Bloody Knight",1268,2;
+ monster "schg_cas04",0,0,"Dark Lord",1272,2;
+ monster "schg_cas04",0,0,"Tower Keeper",1270,4;
+ }
+ if (GetCastleData("schg_cas04",9) < 1) {
+ disablenpc "Kafra Employee#sch04";
+ }
+ end;
+}
+
+schg_cas04,391,391,0 script #sch04_switch 111,{
+ mes " ";
+ mes "^3355FFWill you pull";
+ mes "this small lever?^000000";
+ next;
+ switch(select("Pull Lever:Cancel")) {
+ case 1:
+ warp "schg_cas04",275,244;
+ end;
+ case 2:
+ close;
+ }
+}
+
+sch_gld,134,97,4 script Hljod#flag_sc04_1::sc04_Flag 722,{
+ set .@GID, GetCastleData("schg_cas04",1);
+ if (.@GID == 0) {
+ mes "[ Schwaltzvalt Royal Edict ]";
+ mes "The Holy Kingdom of";
+ mes "Schwaltzvalt declares that";
+ mes "one has yet to claim lordship";
+ mes "over this stronghold. The one";
+ mes "that breaks the Emperium will";
+ mes "be recognized as its new owner.";
+ close;
+ }
+ else {
+ if (getcharid(2) == .@GID) {
+ mes "[ Ringing Voice ]";
+ mes "Courageous one,";
+ mes "do you wish to return";
+ mes "to your stronghold?";
+ next;
+ switch(select("Return to the Stronghold:Cancel")) {
+ case 1:
+ set .@GID, GetCastleData("schg_cas04",1);
+ if (getcharid(2) == .@GID) {
+ warp "schg_cas04",120,290;
+ end;
+ }
+ close;
+ case 2:
+ close;
+ }
+ }
+ mes "[ Schwaltzvalt Royal Edict ]";
+ mes "The Holy Kingdom of";
+ mes "Schwaltzvalt decrees that";
+ mes "this stronghold is owned";
+ mes "by the ^FF0000" + GetGuildName(.@GID) + "^000000 Guild.";
+ next;
+ mes "[ Schwaltzvalt Royal Edict ]";
+ mes "^FF0000" + GetGuildMaster(.@GID) + "^000000 is";
+ mes "Guild Master of ^FF0000" + GetGuildName(.@GID) + "^000000.";
+ mes "Any that object must claim this";
+ mes "stronghold through strength of";
+ mes "steel and magic during the";
+ mes "appointed Guild Siege times.";
+ close;
+ }
+
+OnInterIfInitOnce:
+OnRecvCastlesc04:
+ FlagEmblem GetCastleData("schg_cas04",1);
+ end;
+}
+
+sch_gld,141,97,4 duplicate(sc04_Flag) Hljod#flag_sc04_2 722
diff --git a/npc/pre-re/guild2/schg_cas05.txt b/npc/pre-re/guild2/schg_cas05.txt
new file mode 100644
index 000000000..5d5dc1231
--- /dev/null
+++ b/npc/pre-re/guild2/schg_cas05.txt
@@ -0,0 +1,2935 @@
+//===== rAthena Script =======================================
+//= War of Emperium Second Edition
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.8
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= WoE SE Schwaltzvalt Castle 5
+//===== Additional Comments: =================================
+//= 1.0 First Version [L0ne_W0lf]
+//= 1.1 Swaped an end for a close in eco investing. [L0ne_W0lf]
+//= 1.2 Fixed double message in defense investing. [L0ne_W0lf]
+//= Corrected a minor typo in the guild steward.
+//= 1.3 Fixed a guardian spawning NPCs. [L0ne_W0lf]
+//= 1.4 Fixed investment period not resetting. [L0ne_W0lf]
+//= Made it so treasure won't spawn if castle is empty.
+//= Treasure will now be killed before spawning.
+//= 1.5 Replaced effect numerics with constants. [L0ne_W0lf]
+//= 1.6 Applied updated eco/def systems. [L0ne_W0lf]
+//= 1.7 Fixed eco/def not actually incrementing. [L0ne_W0lf]
+//= Can no longer gain eco/def higher than 100.
+//= 1.8 Fixed a possible exploit in guild castle investment. [Brian]
+//============================================================
+
+schg_cas05,1,1,0 script Manager#sch05_02 111,{
+ end;
+
+OnAgitInit2:
+OnRecvCastlesc05:
+ if (GetCastleData("schg_cas05",1) == 0) {
+ donpcevent "Manager#sch05_02::Onstart";
+ }
+ end;
+
+OnAgitStart2:
+ if (agitcheck2()) {
+ MapRespawnGuildID "schg_cas05",GetCastleData("schg_cas05",1),2;
+ GvgOn "schg_cas05";
+ donpcevent "Manager#sch05_02::Onstart";
+ }
+ else {
+ donpcevent "#sch05_RL00::OnDisable";
+ donpcevent "#sch05_RL01::OnDisable";
+ donpcevent "#sch05_RL02::OnDisable";
+ donpcevent "#sch05_RL03::OnDisable";
+ }
+ end;
+
+OnAgitEnd2:
+ GvgOff "schg_cas05";
+ if (GetCastleData("schg_cas05",1)) {
+ KillMonster "schg_cas05","Steward#sch05::OnStartArena";
+ donpcevent "Manager#sch05_02::Onreset";
+ donpcevent "Steward#sch05::Onstop";
+ }
+ end;
+
+Onstart:
+ // 1st Guardian stone, 2nd Guardian stone, Barrier 1, Barrier 2, Barrier 3, Summon Guardians
+ // Settings for all but Summon Guardians
+ // 0 = Okay; 1 = Destroyed; 2 = Repairing
+ // Summon Guardians
+ // 0 = Do not Summon; 1 = Summon
+ if (GetCastleData("schg_cas05",1)) {
+ setarray $agit_sc05[0],0,0,0,0,0,0;
+ donpcevent "#sch05_df01::OnEnable";
+ donpcevent "#sch05_df02::OnEnable";
+ donpcevent "#sch05_RL00::OnEnable";
+ donpcevent "#sch05_RL01::OnEnable";
+ donpcevent "#sch05_RL02::OnEnable";
+ donpcevent "#sch05_RL03::OnEnable";
+ }
+ monster "schg_cas05",120,272,"Emperium",1288,1,"Steward#sch05::OnStartArena";
+ end;
+
+Onreset:
+ donpcevent "#sch05_df01::OnDisable";
+ donpcevent "#sch05_df02::OnDisable";
+ donpcevent "#sch05_gard01::Onreset";
+ donpcevent "#sch05_gard02::Onreset";
+ donpcevent "#sch05_RL00::OnDisable";
+ donpcevent "#sch05_RL01::OnDisable";
+ donpcevent "#sch05_RL02::OnDisable";
+ donpcevent "#sch05_RL03::OnDisable";
+ donpcevent "1st Guardian Stone#sch05::OnDisable";
+ donpcevent "2nd Guardian Stone#sch05::OnDisable";
+ donpcevent "Control Device01#sch05::OnDisable";
+ donpcevent "Control Device02#sch05::OnDisable";
+ donpcevent "Control Device03#sch05::OnDisable";
+ if (agitcheck2()) {
+ setarray $agit_sc05[0],0,0,1,1,1,0;
+ }
+ end;
+
+Onchange:
+ setarray $agit_sc05[0],2,2,1,1,2,0;
+ monster "schg_cas05",120,272,"Emperium",1288,1,"Steward#sch05::OnStartArena";
+ donpcevent "Control Device03#sch05::OnEnable";
+ donpcevent "1st Guardian Stone#sch05::OnEnable";
+ donpcevent "2nd Guardian Stone#sch05::OnEnable";
+ end;
+
+OnClock0001:
+ if (!GetCastleData("schg_cas05",1)) end;
+ killmonster "schg_cas05","Manager#sch05_02::OnTreasureDied";
+
+ if (GetCastleData("schg_cas05",4)) {
+ set .@Economy,GetCastleData("schg_cas05",2);
+ SetCastleData "schg_cas05",2,.@Economy + GetCastleData("schg_cas05",4) + (rand(2) && getgdskilllv(.@GID,10014));
+ if (GetCastleData("schg_cas05",2) > 100) SetCastleData "schg_cas05",2,100;
+ setcastledata "schg_cas05",4,0;
+ }
+ if (GetCastleData("schg_cas05",5)) {
+ set .@Defence,GetCastleData("schg_cas05",3);
+ SetCastleData "schg_cas05",3,.@Defence + GetCastleData("schg_cas05",5);
+ if (GetCastleData("schg_cas05",3) > 100) SetCastleData "schg_cas05",3,100;
+ setcastledata "schg_cas05",5,0;
+ }
+
+ set .@Treasure,GetCastleData("schg_cas05",2)/5+4;
+ if (.@Treasure) {
+ monster "schg_cas05",388,388,"Treasure Chest",1942,1,"Manager#sch05_02::OnTreasureDied";
+ monster "schg_cas05",388,389,"Treasure Chest",1324,1,"Manager#sch05_02::OnTreasureDied";
+ monster "schg_cas05",388,390,"Treasure Chest",1942,1,"Manager#sch05_02::OnTreasureDied";
+ monster "schg_cas05",387,390,"Treasure Chest",1324,1,"Manager#sch05_02::OnTreasureDied";
+ if (.@Treasure < 5) end;
+ monster "schg_cas05",386,390,"Treasure Chest",1942,1,"Manager#sch05_02::OnTreasureDied";
+ if (.@Treasure < 6) end;
+ monster "schg_cas05",385,390,"Treasure Chest",1324,1,"Manager#sch05_02::OnTreasureDied";
+ if (.@Treasure < 7) end;
+ monster "schg_cas05",384,389,"Treasure Chest",1942,1,"Manager#sch05_02::OnTreasureDied";
+ if (.@Treasure < 8) end;
+ monster "schg_cas05",384,388,"Treasure Chest",1324,1,"Manager#sch05_02::OnTreasureDied";
+ if (.@Treasure < 9) end;
+ monster "schg_cas05",384,387,"Treasure Chest",1942,1,"Manager#sch05_02::OnTreasureDied";
+ if (.@Treasure < 10) end;
+ monster "schg_cas05",384,386,"Treasure Chest",1324,1,"Manager#sch05_02::OnTreasureDied";
+ if (.@Treasure < 11) end;
+ monster "schg_cas05",384,385,"Treasure Chest",1942,1,"Manager#sch05_02::OnTreasureDied";
+ if (.@Treasure < 12) end;
+ monster "schg_cas05",384,384,"Treasure Chest",1324,1,"Manager#sch05_02::OnTreasureDied";
+ if (.@Treasure < 13) end;
+ monster "schg_cas05",385,384,"Treasure Chest",1942,1,"Manager#sch05_02::OnTreasureDied";
+ if (.@Treasure < 14) end;
+ monster "schg_cas05",386,384,"Treasure Chest",1324,1,"Manager#sch05_02::OnTreasureDied";
+ if (.@Treasure < 15) end;
+ monster "schg_cas05",387,384,"Treasure Chest",1942,1,"Manager#sch05_02::OnTreasureDied";
+ if (.@Treasure < 16) end;
+ monster "schg_cas05",388,384,"Treasure Chest",1324,1,"Manager#sch05_02::OnTreasureDied";
+ if (.@Treasure < 17) end;
+ monster "schg_cas05",389,384,"Treasure Chest",1942,1,"Manager#sch05_02::OnTreasureDied";
+ if (.@Treasure < 18) end;
+ monster "schg_cas05",390,384,"Treasure Chest",1324,1,"Manager#sch05_02::OnTreasureDied";
+ if (.@Treasure < 19) end;
+ monster "schg_cas05",390,385,"Treasure Chest",1942,1,"Manager#sch05_02::OnTreasureDied";
+ if (.@Treasure < 20) end;
+ monster "schg_cas05",390,386,"Treasure Chest",1324,1,"Manager#sch05_02::OnTreasureDied";
+ if (.@Treasure < 21) end;
+ monster "schg_cas05",389,386,"Treasure Chest",1942,1,"Manager#sch05_02::OnTreasureDied";
+ if (.@Treasure < 22) end;
+ monster "schg_cas05",388,386,"Treasure Chest",1324,1,"Manager#sch05_02::OnTreasureDied";
+ if (.@Treasure < 23) end;
+ monster "schg_cas05",387,286,"Treasure Chest",1942,1,"Manager#sch05_02::OnTreasureDied";
+ if (.@Treasure < 24) end;
+ monster "schg_cas05",386,386,"Treasure Chest",1324,1,"Manager#sch05_02::OnTreasureDied";
+ }
+ end;
+
+OnTreasureDied:
+ end;
+}
+
+schg_cas05,123,306,3 script Ef#sch05_01 868,{
+ set .@GID, GetCastleData("schg_cas05",1);
+ if (.@GID == 0) {
+ mes "[Ef]";
+ mes "Great job. Now, all you";
+ mes "need to do is destroy this";
+ mes "Emperium to gain ownership";
+ mes "over this stronghold.";
+ close;
+ }
+ if (getcharid(2) == .@GID) {
+ if (strcharinfo(0) != getguildmaster(.@GID)) {
+ mes "[Ef]";
+ mes "As guardian of this";
+ mes "stronghold, I answer only";
+ mes "to the master of the guild";
+ mes "that controls this place.";
+ close;
+ }
+ else {
+ if (agitcheck2() == 0) {
+ mes "[Ef]";
+ mes "I am Ef, guardian of";
+ mes "this stronghold. For now,";
+ mes "all is quiet in this place.";
+ next;
+ switch(select("Converse:Cancel")) {
+ case 1:
+ mes "[Ef]";
+ mes "Do you have any questions";
+ mes "about this stronghold?";
+ next;
+ switch(select("Guardian Stones:Fortress Gates:Link Flags:Battle Strategy:Cancel")) {
+ case 1:
+ mes "[Ef]";
+ mes "There is one Emperium";
+ mes "and two Guardian Stones in";
+ mes "each fortress. These stones";
+ mes "are the first line of defense,";
+ mes "and must be destroyed before";
+ mes "enemies can even enter.";
+ next;
+ mes "[Ef]";
+ mes "The stones are located in";
+ mes "^4D4DFFGate Houses^000000 which must be";
+ mes "protected to prevent enemies";
+ mes "from reaching the Emperium.";
+ mes "Guardian Stones can ^4D4DFFrecall";
+ mes "your Guardians^000000 for protection.";
+ next;
+ mes "[Ef]";
+ mes "Fortresses with higher levels";
+ mes "of defense can summon more";
+ mes "Guardians: this is why it is";
+ mes "so important for guilds to";
+ mes "invest in Defense Growth.";
+ next;
+ mes "[Ef]";
+ mes "Guardian Stones that have";
+ mes "been destroyed can be revived";
+ mes "after a certain time, but one of^FFFFFF ^000000 the guild members must give";
+ mes "me the order. I can also report^FFFFFF ^000000 the status of the Guardian Stones.";
+ close;
+ case 2:
+ mes "[Ef]";
+ mes "^4D4DFFFortress Gates^000000 are the second ^FFFFFF ^000000 line of guild stronghold defense,";
+ mes "and are protected by extra barricades activated by the Guardian Stones.";
+ mes "These gates are located in three different parts of the fortress.";
+ next;
+ mes "[Ef]";
+ mes "Barricades are protected by";
+ mes "Guardian Stones, and are";
+ mes "restored when the Guardian";
+ mes "Stones are retrieved. However,";
+ mes "it is not as easy to restore";
+ mes "destroyed Fortress Gates.";
+ next;
+ mes "[Ef]";
+ mes "Fortress Gates can only be";
+ mes "restored when the ^4D4DFFguild";
+ mes "master of a stronghold";
+ mes "changes^000000, or if ^4D4DFFrestoration";
+ mes "is requested by the guild";
+ mes "master of the stronghold^000000.";
+ close;
+ case 3:
+ mes "[Ef]";
+ mes "Strongholds have many";
+ mes "Link Flags that allow you";
+ mes "to access vital areas within";
+ mes "restrictions placed by the";
+ mes "Barricades. Usually, ^4D4DFFFlag 1";
+ mes "links to the Gate House^000000.";
+ next;
+ mes "[Ef]";
+ mes "Many flags link directly to";
+ mes "the flag near the Emperium.";
+ mes "The final numbered flag is";
+ mes "linked to the Convenience";
+ mes "Facility of the stronghold's";
+ mes "owner. Keep this in mind.";
+ close;
+ case 4:
+ mes "[Ef]";
+ mes "Strategy? It would be better";
+ mes "to develop your battle plan to";
+ mes "exploit your guild's advantages";
+ mes "and your enemies' weaknesses.";
+ mes "Use the Gate Houses and Barricades, and rebuild as quickly as you can!";
+ close;
+ case 5:
+ mes "[Ef]";
+ mes "You have no questions";
+ mes "to ask of me? Well, I'm";
+ mes "here to serve your needs.";
+ close;
+ }
+ case 2:
+ mes "[Ef]";
+ mes "I'm always here, so";
+ mes "feel free to request my";
+ mes "assistance whenever";
+ mes "the need arises.";
+ close;
+ }
+ }
+ else {
+ mes "[Ef]";
+ mes "Greetings, "+strcharinfo(0)+".";
+ mes "What are your orders?";
+ next;
+ switch(select("Increase Stronghold Defense:Situational Briefing:Cancel")) {
+ case 1:
+ if ($agit_sc05[5] == 0) {
+ if (getgdskilllv(.@GID,10002) == 0) {
+ mes "[Ef]";
+ mes "I'm sorry, but the Guardian";
+ mes "Stones aren't powerful enough";
+ mes "to summon Guardians yet. We";
+ mes "need to accumulate more";
+ mes "knowledge before they can";
+ mes "summon any Guardians.";
+ close;
+ }
+ else {
+ mes "[Ef]";
+ mes "I shall endeavor to summon";
+ mes "a Guardian through a Guardian";
+ mes "Stone. However, keep in mind";
+ mes "that this will not work if the";
+ mes "Guardian Stone is destroyed.";
+ setarray $agit_sc05[5],1;
+ if ($agit_sc05[0] == 0) {
+ donpcevent "#sch05_gard01::OnEnable";
+ }
+ if ($agit_sc05[1] == 0) {
+ donpcevent "#sch05_gard02::OnEnable";
+ }
+ close;
+ }
+ }
+ else {
+ mes "[Ef]";
+ mes "You've already commanded";
+ mes "me to summon a Guardian";
+ mes "to defend the stronghold.";
+ close;
+ }
+ case 2:
+ mes "[Ef]";
+ mes "Our defense status is...";
+ if ($agit_sc05[0] == 1) {
+ mes "1st Guardian Stone: ^FF0000Destroyed^000000";
+ }
+ else if ($agit_sc05[0] == 2) {
+ mes "1st Guardian Stone: ^008000Repairing^000000";
+ }
+ else {
+ mes "1st Guardian Stone: ^4D4DFFOperational^000000";
+ }
+ if ($agit_sc05[1] == 1) {
+ mes "2nd Guardian Stone: ^FF0000Destroyed^000000";
+ }
+ else if ($agit_sc05[1] == 2) {
+ mes "2nd Guardian Stone: ^008000Repairing^000000";
+ }
+ else {
+ mes "2nd Guardian Stone: ^4D4DFFOperational^000000";
+ }
+ if ($agit_sc05[2] == 1) {
+ mes "1st Fortress Gate: ^FF0000Destroyed^000000";
+ }
+ else if ($agit_sc05[2] == 2) {
+ mes "1st Fortress Gate: ^008000Repairing^000000";
+ }
+ else {
+ mes "1st Fortress Gate: ^4D4DFFOperational^000000";
+ }
+ if ($agit_sc05[3] == 1) {
+ mes "2nd Fortress Gate: ^FF0000Destroyed^000000";
+ }
+ else if ($agit_sc05[3] == 2) {
+ mes "2nd Fortress Gate: ^008000Repairing^000000";
+ }
+ else {
+ mes "2nd Fortress Gate: ^4D4DFFOperational^000000";
+ }
+ if ($agit_sc05[4] == 1) {
+ mes "3rd Fortress Gate: ^FF0000Destroyed^000000";
+ }
+ else if ($agit_sc05[4] == 2) {
+ mes "3rd Fortress Gate: ^008000Repairing^000000";
+ }
+ else {
+ mes "3rd Fortress Gate: ^4D4DFFOperational^000000";
+ }
+ close;
+ case 3:
+ mes "[Ef]";
+ mes "I'll be standing by,";
+ mes "awaiting your orders.";
+ close;
+ }
+ }
+ }
+ }
+ else {
+ mes "[Ef]";
+ mes "Who are you? Scoundrel!";
+ mes "Leave this stronghold now!";
+ close;
+ }
+
+OnInit:
+ setarray $agit_sc05[0],0,0,0,0,0,0;
+ end;
+}
+
+schg_cas05,1,1,0 script #sch05_gard01 -1,{
+OnEnable:
+ set .@defence,GetCastleData("schg_cas05",3);
+ guardian "schg_cas05",111,18,"Guardian Soldier",1899,"#sch05_gard01::OnGuardianDied"; //0;
+ if ((.@defence > 10) && (.@defence < 31)) {
+ set .MyMobCount,2;
+ guardian "schg_cas05",109,44,"Guardian Soldier",1899,"#sch05_gard01::OnGuardianDied"; //1;
+ }
+ else if ((.@defence > 30) && (.@defence < 51)) {
+ set .MyMobCount,3;
+ guardian "schg_cas05",109,44,"Guardian Soldier",1899,"#sch05_gard01::OnGuardianDied"; //1;
+ guardian "schg_cas05",65,22,"Guardian Soldier",1899,"#sch05_gard01::OnGuardianDied"; //2;
+ }
+ else if ((.@defence > 50) && (.@defence < 71)) {
+ set .MyMobCount,4;
+ guardian "schg_cas05",109,44,"Guardian Soldier",1899,"#sch05_gard01::OnGuardianDied"; //1;
+ guardian "schg_cas05",65,22,"Guardian Soldier",1899,"#sch05_gard01::OnGuardianDied"; //2;
+ guardian "schg_cas05",110,40,"Guardian Soldier",1899,"#sch05_gard01::OnGuardianDied"; //3;
+ }
+ else if (.@defence > 70) {
+ set .MyMobCount,5;
+ guardian "schg_cas05",109,44,"Guardian Soldier",1899,"#sch05_gard01::OnGuardianDied"; //1;
+ guardian "schg_cas05",65,22,"Guardian Soldier",1899,"#sch05_gard01::OnGuardianDied"; //2;
+ guardian "schg_cas05",110,40,"Guardian Soldier",1899,"#sch05_gard01::OnGuardianDied"; //3;
+ guardian "schg_cas05",88,20,"Guardian Soldier",1899,"#sch05_gard01::OnGuardianDied"; //4;
+ }
+ else {
+ set .MyMobCount,2;
+ guardian "schg_cas05",108,32,"Guardian Soldier",1899,"#sch05_gard01::OnGuardianDied"; //1;
+ }
+ initnpctimer;
+ end;
+
+OnTimer300000:
+ set .MyMobCount,.MyMobCount+1;
+ guardian "schg_cas05",64,40,"Guardian Soldier",1899,"#sch05_gard01::OnGuardianDied"; //5;
+ mapannounce "schg_cas05","The 1st Guardian has been summoned from the Gate House.",bc_map,"0xff4500";
+ end;
+
+OnTimer900000:
+ set .MyMobCount,.MyMobCount+1;
+ guardian "schg_cas05",47,43,"Guardian Soldier",1899,"#sch05_gard01::OnGuardianDied"; //6;
+ mapannounce "schg_cas05","The 2nd Guardian has been summoned from the Gate House.",bc_map,"0xff4500";
+ end;
+
+OnTimer1800000:
+ set .MyMobCount,.MyMobCount+1;
+ guardian "schg_cas05",109,48,"Guardian Soldier",1899,"#sch05_gard01::OnGuardianDied"; //7;
+ mapannounce "schg_cas05","The 3rd Guardian has been summoned from the Gate House.",bc_map,"0xff4500";
+ end;
+
+OnTimer2700000:
+ set .MyMobCount,.MyMobCount+1;
+ guardian "schg_cas05",111,18,"Guardian Soldier",1899,"#sch05_gard01::OnGuardianDied"; //8;
+ mapannounce "schg_cas05","The 4th Guardian has been summoned from the Gate House.",bc_map,"0xff4500";
+ end;
+
+OnTimer3600000:
+ set .MyMobCount,.MyMobCount+1;
+ guardian "schg_cas05",112,32,"Guardian Soldier",1899,"#sch05_gard01::OnGuardianDied"; //9;
+ mapannounce "schg_cas05","The 5th Guardian has been summoned from the Gate House.",bc_map,"0xff4500";
+ stopnpctimer;
+ end;
+
+OnGuardianDied:
+ set .MyMobCount,.MyMobCount-1;
+ if (.MyMobCount < 2) {
+ set .MyMobCount,.MyMobCount+1;
+ guardian "schg_cas05",120,37,"Guardian Soldier",1899,"#sch05_gard01::OnGuardianDied"; //10;
+ }
+ end;
+
+Onreset:
+ stopnpctimer;
+ killmonster "schg_cas05","#sch05_gard01::OnGuardianDied";
+ end;
+}
+
+schg_cas05,1,2,0 script #sch05_gard02 -1,{
+OnEnable:
+ set .@defence,GetCastleData("schg_cas05",3);
+ guardian "schg_cas05",130,22,"Guardian Soldier",1899,"#sch05_gard02::OnGuardianDied"; //11;
+ if ((.@defence > 10) && (.@defence < 31)) {
+ set .MyMobCount,2;
+ guardian "schg_cas05",187,15,"Guardian Soldier",1899,"#sch05_gard02::OnGuardianDied"; //12;
+ }
+ else if ((.@defence > 30) && (.@defence < 51)) {
+ set .MyMobCount,3;
+ guardian "schg_cas05",129,47,"Guardian Soldier",1899,"#sch05_gard02::OnGuardianDied"; //12;
+ guardian "schg_cas05",151,18,"Guardian Soldier",1899,"#sch05_gard02::OnGuardianDied"; //13;
+ }
+ else if ((.@defence > 50) && (.@defence < 71)) {
+ set .MyMobCount,4;
+ guardian "schg_cas05",129,47,"Guardian Soldier",1899,"#sch05_gard02::OnGuardianDied"; //12;
+ guardian "schg_cas05",151,18,"Guardian Soldier",1899,"#sch05_gard02::OnGuardianDied"; //13;
+ guardian "schg_cas05",187,15,"Guardian Soldier",1899,"#sch05_gard02::OnGuardianDied"; //14;
+ }
+ else if (.@defence > 70) {
+ set .MyMobCount,5;
+ guardian "schg_cas05",129,47,"Guardian Soldier",1899,"#sch05_gard02::OnGuardianDied"; //12;
+ guardian "schg_cas05",151,18,"Guardian Soldier",1899,"#sch05_gard02::OnGuardianDied"; //13;
+ guardian "schg_cas05",187,15,"Guardian Soldier",1899,"#sch05_gard02::OnGuardianDied"; //14;
+ guardian "schg_cas05",128,42,"Guardian Soldier",1899,"#sch05_gard02::OnGuardianDied"; //15;
+ }
+ else {
+ set .MyMobCount,2;
+ guardian "schg_cas05",128,42,"Guardian Soldier",1899,"#sch05_gard02::OnGuardianDied"; //12;
+ }
+ initnpctimer;
+ end;
+
+OnTimer600000:
+ set .MyMobCount,.MyMobCount+1;
+ guardian "schg_cas05",152,43,"Guardian Soldier",1899,"#sch05_gard02::OnGuardianDied"; //16;
+ end;
+
+OnTimer1200000:
+ set .MyMobCount,.MyMobCount+1;
+ guardian "schg_cas05",187,15,"Guardian Soldier",1899,"#sch05_gard02::OnGuardianDied"; //17;
+ end;
+
+OnTimer2100000:
+ set .MyMobCount,.MyMobCount+1;
+ guardian "schg_cas05",128,42,"Guardian Soldier",1899,"#sch05_gard02::OnGuardianDied"; //18;
+ end;
+
+OnTimer3000000:
+ set .MyMobCount,.MyMobCount+1;
+ guardian "schg_cas05",130,22,"Guardian Soldier",1899,"#sch05_gard02::OnGuardianDied"; //19;
+ end;
+
+OnTimer3900000:
+ set .MyMobCount,.MyMobCount+1;
+ guardian "schg_cas05",130,28,"Guardian Soldier",1899,"#sch05_gard02::OnGuardianDied"; //20;
+ stopnpctimer;
+ end;
+
+OnGuardianDied:
+ set .MyMobCount,.MyMobCount-1;
+ if (.MyMobCount < 2) {
+ set .MyMobCount,.MyMobCount+1;
+ guardian "schg_cas05",151,18,"Guardian Soldier",1899,"#sch05_gard02::OnGuardianDied"; //21;
+ }
+ end;
+
+Onreset:
+ stopnpctimer;
+ killmonster "schg_cas05","#sch05_gard02::OnGuardianDied";
+ end;
+}
+
+schg_cas05,1,3,0 script #sch05_df01 -1,{
+OnEnable:
+ guardian "schg_cas05",27,35,"1st Guardian Stone",1907,"#sch05_df01::OnGuardianStoneDied"; //22;
+ end;
+
+OnDisable:
+ killmonster "schg_cas05","#sch05_df01::OnGuardianStoneDied";
+ setarray $agit_sc05[0],1; //Global Variable
+ stopnpctimer;
+ end;
+
+OnGuardianStoneDied:
+ // 1st Guardian Stone is Destroyed
+ setarray $agit_sc05[0],1;
+ if (($agit_sc05[0] == 1) || ($agit_sc05[0] == 2)) {
+ set .@destroyed,.@destroyed + 1;
+ }
+ if (($agit_sc05[1] == 1) || ($agit_sc05[1] == 2)) {
+ set .@destroyed,.@destroyed + 1;
+ }
+ if (.@destroyed == 2) {
+ mapannounce "schg_cas05","All of the Guardian Stones have been destroyed!",bc_map,"0x00ff00";
+ donpcevent "#sch05_RL00::OnDisable";
+ donpcevent "#sch05_gard01::Onreset";
+ }
+ else {
+ mapannounce "schg_cas05","The 1st Guardian Stone has been destroyed!",bc_map,"0x00ff00";
+ donpcevent "#sch05_gard01::Onreset";
+ }
+ initnpctimer;
+ end;
+
+OnTimer300000:
+ donpcevent "1st Guardian Stone#sch05::OnEnable";
+ setarray $agit_sc05[0],2; //Global Variable
+ stopnpctimer;
+ end;
+}
+
+schg_cas05,27,36,0 script 1st Guardian Stone#sch05 844,{
+ set .@GID, GetCastleData("schg_cas05",1);
+ if (getcharid(2) == .@GID) {
+ mes "^3355FFYou will need the";
+ mes "following materials to";
+ mes "rebuild a destroyed";
+ mes "Guardian Stone.^000000";
+ next;
+ mes "1 Oridecon";
+ mes "1 Elunium";
+ mes "30 Stones";
+ mes "5 Blue Gemstones";
+ mes "5 Yellow Gemstones";
+ mes "5 Red Gemstones";
+ next;
+ mes "^3355FFDo you want to continue?^000000";
+ switch(select("No:Continue")) {
+ case 1:
+ mes "^3355FFWork canceled.^000000";
+ close;
+ case 2:
+ if ((countitem(984) > 0) && (countitem(985) > 0) && (countitem(7049) > 29) && (countitem(717) > 4) && (countitem(715) > 4) && (countitem(716) > 4)) {
+ mes "^3355FFArrange Stones, Elunium, and";
+ mes "Oridecon, in that order, in the";
+ mes "center. Then you must arrange";
+ mes "the enchanted Gemstones to";
+ mes "rebuild the Guardian Stone.^000000";
+ next;
+ switch(select("Elunium:Oridecon:Stone")) {
+ case 1:
+ mes "^3355FFElunium has been";
+ mes "placed in the center.^000000";
+ next;
+ break;
+ case 2:
+ mes "^3355FFOridecon has been";
+ mes "placed in the center.^000000";
+ next;
+ break;
+ case 3:
+ mes "^3355FFStones have been";
+ mes "placed in the center.^000000";
+ set .@nice,.@nice+10;
+ next;
+ break;
+ }
+ switch(select("Elunium:Oridecon:Stone")) {
+ case 1:
+ mes "^3355FFYou have lined the";
+ mes "outside of the center";
+ mes "with some Elunium.^000000";
+ set .@nice,.@nice+10;
+ next;
+ break;
+ case 2:
+ mes "^3355FFYou have lined the";
+ mes "outside of the center";
+ mes "with some Oridecon.^000000";
+ next;
+ break;
+ case 3:
+ mes "^3355FFYou have lined the";
+ mes "outside of the center";
+ mes "with some Stones.^000000";
+ next;
+ break;
+ }
+ switch(select("Elunium:Oridecon:Stone")) {
+ case 1:
+ mes "^3355FFYou covered the";
+ mes "rest of the materials";
+ mes "with some Elunium.^000000";
+ next;
+ break;
+ case 2:
+ mes "^3355FFYou covered the";
+ mes "rest of the materials";
+ mes "with some Oridecon.^000000";
+ set .@nice,.@nice+10;
+ next;
+ break;
+ case 3:
+ mes "^3355FFYou covered the";
+ mes "rest of the materials";
+ mes "with some Stones.^000000";
+ next;
+ break;
+ }
+ mes "^3355FFNow you need to arrange";
+ mes "the enchanted Gemstones";
+ mes "accordingly. You can identify";
+ mes "their Magic properties by";
+ mes "their casting effect.^000000";
+ next;
+ while(1) {
+ if (.@roof0 > 7) {
+ break;
+ }
+ else {
+ switch(rand(1,3)) {
+ case 1:
+ specialeffect EF_BEGINSPELL2;
+ mes "^3355FFThe Gemstones must";
+ mes "be arranged in the correct";
+ mes "order according to their";
+ mes "magic properties and power.^000000";
+ next;
+ switch(select("Red Gemstone:Yellow Gemstone:Blue Gemstone")) {
+ case 1:
+ mes "^3355FFYou placed the Red Gemstone.";
+ mes "However, the Guardian Stone";
+ mes "Repair System failed because";
+ mes "of a magic power conflict.^000000";
+ close;
+ case 2:
+ mes "^3355FFYou placed the Yellow Gemstone.";
+ mes "However, the Guardian Stone";
+ mes "Repair System failed because";
+ mes "of a magic power conflict.^000000";
+ close;
+ case 3:
+ mes "^3355FFYou placed the Blue Gemstone.^000000";
+ set .@nice,.@nice+10;
+ set .@roof0,.@roof0 + 1;
+ specialeffect EF_STEAL;
+ next;
+ break;
+ }
+ break;
+ case 2:
+ specialeffect EF_VOLCANO;
+ mes "^3355FFThe Gemstones must";
+ mes "be arranged in the correct";
+ mes "order according to their";
+ mes "magic properties and power.^000000";
+ next;
+ switch(select("Red Gemstone:Yellow Gemstone:Blue Gemstone")) {
+ case 1:
+ mes "^3355FFYou placed the Red Gemstone.^000000";
+ set .@nice,.@nice+10;
+ set .@roof0,.@roof0 + 1;
+ specialeffect EF_STEAL;
+ next;
+ break;
+ case 2:
+ mes "^3355FFYou placed the Yellow Gemstone.";
+ mes "However, the Guardian Stone";
+ mes "Repair System failed because";
+ mes "of a magic power conflict.^000000";
+ close;
+ case 3:
+ mes "^3355FFYou placed the Blue Gemstone.";
+ mes "However, the Guardian Stone";
+ mes "Repair System failed because";
+ mes "of a magic power conflict.^000000";
+ close;
+ }
+ break;
+ case 3:
+ specialeffect EF_BEGINSPELL4;
+ mes "^3355FFThe Gemstones must";
+ mes "be arranged in the correct";
+ mes "order according to their";
+ mes "magic properties and power.^000000";
+ next;
+ switch(select("Red Gemstone:Yellow Gemstone:Blue Gemstone")) {
+ case 1:
+ mes "^3355FFYou placed the Red Gemstone.";
+ mes "However, the Guardian Stone";
+ mes "Repair System failed because";
+ mes "of a magic power conflict.^000000";
+ close;
+ case 2:
+ mes "^3355FFYou placed the Yellow Gemstone.^000000";
+ set .@nice,.@nice+10;
+ set .@roof0,.@roof0 + 1;
+ specialeffect EF_STEAL;
+ next;
+ break;
+ case 3:
+ mes "^3355FFYou placed the Blue Gemstone.";
+ mes "However, the Guardian Stone";
+ mes "Repair System failed because";
+ mes "of a magic power conflict.^000000";
+ close;
+ }
+ }
+ }
+ }
+ if (.@nice > 90) {
+ if ($agit_sc05[0] == 0) {
+ mes "^3355FFThe Guardian Stone";
+ mes "Repair System has";
+ mes "already completed.^000000";
+ close;
+ }
+ else {
+ if (agitcheck2() == 0) {
+ mes "^3355FFIt is impossible to";
+ mes "rebuild the Guardian";
+ mes "Stone because the";
+ mes "Emperium is not present.^000000";
+ close;
+ }
+ else {
+ mes "^3355FFThe Gemstones have been";
+ mes "arranged, and the Guardian";
+ mes "Stone is successfully repaired.^000000";
+ delitem 984,1; //Oridecon
+ delitem 985,1; //Elunium
+ delitem 7049,30; //Stone
+ delitem 717,5; //Blue_Gemstone
+ delitem 715,5; //Yellow_Gemstone
+ delitem 716,5; //Red_Gemstone
+ close2;
+ donpcevent "#sch05_df01::OnEnable";
+ specialeffect EF_ICECRASH;
+ disablenpc "1st Guardian Stone#sch05";
+ setarray $agit_sc05[0],0;
+ set .@df_all,$agit_sc05[0]+$agit_sc05[1];
+ if (.@df_all == 0) {
+ mapannounce "schg_cas05","Both Guardian Stones have been erected, bolstering this stronghold's defenses!",bc_map,"0x00ff00";
+ donpcevent "#sch05_RL00::OnEnable";
+ }
+ else {
+ mapannounce "schg_cas05","The 1st Guardian Stone has been repaired successfully.",bc_map,"0x00ff00";
+ }
+ if ($agit_sc05[5] == 1) {
+ donpcevent "#sch05_gard01::OnEnable";
+ }
+ end;
+ }
+ }
+ }
+ else {
+ mes "^3355FFAfter all of that work...";
+ mes "It looks like you failed";
+ mes "to fix the Guardian Stone,";
+ mes "and lost some materials.^000000";
+ delitem 7049,10; //Stone
+ delitem 717,2; //Blue_Gemstone
+ delitem 715,2; //Yellow_Gemstone
+ delitem 716,2; //Red_Gemstone
+ close;
+ }
+ }
+ else {
+ mes "^3355FFYou don't have enough";
+ mes "materials to repair";
+ mes "the Guardian Stone.^000000";
+ close;
+ }
+ }
+ }
+ end;
+
+OnInit:
+ disablenpc "1st Guardian Stone#sch05";
+ end;
+
+OnEnable:
+ enablenpc "1st Guardian Stone#sch05";
+ specialeffect EF_MAPPILLAR2;
+ end;
+
+OnDisable:
+ disablenpc "1st Guardian Stone#sch05";
+ end;
+}
+
+schg_cas05,1,4,0 script #sch05_df02 -1,{
+OnEnable:
+ guardian "schg_cas05",207,75,"2nd Guardian Stone",1908,"#sch05_df02::OnGuardianStoneDied"; //23;
+ end;
+
+OnDisable:
+ killmonster "schg_cas05","#sch05_df02::OnGuardianStoneDied";
+ setarray $agit_sc05[1],1; //Global Variable
+ stopnpctimer;
+ end;
+
+OnGuardianStoneDied:
+ // 2nd Guardian Stone is Destroyed
+ setarray $agit_sc05[1],1;
+ if (($agit_sc05[0] == 1) || ($agit_sc05[0] == 2)) {
+ set .@destroyed,.@destroyed + 1;
+ }
+ if (($agit_sc05[1] == 1) || ($agit_sc05[1] == 2)) {
+ set .@destroyed,.@destroyed + 1;
+ }
+ if (.@destroyed == 2) {
+ mapannounce "schg_cas05","All of the Guardian Stones have been destroyed!",bc_map,"0x00ff00";
+ donpcevent "#sch05_RL00::OnDisable";
+ donpcevent "#sch05_gard02::Onreset";
+ }
+ else {
+ mapannounce "schg_cas05","2nd Guardian Stone has been destroyed!",bc_map,"0x00ff00";
+ donpcevent "#sch05_gard02::Onreset";
+ }
+ initnpctimer;
+ end;
+
+OnTimer300000:
+ donpcevent "2nd Guardian Stone#sch05::OnEnable";
+ setarray $agit_sc05[1],2; //Global Variable
+ stopnpctimer;
+ end;
+}
+
+schg_cas05,208,75,0 script 2nd Guardian Stone#sch05 844,{
+ set .@GID, GetCastleData("schg_cas05",1);
+ if (getcharid(2) == .@GID) {
+ mes "^3355FFYou will need the";
+ mes "following materials to";
+ mes "rebuild a destroyed";
+ mes "Guardian Stone.^000000";
+ next;
+ mes "1 Oridecon";
+ mes "1 Elunium";
+ mes "30 Stones";
+ mes "5 Blue Gemstones";
+ mes "5 Yellow Gemstones";
+ mes "5 Red Gemstones";
+ next;
+ mes "^3355FFDo you want to continue?^000000";
+ switch(select("No:Continue")) {
+ case 1:
+ mes "^3355FFWork canceled.^000000";
+ close;
+ case 2:
+ if ((countitem(984) > 0) && (countitem(985) > 0) && (countitem(7049) > 29) && (countitem(717) > 4) && (countitem(715) > 4) && (countitem(716) > 4)) {
+ mes "^3355FFArrange Stones, Elunium, and";
+ mes "Oridecon, in that order, in the";
+ mes "center. Then you must arrange";
+ mes "the enchanted Gemstones to";
+ mes "rebuild the Guardian Stone.^000000";
+ next;
+ switch(select("Elunium:Oridecon:Stone")) {
+ case 1:
+ mes "^3355FFElunium has been";
+ mes "placed in the center.^000000";
+ next;
+ break;
+ case 2:
+ mes "^3355FFOridecon has been";
+ mes "placed in the center.^000000";
+ next;
+ break;
+ case 3:
+ mes "^3355FFStones have been";
+ mes "placed in the center.^000000";
+ set .@nice,.@nice+10;
+ next;
+ break;
+ }
+ switch(select("Elunium:Oridecon:Stone")) {
+ case 1:
+ mes "^3355FFYou have lined the";
+ mes "outside of the center";
+ mes "with some Elunium.^000000";
+ set .@nice,.@nice+10;
+ next;
+ break;
+ case 2:
+ mes "^3355FFYou have lined the";
+ mes "outside of the center";
+ mes "with some Oridecon.^000000";
+ next;
+ break;
+ case 3:
+ mes "^3355FFYou have lined the";
+ mes "outside of the center";
+ mes "with some Stones.^000000";
+ next;
+ break;
+ }
+ switch(select("Elunium:Oridecon:Stone")) {
+ case 1:
+ mes "^3355FFYou covered the";
+ mes "rest of the materials";
+ mes "with some Elunium.^000000";
+ next;
+ break;
+ case 2:
+ mes "^3355FFYou covered the";
+ mes "rest of the materials";
+ mes "with some Oridecon.^000000";
+ set .@nice,.@nice+10;
+ next;
+ break;
+ case 3:
+ mes "^3355FFYou covered the";
+ mes "rest of the materials";
+ mes "with some Stones.^000000";
+ next;
+ break;
+ }
+ mes "^3355FFNow you need to arrange";
+ mes "the enchanted Gemstones";
+ mes "accordingly. You can identify";
+ mes "their Magic properties by";
+ mes "their casting effect.^000000";
+ next;
+ while(1) {
+ if (.@roof0 > 7) {
+ break;
+ }
+ else {
+ switch(rand(1,3)) {
+ case 1:
+ specialeffect EF_BEGINSPELL2;
+ mes "^3355FFThe Gemstones must";
+ mes "be arranged in the correct";
+ mes "order according to their";
+ mes "magic properties and power.^000000";
+ next;
+ switch(select("Red Gemstone:Yellow Gemstone:Blue Gemstone")) {
+ case 1:
+ mes "^3355FFYou placed the Red Gemstone.";
+ mes "However, the Guardian Stone";
+ mes "Repair System failed because";
+ mes "of a magic power conflict.^000000";
+ close;
+ case 2:
+ mes "^3355FFYou placed the Yellow Gemstone.";
+ mes "However, the Guardian Stone";
+ mes "Repair System failed because";
+ mes "of a magic power conflict.^000000";
+ close;
+ case 3:
+ mes "^3355FFYou placed the Blue Gemstone.^000000";
+ set .@nice,.@nice+10;
+ set .@roof0,.@roof0 + 1;
+ specialeffect EF_STEAL;
+ next;
+ break;
+ }
+ break;
+ case 2:
+ specialeffect EF_VOLCANO;
+ mes "^3355FFThe Gemstones must";
+ mes "be arranged in the correct";
+ mes "order according to their";
+ mes "magic properties and power.^000000";
+ next;
+ switch(select("Red Gemstone:Yellow Gemstone:Blue Gemstone")) {
+ case 1:
+ mes "^3355FFYou placed the Red Gemstone.^000000";
+ set .@nice,.@nice+10;
+ set .@roof0,.@roof0 + 1;
+ specialeffect EF_STEAL;
+ next;
+ break;
+ case 2:
+ mes "^3355FFYou placed the Yellow Gemstone.";
+ mes "However, the Guardian Stone";
+ mes "Repair System failed because";
+ mes "of a magic power conflict.^000000";
+ close;
+ case 3:
+ mes "^3355FFYou placed the Blue Gemstone.";
+ mes "However, the Guardian Stone";
+ mes "Repair System failed because";
+ mes "of a magic power conflict.^000000";
+ close;
+ }
+ break;
+ case 3:
+ specialeffect EF_BEGINSPELL4;
+ mes "^3355FFThe Gemstones must";
+ mes "be arranged in the correct";
+ mes "order according to their";
+ mes "magic properties and power.^000000";
+ next;
+ switch(select("Red Gemstone:Yellow Gemstone:Blue Gemstone")) {
+ case 1:
+ mes "^3355FFYou placed the Red Gemstone.";
+ mes "However, the Guardian Stone";
+ mes "Repair System failed because";
+ mes "of a magic power conflict.^000000";
+ close;
+ case 2:
+ mes "^3355FFYou placed the Yellow Gemstone.^000000";
+ set .@nice,.@nice+10;
+ set .@roof0,.@roof0 + 1;
+ specialeffect EF_STEAL;
+ next;
+ break;
+ case 3:
+ mes "^3355FFYou placed the Blue Gemstone.";
+ mes "However, the Guardian Stone";
+ mes "Repair System failed because";
+ mes "of a magic power conflict.^000000";
+ close;
+ }
+ }
+ }
+ }
+ if (.@nice > 90) {
+ if ($agit_sc05[1] == 0) {
+ mes "^3355FFThe Guardian Stone";
+ mes "Repair System has";
+ mes "successfully completed.^000000";
+ close;
+ }
+ else {
+ if (agitcheck2() == 0) {
+ mes "^3355FFIt is impossible to";
+ mes "rebuild the Guardian";
+ mes "Stone because the";
+ mes "Emperium is not present.^000000";
+ close;
+ }
+ else {
+ mes "^3355FFThe Gemstones have been";
+ mes "arranged, and the Guardian";
+ mes "Stone is successfully repaired.^000000";
+ delitem 984,1; //Oridecon
+ delitem 985,1; //Elunium
+ delitem 7049,30; //Stone
+ delitem 717,5; //Blue_Gemstone
+ delitem 715,5; //Yellow_Gemstone
+ delitem 716,5; //Red_Gemstone
+ close2;
+ donpcevent "#sch05_df02::OnEnable";
+ specialeffect EF_ICECRASH;
+ disablenpc "2nd Guardian Stone#sch05";
+ setarray $agit_sc05[1],0;
+ set .@df_all,$agit_sc05[0]+$agit_sc05[1];
+ if (.@df_all == 0) {
+ mapannounce "schg_cas05","Both Guardian Stones have been erected, bolstering this stronghold's defenses!",bc_map,"0x00ff00";
+ donpcevent "#sch05_RL00::OnEnable";
+ }
+ else {
+ mapannounce "schg_cas05","The 2nd Guardian Stone has been repaired successfully.",bc_map,"0x00ff00";
+ }
+ if ($agit_sc05[5] == 1) {
+ donpcevent "#sch05_gard02::OnEnable";
+ }
+ end;
+ }
+ }
+ }
+ else {
+ mes "^3355FFAfter all of that work...";
+ mes "It looks like you failed";
+ mes "to fix the Guardian Stone,";
+ mes "and lost some materials.^000000";
+ delitem 7049,10; //Stone
+ delitem 717,2; //Blue_Gemstone
+ delitem 715,2; //Yellow_Gemstone
+ delitem 716,2; //Red_Gemstone
+ close;
+ }
+ }
+ else {
+ mes "^3355FFYou don't have enough";
+ mes "materials to repair";
+ mes "the Guardian Stone.^000000";
+ close;
+ }
+ }
+ }
+ end;
+
+OnInit:
+ disablenpc "2nd Guardian Stone#sch05";
+ end;
+
+OnEnable:
+ enablenpc "2nd Guardian Stone#sch05";
+ specialeffect EF_MAPPILLAR2;
+ end;
+
+OnDisable:
+ disablenpc "2nd Guardian Stone#sch05";
+ end;
+}
+
+// Barrier Summoners
+schg_cas05,2,1,0 script #sch05_RL00 -1,{
+OnEnable:
+ setcell "schg_cas05",114,48,126,48,cell_walkable,0;
+ setcell "schg_cas05",114,48,126,48,cell_shootable,0;
+ guardian "schg_cas05",115,49," ",1905,"#sch05_RL00::OnBarrierDestroyed"; //24;
+ guardian "schg_cas05",117,49," ",1905,"#sch05_RL00::OnBarrierDestroyed"; //25;
+ guardian "schg_cas05",119,49," ",1905,"#sch05_RL00::OnBarrierDestroyed"; //26;
+ guardian "schg_cas05",121,49," ",1905,"#sch05_RL00::OnBarrierDestroyed"; //27;
+ guardian "schg_cas05",123,49," ",1905,"#sch05_RL00::OnBarrierDestroyed"; //28;
+ guardian "schg_cas05",125,49," ",1905,"#sch05_RL00::OnBarrierDestroyed"; //29;
+ end;
+
+OnDisable:
+ setcell "schg_cas05",114,48,126,48,cell_walkable,1;
+ setcell "schg_cas05",114,48,126,48,cell_shootable,1;
+ killmonster "schg_cas05","#sch05_RL00::OnBarrierDestroyed";
+ end;
+
+OnBarrierDestroyed:
+ end;
+}
+
+schg_cas05,2,2,0 script #sch05_RL01 -1,{
+OnEnable:
+ set .MyMobCount,6;
+ setcell "schg_cas05",114,51,126,51,cell_walkable,0;
+ guardian "schg_cas05",115,50," ",1905,"#sch05_RL01::OnBarrierDestroyed"; //30;
+ guardian "schg_cas05",117,50," ",1905,"#sch05_RL01::OnBarrierDestroyed"; //31;
+ guardian "schg_cas05",119,50," ",1905,"#sch05_RL01::OnBarrierDestroyed"; //32;
+ guardian "schg_cas05",121,50," ",1905,"#sch05_RL01::OnBarrierDestroyed"; //33;
+ guardian "schg_cas05",123,50," ",1905,"#sch05_RL01::OnBarrierDestroyed"; //34;
+ guardian "schg_cas05",125,50," ",1905,"#sch05_RL01::OnBarrierDestroyed"; //35;
+ end;
+
+OnBarrierDestroyed:
+ set .MyMobCount,.MyMobCount-1;
+ if (.MyMobCount == 0) {
+ setarray $agit_sc05[2],1;
+ mapannounce "schg_cas05","The 1st Fortress Gate is destroyed.",bc_map,"0x00ff00";
+ setcell "schg_cas05",114,51,126,51,cell_walkable,1;
+ }
+ end;
+
+OnDisable:
+ setcell "schg_cas05",114,51,126,51,cell_walkable,1;
+ killmonster "schg_cas05","#sch05_RL01::OnBarrierDestroyed";
+ end;
+}
+
+schg_cas05,2,3,0 script #sch05_RL02 -1,{
+OnEnable:
+ set .MyMobCount,6;
+ setcell "schg_cas05",114,154,126,154,cell_walkable,0;
+ guardian "schg_cas05",115,153," ",1905,"#sch05_RL02::OnBarrierDestroyed"; //36;
+ guardian "schg_cas05",117,153," ",1905,"#sch05_RL02::OnBarrierDestroyed"; //37;
+ guardian "schg_cas05",119,153," ",1905,"#sch05_RL02::OnBarrierDestroyed"; //38;
+ guardian "schg_cas05",121,153," ",1905,"#sch05_RL02::OnBarrierDestroyed"; //39;
+ guardian "schg_cas05",123,153," ",1905,"#sch05_RL02::OnBarrierDestroyed"; //40;
+ guardian "schg_cas05",125,153," ",1905,"#sch05_RL02::OnBarrierDestroyed"; //41;
+ end;
+
+OnBarrierDestroyed:
+ set .MyMobCount,.MyMobCount-1;
+ if (.MyMobCount == 0) {
+ setarray $agit_sc05[3],1;
+ mapannounce "schg_cas05","The 2nd Fortress Gate is destroyed.",bc_map,"0x00ff00";
+ setcell "schg_cas05",114,154,126,154,cell_walkable,1;
+ }
+ end;
+
+OnDisable:
+ setcell "schg_cas05",114,154,126,154,cell_walkable,1;
+ killmonster "schg_cas05","#sch05_RL02::OnBarrierDestroyed";
+ end;
+}
+
+schg_cas05,2,4,0 script #sch05_RL03 -1,{
+OnEnable:
+ set .MyMobCount,4;
+ setcell "schg_cas05",116,241,126,241,cell_walkable,0;
+ guardian "schg_cas05",116,240," ",1905,"#sch05_RL03::OnBarrierDestroyed"; //42;
+ guardian "schg_cas05",118,240," ",1905,"#sch05_RL03::OnBarrierDestroyed"; //43;
+ guardian "schg_cas05",120,240," ",1905,"#sch05_RL03::OnBarrierDestroyed"; //44;
+ guardian "schg_cas05",122,240," ",1905,"#sch05_RL03::OnBarrierDestroyed"; //45;
+ end;
+
+OnBarrierDestroyed:
+ set .MyMobCount,.MyMobCount-1;
+ if (.MyMobCount == 0) {
+ setarray $agit_sc05[4],1;
+ mapannounce "schg_cas05","The 3rd Fortress Gate is destroyed!",bc_map,"0x00ff00";
+ setcell "schg_cas05",116,241,126,241,cell_walkable,1;
+ }
+ end;
+
+OnDisable:
+ setcell "schg_cas05",116,241,126,241,cell_walkable,1;
+ killmonster "schg_cas05","#sch05_RL03::OnBarrierDestroyed";
+ end;
+}
+
+schg_cas05,124,52,0 script Control Device01#sch05 111,{
+ set .@GID, GetCastleData("schg_cas05",1);
+ if (getcharid(2) == .@GID) {
+ if (strcharinfo(0) == getguildmaster(.@GID)) {
+ if ($agit_sc05[2] == 2) {
+ mes "^3355FFDemolished Fortress";
+ mes "Gates can be repaired,";
+ mes "but you will need to gather";
+ mes "the following materials.^000000";
+ next;
+ mes "^4D4DFF10 Steel^000000,";
+ mes "^4D4DFF30 Trunks^000000,";
+ mes "^4D4DFF5 Oridecon^000000, and";
+ mes "^4D4DFF10 Emveretarcon^000000.";
+ next;
+ select("Continue");
+ if ((countitem(1019) > 29) && (countitem(999) > 9) && (countitem(1011) > 9) && (countitem(984) > 4)) {
+ mes "^3355FFYou will need Trunks to";
+ mes "repair the support frame,";
+ mes "Oridecon to enhance the";
+ mes "gate's endurance, and";
+ mes "Emveretarcon to basically";
+ mes "hold everything together.^000000";
+ next;
+ set .@ro_of01,rand(10,15);
+ while(1) {
+ if (.@ro_of02 == .@ro_of01) {
+ break;
+ }
+ else {
+ switch(rand(1,4)) {
+ case 1:
+ mes "^3355FFThe support frame";
+ mes "is badly damaged:";
+ mes "fixing this part";
+ mes "is a top priority.^000000";
+ next;
+ switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
+ case 1:
+ mes "^3355FFThe frame has been";
+ mes "reinforced with wood.^000000";
+ set .@rp_temp,.@rp_temp + 1;
+ set .@ro_of02,.@ro_of02 + 1;
+ specialeffect2 EF_REPAIRWEAPON;
+ next;
+ break;
+ case 2:
+ mes "^3355FFYou tried using steel,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ case 3:
+ mes "^3355FFYou tried using emveretarcon,";
+ mes "but it's not working very well.^FFFFFF ^3355FF You'll have to try something else.";
+ close;
+ case 4:
+ mes "^3355FFYou tried using oridecon,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ }
+ break;
+ case 2:
+ mes "^3355FFIt looks like the gate's";
+ mes "overall endurance needs to";
+ mes "be reinforced with something.^000000";
+ next;
+ switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
+ case 1:
+ mes "^3355FFYou tried using wood";
+ mes "to reinforce the gate.^000000";
+ set .@ro_of02,.@ro_of02 + 1;
+ next;
+ break;
+ case 2:
+ mes "^3355FFYou tried using steel";
+ mes "to reinforce the gate, but";
+ mes "it's not working well at all.";
+ mes "You'll have to start over.^000000";
+ close;
+ case 3:
+ mes "^3355FFYou tried using emveretarcon";
+ mes "to reinforce the gate, but it's";
+ mes "not working well at all.";
+ mes "You'll have to start over.^000000";
+ close;
+ case 4:
+ mes "^3355FFYou hammered the";
+ mes "oridecon: it looks";
+ mes "like this will work.^000000";
+ set .@rp_temp,.@rp_temp + 1;
+ set .@ro_of02,.@ro_of02 + 1;
+ specialeffect2 EF_REPAIRWEAPON;
+ next;
+ break;
+ }
+ break;
+ case 3:
+ mes "^3355FFThe damage to the gate";
+ mes "has caused all these";
+ mes "cracks. You'll have to";
+ mes "weld them solid somehow.^000000";
+ next;
+ switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
+ case 1:
+ mes "^3355FFYou tried using wood to fix";
+ mes "this problem, but it seems";
+ mes "to have made it worse.";
+ mes "You'll have to start all over.^000000";
+ close;
+ case 2:
+ mes "^3355FFYou used steel to weld";
+ mes "all the cracks: the gate is";
+ mes "is starting to look more solid.^000000";
+ set .@rp_temp,.@rp_temp + 1;
+ set .@ro_of02,.@ro_of02 + 1;
+ specialeffect2 EF_REPAIRWEAPON;
+ next;
+ break;
+ case 3:
+ mes "^3355FFYou tried using emveretarcon";
+ mes "to reinforce the gate, but it's";
+ mes "not working well at all.";
+ mes "You'll have to start over.^000000";
+ close;
+ case 4:
+ mes "^3355FFYou tried using oridecon,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ }
+ break;
+ case 4:
+ mes "^3355FFNow you need to make";
+ mes "sure that the gate is held";
+ mes "together pretty solidly.^000000";
+ next;
+ switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
+ case 1:
+ mes "^3355FFYou tried using wood to fix";
+ mes "this problem, but it seems";
+ mes "to have made it worse.";
+ mes "You'll have to start all over.^000000";
+ close;
+ case 2:
+ mes "^3355FFYou tried using steel,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ case 3:
+ mes "^3355FFYou successfully used";
+ mes "the emveretarcon to repair";
+ mes "much of the gate's damage.^000000";
+ set .@rp_temp,.@rp_temp + 1;
+ set .@ro_of02,.@ro_of02 + 1;
+ specialeffect2 EF_REPAIRWEAPON;
+ next;
+ break;
+ case 4:
+ mes "^3355FFYou tried using oridecon,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ }
+ }
+ }
+ }
+ mes "^3355FFWell, it looks like";
+ mes "you're just about done";
+ mes "with repairing the gate.^000000";
+ next;
+ if (agitcheck2() == 0) {
+ mes "^3355FFUnfortunately, the Fortress";
+ mes "Gate can't be reconstructed:";
+ mes "the Emperium is no longer here.^000000";
+ close;
+ }
+ else {
+ if (.@rp_temp == .@ro_of01) {
+ mes "^3355FFThe Fortress Gate has";
+ mes "been successfully repaired!^000000";
+ delitem 1019,30; //Wooden_Block
+ delitem 999,10; //Steel
+ delitem 1011,10; //Emveretarcon
+ delitem 984,5; //Oridecon
+ close2;
+ donpcevent "#sch05_RL01::OnEnable";
+ disablenpc "Control Device01#sch05";
+ mapannounce "schg_cas05","The 1st Fortress Gate has been reconstructed!",bc_map,"0x00ff00";
+ setarray $agit_sc05[2],0;
+ end;
+ }
+ else {
+ mes "^3355FFThe wall has been breached,";
+ mes "and the attempt to repair the";
+ mes "Fortress Gate has failed.";
+ mes "You lost some of your";
+ mes "repair resources...^000000";
+ delitem 984,2; //Oridecon
+ delitem 999,4; //Steel
+ delitem 1019,14; //Wooden_Block
+ delitem 1011,3; //Emveretarcon
+ close;
+ }
+ }
+ }
+ else {
+ mes "^3355FFYou can't attempt to repair";
+ mes "the Fortress Gate if you don't";
+ mes "have all the needed materials.^000000";
+ close;
+ }
+ }
+ }
+ }
+ end;
+
+OnInit:
+ disablenpc "Control Device01#sch05";
+ end;
+
+OnEnable:
+ enablenpc "Control Device01#sch05";
+ end;
+
+OnDisable:
+ disablenpc "Control Device01#sch05";
+ end;
+}
+
+schg_cas05,128,157,0 script Control Device02#sch05 111,{
+ set .@GID, GetCastleData("schg_cas05",1);
+ if (getcharid(2) == .@GID) {
+ if (strcharinfo(0) == getguildmaster(.@GID)) {
+ if ($agit_sc05[3] == 2) {
+ mes "^3355FFDemolished Fortress";
+ mes "Gates can be repaired,";
+ mes "but you will need to gather";
+ mes "the following materials.^000000";
+ next;
+ mes "^4D4DFF10 Steel^000000,";
+ mes "^4D4DFF30 Trunks^000000,";
+ mes "^4D4DFF5 Oridecon^000000, and";
+ mes "^4D4DFF10 Emveretarcon^000000.";
+ next;
+ select("Continue");
+ if ((countitem(1019) > 29) && (countitem(999) > 9) && (countitem(1011) > 9) && (countitem(984) > 4)) {
+ mes "^3355FFYou will need Trunks to";
+ mes "repair the support frame,";
+ mes "Oridecon to enhance the";
+ mes "gate's endurance, and";
+ mes "Emveretarcon to basically";
+ mes "hold everything together.^000000";
+ next;
+ set .@ro_of01,rand(10,15);
+ while(1) {
+ if (.@ro_of02 == .@ro_of01) {
+ break;
+ }
+ else {
+ switch(rand(1,4)) {
+ case 1:
+ mes "^3355FFThe support frame";
+ mes "is badly damaged:";
+ mes "fixing this part";
+ mes "is a top priority.^000000";
+ next;
+ switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
+ case 1:
+ mes "^3355FFThe frame has been";
+ mes "reinforced with wood.^000000";
+ set .@rp_temp,.@rp_temp + 1;
+ set .@ro_of02,.@ro_of02 + 1;
+ specialeffect2 EF_REPAIRWEAPON;
+ next;
+ break;
+ case 2:
+ mes "^3355FFYou tried using steel,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ case 3:
+ mes "^3355FFYou tried using emveretarcon";
+ mes "to reinforce the gate, but it's";
+ mes "not working well at all.";
+ mes "You'll have to start over.^000000";
+ close;
+ case 4:
+ mes "^3355FFYou tried using oridecon,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ }
+ break;
+ case 2:
+ mes "^3355FFIt looks like the gate's";
+ mes "overall endurance needs to";
+ mes "be reinforced with something.^000000";
+ next;
+ switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
+ case 1:
+ mes "^3355FFYou tried using wood";
+ mes "to reinforce the gate.^000000";
+ set .@ro_of02,.@ro_of02 + 1;
+ next;
+ break;
+ case 2:
+ mes "^3355FFYou tried using steel";
+ mes "to reinforce the gate, but";
+ mes "it's not working well at all.";
+ mes "You'll have to start over.^000000";
+ close;
+ case 3:
+ mes "^3355FFYou tried using emveretarcon";
+ mes "to reinforce the gate, but it's";
+ mes "not working well at all.";
+ mes "You'll have to start over.^000000";
+ close;
+ case 4:
+ mes "^3355FFYou hammered the";
+ mes "oridecon: it looks";
+ mes "like this will work.^000000";
+ set .@rp_temp,.@rp_temp + 1;
+ set .@ro_of02,.@ro_of02 + 1;
+ specialeffect2 EF_REPAIRWEAPON;
+ next;
+ break;
+ }
+ break;
+ case 3:
+ mes "^3355FFThe damage to the gate";
+ mes "has caused all these";
+ mes "cracks. You'll have to";
+ mes "weld them solid somehow.^000000";
+ next;
+ switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
+ case 1:
+ mes "^3355FFYou tried using wood to fix";
+ mes "this problem, but it seems";
+ mes "to have made it worse.";
+ mes "You'll have to start all over.^000000";
+ close;
+ case 2:
+ mes "^3355FFYou used steel to weld";
+ mes "all the cracks: the gate is";
+ mes "is starting to look more solid.^000000";
+ set .@rp_temp,.@rp_temp + 1;
+ set .@ro_of02,.@ro_of02 + 1;
+ specialeffect2 EF_REPAIRWEAPON;
+ next;
+ break;
+ case 3:
+ mes "^3355FFYou tried using emveretarcon";
+ mes "to reinforce the gate, but it's";
+ mes "not working well at all.";
+ mes "You'll have to start over.^000000";
+ close;
+ case 4:
+ mes "^3355FFYou tried using oridecon,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ }
+ break;
+ case 4:
+ mes "^3355FFNow you need to make";
+ mes "sure that the gate is held";
+ mes "together pretty solidly.^000000";
+ next;
+ switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
+ case 1:
+ mes "^3355FFYou tried using wood to fix";
+ mes "this problem, but it seems";
+ mes "to have made it worse.";
+ mes "You'll have to start all over.^000000";
+ close;
+ case 2:
+ mes "^3355FFYou tried using steel,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ case 3:
+ mes "^3355FFYou successfully used";
+ mes "the emveretarcon to repair";
+ mes "much of the gate's damage.^000000";
+ set .@rp_temp,.@rp_temp + 1;
+ set .@ro_of02,.@ro_of02 + 1;
+ specialeffect2 EF_REPAIRWEAPON;
+ next;
+ break;
+ case 4:
+ mes "^3355FFYou tried using oridecon,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ }
+ }
+ }
+ }
+ mes "^3355FFWell, it looks like";
+ mes "you're just about done";
+ mes "with repairing the gate.^000000";
+ next;
+ if (agitcheck2() == 0) {
+ mes "^3355FFUnfortunately, the Fortress";
+ mes "Gate can't be reconstructed:";
+ mes "the Emperium is no longer here.^000000";
+ close;
+ }
+ else {
+ if (.@rp_temp == .@ro_of01) {
+ mes "^3355FFThe Fortress Gate has";
+ mes "been successfully repaired!^000000";
+ delitem 1019,30; //Wooden_Block
+ delitem 999,10; //Steel
+ delitem 1011,10; //Emveretarcon
+ delitem 984,5; //Oridecon
+ close2;
+ donpcevent "#sch05_RL02::OnEnable";
+ disablenpc "Control Device02#sch05";
+ mapannounce "schg_cas05","The 2nd Fortress Gate has been reconstructed!",bc_map,"0x00ff00";
+ setarray $agit_sc05[3],0; //Global Variable
+ setarray $agit_sc05[2],2; //Global Variable
+ donpcevent "Control Device01#sch05::OnEnable";
+ end;
+ }
+ else {
+ mes "^3355FFThe wall has been breached,";
+ mes "and the attempt to repair the";
+ mes "Fortress Gate has failed.";
+ mes "You lost some of your";
+ mes "repair resources...^000000";
+ delitem 984,2; //Oridecon
+ delitem 999,4; //Steel
+ delitem 1019,14; //Wooden_Block
+ delitem 1011,3; //Emveretarcon
+ close;
+ }
+ }
+ }
+ else {
+ mes "^3355FFYou can't attempt to repair";
+ mes "the Fortress Gate if you don't";
+ mes "have all the needed materials.^000000";
+ close;
+ }
+ }
+ }
+ }
+ end;
+
+OnInit:
+ disablenpc "Control Device02#sch05";
+ end;
+
+OnEnable:
+ enablenpc "Control Device02#sch05";
+ end;
+
+OnDisable:
+ disablenpc "Control Device02#sch05";
+ end;
+}
+
+schg_cas05,109,247,0 script Control Device03#sch05 111,{
+ set .@GID, GetCastleData("schg_cas05",1);
+ if (getcharid(2) == .@GID) {
+ if (strcharinfo(0) == getguildmaster(.@GID)) {
+ if ($agit_sc05[4] == 2) {
+ mes "^3355FFDemolished Fortress";
+ mes "Gates can be repaired,";
+ mes "but you will need to gather";
+ mes "the following materials.^000000";
+ next;
+ mes "^4D4DFF10 Steel^000000,";
+ mes "^4D4DFF30 Trunks^000000,";
+ mes "^4D4DFF5 Oridecon^000000, and";
+ mes "^4D4DFF10 Emveretarcon^000000.";
+ next;
+ select("Continue");
+ if ((countitem(1019) > 29) && (countitem(999) > 9) && (countitem(1011) > 9) && (countitem(984) > 4)) {
+ mes "^3355FFYou will need Trunks to";
+ mes "repair the support frame,";
+ mes "Oridecon to enhance the";
+ mes "gate's endurance, and";
+ mes "Emveretarcon to basically";
+ mes "hold everything together.^000000";
+ next;
+ set .@ro_of01,rand(10,15);
+ while(1) {
+ if (.@ro_of02 == .@ro_of01) {
+ break;
+ }
+ else {
+ switch(rand(1,4)) {
+ case 1:
+ mes "^3355FFThe support frame";
+ mes "is badly damaged:";
+ mes "fixing this part";
+ mes "is a top priority.^000000";
+ next;
+ switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
+ case 1:
+ mes "^3355FFThe frame has been";
+ mes "reinforced with wood.^000000";
+ set .@rp_temp,.@rp_temp + 1;
+ set .@ro_of02,.@ro_of02 + 1;
+ specialeffect2 EF_REPAIRWEAPON;
+ next;
+ break;
+ case 2:
+ mes "^3355FFYou tried using steel,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ case 3:
+ mes "^3355FFYou tried using emveretarcon";
+ mes "to reinforce the gate, but it's";
+ mes "not working well at all.";
+ mes "You'll have to start over.^000000";
+ close;
+ case 4:
+ mes "^3355FFYou tried using oridecon,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ }
+ break;
+ case 2:
+ mes "^3355FFIt looks like the gate's";
+ mes "overall endurance needs to";
+ mes "be reinforced with something.^000000";
+ next;
+ switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
+ case 1:
+ mes "^3355FFYou tried using wood";
+ mes "to reinforce the gate.^000000";
+ set .@ro_of02,.@ro_of02 + 1;
+ next;
+ break;
+ case 2:
+ mes "^3355FFYou tried using steel";
+ mes "to reinforce the gate, but";
+ mes "it's not working well at all.";
+ mes "You'll have to start over.^000000";
+ close;
+ case 3:
+ mes "^3355FFYou tried using emveretarcon";
+ mes "to reinforce the gate, but it's";
+ mes "not working well at all.";
+ mes "You'll have to start over.^000000";
+ close;
+ case 4:
+ mes "^3355FFYou hammered the";
+ mes "oridecon: it looks";
+ mes "like this will work.^000000";
+ set .@rp_temp,.@rp_temp + 1;
+ set .@ro_of02,.@ro_of02 + 1;
+ specialeffect2 EF_REPAIRWEAPON;
+ next;
+ break;
+ }
+ break;
+ case 3:
+ mes "^3355FFThe damage to the gate";
+ mes "has caused all these";
+ mes "cracks. You'll have to";
+ mes "weld them solid somehow.^000000";
+ next;
+ switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
+ case 1:
+ mes "^3355FFYou tried using wood to fix";
+ mes "this problem, but it seems";
+ mes "to have made it worse.";
+ mes "You'll have to start all over.^000000";
+ close;
+ case 2:
+ mes "^3355FFYou used steel to weld";
+ mes "all the cracks: the gate is";
+ mes "is starting to look more solid.^000000";
+ set .@rp_temp,.@rp_temp + 1;
+ set .@ro_of02,.@ro_of02 + 1;
+ specialeffect2 EF_REPAIRWEAPON;
+ next;
+ break;
+ case 3:
+ mes "^3355FFYou tried using emveretarcon";
+ mes "to reinforce the gate, but it's";
+ mes "not working well at all.";
+ mes "You'll have to start over.^000000";
+ close;
+ case 4:
+ mes "^3355FFYou tried using oridecon,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ }
+ break;
+ case 4:
+ mes "^3355FFNow you need to make";
+ mes "sure that the gate is held";
+ mes "together pretty solidly.^000000";
+ next;
+ switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
+ case 1:
+ mes "^3355FFYou tried using wood to fix";
+ mes "this problem, but it seems";
+ mes "to have made it worse.";
+ mes "You'll have to start all over.^000000";
+ close;
+ case 2:
+ mes "^3355FFYou tried using steel,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ case 3:
+ mes "^3355FFYou successfully used";
+ mes "the emveretarcon to repair";
+ mes "much of the gate's damage.^000000";
+ set .@rp_temp,.@rp_temp + 1;
+ set .@ro_of02,.@ro_of02 + 1;
+ specialeffect2 EF_REPAIRWEAPON;
+ next;
+ break;
+ case 4:
+ mes "^3355FFYou tried using oridecon,";
+ mes "but it's not working very";
+ mes "well. You'll have to try";
+ mes "something else.^000000";
+ close;
+ }
+ }
+ }
+ }
+ mes "^3355FFWell, it looks like";
+ mes "you're just about done";
+ mes "with repairing the gate.^000000";
+ next;
+ if (agitcheck2() == 0) {
+ mes "^3355FFUnfortunately, the Fortress";
+ mes "Gate can't be reconstructed:";
+ mes "the Emperium is no longer here.^000000";
+ close;
+ }
+ else {
+ if (.@rp_temp == .@ro_of01) {
+ mes "^3355FFThe Fortress Gate has";
+ mes "been successfully repaired!^000000";
+ delitem 1019,30; //Wooden_Block
+ delitem 999,10; //Steel
+ delitem 1011,10; //Emveretarcon
+ delitem 984,5; //Oridecon
+ close2;
+ donpcevent "#sch05_RL03::OnEnable";
+ disablenpc "Control Device03#sch05";
+ mapannounce "schg_cas05","The 3rd Fortress Gate has been reconstructed!",bc_map,"0x00ff00";
+ setarray $agit_sc05[4],0;
+ setarray $agit_sc05[3],2;
+ donpcevent "Control Device02#sch05::OnEnable";
+ end;
+ }
+ else {
+ mes "^3355FFThe wall has been breached,";
+ mes "and the attempt to repair the";
+ mes "Fortress Gate has failed.";
+ mes "You lost some of your";
+ mes "repair resources...^000000";
+ delitem 984,2; //Oridecon
+ delitem 999,4; //Steel
+ delitem 1019,14; //Wooden_Block
+ delitem 1011,3; //Emveretarcon
+ close;
+ }
+ }
+ }
+ else {
+ mes "^3355FFYou can't attempt to repair";
+ mes "the Fortress Gate if you don't";
+ mes "have all the needed materials.^000000";
+ close;
+ }
+ }
+ }
+ }
+ end;
+
+OnInit:
+ disablenpc "Control Device03#sch05";
+ end;
+
+OnEnable:
+ enablenpc "Control Device03#sch05";
+ end;
+
+OnDisable:
+ disablenpc "Control Device03#sch05";
+ end;
+}
+
+// Link Flags
+schg_cas05,106,302,0 script LF-01#schg_cas05 111,{
+ set .@GID, GetCastleData("schg_cas05",1);
+ if (getcharid(2) == .@GID) {
+ mes "^3355FFThis is the Stronghold";
+ mes "Teleport Service. Please";
+ mes "choose a destination";
+ mes "within the stronghold.^000000";
+ switch(select("First Gate House:Second Gate House:Cancel")) {
+ case 1:
+ warp "schg_cas05",19,26;
+ end;
+ case 2:
+ warp "schg_cas05",219,90;
+ end;
+ case 3:
+ close;
+ }
+ }
+ end;
+}
+
+schg_cas05,109,302,0 script LF-02#schg_cas05 111,{
+ set .@GID, GetCastleData("schg_cas05",1);
+ if (getcharid(2) == .@GID) {
+ mes "^3355FFThis is the Stronghold";
+ mes "Teleport Service. Please";
+ mes "choose a destination";
+ mes "within the stronghold.^000000";
+ switch(select("Defense Area 1-1:Defense Area 1-2:Cancel")) {
+ case 1:
+ warp "schg_cas05",89,43;
+ end;
+ case 2:
+ warp "schg_cas05",141,45;
+ end;
+ case 3:
+ close;
+ }
+ }
+ end;
+}
+
+schg_cas05,112,302,0 script LF-03#schg_cas05 111,{
+ set .@GID, GetCastleData("schg_cas05",1);
+ if (getcharid(2) == .@GID) {
+ mes "^3355FFThis is the Stronghold";
+ mes "Teleport Service. Please";
+ mes "choose a destination";
+ mes "within the stronghold.^000000";
+ switch(select("Defense Area 2-1:Defense Area 2-2:Cancel")) {
+ case 1:
+ warp "schg_cas05",137,54;
+ end;
+ case 2:
+ warp "schg_cas05",102,54;
+ end;
+ case 3:
+ close;
+ }
+ }
+ end;
+}
+
+schg_cas05,115,302,0 script LF-04#schg_cas05 111,{
+ set .@GID, GetCastleData("schg_cas05",1);
+ if (getcharid(2) == .@GID) {
+ mes "^3355FFThis is the Stronghold";
+ mes "Teleport Service. Please";
+ mes "choose a destination";
+ mes "within the stronghold.^000000";
+ switch(select("Defense Area 2-3:Defense Area 2-4:Cancel")) {
+ case 1:
+ warp "schg_cas05",94,147;
+ end;
+ case 2:
+ warp "schg_cas05",163,140;
+ end;
+ case 3:
+ close;
+ }
+ }
+ end;
+}
+
+schg_cas05,118,302,0 script LF-05#schg_cas05 111,{
+ set .@GID, GetCastleData("schg_cas05",1);
+ if (getcharid(2) == .@GID) {
+ mes "^3355FFThis is the Stronghold";
+ mes "Teleport Service. Please";
+ mes "choose a destination";
+ mes "within the stronghold.^000000";
+ switch(select("Defense Area 2-3:Defense Area 2-4:Cancel")) {
+ case 1:
+ warp "schg_cas05",87,220;
+ end;
+ case 2:
+ warp "schg_cas05",151,220;
+ end;
+ case 3:
+ close;
+ }
+ }
+ end;
+}
+
+schg_cas05,121,302,0 script LF-06#schg_cas05 111,{
+ set .@GID, GetCastleData("schg_cas05",1);
+ if (getcharid(2) == .@GID) {
+ mes "^3355FFThis is the Stronghold";
+ mes "Teleport Service. Please";
+ mes "choose a destination";
+ mes "within the stronghold.^000000";
+ switch(select("Defense Area 3-1:Defense Area 3-2:Cancel")) {
+ case 1:
+ warp "schg_cas05",100,242;
+ end;
+ case 2:
+ warp "schg_cas05",136,242;
+ end;
+ case 3:
+ close;
+ }
+ }
+ end;
+}
+
+schg_cas05,124,302,0 script LF-07#schg_cas05 111,{
+ set .@GID, GetCastleData("schg_cas05",1);
+ if (getcharid(2) == .@GID) {
+ mes "^3355FFThis is the Stronghold";
+ mes "Teleport Service. Please";
+ mes "choose a destination";
+ mes "within the stronghold.^000000";
+ switch(select("Center 1 Area:Center 2 Area:Cancel")) {
+ case 1:
+ warp "schg_cas05",120,168;
+ end;
+ case 2:
+ warp "schg_cas05",119,211;
+ end;
+ case 3:
+ close;
+ }
+ }
+ end;
+}
+
+schg_cas05,127,302,0 script LF-08#schg_cas05 111,{
+ set .@GID, GetCastleData("schg_cas05",1);
+ if (getcharid(2) == .@GID) {
+ mes "^3355FFThis is the Stronghold";
+ mes "Teleport Service. Please";
+ mes "choose a destination";
+ mes "within the stronghold.^000000";
+ switch(select("Area 1-1:Area 2-1:Area 3-1:Cancel")) {
+ case 1:
+ warp "schg_cas05",89,43;
+ end;
+ case 2:
+ warp "schg_cas05",94,147;
+ end;
+ case 3:
+ warp "schg_cas05",100,242;
+ end;
+ case 4:
+ close;
+ }
+ }
+ end;
+}
+
+schg_cas05,130,302,0 script LF-09#schg_cas05 111,{
+ set .@GID, GetCastleData("schg_cas05",1);
+ if (getcharid(2) == .@GID) {
+ mes "^3355FFThis is the Stronghold";
+ mes "Teleport Service. Please";
+ mes "choose a destination";
+ mes "within the stronghold.^000000";
+ switch(select("Area 1-2:Area 2-3:Area 3-2:Cancel")) {
+ case 1:
+ warp "schg_cas05",141,45;
+ end;
+ case 2:
+ warp "schg_cas05",163,140;
+ end;
+ case 3:
+ warp "schg_cas05",136,243;
+ end;
+ case 4:
+ close;
+ }
+ }
+ end;
+}
+
+schg_cas05,133,302,0 script LF-10#schg_cas05 111,{
+ set .@GID, GetCastleData("schg_cas05",1);
+ if (getcharid(2) == .@GID) {
+ mes "^3355FFThis is the Stronghold";
+ mes "Teleport Service. Would";
+ mes "you like to teleport to the";
+ mes "Convenience Facility for";
+ mes "guild members?^000000";
+ switch(select("Go to Convenience Facility:Cancel")) {
+ case 1:
+ warp "schg_cas05",275,244;
+ end;
+ case 2:
+ close;
+ }
+ }
+ end;
+}
+
+schg_cas05,17,45,0 script Skidbladnir#LF_sc05_1::LF_sc05_1 111,{
+ set .@GID, GetCastleData("schg_cas05",1);
+ if (getcharid(2) == .@GID) {
+ mes "^3355FFThis is the Stronghold";
+ mes "Teleport Service. Would";
+ mes "you like to teleport to";
+ mes "the Emperium Center?^000000";
+ switch(select("Teleport:Cancel")) {
+ case 1:
+ warp "schg_cas05",120,290;
+ end;
+ case 2:
+ close;
+ }
+ }
+ end;
+}
+
+schg_cas05,207,95,0 duplicate(LF_sc05_1) Skidbladnir#LF_sc05_2 111
+
+schg_cas05,111,46,4 script Skidbladnir#LF_sc05_3::LF_sc05_2 722,{
+ set .@GID, GetCastleData("schg_cas05",1);
+ if (getcharid(2) == .@GID) {
+ mes "^3355FFThis is the Stronghold";
+ mes "Teleport Service. Would";
+ mes "you like to teleport to";
+ mes "the Emperium Center?^000000";
+ switch(select("Teleport:Cancel")) {
+ case 1:
+ warp "schg_cas05",120,290;
+ end;
+ case 2:
+ close;
+ }
+ }
+ end;
+
+OnInterIfInitOnce:
+OnRecvCastlesc05:
+ FlagEmblem GetCastleData("schg_cas05",1);
+ end;
+}
+
+schg_cas05,129,46,4 duplicate(LF_sc05_2) Skidbladnir#LF_sc05_4 722
+schg_cas05,99,77,0 duplicate(LF_sc05_1) Skidbladnir#LF_sc05_5 111
+schg_cas05,140,77,0 duplicate(LF_sc05_1) Skidbladnir#LF_sc05_6 111
+schg_cas05,109,150,4 duplicate(LF_sc05_2) Skidbladnir#LF_sc05_7 722
+schg_cas05,130,150,4 duplicate(LF_sc05_2) Skidbladnir#LF_sc05_8 722
+schg_cas05,112,212,0 duplicate(LF_sc05_1) Skidbladnir#LF_sc05_9 111
+schg_cas05,127,212,0 duplicate(LF_sc05_1) Skidbladnir#LF_sc05_10 111
+schg_cas05,113,238,0 duplicate(LF_sc05_1) Skidbladnir#LF_sc05_11 111
+schg_cas05,126,238,0 duplicate(LF_sc05_1) Skidbladnir#LF_sc05_12 111
+schg_cas05,95,247,0 duplicate(LF_sc05_1) Skidbladnir#LF_sc05_13 111
+schg_cas05,144,247,0 duplicate(LF_sc05_1) Skidbladnir#LF_sc05_14 111
+
+// Guild Manager
+schg_cas05,247,305,3 script Steward#sch05 55,{
+ set .@GID, GetCastleData("schg_cas05",1);
+ if (.@GID == 0) {
+ mes "[ Steward ]";
+ mes "I await for the master";
+ mes "whom destiny will choose";
+ mes "for me. Do you think you";
+ mes "have to courage and strength";
+ mes "to conquer this stronghold?";
+ close;
+ }
+ if (getcharid(2) != .@GID || strcharinfo(0) != getguildmaster(.@GID)) {
+ mes "[ Steward ]";
+ mes "Hmpf. Your threats don't";
+ mes "scare me! Guardians, drive";
+ mes "this infidel away from here!";
+ mes "I will always be loyal to the";
+ mes "master of this stronghold,";
+ mes "the one and only ^FF0000" + getguildmaster(.@GID) + "^000000.";
+ close;
+ }
+ mes "[ Steward ]";
+ mes "Ah, Master ^FF0000" + getguildmaster(.@GID) + "^000000...";
+ mes "How shall I serve you today?";
+ mes "Was there an aspect of this";
+ mes "stronghold's maintenance";
+ mes "you wanted to discuss?";
+ next;
+ switch(select("Stronghold Briefing:Invest in Commercial Growth:Invest in Defense growth:Hire/Fire Storage Staff:Go to Master's room")) {
+ case 1:
+ mes "[ Steward ]";
+ mes "The Commercial Growth";
+ mes "Level of the stronghold is ^0000ff" + GetCastleData("schg_cas05",2) + ".";
+ if (GetCastleData("schg_cas05",4) > 0) {
+ mes "Last time, you invested in";
+ mes "Commercial Growth " + GetCastleData("schg_cas05",4) + ".";
+ }
+ next;
+ mes "[ Steward ]";
+ mes "Our stronghold's";
+ mes "safeguard level is " + GetCastleData("schg_cas05",3) + ".";
+ if (GetCastleData("schg_cas05",5) > 0) {
+ mes "Last time, you invested";
+ mes "in defense " + GetCastleData("schg_cas05",5) + " times.";
+ }
+ mes " ";
+ mes "That is all, master.";
+ close;
+ case 2:
+ set .@Economy,GetCastleData("schg_cas05",2);
+ if (.@Economy < 6) { set .@eco_invest,5000; }
+ else if ((.@Economy >= 6) && (.@Economy <= 10)) { set .@eco_invest,10000; }
+ else if ((.@Economy >= 11) && (.@Economy <= 15)) { set .@eco_invest,20000; }
+ else if ((.@Economy >= 16) && (.@Economy <= 20)) { set .@eco_invest,35000; }
+ else if ((.@Economy >= 21) && (.@Economy <= 25)) { set .@eco_invest,55000; }
+ else if ((.@Economy >= 26) && (.@Economy <= 30)) { set .@eco_invest,80000; }
+ else if ((.@Economy >= 31) && (.@Economy <= 35)) { set .@eco_invest,110000; }
+ else if ((.@Economy >= 36) && (.@Economy <= 40)) { set .@eco_invest,145000; }
+ else if ((.@Economy >= 41) && (.@Economy <= 45)) { set .@eco_invest,185000; }
+ else if ((.@Economy >= 46) && (.@Economy <= 50)) { set .@eco_invest,230000; }
+ else if ((.@Economy >= 51) && (.@Economy <= 55)) { set .@eco_invest,280000; }
+ else if ((.@Economy >= 56) && (.@Economy <= 60)) { set .@eco_invest,335000; }
+ else if ((.@Economy >= 61) && (.@Economy <= 65)) { set .@eco_invest,395000; }
+ else if ((.@Economy >= 66) && (.@Economy <= 70)) { set .@eco_invest,460000; }
+ else if ((.@Economy >= 71) && (.@Economy <= 75)) { set .@eco_invest,530000; }
+ else if ((.@Economy >= 76) && (.@Economy <= 80)) { set .@eco_invest,605000; }
+ else if ((.@Economy >= 81) && (.@Economy <= 85)) { set .@eco_invest,685000; }
+ else if ((.@Economy >= 86) && (.@Economy <= 90)) { set .@eco_invest,770000; }
+ else if ((.@Economy >= 91) && (.@Economy <= 95)) { set .@eco_invest,860000; }
+ else if ((.@Economy >= 96) && (.@Economy <= 100)) { set .@eco_invest,955000; }
+ //Quadruple the cost of investing if you've already invested once.
+ if (GetCastleData("schg_cas05",4)) {
+ set .@eco_invest,.@eco_invest*4;
+ }
+ mes "[ Steward ]";
+ mes "Raising the stronghold's";
+ mes "commercial growth will";
+ mes "increase the quantity of";
+ mes "goods produced for the guild.";
+ mes "Investing in commercial growth";
+ mes "will help the guild's future.";
+ next;
+ mes "[ Steward ]";
+ mes "You can make one investment";
+ mes "each day, but if you can make";
+ mes "two investments if you pay";
+ mes "more zeny: this will speed";
+ mes "up commercial development,";
+ mes "but can be quite expensive.";
+ next;
+ if (.@Economy == 100) {
+ mes "[ Steward ]";
+ mes "However, our stronghold's";
+ mes "commerical growth level is";
+ mes "at 100%. It's not possible to";
+ mes "develop commercial growth";
+ mes "any further than that.";
+ close;
+ }
+ if (GetCastleData("schg_cas05",4) >= 2) {
+ mes "[ Steward ]";
+ mes "You've already made two";
+ mes "investments today, so you'll";
+ mes "have to wait until tomorrow";
+ mes "to make another investment.";
+ close;
+ }
+ if (GetCastleData("schg_cas05",4) == 0) {
+ mes "[ Steward ]";
+ mes "You must pay ^FF0000" + .@eco_invest + "^000000 zeny";
+ mes "to make an investment";
+ mes "Will you invest in this";
+ mes "stronghold's commerical";
+ mes "development now?";
+ }
+ else {
+ mes "[ Steward ]";
+ mes "You must pay ^FF0000" + .@eco_invest + "^000000";
+ mes "more zeny to make a second";
+ mes "investment today. Will you";
+ mes "invest one more time?";
+ }
+ next;
+ switch(select("Invest in Commercial Growth:Cancel")) {
+ case 1:
+ if (GetCastleData("schg_cas05",4) >= 2) {
+ mes "[ Steward ]";
+ mes "You've already made two";
+ mes "investments today, so you'll";
+ mes "have to wait until tomorrow";
+ mes "to make another investment.";
+ close;
+ }
+ if (Zeny < .@eco_invest) {
+ mes "[ Steward ]";
+ mes "I'm sorry, Master, but";
+ mes "you do not have enough";
+ mes "zeny to make an investment";
+ mes "for the guild today.";
+ close;
+ }
+ set zeny,zeny-.@eco_invest;
+ SetCastleData "schg_cas05",4,GetCastleData("schg_cas05",4)+1;
+ mes "[ Steward ]";
+ mes "A wise use of the guild's";
+ mes "funds, Master. We can expect";
+ mes "to see the results of this";
+ mes "investment by tomorrow.";
+ close;
+ case 2:
+ mes "[ Steward ]";
+ mes "As you command, Master.";
+ close;
+ }
+ case 3:
+ set .@Defence,GetCastleData("schg_cas05",3);
+ if (.@Defence < 6) { set .@def_invest,10000; }
+ else if ((.@Defence >= 6) && (.@Defence <= 10)) { set .@def_invest,20000; }
+ else if ((.@Defence >= 11) && (.@Defence <= 15)) { set .@def_invest,40000; }
+ else if ((.@Defence >= 16) && (.@Defence <= 20)) { set .@def_invest,70000; }
+ else if ((.@Defence >= 21) && (.@Defence <= 25)) { set .@def_invest,110000; }
+ else if ((.@Defence >= 26) && (.@Defence <= 30)) { set .@def_invest,160000; }
+ else if ((.@Defence >= 31) && (.@Defence <= 35)) { set .@def_invest,220000; }
+ else if ((.@Defence >= 36) && (.@Defence <= 40)) { set .@def_invest,290000; }
+ else if ((.@Defence >= 41) && (.@Defence <= 45)) { set .@def_invest,370000; }
+ else if ((.@Defence >= 46) && (.@Defence <= 50)) { set .@def_invest,460000; }
+ else if ((.@Defence >= 51) && (.@Defence <= 55)) { set .@def_invest,560000; }
+ else if ((.@Defence >= 56) && (.@Defence <= 60)) { set .@def_invest,670000; }
+ else if ((.@Defence >= 61) && (.@Defence <= 65)) { set .@def_invest,790000; }
+ else if ((.@Defence >= 66) && (.@Defence <= 70)) { set .@def_invest,920000; }
+ else if ((.@Defence >= 71) && (.@Defence <= 75)) { set .@def_invest,1060000; }
+ else if ((.@Defence >= 76) && (.@Defence <= 80)) { set .@def_invest,1210000; }
+ else if ((.@Defence >= 81) && (.@Defence <= 85)) { set .@def_invest,1370000; }
+ else if ((.@Defence >= 86) && (.@Defence <= 90)) { set .@def_invest,1540000; }
+ else if ((.@Defence >= 91) && (.@Defence <= 95)) { set .@def_invest,1720000; }
+ else if ((.@Defence >= 96) && (.@Defence <= 100)) { set .@def_invest,1910000; }
+ //Quadruple the cost of investing if you've already invested once.
+ if (GetCastleData("schg_cas05",5)) {
+ set .@def_invest,.@def_invest*4;
+ }
+ mes "[ Steward ]";
+ mes "Investing in our stronghold's";
+ mes "defense will enhance the";
+ mes "durability of our Guardians";
+ mes "and the Emperium. We'll need";
+ mes "every advantage to protect";
+ mes "ourselves from our enemies.";
+ next;
+ mes "[ Steward ]";
+ mes "You can invest in defense";
+ mes "once per day, but if you pay";
+ mes "more zeny, you can invest";
+ mes "a maximum of two times daily.";
+ next;
+ mes "[ Steward ]";
+ if (GetCastleData("schg_cas05",3) == 100) {
+ mes "The Defense Level of this";
+ mes "stronghold is 100%, and";
+ mes "cannot be increased further.";
+ close;
+ }
+ if (GetCastleData("schg_cas05",5) >= 2) {
+ mes "Master, you've already";
+ mes "invested in Defense twice";
+ mes "today. You'll need to wait";
+ mes "until tomorrow if you really";
+ mes "want to increase our defenses.";
+ close;
+ }
+ if (GetCastleData("schg_cas05",5) == 0) {
+ mes "We need ^FF0000" + .@def_invest + "^000000";
+ mes "zeny to invest in our";
+ mes "stronghold's defenses.";
+ mes "Will you invest now?";
+ }
+ else {
+ mes "We need ^FF0000" + .@def_invest + "^000000";
+ mes "zeny to invest in our";
+ mes "stronghold's defenses";
+ mes "a second time today.";
+ mes "Will you invest now?";
+ }
+ next;
+ switch(select("Invest in Defense:Cancel")) {
+ case 1:
+ if (GetCastleData("schg_cas05",5) >= 2) {
+ mes "[ Steward ]";
+ mes "Master, you've already";
+ mes "invested in Defense twice";
+ mes "today. You'll need to wait";
+ mes "until tomorrow if you really";
+ mes "want to increase our defenses.";
+ close;
+ }
+ if (Zeny < .@def_invest) {
+ mes "[ Steward ]";
+ mes "I'm sorry, Master, but";
+ mes "you do not have enough";
+ mes "zeny to make an investment";
+ mes "for the guild today.";
+ close;
+ }
+ set zeny,zeny-.@def_invest;
+ SetCastleData "schg_cas05",5,GetCastleData("schg_cas05",5)+1;
+ mes "[ Steward ]";
+ mes "A wise use of the guild's";
+ mes "funds, Master. Increasing";
+ mes "the frequency of treasure";
+ mes "procured by the guild will";
+ mes "definitely help us all.";
+ close;
+ case 2:
+ mes "[ Steward ]";
+ mes "As you command, Master.";
+ close;
+ }
+ case 4:
+ if (GetCastleData("schg_cas05",9) == 1) {
+ mes "[ Steward ]";
+ mes "Do you wish to dismiss";
+ mes "the Kafra Employee that";
+ mes "we've hired for the guild?";
+ next;
+ switch(select("Dismiss:Cancel")) {
+ case 1:
+ cutin "kafra_01",2;
+ mes "[ Hired Kafra Employee ]";
+ mes "Master, please reconsider!";
+ mes "I've been working very hard";
+ mes "for the success of the guild!";
+ mes "I'll try harder to serve the";
+ mes "guild members of this";
+ mes "stronghold, I promise!";
+ next;
+ switch(select("Dismiss:Cancel")) {
+ case 1:
+ mes "[ Hired Kafra Employee ]";
+ mes "Why?! What have I done";
+ mes "to deserve this? Waaah~!";
+ next;
+ cutin "kafra_01",255;
+ break;
+ case 2:
+ mes "[ Hired Kafra Employee ]";
+ mes "Thank you, Master!";
+ mes "I'll obey your every";
+ mes "command as best I can!";
+ mes "You won't regret this!";
+ close;
+ }
+ break;
+ case 2:
+ mes "[ Steward ]";
+ mes "She works very hard,";
+ mes "in my opinion. It was in";
+ mes "all of our best interests to";
+ mes "allow her to stay with us.";
+ close;
+ }
+ disablenpc "Kafra Employee#sch05";
+ SetCastleData "schg_cas05",9,0;
+ mes "[ Steward ]";
+ mes "That Kafra Employee";
+ mes "has been dismissed.";
+ mes "Were really dissatisfied";
+ mes "by the quality of her service?";
+ close;
+ }
+ else {
+ mes "[ Steward ]";
+ mes "Will you hire a";
+ mes "Kafra Employee to serve";
+ mes "our stronghold? You must";
+ mes "pay ^FF000010,000 zeny^000000 to hire one.";
+ next;
+ switch(select("Hire:Cancel")) {
+ case 1:
+ if (getgdskilllv(.@GID,10001) == 0) {
+ mes "[ Steward ]";
+ mes "Master, we cannot hire a";
+ mes "Kafra Employee because";
+ mes "you have not yet attained";
+ mes "the ^FF0000Contract with Kafra^000000";
+ mes "guild skill.";
+ close;
+ }
+ if (Zeny < 10000) {
+ mes "[ Steward ]";
+ mes "Master, we cannot hire a";
+ mes "Kafra Employee because";
+ mes "we do not have enough";
+ mes "funds to pay the contract fee.";
+ close;
+ }
+ set zeny,zeny-10000;
+ enablenpc "Kafra Employee#sch05";
+ SetCastleData "schg_cas05",9,1;
+ mes "[ Steward ]";
+ mes "Very well. We have formed";
+ mes "a contract with the Kafra";
+ mes "Head Office, and hired a";
+ mes "Kafra Employee for our";
+ mes "stronghold. Here she is~";
+ next;
+ cutin "kafra_01",2;
+ mes "[ Hired Kafra Employee ]";
+ mes "How do you do? I've";
+ mes "been dispatched by the";
+ mes "Kafra Head Office to";
+ mes "serve your guild's needs.";
+ mes "I'll do my best to follow";
+ mes "your every command, Master.";
+ next;
+ cutin "kafra_01",255;
+ mes "[ Steward ]";
+ mes "Our contract will expire";
+ mes "after one month, so we must";
+ mes "pay additional fees to keep";
+ mes "this Kafra Employee in";
+ mes "the service of our guild.";
+ close;
+ case 2:
+ mes "[ Steward ]";
+ mes "As you command, Master.";
+ mes "However, I suggest hiring";
+ mes "a Kafra Employee as soon";
+ mes "as possible since our guild";
+ mes "would greatly benefit from";
+ mes "the convenient Kafra services.";
+ close;
+ }
+ }
+ case 5:
+ mes "[ Steward ]";
+ mes "Do you wish to enter the";
+ mes "Guild Treasure Room?";
+ mes "Only you, the Guild Master,";
+ mes "are permitted to enter.";
+ next;
+ mes "[ Steward ]";
+ mes "Please remember to open";
+ mes "the Treasure Boxes at the";
+ mes "proper time. Otherwise, the";
+ mes "treasure may disappear if";
+ mes "something unexpected happens.";
+ next;
+ switch(select("Go to Treasure Room:Cancel")) {
+ case 1:
+ mes "[ Steward ]";
+ mes "Allow me to guide you";
+ mes "on the secret path to";
+ mes "the Treasure Room.";
+ mes "Press the secret switch";
+ mes "when you wish to return here.";
+ close2;
+ warp "schg_cas05",381,381;
+ end;
+ case 2:
+ mes "[ Steward ]";
+ mes "Items in the Treasure Room";
+ mes "are produced once each day.";
+ mes "Therefore, you must obtain";
+ mes "the treasure items everyday.";
+ mes "For the sake of the guild,";
+ mes "prioritize treasure harvesting!";
+ close;
+ }
+ }
+
+Onstop:
+ stopnpctimer;
+ end;
+
+OnStartArena:
+ set .@GID,getcharid(2);
+ // Lower castle Economy
+ set .@Economy,GetCastleData("schg_cas05",2) - 5;
+ if (.@Economy < 0) set .@Economy, 0;
+ SetCastleData "schg_cas05", 2, .@Economy;
+ // Lower Castle Defence
+ set .@Defence,GetCastleData("schg_cas05",3) - 5;
+ if (.@Defence < 0) set .@Defence, 0;
+ SetCastleData "schg_cas05", 3, .@Defence;
+ // Set new owner
+ SetCastleData "schg_cas05",1, .@GID;
+ // Clear castle's data.
+ for( set .@i, 4; .@i <= 9; set .@i, .@i+1 )
+ SetCastleData "schg_cas05", .@i, 0;
+ // Disable Kafra
+ disablenpc "Kafra Employee#sch05";
+
+ set .msg,2;
+ if (.msg == 1) {
+ announce "Fortress [" + GetCastleName("schg_cas05") + "]'s 'Nithafjoll' was captured by [" + getguildname(.@gid) + "] Guild.",bc_all|bc_woe;
+ donpcevent "Manager#sch05_02::Onstart";
+ }
+ else if (.msg == 2) {
+ announce "The [" + getguildname(.@gid) + "] conquered the [Nithafjoll 5] stronghold of "+GetCastleName("schg_cas05"),bc_all|bc_woe;
+ mapannounce "schg_cas05","The emperium has been shattered!",bc_map,"0x00FF00",FW_NORMAL,20,0,40;
+ if (agitcheck2()) {
+ donpcevent "Manager#sch05_02::Onreset";
+ initnpctimer;
+ }
+ else {
+ donpcevent "Manager#sch05_02::Onreset";
+ stopnpctimer;
+ }
+ }
+ else if (.msg == 0) {
+ announce "Fortress [" + GetCastleName("schg_cas05") + "]'s 'Nithafjoll' was captured by [" + getguildname(.@gid) + "] Guild.",bc_all|bc_woe;
+ donpcevent "Manager#sch05_02::Onreset";
+ stopnpctimer;
+ end;
+ }
+ MapRespawnGuildID "schg_cas05",GetCastleData("schg_cas05",1),2;
+ donpcevent "::OnRecvCastlesc05";
+ end;
+
+OnTimer10000:
+ donpcevent "Manager#sch05_02::Onchange";
+ mapannounce "schg_cas05","Rebuild this stronghold's Guardian Stones and Fortress Gates to secure your guild's new aquisition!",bc_map,"0x00FF00",FW_NORMAL,20,0,40;
+ end;
+}
+
+// Guild Kafra
+schg_cas05,300,287,5 script Kafra Employee#sch05 117,{
+ cutin "kafra_01",2;
+ set .@GID, GetCastleData("schg_cas05",1);
+ if (getcharid(2) == .@GID && getgdskilllv(.@GID,10001)) {
+ mes "[Kafra Employee]";
+ mes "Welcome, proud member";
+ mes "of the ^FF0000" + GetGuildName(.@GID) + "^000000 Guild!";
+ mes "The Kafra Corporation is ready";
+ mes "to assist you wherever you go!";
+ next;
+ switch(select("Use Storage:Use Warp Service:Rent Pushcart:Cancel")) {
+ case 1:
+ if (basicskillcheck() && getskilllv("NV_BASIC") < 6) {
+ mes "[Kafra Employee]";
+ mes "I'm so sorry, but you must";
+ mes "have at least Novice Skill";
+ mes "Lv.6 to use the Storage.";
+ }
+ else {
+ openstorage;
+ }
+ break;
+ case 2:
+ mes "[Kafra Employee]";
+ mes "Please tell me your";
+ mes "Warp destination.";
+ next;
+ switch(select("Juno -> 200 z:Cancel")) {
+ case 1:
+ if (Zeny < 200) {
+ mes "[Kafra Employee]";
+ mes "I'm sorry, but you don't";
+ mes "have enough zeny to pay";
+ mes "the warp fee. Would you";
+ mes "please check your funds again?";
+ close2;
+ cutin "kafra_01",255;
+ end;
+ }
+ set zeny,zeny-200;
+ warp "yuno",158,125;
+ end;
+ case 2:
+ cutin "kafra_01",255;
+ }
+ break;
+ case 3:
+ if (BaseClass != Job_Merchant) {
+ mes "[Kafra Employee]";
+ mes "I'm sorry, but the Pushcart";
+ mes "rental service can only be";
+ mes "used by Merchant, Blacksmith,";
+ mes "and Alchemist class characters.";
+ }
+ else if (checkcart() == 1) {
+ mes "[Kafra Employee]";
+ mes "Hm? You've already";
+ mes "rented a Pushcart.";
+ }
+ else {
+ mes "[Kafra Employee]";
+ mes "The Pushcart rental fee";
+ mes "is 800 zeny. Would you";
+ mes "like to rent a Pushcart?";
+ next;
+ switch(select("Rent Pushcart:Cancel")) {
+ case 1:
+ if (Zeny < 800) {
+ mes "[Kafra Employee]";
+ mes "I'm sorry, but you don't";
+ mes "have enough zeny to rent";
+ mes "one of our Pushcarts.";
+ close2;
+ cutin "kafra_01",255;
+ end;
+ }
+ set zeny,zeny-800;
+ setcart;
+ break;
+ case 2:
+ break;
+ }
+ }
+ break;
+ case 4:
+ mes "[Kafra Employee]";
+ mes "Thank you for using the";
+ mes "Kafra Service. Wherever";
+ mes "you go, Kafra will be";
+ mes "there to support you!";
+ close2;
+ cutin "kafra_01",255;
+ end;
+ }
+ close2;
+ cutin "kafra_01",255;
+ end;
+ }
+ else {
+ mes "[Kafra Employee]";
+ mes "I'm sorry, but I've been";
+ mes "exclusively contracted";
+ mes "to the members of the";
+ mes "^FF0000" + GetGuildName(.@GID) + "^000000 Guild.";
+ mes "You'll have to ask another";
+ mes "Kafra Employee to help you...";
+ close2;
+ cutin "kafra_01",255;
+ end;
+ }
+
+OnRecvCastlesc05:
+ if (GetCastleData("schg_cas05",1) == 0) {
+ monster "schg_cas05",0,0,"Evil Druid",1117,10;
+ monster "schg_cas05",0,0,"Khalitzburg",1132,4;
+ monster "schg_cas05",0,0,"Abysmal Knight",1219,3;
+ monster "schg_cas05",0,0,"Executioner",1205,1;
+ monster "schg_cas05",0,0,"Penomena",1216,10;
+ monster "schg_cas05",0,0,"Alarm",1193,18;
+ monster "schg_cas05",0,0,"Clock",1269,9;
+ monster "schg_cas05",0,0,"Raydric Archer",1276,12;
+ monster "schg_cas05",0,0,"Wanderer",1208,3;
+ monster "schg_cas05",0,0,"Alice",1275,1;
+ monster "schg_cas05",0,0,"Bloody Knight",1268,2;
+ monster "schg_cas05",0,0,"Dark Lord",1272,2;
+ monster "schg_cas05",0,0,"Tower Keeper",1270,4;
+ disablenpc "Kafra Employee#sch05";
+ }
+ end;
+}
+
+schg_cas05,391,391,0 script #sch05_switch 111,{
+ mes " ";
+ mes "^3355FFWill you pull";
+ mes "this small lever?^000000";
+ next;
+ switch(select("Pull Lever:Cancel")) {
+ case 1:
+ warp "schg_cas05",275,244;
+ end;
+ case 2:
+ close;
+ }
+}
+
+sch_gld,101,284,4 script Skidbladnir#flag_sc05_1::sc05_Flag 722,{
+ set .@GID, GetCastleData("schg_cas05",1);
+ if (.@GID == 0) {
+ mes "[ Schwaltzvalt Royal Edict ]";
+ mes "The Holy Kingdom of";
+ mes "Schwaltzvalt declares that";
+ mes "one has yet to claim lordship";
+ mes "over this stronghold. The one";
+ mes "that breaks the Emperium will";
+ mes "be recognized as its new owner.";
+ close;
+ }
+ else {
+ if (getcharid(2) == .@GID) {
+ mes "[ Ringing Voice ]";
+ mes "Courageous one,";
+ mes "do you wish to return";
+ mes "to your stronghold?";
+ next;
+ switch(select("Return to the Stronghold:Cancel")) {
+ case 1:
+ set .@GID, GetCastleData("schg_cas05",1);
+ if (getcharid(2) == .@GID) {
+ warp "schg_cas05",120,290;
+ end;
+ }
+ close;
+ case 2:
+ close;
+ }
+ }
+ mes "[ Schwaltzvalt Royal Edict ]";
+ mes "The Holy Kingdom of";
+ mes "Schwaltzvalt decrees that";
+ mes "this stronghold is owned";
+ mes "by the ^FF0000" + GetGuildName(.@GID) + "^000000 Guild.";
+ next;
+ mes "[ Schwaltzvalt Royal Edict ]";
+ mes "^FF0000" + GetGuildMaster(.@GID) + "^000000 is";
+ mes "Guild Master of ^FF0000" + GetGuildName(.@GID) + "^000000.";
+ mes "Any that object must claim this";
+ mes "stronghold through strength of";
+ mes "steel and magic during the";
+ mes "appointed Guild Siege times.";
+ close;
+ }
+
+OnInterIfInitOnce:
+OnRecvCastlesc05:
+ FlagEmblem GetCastleData("schg_cas05",1);
+ end;
+}
+
+sch_gld,91,284,4 duplicate(sc05_Flag) Skidbladnir#flag_sc05_2 722
+
+sch_gld,66,320,6 duplicate(sc05_Flag) Skidbladnir#flag_sc05_3 722
+
+sch_gld,66,310,6 duplicate(sc05_Flag) Skidbladnir#flag_sc05_4 722
diff --git a/npc/pre-re/instances/EndlessTower.txt b/npc/pre-re/instances/EndlessTower.txt
new file mode 100644
index 000000000..ecdc3bed0
--- /dev/null
+++ b/npc/pre-re/instances/EndlessTower.txt
@@ -0,0 +1,4376 @@
+//===== rAthena Script =======================================
+//= Endless Tower
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.9
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Endless Tower Memorial Dungeon
+//= Consists of 101 floors.
+//===== Additional Comments: =================================
+//= 1.0 First version.
+//= 1.1 Removed a disablenpc from #102FShadowDust1. (bugreport:4415)
+//= 1.2 Added ends to several NPCs which would allow you to restart timers.
+//= Added some missing stopnpctimers to npcs. (bugreport:4418)
+//= 1.3 Fixed a couple copy/paste errors :D I fail. [L0ne_W0lf]
+// Timer no longer resets when re-entering.
+//= 1.4 Added quest log entries based on iRO. [L0ne_W0lf]
+//= You may need to update your questid2display.
+//= Changed White lady spawn to MVP White Lady. (bugreport:4601)
+//= 1.5 Corrected some grammar and typos.
+//= 1.6 Corrected the tower re-entry blocked condition. (bugreport:4677) [L0ne_W0lf]
+//= Corrected floor 75 warp disabling the wrong NPC. (bugreport:4711)
+//= 1.7 Added missing end's to prevent accidental disabling of
+//= warps between floors. (bugreport:4623)
+//= Added missing end's to prevent infinite mobspawn (bugreport:4540)
+//= Commented out remaining GM-only NPCs. [Gepard]
+//= 1.8 Adjusted Instance Attach Map to Validate ALL Maps, instead of
+//= only 1@tower -> 5@tower (bugreport:4983)
+//= 1.9 Added 'instance_check_party' command to the script for proper checking if
+//= the invoking party meets the requirements to join the Memorial Dungeon.
+//============================================================
+
+alberta,214,77,6 script Captain Janssen 709,{
+ if (checkweight(1201,1) == 0) {
+ mes "^008800Wait here!!";
+ mes "You're carrying too much stuff. Why don't you put some of it away, and then come back.^000000";
+ close;
+ }
+ if (BaseLevel < 50) {
+ mes "[Captain Janssen]";
+ mes "Sigh... I don't know if I can ever go back to sailing the sea...";
+ close;
+ }
+ set .@name$,strcharinfo(0);
+ if (in_102tower == 1) {
+ mes "^0000ffLooking incredibly excited, the old man ran into the marine shop hurriedly ordering goods. You don't have anything better to do, so you decide to ask him why he is in such a rush.^000000";
+ next;
+ mes "^0000ffThe old man, after finishing his orders, walks towards you.^000000";
+ next;
+ mes "[Captain Janssen]";
+ mes "I was touched when you accepted a request from me, a stranger, so easily. You must truly be one of those good, heroic adventurers. Are you interested in setting out on an ocean voyage?";
+ next;
+ mes "["+.@name$+"]";
+ mes "I've sailed a few times... But now that I think about it, I've never gone across the continent.";
+ next;
+ mes "[Captain Janssen]";
+ mes "No, that's good enough. I may just have one small fishing vessel, but I used to be a captain that commanded a fleet.";
+ next;
+ mes "[Captain Janssen]";
+ mes "As you may know after a few sea voyages, not many people have gone across the ocean beyond the continent. I too have failed to conquer the ocean.";
+ next;
+ mes "^0000ffMr. Janssen talked about his perilous ocean journeys for quite a while. You have enough time on your hands, so you sit down, quietly listening to his story.^000000";
+ next;
+ mes "^0000ffAt least half of his story sounded grossly exaggerated, but something caught your ear: he insists that a humongous tower exists on the ocean, and that it's so tall, it scrapes across the sky.^000000";
+ set in_102tower,2;
+ close;
+ }
+ else if (in_102tower == 2) {
+ mes "[Captain Janssen]";
+ mes "So all I could do was cast anchor at that humongous tower after my fleet was wrecked. At first, we were only going to stay there until the rainstorm was over, but it didn't end as soon as we had hoped.";
+ next;
+ mes "[Captain Janssen]";
+ mes "My crew was starving, and a few of them walked into the tower in order to find food... They never came back.";
+ next;
+ mes "["+.@name$+"]";
+ mes "Why didn't you go in there with them?";
+ next;
+ mes "[Captain Janssen]";
+ mes "My instincts told me that tower was dangerous. I was curious, but I wasn't going to risk my life. We waited for them to come back for 7 days until the rainstorm was finally over, but no one returned.";
+ next;
+ mes "[Captain Janssen]";
+ mes "In our desperation to survive, we abandoned all our goods, and left the tower only with a little bit of the water and edible plants we'd found around the tower. When we finally reached land, I was the only one alive...";
+ next;
+ mes "^0000ffYou could imagine the heartwretching scene of the dying fleet on their last voyage, even if he didn't explain it any further. A look of somber regret swept over his face as he remained silent a while, and then he said:^000000";
+ next;
+ mes "[Captain Janssen]";
+ mes "I have something I must do before I die. I must retrieve the remains of my crew that died in the tower, and give them a proper burial.";
+ next;
+ mes "[Captain Janssen]";
+ mes "I feel so lucky to meet a warm-hearted adventurer like you. With the money you've given me, I can finally go sailing to the tower again.";
+ next;
+ mes "["+.@name$+"]";
+ mes "How about hiring me as your first mate?";
+ next;
+ mes "[Captain Janssen]";
+ mes "Thank you, but it is an extremely dangerous place. I have my duty to fulfill, but you don't have any obligation to me or them. I don't wish to sacrifice someone as young as you to such a dangerous place.";
+ next;
+ mes "["+.@name$+"]";
+ mes "No...";
+ mes ".";
+ mes ".";
+ mes "As an adventurer, there's my obligation to those in need. I'm also very curious about that place...";
+ next;
+ mes "[Captain Janssen]";
+ mes "I was going to leave right away, but since you've joined me, I should give you time to prepare. I'll be waiting here until you're ready to go.";
+ next;
+ mes "[Captain Janssen]";
+ mes "...Okay then...";
+ mes "Welcome aboard, first mate.";
+ set in_102tower,3;
+ close;
+ }
+ else if (in_102tower == 3) {
+ mes "[Captain Janssen]";
+ mes "Shall we leave now?";
+ next;
+ switch(select("Yes, let's go!:No, I'm not quite ready...")) {
+ case 1:
+ mes "[Captain Janssen]";
+ mes "Then pull up the anchor, first mate!";
+ close2;
+ set in_102tower,4;
+ warp "e_tower",70,114;
+ end;
+ case 2:
+ mes "[Captain Janssen]";
+ mes "Sure, no problem. Come back when you're ready.";
+ close;
+ }
+ }
+ else if (in_102tower > 3) {
+ mes "[Captain Janssen]";
+ mes "Well, to travel the ocean again, we need to restock on goods. If you give me 10,000 Zeny, I'll take care of the rest.";
+ next;
+ switch(select("I'll come back later.:Let's go, now!")) {
+ case 1:
+ mes "["+.@name$+"]";
+ mes "I'm sorry, but I don't have that much money. I'll come back when I save enough.";
+ next;
+ mes "[Captain Janssen]";
+ mes "Sure, no problem. I'll be waiting for your return.";
+ close;
+ case 2:
+ if (zeny < 10000) {
+ mes "[Captain Janssen]";
+ mes "I'm sorry, but you don't have enough money. I need at least 10,000 Zeny to restock our supplies...";
+ close;
+ }
+ else {
+ mes "[Captain Janssen]";
+ mes "Excellent! Now we're good to go. Let's pull up the anchor again!";
+ set zeny,zeny-10000;
+ close2;
+ warp "e_tower",70,114;
+ end;
+ }
+ }
+ }
+ else {
+ mes "[Captain Janssen]";
+ mes "Excuse me, are you an adventurer?";
+ next;
+ mes "[Captain Janssen]";
+ mes "I'm sorry to ask you this, especially when this is the first time we've ever met, but can you do me a favor? I'll make it short.";
+ next;
+ mes "[Captain Janssen]";
+ mes "Can you donate ^0000ff10,000 Zeny^000000 to me? It's for a cause that's important to me...";
+ next;
+ switch(select("No!:Sure thing.")) {
+ case 1:
+ mes "["+.@name$+"]";
+ mes "I'm sorry, but you've got the wrong person to ask that.";
+ next;
+ mes "[Captain Janssen]";
+ mes "I see... Sorry to bother you. I understand it was too rude to ask something like that to begin with.";
+ close;
+ case 2:
+ mes "[Captain Janssen]";
+ mes "Huh? Are you sure that you don't mind giving me that much money? Wow, thank you so much!";
+ next;
+ if (zeny < 10000) {
+ mes "[Captain Janssen]";
+ mes "...I'm sorry, but I don't think you have 10,000 Zeny. Thank you for your kindness, but I need more than that.";
+ close;
+ }
+ else {
+ mes "["+.@name$+"]";
+ mes "I don't know why you'd need so much money, but here. You can take it.";
+ next;
+ mes "^0000ffYou have donated 10,000 Zeny to Captain Janssen^000000.";
+ next;
+ mes "[Captain Janssen]";
+ mes "Thank you so much! Now I can stock up on food and materials for my ship. You're kind, very kind!";
+ set zeny,zeny-10000;
+ set in_102tower,1;
+ close;
+ }
+ }
+ }
+}
+
+e_tower,81,105,0 script Tower Protection Stone 406,{
+
+ set .@party_id,getcharid(1);
+ set .@ins_mas,getpartyleader(.@party_id,2);
+ set .@p_name$,getpartyname(.@party_id);
+ set .@p_reader$,strcharinfo(0);
+ set .@md_name$,"Endless Tower";
+ set .@p_name2$,strcharinfo(0);
+
+ set .@etower_timer,checkquest(60200,PLAYTIME); // 1 week
+ set .@etower_timer2,checkquest(60201,PLAYTIME); // 4 hours
+
+ set .@dun_lim_time,etower_timer+604800; // 1 week
+ set .@dun_lim_time2,etower_timer+14400; // 4 hours
+ set .@dun_cur_time,gettimetick(2);
+ set .@dun_ent_t,(.@dun_lim_time - .@dun_cur_time);
+ set .@dun_h,(.@dun_ent_t / 3600);
+ set .@dun_m,(.@dun_ent_t - (.@dun_h * 3600)) / 60;
+ set .@dun_s,.@dun_ent_t - ((.@dun_h * 3600) + (.@dun_m * 60));
+
+ if(!instance_check_party(.@party_id,2)){
+ mes "I'm sorry but your Party does not meet the requirements to join the Memorial Dungeon.";
+ close;
+ }
+
+ if (.@etower_timer == -1) {
+ if (.@ins_mas == getcharid(0)) {
+ mes "Confirmed the party has been made. Would you like to reserve entrance to the Endless Tower?";
+ next;
+ switch(select(.@md_name$ + " Dungeon Generated:Enter the dungeon:Return to Alberta:Cancel")) {
+ case 1:
+ set .@instance, instance_create(.@md_name$, .@party_id);
+ if (.@instance < 0) {
+ mes "Party Name:"+.@p_name$+"";
+ mes "Party Leader:"+.@p_reader$+"";
+ mes "^0000ff"+.@md_name$+" ^000000- Reservation Failed!";
+ }
+ else {
+ mes "^0000ff"+.@md_name$+"^000000 - Try to reserve";
+ mes "After making a reservation, you have to talk to NPC behind and select the menu 'Enter the Dungeon' to enter the dungeon.";
+ // 1,2,3,4,5,6
+ for( set .@i, 1; .@i <= 6; set .@i, .@i + 1 ) {
+ if( instance_attachmap(.@i + "@tower", .@instance) == "" ) {
+ mes "^0000ff"+.@md_name$+" ^000000- Reservation Failed!";
+ instance_destroy(.@instance);
+ close;
+ }
+ }
+ instance_attach(.@instance);
+ instance_set_timeout 14400,300,.@instance;
+ instance_init(.@instance);
+ // Spawn the first floor of each map, which will then spawn the rest when cleared.
+ donpcevent instance_npcname("#1F Controller", instance_id())+"::OnInstanceInit";
+ donpcevent instance_npcname("Immortal Furnace#1", instance_id())+"::OnInstanceInit";
+ donpcevent instance_npcname("Immortal Furnace#2", instance_id())+"::OnInstanceInit";
+ donpcevent instance_npcname("Immortal Furnace#3", instance_id())+"::OnInstanceInit";
+ // Disable the warps on all floor. (enable as floors are cleared)
+ for( set .@i, 1; .@i <= 99; set .@i, .@i + 1 )
+ donpcevent instance_npcname(.@i+"FGate102tower", instance_id())+"::OnInstanceInit";
+ // Warps activate on timer, so players can't get unlimited Ashes.
+ donpcevent instance_npcname("25FGate102tower-2", instance_id())+"::OnInstanceInit";
+ donpcevent instance_npcname("50FGate102tower-2", instance_id())+"::OnInstanceInit";
+ donpcevent instance_npcname("75FGate102tower-2", instance_id())+"::OnInstanceInit";
+ donpcevent instance_npcname("99FGate102tower-2", instance_id())+"::OnInstanceInit";
+ // Disable and ready NPCs for the 100th and 101st floors.
+ donpcevent instance_npcname("Lucid Crystal#102", instance_id())+"::OnInstanceInit";
+ donpcevent instance_npcname("#102Effect1", instance_id())+"::OnInstanceInit";
+ donpcevent instance_npcname("#102Effect2", instance_id())+"::OnInstanceInit";
+ donpcevent instance_npcname("#102FShadowDust1", instance_id())+"::OnInstanceInit";
+ donpcevent instance_npcname("#102FShadowDust", instance_id())+"::OnInstanceInit";
+ donpcevent instance_npcname("Spring of Life#1", instance_id())+"::OnInstanceInit";
+ donpcevent instance_npcname("Tyrant's Throne#", instance_id())+"::OnInstanceInit";
+ donpcevent instance_npcname("Lost Soul#102", instance_id())+"::OnInstanceInit";
+ donpcevent instance_npcname("#Effect30", instance_id())+"::OnInstanceInit";
+ donpcevent instance_npcname("#Effect31", instance_id())+"::OnInstanceInit";
+ }
+ break;
+ case 2:
+ if (has_instance("1@tower") == "") {
+ mes "The memorial dungeon " + .@md_name$ + " does not exist.";
+ mes "The party leader did not generate the dungeon yet.";
+ }
+ if((party_instance_id != 0) && (party_instance_id != getcharid(1))) {
+ mes "Due to the tower's aftereffects, you cannot enter the dungeon right now, " + .@dun_h + "hours " + .@dun_m + "minutes " + .@dun_s + "seconds left to enter the next dungeon.";
+ next;
+ mes "It is dangerous here. Let me move you to Alberta.";
+ close2;
+ warp "alberta",223,36;
+ end;
+ }
+ else {
+ mapannounce "e_tower", .@p_name2$ + " of the party, " + .@p_name$ + ", is entering the dungeon, " + .@md_name$ + ".",bc_map,"0x00ff99",FW_NORMAL,12;
+ set party_instance_id,getcharid(1);
+ set etower_timer,gettimetick(2);
+ setquest 60200;
+ setquest 60201;
+ warp "1@tower",52,354;
+ end;
+ }
+ break;
+ case 3:
+ mes "I will move you to Alberta.";
+ close2;
+ warp "alberta",223,36;
+ end;
+ case 4:
+ break;
+ }
+ close;
+ }
+ else {
+ switch(select(.@md_name$ + " Enter the dungeon:Return to Alberta:Cancel")) {
+ case 1:
+ if (has_instance("1@tower") == "") {
+ mes "The memorial dungeon " + .@md_name$ + " does not exist.";
+ mes "The party leader did not generate the dungeon yet.";
+ }
+ if((party_instance_id != 0) && (party_instance_id != getcharid(1))) {
+ mes "Due to the tower's aftereffects, you cannot enter the dungeon right now, " + .@dun_h + "hours " + .@dun_m + "minutes " + .@dun_s + "seconds left to enter the next dungeon.";
+ next;
+ mes "It is dangerous here. Let me move you to Alberta.";
+ close2;
+ warp "alberta",223,36;
+ end;
+ }
+ else {
+ mapannounce "e_tower", .@p_name2$ + " of the party, " + .@p_name$ + ", is entering the dungeon, " + .@md_name$ + ".",bc_map,"0x00ff99",FW_NORMAL,12;
+ set party_instance_id,getcharid(1);
+ set etower_timer,gettimetick(2);
+ setquest 60200;
+ setquest 60201;
+ warp "1@tower",52,354;
+ end;
+ }
+ break;
+ case 2:
+ mes "I will move you to Alberta.";
+ close2;
+ warp "alberta",223,36;
+ end;
+ case 3:
+ break;
+ }
+ close;
+ }
+ }
+ else if ((.@etower_timer >= 0) && (.@etower_timer2 < 2)) {
+ mes "If you have the dungeon generated already, you can enter it. ";
+ next;
+ switch(select(.@md_name$ + " Enter the dungeon:Return to Alberta:Cancel")) {
+ case 1:
+ if (has_instance("1@tower") == "") {
+ mes "The memorial dungeon " + .@md_name$ + " does not exist.";
+ mes "The party leader did not generate the dungeon yet.";
+ }
+ if((party_instance_id != 0) && (party_instance_id != getcharid(1))) {
+ mes "Due to the tower's aftereffects, you cannot enter the dungeon right now, " + .@dun_h + "hours " + .@dun_m + "minutes " + .@dun_s + "seconds left to enter the next dungeon.";
+ next;
+ mes "It is dangerous here. Let me move you to Alberta.";
+ close2;
+ warp "alberta",223,36;
+ end;
+ }
+ else {
+ mapannounce "e_tower", .@p_name2$ + " of the party, " + .@p_name$ + ", is entering the dungeon, " + .@md_name$ + ".",bc_map,"0x00ff99",FW_NORMAL,12;
+ set party_instance_id,getcharid(1);
+ warp "1@tower",52,354;
+ end;
+ }
+ break;
+ case 2:
+ mes "I will move you to Alberta.";
+ close2;
+ warp "alberta",223,36;
+ end;
+ case 3:
+ break;
+ }
+ close;
+ }
+ else if ((.@etower_timer >= 0) && (.@etower_timer < 2) && (.@etower_timer2 == 2)) {
+ mes "Due to the tower's aftereffects, you cannot enter the dungeon right now, " + .@dun_h + "hours " + .@dun_m + "minutes " + .@dun_s + "seconds left to enter the next dungeon.";
+ next;
+ mes "It is dangerous here. Let me move you to Alberta.";
+ close2;
+ warp "alberta",223,36;
+ end;
+ }
+ else {
+ set etower_timer,0;
+ erasequest 60200;
+ erasequest 60201;
+ set party_instance_id,0;
+ mes "^0000ffThe records and after effects related to the Endless Tower have been removed. You can generate and enter the Endless Tower again.^000000";
+ close;
+ }
+ mes "Make or join a party with more than 1 member and try again.";
+ close;
+}
+
+e_tower,30,30,2 script Huge Vortex 844,2,2,{
+OnTouch:
+ mapannounce "e_tower","[ " + strcharinfo(0) + " ], seems to be engulfed by a huge vortex",bc_map,"0x00ff99",FW_NORMAL,12;
+ warp "alberta",223,36;
+ end;
+}
+
+/*
+e_tower,1,1,2 script #102Administrator Mode104 844,{
+ mes "Please enter the password";
+ input .@inputstr$;
+ next;
+ if (.@inputstr$ == "dmc2008") {
+ switch(select("Generate Purification Stone:Remove Purification Stone:Cancel")) {
+ case 1:
+ mes "Create the Purification Stone that stays for 30 minutes.";
+ donpcevent "Purification Stone#et1::OnEnable";
+ break;
+ case 2:
+ mes "Destroy the Purification Stone immediately";
+ donpcevent "Purification Stone#et1::OnDisable";
+ break;
+ case 3:
+ mes "You have canceled it.";
+ break;
+ }
+ close;
+ }
+ else {
+ mes "Enter the password exactly.";
+ close;
+ }
+}
+
+e_tower,69,117,4 script Purification Stone#et1 406,{
+ set etower_timer,0;
+ mes "^0000ffThe records and aftereffects related to the Endless Tower have been removed. You can generate and enter the Endless Tower again.^000000";
+ close;
+
+OnInit:
+ disablenpc "Purification Stone#et1";
+ end;
+
+OnEnable:
+ initnpctimer;
+ end;
+
+OnDisable:
+ stopnpctimer;
+ disablenpc "Purification Stone#et1";
+ end;
+
+OnTimer1000:
+ enablenpc "Purification Stone#et1";
+ end;
+
+OnTimer1740000:
+ mapannounce "e_tower", "The Purification Stone will be destroyed in one minute.",bc_map,"0x00ff99";
+ end;
+
+OnTimer1800000:
+ disablenpc "Purification Stone#et1";
+ end;
+}
+
+e_tower,151,185,4 script Purification Stone#et2 844,{
+ set etower_timer,0;
+ mes "^0000ffThe records and aftereffects related to the Endless Tower have been removed. You can generate and enter the Endless Tower again.^000000";
+ close;
+ warp "e_tower",75,108;
+ end;
+}
+*/
+
+// Floors 1-25
+1@tower,50,360,0 script Immortal Brazier# 844,{
+ mes "- A Message is Engraved on the Brazier -";
+ mes "The one who scatters the ashes of the darkness in this place shall become one step closer to Nacht Sieger, the Hegemon King of the Darkness...";
+ next;
+ set .@move_name$,strcharinfo(0);
+ switch(select("26th Floor:51st Floor:76th Floor")) {
+ case 1:
+ if (countitem(6000) < 1) {
+ mes "-Warning-";
+ mes "To warp to the 26th Floor, you need 1 Ashes of the Darkness.";
+ close;
+ }
+ else {
+ delitem 6000,1; //Dark_Ashes
+ instance_announce 0, .@move_name$ + ". You will be warped to the 26th Floor.",bc_map,"0x00ff99";
+ warp "2@tower",52,354;
+ }
+ break;
+ case 2:
+ if (countitem(6000) < 2) {
+ mes "-Warning-";
+ mes "To warp to the 51st Floor, you need 2 Ashes of the Darkness.";
+ close;
+ }
+ else {
+ delitem 6000,2; //Dark_Ashes
+ instance_announce 0, .@move_name$ + ". You will be warped to the 51st Floor.",bc_map,"0x00ff99";
+ warp "3@tower",52,354;
+ }
+ break;
+ case 3:
+ if (countitem(6000) < 3) {
+ mes "-Warning-";
+ mes "To warp to the 76th Floor, you need 3 Ashes of the Darkness.";
+ close;
+ }
+ else {
+ delitem 6000,3; //Dark_Ashes
+ instance_announce 0, .@move_name$ + ". You will be warped to the 76th Floor.",bc_map,"0x00ff99";
+ warp "4@tower",52,354;
+ }
+ break;
+ }
+ end;
+}
+
+1@tower,29,365,1 script #1F Controller 844,{
+ end;
+
+OnInstanceInit:
+ areamonster "1@tower",7,351,17,387,"Metaling",1613,15,instance_npcname("#1F Controller", instance_id())+"::OnMyMobDead";
+ areamonster "1@tower",7,351,17,387,"Marin",1242,5,instance_npcname("#1F Controller", instance_id())+"::OnMyMobDead";
+ areamonster "1@tower",7,351,17,387,"Poporing",1031,5,instance_npcname("#1F Controller", instance_id())+"::OnMyMobDead";
+ areamonster "1@tower",7,351,17,387,"Drops",1113,5,instance_npcname("#1F Controller", instance_id())+"::OnMyMobDead";
+ areamonster "1@tower",7,351,17,387,"Mastering",1090,1,instance_npcname("#1F Controller", instance_id())+"::OnMyMobDead";
+ areamonster "1@tower",7,351,17,387,"Poring",1002,5,instance_npcname("#1F Controller", instance_id())+"::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ set .@mob_dead_num,mobcount("1@tower",instance_npcname("#1F Controller", instance_id())+"::OnMyMobDead");
+ if (.@mob_dead_num < 1) {
+ instance_announce 0, "All Monsters on the 1st Floor have been defeated.",bc_map,"0xffff00";
+ donpcevent instance_npcname("1FGate102tower", instance_id())+"::OnEnable";
+ //SetItemPartyInMap in_102floor 1
+ }
+ else
+ instance_announce 0, "Remaining Monsters on the 1st Floor - " + .@mob_dead_num,bc_map,"0x00ff99";
+ end;
+}
+
+1@tower,12,393,0 script 1FGate102tower 45,2,2,{
+ end;
+
+OnInstanceInit:
+ disablenpc instance_npcname("1FGate102tower", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("1FGate102tower", instance_id());
+ areamonster "1@tower",93,351,103,387,"Desert Wolf",1106,20,instance_npcname("1FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "1@tower",93,351,103,387,"Vagabond Wolf",1092,1,instance_npcname("1FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "1@tower",93,351,103,387,"Baby Desert Wolf",1107,10,instance_npcname("1FGate102tower", instance_id())+"::OnMyMobDead";
+ end;
+
+OnTouch_:
+ warp "1@tower",136,354;
+ end;
+
+OnMyMobDead:
+ set .@mob_dead_num,mobcount("1@tower",instance_npcname("1FGate102tower", instance_id())+"::OnMyMobDead");
+ if (.@mob_dead_num < 1) {
+ instance_announce 0, "All Monsters on the 2nd Floor have been defeated.",bc_map,"0xffff00";
+ donpcevent instance_npcname("2FGate102tower", instance_id())+"::OnEnable";
+ //SetItemPartyInMap in_102floor 2
+ }
+ else
+ instance_announce 0, "Remaining Monsters on the 2nd Floor - " + .@mob_dead_num,bc_map,"0x00ff99";
+ end;
+}
+
+1@tower,96,393,0 script 2FGate102tower 45,2,2,{
+ end;
+
+OnInstanceInit:
+ disablenpc instance_npcname("2FGate102tower", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("2FGate102tower", instance_id());
+ areamonster "1@tower",181,351,191,387,"Archer Skeleton",1016,5,instance_npcname("2FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "1@tower",181,351,191,387,"Skel Worker",1169,5,instance_npcname("2FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "1@tower",181,351,191,387,"Soldier Skeleton",1028,5,instance_npcname("2FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "1@tower",181,351,191,387,"Orc Skeleton",1152,5,instance_npcname("2FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "1@tower",181,351,191,387,"Pirate Skeleton",1071,5,instance_npcname("2FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "1@tower",181,351,191,387,"Skeleton",1076,5,instance_npcname("2FGate102tower", instance_id())+"::OnMyMobDead";
+ end;
+
+OnTouch_:
+ warp "1@tower",224,354;
+ end;
+
+OnMyMobDead:
+ set .@mob_dead_num,mobcount("1@tower",instance_npcname("2FGate102tower", instance_id())+"::OnMyMobDead");
+ if (.@mob_dead_num < 1) {
+ instance_announce 0, "All Monsters on the 3rd Floor have been defeated.",bc_map,"0xffff00";
+ donpcevent instance_npcname("3FGate102tower", instance_id())+"::OnEnable";
+ //SetItemPartyInMap in_102floor 3
+ }
+ else
+ instance_announce 0, "Remaining Monsters on the 3rd Floor - " + .@mob_dead_num,bc_map,"0x00ff99";
+ end;
+}
+
+1@tower,184,393,0 script 3FGate102tower 45,2,2,{
+ end;
+
+OnInstanceInit:
+ disablenpc instance_npcname("3FGate102tower", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("3FGate102tower", instance_id());
+ areamonster "1@tower",267,351,277,387,"Argiope",1099,15,instance_npcname("3FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "1@tower",267,351,277,387,"Mantis",1139,5,instance_npcname("3FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "1@tower",267,351,277,387,"Argos",1100,5,instance_npcname("3FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "1@tower",267,351,277,387,"Vocal",1088,1,instance_npcname("3FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "1@tower",267,351,277,387,"Rocker",1052,5,instance_npcname("3FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "1@tower",267,351,277,387,"Hornet",1004,5,instance_npcname("3FGate102tower", instance_id())+"::OnMyMobDead";
+ end;
+
+OnTouch_:
+ warp "1@tower",310,354;
+ end;
+
+OnMyMobDead:
+ set .@mob_dead_num,mobcount("1@tower",instance_npcname("3FGate102tower", instance_id())+"::OnMyMobDead");
+ if (.@mob_dead_num < 1) {
+ instance_announce 0, "All Monsters on the 4th Floor have been defeated.",bc_map,"0xffff00";
+ donpcevent instance_npcname("4FGate102tower", instance_id())+"::OnEnable";
+ //SetItemPartyInMap in_102floor 4
+ }
+ else
+ instance_announce 0, "Remaining Monsters on 4th the Floor - " + .@mob_dead_num,bc_map,"0x00ff99";
+ end;
+}
+
+1@tower,270,393,0 script 4FGate102tower 45,2,2,{
+ end;
+
+OnInstanceInit:
+ disablenpc instance_npcname("4FGate102tower", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("4FGate102tower", instance_id());
+ areamonster "1@tower",352,351,362,387,"Golden Thief Bug",1086,1,instance_npcname("4FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "1@tower",352,351,362,387,"Theif Bug Male",1054,15,instance_npcname("4FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "1@tower",352,351,362,387,"Thief Bug Female",1053,15,instance_npcname("4FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "1@tower",352,351,362,387,"Thief Bug",1051,15,instance_npcname("4FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "1@tower",352,351,362,387,"Thief Bug Egg",1048,5,instance_npcname("4FGate102tower", instance_id())+"::OnMyMobDead";
+ end;
+
+OnTouch_:
+ warp "1@tower",395,354;
+ end;
+
+OnMyMobDead:
+ set .@mob_dead_num,mobcount("1@tower",instance_npcname("4FGate102tower", instance_id())+"::OnMyMobDead");
+ if (.@mob_dead_num < 1) {
+ instance_announce 0, "All Monsters on the 5th Floor have been defeated.",bc_map,"0xffff00";
+ donpcevent instance_npcname("5FGate102tower", instance_id())+"::OnEnable";
+ //SetItemPartyInMap in_102floor 5
+ }
+ else
+ instance_announce 0, "Remaining Monsters on the 5th Floor - " + .@mob_dead_num,bc_map,"0x00ff99";
+ end;
+}
+
+1@tower,355,393,0 script 5FGate102tower 45,2,2,{
+ end;
+
+OnInstanceInit:
+ disablenpc instance_npcname("5FGate102tower", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("5FGate102tower", instance_id());
+ areamonster "1@tower",9,267,19,303,"Dragon Egg",1721,5,instance_npcname("5FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "1@tower",9,267,19,303,"Thief Bug Egg",1048,5,instance_npcname("5FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "1@tower",9,267,19,303,"Ant Egg",1097,5,instance_npcname("5FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "1@tower",9,267,19,303,"Pupa",1008,5,instance_npcname("5FGate102tower", instance_id())+"::OnMyMobDead";
+ end;
+
+OnTouch_:
+ warp "1@tower",52,270;
+ end;
+
+OnMyMobDead:
+ set .@mob_dead_num,mobcount("1@tower",instance_npcname("5FGate102tower", instance_id())+"::OnMyMobDead");
+ if (.@mob_dead_num < 1) {
+ instance_announce 0, "All Monsters on the 6th Floor have been defeated.",bc_map,"0xffff00";
+ donpcevent instance_npcname("6FGate102tower", instance_id())+"::OnEnable";
+ //SetItemPartyInMap in_102floor 6
+ }
+ else
+ instance_announce 0, "Remaining Monsters on the 6th Floor - " + .@mob_dead_num,bc_map,"0x00ff99";
+ end;
+}
+
+1@tower,12,309,0 script 6FGate102tower 45,2,2,{
+ end;
+
+OnInstanceInit:
+ disablenpc instance_npcname("6FGate102tower", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("6FGate102tower", instance_id());
+ areamonster "1@tower",93,267,103,303,"Explosion",1383,15,instance_npcname("6FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "1@tower",93,267,103,303,"Drainliar",1111,15,instance_npcname("6FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "1@tower",93,267,103,303,"Anopheles",1627,15,instance_npcname("6FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "1@tower",93,267,103,303,"Farmiliar",1005,15,instance_npcname("6FGate102tower", instance_id())+"::OnMyMobDead";
+ end;
+
+OnTouch_:
+ warp "1@tower",136,270;
+ end;
+
+OnMyMobDead:
+ set .@mob_dead_num,mobcount("1@tower",instance_npcname("6FGate102tower", instance_id())+"::OnMyMobDead");
+ if (.@mob_dead_num < 1) {
+ instance_announce 0, "All Monsters on the 7th Floor have been defeated.",bc_map,"0xffff00";
+ donpcevent instance_npcname("7FGate102tower", instance_id())+"::OnEnable";
+ //SetItemPartyInMap in_102floor 7
+ }
+ else
+ instance_announce 0, "Remaining Monsters on the 7th Floor - " + .@mob_dead_num,bc_map,"0x00ff99";
+ end;
+}
+
+1@tower,96,309,0 script 7FGate102tower 45,2,2,{
+ end;
+
+OnInstanceInit:
+ disablenpc instance_npcname("7FGate102tower", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("7FGate102tower", instance_id());
+ areamonster "1@tower",181,267,191,303,"Firelock Soldier",1403,15,instance_npcname("7FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "1@tower",181,267,191,303,"Cruiser",1248,15,instance_npcname("7FGate102tower", instance_id())+"::OnMyMobDead";
+ end;
+
+OnTouch_:
+ warp "1@tower",224,270;
+ end;
+
+OnMyMobDead:
+ set .@mob_dead_num,mobcount("1@tower",instance_npcname("7FGate102tower", instance_id())+"::OnMyMobDead");
+ if (.@mob_dead_num < 1) {
+ instance_announce 0, "All Monsters on the 8th Floor have been defeated.",bc_map,"0xffff00";
+ donpcevent instance_npcname("8FGate102tower", instance_id())+"::OnEnable";
+ //SetItemPartyInMap in_102floor 8
+ }
+ else
+ instance_announce 0, "Remaining Monsters on the 8th Floor - " + .@mob_dead_num,bc_map,"0x00ff99";
+ end;
+}
+
+1@tower,184,309,0 script 8FGate102tower 45,2,2,{
+ end;
+
+OnInstanceInit:
+ disablenpc instance_npcname("8FGate102tower", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("8FGate102tower", instance_id());
+ areamonster "1@tower",267,267,277,303,"Obsidian",1615,15,instance_npcname("8FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "1@tower",267,267,277,303,"Golem",1040,15,instance_npcname("8FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "1@tower",267,267,277,303,"Stapo",1784,10,instance_npcname("8FGate102tower", instance_id())+"::OnMyMobDead";
+ end;
+
+OnTouch_:
+ warp "1@tower",310,270;
+ end;
+
+OnMyMobDead:
+ set .@mob_dead_num,mobcount("1@tower",instance_npcname("8FGate102tower", instance_id())+"::OnMyMobDead");
+ if (.@mob_dead_num < 1) {
+ instance_announce 0, "All Monsters on the 9th Floor have been defeated.",bc_map,"0xffff00";
+ donpcevent instance_npcname("9FGate102tower", instance_id())+"::OnEnable";
+ //SetItemPartyInMap in_102floor 9
+ }
+ else
+ instance_announce 0, "Remaining Monsters on the 9th Floor - " + .@mob_dead_num,bc_map,"0x00ff99";
+ end;
+}
+
+1@tower,270,309,0 script 9FGate102tower 45,2,2,{
+ end;
+
+OnInstanceInit:
+ disablenpc instance_npcname("9FGate102tower", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("9FGate102tower", instance_id());
+ areamonster "1@tower",352,267,362,303,"Mistress",1059,1,instance_npcname("9FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "1@tower",352,267,362,303,"Giant Hornet",1303,25,instance_npcname("9FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "1@tower",352,267,362,303,"Hornet",1004,20,instance_npcname("9FGate102tower", instance_id())+"::OnMyMobDead";
+ end;
+
+OnTouch_:
+ warp "1@tower",395,270;
+ end;
+
+OnMyMobDead:
+ set .@mob_dead_num,mobcount("1@tower",instance_npcname("9FGate102tower", instance_id())+"::OnMyMobDead");
+ if (.@mob_dead_num < 1) {
+ instance_announce 0, "All Monsters on the 10th Floor have been defeated.",bc_map,"0xffff00";
+ donpcevent instance_npcname("10FGate102tower", instance_id())+"::OnEnable";
+ //SetItemPartyInMap in_102floor 10
+ }
+ else
+ instance_announce 0, "Remaining Monsters on the 10th Floor - " + .@mob_dead_num,bc_map,"0x00ff99";
+ end;
+}
+
+1@tower,355,309,0 script 10FGate102tower 45,2,2,{
+ end;
+
+OnInstanceInit:
+ disablenpc instance_npcname("10FGate102tower", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("10FGate102tower", instance_id());
+ areamonster "1@tower",9,180,19,216,"Dryad",1493,15,instance_npcname("10FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "1@tower",9,180,19,216,"Parasite",1500,15,instance_npcname("10FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "1@tower",9,180,19,216,"Hermit Plant",1413,15,instance_npcname("10FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "1@tower",9,180,19,216,"Rafflesia",1162,5,instance_npcname("10FGate102tower", instance_id())+"::OnMyMobDead";
+ end;
+
+OnTouch_:
+ warp "1@tower",52,183;
+ end;
+
+OnMyMobDead:
+ set .@mob_dead_num,mobcount("1@tower",instance_npcname("10FGate102tower", instance_id())+"::OnMyMobDead");
+ if (.@mob_dead_num < 1) {
+ instance_announce 0, "All Monsters on the 11th Floor have been defeated.",bc_map,"0xffff00";
+ donpcevent instance_npcname("11FGate102tower", instance_id())+"::OnEnable";
+ //SetItemPartyInMap in_102floor 11
+ }
+ else
+ instance_announce 0, "Remaining Monsters on the 11th Floor - " + .@mob_dead_num,bc_map,"0x00ff99";
+ end;
+}
+
+1@tower,12,222,0 script 11FGate102tower 45,2,2,{
+ end;
+
+OnInstanceInit:
+ disablenpc instance_npcname("11FGate102tower", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("11FGate102tower", instance_id());
+ areamonster "1@tower",93,180,103,216,"Demon Pungus",1378,25,instance_npcname("11FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "1@tower",93,180,103,216,"Punk",1199,25,instance_npcname("11FGate102tower", instance_id())+"::OnMyMobDead";
+ end;
+
+OnTouch_:
+ warp "1@tower",136,183;
+ end;
+
+OnMyMobDead:
+ set .@mob_dead_num,mobcount("1@tower",instance_npcname("11FGate102tower", instance_id())+"::OnMyMobDead");
+ if (.@mob_dead_num < 1) {
+ instance_announce 0, "All Monsters on the 12th Floor have been defeated.",bc_map,"0xffff00";
+ donpcevent instance_npcname("12FGate102tower", instance_id())+"::OnEnable";
+ //SetItemPartyInMap in_102floor 12
+ }
+ else
+ instance_announce 0, "Remaining Monsters on the 12th Floor - " + .@mob_dead_num,bc_map,"0x00ff99";
+ end;
+}
+
+1@tower,96,222,0 script 12FGate102tower 45,2,2,{
+ end;
+
+OnInstanceInit:
+ disablenpc instance_npcname("12FGate102tower", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("12FGate102tower", instance_id());
+ areamonster "1@tower",181,180,191,216,"Yao Yun",1512,15,instance_npcname("12FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "1@tower",181,180,191,216,"Bongunn",1188,15,instance_npcname("12FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "1@tower",181,180,191,216,"Munak",1026,10,instance_npcname("12FGate102tower", instance_id())+"::OnMyMobDead";
+ end;
+
+OnTouch_:
+ warp "1@tower",224,183;
+ end;
+
+OnMyMobDead:
+ set .@mob_dead_num,mobcount("1@tower",instance_npcname("12FGate102tower", instance_id())+"::OnMyMobDead");
+ if (.@mob_dead_num < 1) {
+ instance_announce 0, "All Monsters on the 13th Floor have been defeated.",bc_map,"0xffff00";
+ donpcevent instance_npcname("13FGate102tower", instance_id())+"::OnEnable";
+ //SetItemPartyInMap in_102floor 13
+ }
+ else
+ instance_announce 0, "Remaining Monsters on the 13th Floor - " + .@mob_dead_num,bc_map,"0x00ff99";
+ end;
+}
+
+1@tower,184,222,0 script 13FGate102tower 45,2,2,{
+ end;
+
+OnInstanceInit:
+ disablenpc instance_npcname("13FGate102tower", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("13FGate102tower", instance_id());
+ areamonster "1@tower",267,180,277,216,"High Orc",1213,15,instance_npcname("13FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "1@tower",267,180,277,216,"Orc Archer",1189,10,instance_npcname("13FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "1@tower",267,180,277,216,"Orc Lady",1273,10,instance_npcname("13FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "1@tower",267,180,277,216,"Orc Warrior",1023,5,instance_npcname("13FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "1@tower",267,180,277,216,"Orc Baby",1686,5,instance_npcname("13FGate102tower", instance_id())+"::OnMyMobDead";
+ end;
+
+OnTouch_:
+ warp "1@tower",310,183;
+ end;
+
+OnMyMobDead:
+ set .@mob_dead_num,mobcount("1@tower",instance_npcname("13FGate102tower", instance_id())+"::OnMyMobDead");
+ if (.@mob_dead_num < 1) {
+ instance_announce 0, "All Monsters on the 14th Floor have been defeated.",bc_map,"0xffff00";
+ donpcevent instance_npcname("14FGate102tower", instance_id())+"::OnEnable";
+ //SetItemPartyInMap in_102floor 14
+ }
+ else
+ instance_announce 0, "Remaining Monsters on the 14th Floor - " + .@mob_dead_num,bc_map,"0x00ff99";
+ end;
+}
+
+1@tower,270,222,0 script 14FGate102tower 45,2,2,{
+ end;
+
+OnInstanceInit:
+ disablenpc instance_npcname("14FGate102tower", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("14FGate102tower", instance_id());
+ areamonster "1@tower",352,180,362,216,"Maya",1147,1,instance_npcname("14FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "1@tower",352,180,362,216,"Phreeoni",1159,1,instance_npcname("14FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "1@tower",352,180,362,216,"Deniro",1105,15,instance_npcname("14FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "1@tower",352,180,362,216,"Pierre",1160,15,instance_npcname("14FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "1@tower",352,180,362,216,"Andre",1095,15,instance_npcname("14FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "1@tower",352,180,362,216,"Ant Egg",1097,5,instance_npcname("14FGate102tower", instance_id())+"::OnMyMobDead";
+ end;
+
+OnTouch_:
+
+ warp "1@tower",395,183;
+ end;
+
+OnMyMobDead:
+ set .@mob_dead_num,mobcount("1@tower",instance_npcname("14FGate102tower", instance_id())+"::OnMyMobDead");
+ if (.@mob_dead_num < 1) {
+ instance_announce 0, "All Monsters on the 15th Floor have been defeated.",bc_map,"0xffff00";
+ donpcevent instance_npcname("15FGate102tower", instance_id())+"::OnEnable";
+ //SetItemPartyInMap in_102floor 15
+ }
+ else
+ instance_announce 0, "Remaining Monsters on the 15th Floor - " + .@mob_dead_num,bc_map,"0x00ff99";
+ end;
+}
+
+1@tower,355,222,0 script 15FGate102tower 45,2,2,{
+ end;
+
+OnInstanceInit:
+ disablenpc instance_npcname("15FGate102tower", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("15FGate102tower", instance_id());
+ areamonster "1@tower",9,96,19,132,"Raydric Archer",1276,10,instance_npcname("15FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "1@tower",9,96,19,132,"Orc Archer",1189,10,instance_npcname("15FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "1@tower",9,96,19,132,"Gargoyle",1253,10,instance_npcname("15FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "1@tower",9,96,19,132,"Archer Skeleton",1016,10,instance_npcname("15FGate102tower", instance_id())+"::OnMyMobDead";
+ end;
+
+OnTouch_:
+ warp "1@tower",52,99;
+ end;
+
+OnMyMobDead:
+ set .@mob_dead_num,mobcount("1@tower",instance_npcname("15FGate102tower", instance_id())+"::OnMyMobDead");
+ if (.@mob_dead_num < 1) {
+ instance_announce 0, "All Monsters on the 16th Floor have been defeated.",bc_map,"0xffff00";
+ donpcevent instance_npcname("16FGate102tower", instance_id())+"::OnEnable";
+ //SetItemPartyInMap in_102floor 16
+ }
+ else
+ instance_announce 0, "Remaining Monsters on the 16th Floor - " + .@mob_dead_num,bc_map,"0x00ff99";
+ end;
+}
+
+1@tower,12,138,0 script 16FGate102tower 45,2,2,{
+ end;
+
+OnInstanceInit:
+ disablenpc instance_npcname("16FGate102tower", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("16FGate102tower", instance_id());
+ areamonster "1@tower",93,96,103,132,"Merman",1264,10,instance_npcname("16FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "1@tower",93,96,103,132,"Baphomet Jr.",1101,10,instance_npcname("16FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "1@tower",93,96,103,132,"Strouf",1065,15,instance_npcname("16FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "1@tower",93,96,103,132,"Hill Wind",1629,5,instance_npcname("16FGate102tower", instance_id())+"::OnMyMobDead";
+ end;
+
+OnTouch_:
+ warp "1@tower",136,99;
+ end;
+
+OnMyMobDead:
+ set .@mob_dead_num,mobcount("1@tower",instance_npcname("16FGate102tower", instance_id())+"::OnMyMobDead");
+ if (.@mob_dead_num < 1) {
+ instance_announce 0, "All Monsters on the 17th Floor have been defeated.",bc_map,"0xffff00";
+ donpcevent instance_npcname("17FGate102tower", instance_id())+"::OnEnable";
+ //SetItemPartyInMap in_102floor 17
+ }
+ else
+ instance_announce 0, "Remaining Monsters on the 17th Floor - " + .@mob_dead_num,bc_map,"0x00ff99";
+ end;
+}
+
+1@tower,96,138,0 script 17FGate102tower 45,2,2,{
+ end;
+
+OnInstanceInit:
+ disablenpc instance_npcname("17FGate102tower", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("17FGate102tower", instance_id());
+ areamonster "1@tower",181,96,191,132,"Cramp",1209,25,instance_npcname("17FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "1@tower",181,96,191,132,"Tarou",1175,15,instance_npcname("17FGate102tower", instance_id())+"::OnMyMobDead";
+ end;
+
+OnTouch_:
+ warp "1@tower",224,99;
+ end;
+
+OnMyMobDead:
+ set .@mob_dead_num,mobcount("1@tower",instance_npcname("17FGate102tower", instance_id())+"::OnMyMobDead");
+ if (.@mob_dead_num < 1) {
+ instance_announce 0, "All Monsters on the 18th Floor have been defeated.",bc_map,"0xffff00";
+ donpcevent instance_npcname("18FGate102tower", instance_id())+"::OnEnable";
+ //SetItemPartyInMap in_102floor 18
+ }
+ else
+ instance_announce 0, "Remaining Monsters on the 18th Floor - " + .@mob_dead_num,bc_map,"0x00ff99";
+ end;
+}
+
+1@tower,184,138,0 script 18FGate102tower 45,2,2,{
+ end;
+
+OnInstanceInit:
+ disablenpc instance_npcname("18FGate102tower", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("18FGate102tower", instance_id());
+ areamonster "1@tower",267,96,277,132,"Deviace",1108,10,instance_npcname("18FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "1@tower",267,96,277,132,"Megalodon",1064,10,instance_npcname("18FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "1@tower",267,96,277,132,"Swordfish",1069,10,instance_npcname("18FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "1@tower",267,96,277,132,"Phen",1158,10,instance_npcname("18FGate102tower", instance_id())+"::OnMyMobDead";
+ end;
+
+OnTouch_:
+ warp "1@tower",310,99;
+ end;
+
+OnMyMobDead:
+ set .@mob_dead_num,mobcount("1@tower",instance_npcname("18FGate102tower", instance_id())+"::OnMyMobDead");
+ if (.@mob_dead_num < 1) {
+ instance_announce 0, "All Monsters on the 19th Floor have been defeated.",bc_map,"0xffff00";
+ donpcevent instance_npcname("19FGate102tower", instance_id())+"::OnEnable";
+ //SetItemPartyInMap in_102floor 19
+ }
+ else
+ instance_announce 0, "Remaining Monsters on the 19th Floor - " + .@mob_dead_num,bc_map,"0x00ff99";
+ end;
+}
+
+1@tower,270,138,0 script 19FGate102tower 45,2,2,{
+ end;
+
+OnInstanceInit:
+ disablenpc instance_npcname("19FGate102tower", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("19FGate102tower", instance_id());
+ areamonster "1@tower",352,96,362,132,"Drake",1112,1,instance_npcname("19FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "1@tower",352,96,362,132,"Pirate Skeleton",1071,50,instance_npcname("19FGate102tower", instance_id())+"::OnMyMobDead";
+ end;
+
+OnTouch_:
+ warp "1@tower",395,99;
+ end;
+
+OnMyMobDead:
+ set .@mob_dead_num,mobcount("1@tower",instance_npcname("19FGate102tower", instance_id())+"::OnMyMobDead");
+ if (.@mob_dead_num < 1) {
+ instance_announce 0, "All Monsters on the 20th Floor have been defeated.",bc_map,"0xffff00";
+ donpcevent instance_npcname("20FGate102tower", instance_id())+"::OnEnable";
+ //SetItemPartyInMap in_102floor 20
+ }
+ else
+ instance_announce 0, "Remaining Monsters on 20th the Floor - " + .@mob_dead_num,bc_map,"0x00ff99";
+ end;
+}
+
+1@tower,355,138,0 script 20FGate102tower 45,2,2,{
+ end;
+
+OnInstanceInit:
+ disablenpc instance_npcname("20FGate102tower", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("20FGate102tower", instance_id());
+ areamonster "1@tower",9,9,19,45,"Plasma",1693,10,instance_npcname("20FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "1@tower",9,9,19,45,"Plasma",1696,10,instance_npcname("20FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "1@tower",9,9,19,45,"Plasma",1695,5,instance_npcname("20FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "1@tower",9,9,19,45,"Plasma",1697,5,instance_npcname("20FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "1@tower",9,9,19,45,"Plasma",1694,5,instance_npcname("20FGate102tower", instance_id())+"::OnMyMobDead";
+ end;
+
+OnTouch_:
+ warp "1@tower",52,12;
+ end;
+
+OnMyMobDead:
+ set .@mob_dead_num,mobcount("1@tower",instance_npcname("20FGate102tower", instance_id())+"::OnMyMobDead");
+ if (.@mob_dead_num < 1) {
+ instance_announce 0, "All Monsters on the 21st Floor have been defeated.",bc_map,"0xffff00";
+ donpcevent instance_npcname("21FGate102tower", instance_id())+"::OnEnable";
+ //SetItemPartyInMap in_102floor 21
+ }
+ else
+ instance_announce 0, "Remaining Monsters on the 21st Floor - " + .@mob_dead_num,bc_map,"0x00ff99";
+ end;
+}
+
+1@tower,12,51,0 script 21FGate102tower 45,2,2,{
+ end;
+
+OnInstanceInit:
+ disablenpc instance_npcname("21FGate102tower", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("21FGate102tower", instance_id());
+ areamonster "1@tower",93,9,103,45,"Muscipular",1780,15,instance_npcname("21FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "1@tower",93,9,103,45,"Drosera",1781,15,instance_npcname("21FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "1@tower",93,9,103,45,"Flora",1118,15,instance_npcname("21FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "1@tower",93,9,103,45,"Hydra",1068,15,instance_npcname("21FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "1@tower",93,9,103,45,"Mandragora",1020,10,instance_npcname("21FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "1@tower",93,9,103,45,"Rafflesia",1162,10,instance_npcname("21FGate102tower", instance_id())+"::OnMyMobDead";
+ end;
+
+OnTouch_:
+ warp "1@tower",136,12;
+ end;
+
+OnMyMobDead:
+ set .@mob_dead_num,mobcount("1@tower",instance_npcname("21FGate102tower", instance_id())+"::OnMyMobDead");
+ if (.@mob_dead_num < 1) {
+ instance_announce 0, "All Monsters on the 22nd Floor have been defeated.",bc_map,"0xffff00";
+ donpcevent instance_npcname("22FGate102tower", instance_id())+"::OnEnable";
+ //SetItemPartyInMap in_102floor 22
+ }
+ else
+ instance_announce 0, "Remaining Monsters on the 22nd Floor - " + .@mob_dead_num,bc_map,"0x00ff99";
+ end;
+}
+
+1@tower,96,51,0 script 22FGate102tower 45,2,2,{
+ end;
+
+OnInstanceInit:
+ disablenpc instance_npcname("22FGate102tower", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("22FGate102tower", instance_id());
+ areamonster "1@tower",181,9,191,45,"Penomena",1216,15,instance_npcname("22FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "1@tower",181,9,191,45,"Obeaune",1044,10,instance_npcname("22FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "1@tower",181,9,191,45,"Marse",1144,10,instance_npcname("22FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "1@tower",181,9,191,45,"Swordfish",1069,10,instance_npcname("22FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "1@tower",181,9,191,45,"Hydra",1068,5,instance_npcname("22FGate102tower", instance_id())+"::OnMyMobDead";
+ end;
+
+OnTouch_:
+ warp "1@tower",224,12;
+ end;
+
+OnMyMobDead:
+ set .@mob_dead_num,mobcount("1@tower",instance_npcname("22FGate102tower", instance_id())+"::OnMyMobDead");
+ if (.@mob_dead_num < 1) {
+ instance_announce 0, "All Monsters on the 23rd Floor have been defeated.",bc_map,"0xffff00";
+ donpcevent instance_npcname("23FGate102tower", instance_id())+"::OnEnable";
+ //SetItemPartyInMap in_102floor 23
+ }
+ else
+ instance_announce 0, "Remaining Monsters on the 23rd Floor - " + .@mob_dead_num,bc_map,"0x00ff99";
+ end;
+}
+
+1@tower,184,51,0 script 23FGate102tower 45,2,2,{
+ end;
+
+OnInstanceInit:
+ disablenpc instance_npcname("23FGate102tower", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("23FGate102tower", instance_id());
+ areamonster "1@tower",267,9,277,45,"Joker",1131,15,instance_npcname("23FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "1@tower",267,9,277,45,"Carat",1267,15,instance_npcname("23FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "1@tower",267,9,277,45,"Jakk",1130,10,instance_npcname("23FGate102tower", instance_id())+"::OnMyMobDead";
+ end;
+
+OnTouch_:
+ warp "1@tower",310,12;
+ end;
+
+OnMyMobDead:
+ set .@mob_dead_num,mobcount("1@tower",instance_npcname("23FGate102tower", instance_id())+"::OnMyMobDead");
+ if (.@mob_dead_num < 1) {
+ instance_announce 0, "All Monsters on the 24th Floor have been defeated.",bc_map,"0xffff00";
+ donpcevent instance_npcname("24FGate102tower", instance_id())+"::OnEnable";
+ //SetItemPartyInMap in_102floor 24
+ }
+ else
+ instance_announce 0, "Remaining Monsters on the 24th Floor - " + .@mob_dead_num,bc_map,"0x00ff99";
+ end;
+}
+
+1@tower,270,51,0 script 24FGate102tower 45,2,2,{
+ end;
+
+OnInstanceInit:
+ disablenpc instance_npcname("24FGate102tower", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("24FGate102tower", instance_id());
+ areamonster "1@tower",352,9,362,45,"Cat o' Nine Tails",1307,15,instance_npcname("24FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "1@tower",352,9,362,45,"Moonlight",1150,1,instance_npcname("24FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "1@tower",352,9,362,45,"Nine Tail",1180,15,instance_npcname("24FGate102tower", instance_id())+"::OnMyMobDead";
+ end;
+
+OnTouch_:
+ warp "1@tower",395,12;
+ end;
+
+OnMyMobDead:
+ set .@mob_dead_num,mobcount("1@tower",instance_npcname("24FGate102tower", instance_id())+"::OnMyMobDead");
+ if (.@mob_dead_num < 1) {
+ instance_announce 0, "All Monsters on the 25th Floor have been defeated.",bc_map,"0xffff00";
+ donpcevent instance_npcname("25FGate102tower", instance_id())+"::OnEnable";
+ //SetItemPartyInMap in_102floor 25
+ }
+ else
+ instance_announce 0, "Remaining Monsters on the 25th Floor - " + .@mob_dead_num,bc_map,"0x00ff99";
+ end;
+}
+
+1@tower,355,51,0 script 25FGate102tower 45,2,2,{
+ end;
+
+OnInstanceInit:
+ disablenpc instance_npcname("25FGate102tower", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("25FGate102tower", instance_id());
+ initnpctimer;
+ end;
+
+OnTouch_:
+ getitem 6000,1; //Dark_Ashes
+ warp "2@tower",52,354;
+ end;
+
+OnTimer120000:
+ disablenpc instance_npcname("25FGate102tower", instance_id());
+ donpcevent instance_npcname("25FGate102tower-2", instance_id())+"::OnEnable";
+ stopnpctimer;
+ end;
+}
+
+1@tower,355,51,0 script 25FGate102tower-2 45,2,2,{
+ end;
+
+OnInstanceInit:
+ disablenpc instance_npcname("25FGate102tower-2", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("25FGate102tower-2", instance_id());
+ end;
+
+OnTouch_:
+ warp "2@tower",52,354;
+ end;
+}
+
+/*
+1@tower,71,1,0 script #Manager Mode1 844,{
+ mes "Please enter the password.";
+ input .@inputstr$;
+ next;
+ if (.@inputstr$ == "dmc2008") {
+ mes "This NPC manages the tower from the 1st to the 25th Floor.";
+ mes "Please enter the Floor number to open.";
+ mes "(i.g.: 1F->1, 25F->25)";
+ input .@input,1,25;
+ next;
+ if (.@input < 1 || .@input > 25)
+ mes "You can only enter a number from 1 to 25.";
+ else {
+ donpcevent instance_npcname(.@input+"FGate102tower", instance_id())+"::OnEnable";
+ mes "*** Floor "+ .@input + " is now being opened. ***";
+ }
+ }
+ close;
+}
+*/
+
+// Floors 26-50
+2@tower,29,365,2 script Immortal Furnace#1 844,{
+ end;
+
+OnInstanceInit:
+ areamonster "2@tower",9,351,19,387,"Gibbet",1503,10,instance_npcname("Immortal Furnace#1", instance_id())+"::OnMyMobDead";
+ areamonster "2@tower",9,351,19,387,"Enchanted Peach Tree",1410,10,instance_npcname("Immortal Furnace#1", instance_id())+"::OnMyMobDead";
+ areamonster "2@tower",9,351,19,387,"Wooden Golem",1497,10,instance_npcname("Immortal Furnace#1", instance_id())+"::OnMyMobDead";
+ areamonster "2@tower",9,351,19,387,"Stone Shooter",1495,10,instance_npcname("Immortal Furnace#1", instance_id())+"::OnMyMobDead";
+ areamonster "2@tower",9,351,19,387,"Elder Willow",1033,5,instance_npcname("Immortal Furnace#1", instance_id())+"::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ set .@mob_dead_num,mobcount("2@tower",instance_npcname("Immortal Furnace#1", instance_id())+"::OnMyMobDead");
+ if (.@mob_dead_num < 1) {
+ instance_announce 0, "All Monsters on the 26th Floor have been defeated.",bc_map,"0xffff00";
+ donpcevent instance_npcname("26FGate102tower", instance_id())+"::OnEnable";
+ //SetItemPartyInMap in_102floor 26
+ }
+ else
+ instance_announce 0, "Remaining Monsters on the 26th Floor - " + .@mob_dead_num,bc_map,"0x00ff99";
+ end;
+}
+
+2@tower,12,393,0 script 26FGate102tower 45,2,2,{
+ end;
+
+OnInstanceInit:
+ disablenpc instance_npcname("26FGate102tower", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("26FGate102tower", instance_id());
+ areamonster "2@tower",93,351,103,387,"Goblin Archer",1258,10,instance_npcname("26FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "2@tower",93,351,103,387,"Goblin",1122,10,instance_npcname("26FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "2@tower",93,351,103,387,"Goblin",1123,5,instance_npcname("26FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "2@tower",93,351,103,387,"Goblin",1124,5,instance_npcname("26FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "2@tower",93,351,103,387,"Gobin",1125,5,instance_npcname("26FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "2@tower",93,351,103,387,"Goblin",1126,5,instance_npcname("26FGate102tower", instance_id())+"::OnMyMobDead";
+ end;
+
+OnTouch_:
+ warp "2@tower",136,354;
+ end;
+
+OnMyMobDead:
+ set .@mob_dead_num,mobcount("2@tower",instance_npcname("26FGate102tower", instance_id())+"::OnMyMobDead");
+ if (.@mob_dead_num < 1) {
+ instance_announce 0, "All Monsters on the 27th Floor have been defeated.",bc_map,"0xffff00";
+ donpcevent instance_npcname("27FGate102tower", instance_id())+"::OnEnable";
+ //SetItemPartyInMap in_102floor 27
+ }
+ else
+ instance_announce 0, "Remaining Monsters on the 27th Floor - " + .@mob_dead_num,bc_map,"0x00ff99";
+ end;
+}
+
+2@tower,96,393,0 script 27FGate102tower 45,2,2,{
+ end;
+
+OnInstanceInit:
+ disablenpc instance_npcname("27FGate102tower", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("27FGate102tower", instance_id());
+ areamonster "2@tower",181,351,191,387,"Arclouse",1194,30,instance_npcname("27FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "2@tower",181,351,191,387,"Neraid",1255,15,instance_npcname("27FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "2@tower",181,351,191,387,"Pest",1256,15,instance_npcname("27FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "2@tower",181,351,191,387,"Kukre",1070,10,instance_npcname("27FGate102tower", instance_id())+"::OnMyMobDead";
+ end;
+
+OnTouch_:
+ warp "2@tower",224,354;
+ end;
+
+OnMyMobDead:
+ set .@mob_dead_num,mobcount("2@tower",instance_npcname("27FGate102tower", instance_id())+"::OnMyMobDead");
+ if (.@mob_dead_num < 1) {
+ instance_announce 0, "All Monsters on the 28th Floor have been defeated.",bc_map,"0xffff00";
+ donpcevent instance_npcname("28FGate102tower", instance_id())+"::OnEnable";
+ //SetItemPartyInMap in_102floor 28
+ }
+ else
+ instance_announce 0, "Remaining Monsters on the 28th Floor - " + .@mob_dead_num,bc_map,"0x00ff99";
+ end;
+}
+
+2@tower,184,393,0 script 28FGate102tower 45,2,2,{
+ end;
+
+OnInstanceInit:
+ disablenpc instance_npcname("28FGate102tower", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("28FGate102tower", instance_id());
+ areamonster "2@tower",267,351,277,387,"Dark Frame",1260,10,instance_npcname("28FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "2@tower",267,351,277,387,"The Paper",1375,10,instance_npcname("28FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "2@tower",267,351,277,387,"Hylozoist",1510,10,instance_npcname("28FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "2@tower",267,351,277,387,"Quve",1508,5,instance_npcname("28FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "2@tower",267,351,277,387,"Lude",1509,5,instance_npcname("28FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "2@tower",267,351,277,387,"Whisper",1179,10,instance_npcname("28FGate102tower", instance_id())+"::OnMyMobDead";
+ end;
+
+OnTouch_:
+ warp "2@tower",310,354;
+ end;
+
+OnMyMobDead:
+ set .@mob_dead_num,mobcount("2@tower",instance_npcname("28FGate102tower", instance_id())+"::OnMyMobDead");
+ if (.@mob_dead_num < 1) {
+ instance_announce 0, "All Monsters on the 29th Floor have been defeated.",bc_map,"0xffff00";
+ donpcevent instance_npcname("29FGate102tower", instance_id())+"::OnEnable";
+ //SetItemPartyInMap in_102floor 29
+ }
+ else
+ instance_announce 0, "Remaining Monsters on the 29th Floor - " + .@mob_dead_num,bc_map,"0x00ff99";
+ end;
+}
+
+2@tower,270,393,0 script 29FGate102tower 45,2,2,{
+ end;
+
+OnInstanceInit:
+ disablenpc instance_npcname("29FGate102tower", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("29FGate102tower", instance_id());
+ areamonster "2@tower",352,351,362,387,"White Lady",1630,1,instance_npcname("29FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "2@tower",352,351,362,387,"Evil Nymph",1416,30,instance_npcname("29FGate102tower", instance_id())+"::OnMyMobDead";
+ end;
+
+OnTouch_:
+ warp "2@tower",395,354;
+ end;
+
+OnMyMobDead:
+ set .@mob_dead_num,mobcount("2@tower",instance_npcname("29FGate102tower", instance_id())+"::OnMyMobDead");
+ if (.@mob_dead_num < 1) {
+ instance_announce 0, "All Monsters on the 30th Floor have been defeated.",bc_map,"0xffff00";
+ donpcevent instance_npcname("30FGate102tower", instance_id())+"::OnEnable";
+ //SetItemPartyInMap in_102floor 30
+ }
+ else
+ instance_announce 0, "Remaining Monsters on the 30th Floor - " + .@mob_dead_num,bc_map,"0x00ff99";
+ end;
+}
+
+2@tower,355,393,0 script 30FGate102tower 45,2,2,{
+ end;
+
+OnInstanceInit:
+ disablenpc instance_npcname("30FGate102tower", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("30FGate102tower", instance_id());
+ areamonster "2@tower",9,267,19,303,"Gig",1387,20,instance_npcname("30FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "2@tower",9,267,19,303,"Iron Fist",1212,15,instance_npcname("30FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "2@tower",9,267,19,303,"Argiope",1099,10,instance_npcname("30FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "2@tower",9,267,19,303,"Scorpion",1001,5,instance_npcname("30FGate102tower", instance_id())+"::OnMyMobDead";
+ end;
+
+OnTouch_:
+ warp "2@tower",52,270;
+ end;
+
+OnMyMobDead:
+ set .@mob_dead_num,mobcount("2@tower",instance_npcname("30FGate102tower", instance_id())+"::OnMyMobDead");
+ if (.@mob_dead_num < 1) {
+ instance_announce 0, "All Monsters on the 31st Floor have been defeated.",bc_map,"0xffff00";
+ donpcevent instance_npcname("31FGate102tower", instance_id())+"::OnEnable";
+ //SetItemPartyInMap in_102floor 31
+ }
+ else
+ instance_announce 0, "Remaining Monsters on the 31st Floor - " + .@mob_dead_num,bc_map,"0x00ff99";
+ end;
+}
+
+2@tower,12,309,0 script 31FGate102tower 45,2,2,{
+ end;
+
+OnInstanceInit:
+ disablenpc instance_npcname("31FGate102tower", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("31FGate102tower", instance_id());
+ areamonster "2@tower",93,267,103,303,"Goblin Leader",1299,1,instance_npcname("31FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "2@tower",93,267,103,303,"Goblin Archer",1258,10,instance_npcname("31FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "2@tower",93,267,103,303,"Goblin",1122,10,instance_npcname("31FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "2@tower",93,267,103,303,"Goblin",1123,5,instance_npcname("31FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "2@tower",93,267,103,303,"Goblin",1124,5,instance_npcname("31FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "2@tower",93,267,103,303,"Goblin",1125,5,instance_npcname("31FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "2@tower",93,267,103,303,"Goblin",1126,5,instance_npcname("31FGate102tower", instance_id())+"::OnMyMobDead";
+ end;
+
+OnTouch_:
+ warp "2@tower",136,270;
+ end;
+
+OnMyMobDead:
+ set .@mob_dead_num,mobcount("2@tower",instance_npcname("31FGate102tower", instance_id())+"::OnMyMobDead");
+ if (.@mob_dead_num < 1) {
+ instance_announce 0, "All Monsters on the 32nd Floor have been defeated.",bc_map,"0xffff00";
+ donpcevent instance_npcname("32FGate102tower", instance_id())+"::OnEnable";
+ //SetItemPartyInMap in_102floor 32
+ }
+ else
+ instance_announce 0, "Remaining Monsters on the 32nd Floor - " + .@mob_dead_num,bc_map,"0x00ff99";
+ end;
+}
+
+2@tower,96,309,0 script 32FGate102tower 45,2,2,{
+ end;
+
+OnInstanceInit:
+ disablenpc instance_npcname("32FGate102tower", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("32FGate102tower", instance_id());
+ areamonster "2@tower",181,267,191,303,"Kobold Leader",1296,1,instance_npcname("32FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "2@tower",181,267,191,303,"Kobold",1133,15,instance_npcname("32FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "2@tower",181,267,191,303,"Kobold_Archer",1282,15,instance_npcname("32FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "2@tower",181,267,191,303,"Kobold",1134,10,instance_npcname("32FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "2@tower",181,267,191,303,"Kobold",1135,5,instance_npcname("32FGate102tower", instance_id())+"::OnMyMobDead";
+ end;
+
+OnTouch_:
+ warp "2@tower",224,270;
+ end;
+
+OnMyMobDead:
+ set .@mob_dead_num,mobcount("2@tower",instance_npcname("32FGate102tower", instance_id())+"::OnMyMobDead");
+ if (.@mob_dead_num < 1) {
+ instance_announce 0, "All Monsters on the 33rd Floor have been defeated.",bc_map,"0xffff00";
+ donpcevent instance_npcname("33FGate102tower", instance_id())+"::OnEnable";
+ //SetItemPartyInMap in_102floor 33
+ }
+ else
+ instance_announce 0, "Remaining Monsters on the 33rd Floor - " + .@mob_dead_num,bc_map,"0x00ff99";
+ end;
+}
+
+2@tower,184,309,0 script 33FGate102tower 45,2,2,{
+ end;
+
+OnInstanceInit:
+ disablenpc instance_npcname("33FGate102tower", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("33FGate102tower", instance_id());
+ areamonster "2@tower",267,267,277,303,"Flame Skull",1869,20,instance_npcname("33FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "2@tower",267,267,277,303,"Whisper",1179,10,instance_npcname("33FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "2@tower",267,267,277,303,"Giant Whisper",1186,10,instance_npcname("33FGate102tower", instance_id())+"::OnMyMobDead";
+ end;
+
+OnTouch_:
+ warp "2@tower",310,270;
+ end;
+
+OnMyMobDead:
+ set .@mob_dead_num,mobcount("2@tower",instance_npcname("33FGate102tower", instance_id())+"::OnMyMobDead");
+ if (.@mob_dead_num < 1) {
+ instance_announce 0, "All Monsters on the 34th Floor have been defeated.",bc_map,"0xffff00";
+ donpcevent instance_npcname("34FGate102tower", instance_id())+"::OnEnable";
+ //SetItemPartyInMap in_102floor 34
+ }
+ else
+ instance_announce 0, "Remaining Monsters on the 34th Floor - " + .@mob_dead_num,bc_map,"0x00ff99";
+ end;
+}
+
+2@tower,270,309,0 script 34FGate102tower 45,2,2,{
+ end;
+
+OnInstanceInit:
+ disablenpc instance_npcname("34FGate102tower", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("34FGate102tower", instance_id());
+ areamonster "2@tower",352,267,362,303,"Turtle General",1312,1,instance_npcname("34FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "2@tower",352,267,362,303,"Freezer",1319,10,instance_npcname("34FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "2@tower",352,267,362,303,"Solider",1316,10,instance_npcname("34FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "2@tower",352,267,362,303,"Heater",1318,10,instance_npcname("34FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "2@tower",352,267,362,303,"Permeter",1314,10,instance_npcname("34FGate102tower", instance_id())+"::OnMyMobDead";
+ end;
+
+OnTouch_:
+ warp "2@tower",395,270;
+ end;
+
+OnMyMobDead:
+ set .@mob_dead_num,mobcount("2@tower",instance_npcname("34FGate102tower", instance_id())+"::OnMyMobDead");
+ if (.@mob_dead_num < 1) {
+ instance_announce 0, "All Monsters on the 35th Floor have been defeated.",bc_map,"0xffff00";
+ donpcevent instance_npcname("35FGate102tower", instance_id())+"::OnEnable";
+ //SetItemPartyInMap in_102floor 35
+ }
+ else
+ instance_announce 0, "Remaining Monsters on the 35th Floor - " + .@mob_dead_num,bc_map,"0x00ff99";
+ end;
+}
+
+2@tower,355,309,0 script 35FGate102tower 45,2,2,{
+ end;
+
+OnInstanceInit:
+ disablenpc instance_npcname("35FGate102tower", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("35FGate102tower", instance_id());
+ areamonster "2@tower",9,180,19,216,"Anolian",1206,30,instance_npcname("35FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "2@tower",9,180,19,216,"Grove",1687,10,instance_npcname("35FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "2@tower",9,180,19,216,"Alligator",1271,10,instance_npcname("35FGate102tower", instance_id())+"::OnMyMobDead";
+ end;
+
+OnTouch_:
+ warp "2@tower",52,183;
+ end;
+
+OnMyMobDead:
+ set .@mob_dead_num,mobcount("2@tower",instance_npcname("35FGate102tower", instance_id())+"::OnMyMobDead");
+ if (.@mob_dead_num < 1) {
+ instance_announce 0, "All Monsters on the 36th Floor have been defeated.",bc_map,"0xffff00";
+ donpcevent instance_npcname("36FGate102tower", instance_id())+"::OnEnable";
+ //SetItemPartyInMap in_102floor 36
+ }
+ else
+ instance_announce 0, "Remaining Monsters on the 36th Floor - " + .@mob_dead_num,bc_map,"0x00ff99";
+ end;
+}
+
+2@tower,12,222,0 script 36FGate102tower 45,2,2,{
+ end;
+
+OnInstanceInit:
+ disablenpc instance_npcname("36FGate102tower", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("36FGate102tower", instance_id());
+ areamonster "2@tower",93,180,103,216,"Clock Tower Manager",1270,10,instance_npcname("36FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "2@tower",93,180,103,216,"Clock",1269,10,instance_npcname("36FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "2@tower",93,180,103,216,"Alarm",1193,30,instance_npcname("36FGate102tower", instance_id())+"::OnMyMobDead";
+ end;
+
+OnTouch_:
+ warp "2@tower",136,183;
+ end;
+
+OnMyMobDead:
+ set .@mob_dead_num,mobcount("2@tower",instance_npcname("36FGate102tower", instance_id())+"::OnMyMobDead");
+ if (.@mob_dead_num < 1) {
+ instance_announce 0, "All Monsters on the 37th Floor have been defeated.",bc_map,"0xffff00";
+ donpcevent instance_npcname("37FGate102tower", instance_id())+"::OnEnable";
+ //SetItemPartyInMap in_102floor 37
+ }
+ else
+ instance_announce 0, "Remaining Monsters on the 37th Floor - " + .@mob_dead_num,bc_map,"0x00ff99";
+ end;
+}
+
+2@tower,96,222,0 script 37FGate102tower 45,2,2,{
+ end;
+
+OnInstanceInit:
+ disablenpc instance_npcname("37FGate102tower", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("37FGate102tower", instance_id());
+ areamonster "2@tower",181,180,191,216,"Death Word",1698,25,instance_npcname("37FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "2@tower",181,180,191,216,"Rideword",1195,25,instance_npcname("37FGate102tower", instance_id())+"::OnMyMobDead";
+ end;
+
+OnTouch_:
+ warp "2@tower",224,183;
+ end;
+
+OnMyMobDead:
+ set .@mob_dead_num,mobcount("2@tower",instance_npcname("37FGate102tower", instance_id())+"::OnMyMobDead");
+ if (.@mob_dead_num < 1) {
+ instance_announce 0, "All Monsters on the 38th Floor have been defeated.",bc_map,"0xffff00";
+ donpcevent instance_npcname("38FGate102tower", instance_id())+"::OnEnable";
+ //SetItemPartyInMap in_102floor 38
+ }
+ else
+ instance_announce 0, "Remaining Monsters on the 38th Floor - " + .@mob_dead_num,bc_map,"0x00ff99";
+ end;
+}
+
+2@tower,184,222,0 script 38FGate102tower 45,2,2,{
+ end;
+
+OnInstanceInit:
+ disablenpc instance_npcname("38FGate102tower", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("38FGate102tower", instance_id());
+ areamonster "2@tower",267,180,277,216,"Evil Nymph",1416,10,instance_npcname("38FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "2@tower",267,180,277,216,"Mao Gui",1513,10,instance_npcname("38FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "2@tower",267,180,277,216,"Taoist Hermit",1412,10,instance_npcname("38FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "2@tower",267,180,277,216,"Zhu Po Long",1514,10,instance_npcname("38FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "2@tower",267,180,277,216,"Jin Guai",1517,5,instance_npcname("38FGate102tower", instance_id())+"::OnMyMobDead";
+ end;
+
+OnTouch_:
+ warp "2@tower",310,183;
+ end;
+
+OnMyMobDead:
+ set .@mob_dead_num,mobcount("2@tower",instance_npcname("38FGate102tower", instance_id())+"::OnMyMobDead");
+ if (.@mob_dead_num < 1) {
+ instance_announce 0, "All Monsters on the 39th Floor have been defeated.",bc_map,"0xffff00";
+ donpcevent instance_npcname("39FGate102tower", instance_id())+"::OnEnable";
+ //SetItemPartyInMap in_102floor 39
+ }
+ else
+ instance_announce 0, "Remaining Monsters on the 39th Floor - " + .@mob_dead_num,bc_map,"0x00ff99";
+ end;
+}
+
+2@tower,270,222,0 script 39FGate102tower 45,2,2,{
+ end;
+
+OnInstanceInit:
+ disablenpc instance_npcname("39FGate102tower", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("39FGate102tower", instance_id());
+ areamonster "2@tower",352,180,362,216,"Samurai Specter",1492,1,instance_npcname("39FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "2@tower",352,180,362,216,"Shinobi",1401,10,instance_npcname("39FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "2@tower",352,180,362,216,"Tengu",1405,10,instance_npcname("39FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "2@tower",352,180,362,216,"Firelock Soldier",1403,5,instance_npcname("39FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "2@tower",352,180,362,216,"Miyabi Doll",1404,10,instance_npcname("39FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "2@tower",352,180,362,216,"Karakasa",1400,5,instance_npcname("39FGate102tower", instance_id())+"::OnMyMobDead";
+ end;
+
+OnTouch_:
+ warp "2@tower",395,183;
+ end;
+
+OnMyMobDead:
+ set .@mob_dead_num,mobcount("2@tower",instance_npcname("39FGate102tower", instance_id())+"::OnMyMobDead");
+ if (.@mob_dead_num < 1) {
+ instance_announce 0, "All Monsters on the 40th Floor have been defeated.",bc_map,"0xffff00";
+ donpcevent instance_npcname("40FGate102tower", instance_id())+"::OnEnable";
+ //SetItemPartyInMap in_102floor 40
+ }
+ else
+ instance_announce 0, "Remaining Monsters on the 40th Floor - " + .@mob_dead_num,bc_map,"0x00ff99";
+ end;
+}
+
+2@tower,355,222,0 script 40FGate102tower 45,2,2,{
+ end;
+
+OnInstanceInit:
+ disablenpc instance_npcname("40FGate102tower", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("40FGate102tower", instance_id());
+ areamonster "2@tower",9,96,19,132,"Kraben",1587,50,instance_npcname("40FGate102tower", instance_id())+"::OnMyMobDead";
+ end;
+
+OnTouch_:
+ warp "2@tower",52,99;
+ end;
+
+OnMyMobDead:
+ set .@mob_dead_num,mobcount("2@tower",instance_npcname("40FGate102tower", instance_id())+"::OnMyMobDead");
+ if (.@mob_dead_num < 1) {
+ instance_announce 0, "All Monsters on the 41st Floor have been defeated.",bc_map,"0xffff00";
+ donpcevent instance_npcname("41FGate102tower", instance_id())+"::OnEnable";
+ //SetItemPartyInMap in_102floor 41
+ }
+ else
+ instance_announce 0, "Remaining Monsters on the 41st Floor - " + .@mob_dead_num,bc_map,"0x00ff99";
+ end;
+}
+
+2@tower,12,138,0 script 41FGate102tower 45,2,2,{
+ end;
+
+OnInstanceInit:
+ disablenpc instance_npcname("41FGate102tower", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("41FGate102tower", instance_id());
+ areamonster "2@tower",93,96,103,132,"Sleeper",1386,20,instance_npcname("41FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "2@tower",93,96,103,132,"Sting",1207,10,instance_npcname("41FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "2@tower",93,96,103,132,"Mi Gao",1516,10,instance_npcname("41FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "2@tower",93,96,103,132,"Sandman",1165,5,instance_npcname("41FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "2@tower",93,96,103,132,"Hode",1127,5,instance_npcname("41FGate102tower", instance_id())+"::OnMyMobDead";
+ end;
+
+OnTouch_:
+ warp "2@tower",136,99;
+ end;
+
+OnMyMobDead:
+ set .@mob_dead_num,mobcount("2@tower",instance_npcname("41FGate102tower", instance_id())+"::OnMyMobDead");
+ if (.@mob_dead_num < 1) {
+ instance_announce 0, "All Monsters on the 42nd Floor have been defeated.",bc_map,"0xffff00";
+ donpcevent instance_npcname("42FGate102tower", instance_id())+"::OnEnable";
+ //SetItemPartyInMap in_102floor 42
+ }
+ else
+ instance_announce 0, "Remaining Monsters on the 42nd Floor - " + .@mob_dead_num,bc_map,"0x00ff99";
+ end;
+}
+
+2@tower,96,138,0 script 42FGate102tower 45,2,2,{
+ end;
+
+OnInstanceInit:
+ disablenpc instance_npcname("42FGate102tower", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("42FGate102tower", instance_id());
+ areamonster "2@tower",181,96,191,132,"Medusa",1148,10,instance_npcname("42FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "2@tower",181,96,191,132,"Sidewinder",1037,40,instance_npcname("42FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "2@tower",181,96,191,132,"Anacondaq",1030,5,instance_npcname("42FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "2@tower",181,96,191,132,"Boa",1025,5,instance_npcname("42FGate102tower", instance_id())+"::OnMyMobDead";
+ end;
+
+OnTouch_:
+ warp "2@tower",224,99;
+ end;
+
+OnMyMobDead:
+ set .@mob_dead_num,mobcount("2@tower",instance_npcname("42FGate102tower", instance_id())+"::OnMyMobDead");
+ if (.@mob_dead_num < 1) {
+ instance_announce 0, "All Monsters on the 43rd Floor have been defeated.",bc_map,"0xffff00";
+ donpcevent instance_npcname("43FGate102tower", instance_id())+"::OnEnable";
+ //SetItemPartyInMap in_102floor 43
+ }
+ else
+ instance_announce 0, "Remaining Monsters on the 43rd Floor - " + .@mob_dead_num,bc_map,"0x00ff99";
+ end;
+}
+
+2@tower,184,138,0 script 43FGate102tower 45,2,2,{
+ end;
+
+OnInstanceInit:
+ disablenpc instance_npcname("43FGate102tower", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("43FGate102tower", instance_id());
+ areamonster "2@tower",267,96,277,132,"Hatii Baby",1515,20,instance_npcname("43FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "2@tower",267,96,277,132,"Baphomet Jr.",1101,20,instance_npcname("43FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "2@tower",267,96,277,132,"Orc Baby",1686,1,instance_npcname("43FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "2@tower",267,96,277,132,"Baby Desert Wolf",1107,10,instance_npcname("43FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "2@tower",267,96,277,132,"Savage Babe",1167,10,instance_npcname("43FGate102tower", instance_id())+"::OnMyMobDead";
+ end;
+
+OnTouch_:
+ warp "2@tower",310,99;
+ end;
+
+OnMyMobDead:
+ set .@mob_dead_num,mobcount("2@tower",instance_npcname("43FGate102tower", instance_id())+"::OnMyMobDead");
+ if (.@mob_dead_num < 1) {
+ instance_announce 0, "All Monsters on the 44th Floor have been defeated.",bc_map,"0xffff00";
+ donpcevent instance_npcname("44FGate102tower", instance_id())+"::OnEnable";
+ //SetItemPartyInMap in_102floor 44
+ }
+ else
+ instance_announce 0, "Remaining Monsters on the 44th Floor - " + .@mob_dead_num,bc_map,"0x00ff99";
+ end;
+}
+
+2@tower,270,138,0 script 44FGate102tower 45,2,2,{
+ end;
+
+OnInstanceInit:
+ disablenpc instance_npcname("44FGate102tower", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("44FGate102tower", instance_id());
+ areamonster "2@tower",352,96,362,132,"Osiris",1038,1,instance_npcname("44FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "2@tower",352,96,362,132,"Ancient Mummy",1297,15,instance_npcname("44FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "2@tower",352,96,362,132,"Verit",1032,15,instance_npcname("44FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "2@tower",352,96,362,132,"Mummy",1041,20,instance_npcname("44FGate102tower", instance_id())+"::OnMyMobDead";
+ end;
+
+OnTouch_:
+ warp "2@tower",395,99;
+ end;
+
+OnMyMobDead:
+ set .@mob_dead_num,mobcount("2@tower",instance_npcname("44FGate102tower", instance_id())+"::OnMyMobDead");
+ if (.@mob_dead_num < 1) {
+ instance_announce 0, "All Monsters on the 45th Floor have been defeated.",bc_map,"0xffff00";
+ donpcevent instance_npcname("45FGate102tower", instance_id())+"::OnEnable";
+ //SetItemPartyInMap in_102floor 45
+ }
+ else
+ instance_announce 0, "Remaining Monsters on the 45th Floor - " + .@mob_dead_num,bc_map,"0x00ff99";
+ end;
+}
+
+2@tower,355,138,0 script 45FGate102tower 45,2,2,{
+ end;
+
+OnInstanceInit:
+ disablenpc instance_npcname("45FGate102tower", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("45FGate102tower", instance_id());
+ areamonster "2@tower",9,9,19,45,"Seeker",1774,20,instance_npcname("45FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "2@tower",9,9,19,45,"Beholder",1633,20,instance_npcname("45FGate102tower", instance_id())+"::OnMyMobDead";
+ end;
+
+OnTouch_:
+ warp "2@tower",52,12;
+ end;
+
+OnMyMobDead:
+ set .@mob_dead_num,mobcount("2@tower",instance_npcname("45FGate102tower", instance_id())+"::OnMyMobDead");
+ if (.@mob_dead_num < 1) {
+ instance_announce 0, "All Monsters on the 46th Floor have been defeated.",bc_map,"0xffff00";
+ donpcevent instance_npcname("46FGate102tower", instance_id())+"::OnEnable";
+ //SetItemPartyInMap in_102floor 46
+ }
+ else
+ instance_announce 0, "Remaining Monsters on the 46th Floor - " + .@mob_dead_num,bc_map,"0x00ff99";
+ end;
+}
+
+2@tower,12,51,0 script 46FGate102tower 45,2,2,{
+ end;
+
+OnInstanceInit:
+ disablenpc instance_npcname("46FGate102tower", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("46FGate102tower", instance_id());
+ areamonster "2@tower",93,9,103,45,"Deleter",1384,20,instance_npcname("46FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "2@tower",93,9,103,45,"Deleter",1385,10,instance_npcname("46FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "2@tower",93,9,103,45,"Petite",1156,10,instance_npcname("46FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "2@tower",93,9,103,45,"Petite",1155,10,instance_npcname("46FGate102tower", instance_id())+"::OnMyMobDead";
+ end;
+
+OnTouch_:
+ warp "2@tower",136,12;
+ end;
+
+OnMyMobDead:
+ set .@mob_dead_num,mobcount("2@tower",instance_npcname("46FGate102tower", instance_id())+"::OnMyMobDead");
+ if (.@mob_dead_num < 1) {
+ instance_announce 0, "All Monsters on the 47th Floor have been defeated.",bc_map,"0xffff00";
+ donpcevent instance_npcname("47FGate102tower", instance_id())+"::OnEnable";
+ //SetItemPartyInMap in_102floor 47
+ }
+ else
+ instance_announce 0, "Remaining Monsters on the 47 Floor - " + .@mob_dead_num,bc_map,"0x00ff99";
+ end;
+}
+
+2@tower,96,51,0 script 47FGate102tower 45,2,2,{
+ end;
+
+OnInstanceInit:
+ disablenpc instance_npcname("47FGate102tower", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("47FGate102tower", instance_id());
+ areamonster "2@tower",181,9,191,45,"Ancient Worm",1305,10,instance_npcname("47FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "2@tower",181,9,191,45,"Ancient Mummy",1297,10,instance_npcname("47FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "2@tower",181,9,191,45,"Ancient Mimic",1699,10,instance_npcname("47FGate102tower", instance_id())+"::OnMyMobDead";
+ end;
+
+OnTouch_:
+ warp "2@tower",224,12;
+ end;
+
+OnMyMobDead:
+ set .@mob_dead_num,mobcount("2@tower",instance_npcname("47FGate102tower", instance_id())+"::OnMyMobDead");
+ if (.@mob_dead_num < 1) {
+ instance_announce 0, "All Monsters on the 48th Floor have been defeated.",bc_map,"0xffff00";
+ donpcevent instance_npcname("48FGate102tower", instance_id())+"::OnEnable";
+ //SetItemPartyInMap in_102floor 48
+ }
+ else
+ instance_announce 0, "Remaining Monsters on the 48th Floor - " + .@mob_dead_num,bc_map,"0x00ff99";
+ end;
+}
+
+2@tower,184,51,0 script 48FGate102tower 45,2,2,{
+ end;
+
+OnInstanceInit:
+ disablenpc instance_npcname("48FGate102tower", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("48FGate102tower", instance_id());
+ areamonster "2@tower",267,9,277,45,"Grizzly",1381,20,instance_npcname("48FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "2@tower",267,9,277,45,"Leib Olmai",1306,7,instance_npcname("48FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "2@tower",267,9,277,45,"Zipper Bear",1417,5,instance_npcname("48FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "2@tower",267,9,277,45,"Sasquatch",1243,5,instance_npcname("48FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "2@tower",267,9,277,45,"Bigfoot",1060,5,instance_npcname("48FGate102tower", instance_id())+"::OnMyMobDead";
+ end;
+
+OnTouch_:
+ warp "2@tower",310,12;
+ end;
+
+OnMyMobDead:
+ set .@mob_dead_num,mobcount("2@tower",instance_npcname("48FGate102tower", instance_id())+"::OnMyMobDead");
+ if (.@mob_dead_num < 1) {
+ instance_announce 0, "All Monsters on the 49th Floor have been defeated.",bc_map,"0xffff00";
+ donpcevent instance_npcname("49FGate102tower", instance_id())+"::OnEnable";
+ //SetItemPartyInMap in_102floor 49
+ }
+ else
+ instance_announce 0, "Remaining Monsters on the 49th Floor - " + .@mob_dead_num,bc_map,"0x00ff99";
+ end;
+}
+
+2@tower,270,51,0 script 49FGate102tower 45,2,2,{
+ end;
+
+OnInstanceInit:
+ disablenpc instance_npcname("49FGate102tower", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("49FGate102tower", instance_id());
+ areamonster "2@tower",352,9,362,45,"Pharaoh",1157,1,instance_npcname("49FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "2@tower",352,9,362,45,"Amon Ra",1511,1,instance_npcname("49FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "2@tower",352,9,362,45,"Anubis",1098,10,instance_npcname("49FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "2@tower",352,9,362,45,"Marduk",1140,10,instance_npcname("49FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "2@tower",352,9,362,45,"Matyr",1146,10,instance_npcname("49FGate102tower", instance_id())+"::OnMyMobDead";
+ end;
+
+OnTouch_:
+ warp "2@tower",395,12;
+ end;
+
+OnMyMobDead:
+ set .@mob_dead_num,mobcount("2@tower",instance_npcname("49FGate102tower", instance_id())+"::OnMyMobDead");
+ if (.@mob_dead_num < 1) {
+ instance_announce 0, "All Monsters on the 50th Floor have been defeated.",bc_map,"0xffff00";
+ donpcevent instance_npcname("50FGate102tower", instance_id())+"::OnEnable";
+ //SetItemPartyInMap in_102floor 50
+ }
+ else
+ instance_announce 0, "Remaining Monsters on the 50th Floor - " + .@mob_dead_num,bc_map,"0x00ff99";
+ end;
+}
+
+2@tower,355,51,0 script 50FGate102tower 45,2,2,{
+ end;
+
+OnInstanceInit:
+ disablenpc instance_npcname("50FGate102tower", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("50FGate102tower", instance_id());
+ initnpctimer;
+ end;
+
+OnTouch_:
+ getitem 6000,1; //Dark_Ashes
+ warp "3@tower",52,354;
+ end;
+
+OnTimer120000:
+ disablenpc instance_npcname("50FGate102tower", instance_id());
+ donpcevent instance_npcname("50FGate102tower-2", instance_id())+"::OnEnable";
+ stopnpctimer;
+ end;
+}
+
+2@tower,355,51,0 script 50FGate102tower-2 45,2,2,{
+ end;
+
+OnInstanceInit:
+ disablenpc instance_npcname("50FGate102tower-2", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("50FGate102tower-2", instance_id());
+ end;
+
+OnTouch_:
+ warp "3@tower",52,354;
+ end;
+}
+
+/*
+2@tower,71,1,0 script #Manager Mode2 844,{
+ mes "Please enter the password.";
+ input .@inputstr$;
+ next;
+ if (.@inputstr$ == "dmc2008") {
+ mes "This NPC manages the tower from the 26st to the 50th Floor.";
+ mes "Please enter the Floor number to open.";
+ mes "(i.g.: 26F->26, 50F->50)";
+ input .@input,26,50;
+ next;
+ if (.@onput < 26 || .@input > 50)
+ mes "You can only enter a number from 26 to 50.";
+ else {
+ donpcevent instance_npcname(.@input+"FGate102tower", instance_id())+"::OnEnable";
+ mes "*** Floor "+ .@input + " is now being opened. ***";
+ }
+ }
+ close;
+}
+*/
+
+// Floors 51-75
+3@tower,29,365,2 script Immortal Furnace#2 844,{
+ end;
+
+OnInstanceInit:
+ areamonster "3@tower",9,351,19,387,"Mini Demon",1292,20,instance_npcname("Immortal Furnace#2", instance_id())+"::OnMyMobDead";
+ areamonster "3@tower",9,351,19,387,"Diabolic",1382,20,instance_npcname("Immortal Furnace#2", instance_id())+"::OnMyMobDead";
+ areamonster "3@tower",9,351,19,387,"Deviruchi",1109,10,instance_npcname("Immortal Furnace#2", instance_id())+"::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ set .@mob_dead_num,mobcount("3@tower",instance_npcname("Immortal Furnace#2", instance_id())+"::OnMyMobDead");
+ if (.@mob_dead_num < 1) {
+ instance_announce 0, "All Monsters on the 51st Floor have been defeated.",bc_map,"0xffff00";
+ donpcevent instance_npcname("51FGate102tower", instance_id())+"::OnEnable";
+ //SetItemPartyInMap in_102floor 51
+ }
+ else
+ instance_announce 0, "Remaining Monsters on the 51st Floor - " + .@mob_dead_num,bc_map,"0x00ff99";
+ end;
+}
+
+3@tower,12,393,0 script 51FGate102tower 45,2,2,{
+ end;
+
+OnInstanceInit:
+ disablenpc instance_npcname("51FGate102tower", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("51FGate102tower", instance_id());
+ areamonster "3@tower",93,351,103,387,"Harpy",1376,20,instance_npcname("51FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "3@tower",93,351,103,387,"Grand Peco",1369,10,instance_npcname("51FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "3@tower",93,351,103,387,"Bloody Butterfly",1408,10,instance_npcname("51FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "3@tower",93,351,103,387,"Gargoyle",1253,10,instance_npcname("51FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "3@tower",93,351,103,387,"Hill Wind",1680,5,instance_npcname("51FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "3@tower",93,351,103,387,"Hill Wind",1629,5,instance_npcname("51FGate102tower", instance_id())+"::OnMyMobDead";
+ end;
+
+OnTouch_:
+ warp "3@tower",136,354;
+ end;
+
+OnMyMobDead:
+ set .@mob_dead_num,mobcount("3@tower",instance_npcname("51FGate102tower", instance_id())+"::OnMyMobDead");
+ if (.@mob_dead_num < 1) {
+ instance_announce 0, "All Monsters on the 52nd Floor have been defeated.",bc_map,"0xffff00";
+ donpcevent instance_npcname("52FGate102tower", instance_id())+"::OnEnable";
+ //SetItemPartyInMap in_102floor 52
+ }
+ else
+ instance_announce 0, "Remaining Monsters on the 52nd Floor - " + .@mob_dead_num,bc_map,"0x00ff99";
+ end;
+}
+
+3@tower,96,393,0 script 52FGate102tower 45,2,2,{
+ end;
+
+OnInstanceInit:
+ disablenpc instance_npcname("52FGate102tower", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("52FGate102tower", instance_id());
+ areamonster "3@tower",181,351,191,387,"Assaulter",1315,25,instance_npcname("52FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "3@tower",181,351,191,387,"Shinobi",1401,30,instance_npcname("52FGate102tower", instance_id())+"::OnMyMobDead";
+ end;
+
+OnTouch_:
+ warp "3@tower",224,354;
+ end;
+
+OnMyMobDead:
+ set .@mob_dead_num,mobcount("3@tower",instance_npcname("52FGate102tower", instance_id())+"::OnMyMobDead");
+ if (.@mob_dead_num < 1) {
+ instance_announce 0, "All Monsters on the 53rd Floor have been defeated.",bc_map,"0xffff00";
+ donpcevent instance_npcname("53FGate102tower", instance_id())+"::OnEnable";
+ //SetItemPartyInMap in_102floor 53
+ }
+ else
+ instance_announce 0, "Remaining Monsters on the 53rd Floor - " + .@mob_dead_num,bc_map,"0x00ff99";
+ end;
+}
+
+3@tower,184,393,0 script 53FGate102tower 45,2,2,{
+ end;
+
+OnInstanceInit:
+ disablenpc instance_npcname("53FGate102tower", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("53FGate102tower", instance_id());
+ areamonster "3@tower",267,351,277,387,"Chepet",1250,10,instance_npcname("53FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "3@tower",267,351,277,387,"Mariontte",1143,10,instance_npcname("53FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "3@tower",267,351,277,387,"Miyabi Doll",1404,10,instance_npcname("53FGate102tower", instance_id())+"::OnMyMobDead";
+ end;
+
+OnTouch_:
+ warp "3@tower",310,354;
+ end;
+
+OnMyMobDead:
+ set .@mob_dead_num,mobcount("3@tower",instance_npcname("53FGate102tower", instance_id())+"::OnMyMobDead");
+ if (.@mob_dead_num < 1) {
+ instance_announce 0, "All Monsters on the 54th Floor have been defeated.",bc_map,"0xffff00";
+ donpcevent instance_npcname("54FGate102tower", instance_id())+"::OnEnable";
+ //SetItemPartyInMap in_102floor 54
+ }
+ else
+ instance_announce 0, "Remaining Monsters on the 54th Floor - " + .@mob_dead_num,bc_map,"0x00ff99";
+ end;
+}
+
+3@tower,270,393,0 script 54FGate102tower 45,2,2,{
+ end;
+
+OnInstanceInit:
+ disablenpc instance_npcname("54FGate102tower", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("54FGate102tower", instance_id());
+ areamonster "3@tower",352,351,362,387,"Medusa",1148,25,instance_npcname("54FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "3@tower",352,351,362,387,"Evil Snake Lord",1418,1,instance_npcname("54FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "3@tower",352,351,362,387,"Isis",1029,15,instance_npcname("54FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "3@tower",352,351,362,387,"Sidewinder",1037,15,instance_npcname("54FGate102tower", instance_id())+"::OnMyMobDead";
+ end;
+
+OnTouch_:
+ warp "3@tower",395,354;
+ end;
+
+OnMyMobDead:
+ set .@mob_dead_num,mobcount("3@tower",instance_npcname("54FGate102tower", instance_id())+"::OnMyMobDead");
+ if (.@mob_dead_num < 1) {
+ instance_announce 0, "All Monsters on the 55th Floor have been defeated.",bc_map,"0xffff00";
+ donpcevent instance_npcname("55FGate102tower", instance_id())+"::OnEnable";
+ //SetItemPartyInMap in_102floor 55
+ }
+ else
+ instance_announce 0, "Remaining Monsters on the 55th Floor - " + .@mob_dead_num,bc_map,"0x00ff99";
+ end;
+}
+
+3@tower,355,393,0 script 55FGate102tower 45,2,2,{
+ end;
+
+OnInstanceInit:
+ disablenpc instance_npcname("55FGate102tower", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("55FGate102tower", instance_id());
+ areamonster "3@tower",9,267,19,303,"Freezer",1319,10,instance_npcname("55FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "3@tower",9,267,19,303,"Hatii Baby",1515,10,instance_npcname("55FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "3@tower",9,267,19,303,"Ice Titan",1777,15,instance_npcname("55FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "3@tower",9,267,19,303,"Snowier",1775,10,instance_npcname("55FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "3@tower",9,267,19,303,"Gazeti",1778,10,instance_npcname("55FGate102tower", instance_id())+"::OnMyMobDead";
+ end;
+
+OnTouch_:
+ warp "3@tower",52,270;
+ end;
+
+OnMyMobDead:
+ set .@mob_dead_num,mobcount("3@tower",instance_npcname("55FGate102tower", instance_id())+"::OnMyMobDead");
+ if (.@mob_dead_num < 1) {
+ instance_announce 0, "All Monsters on the 56th Floor have been defeated.",bc_map,"0xffff00";
+ donpcevent instance_npcname("56FGate102tower", instance_id())+"::OnEnable";
+ //SetItemPartyInMap in_102floor 56
+ }
+ else
+ instance_announce 0, "Remaining Monsters on the 56th Floor - " + .@mob_dead_num,bc_map,"0x00ff99";
+ end;
+}
+
+3@tower,12,309,0 script 56FGate102tower 45,2,2,{
+ end;
+
+OnInstanceInit:
+ disablenpc instance_npcname("56FGate102tower", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("56FGate102tower", instance_id());
+ areamonster "3@tower",93,267,103,303,"Arc Angeling",1388,1,instance_npcname("56FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "3@tower",93,267,103,303,"Deviling",1582,1,instance_npcname("56FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "3@tower",93,267,103,303,"Angeling",1096,1,instance_npcname("56FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "3@tower",93,267,103,303,"Ghostring",1120,1,instance_npcname("56FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "3@tower",93,267,103,303,"Mastering",1090,1,instance_npcname("56FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "3@tower",93,267,103,303,"Metaling",1613,25,instance_npcname("56FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "3@tower",93,267,103,303,"Marin",1242,5,instance_npcname("56FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "3@tower",93,267,103,303,"Poporing",1031,5,instance_npcname("56FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "3@tower",93,267,103,303,"Drops",1113,5,instance_npcname("56FGate102tower", instance_id())+"::OnMyMobDead";
+ end;
+
+OnTouch_:
+ warp "3@tower",136,270;
+ end;
+
+OnMyMobDead:
+ set .@mob_dead_num,mobcount("3@tower",instance_npcname("56FGate102tower", instance_id())+"::OnMyMobDead");
+ if (.@mob_dead_num < 1) {
+ instance_announce 0, "All Monsters on the 57th Floor have been defeated.",bc_map,"0xffff00";
+ donpcevent instance_npcname("57FGate102tower", instance_id())+"::OnEnable";
+ //SetItemPartyInMap in_102floor 57
+ }
+ else
+ instance_announce 0, "Remaining Monsters on the 57th Floor - " + .@mob_dead_num,bc_map,"0x00ff99";
+ end;
+}
+
+3@tower,96,309,0 script 57FGate102tower 45,2,2,{
+ end;
+
+OnInstanceInit:
+ disablenpc instance_npcname("57FGate102tower", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("57FGate102tower", instance_id());
+ areamonster "3@tower",181,267,191,303,"Phendark",1202,20,instance_npcname("57FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "3@tower",181,267,191,303,"Rybio",1201,10,instance_npcname("57FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "3@tower",181,267,191,303,"Zombie Prisoner",1197,10,instance_npcname("57FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "3@tower",181,267,191,303,"Skeleton Prisoner",1196,5,instance_npcname("57FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "3@tower",181,267,191,303,"Injustice",1257,5,instance_npcname("57FGate102tower", instance_id())+"::OnMyMobDead";
+ end;
+
+OnTouch_:
+ warp "3@tower",224,270;
+ end;
+
+OnMyMobDead:
+ set .@mob_dead_num,mobcount("3@tower",instance_npcname("57FGate102tower", instance_id())+"::OnMyMobDead");
+ if (.@mob_dead_num < 1) {
+ instance_announce 0, "All Monsters on the 58th Floor have been defeated.",bc_map,"0xffff00";
+ donpcevent instance_npcname("58FGate102tower", instance_id())+"::OnEnable";
+ //SetItemPartyInMap in_102floor 58
+ }
+ else
+ instance_announce 0, "Remaining Monsters on the 58th Floor - " + .@mob_dead_num,bc_map,"0x00ff99";
+ end;
+}
+
+3@tower,184,309,0 script 58FGate102tower 45,2,2,{
+ end;
+
+OnInstanceInit:
+ disablenpc instance_npcname("58FGate102tower", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("58FGate102tower", instance_id());
+ areamonster "3@tower",267,267,277,303,"Ancient Mimic",1699,30,instance_npcname("58FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "3@tower",267,267,277,303,"Mimic",1191,20,instance_npcname("58FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "3@tower",267,267,277,303,"Mystcase",1249,10,instance_npcname("58FGate102tower", instance_id())+"::OnMyMobDead";
+ end;
+
+OnTouch_:
+ warp "3@tower",310,270;
+ end;
+
+OnMyMobDead:
+ set .@mob_dead_num,mobcount("3@tower",instance_npcname("58FGate102tower", instance_id())+"::OnMyMobDead");
+ if (.@mob_dead_num < 1) {
+ instance_announce 0, "All Monsters on the 59th Floor have been defeated.",bc_map,"0xffff00";
+ donpcevent instance_npcname("59FGate102tower", instance_id())+"::OnEnable";
+ //SetItemPartyInMap in_102floor 59
+ }
+ else
+ instance_announce 0, "Remaining Monsters on the 59th Floor - " + .@mob_dead_num,bc_map,"0x00ff99";
+ end;
+}
+
+3@tower,270,309,0 script 59FGate102tower 45,2,2,{
+ end;
+
+OnInstanceInit:
+ disablenpc instance_npcname("59FGate102tower", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("59FGate102tower", instance_id());
+ areamonster "3@tower",352,267,362,303,"Egnigem Cenia",1658,1,instance_npcname("59FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "3@tower",352,267,362,303,"Doppelganger",1046,1,instance_npcname("59FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "3@tower",352,267,362,303,"Armeyer Dinze",1654,10,instance_npcname("59FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "3@tower",352,267,362,303,"Wickebine Tres",1653,10,instance_npcname("59FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "3@tower",352,267,362,303,"Laurell Winder",1657,10,instance_npcname("59FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "3@tower",352,267,362,303,"Kavach Icarus",1656,10,instance_npcname("59FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "3@tower",352,267,362,303,"Errende Ebecee",1655,10,instance_npcname("59FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "3@tower",352,267,362,303,"Egnigem Cenia",1652,10,instance_npcname("59FGate102tower", instance_id())+"::OnMyMobDead";
+ end;
+
+OnTouch_:
+ warp "3@tower",395,270;
+ end;
+
+OnMyMobDead:
+ set .@mob_dead_num,mobcount("3@tower",instance_npcname("59FGate102tower", instance_id())+"::OnMyMobDead");
+ if (.@mob_dead_num < 1) {
+ instance_announce 0, "All Monsters on the 60th Floor have been defeated.",bc_map,"0xffff00";
+ donpcevent instance_npcname("60FGate102tower", instance_id())+"::OnEnable";
+ //SetItemPartyInMap in_102floor 60
+ }
+ else
+ instance_announce 0, "Remaining Monsters on the 60th Floor - " + .@mob_dead_num,bc_map,"0x00ff99";
+ end;
+}
+
+3@tower,355,309,0 script 60FGate102tower 45,2,2,{
+ end;
+
+OnInstanceInit:
+ disablenpc instance_npcname("60FGate102tower", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("60FGate102tower", instance_id());
+ areamonster "3@tower",9,180,19,216,"Agav",1769,10,instance_npcname("60FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "3@tower",9,180,19,216,"Echio",1770,10,instance_npcname("60FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "3@tower",9,180,19,216,"Isilla",1772,5,instance_npcname("60FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "3@tower",9,180,19,216,"Mobster",1313,10,instance_npcname("60FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "3@tower",9,180,19,216,"Pasana",1154,10,instance_npcname("60FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "3@tower",9,180,19,216,"Vanberk",1771,5,instance_npcname("60FGate102tower", instance_id())+"::OnMyMobDead";
+ end;
+
+OnTouch_:
+ warp "3@tower",52,183;
+ end;
+
+OnMyMobDead:
+ set .@mob_dead_num,mobcount("3@tower",instance_npcname("60FGate102tower", instance_id())+"::OnMyMobDead");
+ if (.@mob_dead_num < 1) {
+ instance_announce 0, "All Monsters on the 61st Floor have been defeated.",bc_map,"0xffff00";
+ donpcevent instance_npcname("61FGate102tower", instance_id())+"::OnEnable";
+ //SetItemPartyInMap in_102floor 61
+ }
+ else
+ instance_announce 0, "Remaining Monsters on the 61st Floor - " + .@mob_dead_num,bc_map,"0x00ff99";
+ end;
+}
+
+3@tower,12,222,0 script 61FGate102tower 45,2,2,{
+ end;
+
+OnInstanceInit:
+ disablenpc instance_npcname("61FGate102tower", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("61FGate102tower", instance_id());
+ areamonster "3@tower",93,180,103,216,"Wanderer",1208,35,instance_npcname("61FGate102tower", instance_id())+"::OnMyMobDead";
+ end;
+
+OnTouch_:
+ warp "3@tower",136,183;
+ end;
+
+OnMyMobDead:
+ set .@mob_dead_num,mobcount("3@tower",instance_npcname("61FGate102tower", instance_id())+"::OnMyMobDead");
+ if (.@mob_dead_num < 1) {
+ instance_announce 0, "All Monsters on the 62nd Floor have been defeated.",bc_map,"0xffff00";
+ donpcevent instance_npcname("62FGate102tower", instance_id())+"::OnEnable";
+ //SetItemPartyInMap in_102floor 62
+ }
+ else
+ instance_announce 0, "Remaining Monsters on the 62nd Floor - " + .@mob_dead_num,bc_map,"0x00ff99";
+ end;
+}
+
+3@tower,96,222,0 script 62FGate102tower 45,2,2,{
+ end;
+
+OnInstanceInit:
+ disablenpc instance_npcname("62FGate102tower", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("62FGate102tower", instance_id());
+ areamonster "3@tower",181,180,191,216,"Ragged Zombie",1865,20,instance_npcname("62FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "3@tower",181,180,191,216,"Zombie Master",1298,10,instance_npcname("62FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "3@tower",181,180,191,216,"Zombie Prisoner",1197,5,instance_npcname("62FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "3@tower",181,180,191,216,"Orc Zombie",1153,5,instance_npcname("62FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "3@tower",181,180,191,216,"Zombie",1015,5,instance_npcname("62FGate102tower", instance_id())+"::OnMyMobDead";
+ end;
+
+OnTouch_:
+ warp "3@tower",224,183;
+ end;
+
+OnMyMobDead:
+ set .@mob_dead_num,mobcount("3@tower",instance_npcname("62FGate102tower", instance_id())+"::OnMyMobDead");
+ if (.@mob_dead_num < 1) {
+ instance_announce 0, "All Monsters on the 63rd Floor have been defeated.",bc_map,"0xffff00";
+ donpcevent instance_npcname("63FGate102tower", instance_id())+"::OnEnable";
+ //SetItemPartyInMap in_102floor 63
+ }
+ else
+ instance_announce 0, "Remaining Monsters on the 63rd Floor - " + .@mob_dead_num,bc_map,"0x00ff99";
+ end;
+}
+
+3@tower,184,222,0 script 63FGate102tower 45,2,2,{
+ end;
+
+OnInstanceInit:
+ disablenpc instance_npcname("63FGate102tower", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("63FGate102tower", instance_id());
+ areamonster "3@tower",267,180,277,216,"Ungoliant",1618,30,instance_npcname("63FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "3@tower",267,180,277,216,"Ancient Worm",1305,2,instance_npcname("63FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "3@tower",267,180,277,216,"Caterpillar",1300,2,instance_npcname("63FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "3@tower",267,180,277,216,"Creamy Fear",1293,2,instance_npcname("63FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "3@tower",267,180,277,216,"Killer Mantis",1294,2,instance_npcname("63FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "3@tower",267,180,277,216,"Giant Hornet",1303,2,instance_npcname("63FGate102tower", instance_id())+"::OnMyMobDead";
+ end;
+
+OnTouch_:
+ warp "3@tower",310,183;
+ end;
+
+OnMyMobDead:
+ set .@mob_dead_num,mobcount("3@tower",instance_npcname("63FGate102tower", instance_id())+"::OnMyMobDead");
+ if (.@mob_dead_num < 1) {
+ instance_announce 0, "All Monsters on the 64th Floor have been defeated.",bc_map,"0xffff00";
+ donpcevent instance_npcname("64FGate102tower", instance_id())+"::OnEnable";
+ //SetItemPartyInMap in_102floor 64
+ }
+ else
+ instance_announce 0, "Remaining Monsters on the 64th Floor - " + .@mob_dead_num,bc_map,"0x00ff99";
+ end;
+}
+
+3@tower,270,222,0 script 64FGate102tower 45,2,2,{
+ end;
+
+OnInstanceInit:
+ disablenpc instance_npcname("64FGate102tower", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("64FGate102tower", instance_id());
+ areamonster "3@tower",352,180,362,216,"Atros",1785,1,instance_npcname("64FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "3@tower",352,180,362,216,"Galion",1783,20,instance_npcname("64FGate102tower", instance_id())+"::OnMyMobDead";
+ end;
+
+OnTouch_:
+ warp "3@tower",395,183;
+ end;
+
+OnMyMobDead:
+ set .@mob_dead_num,mobcount("3@tower",instance_npcname("64FGate102tower", instance_id())+"::OnMyMobDead");
+ if (.@mob_dead_num < 1) {
+ instance_announce 0, "All Monsters on the 65th Floor have been defeated.",bc_map,"0xffff00";
+ donpcevent instance_npcname("65FGate102tower", instance_id())+"::OnEnable";
+ //SetItemPartyInMap in_102floor 65
+ }
+ else
+ instance_announce 0, "Remaining Monsters on the 65th Floor - " + .@mob_dead_num,bc_map,"0x00ff99";
+ end;
+}
+
+3@tower,355,222,0 script 65FGate102tower 45,2,2,{
+ end;
+
+OnInstanceInit:
+ disablenpc instance_npcname("65FGate102tower", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("65FGate102tower", instance_id());
+ areamonster "3@tower",9,96,19,132,"Incubus",1374,20,instance_npcname("65FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "3@tower",9,96,19,132,"Aliot",1736,20,instance_npcname("65FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "3@tower",9,96,19,132,"Injustice",1257,10,instance_npcname("65FGate102tower", instance_id())+"::OnMyMobDead";
+ end;
+
+OnTouch_:
+ warp "3@tower",52,99;
+ end;
+
+OnMyMobDead:
+ set .@mob_dead_num,mobcount("3@tower",instance_npcname("65FGate102tower", instance_id())+"::OnMyMobDead");
+ if (.@mob_dead_num < 1) {
+ instance_announce 0, "All Monsters on the 66th Floor have been defeated.",bc_map,"0xffff00";
+ donpcevent instance_npcname("66FGate102tower", instance_id())+"::OnEnable";
+ //SetItemPartyInMap in_102floor 66
+ }
+ else
+ instance_announce 0, "Remaining Monsters on the 66th Floor - " + .@mob_dead_num,bc_map,"0x00ff99";
+ end;
+}
+
+3@tower,12,138,0 script 66FGate102tower 45,2,2,{
+ end;
+
+OnInstanceInit:
+ disablenpc instance_npcname("66FGate102tower", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("66FGate102tower", instance_id());
+ areamonster "3@tower",93,96,103,132,"Acidus",1716,10,instance_npcname("66FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "3@tower",93,96,103,132,"Acidus",1713,10,instance_npcname("66FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "3@tower",93,96,103,132,"Deleter",1384,5,instance_npcname("66FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "3@tower",93,96,103,132,"Mutant Dragonoid",1262,10,instance_npcname("66FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "3@tower",93,96,103,132,"Petite",1156,5,instance_npcname("66FGate102tower", instance_id())+"::OnMyMobDead";
+ end;
+
+OnTouch_:
+ warp "3@tower",136,99;
+ end;
+
+OnMyMobDead:
+ set .@mob_dead_num,mobcount("3@tower",instance_npcname("66FGate102tower", instance_id())+"::OnMyMobDead");
+ if (.@mob_dead_num < 1) {
+ instance_announce 0, "All Monsters on the 67th Floor have been defeated.",bc_map,"0xffff00";
+ donpcevent instance_npcname("67FGate102tower", instance_id())+"::OnEnable";
+ //SetItemPartyInMap in_102floor 67
+ }
+ else
+ instance_announce 0, "Remaining Monsters on the 67th Floor - " + .@mob_dead_num,bc_map,"0x00ff99";
+ end;
+}
+
+3@tower,96,138,0 script 67FGate102tower 45,2,2,{
+ end;
+
+OnInstanceInit:
+ disablenpc instance_npcname("67FGate102tower", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("67FGate102tower", instance_id());
+ areamonster "3@tower",181,96,191,132,"Lava Golem",1366,10,instance_npcname("67FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "3@tower",181,96,191,132,"Stalactic Golem",1278,10,instance_npcname("67FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "3@tower",181,96,191,132,"Ice Titan",1777,10,instance_npcname("67FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "3@tower",181,96,191,132,"Wooden Golem",1497,5,instance_npcname("67FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "3@tower",181,96,191,132,"Golem",1040,5,instance_npcname("67FGate102tower", instance_id())+"::OnMyMobDead";
+ end;
+
+OnTouch_:
+ warp "3@tower",224,99;
+ end;
+
+OnMyMobDead:
+ set .@mob_dead_num,mobcount("3@tower",instance_npcname("67FGate102tower", instance_id())+"::OnMyMobDead");
+ if (.@mob_dead_num < 1) {
+ instance_announce 0, "All Monsters on the 68th Floor have been defeated.",bc_map,"0xffff00";
+ donpcevent instance_npcname("68FGate102tower", instance_id())+"::OnEnable";
+ //SetItemPartyInMap in_102floor 68
+ }
+ else
+ instance_announce 0, "Remaining Monsters on the 68th Floor - " + .@mob_dead_num,bc_map,"0x00ff99";
+ end;
+}
+
+3@tower,184,138,0 script 68FGate102tower 45,2,2,{
+ end;
+
+OnInstanceInit:
+ disablenpc instance_npcname("68FGate102tower", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("68FGate102tower", instance_id());
+ areamonster "3@tower",267,96,277,132,"Dame of Sentinel",1700,20,instance_npcname("68FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "3@tower",267,96,277,132,"Mistress of Shelter",1701,10,instance_npcname("68FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "3@tower",267,96,277,132,"Baroness of Retribution",1702,10,instance_npcname("68FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "3@tower",267,96,277,132,"Lady Solace",1703,10,instance_npcname("68FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "3@tower",267,96,277,132,"False Angel",1371,10,instance_npcname("68FGate102tower", instance_id())+"::OnMyMobDead";
+ end;
+
+OnTouch_:
+ warp "3@tower",310,99;
+ end;
+
+OnMyMobDead:
+ set .@mob_dead_num,mobcount("3@tower",instance_npcname("68FGate102tower", instance_id())+"::OnMyMobDead");
+ if (.@mob_dead_num < 1) {
+ instance_announce 0, "All Monsters on the 69th Floor have been defeated.",bc_map,"0xffff00";
+ donpcevent instance_npcname("69FGate102tower", instance_id())+"::OnEnable";
+ //SetItemPartyInMap in_102floor 69
+ }
+ else
+ instance_announce 0, "Remaining Monsters on the 69th Floor - " + .@mob_dead_num,bc_map,"0x00ff99";
+ end;
+}
+
+3@tower,270,138,0 script 69FGate102tower 45,2,2,{
+ end;
+
+OnInstanceInit:
+ disablenpc instance_npcname("69FGate102tower", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("69FGate102tower", instance_id());
+ areamonster "3@tower",352,96,362,132,"Orc Hero",1087,1,instance_npcname("69FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "3@tower",352,96,362,132,"Orc Lord",1190,1,instance_npcname("69FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "3@tower",352,96,362,132,"Orc Baby",1686,20,instance_npcname("69FGate102tower", instance_id())+"::OnMyMobDead";
+ end;
+
+OnTouch_:
+ warp "3@tower",395,99;
+ end;
+
+OnMyMobDead:
+ set .@mob_dead_num,mobcount("3@tower",instance_npcname("69FGate102tower", instance_id())+"::OnMyMobDead");
+ if (.@mob_dead_num < 1) {
+ instance_announce 0, "All Monsters on the 70th Floor have been defeated.",bc_map,"0xffff00";
+ donpcevent instance_npcname("70FGate102tower", instance_id())+"::OnEnable";
+ //SetItemPartyInMap in_102floor 70
+ }
+ else
+ instance_announce 0, "Remaining Monsters on the 70th Floor - " + .@mob_dead_num,bc_map,"0x00ff99";
+ end;
+}
+
+3@tower,355,138,0 script 70FGate102tower 45,2,2,{
+ end;
+
+OnInstanceInit:
+ disablenpc instance_npcname("70FGate102tower", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("70FGate102tower", instance_id());
+ areamonster "3@tower",9,9,19,45,"Succubus",1370,20,instance_npcname("70FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "3@tower",9,9,19,45,"Nightmare Terror",1379,20,instance_npcname("70FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "3@tower",9,9,19,45,"Incubus",1374,20,instance_npcname("70FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "3@tower",9,9,19,45,"Nightmare",1061,5,instance_npcname("70FGate102tower", instance_id())+"::OnMyMobDead";
+ end;
+
+OnTouch_:
+ warp "3@tower",52,12;
+ end;
+
+OnMyMobDead:
+ set .@mob_dead_num,mobcount("3@tower",instance_npcname("70FGate102tower", instance_id())+"::OnMyMobDead");
+ if (.@mob_dead_num < 1) {
+ instance_announce 0, "All Monsters on the 71st Floor have been defeated.",bc_map,"0xffff00";
+ donpcevent instance_npcname("71FGate102tower", instance_id())+"::OnEnable";
+ //SetItemPartyInMap in_102floor 71
+ }
+ else
+ instance_announce 0, "Remaining Monsters on the 71st Floor - " + .@mob_dead_num,bc_map,"0x00ff99";
+ end;
+}
+
+3@tower,12,51,0 script 71FGate102tower 45,2,2,{
+ end;
+
+OnInstanceInit:
+ disablenpc instance_npcname("71FGate102tower", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("71FGate102tower", instance_id());
+ areamonster "3@tower",93,9,103,45,"Margaretha Sorin",1637,10,instance_npcname("71FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "3@tower",93,9,103,45,"Permeter",1314,10,instance_npcname("71FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "3@tower",93,9,103,45,"Errende Ebecee",1655,10,instance_npcname("71FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "3@tower",93,9,103,45,"Enchanted Peach Tree",1410,10,instance_npcname("71FGate102tower", instance_id())+"::OnMyMobDead";
+ end;
+
+OnTouch_:
+ warp "3@tower",136,12;
+ end;
+
+OnMyMobDead:
+ set .@mob_dead_num,mobcount("3@tower",instance_npcname("71FGate102tower", instance_id())+"::OnMyMobDead");
+ if (.@mob_dead_num < 1) {
+ instance_announce 0, "All Monsters on the 72nd Floor have been defeated.",bc_map,"0xffff00";
+ donpcevent instance_npcname("72FGate102tower", instance_id())+"::OnEnable";
+ //SetItemPartyInMap in_102floor 72
+ }
+ else
+ instance_announce 0, "Remaining Monsters on the 72nd Floor - " + .@mob_dead_num,bc_map,"0x00ff99";
+ end;
+}
+
+3@tower,96,51,0 script 72FGate102tower 45,2,2,{
+ end;
+
+OnInstanceInit:
+ disablenpc instance_npcname("72FGate102tower", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("72FGate102tower", instance_id());
+ areamonster "3@tower",181,9,191,45,"Succubus",1370,10,instance_npcname("72FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "3@tower",181,9,191,45,"Loli Ruri",1505,20,instance_npcname("72FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "3@tower",181,9,191,45,"Aliza",1737,10,instance_npcname("72FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "3@tower",181,9,191,45,"Zealotus",1200,5,instance_npcname("72FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "3@tower",181,9,191,45,"Alice",1275,5,instance_npcname("72FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "3@tower",181,9,191,45,"Green Maiden",1631,10,instance_npcname("72FGate102tower", instance_id())+"::OnMyMobDead";
+ end;
+
+OnTouch_:
+ warp "3@tower",224,12;
+ end;
+
+OnMyMobDead:
+ set .@mob_dead_num,mobcount("3@tower",instance_npcname("72FGate102tower", instance_id())+"::OnMyMobDead");
+ if (.@mob_dead_num < 1) {
+ instance_announce 0, "All Monsters on the 73rd Floor have been defeated.",bc_map,"0xffff00";
+ donpcevent instance_npcname("73FGate102tower", instance_id())+"::OnEnable";
+ //SetItemPartyInMap in_102floor 73
+ }
+ else
+ instance_announce 0, "Remaining Monsters on the 73rd Floor - " + .@mob_dead_num,bc_map,"0x00ff99";
+ end;
+}
+
+3@tower,184,51,0 script 73FGate102tower 45,2,2,{
+ end;
+
+OnInstanceInit:
+ disablenpc instance_npcname("73FGate102tower", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("73FGate102tower", instance_id());
+ areamonster "3@tower",267,9,277,45,"Dimik",1671,6,instance_npcname("73FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "3@tower",267,9,277,45,"Dimik",1673,6,instance_npcname("73FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "3@tower",267,9,277,45,"Dimik",1672,6,instance_npcname("73FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "3@tower",267,9,277,45,"Venatu",1677,6,instance_npcname("73FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "3@tower",267,9,277,45,"Dimik",1670,6,instance_npcname("73FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "3@tower",267,9,277,45,"Archdam",1668,6,instance_npcname("73FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "3@tower",267,9,277,45,"Venatu",1678,6,instance_npcname("73FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "3@tower",267,9,277,45,"Venatu",1679,6,instance_npcname("73FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "3@tower",267,9,277,45,"Venatu",1676,6,instance_npcname("73FGate102tower", instance_id())+"::OnMyMobDead";
+ end;
+
+OnTouch_:
+ warp "3@tower",310,12;
+ end;
+
+OnMyMobDead:
+ set .@mob_dead_num,mobcount("3@tower",instance_npcname("73FGate102tower", instance_id())+"::OnMyMobDead");
+ if (.@mob_dead_num < 1) {
+ instance_announce 0, "All Monsters on the 74th Floor have been defeated.",bc_map,"0xffff00";
+ donpcevent instance_npcname("74FGate102tower", instance_id())+"::OnEnable";
+ //SetItemPartyInMap in_102floor 74
+ }
+ else
+ instance_announce 0, "Remaining Monsters on the 74th Floor - " + .@mob_dead_num,bc_map,"0x00ff99";
+ end;
+}
+
+3@tower,270,51,0 script 74FGate102tower 45,2,2,{
+ end;
+
+OnInstanceInit:
+ disablenpc instance_npcname("74FGate102tower", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("74FGate102tower", instance_id());
+ areamonster "3@tower",352,9,362,45,"Baphomet",1039,1,instance_npcname("74FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "3@tower",352,9,362,45,"Dark Lord",1272,1,instance_npcname("74FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "3@tower",352,9,362,45,"Baphomet Jr.",1101,20,instance_npcname("74FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "3@tower",352,9,362,45,"Dark Illusion",1302,10,instance_npcname("74FGate102tower", instance_id())+"::OnMyMobDead";
+ end;
+
+OnTouch_:
+ warp "3@tower",395,12;
+ end;
+
+OnMyMobDead:
+ set .@mob_dead_num,mobcount("3@tower",instance_npcname("74FGate102tower", instance_id())+"::OnMyMobDead");
+ if (.@mob_dead_num < 1) {
+ instance_announce 0, "All Monsters on the 75th Floor have been defeated.",bc_map,"0xffff00";
+ donpcevent instance_npcname("75FGate102tower", instance_id())+"::OnEnable";
+ //SetItemPartyInMap in_102floor 75
+ }
+ else
+ instance_announce 0, "Remaining Monsters on the 75th Floor - " + .@mob_dead_num,bc_map,"0x00ff99";
+ end;
+}
+
+3@tower,355,51,0 script 75FGate102tower 45,1,1,{
+ end;
+
+OnInstanceInit:
+ disablenpc instance_npcname("75FGate102tower", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("75FGate102tower", instance_id());
+ initnpctimer;
+ end;
+
+OnTouch_:
+ getitem 6000,1; //Dark_Ashes
+ warp "4@tower",52,354;
+ end;
+
+OnTimer120000:
+ disablenpc instance_npcname("75FGate102tower", instance_id());
+ donpcevent instance_npcname("75FGate102tower-2", instance_id())+"::OnEnable";
+ stopnpctimer;
+ end;
+}
+
+3@tower,355,51,0 script 75FGate102tower-2 45,2,2,{
+ end;
+
+OnInstanceInit:
+ disablenpc instance_npcname("75FGate102tower-2", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("75FGate102tower-2", instance_id());
+ end;
+
+OnTouch_:
+ warp "4@tower",52,354;
+ end;
+}
+
+/*
+3@tower,71,1,0 script #Manager Mode3 844,{
+ mes "Please enter the password.";
+ input .@inputstr$;
+ next;
+ if (.@inputstr$ == "dmc2008") {
+ mes "This NPC manages the tower from the 51st to the 75th Floor.";
+ mes "Please enter the Floor number to open.";
+ mes "(i.g.: 51F->51, 75F->75)";
+ input .@input,51,75;
+ next;
+ if (.@input < 51 || .@input > 75)
+ mes "You can only enter a number from 51 to 75.";
+ else {
+ donpcevent instance_npcname(.@input+"FGate102tower", instance_id())+"::OnEnable";
+ mes "*** Floor "+ .@input + " is now being opened. ***";
+ }
+ }
+ close;
+}
+*/
+
+// Floors 76-99
+4@tower,29,365,2 script Immortal Furnace#3 844,{
+ end;
+
+OnInstanceInit:
+ areamonster "4@tower",9,351,19,387,"Abysmal Knight",1219,30,instance_npcname("Immortal Furnace#3", instance_id())+"::OnMyMobDead";
+ areamonster "4@tower",9,351,19,387,"Nightmare Terror",1379,20,instance_npcname("Immortal Furnace#3", instance_id())+"::OnMyMobDead";
+ areamonster "4@tower",9,351,19,387,"Nightmare",1061,10,instance_npcname("Immortal Furnace#3", instance_id())+"::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ set .@mob_dead_num,mobcount("4@tower",instance_npcname("Immortal Furnace#3", instance_id())+"::OnMyMobDead");
+ if (.@mob_dead_num < 1) {
+ instance_announce 0,"All Monsters on the 76th Floor have been defeated.",bc_map,"0xffff00";
+ donpcevent instance_npcname("76FGate102tower", instance_id())+"::OnEnable";
+ //SetItemPartyInMap in_102floor 76
+ }
+ else
+ instance_announce 0,"Remaining Monsters on the 76th Floor - " + .@mob_dead_num,bc_map,"0x00ff99";
+ end;
+}
+
+4@tower,12,393,0 script 76FGate102tower 45,2,2,{
+ end;
+
+OnInstanceInit:
+ disablenpc instance_npcname("76FGate102tower", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("76FGate102tower", instance_id());
+ areamonster "4@tower",93,351,103,387,"Banshee",1867,30,instance_npcname("76FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "4@tower",93,351,103,387,"Wraith Dead",1291,10,instance_npcname("76FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "4@tower",93,351,103,387,"Evil Druid",1117,10,instance_npcname("76FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "4@tower",93,351,103,387,"Wraith",1192,10,instance_npcname("76FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "4@tower",93,351,103,387,"Wind Ghost",1263,10,instance_npcname("76FGate102tower", instance_id())+"::OnMyMobDead";
+ end;
+
+OnTouch_:
+ warp "4@tower",136,354;
+ end;
+
+OnMyMobDead:
+ set .@mob_dead_num,mobcount("4@tower",instance_npcname("76FGate102tower", instance_id())+"::OnMyMobDead");
+ if (.@mob_dead_num < 1) {
+ instance_announce 0,"All Monsters on the 77th Floor have been defeated.",bc_map,"0xffff00";
+ donpcevent instance_npcname("77FGate102tower", instance_id())+"::OnEnable";
+ //SetItemPartyInMap in_102floor 77
+ }
+ else
+ instance_announce 0,"Remaining Monsters on the 77th Floor - " + .@mob_dead_num,bc_map,"0x00ff99";
+ end;
+}
+
+4@tower,96,393,0 script 77FGate102tower 45,2,2,{
+ end;
+
+OnInstanceInit:
+ disablenpc instance_npcname("77FGate102tower", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("77FGate102tower", instance_id());
+ areamonster "4@tower",181,351,191,387,"Sword Master",1829,5,instance_npcname("77FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "4@tower",181,351,191,387,"Bloody Knight",1268,10,instance_npcname("77FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "4@tower",181,351,191,387,"Abysmal Knight",1219,5,instance_npcname("77FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "4@tower",181,351,191,387,"Dullahan",1504,10,instance_npcname("77FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "4@tower",181,351,191,387,"Raydric",1163,20,instance_npcname("77FGate102tower", instance_id())+"::OnMyMobDead";
+ end;
+
+OnTouch_:
+ warp "4@tower",224,354;
+ end;
+
+OnMyMobDead:
+ set .@mob_dead_num,mobcount("4@tower",instance_npcname("77FGate102tower", instance_id())+"::OnMyMobDead");
+ if (.@mob_dead_num < 1) {
+ instance_announce 0,"All Monsters on the Floor 78th have been defeated.",bc_map,"0xffff00";
+ donpcevent instance_npcname("78FGate102tower", instance_id())+"::OnEnable";
+ //SetItemPartyInMap in_102floor 78
+ }
+ else
+ instance_announce 0,"Remaining Monsters on the 78th Floor - " + .@mob_dead_num,bc_map,"0x00ff99";
+ end;
+}
+
+4@tower,184,393,0 script 78FGate102tower 45,2,2,{
+ end;
+
+OnInstanceInit:
+ disablenpc instance_npcname("78FGate102tower", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("78FGate102tower", instance_id());
+ areamonster "4@tower",267,351,277,387,"Hydro",1720,10,instance_npcname("78FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "4@tower",267,351,277,387,"Ferus",1714,10,instance_npcname("78FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "4@tower",267,351,277,387,"Ferus",1717,10,instance_npcname("78FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "4@tower",267,351,277,387,"Deleter",1385,5,instance_npcname("78FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "4@tower",267,351,277,387,"Petite",1155,5,instance_npcname("78FGate102tower", instance_id())+"::OnMyMobDead";
+ end;
+
+OnTouch_:
+ warp "4@tower",310,354;
+ end;
+
+OnMyMobDead:
+ set .@mob_dead_num,mobcount("4@tower",instance_npcname("78FGate102tower", instance_id())+"::OnMyMobDead");
+ if (.@mob_dead_num < 1) {
+ instance_announce 0,"All Monsters on the 79th Floor have been defeated.",bc_map,"0xffff00";
+ donpcevent instance_npcname("79FGate102tower", instance_id())+"::OnEnable";
+ //SetItemPartyInMap in_102floor 79
+ }
+ else
+ instance_announce 0,"Remaining Monsters on the 79th Floor - " + .@mob_dead_num,bc_map,"0x00ff99";
+ end;
+}
+
+4@tower,270,393,0 script 79FGate102tower 45,2,2,{
+ end;
+
+OnInstanceInit:
+ disablenpc instance_npcname("79FGate102tower", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("79FGate102tower", instance_id());
+ areamonster "4@tower",352,351,362,387,"Falling Bishop",1871,1,instance_npcname("79FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "4@tower",352,351,362,387,"Necromancer",1870,15,instance_npcname("79FGate102tower", instance_id())+"::OnMyMobDead";
+ end;
+
+OnTouch_:
+ warp "4@tower",395,354;
+ end;
+
+OnMyMobDead:
+ set .@mob_dead_num,mobcount("4@tower",instance_npcname("79FGate102tower", instance_id())+"::OnMyMobDead");
+ if (.@mob_dead_num < 1) {
+ instance_announce 0,"All Monsters on the 80th Floor have been defeated.",bc_map,"0xffff00";
+ donpcevent instance_npcname("80FGate102tower", instance_id())+"::OnEnable";
+ //SetItemPartyInMap in_102floor 80
+ }
+ else
+ instance_announce 0,"Remaining Monsters on the 80th Floor - " + .@mob_dead_num,bc_map,"0x00ff99";
+ end;
+}
+
+4@tower,355,393,0 script 80FGate102tower 45,2,2,{
+ end;
+
+OnInstanceInit:
+ disablenpc instance_npcname("80FGate102tower", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("80FGate102tower", instance_id());
+ areamonster "4@tower",9,267,19,303,"Mysteltainn",1203,20,instance_npcname("80FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "4@tower",9,267,19,303,"Ogretooth",1204,20,instance_npcname("80FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "4@tower",9,267,19,303,"Executioner",1205,20,instance_npcname("80FGate102tower", instance_id())+"::OnMyMobDead";
+ end;
+
+OnTouch_:
+ warp "4@tower",52,270;
+ end;
+
+OnMyMobDead:
+ set .@mob_dead_num,mobcount("4@tower",instance_npcname("80FGate102tower", instance_id())+"::OnMyMobDead");
+ if (.@mob_dead_num < 1) {
+ instance_announce 0,"All Monsters on the 81st Floor have been defeated.",bc_map,"0xffff00";
+ donpcevent instance_npcname("81FGate102tower", instance_id())+"::OnEnable";
+ //SetItemPartyInMap in_102floor 81
+ }
+ else
+ instance_announce 0,"Remaining Monsters on the 81st Floor - " + .@mob_dead_num,bc_map,"0x00ff99";
+ end;
+}
+
+4@tower,12,309,0 script 81FGate102tower 45,2,2,{
+ end;
+
+OnInstanceInit:
+ disablenpc instance_npcname("81FGate102tower", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("81FGate102tower", instance_id());
+ areamonster "4@tower",93,267,103,303,"Bloody Knight",1268,10,instance_npcname("81FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "4@tower",93,267,103,303,"Agav",1769,10,instance_npcname("81FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "4@tower",93,267,103,303,"Bloody Murderer",1507,10,instance_npcname("81FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "4@tower",93,267,103,303,"Skogul",1752,10,instance_npcname("81FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "4@tower",93,267,103,303,"Injustice",1257,10,instance_npcname("81FGate102tower", instance_id())+"::OnMyMobDead";
+ end;
+
+OnTouch_:
+ warp "4@tower",136,270;
+ end;
+
+OnMyMobDead:
+ set .@mob_dead_num,mobcount("4@tower",instance_npcname("81FGate102tower", instance_id())+"::OnMyMobDead");
+ if (.@mob_dead_num < 1) {
+ instance_announce 0,"All Monsters on the 82nd Floor have been defeated.",bc_map,"0xffff00";
+ donpcevent instance_npcname("82FGate102tower", instance_id())+"::OnEnable";
+ //SetItemPartyInMap in_102floor 82
+ }
+ else
+ instance_announce 0,"Remaining Monsters on the 82nd Floor - " + .@mob_dead_num,bc_map,"0x00ff99";
+ end;
+}
+
+4@tower,96,309,0 script 82FGate102tower 45,2,2,{
+ end;
+
+OnInstanceInit:
+ disablenpc instance_npcname("82FGate102tower", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("82FGate102tower", instance_id());
+ areamonster "4@tower",181,267,191,303,"Skeggiold",1754,10,instance_npcname("82FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "4@tower",181,267,191,303,"Dark Illusion",1302,10,instance_npcname("82FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "4@tower",181,267,191,303,"Gryphon",1259,10,instance_npcname("82FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "4@tower",181,267,191,303,"Chimera",1283,10,instance_npcname("82FGate102tower", instance_id())+"::OnMyMobDead";
+ end;
+
+OnTouch_:
+ warp "4@tower",224,270;
+ end;
+
+OnMyMobDead:
+ set .@mob_dead_num,mobcount("4@tower",instance_npcname("82FGate102tower", instance_id())+"::OnMyMobDead");
+ if (.@mob_dead_num < 1) {
+ instance_announce 0,"All Monsters on the 83rd Floor have been defeated.",bc_map,"0xffff00";
+ donpcevent instance_npcname("83FGate102tower", instance_id())+"::OnEnable";
+ //SetItemPartyInMap in_102floor 83
+ }
+ else
+ instance_announce 0,"Remaining Monsters on the 83rd Floor - " + .@mob_dead_num,bc_map,"0x00ff99";
+ end;
+}
+
+4@tower,184,309,0 script 83FGate102tower 45,2,2,{
+ end;
+
+OnInstanceInit:
+ disablenpc instance_npcname("83FGate102tower", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("83FGate102tower", instance_id());
+ areamonster "4@tower",267,267,277,303,"Succubus",1370,10,instance_npcname("83FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "4@tower",267,267,277,303,"Dark Illusion",1302,20,instance_npcname("83FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "4@tower",267,267,277,303,"Owl Duke",1320,10,instance_npcname("83FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "4@tower",267,267,277,303,"Owl Baron",1295,10,instance_npcname("83FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "4@tower",267,267,277,303,"Incubus",1374,10,instance_npcname("83FGate102tower", instance_id())+"::OnMyMobDead";
+ end;
+
+OnTouch_:
+ warp "4@tower",310,270;
+ end;
+
+OnMyMobDead:
+ set .@mob_dead_num,mobcount("4@tower",instance_npcname("83FGate102tower", instance_id())+"::OnMyMobDead");
+ if (.@mob_dead_num < 1) {
+ instance_announce 0,"All Monsters on the 84th Floor have been defeated.",bc_map,"0xffff00";
+ donpcevent instance_npcname("84FGate102tower", instance_id())+"::OnEnable";
+ //SetItemPartyInMap in_102floor 84
+ }
+ else
+ instance_announce 0,"Remaining Monsters on the 84th Floor - " + .@mob_dead_num,bc_map,"0x00ff99";
+ end;
+}
+
+4@tower,270,309,0 script 84FGate102tower 45,2,2,{
+ end;
+
+OnInstanceInit:
+ disablenpc instance_npcname("84FGate102tower", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("84FGate102tower", instance_id());
+ areamonster "4@tower",352,267,362,303,"Ifrit",1832,1,instance_npcname("84FGate102tower", instance_id())+"::OnMyMobDead";
+ end;
+
+OnTouch_:
+ warp "4@tower",395,270;
+ end;
+
+OnMyMobDead:
+ set .@mob_dead_num,mobcount("4@tower",instance_npcname("84FGate102tower", instance_id())+"::OnMyMobDead");
+ if (.@mob_dead_num < 1) {
+ instance_announce 0,"All Monsters on the 85th Floor have been defeated.",bc_map,"0xffff00";
+ donpcevent instance_npcname("85FGate102tower", instance_id())+"::OnEnable";
+ //SetItemPartyInMap in_102floor 85
+ }
+ else
+ instance_announce 0,"Remaining Monsters on the 85th Floor - " + .@mob_dead_num,bc_map,"0x00ff99";
+ end;
+}
+
+4@tower,355,309,0 script 85FGate102tower 45,2,2,{
+ end;
+
+OnInstanceInit:
+ disablenpc instance_npcname("85FGate102tower", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("85FGate102tower", instance_id());
+ areamonster "4@tower",9,180,19,216,"Hydro",1720,10,instance_npcname("85FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "4@tower",9,180,19,216,"Gryphon",1259,10,instance_npcname("85FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "4@tower",9,180,19,216,"Chimera",1283,10,instance_npcname("85FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "4@tower",9,180,19,216,"Majoruros",1310,10,instance_npcname("85FGate102tower", instance_id())+"::OnMyMobDead";
+ end;
+
+OnTouch_:
+ warp "4@tower",52,183;
+ end;
+
+OnMyMobDead:
+ set .@mob_dead_num,mobcount("4@tower",instance_npcname("85FGate102tower", instance_id())+"::OnMyMobDead");
+ if (.@mob_dead_num < 1) {
+ instance_announce 0,"All Monsters on the 86th Floor have been defeated.",bc_map,"0xffff00";
+ donpcevent instance_npcname("86FGate102tower", instance_id())+"::OnEnable";
+ //SetItemPartyInMap in_102floor 86
+ }
+ else
+ instance_announce 0,"Remaining Monsters on the 86th Floor - " + .@mob_dead_num,bc_map,"0x00ff99";
+ end;
+}
+
+4@tower,12,222,0 script 86FGate102tower 45,2,2,{
+ end;
+
+OnInstanceInit:
+ disablenpc instance_npcname("86FGate102tower", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("86FGate102tower", instance_id());
+ areamonster "4@tower",93,180,103,216,"Salamander",1831,15,instance_npcname("86FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "4@tower",93,180,103,216,"Kasa",1833,20,instance_npcname("86FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "4@tower",93,180,103,216,"Lava Golem",1366,15,instance_npcname("86FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "4@tower",93,180,103,216,"Gajomart",1309,10,instance_npcname("86FGate102tower", instance_id())+"::OnMyMobDead";
+ end;
+
+OnTouch_:
+ warp "4@tower",136,183;
+ end;
+
+OnMyMobDead:
+ set .@mob_dead_num,mobcount("4@tower",instance_npcname("86FGate102tower", instance_id())+"::OnMyMobDead");
+ if (.@mob_dead_num < 1) {
+ instance_announce 0,"All Monsters on the 87th Floor have been defeated.",bc_map,"0xffff00";
+ donpcevent instance_npcname("87FGate102tower", instance_id())+"::OnEnable";
+ //SetItemPartyInMap in_102floor 87
+ }
+ else
+ instance_announce 0,"Remaining Monsters on the 87th Floor - " + .@mob_dead_num,bc_map,"0x00ff99";
+ end;
+}
+
+4@tower,96,222,0 script 87FGate102tower 45,2,2,{
+ end;
+
+OnInstanceInit:
+ disablenpc instance_npcname("87FGate102tower", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("87FGate102tower", instance_id());
+ areamonster "4@tower",181,180,191,216,"Necromancer",1870,15,instance_npcname("87FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "4@tower",181,180,191,216,"Anubis",1098,15,instance_npcname("87FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "4@tower",181,180,191,216,"Wraith Dead",1291,10,instance_npcname("87FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "4@tower",181,180,191,216,"Ancient Mummy",1297,10,instance_npcname("87FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "4@tower",181,180,191,216,"Khalitzburg",1132,10,instance_npcname("87FGate102tower", instance_id())+"::OnMyMobDead";
+ end;
+
+OnTouch_:
+ warp "4@tower",224,183;
+ end;
+
+OnMyMobDead:
+ set .@mob_dead_num,mobcount("4@tower",instance_npcname("87FGate102tower", instance_id())+"::OnMyMobDead");
+ if (.@mob_dead_num < 1) {
+ instance_announce 0,"All Monsters on the 88th Floor have been defeated.",bc_map,"0xffff00";
+ donpcevent instance_npcname("88FGate102tower", instance_id())+"::OnEnable";
+ //SetItemPartyInMap in_102floor 88
+ }
+ else
+ instance_announce 0,"Remaining Monsters on the 88th Floor - " + .@mob_dead_num,bc_map,"0x00ff99";
+ end;
+}
+
+4@tower,184,222,0 script 88FGate102tower 45,2,2,{
+ end;
+
+OnInstanceInit:
+ disablenpc instance_npcname("88FGate102tower", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("88FGate102tower", instance_id());
+ areamonster "4@tower",267,180,277,216,"Odium of Thanatos",1704,6,instance_npcname("88FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "4@tower",267,180,277,216,"Despero of Thanatos",1705,6,instance_npcname("88FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "4@tower",267,180,277,216,"Maero of Thanatos",1706,6,instance_npcname("88FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "4@tower",267,180,277,216,"Dolor of Thanatos",1707,6,instance_npcname("88FGate102tower", instance_id())+"::OnMyMobDead";
+ end;
+
+OnTouch_:
+ warp "4@tower",310,183;
+ end;
+
+OnMyMobDead:
+ set .@mob_dead_num,mobcount("4@tower",instance_npcname("88FGate102tower", instance_id())+"::OnMyMobDead");
+ if (.@mob_dead_num < 1) {
+ instance_announce 0,"All Monsters on the 89th Floor have been defeated.",bc_map,"0xffff00";
+ donpcevent instance_npcname("89FGate102tower", instance_id())+"::OnEnable";
+ //SetItemPartyInMap in_102floor 89
+ }
+ else
+ instance_announce 0,"Remaining Monsters on the 89th Floor - " + .@mob_dead_num,bc_map,"0x00ff99";
+ end;
+}
+
+4@tower,270,222,0 script 89FGate102tower 45,2,2,{
+ end;
+
+OnInstanceInit:
+ disablenpc instance_npcname("89FGate102tower", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("89FGate102tower", instance_id());
+ areamonster "4@tower",352,180,362,216,"Valkyrie Randgris",1751,1,instance_npcname("89FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "4@tower",352,180,362,216,"Baroness of Retribution",1702,10,instance_npcname("89FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "4@tower",352,180,362,216,"Lady Solace",1703,10,instance_npcname("89FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "4@tower",352,180,362,216,"False Angel",1371,10,instance_npcname("89FGate102tower", instance_id())+"::OnMyMobDead";
+ end;
+
+OnTouch_:
+ warp "4@tower",395,183;
+ end;
+
+OnMyMobDead:
+ set .@mob_dead_num,mobcount("4@tower",instance_npcname("89FGate102tower", instance_id())+"::OnMyMobDead");
+ if (.@mob_dead_num < 1) {
+ instance_announce 0,"All Monsters on the 90th Floor have been defeated.",bc_map,"0xffff00";
+ donpcevent instance_npcname("90FGate102tower", instance_id())+"::OnEnable";
+ //SetItemPartyInMap in_102floor 90
+ }
+ else
+ instance_announce 0,"Remaining Monsters on the 90th Floor - " + .@mob_dead_num,bc_map,"0x00ff99";
+ end;
+}
+
+4@tower,355,222,0 script 90FGate102tower 45,2,2,{
+ end;
+
+OnInstanceInit:
+ disablenpc instance_npcname("90FGate102tower", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("90FGate102tower", instance_id());
+ areamonster "4@tower",9,96,19,132,"Cecil Damon",1638,10,instance_npcname("90FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "4@tower",9,96,19,132,"Bow Master",1830,10,instance_npcname("90FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "4@tower",9,96,19,132,"Kavac",1656,30,instance_npcname("90FGate102tower", instance_id())+"::OnMyMobDead";
+ end;
+
+OnTouch_:
+ warp "4@tower",52,99;
+ end;
+
+OnMyMobDead:
+ set .@mob_dead_num,mobcount("4@tower",instance_npcname("90FGate102tower", instance_id())+"::OnMyMobDead");
+ if (.@mob_dead_num < 1) {
+ instance_announce 0,"All Monsters on the 91st Floor have been defeated.",bc_map,"0xffff00";
+ donpcevent instance_npcname("91FGate102tower", instance_id())+"::OnEnable";
+ //SetItemPartyInMap in_102floor 91
+ }
+ else
+ instance_announce 0,"Remaining Monsters on the 91st Floor - " + .@mob_dead_num,bc_map,"0x00ff99";
+ end;
+}
+
+4@tower,12,138,0 script 91FGate102tower 45,2,2,{
+ end;
+
+OnInstanceInit:
+ disablenpc instance_npcname("91FGate102tower", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("91FGate102tower", instance_id());
+ areamonster "4@tower",93,96,103,132,"Kathryne Keyron",1639,15,instance_npcname("91FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "4@tower",93,96,103,132,"Elder",1377,10,instance_npcname("91FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "4@tower",93,96,103,132,"Laurell Weinder",1657,10,instance_npcname("91FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "4@tower",93,96,103,132,"Wind Ghost",1263,10,instance_npcname("91FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "4@tower",93,96,103,132,"Marduk",1140,10,instance_npcname("91FGate102tower", instance_id())+"::OnMyMobDead";
+ end;
+
+OnTouch_:
+ warp "4@tower",136,99;
+ end;
+
+OnMyMobDead:
+ set .@mob_dead_num,mobcount("4@tower",instance_npcname("91FGate102tower", instance_id())+"::OnMyMobDead");
+ if (.@mob_dead_num < 1) {
+ instance_announce 0,"All Monsters on the 92nd Floor have been defeated.",bc_map,"0xffff00";
+ donpcevent instance_npcname("92FGate102tower", instance_id())+"::OnEnable";
+ //SetItemPartyInMap in_102floor 92
+ }
+ else
+ instance_announce 0,"Remaining Monsters on the 92nd Floor - " + .@mob_dead_num,bc_map,"0x00ff99";
+ end;
+}
+
+4@tower,96,138,0 script 92FGate102tower 45,2,2,{
+ end;
+
+OnInstanceInit:
+ disablenpc instance_npcname("92FGate102tower", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("92FGate102tower", instance_id());
+ areamonster "4@tower",181,96,191,132,"Seyren Windsor",1634,15,instance_npcname("92FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "4@tower",181,96,191,132,"Bloody Knight",1268,10,instance_npcname("92FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "4@tower",181,96,191,132,"Abysmal Knight",1219,10,instance_npcname("92FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "4@tower",181,96,191,132,"Wanderer",1208,10,instance_npcname("92FGate102tower", instance_id())+"::OnMyMobDead";
+ end;
+
+OnTouch_:
+ warp "4@tower",224,99;
+ end;
+
+OnMyMobDead:
+ set .@mob_dead_num,mobcount("4@tower",instance_npcname("92FGate102tower", instance_id())+"::OnMyMobDead");
+ if (.@mob_dead_num < 1) {
+ instance_announce 0,"All Monsters on the 93rd Floor have been defeated.",bc_map,"0xffff00";
+ donpcevent instance_npcname("93FGate102tower", instance_id())+"::OnEnable";
+ //SetItemPartyInMap in_102floor 93
+ }
+ else
+ instance_announce 0,"Remaining Monsters on the 93rd Floor - " + .@mob_dead_num,bc_map,"0x00ff99";
+ end;
+}
+
+4@tower,184,138,0 script 93FGate102tower 45,2,2,{
+ end;
+
+OnInstanceInit:
+ disablenpc instance_npcname("93FGate102tower", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("93FGate102tower", instance_id());
+ areamonster "4@tower",267,96,277,132,"Sword Master",1829,15,instance_npcname("93FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "4@tower",267,96,277,132,"Bow Master",1830,15,instance_npcname("93FGate102tower", instance_id())+"::OnMyMobDead";
+ end;
+
+OnTouch_:
+ warp "4@tower",310,99;
+ end;
+
+OnMyMobDead:
+ set .@mob_dead_num,mobcount("4@tower",instance_npcname("93FGate102tower", instance_id())+"::OnMyMobDead");
+ if (.@mob_dead_num < 1) {
+ instance_announce 0,"All Monsters on the 94th Floor have been defeated.",bc_map,"0xffff00";
+ donpcevent instance_npcname("94FGate102tower", instance_id())+"::OnEnable";
+ //SetItemPartyInMap in_102floor 94
+ }
+ else
+ instance_announce 0,"Remaining Monsters on the 94th Floor - " + .@mob_dead_num,bc_map,"0x00ff99";
+ end;
+}
+
+4@tower,270,138,0 script 94FGate102tower 45,2,2,{
+ end;
+
+OnInstanceInit:
+ disablenpc instance_npcname("94FGate102tower", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("94FGate102tower", instance_id());
+ areamonster "4@tower",352,96,362,132,"Beelzebub",1873,1,instance_npcname("94FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "4@tower",352,96,362,132,"Hunter Fly",1035,30,instance_npcname("94FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "4@tower",352,96,362,132,"Steel Chonchon",1042,5,instance_npcname("94FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "4@tower",352,96,362,132,"Dragon FLy",1091,5,instance_npcname("94FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "4@tower",352,96,362,132,"Chonchon",1011,5,instance_npcname("94FGate102tower", instance_id())+"::OnMyMobDead";
+ end;
+
+OnTouch_:
+ warp "4@tower",395,99;
+ end;
+
+OnMyMobDead:
+ set .@mob_dead_num,mobcount("4@tower",instance_npcname("94FGate102tower", instance_id())+"::OnMyMobDead");
+ if (.@mob_dead_num < 1) {
+ instance_announce 0,"All Monsters on the 95th Floor have been defeated.",bc_map,"0xffff00";
+ donpcevent instance_npcname("95FGate102tower", instance_id())+"::OnEnable";
+ //SetItemPartyInMap in_102floor 95
+ }
+ else
+ instance_announce 0,"Remaining Monsters on the 95th Floor - " + .@mob_dead_num,bc_map,"0x00ff99";
+ end;
+}
+
+4@tower,355,138,0 script 95FGate102tower 45,2,2,{
+ end;
+
+OnInstanceInit:
+ disablenpc instance_npcname("95FGate102tower", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("95FGate102tower", instance_id());
+ areamonster "4@tower",9,9,19,45,"Valkyrie",1765,5,instance_npcname("95FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "4@tower",9,9,19,45,"Skeggiold",1755,10,instance_npcname("95FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "4@tower",9,9,19,45,"Skeggiold",1754,10,instance_npcname("95FGate102tower", instance_id())+"::OnMyMobDead";
+ end;
+
+OnTouch_:
+ warp "4@tower",52,12;
+ end;
+
+OnMyMobDead:
+ set .@mob_dead_num,mobcount("4@tower",instance_npcname("95FGate102tower", instance_id())+"::OnMyMobDead");
+ if (.@mob_dead_num < 1) {
+ instance_announce 0,"All Monsters on the 96th Floor have been defeated.",bc_map,"0xffff00";
+ donpcevent instance_npcname("96FGate102tower", instance_id())+"::OnEnable";
+ //SetItemPartyInMap in_102floor 96
+ }
+ else
+ instance_announce 0,"Remaining Monsters on the 96th Floor - " + .@mob_dead_num,bc_map,"0x00ff99";
+ end;
+}
+
+4@tower,12,51,0 script 96FGate102tower 45,2,2,{
+ end;
+
+OnInstanceInit:
+ disablenpc instance_npcname("96FGate102tower", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("96FGate102tower", instance_id());
+ areamonster "4@tower",93,9,103,45,"Incarnation of Morroc",1918,5,instance_npcname("96FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "4@tower",93,9,103,45,"Incarnation of Morroc",1919,5,instance_npcname("96FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "4@tower",93,9,103,45,"Incarnation of Morroc",1920,5,instance_npcname("96FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "4@tower",93,9,103,45,"Incarnation of Morroc",1921,5,instance_npcname("96FGate102tower", instance_id())+"::OnMyMobDead";
+ end;
+
+OnTouch_:
+ warp "4@tower",136,12;
+ end;
+
+OnMyMobDead:
+ set .@mob_dead_num,mobcount("4@tower",instance_npcname("96FGate102tower", instance_id())+"::OnMyMobDead");
+ if (.@mob_dead_num < 1) {
+ instance_announce 0,"All Monsters on the 97th Floor have been defeated.",bc_map,"0xffff00";
+ donpcevent instance_npcname("97FGate102tower", instance_id())+"::OnEnable";
+ //SetItemPartyInMap in_102floor 97
+ }
+ else
+ instance_announce 0,"Remaining Monsters on the 97th Floor - " + .@mob_dead_num,bc_map,"0x00ff99";
+ end;
+}
+
+4@tower,96,51,0 script 97FGate102tower 45,2,2,{
+ end;
+
+OnInstanceInit:
+ disablenpc instance_npcname("97FGate102tower", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("97FGate102tower", instance_id());
+ areamonster "4@tower",181,9,191,45,"Kathryne Keyron",1639,2,instance_npcname("97FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "4@tower",181,9,191,45,"Seyren Windsor",1634,2,instance_npcname("97FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "4@tower",181,9,191,45,"Margaretha Sorin",1637,2,instance_npcname("97FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "4@tower",181,9,191,45,"Eremes Guile",1635,2,instance_npcname("97FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "4@tower",181,9,191,45,"Howard Alt-Eisen",1636,2,instance_npcname("97FGate102tower", instance_id())+"::OnMyMobDead";
+ areamonster "4@tower",181,9,191,45,"Cecil Damon",1638,2,instance_npcname("97FGate102tower", instance_id())+"::OnMyMobDead";
+ end;
+
+OnTouch_:
+ warp "4@tower",224,12;
+ end;
+
+OnMyMobDead:
+ set .@mob_dead_num,mobcount("4@tower",instance_npcname("97FGate102tower", instance_id())+"::OnMyMobDead");
+ if (.@mob_dead_num < 1) {
+ instance_announce 0,"All Monsters on the 98th Floor have been defeated.",bc_map,"0xffff00";
+ donpcevent instance_npcname("98FGate102tower", instance_id())+"::OnEnable";
+ //SetItemPartyInMap in_102floor 98
+ }
+ else
+ instance_announce 0,"Remaining Monsters on the 98th Floor - " + .@mob_dead_num,bc_map,"0x00ff99";
+ end;
+}
+
+4@tower,184,51,0 script 98FGate102tower 45,2,2,{
+ end;
+
+OnInstanceInit:
+ disablenpc instance_npcname("98FGate102tower", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("98FGate102tower", instance_id());
+ for( set .@i, 1; .@i <= 7; set .@i, .@i + 1 ) {
+ set .@mob_ran,rand(1,30);
+ if (.@mob_ran == 1)
+ areamonster "4@tower",267,9,277,45,"Kathryne Keyron",1639,2,instance_npcname("98FGate102tower", instance_id())+"::OnMyMobDead";
+ else if (.@mob_ran == 2)
+ areamonster "4@tower",267,9,277,45,"Seyren Windsor",1634,2,instance_npcname("98FGate102tower", instance_id())+"::OnMyMobDead";
+ else if (.@mob_ran == 3)
+ areamonster "4@tower",267,9,277,45,"Margaretha Sorin",1637,2,instance_npcname("98FGate102tower", instance_id())+"::OnMyMobDead";
+ else if (.@mob_ran == 4)
+ areamonster "4@tower",267,9,277,45,"Eremes Guile",1635,2,instance_npcname("98FGate102tower", instance_id())+"::OnMyMobDead";
+ else if (.@mob_ran == 5)
+ areamonster "4@tower",267,9,277,45,"Howard Alt-Eisen",1636,2,instance_npcname("98FGate102tower", instance_id())+"::OnMyMobDead";
+ else if (.@mob_ran == 6)
+ areamonster "4@tower",267,9,277,45,"Cecil Damon",1638,2,instance_npcname("98FGate102tower", instance_id())+"::OnMyMobDead";
+ else if (.@mob_ran == 7)
+ areamonster "4@tower",267,9,277,45,"Incarnation of Morroc",1918,5,instance_npcname("98FGate102tower", instance_id())+"::OnMyMobDead";
+ else if (.@mob_ran == 8)
+ areamonster "4@tower",267,9,277,45,"Incarnation of Morroc",1919,5,instance_npcname("98FGate102tower", instance_id())+"::OnMyMobDead";
+ else if (.@mob_ran == 9)
+ areamonster "4@tower",267,9,277,45,"Incarnation of Morroc",1920,5,instance_npcname("98FGate102tower", instance_id())+"::OnMyMobDead";
+ else if (.@mob_ran == 10)
+ areamonster "4@tower",267,9,277,45,"Incarnation of Morroc",1921,5,instance_npcname("98FGate102tower", instance_id())+"::OnMyMobDead";
+ else if (.@mob_ran == 11)
+ areamonster "4@tower",267,9,277,45,"Valkyrie",1765,5,instance_npcname("98FGate102tower", instance_id())+"::OnMyMobDead";
+ else if (.@mob_ran == 12)
+ areamonster "4@tower",267,9,277,45,"Skeggiold",1755,10,instance_npcname("98FGate102tower", instance_id())+"::OnMyMobDead";
+ else if (.@mob_ran == 13)
+ areamonster "4@tower",267,9,277,45,"Skeggiold",1754,10,instance_npcname("98FGate102tower", instance_id())+"::OnMyMobDead";
+ else if (.@mob_ran == 14)
+ areamonster "4@tower",267,9,277,45,"Seyren Windsor",1634,15,instance_npcname("98FGate102tower", instance_id())+"::OnMyMobDead";
+ else if (.@mob_ran == 15)
+ areamonster "4@tower",267,9,277,45,"Bloody Knight",1268,10,instance_npcname("98FGate102tower", instance_id())+"::OnMyMobDead";
+ else if (.@mob_ran == 16)
+ areamonster "4@tower",267,9,277,45,"Abysmal Knight",1219,10,instance_npcname("98FGate102tower", instance_id())+"::OnMyMobDead";
+ else if (.@mob_ran == 17)
+ areamonster "4@tower",267,9,277,45,"Wanderer",1208,10,instance_npcname("98FGate102tower", instance_id())+"::OnMyMobDead";
+ else if (.@mob_ran == 18)
+ areamonster "4@tower",267,9,277,45,"Sword Master",1829,15,instance_npcname("98FGate102tower", instance_id())+"::OnMyMobDead";
+ else if (.@mob_ran == 19)
+ areamonster "4@tower",267,9,277,45,"Bow Master",1830,15,instance_npcname("98FGate102tower", instance_id())+"::OnMyMobDead";
+ else if (.@mob_ran == 20)
+ areamonster "4@tower",267,9,277,45,"Kathryne Keyron",1639,15,instance_npcname("98FGate102tower", instance_id())+"::OnMyMobDead";
+ else if (.@mob_ran == 21)
+ areamonster "4@tower",267,9,277,45,"Elder",1377,10,instance_npcname("98FGate102tower", instance_id())+"::OnMyMobDead";
+ else if (.@mob_ran == 22)
+ areamonster "4@tower",267,9,277,45,"Laurell Weinder",1657,10,instance_npcname("98FGate102tower", instance_id())+"::OnMyMobDead";
+ else if (.@mob_ran == 23)
+ areamonster "4@tower",267,9,277,45,"Wind Ghost",1263,10,instance_npcname("98FGate102tower", instance_id())+"::OnMyMobDead";
+ else if (.@mob_ran == 24)
+ areamonster "4@tower",267,9,277,45,"Marduk",1140,10,instance_npcname("98FGate102tower", instance_id())+"::OnMyMobDead";
+ else if (.@mob_ran == 25)
+ areamonster "4@tower",267,9,277,45,"Cecil Damon",1638,10,instance_npcname("98FGate102tower", instance_id())+"::OnMyMobDead";
+ else if (.@mob_ran == 26)
+ areamonster "4@tower",267,9,277,45,"Bow Master",1830,10,instance_npcname("98FGate102tower", instance_id())+"::OnMyMobDead";
+ else if (.@mob_ran == 27)
+ areamonster "4@tower",267,9,277,45,"Kavach Icarus",1656,30,instance_npcname("98FGate102tower", instance_id())+"::OnMyMobDead";
+ else if (.@mob_ran == 28)
+ areamonster "4@tower",267,9,277,45,"Baroness of Retribution",1702,10,instance_npcname("98FGate102tower", instance_id())+"::OnMyMobDead";
+ else if (.@mob_ran == 29)
+ areamonster "4@tower",267,9,277,45,"Lady Solace",1703,10,instance_npcname("98FGate102tower", instance_id())+"::OnMyMobDead";
+ else
+ areamonster "4@tower",267,9,277,45,"False Angel",1371,10,instance_npcname("98FGate102tower", instance_id())+"::OnMyMobDead";
+ }
+ end;
+
+OnTouch_:
+ warp "4@tower",309,12;
+ end;
+
+OnMyMobDead:
+ set .@mob_dead_num,mobcount("4@tower",instance_npcname("98FGate102tower", instance_id())+"::OnMyMobDead");
+ if (.@mob_dead_num < 1) {
+ instance_announce 0,"All Monsters on the 99th Floor have been defeated.",bc_map,"0xffff00";
+ donpcevent instance_npcname("99FGate102tower", instance_id())+"::OnEnable";
+ //SetItemPartyInMap in_102floor 99
+ }
+ else
+ instance_announce 0,"Remaining Monsters on the 99th Floor - " + .@mob_dead_num,bc_map,"0x00ff99";
+ end;
+}
+
+4@tower,271,51,0 script 99FGate102tower 45,2,2,{
+ end;
+
+OnInstanceInit:
+ disablenpc instance_npcname("99FGate102tower", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("99FGate102tower", instance_id());
+ initnpctimer;
+ end;
+
+OnTouch_:
+ getitem 6000,1; //Dark_Ashes
+ warp "5@tower",101,72;
+ end;
+
+OnTimer120000:
+ disablenpc instance_npcname("99FGate102tower", instance_id());
+ donpcevent instance_npcname("99FGate102tower-2", instance_id())+"::OnEnable";
+ stopnpctimer;
+ end;
+}
+
+4@tower,271,51,0 script 99FGate102tower-2 45,2,2,{
+ end;
+
+OnInstanceInit:
+ disablenpc instance_npcname("99FGate102tower-2", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("99FGate102tower-2", instance_id());
+ end;
+
+OnTouch_:
+ warp "5@tower",101,72;
+ end;
+}
+
+/*
+4@tower,71,1,0 script #Manager Mode4 844,{
+ mes "Please enter the password.";
+ input .@inputstr$;
+ next;
+ if (.@inputstr$ == "dmc2008") {
+ mes "This NPC manages the tower from the 76th to the 99th Floor.";
+ mes "Please enter the Floor number to open.";
+ mes "(i.g.: 76F->76, 99F->99)";
+ input .@input,76,99;
+ next;
+ if (.@input < 76 || .@input > 99)
+ mes "You can only enter a number from 76 to 99.";
+ else {
+ donpcevent instance_npcname(.@input+"FGate102tower", instance_id())+"::OnEnable";
+ mes "*** Floor "+ .@input + " is now being opened. ***";
+ }
+ }
+ close;
+}
+*/
+
+// Floor 100
+5@tower,106,109,2 script Lucid Crystal#102 844,{
+ if (in_102tower < 10) {
+ mes "^0000ffA mysterious voice echoes through the room as you touch the lucid crystal radiating a strong light.^000000";
+ next;
+ mes "[Mysterious Voice]";
+ mes "Welcome to my place, intruders. I've had fun watching you endure all the difficulties I've set before you.";
+ next;
+ mes "[Mysterious Voice]";
+ mes "Unfortunately, the time has come to end the show.";
+ next;
+ mes "[Mysterious Voice]";
+ mes "It's still too early to celebrate your victory against my right-hand man Knothen because he isn't completely destroyed!";
+ next;
+ mes "[Mysterious Voice]";
+ mes "I shall resurrect him for your next show. Defeat him again, and then I'll gladly accept your challenge.";
+ next;
+ mes "[Mysterious Voice]";
+ mes "Good-bye for now.";
+ mes "Once again, I had such a great time, humans. I look forward to seeing you again.";
+ next;
+ mes "^0000ffAs soon as the voice stopped talking, an irresistible force lifted and moved you somewhere else.";
+ close2;
+ set in_102tower,10;
+ warp "alberta",223,36;
+ }
+ else {
+ mes "^0000ffThe radiating crystal piece seems to beckon you, just like last time.^000000";
+ next;
+ mes "[Mysterious Voice]";
+ mes "I must have underestimated you... I didn't expect to see you again.";
+ next;
+ mes "[Mysterious Voice]";
+ mes "I can smell your sweat, hear the gasps of your exhaustion in combat. Ah~ The human desire for victory always excites me.";
+ next;
+ mes "[Mysterious Voice]";
+ mes "I now allow you to come receive an audience from me. Come to me, to Nacht Sieger the Hegemon-King of the Darkness!";
+ close2;
+ warp "6@tower",32,12;
+ }
+ end;
+
+OnInstanceInit:
+ disablenpc instance_npcname("Lucid Crystal#102", instance_id());
+ end;
+
+OnDisable:
+ disablenpc instance_npcname("Lucid Crystal#102", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("Lucid Crystal#102", instance_id());
+ donpcevent instance_npcname("#102Effect1", instance_id())+"::OnEnable";
+ end;
+}
+
+5@tower,106,109,2 script #102Effect1 844,{
+ end;
+
+OnInstanceInit:
+ disablenpc instance_npcname("#102Effect1", instance_id());
+ end;
+
+OnDisable:
+ disablenpc instance_npcname("#102Effect1", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("#102Effect1", instance_id());
+ initnpctimer;
+ end;
+
+OnTimer500:
+ specialeffect EF_ENHANCE;
+ stopnpctimer;
+ donpcevent instance_npcname("#102Effect2", instance_id())+"::OnEnable";
+ end;
+}
+
+5@tower,106,109,2 script #102Effect2 844,{
+ end;
+
+OnInstanceInit:
+ disablenpc instance_npcname("#102Effect2", instance_id());
+ end;
+
+OnDisable:
+ disablenpc instance_npcname("#102Effect2", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("#102Effect2", instance_id());
+ initnpctimer;
+ end;
+
+OnTimer500:
+ specialeffect EF_ENHANCE;
+ stopnpctimer;
+ donpcevent instance_npcname("#102Effect1", instance_id())+"::OnEnable";
+ end;
+}
+
+5@tower,82,112,2 script #102FShadowDust1 844,{
+ end;
+
+OnInstanceInit:
+ donpcevent instance_npcname("#102FShadowDust", instance_id())+"::OnEnable";
+ monster "5@tower",83,85,"Entweihen Crothen",1957,1,instance_npcname("#102FShadowDust1", instance_id())+"::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ set .@mob_dead_num,mobcount("5@tower",instance_npcname("#102FShadowDust1", instance_id())+"::OnMyMobDead");
+ if (.@mob_dead_num < 1) {
+ instance_announce 0, "Mysterious Voice: Who are you to dare intrude upon my sanctuary?!",bc_map,"0xffff00";
+ donpcevent instance_npcname("#102FShadowDust", instance_id())+"::OnDisable";
+ donpcevent instance_npcname("Lucid Crystal#102", instance_id())+"::OnEnable";
+ //SetItemPartyInMap in_102floor 100
+ }
+ end;
+}
+
+5@tower,82,113,2 script #102FShadowDust 844,{
+ end;
+
+OnInstanceInit:
+ disablenpc instance_npcname("#102FShadowDust", instance_id());
+ end;
+
+OnDisable:
+ killmonsterall "5@tower";
+ end;
+
+OnEnable:
+ monster "5@tower",72,93,"Thorny Skeleton",1958,1;
+ monster "5@tower",70,87,"Thorn of Magic",1960,1;
+ monster "5@tower",68,83,"Thorn of Pureness",1961,1;
+ monster "5@tower",70,80,"Thorny Skeleton",1958,1;
+ monster "5@tower",74,81,"Thorn of Magic",1960,1;
+ monster "5@tower",78,72,"Thorn of Magic",1960,1;
+ monster "5@tower",81,70,"Thorny Skeleton",1958,1;
+ monster "5@tower",78,84,"Thorn of Recovery",1959,1;
+ monster "5@tower",85,72,"Thorn of Magic",1960,1;
+ monster "5@tower",91,74,"Thorny Skeleton",1958,1;
+ monster "5@tower",79,77,"Thorn of Pureness",1961,1;
+ monster "5@tower",82,80,"Thorn of Recovery",1959,1;
+ monster "5@tower",87,83,"Thorn of Recovery",1959,1;
+ monster "5@tower",80,92,"Thorn of Pureness",1961,1;
+ monster "5@tower",81,89,"Thorny Skeleton",1958,1;
+ monster "5@tower",85,93,"Thorn of Magic",1960,1;
+ monster "5@tower",86,90,"Thorn of Recovery",1959,1;
+ monster "5@tower",88,88,"Thorny Skeleton",1958,1;
+ monster "5@tower",91,87,"Thorn of Magic",1960,1;
+ monster "5@tower",95,94,"Thorn of Magic",1960,1;
+ monster "5@tower",91,96,"Thorny Skeleton",1958,1;
+ monster "5@tower",90,82,"Thorn of Pureness",1961,1;
+ monster "5@tower",96,98,"Thorn of Magic",1960,1;
+ monster "5@tower",83,76,"Thorny Skeleton",1958,1;
+ monster "5@tower",74,85,"Thorny Skeleton",1958,1;
+ set .@mob_ran,rand(1,3);
+ if (.@mob_ran == 1)
+ monster "5@tower",82,85,"Thorny Skeleton",1958,1;
+ else if (.@mob_ran == 2)
+ monster "5@tower",82,85,"Thorn of Magic",1960,1;
+ else
+ monster "5@tower",82,85,"Thorn of Pureness",1961,1;
+ set .@mob_ran2,rand(1,3);
+ if (.@mob_ran2 == 1)
+ monster "5@tower",84,85,"Thorny Skeleton",1958,1;
+ else if (.@mob_ran2 == 2)
+ monster "5@tower",84,85,"Thorn of Magic",1960,1;
+ else
+ monster "5@tower",84,85,"Thorn of Pureness",1961,1;
+ end;
+}
+// This looks like debug? Disabled.
+/*
+5@tower,71,1,0 script #Manager Mode5 844,{
+ mes "This NPC manages the crystal on the 100th Floor. Please enter the password.";
+ input .@inputstr$;
+ next;
+ if (.@inputstr$ == "dmc2008") {
+ donpcevent instance_npcname("Lucid Crystal#102", instance_id())+"::OnEnable";
+ mes "The 100th Floor's crystal has been activated.";
+ }
+ else
+ mes "Please enter the correct password.";
+ close;
+} */
+
+// Floor 101
+6@tower,45,89,2 script Spring of Life#1 844,{
+ set .@pc_hp,MaxHp-Hp;
+ set .@pc_sp,MaxSp-Sp;
+ mes "^0066ffYou took a sip of the spring's clear water, and you feel invigorated.^000000";
+ percentheal .@pc_hp,.@pc_sp;
+ close;
+
+OnInstanceInit:
+ donpcevent instance_npcname("Spring of Life#2", instance_id())+"::OnEnable";
+ end;
+
+}
+
+6@tower,45,89,2 script Spring of Life#2 844,{
+ end;
+
+OnEnable:
+ specialeffect EF_BUBBLE;
+ initnpctimer;
+ end;
+
+OnTimer2000:
+ stopnpctimer;;
+ donpcevent instance_npcname("Spring of Life#3", instance_id())+"::OnEnable";
+ end;
+}
+
+6@tower,45,89,2 script Spring of Life#3 844,{
+ end;
+
+OnEnable:
+ specialeffect EF_BUBBLE;
+ initnpctimer;
+ end;
+
+OnTimer2000:
+ stopnpctimer;
+ donpcevent instance_npcname("Spring of Life#2", instance_id())+"::OnEnable";
+ end;
+}
+
+6@tower,32,100,0 warp 102FGate102tower 2,2,6@tower,155,64
+
+6@tower,156,151,2 script Tyrant's Throne# 844,{
+ end;
+
+OnInstanceInit:
+ areamonster "6@tower",154,73,156,75,"Anopheles",1627,10,instance_npcname("Tyrant's Throne#", instance_id())+"::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ set .@mob_dead_num,mobcount("6@tower",instance_npcname("Tyrant's Throne#", instance_id())+"::OnMyMobDead");
+ if (.@mob_dead_num < 1) {
+ donpcevent instance_npcname("#1st Beeper", instance_id())+"::OnEnable";
+ disablenpc instance_npcname("Tyrant's Throne#", instance_id());
+ }
+ end;
+}
+
+6@tower,156,151,2 script #1st Beeper 844,{
+ end;
+
+OnEnable:
+ initnpctimer;
+ end;
+
+OnTimer500:
+ instance_announce 0,"Guests, huh? I hope you've come here knowing that you'll be buried in this place. If you didn't know, well... it's too late!",bc_map,"0x00ffcc";
+ end;
+
+OnTimer5500:
+ instance_announce 0,"This is why you adventurers always end up dead.",bc_map,"0x00ffcc";
+ end;
+
+OnTimer10500:
+ instance_announce 0,"I may applaud you for your courage... Of course, I intend to play with you a little bit first.",bc_map,"0x00ffcc";
+ end;
+
+OnTimer15500:
+ instance_announce 0,"You know, I like watching humans running around in fear.",bc_map,"0x00ffcc";
+ end;
+
+OnTimer20500:
+ instance_announce 0,"Let's see who runs fastest. Are you ready?",bc_map,"0x00ffcc";
+ stopnpctimer;
+ areamonster "6@tower",151,66,153,106,"Bone Guardian",1152,50,instance_npcname("#1st Beeper", instance_id())+"::OnMyMobDead";
+ areamonster "6@tower",158,66,160,106,"Bone Guardian",1152,50,instance_npcname("#1st Beeper", instance_id())+"::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ set .@mob_dead_num,mobcount("6@tower",instance_npcname("#1st Beeper", instance_id())+"::OnMyMobDead");
+ if (.@mob_dead_num < 1) {
+ donpcevent instance_npcname("#2nd Beeper", instance_id())+"::OnEnable";
+ //SetItemPartyInMap in_102floor 101
+ }
+ else
+ instance_announce 0,"Remaining Targets " + .@mob_dead_num + "ea",bc_map,"0x00ff99";
+ end;
+}
+
+6@tower,156,151,2 script #2nd Beeper 844,{
+ end;
+
+OnEnable:
+ initnpctimer;
+ end;
+
+OnTimer500:
+ instance_announce 0,"Well, I guess they aren't too challenging for you.",bc_map,"0x00ffcc";
+ end;
+
+OnTimer5500:
+ instance_announce 0,"Let's speed up a little bit, shall we?",bc_map,"0x00ffcc";
+ end;
+
+OnTimer10500:
+ instance_announce 0,"I demand an encore!",bc_map,"0x00ffcc";
+ stopnpctimer;
+ areamonster "6@tower",151,66,153,106,"Wind Guardian",1263,30,instance_npcname("#2nd Beeper", instance_id())+"::OnMyMobDead";
+ areamonster "6@tower",158,66,160,106,"Wind Guardian",1263,30,instance_npcname("#2nd Beeper", instance_id())+"::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ set .@mob_dead_num,mobcount("6@tower",instance_npcname("#2nd Beeper", instance_id())+"::OnMyMobDead");
+ if (.@mob_dead_num < 1) {
+ donpcevent instance_npcname("#3rd Beeper", instance_id())+"::OnEnable";
+ //SetItemPartyInMap in_102floor 102
+ }
+ else
+ instance_announce 0,"Remaining Targets " + .@mob_dead_num + "ea",bc_map,"0x00ff99";
+ end;
+}
+
+6@tower,156,151,2 script #3rd Beeper 844,{
+ end;
+
+OnEnable:
+ initnpctimer;
+ end;
+
+OnTimer500:
+ instance_announce 0,"Yes, this is getting exciting!",bc_map,"0x00ffcc";
+ end;
+
+OnTimer5500:
+ instance_announce 0,"I'll remember you as one of a few that have managed to entertain me.",bc_map,"0x00ffcc";
+ end;
+
+OnTimer10500:
+ instance_announce 0,"How would you like to play one more round?",bc_map,"0x00ffcc";
+ stopnpctimer;
+ areamonster "6@tower",151,66,153,106,"Sword Edge Guardian",1132,20,instance_npcname("#3rd Beeper", instance_id())+"::OnMyMobDead";
+ areamonster "6@tower",158,66,160,106,"Sword Edge Guardian",1132,20,instance_npcname("#3rd Beeper", instance_id())+"::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ set .@mob_dead_num,mobcount("6@tower",instance_npcname("#3rd Beeper", instance_id())+"::OnMyMobDead");
+ if (.@mob_dead_num < 1) {
+ donpcevent instance_npcname("#4th Beeper", instance_id())+"::OnEnable";
+ //SetItemPartyInMap in_102floor 103
+ }
+ else
+ instance_announce 0,"Remaining Targets " + .@mob_dead_num + "ea",bc_map,"0x00ff99";
+ end;
+}
+
+6@tower,156,151,2 script #4th Beeper 844,{
+ end;
+
+OnEnable:
+ initnpctimer;
+ end;
+
+OnTimer500:
+ instance_announce 0,"Okay, the time has come to make my appearance!",bc_map,"0x00ffcc";
+ end;
+
+OnTimer5500:
+ instance_announce 0,"Do you want to know who I am?",bc_map,"0x00ffcc";
+ end;
+
+OnTimer10500:
+ instance_announce 0,"You'll soon know. Mine is the face of death!",bc_map,"0x00ffcc";
+ stopnpctimer;
+ monster "6@tower",156,147,"Nacht Sieger",1956,1,instance_npcname("#4th Beeper", instance_id())+"::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ donpcevent instance_npcname("Lost Soul#102", instance_id())+"::OnEnable";
+ end;
+}
+
+6@tower,169,127,2 script Lost Soul#102 796,{
+ if (checkweight(1201,1) == 0) {
+ mes "You're carrying too much stuff. Why don't you put some of it away, and then come back?";
+ close;
+ }
+ mes "[Lost Souls]";
+ mes "It's you that have liberated us from the evil Nacht Sieger.";
+ next;
+ mes "[Lost Souls]";
+ mes "Thank you so much. Now we can escape from this cold and dark place... to heaven.";
+ next;
+ if ((countitem(13412) > 0) && (countitem(13413) > 0)) {
+ mes "[Lost Souls]";
+ mes "Hey, you have the remnants of Nacht Sieger with you.";
+ next;
+ mes "[Lost Souls]";
+ mes "They may appear to be one-handed swords, but I can put them together to make a two-handed one if you want. That's the only way I can repay you for freeing me.";
+ next;
+ switch(select("Make a Two-Handed Sword.:No, thanks.")) {
+ case 1:
+ mes "[Lost Souls]";
+ mes "Good, then I'll combine these to create a two-handed sword.";
+ next;
+ delitem 13412,1; //Twin_Edge_B
+ delitem 13413,1; //Twin_Edge_R
+ getitem 1185,1; //Violet_Fear
+ mes "[Lost Souls]";
+ mes "I'd like to talk to you more, but I've... I've got to go now.";
+ next;
+ break;
+ case 2:
+ mes "[Lost Souls]";
+ mes "I see. I guess you aren't as greedy or ambitious as those other adventurers.";
+ next;
+ mes "[Lost Souls]";
+ mes "I'd like to talk to you more, but I've... I've got to go now.";
+ next;
+ break;
+ }
+ }
+ mes "[Lost Souls]";
+ mes "Farewell, young adventurer. I wish you good luck.";
+ close2;
+ warp "alberta",223,36;
+ end;
+
+OnInstanceInit:
+ disablenpc instance_npcname("Lost Soul#102", instance_id());
+ end;
+
+OnEnable:
+ initnpctimer;
+ enablenpc instance_npcname("Lost Soul#102", instance_id());
+ donpcevent instance_npcname("#Effect30", instance_id())+"::OnEnable";
+ //SetItemPartyInMap in_102floor 104
+ end;
+
+OnTimer500:
+ instance_announce 0,"This... This can't be happening! I can't be defeated!",bc_map,"0xffff00";
+ end;
+
+OnTimer5500:
+ instance_announce 0,"Nooo! My soul... My shell...! Nooo~!",bc_map,"0xffff00";
+ end;
+
+OnTimer10500:
+ instance_announce 0,"Nacht Sieger's body has turned into dark ashes that scattered in the wind.",bc_map,"0x00ffcc";
+ stopnpctimer;
+ end;
+}
+
+6@tower,169,127,2 script #Effect30 844,{
+ end;
+
+OnInstanceInit:
+ disablenpc instance_npcname("#Effect30", instance_id());
+ end;
+
+OnEnable:
+ specialeffect EF_CONE;
+ initnpctimer;
+ end;
+
+OnTimer1000:
+ stopnpctimer;
+ donpcevent instance_npcname("#Effect31", instance_id())+"::OnEnable";
+ end;
+}
+
+6@tower,169,127,2 script #Effect31 844,{
+ end;
+
+OnInstanceInit:
+ disablenpc instance_npcname("#Effect31", instance_id());
+ end;
+
+OnEnable:
+ specialeffect EF_CONE;
+ initnpctimer;
+ end;
+
+OnTimer1000:
+ stopnpctimer;
+ donpcevent instance_npcname("#Effect30", instance_id())+"::OnEnable";
+ end;
+}
diff --git a/npc/pre-re/instances/NydhoggsNest.txt b/npc/pre-re/instances/NydhoggsNest.txt
new file mode 100644
index 000000000..1afecc123
--- /dev/null
+++ b/npc/pre-re/instances/NydhoggsNest.txt
@@ -0,0 +1,2827 @@
+//===== rAthena Script =======================================
+//= Nidhoggr's Nest
+//===== By: ==================================================
+//= L0ne_W0lf, various sources
+//===== Current Version: =====================================
+//= 1.4
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Nidhoggr's Nest Instance
+//===== Additional Comments: =================================
+//= 1.0 First version.
+//= 1.1 Minor dialog updates.
+//= 1.2 No longer glitches when anyone but party leader talks to the first NPC.
+//= 1.3 Added 'instance_check_party' command to the script for proper checking if
+//= the invoking party meets the requirements to join the Memorial Dungeon.
+//= 1.4 Cleaning. [Euphy]
+//============================================================
+
+nyd_dun02,100,201,3 script Yggdrasil Gatekeeper 111,8,8,{
+ if (ins_nyd == 0) {
+ mes "A great stone gate stands before you. The sculpture of a terrible dragon spreads its powerful looking wings.";
+ next;
+ mes "Near the bottom of the gate, Laphine tribeswomen have been turned to stone and now look like they are part of the great door.";
+ next;
+ switch(select("Move closer to look more carefully.:Step back.")) {
+ case 1:
+ if (ep13_1_edq == 14) {
+ specialeffect2 EF_HOLYHIT;
+ pushpc 3,3;
+ set ep13_1_edq,15;
+ mes "A mysterious power prevents you from getting too close. It looks like there is something strong beyond the door...";
+ next;
+ mes "Perhaps there's a great hidden secret beyond the gate, beyond expectation.";
+ next;
+ mes "It would be better to go back to camp and inform the others and ask for help.";
+ set ins_nyd,1;
+ close;
+ }
+ else if (ep13_1_edq == 15) {
+ specialeffect2 EF_HOLYHIT;
+ pushpc 3,3;
+ mes "A mysterious power prevents you from getting too close. It looks like there is something strong beyond the door...";
+ next;
+ mes "Perhaps there's a great hidden secret beyond the gate, beyond expectation.";
+ next;
+ mes "It would be better to go back to camp and inform the others and ask for help.";
+ set ins_nyd,1;
+ close;
+ }
+ else {
+ specialeffect2 EF_HOLYHIT;
+ pushpc 3,3;
+ mes "A mysterious power prevents you from getting too close. It looks like there is something strong beyond the door...";
+ next;
+ mes "Perhaps there's a great hidden secret beyond the gate, beyond expectation.";
+ next;
+ mes "It would be better to go back to camp and inform the others and ask for help.";
+ next;
+ mes "You'll have to obtain the others trust in the expendition camp by working hard.";
+ set ins_nyd,1;
+ close;
+ }
+ case 2:
+ close;
+ }
+ }
+ else if (ins_nyd == 1) {
+ mes "A mysterious power prevents you from getting too close. It looks like there is something strong beyond the door...";
+ next;
+ mes "Perhaps there's a great hidden secret beyond the gate, beyond expectation.";
+ next;
+ mes "It would be better to go back to camp and inform the others and ask for help.";
+ if (ep13_1_edq == 14 || ep13_1_edq == 15) {
+ set ep13_1_edq,15;
+ close;
+ }
+ else {
+ next;
+ mes "You'll have to obtain the others trust in the expendition camp by working hard.";
+ close;
+ }
+ }
+ else if (ins_nyd == 111 || ins_nyd == 112) {
+ specialeffect2 EF_CHANGECOLD;
+ mes "The strange sensation surrounding your body has disappeared";
+ next;
+ mes "When you touch the stone gate, you hear a commanding voice.";
+ next;
+ mes "[??????]";
+ mes "Wingless one... Our promised words...";
+ next;
+ switch(select("'Guardian's spell'!:Take a step back.")) {
+ case 1:
+ mes "[??????]";
+ mes "Promised words... Guardian's spell... proof of their existence.";
+ next;
+ mes "[Yggdrasil Gatekeeper]";
+ mes "In the name of Yggdrasiliad, I will accept you as a servant of the Guardian.";
+ next;
+ specialeffect2 EF_CHANGECOLD;
+ set ins_nyd,200;
+ mes "[Yggdrasil Gatekeeper]";
+ mes "I accept your entrance through the Guardian's gate. You are now considered a faithful servant of the Guardian Nidhoggur.";
+ next;
+ mes "The voice has disappeared, and the dark power is calming down from behind the stone gate.";
+ close;
+ case 2:
+ close;
+ }
+ }
+ else if (ins_nyd == 131 || ins_nyd == 132 || ins_nyd > 199) {
+ set .@ins_nyd_check,checkquest(3135,PLAYTIME); // 3 Day cooldown
+ set .@ins_nyd_check2,checkquest(3136,PLAYTIME); // 4 Hour play limit
+ if (.@ins_nyd_check == -1) {
+ mes "As I put my hands on the stone gate, a voice sounded from the depth of my heart.";
+ next;
+ mes "[Yggdrasil Gatekeeper]";
+ mes "The loyal servants of the Guardian... what can I do for you?";
+ next;
+ switch(select("Please allow me to enter.:I want to go in.:I want to leave.")) {
+ case 1:
+ set .@party,getcharid(1);
+ set .@leader,getpartyleader(.@party,2);
+ set .@md_name$,"Nidhoggur's Nest";
+
+ if(!instance_check_party(.@party,2,70)){
+ mes "I'm sorry but your Party does not meet the requirements to join the Memorial Dungeon.";
+ close;
+ }
+
+ if (.@leader == getcharid(0)) {
+ set .@instance, instance_create(.@md_name$, .@party);
+ if (.@instance < 0) {
+ mes "[Yggdrasil Gatekeeper]";
+ mes "The Guardian seems to wish to be alone. I will go in and check, please wait out here.";
+ close;
+ }
+ else {
+ for( set .@i, 1; .@i <= 2; set .@i, .@i + 1 ) {
+ if( instance_attachmap(.@i + "@nyd", .@instance) == "" )
+ break;
+ }
+ if( .@i < 2 ) {
+ instance_destroy(.@instance);
+ close;
+ }
+ instance_attach(.@instance);
+ instance_set_timeout 144000,300,.@instance;
+ instance_init(.@instance);
+
+ // Spawn standard mobs
+ donpcevent instance_npcname("ins_nyd1_spawn_mobs", instance_id())+"::OnInstanceInit";
+ donpcevent instance_npcname("ins_nyd2_spawn_mobs", instance_id())+"::OnInstanceInit";
+ // Activate Floor 1
+ donpcevent instance_npcname("nyd_call_mon_1", instance_id())+"::OnInstanceInit";
+ donpcevent instance_npcname("ins_nyd_1f_timer", instance_id())+"::OnInstanceInit";
+ donpcevent instance_npcname("nyd_to2f_warp", instance_id())+"::OnInstanceInit";
+ // Active Floor 2
+ donpcevent instance_npcname("nyd_2f_enter_broad", instance_id())+"::OnInstanceInit";
+ donpcevent instance_npcname("nyd_2f_boss_enter", instance_id())+"::OnInstanceInit";
+ donpcevent instance_npcname("nyd_2f_boss_enter_call", instance_id())+"::OnInstanceInit";
+ donpcevent instance_npcname("nyd_2f_boss_enter_logic", instance_id())+"::OnInstanceInit";
+ donpcevent instance_npcname("World Tree Yggdrasil#2F", instance_id())+"::OnInstanceInit";
+ donpcevent instance_npcname("nyd_2f_red", instance_id())+"::OnInstanceInit";
+ donpcevent instance_npcname("nyd_2f_red_c", instance_id())+"::OnInstanceInit";
+ donpcevent instance_npcname("nyd_2f_red_warp1", instance_id())+"::OnInstanceInit";
+ donpcevent instance_npcname("nyd_2f_red_warp2", instance_id())+"::OnInstanceInit";
+ donpcevent instance_npcname("nyd_2f_red_warp3", instance_id())+"::OnInstanceInit";
+ donpcevent instance_npcname("nyd_2f_white", instance_id())+"::OnInstanceInit";
+ donpcevent instance_npcname("nyd_2f_white_c", instance_id())+"::OnInstanceInit";
+ donpcevent instance_npcname("nyd_2f_white_warp1", instance_id())+"::OnInstanceInit";;
+ donpcevent instance_npcname("nyd_2f_white_warp2", instance_id())+"::OnInstanceInit";;
+ donpcevent instance_npcname("nyd_2f_white_warp3", instance_id())+"::OnInstanceInit";;
+ donpcevent instance_npcname("nyd_2f_yellow", instance_id())+"::OnInstanceInit";
+ donpcevent instance_npcname("nyd_2f_yellow_c", instance_id())+"::OnInstanceInit";
+ donpcevent instance_npcname("nyd_2f_yellow_warp1", instance_id())+"::OnInstanceInit";
+ donpcevent instance_npcname("nyd_2f_yellow_warp2", instance_id())+"::OnInstanceInit";
+ donpcevent instance_npcname("nyd_2f_yellow_warp3", instance_id())+"::OnInstanceInit";
+ donpcevent instance_npcname("nyd_2f_green", instance_id())+"::OnInstanceInit";
+ donpcevent instance_npcname("nyd_2f_green_c", instance_id())+"::OnInstanceInit";
+ donpcevent instance_npcname("nyd_2f_green_warp1", instance_id())+"::OnInstanceInit";
+ donpcevent instance_npcname("nyd_2f_green_warp2", instance_id())+"::OnInstanceInit";
+ donpcevent instance_npcname("nyd_2f_green_warp3", instance_id())+"::OnInstanceInit";
+
+ mes "[Yggdrasil Gatekeeper]";
+ mes "I've recorded your request, are you ready to go inside?";
+ next;
+ mes "[Yggdrasil Gatekeeper]";
+ mes "If you are ready, I will allow you to enter.";
+ close;
+ }
+ }
+ else {
+ mes "[Yggdrasil Gatekeeper]";
+ mes "When you touch the stone gate, you can hear the voice in your heart.";
+ next;
+ mes "[Yggdrasil Gatekeeper]";
+ mes "Where are the other servants, so you can work together? Each servant cannot be admitted here individually...";
+ next;
+ mes "[Yggdrasil Gatekeeper]";
+ mes "Come with at least 1 more servant... Only party leaders can accept admission to Nidhoggur's Nest.";
+ next;
+ mes "[Yggdrasil Gatekeeper]";
+ mes "And only 1 representative of you needs to talk to me, so don't annoy me...";
+ close;
+ }
+ case 2:
+ if (.@ins_nyd_check2 < 2) { // Added check to avoid people from re-partting up.
+ set .@party,getcharid(1);
+ set .@leader,getpartyleader(.@party,2);
+ set .@p_name$,getpartyname(.@party);
+ set .@p_name2$,strcharinfo(0);
+ set .@md_name$,"Nidhoggur's Nest";
+
+ if(!instance_check_party(.@party,2,70)){
+ mes "I'm sorry but your Party does not meet the requirements to join the Memorial Dungeon.";
+ close;
+ }
+
+ if (has_instance("1@nyd") == "") {
+ mes "[Yggdrasil Gatekeeper]";
+ mes "You did not request for entrance. Please let your leader request entrance.";
+ close;
+ }
+ if((party_instance_id2 != 0) && (party_instance_id2 != getcharid(1))) {
+ //Custom
+ mes "[Yggdrasil Gatekeeper]";
+ mes "You are no longer able to enter Nidhogger's Nest, as your instance has expired.";
+ next;
+ mes "[Yggdrasil Gatekeeper]";
+ mes "After Nidhoggur's Shadow disappears, at least 3 days is needed for stabilizing.";
+ close;
+ }
+ else {
+ mapannounce "nyd_dun02", .@p_name$ + "'s Party member " + .@p_name2$ + " has entered " + .@md_name$,bc_map,"0x00ff99";
+ set party_instance_id2,getcharid(1);
+ if (checkquest(3135) == -1) setquest 3135;
+ if (checkquest(3136) == -1) setquest 3136;
+ warp "1@nyd",32,37;
+ close;
+ }
+ }
+ else {
+ //Custom
+ mes "[Yggdrasil Gatekeeper]";
+ mes "You are no longer able to enter Nidhogger's Nest, as your instance has expired.";
+ next;
+ mes "[Yggdrasil Gatekeeper]";
+ mes "After Nidhoggur's Shadow disappears, at least 3 days is needed for stabilizing.";
+ close;
+ }
+ case 3:
+ close;
+ }
+ }
+ else if (.@ins_nyd_check == 0 || .@ins_nyd_check == 1) {
+ mes "[Yggdrasil Gatekeeper]";
+ mes "With the defeat of Nidhoggur's Shadow, the roots of the World Tree Yggdrasil are also affected.";
+ next;
+ mes "[Yggdrasil Gatekeeper]";
+ mes "After Nidhoggur's Shadow disappears, at least 3 days is needed for stabilizing.";
+ close;
+ }
+ else if (.@ins_nyd_check == 2) {
+ mes "[Yggdrasil Gatekeeper]";
+ mes "The World Tree Yggdrasil has stabilized. Would you like to enter Nidhoggur's Nest again?";
+ next;
+ mes "[Yggdrasil Gatekeeper]";
+ mes "If you would like to enter again, please register with me.";
+ set party_instance_id2,0;
+ erasequest 3135;
+ erasequest 3136;
+ set 'ins_nyd2,0;
+ close;
+ }
+ else {
+ close;
+ }
+ }
+ else {
+ mes "A great stone gate stands before you. The sculpture of a terrible dragon spreads its powerful looking wings.";
+ next;
+ mes "Near the bottom of the gate, Laphine tribeswomen have been turned to stone and now look like they are part of the great door.";
+ next;
+ switch(select("Move closer to look more carefully.:Step back.")) {
+ case 1:
+ specialeffect2 EF_HOLYHIT;
+ pushpc 3,3;
+ mes "A mysterious power prevents you from getting too close. It looks like there is something strong beyond the door...";
+ next;
+ mes "Perhaps there's a great hidden secret beyond the gate, beyond expectation.";
+ close;
+ case 2:
+ close;
+ }
+ }
+ close;
+
+OnTouch_:
+ if (ins_nyd == 0) {
+ specialeffect2 EF_CHANGECOLD;
+ specialeffect EF_CHANGECOLD,"Yggdrasil Gatekeeper";
+ }
+ end;
+}
+
+mid_camp,271,299,3 script Historian Magnifier#edq 755,3,3,{
+ mes "[Historian Magniffer]";
+ if (ins_nyd == 1) {
+ mes "Sure, the mainland also has lots of interesting adventures... Hello, I am Magnifier, a historian dispatched from the Prontera royal court.";
+ next;
+ mes "[Historian Magniffer]";
+ mes "Finding another line of work might make for a really worthy job, but only a historian gets to know the world over..";
+ next;
+ mes "[Historian Magniffer]";
+ mes "How this world is organized... and the way of the future! With our studies of the past and present we can predict what is to come.";
+ next;
+ mes "[Historian Magniffer]";
+ mes "We are expecting a lot from you, expert adventurer. So, if you find anything... just tell me.";
+ close;
+ }
+ else if (ins_nyd == 2) {
+ mes "Does Commander Agip want to talk to me? Let's listen to his story.";
+ next;
+ mes "[Historian Magniffer]";
+ mes "Did you find the cave that the fairy tribes treat as a holy place? You are a really tough cookie. What did you find?";
+ next;
+ mes "[Historian Magnifier]";
+ mes "...";
+ next;
+ mes "... ...";
+ next;
+ mes "[Historian Magnifier]";
+ mes "Wait a second... I have a brilliant idea.";
+ next;
+ mes "[Historian Magnifier]";
+ mes "Let's see... This book... No... this one...? Hmm... Maybe this...";
+ next;
+ mes "[Historian Magnifier]";
+ mes "...";
+ next;
+ mes "[Historian Magnifier]";
+ mes "... ...";
+ next;
+ mes "[Historian Magnifier]";
+ mes "Oh, here it is! World Tree Yggdrasil and God's tribes... This is their book!";
+ next;
+ mes "[Historian Magnifier]";
+ mes "Maybe you found the central line to enter into the World Tree Yggdrasil!";
+ next;
+ mes "[Historian Magnifier]";
+ mes "If that's true, you've found the greatest discovery since the harnessing of mana. Isn't this exciting?";
+ next;
+ mes "[Historian Magnifier]";
+ mes "But we need a lot more information... Are they refusing you admission?";
+ next;
+ mes "[Historian Magnifier]";
+ mes "I will send a message to my assistant who is in the Prontera Library. So, help her find more information.";
+ next;
+ mes "[Historian Magnifier]";
+ mes "I will definitely help you find a way to enter the World Tree directly so, just believe in me! Okay~!!";
+ set ins_nyd,3;
+ close;
+ }
+ else if (ins_nyd == 3) {
+ mes "Why are you standing there? Go to my assistant in the Prontera Library!";
+ close;
+ }
+ else if (ins_nyd == 4) {
+ mes "You've come back... Good, how's Naomi? Actually, I don't need to worry about her. She is always cheerful. Haha.";
+ next;
+ mes "[Historian Magnifier]";
+ mes "You look like you have a lot on your mind... Your face is full of curiosity and questions.";
+ next;
+ mes "[Historian Magnifier]";
+ mes "So, did you read the whole story that I have prepared?";
+ next;
+ switch(select("Not yet.:I read all the stories.")) {
+ case 1:
+ mes "[Historian Magnifier]";
+ mes "Sheesh~ I prepared these stories for you carefully, but you didn't bother to check anything out did you?";
+ next;
+ mes "[Historian Magnifier]";
+ mes "It would be better if you returned after reading all of them. That's very basic data of what we should do for the future.";
+ close;
+ case 2:
+ mes "[Historian Magnifier]";
+ mes "Hm, good job. Maybe I don't need to check anything else, right?";
+ next;
+ mes "[Historian Magnifier]";
+ mes "I sent you to figure out which basic materials will be needed for the jobs ahead of us. You should bring research reports...";
+ next;
+ mes "[Historian Magnifier]";
+ mes "You might complain about why I didn't bring any myself... That's because I trust your abilities, don't ever take anything for granted.";
+ next;
+ mes "[Historian Magnifier]";
+ mes "But a while ago, while you were tranferring reports from Commander Agip to the mainland, you lost those reports... remember?";
+ next;
+ mes "[Historian Magnifier]";
+ mes "So far, nothing's come up... Was it that somebody attacked you?";
+ next;
+ mes "[Historian Magnifier]";
+ mes "Somehow, the truth will come out, but we should be careful of shocking the natives if we go there unannounced and they're not prepared for our arrival.";
+ next;
+ mes "[Historian Magnifier]";
+ mes "I've talked too much... Anyway, as you know through my report, you've found a great thing!";
+ next;
+ mes "[Historian Magnifier]";
+ mes "Firstly, we should find out more about the place. I expect we can, but... we can't do much without help from others.";
+ next;
+ mes "[Historian Magnifier]";
+ mes "I have heard about recent expeditions of adventurers that have tried to contact the tribes... Have you heard anything about this?";
+ next;
+ mes "[Historian Magnifier]";
+ mes "Anyway, let's try to contact them first, to be clear about any caves or treasures.";
+ next;
+ mes "[Historian Magnifier]";
+ mes "For now, you try to contact the Sapha and Laphine tribes, and try to extract information from them.";
+ next;
+ mes "[Historian Magnifier]";
+ mes "I'll also keep searching here. If you find anything, come back and let me know.";
+ set ins_nyd,5;
+ close;
+ }
+ }
+ else if ((ins_nyd == 5) || (ins_nyd == 51) || (ins_nyd == 52)) {
+ mes "Okay, let's try to contact them first, to be clear about any caves or treasures.";
+ next;
+ mes "[Historian Magnifier]";
+ mes "For now, you try to contact the Sapha and Laphine tribes, and try to extract more information.";
+ next;
+ mes "[Historian Magnifier]";
+ mes "I'll also keep searching here. If you find anything, come back and let me know.";
+ close;
+ }
+ else if ((ins_nyd == 61) || (ins_nyd == 62)) {
+ mes "Ah, you've come at a proper time. I found a curious thing while looking for reports from Arunafeltz.";
+ next;
+ mes "[Historian Magnifier]";
+ mes "Right now, we are standing on part of one of the roots of the World Tree Yggdrasil.";
+ next;
+ mes "[Historian Magnifier]";
+ mes "This spot is connected to World Tree by the root. I think we can expect confrontations between the Sapha and Laphine here eventually, don't you think?";
+ next;
+ mes "[Historian Magnifier]";
+ mes "As I expected, the cave is the entrance to go to one of Yggdrasil's roots...";
+ next;
+ mes "[Historian Magnifier]";
+ mes "Did you find anything about the Sapha and Laphine?";
+ next;
+ mes "...";
+ next;
+ mes "... ...";
+ next;
+ mes "[Historian Magnifier]";
+ mes "Both sides act ambiguously, so... I'm getting worried...";
+ next;
+ mes "[Historian Magnifier]";
+ mes "The two tribes have some trouble amongst their top leaders. It's not anything official, but...";
+ next;
+ mes "[Historian Magnifier]";
+ mes "Let's report to Commander Agip about the situation so far. Then, we wait on his decision.";
+ set ins_nyd,7;
+ close;
+ }
+ else if ((ins_nyd == 7) || (ins_nyd == 8)) {
+ mes "Report to Commander Hibba Agip about what we have discovered, since time is dependent on his decision.";
+ close;
+ }
+ else if ((ins_nyd == 121) || (ins_nyd == 122) || (ins_nyd == 131) || (ins_nyd == 132) || (ins_nyd ==14)) {
+ mes "So that's how it is... we were right about some parts of it... it's called the Guardian's Nest.";
+ next;
+ mes "[Historian Magnifier]";
+ mes "We have gained a large amount of knowledge today, but...";
+ next;
+ mes "[Historian Magnifier]";
+ mes "What we have figured out... how is it going to influence mankind? It's so unpredictable...";
+ next;
+ mes "[Historian Magnifier]";
+ mes "This is only the beginning...we will be quite busy from now on.";
+ next;
+ mes "[Historian Magnifier]";
+ mes "First, report to Commander Agip, then act according to the situation. Let me organize my research findings...";
+ close;
+ }
+ else {
+ mes "Sure, the mainland also has lots of interesting adventures... Hello, I am Magnifier, a historian dispatched from the Prontera royal court.";
+ next;
+ mes "[Historian Magnifier]";
+ mes "Finding another line of work might make for a really worthy job, but only a historian gets to know the world over..";
+ next;
+ mes "[Historian Magnifier]";
+ mes "How this world is organized... and the way of the future! With our studies of the past and present we can predict what is to come.";
+ next;
+ mes "[Historian Magnifier]";
+ mes "We are expecting a lot from you, expert adventurer. So, if you find anything... just tell me.";
+ close;
+ }
+}
+
+prt_in,171,94,3 script Assistant Naomi#edq 893,3,3,{
+ mes "[Assistant Naomi]";
+ set .@name$,strcharinfo(0);
+ if (ins_nyd == 3) {
+ mes "The doctor never ever tries to come back, and there're too many things to do... How can I do it all...";
+ next;
+ mes "[Assistant Naomi]";
+ mes "Hey, you. Please move these books. Put them into shelf 3 row B.";
+ next;
+ mes "["+.@name$+"]";
+ mes "Ah...um..I...am...";
+ next;
+ mes "[Assistant Naomi]";
+ mes "Don't you see I am too busy? Don't hesitate. Just do it.";
+ next;
+ switch(select("Look busy, and take a step back.:Help her just this once.")) {
+ case 1:
+ mes "[Assistant Naomi]";
+ mes "Gosh! Where is-? Where did-? Ugh! It's so difficult!";
+ close;
+ case 2:
+ mes "[Assistant Naomi]";
+ mes "Ah... if you're done moving those, then these should go in shelf 3 row B.";
+ next;
+ mes "["+.@name$+"]";
+ mes "Ah...I...see...";
+ next;
+ mes "[Assistant Naomi]";
+ mes "Now, I am almost done... Who are you? Are you a new assistant to Dr. Magnifier?";
+ next;
+ mes "["+.@name$+"]";
+ mes "He asked me to bring some reports. Didn't he say anything?";
+ next;
+ mes "[Assistant Naomi]";
+ mes "Hmm... I haven't seen him in over a year! What's he doing now?";
+ next;
+ mes "["+.@name$+"]";
+ mes "He said that he would send a message to you... didn't you get it?";
+ next;
+ mes "[Assistant Naomi]";
+ mes "Message? ...Let's see... I never expected him to write a message...";
+ next;
+ mes "[Assistant Naomi]";
+ mes "I will check the mailbox, wait a minute. If you get bored read those books.";
+ next;
+ mes "...";
+ next;
+ mes "... ...";
+ next;
+ mes "It's too messy due to lots of stacked books and files. Dr. Magnifier looks like he has a ton of reports.";
+ next;
+ mes "["+.@name$+"]";
+ mes "'Birth of the World', 'The Fiction of Odin's Myth', 'God's Battle Then After', 'Dreams of the Tribes'. There are a variety of books...";
+ next;
+ mes "...";
+ next;
+ mes "[Assistant Naomi]";
+ mes "Oh, sorry I took so long. There was too much mail, so it took me a while to find stuff.";
+ next;
+ mes "[Assistant Naomi]";
+ mes "He has sent me mail over 20 times. I did not know that...";
+ next;
+ mes "[Assistant Naomi]";
+ mes "Ah, here's the message about you. He's said to share the information on research and reports.";
+ next;
+ mes "["+.@name$+"]";
+ mes "What is the Doctor's area of expertise?";
+ next;
+ mes "[Assistant Naomi]";
+ mes "Ever since 5 years ago, he has been curious about how the world started, and so he began his search for the God of creation.";
+ next;
+ mes "[Assistant Naomi]";
+ mes "He researches combat between Odin and the Gods, and about the Gods' origins and life.";
+ next;
+ mes "["+.@name$+"]";
+ mes "So, did he already know that the Rebirth of Satan Morocc has occured before?";
+ next;
+ mes "[Assistant Naomi]";
+ mes "I can't be sure, but he thought someday it would occur. It broke out earlier than he expected though.";
+ next;
+ mes "["+.@name$+"]";
+ mes "But Rune-Midgarts approved this research?";
+ next;
+ mes "[Assistant Naomi]";
+ mes "Our academics are not a religion. And they too have curiosity about this world's history.";
+ next;
+ mes "[Assistant Naomi]";
+ mes "The combat of Odin vs. the Gods, and the God's sons and their purpose... The Doctor has researched this his whole life.";
+ next;
+ mes "["+.@name$+"]";
+ mes "But those reports haven't come out yet. Have they?";
+ next;
+ mes "[Assistant Naomi]";
+ mes "That's why he sent you here. By the way, this isn't the first time I've heard this.";
+ next;
+ mes "[Assistant Naomi]";
+ mes "After the establishment of the Rune-Midgarts Kingdom and Arunafeltz, the rumors have spread in secret about their tribes, myths, etc.";
+ next;
+ mes "[Assistant Naomi]";
+ mes "Anyway, I should make sure that you read all these books, and I'll just keep doing my work.";
+ next;
+ mes "["+.@name$+"]";
+ mes "Shouldn't I have filed the books?";
+ next;
+ mes "[Assistant Naomi]";
+ mes "The Doctor said he will pick up the books through another person. Besides, don't you need the basic information on what to do?";
+ next;
+ mes "[Assistant Naomi]";
+ mes "Before you go back to the Doctor, you had better read these books. So, I will go back to work.";
+ set ins_nyd,4;
+ close;
+ }
+ }
+ else if (ins_nyd == 4) {
+ mes "Browse around, to take a look at the books.";
+ next;
+ switch(select("Discovery of Heterogeneity:Report of Indigenous Tribes")) {
+ case 1:
+ mes "Satan Morocc has known that he didn't resurrect normally or by himself.";
+ next;
+ mes "Continuously, adventurers from Rune-Midgarts have attacked him and he is slowly losing his power. He would need more time to resurrect completely.";
+ next;
+ mes "Satan Morroc stopped to destroy the city of Morroc, turning it into a ruined desert, then started to rip the world apart.";
+ next;
+ mes "Satan Morroc was worried about those who would give chase, so he created Morocc clones to keep watch behind him.";
+ next;
+ mes "Modeled after Morocc, their appearance made it difficult to go around the time-space gap.";
+ next;
+ mes "Still the adventurers gave chase. They came from all over the world, trying to approach the Dimensional Gorge.";
+ next;
+ mes "The reports of these adventurers have been sent to representatives of all kingdoms, and an expedition team has been created to find out more information.";
+ next;
+ mes "The scientists of Schwartzwalt created a combination metal, using fragments of metals found in the dimensional gorge.";
+ next;
+ mes "The Schwaltzvalt Republic requested approval to find the source of the new metal, and since Rune-Midgart couldn't complete the test themselves, they finally accepted.";
+ next;
+ mes "They associated together to gather volunteers. The Assassin Guild was the first to volunteer.";
+ next;
+ mes "The Assassins have a terrible past with Satan Morroc, so they gathered 18 members to chase him down.";
+ next;
+ mes "About 3 hours later, all 18 members returned without any problem, and each man and woman shared the information that they had collected.";
+ next;
+ mes "They had discovered another world with a definitively different nature and environment. And indeed, people could also live there.";
+ next;
+ mes "The most surprising thing is the flow of time. The 18 assassins had stayed for about 2 weeks in there, yet they returned within 3 hours after departing.";
+ next;
+ mes "The last thing to be tested... was to send adventurers who volunteered to explore the new world.";
+ next;
+ mes "There was a flood of adventurer applications. Lots of volunteers disappeared over the dimensional gorge, and they brought back new data.";
+ next;
+ mes "The new world could support 3 completely different eco-systems dependant upon the race of people that lived there.";
+ next;
+ mes "The heterogenous phenomenon needed to be studied thoroughly and carefully in order to under the relationship between thair world and ours.";
+ next;
+ mes "Just when it was expected to be impossible to travel into a different world, the first page of a new chapter was opened.";
+ close;
+ case 2:
+ mes "Long ago, there wasn't a sun, moon, or stars; just empty earth... and Ymir was born. Then, by making sons, Ymir grew.";
+ next;
+ mes "But, his sons grew as well and he was killed by Odin, Vili, and Ve; 3 brothers, Gods, that attacked from different sides.";
+ next;
+ mes "At that time of Ymir's fall his blood flooded the world... killing all in it's path.";
+ next;
+ mes "Only Hvergelmir of the Sapha tribe escaped from this flooding of blood. And he swore vengeance in Jotunheim, which is covered with foggy snow.";
+ next;
+ mes "Currently, one of the Sapha tribe has been discovered from beyond the Dimensional Gorge.";
+ next;
+ mes "Other than the Sapha tribe, there was another tribe beyond the time-space gap, known as the Laphine.";
+ next;
+ mes "The Laphine tribes gathered as well for an expedition to explore the time-space gap and figure out the World Tree's strange symptoms and perharps a cure method.";
+ next;
+ mes "The Laphine tribe was charged with the management of Yggdrasil, to establish their lands close to Asgard, and to protect the balance of Yggdrasil's magic power.";
+ next;
+ mes "The Laphine tribe has never contacted anyone outside of Asgard. But since they found that Yggdrasil's power if weakening...";
+ next;
+ mes "They have declared they will attend to the high courts for the first time in 1000 human years, since the end of the battles of Gods vs. Magicians.";
+ close;
+ }
+ }
+ else {
+ mes "The doctor never ever tries to come back, and there're too many things to do... How can I do it all...";
+ next;
+ mes "[Assistant Naomi]";
+ mes "Don't you see that I'm too busy? Don't dawdle, just go!";
+ close;
+ }
+}
+
+splendide,198,178,3 script Grumbling Soldier#edq 447,3,3,{
+ mes "[Grumbling Soldier]";
+ if (isequipped(2782) == 1) {
+ mes "Nowadays, the world has turned unstable. I can't even fly comfortably anymore.";
+ next;
+ if (ins_nyd == 5) {
+ switch(select("What's with the cave up north?:Who are the Sapha tribesmen?:Hmm. We can talk later.")) {
+ case 1:
+ mes "[Grumbling Soldier]";
+ mes "What? If you wander around there... you might return with injuries.";
+ next;
+ mes "[Grumbling Soldier]";
+ mes "I don't know exactly how to explain it, but it's like it has a bad mood. There are lots of terrible monsters there.";
+ next;
+ mes "[Grumbling Soldier]";
+ mes "They whisper to each other, so... something is there... But I don't care...";
+ next;
+ mes "[Grumbling Soldier]";
+ mes "Might be... those Sapha tribesmen have dug in the cave before... They do have a special talent for digging.";
+ set ins_nyd,51;
+ close;
+ case 2:
+ mes "[Grumbling Soldier]";
+ mes "Oh! It is because of them that we have been living here, a lowdown and dirty city, for over one hundred years.";
+ next;
+ mes "[Grumbling Soldier]";
+ mes "They don't care if there's trouble with the Yggdrasil.";
+ next;
+ mes "[Grumbling Soldier]";
+ mes "They are surely full of bad ideas, so... they have destroyed the Yggdrasil's root.";
+ next;
+ mes "[Grumbling Soldier]";
+ mes "We are here to make sure that the Sapha don't make things worse.";
+ close;
+ case 3:
+ close;
+ }
+ }
+ else {
+ mes "[Grumbling Soldier]";
+ mes "Nowadays, the world has turned unstable. I can't even fly comfortably anymore.";
+ next;
+ mes "[Grumbling Soldier]";
+ mes "What can you expect when Manuk giants start to dig into the world to destroy the Yggdrasil...";
+ next;
+ mes "[Grumbling Soldier]";
+ mes "And the worst thing is... that strange things are strutting along the streets of the towns...";
+ next;
+ mes "[Grumbling Soldier]";
+ mes "Yes, you... What do you think about the way the government is handling this...?";
+ next;
+ mes "[Grumbling Soldier]";
+ mes "Although they ignore your track record, still, one should be careful...";
+ close;
+ }
+ }
+ else {
+ mes "SeLarsmar Di marThusVil U SeMushVohl";
+ close;
+ }
+}
+
+splendide,240,164,3 script Sighing Soldier#edq 461,3,3,{
+ mes "[Sighing Soldier]";
+ if (isequipped(2782) == 1) {
+ mes "When will we be finished with this combat with the Sapha? Ugghhhh...";
+ next;
+ if (ins_nyd == 5) {
+ switch(select("What's with the cave up north?:Who are the Sapha tribesmen?:Hmm. We can talk later.")) {
+ case 1:
+ mes "[Sighing Soldier]";
+ mes "Well... I'm not sure, but we have avoided going to that area.";
+ next;
+ mes "[Sighing Soldier]";
+ mes "Sometimes, the dispatched researchers hang around here... I feel bad that there's nothing to see... without any reason...";
+ next;
+ mes "[Sighing Soldier]";
+ mes "But the command officers make sure that there's something hidden in there.";
+ next;
+ mes "[Sighing Soldier]";
+ mes "We don't know if the monsters there are strong, so we never checked it out. But on a personal level, nobody wants to go there...";
+ set ins_nyd,51;
+ close;
+ case 2:
+ mes "[Sighing Soldier]";
+ mes "I don't know what others think about it... but we've had some trouble with our attitude against the Sapha tribes.";
+ next;
+ mes "[Sighing Soldier]";
+ mes "We didn't try to solve the problems with talk. We attacked them first.";
+ next;
+ mes "[Sighing Soldier]";
+ mes "Maybe... our command officers don't want to accept other species different than us...";
+ next;
+ mes "[Sighing Soldier]";
+ mes "Don't misunderstand... Recently, we have talked about your particular species and our commanders feel grateful to you.";
+ next;
+ mes "[Sighing Soldier]";
+ mes "Anyway... I'm just exhausted during this useless and nerve-wracking situation... Sigh.";
+ close;
+ case 3:
+ close;
+ }
+ }
+ else {
+ mes "[Sighing Soldier]";
+ mes "When will we be finished with this combat with the Sapha? Ugghhhh...";
+ next;
+ mes "[Sighing Soldier]";
+ mes "Frankly, I don't think of you or any Sapha is our enemy. Sigh...";
+ next;
+ mes "[Sighing Soldier]";
+ mes "Is there no way to resolve this by communicating? There's no meaning in useless combat! Geez.";
+ close;
+ }
+ }
+ else {
+ mes "VohlLarsmar Ha DielCyatas";
+ close;
+ }
+}
+
+spl_in01,109,60,3 script Commander Lebiordirr#edq 435,3,3,{
+ mes "[Commander Lebiordirr]";
+ if (isequipped(2782) == 1) {
+ if (ins_nyd == 51) {
+ mes "Are you...? Are you the one collecting information from my soldiers...?";
+ next;
+ mes "[Commander Lebiordirr]";
+ mes "You should be cautious. Our tribe has respected the existence of you humans but...";
+ next;
+ mes "[Commander Lebiordirr]";
+ mes "I've taken a great risk in allowing you in here. So be wary.";
+ next;
+ mes "[Commander Lebiordirr]";
+ mes "Don't attract too much attention because that would make your people look bad.";
+ next;
+ mes "[Commander Lebiordirr]";
+ mes "Now, we don't need to talk much about this, so just go back where you came from.";
+ next;
+ mes "[Commander Lebiordirr]";
+ mes "Unless you have any messages for me...? Your face says you do...";
+ next;
+ if(select("No. Nothing. We can talk later.:I intend to stay. For good reasons.")==1) close;
+ mes "[Splendide Guard]";
+ mes "Sir, I can drag this pest out right now.";
+ next;
+ mes "[Commander Lebiordirr]";
+ mes "No. Let's hear an explanation. Good? Now, if you want...";
+ next;
+ mes "[Commander Lebiordirr]";
+ mes "I have known that, recently, time has broken... so, you're here exploring for a solution, no?";
+ next;
+ mes "[Commander Lebiordirr]";
+ mes "Our tribe has respected you, so just forget about the searching and exploring around here.";
+ next;
+ mes "[Commander Lebiordirr]";
+ mes "I heard that you are to search for any treasure in the closed cave to the north.";
+ next;
+ mes "[Commander Lebiordirr]";
+ mes "That place is banned by order of the Laphine tribe. So, people can't just go there without permission.";
+ next;
+ mes "[Commander Lebiordirr]";
+ mes "If you can't follow this rule, I will stop associating with you and ban all of your people from here.";
+ next;
+ mes "[Commander Lebiordirr]";
+ mes "We still have an unstable relationship with the Sapha, we usually don't worry about outsiders.";
+ next;
+ mes "[Commander Lebiordirr]";
+ mes "Now, if you understand this, inform your friends.";
+ set ins_nyd,61;
+ close;
+ }
+ else if (ins_nyd == 61) {
+ mes "If you can't follow this rule, I will stop associating with you and ban all of your people from here.";
+ next;
+ mes "[Commander Lebiordirr]";
+ mes "We still have an unstable relationship with the Sapha, we usually don't worry about outsiders.";
+ next;
+ mes "[Commander Lebiordirr]";
+ mes "Now, if you understand this, inform your friends.";
+ close;
+ }
+ else if (ins_nyd == 81) {
+ mes "Why have you come back, outsider?";
+ next;
+ select("To ask the Laphines about exploring...");
+ mes "[Commander Lebiordirr]";
+ mes "Exploring what? Choose your words wisely?";
+ next;
+ mes "[Commander Lebiordirr]";
+ mes "Do we not understand each other? What do you want?";
+ next;
+ select("I must explore the cave.");
+ mes "[Commander Lebiordirr]";
+ mes "That means... that you are ignoring my warning? Is this your decision or are you just following orders?";
+ next;
+ select("I'm just following orders");
+ mes "[Commander Lebiordirr]";
+ mes "Are you trying to insult me on purpose, outsider?";
+ next;
+ mes "[Commander Lebiordirr]";
+ mes "Why do you want to explore? It better be a very good reason.";
+ next;
+ select("It's about Dr. Magnifier's report...");
+ mes "[Commander Lebiordirr]";
+ mes "So... What do I care about an outsider's report?";
+ next;
+ mes "[Commander Lebiordirr]";
+ mes "To protect the Yggdrasil! That's the Laphine's fate. Can you say that about yourself?";
+ next;
+ mes "[Commander Lebiordirr]";
+ mes "Do you have any proof of your birth with Odin and Yggdrasil's blessings?";
+ next;
+ mes "[Commander Lebiordirr]";
+ mes "I shouldn't say anymore. Please don't take this as being rude but, please go now!";
+ next;
+ select("Then I'll ask the Sapha for help.");
+ mes "[Commander Lebiordirr]";
+ mes "What are you talking about, outsider?";
+ next;
+ mes "[Splendide Guard]";
+ mes "Sir, I can get rid of this rude outsider if you wish?";
+ next;
+ mes "[Commander Lebiordirr]";
+ mes "No, wait... The Sapha tribesmen know the meaning of that place? Did you ask to associate with them?";
+ next;
+ mes "[Commander Lebiordirr]";
+ mes "Ah... How tricky... Are you testing us?";
+ next;
+ mes "[Splendide Guard]";
+ mes "Calm down, sir. I will throw this outsider into prison.";
+ next;
+ mes "[Commander Lebiordirr]";
+ mes "No... No, wait. Ok, I will accept it. I can accept your admission into the Holy Sekos.";
+ next;
+ mes "[Commander Lebiordirr]";
+ mes "Okay. If you are a servant of the Yggdrasil as you claim to be, I will allow you admission. But I am not responsible for your actions.";
+ next;
+ mes "[Commander Lebiordirr]";
+ mes "And make sure that if you find anything out of the ordinary in there, that you share it with us!";
+ next;
+ select("But of course!");
+ mes "[Commander Lebiordirr]";
+ mes "So... since I have agreed to allow your exploration... Arioss, help them, and take the results.";
+ next;
+ mes "[Aide Arioss]";
+ mes "Sir... are you sure? This is an invasion of the Holy Sekos...";
+ next;
+ mes "[Commander Lebiordirr]";
+ mes "Invasion is a harsh word. I am allowing them entrance. Better them than a dirty giant. It might just save our lives...";
+ next;
+ mes "[Commander Lebiordirr]";
+ mes "Here, outsider. Arioss will explain the situation with the giants. Talk with him...";
+ set ins_nyd,91;
+ close;
+ }
+ else if ((ins_nyd == 91) || (ins_nyd == 101) || (ins_nyd == 111) || (ins_nyd == 200) || (ins_nyd == 201) || (ins_nyd == 202)) {
+ mes "Outsider. Arioss here will explain the situation with the giants, talk with him...";
+ close;
+ }
+ else if ((ins_nyd == 72) || (ins_nyd == 82) || (ins_nyd == 92) || (ins_nyd == 102) || (ins_nyd == 112) || (ins_nyd == 122) || (ins_nyd == 132)) {
+ mes "Welcome to the Laphine camp in Splendide, outsider... I am Lebiordirr. I am in charge here.";
+ next;
+ mes "[Commander Lebiordirr]";
+ mes "Be cautious of your actions. We already have lots of problems with the Sapha tribe as it is.";
+ next;
+ mes "[Commander Lebiordirr]";
+ mes "If you are cautious with your actions, I won't place any harm on you. Fare well.";
+ close;
+ }
+ else if (ins_nyd == 203) {
+ mes "I was waiting for you. You came back safe, that's good news. Did you find anything?";
+ next;
+ select("Explain about the guardian Nidhoggur's leave.");
+ mes "[Commander Lebiordirr]";
+ mes "What? The Guardian is not in his nest...?";
+ next;
+ mes "[Commander Lebiordirr]";
+ mes "And because of his disppearance, the Guardian's Shadow is currently destorying the roots of the World Tree...?";
+ next;
+ mes "[Commander Lebiordirr]";
+ mes "That's unbelievable. You must be insulting the Guardian's and our pride. I did not provide you with our help for that.";
+ next;
+ mes "[Aide Arioss]";
+ mes "It's not like that, Commander, they speak the truth.";
+ next;
+ mes "[Commander Lebiordirr]";
+ mes "What are you saying? Arioss, do not forget your place as the Guardian's priest.";
+ next;
+ mes "[Aide Arioss]";
+ mes "Even though I have not seen it with my own eyes, this does explain why we lost communication with the great World Tree Yggdrasil.";
+ next;
+ mes "[Commander Lebiordirr]";
+ mes "Do not speak of His Highness, the World Tree Yggdrasil's name so lightly.";
+ next;
+ select("Pass along World Tree Yggdrasil's words.");
+ mes "[Commander Lebiordirr]";
+ mes "His Highness, the World Tree Yggdrasil, said that?";
+ next;
+ mes "[Commander Lebiordirr]";
+ mes "The reason behind all of this... is not because of the Sapha tribe, but because of the sudden leave of the Guardian? And the Guaridan has given up on his identity?";
+ next;
+ mes "[Commander Lebiordirr]";
+ mes "This must be reported... reported to the High Priest of Alfheim... Unbelievable.";
+ next;
+ mes "[Aide Arioss]";
+ mes "Commander... do we need to alert the rest of the tribe...?";
+ next;
+ mes "[Commander Lebiordirr]";
+ mes "You don't need to worry about this, Arioss. As commander, I will handle it. You just pretend nothing happened...";
+ next;
+ mes "[Commander Lebiordirr]";
+ mes "Strange one, thank you for your cooperation in such situations... Please forget what has happened today...";
+ next;
+ mes "[Commander Lebiordirr]";
+ mes "Arioss, please compensate this strange one for the help. I need to go rest...";
+ next;
+ mes "[Aide Arioss]";
+ mes "Commander...";
+ set ins_nyd,121;
+ close;
+ }
+ else if ((ins_nyd == 121) || (ins_nyd == 131)) {
+ mes "Strange one, thank you for your cooperation in such situations... Please forget what has happened today...";
+ close;
+ }
+ else {
+ mes "Welcome to the Laphine camp in Splendide, outsider... I am Lebiordirr. I am in charge here.";
+ next;
+ mes "[Commander Lebiordirr]";
+ mes "Be cautious of your actions. We already have lots of problems with the Sapha tribe as it is.";
+ next;
+ mes "[Commander Lebiordirr]";
+ mes "If you are cautious with your actions, I won't place any harm on you. Fare well.";
+ close;
+ }
+ }
+ else {
+ mes "ThusDurnah Ra SharVeldIyaz U UorAmanDur Yee neaOsaAdor Yee...";
+ close;
+ }
+}
+
+spl_in01,104,56,3 script Aide Arioss#edq 437,3,3,{
+ mes "[Aide Arioss]";
+ if (isequipped(2782) == 1) {
+ if (ins_nyd == 91) {
+ mes "Sigh, since it's Commander Lebiordirr's wish, I will cooperate with you...";
+ next;
+ mes "[Aide Arioss]";
+ mes "You want to go there to find out exactly what that place is?";
+ next;
+ mes "[Aide Arioss]";
+ mes "Alright...it's as you have assumed, a place connecting to the World Tree. It's also the Guardian's Nest.";
+ next;
+ select("Guardian's Nest?");
+ mes "[Aide Arioss]";
+ mes "Yes, that's the nest of Nidhoggur, the Guardian of the World Tree...";
+ next;
+ mes "[Aide Arioss]";
+ mes "Only a marked guardian's servant from the Laphine tribe is allowed to enter.";
+ next;
+ mes "[Aide Arioss]";
+ mes "That place was initially closed off from the public, but then the giants of the Sapha tribe turned things around...";
+ next;
+ mes "[Aide Arioss]";
+ mes "To obtain more minerals, they started to dig with madness.";
+ next;
+ mes "[Aide Arioss]";
+ mes "In the end, they have harmed a part of the World Tree's root that lies very close to their mine, and thus, the World Tree became very ill.";
+ next;
+ mes "[Aide Arioss]";
+ mes "After we have arrived here knowing the facts, the World Tree was already in a very bad state due to the many factories built by the Sapha tribe.";
+ next;
+ mes "[Aide Arioss]";
+ mes "Even though, for a long time, we have been attacking the Sapha tribe, trying to force them to leave, they are not so easily defeated, leading to this stalemate.";
+ next;
+ mes "[Aide Arioss]";
+ mes "During this time, your people have travelled through the space-time gap to this land.";
+ next;
+ mes "[Aide Arioss]";
+ mes "Because of those many unexpected reasons, the Guardian's nest, which was meant to stay hidden deep underground, has been discovered by your race...";
+ next;
+ mes "[Aide Arioss]";
+ mes "Now you understand how serious this situation is. Because of the Sapha tribe, we are no longer able to approach the Guardian, and seek his teachings of wisdom.";
+ next;
+ mes "[Aide Arioss]";
+ mes "It's very insulting to our pride... but if you can help us enter that place again, and speak to the Guardian, maybe we can find a solution...";
+ next;
+ mes "[Aide Arioss]";
+ mes "Then we'll leave it to you. As for your request, I will do my best to cooperate.";
+ next;
+ mes "[Aide Arioss]";
+ mes "I have already told you what you wanted to know... If you need anything else, just let me know.";
+ set ins_nyd,101;
+ close;
+ }
+ else if (ins_nyd == 101) {
+ mes "Ah, you said that there is a strange power blocking the entrance to the Guardian's nest, right?";
+ next;
+ mes "[Aide Arioss]";
+ mes "That's because only the ones chosen by the Guardian may enter.";
+ next;
+ mes "[Aide Arioss]";
+ mes "We have been the Guardian's servants for generations, and have been protecting the World Tree ever since.";
+ next;
+ mes "[Aide Arioss]";
+ mes "Before we were captured and brought here, there were 3 servants including me. Our task was to heal the World Tree.";
+ next;
+ mes "[Aide Arioss]";
+ mes "One was killed in our last war with the Sapha tribe... and the other has been taken captive.";
+ next;
+ mes "[Aide Arioss]";
+ mes "I will give you my proof. Don't worry, I'm just temporarily marking you as a guardian's servant.";
+ specialeffect2 EF_HOLYHIT;
+ next;
+ mes "[Aide Arioss]";
+ mes "Also, remember this spell, it's needed to open the gate of the Guardian.";
+ next;
+ mes "[Aide Arioss]";
+ mes "AnomarDu Ha OdesUdenVer Ie ";
+ next;
+ mes "[Aide Arioss]";
+ mes "remuAlaAsh Mu ModtasAn Yu Dur";
+ next;
+ mes "[Aide Arioss]";
+ mes "TalsehrDur So CyaReMush Di DielAlaWos Ie RuffserIman Ie ";
+ next;
+ mes "[Aide Arioss]";
+ mes "Go find the fairy guarding the gate, and say this spell.";
+ next;
+ mes "[Aide Arioss]";
+ mes "The proof and the spell will confirm that you are one of the Guardian's servants.";
+ next;
+ mes "[Aide Arioss]";
+ mes "Please meet the Guardian, and come back with an answer to everything. I believe in you.";
+ set ins_nyd,111;
+ close;
+ }
+ else if ((ins_nyd == 101) || (ins_nyd == 111) || (ins_nyd == 200) || (ins_nyd == 201) || (ins_nyd == 202)) {
+ mes "Please meet with the Guardian and take a wise answer from him. I will trust you.";
+ close;
+ }
+ else if ((ins_nyd == 72) || (ins_nyd == 82) || (ins_nyd == 92) || (ins_nyd == 102) || (ins_nyd == 112)) {
+ mes "... ...";
+ next;
+ mes "Not even caring about this a single bit? What a stupid woman...";
+ close;
+ }
+ else if (ins_nyd == 121) {
+ mes "Things have actually become like this... as priests of the Guardian, it's our responsibility...";
+ next;
+ mes "[Aide Arioss]";
+ mes "I represent the entire Laphine tribe, and show you our gratitude. This must all be very hard for our commander...";
+ next;
+ mes "[Aide Arioss]";
+ mes "It can't compare with the effort you have put in for us... but please accept our token of friendship.";
+ getexp 1500000,350000;
+ getitem 6081,10; //Splendide_Coin
+ set ins_nyd,131;
+ mes "[Aide Arioss]";
+ mes "If we can help you with anything in the future, we will do all we can to assist you. Once again, thank you.";
+ close;
+ }
+ else if (ins_nyd == 131) {
+ mes "If we can help you with anything in the future, we will do all we can to assist you. Once again, thank you.";
+ close;
+ }
+ else {
+ mes "... ...";
+ next;
+ mes "Never give attention to... um... a blunt woman...";
+ close;
+ }
+ }
+ else {
+ mes "AmanVilShar Ie DorLuShar Mu Re";
+ close;
+ }
+}
+
+spl_in01,110,21,0 script trap#s_edq -1,10,10,{
+OnTouch_:
+ if ((isequipped(2782) == 1) && (ins_nyd == 51)) {
+ mes "[Splendide Guard]";
+ mes "That man is currently under arrest.";
+ next;
+ mes "[Splendide Guard]";
+ mes "You'd better behave, Aide Arioss says that different races shall be treated the same way.";
+ warp "spl_in01",109,58;
+ close;
+ }
+ end;
+}
+
+spl_in01,101,52,5 script Splendide Guard#1_edq 447,1,1,{
+ mes "[Splendide Guard]";
+ if (isequipped(2782) == 1) mes "This is the Splendide office. Don't act impolitely.";
+ else mes "ThusDurnah Ra SharVeldIyaz U UorAmanDur Yee neaOsaAdor Yee ";
+ close;
+}
+
+spl_in01,118,52,3 script Splendide Guard#2_edq 447,1,1,{
+ mes "[Splendide Guard]";
+ if (isequipped(2782) == 1) mes "This is the Splendide office. Don't act impolitely.";
+ else mes "ThusDurnah Ra SharVeldIyaz U UorAmanDur Yee neaOsaAdor Yee ";
+ close;
+}
+
+man_in01,311,57,3 script Neat Etorr#edq 453,3,3,{
+ mes "[Neat Etorr]";
+ if (isequipped(2782) == 1) {
+ if (ins_nyd == 52) {
+ mes "Guest from the other world, please excuse our rudeness...";
+ next;
+ mes "[Neat Etorr]";
+ mes "As the leader of the Sapha tribe, I have something very important to tell you. That is why I asked for you...";
+ next;
+ mes "[Neat Etorr]";
+ mes "Your race has come to this land not long ago through the space-time gap.";
+ next;
+ mes "[Neat Etorr]";
+ mes "You should have already seen what is going on. We have been at war with the Laphine tribe for a very long time.";
+ next;
+ mes "[Neat Etorr]";
+ mes "Recently, because you do not understand the current situations, you have done some things that I, as a leader, can't ignore any longer.";
+ next;
+ mes "[Neat Etorr]";
+ mes "I hope that your people will becareful of your actions on this land, and terminate any unnecessary interventions.";
+ next;
+ if(select("Leave quietly.:Don't know what he's talking about, and ask for details.")==1) close;
+ mes "[Manuk Field Elite Soldier]";
+ mes "Are we really just letting these people go after they have stirred up problems on our land?";
+ next;
+ mes "[Neat Etorr]";
+ mes "After what happened, I don't think they know what else they can do. Let me explain.";
+ next;
+ mes "[Neat Etorr]";
+ mes "For now, we have acknowledged your race, and have been tolerant towards your activities.";
+ next;
+ mes "[Neat Etorr]";
+ mes "But we have recently started to suspect you of being the Laphine tribe's eyes and ears.";
+ next;
+ mes "[Neat Etorr]";
+ mes "Not long ago, We have heard that you have found remains in an abandoned cave in the north, and have been conducting investigations and researches regarding it.";
+ next;
+ mes "[Neat Etorr]";
+ mes "We have captured a Laphine tribe priest during the last war, and we have heard that you have had contact with said captive.";
+ next;
+ mes "[Neat Etorr]";
+ mes "That captive is the only reference for our tribe, so we have taken good care of her. She is related to your current investigation.";
+ next;
+ mes "[Neat Etorr]";
+ mes "For your people, who have no direct connections, it is not a place satisfy your curiosity. I hope that you stop your investigations, and mind your own business.";
+ next;
+ mes "[Neat Etorr]";
+ mes "If you don't accept our request, then do not expect any cooperations between our races in the future.";
+ next;
+ mes "[Neat Etorr]";
+ mes "Because of the war against the Laphine tribe, everything is a mess. But even then, we cannot allow a foreign race to interfere.";
+ next;
+ mes "[Neat Etorr]";
+ mes "You have heard it all, now please report back to your race.";
+ set ins_nyd,62;
+ close;
+ }
+ else if (ins_nyd == 62) {
+ mes "That captive is the only reference for our tribe, so we have taken good care of her. She is related to your current investigation.";
+ next;
+ mes "[Neat Etorr]";
+ mes "For your people, who have no direct connections, it is not a place to satisfy your curiosity. I hope that you stop your investigations, and mind your own business.";
+ next;
+ mes "[Neat Etorr]";
+ mes "If you don't accept our request, then do not expect any cooperations between our races in the future.";
+ close;
+ }
+ else if (ins_nyd == 72) {
+ mes "Recently, because you do not understand the current situations, you have done some things that I, as a leader, can't ignore any longer.";
+ next;
+ mes "[Neat Etorr]";
+ mes "I hope that your people will becareful of your actions on this land, and terminate any unnecessary interventions.";
+ close;
+ }
+ else if (ins_nyd == 82) {
+ mes "Do you need me for something, strange one?";
+ next;
+ select("Received invitation from the Sapha tribe to cooperate and investigate.");
+ mes "[Neat Etorr]";
+ mes "Cooperate and investigate? What do you mean?";
+ next;
+ mes "[Neat Etorr]";
+ mes "It seems like you did not understand what I said. What are you thinking?";
+ next;
+ select("Please allow me to investigate the cave.");
+ mes "[Neat Etorr]";
+ mes "From what I can tell, you are disrespecting my request. Is this your intention, or your people's intention?";
+ next;
+ select("It's our intention.");
+ mes "[Neat Etorr]";
+ mes "Ah, it is not an easy decision. You frighten me.";
+ next;
+ mes "[Neat Etorr]";
+ mes "But may I ask why you want to do this?";
+ next;
+ select("Explain Professor Magnifier's theory.");
+ mes "[Neat Etorr]";
+ mes "It's surprising that you are able to obtain such results. We also have a similar theory.";
+ next;
+ mes "[Neat Etorr]";
+ mes "At least we also think that we must use the Laphine prisoner to get information.";
+ next;
+ mes "[Neat Etorr]";
+ mes "This problem has been the root of our conflicts with the Laphine tribe. Of course, it may also be an opportunity to resolve them.";
+ next;
+ mes "[Neat Etorr]";
+ mes "Therefore, it's more of a reason to depend on our own powers. There is no room for you to interfere. Please give up.";
+ next;
+ select("Give up request, and ask Laphine tribe for help instead.");
+ mes "[Manuk Field Elite Soldier]";
+ mes "You finally showed your true face. I knew you were a spy from the Laphine tribe!";
+ next;
+ mes "[Neat Etorr]";
+ mes "Ah...you'd go as far as saying that. What good will it do for you, helping the Laphine tribe?";
+ next;
+ mes "[Neat Etorr]";
+ mes "Those obnoxious dwarves offended our right of living, and are trying to get rid of us.";
+ next;
+ mes "[Neat Etorr]";
+ mes "The reason we don't allow anyone to enter that site is because it's full of suspicions.";
+ next;
+ mes "[Neat Etorr]";
+ mes "Alright, I'll approve of your request, and let you investigate the secret the Laphine tribe has hidden inside the cave.";
+ next;
+ mes "[Neat Etorr]";
+ mes "If you promise to share all of your research results and findings, we will accept your request.";
+ next;
+ select("Of course.");
+ mes "[Neat Etorr]";
+ mes "Alright, from now on, we will cooperate with you, and allow you to directly communicate with the Laphine prisoner.";
+ next;
+ mes "[Manuk Field Elite Soldier]";
+ mes "Commander...are you sure of this? We don't even know if they're friend or foe...";
+ next;
+ mes "[Neat Etorr]";
+ mes "With just our powers, it's impossible to figure out what the Laphine is up to. I think the past has proven that.";
+ next;
+ mes "[Neat Etorr]";
+ mes "What they're doing right now could potentially lead us to a solution.";
+ next;
+ mes "[Neat Etorr]";
+ mes "Strange one, we hope our cooperation will be a good one. Now please go interrogate the Laphine prisoner.";
+ set ins_nyd,92;
+ close;
+ }
+ else if ((ins_nyd == 92) || (ins_nyd == 102) || (ins_nyd == 112) || (ins_nyd == 200) || (ins_nyd == 201) || (ins_nyd == 202)) {
+ mes "Strange one, we hope our cooperation will be a good one. Now please go interrogate the Laphine prisoner.";
+ close;
+ }
+ else if ((ins_nyd == 71) || (ins_nyd == 81) || (ins_nyd == 91) || (ins_nyd == 101) || (ins_nyd == 111) || (ins_nyd == 121) || (ins_nyd == 131)) {
+ mes "Outsider. Welcome to Manuk, the village of the Sapha. I am its representative, Neat Etorr.";
+ next;
+ mes "[Neat Etorr]";
+ mes "We are just a small village, nothing special... but rest comfortably.";
+ close;
+ }
+ else if (ins_nyd == 203) {
+ mes "I was waiting for you. It's good that you're safe. Did you find anything?";
+ next;
+ select("Explain the sudden leave of the Guardian.");
+ mes "[Neat Etorr]";
+ mes "So... that's the nest of the Guardian of the World Tree, the sacred grounds for the Laphine tribe.";
+ next;
+ mes "[Neat Etorr]";
+ mes "But because of the angry leave of the Guardian, his shadow is wreaking havoc on the World Tree?";
+ next;
+ mes "[Neat Etorr]";
+ mes "If what you're saying is true, then there is no more reason for us to continue fighting the Laphine tribe...";
+ next;
+ mes "[Neat Etorr]";
+ mes "What a huge discovery... So Nidhoggur is no longer the Guardian of the World Tree...?";
+ next;
+ mes "[Neat Etorr]";
+ mes "Nidhoggur's Shadow came to exist in this world, and harmed the roots of the World Tree... what a disaster.";
+ next;
+ select("Pass along the World Tree Yggdrasil's message.");
+ mes "[Neat Etorr]";
+ mes "Is that what the priest of the Guardian said?";
+ next;
+ mes "[Neat Etorr]";
+ mes "From now on, we need to talk about this with the Laphine tribe.";
+ next;
+ mes "[Neat Etorr]";
+ mes "But of course...we don't know if they're reasonable enough...hehe.";
+ next;
+ mes "[Neat Etorr]";
+ mes "This is all we needed from you...What is left is business between us and the Laphine tribe.";
+ next;
+ mes "[Neat Etorr]";
+ mes "Thank you for helping us with such a huge problem. You may forget about it now.";
+ next;
+ mes "[Neat Etorr]";
+ mes "It's not a lot, but please this as a token of our appreciation.";
+ getexp 1500000,350000;
+ getitem 6080,10; //Manuk_Coin
+ set ins_nyd,132;
+ close;
+ }
+ else if (ins_nyd == 132) {
+ mes "Strange one, thank you for helping us in the time of need. I will never forget your kindness.";
+ close;
+ }
+ else {
+ mes "Outsider. Welcome to the Manuk village of Sapha. I am its representative, Neat Etorr.";
+ next;
+ mes "[Neat Etorr]";
+ mes "We are just a small village, nothing special... but rest comfortably.";
+ close;
+ }
+ }
+ else {
+ mes "Tkeh likek Ohek QekhlHkl PkedlioH.";
+ close;
+ }
+}
+
+man_in01,286,61,5 script Manuk Guard#1_edq 450,1,1,{
+ mes "[Manuk Guard]";
+ if (isequipped(2782) == 1) mes "I'm guarding this Laphine prisoner. Leave me alone.";
+ else mes "Klekod Oi Thekd Pheid Okei.";
+ close;
+}
+
+man_in01,295,61,3 script Manuk Guard#2_edq 450,1,1,{
+ mes "[Manuk Guard]";
+ if (isequipped(2782) == 1) mes "I'm guarding this Laphine prisoner. Leave me alone.";
+ else mes "Liek QUekdk Ohei Vue.";
+ close;
+}
+
+man_in01,291,62,3 script Laphine Prisoner#edq 437,3,3,{
+ mes "[Laphine Prisoner]";
+ if (isequipped(2782) == 1) {
+ if (ins_nyd == 5) {
+ mes "You... are not of the Sapha tribe... Are you... an outsider?";
+ next;
+ mes "[Laphine Prisoner]";
+ mes "Have you ever come in contact with the Laphine tribe? Have you ever been to Splendide?";
+ next;
+ mes "[Laphine Prisoner]";
+ mes "Please, talk to my people in Splendide. They will come to help me.";
+ next;
+ switch(select("What happened to you?:What's in the cave to the north?:Tell me about your tribe.:I will leave you alone.")) {
+ case 1:
+ mes "[Laphine Prisoner]";
+ mes "During out last battle with the Sapha tribe... they caught me and took me prisoner.";
+ next;
+ mes "[Laphine Prisoner]";
+ mes "The Sapha tribe attacked first. They are destroying the World Tree.";
+ next;
+ mes "[Laphine Prisoner]";
+ mes "That's why the war started. But I don't want to fight with the Sapha tribe anymore...";
+ next;
+ mes "[Laphine Prisoner]";
+ mes "If it wasn't for that... I wouldn't survive here...";
+ next;
+ mes "[Laphine Prisoner]";
+ mes "Please. Bring this news to all of Splendide. Send someone to save me... or they might kill me.";
+ close;
+ case 2:
+ mes "[Laphine Prisoner]";
+ mes "There is...";
+ next;
+ mes "[Laphine Prisoner]";
+ mes "No... I can't tell you... It's the secret of our tribe...";
+ next;
+ mes "[Laphine Prisoner]";
+ mes "I just want to say this...if the Sapha tribe intrude that place, we will never forgive them!";
+ set ins_nyd,52;
+ close;
+ case 3:
+ mes "[Laphine Prisoner]";
+ mes "The Laphines have protected the Yggdrasil World Tree for generations.";
+ next;
+ mes "[Laphine Prisoner]";
+ mes "We live in a... different time, different land... we came for an expedition.";
+ next;
+ mes "[Laphine Prisoner]";
+ mes "After we received reports from our spy about the World Tree's strange symptoms, we recgnized the Manuk's existence.";
+ next;
+ mes "[Laphine Prisoner]";
+ mes "They are mining metal, and in so doing, destroying the World Tree's roots...";
+ next;
+ mes "[Laphine Prisoner]";
+ mes "So we dispatched an expedition here. Soonafter, the war with the Sapha began...";
+ close;
+ case 4:
+ close;
+ }
+ }
+ else if (ins_nyd == 92) {
+ mes "The sapha tribe went as far as cooperating with an unknown race?";
+ next;
+ mes "[Laphine Prisoner]";
+ mes "What is your purpose? Why do you want to know what that place is?";
+ next;
+ mes "[Laphine Prisoner]";
+ mes "lright...it's as you have assumed, a place connecting to the World Tree. It's also the Guardian's Nest.";
+ next;
+ select("Guardian's Nest?");
+ mes "[Laphine Prisoner]";
+ mes "Yes, that's the nest of Nidhoggur, the Guardian of the World Tree...";
+ next;
+ mes "[Laphine Prisoner]";
+ mes "Only a marked guardian's servant from the Laphine tribe is allowed to enter.";
+ next;
+ mes "[Laphine Prisoner]";
+ mes "That place was initially closed off from the public, but then the giants of the Sapha tribe turned things around...";
+ next;
+ mes "[Laphine Prisoner]";
+ mes "To obtain more minerals, they started to dig with madness.";
+ next;
+ mes "[Laphine Prisoner]";
+ mes "In the end, they have harmed a part of the World Tree's root that lies very close to their mine, and thus, the World Tree became very ill.";
+ next;
+ mes "[Laphine Prisoner]";
+ mes "After we have arrived here knowing the facts, the World Tree was already in a very bad state due to the many factories built by the Sapha tribe.";
+ next;
+ mes "[Laphine Prisoner]";
+ mes "Even though, for a long time, we have been attacking the Sapha tribe, trying to force them to leave, they are not so easily defeated, leading to this stalemate.";
+ next;
+ mes "[Laphine Prisoner]";
+ mes "During this time, your people have travelled through the space-time gap to this land.";
+ next;
+ mes "[Laphine Prisoner]";
+ mes "Because of those many unexpected reasons, the Guardian's nest, which was meant to stay hidden deep underground, has been discovered by your race...";
+ next;
+ mes "[Laphine Prisoner]";
+ mes "Now you understand how serious this situation is. Because of the Sapha tribe, we are no longer able to approach the Guardian, and seek his teachings of wisdom.";
+ next;
+ mes "[Laphine Prisoner]";
+ mes "Hmph...even if I don't cooperate, I know you will find other means to get in...";
+ next;
+ mes "[Laphine Prisoner]";
+ mes "Looking at the current situation of the Laphine tribe, we do not have enough power to surround the Manuk fields, and chase the giants away.";
+ next;
+ mes "[Laphine Prisoner]";
+ mes "Okay, if it has already become like this, I will help you. There are no dead-ends. If you keep going, you will find a solution.";
+ next;
+ mes "[Laphine Prisoner]";
+ mes "Even if I don't say anything, my situation will not change.";
+ next;
+ mes "[Laphine Prisoner]";
+ mes "I have already told you everything you wanted to hear. If you have any other requests, please let me know.";
+ set ins_nyd,102;
+ close;
+ }
+ else if (ins_nyd == 102) {
+ mes "Ah, you said that there is a strange power blocking the entrance to the Guardian's nest, right?";
+ next;
+ mes "[Laphine Prisoner]";
+ mes "That's because only the ones chosen by the Guardian may enter.";
+ next;
+ mes "[Laphine Prisoner]";
+ mes "We have been the Guardian's servants for generations, and have been protecting the World Tree ever since.";
+ next;
+ mes "[Laphine Prisoner]";
+ mes "Before we were captured and brought here, there were 3 servants including me. Our task was to heal the World Tree.";
+ next;
+ mes "[Laphine Prisoner]";
+ mes "One was killed in our last war with the Sapha tribe...and I have been taken captive.";
+ next;
+ mes "[Laphine Prisoner]";
+ mes "I will give you my proof. Don't worry, I'm just temporarily marking you as a guardian's servant.";
+ specialeffect2 EF_HOLYHIT;
+ next;
+ mes "[Laphine Prisoner]";
+ mes "Also, remember this spell, it's needed to open the gate of the Guardian.";
+ next;
+ mes "[Laphine Prisoner]";
+ mes "AnomarDu Ha OdesUdenVer Ie ";
+ next;
+ mes "[Laphine Prisoner]";
+ mes "remuAlaAsh Mu ModtasAn Yu Dur";
+ next;
+ mes "[Laphine Prisoner]";
+ mes "TalsehrDur So CyaReMush Di DielAlaWos Ie RuffserIman Ie ";
+ next;
+ mes "[Laphine Prisoner]";
+ mes "Go find the fairy guarding the gate, and say this spell.";
+ next;
+ mes "[Laphine Prisoner]";
+ mes "he proof and the spell will confirm that you are one of the Guardian's servants.";
+ next;
+ mes "[Laphine Prisoner]";
+ mes "Please meet the Guardian, and come back with an answer to everything. And tell the answer to...";
+ set ins_nyd,112;
+ close;
+ }
+ else if ((ins_nyd == 71) || (ins_nyd == 81) || (ins_nyd == 91) || (ins_nyd == 101) || (ins_nyd == 111) || (ins_nyd == 121) || (ins_nyd == 131)) {
+ mes "... ...";
+ next;
+ mes "[Manuk Guard]";
+ mes "Hey, outsider! Step away from the prisoner!";
+ close;
+ }
+ else if (ins_nyd == 112) {
+ mes "Please meet the Guardian, and come back with an answer to everything. And tell the answer to...";
+ close;
+ }
+ else if (ins_nyd == 132) {
+ mes "Yes...I heard your conversation with the Sapha tribe...";
+ next;
+ mes "[Laphine Prisoner]";
+ mes "If our tribe were to really trust in the Sapha tribe...I don't know.";
+ next;
+ mes "[Laphine Prisoner]";
+ mes "Our hatred towards them has already reached an abnormal level...";
+ next;
+ mes "[Laphine Prisoner]";
+ mes "Those giants...can they really be trusted?";
+ next;
+ mes "[Laphine Prisoner]";
+ mes "It's...it's better if you don't believe the one called Etorr...the minds of the Sapha tribe is unpredictable.";
+ close;
+ }
+ else {
+ mes "... ...";
+ next;
+ mes "[Manuk Guard]";
+ mes "Hey, outsider! Step away from the prisoner!";
+ close;
+ }
+ }
+ else {
+ mes "AmanVilShar Ie DorLuShar Mu Re";
+ close;
+ }
+}
+
+man_in01,282,42,0 script trap#edq2 -1,10,10,{
+OnTouch_:
+ if ((isequipped(2782) == 1) && (ins_nyd == 52)) {
+ mes "[Manuk Field Elite Soldier]";
+ mes "This is Neat Etorr's order. Please come with us to see him.";
+ next;
+ mes "[Manuk Field Elite Soldier]";
+ mes "Bring him to Neat Etorr. All soldiers be prepared.";
+ warp "man_in01",311,54;
+ close;
+ }
+ end;
+}
+
+// First floor
+1@nyd,213,277,5 script Murdered Yggdrasilid#1F 437,5,5,{
+ if ('ins_nyd2 == 0) {
+ mes "When a faint light enters your heart, a voice sounds in your head.";
+ next;
+ mes "[World Tree World Tree Yggdrasil]";
+ mes "It's all over... servants of the Guardian... Hurry up and leave this place.";
+ next;
+ while (1) {
+ switch(select("Who are you?:What do you mean?")) {
+ case 1:
+ mes "[World Tree World Tree Yggdrasil]";
+ mes "I... I am the World Tree Yggdrasil, servant of the Guardian of Nidhoggur, as well as the High Priest leading the Laphine Tribe.";
+ next;
+ mes "[World Tree World Tree Yggdrasil]";
+ mes "So you're not priestess of the Laphine Tribe... How did you get in? No, there's no time to answer that.";
+ next;
+ mes "[World Tree World Tree Yggdrasil]";
+ mes "Hurry... and leave... leave this place before it's too late.";
+ next;
+ break;
+ case 2:
+ mes "[World Tree World Tree Yggdrasil]";
+ mes "The guardian... something's wrong with the guardian. I don't know what made him like this.";
+ next;
+ mes "[World Tree World Tree Yggdrasil]";
+ mes "This... this is no longer the nest of the Guardian of the World Tree Yggdrasil.";
+ next;
+ mes "[World Tree Yggdrasil]";
+ mes "Darkness took over the Guardian and destroyed all living things... now this place has become the cursed home of monsters.";
+ next;
+ mes "[World Tree Yggdrasil]";
+ mes "Now the vile Nidhoggur's Shadow is wreaking havoc here...";
+ next;
+ mes "[World Tree Yggdrasil]";
+ mes "Now's not too late, hurry and get out... tell the Laphine Tribe about this... tell the commanders of Alfheim...";
+ next;
+ mes "[World Tree Yggdrasil]";
+ mes "My soul... it has been trapped here. You're the only ones I can trust now.";
+ next;
+ set .@exit,1;
+ }
+ if (.@exit) break;
+ }
+ select("Nidhoggur's Shadow?");
+ mes "[World Tree Yggdrasil]";
+ mes "The Guardian Nidhoggur... he's not in the nest.";
+ next;
+ mes "[World Tree Yggdrasil]";
+ mes "He...for some reason abandoned his own shadow, and left.";
+ next;
+ mes "[World Tree Yggdrasil]";
+ mes "All that's left, is the ugly Shadow of the Guardian of Nidhoggur...the Shadow that is going mad.";
+ next;
+ mes "[World Tree Yggdrasil]";
+ mes "The Shadow sucked all the nutrients from the World Tree Yggdrasil, and has gone mad when there is nothing more left to obtain. Now, he wants this land.";
+ next;
+ mes "[World Tree Yggdrasil]";
+ mes "Once the ugly Shadow leaves here to steal power from the other World Yggdrasil Trees, there will be great destruction. This world will become hell.";
+ next;
+ mes "[World Tree Yggdrasil]";
+ mes "You must... tell the commanders of Alfheim about this, and come up with a plan. Only them...";
+ next;
+ select("Is there nothing else we can do?");
+ mes "[World Tree Yggdrasil]";
+ mes "With our current powers...it is impossible to defeat the Guardian.";
+ next;
+ mes "[World Tree Yggdrasil]";
+ mes "But the one going mad is not the Guardian, but his dark Shadow...maybe we can trap him here...";
+ next;
+ mes "[World Tree Yggdrasil]";
+ mes "Are you willing to accept this mission? Even if it means to pay with your life?";
+ next;
+ if(select("Leave it to us.:We can't do it.")==2) close;
+ mes "[World Tree Yggdrasil]";
+ mes "I thank you deeply for your decision. I will use what is left of my powers to open up the path towards the Guardian's Nest.";
+ next;
+ mes "[World Tree Yggdrasil]";
+ if (getpartyleader(getcharid(1),2) == getcharid(0)) {
+ mes "The path to the Guardian's Nest is just past the waterfall by the large World Tree Yggdrasil to the North. The defensive mechanisms of the Sanctuary will start immediately.";
+ next;
+ mes "[World Tree Yggdrasil]";
+ mes "Defeat all of Nidhoggur's guardians and go through the waterfall into the nest... and stop Nidhoggur's Shadow there.";
+ next;
+ mes "[World Tree Yggdrasil]";
+ mes "The gate will open soon. Go defeat all of the guardians... you must kill them all in 30 minutes before the gate opens...";
+ next;
+ mes "[World Tree Yggdrasil]";
+ mes "30 minutes... that's the limit of my powers. Please hurry.";
+ next;
+ mes "[World Tree Yggdrasil]";
+ mes "And... Be careful... Be careful of the shadow's power.";
+ set 'ins_nyd2,1;
+ donpcevent instance_npcname("ins_nyd_1f_timer", instance_id())+"::OnEnable";
+ donpcevent instance_npcname("nyd_call_mon_1", instance_id())+"::OnEnable";
+ close;
+ } else {
+ mes "The path to the Guardian's Nest is just past the waterfall by the large World Tree Yggdrasil to the North. The defensive mechanisms will start immediately.";
+ next;
+ mes "[World Tree Yggdrasil]";
+ mes "Defeat all of Nidhoggur's guardians and go through the waterfall into the nest... and stop Nidhoggur's Shadow there.";
+ next;
+ mes "[World Tree Yggdrasil]";
+ mes "The gate will open soon. Go defeat all of the guardians... you must kill them all in 30 minutes before the gate opens...";
+ next;
+ mes "[World Tree Yggdrasil]";
+ mes "30 minutes... that's the limit of my powers. Please hurry.";
+ next;
+ mes "[World Tree Yggdrasil]";
+ mes "And... Be careful... Be careful of the shadow's power.";
+ close;
+ }
+ }
+ else if ('ins_nyd2 == 1) {
+ mes "[World Tree Yggdrasil]";
+ mes "The path to the Guardian's Nest is just past the waterfall by the large World Tree Yggdrasil to the North. The defensive mechanisms will start immediately.";
+ next;
+ mes "[World Tree Yggdrasil]";
+ mes "Defeat all of Nidhoggur's guardians and go through the waterfall into the nest... and stop Nidhoggur's Shadow there.";
+ next;
+ mes "[World Tree Yggdrasil]";
+ mes "The gate will open soon. Go defeat all of the guardians.";
+ close;
+ }
+ else if ('ins_nyd2 == 2) {
+ mes "[World Tree Yggdrasil]";
+ mes "The path to the Guardian's Nest is just past the waterfall by the large World Tree Yggdrasil to the North.";
+ next;
+ mes "[World Tree Yggdrasil]";
+ mes "Use your powers... and destroy the vile Shadow...";
+ next;
+ mes "[World Tree Yggdrasil]";
+ mes "This is.. all I can do for you...";
+ close;
+
+ }
+ else {
+ mes "[World Tree Yggdrasil]";
+ mes "Those who want to taint the sacred Sanctuary of the Guardian... Get out.";
+ warp "mid_camp",100,100;
+ }
+ end;
+
+OnTouch:
+ if ('ins_nyd2 == 0) {
+ mes "What's a woman from the Laphine Tribe doing here...";
+ next;
+ mes "What's happening? Let's go check it out.";
+ close;
+ }
+ end;
+}
+
+1@nyd,1,1,0 script nyd_call_mon_1 -1,{
+OnInstanceInit:
+ enablenpc instance_npcname("nyd_call_mon_1", instance_id());
+ end;
+
+OnEnable:
+ monster "1@nyd",220,250,"Nidhoggur's Guardian#1",2020,1,instance_npcname("nyd_call_mon_1", instance_id())+"::OnMyMobDead";
+ monster "1@nyd",220,252,"Nidhoggur's Guardian#2",2020,1,instance_npcname("nyd_call_mon_1", instance_id())+"::OnMyMobDead";
+ monster "1@nyd",240,270,"Nidhoggur's Guardian#3",2020,1,instance_npcname("nyd_call_mon_1", instance_id())+"::OnMyMobDead";
+ monster "1@nyd",240,272,"Nidhoggur's Guardian#4",2020,1,instance_npcname("nyd_call_mon_1", instance_id())+"::OnMyMobDead";
+ monster "1@nyd",200,200,"Nidhoggur's Guardian#5",2020,1,instance_npcname("nyd_call_mon_1", instance_id())+"::OnMyMobDead";
+ monster "1@nyd",210,210,"Nidhoggur's Guardian#6",2020,1,instance_npcname("nyd_call_mon_1", instance_id())+"::OnMyMobDead";
+ monster "1@nyd",225,265,"Nidhoggur's Guardian#7",2021,1,instance_npcname("nyd_call_mon_1", instance_id())+"::OnMyMobDead";
+ monster "1@nyd",225,270,"Nidhoggur's Guardian#8",2021,1,instance_npcname("nyd_call_mon_1", instance_id())+"::OnMyMobDead";
+ monster "1@nyd",245,235,"Nidhoggur's Guardian#9",2021,1,instance_npcname("nyd_call_mon_1", instance_id())+"::OnMyMobDead";
+ monster "1@nyd",255,255,"Nidhoggur's Guardian#10",2021,1,instance_npcname("nyd_call_mon_1", instance_id())+"::OnMyMobDead";
+ monster "1@nyd",225,245,"Nidhoggur's Guardian#11",2021,1,instance_npcname("nyd_call_mon_1", instance_id())+"::OnMyMobDead";
+ monster "1@nyd",230,280,"Nidhoggur's Guardian#12",2021,1,instance_npcname("nyd_call_mon_1", instance_id())+"::OnMyMobDead";
+ instance_announce 0, "Nidhoggur's Guardian : Protect the Guardian's Sanctuary. Get rid of the intruders.",bc_map,"0x00ff99";
+ end;
+
+OnDisable:
+ killmonster "1@nyd",instance_npcname("nyd_call_mon_1", instance_id())+"::OnMyMobDead";
+ disablenpc instance_npcname("nyd_call_mon_1", instance_id());
+ end;
+
+OnMyMobDead:
+ set .@mob_dead_num,mobcount("1@nyd", instance_npcname("nyd_call_mon_1", instance_id())+"::OnMyMobDead");
+ if (.@mob_dead_num < 1) {
+ instance_announce 0, "All of Nidhoggur's Guardians have been defeated!",bc_map,"0x00ff99";
+ donpcevent instance_npcname("ins_nyd_1f_timer", instance_id())+"::OnDisable";
+ donpcevent instance_npcname("nyd_to2f_warp", instance_id())+"::OnEnable";
+ set 'ins_nyd2,2;
+ }
+ end;
+}
+
+1@nyd,1,2,0 script ins_nyd_1f_timer -1,{
+
+OnInstanceInit:
+ disablenpc instance_npcname("ins_nyd_1f_timer", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("ins_nyd_1f_timer", instance_id());
+ initnpctimer;
+ end;
+
+OnDisable:
+ disablenpc instance_npcname("ins_nyd_1f_timer", instance_id());
+ stopnpctimer;
+ killmonsterall "1@nyd";
+ end;
+
+OnTimer900000:
+ instance_announce 0, "World Tree Yggdrasil : There's not much time left. Please hurry.",bc_map,"0xFFFF00";
+ end;
+
+OnTimer1200000:
+ instance_announce 0, "World Tree Yggdrasil : My powers are slowly disappearing. Please hurry.",bc_map,"0xFFFF00";
+ end;
+
+OnTimer1500000:
+ instance_announce 0, "World Tree Yggdrasil : I'm... almost at my limit... please hurry up." ,bc_map,"0xFFFF00";
+ end;
+
+OnTimer1800000:
+ instance_announce 0, "World Tree Yggdrasil : You've failed... but I will use what power I have left... to send you out of here.",bc_map,"0xFFFF00";
+ end;
+
+OnTimer1830000:
+ instance_announce 0, "Opening of the Gate has failed.",bc_map,"0xFFFF00";
+ end;
+
+OnTimer1850000:
+ donpcevent instance_npcname("ins_nyd_1f_timer", instance_id())+"::OnDisable";
+ donpcevent instance_npcname("nyd_call_mon_1", instance_id())+"::OnDisable";
+ instance_warpall "mid_camp",310,150;
+ stopnpctimer;
+ end;
+}
+
+1@nyd,195,320,0 script nyd_to2f_warp 45,5,5,{
+
+OnInstanceInit:
+ disablenpc instance_npcname("nyd_to2f_warp", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("nyd_to2f_warp", instance_id());
+ end;
+
+OnDisable:
+ disablenpc instance_npcname("nyd_to2f_warp", instance_id());
+ end;
+
+OnTouch:
+ warp "2@nyd",200,10;
+ end;
+}
+
+1@nyd,1,1,0 script ins_nyd1_spawn_mobs -1,{
+OnInstanceInit:
+ monster "1@nyd",0,0,"Ancient Tree",2019,20;
+ monster "1@nyd",0,0,"Rhyncho",2020,15;
+ monster "1@nyd",0,0,"Phylla",2021,15;
+ monster "1@nyd",0,0,"Aqua Elemental",2016,15;
+ monster "1@nyd",0,0,"Dark Pinguicula",2015,15;
+ monster "1@nyd",0,0,"Ancient Tree",2019,20;
+ monster "1@nyd",0,0,"Rhyncho",2020,15;
+ monster "1@nyd",0,0,"Phylla",2021,15;
+ monster "1@nyd",0,0,"Aqua Elemental",2016,15;
+ monster "1@nyd",0,0,"Dark Pinguicula",2015,15;
+ end;
+}
+
+// Second Floor
+2@nyd,200,14,0 script nyd_2f_enter -1,6,6,{
+OnTouch_:
+ donpcevent instance_npcname("nyd_2f_enter_broad", instance_id())+"::OnEnable";
+ disablenpc instance_npcname("nyd_2f_enter", instance_id());
+ end;
+}
+
+2@nyd,1,1,0 script nyd_2f_enter_broad -1,{
+OnInstanceInit:
+ disablenpc instance_npcname("nyd_2f_enter_broad", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("nyd_2f_enter_broad", instance_id());
+ initnpctimer;
+ end;
+
+OnDisable:
+ disablenpc instance_npcname("nyd_2f_enter_broad", instance_id());
+ end;
+
+OnTimer12000:
+ instance_announce 0, "Nidhoggur's Shadow : No more...I can't stand this anymore...",bc_map,"0xFFFF00";
+ end;
+
+OnTimer15000:
+ instance_announce 0, "Nidhoggur's Shadow : I need...I need the World Tree Yggdrasil's powers...",bc_map,"0xFFFF00";
+ end;
+
+OnTimer18000:
+ instance_announce 0, "Nidhoggur's Shadow : Destroy...everything...",bc_map,"0xFFFF00";
+ end;
+ /*
+ stopnpctimer;
+ disablenpc instance_npcname("nyd_2f_enter_broad", instance_id());
+ end;
+ */
+}
+
+2@nyd,199,178,0 script nyd_2f_ddr_control -1,6,6,{
+OnTouch:
+ specialeffect2 EF_HOLYHIT;
+ mes "From below the gorgeous stones, a strange breeze is forming.";
+ next;
+ mes "The strange power slowly surrounds your body, the dimension is starting to shift.";
+ close2;
+ warp "2@nyd",199,255;
+ end;
+}
+
+2@nyd,199,268,0 script nyd_2f_boss_enter -1,8,8,{
+OnInstanceInit:
+ enablenpc instance_npcname("nyd_2f_boss_enter", instance_id());
+ end;
+
+OnTouch_:
+ if (getpartyleader(getcharid(1),2) == getcharid(0)) {
+ donpcevent instance_npcname("nyd_2f_boss_enter_call", instance_id())+"::OnEnable";
+ disablenpc instance_npcname("nyd_2f_boss_enter", instance_id());
+ end;
+ }
+ end;
+}
+
+2@nyd,2,2,0 script nyd_2f_boss_enter_call -1,{
+OnInstanceInit:
+ disablenpc instance_npcname("nyd_2f_boss_enter_call", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("nyd_2f_boss_enter_call", instance_id());
+ monster "2@nyd",199,327,"Nidhoggur's Shadow#",2022,1,instance_npcname("nyd_2f_boss_enter_call", instance_id())+"::OnMyMobDead";
+ instance_announce 0, "Nidhoggur's Shadow : I will devour all of you...you and the World Tree Yggdrasil.",bc_map,"0x00ff99";
+ //donpcevent instance_npcname("nyd_2f_boss_enter_call", instance_id())+"::Ongo";
+ initnpctimer;
+ end;
+
+OnDisable:
+ disablenpc instance_npcname("nyd_2f_boss_enter_call", instance_id());
+ killmonster "2@nyd",instance_npcname("nyd_2f_boss_enter_call", instance_id())+"::OnMyMobDead";
+ end;
+
+OnTimer180000:
+ set .@rullet,rand(1,4);
+ if (.@rullet == 1) {
+ instance_announce 0, "Nidhoggur's Shadow : In this chaos... your blood is just what I need.",bc_map,"0xFFFF00";
+ donpcevent instance_npcname("nyd_2f_white", instance_id())+"::OnDisable";
+ donpcevent instance_npcname("nyd_2f_yellow", instance_id())+"::OnDisable";
+ donpcevent instance_npcname("nyd_2f_green", instance_id())+"::OnDisable";
+ donpcevent instance_npcname("nyd_2f_red", instance_id())+"::OnEnable";
+ instance_warpall "2@nyd",115,278;
+ end;
+ }
+ else if (.@rullet == 2) {
+ instance_announce 0, "Nidhoggur's Shadow : I will freeze every last drop of your blood.",bc_map,"0xFFFF00";
+ donpcevent instance_npcname("nyd_2f_red", instance_id())+"::OnDisable";
+ donpcevent instance_npcname("nyd_2f_yellow", instance_id())+"::OnDisable";
+ donpcevent instance_npcname("nyd_2f_green", instance_id())+"::OnDisable";
+ donpcevent instance_npcname("nyd_2f_white", instance_id())+"::OnEnable";
+ instance_warpall "2@nyd",115,373;
+ end;
+ }
+ else if (.@rullet == 3) {
+ instance_announce 0, "Nidhoggur's Shadow : Sleep for eternity in an empty illusion.",bc_map,"0xFFFF00";
+ donpcevent instance_npcname("nyd_2f_red", instance_id())+"::OnDisable";
+ donpcevent instance_npcname("nyd_2f_white", instance_id())+"::OnDisable";
+ donpcevent instance_npcname("nyd_2f_green", instance_id())+"::OnDisable";
+ donpcevent instance_npcname("nyd_2f_yellow", instance_id())+"::OnEnable";
+ instance_warpall "2@nyd",284,278;
+ end;
+ }
+ else if (.@rullet == 4) {
+ instance_announce 0, "Nidhoggur's Shadow : I'll let you enjoy the pain of dying slowly.",bc_map,"0xFFFF00";
+ donpcevent instance_npcname("nyd_2f_red", instance_id())+"::OnDisable";
+ donpcevent instance_npcname("nyd_2f_white", instance_id())+"::OnDisable";
+ donpcevent instance_npcname("nyd_2f_yellow", instance_id())+"::OnDisable";
+ donpcevent instance_npcname("nyd_2f_green", instance_id())+"::OnEnable";
+ instance_warpall "2@nyd",284,374;
+ end;
+ }
+ stopnpctimer;
+ end;
+
+OnMyMobDead:
+ set .@mob_dead_num,mobcount("2@nyd",instance_npcname("nyd_2f_boss_enter_call", instance_id())+"::OnMyMobDead");
+ if (.@mob_dead_num < 1) {
+ instance_announce 0, "Nidhoggur's Shadow : World Tree Yggdrasil's guardian... his powers are disappearing...",bc_map,"0x00ff99";
+ donpcevent instance_npcname("World Tree Yggdrasil#2F", instance_id())+"::OnEnable";
+ donpcevent instance_npcname("nyd_2f_boss_enter_call", instance_id())+"::OnDisable";
+ donpcevent instance_npcname("nyd_2f_boss_enter_logic", instance_id())+"::OnDisable";
+ donpcevent instance_npcname("nyd_2f_red_c", instance_id())+"::OnDisable";
+ donpcevent instance_npcname("nyd_2f_white_c", instance_id())+"::OnDisable";
+ donpcevent instance_npcname("nyd_2f_yellow_c", instance_id())+"::OnDisable";
+ donpcevent instance_npcname("nyd_2f_green_c", instance_id())+"::OnDisable";
+ end;
+ }
+ else {
+ end;
+ }
+}
+
+2@nyd,2,4,0 script nyd_2f_boss_enter_logic -1,{
+OnInstanceInit:
+ disablenpc instance_npcname("nyd_2f_boss_enter_logic", instance_id());
+ end;
+
+OnEnable:
+ stopnpctimer;
+ initnpctimer;
+ end;
+
+OnDisable:
+ stopnpctimer;
+ disablenpc instance_npcname("nyd_2f_boss_enter_logic", instance_id());
+ end;
+
+OnTimer180000:
+ set .@rullet,rand(1,4);
+ if (.@rullet == 1) {
+ instance_announce 0, "Nidhoggur's Shadow : In this chaos... your blood is just what I need.",bc_map,"0xFFFF00";
+ donpcevent instance_npcname("nyd_2f_white", instance_id())+"::OnDisable";
+ donpcevent instance_npcname("nyd_2f_yellow", instance_id())+"::OnDisable";
+ donpcevent instance_npcname("nyd_2f_green", instance_id())+"::OnDisable";
+ donpcevent instance_npcname("nyd_2f_red", instance_id())+"::OnEnable";
+ instance_warpall "2@nyd",115,278;
+ end;
+ }
+ else if (.@rullet == 2) {
+ instance_announce 0, "Nidhoggur's Shadow : I will freeze every last drop of your blood.",bc_map,"0xFFFF00";
+ donpcevent instance_npcname("nyd_2f_red", instance_id())+"::OnDisable";
+ donpcevent instance_npcname("nyd_2f_yellow", instance_id())+"::OnDisable";
+ donpcevent instance_npcname("nyd_2f_green", instance_id())+"::OnDisable";
+ donpcevent instance_npcname("nyd_2f_white", instance_id())+"::OnEnable";
+ instance_warpall "2@nyd",115,373;
+ end;
+ }
+ else if (.@rullet == 3) {
+ instance_announce 0, "Nidhoggur's Shadow : Sleep for eternity in an empty illusion.",bc_map,"0xFFFF00";
+ donpcevent instance_npcname("nyd_2f_red", instance_id())+"::OnDisable";
+ donpcevent instance_npcname("nyd_2f_white", instance_id())+"::OnDisable";
+ donpcevent instance_npcname("nyd_2f_green", instance_id())+"::OnDisable";
+ donpcevent instance_npcname("nyd_2f_yellow", instance_id())+"::OnEnable";
+ instance_warpall "2@nyd",284,278;
+ end;
+ }
+ else if (.@rullet == 4) {
+ instance_announce 0, "Nidhoggur's Shadow : I'll let you enjoy the pain of dying slowly.",bc_map,"0xFFFF00";
+ donpcevent instance_npcname("nyd_2f_red", instance_id())+"::OnDisable";
+ donpcevent instance_npcname("nyd_2f_white", instance_id())+"::OnDisable";
+ donpcevent instance_npcname("nyd_2f_yellow", instance_id())+"::OnDisable";
+ donpcevent instance_npcname("nyd_2f_green", instance_id())+"::OnEnable";
+ instance_warpall "2@nyd",284,374;
+ end;
+ }
+ stopnpctimer;
+ end;
+}
+
+2@nyd,202,324,5 script World Tree Yggdrasil#2F 437,3,3,{
+ mes "[World Tree Yggdrasil]";
+ mes "Thank you. You're the saviour of humans and the Laphine Tribe.";
+ next;
+ mes "[World Tree Yggdrasil]";
+ mes "You've defeated Nidhoggur's Shadow. But...It's not gone for good. Its powers are merely put to sleep.";
+ next;
+ mes "[World Tree Yggdrasil]";
+ mes "But you have won us plenty of time. This is great.";
+ next;
+ mes "[World Tree Yggdrasil]";
+ mes "Please go and report this to those in charge of Splendide and Manuk.";
+ next;
+ mes "[World Tree Yggdrasil]";
+ mes "As you have seen, neither the Sapha tribe nor the Laphine tribe is at fault for the weakening of the World Tree. It's all because of the Guardian's Shadow...";
+ next;
+ mes "[World Tree Yggdrasil]";
+ mes "The Guardian's insanity...is caused by powers unknown to us... You must tell this to everyone.";
+ next;
+ mes "[World Tree Yggdrasil]";
+ mes "Now... Allow me to escort you out of the cursed nest.";
+ next;
+ switch(select("Please let me out.:I want to look around for a while.")) {
+ case 1:
+ set 'ins_nyd2,0;
+ //setquest 3135;
+ warp "nyd_dun02",98,196;
+ end;
+ case 2:
+ mes "[World Tree Yggdrasil]";
+ mes "Is that so... I'll be around if you want to leave.";
+ close;
+ }
+
+OnInstanceInit:
+ disablenpc instance_npcname("World Tree Yggdrasil#2F", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("World Tree Yggdrasil#2F", instance_id());
+ instance_announce 0, "World Tree Yggdrasil : You did good. Have everyone go to the Magic Circle in the middle, and get ready for the destruction of the nest.",bc_map,"0x00ff99";
+ end;
+
+OnDisable:
+ disablenpc instance_npcname("World Tree Yggdrasil#2F", instance_id());
+ end;
+}
+
+2@nyd,115,278,0 script nyd_2f_red -1,5,5,{
+OnInstanceInit:
+ disablenpc instance_npcname("nyd_2f_red", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("nyd_2f_red", instance_id());
+ donpcevent instance_npcname("nyd_2f_red_warp1", instance_id())+"::OnEnable";
+ donpcevent instance_npcname("nyd_2f_red_warp2", instance_id())+"::OnEnable";
+ donpcevent instance_npcname("nyd_2f_red_warp3", instance_id())+"::OnEnable";
+ donpcevent instance_npcname("nyd_2f_red_c", instance_id())+"::OnEnable";
+ initnpctimer;
+ end;
+
+OnDisable:
+ donpcevent instance_npcname("nyd_2f_red_warp1", instance_id())+"::OnDisable";
+ donpcevent instance_npcname("nyd_2f_red_warp2", instance_id())+"::OnDisable";
+ donpcevent instance_npcname("nyd_2f_red_warp3", instance_id())+"::OnDisable";
+ disablenpc instance_npcname("nyd_2f_red", instance_id());
+ end;
+
+OnTouch:
+ percentheal -50,0;
+ percentheal -30,0;
+ sc_start SC_BLEEDING,60000,0;
+ end;
+
+OnTimer10000:
+ disablenpc instance_npcname("nyd_2f_red", instance_id());
+ stopnpctimer;
+ end;
+}
+
+2@nyd,6,6,0 script nyd_2f_red_c -1,{
+OnInstanceInit:
+ disablenpc instance_npcname("nyd_2f_red_c", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("nyd_2f_red_c", instance_id());
+ initnpctimer;
+ monster "2@nyd",120,285,"Nidhoggur's Guardian#1",2020,1,instance_npcname("nyd_2f_red_c", instance_id())+"::OnMyMobDead";
+ monster "2@nyd",119,286,"Nidhoggur's Guardian#2",2020,1,instance_npcname("nyd_2f_red_c", instance_id())+"::OnMyMobDead";
+ monster "2@nyd",120,270,"Nidhoggur's Guardian#3",2020,1,instance_npcname("nyd_2f_red_c", instance_id())+"::OnMyMobDead";
+ monster "2@nyd",119,269,"Nidhoggur's Guardian#4",2021,1,instance_npcname("nyd_2f_red_c", instance_id())+"::OnMyMobDead";
+ monster "2@nyd",118,270,"Nidhoggur's Guardian#5",2021,1,instance_npcname("nyd_2f_red_c", instance_id())+"::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ set .@mob_dead_num,mobcount("2@nyd",instance_npcname("nyd_2f_red_c", instance_id())+"::OnMyMobDead");
+ if (.@mob_dead_num < 1) {
+ instance_announce 0, "Nidhoggur's Shadow : You're not bad... but I will be your opponent this time.",bc_map,"0x00ff99";
+ donpcevent instance_npcname("nyd_2f_red_c", instance_id())+"::OnDisable";
+ donpcevent instance_npcname("nyd_2f_boss_enter_logic", instance_id())+"::OnEnable";
+ end;
+ }
+ end;
+
+OnDisable:
+ donpcevent instance_npcname("nyd_2f_red", instance_id())+"::OnDisable";
+ disablenpc instance_npcname("nyd_2f_red_c", instance_id());
+ stopnpctimer;
+ end;
+
+OnTimer180000:
+ killmonster "2@nyd",instance_npcname("nyd_2f_red_c", instance_id())+"::OnMyMobDead";;
+ stopnpctimer;
+ set .@rullet,rand(1,4);
+ if (.@rullet == 1) {
+ instance_announce 0, "Nidhoggur's Shadow : In this chaos... your blood is just what I need.",bc_map,"0xFFFF00";
+ donpcevent instance_npcname("nyd_2f_white", instance_id())+"::OnDisable";
+ donpcevent instance_npcname("nyd_2f_yellow", instance_id())+"::OnDisable";
+ donpcevent instance_npcname("nyd_2f_green", instance_id())+"::OnDisable";
+ donpcevent instance_npcname("nyd_2f_red", instance_id())+"::OnEnable";
+ instance_warpall "2@nyd",115,278;
+ end;
+ }
+ else if (.@rullet == 2) {
+ instance_announce 0, "Nidhoggur's Shadow : I will freeze every last drop of your blood.",bc_map,"0xFFFF00";
+ donpcevent instance_npcname("nyd_2f_red", instance_id())+"::OnDisable";
+ donpcevent instance_npcname("nyd_2f_yellow", instance_id())+"::OnDisable";
+ donpcevent instance_npcname("nyd_2f_green", instance_id())+"::OnDisable";
+ donpcevent instance_npcname("nyd_2f_white", instance_id())+"::OnEnable";
+ instance_warpall "2@nyd",115,373;
+ end;
+ }
+ else if (.@rullet == 3) {
+ instance_announce 0, "Nidhoggur's Shadow : Sleep for eternity in an empty illusion.",bc_map,"0xFFFF00";
+ donpcevent instance_npcname("nyd_2f_red", instance_id())+"::OnDisable";
+ donpcevent instance_npcname("nyd_2f_white", instance_id())+"::OnDisable";
+ donpcevent instance_npcname("nyd_2f_green", instance_id())+"::OnDisable";
+ donpcevent instance_npcname("nyd_2f_yellow", instance_id())+"::OnEnable";
+ instance_warpall "2@nyd",284,278;
+ end;
+ }
+ else if (.@rullet == 4) {
+ instance_announce 0, "Nidhoggur's Shadow : I'll let you enjoy the pain of dying slowly.",bc_map,"0xFFFF00";
+ donpcevent instance_npcname("nyd_2f_red", instance_id())+"::OnDisable";
+ donpcevent instance_npcname("nyd_2f_white", instance_id())+"::OnDisable";
+ donpcevent instance_npcname("nyd_2f_yellow", instance_id())+"::OnDisable";
+ donpcevent instance_npcname("nyd_2f_green", instance_id())+"::OnEnable";
+ instance_warpall "2@nyd",284,374;
+ end;
+ }
+ end;
+}
+
+2@nyd,130,298,0 script nyd_2f_red_warp1 -1,6,6,{
+OnInstanceInit:
+ disablenpc instance_npcname("nyd_2f_red_warp1", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("nyd_2f_red_warp1", instance_id());
+ end;
+
+OnDisable:
+ disablenpc instance_npcname("nyd_2f_red_warp1", instance_id());
+ end;
+
+OnTouch:
+ warp "2@nyd",115,278;
+ end;
+}
+
+2@nyd,142,296,0 script nyd_2f_red_warp2 -1,6,6,{
+OnInstanceInit:
+ disablenpc instance_npcname("nyd_2f_red_warp2", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("nyd_2f_red_warp2", instance_id());
+ end;
+
+OnDisable:
+ disablenpc instance_npcname("nyd_2f_red_warp2", instance_id());
+ end;
+
+OnTouch:
+ warp "2@nyd",115,278;
+ end;
+}
+
+2@nyd,145,283,0 script nyd_2f_red_warp3 -1,6,6,{
+OnInstanceInit:
+ disablenpc instance_npcname("nyd_2f_red_warp3", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("nyd_2f_red_warp3", instance_id());
+ end;
+
+OnDisable:
+ disablenpc instance_npcname("nyd_2f_red_warp3", instance_id());
+ end;
+
+OnTouch:
+ warp "2@nyd",115,278;
+ end;
+}
+
+2@nyd,115,373,0 script nyd_2f_white -1,5,5,{
+OnInstanceInit:
+ disablenpc instance_npcname("nyd_2f_white", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("nyd_2f_white", instance_id());
+ donpcevent instance_npcname("nyd_2f_white_warp1", instance_id())+"::OnEnable";
+ donpcevent instance_npcname("nyd_2f_white_warp2", instance_id())+"::OnEnable";
+ donpcevent instance_npcname("nyd_2f_white_warp3", instance_id())+"::OnEnable";
+ donpcevent instance_npcname("nyd_2f_white_c", instance_id())+"::OnEnable";
+ initnpctimer;
+ end;
+
+OnDisable:
+ donpcevent instance_npcname("nyd_2f_white_warp1", instance_id())+"::OnDisable";
+ donpcevent instance_npcname("nyd_2f_white_warp2", instance_id())+"::OnDisable";
+ donpcevent instance_npcname("nyd_2f_white_warp3", instance_id())+"::OnDisable";
+ disablenpc instance_npcname("nyd_2f_white", instance_id());
+ end;
+
+OnTouch:
+ percentheal -50,0;
+ sc_start SC_FREEZE,20000,0;
+ end;
+
+OnTimer10000:
+ disablenpc instance_npcname("nyd_2f_white", instance_id());
+ stopnpctimer;
+ end;
+}
+
+2@nyd,6,7,0 script nyd_2f_white_c -1,{
+OnInstanceInit:
+ disablenpc instance_npcname("nyd_2f_white_c", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("nyd_2f_white_c", instance_id());
+ initnpctimer;
+ monster "2@nyd",120,380,"Nidhoggur's Guardian#1",2020,1,instance_npcname("nyd_2f_white_c", instance_id())+"::OnMyMobDead";
+ monster "2@nyd",119,381,"Nidhoggur's Guardian#2",2020,1,instance_npcname("nyd_2f_white_c", instance_id())+"::OnMyMobDead";
+ monster "2@nyd",120,367,"Nidhoggur's Guardian#3",2020,1,instance_npcname("nyd_2f_white_c", instance_id())+"::OnMyMobDead";
+ monster "2@nyd",119,366,"Nidhoggur's Guardian#4",2021,1,instance_npcname("nyd_2f_white_c", instance_id())+"::OnMyMobDead";
+ monster "2@nyd",118,365,"Nidhoggur's Guardian#5",2021,1,instance_npcname("nyd_2f_white_c", instance_id())+"::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ set .@mob_dead_num,mobcount("2@nyd",instance_npcname("nyd_2f_white_c", instance_id())+"::OnMyMobDead");
+ if (.@mob_dead_num < 1) {
+ instance_announce 0, "Nidhoggur's Shadow : You're not bad... but I will be your opponent this time.",bc_map,"0x00ff99";
+ donpcevent instance_npcname("nyd_2f_white_c", instance_id())+"::OnDisable";
+ donpcevent instance_npcname("nyd_2f_boss_enter_logic", instance_id())+"::OnEnable";
+ end;
+ }
+ end;
+
+OnDisable:
+ donpcevent instance_npcname("nyd_2f_white", instance_id())+"::OnDisable";
+ disablenpc instance_npcname("nyd_2f_white_c", instance_id());
+ stopnpctimer;
+ end;
+
+OnTimer180000:
+ killmonster "2@nyd",instance_npcname("nyd_2f_white_c", instance_id())+"::OnMyMobDead";
+ stopnpctimer;
+ set .@rullet,rand(1,4);
+ if (.@rullet == 1) {
+ instance_announce 0, "Nidhoggur's Shadow : In this chaos... your blood is just what I need.",bc_map,"0xFFFF00";
+ donpcevent instance_npcname("nyd_2f_white", instance_id())+"::OnDisable";
+ donpcevent instance_npcname("nyd_2f_yellow", instance_id())+"::OnDisable";
+ donpcevent instance_npcname("nyd_2f_green", instance_id())+"::OnDisable";
+ donpcevent instance_npcname("nyd_2f_red", instance_id())+"::OnEnable";
+ instance_warpall "2@nyd",115,278;
+ end;
+ }
+ else if (.@rullet == 2) {
+ instance_announce 0, "Nidhoggur's Shadow : I will freeze every last drop of your blood.",bc_map,"0xFFFF00";
+ donpcevent instance_npcname("nyd_2f_red", instance_id())+"::OnDisable";
+ donpcevent instance_npcname("nyd_2f_yellow", instance_id())+"::OnDisable";
+ donpcevent instance_npcname("nyd_2f_green", instance_id())+"::OnDisable";
+ donpcevent instance_npcname("nyd_2f_white", instance_id())+"::OnEnable";
+ instance_warpall "2@nyd",115,373;
+ end;
+ }
+ else if (.@rullet == 3) {
+ instance_announce 0, "Nidhoggur's Shadow : Sleep for eternity in an empty illusion.",bc_map,"0xFFFF00";
+ donpcevent instance_npcname("nyd_2f_red", instance_id())+"::OnDisable";
+ donpcevent instance_npcname("nyd_2f_white", instance_id())+"::OnDisable";
+ donpcevent instance_npcname("nyd_2f_green", instance_id())+"::OnDisable";
+ donpcevent instance_npcname("nyd_2f_yellow", instance_id())+"::OnEnable";
+ instance_warpall "2@nyd",284,278;
+ end;
+ }
+ else if (.@rullet == 4) {
+ instance_announce 0, "Nidhoggur's Shadow : I'll let you enjoy the pain of dying slowly.",bc_map,"0xFFFF00";
+ donpcevent instance_npcname("nyd_2f_red", instance_id())+"::OnDisable";
+ donpcevent instance_npcname("nyd_2f_white", instance_id())+"::OnDisable";
+ donpcevent instance_npcname("nyd_2f_yellow", instance_id())+"::OnDisable";
+ donpcevent instance_npcname("nyd_2f_green", instance_id())+"::OnEnable";
+ instance_warpall "2@nyd",284,374;
+ end;
+ }
+ end;
+}
+
+2@nyd,127,354,0 script nyd_2f_white_warp1 -1,6,6,{
+OnInstanceInit:
+ disablenpc instance_npcname("nyd_2f_white_warp1", instance_id());;
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("nyd_2f_white_warp1", instance_id());;
+ end;
+
+OnDisable:
+ disablenpc instance_npcname("nyd_2f_white_warp1", instance_id());;
+ end;
+
+OnTouch:
+ warp "2@nyd",115,373;
+ end;
+}
+
+2@nyd,140,357,0 script nyd_2f_white_warp2 -1,6,6,{
+OnInstanceInit:
+ disablenpc instance_npcname("nyd_2f_white_warp2", instance_id());;
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("nyd_2f_white_warp2", instance_id());;
+ end;
+
+OnDisable:
+ disablenpc instance_npcname("nyd_2f_white_warp2", instance_id());;
+ end;
+
+OnTouch:
+ warp "2@nyd",115,373;
+ end;
+}
+
+2@nyd,145,367,0 script nyd_2f_white_warp3 -1,6,6,{
+OnInstanceInit:
+ disablenpc instance_npcname("nyd_2f_white_warp3", instance_id());;
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("nyd_2f_white_warp3", instance_id());;
+ end;
+
+OnDisable:
+ disablenpc instance_npcname("nyd_2f_white_warp3", instance_id());;
+ end;
+
+OnTouch:
+ warp "2@nyd",115,373;
+ end;
+}
+
+2@nyd,284,278,0 script nyd_2f_yellow -1,5,5,{
+OnInstanceInit:
+ disablenpc instance_npcname("nyd_2f_yellow", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("nyd_2f_yellow", instance_id());
+ donpcevent instance_npcname("nyd_2f_yellow_warp1", instance_id())+"::OnEnable";
+ donpcevent instance_npcname("nyd_2f_yellow_warp2", instance_id())+"::OnEnable";
+ donpcevent instance_npcname("nyd_2f_yellow_warp3", instance_id())+"::OnEnable";
+ donpcevent instance_npcname("nyd_2f_yellow_c", instance_id())+"::OnEnable";
+ initnpctimer;
+ end;
+
+OnDisable:
+ donpcevent instance_npcname("nyd_2f_yellow_warp1", instance_id())+"::OnDisable";
+ donpcevent instance_npcname("nyd_2f_yellow_warp2", instance_id())+"::OnDisable";
+ donpcevent instance_npcname("nyd_2f_yellow_warp3", instance_id())+"::OnDisable";
+ disablenpc instance_npcname("nyd_2f_yellow", instance_id());
+ end;
+
+OnTouch:
+ percentheal 0,-50;
+ sc_start SC_SLEEP,20000,0;
+ sc_start SC_CONFUSION,60000,0;
+ end;
+
+OnTimer10000:
+ disablenpc instance_npcname("nyd_2f_yellow", instance_id());
+ stopnpctimer;
+ end;
+}
+
+2@nyd,6,8,0 script nyd_2f_yellow_c -1,{
+OnInstanceInit:
+ disablenpc instance_npcname("nyd_2f_yellow_c", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("nyd_2f_yellow_c", instance_id());
+ initnpctimer;
+ monster "2@nyd",282,284,"Nidhoggur's Guardian#1",2020,1,instance_npcname("nyd_2f_yellow_c", instance_id())+"::OnMyMobDead";
+ monster "2@nyd",283,283,"Nidhoggur's Guardian#2",2020,1,instance_npcname("nyd_2f_yellow_c", instance_id())+"::OnMyMobDead";
+ monster "2@nyd",280,275,"Nidhoggur's Guardian#3",2020,1,instance_npcname("nyd_2f_yellow_c", instance_id())+"::OnMyMobDead";
+ monster "2@nyd",281,276,"Nidhoggur's Guardian#4",2021,1,instance_npcname("nyd_2f_yellow_c", instance_id())+"::OnMyMobDead";
+ monster "2@nyd",281,277,"Nidhoggur's Guardian#5",2021,1,instance_npcname("nyd_2f_yellow_c", instance_id())+"::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ set .@mob_dead_num,mobcount("2@nyd",instance_npcname("nyd_2f_yellow_c", instance_id())+"::OnMyMobDead");
+ if (.@mob_dead_num < 1) {
+ instance_announce 0, "Nidhoggur's Shadow : You're not bad...but I will be your opponent this time.",bc_map,"0x00ff99";
+ donpcevent instance_npcname("nyd_2f_yellow_c", instance_id())+"::OnDisable";
+ donpcevent instance_npcname("nyd_2f_boss_enter_logic", instance_id())+"::OnEnable";
+ end;
+ }
+ else {
+ end;
+ }
+
+Onreset:
+ killmonster "2@nyd",instance_npcname("nyd_2f_yellow_c", instance_id())+"::OnMyMobDead";
+ donpcevent instance_npcname("nyd_2f_yellow_c", instance_id())+"::OnDisable";
+ end;
+
+OnDisable:
+ donpcevent instance_npcname("nyd_2f_yellow", instance_id())+"::OnDisable";
+ disablenpc instance_npcname("nyd_2f_yellow_c", instance_id());
+ stopnpctimer;
+ end;
+
+OnTimer180000:
+ killmonster "2@nyd",instance_npcname("nyd_2f_yellow_c", instance_id())+"::OnMyMobDead";
+ stopnpctimer;
+ set .@rullet,rand(1,4);
+ if (.@rullet == 1) {
+ instance_announce 0, "Nidhoggur's Shadow : In this chaos... your blood is just what I need.",bc_map,"0xFFFF00";
+ donpcevent instance_npcname("nyd_2f_white", instance_id())+"::OnDisable";
+ donpcevent instance_npcname("nyd_2f_yellow", instance_id())+"::OnDisable";
+ donpcevent instance_npcname("nyd_2f_green", instance_id())+"::OnDisable";
+ donpcevent instance_npcname("nyd_2f_red", instance_id())+"::OnEnable";
+ instance_warpall "2@nyd",115,278;
+ end;
+ }
+ else if (.@rullet == 2) {
+ instance_announce 0, "Nidhoggur's Shadow : I will freeze every last drop of your blood.",bc_map,"0xFFFF00";
+ donpcevent instance_npcname("nyd_2f_red", instance_id())+"::OnDisable";
+ donpcevent instance_npcname("nyd_2f_yellow", instance_id())+"::OnDisable";
+ donpcevent instance_npcname("nyd_2f_green", instance_id())+"::OnDisable";
+ donpcevent instance_npcname("nyd_2f_white", instance_id())+"::OnEnable";
+ instance_warpall "2@nyd",115,373;
+ end;
+ }
+ else if (.@rullet == 3) {
+ instance_announce 0, "Nidhoggur's Shadow : Sleep for eternity in an empty illusion.",bc_map,"0xFFFF00";
+ donpcevent instance_npcname("nyd_2f_red", instance_id())+"::OnDisable";
+ donpcevent instance_npcname("nyd_2f_white", instance_id())+"::OnDisable";
+ donpcevent instance_npcname("nyd_2f_green", instance_id())+"::OnDisable";
+ donpcevent instance_npcname("nyd_2f_yellow", instance_id())+"::OnEnable";
+ instance_warpall "2@nyd",284,278;
+ end;
+ }
+ else if (.@rullet == 4) {
+ instance_announce 0, "Nidhoggur's Shadow : I'll let you enjoy the pain of dying slowly.",bc_map,"0xFFFF00";
+ donpcevent instance_npcname("nyd_2f_red", instance_id())+"::OnDisable";
+ donpcevent instance_npcname("nyd_2f_white", instance_id())+"::OnDisable";
+ donpcevent instance_npcname("nyd_2f_yellow", instance_id())+"::OnDisable";
+ donpcevent instance_npcname("nyd_2f_green", instance_id())+"::OnEnable";
+ instance_warpall "2@nyd",284,374;
+ end;
+ }
+ end;
+}
+
+2@nyd,255,285,0 script nyd_2f_yellow_warp1 -1,6,6,{
+OnInstanceInit:
+ disablenpc instance_npcname("nyd_2f_yellow_warp1", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("nyd_2f_yellow_warp1", instance_id());
+ end;
+
+OnDisable:
+ disablenpc instance_npcname("nyd_2f_yellow_warp1", instance_id());
+ end;
+
+OnTouch:
+ warp "2@nyd",284,278;
+ end;
+}
+
+2@nyd,257,296,0 script nyd_2f_yellow_warp2 -1,6,6,{
+OnInstanceInit:
+ disablenpc instance_npcname("nyd_2f_yellow_warp2", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("nyd_2f_yellow_warp2", instance_id());
+ end;
+
+OnDisable:
+ disablenpc instance_npcname("nyd_2f_yellow_warp2", instance_id());
+ end;
+
+OnTouch:
+ warp "2@nyd",284,278;
+ end;
+}
+
+2@nyd,268,300,0 script nyd_2f_yellow_warp3 -1,6,6,{
+OnInstanceInit:
+ disablenpc instance_npcname("nyd_2f_yellow_warp3", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("nyd_2f_yellow_warp3", instance_id());
+ end;
+
+OnDisable:
+ disablenpc instance_npcname("nyd_2f_yellow_warp3", instance_id());
+ end;
+
+OnTouch:
+ warp "2@nyd",284,278;
+ end;
+}
+
+2@nyd,284,374,0 script nyd_2f_green -1,5,5,{
+OnInstanceInit:
+ disablenpc instance_npcname("nyd_2f_green", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("nyd_2f_green", instance_id());
+ donpcevent instance_npcname("nyd_2f_green_warp1", instance_id())+"::OnEnable";
+ donpcevent instance_npcname("nyd_2f_green_warp2", instance_id())+"::OnEnable";
+ donpcevent instance_npcname("nyd_2f_green_warp3", instance_id())+"::OnEnable";
+ donpcevent instance_npcname("nyd_2f_green_c", instance_id())+"::OnEnable";
+ initnpctimer;
+ end;
+
+OnDisable:
+ donpcevent instance_npcname("nyd_2f_green_warp1", instance_id())+"::OnDisable";
+ donpcevent instance_npcname("nyd_2f_green_warp2", instance_id())+"::OnDisable";
+ donpcevent instance_npcname("nyd_2f_green_warp3", instance_id())+"::OnDisable";
+ disablenpc instance_npcname("nyd_2f_green", instance_id());
+ end;
+
+OnTouch:
+ percentheal -50,-50;
+ sc_start SC_POISON,60000,0;
+ end;
+
+OnTimer10000:
+ disablenpc instance_npcname("nyd_2f_green", instance_id());
+ stopnpctimer;
+ end;
+}
+
+2@nyd,6,9,0 script nyd_2f_green_c -1,{
+OnInstanceInit:
+ disablenpc instance_npcname("nyd_2f_green_c", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("nyd_2f_green_c", instance_id());
+ initnpctimer;
+ monster "2@nyd",282,378,"Nidhoggur's Guardian#1",2020,1,instance_npcname("nyd_2f_green_c", instance_id())+"::OnMyMobDead";
+ monster "2@nyd",283,377,"Nidhoggur's Guardian#2",2020,1,instance_npcname("nyd_2f_green_c", instance_id())+"::OnMyMobDead";
+ monster "2@nyd",280,368,"Nidhoggur's Guardian#3",2020,1,instance_npcname("nyd_2f_green_c", instance_id())+"::OnMyMobDead";
+ monster "2@nyd",281,368,"Nidhoggur's Guardian#4",2021,1,instance_npcname("nyd_2f_green_c", instance_id())+"::OnMyMobDead";
+ monster "2@nyd",281,367,"Nidhoggur's Guardian#5",2021,1,instance_npcname("nyd_2f_green_c", instance_id())+"::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ set .@mob_dead_num,mobcount("2@nyd",instance_npcname("nyd_2f_green_c", instance_id())+"::OnMyMobDead");
+ if (.@mob_dead_num < 1) {
+ instance_announce 0, "Nidhoggur's Shadow : You're not bad... but I will be your opponent this time.",bc_map,"0x00ff99";
+ donpcevent instance_npcname("nyd_2f_green_c", instance_id())+"::OnDisable";
+ donpcevent instance_npcname("nyd_2f_boss_enter_logic", instance_id())+"::OnEnable";
+ end;
+ }
+ else {
+ end;
+ }
+
+Onreset:
+ killmonster "2@nyd",instance_npcname("nyd_2f_green_c", instance_id())+"::OnMyMobDead";
+ donpcevent instance_npcname("nyd_2f_green_c", instance_id())+"::OnDisable";
+ end;
+
+OnDisable:
+ donpcevent instance_npcname("nyd_2f_green", instance_id())+"::OnDisable";
+ disablenpc instance_npcname("nyd_2f_green_c", instance_id());
+ stopnpctimer;
+ end;
+
+OnTimer180000:
+ killmonster "2@nyd",instance_npcname("nyd_2f_green_c", instance_id())+"::OnMyMobDead";
+ stopnpctimer;
+ set .@rullet,rand(1,4);
+ if (.@rullet == 1) {
+ instance_announce 0, "Nidhoggur's Shadow : In this chaos... your blood is just what I need.",bc_map,"0xFFFF00";
+ donpcevent instance_npcname("nyd_2f_white", instance_id())+"::OnDisable";
+ donpcevent instance_npcname("nyd_2f_yellow", instance_id())+"::OnDisable";
+ donpcevent instance_npcname("nyd_2f_green", instance_id())+"::OnDisable";
+ donpcevent instance_npcname("nyd_2f_red", instance_id())+"::OnEnable";
+ instance_warpall "2@nyd",115,278;
+ end;
+ }
+ else if (.@rullet == 2) {
+ instance_announce 0, "Nidhoggur's Shadow : I will freeze every last drop of your blood.",bc_map,"0xFFFF00";
+ donpcevent instance_npcname("nyd_2f_red", instance_id())+"::OnDisable";
+ donpcevent instance_npcname("nyd_2f_yellow", instance_id())+"::OnDisable";
+ donpcevent instance_npcname("nyd_2f_green", instance_id())+"::OnDisable";
+ donpcevent instance_npcname("nyd_2f_white", instance_id())+"::OnEnable";
+ instance_warpall "2@nyd",115,373;
+ end;
+ }
+ else if (.@rullet == 3) {
+ instance_announce 0, "Nidhoggur's Shadow : Sleep for eternity in an empty illusion.",bc_map,"0xFFFF00";
+ donpcevent instance_npcname("nyd_2f_red", instance_id())+"::OnDisable";
+ donpcevent instance_npcname("nyd_2f_white", instance_id())+"::OnDisable";
+ donpcevent instance_npcname("nyd_2f_green", instance_id())+"::OnDisable";
+ donpcevent instance_npcname("nyd_2f_yellow", instance_id())+"::OnEnable";
+ instance_warpall "2@nyd",284,278;
+ end;
+ }
+ else if (.@rullet == 4) {
+ instance_announce 0, "Nidhoggur's Shadow : I'll let you enjoy the pain of dying slowly.",bc_map,"0xFFFF00";
+ donpcevent instance_npcname("nyd_2f_red", instance_id())+"::OnDisable";
+ donpcevent instance_npcname("nyd_2f_white", instance_id())+"::OnDisable";
+ donpcevent instance_npcname("nyd_2f_yellow", instance_id())+"::OnDisable";
+ donpcevent instance_npcname("nyd_2f_green", instance_id())+"::OnEnable";
+ instance_warpall "2@nyd",284,374;
+ end;
+ }
+ end;
+}
+
+2@nyd,274,356,0 script nyd_2f_green_warp1 -1,6,6,{
+OnInstanceInit:
+ disablenpc instance_npcname("nyd_2f_green_warp1", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("nyd_2f_green_warp1", instance_id());
+ end;
+
+OnDisable:
+ disablenpc instance_npcname("nyd_2f_green_warp1", instance_id());
+ end;
+
+OnTouch:
+ warp "2@nyd",284,374;
+ end;
+}
+
+2@nyd,260,356,0 script nyd_2f_green_warp2 -1,6,6,{
+OnInstanceInit:
+ disablenpc instance_npcname("nyd_2f_green_warp2", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("nyd_2f_green_warp2", instance_id());
+ end;
+
+OnDisable:
+ disablenpc instance_npcname("nyd_2f_green_warp2", instance_id());
+ end;
+
+OnTouch:
+ warp "2@nyd",284,374;
+ end;
+}
+
+2@nyd,258,368,0 script nyd_2f_green_warp3 -1,6,6,{
+OnInstanceInit:
+ disablenpc instance_npcname("nyd_2f_green_warp3", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("nyd_2f_green_warp3", instance_id());
+ end;
+
+OnDisable:
+ disablenpc instance_npcname("nyd_2f_green_warp3", instance_id());
+ end;
+
+OnTouch:
+ warp "2@nyd",284,374;
+ end;
+}
+
+2@nyd,1,1,0 script ins_nyd2_spawn_mobs -1,{
+OnInstanceInit:
+ areamonster "2@nyd",200,92,180,80,"Rhyncho",2020,20;
+ areamonster "2@nyd",200,92,180,80,"Phylla",2021,20;
+ areamonster "2@nyd",200,92,180,80,"Dark Shadow",2023,20;
+ areamonster "2@nyd",200,92,180,80,"Dark Pinguicula",2015,20;
+ areamonster "2@nyd",200,92,180,80,"Rhyncho",2020,20;
+ areamonster "2@nyd",200,92,180,80,"Phylla",2021,20;
+ areamonster "2@nyd",200,92,180,80,"Dark Shadow",2023,20;
+ areamonster "2@nyd",200,92,180,80,"Dark Pinguicula",2015,20;
+ end;
+}
diff --git a/npc/pre-re/instances/OrcsMemory.txt b/npc/pre-re/instances/OrcsMemory.txt
new file mode 100644
index 000000000..a1d8618ca
--- /dev/null
+++ b/npc/pre-re/instances/OrcsMemory.txt
@@ -0,0 +1,1369 @@
+//===== rAthena Script =======================================
+//= Orc's Memory
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.6
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Relive the memory of an orc.
+//===== Additional Comments: =================================
+//= 1.0 First version. [L0ne_W0lf]
+//= 1.1 First round of bugfixes. (bugreport:3928) [L0ne_W0lf]
+//= Fixed some npcs calling wrong events.
+//= Fixed Depraved Orc Spirit spawn point
+//= Fixed an NPC that was never being enabled.
+//= 1.1a Second round from bugreport. (bugreport:3928) [L0ne_W0lf]
+//= Fixed first warp never enabling, issue not seen
+//= because of a local source mod.
+//= Corrected the IDs for the Vengeful Orc Spirit and
+//= Shaman Cargalache, copy/paste fail.
+//= Changed spawn point for dungeon according to spawn
+//= point on iRO.
+//= 1.2 More bugfixes, mostly typos. :O (bugreport:3944) [L0ne_W0lf]
+//= Fixed some varaibles (types/values) as well.
+//= 1.3 Disabled an exploit related to the orc hero spawn. [L0ne_W0lf]
+//= Corrected the variable type for party leader name.
+//= 1.4 Fixed donpcevent calling non-existant npc. (bugreport:4039) [L0ne_W0lf]
+//= 1.5 Fixed a checkquest condition never setting quest. [L0ne_W0lf]
+//= 1.6 Added 'instance_check_party' command to the script for proper checking if
+//= the invoking party meets the requirements to join the Memorial Dungeon.
+//============================================================
+
+// Entrance
+gef_fild10,242,202,0 script Dimensional Gorge Piece 406,{
+
+ set .@party_id,getcharid(1);
+ set .@ins_mas,getpartyleader(.@party_id,1);
+ set .@p_name$,getpartyname(.@party_id);
+ set .@p_leader$,rid2name(.@ins_mas);
+ set .@md_name$,"Orc's Memory";
+
+ if(!instance_check_party(.@party_id,2,30,80)){
+ mes "I'm sorry but your Party does not meet the requirements to join the Memorial Dungeon.";
+ close;
+ }
+
+ set .@orctime,checkquest(12059,PLAYTIME);
+ if (.@orctime == -1) {
+ if (.@ins_mas == getcharid(3)) {
+ mes "Party status confirmed. Would you like to book entrance to the "+.@md_name$+"?";
+ next;
+ switch(select("Reserve the "+.@md_name$+":Enter the Dungeon:Cancel")) {
+ case 1:
+ set .@instance,instance_create(.@md_name$,.@party_id);
+ if (.@instance < 0) {
+ mes "Party Name: "+.@p_name$+"";
+ mes "Party Leader: "+.@p_leader$+"";
+ mes "^0000ff"+.@md_name$+" ^000000 - Reservation Failed.";
+ close;
+ } else {
+ mes "^0000ff"+.@md_name$+"^000000- Attempting to book an entrance";
+ mes "After making a reservation, you have to select 'Enter the Dungeon' from the menu if you wish to enter the "+.@md_name$+".";
+ for( set .@i, 1; .@i <= 2; set .@i, .@i + 1 ) {
+ if( instance_attachmap(.@i + "@orcs", .@instance) == "" )
+ break;
+ }
+ if( .@i < 2 ) {
+ instance_destroy(.@instance);
+ close;
+ }
+ instance_attach(.@instance);
+ instance_set_timeout 7200,300,.@instance;
+ instance_init(.@instance);
+
+ // First Floor
+ donpcevent instance_npcname("#Resurrect Monsters1", instance_id())+"::OnInstanceInit";
+ donpcevent instance_npcname("#Resurrect Monsters2", instance_id())+"::OnInstanceInit";
+ donpcevent instance_npcname("#Resurrect Monsters3", instance_id())+"::OnInstanceInit";
+ donpcevent instance_npcname("#Resurrect Monsters4", instance_id())+"::OnInstanceInit";
+ donpcevent instance_npcname("B1 Area 1", instance_id())+"::OnInstanceInit";
+ donpcevent instance_npcname("B1 Area 2", instance_id())+"::OnInstanceInit";
+ donpcevent instance_npcname("B1 Area 3", instance_id())+"::OnInstanceInit";
+ donpcevent instance_npcname("B1 Area 4", instance_id())+"::OnInstanceInit";
+ disablenpc instance_npcname("Kurger#1-2", instance_id());
+
+ // Second Floor
+ donpcevent instance_npcname("#2Resurrect Monsters1", instance_id())+"::OnInstanceInit";
+ donpcevent instance_npcname("#2Resurrect Monsters3", instance_id())+"::OnInstanceInit";
+ donpcevent instance_npcname("#2Resurrect Monsters4", instance_id())+"::OnInstanceInit";
+ donpcevent instance_npcname("Torch#1-1", instance_id())+"::OnInstanceInit";
+ donpcevent instance_npcname("Torch#1-2", instance_id())+"::OnInstanceInit";
+ donpcevent instance_npcname("Torch#1-3", instance_id())+"::OnInstanceInit";
+ donpcevent instance_npcname("Torch#1-4", instance_id())+"::OnInstanceInit";
+ donpcevent instance_npcname("Torch#2-2", instance_id())+"::OnInstanceInit";
+ donpcevent instance_npcname("Torch#2-3", instance_id())+"::OnInstanceInit";
+ donpcevent instance_npcname("Torch#2-4", instance_id())+"::OnInstanceInit";
+ donpcevent instance_npcname("Torch#3-2", instance_id())+"::OnInstanceInit";
+ donpcevent instance_npcname("Torch#3-3", instance_id())+"::OnInstanceInit";
+ donpcevent instance_npcname("Torch#3-4", instance_id())+"::OnInstanceInit";
+ donpcevent instance_npcname("#Warp2-1", instance_id())+"::OnInstanceInit";
+ donpcevent instance_npcname("#Warp2-2", instance_id())+"::OnInstanceInit";
+ donpcevent instance_npcname("#Warp2-3", instance_id())+"::OnInstanceInit";
+ donpcevent instance_npcname("#Boss Control", instance_id())+"::OnInstanceInit";
+ donpcevent instance_npcname("#Warp Outside Orc Dun", instance_id())+"::OnInstanceInit";
+ donpcevent instance_npcname("Kruger#", instance_id())+"::OnInstanceInit";
+ disablenpc instance_npcname("Kruger#2-2", instance_id());
+ close;
+ }
+ case 2:
+ if (has_instance("1@orcs") == "") {
+ mes "Memorial Dungeon "+.@md_name$+" does not exist.";
+ mes "The party leader has not reserved entrance to the dungeon yet.";
+ next;
+ mes "Once the reservation is complete, the dungeon will be generated.";
+ mes "If your dungeon has been destroyed you must wait 7 days before re-entering.";
+ close;
+ }
+ if((party_instance_id3 != 0) && (party_instance_id3 != getcharid(1))) {
+ mes "The Memorial Dungeon "+.@md_name$+" does not exist.";
+ mes "The Memorial Dungeon has been destroyed by the Party Leader or because of the time limit. Please try again after 2 hours.";
+ close;
+ }
+ mapannounce "gef_fild10", .@p_leader$ + " of the party, " + .@p_name$ + " is entering the "+.@md_name$+".",bc_map,"0x00ff99";
+ if (checkquest(12059)== -1) setquest 12059;
+ set party_instance_id3,getcharid(1);
+ warp "1@orcs",179,15;
+ end;
+ case 3:
+ close;
+ }
+ }
+ switch(select(.@md_name$ + " Enter the Memorial Dungeon:Cancel")) {
+ case 1:
+ if (has_instance("1@orcs") == "") {
+ mes "The Memorial Dungeon "+.@md_name$+" does not exist.";
+ mes "The Memorial Dungeon has been destroyed by the Party Leader or because of the time limit. Please try again after 2 hours.";
+ close;
+ }
+ if((party_instance_id3 != 0) && (party_instance_id3 != getcharid(1))) {
+ mes "The Memorial Dungeon "+.@md_name$+" does not exist.";
+ mes "The Memorial Dungeon has been destroyed by the Party Leader or because of the time limit. Please try again after 2 hours.";
+ close;
+ }
+ mapannounce "gef_fild10",.@p_name$+" Party's member "+.@p_leader$+" has entered the "+.@md_name$+".",bc_map,"0x00ff99";
+ set party_instance_id3,getcharid(1);
+ if (checkquest(12059)== -1) setquest 12059;
+ warp "1@orcs",179,15;
+ end;
+ case 2:
+ close;
+ }
+ } else if (.@orctime == 0 || .@orctime == 1) {
+ mes "You can enter the Dungeon if it has been generated.";
+ next;
+ switch(select("Enter the Dungeon "+.@md_name$+":Cancel")) {
+ case 1:
+ if (has_instance("1@orcs") == "") {
+ mes "The Memorial Dungeon "+.@md_name$+" does not exist.";
+ mes "The Memorial Dungeon has been destroyed by the Party Leader or because of the time limit. Please try again after 2 hours.";
+ close;
+ }
+ if((party_instance_id3 != 0) && (party_instance_id3 != getcharid(1))) {
+ mes "The Memorial Dungeon "+.@md_name$+" does not exist.";
+ mes "The Memorial Dungeon has been destroyed by the Party Leader or because of the time limit. Please try again after 2 hours.";
+ close;
+ }
+ mapannounce "gef_fild10",.@p_name$+" Party's member "+.@p_leader$+" has entered the "+.@md_name$+".",bc_map,"0x00ff99";
+ if (checkquest(12059)== -1) setquest 12059;
+ set party_instance_id3,getcharid(1);
+ warp "1@orcs",179,15;
+ end;
+ case 2:
+ close;
+ }
+ }
+ else if (.@orctime == 2) {
+ mes "^0000ffAll records and after-effects related to the Orc's Memory Dungeon are deleted. You can now regenerate or re-enter the dungeon.^000000";
+ set party_instance_id3,0;
+ erasequest 12059;
+ close;
+ }
+ mes "In order to generate a dungeon you must be the Party Leader and have at least 2 members in the party.";
+ close;
+}
+
+gef_fild10,238,202,6 script Mad Scientist#orc 865,{
+ if (BaseLevel < 50) {
+ mes "The Mad Scientist doesn't seem to notice you and keeps mumbling to himself...";
+ close;
+ }
+ if (mad > 1) {
+ set mad,1;
+ }
+ else if (mad < 1) {
+ mes "[Mad Scientist]";
+ mes "Haha, no Orcs are coming near me!";
+ mes "The power of the Dimensional Gorge is undefeatable!!";
+ next;
+ switch(select("Orcs don't attack you?:You wish!")) {
+ case 1:
+ mes "[Mad Scientist]";
+ mes "Yeah, yeah.. I know it's hard to belive. I don't blame ya.";
+ mes "I used to study the Dimensional Gorge discovered near Morroc.";
+ mes "According to my research, the minerals found there have enormous power inside them!";
+ next;
+ break;
+ case 2:
+ mes "[Mad Scientist]";
+ mes "You are a pretty distrustful person, huh?";
+ next;
+ break;
+ }
+ switch(select("Oh? Like what, travel to alternate space?")) {
+ case 1:
+ mes "[Mad Scientist]";
+ mes "Very smart! I have actually just done that! See that statue over there? It's not your normal Monolith!";
+ next;
+ mes "[Mad Scientist]";
+ mes "I have created it with a combination of our technology and the unlimited energy I discovered from the Gorge! Want to try it?";
+ next;
+ break;
+ }
+ switch(select("... Um, that doesn't sound legal?")) {
+ case 1:
+ mes "[Mad Scientist]";
+ mes "Hey, since when did something so interesting have to be legal!? How about it! You can talk to the Orcs! C'mon!";
+ next;
+ mes "[Mad Scientist]";
+ mes "Chances are they'll just give you lots of instructions once they see you, so just wing it! They're always saying the same thing, to the point where I memorized them!";
+ next;
+ break;
+ }
+ switch(select("Alright... What do I do?:Umm, maybe not.")) {
+ case 1:
+ mes "[Mad Scientist]";
+ mes "Very good! Just sit in the hands of this statue! And try to act natural when you're in there!";
+ set mad,1;
+ break;
+ case 2:
+ mes "[Mad Scientist]";
+ mes "Oh fine, be that way!";
+ break;
+ }
+ }
+ else {
+ mes "[Mad Scientist]";
+ mes "Hmm? Put your hand on that Monemus Statue if you want to experience traveling through dimensions!";
+ }
+ close;
+}
+
+// Orc's Memory Floor 1
+1@orcs,180,30,0 script #Resurrect Monsters1 844,{
+ end;
+
+OnInstanceInit:
+ disablenpc instance_npcname("#Resurrect Monsters1", instance_id());
+ end;
+
+OnDisable:
+ killmonster "1@orcs",instance_npcname("#Resurrect Monsters1", instance_id())+"::OnMyMobDead";
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("#Resurrect Monsters1", instance_id());
+ monster "1@orcs",0,0,"Orc Warrior",1023,1,instance_npcname("#Resurrect Monsters1", instance_id())+"::OnMyMobDead";
+ monster "1@orcs",0,0,"Orc Warrior",1023,1,instance_npcname("#Resurrect Monsters1", instance_id())+"::OnMyMobDead";
+ monster "1@orcs",0,0,"Orc Warrior",1023,1,instance_npcname("#Resurrect Monsters1", instance_id())+"::OnMyMobDead";
+ monster "1@orcs",0,0,"Orc Warrior",1023,1,instance_npcname("#Resurrect Monsters1", instance_id())+"::OnMyMobDead";
+ monster "1@orcs",0,0,"Orc Warrior",1023,1,instance_npcname("#Resurrect Monsters1", instance_id())+"::OnMyMobDead";
+ monster "1@orcs",0,0,"Orc Warrior",1023,1,instance_npcname("#Resurrect Monsters1", instance_id())+"::OnMyMobDead";
+ monster "1@orcs",0,0,"Orc Warrior",1023,1,instance_npcname("#Resurrect Monsters1", instance_id())+"::OnMyMobDead";
+ monster "1@orcs",0,0,"Orc Warrior",1023,1,instance_npcname("#Resurrect Monsters1", instance_id())+"::OnMyMobDead";
+ monster "1@orcs",0,0,"Orc Warrior",1023,1,instance_npcname("#Resurrect Monsters1", instance_id())+"::OnMyMobDead";
+ monster "1@orcs",0,0,"Orc Warrior",1023,1,instance_npcname("#Resurrect Monsters1", instance_id())+"::OnMyMobDead";
+ monster "1@orcs",0,0,"Orc Warrior",1023,1,instance_npcname("#Resurrect Monsters1", instance_id())+"::OnMyMobDead";
+ monster "1@orcs",0,0,"Orc Warrior",1023,1,instance_npcname("#Resurrect Monsters1", instance_id())+"::OnMyMobDead";
+ monster "1@orcs",0,0,"Orc Warrior",1023,1,instance_npcname("#Resurrect Monsters1", instance_id())+"::OnMyMobDead";
+ monster "1@orcs",0,0,"Orc Warrior",1023,1,instance_npcname("#Resurrect Monsters1", instance_id())+"::OnMyMobDead";
+ monster "1@orcs",0,0,"Orc Warrior",1023,1,instance_npcname("#Resurrect Monsters1", instance_id())+"::OnMyMobDead";
+ monster "1@orcs",0,0,"Orc Warrior",1023,1,instance_npcname("#Resurrect Monsters1", instance_id())+"::OnMyMobDead";
+ monster "1@orcs",0,0,"Orc Warrior",1023,1,instance_npcname("#Resurrect Monsters1", instance_id())+"::OnMyMobDead";
+ monster "1@orcs",0,0,"Orc Warrior",1023,1,instance_npcname("#Resurrect Monsters1", instance_id())+"::OnMyMobDead";
+ monster "1@orcs",0,0,"Orc Warrior",1023,1,instance_npcname("#Resurrect Monsters1", instance_id())+"::OnMyMobDead";
+ monster "1@orcs",0,0,"Orc Warrior",1023,1,instance_npcname("#Resurrect Monsters1", instance_id())+"::OnMyMobDead";
+ monster "1@orcs",0,0,"Orc Warrior",1023,1,instance_npcname("#Resurrect Monsters1", instance_id())+"::OnMyMobDead";
+ monster "1@orcs",0,0,"Orc Warrior",1023,1,instance_npcname("#Resurrect Monsters1", instance_id())+"::OnMyMobDead";
+ monster "1@orcs",0,0,"Orc Warrior",1023,1,instance_npcname("#Resurrect Monsters1", instance_id())+"::OnMyMobDead";
+ monster "1@orcs",0,0,"Orc Warrior",1023,1,instance_npcname("#Resurrect Monsters1", instance_id())+"::OnMyMobDead";
+ monster "1@orcs",0,0,"Orc Warrior",1023,1,instance_npcname("#Resurrect Monsters1", instance_id())+"::OnMyMobDead";
+ monster "1@orcs",0,0,"Orc Warrior",1023,1,instance_npcname("#Resurrect Monsters1", instance_id())+"::OnMyMobDead";
+ monster "1@orcs",0,0,"Orc Warrior",1023,1,instance_npcname("#Resurrect Monsters1", instance_id())+"::OnMyMobDead";
+ monster "1@orcs",0,0,"Orc Warrior",1023,1,instance_npcname("#Resurrect Monsters1", instance_id())+"::OnMyMobDead";
+ monster "1@orcs",0,0,"Orc Warrior",1023,1,instance_npcname("#Resurrect Monsters1", instance_id())+"::OnMyMobDead";
+ monster "1@orcs",0,0,"Orc Warrior",1023,1,instance_npcname("#Resurrect Monsters1", instance_id())+"::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ set .@callnum,30;
+ set .@c_mob_num,mobcount("1@orcs",instance_npcname("#Resurrect Monsters1", instance_id())+"::OnMyMobDead");
+ set .@mob_dead_num,.@callnum - .@c_mob_num;
+ if (.@mob_dead_num > 0) {
+ set .@mob_ran,rand(1,30);
+ if (.@mob_ran > 29) {
+ monster "1@orcs",0,0,"Orc Warrior",1023,.@mob_dead_num,instance_npcname("#Resurrect Monsters1", instance_id())+"::OnMyMobDead";
+ }
+ else if ((.@mob_ran > 28) && (.@mob_ran < 30)) {
+ monster "1@orcs",0,0,"High Orc",1213,.@mob_dead_num,instance_npcname("#Resurrect Monsters1", instance_id())+"::OnMyMobDead";
+ if (rand(1,10) == 9) {
+ instance_announce 0, "High Orc: We need more defenses! Get more people here!",bc_map,"0xff4444";
+ }
+ }
+ else if ((.@mob_ran > 26) && (.@mob_ran < 29)) {
+ areamonster "1@orcs",41,91,51,81,"High Orc",1213,.@mob_dead_num,instance_npcname("#Resurrect Monsters1", instance_id())+"::OnMyMobDead";
+ if (rand(1,10) == 9) {
+ instance_announce 0, "Where are the High Orcs!? Get them to stop the enemies!",bc_map,"0xff4444";
+ }
+ }
+ else {
+ areamonster "1@orcs",17,187,27,177,"High Orc",1213,.@mob_dead_num,instance_npcname("#Resurrect Monsters1", instance_id())+"::OnMyMobDead";
+ if (rand(1,5) == 3) {
+ instance_announce 0, "Caution: The army's starting to concentrate at Zone No. 4.",bc_map,"0x77ff77";
+ }
+ if (rand(1,100) == 50) {
+ initnpctimer;
+ }
+ }
+ }
+ end;
+
+OnTimer10:
+ instance_announce 0, "Shouts of the Chief Orc of Safeguards: Looks like this will take longer than expected. Summon the Stalactic Golems!",bc_map,"0xff4444";
+ end;
+
+OnTimer4010:
+ instance_announce 0, "Stalactic Golems are digging out of the deep underground.",bc_map,"0x77ff77";
+ areamonster "1@orcs",17,187,27,177,"Stalactic Golem",1278,20,instance_npcname("#Resurrect Monsters1", instance_id())+"::OnMyMobDead";
+ stopnpctimer;
+ end;
+}
+
+1@orcs,180,30,0 script #Resurrect Monsters2 844,{
+ end;
+
+OnInstanceInit:
+ disablenpc instance_npcname("#Resurrect Monsters2", instance_id());
+ end;
+
+OnDisable:
+ killmonster "1@orcs",instance_npcname("#Resurrect Monsters2", instance_id())+"::OnMyMobDead";
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("#Resurrect Monsters2", instance_id());
+ monster "1@orcs",0,0,"Trained Wolf",1106,1,instance_npcname("#Resurrect Monsters2", instance_id())+"::OnMyMobDead";
+ monster "1@orcs",0,0,"Trained Wolf",1106,1,instance_npcname("#Resurrect Monsters2", instance_id())+"::OnMyMobDead";
+ monster "1@orcs",0,0,"Trained Wolf",1106,1,instance_npcname("#Resurrect Monsters2", instance_id())+"::OnMyMobDead";
+ monster "1@orcs",0,0,"Trained Wolf",1106,1,instance_npcname("#Resurrect Monsters2", instance_id())+"::OnMyMobDead";
+ monster "1@orcs",0,0,"Trained Wolf",1106,1,instance_npcname("#Resurrect Monsters2", instance_id())+"::OnMyMobDead";
+ monster "1@orcs",0,0,"Trained Wolf",1106,1,instance_npcname("#Resurrect Monsters2", instance_id())+"::OnMyMobDead";
+ monster "1@orcs",0,0,"Trained Wolf",1106,1,instance_npcname("#Resurrect Monsters2", instance_id())+"::OnMyMobDead";
+ monster "1@orcs",0,0,"Trained Wolf",1106,1,instance_npcname("#Resurrect Monsters2", instance_id())+"::OnMyMobDead";
+ monster "1@orcs",0,0,"Trained Wolf",1106,1,instance_npcname("#Resurrect Monsters2", instance_id())+"::OnMyMobDead";
+ monster "1@orcs",0,0,"Trained Wolf",1106,1,instance_npcname("#Resurrect Monsters2", instance_id())+"::OnMyMobDead";
+ monster "1@orcs",0,0,"Trained Wolf",1106,1,instance_npcname("#Resurrect Monsters2", instance_id())+"::OnMyMobDead";
+ monster "1@orcs",0,0,"Trained Wolf",1106,1,instance_npcname("#Resurrect Monsters2", instance_id())+"::OnMyMobDead";
+ monster "1@orcs",0,0,"Trained Wolf",1106,1,instance_npcname("#Resurrect Monsters2", instance_id())+"::OnMyMobDead";
+ monster "1@orcs",0,0,"Trained Wolf",1106,1,instance_npcname("#Resurrect Monsters2", instance_id())+"::OnMyMobDead";
+ monster "1@orcs",0,0,"Trained Wolf",1106,1,instance_npcname("#Resurrect Monsters2", instance_id())+"::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ set .@callnum,15;
+ set .@c_mob_num,mobcount("1@orcs",instance_npcname("#Resurrect Monsters2", instance_id())+"::OnMyMobDead");
+ set .@mob_dead_num,.@callnum - .@c_mob_num;
+ if (rand(1,30) > 15) {
+ if (.@mob_dead_num > 0) {
+ monster "1@orcs",0,0,"Trained Wolf",1106,.@mob_dead_num,instance_npcname("#Resurrect Monsters2", instance_id())+"::OnMyMobDead";
+ }
+ }
+ else {
+ if (.@mob_dead_num > 0) {
+ areamonster "1@orcs",17,187,27,177,"Trained Wolf",1106,.@mob_dead_num,instance_npcname("#Resurrect Monsters2", instance_id())+"::OnMyMobDead";
+ }
+ }
+ end;
+}
+
+1@orcs,180,30,0 script #Resurrect Monsters3 844,{
+ end;
+
+OnInstanceInit:
+ disablenpc instance_npcname("#Resurrect Monsters3", instance_id());
+ end;
+
+OnDisable:
+ killmonster "1@orcs",instance_npcname("#Resurrect Monsters3", instance_id())+"::OnMyMobDead";
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("#Resurrect Monsters3", instance_id());
+ monster "1@orcs",0,0,"Orc Archer",1189,1,instance_npcname("#Resurrect Monsters3", instance_id())+"::OnMyMobDead";
+ monster "1@orcs",0,0,"Orc Archer",1189,1,instance_npcname("#Resurrect Monsters3", instance_id())+"::OnMyMobDead";
+ monster "1@orcs",0,0,"Orc Archer",1189,1,instance_npcname("#Resurrect Monsters3", instance_id())+"::OnMyMobDead";
+ monster "1@orcs",0,0,"Orc Archer",1189,1,instance_npcname("#Resurrect Monsters3", instance_id())+"::OnMyMobDead";
+ monster "1@orcs",0,0,"Orc Archer",1189,1,instance_npcname("#Resurrect Monsters3", instance_id())+"::OnMyMobDead";
+ monster "1@orcs",0,0,"Orc Archer",1189,1,instance_npcname("#Resurrect Monsters3", instance_id())+"::OnMyMobDead";
+ monster "1@orcs",0,0,"Orc Archer",1189,1,instance_npcname("#Resurrect Monsters3", instance_id())+"::OnMyMobDead";
+ monster "1@orcs",0,0,"Orc Archer",1189,1,instance_npcname("#Resurrect Monsters3", instance_id())+"::OnMyMobDead";
+ monster "1@orcs",0,0,"Orc Archer",1189,1,instance_npcname("#Resurrect Monsters3", instance_id())+"::OnMyMobDead";
+ monster "1@orcs",0,0,"Orc Archer",1189,1,instance_npcname("#Resurrect Monsters3", instance_id())+"::OnMyMobDead";
+ monster "1@orcs",0,0,"Orc Archer",1189,1,instance_npcname("#Resurrect Monsters3", instance_id())+"::OnMyMobDead";
+ monster "1@orcs",0,0,"Orc Archer",1189,1,instance_npcname("#Resurrect Monsters3", instance_id())+"::OnMyMobDead";
+ monster "1@orcs",0,0,"Orc Archer",1189,1,instance_npcname("#Resurrect Monsters3", instance_id())+"::OnMyMobDead";
+ monster "1@orcs",0,0,"Orc Archer",1189,1,instance_npcname("#Resurrect Monsters3", instance_id())+"::OnMyMobDead";
+ monster "1@orcs",0,0,"Orc Archer",1189,1,instance_npcname("#Resurrect Monsters3", instance_id())+"::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ set .@callnum,15;
+ set .@c_mob_num,mobcount("1@orcs",instance_npcname("#Resurrect Monsters3", instance_id())+"::OnMyMobDead");
+ set .@mob_dead_num,.@callnum - .@c_mob_num;
+ set .@mob_ran,rand(1,30);
+ if (.@mob_ran > 29) {
+ if (.@mob_dead_num > 0) {
+ monster "1@orcs",0,0,"Orc Archer",1189,.@mob_dead_num,instance_npcname("#Resurrect Monsters3", instance_id())+"::OnMyMobDead";
+ }
+ }
+ else if ((.@mob_ran > 26) && (.@mob_ran < 30)) {
+ if (.@mob_dead_num > 0) {
+ areamonster "1@orcs",43,155,47,159,"Orc Archer",1189,.@mob_dead_num,instance_npcname("#Resurrect Monsters3", instance_id())+"::OnMyMobDead";
+ if (rand(1,3) == 3) {
+ instance_announce 0, "High Orc: Attack them from behind! Cut off their support!",bc_map,"0xff4444";
+ }
+ }
+ }
+ else {
+ if (.@mob_dead_num > 0) {
+ areamonster "1@orcs",17,187,27,177,"Orc Archer",1189,.@mob_dead_num,instance_npcname("#Resurrect Monsters3", instance_id())+"::OnMyMobDead";
+ }
+ }
+ end;
+}
+
+1@orcs,180,30,0 script #Resurrect Monsters4 844,{
+ end;
+
+OnInstanceInit:
+ enablenpc instance_npcname("#Resurrect Monsters4", instance_id());
+ areamonster "1@orcs",98,35,178,115,"Anopheles",1627,1,instance_npcname("#Resurrect Monsters4", instance_id())+"::OnMyMobDead";
+ areamonster "1@orcs",98,35,178,115,"Anopheles",1627,1,instance_npcname("#Resurrect Monsters4", instance_id())+"::OnMyMobDead";
+ areamonster "1@orcs",98,35,178,115,"Anopheles",1627,1,instance_npcname("#Resurrect Monsters4", instance_id())+"::OnMyMobDead";
+ areamonster "1@orcs",98,35,178,115,"Anopheles",1627,1,instance_npcname("#Resurrect Monsters4", instance_id())+"::OnMyMobDead";
+ areamonster "1@orcs",98,35,178,115,"Anopheles",1627,1,instance_npcname("#Resurrect Monsters4", instance_id())+"::OnMyMobDead";
+ areamonster "1@orcs",98,35,178,115,"Anopheles",1627,1,instance_npcname("#Resurrect Monsters4", instance_id())+"::OnMyMobDead";
+ areamonster "1@orcs",98,35,178,115,"Anopheles",1627,1,instance_npcname("#Resurrect Monsters4", instance_id())+"::OnMyMobDead";
+ areamonster "1@orcs",98,35,178,115,"Anopheles",1627,1,instance_npcname("#Resurrect Monsters4", instance_id())+"::OnMyMobDead";
+ areamonster "1@orcs",98,35,178,115,"Anopheles",1627,1,instance_npcname("#Resurrect Monsters4", instance_id())+"::OnMyMobDead";
+ areamonster "1@orcs",98,35,178,115,"Anopheles",1627,1,instance_npcname("#Resurrect Monsters4", instance_id())+"::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ set .@callnum,10;
+ set .@c_mob_num,mobcount("1@orcs",instance_npcname("#Resurrect Monsters4", instance_id())+"::OnMyMobDead");
+ set .@mob_dead_num,.@callnum - .@c_mob_num;
+ if (.@mob_dead_num > 0) {
+ monster "1@orcs",0,0,"Anopheles",1627,.@mob_dead_num,instance_npcname("#Resurrect Monsters4", instance_id())+"::OnMyMobDead";
+ }
+ end;
+
+OnDisable:
+ killmonster "1@orcs",instance_npcname("#Resurrect Monsters4", instance_id())+"::OnMyMobDead";
+ end;
+}
+
+1@orcs,180,29,4 script Kurger#1-1 433,{
+ donpcevent instance_npcname("Kurger#1-2", instance_id())+"::OnEnable";
+ end;
+}
+
+1@orcs,180,29,4 script Kurger#1-2 433,{
+ end;
+
+OnEnable:
+ disablenpc instance_npcname("Kurger#1-1", instance_id());
+ enablenpc instance_npcname("Kurger#1-2", instance_id());
+ initnpctimer;
+ end;
+
+OnTimer10:
+ instance_announce 0, "Kruger: Damn... What took you so long!! I don't have all day!!",bc_map,"0xffff00";
+ end;
+
+OnTimer5710:
+ instance_announce 0, "Kruger: My plan was to let our comrades open the gate, but it's all ruined since I got busted by the Orc Shaman.",bc_map,"0xffff00";
+ end;
+
+OnTimer14610:
+ instance_announce 0, "Shouts of the Chief Orc of Safeguards: I smell a rat.. Send some patrols to the entrance!!",bc_map,"0xff4444";
+ end;
+
+OnTimer20210:
+ instance_announce 0, "Kruger: Darn it.. They'll be here any minute. Ok. Listen to me now.",bc_map,"0xffff00";
+ end;
+
+OnTimer24910:
+ instance_announce 0, "Kruger: The Orc Shaman has sealed the 1st basement by dividing it into 4 zones. Each zone has one Enchanted Orc who has the power to unseal the next zone.",bc_map,"0xffff00";
+ end;
+
+OnTimer34310:
+ instance_announce 0, "Kruger: Find those Enchanted Orcs and get rid of them to move to the next zone.",bc_map,"0xffff00";
+ end;
+
+OnTimer39710:
+ instance_announce 0, "Kruger: Try to avoid encountering Orcs other then the Enchanted ones. Everytime you kill a normal Orc, High Orcs will gather at the last path to the 2nd floor.",bc_map,"0xffff00";
+ end;
+
+OnTimer49210:
+ instance_announce 0, "Kruger: In the worst case, the path to the 2nd floor could be completely blocked. For your own sake, you should be as sneaky as possible.",bc_map,"0xffff00";
+ end;
+
+OnTimer56310:
+ instance_announce 0, "Mission: Sneak in and get rid of the 'Enchanted Orcs'. Avoiding battles with other Orcs is the best way of getting into the 2nd floor.",bc_map,"0x44ffff";
+ donpcevent instance_npcname("#Resurrect Monsters1", instance_id())+"::OnEnable";
+ donpcevent instance_npcname("#Resurrect Monsters2", instance_id())+"::OnEnable";
+ donpcevent instance_npcname("#Resurrect Monsters3", instance_id())+"::OnEnable";
+ disablenpc instance_npcname("Kurger#1-2", instance_id());
+ end;
+
+OnTimer60000:
+ areamonster "1@orcs",137,83,143,89,"Enchanted Orc",1023,1,instance_npcname("B1 Area Mobs", instance_id())+"::OnMyMobDead";
+ stopnpctimer;
+ end;
+
+}
+
+1@orcs,168,125,0 script B1 Area 1 45,3,3,{
+OnInstanceInit:
+ disablenpc instance_npcname("B1 Area 1", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("B1 Area 1", instance_id());
+ areamonster "1@orcs",103,105,109,111,"Enchanted Orc",1023,1,instance_npcname("B1 Area Mobs", instance_id())+"::OnMyMobDead1";
+ end;
+
+OnTouch:
+ warp "1@orcs",168,130;
+ end;
+
+OnContinue:
+ donpcevent instance_npcname("B1 Area 2", instance_id())+"::OnEnable";
+ initnpctimer;
+ end;
+
+OnTimer10300:
+ instance_announce 0, "Kruger's Whisper: The Orcs here used to be my companions. They just lost their will ever since the Orc Shaman started to control them with her magic.",bc_map,"0xff4499";
+ end;
+
+OnTimer18700:
+ instance_announce 0, "Kruger's Whisper: There's nothing we can do but to defeat the Orc Shaman if we want to save the remaining tribes.",bc_map,"0xff4499";
+ stopnpctimer;
+ end;
+}
+
+1@orcs,89,94,0 script B1 Area 2 45,3,3,{
+OnInstanceInit:
+ disablenpc instance_npcname("B1 Area 2", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("B1 Area 2", instance_id());
+ areamonster "1@orcs",32,40,38,46,"Enchanted Orc",1023,1,instance_npcname("B1 Area Mobs", instance_id())+"::OnMyMobDead2";
+ end;
+
+OnTouch:
+ warp "1@orcs",85,85;
+ end;
+
+OnContinue:
+ donpcevent instance_npcname("B1 Area 3", instance_id())+"::OnEnable";
+ initnpctimer;
+ end;
+
+OnTimer30300:
+ instance_announce 0, "Kruger's Whisper: I saw the bodies of our tribe. It seems that the Orc Shaman used those Orcs for her rituals.",bc_map,"0xff4499";
+ end;
+
+OnTimer37600:
+ instance_announce 0, "Kruger's Whisper: ... It all has to do with me. I am responsible for this evil.",bc_map,"0xff4499";
+ stopnpctimer;
+ end;
+}
+
+1@orcs,38,105,0 script B1 Area 3 45,3,3,{
+OnInstanceInit:
+ disablenpc instance_npcname("B1 Area 3", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("B1 Area 3", instance_id());
+ areamonster "1@orcs",19,177,25,183,"Enchanted Orc",1023,1,instance_npcname("B1 Area Mobs", instance_id())+"::OnMyMobDead3";
+ end;
+
+OnTouch:
+ warp "1@orcs",38,110;
+ end;
+
+OnContinue:
+ donpcevent instance_npcname("B1 Area 4", instance_id())+"::OnEnable";
+ initnpctimer;
+ end;
+
+OnTimer30300:
+ instance_announce 0, "Please, hang in there!",bc_map,"0xff4499";
+ end;
+
+OnTimer32700:
+ instance_announce 0, "We'll get some rest when we get to the 2nd basement after passing through here.",bc_map,"0xff4499";
+ stopnpctimer;
+ end;
+}
+
+1@orcs,21,189,0 script B1 Area 4 45,3,3,{
+OnInstanceInit:
+ disablenpc instance_npcname("B1 Area 4", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("B1 Area 4", instance_id());
+ donpcevent instance_npcname("#Resurrect Monsters1", instance_id())+"::OnDisable";
+ donpcevent instance_npcname("#Resurrect Monsters2", instance_id())+"::OnDisable";
+ donpcevent instance_npcname("#Resurrect Monsters3", instance_id())+"::OnDisable";
+ donpcevent instance_npcname("#Resurrect Monsters4", instance_id())+"::OnDisable";
+ end;
+
+OnTouch:
+ warp "2@orcs",32,171;
+ end;
+}
+
+1@orcs,1,1,0 script B1 Area Mobs -1,{
+ end;
+
+OnMyMobDead:
+ donpcevent instance_npcname("B1 Area 1", instance_id())+"::OnEnable";
+ end;
+
+OnMyMobDead1:
+ donpcevent instance_npcname("B1 Area 1", instance_id())+"::OnContinue";
+ end;
+
+OnMyMobDead2:
+ donpcevent instance_npcname("B1 Area 2", instance_id())+"::OnContinue";
+ end;
+
+OnMyMobDead3:
+ donpcevent instance_npcname("B1 Area 3", instance_id())+"::OnContinue";
+ end;
+}
+
+// Orc's Memory Floor 2
+2@orcs,36,171,0 script #2Resurrect Monsters1 844,{
+ end;
+
+OnInstanceInit:
+ disablenpc instance_npcname("#2Resurrect Monsters1", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("#2Resurrect Monsters1", instance_id());
+ monster "2@orcs",0,0,"Vengeful Orc",1152,1,instance_npcname("#2Resurrect Monsters1", instance_id())+"::OnMyMobDead";
+ monster "2@orcs",0,0,"Vengeful Orc",1152,1,instance_npcname("#2Resurrect Monsters1", instance_id())+"::OnMyMobDead";
+ monster "2@orcs",0,0,"Vengeful Orc",1152,1,instance_npcname("#2Resurrect Monsters1", instance_id())+"::OnMyMobDead";
+ monster "2@orcs",0,0,"Vengeful Orc",1152,1,instance_npcname("#2Resurrect Monsters1", instance_id())+"::OnMyMobDead";
+ monster "2@orcs",0,0,"Vengeful Orc",1152,1,instance_npcname("#2Resurrect Monsters1", instance_id())+"::OnMyMobDead";
+ monster "2@orcs",0,0,"Vengeful Orc",1152,1,instance_npcname("#2Resurrect Monsters1", instance_id())+"::OnMyMobDead";
+ monster "2@orcs",0,0,"Vengeful Orc",1152,1,instance_npcname("#2Resurrect Monsters1", instance_id())+"::OnMyMobDead";
+ monster "2@orcs",0,0,"Vengeful Orc",1152,1,instance_npcname("#2Resurrect Monsters1", instance_id())+"::OnMyMobDead";
+ monster "2@orcs",0,0,"Vengeful Orc",1152,1,instance_npcname("#2Resurrect Monsters1", instance_id())+"::OnMyMobDead";
+ monster "2@orcs",0,0,"Vengeful Orc",1152,1,instance_npcname("#2Resurrect Monsters1", instance_id())+"::OnMyMobDead";
+ monster "2@orcs",0,0,"Vengeful Orc",1152,1,instance_npcname("#2Resurrect Monsters1", instance_id())+"::OnMyMobDead";
+ monster "2@orcs",0,0,"Vengeful Orc",1152,1,instance_npcname("#2Resurrect Monsters1", instance_id())+"::OnMyMobDead";
+ monster "2@orcs",0,0,"Vengeful Orc",1152,1,instance_npcname("#2Resurrect Monsters1", instance_id())+"::OnMyMobDead";
+ monster "2@orcs",0,0,"Vengeful Orc",1152,1,instance_npcname("#2Resurrect Monsters1", instance_id())+"::OnMyMobDead";
+ monster "2@orcs",0,0,"Vengeful Orc",1152,1,instance_npcname("#2Resurrect Monsters1", instance_id())+"::OnMyMobDead";
+ monster "2@orcs",0,0,"Vengeful Orc",1152,1,instance_npcname("#2Resurrect Monsters1", instance_id())+"::OnMyMobDead";
+ monster "2@orcs",0,0,"Vengeful Orc",1152,1,instance_npcname("#2Resurrect Monsters1", instance_id())+"::OnMyMobDead";
+ monster "2@orcs",0,0,"Vengeful Orc",1152,1,instance_npcname("#2Resurrect Monsters1", instance_id())+"::OnMyMobDead";
+ monster "2@orcs",0,0,"Vengeful Orc",1152,1,instance_npcname("#2Resurrect Monsters1", instance_id())+"::OnMyMobDead";
+ monster "2@orcs",0,0,"Vengeful Orc",1152,1,instance_npcname("#2Resurrect Monsters1", instance_id())+"::OnMyMobDead";
+ monster "2@orcs",0,0,"Vengeful Orc",1152,1,instance_npcname("#2Resurrect Monsters1", instance_id())+"::OnMyMobDead";
+ monster "2@orcs",0,0,"Vengeful Orc",1152,1,instance_npcname("#2Resurrect Monsters1", instance_id())+"::OnMyMobDead";
+ monster "2@orcs",0,0,"Vengeful Orc",1152,1,instance_npcname("#2Resurrect Monsters1", instance_id())+"::OnMyMobDead";
+ monster "2@orcs",0,0,"Vengeful Orc",1152,1,instance_npcname("#2Resurrect Monsters1", instance_id())+"::OnMyMobDead";
+ monster "2@orcs",0,0,"Vengeful Orc",1152,1,instance_npcname("#2Resurrect Monsters1", instance_id())+"::OnMyMobDead";
+ monster "2@orcs",0,0,"Vengeful Orc",1152,1,instance_npcname("#2Resurrect Monsters1", instance_id())+"::OnMyMobDead";
+ monster "2@orcs",0,0,"Vengeful Orc",1152,1,instance_npcname("#2Resurrect Monsters1", instance_id())+"::OnMyMobDead";
+ monster "2@orcs",0,0,"Vengeful Orc",1152,1,instance_npcname("#2Resurrect Monsters1", instance_id())+"::OnMyMobDead";
+ monster "2@orcs",0,0,"Vengeful Orc",1152,1,instance_npcname("#2Resurrect Monsters1", instance_id())+"::OnMyMobDead";
+ monster "2@orcs",0,0,"Vengeful Orc",1152,1,instance_npcname("#2Resurrect Monsters1", instance_id())+"::OnMyMobDead";
+ end;
+
+OnDisable:
+ killmonster "2@orcs",instance_npcname("#2Resurrect Monsters1", instance_id())+"::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ set .@callnum,30;
+ set .@c_mob_num,mobcount("2@orcs",instance_npcname("#2Resurrect Monsters1", instance_id())+"::OnMyMobDead");
+ set .@mob_dead_num,.@callnum - .@c_mob_num;
+ if (.@mob_dead_num > 0) {
+ set .@mob_ran,rand(1,30);
+ if (.@mob_ran > 29) {
+ monster "2@orcs",0,0,"Vengeful Orc",1152,.@mob_dead_num,instance_npcname("#2Resurrect Monsters1", instance_id())+"::OnMyMobDead";
+ }
+ else if ((.@mob_ran > 28) && (.@mob_ran < 30)) {
+ monster "2@orcs",0,0,"High Orc",1213,.@mob_dead_num,instance_npcname("#2Resurrect Monsters1", instance_id())+"::OnMyMobDead";
+ set mob_ran2,rand(1,10);
+ }
+ else if ((.@mob_ran > 26) && (.@mob_ran < 29)) {
+ areamonster "2@orcs",157,112,167,122,"High Orc",1213,.@mob_dead_num,instance_npcname("#2Resurrect Monsters1", instance_id())+"::OnMyMobDead";
+ if (rand(1,10) == 9) {
+ instance_announce 0, "Warning: High Orcs are gathering near area 3.",bc_map,"0xff4444";
+ }
+ }
+ else {
+ areamonster "2@orcs",173,13,183,23,"High Orc",1213,.@mob_dead_num,instance_npcname("#2Resurrect Monsters1", instance_id())+"::OnMyMobDead";
+ if (rand(1,5) == 3) {
+ instance_announce 0, "Caution: The Forces have started to concentrate at the Shaman's Altar.",bc_map,"0x77ff77";
+ }
+ if (rand(1,70) == 50) {
+ initnpctimer;
+ }
+ }
+ }
+ end;
+
+OnTimer10:
+ instance_announce 0, "Voice from somewhere: Foolish... Do you really think the altar would fall like that?",bc_map,"0xff4444";
+ end;
+
+OnTimer4010:
+ instance_announce 0, "[ Wraiths were summoned by an unknown power ]",bc_map,"0x77ff77";
+ areamonster "2@orcs",167,25,177,35,"Wraith",1475,30,instance_npcname("#2Resurrect Monsters1", instance_id())+"::OnMyMobDead";
+ stopnpctimer;
+ end;
+}
+
+2@orcs,36,171,0 script #2Resurrect Monsters3 844,{
+ end;
+
+OnInstanceInit:
+ disablenpc instance_npcname("#2Resurrect Monsters3", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("#2Resurrect Monsters3", instance_id());
+ monster "2@orcs",0,0,"Orc Zombie",1153,1,instance_npcname("#2Resurrect Monsters3", instance_id())+"::OnMyMobDead";
+ monster "2@orcs",0,0,"Orc Zombie",1153,1,instance_npcname("#2Resurrect Monsters3", instance_id())+"::OnMyMobDead";
+ monster "2@orcs",0,0,"Orc Zombie",1153,1,instance_npcname("#2Resurrect Monsters3", instance_id())+"::OnMyMobDead";
+ monster "2@orcs",0,0,"Orc Zombie",1153,1,instance_npcname("#2Resurrect Monsters3", instance_id())+"::OnMyMobDead";
+ monster "2@orcs",0,0,"Orc Zombie",1153,1,instance_npcname("#2Resurrect Monsters3", instance_id())+"::OnMyMobDead";
+ monster "2@orcs",0,0,"Orc Zombie",1153,1,instance_npcname("#2Resurrect Monsters3", instance_id())+"::OnMyMobDead";
+ monster "2@orcs",0,0,"Orc Zombie",1153,1,instance_npcname("#2Resurrect Monsters3", instance_id())+"::OnMyMobDead";
+ monster "2@orcs",0,0,"Orc Zombie",1153,1,instance_npcname("#2Resurrect Monsters3", instance_id())+"::OnMyMobDead";
+ monster "2@orcs",0,0,"Orc Zombie",1153,1,instance_npcname("#2Resurrect Monsters3", instance_id())+"::OnMyMobDead";
+ monster "2@orcs",0,0,"Orc Zombie",1153,1,instance_npcname("#2Resurrect Monsters3", instance_id())+"::OnMyMobDead";
+ monster "2@orcs",0,0,"Orc Zombie",1153,1,instance_npcname("#2Resurrect Monsters3", instance_id())+"::OnMyMobDead";
+ monster "2@orcs",0,0,"Orc Zombie",1153,1,instance_npcname("#2Resurrect Monsters3", instance_id())+"::OnMyMobDead";
+ monster "2@orcs",0,0,"Orc Zombie",1153,1,instance_npcname("#2Resurrect Monsters3", instance_id())+"::OnMyMobDead";
+ monster "2@orcs",0,0,"Orc Zombie",1153,1,instance_npcname("#2Resurrect Monsters3", instance_id())+"::OnMyMobDead";
+ monster "2@orcs",0,0,"Orc Zombie",1153,1,instance_npcname("#2Resurrect Monsters3", instance_id())+"::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ set .@callnum,15;
+ set .@c_mob_num,mobcount("2@orcs",instance_npcname("#2Resurrect Monsters3", instance_id())+"::OnMyMobDead");
+ set .@mob_dead_num,.@callnum - .@c_mob_num;
+ set .@mob_ran,rand(1,30);
+ if (.@mob_ran > 29) {
+ if (.@mob_dead_num > 0) {
+ monster "2@orcs",0,0,"Orc Archer",1189,.@mob_dead_num,instance_npcname("#2Resurrect Monsters3", instance_id())+"::OnMyMobDead";
+ }
+ }
+ else if ((.@mob_ran > 6) && (.@mob_ran < 30)) {
+ if (.@mob_dead_num > 0) {
+ areamonster "2@orcs",168,10,184,26,"Orc Archer",1189,.@mob_dead_num,instance_npcname("#2Resurrect Monsters3", instance_id())+"::OnMyMobDead";
+ if (rand(1,15) == 3) {
+ instance_announce 0, "Warning: Orc Archer teams are gathering near the altar.",bc_map,"0xff4444";
+ }
+ }
+ }
+ else {
+ if (.@mob_dead_num > 0) {
+ areamonster "2@orcs",168,21,184,21,"Orc Archer",1189,.@mob_dead_num,instance_npcname("#2Resurrect Monsters3", instance_id())+"::OnMyMobDead";
+ }
+ }
+ end;
+
+OnDisable:
+ killmonster "2@orcs",instance_npcname("#2Resurrect Monsters3", instance_id())+"::OnMyMobDead";
+ end;
+}
+
+2@orcs,180,30,0 script #2Resurrect Monsters4 844,{
+ end;
+
+OnInstanceInit:
+ enablenpc instance_npcname("#2Resurrect Monsters4", instance_id());
+ monster "2@orcs",0,0,"Anopheles",1627,1,instance_npcname("#2Resurrect Monsters4", instance_id())+"::OnMyMobDead";
+ monster "2@orcs",0,0,"Anopheles",1627,1,instance_npcname("#2Resurrect Monsters4", instance_id())+"::OnMyMobDead";
+ monster "2@orcs",0,0,"Anopheles",1627,1,instance_npcname("#2Resurrect Monsters4", instance_id())+"::OnMyMobDead";
+ monster "2@orcs",0,0,"Anopheles",1627,1,instance_npcname("#2Resurrect Monsters4", instance_id())+"::OnMyMobDead";
+ monster "2@orcs",0,0,"Anopheles",1627,1,instance_npcname("#2Resurrect Monsters4", instance_id())+"::OnMyMobDead";
+ monster "2@orcs",0,0,"Anopheles",1627,1,instance_npcname("#2Resurrect Monsters4", instance_id())+"::OnMyMobDead";
+ monster "2@orcs",0,0,"Anopheles",1627,1,instance_npcname("#2Resurrect Monsters4", instance_id())+"::OnMyMobDead";
+ monster "2@orcs",0,0,"Anopheles",1627,1,instance_npcname("#2Resurrect Monsters4", instance_id())+"::OnMyMobDead";
+ monster "2@orcs",0,0,"Anopheles",1627,1,instance_npcname("#2Resurrect Monsters4", instance_id())+"::OnMyMobDead";
+ monster "2@orcs",0,0,"Anopheles",1627,1,instance_npcname("#2Resurrect Monsters4", instance_id())+"::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ set .@callnum,10;
+ set .@c_mob_num,mobcount("2@orcs",instance_npcname("#2Resurrect Monsters4", instance_id())+"::OnMyMobDead");
+ set .@mob_dead_num,.@callnum - .@c_mob_num;
+ if (.@mob_dead_num > 0) {
+ monster "2@orcs",0,0,"Anopheles",1627,1,instance_npcname("#2Resurrect Monsters4", instance_id())+"::OnMyMobDead";
+ }
+ end;
+}
+
+2@orcs,35,169,4 script Kruger#2-1 433,{
+ donpcevent instance_npcname("Kruger#2-2", instance_id())+"::OnEnable";
+ end;
+}
+
+2@orcs,35,169,4 script Kruger#2-2 433,{
+ end;
+
+OnEnable:
+ disablenpc instance_npcname("Kruger#2-1", instance_id());
+ enablenpc instance_npcname("Kruger#2-2", instance_id());
+ initnpctimer;
+ end;
+
+OnTimer10:
+ instance_announce 0, "Kruger's Whisper: I'll tell you how to get to the Shaman's altar.",bc_map,"0xffff00";
+ end;
+
+OnTimer3510:
+ instance_announce 0, "Kruger's Whisper: Do you see the braziers that light the path? Unseal the next zone by strengthening their flames.",bc_map,"0xffff00";
+ end;
+
+OnTimer10710:
+ instance_announce 0, "Kruger's Whisper: Of course those monsters won't let you touch the braziers that easily.",bc_map,"0xffff00";
+ end;
+
+OnTimer16310:
+ instance_announce 0, "Kruger's Whisper: But still, try keep the battles not too noticable so the Shaman won't guard the altar with her army squad.",bc_map,"0xffff00";
+ end;
+
+OnTimer21910:
+ instance_announce 0, "Kruger's Whisper: Only the Party Leader can strengthen the flames, so protect your leader.",bc_map,"0xffff00";
+ end;
+
+OnTimer23910:
+ instance_announce 0, "Mission: Unseal the zone by lighting the braziers. They can only be lit in a certain order, so be careful.",bc_map,"0x4444ff";
+ donpcevent instance_npcname("#2Resurrect Monsters1", instance_id())+"::OnEnable";
+ donpcevent instance_npcname("#2Resurrect Monsters3", instance_id())+"::OnEnable";
+ donpcevent instance_npcname("Torch#1-1", instance_id())+"::OnEnable";
+ disablenpc instance_npcname("Kruger#2-2", instance_id());
+ end;
+}
+
+2@orcs,26,164,0 script Torch#1-1 844,{
+ if(getpartyleader(getcharid(1),2) != getcharid(0)) end;
+ progressbar "ffff00",5;
+ donpcevent instance_npcname("Torch#1-2", instance_id())+"::OnEnable";
+ initnpctimer;
+ disablenpc instance_npcname("Torch#1-1", instance_id());
+ end;
+
+OnInstanceInit:
+ disablenpc instance_npcname("Torch#1-1", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("Torch#1-1", instance_id());
+ end;
+
+OnTimer100:
+ specialeffect EF_FIREPILLAR;
+ end;
+
+OnTimer2000:
+ specialeffect EF_FIREPILLARBOMB;
+ stopnpctimer;
+ end;
+}
+
+2@orcs,55,155,0 script Torch#1-2 844,{
+ if(getpartyleader(getcharid(1),2) != getcharid(0)) end;
+ progressbar "ffff00",5;
+ donpcevent instance_npcname("Torch#1-3", instance_id())+"::OnEnable";
+ initnpctimer;
+ disablenpc instance_npcname("Torch#1-2", instance_id());
+ end;
+
+OnInstanceInit:
+ disablenpc instance_npcname("Torch#1-2", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("Torch#1-2", instance_id());
+ end;
+
+OnTimer100:
+ specialeffect EF_FIREPILLAR;
+ end;
+
+OnTimer2000:
+ specialeffect EF_FIREPILLARBOMB;
+ stopnpctimer;
+ end;
+}
+
+2@orcs,108,146,0 script Torch#1-3 844,{
+ if(getpartyleader(getcharid(1),2) != getcharid(0)) end;
+ progressbar "ffff00",5;
+ donpcevent instance_npcname("Torch#1-4", instance_id())+"::OnEnable";
+ initnpctimer;
+ disablenpc instance_npcname("Torch#1-3", instance_id());
+ end;
+
+OnInstanceInit:
+ disablenpc instance_npcname("Torch#1-3", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("Torch#1-3", instance_id());
+ end;
+
+OnTimer100:
+ specialeffect EF_FIREPILLAR;
+ end;
+
+OnTimer2000:
+ specialeffect EF_FIREPILLARBOMB;
+ stopnpctimer;
+ end;
+}
+
+2@orcs,98,171,0 script Torch#1-4 844,{
+ if(getpartyleader(getcharid(1),2) != getcharid(0)) end;
+ progressbar "ffff00",5;
+ donpcevent instance_npcname("#Warp2-1", instance_id())+"::OnEnable";
+ initnpctimer;
+ disablenpc instance_npcname("Torch#1-4", instance_id());
+ end;
+
+OnInstanceInit:
+ disablenpc instance_npcname("Torch#1-4", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("Torch#1-4", instance_id());
+ end;
+
+OnTimer100:
+ specialeffect EF_FIREPILLAR;
+ end;
+
+OnTimer2000:
+ specialeffect EF_FIREPILLARBOMB;
+ stopnpctimer;
+ end;
+}
+
+2@orcs,48,100,0 script #Warp2-1 45,3,3,{
+OnInstanceInit:
+ disablenpc instance_npcname("#Warp2-1", instance_id());
+ end;
+
+OnEnable:
+ monster "2@orcs",109,156,"Safeguard Chief",1981,1,instance_npcname("#Mobs Control", instance_id())+"::OnMyMobDead1";
+ instance_announce 0, "The Chief Orc of Safeguards: Oh!! Looks like I have company. Defeat me if you can!!",bc_map,"0xff8888";
+ end;
+
+OnContinue:
+ enablenpc instance_npcname("#Warp2-1", instance_id());
+ initnpctimer;
+ end;
+
+OnTimer10000:
+ areamonster "2@orcs",28,158,40,170,"Safeguard Chief",1981,1,instance_npcname("#Mobs Control", instance_id())+"::OnMyMobDead1";
+ stopnpctimer;
+ end;
+
+OnTouch:
+ warp "2@orcs",47,93;
+ end;
+}
+
+2@orcs,35,92,0 script Torch#2-1 844,{
+ if(getpartyleader(getcharid(1),2) != getcharid(0)) end;
+ progressbar "ffff00",5;
+ donpcevent instance_npcname("Torch#2-2", instance_id())+"::OnEnable";
+ initnpctimer;
+ disablenpc instance_npcname("Torch#2-1", instance_id());
+ end;
+
+OnTimer100:
+ specialeffect EF_FIREPILLAR;
+ end;
+
+OnTimer2000:
+ specialeffect EF_FIREPILLARBOMB;
+ stopnpctimer;
+ end;
+}
+
+2@orcs,32,70,0 script Torch#2-2 844,{
+ if(getpartyleader(getcharid(1),2) != getcharid(0)) end;
+ progressbar "ffff00",5;
+ donpcevent instance_npcname("Torch#2-3", instance_id())+"::OnEnable";
+ initnpctimer;
+ disablenpc instance_npcname("Torch#2-2", instance_id());
+ end;
+
+OnInstanceInit:
+ disablenpc instance_npcname("Torch#2-2", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("Torch#2-2", instance_id());
+ end;
+
+OnTimer100:
+ specialeffect EF_FIREPILLAR;
+ end;
+
+OnTimer2000:
+ specialeffect EF_FIREPILLARBOMB;
+ stopnpctimer;
+ end;
+}
+
+2@orcs,70,31,0 script Torch#2-3 844,{
+ if(getpartyleader(getcharid(1),2) != getcharid(0)) end;
+ progressbar "ffff00",5;
+ donpcevent instance_npcname("Torch#2-4", instance_id())+"::OnEnable";
+ initnpctimer;
+ disablenpc instance_npcname("Torch#2-3", instance_id());
+ end;
+
+OnInstanceInit:
+ disablenpc instance_npcname("Torch#2-3", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("Torch#2-3", instance_id());
+ end;
+
+OnTimer100:
+ specialeffect EF_FIREPILLAR;
+ end;
+
+OnTimer2000:
+ specialeffect EF_FIREPILLARBOMB;
+ stopnpctimer;
+ end;
+}
+
+2@orcs,84,51,0 script Torch#2-4 844,{
+ if(getpartyleader(getcharid(1),2) != getcharid(0)) end;
+ progressbar "ffff00",5;
+ donpcevent instance_npcname("#Warp2-2", instance_id())+"::OnEnable";
+ initnpctimer;
+ disablenpc instance_npcname("Torch#2-4", instance_id());
+ end;
+
+OnInstanceInit:
+ disablenpc instance_npcname("Torch#2-4", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("Torch#2-4", instance_id());
+ end;
+
+OnTimer100:
+ specialeffect EF_FIREPILLAR;
+ end;
+
+OnTimer2000:
+ specialeffect EF_FIREPILLARBOMB;
+ stopnpctimer;
+ end;
+}
+
+2@orcs,101,55,0 script #Warp2-2 45,3,3,{
+OnInstanceInit:
+ disablenpc instance_npcname("#Warp2-2", instance_id());
+ end;
+
+OnEnable:
+ monster "2@orcs",67,64,"Orc Sniper",1982,1,instance_npcname("#Mobs Control", instance_id())+"::OnMyMobDead2";
+ instance_announce 0, "Orc Sniper: Hah! Pretty impressive that you made it this far, but your foolish little trip ends here...",bc_map,"0xff8888";
+ end;
+
+OnContinue:
+ enablenpc instance_npcname("#Warp2-2", instance_id());
+ initnpctimer;
+ end;
+
+OnTimer10000:
+ areamonster "2@orcs",40,91,52,103,"Orc Sniper",1982,1,instance_npcname("#Mobs Control", instance_id())+"::OnMyMobDead2";
+ stopnpctimer;
+ end;
+
+OnTouch:
+ warp "2@orcs",107,55;
+ end;
+}
+
+2@orcs,142,145,0 script Torch#3-1 844,{
+ if(getpartyleader(getcharid(1),2) != getcharid(0)) end;
+ progressbar "ffff00",5;
+ donpcevent instance_npcname("Torch#3-2", instance_id())+"::OnEnable";
+ initnpctimer;
+ disablenpc instance_npcname("Torch#3-1", instance_id());
+ end;
+
+OnTimer100:
+ specialeffect EF_FIREPILLAR;
+ end;
+
+OnTimer2000:
+ specialeffect EF_FIREPILLARBOMB;
+ stopnpctimer;
+ end;
+}
+
+2@orcs,162,134,0 script Torch#3-2 844,{
+ if(getpartyleader(getcharid(1),2) != getcharid(0)) end;
+ progressbar "ffff00",5;
+ donpcevent instance_npcname("Torch#3-3", instance_id())+"::OnEnable";
+ initnpctimer;
+ disablenpc instance_npcname("Torch#3-2", instance_id());
+ end;
+
+OnInstanceInit:
+ disablenpc instance_npcname("Torch#3-2", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("Torch#3-2", instance_id());
+ end;
+
+OnTimer100:
+ specialeffect EF_FIREPILLAR;
+ end;
+
+OnTimer2000:
+ specialeffect EF_FIREPILLARBOMB;
+ stopnpctimer;
+ end;
+}
+
+2@orcs,144,117,0 script Torch#3-3 844,{
+ if(getpartyleader(getcharid(1),2) != getcharid(0)) end;
+ progressbar "ffff00",5;
+ donpcevent instance_npcname("Torch#3-4", instance_id())+"::OnEnable";
+ initnpctimer;
+ disablenpc instance_npcname("Torch#3-3", instance_id());
+ end;
+
+OnInstanceInit:
+ disablenpc instance_npcname("Torch#3-3", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("Torch#3-3", instance_id());
+ end;
+
+OnTimer100:
+ specialeffect EF_FIREPILLAR;
+ end;
+
+OnTimer2000:
+ specialeffect EF_FIREPILLARBOMB;
+ stopnpctimer;
+ end;
+}
+
+2@orcs,136,98,0 script Torch#3-4 844,{
+ if(getpartyleader(getcharid(1),2) != getcharid(0)) end;
+ progressbar "ffff00",5;
+ donpcevent instance_npcname("#Warp2-3", instance_id())+"::OnEnable";
+ initnpctimer;
+ disablenpc instance_npcname("Torch#3-4", instance_id());
+ end;
+
+OnInstanceInit:
+ disablenpc instance_npcname("Torch#3-4", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("Torch#3-4", instance_id());
+ end;
+
+OnTimer100:
+ specialeffect EF_FIREPILLAR;
+ end;
+
+OnTimer2000:
+ specialeffect EF_FIREPILLARBOMB;
+ stopnpctimer;
+ end;
+}
+
+2@orcs,167,104,0 script #Warp2-3 45,3,3,{
+OnInstanceInit:
+ disablenpc instance_npcname("#Warp2-3", instance_id());
+ end;
+
+OnEnable:
+ monster "2@orcs",152,147,"Depraved Orc Spirit",1983,1,instance_npcname("#Mobs Control", instance_id())+"::OnMyMobDead3";
+ instance_announce 0, "Depraved Orc Spirit: I smell flesh! Hungry! Wanna try some human meat!!",bc_map,"0xff8888";
+ end;
+
+OnContinue:
+ //areamonster "2@orcs",117,61,129,73,"Depraved Orc Spirit",1983,1,instance_npcname("#Mobs Control", instance_id())+"::OnMyMobDead3";
+ donpcevent instance_npcname("#Boss Control", instance_id())+"::OnEnable";
+ enablenpc instance_npcname("#Warp2-3", instance_id());
+ initnpctimer;
+ end;
+
+OnTimer10:
+ instance_announce 0, "Shaman Cargalache: Hahaha!! So, you finally made it here. The assassin you sent was just terrible. That stupid Orc is getting cold under my feet.",bc_map,"0xffff00";
+ end;
+
+OnTimer6810:
+ instance_announce 0, "Shaman Cargalache: My loyal slave, go get those intruders!",bc_map,"0xffff00";
+ end;
+
+OnTimer10310:
+ instance_announce 0, "Depraved Orc Hero: Whatever you say, my lord.",bc_map,"0xff7777";
+ end;
+
+OnTimer13110:
+ instance_announce 0, "Caution: You have been discovered by Shaman Cargalache. Kruger's plan to assassinate the Shaman has failed. You must defeat Cargalache and find traces of Kruger.",bc_map,"0x8888ff";
+ stopnpctimer;
+ end;
+
+OnTouch:
+ warp "2@orcs",167,95;
+ end;
+}
+
+2@orcs,36,171,0 script #Boss Control 844,{
+ end;
+
+OnInstanceInit:
+ disablenpc instance_npcname("#Boss Control", instance_id());
+ end;
+
+OnEnable:
+ monster "2@orcs",185,8,"Shaman Cargalache",1984,1,instance_npcname("#Boss Control", instance_id())+"::OnMyMobDead";
+ monster "2@orcs",179,15,"Depraved Orc Hero",1087,1;
+ enablenpc instance_npcname("#Boss Control", instance_id());
+ end;
+
+OnMyMobDead:
+ donpcevent instance_npcname("Kruger#", instance_id())+"::OnEnable";
+ set .@mob_ran,rand(1,5);
+ if (.@mob_ran == 1) {
+ instance_announce 0, "Shaman Cargalache: How... How could this be... How could someone like you...!!",bc_map,"0xffff00";
+ }
+ else if (.@mob_ran == 2) {
+ instance_announce 0, "Shaman Cargalache: How is it that I've been overpowered by mere humans!",bc_map,"0xffff00";
+ }
+ else if (.@mob_ran == 3) {
+ instance_announce 0, "Shaman Cargalache: This... This can't be the end...",bc_map,"0xffff00";
+ }
+ else if (.@mob_ran == 4) {
+ instance_announce 0, "Shaman Cargalache: I... Can't die... Yet...!",bc_map,"0xffff00";
+ }
+ else {
+ instance_announce 0, "Shaman Cargalache: Defeated by these fools... It can't be happening...!",bc_map,"0xffff00";
+ }
+ donpcevent instance_npcname("#2Resurrect Monsters1", instance_id())+"::OnDisable";
+ donpcevent instance_npcname("#2Resurrect Monsters3", instance_id())+"::OnDisable";
+ donpcevent instance_npcname("#Warp Outside Orc Dun", instance_id())+"::OnEnable";
+ end;
+}
+
+2@orcs,182,8,0 script #Warp Outside Orc Dun 45,3,3,{
+OnInstanceInit:
+ disablenpc instance_npcname("#Warp Outside Orc Dun", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("#Warp Outside Orc Dun", instance_id());
+ end;
+
+OnTouch:
+ warp "gef_fild10",240,197;
+ end;
+}
+
+2@orcs,172,13,0 script Kruger# 434,{
+ if (yong_odun < 2) {
+ mes "[Kruger]";
+ mes "*Coughing*";
+ mes ""+strcharinfo(0)+", it's you...";
+ next;
+ mes "["+strcharinfo(0)+"] ";
+ mes "Don't move! You are wounded!";
+ next;
+ mes "[Kruger]";
+ mes "It's... all right.. I'm dying...";
+ mes "....";
+ mes "The Shaman? What about the Shaman?";
+ next;
+ mes "["+strcharinfo(0)+"] ";
+ mes "The Shaman's dead now. Who was that Shaman really?";
+ next;
+ mes "Kruger seemed to be relieved as he hears of the death of the Shaman, but you notice the bitter expression on his face.";
+ next;
+ mes "[Kruger]";
+ mes "I.. I just couldn't kill my own daughter...";
+ mes "Thank you, I'm sure she's finally free from the nightmare that used to choke her soul.";
+ next;
+ mes "Kruger was about to say something more, but he breathed his last breath before he could...";
+ set yong_odun,2;
+ close;
+ }
+ else {
+ mes "You can see the dead body of Kruger, peacefully lying on the ground.";
+ close;
+ }
+
+OnInstanceInit:
+ disablenpc instance_npcname("Kruger#", instance_id());
+ end;
+
+OnEnable:
+ enablenpc instance_npcname("Kruger#", instance_id());
+ end;
+}
+
+2@orcs,36,171,0 script #Mobs Control 844,{
+ end;
+
+OnMyMobDead1:
+ donpcevent instance_npcname("#Warp2-1", instance_id())+"::OnContinue";
+ end;
+
+OnMyMobDead2:
+ donpcevent instance_npcname("#Warp2-2", instance_id())+"::OnContinue";
+ end;
+
+OnMyMobDead3:
+ donpcevent instance_npcname("#Warp2-3", instance_id())+"::OnContinue";
+ end;
+}
diff --git a/npc/pre-re/instances/SealedShrine.txt b/npc/pre-re/instances/SealedShrine.txt
new file mode 100644
index 000000000..05a14c931
--- /dev/null
+++ b/npc/pre-re/instances/SealedShrine.txt
@@ -0,0 +1,2451 @@
+//===== rAthena Script =======================================
+//= Sealed Shrine
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.8
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Seal away the Great Demon Baphomet.
+//===== Additional Comments: =================================
+//= 1.0 First version. [L0ne_W0lf]
+//= 1.1 Added setquest for instance cooldown. [L0ne_W0lf]
+//= 1.2 Fixed Torch#12 not being disabled. (bugreport:4044) [L0ne_w0lf]
+//= 1.3 Fixed cutins not being removed. (bugreport:4117) [L0ne_w0lf]
+//= 1.4 Fixed some typos. [Gepard]
+//= 1.5 Fixed not being able to enter dungeon for the first two hours.
+//= 1.6 Players should be able to re-take the quest after 12 hours now.
+//= Changed quest 3046 to 3040. This is the correct quest id.
+//= Removed checking quest 3045, unofficial check.
+//= 1.7 Fixed a checkquest condition never setting quest. [L0ne_W0lf]
+//= 1.8 Added 'instance_check_party' command to the script for proper checking if
+//= the invoking party meets the requirements to join the Memorial Dungeon.
+//============================================================
+
+// Sealed Catacomb Entrance
+monk_test,309,146,3 script Friar Patrick#edq 412,{
+ if (checkquest(3040)>=0) erasequest 3040;
+ cutin "ins_cata_pri_n",2;
+ mes "[Friar Patrick]";
+ mes "The peace of this world cannot last forever... The hands of Evil are reaching into the world again...";
+ next;
+ mes "[Friar Patrick]";
+ mes "What brought you to this place?";
+ next;
+ if (countitem(6004) > 0) {
+ set .@doll,1;
+ set .@selection,select("What is this place?:I want to enter.:About the Cursed Baphomet Doll.:Cancel.");
+ }
+ else {
+ set .@selection,select("What is this place?:I want to enter.:Cancel.");
+ }
+ switch(.@selection) {
+ case 1:
+ mes "[Friar Patrick]";
+ mes "Huh... Don't you know? This is St. Capitolina Monastery where the Brothers who wish to become monks train and pray.";
+ next;
+ mes "[Friar Patrick]";
+ mes "And this place is... What can I say... Yes. It's the grave of the Devil. Grave...";
+ next;
+ mes "[Friar Patrick]";
+ mes "The very place where the great Devil who once demolished this world is sleeping.";
+ next;
+ switch(select("Tell me more.:Stop talking.")) {
+ case 1:
+ cutin "ins_cata_pri_n",2;
+ mes "[Friar Patrick]";
+ mes "Baphomet... is the name of the Devil... I think you have heard of his name.";
+ next;
+ mes "[Friar Patrick]";
+ mes "Numerous brave men and brothers have trained in this monastery...";
+ next;
+ mes "[Friar Patrick]";
+ mes "Under this gravestone in front of you... Baphomet is sealed.";
+ next;
+ mes "[Friar Patrick]";
+ mes "But... As we speak Satan Morocc is marshalling his powerful magic in order to affect all life on this continent.";
+ next;
+ mes "[Friar Patrick]";
+ mes "Baphomet also... has awakened and is preparing for his revival, into this world, by weakening the power of the seal through the power of Satan Morocc...";
+ next;
+ mes "[Friar Patrick]";
+ mes "Now... I'm looking for someone brave enough to reseal Baphomet in its shrine... as we once did many years ago...";
+ next;
+ mes "[Friar Patrick]";
+ mes "Anyone who fights for good will know, deep inside, that evil is threatening to conquer this world...";
+ next;
+ mes "[Friar Patrick]";
+ mes "Train more and use your skills to protect the world from evil's looming presence...";
+ break;
+ case 2:
+ cutin "ins_cata_pri_n",2;
+ mes "[Friar Patrick]";
+ mes "Anyone who fights for good will know, deep inside, that evil is threatening to conquer this world...";
+ next;
+ mes "[Friar Patrick]";
+ mes "Train more and use your skills to protect the world from evil's looming presence...";
+ break;
+ }
+ break;
+ case 2:
+ if (BaseLevel > 74) {
+
+ set .@party_id,getcharid(1);
+
+ mes "[Friar Patrick]";
+ mes "Do you mean you'll go to the shrine and reseal Baphomet?";
+ next;
+
+ // 12 hour cooldown
+ set .@ins_bapho_check,checkquest(3040,PLAYTIME);
+ // Two hour play limit
+ //set .@ins_bapho_check2,checkquest(3045,PLAYTIME);
+
+ if(!instance_check_party(.@party_id,2,75)){
+ mes "I'm sorry but your Party does not meet the requirements to join the Memorial Dungeon.";
+ close;
+ }
+
+ if (.@ins_bapho_check == -1) {
+ if (getpartyleader(.@party_id,2) == getcharid(0)) {
+ set .@instance, instance_create("Sealed Catacombs", .@party_id);
+ if (.@instance < 0) {
+ mes "[Friar Patrick]";
+ mes "Party name is "+getpartyname(.@party_id)+"...";
+ mes "Name of the leader is "+.@partymembername$[0]+"...";
+ mes "Umm... But it seems that there is a problem here... I'll check quickly. Please wait.";
+ }
+ else {
+
+ for( set .@i, 1; .@i <= 2; set .@i, .@i + 1 ) {
+ if( instance_attachmap("" + .@i + "@cata", .@instance) == "" )
+ break;
+ }
+ if( .@i < 2 ) {
+ instance_destroy(.@instance);
+ close;
+ }
+
+ instance_attach(.@instance);
+ instance_set_timeout 7200,300,.@instance;
+ instance_init(.@instance);
+
+ // First Floor
+ disablenpc instance_npcname("Ancient Hero's Soul#1F", instance_id());
+ disablenpc instance_npcname("ins_bapho_to_2f", instance_id());
+
+ for( set .@i, 1; .@i < 13; set .@i, .@i + 1 ) {
+ disablenpc instance_npcname("Gravestone#1F_"+.@i+"T", instance_id());
+ disablenpc instance_npcname("Gravestone#1F_"+.@i+"F", instance_id());
+ }
+ for( set .@i, 1; .@i <= 12; set .@i, .@i + 1 ) {
+ disablenpc instance_npcname("Bobbing Torch#"+.@i, instance_id());
+ }
+
+ // Second Floor
+ disablenpc instance_npcname("ins_baphomet_1f_timer", instance_id());
+ disablenpc instance_npcname("ins_2f_enter_broad", instance_id());
+ disablenpc instance_npcname("Magical Seal#0", instance_id());
+ disablenpc instance_npcname("Magical Seal#2", instance_id());
+ disablenpc instance_npcname("Magical Seal#4", instance_id());
+ disablenpc instance_npcname("Magical Seal#8", instance_id());
+ disablenpc instance_npcname("Magical Seal#10", instance_id());
+ disablenpc instance_npcname("Ancient Hero's Soul#2F", instance_id());
+ disablenpc instance_npcname("control_baphomet", instance_id());
+ disablenpc instance_npcname("ins_2f_hero_broad2", instance_id());
+ disablenpc instance_npcname("2f_callmon_pattern_c", instance_id());
+ disablenpc instance_npcname("2f_callmon_pattern", instance_id());
+ disablenpc instance_npcname("ins_2f_hero_pattern_c", instance_id());
+ disablenpc instance_npcname("ins_2f_hero_pattern", instance_id());
+
+ // Pick proper grave
+ donpcevent instance_npcname("ins_baphomet_lotto", instance_id())+"::OnEnable";
+
+ // Spawn monsters.
+ donpcevent instance_npcname("ins_1f_spawn_mobs", instance_id())+"::OnEnable";
+
+ mes "[Friar Patrick]";
+ mes "Party name is "+getpartyname(.@party_id)+"...";
+ mes "Name of the leader is "+.@partymembername$[0]+"...";
+ mes "Okay... I'll adjust the shrine's seal so that you and your group can enter.";
+ next;
+ mes "[Friar Patrick]";
+ mes "You will see a sign when the seal has broken. Please wait until the sign appears...";
+ next;
+ mes "[Friar Patrick]";
+ mes "When you see the sign, put your hands on the gravestone... Then you can move inside.";
+ next;
+ mes "[Friar Patrick]";
+ mes "One thing that you should remember is... Anyone who enters this shrine will be cursed by Baphomet and cannot enter or leave while they are cursed.";
+ next;
+ mes "[Friar Patrick]";
+ mes "And one more thing... In this cursed area, some skills, which are protected by outer physical power are prohibited by the effect of the seal.";
+ next;
+ mes "[Friar Patrick]";
+ mes "For example, the skills like ^0000FFSafety Wall and Assumptio^000000... So you'd better prepare before entering the shrine.";
+ }
+ }
+ else {
+ mes "[Friar Patrick]";
+ mes "Umm... I recognize your courage, but... I can't permit anyone to enter this place. I can only permit the leader of a party to enter first.";
+ next;
+ mes "[Friar Patrick]";
+ mes "Once the party leader is permitted, the rest of the party can enter. This is a rule of this monastery, so please understand.";
+ }
+ }
+ else if (.@ins_bapho_check == 0 || .@ins_bapho_check == 1) {
+ mes "[Friar Patrick]";
+ mes "It seems you have entered this shrine recently... You cannot reenter because Baphomet's Curse still remains. Baphomet's Curse disappears only after a certain amount of time has passed.";
+ }
+ else if (.@ins_bapho_check == 2) {
+ mes "[Friar Patrick]";
+ mes "Umm... It seems that Baphomet's Curse has weakened. I can remove it now.";
+ next;
+ mes "[Friar Patrick]";
+ mes "Haaaaaaap... Hocus Pocus Wingardium Abracadabra!!!!!";
+ next;
+ if (checkquest(3040)>=0) erasequest 3040;
+ if (checkquest(3041)>=0) erasequest 3041;
+ if (checkquest(3045)>=0) erasequest 3045;
+ set party_instance_id4,0;
+ mes "[Friar Patrick]";
+ mes "Huu... It's over. Now that I've released Baphomet's Curse, you can enter again.";
+ }
+ }
+ else {
+ mes "[Friar Patrick]";
+ mes "Umm... You should train more to enter this dangerous place... You should reach at least Lv 75 to enter here.";
+ next;
+ mes "[Friar Patrick]";
+ mes "Please train more and come again.";
+ }
+ break;
+ case 3:
+ if (.@doll == 1) {
+ mes "[Friar Patrick]";
+ mes "That is... the villainous doll that you are holding... Let me see it.";
+ next;
+ mes "[Friar Patrick]";
+ mes "... ... ...";
+ next;
+ mes "[Friar Patrick]";
+ mes "That's correct... I can feel Baphomet's evil inside... So, what will you do with the doll?";
+ next;
+ mes "[Friar Patrick]";
+ mes "It is just a dangerous and useless thing if you do nothing with it... I'll introduce someone who can help you... Do you want to see him?";
+ next;
+ mes "[Friar Patrick]";
+ mes "Go to see ^0000FFRust Blackhand^000000 who is near the main building of the monastery... He will make this doll helpful to you.";
+ setquest 3042;
+ break;
+ }
+ case 4:
+ mes "[Friar Patrick]";
+ mes "Anyone who fights for good will know, deep inside, that evil is threatening to conquer this world...";
+ next;
+ mes "[Friar Patrick]";
+ mes "Train more and use your skills to protect the world from evil's looming presence...";
+ break;
+ }
+ close2;
+ cutin "",255;
+ end;
+}
+
+monk_test,306,151,3 script Grave of Baphomet#edq 111,{
+ if (countitem(6002) > 0)
+ delitem 6002,countitem(6002); //Token_Of_Apostle
+ mes "This gravestone has a carving of a wicked devil with large horns. It arouses an ominous feeling.";
+ next;
+ switch(select("Touch the stone.:Step back.")) {
+ case 1:
+
+ set .@party_id,getcharid(1);
+ set .@instance, instance_id(1);
+ instance_attach(.@instance);
+
+ // 12 hour cooldown
+ set .@ins_bapho_check,checkquest(3040,PLAYTIME);
+ // Two hour play limit
+ //set .@ins_bapho_check2,checkquest(3045,PLAYTIME);
+
+ if(!instance_check_party(.@party_id,2,75)){
+ mes "I'm sorry but your Party does not meet the requirements to join the Memorial Dungeon.";
+ close;
+ }
+
+ if (.@ins_bapho_check == -1) {
+ if (has_instance("1@cata") == "") {
+ mes "It's cold to the touch. It doesn't respond.";
+ }
+ if((party_instance_id4 != 0) && (party_instance_id4 != getcharid(1))) {
+ mes "It seems you have entered this shrine recently... You cannot reenter because Baphomet's Curse still remains. Baphomet's Curse disappears only after a certain amount of time has passed.";
+ }
+ else {
+ mapannounce "monk_test","[" + strcharinfo(0) + "] member of the [" + getpartyname(.@party_id) + "] party has entered the Sealed Shrine.",bc_map,"0x00ff99";
+ if (checkquest(3040) == -1) setquest 3040;
+ set party_instance_id4,getcharid(1);
+ warp "1@cata",100,224;
+ end;
+ }
+ }
+ else if (.@ins_bapho_check == 0 || .@ins_bapho_check == 1) {
+ mes "[Friar Patrick]";
+ mes "It seems you have entered this shrine recently... You cannot reenter because the curse of Baphomet still remains.";
+ mes "The curse of Baphomet disappears after a certain amount of time after you entered.";
+ }
+ else if (.@ins_bapho_check == 2) {
+ mes "[Friar Patrick]";
+ mes "Umm... It seems the curse of Baphomet weakened. I'll clear the bad curse.";
+ next;
+ mes "[Friar Patrick]";
+ mes "Haaaaaaap... Wingardium Leviosa Expecto Patronum !!!!!";
+ specialeffect2 EF_HOLYHIT;
+ if (checkquest(3040)>=0) erasequest 3040;
+ if (checkquest(3041)>=0) erasequest 3041;
+ if (checkquest(3045)>=0) erasequest 3045;
+ set party_instance_id4,0;
+ next;
+ mes "[Friar Patrick]";
+ mes "Huu... It's over. Now I released all of the curses on you. You can enter again.";
+ }
+ break;
+ case 2:
+ break;
+ }
+ close;
+}
+
+prt_monk,261,91,3 script Rust Blackhand#edq 826,{
+ set .@new_maje,checkquest(3043);
+ mes "[Rust Blackhand]";
+ mes "Who are you? What do you want me for?";
+ next;
+ mes "[Rust Blackhand]";
+ mes "You're not a monk, then what do you want?";
+ next;
+ if (.@new_maje == 0 || .@new_maje == 1) {
+ mes "[Rust Blackhand]";
+ mes "Did you bring all of the ingredients?";
+ next;
+ if ((countitem(6004) > 0) && (countitem(2256) > 0) && (countitem(7799) > 29) && (countitem(7798) > 49) && (Zeny > 990000)) {
+ mes "[Rust Blackhand]";
+ mes "kkk... You prepared the ingredients well. Why don't you leave it there and wait?";
+ next;
+ mes "[Rust Blackhand]";
+ mes "Hmm... It's been such a long time since I last saw these wicked horns... kkk... Let me start...";
+ next;
+ mes "...";
+ next;
+ mes "... ...";
+ next;
+ mes "... ... ...";
+ next;
+ delitem 6004,1; //Bapho_Doll
+ delitem 2256,1; //Magestic_Goat
+ delitem 7799,30; //Dark_Crystal
+ delitem 7798,50; //Dark_Debris
+ set zeny,zeny-990000;
+ completequest 3043;
+ getitem 5374,1; //L_Magestic_Goat
+ mes "[Rust Blackhand]";
+ mes "It's done. You may be excited, of course. I understand...";
+ next;
+ mes "[Rust Blackhand]";
+ mes "I don't accept complaints or A/S requests, so use it with care. I must go...";
+ close;
+ }
+ else {
+ mes "[Rust Blackhand]";
+ mes "Huu... You don't understand what I said. You cannot make anything with these ingredients.";
+ next;
+ mes "[Rust Blackhand]";
+ mes "I'll tell you the ingredients one more time, so please gather them correctly.";
+ next;
+ mes "[Rust Blackhand]";
+ mes "^0000FFCursed Baphomet Doll, Magestic Goat, 30 Crystal of Darkness, 50 Fragment of Darkness^000000, and the most important, production cost is ^0000FF990000^000000 Zeny.";
+ close;
+ }
+ }
+ else if ((.@new_maje == -1) && (countitem(6004) > 0)) {
+ switch(select("About the Cursed Baphomet Doll:Stop talking.")) {
+ case 1:
+ mes "[Rust Blackhand]";
+ mes "What?... Hmmm... Did you get the doll? You're pretty good, unlike your appearance...";
+ next;
+ mes "[Rust Blackhand]";
+ mes "Let me see... Needless to say, Patric must have sent you here to deal with the doll, right?";
+ next;
+ mes "[Rust Blackhand]";
+ mes "Cool... I'll help you make the evil doll useful. What? What can I do?";
+ next;
+ mes "[Rust Blackhand]";
+ mes "I can make the strong and large horns of the wicked devil Baphomet for you. A helm that has his immense power.";
+ next;
+ mes "[Rust Blackhand]";
+ mes "It is called the ^4d4dffGigantic Magestic Goat^000000. You'll realize that the Magestic Goat you're familiar with is nothing in comparison.";
+ next;
+ mes "[Rust Blackhand]";
+ mes "The Cursed Baphomet Doll is the most important ingredient... I'll make you if you want. What would you like to do?";
+ next;
+ switch(select("I want to make one!:I don't need one.")) {
+ case 1:
+ mes "[Rust Blackhand]";
+ mes "kkk... Yes, wise men take their chances when the opportunity comes. I'll tell you the ingredients. Don't forget, and bring them all.";
+ next;
+ mes "[Rust Blackhand]";
+ mes "^0000FFCursed Baphomet Doll, Magestic Goat, 30 Crystal of Darkness, 50 Fragment of Darkness^000000, and the most important, production cost is ^0000FF990000^000000 Zeny.";
+ next;
+ mes "[Rust Blackhand]";
+ mes "You can get the Magestic Goat from the weak Baphomet in the Labyrinth Forest. Crystal of Darkness and Fragment of Darkness are from the Incarnation of Morocc.";
+ next;
+ mes "[Rust Blackhand]";
+ mes "I'm sure that you can get the ingredients because you sealed the real Baphomet. Can't you? kkk...";
+ next;
+ mes "[Rust Blackhand]";
+ mes "You'll never know how great this hat is until you get one. If you understood, go and get the ingredients.";
+ changequest 3042,3043;
+ close;
+ case 2:
+ mes "[Rust Blackhand]";
+ mes "Huh... Do you? Do whatever you want... Do you really want to let this opportunity go to waste?";
+ next;
+ mes "[Rust Blackhand]";
+ mes "Tut, tut... I don't care if the wicked doll threatens your life all the time!";
+ close;
+ }
+ case 2:
+ mes "[Rust Blackhand]";
+ mes "What a dull boy he is... huh...";
+ close;
+ }
+ }
+ else if ((.@new_maje == -1) && (countitem(6004) == 0)) {
+ mes "[Rust Blackhand]";
+ mes "If you don't have business with me, go away! As you see, I make equipment for the Brothers at the monastery, not for adventurers like you. Do you understand?";
+ close;
+ }
+ else if ((.@new_maje == 2) && (countitem(6004) > 0)) {
+ switch(select("About the Cursed Baphomet Doll:Stop talking.")) {
+ case 1:
+ mes "[Rust Blackhand]";
+ mes "What?... You again? What do you want this time?";
+ next;
+ mes "[Rust Blackhand]";
+ mes "What? You got another doll from the wicked devil? Umm... You're much better than I thought...";
+ next;
+ mes "[Rust Blackhand]";
+ mes "Alright... I'll help you again.";
+ next;
+ mes "[Rust Blackhand]";
+ mes "If you want to make the doll into a ^4d4dffGigantic Magestic Goat^000000 again, I can make you another.";
+ next;
+ mes "[Rust Blackhand]";
+ mes "I'll tell you the ingredients again. So, do you want to make?";
+ next;
+ switch(select("I want.:No, I don't want.")) {
+ case 1:
+ mes "[Rust Blackhand]";
+ mes "kkk... Yes, wise men take their chances when the opportunity comes. I'll tell you the ingredients. Don't forget, and bring them all.";
+ next;
+ mes "[Rust Blackhand]";
+ mes "^0000FFCursed Baphomet Doll, Magestic Goat, 30 Crystal of Darkness, 50 Fragment of Darkness^000000, and the most important, production cost is ^0000FF990000^000000 Zeny.";
+ next;
+ mes "[Rust Blackhand]";
+ mes "You can get the Magestic Goat from the weak Baphomet in the Labyrinth Forest. Crystal of Darkness and Fragment of Darkness are from the Incarnation of Morocc.";
+ next;
+ mes "[Rust Blackhand]";
+ mes "I'm sure that you can get the ingredients because you sealed the real Baphomet. Can't you? kkk...";
+ next;
+ mes "[Rust Blackhand]";
+ mes "You'll never know how great this hat is until you get one. If you understood, go and get the ingredients.";
+ //recall_completequest 3043
+ changequest 3042,3043;
+ close;
+ case 2:
+ mes "[Rust Blackhand]";
+ mes "Huh... Do you? Do whatever you want... Do you really want to let this opportunity go to waste?";
+ next;
+ mes "[Rust Blackhand]";
+ mes "Tut, tut... I don't care if the wicked doll threatens your life all the time!";
+ close;
+ }
+ case 2:
+ mes "[Rust Blackhand]";
+ mes "What a dull boy he is... huh...";
+ close;
+ }
+ }
+ else if ((.@new_maje == 2) && (countitem(6004) == 0)) {
+ mes "[Rust Blackhand]";
+ mes "Why are you hanging around here? If you don't want a ^4d4dffGigantic Magestic Goat^000000, go away.";
+ close;
+ }
+}
+
+// Sealed Shrine Interior
+1@cata,1,2,0 script ins_baphomet_lotto -1,{
+OnEnable:
+ switch(rand(1,13)) {
+ case 1:
+ enablenpc instance_npcname("Gravestone#1F_1T", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_2F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_3F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_4F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_5F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_6F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_7F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_8F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_9F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_10F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_11F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_12F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_13F", instance_id());
+ end;
+ case 2:
+ enablenpc instance_npcname("Gravestone#1F_1F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_2T", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_3F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_4F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_5F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_6F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_7F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_8F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_9F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_10F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_11F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_12F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_13F", instance_id());
+ end;
+ case 3:
+ enablenpc instance_npcname("Gravestone#1F_1F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_2F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_3T", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_4F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_5F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_6F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_7F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_8F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_9F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_10F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_11F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_12F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_13F", instance_id());
+ end;
+ case 4:
+ enablenpc instance_npcname("Gravestone#1F_1F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_2F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_3F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_4T", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_5F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_6F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_7F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_8F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_9F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_10F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_11F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_12F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_13F", instance_id());
+ end;
+ case 5:
+ enablenpc instance_npcname("Gravestone#1F_1F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_2F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_3F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_4F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_5T", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_6F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_7F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_8F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_9F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_10F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_11F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_12F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_13F", instance_id());
+ end;
+ case 6:
+ enablenpc instance_npcname("Gravestone#1F_1F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_2F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_3F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_4F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_5F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_6T", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_7F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_8F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_9F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_10F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_11F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_12F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_13F", instance_id());
+ end;
+ case 7:
+ enablenpc instance_npcname("Gravestone#1F_1F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_2F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_3F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_4F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_5F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_6F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_7T", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_8F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_9F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_10F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_11F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_12F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_13F", instance_id());
+ end;
+ case 8:
+ enablenpc instance_npcname("Gravestone#1F_1F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_2F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_3F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_4F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_5F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_6F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_7F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_8T", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_9F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_10F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_11F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_12F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_13F", instance_id());
+ end;
+ case 9:
+ enablenpc instance_npcname("Gravestone#1F_1F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_2F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_3F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_4F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_5F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_6F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_7F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_8F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_9T", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_10F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_11F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_12F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_13F", instance_id());
+ end;
+ case 10:
+ enablenpc instance_npcname("Gravestone#1F_1F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_2F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_3F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_4F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_5F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_6F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_7F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_8F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_9F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_10T", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_11F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_12F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_13F", instance_id());
+ end;
+ case 11:
+ enablenpc instance_npcname("Gravestone#1F_1F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_2F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_3F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_4F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_5F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_6F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_7F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_8F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_9F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_10F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_11T", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_12F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_13F", instance_id());
+ end;
+ case 12:
+ enablenpc instance_npcname("Gravestone#1F_1F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_2F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_3F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_4F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_5F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_6F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_7F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_8F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_9F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_10F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_11F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_12T", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_13F", instance_id());
+ end;
+ case 13:
+ enablenpc instance_npcname("Gravestone#1F_1F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_2F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_3F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_4F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_5F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_6F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_7F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_8F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_9F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_10F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_11F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_12F", instance_id());
+ enablenpc instance_npcname("Gravestone#1F_13T", instance_id());
+ end;
+ }
+ end;
+}
+
+1@cata,3,2,0 script ins_baphomet_lotto2 -1,{
+OnEnable:
+ enablenpc instance_npcname("Bobbing Torch#1", instance_id());
+ enablenpc instance_npcname("Bobbing Torch#2", instance_id());
+ enablenpc instance_npcname("Bobbing Torch#3", instance_id());
+ enablenpc instance_npcname("Bobbing Torch#4", instance_id());
+ enablenpc instance_npcname("Bobbing Torch#5", instance_id());
+ enablenpc instance_npcname("Bobbing Torch#6", instance_id());
+ enablenpc instance_npcname("Bobbing Torch#7", instance_id());
+ enablenpc instance_npcname("Bobbing Torch#8", instance_id());
+ enablenpc instance_npcname("Bobbing Torch#9", instance_id());
+ enablenpc instance_npcname("Bobbing Torch#10", instance_id());
+ enablenpc instance_npcname("Bobbing Torch#11", instance_id());
+ enablenpc instance_npcname("Bobbing Torch#12", instance_id());
+ end;
+}
+
+1@cata,4,2,0 script ins_baphomet_lotto3 -1,{
+OnEnable:
+ monster "1@cata",0,0,"Apostle of Baphomet#1",1869,1,instance_npcname("ins_baphomet_lotto3", instance_id())+"::OnMyMobDead";
+ monster "1@cata",0,0,"Apostle of Baphomet#2",1291,1,instance_npcname("ins_baphomet_lotto3", instance_id())+"::OnMyMobDead";
+ monster "1@cata",0,0,"Apostle of Baphomet#3",1869,1,instance_npcname("ins_baphomet_lotto3", instance_id())+"::OnMyMobDead";
+ monster "1@cata",0,0,"Apostle of Baphomet#4",1291,1,instance_npcname("ins_baphomet_lotto3", instance_id())+"::OnMyMobDead";
+ monster "1@cata",0,0,"Apostle of Baphomet#5",1869,1,instance_npcname("ins_baphomet_lotto3", instance_id())+"::OnMyMobDead";
+ monster "1@cata",0,0,"Apostle of Baphomet#6",1291,1,instance_npcname("ins_baphomet_lotto3", instance_id())+"::OnMyMobDead";
+ monster "1@cata",0,0,"Apostle of Baphomet#7",1869,1,instance_npcname("ins_baphomet_lotto3", instance_id())+"::OnMyMobDead";
+ monster "1@cata",0,0,"Apostle of Baphomet#8",1132,1,instance_npcname("ins_baphomet_lotto3", instance_id())+"::OnMyMobDead";
+ monster "1@cata",0,0,"Apostle of Baphomet#9",1117,1,instance_npcname("ins_baphomet_lotto3", instance_id())+"::OnMyMobDead";
+ monster "1@cata",0,0,"Apostle of Baphomet#10",1132,1,instance_npcname("ins_baphomet_lotto3", instance_id())+"::OnMyMobDead";
+ monster "1@cata",0,0,"Apostle of Baphomet#11",1117,1,instance_npcname("ins_baphomet_lotto3", instance_id())+"::OnMyMobDead";
+ monster "1@cata",0,0,"Apostle of Baphomet#12",1132,1,instance_npcname("ins_baphomet_lotto3", instance_id())+"::OnMyMobDead";
+ monster "1@cata",0,0,"Apostle of Baphomet#13",1291,1,instance_npcname("ins_baphomet_lotto3", instance_id())+"::OnMyMobDead";
+ monster "1@cata",0,0,"Apostle of Baphomet#14",1117,1,instance_npcname("ins_baphomet_lotto3", instance_id())+"::OnMyMobDead";
+ monster "1@cata",0,0,"Apostle of Baphomet#15",1869,1,instance_npcname("ins_baphomet_lotto3", instance_id())+"::OnMyMobDead";
+ end;
+
+OnDisable:
+ killmonster "1@cata",instance_npcname("ins_baphomet_lotto3", instance_id())+"::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ if (mobcount("1@cata",instance_npcname("ins_baphomet_lotto3", instance_id())+"::OnMyMobDead") < 1) {
+ instance_announce 0, "All apostles of Baphomet are dead!",bc_map,"0x00ff99";
+ }
+ getitem 6002,1; //Token_Of_Apostle
+ end;
+}
+
+//===================== soul of hero near the north grave ========================
+1@cata,141,221,0 script Gravestone# 844,3,3,{
+ set .@party_id,getcharid(1);
+ if ('ins_baphomet == 0) {
+ mes "The gravestone is trembling...";
+ next;
+ mes "When touching the gravestone, I hear a voice.";
+ next;
+ specialeffect2 EF_CONE;
+ mes "[Voice of the Gravestone]";
+ mes "I have waited and waited for a brave adventurer like you who will come back here again...";
+ next;
+ while(1) {
+ switch(select("Who are you?:Waited for me?:Cancel.")) {
+ case 1:
+ mes "[Voice of the Gravestone]";
+ mes "I was one of the warriors to stop Baphomet like you. Now, I'm dead and only my soul remains...";
+ next;
+ mes "[Voice of the Gravestone]";
+ mes "As you know... We don't have much time. You can't stop Baphomet by yourselves. The power of the devil has strengthened over the years.";
+ next;
+ mes "[Voice of the Gravestone]";
+ mes "In the past, my companions and I sealed Baphomet at the altar located on the 2nd basement and blocked the entrance.";
+ next;
+ mes "[Voice of the Gravestone]";
+ mes "I moved my soul's essence to my pendant, so that I could remain in this world. That's when I became this grave's guardian.";
+ next;
+ break;
+ case 2:
+ mes "[Voice of the Gravestone]";
+ mes "Baphomet's power is about to break the seal that we made. If you don't reactivate them... Baphomet's revival will only be a matter of time.";
+ next;
+ mes "[Voice of the Gravestone]";
+ mes "To open the entrance, you must substantialize my soul. I'll open the entrance and reactivate the weakened seals after I am substantilized.";
+ next;
+ mes "[Voice of the Gravestone]";
+ mes "To substantialize my soul, you should find my pendant. You can find my body near a grave here.";
+ next;
+ mes "[Voice of the Gravestone]";
+ mes "If your ^0000FFparty leader^000000 brings me the pendant, my soul can be substantialized. So, hurry up.";
+ set 'ins_baphomet,1;
+ close;
+ case 3:
+ mes "I can feel the voice becoming faint.";
+ close;
+ }
+ }
+ }
+ else if ('ins_baphomet == 1) {
+ mes "[Voice of the Gravestone]";
+ mes "To open the entrance, you must substantialize my soul. I'll open the entrance and reactivate the weakened seals after I am substantilized.";
+ next;
+ mes "[Voice of the Gravestone]";
+ mes "To substantialize my soul, you should find my pendant. You can find my body near a grave here.";
+ next;
+ mes "[Voice of the Gravestone]";
+ mes "If your ^0000FFparty leader^000000 brings me the pendant, my soul can be substantialized. So, hurry up.";
+ close;
+ }
+ else if (('ins_baphomet == 2) && (getpartyleader(.@party_id,2) == getcharid(0))) {
+ mes "[Voice of the Gravestone]";
+ mes "Did you find the pendant?";
+ next;
+ if (countitem(6003) > 0) {
+ specialeffect EF_MAPPILLAR;
+ mes "[Voice of the Gravestone]";
+ mes "Yes... This is... My pendant...";
+ next;
+ delitem 6003,1; //Soul_Pendant
+ enablenpc instance_npcname("Ancient Hero's Soul#1F", instance_id());
+ disablenpc instance_npcname("Gravestone#", instance_id());
+ mes "[Voice of the Gravestone]";
+ mes "Now I can substantialize my soul. I'll wait for you in front of the altar of fire located at the center of this grave. Let's meet there.";
+ next;
+ instance_announce 0, "Ancient Hero's Soul : I'll wait for you in front of the altar of fire located at the center",bc_map,"0xFFFF00";
+ mes "I can feel the voice becoming faint.";
+ close;
+ }
+ else {
+ mes "[Voice of the Gravestone]";
+ mes "Are you still there? Bring back my pendant as soon as possible.";
+ next;
+ mes "[Voice of the Gravestone]";
+ mes "You can find my body near a grave here. Go and get my pendant there.";
+ close;
+ }
+ }
+ else {
+ mes "[Voice of the Gravestone]";
+ mes "I want to talk to ^0000FFa representative among your party^000000. Everyone else, wait here.";
+ close;
+ }
+ end;
+
+OnTouch:
+ if ('ins_baphomet == 0) {
+ mes "'Krrrr... Krrrr...'";
+ next;
+ mes "I can feel something odd at the grave. It's like someone is calling out silently...";
+ close;
+ }
+ end;
+}
+
+1@cata,176,119,4 script Ancient Hero's Soul#1F 411,{
+ set .@party_id,getcharid(1);
+ cutin "ins_cata_champ_n",2;
+ if ('ins_baphomet == 2) {
+ mes "[Ancient Hero's Soul]";
+ mes "With your help, my soul can be substantialized. I want to talk more, but we do not have enough time...";
+ next;
+ mes "[Ancient Hero's Soul]";
+ mes "I must be substantialized within the next hour. To reach the Main Altar underground, you must help me perform the ceremony for opening each seal.";
+ next;
+ mes "[Ancient Hero's Soul]";
+ mes "Now I'll tell you what should you do. First, collect ^0000FFEssence of Fire^000000 from the torches on the graves...";
+ next;
+ mes "[Ancient Hero's Soul]";
+ mes "Second, all members who will enter the underground must carry a symbol, called the Token of Apostle.";
+ next;
+ while(1) {
+ cutin "ins_cata_champ_n",2;
+ switch(select("What is Essence of Fire?:What is a Token of Apostle?:What should I do?:I am ready.")) {
+ case 1:
+ set .@ins_baphomet_1f_1,.@ins_baphomet_1f_1+1;
+ mes "[Ancient Hero's Soul]";
+ mes "You can see the torches here and there. These torches are the essence of Thor, the god of Thunder. They are inherited from our predecessors to stop the darkness of Baphomet...";
+ next;
+ mes "[Ancient Hero's Soul]";
+ mes "To open the sealed underground gate, I must be purified by the ^0000FFEssence of Fire^000000 which has the power of Thor. Collect ^0000FF10 Essence of Fire^000000 from the torches.";
+ next;
+ mes "[Ancient Hero's Soul]";
+ mes "One thing you must remember is... ^0000FFEssence of Fire^000000 can only be collected by the Inheritor of Faith.";
+ next;
+ mes "[Ancient Hero's Soul]";
+ mes "I'll give the token of the Inheritor of Faith to the party leader. Only the party leader can collect the ^0000FFEssence of Fire^000000.";
+ next;
+ break;
+ case 2:
+ set .@ins_baphomet_1f_2,.@ins_baphomet_1f_2+1;
+ mes "[Ancient Hero's Soul]";
+ mes "At that time, it was impossible to get rid of Devil Baphomet by ourselves. After numerous heroes sacrificed their lives, we could barely seal him under this Abbey.";
+ next;
+ mes "[Ancient Hero's Soul]";
+ mes "However, Baphomet never gave up. He continuously strengthened his power. And his power has brought new life to this shrine.";
+ next;
+ mes "[Ancient Hero's Soul]";
+ mes "Some of these monsters have magical powers. Baphomet calls them his 'Apostles'.";
+ next;
+ mes "[Ancient Hero's Soul]";
+ mes "The apostles are cloning themselves to fill the shrine with their evil energy. They are the monsters here in this catacomb.";
+ next;
+ mes "[Ancient Hero's Soul]";
+ mes "Kill the Apostles. They can only be distinguished from their clones because they will possess a ^0000FFToken of Apostle^000000...";
+ next;
+ mes "[Ancient Hero's Soul]";
+ mes "If each party member possesses a ^0000FFToken of Apostle^000000, Baphomet will not be able to perceive your entrance to the Main Altar underground.";
+ next;
+ mes "[Ancient Hero's Soul]";
+ mes "If Baphomet perceives you when you pass through the sealed gate, he may release his tremendous magical power. Then, this abbey will be demolished.";
+ next;
+ mes "[Ancient Hero's Soul]";
+ mes "Kill the apostles and get the ^0000FFToken of Apostle^000000.";
+ next;
+ break;
+ case 3:
+ set .@ins_baphomet_1f_3,.@ins_baphomet_1f_3+1;
+ if (getpartyleader(.@party_id,2) == getcharid(0)) {
+ mes "[Ancient Hero's Soul]";
+ mes "You look like the leader of this party. You need to go and get ^0000FF10 Essence of Fire^000000 from the torches.";
+ next;
+ mes "[Ancient Hero's Soul]";
+ mes "Now I'll carve you the symbol which shows you're a inheritor of faith. Be aware that no one in your party but you can collect the Essence of Fire.";
+ next;
+ specialeffect2 EF_HOLYHIT;
+ mes "[Ancient Hero's Soul]";
+ mes "You should also carry a ^0000FFToken of Apostle^000000, so find one for yourself too.";
+ next;
+ mes "[Ancient Hero's Soul]";
+ mes "When all of you are ready to go, let me know. I'll open the sealed gate when you're ready.";
+ next;
+ }
+ else {
+ mes "[Ancient Hero's Soul]";
+ mes "Make sure that your party leader has listened to my explanation of what you and your companions must do.";
+ next;
+ mes "[Ancient Hero's Soul]";
+ mes "Kill the Apostles of Baphomet and find their ^0000FFToken of Apostle^000000.";
+ next;
+ mes "[Ancient Hero's Soul]";
+ mes "It might be better to kill all of them because there is no way to differentiate them from their clones.";
+ next;
+ mes "[Ancient Hero's Soul]";
+ mes "Are you ready?";
+ mes "Make sure that you have listened to all that I have to say before saying that you are ready.";
+ next;
+ }
+ break;
+ case 4:
+ if ((.@ins_baphomet_1f_1 > 0) && (.@ins_baphomet_1f_2 > 0) && (.@ins_baphomet_1f_3 > 0)) {
+ cutin "ins_cata_champ_n",2;
+ mes "[Ancient Hero's Soul]";
+ mes "Are you ready to go? Then I'll open this sealed gate now.";
+ next;
+ set .@exitloop,1;
+ }
+ else {
+ cutin "ins_cata_champ_a",2;
+ mes "[Ancient Hero's Soul]";
+ mes "It may be difficult but I wish you luck braving the perils of this catacomb.";
+ next;
+ mes "[Ancient Hero's Soul]";
+ mes "Remember, you need to collect ^0000FF10 Essence of Fire^000000 from the torches and the ^0000FFToken of Apostle^000000 from the Apostles of Baphomet.";
+ next;
+ }
+ break;
+ }
+ if (.@exitloop) break;
+ }
+ if (getpartyleader(.@party_id,2) == getcharid(0)) {
+ mes "[Ancient Hero's Soul]";
+ mes "To remind you again, I must be substantialized within the next hour. So everyone, finish your work within that time!";
+ set 'ins_baphomet,3;
+ donpcevent instance_npcname("ins_baphomet_1f_timer", instance_id())+"::OnEnable";
+ donpcevent instance_npcname("ins_baphomet_lotto2", instance_id())+"::OnEnable";
+ donpcevent instance_npcname("ins_baphomet_lotto3", instance_id())+"::OnEnable";
+ }
+ else {
+ mes "[Ancient Hero's Soul]";
+ mes "To remind you again, I can be substantialized for the next hour. So everyone, finish your work within that time.";
+ //set 'ins_baphomet,3;
+ }
+ close2;
+ cutin "",255;
+ end;
+ }
+ else if (('ins_baphomet == 3) && (getpartyleader(.@party_id,2) == getcharid(0))) {
+ cutin "ins_cata_champ_n",2;
+ mes "[Ancient Hero's Soul]";
+ mes "Did you get 10 ^0000FFEssence of Fire^000000 and ^0000FFToken of Apostle^000000?";
+ next;
+ if ((countitem(6001) > 9) && (countitem(6002) > 0)) {
+ delitem 6001,countitem(6001); //Essence_Of_Fire
+ set 'ins_baphomet,4;
+ mes "[Ancient Hero's Soul]";
+ mes "Okay. You've done your work. Now check your companions and tell me when everyone has finished their work.";
+ }
+ else {
+ mes "[Ancient Hero's Soul]";
+ mes "Not ready yet? You should prepare 10 ^0000FFEssence of Fire^000000 and ^0000FFToken of Apostle^000000.";
+ }
+ close2;
+ cutin "",255;
+ end;
+ }
+ else if ('ins_baphomet == 3) {
+ cutin "ins_cata_champ_n",2;
+ mes "[Ancient Hero's Soul]";
+ mes "Do you have a ^0000FFToken of Apostle^000000?";
+ next;
+ if (countitem(6002) > 0) {
+ set 'ins_baphomet,4;
+ mes "[Ancient Hero's Soul]";
+ mes "Okay. You've done your work. Tell your representative to check your companions and come to me when everyone has finished their work.";
+ }
+ else {
+ mes "[Ancient Hero's Soul]";
+ mes "Not ready yet? You should prepare ^0000FFToken of Apostle^000000.";
+ }
+ close2;
+ cutin "",255;
+ end;
+ }
+ else if (('ins_baphomet == 4) && (getpartyleader(.@party_id,2) == getcharid(0))) {
+ cutin "ins_cata_champ_n",2;
+ mes "[Ancient Hero's Soul]";
+ mes "Are you ready? I opened the sealed gate. To pass the gate, you should carry a ^0000FFToken of Apostle^000000.";
+ next;
+ set 'ins_baphomet,5;
+ specialeffect EF_TELEPORTATION;
+ enablenpc instance_npcname("ins_bapho_to_2f", instance_id());
+ mes "[Ancient Hero's Soul]";
+ mes "Now you can go to the main altar. It is located in the bottom right corner of this floor.";
+ next;
+ mes "[Ancient Hero's Soul]";
+ mes "Your real battle will begin... I'll follow you soon and find a way to help you.";
+ next;
+ mes "[Ancient Hero's Soul]";
+ mes "Go ahead, warriors.";
+ cutin "",255;
+ instance_announce 0, "Ancient Hero's Soul : Now you can go to the Main Altar's gate. It is located in the Southeast",bc_map,"0xFFFF00";
+ close;
+ }
+ else if ('ins_baphomet == 4) {
+ cutin "ins_cata_champ_n",2;
+ mes "[Ancient Hero's Soul]";
+ mes "Are you ready? I opened the sealed gate. To pass the gate, you should carry a ^0000FFToken of Apostle^000000.";
+ next;
+ mes "[Ancient Hero's Soul]";
+ mes "I'll complete opening the sealed gate when your representative tells me that you're ready.";
+ cutin "",255;
+ close;
+ }
+ else if ('ins_baphomet == 5) {
+ cutin "ins_cata_champ_n",2;
+ mes "[Ancient Hero's Soul]";
+ mes "What are you doing? The entrance of the main altar is opened now, go and fight! The entrance is near the bottom right side of this floor.";
+ cutin "",255;
+ close;
+ }
+ else {
+ cutin "ins_cata_champ_n",2;
+ mes "[Ancient Hero's Soul]";
+ mes "I have nothing to say to you...";
+ cutin "",255;
+ close;
+ }
+}
+
+//===================== TO 2F Warp ========================
+1@cata,281,12,0 script ins_bapho_to_2f 45,1,1,{
+
+OnTouch:
+ if (countitem(6002) > 0) {
+ delitem 6002,countitem(6002); //Token_Of_Apostle
+ set 'ins_baphomet,5;
+ warp "2@cata",80,144;
+ end;
+ }
+ else {
+ mes "[Ancient Hero's Soul]";
+ mes "Where is your Token of Apostle? I said you should carry the Token of Apostle to pass this gate.";
+ close;
+ }
+}
+
+1@cata,86,214,0 script Gravestone#1F_1T 844,{
+ if ('ins_baphomet == 1) {
+ getitem 6003,1; //Soul_Pendant
+ set 'ins_baphomet,2;
+ mes "A small object is shining under a leaning grave.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "I think this is the pendant...";
+ close;
+ }
+ else {
+ mes "I can only feel gloom from this Gravestone.";
+ close;
+ }
+}
+
+1@cata,86,214,0 script Gravestone#1F_1F 844,{
+ mes "I can only feel gloom from this Gravestone.";
+ close;
+ end;
+}
+
+1@cata,200,209,0 script Gravestone#1F_2T 844,{
+ if ('ins_baphomet == 1) {
+ getitem 6003,1; //Soul_Pendant
+ set 'ins_baphomet,2;
+ mes "A small object is shining under a leaning grave.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "I think this is the pendant...";
+ close;
+ }
+ else {
+ mes "I can only feel gloom from this Gravestone.";
+ close;
+ }
+}
+
+1@cata,200,209,0 script Gravestone#1F_2F 844,{
+ mes "I can only feel gloom from this Gravestone.";
+ close;
+}
+
+1@cata,230,195,0 script Gravestone#1F_3T 844,{
+ if ('ins_baphomet == 1) {
+ getitem 6003,1; //Soul_Pendant
+ set 'ins_baphomet,2;
+ mes "A small object is shining under a leaning grave.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "I think this is the pendant...";
+ close;
+ }
+ else {
+ mes "I can only feel gloom from this Gravestone.";
+ close;
+ }
+}
+
+1@cata,230,195,0 script Gravestone#1F_3F 844,{
+ mes "I can only feel gloom from this Gravestone.";
+ close;
+}
+
+1@cata,118,182,0 script Gravestone#1F_4T 844,{
+ if ('ins_baphomet == 1) {
+ getitem 6003,1; //Soul_Pendant
+ set 'ins_baphomet,2;
+ mes "A small object is shining under a leaning grave.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "I think this is the pendant...";
+ close;
+ }
+ else {
+ mes "I can only feel gloom from this Gravestone.";
+ close;
+ }
+}
+
+1@cata,118,182,0 script Gravestone#1F_4F 844,{
+ mes "I can only feel gloom from this Gravestone.";
+ close;
+}
+
+1@cata,193,182,0 script Gravestone#1F_5T 844,{
+ if ('ins_baphomet == 1) {
+ getitem 6003,1; //Soul_Pendant
+ set 'ins_baphomet,2;
+ mes "A small object is shining under a leaning grave.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "I think this is the pendant...";
+ close;
+ }
+ else {
+ mes "I can only feel gloom from this Gravestone.";
+ close;
+ }
+}
+
+1@cata,193,182,0 script Gravestone#1F_5F 844,{
+ mes "I can only feel gloom from this Gravestone.";
+ close;
+}
+
+1@cata,253,156,0 script Gravestone#1F_6T 844,{
+ if ('ins_baphomet == 1) {
+ getitem 6003,1; //Soul_Pendant
+ set 'ins_baphomet,2;
+ mes "A small object is shining under a leaning grave.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "I think this is the pendant...";
+ close;
+ }
+ else {
+ mes "I can only feel gloom from this Gravestone.";
+ close;
+ }
+}
+
+1@cata,253,156,0 script Gravestone#1F_6F 844,{
+ mes "I can only feel gloom from this Gravestone.";
+ close;
+}
+
+1@cata,88,154,0 script Gravestone#1F_7T 844,{
+ if ('ins_baphomet == 1) {
+ getitem 6003,1; //Soul_Pendant
+ set 'ins_baphomet,2;
+ mes "A small object is shining under a leaning grave.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "I think this is the pendant...";
+ close;
+ }
+ else {
+ mes "I can only feel gloom from this Gravestone.";
+ close;
+ }
+}
+
+1@cata,88,154,0 script Gravestone#1F_7F 844,{
+ mes "I can only feel gloom from this Gravestone.";
+ close;
+}
+
+1@cata,127,116,0 script Gravestone#1F_8T 844,{
+ if ('ins_baphomet == 1) {
+ getitem 6003,1; //Soul_Pendant
+ set 'ins_baphomet,2;
+ mes "A small object is shining under a leaning grave.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "I think this is the pendant...";
+ close;
+ }
+ else {
+ mes "I can only feel gloom from this Gravestone.";
+ close;
+ }
+}
+
+1@cata,127,116,0 script Gravestone#1F_8F 844,{
+ mes "I can only feel gloom from this Gravestone.";
+ close;
+}
+
+1@cata,90,98,0 script Gravestone#1F_9T 844,{
+ if ('ins_baphomet == 1) {
+ getitem 6003,1; //Soul_Pendant
+ set 'ins_baphomet,2;
+ mes "A small object is shining under a leaning grave.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "I think this is the pendant...";
+ close;
+ }
+ else {
+ mes "I can only feel gloom from this Gravestone.";
+ close;
+ }
+}
+
+1@cata,90,98,0 script Gravestone#1F_9F 844,{
+ mes "I can only feel gloom from this Gravestone.";
+ close;
+ end;
+}
+
+1@cata,188,84,0 script Gravestone#1F_10T 844,{
+ if ('ins_baphomet == 1) {
+ getitem 6003,1; //Soul_Pendant
+ set 'ins_baphomet,2;
+ mes "A small object is shining under a leaning grave.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "I think this is the pendant...";
+ close;
+ }
+ else {
+ mes "I can only feel gloom from this Gravestone.";
+ close;
+ }
+}
+
+1@cata,188,84,0 script Gravestone#1F_10F 844,{
+ mes "I can only feel gloom from this Gravestone.";
+ close;
+ end;
+}
+
+1@cata,244,42,0 script Gravestone#1F_11T 844,{
+ if ('ins_baphomet == 1) {
+ getitem 6003,1; //Soul_Pendant
+ set 'ins_baphomet,2;
+ mes "A small object is shining under a leaning grave.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "I think this is the pendant...";
+ close;
+ }
+ else {
+ mes "I can only feel gloom from this Gravestone.";
+ close;
+ }
+}
+
+1@cata,244,42,0 script Gravestone#1F_11F 844,{
+ mes "I can only feel gloom from this Gravestone.";
+ close;
+}
+
+1@cata,127,32,0 script Gravestone#1F_12T 844,{
+ if ('ins_baphomet == 1) {
+ getitem 6003,1; //Soul_Pendant
+ set 'ins_baphomet,2;
+ mes "A small object is shining under a leaning grave.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "I think this is the pendant...";
+ close;
+ }
+ else {
+ mes "I can only feel gloom from this Gravestone.";
+ close;
+ }
+}
+
+1@cata,127,32,0 script Gravestone#1F_12F 844,{
+ mes "I can only feel gloom from this Gravestone.";
+ close;
+}
+
+1@cata,267,30,0 script Gravestone#1F_13T 844,{
+ if ('ins_baphomet == 1) {
+ getitem 6003,1; //Soul_Pendant
+ set 'ins_baphomet,2;
+ mes "A small object is shining under a leaning grave.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "I think this is the pendant...";
+ close;
+ }
+ else {
+ mes "I can only feel gloom from this Gravestone.";
+ close;
+ }
+}
+
+1@cata,267,30,0 script Gravestone#1F_13F 844,{
+ mes "I can only feel gloom from this Gravestone.";
+ close;
+}
+
+1@cata,267,210,0 script Bobbing Torch#1 844,{
+ set .@party_id,getcharid(1);
+ if (getpartyleader(.@party_id,2) == getcharid(0)) {
+ if (('ins_baphomet == 3) && (countitem(6001) < 11)) {
+ mes "A huge torch appearing as if it can burn everything is bobbing up and down in front of me.";
+ next;
+ mes "The grand appearance and heat of the fire makes me step back... But I pluck up my courage and reach out to pick up the torch.";
+ next;
+ specialeffect2 EF_HOLYHIT;
+ getitem 6001,1; //Essence_Of_Fire
+ mes "The symbol of inheritor shines. Then a small crystal falls into my hand from the torch.";
+ disablenpc instance_npcname("Bobbing Torch#1", instance_id());
+ close;
+ }
+ else if (('ins_baphomet == 3) && (countitem(6001) > 10)) {
+ mes "You have 10 Essence of Fire already, so you don't need to collect any more.";
+ close;
+ }
+ else {
+ mes "You don't need to collect Essence of Fire anymore.";
+ close;
+ }
+ }
+ else {
+ mes "A huge torch appearing as if it can burn everything is bobbing up and down in front of me..";
+ next;
+ mes "[Unknown Voice]";
+ mes "You are not a inheritor of faith. Do not desecrate the Essence of Fire with your disrespectful hands.";
+ specialeffect2 EF_FIRESPLASHHIT;
+ percentheal -50,0;
+ close;
+ }
+}
+
+1@cata,85,182,0 script Bobbing Torch#2 844,{
+ set .@party_id,getcharid(1);
+ if (getpartyleader(.@party_id,2) == getcharid(0)) {
+ if (('ins_baphomet == 3) && (countitem(6001) < 11)) {
+ mes "A huge torch appearing as if it can burn everything is bobbing up and down in front of me.";
+ next;
+ mes "The grand appearance and heat of the fire makes me step back... But I pluck up my courage and reach out to pick up the torch.";
+ next;
+ specialeffect2 EF_HOLYHIT;
+ getitem 6001,1; //Essence_Of_Fire
+ mes "The symbol of inheritor shines. Then a small crystal falls into my hand from the torch.";
+ disablenpc instance_npcname("Bobbing Torch#2", instance_id());
+ close;
+ }
+ else if (('ins_baphomet == 3) && (countitem(6001) > 10)) {
+ mes "You have 10 Essence of Fire already, so you don't need to collect any more.";
+ close;
+ }
+ else {
+ mes "You don't need to collect Essence of Fire anymore.";
+ close;
+ }
+ }
+ else {
+ mes "A huge torch appearing as if it can burn everything is bobbing up and down in front of me..";
+ next;
+ mes "[Unknown Voice]";
+ mes "You are not a inheritor of faith. Do not desecrate the Essence of Fire with your disrespectful hands.";
+ specialeffect2 EF_FIRESPLASHHIT;
+ percentheal -50,0;
+ close;
+ }
+}
+
+1@cata,267,154,0 script Bobbing Torch#3 844,{
+ set .@party_id,getcharid(1);
+ if (getpartyleader(.@party_id,2) == getcharid(0)) {
+ if (('ins_baphomet == 3) && (countitem(6001) < 11)) {
+ mes "A huge torch appearing as if it can burn everything is bobbing up and down in front of me.";
+ next;
+ mes "The grand appearance and heat of the fire makes me step back... But I pluck up my courage and reach out to pick up the torch.";
+ next;
+ specialeffect2 EF_HOLYHIT;
+ getitem 6001,1; //Essence_Of_Fire
+ mes "The symbol of inheritor shines. Then a small crystal falls into my hand from the torch.";
+ disablenpc instance_npcname("Bobbing Torch#3", instance_id());
+ close;
+ }
+ else if (('ins_baphomet == 3) && (countitem(6001) > 10)) {
+ mes "You have 10 Essence of Fire already, so you don't need to collect any more.";
+ close;
+ }
+ else {
+ mes "You don't need to collect Essence of Fire anymore.";
+ close;
+ }
+ }
+ else {
+ mes "A huge torch appearing as if it can burn everything is bobbing up and down in front of me..";
+ next;
+ mes "[Unknown Voice]";
+ mes "You are not a inheritor of faith. Do not desecrate the Essence of Fire with your disrespectful hands.";
+ specialeffect2 EF_FIRESPLASHHIT;
+ percentheal -50,0;
+ close;
+ }
+}
+
+1@cata,157,139,0 script Bobbing Torch#4 844,{
+ set .@party_id,getcharid(1);
+ if (getpartyleader(.@party_id,2) == getcharid(0)) {
+ if (('ins_baphomet == 3) && (countitem(6001) < 11)) {
+ mes "A huge torch appearing as if it can burn everything is bobbing up and down in front of me.";
+ next;
+ mes "The grand appearance and heat of the fire makes me step back... But I pluck up my courage and reach out to pick up the torch.";
+ next;
+ specialeffect2 EF_HOLYHIT;
+ getitem 6001,1; //Essence_Of_Fire
+ mes "The symbol of inheritor shines. Then a small crystal falls into my hand from the torch.";
+ disablenpc instance_npcname("Bobbing Torch#4", instance_id());
+ close;
+ }
+ else if (('ins_baphomet == 3) && (countitem(6001) > 10)) {
+ mes "You have 10 Essence of Fire already, so you don't need to collect any more.";
+ close;
+ }
+ else {
+ mes "You don't need to collect Essence of Fire anymore.";
+ close;
+ }
+ }
+ else {
+ mes "A huge torch appearing as if it can burn everything is bobbing up and down in front of me..";
+ next;
+ mes "[Unknown Voice]";
+ mes "You are not a inheritor of faith. Do not desecrate the Essence of Fire with your disrespectful hands.";
+ specialeffect2 EF_FIRESPLASHHIT;
+ percentheal -50,0;
+ close;
+ }
+}
+
+1@cata,193,138,0 script Bobbing Torch#5 844,{
+ set .@party_id,getcharid(1);
+ if (getpartyleader(.@party_id,2) == getcharid(0)) {
+ if (('ins_baphomet == 3) && (countitem(6001) < 11)) {
+ mes "A huge torch appearing as if it can burn everything is bobbing up and down in front of me.";
+ next;
+ mes "The grand appearance and heat of the fire makes me step back... But I pluck up my courage and reach out to pick up the torch.";
+ next;
+ specialeffect2 EF_HOLYHIT;
+ getitem 6001,1; //Essence_Of_Fire
+ mes "The symbol of inheritor shines. Then a small crystal falls into my hand from the torch.";
+ disablenpc instance_npcname("Bobbing Torch#5", instance_id());
+ close;
+ }
+ else if (('ins_baphomet == 3) && (countitem(6001) > 10)) {
+ mes "You have 10 Essence of Fire already, so you don't need to collect any more.";
+ close;
+ }
+ else {
+ mes "You don't need to collect Essence of Fire anymore.";
+ close;
+ }
+ }
+ else {
+ mes "A huge torch appearing as if it can burn everything is bobbing up and down in front of me..";
+ next;
+ mes "[Unknown Voice]";
+ mes "You are not a inheritor of faith. Do not desecrate the Essence of Fire with your disrespectful hands.";
+ specialeffect2 EF_FIRESPLASHHIT;
+ percentheal -50,0;
+ close;
+ }
+}
+
+1@cata,193,102,0 script Bobbing Torch#6 844,{
+ set .@party_id,getcharid(1);
+ if (getpartyleader(.@party_id,2) == getcharid(0)) {
+ if (('ins_baphomet == 3) && (countitem(6001) < 11)) {
+ mes "A huge torch appearing as if it can burn everything is bobbing up and down in front of me.";
+ next;
+ mes "The grand appearance and heat of the fire makes me step back... But I pluck up my courage and reach out to pick up the torch.";
+ next;
+ specialeffect2 EF_HOLYHIT;
+ getitem 6001,1; //Essence_Of_Fire
+ mes "The symbol of inheritor shines. Then a small crystal falls into my hand from the torch.";
+ disablenpc instance_npcname("Bobbing Torch#6", instance_id());
+ close;
+ }
+ else if (('ins_baphomet == 3) && (countitem(6001) > 10)) {
+ mes "You have 10 Essence of Fire already, so you don't need to collect any more.";
+ close;
+ }
+ else {
+ mes "You don't need to collect Essence of Fire anymore.";
+ close;
+ }
+ }
+ else {
+ mes "A huge torch appearing as if it can burn everything is bobbing up and down in front of me..";
+ next;
+ mes "[Unknown Voice]";
+ mes "You are not a inheritor of faith. Do not desecrate the Essence of Fire with your disrespectful hands.";
+ specialeffect2 EF_FIRESPLASHHIT;
+ percentheal -50,0;
+ close;
+ }
+}
+
+1@cata,157,102,0 script Bobbing Torch#7 844,{
+ set .@party_id,getcharid(1);
+ if (getpartyleader(.@party_id,2) == getcharid(0)) {
+ if (('ins_baphomet == 3) && (countitem(6001) < 11)) {
+ mes "A huge torch appearing as if it can burn everything is bobbing up and down in front of me.";
+ next;
+ mes "The grand appearance and heat of the fire makes me step back... But I pluck up my courage and reach out to pick up the torch.";
+ next;
+ specialeffect2 EF_HOLYHIT;
+ getitem 6001,1; //Essence_Of_Fire
+ mes "The symbol of inheritor shines. Then a small crystal falls into my hand from the torch.";
+ disablenpc instance_npcname("Bobbing Torch#7", instance_id());
+ close;
+ }
+ else if (('ins_baphomet == 3) && (countitem(6001) > 10)) {
+ mes "You have 10 Essence of Fire already, so you don't need to collect any more.";
+ close;
+ }
+ else {
+ mes "You don't need to collect Essence of Fire anymore.";
+ close;
+ }
+ }
+ else {
+ mes "A huge torch appearing as if it can burn everything is bobbing up and down in front of me..";
+ next;
+ mes "[Unknown Voice]";
+ mes "You are not a inheritor of faith. Do not desecrate the Essence of Fire with your disrespectful hands.";
+ specialeffect2 EF_FIRESPLASHHIT;
+ percentheal -50,0;
+ close;
+ }
+}
+
+1@cata,113,112,0 script Bobbing Torch#8 844,{
+ set .@party_id,getcharid(1);
+ if (getpartyleader(.@party_id,2) == getcharid(0)) {
+ if (('ins_baphomet == 3) && (countitem(6001) < 11)) {
+ mes "A huge torch appearing as if it can burn everything is bobbing up and down in front of me.";
+ next;
+ mes "The grand appearance and heat of the fire makes me step back... But I pluck up my courage and reach out to pick up the torch.";
+ next;
+ specialeffect2 EF_HOLYHIT;
+ getitem 6001,1; //Essence_Of_Fire
+ mes "The symbol of inheritor shines. Then a small crystal falls into my hand from the torch.";
+ disablenpc instance_npcname("Bobbing Torch#8", instance_id());
+ close;
+ }
+ else if (('ins_baphomet == 3) && (countitem(6001) > 10)) {
+ mes "You have 10 Essence of Fire already, so you don't need to collect any more.";
+ close;
+ }
+ else {
+ mes "You don't need to collect Essence of Fire anymore.";
+ close;
+ }
+ }
+ else {
+ mes "A huge torch appearing as if it can burn everything is bobbing up and down in front of me..";
+ next;
+ mes "[Unknown Voice]";
+ mes "You are not a inheritor of faith. Do not desecrate the Essence of Fire with your disrespectful hands.";
+ specialeffect2 EF_FIRESPLASHHIT;
+ percentheal -50,0;
+ close;
+ }
+}
+
+1@cata,253,56,0 script Bobbing Torch#9 844,{
+ set .@party_id,getcharid(1);
+ if (getpartyleader(.@party_id,2) == getcharid(0)) {
+ if (('ins_baphomet == 3) && (countitem(6001) < 11)) {
+ mes "A huge torch appearing as if it can burn everything is bobbing up and down in front of me.";
+ next;
+ mes "The grand appearance and heat of the fire makes me step back... But I pluck up my courage and reach out to pick up the torch.";
+ next;
+ specialeffect2 EF_HOLYHIT;
+ getitem 6001,1; //Essence_Of_Fire
+ mes "The symbol of inheritor shines. Then a small crystal falls into my hand from the torch.";
+ disablenpc instance_npcname("Bobbing Torch#9", instance_id());
+ close;
+ }
+ else if (('ins_baphomet == 3) && (countitem(6001) > 10)) {
+ mes "You have 10 Essence of Fire already, so you don't need to collect any more.";
+ close;
+ }
+ else {
+ mes "You don't need to collect Essence of Fire anymore.";
+ close;
+ }
+ }
+ else {
+ mes "A huge torch appearing as if it can burn everything is bobbing up and down in front of me..";
+ next;
+ mes "[Unknown Voice]";
+ mes "You are not a inheritor of faith. Do not desecrate the Essence of Fire with your disrespectful hands.";
+ specialeffect2 EF_FIRESPLASHHIT;
+ percentheal -50,0;
+ close;
+ }
+}
+
+1@cata,239,56,0 script Bobbing Torch#10 844,{
+ set .@party_id,getcharid(1);
+ if (getpartyleader(.@party_id,2) == getcharid(0)) {
+ if (('ins_baphomet == 3) && (countitem(6001) < 11)) {
+ mes "A huge torch appearing as if it can burn everything is bobbing up and down in front of me.";
+ next;
+ mes "The grand appearance and heat of the fire makes me step back... But I pluck up my courage and reach out to pick up the torch.";
+ next;
+ specialeffect2 EF_HOLYHIT;
+ getitem 6001,1; //Essence_Of_Fire
+ mes "The symbol of inheritor shines. Then a small crystal falls into my hand from the torch.";
+ disablenpc instance_npcname("Bobbing Torch#10", instance_id());
+ close;
+ }
+ else if (('ins_baphomet == 3) && (countitem(6001) > 10)) {
+ mes "You have 10 Essence of Fire already, so you don't need to collect any more.";
+ close;
+ }
+ else {
+ mes "You don't need to collect Essence of Fire anymore.";
+ close;
+ }
+ }
+ else {
+ mes "A huge torch appearing as if it can burn everything is bobbing up and down in front of me..";
+ next;
+ mes "[Unknown Voice]";
+ mes "You are not a inheritor of faith. Do not desecrate the Essence of Fire with your disrespectful hands.";
+ specialeffect2 EF_FIRESPLASHHIT;
+ percentheal -50,0;
+ close;
+ }
+}
+
+1@cata,71,42,0 script Bobbing Torch#11 844,{
+ set .@party_id,getcharid(1);
+ if (getpartyleader(.@party_id,2) == getcharid(0)) {
+ if (('ins_baphomet == 3) && (countitem(6001) < 11)) {
+ mes "A huge torch appearing as if it can burn everything is bobbing up and down in front of me.";
+ next;
+ mes "The grand appearance and heat of the fire makes me step back... But I pluck up my courage and reach out to pick up the torch.";
+ next;
+ specialeffect2 EF_HOLYHIT;
+ getitem 6001,1; //Essence_Of_Fire
+ mes "The symbol of inheritor shines. Then a small crystal falls into my hand from the torch.";
+ disablenpc instance_npcname("Bobbing Torch#11", instance_id());
+ close;
+ }
+ else if (('ins_baphomet == 3) && (countitem(6001) > 10)) {
+ mes "You have 10 Essence of Fire already, so you don't need to collect any more.";
+ close;
+ }
+ else {
+ mes "You don't need to collect Essence of Fire anymore.";
+ close;
+ }
+ }
+ else {
+ mes "A huge torch appearing as if it can burn everything is bobbing up and down in front of me..";
+ next;
+ mes "[Unknown Voice]";
+ mes "You are not a inheritor of faith. Do not desecrate the Essence of Fire with your disrespectful hands.";
+ specialeffect2 EF_FIRESPLASHHIT;
+ percentheal -50,0;
+ close;
+ }
+}
+
+1@cata,155,14,0 script Bobbing Torch#12 844,{
+ set .@party_id,getcharid(1);
+ if (getpartyleader(.@party_id,2) == getcharid(0)) {
+ if (('ins_baphomet == 3) && (countitem(6001) < 11)) {
+ mes "A huge torch appearing as if it can burn everything is bobbing up and down in front of me.";
+ next;
+ mes "Its grand appearance and heat of the fire makes me step back... But I pluck up my courage and reach out to pick up the torch.";
+ next;
+ specialeffect2 EF_HOLYHIT;
+ getitem 6001,1; //Essence_Of_Fire
+ mes "The symbol of inheritor shines. Then a small crystal falls into my hand from the torch.";
+ disablenpc instance_npcname("Bobbing Torch#12", instance_id());
+ close;
+ }
+ else if (('ins_baphomet == 3) && (countitem(6001) > 10)) {
+ mes "You have 10 Essence of Fire already, so you don't need to collect any more.";
+ close;
+ }
+ else {
+ mes "You don't need to collect Essence of Fire anymore.";
+ close;
+ }
+ }
+ else {
+ mes "A huge torch appearing as if it can burn everything is bobbing up and down in front of me..";
+ next;
+ mes "[Unknown Voice]";
+ mes "You are not a inheritor of faith. Do not desecrate the Essence of Fire with your disrespectful hands.";
+ specialeffect2 EF_FIRESPLASHHIT;
+ percentheal -50,0;
+ close;
+ }
+}
+
+1@cata,1,1,0 script ins_baphomet_1f_timer -1,{
+OnEnable:
+ enablenpc instance_npcname("ins_baphomet_1f_timer", instance_id());
+ initnpctimer;
+ end;
+
+OnDisable:;
+ disablenpc instance_npcname("ins_baphomet_1f_timer", instance_id());
+ stopnpctimer;
+ end;
+
+OnTimer1800000:
+ instance_announce 0, "Ancient Hero's Soul : We don't have enough time! Hurry up!",bc_map,"0xFFFF00";
+ end;
+
+OnTimer2400000:
+ instance_announce 0, "Ancient Hero's Soul : My body is disappearing... Hurry up!",bc_map,"0xFFFF00";
+ end;
+
+OnTimer3000000:
+ instance_announce 0, "Ancient Hero's Soul : Everything is over... There is no other way but to wait for the next chance...",bc_map,"0xFFFF00";
+ end;
+
+OnTimer3050000:
+ instance_announce 0, "Ancient Hero's Soul : We failed... However... We still have a chance. I hope you will train yourselves until the time comes.",bc_map,"0xFFFF00";
+ end;
+
+OnTimer3100000:
+ instance_announce 0, "You've failed to open the seal of main altar.",bc_map,"0xFFFF00";
+ end;
+
+OnTimer3500000:
+ instance_warpall "monk_test",310,150;
+ stopnpctimer;
+ end;
+}
+
+2@cata,80,144,0 script ins_2f_enter -1,3,3,{
+OnTouch:
+ donpcevent instance_npcname("ins_2f_enter_broad", instance_id())+"::OnEnable";
+ disablenpc instance_npcname("ins_2f_enter", instance_id());
+ end;
+}
+
+2@cata,1,1,0 script ins_2f_enter_broad -1,{
+OnEnable:
+ enablenpc instance_npcname("ins_2f_enter_broad", instance_id());
+ initnpctimer;
+ end;
+
+OnDisable:
+ disablenpc instance_npcname("ins_2f_enter_broad", instance_id());
+ end;
+
+OnTimer10000:
+ instance_announce 0, "Baphomet : Humans... interfering again...",bc_map,"0xdb7093";
+ end;
+
+OnTimer13000:
+ instance_announce 0, "Apostle of Baphomet : Humans! Humans have invaded our sanctum!",bc_map,"0xFFFF00";
+ end;
+
+OnTimer16000:
+ instance_announce 0, "Apostle of Baphomet : Kill the humans! Do not stop the revival of our Master!",bc_map,"0xFFFF00";
+ end;
+
+OnTimer18000:
+ instance_announce 0, "Apostle of Baphomet : Hurry up and release the seals of the altars! Our Master's return is upon us!",bc_map,"0xFFFF00";
+ stopnpctimer;
+ disablenpc instance_npcname("ins_2f_enter_broad", instance_id());
+ end;
+}
+
+2@cata,50,67,0 script slave_left -1,5,5,{
+OnTouch:
+ disablenpc instance_npcname("slave_left", instance_id());
+ instance_announce 0, "Apostle of Baphomet : Kill the humans! Don't let them interrupt the revival of our Master!",bc_map,"0xFFFF00";
+ monster "2@cata",55,67,"Apostle of Baphomet",1869,1;
+ monster "2@cata",51,67,"Apostle of Baphomet",1291,1;
+ monster "2@cata",58,67,"Apostle of Baphomet",1292,1;
+ monster "2@cata",53,67,"Apostle of Baphomet",1291,1;
+ monster "2@cata",54,67,"Apostle of Baphomet",1869,1;
+ monster "2@cata",55,67,"Apostle of Baphomet",1291,1;
+ monster "2@cata",56,67,"Apostle of Baphomet",1117,1;
+ monster "2@cata",58,66,"Apostle of Baphomet",1869,1;
+ monster "2@cata",56,66,"Apostle of Baphomet",1117,1;
+ monster "2@cata",60,66,"Apostle of Baphomet",1132,1;
+ monster "2@cata",59,66,"Apostle of Baphomet",1117,1;
+ monster "2@cata",54,66,"Apostle of Baphomet",1132,1;
+ monster "2@cata",55,66,"Apostle of Baphomet",1292,1;
+ monster "2@cata",56,66,"Apostle of Baphomet",1132,1;
+ monster "2@cata",50,65,"Apostle of Baphomet",1867,1;
+ monster "2@cata",61,65,"Apostle of Baphomet",1292,1;
+ end;
+}
+
+2@cata,109,67,0 script slave_right -1,5,5,{
+OnTouch:
+ disablenpc instance_npcname("slave_right", instance_id());
+ instance_announce 0, "Apostle of Baphomet : Kill the humans! Don't let them interrupt the revival of our Master!",bc_map,"0xFFFF00";
+ monster "2@cata",105,67,"Apostle of Baphomet",1869,1;
+ monster "2@cata",104,67,"Apostle of Baphomet",1291,1;
+ monster "2@cata",107,67,"Apostle of Baphomet",1869,1;
+ monster "2@cata",106,67,"Apostle of Baphomet",1291,1;
+ monster "2@cata",102,67,"Apostle of Baphomet",1869,1;
+ monster "2@cata",103,67,"Apostle of Baphomet",1291,1;
+ monster "2@cata",103,67,"Apostle of Baphomet",1117,1;
+ monster "2@cata",109,66,"Apostle of Baphomet",1117,1;
+ monster "2@cata",108,66,"Apostle of Baphomet",1132,1;
+ monster "2@cata",101,66,"Apostle of Baphomet",1117,1;
+ monster "2@cata",106,66,"Apostle of Baphomet",1292,1;
+ monster "2@cata",102,66,"Apostle of Baphomet",1132,1;
+ monster "2@cata",104,66,"Apostle of Baphomet",1292,1;
+ monster "2@cata",103,66,"Apostle of Baphomet",1132,1;
+ monster "2@cata",109,65,"Apostle of Baphomet",1867,1;
+ monster "2@cata",108,65,"Apostle of Baphomet",1292,1;
+ end;
+}
+
+2@cata,79,39,0 script slave_down -1,5,5,{
+OnTouch:
+ disablenpc instance_npcname("slave_down", instance_id());
+ instance_announce 0, "Apostle of Baphomet : Kill the humans! Don't let them interrupt the revival of our Master!",bc_map,"0xFFFF00";
+ monster "2@cata",78,41,"Apostle of Baphomet",1869,1;
+ monster "2@cata",79,42,"Apostle of Baphomet",1291,1;
+ monster "2@cata",78,46,"Apostle of Baphomet",1869,1;
+ monster "2@cata",81,41,"Apostle of Baphomet",1291,1;
+ monster "2@cata",81,42,"Apostle of Baphomet",1869,1;
+ monster "2@cata",79,43,"Apostle of Baphomet",1291,1;
+ monster "2@cata",77,40,"Apostle of Baphomet",1117,1;
+ monster "2@cata",79,41,"Apostle of Baphomet",1132,1;
+ monster "2@cata",79,42,"Apostle of Baphomet",1117,1;
+ monster "2@cata",79,43,"Apostle of Baphomet",1132,1;
+ monster "2@cata",79,48,"Apostle of Baphomet",1117,1;
+ monster "2@cata",78,49,"Apostle of Baphomet",1132,1;
+ monster "2@cata",78,41,"Apostle of Baphomet",1292,1;
+ monster "2@cata",74,42,"Apostle of Baphomet",1292,1;
+ monster "2@cata",72,48,"Apostle of Baphomet",1867,1;
+ monster "2@cata",72,38,"Apostle of Baphomet",1292,1;
+ end;
+}
+
+2@cata,79,81,0 script Magical Seal#0 844,{
+ set .@seal_check,checkquest(3041,PLAYTIME);
+ if (.@seal_check == -1) {
+ specialeffect EF_LEXDIVINA;
+ disablenpc instance_npcname("Magical Seal#0", instance_id());
+ areamobuseskill "2@cata",79,81,10,1929,686,1,0,0,26,0;
+ percentheal -50,0;
+ sc_start Eff_Stone,20000,0;
+ setquest 3041;
+ instance_announce 0, "The seal activated by putting magical power into the altar.",bc_map,"0x87ceeb";
+ mes "I can feel the power of the altar came back by adding magical power.";
+ next;
+ mes "But you can't use your magic for 3 minutes because you used your SP on the altar.";
+ close;
+ }
+ else if (.@seal_check == 0 || .@seal_check == 1) {
+ specialeffect2 EF_SILENCEATTACK;
+ percentheal -50,0;
+ sc_start Eff_Stone,30000,0;
+ mes "Your SP has not recovered yet. You lost your SP on the altar, but it seems the power of the seal has returned.";
+ close;
+ }
+ else if (.@seal_check == 2) {
+ erasequest 3041;
+ specialeffect EF_LEXDIVINA;
+ disablenpc instance_npcname("Magical Seal#0", instance_id());
+ areamobuseskill "2@cata",79,81,10,1929,686,1,0,0,26,0;
+ percentheal -50,0;
+ sc_start Eff_Stone,20000,0;
+ setquest 3041;
+ instance_announce 0, "The seal activated by putting magical power into the altar.",bc_map,"0x87ceeb";
+ mes "I can feel the power of the altar came back by adding magical power.";
+ next;
+ mes "But you can't use your magic for 3 minutes because you used your SP on the altar.";
+ close;
+ }
+ end;
+}
+
+2@cata,123,109,0 script Magical Seal#2 844,{
+ set .@seal_check,checkquest(3041,PLAYTIME);
+ if (.@seal_check == -1) {
+ specialeffect EF_LEXDIVINA;
+ disablenpc instance_npcname("Magical Seal#2", instance_id());
+ areamobuseskill "2@cata",123,109,10,1929,686,1,0,0,26,0;
+ percentheal -50,0;
+ sc_start Eff_Stone,20000,0;
+ setquest 3041;
+ instance_announce 0, "The seal activated by putting magical power into the altar.",bc_map,"0x87ceeb";
+ mes "I can feel the power of the altar came back by adding magical power.";
+ next;
+ mes "But you can't use your magic for 3 minutes because you used your SP on the altar.";
+ close;
+ }
+ else if (.@seal_check == 0 || .@seal_check == 1) {
+ specialeffect2 EF_SILENCEATTACK;
+ percentheal -50,0;
+ sc_start Eff_Stone,30000,0;
+ mes "Your SP has not recovered yet. You lost your SP on the altar, but it seems the power of the seal has returned.";
+ close;
+ }
+ else if (.@seal_check == 2) {
+ erasequest 3041;
+ specialeffect EF_LEXDIVINA;
+ disablenpc instance_npcname("Magical Seal#2", instance_id());
+ areamobuseskill "2@cata",123,109,10,1929,686,1,0,0,26,0;
+ percentheal -50,0;
+ sc_start Eff_Stone,20000,0;
+ setquest 3041;
+ instance_announce 0, "The seal activated by putting magical power into the altar.",bc_map,"0x87ceeb";
+ mes "I can feel the power of the altar came back by adding magical power.";
+ next;
+ mes "But you can't use your magic for 3 minutes because you used your SP on the altar.";
+ close;
+ }
+ end;
+}
+
+2@cata,123,22,0 script Magical Seal#4 844,{
+ set .@seal_check,checkquest(3041,PLAYTIME);
+ if (.@seal_check == -1) {
+ specialeffect EF_LEXDIVINA;
+ disablenpc instance_npcname("Magical Seal#4", instance_id());
+ areamobuseskill "2@cata",123,22,10,1929,686,1,0,0,26,0;
+ percentheal -50,0;
+ sc_start Eff_Stone,20000,0;
+ setquest 3041;
+ instance_announce 0, "The seal activated by putting magical power into the altar.",bc_map,"0x87ceeb";
+ mes "I can feel the power of the altar came back by adding magical power.";
+ next;
+ mes "But you can't use your magic for 3 minutes because you used your SP on the altar.";
+ close;
+ }
+ else if (.@seal_check == 0 || .@seal_check == 1) {
+ specialeffect2 EF_SILENCEATTACK;
+ percentheal -50,0;
+ sc_start Eff_Stone,30000,0;
+ mes "Your SP has not recovered yet. You lost your SP on the altar, but it seems the power of the seal has returned.";
+ close;
+ }
+ else if (.@seal_check == 2) {
+ erasequest 3041;
+ specialeffect EF_LEXDIVINA;
+ disablenpc instance_npcname("Magical Seal#4", instance_id());
+ areamobuseskill "2@cata",123,22,10,1929,686,1,0,0,26,0;
+ percentheal -50,0;
+ sc_start Eff_Stone,20000,0;
+ setquest 3041;
+ instance_announce 0, "The seal activated by putting magical power into the altar.",bc_map,"0x87ceeb";
+ mes "I can feel the power of the altar came back by adding magical power.";
+ next;
+ mes "But you can't use your magic for 3 minutes because you used your SP on the altar.";
+ close;
+ }
+ end;
+}
+
+2@cata,35,21,0 script Magical Seal#8 844,{
+ set .@seal_check,checkquest(3041,PLAYTIME);
+ if (.@seal_check == -1) {
+ specialeffect EF_LEXDIVINA;
+ disablenpc instance_npcname("Magical Seal#8", instance_id());
+ areamobuseskill "2@cata",35,21,10,1929,686,1,0,0,26,0;
+ percentheal -50,0;
+ sc_start Eff_Stone,20000,0;
+ setquest 3041;
+ instance_announce 0, "The seal activated by putting magical power into the altar.",bc_map,"0x87ceeb";
+ mes "I can feel the power of the altar came back by adding magical power.";
+ next;
+ mes "But you can't use your magic for 3 minutes because you used your SP on the altar.";
+ close;
+ }
+ else if (.@seal_check == 0 || .@seal_check == 1) {
+ specialeffect2 EF_SILENCEATTACK;
+ percentheal -50,0;
+ sc_start Eff_Stone,30000,0;
+ mes "Your SP has not recovered yet. You lost your SP on the altar, but it seems the power of the seal has returned.";
+ close;
+ }
+ else if (.@seal_check == 2) {
+ erasequest 3041;
+ specialeffect EF_LEXDIVINA;
+ disablenpc instance_npcname("Magical Seal#8", instance_id());
+ areamobuseskill "2@cata",35,21,10,1929,686,1,0,0,26,0;
+ percentheal -50,0;
+ sc_start Eff_Stone,20000,0;
+ setquest 3041;
+ instance_announce 0, "The seal activated by putting magical power into the altar.",bc_map,"0x87ceeb";
+ mes "I can feel the power of the altar came back by adding magical power.";
+ next;
+ mes "But you can't use your magic for 3 minutes because you used your SP on the altar.";
+ close;
+ }
+ end;
+}
+
+2@cata,35,109,0 script Magical Seal#10 844,{
+ set .@seal_check,checkquest(3041,PLAYTIME);
+ if (.@seal_check == -1) {
+ specialeffect EF_LEXDIVINA;
+ disablenpc instance_npcname("Magical Seal#10", instance_id());
+ areamobuseskill "2@cata",35,109,10,1929,686,1,0,0,26,0;
+ percentheal -50,0;
+ sc_start Eff_Stone,20000,0;
+ setquest 3041;
+ instance_announce 0, "The seal activated by putting magical power into the altar.",bc_map,"0x87ceeb";
+ mes "I can feel the power of the altar came back by adding magical power.";
+ next;
+ mes "But you can't use your magic for 3 minutes because you used your SP on the altar.";
+ close;
+ }
+ else if (.@seal_check == 0 || .@seal_check == 1) {
+ specialeffect2 EF_SILENCEATTACK;
+ percentheal -50,0;
+ sc_start Eff_Stone,30000,0;
+ mes "Your SP has not recovered yet. You lost your SP on the altar, but it seems the power of the seal has returned.";
+ close;
+ }
+ else if (.@seal_check == 2) {
+ erasequest 3041;
+ specialeffect EF_LEXDIVINA;
+ disablenpc instance_npcname("Magical Seal#10", instance_id());
+ areamobuseskill "2@cata",35,109,10,1929,686,1,0,0,26,0;
+ percentheal -50,0;
+ sc_start Eff_Stone,20000,0;
+ setquest 3041;
+ instance_announce 0, "The seal activated by putting magical power into the altar.",bc_map,"0x87ceeb";
+ mes "I can feel the power of the altar came back by adding magical power.";
+ next;
+ mes "But you can't use your magic for 3 minutes because you used your SP on the altar.";
+ close;
+ }
+ end;
+}
+
+2@cata,79,65,0 script The Main Altar#ss 844,{
+ set .@party_id,getcharid(1);
+ if (('ins_baphomet == 5) && (getpartyleader(.@party_id,2) == getcharid(0))) {
+ mes "An evil power, too terrible to describe, lies under the great altar radiating a violet color.";
+ next;
+ mes "Complicated Magical Rune letters blink rapidly, attempting to suppress the dreadful power within.";
+ next;
+ mes "The bottom of the Main Altar trembles furiously.";
+ next;
+ specialeffect EF_METEORSTORM;
+ specialeffect EF_METEORSTORM;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Watch out! Something... Something is comming.";
+ set 'ins_baphomet,6;
+ donpcevent instance_npcname("ins_2f_hero_broad", instance_id())+"::OnEnable";
+ disablenpc instance_npcname("The Main Altar#ss", instance_id());
+ close;
+ }
+ else if (('ins_baphomet == 5) && (getpartyleader(.@party_id,2) != getcharid(0))) {
+ mes "An evil power, too terrible to describe, lies under the great altar radiating a violet color.";
+ next;
+ mes "Complicated Magical Rune letters blink rapidly, attempting to suppress the dreadful power within.";
+ close;
+ }
+ else {
+ mes "An evil power, too terrible to describe, lies under the great altar radiating a violet color.";
+ next;
+ mes "Complicated Magical Rune letters blink rapidly, attempting to suppress the dreadful power within.";
+ close;
+ }
+ end;
+}
+
+2@cata,80,63,4 script Ancient Hero's Soul#2F 411,{
+ cutin "ins_cata_champ_s",2;
+ if (checkquest(3041)>=0) erasequest 3041;
+ if (checkquest(3040)>=0) erasequest 3040;
+ setquest 3040;
+ mes "[Ancient Hero's Soul]";
+ mes "Good job, my descendants... You've finished the long-cherished task that me and my bretheren could not complete.";
+ next;
+ mes "[Ancient Hero's Soul]";
+ next;
+ mes "[Ancient Hero's Soul]";
+ mes "I really appreciate your help.";
+ mes "Our souls can finally rest in peace...";
+ next;
+ mes "[Ancient Hero's Soul]";
+ mes "The struggle for peace on this world will never end. But... my role here is finally over because there are brave heroes like you.";
+ next;
+ switch(select("Let me leave the shrine.:Stop talking.")) {
+ case 1:
+ mes "[Ancient Hero's Soul]";
+ mes "Okay. I'll let you and your group leave here safely.";
+ next;
+ mes "[Ancient Hero's Soul]";
+ mes "If you leave, please say hello to Patrick for me.";
+ cutin "",255;
+ set 'ins_baphomet,0;
+ warp "monk_test",310,150;
+ close;
+ case 2:
+ mes "[Ancient Hero's Soul]";
+ mes "Do you still have something to do here? If you're done I'll let you leave safely...";
+ cutin "",255;
+ close;
+ }
+}
+
+2@cata,1,2,0 script ins_2f_hero_broad -1,{
+OnEnable:
+ enablenpc instance_npcname("ins_2f_hero_broad", instance_id());
+ initnpctimer;
+ end;
+
+OnDisable:
+ disablenpc instance_npcname("ins_2f_hero_broad", instance_id());
+ end;
+
+OnTimer3000:
+ instance_announce 0, "Ancient Hero's Soul : My God! The seal of the Main Altar is weakening!",bc_map,"0xFFFF00";
+ end;
+
+OnTimer6000:
+ instance_announce 0, "Ancient Hero's Soul : My descendants... Listen carefully to what I'm going to say.",bc_map,"0xFFFF00";
+ end;
+
+OnTimer9000:
+ instance_announce 0, "Ancient Hero's Soul : The altars that control the Main Altar's power are located in the Northeast, Southeast, Southwest and Northwest corners of this room.",bc_map,"0xFFFF00";
+ end;
+
+OnTimer12000:
+ instance_announce 0, "Ancient Hero's Soul : Find these altars and activate their seals before Baphomet revives.",bc_map,"0xFFFF00";
+ end;
+
+OnTimer15000:
+ instance_announce 0, "Baphomet : It's too late, weaklings... Now, you'll feel the despair of death!",bc_map,"0xdb7093";
+ end;
+
+OnTimer17000:
+ instance_announce 0, "Baphomet : No one can harm me here. You will be my first sacrifice.",bc_map,"0xdb7093";
+ donpcevent instance_npcname("control_baphomet", instance_id())+"::OnEnable";
+ donpcevent instance_npcname("ins_2f_hero_broad2", instance_id())+"::OnEnable";
+ stopnpctimer;
+ disablenpc instance_npcname("ins_2f_hero_broad", instance_id());
+ end;
+}
+
+2@cata,3,3,0 script control_baphomet -1,{
+OnEnable:
+ enablenpc instance_npcname("control_baphomet", instance_id());
+ donpcevent instance_npcname("2f_callmon_pattern_c", instance_id())+"::OnEnable";
+ monster "2@cata",79,64,"Baphomet#",1929,1,instance_npcname("control_baphomet", instance_id())+"::OnMyMobDead";
+ end;
+
+OnDisable:
+ disablenpc "control_baphomet";
+ end;
+
+OnMyMobDead:
+ if (mobcount("2@cata",instance_npcname("control_baphomet", instance_id())+"::OnMyMobDead") < 1) {
+ set 'ins_baphomet,7;
+ setquest 3040;
+ erasequest 3041;
+ instance_announce 0, "Baphomet : No! Nonono! How dare these weaklings defeat me!... No!!...",bc_map,"0xdb7093";
+ enablenpc instance_npcname("Ancient Hero's Soul#2F", instance_id());
+ disablenpc instance_npcname("slave_down", instance_id());
+ disablenpc instance_npcname("slave_left", instance_id());
+ disablenpc instance_npcname("slave_right", instance_id());
+ donpcevent instance_npcname("ins_2f_hero_broad", instance_id())+"::OnDisable";
+ donpcevent instance_npcname("ins_2f_hero_broad2", instance_id())+"::OnDisable";
+ donpcevent instance_npcname("ins_2f_hero_pattern_c", instance_id())+"::OnDisable";
+ donpcevent instance_npcname("2f_callmon_pattern_c", instance_id())+"::OnDisable";
+ donpcevent instance_npcname("2f_callmon_pattern", instance_id())+"::OnDisable";
+ donpcevent instance_npcname("ins_2f_hero_pattern", instance_id())+"::OnDisable";
+ donpcevent instance_npcname("ins_2f_enter_broad", instance_id())+"::OnDisable";
+ donpcevent instance_npcname("control_baphomet", instance_id())+"::OnDisable";
+ disablenpc instance_npcname("control_baphomet", instance_id());
+ }
+ end;
+}
+
+2@cata,2,2,0 script ins_2f_hero_broad2 -1,{
+OnEnable:
+ enablenpc instance_npcname("ins_2f_hero_broad2", instance_id());
+ initnpctimer;
+ end;
+
+OnDisable:
+ disablenpc instance_npcname("ins_2f_hero_broad2", instance_id());
+ end;
+
+OnTimer8000:
+ instance_announce 0, "Ancient Hero's Soul : Don't be discouraged, Baphomet can still be defeated!",bc_map,"0xFFFF00";
+ end;
+
+OnTimer11000:
+ instance_announce 0, "Ancient Hero's Soul : Go to the altars and activate their seals.",bc_map,"0xFFFF00";
+ end;
+
+OnTimer13000:
+ instance_announce 0, "Ancient Hero's Soul : Once the seals recover their power, Baphomet will be vulnerable.",bc_map,"0xFFFF00";
+ end;
+
+OnTimer16000:
+ instance_announce 0, "Ancient Hero's Soul : You should lure Baphomet to the unsealed Altars. Otherwise, your efforts will be futile.",bc_map,"0xFFFF00";
+ end;
+
+OnTimer19000:
+ instance_announce 0, "Ancient Hero's Soul : We have only 1 hour to stop Baphomet. If time runs out, the power of the seals will be useless.",bc_map,"0xFFFF00";
+ end;
+
+OnTimer22000:
+ instance_announce 0, "Baphomet : It's useless. Make more seals. I'll crush them all. None of you will survive!",bc_map,"0xdb7093";
+ end;
+
+OnTimer26000:
+ instance_announce 0, "Ancient Hero's Soul : The magical power of the central seal is running out. Go to the central seal and put the magical power.",bc_map,"0xFFFF00";
+ enablenpc instance_npcname("Magical Seal#0", instance_id());
+ disablenpc instance_npcname("Magical Seal#2", instance_id());
+ disablenpc instance_npcname("Magical Seal#4", instance_id());
+ disablenpc instance_npcname("Magical Seal#8", instance_id());
+ disablenpc instance_npcname("Magical Seal#10", instance_id());
+ donpcevent instance_npcname("ins_2f_hero_pattern_c", instance_id())+"::OnEnable";
+ stopnpctimer;
+ disablenpc instance_npcname("ins_2f_hero_broad2", instance_id());
+ end;
+}
+
+2@cata,4,1,0 script 2f_callmon_pattern_c -1,{
+OnEnable:
+ enablenpc instance_npcname("2f_callmon_pattern_c", instance_id());
+ initnpctimer;
+ donpcevent instance_npcname("2f_callmon_pattern_c", instance_id())+"::Ongo";
+ end;
+
+OnDisable:
+ stopnpctimer;
+ disablenpc instance_npcname("2f_callmon_pattern_c", instance_id());
+ end;
+
+Ongo:
+ donpcevent instance_npcname("2f_callmon_pattern", instance_id())+"::OnEnable";
+ end;
+
+OnTimer3600000:
+ donpcevent instance_npcname("2f_callmon_pattern_c", instance_id())+"::OnDisable";
+ end;
+}
+
+2@cata,4,2,0 script 2f_callmon_pattern -1,{
+OnEnable:
+ enablenpc instance_npcname("2f_callmon_pattern", instance_id());
+ stopnpctimer;
+ initnpctimer;
+ end;
+
+OnDisable:
+ disablenpc instance_npcname("2f_callmon_pattern", instance_id());
+ stopnpctimer;
+ end;
+
+OnTimer300000:
+ enablenpc instance_npcname("slave_down", instance_id());
+ enablenpc instance_npcname("slave_left", instance_id());
+ enablenpc instance_npcname("slave_right", instance_id());
+ donpcevent instance_npcname("2f_callmon_pattern_c", instance_id())+"::Ongo";
+ end;
+}
+
+2@cata,3,1,0 script ins_2f_hero_pattern_c -1,{
+OnEnable:
+ enablenpc instance_npcname("ins_2f_hero_pattern_c", instance_id());
+ initnpctimer;
+ donpcevent instance_npcname("ins_2f_hero_pattern_c", instance_id())+"::Ongo";
+ end;
+
+Ongo:
+ donpcevent instance_npcname("ins_2f_hero_pattern", instance_id())+"::OnEnable";
+ end;
+
+OnDisable:
+ stopnpctimer;
+ disablenpc instance_npcname("Magical Seal#0", instance_id());
+ disablenpc instance_npcname("Magical Seal#2", instance_id());
+ disablenpc instance_npcname("Magical Seal#4", instance_id());
+ disablenpc instance_npcname("Magical Seal#8", instance_id());
+ disablenpc instance_npcname("Magical Seal#10", instance_id());
+ donpcevent instance_npcname("ins_2f_hero_pattern", instance_id())+"::OnDisable";
+ disablenpc instance_npcname("ins_2f_hero_pattern_c", instance_id());
+ end;
+
+OnTimer3600000:
+ instance_announce 0, "Baphomet : krrrr... Now you can't stop me with the seals. All you can do is wait for death!",bc_map,"0xdb7093";
+ end;
+
+OnTimer3605000:
+ instance_announce 0, "Ancient Hero's Soul : We can't stop Baphomet with the magical power of the seals anymore. Now everything depends on God...",bc_map,"0xFFFF00";
+ donpcevent instance_npcname("ins_2f_hero_pattern_c", instance_id())+"::OnDisable";
+ end;
+}
+
+2@cata,3,2,0 script ins_2f_hero_pattern -1,{
+OnEnable:
+ enablenpc instance_npcname("ins_2f_hero_pattern", instance_id());
+ initnpctimer;
+ end;
+
+OnDisable:
+ disablenpc instance_npcname("ins_2f_hero_pattern", instance_id());
+ stopnpctimer;
+ end;
+
+OnTimer70000:
+ switch(rand(1,5)) {
+ case 1:
+ instance_announce 0, "Ancient Hero's Soul : The seal of the Main Altar is running out. Strengthen the Main Altar's seal!",bc_map,"0xFFFF00";
+ enablenpc instance_npcname("Magical Seal#0", instance_id());
+ disablenpc instance_npcname("Magical Seal#2", instance_id());
+ disablenpc instance_npcname("Magical Seal#4", instance_id());
+ disablenpc instance_npcname("Magical Seal#8", instance_id());
+ disablenpc instance_npcname("Magical Seal#10", instance_id());
+ break;
+ case 2:
+ instance_announce 0, "Ancient Hero's Soul : The magical power of the seal at 2 o'clock is running out. Go to 2 o'clock and put the magical power in the seal.",bc_map,"0xFFFF00";
+ disablenpc instance_npcname("Magical Seal#0", instance_id());
+ enablenpc instance_npcname("Magical Seal#2", instance_id());
+ disablenpc instance_npcname("Magical Seal#4", instance_id());
+ disablenpc instance_npcname("Magical Seal#8", instance_id());
+ disablenpc instance_npcname("Magical Seal#10", instance_id());
+ break;
+ case 3:
+ instance_announce 0, "Ancient Hero's Soul : The magical power of the seal at 4 o'clock is running out. Go to 4 o'clock and put the magical power in the seal.",bc_map,"0xFFFF00";
+ disablenpc instance_npcname("Magical Seal#0", instance_id());
+ disablenpc instance_npcname("Magical Seal#2", instance_id());
+ enablenpc instance_npcname("Magical Seal#4", instance_id());
+ disablenpc instance_npcname("Magical Seal#8", instance_id());
+ disablenpc instance_npcname("Magical Seal#10", instance_id());
+ break;
+ case 4:
+ instance_announce 0, "Ancient Hero's Soul : The magical power of the seal at 8 o'clock is running out. Go to 8 o'clock and put the magical power in the seal.",bc_map,"0xFFFF00";
+ disablenpc instance_npcname("Magical Seal#0", instance_id());
+ disablenpc instance_npcname("Magical Seal#2", instance_id());
+ disablenpc instance_npcname("Magical Seal#4", instance_id());
+ enablenpc instance_npcname("Magical Seal#8", instance_id());
+ disablenpc instance_npcname("Magical Seal#10", instance_id());
+ break;
+ case 5:
+ instance_announce 0, "Ancient Hero's Soul : The magical power of the seal at 10 o'clock is running out. Go to 10 o'clock and put the magical power in the seal.",bc_map,"0xFFFF00";
+ disablenpc instance_npcname("Magical Seal#0", instance_id());
+ disablenpc instance_npcname("Magical Seal#2", instance_id());
+ disablenpc instance_npcname("Magical Seal#4", instance_id());
+ disablenpc instance_npcname("Magical Seal#8", instance_id());
+ enablenpc instance_npcname("Magical Seal#10", instance_id());
+ }
+ stopnpctimer;
+ donpcevent instance_npcname("ins_2f_hero_pattern_c", instance_id())+"::Ongo";
+ end;
+}
+
+
+1@cata,1,1,0 script ins_1f_spawn_mobs -1,{
+OnEnable:
+ monster "1@cata",0,0,"Zombie Master",1298,10;
+ monster "1@cata",0,0,"Wraith Dead",1291,10;
+ //monster "1@cata",0,0,"Ancient Mimic",1699,10;
+ monster "1@cata",0,0,"Flame Skull",1869,10;
+ monster "1@cata",0,0,"Skeleton General",1290,10;
+ monster "1@cata",0,0,"Zombie Master",1298,10;
+ monster "1@cata",0,0,"Skeleton General",1290,10;
+ monster "1@cata",0,0,"Flame Skull",1869,10;
+ monster "1@cata",0,0,"Wraith Dead",1291,10;
+ monster "1@cata",0,0,"Wraith Dead",1291,10;
+ monster "1@cata",0,0,"Khalitzburg",1132,10;
+ monster "1@cata",0,0,"Khalitzburg",1132,10;
+ monster "1@cata",0,0,"Flame Skull",1869,10;
+ monster "1@cata",0,0,"Flame Skull",1869,10;
+ monster "1@cata",0,0,"Ancient Mimic",1699,10;
+ monster "1@cata",0,0,"Zombie Master",1298,10;
+ monster "1@cata",0,0,"Ancient Mimic",1699,10;
+ monster "1@cata",0,0,"Zombie Master",1298,10;
+ monster "1@cata",0,0,"Wraith Dead",1291,10;
+ monster "1@cata",0,0,"Skeleton General",1290,10;
+ monster "1@cata",0,0,"Skeleton General",1290,10;
+ monster "1@cata",0,0,"Wind Ghost",1263,10;
+ monster "1@cata",0,0,"Wind Ghost",1263,10;
+ monster "1@cata",0,0,"Wind Ghost",1263,10;
+ monster "1@cata",0,0,"Lude",1509,10;
+ monster "1@cata",0,0,"Lude",1509,10;
+ monster "1@cata",0,0,"Evil Druid",1117,10;
+ monster "1@cata",0,0,"Evil Druid",1117,10;
+ monster "1@cata",0,0,"Evil Druid",1117,10;
+ monster "1@cata",0,0,"Banshee",1867,10;
+ monster "1@cata",0,0,"Dark Illusion",1302,1;
+ end;
+}
diff --git a/npc/pre-re/jobs/1-1/acolyte.txt b/npc/pre-re/jobs/1-1/acolyte.txt
new file mode 100644
index 000000000..a200ec514
--- /dev/null
+++ b/npc/pre-re/jobs/1-1/acolyte.txt
@@ -0,0 +1,334 @@
+//===== rAthena Script =======================================
+//= Renewal Acolyte Job Change
+//===== By: ==================================================
+//= Kisuka
+//===== Current Version: =====================================
+//= 1.1
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= Job Change to Acolyte Class
+//===== Additional Comments: =================================
+//= 1.0 First Version. [Kisuka]
+//= 1.1 Added back the npcs used for the priest quest.
+//============================================================
+prt_church,184,41,4 script Cleric#aco 60,{
+ if (Upper == 1) {
+ if (ADVJOB == Job_High_Priest || ADVJOB == Job_Champion) {
+ if (Class == Job_Novice_High) {
+ mes "[Father Mareusis]";
+ mes "Ah, I sense you have endured";
+ mes "a past life experience. You must have learned many things before entering Valhalla.";
+ next;
+ if (getskilllv("NV_BASIC") < 9) {
+ mes "[Father Mareusis]";
+ mes "Unfortunately, I don't think you're ready to become an Acolyte yet. Please finish learning all of the Basic Skills first.";
+ next;
+ mes "[Father Mareusis]";
+ mes "In the meantime,";
+ mes "I will wait until";
+ mes "you are ready.";
+ mes "May God be";
+ mes "with you.";
+ close;
+ }
+ mes "[Father Mareusis]";
+ mes "Well, I welcome you";
+ mes "back from Valhalla and";
+ mes "wish you luck on your";
+ mes "new life's journey.";
+ next;
+ skill 143,0,0;
+ jobchange Job_Acolyte_High;
+ skill 156,1,0;
+ mes "[Father Mareusis]";
+ mes "Now, venture forth and seek those who need your help. May God light your path.";
+ close;
+ }else{
+ mes "[Father Mareusis]";
+ mes "Now, venture forth to seek people who need your help. May God enlighten your way.";
+ close;
+ }
+ }else{
+ mes "[Father Mareusis]";
+ mes "I sense that you have endured a past life experience. You must have learned many things before entering Valhalla.";
+ next;
+ mes "[Father Mareusis]";
+ mes "However, I can tell that you are not suited to be an Acolyte. Please remember who you were in your past life and find your path.";
+ close;
+ }
+ }
+ mes "[Father Mareusis]";
+ mes "What is it that you seek?";
+ next;
+ switch(select("Change your job to acolyte.:Ask the requirements to be an acolyte.:Quit it.")) {
+ case 1:
+ if(Class != Job_Novice) {
+ mes "[Father Mareusis]";
+ if(Class == Job_Acolyte) {
+ mes "Are you feeling okay today? I can tell by your attire that you are already an Acolyte. You're not joking around, are you?";
+ }else{
+ mes "I'm sorry but it seems you already have your own job, aren't you?";
+ }
+ close;
+ }else{
+ mes "[Father Mareusis]";
+ mes "Do you truly wish to become a servant of God?";
+ mes "Let's see whether you are ready for it or not... Hmm...";
+ next;
+ if (getskilllv("NV_BASIC") < 9) {
+ mes "[Father Mareusis]";
+ mes "Oh my?! You haven't accomplished the basic practice yet?! You have a long way to go! Come again after increasing your job level!";
+ close;
+ }
+ mes "[Father Mareusis]";
+ mes "Hmm... your job level is enough...";
+ mes "Good. Now I will give you the qualification to become an Acolyte.";
+ next;
+ mes "[Father Mareusis]";
+ mes "Always remember to be thankful to God, who takes care of us all the time. In chaos and times of difficulty, face your hardships with unwavering faith.";
+ jobchange Job_Acolyte;
+ getitem 1545,1; // N_Mace
+ next;
+ mes "[Father Mareusis]";
+ mes "Lastly, I want to sincerely congratulate you on persevering through your trial of penance.";
+ close;
+ }
+ case 2:
+ mes "[Father Mareusis]";
+ mes "Do you wish to become an Acolyte?";
+ mes "Then, you must fulfill the following requirements thinking those are the practices given by God.";
+ next;
+ mes "[Father Mareusis]";
+ mes "First, you have to reach at least Novice Job Level 9 and learn all of the Basic Skills.";
+ mes "This is the most basic thing to do, so you need to regard it as the way of training yourself.";
+ next;
+ mes "[Father Mareusis]";
+ mes "When you think you fulfilled this requirement, then come back to me again. Then you will have a holy job in which you can spread God's will.";
+ close;
+ case 3:
+ close;
+ }
+}
+
+prt_fild03,365,255,2 script Ascetic#aco 89,{
+ mes "[Father Rubalkabara]";
+ if (BaseJob == Job_Novice) {
+ if (job_acolyte_q == 6) {
+ mes "Please take care. They should know that you've met me by the time you arrive at the Prontera Sanctuary.";
+ next;
+ mes "[Father Rubalkabara]";
+ mes "I've sent a carrier pigeon with a message. I hope it will arrive there safely...";
+ close;
+ }
+ if (job_acolyte_q != 0) {
+ if (job_acolyte_q == 2) {
+ mes "Oh...? You must be the one who aspires to become an Acolyte. I've already received news from the Sanctuary that you might be coming.";
+ next;
+ mes "[Father Rubalkabara]";
+ mes "Now, your name was " + strcharinfo(0) + ", right? Excellent, thank you for visiting me.";
+ next;
+ mes "[Father Rubalkabara]";
+ mes "I believe you've been told much about Acolytes from Friar Mareusis. Plus, there's plenty of helpful people in the Prontera Sanctuary.";
+ next;
+ mes "[Father Rubalkabara]";
+ mes "I guess there's really no need for me to teach you much. Besides, I'm sure your someone from your generation may have trouble listening to an old man like me. Hahaha~";
+ next;
+ mes "[Father Rubalkabara]";
+ mes "Still, lessons may come from the places you'd least expect. God loves to teach his children in strange ways. You'll see.";
+ next;
+ mes "[Father Rubalkabara]";
+ mes "Well, I'll send the message telling them that you've come to visit me. So, you may now return to the Prontera Sanctuary.";
+ next;
+ mes "[Father Rubalkabara]";
+ mes "Farewell.";
+ close2;
+ savepoint "prt_fild03",361,255;
+ set job_acolyte_q,6;
+ end;
+ }
+ else {
+ mes "Oh...";
+ mes "Are you one of the";
+ mes "Acolyte applicants...?";
+ mes "Let's see...";
+ next;
+ mes "[Father Rubalkabara]";
+ mes "Your name is " + strcharinfo(0) + "?";
+ mes "I don't think your name";
+ mes "is on my list. Hmmm...";
+ next;
+ mes "[Father Rubalkabara]";
+ mes "Why don't you go back to the Prontera Sanctuary and check again?";
+ close;
+ }
+ }
+ else {
+ mes "Huh? What brings you here? This is a very dangerous place for a Novice like yourself!";
+ close;
+ }
+ }
+ else if (BaseJob == Job_Acolyte) callfunc "F_FatherRub";
+ else {
+ if (BaseJob == Job_Priest) {
+ mes "Greetings.";
+ next;
+ mes "[Father Rubalkabara]";
+ mes "Welcome to the Deep. Feel free to sit and contemplate God's message with me. This place is beautiful, even if danger accompanies its sense of serenity...";
+ close;
+ }
+ else {
+ mes "Oh ho...";
+ mes "Have you come into the Deep here for training? Or are you just a Wanderer?";
+ next;
+ mes "[Father Rubalkabara]";
+ mes "Whoever you are, please take care of yourself. The monsters in here are shockingly strong, contrary to their cute appearance.";
+ close;
+ }
+ }
+}
+
+moc_fild07,41,355,4 script Ascetic#2aco 95,{
+ mes "[Mother Mathilda]";
+ if (BaseJob == Job_Novice) {
+ if (job_acolyte_q == 7) {
+ mes "I will send a carrier pigeon to the Prontera Sanctuary. When you return, the Priest there should already have received my message.";
+ next;
+ mes "[Mother Mathilda]";
+ mes "I will pray to God, and hope that you become an Acolyte soon.";
+ close;
+ }
+ if (job_acolyte_q != 0) {
+ if (job_acolyte_q == 3) {
+ mes "Ah, you must be one of the Acolyte applicants. I sincerely welcome you.";
+ next;
+ mes "[Mother Mathilda]";
+ mes "What is your name? " + strcharinfo(0) + "? Let's see... Ah, you're on my list.";
+ next;
+ mes "[Mother Mathilda]";
+ mes "I will send a message to the Sanctuary confirming that you, " + strcharinfo(0) + " visited me and completed your penance.";
+ next;
+ mes "[Mother Mathilda]";
+ mes "Please return to the Prontera Sanctuary and speak to the Priest in charge.";
+ close2;
+ savepoint "moc_fild07",35,355;
+ set job_acolyte_q,7;
+ end;
+ }
+ else {
+ mes "Ah...!";
+ mes "You must be one";
+ mes "of the Acolyte applicants.";
+ mes "I sincerely welcome you.";
+ next;
+ mes "[Mother Mathilda]";
+ mes "Now, what is your name?";
+ mes "" + strcharinfo(0) + "? Let's see...";
+ next;
+ mes "[Mother Mathilda]";
+ mes "Hmm...";
+ mes "It seems your name";
+ mes "is not on my list...";
+ next;
+ mes "[Mother Mathilda]";
+ mes "Perhaps you should return to the Prontera Sanctuary and check the destination for your penance trial once again.";
+ close;
+ }
+ }
+ else {
+ mes "...";
+ close;
+ }
+ }
+ else if (BaseJob == Job_Acolyte) callfunc "F_MotherMart";
+ else {
+ if (BaseJob == Job_Priest) {
+ mes "Hello there~";
+ next;
+ mes "[Mother Mathilda]";
+ mes "How is your practice coming along? I certainly hope you're enjoying living in the grace of God.";
+ close;
+ }
+ else {
+ mes "May God";
+ mes "be with you...";
+ close;
+ }
+ }
+}
+
+prt_fild00,208,218,6 script Ascetic#3aco 98,{
+ mes "[Father Yosuke]";
+ if (BaseJob == Job_Novice) {
+ if (job_acolyte_q == 8) {
+ mes "What?";
+ next;
+ mes "[Father Yosuke]";
+ mes "Have you any more business with me?! You don't! Go back to the Sanctuary now!";
+ close;
+ }
+ if (job_acolyte_q != 0) {
+ if (job_acolyte_q == 4) {
+ mes "Hey.";
+ mes "Whatever you are,";
+ mes "you look like an";
+ mes "Acolyte applicant.";
+ mes "Right?";
+ next;
+ mes "[Father Yosuke]";
+ mes "Not bad, not bad. You withstood the penance trial pretty well.";
+ mes "So what's your name?";
+ next;
+ mes "[Father Yosuke]";
+ mes "" + strcharinfo(0) + ", huh?";
+ next;
+ mes "[Father Yosuke]";
+ mes "Okay. I'll send a message to the Sanctuary that you, " + strcharinfo(0) + ", came to visit me.";
+ next;
+ mes "[Father Yosuke]";
+ mes "Now go back to the Santuary and finish becoming an Acolyte, kid.";
+ close2;
+ savepoint "prt_fild00",206,230;
+ set job_acolyte_q,8;
+ end;
+ }
+ else {
+ mes "Hey.";
+ mes "You look like an Acolyte Applicant. Am I right?";
+ next;
+ mes "[Father Yosuke]";
+ mes "Not bad at all, you've made it all the way here from Prontera. So what's your name, kid?";
+ next;
+ mes "[Father Yosuke]";
+ mes "" + strcharinfo(0) + ", huh? Why isn't your name on my list?";
+ next;
+ mes "[Father Yosuke]";
+ mes "You probably made a mistake. Go back to the Santuary, and check with the Bishop.";
+ close;
+ }
+ }
+ else {
+ mes "You...";
+ mes "Novice.";
+ mes "There something";
+ mes "you wanna tell me?";
+ close;
+ }
+ }
+ else if (BaseJob == Job_Acolyte) callfunc "F_FatherYos";
+ else {
+ if (BaseJob == Job_Priest) {
+ mes "Hey...";
+ next;
+ mes "[Father Yosuke]";
+ mes "If you like, come sit here with me and meditate the great truths. God's majesty is truly inspiring...";
+ close;
+ }
+ else {
+ mes "Do you have anything to say? Because unfortunately for you,";
+ mes "I don't any replies.";
+ close;
+ }
+ }
+}
+
diff --git a/npc/pre-re/jobs/1-1/archer.txt b/npc/pre-re/jobs/1-1/archer.txt
new file mode 100644
index 000000000..46325309c
--- /dev/null
+++ b/npc/pre-re/jobs/1-1/archer.txt
@@ -0,0 +1,129 @@
+//===== rAthena Script =======================================
+//= Renewal Archer Job Change
+//===== By: ==================================================
+//= Kisuka
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= Job Change to Archer Class
+//===== Additional Comments: =================================
+//= 1.0 First Version. [Kisuka]
+//============================================================
+payon_in02,64,71,4 script Archer Guildsman#archer 85,{
+ if (Upper == 1) {
+ if (Class == Job_Novice_High && (ADVJOB == Job_Sniper || ADVJOB == Job_Clown || ADVJOB == Job_Gypsy)) {
+ mes "[Archer Guildsman]";
+ mes "Hey, I know you.";
+ mes "You took this test";
+ mes "before, didn't you?";
+ next;
+ mes "[Archer Guildsman]";
+ mes "Ah, you must have been";
+ mes "to Valhalla and been reborn.";
+ mes "Wow, that's so impressive!";
+ next;
+ if (getskilllv("NV_BASIC") < 9) {
+ mes "[Archer Guildsman]";
+ mes "Err...";
+ mes "You'd better learn all the Basic Skills first before you can become an Archer.";
+ next;
+ mes "[Archer Guildsman]";
+ mes "Alright, see you later.";
+ close;
+ }
+ mes "[Archer Guildsman]";
+ mes "Well then. I don't";
+ mes "need to say anything else.";
+ mes "I know you'll make a great Archer...";
+ next;
+ skill 143,0,0;
+ jobchange Job_Archer_high;
+ skill 147,1,0;
+ skill 148,1,0;
+ mes "[Archer Guildsman]";
+ mes "Although there's no special";
+ mes "reward for you this time, I hope you understand. Take care of yourself.";
+ close;
+ }else{
+ mes "[Archer Guildsman]";
+ mes "Oh...?";
+ mes "Hey, what are";
+ mes "you doing here...?";
+ next;
+ mes "[Archer Guildsman]";
+ mes "I can tell that you're not cut out to be an Archer. It sort of feels like you're meant to do";
+ mes "something else...";
+ close;
+ }
+ }
+ mes "[Archer Guildsman]";
+ mes "Nice to meet you. How may I help you?";
+ next;
+ switch(select("I want to be an Archer.:I need the requirements, please.:Nothing, thanks.")) {
+ case 1:
+ if(Class != Job_Novice) {
+ mes "[Archer Guildsman]";
+ if(Class == Job_Archer) {
+ mes "Haha, you are kidding me..";
+ }else{
+ mes "I feel sorry but only Novices can change their job.";
+ mes "You already have your own decent job, don't you?";
+ }
+ close;
+ }else{
+ mes "[Archer Guildsman]";
+ mes "You are... "+strcharinfo(0)+". right?";
+ next;
+ if (getskilllv("NV_BASIC") < 9) {
+ mes "[Archer Guildsman]";
+ mes "Well, you're not at the right skill level.";
+ mes "Your job level must be at least ^4A4AFF10^000000 and your Basic Skill level should reach ^4A4AFFlevel 9";
+ next;
+ mes "[Archer Guildsman]";
+ mes "Because an Archer needs extremely high concentration, so we do not accept those who have little patience.";
+ close;
+ }
+ mes "[Archer Guildsman]";
+ mes "Your Basic Skill is now enough..";
+ mes "....Hm~~ so you are now ready to be an Archer. I will take the step right away.";
+ next;
+ mes "[Archer Guildsman]";
+ mes "Congratulations! You are now an Archer! Also, we hope that you actively participate in many programs for the revival of the Archer Guild.";
+ mes "Ah, items have arrived from the Production Department. Here, take these! These are all yours!";
+ jobchange Job_Archer;
+ getitem 1742,1; // N_Composite_Bow
+ getitem 12004,1; // Arrow_Container
+ getitem 12009,1; // Silver_Arrow_Container
+ getitem 12008,1; // Fire_Arrow_Container
+ next;
+ mes "[Archer Guildsman]";
+ mes "Having a bow and arrows, now you became a real Archer.";
+ mes "If you open the arrow container, there are arrows in it and then you can equip them.";
+ mes "Well, I expect to hear better news from you. It's time to say goodbye.";
+ mes "Bye.";
+ close;
+ }
+ case 2:
+ mes "[Archer Guildsman]";
+ mes "An Archer has skills using a bow and has various talents.";
+ mes "The greatest ability of an Archer is attacking enemies from a long distance.";
+ next;
+ mes "[Archer Guildsman]";
+ mes "Although an Archer has weaker HP, he or she can shoot enemies at a long range,";
+ mes "so an Archer is safer in a real battle.";
+ next;
+ mes "[Archer Guildsman]";
+ mes "Although an Archer in Ragnarok has lower HP, he or she has high accuracy and attack rate so that the archer can kill monsters before they get close to an Archer.";
+ next;
+ mes "[Archer Guildsman]";
+ mes "^8C2121An Archer can change jobs to a Hunter.^000000";
+ mes "^8C2121Other than Hunter, if you are a man, you can change your job to Bard and if you are a woman, you can change your job to Dancer.^000000";
+ close;
+ case 3:
+ mes "[Archer Guildsman]";
+ mes "If you have any questions, feel free to come and ask me.";
+ close;
+ }
+}
diff --git a/npc/pre-re/jobs/1-1/mage.txt b/npc/pre-re/jobs/1-1/mage.txt
new file mode 100644
index 000000000..99cca81c4
--- /dev/null
+++ b/npc/pre-re/jobs/1-1/mage.txt
@@ -0,0 +1,131 @@
+//===== rAthena Script =======================================
+//= Renewal Mage Job Change
+//===== By: ==================================================
+//= Kisuka
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= Job Change to Mage Class
+//===== Additional Comments: =================================
+//= 1.0 First Version. [Kisuka]
+//============================================================
+geffen_in,164,124,4 script Mage Guildsman#mage 123,{
+ if (Upper == 1) {
+ if (ADVJOB == Job_High_Wizard || ADVJOB == Job_Professor) {
+ if (Class == Job_Novice_High) {
+ mes "[Mage Guildsman]";
+ mes "Whoa, long time no see! But weren't you supposed to be dead?";
+ next;
+ mes "[Mage Guildsman]";
+ mes "Ah, you must have been reborn. Well, I'm glad to have you back.";
+ next;
+ if (getskilllv("NV_BASIC") < 9) {
+ mes "[Mage Guildsman]";
+ mes "I'm sorry, but I don't think you're ready to learn magic yet. Why don't you go finish learning the Basic Skills first?";
+ next;
+ mes "[Mage Guildsman]";
+ mes "Take your time. The more you learn, the more ready you'll be to learn magic again.";
+ close;
+ }
+ mes "[Mage Guildsman]";
+ mes "Well, since you have passed the Mage test once, I will not question your qualification. You want to have your magic skills back immediately, don't you?";
+ next;
+ skill 143,0,0;
+ jobchange Job_Mage_High;
+ skill 157,1,0;
+ mes "[Mage Guildsman]";
+ mes "Wow, for some reason, you look way better than you did before. Anyway, I believe you will do a better job being a Mage as well.";
+ close;
+ }else{
+ mes "[Mage Guildsman]";
+ mes "Is there anything more I can help you with? If not, why don't you go test your skills? The world is waiting for you~!";
+ close;
+ }
+ }else{
+ mes "[Mage Guildsman]";
+ mes "What, are you interested in the Mage guild? I didn't want to tell you this, but you don't belong here.";
+ next;
+ mes "[Mage Guildsman]";
+ mes "I am not sure why you're still standing in front of me, but I can tell that you're not meant to be a Mage.";
+ close;
+ }
+ }
+ if(Class != Job_Novice) {
+ mes "[Mage Guildsman]";
+ if(Class == Job_Mage) {
+ mes "Hey, haven't you realized? You're already a Mage, silly!";
+ mes "One of these days you'll realize the power inside of you when you can make Fire with your mind!";
+ }else{
+ mes "Hey~ C'mon. Quit playing games. You can't be a Mage because you already have another Job.";
+ }
+ close;
+ }else{
+ mes "[Mage Guildsman]";
+ mes "Hey?";
+ next;
+ switch(select("I want to be a Mage:What are the requirements to be a Mage?:Nothing, thanks.")) {
+ case 1:
+ mes "[Mage Guildsman]";
+ mes "Wanna be a Mage? Eh...";
+ next;
+ mes "[Mage Guildsman]";
+ if (Sex) {
+ mes "Hey, look at you! You're kinda cute~! Not my type though...";
+ }else{
+ mes "Oooh, you're such a hot babe~!";
+ mes "I like girls like you~";
+ }
+ mes "Right, you said that you wanna be a Mage?";
+ next;
+ if(select("I want to be a Mage.:Nothing, thanks.") == 2) {
+ mes "[Mage Guildsman]";
+ mes "Whaaaaat~?! Right after you tell me that you wanna become a Mage, you change your mind?! Be a bit more decisive!";
+ close;
+ }
+ mes "[Mage Guildsman]";
+ if (getskilllv("NV_BASIC") < 9) {
+ mes "Oh, man your Basic Skill Level doesn't reach enough to be a Mage.";
+ mes "Go back and level up your Basic Skill.";
+ close;
+ }
+ mes "Alright.. sign the application form.... Wow~ you have good handwriting! Ahh, okay. That's enough.";
+ mes "You are... "+strcharinfo(0)+".";
+ next;
+ mes "[Mage Guildsman]";
+ mes "Hmm I can see that you've tried hard in your own way. Though it seems to be a little clumsy, but well I think it's okay!";
+ mes "Good! Always sticking to the basics is the best! I will transform you right away.";
+ next;
+ mes "[Mage Guildsman]";
+ mes "Hahh..! You are now a Mage, one of our colleagues!";
+ mes "We welcome you to the Mage Guild, our new friend!";
+ next;
+ mes "[Mage Guildsman]";
+ mes "'Welcome to the Mage Guild~'";
+ mes "Congratulations on becoming a member of the Mage Guild! Go for it!";
+ callfunc "Job_Change",Job_Mage;
+ getitem 1639,1; // N_Rod
+ close;
+ case 2:
+ mes "[Mage Guildsman]";
+ mes "Wanna be a Mage, eh?";
+ mes "I'd be happy to explain the requirements for a pretty girl like you!";
+ next;
+ mes "[Mage Guildsman]";
+ mes "First of all, you have to reach Novice Job Level 10 and learn all of the Basic Skills.";
+ next;
+ mes "[Mage Guildsman]";
+ mes "In the past, there was a complicated potion making test. Because of that, we'd lost an aplicant slowly.";
+ mes "So, we decided to accept all aplicants who meet the basic requirements.";
+ next;
+ mes "[Mage Guildsman]";
+ mes "Don't hesitate. Just be a magician!";
+ close;
+ case 3:
+ mes "[Mage Guildsman]";
+ mes "Nothing...?";
+ close;
+ }
+ }
+}
diff --git a/npc/pre-re/jobs/1-1/merchant.txt b/npc/pre-re/jobs/1-1/merchant.txt
new file mode 100644
index 000000000..4b7e091f0
--- /dev/null
+++ b/npc/pre-re/jobs/1-1/merchant.txt
@@ -0,0 +1,125 @@
+//===== rAthena Script =======================================
+//= Renewal Merchant Job Change
+//===== By: ==================================================
+//= Kisuka
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= Job Change to Merchant Class
+//===== Additional Comments: =================================
+//= 1.0 First Version. [Kisuka]
+//============================================================
+alberta_in,53,43,6 script Merchant#mer 86,{
+ if (Upper == 1) {
+ if (Class == Job_Novice_High && (ADVJOB == Job_Whitesmith || ADVJOB == Job_Creator)) {
+ mes "[Chief Mahnsoo]";
+ mes "Long time no see!";
+ mes "Hey, you didn't quit";
+ mes "your business, did you?";
+ mes "What happened?";
+ next;
+ mes "[Chief Mahnsoo]";
+ mes "Whoa...";
+ mes "You've actually been to Valhalla?! Wow, you've come a long way...";
+ next;
+ if (getskilllv("NV_BASIC") < 9) {
+ mes "[Chief Mahnsoo]";
+ mes "Hmmm...";
+ mes "It seems that you're not ready to become a Merchant again. Go finish learning the Basic Novice Skills first.";
+ next;
+ mes "[Chief Mahnsoo]";
+ mes "Don't worry, we'll always have a Merchant position open for you. Just come back when you're ready, okay?";
+ close;
+ }
+ mes "[Chief Mahnsoo]";
+ mes "I guess it's destiny that we meet like this once more. Alright. Once again, let me change you into a Merchant!";
+ next;
+ skill 143,0,0;
+ jobchange Job_Merchant_High;
+ skill 153,1,0;
+ skill 154,1,0;
+ skill 155,1,0;
+ mes "[Chief Mahnsoo]";
+ mes "Ah~ How nostalgic. Just like old times! Alright, do your best!";
+ close;
+ }else{
+ mes "[Chief Mahnsoo]";
+ mes "^333333*Sigh*^000000";
+ mes "I'm so bored...";
+ mes "When will I hear from my lovely Blossom?";
+ close;
+ }
+ }
+ mes "[Guildsman Mahnsoo]";
+ mes "Hey, why are you here?";
+ next;
+ switch(select("I want to be a merchant.:I want to know more about merchants.:Ask him the requirements to be a merchant.:Nothing.")) {
+ case 1:
+ if(Class != Job_Novice) {
+ mes "[Guildsman Mahnsoo]";
+ if(Class == Job_Merchant) {
+ mes ".....? Sorry? What are you saying?";
+ mes "You are already a merchant. Oh my..";
+ mes "Huh?! ...Do I need to laugh right now?!";
+ }else{
+ mes "Ahh? Are you trying to have both ways?";
+ mes "How about just giving yourself over to your original job?";
+ next;
+ mes "[Guildsman Mahnsoo]";
+ mes "We have business ethics you know.";
+ }
+ close;
+ }else{
+ mes "[Guildsman Mahnsoo]";
+ mes "Want to be a merchant? Hmm...";
+ next;
+ if (getskilllv("NV_BASIC") < 9) {
+ mes "[Guildsman Mahnsoo]";
+ mes "But if you want to be a merchant, your basic skill level must reach Level 9 or you must spend all of your skill points.";
+ next;
+ mes "[Guildsman Mahnsoo]";
+ mes "Don't you think we need to learn some basic skills although we just deal with money?";
+ close;
+ }
+ mes "[Guildsman Mahnsoo]";
+ mes "Good, I think you're fully ready for it seeing that your basic skill level is fulfilled.";
+ mes "Now I allow you to be a merchant.";
+ next;
+ mes "[Guildsman Mahnsoo]";
+ mes "Congratulations on becoming a merchant!";
+ mes "Congratulations again for being a member of the merchant guild and one of our colleagues. I expect your active participation from now on!";
+ callfunc "Job_Change",Job_Merchant;
+ getitem 1381,1; // N_Battle_Axe
+ next;
+ mes "[Guildsman Mahnsoo]";
+ mes "Absolutely, we need young people who have passion to achieve our great goal for securing 20% of the worldwide currency volume. You get it? Huh?";
+ mes "Well, I'm just saying... it means let's make lots of money in the end. You guys know that~";
+ close;
+ }
+ case 2:
+ mes "[Guildsman Mahnsoo]";
+ mes "Merchant? To put it simply, the person who sells good and makes money is a merchant.";
+ mes "Not good at fighting and doesn't have special attack/recovery skills... but a merchant can buy things at a low price and then sell them and make money.";
+ next;
+ mes "[Guildsman Mahnsoo]";
+ mes "Well, a merchant has an ultimate skill called Mammonite which strikes an enemy with his/her money... We can equip everything except Bows, Rods, and Two-Handed Swords. But we can always sell and buy those.";
+ mes "Yes... we merchants always have money on our minds, got it?";
+ close;
+ case 3:
+ mes "[Guildsman Mahnsoo]";
+ mes "To become a merchant, although just selling and receiving money is our job, you must reach at least basic skill level 9.";
+ next;
+ mes "[Guildsman Mahnsoo]";
+ mes "Well, we used to receive a start-up fee before. Wasn't it hard to make that money?";
+ mes "There were too many people who couldn't gather that money and kept crying.";
+ next;
+ mes "[Guildsman Mahnsoo]";
+ mes "So recently, we decided to allow any Novice who wants to be a merchant become one.";
+ mes "Because to be alive or not later is all up to one's ability.";
+ close;
+ case 4:
+ close;
+ }
+}
diff --git a/npc/pre-re/jobs/1-1/swordman.txt b/npc/pre-re/jobs/1-1/swordman.txt
new file mode 100644
index 000000000..6942c170b
--- /dev/null
+++ b/npc/pre-re/jobs/1-1/swordman.txt
@@ -0,0 +1,127 @@
+//===== rAthena Script =======================================
+//= Renewal Swordman Job Change
+//===== By: ==================================================
+//= Kisuka
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= Job Change to Swordman Class
+//===== Additional Comments: =================================
+//= 1.0 First Version. [Kisuka]
+//============================================================
+izlude_in,74,172,4 script Swordman#swd 119,{
+ if (Upper == 1) {
+ if (Class == Job_Novice_High && (ADVJOB == Job_Lord_Knight || ADVJOB == Job_Paladin)) {
+ mes "[Swordman]";
+ mes "It...";
+ mes "Can't be...";
+ mes "You've been reborn, haven't you?";
+ next;
+ mes "[Swordman]";
+ mes "I see you're retreading the path of the Swordman! Once you've gotten used to brandishing a sword, you can never go back!!";
+ next;
+ if (getskilllv("NV_BASIC") < 9) {
+ mes "[Swordman]";
+ mes "Hmm? Ah, you must first master the Basic Skills before you are ready to become a Swordman.";
+ next;
+ mes "[Swordman]";
+ mes "Come back to me when you have finished learning the Basic Novice Skills.";
+ close;
+ }
+ mes "[Swordman]";
+ mes "Excellent! Let me promote you to a Swordman right away!";
+ next;
+ skill 143,0,0;
+ jobchange Job_Swordman_High;
+ skill 144,1,0;
+ skill 145,1,0;
+ skill 146,1,0;
+ mes "[Swordman]";
+ mes "Hmm... You look like a well-experienced Swordman. Still, I'm sure that you must train to improve your skills and gain strength!";
+ close;
+ }else{
+ mes "[Swordman]";
+ mes "Hm...?";
+ mes "You're a reborn";
+ mes "warrior, aren't you?";
+ next;
+ mes "[Swordman]";
+ mes "Hmmm...";
+ mes "It seems that being";
+ mes "a Swordman is not part";
+ mes "of your destiny. I'm sorry,";
+ mes "but it seems there is nothing";
+ mes "I can do for you.";
+ close;
+ }
+ }
+ mes "[Swordman Guildsman]";
+ mes "This is the Swordman Guild.";
+ mes "Why are you here?";
+ next;
+ switch(select("Tell me about being a Swordman.:I want to be a Swordman.:Nothing.")) {
+ case 1:
+ mes "[Swordman Guildsman]";
+ mes "So you wish to know more about the mighty Swordman? Okay!";
+ next;
+ mes "[Swordman Guildsman]";
+ mes "The most distinctive feature of the Swordman is that the Swordman can show us his/her real abilities in close combat.";
+ mes "There are three reasons!";
+ next;
+ mes "[Swordman Guildsman]";
+ mes "First, Swordman has higher HP than other jobs.";
+ mes "Second, except for Bows and Rods, Swordman can use all other weapons so they can fight at their optimal ability.";
+ mes "And third, most of the skills of the Swordman give powerful physical attacks.";
+ next;
+ mes "[Swordman Guildsman]";
+ mes "Though I gave you a simple explanation, I believe you understand the core meaning of what it is to be a Swordman.";
+ mes "In my opinion, Swordman is the best job ever!";
+ close;
+ case 2:
+ if(Class != Job_Novice) {
+ mes "[Swordman Guildsman]";
+ if(Class == Job_Swordman) {
+ mes "You are already an excellent Swordman, aren't you?";
+ mes "Just devote yourself to be a great Swordman.";
+ }else{
+ mes "You already have one of the other jobs, don't you?";
+ mes "You've gone too far with that joke.";
+ }
+ close;
+ }else{
+ if (getskilllv("NV_BASIC") < 9) {
+ mes "[Swordman Guildsman]";
+ mes "I'm sorry to tell you this but to be a Swordman, you must reach at least ^4A4AFFJob Level 10^000000.";
+ mes "and ^4A4AFFBasic Skill Level 9^000000.";
+ next;
+ mes "[Swordman Guildsman]";
+ mes "Want to be a Swordman without having the minimum requirement?";
+ mes "Do you think being a Swordman is that easy?";
+ close;
+ }
+ mes "[Swordman Guildsman]";
+ mes "Hmm, both your Job Level and Basic Skill Level check out.";
+ mes "Good. Do you want to be a Swordman right away?";
+ next;
+ if(select("Yes, I do.:I'll consider it again.") == 2) {
+ mes "[Swordman Guildsman]";
+ mes "Yeah. Prudent decision is needed for choosing a job.";
+ mes "But I feel sorry... that you consider it again after overcoming all the hardships....";
+ close;
+ }
+ mes "[Swordman Guildsman]";
+ mes "Congratulations! From now on, you are going to live a Swordman's life!";
+ mes "Let's do it right now!";
+ next;
+ mes "[Swordman Guildsman]";
+ mes "Congratulations again for being a Swordman and I hope that you participate in many activities for the revival of our guild.";
+ callfunc "Job_Change",Job_Swordman;
+ getitem 13415,1; // N_Falchion
+ close;
+ }
+ case 3:
+ close;
+ }
+}
diff --git a/npc/pre-re/jobs/1-1/thief.txt b/npc/pre-re/jobs/1-1/thief.txt
new file mode 100644
index 000000000..8d7e452f3
--- /dev/null
+++ b/npc/pre-re/jobs/1-1/thief.txt
@@ -0,0 +1,207 @@
+//===== rAthena Script =======================================
+//= Renewal Thief Job Change
+//===== By: ==================================================
+//= Kisuka
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= Job Change to Thief Class
+//===== Additional Comments: =================================
+//= 1.0 First Version. [Kisuka]
+//============================================================
+moc_prydb1,39,129,2 script Thief Guide#thief 69,{
+ if (Upper == 1) {
+ if (ADVJOB == Job_Assassin_Cross || ADVJOB == Job_Stalker) {
+ if (Class == Job_Novice_High) {
+ mes "[Thief Guide]";
+ mes "Huh? Do I know you? It's creepy that you seem so familiar. You don't have a twin, do you?";
+ next;
+ if (getskilllv("NV_BASIC") < 9) {
+ mes "[Thief Guide]";
+ mes "What, do you want to be a Thief? I'm sorry, but you look like you need more training.";
+ next;
+ mes "[Thief Guide]";
+ mes "Take your time and learn all the Basic Skills, will you? Well then, see you later~!";
+ close;
+ }
+ mes "[Thief Guide]";
+ mes "Well, I got this feeling like you've been through a lifetime of fighting, so I'm promoting you to a Thief right this minute. I better give you tough guys what you want...";
+ next;
+ skill 143,0,0;
+ jobchange Job_Thief_High;
+ skill 149,1,0;
+ skill 150,1,0;
+ skill 151,1,0;
+ skill 152,1,0;
+ mes "[Thief Guide]";
+ mes "Since you've become a Thief, live as a Thief. Now, go for it! Next~";
+ close;
+ }else{
+ mes "[Thief Guide]";
+ if (sex)
+ mes "Hey, dude.";
+ else
+ mes "Hey, baby~";
+ close;
+ }
+ }else{
+ mes "[Thief Guide]";
+ if (sex)
+ mes "Hey, dude.";
+ else
+ mes "Hey, baby.";
+ mes "...Hey! You look too goody-goody to want to be a Thief!! Now scram, I'm busy. Next!";
+ close;
+ }
+ }
+ if(q_job_thief == 1) {
+ mes "[Thief Guildsman]";
+ mes "Ehh... Seems like a beloved "+(Sex?"son":"daughter")+" of a rich family, but why are you here in this dirty place?";
+ next;
+ mes "[Thief Guildsman]";
+ mes "Well, I'm not in charge of making you a Thief. I just accept applications, get it?";
+ mes "If you want to become a Thief, ask the sharp-eyed guy next to me.";
+ close;
+ }
+ if(Class != Job_Novice) {
+ if(Class == Job_Thief) {
+ mes "[Thief Guildsman]";
+ mes "Hey~ if you have any trouble, get it out to me anytime, huh?";
+ close;
+ }else{
+ if(Sex) {
+ mes "[Thief Guildsman]";
+ mes "What the heck...?";
+ mes "Huh.. you are a "+jobname(Class)+" blockhead...!";
+ next;
+ mes "[Thief Guildsman]";
+ mes "Hey, brother.";
+ mes "Why are you here? Go back to your place~ go back~~";
+ close;
+ }else{
+ mes "[Thief Guildsman]";
+ mes "What the heck...?";
+ next;
+ mes "[Thief Guildsman]";
+ mes "Hey, lady.";
+ mes "Why are you here? Go back to your place~ go back~~";
+ close;
+ }
+ }
+ }
+ mes "[Thief Guildsman]";
+ mes "Ehh... Seems like a beloved "+(Sex?"son":"daughter")+" of a rich family, but why are you here in this dirty place?";
+ next;
+ if(select("I want to be a Thief.:Nothing.") == 2) {
+ mes "[Thief Guildsman]";
+ mes "You know you cannot be a thief without an application.....";
+ mes "What's on your mind..?";
+ close;
+ }
+ mes "[Thief Guildsman]";
+ mes "Well, are you that proud of it?";
+ mes "You're telling me so proudly that you want to be a Thief! Why don't you go to all the villages and advertise yourself for being a thief?";
+ mes "'Ha ha ha! Go put up a banner that says 'I will be a proud thief who steals other people's stuff.'";
+ next;
+ mes "[Thief Guildsman]";
+ mes "Do you want to be a thief so badly?";
+ next;
+ switch(select("Yes.:No.:How about you?")) {
+ case 1:
+ mes "[Thief Guildsman]";
+ mes "Oh, do you...? Huh.. well... I do live and learn to see strange people like you.";
+ next;
+ break;
+ case 2:
+ mes "[Thief Guildsman]";
+ mes "Then why are you here? Do you think you can become a thief so easily?";
+ next;
+ break;
+ case 3:
+ mes "[Thief Guildsman]";
+ mes "Eh..? me? me?";
+ mes "Well... I just fit well to being a thief... characteristically... I don't mind this silly matter.";
+ next;
+ break;
+ }
+ mes "[Thief Guildsman]";
+ mes "Anyway, in the outside world, never say that you want to be a Thief!!";
+ next;
+ mes "[Thief Guildsman]";
+ mes "So, do you want to apply for being a Thief?";
+ next;
+ if(select("Yes, I do.:No.") == 2) {
+ mes "[Thief Guildsman]";
+ mes "Well... do what you want to do~ Go your way~";
+ close;
+ }
+ mes "[Thief Guildsman]";
+ mes "Alright, tell me your name. Huh? What?";
+ mes ""+strcharinfo(0)+". So "+strcharinfo(0)+", right...?";
+ next;
+ if (getskilllv("NV_BASIC") < 9) {
+ mes "[Thief Guildsman]";
+ mes "I can see your strong will to become a Thief......";
+ mes "But only with your will, you cannot make it in a real fight, can you?";
+ mes "So go and reach at least Basic Skill Level 9.";
+ close;
+ }
+ mes "[Thief Guildsman]";
+ mes "Hmm.... I found your interesting criminal records from the data of the detective agency. Well you seem to have what it takes to be a good thief.";
+ mes ""+strcharinfo(0)+". I now declare that you have passed the job interview!";
+ next;
+ mes "[Thief Guildsman]";
+ mes "Well, I'm not in charge of making you a Thief. I just accept applications, get it?";
+ mes "If you want to become a Thief, ask the guy next to me.";
+ set q_job_thief,1;
+ close;
+}
+
+moc_prydb1,42,133,2 script Thief Guildsman#thief 118,{
+ if(q_job_thief == 1) {
+ mes "[Thief Guildsman]";
+ mes "Alright. You must have passed the job interview, huh?";
+ mes "Good. I'll accept you.";
+ mes "Let's begin the job-changing ceremony of our guild!";
+ next;
+ mes "[Commander of Thief Guild]";
+ mes "'"+strcharinfo(0)+".'";
+ mes "'For those who are ready, the moonlight shall open the way. Now you are fully ready, I now officially allow you to become a member of the Thief Guild.'";
+ jobchange Job_Thief;
+ set q_job_thief,0;
+ getitem 13041,1; // N_Main_Gauche
+ next;
+ mes "[Commander of Thief Guild]";
+ mes "'Congratulations on becoming a Thief.'";
+ mes "'From now on, keep the rules of our guild and be an honorable member.'";
+ mes "'If you bring us any disgrace by breaking our rules, you better watch your back.'";
+ mes "'Anyway, I expect you to be a great thief.'";
+ next;
+ mes "[Brad]";
+ mes "Heee~Yaaaa~! Congratulations! My friend.";
+ mes "My name is 'Brad'. I'm in charge of human resources here.";
+ mes "I'm not sure for now but you'll have more chances to see me later on.";
+ next;
+ mes "[Brad]";
+ mes "Okay, I've done what I can do to you, so go on your way. I'm quite a busy man.";
+ mes "See you again.";
+ close;
+ }
+ if(Class != Job_Novice) {
+ if(Class == Job_Thief) {
+ mes "[Brad]";
+ mes "I don't have any special events now. So go on your way and come back later.";
+ }else{
+ mes "[Thief Guildsman]";
+ mes "Hey~ Hey~ You're not a novice or a thief!";
+ mes "What are you doing here? You're not welcome to make this place your home~ Hweeeee~ Get outta here~";
+ }
+ close;
+ }
+ mes "[Thief Guildsman]";
+ mes "Ho? Why is a novice like you visiting here?";
+ mes "If you are here to be a Thief, ask the nasty-tempered lady right next to me.";
+ close;
+}
diff --git a/npc/pre-re/jobs/1-1e/gunslinger.txt b/npc/pre-re/jobs/1-1e/gunslinger.txt
new file mode 100644
index 000000000..4b768a58a
--- /dev/null
+++ b/npc/pre-re/jobs/1-1e/gunslinger.txt
@@ -0,0 +1,423 @@
+//===== rAthena Script =======================================
+//= Gunslinger Job Quest
+//===== By: ==================================================
+//= erKURITA, RockmanEXE, Kisuka
+//===== Current Version: =====================================
+//= 2.2
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= Gunslinger Job Change Quest
+//===== Additional Comments: =================================
+//= 1.0 Made the NPC [erKURITA]
+//= 1.5 Couple fixes to the npc, aswell as adding the missing
+//= 3 green herbs. [erKURITA]
+//= 1.6 job number->const, commonized variable name,
+//= optimized [Lupus]
+//= 1.7 Now uses only ONE variable GUNS_Q [Lupus]
+//= 1.7a Grammar fixes, few spelling fixes, etc [CBMaster]
+//= 1.7b Parenthesis fixes [KarLaeda]
+//= 1.8 Fixed the reward you can get [Playtester]
+//= 1.9 Removed some 'clever' script constructs [ultramage]
+//= 2.0 Updated to official version - Thanks to Omega for
+//= his first try [SinSloth] 1.10b - removed .GATs [Lupus]
+//= 2.1 Wise Bull Horn now deletes all items. Thanks to yyCC. [L0ne_W0lf]
+//= 2.1a Corrected a Typo error ";;". [Samuray22]
+//= 2.1b Corrected some typos errors. (bugreport:1549) [Samuray22]
+//= 2.1c Fixed some missing/messed up item checks. (bugreport:2693) [Kisuka]
+//= 2.2 Updated to match AEGIS script and Added Quest Log commands. [Kisuka]
+//============================================================
+
+que_ng,152,167,3 script Master Miller 901,{
+ if (Upper == 2) {
+ mes "[Master Miller]";
+ mes "Well, aren't you an";
+ mes "adorable little child~";
+ mes "Where's your mommy?";
+ mes "This place is dangerous, so";
+ mes "please go home soon, okay?";
+ close;
+ }
+ if (Class == Job_Novice) {
+ if (JobLevel < 10 || getskilllv("NV_BASIC") < 9) {
+ mes "[Master Miller]";
+ mes "Interested in becoming";
+ mes "a Gunslinger, eh? You've";
+ mes "got potential, but you're";
+ mes "not yet experienced enough.";
+ mes "Just train yourself a bit more,";
+ mes "and then come back, you hear?";
+ close;
+ }
+ if (GUNS_Q == 0) {
+ mes "[Master Miller]";
+ mes "I'm Miller, a full time";
+ mes "Gunslinger drillmaster, and";
+ mes "full time guardian for Lady";
+ mes "Selena. Now, what do you";
+ mes "need? If it's not important, then I can't make the time for you.";
+ next;
+ if(select("Nothing.:I want to become a Gunslinger.") == 1) {
+ mes "[Master Miller]";
+ mes "Don't waste my time.";
+ mes "If you do want to become";
+ mes "a Gunslinger, then come";
+ mes "back and talk to me.";
+ close;
+ }
+ mes "[Master Miller]";
+ mes "Hm. You're pretty young, but";
+ mes "your eyes tell me that you're";
+ mes "pretty ambitious. You'll need to pass our interview and educational";
+ mes "course to become a Gunslinger. Do you want to apply for the job?";
+ next;
+ if(select("Give me some time to think.:Sure!") == 1) {
+ mes "[Master Miller]";
+ mes "Understandable.";
+ mes "If you do decide that";
+ mes "you want to become";
+ mes "a Gunslinger, then let";
+ mes "me know right away.";
+ mes "I'll get you started.";
+ close;
+ }
+ mes "[Master Miller]";
+ mes "Great, great. Alright then,";
+ mes "let's get you started. Take";
+ mes "this letter to Mr. Wise Bull";
+ mes "Horn in Payon. He's a shaman";
+ mes "that will judge whether or not";
+ mes "you qualify to be a Gunslinger.";
+ set GUNS_Q,1;
+ setquest 6020;
+ close;
+ }
+ else if(GUNS_Q == 1) {
+ mes "[Master Miller]";
+ mes "Take that letter of";
+ mes "introduction I've written";
+ mes "for you to Mr. Wise Bull";
+ mes "Horn in Payon. He'll test";
+ mes "you to see if you're really";
+ mes "Gunslinger material.";
+ close;
+ }
+ else if(GUNS_Q == 2) {
+ mes "[Master Miller]";
+ mes "Hmm... Wise Bull Horn";
+ mes "asked you to collect the";
+ mes "items you need to make the";
+ mes "voucher? Hm. I guess that's";
+ mes "part of his qualification test.";
+ close;
+ }
+ else if(GUNS_Q == 3) {
+ mes "[Master Miller]";
+ mes "Wise Bull Horn asked";
+ mes "you to bring him some";
+ mes "Milk? He must really like";
+ mes "you if he's already asking";
+ mes "for favors. Good luck, friend.";
+ close;
+ }
+ else if(GUNS_Q == 4) {
+ mes "[Master Miller]";
+ mes "I expect to hear good";
+ mes "news from you soon. You";
+ mes "know, I have no doubt that";
+ mes "you'll become a Gunslinger.";
+ close;
+ }
+ else if(GUNS_Q == 5) {
+ if (Skillpoint != 0) {
+ mes "[Master Miller]";
+ mes "Hey, you have leftover";
+ mes "Skill Points. You better";
+ mes "use them all up before you";
+ mes "come and talk to me again.";
+ close;
+ }
+ mes "[Master Miller]";
+ mes "Oh, you've brought a";
+ mes "voucher from Wise Bull Horn?";
+ mes "It's been a while since he's";
+ mes "given one to anybody, so";
+ mes "I'm really proud of you!";
+ next;
+ mes "[Master Miller]";
+ mes "If Wise Bull Horn approves,";
+ mes "then I have no reason to";
+ mes "reject you. Alright then, I'll";
+ mes "promote you to a Gunslinger.";
+ mes "But first, let me explain";
+ mes "our job in more detail.";
+ next;
+ mes "[Master Miller]";
+ mes "As a Gunslinger, you must";
+ mes "keep your gun with you at";
+ mes "all times. The Gunslinger";
+ mes "Guild keeps track of every Gun";
+ mes "and Bullet, so you can only get";
+ mes "them from our guild members.";
+ next;
+ mes "[Master Miller]";
+ mes "Don't worry, Gunslinger";
+ mes "Guildsmen can be found almost";
+ mes "anywhere these days. Anyway,";
+ mes "it has to be this way by order of our guild leader, Lady Selena.";
+ next;
+ mes "[Master Miller]";
+ mes "You might get the chance to";
+ mes "meet her one of these days.";
+ mes "Anyway, just now that we have";
+ mes "to regulate Gun and Bullet sales to keep them away from evil";
+ mes "or irresponsible folk.";
+ next;
+ mes "[Master Miller]";
+ mes "In any case, it's always";
+ mes "a pleasure for me to talk";
+ mes "to another Gunslinger, so";
+ mes "let's keep in touch. May the";
+ mes "power of the earth protect";
+ mes "you in all of your adventures~";
+ callfunc "Job_Change",Job_Gunslinger;
+ set GUNS_Q,6;
+ completequest 6024;
+ if (rand(1,2) == 1) {
+ getitem 13100,1; // Six_Shooter
+ }else{
+ getitem 13150,1; // Branch
+ }
+ close;
+ }
+ }else{
+ if (Class == Job_Gunslinger) {
+ mes "[Master Miller]";
+ mes "Oh! Long time, no see,";
+ mes "friend. How have you been?";
+ mes "I hope you've been keeping";
+ mes "you Gun well maintained.";
+ mes "Take care of it, and it'll take";
+ mes "care of you. Remember it.";
+ close;
+ }else{
+ mes "[Master Miller]";
+ mes "If you don't have";
+ mes "any business with me,";
+ mes "then please go on your way.";
+ close;
+ }
+ }
+}
+
+payon,184,65,3 script Wise Bull Horn 866,{
+ if (GUNS_Q == 1) {
+ mes "[Wise Bull Horn]";
+ mes "Hello, young wolf.";
+ mes "What business has";
+ mes "brought you before me?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Mr. Miller sent me to";
+ mes "deliver this letter to you.";
+ mes "Actually, I'm interested in";
+ mes "becoming a Gunslinger...";
+ next;
+ mes "[Wise Bull Horn]";
+ mes "Miller, you said?";
+ mes "Hm, the Black Fox doesn't";
+ mes "give introductions for anyone";
+ mes "he doesn't believe will make";
+ mes "a good Gunslinger. Yes, I think";
+ mes "I know why he sent you to me.";
+ next;
+ mes "[Wise Bull Horn]";
+ mes "I can see it in your eyes:";
+ mes "you've got a warm heart and a";
+ mes "strong sense of responsibility.";
+ mes "All you need is the blessing";
+ mes "of the Earth to protect you";
+ mes "as a Gunslinger.";
+ next;
+ mes "[Wise Bull Horn]";
+ mes "I can make a voucher that";
+ mes "will demonstrate your desire";
+ mes "to become a warrior of the";
+ mes "earth for you to present to";
+ mes "Gunslinger drillmasters.";
+ mes "I shall need these items...";
+ next;
+ mes "[Wise Bull Horn]";
+ mes "^3355FF1 Trunk^000000,";
+ mes "^3355FF3 Fluffs^000000,";
+ mes "^3355FF3 Zargons^000000,";
+ mes "^3355FF10 Shells^000000,";
+ mes "^3355FF3 Green Herbs^000000, and";
+ mes "^3355FF3 Rainbow Shells^000000.";
+ next;
+ mes "[Wise Bull Horn]";
+ mes "After I complete the";
+ mes "voucher, you may bring";
+ mes "it to Black Fox, and he";
+ mes "will help you achieve";
+ mes "your goal of becoming";
+ mes "a Gunslinger.";
+ set GUNS_Q,2;
+ changequest 6020,6021;
+ close;
+ }
+ else if(GUNS_Q == 2) {
+ if (countitem(912) < 3 || countitem(914) < 3 || countitem(1019) < 1 || countitem(935) < 10 || countitem(511) < 3 || countitem(1013) < 3) {
+ mes "[Wise Bull Horn]";
+ mes "I can make a voucher that";
+ mes "will demonstrate your desire";
+ mes "to become a warrior of the";
+ mes "earth for you to present to";
+ mes "Gunslinger drillmasters.";
+ mes "I shall need these items...";
+ next;
+ mes "[Wise Bull Horn]";
+ mes "^3355FF1 Trunk^000000,";
+ mes "^3355FF3 Fluffs^000000,";
+ mes "^3355FF3 Zargons^000000,";
+ mes "^3355FF10 Shells^000000,";
+ mes "^3355FF3 Green Herbs^000000, and";
+ mes "^3355FF3 Rainbow Shells^000000.";
+ next;
+ mes "[Wise Bull Horn]";
+ mes "After I complete the";
+ mes "voucher, you may bring";
+ mes "it to Black Fox, and he";
+ mes "will help you achieve";
+ mes "your goal of becoming";
+ mes "a Gunslinger.";
+ close;
+ }
+ delitem 912,3; // Zargon
+ delitem 914,3; // Fluff
+ delitem 1019,1; // Wooden_Block
+ delitem 935,10; // Shell
+ delitem 511,3; // Green_Herb
+ delitem 1013,3; // Colorful_Shell
+ set GUNS_Q,3;
+ changequest 6021,6022;
+ mes "[Wise Bull Horn]";
+ mes "Ah, you've returned";
+ mes "with everything I need.";
+ mes "Please give me some time";
+ mes "to make the voucher. If you";
+ mes "come back in a little while,";
+ mes "I should be finished with it.";
+ close;
+ }
+ else if(GUNS_Q == 3) {
+ mes "[Wise Bull Horn]";
+ mes "Oh, you've arrived just";
+ mes "in time. It's been a while";
+ mes "since I've made one of these vouchers, so I might be a little";
+ mes "rusty. Still, this really takes me back to the days of my youth.";
+ next;
+ mes "[Wise Bull Horn]";
+ mes "I've been serving in this";
+ mes "position of choosing worthy";
+ mes "recipients of Gunslinger";
+ mes "vouchers for a few decades";
+ mes "now. But before that, I was a";
+ mes "young adventurer just like you.";
+ next;
+ mes "[Wise Bull Horn]";
+ mes "It feels like it was only";
+ mes "yesterday when I held my own";
+ mes "little voucher as a Gunslinger,";
+ mes "a warrior of the earth. That's";
+ mes "when I met Selena's father...";
+ mes "How can time pass so quickly?";
+ next;
+ mes "[Wise Bull Horn]";
+ mes "Ah... I reallly appreciate";
+ mes "Selena and Black Fox for all";
+ mes "of their help in recruiting";
+ mes "young Gunslingers. I'm very";
+ mes "old now, and can't do everything by myself. *Sigh...* Such is life.";
+ next;
+ mes "[Wise Bull Horn]";
+ mes "Before you leave, may";
+ mes "I ask you for a small favor?";
+ mes "I'm thirsty, and would like";
+ mes "a cold glass of Milk. Would";
+ mes "you please bring me some?";
+ set GUNS_Q,4;
+ changequest 6022,6023;
+ close;
+ }
+ else if(GUNS_Q == 4) {
+ if (countitem(519) < 1) {
+ mes "[Wise Bull Horn]";
+ mes "I'm an old man that will";
+ mes "soon be reunited with mother";
+ mes "earth. Would you do this old";
+ mes "Gunslinger a favor a bring me";
+ mes "a cold glass of Milk, please?";
+ close;
+ }
+ delitem 519,1; // Milk
+ set GUNS_Q,5;
+ changequest 6023,6024;
+ mes "[Wise Bull Horn]";
+ mes "Oh, thank you for your!";
+ mes "generosity--I see that";
+ mes "you've brought me some";
+ mes "Milk. Ahhhh, delicious~";
+ next;
+ mes "[Wise Bull Horn]";
+ mes "I admire the patience,";
+ mes "gentleness, and kindness";
+ mes "that you've proven by bringing";
+ mes "this to me. Yes, those are traits we all want Gunslingers to have.";
+ next;
+ mes "[Wise Bull Horn]";
+ mes "Now, please take this voucher";
+ mes "to Miller, the Black Fox, with";
+ mes "my whole hearted approval.";
+ mes "I hope that you will use your";
+ mes "gun to uphold justice as a";
+ mes "noble warrior of the earth.";
+ next;
+ mes "[Wise Bull Horn]";
+ mes "Eeh~Yeah~Eeh~Hooom";
+ mes "Eeh~Yeah~Eeh~Hooom";
+ mes "Maaaaarrraaa Neeey~";
+ mes "Yippee Yippee Yai Yocaiyay~";
+ close;
+ }
+ else if(GUNS_Q == 5) {
+ mes "[Wise Bull Horn]";
+ mes "Please take this voucher";
+ mes "to Miller, the Black Fox, with";
+ mes "my whole hearted approval.";
+ mes "I hope that you will use your";
+ mes "gun to uphold justice as a";
+ mes "noble warrior of the earth.";
+ next;
+ mes "[Wise Bull Horn]";
+ mes "Eeh~Yeah~Eeh~Hooom";
+ mes "Eeh~Yeah~Eeh~Hooom";
+ mes "Maaaaarrraaa Neeey~";
+ mes "Yippee Yippee Yai Yocaiyay~";
+ close;
+ }
+ else if(GUNS_Q == 6) {
+ mes "[Wise Bull Horn]";
+ mes "AAh, long time no see.";
+ mes "I hope that you become";
+ mes "a smart beast, and use";
+ mes "your powers as a Gunslinger to protect what is good and just.";
+ close;
+ }
+ else {
+ mes "[Wise Bull Horn]";
+ mes "Zzzzzz~";
+ mes "^333333*Phew*^000000";
+ close;
+ }
+}
diff --git a/npc/pre-re/jobs/1-1e/ninja.txt b/npc/pre-re/jobs/1-1e/ninja.txt
new file mode 100644
index 000000000..dcd9a851a
--- /dev/null
+++ b/npc/pre-re/jobs/1-1e/ninja.txt
@@ -0,0 +1,588 @@
+//===== rAthena Script =======================================
+//= Ninja Job Quest
+//===== By: ==================================================
+//= Legionaire, Kisuka
+//===== Current Version: =====================================
+//= 1.6
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= Ninja Job Change Quest
+//===== Additional Comments: =================================
+//= 1.1 Optimized, updated, checked [Lupus]
+//= 1.2 Added Akagi [Playtester]
+//= 1.3 Updated dialogs to official ones and optimized [SinSloth]
+//= 1.4 Fixed a minor bug [SinSloth]
+//= 1.5 Updated to match AEGIS script and Added Quest Log commands. [Kisuka]
+//= 1.6 Fixed AEGIS amatsu warp typo. [Kisuka]
+//============================================================
+
+alberta,30,65,3 script Akagi 730,{
+ if (Class == Job_Novice) {
+ if (JobLevel == 10) {
+ mes "[Akagi]";
+ mes "Hmmm...";
+ mes "You must have come,";
+ mes "sensing that someone";
+ mes "is waiting for you here.";
+ mes "Tell me, do you seek";
+ mes "the path of patience?";
+ next;
+ if(select("No:Yes") == 1) {
+ mes "[Akagi]";
+ mes "I see.";
+ mes "To each his own,";
+ mes "I suppose. Take";
+ mes "care of yourself.";
+ close;
+ }
+ mes "[Akagi]";
+ mes "Very well.";
+ mes "Then, let me";
+ mes "set you on that";
+ mes "path right away...";
+ close2;
+ switch(rand(3)) {
+ case 1:
+ warp "amatsu",170,229;
+ end;
+ case 2:
+ warp "amatsu",216,188;
+ end;
+ default:
+ warp "amatsu",178,176;
+ end;
+ }
+ }else{
+ mes "[Akagi]";
+ mes "Hm? I cannot be";
+ mes "of any service to";
+ mes "you until you grow";
+ mes "a little stronger...";
+ close;
+ }
+ }else{
+ mes "[Akagi]";
+ mes "Hmm...";
+ mes "You and I...";
+ mes "We are fairly equal in";
+ mes "terms of combat ability.";
+ mes "Perhaps we can spar";
+ mes "together sometime.";
+ close;
+ }
+}
+
+que_ng,30,65,3 script Cougar#nq 730,{
+ if (Upper == 2) {
+ mes "[Cougar]";
+ mes "I... I've never";
+ mes "seen a baby as";
+ mes "powerful as you!";
+ mes "G-get away, you";
+ mes "freak of nature!";
+ close;
+ }
+ if (Class == Job_Novice) {
+ if (JobLevel < 10) {
+ mes "[Cougar]";
+ mes "Hm? Have you come to";
+ mes "learn how to be a Ninja?";
+ mes "You're not quite experienced";
+ mes "enough yet, so come back";
+ mes "after you're more familiar";
+ mes "with fighting monsters.";
+ close;
+ }
+ if (NINJ_Q == 0) {
+ mes "["+strcharinfo(0)+"]";
+ mes "Excuse me.";
+ mes "H-hello?";
+ next;
+ mes "[Cougar]";
+ mes "...............................";
+ mes "How did you do that?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Do what? I didn't";
+ mes "do anything, I don't think...";
+ next;
+ mes "[Cougar]";
+ mes "H-How are you able to";
+ mes "see me? I'm supposed to";
+ mes "be invisible to the naked eye.";
+ mes "Ah, now I get it. Wildcat Joe";
+ mes "must have sent you to kill me! I won't fall for your tricks! Die!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "W-wait! I-I don't even";
+ mes "know who Wildcat Joe is!";
+ mes "Calm down, there's no";
+ mes "need to get violent!";
+ next;
+ mes "[Cougar]";
+ mes "What...?";
+ mes "How did you dodge";
+ mes "all of my attacks?";
+ mes "You've got some talent,";
+ mes "I'll give you that.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "...............................";
+ mes "I came here hoping";
+ mes "to change my job";
+ mes "to a Ninja.";
+ next;
+ mes "[Cougar]";
+ mes "...Oh. Is that all?";
+ mes "Hmm, you've got great";
+ mes "potential, but I can't help";
+ mes "you now. I've got too many";
+ mes "enemies, and I can't let my";
+ mes "guard down for even a second.";
+ next;
+ mes "[Cougar]";
+ mes "That Wildcat Joe is";
+ mes "completely ruthless...!";
+ mes "He could strike at any time!";
+ mes "He'll do anything to achieve";
+ mes "victory over his enemies!";
+ next;
+ mes "[Cougar]";
+ mes "Wait, wait, I just";
+ mes "thought of something.";
+ mes "Maybe you can help me out.";
+ mes "Do what I ask, and I'll teach";
+ mes "you a few of my skills if you";
+ mes "really want to be a Ninja.";
+ next;
+ if(select("Sure.:No, thanks.") == 2) {
+ mes "[Cougar]";
+ mes "Hm? Well, alright.";
+ mes "Still, I don't see";
+ mes "why we can't help";
+ mes "each other in this";
+ mes "little predicament...";
+ close;
+ }
+ mes "[Cougar]";
+ mes "Great! Now, I wanted to";
+ mes "ask Wildcat Joe if he'd";
+ mes "agree to a temporary truce.";
+ mes "I'm aware that both of us";
+ mes "are out of weapons, so we";
+ mes "should get well equipped first.";
+ next;
+ mes "[Cougar]";
+ mes "Please take this letter,";
+ mes "and deliver it to Wildcat";
+ mes "Joe in Einbroch. He's a master";
+ mes "of disguise, so keep a careful";
+ mes "eye out for him. Ah, and look";
+ mes "for him in a high place.";
+ next;
+ mes "[Cougar]";
+ mes "Yeah, Wildcat Joe";
+ mes "always did have a thing";
+ mes "for hiding in high places.";
+ mes "Anyway, after you give him";
+ mes "the letter, come back and";
+ mes "let me know his answer.";
+ set NINJ_Q,1;
+ setquest 6015;
+ close;
+ }
+ else if(NINJ_Q == 1) {
+ mes "[Cougar]";
+ mes "Even if this task";
+ mes "isn't that urgent,";
+ mes "please hurry over to";
+ mes "Einbroch and deliver";
+ mes "my letter to Wildcat Joe.";
+ close;
+ }
+ else if(NINJ_Q == 2) {
+ mes "[Cougar]";
+ mes "Did you deliver that";
+ mes "letter to Wildcat Joe?";
+ mes "I still need to know his";
+ mes "response to my proposal";
+ mes "for a truce. Anyway, see";
+ mes "if you can needle him for it.";
+ close;
+ }
+ else if(NINJ_Q == 3) {
+ mes "[Cougar]";
+ mes "Ah, you've returned.";
+ mes "So did Wildcat Joe send";
+ mes "you back here with his";
+ mes "response? Great, great,";
+ mes "please let me read it.";
+ next;
+ mes "[Cougar]";
+ mes "What...?! How could he";
+ mes "reject my proposal for";
+ mes "a truce?! This can only";
+ mes "mean that he's made another";
+ mes "Kunai. Nuts! I have to catch";
+ mes "up to him, or I'm a goner!";
+ next;
+ mes "[Cougar]";
+ mes "Listen, you've got to help";
+ mes "me out again! I need you to";
+ mes "gather some materials so that";
+ mes "I can craft my own Kunai to fight Wildcat Joe. Then, I'll go ahead";
+ mes "and change your job to a Ninja.";
+ next;
+ mes "[Cougar]";
+ mes "All you need";
+ mes "to bring me is";
+ mes "^3355FF5 Cyfars^000000 and";
+ mes "^3355FF1 Phracon^000000.";
+ mes "Please get those";
+ mes "as quickly as you can!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Huh? That's funny,";
+ mes "Wildcat Joe actually";
+ mes "asked me to gather";
+ mes "those same materials.";
+ next;
+ mes "[Cougar]";
+ mes "Curses! Then that means...";
+ mes "You actually helped Joe";
+ mes "in crafting his Kunai! No!";
+ mes "I should have thought about";
+ mes "that earlier! Well, it's too";
+ mes "late now. Just h-hurry it up!";
+ set NINJ_Q,4;
+ changequest 6017,6018;
+ close;
+ }
+ else if(NINJ_Q == 4) {
+ if (countitem(7053) < 5 || countitem(1010) < 1) {
+ mes "[Cougar]";
+ mes "Hurry and bring";
+ mes "^3355FF5 Cyfars^000000 and";
+ mes "^3355FF1 Phracon^000000 to me,";
+ mes "so that I can craft";
+ mes "my own Kunai to use";
+ mes "against Wildcat Joe!";
+ close;
+ }
+ if (Skillpoint != 0) {
+ mes "[Cougar]";
+ mes "Whoa, whoa...";
+ mes "You still have some";
+ mes "leftover Skill Points.";
+ mes "You'd better spend all";
+ mes "of them before you";
+ mes "change jobs, right?";
+ close;
+ }
+ mes "[Cougar]";
+ mes "Ah, you're back with";
+ mes "everything that I need.";
+ mes "You've come earlier than";
+ mes "I expected, eh? Great,";
+ mes "as promised, I'll turn";
+ mes "you into a Ninja.";
+ next;
+ mes "[Cougar]";
+ mes "Let me formally introduce";
+ mes "myself. I am High Ninja Cougar";
+ mes "in the Touga Ninja Corps, and";
+ mes "I'm in charge of the search";
+ mes "party to find Sir Kazma.";
+ next;
+ mes "[Cougar]";
+ mes "Sir Kazma is the chief";
+ mes "of my village, but he's";
+ mes "run away. This has resulted";
+ mes "in an internal conflict within";
+ mes "the Ninja Corps. Things are";
+ mes "pretty unstable right now...";
+ next;
+ mes "[Cougar]";
+ mes "I initially didn't want to";
+ mes "accept you as a Ninja because";
+ mes "of this complicated situation.";
+ mes "However, you've proven that";
+ mes "you're truly worthy of joining";
+ mes "the Ninja ranks.";
+ next;
+ mes "[Cougar]";
+ mes "According to his letter, even";
+ mes "Joe thinks highly of you. Just";
+ mes "remember that, as a Ninja, your";
+ mes "mission is your highest priority. But don't let mission objectives";
+ mes "supercede your conscience.";
+ next;
+ mes "[Cougar]";
+ mes "''Secrecy above all else.''";
+ mes "To keep our secrets in the";
+ mes "shadows, you can only buy";
+ mes "or sell Ninja weapons with";
+ mes "authorized dealers. Please";
+ mes "keep that in mind.";
+ next;
+ mes "[Cougar]";
+ mes "As of today, you are";
+ mes "now a proud member of the";
+ mes "Touga Ninja Corps. Be as";
+ mes "agile as the wind, and as";
+ mes "quiet as the falling shadows.";
+ callfunc "Job_Change",Job_Ninja;
+ set NINJ_Q,5;
+ delitem 7053,5; // Cyfar
+ delitem 1010,1; // Phracon
+ getitem 13010,1; // Asura
+ completequest 6018;
+ close;
+ }
+ else {
+ mes "[Cougar]";
+ mes "How have you been?";
+ mes "Train hard: you want";
+ mes "to be able to vanish";
+ mes "without a trace. If you";
+ mes "can do that, you'll get";
+ mes "the respect of any Ninja~";
+ close;
+ }
+ }else{
+ if (Class == Job_Ninja) {
+ mes "[Cougar]";
+ mes "How have you been?";
+ mes "Train hard: you want";
+ mes "to be able to vanish";
+ mes "without a trace. If you";
+ mes "can do that, you'll get";
+ mes "the respect of any Ninja~";
+ close;
+ }else{
+ mes "[Cougar]";
+ mes "What...?";
+ mes "How were you able";
+ mes "to find me hidden";
+ mes "in the shadows?!";
+ mes "You must be more than";
+ mes "a common adventurer, eh?";
+ close;
+ }
+ }
+}
+
+einbroch,184,194,3 script Suspicious Man#nq 881,{
+ if (NINJ_Q == 1) {
+ mes "[Suspicious Man]";
+ mes "I've traveled to many";
+ mes "countries, but I've never";
+ mes "been on a building as high";
+ mes "as Einbroch Tower. All the";
+ mes "buildings in my hometown";
+ mes "are tiny in comparison...";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Oh, are you from";
+ mes "Amatsu? I'm looking";
+ mes "for someone named";
+ mes "Wildcat Joe from there.";
+ next;
+ mes "[Suspicious Man]";
+ mes "...No. No, I'm actually";
+ mes "from Izlude, and I'm only";
+ mes "here in Einbroch for some";
+ mes "minerals. Tell me, why are";
+ mes "you looking for this Wildcat Joe?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Well, I need to deliver";
+ mes "this letter to him and";
+ mes "get his response so that";
+ mes "I can become a Ninja.";
+ next;
+ mes "[Suspicious Man]";
+ mes "Really? Now that I think";
+ mes "about it, I do think that I've";
+ mes "run once or twice into him";
+ mes "in this town. Though, he prefers to be called ''Red Leopard Joe,''";
+ mes "instead of ''Wildcat Joe.''";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I really want to help you";
+ mes "find him, but first I need";
+ mes "to find the minerals that";
+ mes "I'm looking for. If you don't";
+ mes "mind, would you help me?";
+ mes "Then I can help you find Joe.";
+ next;
+ if(select("Don't worry, I'll find him alone.:Sure, I'll help you.") == 1) {
+ mes "[Suspicious Man]";
+ mes "You sure about that...?";
+ mes "Red Leopard Joe is a true";
+ mes "master of disguise. You'll";
+ mes "need all the help you can";
+ mes "get to find him...";
+ close;
+ }
+ mes "[Suspicious Man]";
+ mes "Great, I'm glad to";
+ mes "hear that. Please";
+ mes "help me find";
+ mes "^3355FF5 Cyfars^000000 and";
+ mes "^3355FF1 Phracon^000000.";
+ set NINJ_Q,2;
+ changequest 6015,6016;
+ close;
+ }
+ else if(NINJ_Q == 2) {
+ if (countitem(7053) < 5 || countitem(1010) < 1) {
+ mes "[Suspicious Man]";
+ mes "Please bring";
+ mes "^3355FF5 Cyfars^000000 and";
+ mes "^3355FF1 Phracon^000000 to me as";
+ mes "soon as you can. Then,";
+ mes "I can help you find";
+ mes "Red Leopard Joe.";
+ close;
+ }
+ mes "[Suspicious Man]";
+ mes "Good, good. You've";
+ mes "brought the minerals...";
+ mes "Now, it's my turn to";
+ mes "help you now. Here,";
+ mes "let me see that letter.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "?????!!";
+ next;
+ mes "[Suspicious Man]";
+ mes "Why? Didn't you bring Cougar's letter for me?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Are you...";
+ mes "Are you Wildcat Joe?";
+ next;
+ mes "[Suspicious Man]";
+ mes "...Yes, but I prefer to";
+ mes "be called Red Leopard Joe.";
+ mes "Cougar sent you to me, right?";
+ mes "He's the only one who calls";
+ mes "me that. So you want to be";
+ mes "a Ninja, eh? Hmm, alright.";
+ next;
+ mes "[Red Leopard Joe]";
+ mes "If you want to be a Ninja,";
+ mes "you should always be careful";
+ mes "of what you see and what you trust. Don't forget that if your";
+ mes "secrets are ever discovered, then you're finished as a Ninja.";
+ next;
+ mes "[Red Leopard Joe]";
+ mes "Remember to move";
+ mes "quickly, and to always";
+ mes "vanish without a trace.";
+ mes "To remain hidden in the";
+ mes "shadows is really our";
+ mes "ultimate power.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I see...";
+ mes "...........";
+ next;
+ mes "[Red Leopard Joe]";
+ mes "For now, let me read";
+ mes "this letter. Let's see...";
+ mes "Hm. I thought that Cougar";
+ mes "would want to challenge me";
+ mes "again, but he actually wants";
+ mes "a temporary truce? Hah!";
+ next;
+ mes "[Red Leopard Joe]";
+ mes "Thanks to your help,";
+ mes "I now have the minerals";
+ mes "I need to construct a Kunai!";
+ mes "Hahaha! I won't agree to a truce when I have the advantage!";
+ next;
+ mes "[Red Leopard Joe]";
+ mes "Anyway, let me write my";
+ mes "response to him. I'll also";
+ mes "give you my recommendation...";
+ mes "I think you'll make a very fine";
+ mes "Ninja, even if I did trick you";
+ mes "just earlier. Heh heh heh!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "......";
+ mes ".........";
+ mes "............";
+ next;
+ mes "[Red Leopard Joe]";
+ mes "Here you go.";
+ mes "Please bring this";
+ mes "letter to Cougar.";
+ mes "It'll take a while to";
+ mes "return to Amatsu, so let";
+ mes "me send you there directly...";
+ delitem 1010,1; // Phracon
+ delitem 7053,5; // Cyfar
+ set NINJ_Q,3;
+ changequest 6016,6017;
+ close2;
+ warp "amatsu",113,127;
+ end;
+ }
+ else if(NINJ_Q == 3) {
+ mes "[Red Leopard Joe]";
+ mes "Eh? I'm not sure what";
+ mes "happened, but it seems";
+ mes "that you haven't delivered";
+ mes "my response to Cougar yet.";
+ mes "Shall I directly send you";
+ mes "to Amatsu right now?";
+ next;
+ if(select("No, thanks.:Yes, please.") == 1) {
+ mes "[Red Leopard Joe]";
+ mes "Alright. Well, I was";
+ mes "just trying to save";
+ mes "you some time.";
+ close;
+ }
+ mes "[Red Leopard Joe]";
+ mes "Okay, then.";
+ mes "Goodbye for now.";
+ close2;
+ warp "amatsu",113,127;
+ end;
+ }
+ else if(NINJ_Q == 4) {
+ mes "[Red Leopard Joe]";
+ mes "Cougar asked you to";
+ mes "gather some materials";
+ mes "too? Oh well, I suppose";
+ mes "that I can't blame him.";
+ mes "Besides, I should be able";
+ mes "to beat him in a fair fight~";
+ close;
+ }
+ else if(NINJ_Q == 5 && Class == Job_Ninja) {
+ mes "[Red Leopard Joe]";
+ mes "Oh, you're a Ninja~";
+ mes "I hope you continue to";
+ mes "train yourself and master";
+ mes "all the Ninja skills that";
+ mes "you can. Always remember";
+ mes "to blend into the shadows.";
+ close;
+ }
+ else {
+ mes "[Tourist]";
+ mes "I've traveled to many";
+ mes "countries, but I've never";
+ mes "been on a building as high";
+ mes "as Einbroch Tower. All the";
+ mes "buildings in my hometown";
+ mes "are tiny in comparison...";
+ close;
+ }
+}
diff --git a/npc/pre-re/jobs/1-1e/taekwon.txt b/npc/pre-re/jobs/1-1e/taekwon.txt
new file mode 100644
index 000000000..54a6c8ce2
--- /dev/null
+++ b/npc/pre-re/jobs/1-1e/taekwon.txt
@@ -0,0 +1,423 @@
+//===== rAthena Script =======================================
+//= Taekwon Job Quest
+//===== By: ==================================================
+//= Tsuyuki & Samuray22
+//===== Current Version: =====================================
+//= 1.4
+//===== Compatible With: =====================================
+//= rAthena/Freya
+//===== Description: =========================================
+//= Official iRO TaeKwon Job Change Quest
+//===== Additional Comments: =================================
+//= 1.0 Replaced previous TK Job Quest with this one [Tsuyuki]
+//= 1.1 Rewrote to the Aegis Standars. [Samuray22]
+//= 1.2 Fixed position the npc is facing. [Kisuka]
+//= 1.3 Added Quest Log commands. [Kisuka]
+//= 1.4 Removed use of 'goto', and fixed some indentation. [L0ne_W0lf]
+//============================================================
+
+
+payon,157,141,5 script Phoenix#TKJobChange 753,{
+ if(Upper == 2) {
+ mes "[Phoenix]";
+ mes "Hello, child.";
+ close;
+ } else if(Class == Job_Taekwon) {
+ mes "[Phoenix]";
+ mes "How is your training";
+ mes "coming along? As your";
+ mes "techniques become more";
+ mes "refined or spectacular,";
+ mes "never forget that you can";
+ mes "always rely on the basics.";
+ close;
+ } else if(Class > Job_Novice) || (Class == Job_Novice && TK_Q == 0) {
+ mes "[Phoenix]";
+ mes "This land. Our once";
+ mes "beautiful world has been";
+ mes "stained by evil: there are";
+ mes "too many men corrupted by";
+ mes "darkness, too many monsters";
+ mes "threatening the innocent...";
+ next;
+ mes "[Phoenix]";
+ mes "The havoc that reigns in this";
+ mes "world is too much for normal";
+ mes "humans, which cannot stand";
+ mes "up for themselves against such";
+ mes "overwhelming odds. Still, one";
+ mes "must aspire to fight the odds.";
+ next;
+ mes "[Phoenix]";
+ mes "And so, I've dedicated";
+ mes "myself to becoming stronger.";
+ mes "I have been training to achieve";
+ mes "enlightenment, developing an art to hone the mind and body that";
+ mes "I wish to share with the world.";
+ next;
+ mes "[Phoenix]";
+ mes "I may not be able to change";
+ mes "the world on my own, but I'll";
+ mes "never stop training myself";
+ mes "spiritually and physically.";
+ mes "I know that the answer";
+ mes "will come in time...";
+ next;
+ if (Class != Job_Novice && TK_Q != 0) {
+ mes "[Phoenix]";
+ mes "Noble adventurer:";
+ mes "if you know anyone who";
+ mes "has not chosen his path";
+ mes "in life, please recommend";
+ mes "him to me. If interested,";
+ mes "I may teach him my art...";
+ close;
+ }
+ mes "[Phoenix]";
+ mes "If you have not decided on";
+ mes "the path you wish to take in";
+ mes "life, I'd like you to consider";
+ mes "becoming a practitioner of my";
+ mes "art. It won't be easy, but it will lead you to great strength...";
+ next;
+ if(select("Okay, I will join you.","No, thank you.") == 1) {
+ if(getskilllv("NV_BASIC") < 9) {
+ mes "[Phoenix]";
+ mes "How unfortunate!";
+ mes "You're not yet ready to";
+ mes "begin training under my";
+ mes "tutelege with your current";
+ mes "Job Level. Please return when you reach Job Level 9 or higher.";
+ close;
+ }
+ mes "[Phoenix]";
+ mes "Very well... I accept you";
+ mes "as my student. In beginning";
+ mes "training, your physical body";
+ mes "must first be conditioned in";
+ mes "order to perform the skills";
+ mes "that you will be learning.";
+ next;
+ if(BaseLevel > 19) {
+ mes "[Phoenix]";
+ mes "Hm. I see that you have";
+ mes "undergone sufficient physical";
+ mes "training as a Novice. Very good. Then let us prepare for your";
+ mes "spiritual training. Take a deep";
+ mes "breath, speak to me when ready.";
+ set TK_Q, 2;
+ setquest 6001;
+ close;
+ }
+ mes "[Phoenix]";
+ mes "The mind is not necessarily";
+ mes "bound to the limits of the body, but you will never fulfill your";
+ mes "true potential without integrating mind and body. Go, gain ^FF00001 more";
+ mes "Base Level^000000, and then return.";
+ next;
+ set TAEK_Q, BaseLevel;
+ set TK_Q, 1;
+ setquest 6000;
+ mes "[Phoenix]";
+ mes "I understand this is not an";
+ mes "easy task for Novices, but you";
+ mes "must ready yourself for the";
+ mes "hardship for this job. I shall";
+ mes "expect you to be stronger";
+ mes "the next time we meet.";
+ close;
+ }
+ mes "[Phoenix]";
+ mes "I understand. One's life can";
+ mes "take many paths, but you can";
+ mes "only choose to travel on one";
+ mes "at a time. I hope that you work";
+ mes "towards enlightenment in your";
+ mes "very own way, adventurer.";
+ close;
+ }
+ switch(TK_Q) {
+ case 1:
+ if(BaseLevel > TAEK_Q) {
+ set TK_Q, 2;
+ changequest 6000,6001;
+ mes "[Phoenix]";
+ mes "Good. I sense that you";
+ mes "are more in tune with your";
+ mes "inner strength. That is the";
+ mes "natural result of leveling up.";
+ mes "We're ready to proceed with";
+ mes "the next portion of training.";
+ close;
+ }
+ mes "[Phoenix]";
+ mes "You must gain ^FF00001 more";
+ mes "Base Level^000000 to prove that";
+ mes "you can endure the hardship";
+ mes "that entails this job. Never";
+ mes "neglect your training.";
+ close;
+ case 2:
+ mes "[Phoenix]";
+ mes "For your spiritual training,";
+ mes "I will ask you a series of";
+ mes "questions to test your spirit.";
+ mes "Relax. Answer as honestly";
+ mes "as you can. Your will and";
+ mes "convictions will be tested.";
+ next;
+ mes "[Phoenix]";
+ mes "As a practitioner of my";
+ mes "art, the ability to quickly";
+ mes "make the best decision will";
+ mes "be necessary in battle. Now,";
+ mes "we will begin the questioning.";
+ next;
+ mes "[Phoenix]";
+ mes "When you encounter";
+ mes "great difficulty, how do";
+ mes "you generally respond?";
+ next;
+ switch(select( "I face it head on.:Avoid it somehow.:Regroup and analyze the problem.")) {
+ case 1:
+ mes "[Phoenix]";
+ mes "Yes, that is the answer";
+ mes "I wanted. Even if you cannot";
+ mes "handle a problem at first, we";
+ mes "can only benefit from such";
+ mes "strong determination. Don't";
+ mes "let any obstacle stop you.";
+ next;
+ mes "[Phoenix]";
+ mes "Even if you fail, you";
+ mes "can only learn from the";
+ mes "experience when you give";
+ mes "your all. Half-hearted";
+ mes "attempts rarely yield";
+ mes "fruitful results.";
+ next;
+ mes "[Phoenix]";
+ mes "Seeing as you already";
+ mes "understand the importance";
+ mes "of one's will, we'll proceed";
+ mes "to the next question.";
+ next;
+ break;
+ case 2:
+ mes "[Phoenix]";
+ mes "Fool! How do you expect";
+ mes "to mature if you run away";
+ mes "from challenges? Fear can";
+ mes "be a healthy reaction that";
+ mes "can save your life, but true";
+ mes "cowardice is despicable.";
+ next;
+ mes "[Phoenix]";
+ mes "It disappoints me to";
+ mes "hear you say that. Never";
+ mes "say such a thing to me again.";
+ mes "Hm. Contemplate the meanings";
+ mes "of courage and cowardice, and";
+ mes "then speak to me once again.";
+ close;
+ case 3:
+ mes "[Phoenix]";
+ mes "Regroup? It is good to do that";
+ mes "after you have been defeated.";
+ mes "But it is best to face problems";
+ mes "once you encounter them.";
+ mes "You will not always have";
+ mes "the luxury of regrouping.";
+ next;
+ mes "[Phoenix]";
+ mes "Problems can be predicted";
+ mes "and analyzed, but I think";
+ mes "immediate retreat is unwise.";
+ mes "Contemplate on your fears,";
+ mes "as well as what you define as";
+ mes "failure. Then, return to me.";
+ close;
+ }
+ mes "[Phoenix]";
+ mes "On your travels, you will";
+ mes "encounter many people with";
+ mes "differing backgrounds and";
+ mes "viewpoints. Inevitably, you";
+ mes "will encounter someone whose";
+ mes "way of life you cannot fathom.";
+ next;
+ mes "[Phoenix]";
+ mes "Likewise, this person will";
+ mes "not understand your way of";
+ mes "life. When your two viewpoints";
+ mes "clash, causing heated conflict,";
+ mes "how would you respond?";
+ next;
+ switch( select("Insist that I'm right, regardless:Disregard conflicting viewpoint:Accept differences and learn from them")) {
+ case 1:
+ mes "[Phoenix]";
+ mes "It's important to have your";
+ mes "own opinion. However, you";
+ mes "must recognize that you may";
+ mes "be wrong, and an opposing";
+ mes "view may have some merit.";
+ next;
+ mes "[Phoenix]";
+ mes "There is no one right";
+ mes "answer and the light of";
+ mes "truth can take many shades.";
+ mes "Such is the way of nature.";
+ mes "To force ideas on others is";
+ mes "an oppressive practice.";
+ next;
+ mes "[Phoenix]";
+ mes "Do not limit yourself";
+ mes "to a single view, and do";
+ mes "not stifle your growth by";
+ mes "adhering to a single truth.";
+ mes "Contemplate on this, and";
+ mes "then speak with me again.";
+ close;
+ case 2:
+ mes "[Phoenix]";
+ mes "It is important to get";
+ mes "along with others, but";
+ mes "you will bring no value";
+ mes "to this world without your";
+ mes "own unique contributions,";
+ mes "thoughts and opinions.";
+ next;
+ mes "[Phoenix]";
+ mes "A conflict of ideals, when";
+ mes "conducted with respect for";
+ mes "yourself and others, is a";
+ mes "great opportunity to broaden";
+ mes "your understanding of the";
+ mes "world as it is to others.";
+ next;
+ mes "[Phoenix]";
+ mes "Reflect on this idea of";
+ mes "establishing harmony with";
+ mes "the self, and harmony with";
+ mes "others. Then, return to me.";
+ close;
+ case 3:
+ mes "[Phoenix]";
+ mes "Good. You must see";
+ mes "differences for what they";
+ mes "truly are. You must also";
+ mes "take criticism to your own";
+ mes "views with grace and ";
+ mes "sincere consideration.";
+ next;
+ mes "[Phoenix]";
+ mes "It is impossible to know";
+ mes "everything in this world.";
+ mes "It is impossible to understand";
+ mes "every view. But that does not";
+ mes "mean that views you do not";
+ mes "understand are meritless.";
+ next;
+ mes "[Phoenix]";
+ mes "The one with whom you";
+ mes "disagree may have the";
+ mes "answer you do not know.";
+ mes "In your time of weakness,";
+ mes "this person may be your";
+ mes "greatest help. Remember that.";
+ next;
+ }
+ mes "[Phoenix]";
+ mes "I am satisfied by the";
+ mes "answers you have given";
+ mes "me. Please reflect on what";
+ mes "we have discussed for a little";
+ mes "while. When your mind is calm,";
+ mes "come and speak to me.";
+ set TK_Q, 3;
+ changequest 6001,6002;
+ close;
+ case 3:
+ mes "[Phoenix]";
+ mes "Are you feeling calm";
+ mes "and at peace? I will ask";
+ mes "you a very important question.";
+ mes "Give me your honest answer.";
+ next;
+ mes "[Phoenix]";
+ mes "^FF0000Are you ready to dedicate";
+ mes "yourself to the special art";
+ mes "I will teach you, and uphold";
+ mes "the dignity of its philosophy?";
+ next;
+ if( select( "Yes.","No.") == 1) {
+ mes "[Phoenix]";
+ mes "Very well. You are no";
+ mes "longer just a student.";
+ mes "You are now entrusted with";
+ mes "the powers and responsibilites";
+ mes "of a disciple of ^FF0000Taekwon Do^000000.";
+ next;
+ mes "[Phoenix]";
+ mes "''Taekwon'' has the meaning";
+ mes "of ''punching and kicking,''";
+ mes "and ''Do'' has the meaning";
+ mes "of ''art.'' This martial art is";
+ mes "focused on skills using";
+ mes "the fists and the feet.";
+ next;
+ mes "[Phoenix]";
+ mes "Please use this discipline";
+ mes "to hone your body and mind";
+ mes "and learn the skills that are";
+ mes "best suited to you. Never";
+ mes "shirk your training, or bring";
+ mes "shame to Taekwon Do.";
+ next;
+ completequest 6002;
+ callfunc "Job_Change",Job_Taekwon;
+ callfunc "F_ClearJobVar";
+ getitem 2101,1; // Guard[0]
+ mes "[Phoenix]";
+ mes "You are still young, so";
+ mes "I assume you'll want a job";
+ mes "title. Mm. In that case, you";
+ if(Sex == 0) {
+ mes "are now a ^FF0000Taekwon Girl^000000.";
+ } else {
+ mes "are now a ^FF0000Taekwon Boy^000000.";
+ }
+ mes "Yes, that sounds good. ";
+ next;
+ mes "[Phoenix]";
+ mes "Please, take this training";
+ mes "uniform and guard set: make";
+ mes "good use of these gifts. As";
+ mes "you travel and train, enlighten";
+ mes "others about our art and learn^FFFFFF ^000000 what you can from them in return.";
+ next;
+ mes "[Phoenix]";
+ mes "It is now time for you to";
+ mes "embark on your own journey";
+ mes "to find new challenges to";
+ mes "develop your strength.";
+ mes "Carry yourself with pride";
+ mes "as a Taekwon Do practitioner...";
+ next;
+ mes "[Phoenix]";
+ mes "Very well. I wish you luck.";
+ mes "I hope to see you again";
+ mes "sometime, "+strcharinfo(0)+".";
+ close;
+ }
+ mes "[Phoenix]";
+ mes "Hm, perhaps you are not";
+ mes "quite ready to progress from";
+ mes "your status as a student to";
+ mes "a full fledged disciple.";
+ mes "When you feel prepared,";
+ mes "come and speak to me.";
+ close;
+ }
+}
+
diff --git a/npc/pre-re/jobs/2-1/assassin.txt b/npc/pre-re/jobs/2-1/assassin.txt
new file mode 100644
index 000000000..7f8febe58
--- /dev/null
+++ b/npc/pre-re/jobs/2-1/assassin.txt
@@ -0,0 +1,2299 @@
+//===== rAthena Script =======================================
+//= Assassin Job Quest
+//===== By: ==================================================
+//= kobra_k88
+//===== Current Version: =====================================
+//= 3.5
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Job Change quest for Assassin class.
+//===== Additional Comments: =================================
+//= v1.0 Used some dialogue from the aegis Assassin script translated By: Pgro Team (OwNaGe)
+//= Also converted the booby traps from the aegis script.[kobra_k88]
+//= v1.1 Made adjustments to ontouch npcs to work with the new "ontouch" functionality.
+//= Fixed some duplicate npc names. Added missing waitingroom triggers.
+//= Fixed warp in "TimerSin", was supposed to be an areawarp.
+//= For some reason sometimes the "Nameless One" would have message windows
+//= without controls. Changed the doevent that triggers him to an
+//= addtimer and that seemed make the prob. go away[kobra_k88]
+//= 1.2 Fixed WRONG skillpoint check! [Lupus]
+//= 1.2b Fixed missing commands and typos [Lupus]
+//= 1.3 Baby class Support added [Lupus]
+//= 1.5 Fixed possible EXP abuse [Lupus]
+//= 1.6 Added a func which prevent advanced classes passing
+//= 2nd Job Quests again. It also guides adv classes where
+//= to go. [Lupus]
+//= 2.0 Changed numbers to constants. [Vicious]
+//= 2.1 Removed Duplicates [Silent]
+//= 2.2 Merged back JFunc. Fixed missing dialogue [Lupus]
+//= 2.3 Fixed typo and change Nameless addtimer to 100 (with 700ms I
+//= was still able to bypass it) [Toms]
+//= 2.4 Fixed skipping of Nameless NPC [Lupus]
+//= 2.5 Fixed a Rogue exploit [Lupus]
+//= 2.6 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
+//= 2.7 Several bugfixes with the help of Samuray22 and Barron-Monster. [L0ne_W0lf]
+//= 2.8 Removed duplicate warps. [L0ne_W0lf]
+//= 2.8a Deleted unused variables. [Samuray22]
+//= 2.8b Fixed error caused in last updated, removed useless variable 'joblvl'. [L0ne_W0lf]
+//= 2.9 Fixed an indent and added a 'break;' in hopes of 'fixing' an error [L0ne_W0lf]
+//= 2.9a Corrected a Typo error ";;". [Samuray22]
+//= 2.9b Moved a wrong 'break'. [Zephyrus_cr]
+//= 3.0 Now uses enable and disable waitingroomevent. [L0ne_W0lf]
+//= 3.1 Fixed problem with waiting room. (bugreport:1099) [L0ne_W0lf]
+//= 3.1a Follow up fix. Forgot to replace a label. [L0ne_W0lf]
+//= 3.1b Fixed waiting room not enabled in some situations [Zephyrus]
+//= 3.2 Fixed a question having all correct answers. [brianluau]
+//= 3.3 Added Quest Log commands. [Kisuka]
+//= 3.4 Removed the need for use of 'goto.' [L0ne_W0lf]
+//= 3.5 Fixed the waitingroom where player can enter the Test Area without passing the written exam. Now player will not be warp inside the Test Area when did not passed the written exam instead the player will be warp back to the written exam entrance [JayPee]
+//============================================================
+
+in_moc_16,19,33,1 script Guildsman#asn 55,{
+ if (Upper == 1) {
+ mes "[Ferocious-looking guy]";
+ mes "Hm? You....?";
+ mes "I sense that you're different than most people...";
+ next;
+ mes "[Ferocious-looking guy]";
+ mes "I've never met anyone as intimidating as you! For some reason, I don't like you. I think you should leave!";
+ close;
+ }
+ if (SkillPoint) {
+ mes "[Ferocious-looking guy]";
+ mes "You can't change your job if you have any unused skill points from the 1st job. You better go and use those up first.";
+ close;
+ }
+ if (ASSIN_Q == 4) {
+ mes "[Ferocious-looking guy]";
+ mes "Oh, stop making that face. Can you really be in that much pain?";
+ next;
+ mes "[Ferocious-looking guy]";
+ mes "Wah wah wah, you're hurting, I can see that. Look, I'll restore HP and SP. Happy?";
+ percentheal 100,100;
+ next;
+ mes "[Ferocious-looking guy]";
+ mes "Is it that hard to stay alive?";
+ mes "Why don't you try harder next time? You can't force yourself too hard to become an Assassin...";
+ next;
+ if (select("I will become an Assassin no matter what!:Oh man, I gotta take a break.") == 1) {
+ mes "[Ferocious-looking guy]";
+ mes "Oh...";
+ mes "Well then,";
+ mes "go for it!";
+ close2;
+ set ASSIN_Q,0;
+ warp "in_moc_16",19,76;
+ end;
+ }
+ mes "[Ferocious-looking guy]";
+ mes "Take a break? Oh alright, have it your way. When you feel like you're ready to become an Assassin, come back.";
+ next;
+ mes "[Ferocious-looking guy]";
+ mes "You'll have to walk if you want to get back to town. Oh, and don't forget to save your spawn point, alright?";
+ close2;
+ set ASSIN_Q,0;
+ set ASSIN_Q2,0;
+ set ASSIN_Q3,0;
+ savepoint "in_moc_16",18,14;
+ warp "in_moc_16",18,14;
+ end;
+ }
+ if (BaseJob == Job_Thief && countitem(1008) == 0 && ASSIN_Q > 7) {
+ mes "[Assassin Expert 'Huey']";
+ mes "Hey, what happened...? How come you didn't bring the ^006699Necklace of Oblivion^000000? You're supposed to carry that with you, so where is it?";
+ next;
+ mes "[Assassin Expert 'Huey']";
+ mes "You get better get that ^006699Necklace of Oblivion^000000 again before the guildmaster finds out! Hurry, and do your best to get it!";
+ next;
+ mes "[Assassin Expert 'Huey']";
+ mes "When you finally succeed in getting it, bring it to me! ^666666*Sigh...*^000000";
+ close;
+ }
+ if (BaseJob == Job_Thief && countitem(1008) > 0 && ASSIN_Q > 7) {
+ mes "[Assassin Expert 'Huey']";
+ mes "Well well well, you got it. Congratulations! But since it's been clearly scratched, I can't accept it. You'll never become an Assassin!";
+ next;
+ mes "[Assassin Expert 'Huey']";
+ mes "Hahahah~! I'm just joking, don't take it seriously. But I do need to check this necklace with the guildmaster first.";
+ next;
+ mes "[Assassin Expert 'Huey']";
+ mes "...";
+ next;
+ mes "[Assassin Expert 'Huey']";
+ mes "...";
+ mes "......";
+ next;
+ delitem 1008,1; //Frozen_Heart
+ changequest 8007,8008;
+ mes "[Assassin Expert 'Huey']";
+ mes "Alright!";
+ mes "You've been approved!";
+ next;
+ completequest 8008;
+ callfunc "Job_Change",Job_Assassin;
+ callfunc "F_ClearJobVar"; // clears all job variables for the current player
+ mes "[Assassin Expert 'Huey']";
+ mes "Now! Do your best to be a great Assassin! Travel with faith and kill with dignity. Come by anytime and pay us a visit. Once again, congratulations.";
+ close;
+ }
+ else if (countitem(1008) > 0 && BaseJob == Job_Thief && ASSIN_Q < 7) {
+ mes "[Ferocious-looking guy]";
+ mes "Eh?";
+ mes "What do you want?";
+ next;
+ mes "[Ferocious-looking guy]";
+ mes "I see you're carrying a ^006699Necklace of Oblivion^000000... You want to become an Assassin, don't you? Let me check it...";
+ next;
+ mes "[Ferocious-looking guy]";
+ mes "...";
+ next;
+ mes "[Ferocious-looking guy]";
+ mes "...";
+ mes "......";
+ next;
+ mes "[Ferocious-looking guy]";
+ mes "Wait a second...";
+ mes "Why you no good BASTARD! THIS IS A FAKE!";
+ next;
+ mes "[Ferocious-looking guy]";
+ mes "How dare you think of trying to trick me with a fake! Are you stupid or what!? I should kill you...";
+ close2;
+ warp "moc_fild16",206,229;
+ end;
+ }
+ else {
+ mes "[Ferocious-looking guy]";
+ mes "What brings you here?";
+ mes "I don't think I like the way you're looking at me... Punk.";
+ next;
+ if (BaseClass == Job_Novice) {
+ mes "[Ferocious-looking guy]";
+ mes "Hey Newbie. You should really get out of here as soon as you can. I can't guarantee your safety.";
+ close;
+ }
+ else if (BaseClass == Job_Swordman) {
+ mes "[Ferocious-looking guy]";
+ mes "What brings a man of the sword to this place? Why don't you try smashing stuff somewhere else, ya lunkhead.";
+ close;
+ }
+ else if (BaseClass == Job_Mage) {
+ mes "[Ferocious-looking guy]";
+ mes "Now what would a magic user be doing here?";
+ next;
+ mes "[Ferocious-looking guy]";
+ mes "There's a library in Prontera and Juno where you're welcome, so why don't you make like a magic trick and disappear?";
+ close;
+ }
+ else if (BaseClass == Job_Archer) {
+ mes "[Ferocious-looking guy]";
+ mes "Well well well.";
+ mes "Look at that purdy bow.";
+ next;
+ mes "[Ferocious-looking guy]";
+ mes "There aren't many Bowmen with the gall to even come close to this place. Well, what do you think you're doin' here?!";
+ close;
+ }
+ else if (BaseClass == Job_Acolyte) {
+ mes "[Ferocious-looking guy]";
+ mes "I thought something smelled funny. What's a servant of God doing in this place? You don't belong here.";
+ close;
+ }
+ else if (BaseClass == Job_Merchant) {
+ mes "[Ferocious-looking guy]";
+ mes "We don't like greedy people around these parts. You better sell your stuff somewhere else, Moneybags.";
+ close;
+ }
+ else if (BaseJob == Job_Rogue) {
+ mes "[Ferocious-looking guy]";
+ mes "You look like you don't have a care in the world. Well, I hope you enjoy your rest while you stay here. It's okay, since the Rogue and Assassin Guilds have always gotten along pretty well.";
+ next;
+ mes "[Ferocious-looking guy]";
+ mes "By the way...";
+ mes "Have you ever seen";
+ mes "a girl named Markie?";
+ next;
+ mes "[Ferocious-looking guy]";
+ mes "Markie...";
+ mes "We promised that we'd be together forever. ^666666*Sigh...*^000000 I don't even think she remembers that promise anymore. Then again, we were pretty young back then...";
+ close;
+ }
+ else if (BaseJob == Job_Assassin) {
+ mes "[Assassin Expert 'Huey']";
+ mes "Hey, I remember you~";
+ mes "Wasn't your name, umm, I remember 'cause it sounded funny to me...";
+ next;
+ mes "[Assassin Expert 'Huey']";
+ mes ":+:" + strcharinfo(0) + ":+:, right? No wait, just "+ strcharinfo(0) +". Yeah, how's it goin'?";
+ next;
+ mes "[Assassin Expert 'Huey']";
+ mes "Unfortunately, I don't have any requests for you at this time from the guild. Just keep focusing on your training. Till then, see ya.";
+ close;
+ }
+ else if (BaseJob == Job_Thief && JobLevel > 39) {
+ if (SkillPoint) {
+ mes "[Ferocious-looking guy]";
+ mes "You can't change your job if you still have unused skill points from First Job. You better use up those skill points first.";
+ close;
+ }
+ else {
+ mes "[Ferocious-looking guy]";
+ mes "Hmm...";
+ mes "A Thief...?";
+ next;
+ mes "[Ferocious-looking guy]";
+ mes "And a well-experienced Thief since I can't seem to find my wallet. We do need people like you, you know.";
+ next;
+ mes "[Ferocious-looking guy]";
+ mes "So how about taking the next step and becoming an Assassin?";
+ next;
+ switch(select("Yes. I've picked my last pocket.:What's the requirements?:Maybe later, I need to steal some things first.")) {
+ case 1:
+ mes "[Ferocious-looking guy]";
+ mes "It's been a while since I've received a guest. I'm sending";
+ mes "you to the office.";
+ close2;
+ set ASSIN_Q,0;
+ if(checkquest(8000) != -1) {
+ changequest 8000,8001;
+ }else{
+ setquest 8001;
+ }
+ warp "in_moc_16",19,76;
+ end;
+ case 2:
+ mes "[Ferocious-looking guy]";
+ mes "Requirements? Well, first you need to be a Thief. Second, you need to be at least Thief job level 40.";
+ next;
+ mes "[Ferocious-looking guy]";
+ mes "And third, you need to pass a test to become an Assassin. You got";
+ mes "all that? If you're sure of your ability as a Thief, you won't have to worry.";
+ close;
+ case 3:
+ mes "[Ferocious-looking guy]";
+ mes "Hmm...";
+ mes "Alright then.";
+ mes "But come back when";
+ mes "you think you're ready.";
+ close;
+ }
+ }
+ }
+ else {
+ mes "[Ferocious-looking guy]";
+ mes "Huh. You're not qualified to become an Assassin yet. There are requirements you need to meet first, you know.";
+ next;
+ mes "[Ferocious-looking guy]";
+ mes "Well, keep training. You need to be at least job level 40, got it? But if you're above job level 40, that will probably be even better.";
+ close;
+ }
+ }
+}
+
+in_moc_16,25,90,1 script Guildsman#ASN2 730,2,2,{
+ mes "[Assassin 'Khai']";
+ mes "Umm?!";
+ Emotion e_gasp;
+ next;
+ mes "[Assassin 'Khai']";
+ mes "Come closer. I prefer to talk to people face to face. It really irritates me if I have to raise my voice, just so you can hear me.";
+ mes "I feel irritated when somebody talks to me behind my back.";
+ close;
+
+OnTouch:
+ if (ASSIN_Q2 == 4) {
+ mes "[Assassin 'Khai']";
+ mes "Ehhh?";
+ mes "Didn't you just";
+ mes "pass me a minute ago?";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "Eh...?!";
+ mes "You failed?";
+ mes "Even on the";
+ mes "writing test?";
+ mes "Bwahahahahaha!";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "Well...";
+ mes "It's been a long time since";
+ mes "I've met such a big failure.";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "HAH!";
+ mes "Hahahahah~!";
+ mes "Oh, you're killing me....";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "Sorry for laughing, but this is hilarious! Hahaha~ So do you want me to give you some hints?";
+ next;
+ switch(select("I beg you, give me hints.:Don't laugh at me! Now, give me hints!:...Shut up, I don't need your help!")) {
+ case 1:
+ mes "[Assassin 'Khai']";
+ mes "Haaahahahaha!!!";
+ mes "Well well, aren't we honest. You're not even an Assassin yet, but you're killing me, I tell you, killing me!";
+ next;
+ mes "[The Anonymous One]";
+ mes "Ho ho ho...";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "Did you hear that Anonymous one?! 'I beg you, give me hints.' Hahahah!";
+ next;
+ mes "[The Anonymous One]";
+ mes "Yes.";
+ mes "This one is quite hilarious";
+ mes "in a pathetic sort of way.";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "Hahahahahahah!";
+ mes "Soooooo, you wanted";
+ mes "some hints, right?";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "...";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "...";
+ mes "......";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "...";
+ mes "......";
+ mes ".........";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "...";
+ mes "......";
+ mes ".........";
+ mes "............";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "...";
+ mes "......";
+ mes ".........";
+ mes "............";
+ mes "...............";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "Nah.";
+ mes "I changed my mind!";
+ mes "I'm not gonna give you any hints after all. Hee hee hee~";
+ close;
+ case 2:
+ mes "[Assassin 'Khai']";
+ if (sex) {
+ mes "Huh. You must have a lot of self confidence to be a Thief nowadays.";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "Yeah yeah, I understand. Everyone messes up from time to time. Sorry for laughing at your mistakes.";
+ }
+ else
+ mes "Hmm. I like your attitude. You should keep your pride as a Thief. Sorry for laughing at your mistakes. I think you'll do better next time.";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "I'm not allowed to give you hints, I can tell you more about being an Assassin...";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "Above all else, we value our dignity. We're Assassins, after all and people will need us.";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "If people are close to you in some way, they might not understand what I'm saying. We're born to be loners due to our nature.";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "Imagine if a lover or a friend saw the blood on your hands. There's a chance that they might not stay with you.";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "Sometimes it gets lonely but it's not that bad. At least I can do what I want to do, you know, and do things my way.";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "Well, that's all I can tell you for now. Does being an Assassin";
+ mes "seem depressing to you?";
+ close;
+ case 3:
+ mes "[Assassin 'Khai']";
+ mes "...Hm.";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "Right, that's the spirit. Don't ever let anyone else look down";
+ mes "on you. We're Assassins...";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "I apologize for laughing at you earlier. I want you to remember to keep that sense of pride and dignity as an Assassin.";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "Along with keeping your pride,";
+ mes "I want that you respect the blood that may stain your Katar or Dagger.";
+ next;
+ if (select("...Got you.:...I'm confused.") == 1) {
+ mes "[Assassin 'Khai']";
+ mes "Yeah, I can trust you now. Let me give you some important tips.";
+ next;
+ switch(rand(1,3)) {
+ case 1:
+ mes "[Assassin 'Khai']";
+ mes "First of all, Grimtooth is ...A skill specifically for the Katar. Therefore, it doesn't require any skills related to Dagger weapons.";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "Double attack ...Haven't you tried it? It allows you to attack an enemy twice at a time.";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "Red Blood is an elemental stone, Blue Gemstone doesn't have to do the Assassin job at all!";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "Have you ever seen Mages hunt Elder willow using the Cold Bolt skill? Water overpowers Fire. Water puts Fire under control, and Wind puts water under control.";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "As long as you stick close to the shadows, by walls and things like that, Cloaking will hide you from sight perfectly! Unless some bastard uses a certain detecting skill, you know.";
+ next;
+ break;
+ case 2:
+ mes "[Assassin 'Khai']";
+ mes "'Sharpened Legbone of Ghoul' possesses the Undead property.";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "What kind of weapon have you used so far? Damascus? Gladius? Stiletto? Or Main Gauche? What is that you're carrying now?";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "It's possible to get a slotted Katar from Desert Wolf. Well, just keep that in mind. You will need this information someday.";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "You can gain a slotted Jur from a buddy living in a dark and damp place under the ground. Well, I have no idea why that dude has that weapon... Maybe he needs it to dig a hole?";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "And...";
+ mes "I've always wanted a frog as a pet. But it's impossible!";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "As far as I know, a Goblin carrying a hammer possesses the Earth property. Keep in mind that Fire overcomes the Earth property.";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "You know elemental weapons? The names of Blacksmiths are engraved on them usually...";
+ next;
+ break;
+ case 3:
+ mes "[Assassin 'Khai']";
+ mes "Sell an Elder Willow Card to a Mage as soon as you can. They are mad about the card for some reason. Doesn't it increase the INT of a character? Hmmm...";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "For us, Dodge and Attack is more important than defense. Don't ever think about wearing a helm. It's heavy, uncomfortable and will even block your sight.";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "'Increase Dodge' allows you to have +3% flee rate per skill lvl.";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "As I have told you repeatedly: Katar class weapons (Jamadhar/Jur/Katar etc) are two-handed!";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "City of desert... I miss my hometown, Morroc. I haven't been there for a long time. I feel like I became a Thief a few days ago. Time flies so fast...";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "Heh. I remember my Thief quest. I was so damn nervous when I broke into the farm to get Mushrooms...";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "Insects detect hiding/cloaking skills. Their feelers never fail to find targets.";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "I've heard that the Baphomet Jr. Card adds +3 points to Agility and +1 point on Critical Attack...";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "Yeah, we Assassins specialize in training Agility. We can gain a bonus of 10 Agility points even before mastering job level. The problem is it won't go up anymore after that, you know.";
+ next;
+ }
+ mes "[Assassin 'Khai']";
+ mes "^666666*Phew*^000000 That's all I can tell you, though that's a lot of hints. I don't doubt that I told you almost everything.";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "Well then, go ask to take the test again with 'The Anonymous.'";
+ close2;
+ warp "in_moc_16",19,144;
+ end;
+ }
+ mes "[Assassin 'Khai']";
+ mes "^666666*Sigh...*^000000";
+ mes "How can you not understand the concept of dignity? You just showed some to me just now!";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "Oh, I get it. It wasn't pride you were showing, you were just being a jerk!";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "Grrrrr...";
+ mes "WARP PORTAL!";
+ close2;
+ warp "c_tower4",64,76;
+ end;
+ }
+ }
+ else {
+ mes "[Assassin 'Khai']";
+ mes "Oh, you must be an Assassin trainee. You are here to become";
+ mes "an Assassin, aren't you?";
+ next;
+ if (select("Yes, I am. :...No, I'm not.") == 1) {
+ mes "[Assassin 'Khai']";
+ mes "Okay, good. Let's fill out the application form. Please sign your name and include your job level.";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "Let's see.";
+ mes "Your name is";
+ mes "" + strcharinfo(0) + "...";
+ mes "Job level " + JobLevel + "...";
+ next;
+ if (JobLevel > 48) {
+ mes "[Assassin 'Khai']";
+ mes "Wait, Job level " + JobLevel + "?! I can see you've been training pretty hard! My bosses will like this~";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "Did you finish the form? Alright, go ahead and give it to me. Give me a second and I'll transport you to the Test Hall.";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "Alright then,";
+ mes "best of luck to you!";
+ close2;
+ set ASSIN_Q3,1;
+ set ASSIN_Q,1;
+ changequest 8001,8002;
+ warp "in_moc_16",19,144;
+ end;
+ }
+ else if (JobLevel < 49) {
+ mes "[Assassin 'Khai']";
+ mes "Well, you passed";
+ mes "the requirements.";
+ mes "Not bad at all.";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "Go ahead and give";
+ mes "me the form when you're";
+ mes "done filling it out.";
+ mes "Alright, thanks.";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "I'll transport you";
+ mes "to the Test Hall.";
+ mes "Best of luck~";
+ close2;
+ set ASSIN_Q3,2;
+ set ASSIN_Q,1;
+ changequest 8001,8002;
+ warp "in_moc_16",19,144;
+ end;
+ }
+ else {
+ mes "[Assassin 'Khai']";
+ mes "Who the";
+ mes "hell are you?";
+ mes "...Guards!";
+ close2;
+ warp "moc_fild16",206,229;
+ end;
+ }
+ }
+ else {
+ mes "[Assassin 'Khai']";
+ mes "Huh...?";
+ mes "What, are you trying to trick me or something? Don't you wanna be an Assassin?";
+ next;
+ if (select("No.:Yes, I want to be an Assassin.") == 1) {
+ mes "[Assassin 'Khai']";
+ mes "Eh, get outta here.";
+ mes "Stop wastin' my time...";
+ close2;
+ set ASSIN_Q,0;
+ set ASSIN_Q3,0;
+ set ASSIN_Q2,0;
+ erasequest 8001;
+ warp "moc_fild16",206,229;
+ end;
+ }
+ mes "[Assassin 'Khai']";
+ mes "...";
+ mes "What the hell?";
+ mes "Okay, then.";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "Fill out the application form with your name and job level.";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "" + strcharinfo(0) + "?";
+ mes "That's your name?";
+ mes "It sounds funny.";
+ mes "Let's see... Job Level " + JobLevel + "...";
+ next;
+ if (JobLevel > 48) {
+ mes "[Assassin 'Khai']";
+ mes "Ho? Job Level " + JobLevel + "?! You must have been training really hard. The bosses will like that for sure...";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "Are you done filling out the form? Alright, give it to me so I can send you to the Test Hall. Good luck~";
+ next;
+ set ASSIN_Q3,1;
+ set ASSIN_Q,1;
+ changequest 8001,8002;
+ warp "in_moc_16",19,144;
+ end;
+ }
+ else if (JobLevel < 49) {
+ mes "[Assassin 'Khai']";
+ mes "Not bad. You fulfilled our requirements. Not bad at all. Now are you done filling out the form?";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "Then give me the form so that I can send you to the Test Hall, alright?";
+ mes "Good luck...";
+ next;
+ set ASSIN_Q3,2;
+ set ASSIN_Q,1;
+ changequest 8001,8002;
+ warp "in_moc_16",19,144;
+ end;
+ }
+ else {
+ mes "[Assassin 'Khai']";
+ mes "How the hell did";
+ mes "you get in here?";
+ mes "Get out!";
+ close2;
+ warp "moc_fild16",206,229;
+ end;
+ }
+ }
+ }
+}
+
+in_moc_16,19,154,0 script nameless_one -1,8,2,{
+OnTouch:
+ if (ASSIN_Q2 < 5) {
+ if (ASSIN_Q2 < 3) {
+ mes "[The Anonymous One]";
+ mes "Welcome, guest.";
+ mes "Mwahaha, it's useless";
+ mes "to try to find or see me...";
+ next;
+ mes "[The Anonymous One]";
+ mes "I am perfectly hidden!";
+ mes "To become undetectable can only be done by the greatest Assassins!";
+ next;
+ mes "[The Anonymous One]";
+ mes "Aren't you scared that you can't see me? I could kill you at any time and it would be so easy...";
+ next;
+ if (select("I think I crapped my pants!:You're all talk. I challenge you!") == 1) {
+ mes "[The Anonymous One]";
+ mes "Now I see that";
+ mes "you're nothing";
+ mes "but a wimp.";
+ next;
+ mes "[The Anonymous One]";
+ mes "Bwahahahahahah!";
+ mes "Stop cowering in fear!";
+ mes "It's making me laugh!";
+ close;
+ }
+ mes "[The Anonymous One]";
+ mes "So...";
+ mes "You wish for";
+ mes "a challenge?";
+ mes "From me?!";
+ next;
+ mes "[The Anonymous One]";
+ mes "A river of blood follows my every footstep. I am nameless, for the sting of my blades is all anyone needs to know.";
+ next;
+ mes "[The Anonymous One]";
+ mes "I am here to test your knowledge, as well as your capacity for heartlessness. Those are both necessary to become an Assassin.";
+ next;
+ mes "[The Anonymous One]";
+ mes "For your challenge, you must";
+ mes "answer my questions correctly. Very difficult questions that only an Assassin can answer.";
+ next;
+ mes "[The Anonymous One]";
+ mes "Although I am heartless,";
+ mes "I am not necessarily cruel. Before we proceed, is there anything you wish to know?";
+ next;
+ set ASSIN_Q2,0;
+ while(ASSIN_Q2 < 3) {
+ switch(select("...Skills?:...Stats?:Hmpf, I know it all.")) {
+ case 1:
+ mes "[The Anonymous One]";
+ mes "Skills...?";
+ mes "Although skills can have circumstantial applications, I will tell you about the basic concepts.";
+ next;
+ mes "[The Anonymous One]";
+ mes "First, ^3355FFKatar Mastery^000000. This skill increases the damage of Katar class weapons. The higher the skill level, the more damage is increased.";
+ next;
+ mes "[The Anonymous One]";
+ mes "^3355FFLeft Hand Mastery^000000 and ^3355FFRight Hand Mastery^000000. Assassins can equip different weapons in each hand when using Dagger class weapons.";
+ next;
+ mes "[The Anonymous One]";
+ mes "But it is obviously more difficult to handle 2 weapons at a time than using just one. The Left and Right Hand Mastery skills increase the damage when using two Daggers.";
+ next;
+ mes "[The Anonymous One]";
+ mes "However, if you don't want to use two Daggers, you won't need this skill. You will see how 'Left Hand Mastery' works as soon as you reach 'Right Hand Mastery' Level 2.";
+ next;
+ mes "[The Anonymous One]";
+ mes "^3355FFSonic Blow^000000 allows you to strike an enemy 8 times at once. This skill only works with Katar weapons because of the speed it requires.";
+ next;
+ mes "[The Anonymous One]";
+ mes "Of course, the damage is affected by STR and weapon damage. You'll understand how this skill works when you reach Level 4 Katar Mastery.";
+ next;
+ mes "[The Anonymous One]";
+ mes "^3355FFGrimtooth^000000 allows you to attack enemies while hiding under the ground. As you master it, you'll be able to attack foes from a distance.";
+ next;
+ mes "[The Anonymous One]";
+ mes "Since it's a ranged attack, it can be very useful when you're surrounded by enemies.";
+ next;
+ mes "[The Anonymous One]";
+ mes "Because you're required to perfectly hide yourself to use this skill, you must first learn Level 2 Cloaking before you can learn Grimtooth.";
+ next;
+ mes "[The Anonymous One]";
+ mes "To learn ^3355FFCloaking^000000, you must learn Level 2 Hiding. Then you will be able to move while hiding if you are close to a wall.";
+ next;
+ mes "[The Anonymous One]";
+ mes "The ^3355FFEnchant Poison^000000 skill allows you to enchant poison on the weapon you're using. This will temporarily give the weapon the Poison property.";
+ next;
+ mes "[The Anonymous One]";
+ mes "This will also make your attacks poison the enemy by chance. You can also use this skill to enchant the weapons of your party members...";
+ next;
+ mes "[The Anonymous One]";
+ mes "^3355FFPoison React^000000 shields the user from attacks with the Poison property, and can be used on other people as well. However, you must learn Level 3 Enchant Poison first.";
+ next;
+ mes "[The Anonymous One]";
+ mes "^3355FFVenom Dust^000000 consumes a Red Gemstone to contaminate an area with poison. The duration of contamination increases with the level of this skill.";
+ next;
+ mes "[The Anonymous One]";
+ mes "You can learn the Venom Dust skill after you learn Level 5 Enchant Poison.";
+ next;
+ mes "[The Anonymous One]";
+ mes "^3355FFVenom Splasher^000000 is a skill that, after it is used on a target, will cause it to explode when its HP is less than a certain amount after three seconds.";
+ next;
+ mes "[The Anonymous One]";
+ mes "When the target explodes, the enemies in the vicinity are also damaged. This is an essential skill for Assassins. It requires Level 5 Poison React and Level 5 Venom Dust.";
+ next;
+ mes "[The Anonymous One]";
+ mes "Now...";
+ mes "That's all I have to tell you";
+ mes "about Assassin skills.";
+ set ASSIN_Q2,1;
+ next;
+ break;
+ case 2:
+ mes "[The Anonymous One]";
+ mes "Hmm, Stats...";
+ mes "For Assassins, Agility, or AGI, is the most important stat.";
+ next;
+ mes "[The Anonymous One]";
+ mes "For the sake of assassination, STR is probably the second most important stat. But that is only my recommendation.";
+ next;
+ mes "[The Anonymous One]";
+ mes "I cannot give you better advice than that in regards to Stats. You should research and see which stats suit you, and decide what kind of Assassin you want to be.";
+ set ASSIN_Q2,2;
+ next;
+ break;
+ case 3:
+ if (ASSIN_Q2 == 0) {
+ mes "[The Anonymous One]";
+ mes "Know everything do you?!";
+ mes "I'll be the judge of that!";
+ next;
+ }
+ set ASSIN_Q2,3;
+ break;
+ }
+ }
+ mes "[The Anonymous One]";
+ mes "Hmpf. It is now time to test your knowledge. You are not allowed to miss more than one question.";
+ next;
+ mes "[The Anonymous One]";
+ mes "In other words, if you want to pass this test, you must give me 9 correct answers out of 10 questions. I won't let you know which answer you got wrong...";
+ next;
+ mes "[The Anonymous One]";
+ mes "Are you ready?";
+ mes "Prepare yourself!";
+ }
+ else if (ASSIN_Q2 < 5) {
+ mes "[The Anonymous One]";
+ mes "Having problems";
+ mes "passing a simple test?";
+ mes "You should have";
+ mes "known better.";
+ next;
+ if (select("Help me, how do I pass?:I challenge you again!") == 1) {
+ mes "[The Anonymous One]";
+ mes "Well, that's a damn good question. But you're banished from the Assassin Guild, so it's no concern of mine...";
+ close2;
+ warp "moc_fild16",206,151;
+ end;
+ }
+ mes "[The Anonymous One]";
+ mes "So I see...";
+ mes "Now go, but do not fear. I will be by your side as you learn the outcome of your choice...";
+ next;
+ mes "[The Anonymous One]";
+ mes "Now, we shall test you once more! Keep in mind, you must answer 9 questions out of 10 correctly. Remember I am doing you a favor...";
+ next;
+ mes "[The Anonymous One]";
+ mes "You must answer 9 questions out of 10 correctly. If you miss more then one question, you can never become an Assassin.";
+ next;
+ mes "[The Anonymous One]";
+ mes "Okay,";
+ mes "are you ready?";
+ mes "Good luck.";
+ }
+ next;
+ switch(rand(1,3)) {
+ case 1:
+ mes "[The Anonymous One]";
+ mes "1. Choose skill that is not required to learn Grimtooth.";
+ next;
+ if (select("Cloaking level 2:Sonic Blow level 5:Katar Mastery level 4:Right hand Mastery level 2") == 4)
+ set .@assassin_t,.@assassin_t+10;
+ mes "[The Anonymous One]";
+ mes "2. What property does Enchant Poison possess?";
+ next;
+ if (select("Poison:Earth:Fire:Wind") == 1)
+ set .@assassin_t,.@assassin_t+10;
+ mes "[The Anonymous One]";
+ mes "3. How does Level 4 Right Hand Mastery work?";
+ next;
+ if (select("Recover 80% of damage decrease:Recover 90% of damage decrease:Increase 90% of damage:Increase 108% of damage") == 2)
+ set .@assassin_t,.@assassin_t+10;
+ mes "[The Anonymous One]";
+ mes "4. What is the item required for using Venom Dust?";
+ next;
+ if (select("Red Blood:Blue Gemstone:Yellow Gemstone:Red Gemstone") == 4)
+ set .@assassin_t,.@assassin_t+10;
+ mes "[The Anonymous One]";
+ mes "5. Which skill can you learn when you reach Level 5 Enchant Poison?";
+ next;
+ if (select("Envenom:Sonic Blow:Venom Splasher:Venom Dust") == 4)
+ set .@assassin_t,.@assassin_t+10;
+ mes "[The Anonymous One]";
+ mes "6. Among the following skills, which allows you to walk while invisible?";
+ next;
+ if (select("Hiding:Back Slide:Cloaking:Sand Attack") == 3)
+ set .@assassin_t,.@assassin_t+10;
+ mes "[The Anonymous One]";
+ mes "7. Choose the condition that is unrelated to Venom Splasher.";
+ next;
+ if (select("Poisoned target.:Red Gemstone.:Remaing HP of Target.") == 2)
+ set .@assassin_t,.@assassin_t+10;
+ mes "[The Anonymous One]";
+ mes "8. Which monster is weak to a weapon with Vadon card (adds 20% damage on Fire property monster)?";
+ next;
+ if (select("Steel Chonchon:Deviruchi:Elder Willow:Baphomet") == 3)
+ set .@assassin_t,.@assassin_t+10;
+ mes "[The Anonymous One]";
+ mes "9. How much SP does";
+ mes "Double Attack need?";
+ next;
+ if (select("15:It's a passive skill, so SP use is 0.:It's passive skill, so SP use is 10.:54") == 2)
+ set .@assassin_t,.@assassin_t+10;
+ mes "[The Anonymous One]";
+ mes "10. What is the best elemental Main Gauche weapon for hunting in Izlude dungeon?";
+ next;
+ if (select("Wind Main Gauche:Ice Main Gauche:Earth Main Gauche:Fire Main Gauche") == 1)
+ set .@assassin_t,.@assassin_t+10;
+ break;
+ case 2:
+ mes "[The Anonymous One]";
+ mes "1. Which monster";
+ mes "drops a slotted Katar?";
+ next;
+ if (select("Thief Bug:Peco Peco:Desert Wolf:Hammer Cobolt") == 3)
+ set .@assassin_t,.@assassin_t+10;
+ mes "[The Anonymous One]";
+ mes "2. Which monster";
+ mes "drops a slotted Jur?";
+ next;
+ if (select("Martin:Desert Wolf:Marionette:Myst") == 1)
+ set .@assassin_t,.@assassin_t+10;
+ mes "[The Anonymous One]";
+ mes "3. Which class is allowed to craft elemental weapons?";
+ next;
+ if (select("Merchant:Blacksmith:Thief:Priest") == 2)
+ set .@assassin_t,.@assassin_t+10;
+ mes "[The Anonymous One]";
+ mes "4. Choose the weapon which is not in the Katar class.";
+ next;
+ if (select("Jamadhar:Jur:Katar:Gladius") == 4)
+ set .@assassin_t,.@assassin_t+10;
+ mes "[The Anonymous One]";
+ mes "5. What property do Izlude dungeon monsters posses?";
+ next;
+ if (select("Water:Fire:Wind:Earth") == 1)
+ set .@assassin_t,.@assassin_t+10;
+ mes "[The Anonymous One]";
+ mes "6. Which monster";
+ mes "cannot be a Cute Pet?";
+ next;
+ if (select("Poporing:Roda Frog:Smokie:Poison Spore") == 2)
+ set .@assassin_t,.@assassin_t+10;
+ mes "[The Anonymous One]";
+ mes "7. Choose a monster that Fire property Daggers work the best on.";
+ next;
+ if (select("Dagger Goblin:Mace Goblin:Morning Star Goblin:Hammer Goblin") == 4)
+ set .@assassin_t,.@assassin_t+10;
+ mes "[The Anonymous One]";
+ mes "8. Choose the non-elemental Katar from the following:";
+ next;
+ if (select("Katar of Raging Blaze:Katar of Dusty Thornbush:Sharpened Legbone of Ghoul:Infiltrator") == 4)
+ set .@assassin_t,.@assassin_t+10;
+ mes "[The Anonymous One]";
+ mes "9. Which is the uncommon monster?";
+ next;
+ if (select("Poring:Mastering:Ghostring:Spore") == 3)
+ set .@assassin_t,.@assassin_t+10;
+ mes "[The Anonymous One]";
+ mes "10. Choose the monster";
+ mes "that is not Undead.";
+ next;
+ if (select("Drake:Megalodon:Spore:Khalitzburg") == 3)
+ set .@assassin_t,.@assassin_t+10;
+ break;
+ case 3:
+ mes "[The Anonymous One]";
+ mes "1. Choose the correct amount of the maximum dodge rate increase from the 'Increase Dodge' skill when at level 10.";
+ next;
+ if (select("30:40:160:20") == 1)
+ set .@assassin_t,.@assassin_t+10;
+ mes "[The Anonymous One]";
+ mes "2. Choose a monster which detects hiding/cloaking Thieves and Assassins.";
+ next;
+ if (select("Worm Tail:Andre:Mummy:Soldier Skeleton") == 2)
+ set .@assassin_t,.@assassin_t+10;
+ mes "[The Anonymous One]";
+ mes "3. Choose a group of weapons that cannot be used by an Assassin at once.";
+ next;
+ if (select("Main Gaughe + Gladius:Stiletto + Main Gauche:Katar + Maingauche:Hammer + Stiletto") == 3)
+ set .@assassin_t,.@assassin_t+10;
+ mes "[The Anonymous One]";
+ mes "4. Choose the town where Thieves can change their jobs.";
+ next;
+ if (select("Prontera:Lutie:Alberta:Morocc") == 4)
+ set .@assassin_t,.@assassin_t+10;
+ mes "[The Anonymous One]";
+ mes "5. Choose a card that does not affect the AGI stat.";
+ next;
+ if (select("Baphomet Jr. card:Whisper Card:Female Thiefbug card:Male Thiefbug card") == 2)
+ set .@assassin_t,.@assassin_t+10;
+ mes "[The Anonymous One]";
+ mes "6. Choose the correct specialty of the Assassin class.";
+ next;
+ if (select("Excellent singing talent:Excellent reading talent:Excellent dancing talent:Excellent dodge ability") == 4)
+ set .@assassin_t,.@assassin_t+10;
+ mes "[The Anonymous One]";
+ mes "7. Choose the maximum AGI bonus an Assassin can get at job level 50.";
+ next;
+ if (select("7:8:9:10") == 4)
+ set .@assassin_t,.@assassin_t+10;
+ mes "[The Anonymous One]";
+ mes "8. Choose the item that an Assassin cannot equip.";
+ next;
+ if (select("Dagger:Helm:Boots:Brooch") == 2)
+ set .@assassin_t,.@assassin_t+10;
+ mes "[The Anonymous One]";
+ mes "9. Choose the job change item for Thief.";
+ next;
+ switch(select("Orange Gooey Mushroom:Red Gooey Mushroom:Orange Net Mushroom:Orange Hair Mushroom")) {
+ case 1:
+ case 3:
+ set .@assassin_t,.@assassin_t+10;
+ break;
+ default:
+ break;
+ }
+ mes "[The Anonymous One]";
+ mes "10. Choose a card that would typically benefit an Assassin the least.";
+ next;
+ if (select("Whisper card:Elder Willow card:Soldier Skeleton card:Cobold card") == 2)
+ set .@assassin_t,.@assassin_t+10;
+ break;
+ }
+ if (ASSIN_Q2 == 3) {
+ next;
+ mes "[The Anonymous One]";
+ mes "Hmpf.";
+ mes "Somehow, you";
+ mes "have shown me";
+ mes "great effort.";
+ next;
+ mes "[The Anonymous One]";
+ mes "Let's see...";
+ mes "You scored";
+ mes "" + .@assassin_t + " percent...";
+ if (.@assassin_t > 80) {
+ set ASSIN_Q2,5;
+ changequest 8002,8003;
+ mes "Well done.";
+ mes "You pass.";
+ next;
+ mes "[The Anonymous One]";
+ mes "However, another test awaits you. When you go inside the next area, you will receive your instructions...";
+ close;
+ }
+ else {
+ set ASSIN_Q2,4;
+ mes "That means you fail!";
+ next;
+ mes "[The Anonymous One]";
+ mes "How could you expect to be an Assassin with this score? Keep training and come back when you're ready.";
+ next;
+ mes "[The Anonymous One]";
+ mes "I would ask 'Khai,' the one who processed your application, for advice.";
+ next;
+ mes "[The Anonymous One]";
+ mes "You may also use this code: ^880000iro.ragnarokonline.com^000000. Somehow, those words are linked to a vast body of otherworldly knowledge...";
+ close2;
+ warp "in_moc_16",19,76;
+ end;
+ }
+ }
+ else if (ASSIN_Q2 == 4) {
+ next;
+ mes "[The Anonymous One]";
+ mes "You showed";
+ mes "great effort...";
+ next;
+ mes "[The Anonymous One]";
+ mes "Let's see...";
+ mes "You scored";
+ mes "" + .@assassin_t + " points...";
+ if (.@assassin_t > 80) {
+ set ASSIN_Q2,5;
+ changequest 8002,8003;
+ next;
+ mes "[The Anonymous One]";
+ mes "You didn't fail this time! But you're not done just yet. You have another test ahead of you. Once you proceed, you will be informed about your next trial.";
+ close;
+ }
+ else {
+ set ASSIN_Q2,4;
+ mes "You failed!";
+ next;
+ mes "[The Anonymous One]";
+ mes "You're too underqualified. How can you even think about becoming an Assassin?!";
+ next;
+ mes "[The Anonymous One]";
+ mes "I'm surprised that you were even able to become a Thief. Go away, and come back only when you know what the hell you're doing.";
+ next;
+ mes "[The Anonymous One]";
+ mes "Hmpf, if you really don't have a clue, I will give you a little advice.";
+ next;
+ mes "[The Anonymous One]";
+ mes "Go ask 'Khai,' the guy who takes care of your test application, maybe he will help you.";
+ next;
+ mes "[The Anonymous One]";
+ mes "You may also wish to take advantage of the ancient code, ^3355FFiro.ragnarokonline.com^000000. Supposedly, those words are linked to a vast body of otherworldly knowledge...";
+ close2;
+ warp "in_moc_16",19,76;
+ end;
+ }
+ }
+ }
+ else {
+ mes "[The Anonymous One]";
+ mes "...I will keep watching you.";
+ close;
+ }
+}
+
+in_moc_16,21,165,2 script Standby Room#ASNTEST 725,{
+ end;
+
+OnInit:
+ disablenpc "Standby Room#ASNTEST";
+ waitingroom "Standby Room",10,"Standby Room#ASNTEST::OnStartArena",1;
+ enablewaitingroomevent;
+ end;
+
+OnStartArena:
+ warpwaitingpc "in_moc_16", 66, 151;
+ attachrid($@warpwaitingpc[0]);
+ if(ASSIN_Q2<5)
+ {
+ warpchar "in_moc_16",20,145,getcharid(0);
+ end;
+ }
+
+ donpcevent "Beholder#ASNTEST::OnEnable";
+ donpcevent "Keeper of the Door#ASN::OnDisable";
+ set getvariableofnpc(.DisableTraps,"Beholder#ASNTEST"),0;
+ disablewaitingroomevent;
+ end;
+
+OnStart:
+ enablewaitingroomevent;
+ end;
+}
+
+in_moc_16,21,165,2 script Test Guide#ASN 725,4,4,{
+ end;
+
+OnTouch:
+ if (ASSIN_Q2 < 5) {
+ mes "[Barcardi]";
+ mes "You can't take the next trial without passing the written test first. You better speak to the Anonymous One...";
+ close2;
+ warp "in_moc_16",19,76;
+ end;
+ }
+ if (ASSIN_Q == 1 && ASSIN_Q2 == 5) {
+ mes "[Barcardi]";
+ mes "" + strcharinfo(0) + "...";
+ mes "You passed the test..?";
+ next;
+ mes "[Barcardi]";
+ mes "To be honest, I want to grant you the job change without any other condition. Too many pathetic people don't even have the basic knowledge to be Assassins...";
+ next;
+ mes "[Barcardi]";
+ mes "We must keep our dignity as Assassins and be truly great! Regrettably, there are too many idiots that don't have any pride.";
+ next;
+ mes "[Barcardi]";
+ mes "All Assassins must respect the enemies they slay, the blood that they spill, and above all, maintain their sense of dignity!";
+ next;
+ mes "[Barcardi]";
+ mes "Alright. This next trial will test your ability to quickly find your target.";
+ next;
+ mes "[Barcardi]";
+ mes "If you're going to be an Assassin, we need to determine whether or not you can distinguish friend from foe in an instant.";
+ next;
+ mes "[Barcardi]";
+ mes "The main goal of this test is to find and kill as many monsters named ^008800Job change target^000000 as possible.";
+ next;
+ mes "[Barcardi]";
+ mes "You must kill at least";
+ mes "6 ^008800Job change target^000000 monsters. They're intermingled among similar looking monsters, so you need to be careful...";
+ next;
+ mes "[Barcardi]";
+ mes "If you fail, you'll have to restart this test. Go to the room above";
+ mes "me to be transported to the Test Hall.";
+ next;
+ mes "[Barcardi]";
+ mes "Only one person is allowed to take the test at a time, so if anyone is taking the test, you'll have to wait until that person finishes.";
+ close;
+ }
+ else {
+ mes "[Barcardi]";
+ mes "Hey, don't be too hard";
+ mes "on yourself. Cheer up!";
+ next;
+ mes "[Barcardi]";
+ mes "Hmm, if you're exhausted, I'm willing to bring you back. Of course, if you leave, you'll have to take the job test over again. So what do you want to do?";
+ next;
+ if (select("Continue!:Quit the job change test for now.") == 1) {
+ mes "[Barcardi]";
+ mes "Good choice!";
+ mes "Remember, you";
+ mes "must find and kill";
+ mes "6 ^008800Job change target^000000 monsters!";
+ mes "Good luck!";
+ close;
+ }
+ mes "[Barcardi]";
+ mes "Alright...";
+ mes "I guess you";
+ mes "could use a break...";
+ close2;
+ set ASSIN_Q,0;
+ set ASSIN_Q3,0;
+ set ASSIN_Q2,0;
+ changequest 8003,8000;
+ warp "in_moc_16",19,13;
+ end;
+ }
+}
+
+in_moc_16,1,1,0 script Beholder#ASNTEST -1,{
+ end;
+
+OnEnable:
+ set .MyMobs,6;
+ // Target mobs
+ monster "in_moc_16",62,161,"Job change target",1002,1,"Beholder#ASNTEST::OnMyMobDead";
+ monster "in_moc_16",85,169,"Job change target",1063,1,"Beholder#ASNTEST::OnMyMobDead";
+ monster "in_moc_16",88,152,"Job change target",1002,1,"Beholder#ASNTEST::OnMyMobDead";
+ monster "in_moc_16",90,143,"Job change target",1113,1,"Beholder#ASNTEST::OnMyMobDead";
+ monster "in_moc_16",74,167,"Job change target",1031,1,"Beholder#ASNTEST::OnMyMobDead";
+ monster "in_moc_16",77,173,"Job change target",1002,1,"Beholder#ASNTEST::OnMyMobDead";
+ // Decoy mobs
+ monster "in_moc_16",62,161,"Job change creature",1063,1,"Beholder#ASNTEST::OnMyMobDead2";
+ monster "in_moc_16",85,169,"Job change creature",1031,1,"Beholder#ASNTEST::OnMyMobDead2";
+ monster "in_moc_16",79,174,"Job change creature",1113,1,"Beholder#ASNTEST::OnMyMobDead2";
+ monster "in_moc_16",85,156,"Job change creature",1063,1,"Beholder#ASNTEST::OnMyMobDead2";
+ monster "in_moc_16",74,171,"Job change monster",1002,1,"Beholder#ASNTEST::OnMyMobDead2";
+ monster "in_moc_16",68,173,"Job change dummy",1113,1,"Beholder#ASNTEST::OnMyMobDead2";
+ monster "in_moc_16",65,158,"Battle test target",1002,1,"Beholder#ASNTEST::OnMyMobDead2";
+ monster "in_moc_16",60,158,"Warrior test target",1113,1,"Beholder#ASNTEST::OnMyMobDead2";
+ monster "in_moc_16",64,169,"Job change targets",1002,1,"Beholder#ASNTEST::OnMyMobDead2";
+ monster "in_moc_16",71,173,"Jobs change target",1063,1,"Beholder#ASNTEST::OnMyMobDead2";
+ monster "in_moc_16",77,172,"Please don't hit me",1002,1,"Beholder#ASNTEST::OnMyMobDead2";
+ monster "in_moc_16",76,172,"Job change sample",1063,1,"Beholder#ASNTEST::OnMyMobDead2";
+ monster "in_moc_16",75,172,"Not me",1113,1,"Beholder#ASNTEST::OnMyMobDead2";
+ monster "in_moc_16",67,167,"I got yours right here",1063,1,"Beholder#ASNTEST::OnMyMobDead2";
+ monster "in_moc_16",86,170,"Job changes target",1031,1,"Beholder#ASNTEST::OnMyMobDead2";
+ monster "in_moc_16",86,171,"Job quest target",1002,1,"Beholder#ASNTEST::OnMyMobDead2";
+ monster "in_moc_16",85,170,"Job target change",1113,1,"Beholder#ASNTEST::OnMyMobDead2";
+ monster "in_moc_16",89,171,"Hit me",1063,1,"Beholder#ASNTEST::OnMyMobDead2";
+ monster "in_moc_16",85,170,"Battle Monster",1031,1,"Beholder#ASNTEST::OnMyMobDead2";
+ monster "in_moc_16",89,156,"Bouncer",1002,1,"Beholder#ASNTEST::OnMyMobDead2";
+ monster "in_moc_16",89,156,"Mungamorp",1113,1,"Beholder#ASNTEST::OnMyMobDead2";
+ monster "in_moc_16",89,156,"Battle test target",1063,1,"Beholder#ASNTEST::OnMyMobDead2";
+ monster "in_moc_16",89,156,"Dew of the Battle field",1113,1,"Beholder#ASNTEST::OnMyMobDead2";
+ monster "in_moc_16",89,156,"Tear of test",1031,1,"Beholder#ASNTEST::OnMyMobDead2";
+ monster "in_moc_16",83,169,"Evil Druid",1002,1,"Beholder#ASNTEST::OnMyMobDead2";
+ monster "in_moc_16",63,158,"Doppelganger",1063,1,"Beholder#ASNTEST::OnMyMobDead2";
+ monster "in_moc_16",63,157,"Job change dummy",1002,1,"Beholder#ASNTEST::OnMyMobDead2";
+ monster "in_moc_16",64,159,"Job ready dummy",1002,1,"Beholder#ASNTEST::OnMyMobDead2";
+ monster "in_moc_16",63,159,"Job change ready",1063,1,"Beholder#ASNTEST::OnMyMobDead2";
+ monster "in_moc_16",63,159,"Archer test target",1002,1,"Beholder#ASNTEST::OnMyMobDead2";
+ monster "in_moc_16",63,159,"Swordman test target",1002,1,"Beholder#ASNTEST::OnMyMobDead2";
+ monster "in_moc_16",83,148,"Thief test target",1002,1,"Beholder#ASNTEST::OnMyMobDead2";
+ monster "in_moc_16",82,148,"Acolyte test target",1002,1,"Beholder#ASNTEST::OnMyMobDead2";
+ monster "in_moc_16",84,148,"Merchant test target",1002,1,"Beholder#ASNTEST::OnMyMobDead2";
+ initnpctimer;
+ end;
+
+OnReset:
+ killmonster "in_moc_16","Beholder#ASNTEST::OnMyMobDead";
+ killmonster "in_moc_16","Beholder#ASNTEST::OnMyMobDead2";
+ stopnpctimer;
+ donpcevent "Standby Room#ASNTEST::OnStart";
+ end;
+
+OnResetmob:
+ killmonster "in_moc_16","Beholder#ASNTEST::OnMyMobDead";
+ killmonster "in_moc_16","Beholder#ASNTEST::OnMyMobDead2";
+ stopnpctimer;
+ end;
+
+OnMyMobDead:
+ set .MyMobs,.MyMobs-1;
+ if (.MyMobs < 1) {
+ mapannounce "in_moc_16","You seem to be doing quite well. Keep it up!",bc_map;
+ set ASSIN_Q,3;
+ changequest 8003,8004;
+ donpcevent "timestopper#1::OnEnable";
+ donpcevent "Keeper of the Door#ASN::OnEnable";
+ donpcevent "Beholder#ASNTEST::OnResetmob";
+ set .DisableTraps,1;
+ stopnpctimer;
+ }
+ else {
+ mapannounce "in_moc_16","Okay, you're doing good! Hang in there, you're almost there!",bc_map;
+ }
+ end;
+
+OnMyMobDead2:
+ mapannounce "in_moc_16",strcharinfo(0) + "! You made a mistake! I'm bringing you back!",bc_map;
+ set ASSIN_Q,2;
+ warp "in_moc_16",19,161;
+ donpcevent "Beholder#ASNTEST::OnReset";
+ end;
+
+OnTimer1000:
+ mapannounce "in_moc_16"," Okay, let the test begin!",bc_map;
+ end;
+
+OnTimer2000:
+ mapannounce "in_moc_16","As you've been told before, find and only kill monsters named 'Job change target!'",bc_map;
+ end;
+
+OnTimer3000:
+ mapannounce "in_moc_16","The purpose of this test is to examine your ability to quickly distinguish enemies from other people!",bc_map;
+ end;
+
+OnTimer4000:
+ mapannounce "in_moc_16","You will have 3 minutes for the test! We will inform you of every minute passed.",bc_map;
+ end;
+
+OnTimer5000:
+ mapannounce "in_moc_16","Ok, now you've got exactly 3 minutes. Move! Move!",bc_map;
+ end;
+
+OnTimer65000:
+ mapannounce "in_moc_16","2 minutes left. As I've told you, get the 'Job change target' monsters!",bc_map;
+ end;
+
+OnTimer125000:
+ mapannounce "in_moc_16","1 minute left.",bc_map;
+ end;
+
+OnTimer180000:
+ mapannounce "in_moc_16","5 seconds left...",bc_map;
+ end;
+
+OnTimer181000:
+ mapannounce "in_moc_16","4 seconds left...",bc_map;
+ end;
+
+OnTimer182000:
+ mapannounce "in_moc_16","3 seconds left...",bc_map;
+ end;
+
+OnTimer183000:
+ mapannounce "in_moc_16","2 seconds left...",bc_map;
+ end;
+
+OnTimer184000:
+ mapannounce "in_moc_16","1 second left.",bc_map;
+ end;
+
+OnTimer185000:
+ mapannounce "in_moc_16","Time's up!",bc_map;
+ mapannounce "in_moc_16","Well, good job... If you wanted to waste your time. You'll have to try again!",bc_map;
+ //set ASSIN_Q,2;
+ end;
+
+OnTimer186000:
+ areawarp "in_moc_16",60,136,93,177,"in_moc_16",19,161;
+ end;
+
+OnTimer187000:
+ donpcevent "Beholder#ASNTEST::OnReset";
+ end;
+}
+
+in_moc_16,68,158,0 script 01_1::SinTrap -1,0,0,{
+OnTouch:
+ if (getvariableofnpc(.DisableTraps,"Beholder#ASNTEST") < 1) {
+ mapannounce "in_moc_16",strcharinfo(0) + ", you're trapped. You will be sent back.",bc_map;
+ set ASSIN_Q,2;
+ warp "in_moc_16",19,161;
+ donpcevent "Beholder#ASNTEST::OnResetmob";
+ donpcevent "Standby Room#ASNTEST::OnStart";
+ }
+ end;
+}
+
+in_moc_16,69,158,0 duplicate(SinTrap) 01_2 -1,0,0
+in_moc_16,68,159,0 duplicate(SinTrap) 01_3 -1,0,0
+in_moc_16,69,159,0 duplicate(SinTrap) 01_4 -1,0,0
+in_moc_16,64,162,0 duplicate(SinTrap) 02_1 -1,0,0
+in_moc_16,65,162,0 duplicate(SinTrap) 02_2 -1,0,0
+in_moc_16,64,163,0 duplicate(SinTrap) 02_3 -1,0,0
+in_moc_16,65,163,0 duplicate(SinTrap) 02_4 -1,0,0
+in_moc_16,62,168,0 duplicate(SinTrap) 03_1 -1,0,0
+in_moc_16,63,168,0 duplicate(SinTrap) 03_2 -1,0,0
+in_moc_16,62,169,0 duplicate(SinTrap) 03_3 -1,0,0
+in_moc_16,63,169,0 duplicate(SinTrap) 03_4 -1,0,0
+in_moc_16,66,170,0 duplicate(SinTrap) 04_1 -1,0,0
+in_moc_16,67,170,0 duplicate(SinTrap) 04_2 -1,0,0
+in_moc_16,66,171,0 duplicate(SinTrap) 04_3 -1,0,0
+in_moc_16,67,171,0 duplicate(SinTrap) 04_4 -1,0,0
+in_moc_16,64,174,0 duplicate(SinTrap) 05_1 -1,0,0
+in_moc_16,64,175,0 duplicate(SinTrap) 05_2 -1,0,0
+in_moc_16,65,174,0 duplicate(SinTrap) 05_3 -1,0,0
+in_moc_16,65,175,0 duplicate(SinTrap) 05_4 -1,0,0
+in_moc_16,72,174,0 duplicate(SinTrap) 06_1 -1,0,0
+in_moc_16,72,175,0 duplicate(SinTrap) 06_2 -1,0,0
+in_moc_16,73,174,0 duplicate(SinTrap) 06_3 -1,0,0
+in_moc_16,73,175,0 duplicate(SinTrap) 06_4 -1,0,0
+in_moc_16,72,166,0 duplicate(SinTrap) 07_1 -1,0,0
+in_moc_16,72,167,0 duplicate(SinTrap) 07_2 -1,0,0
+in_moc_16,73,166,0 duplicate(SinTrap) 07_3 -1,0,0
+in_moc_16,73,167,0 duplicate(SinTrap) 07_4 -1,0,0
+in_moc_16,72,168,0 duplicate(SinTrap) 08_1 -1,0,0
+in_moc_16,72,169,0 duplicate(SinTrap) 08_2 -1,0,0
+in_moc_16,73,168,0 duplicate(SinTrap) 08_3 -1,0,0
+in_moc_16,73,169,0 duplicate(SinTrap) 08_4 -1,0,0
+in_moc_16,78,168,0 duplicate(SinTrap) 09_1 -1,0,0
+in_moc_16,78,169,0 duplicate(SinTrap) 09_2 -1,0,0
+in_moc_16,79,168,0 duplicate(SinTrap) 09_3 -1,0,0
+in_moc_16,79,169,0 duplicate(SinTrap) 09_4 -1,0,0
+in_moc_16,80,172,0 duplicate(SinTrap) 10_1 -1,0,0
+in_moc_16,81,172,0 duplicate(SinTrap) 10_2 -1,0,0
+in_moc_16,82,172,0 duplicate(SinTrap) 10_3 -1,0,0
+in_moc_16,83,172,0 duplicate(SinTrap) 10_4 -1,0,0
+in_moc_16,80,173,0 duplicate(SinTrap) 10_5 -1,0,0
+in_moc_16,81,173,0 duplicate(SinTrap) 10_6 -1,0,0
+in_moc_16,82,173,0 duplicate(SinTrap) 10_7 -1,0,0
+in_moc_16,83,173,0 duplicate(SinTrap) 10_8 -1,0,0
+in_moc_16,88,174,0 duplicate(SinTrap) 11_1 -1,0,0
+in_moc_16,88,175,0 duplicate(SinTrap) 11_2 -1,0,0
+in_moc_16,89,174,0 duplicate(SinTrap) 11_3 -1,0,0
+in_moc_16,89,175,0 duplicate(SinTrap) 11_4 -1,0,0
+in_moc_16,86,166,0 duplicate(SinTrap) 12_1 -1,0,0
+in_moc_16,86,167,0 duplicate(SinTrap) 12_2 -1,0,0
+in_moc_16,87,166,0 duplicate(SinTrap) 12_3 -1,0,0
+in_moc_16,87,167,0 duplicate(SinTrap) 12_4 -1,0,0
+in_moc_16,90,164,0 duplicate(SinTrap) 13_1 -1,0,0
+in_moc_16,90,165,0 duplicate(SinTrap) 13_2 -1,0,0
+in_moc_16,91,164,0 duplicate(SinTrap) 13_3 -1,0,0
+in_moc_16,91,165,0 duplicate(SinTrap) 13_4 -1,0,0
+in_moc_16,84,160,0 duplicate(SinTrap) 14_1 -1,0,0
+in_moc_16,85,160,0 duplicate(SinTrap) 14_2 -1,0,0
+in_moc_16,86,160,0 duplicate(SinTrap) 14_3 -1,0,0
+in_moc_16,87,160,0 duplicate(SinTrap) 14_4 -1,0,0
+in_moc_16,88,160,0 duplicate(SinTrap) 14_5 -1,0,0
+in_moc_16,89,160,0 duplicate(SinTrap) 14_6 -1,0,0
+in_moc_16,84,161,0 duplicate(SinTrap) 14_7 -1,0,0
+in_moc_16,85,161,0 duplicate(SinTrap) 14_8 -1,0,0
+in_moc_16,86,161,0 duplicate(SinTrap) 14_9 -1,0,0
+in_moc_16,87,161,0 duplicate(SinTrap) 14_10 -1,0,0
+in_moc_16,88,161,0 duplicate(SinTrap) 14_11 -1,0,0
+in_moc_16,89,161,0 duplicate(SinTrap) 14_12 -1,0,0
+in_moc_16,86,154,0 duplicate(SinTrap) 15_1 -1,0,0
+in_moc_16,86,155,0 duplicate(SinTrap) 15_2 -1,0,0
+in_moc_16,87,154,0 duplicate(SinTrap) 15_3 -1,0,0
+in_moc_16,87,155,0 duplicate(SinTrap) 15_4 -1,0,0
+in_moc_16,84,150,0 duplicate(SinTrap) 16_1 -1,0,0
+in_moc_16,84,151,0 duplicate(SinTrap) 16_2 -1,0,0
+in_moc_16,85,150,0 duplicate(SinTrap) 16_3 -1,0,0
+in_moc_16,85,151,0 duplicate(SinTrap) 16_4 -1,0,0
+in_moc_16,90,150,0 duplicate(SinTrap) 17_1 -1,0,0
+in_moc_16,90,151,0 duplicate(SinTrap) 17_2 -1,0,0
+in_moc_16,91,150,0 duplicate(SinTrap) 17_3 -1,0,0
+in_moc_16,91,151,0 duplicate(SinTrap) 17_4 -1,0,0
+in_moc_16,86,146,0 duplicate(SinTrap) 18_1 -1,0,0
+in_moc_16,86,147,0 duplicate(SinTrap) 18_2 -1,0,0
+in_moc_16,87,146,0 duplicate(SinTrap) 18_3 -1,0,0
+in_moc_16,87,147,0 duplicate(SinTrap) 18_4 -1,0,0
+
+in_moc_16,87,137,0 script Keeper of the Door#ASN 45,2,1,{
+OnInit:
+ disablenpc "Keeper of the Door#ASN";
+ end;
+
+OnTouch:
+ donpcevent "Thomas#ASNTEST::OnDisable";
+ if (ASSIN_Q == 3)
+ set ASSIN_Q,3;
+ else
+ set ASSIN_Q,4;
+ warp "in_moc_16",87,102;
+ savepoint "in_moc_16",16,13;
+ end;
+
+OnEnable:
+ mapannounce "in_moc_16","The door to the next room, at coordinates 87 137, has opened.",bc_map;
+ enablenpc "Keeper of the Door#ASN";
+ end;
+
+OnDisable:
+ disablenpc "Keeper of the Door#ASN";
+ end;
+}
+
+in_moc_16,3,3,0 script timestopper#1 -1,{
+OnEnable:
+ initnpctimer;
+ end;
+
+OnTimer187000:
+ donpcevent "Thomas#ASNTEST::OnDisable";
+ stopnpctimer;
+ end;
+
+OnDisable:
+ stopnpctimer;
+ end;
+
+OnMyMobDead:
+ mapannounce "in_moc_16","Hey, what the hell was that?! I told you: No killing monsters!",bc_map;
+ mapannounce "in_moc_16","I'm bringing you back... *Sigh...*",bc_map;
+ set ASSIN_Q,3;
+ warp "in_moc_16",87,102;
+ killmonsterall "in_moc_16";
+ end;
+}
+
+in_moc_16,89,98,1 script Thomas#ASNTEST 118,5,1,{
+ end;
+
+OnTouch:
+ if (ASSIN_Q == 4) {
+ mes "[Thomas]";
+ mes "Damn...! You look like you're in a lot of pain. ^666666*Sigh*^000000 Give me a second, let me try to restore your HP and SP...";
+ percentheal 100,100;
+ next;
+ mes "[Thomas]";
+ mes "It looks like you're having a tough time. You're either trying too hard, or not trying hard";
+ mes "enough, kid.";
+ next;
+ switch(select("I'm gonna try it again!:I... I quit!")) {
+ case 1:
+ mes "[Thomas]";
+ mes "Hmm. Well, okay.";
+ mes "Good luck out there.";
+ close;
+ case 2:
+ mes "[Thomas]";
+ mes "Huh...";
+ mes "Quit the test, eh? Well, I guess you don't wanna waste any more of our time.";
+ next;
+ mes "[Thomas]";
+ mes "Oh hey, don't forget to save your respawn point in town.";
+ close2;
+ mapannounce "in_moc_16",strcharinfo(0) + " got scared and quit the test...Who's Next?!",bc_map;
+ set ASSIN_Q,0;
+ set ASSIN_Q2,0;
+ set ASSIN_Q3,0;
+ changequest 8004,8000;
+ savepoint "in_moc_16",18,14;
+ warp "in_moc_16",18,14;
+ donpcevent "Standby Room#ASNTEST::OnStart";
+ end;
+ }
+ }
+
+ mes "[Thomas]";
+ mes "Hey, I'm Thomas. I'm in charge of testing your use of the hiding skill. Think you're up to it?";
+ next;
+ mes "[Thomas]";
+ mes "Listen. In this test, you can't kill any monsters. Your goal is to reach 'Barcardi' at the opposite side of this room.";
+ next;
+ mes "[Thomas]";
+ mes "So basically, get to the other side of this room and meet 'Barcardi' without killing a single monster. Understand?";
+ next;
+ mes "[Thomas]";
+ mes "If you run away, get a nose bleed and pass out or something like that, I'll fail ya'. Enough talk. Let's see what you got.";
+ close2;
+ set ASSIN_Q,4;
+
+ monster "in_moc_16",81,77,"Mummy",1041,1,"timestopper#1::OnMyMobDead";
+ monster "in_moc_16",82,77,"Mummy",1041,1,"timestopper#1::OnMyMobDead";
+ monster "in_moc_16",83,77,"Mummy",1041,1,"timestopper#1::OnMyMobDead";
+ monster "in_moc_16",84,77,"Mummy",1041,1,"timestopper#1::OnMyMobDead";
+ monster "in_moc_16",85,77,"Mummy",1041,1,"timestopper#1::OnMyMobDead";
+ monster "in_moc_16",86,77,"Mummy",1041,1,"timestopper#1::OnMyMobDead";
+ monster "in_moc_16",88,77,"Mummy",1041,1,"timestopper#1::OnMyMobDead";
+ monster "in_moc_16",89,77,"Mummy",1041,1,"timestopper#1::OnMyMobDead";
+ monster "in_moc_16",90,77,"Mummy",1041,1,"timestopper#1::OnMyMobDead";
+ monster "in_moc_16",77,77,"Mummy",1041,1,"timestopper#1::OnMyMobDead";
+ monster "in_moc_16",78,56,"Mummy",1041,1,"timestopper#1::OnMyMobDead";
+ monster "in_moc_16",79,56,"Mummy",1041,1,"timestopper#1::OnMyMobDead";
+ monster "in_moc_16",80,56,"Mummy",1041,1,"timestopper#1::OnMyMobDead";
+ monster "in_moc_16",81,56,"Mummy",1041,1,"timestopper#1::OnMyMobDead";
+ monster "in_moc_16",91,55,"Mummy",1041,1,"timestopper#1::OnMyMobDead";
+ monster "in_moc_16",92,56,"Mummy",1041,1,"timestopper#1::OnMyMobDead";
+ monster "in_moc_16",93,56,"Mummy",1041,1,"timestopper#1::OnMyMobDead";
+ monster "in_moc_16",94,56,"Mummy",1041,1,"timestopper#1::OnMyMobDead";
+ monster "in_moc_16",95,56,"Mummy",1041,1,"timestopper#1::OnMyMobDead";
+ monster "in_moc_16",96,56,"Mummy",1041,1,"timestopper#1::OnMyMobDead";
+ monster "in_moc_16",97,56,"Mummy",1041,1,"timestopper#1::OnMyMobDead";
+ monster "in_moc_16",76,62,"Hydra",1068,1,"timestopper#1::OnMyMobDead";
+ monster "in_moc_16",79,62,"Hydra",1068,1,"timestopper#1::OnMyMobDead";
+ monster "in_moc_16",79,65,"Hydra",1068,1,"timestopper#1::OnMyMobDead";
+ monster "in_moc_16",76,65,"Hydra",1068,1,"timestopper#1::OnMyMobDead";
+ monster "in_moc_16",96,62,"Hydra",1068,1,"timestopper#1::OnMyMobDead";
+ monster "in_moc_16",96,65,"Hydra",1068,1,"timestopper#1::OnMyMobDead";
+ monster "in_moc_16",99,62,"Hydra",1068,1,"timestopper#1::OnMyMobDead";
+ monster "in_moc_16",99,65,"Hydra",1068,1,"timestopper#1::OnMyMobDead";
+ end;
+
+OnDisable:
+ donpcevent "Standby Room#ASNTEST::OnStart";
+ killmonsterall "in_moc_16";
+ end;
+}
+
+in_moc_16,87,48,2 script Barcardi#ASN 725,2,2,{
+OnTouch:
+ donpcevent "timestopper#1::OnDisable";
+ donpcevent "Thomas#ASNTEST::OnDisable";
+ mes "[Barcardi]";
+ mes "Oh! Congratulations!";
+ mes "You may now proceed to our Guildmaster's room. Good luck!!";
+ close2;
+ set ASSIN_Q,5;
+ changequest 8004,8005;
+ warp "in_moc_16",181,183;
+ end;
+}
+
+in_moc_16,182,169,0 script Maze Assistant 45,1,1,{
+OnTouch:
+ if (ASSIN_Q == 5 || ASSIN_Q == 6) {
+ warp "in_moc_16",181,183;
+ set ASSIN_Q,ASSIN_Q+1;
+ changequest 8005,8006;
+ }
+ else {
+ mapannounce "in_moc_16",strcharinfo(0)+" has entered 'Guildmaster's room.'",bc_map;
+ savepoint "in_moc_16",181,183;
+ donpcevent "Guildmaster#ASN2::OnDisable";
+ warp "in_moc_16",167,113;
+ end;
+ }
+}
+
+in_moc_16,167,110,0 script Guildmaster#ASN1 -1,3,1,{
+OnTouch:
+ savepoint "in_moc_16",167,110;
+ mes "[Guildmaster]";
+ mes "Welcome. ";
+ mes "This place is called the 'Guildmaster's room,' the deepest place in the Assassin guild.";
+ next;
+ mes "[Guildmaster]";
+ mes "I'm going to give you a simple test. Please find your way through this maze and come to me. It is this maze that protects our guild from intruders.";
+ next;
+ mes "[Guildmaster]";
+ mes "I look forward";
+ mes "to meeting you";
+ mes "at the end of maze.";
+ close;
+
+OnDisable:
+ mapannounce "in_moc_16","...Next volunteer, please come in.",bc_map;
+ end;
+}
+
+in_moc_16,149,80,4 script Guildmaster#ASN2 106,1,1,{
+OnTouch:
+ savepoint "morocc",100,100;
+ if (ASSIN_Q == 7 && BaseJob == Job_Thief) {
+ set ASSIN_Q,8;
+ mes "[Guildmaster]";
+ mes "Welcome.";
+ mes "I apologize for";
+ mes "making you go";
+ mes "through the maze.";
+ next;
+ mes "[Guildmaster]";
+ mes "I saw your resume just now. You're well known as a Thief with guts. Rarely do we receive potential Assassins of your stature.";
+ next;
+ mes "[Guildmaster]";
+ mes "May I ask you some questions if you don't mind? You don't have to be nervous. Just remember: if you lie, I will kill you.";
+ next;
+ mes "[Guildmaster]";
+ mes "First off, what do you think is the priority of an Assassin?";
+ next;
+ switch(select("More power.:An Assassin's pride.:Endless practice.")) {
+ case 1:
+ mes "[Guildmaster]";
+ mes "More power...";
+ mes "Yes, you may think";
+ mes "of Assassins as much";
+ mes "stronger than Thieves.";
+ next;
+ mes "[Guildmaster]";
+ mes "However, for what reason do you wish for more power? To show off? Personal revenge? For what purpose will you use this power?";
+ next;
+ mes "[Guildmaster]";
+ mes "Why do you want";
+ mes "to be stronger";
+ mes "than you are now?";
+ next;
+ switch(select("Revenge...!:Money~:I want to travel.")) {
+ case 1:
+ set ASSIN_Q,8;
+ mes "[Guildmaster]";
+ mes "Revenge...?";
+ mes "Yes, I understand. All of us hold grudges against someone else eventually.";
+ next;
+ mes "[Guildmaster]";
+ mes "However, keep in mind that we are not allowed to be emotionally attached. Carry out your duties without question. That is our way.";
+ next;
+ mes "[Guildmaster]";
+ mes "Being an Assassin means";
+ mes "to abandon the ego.";
+ next;
+ break;
+ case 2:
+ set ASSIN_Q,9;
+ mes "[Guildmaster]";
+ mes "Financial reasons...? I won't deny that we all need money to live. But being Assassin means living for a higher purpose.";
+ next;
+ mes "[Guildmaster]";
+ mes "Being an Assassin means";
+ mes "to abandon such worldly";
+ mes "attachments...";
+ next;
+ break;
+ case 3:
+ set ASSIN_Q,10;
+ mes "[Guildmaster]";
+ mes "Good idea. Traveling around the world will allow you to broaden your experiences.";
+ next;
+ mes "[Guildmaster]";
+ mes "Most of us tend to avoid gathering into groups though, but I'm sure you already caught that, yes?";
+ next;
+ mes "[Guildmaster]";
+ mes "In a way, being an Assassin is to live life in loneliness...";
+ next;
+ break;
+ }
+ break;
+ case 2:
+ mes "[Guildmaster]";
+ mes "An Assassin's pride...";
+ mes "Did other Assassins tell you that...?";
+ next;
+ mes "[Guildmaster]";
+ mes "Pride is certainly important, but pride is worth nothing if you do not have any ability.";
+ next;
+ mes "[Guildmaster]";
+ mes "Most of the Assassins you've met before me are brethren that have shared many difficult times together.";
+ next;
+ mes "[Guildmaster]";
+ mes "I can understand why their pride and dignity would be so important to them. Now, for what reason do you wish to become an Assassin?";
+ next;
+ switch(select("I like the solitude.:Making money being an Assassin.:They just look interesting.")) {
+ case 1:
+ set ASSIN_Q,11;
+ mes "[Guildmaster]";
+ mes "You got the point...";
+ mes "We are lonely. We will always be alone, even amongst each other...";
+ next;
+ mes "[Guildmaster]";
+ mes "In a way, being";
+ mes "an Assassin equals";
+ mes "nothing, I would say.";
+ next;
+ mes "[Guildmaster]";
+ mes "But, as I told you before, we have comrades. I recommend having at least one comrade to back up you when you're on a mission.";
+ next;
+ break;
+ case 2:
+ set ASSIN_Q,12;
+ mes "[Guildmaster]";
+ mes "Well, I can't deny it, we do need money to make a living. But don't you think we should pursue something even more important than money?";
+ next;
+ break;
+ case 3:
+ set ASSIN_Q,13;
+ mes "[Guildmaster]";
+ mes "Style and appearance is only superficial. It is sad that many people think this way...";
+ next;
+ mes "[Guildmaster]";
+ mes "Such disgraceful Assassins that have lost their true focus are dealt with in our own manner...";
+ next;
+ mes "[Guildmaster]";
+ mes "Don't forget...";
+ mes "Assassins don't toy around. We are not into a style or trend, and we never will be.";
+ next;
+ break;
+ }
+ break;
+ case 3:
+ mes "[Guildmaster]";
+ mes "Endless Practice...";
+ mes "I think you have what it takes. Is there a reason you want to be an Assassin?";
+ next;
+ mes "[Guildmaster]";
+ mes "Unlike the Thief class, the Assassin job doesn't allow self-indulgence. Tell me the";
+ mes "reason you train endlessly.";
+ next;
+ switch(select("To broaden my skills.:It's a goal of mine.:For spiritual improvement.")) {
+ case 1:
+ set ASSIN_Q,14;
+ mes "[Guildmaster]";
+ mes "Learning skills comes naturally with the Assassin job. But don't think of skills as the best value of your training.";
+ next;
+ mes "[Guildmaster]";
+ mes "You won't be satisfied in becoming an Assassin if you think this...";
+ next;
+ break;
+ case 2:
+ set ASSIN_Q,15;
+ mes "[Guildmaster]";
+ mes "It's a goal of yours, eh? Well, I guess you've got to have goals...";
+ next;
+ mes "[Guildmaster]";
+ mes "I once knew a person who had goals. Long ago, I met someone on assignment who wanted to keep from getting killed before becoming a level 54 knight.";
+ next;
+ mes "[Guildmaster]";
+ mes "It's to bad I had to kill him before he was level 52... ^666666*Sigh*^000000 Oh well.";
+ next;
+ mes "I'm a bit worried about you. I hope you realize that once you become an Assassin, there's no turning back...";
+ next;
+ break;
+ case 3:
+ set ASSIN_Q,16;
+ mes "[Guildmaster]";
+ mes "Good idea...";
+ mes "That is a good way to improve yourself. I've seen many people who know how to be strong physically but not in their mental state.";
+ next;
+ mes "[Guildmaster]";
+ mes "I hope you're not a hypocrite. Spiritual discipline is the best way for you to survive.";
+ next;
+ break;
+ }
+ break;
+ }
+ mes "[Guildmaster]";
+ mes "Sadly, there are some nit-wits who are eager to be Assassins even though they don't know anything...";
+ next;
+ mes "[Guildmaster]";
+ mes "They cause problems and bring us disgrace. Their activities often result in horrible situations.";
+ next;
+ mes "[Guildmaster]";
+ mes "Be careful lest you become one of them once you become an Assassin. The responsibility rests solely on your shoulders...";
+ next;
+ mes "[Guildmaster]";
+ mes "So if you could become an Assassin right now, what is the first thing you would do?";
+ next;
+ switch(select("I would go hunt right away.:There are people waiting for me.:Check how I can help as an Assassin.")) {
+ case 1:
+ mes "[Guildmaster]";
+ mes "Hunt...";
+ mes "Is that all...?";
+ next;
+ switch(select("I would level up fast.:I want to explore my Assassin skills.:I will go where I couldn't go as a Thief.")) {
+ case 1:
+ set .@assassin_sangdam,.@assassin_sangdam+10;
+ mes "[Guildmaster]";
+ mes "Don't act recklessly...";
+ mes "Being an Assassin never makes you a different person. And don't rely on chance.";
+ next;
+ break;
+ case 2:
+ set .@assassin_sangdam,.@assassin_sangdam+5;
+ mes "[Guildmaster]";
+ mes "It is good for one to examine oneself. I can understand that you will be excited by the great change in your ability.";
+ next;
+ mes "[Guildmaster]";
+ mes "In the meantime, I hope you won't forget the Assassin mentality.";
+ next;
+ break;
+ case 3:
+ mes "[Guildmaster]";
+ mes "Very well...";
+ mes "Exploring places you've never seen before. But know that being an Assassin never makes you a different person.";
+ next;
+ mes "[Guildmaster]";
+ mes "Don't force yourself too much.";
+ mes "Take your time and travel wisely.";
+ next;
+ break;
+ }
+ break;
+ case 2:
+ mes "[Guildmaster]";
+ mes "Who is waiting";
+ mes "for you, might I ask?";
+ next;
+ switch(select("My friends.:My Guildsmen.:My lover.")) {
+ case 1:
+ set .@assassin_sangdam,.@assassin_sangdam+5;
+ mes "[Guildmaster]";
+ mes "I see...";
+ mes "Appreciate them for caring about you, even when you're alone.";
+ next;
+ break;
+ case 2:
+ set .@assassin_sangdam,.@assassin_sangdam+5;
+ mes "[Guildmaster]";
+ mes "Great...";
+ mes "Comrades for whom you would die for...";
+ next;
+ mes "[Guildmaster]";
+ mes "As an Assassin, find a job that you can do for them without them knowing..";
+ next;
+ break;
+ case 3:
+ mes "[Guildmaster]";
+ mes "Haha, the needs of the body are sometimes hard to ignore. It's best to accept that part of human nature.";
+ next;
+ mes "[Guildmaster]";
+ if (sex )
+ mes "But you must never reveal to her the Assassin side of your life. No matter what it takes.";
+ else
+ mes "But you must never reveal to him the Assassin side of your life, no matter what it takes.";
+ next;
+ mes "[Guildmaster]";
+ mes "Love your beloved forever, even if you can't openly express it. Sometimes, life doesn't allow you to find true love more than once.";
+ next;
+ break;
+ }
+ break;
+ case 3:
+ mes "[Guildmaster]";
+ mes "That's most admirable. Is there anything that you would like to ask me about?";
+ next;
+ switch(select("Places where Assassins can level up...:Main goals as an Assassin.:Financial consulting.")) {
+ case 1:
+ set .@assassin_sangdam,.@assassin_sangdam+5;
+ mes "[Guildmaster]";
+ mes "It all depends on your mind. Any place could be the best to level up according to your mind state.";
+ next;
+ mes "[Guildmaster]";
+ mes "You must know how to";
+ mes "survive in any situation.";
+ next;
+ break;
+ case 2:
+ mes "[Guildmaster]";
+ mes "There are many Assassins out there. Look to them as your trainers, and ask for their opinions.";
+ next;
+ mes "[Guildmaster]";
+ mes "I hope you will become an excellent Assassin. And when you reach a certain level, you must guide newbies as your trainers have.";
+ next;
+ break;
+ case 3:
+ set .@assassin_sangdam,.@assassin_sangdam+10;
+ mes "[Guildmaster]";
+ mes "Oh my lord...";
+ mes "Are you planning to become an Assassin in order to make money?";
+ next;
+ mes "[Guildmaster]";
+ mes "People of that nature are unwelcome. If such is your goal, you may wish to reconsider your job...";
+ next;
+ break;
+ }
+ break;
+ }
+ mes "[Guildmaster]";
+ mes "It was nice to meet you. You reminded me of the good ol' days.";
+ next;
+ mes "[Guildmaster]";
+ mes "Please give me";
+ mes "one second...";
+ next;
+ mapannounce "in_moc_16","Those involved with the testing of " + strcharinfo(0) + ", please gather before me.",bc_map;
+ mes "[Guildmaster]";
+ mes "Those involved with the testing of " + strcharinfo(0) + ", please gather before me.";
+ next;
+ mes "[Guildmaster]";
+ mes "They will";
+ mes "be here soon.";
+ next;
+ enablenpc "[Huey]";
+ enablenpc "[Khai]";
+ enablenpc "[The Anonymous One]";
+ enablenpc "[Barcardi]";
+ enablenpc "[Beholder]";
+ enablenpc "[Thomas]";
+ enablenpc "[Gayle Maroubitz]";
+ mes "[The Anonymous One]";
+ mes "I am here.";
+ next;
+ mes "[Guildmaster]";
+ mes "I would like to listen to your opinion of " + strcharinfo(0) + " for the job change test.";
+ next;
+ mes "[The Anonymous One]";
+ mes "Ah yeah...";
+ mes "I think";
+ mes ""+ strcharinfo(0) +"";
+ mes "is decent.";
+ next;
+ mes "[Guildmaster]";
+ mes "Well...";
+ mes "The Anonymous One";
+ mes "supports you. How";
+ mes "about you, Huey?";
+ next;
+ if (ASSIN_Q3 == 1) {
+ mes "[Huey]";
+ mes "A rarity.";
+ mes "You can tell";
+ mes "by the job level.";
+ next;
+ mes "[Huey]";
+ mes "I agree with";
+ mes "the Anonymous One.";
+ }
+ else {
+ mes "[Huey]";
+ mes "Although "+ strcharinfo(0) +" looks too mellow and gentle, kind of like a pussycat, "+ strcharinfo(0) +" has the stuff.";
+ next;
+ mes "[Huey]";
+ mes "If it's alright with you, I'd like to get back to my job.";
+ next;
+ mes "[Guildmaster]";
+ mes "Yes...";
+ mes "That is all, Huey.";
+ }
+ next;
+ mes "[Guildmaster]";
+ mes "So...";
+ mes "'Beholder,' what";
+ mes "is your opinion?";
+ next;
+ donpcevent "[Huey]::OnDisable";
+ mes "[Beholder]";
+ mes "Well, I don't like the course score. But, somehow the whole test was passed. I'm okay with this person.";
+ next;
+ mes "[Guildmaster]";
+ mes "Hmm...";
+ mes "It seems we are all in agreement. Good. I don't have any problem with "+ strcharinfo(0) +" as well...";
+ next;
+ switch(ASSIN_Q) {
+ case 8:
+ mes "[Guildmaster]";
+ mes "Even though you're driven by personal revenge, I hope it will go away as you train...";
+ next;
+ break;
+ case 9:
+ mes "[Guildmaster]";
+ mes "Even though your main concern for now is being a rich, I'm sure you'll pursue something even greater...";
+ next;
+ break;
+ case 10:
+ mes "[Guildmaster]";
+ mes "Eager to travel all around the world, I hope your real identity is found in your journeys...";
+ next;
+ break;
+ case 11:
+ mes "[Guildmaster]";
+ mes "You seem to know a lot about Assassins. I don't think frustration from being alone will be difficult for you...";
+ next;
+ break;
+ case 12:
+ mes "[Guildmaster]";
+ mes "You have an idiocy about money, but I believe that you should be able to overcome it.";
+ next;
+ mes "[Guildmaster]";
+ mes "Although I do not trust you for now, I will give you a chance...";
+ next;
+ break;
+ case 13:
+ mes "[Guildmaster]";
+ mes "Even though you're enamored with Assassins superficially, I believe you will realize the real value of the Assassin job sooner or later.";
+ next;
+ break;
+ case 14:
+ mes "[Guildmaster]";
+ mes "One of the rare people who seeks better skills, I hope you will realize the importance of spiritual discipline sooner or later.";
+ next;
+ break;
+ case 15:
+ mes "[Guildmaster]";
+ mes "Sooner or later, you will find a new goal to which you can devote yourself...";
+ next;
+ break;
+ case 16:
+ mes "[Guildmaster]";
+ mes "I know some people care only about their physical training, but";
+ mes "I believe you stand out amongst them...";
+ next;
+ }
+ if (ASSIN_Q3 == 1 && BaseJob == Job_Thief && ASSIN_Q > 6 && ASSIN_Q < 17) {
+ set ASSIN_Q,17;
+ set ASSIN_Q3,2;
+ mes "[Guildmaster]";
+ mes "Well, I've said too much. Please choose a weapon as a present.";
+ next;
+ mes "[Guildmaster]";
+ mes "You can choose a Jur, Katar, Main Gauche, or a Gladius. As a master, I love them all.";
+ next;
+ switch(select("Jur:Katar:Main Gauche:Gladius")) {
+ case 1:
+ mes "[Guildmaster]";
+ mes "A Jur...";
+ mes "Good choice. There you are. I hope it will serve you well.";
+ getitem 1251,1; //Jur_
+ break;
+ case 2:
+ mes "[Guildmaster]";
+ mes "A Katar...";
+ mes "Here you are.";
+ mes "Although it's used,";
+ mes "I know it will";
+ mes "serve you well.";
+ getitem 1253,1; //Katar_
+ break;
+ case 3:
+ mes "[Guildmaster]";
+ mes "I see. You want to use both hands. Here, take your Main Gauche.";
+ getitem 1208,1; //Main_Gauche_
+ break;
+ case 4:
+ mes "[Guildmaster]";
+ mes "A Gladius...";
+ mes "It used to rule over the Assassin weapon market. Please take care of my gladius.";
+ getitem 1220,1; //Gladius_
+ }
+ next;
+ }
+ else {
+ set ASSIN_Q,17;
+ mes "[Guildmaster]";
+ mes "Well, I talked too much.";
+ mes "Please take this first.";
+ next;
+ switch(rand(1,5)) {
+ case 1:
+ getitem 1207,1; //Main_Gauche
+ break;
+ case 2:
+ getitem 1250,1; //Jur
+ break;
+ case 3:
+ getitem 1216,1; //Stiletto
+ break;
+ case 4:
+ getitem 1201,1; //Knife
+ break;
+ case 5:
+ getitem 1252,1; //Katar
+ }
+ }
+ mes "[Guildmaster]";
+ mes "Well, I am giving you a token. Please return to the Assassin expert, the Ferocious-Looking Huey, at the entrance.";
+ next;
+ mes "[Guildmaster]";
+ mes "Upon receiving this token, Huey will promote you to an Assassin.";
+ next;
+ mes "[Guildmaster]";
+ mes "You, " + strcharinfo(0) + ", have chosen to live as an Assassin. May you learn our ways and be an honorable example to others.";
+ savepoint "morocc",100,100;
+ getitem 1008,1; //Frozen_Heart
+ changequest 8006,8007;
+ next;
+ mes "[Guildmaster]";
+ mes "Okay, all of you may go back to your positions. I will send you to the entrance as well. Let's move...";
+ disablenpc "[Huey]";
+ disablenpc "[Khai]";
+ disablenpc "[The Anonymous One]";
+ disablenpc "[Barcardi]";
+ disablenpc "[Beholder]";
+ disablenpc "[Thomas]";
+ disablenpc "[Gayle Maroubitz]";
+ close2;
+ warp "in_moc_16",17,19;
+ end;
+ }
+ else if (ASSIN_Q == 17) {
+ mes "[Guildmaster]";
+ mes "Umm...?";
+ mes "How come you're in here...?";
+ next;
+ mes "[Guildmaster]";
+ mes "You already finished your test. Why don't you go try to get the ^006699Necklace of Oblivion^000000 so you can change your job?";
+ close2;
+ warp "in_moc_16",17,19;
+ end;
+ }
+ else if (ASSIN_Q > 7 && ASSIN_Q < 17) {
+ set ASSIN_Q,7;
+ mes "[Guildmaster]";
+ mes "What the hell? You pressed 'Cancel' during the process. Do you want to change your job or what?";
+ next;
+ mes "[Guildmaster]";
+ mes "^666666*Sigh...*^000000";
+ mes "Ok, let's start again. If you don't listen this time, you won't leave this room alive. You got me?";
+ close;
+ }
+ else {
+ mes "[Guildmaster]";
+ mes "Umm? How come your in here?";
+ next;
+ mes "[Guildmaster]";
+ mes "You already finished your test, go give your ^006699Necklace of Oblivion^000000 to the Ferocious-looking guy so you can change your job!";
+ close2;
+ warp "in_moc_16",17,19;
+ end;
+ }
+}
+
+in_moc_16,186,81,1 script Master Assist 55,1,1,{
+ mes "[Assistent Gayle Maroubitz]";
+ mes "Sorry, but I'm not in charge of job changes. Go to the Guildmaster, as he has told you.";
+ close;
+}
+
+in_moc_16,170,90,0 script info 1 -1,{
+OnTouch:
+ mes "[Guildmaster]";
+ mes "Huh.";
+ mes "Now, that place is blocked. You might want to check the other side.";
+ close;
+}
+
+in_moc_16,153,85,0 script info 2 -1,1,1,{
+OnTouch:
+ mes "[Guildmaster]";
+ mes "You're getting warmer. You're almost there. Just, turn around a little bit.";
+ close;
+}
+
+in_moc_16,160,85,0 script info 3 -1,1,1,{
+OnTouch:
+ mes "[Guildmaster]";
+ mes "Hmm.";
+ mes "Now, that place";
+ mes "is blocked.";
+ close;
+}
+
+in_moc_16,175,89,0 script info 4 -1,1,1,{
+OnTouch:
+ mes "[Guildmaster]";
+ mes "Umm...";
+ mes "You're heading for my assistant. Do you still need to talk to him?";
+ close;
+}
+
+in_moc_16,164,88,0 script info 5 -1,{
+OnTouch:
+ mes "[Guildmaster]";
+ mes "Well done...";
+ mes "I can feel your steps near me.";
+ close;
+}
+
+in_moc_16,149,95,0 script info 6 -1,1,1,{
+OnTouch:
+ mes "[Guildmaster]";
+ mes "Hm? Not bad. You're almost here.";
+ close;
+}
+
+in_moc_16,180,101,0 script info 7 -1,1,1,{
+OnTouch:
+ mes "[Guildmaster]";
+ mes "I don't think you're going the right way.";
+ close;
+}
+
+in_moc_16,186,107,0 script info 8 -1,1,1,{
+OnTouch:
+ mes "[Guildmaster]";
+ mes "No sense of direction, eh?";
+ close;
+}
+
+in_moc_16,156,87,1 script [Huey] 55,{
+ end;
+
+OnInit:
+ disablenpc "[Huey]";
+ end;
+}
+
+in_moc_16,156,85,1 script [Khai] 730,{
+ end;
+
+OnInit:
+ disablenpc "[Khai]";
+ end;
+}
+
+in_moc_16,156,83,1 script [The Anonymous One] 106,{
+ end;
+
+OnInit:
+ disablenpc "[The Anonymous One]";
+ end;
+}
+
+in_moc_16,156,81,2 script [Barcardi] 725,{
+ end;
+
+OnInit:
+ disablenpc "[Barcardi]";
+ end;
+}
+
+in_moc_16,156,79,1 script [Beholder] 118,{
+ end;
+
+OnInit:
+ disablenpc "[Beholder]";
+ end;
+}
+
+in_moc_16,156,77,1 script [Thomas] 118,{
+ end;
+
+OnInit:
+ disablenpc "[Thomas]";
+ end;
+}
+
+in_moc_16,156,75,1 script [Gayle Maroubitz] 55,{
+ end;
+
+OnInit:
+ disablenpc "[Gayle Maroubitz]";
+ end;
+}
diff --git a/npc/pre-re/jobs/2-1/blacksmith.txt b/npc/pre-re/jobs/2-1/blacksmith.txt
new file mode 100644
index 000000000..413fe69fd
--- /dev/null
+++ b/npc/pre-re/jobs/2-1/blacksmith.txt
@@ -0,0 +1,1629 @@
+//===== rAthena Script =======================================
+//= Blacksmith Quest
+//===== By: ==================================================
+//= EREMES THE CANIVALIZER(Aegis)
+//= Translated by: yoshiki.
+//= Converted by: Komurka.
+//= Optimized and further edited by kobra_k88.
+//= Further bugfixed and tested by Lupus
+//===== Current Version: =====================================
+//= 2.8
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Job Change quest for Blacksmith class.
+//===== Additional Comments: =================================
+//= Changed some npc names to the iRO names. Changed some variable
+//= names and labels. Edited some text.[kobra_k88]
+//= Removed "if(JobLevel > 48) goto higher". It was a left over line.
+//= Thx to "Decker".[kobra_k88]
+//= Fixed some typos, thanks to Riotblade [celest]
+//= 1.3-1.5 Added Baby Class support [Lupus]
+//= 1.6 Added a func which prevent advanced classes passing
+//= 2nd Job Quests again. It also guides adv classes where
+//= to go. [Lupus]
+//= 1.7 item quantity/ids typos fix
+//= 1.8 Moved the Quest to Einbroch [Poki#3]
+//= 2.0 Changed numbers to constants. [Vicious]
+//= 2.1 Removed Duplicates [Silent]
+//= 2.2 Merged Jfunc, changed job numbers to constants [Lupus]
+//= 2.3 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
+//= 2.4 Several bugfixes with the help of Barron-Monster. [L0ne_W0lf]
+//= 2.4a Changed a BaseJob to baseclass. [L0ne_W0lf]
+//= 2.4b Further bug fixes with teh hel of Barron-Monster. [L0ne_W0lf]
+//= 2.4c More fixes courtosy of Micktu. [L0ne_W0lf]
+//= 2.4d Fixed an incorrect answer in the quiz. (Trojal) [L0ne_W0lf]
+//= 2.4e Touched up a few issues as pointed out by Ultramage. [L0ne_W0lf]
+//= 2.5 Krongast is in Lighthalzen. (DarkValmir) [L0ne_W0lf]
+//= 2.6 Fixed 4 bugs [Lupus]
+//= 2.6a Typo fix [Yommy]
+//= 2.7 Added Quest Log commands. [Kisuka]
+//= 2.8 Removed the need for use of 'goto.' [L0ne_W0lf]
+//==============================================================
+
+ein_in01,18,28,4 script Guildsman#BLS 731,{
+ if (Upper == 1) {
+ mes "[Altiregen]";
+ mes "Hey hey. I don't have time for chit-chat, I'm a pretty busy guy. There's all these Merchants working hard to become Blacksmiths.";
+ next;
+ mes "[Altiregen]";
+ mes "Wait a minute, I think I've met you before.";
+ mes "Ummm.....";
+ next;
+ mes "[Altiregen]";
+ mes "Are you the one who broke my weapon and ran away? Or are you the one who tortured me so that I'd forge a weapon for you? Why can't I remember?";
+ next;
+ mes "[Altiregen]";
+ mes ".......";
+ mes "I can't remember who you are for the life of me. Is this deja vu?";
+ next;
+ mes "[Altiregen]";
+ mes "Argh!! This is really bugging me! But still, I can sense that there's something special about you. Oh well, whatever. Have a good day~";
+ close;
+ }
+ mes "[Altiregen]";
+ mes "Welcome!";
+ mes "We are Workers of Steel,";
+ mes "the Blacksmith Guild.";
+ next;
+ mes "[Altiregen]";
+ mes "We pour the fervor";
+ mes "and passion of our souls into";
+ mes "our craft. Our skills of melting metal into new weapons";
+ mes "and tools is truly a form of art!";
+ next;
+ if (BaseClass == Job_Novice) {
+ if (sex == 0) {
+ mes "[Altiregen]";
+ mes "Oh~";
+ mes "what a very";
+ mes "pretty lady!";
+ mes "Are you interested in";
+ mes "becoming a Blacksmith?";
+ next;
+ mes "[Altiregen]";
+ mes "First, you must become a Merchant before you can become a Blacksmith. Go to the city of Alberta to learn the Merchant trade.";
+ close;
+ }
+ close;
+ }
+ else if (BaseClass == Job_Swordman) {
+ mes "[Altiregen]";
+ mes "Oh, are you interested in having a weapon forged? I'm sorry to disappoint you, but I actually have a lot of business to attend to.";
+ close;
+ }
+ else if (BaseClass == Job_Archer) {
+ mes "[Altiregen]";
+ mes "Oh...";
+ mes "There's not much we can offer you here. And you can't really help out around here unless you know how to make stuff...";
+ close;
+ }
+ else if (BaseClass == Job_Mage) {
+ mes "[Altiregen]";
+ mes "Oh? What's a magic user doing here? I'm surprised. Usually this kind of rough work is beneath you intellectual types.";
+ close;
+ }
+ else if (BaseClass == Job_Acolyte) {
+ mes "[Altiregen]";
+ mes "Oh! Am I correct in assuming you're a member of the Clergy? Would you please bless me before you leave!";
+ close;
+ }
+ else if (BaseClass == Job_Thief) {
+ mes "[Altiregen]";
+ mes "I'm sorry...";
+ mes "But there really isn't anything for you to steal here. Well, there are the Daggers we keep in the back, but...";
+ close;
+ }
+ else if (BaseJob == Job_Alchemist) {
+ mes "[Altiregen]";
+ mes "So how's the pharmacy business going on recently?";
+ mes "Well, my forging business does not seem to grow any longer.";
+ close;
+ }
+ else if (BaseJob == Job_Blacksmith) {
+ mes "[Altiregen]";
+ mes "Oh! Long time no see.";
+ mes "Have you come to purchase supplies from Christopher? These days I'm stuck behind this desk. My body's itching to strike the ol' anvil.";
+ close;
+ }
+ else if (BaseJob == Job_Merchant) {
+ if (SkillPoint) {
+ mes "[Altiregen]";
+ mes "You can't change to the Blacksmith Job Class without first using all your skill points. Please come back after wisely using your skill points.";
+ close;
+ }
+ if (BSMITH_Q == 0) {
+ mes "[Altiregen]";
+ mes "Why don't you stop struggling";
+ mes "to make zeny as a Merchant and";
+ mes "join the elite Blacksmith class?";
+ mes "If you're interested, fill out this application with your name";
+ mes "and Job Level.";
+ next;
+ switch(select("Fill out Application.:What are the requirements?:Um, I need to think about it.")) {
+ case 1:
+ if (SkillPoint) {
+ mes "[Altiregen]";
+ mes "You can't change to the Blacksmith Job Class without first using all your skill points. Please come back after wisely using your skill points.";
+ close;
+ }
+ else if (JobLevel > 39 && BSMITH_Q == 0) {
+ mes "[Altiregen]";
+ mes "Hmmm...";
+ mes "Looks like you";
+ mes "meet the Job Level";
+ mes "Requirement.";
+ next;
+ mes "[Altiregen]";
+ mes "You see, we don't accept just anybody into our guild. First, we only accept experienced Merchants with a true desire to become great Blacksmiths. Let's see...";
+ next;
+ mes "^3355FF*Shuffling of papers*^000000";
+ next;
+ mes "[Altiregen]";
+ mes "Hmmm...";
+ mes "One of our Blacksmiths in Einbech, ^8E6B23Geschupenschte^000000 has sent us word that he's short on help. Your first test of character will be to help him out.";
+ next;
+ set BSMITH_Q,1;
+ setquest 2000;
+ mes "[Altiregen]";
+ mes "Be careful";
+ mes "and good luck!";
+ close;
+ }
+ else if (JobLevel < 40) {
+ mes "[Altiregen]";
+ mes "Hmmm, it seems that you lack experience as a Merchant. We require that you are at least Job Level 40, you see.";
+ next;
+ mes "[Altiregen]";
+ mes "I feel bad turning you away after you've come so far, but rules are rules. Sorry to disappoint you, but we'll welcome you back once you're ready.";
+ close;
+ }
+ case 2:
+ mes "[Altiregen]";
+ mes "You want to know our requirements? First, you need to have Job Level 40 or higher as a Merchant. Second, you need to pass a test that will be given by the Blacksmith Guild.";
+ next;
+ mes "[Altiregen]";
+ mes "The test may consist of difficult tasks, but it's definitely not impossible. You will need to deliver certain items to different areas around the world";
+ mes "to complete the test.";
+ close;
+ case 3:
+ mes "[Altiregen]";
+ mes "Hmmm...";
+ mes "Well, I hope";
+ mes "to see you again.";
+ close;
+ }
+ }
+ else if (BSMITH_Q > 0 && BSMITH_Q < 8) {
+ mes "[Altiregen]";
+ mes "You haven't left yet?";
+ mes "Go to Einbech and find ^8E6B23Geschupenschte^000000. Finish helping him out, and when you're done, come back to me.";
+ close;
+ }
+ else if (BSMITH_Q > 8 && BSMITH_Q < 15) {
+ mes "[Altiregen]";
+ mes "Was the work you did for ^8E6B23Geschupenschte^000000 to your liking? He's known for being pretty exacting...";
+ close;
+ }
+ else if (BSMITH_Q == 15) {
+ mes "[Altiregen]";
+ mes "Great job!!";
+ mes "You have passed";
+ mes "the first test...";
+ next;
+ mes "[Altiregen]";
+ mes "Hm? You look surprised.";
+ mes "I guess you didn't know that there's more than one test. ";
+ mes "Haha, but don't worry, you are not going to travel that far.";
+ mes "Please go talk to the guildsman inside the building for more details about your next test.";
+ next;
+ if (select("I want to change my job quickly! But...oh well.:Grrr! Enough is enough!") == 1) {
+ set BSMITH_Q,16;
+ changequest 2013,2014;
+ mes "[Altiregen]";
+ mes "I'm sorry, but I'm sure you understand, right? We can't just casually accept anybody into";
+ mes "our guild!";
+ next;
+ mes "[Altiregen]";
+ mes "If we don't keep our standards,";
+ mes "we won't be able to maintain the respectability of the Blacksmith Guild!";
+ mes "We can't embarass our guild in this manner! *Ahem* Anyway, you talk to the guildsman inside the building now.";
+ close;
+ }
+ mes "[Altiregen]";
+ mes "Are you saying you're going";
+ mes "to quit the application process? That's an insult to our guild!";
+ mes "Get out of here! With that kind of attitude, you can forget becoming a member of the Blacksmith Guild!";
+ next;
+ mes "[Altiregen]";
+ mes "You have no spirit!";
+ mes "If you can't endure this, you'll never be a Blacksmith!";
+ close;
+ }
+ else if (BSMITH_Q == 16) {
+ mes "[Altiregen]";
+ mes "Um? Haven't you talk to the guildsman yet?";
+ mes "If you haven't, I suggest you to do so as soon as possible.";
+ close;
+ }
+ else if (BSMITH_Q == 17 && countitem(1005) > 0 && JobLevel > 39) {
+ mes "[Altiregen]";
+ mes "Excellent, I can tell by the twinkle in your eye that you were successful. I can now bestow upon you the gift of the smithing, the art of the Blacksmith.";
+ if(checkquest(2015) != -1) {
+ changequest 2015,2016;
+ }
+ next;
+ set .@joblvl,JobLevel;
+ callfunc "Job_Change",Job_Blacksmith;
+ callfunc "F_ClearJobVar"; // clears all job variables for the current player
+ mes "[Altiregen]";
+ mes "Always remember that we are creators, and artists over metals. Be wary that you do not fall into the pitfalls of selfishness";
+ mes "and greed.";
+ next;
+ delitem 1005,1; //Hammer_Of_Blacksmith
+ completequest 2016;
+ mes "[Altiregen]";
+ mes "Here is a little";
+ mes "gift to mark the";
+ mes "beginning of your";
+ mes "life as a Blacksmith.";
+ mes "Congratulations!!!";
+ if (.@joblvl > 48)
+ getitem 999,30; //Steel
+ else
+ getitem 999,5; //Steel
+ close;
+ }
+ }
+}
+
+ein_in01,201,27,3 script Guildsman#alberta 63,{
+ mes "[Geschupenschte]";
+ mes "Hello there!";
+ mes "I'm ^8E6B23Geschupenschte^000000,";
+ mes "a Blacksmith by trade.";
+ mes "Nice to meet you!";
+ next;
+ if (BaseJob == Job_Merchant) {
+ mes "[Geschupenschte]";
+ mes "Oh ho ho!";
+ mes "You're a Merchant!";
+ mes "Excellent! I was";
+ mes "in need of some help!";
+ next;
+ if (BSMITH_Q == 0) {
+ mes "[Geschupenschte]";
+ mes "But, of course,";
+ mes "I wouldn't bother you";
+ mes "if you're busy. Go along";
+ mes "your way if you must~";
+ next;
+ mes "[Geschupenschte]";
+ mes "After all...";
+ mes "I should know";
+ mes "how it's like";
+ mes "to be busy~";
+ close;
+ }
+ else if ((BSMITH_Q == 1) || (BSMITH_Q == 2)) {
+ if (BSMITH_Q == 1) {
+ mes "[Geschupenschte]";
+ mes "Am I correct in assuming you are the help sent by the Blacksmith Guild? There aren't many trustyworthy people I can hire to help me, so I'm always";
+ mes "short on help.";
+ next;
+ mes "[Geschupenschte]";
+ mes "Hmm, in any case,";
+ mes "you are the help that was sent, right? Okay, I have some work for you that must be handled";
+ mes "right away!";
+ next;
+ mes "[Geschupenschte]";
+ mes "Some time ago, I had a boy working for me who had no experience and bought the wrong supplies! It was terrible...";
+ next;
+ mes "[Geschupenschte]";
+ mes "Anyone would hate to lose money through a foolish mistake like that. However, I have a slightly more difficult job for you.";
+ next;
+ mes "[Geschupenschte]";
+ mes "However, I want to make sure that you have some basic knowledge as a Merchant. I'd like to ask you some questions, if that's okay.";
+ next;
+ set .@selection,select("Yes.:Um, can I have some time to prepare?");
+ }
+ else if (BSMITH_Q == 2) {
+ mes "[Geschupenschte]";
+ mes "So, have you";
+ mes "studied a little";
+ mes "more this time?";
+ next;
+ mes "[Geschupenschte]";
+ mes "I admit that it's pretty unreasonable to expect anyone to get a perfect score the first time around, so I'll give you";
+ mes "a little break...";
+ next;
+ mes "[Geschupenschte]";
+ mes "You can miss";
+ mes "one problem!";
+ mes "Alright, let's start";
+ mes "with the questions~";
+ next;
+ }
+ if (.@selection != 2) {
+ if (rand(2)) {
+ mes "[Geschupenschte]";
+ mes "1. Which one of the following regions is matched incorrectly";
+ mes "with its specialty item?";
+ next;
+ if (select("Morroc - Thief Clothes:Alberta - Two Hand Axe:Comodo - Berserk Potion:Alberta - Swordmace") == 4)
+ set .@black_q,.@black_q+10;
+ mes "[Geschupenschte]";
+ mes "2. What status can";
+ mes "be inflicted with the";
+ mes "^8E6B23Hammer Fall^000000 skill?";
+ next;
+ if (select("Stun:Blind:Silence:Sleep") == 1)
+ set .@black_q,.@black_q+10;
+ mes "[Geschupenschte]";
+ mes "3. Which one of the following skills cannot be performed";
+ mes "by a Merchant?";
+ next;
+ if (select("Vending:Discount:Overcharge:Increase AGI") == 4)
+ set .@black_q,.@black_q+10;
+ mes "[Geschupenschte]";
+ mes "4. Where can you find a store";
+ mes "that sells Blue Gemstones?";
+ next;
+ if (select("Alberta:Morroc:Geffen:Prontera") == 3)
+ set .@black_q,.@black_q+10;
+ mes "[Geschupenschte]";
+ mes "5. Where is the";
+ mes "Tool Dealer";
+ mes "located in Geffen?";
+ next;
+ if (select("8 o'clock direction from the town square:11 o'clock direction from the town square:6 o'clock direction from the town square:5 o'clock direction from the town square") == 1)
+ set .@black_q,.@black_q+10;
+ mes "[Geschupenschte]";
+ mes "6. Which weapon";
+ mes "cannot be used";
+ mes "by a Merchant?";
+ next;
+ if (select("Stiletto:Ring Pommel Saber:Chain:Bible") == 4)
+ set .@black_q,.@black_q+10;
+ mes "[Geschupenschte]";
+ mes "7. Which one of the following";
+ mes "has the highest defense rate?";
+ next;
+ if (select("Panties:Mink Coat:Wooden Mail:Silk Robe") == 2)
+ set .@black_q,.@black_q+10;
+ mes "[Geschupenschte]";
+ mes "8. For Level 3 weapons,";
+ mes "what is the ^8E6B23Safe^000000 limit";
+ mes "for upgrading?";
+ next;
+ if (select("up to + 3:up to + 4:up to + 5:up to + 6") == 3)
+ set .@black_q,.@black_q+10;
+ mes "9. What item";
+ mes "can be made using";
+ mes "the ^8E6B23Trunks^000000 item?";
+ next;
+ if (select("Sakkat:Ghost Bandana:Majestic Goat:Antler") == 1)
+ set .@black_q,.@black_q+10;
+ mes "[Geschupenschte]";
+ mes "10. The most important";
+ mes "part of being a Merchant is...?";
+ next;
+ select("Credit:Integrity:Money:Rhetoric");
+ set .@black_q,.@black_q+10;
+ }
+ else {
+ mes "[Geschupenschte]";
+ mes "1. Among the following cities, which one is not correctly matched with its specialty?";
+ next;
+ if (select("Al De Baran - Yggdrasil Leaf:Alberta - Hammer:Comodo - Berserk Potion:Al De Baran - Hammer") == 4)
+ set .@black_q,.@black_q+10;
+ mes "[Geschupenschte]";
+ mes "2. How much Zeny";
+ mes "is one Jellopy worth?";
+ next;
+ if (select("1 Zeny:2 Zeny:3 Zeny:4 Zeny") == 3)
+ set .@black_q,.@black_q+10;
+ mes "[Geschupenschte]";
+ mes "3. What is required";
+ mes "for a Merchant to use";
+ mes "the ^8E6B23Vending^000000 Skill?";
+ next;
+ if (select("Must have a Cart.:Must have items to sell.:Must be wielding a weapon.:Must be wearing armor.") == 1)
+ set .@black_q,.@black_q+10;
+ mes "[Geschupenschte]";
+ mes "4. Where can you";
+ mes "change your Job to";
+ mes "become a Merchant?";
+ next;
+ if (select("Alberta:Morroc:Geffen:Prontera") == 1)
+ set .@black_q,.@black_q+10;
+ mes "[Geschupenschte]";
+ mes "5. Where is the";
+ mes "Weapons Dealer";
+ mes "located in Morroc?";
+ next;
+ if (select("7 o'clock from the town's center:11 o'clock from the town's center:6 o'clock from the town's center:5 o'clock from the town's center") == 4)
+ set .@black_q,.@black_q+10;
+ mes "[Geschupenschte]";
+ mes "6. What weapon";
+ mes "can a Merchant";
+ mes "not use?";
+ next;
+ if (select("Main Gauche:Claymore:Chain:Two handed Axe") == 2)
+ set .@black_q,.@black_q+10;
+ mes "[Geschupenschte]";
+ mes "7. Which one of the following";
+ mes "has the highest defense rate?";
+ next;
+ if (select("Panties:Mink Coat:Wooden Mail:Silk Robe") == 2)
+ set .@black_q,.@black_q+10;
+ mes "[Geschupenschte]";
+ mes "8. For Level 3 weapons,";
+ mes "what is the ^8E6B23Safe^000000 limit";
+ mes "for upgrading?";
+ next;
+ if (select("up to + 3:up to + 4:up to + 5:up to + 6") == 3)
+ set .@black_q,.@black_q+10;
+ mes "[Geschupenschte]";
+ mes "9. What monster does";
+ mes "NOT drop Iron Ore?";
+ next;
+ if (select("Chon Chon:Steel Chon Chon:Zerom:Anolian") == 4)
+ set .@black_q,.@black_q+10;
+ mes "[Geschupenschte]";
+ mes "10. What is most";
+ mes "important to a Merchant?";
+ next;
+ select("Rhetoric:Credit:Money:Experience");
+ set .@black_q,.@black_q+10;
+ }
+ mes "[Geschupenschte]";
+ mes "Umm. You did a good job!";
+ next;
+ mes "[Geschupenschte]";
+ mes "Let's see...your score is..." + .@black_q + " points.";
+ if (.@black_q == 100) {
+ set BSMITH_Q,3;
+ if(checkquest(2001) != -1) {
+ changequest 2001,2002;
+ }else{
+ changequest 2000,2002;
+ }
+ mes "Oh ho ho~";
+ mes "You'll have";
+ mes "no problem";
+ mes "with this score!";
+ next;
+ mes "[Geschupenschte]";
+ mes "I will entrust you with a job!";
+ mes "Give me a little time to make the necessary arrangements.";
+ mes "When you get back, I'll be ready!";
+ close;
+ }
+ set BSMITH_Q,2;
+ if(checkquest(2001) == -1) {
+ changequest 2000,2001;
+ }
+ mes ".............";
+ next;
+ mes "[Geschupenschte]";
+ if (BSMITH_Q == 2) {
+ mes "How do I say this?";
+ mes "How did you fail again?!";
+ mes "If you plan to perform your duties in this manner, I can't trust you with any kind of job...";
+ close;
+ }
+ mes "Hmm...";
+ mes "It pains me to say this, but it seems you need to study a little more. You can never be";
+ mes "a Blacksmith with";
+ mes "this score!";
+ close;
+ }
+ mes "[Geschupenschte]";
+ mes "Ah, of course I don't mind if you came back a little later. Being prepared prevents disasters";
+ mes "later, after all. No harm in";
+ mes "being careful~";
+ close;
+ }
+ /*
+ else if (BSMITH_Q == 2) {
+ mes "[Geschupenschte]";
+ mes "So, have you";
+ mes "studied a little";
+ mes "more this time?";
+ next;
+ mes "[Geschupenschte]";
+ mes "I admit that it's pretty unreasonable to expect anyone to get a perfect score the first time around, so I'll give you";
+ mes "a little break...";
+ next;
+ mes "[Geschupenschte]";
+ mes "You can miss";
+ mes "one problem!";
+ mes "Alright, let's start";
+ mes "with the questions~";
+ next;
+ goto L_AskQuestions;
+ }
+ */
+ else if (BSMITH_Q == 3) {
+ mes "[Geschupenschte]";
+ mes "Hmm...";
+ mes "Now, where were";
+ mes "those order request forms...";
+ next;
+ mes "^3355FF*Shuffling of Papers*";
+ mes "*Rustling of Papers*^000000";
+ next;
+ mes "[Geschupenschte]";
+ mes "Oh! Here it is!";
+ mes "This is order that";
+ mes "has been delayed";
+ mes "the most...";
+ mes "Heh heh~";
+ next;
+ mes "[Geschupenschte]";
+ mes "Well, to make";
+ mes "this you will need...";
+ next;
+ switch(rand(1,5)) {
+ //Steel, Rotten_Bandage, Blue_Gemstone, Arc_Wand
+ case 1: setarray .@items[0], 999,1, 930,1, 717,2, 1610,1, 4; changequest 2002,2003; break;
+ //Sparkling_Dust, Skel_Bone, Zargon, Gladius
+ case 2: setarray .@items[0], 1001,2, 932,1, 912,1, 1219,1, 5; changequest 2002,2004; break;
+ //Coal, Shell, Boody_Red, Tsurugi
+ case 3: setarray .@items[0], 1003,1, 935,2, 990,2, 1119,1, 6; changequest 2002,2005; break;
+ //Iron_Ore, Eye_Bandage, Blue_Gemstone, Arbalest
+ case 4: setarray .@items[0], 1002,1, 2212,1, 717,2, 1713,1, 7; changequest 2002,2006; break;
+ //Iron, Green_Herb, Animal's_Skin, Ring_Pommel_Saber
+ default: setarray .@items[0], 998,1, 511,1, 919,2, 1122,1, 8; changequest 2002,2007; break;
+ }
+ set BSMITH_Q,.@items[8];
+ mes "[Geschupenschte]";
+ mes "^8E6B23"+.@items[1]+" "+getitemname(.@items[0])+"^000000,";
+ mes "^8E6B23"+.@items[3]+" "+getitemname(.@items[2])+"^000000,";
+ mes "^8E6B23"+.@items[5]+" "+getitemname(.@items[4])+"^000000, and";
+ mes "^8E6B23"+.@items[7]+" "+getitemname(.@items[6])+"^000000, the kind";
+ mes "you can buy from";
+ mes "an NPC shop.";
+ next;
+ mes "[Geschupenschte]";
+ mes "Collecting these items will be your test. Coincidentally, it's also a bit of a good way for me to save money. I'll repeat what you'll need to bring back to me...";
+ next;
+ mes "[Geschupenschte]";
+ mes "Okay~";
+ mes "Good luck";
+ mes "on your first job!";
+ close;
+ }
+ else if (BSMITH_Q > 3 && BSMITH_Q < 9) {
+ switch(BSMITH_Q) {
+ case 4: setarray .@items[0], 999,1, 930,1, 717,2, 1610,1, 9; break;
+ case 5: setarray .@items[0], 1001,2, 932,1, 912,1, 1219,1, 10; break;
+ case 6: setarray .@items[0], 1003,1, 935,2, 990,2, 1119,1, 11; break;
+ case 7: setarray .@items[0], 1002,1, 2212,1, 717,2, 1713,1, 12; break;
+ case 8: setarray .@items[0], 998,1, 511,1, 919,2, 1122,1, 13; break;
+ }
+ mes "[Geschupenschte]";
+ mes "Ah, you're back!";
+ mes "Did you bring";
+ mes "everything that";
+ mes "I requested?";
+ next;
+ if (countitem(.@items[0]) >= .@items[1] && countitem(.@items[2]) >= .@items[3] && countitem(.@items[4]) >= .@items[5] && countitem(.@items[6]) >= .@items[7]) {
+ mes "[Geschupenschte]";
+ mes "Wait...";
+ mes "Didn't I tell you";
+ mes "to get 3 Steel?";
+ next;
+ mes "[Geschupenschte]";
+ mes "Oh, I guess it was";
+ mes "two after all. Let's see...";
+ mes "Yeah, you got everything!";
+ mes "Now, just give me a second.";
+ next;
+ mes "[Geschupenschte]";
+ mes "Oh, you should make sure that you are not carrying ^FF0000more than one "+getitemname(.@items[6])+"^000000, you should really only have an "+getitemname(.@items[6])+" that you bought from an NPC shop in your inventory.";
+ next;
+ if (select("Oh, could you give me a second?:Oh, I brought what you asked for.") == 1) {
+ mes "[Geschupenschte]";
+ mes "Hmmm, it would be";
+ mes "a good idea to put the";
+ mes "rest of your items";
+ mes "in Kafra Storage.";
+ close;
+ }
+ mes "[Geschupenschte]";
+ mes "Okay.";
+ mes "Great~!!";
+ next;
+ mes "[Geschupenschte]";
+ mes "^3355FF*Clang...!*^000000";
+ next;
+ mes "[Geschupenschte]";
+ mes "^3355FF*Crash Crash!*^000000";
+ next;
+ delitem .@items[0],.@items[1];
+ delitem .@items[2],.@items[3];
+ delitem .@items[4],.@items[5];
+ delitem .@items[6],.@items[7];
+ set BSMITH_Q,.@items[8];
+ mes "[Geschupenschte]";
+ mes "Wooooo~~~";
+ mes "All done...";
+ switch(BSMITH_Q) {
+ case 9:
+ mes "Okay, now take this to ^8E6B23Baisulist^000000 in Geffen of Rune-Midgarts Kingdom. Simply deliver it and bring me the receipt.";
+ getitem 1610,1; //Arc_Wand
+ if(checkquest(2003) != -1) {
+ changequest 2003,2008;
+ }
+ next;
+ mes "[Geschupenschte]";
+ mes "Hmm...?";
+ mes "What's that look for?";
+ mes "This is not a normal";
+ mes "Arc Wand! Look closely";
+ mes "at the handle...";
+ next;
+ mes "^3355FFThe handle reads:";
+ mes "'Super Arc Wand";
+ mes "of Geschupenschte";
+ mes "Mark 2.' It does seem";
+ mes "to have a completely";
+ mes "different feel.^000000";
+ next;
+ mes "[Geschupenschte]";
+ mes "Anyway, take this";
+ mes "to ^8E6B23Baisulist^000000 in Geffen of Rune-Midgarts Kingdom,";
+ break;
+ case 10:
+ mes "Okay, now take this to ^8E6B23Wickebine^000000 in Morroc of Rune-Midgarts Kingdom. Simply deliver it and bring me the receipt.";
+ getitem 1219,1; //Gladius
+ if(checkquest(2004) != -1) {
+ changequest 2004,2009;
+ }
+ next;
+ mes "[Geschupenschte]";
+ mes "Hmm...?";
+ mes "What's that look for?";
+ mes "This is not a normal";
+ mes "Gladius! Look closely";
+ mes "at the handle...";
+ next;
+ mes "^3355FFThe handle reads:";
+ mes "'Super Gladius";
+ mes "of Geschupenschte";
+ mes "Mark 2.' It does seem";
+ mes "to have a completely";
+ mes "different feel.^000000";
+ next;
+ mes "[Geschupenschte]";
+ mes "Anyway, take this";
+ mes "to ^8E6B23Wickebine^000000 in Morroc of Rune-Midgarts Kingdom,";
+ break;
+ Case 11:
+ mes "Okay, now take this to ^8E6B23Krongast^000000 in Lighthalzen. Simply deliver it and bring me the receipt.";
+ getitem 1119,1; //Tsurugi
+ if(checkquest(2005) != -1) {
+ changequest 2005,2010;
+ }
+ next;
+ mes "[Geschupenschte]";
+ mes "Hmm...?";
+ mes "What's that look for?";
+ mes "This is not a normal";
+ mes "Tsurugi! Look closely";
+ mes "at the blade...";
+ next;
+ mes "^3355FFThe blade reads:";
+ mes "'Fine-edged";
+ mes "Geschupenschte";
+ mes "Tsurugi Special.'";
+ mes "It does seem to feel";
+ mes "completely different";
+ mes "than normal Tsurugis...^000000";
+ next;
+ mes "[Geschupenschte]";
+ mes "Anyway, take this";
+ mes "to ^8E6B23Krongast^000000 in Lighthalzen";
+ break;
+ case 12:
+ mes "Okay, now take this to ^8E6B23Talpiz^000000 in Payon of Rune-Midgarts Kingdom. Simply deliver this and bring me the receipt.";
+ getitem 1713,1; //Arbalest
+ if(checkquest(2006) != -1) {
+ changequest 2006,2011;
+ }
+ next;
+ mes "[Geschupenschte]";
+ mes "Hmm...?";
+ mes "What's that look for?";
+ mes "This is not a normal";
+ mes "Arbalest! Look closely";
+ mes "at the bow...";
+ next;
+ mes "^3355FFThe bow reads:";
+ mes "Geschupenschte";
+ mes "Arbalest Luxury Edition.";
+ mes "It does seem more luxurious";
+ mes "than regular Arbalests.^000000";
+ next;
+ mes "[Geschupenschte]";
+ mes "Anyway, take this";
+ mes "to ^8E6B23Talpiz^000000 in Payon of Rune-Midgarts Kindgom,";
+ break;
+ case 13:
+ mes "Okay, now take this to ^8E6B23Bismarc^000000 in Hugel. Simply deliver this and bring back the receipt.";
+ getitem 1122,1; //Ring_Pommel_Saber
+ if(checkquest(2007) != -1) {
+ changequest 2007,2012;
+ }
+ next;
+ mes "[Geschupenschte]";
+ mes "Hmm...?";
+ mes "What's that look for?";
+ mes "This is not a normal";
+ mes "Ring Pommel Saber!";
+ mes "Look closely at";
+ mes "the handle...";
+ next;
+ mes "^3355FFThe handle reads:";
+ mes "'Green Herbal";
+ mes "Ring Pommel Saber";
+ mes "of Geschupenschte";
+ mes "Mark 2.' It does seem";
+ mes "to have a completely";
+ mes "different feel.^000000";
+ next;
+ mes "[Geschupenschte]";
+ mes "The power of Green Herbs, which is imbued in this sword, can be very useful! You can save someone from slowly dying of poison by stabbing them quickly with this weapon!";
+ next;
+ mes "[Geschupenschte]";
+ mes "Anyway, take this";
+ mes "to ^8E6B23Bismarc^000000 in Hugel";
+ }
+ mes "and don't forget";
+ mes "the receipt!";
+ close;
+ }
+ else {
+ mes "[Geschupenschte]";
+ mes "You still haven't";
+ mes "brought all the items.";
+ mes "Do you need to be reminded";
+ mes "or something? Bring me...";
+ next;
+ mes "[Geschupenschte]";
+ mes "^8E6B23"+.@items[1]+" "+getitemname(.@items[0])+"^000000,";
+ mes "^8E6B23"+.@items[3]+" "+getitemname(.@items[2])+"^000000,";
+ mes "^8E6B23"+.@items[5]+" "+getitemname(.@items[4])+"^000000, and";
+ mes "^8E6B23"+.@items[7]+" "+getitemname(.@items[6])+"^000000, the kind";
+ mes "you can buy from";
+ mes "an NPC shop.";
+ next;
+ mes "[Geschupenschte]";
+ mes "Now, be sure to have";
+ mes "everything I need when";
+ mes "you come back. Remember,";
+ mes "this is a test! You can't";
+ mes "be a Blacksmith if you";
+ mes "slack off!";
+ close;
+ }
+ }
+ else if (BSMITH_Q > 8 && BSMITH_Q < 14) {
+ mes "[Geschupenschte]";
+ mes "What are you";
+ mes "still doing here?";
+ mes "Hurry and deliver";
+ mes "the package~!";
+ mes "Did you forget";
+ mes "where to go?";
+ next;
+ mes "[Geschupenschte]";
+ if (BSMITH_Q == 9) {
+ mes "In Geffen, at the";
+ mes "11 o'clock direction from the town center, you will find ^8E6B23Baisulist^000000. And don't forget the receipt.";
+ }
+ else if (BSMITH_Q == 10) {
+ mes "Find the Swordmace";
+ mes "dealer ^8E6B23Wickebine^000000 in Morroc. And don't forget the receipt.";
+ }
+ else if (BSMITH_Q == 11) {
+ mes "In Lighthalzen, 6 o'clock direction from the town center, you will find ^8E6B23Krongast^000000 near the weapon shop. And don't forget the receipt.";
+ }
+ else if (BSMITH_Q == 12) {
+ mes "In Payon, at the 5 o'clock direction from the town center, you will find ^8E6B23Talpiz^000000. And don't forget the receipt.";
+ }
+ else {
+ mes "In Hugel, at the 1 o'clock direction from the town center, you will find ^8E6B23Bismarc^000000 near the airship. And don't forget the receipt.";
+ }
+ close;
+ }
+ else if (BSMITH_Q == 14) {
+ mes "[Geschupenschte]";
+ mes "Hmmm...?";
+ mes "Have you";
+ mes "completed";
+ mes "the delivery?";
+ mes "Let's see that receipt~";
+ next;
+ if (select("Yes sir, here it is.:Receipt? I, uh, have it somewhere.") == 1) {
+ if (countitem(1073) > 0) {
+ set BSMITH_Q,15;
+ delitem 1073,1; //Merchant_Voucher_1
+ if(checkquest(2008) != -1) {
+ changequest 2008,2013;
+ }
+ else if(checkquest(2009) != -1) {
+ changequest 2009,2013;
+ }
+ else if(checkquest(2010) != -1) {
+ changequest 2010,2013;
+ }
+ else if(checkquest(2011) != -1) {
+ changequest 2011,2013;
+ }
+ else {
+ changequest 2012,2013;
+ }
+ mes "[Geschupenschte]";
+ mes "Oh ho ho~";
+ mes "Great!";
+ mes "You're truly";
+ mes "a great Merchant!";
+ next;
+ mes "[Geschupenschte]";
+ mes "Good job!";
+ mes "Return to ^8E6B23Altiregen^000000 in Einbroch, the guy you first met when you applied for the Blacksmith job.";
+ next;
+ mes "[Geschupenschte]";
+ mes "I have faith that you";
+ mes "will be a great Blacksmith!";
+ close;
+ }
+ set BSMITH_Q,3;
+ mes "[Geschupenschte]";
+ mes "You mean...";
+ mes "You didn't get";
+ mes "a receipt?";
+ mes "What...?";
+ next;
+ mes "[Geschupenschte]";
+ mes "A receipt is";
+ mes "a Merchant's best friend!";
+ mes "It's necessary to your job!";
+ mes "You'll have to start your";
+ mes "test all over again!";
+ close;
+ }
+ mes "[Geschupenschte]";
+ mes "Return when you";
+ mes "find the receipt~";
+ mes "You didn't forget";
+ mes "to receive a receipt.";
+ mes "Right...?";
+ close;
+ }
+ else if (BSMITH_Q == 15) {
+ mes "[Geschupenschte]";
+ mes "Thank you";
+ mes "very much";
+ mes "your help.";
+ mes "Return to Einbroch";
+ mes "and see ^8E6B23Altiregen^000000!";
+ close;
+ }
+ mes "[Geschupenschte]";
+ mes "Hmm...?";
+ mes "You already finished";
+ mes "your test here with me!";
+ mes "And surprisingly, I don't";
+ mes "need any more help, today.";
+ close;
+ }
+ else {
+ mes "[Geschupenschte]";
+ mes "Being";
+ mes "a Blacksmith";
+ mes "is truly great!";
+ mes "Don't you think so?";
+ mes "Mwahahahahah!!";
+ close;
+ }
+}
+
+geffen,46,164,1 script Baisulist#BLS 69,{
+ if (BSMITH_Q == 9 && countitem(1610) > 0) {
+ mes "[Baisulist]";
+ mes "Oh, hello!";
+ mes "Have you come";
+ mes "to deliver my";
+ mes "Arc Wand?";
+ next;
+ mes "[Baisulist]";
+ mes "You sure this is what I ordered, right? I mean, if it's been used,";
+ mes "I don't want it.";
+ next;
+ if (select("Whoops, this is one of the items I use...:I'm sure! It's brand new!") == 1) {
+ mes "[Baisulist]";
+ mes "Well...";
+ mes "I guess I can";
+ mes "wait a little longer.";
+ mes "Please hurry with";
+ mes "my delivery~";
+ close;
+ }
+ mes "[Baisulist]";
+ mes "You're";
+ mes "absolutely sure?";
+ set BSMITH_Q,14;
+ delitem 1610,1; //Arc_Wand
+ next;
+ mes "[Baisulist]";
+ mes "Thank you so much for traveling all the way here. That Geschupenschte, please smack him for me when you meet him for being so late on this order...";
+ next;
+ mes "[Baisulist]";
+ mes "Please wait";
+ mes "a second, let";
+ mes "me give you a receipt~";
+ next;
+ getitem 1073,1; //Merchant_Voucher_1
+ mes "[Baisulist]";
+ mes "Here it is.";
+ mes "Thank you so much!";
+ mes "Oh, and good luck~";
+ mapannounce "geffen","Hey, " +strcharinfo(0)+ ", thank you so much for the delivery~",bc_map;
+ close;
+ }
+ else if (BSMITH_Q == 14) {
+ mes "[Baisulist]";
+ mes "Thank you";
+ mes "so much for";
+ mes "the delivery~";
+ close;
+ }
+ else {
+ mes "[Baisulist]";
+ mes "Oh...";
+ mes "It's been a while";
+ mes "since I've been";
+ mes "to Alberta.";
+ next;
+ mes "[Baisulist]";
+ mes "I ordered something";
+ mes "from there a while ago,";
+ mes "but I haven't received";
+ mes "my delivery...";
+ next;
+ mes "[Baisulist]";
+ mes "I wonder...";
+ mes "Could the Blacksmith Guild";
+ mes "be undermanned? I can't think of any other reason for them to be late...";
+ next;
+ mes "[Baisulist]";
+ mes "When will I get";
+ mes "my special Arc Wand?";
+ close;
+ }
+}
+
+morocc,27,112,4 script Wickebine#BLS 725,{
+ if (BSMITH_Q == 10 && countitem(1219) > 0) {
+ cutin "Job_Black_hucke01",2;
+ mes "[Wickebine]";
+ mes "...!";
+ mes "It's here!";
+ next;
+ mes "[Wickebine]";
+ mes "This is what I ordered, right?";
+ mes "I don't want any used or old Gladius that you might have!";
+ next;
+ if (select("Whoops, not that one.:I guarantee you it is new.") == 1) {
+ cutin "Job_Black_hucke03",2;
+ mes "[Wickebine]";
+ mes "Oooh...!";
+ mes "Hurry up";
+ mes "with my Gladius~";
+ next;
+ mes "- She seems to be upset. -";
+ close2;
+ cutin "Job_Black_hucke03",255;
+ end;
+ }
+ cutin "Job_Black_hucke02",2;
+ mes "[Wickebine]";
+ mes "Hah hah hah!";
+ mes "Finally! Now...";
+ mes "Let me have";
+ mes "a look!";
+ next;
+ mes "- She looks very happy. -";
+ next;
+ set BSMITH_Q,14;
+ delitem 1219,1; //Gladius
+ cutin "Job_Black_hucke01",2;
+ mes "[Wickebine]";
+ mes "Are you with the";
+ mes "Einbroch Blacksmith Guild?";
+ mes "Give this message to Geschupenschte!";
+ next;
+ cutin "Job_Black_hucke03",2;
+ mes "[Wickebine]";
+ mes "'^660000You're late!";
+ mes "Do you know how long";
+ mes "I've been waiting?!^000000'";
+ next;
+ cutin "Job_Black_hucke02",2;
+ mes "[Wickebine]";
+ mes "But, this is also";
+ mes "a masterfully crafted item.";
+ mes "Tell him I'm satisfied with the quality of the workmanship.";
+ next;
+ getitem 1073,1; //Merchant_Voucher_1
+ emotion e_lv;
+ mes "[Wickebine]";
+ mes "Here's the receipt.";
+ mes "I think you did";
+ mes "a good job.";
+ mapannounce "morocc","Thanks for delivering, " + strcharinfo(0) + "~!",bc_map;
+ close2;
+ cutin "Job_Black_hucke02",255;
+ end;
+ }
+ else if (BSMITH_Q == 14) {
+ emotion e_lv;
+ cutin "Job_Black_hucke02",2;
+ mes "[Wickebine]";
+ mes "Thanks for the delivery.";
+ close2;
+ cutin "Job_Black_hucke02",255;
+ end;
+ }
+ else {
+ cutin "Job_Black_hucke03",2;
+ mes "[Wickebine]";
+ mes "...";
+ next;
+ mes "[Wickemine]";
+ mes "...";
+ mes "......";
+ next;
+ mes "[Wickmine]";
+ mes "They're late.";
+ mes "They're late,";
+ mes "they're late,";
+ mes "they're late~!";
+ next;
+ mes "[Wickebine]";
+ mes "How long does it take for something to ship from Geschupenschte? Usually, the Geffen Blacksmith Guild is pretty prompt...";
+ next;
+ emotion e_lv;
+ mes "[Wickebine]";
+ mes "Ooohh...";
+ mes "This is very";
+ mes "upsetting...";
+ close2;
+ cutin "Job_Black_hucke03",255;
+ end;
+ }
+}
+
+lighthalzen,209,80,4 script Krongast#BLS 734,{
+ if (BSMITH_Q == 11 && countitem(1119) > 0) {
+ mes "[Krongast]";
+ mes "Ohhhhhh~";
+ mes "Is it here?";
+ mes "Very nice.";
+ mes "Let me take a look.";
+ next;
+ mes "[Krongast]";
+ mes "So you're sure this is the item";
+ mes "I ordered, right? I wouldn't want it if it's been used.";
+ next;
+ if (select("Whoops, this one is used!:It was just made, so it's new.") == 1) {
+ mes "[Krongast]";
+ mes "Hmmmmm!";
+ mes "Please deliver";
+ mes "the right sword!";
+ mes "I've been waiting";
+ mes "long enough already...";
+ close;
+ }
+ mes "[Krongast]";
+ mes "You double checked?";
+ mes "Alright then, I'll take it!";
+ next;
+ set BSMITH_Q,14;
+ delitem 1119,1; //Tsurugi
+ mes "[Krongast]";
+ mes "Oh ho...";
+ mes "This is good.";
+ mes "Much better than";
+ mes "what I expected.";
+ next;
+ mes "[Krongast]";
+ mes "With this sword...";
+ mes "My special moves will be even more powerful! I may even be able to perfect my fast attacking techniques! I love it!";
+ next;
+ mes "[Krongast]";
+ mes "Okay then.";
+ mes "Let me give";
+ mes "you a receipt.";
+ next;
+ getitem 1073,1; //Merchant_Voucher_1
+ mes "[Krongast]";
+ mes "Here is";
+ mes "your receipt.";
+ mes "Thank you for";
+ mes "your business!";
+ mapannounce "lighthalzen",strcharinfo(0)+"... Thank you for the delivery.",bc_map;
+ close;
+ }
+ else if (BSMITH_Q == 14) {
+ mes "[Krongast]";
+ mes "Thank you";
+ mes "for the delivery.";
+ close;
+ }
+ else {
+ mes "[Krongast]";
+ mes "...";
+ next;
+ mes "[Krongast]";
+ mes "...";
+ mes "......";
+ next;
+ mes "[Krongast]";
+ mes "When will the sword";
+ mes "I ordered finally arrive?";
+ mes "I need to try my ultimate skill, ^2F4F4FFine Edge^000000 with it.";
+ next;
+ mes "[Krongast]";
+ mes "Ahhhhhhh!";
+ mes "I need to";
+ mes "have that sword!";
+ close;
+ }
+}
+
+payon,214,79,4 script Talpiz#BLS 59,{
+ if (BSMITH_Q == 12 && countitem(1713) > 0) {
+ mes "[Talpiz]";
+ mes "Oh~";
+ mes "Is it finally here?";
+ mes "The package I ordered?";
+ next;
+ mes "[Talpiz]";
+ mes "Um, this is what I ordered, right? I don't want an Arbalest that's been used before.";
+ next;
+ if (select("Whoops, this is a used one.:I'm sure it's new.") == 1) {
+ mes "[Talpiz]";
+ mes "Hmmmm.";
+ mes "Please hurry";
+ mes "and bring the";
+ mes "correct item.";
+ mes "I've waited too";
+ mes "long already...";
+ close;
+ }
+ mes "[Talpiz]";
+ mes "So, you're sure?";
+ mes "Let me take a look...";
+ next;
+ set BSMITH_Q,14;
+ delitem 1713,1; //Arbalest
+ mes "[Talpiz]";
+ mes "*wheet whoo*";
+ mes "Very nice!!";
+ next;
+ mes "[Talpiz]";
+ mes "This is truly a quality made custom item. I love how there is a case for an eye patch! I really reallly love this~";
+ next;
+ mes "[Talpiz]";
+ mes "Thank you!";
+ mes "For something of this quality,";
+ mes "I can even sell it for a high price even after I've used it!";
+ next;
+ getitem 1073,1; //Merchant_Voucher_1
+ mes "[Talpiz]";
+ mes "Here!";
+ mes "Please take";
+ mes "your receipt.";
+ mes "I really appreciate";
+ mes "your hard work.";
+ mapannounce "payon","Thanks, " +strcharinfo(0)+ ", you really delivered. Everytime I look at this, I love it even more~",bc_map;
+ close;
+ }
+ else if (BSMITH_Q == 14) {
+ mes "[Talpiz]";
+ mes "Really,";
+ mes "I can't say it";
+ mes "enough. This is";
+ mes "top quality work~!";
+ close;
+ }
+ else {
+ mes "[Talpiz]";
+ mes "Eh...";
+ mes "When will my";
+ mes "order arrive?";
+ next;
+ mes "[Talpiz]";
+ mes "A custom made Arbalest";
+ mes "with a quality case to hold your eye patches. Only one person can make something like that...";
+ next;
+ mes "[Talpiz]";
+ mes "Ahhhhhh...";
+ mes "The waiting";
+ mes "is unbearable!";
+ close;
+ }
+}
+
+hugel,168,183,1 script Bismarc#BLS 118,{
+ if (BSMITH_Q == 13 && countitem(1122) > 0) {
+ mes "[Bismarc]";
+ mes "Sweet God...";
+ mes "Have you sent";
+ mes "an angel...?";
+ mes "Is that the Ring Pommel Saber";
+ mes "I ordered? It's my only hope...";
+ next;
+ mes "[Bismarc]";
+ mes "^666666*Huuuk*^000000 This is what I ordered, right? I needed one especially";
+ mes "made to stop this poison...";
+ next;
+ if (select("Whoops, this is my own Ring Pommel Saber.:I'm sure this is the one.") == 1) {
+ mes "[Bismarc]";
+ mes "N-Nooo...";
+ mes "Hurry...!";
+ mes "I need that";
+ mes "sword for its";
+ mes "an...ti...d-dote!";
+ next;
+ mes "^3355FFIt looks like";
+ mes "he's slowly dying...!";
+ mes "You'd better hurry.^000000";
+ close;
+ }
+ mes "[Bismarc]";
+ mes "^666666*Ghklk*^000000";
+ mes "Give it...!";
+ mes "Pleeeease!";
+ next;
+ set BSMITH_Q,14;
+ delitem 1122,1; //Ring_Pommel_Saber
+ mes "^3355FFBismarc stabs";
+ mes "himself, repeatedly,";
+ mes "with the Ring Pommel Saber";
+ mes "that has been imbued with";
+ mes "the power of Green Herbs.^000000";
+ next;
+ mes "[Bismarc]";
+ mes "^666666*Ghyklk*^000000";
+ mes "*Gasp gasp*";
+ next;
+ mes "[Bismarc]";
+ mes "Please...";
+ mes "Help me up.";
+ mes "The poison is";
+ mes "still coarsing";
+ mes "through my body...";
+ next;
+ mes "[Bismarc]";
+ mes "OwwwWWWW!!";
+ mes "IT'S BURNING!";
+ next;
+ mes "[Bismarc]";
+ mes "*Gasp Gasp*";
+ mes "*Whew* Okay,";
+ mes "I can feel the";
+ mes "antidote working now.";
+ mes "Just what I needed.";
+ next;
+ getitem 1073,1; //Merchant_Voucher_1
+ mes "[Bismarc]";
+ mes "Here is";
+ mes "your receipt.";
+ mes "T-take it...!";
+ mes "It's yours!";
+ mapannounce "hugel","Thanks, " +strcharinfo(0)+ ", for the delivery. You saved my life...",bc_map;
+ close;
+ }
+ else if (BSMITH_Q == 14) {
+ mes "[Bismarc]";
+ mes "Thank you.";
+ mes "You saved";
+ mes "my life...";
+ close;
+ }
+ else {
+ mes "[Bismarc]";
+ mes "^666666*Ghyklk*^000000";
+ mes "^666666*Huk Hukk*^000000";
+ mes "When will my";
+ mes "o-order arrive...?";
+ next;
+ mes "[Bismarc]";
+ mes "The poison in";
+ mes "my body... the pain...";
+ mes "excruciating... L-lord...";
+ next;
+ mes "[Bismarc]";
+ mes "When is the";
+ mes "antidote gonna";
+ mes "get here?!";
+ close;
+ }
+}
+
+ein_in01,24,41,5 script Blacksmith Guildsman#moc 726,{
+ if (BSMITH_Q == 16) {
+ emotion e_hmm;
+ mes "[Mitehmaeeuh]";
+ mes "Oh...so you're the one who wants to be a blacksmith?";
+ mes "Nice, heh heh.";
+ mes "As you've realized from your past tests, you won't be promoted from Merchant to Blacksmtih immediately.";
+ next;
+ mes "[Mitehmaeeuh]";
+ mes "How much do you truly understand about smithing? Are you ready for me to ask you some questions?";
+ next;
+ if (select("Yes:No, not yet~") == 1) {
+ mes "[Mitehmaeeuh]";
+ mes "Alright...";
+ mes "My test is simple.";
+ mes "I'll ask five questions.";
+ mes "If you miss too many,";
+ mes "you fail. And I won't";
+ mes "tell you what you missed.";
+ next;
+ set .@blackss_te,0;
+ mes "[Mitehmaeeuh]";
+ mes "Please listen";
+ mes "and answer carefully...";
+ next;
+ switch(rand(1,3)) {
+ case 1:
+ mes "[Mitehmaeeuh]";
+ mes "1. What ability";
+ mes "is required to learn";
+ mes "the ^8E6B23Discount^000000 skill?";
+ next;
+ if (select("Level 3 Push Cart:Item Appraisal:Level 10 Mammonite:Level 3 Enlarge Weight") == 4)
+ set .@blackss_te,.@blackss_te+20;
+ mes "[Mitehmaeeuh]";
+ mes "2. When you attack";
+ mes "with ^8E6B23Hammerfall^000000,";
+ mes "what status effect can";
+ mes "you inflict on enemies?";
+ next;
+ if (select("Stun:Blindness:Chaos:Silence") == 1)
+ set .@blackss_te,.@blackss_te+20;
+ mes "[Mitehmaeeuh]";
+ mes "3. How much Zeny is spent";
+ mes "when attacking with the";
+ mes "mastered Mammonite skill?";
+ mes "(Level 10 Mammonite)";
+ next;
+ if (select("900 Zeny:1000 Zeny:2000 Zeny:100,000 Zeny") == 2)
+ set .@blackss_te,.@blackss_te+20;
+ mes "[Mitehmaeeuh]";
+ mes "4. What is the";
+ mes "discount rate when";
+ mes "the ^8E6B23Discount^000000";
+ mes "skill is mastered?";
+ next;
+ if (select("21 % :22 % :23 % :24 % ") == 4)
+ set .@blackss_te,.@blackss_te+20;
+ mes "[Mitehmaeeuh]";
+ mes "5. What is the maximum";
+ mes "percentage that you can";
+ mes "overcharge items sold to";
+ mes "NPCs after mastering the";
+ mes "^8E6B23Overcharge^000000 skill?";
+ next;
+ if (select("21 % :22 % :23 % :24 % ") == 3)
+ set .@blackss_te,.@blackss_te+20;
+ break;
+ case 2:
+ mes "[Mitehmaeeuh]";
+ mes "1. Which of the";
+ mes "following monsters";
+ mes "drops Steel?";
+ next;
+ if (select("Zerom:Chon Chon:Skel Worker:Requiem") == 3)
+ set .@blackss_te,.@blackss_te+20;
+ mes "[Mitehmaeeuh]";
+ mes "2. Which of the following";
+ mes "stones can be made from";
+ mes "Red Bloods?";
+ next;
+ if (select("Flame Heart:Rough Wind:Great Nature:Mystic Frozen") == 1)
+ set .@blackss_te,.@blackss_te+20;
+ mes "[Mitehmaeeuh]";
+ mes "3. Which of the following";
+ mes "stones do you have the most";
+ mes "of in your Kafra Storage?";
+ next;
+ select("Wind of Verdure:Red Blood:Green Live:Crystal Blue");
+ set .@blackss_te,.@blackss_te+20;
+ mes "[Mitehmaeeuh]";
+ mes "4. In general,";
+ mes "which of the following";
+ mes "properties receives the";
+ mes "most damage from a Wind";
+ mes "attribute weapon?";
+ next;
+ if (select("Fire Property:Water Property:Earth Property:Wind Property") == 2)
+ set .@blackss_te,.@blackss_te+20;
+ mes "[Mitehmaeeuh]";
+ mes "5. How many Iron Ore";
+ mes "is required to make";
+ mes "1 Steel?";
+ next;
+ if (select("5 Iron Ore :4 Iron Ore:3 Iron Ore:6 Iron Ore") == 1)
+ set .@blackss_te,.@blackss_te+20;
+ break;
+ case 3:
+ mes "[Mitehmaeeuh]";
+ mes "1. What do you usually";
+ mes "do when you meet someone";
+ mes "randomly on the street?";
+ next;
+ switch(select("Ask them what they need.:Have a brief conversation.:Ignore them.:Give items and run away.")) {
+ case 1:
+ case 2:
+ set .@blackss_te,.@blackss_te+20;
+ break;
+ default:
+ break;
+ }
+ mes "[Mitehmaeeuh]";
+ mes "2. In what village";
+ mes "can you learn the";
+ mes "^8E6B23Crazy Uproar^000000 and";
+ mes "^8E6B23Change Cart^000000 skills?";
+ next;
+ if (select("Al De Baran:Alberta:Morroc:Izlude") == 2)
+ set .@blackss_te,.@blackss_te+20;
+ mes "[Mitehmaeeuh]";
+ mes "3. From the center of Einbroch,";
+ mes "in which direction is the Blacksmith Guild?";
+ next;
+ if (select("11 o'clock:5 o'clock:7 o'clock:12 o'clock") == 2)
+ set .@blackss_te,.@blackss_te+20;
+ mes "[Mitehmaeeuh]";
+ mes "4. In which town";
+ mes "can you find the";
+ mes "most Blacksmiths?";
+ next;
+ if (select("Prontera:Morroc:Alberta:Einbroch") == 4)
+ set .@blackss_te,.@blackss_te+20;
+ mes "[Mitehmaeeuh]";
+ mes "5. Which of the";
+ mes "following statuses";
+ mes "affect your skill";
+ mes "as a Blacksmith?";
+ next;
+ if (select("STR :DEX:AGI :VIT ") == 2)
+ set .@blackss_te,.@blackss_te+20;
+ break;
+ }
+ mes "[Mitehmaeeuh]";
+ mes "Ah...";
+ mes "You've completed";
+ mes "the quiz. Let's see...";
+ next;
+ mes "[Mitehmaeeuh]";
+ mes "You earned";
+ mes ""+ .@blackss_te +" points...";
+ if (.@blackss_te > 70) {
+ mes "Very nice!";
+ mes "Congratulations!";
+ mes "You just passed!";
+ next;
+ mes "[Mitehmaeeuh]";
+ mes "However, don't let your early success make you overconfident. A Blacksmith's life isn't a picnic. As proof that you have passed the test, I give you this Hammer of Blacksmith.";
+ set BSMITH_Q,17;
+ getitem 1005,1; //Hammer_Of_Blacksmith
+ changequest 2014,2015;
+ next;
+ mes "[Mitehmaeeuh]";
+ mes "Take this Hammer";
+ mes "of Blacksmith and go back to the Altiregen. Okay then? I wish you the best of luck!";
+ close;
+ }
+ mes "You failed! You better study up before coming back here.";
+ next;
+ mes "[Mitehmaeeuh]";
+ mes "With your knowledge, or lack thereof, you'll just end up hurting yourself holding a hammer!";
+ close;
+ }
+ mes "[Mitehmaeeuh]";
+ mes "Okay then.";
+ mes "Please prepare";
+ mes "yourself and return";
+ mes "when you are ready...";
+ close;
+ }
+ else if (BSMITH_Q == 17) {
+ emotion e_hmm;
+ mes "[Mitehmaeeuh]";
+ mes "Yeap, you just passed the Blacksmith job test~";
+ next;
+ mes "[Mitehmaeeuh]";
+ mes "Why don't you go back to Mr.Altiregen?";
+ next;
+ mes "[Mitehmaeeuh]";
+ mes "Don't forget to bring the Hammer of Blacksmith with you!";
+ next;
+ mes "[Mitehmaeeuh]";
+ mes "Oh, also make sure that you have no skill point left before you change your job~";
+ close;
+ }
+ else {
+ emotion e_hmm;
+ mes "[Mitehmaeeuh]";
+ mes "I had to deal with the heat when I was in Morroc,";
+ mes "and now I have to deal with the smog in this Einbroch!";
+ next;
+ mes "[Mitehmaeeuh]";
+ mes "But, I must admit that this is the perfect place for Blacksmiths because we have an abundance of crafting material supplies as well as highly developed equipment.";
+ next;
+ mes "[Mitehmaeeuh]";
+ mes "We, Blacksmiths are trying our best to forge the best of the best weapons.";
+ next;
+ mes "[Mitehmaeeuh]";
+ mes "We pledge our honor on that!";
+ close;
+ }
+}
+
+geffen_in,109,170,3 script Blacksmith Guildsman#gef 726,{
+ mes "[Blacksmith Guildsman]";
+ mes "Good day, are you here to visit Blacksmith Guild?";
+ next;
+ mes "[Blacksmith Guildsman]";
+ mes "I thank you for coming this far to visit our guild. However, I regret to inform you that Blacksmith Guild has been";
+ mes "moved to ^3131FF'Einbroch' in the Schwaltzvalt Republic^000000.";
+ next;
+ mes "[Blacksmith Guildsman]";
+ mes "You can travel to Schwaltzvalt Republic by using the airship.";
+ mes "I can provide you a teleport service to Izlude, where you can use the airship.";
+ mes "Would you like to move to Izlude immediately?";
+ next;
+ switch(select("How to go to Einbroch:Yes!:No, thanks.")) {
+ case 1:
+ mes "[Blacksmith Guildsman]";
+ mes "Oops, haven't you used the airship yet?";
+ next;
+ mes "[Blacksmith Guildsman]";
+ mes "Unlike Rune-Midgarts Kingdom, Schwalitzvalt Republic has 'the airship' instead of teleport services to move between towns.";
+ next;
+ mes "[Blacksmith Guildsman]";
+ mes "In ^3131FF'Izlude'^000000, you can use ^3131FF'the international airship'^000000 which travels between ^3131FFIzlude and Juno in Schwaltzvalt Republic^000000.";
+ next;
+ mes "[Blacksmith Guildsman]";
+ mes "Take the airship, and go to Juno. Then from Juno, you need to take ^3131FFthe domestic airship^000000 to go to Einbroch.";
+ mes "Remember, you are ^3131FFnot going outside of the airport^000000 upon transit from the international to the domestic airship.";
+ next;
+ mes "[Blacksmith Guildsman]";
+ mes "It might sound complicated, but you will know once you are in the airport.";
+ mes "When you arrive in Blacksmith Guild, please send my regard to my coworkers!";
+ close;
+ case 2:
+ if (Zeny < 600) {
+ mes "[Blacksmith Guildsman]";
+ mes "Excuse me, but you do not have enough money.";
+ close;
+ }
+ set zeny,zeny-600;
+ warp "izlude",94,103;
+ end;
+ case 3:
+ mes "[Blacksmith Guildsman]";
+ mes "Please take care!";
+ close;
+ }
+}
diff --git a/npc/pre-re/jobs/2-1/hunter.txt b/npc/pre-re/jobs/2-1/hunter.txt
new file mode 100644
index 000000000..7ec9fd7ec
--- /dev/null
+++ b/npc/pre-re/jobs/2-1/hunter.txt
@@ -0,0 +1,1803 @@
+//===== rAthena Script =======================================
+//= Hunter Job Quest
+//===== By: ==================================================
+//= EREMES THE CANIVALIZER (Aegis)Translated by yoshiki (Aegis)
+//= Converted by kobra_k88
+//= Further bugfixed and tested by Lupus
+//===== Current Version: =====================================
+//= 3.7
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Job Change quest for Hunter class.
+//===== Additional Comments: =================================
+//= 0.5 Fully working.
+//= 0.6 Changed global variable names to unique ones.
+//= 0.7 - 0.8 Updates for rAthena +Knight2,Crusader2 fix
+//= 0.9 Fixed items quest fork bug [Lupus]
+//= 1.0 Fixed items quest bug: added extra condition [Lupus]
+//= 1.1 Fixed skillpoints check bug [Lupus]
+//= 1.2 Fixed an exploit, thanks to nonox [celest]
+//= 1.3 Added Baby Class support [Lupus]
+//= 1.5 Fixed possible EXP abuse [Lupus]
+//= 1.6 Added a func which prevent advanced classes passing
+//= 2nd Job Quests again. It also guides adv classes where
+//= to go. [Lupus]
+//= 1.6a Infinite Arrows exploit fix (thanx to Lorky, that
+//= reported the bug) [Lupus]
+//= 1.7 Moved the Job QUest to Hugel [Poki#3]
+//= 2.0 Changed numbers to constants. [Vicious]
+//= 2.1 Removed Duplicates [Silent]
+//= 2.2 Merged JFunc, fixed missing dialogues [Lupus]
+//= 2.2a Fixed Sharon resetting the test2 item set [Lupus]
+//= 2.3a 7 official sets of Demon Hunter,thx to Dr.Evil [Lupus]
+//= 2.4a Added missing next;, missing NPC names [Lupus]
+//= 2.5 "strcharinfo" -> "strcharinfo(0)" [FlavioJS]
+//= 2.6 Fixed 3� Test. [Samuray22]
+// -Changed Timers from 3 to 1 minute.
+// -Changed "Job Change Monsters".
+// -Thanks to ultradamage.
+//= 2.7 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
+//= 2.8 Several bugfixes with the help of Barron-Monster. [L0ne_W0lf]
+//= 2.9 Corrected NPC names to fall within proper restrictions. [L0ne_W0lf]
+//= 2.9a Deleted unused variables. [Samuray22]
+//= 3.0 Fixed a small typo, "jo" instead of "Job". [L0ne_W0lf]
+//= 3.0a Corrected a Typo error ";;". [Samuray22]
+//= 3.1 Now uses enable and disable waitingroomevent. [L0ne_W0lf]
+//= 3.2 Fixes a bug where the timer was stopped causing the [L0ne_W0lf]
+//= test to freeze. (bugreport:1099)
+//= 3.3 Added missing next. [L0ne_W0lf]
+//= 3.4 Corrected some Issues with the Waiting Room. (bugreport:1890) [Samuray22]
+//= -Deleted a Unnecesary Next; on Hunter Guildsman#hnt. (bugreports:1665,2239,2179)
+//= 3.5 Added Quest Log commands. [Kisuka]
+//= 3.6 Removed the need for use of 'goto.' [L0ne_W0lf]
+//= 3.7 Modified the quest to renewal. [Vali] (Thanks to Muad_Dib for the necessary info).
+//============================================================
+
+// Notices in the old Hunter Guild.
+//============================================================
+in_hunter,99,99,4 script Hunter Info#hnt::HntNotice 727,{
+ mes "============ Notice ============";
+ mes "We would like to inform that the Hunter Job Change Location";
+ mes "has been moved to ^ff0000Hugel^000000 in the Schwaltzvalt Republic.";
+ next;
+ mes "You can now use the Hugel airline, so please use the airship to visit Hugel.";
+ next;
+ mes "You will find the new Job Change Location at ^ff0000 Hugel 208 222 ^000000.";
+ next;
+ mes "^804000(You found a tiny line written at the end of the notice.)^000000";
+ mes " ";
+ mes " ";
+ mes " ";
+ mes "I, the Falcon breeder have moved out as well.";
+ close;
+}
+
+pay_fild10,148,252,3 duplicate(HntNotice) Job Change Location#hu 857
+
+// Actual Job quest start
+//============================================================
+hu_in01,386,373,4 script Hunter Guildsman#hnt 727,{
+ if (Upper == 1) {
+ mes "[Hunter Sherin]";
+ mes "Oh, how have you been? It's been a long time, hasn't it?";
+ next;
+ mes "[Hunter Sherin]";
+ mes "...Wait.";
+ mes "Oops! I'm sorry, I could have sworn that we've met before. Huh. How weird.";
+ close;
+ }
+ if (BaseJob == Job_Archer && JobLevel < 40) {
+ mes "[Hunter Guildsman]";
+ mes "Eh? You haven't had enough training as an Archer yet. To become a Hunter, you must gain a certain level of experience as an Archer first.";
+ next;
+ mes "[Hunter Guildsman]";
+ mes "Go out and train yourself a bit more. You'll need to be at least Job Level 40 before you'll be ready to become a Hunter. Of course, you can train more than that if you want.";
+ next;
+ mes "[Hunter Guildsman]";
+ mes "See you next time~";
+ close;
+ }
+ if (SkillPoint) {
+ mes "[Hunter Sherin]";
+ mes "You can't change jobs without using all your skill points. Please use all of your skill points before applying to change jobs~";
+ close;
+ }
+ if (BaseClass == Job_Novice) {
+ mes "[Hunter Guildsman]";
+ mes "You must be...";
+ mes "a Novice? Wow, you've got a long way ahead of you. I don't think there's much you can do here.";
+ close;
+ }
+ else if (BaseClass == Job_Swordman) {
+ mes "[Hunter Guildsman]";
+ mes "You have chosen the path of the sword. I can respect the strength of your blade. Of course, from far away, you can't really afford to throw your sword at enemies, can you?";
+ close;
+ }
+ else if (BaseClass == Job_Mage) {
+ mes "[Hunter Guildsman]";
+ mes "You deal with magic? It must feel great to be able to wield mystic power.";
+ close;
+ }
+ else if (BaseClass == Job_Acolyte) {
+ mes "[Hunter Guildsman]";
+ mes "Oh, a person who serves God! Nice to meet you. There aren't many people like you that visit this place~ Hehe.";
+ close;
+ }
+ else if (Baseclass == Job_Merchant) {
+ mes "[Hunter Guildsman]";
+ mes "Oh...";
+ mes "How's your business coming along?";
+ close;
+ }
+ else if (BaseClass == Job_Thief) {
+ mes "[Hunter Guildsman]";
+ mes "Agh?!";
+ mes "This place doesn't have anything worth stealing or anyone worth killing!!";
+ close;
+ }
+ else if (BaseJob == Job_Dancer || BaseJob == Job_Bard) {
+ mes "[Hunter Guildsman]";
+ mes "Phew...sometimes it is really hard for being a hunter, you know...";
+ mes "So how do you like your bohemian life? Yeah, I am envious of you for having so much freedom...";
+ close;
+ }
+ else if (BaseJob == Job_Hunter) {
+ mes "[Hunter Sherin]";
+ mes "Oh~ " + strcharinfo(0) + "!!";
+ mes "Long time no see~ What brings you here? Did your Falcon run away or something?";
+ next;
+ mes "[Hunter Sherin]";
+ mes "I don't really have any official notices from the guild at the moment, so I hope you didn't come here just for that...";
+ close;
+ }
+ else if (BaseJob == Job_Archer) {
+ if (SkillPoint) {
+ mes "[Hunter Sherin]";
+ mes "You can't apply to change jobs if you still have unused skill points. Use your remaining skill points first.";
+ close;
+ }
+ else if (HNTR_Q == 17 && countitem(1007) == 0) {
+ mes "[Hunter Sherin]";
+ mes "Hmm... I've been informed that you passed the test. But you don't have the necessary 'Necklace of Wisdom (Penetration)' that proves your accomplishment.";
+ next;
+ mes "[Hunter Sherin]";
+ mes "I'll let you change your job, but you must bring back a 'Necklace of Wisdom (Penetration),' no matter what it takes.";
+ close;
+ }
+ else if (HNTR_Q == 17 && countitem(1007) > 0 && JobLevel > 39) {
+ mes "[Hunter Sherin]";
+ mes "Oh...?";
+ mes "You passed";
+ mes "the job test?!";
+ mes "Congratulations~!!";
+ next;
+ mes "[Hunter Sherin]";
+ mes "Well then,";
+ mes "I will now change";
+ mes "your job to a Hunter~";
+ next;
+ delitem 1007,1; //Penetration
+ mes "[Hunter Sherin]";
+ mes "Tada~ Congratulations!";
+ mes "You look great as a Hunter!!";
+ set .@joblvl,joblevel;
+ completequest 4013;
+ callfunc "Job_Change",Job_Hunter;
+ callfunc "F_ClearJobVar"; // clears all job variables for the current player
+ next;
+ mes "[Hunter Sherin]";
+ mes "Become a noble person and become a worthy representative of our Hunter Guild. Show your love of nature as a Hunter~";
+ next;
+ mes "[Hunter Sherin]";
+ mes "And also, here is a little reward for all the effort you put in. It's from me, of course~";
+ if (.@joblvl > 49)
+ getitem 1718,1; //Hunter_Bow
+ else
+ getitem 1710,1; //CrossBow
+ close;
+ }
+ else if ((JobLevel > 39) && ((HNTR_Q == 0) || (HNTR_Q == 1))) {
+ if (HNTR_Q == 0) {
+ mes "[Hunter Guildsman]";
+ mes "Oh, you're an Archer! It seems as if you've trained enough as an Archer... You came here to become a Hunter, right?";
+ next;
+ switch(select("Yes. That's what I'm here for.:What are the requirements to change jobs?:....I don't want to change yet.")) {
+ case 1:
+ mes "[Hunter Guildsman]";
+ mes "Hehe~";
+ mes "I was right! Let me put you on the candidate list. Let's see~*";
+ next;
+ mes "[Hunter Guildsman]";
+ mes "Hmm... Let's start with the interview. Wait and relax a moment. No need to worry, I'll prepare everything~";
+ next;
+ mes "^3355FF*Gathers and flips through papers*^000000";
+ next;
+ mes "^3355FF*Rummage rummage*^000000";
+ next;
+ mes "[Hunter Guildsman]";
+ mes "Ah!";
+ mes "Here they are: the interview questions~ First of all, my name is 'Sherin.' Nice to meet you!";
+ next;
+ mes "[Hunter Sherin]";
+ mes "Well then,";
+ mes "shall we begin?";
+ next;
+ if (select("Yes~ Let's start now.:No, I'll be back later.") == 1) {
+ if(checkquest(4000) == -1) {
+ setquest 4000;
+ }
+ mes "[Hunter Sherin]";
+ mes "Listen carefully to the scenarios I describe. When I ask a question, you choose an answer. Pretty simple, don't you think?";
+ next;
+ mes "[Hunter Sherin]";
+ mes "I just want to know how you think about life, and why you want to become a Hunter, so there's no need to be nervous.";
+ next;
+ }
+ else {
+ mes "[Hunter Sherin]";
+ mes "Okay...";
+ mes "Come back";
+ mes "when you're ready~";
+ close;
+ }
+ break;
+ case 2:
+ set .@selection,2;
+ break;
+ case 3:
+ set .@selection,3;
+ break;
+ }
+ }
+ else if (HNTR_Q == 1) {
+ mes "[Hunter Sherin]";
+ mes "Welcome back...!";
+ mes "Well, let's start with the interview. This time, carefully think about the answers to each question.";
+ next;
+ }
+ switch(.@selection) {
+ default:
+ mes "[Hunter Sherin]";
+ mes "Well then,";
+ mes "let's begin.";
+ next;
+ mes "[Hunter Sherin]";
+ mes "You are an Archer, and you don't know where you should go to hunt. What do you do?";
+ next;
+ switch(select("Scream out loud asking where you should go.:Quietly ask a person passing by.:Wander around alone and search for a place.")) {
+ case 2:
+ case 3:
+ set .@hunter_t,.@hunter_t+10;
+ default:
+ break;
+ }
+ mes "[Hunter Sherin]";
+ mes "So you've decided on a place to hunt. You're going to hunt the monsters known as Hodes in the Sograt Desert.";
+ next;
+ mes "[Hunter Sherin]";
+ mes "But you are in Payon!!";
+ mes "How do you go to the desert?";
+ next;
+ switch(select("Ask a Priest to open a free warp portal.:Use the Kafra service.:Walk with a friend.")) {
+ case 2:
+ case 3:
+ set .@hunter_t,.@hunter_t+10;
+ default:
+ break;
+ }
+ mes "[Hunter Sherin]";
+ mes "There is no Priest to ask for a warp, and no friend is around to walk with you. You must use the Kafra service, but you have no Zeny!";
+ next;
+ mes "[Hunter Sherin]";
+ mes "How would you go";
+ mes "about to make the";
+ mes "Zeny that you need?";
+ next;
+ switch(select("Beg here and there.:Sell items I do not need.:Hunt at a nearby field.")) {
+ case 2:
+ case 3:
+ set .@hunter_t,.@hunter_t+10;
+ default:
+ break;
+ }
+ mes "[Hunter Sherin]";
+ mes "So you finally arrive at the Sograt Desert. But you realize that Hodes are a bit too strong for you to hunt alone.";
+ next;
+ mes "[Hunter Sherin]";
+ mes "What is your";
+ mes "solution to this";
+ mes "situation?";
+ next;
+ if (select("Attack a Hode from the top of a hill.:Go back to town.:Attack someone else's Hode.") == 2)
+ set .@hunter_t,.@hunter_t+10;
+ mes "[Hunter Sherin]";
+ mes "Let's say you were having too much trouble hunting Hodes and returned to town. Now you are out of HP and a Priest happens to be around. How would you ask for a Heal?";
+ next;
+ if (select("Would it be possible to get a Heal, please?:Heal, please.:Heal me.") == 1)
+ set .@hunter_t,.@hunter_t+10;
+ mes "[Hunter Sherin]";
+ mes "This time, you found a rare item while you were going through your inventory. You go out to sell the item, and there are many people with stores and chatrooms open.";
+ next;
+ mes "[Hunter Sherin]";
+ mes "What is the";
+ mes "best way to";
+ mes "sell your item?";
+ next;
+ switch(select("Scream out loud to everyone in sight.:Open a chatroom and wait.:Look to see if anyone already wants it.")) {
+ case 2:
+ case 3:
+ set .@hunter_t,.@hunter_t+10;
+ default:
+ break;
+ }
+ mes "[Hunter Sherin]";
+ mes "While you are waiting, someone is begging for items and Zeny. What should you do?";
+ next;
+ if (select("Give some of my items and Zeny.:Ignore and walk away.:Tell the person about a good place to hunt.") == 1)
+ set .@hunter_t,.@hunter_t+10;
+ mes "[Hunter Sherin]";
+ mes "By now, you decide to go to the Maze by yourself.";
+ next;
+ mes "[Hunter Sherin]";
+ mes "But on your way, you run";
+ mes "into someone that is lost.";
+ mes "What should you do?";
+ next;
+ switch(select("Tell them which way to go.:Guide them to their destination.:Ignore.")) {
+ case 1:
+ case 2:
+ set .@hunter_t,.@hunter_t+10;
+ default:
+ break;
+ }
+ mes "[Hunter Sherin]";
+ mes "After meeting this lost person, you decide to get back to hunting. Just then, you find that someone is attacking a boss!";
+ next;
+ mes "[Hunter Sherin]";
+ mes "What should you do?";
+ next;
+ if (select("Watch, then attack when asked for help.:Attack and see what happens.:Just go back to town.") == 1)
+ set .@hunter_t,.@hunter_t+10;
+ mes "[Hunter Sherin]";
+ mes "You are now very exhausted after your day of hunting. It's time to go back to town.";
+ next;
+ mes "[Hunter Sherin]";
+ mes "But what's this!? You find an expensive item lying on the floor! What should you do with it?";
+ next;
+ switch(select("Pick it up and keep it.:Try to find the owner.:Just walk by.")) {
+ case 2:
+ case 3:
+ set .@hunter_t,.@hunter_t+10;
+ default:
+ break;
+ }
+ mes "[Hunter Sherin]";
+ mes "Okay, this is the end of the test!";
+ next;
+ if (.@hunter_t == 100) {
+ set HNTR_Q,2;
+ changequest 4000,4001;
+ mes "[Hunter Sherin]";
+ mes "Well done! Your answers show you've got the right outlook on life. You definitely have the right qualities to become a Hunter~";
+ next;
+ mes "[Hunter Sherin]";
+ mes "I'm glad to say you've passed the interview~ Now, go to that person in the corner and confirm which item is necessary for your job change test~";
+ close;
+ }
+ else if (.@hunter_t == 90) {
+ set HNTR_Q,2;
+ changequest 4000,4001;
+ mes "[Hunter Sherin]";
+ mes "Well, I'm looking at your answers and your score isn't perfect. But I'll let you pass anyway. I don't know what our Guildmaster will think, though.";
+ next;
+ mes "[Hunter Sherin]";
+ mes "Just remember to always keep basic etiquette in mind. Try harder in the following tests and make me happy, okay?";
+ close;
+ }
+ set HNTR_Q,1;
+ mes "[Hunter Sherin]";
+ mes "Hmm... I don't think this'll work out. You can't become a Hunter without knowing basic etiquette.";
+ next;
+ mes "[Hunter Sherin]";
+ mes "Think about how you answered the questions one more time. In order to value nature, you must first value your relationship with others.";
+ next;
+ mes "[Hunter Sherin]";
+ mes "Then, you'll be more in tune with nature and with other people. It's this kind of harmony that makes the best Hunters.";
+ close;
+ case 2:
+ mes "[Hunter Guildsman]";
+ mes "Job change";
+ mes "requirements?";
+ mes "First...";
+ mes "You must be an Archer.";
+ next;
+ mes "[Hunter Guildsman]";
+ mes "Second...";
+ mes "You must be";
+ mes "at least Job Level 40.";
+ next;
+ mes "[Hunter Guildsman]";
+ mes "Third...";
+ mes "You must bring all of the items that will be requested by the guild. You can worry about that later.";
+ next;
+ mes "[Hunter Guildsman]";
+ mes "Fourth...";
+ mes "You've gotta pass the test administered by the guild. If you have had enough training as an Archer, you should be able to pass the test~";
+ break;
+ case 3:
+ mes "[Hunter Guildsman]";
+ mes "Okay then,";
+ mes "see you next time~";
+ close;
+ }
+ }
+ else if (HNTR_Q > 2 && HNTR_Q < 10) {
+ mes "[Hunter Sherin]";
+ mes "Just give the item to the Demon Hunter, the guy who's all the way to the left in this area~";
+ next;
+ mes "[Hunter Sherin]";
+ if (sex)
+ mes "If you decide to become a Hunter, promise to come visit me. I want to see you as a Hunter. You would look great!!";
+ else
+ mes "If you decide to become a Hunter, come and visit me, okay? You're pretty, but... You'd be even prettier as a Hunter. Hehe~";
+ close;
+ }
+ else if (HNTR_Q == 2) {
+ mes "[Hunter Sherin]";
+ mes "????";
+ next;
+ mes "[Hunter Sherin]";
+ mes "You weren't able to find the Demon Hunter? That guy is just to the left! Hehe~";
+ next;
+ mes "[Hunter Sherin]";
+ mes "I want to see you become a Hunter...! Waaah~ I think you'd look great, so please hurry!";
+ close;
+ }
+ mes "[Hunter Sherin]";
+ mes "Hmm, I think you're supposed to visit someone else, not me. Like our Guildmaster who's out for business, you know?";
+ next;
+ mes "[Hunter Sherin]";
+ mes "I heard he's at the Payon Central Palace... Or in the Archer Village, one of those two places. Try visiting those places and find him, okay?";
+ close;
+ }
+ mes "[Hunter Guildsman]";
+ mes "Eh? You haven't trained enough as an Archer. To become a Hunter, you need to gain more experience as an Archer first.";
+ next;
+ mes "[Hunter Guildsman]";
+ mes "Well then, go train some more. You must be at least Job Level 40 to be exact. Of course, you can always go higher. See you next time~";
+ close;
+}
+
+hu_in01,382,382,4 script Guild Receptionist#hnt 732,{
+ if (HNTR_Q == 2) {
+ mes "[Guild Receptionist]";
+ mes "Greetings. They call me... ^660000The Demon Hunter^000000. I am the one in charge of processing applications. Your name is ... " + strcharinfo(0) + ", correct?";
+ next;
+ set .@selection,select("Yes, that is correct.:Nope~~(heeheehee)");
+ if (.@selection == 2) {
+ mes "[Demon Hunter]";
+ mes "Hey, stop messing around.";
+ mes "Your name is " + strcharinfo(0) + ", right?";
+ next;
+ if (select("Yes...:Hehehe. I keep telling you, it's not~~") == 1) {
+ mes "[Demon Hunter]";
+ mes "Okay, then. These are the items you need for the test. Since we provide all of the necessary arrows you'll use for the test, we need you to get the materials to make them.";
+ next;
+ mes "[Demon Hunter]";
+ mes "You see, right now we're having some financial problems. Let's see, we're short on these items...";
+ next;
+ }
+ else {
+ mes "[Demon Hunter]";
+ mes "Leave if you plan to trifle me your petty tricks. Do you not realize that you are toying with ^660000The Demon Hunter^000000?!'";
+ close2;
+ warp "hugel",208,223;
+ end;
+ }
+ }
+ mes "[Demon Hunter]";
+ mes "Okay. These are the items you need for the test. Since we provide all the arrows you will be using for this test, we need you to get the materials to make them.";
+ next;
+ mes "[Demon Hunter]";
+ mes "You see, we're having some financial problems. Let's see, we're short on these items...";
+ next;
+ switch(rand(1,7)) {
+ //Insect_Feeler, Wooden_Block, White_Herb
+ case 1: setarray .@items[0], 928,5, 1019,5, 509,3, 3; changequest 4001,4002; break;
+ //Bill_Of_Birds, Skel_Bone, Green_Herb
+ case 2: setarray .@items[0], 925,3, 932,5, 511,3, 4; changequest 4001,4003; break;
+ //Colorful_Shell, Animal's_Skin, Red_Herb
+ case 3: setarray .@items[0], 1013,3, 919,3, 507,5, 5; changequest 4001,4004; break;
+ //Horn, Poison_Spore, Fluff
+ case 4: setarray .@items[0], 947,3, 7033,3, 914,10, 6; changequest 4001,4005; break;
+ //Shell, Worm_Peelings, Yellow_Herb
+ case 5: setarray .@items[0], 935,9, 955,9, 508,9, 7; changequest 4001,4006; break;
+ //Tooth_Of_Bat, Sticky_Mucus, Bear's_Foot
+ case 6: setarray .@items[0], 913,3, 938,1, 948,1, 8; changequest 4001,4007; break;
+ //Porcupine_Spike, Yoyo_Tailm Acorn
+ case 7: setarray .@items[0], 1027,2, 942,1, 1026,1, 9; changequest 4001,4008; break;
+ }
+ if (.@selection == 1) {
+ mes "[Demon Hunter]";
+ mes "Hmm. ^660000"+.@items[1]+" "+getitemname(.@items[0])+"^000000 to use for arrow tips. ^660000"+.@items[3]+" "+getitemname(.@items[2])+"^000000 to use here and there. And ^660000"+.@items[5]+" "+getitemname(.@items[4])+"^000000 please.";
+ set HNTR_Q,.@items[6];
+ next;
+ mes "[Demon Hunter]";
+ mes "Oh right. Our Guildmaster has gone on an official trip to the Payon Central Palace. You have to go visit him because the one that administers the test.";
+ next;
+ mes "[Demon Hunter]";
+ mes "Alright then, come back to me when you have everything ready~";
+ }
+ close;
+ }
+ else if (HNTR_Q >= 3 && HNTR_Q <= 9) {
+ switch(HNTR_Q) {
+ //Insect_Feeler, Wooden_Block, White_Herb
+ case 3: setarray .@items[0], 928,5, 1019,5, 509,3, 10; break;
+ //Bill_Of_Birds, Skel_Bonem Green_Herb
+ case 4: setarray .@items[0], 925,3, 932,5, 511,3, 10; break;
+ //Colorful_Shell, Animal's_Skin, Red_Herb
+ case 5: setarray .@items[0], 1013,3, 919,3, 507,5, 10; break;
+ //Horn, Poison_Spore, Fluff
+ case 6: setarray .@items[0], 947,3, 7033,3, 914,10, 10; break;
+ //Shell, Worm_Peelings, Yellow_Herb
+ case 7: setarray .@items[0], 935,9, 955,9, 508,9, 11; break;
+ //Tooth_Of_Bat, Sticky_Mucus, Bear's_Foot
+ case 8: setarray .@items[0], 913,3, 938,1, 948,1, 11; break;
+ //Porcupine_Spike, Yoyo_Tailm Acorn
+ case 9: setarray .@items[0], 1027,2, 942,1, 1026,1, 11; break;
+ }
+ mes "[Demon Hunter]";
+ mes "Hmm?";
+ next;
+ if (countitem(.@items[0]) >= .@items[1] && countitem(.@items[2]) >= .@items[3] && countitem(.@items[4]) >= .@items[5]) {
+ mes "[Demon Hunter]";
+ mes "You brought all of the necessary materials... You can get directions to the testing area from our Guildmaster who is currently in the Payon Central Palace.";
+ set HNTR_Q,.@items[6];
+ if(checkquest(4002) != -1) {
+ changequest 4002,4009;
+ }
+ else if(checkquest(4003) != -1) {
+ changequest 4003,4009;
+ }
+ else if(checkquest(4004) != -1) {
+ changequest 4004,4009;
+ }
+ else if(checkquest(4005) != -1) {
+ changequest 4005,4009;
+ }
+ else if(checkquest(4006) != -1) {
+ changequest 4006,4010;
+ }
+ else if(checkquest(4007) != -1) {
+ changequest 4007,4010;
+ }
+ else {
+ changequest 4008,4010;
+ }
+ delitem .@items[0],.@items[1];
+ delitem .@items[2],.@items[3];
+ delitem .@items[4],.@items[5];
+ close;
+ }
+ mes "[Demon Hunter]";
+ mes "You don't have all";
+ mes "of the required materials...";
+ next;
+ mes "[Demon Hunter]";
+ mes "The items you need are";
+ mes "^660000"+.@items[1]+" "+getitemname(.@items[0])+"^000000,";
+ mes "^660000"+.@items[3]+" "+getitemname(.@items[2])+"^000000 and";
+ mes "^660000"+.@items[5]+" "+getitemname(.@items[4])+"^000000.";
+ mes "Come back once you have";
+ mes "gathered all the items.";
+ close;
+ }
+ else if (HNTR_Q > 9 && HNTR_Q < 17) {
+ mes "[Demon Hunter]";
+ mes "Hmm? You didn't go to the Guildmaster either in Payon Central Palace or at the Archer Guild? He should be at one of the two places, so go look for him.";
+ close;
+ }
+ else if (HNTR_Q == 17) {
+ mes "[Demon Hunter]";
+ mes "Ooh. You passed the test. Congratulations~ You should go talk to Sherin now.";
+ close;
+ }
+ else {
+ mes "[Guild Receptionist]";
+ mes "If you wish to change your job to a Hunter, you must register first.";
+ close;
+ }
+}
+
+payon_in03,131,7,3 script Hunter#htnGM 59,{
+ if (HNTR_Q == 10) {
+ mes "[Hunter Guildmaster]";
+ mes "Hmpf. You must be here for the Hunter job test. Let me tell you about the testing process. What would you like to know?";
+ next;
+ switch(select("What is the test?:What are the passing requirements?:Any warnings?:Begin test.")) {
+ case 1:
+ mes "[Hunter Guildmaster]";
+ mes "You have to hunt down certain monsters with a particular name. But you must avoid all the traps while you're at it.";
+ next;
+ mes "[Hunter Guildmaster]";
+ mes "This is to test your ability to move swiftly and locate targets in various situations.";
+ close;
+ case 2:
+ mes "[Hunter Guildmaster]";
+ mes "Within the time limit, starting in the 6 o'clock direction of the map, you must hunt the target monsters and then hit the escape switch that will appear in the center of the map.";
+ next;
+ mes "[Hunter Guildmaster]";
+ mes "You will pass if you are able to escape in the 12 o'clock direction of the map after you hit the switch.";
+ close;
+ case 3:
+ mes "[Hunter Guildmaster]";
+ mes "Hmm. Warnings... Well, if you fall into a trap, you have to start from the beginning. Also, only one person can take the test at a time.";
+ next;
+ mes "[Hunter Guildmaster]";
+ mes "I will send you to the testing place. There will be a waiting room, but if someone else is taking the test, you must wait in the chatroom.";
+ next;
+ mes "[Hunter Guildmaster]";
+ mes "If the person in front succeeds, resigns or fails, the next person waiting in the chatroom is sent to the testing area. If nobody is waiting, the test will begin as soon as you enter the chatroom.";
+ close;
+ case 4:
+ if (.@a0) {
+ mes "[Hunter Guildmaster]";
+ mes "Okay. I'll send you to the testing area right now. Don't blame me if you get lost or confused because you didn't listen to my explanation.";
+ next;
+ }
+ mes "[Hunter Guildmaster]";
+ mes "Okay. Best of luck.";
+ mes "I'll send you right now.";
+ next;
+ }
+ mes "[Hunter Guildmaster]";
+ mes "Well, then. Your arrows are probably still being made, so you can use mine to take the test.";
+ set HNTR_Q,12;
+ changequest 4009,4011;
+ getitem 1751,200; //Silver_Arrow
+ close2;
+ warp "job_hunte",176,22;
+ end;
+ }
+ else if (HNTR_Q > 1 && HNTR_Q < 10) {
+ mes "[Hunter Guildmaster]";
+ mes "Mmm...?";
+ mes "What is an Archer";
+ mes "visiting me for?";
+ next;
+ mes "[Hunter Guildmaster]";
+ mes "I wasn't notified about anything in particular from the Hunter Guild. You're not trying to skip the middle part of the Hunter test, are you?";
+ next;
+ mes "[Hunter Guildmaster]";
+ mes "Go gather the items for the test, and come back after you've visited the Hunter Guild.";
+ close;
+ }
+ else if (HNTR_Q == 11) {
+ mes "[Hunter]";
+ mes "Hmm? Can I help you? If you wish to change jobs, you should visit the person at the Archer Guild, not me.";
+ close;
+ }
+ else if (HNTR_Q > 11 && HNTR_Q < 16) {
+ mes "[Hunter Guildmaster]";
+ mes "Hmm. You're the Archer that almost gave up on changing jobs. You do have everything ready, right? Then I'll send you to take the test right away.";
+ next;
+ mes "[Hunter Guildmaster]";
+ mes "If you have any";
+ mes "questions, ask now.";
+ next;
+ switch(select("What is the test?:What are the passing requirements?:Any warnings?:Begin test.")) {
+ case 1:
+ mes "[Hunter Guildmaster]";
+ mes "You have to hunt down certain monsters with a particular name, but you also avoid all the traps at the same time. This is to test your ability to move swiftly and locate targets in various situations.";
+ close;
+ case 2:
+ mes "[Hunter Guildmaster]";
+ mes "Within the given time, you will start at the 6 o'clock direction of the map, hunt the target monsters, and then hit the escape switch that will appear in the center of the map.";
+ next;
+ mes "[Hunter Guildmaster]";
+ mes "You will pass if you are able to escape in the 12 o'clock direction of the map after you hit the switch.";
+ close;
+ case 3:
+ mes "[Hunter Guildmaster]";
+ mes "Hmm. Warnings... Well, if you fall into a trap, you have to start from the beginning. Also, only one person can take the test at a time.";
+ next;
+ mes "[Hunter Guildmaster]";
+ mes "I'll send you to the testing place. There is a waiting room, but if someone else is taking the test, you must wait in the chatroom.";
+ next;
+ mes "[Hunter Guildmaster]";
+ mes "If the person in front succeeds, resigns or fails, the next person waiting in the chatroom is sent to the testing area. If nobody is waiting, the test will begin as soon as you enter the chatroom.";
+ close;
+ case 4:
+ mes "[Hunter Guildmaster]";
+ mes "Okay. Good luck.";
+ mes "I'll send you right now.";
+ next;
+ }
+ mes "[Hunter Guildmaster]";
+ mes "Eh? Why won't I give you Silver Arrows? Don't expect anything when you don't bring any materials.";
+ next;
+ mes "[Hunter Guildmaster]";
+ mes "Anyway, I believe you've prepared it yourself. Let's begin now.";
+ next;
+ if (select("Okay. Let's start...:Ah, wait a sec.") == 1) {
+ mes "[Hunter Guildmaster]";
+ mes "Okay!! I hope";
+ mes "you will pass this time!";
+ close2;
+ set HNTR_Q,12;
+ warp "job_hunte",176,22;
+ end;
+ }
+ mes "[Hunter Guildmaster]";
+ mes "Then hurry and finish";
+ mes "all of your preparations.";
+ close;
+ }
+ else if (HNTR_Q == 16) {
+ mes "[Hunter Guildmaster]";
+ mes "Wow, you came back in one piece!";
+ mes "I mean, good job. I'll give you the item which proves that you have passed the test.";
+ set HNTR_Q,17;
+ savepoint "payon",104,99;
+ getitem 1007,1; //Penetration
+ changequest 4012,4013;
+ next;
+ mes "[Hunter Guildmaster]";
+ mes "Okay, here it is. Now, go back to the Hunter Guild. I have some more business left to do here, but I hope you can become a Hunter soon.";
+ close;
+ }
+ else if (HNTR_Q == 17) {
+ mes "[Hunter Guildmaster]";
+ mes "I see you aren't in a hurry to become a Hunter? When I first became a Hunter, I ran around for a month wildly brandishing my bow because I was so happy. Hehe~";
+ next;
+ mes "[Hunter Guildmaster]";
+ mes "Now, you should go back to the Hunter Guild~";
+ close;
+ }
+ else {
+ mes "[Hunter]";
+ mes "...Can I help you?";
+ mes "I'm here for official business and am busy at the moment. If you'll excuse me...";
+ close;
+ }
+}
+
+payon_in02,21,31,1 script Hunter#htnGM2 59,{
+ cutin "job_huntermaster",2;
+ if (HNTR_Q == 11) {
+ mes "[Hunter Guildmaster]";
+ mes "Mmm. I see you're here for the Hunter job test. Let me explain the testing process. What would you like to know?";
+ next;
+ switch(select("What is the test?:What are the passing requirements?:Any warnings?:Begin test.")) {
+ case 1:
+ mes "[Hunter Guildmaster]";
+ mes "You have to hunt down certain monsters with a particular name, but you must avoid all of the traps here at the same time.";
+ next;
+ mes "[Hunter Guildmaster]";
+ mes "This is to test your ability to move swiftly and locate targets in various situations.";
+ close2;
+ cutin "job_huntermaster",255;
+ end;
+ case 2:
+ mes "[Hunter Guildmaster]";
+ mes "Within the given time, you will start in the 6 o'clock direction of the map, hunt the target monsters, and hit the escape switch that will appear in the center of the map.";
+ next;
+ mes "[Hunter Guildmaster]";
+ mes "You will pass if you are able to escape in the 12 o'clock direction of the map when the switch is activated.";
+ close2;
+ cutin "job_huntermaster",255;
+ end;
+ case 3:
+ mes "[Hunter Guildmaster]";
+ mes "Mmm. Warnings... Well, if you fall into a trap, you have to start the test over from the beginning. And only one person can take the test at a time.";
+ next;
+ mes "[Hunter Guildmaster]";
+ mes "I'll send you to the testing place. There is a waiting room, but if someone else is taking the test, you must wait in the chatroom.";
+ next;
+ mes "[Hunter Guildmaster]";
+ mes "If the person currently taking the test passes or fails, the next person waiting in the chatroom is sent to the testing area. If nobody is waiting, the test will begin as soon as you enter the chatroom.";
+ close2;
+ cutin "job_huntermaster",255;
+ end;
+ case 4:
+ if (.@a0) {
+ mes "[Hunter Guildmaster]";
+ mes "...Okay. I'll send you to the testing area right now. Don't blame me if you get lost or confused because you didn't listen to the explanation.";
+ next;
+ }
+ mes "[Hunter Guildmaster]";
+ mes "Okay, best of luck.";
+ mes "I'll send you right now.";
+ next;
+ }
+ mes "[Hunter Guildmaster]";
+ mes "Well, your arrows are probably still being made, so you can use mine to take the test.";
+ getitem 1751,200; //Silver_Arrow
+ next;
+ mes "[Hunter Guildmaster]";
+ mes "Good luck.";
+ set HNTR_Q,12;
+ changequest 4010,4011;
+ warp "job_hunte",176,22;
+ cutin "job_huntermaster",255;
+ end;
+ }
+ else if (HNTR_Q > 1 && HNTR_Q < 10) {
+ mes "[Hunter Guildmaster]";
+ mes "Mmm...?";
+ mes "Why is an Archer";
+ mes "visiting me?";
+ next;
+ mes "[Hunter Guildmaster]";
+ mes "I wasn't notified by the Hunter Guild about anything. You're not trying to skip the middle part of the Hunter test, are you?";
+ next;
+ mes "[Hunter Guildmaster]";
+ mes "Stop by once you have gathered all the items needed for the test.";
+ close2;
+ cutin "job_huntermaster",255;
+ end;
+ }
+ else if (HNTR_Q == 10) {
+ mes "[Hunter]";
+ mes "Mmm?";
+ mes "Can I help you";
+ mes "with something?";
+ mes "Oh, you must be";
+ mes "a Hunter applicant.";
+ next;
+ mes "[Hunter]";
+ mes "If you wish to change jobs, I think you need to go visit the person at Payon Central Palace.";
+ close2;
+ cutin "job_huntermaster",255;
+ end;
+ }
+ else if (HNTR_Q > 11 && HNTR_Q < 16) {
+ mes "[Hunter Guildmaster]";
+ mes "Mmm? Aren't you the Archer who gave up last time? Now you're ready, right? Then I'll send you to the job change area right now.";
+ next;
+ mes "[Hunter Guildmaster]";
+ mes "If you still";
+ mes "have questions,";
+ mes "feel free to ask.";
+ next;
+ switch(select("What is the test?:What are the requirements to pass the test?:Any warnings?:Begin test.")) {
+ case 1:
+ mes "[Hunter Guildmaster]";
+ mes "You have to hunt down certain monsters with a particular name, but you must avoid all of the traps here at the same time.";
+ next;
+ mes "[Hunter Guildmaster]";
+ mes "This is to test your ability to move swiftly and locate targets in various situations.";
+ close2;
+ cutin "job_huntermaster",255;
+ end;
+ case 2:
+ mes "[Hunter Guildmaster]";
+ mes "Within the given time, you will start in the 6 o'clock direction of the map, hunt the target monsters, and hit the escape switch that will appear in the center of the map.";
+ next;
+ mes "[Hunter Guildmaster]";
+ mes "You will pass if you are able to escape in the 12 o'clock direction of the map when the switch is activated.";
+ close2;
+ cutin "job_huntermaster",255;
+ end;
+ case 3:
+ mes "[Hunter Guildmaster]";
+ mes "Mmm. Warnings... Well, if you fall into a trap, you have to start the test over from the beginning. And only one person can take the test at a time.";
+ next;
+ mes "[Hunter Guildmaster]";
+ mes "I'll send you to the testing place. There is a waiting room, but if someone else is taking the test, you must wait in the chatroom.";
+ next;
+ mes "[Hunter Guildmaster]";
+ mes "If the person currently taking the test passes or fails, the next person waiting in the chatroom is sent to the testing area. If nobody is waiting, the test will begin as soon as you enter the chatroom.";
+ close2;
+ cutin "job_huntermaster",255;
+ end;
+ case 4:
+ mes "[Hunter Guildmaster]";
+ mes "Okay, good luck.";
+ mes "I'll send you right now...";
+ next;
+ }
+ mes "[Hunter Guildmaster]";
+ mes "Eh? Why don't I give you any Silver Arrows? Well, you shouldn't expect to get anything when you didn't even bring the materials.";
+ next;
+ mes "[Hunter Guildmaster]";
+ mes "Well...";
+ mes "I believe";
+ mes "you're ready.";
+ mes "Let's begin.";
+ next;
+ if (select("Yes, let's start.:Ah, wait a moment.") == 1) {
+ mes "[Hunter Guildmaster]";
+ mes "Okay!! Now...";
+ mes "Pass this time!";
+ close2;
+ cutin "job_huntermaster",255;
+ set HNTR_Q,12;
+ warp "job_hunte",176,22;
+ end;
+ }
+ mes "[Hunter Guildmaster]";
+ mes "*Sigh...*";
+ mes "Come back when";
+ mes "you're done with";
+ mes "your preparations.";
+ close2;
+ cutin "job_huntermaster",255;
+ end;
+ }
+ else if (HNTR_Q == 16) {
+ mes "[Hunter Guildmaster]";
+ mes "Wow. You're back in one piece!";
+ mes "I mean, good job. Well then, I'll give you the item which serves as proof that you passed the test.";
+ set HNTR_Q,17;
+ savepoint "payon",104,99;
+ getitem 1007,1; //Penetration
+ next;
+ mes "[Hunter Guildmaster]";
+ mes "Well...";
+ mes "There you go.";
+ mes "Now hurry back to the Hunter Guild, and join us~";
+ close2;
+ cutin "job_huntermaster",255;
+ end;
+ }
+ else if (HNTR_Q == 17) {
+ mes "[Hunter Guildmaster]";
+ mes "I see you're not in a hurry to become a Hunter. I was running around with joy, wildly brandishing my bow the first month I became a Hunter. Hehe~";
+ next;
+ mes "[Hunter Guildmaster]";
+ mes "Now hurry~";
+ mes "They're waiting";
+ mes "for you back";
+ mes "at the Hunter Guild.";
+ close2;
+ cutin "job_huntermaster",255;
+ end;
+ }
+ else {
+ mes "[Hunter]";
+ mes "What do you want? I'm on an official trip and am busy at the moment. Now if you'll excuse me.";
+ close2;
+ cutin "job_huntermaster",255;
+ end;
+ }
+}
+
+job_hunte,178,32,1 script Guide#hnt 107,5,2,{
+OnTouch:
+ if (HNTR_Q == 12) {
+ mes "[Guide]";
+ mes "Good day. Welcome to the Hunter testing site. The test begins when you enter the next room.";
+ next;
+ mes "[Guide]";
+ mes "As explained before, hunt 4 or more of the monsters named ^3355FFJob change monster^000000. Upon doing so, a switch in the center of the map will then appear.";
+ next;
+ mes "[Guide]";
+ mes "When you destroy the switch, the exit will appear in the 12 o'clock direction of the map. Complete everything within the given time and escape.";
+ next;
+ mes "[Guide]";
+ mes "If you faint in the middle, fall into a trap, or go over the time limit, you'll fail. Then you must then retake the test.";
+ next;
+ mes "[Guide]";
+ mes "We will provide the arrows, so just make sure that you bring a bow. Well, then. Please enter when you are ready.";
+ savepoint "job_hunte",176,22;
+ close;
+ }
+ else if (HNTR_Q > 12 && HNTR_Q < 16) {
+ mes "[Guide]";
+ mes "Hmm...";
+ mes "Did you mess up?";
+ mes "I'll recover some";
+ mes "of your HP and SP for now.";
+ percentheal 100,100;
+ next;
+ mes "[Guide]";
+ mes "If it's too hard, it wouldn't hurt to try again next time. Would you like to resign for now?";
+ next;
+ switch(select("Keep trying.:Resign.")) {
+ case 1:
+ mes "[Guide]";
+ mes "Okay. Do your best and become a great Hunter. Please enter the waiting room. If someone is already taking the test, you must wait until that person is done.";
+ close;
+ case 2:
+ mapannounce "job_hunte",strcharinfo(0)+ " has resigned. Next person, please enter.",bc_map;
+ mes "[Guide]";
+ mes "Very well. I'll send you to Payon. Hope to see you next time. Don't forget to save when you leave.";
+ // donpcevent "Waiting Room#hnt::OnStart";
+ close2;
+ set HNTR_Q,13;
+ savepoint "payon",104,99;
+ warp "payon_in02",21,27;
+ }
+ }
+ else if (HNTR_Q > 15) {
+ mes "[Guide]";
+ mes "You shouldn't be here. How about finding the required job change item first?";
+ close2;
+ savepoint "payon",104,99;
+ warp "payon_in02",21,27;
+ }
+ end;
+}
+
+job_hunte,178,38,1 script Waiting Room#hnt 66,{
+ end;
+
+OnInit:
+ waitingroom "Waiting Room", 10,"Waiting Room#hnt::OnStartArena",1;
+ enablewaitingroomevent;
+ end;
+
+OnStartArena:
+ warpwaitingpc "job_hunte", 90, 67;
+ donpcevent "Manager#hnt::OnEnable";
+ disablewaitingroomevent;
+ end;
+
+OnStart:
+ enablewaitingroomevent;
+ end;
+}
+
+job_hunte,1,1,1 script Manager#hnt 66,{
+OnInit:
+ disablenpc "Manager#hnt";
+ end;
+
+OnEnable:
+ donpcevent "Switch#hnt::OnDisable";
+ enablenpc "Manager#hnt";
+ set .MyMobs,6;
+ initnpctimer;
+ // Target Mosnters
+ monster "job_hunte",67,80,"Job Change Monster",1015,1,"Manager#hnt::OnMyMobDead";
+ monster "job_hunte",114,78,"Job Change Monster",1015,1,"Manager#hnt::OnMyMobDead";
+ monster "job_hunte",89,127,"Job Change Monster",1002,1,"Manager#hnt::OnMyMobDead";
+ monster "job_hunte",53,73,"Job Change Monster",1041,1,"Manager#hnt::OnMyMobDead";
+ monster "job_hunte",125,70,"Job Change Monster",1016,1,"Manager#hnt::OnMyMobDead";
+ monster "job_hunte",90,92,"Job Change Monster",1015,1,"Manager#hnt::OnMyMobDead";
+ // Decoy Monsters
+ monster "job_hunte",85,100,"Job Test Monster",1016,1,"Manager#hnt::OnMyMobDead2";
+ monster "job_hunte",72,102,"Job Test Monster",1041,1,"Manager#hnt::OnMyMobDead2";
+ monster "job_hunte",108,103,"Job Test Monster",1015,1,"Manager#hnt::OnMyMobDead2";
+ monster "job_hunte",88,127,"Job Test Monster",1002,1,"Manager#hnt::OnMyMobDead2";
+ monster "job_hunte",125,69,"Job Test Monster",1015,1,"Manager#hnt::OnMyMobDead2";
+ monster "job_hunte",77,112,"Job Tester Monster",1016,1,"Manager#hnt::OnMyMobDead2";
+ monster "job_hunte",53,106,"Job Tester Monster",1015,1,"Manager#hnt::OnMyMobDead2";
+ monster "job_hunte",53,73,"Job Tester Monster",1002,1,"Manager#hnt::OnMyMobDead2";
+ monster "job_hunte",125,70,"Job Tester Monster",1015,1,"Manager#hnt::OnMyMobDead2";
+ monster "job_hunte",90,91,"Job Tester Monster",1015,1,"Manager#hnt::OnMyMobDead2";
+ monster "job_hunte",67,80,"Hunter Change Monster",1015,1,"Manager#hnt::OnMyMobDead2";
+ monster "job_hunte",77,112,"Hunter Change Monster",1016,1,"Manager#hnt::OnMyMobDead2";
+ monster "job_hunte",53,106,"Hunter Change Monster",1015,1,"Manager#hnt::OnMyMobDead2";
+ monster "job_hunte",53,73,"Hunter Change Monster",1015,1,"Manager#hnt::OnMyMobDead2";
+ monster "job_hunte",125,70,"Hunter Change Monster",1015,1,"Manager#hnt::OnMyMobDead2";
+ monster "job_hunte",90,91,"Job Transfer Monster",1041,1,"Manager#hnt::OnMyMobDead2";
+ monster "job_hunte",85,100,"Job Transfer Monster",1002,1,"Manager#hnt::OnMyMobDead2";
+ monster "job_hunte",72,102,"Job Transfer Monster",1015,1,"Manager#hnt::OnMyMobDead2";
+ monster "job_hunte",108,103,"Job Transfer Monster",1015,1,"Manager#hnt::OnMyMobDead2";
+ monster "job_hunte",77,112,"Job Transfer Monster",1015,1,"Manager#hnt::OnMyMobDead2";
+ monster "job_hunte",112,139,"Binnie",1015,1,"Manager#hnt::OnMyMobDead2";
+ monster "job_hunte",112,139,"Darrel",1015,1,"Manager#hnt::OnMyMobDead2";
+ monster "job_hunte",112,139,"Rex",1015,1,"Manager#hnt::OnMyMobDead2";
+ monster "job_hunte",112,139,"Anselmo",1015,1,"Manager#hnt::OnMyMobDead2";
+ monster "job_hunte",90,91,"Anolian",1015,1,"Manager#hnt::OnMyMobDead2";
+ monster "job_hunte",53,73,"Monster Sample",1002,1,"Manager#hnt::OnMyMobDead2";
+ monster "job_hunte",53,106,"Not Me",1015,1,"Manager#hnt::OnMyMobDead2";
+ monster "job_hunte",77,112,"Help Me",1015,1,"Manager#hnt::OnMyMobDead2";
+ monster "job_hunte",72,102,"Do Not Hit Me",1015,1,"Manager#hnt::OnMyMobDead2";
+ monster "job_hunte",108,103,"Attack Speed 184",1015,1,"Manager#hnt::OnMyMobDead2";
+ end;
+
+OnMyMobDead:
+ set .MyMobs,.MyMobs-1;
+ if (.MyMobs < 3) {
+ mapannounce "job_hunte","Okay, good job... Now, find the switch in the center of the map!! Be careful of the traps!!",bc_map;
+ set HNTR_Q,14;
+ donpcevent "switch#hnt::OnEnable";
+ donpcevent "Manager#hnt::OnDisable";
+ }
+ else {
+ mapannounce "job_hunte","Okay~ You're almost there!!",bc_map;
+ }
+ end;
+
+OnMyMobDead2:
+ mapannounce "job_hunte",strcharinfo(0)+ "!! You made a mistake...Please try again.",bc_map;
+ set HNTR_Q,13;
+ warp "job_hunte",176,22;
+ donpcevent "Manager#hnt::OnReset";
+ donpcevent "Waiting Room#hnt::OnStart";
+ end;
+
+OnReset:
+ stopnpctimer;
+
+OnDisable:
+ killmonsterall "job_hunte";
+ disablenpc "Manager#hnt";
+ end;
+
+OnTimer1000:
+ mapannounce "job_hunte","The test shall now begin.",bc_map;
+ end;
+
+OnTimer3000:
+ mapannounce "job_hunte","As mentioned before, only hunt the monsters labeled 'Job change monster'.",bc_map;
+ end;
+
+OnTimer5000:
+ mapannounce "job_hunte","***** Be careful of the traps when hunting. *****",bc_map;
+ end;
+
+OnTimer7000:
+ mapannounce "job_hunte","Once you hunt 4 'Job change monster' the switch in the center will begin to operate.",bc_map;
+ end;
+
+OnTimer9000:
+ mapannounce "job_hunte","When you activate the escape switch, exit the testing area through the warp portal in the 12 o'clock direction.",bc_map;
+ end;
+
+OnTimer11000:
+ mapannounce "job_hunte","Everything must be completed within 3 minutes.",bc_map;
+ end;
+
+OnTimer13000:
+ mapannounce "job_hunte","You will have 3 minutes from now on. You will be notified after each minute passes.",bc_map;
+ end;
+
+OnTimer14000:
+ mapannounce "job_hunte"," ****** 3 minutes remaining. ****** ",bc_map;
+ end;
+
+OnTimer74000:
+ mapannounce "job_hunte"," ****** 2 minutes remaining. ****** ",bc_map;
+ end;
+
+OnTimer134000:
+ mapannounce "job_hunte"," ****** 1 minute remaining. ****** ",bc_map;
+ end;
+
+OnTimer164000:
+ mapannounce "job_hunte"," ****** 30 seconds remaining. ****** ",bc_map;
+ end;
+
+OnTimer187000:
+ mapannounce "job_hunte"," Test ends in 5 seconds...",bc_map;
+ end;
+
+OnTimer188000:
+ mapannounce "job_hunte"," Test ends in 4 seconds...",bc_map;
+ end;
+
+OnTimer189000:
+ mapannounce "job_hunte"," Test ends in 3 seconds...",bc_map;
+ end;
+
+OnTimer191000:
+ mapannounce "job_hunte"," Test ends in 2 seconds...",bc_map;
+ end;
+
+OnTimer192000:
+ mapannounce "job_hunte"," Test ends in 1 second.",bc_map;
+ end;
+
+OnTimer193000:
+ mapannounce "job_hunte"," 0 ",bc_map;
+ end;
+
+OnTimer194000:
+ mapannounce "job_hunte"," Time's up. Please try again.",bc_map;
+ end;
+
+OnTimer195000:
+ areawarp "job_hunte",50,64,129,143,"job_hunte",176,22;
+ end;
+
+OnTimer197000:
+ donpcevent "Manager#hnt::OnReset";
+ donpcevent "Waiting Room#hnt::OnStart";
+ end;
+}
+
+job_hunte,93,101,1 script Switch#hnt 723,1,1,{
+OnTouch:
+ mes "^3355FFThere are 3 buttons";
+ mes "on the escape switch.^000000";
+ set HNTR_Q,15;
+ next;
+ switch(select("Escape:Cancel:Re-test")) {
+ case 1:
+ mes "^3355FFThe Escape Warp Portal";
+ mes "has now been activated.^000000";
+ close2;
+ mapannounce "job_hunte"," !! Escape Warp Portal activation complete. !! ",bc_map;
+ enablenpc "exit#hnttest";
+ end;
+ case 2:
+ mes "^3355FFCanceling";
+ mes "Operation.^000000";
+ close2;
+ mapannounce "job_hunte"," !! Operation has been cancelled. !! ",bc_map;
+ end;
+ case 3:
+ mapannounce "job_hunte"," !! Cancellation warp activating... !! ",bc_map;
+ mes "^3355FFYou will soon be";
+ mes "returned to the";
+ mes "waiting room.^000000";
+ close2;
+ set HNTR_Q,13;
+ warp "job_hunte",176,22;
+ donpcevent "Manager#hnt::OnReset";
+ donpcevent "Waiting Room#hnt::OnStart";
+ end;
+ }
+
+OnDisable:
+ disablenpc "exit#hnttest";
+ disablenpc "Switch#hnt";
+ end;
+
+OnEnable:
+ enablenpc "Switch#hnt";
+ end;
+}
+
+job_hunte,89,139,0 script exit#hnttest 45,2,2,{
+OnInit:
+ disablenpc "exit#hnttest";
+ end;
+
+OnTouch:
+ donpcevent "Manager#hnt::OnReset";
+ donpcevent "Waiting Room#hnt::OnStart";
+ set HNTR_Q,16;
+ changequest 4011,4012;
+ savepoint "payon",104,99;
+ if (rand(1))
+ warp "payon_in02",21,27;
+ warp "payon_in03",128,7;
+}
+
+// Hunter Job test traps.
+//============================================================
+job_hunte,52,140,0 script 1-1::HntTrap -1,0,1,{
+OnTouch:
+ switch(rand(200)) {
+ default:
+ case 1: mapannounce "job_hunte",strcharinfo(0) + ", you have fallen into a trap. You will be returned to the starting point.",bc_map; break;
+ case 2: mapannounce "job_hunte",strcharinfo(0) + ", yes you! Go back and start over!",bc_map; break;
+ case 3: mapannounce "job_hunte",strcharinfo(0) + " has failed!...well...you will if you don't start over...",bc_map; break;
+ case 4: mapannounce "job_hunte",strcharinfo(0) + ", has failed me! Go back to where you started!",bc_map; break;
+ case 5: mapannounce "job_hunte",strcharinfo(0) + ", you have blundered into a trap. I'm sorry, but for now, YOU LOSE.",bc_map; break;
+ case 6: mapannounce "job_hunte",strcharinfo(0) + ", what are you doing!? Go back and do it again!",bc_map; break;
+ case 7: mapannounce "job_hunte",strcharinfo(0) + ", come on! You can do better then this!! Try again!",bc_map; break;
+ case 8: mapannounce "job_hunte",strcharinfo(0) + ", has fallen into a trap...again. But don't worry, you're getting better.",bc_map; break;
+ case 9: mapannounce "job_hunte",strcharinfo(0) + ", fail, fail, fail... Go back to where you started!",bc_map; break;
+ case 10: mapannounce "job_hunte",strcharinfo(0) + "... aww~ Try again! You can do it!",bc_map; break;
+ case 11: mapannounce "job_hunte",strcharinfo(0) + ", @#$%#^!@ and you wanna be a what? Hunter? Get back there!",bc_map; break;
+ case 12: mapannounce "job_hunte",strcharinfo(0) + " was defeated by the forces of evil. Don't give up, hero!",bc_map; break;
+ case 13: mapannounce "job_hunte","I put a spell on you " + strcharinfo(0) + " and now you're mine! Go start over now.",bc_map; break;
+ case 14: mapannounce "job_hunte",strcharinfo(0) + ". G'day mate, welcome to the land down under. As a present, I'll send you to the starting point...",bc_map; break;
+ case 15: mapannounce "job_hunte","That's my nest " + strcharinfo(0) + "! dont step there, squawk~ Start over.",bc_map; break;
+ case 16: mapannounce "job_hunte",strcharinfo(0) + ", another archer down. 3 more to go!",bc_map; break;
+ case 17: mapannounce "job_hunte",strcharinfo(0) + ", have you got what it takes? Then try again.",bc_map; break;
+ case 18: mapannounce "job_hunte","Alas, " + strcharinfo(0) + ", you have fallen prey to the most feared of traps. The dreaded stink bomb! Run run run awaaaaaay!",bc_map; break;
+ case 19: mapannounce "job_hunte",strcharinfo(0) + " had too much prune juice to drink today. Back to the starting point~",bc_map; break;
+ case 20: mapannounce "job_hunte","No.... " + strcharinfo(0) + ", you have fallen into a trap. You will be returned to the starting point.",bc_map; break;
+ case 21: mapannounce "job_hunte","Meow *pounce* look my kitties we'll have some" + strcharinfo(0) + "stew. Back to the starting point if you don't want to become stew!",bc_map; break;
+ case 22: mapannounce "job_hunte","Sorry " + strcharinfo(0) + ", but you've actually found a BAD secret. You will be returned to the starting point.",bc_map; break;
+ case 23: mapannounce "job_hunte",strcharinfo(0) + ", silly Archer...your tenacity is touching. But it's back to the start for you...",bc_map; break;
+ case 24: mapannounce "job_hunte",strcharinfo(0) + ", you've fallen and you can't get up. You'll be carried back to the starting point.",bc_map; break;
+ case 25: mapannounce "job_hunte","Skip a turn " + strcharinfo(0) + ", go back to start.",bc_map; break;
+ case 26: mapannounce "job_hunte",strcharinfo(0) + ", nya nya, heh heh heh. You will be returned to the starting point.",bc_map; break;
+ case 27: mapannounce "job_hunte","Practice is over " + strcharinfo(0) + ". This time show me for real.",bc_map; break;
+ case 28: mapannounce "job_hunte",strcharinfo(0) + ", this is a Poring jellopy raid...Get out! Start from the beginning if you wish to continue.",bc_map; break;
+ case 29: mapannounce "job_hunte","Disconnected from server. " + strcharinfo(0) + ", you have to start over.",bc_map; break;
+ case 30: mapannounce "job_hunte",strcharinfo(0) + ", what does this button do...oops! I'm afraid you have to start over.",bc_map; break;
+ case 31: mapannounce "job_hunte",strcharinfo(0) + ", you have entered the bonus round! Aaaand, you lost. You will be returned to the starting point.",bc_map; break;
+ case 32: mapannounce "job_hunte","Oh, no " + strcharinfo(0) + ", you've stepped on a hive of bees. You narrowly escaped, all the way back to the beginning.",bc_map; break;
+ case 33: mapannounce "job_hunte",strcharinfo(0) + ", wait wait. That's a trap! Oh wait, that's dog. . . .",bc_map; break;
+ case 34: mapannounce "job_hunte","Stop " + strcharinfo(0) + "! For stepping on that trap, I shall punish you!",bc_map; break;
+ case 35: mapannounce "job_hunte",strcharinfo(0) + ", I'll be back. . . I hope you will too.",bc_map; break;
+ case 36: mapannounce "job_hunte",strcharinfo(0) + ", Come with me if you want to live. . to the starting point.",bc_map; break;
+ case 37: mapannounce "job_hunte",strcharinfo(0) + ", my... precious! Go back to the starting point.",bc_map; break;
+ case 38: mapannounce "job_hunte","Follow the yellow brick road... No wait, " + strcharinfo(0) + "!! Not that way...Back to the starting point it is.",bc_map; break;
+ case 39: mapannounce "job_hunte",strcharinfo(0) + ", you've really go to get the hang of this 'in tune with nature' thing. Now, you're lost!",bc_map; break;
+ case 40: mapannounce "job_hunte",strcharinfo(0) + ", it's only a story...not real. But you will be returned to the starting point.",bc_map; break;
+ case 41: mapannounce "job_hunte",strcharinfo(0) + ", you have fallen into a trap. And the trap...has fallen into you. Returning you to the starting point.",bc_map; break;
+ case 42: mapannounce "job_hunte","Fear not " + strcharinfo(0) + ", for you too, shall learn the powers of the dark side. You will now be returned to the starting point.",bc_map; break;
+ case 43: mapannounce "job_hunte",strcharinfo(0) + ", fell into a trap. Quite easily too, I'm afraid. But this hero won't be beaten that easily!",bc_map; break;
+ case 44: mapannounce "job_hunte"," Tip of the day: Do not step on the traps. You will be returned to the starting point.",bc_map; break;
+ case 45: mapannounce "job_hunte",strcharinfo(0) + " fell into a trap. Once again, for clarity's sake, the name is " + strcharinfo(0) + ".",bc_map; break;
+ case 46: mapannounce "job_hunte","Oy oy, " + strcharinfo(0) + ".. I've seen blind Porings get further! Go back to the starting point.",bc_map; break;
+ case 47: mapannounce "job_hunte","MY EYES!! " + strcharinfo(0) + ", you... you.. stepped on them. Go try again...I'd cry for you if I could even shed tears...",bc_map; break;
+ case 48: mapannounce "job_hunte",strcharinfo(0) + ", where are you? Right...NOT at the place where'd you be if you passed the test.",bc_map; break;
+ case 49: mapannounce "job_hunte"," Wow, they actually paid a guy to think of these comments. " + strcharinfo(0) + ", you can go back to the starting point.",bc_map; break;
+ case 50: mapannounce "job_hunte"," My word, " + strcharinfo(0) + "! You've precariously fallen into a trap! You will be returned back to the start. Cheerio~!",bc_map; break;
+ case 51: mapannounce "job_hunte",strcharinfo(0) + ", do you have any idea where you're going? Start over *sigh*.",bc_map; break;
+ case 52: mapannounce "job_hunte",strcharinfo(0) + ", do you like green tea ice cream? No? Go back to the starting point...*hmph*",bc_map; break;
+ case 53: mapannounce "job_hunte","Oh, no.. " + strcharinfo(0) + ", are you hurt? Come now, let's go back to the starting point.",bc_map; break;
+ case 54: mapannounce "job_hunte","Hi " + strcharinfo(0) + ", how are you? Here's a present~ a free warp! Back to the starting point.",bc_map; break;
+ case 55: mapannounce "job_hunte",strcharinfo(0) + ".......... did you know that that was a trap? I hope so, otherwise, I guess you'd be pretty embarassed.",bc_map; break;
+ case 56: mapannounce "job_hunte",strcharinfo(0) + ", what do you think of the interior design? I worked very hard on it... and this lovely feature that sends you back to the starting point.",bc_map; break;
+ case 57: mapannounce "job_hunte","BOOM BAM BOOM! " + strcharinfo(0) + ", you have fallen into my trap! But I won't kill you...just...humiliate you...",bc_map; break;
+ case 58: mapannounce "job_hunte","Oh, " + strcharinfo(0) + ".. You can do better. Try again!",bc_map; break;
+ case 59: mapannounce "job_hunte","Hello, this is your local Kafra worker... " + strcharinfo(0) + ", your mommy is waiting for you at the checkout line.",bc_map; break;
+ case 60: mapannounce "job_hunte",strcharinfo(0) + ", if you do well. I'll have a nice present waiting for you... What is it? You'll see if you pass~ Go try again now!",bc_map; break;
+ case 61: mapannounce "job_hunte",strcharinfo(0) + " faaaaaaaaaaaaaaaaailed.. Hehe, just kidding. You will be returned to the starting point so try again!",bc_map; break;
+ case 62: mapannounce "job_hunte",strcharinfo(0) + ", you fell into a trap. You should watch your feet more. What? Invisible? That's baby talk! Now go try again!",bc_map; break;
+ case 63: mapannounce "job_hunte"," Sorry, " + strcharinfo(0) + ", you have fallen into a trap. But I'll be nice and send you to the starting point.",bc_map; break;
+ case 64: mapannounce "job_hunte",strcharinfo(0) + ", HAHAHAHAHAHA!!!! I can't believe you fell for that one!",bc_map; break;
+ case 65: mapannounce "job_hunte",strcharinfo(0) + ", I was just about to tell you about that one...but, I didn't? Back to start.",bc_map; break;
+ case 66: mapannounce "job_hunte",strcharinfo(0) + "...I'm sorry my friend, but you lose. But don't worry, its not like this message is broadcast or anything.",bc_map; break;
+ case 67: mapannounce "job_hunte",strcharinfo(0) + ", I'm not so sure that you qualify for this anymore... Try again and prove me wrong.",bc_map; break;
+ case 68: mapannounce "job_hunte",strcharinfo(0) + ", OW...now that's gotta hurt. Back to the start~",bc_map; break;
+ case 69: mapannounce "job_hunte",strcharinfo(0) + ", I find your lack of faith disturbing... Let's start over.",bc_map; break;
+ case 70: mapannounce "job_hunte",strcharinfo(0) + ", your eyes can deceive you. Don't trust them. Stretch out with your feelings. Try again now.",bc_map; break;
+ case 71: mapannounce "job_hunte",strcharinfo(0) + ", if you once start down the dark path, forever it will dominate your destiny. You shall be returned to the starting point.",bc_map; break;
+ case 72: mapannounce "job_hunte",strcharinfo(0) + ", size doesn't matter. But, the number of traps that caught you do. Try again and win this time!",bc_map; break;
+ case 73: mapannounce "job_hunte",strcharinfo(0) + ", try not. Do or do not. There is no try.",bc_map; break;
+ case 74: mapannounce "job_hunte",strcharinfo(0) + ", that is why you fail. Now try again!",bc_map; break;
+ case 75: mapannounce "job_hunte",strcharinfo(0) + ", look. If its made of metal and looks like it has teeth, you shouldn't put your foot in it. So simple, really...",bc_map; break;
+ case 76: mapannounce "job_hunte",strcharinfo(0) + ", you are beaten. It is useless to resist.",bc_map; break;
+ case 77: mapannounce "job_hunte",strcharinfo(0) + ", I'm looking forward to completing your training. In time you will call me Master.",bc_map; break;
+ case 78: mapannounce "job_hunte",strcharinfo(0) + ", your overconfidence is your weakness.",bc_map; break;
+ case 79: mapannounce "job_hunte",strcharinfo(0) + ", watch your step. This place can be a little rough.",bc_map; break;
+ case 80: mapannounce "job_hunte",strcharinfo(0) + ", oh I told you it was dangerous here.",bc_map; break;
+ case 81: mapannounce "job_hunte",strcharinfo(0) + ", everything is proceeding as I have foreseen.",bc_map; break;
+ case 82: mapannounce "job_hunte",strcharinfo(0) + ", you should have not come back.",bc_map; break;
+ case 83: mapannounce "job_hunte",strcharinfo(0) + ", there are alternatives to fighting. But not to losing to this test. Now try again!",bc_map; break;
+ case 84: mapannounce "job_hunte",strcharinfo(0) + ", now that's a name I haven't heard in a while...let's hope I don't hear it again~!",bc_map; break;
+ case 85: mapannounce "job_hunte",strcharinfo(0) + ", we do not train to be merciful here, mercy is for the weak!",bc_map; break;
+ case 86: mapannounce "job_hunte",strcharinfo(0) + ", defeat does not exist here, does it?!",bc_map; break;
+ case 87: mapannounce "job_hunte",strcharinfo(0) + ", concentrate. Focus your powers!",bc_map; break;
+ case 88: mapannounce "job_hunte",strcharinfo(0) + ", am I going mad, or did the word -think- escape your lips?",bc_map; break;
+ case 89: mapannounce "job_hunte",strcharinfo(0) + ", you're just stalling now.",bc_map; break;
+ case 90: mapannounce "job_hunte",strcharinfo(0) + ", life isn't always fair.",bc_map; break;
+ case 91: mapannounce "job_hunte",strcharinfo(0) + ".... Uhhh...it's not OUR fault....",bc_map; break;
+ case 92: mapannounce "job_hunte",strcharinfo(0) + ", survivability takes priority.",bc_map; break;
+ case 93: mapannounce "job_hunte",strcharinfo(0) + ", people have the strength to overcome their obstacles...everyone can.",bc_map; break;
+ case 94: mapannounce "job_hunte",strcharinfo(0) + ", there is happiness for those who accept their fate, and there is glory for those who resist their fate.",bc_map; break;
+ case 95: mapannounce "job_hunte",strcharinfo(0) + ", some things are real and some things are false. Can't you tell the difference?",bc_map; break;
+ case 96: mapannounce "job_hunte",strcharinfo(0) + ", we are having fun aren't we? Everyday here is like a dream. I really hope it's going to be like this forever.",bc_map; break;
+ case 97: mapannounce "job_hunte",strcharinfo(0) + ", I'll give you just one piece of advice... dying hurts like hell.",bc_map; break;
+ case 98: mapannounce "job_hunte",strcharinfo(0) + ", don't give up the ghost! Just be more careful...",bc_map; break;
+ case 99: mapannounce "job_hunte",strcharinfo(0) + ", death is a gift given at birth. But...these traps won't kill you, don't worry.",bc_map; break;
+ case 100: mapannounce "job_hunte",strcharinfo(0) + ", I was counting on you from the beginning. But I guess you're gonna make me wait longer...",bc_map; break;
+ case 101: mapannounce "job_hunte",strcharinfo(0) + ", always with the end comes hope and rebirth. But it's back to the beginning for you~",bc_map; break;
+ case 102: mapannounce "job_hunte",strcharinfo(0) + ", have I ever told you about the power held in a single tear? Its okay to shed one now, I know its hard...",bc_map; break;
+ case 103: mapannounce "job_hunte",strcharinfo(0) + ", happiness often sneaks in through a door you didn't know you left open. Sort of like...hidden traps!",bc_map; break;
+ case 104: mapannounce "job_hunte",strcharinfo(0) + ", ....Chii?",bc_map; break;
+ case 105: mapannounce "job_hunte",strcharinfo(0) + ", Mine! Mine! Mine! Mine!",bc_map; break;
+ case 106: mapannounce "job_hunte",strcharinfo(0) + ", it's time to duel!",bc_map; break;
+ case 107: mapannounce "job_hunte",strcharinfo(0) + ", I choose you!...wait... uagh...not you!...",bc_map; break;
+ case 108: mapannounce "job_hunte",strcharinfo(0) + ", this isn't the time to be complimenting it!",bc_map; break;
+ case 109: mapannounce "job_hunte",strcharinfo(0) + "...Oh great, what else could go wrong today?",bc_map; break;
+ case 110: mapannounce "job_hunte",strcharinfo(0) + ", don't worry, I always keep a spare. We're not running out of traps anytime soon...",bc_map; break;
+ case 111: mapannounce "job_hunte",strcharinfo(0) + ", when bad things happen, don't give up. The day will come when you will look back and laugh at them. But not today.",bc_map; break;
+ case 112: mapannounce "job_hunte",strcharinfo(0) + ", don't worry about it. We're good at fighting losing battles, remember?",bc_map; break;
+ case 113: mapannounce "job_hunte",strcharinfo(0) + ", you remember how it was like when you felt really slick? That feeling won't come back for a while...",bc_map; break;
+ case 114: mapannounce "job_hunte",strcharinfo(0) + ", you must forget about your past for the sake of your own happiness.",bc_map; break;
+ case 115: mapannounce "job_hunte",strcharinfo(0) + ", if you can fool your friends, you can fool your enemies.",bc_map; break;
+ case 116: mapannounce "job_hunte",strcharinfo(0) + ", this world is made up of love and peace!",bc_map; break;
+ case 117: mapannounce "job_hunte",strcharinfo(0) + ", if you fail, you must drink this.....*evil grin*",bc_map; break;
+ case 118: mapannounce "job_hunte",strcharinfo(0) + ", don't say we didn't warn you!",bc_map; break;
+ case 119: mapannounce "job_hunte",strcharinfo(0) + ", curiosity killed the cat. Lucky for me I'm not a cat. Oh, and um, you too of course.",bc_map; break;
+ case 120: mapannounce "job_hunte",strcharinfo(0) + ", STUDY!STUDY!STUDY!STUDY!STUDY!STUDY!STUDY!STUDY!STUDY!STUDY!",bc_map; break;
+ case 121: mapannounce "job_hunte",strcharinfo(0) + ", how you like me now? That's right, that was MY trap!",bc_map; break;
+ case 122: mapannounce "job_hunte",strcharinfo(0) + "...brilliant...just absolutely...genius. Sorry, I was talking about all these crazy traps.",bc_map; break;
+ case 123: mapannounce "job_hunte",strcharinfo(0) + ", it's time to bust out of that trap, Houdini-style! Hey, wait...come back!",bc_map; break;
+ case 124: mapannounce "job_hunte",strcharinfo(0) + ", it looks like you could really be in trouble this time...no worries, just try this again!",bc_map; break;
+ case 125: mapannounce "job_hunte",strcharinfo(0) + "...not smooth, dude. Go for it again, one more time!",bc_map; break;
+ case 126: mapannounce "job_hunte",strcharinfo(0) + ",it looks like you could really be in a pickle. Back to the starting point...",bc_map; break;
+ case 127: mapannounce "job_hunte",strcharinfo(0) + ", just think of it as Karma. Someday, you'll be setting hundreds of traps of your own...",bc_map; break;
+ case 128: mapannounce "job_hunte",strcharinfo(0) + ", bad news dude...its another trap. You'll get the hang of this, I believe in you!",bc_map; break;
+ case 129: mapannounce "job_hunte",strcharinfo(0) + ", don't give up! The world still needs you!",bc_map; break;
+ case 130: mapannounce "job_hunte",strcharinfo(0) + ", it's okay to cry. Just not too loudly.",bc_map; break;
+ case 131: mapannounce "job_hunte",strcharinfo(0) + "...oh man. It's tiring setting up all these traps. You guys have got to stop falling into them!",bc_map; break;
+ }
+ set HNTR_Q,13;
+ warp "job_hunte",176,22;
+ donpcevent "Manager#hnt::OnReset";
+ donpcevent "Waiting Room#hnt::OnStart";
+ end;
+}
+
+job_hunte,53,140,0 duplicate(HntTrap) 1-2 -1,0,1
+job_hunte,54,141,0 duplicate(HntTrap) 1-3 -1,0,0
+job_hunte,55,141,0 duplicate(HntTrap) 1-4 -1,0,0
+job_hunte,55,140,0 duplicate(HntTrap) 1-5 -1,0,0
+job_hunte,54,140,0 duplicate(HntTrap) 1-6 -1,0,0
+job_hunte,52,138,0 duplicate(HntTrap) 1-7 -1,0,0
+job_hunte,53,138,0 duplicate(HntTrap) 1-8 -1,0,0
+job_hunte,62,140,0 duplicate(HntTrap) 2-1 -1,0,1
+job_hunte,63,140,0 duplicate(HntTrap) 2-2 -1,0,1
+job_hunte,64,140,0 duplicate(HntTrap) 2-3 -1,0,0
+job_hunte,64,141,0 duplicate(HntTrap) 2-4 -1,0,0
+job_hunte,65,140,0 duplicate(HntTrap) 2-5 -1,0,0
+job_hunte,65,141,0 duplicate(HntTrap) 2-6 -1,0,0
+job_hunte,62,138,0 duplicate(HntTrap) 2-7 -1,0,0
+job_hunte,63,138,0 duplicate(HntTrap) 2-8 -1,0,0
+job_hunte,72,140,0 duplicate(HntTrap) 3-1 -1,0,1
+job_hunte,73,140,0 duplicate(HntTrap) 3-2 -1,0,1
+job_hunte,72,138,0 duplicate(HntTrap) 3-3 -1,0,0
+job_hunte,72,138,0 duplicate(HntTrap) 3-4 -1,0,0
+job_hunte,78,140,0 duplicate(HntTrap) 4-1 -1,0,0
+job_hunte,78,141,0 duplicate(HntTrap) 4-2 -1,0,0
+job_hunte,79,140,0 duplicate(HntTrap) 4-3 -1,0,0
+job_hunte,79,141,0 duplicate(HntTrap) 4-4 -1,0,0
+job_hunte,82,138,0 duplicate(HntTrap) 5-1 -1,0,0
+job_hunte,82,139,0 duplicate(HntTrap) 5-2 -1,0,0
+job_hunte,83,138,0 duplicate(HntTrap) 5-3 -1,0,0
+job_hunte,83,139,0 duplicate(HntTrap) 5-4 -1,0,0
+job_hunte,99,138,0 duplicate(HntTrap) 6-1 -1,1,0
+job_hunte,99,139,0 duplicate(HntTrap) 6-2 -1,1,0
+job_hunte,101,138,0 duplicate(HntTrap) 6-3 -1,0,0
+job_hunte,101,139,0 duplicate(HntTrap) 6-4 -1,0,0
+job_hunte,106,140,0 duplicate(HntTrap) 7-1 -1,0,1
+job_hunte,107,140,0 duplicate(HntTrap) 7-2 -1,0,1
+job_hunte,106,138,0 duplicate(HntTrap) 7-3 -1,0,0
+job_hunte,107,138,0 duplicate(HntTrap) 7-4 -1,0,0
+job_hunte,112,140,0 duplicate(HntTrap) 8-1 -1,0,0
+job_hunte,112,141,0 duplicate(HntTrap) 8-2 -1,0,0
+job_hunte,113,140,0 duplicate(HntTrap) 8-3 -1,0,0
+job_hunte,113,141,0 duplicate(HntTrap) 8-4 -1,0,0
+job_hunte,116,140,0 duplicate(HntTrap) 9-1 -1,0,0
+job_hunte,116,141,0 duplicate(HntTrap) 9-2 -1,0,0
+job_hunte,117,140,0 duplicate(HntTrap) 9-3 -1,0,0
+job_hunte,117,141,0 duplicate(HntTrap) 9-4 -1,0,0
+job_hunte,120,138,0 duplicate(HntTrap) 10-1 -1,0,0
+job_hunte,120,139,0 duplicate(HntTrap) 10-2 -1,0,0
+job_hunte,121,138,0 duplicate(HntTrap) 10-3 -1,0,0
+job_hunte,121,139,0 duplicate(HntTrap) 10-4 -1,0,0
+job_hunte,126,139,0 duplicate(HntTrap) 11-1 -1,0,2
+job_hunte,127,139,0 duplicate(HntTrap) 11-2 -1,0,2
+job_hunte,126,136,0 duplicate(HntTrap) 11-3 -1,0,0
+job_hunte,127,136,0 duplicate(HntTrap) 11-4 -1,0,0
+job_hunte,52,134,0 duplicate(HntTrap) 12-1 -1,0,1
+job_hunte,53,134,0 duplicate(HntTrap) 12-2 -1,0,1
+job_hunte,52,132,0 duplicate(HntTrap) 12-3 -1,0,0
+job_hunte,53,132,0 duplicate(HntTrap) 12-4 -1,0,0
+job_hunte,124,130,0 duplicate(HntTrap) 13-1 -1,0,0
+job_hunte,124,131,0 duplicate(HntTrap) 13-2 -1,0,0
+job_hunte,125,130,0 duplicate(HntTrap) 13-3 -1,0,0
+job_hunte,125,131,0 duplicate(HntTrap) 13-4 -1,0,0
+job_hunte,64,128,0 duplicate(HntTrap) 14-1 -1,0,0
+job_hunte,64,129,0 duplicate(HntTrap) 14-2 -1,0,0
+job_hunte,65,128,0 duplicate(HntTrap) 14-3 -1,0,0
+job_hunte,65,129,0 duplicate(HntTrap) 14-4 -1,0,0
+job_hunte,68,126,0 duplicate(HntTrap) 15-1 -1,0,0
+job_hunte,68,127,0 duplicate(HntTrap) 15-2 -1,0,0
+job_hunte,69,126,0 duplicate(HntTrap) 15-3 -1,0,0
+job_hunte,69,127,0 duplicate(HntTrap) 15-4 -1,0,0
+job_hunte,75,128,0 duplicate(HntTrap) 16-1 -1,1,0
+job_hunte,75,129,0 duplicate(HntTrap) 16-2 -1,1,0
+job_hunte,77,128,0 duplicate(HntTrap) 16-3 -1,0,0
+job_hunte,77,129,0 duplicate(HntTrap) 16-4 -1,0,0
+job_hunte,82,126,0 duplicate(HntTrap) 17-1 -1,0,0
+job_hunte,82,127,0 duplicate(HntTrap) 17-2 -1,0,0
+job_hunte,83,126,0 duplicate(HntTrap) 17-3 -1,0,0
+job_hunte,83,127,0 duplicate(HntTrap) 17-4 -1,0,0
+job_hunte,96,128,0 duplicate(HntTrap) 18-1 -1,0,0
+job_hunte,96,129,0 duplicate(HntTrap) 18-2 -1,0,0
+job_hunte,97,128,0 duplicate(HntTrap) 18-3 -1,0,0
+job_hunte,97,129,0 duplicate(HntTrap) 18-4 -1,0,0
+job_hunte,100,126,0 duplicate(HntTrap) 19-1 -1,0,0
+job_hunte,100,127,0 duplicate(HntTrap) 19-2 -1,0,0
+job_hunte,101,126,0 duplicate(HntTrap) 19-3 -1,0,0
+job_hunte,101,127,0 duplicate(HntTrap) 19-4 -1,0,0
+job_hunte,106,128,0 duplicate(HntTrap) 20-1 -1,0,0
+job_hunte,106,129,0 duplicate(HntTrap) 20-2 -1,0,0
+job_hunte,107,128,0 duplicate(HntTrap) 20-3 -1,0,0
+job_hunte,107,129,0 duplicate(HntTrap) 20-4 -1,0,0
+job_hunte,112,126,0 duplicate(HntTrap) 21-1 -1,0,0
+job_hunte,112,127,0 duplicate(HntTrap) 21-2 -1,0,0
+job_hunte,113,126,0 duplicate(HntTrap) 21-3 -1,0,0
+job_hunte,113,127,0 duplicate(HntTrap) 21-4 -1,0,0
+job_hunte,126,126,0 duplicate(HntTrap) 22-1 -1,0,0
+job_hunte,126,127,0 duplicate(HntTrap) 22-2 -1,0,0
+job_hunte,127,126,0 duplicate(HntTrap) 22-3 -1,0,0
+job_hunte,127,127,0 duplicate(HntTrap) 22-4 -1,0,0
+job_hunte,52,122,0 duplicate(HntTrap) 23-1 -1,0,1
+job_hunte,52,122,0 duplicate(HntTrap) 23-2 -1,0,1
+job_hunte,53,120,0 duplicate(HntTrap) 23-3 -1,1,0
+job_hunte,54,121,0 duplicate(HntTrap) 23-4 -1,0,0
+job_hunte,55,121,0 duplicate(HntTrap) 23-5 -1,0,0
+job_hunte,55,120,0 duplicate(HntTrap) 23-6 -1,0,0
+job_hunte,66,120,0 duplicate(HntTrap) 24-1 -1,0,0
+job_hunte,66,121,0 duplicate(HntTrap) 24-2 -1,0,0
+job_hunte,67,120,0 duplicate(HntTrap) 24-3 -1,0,0
+job_hunte,67,121,0 duplicate(HntTrap) 24-4 -1,0,0
+job_hunte,114,118,0 duplicate(HntTrap) 25-1 -1,0,0
+job_hunte,114,119,0 duplicate(HntTrap) 25-2 -1,0,0
+job_hunte,115,118,0 duplicate(HntTrap) 25-3 -1,0,0
+job_hunte,115,119,0 duplicate(HntTrap) 25-4 -1,0,0
+job_hunte,124,120,0 duplicate(HntTrap) 26-1 -1,0,1
+job_hunte,125,120,0 duplicate(HntTrap) 26-2 -1,0,1
+job_hunte,124,118,0 duplicate(HntTrap) 26-3 -1,0,0
+job_hunte,125,118,0 duplicate(HntTrap) 26-4 -1,0,0
+job_hunte,66,116,0 duplicate(HntTrap) 27-1 -1,0,0
+job_hunte,66,117,0 duplicate(HntTrap) 27-2 -1,0,0
+job_hunte,67,116,0 duplicate(HntTrap) 27-3 -1,0,0
+job_hunte,67,117,0 duplicate(HntTrap) 27-4 -1,0,0
+job_hunte,76,114,0 duplicate(HntTrap) 28-1 -1,0,0
+job_hunte,76,115,0 duplicate(HntTrap) 28-2 -1,0,0
+job_hunte,77,114,0 duplicate(HntTrap) 28-3 -1,0,0
+job_hunte,77,115,0 duplicate(HntTrap) 28-4 -1,0,0
+job_hunte,82,116,0 duplicate(HntTrap) 29-1 -1,0,0
+job_hunte,82,117,0 duplicate(HntTrap) 29-2 -1,0,0
+job_hunte,83,116,0 duplicate(HntTrap) 29-3 -1,0,0
+job_hunte,83,117,0 duplicate(HntTrap) 29-4 -1,0,0
+job_hunte,86,114,0 duplicate(HntTrap) 30-1 -1,0,0
+job_hunte,86,115,0 duplicate(HntTrap) 30-2 -1,0,0
+job_hunte,87,114,0 duplicate(HntTrap) 30-3 -1,0,0
+job_hunte,87,115,0 duplicate(HntTrap) 30-4 -1,0,0
+job_hunte,92,115,0 duplicate(HntTrap) 31-1 -1,1,0
+job_hunte,92,114,0 duplicate(HntTrap) 31-2 -1,1,0
+job_hunte,90,115,0 duplicate(HntTrap) 31-3 -1,0,0
+job_hunte,102,116,0 duplicate(HntTrap) 32-1 -1,0,0
+job_hunte,102,117,0 duplicate(HntTrap) 32-2 -1,0,0
+job_hunte,103,116,0 duplicate(HntTrap) 32-3 -1,0,0
+job_hunte,103,117,0 duplicate(HntTrap) 32-4 -1,0,0
+job_hunte,114,114,0 duplicate(HntTrap) 33-1 -1,0,0
+job_hunte,114,115,0 duplicate(HntTrap) 33-2 -1,0,0
+job_hunte,115,114,0 duplicate(HntTrap) 33-3 -1,0,0
+job_hunte,115,115,0 duplicate(HntTrap) 33-4 -1,0,0
+job_hunte,54,110,0 duplicate(HntTrap) 34-1 -1,0,1
+job_hunte,55,110,0 duplicate(HntTrap) 34-2 -1,0,1
+job_hunte,54,108,0 duplicate(HntTrap) 34-3 -1,0,0
+job_hunte,55,108,0 duplicate(HntTrap) 34-4 -1,0,0
+job_hunte,64,112,0 duplicate(HntTrap) 35-1 -1,0,0
+job_hunte,64,113,0 duplicate(HntTrap) 35-2 -1,0,0
+job_hunte,65,112,0 duplicate(HntTrap) 35-3 -1,0,0
+job_hunte,65,113,0 duplicate(HntTrap) 35-4 -1,0,0
+job_hunte,80,110,0 duplicate(HntTrap) 36-1 -1,0,0
+job_hunte,80,111,0 duplicate(HntTrap) 36-2 -1,0,0
+job_hunte,81,110,0 duplicate(HntTrap) 36-3 -1,0,0
+job_hunte,81,111,0 duplicate(HntTrap) 36-4 -1,0,0
+job_hunte,90,108,0 duplicate(HntTrap) 37-1 -1,0,6
+job_hunte,91,108,0 duplicate(HntTrap) 37-2 -1,0,5
+job_hunte,91,102,0 duplicate(HntTrap) 37-3 -1,0,0
+job_hunte,98,109,0 duplicate(HntTrap) 38-1 -1,0,2
+job_hunte,99,109,0 duplicate(HntTrap) 38-2 -1,0,2
+job_hunte,103,109,0 duplicate(HntTrap) 38-3 -1,3,0
+job_hunte,103,108,0 duplicate(HntTrap) 38-4 -1,3,0
+job_hunte,97,106,0 duplicate(HntTrap) 39-1 -1,2,0
+job_hunte,96,107,0 duplicate(HntTrap) 39-2 -1,1,0
+job_hunte,94,108,0 duplicate(HntTrap) 39-3 -1,0,1
+job_hunte,95,109,0 duplicate(HntTrap) 39-4 -1,0,0
+job_hunte,95,108,0 duplicate(HntTrap) 40-1 -1,0,0
+job_hunte,94,106,0 duplicate(HntTrap) 40-2 -1,0,0
+job_hunte,96,102,0 duplicate(HntTrap) 40-3 -1,0,3
+job_hunte,97,102,0 duplicate(HntTrap) 40-4 -1,0,3
+job_hunte,95,98,0 duplicate(HntTrap) 41-1 -1,2,0
+job_hunte,94,99,0 duplicate(HntTrap) 42-1 -1,1,0
+job_hunte,92,98,0 duplicate(HntTrap) 43-1 -1,0,0
+job_hunte,112,110,0 duplicate(HntTrap) 44-1 -1,0,0
+job_hunte,112,111,0 duplicate(HntTrap) 44-2 -1,0,0
+job_hunte,113,110,0 duplicate(HntTrap) 44-3 -1,0,0
+job_hunte,113,111,0 duplicate(HntTrap) 44-4 -1,0,0
+job_hunte,126,108,0 duplicate(HntTrap) 45-1 -1,0,1
+job_hunte,127,108,0 duplicate(HntTrap) 45-2 -1,0,1
+job_hunte,126,106,0 duplicate(HntTrap) 45-3 -1,0,0
+job_hunte,126,106,0 duplicate(HntTrap) 45-4 -1,0,0
+job_hunte,53,102,0 duplicate(HntTrap) 46-1 -1,1,1
+job_hunte,55,102,0 duplicate(HntTrap) 46-2 -1,0,1
+job_hunte,53,100,0 duplicate(HntTrap) 46-3 -1,1,0
+job_hunte,55,100,0 duplicate(HntTrap) 46-4 -1,0,0
+job_hunte,64,106,0 duplicate(HntTrap) 47-1 -1,0,0
+job_hunte,64,107,0 duplicate(HntTrap) 47-2 -1,0,0
+job_hunte,65,106,0 duplicate(HntTrap) 47-3 -1,0,0
+job_hunte,65,107,0 duplicate(HntTrap) 47-4 -1,0,0
+job_hunte,66,100,0 duplicate(HntTrap) 48-1 -1,0,0
+job_hunte,66,101,0 duplicate(HntTrap) 48-2 -1,0,0
+job_hunte,67,100,0 duplicate(HntTrap) 48-3 -1,0,0
+job_hunte,67,101,0 duplicate(HntTrap) 48-4 -1,0,0
+job_hunte,86,106,0 duplicate(HntTrap) 49-1 -1,0,1
+job_hunte,87,106,0 duplicate(HntTrap) 49-2 -1,0,1
+job_hunte,82,104,0 duplicate(HntTrap) 49-3 -1,5,0
+job_hunte,81,105,0 duplicate(HntTrap) 49-4 -1,4,0
+job_hunte,76,105,0 duplicate(HntTrap) 50-1 -1,0,0
+job_hunte,76,104,0 duplicate(HntTrap) 50-2 -1,0,0
+job_hunte,78,101,0 duplicate(HntTrap) 50-3 -1,0,2
+job_hunte,79,101,0 duplicate(HntTrap) 50-4 -1,0,2
+job_hunte,76,99,0 duplicate(HntTrap) 51-1 -1,1,0
+job_hunte,77,98,0 duplicate(HntTrap) 51-2 -1,2,0
+job_hunte,74,99,0 duplicate(HntTrap) 51-3 -1,0,0
+job_hunte,74,98,0 duplicate(HntTrap) 51-4 -1,0,0
+job_hunte,82,100,0 duplicate(HntTrap) 53-1 -1,0,0
+job_hunte,82,101,0 duplicate(HntTrap) 53-2 -1,0,0
+job_hunte,83,100,0 duplicate(HntTrap) 53-3 -1,0,0
+job_hunte,83,101,0 duplicate(HntTrap) 53-4 -1,0,0
+job_hunte,106,104,0 duplicate(HntTrap) 54-1 -1,0,0
+job_hunte,106,105,0 duplicate(HntTrap) 54-2 -1,0,0
+job_hunte,107,104,0 duplicate(HntTrap) 54-3 -1,0,0
+job_hunte,107,105,0 duplicate(HntTrap) 54-4 -1,0,0
+job_hunte,112,104,0 duplicate(HntTrap) 55-1 -1,0,1
+job_hunte,113,104,0 duplicate(HntTrap) 55-2 -1,0,1
+job_hunte,112,102,0 duplicate(HntTrap) 55-3 -1,0,0
+job_hunte,113,102,0 duplicate(HntTrap) 55-4 -1,0,0
+job_hunte,54,92,0 duplicate(HntTrap) 56-1 -1,0,0
+job_hunte,54,93,0 duplicate(HntTrap) 56-2 -1,0,0
+job_hunte,55,92,0 duplicate(HntTrap) 56-3 -1,0,0
+job_hunte,55,93,0 duplicate(HntTrap) 56-4 -1,0,0
+job_hunte,52,90,0 duplicate(HntTrap) 56-5 -1,0,0
+job_hunte,52,91,0 duplicate(HntTrap) 56-6 -1,0,0
+job_hunte,53,90,0 duplicate(HntTrap) 56-7 -1,0,0
+job_hunte,53,91,0 duplicate(HntTrap) 56-8 -1,0,0
+job_hunte,64,92,0 duplicate(HntTrap) 57-1 -1,0,0
+job_hunte,64,93,0 duplicate(HntTrap) 57-2 -1,0,0
+job_hunte,65,92,0 duplicate(HntTrap) 57-3 -1,0,0
+
+job_hunte,65,93,0 script 57-4::HntTrap2 -1,{
+OnTouch:
+ mapannounce "job_hunte",strcharinfo(0) + ", has failed me! Go back to where you started!",bc_map;
+ set HNTR_Q,13;
+ warp "job_hunte",176,22;
+ donpcevent "Manager#hnt::OnReset";
+ donpcevent "Waiting Room#hnt::OnStart";
+ end;
+}
+
+job_hunte,76,94,0 duplicate(HntTrap2) 58-1 -1,0,0
+job_hunte,76,95,0 duplicate(HntTrap2) 58-2 -1,0,0
+job_hunte,77,94,0 duplicate(HntTrap2) 58-3 -1,0,0
+job_hunte,77,95,0 duplicate(HntTrap2) 58-4 -1,0,0
+job_hunte,78,92,0 duplicate(HntTrap2) 59-1 -1,0,0
+job_hunte,78,93,0 duplicate(HntTrap2) 59-2 -1,0,0
+job_hunte,79,92,0 duplicate(HntTrap2) 59-3 -1,0,0
+job_hunte,79,93,0 duplicate(HntTrap2) 59-4 -1,0,0
+job_hunte,86,92,0 duplicate(HntTrap2) 60-1 -1,0,0
+job_hunte,86,93,0 duplicate(HntTrap2) 60-2 -1,0,0
+job_hunte,87,92,0 duplicate(HntTrap2) 60-3 -1,0,0
+job_hunte,87,93,0 duplicate(HntTrap2) 60-4 -1,0,0
+job_hunte,90,96,0 duplicate(HntTrap2) 61-1 -1,0,0
+job_hunte,90,97,0 duplicate(HntTrap2) 61-2 -1,0,0
+job_hunte,91,96,0 duplicate(HntTrap2) 61-3 -1,0,0
+job_hunte,91,97,0 duplicate(HntTrap2) 61-4 -1,0,0
+job_hunte,99,95,0 duplicate(HntTrap2) 62-1 -1,1,0
+job_hunte,99,94,0 duplicate(HntTrap2) 62-2 -1,1,0
+job_hunte,101,94,0 duplicate(HntTrap2) 62-3 -1,0,1
+job_hunte,100,93,0 duplicate(HntTrap2) 62-4 -1,0,0
+job_hunte,100,92,0 duplicate(HntTrap2) 63-1 -1,0,0
+job_hunte,101,92,0 duplicate(HntTrap2) 63-2 -1,0,0
+job_hunte,102,98,0 duplicate(HntTrap2) 64-1 -1,0,0
+job_hunte,102,99,0 duplicate(HntTrap2) 64-2 -1,0,0
+job_hunte,103,98,0 duplicate(HntTrap2) 64-3 -1,0,0
+job_hunte,103,99,0 duplicate(HntTrap2) 64-4 -1,0,0
+job_hunte,102,90,0 duplicate(HntTrap2) 65-1 -1,0,0
+job_hunte,102,91,0 duplicate(HntTrap2) 65-2 -1,0,0
+job_hunte,103,90,0 duplicate(HntTrap2) 65-3 -1,0,0
+job_hunte,103,91,0 duplicate(HntTrap2) 65-4 -1,0,0
+job_hunte,114,96,0 duplicate(HntTrap2) 66-1 -1,0,0
+job_hunte,114,97,0 duplicate(HntTrap2) 66-2 -1,0,0
+job_hunte,115,96,0 duplicate(HntTrap2) 66-3 -1,0,0
+job_hunte,115,97,0 duplicate(HntTrap2) 66-4 -1,0,0
+job_hunte,112,90,0 duplicate(HntTrap2) 67-1 -1,0,0
+job_hunte,112,91,0 duplicate(HntTrap2) 67-2 -1,0,0
+job_hunte,113,90,0 duplicate(HntTrap2) 67-3 -1,0,0
+job_hunte,113,91,0 duplicate(HntTrap2) 67-4 -1,0,0
+job_hunte,125,97,0 duplicate(HntTrap2) 68-1 -1,1,0
+job_hunte,125,96,0 duplicate(HntTrap2) 68-2 -1,1,0
+job_hunte,127,96,0 duplicate(HntTrap2) 68-3 -1,0,0
+job_hunte,127,97,0 duplicate(HntTrap2) 68-4 -1,0,0
+job_hunte,52,86,0 duplicate(HntTrap2) 69-1 -1,0,0
+job_hunte,52,87,0 duplicate(HntTrap2) 69-2 -1,0,0
+job_hunte,53,86,0 duplicate(HntTrap2) 69-3 -1,0,0
+job_hunte,53,87,0 duplicate(HntTrap2) 69-4 -1,0,0
+job_hunte,66,88,0 duplicate(HntTrap2) 70-1 -1,0,0
+job_hunte,66,89,0 duplicate(HntTrap2) 70-2 -1,0,0
+job_hunte,67,88,0 duplicate(HntTrap2) 70-3 -1,0,0
+job_hunte,67,89,0 duplicate(HntTrap2) 70-4 -1,0,0
+job_hunte,114,84,0 duplicate(HntTrap2) 71-1 -1,0,0
+job_hunte,114,85,0 duplicate(HntTrap2) 71-2 -1,0,0
+job_hunte,115,84,0 duplicate(HntTrap2) 71-3 -1,0,0
+job_hunte,115,85,0 duplicate(HntTrap2) 71-4 -1,0,0
+job_hunte,126,86,0 duplicate(HntTrap2) 72-1 -1,0,0
+job_hunte,126,87,0 duplicate(HntTrap2) 72-2 -1,0,0
+job_hunte,127,86,0 duplicate(HntTrap2) 72-3 -1,0,0
+job_hunte,127,87,0 duplicate(HntTrap2) 72-4 -1,0,0
+job_hunte,54,80,0 duplicate(HntTrap2) 73-1 -1,0,1
+job_hunte,55,80,0 duplicate(HntTrap2) 73-2 -1,0,1
+job_hunte,55,80,0 duplicate(HntTrap2) 73-3 -1,0,0
+job_hunte,55,78,0 duplicate(HntTrap2) 73-4 -1,0,0
+job_hunte,64,82,0 duplicate(HntTrap2) 74-1 -1,0,1
+job_hunte,65,82,0 duplicate(HntTrap2) 74-2 -1,0,1
+job_hunte,64,80,0 duplicate(HntTrap2) 74-3 -1,0,0
+job_hunte,65,80,0 duplicate(HntTrap2) 74-4 -1,0,0
+job_hunte,66,78,0 duplicate(HntTrap2) 75-1 -1,0,0
+job_hunte,66,79,0 duplicate(HntTrap2) 75-2 -1,0,0
+job_hunte,67,78,0 duplicate(HntTrap2) 75-3 -1,0,0
+job_hunte,67,79,0 duplicate(HntTrap2) 75-4 -1,0,0
+job_hunte,74,78,0 duplicate(HntTrap2) 76-1 -1,0,0
+job_hunte,74,79,0 duplicate(HntTrap2) 76-2 -1,0,0
+job_hunte,75,78,0 duplicate(HntTrap2) 76-3 -1,0,0
+job_hunte,75,79,0 duplicate(HntTrap2) 76-4 -1,0,0
+job_hunte,78,80,0 duplicate(HntTrap2) 77-1 -1,0,0
+job_hunte,78,81,0 duplicate(HntTrap2) 77-2 -1,0,0
+job_hunte,79,80,0 duplicate(HntTrap2) 77-3 -1,0,0
+job_hunte,79,81,0 duplicate(HntTrap2) 77-4 -1,0,0
+job_hunte,82,78,0 duplicate(HntTrap2) 78-1 -1,0,0
+job_hunte,82,79,0 duplicate(HntTrap2) 78-2 -1,0,0
+job_hunte,83,78,0 duplicate(HntTrap2) 78-3 -1,0,0
+job_hunte,83,79,0 duplicate(HntTrap2) 78-4 -1,0,0
+job_hunte,94,78,0 duplicate(HntTrap2) 79-1 -1,0,0
+job_hunte,94,79,0 duplicate(HntTrap2) 79-2 -1,0,0
+job_hunte,95,78,0 duplicate(HntTrap2) 79-3 -1,0,0
+job_hunte,95,79,0 duplicate(HntTrap2) 79-4 -1,0,0
+job_hunte,101,80,0 duplicate(HntTrap2) 80-1 -1,1,0
+job_hunte,101,81,0 duplicate(HntTrap2) 80-2 -1,1,0
+job_hunte,103,81,0 duplicate(HntTrap2) 80-3 -1,0,0
+job_hunte,103,80,0 duplicate(HntTrap2) 80-4 -1,0,0
+job_hunte,104,78,0 duplicate(HntTrap2) 81-1 -1,0,0
+job_hunte,104,79,0 duplicate(HntTrap2) 81-2 -1,0,0
+job_hunte,105,78,0 duplicate(HntTrap2) 81-3 -1,0,0
+job_hunte,105,79,0 duplicate(HntTrap2) 81-4 -1,0,0
+job_hunte,110,78,0 duplicate(HntTrap2) 82-1 -1,0,0
+job_hunte,110,79,0 duplicate(HntTrap2) 82-2 -1,0,0
+job_hunte,111,78,0 duplicate(HntTrap2) 82-3 -1,0,0
+job_hunte,111,79,0 duplicate(HntTrap2) 82-4 -1,0,0
+job_hunte,114,80,0 duplicate(HntTrap2) 83-1 -1,0,0
+job_hunte,114,81,0 duplicate(HntTrap2) 83-2 -1,0,0
+job_hunte,115,80,0 duplicate(HntTrap2) 83-3 -1,0,0
+job_hunte,115,81,0 duplicate(HntTrap2) 83-4 -1,0,0
+job_hunte,124,78,0 duplicate(HntTrap2) 84-1 -1,0,0
+job_hunte,124,79,0 duplicate(HntTrap2) 84-2 -1,0,0
+job_hunte,125,78,0 duplicate(HntTrap2) 84-3 -1,0,0
+job_hunte,125,79,0 duplicate(HntTrap2) 84-4 -1,0,0
+job_hunte,126,82,0 duplicate(HntTrap2) 85-1 -1,0,0
+job_hunte,126,83,0 duplicate(HntTrap2) 85-2 -1,0,0
+job_hunte,127,82,0 duplicate(HntTrap2) 85-3 -1,0,0
+job_hunte,127,83,0 duplicate(HntTrap2) 85-4 -1,0,0
+job_hunte,52,68,0 duplicate(HntTrap2) 86-1 -1,0,1
+job_hunte,53,68,0 duplicate(HntTrap2) 86-2 -1,0,1
+job_hunte,52,66,0 duplicate(HntTrap2) 86-3 -1,0,0
+job_hunte,53,66,0 duplicate(HntTrap2) 86-4 -1,0,0
+job_hunte,54,70,0 duplicate(HntTrap2) 87-1 -1,0,1
+job_hunte,55,70,0 duplicate(HntTrap2) 87-2 -1,0,1
+job_hunte,54,68,0 duplicate(HntTrap2) 87-3 -1,0,0
+job_hunte,55,68,0 duplicate(HntTrap2) 87-4 -1,0,0
+job_hunte,59,66,0 duplicate(HntTrap2) 88-1 -1,1,0
+job_hunte,59,67,0 duplicate(HntTrap2) 88-2 -1,1,0
+job_hunte,61,67,0 duplicate(HntTrap2) 88-3 -1,0,0
+job_hunte,61,66,0 duplicate(HntTrap2) 88-4 -1,0,0
+job_hunte,68,68,0 duplicate(HntTrap2) 89-1 -1,0,1
+job_hunte,69,68,0 duplicate(HntTrap2) 89-2 -1,0,1
+job_hunte,68,66,0 duplicate(HntTrap2) 89-3 -1,0,0
+job_hunte,69,66,0 duplicate(HntTrap2) 89-4 -1,0,0
+job_hunte,76,66,0 duplicate(HntTrap2) 90-1 -1,0,0
+job_hunte,76,67,0 duplicate(HntTrap2) 90-2 -1,0,0
+job_hunte,77,66,0 duplicate(HntTrap2) 90-3 -1,0,0
+job_hunte,77,67,0 duplicate(HntTrap2) 90-4 -1,0,0
+job_hunte,82,68,0 duplicate(HntTrap2) 91-1 -1,0,0
+job_hunte,82,69,0 duplicate(HntTrap2) 91-2 -1,0,0
+job_hunte,83,68,0 duplicate(HntTrap2) 91-3 -1,0,0
+job_hunte,83,69,0 duplicate(HntTrap2) 91-4 -1,0,0
+job_hunte,96,66,0 duplicate(HntTrap2) 92-1 -1,0,0
+job_hunte,96,67,0 duplicate(HntTrap2) 92-2 -1,0,0
+job_hunte,97,66,0 duplicate(HntTrap2) 92-3 -1,0,0
+job_hunte,97,67,0 duplicate(HntTrap2) 92-4 -1,0,0
+job_hunte,100,68,0 duplicate(HntTrap2) 93-1 -1,0,0
+job_hunte,100,69,0 duplicate(HntTrap2) 93-2 -1,0,0
+job_hunte,101,68,0 duplicate(HntTrap2) 93-3 -1,0,0
+job_hunte,101,69,0 duplicate(HntTrap2) 93-4 -1,0,0
+job_hunte,107,66,0 duplicate(HntTrap2) 94-1 -1,1,0
+job_hunte,107,67,0 duplicate(HntTrap2) 94-2 -1,1,0
+job_hunte,109,67,0 duplicate(HntTrap2) 94-3 -1,0,0
+job_hunte,109,66,0 duplicate(HntTrap2) 94-4 -1,0,0
+job_hunte,117,69,0 duplicate(HntTrap2) 95-1 -1,1,0
+job_hunte,117,68,0 duplicate(HntTrap2) 95-2 -1,1,0
+job_hunte,119,69,0 duplicate(HntTrap2) 95-3 -1,0,0
+job_hunte,119,68,0 duplicate(HntTrap2) 95-4 -1,0,0
+job_hunte,124,66,0 duplicate(HntTrap2) 96-1 -1,0,0
+job_hunte,124,67,0 duplicate(HntTrap2) 96-2 -1,0,0
+job_hunte,125,66,0 duplicate(HntTrap2) 96-3 -1,0,0
+job_hunte,125,67,0 duplicate(HntTrap2) 96-4 -1,0,0
+job_hunte,126,70,0 duplicate(HntTrap2) 97-1 -1,0,0
+job_hunte,126,71,0 duplicate(HntTrap2) 97-2 -1,0,0
+job_hunte,127,70,0 duplicate(HntTrap2) 97-3 -1,0,0
+job_hunte,127,71,0 duplicate(HntTrap2) 97-4 -1,0,0
diff --git a/npc/pre-re/jobs/2-1/knight.txt b/npc/pre-re/jobs/2-1/knight.txt
new file mode 100644
index 000000000..32c6908ee
--- /dev/null
+++ b/npc/pre-re/jobs/2-1/knight.txt
@@ -0,0 +1,2478 @@
+//===== rAthena Script =======================================
+//= Knight Job Quest
+//===== By: ==================================================
+//= PGRO TEAM (Aegis).
+//= Converted by kobra_k88
+//= Further bugfixed and tested by Lupus
+//===== Current Version: =====================================
+//= 3.2
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Job Change quest for Knight class.
+//===== Additional Comments: =================================
+//= 1.0 Fully working. Please comment out any pre-existing warps for the
+//= test rooms in any other files so that the ones specified here can work.
+//= 1.1 Fixed a major bug. Now using the initnpctimer command,
+//= donpcevent, and new waitingroom event commands. No more addtimer
+//= spamming. No longer have to talk to the npc to take the test. Just enter the chat room.
+//= 1.2 More bug fixes. Changed global variable names to unique ones.
+//= Added second set of items to first test. Added Awake pots award for job change.
+//= 1.3 Added Baby Class support [Lupus]
+//= 1.5 Fixed possible EXP abuse [Lupus]
+//= 1.6 Added a func which prevent advanced classes passing
+//= 2nd Job Quests again. It also guides adv classes where
+//= to go. [Lupus]
+//= 2.0 Changed numbers to constants. [Vicious]
+//= 2.1 Merged JFunc [Lupus]
+//= 2.2 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
+//= 2.3 Several bugfixes with the help of Barron-Monster. [L0ne_W0lf]
+//= 2.4 Minor fixes to timer#knt. [L0ne_W0lf]
+//= 2.5 Fixes a small bug with making claymores. [L0ne_W0lf]
+//= Corrected usages of killmonster and killmonsterall.
+//= 2.6 Corrected an improper areawarp destination. [L0ne_W0lf]
+//= 2.7 Deleted unused variables. [Samuray22]
+//= 2.7a Corrected a Typo error ";;". [Samuray22]
+//= 2.8 Now uses enable and disable waitingroomevent. [L0ne_W0lf]
+//= 2.9 Added Quest Log commands. [Kisuka]
+//= 3.0 Removed the need for use of 'goto.' [L0ne_W0lf]
+//= 3.1 Modified the quest to renewal. [Vali] (Thanks to Muad_Dib for the necessary info).
+//= 3.2 More Renewal updates and some optimization. [Euphy]
+//============================================================
+
+prt_in,88,101,4 script Chivalry Captain#knt 56,{
+ mes "[Captain Herman]";
+ if (Upper == 1) {
+ mes "Hm? You're... What is it about you? I've been an honorable Knight for a long time, but I cannot understand this feeling I'm getting from you...";
+ next;
+ mes "[Captain Herman]";
+ mes "May god bless your body and soul, warrior. I hope you will show your courage and protect those who are weaker than you.";
+ close;
+ }
+ if (BaseJob != Job_Swordman) {
+ if (BaseJob == Job_Knight) {
+ mes "Ah, a member of our Chivalry.";
+ mes "I hope you are living up to my expectations. We have vowed to be strong for our kingdom, even if death is upon us...";
+ close;
+ }
+ else if (BaseClass == Job_Novice) {
+ mes "Welcome,";
+ mes "this is the";
+ mes "Prontera Chivalry.";
+ mes "What brings you here?";
+ next;
+ switch(select("I want to change my job to Swordman.:I want to change my job to a Knight.:Just visiting.")) {
+ case 1:
+ mes "[Captain Herman]";
+ mes "A-ha~";
+ mes "A Swordman, you say?";
+ mes "I'm sorry, "+((Sex)?"lad":"lass")+", but you've";
+ mes "come to the wrong place!";
+ next;
+ mes "[Captain Herman]";
+ mes "This isn't the Swordsman guild, it's the Prontera Chivalry! If you wish to become a Swordman, visit the Swordman Guild located in Izlude.";
+ close;
+ case 2:
+ mes "[Captain Herman]";
+ mes "Ah, I see that you have great ambition. But you must first become a Swordman before becoming";
+ mes "a Knight. One step at a time...";
+ next;
+ mes "[Captain Herman]";
+ mes "First, visit the Swordman guild in Izlude. Then, come visit us again once you have become a well experienced Swordman.";
+ close;
+ case 3:
+ mes "[Captain Herman]";
+ mes "Aha~";
+ mes "You must have lots of free time. Why don't you go hunt some monsters instead of wandering about aimlessly?";
+ close;
+ }
+ }
+ else {
+ mes "Welcome. We, the proud Knights of the Prontera Chivalry, will give our lives for king and country! Please enjoy your stay.";
+ close;
+ }
+ }
+ if (KNIGHT_Q == 0) {
+ mes "Welcome, this is";
+ mes "the Prontera Chivalry.";
+ mes "What brings you here?";
+ next;
+ if (select("I want to change my job to a Knight.:Just visiting.") == 1) {
+ mes "[Captain Herman]";
+ mes "Ohh...";
+ mes "A young "+((Sex)?"man":"lady")+" who wishes";
+ mes "to become a Knight!";
+ mes "Our Prontera Chivalry";
+ mes "will assist you.";
+ next;
+ mes "[Captain Herman]";
+ mes "First of all, I am the captain of the Prontera Chivalry, Herman Phon Efesirsus. I'm pleased to meet young people eager to join the Prontera Chivalry.";
+ next;
+ mes "[Captain Herman]";
+ mes "We only accept Swordmen";
+ mes "who are at least Job Level 40.";
+ mes "We cannot consider applicants that are not yet experienced enough to become Knights.";
+ next;
+ mes "[Captain Herman]";
+ mes "Once you apply, and we find";
+ mes "you eligible, we will begin the job change procedure. Would you";
+ mes "like to apply now?";
+ next;
+ if (select("Yes, I would like to apply.:I'd like to think about it please.") == 1) {
+ mes "[Captain Herman]";
+ if (JobLevel < 40) {
+ mes "Ah, you are not yet ready to become a Knight! Didn't I specifically mention the Job Level 40 requirement?";
+ next;
+ mes "[Captain Herman]";
+ mes "Of course I understand your strong desire to join us, but now is not the time. Go out and fight some more monsters. We will be here waiting.";
+ close;
+ }
+ if (SkillPoint) {
+ mes "Ah...!";
+ mes "You cannot change jobs if you have unused skill points remaining. Return when you have used";
+ mes "all of your skill points.";
+ close;
+ }
+ set KNIGHT_Q,1;
+ setquest 9000;
+ mes "Let me see...";
+ mes "Your name is";
+ mes strcharinfo(0) + "...";
+ mes "Is that right?";
+ next;
+ mes "[Captain Herman]";
+ mes "Let me explain the job change procedure. You must visit a series of Knights and pass each";
+ mes "of their tests.";
+ next;
+ mes "[Captain Herman]";
+ mes "Once all the tests are completed, every Knight involved in your testing will gather and discuss your performance.";
+ next;
+ mes "[Captain Herman]";
+ mes "The Knights must unanimously approve of you before you can join the Prontera Chivalry. If only one person objects, you must";
+ mes "start over.";
+ next;
+ mes "[Captain Herman]";
+ mes "But I believe if you persist with an earnest heart, you shall be acknowledged by the Knights and ultimately recognized as a member of our Chivalry.";
+ next;
+ mes "[Captain Herman]";
+ mes "So, let's not waste any more time talking! Go and meet these Knights and begin their tests. Once you have completed all of the tests, come back to me.";
+ close;
+ }
+ mes "[Captain Herman]";
+ mes "Oh...!";
+ mes "Well, I don't want to pressure you. Take your time and think it over. Return when you are ready to";
+ mes "change jobs, for we will be waiting.";
+ close;
+ }
+ mes "[Captain Herman]";
+ mes "Come to think of it, aren't you a Swordman? It looks like you've encountered many foes in battle.";
+ next;
+ mes "[Captain Herman]";
+ mes "You should consider changing jobs to a Knight. Come and talk to me if you are interested.";
+ next;
+ mes "[Captain Herman]";
+ mes "Please take";
+ mes "your time in";
+ mes "looking around.";
+ mes "Good day.";
+ close;
+ }
+ else if (KNIGHT_Q == 1) {
+ mes "Mmm?";
+ mes strcharinfo(0) + ",";
+ mes "what can I do for you?";
+ mes "Ah, you don't know";
+ mes "who to visit?";
+ next;
+ mes "[Captain Herman]";
+ mes "I believe the Knights in charge of testing have set an order in which you must visit them. I suppose it helps the testing process.";
+ next;
+ mes "[Captain Herman]";
+ mes "First, go and visit";
+ mes "Sir Andrew for your first test. Don't be too nervous, he'll explain everything once you talk to him.";
+ close;
+ }
+ else if (KNIGHT_Q == 2) callsub L_Mission,0;
+ else if (KNIGHT_Q == 3) callsub L_Mission,0;
+ else if (KNIGHT_Q == 4) {
+ callsub L_Mission,1;
+ mes "It appears that you have finished one test. Let's see. Sir Andrew, who must this Swordman visit next?";
+ next;
+ mes "[Sir Andrew]";
+ mes "I said to";
+ mes "visit Sir Siracuse.";
+ mes "Funny, I thought I told";
+ mes "you. Did I forget...?";
+ next;
+ mes "[Captain Herman]";
+ mes "Did you hear?";
+ mes "Go to Sir Siracuse and take his test. Once you complete his test, do not forget who you're supposed to visit next as well.";
+ close;
+ }
+ else if (KNIGHT_Q == 5) callsub L_Mission,0;
+ else if (KNIGHT_Q == 6) {
+ callsub L_Mission,1;
+ mes "Let's see...";
+ mes "You've completed two tests.";
+ mes "Sir Siracuse, who must this Swordman visit next?";
+ next;
+ mes "[Sir Siracuse]";
+ mes "Oh...!";
+ mes "Um, who was next...?";
+ mes "Right! Sir Windsor!";
+ next;
+ mes "[Captain Herman]";
+ mes "Head over to";
+ mes "Sir Windsor Benedict for your next test. Listen carefully to the Knights in charge of testing so that you don't feel lost, alright?";
+ close;
+ }
+ else if (KNIGHT_Q == 7) callsub L_Mission,0;
+ else if (KNIGHT_Q == 8) {
+ callsub L_Mission,1;
+ mes "Sir Windor...?";
+ mes "Who must this";
+ mes "Swordman visit";
+ mes "next?";
+ next;
+ mes "[Sir Windsor]";
+ mes "...";
+ next;
+ mes "[Sir Windsor]";
+ mes "...";
+ mes "......";
+ next;
+ mes "[Sir Windsor]";
+ mes "...Amy Beatrice.";
+ next;
+ mes "[Captain Herman]";
+ mes "Ah, go and visit";
+ mes "Lady Amy and take her test. Make sure you pay attention to who you must go to for your next test.";
+ close;
+ }
+ else if (KNIGHT_Q == 9) callsub L_Mission,0;
+ else if (KNIGHT_Q == 10) {
+ callsub L_Mission,1;
+ mes "Let's see...";
+ mes "Lady Amy, who";
+ mes "must this Swordman";
+ mes "visit next?";
+ next;
+ mes "[Lady Amy]";
+ mes "Oh...";
+ mes "I said to visit";
+ mes "Sir Edmond!";
+ mes "Tee hee~";
+ next;
+ mes "[Captain Herman]";
+ mes "Now, go and speak";
+ mes "to Sir Edmond. He will";
+ mes "be in charge of your";
+ mes "next test.";
+ close;
+ }
+ else if (KNIGHT_Q == 11) callsub L_Mission,0;
+ else if (KNIGHT_Q == 12) {
+ callsub L_Mission,1;
+ mes "Don't you only have to visit one more person? The Knight in";
+ mes "charge of the final test";
+ mes "is Sir Gray Prospheiro.";
+ next;
+ mes "[Sir Edmond]";
+ mes "This world operates according";
+ mes "to the law of cause and effect.";
+ mes "All will be revealed in the end.";
+ next;
+ mes "[Captain Herman]";
+ mes "Be alert and do";
+ mes "your best, as this";
+ mes "is the last test.";
+ next;
+ mes "[Captain Herman]";
+ mes "Return to me";
+ mes "after you have";
+ mes "completed the";
+ mes "final test.";
+ close;
+ }
+ else if (KNIGHT_Q == 13) {
+ mes "Finish the last test.";
+ mes "Once that is complete, all the Knights involved in your testing shall gather, and we will evaluate your performance.";
+ close;
+ }
+ else if (KNIGHT_Q == 14) {
+ if (SkillPoint) {
+ mes "Oh...!";
+ mes "You cannot change jobs if you have unused skill points remaining. Return once you have distributed all your skill points.";
+ close;
+ }
+ mes "Oh, have you completed all the tests? But not everyone who completes the tests can";
+ mes "become a Knight.";
+ next;
+ mes "[Captain Herman]";
+ mes "During the test we see how loyal, honorable and strong you are. We also see if you were courteous and if you know the value of modesty and reverence.";
+ next;
+ mes "[Captain Herman]";
+ mes "Through this process, I have also observed your actions. All seven of our opinions will be reflected in the decision of your job change.";
+ next;
+ mes "[Captain Herman]";
+ mes "Then...";
+ mes "We shall listen";
+ mes "to everyone's thoughts!";
+ mes "Andrew, what do you think?";
+ next;
+ mes "[Sir Andrew]";
+ if (JobLevel == 50) {
+ mes "What can I say?";
+ mes "I approve!";
+ mes "Having lived as";
+ mes "a Swordsman up";
+ mes "until now";
+ mes "is enough.";
+ }
+ else {
+ mes "This one has";
+ mes "gathered items";
+ mes "that are troublesome";
+ mes "to obtain. I approve!";
+ mes "I believe "+((Sex)?"":"s")+"he will continue to be loyal after becoming a Knight.";
+ }
+ next;
+ mes "[Captain Herman]";
+ mes "Hmm.";
+ mes "What a nice review.";
+ mes "Siracuse, what are your thoughts?";
+ next;
+ mes "[Sir Siracuse]";
+ mes "Heh, very well. Not quite what";
+ mes "I would want, but hopefully will become better in the future.";
+ next;
+ mes "[Sir Siracuse]";
+ mes "After becoming a Knight, you must build a good reputation through honor. Ehh... I approve.";
+ next;
+ mes "[Captain Herman]";
+ mes "Okay...";
+ mes "Windsor,";
+ mes "what about you?";
+ next;
+ mes "[Sir Windsor]";
+ mes "...";
+ next;
+ mes "[Sir Windsor]";
+ mes "...";
+ mes "......";
+ next;
+ mes "[Sir Windsor]";
+ mes "....Approved.";
+ next;
+ mes "[Captain Herman]";
+ mes "I don't think";
+ mes "he disapproves.";
+ mes "Then, let's listen";
+ mes "to Amy's opinion.";
+ next;
+ mes "[Lady Amy]";
+ if (sex) {
+ mes "Mmm~ He's so polite!";
+ mes "He'll grow to be a wonderful Knight. And he's got such cute widdle cheeeeks~ Hee hee!";
+ }
+ else {
+ mes "Mmm~ She should be great!";
+ mes "She's very courteous and also very cute, so a few more points! Heh~";
+ mes "I shouldn't be saying things like this!";
+ }
+ next;
+ mes "[Captain Herman]";
+ mes "Well...";
+ mes "A strange review,";
+ mes "but I believe";
+ mes "she approves.";
+ mes "Edmond, speak";
+ mes "your mind.";
+ next;
+ mes "[Sir Edmond]";
+ if (sex) {
+ mes "He seems a little rough, but something bright shines within him. With polish and refinement, his true value will shine forth";
+ mes "as the sun.";
+ }
+ else {
+ mes "It's difficult to see, but there is a spiritual beauty within her. With polish and refinement, her true value will glow as resplendently";
+ mes "as the moon.";
+ }
+ next;
+ mes "[Captain Herman]";
+ mes "Lastly...";
+ mes "Gray. I would like";
+ mes "to hear your thoughts.";
+ next;
+ mes "[Gray]";
+ mes "A young "+((Sex)?"gentleman":"lady")+" coming here with the determination to become a Knight is enough...";
+ next;
+ mes "[Captain Herman]";
+ mes "Everyone";
+ mes "has approved.";
+ mes "No one has opposed.";
+ mes "Then I shall tell";
+ mes "you my opinion.";
+ next;
+ mes "[Captain Herman]";
+ mes "My decision is...";
+ next;
+ mes "[Captain Herman]";
+ mes "I approve.";
+ next;
+ mes "[Captain Herman]";
+ mes "You may not have finished all the tests perfectly, but you have all the necessary qualities to become";
+ mes "a Knight.";
+ next;
+ completequest 9012;
+ callfunc "Job_Change",Job_Knight;
+ callfunc "F_ClearJobVar"; // Clears all job variables for the current player
+ mes "[Captain Herman]";
+ mes "I hereby declare";
+ mes "you a member of";
+ mes "the Prontera Chivalry.";
+ mes "Protect the weak and";
+ mes "live with honor.";
+ next;
+ getitem 656,7; //Awakening_Potion
+ mes "[Captain Herman]";
+ mes "Oh...";
+ mes "We have prepared a small gift to congratulate you on your job change. Please use it when you are in battle as you honorably protect others.";
+ next;
+ mes "[Captain Herman]";
+ mes "Go forth!";
+ mes "The future of";
+ mes "Rune-Midgard";
+ mes "rests on your";
+ mes "shoulders!";
+ close;
+ }
+L_Mission:
+ mes "Mmm?";
+ mes "Swordman " + strcharinfo(0) + ".";
+ mes "How are the tests?";
+ if (getarg(0)) {
+ mes "Ah~ You do not know";
+ mes "who to visit next?";
+ next;
+ mes "[Captain Herman]";
+ return;
+ } else {
+ mes "It may be difficult,";
+ mes "but do your best.";
+ close;
+ }
+}
+
+prt_in,75,107,4 script Sir Andrew#knt 65,{
+ mes "[Sir Andrew]";
+ if (BaseJob != Job_Swordman) {
+ if (BaseJob == Job_Knight) {
+ mes "You must be";
+ mes "a member of";
+ mes "the Chivalry.";
+ mes "How are you doing?";
+ next;
+ mes "[Sir Andrew]";
+ mes "You must work diligently to gather food as well as save zeny to buy equipment. Save everything you";
+ mes "find in battle, even the smallest Jellopy.";
+ next;
+ mes "[Sir Andrew]";
+ mes "But it's not good";
+ mes "to be too greedy.";
+ mes "After all, we are Knights.";
+ close;
+ }
+ else if (BaseClass == Job_Novice) {
+ mes "Hey there,";
+ mes "little Novice.";
+ mes "Welcome to the";
+ mes "Prontera Chivalry.";
+ next;
+ mes "[Sir Andrew]";
+ mes "You might that you're";
+ mes "weak right now, but someday";
+ mes "you'll become stronger.";
+ next;
+ mes "[Sir Andrew]";
+ mes "Dream of a bright future, and go look forward on the path that you choose to take.";
+ close;
+ }
+ else {
+ mes "We, the members of the";
+ mes "Prontera Chivalry, are putting our best effort in protecting peace in this world.";
+ next;
+ mes "[Sir Andrew]";
+ mes "Even during the battles we face each and every day, we dream of";
+ mes "a bright future that is to come.";
+ close;
+ }
+ }
+ if (KNIGHT_Q == 0) {
+ mes "We, the members of the";
+ mes "Prontera Chivalry, are putting our best effort in protecting peace in this world.";
+ next;
+ mes "[Sir Andrew]";
+ mes "Even during the battles we face each and every day, we dream of";
+ mes "a bright future that is to come.";
+ close;
+ }
+ else if (KNIGHT_Q == 1) {
+ mes "Good day.";
+ mes "May I help you";
+ mes "with something?";
+ next;
+ if (select("I would like to take the test.:Oh, nothing.") == 1) {
+ mes "[Sir Andrew]";
+ mes "Ah...";
+ mes "You wish";
+ mes "to become a Knight.";
+ mes "Your name is";
+ mes strcharinfo(0) + ",";
+ mes "correct?";
+ next;
+ mes "[Sir Andrew]";
+ mes "I am a Knight of";
+ mes "the Prontera Chivalry,";
+ mes "Andrew Shylock.";
+ mes "I am in charge of";
+ mes "your first test.";
+ next;
+ mes "[Sir Andrew]";
+ mes "I will be testing your sense of loyalty. Every Knight must possess this virtue. For this exam, you will be gathering prizes from";
+ mes "the battlefield.";
+ next;
+ if (JobLevel == 50) {
+ mes "[Sir Andrew]";
+ mes "Mmm...?";
+ mes "Hold on there.";
+ mes "You look like you've";
+ mes "mastered being";
+ mes "a Swordsman.";
+ next;
+ mes "[Sir Andrew]";
+ mes "Impressive...!";
+ mes "On second thought,";
+ mes "I don't think your";
+ mes "loyalty needs to";
+ mes "be tested.";
+ next;
+ mes "[Sir Andrew]";
+ mes "Please go to my fellow Knight, Sir Siracuse, as he will give you your next test. Well done in mastering the Swordman job.";
+ set KNIGHT_Q,4;
+ changequest 9000,9003;
+ close;
+ }
+ mes "[Sir Andrew]";
+ mes "Without";
+ mes "further ado,";
+ mes "let's begin!";
+ mes "Go and gather the";
+ mes "following items...";
+ next;
+ mes "[Sir Andrew]";
+ switch(rand(1,2)) {
+ //Elder_Pixie's_Beard, Wing_Of_Red_Bat, Orcish_Voucher, Moth_Dust, Reptile_Tongue, Wild_Boar's_Mane
+ case 1: setarray .@items[0], 1040,5, 7006,5, 931,5, 1057,5, 903,5, 1028,5, 2; break;
+ //Short_Leg, Heart_Of_Mermaid. Blossom_Of_Maneater, Flesh_Of_Clam, Old_Frying_Pan, Snail's_Shell
+ case 2: setarray .@items[0], 1042,5, 950,5, 1032,5, 966,5, 7031,5, 946,5, 3; break;
+ }
+ set KNIGHT_Q,.@items[12];
+ if (KNIGHT_Q == 2) changequest 9000,9001;
+ else changequest 9000,9002;
+ mes "^236B8E"+.@items[1]+" "+getitemname(.@items[0])+"^000000,";
+ mes "^236B8E"+.@items[3]+" "+getitemname(.@items[2])+"^000000,";
+ mes "^236B8E"+.@items[5]+" "+getitemname(.@items[4])+"^000000,";
+ mes "^236B8E"+.@items[7]+" "+getitemname(.@items[6])+"^000000,";
+ mes "^236B8E"+.@items[9]+" "+getitemname(.@items[8])+"^000000 and";
+ mes "^236B8E"+.@items[11]+" "+getitemname(.@items[10])+"^000000,";
+ next;
+ mes "[Sir Andrew]";
+ mes "I shall be";
+ mes "waiting here for";
+ mes "you to bring the";
+ mes "items I've listed.";
+ mes "See you soon~";
+ close;
+ }
+ else {
+ mes "[Sir Andrew]";
+ mes "Well, then...";
+ mes "Good day.";
+ close;
+ }
+ }
+ else if (KNIGHT_Q == 2 || KNIGHT_Q == 3) {
+ mes "Welcome back~";
+ mes "Did you gather";
+ mes "all the items?";
+ mes "Let's check and see...";
+ next;
+ switch(KNIGHT_Q) {
+ //Elder_Pixie's_Beard, Wing_Of_Red_Bat, Orcish_Voucher, Moth_Dust, Reptile_Tongue, Wild_Boar's_Mane
+ case 2: setarray .@items[0], 1040,5, 7006,5, 931,5, 1057,5, 903,5, 1028,5, 0; break;
+ //Short_Leg, Heart_Of_Mermaid. Blossom_Of_Maneater, Flesh_Of_Clam, Old_Frying_Pan, Snail's_Shell
+ case 3: setarray .@items[0], 1042,5, 950,5, 1032,5, 966,5, 7031,5, 946,5, 0; break;
+ }
+ if (countitem(.@items[0]) >= .@items[1] && countitem(.@items[2]) >= .@items[3] && countitem(.@items[4]) >= .@items[5] && countitem(.@items[6]) >= .@items[7] && countitem(.@items[8]) >= .@items[9] && countitem(.@items[10]) >= .@items[11]) {
+ mes "[Sir Andrew]";
+ mes "Perfect! We appreciate your effort in gathering these items. Thesee will be used to support the Chivalry's finances.";
+ next;
+ delitem .@items[0],.@items[1];
+ delitem .@items[2],.@items[3];
+ delitem .@items[4],.@items[5];
+ delitem .@items[6],.@items[7];
+ delitem .@items[8],.@items[9];
+ delitem .@items[10],.@items[11];
+ if (KNIGHT_Q == 2) changequest 9001,9003;
+ else changequest 9002,9003;
+ set KNIGHT_Q,4;
+ mes "[Sir Andrew]";
+ mes "Please visit my fellow Knight, Sir Siracuse, and continue the tests with the dedication and loyalty you've shown to me this day.";
+ close;
+ }
+ mes "[Sir Andrew]";
+ mes "Wait, wait...";
+ mes "I think you're";
+ mes "still missing some";
+ mes "items. In case you";
+ mes "forgot, let me";
+ mes "remind you...";
+ next;
+ mes "[Sir Andrew]";
+ mes "^236B8E"+.@items[1]+" "+getitemname(.@items[0])+"^000000,";
+ mes "^236B8E"+.@items[3]+" "+getitemname(.@items[2])+"^000000,";
+ mes "^236B8E"+.@items[5]+" "+getitemname(.@items[4])+"^000000,";
+ mes "^236B8E"+.@items[7]+" "+getitemname(.@items[6])+"^000000,";
+ mes "^236B8E"+.@items[9]+" "+getitemname(.@items[8])+"^000000 and";
+ mes "^236B8E"+.@items[11]+" "+getitemname(.@items[10])+"^000000,";
+ next;
+ mes "[Sir Andrew]";
+ mes "Now, please take this test seriously and with sincerity.";
+ mes "Now, I'll be waiting for you";
+ mes "to complete this task.";
+ close;
+ }
+ else if (KNIGHT_Q == 4) {
+ mes "Did you have something you needed to ask me? You should go and take the next test. Hurry, Sir Siracuse is waiting for you~";
+ close;
+ }
+ else if (KNIGHT_Q == 14) {
+ mes "You must have finished all the tests. Good job! You should go see our Captain so that we can all give our evaluation.";
+ close;
+ }
+ else {
+ mes "Did you have something you needed to ask me? You should go and take your next test. Do your best.";
+ mes "I know you can do it!";
+ close;
+ }
+}
+
+prt_in,71,91,0 script Sir Siracuse#knt 65,{
+ mes "[Sir Siracuse]";
+ if (BaseJob != Job_Swordman) {
+ if (BaseJob == Job_Knight) {
+ mes "Hey there!";
+ mes "How are you doing?";
+ mes "The Chivalry's been";
+ mes "doing pretty well.";
+ next;
+ mes "[Sir Siracuse]";
+ mes "We've been";
+ mes "testing new members,";
+ mes "but not all of them";
+ mes "show as much promise";
+ mes "as you.";
+ next;
+ mes "[Sir Siracuse]";
+ mes "I hope these new recruits all behave themselves, and don't";
+ mes "bring shame to the Chivalry.";
+ next;
+ mes "[Sir Siracuse]";
+ mes "If you catch any of the new guys acting in a way unbecoming of a Knight, scold them for me please?";
+ close;
+ }
+ else if (Baseclass == Job_Novice) {
+ mes "Oh?";
+ mes "What is a Novice";
+ mes "doing here?";
+ next;
+ mes "[Sir Siracuse]";
+ mes "Are you interested in becoming a Knight? You just can't change into a Knight from a Novice, you know.";
+ next;
+ mes "[Sir Siracuse]";
+ mes "First, you have";
+ mes "to become a well";
+ mes "experienced Swordman";
+ mes "before you can consider";
+ mes "becoming a Knight.";
+ close;
+ }
+ else {
+ mes "Offense and defense.";
+ mes "Is there a way to have both without compromising one or the other?";
+ next;
+ mes "[Sir Siracuse]";
+ mes "Two-handed weapons greatly";
+ mes "improve your offense but decrease your defenses. Is there something that can overcome this weakness?";
+ next;
+ mes "[Sir Siracuse]";
+ mes "A weapon or some sort";
+ mes "of technique like that";
+ mes "would help Knights greatly...";
+ close;
+ }
+ }
+ if (KNIGHT_Q == 0) {
+ mes "Offense and defense.";
+ mes "Is there a way to have both without compromising one or the other?";
+ next;
+ mes "[Sir Siracuse]";
+ mes "Two-handed weapons greatly";
+ mes "improve your offense but decrease your defenses. Is there something that can overcome this weakness?";
+ next;
+ mes "[Sir Siracuse]";
+ mes "A weapon or some sort";
+ mes "of technique like that";
+ mes "would help Knights greatly...";
+ close;
+ }
+ else if (KNIGHT_Q == 1) {
+ mes "Eh?";
+ mes "Do you have";
+ mes "something to";
+ mes "ask me?";
+ next;
+ if (select("I would like to take the test to change jobs.:Oh, nothing.") == 1) {
+ mes "[Sir Siracuse]";
+ mes "Oh, to become";
+ mes "a Knight? Come to";
+ mes "think of it, aren't";
+ mes "you the "+((Sex)?"guy":"girl")+" that";
+ mes "just applied?";
+ next;
+ mes "[Sir Siracuse]";
+ mes "Let's see...";
+ mes "Your name was";
+ mes strcharinfo(0) + ".";
+ next;
+ mes "[Sir Siracuse]";
+ mes "But, before you come to me, you must visit the others. The way";
+ mes "I see it, you haven't proven that you know the basics. But I'll";
+ mes "reconsider once you";
+ mes "pass the first test.";
+ close;
+ }
+ mes "[Sir Siracuse]";
+ mes "Hmmm...?";
+ mes "Alright.";
+ mes "It's just that";
+ mes "you had that";
+ mes "look on your";
+ mes "face.";
+ close;
+ }
+ else if (KNIGHT_Q == 2 || KNIGHT_Q == 3) {
+ mes "Eh?";
+ mes "Do you have";
+ mes "something to";
+ mes "ask me?";
+ next;
+ if (select("I would like to take the test to change jobs.:Oh, nothing.") == 1) {
+ mes "[Sir Siracuse]";
+ mes "Hahaha~!";
+ mes "Aren't you supposed to be taking Andrew's test? You can't just skip that, you know! All of our tests are important.";
+ next;
+ mes "[Sir Siracuse]";
+ mes "Speak to Sir Andrew first.";
+ mes "My test for you will come after you've finished his test.";
+ close;
+ }
+ mes "[Sir Siracuse]";
+ mes "Hmmm...?";
+ mes "Alright.";
+ mes "It's just that";
+ mes "you had that";
+ mes "look on your";
+ mes "face.";
+ close;
+ }
+ else if (KNIGHT_Q == 4 || KNIGHT_Q == 5) {
+ if (KNIGHT_Q == 4) {
+ mes "Oh?";
+ mes "Do you have";
+ mes "something to";
+ mes "ask me?";
+ next;
+ if (select("Sir Andrew sent me to take your test.:Oh, nothing.") == 1) {
+ mes "[Sir Siracuse]";
+ mes "I see, you've passed the first test. Very well, I'll make some time for you. Let me introduce myself. My name is James Siracuse.";
+ next;
+ mes "[Sir Siracuse]";
+ mes "This test will measure how much you know about Knighthood. More importantly, I want to know your thoughts about honor.";
+ next;
+ mes "[Sir Siracuse]";
+ mes "Don't be nervous, I won't keep you too long. These will be quick questions. Plus, you still have to see the others, right?";
+ next;
+ mes "[Sir Siracuse]";
+ mes "Well then,";
+ mes "let's begin.";
+ mes "Please answer";
+ mes "promptly.";
+ next;
+ }
+ else {
+ mes "[Sir Siracuse]";
+ mes "Hmmm...?";
+ mes "Alright.";
+ mes "It's just that";
+ mes "you had that";
+ mes "look on your";
+ mes "face.";
+ close;
+ }
+ }
+ else if (KNIGHT_Q == 5) {
+ mes "What...";
+ mes "You again?";
+ next;
+ if (select("I wish to take the test again.:Oh, nothing.") == 1) {
+ mes "[Sir Siracuse]";
+ mes "Is that right?";
+ mes "Are you sure you're";
+ mes "prepared this time?";
+ next;
+ mes "[Sir Siracuse]";
+ mes "Alright then,";
+ mes "here we go again...";
+ next;
+ }
+ else {
+ mes "[Sir Siracuse]";
+ mes "Hmmm...?";
+ mes "Alright.";
+ mes "It's just that";
+ mes "you had that";
+ mes "look on your";
+ mes "face.";
+ close;
+ }
+ }
+ mes "[Sir Siracuse]";
+ mes "A Knight must possess great strength, defense, speed, and the skill to wield a Two-Handed Sword. Which of the following weapons are not affected by the Two Hand Quicken skill?";
+ next;
+ if (select("Katana:Slayer:Broadsword:Flamberge") != 4) {
+ set KNIGHT_Q,5;
+ mes "[Sir Siracuse]";
+ mes "Wrong!";
+ mes "That's a Two-Handed Sword!";
+ mes "Are you sure you want to be a Knight? You don't even know the basics...";
+ next;
+ mes "[Sir Siracuse]";
+ mes "If you're not sure about anything, go into town and ask any Knight. You need to learn more about Knights before applying for the job!";
+ close;
+ }
+ mes "[Sir Siracuse]";
+ mes "Good, now let me ask about some skills. Which of the following is not necessary to learn Bowling Bash?";
+ next;
+ if (select("Two Handed Sword Mastery Lv.5:Magnum Break Lv.3:Provoke Lv.10:Bash Lv.10") != 3) {
+ set KNIGHT_Q,5;
+ mes "[Sir Siracuse]";
+ mes "Wrong!";
+ mes "You need that to learn Bowling Bash! You should learn more about the Knight class before applying for the job!";
+ close;
+ }
+ mes "[Sir Siracuse]";
+ mes "Knights can also use Spears, unlike other jobs, and have skills related to Spears as well. What skills are not necessary to learn the skill Brandish Spear?";
+ next;
+ if (select("Pierce Lv.5:Spear Stab Lv.3:Spear Boomerang Lv.3:Peco Peco Ride Lv.1") != 3) {
+ set KNIGHT_Q,5;
+ mes "[Sir Siracuse]";
+ mes "Wrong! You need to learn that to learn Brandish Spear! How can you not know about Knights if you want to become one?";
+ next;
+ mes "[Sir Siracuse]";
+ mes "If you aren't sure about anything, go into town and ask any Knight";
+ mes "for help. Come back after you've learned more about Knights.";
+ close;
+ }
+ mes "[Sir Siracuse]";
+ mes "Some Spears also have magical attributes, just like spells. Of the following, which can attack a Nightmare, which has the Ghost attribute?";
+ next;
+ if (select("Zephyrus:Lance:Bill Guisarme:Crescent Scythe") != 1) {
+ set KNIGHT_Q,5;
+ mes "[Sir Siracuse]";
+ mes "Wrong! You'll be doing absolutely no damage with that type of Spear! Come back after you've learned more about Knights!";
+ next;
+ mes "[Sir Siracuse]";
+ mes "If you have a question, just ask any Knight in town. This is basic knowledge for us!";
+ close;
+ }
+ mes "[Sir Siracuse]";
+ mes "When you become a Knight you can ride a Peco Peco. However, your attack speed decreases once you're mounted on a Peco Peco.";
+ next;
+ mes "[Sir Siracuse]";
+ mes "But, you can counter this speed decrease as you learn the Cavalier Mastery skill. What percentage of your normal attack speed will you have after learning Level 3 Cavalier Mastery?";
+ next;
+ if (select("70 % of normal attack speed:80 % of normal attack speed:90 % of normal attack speed:100 % of normal attack speed") != 2) {
+ set KNIGHT_Q,5;
+ mes "[Sir Siracuse]";
+ mes "Wrong!";
+ mes "Don't bother riding a Peco Peco if you don't know about Cavalier Mastery!";
+ next;
+ mes "[Sir Siracuse]";
+ mes "You better come back after you've learned a little more about Knights!";
+ close;
+ }
+ mes "[Sir Siracuse]";
+ mes "Good, good...";
+ mes "I'm pretty sure you know a decent amount about Knights. Now, let me ask you some personal questions about Knights.";
+ next;
+ mes "[Sir Siracuse]";
+ mes "What should you do when you run into a Novice asking for help in town?";
+ next;
+ switch(select("Tell the Novice of a reasonable hunting area.:Let the Novice fight while you take the damage.:Give the Novice a bunch of Zeny and items.")) {
+ case 1:
+ mes "[Sir Siracuse]";
+ mes "Of course, even a Novice needs to learn how to be independent. Giving good guidance to Novices is one of the best things we can do.";
+ next;
+ break;
+ case 2:
+ set KNIGHT_Q,5;
+ mes "[Sir Siracuse]";
+ mes "You have the wrong idea. Do you really believe that is helping the Novice? Give a man a fish, he will eat for a day. Teach him to fish, he will eat for a lifetime!";
+ close;
+ case 3:
+ set KNIGHT_Q,5;
+ mes "[Sir Siracuse]";
+ mes "Do you really believe that this will truly help the poor Novice? It's generous but, they will not know the true value of zeny and items until they earn it themselves.";
+ close;
+ }
+ mes "[Sir Siracuse]";
+ mes "Alright...";
+ mes "Now, how should";
+ mes "you act within";
+ mes "a party?";
+ next;
+ switch(select("Protect everyone in the front of the battle.:Gather monsters and destroy them at once.:Get as many items possible, at all cost.")) {
+ case 1:
+ mes "[Sir Siracuse]";
+ mes "That's it! Our strength and attacks are very important in a party. All Knights should engage in a battle with that mindset.";
+ next;
+ break;
+ case 2:
+ set KNIGHT_Q,5;
+ mes "[Sir Siracuse]";
+ mes "Are you crazy? Don't you realize the flaw in that kind of thinking? You can't control large mobs. What if they kill you? Who will protect the innocent?";
+ close;
+ case 3:
+ set KNIGHT_Q,5;
+ mes "[Sir Siracuse]";
+ mes "I see your greed and we will have none of it here! It seems you do not truly care for others!";
+ mes "Get lost!";
+ close;
+ }
+ mes "[Sir Siracuse]";
+ mes "Lastly...";
+ mes "what's the most";
+ mes "important value";
+ mes "a Knight must have?";
+ next;
+ switch(select("Honor:Wealth:Status")) {
+ case 1:
+ mes "[Sir Siracuse]";
+ mes "Right, above all else, Knights must be honorable! We live and die for honor! Always keep that in mind.";
+ next;
+ break;
+ case 2:
+ set KNIGHT_Q,5;
+ mes "[Sir Siracuse]";
+ mes "You're scum! You strive to become a Knight for personal wealth? Get lost! We will not accept someone like you in our Chivalry!";
+ close;
+ case 3:
+ set KNIGHT_Q,5;
+ mes "[Sir Siracuse]";
+ mes "So you're trying to become famous through the Chivalry? That's pathetic. We won't accept someone like you in our Chivalry!";
+ close;
+ }
+ set KNIGHT_Q,6;
+ changequest 9003,9004;
+ mes "[Sir Siracuse]";
+ mes "Well then,";
+ mes "this is the";
+ mes "end of my test.";
+ next;
+ mes "[Sir Siracuse]";
+ mes "For your next";
+ mes "test, please go";
+ mes "see Sir Windsor.";
+ mes "He's very quiet,";
+ mes "but don't let that";
+ mes "get to you.";
+ close;
+ }
+ else if (KNIGHT_Q == 6) {
+ mes "Oh?";
+ mes "Do you have";
+ mes "something to";
+ mes "ask me?";
+ next;
+ if (select("I would like to take the test to change jobs.:Oh, nothing.") == 1) {
+ mes "[Sir Siracuse]";
+ mes "Hey...";
+ mes "You already took my test, didn't you? You're done here. You should go visit Sir Windsor now...";
+ close;
+ }
+ mes "[Sir Siracuse]";
+ mes "Hmmm...?";
+ mes "Alright.";
+ mes "It's just that";
+ mes "you had that";
+ mes "look on your";
+ mes "face.";
+ close;
+ }
+ else if (KNIGHT_Q == 14) {
+ mes "Mmm...?";
+ mes "You finished";
+ mes "everyone else's";
+ mes "tests as well?";
+ next;
+ mes "[Sir Siracuse]";
+ mes "Well then,";
+ mes "go and see the";
+ mes "captain. We'll all";
+ mes "be there to evaluate";
+ mes "your performance.";
+ close;
+ }
+ else {
+ mes "Hey again.";
+ mes "Did you need something?";
+ mes "Sorry, but I'm busy at the moment. You should go and finish the rest of your tests.";
+ close;
+ }
+}
+
+prt_in,79,94,4 script Sir Windsor#knt 733,{
+ mes "[Sir Windsor]";
+ mes "...";
+ next;
+ mes "[Sir Windsor]";
+ mes "...";
+ mes "......";
+ next;
+ mes "[Sir Windsor]";
+ if (BaseJob != Job_Swordman) {
+ if (BaseJob == Job_Knight) mes "Protect.";
+ else if (BaseClass == Job_Novice) {
+ mes "...Go play";
+ mes "outside.";
+ }
+ else mes "...Hmpf.";
+ close;
+ }
+ if (KNIGHT_Q == 0) {
+ mes "...What?";
+ close;
+ }
+ else if (KNIGHT_Q >= 1 && KNIGHT_Q <= 5) {
+ mes "...What?";
+ next;
+ if (select("I would like to take the test to change jobs.:Oh, nothing.") == 1) {
+ mes "[Sir Windsor]";
+ mes "...";
+ next;
+ mes "[Sir Windsor]";
+ mes "...";
+ mes "......";
+ next;
+ mes "[Sir Windsor]";
+ mes "...It's not my turn.";
+ close;
+ }
+ mes "[Sir Windsor]";
+ mes "...";
+ close;
+ }
+ else if (KNIGHT_Q == 6 || KNIGHT_Q == 7) {
+ if (KNIGHT_Q == 6) {
+ set .@mes$,"Sir Siracuse sent me to you.:Oh, nothing.";
+ mes ".....What?";
+ next;
+ }
+ else {
+ set .@mes$,"I want to try again!:...";
+ next;
+ }
+ if (select(.@mes$) == 1) {
+ mes "[Sir Windsor]";
+ mes "...";
+ next;
+ set KNIGHT_Q,7;
+ if (checkquest(9004) != -1) {
+ changequest 9004,9005;
+ }
+ mes "[Sir Windsor]";
+ mes "...";
+ mes "......";
+ next;
+ mes "[Sir Windsor]";
+ if (KNIGHT_Q == 6)
+ mes "...Follow me.";
+ else {
+ mes "...Fine.";
+ next;
+ mes "[Sir Windsor]";
+ mes "...This way.";
+ }
+ close2;
+ if(checkquest(9006) == -1) changequest 9005,9006;
+ warp "job_knt",89,101;
+ end;
+ }
+ mes "[Sir Windsor]";
+ mes "...";
+ close;
+ }
+ else if (KNIGHT_Q == 14) {
+ mes "...Talk to";
+ mes "the captain.";
+ close;
+ }
+ else {
+ mes "...You're";
+ mes "done here.";
+ close;
+ }
+}
+
+// Test 2 part 1
+//==========================================================
+job_knt,89,106,4 script Knight Windsor#knt 733,{
+ mes "[Sir Windsor]";
+ mes "...";
+ next;
+ mes "[Sir Windsor]";
+ mes "...";
+ mes "......";
+ next;
+ mes "[Sir Windsor]";
+ mes "...Question?";
+ next;
+ set .@i, select("What kind of test is this?:How do I take the test?:I'd like to leave.:No.");
+ mes "[Sir Windsor]";
+ mes "...";
+ if (.@i == 4) close;
+ next;
+ mes "[Sir Windsor]";
+ mes "...";
+ mes "......";
+ switch(.@i) {
+ case 1:
+ next;
+ mes "[Sir Windsor]";
+ mes "...You fight monsters.";
+ next;
+ mes "[Sir Windsor]";
+ mes "...Kill them all.";
+ next;
+ mes "[Sir Windsor]";
+ mes "...";
+ next;
+ mes "[Sir Windsor]";
+ mes "...Three stages.";
+ mes "Beat them all.";
+ next;
+ mes "[Sir Windsor]";
+ mes "......3 minutes";
+ mes "for each stage.";
+ next;
+ mes "[Sir Windsor]";
+ mes "..........";
+ close;
+ case 2:
+ next;
+ mes "[Sir Windsor]";
+ mes "...Go in the";
+ mes "waiting room.";
+ next;
+ mes "[Sir Windsor]";
+ mes "...Then it";
+ mes "will begin.";
+ next;
+ mes "[Sir Windsor]";
+ mes "...";
+ next;
+ mes "[Sir Windsor]";
+ mes "...You have to wait";
+ mes "if someone is testing.";
+ next;
+ mes "[Sir Windsor]";
+ mes "...You can go in";
+ mes "after that person.";
+ next;
+ mes "[Sir Windsor]";
+ mes "...";
+ close;
+ case 3:
+ close2;
+ warp "prt_in",80,100;
+ end;
+ }
+}
+
+job_knt,89,106,4 script Windsor Benedict#knt 733,{
+OnInit:
+ disablenpc "Windsor Benedict#knt";
+ waitingroom "Waiting Room",20,"Windsor Benedict#knt::OnStartArena",1;
+ enablewaitingroomevent;
+ end;
+
+OnStartArena:
+ killmonster "job_knt", "Knight1::OnMyMobDead";
+ killmonster "job_knt", "Knight2::OnMyMobDead";
+ killmonster "job_knt", "Knight3::OnMyMobDead";
+ warpwaitingpc "job_knt",43,146;
+ donpcevent "Knight1::OnEnable";
+ disablewaitingroomevent;
+ end;
+
+OnStart:
+ enablewaitingroomevent;
+ end;
+}
+
+- script Knight1 -1,{
+OnInit:
+ disablenpc "Knight1";
+ end;
+
+OnEnable:
+ enablenpc "Knight1";
+ set .MyMobs,8;
+ monster "job_knt",43,137,"Piere",1160,1,"Knight1::OnMyMobDead";
+ monster "job_knt",43,137,"Andre",1095,1,"Knight1::OnMyMobDead";
+ monster "job_knt",43,137,"Deniro",1105,1,"Knight1::OnMyMobDead";
+ monster "job_knt",43,155,"Piere",1160,1,"Knight1::OnMyMobDead";
+ monster "job_knt",43,155,"Andre",1095,1,"Knight1::OnMyMobDead";
+ monster "job_knt",43,155,"Deniro",1105,1,"Knight1::OnMyMobDead";
+ monster "job_knt",35,146,"Argos",1100,1,"Knight1::OnMyMobDead";
+ monster "job_knt",52,146,"Argos",1100,1,"Knight1::OnMyMobDead";
+ initnpctimer;
+ end;
+
+OnDisable:
+ killmonster "job_knt", "Knight1::OnMyMobDead";
+ disablenpc "Knight1";
+ end;
+
+OnMyMobDead:
+ set .MyMobs,.MyMobs-1;
+ if (.MyMobs < 1) {
+ mes "[Sir Windsor]";
+ mes "...";
+ next;
+ mes "[Sir Windsor]";
+ mes "...On to";
+ mes "the next level.";
+ close2;
+ warp "job_knt",43,52;
+ donpcevent "Knight1::OnDisable";
+ donpcevent "Knight2::OnEnable";
+ stopnpctimer;
+ }
+ end;
+
+OnTimer180000:
+ donpcevent "Knight1::OnDisable";
+ end;
+
+OnTimer181000:
+ areawarp "job_knt", 24, 126, 63, 165, "prt_in",80,100;
+ end;
+
+OnTimer182000:
+ stopnpctimer;
+ donpcevent "Knight1::OnDisable";
+ donpcevent "Windsor Benedict#knt::OnStart";
+ end;
+}
+
+// Test 2 part 2
+//==========================================================
+- script Knight2 -1,{
+OnInit:
+ disablenpc "Knight2";
+ end;
+
+OnEnable:
+ enablenpc "Knight2";
+ set .MyMobs,6;
+ monster "job_knt",53,52,"Frilldora",1119,1,"Knight2::OnMyMobDead";
+ monster "job_knt",34,52,"Frilldora",1119,1,"Knight2::OnMyMobDead";
+ monster "job_knt",58,52,"Drainliar",1111,1,"Knight2::OnMyMobDead";
+ monster "job_knt",58,52,"Drainliar",1111,1,"Knight2::OnMyMobDead";
+ monster "job_knt",29,52,"Drainliar",1111,1,"Knight2::OnMyMobDead";
+ monster "job_knt",29,52,"Drainliar",1111,1,"Knight2::OnMyMobDead";
+ initnpctimer;
+ end;
+
+OnDisable:
+ killmonster "job_knt", "Knight2::OnMyMobDead";
+ disablenpc "Knight2";
+ end;
+
+OnMyMobDead:
+ set .MyMobs,.MyMobs-1;
+ if (.MyMobs < 1) {
+ mes "[Sir Windsor]";
+ mes "...Hmm.";
+ next;
+ mes "[Sir Windsor]";
+ mes "...One stage left.";
+ close2;
+ warp "job_knt",143,152;
+ donpcevent "Knight2::OnDisable";
+ donpcevent "Knight3::OnEnable";
+ stopnpctimer;
+ }
+ end;
+
+OnTimer180000:
+ donpcevent "Knight2::OnDisable";
+ end;
+
+OnTimer181000:
+ areawarp "job_knt", 24, 32, 63, 71, "prt_in",80,100;
+ end;
+
+OnTimer182000:
+ stopnpctimer;
+ donpcevent "Knight2::OnDisable";
+ donpcevent "Windsor Benedict#knt::OnStart";
+ end;
+}
+
+// Test 2 part 3
+//==========================================================
+- script Knight3 -1,{
+OnInit:
+ disablenpc "Knight3";
+ end;
+
+OnEnable:
+ enablenpc "Knight3";
+ set .MyMobs,5;
+ monster "job_knt",136,152,"Goblin",1122,1,"Knight3::OnMyMobDead";
+ monster "job_knt",150,152,"Goblin",1123,1,"Knight3::OnMyMobDead";
+ monster "job_knt",143,145,"Goblin",1124,1,"Knight3::OnMyMobDead";
+ monster "job_knt",143,167,"Goblin",1125,1,"Knight3::OnMyMobDead";
+ monster "job_knt",139,167,"Goblin",1126,1,"Knight3::OnMyMobDead";
+ initnpctimer;
+ end;
+
+OnDisable:
+ killmonster "job_knt", "Knight3::OnMyMobDead";
+ disablenpc "Knight3";
+ end;
+
+OnMyMobDead:
+ set .MyMobs,.MyMobs-1;
+ if (.MyMobs < 1) {
+ mes "[Sir Windsor]";
+ mes "...";
+ next;
+ mes "[Sir Windsor]";
+ mes "...Very good.";
+ next;
+ mes "[Sir Windsor]";
+ mes "...Go talk to";
+ mes "Amy Beatrice now.";
+ close2;
+ set KNIGHT_Q,8;
+ if(checkquest(9007) == -1) {
+ changequest 9006,9007;
+ }
+ warp "prt_in",80,100;
+ donpcevent "Knight3::OnDisable";
+ donpcevent "Windsor Benedict#knt::OnStart";
+ stopnpctimer;
+ }
+ end;
+
+OnTimer180000:
+ donpcevent "Knight3::OnDisable";
+ end;
+
+OnTimer181000:
+ areawarp "job_knt", 124, 132, 163, 171, "prt_in",80,100;
+ end;
+
+OnTimer182000:
+ stopnpctimer;
+ donpcevent "Knight3::OnDisable";
+ donpcevent "Windsor Benedict#knt::OnStart";
+ end;
+}
+
+// Test 3 (Manners)
+//==========================================================
+prt_in,69,107,6 script Lady Amy#knt 728,{
+ mes "[Lady Amy]";
+ if (BaseJob != Job_Swordman) {
+ if (BaseJob == Job_Knight) {
+ mes "Oh...!";
+ mes "I wonder, why";
+ mes "have you come";
+ mes "to visit me?";
+ next;
+ mes "[Lady Amy]";
+ mes "You're not having";
+ mes "trouble as a Knight,";
+ mes "are you? Well, I think";
+ mes "you're doing well~";
+ next;
+ mes "[Lady Amy]";
+ mes "Of course~";
+ mes "You're a member of";
+ mes "the Prontera Chivalry~";
+ close;
+ }
+ else if (BaseClass == Job_Novice) {
+ mes "Aww~";
+ mes "What a cute";
+ mes "little Novice!";
+ mes "Soooooo cute!";
+ next;
+ mes "[Lady Amy]";
+ mes "Heh heh...";
+ mes "Are you interested";
+ mes "in becoming a Knight";
+ mes "later on? You'd be";
+ mes "a great Knight~";
+ next;
+ mes "[Lady Amy]";
+ mes "Remember, you're";
+ mes "going to be a Knight,";
+ mes "alright? Promise?";
+ close;
+ }
+ else {
+ mes "Welcome to";
+ mes "the Prontera Chivalry~";
+ next;
+ mes "[Lady Amy]";
+ mes "We're only Knights,";
+ mes "but hope you enjoy";
+ mes "your stay here.";
+ mes "Heh heh~";
+ close;
+ }
+ }
+ if (KNIGHT_Q == 0) {
+ mes "Ooh, you're";
+ mes "a Swordsman...?";
+ mes "Did you come to";
+ mes "change jobs to";
+ mes "a Knight?";
+ next;
+ mes "[Lady Amy]";
+ mes "To apply, talk";
+ mes "to the captain";
+ mes "all the way over";
+ mes "there. Hee hee~";
+ close;
+ }
+ else if (KNIGHT_Q >= 1 && KNIGHT_Q <= 7) {
+ mes "Hmmm?";
+ mes "Why did you";
+ mes "come to Amy?";
+ next;
+ if (select("I would like to take the test to change jobs.:Oh, nothing.") == 1) {
+ mes "[Lady Amy]";
+ mes "Mmm~";
+ mes "You applied to change jobs! Okay! You'll soon be a Knight with that kind of determination!";
+ next;
+ mes "[Lady Amy]";
+ mes "But...";
+ mes "You have to go";
+ mes "to the other Knights";
+ mes "before talking to Amy.";
+ next;
+ mes "[Lady Amy]";
+ mes "I'd love to test";
+ mes "you from the beginning,";
+ mes "but I'm not allowed to.";
+ mes "Hee hee~";
+ close;
+ }
+ mes "[Lady Amy]";
+ mes "Aww~";
+ mes "Alright...";
+ close;
+ }
+ else if ((KNIGHT_Q == 8) || (KNIGHT_Q == 9)){
+ if (KNIGHT_Q == 8) {
+ mes "Hmmm?";
+ mes "Why did you";
+ mes "come to Amy?";
+ next;
+ if (select("Sir Windsor told me to--:Oh, nothing.") == 1) {
+ if(checkquest(9008) == -1) changequest 9007,9008;
+ mes "[Lady Amy]";
+ mes "Oh!";
+ mes "No need to say";
+ mes "anything more.";
+ mes "Welcome! It's time";
+ mes "to take Amy's test!";
+ next;
+ mes "[Lady Amy]";
+ mes "My name is Amy Beatrice,";
+ mes "a proud Lady Knight of the Prontera Chivalry. Amy's test will test your etiquette as a Knight~";
+ next;
+ mes "[Lady Amy]";
+ mes "I'll tell you a story and you choose an answer whenever";
+ mes "I ask a question. Your etiquette will be judged on your answers.";
+ next;
+ mes "[Lady Amy]";
+ mes "So listen carefully";
+ mes "and answer as if you're";
+ mes "already a Knight, okay?";
+ next;
+ mes "[Lady Amy]";
+ mes "Then,";
+ mes "let's begin!";
+ next;
+ }
+ else {
+ mes "[Lady Amy]";
+ mes "Aww...";
+ mes "Alright~";
+ close;
+ }
+ }
+ else if (KNIGHT_Q == 9) {
+ mes "Hmmm?";
+ mes "Why did you";
+ mes "come to Amy?";
+ next;
+ if (select("I would like to take the test to change jobs.:Oh, nothing.") == 1) {
+ mes "[Lady Amy]";
+ mes "Mmm~?";
+ mes "Have you learned";
+ mes "what you did wrong";
+ mes "last time? If you";
+ mes "fail again, I'm going";
+ mes "to be mad!";
+ next;
+ mes "[Lady Amy]";
+ mes "So listen carefully";
+ mes "and answer as if you";
+ mes "are a Knight.";
+ mes "Well then,";
+ mes "let's begin!";
+ next;
+ mes "[Lady Amy]";
+ mes "You are a Knight and you are looking for a party in Morroc.";
+ mes "How would you go about doing so?";
+ next;
+ }
+ else {
+ mes "[Lady Amy]";
+ mes "Aww...";
+ mes "Alright~";
+ close;
+ }
+ }
+ mes "You are a Knight and you are looking for a party in Morroc.";
+ mes "How would you go about doing so?";
+ next;
+ if (select("Shout out that you are looking for a party.:Open a chat room and wait.:Look for people seeking Knights.") != 1)
+ set .@knight_t,.@knight_t+10;
+ mes "[Lady Amy]";
+ mes "You have formed a party with equal leveled players. There's a Priest, a Wizard, a Hunter, an Assassin, and a Blacksmith...";
+ next;
+ mes "[Lady Amy]";
+ mes "The six of you decide to go hunt and have decided to go to the Pyramids.";
+ next;
+ mes "[Lady Amy]";
+ mes "You reach Level 4";
+ mes "of the Pyramids";
+ mes "with your party.";
+ mes "What should you do?";
+ next;
+ if (select("Check out the area and plan ahead.:Gather monsters for your party members.:Lead the party slowly at the front.") != 2)
+ set .@knight_t,.@knight_t+10;
+ mes "[Lady Amy]";
+ mes "But some rude players came with a group of monsters and disappeared! What should you do?";
+ next;
+ if (select("Keep the monsters from reaching the party.:Defend while the party retreats.:Run away on your Peco Peco.") == 2)
+ set .@knight_t,.@knight_t+10;
+ mes "[Lady Amy]";
+ mes "Luckily, you all lived through the crisis. But as you walk, you find a person, who is not in your party, collapsed on the ground.";
+ next;
+ mes "[Lady Amy]";
+ mes "The person is asking politely for help. What should you do?";
+ next;
+ if (select("Ask your party's Priest to help.:Say you will help for Zeny.:Ignore and move on.") == 1)
+ set .@knight_t,.@knight_t+10;
+ mes "[Lady Amy]";
+ mes "You must bid farewell to your party members because you must go somewhere else.";
+ next;
+ mes "[Lady Amy]";
+ mes "But you find";
+ mes "a rare item during";
+ mes "the battle. What";
+ mes "should you do?";
+ next;
+ if(select("Give it to who deserves it the most.:Pretend like nothing happened and keep it.:Decide with party who gets it.") != 2)
+ set .@knight_t,.@knight_t+10;
+ mes "[Lady Amy]";
+ mes "You end up with the item and you go to Prontera to sell it. There are many people with shops and chat rooms opened selling items.";
+ next;
+ mes "[Lady Amy]";
+ mes "What should you";
+ mes "do to sell your item?";
+ next;
+ if (select("Shout out loud to everyone.:Open a chat room and wait.:Inquire if there is anyone that is interested.") == 3)
+ set .@knight_t,.@knight_t+10;
+ mes "[Lady Amy]";
+ mes "While you are waiting,";
+ mes "someone comes and begs";
+ mes "for items and zeny.";
+ mes "What do you do?";
+ next;
+ if (select("Give them some Zeny and items.:Simply ignore them.:Give suggestions for a place to hunt.") == 3)
+ set .@knight_t,.@knight_t+10;
+ mes "[Lady Amy]";
+ mes "Now you decide to go to the Hidden Temple by yourself. You happily ride on your Peco Peco.";
+ next;
+ mes "[Lady Amy]";
+ mes "But you run into";
+ mes "someone that is lost.";
+ mes "What should you do?";
+ next;
+ if(select("Tell the person how to reach the exit.:Lead the person to the exit.:Give a Butterfly Wing.") != 3)
+ set .@knight_t,.@knight_t+10;
+ mes "[Lady Amy]";
+ mes "You've been hunting for a while, and now you're low on HP!";
+ mes "It's red now, which is very dangerous.";
+ next;
+ mes "[Lady Amy]";
+ mes "Ah, then a Priest";
+ mes "happens to walk by.";
+ mes "How would you ask";
+ mes "the Priest for a Heal?";
+ next;
+ if (select("Would it be possible to get a heal please?:Can I have a heal?:Heal plz!!") == 1)
+ set .@knight_t,.@knight_t+10;
+ mes "[Lady Amy]";
+ mes "You are now very";
+ mes "exhausted and it's time";
+ mes "to go back to town.";
+ next;
+ mes "[Lady Amy]";
+ mes "You then find";
+ mes "a rare item on";
+ mes "the street.";
+ mes "What should";
+ mes "you do?";
+ next;
+ if (select("Pick it up and keep it.:Ask around to find the owner.:Simply walk by.") != 1)
+ set .@knight_t,.@knight_t+10;
+ mes "[Lady Amy]";
+ mes "Okay,";
+ mes "that was the";
+ mes "end of my test!";
+ next;
+ mes "[Lady Amy]";
+ if (.@knight_t == 100) {
+ set KNIGHT_Q,10;
+ changequest 9008,9009;
+ mes "Well done, that kind of mentality is needed for a Knight! For your next test, visit Sir Edmond, please~";
+ next;
+ mes "[Lady Amy]";
+ mes "I'll have nice comments about you for the captain. Do well on the tests you have left, okay?";
+ close;
+ }
+ else if (.@knight_t == 90) {
+ set KNIGHT_Q,10;
+ changequest 9008,9009;
+ mes "Well, it wasn't perfect,";
+ mes "but I think you know enough";
+ mes "about etiquette to be";
+ mes "a fine Knight.";
+ next;
+ mes "[Lady Amy]";
+ mes "Now, it's time for you to go to Sir Edmond for your next test. Do well on the rest of your tests. You better promise~";
+ close;
+ }
+ set KNIGHT_Q,9;
+ mes "Mmm...";
+ mes "To be honest, I don't think your attitude is good enough to be a Knight quite yet.";
+ next;
+ mes "[Lady Amy]";
+ mes "If you really act like that, everyone will think Knights are rude! Think about how you answered my questions and come again later.";
+ next;
+ mes "[Lady Amy]";
+ mes "If you want,";
+ mes "I'll let you";
+ mes "retake the test, okay?";
+ close;
+ }
+ else if (KNIGHT_Q == 10) {
+ mes "Hmmm?";
+ mes "Why did you";
+ mes "come to Amy?";
+ next;
+ mes "[Lady Amy]";
+ mes "You have to go to";
+ mes "Sir Edmond for your";
+ mes "next test, okay?";
+ close;
+ }
+ else if (KNIGHT_Q == 14) {
+ mes "Wow~";
+ mes "Now it's time for";
+ mes "everyone to decide";
+ mes "on your job change!";
+ next;
+ mes "[Lady Amy]";
+ mes "Let's go talk to our";
+ mes "captain. Don't worry";
+ mes "too much. It should";
+ mes "be okay.";
+ close;
+ }
+ else {
+ mes "Hmmm?";
+ mes "Why did you";
+ mes "come to Amy?";
+ next;
+ mes "[Lady Amy]";
+ mes "You still have";
+ mes "other tests to take.";
+ mes "Hurry and finish~";
+ close;
+ }
+}
+
+// Test 4 (patience)
+//==========================================================
+prt_in,70,99,6 script Sir Edmond#knt 734,{
+ mes "[Sir Edmond]";
+ if (BaseJob != Job_Swordman) {
+ if (BaseJob == Job_Knight) {
+ mes "Think of your";
+ mes "mind as if it were";
+ mes "flowing water.";
+ next;
+ mes "[Sir Edmond]";
+ mes "Flowing water";
+ mes "avoids obstacles,";
+ mes "going on its way...";
+ next;
+ mes "[Sir Edmond]";
+ mes "Knights must be";
+ mes "able to pass things,";
+ mes "like calm water, in";
+ mes "any situation.";
+ close;
+ }
+ else if (BaseClass == Job_Novice) {
+ mes "Trees with deep roots don't sway with the wind. The fact that powerful skills must be built on strong basics is immutable...";
+ next;
+ mes "[Sir Edmond]";
+ mes "Your future";
+ mes "can even be";
+ mes "decided now...";
+ close;
+ }
+ else {
+ mes "Everything in this world exists in harmony. Living without disrupting this harmony is the right way to live...";
+ close;
+ }
+ }
+ if (KNIGHT_Q == 0) {
+ mes "Those with ominous thoughts will only dream such dreams. It's better to have no dreams at all than to have dreams of sadness and despair.";
+ close;
+ }
+ else if (KNIGHT_Q >= 1 && KNIGHT_Q <= 9) {
+ mes "What is it...";
+ mes "Wandering Swordman?";
+ next;
+ if (select("I would like to take the test to change jobs.:Oh, nothing.") == 1) {
+ mes "[Sir Edmond]";
+ mes "A seed must first be nestled";
+ mes "in the earth before the seed may sprout. Then, the sprout must grow leaves before its buds blossom into flowers...";
+ next;
+ mes "[Sir Edmond]";
+ mes "If not...";
+ mes "The flower will";
+ mes "be incomplete.";
+ next;
+ mes "[Sir Edmond]";
+ mes "Go to the others";
+ mes "first, so that you";
+ mes "may find your path...";
+ close;
+ }
+ mes "[Sir Edmond]";
+ mes "The life that you";
+ mes "want will soon be";
+ mes "before your eyes.";
+ mes "Everything will";
+ mes "come in perfect";
+ mes "order.";
+ close;
+ }
+ else if (KNIGHT_Q == 10) {
+ mes "What is it...";
+ mes "Wandering Swordman.";
+ next;
+ if (select("Lady Amy sent me.:Oh, nothing.") == 1) {
+ mes "[Sir Edmond]";
+ mes "It is now time to take my test. Please do your best, as you have done on the other tests.";
+ next;
+ mes "[Sir Edmond]";
+ mes "My name is";
+ mes "Edmond Groster.";
+ mes "I am a member of";
+ mes "the Prontera Chivalry.";
+ next;
+ mes "[Sir Edmond]";
+ mes "Knights are in the position for others to follow. Therefore, you must modestly think about the world's order and have the personality to fit the role you will play.";
+ next;
+ mes "[Sir Edmond]";
+ mes "You must not make careless decisions. Your will should bend as the reeds or be as firm as stone when the situation calls for it.";
+ next;
+ mes "[Sir Edmond]";
+ mes "You must not kill monsters without reason and not take joy in doing so. Take this time to quietly think about this on your own...";
+ next;
+ mes "[Sir Edmond]";
+ mes "Then, we shall";
+ mes "begin the test.";
+ mes "Keep in mind";
+ mes "the quality of";
+ mes "reverence.";
+ close2;
+ set KNIGHT_Q,11;
+ changequest 9009,9010;
+ warp "job_knt",143,57;
+ end;
+ }
+ mes "[Sir Edmond]";
+ mes "The life you want";
+ mes "will soon be before";
+ mes "your eyes.";
+ close;
+ }
+ else if (KNIGHT_Q == 11) {
+ mes "What is it...";
+ mes "Wandering Swordman?";
+ next;
+ if (select("I'm sorry, I didn't mean to...:Oh, nothing.") == 1) {
+ mes "[Sir Edmond]";
+ mes "You were too careless in the last test. A Knight's sword exists to protect others, not to torment weaker monsters.";
+ next;
+ mes "[Sir Edmond]";
+ mes "In a world where everything exists in harmony, you can't have humans continuously destroying without purpose. This principle applies to the real world, not to this test alone.";
+ next;
+ mes "[Sir Edmond]";
+ mes "The test";
+ mes "shall begin.";
+ mes "Show me your";
+ mes "patience...";
+ close2;
+ warp "job_knt",143,57;
+ end;
+ }
+ mes "[Sir Edmond]";
+ mes "The life that you";
+ mes "want will soon be";
+ mes "before your eyes.";
+ mes "Everything will";
+ mes "come in perfect";
+ mes "order.";
+ close;
+ }
+ else if (KNIGHT_Q == 12 || KNIGHT_Q == 13) {
+ mes "I have seen your character for myself. It is now time for you to take the last test. Go and speak";
+ mes "to Sir Gray...";
+ close;
+ }
+ else {
+ mes "Go and speak";
+ mes "to our captain.";
+ mes "The time has come";
+ mes "for all of us to";
+ mes "evaluate your";
+ mes "performance.";
+ close;
+ }
+}
+
+job_knt,1,1,1 script Timer#knt 107,{
+OnTimer300000:
+ enablenpc "Warp#knt";
+ end;
+
+OnTimer300500:
+ donpcevent "Timer#knt::OnDisable";
+ disablenpc "Warp#knt";
+ end;
+
+OnTimer301500:
+ stopnpctimer;
+ donpcevent "Timer#knt::OnEnable";
+ end;
+
+OnInit:
+OnEnable:
+ enablenpc "Timer#knt";
+ monster "job_knt",141,57,"Poring",1002,1,"Timer#knt::OnMyMobDead";
+ monster "job_knt",145,57,"Poring",1002,1,"Timer#knt::OnMyMobDead";
+ monster "job_knt",143,55,"Poring",1002,1,"Timer#knt::OnMyMobDead";
+ monster "job_knt",143,59,"Poring",1002,1,"Timer#knt::OnMyMobDead";
+ monster "job_knt",141,55,"Lunatic",1063,1,"Timer#knt::OnMyMobDead";
+ monster "job_knt",141,59,"Lunatic",1063,1,"Timer#knt::OnMyMobDead";
+ monster "job_knt",145,55,"Lunatic",1063,1,"Timer#knt::OnMyMobDead";
+ monster "job_knt",145,59,"Lunatic",1063,1,"Timer#knt::OnMyMobDead";
+ monster "job_knt",139,57,"Chonchon",1011,1,"Timer#knt::OnMyMobDead";
+ monster "job_knt",147,57,"Chonchon",1011,1,"Timer#knt::OnMyMobDead";
+ monster "job_knt",143,53,"Chonchon",1011,1,"Timer#knt::OnMyMobDead";
+ monster "job_knt",143,61,"Chonchon",1011,1,"Timer#knt::OnMyMobDead";
+ //These monsters were out of bounds. Adjusted to put them in bounds.
+ monster "job_knt",165,54,"Mushroom",1182,1,"Timer#knt::OnMyMobDead";
+ monster "job_knt",165,57,"Mushroom",1182,1,"Timer#knt::OnMyMobDead";
+ monster "job_knt",122,54,"Mushroom",1182,1,"Timer#knt::OnMyMobDead";
+ monster "job_knt",122,57,"Mushroom",1182,1,"Timer#knt::OnMyMobDead";
+ initnpctimer;
+ end;
+
+OnDisable:
+ killmonster "job_knt","Timer#knt::OnMyMobDead";
+ disablenpc "Timer#knt";
+ disablenpc "Warp#knt";
+ end;
+
+OnMyMobDead:
+ warp "prt_fild05",353,251;
+ end;
+}
+
+job_knt,145,57,1 script Warp#knt 107,22,22,{
+OnInit:
+ disablenpc "Warp#knt";
+ end;
+OnTouch:
+ set KNIGHT_Q,12;
+ changequest 9010,9011;
+ warp "prt_in",80,100;
+ end;
+}
+
+// Test 5, and creates Claymores for knights
+//==========================================================
+prt_in,87,92,4 script Sir Gray#knt 119,{
+ mes "[Sir Gray]";
+ if (BaseJob != Job_Swordman) {
+ if (BaseJob == Job_Knight) {
+ mes "The glint of light";
+ mes "that shines off this blade cannot be put into words. This is the weapon every Knight must have.";
+ next;
+ mes "[Sir Gray]";
+ mes "Yes...";
+ mes "^3355FFClaymore^000000!";
+ mes "Every Knight";
+ mes "would want one!";
+ next;
+ switch(select("About ^3355FFClaymore^000000:Buy Claymore:End Conversation")) {
+ case 1:
+ mes "[Sir Gray]";
+ mes "Claymore, one of the best among the famous swords you can attain in Rune-Midgarts's Prontera!! Its value is priceless when considered by a Knight.";
+ next;
+ mes "[Sir Gray]";
+ mes "Now, the Prontera Chivalry is making these fabulous Claymores. For Knights, they are only ^3355FF74,000^000000 Zeny.";
+ next;
+ mes "[Sir Gray]";
+ mes "But not only that, you need";
+ mes "1 ^3355FFSteel^000000 because of the Claymore's characteristics. If you like, I can create one for you. For the honor of the Prontera Chivalry!";
+ close;
+ case 2:
+ set .@now_weight,MaxWeight-Weight;
+ if (.@now_weight < 1800) {
+ mes "[Sir Gray]";
+ mes "Oh no...";
+ mes "It seems that you are carrying too many things. You don't have enough space for a heavy Claymore in your inventory.";
+ next;
+ mes "[Sir Gray]";
+ mes "Why don't you";
+ mes "go and organize";
+ mes "your items first.";
+ close;
+ }
+ else {
+ if ((Zeny > 73999) && (countitem(999) > 0) && (BaseJob == Job_Knight)) {
+ mes "[Sir Gray]";
+ mes "You are ready!";
+ mes "You must know the";
+ mes "true value of";
+ mes "a Claymore!";
+ mes "I shall make";
+ mes "it right now!!";
+ next;
+ mes "[Sir Gray]";
+ mes "The basics of";
+ mes "making the Claymore";
+ mes "is easy. Watch~!";
+ next;
+ mes "^3355FF*Stir Stir*^000000";
+ mes "^3355FF*Ooncha Ooncha*^000000";
+ next;
+ mes "[Sir Gray]";
+ mes "Okay, it's ready!";
+ mes "Every Knight's pride:";
+ mes "a fine ^3355FFClaymore^000000.";
+ mes "You attained a reliable item.";
+ mes "It'll be a good companion on your adventures.";
+ delitem 999,1; //Steel
+ set Zeny, Zeny - 74000;
+ getitem 1163,1; //Claymore
+ close;
+ }
+ mes "[Sir Gray]";
+ mes "I realize you may really want a Claymore, but I can't make it without the materials.";
+ mes "^3355FF74,000 zeny^000000 and ^3355FF1 Steel!^000000.";
+ next;
+ mes "[Sir Gray]";
+ mes "Come back when";
+ mes "you have everything";
+ mes "ready. I shall be";
+ mes "waiting...";
+ close;
+ }
+ case 3:
+ mes "[Sir Gray]";
+ mes "Any Knight should be able to wield a Claymore as if it were an extension of their body. I used to look forward to brandishing my Claymore in battle...";
+ close;
+ }
+ }
+ else if (BaseClass == Job_Novice) {
+ mes "Believe it";
+ mes "or not, I was";
+ mes "once a Novice";
+ mes "as well.";
+ next;
+ mes "[Sir Gray]";
+ mes "I never really planned to become a Knight, but I did decide to become a strong person. Somehow, along my journeys, I ended up joining the Prontera Chivalry. Ha ha ha!";
+ close;
+ }
+ mes "Young one,";
+ mes "use your time";
+ mes "wisely.";
+ next;
+ mes "[Sir Gray]";
+ mes "No point in";
+ mes "harboring regret";
+ mes "once time has passed.";
+ close;
+ }
+ if (KNIGHT_Q == 0) {
+ mes "Young one,";
+ mes "use your time";
+ mes "wisely.";
+ next;
+ mes "[Sir Gray]";
+ mes "No point in";
+ mes "harboring regret";
+ mes "once time has passed.";
+ close;
+ }
+ else if ((KNIGHT_Q == 12) || (KNIGHT_Q == 13)) {
+ if (KNIGHT_Q == 12) {
+ mes "Oh...";
+ mes "A young Swordman.";
+ mes "Yes, what can";
+ mes "I do for you?";
+ next;
+ if (select("I would like to take the test to change jobs.:Oh, nothing.") == 1) {
+ mes "[Sir Gray]";
+ mes "Hoho, I see.";
+ mes "So you took";
+ mes "everyone else's";
+ mes "test?";
+ next;
+ mes "[Sir Gray]";
+ mes "Then shall";
+ mes "we begin mine?";
+ mes "It's not really";
+ mes "a test though.";
+ next;
+ mes "[Sir Gray]";
+ mes "Let's talk";
+ mes "casually,";
+ mes "shall we?";
+ next;
+ mes "[Sir Gray]";
+ mes "First...";
+ mes "Why did you";
+ mes "decide to become";
+ mes "a Knight?";
+ next;
+ }
+ else {
+ mes "[Sir Gray]";
+ mes "Take care!";
+ close;
+ }
+ }
+ else if (KNIGHT_Q == 13) {
+ mes "Ah, you again.";
+ mes "What brings you";
+ mes "to me?";
+ next;
+ if (select("I've been thinking a lot.:Oh, nothing.") == 1) {
+ mes "[Sir Gray]";
+ mes "Is that so...";
+ mes "I wonder if you";
+ mes "truly have...";
+ next;
+ mes "[Sir Gray]";
+ mes "Then...";
+ mes "Like last time,";
+ mes "I will ask again...";
+ next;
+ mes "[Sir Gray]";
+ mes "First...";
+ mes "Why did you";
+ mes "decide to become";
+ mes "a Knight?";
+ next;
+ }
+ else {
+ mes "[Sir Gray]";
+ mes "Take care!";
+ mes "Health is";
+ mes "every man's";
+ mes "treasure!";
+ close;
+ }
+ }
+ switch(select("To become stronger...:To help my guild...:Because I'm unsatisfied with myself right now...")) {
+ case 1:
+ mes "[Sir Gray]";
+ mes "To become stronger, you say?";
+ mes "Yes, Knights are indeed strong.";
+ mes "But why gain strength?";
+ next;
+ mes "[Sir Gray]";
+ mes "Is it to show off to others? To attain fame? Or do you have a diferent reason? What do you think is so good about gaining strength as a Knight?";
+ next;
+ switch(select("Gain wealth and fame.:I can protect myself.:I can protect others.")) {
+ case 1:
+ set .@knight_t,.@knight_t+10;
+ mes "[Sir Gray]";
+ mes "Of course, wealth and fame have their place in the world. But we as Knights must live for higher virtues.";
+ next;
+ break;
+ case 2:
+ mes "[Sir Gray]";
+ mes "Good thinking. You must first be able to protect yourself in order to protect others. To this end, you must constantly train, and never give in to laziness.";
+ next;
+ break;
+ case 3:
+ mes "[Sir Gray]";
+ mes "Ah, a wonderful idea. A Knight's strength must be used to protect the weak and defend righteousness.";
+ next;
+ mes "[Sir Gray]";
+ mes "Sadly, there are a few Knights who shame us by forgetting the ideals that should be basic to Knighthood...";
+ next;
+ break;
+ }
+ break;
+ case 2:
+ mes "[Sir Gray]";
+ mes "Ah, to help your guild, or maybe even your party. Our wise and benevolent King Tristram the 3rd gave us these golden words...";
+ next;
+ mes "[Sir Gray]";
+ mes "^8B7500Beyond the calm river, lies a dangerous waterfall. Therefore, you must always be prepared for everything...^000000";
+ next;
+ mes "[Sir Gray]";
+ mes "So how do you";
+ mes "think you can";
+ mes "help your guild?";
+ next;
+ switch(select("My guild needs me.:I can help gather funds for my guild.:I can protect my guild members.")) {
+ case 1:
+ mes "[Sir Gray]";
+ mes "Anyone, anywhere in this world,";
+ mes "has a place where they are needed. Never neglect someone in need, even if he is not a guild member.";
+ next;
+ break;
+ case 2:
+ set .@knight_t,.@knight_t+10;
+ mes "[Sir Gray]";
+ mes "Of course wealth is important.";
+ mes "But we Knights must live for higher virtues.";
+ next;
+ break;
+ case 3:
+ mes "[Sir Gray]";
+ mes "Ah, a wonderful idea. A Knight's strength must be used to protect the weak and defend righteousness.";
+ next;
+ mes "[Sir Gray]";
+ mes "Sadly, there are a few Knights who shame us by forgetting the ideals that should be basic to Knighthood...";
+ next;
+ break;
+ }
+ break;
+ case 3:
+ set .@knight_t,.@knight_t+5;
+ mes "[Sir Gray]";
+ mes "Satisfaction, you say.";
+ mes "It seems like you are";
+ mes "already a fine Swordman.";
+ mes "Is there a particular reason you wish to be a Knight?";
+ next;
+ mes "[Sir Gray]";
+ mes "I don't know about";
+ mes "Swordmen, but Knights do not allow self-indulgence. There are those so obsessed with gaining strength that they cannot control themselves.";
+ next;
+ mes "[Sir Gray]";
+ mes "So...";
+ mes "What part of yourself";
+ mes "are you not satisfied";
+ mes "with right now?";
+ next;
+ switch(select("Skills.:Goal.:Appearance.")) {
+ case 1:
+ set .@knight_t,.@knight_t+5;
+ mes "[Sir Gray]";
+ mes "Skill is something you gain with experience as a Knight. It cannot be your highest goal. Otherwise, you'll never be satisfied as a Knight.";
+ next;
+ break;
+ case 2:
+ set .@knight_t,.@knight_t-5;
+ mes "[Sir Gray]";
+ mes "I see...";
+ mes "Always having a goal is very important. You may be full of ideas upon becoming a Knight, but that may change with time.";
+ next;
+ break;
+ case 3:
+ set .@knight_t,.@knight_t+5;
+ mes "[Sir Gray]";
+ mes "Oh no...";
+ mes "What you see isn't what really counts. A Swordman may be stronger than a Knight, and even Knight may grow weak if he becomes lazy.";
+ next;
+ break;
+ }
+ break;
+ }
+ mes "[Sir Gray]";
+ mes "I understand your thoughts,";
+ mes "but there are those who wish to";
+ mes "become Knights without thinking.";
+ next;
+ mes "[Sir Gray]";
+ mes "Those are the ones who instigate problems and shame the honor of Knights, bringing irreversible results.";
+ next;
+ mes "[Sir Gray]";
+ mes "The same goes for you as well. Once you become a Knight, you can never become a Swordman again. The duties and responsibilities of a Knight will always be with you.";
+ next;
+ mes "[Sir Gray]";
+ mes "If you become a Knight right away, what are you going to do first?";
+ next;
+ switch(select("I am going to go straight to battle.:There are those waiting for me.:I will learn more about Knights.")) {
+ case 1:
+ mes "[Sir Gray]";
+ mes "Battle...?";
+ mes "And then?";
+ next;
+ switch(select("I will grow within a short period of time.:I would like to test my ability as a Knight.:I would like to go to more challenging places.")) {
+ case 1:
+ set .@knight_t,.@knight_t+10;
+ mes "[Sir Gray]";
+ mes "Don't be in too much of a hurry to become strong. Even if you become";
+ mes "a Knight, you are still yourself.";
+ next;
+ break;
+ case 2:
+ mes "[Sir Gray]";
+ mes "Testing yourself is a good thing. It's okay to be happy about how you change, but don't forget about the true qualities of being a Knight.";
+ next;
+ break;
+ case 3:
+ mes "[Sir Gray]";
+ mes "Even if you become a Knight, you are not changing your inner self. No need to overwork yourself.";
+ mes "Relax and take things step by step.";
+ next;
+ break;
+ }
+ break;
+ case 2:
+ mes "[Sir Gray]";
+ mes "Who is";
+ mes "waiting for you?";
+ next;
+ switch(select("My friends.:My Guild members.:My Lover.")) {
+ case 1:
+ mes "[Sir Gray]";
+ mes "I see, they would share in the joy of your achievements. Don't ever lose your kind heart, and always give help to your friends.";
+ next;
+ break;
+ case 2:
+ mes "[Sir Gray]";
+ mes "Those who would share in your happiness and hardship. As a Knight, you must always protect them.";
+ next;
+ break;
+ case 3:
+ mes "[Sir Gray]";
+ mes "Oh, youth!";
+ mes "Becoming a Knight";
+ mes "for your beloved!";
+ mes "Always protect "+((Sex)?"her":"him")+"...";
+ mes "Even at the sacrifice";
+ mes "of your own life!";
+ next;
+ mes "[Sir Gray]";
+ mes "Also...";
+ mes "Love them forever.";
+ mes "Sincere affection";
+ mes "is hard to find.";
+ next;
+ break;
+ }
+ break;
+ case 3:
+ mes "[Sir Gray]";
+ mes "Good attitude...";
+ mes "What do you plan";
+ mes "on learning?";
+ next;
+ switch(select("Comfortable places for Knights to go...:The different paths of a Knight...:Ways to get more money as a Knight...")) {
+ case 1:
+ set .@knight_t,.@knight_t+5;
+ mes "[Sir Gray]";
+ mes "There are many places that are comfortable or uncomfortable in this world. However Knights must";
+ mes "be able to survive anywhere.";
+ next;
+ break;
+ case 2:
+ mes "[Sir Gray]";
+ mes "There are many similar Knights outside in the world. Think of them as your seniors and ask many questions.";
+ next;
+ break;
+ case 3:
+ set .@knight_t,.@knight_t+15;
+ mes "[Sir Gray]";
+ mes "Oh no. Do you hold wealth as a priority of being a Knight? We're not meant to be that way. Come again when you have thought";
+ mes "more about it...";
+ next;
+ break;
+ }
+ break;
+ }
+ mes "[Sir Gray]";
+ mes "Oh no, we've been";
+ mes "talking too much...";
+ mes "I apologize for";
+ mes "keeping you here";
+ mes "for so long.";
+ next;
+ if (.@knight_t == 0) {
+ set KNIGHT_Q,14;
+ mes "[Sir Gray]";
+ mes "I enjoyed talking with you. You remind me of myself as a young recruit. Shall we talk to the captain and decide on your";
+ mes "job change?";
+ next;
+ mes "[Sir Gray]";
+ mes "Don't worry too";
+ mes "much, I have a very";
+ mes "high opinion of you.";
+ mes "Now, go~";
+ close;
+ }
+ else if (.@knight_t == 5) {
+ set KNIGHT_Q,14;
+ mes "[Sir Gray]";
+ mes "I enjoyed speaking with you. You can think about the principles of Knighthood more once you become a Knight.";
+ next;
+ mes "[Sir Gray]";
+ mes "Then, shall we go to the captain and decide on your job change? Don't worry too much. You are good enough to be a Knight!";
+ close;
+ }
+ else if (.@knight_t == 10) {
+ set KNIGHT_Q,14;
+ changequest 9011,9012;
+ mes "[Sir Gray]";
+ mes "I enjoyed talking with you. Although, there were some";
+ mes "things that bothered me...";
+ next;
+ mes "[Sir Gray]";
+ mes "You should go";
+ mes "to the captain";
+ mes "so we can decide";
+ mes "on your job change.";
+ next;
+ mes "[Sir Gray]";
+ mes "Don't worry too much, coming to take my test means the others have acknowledged you as well.";
+ mes "Go now...!";
+ close;
+ }
+ else {
+ set KNIGHT_Q,13;
+ mes "[Sir Gray]";
+ mes "Conversing";
+ mes "with young ones";
+ mes "is always enjoyable...";
+ next;
+ mes "[Sir Gray]";
+ mes "But it seems as though your dream is elsewhere, or that your focus is hazy. Spend more time as a Swordman, and come back";
+ mes "to me later.";
+ next;
+ mes "[Sir Gray]";
+ mes "If you truly wish to become a Knight, you must change your outlook first. Then, we shall see.";
+ close;
+ }
+ }
+ else if (KNIGHT_Q == 14) {
+ mes "I told you";
+ mes "to go to";
+ mes "the captain.";
+ next;
+ mes "[Sir Gray]";
+ mes "Everyone will";
+ mes "carefully make";
+ mes "their decision,";
+ mes "so go now!";
+ close;
+ }
+ else {
+ mes "Oh...";
+ mes "A young Swordman.";
+ mes "What can I do for you?";
+ next;
+ if (select("I would like to take the test to change jobs.:Oh, nothing.") == 1) {
+ mes "[Sir Gray]";
+ mes "Hoho~";
+ mes "There are many";
+ mes "other younger";
+ mes "Knights in here.";
+ next;
+ mes "[Sir Gray]";
+ mes "If you talk";
+ mes "to all of them,";
+ mes "I may review";
+ mes "you as well.";
+ close;
+ }
+ mes "[Sir Gray]";
+ mes "Take care!";
+ mes "Health is";
+ mes "every man's";
+ mes "treasure!";
+ close;
+ }
+}
diff --git a/npc/pre-re/jobs/2-1/priest.txt b/npc/pre-re/jobs/2-1/priest.txt
new file mode 100644
index 000000000..8aadc429b
--- /dev/null
+++ b/npc/pre-re/jobs/2-1/priest.txt
@@ -0,0 +1,1882 @@
+//===== rAthena Script =======================================
+//= Priest Quest
+//===== By: ==================================================
+//= Translated By: Pgro Team (OwNaGe)(Aegis)
+//= Converted by: kobra_k88.
+//= Further bugfixed and tested by Lupus
+//===== Current Version: =====================================
+//= 2.6
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Job Change quest for Priest class.
+//===== Additional Comments: =================================
+//= Fully working. Changed the way Priests enter the test room to help Acos.
+//= Must use this with the included Acolyte quest to work properely.
+//= 1.3 Added Baby Class support, fixed 3 wrong constants bugs [Lupus]
+//= 1.5 Fixed possible EXP abuse [Lupus]
+//= 1.6 Added a func which prevent advanced classes passing
+//= 2nd Job Quests again. It also guides adv classes where
+//= to go. [Lupus]
+//= 2.0 Changed numbers to constants. [Vicious]
+//= 2.1 Merged JFunc [Lupus]
+//= 2.1a Fixed typo [KarLaeda]
+//= 2.2 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
+//= 2.3 Several bugfixes with the help of Barron-Monster. [L0ne_W0lf]
+//= 2.3a More bug fixes. [L0ne_W0lf]
+//= 2.4 Changed Marthilda to Mathilda. [L0ne_W0llf]
+//= 2.4a Deleted unused variables. [Samuray22]
+//= 2.4b Corrected a Typo error ";;". [Samuray22]
+//= 2.5 Added Quest Log commands. [Kisuka]
+//= 2.6 Removed the need for use of 'goto.' [L0ne_W0lf]
+//==========================================================
+
+prt_church,16,41,4 script High Bishop#prst 60,{
+ // Uncomment the following 'if' statement to allow High Priests to assist Acolytes with the job change quest.
+ // Officially High Priests are blocked from helping by an indiscriminate check if you are a transcended character.
+ //if (Class == Job_High_Priest) set .@AllowHPAssist,1;
+ if (Upper == 1 && .@AllowHPAssist != 1) {
+ mes "[Bishop Paul]";
+ mes "Hm...?";
+ mes "Ah, I sense that you are a warrior that has been to Valhalla. You who have been reborn... We are here to look after you.";
+ next;
+ mes "[Bishop Paul]";
+ mes "Do not let evil conquer your soul. You have enough courage and power to overcome the hardest situation. May God bless you...";
+ close;
+ }
+ if (BaseJob != Job_Acolyte) {
+ if (BaseJob == Job_Priest) {
+ mes "[Bishop Paul]";
+ mes "Ah...";
+ if (sex)
+ mes "It is good to see you again, Brother " + strcharinfo(0) + ". Once again, God's grace has caused our paths to cross.";
+ else
+ mes "It is good to see you once again, Sister " + strcharinfo(0) + ". The grace of God has brought you once more before me.";
+ next;
+ mes "[Bishop Paul]";
+ mes "I'm pleased to see that you are continuing to lead the children of God on the right path. Is there anything I can help you with today?";
+ next;
+ switch(select("How is your health?:I want to help this Acolyte.:Father, I need your help.")) {
+ case 1:
+ mes "[Bishop Paul]";
+ mes "Thank you for your concern. I'm doing fine and am in good health. Please give my regards to your brothers and sisters.";
+ next;
+ mes "[Bishop Paul]";
+ mes "Keep in mind that we are God's messengers on this Earth. Always remember that we must always help others.";
+ close;
+ case 2:
+ mes "[Bishop Paul]";
+ mes "Ah, that's a good idea. Helping young Acolytes should also be one of a Priest's priorities.";
+ next;
+ mes "[Bishop Paul]";
+ mes "However, there are certain things that an Acolyte must do alone. All Acolytes must complete their divine test by themselves.";
+ next;
+ mes "[Bishop Paul]";
+ mes "I hope you will assist your Acolyte friend in the second test, the spiritual training.";
+ next;
+ mes "[Bishop Paul]";
+ mes "You need to bring ^0000FF1 Rosary^000000 in order to accompany an Acolyte in spiritual training. If you have one of those, I can send you to the test area now.";
+ next;
+ mes "[Bishop Paul]";
+ mes "Do you wish to help him out during the spiritual training?";
+ next;
+ if (select("Yes, I do.:Give me a second.") == 1) {
+ if (countitem(2608) > 0) {
+ mes "[Bishop Paul]";
+ mes "I will now send you to the training place for Acolytes. Please send my regards to Brother Peter...";
+ next;
+ mes "[Bishop Paul]";
+ mes "I hope you will assist this Acolyte in becoming a Priest.";
+ close2;
+ warp "job_prist",26,178;
+ end;
+ }
+ mes "[Bishop Paul]";
+ mes "Unfortunately you didn't bring a ^0000FFRosary^000000. You need one of those in order to be in the testing area.";
+ close;
+ }
+ mes "[Bishop Paul]";
+ mes "I see, take your time. Don't forget to bring a ^0000FFRosary^000000...";
+ close;
+ case 3:
+ mes "[Bishop Paul]";
+ mes "You must be strong. Have faith, as you are loved by God. I pray the wounds of the body are healed soon...";
+ next;
+ percentheal 90,0;
+ mes "[Bishop Paul]";
+ mes "God, please look after your poor children. Help them overcome their hardships and difficulties. Refresh their spirits...";
+ next;
+ percentheal 0,90;
+ mes "[Bishop Paul]";
+ mes "I hope my invocation has eased your pain. Now please go forth and spread God's message. May God be with you...";
+ close;
+ }
+ }
+ else if (BaseClass == Job_Novice) {
+ mes "[Bishop Paul]";
+ mes "May God be";
+ if (sex)
+ mes "with you, brother.";
+ else
+ mes "with you, sister.";
+ next;
+ mes "[Bishop Paul]";
+ mes "You are in";
+ mes "the Sanctuary.";
+ mes "What brings you here?";
+ next;
+ switch(select("I want to be an Acolyte.:I want to be a Priest.:Nothing, really.")) {
+ case 1:
+ mes "[Bishop Paul]";
+ mes "Oh I see...";
+ mes "If you wish to become an Acolyte, please visit the other room.";
+ break;
+ case 2:
+ mes "[Bishop Paul]";
+ mes "Oh I see. However, you must first become an Acolyte before becoming a Priest. Please visit the other room.";
+ break;
+ case 3:
+ mes "[Bishop Paul]";
+ mes "Please make yourself at home. On Earth, nowhere is safer than this Sanctuary.";
+ break;
+ }
+ next;
+ mes "[Bishop Paul]";
+ mes "May God bless you.";
+ close;
+ }
+ else {
+ mes "[Bishop Paul]";
+ mes "May God be";
+ if (sex)
+ mes "with you, brother.";
+ else
+ mes "with you, sister.";
+ next;
+ mes "[Bishop Paul]";
+ mes "What brings you here";
+ mes "to Prontera Sanctuary?";
+ next;
+ switch(select("Information about Priests.:Nothing.")) {
+ case 1:
+ mes "[Bishop Paul]";
+ mes "Priests have the authority to perform and administer religious rites.";
+ next;
+ mes "[Bishop Paul]";
+ mes "You must first be thoroughly disciplined as an Acolyte before you can be promoted to the position of Priest.";
+ next;
+ mes "[Bishop Paul]";
+ mes "When you reach Acolyte Job level 40, you will be able to apply for the Priest test.";
+ next;
+ mes "[Bishop Paul]";
+ mes "If you pass the test, you will be able to use more powerful skills that will be effective against Demon and Undead creatures...";
+ next;
+ mes "[Bishop Paul]";
+ mes "With all of your ability, you will play an important role in towns and dungeons.";
+ next;
+ mes "[Bishop Paul]";
+ mes "Our duty and obligation as Priests is to devote ourselves to helping others without expecting reward.";
+ next;
+ mes "[Bishop Paul]";
+ mes "As we help others, we must not expect to treat us in a similar fashion. To be a great Priest is your choice and responsibility, not anyone else's.";
+ next;
+ mes "[Bishop Paul]";
+ mes "However, those who receive should be polite. You should give an outstanding example, but you should also have your limits as a human.";
+ next;
+ mes "[Bishop Paul]";
+ mes "I hope I explained enough of the class. Why don't you go outside and talk to some of the other Priests if you want to learn more about our way of life?";
+ next;
+ break;
+ case 2:
+ mes "[Bishop Paul]";
+ mes "Please make yourself at home. Nowhere on Earth is safer than the Prontera Sanctuary.";
+ next;
+ break;
+ }
+ mes "[Bishop Paul]";
+ mes "Well...";
+ mes "May God";
+ mes "bless you.";
+ close;
+ }
+ }
+ if (PRIEST_Q == 0) {
+ mes "[Bishop Paul]";
+ mes "May God bless";
+ if (sex)
+ mes "you, Brother.";
+ else
+ mes "you, Sister.";
+ mes "What brings";
+ mes "you to me?";
+ next;
+ switch(select("I want to be a Priest.:How are you, Father?")) {
+ case 1:
+ mes "[Bishop Paul]";
+ mes "I see. So you wish to be a Priest. God will be delighted by your decision and will bless you.";
+ next;
+ mes "[Bishop Paul]";
+ mes "I am Bishop Paul Cervantes, and am in charge of the Prontera Parish.";
+ mes "I am glad to meet a person as eager and devoted to God such as yourself.";
+ next;
+ mes "[Bishop Paul]";
+ mes "If you set your mind on becoming a Priest, you must undergo several tests. Only Acolytes who reach job level 40 are qualified for testing.";
+ next;
+ mes "[Bishop Paul]";
+ mes "If you satisfy the requirements, I suggest that you apply for the Priest job first. Do you wish to apply now?";
+ next;
+ if (select("Yes, I do.:I need some time to think about it...") == 1) {
+ if (JobLevel < 40) {
+ mes "[Bishop Paul]";
+ mes "You are not yet qualified to be a Priest. Please go out into the world and broaden your experiences.";
+ next;
+ mes "[Bishop Paul]";
+ mes "There are still things that you must learn as an Acolyte. However, I look forward to meeting you again very soon.";
+ close;
+ }
+ if (SkillPoint) {
+ mes "[Bishop Paul]";
+ mes "You have skill points left.";
+ mes "I strongly recommend that you use all of these skill points before you apply for the Priest job change test.";
+ close;
+ }
+ set PRIEST_Q,1;
+ setquest 8009;
+ mes "[Bishop Paul]";
+ if (sex)
+ mes "Now I will explain the Three Trials of Priesthood. These tribulations will bring you much suffering, but I hope you can complete them, Brother " + strcharinfo(0) + ".";
+ else
+ mes "Now I will explain the Three Trials of Priesthood. These tribulations will bring you much suffering, but I hope you can complete them, Sister " + strcharinfo(0) + ".";
+ next;
+ mes "[Bishop Paul]";
+ mes "For the First Trial, you will make a pilgrimage, and visit three acscetic Priests in a specific order.";
+ next;
+ mes "[Bishop Paul]";
+ mes "The Second Trial will consist of spiritual training. You must resist the temptations of Demons and the Undead.";
+ next;
+ mes "[Bishop Paul]";
+ mes "In the Final Trial, you will promise your devotion to God. Your willingness to sacrifice yourself will also be questioned.";
+ next;
+ mes "[Bishop Paul]";
+ mes "Acolytes that have reached Job Level 50 will be exempt from the First Trial, the pilgrimage, as they have already demonstrated their enthusiasm and devotion.";
+ next;
+ if (JobLevel == 50) {
+ mes "[Bishop Paul]";
+ mes "I can see the great effort you have exerted to reach job level 50. You have been a loyal servant to God.";
+ next;
+ mes "[Bishop Paul]";
+ mes "Now, you may go directly go to the Second Trial: Spiritual Training. For this training, you may bring a Priest with you.";
+ next;
+ mes "[Bishop Paul]";
+ mes "I have no doubt that you will do a good job by yourself. However, it will be easier with the aid of a Brother or Sister that has already become a Priest.";
+ next;
+ set PRIEST_Q,5;
+ changequest 8009,8011;
+ mes "[Bishop Paul]";
+ mes "Well, are you ready for the Spiritual Training?";
+ next;
+ if (select("I am ready.:Give me a minute.") == 1) {
+ mes "[Bishop Paul]";
+ mes "Good. I will send you to the training ground. When you get there, please speak to Brother Peter who is in charge of the training.";
+ next;
+ warp "job_prist",24,180;
+ end;
+ }
+ mes "[Bishop Paul]";
+ mes "No problem, take your time.";
+ mes "May God give you the strength to overcome your fears...";
+ close;
+ }
+ mes "[Bishop Paul]";
+ mes "Well, let me tell you the order of the ascetic Priests that you must visit for your pilgrimage.";
+ next;
+ mes "[Bishop Paul]";
+ mes "First, please visit Father";
+ mes "Rubalkabara who is Northeast";
+ mes "of the Prontera Ruins.";
+ next;
+ mes "[Bishop Paul]";
+ mes "Second, please visit Sister Mathilda. She is located in";
+ mes "an area near Morroc, Southwest of Prontera.";
+ next;
+ mes "[Bishop Paul]";
+ mes "The third Priest you must visit is Father Yosuke. He is in a field Northwest of Prontera.";
+ next;
+ mes "[Bishop Paul]";
+ mes "Well then, I wish you a safe journey. If you have any questions, please ask Sister Cecilia.";
+ next;
+ mes "[Bishop Paul]";
+ mes "When you return from your pilgrimage, I will let you know";
+ mes "of the next test.";
+ next;
+ mes "[Bishop Paul]";
+ mes "May God";
+ mes "bless you...";
+ changequest 8009,8010;
+ close;
+ }
+ mes "[Bishop Paul]";
+ mes "Please take your time.";
+ mes "You are always welcomed.";
+ mes "May God bless you...";
+ close;
+ case 2:
+ mes "[Bishop Paul]";
+ mes "I see...";
+ mes "I am doing fine";
+ mes "and am in good health.";
+ mes "Thank you for asking.";
+ next;
+ mes "[Bishop Paul]";
+ if (sex)
+ mes "I hope you will continue to go on your mission as God's servant, brother.";
+ else
+ mes "I hope you will continue to go on your mission as God's servant, sister.";
+ next;
+ mes "[Bishop Paul]";
+ mes "Hopefully, our paths";
+ mes "will cross again.";
+ mes "May God bless you...";
+ close;
+ }
+ }
+ else if (PRIEST_Q == 1) {
+ mes "[Bishop Paul]";
+ mes "May I ask you the reason you're still here? You didn't forget your pilgrimage, did you?";
+ next;
+ if (select("Sorry father, I need to check the order.:No no no, not at all.") == 1) {
+ mes "[Bishop Paul]";
+ mes "Ah, I see. I will let you know the order of pilgrimage again, and hope that you will have a safe journey.";
+ next;
+ mes "[Bishop Paul]";
+ mes "First, meet Father Rubalkabara. He's at the Northeast of the Prontera ruins.";
+ next;
+ mes "[Bishop Paul]";
+ mes "Then, remember to meet Sister Mathilda. She's somewhere near the town of Morroc, Southwest of Prontera.";
+ next;
+ mes "[Bishop Paul]";
+ mes "And lastly, please seek out Father Yosuke. He is in the a field Northwest of Prontera.";
+ next;
+ mes "[Bishop Paul]";
+ mes "Well then, I shall pray for your safe journey. If you want more information, please ask Sister Cecilia.";
+ next;
+ mes "[Bishop Paul]";
+ mes "When you get back from the pilgrimage, I will let you know the next test.";
+ next;
+ mes "[Bishop Paul]";
+ mes "May God bless you...";
+ close;
+ }
+ mes "[Bishop Paul]";
+ mes "I see. But still, if you have any questions, you may wish to ask Sister Cecilia. She will address any of your concerns.";
+ next;
+ mes "[Bishop Paul]";
+ mes "Well then, I shall pray for your safe journey. May God bless you...";
+ close;
+ }
+ else if (PRIEST_Q == 2) {
+ mes "[Bishop Paul]";
+ mes "I see you have returned from your meeting with Father Rubalkabara. How is he doing? I am worried about his health, since he's been there all alone... ";
+ next;
+ mes "[Bishop Paul]";
+ mes "For your next quest, you should meet Sister Mathilda. I shall be awaiting your safe return.";
+ close;
+ }
+ else if (PRIEST_Q == 3) {
+ mes "[Bishop Paul]";
+ mes "I see that you have returned from your journey to meet Sister Mathilda. She has been meditating in the hot, dry desert for a long time.";
+ next;
+ mes "[Bishop Paul]";
+ mes "Finally, it is now time for you to meet Father Yosuke. He is doing penance somewhere around a field Northwest of Prontera. Please seek him out, and then return here to me.";
+ close;
+ }
+ else if (PRIEST_Q == 4) {
+ set PRIEST_Q,5;
+ changequest 8010,8011;
+ mes "[Bishop Paul]";
+ mes "You've accomplished";
+ mes "your pilgrimage.";
+ mes "Congratulations.";
+ next;
+ mes "[Bishop Paul]";
+ mes "Now it is time to begin your spiritual training. As I mentioned before, you may bring a Priest to help you during this training.";
+ next;
+ mes "[Bishop Paul]";
+ mes "Although you cannot receive their help throughout all of the testing, they can at least help you during the spiritual training.";
+ next;
+ mes "[Bishop Paul]";
+ mes "Well, are you ready for";
+ mes "the spiritual training?";
+ next;
+ if (select("I'm ready.:Give me a minute.") == 1) {
+ mes "[Bishop Paul]";
+ mes "Good. I will send you to the training ground. When you get there, please speak to Brother Peter who is in charge of the training.";
+ next;
+ warp "job_prist",24,180;
+ end;
+ }
+ mes "[Bishop Paul]";
+ mes "No problem,";
+ mes "take your time.";
+ mes "May God grant you";
+ mes "the strength to";
+ mes "overcome your fears...";
+ close;
+ }
+ else if (PRIEST_Q == 5) {
+ mes "[Bishop Paul]";
+ mes "You seem confident about the spiritual training. Shall we begin?";
+ next;
+ if (select("I'm ready.:Give me a minute.") == 1) {
+ mes "[Bishop Paul]";
+ mes "Good. I will send you to the training ground. When you get there, please speak to Brother Peter who is in charge of the training.";
+ next;
+ warp "job_prist",24,180;
+ end;
+ }
+ mes "[Bishop Paul]";
+ mes "No problem,";
+ mes "take your time.";
+ mes "May God grant you";
+ mes "the strength to";
+ mes "overcome your fears...";
+ close;
+ }
+ else if (PRIEST_Q == 6) {
+ mes "[Bishop Paul]";
+ mes "You look tired and exhausted. However, you must endure even more suffering once you become a Priest.";
+ next;
+ mes "[Bishop Paul]";
+ mes "Please endure these trials for the sake of your dream. Why don't you challenge the spiritual training again?";
+ next;
+ if (select("I'll try again.:Give me a minute.") == 1) {
+ mes "[Bishop Paul]";
+ mes "Good. I will send you to the training ground. Please ask for help from Brother Peter.";
+ next;
+ warp "job_prist",24,180;
+ end;
+ }
+ mes "[Bishop Paul]";
+ mes "No problem,";
+ mes "take your time.";
+ mes "May God grant you";
+ mes "the strength to";
+ mes "overcome your fears...";
+ close;
+ }
+ else if (PRIEST_Q == 7) {
+ mes "[Bishop Paul]";
+ mes "I am glad that you've done well with the spiritual training. Congratulations. You are now qualified to be called a Priest.";
+ next;
+ mes "[Bishop Paul]";
+ mes "Now, you must go and swear your devotion to God with Sister Cecilia. Don't be nervous...";
+ next;
+ mes "[Bishop Paul]";
+ mes "Just answer honestly, and listen to the voice of God that speaks quietly in your heart.";
+ next;
+ mes "[Bishop Paul]";
+ mes "Well then...";
+ mes "I will be here";
+ mes "waiting for you.";
+ close;
+ }
+ else if (PRIEST_Q == 8) {
+ mes "[Bishop Paul]";
+ mes "Hmm? You haven't made your oath yet...? Without the conviction of an oath to God, you may be tempted by evil at anytime.";
+ next;
+ mes "[Bishop Paul]";
+ mes "You should go to sister Cecilia and promise your devotion to God. Return here with honor, and listen to the voice of God that speaks quietly in your heart.";
+ close;
+ }
+ else if (PRIEST_Q == 9) {
+ if (SkillPoint) {
+ mes "[Bishop Paul]";
+ mes "You have remaining skills points. Please use these skill points to upgrade your skills, and then return to me.";
+ close;
+ }
+ mes "[Bishop Paul]";
+ mes "Congratulations, you have completed the trials required of all Priests. Let me promote you to the position of Priest right away.";
+ next;
+ mes "[Bishop Paul]";
+ mes "God, grant your power to your servant standing before you.";
+ changequest 8015,8016;
+ if (sex)
+ mes "Let him send your message throughout the ends of the earth.";
+ else
+ mes "Let her send your message throughout the ends of the earth.";
+ next;
+ mes "[Bishop Paul]";
+ mes "Make this servant of yours an instrument of your miraculous works...";
+ next;
+ set .@joblvl,JobLevel;
+ completequest 8016;
+ callfunc "Job_Change",Job_Priest;
+ callfunc "F_ClearJobVar"; // clears all job variables for the current player
+ mes "[Bishop Paul]";
+ mes "Now you are born again as a Priest. I congratulate you, and hope you will greatly help other people for the rest of your life.";
+ next;
+ mes "[Bishop Paul]";
+ if (.@joblvl < 50) {
+ getitem 1550,1; //Book
+ mes "This book is for you. I hope it will aid you in spreading God's message on earth.";
+ }
+ else {
+ getitem 1551,1; //Bible
+ mes "In commemoration of your job change, I am giving you a bible. This will lighten your way to the path of righteousness.";
+ }
+ next;
+ mes "[Bishop Paul]";
+ mes "You've shown great effort, and have made admirable progress in your personal quest for holiness. Please lead your life as a sincere Priest...";
+ close;
+ }
+}
+
+prt_church,27,24,1 script Sister Cecilia 79,{
+ mes "[Sister Cecilia]";
+ if (BaseJob != Job_Acolyte) {
+ if (BaseJob == Job_Priest) {
+ if (sex)
+ mes "May god bless you, brother. It brings my heart joy to see that you working hard to carry out the will of God.";
+ else
+ mes "May god bless you, sister. It brings my heart joy to see that you working hard to carry out the will of God.";
+ }
+ else if (Class == Job_Novice) {
+ if (sex)
+ mes "May god bless you, brother.";
+ else
+ mes "May god bless you, sister.";
+ mes "Prontera parish welcomes you.";
+ next;
+ mes "[Sister Cecilia]";
+ mes "Oh, you haven't chosen a job yet? Why don't you consider devoting your life to God?";
+ next;
+ mes "[Sister Cecilia]";
+ mes "You can lead a fulfilling life as an Acolyte, helping out other people in need.";
+ next;
+ mes "[Sister Cecilia]";
+ mes "If you're interested, please ask the Priest in the other room. You won't ever regret the choice to become an Acolyte.";
+ next;
+ mes "[Sister Cecilia]";
+ mes "When you reach Job level 40 as an Acolyte, you can be promoted to a Priest.";
+ next;
+ mes "[Sister Cecilia]";
+ mes "But please...";
+ mes "Take your time, and decide what job will be the best for you.";
+ }
+ else {
+ if (sex)
+ mes "May god bless you, brother.";
+ else
+ mes "May god bless you, sister.";
+ mes "Welcome to Prontera parish. How may I help you?";
+ next;
+ if (select("Tell me more about Priests.:Nothing.") == 1) {
+ mes "[Sister Cecilia]";
+ mes "Messengers of God are usually known as Priests. After becoming an Acolyte, you can train with the goal of becoming a Priest.";
+ next;
+ mes "[Sister Cecilia]";
+ mes "Servants of God are prohibited to use weapons based on blades. For us, the meaning of battle with monsters is not in the killing, but in the enlightening of their souls.";
+ if (BaseJob == Job_Acolyte) {
+ next;
+ mes "[Sister Cecilia]";
+ mes "Well, it will be better that you meet Priests for yourself and speak with them. If you are ready to become a Priest, speak with Bishop Paul in this room.";
+ next;
+ mes "[Sister Cecilia]";
+ mes "I believe he can give you specific requirement information about the Priest class. Yes, I think it's a good idea.";
+ }
+ close;
+ }
+ mes "[Sister Cecilia]";
+ mes "I see. Well, feel free to relax and make yourself at home. Nowhere on earth is safer than the Prontera Sanctuary.";
+ next;
+ mes "[Sister Cecilia]";
+ mes "May God bless you...";
+ close;
+ }
+ }
+ if (PRIEST_Q == 0) {
+ if (sex)
+ mes "May God bless you, brother.";
+ else
+ mes "May God bless you, sister.";
+ mes "May I ask what brings you here?";
+ next;
+ switch(select("I wish to become a Priest.:Nothing.")) {
+ case 1:
+ mes "[Sister Cecilia]";
+ mes "I see. You've devoted yourself to God. Many Acolytes wish to become Priests to continue on their personal journey towards holiness.";
+ next;
+ mes "[Sister Cecilia]";
+ mes "Let me introduce myself. I am Cecilia Margarita, and I am in charge of part of the Priest job change process.";
+ next;
+ mes "[Sister Cecilia]";
+ mes "I've been supporting many people in becoming Priests ever since I joined the Prontera Parish. That is one of my main responsibilities.";
+ next;
+ mes "[Sister Cecilia]";
+ mes "In order to become a Priest, you must complete 3 trials. A pilgrimage, a session of spiritual training, and an oath of devotion to God.";
+ next;
+ mes "[Sister Cecilia]";
+ mes "If you wish to become a servant of God, please apply for the Priest job with Bishop Paul, and complete all 3 trials.";
+ next;
+ mes "[Sister Cecilia]";
+ mes "If you experience a problem during any of your trials, feel free to visit me. I will help you as much as I can.";
+ close;
+ case 2:
+ mes "[Sister Cecilia]";
+ mes "Make yourself at home. I insist that you recover and take a rest in this Sanctuary. May God bless you...";
+ close;
+ }
+ }
+ else if (PRIEST_Q == 1) {
+ mes "Ah, you've started your pilgrimage. Please do your best to accomplish this first trial.";
+ next;
+ mes "[Sister Cecilia]";
+ mes "The first Priest you must meet is Father Rubalkabara. He is in the ruins Northeast of Prontera.";
+ next;
+ mes "[Sister Cecilia]";
+ mes "Travel one field North from Prontera, and then three fields East, and you will arrive at the ruins.";
+ next;
+ mes "[Sister Cecilia]";
+ mes "Of course, you can also head 1 field East from Prontera, then go 1 field north, and then go 2 fields East...";
+ next;
+ mes "[Sister Cecilia]";
+ mes "Father Rubalkabara will be at the entrance of the Prontera Ruins. Be careful. That place is a habitat for aggressive Chocos.";
+ next;
+ mes "[Sister Cecilia]";
+ mes "After meeting Father Rubalkabara, please visit Sister Mathilda and Father Yosuke. You can check your quest progress with me if you have any questions later.";
+ next;
+ mes "[Sister Cecilia]";
+ mes "Well then, have a good journey. Please don't give up to short lived tribulations, and I hope that you accomplish your goals.";
+ close;
+ }
+ else if (PRIEST_Q == 2) {
+ mes "Oh, you've met Father Rubalkabara. Now it's time for you to visit Sister Mathilda. She is near a town named Morroc.";
+ next;
+ mes "[Sister Cecilia]";
+ mes "She has been training her religious discipline somewhere in a field North of Morroc. If you look around that field, you will be able to find her.";
+ next;
+ mes "[Sister Cecilia]";
+ mes "Of course, sometimes I want to devote myself to training like those other Priests, but I have my duty to assist those Acolytes applying for the Priest job.";
+ next;
+ mes "[Sister Cecilia]";
+ mes "But I believe this is God's will, and that this is the work he has intended me to do as his servant. Have a safe journey, and come back safely.";
+ close;
+ }
+ else if (PRIEST_Q == 3) {
+ mes "Now, the final Priest that you must meet is Father Yosuke. I've heard that he is training near a lake located Northwest of Prontera.";
+ next;
+ mes "[Sister Cecilia]";
+ mes "From Prontera, travel one field North, and then two fields towards the West. You may also travel two fields West first, and then travel one field to the North.";
+ next;
+ mes "[Sister Cecilia]";
+ mes "Although there are still two trials awaiting you, I have faith that you will be able to accomplish your goal of becoming a Priest...";
+ close;
+ }
+ else if (PRIEST_Q == 4) {
+ mes "Welcome. You demonstrated great effort to accomplish your first trial. Now, speak to Bishop Paul so that you can begin your next trial on your path to Priesthood.";
+ next;
+ mes "[Sister Cecilia]";
+ if (sex)
+ mes "Brother "+ strcharinfo(0) +"...";
+ else
+ mes "Sister "+ strcharinfo(0) +"...";
+ mes "The spiritual training is much more difficult than the pilgrimage, but I believe in you.";
+ next;
+ mes "[Sister Cecilia]";
+ mes "I hope that you find someone who has already become a Priest to help during the spiritual training. Good luck, and have faith.";
+ close;
+ }
+ else if (PRIEST_Q == 5) {
+ mes "Oh, you haven't finished the spiritual training yet?";
+ next;
+ mes "[Sister Cecilia]";
+ mes "I cannot let you know the specific details, but as long as you believe in yourself and have faith in all that is good, you will succeed.";
+ next;
+ mes "[Sister Cecilia]";
+ mes "Please speak to Father Peter in the test hall for more details. He is a close friend of Bishop Paul and may give you some useful tips for the spiritual training.";
+ close;
+ }
+ else if (PRIEST_Q == 6) {
+ mes "Yes, I understand that you've been through a really difficult situation. However, do not give up and succumb to temptation. You must be able to resist evil to become a Priest.";
+ next;
+ mes "[Sister Cecilia]";
+ mes "If you know somebody who has already become a Priest, ask them to help you during your spiritual training.";
+ next;
+ mes "[Sister Cecilia]";
+ mes "May God give you guidance and protection. When you complete your training, please come back to me.";
+ close;
+ }
+ else if (PRIEST_Q == 7 || PRIEST_Q == 8) {
+ if (PRIEST_Q == 7) {
+ if(checkquest(8014) == -1) {
+ changequest 8013,8014;
+ }
+ mes "Welcome! I'm so glad to see you've come back! Now, there is one last trial left for you to complete.";
+ }
+ else if (PRIEST_Q == 8) {
+ mes "...";
+ next;
+ mes "[Sister Cecilia]";
+ mes "Welcome back.";
+ mes "I hope that you've reflected on what you've said last time, and that you now have the attitude to become a Priest.";
+ }
+ next;
+ mes "[Sister Cecilia]";
+ if (sex)
+ mes "Brother "+ strcharinfo(0) +"...";
+ else
+ mes "Sister "+ strcharinfo(0) +"...";
+ mes "We will now begin your formal oath for the Priesthood. Make yourself comfortable, and just answer with your heart.";
+ next;
+ mes "[Sister Cecilia]";
+ if (sex)
+ mes "Brother "+ strcharinfo(0) +",";
+ else
+ mes "Sister "+ strcharinfo(0) +",";
+ mes "Are you willing";
+ mes "to give your life to God?";
+ next;
+ if (select("Yes.:No!") == 2) {
+ mes "[Sister Cecilia]";
+ mes "Aw...? How could you give me that kind of answer? I assume you're not ready to be a Priest yet...";
+ next;
+ set PRIEST_Q,8;
+ mes "[Sister Cecilia]";
+ mes "You should reflect a little more on the teachings of holiness and come back later. You can't be a Priest if your spirit is weak.";
+ close;
+ }
+ mes "[Sister Cecilia]";
+ mes "Will you take advantage of the holy abilities given by God for selfish, destructive or greedy ends?";
+ next;
+ if (select("Yes.:No.") == 1) {
+ mes "[Sister Cecilia]";
+ mes "Aw...? God won't grant you the power of holiness if your goals aren't just and pure. Meditate on your motivations for a while, and then come back to me.";
+ next;
+ set PRIEST_Q,8;
+ mes "[Sister Cecilia]";
+ mes "Think about the qualities that make Priests people of respect. You can't be a Priest if your spirit is not in accordance with God.";
+ close;
+ }
+ mes "[Sister Cecilia]";
+ mes "Will you help aid others, even complete strangers, in battles by easing their suffering?";
+ next;
+ if (select("Yes.:No.") == 2) {
+ mes "[Sister Cecilia]";
+ mes "No, no. You've got the wrong idea. God authorizes us to use his power to support his children. You must help people in danger: it is your obligation.";
+ next;
+ set PRIEST_Q,8;
+ mes "[Sister Cecilia]";
+ mes "Go and observe the adventurers that are fighting for peace in this world. They will teach you what you must do in order to help them.";
+ close;
+ }
+ mes "[Sister Cecilia]";
+ mes "Are you willing to sacrifice yourself for the sake of others?";
+ next;
+ if (select("Yes.:No.") == 2) {
+ mes "[Sister Cecilia]";
+ mes "How can you say no...? That's one of the basic principles of Priesthood. You must value the welfare of others over your own safety.";
+ next;
+ set PRIEST_Q,8;
+ mes "[Sister Cecilia]";
+ mes "Go and think about the value of suffering and the meaning of sacrifice. When you think you understand more about helping those in need, come back to me.";
+ close;
+ }
+ mes "[Sister Cecilia]";
+ mes "Will you repeatly say the same phrase in public in order to send God's message to his children?";
+ next;
+ if (select("Yes.:No.") == 1) {
+ mes "[Sister Cecilia]";
+ mes "No no no... You've got it wrong. Even though your purpose is to spread God's message, no one will eagerly accept what you say when you spam text.";
+ next;
+ set PRIEST_Q,8;
+ mes "[Sister Cecilia]";
+ mes "Remember...";
+ mes "You must be a moral person, and display maturity and respect to other players. This kind of attitude applies for all classes,";
+ mes "I believe.";
+ close;
+ }
+ mes "[Sister Cecilia]";
+ mes "Will you lure many monsters to help your party members level up?";
+ next;
+ if (select("Yes.:No.") == 1) {
+ mes "[Sister Cecilia]";
+ mes "No, you won't. Luring many monsters does more harm than good. There is no exception. That behavior is totally unacceptable.";
+ next;
+ set PRIEST_Q,8;
+ mes "[Sister Cecilia]";
+ mes "Even if it looks like you are aiding your party members, such action results in bad karma. Please reflect on that for a while.";
+ close;
+ }
+ mes "[Sister Cecilia]";
+ mes "Will you follow God, no matter what it takes, even if he demands you to kill yourself?";
+ next;
+ if (select("Yes.:No.") == 2) {
+ mes "[Sister Cecilia]";
+ mes "With that spirit, you can't be a Priest. If it is God's will to sacrifice yourself for a good purpose, you must carry out God's will as his servant.";
+ next;
+ set PRIEST_Q,8;
+ mes "[Sister Cecilia]";
+ mes "Besides, God has also given Priests the resurrection power. Think about the meaning of life and death again, and then come back to me.";
+ close;
+ }
+ mes "[Sister Cecilia]";
+ if (sex)
+ mes "Brother "+ strcharinfo(0) +"...";
+ else
+ mes "Sister "+ strcharinfo(0) +"...";
+ mes "You have demonstrated your devotion to God. Will you swear to adhere to his teachings for the rest of your days?";
+ next;
+ if (select("I do.:No.") == 1) {
+ set PRIEST_Q,9;
+ mes "[Sister Cecilia]";
+ mes "Now, you have completed your oath of Priesthood and accomplished all three trials required to become a Priest.";
+ next;
+ mes "[Sister Cecilia]";
+ mes "Now go to Bishop Paul. And remember, we are all brothers and sisters in the eyes of God. Peace be with you...";
+ close;
+ }
+ mes "[Sister Cecilia]";
+ mes "...";
+ next;
+ mes "[Sister Cecilia]";
+ mes "...";
+ mes "......";
+ next;
+ set PRIEST_Q,8;
+ changequest 8014,8015;
+ mes "[Sister Cecilia]";
+ mes "You've come so far...";
+ mes "Why would you want";
+ mes "to throw this all away...?";
+ close;
+ }
+ else if (PRIEST_Q == 9) {
+ mes "Congratulations.";
+ mes "You've completed all three trials required for the Priesthood. Bishop Paul is now waiting for you.";
+ next;
+ mes "[Sister Cecilia]";
+ mes "Peace be with you...";
+ close;
+ }
+}
+
+// 2nd Test
+//==========================================================
+job_prist,24,187,4 script Peter S. Alberto 110,{
+ mes "[Father Peter]";
+ if (BaseJob == Job_Priest) {
+ mes "Welcome!";
+ if (sex)
+ mes "Brother "+ strcharinfo(0) +"!";
+ else
+ mes "Sister "+ strcharinfo(0) +"!";
+ mes "So good to see you again!";
+ next;
+ mes "[Father Peter]";
+ mes "Are you here to help an Acolyte friend for the spiritual training? That's great~ I think you'll do a good job.";
+ next;
+ mes "[Father Peter]";
+ mes "Remember, no matter how much you want to help this Acolyte, this is not your quest.";
+ next;
+ mes "[Father Peter]";
+ mes "You may assist and lighten your friend's burden, but you take upon this task for yourself.";
+ next;
+ mes "[Father Peter]";
+ mes "So...";
+ mes "Are you gonna help him right now?";
+ next;
+ switch(select("Yes, I am.:Give me a minute.:I changed my mind.")) {
+ case 1:
+ mes "[Father Peter]";
+ mes "Go for it! As your Acolyte enters, the test will begin. Now, I will send you to the testing area.";
+ close2;
+ warp "job_prist",24,44;
+ end;
+ case 2:
+ mes "[Father Peter]";
+ mes "Hm...?";
+ mes "What for?";
+ mes "Well, so long as you arrive in time to help your friend, it will be okay.";
+ close;
+ case 3:
+ mes "[Father Peter]";
+ mes "Oh...?";
+ mes "Then please,";
+ mes "go ahead. God bless";
+ mes "you, and take care!";
+ close2;
+ warp "prontera",234,318;
+ end;
+ }
+ }
+ if (PRIEST_Q == 5) {
+ mes "Welcome~!";
+ mes "I congratulate you";
+ mes "for passing the first trail.";
+ next;
+ mes "[Father Peter]";
+ mes "My name is";
+ mes "Peter S. Alberto.";
+ mes "How is my buddy Paul?";
+ mes "Is he doing alright";
+ mes "these days?";
+ next;
+ mes "[Father Peter]";
+ mes "Oh, I keep forgetting that he was promoted to Bishop. I think I'm supposed to call him Bishop Paul, or 'His Excellency.' Haha~";
+ next;
+ mes "[Father Peter]";
+ mes "Anyway, let me give you a brief explanation of the spiritual training. Are you familiar with what the spiritual training is for Priests?";
+ next;
+ switch(select("Yes, I do.:Sorry...")) {
+ case 1:
+ mes "[Father Peter]";
+ mes "Haha, I like you! But it never hurts to have too much information. The more well informed you are, the more easily you'll pass the test!";
+ next;
+ break;
+ case 2:
+ mes "[Father Peter]";
+ mes "Oh, no need to be sorry. I'm here to give you the information you need anyway. So, don't worry.";
+ next;
+ break;
+ }
+ mes "[Father Peter]";
+ mes "In spiritual training, you will be defeating evil creatures. Creatures of the Undead and Demons are all evil. In choosing to serve darkness, they are our enemies!";
+ next;
+ mes "[Father Peter]";
+ mes "There are too many evil creatures that roam this world against the will of God. Innocents suffer as a result of their malignance.";
+ next;
+ mes "[Father Peter]";
+ mes "We, as Priests, are obligated to exterminate all those creatures, thus spreading love and peace.";
+ next;
+ mes "[Father Peter]";
+ mes "This training will test your ability to eliminate evil. Since this trial is pretty difficult to be accomplished by yourself,";
+ mes "I recommend getting help from a Priest if you can.";
+ next;
+ mes "[Father Peter]";
+ mes "If you are close to a Priest, you'd better ask him to assist you during this trial. Now, are you ready?";
+ next;
+ switch(select("I'm ready.:Please hold on.:I want to go back.")) {
+ case 1:
+ mes "[Father Peter]";
+ mes "Now, let the spiritual training begin. It's simple. Just kill them all. Show no mercy to the creatures of darkness!";
+ next;
+ mes "[Father Peter]";
+ mes "Now...";
+ mes "Go for it!";
+ close2;
+ changequest 8011,8012;
+ warp "job_prist",24,44;
+ donpcevent "Zombie_Generator#prst::OnEnable";
+ donpcevent "Peter S. Alberto::OnDisable";
+ donpcevent "Peter S. Alberto#2::OnEnable";
+ end;
+ case 2:
+ set PRIEST_Q,6;
+ mes "[Father Peter]";
+ mes "Hm? What is it you need?";
+ mes "Well, no problem. You can";
+ mes "afford to take your time.";
+ close;
+ case 3:
+ set PRIEST_Q,6;
+ mes "[Father Peter]";
+ mes "What...?";
+ mes "You wanna go back??";
+ next;
+ mes "[Father Peter]";
+ mes "I understand. I suppose you have some important reason or business that you must attend to. Come back whenever you can.";
+ close2;
+ warp "prontera",234,318;
+ end;
+ }
+ }
+ else if (PRIEST_Q == 6) {
+ mes "Are you ready this time?";
+ mes "Complete this trial quickly,";
+ mes "and become a Priest!";
+ next;
+ mes "[Father Peter]";
+ mes "Are you ready then?";
+ next;
+ switch(select("I'm ready.:Please hold on.:I want to go back.")) {
+ case 1:
+ mes "[Father Peter]";
+ mes "Now, let the spiritual training begin. For the glory of God, for peace on earth, and goodwill towards all men...";
+ next;
+ mes "[Father Peter]";
+ mes "Go...";
+ mes "Kill those";
+ mes "misbegotten creatures!";
+ close2;
+ if(checkquest(8012) == -1) {
+ changequest 8011,8012;
+ }
+ warp "job_prist",24,44;
+ donpcevent "Zombie_Generator#prst::OnEnable";
+ donpcevent "Peter S. Alberto::OnDisable";
+ donpcevent "Peter S. Alberto#2::OnEnable";
+ end;
+ case 2:
+ mes "[Father Peter]";
+ mes "Hm? What is it you need?";
+ mes "Well, no problem. You can";
+ mes "afford to take your time.";
+ close;
+ case 3:
+ mes "[Father Peter]";
+ mes "What...?";
+ mes "You wanna go back??";
+ next;
+ mes "[Father Peter]";
+ mes "I understand. I suppose you have some important reason or business that you must attend to. Come back whenever you can.";
+ close2;
+ warp "prontera",234,318;
+ end;
+ }
+ }
+ else {
+ mes "Go back!";
+ close2;
+ warp "prontera",234,318;
+ end;
+ }
+
+OnEnable:
+ enablenpc "Peter S. Alberto";
+ end;
+
+OnDisable:
+ disablenpc "Peter S. Alberto";
+ end;
+}
+
+job_prist,23,187,1 script Peter S. Alberto#2 110,{
+ mes "[Father Peter]";
+ if (BaseJob == Job_Priest) {
+ mes "Welcome!";
+ if (sex)
+ mes "Brother "+ strcharinfo(0) +"!";
+ else
+ mes "Sister "+ strcharinfo(0) +"!";
+ mes "So good to see you!";
+ next;
+ mes "[Father Peter]";
+ mes "Are you here to help an Acolyte friend for the spiritual training? That's great~ I think you'll do a good job.";
+ next;
+ mes "[Father Peter]";
+ mes "Well, another Acolyte is in the training ground right now. You'll need to wait a little bit longer...";
+ next;
+ mes "[Father Peter]";
+ mes "Please come back a little later. If this acolyte's done with the training, I will send you to the training area.";
+ close;
+ }
+ if (PRIEST_Q == 5) {
+ mes "Please hold on for a while. Another acolyte is in the training ground right now.";
+ next;
+ mes "[Father Peter]";
+ mes "If you want to take the test, please wait a while and talk to me again.";
+ close;
+ }
+ else if (PRIEST_Q == 6) {
+ mes "Please hold on for a while. Another acolyte is in the training ground right now.";
+ next;
+ mes "[Father Peter]";
+ mes "If you want to take the test, please wait a while and talk to me again.";
+ close;
+ }
+ else {
+ mes "Peace...";
+ mes "Be with you.";
+ close2;
+ warp "prontera",234,318;
+ end;
+ }
+
+OnInit:
+ disablenpc "Peter S. Alberto#2";
+ end;
+
+OnEnable:
+ enablenpc "Peter S. Alberto#2";
+ end;
+
+OnDisable:
+ disablenpc "Peter S. Alberto#2";
+ end;
+}
+
+- script Zombie_Generator#prst 110,{
+OnInit:
+ disablenpc "Zombie_Generator#prst";
+ end;
+
+OnEnable:
+ donpcevent "Zombie1_1::OnEnable";
+ donpcevent "Zombie2_1::OnEnable";
+ donpcevent "Zombie3_1::OnEnable";
+ donpcevent "Zombie4_1::OnEnable";
+ donpcevent "Zombie5_1::OnEnable";
+ initnpctimer;
+ end;
+
+Onm1:
+ set .MyMobs,13;
+ monster "job_prist",24,52,"Theft",1015,1,"Z_C#prst::OnMyMobDead";
+ monster "job_prist",18,52,"Want of Virtue",1015,1,"Z_C#prst::OnMyMobDead";
+ monster "job_prist",30,52,"Jealousy",1015,1,"Z_C#prst::OnMyMobDead";
+ end;
+
+Onm2:
+ monster "job_prist",21,62,"Fury",1015,1,"Z_C#prst::OnMyMobDead";
+ monster "job_prist",27,62,"Envy",1015,1,"Z_C#prst::OnMyMobDead";
+ end;
+
+Onm3:
+ monster "job_prist",24,72,"Arrogance",1015,1,"Z_C#prst::OnMyMobDead";
+ monster "job_prist",18,72,"Lewdness",1015,1,"Z_C#prst::OnMyMobDead";
+ monster "job_prist",30,72,"Sloth",1015,1,"Z_C#prst::OnMyMobDead";
+ end;
+
+Onm4:
+ monster "job_prist",21,82,"Gluttony",1015,1,"Z_C#prst::OnMyMobDead";
+ monster "job_prist",27,82,"Greed",1015,1,"Z_C#prst::OnMyMobDead";
+ end;
+
+Onm5:
+ monster "job_prist",24,92,"Despair",1015,1,"Z_C#prst::OnMyMobDead";
+ monster "job_prist",18,92,"Distrust",1015,1,"Z_C#prst::OnMyMobDead";
+ monster "job_prist",30,92,"Fear",1015,1,"Z_C#prst::OnMyMobDead";
+ end;
+
+OnDisable:
+ disablenpc "Zombie_Generator#prst";
+ killmonsterall "job_prist";
+ end;
+
+OnTimer300000:
+ areawarp "job_prist",8,34,39,109,"prontera",234,318;
+ end;
+
+OnTimer300500:
+ donpcevent "Zombie_Generator#prst::OnDisable";
+ end;
+
+OnTimer301500:
+ donpcevent "Zombie_Generator#prst::OnDisable";
+ donpcevent "Peter S. Alberto#2::OnDisable";
+ donpcevent "Peter S. Alberto::OnEnable";
+ end;
+
+OnTimer302000:
+ stopnpctimer;
+ end;
+}
+
+- script Z_C#prst -1,{
+ end;
+
+OnMyMobDead:
+ set getvariableofnpc(.MyMobs,"Zombie_Generator#prst"),getvariableofnpc(.MyMobs,"Zombie_Generator#prst") - 1;
+ end;
+}
+
+job_prist,24,44,0 script Zombie Info -1,1,1,{
+OnTouch:
+ if (BaseJob == Job_Priest) {
+ mes "[Father Peter]";
+ mes "When the Priest applicant enters, 5 minutes will be given to complete this trial. Proceed slowly and help your Acolyte.";
+ next;
+ mes "[Father Peter]";
+ mes "Enter through the warp at the end of the hall, where you will be lead to the next test hall.";
+ next;
+ mes "[Father Peter]";
+ mes "Remember...";
+ mes "This trial must be";
+ mes "completed within";
+ mes "5 minutes. Best of luck~";
+ close;
+ }
+ else if (BaseJob == Job_Acolyte){
+ mes "[Father Peter]";
+ mes "I will give you exactly 5 minutes! You must proceed slowly and eliminate the Zombies.";
+ next;
+ mes "[Father Peter]";
+ mes "Slay all the zombies and go through the warp at the end of the hall. Make sure that you kill them all.";
+ close;
+ }
+ end;
+}
+
+job_prist,24,52,0 script Zombie1_1 -1,14,1,{
+OnInit:
+ disablenpc "Zombie1_1";
+ end;
+
+OnTouch:
+ if (BaseJob == Job_Acolyte) {
+ donpcevent "Zombie_Generator#prst::Onm1";
+ donpcevent "Zombie1_1::OnDisable";
+ }
+ end;
+
+OnEnable:
+ enablenpc "Zombie1_1";
+ end;
+
+OnDisable:
+ disablenpc "Zombie1_1";
+ end;
+}
+
+job_prist,21,62,0 script Zombie2_1 -1,17,1,{
+OnInit:
+ disablenpc "Zombie2_1";
+ end;
+
+OnTouch:
+ if (BaseJob == Job_Acolyte) {
+ donpcevent "Zombie_Generator#prst::Onm2";
+ donpcevent "Zombie2_1::OnDisable";
+ }
+ end;
+
+OnEnable:
+ enablenpc "Zombie2_1";
+ end;
+
+OnDisable:
+ disablenpc "Zombie2_1";
+ end;
+}
+
+job_prist,24,72,0 script Zombie3_1 -1,14,1,{
+OnInit:
+ disablenpc "Zombie3_1";
+ end;
+
+OnTouch:
+ if (BaseJob == Job_Acolyte) {
+ donpcevent "Zombie_Generator#prst::Onm3";
+ donpcevent "Zombie3_1::OnDisable";
+ }
+ end;
+
+OnEnable:
+ enablenpc "Zombie3_1";
+ end;
+
+OnDisable:
+ disablenpc "Zombie3_1";
+ end;
+}
+
+job_prist,21,82,0 script Zombie4_1 -1,17,1,{
+OnInit:
+ disablenpc "Zombie4_1";
+ end;
+
+OnTouch:
+ if (BaseJob == Job_Acolyte) {
+ donpcevent "Zombie_Generator#prst::Onm4";
+ donpcevent "Zombie4_1::OnDisable";
+ }
+ end;
+
+OnEnable:
+ enablenpc "Zombie4_1";
+ end;
+
+OnDisable:
+ disablenpc "Zombie4_1";
+}
+
+job_prist,24,92,0 script Zombie5_1 -1,14,1,{
+OnInit:
+ disablenpc "Zombie5_1";
+ end;
+
+OnTouch:
+ if (BaseJob == Job_Acolyte) {
+ donpcevent "Zombie_Generator#prst::Onm5";
+ donpcevent "Zombie5_1::OnDisable";
+ }
+ end;
+
+OnEnable:
+ enablenpc "Zombie5_1";
+ end;
+
+OnDisable:
+ disablenpc "Zombie5_1";
+}
+
+job_prist,24,109,4 script prst1_1 45,3,3,{
+OnTouch:
+ set .@mobs,getvariableofnpc(.MyMobs,"Zombie_Generator#prst");
+ if (BaseJob == Job_Priest) warp "job_prist",168,17;
+ else if (BaseClass == Job_Acolyte && .@mobs < 1) {
+ warp "job_prist",168,17;
+ donpcevent "Zombie_Generator#prst::OnDisable";
+ donpcevent "Peter S. Alberto#2::OnDisable";
+ donpcevent "Peter S. Alberto::OnEnable";
+ donpcevent "Zombie_Generator#prst::OnDisable";
+ }
+ end;
+}
+
+// 3rd Test
+//==========================================================
+job_prist,168,45,4 script Deviruchi#prst 1109,8,1,{
+OnTouch:
+ if (BaseJob == Job_Priest) {
+ mes "[Deviruchi]";
+ mes "Whaaaaat...?";
+ mes "What are you";
+ mes "doing back here?";
+ next;
+ mes "[Deviruchi]";
+ mes "Well, look who's the ^660000BMOC^000000 now. That's '^660000B^000000ig ^660000M^000000an ^660000O^000000n ^660000C^000000ampus,' if you didn't know. By the way, I was being sarcastic. You know, if you didn't notice.";
+ next;
+ mes "[Deviruchi]";
+ mes "Are you really";
+ mes "happy being a Priest?";
+ mes "There's no possible way.";
+ next;
+ mes "[Deviruchi]";
+ mes "Alright, alright, for old time's sake, I'll let you pass me. But only this once. But I better not catch you again! This is evil turf, you hear?!";
+ close;
+ }
+ if (BaseClass == Job_Acolyte) {
+ mes "[Deviruchi]";
+ mes "Why...";
+ mes "Hello little Aco.";
+ next;
+ mes "[Deviruchi]";
+ mes "You must be here training hard to be a Priest. Funny, I know a lot of God's servants, actually. They tell me that it's really tough serving that God guy all the time. So... So ^666666tiring^000000 and ^666666unrewarding^000000.";
+ next;
+ mes "[Deviruchi]";
+ mes "I mean, people are always crying to Priests for help no matter where they are. And Priests never get anything in return...";
+ next;
+ mes "[Deviruchi]";
+ mes "It's tragic really, how unappreciated Priests are.";
+ mes "It's so clear that any job is better. Anything at all...";
+ next;
+ mes "[Deviruchi]";
+ mes "Wouldn't life be so much easier if you weren't a Priest? And it'd be so easy. All you'd have to do is quit right now...";
+ next;
+ if (select("You're right, I quit!:Out of my sight, demon!") == 1) {
+ mes "[Deviruchi]";
+ mes "^660000YES~!^000000 I mean...";
+ mes "Good for you!";
+ next;
+ mes "[Deviruchi]";
+ mes "Oh...?";
+ mes "Look at the ^660000time^000000.";
+ mes "You better get going.";
+ next;
+ mes "[Deviruchi]";
+ mes "BWAHAHAHAHAHAH!";
+ mes "GET THE JOKE!?";
+ close2;
+ warp "c_tower2",168,33;
+ end;
+ }
+ mes "[Deviruchi]";
+ mes "Out of your sight?";
+ mes "I guess I'm not the";
+ mes "cutest thing you've";
+ mes "ever seen, huh?";
+ next;
+ mes "[Deviruchi]";
+ mes "But how about this...? Now, isn't this an attractive sight? A nice, shiny new card. Mint condition. Not too many people have this you know. But I happen to have soooo many, my pockets hurt.";
+ next;
+ cutin "¹Ì½ºÆ®·¹½ºÄ«µå.bmp",4;
+ mes "[Deviruchi]";
+ mes "Isn't it everyone's dream to have one of these? Think about it, being a Priest can only bring you suffering...";
+ next;
+ if (select("You're right, I'll take it!:Silence!") == 1) {
+ mes "[Deviruchi]";
+ mes "Good choice!";
+ mes "This card can";
+ mes "can be yours...";
+ next;
+ cutin "¹Ì½ºÆ®·¹½ºÄ«µå.bmp",255;
+ mes "[Deviruchi]";
+ mes "Theoretically!";
+ mes "BWAHAHAHAHAHAHAHA!";
+ mes "Go and earn it yourself!";
+ close2;
+ warp "mjolnir_05",200,200;
+ end;
+ }
+ cutin "¹Ì½ºÆ®·¹½ºÄ«µå.bmp",255;
+ mes "[Deviruchi]";
+ mes "Did...";
+ mes "Did you just tell";
+ mes "me to shut up?";
+ mes "Oh my God...";
+ next;
+ mes "[Deviruchi]";
+ mes "Sorry...";
+ mes "Oh ^660000your^000000 God.";
+ mes "Fine, get going.";
+ mes "But you'll regret";
+ mes "your decision later!";
+ close;
+ }
+ end;
+}
+
+job_prist,168,80,4 script Doppelganger#prst 1046,8,1,{
+OnTouch:
+ if (BaseJob == Job_Priest) {
+ mes "[Doppelganger]";
+ mes "What are you doing here? You've already made your choice, there's no going back... Priest.";
+ next;
+ mes "[Doppelganger]";
+ mes "Besides, this is none of your business. Whether or not this Acolyte becomes a Priest isn't up to you. Now get out of here, before I get violent.";
+ close;
+ }
+ else if (BaseClass == Job_Acolyte) {
+ mes "[Doppelganger]";
+ mes "Hold on there, Acolyte.";
+ mes "I'm not like Deviruchi,";
+ mes "so I won't mince";
+ mes "words with you.";
+ next;
+ mes "[Doppelganger]";
+ mes "Now, why would you want to become a Priest? It's such a worthless, thankless job. If you want, I'll give you the chance to become a Novice. Then you can become something much better!";
+ next;
+ mes "[Doppelganger]";
+ mes "Of course, I'll let you redistribute your stat points by your base level. Now, isn't that a sweet deal...?";
+ next;
+ if (select("Deal, Deal!:No deal... Doppelganger.") == 1) {
+ mes "[Doppelganger]";
+ mes "Good choice~";
+ mes "I shall return your";
+ mes "job to a Novice";
+ mes "as you wish.";
+ next;
+ mes "[Doppelganger]";
+ mes "Now go!!";
+ mes "Never step into";
+ mes "the light again!";
+ close2;
+ warp "gef_dun02",210,177;
+ end;
+ }
+ mes "[Doppelganger]";
+ mes "I don't think you understood what I just offered. Think about it again. I mean, this is your one and only chance to undo your life mistakes. I mean, becoming an Acolyte?";
+ next;
+ mes "[Doppelganger]";
+ mes "Just don't become a Priest. I won't ask you more than once. Then you can choose a better job... perhaps a Swordman like me.";
+ next;
+ if (select("I don't want to be a Priest!:I'll never listen to you!") == 1) {
+ mes "[Doppelganger]";
+ mes "Excellent choice. Now, never return to this place. I shall return your job to Novice as you wish.";
+ next;
+ mes "[Doppelganger]";
+ mes "Now go!!";
+ mes "Never step into";
+ mes "the light again!";
+ close2;
+ warp "gef_dun02",210,177;
+ end;
+ }
+ mes "[Doppelganger]";
+ mes "Hmpf. I admire";
+ mes "your determination.";
+ mes "Okay, you can pass.";
+ mes "For now.";
+ next;
+ mes "[Doppelganger]";
+ mes "But if by chance we meet again,";
+ mes "I assure you... You won't be happy at all to see me.";
+ close;
+ }
+}
+
+job_prist,168,115,4 script Dark Lord#prst 1272,8,1,{
+OnTouch:
+ if (BaseJob == Job_Priest) {
+ mes "[Dark Lord]";
+ mes "^330033All is doom, darkness and despair! Those who love you will betray you, and all that will be left is grieving and fury!^000000";
+ next;
+ mes "[Dark Lord]";
+ mes "^330033To choose to become a servant of God is to choose eternal pain!";
+ mes "I shall personally see to that, mortal.^000000";
+ close;
+ }
+ else if (BaseClass == Job_Acolyte) {
+ mes "[Dark Lord]";
+ mes "^330033Halt, human.";
+ mes "Who has granted";
+ mes "you passage?^000000";
+ next;
+ mes "[Dark Lord]";
+ mes "^330033You still wish to become a Priest?! Fool! Then, I shall not let you pass. Go back. Otherwise, you will not survive.^000000";
+ next;
+ mes "[Dark Lord]";
+ mes "^330033It would be so easy for me to snap your fragile body in twain and grind your bones to dust.";
+ mes "Now, go back mortal!^000000";
+ next;
+ if (select("I'm so sorry. Spare me!:God will protect me.") == 1) {
+ mes "[Dark Lord]";
+ mes "^330033Don't ever come back!^000000";
+ close2;
+ warp "gl_church",145,170;
+ end;
+ }
+ mes "[Dark Lord]";
+ mes "^330033It is no use to feign strength and courage. You are completely helpless before me. Your skills are laughable, and your weapons are but mere toys compared to my power.^000000";
+ next;
+ mes "[Dark Lord]";
+ mes "^330033With just a wave of my hand, you will cease to exist. And no one will remember you. Tremble before the might of my infinite magic!^000000";
+ next;
+ if (select("I beg you, don't...!:Begone, vile fiend!") == 1) {
+ mes "[Dark Lord]";
+ mes "^330033Don't ever come back!^000000";
+ close2;
+ warp "gl_church",145,170;
+ end;
+ }
+ mes "[Dark Lord]";
+ mes "^330033Why...";
+ mes "Why don't you fear me?!";
+ mes "For a frail mortal, you";
+ mes "are quite annoying.^000000";
+ next;
+ mes "[Dark Lord]";
+ mes "^330033When next we meet, I will shall escort you to a realm of suffering where you shall spend years immersed in excruciating pain.";
+ mes "Mark my words...^000000";
+ close;
+ }
+}
+
+job_prist,168,150,4 script Baphomet#prst 736,8,1,{
+OnTouch:
+ if (BaseJob == Job_Priest) {
+ mes "[Baphomet]";
+ mes "I hate";
+ mes "Priests...";
+ next;
+ mes "[Baphomet]";
+ mes "I don't have any business with you, servant of God. Just pass through.";
+ close;
+ }
+ else if (BaseClass == Job_Acolyte) {
+ mes "[Baphomet]";
+ mes "Greetings.";
+ next;
+ mes "[Baphomet]";
+ mes "..."+ strcharinfo(0) +".";
+ next;
+ mes "[Baphomet]";
+ mes "Yes, human,";
+ mes "I know who you are.";
+ next;
+ mes "[Baphomet]";
+ mes "I also know that Deviruchi, Doppelganger and the Dark Lord have all failed to convince you to turn away from the Priesthood.";
+ mes "Now, I stand before";
+ mes "you to offer a deal.";
+ next;
+ mes "[Baphomet]";
+ mes "I can grant you any treasure you desire and infinite power at your fingertips. Powerful weapons that humans have never before seen...";
+ next;
+ mes "[Baphomet]";
+ mes "Mountains of zeny that you cannot possibly hope to spend in a lifetime. Though, who's to say that your lifespan should be limited? Fame, power, immortality: It can all be yours.";
+ next;
+ mes "[Baphomet]";
+ mes "I will be yours to summon at anytime. All other humans will dread making you their enemy. You will become the most powerful person in all of history!";
+ next;
+ mes "[Baphomet]";
+ mes "Cease this foolishness of pursuing the Priesthood. Make a contract with me. The entire world is yours for the taking.";
+ next;
+ if (select("Deal.:No, Baphomet. You lose.") == 1) {
+ mes "[Baphomet]";
+ mes "Then we shall form a contract. You won't ever regret this moment...";
+ next;
+ mes "[Baphomet]";
+ mes "Follow me.";
+ mes "We will make the";
+ mes "contract in my";
+ mes "sanctum of darkness.";
+ close2;
+ warp "glast_01",200,203;
+ end;
+ }
+ mes "[Baphomet]";
+ mes "Foolish human...";
+ mes "You have made your choice. I will leave you alone for now, then. However, your training won't be as easy as you think.";
+ next;
+ mes "[Baphomet]";
+ mes "I shall be preparing my troops for you. The day will come when I shall enjoy watching you writhe in agony as my fiends slowly devour you.";
+ close;
+ }
+}
+
+job_prist,168,180,4 script prst2_1 45,3,3,{
+OnTouch:
+ if (BaseJob == Job_Priest) warp "job_prist",98,40;
+ else if (BaseClass == Job_Acolyte) {
+ warp "job_prist",98,40;
+ donpcevent "Mummy_Generator::OnEnable";
+ }
+ end;
+}
+
+// 4th Test
+//==========================================================
+job_prist,1,2,1 script Mummy_Generator 110,1,1,{
+OnInit:
+ disablenpc "Mummy_Generator";
+ end;
+
+OnEnable:
+ donpcevent "Mummy1_1::OnEnable";
+ donpcevent "Mummy2_1::OnEnable";
+ donpcevent "Mummy3_1::OnEnable";
+ end;
+
+Onm1:
+ monster "job_prist",90,55,"Khamoz",1041,1;
+ monster "job_prist",105,55,"Amocsis",1041,1;
+ end;
+
+Onm2:
+ monster "job_prist",90,70,"Mentuhoteph",1041,1;
+ monster "job_prist",105,70,"Akenaten",1041,1;
+ end;
+
+Onm3:
+ monster "job_prist",90,85,"Mehnes",1041,1;
+ monster "job_prist",105,85,"Snepheru",1041,1;
+ end;
+
+OnDisable:
+ disablenpc "Mummy_Generator";
+ killmonsterall "job_prist";
+ end;
+}
+
+job_prist,90,55,0 script Mummy1_1 -1,15,1,{
+OnInit:
+ disablenpc "Mummy1_1";
+ end;
+
+OnTouch:
+ if (BaseJob == Job_Acolyte) {
+ donpcevent "Mummy_Generator::Onm1";
+ donpcevent "Mummy1_1::OnDisable";
+ }
+ end;
+
+OnEnable:
+ enablenpc "Mummy1_1";
+ end;
+
+OnDisable:
+ disablenpc "Mummy1_1";
+ end;
+}
+
+job_prist,90,70,0 script Mummy2_1 -1,15,1,{
+OnInit:
+ disablenpc "Mummy2_1";
+ end;
+
+OnTouch:
+ if (BaseJob == Job_Acolyte) {
+ donpcevent "Mummy_Generator::Onm2";
+ donpcevent "Mummy2_1::OnDisable";
+ }
+ end;
+
+OnEnable:
+ enablenpc "Mummy2_1";
+ end;
+
+OnDisable:
+ disablenpc "Mummy2_1";
+ end;
+}
+
+job_prist,90,85,0 script Mummy3_1 -1,15,1,{
+OnInit:
+ disablenpc "Mummy3_1";
+ end;
+
+OnTouch:
+ if (BaseJob == Job_Acolyte) {
+ donpcevent "Mummy_Generator::Onm3";
+ donpcevent "Mummy3_1::OnDisable";
+ }
+ end;
+
+OnEnable:
+ enablenpc "Mummy3_1";
+ end;
+
+OnDisable:
+ disablenpc "Mummy3_1";
+ end;
+}
+
+job_prist,98,105,4 script prst3_1 45,3,3,{
+OnTouch:
+ if (BaseJob == Job_Priest) {
+ warp "prt_church",15,36;
+ end;
+ }
+ else if (BaseClass == Job_Acolyte) {
+ set PRIEST_Q,7;
+ if(checkquest(8012) != -1) {
+ changequest 8012,8013;
+ }
+ warp "prt_church",16,37;
+ donpcevent "Mummy_Generator::OnDisable";
+ }
+ end;
+}
+
+// Functions
+//==========================================================
+function script F_FatherRub {
+ if (PRIEST_Q != 0) {
+ if (PRIEST_Q == 1) {
+ mes "Ah yes, so you're the young Acolyte who wishes to become a Priest.";
+ next;
+ mes "[Father Rubalkabara]";
+ mes "I've received the message from Bishop Paul. Since you made the pilgrimage, I hope you accomplish your goal of becoming a Priest.";
+ next;
+ mes "[Father Rubalkabara]";
+ mes "Also, if you have a chance, please visit this abbey again. It's a sacred place for our Church.";
+ next;
+ mes "[Father Rubalkabara]";
+ mes "Well then, please head to your next destination for your pilgrimage. Be safe in your travels.";
+ close2;
+ savepoint "prt_fild03",361,255;
+ set PRIEST_Q,2;
+ end;
+ }
+ else if (PRIEST_Q == 2) {
+ mes "Please be hurry to the next destination for your pilgrimage. I hope you become a Priest soon.";
+ close;
+ }
+ mes "May I ask why you have returned? Please go back and continue your religious practice.";
+ close;
+ }
+ mes "I have no idea what brought you here, but please excuse me.";
+ close;
+}
+
+function script F_MotherMart {
+ if (PRIEST_Q != 0) {
+ if (PRIEST_Q == 1) {
+ mes "Hmm...";
+ mes "It seems you're";
+ mes "training to become";
+ mes "a Priest.";
+ next;
+ mes "[Mother Mathilda]";
+ mes "However, at this point in your pilgrimage, I am not the person that you should be visiting.";
+ next;
+ mes "[Mother Mathilda]";
+ mes "Perhaps you should ask Bishop Paul or Sister Cecilia once again. Well, may God be with you...";
+ close;
+ }
+ else if (PRIEST_Q == 2) {
+ mes "Ah, are you";
+ mes "a Priest trainee...?";
+ mes "Welcome!";
+ next;
+ mes "[Mother Mathilda]";
+ mes "We Priests are obliged to spread the message of God to";
+ mes "the peoples of the Earth.";
+ next;
+ mes "[Mother Mathilda]";
+ mes "After you become a Priest, your travels may take you to the Morroc Pyramids. I hope that you may release the Undead there from the evil to which they are bound.";
+ next;
+ mes "[Mother Mathilda]";
+ mes "Well then...";
+ mes "I shall pray to";
+ mes "God for safety";
+ mes "on your journey.";
+ close2;
+ savepoint "moc_fild07",35,355;
+ set PRIEST_Q,3;
+ end;
+ }
+ else if (PRIEST_Q == 3) {
+ mes "Please leave soon, and";
+ mes "continue your training.";
+ close;
+ }
+ mes "May I ask you the reason you came back? Please continue your training.";
+ close;
+ }
+ mes "May God";
+ mes "be with you...";
+ close;
+}
+
+function script F_FatherYos {
+ if (PRIEST_Q != 0) {
+ if (PRIEST_Q == 1) {
+ mes "Hmm...";
+ mes "A Priest trainee, eh?";
+ next;
+ mes "[Father Yosuke]";
+ mes "Well, you got the wrong person. If you're supposed to meet up with me at all, it'd be later.";
+ next;
+ mes "[Father Yosuke]";
+ mes "But that's your own fault.";
+ mes "Now, go back to Church, kid.";
+ close;
+ }
+ else if (PRIEST_Q == 2) {
+ mes "Hmm...";
+ mes "A Priest trainee, eh?";
+ next;
+ mes "[Father Yosuke]";
+ mes "Well, you got the wrong person. If you're supposed to meet up with me at all, it'd be later.";
+ next;
+ mes "[Father Yosuke]";
+ mes "But that's your own fault. Go back to Church.";
+ close;
+ }
+ else if (PRIEST_Q == 3) {
+ mes "Hmm.";
+ mes "A Priest";
+ mes "trainee, eh? ";
+ mes "Welcome.";
+ next;
+ mes "[Father Yosuke]";
+ mes "I won't say";
+ mes "anything more.";
+ mes "Just devote your";
+ mes "life to God.";
+ next;
+ mes "[Father Yosuke]";
+ mes "Now go back to church.";
+ mes "Hereby, the first of";
+ mes "your trials is now";
+ mes "completed.";
+ close2;
+ savepoint "prt_fild00",206,230;
+ set PRIEST_Q,4;
+ end;
+ }
+ else if (PRIEST_Q == 4) {
+ mes "I told you to go back to church.";
+ mes "Or do you want to live with me here for the rest of your life...?";
+ close;
+ }
+ mes "Just go be a Priest. This isn't a playground for kids.";
+ close;
+ }
+ mes "...Acolyte, you don't have any business with me here.";
+ close;
+}
+
diff --git a/npc/pre-re/jobs/2-1/wizard.txt b/npc/pre-re/jobs/2-1/wizard.txt
new file mode 100644
index 000000000..808c884a4
--- /dev/null
+++ b/npc/pre-re/jobs/2-1/wizard.txt
@@ -0,0 +1,1956 @@
+//===== rAthena Script =======================================
+//= Wizard Job Quest
+//===== By: ==================================================
+//= (Aegis) Translated by yoshiki, converted by kobra_k88
+//= Further bugfixed and tested by Lupus
+//===== Current Version: =====================================
+//= 3.2
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Job Change quest for Wizard class.
+//===== Additional Comments: =================================
+//= 2.4 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
+//= 2.5 Several bugfixes with the help of Barron-Monster. [L0ne_W0lf]
+//= 2.5a More bugfixes care of Barron-Monster. [L0ne_W0lf]
+//= 2.5b Fixed tests calling on a non-existant label in "Room of x#Failed" npcs. [L0ne_W0lf]
+//= 2.5c Bug fixes. Cleaned up some NPCs slightly. [L0ne_W0lf]
+//= 2.6 Fixed Water Room not warping on time-up. [L0ne_W0lf]
+//= 2.7 Now uses enable and disable waitingroomevent. [L0ne_W0lf]
+//= Other minor fixes to various NPCs.
+//= 2.7a Added end; :D (bugreport:2038) [Yommy]
+//= 2.8 Fixed donpcevent to doevent. (bugreport:2311) [SoulBlaker]
+//= 2.9 Reverted the change of donpcevent to doevent. [L0ne_W0lf]
+//= Was probably cuased by a warp BEFORE a percentheal
+//= 3.0 Added Quest Log commands. [Kisuka]
+//= 3.1 Removed the need for use of 'goto.' [L0ne_W0lf]
+//= 3.2 Modified the quest to renewal. [Vali] (Thanks to Muad_Dib for the necessary info).
+//============================================================
+
+gef_tower,111,37,4 script Wizard Guildsman 70,{
+ if (Upper == 1) {
+ mes "[Catherine]";
+ mes "? Excuse me, I am wondering if we have met before...?";
+ mes "Hey~ you have changed a lot! So, what happened?";
+ next;
+ mes "[Catherine]";
+ mes "I feel you have become so much powerful, eh?";
+ mes "Congratulations and good luck with your life!";
+ close;
+ }
+ if (BaseJob != Job_Mage) {
+ if (BaseJob == Job_Wizard) {
+ mes "[Catherine]";
+ mes "Since you're already a Wizard, you don't have any more business with me...?";
+ mes "Now, excuse me.";
+ next;
+ mes "[Catherine]";
+ if (sex)
+ mes "Well, If you intended to ask me on a date... I appreciate it...hohoho.";
+ else
+ mes "Well, if you fix me up with a cute guy... I'd appreciate it...hohoho!.";
+ close;
+ }
+ else if (BaseClass == Job_Novice) {
+ mes "[Wizard Guildsman]";
+ mes "Oh my goodness, it's a novice~ ain't you the cutest little thing.";
+ mes "By the way honey, this place is for Wizards.";
+ next;
+ mes "[Wizard Guildsman]";
+ mes "If you are interested in magic,";
+ mes "Go visit the ^0000FFMage^000000 guild.";
+ }
+ else {
+ mes "[Wizard Guildsman]";
+ mes "Huh? what brings you to such a high place...?";
+ mes "If you don't have any specific business, please leave immediately.";
+ mes "This place is for Wizards, you know?";
+ }
+ next;
+ mes "[Wizard Guildsman]";
+ mes "Ok, then. Farewell.";
+ close;
+ }
+ if (WIZ_Q == 0) {
+ mes "[Wizard Guildsman]";
+ mes "Huh? What are you doing way up here...?";
+ mes "So what brings you here?";
+ next;
+ if (select("I want to become a Wizard.:...nothing.") == 1) {
+ mes "[Wizard Guildsman]";
+ mes "I see... Well, of course you want to become a Wizard, otherwise you wouldn't have walked up all those stairs right?";
+ mes "Anyways, I would like to welcome you. I will assist you in becoming a Wizard.";
+ next;
+ mes "[Wizard Guildsman]";
+ mes "My name is Catherine Medici. Just between me and you, I just became a Wizard too!";
+ mes "You can call me Cathy if you want. Hehehehehe~";
+ next;
+ mes "[Catherine]";
+ mes "Many people want to become Wizards, but only the patient and strong ones will eventually accomplish their goals.";
+ mes "In order to become a Wizard, one must undergo difficult quests.";
+ next;
+ mes "[Catherine]";
+ mes "Also only mages who have reached a job level of 40 or higher are qualified for these quests.";
+ mes "Lower level mages aren't experienced enough with magic to become Wizards...";
+ next;
+ mes "[Catherine]";
+ mes "Well, I will give you more information when you apply for the job.";
+ mes "So! Do you want to apply now?";
+ next;
+ if (select("Yes, I do.:On second thought, Let me think about it.") == 1) {
+ if (JobLevel < 40) {
+ mes "[Catherine]";
+ mes "Hey hey, weren't you listening to me?";
+ mes "I told you that you need to be at least job level 40 to sign up for the quest...";
+ next;
+ mes "[Catherine]";
+ mes "No need to hurry, go experience and ponder more about the world of magic.";
+ mes "When I deem you're qualified, I will accept your application.";
+ close;
+ }
+ if (SkillPoint) {
+ mes "[Catherine]";
+ mes "Umm... You're well qualified, but you have some unused skill points left.";
+ mes "You'd better learn more skills before applying again.";
+ close;
+ }
+ mes "[Catherine]";
+ mes "Very well then, I accept your application.";
+ mes "Your name is..." + strcharinfo(0) + ", isn't it? I am not sure if I pronounced it correctly?";
+ next;
+ mes "[Catherine]";
+ mes "The Wizard job change quest is divided into 3 parts.";
+ mes "1st part, gathering magic items.";
+ mes "2nd part, a written test.";
+ mes "The last part is a practical magic test.";
+ next;
+ mes "[Catherine]";
+ mes "Among one of these tests, we exempt those who are at job level 50.";
+ mes "It is enough to prove to us the effort it will take to become a Wizard if a mage has learned that much already.";
+ next;
+ if (JobLevel == 50) {
+ mes "[Catherine]";
+ mes "Hmm, come to think of it, you're at job level 50!?";
+ mes "You must have worked very hard. Your going to become a very powerful Wizard, I can feel it in you.";
+ next;
+ mes "[Catherine]";
+ mes "Ok. You already passed the 1st test then.";
+ mes "Don't get too laid back though, there are still 2 more tests left.";
+ next;
+ mes "[Catherine]";
+ mes "Go talk to the man in the corner and he will give you the remaining exams.";
+ mes "Be careful. We have lost many Mages due to the difficulty of the exams.";
+ set WIZ_Q,3;
+ setquest 9015;
+ close;
+ }
+ mes "[Catherine]";
+ mes "Then, since I have your application and everything else I need, I'll give you some info about the first test.";
+ mes "You can memorize this or write it down, doesn't matter. But remember it for sure.";
+ next;
+ mes "[Catherine]";
+ mes "The first test is collecting magic items.";
+ mes "The important part is that you must gather these items on your own.";
+ next;
+ set wizard_m1,rand(1,2);
+ mes "[Catherine]";
+ mes "The items you must collect are...";
+ if (rand(1)) {
+ set WIZ_Q,1;
+ setquest 9013;
+ mes "^3355FFRed Gemstone^000000 10 each,";
+ mes "^3355FFBlue Gemstone^000000 10 each,";
+ mes "^3355FFYellow Gemstone^000000 10 each,";
+ }
+ else {
+ set WIZ_Q,2;
+ setquest 9014;
+ mes "^3355FFCrystal Blue^000000 5 each,";
+ mes "^3355FFGreen Live^000000 5 each,";
+ mes "^3355FFRed Blood^000000 5 each,";
+ mes "^3355FFWind of Verdure^000000 5 each,";
+ }
+ mes "...is it too hard? No, any would be Wizard should be able to at least get these items.";
+ next;
+ mes "[Catherine]";
+ mes "Well, good luck.";
+ mes "I'll be happily waiting. ~Hehe.";
+ close;
+ }
+ mes "[Catherine]";
+ mes "Oh, ok then, take your time.";
+ mes "Since I'll always be here, accepting applications...*sigh*...anyways! ~Hehehehe.";
+ close;
+ }
+ mes "[Wizard Guildsman]";
+ mes "Geez, what a lame person.";
+ mes "You have no business here, hope you don't mind, now off you go!";
+ close;
+ }
+ else if (WIZ_Q == 1) {
+ mes "[Catherine]";
+ mes "Let me see, did you get all the items?";
+ mes "Then let's check...";
+ next;
+ if (countitem(716) > 9 && countitem(717) > 9 && countitem(715) > 9) {
+ mes "[Catherine]";
+ mes "Perfect! You got all the items. I like!~";
+ mes "These items will be put to great use in our guild. ~Hehehee.";
+ next;
+ delitem 716,10; //Red_Gemstone
+ delitem 717,10; //Blue_Gemstone
+ delitem 715,10; //Yellow_Gemstone
+ set WIZ_Q,3;
+ changequest 9013,9015;
+ mes "[Catherine]";
+ mes "Good for you! You passed the first test.";
+ mes "But there are still two more left, so don't get too relaxed.";
+ next;
+ mes "[Catherine]";
+ mes "Go talk to the guy in the corner for the rest of the tests.";
+ mes "It might be a bit hard, so be careful, I wouldn't want you ending up like most of the Mages that come for these exams...poor souls indeed, may they rest in peace. ~Hehehe.";
+ close;
+ }
+ mes "[Catherine]";
+ mes "Hey, what's this? Umm...I don't think you have everything yet!";
+ next;
+ mes "[Catherine]";
+ mes "It might've been tough coming all the way up here, what with this altitude and all, but go back and collect the items.";
+ mes "Life's short enough as it is, so stop wasting your time and gather the items I told you before.";
+ next;
+ mes "[Catherine]";
+ mes "^3355FFRed Gemstone^000000 10 each,";
+ mes "^3355FFBlue Gemstone^000000 10 each,";
+ mes "^3355FFYellow Gemstone^000000 10 each,";
+ mes "Don't forget this time, and bring all the items, ok?...";
+ close;
+ }
+ else if (WIZ_Q == 2) {
+ mes "[Catherine]";
+ mes "Did you get all the items?";
+ mes "Let's see... Do you have the right ones?...";
+ next;
+ if (countitem(991) > 4 && countitem(993) > 4 && countitem(990) > 4 && countitem(992) > 4) {
+ mes "[Catherine]";
+ mes "Perfect! Good job...I'm satisfied! ~Hehe";
+ mes "Our guild greatly appreciates these items and will use them wisely.";
+ next;
+ delitem 991,5; //Crystal_Blue
+ delitem 993,5; //Yellow_Live
+ delitem 990,5; //Boody_Red
+ delitem 992,5; //Wind_Of_Verdure
+ set WIZ_Q,3;
+ changequest 9014,9015;
+ mes "[Catherine]";
+ mes "Good. You've passed the first test now.";
+ mes "But you still have two more tests to go, so don't get too laid back, because it only gets harder from here. ~Hehehe";
+ next;
+ mes "[Catherine]";
+ mes "Go talk to that guy in the corner to take the rest of the tests.";
+ mes "It might be a bit hard, so be careful, I wouldn't want you ending up like most of the Mages that come for these exams...poor souls indeed, may they rest in peace. ~Hehehe.";
+ close;
+ }
+ mes "[Catherine]";
+ mes "Eh, what's this? I don't think you have everything?";
+ next;
+ mes "[Catherine]";
+ mes "I regret that you had to go through the trouble of coming all the way up here, but go get the right items again.";
+ mes "Stop wasting your time and get the items I initially requested. For goodness sakes...This is the easiest part of the exam.";
+ next;
+ mes "[Catherine]";
+ mes "^3355FFCrystsal Blue^000000 5 each,";
+ mes "^3355FFGreen Live^000000 5 each,";
+ mes "^3355FFRed Blood^000000 5 each,";
+ mes "^3355FFWind of Verdure^000000 5 each,";
+ mes "Don't forget them this time and gather the correct ones, ok? See you soon...";
+ close;
+ }
+ else if (WIZ_Q == 3) {
+ mes "[Catherine]";
+ mes "What is it? You didn't go talk to the guy in the corner?";
+ mes "You can't become a Wizard by just brining the items I requested, no no, that just wont do...";
+ next;
+ mes "[Catherine]";
+ mes "You can only prove yourself Wizard material after you take the two remaining tests.";
+ mes "I'll be waiting, so go now.";
+ close;
+ }
+ else if (WIZ_Q == 4) {
+ mes "[Catherine]";
+ mes "*sigh*...Poor thing, what a pity.";
+ mes "How can you think of trying to become a Wizard when you can't even answer those simple questions?";
+ next;
+ mes "[Catherine]";
+ mes "Let's see... Should I give you some hints as your senior?";
+ mes "But I'm a bit thirsty, so give me 1 Apple Juice, and we got a deal. ~Hehehe";
+ next;
+ switch(select("Give me some hints, please.:I want to try again on my own!")) {
+ case 1:
+ if (countitem(531) > 0) {
+ delitem 531,1; //Apple_Juice
+ mes "[Catherine]";
+ mes "Yummers, Apple Juice is the best...";
+ mes "Gulp gulp gulp... Haaaaaah... ~Hehe";
+ next;
+ mes "[Catherine]";
+ mes "Well then, I'll give you a hint for the second test.";
+ next;
+ mes "[Catherine]";
+ mes "He asks three types of questions.";
+ mes "Questions about Magic, Monsters...";
+ mes "and Magicians...also known as Mages.";
+ next;
+ mes "[Catherine]";
+ mes "It's up to him to decide which questions to ask.";
+ mes "*sigh*...He'd look much better if he cut his hair and shaved...";
+ mes "He always looks so grungy because he doesn't take care of himself...*sigh*...pity, he could be a regular lady killer. ~tehehehe";
+ next;
+ mes "[Catherine]";
+ mes "Anyways, as for the questions about magic...";
+ mes "They're usually about the spells you've learned.";
+ next;
+ mes "[Catherine]";
+ mes "If it's something you haven't learned or haven't experienced, or anything like that...";
+ mes "I heard there's a nice place you can refer to that's very well organized.";
+ next;
+ mes "[Catherine]";
+ mes "You just have to cast the spell, you know...the one that looks like a big bold *e* symbol.";
+ mes "The magic words are... iro.ragnarokonline.com ~Or so they say!";
+ mes "Strange spell, don't you think? I don't know how to make it work myself.";
+ next;
+ mes "[Catherine]";
+ mes "And about the monster questions.";
+ mes "Fighting them yourself and learning is the best way to go about that.";
+ next;
+ mes "[Catherine]";
+ mes "But you know in Prontera, there is a big library.";
+ mes "You can get information about most of the monsters in that library.";
+ mes "Going there and studying a bit more would work too.";
+ next;
+ mes "[Catherine]";
+ mes "Last, but not least, questions about Mages.";
+ mes "This is something that most others cannot teach you...";
+ mes "Because you are a Mage.";
+ next;
+ mes "[Catherine]";
+ mes "It's hard to know about others when you don't even know about yourself, right?";
+ mes "So if you get one of these questions, think about it carefully then answer.";
+ }
+ else {
+ mes "[Catherine]";
+ mes "Like I said, I'll think about it if you give me 1 Apple Juice.";
+ mes "If not... Well, you can think about it on your own. Hey I don't make the rules here i just follow em! Can't argue with this one though. ~tehehehe";
+ }
+ break;
+ case 2:
+ mes "[Catherine]";
+ mes "Yeah, you get the most satisfaction when you solve things on your own.";
+ mes "Go finish the rest of the tests with that spirit!";
+ }
+ next;
+ mes "[Catherine]";
+ mes "Well then, see you soon! *crosses fingers* dont end up like the others before you! May God rest thier souls...huh? Oh nothing! ~Hehehehe";
+ mes "Hurry, he's waiting for you!";
+ close;
+ }
+ else if (WIZ_Q == 5) {
+ mes "[Catherine]";
+ mes "Tehehehe~ I was listening all along.";
+ mes "Well done in answering all those questions. I want to give something, like a present...";
+ next;
+ mes "[Catherine]";
+ mes "You still have one more test to go, right?";
+ mes "Just a bit more and you will be qualified to be a Wizard, so I'll give you the present then. ~Hehe";
+ next;
+ mes "[Catherine]";
+ mes "See ya, well...hopefully!";
+ mes "He's waiting for you!";
+ close;
+ }
+ else if (WIZ_Q == 6) {
+ mes "[Catherine]";
+ mes "Eh, did you leave in the middle of the test?";
+ mes "You...*sigh*...I didn't think you would do such a dishonorable thing.";
+ next;
+ mes "[Catherine]";
+ if (sex) {
+ mes "Granted you're a mage, but how could a guy be so weak?!";
+ mes "Well, at least your alive still. Go back and try harder this time. ~tehehehe";
+ }
+ else {
+ mes "Don't pretend to be weak just because you're a girl. Look at me! I did it, and so can you. You can't ask for sympathy.";
+ mes "You came all this way to become a Wizard! Now come on, you can do it!!";
+ next;
+ mes "[Catherine]";
+ mes "I agree that it is difficult, but not to the point of giving up.";
+ mes "You of all people should find the strength and patience to complete this test!";
+ }
+ next;
+ mes "[Catherine]";
+ mes "So, try harder this time...";
+ mes "He's waiting!";
+ close;
+ }
+ else if (WIZ_Q == 7) {
+ if (JobLevel < 40) {
+ set WIZ_Q,0;
+ mes "[Catherine]";
+ mes "Hey, what don't you get it?";
+ mes "I said you must be at least job level 40 to change your job, got it?";
+ next;
+ mes "[Catherine]";
+ mes "There is nothing to be in hurry, so why don't you take your time for studying?";
+ mes "When the time comes, I will welcome you with open arms.";
+ close;
+ }
+ if (SkillPoint) {
+ mes "[Catherine]";
+ mes "Are you done with all the tests? Oh drats, it seems like you still have some skill points left.";
+ mes "Learn some other skills with your remaining points, and then come talk to me again.";
+ close;
+ }
+ mes "[Catherine]";
+ mes "Wooooooooooooow...you finished all the tests?!";
+ mes "Congratulations, congrats, congrats! Wooopiiieeeee! ~Hehehehehehe";
+ next;
+ mes "[Catherine]";
+ mes "Well, no need to wait, I congratulate you. I hearby deem you Wizard.";
+ next;
+ completequest 9018;
+ callfunc "Job_Change",Job_Wizard;
+ callfunc "F_ClearJobVar"; // clears all job variables for the current player
+ mes "[Catherine]";
+ mes "Since you're a Wizard now, act like a Wizard, got it?";
+ mes "Us wizards have to be careful since we possess the ultimate power of magic.";
+ next;
+ mes "[Catherine]";
+ mes "Don't go about casting spells in town for no reason, or bother others with spells that are in their own battle.";
+ mes "A Wizard's magic is meant for their own battles with monsters.";
+ next;
+ mes "[Catherine]";
+ mes "Go join parties with others and keep training.";
+ mes "And...oh, wait, I prepared a present for you, one sec.";
+ next;
+ mes "[Catherine]";
+ mes "rummage rummage...";
+ mes "shuffle shuffle...";
+ next;
+ getitem 505,6; //Blue_Potion
+ mes "[Catherine]";
+ mes "Here you go. I hope you'll make good use of it when you need it. ~tehehe";
+ mes "I gave them to you as a present, so don't go out and sell it. Use it for yourself, ok?";
+ next;
+ mes "[Catherine]";
+ mes "Well, then...*sight*...live a wonderful life as a Wizard, become the strongest out there!";
+ close;
+ }
+}
+
+gef_tower,102,24,2 script Gloomy Wizard 735,{
+ if (BaseJob != Job_Mage) {
+ if (BaseJob == Job_Wizard) {
+ mes "[Raulel]";
+ mes "*Cough* *cough* what do you want?";
+ mes "If you are a person that uses magic, then you need to make sure you are well informed about it.";
+ next;
+ mes "[Raulel]";
+ mes "Don't live dishonestly, or impolitely, or else one day you'll be caught in a spell you can't control, and BOOM, your dead!";
+ if (sex == 1) {
+ mes "If you don't want that to happen, then learn how to use spells properly!";
+ next;
+ mes "[Raulel]";
+ mes "You may live life crippled if you get obsessed with the love of Greater Magic. ~haha";
+ }
+ else {
+ mes "So learn how to use magic properly, or you would just be better off giving up on using magic.";
+ next;
+ mes "[Raulel]";
+ mes "If you don't want that, go hit on a guy or something! ~Hahahaha";
+ mes "If you don't pay attention to yourself, you'll be engulfed by magic one day...";
+ }
+ close;
+ }
+ else if (BaseJob == Job_Priest) {
+ mes "[Raulel]";
+ mes "Go away, one who works for the Church!";
+ mes "Magic repels Holy power, jeez...your messing up my aura.";
+ next;
+ mes "[Raulel]";
+ mes "And plus, *cough* *cough* my health isn't all that good right now either...";
+ mes "Don't come any closer, just leave!";
+ close;
+ }
+ else if (BaseClass == Job_Novice) {
+ mes "[Raulel]";
+ mes "Why did a little one like you come here?!";
+ mes "Get lost! ~Hahahahaha";
+ close2;
+ warp "geffen",120,110;
+ end;
+ }
+ mes "[Raulel]";
+ mes "*sneeze* *cough* Oooowww...my entire body is in pain. I feel like I'm trapped in a tub of ice water!";
+ next;
+ mes "[Raulel]";
+ mes "What do you want? Jeez...just get lost, won't you?";
+ close;
+ }
+ if (WIZ_Q == 0) {
+ mes "[Raulel]";
+ mes "*cough* *cough* *sneeze* I don't know who you are and what you do, but I don't have any business with you.";
+ next;
+ mes "[Raulel]";
+ mes "Go away! Get lost!";
+ close;
+ }
+ else if (WIZ_Q == 1 || WIZ_Q == 2) {
+ mes "[Raulel]";
+ mes "Hahahaha~ You're the one that wants to become a Wizard?!";
+ next;
+ mes "[Raulel]";
+ mes "*sneeze* If you just lived as you were, all you'd have to do was hunt a little and live the easy life...";
+ next;
+ mes "[Raulel]";
+ mes "*Cough* *cough* Let's see how well you live as a Wizard. ~Hahahahhaha";
+ close;
+ }
+ else if ((WIZ_Q == 3) || (WIZ_Q == 4)) {
+ if (WIZ_Q == 3) {
+ mes "[Raulel]";
+ mes "*Cough* *cough*...You must've passed the first test.";
+ mes "Ok, I'm the Wizard in charge of your testing from now on. My name is 'Raulel Asparagus'.";
+ next;
+ mes "[Raulel]";
+ mes "*sneeze* It's not too late yet, wouldn't you rather just go back to town and enjoy the peaceful life?";
+ next;
+ mes "[Raulel]";
+ mes "Hahahaha~ You don't know how dangerous it is...to deal with Greater Magic.";
+ next;
+ if (select("I want to live as a normal Mage.:I would like to continue with the tests.") == 1) {
+ mes "[Raulel]";
+ mes "Hahaha~ *sneeze* Good choice...*cough* *cough*~";
+ mes "Best not to even dream about life as a Wizard. Graa...Greaa...*sneeze* Greater Magic wasn't meant for humans to use!";
+ next;
+ mes "[Raulel]";
+ mes "Leave the top of this tower quietly and don't ever look back.";
+ mes "Just live peacefully with the powers that you have right now.";
+ close;
+ }
+ mes "[Raulel]";
+ mes "*sneeze* Hahahaha~ Now there's a foolish one here!";
+ mes "Well then, let's see how good you are. *cough* I want to see this with my own two eyes!";
+ next;
+ mes "[Raulel]";
+ mes "*sneeze* Then let's begin the test!";
+ mes "If you don't answer them all correctly, you fail. Hahahahahahahahaha~";
+ next;
+ mes "[Raulel]";
+ mes "I'll give you 10 questions so give me the right answers.";
+ mes "If you get something wrong, I won't tell you what it is!";
+ if(checkquest(9016) == -1) {
+ changequest 9015,9016;
+ }
+ next;
+ mes "[Raulel]";
+ mes "*Cough* *cough* Then here go the questions!";
+ }
+ else if (WIZ_Q == 4) {
+ mes "[Raulel]";
+ mes "Hahahaha~ Are you that desperate? *sneeze* What a pain in the arse...";
+ next;
+ mes "[Raulel]";
+ mes "Since you don't want to settle for a stable and peaceful life, I'll give you another chance...";
+ next;
+ mes "[Raulel]";
+ mes "If you miss one single question, then just give up. You wouldn't have any talent in being a Wizard! ~Hahahahaha";
+ next;
+ if (select("Because of you, I want to live as a normal Mage now.:I would like to continue with the tests.") == 1) {
+ mes "[Raulel]";
+ mes "Hahahaha~ Surprising, comming from you, that's a very wise choice...*cough* *cough*";
+ mes "If i were you, i would never, ever dream of becoming a Wizard again. Gre...Greaa...*sneeze* Greater Magic wasn't meant for humans to use.";
+ next;
+ mes "[Raulel]";
+ mes "Just leave the top of this tower quietly and never look back.";
+ mes "Live peacefully with the powers that you have right now.";
+ close;
+ }
+ mes "[Raulel]";
+ mes "Hahahahahahaha~ Now there's a foolish one right here!";
+ mes "Well then, let's see just how good you can be! *sneeze* I want to see this with my own two eyes.";
+ next;
+ mes "[Raulel]";
+ mes "Then let's begin the test!";
+ }
+ next;
+ switch(rand(1,3)) {
+ case 1:
+ mes "[Raulel]";
+ mes "1. Which of the following is not necessary to learn Fire Wall?";
+ next;
+ if (select("Fire Bolt Lv 4:Fire Ball Lv 5:Sight Lv 1:Napalm Beat Lv 4") == 4)
+ set .@wizard_t,.@wizard_t+10;
+ mes "[Raulel]";
+ mes "2. Regaurdless of it's previous attribute, What does the monster's attribute change to when you cast Frost Diver on it?";
+ next;
+ if (select("Water:Earth:Fire:Wind") == 1)
+ set .@wizard_t,.@wizard_t+10;
+ mes "[Raulel]";
+ mes "3. When you completely master Napalm Beat, what is the ratio of the increased MATK using that spell?";
+ next;
+ if (select("1.6 times:1.7 times:2 times:20 times") == 2)
+ set .@wizard_t,.@wizard_t+10;
+ mes "[Raulel]";
+ mes "4. What item do you need when casting Stone Curse?";
+ next;
+ if (select("Red Blood:Blue Gemstone:Yellow Gemstone:Red Gemstone") == 4)
+ set .@wizard_t,.@wizard_t+10;
+ mes "[Raulel]";
+ mes "5. Which of the following is not required to master Safety Wall?";
+ next;
+ if (select("Napalm Beat Lv 4:Soul Strike Lv 5:Increase SP Recovery Lv 6:Safety Wall Lv 7") == 3)
+ set .@wizard_t,.@wizard_t+10;
+ mes "[Raulel]";
+ mes "6. Without the INT bonus, what amount of SP is recovered every 10 seconds when you have learned Increase SP Recovery Lv 7?";
+ next;
+ if (select("14:21:28:35") == 2)
+ set .@wizard_t,.@wizard_t+10;
+ mes "[Raulel]";
+ mes "7. Using Energy Coat, when you have 50% of your SP remaining, how much SP is used when hit, and what percentage is damage reduced by?";
+ next;
+ if (select("Damage 18% SP1.5%:Damage 18% SP2%:Damage 24% SP1.5%:Damage 24% SP2%") == 2)
+ set .@wizard_t,.@wizard_t+10;
+ mes "[Raulel]";
+ mes "8. How much SP is consumed and how many times can you avoid attacks when using Safety Wall Lv 6?";
+ next;
+ if (select("SP 40, 6 times:SP 35, 6 times:SP 40, 7 times:SP 35, 7 times") == 3)
+ set .@wizard_t,.@wizard_t+10;
+ mes "[Raulel]";
+ mes "9. How much SP is needed when using Lv 10 Thunderstorm?";
+ next;
+ if (select("84:74:64:54") == 2)
+ set .@wizard_t,.@wizard_t+10;
+ mes "[Raulel]";
+ mes "10. Which skill is most useful training in the Byalan Dungeon?";
+ next;
+ if (select("Lightning Bolt:Fire Bolt:Cold Bolt:Sight") == 1)
+ set .@wizard_t,.@wizard_t+10;
+ break;
+ case 2:
+ mes "[Raulel]";
+ mes "1. Which monster can you obtain a slotted Guard from?";
+ next;
+ if (select("Thief Bug:PecoPeco:Pupa:Kobold (Hammer)") == 3)
+ set .@wizard_t,.@wizard_t+10;
+ mes "[Raulel]";
+ mes "2. Which of the following is the easiest monster for a low level Mage to hunt?";
+ next;
+ if (select("Flora:Giearth:Golem:Myst") == 1)
+ set .@wizard_t,.@wizard_t+10;
+ mes "[Raulel]";
+ mes "3. Which monster will not be affected by Stone Curse?";
+ next;
+ if (select("Elder Willow:Evil Druid:Magnolia:Marc") == 2)
+ set .@wizard_t,.@wizard_t+10;
+ mes "[Raulel]";
+ mes "4. When attacking a Lv 3 water attribute monster with a wind attribute weapon, what is the damage percentage?";
+ next;
+ if (select("125%:150%:175%:200%") == 4)
+ set .@wizard_t,.@wizard_t+10;
+ mes "[Raulel]";
+ mes "5. If a Baby Desert Wolf and a Familiar fought, which one would win?";
+ next;
+ if (select("Baby Desert Wolf:Familiar:Neither:I don't know") == 1)
+ set .@wizard_t,.@wizard_t+10;
+ mes "[Raulel]";
+ mes "6. Which of the following cannot be a Cute Pet?";
+ next;
+ if (select("Poporing:Roda Frog:Smokie:Poison Spore") == 2)
+ set .@wizard_t,.@wizard_t+10;
+ mes "[Raulel]";
+ mes "7. Choose the monster that is weak against a fire attribute attack.";
+ next;
+ if (select("Dagger Goblin:Mace Goblin:Morningstar Goblin:Hammer Goblin") == 4)
+ set .@wizard_t,.@wizard_t+10;
+ mes "[Raulel]";
+ mes "8. Which of the following has the highest defense?";
+ next;
+ if (select("Horn:Chonchon:Andre:Caramel") == 4)
+ set .@wizard_t,.@wizard_t+10;
+ mes "[Raulel]";
+ mes "9. Choose the monster that's of a different species.";
+ next;
+ if (select("Poring:Mastering:Ghostring:Spore") == 3)
+ set .@wizard_t,.@wizard_t+10;
+ mes "[Raulel]";
+ mes "10. Which of the following is not an Undead monster?";
+ next;
+ if (select("Drake:Megalodon:Deviace:Khalitzburg") == 3)
+ set .@wizard_t,.@wizard_t+10;
+ break;
+ case 3:
+ mes "[Raulel]";
+ mes "1. Which stat is the most important for a Mage?";
+ next;
+ if (select("INT:AGI:DEX:VIT") == 1)
+ set .@wizard_t,.@wizard_t+10;
+ mes "[Raulel]";
+ mes "2. Which attribute does not have a 'Bolt' type attack?";
+ next;
+ if (select("Water:Earth:Fire:Wind") == 2)
+ set .@wizard_t,.@wizard_t+10;
+ mes "[Raulel]";
+ mes "3. Choose the one that does not relate to a Mage.";
+ next;
+ if (select("Weak physical strength.:Attacks at a distance.:Good at selling stuff.:Magic Defense is high.") == 3)
+ set .@wizard_t,.@wizard_t+10;
+ mes "[Raulel]";
+ mes "4. Which town is the home of Mages?";
+ next;
+ if (select("Prontera:Morroc:Alberta:Geffen") == 4)
+ set .@wizard_t,.@wizard_t+10;
+ mes "[Raulel]";
+ mes "5. Which of the following cards has nothing to do with INT?";
+ next;
+ if (select("Andre Egg Card:Soldier Andre Card:Baby Desert Wolf Card:Elder Willow Card") == 2)
+ set .@wizard_t,.@wizard_t+10;
+ mes "[Raulel]";
+ mes "6. What is the Mage good at compared to other job classes?";
+ next;
+ if (select("Exceptional Vocal Ability:Exceptional Acting Ability:Exceptional Dance Skills:Exceptional Magic Skills") == 4)
+ set .@wizard_t,.@wizard_t+10;
+ mes "[Raulel]";
+ mes "7. What is the INT bonus at Job Lv 40 for a Mage?";
+ next;
+ if (select("8:7:6:5") == 4)
+ set .@wizard_t,.@wizard_t+10;
+ mes "[Raulel]";
+ mes "8. Which item can a Mage not equip?";
+ next;
+ if (select("Knife:Boys Cap:Sandle:Eye of Dullahan") == 2)
+ set .@wizard_t,.@wizard_t+10;
+ mes "[Raulel]";
+ mes "9. Which of the following is the catalyst when making the Mage test solution 3?";
+ next;
+ if (select("Blue Gemstone:Red Gemstone:Yellow Gemstone:Red Blood") == 1)
+ set .@wizard_t,.@wizard_t+10;
+ mes "[Raulel]";
+ mes "10. Which card is irrelevant to magic?";
+ next;
+ if (select("Marduk Card:Magnolia Card:Willow Card:Maya Card") == 2)
+ set .@wizard_t,.@wizard_t+10;
+ }
+ mes "[Raulel]";
+ if (WIZ_Q == 4) {
+ mes "Good job, you finished answered all the questions... Go buy yourself some potions or something if you have the Zeny. Haha...";
+ next;
+ mes "[Raulel]";
+ mes "Your score is... " + .@wizard_t + "points.....";
+ if (.@wizard_t == 100) {
+ set WIZ_Q,5;
+ changequest 9016,9017;
+ mes "Hahahahahahah~ Well done, you passed the second test.";
+ mes "It wasn't done in one try like mine was, but I'll let you slide...";
+ next;
+ mes "[Raulel]";
+ mes "*sneeze* Don't relax just yet, there's still the matter of the third and final test.";
+ mes "I advise you to rest a bit while the final test is prepared. Your gonna need it. Hahahahaha~";
+ close;
+ }
+ else if (.@wizard_t == 90) {
+ set WIZ_Q,5;
+ changequest 9016,9017;
+ mes "Hahaha~ Since you only missed one problem, you passed the second test.";
+ mes "It wasn't done in one try like mine was, but I'll let you slide...";
+ next;
+ mes "[Raulel]";
+ mes "*sneeze* Don't relax just yet, there's still the matter of the third and final test.";
+ mes "I advise you to rest a bit while the final test is prepared. Your gonna need it. Hahahahaha~";
+ close;
+ }
+ else if (.@wizard_t == 80) {
+ set WIZ_Q,5;
+ changequest 9016,9017;
+ mes "Sheez... You didn't do very well, but you passed the second test.";
+ mes "It wasn't done in one try like mine was, but I'll let you slide...";
+ next;
+ mes "[Raulel]";
+ mes "*sneeze* Don't relax just yet, there's still the matter of the third and final test.";
+ mes "I advise you to rest a bit while the final test is prepared. Your gonna need it. Hahahahaha~";
+ close;
+ }
+ else {
+ mes "You failed. Go study some more!";
+ next;
+ mes "[Raulel]";
+ mes "*cough* *cough* Did you really think you could become a Wizard with such a mediocre level like yours?";
+ mes "Get lost! If you were a Wizard right now, the monsters that I fight, would eat you up in no time!";
+ close;
+ }
+ }
+ mes "Hmmm...Good job, you finished answering all the questions, go buy yourself some potions or something, thats IF you have the Zeny. Hahahahahahahah~";
+ next;
+ mes "[Raulel]";
+ mes "Your score is... " + .@wizard_t + " points!";
+ if (.@wizard_t == 100) {
+ set WIZ_Q,5;
+ changequest 9016,9017;
+ mes "*cough* *Cough* Well done, you passed the second test.";
+ next;
+ mes "[Raulel]";
+ mes "Hahahaha~ Don't relax just yet, there's still the third test.";
+ mes "*sneeze* I advise you to rest a bit while the final test is prepared...Hahahahah~";
+ close;
+ }
+ else if (.@wizard_t == 90) {
+ set WIZ_Q,5;
+ changequest 9016,9017;
+ mes "Hahahaha~ I'll let you slide by since you only missed one problem. You passed the second test.";
+ next;
+ mes "[Raulel]";
+ mes "Hahahaha~ Don't relax just yet, there's still the third test.";
+ mes "*sneeze* I advise you to rest a bit while the final test is prepared...Hahahahah~";
+ close;
+ }
+ else {
+ set WIZ_Q,4;
+ mes "You failed. I will let you come back again...after you've learned more relating to the type of questions I've asked you.";
+ next;
+ mes "[Raulel]";
+ mes "Tisk...not enough, not enough! Did you really think you could become a Wizard with the little bit of knowledge you have?";
+ mes "Get lost! If you were a Wizard right now, the monsters I deal with would eat you up in no time!";
+ close;
+ }
+ }
+ else if (WIZ_Q == 5) {
+ mes "[Raulel]";
+ mes "Ok, hope you got plenty of rest. Hahahahahah~";
+ mes "Then let's begin the last test.";
+ next;
+ mes "[Raulel]";
+ mes "Should I explain a little about this final test? It is difficult, I will not hide that from you...";
+ next;
+ if (select("No, it's ok, I'm ready.:I would like to listen.") == 1) {
+ mes "[Raulel]";
+ mes "What a rash person. Your the type that rushes into battle without thinking, what in the world are you doing here instead of with the Prontera Chivalry? Heck, go for it! *cough* Not my fault if you end up dying.";
+ mes "Just consider yourself a glass cannon...because the monsters are going to break you into pieces. Hahahahahahahahaha~";
+ next;
+ set WIZ_Q,6;
+ savepoint "geffen",120,107;
+ mes "[Raulel]";
+ mes "Then, as you wish. I'll send you there right now.";
+ mes "Oh, if you see a white light at the end of a tunnel, that means your pathetic cause you failed! Hahahahahah~";
+ close2;
+ warp "job_wiz",57,154;
+ end;
+ }
+ mes "[Raulel]";
+ mes "What a devoted person. Very well, I'll explain.";
+ mes "No matter how hard this last test may seem, if you do as I say, you can finish it quickly and easily.";
+ next;
+ mes "[Raulel]";
+ mes "The final test has a total of 3 parts.";
+ mes "The order is Water Room, Earth Room, Fire Room. In each room, there are monsters of that particular attribute.";
+ next;
+ mes "[Raulel]";
+ mes "You'll find out what monsters will be there once you go in. If you use attacks with the *sneeze*";
+ mes "right attribute, it shouldn't be too hard. Hahaha~";
+ next;
+ mes "[Raulel]";
+ mes "Once you defeat all the monsters within the given time in any one room...";
+ mes "you'll be moved to the next room.";
+ next;
+ mes "[Raulel]";
+ mes "After these three rooms are clear, the testing is over.";
+ mes "You will become a Wizard which is controlled by Greater Magic Powers! Know this...There is no returning to an easy life.";
+ next;
+ mes "[Raulel]";
+ mes "Hahaha~ You look frightened. You know, it's not too late to turn back and live an easy life.";
+ mes "If you want, I can send you back to town right now... What do you want to do?";
+ next;
+ if (select("Continue testing.:I want to go back because I have butterflies in my stomach.") == 1) {
+ set WIZ_Q,6;
+ savepoint "geffen",120,107;
+ mes "[Raulel]";
+ mes "You are indeed, very determined. Ok! Hahahahahaha~";
+ mes "*Cough* *cough* As you wish, we shall begin the final test!";
+ close2;
+ warp "job_wiz",57,154;
+ end;
+ }
+ set WIZ_Q,6;
+ mes "[Raulel]";
+ mes "Good thinking. This is a better choice for you. Hahahahah~";
+ mes "Go back and live a easy life, Greater Magic is a force that should not be wield by types like yourself.";
+ close2;
+ warp "geffen",120,110;
+ end;
+ }
+ else if (WIZ_Q == 6) {
+ if (WIZ_Q2 == 6) {
+ mes "[Raulel]";
+ mes "Hahahahahaha~ I've never seen anyone so...sooo...*sneeze* tenacious as you.";
+ mes "So you want to try again eh? Even though I've ridiculed you for your failures before??";
+ next;
+ mes "[Raulel]";
+ mes "Ok then, here's a proposition. Since you're probably worn out as it is, and I can clearly see the lust for Greater Magic burning in your eyes...";
+ mes "Hahahahaha~ yeah! Go bring me a ^3355FFWorn Out Scroll^000000.";
+ next;
+ set WIZ_Q2,WIZ_Q2+1;
+ mes "[Raulel]";
+ mes "If not, you can take the test again...";
+ mes "Well, I'll send you to take the test for now. Hahahaha~";
+ close2;
+ warp "job_wiz",57,154;
+ end;
+ }
+ else if (WIZ_Q2 > 6) {
+ mes "[Raulel]";
+ mes "Oh! So you're back? Hahahahaha~";
+ mes "*Cough* Cough* Do you want to take the test again? Or did you bring the ^3355FFWorn Out Scroll^000000?";
+ next;
+ if (select("Continue the test.:Worn Out Scroll...") == 1) {
+ savepoint "geffen",120,107;
+ mes "[Raulel]";
+ mes "Hahaha~ Ok, at least you have some spirit.";
+ mes "I'll send you in again, try dying once more will yah? Hahahahahahahahaha~";
+ close2;
+ warp "job_wiz",57,154;
+ end;
+ }
+ if (countitem(618) > 0) {
+ delitem 618,1; //Worn_Out_Scroll
+ mes "[Raulel]";
+ mes "Hahahahahahahaha~ *Cough* *cough* So you ended up bringing one of these eh? Good job...";
+ mes "I think I can continue my research with this...";
+ next;
+ set WIZ_Q2,0;
+ set WIZ_Q,7;
+ mes "[Raulel]";
+ mes "Even though your not Grade A Wizard material, I can tell your serious about wanting the Greater Magic. I'll tell Catherine that you passed. Hahahahahahahahah~";
+ mes "You went through a lot of trouble here, and that is the true purpose for us selecting Wizards. Only those who will devote themselves to the art will ever become Wizards. Good luck to you. Become much Stronger. Hahahahahaha~";
+ close;
+ }
+ }
+ mes "[Raulel]";
+ mes "*sneeze* What? You want to take the test again?";
+ mes "Geez...you already failed the battle test! Hahahahahahahaha~ So you like magic that much, eh?";
+ next;
+ mes "[Raulel]";
+ mes "Since your so weak that you can't finish this final test on your own...you need a separate test to help you out.";
+ mes "*Cough* If you can't pass the battle test, then do a good job with this one. Hahahahahahah~";
+ next;
+ mes "[Raulel]";
+ mes "Well, you better answer these problems if you plan on becoming a Wizard. Hahahahahahaha~";
+ next;
+ mes "[Raulel]";
+ mes "1. Choose the monster with a different attribute than the others.";
+ next;
+ if (select("Mantis:Cornutus:Giearth:Caramel") == 2)
+ set .@wizard_t,.@wizard_t+20;
+ mes "[Raulel]";
+ mes "2. Choose the monster that is not a looting one.";
+ next;
+ if (select("Yoyo:Magnolia:Metaller:Zerom") == 4)
+ set .@wizard_t,.@wizard_t+20;
+ mes "[Raulel]";
+ mes "3. Which of these monsters does not recognize casting?";
+ next;
+ if (select("Marina:Vitata:Scorpion:Giearth") == 1)
+ set .@wizard_t,.@wizard_t+20;
+ mes "[Raulel]";
+ mes "4. Choose the spell that would be efficient against a Marine Sphere.";
+ next;
+ if (select("Cold Bolt:Fire Bolt:Lightning Bolt:Stone Curse") == 3)
+ set .@wizard_t,.@wizard_t+20;
+ mes "[Raulel]";
+ mes "5. Choose the monster that can move.";
+ next;
+ if (select("Hydra:Madragora:Greatest General:Frilldora") == 4)
+ set .@wizard_t,.@wizard_t+20;
+ mes "[Raulel]";
+ mes "*pfft* Do it right, so I don't have to ask again.";
+ next;
+ mes "[Raulel]";
+ mes "You got " + .@wizard_t + " points.";
+ if (.@wizard_t == 100) {
+ mes "Hahahahahaha~ *Cough* *cough* If you can answer all these questions correctly, how is it you can't do well in battles??";
+ next;
+ }
+ else if (.@wizard_t == 80) {
+ mes "Eh, soso...";
+ mes "I'll let you retake the test.";
+ next;
+ }
+ else {
+ mes "You failed! Go study some more!";
+ next;
+ mes "[Raulel]";
+ mes "You lack something...*sneez*...like intelligence. That's why you keep on failing. Hahahahahahahaha~";
+ close;
+ }
+ if (select("Begin the test please.:Can I get another explanation?") == 1) {
+ mes "[Raulel]";
+ mes "Nobody is going to help you become a Wizard. Hahahahahahahaha~";
+ mes "*Cough* *cough* No point in crying after dying...";
+ next;
+ percentheal 100,100;
+ mes "[Raulel]";
+ mes "Then, as you wish. I'll send you to fight.";
+ mes "Oh! If you see some tall pearly gates and hear a booming deep voice from behind it, that means that your a failure when it comes to Magic. Hahahahahahahahaha~";
+ close2;
+ warp "job_wiz",57,154;
+ end;
+ }
+ mes "[Raulel]";
+ mes "*Cough* *cough* Then I shall explain.";
+ mes "The test may be hard, but just do as I tell you and it shouldn't be a problem.";
+ next;
+ mes "[Raulel]";
+ mes "There are 3 parts to this final test.";
+ mes "The order is...*sneez*...the Water Room, Earth Room, and then the Fire Room. Each room has monsters of that attribute in it.";
+ next;
+ mes "[Raulel]";
+ mes "You'll see what monsters they are when you enter.";
+ mes "If you use the appropriate spells against them, it shouldn't be that difficult. Hahahahahahaha~";
+ next;
+ mes "[Raulel]";
+ mes "Within the given time, if you defeat all the monsters...";
+ mes "you will be sent to the next room.";
+ next;
+ mes "[Raulel]";
+ mes "After that, the test is over.";
+ mes "You will then become a Wizard controlled by Greater Magic powers! There is no coming back to the easy life you have known thus far.";
+ next;
+ mes "[Raulel]";
+ mes "Hahahahaha~ You look frightened. It's not too late you know.";
+ mes "*Cough* *cough* You can give up and go back to town! Just forget about the Greater Magic and live a normal life. What do yah say?";
+ next;
+ if (select("Continue with the test.:I'm too scared, I would like to quit.") == 1) {
+ percentheal 100,100;
+ mes "[Raulel]";
+ mes "This time when you die, don't come back crying. Hahahahahahahahah~ *Cough *cough*";
+ mes "As you wish, let's begin the final test!";
+ close2;
+ warp "job_wiz",57,154;
+ end;
+ }
+ mes "[Raulel]";
+ mes "Comming from you, thats some darn good thinking. That's more a fit for you anyways. Hahahahahahahahaha~";
+ mes "Go back and live a quiet and peaceful life!";
+ close2;
+ warp "geffen",120,110;
+ end;
+ }
+ else if (WIZ_Q == 7) {
+ mes "[Raulel]";
+ mes "You shouldn't have any more business with me as far as I'm concerned.";
+ mes "But, since your so darned persistent, I'll let you take the test again. Hahahahaha~";
+ next;
+ mes "[Raulel]";
+ mes "Go! Go and become the Wizard you really want to be.";
+ mes "And be careful! Greater Magic will always be after you...";
+ close;
+ }
+}
+
+job_wiz,50,165,4 script Arena Assistant 700,{
+ mes "[Arena Assistant]";
+ mes "Welcome to the Wizard Job Change Arena.";
+ mes "If you would like to take the final test, then please enter the waiting room.";
+ next;
+ mes "[Arena Assistant]";
+ mes "If someone is already taking the test, please wait.";
+ mes "All testing status will be broadcasted, and will begin as soon as the previous tester has gone through.";
+ next;
+ mes "[Arena Assistant]";
+ mes "Each person may take approximately 5 to 10 minutes.";
+ mes "If you would like to leave the arena, please log off anytime.";
+ close;
+}
+
+job_wiz,50,165,4 script Waiting Room#wiz 700,{
+OnInit:
+ waitingroom "Waiting Room",20,"Waiting Room#wiz::OnStartArena",1;
+ enablewaitingroomevent;
+ end;
+
+OnStartArena:
+ killmonsterall "job_wiz";
+ warpwaitingpc "job_wiz",114,169;
+ donpcevent "Room of Water::OnEnable";
+ disablenpc "Waiting Room#wiz";
+ disablewaitingroomevent;
+ end;
+
+OnStart:
+ enablewaitingroomevent;
+ end;
+}
+
+// Water Room (Test 2 part 1)
+//==========================================================
+job_wiz,1,1,1 script Room of Water 66,{
+OnInit:
+ disablenpc "Room of Water";
+ end;
+
+OnEnable:
+ enablenpc "Room of Water";
+ set .MyMobs,7;
+ monster "job_wiz",109,174,"Phen",1158,1,"Room of Water::OnMyMobDead";
+ monster "job_wiz",118,174,"Shellfish",1074,1,"Room of Water::OnMyMobDead";
+ monster "job_wiz",109,165,"Vadon",1066,1,"Room of Water::OnMyMobDead";
+ monster "job_wiz",118,165,"Cornutus",1067,1,"Room of Water::OnMyMobDead";
+ monster "job_wiz",101,157,"Marina",1141,1,"Room of Water::OnMyMobDead";
+ monster "job_wiz",126,157,"Marin",1242,1,"Room of Water::OnMyMobDead";
+ monster "job_wiz",98,170,"Magnolia",1138,1,"Room of Water::OnMyMobDead";
+ initnpctimer;
+ end;
+
+OnDisable:
+ killmonsterall "job_wiz";
+ disablenpc "Room of Water";
+ end;
+
+OnMyMobDead:
+ set .MyMobs,.MyMobs-1;
+ if (.MyMobs < 1) {
+ set WIZ_Q2,WIZ_Q2+1;
+ mapannounce "job_wiz",strcharinfo(0)+" has succeeded in eliminating the monsters.",bc_map;
+ donpcevent "Room of Water#Door::OnEnable";
+ stopnpctimer;
+ }
+ end;
+
+OnTimer1000:
+ mapannounce "job_wiz","Water Room; The job change test will now proceed.",bc_map;
+ end;
+
+OnTimer2000:
+ mapannounce "job_wiz","Time limit is 3 minutes. We will now start the test.",bc_map;
+ end;
+
+OnTimer3000:
+ mapannounce "job_wiz","Please eliminate all monsters within the time limit.",bc_map;
+ end;
+
+OnTimer33000:
+ mapannounce "job_wiz","2 minutes and 30 seconds remaining.",bc_map;
+ end;
+
+OnTimer63000:
+ mapannounce "job_wiz","2 minutes remaining.",bc_map;
+ end;
+
+OnTimer93000:
+ mapannounce "job_wiz","1 minute and 30 seconds remaining.",bc_map;
+ end;
+
+OnTimer123000:
+ mapannounce "job_wiz","1 minute remaining.",bc_map;
+ end;
+
+OnTimer153000:
+ mapannounce "job_wiz","30 seconds remaining.",bc_map;
+ end;
+
+OnTimer173000:
+ mapannounce "job_wiz","10 seconds remaining.",bc_map;
+ end;
+
+OnTimer183000:
+ mapannounce "job_wiz","Time is up.",bc_map;
+ donpcevent "Room of Water::OnDisable";
+ end;
+
+OnTimer184000:
+ enablenpc "Room of Water#Failed";
+ end;
+
+OnTimer185000:
+ mapannounce "job_wiz","Next candidate, please enter.",bc_map;
+ end;
+
+OnTimer186000:
+ disablenpc "Room of Water#Failed";
+ donpcevent "Room of Water::OnDisable";
+ donpcevent "Waiting Room#wiz::OnStart";
+ end;
+}
+
+job_wiz,1,2,1 script Room of Water#Door 66,{
+OnInit:
+ disablenpc "Room of Water#Door";
+ end;
+
+OnEnable:
+ enablenpc "Room of Water#Door";
+ donpcevent "Room of Water::OnDisable";
+ set .MyMobs,5;
+ monster "job_wiz",114,169,"Marine Sphere",1142,1,"Room of Water#Door::OnMyMobDead";
+ monster "job_wiz",112,169,"Hydra",1068,1,"Room of Water#Door::OnMyMobDead";
+ monster "job_wiz",116,169,"Hydra",1068,1,"Room of Water#Door::OnMyMobDead";
+ monster "job_wiz",114,171,"Hydra",1068,1,"Room of Water#Door::OnMyMobDead";
+ monster "job_wiz",114,167,"Hydra",1068,1,"Room of Water#Door::OnMyMobDead";
+ initnpctimer;
+ end;
+
+OnDisable:
+ killmonsterall "job_wiz";
+ disablenpc "Room of Water#Door";
+ end;
+
+OnMyMobDead:
+ set .MyMobs,.MyMobs-1;
+ if (.MyMobs < 1) {
+ mapannounce "job_wiz",strcharinfo(0)+" has succeeded in eliminating the monsters.",bc_map;
+ percentheal 100,100;
+ warp "job_wiz",116,97;
+ donpcevent "Room of Water#Door::OnDisable";
+ donpcevent "Room of Earth::OnEnable";
+ stopnpctimer;
+ }
+ end;
+
+OnTimer1000:
+ mapannounce "job_wiz","The guard monster has appeared. You have 1 minute.",bc_map;
+ end;
+
+OnTimer30000:
+ mapannounce "job_wiz","30 seconds remaining.",bc_map;
+ end;
+
+OnTimer50000:
+ mapannounce "job_wiz","10 seconds remaining.",bc_map;
+ end;
+
+OnTimer60000:
+ mapannounce "job_wiz","Time is up.",bc_map;
+ donpcevent "Room of Water#Door::OnDisable";
+ end;
+
+OnTimer61000:
+ enablenpc "Room of Water#Failed";
+ end;
+
+OnTimer62000:
+ mapannounce "job_wiz","Next candidate, please enter.",bc_map;
+ end;
+
+OnTimer63000:
+ disablenpc "Room of Water#Failed";
+ donpcevent "Room of Water#Door::OnDisable";
+ donpcevent "Waiting Room#wiz::OnStart";
+ end;
+}
+
+job_wiz,114,169,0 script Room of Water#Failed -1,16,16,{
+OnInit:
+ disablenpc "Room of Water#Failed";
+ end;
+
+OnTouch:
+ mapannounce "job_wiz",strcharinfo(0)+" has not succeeded.",bc_map;
+ warp "geffen",120,110;
+ end;
+}
+
+// Earth Room (Test 2 part 2)
+//==========================================================
+job_wiz,1,3,1 script Room of Earth 66,{
+OnInit:
+ disablenpc "Room of Earth";
+ end;
+
+OnEnable:
+ enablenpc "Room of Earth";
+ set .MyMobs,7;
+ monster "job_wiz",111,102,"Yoyo",1057,1,"Room of Earth::OnMyMobDead";
+ monster "job_wiz",120,102,"Deniro",1105,1,"Room of Earth::OnMyMobDead";
+ monster "job_wiz",111,102,"Caramel",1103,1,"Room of Earth::OnMyMobDead";
+ monster "job_wiz",120,93,"Giearth",1121,1,"Room of Earth::OnMyMobDead";
+ monster "job_wiz",107,98,"Bigfoot",1060,1,"Room of Earth::OnMyMobDead";
+ monster "job_wiz",124,98,"Orc Warrior",1023,1,"Room of Earth::OnMyMobDead";
+ monster "job_wiz",104,86,"Vitata",1176,1,"Room of Earth::OnMyMobDead";
+ initnpctimer;
+ end;
+
+OnDisable:
+ killmonsterall "job_wiz";
+ disablenpc "Room of Earth";
+ end;
+
+OnMyMobDead:
+ set .MyMobs,.MyMobs-1;
+ if (.MyMobs < 1) {
+ mapannounce "job_wiz",strcharinfo(0) + " has succeeded in eliminating the monsters.",bc_map;
+ donpcevent "Room of Earth#Door::OnEnable";
+ stopnpctimer;
+ }
+ end;
+
+OnTimer1000:
+ mapannounce "job_wiz","Earth Room; The job change test will now proceed.",bc_map;
+ end;
+
+OnTimer2000:
+ mapannounce "job_wiz","The time limit is 3 minutes.",bc_map;
+ end;
+
+OnTimer3000:
+ mapannounce "job_wiz","Eliminate all monster within the time limit.",bc_map;
+ end;
+
+OnTimer33000:
+ mapannounce "job_wiz","2 minutes and 30 seconds remaining.",bc_map;
+ end;
+
+OnTimer63000:
+ mapannounce "job_wiz","2 minutes remaining.",bc_map;
+ end;
+
+OnTimer93000:
+ mapannounce "job_wiz","1 minute and 30 seconds remaining.",bc_map;
+ end;
+
+OnTimer123000:
+ mapannounce "job_wiz","1 minute remaining.",bc_map;
+ end;
+
+OnTimer153000:
+ mapannounce "job_wiz","30 seconds remaining.",bc_map;
+ end;
+
+OnTimer173000:
+ mapannounce "job_wiz","10 seconds remaining.",bc_map;
+ end;
+
+OnTimer183000:
+ mapannounce "job_wiz","Time is up.",bc_map;
+ donpcevent "Room of Earth::OnDisable";
+ end;
+
+OnTimer184000:
+ enablenpc "Room of Earth#Failed";
+ end;
+
+OnTimer185000:
+ mapannounce "job_wiz","Next candidate, please enter.",bc_map;
+ end;
+
+OnTimer186000:
+ disablenpc "Room of Earth#Failed";
+ donpcevent "Room of Earth::OnDisable";
+ donpcevent "Waiting Room#wiz::OnStart";
+ end;
+}
+
+job_wiz,1,4,1 script Room of Earth#Door 66,{
+OnInit:
+ disablenpc "Room of Earth#Door";
+ end;
+
+OnEnable:
+ enablenpc "Room of Earth#Door";
+ donpcevent "Room of Earth::OnDisable";
+ set .MyMobs,6;
+ monster "job_wiz",114,95,"Mandragora",1020,1,"Room of Earth#Door::OnMyMobDead";
+ monster "job_wiz",118,95,"Mandragora",1020,1,"Room of Earth#Door::OnMyMobDead";
+ monster "job_wiz",114,99,"Mandragora",1020,1,"Room of Earth#Door::OnMyMobDead";
+ monster "job_wiz",118,99,"Mandragora",1020,1,"Room of Earth#Door::OnMyMobDead";
+ monster "job_wiz",116,94,"Mandragora",1020,1,"Room of Earth#Door::OnMyMobDead";
+ monster "job_wiz",116,100,"Mandragora",1020,1,"Room of Earth#Door::OnMyMobDead";
+ initnpctimer;
+ end;
+
+OnDisable:
+ killmonsterall "job_wiz";
+ disablenpc "Room of Earth#Door";
+ end;
+
+OnMyMobDead:
+ set .MyMobs,.MyMobs-1;
+ if (.MyMobs < 1) {
+ mapannounce "job_wiz",strcharinfo(0) + " has succeeded in eliminating the monster.",bc_map;
+ percentheal 100,100;
+ warp "job_wiz",46,99;
+ donpcevent "Room of Earth#Door::OnDisable";
+ donpcevent "Room of Fire::OnEnable";
+ stopnpctimer;
+ }
+ end;
+
+OnTimer1000:
+ mapannounce "job_wiz","The guard monster has appeared. You have 1 minute.",bc_map;
+ end;
+
+OnTimer30000:
+ mapannounce "job_wiz","30 seconds remaining.",bc_map;
+ end;
+
+OnTimer50000:
+ mapannounce "job_wiz","10 seconds remaining.",bc_map;
+ end;
+
+OnTimer60000:
+ mapannounce "job_wiz","End time.",bc_map;
+ donpcevent "Room of Earth#Door::OnDisable";
+ end;
+
+OnTimer61000:
+ donpcevent "Room of Earth#Failed::OnEnable";
+ end;
+
+OnTimer62000:
+ mapannounce "job_wiz","Next candidate, please enter.",bc_map;
+ end;
+
+OnTimer63000:
+ disablenpc "Room of Earth#Failed";
+ donpcevent "Room of Earth#Door::OnDisable";
+ donpcevent "Waiting Room#wiz::OnStart";
+ end;
+}
+
+job_wiz,116,97,0 script Room of Earth#Failed -1,16,16,{
+OnInit:
+ disablenpc "Room of Earth#Failed";
+ end;
+
+OnTouch:
+ mapannounce "job_wiz",strcharinfo(0) + " has not succeeded.",bc_map;
+ warp "geffen",120,110;
+ end;
+}
+
+// Fire Room (Test 2 part 3)
+//==========================================================
+job_wiz,1,5,1 script Room of Fire 66,{
+OnInit:
+ disablenpc "Room of Fire";
+ end;
+
+OnEnable:
+ enablenpc "Room of Fire";
+ set .MyMobs,6;
+ monster "job_wiz",33,110,"Goblin",1123,1,"Room of Fire::OnMyMobDead";
+ monster "job_wiz",40,103,"Scorpion",1001,1,"Room of Fire::OnMyMobDead";
+ monster "job_wiz",51,103,"Frilldora",1119,1,"Room of Fire::OnMyMobDead";
+ monster "job_wiz",40,92,"PecoPeco",1019,1,"Room of Fire::OnMyMobDead";
+ monster "job_wiz",51,92,"Elder Willow",1033,1,"Room of Fire::OnMyMobDead";
+ monster "job_wiz",37,89,"Metaller",1058,1,"Room of Fire::OnMyMobDead";
+ initnpctimer;
+ end;
+
+OnDisable:
+ killmonsterall "job_wiz";
+ disablenpc "Room of Fire";
+ end;
+
+OnMyMobDead:
+ set .MyMobs,.MyMobs-1;
+ if (.MyMobs < 1) {
+ mapannounce "job_wiz",strcharinfo(0) + " has succeeded in eliminating the monsters.",bc_map;
+ donpcevent "Room of Fire#Door::OnEnable";
+ stopnpctimer;
+ }
+ end;
+
+OnTimer1000:
+ mapannounce "job_wiz","Fire Room; The job change test shall now proceed.",bc_map;
+ end;
+
+OnTimer2000:
+ mapannounce "job_wiz","Time limit is 3 minutes. We will now start the test.",bc_map;
+ end;
+
+OnTimer3000:
+ mapannounce "job_wiz","Please eliminate all monsters within the time limit.",bc_map;
+ end;
+
+OnTimer33000:
+ mapannounce "job_wiz","2 minutes and 30 seconds remaining.",bc_map;
+ end;
+
+OnTimer63000:
+ mapannounce "job_wiz","2 minutes remaining.",bc_map;
+ end;
+
+OnTimer93000:
+ mapannounce "job_wiz","1 minute and 30 seconds remaining.",bc_map;
+ end;
+
+OnTimer123000:
+ mapannounce "job_wiz","1 minute remaining.",bc_map;
+ end;
+
+OnTimer153000:
+ mapannounce "job_wiz","30 seconds remaining.",bc_map;
+ end;
+
+OnTimer173000:
+ mapannounce "job_wiz","10 seconds remaining.",bc_map;
+ end;
+
+OnTimer183000:
+ mapannounce "job_wiz","Time is up.",bc_map;
+ donpcevent "Room of Fire::OnDisable";
+ end;
+
+OnTimer184000:
+ donpcevent "Room of Fire#Failed::OnEnable";
+ end;
+
+OnTimer185000:
+ mapannounce "job_wiz","Next candidate, please enter.",bc_map;
+ end;
+
+OnTimer186000:
+ disablenpc "Room of Fire#Failed";
+ donpcevent "Room of Fire::OnDisable";
+ donpcevent "Waiting Room#wiz::OnStart";
+ end;
+}
+
+job_wiz,1,6,1 script Room of Fire#Door 66,{
+OnInit:
+ disablenpc "Room of Fire#Door";
+ end;
+
+OnEnable:
+ enablenpc "Room of Fire#Door";
+ donpcevent "Room of Fire::OnDisable";
+ set .MyMobs,3;
+ monster "job_wiz",44,99,"Greatest General",1277,1,"Room of Fire#Door::OnMyMobDead";
+ monster "job_wiz",43,99,"Greatest General",1277,1,"Room of Fire#Door::OnMyMobDead";
+ monster "job_wiz",45,99,"Greatest General",1277,1,"Room of Fire#Door::OnMyMobDead";
+ initnpctimer;
+ end;
+
+OnDisable:
+ killmonsterall "job_wiz";
+ disablenpc "Room of Fire#Door";
+ end;
+
+OnMyMobDead:
+ set .MyMobs,.MyMobs-1;
+ if (.MyMobs < 1) {
+ mapannounce "job_wiz","Congratulations, " + strcharinfo(0) + ". You have passed the job change test.",bc_map;
+ set WIZ_Q,7;
+ changequest 9017,9018;
+ donpcevent "Room of Fire#Door::OnDisable";
+ donpcevent "Test Helper#wiz::OnEnable";
+ stopnpctimer;
+ }
+ end;
+
+OnTimer1000:
+ mapannounce "job_wiz","The guard monster has appeared. You have 2 minutes.",bc_map;
+ end;
+
+OnTimer30000:
+ mapannounce "job_wiz","1 minute and 30 seconds remaining.",bc_map;
+ end;
+
+OnTimer60000:
+ mapannounce "job_wiz","1 minute remaining.",bc_map;
+ end;
+
+OnTimer90000:
+ mapannounce "job_wiz","30 seconds remaining.",bc_map;
+ end;
+
+OnTimer110000:
+ mapannounce "job_wiz","10 seconds remaining.",bc_map;
+ end;
+
+OnTimer120000:
+ mapannounce "job_wiz","Time is up.",bc_map;
+ donpcevent "Room of Fire#Door::OnDisable";
+ end;
+
+OnTimer121000:
+ enablenpc "Room of Fire#Failed";
+ end;
+
+OnTimer122000:
+ mapannounce "job_wiz","Next candidate, please enter.",bc_map;
+ end;
+
+OnTimer123000:
+ disablenpc "Room of Fire#Failed";
+ donpcevent "Room of Fire#Door::OnDisable";
+ donpcevent "Waiting Room#wiz::OnStart";
+}
+
+job_wiz,46,99,0 script Room of Fire#Failed -1,16,16,{
+OnInit:
+ disablenpc "Room of Fire#Failed";
+ end;
+
+OnTouch:
+ warp "geffen",120,110;
+ end;
+}
+
+job_wiz,1,7,1 script Test Helper#wiz 66,{
+ end;
+
+OnInit:
+ disablenpc "Test Helper#wiz";
+ end;
+
+OnEnable:
+ initnpctimer;
+ end;
+
+OnDisable:
+ disablenpc "Test Helper#wiz";
+ end;
+
+OnTimer2000:
+ mapannounce "job_wiz","Please return and complete the rest of the job change processes.",bc_map;
+ end;
+
+OnTimer4000:
+ mapannounce "job_wiz","This is the end of the test. Next candidate, please stand by.",bc_map;
+ end;
+
+OnTimer5000:
+ areawarp "job_wiz",33,82,57,113,"gef_tower",110,30;
+ end;
+
+OnTimer7000:
+ mapannounce "job_wiz","Next candidate, please enter.",bc_map;
+ end;
+
+OnTimer9000:
+ donpcevent "Test Helper#wiz::OnDisable";
+ donpcevent "Waiting Room#wiz::OnStart";
+ stopnpctimer;
+ end;
+}
+
+gef_tower,107,36,4 script White Dog#wiz 81,{
+ if (BaseJob != Job_Mage) {
+ if (BaseJob == Job_Wizard) {
+ mes "[Maria]";
+ mes "Instead of sticking around here, wouldn't it be better to go out and test how strong you've become?";
+ next;
+ mes "[Maria]";
+ mes "Don't forget that Wizards grow and improve in power each and every day.";
+ close2;
+ cutin "job_wizard_maria01",255;
+ end;
+ }
+ else if (BaseClass == Job_Novice) {
+ mes "[Dog]";
+ mes "What? Kiddo!";
+ mes "Is a Dog talking so amusing to you?";
+ }
+ else {
+ cutin "job_wizard_maria02",2;
+ mes "[Dog]";
+ mes "Sheesh...Why would a person that can't even cast a spell a single spell come up here?";
+ mes "*Pfft* If you're that bored, do the world a favor and climb to the top of this building via the outside, then proceed to do some acrobatics if you get there.";
+ }
+ next;
+ mes "[Dog]";
+ mes "*Bark* Get lost!";
+ mes "I don't have time for people like you!";
+ close2;
+ cutin "job_wizard_maria02",255;
+ end;
+ }
+ if (WIZ_Q == 0) {
+ cutin "job_wizard_maria01",2;
+ mes "[Dog]";
+ mes "Ah...I know what you're about to say. You want to change jobs to a Wizard, right?";
+ next;
+ mes "[Dog]";
+ mes "Go talk to Catherine. She'll help you.";
+ next;
+ mes "[Dog]";
+ mes "Also, if you would like to know anything about the job change process, I can explain.";
+ next;
+ switch(select(".......:A Dog is talking to me...")) {
+ case 1:
+ mes "[Dog]";
+ mes "...*bark*...? What is it?? Why are you looking at me like that?!";
+ mes "Is it your first time seeing a Dog talk?";
+ next;
+ mes "[Dog]";
+ mes "*Bark* It's not common that you see a Dog talking I suppose. bark~";
+ mes "...Yes i suppose it is a rare site...*grrr*...Stop Gawking for goodness sakes!";
+ next;
+ mes "[Dog]";
+ mes "My name is 'Maria Splodofska'. Just call me 'Maria'.";
+ mes "I'm helping candidates that wish to become Wizards.";
+ next;
+ cutin "job_wizard_maria03",2;
+ mes "[Maria]";
+ mes "*Bark* Well, the reason I became a dog is...I was helping my boyfriend in experimenting to prepare for his Final for his Magic Degree. Well, *Grrrr* he accidentally turned me into a dog.";
+ mes "Theoretically, in a couple months the chemicals should wear off and I should be returned to normal. When exactly, I have no idea?";
+ next;
+ cutin "job_wizard_maria01",2;
+ mes "[Maria]";
+ mes "Well...it doesn't concern you anyways.";
+ mes "Now, where were we.";
+ next;
+ break;
+ case 2:
+ cutin "job_wizard_maria02",2;
+ mes "[Dog]";
+ mes "*Bark* *bark* *bark* Don't state the obvious! Alright, I know I'm a dog!";
+ next;
+ cutin "job_wizard_maria01",2;
+ mes "[Dog]";
+ mes "My name is 'Maria Splodofska'. People call me 'Maria'.";
+ mes "I'm helping little ones like you that wish to become Wizards.";
+ next;
+ cutin "job_wizard_maria03",2;
+ mes "[Dog called 'Maria']";
+ mes "The reason I became a dog is...My boyfriend that was experimenting to prepare for the Magic Degree, accidentally turned me into a dog.";
+ mes "Theoretically, in a couple months, the chemicals should wear off and I should be returned to normal. Exactly when, I have no idea?";
+ next;
+ cutin "job_wizard_maria02",2;
+ mes "[Dog called 'Maria']";
+ mes "I'm not a 'dog' called 'Maria'!! Oi!! Listen to me!!";
+ next;
+ mes "[Dog... 'Maria'...]";
+ mes "..........";
+ next;
+ mes "[Maria]";
+ mes "...*BARK* *BARK* *BARK*... I'm upset, but whatever!! You seem busy so I'll just drop it.";
+ next;
+ break;
+ }
+ cutin "job_wizard_maria01",2;
+ mes "[Maria]";
+ mes "Like I said before, to change jobs, talk to Catherine.";
+ mes "She's a new Wizard too.";
+ next;
+ mes "[Maria]";
+ mes "I can tell you more about the job change process, but I can't hold back a busy person now can I?";
+ mes "What do you think? Should I explain some about whats in store for Mages that wish to become Wizards?";
+ next;
+ switch(select("Yes, please! I would like that.:No, it's ok.:A talking dog...")) {
+ case 1:
+ cutin "job_wizard_maria01",2;
+ mes "[Maria]";
+ mes "OK, I will explain the process for you.";
+ next;
+ mes "[Maria]";
+ mes "There are three tests in the job change process.";
+ mes "The first test is collecting magic items.";
+ next;
+ mes "[Maria]";
+ mes "That one begins when you submit an application to Catherine.";
+ mes "She'll either tell you to collect all types of gemstones, or gather stones with attributes.";
+ next;
+ mes "[Maria]";
+ mes "Second test is a magic quiz,";
+ mes "The gloomy Laurel in the corner is in charge of that part.";
+ next;
+ mes "[Maria]";
+ mes "There are questions about magic, monsters, and Mages.";
+ mes "Out of the 10 questions, if you don't get them all correct, he doesn't let you pass. In other words, you fail...";
+ next;
+ mes "[Maria]";
+ mes "Oddly enough, He is in charge of the 3rd test too.";
+ mes "The third test is eliminating monsters.";
+ next;
+ mes "[Maria]";
+ mes "In each room, there are monsters of certain attributes.";
+ mes "You must attack them with the appropriate spells.";
+ next;
+ mes "[Maria]";
+ mes "Well, that's all that I can say. Go apply now.";
+ next;
+ mes "[Maria]";
+ mes "It's better to just try it yourself than to listen to my descriptions.";
+ close2;
+ cutin "job_wizard_maria01",255;
+ warp "gef_dun00",116,102;
+ end;
+ case 2:
+ mes "[Maria]";
+ mes "Really? Ok, then go apply and do your best.";
+ close2;
+ cutin "job_wizard_maria01",255;
+ end;
+ case 3:
+ cutin "job_wizard_maria02",2;
+ mes "[Maria]";
+ mes "I'm not a DOG!! HOOOOWWWWWWLLLLLLL~";
+ next;
+ mes "[Maria]";
+ mes "Dang it! I hope you FAIL!! Go get lost!!";
+ close2;
+ cutin "job_wizard_maria01",255;
+ warp "gef_dun00",116,102;
+ end;
+ }
+ }
+ else if (WIZ_Q == 1) {
+ cutin "job_wizard_maria01",2;
+ mes "[Maria]";
+ mes "You seem lost...";
+ mes "You've applied, and now you're looking for the items right?";
+ next;
+ mes "[Maria]";
+ mes "But since this is only the first test, don't depend on others.";
+ mes "Complete it yourself. Thats the best way.";
+ next;
+ mes "[Maria]";
+ mes "From what I've heard, you have to gather gemstones...";
+ mes "I can't help you directly, but I can give you some advice.";
+ next;
+ mes "[Maria]";
+ mes "First, to get Red Gemstones, go to Culverts in Prontera.";
+ mes "You can obtain them from the Thief Bugs and Thief Bug eggs found plentiful there.";
+ next;
+ mes "[Maria]";
+ mes "Yellow Gemstones are easy to find in the desert.";
+ mes "Condors, Picky's, and sometimes monsters like Golem's drop them.";
+ next;
+ mes "[Maria]";
+ mes "And...*woof* to get Blue Gemstones. Try going to the Byalan Dungeons.";
+ mes "Cornutus, Vadon, and monsters like Mars can drop those Gems.";
+ next;
+ mes "[Maria]";
+ mes "Of course you can get blue Gemstones at the magic shop here in town...";
+ mes "But, finding them yourself would be much more rewarding and helpful later in the test.";
+ next;
+ mes "[Maria]";
+ mes "Anyways, try your best.";
+ mes "This is the basics of being a Wizard.";
+ close2;
+ cutin "job_wizard_maria01",255;
+ end;
+ }
+ else if (WIZ_Q == 2) {
+ cutin "job_wizard_maria01",2;
+ mes "[Maria]";
+ mes "You seem lost...";
+ mes "You've applied, and now you're looking for the items right?";
+ next;
+ mes "[Maria]";
+ mes "But since this is only the first test, don't depend on others for help.";
+ mes "Complete it yourself, thats the best way.";
+ next;
+ mes "[Maria]";
+ mes "From what I've heard, you have to gather elemental stones...";
+ mes "I can't help you directly, but I can give you some advice.";
+ next;
+ mes "[Maria]";
+ mes "Well, you can find the Crystal Blue in Byalan Dungeon.";
+ mes "Cornutus, Kukre, Marina, Vadon...these monsters drop them frequently.";
+ next;
+ mes "[Maria]";
+ mes "You can get Green Live from insect type monsters.";
+ mes "Try hunting monsters like Horn, Mantis, or Vitata.";
+ next;
+ mes "[Maria]";
+ mes "Oh and *woof*, Red Blood. I heard you can get a lot of those from...";
+ mes "Elder Willows, Metallers or Scorpions found in the desert would work well too.";
+ next;
+ mes "[Maria]";
+ mes "For Wind of Verdue. Hornet, Stainer, Steel Chonchon.";
+ mes "If you try just a bit, you can get them really easily.";
+ next;
+ mes "[Maria]";
+ mes "But anyways, always try your best.";
+ mes "It's the basics of being a Wizard.";
+ close2;
+ cutin "job_wizard_maria01",255;
+ end;
+ }
+ else if (WIZ_Q == 3) {
+ cutin "job_wizard_maria01",2;
+ mes "[Maria]";
+ mes "Don't be too relieved just after the first test.";
+ mes "Try your best, as you still have two more tests to go.";
+ close2;
+ cutin "job_wizard_maria01",255;
+ end;
+ }
+ else if (WIZ_Q == 4) {
+ cutin "job_wizard_maria01",2;
+ mes "[Maria]";
+ mes "ZzzzZzzzZzzz...";
+ next;
+ cutin "job_wizard_maria02",2;
+ mes "[Maria]";
+ mes "*wimper*...Blizadris...you suck...Zzz...";
+ close2;
+ cutin "job_wizard_maria02",255;
+ end;
+ }
+ else if (WIZ_Q == 5) {
+ cutin "job_wizard_maria01",2;
+ mes "[Maria]";
+ mes "Oh, you're doing well aren't you?";
+ next;
+ mes "[Maria]";
+ mes "Well, try your best to the very end.";
+ mes "Laurel is waiting.";
+ close2;
+ cutin "job_wizard_maria01",255;
+ end;
+ }
+ else if (WIZ_Q == 6) {
+ cutin "job_wizard_maria01",2;
+ mes "[Maria]";
+ mes "*BARK*...you gave up?";
+ mes "*Sigh*...How can you become a Wizard with such a weak heart?";
+ next;
+ mes "[Maria]";
+ mes "You know that each room has monsters of the same attribute...";
+ mes "If you're a person that deals with magic, you need to know about the different spells.";
+ next;
+ mes "[Maria]";
+ mes "You also need to learn how to counter monsters that use skills.";
+ mes "Your best bet is to kill the monsters that are attacking you first.";
+ next;
+ mes "[Maria]";
+ mes "*Grrr* Anyways, continue the test.";
+ mes "Don't have a weak mind, *woof* and go back! *Bark* *Bark* Right this moment! *BARK*";
+ close2;
+ cutin "job_wizard_maria01",255;
+ end;
+ }
+ else if (WIZ_Q == 7) {
+ cutin "job_wizard_maria01",2;
+ mes "[Maria]";
+ mes "As I thought, I knew you'd be able to do it, I could smell it in yah! *Woof*";
+ mes "Now I can call you Wizard.";
+ next;
+ mes "[Maria]";
+ mes "Congratulations. Always give your best at everything, no matter what.";
+ close2;
+ cutin "job_wizard_maria01",255;
+ end;
+ }
+}
+
+//============================================================
+// Old changelog
+//============================================================
+//= 1.1 Now using the initnpctimer command, donpcevent,
+//= and new waitingroom event commands. No more addtimer spamming.
+//= No longer have to talk to the npc to take the test. Just enter the chat room.
+//= 1.2 Changed global variable names to unique ones.
+//= 1.2a Rollback from the wrong Kashy's fix
+//= 1.2b Fixed issue with duplicating monsters thx to Bison.[kobra_k88]
+//= 1.2c changed one Horong to Frilldora (now 3rd room contains 1 agressive mob.)
+//= 1.2d more simplified fire room - removed agressive Desert Wolf [Lupus]
+//= 1.3 Added Baby Class support. 1.5 Fixed possible EXP abuse [Lupus]
+//= 1.6 Added a func which prevent advanced classes passing
+//= 2nd Job Quests again. It also guides adv classes where to go. [Lupus]
+//= 1.7 Replaced 2 Hodes with 2 Horong's (according to the official guide) [Lupus]
+//= 1.8 Removed callfunc Is_####_Class in favor of baseClass [Silentdragon]
+//= 2.1 Changed numbers to constants. [Vicious]
+//= 2.2 Merged back JFunc [Lupus] 2.2a Removed extra MES, added missing NEXT
+//= 2.3 Bigfoot monster summon corrected [Zairik]
diff --git a/npc/pre-re/jobs/2-1a/AssassinCross.txt b/npc/pre-re/jobs/2-1a/AssassinCross.txt
new file mode 100644
index 000000000..0776825fb
--- /dev/null
+++ b/npc/pre-re/jobs/2-1a/AssassinCross.txt
@@ -0,0 +1,100 @@
+//===== rAthena Script =======================================
+//= Advance Class jobchanger after kRO Normals.
+//===== By: ==================================================
+//= Nana
+//= finished, optimized and tested by Lupus
+//===== Current Version: =====================================
+//= 1.3
+//===== Compatible With: =====================================
+//= rAthena 1.0 +
+//===== Description: =========================================
+//= Advance Class jobchanger after kRO Normals.
+//===== Additional Comments: =================================
+//= v1.1 Made all into functions, additional checks, etc. [Lupus]
+//= v1.2 Made numbers into constants. [Vicious]
+//= 1.3 Now saves/restores all the quest skills [Lupus]
+//============================================================
+
+valkyrie,44,58,5 script Assassin Cross#Valkyrie 725,{
+ if (ADVJOB == 0 || Upper != 1) {
+ set .@karma_d,rand(1,10);
+ if (.@karma_d > 4) {
+ mes "[Assassin Cross]";
+ mes "Congratulations...";
+ next;
+ mes "[Assassin Cross]";
+ mes "...";
+ next;
+ mes "[Assassin Cross]";
+ mes "...";
+ mes "......";
+ next;
+ mes "[Assassin Cross]";
+ mes "...";
+ mes "......";
+ mes "Honor to";
+ mes "the warriors.";
+ close;
+ }
+ mes "[Assassin Cross]";
+ mes "We are the warriors";
+ mes "of the desert. Nobody";
+ mes "looks down upon us.";
+ mes "Nobody...";
+ close;
+ }
+ else if (ADVJOB == Job_Assassin_Cross && Class == Job_Thief_High && JobLevel > 39) {
+ mes "[Assassin Cross]";
+ mes "The time has come.";
+ mes "The world needs you...";
+ mes "More than ever.";
+ next;
+ mes "[Assassin Cross]";
+ mes "I ask that you continue to live in the shadows, but as an even greater Assassin with a new appearance.";
+ next;
+ mes "[Assassin Cross]";
+ mes "Will you become";
+ mes "an Assassin Cross?";
+ next;
+ if (select("No.:Yes.") == 1) {
+ mes "[Assassin Cross]";
+ mes "When you are";
+ mes "ready, come back.";
+ next;
+ mes "[Assassin Cross]";
+ mes "Honor to";
+ mes "the warriors.";
+ close;
+ }
+ if (SkillPoint) {
+ mes "[Assassin Cross]";
+ mes "You still haven't";
+ mes "learned everything";
+ mes "that you can.";
+ next;
+ mes "[Assassin Cross]";
+ mes "Use all your";
+ mes "Skill Points";
+ mes "and then come back.";
+ close;
+ }
+ jobchange Job_Assassin_Cross;
+ set ADVJOB,0;
+ mes "[Assassin Cross]";
+ mes "Congratulations.";
+ mes "As an Assassin Cross,";
+ mes "I hope that you fight for a brighter future within the darkness.";
+ close;
+ }
+ mes "[Assassin Cross]";
+ mes "Welcome";
+ mes "to Valhalla,";
+ mes "the Hall of Honor.";
+ next;
+ mes "[Assassin Cross]";
+ mes "Please make";
+ mes "yourself comfortable";
+ mes "while you are here.";
+ mes "Honor to the warriors.";
+ close;
+}
diff --git a/npc/pre-re/jobs/2-1a/HighPriest.txt b/npc/pre-re/jobs/2-1a/HighPriest.txt
new file mode 100644
index 000000000..ae96a122e
--- /dev/null
+++ b/npc/pre-re/jobs/2-1a/HighPriest.txt
@@ -0,0 +1,82 @@
+//===== rAthena Script =======================================
+//= Advance Class jobchanger after kRO Normals.
+//===== By: ==================================================
+//= Nana
+//= finished, optimized and tested by Lupus
+//===== Current Version: =====================================
+//= 1.3
+//===== Compatible With: =====================================
+//= rAthena 1.0 +
+//===== Description: =========================================
+//= Advance Class jobchanger after kRO Normals.
+//===== Additional Comments: =================================
+//= v1.1 Made all into functions, additional checks, etc. [Lupus]
+//= v1.2 Made numbers into constants. [Vicious]
+//= 1.3 Now saves/restores all the quest skills [Lupus]
+//============================================================
+
+valkyrie,44,42,5 script High Priest#Valkyrie 60,{
+ if (ADVJOB == 0 || Upper != 1) {
+ set .@karma_d,rand(1,10);
+ if (.@karma_d > 4) {
+ mes "[High Priest]";
+ mes "Congratulations.";
+ mes "Honor to the warriors!";
+ close;
+ }
+ mes "[High Priest]";
+ mes "Through the power";
+ mes "of holiness, may we";
+ mes "find peace, strength";
+ mes "and protection. Deliver";
+ mes "us from the forces of evil...";
+ close;
+ }
+ else if (ADVJOB == Job_High_Priest && Class == Job_Acolyte_High && JobLevel > 39) {
+ mes "[High Priest]";
+ mes "Our world is in";
+ mes "need of people of";
+ mes "talent and conviction.";
+ mes "Please continue your";
+ mes "good works as an even";
+ mes "greater hero of holiness...";
+ next;
+ mes "[High Priest]";
+ mes "Would you like";
+ mes "to become a High Priest?";
+ next;
+ if (select("No.:Yes.") == 1) {
+ mes "[High Priest]";
+ mes "When you're ready,";
+ mes "feel free to come back.";
+ mes "Honor to the warriors!";
+ close;
+ }
+ if (SkillPoint) {
+ mes "[High Priest]";
+ mes "It is still possible for you to learn more skills. Please use";
+ mes "all of your remaining Skill Points before returning to me.";
+ close;
+ }
+ jobchange Job_High_Priest;
+ set ADVJOB,0;
+ mes "[High Priest]";
+ mes "Congratulations.";
+ mes "As a High Priest,";
+ mes "I hope you will guide";
+ mes "others upon the path";
+ mes "to holiness...";
+ close;
+ }
+ mes "[High Priest]";
+ mes "Welcome";
+ mes "to Valhalla,";
+ mes "the Hall of Honor.";
+ next;
+ mes "[High Priest]";
+ mes "Please make";
+ mes "yourself comfortable";
+ mes "while you are here.";
+ mes "Honor to the warriors!";
+ close;
+}
diff --git a/npc/pre-re/jobs/2-1a/HighWizard.txt b/npc/pre-re/jobs/2-1a/HighWizard.txt
new file mode 100644
index 000000000..58f1bfce8
--- /dev/null
+++ b/npc/pre-re/jobs/2-1a/HighWizard.txt
@@ -0,0 +1,86 @@
+//===== rAthena Script =======================================
+//= Advance Class jobchanger after kRO Normals.
+//===== By: ==================================================
+//= Nana
+//= finished, optimized and tested by Lupus
+//===== Current Version: =====================================
+//= 1.3
+//===== Compatible With: =====================================
+//= rAthena 1.0 +
+//===== Description: =========================================
+//= Advance Class jobchanger after kRO Normals.
+//===== Additional Comments: =================================
+//= v1.1 Made all into functions, additional checks, etc. [Lupus]
+//= v1.2 Made numbers into constants. [Vicious]
+//= 1.3 Now saves/restores all the quest skills [Lupus]
+//============================================================
+
+valkyrie,44,47,5 script High Wizard#Valkyrie 735,{
+ if (ADVJOB == 0 || Upper != 1) {
+ set .@karma_d,rand(1,10);
+ if (.@karma_d > 4) {
+ mes "[High Wizard]";
+ mes "Congratulations.";
+ mes "Honor to the warriors!";
+ close;
+ }
+ mes "[High Wizard]";
+ mes "We High Wizards have";
+ mes "the responsibility of";
+ mes "using our destructive magic";
+ mes "for the right purposes.";
+ next;
+ mes "[High Wizard]";
+ mes "A lifetime of training";
+ mes "is required before becoming";
+ mes "a High Wizard. Can you imagine";
+ mes "what would happen if our power";
+ mes "was placed in the wrong hands?!";
+ close;
+ }
+ else if (ADVJOB == Job_High_Wizard && Class == Job_Mage_High && JobLevel > 39) {
+ mes "[High Wizard]";
+ mes "It is time.";
+ mes "And Rune-Midgard has";
+ mes "need of those who can";
+ mes "wield the strongest of magic...";
+ next;
+ mes "[High Wizard]";
+ mes "Would you like to";
+ mes "become a High Wizard?";
+ next;
+ if (select("No.:Yes.") == 1) {
+ mes "[High Wizard]";
+ mes "When you're ready,";
+ mes "feel free to come back.";
+ mes "Honors to the warriors!";
+ close;
+ }
+ if (SkillPoint) {
+ mes "[High Wizard]";
+ mes "It is still possible for you to learn more skills. Please use";
+ mes "all of your remaining Skill Points before returning to me.";
+ close;
+ }
+ jobchange Job_high_Wizard;
+ set ADVJOB,0;
+ mes "[High Wizard]";
+ mes "Congratulations.";
+ mes "As a High Wizard,";
+ mes "I hope use you use";
+ mes "your powers to bring";
+ mes "peace to the oppressed.";
+ close;
+ }
+ mes "[High Wizard]";
+ mes "Welcome";
+ mes "to Valhalla,";
+ mes "the Hall of Honor.";
+ next;
+ mes "[High Wizard]";
+ mes "Please make";
+ mes "yourself comfortable";
+ mes "while you are here.";
+ mes "Honor to the warriors!";
+ close;
+}
diff --git a/npc/pre-re/jobs/2-1a/LordKnight.txt b/npc/pre-re/jobs/2-1a/LordKnight.txt
new file mode 100644
index 000000000..ba998483e
--- /dev/null
+++ b/npc/pre-re/jobs/2-1a/LordKnight.txt
@@ -0,0 +1,84 @@
+//===== rAthena Script =======================================
+//= Advance Class jobchanger after kRO Normals.
+//===== By: ==================================================
+//= Nana
+//= finished, optimized and tested by Lupus
+//===== Current Version: =====================================
+//= 1.3
+//===== Compatible With: =====================================
+//= rAthena 1.0 +
+//===== Description: =========================================
+//= Advance Class jobchanger after kRO Normals.
+//===== Additional Comments: =================================
+//= v1.1 Made all into functions, additional checks, etc. [Lupus]
+//= v1.2 Made numbers into constants. [Vicious]
+//= 1.3 Now saves/restores all the quest skills [Lupus]
+//============================================================
+
+valkyrie,44,39,5 script Lord Knight#Valkyrie 56,{
+ if (ADVJOB == 0 || Upper != 1) {
+ set .@karma_d,rand(1,10);
+ if (.@karma_d > 4) {
+ mes "[Lord Knight]";
+ mes "Congratulations.";
+ mes "Honor to the warriors!";
+ close;
+ }
+ mes "[Lord Knight]";
+ mes "We Knights have an";
+ mes "awesome responsibility...";
+ mes "To serve and protect.";
+ next;
+ mes "[Lord Knight]";
+ mes "Even at the cost";
+ mes "of our own lives,";
+ mes "we must safeguard the";
+ mes "well being of our comrades.";
+ close;
+ }
+ else if (ADVJOB == Job_Lord_Knight && Class == Job_Swordman_High && JobLevel > 39) {
+ mes "[Lord Knight]";
+ mes "Your time has come!";
+ mes "The world still needs you.";
+ mes "Please continue your life";
+ mes "as a hero with a new appearance.";
+ next;
+ mes "[Lord Knight]";
+ mes "Would you like";
+ mes "to become a Lord Knight?";
+ next;
+ if (select("No.:Yes.") == 1) {
+ mes "[Lord Knight]";
+ mes "When you're ready,";
+ mes "feel free to come back.";
+ mes "Honor to the warriors!";
+ close;
+ }
+ if (SkillPoint) {
+ mes "[Lord Knight]";
+ mes "It is still possible for you to learn more skills. Please use";
+ mes "all of your remaining Skill Points before returning to me.";
+ close;
+ }
+ jobchange Job_Lord_Knight;
+ set ADVJOB,0;
+ mes "[Lord Knight]";
+ mes "Congratulations!";
+ mes "As a Lord Knight,";
+ mes "I hope that you will be";
+ mes "at the forefront of battle,";
+ mes "and lead your allies to victory!";
+ close;
+ }
+ mes "[Lord Knight]";
+ mes "Welcome";
+ mes "to Valhalla,";
+ mes "the Hall of Honor.";
+ next;
+ mes "[Lord Knight]";
+ mes "Please make";
+ mes "yourself comfortable";
+ mes "while you are here.";
+ mes "Honor to the warriors!";
+ close;
+}
diff --git a/npc/pre-re/jobs/2-1a/Sniper.txt b/npc/pre-re/jobs/2-1a/Sniper.txt
new file mode 100644
index 000000000..cf5f4881e
--- /dev/null
+++ b/npc/pre-re/jobs/2-1a/Sniper.txt
@@ -0,0 +1,83 @@
+//===== rAthena Script =======================================
+//= Advance Class jobchanger after kRO Normals.
+//===== By: ==================================================
+//= Nana
+//= finished, optimized and tested by Lupus
+//===== Current Version: =====================================
+//= 1.3
+//===== Compatible With: =====================================
+//= rAthena 1.0 +
+//===== Description: =========================================
+//= Advance Class jobchanger after kRO Normals.
+//===== Additional Comments: =================================
+//= v1.1 Made all into functions, additional checks, etc. [Lupus]
+//= v1.2 Made numbers into constants. [Vicious]
+//= 1.3 Now saves/restores all the quest skills [Lupus]
+//============================================================
+
+valkyrie,44,55,5 script Sniper#Valkyrie 727,{
+ if (ADVJOB == 0 || Upper != 1) {
+ set .@karma_d,rand(1,10);
+ if (.@karma_d > 4) {
+ mes "[Sniper]";
+ mes "Congratulations.";
+ mes "Honor to the warriors!";
+ close;
+ }
+ mes "[Sniper]";
+ mes "One shot.";
+ mes "One kill.";
+ mes "It's not so hard";
+ mes "once you develop the";
+ mes "vision for that style";
+ mes "of battling.";
+ close;
+ }
+ else if (ADVJOB == Job_Sniper && Class == Job_Archer_High && JobLevel > 39) {
+ mes "[Sniper]";
+ mes "The world is in";
+ mes "need of mighty Bowmen";
+ mes "like you. Are you ready for";
+ mes "the awesome responsibility?";
+ next;
+ mes "[Sniper]";
+ mes "Are you willing to";
+ mes "take the next step and";
+ mes "become a Sniper?";
+ next;
+ if (select("No.:Yes.") == 1) {
+ mes "[Sniper]";
+ mes "When you're ready,";
+ mes "feel free to come back.";
+ mes "Honor to the warriors!";
+ close;
+ }
+ if (SkillPoint) {
+ mes "[Sniper]";
+ mes "It is still possible for you to learn more skills. Please use";
+ mes "all of your remaining Skill Points before returning to me.";
+ close;
+ }
+ jobchange Job_Sniper;
+ set ADVJOB,0;
+ mes "[Sniper]";
+ mes "Congratulations!";
+ mes "As a Sniper, I hope";
+ mes "that the minions of evil";
+ mes "will never be safe so";
+ mes "long as they are in";
+ mes "your sight!";
+ close;
+ }
+ mes "[Sniper]";
+ mes "Welcome";
+ mes "to Valhalla,";
+ mes "the Hall of Honor.";
+ next;
+ mes "[Sniper]";
+ mes "Please make";
+ mes "yourself comfortable";
+ mes "while you are here.";
+ mes "Honor to the warriors!";
+ close;
+}
diff --git a/npc/pre-re/jobs/2-1a/WhiteSmith.txt b/npc/pre-re/jobs/2-1a/WhiteSmith.txt
new file mode 100644
index 000000000..42ac6164b
--- /dev/null
+++ b/npc/pre-re/jobs/2-1a/WhiteSmith.txt
@@ -0,0 +1,88 @@
+//===== rAthena Script =======================================
+//= Advance Class jobchanger after kRO Normals.
+//===== By: ==================================================
+//= Nana
+//= finished, optimized and tested by Lupus
+//===== Current Version: =====================================
+//= 1.3
+//===== Compatible With: =====================================
+//= rAthena 1.0 +
+//===== Description: =========================================
+//= Advance Class jobchanger after kRO Normals.
+//===== Additional Comments: =================================
+//= v1.1 Made all into functions, additional checks, etc. [Lupus]
+//= v1.2 Made numbers into constants. [Vicious]
+//= 1.3 Now saves/restores all the quest skills [Lupus]
+//============================================================
+
+valkyrie,44,50,5 script MasterSmith#Valkyrie 731,{
+ if (ADVJOB == 0 || Upper != 1) {
+ set .@karma_d,rand(1,10);
+ if (.@karma_d > 4) {
+ mes "[MasterSmith]";
+ mes "Congratulations.";
+ mes "Honor to the warriors!";
+ close;
+ }
+ mes "[MasterSmith]";
+ mes "Ah...";
+ mes "The pinnacle";
+ mes "of craftsmanship.";
+ mes "That's the work of";
+ mes "a MasterSmith.";
+ next;
+ mes "[MasterSmith]";
+ mes "Once you're the";
+ mes "the best of the best,";
+ mes "you begin forging with";
+ mes "the goal of discovering";
+ mes "new and better ways of";
+ mes "crafting...";
+ close;
+ }
+ else if (ADVJOB == Job_WhiteSmith && Class == Job_Merchant_High && JobLevel > 39) {
+ mes "[MasterSmith]";
+ mes "The time has come!";
+ mes "Our world needs brave,";
+ mes "hard-working adventurers";
+ mes "like you...";
+ next;
+ mes "[MasterSmith]";
+ mes "Would you like to";
+ mes "become a MasterSmith?";
+ next;
+ if (select("No.:Yes.") == 1) {
+ mes "[MasterSmith]";
+ mes "When you're ready,";
+ mes "feel free to come back.";
+ mes "Honor to the warriors!";
+ close;
+ }
+ if (SkillPoint) {
+ mes "[MasterSmith]";
+ mes "It is still possible for you to learn more skills. Please use";
+ mes "all of your remaining Skill Points before returning to me.";
+ close;
+ }
+ jobchange Job_Whitesmith;
+ set ADVJOB,0;
+ mes "[MasterSmith]";
+ mes "Congratulations!";
+ mes "As a MasterSmith,";
+ mes "I hope you will forge";
+ mes "a path towards a brighter";
+ mes "future for Rune-Midgard.";
+ close;
+ }
+ mes "[MasterSmith]";
+ mes "Welcome";
+ mes "to Valhalla,";
+ mes "the Hall of Honor.";
+ next;
+ mes "[MasterSmith]";
+ mes "Please make";
+ mes "yourself comfortable";
+ mes "while you are here.";
+ mes "Honor to the warriors!";
+ close;
+}
diff --git a/npc/pre-re/jobs/2-1e/StarGladiator.txt b/npc/pre-re/jobs/2-1e/StarGladiator.txt
new file mode 100644
index 000000000..e58dc4dde
--- /dev/null
+++ b/npc/pre-re/jobs/2-1e/StarGladiator.txt
@@ -0,0 +1,1646 @@
+//===== rAthena Script =======================================
+//= Star Gladiator Job Quest
+//===== By: ==================================================
+//= Celestria, Samuray22
+//===== Current Version: =====================================
+//= 1.3
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Job Change quest for Star Gladiator class.
+//===== Additional Comments: =================================
+//= 1.1 Updated to the Aegis Standards. [Samuray22]
+//= 1.1a Corrected a minor error respect to the header. [Samuray22]
+//= 1.1b Corrected NPC name length warning. [L0ne_W0lf]
+//= 1.1c Changed item names to item IDs. [Samuray22]
+//= 1.2 Another round of updates to the script. [L0ne_W0lf]
+//= Removes the use of labels, and correcets other errors.
+//= 1.3 Added Quest Log commands. [Kisuka]
+//============================================================
+
+payon,215,102,3 script Moohyun#job_star 828,3,3,{
+ if (Class == Job_Taekwon) {
+ if (STGL_Q == 0) {
+ mes "[Moohyun]";
+ if (Sex)
+ mes "Hey, Taekwon Boy!";
+ else
+ mes "Hey, Taekwon Girl!";
+ mes "Come here for a minute.";
+ mes "I've got a proposition";
+ mes "for you if you'll listen!";
+ next;
+ if (select( "Sure.","No, thanks!") == 1) {
+ mes "[Moohyun]";
+ mes "Alright, kid.";
+ mes "What's your name?";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "" + strcharinfo(0) + ".";
+ next;
+ mes "[Moohyun]";
+ mes "Geez, you're so direct.";
+ mes "A little warmth, a little";
+ mes "friendliness wouldn't kill";
+ mes "you, now would it? Anyway,";
+ mes "have you given any thought";
+ mes "as to what you want to be?";
+ next;
+ mes "[Moohyun]";
+ mes "If your heart isn't already";
+ mes "set on it, why don't you become";
+ mes "a ^4D4DFFwarrior of the Sun, the Moon,^FFFFFF ^4D4DFF and the Stars^000000? Just consider it.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Warrior of the wha--?";
+ mes "I've never heard of that";
+ mes "job. But I do know I can";
+ mes "change jobs to a Soul";
+ mes "Linker or Taekwon Master.";
+ next;
+ mes "[Moohyun]";
+ mes "Yeah. Yeah, that's right.";
+ mes "Taekwon Masters are warriors";
+ mes "of the Sun, Moon, and Stars, and wield the power of the cosmos!";
+ mes "Cool, huh? Anyway, interested";
+ mes "in being a Taekwon Master?";
+ next;
+ if (select("Yes, I am!:No, not so much.") == 1) {
+ if (JobLevel > 39) {
+ mes "[Moohyun]";
+ mes "Great, great~ I knew you'd";
+ mes "see things my way. Alright,";
+ mes "you seem to be ready enough.";
+ mes "All you need now is someone";
+ mes "who can train you to become";
+ mes "a Taekwon Master.";
+ next;
+ mes "[Moohyun]";
+ mes "Would you like to ^4D4dffchange";
+ mes "your job to Taekwon Master^000000?";
+ mes "If you do, I'll introduce you to somebody who can help";
+ mes "you accomplish that goal.";
+ next;
+ if (select("Yes, I do.","Let me think about it...") == 1) {
+ mes "[Moohyun]";
+ mes "Excellent! Now, as you may";
+ mes "have guessed, Taekwon Masters";
+ mes "aren't organized into an official guild. So it's tough for all of us";
+ mes "to gather, but we also have fewer rules and greater freedom.";
+ next;
+ mes "[Moohyun]";
+ mes "Who's around now...? Umm...";
+ mes "Ah, you should visit ^4D4DFFMoogang^000000.";
+ mes "He's one of the few Taekwon";
+ mes "Masters interested in receiving";
+ mes "new students, so he'll be sure";
+ mes "to guide you in your training.";
+ next;
+ mes "[Moohyun]";
+ mes "Alright, you can find Moogang";
+ mes "in Comodo, supposedly at the";
+ mes "place that's closest to the sky.^FFFFFF ^000000 In the meantime, I'll write a";
+ mes "letter of recommendation that";
+ mes "I'll send to him for you.";
+ set STGL_Q,1;
+ setquest 7007;
+ close;
+ }
+ mes "[Moohyun]";
+ mes "That's fine. Changing your";
+ mes "job is an important decision,";
+ mes "so you should consider everything carefully. But let me assure you";
+ mes "that you'll never regret becoming an awesome warrior of the cosmos!";
+ close;
+ }
+ mes "[Moohyun]";
+ mes "Great, great~";
+ mes "But first,you";
+ mes "gotta be at least Job Level 40";
+ mes "before you can begin Taekwon";
+ mes "Master training. Otherwise, ";
+ mes "it'll go over your head.";
+ next;
+ mes "[Moohyun]";
+ mes "I know you can do it,";
+ mes "and it shouldn't take";
+ mes "too long. Promise me";
+ mes "you'll come back so that";
+ mes "I can help you become";
+ mes "a great Taekwon Master~";
+ close;
+ }
+ mes "[Moohyun]";
+ mes "Really? Well, I still";
+ mes "think you're better suited";
+ mes "to being a Taekwon Master";
+ mes "than a Soul Linker. But the";
+ mes "decision is ultimately yours.";
+ next;
+ mes "[Moohyun]";
+ mes "Well, if you change your";
+ mes "mind, just come back to";
+ mes "me and let me know. I know";
+ mes "you'd make a great Taekwon";
+ mes "Master if you really tried.";
+ close;
+ }
+ mes "[Moohyun]";
+ mes "Aw, don't be like that.";
+ mes "It doesn't cost you a zeny";
+ mes "to listen to my spiel. Come";
+ mes "on, just hear me out...";
+ close;
+ }
+ else if (STGL_Q == 1) {
+ mes "[Moohyun]";
+ mes "I've already sent him my";
+ mes "letter of recommendation";
+ mes "for you, so go ahead and";
+ mes "visit Moogang in Comodo.";
+ mes "He'll start training you to";
+ mes "become a Taekwon Master.";
+ close;
+ }
+ else if (STGL_Q == 7) {
+ mes "[Moohyun]";
+ mes "So how's the testing";
+ mes "coming along? Oh hey, you";
+ mes "look worried. Are you in";
+ mes "some kind of trouble?";
+ next;
+ if (select("No, I'm fine.:About Beeryu's riddle...") == 1) {
+ mes "[Moohyun]";
+ mes "It's alright to be independent";
+ mes "and solve problems on your";
+ mes "own, but you should elicit help";
+ mes "when you really need it. There";
+ mes "is no shame in being unable to";
+ mes "accomplish something alone...";
+ close;
+ }
+ mes "[Moohyun]";
+ mes "Ah, that. Beeryu has";
+ mes "given you that riddle";
+ mes "to solve. Well, first of";
+ mes "all, you have to bring him";
+ mes "something very important,";
+ mes "but it isn't a material object.";
+ next;
+ mes "[Moohyun]";
+ mes "You have to demonstrate";
+ mes "something for him. Now tell";
+ mes "me, when you face difficulty in";
+ mes "life, obstacles to your goals,";
+ mes "how do you respond? What";
+ mes "does your heart feel, man?";
+ next;
+ mes "[Moohyun]";
+ mes "I know that Beeryu asked you";
+ mes "to prove your patience to him,";
+ mes "but this is the most important";
+ mes "factor behind patience. What";
+ mes "do you say to yourself when";
+ mes "your life seems hopeless?";
+ next;
+ if (select("I will not give up!:I... I don't know?") == 1) {
+ mes "[" + strcharinfo(0) + "]";
+ mes "I will not give up!";
+ mes "I'll make my dreams";
+ mes "come true, no matter";
+ mes "how long it may take!";
+ next;
+ mes "[Moohyun]";
+ mes "Yes, that's it!";
+ mes "When your resolution";
+ mes "is backed by an iron will,";
+ mes "you will have the patience";
+ mes "to weather out all things.";
+ mes "Show Beeryu your resolve...";
+ next;
+ mes "[Moohyun]";
+ mes "Great, I think you're";
+ mes "ready now. Please go";
+ mes "talk to Moogang and head";
+ mes "back to the Moon Room. Soon,";
+ mes "maybe we'll be able to greet";
+ mes "each other as Taekwon Masters!";
+ set STGL_Q,8;
+ close;
+ }
+ mes "[Moohyun]";
+ mes "You... You don't know?";
+ mes "If you'd face obstacles";
+ mes "head on and directly confront";
+ mes "your fears, your enemies, and";
+ mes "all of life's challenges, then the answer should come naturally.";
+ next;
+ mes "[Moohyun]";
+ mes "Hmm...";
+ mes "Why don't you contemplate";
+ mes "the value of courage for";
+ mes "a little while? Yes, that";
+ mes "might be useful for now.";
+ close;
+ }
+ else if (STGL_Q == 8) {
+ mes "[Moohyun]";
+ mes "Great, I think you're";
+ mes "ready now. Please go";
+ mes "talk to Moogang and head";
+ mes "back to the Moon Room. Soon,";
+ mes "maybe we'll be able to greet";
+ mes "each other as Taekwon Masters!";
+ close;
+ }
+ mes "[Moohyun]";
+ mes "So, how have you";
+ mes "been doing? I got";
+ mes "faith that you'll become";
+ mes "a great Taekwon Master, so";
+ mes "I'm expecting great things.";
+ close;
+ }
+ else if (BaseJob == Job_Star_Gladiator) {
+ mes "[Moohyun]";
+ mes "Hey, how have you";
+ mes "been doing? Attuned";
+ mes "with nature and all";
+ mes "that, I see. Heh heh,";
+ mes "isn't the cosmos such";
+ mes "a wonderful thing?";
+ close;
+ }
+ else if (Class== Job_Novice) {
+ mes "[Moohyun]";
+ mes "Hey, kid. Do you want";
+ mes "to learn Taekwon Do?";
+ mes "If you learn it, then you're";
+ mes "guaranteed to become";
+ mes "much stronger! ";
+ next;
+ mes "[Moohyun]";
+ mes "Let's see...";
+ mes "There's a man named";
+ mes "Phoenix who can teach";
+ mes "you Taekwon Do. He's";
+ mes "around here somewhere...";
+ next;
+ mes "[Moohyun]";
+ mes "Anyway, once you've";
+ mes "learned Taekwon Do for";
+ mes "a while, go ahead and come";
+ mes "back to me if you really want to advance your studies, to master";
+ mes "more than your mind and body.";
+ close;
+ }
+ mes "[Moohyun]";
+ mes "Dude...";
+ mes "Whaddya want?";
+ if (Sex) {
+ mes "You wanna join up";
+ mes "with my martial arts";
+ mes "school? It's too late";
+ mes "for you, sorry pal~";
+ }
+ else {
+ mes "Oh, I didn't realize tha--";
+ mes "Y-you're such a beautiful";
+ mes "lady! I guess I oughta, you";
+ mes "know, apologize for bein' rude.";
+ }
+ next;
+ mes "[Moohyun]";
+ mes "Anyway, if you think I'm";
+ mes "just some punk, I'll admit";
+ mes "that I look and act the part.";
+ mes "But actually, I'm a warrior of";
+ mes "the Sun, Moon, and Stars.";
+ next;
+ mes "[Moohyun]";
+ mes "It might be a little late";
+ mes "for you, but if you know ";
+ mes "anybody that wants to become";
+ mes "a Taekwon Master, send them";
+ mes "my way. I'll make sure that";
+ mes "they meet the right people~";
+ close;
+
+OnTouch:
+ if (Class == Job_Taekwon) {
+ if (STGL_Q == 0) {
+ mes "[Moohyun]";
+ mes "Hm...? Oh, you're just";
+ mes "the kind of person I'm";
+ mes "looking for. Come, I've";
+ mes "got an offer for you if";
+ mes "you're willing to listen...";
+ close;
+ }
+ }
+ else if (BaseJob == Job_Star_Gladiator) {
+ mes "[Moohyun]";
+ mes "How's it going, warrior?";
+ mes "Please continue to use";
+ mes "your skills for the right";
+ mes "causes. Bring pride to all";
+ mes "Taekwon Masters everywhere!";
+ close;
+ }
+ mes "[Moohyun]";
+ mes "Whoa, whoa~";
+ mes "Step aside, will you?";
+ mes "You're blocking my sun!";
+ close;
+}
+
+comodo,172,230,3 script Wandering Master#job_sta 730,{
+ if (Class == Job_Taekwon) {
+ if (STGL_Q == 1) {
+ mes "[Moogang]";
+ mes ""+ strcharinfo(0) + "...";
+ mes "I have been expecting you.";
+ mes "Moohyun has told me about";
+ mes "your arrival and your desire";
+ mes "to become a Taekwon Master.";
+ mes "I will trust his judgment...";
+ next;
+ mes "[Moogang]";
+ mes "Yes, Moohyun is skilled at";
+ mes "discerning the inner strengths";
+ mes "of others. You should do well.";
+ mes "Are you ready for the first test, to use your fists and legs in the";
+ mes "service of the grand cosmos?";
+ next;
+ if (select("Yes, let me take the test!:Wait, I need to think about this!") == 1) {
+ if (SkillPoint) {
+ mes "[Moogang]";
+ mes "Hm? You still have Skill";
+ mes "Points that you haven't yet";
+ mes "allocated. Use them, learn";
+ if (Sex == 0)
+ mes "and improve your Taekwon Girl";
+ else
+ mes "and improve your Taekwon Boy";
+ mes "skills. When you are finished,^FFFFFF ^000000 come back here for your training.";
+ close;
+ }
+ mes "[Moogang]";
+ mes "Taekwon Do sets the basics.";
+ mes "Mind, body, soul. These are not";
+ mes "separate parts, but a functioning whole. Your self is in touch";
+ mes "with itself, but is it in touch";
+ mes "with the outside world?";
+ next;
+ mes "[Moogang]";
+ mes "Close your eyes. Seek out";
+ mes "the sensation of the wind.";
+ mes "Open your arms and embrace";
+ mes "the sky. Can you feel it? The";
+ mes "everspreading flow of the";
+ mes "universal cosmos?";
+ next;
+ mes "[Moogang]";
+ mes "Nature's laws cannot be broken,";
+ mes "but as your undestanding of nature grows, you'll be able to grasp the";
+ mes "sunlight, hold the moonlight, and mold the starlight. This test will";
+ mes "help you attune yourself...";
+ next;
+ mes "[Moogang]";
+ mes "Go forth and gather the";
+ mes "power of nature scattered";
+ mes "around the world. Bring me";
+ mes "pieces of the blustery wind,";
+ mes "solid earth, freezing ice,";
+ mes "and burning flame.";
+ next;
+ mes "[Moogang]";
+ mes "In other words...";
+ mes "^4D4DFFRough Wind^000000,";
+ mes "^4D4DFFGreat Nature^000000,";
+ mes "^4D4DFFMystic Frozen^000000 and";
+ mes "^4D4DFFFlame Heart^000000.";
+ mes "Now go...";
+ set STGL_Q,2;
+ changequest 7007,7008;
+ close;
+ }
+ mes "[Moogang]";
+ mes "I respect your decision,";
+ mes "although I see no reason";
+ mes "for you to hesitate. But like";
+ mes "the phases of the moon, all";
+ mes "changes must occur according";
+ mes "to the grand scheme of things.";
+ close;
+ }
+ else if (STGL_Q == 2) {
+ if (countitem(996) > 0 && countitem(997) > 0 && countitem(995) > 0 && countitem(994) > 0) {
+ mes "[Moogang]";
+ mes "Ah, you've completed the";
+ mes "task I've set for you. Very";
+ mes "good. Now, while holding these";
+ mes "shards of the wind, earth, ice";
+ mes "and flame, did you sense the";
+ mes "connection between them all?";
+ next;
+ mes "[Moogang]";
+ mes "Winds provide gentle and";
+ mes "comforting breezes or bring";
+ mes "destructive hurricanes. Earth";
+ mes "is the solid ground on which";
+ mes "all life lives, but it can also";
+ mes "sink and shake buildings.";
+ next;
+ mes "[Moogang]";
+ mes "Water gives life and provides";
+ mes "cooling refreshment, but it can";
+ mes "also drown and freeze life. Fire can bring comforting warmth,";
+ mes "but it can also reduce life to";
+ mes "gray ashes. Such is nature.";
+ next;
+ mes "[Moogang]";
+ mes "This is the power of nature.";
+ mes "Any force can be used to do";
+ mes "good or evil, depending on";
+ mes "how you wield it. So do you";
+ mes "understand now? This is how";
+ mes "the universe is intertwined.";
+ next;
+ mes "[Moogang]";
+ mes "However, the most primal,";
+ mes "the purest elements of our";
+ mes "universe are equated to the";
+ mes "cosmos: the Sun, the Moon,";
+ mes "and the Stars. Contemplate";
+ mes "on this truth for a while...";
+ next;
+ mes "[Moogang]";
+ mes "With the realization of";
+ mes "the nature of the universe";
+ mes "comes the respect for nature";
+ mes "and all things. Now, when you";
+ mes "are ready for the next test, then^FFFFFF ^000000";
+ mes "I shall guide you to the altar.";
+ delitem 996,1; //Rough_Wind
+ delitem 997,1; //Great_Nature
+ delitem 995,1; //Mistic_Frozen
+ delitem 994,1; //Flame_Heart
+ set STGL_Q,3;
+ changequest 7008,7009;
+ close;
+ }
+ mes "[Moogang]";
+ mes "For your first test on your";
+ mes "journey towards becoming";
+ mes "a Taekwon Master, bring me ";
+ mes "shards of the natural elements.";
+ mes "I want you to understand their innate harmony with one another.";
+ next;
+ mes "[Moogang]";
+ mes "Bring...";
+ mes "^4D4DFFRough Wind^000000,";
+ mes "^4D4DFFGreat Nature^000000,";
+ mes "^4D4DFFMystic Frozen^000000 and";
+ mes "^4D4DFFFlame Heart^000000.";
+ mes "Now go...";
+ close;
+ }
+ else if (STGL_Q == 3) {
+ mes "[Moogang]";
+ mes "Are you ready for";
+ mes "the next test to become";
+ mes "a Taekwon Master? Then,";
+ mes "I shall guide you to the altar.";
+ next;
+ if (select("Wait, I need more time!:Yes, I am ready.") == 1) {
+ mes "[Moogang]";
+ mes "I see. Well then, please";
+ mes "let me know when you";
+ mes "are ready to proceed.";
+ close;
+ }
+ mes "[Moogang]";
+ mes "At the altar, speak";
+ mes "to Daru, who will serve";
+ mes "as your guide for that";
+ mes "test. After you complete";
+ mes "the test, come talk to me.";
+ close2;
+ warp "job_star",34,12;
+ end;
+ }
+ else if (STGL_Q > 3 && STGL_Q < 7) {
+ mes "[Moogang]";
+ mes "How very strange...";
+ mes "You cannot have completed";
+ mes "that test by now. Ah, something";
+ mes "must have happened. I shall";
+ mes "send you back to the altar";
+ mes "so that Daru can test you.";
+ close2;
+ warp "job_star",34,12;
+ end;
+ }
+ else if (STGL_Q == 7) {
+ mes "[Moogang]";
+ mes "Hmm...";
+ mes "You seem troubled.";
+ mes "Ah, you must be thinking";
+ mes "about Beeryu's riddle, yes?";
+ mes "You are the only one that";
+ mes "can find the answer...";
+ next;
+ mes "[Moogang]";
+ mes "Hmm. Perhaps it would";
+ mes "be best for you to consult";
+ mes "with ^4D4DFFMoohyun^000000 back in Payon";
+ mes "so that you may understand";
+ mes "Beeryu's test regarding the";
+ mes "value of patience.";
+ next;
+ mes "[Moogang]";
+ mes "Once you discover the";
+ mes "meaning of patience that";
+ mes "Beeryu wants you to find,";
+ mes "come back to me so that";
+ mes "I can send you back to the";
+ mes "Moon Room for testing.";
+ close;
+ }
+ else if (STGL_Q == 8) {
+ mes "[Moogang]";
+ mes "Ah, I see that Moohyun";
+ mes "has helped you achieve a";
+ mes "new level of understanding.";
+ mes "Very well, very well. Let me";
+ mes "send you to the Moon Room";
+ mes "where Beeryu is waiting...";
+ close2;
+ warp "job_star",100,13;
+ end;
+ }
+ else if (STGL_Q == 9 || STGL_Q == 11) {
+ mes "[Moogang]";
+ mes "Would you like to";
+ mes "return to the Star Room";
+ mes "to complete your Taekwon";
+ mes "Master testing and training?";
+ next;
+ if (select("Yes, please.:Maybe later.") == 1) {
+ mes "[Moogang]";
+ mes "Don't lose heart...";
+ mes "I expect that you will";
+ mes "achieve your goal of";
+ mes "becoming a Taekwon";
+ mes "Master very soon.";
+ close2;
+ warp "job_star",166,29;
+ end;
+ }
+ mes "[Moogang]";
+ mes "I see. Well, when";
+ mes "your mind, body and";
+ mes "spirit are prepared, please";
+ mes "come and talk to me again.";
+ close;
+ }
+ else if (STGL_Q == 10) {
+ mes "[Moogang]";
+ mes "Ah, you have come here in";
+ mes "order to speak to Cheehee.";
+ mes "Would you like me to send";
+ mes "you to the Star Room now?";
+ next;
+ if (select("Yes, please.:Maybe later.") == 1) {
+ mes "[Moogang]";
+ mes "Don't lose heart...";
+ mes "I expect that you will";
+ mes "achieve your goal of";
+ mes "becoming a Taekwon";
+ mes "Master very soon.";
+ close2;
+ warp "job_star",166,29;
+ end;
+ }
+ mes "[Moogang]";
+ mes "I see. Well, when";
+ mes "your mind, body and";
+ mes "spirit are prepared, please";
+ mes "come and talk to me again.";
+ close;
+ }
+ else if (STGL_Q == 12) {
+ mes "[Moogang]";
+ mes "Ah, you've returned";
+ mes "wiser and more attuned";
+ mes "with nature than before.";
+ mes "Yes, I can see it in your eyes.";
+ mes "So tell me, what did you learn?";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "I can feel the bond between";
+ mes "the Sun, the Moon and the";
+ mes "Stars. They all give light,";
+ mes "but their different shades";
+ mes "bestow different gifts.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "The sun gives glorious";
+ mes "warmth and is the wellspring";
+ mes "of life. Moonlight is gentle and gives comfort. The twinkling";
+ mes "of stars gives hope in even";
+ mes "the darkest of nights.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "I also know the Sun's";
+ mes "scorching, destructive";
+ mes "heat, the loneliness of";
+ mes "the Moon, and the sadness";
+ mes "of the Stars. I now understand";
+ mes "the spectrum of the cosmos!";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "The combined rage of the";
+ mes "cosmos can summon a ";
+ mes "demon of utter darkness.";
+ mes "The combined love of the";
+ mes "cosmos bestows infinite";
+ mes "blessing and light...";
+ next;
+ mes "[Moogang]";
+ mes "I cannot ask for";
+ mes "anything more. You";
+ mes "are already a warrior";
+ mes "of the Sun, the Moon and";
+ mes "the Stars. Welcome to our";
+ mes "way of martial arts, friend.";
+ completequest 7011;
+ callfunc "Job_Change",Job_Star_Gladiator;
+ callfunc "F_ClearJobVar"; //clears all job variables for the current player
+ next;
+ mes "[Moogang]";
+ mes "From now on, please";
+ mes "make your decisions very";
+ mes "carefully. What you decide";
+ mes "will determine the course";
+ mes "of your entire life. Also,";
+ mes "never forget this song...";
+ next;
+ mes "[Moogang]";
+ mes "''^4D4DFFThe Sun shines on even days.";
+ mes "The Moon gleams on odd days.";
+ mes "The Stars sparkle on every";
+ mes "fifth day without fail.^000000''";
+ next;
+ mes "[Moogang]";
+ mes "That is all that I can";
+ mes "share with you. Never forget";
+ mes "that we, as Taekwon Masters,";
+ mes "cannot exist separately from";
+ mes "the Sun, Moon and Stars...";
+ close;
+ }
+ mes "[Moogang]";
+ mes "Oh, hello. You're a";
+ mes "student of Taekwon Do,";
+ mes "are you not? It's nice to";
+ mes "meet you. Please call";
+ mes "me Moogang. I too used to";
+ mes "study this Tae Kwon Do.";
+ next;
+ mes "[Moogang]";
+ mes "Um...";
+ mes "Have you ever";
+ mes "considered becoming...";
+ mes "Um... No. Wait. Hmmm...";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Huh...?";
+ next;
+ mes "[Moogang]";
+ mes "Oh, dear! I always";
+ mes "have a little bit of";
+ mes "trouble speaking to other";
+ mes "people. Now, why don't";
+ mes "you speak to my good";
+ mes "friend, Moohyun?";
+ next;
+ mes "[Moogang]";
+ mes "It's just...";
+ mes "I'm so excited!";
+ mes "There's every chance";
+ mes "that you might possibly";
+ mes "be the warrior I'm seeking!";
+ close;
+ }
+ else if (BaseJob == Job_Star_Gladiator) {
+ mes "[Moogang]";
+ mes "Oh, it's very nice to";
+ mes "see you again. So where";
+ mes "have you been lately? I trust";
+ mes "that you've been to places";
+ mes "blessed by the Sun, Moon";
+ mes "and Stars, correct?";
+ next;
+ mes "[Moogang]";
+ mes "My friend, please keep";
+ mes "my advice in mind and ";
+ mes "always be careful when";
+ mes "you make decisions. I don't";
+ mes "want to see you regreting your decision later on in your life...";
+ next;
+ mes "[Moogang]";
+ mes "Ah, if you miss the";
+ mes "Room of the Sun, the";
+ mes "Moon Room or the Star Room,";
+ mes "I can send you there anytime";
+ mes "that you wish. Would you like";
+ mes "to visit any of them now?";
+ next;
+ switch(select("Maybe next time.:To the Room of the Sun!:To the Moon Room!:To the Star Room!")) {
+ case 1:
+ mes "[Moogang]";
+ mes "Alright. I'll always be";
+ mes "here, so whenever you";
+ mes "feel like going to any of";
+ mes "those places, just come";
+ mes "and talk to me. Goodbye";
+ mes "for now, "+strcharinfo(0)+"~";
+ close;
+ case 2:
+ mes "[Moogang]";
+ mes "Ah, you must miss";
+ mes "the glorious warmth";
+ mes "of the sun, eh? Let";
+ mes "me send you there";
+ mes "right away...";
+ close2;
+ warp "job_star",34,12;
+ end;
+ case 3:
+ mes "[Moogang]";
+ mes "Hm? Have you need";
+ mes "of the soothing light of";
+ mes "the Moon? Then I hope";
+ mes "that you find peace in";
+ mes "its calming influence...";
+ close2;
+ warp "job_star",100,13;
+ end;
+ case 4:
+ mes "[Moogang]";
+ mes "Ah, there are countless";
+ mes "reasons as to why you'd want";
+ mes "to view the twinkling of the";
+ mes "stars. Well, let me send you";
+ mes "to the Star Room right away~";
+ close2;
+ warp "job_star",166,29;
+ end;
+ }
+ }
+ mes "[Wandering Martial Artist]";
+ mes "Do you enjoy hiking?";
+ mes "The fresh air, the liberation";
+ mes "found in wandering, and the";
+ mes "beauty of natural are all";
+ mes "welcome benefits.";
+ next;
+ mes "[Wandering Martial Artist]";
+ mes "Of course, I cannot enjoy";
+ mes "the moonlight and starlight";
+ mes "on nighttime hikes as much";
+ mes "as you can. Well then, may the";
+ mes "Sun, Moon and Stars protect";
+ mes "you on all your journeys~";
+ close;
+}
+
+job_star,29,33,0 script Daru#job_star 59,{
+ if (Class == Job_Taekwon) {
+ if (STGL_Q == 3) {
+ mes "[Daru]";
+ mes "Ah, greetings.";
+ mes "I am Daru, and I will";
+ mes "be your guide for this room.";
+ mes "For this test, you must open";
+ mes "your eyes and answer my";
+ mes "questions. Let us begin.";
+ next;
+ mes "[Daru]";
+ mes "Tell me.";
+ mes "What is it";
+ mes "that you see?";
+ next;
+ switch(select("The Sun.:The Moon.:The Stars.:I have no idea.")) {
+ case 1:
+ mes "[Daru]";
+ mes "Yes! It is the sun!";
+ mes "I suppose you can think";
+ mes "of mankind as the sons of";
+ mes "the sun. Good, very good...";
+ set .@sun_point,.@sun_point+10;
+ break;
+ case 2:
+ mes "[Daru]";
+ mes "The... The moon?";
+ mes "Mm. But this is the";
+ mes "Sun Room. Hmmm...";
+ break;
+ case 3:
+ mes "[Daru]";
+ mes "The Stars. Well, hmm.";
+ mes "I suppose you can think of";
+ mes "the Sun as one of thousands";
+ mes "of stars in the universe...";
+ set .@sun_point,.@sun_point+5;
+ break;
+ case 4:
+ mes "[Daru]";
+ mes "No... idea?";
+ mes "Hmm. You should";
+ mes "open your mind as";
+ mes "well as your eyes.";
+ mes "It wouldn't hurt to";
+ mes "try to guess an answer...";
+ }
+ next;
+ mes "[Daru]";
+ mes "Now, there is nothing";
+ mes "that can live without the";
+ mes "sun. Do you know what one";
+ mes "needs most from the sun?";
+ next;
+ switch(select("Warmth:Comfort:Light:Nothing")) {
+ case 1:
+ mes "[Daru]";
+ mes "That is right.";
+ mes "Without the warmth";
+ mes "of the sun, our world";
+ mes "not only be cold, but it";
+ mes "would be completely lifeless.";
+ set .@sun_point,.@sun_point+10;
+ break;
+ case 2:
+ mes "[Daru]";
+ mes "Comfort...?";
+ mes "Ah, yes. The warmth";
+ mes "of the sun brings comfort.";
+ mes "And without comfort, is life";
+ mes "truly worth living? Good answer. ^FFFFFF ^000000";
+ set .@sun_point,.@sun_point+10;
+ break;
+ case 3:
+ mes "[Daru]";
+ mes "Yes. Without the";
+ mes "glorious light of the sun,";
+ mes "we would see nothing.";
+ mes "We would know nothing.";
+ mes "We would be nothing.";
+ set .@sun_point,.@sun_point+10;
+ break;
+ case 4:
+ mes "[Daru]";
+ mes "Mmm...";
+ mes "The answer should";
+ mes "come from your heart,";
+ mes "rather than your mind.";
+ mes "Everyone needs something";
+ mes "from the sun. Let's see now...";
+ break;
+ }
+ next;
+ mes "[Daru]";
+ mes "There is a song that goes,";
+ mes "''^4D4DFFThe Sun shines on even days.";
+ mes "The Moon gleams on odd days.";
+ mes "The Stars sparkle on every";
+ mes "fifth day without fail.^000000''";
+ next;
+ mes "[Daru]";
+ mes "''^4D4DFFA desert is a Solar place,";
+ mes "its sands kissed by the Sun.";
+ mes "A marsh is a Lunar place,";
+ mes "its wolves driven by the Moon.";
+ mes "A deep cave is a Stellar place, its knights enchanted by Stars.^000000''";
+ next;
+ mes "[Daru]";
+ mes "Now, which of the";
+ mes "following combinations";
+ mes "shines brightest among ";
+ mes "them all? Think carefully...";
+ next;
+ if (select("2nd, Marsh, Knights:4th, Desert, Sand:10th, Desert, Knights:5th, Deep Cave, Wolves") == 2)
+ set .@sun_point,.@sun_point+10;
+ mes "[Daru]";
+ mes "Well, that will be all.";
+ mes "I cannot possibly know all";
+ mes "there is to know about you";
+ mes "through just 3 questions...";
+ mes "But this should suit our";
+ mes "purposes for now.";
+ next;
+ if (.@sun_point == 30) {
+ mes "[Daru]";
+ mes "I admit that I am impressed";
+ mes "with your understanding of";
+ mes "the Sun. It is the source of";
+ mes "all life, the origin of warmth";
+ mes "and comfort. Now, let me lead";
+ mes "you to the Moon Room.";
+ set STGL_Q,4;
+ close2;
+ warp "job_star",100,13;
+ end;
+ }
+ else if (.@sun_point == 25) {
+ mes "[Daru]";
+ mes "Although your understanding";
+ mes "of the Sun is not perfect, you";
+ mes "seem to understand the idea";
+ mes "that it is the source of warm";
+ mes "and life in our world.";
+ next;
+ mes "[Daru]";
+ mes "This idea is one of the basics";
+ mes "that will help you in becoming";
+ mes "more attuned with the power of";
+ mes "the cosmos. Now, please come";
+ mes "this way to the Moon Room...";
+ set STGL_Q,4;
+ close2;
+ warp "job_star",100,13;
+ end;
+ }
+ mes "[Daru]";
+ mes "Hmm... If you do not";
+ mes "understand the role of the";
+ mes "sun in the universe and";
+ mes "the human world, you will";
+ mes "forever be out of touch with";
+ mes "nature, with the cosmos.";
+ next;
+ mes "[Daru]";
+ mes "I advise you to meditate";
+ mes "carefully on the fundamental";
+ mes "truths of nature before coming";
+ mes "to speak to me once again.";
+ mes "Contemplate the infinite";
+ mes "power of the sun...";
+ set STGL_Q,5;
+ close;
+ }
+ else if (STGL_Q == 4) {
+ mes "[Daru]";
+ mes "There is no longer any";
+ mes "need for us to remain";
+ mes "here. Let us proceed to";
+ mes "the Moon Room together.";
+ close2;
+ warp "job_star",100,13;
+ end;
+ }
+ else if (STGL_Q == 5) {
+ if (rand(1,5) == 3) {
+ mes "[Daru]";
+ mes "Hmmm. I believe you've";
+ mes "spent enough time reflecting";
+ mes "on the glory of the Sun and";
+ mes "its importance to the humans";
+ mes "and the world. Well done. Now,";
+ mes "let's proceed to the Moon Room.";
+ set STGL_Q,4;
+ close2;
+ warp "job_star",100,13;
+ end;
+ }
+ mes "[Daru]";
+ mes "Relax every muscle in";
+ mes "your body. Close your eyes.";
+ mes "Feel the warmth of the Sun";
+ mes "against your eyelids as you";
+ mes "meditate on its role in the world and your place in the cosmos.";
+ close;
+ }
+ else if (STGL_Q == 6) {
+ mes "[Daru]";
+ mes "Hm? The time for you";
+ mes "to be in the Room of the";
+ mes "Sun has passed. Let us go";
+ mes "to the Star Room now...";
+ close2;
+ warp "job_star",166,29;
+ end;
+ }
+ else if (STGL_Q == 7) {
+ mes "[Daru]";
+ mes "Ah, Beeryu must have";
+ mes "given you his riddle to";
+ mes "solve. Well, you'll need";
+ mes "to go back to town in order";
+ mes "to figure out the answer, so";
+ mes "let me send you there now~";
+ close2;
+ warp "payon",164,58;
+ end;
+ }
+ else if (STGL_Q == 8) {
+ mes "[Daru]";
+ mes "Hm? Beeryu is expecting";
+ mes "you in the Moon Room. Let";
+ mes "me send you there right now...";
+ close2;
+ warp "job_star",100,13;
+ end;
+ }
+ else if (STGL_Q > 8 && STGL_Q < 12) {
+ mes "[Daru]";
+ mes "Hm. I cannot blame";
+ mes "you if you enjoy the";
+ mes "Room of the Sun this";
+ mes "much, but now is the time";
+ mes "for you to be in the Star";
+ mes "Room. I'll send you there...";
+ close2;
+ warp "job_star",166,29;
+ end;
+ }
+ mes "[Daru]";
+ mes "Hm. I cannot blame";
+ mes "you if you enjoy the";
+ mes "Room of the Sun this";
+ mes "much, but you have very";
+ mes "important task to complete";
+ mes "now. Let me send you to town.";
+ close2;
+ warp "payon",164,58;
+ end;
+ }
+ mes "[Daru]";
+ mes "While you're here,";
+ mes "I ask that you don't";
+ mes "interfere with anyone";
+ mes "that may be taking the";
+ mes "job change test. So, would";
+ mes "you like to return to town?";
+ next;
+ if (select("Return to Payon:Cancel") == 1) {
+ mes "[Daru]";
+ mes "I see. Let me";
+ mes "guide you back";
+ mes "to Payon, then.";
+ close2;
+ warp "payon",164,58;
+ end;
+ }
+ mes "[Daru]";
+ mes "Please take your";
+ mes "time and enjoy the";
+ mes "splendor of the Sun";
+ mes "while you are here.";
+ close;
+}
+
+job_star,95,33,0 script Beeryu#job_star 106,{
+ if (Class == Job_Taekwon) {
+ if (STGL_Q == 4) {
+ mes "[Beeryu]";
+ mes "Welcome to the Moon Room.";
+ mes "I am Beeryu, your guide in";
+ mes "this sanctum. I shall ask you a";
+ mes "series of questions, so please";
+ mes "think carefully before giving";
+ mes "me your honest answer.";
+ next;
+ mes "[Beeryu]";
+ mes "Which Moon do we need";
+ mes "and want most? Think of";
+ mes "the different shades of the";
+ mes "moon, and how it changes";
+ mes "on certain nights.";
+ next;
+ switch(select("Red Moon:Blue Moon:Gold Moon:...?")) {
+ case 1:
+ mes "[Beeryu]";
+ mes "The Red Moon...?";
+ mes "It's a fearsome sight,";
+ mes "usually likened to drenching the sky with the color of blood.";
+ mes "The Red Moon stirs dark feelings that we shouldn't fully embrace...";
+ break;
+ case 2:
+ mes "[Beeryu]";
+ mes "The Blue Moon...?";
+ mes "Ah, yes. It's a calm and";
+ mes "gentle moon whose soft";
+ mes "light helps you think clearly.";
+ mes "It's a moon of peaceful rest...";
+ set .@moon_point,.@moon_point+10;
+ break;
+ case 3:
+ mes "[Beeryu]";
+ mes "The Gold Moon...?";
+ mes "Ah, that is a moon of";
+ mes "affluence and wealth. Now,";
+ mes "to aspire to attain prosperity";
+ mes "is natural, and to fulfill your";
+ mes "aspirations is life's pinnacle.";
+ set .@moon_point,.@moon_point+10;
+ break;
+ case 4:
+ mes "[Beeryu]";
+ mes "Hmm...?";
+ mes "Do you not have an";
+ mes "opinion of the Moon?";
+ mes "You should be confident";
+ mes "and tell me which shade";
+ mes "of the moon that you like...";
+ }
+ next;
+ mes "[Beeryu]";
+ mes "Now, if the shadows";
+ mes "of the Moon were to";
+ mes "lend you their power,";
+ mes "to what end would you";
+ mes "use the power of the";
+ mes "Lunar cosmos?";
+ next;
+ switch(select("Justice:Self Practice:Preservation of Nature:Revenge")) {
+ case 1:
+ mes "[Beeryu]";
+ mes "Yes. Justice is always an";
+ mes "end that is worth fighting";
+ mes "for. Just remember that";
+ mes "both power and compassion";
+ mes "are required to enact the";
+ mes "truest form of justice.";
+ set .@moon_point,.@moon_point+10;
+ break;
+ case 2:
+ mes "[Beeryu]";
+ mes "Self training?";
+ mes "That is an acceptable";
+ mes "answer. However, you must";
+ mes "never forget your reasons";
+ mes "for attaining mastery of the";
+ mes "self, else you lose your way.";
+ set .@moon_point,.@moon_point+10;
+ break;
+ case 3:
+ mes "[Beeryu]";
+ mes "The preservation of";
+ mes "nature is the responsiblity";
+ mes "of every living human. However,";
+ mes "I was expecting a different";
+ mes "answer in terms of Taekwon";
+ mes "Mastery as a martial art...";
+ break;
+ case 4:
+ mes "[Beeryu]";
+ mes "Sometimes, revenge may";
+ mes "seem to be best course of";
+ mes "action, especially if it is";
+ mes "carried out in the interest";
+ mes "of justice. However, revenge";
+ mes "by itself is usually ignoble.";
+ next;
+ mes "[Beeryu]";
+ mes "Ask yourself this:";
+ mes "what will you do after";
+ mes "you achieve your revenge?";
+ mes "When you let your rage burn";
+ mes "away at you, you inflict the";
+ mes "most harm to yourself...";
+ break;
+ }
+ next;
+ mes "[Beeryu]";
+ mes "Now, listen carefully";
+ mes "to the lyrics of this";
+ mes "song. I'm sure Daru has";
+ mes "sang this to you already...";
+ next;
+ mes "[Beeryu]";
+ mes "''^4D4DFFThe Sun shines on even days.";
+ mes "The Moon gleams on odd days.";
+ mes "The Stars sparkle on every";
+ mes "fifth day without fail.^000000''";
+ next;
+ mes "[Beeryu]";
+ mes "''^4D4DFFA desert is a Solar place,";
+ mes "its sands kissed by the Sun.";
+ mes "A marsh is a Lunar place,";
+ mes "its wolves driven by the Moon.";
+ mes "A deep cave is a Stellar place, its knights enchanted by Stars.^000000''";
+ next;
+ mes "[Beeryu]";
+ mes "According to these";
+ mes "lyrics, which is of";
+ mes "the following most";
+ mes "strongly evokes the";
+ mes "light of the moon?";
+ next;
+ if (select("2nd, Marsh, Dark Knights:4th, the Desert, the Sand:10th, Deep Cave, Dark Knight:5th, Marsh, Wolves") == 4)
+ set .@moon_point,.@moon_point+10;
+ mes "[Beeryu]";
+ mes "Well, I've asked the";
+ mes "questions I wanted to set";
+ mes "before you. You must learn";
+ if (.@moon_point > 20) {
+ mes "the bond between the moonlight";
+ mes "with the shadows of the moon.";
+ mes "Then, you will become a master.";
+ next;
+ mes "[Beeryu]";
+ mes "The soft moonlight ";
+ mes "illuminates the darkest night.";
+ mes "The shadows of the moon balance";
+ mes "the Sun's glorious brightness.";
+ mes "Wisdom to power, coolness to";
+ mes "rage. Contemplate on this...";
+ next;
+ mes "[Beeryu]";
+ mes "I have faith that you will soon";
+ mes "become a great Taekwon Master.";
+ mes "Now, the time has come for you";
+ mes "to enter the Star Room. Come,";
+ mes "follow me this way...";
+ set STGL_Q,6;
+ close2;
+ warp "job_star",166,29;
+ end;
+ }
+ mes "to be as patient and gentle";
+ mes "as the moon's soft glow.";
+ next;
+ mes "[Beeryu]";
+ mes "Please think about";
+ mes "this seriously. A true";
+ mes "Taekwon Master can";
+ mes "display calmness of mind";
+ mes "in all situations, no matter";
+ mes "what the stakes may be.";
+ next;
+ mes "[Beeryu]";
+ mes "Now, I want you to";
+ mes "take this chance to";
+ mes "practice achieving the";
+ mes "Lunar mindset. Be calm,";
+ mes "quiet your thoughts and";
+ mes "settle your active mind...";
+ next;
+ mes "[Beeryu]";
+ mes "For now, I will send";
+ mes "you out into Payon. Go out";
+ mes "and learn the ^4D4DFFtrue meaning";
+ mes "of patience^000000. Then, when you're";
+ mes "ready, please talk to Moogang";
+ mes "so that he can send you to me.";
+ set STGL_Q,7;
+ close2;
+ warp "payon",164,58;
+ end;
+ }
+ else if (STGL_Q == 5) {
+ mes "[Beeryu]";
+ mes "Hm. You must first pass";
+ mes "testing the Room of the Sun";
+ mes "before you can be tested here";
+ mes "in the Moon Room. Let me send";
+ mes "you to where you must go...";
+ close2;
+ warp "job_star",34,12;
+ end;
+ }
+ else if (STGL_Q == 6) {
+ mes "[Beeryu]";
+ mes "How are you still here?";
+ mes "The light of the full moon";
+ mes "brings comfort, but you must";
+ mes "move on if you wish to become";
+ mes "a Taekwon Master. Come, I shall";
+ mes "guide you to the Star Room.";
+ close2;
+ warp "job_star",166,29;
+ end;
+ }
+ else if (STGL_Q == 7) {
+ mes "[Beeryu]";
+ mes "I want you to bring me";
+ mes "proof that you understand";
+ mes "the nature of patience that";
+ mes "is associated with the moon.";
+ mes "You cannot become a Taekwon";
+ mes "Master without this attitude...";
+ next;
+ mes "[Beeryu]";
+ mes "The proof I want you to";
+ mes "show me is concrete and";
+ mes "indisputable. Please think";
+ mes "about what it might be. Now,";
+ mes "I shall send you back to town... ";
+ close2;
+ warp "payon",164,58;
+ end;
+ }
+ else if (STGL_Q == 8) {
+ mes "[Beeryu]";
+ mes "Ah, you've finally";
+ mes "returned. I can see in";
+ mes "the way that you carry";
+ mes "yourself that your resolve";
+ mes "has been strengthened. Good.";
+ mes "I hope you now know patience...";
+ next;
+ mes "[Beeryu]";
+ mes "Patience and resolve are";
+ mes "necessary to live life without";
+ mes "any regrets. You must believe";
+ mes "in yourself while being both";
+ mes "considerate and understanding";
+ mes "of others in cosmic harmony.";
+ next;
+ mes "[Beeryu]";
+ mes "Learn to control your";
+ mes "power through spiritual";
+ mes "training. Learn how to have";
+ mes "pride without hubris. You're";
+ mes "ready for the Star Room, so";
+ mes "I'll send you to Cheehee now.";
+ set STGL_Q,6;
+ close2;
+ warp "job_star",166,29;
+ end;
+ }
+ else if (STGL_Q > 8 && STGL_Q < 12) {
+ mes "[Beeryu]";
+ mes "You should be";
+ mes "receiving Cheehee's";
+ mes "tutelage in the Star Room";
+ mes "now. Come, let me guide you";
+ mes "there. I hope to see you as";
+ mes "a Taekwon Master soon...";
+ close2;
+ warp "job_star",166,29;
+ end;
+ }
+ mes "[Beeryu]";
+ mes "Why are you still here?";
+ mes "You have something much";
+ mes "more important to do, so";
+ mes "let me send you back to town...";
+ close2;
+ warp "payon",164,58;
+ end;
+ }
+ mes "[Beeryu]";
+ mes "Try not to bother the";
+ mes "Taekwon Boys and Girls";
+ mes "from completing their job";
+ mes "change test while you're here.";
+ mes "Ah, and let me know when";
+ mes "you want to return to Payon.";
+ next;
+ if (select("Return to Payon:Cancel") == 1) {
+ mes "[Beeryu]";
+ mes "Be safe!";
+ close2;
+ warp "payon",164,58;
+ end;
+ }
+ mes "[Beeryu]";
+ mes "......";
+ mes ".........";
+ close;
+}
+
+job_star,161,33,0 script Cheehee#job_star 77,{
+ if (Class == Job_Taekwon) {
+ if (STGL_Q == 6) {
+ mes "[Cheehee]";
+ mes "Don't you think stars";
+ mes "are so beautiful? They're";
+ mes "like a pretty girl's teardrops";
+ mes "shed on a background of ";
+ mes "pitch black night sky...";
+ set STGL_Q,9;
+ close;
+ }
+ else if (STGL_Q == 9) {
+ if (rand(1,5) == 3) {
+ mes "[Cheehee]";
+ mes "The test I have for";
+ mes "you is simple. Just";
+ mes "bring me the items on";
+ mes "this earth that come from";
+ mes "the stars. Bring me a piece of a star and the sand of a star...";
+ set STGL_Q,10;
+ changequest 7009,7010;
+ close;
+ }
+ mes "[Cheehee]";
+ mes "......";
+ mes ".........";
+ next;
+ mes "^3355FFCheehee stands mesmerized,";
+ mes "staring at the sky as if she were counting each and every single";
+ mes "shining star in the heavens.^000000";
+ close;
+ }
+ else if (STGL_Q == 10) {
+ if (countitem(1000) > 0 && countitem(1001) > 0) {
+ mes "[Cheehee]";
+ mes "Oh? You've brought exactly";
+ mes "what I've asked you to bring.";
+ mes "Did you know that the spirit";
+ mes "of the stars is used to enhance";
+ mes "the armors and weapons that";
+ mes "all adventurers use in battle?";
+ next;
+ mes "[Cheehee]";
+ mes "Stars are linked to the";
+ mes "ideas of wishes, dreams,";
+ mes "hopes, magic and romance.";
+ mes "Occasionally, the stars can";
+ mes "be saddening, but it's a very";
+ mes "sweet kind of sadness...";
+ delitem 1000,1; //Star_Crumb
+ delitem 1001,1; //Sparkling_Dust
+ set STGL_Q,11;
+ close;
+ }
+ mes "[Cheehee]";
+ mes "The pieces of the stars...";
+ mes "The sand of the stars. If you";
+ mes "didn't bring them with you, then you won't find them here. You'll";
+ mes "have to go out and find them out there before bringing them to me.";
+ close2;
+ warp "payon",164,58;
+ end;
+ }
+ else if (STGL_Q == 11) {
+ mes "[Cheehee]";
+ mes "Have you given any thought";
+ mes "to the idea of feeling sadness";
+ mes "from the stars? Perhaps this";
+ mes "song will help you better";
+ mes "understand, though I know";
+ mes "you've already heard it...";
+ next;
+ mes "[Cheehee]";
+ mes "''^4D4DFFThe Sun shines on even days.";
+ mes "The Moon gleams on odd days.";
+ mes "The Stars sparkle on every";
+ mes "fifth day without fail.^000000''";
+ next;
+ mes "[Cheehee]";
+ mes "''^4D4DFFA desert is a Solar place,";
+ mes "its sands kissed by the Sun.";
+ mes "A marsh is a Lunar place,";
+ mes "its wolves driven by the Moon.";
+ mes "A deep cave is a Stellar place, its knights enchanted by Stars.^000000''";
+ next;
+ mes "[Cheehee]";
+ mes "Now...";
+ mes "Which of the following";
+ mes "groups shines brightest";
+ mes "with starlight?";
+ next;
+ if (select("5th day, Deep Cave, Sand:10th day, Desert, Sand:25th day, Deep Cave, Knights:10th day, Desert, Knights") == 3) {
+ mes "[Cheehee]";
+ mes "You're right. The combination";
+ mes "of the 25th day, a multiple of";
+ mes "the number 5, and the Knights";
+ mes "stationed in Deep Caves shines";
+ mes "brightest with starlight.";
+ next;
+ mes "[Cheehee]";
+ mes "If you can understand";
+ mes "the lyrics of this song,";
+ mes "you should understand the";
+ mes "essense of being a Taekwon";
+ mes "Master. Remember that light";
+ mes "comes in different shades...";
+ next;
+ mes "[Cheehee]";
+ mes "The glory of the sun, the";
+ mes "gentle moonlight, and the";
+ mes "melancholic twinkling of the";
+ mes "stars are unique from each";
+ mes "other. Please enjoy the starlight in this room as long as you like.";
+ next;
+ mes "[Cheehee]";
+ mes "When you are ready,";
+ mes "please go speak to";
+ mes "Moogang again. I will";
+ mes "let him know that you";
+ mes "completed our testing.";
+ set STGL_Q,12;
+ changequest 7010,7011;
+ close;
+ }
+ mes "[Cheehee]";
+ mes "Hmm...";
+ mes "You must learn more";
+ mes "about the nature of the";
+ mes "Stars. You must understand";
+ mes "the cosmos if you are to";
+ mes "become a Taekwon Master.";
+ next;
+ mes "[Cheehee]";
+ mes "If you can understand";
+ mes "the lyrics of this song,";
+ mes "you should understand the";
+ mes "essense of being a Taekwon";
+ mes "Master. Remember that light";
+ mes "comes in different shades...";
+ next;
+ mes "[Cheehee]";
+ mes "The glory of the sun, the";
+ mes "gentle moonlight, and the";
+ mes "melancholic twinkling of the";
+ mes "stars are unique from each";
+ mes "other. Please enjoy the starlight^FFFFFF ^000000 in this room as long as you like.";
+ next;
+ mes "[Cheehee]";
+ mes "When you are ready,";
+ mes "please go speak to";
+ mes "Moogang again. I will";
+ mes "let him know that you";
+ mes "completed our testing.";
+ set STGL_Q,12;
+ changequest 7010,7011;
+ close;
+ }
+ else if (STGL_Q == 12) {
+ mes "[Cheehee]";
+ mes "Do you wish to";
+ mes "leave the Star Room?";
+ next;
+ if (select("Yes:No") == 1) {
+ mes "[Cheehee]";
+ mes "Then, I shall guide";
+ mes "you to Payon, the closest";
+ mes "town. Farewell for now...";
+ close2;
+ warp "payon",164,58;
+ end;
+ }
+ mes "[Cheehee]";
+ mes "Please, take your";
+ mes "time and enjoy the";
+ mes "starlight in this room...";
+ close;
+ }
+ mes "[Cheehee]";
+ mes "The stars certainly";
+ mes "are beautiful, aren't";
+ mes "they? Would you like";
+ mes "to return to Payon now?";
+ next;
+ if (select("Yes:No") == 1) {
+ mes "[Cheehee]";
+ mes "I see.";
+ mes "Let me guide";
+ mes "you back to Payon.";
+ close2;
+ warp "payon",164,58;
+ end;
+ }
+ mes "[Cheehee]";
+ mes "Please, take your";
+ mes "time and enjoy the";
+ mes "starlight in this room...";
+ close;
+ }
+ mes "[Cheehee]";
+ mes "The stars certainly";
+ mes "are beautiful, aren't";
+ mes "they? Would you like";
+ mes "to return to Payon now?";
+ next;
+ if (select("Yes:No") == 1) {
+ mes "[Cheehee]";
+ mes "I see.";
+ mes "Let me guide";
+ mes "you back to Payon.";
+ close2;
+ warp "payon",164,58;
+ end;
+ }
+ mes "[Cheehee]";
+ mes "Please, take your";
+ mes "time and enjoy the";
+ mes "starlight in this room...";
+ close;
+}
+
+//============================================================
+// Old changelog
+//============================================================
+//= A temp Star Gladiator Job Changer based on the kRO quest.
+//= Quest info from RagnaInfo.
+//= Sprites from kRO screenshots, bar two which I just had to guess at.
+//= 1.0 Optimized, updated [Lupus]
+//============================================================
diff --git a/npc/pre-re/jobs/2-2/alchemist.txt b/npc/pre-re/jobs/2-2/alchemist.txt
new file mode 100644
index 000000000..fd0f077f5
--- /dev/null
+++ b/npc/pre-re/jobs/2-2/alchemist.txt
@@ -0,0 +1,2002 @@
+//===== rAthena Script =======================================
+//= Alchemist Job Quest
+//===== By: ==================================================
+//= nestor_zulueta (Fusion), converted by Darkchild
+//===== Current Version: =====================================
+//= 3.0
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Job quest for Alchemist classes
+//===== Additional Comments: =================================
+//= 2.5 Rescripted to Aegis 10.3 stadards. [L0ne_W0lf]
+//= No longer uses function "F_BlockHigh"
+//= 2.6 Corrected a bug in advanced class checking. [L0ne_W0lf]
+//= 2.7 Added missing checkweights. [L0ne_W0lf]
+//= 2.8 Fixed minor typo in test section. [L0ne_W0lf]
+//= 2.9 Added Quest Log commands. [Kisuka]
+//= 3.0 Removed the need for use of 'goto.' [L0ne_W0lf]
+//============================================================
+
+alde_alche,27,185,5 script Alchemist Guildsman#am 744,{
+ mes "[Parmy Gianino]";
+ if (Upper == 1) {
+ mes "Welcome to the";
+ mes "Alchemist Unio--";
+ mes "I-Impossible! How c-can";
+ mes "something like this happen?";
+ next;
+ mes "[Parmy Gianino]";
+ mes "Wait, wait...";
+ mes "I'm sorry. I was confused,";
+ mes "that's all. You look just like";
+ mes "someone I used to know. ";
+ mes "Still, I get this weird";
+ mes "feeling about you...";
+ close;
+ }
+ if (BaseJob != Job_Merchant) {
+ if (BaseJob == Job_Alchemist) {
+ mes "Welcome, " + strcharinfo(0) + ".";
+ mes "The Alchemist Union";
+ mes "is busy today, like always.";
+ next;
+ mes "[Parmy Gianino]";
+ mes "Everyone is busy with their";
+ mes "own research, but recently, some headway has been made in the field of biotechnology.";
+ next;
+ mes "[Parmy Gianino]";
+ mes "Everyone is hoping that the biotechnological studies will yield positive results. Speaking of which, I wonder how the Alchemists working on artificial life are doing...";
+ close;
+ }
+ else if (BaseClass == Job_Novice) {
+ mes "Welcome to the";
+ mes "Alchemist Union.";
+ mes "We are recruiting";
+ mes "talented people";
+ mes "with novel ideas.";
+ next;
+ mes "[Parmy Gianino]";
+ mes "If you're interested in working with chemistry, visit us later when you become more knowledgable.";
+ next;
+ mes "[Parmy Gianino]";
+ mes "Just one thing:";
+ mes "You've got to have";
+ mes "knowledge of items";
+ mes "as a Merchant first.";
+ close;
+ }
+ mes "Welcome to the";
+ mes "Alchemist Union.";
+ mes "We are recruiting";
+ mes "talented people";
+ mes "with novel ideas.";
+ next;
+ mes "[Parmy Gianino]";
+ mes "If you know any exceptional Merchants, by all means, please refer them to us. Those types of people tend to have a talent for Alchemy and experimentation~";
+ close;
+ }
+ if (ALCH_Q == 0) {
+ mes "Welcome to the";
+ mes "Alchemist Union.";
+ mes "How may I help you?";
+ next;
+ switch(select("I would like to learn about Alchemists.:I want to become an Alchemist.:Nothing.")) {
+ case 1:
+ mes "[Parmy Gianino]";
+ mes "Alchemists study and create new substances and items out of existing materials. Our knowledge allows us to change the properties of chemicals at the atomic level.";
+ next;
+ mes "[Parmy Gianino]";
+ mes "Most people think our final goal";
+ mes "is to create gold, but that's not the entire truth. We also want to create things like medicines";
+ mes "and new materials.";
+ next;
+ mes "[Parmy Gianino]";
+ mes "A few of us research the";
+ mes "creation of life, although many of us consider that god's territory. That field is so complex, most of us deal with slightly less complicated projects anyway.";
+ next;
+ mes "[Parmy Gianino]";
+ mes "If you are interested in becoming an Alchemist, I recommend that you first get a lot of experience as a Merchant. Being a Merchant is a great opportunity to learn about materials as you deal with them.";
+ next;
+ mes "[Parmy Gianino]";
+ mes "Whether or not you try to become";
+ mes "an Alchemist is your decision. The road to becoming an Alchemist is very challenging, and you'll need to focus on experimentation and research, instead of commerce.";
+ close;
+ case 2:
+ mes "[Parmy Gianino]";
+ mes "Is that so?";
+ mes "Nice to meet you.";
+ mes "My name is Parmy Gianino";
+ mes "of the Alchemist Union.";
+ next;
+ mes "[Parmy Gianino]";
+ mes "If you join our Union and";
+ mes "complete the training, you";
+ mes "will be officially recognized";
+ mes "as an Alchemist and be able";
+ mes "to contribute to our research.";
+ next;
+ mes "[Parmy Gianino]";
+ mes "But we don't accept everyone.";
+ mes "You must have a lot of tenacity";
+ mes "and sincere devotion in exploring";
+ mes "the various fields of science.";
+ next;
+ mes "[Parmy Gianino]";
+ mes "There are a couple";
+ mes "of requirements to join";
+ mes "the Alchemist Union, but";
+ mes "we'll discuss that";
+ mes "after you apply.";
+ next;
+ mes "[Parmy Gianino]";
+ mes "Well then, would";
+ mes "you like to apply";
+ mes "for registration?";
+ next;
+ if (select("I would like to apply.:I'll do it later.") == 1) {
+ if (JobLevel < 40) {
+ mes "[Parmy Gianino]";
+ mes "Hmmm...";
+ mes "Just a moment.";
+ mes "I'm sorry to say that";
+ mes "you're not experienced";
+ mes "enough as a Merchant to";
+ mes "join us right now.";
+ next;
+ mes "[Parmy Gianino]";
+ mes "You must be at least";
+ mes "^551A8BJob Level 40^000000 to become";
+ mes "an Alchemist. Come back";
+ mes "later when you meet the";
+ mes "Job Level requirement, okay?";
+ close;
+ }
+ mes "[Parmy Gianino]";
+ mes "Alright, your application has been accepted. Now, you must pay the 50,000 Zeny application fee and bring some items before you can begin your formal training.";
+ next;
+ mes "[Parmy Gianino]";
+ mes "But if you bring an ^551A8BOld Magic Book^000000 and ^551A8BHammer of Blacksmith^000000,";
+ mes "we will accept that as a substitute for the item requirement.";
+ next;
+ mes "[Parmy Gianino]";
+ mes "Now...";
+ mes "Please sign";
+ mes "the application.";
+ next;
+ select(strcharinfo(0));
+ mes "[Parmy Gianino]";
+ mes "Good, good. Now, if you have";
+ mes "the Zeny for your application fee ready, I will tell you which items you will need to bring. Now, pay attention.";
+ next;
+ if (Zeny < 50000) {
+ mes "[Parmy Gianino]";
+ mes "Uh oh. You don't";
+ mes "seem to have enough Zeny.";
+ mes "Come back to me when you have 50,000 Zeny, otherwise we can't process your application.";
+ close;
+ }
+ set zeny,zeny-50000;
+ mes "[Parmy Gianino]";
+ mes "Let's see.";
+ mes "" + strcharinfo(0);
+ mes "needs to bring...";
+ switch(rand(1,3)) {
+ case 1:
+ set ALCH_Q,1;
+ setquest 2028;
+ mes "^551A8B7 Berserk Potions^000000.";
+ break;
+ case 2:
+ set ALCH_Q,2;
+ setquest 2029;
+ mes "^551A8B100 Mini Furnaces^000000.";
+ break;
+ case 3:
+ set ALCH_Q,3;
+ setquest 2030;
+ mes "^551A8B7,500 Fire Arrows^000000.";
+ }
+ next;
+ mes "[Parmy Gianino]";
+ mes "Once you've gathered";
+ mes "those items, come back";
+ mes "to me and your training";
+ mes "as an Alchemist will begin.";
+ mes "See you soon~";
+ close;
+ }
+ mes "[Parmy Gianino]";
+ mes "Talented Merchants";
+ mes "are always welcome here.";
+ mes "Please come back soon.";
+ close;
+ case 3:
+ mes "[Parmy Gianino]";
+ mes "Umm...";
+ mes "Please let me know";
+ mes "if you need anything.";
+ close;
+ }
+ }
+ else if (ALCH_Q >= 1 && ALCH_Q <= 3) {
+ if (countitem(1006) > 0 && countitem(1005) > 0) {
+ mes "Well now~!";
+ mes "You've brought an";
+ mes "Old Magic Book and";
+ mes "a Hammer of Blacksmith.";
+ mes "We'll put these items";
+ mes "to good use.";
+ next;
+ delitem 1006,1; //Old_Magic_Book
+ delitem 1005,1; //Hammer_Of_Blacksmith
+ mes "[Parmy Gianino]";
+ mes "Okay, now you need to learn";
+ mes "the basics to being an Alchemist and learn the procedures for mixing chemicals and medicines.";
+ set ALCH_Q,4;
+ if(checkquest(2028) != -1) {
+ changequest 2028,2031;
+ }
+ else if(checkquest(2029) != -1) {
+ changequest 2029,2031;
+ }
+ else {
+ changequest 2030,2031;
+ }
+ next;
+ mes "[Parmy Gianino]";
+ mes "But before all of that, you need to speak to Raspuchin. I'm not really sure what you'll be talking about with him...";
+ next;
+ mes "[Parmy Gianino]";
+ mes "It shouldn't be anything extraordinary, but you're still required to speak to Raspuchin, since apparently he's a part of the Alchemist selection process.";
+ close;
+ }
+ switch(ALCH_Q) {
+ case 1: setarray .@items[0],657,7; break;
+ case 2: setarray .@items[0],612,100; break;
+ case 3: setarray .@items[0],1752,7500; break;
+ }
+ if (countitem(.@items[0]) >= .@items[1]) {
+ mes "Seems like";
+ mes "you're all ready.";
+ mes "The Union will put";
+ mes "these items to good use.";
+ next;
+ delitem .@items[0],.@items[1];
+ mes "[Parmy Gianino]";
+ mes "Okay, now you need to learn";
+ mes "the basics to being an Alchemist and learn the procedures for mixing chemicals and medicines.";
+ set ALCH_Q,4;
+ if(checkquest(2028) != -1) {
+ changequest 2028,2031;
+ }
+ else if(checkquest(2029) != -1) {
+ changequest 2029,2031;
+ }
+ else {
+ changequest 2030,2031;
+ }
+ next;
+ mes "[Parmy Gianino]";
+ mes "But before all of that, you need to speak to Raspuchin. I'm not really sure what you'll be talking about with him...";
+ next;
+ mes "[Parmy Gianino]";
+ mes "It shouldn't be anything extraordinary, but you're still required to speak to Raspuchin, since apparently he's a part of the Alchemist selection process.";
+ close;
+ }
+ mes "Aren't you ready?";
+ mes "Like I said before,";
+ mes "you must bring";
+ mes "^551A8B"+.@items[1]+" "+getitemname(.@items[0])+"s^000000.";
+ next;
+ mes "[Parmy Gianino]";
+ mes "Come back when you";
+ mes "have prepared the";
+ mes "required items.";
+ close;
+ }
+ else if (ALCH_Q == 4) {
+ mes "Go and talk to";
+ mes "Mr. Raspuchin.";
+ mes "He's involved in the";
+ mes "Alchemist selection process, whatever that might mean.";
+ next;
+ mes "[Parmy Gianino]";
+ mes "Hopefully, it";
+ mes "won't be too much of";
+ mes "a problem. I guess he'll just interview you, and ask you";
+ mes "some simple questions.";
+ close;
+ }
+ else {
+ mes "Ah, I'm sorry, but";
+ mes "I'm busy right now~";
+ next;
+ mes "[Parmy Gianino]";
+ mes "Why don't you ask";
+ mes "someone else if you're";
+ mes "not sure who to visit";
+ mes "next? Good luck~";
+ close;
+ }
+}
+
+alde_alche,175,107,3 script Fastidious Alchemist#am 749,{
+ mes "[Raspuchin Gregory]";
+ if (BaseJob != Job_Merchant) {
+ if (BaseJob == Job_Alchemist) {
+ mes "Heeheehee";
+ mes "keheheh~!";
+ mes "Eh? What do you want?!";
+ next;
+ mes "[Raspuchin Gregory]";
+ mes "You're not here to steal my experimental results or plagiarize my work, are you? How dare you consider intellectual theft!";
+ next;
+ mes "[Raspuchin Gregory]";
+ mes "You're not, are you?";
+ mes "Well, as a colleague,";
+ mes "let me just warn you";
+ mes "that such tricks aren't";
+ mes "tolerated here in the";
+ mes "Alchemist Union!";
+ close;
+ }
+ else if (BaseClass == Job_Novice) {
+ mes "Heeheehee";
+ mes "keheheh~!";
+ mes "How cute, you've come";
+ mes "all this way just to play...";
+ next;
+ mes "[Raspuchin Gregory]";
+ mes "I'll let you";
+ mes "go this time...";
+ mes "But next time, don't";
+ mes "expect to leave so easily...";
+ close;
+ }
+ else {
+ mes "What is it?!";
+ mes "You're curious as";
+ mes "to what I'm doing?";
+ next;
+ mes "[Raspuchin Gregory]";
+ mes "Heehee";
+ mes "keheheh~!";
+ mes "Why, I'm busy";
+ mes "researching,";
+ mes "of course!";
+ next;
+ mes "[Raspuchin Gregory]";
+ mes "Once this";
+ mes "potion is complete...";
+ mes "You can use it to take";
+ mes "over an entire nation!";
+ next;
+ mes "[Raspuchin Gregory]";
+ mes "Hee hee hee!";
+ mes "Something this";
+ mes "dangerous has to";
+ mes "be kept a secret!";
+ mes "Understand?";
+ close;
+ }
+ }
+ if (ALCH_Q == 0) {
+ mes "Heeheehee";
+ mes "keheheh~!";
+ mes "What do you";
+ mes "want, kid?";
+ next;
+ mes "[Raspuchin Gregory]";
+ mes "A Merchant should go and set up shop and vend items. Why are you wandering in a place like this?";
+ next;
+ mes "[Raspuchin Gregory]";
+ mes "Heheheh~!";
+ mes "Go vend somwhere else!";
+ mes "And leave me to my";
+ mes "dark enterprise!";
+ close;
+ }
+ else if (ALCH_Q >= 1 && ALCH_Q <= 3) {
+ mes "Heeheehee";
+ mes "keheheh~!";
+ mes "What do you";
+ mes "want, kid?";
+ next;
+ mes "[Raspuchin Gregory]";
+ mes "What...?";
+ mes "Learn Alchemy?!";
+ mes "Don't even speak";
+ mes "such nonsense!";
+ next;
+ mes "[Raspuchin Gregory]";
+ mes "Even if you tried studying for a thousand years, maybe even more, it'd be useless to you! Forget about it and just worry about your store!";
+ close;
+ }
+ else if ((ALCH_Q == 4) || (ALCH_Q == 5)) {
+ if (ALCH_Q == 4) {
+ mes "Heeheehee";
+ mes "keheheh~!";
+ mes "What do you";
+ mes "want, kid?";
+ next;
+ mes "[Raspuchin Gregory]";
+ mes "What...?";
+ mes "Join the Union!?";
+ mes "I don't like it...";
+ mes "I just don't...!";
+ next;
+ mes "[Raspuchin Gregory]";
+ mes "Nowadays, anyone thinks they can";
+ mes "be Alchemists just by knowing how to mix a few herbs. That's why my interview is necessary.";
+ next;
+ mes "[Raspuchin Gregory]";
+ mes "Heeheehee";
+ mes "keheheh~!";
+ mes "I plan on weeding out all the dumb and incompetent, and chase them";
+ mes "all away! We don't need morons!";
+ next;
+ if (JobLevel == 50) {
+ mes "[Raspuchin Gregory]";
+ mes "Wait...";
+ mes "Maybe I've";
+ mes "misjudged you.";
+ if (sex == 1) {
+ mes "You might be a pretty boy,";
+ mes "but I can tell you're smart";
+ mes "from your eyes.";
+ }
+ else {
+ mes "Huh. You're a cutie alright,";
+ mes "but I can tell you've got brains.";
+ }
+ next;
+ mes "[Raspuchin Gregory]";
+ mes "You're not just some stupid kid.";
+ mes "I can tell youve gone through some rough times as a Merchant. Excellent. Keh heh heh~";
+ next;
+ mes "[Raspuchin Gregory]";
+ mes "Fine, just so we don't insult each other's intelligence, I'll just let you pass the interview.";
+ next;
+ mes "[Raspuchin Gregory]";
+ mes "So hurry up, become an Alchemist, do some good research, and you might turn out to be of some help to me. Hahahahahaha~!";
+ next;
+ mes "[Raspuchin Gregory]";
+ mes "Now go to Darwin!";
+ mes "He'll teach you how to do the experiments. Just tell him that";
+ mes "I sent you.";
+ set ALCH_Q,6;
+ close;
+ }
+ else {
+ mes "[Raspuchin Gregory]";
+ mes "Surprised, are you?";
+ mes "Keheheh~ If you thought";
+ mes "becoming an Alchemist was";
+ mes "just a matter of changing";
+ mes "your clothes, then you're";
+ mes "sadly mistaken.";
+ next;
+ mes "[Raspuchin Gregory]";
+ mes "Now, try solving";
+ mes "all these problems.";
+ mes "Let's see how smart";
+ mes "really are.";
+ }
+ }
+ else if (ALCH_Q == 5) {
+ mes "What...?!";
+ mes "You want to take";
+ mes "the test again?!";
+ mes "I thought I told";
+ mes "you to leave!";
+ next;
+ mes "[Raspuchin Gregory]";
+ mes "I don't like it...";
+ mes "I don't like this!";
+ next;
+ mes "[Raspuchin Gregory]";
+ mes "Fine...";
+ mes "I'll try to overlook your pitiful performance last time and give";
+ mes "you another chance. Don't screw";
+ mes "up again, got it?";
+ next;
+ mes "[Raspuchin Gregory]";
+ mes "Now then,";
+ mes "give me all the";
+ mes "^551A8Bright^000000 answers";
+ mes "this time.";
+ }
+ next;
+ switch(rand(1,3)) {
+ case 1:
+ mes "[Raspuchin Gregory]";
+ mes "12 + 23 + 34 + 45 = ?";
+ next;
+ input .@input;
+ if (.@input != 114) set .@w_point,.@w_point+1;
+ mes "[Raspuchin Gregory]";
+ mes "1000 - 36 - 227 - 348 = ?";
+ next;
+ input .@input;
+ if (.@input != 389) set .@w_point,.@w_point+1;
+ mes "[Raspuchin Gregory]";
+ mes "14 * 17 * 3 = ?";
+ next;
+ input .@input;
+ if (.@input != 714) set .@w_point,.@w_point+1;
+ mes "[Raspuchin Gregory]";
+ mes "9765 / 3 / 5 / 7 = ?";
+ next;
+ input .@input;
+ if (.@input != 93) set .@w_point,.@w_point+1;
+ mes "[Raspuchin Gregory]";
+ mes "(47 * 28) - (1376 / 4) = ?";
+ next;
+ input .@input;
+ if (.@input != 972) set .@w_point,.@w_point+1;
+ mes "[Raspuchin Gregory]";
+ mes "(2646 / 7) + (13 * 28) = ?";
+ next;
+ input .@input;
+ if (.@input != 742) set .@w_point,.@w_point+1;
+ mes "[Raspuchin Gregory]";
+ mes "How much do";
+ mes "12 Red Potions,";
+ mes "1 Butterfly Wing";
+ mes "and 5 Fly Wings cost";
+ mes "after a 24 % discount?";
+ next;
+ input .@input;
+ if (.@input != 909) set .@w_point,.@w_point+1;
+ mes "[Raspuchin Gregory]";
+ mes "What is the";
+ mes "total weight of";
+ mes "3 Scimiters, 2 Helms";
+ mes "and 1 Long Coat?";
+ next;
+ input .@input;
+ if (.@input != 450) set .@w_point,.@w_point+1;
+ mes "[Raspuchin Gregory]";
+ mes "What is the";
+ mes "total defense of";
+ mes "a Biretta, Mantle,";
+ mes "Opera Mask, Ribbon,";
+ mes "Muffler, Boots, and";
+ mes "Ear Muffs?";
+ next;
+ input .@input;
+ if (.@input != 20) set .@w_point,.@w_point+1;
+ mes "[Raspuchin Gregory]";
+ mes "If you buy 5 Helms";
+ mes "with a 24 % discount";
+ mes "and sell it at 20";
+ mes "how much profit";
+ mes "do you earn?";
+ next;
+ input .@input;
+ if (.@input != 8800) set .@w_point,.@w_point+1;
+ break;
+ case 2:
+ mes "[Raspuchin Gregory]";
+ mes "13 + 25 + 37 + 48 = ?";
+ next;
+ input .@input;
+ if (.@input != 123) set .@w_point,.@w_point+1;
+ mes "[Raspuchin Gregory]";
+ mes "1000 - 58 - 214 - 416 = ?";
+ next;
+ input .@input;
+ if (.@input != 312) set .@w_point,.@w_point+1;
+ mes "[Raspuchin Gregory]";
+ mes "12 * 24 * 3 = ?";
+ next;
+ input .@input;
+ if (.@input != 864) set .@w_point,.@w_point+1;
+ mes "[Raspuchin Gregory]";
+ mes "10530 / 3 / 5 / 2 = ?";
+ next;
+ input .@input;
+ if (.@input != 351) set .@w_point,.@w_point+1;
+ mes "[Raspuchin Gregory]";
+ mes "(35 * 19) - (1792 / 7) = ?";
+ next;
+ input .@input;
+ if (.@input != 409) set .@w_point,.@w_point+1;
+ mes "[Raspuchin Gregory]";
+ mes "(2368 / 8) + (24 * 17) = ?";
+ next;
+ input .@input;
+ if (.@input != 704) set .@w_point,.@w_point+1;
+ mes "[Raspuchin Gregory]";
+ mes "(2646 / 7) + (13 * 28) = ?";
+ next;
+ input .@input;
+ if (.@input != 742) set .@w_point,.@w_point+1;
+ mes "[Raspuchin Gregory]";
+ mes "What is the";
+ mes "total price of";
+ mes "15 Green Potions,";
+ mes "6 Magnifiers and";
+ mes "4 Traps after";
+ mes "a 24 % discount?";
+ next;
+ input .@input;
+ if (.@input != 934) set .@w_point,.@w_point+1;
+ mes "[Raspuchin Gregory]";
+ mes "What is the";
+ mes "total weight of";
+ mes "3 Ring Pommel Sabers,";
+ mes "4 Caps, and 2 Boots?";
+ next;
+ input .@input;
+ if (.@input != 550) set .@w_point,.@w_point+1;
+ mes "[Raspuchin Gregory]";
+ mes "What is the";
+ mes "total defense of";
+ mes "a Buckler, Long Coat,";
+ mes "Gas Mask, Big Ribbon,";
+ mes "Cute Ribbon, Sakkat,";
+ mes "and Glasses?";
+ next;
+ input .@input;
+ if (.@input != 16) set .@w_point,.@w_point+1;
+ mes "[Raspuchin Gregory]";
+ mes "How much profit do you";
+ mes "make if you buy Tights";
+ mes "at a 24 % discount and";
+ mes "sell it at 20 % of";
+ mes "the normal price?";
+ next;
+ input .@input;
+ if (.@input != 8520) set .@w_point,.@w_point+1;
+ break;
+ case 3:
+ mes "[Raspuchin Gregory]";
+ mes "12 + 23 + 34 + 45 = ?";
+ next;
+ input .@input;
+ if (.@input != 114) set .@w_point,.@w_point+1;
+ mes "[Raspuchin Gregory]";
+ mes "1000 - 58 - 214 - 416 = ?";
+ next;
+ input .@input;
+ if (.@input != 312) set .@w_point,.@w_point+1;
+ mes "[Raspuchin Gregory]";
+ mes "14 * 17 * 3 = ?";
+ next;
+ input .@input;
+ if (.@input != 714) set .@w_point,.@w_point+1;
+ mes "[Raspuchin Gregory]";
+ mes "10530 / 3 / 5 / 2 = ?";
+ next;
+ input .@input;
+ if (.@input != 351) set .@w_point,.@w_point+1;
+ mes "[Raspuchin Gregory]";
+ mes "(47 * 28) - (1376 / 4) = ?";
+ next;
+ input .@input;
+ if (.@input != 972) set .@w_point,.@w_point+1;
+ mes "[Raspuchin Gregory]";
+ mes "(2646 / 7) + (13 * 28) = ?";
+ next;
+ input .@input;
+ if (.@input != 742) set .@w_point,.@w_point+1;
+ mes "[Raspuchin Gregory]";
+ mes "What is the";
+ mes "total cost of";
+ mes "6 Red Potions,";
+ mes "7 Green Potions,";
+ mes "and 8 Fly Wings";
+ mes "after a 24 % discount?";
+ next;
+ input .@input;
+ if (.@input != 798) set .@w_point,.@w_point+1;
+ mes "[Raspuchin Gregory]";
+ mes "What is the";
+ mes "total weight of";
+ mes "2 Ring Pommel Sabers,";
+ mes "3 Caps, and 3 boots?";
+ next;
+ input .@input;
+ if (.@input != 480) set .@w_point,.@w_point+1;
+ mes "[Raspuchin Gregory]";
+ mes "What is the";
+ mes "total defense of";
+ mes "a Mirror Shield, Mr. Smile, Leather Jacket, Silk Robe, Wedding Veil, Muffler, and Eye Patch?";
+ next;
+ input .@input;
+ if (.@input != 12) set .@w_point,.@w_point+1;
+ mes "[Raspuchin Gregory]";
+ mes "If you buy 4 Padded Armors";
+ mes "at a 24% discount and sell";
+ mes "them at 20% of the original";
+ mes "price, how much profit would";
+ mes "you make from this sale?";
+ next;
+ input .@input;
+ if (.@input != 7680) set w_point,w_point+1;
+ }
+ if (.@w_point == 0) {
+ mes "[Raspuchin Gregory]";
+ mes "Ooh...";
+ mes "Excellent! Great!";
+ mes "You got them all correct!?";
+ mes "Keheheh, I have no choice but to acknowledge you...";
+ next;
+ }
+ else if (.@w_point == 1) {
+ mes "[Raspuchin Gregory]";
+ mes "You got one wrong!";
+ mes "But I'll let it slide.";
+ mes "You pass the interview!";
+ next;
+ }
+ else if (.@w_point == 2 && ALCH_Q == 5) {
+ mes "[Raspuchin Gregory]";
+ mes "You've got serious";
+ mes "weaknesses in math,";
+ mes "but I'll let you go this time...";
+ next;
+ }
+ else {
+ set ALCH_Q,5;
+ mes "[Raspuchin Gregory]";
+ mes "Keheheh! Idiot!";
+ mes "Just listening to your";
+ mes "answers is making me feel";
+ mes "stupider! You might as well";
+ mes "have got them all wrong!";
+ next;
+ mes "[Raspuchin Gregory]";
+ mes "How can a person that";
+ mes "can't even answer all of";
+ mes "these simple questions think";
+ mes "of becoming an Alchemist?!";
+ next;
+ mes "[Raspuchin Gregory]";
+ mes "Hm...?";
+ mes "Did you get";
+ mes "any right?";
+ next;
+ mes "[Raspuchin Gregory]";
+ mes "Fool! Even if you make one little mistake, everything goes wrong";
+ mes "in Alchemy! Now get out of here!";
+ mes "You make me sick!";
+ close;
+ }
+ mes "[Raspuchin Gregory]";
+ mes "So hurry up, become an Alchemist, do some good research, and you might turn out to be of some help to me. Hahahahahaha~!";
+ next;
+ mes "[Raspuchin Gregory]";
+ mes "Now go to Darwin!";
+ mes "He'll teach you how to do the experiments. Just tell him that";
+ mes "I sent you.";
+ set ALCH_Q,6;
+ changequest 2031,2032;
+ close;
+ }
+ else if (ALCH_Q == 6) {
+ mes "What are you doing?";
+ mes "Go and find Darwin now.";
+ next;
+ mes "[Raspuchin Gregory]";
+ mes "Keheheheheheheheh~";
+ mes "Don't think this is the end of it!";
+ close;
+ }
+ mes "Keheheheheheheheh~";
+ mes "Don't think this is the end of it!";
+ close;
+}
+
+alde_alche,13,15,7 script Studying Man#am 750,{
+ if (checkweight(1201,1) == 0) {
+ mes "- Wait a minute! -";
+ mes "- Currently you are carrying -";
+ mes "- too many items with you. -";
+ mes "- Please come back again -";
+ mes "- after you store some items into kafra storage. -";
+ close;
+ }
+ mes "[Darwin]";
+ if (BaseJob != Job_Merchant) {
+ if (BaseJob == Job_Alchemist) {
+ mes "Ah...";
+ mes "You...";
+ mes "You've become";
+ mes "an Alchemist.";
+ next;
+ mes "[Darwin]";
+ mes "Remember...";
+ mes "In your quest";
+ mes "to make your";
+ mes "dreams come true,";
+ mes "do not lose what";
+ mes "you cherish.";
+ next;
+ mes "[Darwin]";
+ mes "Ah...";
+ mes "Harmona...";
+ mes "My love...";
+ close;
+ }
+ else {
+ mes "When you have";
+ mes "your dreams, you";
+ mes "have everything.";
+ mes "Without them, you have";
+ mes "nothing more to lose.";
+ next;
+ mes "[Darwin]";
+ mes "These cursed eyes...";
+ mes "They've lost sight of";
+ mes "my dreams a long time ago.";
+ mes "Ha ha ha ha...";
+ next;
+ mes "[Darwin]";
+ mes "Does paradise";
+ mes "really exist...?";
+ mes "Not without my love...";
+ mes "Not without Harmona...";
+ close;
+ }
+ }
+ if (ALCH_Q == 6) {
+ mes "...";
+ next;
+ mes "[Darwin]";
+ mes "...";
+ mes "......";
+ next;
+ mes "[Darwin]";
+ mes "...";
+ mes "......";
+ mes "Who is it...?";
+ next;
+ monster "alde_alche",13,15,"Wolf",1013,1;
+ killmonsterall "alde_alche";
+ mes "[Darwin]";
+ mes "A wolf?";
+ mes "Or a human?";
+ mes "You must be seeking";
+ mes "something, are you not?";
+ next;
+ mes "[Darwin]";
+ mes "After all...";
+ mes "Everyone has desires";
+ mes "to fulfill. Be be careful.";
+ mes "Do not be like the wild";
+ mes "wolf drawn to the flowers.";
+ next;
+ mes "[Darwin]";
+ mes "In your efforts to gain something else, you may end up sacrificing something precious to you.";
+ next;
+ mes "[Darwin]";
+ mes "Cultivating joy and happiness";
+ mes "is much like cultivating flowers.";
+ mes "If something is missing, the";
+ mes "flower will wilt away...";
+ next;
+ mes "[Darwin]";
+ mes "What brings you";
+ mes "to this kind of place?";
+ next;
+ switch(select("I want to learn how to experiment.:Tell me more about flowers.:Nothing.")) {
+ case 1:
+ mes "[Darwin]";
+ mes "You wish to";
+ mes "learn Alchemy?";
+ mes "Everything I know,";
+ mes "I've learned for the";
+ mes "sake of making my";
+ mes "dream come true...";
+ next;
+ mes "[Darwin]";
+ mes "I'll teach";
+ mes "you the basics...";
+ mes "But everything you";
+ mes "learn afterwards must";
+ mes "be directed through";
+ mes "your own motivations.";
+ next;
+ mes "[Darwin]";
+ mes "I will teach you";
+ mes "how to make simple";
+ mes "medicine. So please";
+ mes "bring the following";
+ mes "materials right away.";
+ next;
+ mes "[Darwin]";
+ mes "^551A8B3 Medicine Bowls^000000,";
+ mes "^551A8B3 Empty Bottles^000000,";
+ mes "^551A8B1 Red Herb^000000,";
+ mes "^551A8B1 Yellow Herb^000000 and";
+ mes "^551A8B1 White Herb^000000.";
+ set ALCH_Q,7;
+ changequest 2032,2033;
+ next;
+ mes "[Darwin]";
+ mes "Once you have";
+ mes "prepared everything,";
+ mes "return to me.";
+ close;
+ case 2:
+ mes "[Darwin]";
+ mes "Flowers...?";
+ mes "In the darkest";
+ mes "recesses of my mind,";
+ mes "there is a blossum";
+ mes "that I faintly remember...";
+ next;
+ mes "[Darwin]";
+ mes "For the one that";
+ mes "I love, I put all";
+ mes "of my efforts into";
+ mes "researching that one thing.";
+ next;
+ mes "[Darwin]";
+ mes "I won't tell you the details,";
+ mes "but I was basically researching";
+ mes "the relationship between";
+ mes "wolves and flowers.";
+ next;
+ mes "[Darwin]";
+ mes "But yes...";
+ mes "It was a flower.";
+ mes "With its shine, it was said";
+ mes "to let you see paradise.";
+ mes "The ^551A8BIllusion Flower^000000...";
+ next;
+ mes "[Darwin]";
+ mes "I even made";
+ mes "a Homunculus,";
+ mes "but no one believed that I could create new life from a flower...";
+ next;
+ mes "[Darwin]";
+ mes "Then...";
+ mes "Well, some other things happened, and now I have nothing left. Time no longer has any meaning for me.";
+ next;
+ mes "[Darwin]";
+ mes "Ahh...";
+ mes "Harmona...";
+ mes "Where have you gone?";
+ mes "I hope you're in a field";
+ mes "of beautiful flowers...";
+ close;
+ case 3:
+ mes "[Darwin]";
+ mes "Consider what";
+ mes "is most precious";
+ mes "to you. It cannot";
+ mes "be protected if you";
+ mes "do not recognize it.";
+ close;
+ }
+ }
+ else if (ALCH_Q == 7) {
+ mes "...";
+ mes "......";
+ next;
+ mes "[Darwin]";
+ mes "...";
+ mes "......";
+ mes "Who is it...?";
+ next;
+ mes "[Darwin]";
+ mes "Ah...";
+ mes "You are the one who";
+ mes "wishes to learn Alchemy.";
+ mes "Have you prepared everything?";
+ next;
+ if (countitem(710) > 0) {
+ mes "[Darwin]";
+ mes "Wait.";
+ mes "That Illusion Flower.";
+ mes "How did you get that?";
+ next;
+ mes "[Darwin]";
+ mes "Where did you find it?!";
+ mes "The flower that slowly";
+ mes "blooms under the";
+ mes "moonlight?";
+ mes "It's beautiful...!";
+ next;
+ mes "[Darwin]";
+ mes "Th-That flower...";
+ mes "Please let me see it.";
+ mes "The Illusion Flower!";
+ mes "Uwaaaaaaah!!";
+ next;
+ mes "[Darwin]";
+ mes "Would you be so kind";
+ mes "as to let me have this flower?";
+ mes "I'm sure that this is the Moonlight Flower that I've been seeking!";
+ next;
+ if (select("Sorry, I can't give it to you.:I brought it to give to you.") == 1) {
+ mes "[Darwin]";
+ mes "I understand.";
+ mes "You can't give";
+ mes "such a precious";
+ mes "flower to just anyone.";
+ mes "Well... It's okay.";
+ next;
+ mes "[Darwin]";
+ mes "It just brought back old memories. I shouldn't have asked in the first place. In any case, please bring what is needed for the experiment.";
+ next;
+ mes "[Darwin]";
+ mes "Please leave that flower";
+ mes "somewhere else. It brings";
+ mes "back too many memories...";
+ close;
+ }
+ mes "[Darwin]";
+ mes "Are you";
+ mes "serious?!";
+ mes "Thank you!";
+ mes "Such a precious flower.";
+ mes "Ah, Harmona, my love...";
+ next;
+ mes "[Darwin]";
+ mes "Yes...";
+ mes "I shall repay you for this.";
+ mes "I shall plant all of my knowledge of Alchemy directly into your mind...";
+ next;
+ mes "[Darwin]";
+ mes "Open your eyes wide,";
+ mes "and look into my eyes!!";
+ mes "Don't stop until the end!!";
+ next;
+ mes "Lorem ipsum dolor sit amet,";
+ next;
+ mes "Lorem ipsum dolor sit amet,";
+ mes "consectetuer adipiscing elit.";
+ next;
+ mes "Lorem ipsum dolor sit amet,";
+ mes "consectetuer adipiscing elit.";
+ mes "Aenean fermentum ullamcorper.";
+ next;
+ mes "Lorem ipsum dolor sit amet,";
+ mes "consectetuer adipiscing elit.";
+ mes "Aenean fermentum ullamcorper.";
+ mes "Vestibulum ante ipsum primis in";
+ next;
+ mes "Lorem ipsum dolor sit amet,";
+ mes "consectetuer adipiscing elit.";
+ mes "Aenean fermentum ullamcorper.";
+ mes "Vestibulum ante ipsum primis in";
+ mes "faucibus orci luctus et ultrices";
+ next;
+ mes "Lorem ipsum dolor sit amet,";
+ mes "consectetuer adipiscing elit.";
+ mes "Aenean fermentum ullamcorper.";
+ mes "Vestibulum ante ipsum primis in";
+ mes "faucibus orci luctus et ultrices";
+ mes "posuere cubilia Curae; Morbi";
+ next;
+ mes "Lorem ipsum dolor sit amet,";
+ mes "consectetuer adipiscing elit.";
+ mes "Aenean fermentum ullamcorper.";
+ mes "Vestibulum ante ipsum primis in";
+ mes "faucibus orci luctus et ultrices";
+ mes "posuere cubilia Curae; Morbi";
+ mes "massa, fermentum vitae...";
+ next;
+ delitem 710,1; //Illusion_Flower
+ mes "[Darwin]";
+ mes "^666666*Gasp...*^000000";
+ mes "You are now";
+ mes "an Alchemist!!";
+ mes "Go to the Union";
+ mes "and cast away the last";
+ mes "vestiges of Merchant life!!";
+ set ALCH_Q,40;
+ close;
+ }
+ else if (countitem(7134) > 2 && countitem(713) > 2 && countitem(507) > 0 && countitem(508) > 0 && countitem(509) > 0) {
+ mes "[Darwin]";
+ mes "Seems like you have everything ready. As promised, I will teach you how to make simple medicine.";
+ next;
+ mes "[Darwin]";
+ mes "First, prepare the Medicine Bowl. Then, you put the Herbs inside, like this, and slowly crush them.";
+ next;
+ mes "[Darwin]";
+ mes "Pour small amounts";
+ mes "of clean water and stir";
+ mes "the mixture until it thickens.";
+ mes "Afterwards, add some more Herbs.";
+ next;
+ mes "[Darwin]";
+ mes "That's how you make it. If you think you have enough, gently pour the mixture into an empty bottle.";
+ delitem 7134,3; //Medicine_Bowl
+ delitem 713,3; //Empty_Bottle
+ delitem 507,1; //Red_Herb
+ delitem 508,1; //Yellow_Herb
+ delitem 509,1; //White_Herb
+ next;
+ mes "[Darwin]";
+ mes "There you go,";
+ mes "it's complete.";
+ mes "Now, make some medicine";
+ mes "using the simple procedure";
+ mes "I just explained to you.";
+ set w_point,0;
+ next;
+ switch(select("Prepare the Medicine Bowl.:Put the Medicine Bowl on your head.:Kick the Medicine Bowl.")) {
+ case 1:
+ break;
+ case 2:
+ set .@w_point,.@w_point+1;
+ mes "[Darwin]";
+ mes "What...?";
+ next;
+ break;
+ case 3:
+ set .@w_point,.@w_point+1;
+ mes "[Darwin]";
+ mes "No!";
+ next;
+ break;
+ }
+ switch(select("Put some dirt in the Medicine Bowl.:Put some Herbs in the Medicine Bowl.:Put a Harp in the Medicine Bowl.")) {
+ case 1:
+ set .@w_point,.@w_point+1;
+ mes "[Darwin]";
+ mes "...Eh!?";
+ mes "That's not";
+ mes "medicine!";
+ next;
+ break;
+ case 2:
+ break;
+ case 3:
+ set .@w_point,.@w_point+1;
+ mes "[Darwin]";
+ mes "A Harp?";
+ mes "And how would";
+ mes "you do that?";
+ next;
+ break;
+ }
+ switch(select("Crush the Herbs.:Crush the Medicine Bowl.:Crush Darwin's foot.")) {
+ case 1:
+ break;
+ case 2:
+ set .@w_point,.@w_point+1;
+ mes "[Darwin]";
+ mes "Wh-What are";
+ mes "you doing!?";
+ next;
+ break;
+ case 3:
+ set .@w_point,.@w_point+1;
+ mes "[Darwin]";
+ mes "Agh...!";
+ mes "What do you";
+ mes "think you're";
+ mes "doing?!";
+ next;
+ break;
+ }
+ switch(select("Spray clean water.:Drink clean water.:Pour clean water.")) {
+ case 1:
+ set .@w_point,.@w_point+1;
+ mes "[Darwin]";
+ mes "Huh?";
+ mes "What are you doing?";
+ next;
+ break;
+ case 2:
+ set .@w_point,.@w_point+1;
+ mes "[Darwin]";
+ mes "W-wait...";
+ mes "Are you";
+ mes "taking a break?";
+ next;
+ break;
+ case 3:
+ break;
+ }
+ switch(select("Continue crushing the Herbs.:Continue eating the Herbs.:Continue dancing and singing.")) {
+ case 1:
+ break;
+ case 2:
+ set .@w_point,.@w_point+1;
+ mes "[Darwin]";
+ mes "Eat the Herbs?";
+ mes "I think you need";
+ mes "to focus on the";
+ mes "task at hand...";
+ next;
+ break;
+ case 3:
+ set .@w_point,.@w_point+1;
+ mes "[Darwin]";
+ mes "Singing and";
+ mes "dancing? Alchemists";
+ mes "don't do that, have";
+ mes "you gone crazy?";
+ next;
+ break;
+ }
+ switch(select("Put noodles in and fry it.:Pour it in an empty bottle.:Hold the Medicine Bowl and drink it.")) {
+ case 1:
+ set .@w_point,.@w_point+1;
+ mes "[Darwin]";
+ mes "We're Alchemists,";
+ mes "not restaurant chefs.";
+ next;
+ break;
+ case 2:
+ break;
+ case 3:
+ set .@w_point,.@w_point+1;
+ mes "[Darwin]";
+ mes "Huh...";
+ mes "Pretty sloppy...";
+ next;
+ break;
+ }
+ if (.@w_point > 0) {
+ mes "[Darwin]";
+ mes "...";
+ mes "......";
+ next;
+ mes "[Darwin]";
+ mes "You messed up the mixture";
+ mes "since you didn't follow the procedure! Get some more ingredients so you can try it";
+ mes "again until you get it right.";
+ close;
+ }
+ getitem 501,1; //Red_Potion
+ getitem 503,1; //Yellow_Potion
+ getitem 504,1; //White_Potion
+ mes "[Darwin]";
+ mes "Good job.";
+ mes "It came out pretty well considering it's your first time. Go ahead and keep the medicines that you've just made.";
+ set ALCH_Q,8;
+ changequest 2033,2035;
+ next;
+ mes "[Darwin]";
+ mes "Now, go into the next room";
+ mes "and speak to Van Helmont to";
+ mes "continue your training.";
+ next;
+ mes "[Darwin]";
+ mes "Never forget...";
+ mes "You must always protect";
+ mes "what is most precious to you.";
+ close;
+ }
+ else {
+ mes "[Darwin]";
+ mes "Have you forgotten";
+ mes "what you need to bring?";
+ mes "Let me remind you once";
+ mes "again. You must come";
+ mes "back with...";
+ next;
+ mes "[Darwin]";
+ mes "^551A8B3 Medicine Bowls^000000,";
+ mes "^551A8B3 Empty Bottle^000000,";
+ mes "^551A8B1 Red Herb^000000,";
+ mes "^551A8B1 Yellow Herb^000000 and";
+ mes "^551A8B1 White Herb^000000.";
+ next;
+ mes "[Darwin]";
+ mes "Come back";
+ mes "when you are";
+ mes "ready...";
+ close;
+ }
+ }
+ else if (ALCH_Q == 8) {
+ mes "I said to go";
+ mes "to Van Helmont.";
+ mes "I'd like to teach you";
+ mes "more, but I can't.";
+ next;
+ mes "[Darwin]";
+ mes "Aah...";
+ mes "Harmona, my love.";
+ mes "I can't even see the flower anymore. My soul quietly";
+ mes "withers as well..";
+ close;
+ }
+ else if (ALCH_Q == 40) {
+ mes "I have already given you all of my knowledge and have nothing more";
+ mes "to teach you.";
+ next;
+ mes "[Darwin]";
+ mes "Go to the second floor and talk to speak to our Union Leader. Once";
+ mes "you do that, your life as an Alchemist will begin.";
+ close;
+ }
+ else {
+ mes "When you have";
+ mes "your dreams, you";
+ mes "have everything.";
+ mes "Without them, you have";
+ mes "nothing more to lose.";
+ next;
+ mes "[Darwin]";
+ mes "These cursed eyes...";
+ mes "They've lost sight of";
+ mes "my dreams a long time ago.";
+ mes "Ha ha ha ha...";
+ next;
+ mes "[Darwin]";
+ mes "Does paradise";
+ mes "really exist...?";
+ mes "Not without my love...";
+ mes "Not without Harmona...";
+ close;
+ }
+}
+
+alde_alche,79,19,5 script Experiment Expert#am 748,{
+ mes "[Van Helmont]";
+ if (BaseJob != Job_Merchant) {
+ if (BaseJob == Job_Alchemist) {
+ mes "What do you want?";
+ mes "I'm busy!! Don't";
+ mes "bother me and get";
+ mes "on your way.";
+ next;
+ mes "[Van Helmont]";
+ mes "Now, come on...";
+ mes "You'll never get";
+ mes "any research completed if you just slack off. Go out and learn all that you can.";
+ next;
+ mes "[Van Helmont]";
+ mes "Reading science journals and performing experiments. That's what Alchemy is all about. Now, let me get back to work!";
+ close;
+ }
+ else {
+ mes "Just a little...";
+ mes "A little bit more...";
+ mes "Nooo! Just a little";
+ mes "bit more and it";
+ mes "would've been done!";
+ next;
+ mes "[Van Helmont]";
+ mes "Why...?!";
+ mes "Why, another failure?!";
+ mes "My calculations were";
+ mes "all correct! W-Wait...!";
+ next;
+ mes "[Van Helmont]";
+ mes "Perhaps, if I capacitated the thermal flux by using the neutronic gradient, it just might work...!";
+ close;
+ }
+ }
+ if (ALCH_Q == 8) {
+ mes "Arrrrgh...!";
+ mes "Why isn't this formula working? What's wrong? In theory, it's all correct, but there must be an error in the formula somewhere...";
+ next;
+ mes "[Van Helmont]";
+ mes "I pour it in here, and it should stop. Wait, this is the wrong solution! How could I make such";
+ mes "a dumb mistake?! When did these";
+ mes "get switched?!";
+ next;
+ mes "[Van Helmont]";
+ mes "Okay, okay...";
+ mes "I just need to fix this part.";
+ mes "No need to start over. I just";
+ mes "need to fix it... But wait. Wait...";
+ next;
+ mes "[Van Helmont]";
+ mes ".................";
+ next;
+ mes "[Van Helmont]";
+ mes "Um...";
+ mes "Who are you?";
+ next;
+ if (select("I want to become an Alchemist.:.......") == 2) {
+ mes "[Van Helmont]";
+ mes "Hmm...?";
+ mes "What, did you just want to watch? Fine, fine, but do it quietly and leave right when you're done.";
+ next;
+ mes "[Van Helmont]";
+ mes "Stay out of my way and don't go around touching stuff. There might be some volatile materials, so it'd be dangerous to have any accidents.";
+ close;
+ }
+ mes "[Van Helmont]";
+ mes "You...?";
+ mes "An Alchemist?";
+ mes "What a funny Merchant.";
+ next;
+ mes "[Van Helmont]";
+ mes "Well, that's nice, but I have very urgent experiments that require";
+ mes "my attention, so don't get";
+ mes "in the way.";
+ next;
+ if (select("Teach me something.:...") == 1) {
+ mes "[Van Helmont]";
+ mes "Argh...!";
+ mes "Didn't I just tell you not to bother me? What's so hard to understand about that?";
+ next;
+ mes "[Van Helmont]";
+ mes "Fine, fine. I'll give you an assignment. Learn something";
+ mes "new and come back. Let's see.";
+ mes "What would be good...";
+ next;
+ mes "[Van Helmont]";
+ mes "Okay, I got it.";
+ mes "Go learn how to make";
+ mes "a Counteragent and Mixture";
+ mes "from Molgenstein.";
+ next;
+ mes "[Van Helmont]";
+ mes "You don't need to bring anything. Just go watch him at work and have him tell you how he makes those solutions. Got it?";
+ next;
+ mes "[Van Helmont]";
+ set ALCH_Q,9;
+ changequest 2035,2036;
+ mes "Well then, see you later.";
+ mes "You'd better get going as";
+ mes "soon as you can.";
+ close;
+ }
+ mes "[Van Helmont]";
+ mes "...";
+ next;
+ mes "[Van Helmont]";
+ mes "...";
+ mes "......";
+ next;
+ mes "[Van Helmont]";
+ mes "...";
+ mes "......";
+ next;
+ mes "[Van Helmont]";
+ mes "So if I recalibrate the combustion rate of this compound, that should negate any cohesive tendencies in this particle flux...";
+ next;
+ mes "[Van Helmont]";
+ mes "But what am I going to do";
+ mes "about all of this spontaneous";
+ mes "crystallization?! I can't very well remove this matrix, I need it for the catalyst to reach the triple point.";
+ next;
+ mes "[Van Helmont]";
+ mes "Damn!";
+ mes "What am";
+ mes "I going to do?!";
+ close;
+ }
+ else if (ALCH_Q == 9) {
+ mes "Alright, if I make an incision here in the Tentacle, and add a Jellopy and Sticky Mucus solution into the... Where the hell did my Medicine Bowl go?";
+ next;
+ mes "[Van Helmont]";
+ mes "Did I use them all at a time like this?! I wonder if Nicholas has any left. Ugh, what a pain. Wait. Wait a minute...";
+ next;
+ mes "[Van Helmont]";
+ mes "...";
+ next;
+ mes "[Van Helmont]";
+ mes "...";
+ mes "......";
+ mes "Who are you?";
+ next;
+ if (select("I want to become an Alchemist?:.......") == 2) {
+ mes "[Van Helmont]";
+ mes "Hmm...?";
+ mes "What, did you just want to watch? Fine, fine, but do it quietly and leave right when you're done.";
+ next;
+ mes "[Van Helmont]";
+ mes "Stay out of my way and don't go around touching stuff. There might be some volatile materials, so it'd be dangerous to have any accidents.";
+ close;
+ }
+ mes "[Van Helmont]";
+ mes "Ah, of course. The Merchant from before. So what did you learn from Molgenstein? I didn't just send you there for fun, you know.";
+ next;
+ mes "[Van Helmont]";
+ mes "Let me ask you";
+ mes "some questions to";
+ mes "check what you've";
+ mes "learned.";
+ next;
+ if(MISC_QUEST & 4) {
+ mes "[Van Helmont]";
+ mes "Which item is not";
+ mes "necessary to make";
+ mes "a Counteragent?";
+ next;
+ if (select("Karvodailnirol:Detrimindexta:Alcohol") != 1) set .@w_point,.@w_point+1;
+ mes "[Van Helmont]";
+ mes "What item is not";
+ mes "necessary to make";
+ mes "a Mixture?";
+ next;
+ if (select("Karvodailnirol:Detrimindexta:Alcohol") != 2) set .@w_point,.@w_point+1;
+ if (.@w_point > 0) {
+ mes "[Van Helmont]";
+ mes "Weren't you listening to Molgenstein at all? Maybe you";
+ mes "have to watch him make it again.";
+ next;
+ mes "[Van Helmont]";
+ mes "If you can't tell the exact items that you need in an experiment,";
+ mes "you might end up hurting yourself!";
+ close;
+ }
+ mes "[Van Helmont]";
+ mes "Good, you've learned well.";
+ mes "Okay, now you know something about experimentation. You're done here, so now I can continue with my experiments.";
+ next;
+ mes "[Van Helmont]";
+ mes "Go out and find the room next";
+ mes "to this one and talk to Nicholas. He'll continue your training.";
+ next;
+ set ALCH_Q,20;
+ changequest 2036,2037;
+ mes "[Van Helmont]";
+ mes "What are you";
+ mes "still doing here?";
+ mes "Go! We both have";
+ mes "more important";
+ mes "things to do!";
+ close;
+ }
+ else {
+ mes "[Van Helmont]";
+ mes "What item do";
+ mes "you need to make";
+ mes "a Counteragent?";
+ next;
+ select("Feather:Sticky Mucus:Animal Gore");
+ mes "[Van Helmont]";
+ mes "What item do";
+ mes "you need to make";
+ mes "a Mixture?";
+ next;
+ select("Monster Feed:Ancient Lips:Rotten Bandage");
+ mes "[Van Helmont]";
+ mes "Be honest. You don't know, do you?! Didn't I say to go to Molgenstein and have him teach you?!";
+ next;
+ mes "[Van Helmont]";
+ mes "Don't even think about coming back until you talk to him! Now stop bothering me and get out of here!";
+ close;
+ }
+ }
+ else if (ALCH_Q == 20) {
+ mes "What...?";
+ mes "I thought I told you to";
+ mes "talk to Nicholas next door?";
+ next;
+ mes "[Van Helmont]";
+ mes "I need to continue my research,";
+ mes "and you need to finish becoming an Alchemist. Come on, get moving!";
+ close;
+ }
+ else {
+ mes "Just a little...";
+ mes "A little bit more...";
+ mes "Nooo! Just a little";
+ mes "bit more and it";
+ mes "would've been done!";
+ next;
+ mes "[Van Helmont]";
+ mes "Why...?!";
+ mes "Why, another failure?!";
+ mes "My calculations were";
+ mes "all correct! Wait...";
+ next;
+ mes "[Van Helmont]";
+ mes "Perhaps, if I capacitated the thermal flux by using the neutronic gradient, it just might work...";
+ close;
+ }
+}
+
+alde_alche,101,184,4 script Master Alchemist#am 122,{
+ cutin "job_alche_vincent",2;
+ mes "[Vincent Carsciallo]";
+ if (Upper == 1) {
+ mes "You have transcended...";
+ mes "Excellent, excellent.";
+ next;
+ mes "[Vincent Carsciallo]";
+ mes "You don't belong here.";
+ mes "Go and explore the wide world, my friend.";
+ close2;
+ cutin "",255;
+ end;
+ }
+ if (BaseJob != Job_Merchant) {
+ if (BaseJob == Job_Alchemist) {
+ mes "Welcome!";
+ mes "So how is your";
+ mes "research coming along?";
+ next;
+ mes "[Vincent Carsciallo]";
+ mes "At times you get results that are unexpected from an experiment. Although these may be setbacks in your research, such results can also lead to new discoveries.";
+ next;
+ mes "[Vincent Carsciallo]";
+ mes "If you discover something new,";
+ mes "come and tell us. Don't forget that we are all working together to unlock the mysteries of science!";
+ }
+ else if (BaseClass == Job_Novice) {
+ mes "Hm...";
+ mes "A Novice?";
+ mes "You shouldn't be";
+ mes "playing in a place";
+ mes "like this.";
+ next;
+ mes "[Vincent Carsciallo]";
+ mes "There are a lot of volatile chemicals and dangerous";
+ mes "materials in this building. It'd be a lot better if you just played outside.";
+ }
+ else {
+ mes "Hmm...?";
+ mes "What's an adventurer";
+ mes "doing here in the";
+ mes "Alchemist Union?";
+ next;
+ mes "[Vincent Carsciallo]";
+ mes "I'm afraid there's";
+ mes "not much we can offer";
+ mes "you here if you're not";
+ mes "a member of our Union.";
+ }
+ close2;
+ cutin "",255;
+ end;
+ }
+ if (ALCH_Q == 0) {
+ mes "Hmm...?";
+ mes "A Merchant?";
+ mes "Are you interested";
+ mes "in learning Alchemy?";
+ next;
+ mes "[Vincent Carsciallo]";
+ mes "This is the Alchemist Union.";
+ mes "We research and experiment with many different substances in order to create new materials without using magic.";
+ next;
+ mes "[Vincent Carsciallo]";
+ mes "Someday, we hope to unlock";
+ mes "the secret of life, as well as the other mysteries of science.";
+ next;
+ mes "[Vincent Carsciallo]";
+ mes "After being traveling as a Merchant for a long time, you must have developed some scientific curiosity. If you'd like to learn Alchemy, why don't you try joining the Alchemist Union?";
+ close2;
+ cutin "",255;
+ end;
+ }
+ else if (ALCH_Q == 40) {
+ if (JobLevel < 40) {
+ set ALCH_Q,0;
+ mes "Hmm...you don't seem to be qualified yet.";
+ mes "Remember, you must reach at least job level 40 to become an Alchemist.";
+ close2;
+ cutin "",255;
+ end;
+ }
+ if (SkillPoint) {
+ mes "Ah, you're almost";
+ mes "ready to become an";
+ mes "Alchemist, but you must";
+ mes "first allocate your unused";
+ mes "Skill Points.";
+ next;
+ mes "[Vincent Carsciallo]";
+ mes "Talk to me again";
+ mes "once you have spent";
+ mes "all of your extra";
+ mes "Skill Points.";
+ close2;
+ cutin "",255;
+ end;
+ }
+ if(checkquest(2039) != -1) {
+ changequest 2039,2040;
+ }
+ mes "Ah, well done.";
+ mes "I can see that you";
+ mes "have learned all of";
+ mes "the basics of Alchemy.";
+ next;
+ set ALCH_Q,0;
+ completequest 2040;
+ set .@jlevel,JobLevel;
+ callfunc "Job_Change",Job_Alchemist;
+ callfunc "F_ClearJobVar";
+ mes "[Vincent Carsciallo]";
+ mes "Henceforth, you are";
+ mes "now a member of our";
+ mes "illustrious Union.";
+ mes "I hope you learn a lot...";
+ next;
+
+ if (.@jlevel == 50) {
+ getitem 7133,1; //Slim_Potion_Create_Book
+ mes "[Vincent Carsciallo]";
+ mes "Let me give you";
+ mes "something special.";
+ mes "You can use this to";
+ mes "begin your life";
+ mes "of research.";
+ }
+ else {
+ switch(rand(1,6)) {
+ case 1:
+ getitem 7127,1; //Alcol_Create_Book
+ break;
+ case 2:
+ getitem 7128,1; //FireBottle_Create_Book
+ break;
+ case 3:
+ getitem 7129,1; //Acid_Create_Book
+ break;
+ case 4:
+ getitem 7130,1; //Plant_Create_Book
+ break;
+ case 5:
+ getitem 7131,1; //Mine_Create_Book
+ break;
+ case 6:
+ getitem 7144,1; //Normal_Potion_Book
+ }
+ mes "[Vincent Carsciallo]";
+ mes "And...";
+ mes "Here's a little";
+ mes "something to help";
+ mes "you begin your";
+ mes "research.";
+ }
+ next;
+ mes "[Vincent Carsciallo]";
+ mes "I'll see";
+ mes "you later then...";
+ mes "Remember to carry";
+ mes "yourself with pride";
+ mes "as an Alchemist!";
+ close2;
+ cutin "",255;
+ end;
+ }
+ else {
+ mes "Ah...";
+ mes "I believe you've";
+ mes "already registered";
+ mes "for training to become";
+ mes "an Alchemist.";
+ next;
+ mes "[Vincent Carsciallo]";
+ mes "Please listen to the";
+ mes "other Alchemists and follow their instructions carefully. You will learn much from them.";
+ close2;
+ cutin "",255;
+ end;
+ }
+}
+
+alde_alche,145,19,1 script Chief Researcher#am 57,{
+ if (checkweight(1201,1) == 0) {
+ mes "- Wait a minute! -";
+ mes "- Currently you are carrying -";
+ mes "- too many items with you. -";
+ mes "- Please come back again -";
+ mes "- after you store some items into kafra storage. -";
+ close;
+ }
+ if (ALCH_Q > 19 && ALCH_Q < 22) {
+ if (ALCH_Q == 20) {
+ mes "[Nicholas Flamel]";
+ mes "Ooh...";
+ mes "You're the upstart";
+ mes "Merchant that wants";
+ mes "to become an Alchemist?";
+ next;
+ mes "[Nicholas Flamel]";
+ mes "Not just anyone can become an Alchemist, you know. You've got to have motivation and clear goals and a strong sense of focus.";
+ next;
+ mes "[Nicholas Flamel]";
+ mes "Alchemists must memorize many chemical equations, scientific laws and a lot of other information. It's actually pretty tough.";
+ next;
+ mes "[Nicholas Flamel]";
+ mes "If you can't focus, you'll be confused later when you look at Alchemy charts. My test will judge your ability to do just that.";
+ next;
+ }
+ mes "[Nicholas Flamel]";
+ mes "Find the words scrambled";
+ mes "in the group of letters I give you. They can be made by using some";
+ mes "or all of the letters.";
+ next;
+ mes "[Nicholas Flamel]";
+ mes "You pass if you";
+ mes "choose the word";
+ mes "that is ^551A8BIN^000000 the puzzle.";
+ next;
+ switch(rand(1,3)) {
+ case 1:
+ mes "t m y a n y e o b n e g p r i";
+ next;
+ if (select("Brake:Brass:Bug:Broken:Brigan?") == 5) set .@alch_t,.@alch_t+10;
+ mes "o n c u t a p j l e r s v m u";
+ next;
+ if (select("vendor:storage:weapon:simple:streetshop") == 1) set .@alch_t,.@alch_t+10;
+ mes "t v a r m e g p h e u b o y l";
+ next;
+ if (select("molasses:party:leader:sweets:treacle") == 2) set .@alch_t,.@alch_t+10;
+ mes "q z a h n a i n b r d p t n c";
+ next;
+ if (select("partisan:partizan:pato:paros:pack") == 2) set .@alch_t,.@alch_t+10;
+ break;
+ case 2:
+ mes "m p d i c f a r o g n k w a s";
+ next;
+ if (select("packman:sunshine:ragnarok:wonderland:frost") == 1) set .@alch_t,.@alch_t+10;
+ mes "g b n o p r e f a r e t a s k";
+ next;
+ if (select("purple:smoker:ragnarok:bolt:burnt wood") == 3) set .@alch_t,.@alch_t+10;
+ mes "u g n i s j e k c e o g n d p";
+ next;
+ if (select("scab:kinship:donate:source:opening") == 5) set .@alch_t,.@alch_t+10;
+ mes "r o e h n r o m c a i n p t t";
+ next;
+ if (select("forgemerchant:potionmerchant:dcmerchant:vendingmerchant:battlemerchant") == 2) set .@alch_t,.@alch_t+10;
+ break;
+ case 3:
+ mes "s m i e x b w u n e t a g l r";
+ next;
+ if (select("tiger:wolf:pumpkin:tripped:tore") == 1) set .@alch_t,.@alch_t+10;
+ mes "n i e g b o p d s o a u w r v";
+ next;
+ if (select("bash:provoke:endure:stun:abracadabra") == 3) set .@alch_t,.@alch_t+10;
+ mes "l r m g r e x t a v i n e d e";
+ next;
+ if (select("alberta:latifoliate:crimson:maple:evergreen") == 5) set .@alch_t,.@alch_t+10;
+ mes "r o e h n r o m c a i n p t t";
+ next;
+ if (select("forgemerchant:potionmerchant:dcmerchant:vendingmerchant:battlemerchant") == 2) set .@alch_t,.@alch_t+10;
+ break;
+ }
+ mes "[Nicholas Flamel]";
+ mes "Ah, you finished.";
+ mes "Now, let's see...";
+ if (.@alch_t > 30) {
+ set ALCH_Q,22;
+ mes "Excellent job!";
+ next;
+ mes "[Nicholas Flamel]";
+ mes "Great, you found all of those hidden words. With that kind of concentration, you should have no problem memorizing information.";
+ next;
+ mes "[Nicholas Flamel]";
+ mes "Come back in a little bit while";
+ mes "I prepare the next assignment";
+ mes "for your training.";
+ next;
+ mes "[Nicholas Flamel]";
+ mes "Oh, and before you talk to";
+ mes "me again, make sure you have";
+ mes "^551A8Bplenty of room in your inventory^000000.";
+ close;
+ }
+ else {
+ set ALCH_Q,21;
+ mes "^666666*Gasp!*^000000 H-horrible!";
+ next;
+ mes "[Nicholas Flamel]";
+ mes "Judging from these results, you obviously have a problem with concentrating.";
+ next;
+ mes "[Nicholas Flamel]";
+ mes "If you can't even solve these easy word puzzles, how can you keep track of your experiments and research?";
+ next;
+ mes "[Nicholas Flamel]";
+ mes "Why don't you relax";
+ mes "and rest a bit before";
+ mes "you take the test again?";
+ close;
+
+ }
+ }
+ else if (ALCH_Q == 22) {
+ set .@now_weight,MaxWeight-Weight;
+ if (.@now_weight < 1370) {
+ mes "[Nicholas Flamel]";
+ mes "Whoa...";
+ mes "You're carrying too much stuff! First, put some of your things in Kafra Storage.";
+ close;
+ }
+ mes "[Nicholas Flamel]";
+ mes "Alright...";
+ mes "For your next";
+ mes "assignment, you'll";
+ mes "need to travel to ^551A8BJuno^000000.";
+ next;
+ mes "[Nicholas Flamel]";
+ mes "There, you'll need to talk to ^551A8BBain^000000 and ^551A8BBajin^000000. Those two are doing Alchemy research with the Sages";
+ mes "in Juno. You'll learn something by assisting them with their project.";
+ next;
+ mes "[Nicholas Flamel]";
+ mes "Come back here to me after you";
+ mes "help them out. They'll need all of these items to continue their experiments.";
+ next;
+ set ALCH_Q,23;
+ changequest 2037,2038;
+ mes "[Nicholas Flamel]";
+ mes "1 Mixture,";
+ mes "5 Burnt Tree,";
+ mes "5 Fine Sand,";
+ mes "3 Rough Oridecon";
+ mes "and 3 Rough Elunium.";
+ getitem 974,1; //Mixture
+ getitem 7068,5; //Burn_Tree
+ getitem 7043,5; //Fine_Sand
+ getitem 756,3; //Oridecon_Stone
+ getitem 757,3; //Elunium_Stone
+ next;
+ mes "[Nicholas Flamel]";
+ mes "Alright.";
+ mes "Have a safe trip";
+ mes "and come back in";
+ mes "one piece.";
+ close;
+ }
+ else if (ALCH_Q == 23) {
+ mes "[Nicholas Flamel]";
+ mes "Didn't I say to";
+ mes "go to Juno and help";
+ mes "Bain and Bajin with";
+ mes "their Alchemy research?";
+ close;
+ }
+ else if (ALCH_Q == 24) {
+ set ALCH_Q,40;
+ changequest 2038,2039;
+ mes "[Nicholas Flamel]";
+ mes "Ah, you're back!";
+ mes "I just got a message from Bain";
+ mes "and Bajin. They let me know that they were very happy with your assistance.";
+ next;
+ mes "[Nicholas Flamel]";
+ mes "If you were good enough";
+ mes "to help out those brothers,";
+ mes "you definitely qualify to be";
+ mes "an Alchemist.";
+ next;
+ mes "[Nicholas Flamel]";
+ mes "Good work!";
+ mes "All you have to do now is speak to the Union Leader on the 2nd floor! Congratulations, you'll become an Alchemist very soon!";
+ close;
+ }
+ else if (ALCH_Q == 40 && BaseJob == Job_Merchant) {
+ mes "[Nicholas Flamel]";
+ mes "All you have to do now is speak to the Union Leader on the 2nd floor! Congratulations, you'll become an Alchemist very soon!";
+ close;
+ }
+ else {
+ mes "[Nicholas Flamel]";
+ mes "Lorem ipsum dolor sit amet,";
+ mes "consectetuer adipiscing elit.";
+ mes "Vivamus sem. Sed metus";
+ mes "lacus, viverra id, rutrum eget,";
+ mes "rhoncus sit amet, lectus.";
+ next;
+ mes "[Nicholas Flamel]";
+ mes "Suspendisse sit amet urna in";
+ mes "nisl fringilla faucibus. Nulla scelerisque eros...";
+ mes "^666666*Mumble Mumble*^000000";
+ close;
+ }
+}
+
+//============================================================
+// Old changelog
+//============================================================
+//= v1.0 Working.
+//= npc/quests/counteragent_mixture.txt Also Needed
+//= npc/quests/quests_yuno.txt Also Needed [Darkchild]
+//= v1.1 Fixed some minor bugs. Optimized some lines. Re-organized the script a bit.
+//= Giving Parmry NPC, Hammer and Old Book now waves the 50000 fee. (based of mRO website)
+//= Having a joblvl of 50 allows you to skip Rasputin's test. (based of mRO website) [kobra_k88]
+//= 1.2 fixed a few typos (have to hunt more) [Lupus]
+//= 1.3 Added Baby Class Support [Lupus]
+//= 1.6 Added a func which prevent advanced classes passing
+//= 2nd Job Quests again. It also guides adv classes where
+//= to go. [Lupus]
+//= 1.6a fixed some wrong answers, thanks to zlider for info [Lupus]
+//= 2.0 Changed numbers to constants. [Vicious]
+//= 2.2 Got rid of 'al_morgen' var. Now uses (MISC_QUEST & 4) [Lupus]
+//= 2.3 Optimized, changed job numbers to constants. Fixed some spelling [Lupus]
+//= 2.4 Added alternative prizes according to JobLevel [Lupus]
+//= 2.4a Fixed 2 wrong answers in Rasputin's test [Lupus]
diff --git a/npc/pre-re/jobs/2-2/bard.txt b/npc/pre-re/jobs/2-2/bard.txt
new file mode 100644
index 000000000..a4b158ec8
--- /dev/null
+++ b/npc/pre-re/jobs/2-2/bard.txt
@@ -0,0 +1,951 @@
+//===== rAthena Script =======================================
+//= Bard Job Quest
+//===== By: ==================================================
+//= Muad_Dib(The Prometheus Project), Lupus, Samuray22
+//===== Current Version: =====================================
+//= 2.6
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Job quest for Bard class
+//===== Additional Comments: =================================
+//= 2.1b Updated to the Official One. [Samuray22]
+//= 2.2 Fixed BUG when baby classes weren't able to get a job,
+//= - fixed bug with final prize [Lupus] HAVE TO CHANE ALL ITEMS to numeric IDs
+//= 2.3 Updated NPC dialogs and cutins using Aegis 10.3 files. [L0ne_W0lf]
+//= - Fixed error with the present checking. (Lupus beat me to committing)
+//= - Changed the reward checking to use callsub (fixed the flow of the script)
+//= - Optimized and changed the flow of things slightly.
+//= - Temporary character variables "@" are now ".@"
+//= - Fixed some indentation.
+//= - Changed item names to item IDs
+//= 2.4 Fixed hang up on bard quest. ($kiN.) [L0ne_W0lf]
+//= 2.5 Added Quest Log commands. [Kisuka]
+//= 2.6 Removed the need for use of 'goto.' [L0ne_W0lf]
+//============================================================
+
+//=============== Ayealo ============================
+comodo,226,123,5 script Wandering Bard 741,{
+ if(Upper == 1) {
+ mes "[Lalo]";
+ mes "Chosen ones who are destined to become Gods";
+ mes "are so many in this era";
+ mes "but they never realise their fate while alive.";
+ mes "They end up to become ordinary men...";
+ next;
+ mes "[Lalo]";
+ mes "Wind and Clouds, please send this message to them,";
+ mes "who pursue food, clothing, shelter and wealth.";
+ mes "Tell them they are wasting their time...";
+ mes "Tell them they forget the most important goal of the life...";
+ close2;
+ cutin "job_bard_aiolo01",255;
+ end;
+ }
+ else if(BaseJob != Job_Archer) {
+ if(BaseJob == Job_Bard) {
+ mes "[Lalo]";
+ mes "Ooh hey! How's your singing these days?";
+ mes "I wonder if your voice got any better.";
+ next;
+ mes "[Lalo]";
+ mes "You don't forget to spread good news in each town, right?";
+ mes "And don't forget to learn new songs, too...";
+ next;
+ mes "[Lalo]";
+ mes "Never forget to have a positive attitude and the meaning of joy.";
+ mes "Our songs are supposed to deliver happiness and joy to everyone.";
+ }
+ else if(Class == Job_Novice) {
+ cutin "job_bard_aiolo01",2;
+ mes "[Lalo]";
+ mes "The sadness that overcomes my heart.. ";
+ mes "It will not reside..";
+ mes "Is this the reason behind my troubles,";
+ mes "is this why I am weak,";
+ mes "This must be why I cannot seem to forget you...";
+ next;
+ mes "[Lalo]";
+ mes "Oh, sorry. I didn't see you because I was concentrating on writing some lyrics.";
+ mes "Do you want to listen to my songs? Shall I sing a song for you?";
+ next;
+ mes "[Lalo]";
+ mes "Heh... try asking someone else.";
+ mes "I'm trying to compose a new song.";
+ }
+ else {
+ cutin "job_bard_aiolo01",2;
+ mes "[Lalo]";
+ mes "Lalala, lalala. Beautiful Comodo.";
+ mes "Always full of happy moments~";
+ next;
+ mes "[Lalo]";
+ if (sex) {
+ mes "Forget about your worries~";
+ mes "And enjoy everything~";
+ }
+ else mes "Cute lady, shall we dance~";
+ mes "Youth never repeats itself~";
+ }
+ close2;
+ cutin "job_bard_aiolo01",255;
+ end;
+ }
+ else if(BARD_Q == 0) {
+ cutin "job_bard_aiolo01",2;
+ mes "[Lalo]";
+ if (sex) mes "Hi! Delightful Archer.";
+ else mes "Hello! Beautiful Archer Lady.";
+ mes "How can a wanderer like me help you?";
+ next;
+ switch(select("You have a nice voice.:Could you sing for me, please?:Nothing.")) {
+ case 1:
+ mes "[Lalo]";
+ mes "Hahaha! Of course!";
+ mes "if you sing with a happy heart, your voice always gets better.";
+ next;
+ mes "[Lalo]";
+ mes "But, to Bards your voice is your life.";
+ mes "Sometimes your voice will go, but you must be careful.";
+ break;
+
+ case 2:
+ mes "[Lalo]";
+ mes "A song... let's see.";
+ mes "Ok, I got one...";
+ next;
+ mes "[Lalo]";
+ mes "I'll sing.. Drums of War.";
+ mes "*ehem...*cough...gag..mememememe...";
+ mes "1, 2, 3, 4...";
+ next;
+ mes "^000088The sound of horses galloping over the horizon";
+ mes "The dust that covers the distant sun";
+ mes "When thousands of eyes open in the night sky";
+ mes "The castle's fire will burn with power.^000000";
+ next;
+ mes "^000088I can hear.. the beating of my heart.";
+ mes "I can feel.. the blood rushing through my veins.";
+ mes ".. and the weight of my armor.";
+ mes "I can see.. my enemies.^000000";
+ next;
+ mes "^000088Louder, louder louder..";
+ mes "Give strength to the warriors!";
+ mes "Higher, higher, higher..";
+ mes "This day will never come again!^000000";
+ next;
+ mes "^000088Shake the sky and roar through the land.";
+ mes "Make my heart pound again!";
+ mes "Let the trumpets sound, and castle walls ring.";
+ mes "This moment will never come again!^000000";
+ next;
+ mes "[Lalo]";
+ mes "Hmm... that's always a good song to sing.";
+ mes "How was it? Don't you think it's a nice song?";
+ next;
+ if (select("Yes, it was very nice.:No, not really...") == 1) {
+ mes "[Lalo]";
+ mes "Thanks! if you enjoyed my song, it makes me happy, too.";
+ next;
+ if (Sex == 1 && JobLevel > 39) {
+ mes "[Lalo]";
+ mes "It would be nice if more people went around and sang...";
+ mes "Well, it's quite ok as it is now... hmmhmm.";
+ set BARD_Q,1;
+ setquest 3000;
+ close2;
+ cutin "job_bard_aiolo01",255;
+ end;
+ }
+ mes "[Lalo]";
+ mes "if you ever want to hear my song again, just ask.";
+ close2;
+ cutin "job_bard_aiolo01",255;
+ end;
+ }
+ cutin "job_bard_aiolo02",2;
+ mes "[Lalo]";
+ mes "Hmm... Did I lose my senses, I'll have to try harder.";
+ mes "Anyways.. Thanks for listening.";
+ break;
+
+ case 3:
+ cutin "job_bard_aiolo02",2;
+ mes "[Lalo]";
+ mes "Oy, not requesting a song when you run into a Bard isn't very polite.";
+ mes "Well... can't help it since you look like you're in a hurry anyways.";
+ next;
+ mes "[Lalo]";
+ mes "Hunting is good... but you can't forget to relax once in a while.";
+ mes "Youth is short and won't come again once it passes by..";
+ break;
+ }
+ close2;
+ cutin "job_bard_aiolo02",255;
+ end;
+ }
+ else if(BARD_Q == 1) {
+ cutin "job_bard_aiolo01",2;
+ mes "[Lalo]";
+ mes "Hey there Archer fellow.";
+ mes "How can a wanderer like me help you?";
+ next;
+ switch(select("You have a nice voice.:Could you sing for me, please?:Nothing.")) {
+ case 1:
+ mes "[Lalo]";
+ mes "Hoho, your voice is rather nice as well?";
+ mes "Ever think about singing?";
+ next;
+ if (select("Of course!:I can't quite possibly...") == 1) {
+ mes "[Lalo]";
+ mes "Haha, nice attitude. You have to be like that to become a Bard.";
+ mes "I'll help you become a Bard then.";
+ next;
+ mes "[Lalo]";
+ mes "But before that... do you think you can bring me a Flower?";
+ mes "I need to smell the scent of a Flower to feel like teaching.";
+ next;
+ mes "[Lalo]";
+ mes "It doesn't really matter which Flower, but try to bring one that I like.";
+ mes "And don't just buy any random Flower, ok?";
+ set BARD_Q,2;
+ changequest 3000,3001;
+ close2;
+ cutin "job_bard_aiolo01",255;
+ end;
+ }
+ mes "[Lalo]";
+ mes "Haha, what a timid one.";
+ mes "Don't think so little of yourself.";
+ next;
+ mes "[Lalo]";
+ mes "You have plenty of talent.";
+ mes "Come again if you change your mind.";
+ break;
+
+ case 2:
+ mes "[Lalo]";
+ mes "Hmm... seems like you have some singing talents?";
+ mes "Don't just request songs.. singing to others is quite fun, too.";
+ next;
+ mes "[Lalo]";
+ mes "Try enjoying your life as a Bard.";
+ mes "You go from town to town, singing to the people. Doesn't it sound great?";
+ break;
+
+ case 3:
+ mes "[Lalo]";
+ mes "Hmm... I'm not sure what's what, but enjoy life.";
+ mes "You look too uptight.";
+ next;
+ mes "[Lalo]";
+ mes "Well then~ Have a great time~";
+ break;
+ }
+ close2;
+ cutin "job_bard_aiolo01",255;
+ end;
+ }
+ else if(BARD_Q == 2) {
+ cutin "job_bard_aiolo01",2;
+ mes "[Lalo]";
+ mes "Welcome! Archer friend.";
+ mes "Did you bring a Flower? Let me see.";
+ next;
+ mes "[Lalo]";
+ //Good Flowers
+ if (countitem(629) > 0) {
+ mes "Ooh! It's a Singing Flower!";
+ mes "It's full of my memories...";
+ next;
+ delitem 629,1; //Singing Flower
+ mes "[Lalo]";
+ mes "My friend Tchaikovsky used to like it.";
+ mes "I wonder what he's doing now...";
+ }
+ else if(countitem(703) > 0) {
+ mes "Aah... the cute Hinelle...";
+ mes "It doesn't have a scent but it's a very moderate cute flower.";
+ next;
+ delitem 703,1; //Hinalle
+ mes "[Lalo]";
+ mes "The leaves gave me strength when I used to fall.";
+ mes "I really like this flower, thank you.";
+ }
+ else if(countitem(704) > 0) {
+ mes "Aloe... This is a rare flower.";
+ mes "How'd you get it? Rather skilled, eh?";
+ next;
+ delitem 704,1; //Aloe
+ mes "[Lalo]";
+ mes "The leaves are good and Aloe Vera is delicious, too..";
+ mes "but it's defnitely the most beautiful when it's a flower.";
+ }
+ else if(countitem(708) > 0) {
+ mes "Ment... You can forget about all your hardships with one of these.";
+ mes "Nice to see it in such a long time!";
+ next;
+ delitem 708,1; //Ment
+ mes "[Lalo]";
+ mes "I heard you can make Anodyne with it...";
+ mes "But that would be a slight waste.. thanks!";
+ }
+ else if(countitem(709) > 0) {
+ mes "Ooh, isn't this an Izidor?";
+ mes "It's a dangerous yet beautiful flower...";
+ next;
+ delitem 709,1; //Izidor
+ mes "[Lalo]";
+ mes "The deep purple charms a person.. ";
+ mes "Thank you, I really like this flower.";
+ }
+ else if(countitem(748) > 0) {
+ mes "Ooh, a Witherless Rose. The strong flower that doesn't wither.";
+ mes "Great to give to a girlfriend.";
+ next;
+ delitem 748,1; //Witherless_Rose
+ mes "[Lalo]";
+ mes "I wonder if it would be ok for a wanderer like me to accept it.";
+ mes "Haha, it should be ok.. right?";
+ }
+ else if(countitem(749) > 0 ) {
+ mes "Frozen Rose... you can't really call this a flower,";
+ mes "But it is still beautiful... a clear Rose.";
+ next;
+ delitem 749,1; //Frozen_Rose
+ mes "[Lalo]";
+ mes "You can call it a flower even though it doesn't have a scent anymore.";
+ mes "Then I'll greatly take this.";
+ }
+ else if(countitem(710) > 0) {
+ mes "Oh, isn't this an Illusion Flower!?";
+ mes "Wow, how did you obtain such a rare flower!!";
+ next;
+ delitem 710,1; //Illusion_Flower
+ mes "[Lalo]";
+ mes "Than you very much, aah... I feel like heaven is in front of my eyes.";
+ mes "What a wonderful feeling! I'm really happy!";
+ }
+ //Bad Flowers
+ else if(countitem(712) > 0) {
+ cutin "job_bard_aiolo02",2;
+ mes "Eh? This is just a normal flower.";
+ mes "I like it... but it's not enough.";
+ next;
+ mes "[Lalo]";
+ mes "You can get this flower from the girl in Prontera.";
+ mes "Please bring me a different flower.";
+ close2;
+ cutin "job_bard_aiolo02",255;
+ end;
+ }
+ else if(countitem(744) > 0) {
+ mes "Oh no, you brought a Bouquet?";
+ mes "You can't bring me something like this.";
+ next;
+ mes "[Lalo]";
+ mes "Go give this to a graduating Sage or something.";
+ mes "Since it's great as that kind of gift... Bring a different flower.";
+ close2;
+ cutin "job_bard_aiolo01",255;
+ end;
+ }
+ else if(countitem(745) > 0) {
+ cutin "job_bard_aiolo02",2;
+ mes "Oy oy... did you go to a wedding or something?";
+ mes "What do you expect a guy to do with a Wedding Bouquet?";
+ next;
+ mes "[Lalo]";
+ mes "It's not me. Go give it to a lady or something.";
+ mes "This isn't the type of flower I wanted.";
+ close2;
+ cutin "job_bard_aiolo02",255;
+ end;
+ }
+ else if(countitem(2207) > 0) {
+ mes "Mmm... a Fancy Flower.";
+ mes "It's nice... but this isn't good enough.";
+ next;
+ mes "[Lalo]";
+ mes "I like flowers that have a scent and are beautiful.";
+ mes "I don't like fake flowers that go on top of heads.";
+ close2;
+ cutin "job_bard_aiolo01",255;
+ end;
+ }
+ else if(countitem(1032) > 0) {
+ cutin "job_bard_aiolo02",2;
+ mes "...Agh, why'd you bring such a hideous thing?";
+ mes "Are you thinking at all?";
+ next;
+ mes "[Lalo]";
+ mes "if you were trying to be funny, it was a good attempt...";
+ mes "but bring a normal flower now.";
+ close2;
+ cutin "job_bard_aiolo02",255;
+ end;
+ }
+ else {
+ cutin "job_bard_aiolo02",2;
+ mes "Hmm? What... you didnt' bring anything.";
+ mes "Didn't I ask you to bring a flower?";
+ next;
+ mes "[Lalo]";
+ mes "Well... if you want to learn on your own, then so be it.";
+ mes "Anyone can just go out and sing.";
+ close2;
+ cutin "job_bard_aiolo02",255;
+ end;
+ }
+ next;
+ cutin "job_bard_aiolo01",2;
+ mes "[Lalo]";
+ mes "As I promised, I'll help you become a Bard.";
+ mes "But it's not easy my friend. Haha!";
+ next;
+ mes "[Lalo]";
+ mes "It is important to get to know a lot of people to learn how to sing.";
+ mes "You must also keep up with all the things going on in different villages...";
+ next;
+ mes "[Lalo]";
+ mes "There's a talking snowman in a town called Lutie.";
+ mes "Go there and bring back a present.";
+ next;
+ set BARD_Q,3;
+ changequest 3001,3002;
+ set xmas_npc,1;
+ mes "[Lalo]";
+ mes "if you become friends with ^008800Jack Frost^000000, you will receive something.";
+ mes "And also talk to the townspeople while you're at it...";
+ close2;
+ cutin "job_bard_aiolo01",255;
+ end;
+ }
+ else if ((BARD_Q >= 3) || (BARD_Q <= 5)) {
+ if (BARD_Q == 3) {
+ if(xmas_npc > 10) { //this var is set in LUTIE.TXT
+ cutin "job_bard_aiolo01",2;
+ mes "[Lalo]";
+ mes "How was the trip? Did you meet a lot of people?";
+ mes "You should have been able to learn something more important than a gift.";
+ next;
+ mes "[Lalo]";
+ mes "Then, do you want to try singing...?";
+ mes "I'll sing a short melody...";
+ mes "and you try after.";
+ if(checkquest(3003) == -1) {
+ changequest 3002,3003;
+ }
+ next;
+ mes "[Lalo]";
+ mes "Here I go.";
+ mes "Ehem *clears throat*";
+ mes "1, 2, 3, 4";
+ next;
+ }
+ else {
+ cutin "job_bard_aiolo01",2;
+ set xmas_npc,1;
+ mes "[Lalo]";
+ mes "Eh, you still haven't become his friend?";
+ mes "Talking will not be enough.";
+ next;
+ mes "[Lalo]";
+ mes "if you become friends with ^008800Jack Frost^000000, you will receive something.";
+ mes "And talk with the village people, too...";
+ close2;
+ cutin "job_bard_aiolo01",255;
+ end;
+ }
+ }
+ else if (BARD_Q == 4) {
+ cutin "job_bard_aiolo01",2;
+ mes "[Lalo]";
+ mes "Hmm... this time you can do better, right?";
+ mes "Let's try again, you can do it.";
+ next;
+ mes "[Lalo]";
+ mes "I'll sing one part...";
+ mes "and you try it after.";
+ next;
+ mes "[Lalo]";
+ mes "Here we go.";
+ mes "*Ehem*";
+ mes "1, 2, 3, 4";
+ next;
+ }
+ if (BARD_Q != 5) {
+ set .@bard_s, rand(1,5);
+ if (.@bard_s == 1) {
+ mes "^3377FFThere was a man^000000";
+ mes "who was said to be immortal.";
+ mes "His name Jichfreid,";
+ mes "Son of the hero Jichmunt.";
+ mes "The evil giant Papner,";
+ mes "Turned into a dragon and ate him.";
+ next;
+ input .@Song$;
+ if (.@Song$ != "There was a man")
+ set .@w_point,.@w_point+1;
+
+ mes "^3377FFThere was a man";
+ mes "who was said to be immortal.^000000";
+ mes "His name Jichfreid,";
+ mes "Son of the hero Jichmunt.";
+ mes "The evil giant Papner,";
+ mes "Turned into a dragon and ate him.";
+ next;
+ input .@Song$;
+ if (.@Song$ != "who was said to be immortal.")
+ set .@w_point,.@w_point+1;
+
+ mes "^3377FFThere was a man";
+ mes "who was said to be immortal.";
+ mes "His name Jichfreid,^000000";
+ mes "Son of the hero Jichmunt.";
+ mes "The evil giant Papner,";
+ mes "Turned into a dragon and ate him.";
+ next;
+ input .@Song$;
+ if (.@Song$ != "His name Jichfreid,")
+ set .@w_point,.@w_point+1;
+
+ mes "^3377FFThere was a man";
+ mes "who was said to be immortal.";
+ mes "His name Jichfreid,";
+ mes "Son of the hero Jichmunt.^000000";
+ mes "The evil giant Papner,";
+ mes "Turned into a dragon and ate him.";
+ next;
+ input .@Song$;
+ if (.@Song$ != "Son of the hero Jichmunt.")
+ set .@w_point,.@w_point+1;
+
+ mes "^3377FFThere was a man";
+ mes "who was said to be immortal.";
+ mes "His name Jichfreid,";
+ mes "Son of the hero Jichmunt.";
+ mes "The evil giant Papner,^000000";
+ mes "Turned into a dragon and ate him.";
+ next;
+ input .@Song$;
+ if (.@Song$ != "The evil giant Papner,")
+ set .@w_point,.@w_point+1;
+
+ mes "^3377FFThere was a man";
+ mes "who was said to be immortal.";
+ mes "His name Jichfreid,";
+ mes "Son of the hero Jichmunt.";
+ mes "The evil giant Papner,";
+ mes "Turned into a dragon and ate him.^000000";
+ next;
+ input .@Song$;
+ if (.@Song$ != "Turned into a dragon and ate him.")
+ set .@w_point,.@w_point+1;
+ }
+ else if (.@bard_s == 2) {
+ mes "^3377FFA Merchant without money or equipment,^000000";
+ mes "a Merchant that couldn't sell anything.";
+ mes "But he was too proud to beg.";
+ mes "So he gathered some money selling items.";
+ mes "At first he only sold Red Potions.";
+ mes "Some say he sold Sweet Potatoes, too.";
+ next;
+ input .@Song$;
+ if (.@Song$ != "A Merchant without money or equipment,")
+ set .@w_point,.@w_point+1;
+
+ mes "^3377FFA Merchant without money or equipment,";
+ mes "a Merchant that couldn't sell anything.^000000";
+ mes "But he was too proud to beg.";
+ mes "So he gathered some money selling items.";
+ mes "At first he only sold Red Potions.";
+ mes "Some say he sold Sweet Potatoes, too.";
+ next;
+ input .@Song$;
+ if (.@Song$ != "a Merchant that couldn't sell anything.")
+ set .@w_point,.@w_point+1;
+
+ mes "^3377FFA Merchant without money or equipment,";
+ mes "a Merchant that couldn't sell anything.";
+ mes "But he was too proud to beg.^000000";
+ mes "So he gathered some money selling items.";
+ mes "At first he only sold Red Potions.";
+ mes "Some say he sold Sweet Potatoes, too.";
+ next;
+ input .@Song$;
+ if (.@Song$ != "But he was too proud to beg.")
+ set .@w_point,.@w_point+1;
+
+ mes "^3377FFA Merchant without money or equipment,";
+ mes "a Merchant that couldn't sell anything.";
+ mes "But he was too proud to beg.";
+ mes "So he gathered some money selling items.^000000";
+ mes "At first he only sold Red Potions.";
+ mes "Some say he sold Sweet Potatoes, too.";
+ next;
+ input .@Song$;
+ if (.@Song$ != "So he gathered some money selling items.")
+ set .@w_point,.@w_point+1;
+
+ mes "^3377FFA Merchant without money or equipment,";
+ mes "a Merchant that couldn't sell anything.";
+ mes "But he was too proud to beg.";
+ mes "So he gathered some money selling items.";
+ mes "At first he only sold Red Potions.^000000";
+ mes "Some say he sold Sweet Potatoes, too.";
+ next;
+ input .@Song$;
+ if (.@Song$ != "At first he only sold Red Potions.")
+ set .@w_point,.@w_point+1;
+
+ mes "^3377FFA Merchant without money or equipment,";
+ mes "a Merchant that couldn't sell anything.";
+ mes "But he was too proud to beg.";
+ mes "So he gathered some money selling items.";
+ mes "At first he only sold Red Potions.";
+ mes "Some say he sold Sweet Potatoes, too.^000000";
+ next;
+ input .@Song$;
+ if (.@Song$ != "Some say he sold Sweet Potatoes, too.")
+ set .@w_point,.@w_point+1;
+ }
+ else if (.@bard_s == 3) {
+ mes "^3377FFAll Gods never age.^000000";
+ mes "The ever so Beautiful Goddess Eden,";
+ mes "Beautiful and graceful Goddess Eden,";
+ mes "Odin's daughter-in-law and Bragi's wife.";
+ mes "Her sweet apples in her basket,";
+ mes "All thanks to her sweet apples.";
+ next;
+ input .@Song$;
+ if (.@Song$ != "All Gods never age.")
+ set .@w_point,.@w_point+1;
+
+ mes "^3377FFAll Gods never age.";
+ mes "The ever so Beautiful Goddess Eden,^000000";
+ mes "Beautiful and graceful Goddess Eden,";
+ mes "Odin's daughter-in-law and Bragi's wife.";
+ mes "Her sweet apples in her basket,";
+ mes "All thanks to her sweet apples.";
+ next;
+ input .@Song$;
+ if (.@Song$ != "The ever so Beautiful Goddess Eden,")
+ set .@w_point,.@w_point+1;
+
+ mes "^3377FFAll Gods never age.";
+ mes "The ever so Beautiful Goddess Eden,";
+ mes "Beautiful and graceful Goddess Eden,^000000";
+ mes "Odin's daughter-in-law and Bragi's wife.";
+ mes "Her sweet apples in her basket,";
+ mes "All thanks to her sweet apples.";
+ next;
+ input .@Song$;
+ if (.@Song$ != "Beautiful and graceful Goddess Eden,")
+ set .@w_point,.@w_point+1;
+
+ mes "^3377FFAll Gods never age.";
+ mes "The ever so Beautiful Goddess Eden,";
+ mes "Beautiful and graceful Goddess Eden,";
+ mes "Odin's daughter-in-law and Bragi's wife.^000000";
+ mes "Her sweet apples in her basket,";
+ mes "All thanks to her sweet apples.";
+ next;
+ input .@Song$;
+ if (.@Song$ != "Odin's daughter-in-law and Bragi's wife.")
+ set .@w_point,.@w_point+1;
+
+ mes "^3377FFAll Gods never age.";
+ mes "The ever so Beautiful Goddess Eden,";
+ mes "Beautiful and graceful Goddess Eden,";
+ mes "Odin's daughter-in-law and Bragi's wife.";
+ mes "Her sweet apples in her basket,^000000";
+ mes "All thanks to her sweet apples.";
+ next;
+ input .@Song$;
+ if (.@Song$ != "Her sweet apples in her basket,")
+ set .@w_point,.@w_point+1;
+
+ mes "^3377FFAll Gods never age.";
+ mes "The ever so Beautiful Goddess Eden,";
+ mes "Beautiful and graceful Goddess Eden,";
+ mes "Odin's daughter-in-law and Bragi's wife.";
+ mes "Her sweet apples in her basket,";
+ mes "All thanks to her sweet apples.^000000";
+ next;
+ input .@Song$;
+ if (.@Song$ != "All thanks to her sweet apples.")
+ set .@w_point,.@w_point+1;
+ }
+ else if (.@bard_s == 4) {
+ mes "^3377FFBragi, Bragi,^000000";
+ mes "Forever call the poets name.";
+ mes "My songs are his breath,";
+ mes "My mind is his will,";
+ mes "All wandering poets are his people,";
+ mes "And all praise shall go to him.";
+ next;
+ input .@Song$;
+ if (.@Song$ != "Bragi, Bragi,")
+ set .@w_point,.@w_point+1;
+
+ mes "^3377FFBragi, Bragi,";
+ mes "Forever call the poets name.^000000";
+ mes "My songs are his breath,";
+ mes "My mind is his will,";
+ mes "All wandering poets are his people,";
+ mes "And all praise shall go to him.";
+ next;
+ input .@Song$;
+ if (.@Song$ != "Forever call the poets name.")
+ set .@w_point,.@w_point+1;
+
+ mes "^3377FFBragi, Bragi,";
+ mes "Forever call the poets name.";
+ mes "My songs are his breath,^000000";
+ mes "My mind is his will,";
+ mes "All wandering poets are his people,";
+ mes "And all praise shall go to him.";
+ next;
+ input .@Song$;
+ if (.@Song$ != "My songs are his breath,")
+ set .@w_point,.@w_point+1;
+
+ mes "^3377FFBragi, Bragi,";
+ mes "Forever call the poets name.";
+ mes "My songs are his breath,";
+ mes "My mind is his will,^000000";
+ mes "All wandering poets are his people,";
+ mes "And all praise shall go to him.";
+ next;
+ input .@Song$;
+ if (.@Song$ != "My mind is his will,")
+ set .@w_point,.@w_point+1;
+
+ mes "^3377FFBragi, Bragi,";
+ mes "Forever call the poets name.";
+ mes "My songs are his breath,";
+ mes "My mind is his will,";
+ mes "All wandering poets are his people,^000000";
+ mes "And all praise shall go to him.";
+ next;
+ input .@Song$;
+ if (.@Song$ != "All wandering poets are his people,")
+ set .@w_point,.@w_point+1;
+
+ mes "^3377FFBragi, Bragi,";
+ mes "Forever call the poets name.";
+ mes "My songs are his breath,";
+ mes "My mind is his will,";
+ mes "All wandering poets are his people,";
+ mes "And all praise shall go to him.^000000";
+ next;
+ input .@Song$;
+ if (.@Song$ != "And all praise shall go to him.")
+ set .@w_point,.@w_point+1;
+ }
+ else {
+ mes "^3377FFLouder, louder, louder.^000000";
+ mes "Give strength to the warriors!";
+ mes "Shake the sky and roar through the land.";
+ mes "Make my heart pound again!";
+ mes "Let the castle walls ring.";
+ mes "This day will never come again!";
+ next;
+ input .@Song$;
+ if (.@Song$ != "Louder, louder, louder.")
+ set .@w_point,.@w_point+1;
+
+ mes "^3377FFLouder, louder, louder.";
+ mes "Give strength to the warriors!^000000";
+ mes "Shake the sky and roar through the land.";
+ mes "Make my heart pound again!";
+ mes "Let the castle walls ring.";
+ mes "This day will never come again!";
+ next;
+ input .@Song$;
+ if (.@Song$ != "Give strength to the warriors!")
+ set .@w_point,.@w_point+1;
+
+ mes "^3377FFLouder, louder, louder.";
+ mes "Give strength to the warriors!";
+ mes "Shake the sky and roar through the land.^000000";
+ mes "Make my heart pound again!";
+ mes "Let the castle walls ring.";
+ mes "This day will never come again!";
+ next;
+ input .@Song$;
+ if (.@Song$ != "Shake the sky and roar through the land.")
+ set .@w_point,.@w_point+1;
+
+ mes "^3377FFLouder, louder, louder.";
+ mes "Give strength to the warriors!";
+ mes "Shake the sky and roar through the land.";
+ mes "Make my heart pound again!^000000";
+ mes "Let the castle walls ring.";
+ mes "This day will never come again!";
+ next;
+ input .@Song$;
+ if (.@Song$ != "Make my heart pound again!")
+ set .@w_point,.@w_point+1;
+
+ mes "^3377FFLouder, louder, louder.";
+ mes "Give strength to the warriors!";
+ mes "Shake the sky and roar through the land.";
+ mes "Make my heart pound again!";
+ mes "Let the castle walls ring.^000000";
+ mes "This day will never come again!";
+ next;
+ input .@Song$;
+ if (.@Song$ != "Let the castle walls ring.")
+ set .@w_point,.@w_point+1;
+
+ mes "^3377FFLouder, louder, louder.";
+ mes "Give strength to the warriors!";
+ mes "Shake the sky and roar through the land.";
+ mes "Make my heart pound again!";
+ mes "Let the castle walls ring.";
+ mes "This day will never come again!^000000";
+ next;
+ input .@Song$;
+ if (.@Song$ != "This day will never come again!")
+ set .@w_point,.@w_point+1;
+ }
+
+ if (.@w_point) {
+ cutin "job_bard_aiolo02",2;
+ mes "[Lalo]";
+ mes "Oy, You got the lyrics wrong!";
+ mes "Can't you even sing along..?";
+ next;
+ mes "[Lalo]";
+ mes "Your pronunciation is very unclear.";
+ mes "Do a better job next time.";
+ close2;
+ cutin "job_bard_aiolo02",255;
+ end;
+ }
+ mes "[Lalo]";
+ mes "..........";
+ next;
+ set BARD_Q,5;
+ mes "[Lalo]";
+ mes "Wonderful! Finished it in one try!";
+ mes "You can become a great Bard. ";
+ next;
+ mes "[Lalo]";
+ mes "Mmm... So you will not become a Bard.";
+ mes "But I want to give you a souvenir...";
+ next;
+ mes "[Lalo]";
+ mes "Do you want to just change jobs now?";
+ mes "Or do you want a present.";
+ next;
+ set .@selection,select("Just change my job please.:I'd be thankful for a present.");
+ }
+ if ((.@selection == 1) || (BARD_Q == 5)) {
+ if(SkillPoint) {
+ cutin "job_bard_aiolo01",2;
+ mes "[Lalo]";
+ mes "Ah... Everything is good, but you still have some skill points left.";
+ mes "Go learn the rest of the skills and come back.";
+ next;
+ mes "[Lalo]";
+ mes "And I am going to give you a small present...";
+ mes "So bring some trunks.";
+ mes "It doesn't matter what kind, as long as they are 60 of the same kind...";
+ close2;
+ cutin "job_bard_aiolo01",255;
+ end;
+ }
+ else {
+ switch(BARD_Q) {
+ case 5:
+ if(countitem(1019) > 59) callsub S_ChangeJob,1019,1901;
+ else if(countitem(1068) > 59) callsub S_ChangeJob,1068,1903;
+ else if(countitem(1067) > 59) callsub S_ChangeJob,1067,1903;
+ else if(countitem(1066) > 59) {
+ if(JobLevel > 49) callsub S_ChangeJob,1066,1910;
+ else callsub S_ChangeJob,1066,1905;
+ }
+ cutin "job_bard_aiolo01",2;
+ mes "[Lalo]";
+ mes "Mmm? Seems like you haven't prepared all trunks the yet? ";
+ mes "Do you want to just change jobs anyways?";
+ next;
+ if (select("Yes, just change my job already.:No, I'll go prepare them.") == 2)
+ break;
+ default:
+ completequest 3003;
+ callfunc "Job_Change",Job_Bard;
+ callfunc "F_ClearJobVar"; //clears all job variables for the current player
+ mes "[Lalo]";
+ mes "Very well! Hope you sing happy enjoyable songs.";
+ mes "Live like the wind and the clouds!";
+ next;
+ mes "[Lalo]";
+ mes "See you again next time!";
+ close2;
+ cutin "job_bard_aiolo01",255;
+ end;
+ }
+ }
+ }
+ changequest 3003,3004;
+ mes "[Lalo]";
+ mes "Hmm... very well, bring some trunks.";
+ mes "It doesn't matter what kind, as long as they are 60 of the same kind...";
+ next;
+ mes "[Lalo]";
+ mes "I will give you a gift once you bring them.";
+ mes "Have a safe trip.";
+ close2;
+ cutin "job_bard_aiolo01",255;
+ end;
+ }
+ cutin "job_bard_aiolo01",2;
+ mes "[Lalo]";
+ mes "Whee~ whee~ whee~";
+ close2;
+ cutin "job_bard_aiolo01",255;
+ end;
+
+S_ChangeJob:
+ completequest 3004;
+ callfunc "Job_Change",Job_Bard;
+ callfunc "F_ClearJobVar";
+ mes "[Lalo]";
+ mes "Good job. I will make you a job change souvenir with this.";
+ mes "Wait just a moment.";
+ next;
+ mes "[Lalo]";
+ mes "^3355FFScrape Scrape Tang Tang^000000";
+ mes "^3355FFSqueak Squeak Scratch Scratch^000000";
+ delitem getarg(0),60;
+ getitem getarg(1),1;
+ next;
+ mes "[Lalo]";
+ mes "Here you go, a souvenir. It is useful when you sing.";
+ mes "Hope you sing happy songs.";
+ next;
+ mes "[Lalo]";
+ mes "See you next time!";
+ close2;
+ cutin "job_bard_aiolo01",255;
+ end;
+}
+
+//============================================================
+// Old changelog
+//============================================================
+//= 07/06/05 : Added 1st Version. [Muad_Dib]
+//= Converted to rAthena format by Dr.Evil
+//= Info about gifts and other info --> http://www.ragnainfo.net/forums/viewtopic.php?t=51467&start=0
+//= 1.1 Optimized, changed some stuff, fixed some bugs [Lupus]
+//= 1.1a minor song test fix [Lupus]
+//= 1.2 Fixed wrong item ID, added missing commands [Lupus]
+//= 1.3 Updated flower sub-quest according to official [Lupus]
+//= 1.4 Changed priority for the gifts. Now you can win the 1st
+//= prize, too. Added Izidor flower [Lupus]
+//= 2.0 Changed numbers to constants. [Vicious]
diff --git a/npc/pre-re/jobs/2-2/crusader.txt b/npc/pre-re/jobs/2-2/crusader.txt
new file mode 100644
index 000000000..5f0cebf45
--- /dev/null
+++ b/npc/pre-re/jobs/2-2/crusader.txt
@@ -0,0 +1,1485 @@
+//===== rAthena Script =======================================
+//= Crusader Quest
+//===== By: ==================================================
+//= Made by: Black Dragon
+//= Converted by: Shin
+//===== Current Version: =====================================
+//= 3.3
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Job quest for Crusader classes
+//===== Additional Comments: =================================
+//= 2.2 Updated All NPCs to the officials one [Samuray22]
+//= -Based on the ASB 4.0 Package.
+//=-Maybe need be checked the monsters in the test 2 and 4.
+//= 2.3 Fixed some bugs that prevented from going further. [SinSloth]
+//= 2.4 Updated NPC dialogs using Aegis 10.3 files. [L0ne_W0lf]
+//= - Fixed logic error with job change reward for job 50 swordies.
+//= - Completely redid the 1st and third tests.
+//= - Optimized first four NPC scripts slightly.
+//= - Temporary character variables "@" are now ".@"
+//= - Fixed some indentation.
+//= 2.5 Fixed some spelling and grammar in crusader quest. [L0ne_W0lf]
+//= 2.6 Fixed bug (about totally blocked baby class), optimized,
+//= made some NPC more unique names: Monster Summon#cr1 [Lupus]
+//= 2.7 Fixed Some variables like ".@item", and changed to "@item". [Samuray22]
+//= 2.8 Fixed a little minor bug. [Samuray22]
+//= 2.9 Minor fixes, typos, an incorrect answer. Thanks to yyCC. [L0ne_W0lf]
+//= 2.9a Deleted unused variables. [Samuray22]
+//= 3.0 Updated waiting room. (Removes global var) [L0ne_W0lf]
+//= 3.1 Adding Hermemton's changes. [L0ne_W0lf]
+//= 3.2 Added Quest Log commands. [Kisuka]
+//= 3.3 Removed the need for use of 'goto.' [L0ne_W0lf]
+//============================================================
+
+
+//=============== Senior Crusader: 1st Collect Items Test============================
+prt_castle,45,169,5 script Senior Crusader 752,{
+ mes "[Michael Halig]";
+ if (Upper == 1) { //the baby classes were totally blocked... due to missing == 1
+ mes "Go and train yourself in preparation for the holy war that is coming. Victory will be in the hands of those who are most ready to receive it.";
+ next;
+ mes "[Michael Halig]";
+ mes "You don't belong here, my friend.";
+ mes "Be advised to continue practicing yourself.";
+ close;
+ }
+ else if(BaseJob != Job_Swordman) {
+ if(BaseJob == Job_Crusader) {
+ mes "Go and train yourself in preparation for the holy war that is coming. Victory will be in the hands of those who are most ready to receive it.";
+ next;
+ mes "[Michael Halig]";
+ mes "Chaos will one day arise to challenge our principles of peace, justice and order. Until we have eliminated evil and created our ideal world, we must not cease training.";
+ close;
+ }
+ else if(BaseJob == Job_Novice) {
+ mes "We are Crusaders,";
+ mes "warriors preparing";
+ mes "to fight in the Holy War.";
+ next;
+ mes "[Michael Halig]";
+ mes "If you wish to join us, you must first learn the Swordsman discipline and train yourself thoroughly...";
+ close;
+ }
+ mes "We are Crusaders,";
+ mes "warriors preparing";
+ mes "to fight in the Holy War.";
+ next;
+ mes "[Michael Halig]";
+ mes "As it happened one thousand years ago, evil forces will one day attack in droves in an attempt to take over the world once again.";
+ close;
+ }
+ else if(CRUS_Q <= 3 && countitem(1004) && countitem(1009)) {
+ mes "Ah...";
+ mes "I see that you have been called to become a Crusader. We are assured of your will, but now we must test your capabilities.";
+ next;
+ mes "[Michael Halig]";
+ mes "Meet with Moorenak Miyol who is training in the underground dungeon of the Prontera Castle. Go, and speak with him first.";
+ next;
+ delitem 1004, 1;
+ delitem 1009, 1;
+ set CRUS_Q,4;
+ mes "[Michael Halig]";
+ mes "Moorenak and others like him will test the limits of your capabilities and help you find your path. Return to me after you have completed their tests...";
+ close;
+ }
+ else if(CRUS_Q == 0) {
+ mes "We are Crusaders, warriors preparing for the Holy War.";
+ mes "What brings you";
+ mes "to this place?";
+ next;
+ if (select("I want to prepare for the Holy War!:Nothing in particular.") == 1) {
+ mes "[Michael Halig]";
+ mes "You wish to become";
+ mes "a Crusader...?";
+ mes "Joining us is not as";
+ mes "easy as it sounds.";
+ next;
+ mes "[Michael Halig]";
+ mes "I am Michael Halig. I am one of but many Crusaders preparing for the Holy War. We continuously train ourselves with sincere faith and endless loyalty.";
+ next;
+ mes "[Michael Halig]";
+ mes "We recruit Swordsmen that express exceptional faith, or those who were born as warriors";
+ mes "by Odin's will.";
+ next;
+ mes "[Michael Halig]";
+ mes "Possessing the ^3355FFChivalry Emblem^000000 and ^3355FFHand of God^000000 is seen as a sign that you have been called to become a Crusader.";
+ next;
+ mes "[Michael Halig]";
+ mes "After obtaining those items and passing our tests, you too, can become a Crusader.";
+ next;
+ mes "[Michael Halig]";
+ mes "I don't know what type of person you are right now though. But";
+ mes "I shall test you if you desire. Are you willing to endure these tests in preparation for the Holy War?";
+ next;
+ if (select("Yes, I do.:I'd like to think about it.") == 1) {
+ if(JobLevel < 40) {
+ mes "[Michael Halig]";
+ mes "Wait...";
+ mes "You're not ready yet.";
+ mes "You need to be at least";
+ mes "Job Level 40 to become";
+ mes "a Crusader.";
+ next;
+ mes "[Michael Halig]";
+ mes "Train yourself more as a Swordsman and wait for your calling. I understand your intent, but as of now, you cannot join us.";
+ close;
+ }
+ if (Skillpoint) {
+ mes "[Michael Halig]";
+ mes "You haven't finished learning everything as a Swordsman. Use all of your remaining skill points, and then return to me.";
+ close;
+ }
+ mes "[Michael Halig]";
+ mes "Then...";
+ mes "I shall test you to see if you are fit to become a Crusader.";
+ next;
+ mes "[Michael Halig]";
+ mes "Your name is";
+ mes "" + strcharinfo(0) + "...?";
+ mes "Let's see...";
+ next;
+ if (countitem(1004) && countitem(1009)) {
+ mes "[Michael Halig]";
+ mes "Ah...";
+ mes "I see that you have been called to become a Crusader. We are assured of your will, but now we must test your capabilities.";
+ next;
+ mes "[Michael Halig]";
+ mes "Meet with Moorenak Miyol who is training in the underground dungeon of the Prontera Castle. Go, and speak with him first.";
+ next;
+ delitem 1004, 1;
+ delitem 1009, 1;
+ set CRUS_Q,4;
+ setquest 3009;
+ mes "[Michael Halig]";
+ mes "Moorenak and others like him will test the limits of your capabilities and help you find your path. Return to me after you have completed their tests...";
+ close;
+ }
+ mes "[Michael Halig]";
+ mes "Mmm. I can't discern whether or not you have the heart to become a Crusader. However, if you have the will and put forth the effort, you may have what it takes.";
+ next;
+ mes "[Michael Halig]";
+ mes "Now...";
+ mes "This is my test for you. Bring me the following items and prove your determination to me.";
+ next;
+ mes "[Michael Halig]";
+ set .@cru_m1,rand(1,3);
+ if(.@cru_m1 == 1) {
+ set CRUS_Q, 1;
+ setquest 3006;
+ mes "10 ^3355FF"+getitemname(957)+"^000000";
+ mes "10 ^3355FF"+getitemname(959)+"^000000";
+ mes "10 ^3355FF"+getitemname(1099)+"^000000";
+ mes "10 ^3355FF"+getitemname(901)+"^000000";
+ next;
+ }
+ else if(.@cru_m1 == 2) {
+ set CRUS_Q, 2;
+ setquest 3007;
+ mes "10 ^3355FF"+getitemname(932)+"^000000";
+ mes "10 ^3355FF"+getitemname(1043)+"^000000";
+ mes "10 ^3355FF"+getitemname(1098)+"^000000";
+ mes "10 ^3355FF"+getitemname(1094)+"^000000";
+ next;
+ }
+ else {
+ set CRUS_Q, 3;
+ setquest 3008;
+ mes "10 ^3355FF"+getitemname(958)+"^000000";
+ mes "10 ^3355FF"+getitemname(930)+"^000000";
+ mes "10 ^3355FF"+getitemname(1041)+"^000000";
+ mes "10 ^3355FF"+getitemname(1062)+"^000000";
+ next;
+ }
+ mes "[Michael Halig]";
+ mes "Show me the strength of your will by gathering these items. If you prove successful, you will progress to the next test. May Odin protect you.";
+ close;
+ }
+ mes "[Michael Halig]";
+ mes "Nobody knows when the Holy War will come. We must prepare in advance and cannot afford to slacken";
+ mes "our training.";
+ next;
+ mes "[Michael Halig]";
+ mes "If you feel that participating in the Holy War is your calling, please come back right away and take the test to become";
+ mes "a Crusader.";
+ close;
+ }
+ mes "[Michael Halig]";
+ if (sex) mes "If you, too, are a man of the sword, constantly train and prepare yourself. No one knows when the Holy War may begin.";
+ else mes "As a woman of the sword, you must train diligently and constantly. Prepare yourself, for no one knows when the Holy War may be coming.";
+ close;
+ }
+ else if(CRUS_Q >= 1 && CRUS_Q <= 3) {
+ mes "Have you proven your determination with the task I have given you, or do you possess the items proving that you have received your calling?";
+ next;
+ switch(CRUS_Q) {
+ case 1:
+ set @item1, 957;
+ set @item2, 959;
+ set @item3, 1099;
+ set @item4, 901;
+ break;
+ Case 2:
+ set @item1, 932;
+ set @item2, 1043;
+ set @item3, 1098;
+ set @item4, 1094;
+ break;
+ Case 3:
+ set @item1, 958;
+ set @item2, 930;
+ set @item3, 1041;
+ set @item4, 1062;
+ break;
+ }
+ if (countitem(@item1) > 9 && countitem(@item2) > 9 && countitem(@item3) > 9 && countitem(@item4) > 9) {
+ mes "[Michael Halig]";
+ mes "Ah, well done.";
+ mes "I must acknowledge your efforts and determination. You may now proceed to take the next test.";
+ next;
+ mes "[Michael Halig]";
+ mes "Meet with Moorenak Miyol who is training in the underground dungeon of the Prontera Castle. Go, and speak with him first.";
+ next;
+ delitem @item1, 10;
+ delitem @item2, 10;
+ delitem @item3, 10;
+ delitem @item4, 10;
+ set CRUS_Q, 4;
+ if(checkquest(3006) != -1) {
+ changequest 3006,3009;
+ }
+ else if(checkquest(3007) != -1) {
+ changequest 3007,3009;
+ }
+ else {
+ changequest 3008,3009;
+ }
+ mes "[Michael Halig]";
+ mes "Moorenak and others like him will test the limits of your capabilities and help you find your path. Return to me after you have completed their tests...";
+ close;
+ }
+ mes "[Michael Halig]";
+ mes "Ah, you still have not completed the task I have given to you. Bring me the following items, and prove your will to become a Crusader to me...";
+ next;
+ mes "[Michael Halig]";
+ mes "10 ^3355FF"+getitemname(@item1)+"^000000";
+ mes "10 ^3355FF"+getitemname(@item2)+"^000000";
+ mes "10 ^3355FF"+getitemname(@item3)+"^000000";
+ mes "10 ^3355FF"+getitemname(@item4)+"^000000";
+ next;
+ mes "[Michael Halig]";
+ mes "If you put forth the effort, you'll be able to accomplish this task. May Odin protect you on your journeys.";
+ close;
+ }
+ else if(CRUS_Q == 10) {
+ if(SkillPoint) {
+ mes "You haven't finished learning everything as a Swordsman. Use all of your remaining skill points, and then return to me.";
+ close;
+ }
+ mes "Congratulations on completing all of your tests. You are truly worthy of fighting alongside side us in the Holy War as a Crusader.";
+ next;
+ mes "[Michael Halig]";
+ mes "Together, let us ready ourselves and be victorious over evil and tyranny!";
+ next;
+ set .@Joblevel,JobLevel;
+ completequest 3015;
+ callfunc "Job_Change",Job_Crusader;
+ callfunc "F_ClearJobVar"; //clears all job variables for the current player
+ mes "[Michael Halig]";
+ mes "Behold...!";
+ mes "You are now a Crusader!";
+ mes "When the Holy War comes, we shall fight side by side against the forces of evil.";
+ next;
+ mes "[Michael Halig]";
+ mes "Now you are";
+ mes "one of us!";
+ if (sex) mes "...Brother.";
+ else mes "...Comrade.";
+ next;
+ if(.@JobLevel != 50) getitem 504, 6;
+ else getitem 504, 12;
+ mes "[Michael Halig]";
+ mes "And use this in times of dire peril. It will give you strength when your wounds are most grievous.";
+ next;
+ mes "[Michael Halig]";
+ mes "Never forget that the Holy War is approaching. We must be prepare for the inevitable tide of evil that will sweep this world. Now, go forth and fight for the principles of freedom and justice!";
+ close;
+ }
+ mes "It seems that you have not yet completed all of the testing. You will not be ready to become a Crusader until you have completed the tests set before you.";
+ next;
+ mes "[Michael Halig]";
+ mes "Return to me when you have completed all of your tests. When you finally prove eligible, you will join the proud ranks of the mighty Crusaders.";
+ close;
+}
+
+//===================== Suffering Man: 2nd Endurance Test ===============================================
+prt_castle,164,32,1 script Man in Anguish 733,{
+ mes "[Murnak Mijoul]";
+ if(BaseJob != Job_Swordman) {
+ if (BaseJob == Job_Crusader) {
+ mes "Don't linger around in a place like this and forge your own path towards discovering your own strengths. The day that we will join hands in battle will come soon.";
+ close;
+ }
+ else if(BaseJob == Job_Novice) {
+ mes "A Novice...?";
+ mes "So green, and yet,";
+ mes "so much potential.";
+ next;
+ mes "[Murnak Mijoul]";
+ mes "Let me assure you that I'm no criminal. I'm here merely to train myself. Perhaps as you become stronger, you will understand.";
+ close;
+ }
+ mes "Hm. You have no business in a place like this. Please leave, and do not interrupt my training.";
+ close;
+ }
+ else if(CRUS_Q >= 0 && CRUS_Q <= 3) {
+ mes "What do you want...?";
+ mes "If you have no business here,";
+ mes "then please leave. A tranquil state of mind is essential in self training...";
+ next;
+ mes "[Murnak Mijoul]";
+ mes "I wish to improve the sense of serenity in my heart in preparation for the Holy War that is to come. So please, do not disturb me.";
+ close;
+ }
+ else if(CRUS_Q == 4) {
+ mes "What is it...?";
+ mes "Do you have business";
+ if (sex) mes "with me, man of the sword?";
+ else mes "with me, woman of the sword?";
+ next;
+ if (select("I'd like to take the Crusader test.:Nothing.") == 1) {
+ mes "[Murnak Mijoul]";
+ mes "You wish to become a Crusader...? Hm, fighting in the Holy War is an admirable goal we may both share.";
+ next;
+ mes "[Murnak Mijoul]";
+ mes "Your name is";
+ mes "" + strcharinfo(0) + "...?";
+ mes "Let me take";
+ mes "a look at your face.";
+ next;
+ if(getequipid(7) != 2608 && getequipid(8) != 2608) {
+ mes "[Murnak Mijoul]";
+ mes "Hmm. You wish to become a Crusader, but do not wear a Rosary? I have no business with you if you cannot uphold our customs.";
+ close;
+ }
+ mes "[Murnak Mijoul]";
+ mes "Hmm...";
+ mes "You seem so-so, but also young and ambitious. Ambition may work against you if it is not tempered with patience.";
+ next;
+ mes "[Murnak Mijoul]";
+ mes "Don't give me a reason to doubt you, and show me your patience. You must endure my test with your patience if you wish to become a Crusader.";
+ next;
+ mes "[Murnak Mijoul]";
+ mes "You may take my test right away. It's actually quite simple. All you must do is walk to the end of the corridor.";
+ next;
+ mes "[Murnak Mijoul]";
+ mes "But...";
+ mes "You must keep one thing in mind. Under no condition are you allowed to kill the monsters.";
+ next;
+ set CRUS_Q,5;
+ changequest 3009,3010;
+ mes "[Murnak Mijoul]";
+ mes "Well then...";
+ mes "Good luck.";
+ close2;
+ warp "job_cru",98,40;
+ end;
+ }
+ mes "[Murnak Mijoul]";
+ mes "You seem to have a lot of time on your hands. Why don't you do something more productive, like pick Jellopy off the streets or something?";
+ close;
+ }
+ else if(CRUS_Q == 5) {
+ mes "What is it...?";
+ mes "You're the Swordman from before. What happened, did you fail?";
+ next;
+ if (select("Let me retake the test.:What kind of test was that?!") == 1) {
+ mes "[Murnak Mijoul]";
+ mes "I'll let you retake the test as much as you like. But if you continuously fail, there's an inherent problem with your";
+ mes "state of mind.";
+ next;
+ if(getequipid(7) != 2608 && getequipid(8) != 2608) {
+ mes "[Murnak Mijoul]";
+ mes "Wait...";
+ mes "Where have you left your Rosary? You can't let that lie around just anywhere. We are supposed to be warriors of holiness.";
+ next;
+ mes "[Murnak Mijoul]";
+ mes "Carelessly losing things is an attitude for mere Swordsmen. If you really want to retake the test, you must respect the Crusader traditions.";
+ close;
+ }
+ mes "[Murnak Mijoul]";
+ mes "Your problem is your habit of hitting monsters the moment you see one. You must develop your patience and endurance.";
+ next;
+ mes "[Murnak Mijoul]";
+ mes "Just focus...";
+ mes "Your only goal is to walk from one end of the corridor to the other. It's simple when you think";
+ mes "about it.";
+ next;
+ mes "[Murnak Mijoul]";
+ mes "No matter what you do, do not kill any of the monsters. This time, think carefully before you draw your sword.";
+ next;
+ set CRUS_Q,5;
+ mes "[Murnak Mijoul]";
+ mes "Well then...";
+ mes "Good luck.";
+ close2;
+ warp "job_cru",98,40;
+ }
+ mes "[Murnak Mijoul]";
+ mes "Who are you to say that you don't like my test? With that kind of attitude, you'll never become a Crusader.";
+ next;
+ mes "[Murnak Mijoul]";
+ mes "I can understand if you are easily frustrated, but you must overcome your frustration to pass this test.";
+ close;
+ }
+ else if(CRUS_Q == 6) {
+ mes "Hmm, seems like you did well. It shouldn't have been too hard. You no longer have any business";
+ mes "with me.";
+ next;
+ mes "[Murnak Mijoul]";
+ mes "For your next test, go look for Gabriel Valentine in the Prontera Sanctuary. Well then, I'll see you around.";
+ close;
+ }
+ mes "Hmmm...";
+ mes "You still have tests to complete if you want to become a Crusader, don't you?";
+ close;
+}
+
+//===================== Gabriel Valentine: 3rd Knowledge Test =================================
+prt_church,95,127,3 script Crusader 745,{
+ mes "[Gabriel Valentine]";
+ if(BaseJob != Job_Swordman) {
+ if (BaseJob == Job_Crusader) {
+ mes "Welcome, fellow Crusader.";
+ mes "How is your training";
+ mes "coming along?";
+ next;
+ mes "[Gabriel Valentine]";
+ mes "You must not forget to train everyday, and prepare for the day the Holy War will come upon us.";
+ close;
+ }
+ else if(BaseJob == Job_Novice) {
+ mes "Welcome, I am a Crusader.";
+ mes "I am preparing for the";
+ mes "foretold Holy War";
+ mes "that is to come.";
+ next;
+ mes "[Gabriel Valentine]";
+ mes "If you are interested in becoming a Crusader, you must train first as a Swordman. Come and visit us again when you believe that you have learned enough as a Swordman...";
+ next;
+ mes "[Gabriel Valentine]";
+ mes "We are located in the Prontera Central Palace, so if you have time, it wouldn't hurt to stop by.";
+ close;
+ }
+ mes "Welcome, we are Crusaders.";
+ mes "We are preparing for the";
+ mes "foretold Holy War";
+ mes "that is to come.";
+ next;
+ mes "[Gabriel Valentine]";
+ mes "I hope you will train yourself in preparation for the future as well.";
+ close;
+ }
+ else if(CRUS_Q == 0) {
+ mes "Welcome. We are Crusaders.";
+ mes "We are preparing for the";
+ mes "foretold Holy War";
+ mes "that is to come.";
+ next;
+ mes "[Gabriel Valentine]";
+ mes "If you would like to become a Crusader, please speak with our leader in the Prontera Central Palace.";
+ close;
+ }
+ else if((CRUS_Q == 6) || (CRUS_Q == 7)) {
+ if(CRUS_Q == 6) {
+ mes "Welcome.";
+ mes "Did you do well";
+ mes "on those painful tests?";
+ mes "I will be conducting your next test.";
+ next;
+ mes "[Gabriel Valentine]";
+ mes "My name is Gabriel Valentine. I, too, am preparing for the Holy War. For the time being, I act as guard for this church.";
+ next;
+ mes "[Gabriel Valentine]";
+ mes "I will test to see if you have acquired the knowledge that is necessary to become a Crusader.";
+ mes "We can't very well win the Holy War just by swinging a sword.";
+ next;
+ mes "[Gabriel Valentine]";
+ mes "I will give";
+ mes "you 10 questions.";
+ mes "Answer them correctly.";
+ next;
+ }
+ else if(CRUS_Q == 7) {
+ mes "Welcome back~";
+ mes "Did you prepare";
+ mes "well for this test?";
+ mes "Let's try again,";
+ mes "shall we...?";
+ next;
+ mes "[Gabriel Valentine]";
+ mes "Once again, I'm going";
+ mes "to give you 10 questions";
+ mes "Listen carefully, and";
+ mes "choose the correct answer.";
+ next;
+ }
+ set .@cru_m,rand(1,3);
+ if (.@cru_m == 1) {
+ mes "[Gabriel Valentine]";
+ mes "1. Which attribute is the most effective in atttacking the Undead?";
+ next;
+ if (select("Neutral:Earth:Undead:Holy") == 4)
+ set .@cru_t,.@cru_t+10;
+
+ mes "[Gabriel Valentine]";
+ mes "2. If the monster is a Level 2 Undead, how much more damage does a Holy attack do compared to Fire?";
+ next;
+ if (select("25 %:50 %:75 %:100 %") == 1)
+ set .@cru_t,.@cru_t+10;
+
+ mes "[Gabriel Valentine]";
+ mes "3. What item can you not get from an Evil Druid?";
+ next;
+ if (select("Monk Hat:Yggdrasil leaf:White Herb:Amulet ") == 1)
+ set .@cru_t,.@cru_t+10;
+
+ mes "[Gabriel Valentine]";
+ mes "4. Which Undead monster";
+ mes "has the highest HP?";
+ next;
+ if (select("Ghoul:Skeleton Prisoner:Wraith:Zombie Prisoner") == 4)
+ set .@cru_t,.@cru_t+10;
+
+ mes "[Gabriel Valentine]";
+ mes "5. Which of the following monsters is a different size than the others?";
+ next;
+ if (select("Wraith:Khalitzburg:Drake:Evil Druid") == 3)
+ set .@cru_t,.@cru_t+10;
+
+ mes "[Gabriel Valentine]";
+ mes "6. Which card grants you tolerance to Undead property attacks?";
+ next;
+ if (select("Orc Skeleton Card:Orc Zombie Card:Ghoul Card:Skel Worker Card") == 2)
+ set .@cru_t,.@cru_t+10;
+
+ mes "[Gabriel Valentine]";
+ mes "7. What was the relationship between Munak and Bongun before they passed away?";
+ next;
+ if (select("Big Brother and Little Sister:Childhood friends in the same village:Stepbrother and sister:Complete strangers") == 2)
+ set .@cru_t,.@cru_t+10;
+
+ mes "[Gabriel Valentine]";
+ mes "8. Which of the following monsters is not aggressive?";
+ next;
+ if (select("Soldier Skeleton:Orc Skeleton:Skeleton:Skel Worker") == 3)
+ set .@cru_t,.@cru_t+10;
+
+ mes "[Gabriel Valentine]";
+ mes "9. What is the name of the shield in which a Munak Card has been inserted?";
+ next;
+ if (select("Atomic Shield:Amulet Shield:Hypnotic Shield:Homeroth Shield") == 2)
+ set .@cru_t,.@cru_t+10;
+
+ mes "[Gabriel Valentine]";
+ mes "10. Which of the following monsters does not drop Memento?";
+ next;
+ if (select("Munak:Ghoul:Mummy:Soldier Skeleton") == 1)
+ set .@cru_t,.@cru_t+10;
+ }
+ else if (.@cru_m == 2) {
+ mes "[Gabriel Valentine]";
+ mes "1. Which of the following monsters is a different attribute than the others?";
+ next;
+ if (select("Carat:Wind Ghost:Isis:Wanderer") == 3)
+ set .@cru_t,.@cru_t+10;
+
+ mes "[Gabriel Valentine]";
+ mes "2. Which sword is effective in attacking Demon monsters?";
+ next;
+ if (select("Decussate Tsurugi:Hollowed Tsurugi:Damned Tsurugi:Drowsy Tsurugi") == 1)
+ set .@cru_t,.@cru_t+10;
+
+ mes "[Gabriel Valentine]";
+ mes "3. Which item is NOT dropped by Dokebi?";
+ next;
+ if (select("Rough Elunium:Golden Hammer:Sword Mace:Mighty Staff") == 2)
+ set .@cru_t,.@cru_t+10;
+
+ mes "[Gabriel Valentine]";
+ mes "4. Which Demon monster has the most HP?";
+ next;
+ if (select("Giearth:Magnolia:Dokebi:Marionette") == 4)
+ set .@cru_t,.@cru_t+10;
+
+ mes "[Gabriel Valentine]";
+ mes "5. Which Demon monster is a different size than the others?";
+ next;
+ if (select("Ghostring:Whisper:Deviruchi:Baphomet Junior") == 1)
+ set .@cru_t,.@cru_t+10;
+
+ mes "[Gabriel Valentine]";
+ mes "6. Which shield reduces damage inflicted by Demon monsters?";
+ next;
+ if (select("Satanic Shield:Shield from Hell:Amulet Shield:Excellent Shield") == 2)
+ set .@cru_t,.@cru_t+10;
+
+ mes "[Gabriel Valentine]";
+ mes "7. Which attribute is the most effective on the Wind Ghost?";
+ next;
+ if (select("Water:Earth:Fire:Wind") == 2)
+ set .@cru_t,.@cru_t+10;
+
+ mes "[Gabriel Valentine]";
+ mes "8. Which monster is different from the other Demon monsters?";
+ next;
+ if (select("Sohee:Isis:Dokebi:Whisper") == 4)
+ set .@cru_t,.@cru_t+10;
+
+ mes "[Gabriel Valentine]";
+ mes "9. What effect does the Marionette Card have?";
+ next;
+ if (select("Increase defense against Shadow attacks by 30 %:Increase defense against poison attacks by 30 %:Increase defense against Ghost attacks by 30 %:Increase defense against Neutral attacks by 30 %") == 3)
+ set .@cru_t,.@cru_t+10;
+
+ mes "[Gabriel Valentine]";
+ mes "10. Which of the following is an effective way to react when encountering a demon monster?";
+ next;
+ if (select("Scream, 'Evil one, go away!':Offer your soul and get a deal.:Put Holy Water on a weapon and attack.:Put on a Deviruchi hat.") == 3)
+ set .@cru_t,.@cru_t+10;
+ }
+ else {
+ mes "[Gabriel Valentine]";
+ mes "1. What level of 'Divine Protection' do you need to learn 'Demon Bane?'";
+ next;
+ if (select("Level 1:Level 2:Level 3:Level 4") == 3)
+ set .@cru_t,.@cru_t+10;
+
+ mes "[Gabriel Valentine]";
+ mes "2. If your INT is 30, including INT bonuses from quipment, at level 55, how much HP does Level 5 Heal recover?";
+ next;
+ if (select("396:440:484:528") == 2)
+ set .@cru_t,.@cru_t+10;
+
+ mes "[Gabriel Valentine]";
+ mes "3. With Level 7 Divine Protection, by how much is your defense against the Undead increased?";
+ next;
+ if (select("21:22:23:24") == 1)
+ set .@cru_t,.@cru_t+10;
+
+ mes "[Gabriel Valentine]";
+ mes "4. Which of the following spears can attack Nightmare, which is endowed with the Ghost attribute?";
+ next;
+ if (select("Lance:Bill Guisarme:Cresent scythe:Zephyrus") == 4)
+ set .@cru_t,.@cru_t+10;
+
+ mes "[Gabriel Valentine]";
+ mes "5. What level of 'Heal' do you need to learn 'Cure?'";
+ next;
+ if (select("Level 1:Level 2:Level 3:Level 4") == 2)
+ set .@cru_t,.@cru_t+10;
+
+ mes "[Gabriel Valentine]";
+ mes "6. What is the attack speed when Level 3 Cavalier Mastery is learned?";
+ next;
+ if (select("70 % of normal speed:80 % of normal speed:90 % of normal speed:100 % of normal speed") == 2)
+ set .@cru_t,.@cru_t+10;
+
+ mes "[Gabriel Valentine]";
+ mes "7. Which of the following is not correct of the Demon Bane skill?";
+ next;
+ if (select("Increase attack on Undead:Only Acolytes can learn the skill:When mastered, + 30 increase:Passive Skill") == 2)
+ set .@cru_t,.@cru_t+10;
+
+ mes "[Gabriel Valentine]";
+ mes "8. How much SP does Level 7 Heal use?";
+ next;
+ if (select("30:31:33:35") == 2)
+ set .@cru_t,.@cru_t+10;
+
+ mes "[Gabriel Valentine]";
+ mes "9. What status cannot be";
+ mes "cured with the Cure skill?";
+ next;
+ if (select("Curse:Silence:Chaos:Blind") == 1)
+ set .@cru_t,.@cru_t+10;
+
+ mes "[Gabriel Valentine]";
+ mes "10. What best describes a Crusader?";
+ next;
+ if (select("One preparing for matrimony.:One preparing for the Holy War.:One preparing consummation.:One preparing potions.") == 2)
+ set .@cru_t,.@cru_t+10;
+
+ }
+ mes "[Gabriel Valentine]";
+ mes "Good work~";
+ mes "Well, first let me";
+ mes "look at your results.";
+ next;
+ mes "[Gabriel Valentine]";
+ mes " " + strcharinfo(0) + "'s score";
+ mes "is " + .@cru_t + " points...";
+ if(.@cru_t == 100) {
+ set CRUS_Q, 8;
+ changequest 3011,3013;
+ mes "Superb! Now, it's time for";
+ mes "you to take the next test.";
+ next;
+ mes "[Gabriel Valentine]";
+ mes "Go to Prontera Castle";
+ mes "and meet Bliant Piyord.";
+ mes "I will inform him that";
+ mes "he will be testing you next.";
+ close;
+ }
+ else if(.@cru_t == 90) {
+ set CRUS_Q, 8;
+ changequest 3011,3013;
+ mes "Well done~ Now, it's time for";
+ mes "you to take the next test.";
+ next;
+ mes "[Gabriel Valentine]";
+ mes "Go to Prontera Castle";
+ mes "and meet Bliant Piyord.";
+ mes "I will inform him that";
+ mes "he will be testing you next.";
+ close;
+ }
+ else if (.@cru_t == 80 && CRUS_Q == 7) {
+ set CRUS_Q,8;
+ changequest 3011,3013;
+ mes "Seems like you prepared a lot so I'll let you pass this time.";
+ mes "Hurry now and go take the next test.";
+ next;
+ mes "[Gabriel Valentine]";
+ mes "Go to the Prontera Castle and meet Bliant Piyord.";
+ mes "I will inform him to prepare the next test.";
+ close;
+ }
+ set CRUS_Q,7;
+ if(checkquest(3011) != -1) {
+ changequest 3011,3012;
+ }
+ mes "Hmmm... What a pity.";
+ mes "Go study some more and";
+ mes "take this test again, okay?";
+ next;
+ mes "[Gabriel Valentine]";
+ mes "Don't stress, you need to know a lot in order to pass this test. In any case, I'll be waiting right here. When you think you're ready, come back, alright?";
+ close;
+ }
+ else if(CRUS_Q == 8 || CRUS_Q == 9) {
+ mes "Like I mentioned before, you should go to Prontera Castle and meet with Bliant Piyord to take your next test. Good luck, and become a Crusder soon, alright?";
+ close;
+ }
+ else if(CRUS_Q == 10) {
+ mes "What are you still doing here? You've already completed all the tests. Go talk to our leader, you're pretty much ready to become a Crusader now.";
+ next;
+ mes "[Gabriel Valentine]";
+ mes "You will soon join us in our preparations for the Holy War. Continue to live with faith after becoming a Crusader.";
+ close;
+ }
+ mes "Mmm...?";
+ mes "It seems that you're";
+ mes "an aspiring Crusader...";
+ mes "But, it's not my turn";
+ mes "to test you quite yet.";
+ next;
+ mes "[Gabriel Valentine]";
+ mes "Finish those other tests,";
+ mes "and come to me once you're";
+ mes "instructed. Until then,";
+ mes "I'll see you later~";
+ close;
+}
+
+//===================== Crusader: 4th Purification Test =====================================================
+prt_castle,35,151,5 script Patron Knight 751,{
+ mes "[Bliant Piyord]";
+ mes "Welcome.";
+ if(BaseJob != Job_Swordman) {
+ if(BaseJob == Job_Crusader) {
+ mes "How goes";
+ mes "your training?";
+ next;
+ mes "[Bliant Piyord]";
+ mes "Develop your faith. From faith springs strength and discipline. Day after day, train yourself and become a great Crusader.";
+ close;
+ }
+ else if(BaseJob == Job_Novice) {
+ mes "We are Crusaders,";
+ mes "warriors of holiness preparing for the great Holy War that is to come.";
+ next;
+ mes "[Bliant Piyord]";
+ mes "Are you interested";
+ mes "in becoming a Crusader?";
+ mes "We are always waiting";
+ mes "for more capable men and";
+ mes "women to join our ranks.";
+ next;
+ mes "[Bliant Piyord]";
+ mes "Train as a Swordsman and come to us when you think you are ready. If you have been called by Odin to become a Crusader, that would be even better.";
+ close;
+ }
+ mes "We are Crusaders,";
+ mes "warriors of holiness preparing for the great Holy War that is to come.";
+ next;
+ mes "[Bliant Piyord]";
+ mes "Even in these relatively peaceful times, our training is ceaseless. We must be ready for the day with the tides of darkness shall rush against mankind...";
+ close;
+ }
+ else if(CRUS_Q == 0) {
+ mes "We are Crusaders,";
+ mes "warriors of holiness preparing for the great Holy War that is to come.";
+ next;
+ mes "[Bliant Piyord]";
+ mes "Are you interested";
+ mes "in becoming a Crusader?";
+ mes "We are always waiting";
+ mes "for more capable men and";
+ mes "women to join our ranks.";
+ next;
+ mes "[Bliant Piyord]";
+ mes "To become a Crusader, you must train until you are Job Level 40. For more details, please speak with our leader inside.";
+ next;
+ mes "[Bliant Piyord]";
+ mes "May Odin";
+ mes "be with you...";
+ close;
+ }
+ else if(CRUS_Q == 8 || CRUS_Q == 9) {
+ if (CRUS_Q == 8) {
+ mes "It's nice";
+ mes "to meet you.";
+ mes "It is now time";
+ mes "for your final test.";
+ next;
+ mes "[Bliant Piyord]";
+ mes "My name is Bliant Piyord and I too, am preparing for the Holy War. It must've been quite a hassle to come all this way.";
+ next;
+ mes "[Bliant Piyord]";
+ mes "This test will gauge your skills in battle. Only those with great fighting ability can become Crusaders.";
+ next;
+ mes "[Bliant Piyord]";
+ mes "To take the battle test, bring";
+ mes "1 ^3355FFHoly Water^000000. This will be used to purify you prior to taking the test.";
+ if(checkquest(3013) != -1) {
+ changequest 3013,3014;
+ }
+ next;
+ mes "[Bliant Piyord]";
+ mes "Well then...";
+ mes "Shall we";
+ mes "begin right away?";
+ mes "Or do you need time";
+ mes "to prepare yourself?";
+ }
+ else {
+ mes "Are you prepared";
+ mes "for the test now?";
+ next;
+ mes "[Bliant Piyord]";
+ mes "Would you like to begin now, or do you still need time to make preparations?";
+ }
+ next;
+ if (select("I would like to begin.:Give me some time to prepare.") == 1) {
+ if(getequipid(7) != 2608 && getequipid(8) != 2608) {
+ mes "[Bliant Piyord]";
+ mes "Just a second, you do not have a Rosary equipped. As a Crusader, you must always have a Rosary on your person.";
+ next;
+ mes "[Bliant Piyord]";
+ mes "Come back and take";
+ mes "the test after you";
+ mes "have a Rosary.";
+ close;
+ }
+ else if(countitem(523) < 1) {
+ mes "[Bliant Piyord]";
+ mes "For the battle test, please prepare one ^3355FFHoly water^000000.";
+ mes "I told you just to purify the candidates.";
+ next;
+ mes "[Bliant Piyord]";
+ mes "Get prepares and come back to here.";
+ mes "I will wait for you.";
+ close;
+ }
+ delitem 523, 1; //Holy Water
+ mes "[Bliant Piyord]";
+ mes "Then, I'll start";
+ mes "the test. You will";
+ mes "be purified with the";
+ mes "Holy Water you prepared.";
+ next;
+ mes "[Bliant Piyord]";
+ mes "...............";
+ next;
+ mes "[Bliant Piyord]";
+ mes "Let's begin.";
+ mes "Go and enter";
+ mes "the waiting room.";
+ mes "Defeat the monsters";
+ mes "that appear in";
+ mes "the 4 stages.";
+ close2;
+ warp "job_cru",24,169;
+ end;
+ }
+ mes "[Bliant Piyord]";
+ mes "Prepare 1 ^3355FFHoly Water^000000 to take the battle test. As I've said, it will be used to purify you prior to taking the test.";
+ next;
+ mes "[Bliant Piyord]";
+ mes "Come back and take";
+ mes "the test after you";
+ mes "have prepared";
+ mes "1 Holy Water.";
+ mes "I shall be";
+ mes "waiting.";
+ close;
+ }
+ else if(CRUS_Q == 10) {
+ mes "Congratulations.";
+ mes "You have completed";
+ mes "all the tests to";
+ mes "become a Crusader.";
+ next;
+ mes "[Bliant Piyord]";
+ mes "Go talk to our";
+ mes "leader inside.";
+ mes "We welcome you into";
+ mes "the ranks of those";
+ mes "preparing for the";
+ mes "coming Holy War.";
+ close;
+ }
+ mes "Are you not one of the ones in the process of becoming a Crusader?";
+ next;
+ mes "[Bliant Piyord]";
+ mes "It's not your turn";
+ mes "to take my test yet.";
+ mes "Come back after taking";
+ mes "all the other tests.";
+ next;
+ mes "[Bliant Piyord]";
+ mes "I'll see you soon.";
+ mes "May Odin's blessings";
+ mes "be with you.";
+ close;
+}
+
+
+
+//=== Actual tests ========================================
+//=== Endurance Test ======================================
+job_cru,1,1,1 script Summoner#cr1 -1,{
+OnTimer300000:
+ donpcevent "Summoner#cr1::OnReset";
+ end;
+
+OnTimer300500:
+ donpcevent "Summoner#cr1::OnEnd";
+ end;
+
+OnTimer301000:
+ donpcevent "Summoner#cr1::OnStart";
+ stopnpctimer;
+ end;
+
+OnInit:
+ enablenpc "Summoner#cr1";
+ monster "job_cru",94,45,"Mandragora",1020,1,"Summoner#cr1::OnDead";
+ monster "job_cru",94,55,"Mandragora",1020,1,"Summoner#cr1::OnDead";
+ monster "job_cru",94,65,"Mandragora",1020,1,"Summoner#cr1::OnDead";
+ monster "job_cru",94,75,"Mandragora",1020,1,"Summoner#cr1::OnDead";
+ monster "job_cru",94,85,"Mandragora",1020,1,"Summoner#cr1::OnDead";
+ monster "job_cru",94,95,"Mandragora",1020,1,"Summoner#cr1::OnDead";
+ monster "job_cru",101,45,"Mandragora",1020,1,"Summoner#cr1::OnDead";
+ monster "job_cru",101,55,"Mandragora",1020,1,"Summoner#cr1::OnDead";
+ monster "job_cru",101,65,"Mandragora",1020,1,"Summoner#cr1::OnDead";
+ monster "job_cru",101,75,"Mandragora",1020,1,"Summoner#cr1::OnDead";
+ monster "job_cru",101,85,"Mandragora",1020,1,"Summoner#cr1::OnDead";
+ monster "job_cru",101,95,"Mandragora",1020,1,"Summoner#cr1::OnDead";
+ initnpctimer;
+ end;
+
+OnStart:
+ enablenpc "Summoner#cr1";
+ monster "job_cru",94,45,"Mandragora",1020,1,"Summoner#cr1::OnDead";
+ monster "job_cru",94,55,"Mandragora",1020,1,"Summoner#cr1::OnDead";
+ monster "job_cru",94,65,"Mandragora",1020,1,"Summoner#cr1::OnDead";
+ monster "job_cru",94,75,"Mandragora",1020,1,"Summoner#cr1::OnDead";
+ monster "job_cru",94,85,"Mandragora",1020,1,"Summoner#cr1::OnDead";
+ monster "job_cru",94,95,"Mandragora",1020,1,"Summoner#cr1::OnDead";
+ monster "job_cru",101,45,"Mandragora",1020,1,"Summoner#cr1::OnDead";
+ monster "job_cru",101,55,"Mandragora",1020,1,"Summoner#cr1::OnDead";
+ monster "job_cru",101,65,"Mandragora",1020,1,"Summoner#cr1::OnDead";
+ monster "job_cru",101,75,"Mandragora",1020,1,"Summoner#cr1::OnDead";
+ monster "job_cru",101,85,"Mandragora",1020,1,"Summoner#cr1::OnDead";
+ monster "job_cru",101,95,"Mandragora",1020,1,"Summoner#cr1::OnDead";
+ initnpctimer;
+ end;
+
+OnReset:
+ killmonster "job_cru","Summoner#cr1::OnDead";
+ end;
+
+OnEnd:
+ disablenpc "Summoner#cr1";
+ end;
+
+OnDead:
+ warp "prt_fild05",353,251;
+ end;
+}
+
+job_cru,1,2,1 script Summoner#cr2 -1,{
+OnTimer345000:
+ donpcevent "Summoner#cr2::OnReset";
+ end;
+
+OnTimer345500:
+ donpcevent "Summoner#cr2::OnEnd";
+ end;
+
+OnTimer346000:
+ donpcevent "Summoner#cr2::OnStart";
+ stopnpctimer;
+ end;
+
+OnInit:
+ enablenpc "Summoner#cr2";
+ monster "job_cru",98,50,"Flora",1118,1,"Summoner#cr2::OnDead";
+ monster "job_cru",92,60,"Flora",1118,1,"Summoner#cr2::OnDead";
+ monster "job_cru",104,60,"Flora",1118,1,"Summoner#cr2::OnDead";
+ monster "job_cru",98,70,"Flora",1118,1,"Summoner#cr2::OnDead";
+ monster "job_cru",92,80,"Flora",1118,1,"Summoner#cr2::OnDead";
+ monster "job_cru",104,90,"Flora",1118,1,"Summoner#cr2::OnDead";
+ monster "job_cru",98,90,"Flora",1118,1,"Summoner#cr2::OnDead";
+ initnpctimer;
+ end;
+
+OnStart:
+ enablenpc "Summoner#cr2";
+ monster "job_cru",98,50,"Flora",1118,1,"Summoner#cr2::OnDead";
+ monster "job_cru",92,60,"Flora",1118,1,"Summoner#cr2::OnDead";
+ monster "job_cru",104,60,"Flora",1118,1,"Summoner#cr2::OnDead";
+ monster "job_cru",98,70,"Flora",1118,1,"Summoner#cr2::OnDead";
+ monster "job_cru",92,80,"Flora",1118,1,"Summoner#cr2::OnDead";
+ monster "job_cru",104,90,"Flora",1118,1,"Summoner#cr2::OnDead";
+ monster "job_cru",98,90,"Flora",1118,1,"Summoner#cr2::OnDead";
+ initnpctimer;
+ end;
+
+OnReset:
+ killmonster "job_cru","Summoner#cr2::OnDead";
+ end;
+
+OnEnd:
+ disablenpc "Summoner#cr2";
+ end;
+
+OnDead:
+ warp "prt_fild05",353,251;
+ end;
+}
+
+job_cru,1,3,1 script Summoner#cr3 -1,{
+OnTimer345000:
+ donpcevent "Summoner#cr3::OnReset";
+ end;
+
+OnTimer345500:
+ donpcevent "Summoner#cr3::OnEnd";
+ end;
+
+OnTimer346000:
+ donpcevent "Summoner#cr3::OnStart";
+ stopnpctimer;
+ end;
+
+OnInit:
+ enablenpc "Summoner#cr3";
+ monster "job_cru",92,50,"Greatest General",1277,1,"Summoner#cr3::OnDead";
+ monster "job_cru",104,50,"Greatest General",1277,1,"Summoner#cr3::OnDead";
+ monster "job_cru",98,50,"Greatest General",1277,1,"Summoner#cr3::OnDead";
+ monster "job_cru",92,70,"Greatest General",1277,1,"Summoner#cr3::OnDead";
+ monster "job_cru",104,70,"Greatest General",1277,1,"Summoner#cr3::OnDead";
+ monster "job_cru",98,80,"Greatest General",1277,1,"Summoner#cr3::OnDead";
+ monster "job_cru",92,90,"Greatest General",1277,1,"Summoner#cr3::OnDead";
+ monster "job_cru",104,90,"Greatest General",1277,1,"Summoner#cr3::OnDead";
+ Initnpctimer;
+ end;
+
+OnStart:
+ enablenpc "Summoner#cr3";
+ monster "job_cru",92,50,"Greatest General",1277,1,"Summoner#cr3::OnDead";
+ monster "job_cru",104,50,"Greatest General",1277,1,"Summoner#cr3::OnDead";
+ monster "job_cru",98,50,"Greatest General",1277,1,"Summoner#cr3::OnDead";
+ monster "job_cru",92,70,"Greatest General",1277,1,"Summoner#cr3::OnDead";
+ monster "job_cru",104,70,"Greatest General",1277,1,"Summoner#cr3::OnDead";
+ monster "job_cru",98,80,"Greatest General",1277,1,"Summoner#cr3::OnDead";
+ monster "job_cru",92,90,"Greatest General",1277,1,"Summoner#cr3::OnDead";
+ monster "job_cru",104,90,"Greatest General",1277,1,"Summoner#cr3::OnDead";
+ Initnpctimer;
+ end;
+
+OnReset:
+ killmonster "job_cru","Summoner#cr3::OnDead";
+ end;
+
+OnEnd:
+ disablenpc "Summoner#cr3";
+ end;
+
+OnDead:
+ warp "prt_fild05",353,251;
+ end;
+}
+
+job_cru,1,4,1 script Summoner#cr4 -1,{
+OnTimer345000:
+ donpcevent "Summoner#cr4::OnReset";
+ end;
+
+OnTimer345500:
+ donpcevent "Summoner#cr4::OnEnd";
+ end;
+
+OnTimer346000:
+ donpcevent "Summoner#cr4::OnStart";
+ stopnpctimer;
+ end;
+
+OnInit:
+ enablenpc "Summoner#cr4";
+ monster "job_cru",98,50,"Familiar",1005,1,"Summoner#cr3::OnDead";
+ monster "job_cru",98,55,"Familiar",1005,1,"Summoner#cr3::OnDead";
+ monster "job_cru",98,60,"Familiar",1005,1,"Summoner#cr3::OnDead";
+ monster "job_cru",98,65,"Familiar",1005,1,"Summoner#cr3::OnDead";
+ monster "job_cru",98,70,"Familiar",1005,1,"Summoner#cr3::OnDead";
+ monster "job_cru",98,75,"Familiar",1005,1,"Summoner#cr3::OnDead";
+ monster "job_cru",98,80,"Familiar",1005,1,"Summoner#cr3::OnDead";
+ monster "job_cru",98,85,"Familiar",1005,1,"Summoner#cr3::OnDead";
+ monster "job_cru",98,90,"Familiar",1005,1,"Summoner#cr3::OnDead";
+ monster "job_cru",90,34,"Mushroom",1182,1,"Summoner#cr3::OnDead";
+ monster "job_cru",105,34,"Mushroom",1182,1,"Summoner#cr3::OnDead";
+ initnpctimer;
+ end;
+
+OnStart:
+ enablenpc "Summoner#cr4";
+ monster "job_cru",98,50,"Familiar",1005,1,"Summoner#cr3::OnDead";
+ monster "job_cru",98,55,"Familiar",1005,1,"Summoner#cr3::OnDead";
+ monster "job_cru",98,60,"Familiar",1005,1,"Summoner#cr3::OnDead";
+ monster "job_cru",98,65,"Familiar",1005,1,"Summoner#cr3::OnDead";
+ monster "job_cru",98,70,"Familiar",1005,1,"Summoner#cr3::OnDead";
+ monster "job_cru",98,75,"Familiar",1005,1,"Summoner#cr3::OnDead";
+ monster "job_cru",98,80,"Familiar",1005,1,"Summoner#cr3::OnDead";
+ monster "job_cru",98,85,"Familiar",1005,1,"Summoner#cr3::OnDead";
+ monster "job_cru",98,90,"Familiar",1005,1,"Summoner#cr3::OnDead";
+ monster "job_cru",90,34,"Mushroom",1182,1,"Summoner#cr3::OnDead";
+ monster "job_cru",105,34,"Mushroom",1182,1,"Summoner#cr3::OnDead";
+ initnpctimer;
+ end;
+
+OnReset:
+ killmonster "job_cru","Summoner#cr4::OnDead";
+ end;
+
+OnEnd:
+ disablenpc "Summoner#cr4";
+ end;
+
+OnDead:
+ warp "prt_fild05",353,251;
+ end;
+}
+
+
+job_cru,98,105,4 script Summoner#cr5 45,3,3,{
+OnTouch:
+ set CRUS_Q,6;
+ changequest 3010,3011;
+ warp "prt_castle",164,28;
+ end;
+}
+
+//=== Purification Test ===================================
+job_cru,24,187,4 script Patron Knight#2 751,{
+ mes "[Bliant Piyord]";
+ mes "Welcome.";
+ mes "You will take";
+ mes "the last test here.";
+ mes "If you are ready for";
+ mes "the test, enter the";
+ mes "waiting room.";
+ next;
+ mes "[Bliant Piyord]";
+ mes "Only one person can take the test at a time. If someone else is already testing, please wait until the testing area is made available once again.";
+ next;
+ mes "[Bliant Piyord]";
+ mes "Each person will get 4 minutes to complete the test. If you wish to leave in the middle of the test, please disconnect from the game.";
+ close;
+}
+
+job_cru,24,187,2 script Waiting Room#cr1 700,{
+ end;
+
+OnInit:
+ disablenpc "Waiting Room#cr1";
+ waitingroom "Waiting Room",20,"Waiting Room#cr1::OnStartArena",1;
+ enablewaitingroomevent;
+ end;
+
+OnStartArena:
+ warpwaitingpc "job_cru",168,21;
+ donpcevent "Monster Summon#cr0::OnStart";
+ disablewaitingroomevent;
+ end;
+
+OnStart:
+ enablewaitingroomevent;
+ end;
+}
+
+job_cru,168,17,0 script Zombie Guide -1,2,2,{
+OnTouch:
+ mes "[Bliant Piyord]";
+ mes "Go forth and defeat all";
+ mes "the monsters that appear.";
+ mes "You will not pass if any";
+ mes "are remaining.";
+ next;
+ mes "[Bliant Piyord]";
+ mes "You will be given";
+ mes "4 minutes. Go forth";
+ mes "and do your best...";
+ close;
+}
+
+job_cru,2,1,1 script Monster Summon#cr0 -1,{
+OnInit:
+ disablenpc "Monster Summon#cr0";
+ end;
+
+OnStart:
+ set .MyMonsterCount,0;
+ enablenpc "Monster Summon#cr0";
+ donpcevent "Monster Summon#cr1::OnStart";
+ donpcevent "Monster Summon#cr2::OnStart";
+ donpcevent "Monster Summon#cr3::OnStart";
+ donpcevent "Monster Summon#cr4::OnStart";
+ donpcevent "Monster Summon#cr6::OnStart";
+ end;
+
+OnMonster1:
+ monster "job_cru",168,45,"Zombie",1015,1,"Monster Summon#cr0::OnDead";
+ monster "job_cru",168,45,"Zombie",1015,1,"Monster Summon#cr0::OnDead";
+ monster "job_cru",168,45,"Zombie",1015,1,"Monster Summon#cr0::OnDead";
+ monster "job_cru",168,45,"Zombie",1015,1,"Monster Summon#cr0::OnDead";
+ monster "job_cru",168,45,"Zombie",1015,1,"Monster Summon#cr0::OnDead";
+ monster "job_cru",168,45,"Zombie",1015,1,"Monster Summon#cr0::OnDead";
+ end;
+
+OnMonster2:
+ monster "job_cru",168,80,"Soldier Skeleton",1028,1,"Monster Summon#cr0::OnDead";
+ monster "job_cru",168,80,"Soldier Skeleton",1028,1,"Monster Summon#cr0::OnDead";
+ monster "job_cru",168,80,"Soldier Skeleton",1028,1,"Monster Summon#cr0::OnDead";
+ end;
+
+OnMonster3:
+ monster "job_cru",168,110,"Archer Skeleton",1016,1,"Monster Summon#cr0::OnDead";
+ monster "job_cru",168,115,"Mummy",1041,1,"Monster Summon#cr0::OnDead";
+ end;
+
+OnDead:
+ set .MyMonsterCount,.MyMonsterCount+1;
+ if (.MyMonsterCount >= 10) {
+ set CRUS_Q,10;
+ changequest 3014,3015;
+ }
+ end;
+
+OnEnd:
+ disablenpc "Monster Summon#cr0";
+ end;
+
+OnReset:
+ killmonster "job_cru","Monster Summon#cr0::OnDead";
+ end;
+}
+
+job_cru,168,45,0 script Monster Summon#cr1 -1,15,1,{
+OnInit:
+ disablenpc "Monster Summon#cr1";
+ end;
+
+OnTouch:
+ donpcevent "Monster Summon#cr0::OnMonster1";
+ donpcevent "Monster Summon#cr1::OnEnd";
+ end;
+
+OnStart:
+ enablenpc "Monster Summon#cr1";
+ end;
+
+OnEnd:
+ disablenpc "Monster Summon#cr1";
+ end;
+}
+
+job_cru,168,80,0 script Monster Summon#cr2 -1,15,1,{
+OnInit:
+ disablenpc "Monster Summon#cr2";
+ end;
+
+OnTouch:
+ donpcevent "Monster Summon#cr0::OnMonster2";
+ donpcevent "Monster Summon#cr2::OnEnd";
+ end;
+
+OnStart:
+ enablenpc "Monster Summon#cr2";
+ end;
+
+OnEnd:
+ disablenpc "Monster Summon#cr2";
+ end;
+}
+
+job_cru,165,115,0 script Monster Summon#cr3 -1,15,1,{
+OnInit:
+ disablenpc "Monster Summon#cr3";
+ end;
+
+OnTouch:
+ donpcevent "Monster Summon#cr0::OnMonster3";
+ donpcevent "Monster Summon#cr3::OnEnd";
+ end;
+
+OnStart:
+ enablenpc "Monster Summon#cr3";
+ end;
+
+OnEnd:
+ disablenpc "Monster Summon#cr3";
+ end;
+}
+
+job_cru,168,150,0 script Monster Summon#cr4 -1,15,1,{
+OnInit:
+ disablenpc "Monster Summon#cr4";
+ end;
+
+OnTouch:
+ monster "job_cru",168,150,strcharinfo(0),1036,1,"Monster Summon#cr4-a::OnDead";
+ donpcevent "Monster Summon#cr4::OnEnd";
+ end;
+
+OnDead:
+ donpcevent "Monster Summon#cr5::OnStart";
+ end;
+
+OnStart:
+ enablenpc "Monster Summon#cr4";
+ end;
+
+OnReset:
+ killmonster "job_cru","Monster Summon#cr4-a::OnDead";
+ end;
+
+OnEnd:
+ disablenpc "Monster Summon#cr4";
+ end;
+
+}
+
+job_cru,168,150,0 script Monster Summon#cr4-a -1,{
+OnDead:
+ donpcevent "Monster Summon#cr5::OnStart";
+ end;
+}
+
+job_cru,168,180,4 script Monster Summon#cr5 45,3,3,{
+OnInit:
+ disablenpc "Monster Summon#cr5";
+ end;
+
+OnTouch:
+ warp "prt_castle",35,147;
+ donpcevent "Monster Summon#cr0::OnReset";
+ donpcevent "Monster Summon#cr4::OnReset";
+ donpcevent "Monster Summon#cr0::OnEnd";
+ donpcevent "Monster Summon#cr4::OnEnd";
+ donpcevent "Monster Summon#cr5::OnEnd";
+ donpcevent "Monster Summon#cr6::OnStop";
+ donpcevent "Monster Summon#cr6::OnEnd";
+ donpcevent "Waiting Room#cr1::OnStart";
+ end;
+
+OnStart:
+ enablenpc "Monster Summon#cr5";
+ end;
+
+OnEnd:
+ disablenpc "Monster Summon#cr5";
+ end;
+}
+
+job_cru,2,2,1 script Monster Summon#cr6 -1,{
+OnTimer241000:
+ areawarp "job_cru",160,14,175,178,"job_cru",24,169;
+ donpcevent "Monster Summon#cr0::OnReset";
+ donpcevent "Monster Summon#cr4::OnReset";
+ donpcevent "Monster Summon#cr0::OnEnd";
+ donpcevent "Monster Summon#cr4::OnEnd";
+ donpcevent "Monster Summon#cr5::OnEnd";
+ donpcevent "Monster Summon#cr6::OnStop";
+ donpcevent "Monster Summon#cr6::OnEnd";
+ donpcevent "Waiting Room#cr1::OnStart";
+ end;
+
+OnInit:
+ disablenpc "Monster Summon#cr6";
+ end;
+
+OnStart:
+ enablenpc "Monster Summon#cr6";
+ initnpctimer;
+ end;
+
+OnEnd:
+ disablenpc "Monster Summon#cr6";
+ end;
+
+OnStop:
+ stopnpctimer;
+ end;
+}
+
+//============================================================
+// mapflag
+//============================================================
+
+//============================================================
+// Old changelog
+//============================================================
+//= Need optimalization and fixing
+//= thanks to Komurka, KiLLaLeN, Lupus (fixing error)
+//= just a temp Job Quest
+//= 1.2 minor fix of announcement by Freya people
+//= 1.3 Added Baby Class Support, fixed 40/50 lvl item reward
+//= also fixed too common script names [Lupus]
+//= 1.3a fixed "dead lock" bugs [Lupus]
+//= 1.3b changed monsters ID in patience test [Komurka]
+//= 1.4 Fixed Job Level parameters mix-up. [massdriller] (Thanks to Komurka)
+//= 1.5 Fixed possible EXP abuse [Lupus]
+//= 1.6 Added a func which prevent advanced classes passing
+//= 2nd Job Quests again. It also guides adv classes where
+//= to go. [Lupus]
+//= 1.7 Updated names and required items, Chivalry Emblem +
+//= Hand of God allow to skip item gathering [DracoRPG]
+//= 2.0 Changed numbers to constants. [Vicious]
+//= 2.1 Fixed endless loop, wrong condition check [Lupus]
+//= also changed all job numbers to constants, fixed logic
diff --git a/npc/pre-re/jobs/2-2/dancer.txt b/npc/pre-re/jobs/2-2/dancer.txt
new file mode 100644
index 000000000..db81f1a17
--- /dev/null
+++ b/npc/pre-re/jobs/2-2/dancer.txt
@@ -0,0 +1,1400 @@
+//===== rAthena Script =======================================
+//= Dancer Job Quest
+//===== By: ==================================================
+//= Kalen - Original jAthena
+//= Fredzilla - Converted, Lupus
+//===== Current Version: =====================================
+//= 3.7
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Job quest for Dancer classes
+//===== Additional Comments: =================================
+//= 3.2 Rescripted to Aegis 10.3 stadards. [L0ne_W0lf]
+//= No longer uses function "F_BlockHigh"
+//= 3.2a Deleted unused variables. [Samuray22]
+//= 3.3 Updated waiting room. (Removes global var) [L0ne_W0lf]
+//= 3.4 Fixed bad variables, bugreport:1685 [Brainstorm]
+//= 3.5 Minor corrections to script. (bugreport:1766) [L0ne_W0lf]
+//= 3.6 Applied Correction bug with for loop. [L0ne_W0lf]
+//= 3.6a Fixed a little Exploit to bug the quest with a timeout. (bugreport:2252) [Samuray22]
+//= 3.7 Added Quest Log commands. [Kisuka]
+//============================================================
+
+comodo,180,153,4 script Sonotora#1 90,{
+ mes "[Athena Sonotora]";
+ mes "They say the";
+ mes "famous dance school";
+ mes "here in Comodo is going";
+ mes "to open soon.";
+ next;
+ mes "[Athena Sonotora]";
+ mes "Aah...";
+ mes "To be a prima donna";
+ mes "in the spotlight!";
+ next;
+ mes "[Athena Sonotora]";
+ mes "I want to sign up too,";
+ mes "but the requirements are";
+ mes "so specific. I wonder if";
+ mes "I should just try anyways...";
+ close;
+}
+
+comodo,193,151,4 script Bor Robin#1 86,{
+ mes "[Bor Robin]";
+ mes "Aah....";
+ mes "A prima donna";
+ mes "in the spotlight!";
+ mes "I'll be able to watch them become Dancers right before my eyes...!";
+ next;
+ mes "[Bor Robin]";
+ mes "It's great to be";
+ mes "a man in this day and age! Hurray for the Comodo Theater!";
+ next;
+ mes "[Bor Robin]";
+ mes "Mm?";
+ mes "You want";
+ mes "to go, too?";
+ mes "It's a good opportunity to watch the Dancer job change test.";
+ next;
+ if (select("Go to the Job Change Area:Cancel") == 1) {
+ mes "[Bor Robin]";
+ mes "Yaay~~";
+ mes "Let's go!";
+ close2;
+ warp "job_duncer",70,49;
+ end;
+ }
+ mes "[Bor Robin]";
+ mes "Huh...";
+ mes "Well, I can't";
+ mes "help it if you don't";
+ mes "want to accompany me.";
+ close;
+}
+
+job_duncer,43,93,4 script Aile#da 724,{
+ if (Upper == 1) {
+ mes "[Aile]";
+ mes "One two three four,";
+ mes "Two two three four,";
+ mes "three four, three four,";
+ mes "one two three four.";
+ mes "Um?";
+ next;
+ mes "[Aile]";
+ mes "I'm sorry, but you're interrupting my practice by looking at me funny.";
+ next;
+ mes "[Aile]";
+ mes ".......";
+ mes ".....Hey, haven't I seen you before?";
+ next;
+ mes "[Aile]";
+ mes "Err...";
+ mes "That's weird, I can't remember where I've seen you.";
+ close2;
+ cutin "",255;
+ end;
+ }
+ if (BaseJob != Job_Archer) {
+ if (BaseJob == Job_Bard) {
+ cutin "job_dancer_eir01",2;
+ mes "[Aile]";
+ mes "Welcome~!";
+ mes "Let me know";
+ mes "if you have any new songs. We can always use some new music to complement our performances.";
+ close2;
+ cutin "",255;
+ end;
+ }
+ else if (BaseJob == Job_Dancer) {
+ cutin "",2;
+ mes "[Aile]";
+ mes "Welcome~!";
+ mes "How are you";
+ mes "these days?";
+ mes "Do many people enjoy";
+ mes "your performances?";
+ close2;
+ cutin "",255;
+ end;
+ }
+ cutin "job_dancer_eir03",2;
+ mes "[Aile]";
+ mes "Welco--Mmm?";
+ mes "Hey, only authorized personnel can come here. Not just anyone can enter the Dance School.";
+ next;
+ mes "[Aile]";
+ mes "If you want to watch, why don't you go to the Dance Stage in town?";
+ close2;
+ cutin "",255;
+ end;
+ }
+ if (DANC_Q == 0 && sex == 0 && BaseJob == Job_Archer) {
+ cutin "job_dancer_eir01",2;
+ mes "[Aile]";
+ mes "Welcome~!";
+ mes "This is the";
+ mes "'Comodo Dance School,'";
+ mes "where we teach various dances from different countries. We provide entertainement for travelers from all over the world.";
+ next;
+ mes "[Aile]";
+ mes "We also provide the opportunity for aspiring Dancers to become famous throughout the Rune-Midgarts Kingdom! Doesn't dancing in the spotlight sound spectacular?";
+ next;
+ mes "[Aile]";
+ mes "I think it's fair to let you know that our school is selective. So we don't accept students who don't seem to have the talent to become Dancers.";
+ next;
+ cutin "job_dancer_eir02",2;
+ mes "[Aile]";
+ mes "What do you think?";
+ mes "Do you want to sign up? You only have to write a couple of things on the application, and you can just come to the lessons once or twice and try it out.";
+ next;
+ cutin "job_dancer_eir01",2;
+ mes "[Aile]";
+ mes "So what do";
+ mes "you want to do~?";
+ next;
+ if (select("Fill out the application.:I'll pass.") == 1) {
+ if (JobLevel > 39) {
+ cutin "job_dancer_eir02",2;
+ mes "[Aile]";
+ mes "Good choice!!";
+ mes "Just fill out the application right there.";
+ next;
+ mes "...";
+ next;
+ mes "...";
+ mes "......";
+ next;
+ mes "^3355FF*Shuffle Shuffle*^000000";
+ next;
+ cutin "job_dancer_eir01",2;
+ mes "[Aile]";
+ mes "Your name is";
+ mes "" + strcharinfo(0) + "?";
+ mes "Wow! What a pretty name! Just a moment, I have to show this to the director, so come back in a little bit, okay?";
+ close2;
+ cutin "",255;
+ set DANC_Q,1;
+ setquest 7000;
+ end;
+ }
+ else {
+ cutin "job_dancer_eir01",2;
+ mes "[Aile]";
+ mes "Mmm...";
+ mes "It seems that";
+ mes "you aren't quite qualified to enroll in our school yet. You need to be at least Job Level 40.";
+ next;
+ mes "[Aile]";
+ mes "Well, I hope";
+ mes "that you apply";
+ mes "again when you meet";
+ mes "the requirements.";
+ close2;
+ cutin "",255;
+ end;
+ }
+ }
+ cutin "job_dancer_eir01",2;
+ mes "[Aile]";
+ mes "Aww~";
+ mes "Just think about it.";
+ mes "Don't forget to come back";
+ mes "if you change your mind.";
+ close2;
+ cutin "",255;
+ end;
+ }
+ else if (sex == 1) {
+ cutin "job_dancer_eir03",2;
+ mes "[Aile]";
+ mes "Welco--Mmm?";
+ mes "Hey, this place is only for authorized personnel. If you want to sing, you should go look into being a Bard.";
+ next;
+ mes "[Aile]";
+ mes "Not all Archers";
+ mes "can become Dancers.";
+ mes "At least, not without some sort of sex change~";
+ close2;
+ cutin "",255;
+ end;
+ }
+ else if (DANC_Q == 1) {
+ cutin "job_dancer_eir01",2;
+ mes "[Aile]";
+ mes "Good.";
+ mes "Since you signed up earlier, I'll let you know some things you'll need to bring for your lessons.";
+ next;
+ mes "[Aile]";
+ mes "We're short on some supplies, but you'll be using them for yourself anyway. Just think of it as part of the tuition, so don't worry too much.";
+ next;
+ set .@item_nd,rand(1,10);
+ if (.@item_nd > 0 && .@item_nd < 3) {
+ set DANC_Q,2;
+ changequest 7000,7001;
+ mes "[Aile]";
+ mes "First, there's the tuition fee of ^CD688910,000 Zeny^000000. Then, you'll about ^CD688920 Sticky Mucus^000000 for shoe polish.";
+ next;
+ mes "[Aile]";
+ mes "Then, bring ^CD68893 Jellopy^000000 and ^CD68895 Red Potions^000000 to use as ointment. And of course, you'll need a pair of ^CD6889Shoes^000000.";
+ next;
+ mes "[Aile]";
+ mes "Once again, that's";
+ mes "^CD688910,000 Zeny^000000,";
+ mes "^CD688920 Sticky Mucus^000000,";
+ mes "^CD68893 Jellopy^000000,";
+ mes "^CD68895 Red Potions^000000 and";
+ mes "^CD68891 Shoes^000000.";
+ }
+ else if (.@item_nd == 4) {
+ set DANC_Q,3;
+ changequest 7000,7002;
+ mes "[Aile]";
+ mes "First, there's the tuition fee of ^CD688910,000 Zeny^000000. Then, bring ^CD68895 Earthworm Peelings^000000 for polishing the floor and, of course, a pair of ^CD6889Boots^000000.";
+ next;
+ mes "[Aile]";
+ mes "Once again that's";
+ mes "^CD688910,000 Zeny^000000,";
+ mes "^CD68895 Earthworm Peelings^000000 and ";
+ mes "^CD68891 Boots^000000.";
+ }
+ else {
+ set DANC_Q,4;
+ changequest 7000,7003;
+ mes "[Aile]";
+ mes "First, there's the tuition fee of ^CD688910,000 Zeny^000000. Then, bring ^CD68892 Clam Shells^000000 for your costume, ^CD68895 Yellow Potions^000000 and ^CD688920 Jellopy^000000 to treat foot injuries.";
+ next;
+ mes "[Aile]";
+ mes "You'll also need to bring ^CD688910 Black Hairs^000000 to make wigs for the performances and, of course, a pair of ^CD6889Sandals^000000. Once again, that's...";
+ next;
+ mes "[Aile]";
+ mes "^CD688910,000 Zeny^000000,";
+ mes "^CD68892 Clam Shells^000000,";
+ mes "^CD68895 Yellow Potions^000000,";
+ mes "^CD688920 Jellopy^000000,";
+ mes "^CD688910 Black Hairs^000000 and";
+ mes "^CD6889Sandals^000000.";
+ }
+ next;
+ mes "[Aile]";
+ mes "Once you've gathered everything that you need, come back so that we can begin the lessons, okay?";
+ close2;
+ cutin "",255;
+ end;
+ }
+ else if (DANC_Q >= 2 && DANC_Q <= 4) {
+ switch(DANC_Q) {
+ case 2:
+ setarray .@item[0], 938,909,501,2403;
+ setarray .@count[0], 20,3,5,1;
+ break;
+ case 3:
+ setarray .@item[0], 1055,2405;
+ setarray .@count[0], 5,1;
+ break;
+ case 4:
+ setarray .@item[0], 965,503,909,1020,2401;
+ setarray .@count[0], 2,5,20,10,1;
+ break;
+ }
+ set .@size, getarraysize(.@item);
+ for( set .@i, 0; .@i < .@size; set .@i,.@i+1 ) {
+ if( countitem(.@item[.@i]) < .@count[.@i] ) {
+ break;
+ }
+ }
+ if( .@i == .@size && Zeny > 9999 ) {
+ cutin "job_dancer_eir02",2;
+ mes "[Aile]";
+ mes "Oh...!";
+ mes "You brought";
+ mes "everything!";
+ mes "Alright then,";
+ mes "let me take your";
+ mes "tuition fee.";
+ next;
+ cutin "job_dancer_eir01",2;
+ set zeny,zeny-10000;
+ mes "[Aile]";
+ mes "Next, go to ^CD6889Bijou^000000, who is in charge of the interviewing process. She will have a couple of things she'll need to ask you.";
+ set DANC_Q,5;
+ if(checkquest(7001) != -1) {
+ changequest 7001,7004;
+ }
+ else if(checkquest(7002) != -1) {
+ changequest 7002,7004;
+ }
+ else {
+ changequest 7003,7004;
+ }
+ close2;
+ cutin "",255;
+ end;
+ }
+ else {
+ cutin "job_dancer_eir01",2;
+ mes "[Aile]";
+ mes "Mmm...?";
+ mes "You don't have";
+ mes "everything yet?";
+ mes "Let me remind you";
+ mes "so you can bring";
+ mes "what you need next time.";
+ next;
+ mes "[Aile]";
+ mes "Bring...";
+ mes "^CD688910,000 Zeny^000000,";
+ if (DANC_Q == 2) {
+ mes "^CD6889"+.@count[0]+" "+getitemname(.@item[0])+"^000000,";
+ mes "^CD6889"+.@count[1]+" "+getitemname(.@item[1])+"^000000,";
+ mes "^CD6889"+.@count[2]+" "+getitemname(.@item[2])+"^000000 and";
+ mes "^CD6889"+.@count[3]+" "+getitemname(.@item[3])+"^000000.";
+ }
+ else if (DANC_Q == 3) {
+ mes "^CD6889"+.@count[0]+" "+getitemname(.@item[0])+"^000000 and";
+ mes "^CD6889"+.@count[1]+" "+getitemname(.@item[1])+"^000000.";
+ }
+ else {
+ mes "^CD6889"+.@count[0]+" "+getitemname(.@item[0])+"^000000,";
+ mes "^CD6889"+.@count[1]+" "+getitemname(.@item[1])+"^000000,";
+ mes "^CD6889"+.@count[2]+" "+getitemname(.@item[2])+"^000000,";
+ mes "^CD6889"+.@count[3]+" "+getitemname(.@item[3])+"^000000 and";
+ mes "^CD6889"+.@count[4]+" "+getitemname(.@item[4])+"^000000.";
+ }
+ close2;
+ cutin "",255;
+ end;
+ }
+ }
+ else if (DANC_Q == 5) {
+ cutin "job_dancer_eir01",2;
+ mes "[Aile]";
+ mes "Hmm...?";
+ mes "Are you having";
+ mes "trouble finding";
+ mes "^CD6889Bijou^000000?";
+ next;
+ mes "[Aile]";
+ mes "You need to talk to her because she's in charge of the interviewing process. Don't worry, she should be somewhere here in the Dance School.";
+ close2;
+ cutin "",255;
+ end;
+ }
+ else if (DANC_Q > 5) {
+ cutin "job_dancer_eir01",2;
+ mes "[Aile]";
+ mes "I'll be looking";
+ mes "forward to a great";
+ mes "performance~";
+ close2;
+ cutin "",255;
+ end;
+ }
+ else {
+ cutin "job_dancer_eir03",2;
+ mes "[Aile]";
+ mes "Welcom--Hm?";
+ mes "Hey, only authorized";
+ mes "personnel are allowed";
+ mes "in here.";
+ next;
+ mes "[Aile]";
+ mes "If you want to watch, be quiet and don't disturb the performers. Everyone here is busy practicing so that they can become fine Dancers.";
+ close2;
+ cutin "",255;
+ end;
+ }
+}
+
+job_duncer,95,93,4 script Bijou#da 101,{
+ if (SkillPoint) {
+ mes "[Bijou]";
+ mes "You can't change jobs";
+ mes "if you still have skill";
+ mes "points left. Use the rest";
+ mes "and come back later.";
+ close;
+ }
+ if (BaseJob != Job_Archer) {
+ if (BaseJob == Job_Bard) {
+ mes "[Bijou]";
+ mes "Welcome~";
+ mes "Ooh, a Bard! Do you have any new songs to show us? We can always use some musical accompaniment for our dances.";
+ close;
+ }
+ else if (BaseJob == Job_Dancer) {
+ mes "[Bijou]";
+ mes "Oh my...!";
+ mes "Welcome back~";
+ next;
+ mes "[Bijou]";
+ mes "How are you";
+ mes "these days?";
+ mes "A lot of people";
+ mes "must love watching";
+ mes "you dance. Are you";
+ mes "enjoying the spotlight?";
+ close;
+ }
+ mes "[Bijou]";
+ mes "Oh dear~";
+ mes "You seem to have traveled quite a distance to watch me perform.";
+ next;
+ mes "[Bijou]";
+ mes "I'm sorry, but I've retired. Now I'm focusing on training new Dancers. If you go to the Center Stage, you can watch my students~";
+ close;
+ }
+ else if (DANC_Q < 5) {
+ mes "[Bijou]";
+ mes "Oh my~";
+ mes "You want to";
+ mes "become a Dancer,";
+ mes "don't you?";
+ next;
+ mes "[Bijou]";
+ mes "I know you're excited, but the first step is the application. Go over to the left side of the stage where Aile can help you with that.";
+ close;
+ }
+ else if (DANC_Q > 4 && DANC_Q < 7) {
+ if (DANC_Q == 5) {
+ mes "[Bijou]";
+ mes "Oh my~";
+ mes "You want to";
+ mes "become a Dancer,";
+ mes "don't you?";
+ next;
+ mes "[Bijou]";
+ mes "G-goodness!";
+ mes "Look at that stomach fat!";
+ mes "Well, it's not much, so you'll lose it in no time. Especially since I'll be handling your training~";
+ next;
+ mes "[Bijou]";
+ mes "Still...";
+ mes "The idea of the";
+ mes "perfect body sure";
+ mes "has changed since";
+ mes "I was young. Anyway...";
+ next;
+ mes "[Bijou]";
+ mes "Let's start";
+ mes "with the interview.";
+ mes "I'm only going to ask";
+ mes "a couple of simple things";
+ mes "so don't worry~";
+ next;
+ mes "[Bijou]";
+ mes "Okay...";
+ mes "Let's begin.";
+ next;
+ }
+ else {
+ mes "[Bijou]";
+ mes "Oh, you're back~";
+ mes "Have you studied";
+ mes "some more? Try to";
+ mes "pass this time, okay?";
+ next;
+ }
+ switch(rand(1,3)) {
+ case 1:
+ mes "[Bijou]";
+ mes "1. The Dancer's dance, ^CD6889Lady Luck^000000,";
+ mes "increases which of the following?";
+ next;
+ if (select("Intelligence (INT):Dexterity (DEX):Vitality (VIT):Critical Attack Rate") == 4)
+ set .@da_score,.@da_score+10;
+ mes "[Bijou]";
+ mes "2. Of the following,";
+ mes "which can you not consider";
+ mes "to be a dance?";
+ next;
+ switch(select("Tango:Tap Dance:HIP-HOP:Hip Shaker:Lightning Bolt")) {
+ default:
+ set .@da_score,.@da_score-10;
+ break;
+ case 5:
+ set .@da_score,.@da_score+10;
+ break;
+ }
+ mes "[Bijou]";
+ mes "3. Which of the following";
+ mes "best describes a Dancer?";
+ next;
+ if (select("Person who yells.:A loud person.:A person who dances.:A person who sings.") == 3)
+ set .@da_score,.@da_score+10;
+ mes "[Bijou]";
+ mes "4. Which of the following";
+ mes "cannot be associated with Comodo?";
+ next;
+ if (select("Beach city.:Dancer Job Change.:Always dark like the night.:Dungeons in 3 directions.:A lot of Thieves.") == 5)
+ set .@da_score,.@da_score+10;
+ mes "[Bijou]";
+ mes "5. Before Comodo, what is the region name of the region NorthEast of Pharoah's Lighthouse Island?";
+ next;
+ if (select("Elmeth Plateau:Comuko Beach:Comodo Beach:Ginai Swamp") == 3)
+ set .@da_score,.@da_score+10;
+ mes "[Bijou]";
+ mes "6. Who is the most";
+ mes "beautiful dancer?";
+ next;
+ switch(select("" + strcharinfo(0) + ":Bijou:Aile:Bonjour")) {
+ case 1:
+ mes "[Bijou]";
+ mes "...";
+ mes "That's...";
+ mes "^660000completely wrong^000000.";
+ mes "Didn't you see the";
+ mes "other choices?!";
+ mes "Minus points...!";
+ set .@da_score,.@da_score-10;
+ next;
+ break;
+ case 2:
+ set .@da_score,.@da_score+10;
+ break;
+ default:
+ break;
+ }
+ mes "[Bijou]";
+ mes "7. Of the following,";
+ mes "who can perform together";
+ mes "with a Dancer?";
+ next;
+ if (select("Assassin:Bard:Alchemist:Sage") == 2)
+ set .@da_score,.@da_score+10;
+ mes "[Bijou]";
+ mes "8. Which of the following";
+ mes "is not a specialty of Comodo?";
+ next;
+ if (select("Berserk Potion:Clam Shell:Crab Shell:Shining Stone") == 4)
+ set .@da_score,.@da_score+10;
+ mes "[Bijou]";
+ mes "9. Who is the manager";
+ mes "of the Comodo Casino?";
+ next;
+ if (select("Yoo:Moo:Hoon:Roul") == 2)
+ set .@da_score,.@da_score+10;
+ mes "[Bijou]";
+ mes "10. Who accepts the";
+ mes "Dancer job change";
+ mes "applications?";
+ next;
+ if (select("Bijou:Aile:Athena:Sonotora") == 2)
+ set .@da_score,.@da_score+10;
+ break;
+ case 2:
+ mes "[Bijou]";
+ mes "1. What is the effect";
+ mes "of the combined skill,";
+ mes "^CD6889Mental Sensing^000000?";
+ next;
+ if (select("Instant monster death.:Doubles damage.:Increases experience.:Increases attack speed.") == 3)
+ set .@da_score,.@da_score+10;
+ mes "[Bijou]";
+ mes "2. Which is considered";
+ mes "bad etiquette on the dance";
+ mes "floor after a dance?";
+ next;
+ if (select("Thank your partner.:Praise your partner's dance.:Ask to dance a different dance.:Criticize your partner.") == 4)
+ set .@da_score,.@da_score+10;
+ mes "[Bijou]";
+ mes "3. Which is not an";
+ mes "appropriate response";
+ mes "when someone makes";
+ mes "a mistake while you";
+ mes "are dancing together?";
+ next;
+ if (select("Smile at each other and continue dancing.:Point out the mistake.:Ignore it if the dancer does not realize it.:Give them a smile.") == 2)
+ set .@da_score,.@da_score+10;
+ mes "[Bijou]";
+ mes "4. In which town";
+ mes "can you change jobs";
+ mes "to a Dancer?";
+ next;
+ if (select("Cocomo:Sandarman:Comudo:Comodo") == 4)
+ set .@da_score,.@da_score+10;
+ mes "[Bijou]";
+ mes "5. How many dungeons";
+ mes "are directly connected";
+ mes "to Comodo?";
+ next;
+ if (select("1:2:3:4") == 3)
+ set .@da_score,.@da_score+10;
+ mes "[Bijou]";
+ mes "6. Which of the following";
+ mes "is not a Cute Pet monster?";
+ next;
+ if (select("Isis:Argiope:Dokebi:Deviruchi") == 2)
+ set .@da_score,.@da_score+10;
+ mes "[Bijou]";
+ mes "7. Who is the most";
+ mes "graceful dancer?";
+ next;
+ switch(select("" + strcharinfo(0) + ":Bijou:Isis:Mercy Bokou")) {
+ case 1:
+ mes "[Bijou]";
+ mes "...";
+ mes "That's...";
+ mes "^660000completely wrong^000000.";
+ mes "Didn't you see the";
+ mes "other choices?!";
+ mes "Minus points...!";
+ set .@da_score,.@da_score-10;
+ next;
+ break;
+ case 2:
+ set .@da_score,.@da_score+10;
+ break;
+ default:
+ break;
+ }
+ mes "[Bijou]";
+ mes "8. What is the";
+ mes "exact name of the";
+ mes "Kafra in Comodo?";
+ next;
+ if (select("Kafra Headquarters:Kafra West Headquarters:Kafra Service:Kafra Headquarters: Western Branch") == 4)
+ set .@da_score,.@da_score+10;
+ mes "[......]";
+ mes "9. What is my name?";
+ next;
+ if (select("Borjuis:Bourgeois:Bijou:Beruberu") == 3)
+ set .@da_score,.@da_score+10;
+ mes "[Bijou]";
+ mes "10. What is the";
+ mes "effect of ^CD6889Lullaby^000000?";
+ next;
+ if (select("Casts the Blind effect in the area.:Casts the Sleep effect on the area.:Puts a night effect on the area.:Freezes the area.") == 2)
+ set .@da_score,.@da_score+10;
+ break;
+ case 3:
+ mes "[Bijou]";
+ mes "1. What is the effect";
+ mes "of the skill ^CD6889Dance Lessons^000000?";
+ next;
+ switch(select("Increases INT:Increases the effect of dancing skills:Increase damage of Whip weapons.:Inflict Stun on a certain area around the caster.")) {
+ default:
+ break;
+ case 2:
+ case 3:
+ set .@da_score,.@da_score+10;
+ break;
+ }
+ mes "[Bijou]";
+ mes "2. What dance uses shoes";
+ mes "that are designed to make";
+ mes "sound as the dancer rolls";
+ mes "their feet and taps the";
+ mes "ground to create a rhythm?";
+ next;
+ if (select("Tap Dance:Improve Concentration:Tango:Double Strafing") == 1)
+ set .@da_score,.@da_score+10;
+ mes "[Bijou]";
+ mes "3. Which of the following";
+ mes "is not a characteristic of a Dancer?";
+ next;
+ if (select("Uses Dance skills. :Attacks from a distance.:Uses Whips.:Uses Two-handed swords.") == 4)
+ set .@da_score,.@da_score+10;
+ mes "[Bijou]";
+ mes "4. Which town has";
+ mes "the most Dancers?";
+ next;
+ if (select("Al De Baran:Juno:Morroc:Comodo") == 4)
+ set .@da_score,.@da_score+10;
+ mes "[Bijou]";
+ mes "5. Of the following,";
+ mes "who dances most beautifully?";
+ next;
+ switch(select("" + strcharinfo(0) + ":Bijou:Isis:Guton Tak")) {
+ case 1:
+ mes "[Bijou]";
+ mes "...";
+ mes "That's...";
+ mes "^660000completely wrong^000000.";
+ mes "Didn't you see the";
+ mes "other choices?!";
+ mes "Minus points...!";
+ set .@da_score,.@da_score-10;
+ next;
+ break;
+ case 2:
+ set .@da_score,.@da_score+10;
+ break;
+ default:
+ break;
+ }
+ mes "[Bijou]";
+ mes "6. What is the Dancer";
+ mes "better at than the other";
+ mes "job classes?";
+ next;
+ if (select("Health:Acting :Dancing :Magic ") == 3)
+ set .@da_score,.@da_score+10;
+ mes "[Bijou]";
+ mes "7. Who is the manager";
+ mes "of the Comodo Casino?";
+ next;
+ if (select("Ryu:Moo:Roul:Hoon") == 2)
+ set .@da_score,.@da_score+10;
+ mes "[Bijou]";
+ mes "8. What item cannot";
+ mes "be equipped by a Dancer?";
+ next;
+ if (select("Kitty Band :Two-handed Sword:Sandals:Earring") == 2)
+ set .@da_score,.@da_score+10;
+ mes "[Bijou]";
+ mes "9. Do you think you";
+ mes "can say this quiz is";
+ mes "frustrating and annoying?";
+ next;
+ select("Yes:No");
+ set .@da_score,.@da_score+10;
+ mes "[Bijou]";
+ mes "10. Which of the following";
+ mes "is not a Jazz musician?";
+ next;
+ if (select("Art Blakey:Billie Holiday :Louis Armstrong :Bud Powell :Elder Willow ") == 5)
+ set .@da_score,.@da_score+10;
+ }
+ mes "[Bijou]";
+ mes "Good job~";
+ mes "It seems like you";
+ mes "answered all the";
+ mes "questions~";
+ next;
+ mes "[Bijou]";
+ mes "Let's see...";
+ mes "Your score is";
+ mes "" + .@da_score + " points...";
+ if (.@da_score == 100) {
+ set DANC_Q,7;
+ mes "Very well done!";
+ mes "A perfect score!";
+ next;
+ mes "[Bijou]";
+ mes "There aren't too many people who apply for the Dancer job with this kind of knowledge. I'm sorry for judging you by your looks~";
+ next;
+ mes "[Bijou]";
+ mes "Whew~";
+ mes "Now you only have the Dance Test. While we prepare the test, why don't you rest a bit? Ho ho ho~";
+ close;
+ }
+ else if (.@da_score > 70) {
+ set DANC_Q,7;
+ mes "It wasn't perfect, but I'll let you pass.";
+ close;
+ }
+ else {
+ set DANC_Q,6;
+ mes "You.. You failed!";
+ next;
+ mes "[Bijou]";
+ mes "Was it too hard?";
+ mes "When I was young, everyone knew at least enough to pass this test. Go and study some more before coming back, okay?";
+ close;
+ }
+ }
+ else if (DANC_Q == 7) {
+ mes "[Bijou]";
+ mes "Okay...";
+ mes "Are you ready";
+ mes "for the Dance Test?";
+ mes "If you like, I can";
+ mes "explain the instructions.";
+ next;
+ if (select("Listen to instructions.:Go to the testing area.") == 1) {
+ mes "[Bijou]";
+ mes "First of all, each person gets ^CD68891 minute^000000 for the test, and everyone dances ^CD6889one at a time^000000. Don't worry if you've never danced before~";
+ next;
+ mes "[Bijou]";
+ mes "Once you enter the testing area, you will see the stage. First, ^CD6889change your camera angle so that it faces forward^000000. It will probably work if you ^CD6889double-click on the right mouse button^000000.";
+ next;
+ mes "[Bijou]";
+ mes "If you don't reset your camera angle, you may get the ^CD6889Up, Down, Left, Right^000000 commands confused.";
+ next;
+ mes "[Bijou]";
+ mes "Wait for your turn in the ^CD6889waiting room^000000. If the person in front of you fails, or if it's your turn in line, your test will begin.";
+ next;
+ mes "[Bijou]";
+ mes "If there are a lot of people, not everyone might fit in the waiting room. If that's the case, just create an orderly line~";
+ next;
+ mes "[Bijou]";
+ mes "When the test begins, the music will be broadcast, as well as the direction in which you should move. Just follow the instructions and move your legs.";
+ next;
+ mes "[Bijou]";
+ mes "Remember, ^CD6889you will be disqualified if you don't perform the steps with the right timing^000000. Be careful, the test is very strict~";
+ close;
+ }
+ mes "[Bijou]";
+ mes "Well then~";
+ mes "Good luck...!!";
+ changequest 7004,7005;
+ set DANC_Q,8;
+ close2;
+ warp "job_duncer",105,109;
+ end;
+ }
+ else if (DANC_Q == 8) {
+ mes "[Bijou]";
+ mes "Oh my...";
+ mes "Did you";
+ mes "fail last time?";
+ mes "Don't worry, just";
+ mes "try to feel the rhythm~";
+ close2;
+ warp "job_duncer",105,109;
+ end;
+ }
+ else if (DANC_Q == 9) {
+ if (SkillPoint) {
+ mes "[Bijou]";
+ mes "You can't change jobs";
+ mes "if you still have skill";
+ mes "points left. Use the rest";
+ mes "and come back later.";
+ close;
+ }
+ mes "[Bijou]";
+ mes "Oh my...";
+ mes "I saw your";
+ mes "dance earlier.";
+ mes "You were great!";
+ next;
+ mes "[Bijou]";
+ mes "Your performance shows that you are than qualified to become a Dancer. Well then, let me change your job.";
+ next;
+ mes "[Bijou]";
+ mes "With the blessing of our goddess, you shall be reborn as a Dancer. From now on, no one will leave your presense without a smile~";
+ next;
+ set .@jlevel,JobLevel;
+ mes "[Bijou]";
+ completequest 7006;
+ callfunc "Job_Change",Job_Dancer;
+ callfunc "F_ClearJobVar";
+ mes "Ooh...!";
+ mes "You look great";
+ mes "as a Dancer~";
+ mes "Congratulations!";
+ next;
+ mes "[Bijou]";
+ mes "Here's a small";
+ mes "gift from me.";
+ mes "Please take it.";
+ mes "May your performances always bring joy to your audience~";
+ if (.@jlevel == 50)
+ getitem 1953,1; //Line_
+ else
+ getitem 1950,1; //Rope
+ close;
+ }
+}
+
+// Waiting Room
+//============================================================
+job_duncer,32,154,1 script Waiting Room#dance 66,{
+OnInit:
+ waitingroom "Waiting Room",20,"Waiting Room#dance::OnStartArena",1;
+ enablewaitingroomevent;
+ end;
+
+OnStartArena:
+ disablenpc "dance#up";
+ disablenpc "dance#down";
+ disablenpc "dance#left";
+ disablenpc "dance#right";
+ disablenpc "dance#cen";
+ donpcevent "dance#return::OnDisable";
+ warpwaitingpc "job_duncer",69,110,1;
+ donpcevent "Bijou#dance_timer::OnEnable";
+ disablewaitingroomevent;
+ end;
+
+OnEnable:
+ enablewaitingroomevent;
+ end;
+}
+
+job_duncer,32,154,1 script Waiting Room#click 66,{
+ mes "[Pyorgin]";
+ mes "Please wait in";
+ mes "the waiting room.";
+ mes "Click the Chatroom";
+ mes "box to enter.";
+ next;
+ mes "[Pyorgin]";
+ mes "Also, those who";
+ mes "are curious about";
+ mes "the test can watch";
+ mes "backstage.";
+ close;
+}
+
+// Dance Timer
+//============================================================
+job_duncer,69,105,0 script Bijou#dance_timer -1,{
+OnEnable:
+ initnpctimer;
+ end;
+
+OnDisable:
+ stopnpctimer;
+ end;
+
+OnTimer2000:
+ mapannounce "job_duncer","Okay, let's begin. Now relax, the test is 1 minute~",bc_map;
+ end;
+
+OnTimer5000:
+ mapannounce "job_duncer"," Up!",bc_map;
+ end;
+
+OnTimer7000:
+ disablenpc "dance#up";
+ enablenpc "dance#down";
+ enablenpc "dance#left";
+ enablenpc "dance#right";
+ enablenpc "dance#cen";
+ end;
+
+OnTimer8000:
+ donpcevent "Backdancer#1::OnSmile";
+ disablenpc "dance#up";
+ disablenpc "dance#down";
+ disablenpc "dance#left";
+ disablenpc "dance#right";
+ disablenpc "dance#cen";
+ mapannounce "job_duncer"," Down!",bc_map;
+ end;
+
+OnTimer11000:
+ enablenpc "dance#up";
+ disablenpc "dance#down";
+ enablenpc "dance#left";
+ enablenpc "dance#right";
+ enablenpc "dance#cen";
+ end;
+
+OnTimer12000:
+ donpcevent "Backdancer#1::OnSmile";
+ disablenpc "dance#up";
+ disablenpc "dance#down";
+ disablenpc "dance#left";
+ disablenpc "dance#right";
+ disablenpc "dance#cen";
+ mapannounce "job_duncer"," Left~!",bc_map;
+ end;
+
+OnTimer15000:
+ enablenpc "dance#up";
+ enablenpc "dance#down";
+ disablenpc "dance#left";
+ enablenpc "dance#right";
+ enablenpc "dance#cen";
+ end;
+
+OnTimer16000:
+ donpcevent "Backdancer#1::OnSmile";
+ disablenpc "dance#up";
+ disablenpc "dance#down";
+ disablenpc "dance#left";
+ disablenpc "dance#right";
+ disablenpc "dance#cen";
+ mapannounce "job_duncer"," Left, then Right~!",bc_map;
+ end;
+
+OnTimer19000:
+ enablenpc "dance#up";
+ enablenpc "dance#down";
+ enablenpc "dance#left";
+ disablenpc "dance#right";
+ enablenpc "dance#cen";
+ end;
+
+OnTimer20000:
+ donpcevent "Backdancer#1::OnSmile";
+ disablenpc "dance#up";
+ disablenpc "dance#down";
+ disablenpc "dance#left";
+ disablenpc "dance#right";
+ disablenpc "dance#cen";
+ mapannounce "job_duncer"," Back to the Center~ !",bc_map;
+ end;
+
+OnTimer23000:
+ enablenpc "dance#up";
+ enablenpc "dance#down";
+ enablenpc "dance#left";
+ enablenpc "dance#right";
+ disablenpc "dance#cen";
+ end;
+
+OnTimer23500:
+ donpcevent "Backdancer#1::OnSmile";
+ mapannounce "job_duncer"," Hold in place... ",bc_map;
+ end;
+
+OnTimer27000:
+ donpcevent "Backdancer#1::OnSmile";
+ mapannounce "job_duncer"," Hold then 'Improve Concentration!'",bc_map;
+ end;
+
+OnTimer28500:
+ mapannounce "job_duncer"," Pay attention! ",bc_map;
+ end;
+
+OnTimer30000:
+ donpcevent "Backdancer#1::OnSmile";
+ disablenpc "dance#up";
+ disablenpc "dance#down";
+ disablenpc "dance#left";
+ disablenpc "dance#right";
+ disablenpc "dance#cen";
+ mapannounce "job_duncer"," Left!",bc_map;
+ end;
+
+OnTimer34000:
+ enablenpc "dance#up";
+ enablenpc "dance#down";
+ disablenpc "dance#left";
+ enablenpc "dance#right";
+ enablenpc "dance#cen";
+ end;
+
+OnTimer35000:
+ donpcevent "Backdancer#1::OnSmile";
+ disablenpc "dance#up";
+ disablenpc "dance#down";
+ disablenpc "dance#left";
+ disablenpc "dance#right";
+ disablenpc "dance#cen";
+ mapannounce "job_duncer"," Down!",bc_map;
+ end;
+
+OnTimer38500:
+ mapannounce "job_duncer"," Down, then Right~ ",bc_map;
+ end;
+
+OnTimer40000:
+ enablenpc "dance#up";
+ enablenpc "dance#down";
+ enablenpc "dance#left";
+ disablenpc "dance#right";
+ enablenpc "dance#cen";
+ mapannounce "job_duncer"," Hold it~",bc_map;
+ end;
+
+OnTimer43000:
+ donpcevent "Backdancer#1::OnSmile";
+ disablenpc "dance#up";
+ disablenpc "dance#down";
+ disablenpc "dance#left";
+ disablenpc "dance#right";
+ disablenpc "dance#cen";
+ mapannounce "job_duncer"," Left, Center, Right, Up!",bc_map;
+ end;
+
+OnTimer49000:
+ disablenpc "dance#up";
+ enablenpc "dance#down";
+ enablenpc "dance#left";
+ enablenpc "dance#right";
+ enablenpc "dance#cen";
+ end;
+
+OnTimer50000:
+ donpcevent "Backdancer#1::OnSmile";
+ disablenpc "dance#up";
+ disablenpc "dance#down";
+ disablenpc "dance#left";
+ disablenpc "dance#right";
+ disablenpc "dance#cen";
+ mapannounce "job_duncer"," Right!",bc_map;
+ end;
+
+OnTimer53000:
+ enablenpc "dance#up";
+ enablenpc "dance#down";
+ enablenpc "dance#left";
+ disablenpc "dance#right";
+ enablenpc "dance#cen";
+ end;
+
+OnTimer54000:
+ donpcevent "Backdancer#1::OnSmile";
+ disablenpc "dance#up";
+ disablenpc "dance#down";
+ disablenpc "dance#left";
+ disablenpc "dance#right";
+ disablenpc "dance#cen";
+ mapannounce "job_duncer"," Left, Center, Down, Up~! ",bc_map;
+ end;
+
+OnTimer60000:
+ disablenpc "dance#up";
+ enablenpc "dance#down";
+ enablenpc "dance#left";
+ enablenpc "dance#right";
+ enablenpc "dance#cen";
+ end;
+
+OnTimer61000:
+ donpcevent "Backdancer#1::OnSmile";
+ disablenpc "dance#up";
+ disablenpc "dance#down";
+ disablenpc "dance#left";
+ disablenpc "dance#right";
+ disablenpc "dance#cen";
+ mapannounce "job_duncer"," Once again~ Left, Center, Down, Up~ ! ",bc_map;
+ end;
+
+OnTimer66000:
+ disablenpc "dance#up";
+ enablenpc "dance#down";
+ enablenpc "dance#left";
+ enablenpc "dance#right";
+ enablenpc "dance#cen";
+ end;
+
+OnTimer67000:
+ donpcevent "Backdancer#1::OnSmile";
+ disablenpc "dance#up";
+ disablenpc "dance#down";
+ disablenpc "dance#left";
+ disablenpc "dance#right";
+ disablenpc "dance#cen";
+ mapannounce "job_duncer"," Down~!",bc_map;
+ end;
+
+OnTimer69000:
+ enablenpc "dance#up";
+ disablenpc "dance#down";
+ enablenpc "dance#left";
+ enablenpc "dance#right";
+ enablenpc "dance#cen";
+ end;
+
+OnTimer70000:
+ donpcevent "Backdancer#1::OnSmile";
+ disablenpc "dance#up";
+ disablenpc "dance#down";
+ disablenpc "dance#left";
+ disablenpc "dance#right";
+ disablenpc "dance#cen";
+ mapannounce "job_duncer"," Left!",bc_map;
+ end;
+
+OnTimer74000:
+ enablenpc "dance#up";
+ enablenpc "dance#down";
+ disablenpc "dance#left";
+ enablenpc "dance#right";
+ enablenpc "dance#cen";
+ end;
+
+OnTimer75000:
+ donpcevent "Backdancer#1::OnSmile";
+ disablenpc "dance#up";
+ disablenpc "dance#down";
+ disablenpc "dance#left";
+ disablenpc "dance#right";
+ disablenpc "dance#cen";
+ mapannounce "job_duncer"," Center!",bc_map;
+ end;
+
+OnTimer80000:
+ enablenpc "dance#up";
+ enablenpc "dance#down";
+ enablenpc "dance#left";
+ enablenpc "dance#right";
+ disablenpc "dance#cen";
+ end;
+
+OnTimer81000:
+ donpcevent "Backdancer#1::OnSmile";
+ disablenpc "dance#up";
+ disablenpc "dance#down";
+ disablenpc "dance#left";
+ disablenpc "dance#right";
+ disablenpc "dance#cen";
+ mapannounce "job_duncer"," Okay, Finish~ 'Arrow Shower!'",bc_map;
+ end;
+
+OnTimer82000:
+ donpcevent "dance#poring::OnEnable";
+ end;
+
+OnTimer89000:
+ donpcevent "dance#poring::OnDisable";
+ donpcevent "dance#return::OnEnable";
+ end;
+}
+
+job_duncer,69,110,0 script dance#return -1,1,4,{
+OnTouch:
+ mapannounce "job_duncer","Good! Well done! Go back to Bijou!",bc_map;
+ set DANC_Q,9;
+ changequest 7005,7006;
+ warp "comodo",188,162;
+ end;
+
+OnDisable:
+ disablenpc "dance#return";
+ donpcevent "dance#return#2::OnDisable";
+ donpcevent "dance#return#3::OnDisable";
+ end;
+
+OnEnable:
+ enablenpc "dance#return";
+ donpcevent "dance#return#2::OnEnable";
+ end;
+}
+
+job_duncer,66,110,0 script dance#return#2 -1,1,1,{
+OnTouch:
+ set DANC_Q,9;
+ warp "comodo",188,162;
+ end;
+
+OnDisable:
+ disablenpc "dance#return#2";
+ end;
+
+OnEnable:
+ enablenpc "dance#return#2";
+ donpcevent "dance#return#3::OnEnable";
+ end;
+}
+
+job_duncer,72,110,0 script dance#return#3 -1,1,1,{
+OnTouch:
+ set DANC_Q,9;
+ warp "comodo",188,162;
+ end;
+
+OnDisable:
+ disablenpc "dance#return#3";
+ end;
+
+OnEnable:
+ enablenpc "dance#return#3";
+ donpcevent "Bijou#dance_timer::OnDisable";
+ donpcevent "Waiting Room#dance::OnEnable";
+ end;
+}
+
+// Dance Move Triggers
+//============================================================
+- script dancestep::StepTrigger -1,1,1,{
+OnTouch:
+ donpcevent "Backdancer#1::OnOmg";
+ mapannounce "job_duncer"," " + strcharinfo(0) + ", you lack rhythm... Your timing was too late!",bc_map;
+ set DANC_Q,8;
+ donpcevent "Bijou#dance_timer::OnDisable";
+ donpcevent "Waiting Room#dance::OnEnable";
+ warp "comodo",188,162;
+ end;
+}
+
+job_duncer,69,113,0 duplicate(StepTrigger) dance#up -1,1,1
+job_duncer,69,107,0 duplicate(StepTrigger) dance#down -1,1,1
+job_duncer,66,110,0 duplicate(StepTrigger) dance#left -1,1,1
+job_duncer,72,110,0 duplicate(StepTrigger) dance#right -1,1,1
+job_duncer,69,110,0 duplicate(StepTrigger) dance#cen -1,1,1
+
+job_duncer,10,10,0 script dance#poring -1,{
+OnEnable:
+ monster "job_duncer",69,106,"Poring",1002,1,"dance#poring::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ mapannounce "job_duncer"," Good! Well done! ",bc_map;
+ end;
+
+OnDisable:
+ killmonsterall "job_duncer";
+ end;
+
+}
+
+// Backup Dancers
+//============================================================
+job_duncer,63,110,4 script Backdancer#1::BackDancer 724,{
+ end;
+
+OnSmile:
+ Emotion e_no1;
+ donpcevent "Backdancer#2::OnSmile";
+ donpcevent "Backdancer#3::OnSmile";
+ donpcevent "Backdancer#4::OnSmile";
+ end;
+
+OnOmg:
+ Emotion e_omg;
+ donpcevent "Backdancer#2::OnOmg";
+ donpcevent "Backdancer#3::OnOmg";
+ donpcevent "Backdancer#4::OnOmg";
+ end;
+}
+
+job_duncer,66,113,4 script Backdancer#2 724,{
+ end;
+
+OnSmile:
+ Emotion e_no1;
+ end;
+
+OnOmg:
+ Emotion e_omg;
+ end;
+}
+
+job_duncer,72,113,4 script Backdancer#3 724,{
+ end;
+
+OnSmile:
+ Emotion e_no1;
+ end;
+
+OnOmg:
+ Emotion e_omg;
+ end;
+}
+
+job_duncer,75,110,4 script Backdancer#4 724,{
+ end;
+
+OnSmile:
+ Emotion e_no1;
+ end;
+
+OnOmg:
+ Emotion e_omg;
+ end;
+}
+
+//============================================================
+// Old changelog
+//============================================================
+//= 1.1 Removed the warp I left here my accident, added a check for using
+//= Improved Concentration and arrow shower, people could get away with it
+//= [Fredzilla]
+//= 1.0 I tried to keep as much the same from the Jap version as possible
+//= this turned out to be quite hard, but on the whole it is the same script
+//= I have added some new things, and changed some of the used commands,
+//= along with some optimization. [Fredzilla]
+//= 1.5 Added Baby Class Support [Fredzilla]
+//= 1.6 Added a func which prevent advanced classes passing
+//= 2nd Job Quests again. It also guides adv classes where
+//= to go. [Lupus]
+//= 2.0 Changed numbers to constants. [Vicious]
+//= 2.1 Script check #1. [Lance]
+//= 2.2 Fixed unpassable part, thx2 Alis [Lupus]
+//= 2.3 Updated initnpctimer to attach player to jobDq script [Skotlex]
+//= 2.4 Attached chrid to be able obtain player's SP on mobs death, optimized a bit [Lupus]
+//= 2.5 Final fix of chrid issues, changed 'Improved
+//= Concentration' to 'Attention Concentrate' [Lupus]
+//= 3.0 Some optimization, typos, added missing dialogues (4Kb lighter) [Lupus]
+//= 3.1 Implemented JOBLVL as in other quests [Lupus]
diff --git a/npc/pre-re/jobs/2-2/monk.txt b/npc/pre-re/jobs/2-2/monk.txt
new file mode 100644
index 000000000..869011f09
--- /dev/null
+++ b/npc/pre-re/jobs/2-2/monk.txt
@@ -0,0 +1,2628 @@
+//===== rAthena Script =======================================
+//= Monk Job Quest
+//===== By: ==================================================
+//= Dino9021, Edited / Translated by Celest
+//===== Current Version: =====================================
+//= 2.5
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Job quest for Monk classes
+//===== Additional Comments: =================================
+//= 2.2 Rescripted to Aegis 10.3 stadards. [L0ne_W0lf]
+//= No longer uses function "F_BlockHigh"
+//= 2.3 Corrected NPC names to fall within proper restrictions. [L0ne_W0lf]
+//= 2.3a Deleted unused variables. [Samuray22]
+//= 2.4 Added Quest Log commands. [Kisuka]
+//= 2.5 Removed the need for use of 'goto.' [L0ne_W0lf]
+//============================================================
+
+prt_monk,59,247,1 script Guarding Monk#mk 120,6,2,{
+ if (Upper == 1) {
+ mes "[Tohobu]";
+ mes "Hmm? What business do you have here?";
+ mes "If you wish to enter this sacred area,";
+ mes "you must give me your name and job level!";
+ next;
+ mes "[Tohobu]";
+ mes "....Eh?";
+ mes "Oh!^FF0000gosh^000000! I am sorry, I think I misunderstood you from someone I know.";
+ next;
+ mes "[Tohobu]";
+ mes ".......";
+ mes "........";
+ next;
+ mes "[Tohobu]";
+ mes "It is odd...I never misunderstand people...oh, well. Have a good day.";
+ close;
+ }
+ if (BaseJob == Job_Acolyte && MONK_Q == 0) {
+ mes "[Tohobu]";
+ mes "Hmm? What business do you have here?";
+ mes "If you wish to enter this sacred area,";
+ mes "you must give me your name and job level!";
+ next;
+ mes "[Tohobu]";
+ mes "Now, please tell me your name and job level.";
+ next;
+ if (select("Ignore him.:Tell him.") == 1) {
+ mes "[Tohobu]";
+ mes "To ignore another is disrespectful, get out!";
+ close2;
+ warp "prt_fild03",357,256;
+ end;
+ }
+ mes "[Tohobu]";
+ mes "Hmm... " + strcharinfo(0) + " is your name?";
+ mes "...did I say it right?";
+ mes "Okay, and your job level is " + JobLevel + " correct?";
+ next;
+ mes "[Tohobu]";
+ mes "Very well... why have you come here";
+ mes "" + strcharinfo(0) + "?";
+ next;
+ switch(select("To visit and learn about monks.:I wish to become a monk...:I'm tired and need to rest...")) {
+ case 1:
+ mes "[Tohobu]";
+ mes "I see...";
+ mes "We monks live our lives for spiritual enlightenment.";
+ mes "We improve our bodies as well as our minds to reach true inner peace.";
+ mes "May you find your inner peace as well.";
+ set MONK_Q,1;
+ close;
+ case 2:
+ if (BaseJob == Job_Acolyte && JobLevel > 39) {
+ mes "[Tohobu]";
+ mes "Hmm you seem as though you have been training for this...";
+ mes "That is good. Go see our sensei Moohae. Speak with him.";
+ mes "He will help you start your training.";
+ set MONK_Q,2;
+ setquest 3016;
+ close;
+ }
+ else if (BaseJob == Job_Acolyte && JobLevel < 40) {
+ mes "[Tohobu]";
+ mes "Hmm, you do not seem ready to become a monk.";
+ mes "To become a monk you must be,";
+ mes "at least a job level 40 Acolyte.";
+ mes "If not, you are not yet ready to become a monk.";
+ next;
+ mes "[Tohobu]";
+ mes "Come back to me when you have trained more";
+ mes "and I will let you know if you are ready.";
+ next;
+ mes "[Tohobu]";
+ mes "I hope that you will soon join us on our";
+ mes "path of inner peace and enlightenment.";
+ mes "I'll be waiting here for you.";
+ set MONK_Q,1;
+ close;
+ }
+ else {
+ mes "[Tohobu]";
+ mes "Hahahha that was a good joke!";
+ close;
+ }
+ case 3:
+ mes "[Tohobu]";
+ mes "Yes, we all need to take a rest once in a while...";
+ mes "It is a good idea not to stress your self.";
+ mes "Come in and make yourself comfortable.";
+ mes "Rest as long as you need to.";
+ next;
+ mes "[Tohobu]";
+ mes "I hope that you become energized";
+ mes "when observing our brothers in their";
+ mes "pursuit of spiritual enlightenment.";
+ mes "I hope you reach it too.";
+ set MONK_Q,1;
+ close;
+ }
+ }
+ else {
+ if (MONK_Q == 1 && BaseJob == Job_Acolyte) {
+ mes "[Tohobu]";
+ mes "What do you think? Did your visit reveal anything to your spirit?";
+ next;
+ switch(select("No...:I wish to become a monk.:I need to rest...")) {
+ case 1:
+ mes "[Tohobu]";
+ mes "I see, there is no shame in that.";
+ mes "I hope that your experience here with";
+ mes "our brothers has helped you become one";
+ mes "step closer to true enlightenment.";
+ set MONK_Q,1;
+ close;
+ case 2:
+ if (BaseJob == Job_Acolyte && JobLevel > 39) {
+ mes "[Tohobu]";
+ mes "Hmm you seem as though you have been training for this...";
+ mes "That is good. Go see our sensei Moohae. Speak with him.";
+ mes "He will help you start your training.";
+ set MONK_Q,2;
+ setquest 3016;
+ close;
+ }
+ else if (BaseJob == Job_Acolyte && JobLevel < 40) {
+ mes "[Tohobu]";
+ mes "Hmm, you do not seem ready to become a monk.";
+ mes "To become a monk you must be,";
+ mes "at least a job level 40 Acolyte.";
+ mes "If not, you are not yet ready to become a monk.";
+ next;
+ mes "[Tohobu]";
+ mes "Come back to me when you have trained more on your own";
+ mes "and I will let you know if you are ready.";
+ next;
+ mes "[Tohobu]";
+ mes "I hope that you will soon join us in our";
+ mes "path to inner peace and enlightenment.";
+ mes "I'll be waiting here for you.";
+ set MONK_Q,1;
+ close;
+ }
+ else {
+ mes "[Tohobu]";
+ mes "Hahahha that was a good joke!";
+ close;
+ }
+ case 3:
+ mes "[Tohobu]";
+ mes "Yes, we all need to take a rest once in a while...";
+ mes "It is a good idea not to stress your self.";
+ mes "Come in and make yourself comfortable.";
+ mes "Rest as long as you need to.";
+ next;
+ mes "[Tohobu]";
+ mes "I hope that you become energized";
+ mes "when observing our brothers in their";
+ mes "pursuit of spiritual enlightenment.";
+ mes "I hope you reach it too.";
+ set MONK_Q,1;
+ close;
+ }
+ }
+ if (MONK_Q == 0) {
+ mes "[Tohobu]";
+ mes "Hmm? What business do you have here?";
+ mes "If you wish to enter this sacred area,";
+ mes "You must give me your name, job level, and level!";
+ next;
+ mes "[Tohobu]";
+ mes "Now, please tell me your name as well as your job level!";
+ next;
+ if (select("Ignore.:Tell him.") == 1) {
+ mes "[Tohobu]";
+ mes "To ignore another is disrespectful, get out!";
+ close2;
+ warp "prt_fild03",357,256;
+ end;
+ }
+ mes "[Tohobu]";
+ mes "Hmm... " + strcharinfo(0) + " is your name?";
+ mes "...did I say it right?";
+ mes "Okay, and your job level is " + JobLevel + " correct?";
+ next;
+ mes "[Tohobu]";
+ mes "Okay, Now, why have you come here";
+ mes "" + strcharinfo(0) + "?";
+ next;
+ switch(select("To visit and learn about monks.:I wish to become a monk...:I'm tired and need to rest...")) {
+ case 1:
+ mes "[Tohobu]";
+ mes "I see...";
+ mes "We monks live our lives for God and spiritual enlightenment.";
+ mes "We improve our bodies as well as our minds to reach true inner peace.";
+ mes "May you find your inner peace as well.";
+ set MONK_Q,1;
+ close;
+ case 2:
+ if (BaseJob == Job_Acolyte && JobLevel > 39) {
+ mes "[Tohobu]";
+ mes "Hmm you seem as though you have been training for this...";
+ mes "That is good. Go see our sensei Moohae, speak with him";
+ mes "and he will help you start new training.";
+ set MONK_Q,2;
+ setquest 3016;
+ close;
+ }
+ else if (BaseJob == Job_Acolyte && JobLevel < 40) {
+ mes "[Tohobu]";
+ mes "Hmm, you do not seem ready to become a monk.";
+ mes "To become a monk you must be,";
+ mes "at least a job level 40 Acolyte.";
+ mes "If not, you are not yet ready to become a monk.";
+ next;
+ mes "[Tohobu]";
+ mes "Come back to me when you have trained more on your own";
+ mes "and I will let you know if you are ready.";
+ next;
+ mes "[Tohobu]";
+ mes "I hope that you will soon join us in our";
+ mes "path to inner peace and enlightenment.";
+ mes "I'll be waiting here for you.";
+ set MONK_Q,1;
+ close;
+ }
+ else {
+ mes "[Tohobu]";
+ mes "Hahahha that was a good joke!";
+ close;
+ }
+ case 3:
+ mes "[Tohobu]";
+ mes "Yes, we all need to take a rest once in a while...";
+ mes "It is a good idea not to stress your self.";
+ mes "Come in and make yourself comfortable.";
+ mes "Rest as long as you need to.";
+ next;
+ mes "[Tohobu]";
+ mes "I hope that you become energized";
+ mes "when observing our brothers in their";
+ mes "pursuit of spiritual enlightenment.";
+ mes "I hope you reach it too.";
+ set MONK_Q,1;
+ close;
+ }
+ }
+ else if (MONK_Q == 1) {
+ mes "[Tohobu]";
+ mes "Listen carefully on your journey.";
+ mes "There is much to learn.";
+ close;
+ }
+ else if (BaseJob == Job_Acolyte && MONK_Q == 2) {
+ mes "[Tohobu]";
+ mes "Hmm... would you like to meet sensei Moohae?";
+ mes "He is in the south east area in 'The Hall of Monks'.";
+ close;
+ }
+ else if (BaseJob == Job_Acolyte && MONK_Q > 2) {
+ mes "[Tohobu]";
+ mes "I hope you do well in your training and I look forward to seeing you again.";
+ close;
+ }
+ else {
+ mes "[Tohobu]";
+ mes "Welcome to the central chamber of our Church.";
+ mes "Please, try not to disturb the other monks.";
+ mes "Even if you are a monk yourself.";
+ close;
+ }
+ }
+
+OnTouch:
+ if (MONK_Q == 0) {
+ mes "[Tohobu]";
+ mes "How dare you set foot in";
+ mes "this holy building! ! !";
+ mes "Where is your respect?!";
+ next;
+ mes "[Tohobu]";
+ mes "Leave this place ! ! !";
+ close;
+ }
+ if (MONK_Q == 1) {
+ mes "[Tohobu]";
+ mes "Hmmm... come in.";
+ mes "You may learn something...";
+ close;
+ }
+ if (BaseJob == Job_Acolyte && MONK_Q == 2) {
+ mes "[Tohobu]";
+ mes "Hmm.....you wish to see our sensei Moohae?";
+ mes "He is in the south east section of this building.";
+ close;
+ }
+ if (BaseJob == Job_Acolyte && MONK_Q > 2) {
+ mes "[Tohobu]";
+ mes "I look forward to seeing you become a monk and joining us.";
+ close;
+ }
+ end;
+}
+
+monk_in,99,58,1 script Sensei Moohae#mk 60,{
+ mes "[Sensei Moohae]";
+ mes "Greetings, you seem to be on a pure path.";
+ mes "Come in, come in, what can I do for you today?";
+ next;
+ if (SkillPoint) {
+ mes "[Sensei Moohae]";
+ mes "If you have free skill points, you will lose them during a job change.";
+ mes "Make sure to use any skill points you have.";
+ close;
+ }
+ if (BaseJob == Job_Acolyte && MONK_Q == 2 && JobLevel > 39) {
+ mes "[Sensei Moohae]";
+ mes "I sense a fighting spirit, do you wish to become a monk? ";
+ next;
+ if (select("Yes.:No.") == 2) {
+ mes "[Sensei Moohae]";
+ mes "My apologies... It has been some time since";
+ mes "I have sensed someone with your strength.";
+ mes "I hope you find your path young one.";
+ close;
+ }
+ mes "[Sensei Moohae]";
+ mes "There are still those who wish to follow the old ways.";
+ if (Sex)
+ mes "A strong young man. I am pleased of your will to join us.";
+ else
+ mes "Such a delicate flower. I am pleased to see your will to join us.";
+ next;
+ mes "[Sensei Moohae]";
+ mes "Oh, you are the new pupil that wishes to join us...";
+ mes "Well there are a few things that you should know prior to beginning your training.";
+ next;
+ mes "[Sensei Moohae]";
+ mes "We monks are on a path of inner peace and enlightenment.";
+ mes "We strive to bring such peace to all others with great care.";
+ next;
+ mes "[Sensei Moohae]";
+ mes "We monks achieve this from mental and physical training.";
+ mes "We search for enlightenment in our surroundings and in nature.";
+ next;
+ mes "[Sensei Moohae]";
+ mes "It is, of course, important to always keep our original faith in God.";
+ next;
+ mes "[Sensei Moohae]";
+ mes "This is not an easy life and the true test of becoming a monk is having the ability to endure all of which I said...";
+ mes "The life of a monk is not for everybody, only those strong enough can become a monk.";
+ next;
+ mes "[Sensei Moohae]";
+ mes "Now, that you understand all of this,";
+ mes "prepare yourself to train";
+ mes "your strength and spirit.";
+ next;
+ mes "[Sensei Moohae]";
+ mes "Let us start with a simple task.";
+ next;
+ switch(rand(1,7)) {
+ case 1: setarray .@items[0], 938,5, 1055,10, 511,20, 3; changequest 3016,3017; break;
+ case 2: setarray .@items[0], 942,20, 1002,5, 510,3, 4; changequest 3016,3018; break;
+ case 3: setarray .@items[0], 905,30, 909,5, 955,10, 5; changequest 3016,3019; break;
+ case 4: setarray .@items[0], 943,5, 935,20, 912,5, 6; changequest 3016,3020; break;
+ case 5: setarray .@items[0], 7053,5, 509,10, 508,10, 7; changequest 3016,3021; break;
+ case 6: setarray .@items[0], 913,10, 948,4, 7033,20, 8; changequest 3016,3022; break;
+ case 7: setarray .@items[0], 1027,5, 1025,20, 1042,10, 9; changequest 3016,3023; break;
+ }
+ mes "[Sensei Moohae]";
+ mes .@items[1]+" "+getitemname(.@items[0])+",";
+ mes .@items[3]+" "+getitemname(.@items[2])+",";
+ mes .@items[5]+" "+getitemname(.@items[4])+".";
+ mes "Find these items and return to me.";
+ set MONK_Q,.@items[6];
+ next;
+ mes "[Sensei Moohae]";
+ switch (.@items[6]) {
+ case 3: mes "Why the face? This is a test of your abilities."; break;
+ case 4: mes "What's wrong? This is a test of your abilities."; break;
+ case 5: mes "You do understand don't you? This is a test of your abilities."; break;
+ case 6: mes "Don't look at me like that. This is a test of your abilities."; break;
+ case 7: mes "You don't seem concerned, this is a test of your abilities You should take this seriously."; break;
+ case 8: mes "It is a test of your abilities so make sure you acquire these on your own."; break;
+ case 9: mes "Don't be concerned, I believe you can do it. This is only to test your abilities."; break;
+ }
+ next;
+ mes "[Sensei Moohae]";
+ mes "If you are unable to return with these items, you are not yet ready to become a monk.";
+ mes "Be sure to collect all the items I listed.";
+ mes "May God be with you.";
+ close;
+ }
+ else if (MONK_Q == 3) {
+ mes "[Sensei Moohae]";
+ mes "You are back, did you bring what I asked?";
+ next;
+ if (countitem(938) > 4 && countitem(1055) > 9 && countitem(511) > 19) {
+ mes "[Sensei Moohae]";
+ mes "Well done, you found all the items.";
+ mes "I will tell this to the elders.";
+ set MONK_Q,10;
+ changequest 3017,3024;
+ delitem 938,5; //Sticky_Mucus
+ delitem 1055,10; //Earthworm_Peeling
+ delitem 511,20; //Green_Herb
+ next;
+ mes "[Sensei Moohae]";
+ mes "Let's see who is to see you next..";
+ mes "Ah... go find elder Touha.";
+ mes "He is in the north west.";
+ close;
+ }
+ else {
+ mes "[Sensei Moohae]";
+ mes "How can you think to be done?";
+ mes "You do not have what I asked for!";
+ mes "5 Sticky Mucus,";
+ mes "10 Earthworm Peeling,";
+ mes "20 Green Herb.";
+ mes "These are the items I require, go find them all.";
+ close;
+ }
+ }
+ else if (MONK_Q == 4) {
+ mes "[Sensei Moohae]";
+ mes "...eh?";
+ next;
+ if (countitem(942) > 19 && countitem(1002) > 4 && countitem(510) > 2) {
+ mes "[Sensei Moohae]";
+ mes "Very good, you found all the items.";
+ mes "I will tell this to the elders.";
+ set MONK_Q,10;
+ changequest 3018,3024;
+ delitem 942,20; //Yoyo_Tail
+ delitem 1002,5; //Iron_Ore
+ delitem 510,3; //Blue_Herb
+ next;
+ mes "[Sensei Moohae]";
+ mes "Let's see who is to see you next..";
+ mes "Ah... go find elder Touha.";
+ mes "He is in the north west.";
+ close;
+ }
+ else {
+ mes "[Sensei Moohae]";
+ mes "Why did you return?";
+ mes "You do not have what I asked for!";
+ mes "20 Yoyo Tail,";
+ mes "5 Iron Ore,";
+ mes "3 Blue Herb.";
+ mes "These are the items I require, go find them all.";
+ close;
+ }
+ }
+ else if (MONK_Q == 5) {
+ mes "[Sensei Moohae]";
+ mes "Hmm?";
+ next;
+ if (countitem(905) > 29 && countitem(909) > 4 && countitem(955) > 9) {
+ mes "[Sensei Moohae]";
+ mes "See, that wasn't so bad you real found all the items.";
+ mes "I will tell this to the elders.";
+ set MONK_Q,10;
+ changequest 3019,3024;
+ delitem 905,30; //Stem
+ delitem 909,5; //Jellopy
+ delitem 955,10; //Worm_Peelings
+ next;
+ mes "[Sensei Moohae]";
+ mes "The next step will be given";
+ mes "to you by Touha.";
+ mes "He is in the north west.";
+ close;
+ }
+ else {
+ mes "[Sensei Moohae]";
+ mes "How can you think to be done?";
+ mes "You do not have what I asked for!";
+ mes "30 Stem,";
+ mes "5 Jellopy";
+ mes "10 Worm Peelings";
+ mes "These are the items I require, go find them all.";
+ close;
+ }
+ }
+ else if (MONK_Q == 6) {
+ mes "[Sensei Moohae]";
+ mes "I have been waiting for you.";
+ next;
+ if (countitem(943) > 4 && countitem(935) > 19 && countitem(912) > 4) {
+ mes "[Sensei Moohae]";
+ mes "Impressive, you really found all the items.";
+ mes "I will tell this to the elders.";
+ set MONK_Q,10;
+ changequest 3020,3024;
+ delitem 943,5; //Solid_Shell
+ delitem 935,20; //Shell
+ delitem 912,5; //Zargon
+ next;
+ mes "[Sensei Moohae]";
+ mes "Your next step will be with..";
+ mes "elder Touha. Go find him.";
+ mes "He is in the north west.";
+ close;
+ }
+ else {
+ mes "[Sensei Moohae]";
+ mes "How can you think to be done?";
+ mes "You do not have what I asked for!";
+ mes "5 Solid Shell,";
+ mes "20 Shell,";
+ mes "5 Zargon.";
+ mes "These are the items I require, go find them all.";
+ close;
+ }
+ }
+ else if (MONK_Q == 7) {
+ mes "[Sensei Moohae]";
+ mes "Hello again. Back so soon?";
+ next;
+ if (countitem(7053) > 4 && countitem(509) > 9 && countitem(508) > 9) {
+ mes "[Sensei Moohae]";
+ mes "Very nice, you found all the items.";
+ mes "I will tell this to the elders.";
+ set MONK_Q,10;
+ changequest 3021,3024;
+ delitem 7053,5; //Cyfar
+ delitem 509,10; //White_Herb
+ delitem 508,10; //Yellow_Herb
+ next;
+ mes "[Sensei Moohae]";
+ mes "Let's see who is to see you next..";
+ mes "Ah... go find elder Touha.";
+ mes "He is in the north west.";
+ close;
+ }
+ else {
+ mes "[Sensei Moohae]";
+ mes "Where are the items...?";
+ mes "You do not have what I asked for!";
+ mes "5 Cyfar,";
+ mes "10 White Herb,";
+ mes "10 Yellow Herb.";
+ mes "These are the items I require, go find them all.";
+ close;
+ }
+ }
+ else if (MONK_Q == 8) {
+ mes "[Sensei Moohae]";
+ mes "Hmm?";
+ next;
+ if (countitem(913) > 9 && countitem(948) > 4 && countitem(7033) > 19) {
+ mes "[Sensei Moohae]";
+ mes "Excellent, all the items I asked for.";
+ mes "I will tell this to the elders.";
+ set MONK_Q,10;
+ changequest 3022,3024;
+ delitem 913,10; //Tooth_Of_Bat
+ delitem 948,5; //Bear's_Foot
+ delitem 7033,20; //Poison_Spore
+ next;
+ mes "[Sensei Moohae]";
+ mes "Let's see who is to see you next..";
+ mes "Ah... go find elder Touha.";
+ mes "He is in the north west.";
+ close;
+ }
+ else {
+ mes "[Sensei Moohae]";
+ mes "How can you think to be done?";
+ mes "You do not have what I asked for!";
+ mes "10 Tooth of Bat,";
+ mes "5 Bear's Foot skin";
+ mes "20 Poison Spore";
+ mes "These are the items I require, go find them all.";
+ close;
+ }
+ }
+ else if (MONK_Q == 9) {
+ mes "[Sensei Moohae]";
+ mes "Welcome back.";
+ next;
+ if (countitem(1027) > 4 && countitem(1025) > 19 && countitem(1042) > 9) {
+ mes "[Sensei Moohae]";
+ mes "Wow, you found all the items!!";
+ mes "I will tell this to the elders.";
+ set MONK_Q,10;
+ changequest 3023,3024;
+ delitem 1027,5; //Porcupine_Spike
+ delitem 1025,20; //Spiderweb
+ delitem 1042,10; //Short_Leg
+ next;
+ mes "[Sensei Moohae]";
+ mes "Let's see who is to see you next..";
+ mes "Ah... go find elder Touha.";
+ mes "He is in the north west.";
+ close;
+ }
+ else {
+ mes "[Sensei Moohae]";
+ mes "How can you think to be done?";
+ mes "You do not have what I asked for!";
+ mes "5 Porcupine Quill,";
+ mes "20 Cobweb,";
+ mes "10 Bug Leg.";
+ mes "These are the items I require, go find them all.";
+ close;
+ }
+ }
+ else if (MONK_Q > 9 && MONK_Q < 14) {
+ mes "[Sensei Moohae]";
+ mes "I told you already.";
+ mes "Go find ^CC0000Touha^000000.";
+ mes "He is a little north west of here.";
+ close;
+ }
+ else if (MONK_Q > 13 && MONK_Q < 26) {
+ mes "[Sensei Moohae]";
+ mes "Oh, are you still in the process of training?";
+ mes "Hurry and finish!";
+ close;
+ }
+ else if (MONK_Q > 25 && MONK_Q < 27) {
+ mes "[Sensei Moohae]";
+ mes "I hear good things coming from your training.";
+ mes "Good luck and work hard. You will do great things as a monk.";
+ close;
+ }
+ else if (MONK_Q == 27 && BaseJob == Job_Acolyte) {
+ mes "[Sensei Moohae]";
+ mes ".......Hmmm.....";
+ mes "Go to Tomoon, get a special potion from him. It will look like a green potion, but it isn't. Bring it to me...";
+ close;
+ }
+ else if (MONK_Q == 28 && BaseJob == Job_Acolyte) {
+ if (countitem(506) > 0) {
+ mes "[Sensei Moohae]";
+ mes "Do you still have the medicine you were supposed to bring?";
+ mes "You must drink that green potion to strengthen yourself for becoming a monk.";
+ }
+ else if (countitem(506) == 0) {
+ mes "[Sensei Moohae]";
+ mes "Have you finished the task? Good, so you do have what it takes to become a monk.";
+ mes "You didn't throw away the precious potion did you?";
+ next;
+ mes "[Sensei Moohae]";
+ mes "The potion you drank earlier must be taking its effect by now.";
+ mes "Now that you drank the potion your training to become a monk will begin shortly...";
+ next;
+ mes "[Sensei Moohae]";
+ mes "But first, answer me these questions.";
+ mes "Do you dedicate the remainder of your life to the pursuit of purity?";
+ next;
+ if (select("Yes.:No.") == 2) {
+ mes "[Sensei Moohae]";
+ mes "....with that kind of reply...";
+ mes "Have you not enough heart to become a monk?";
+ mes "Do you feel you have not suffered enough?";
+ next;
+ mes "[Sensei Moohae]";
+ mes "Think about it a little more and return!";
+ mes "We cannot accept a monk who is tainted with doubt...";
+ close;
+ }
+ mes "[Sensei Moohae]";
+ mes "Will you take advantage of the abilities gained through our training to use for personal benefit?";
+ next;
+ if (select("Yes.:No.") == 1) {
+ mes "[Sensei Moohae]";
+ mes "...then we cannot accept you as a monk. We, monks do not practice for personal benefit.";
+ mes "We lead our lives honorably and as holy executioners to the damned.";
+ next;
+ mes "[Sensei Moohae]";
+ mes "Go back where you're from and reconsider what it means to be a monk...";
+ mes "How you stand before me now, you will never last as a monk and will be tainted by that which is evil...";
+ close;
+ }
+ mes "[Sensei Moohae]";
+ mes "Will you punishing those who are against";
+ mes "veritas and aequitas? ^CCCCCC(Truth and Justice)^000000";
+ next;
+ if (select("Yes.:No.") == 2) {
+ mes "[Sensei Moohae]";
+ mes "Who do you think we, the monks are for!";
+ mes "Any creature that is against the will of such spawns from the dregs of the world!";
+ mes "They are not worthy to exist!";
+ next;
+ mes "[Sensei Moohae]";
+ mes "Return when you are ready to face and eliminate that which is evil.";
+ mes "Then you will know what you have to do next without my instructions.";
+ close;
+ }
+ mes "[Sensei Moohae]";
+ mes "Will you cooperate with others who have the same goal as yours and sacrifice yourself as a means to an end?";
+ next;
+ if (select("Yes.:No.") == 2) {
+ mes "[Sensei Moohae]";
+ mes "Did you say no...? This is unacceptable...";
+ mes "If you can help your comrades by sacrificing yourself that is a true display of purity.";
+ next;
+ mes "[Sensei Moohae]";
+ mes "Go back and contemplate upon what it means to sacrifice yourself for those you care for.";
+ mes "Sacrificing yourself for others may seem easy, but it's the most difficult thing to do as a human being.";
+ close;
+ }
+ mes "[Sensei Moohae]";
+ mes "Will you assist your comrades by gathering monsters to follow you?";
+ next;
+ if (select("Yes.:No.") == 1) {
+ mes "[Sensei Moohae]";
+ mes "That is not acceptable. Purposely taunting monsters to follow you can be very dangerous and harmful to others. This is not the way of a monk.";
+ mes "... that behavior is regarded as careless and is not tolerated.";
+ next;
+ mes "[Sensei Moohae]";
+ mes "Even though you may be nearly invincible when hardening your body that skill is meant to be used for emergency situation not to be used for such disrespectful use!";
+ next;
+ mes "[Sensei Moohae]";
+ mes "You might feel that's helping others, but it's not true.";
+ mes "Consider what it is you must do as a monk for others again.";
+ close;
+ }
+ mes "[Sensei Moohae]";
+ mes "Will you yell and shout the same things over and over again in towns or in fields?";
+ next;
+ if (select("Yes.:No.") == 1) {
+ mes "[Sensei Moohae]";
+ mes "You are not allowed to do so. This doesn't apply only to monks but to everyone.";
+ mes "Nobody wants their peace disturbed!";
+ mes "Even if you mean well by it, it is disrespectful and not allowed.";
+ close;
+ }
+ mes "[Sensei Moohae]";
+ mes "Are you willing to die for others on your monk's path of being a holy executioner?";
+ next;
+ if (select("Yes.:No.") == 2) {
+ mes "[Sensei Moohae]";
+ mes "You cannot become a monk with such an attitude!!!";
+ mes "If we can eliminate at least one more enemy of ours by sacrificing ourselves, that's what is expected of you as a holy executioner in whom we are trained to be.";
+ next;
+ mes "[Sensei Moohae]";
+ mes "If you are unwilling to sacrifice yourself for those you care about,";
+ mes "how can you expect to reach true enlightenment?";
+ mes "Ponder upon the real meaning of life and death!!";
+ close;
+ }
+ mes "Lastly, make your oath that you will keep these vows.";
+ next;
+ if (select(" I vow to keep these oaths.:...eh...no...") == 2) {
+ mes "[Sensei Moohae]";
+ mes "..............";
+ next;
+ mes "[Sensei Moohae]";
+ mes "Then your training isn't completed.";
+ if (Sex)
+ mes "You will not be accepted as a monk my boy.";
+ else
+ mes "You will not be accepted as a monk little girl.";
+ next;
+ mes "[Sensei Moohae]";
+ mes "In light of this, your training will start again from the beginning....";
+ next;
+ mes "Calm down yourself... I reconsidered... perhaps you are simply not ready for the commitment yet.";
+ mes "Come back later when you're ready...";
+ next;
+ mes "[Sensei Moohae]";
+ if (Sex)
+ mes "I hope that you are able to realize what you are to become soon my boy...";
+ else
+ mes "I hope that you are able to realize what you are to become soon my girl...";
+ close;
+ }
+ mes "[Sensei Moohae]";
+ mes "Then your training is complete...";
+ mes "Please come closer.";
+ if (Sex)
+ mes "We welcome you brother, in our holy battle against evil!";
+ else
+ mes "We welcome you sister, in our holy battle against evil!";
+ next;
+ mes "[Sensei Moohae]";
+ if (Sex)
+ mes "My brother, your oath has been heard by all around us.";
+ else
+ mes "My sister, your oath has been heard by all around us.";
+ next;
+ mes "[Sensei Moohae]";
+ mes "I will now perform the ultimate techniques upon your body...";
+ next;
+ mes "[Sensei Moohae]";
+ mes "I will use these ancient techniques to amplify your strength through the use of pressure points on your body.";
+ next;
+ mes "[Sensei Moohae]";
+ mes "Close your eyes.........";
+ next;
+ mes "[Sensei Moohae]";
+ mes "And relax your body.......";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "^00CCCC- You breathe in deeply -^000000";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "^CC0000- You feel fingers poking you all over your body with swiftness -^000000";
+ next;
+ mes "[Sensei Moohae]";
+ mes "Kiiii~~~Yahahhhhhhh!!!";
+ next;
+ mes "[Sensei Moohae]";
+ mes "Ooooohaaa!!!";
+ next;
+ mes "[Sensei Moohae]";
+ mes "Kiii~~~Yahahhhhhhh!!!";
+ next;
+ mes "[Sensei Moohae]";
+ mes "Haa~ Haa~ Haa~!!!!!";
+ next;
+ mes "[Sensei Moohae]";
+ mes ".... now open your eyes......";
+ next;
+ mes "[Sensei Moohae]";
+ mes "....and see life through the eyes of a monk.";
+ next;
+ set .@jlevel,JobLevel;
+ completequest 3032;
+ callfunc "Job_Change",Job_Monk;
+ callfunc "F_ClearJobVar";
+ mes "[Sensei Moohae]";
+ mes "....You are a monk.";
+ next;
+ mes "[Sensei Moohae]";
+ mes "...heh.";
+ next;
+ mes "[Sensei Moohae]";
+ mes "Well...I guess I am too old to do that anymore...I was better when I was younger...";
+ next;
+ mes "[Sensei Moohae]";
+ mes "...anyways, you are a monk now.";
+ mes "Welcome!";
+ next;
+ mes "[Sensei Moohae]";
+ mes "I hope you will keep your vow..";
+ next;
+ mes "[Sensei Moohae]";
+ mes "continue your training on your path and practice harder.";
+ next;
+ mes "[Sensei Moohae]";
+ mes "Now...you may leave where the wind may take you.";
+ mes "Oh and I have a gift for you before you leave.";
+ if (.@jlevel == 50)
+ getitem 1804,1; //Knuckle_Duster_
+ else
+ getitem 1801,1; //Waghnakh
+ }
+ close;
+ }
+ else if (BaseJob == Job_Acolyte) {
+ mes "[Sensei Moohae]";
+ mes "You are...an acolyte..?";
+ mes "If you seek consultation, go to the Sanctuary in Prontera. This place is for Monks, not for you.";
+ mes "Unless you intend to become a monk....please leave.";
+ close;
+ }
+ else if (BaseJob == Job_Monk) {
+ mes "[Sensei Moohae]";
+ mes "How's your practice going?";
+ mes "I hope you are still training and keeping your vows.";
+ next;
+ mes "[Sensei Moohae]";
+ mes "We must always continue our training in life and stay true to our path.";
+ mes "Otherwise evil will come and taint our mind with impurities.";
+ next;
+ mes "[Sensei Moohae]";
+ mes "Don't forget your vows, stay on your path and";
+ mes "do not let any evil taint your pure heart.";
+ close;
+ }
+ else {
+ mes "[Sensei Moohae]";
+ mes "If you seek consultation, go to the Sanctuary in Prontera.";
+ mes "We do not have anything of interest to you here, please leave and do not disturb the other monks.";
+ close;
+ }
+}
+
+prt_monk,251,255,1 script Touha#mk 79,{
+ if (MONK_Q >= 10 && MONK_Q < 14) {
+ if (MONK_Q == 10) {
+ mes "[Touha]";
+ mes "What brings you to me.";
+ mes "Do you wish to share a conversation with me?";
+ next;
+ mes "[Touha]";
+ mes "Oh, I see. You're on the monk in training.";
+ mes "You already possess a similar spirit as a monk's.";
+ next;
+ mes "[Touha]";
+ mes "By the looks of you, it seems, you";
+ mes "have already visited Sensei Moohae. Good.";
+ next;
+ mes "[Touha]";
+ mes "Let me inform you about certain things you must know as a monk.";
+ mes "Then I will help you to strengthen your body so that you can bear your next training.";
+ next;
+ mes "[Touha]";
+ mes "Calm your mind.";
+ mes "Relax your body...are you ready?";
+ next;
+ if (select("Yes.:No.") == 2) {
+ mes "[Touha]";
+ mes "Please come back when you're ready.";
+ close;
+ }
+ mes "[Touha]";
+ mes "Ok...then.";
+ next;
+ mes "[Touha]";
+ mes "Please repeat after me.";
+ next;
+ changequest 3024,3025;
+ }
+ else {
+ mes "[Touha]";
+ mes "Now, pay attention this time...";
+ next;
+ }
+ mes "[Touha]";
+ set .@rand,rand(1,3);
+ if ((.@rand == 1) || (MONK_Q == 11)) {
+ set MONK_Q,11;
+ mes "I seek the path";
+ next;
+ mes "[Touha]";
+ mes "of enlightenment.";
+ next;
+ mes "[Touha]";
+ mes "We monks";
+ next;
+ mes "[Touha]";
+ mes "shall hold true";
+ next;
+ mes "[Touha]";
+ mes "to what we believe";
+ next;
+ mes "[Touha]";
+ mes "and will help protect others";
+ next;
+ mes "[Touha]";
+ mes "through the teachings";
+ next;
+ mes "[Touha]";
+ mes "we learn through our lives.";
+ next;
+ mes "[Touha]";
+ mes "In nomine Patris, et Filii";
+ next;
+ mes "[Touha]";
+ mes "et Spiritus Sancti.";
+ }
+ else if ((.@rand == 2) || (MONK_Q == 12)) {
+ set MONK_Q,12;
+ mes "I commit myself to";
+ next;
+ mes "[Touha]";
+ mes "veritas and aequitas.";
+ next;
+ mes "[Touha]";
+ mes "I will follow my path";
+ next;
+ mes "[Touha]";
+ mes "to enlightenment and purity.";
+ next;
+ mes "[Touha]";
+ mes "I will protect my";
+ next;
+ mes "[Touha]";
+ mes "brothers with my life.";
+ next;
+ mes "[Touha]";
+ mes "Evil shall never be";
+ next;
+ mes "[Touha]";
+ mes "victorious while I breathe.";
+ next;
+ mes "[Touha]";
+ mes "In nomine Patris, et Filii";
+ next;
+ mes "[Touha]";
+ mes "et Spiritus Sancti.";
+ }
+ else if ((.@rand == 3) || (MONK_Q == 13)) {
+ set MONK_Q,13;
+ mes "And shepherds we shall be,";
+ next;
+ mes "[Touha]";
+ mes "for thee my lord for thee.";
+ next;
+ mes "[Touha]";
+ mes "Power hath descended forth";
+ next;
+ mes "[Touha]";
+ mes "from the hand";
+ next;
+ mes "[Touha]";
+ mes "so our feet may swiftly carry";
+ next;
+ mes "[Touha]";
+ mes "out thy command. And we shall";
+ next;
+ mes "[Touha]";
+ mes "flow a river forth to thee and";
+ next;
+ mes "[Touha]";
+ mes "teeming with souls shall it ever be";
+ next;
+ mes "[Touha]";
+ mes "In nomine Patris, et Filii";
+ next;
+ mes "[Touha]";
+ mes "et Spiritus Sancti.";
+ }
+ next;
+ if (MONK_Q == 10) {
+ mes "[Touha]";
+ mes "Ok, that is all. Now repeat what I have spoken.";
+ mes "" + strcharinfo(0) + ", your turn.";
+ next;
+ }
+ if (MONK_Q == 11) {
+ switch(select("shall hold true:We monks:and will help protect others:through the teachings:In nomine Patris, et Filii:to what we believe:I seek the path:we learn through our lives.:et Spiritus Sancti.:of enlightenment.")) {
+ case 1:
+ mes "[" + strcharinfo(0) + "]";
+ mes "shall hold true";
+ break;
+ case 2:
+ mes "[" + strcharinfo(0) + "]";
+ mes "We monks";
+ break;
+ case 3:
+ mes "[" + strcharinfo(0) + "]";
+ mes "and will help protect others";
+ break;
+ case 4:
+ mes "[" + strcharinfo(0) + "]";
+ mes "through the teachings";
+ break;
+ case 5:
+ mes "[" + strcharinfo(0) + "]";
+ mes "In nomine Patris, et Filii";
+ break;
+ case 6:
+ mes "[" + strcharinfo(0) + "]";
+ mes "to what we believe";
+ break;
+ case 7:
+ set .@monk_t,.@monk_t+10;
+ mes "[" + strcharinfo(0) + "]";
+ mes "I seek the path";
+ break;
+ case 8:
+ mes "[" + strcharinfo(0) + "]";
+ mes "we learn through our lives.";
+ break;
+ case 9:
+ mes "[" + strcharinfo(0) + "]";
+ mes "et Spiritus Sancti.";
+ break;
+ case 10:
+ mes "[" + strcharinfo(0) + "]";
+ mes "of enlightenment.";
+ break;
+ }
+ switch(select("We monks:In nomine Patris, et Filii:I seek the path:shall hold true:of enlightenment.:and will help protect others:we learn through our lives.:through the teachings:to what we believe:et Spiritus Sancti.")) {
+ case 1: mes "We monks"; break;
+ case 2: mes "In nomine Patris, et Filii"; break;
+ case 3: mes "I seek the path"; break;
+ case 4: mes "shall hold true"; break;
+ case 5:
+ set .@monk_t,.@monk_t+10;
+ mes "of enlightenment.";
+ break;
+ case 6: mes "and will help protect others"; break;
+ case 7: mes "we learn through our lives."; break;
+ case 8: mes "through the teachings"; break;
+ case 9: mes "to what we believe"; break;
+ case 10: mes "et Spiritus Sancti."; break;
+ }
+ switch(select("to what we believe:We monks:I seek the path:shall hold true:of enlightenment.:we learn through our lives.:In nomine Patris, et Filii:and will help protect others:through the teachings:et Spiritus Sancti.")) {
+ case 1: mes "to what we believe"; break;
+ case 2:
+ set .@monk_t,.@monk_t+10;
+ mes "We monks";
+ break;
+ case 3: mes "I seek the path"; break;
+ case 4: mes "shall hold true"; break;
+ case 5: mes "of enlightenment."; break;
+ case 6: mes "we learn through our lives."; break;
+ case 7: mes "In nomine Patris, et Filii"; break;
+ case 8: mes "and will help protect others"; break;
+ case 9: mes "through the teachings"; break;
+ case 10: mes "et Spiritus Sancti."; break;
+ }
+ switch(select("shall hold true:I seek the path:We monks:In nomine Patris, et Filii:of enlightenment.:et Spiritus Sancti.:to what we believe:we learn through our lives.:and will help protect others:through the teachings")) {
+ case 1:
+ set .@monk_t,.@monk_t+10;
+ mes "shall hold true";
+ break;
+ case 2: mes "I seek the path"; break;
+ case 3: mes "We monks";
+ break;
+ case 4: mes "In nomine Patris, et Filii"; break;
+ case 5: mes "of enlightenment."; break;
+ case 6: mes "et Spiritus Sancti."; break;
+ case 7: mes "to what we believe"; break;
+ case 8: mes "we learn through our lives."; break;
+ case 9: mes "and will help protect others"; break;
+ case 10: mes "through the teachings"; break;
+ }
+ switch(select("of enlightenment.:I seek the path:We monks:shall hold true:and will help protect others:through the teachings:we learn through our lives.:In nomine Patris, et Filii:to what we believe:et Spiritus Sancti.")) {
+ case 1: mes "of enlightenment."; break;
+ case 2: mes "I seek the path"; break;
+ case 3: mes "We monks"; break;
+ case 4: mes "shall hold true"; break;
+ case 5: mes "and will help protect others"; break;
+ case 6: mes "through the teachings"; break;
+ case 7: mes "we learn through our lives."; break;
+ case 8: mes "In nomine Patris, et Filii"; break;
+ case 9:
+ set .@monk_t,.@monk_t+10;
+ mes "to what we believe";
+ break;
+ case 10: mes "et Spiritus Sancti."; break;
+ }
+ switch(select("I seek the path:through the teachings:and will help protect others:of enlightenment.:shall hold true:et Spiritus Sancti.:In nomine Patris, et Filii:to what we believe:We monks:we learn through our lives.")) {
+ case 1: mes "I seek the path"; break;
+ case 2: mes "through the teachings"; break;
+ case 3:
+ set .@monk_t,.@monk_t+10;
+ mes "and will help protect others";
+ break;
+ case 4: mes "of enlightenment."; break;
+ case 5: mes "shall hold true"; break;
+ case 6: mes "et Spiritus Sancti."; break;
+ case 7: mes "In nomine Patris, et Filii"; break;
+ case 8: mes "to what we believe"; break;
+ case 9: mes "We monks"; break;
+ case 10: mes "we learn through our lives."; break;
+ }
+ switch(select("we learn through our lives.:In nomine Patris, et Filii:et Spiritus Sancti.:I seek the path:of enlightenment.:to what we believe:We monks:shall hold true:and will help protect others:through the teachings")) {
+ case 1: mes "we learn through our lives."; break;
+ case 2: mes "In nomine Patris, et Filii"; break;
+ case 3: mes "et Spiritus Sancti."; break;
+ case 4: mes "I seek the path"; break;
+ case 5: mes "of enlightenment."; break;
+ case 6: mes "to what we believe"; break;
+ case 7: mes "We monks"; break;
+ case 8: mes "shall hold true"; break;
+ case 9: mes "and will help protect others"; break;
+ case 10:
+ set .@monk_t,.@monk_t+10;
+ mes "through the teachings";
+ break;
+ }
+ switch(select("we learn through our lives.:In nomine Patris, et Filii:through the teachings:I seek the path:We monks:shall hold true:to what we believe:and will help protect others:of enlightenment.:et Spiritus Sancti.")) {
+ case 1:
+ set .@monk_t,.@monk_t+10;
+ mes "we learn through our lives.";
+ break;
+ case 2: mes "In nomine Patris, et Filii"; break;
+ case 3: mes "through the teachings"; break;
+ case 4: mes "I seek the path"; break;
+ case 5: mes "We monks"; break;
+ case 6: mes "shall hold true"; break;
+ case 7: mes "to what we believe"; break;
+ case 8: mes "and will help protect others"; break;
+ case 9: mes "of enlightenment."; break;
+ case 10: mes "et Spiritus Sancti."; break;
+ }
+ switch(select("I seek the path:of enlightenment.:We monks:shall hold true:to what we believe:et Spiritus Sancti.:and will help protect others:through the teachings:we learn through our lives.:In nomine Patris, et Filii")) {
+ case 1: mes "I seek the path"; break;
+ case 2: mes "of enlightenment."; break;
+ case 3: mes "We monks"; break;
+ case 4: mes "shall hold true"; break;
+ case 5: mes "to what we believe"; break;
+ case 6: mes "et Spiritus Sancti."; break;
+ case 7: mes "and will help protect others"; break;
+ case 8: mes "through the teachings"; break;
+ case 9: mes "we learn through our lives."; break;
+ case 10:
+ set .@monk_t,.@monk_t+10;
+ mes "In nomine Patris, et Filii";
+ break;
+ }
+ switch(select("I seek the path:of enlightenment.:We monks:shall hold true:to what we believe:and will help protect others:through the teachings:we learn through our lives.:In nomine Patris, et Filii:et Spiritus Sancti.")) {
+ case 1: mes "I seek the path"; break;
+ case 2: mes "of enlightenment."; break;
+ case 3: mes "We monks"; break;
+ case 4: mes "shall hold true"; break;
+ case 5: mes "to what we believe"; break;
+ case 6: mes "and will help protect others"; break;
+ case 7: mes "through the teachings"; break;
+ case 8: mes "we learn through our lives."; break;
+ case 9: mes "In nomine Patris, et Filii"; break;
+ case 10:
+ set .@monk_t,.@monk_t+10;
+ mes "et Spiritus Sancti.";
+ break;
+ }
+ }
+ else if (MONK_Q == 12) {
+ switch(select("I will follow my path:veritas and aequitas.:to enlightenment and purity.:I commit myself to:I will protect my:victorious while I breathe.:brothers with my life.:Evil shall never be:In nomine Patris, et Filii:et Spiritus Sancti.")) {
+ case 1:
+ mes "[" + strcharinfo(0) + "]";
+ mes "I will follow my path";
+ break;
+ case 2:
+ mes "[" + strcharinfo(0) + "]";
+ mes "veritas and aequitas.";
+ break;
+ case 3:
+ mes "[" + strcharinfo(0) + "]";
+ mes "to enlightenment and purity.";
+ break;
+ case 4:
+ mes "[" + strcharinfo(0) + "]";
+ set .@monk_t,.@monk_t+10;
+ mes "I commit myself to";
+ break;
+ case 5:
+ mes "[" + strcharinfo(0) + "]";
+ mes "I will protect my";
+ break;
+ case 6:
+ mes "[" + strcharinfo(0) + "]";
+ mes "victorious while I breathe.";
+ break;
+ case 7:
+ mes "[" + strcharinfo(0) + "]";
+ mes "brothers with my life.";
+ break;
+ case 8:
+ mes "[" + strcharinfo(0) + "]";
+ mes "Evil shall never be";
+ break;
+ case 9:
+ mes "[" + strcharinfo(0) + "]";
+ mes "In nomine Patris, et Filii";
+ break;
+ case 10:
+ mes "[" + strcharinfo(0) + "]";
+ mes "et Spiritus Sancti.";
+ break;
+ }
+ switch(select("I will follow my path:I will protect my:brothers with my life.:to enlightenment and purity.:Evil shall never be:victorious while I breathe.:et Spiritus Sancti.:I commit myself to:veritas and aequitas.:In nomine Patris, et Filii")) {
+ case 1: mes "I will follow my path"; break;
+ case 2: mes "I will protect my"; break;
+ case 3: mes "brothers with my life."; break;
+ case 4: mes "to enlightenment and purity."; break;
+ case 5: mes "Evil shall never be"; break;
+ case 6: mes "victorious while I breathe."; break;
+ case 7: mes "et Spiritus Sancti."; break;
+ case 8: mes "I commit myself to"; break;
+ case 9:
+ set .@monk_t,.@monk_t+10;
+ mes "veritas and aequitas.";
+ break;
+ case 10: mes "In nomine Patris, et Filii"; break;
+ }
+ switch(select("I will follow my path:veritas and aequitas.:I commit myself to:et Spiritus Sancti.:Evil shall never be:to enlightenment and purity.:In nomine Patris, et Filii:I will protect my:brothers with my life.:victorious while I breathe.")) {
+ case 1:
+ set .@monk_t,.@monk_t+10;
+ mes "I will follow my path";
+ break;
+ case 2: mes "veritas and aequitas."; break;
+ case 3: mes "I commit myself to"; break;
+ case 4: mes "et Spiritus Sancti."; break;
+ case 5: mes "Evil shall never be"; break;
+ case 6: mes "to enlightenment and purity."; break;
+ case 7: mes "In nomine Patris, et Filii"; break;
+ case 8: mes "I will protect my"; break;
+ case 9: mes "brothers with my life."; break;
+ case 10: mes "victorious while I breathe."; break;
+ }
+ switch(select("veritas and aequitas.:Evil shall never be:I will follow my path:I will protect my:victorious while I breathe.:to enlightenment and purity.:brothers with my life.:In nomine Patris, et Filii:et Spiritus Sancti.:I commit myself to")) {
+ case 1: mes "veritas and aequitas."; break;
+ case 2: mes "Evil shall never be"; break;
+ case 3: mes "I will follow my path"; break;
+ case 4: mes "I will protect my"; break;
+ case 5: mes "victorious while I breathe."; break;
+ case 6:
+ set .@monk_t,.@monk_t+10;
+ mes "to enlightenment and purity.";
+ break;
+ case 7: mes "brothers with my life."; break;
+ case 8: mes "In nomine Patris, et Filii"; break;
+ case 9: mes "et Spiritus Sancti."; break;
+ case 10: mes "I commit myself to"; break;
+ }
+ switch(select("victorious while I breathe.:I commit myself to:to enlightenment and purity.:brothers with my life.:Evil shall never be:In nomine Patris, et Filii:et Spiritus Sancti.:I will follow my path:veritas and aequitas.:I will protect my")) {
+ case 1: mes "victorious while I breathe."; break;
+ case 2: mes "I commit myself to"; break;
+ case 3: mes "to enlightenment and purity."; break;
+ case 4: mes "brothers with my life."; break;
+ case 5: mes "Evil shall never be"; break;
+ case 6: mes "In nomine Patris, et Filii"; break;
+ case 7: mes "et Spiritus Sancti."; break;
+ case 8: mes "I will follow my path"; break;
+ case 9: mes "veritas and aequitas."; break;
+ case 10:
+ set .@monk_t,.@monk_t+10;
+ mes "I will protect my";
+ break;
+ }
+ switch(select("to enlightenment and purity.:I will follow my path:veritas and aequitas.:I commit myself to:brothers with my life.:I will protect my:victorious while I breathe.:Evil shall never be:et Spiritus Sancti.:In nomine Patris, et Filii")) {
+ case 1: mes "to enlightenment and purity."; break;
+ case 2: mes "I will follow my path"; break;
+ case 3: mes "veritas and aequitas."; break;
+ case 4: mes "I commit myself to"; break;
+ case 5:
+ set .@monk_t,.@monk_t+10;
+ mes "brothers with my life.";
+ break;
+ case 6: mes "I will protect my"; break;
+ case 7: mes "victorious while I breathe."; break;
+ case 8: mes "Evil shall never be"; break;
+ case 9: mes "et Spiritus Sancti."; break;
+ case 10: mes "In nomine Patris, et Filii"; break;
+ }
+ switch(select("veritas and aequitas.:Evil shall never be:brothers with my life.:victorious while I breathe.:I will follow my path:to enlightenment and purity.:I will protect my:In nomine Patris, et Filii:et Spiritus Sancti.:I commit myself to")) {
+ case 1: mes "veritas and aequitas."; break;
+ case 2:
+ set .@monk_t,.@monk_t+10;
+ mes "Evil shall never be";
+ break;
+ case 3: mes "brothers with my life."; break;
+ case 4: mes "victorious while I breathe."; break;
+ case 5: mes "I will follow my path"; break;
+ case 6: mes "to enlightenment and purity."; break;
+ case 7: mes "I will protect my"; break;
+ case 8: mes "In nomine Patris, et Filii"; break;
+ case 9: mes "et Spiritus Sancti."; break;
+ case 10: mes "I commit myself to"; break;
+ }
+ switch(select("victorious while I breathe.:to enlightenment and purity.:I will protect my:veritas and aequitas.:brothers with my life.:I will follow my path:Evil shall never be:In nomine Patris, et Filii:I commit myself to:et Spiritus Sancti.")) {
+ case 1:
+ set .@monk_t,.@monk_t+10;
+ mes "victorious while I breathe.";
+ break;
+ case 2: mes "to enlightenment and purity."; break;
+ case 3: mes "I will protect my"; break;
+ case 4: mes "veritas and aequitas."; break;
+ case 5: mes "brothers with my life."; break;
+ case 6: mes "I will follow my path"; break;
+ case 7: mes "Evil shall never be"; break;
+ case 8: mes "In nomine Patris, et Filii"; break;
+ case 9: mes "I commit myself to"; break;
+ case 10: mes "et Spiritus Sancti."; break;
+ }
+ switch(select("I commit myself to:I will follow my path:veritas and aequitas.:I will protect my:to enlightenment and purity.:brothers with my life.:Evil shall never be:In nomine Patris, et Filii:victorious while I breathe.:et Spiritus Sancti.")) {
+ case 1: mes "I commit myself to"; break;
+ case 2: mes "I will follow my path"; break;
+ case 3: mes "veritas and aequitas."; break;
+ case 4: mes "I will protect my"; break;
+ case 5: mes "to enlightenment and purity."; break;
+ case 6: mes "brothers with my life."; break;
+ case 7: mes "Evil shall never be"; break;
+ case 8:
+ set .@monk_t,.@monk_t+10;
+ mes "In nomine Patris, et Filii";
+ break;
+ case 9: mes "victorious while I breathe."; break;
+ case 10: mes "et Spiritus Sancti."; break;
+ }
+ switch(select("I commit myself to:veritas and aequitas.:I will follow my path:to enlightenment and purity.:I will protect my:brothers with my life.:Evil shall never be:victorious while I breathe.:In nomine Patris, et Filii:et Spiritus Sancti.")) {
+ case 1: mes "I commit myself to"; break;
+ case 2: mes "veritas and aequitas."; break;
+ case 3: mes "I will follow my path"; break;
+ case 4: mes "to enlightenment and purity."; break;
+ case 5: mes "I will protect my"; break;
+ case 6: mes "brothers with my life."; break;
+ case 7: mes "Evil shall never be"; break;
+ case 8: mes "victorious while I breathe."; break;
+ case 9: mes "In nomine Patris, et Filii"; break;
+ case 10:
+ set .@monk_t,.@monk_t+10;
+ mes "et Spiritus Sancti.";
+ break;
+ }
+ }
+ else if (MONK_Q == 13) {
+ switch(select("for thee my lord for thee.:And shepherds we shall be,:Power hath descended forth:out thy command. And we shall:from the hand:flow a river forth to thee and:so our feet may swiftly carry:teeming with souls shall it ever be:et Spiritus Sancti.:In nomine Patris, et Filii")) {
+ case 1:
+ mes "[" + strcharinfo(0) + "]";
+ mes "for thee my lord for thee.";
+ break;
+ case 2:
+ mes "[" + strcharinfo(0) + "]";
+ set .@monk_t,.@monk_t+10;
+ mes "And shepherds we shall be,";
+ break;
+ case 3:
+ mes "[" + strcharinfo(0) + "]";
+ mes "Power hath descended forth";
+ break;
+ case 4:
+ mes "[" + strcharinfo(0) + "]";
+ mes "out thy command. And we shall";
+ break;
+ case 5:
+ mes "[" + strcharinfo(0) + "]";
+ mes "from the hand";
+ break;
+ case 6:
+ mes "[" + strcharinfo(0) + "]";
+ mes "flow a river forth to thee and";
+ break;
+ case 7:
+ mes "[" + strcharinfo(0) + "]";
+ mes "so our feet may swiftly carry";
+ break;
+ case 8:
+ mes "[" + strcharinfo(0) + "]";
+ mes "teeming with souls shall it ever be";
+ break;
+ case 9:
+ mes "[" + strcharinfo(0) + "]";
+ mes "et Spiritus Sancti.";
+ break;
+ case 10:
+ mes "[" + strcharinfo(0) + "]";
+ mes "In nomine Patris, et Filii";
+ break;
+ }
+ switch(select("teeming with souls shall it ever be:flow a river forth to thee and:so our feet may swiftly carry:In nomine Patris, et Filii:et Spiritus Sancti.:Power hath descended forth:And shepherds we shall be,:for thee my lord for thee.:from the hand:out thy command. And we shall")) {
+ case 1: mes "teeming with souls shall it ever be"; break;
+ case 2: mes "flow a river forth to thee and"; break;
+ case 3: mes "so our feet may swiftly carry"; break;
+ case 4: mes "In nomine Patris, et Filii"; break;
+ case 5: mes "et Spiritus Sancti."; break;
+ case 6: mes "Power hath descended forth"; break;
+ case 7: mes "And shepherds we shall be,"; break;
+ case 8:
+ set .@monk_t,.@monk_t+10;
+ mes "for thee my lord for thee.";
+ break;
+ case 9: mes "from the hand"; break;
+ case 10: mes "out thy command. And we shall"; break;
+ }
+ switch(select("And shepherds we shall be,:for thee my lord for thee.:Power hath descended forth:from the hand:teeming with souls shall it ever be:et Spiritus Sancti.:In nomine Patris, et Filii:so our feet may swiftly carry:out thy command. And we shall:flow a river forth to thee and")) {
+ case 1: mes "And shepherds we shall be,"; break;
+ case 2: mes "for thee my lord for thee."; break;
+ case 3:
+ set .@monk_t,.@monk_t+10;
+ mes "Power hath descended forth";
+ break;
+ case 4: mes "from the hand"; break;
+ case 5: mes "teeming with souls shall it ever be"; break;
+ case 6: mes "et Spiritus Sancti."; break;
+ case 7: mes "In nomine Patris, et Filii"; break;
+ case 8: mes "so our feet may swiftly carry"; break;
+ case 9: mes "out thy command. And we shall"; break;
+ case 10: mes "flow a river forth to thee and"; break;
+ }
+ switch(select("for thee my lord for thee.:And shepherds we shall be,:Power hath descended forth:so our feet may swiftly carry:from the hand:flow a river forth to thee and:out thy command. And we shall:In nomine Patris, et Filii:teeming with souls shall it ever be:et Spiritus Sancti.")) {
+ case 1: mes "for thee my lord for thee."; break;
+ case 2: mes "And shepherds we shall be,"; break;
+ case 3: mes "Power hath descended forth"; break;
+ case 4: mes "so our feet may swiftly carry"; break;
+ case 5:
+ set .@monk_t,.@monk_t+10;
+ mes "from the hand";
+ break;
+ case 6: mes "flow a river forth to thee and"; break;
+ case 7: mes "out thy command. And we shall"; break;
+ case 8: mes "In nomine Patris, et Filii"; break;
+ case 9: mes "teeming with souls shall it ever be"; break;
+ case 10: mes "et Spiritus Sancti."; break;
+ }
+ switch(select("And shepherds we shall be,:for thee my lord for thee.:Power hath descended forth:so our feet may swiftly carry:from the hand:so our feet may swiftly carry:flow a river forth to thee and:In nomine Patris, et Filii:teeming with souls shall it ever be:et Spiritus Sancti.")) {
+ case 1: mes "And shepherds we shall be,"; break;
+ case 2: mes "for thee my lord for thee."; break;
+ case 3: mes "Power hath descended forth"; break;
+ case 4:
+ set .@monk_t,.@monk_t+10;
+ mes "so our feet may swiftly carry";
+ break;
+ case 5: mes "from the hand"; break;
+ case 6: mes "so our feet may swiftly carry"; break;
+ case 7: mes "flow a river forth to thee and"; break;
+ case 8: mes "In nomine Patris, et Filii"; break;
+ case 9: mes "teeming with souls shall it ever be"; break;
+ case 10: mes "et Spiritus Sancti."; break;
+ }
+ switch(select("for thee my lord for thee.:Power hath descended forth:And shepherds we shall be,:from the hand:so our feet may swiftly carry:flow a river forth to thee and:out thy command. And we shall:teeming with souls shall it ever be:In nomine Patris, et Filii:et Spiritus Sancti.")) {
+ case 1: mes "for thee my lord for thee."; break;
+ case 2: mes "Power hath descended forth"; break;
+ case 3: mes "And shepherds we shall be,"; break;
+ case 4: mes "from the hand"; break;
+ case 5: mes "so our feet may swiftly carry"; break;
+ case 6: mes "flow a river forth to thee and"; break;
+ case 7:
+ set .@monk_t,.@monk_t+10;
+ mes "out thy command. And we shall";
+ break;
+ case 8: mes "teeming with souls shall it ever be"; break;
+ case 9: mes "In nomine Patris, et Filii"; break;
+ case 10: mes "et Spiritus Sancti."; break;
+ }
+ switch(select("for thee my lord for thee.:teeming with souls shall it ever be:flow a river forth to thee and:In nomine Patris, et Filii:et Spiritus Sancti.:Power hath descended forth:And shepherds we shall be,:so our feet may swiftly carry:from the hand:out thy command. And we shall")) {
+ case 1: mes "for thee my lord for thee."; break;
+ case 2: mes "teeming with souls shall it ever be"; break;
+ case 3:
+ set .@monk_t,.@monk_t+10;
+ mes "flow a river forth to thee and";
+ break;
+ case 4: mes "In nomine Patris, et Filii"; break;
+ case 5: mes "et Spiritus Sancti."; break;
+ case 6: mes "Power hath descended forth"; break;
+ case 7: mes "And shepherds we shall be,"; break;
+ case 8: mes "so our feet may swiftly carry"; break;
+ case 9: mes "from the hand"; break;
+ case 10: mes "out thy command. And we shall"; break;
+ }
+ switch(select("teeming with souls shall it ever be:In nomine Patris, et Filii:And shepherds we shall be,:for thee my lord for thee.:Power hath descended forth:from the hand:so our feet may swiftly carry:out thy command. And we shall:flow a river forth to thee and:et Spiritus Sancti.")) {
+ case 1:
+ set .@monk_t,.@monk_t+10;
+ mes "teeming with souls shall it ever be";
+ break;
+ case 2: mes "In nomine Patris, et Filii"; break;
+ case 3: mes "And shepherds we shall be,"; break;
+ case 4: mes "for thee my lord for thee."; break;
+ case 5: mes "Power hath descended forth"; break;
+ case 6: mes "from the hand"; break;
+ case 7: mes "so our feet may swiftly carry"; break;
+ case 8: mes "out thy command. And we shall"; break;
+ case 9: mes "flow a river forth to thee and"; break;
+ case 10: mes "et Spiritus Sancti."; break;
+ }
+ switch(select("Power hath descended forth:for thee my lord for thee.:And shepherds we shall be,:In nomine Patris, et Filii:so our feet may swiftly carry:from the hand:teeming with souls shall it ever be:flow a river forth to thee and:out thy command. And we shall:et Spiritus Sancti.")) {
+ case 1: mes "Power hath descended forth"; break;
+ case 2: mes "for thee my lord for thee."; break;
+ case 3: mes "And shepherds we shall be,"; break;
+ case 4:
+ set .@monk_t,.@monk_t+10;
+ mes "In nomine Patris, et Filii";
+ break;
+ case 5: mes "so our feet may swiftly carry"; break;
+ case 6: mes "from the hand"; break;
+ case 7: mes "teeming with souls shall it ever be"; break;
+ case 8: mes "flow a river forth to thee and"; break;
+ case 9: mes "out thy command. And we shall"; break;
+ case 10: mes "et Spiritus Sancti."; break;
+ }
+ switch(select("And shepherds we shall be,:for thee my lord for thee.:Power hath descended forth:from the hand:out thy command. And we shall:so our feet may swiftly carry:flow a river forth to thee and:teeming with souls shall it ever be:In nomine Patris, et Filii:et Spiritus Sancti.")) {
+ case 1: mes "And shepherds we shall be,"; break;
+ case 2: mes "for thee my lord for thee."; break;
+ case 3: mes "Power hath descended forth"; break;
+ case 4: mes "from the hand"; break;
+ case 5: mes "out thy command. And we shall"; break;
+ case 6: mes "so our feet may swiftly carry"; break;
+ case 7: mes "flow a river forth to thee and"; break;
+ case 8: mes "teeming with souls shall it ever be"; break;
+ case 9: mes "In nomine Patris, et Filii"; break;
+ case 10:
+ set .@monk_t,.@monk_t+10;
+ mes "et Spiritus Sancti.";
+ break;
+ }
+ }
+ next;
+ mes "[Touha]";
+ mes "...";
+ next;
+ mes "[Touha]";
+ mes "Hmm...";
+ next;
+ if (.@monk_t > 90) {
+ set MONK_Q,14;
+ changequest 3025,3026;
+ mes "[Touha]";
+ mes "...well done, that was perfect. You pay attention well...";
+ next;
+ mes "[Touha]";
+ mes "However, now is not the time to relax. Your path is still long ahead of you.";
+ next;
+ mes "[Touha]";
+ mes "Now as I promised, I will help strengthen your body.";
+ next;
+ mes "Focus your mind and do not move.";
+ next;
+ mes "^33CCFFYou feel wind all around your body.^000000";
+ next;
+ mes "^33CCFFAn energy within you grows.^000000";
+ next;
+ mes "[Touha]";
+ mes "I feel what grows within you.";
+ mes "You may now continue on...";
+ next;
+ mes "[Touha]";
+ mes "...the next course will be with Boohae.";
+ next;
+ mes "[Touha]";
+ mes "I wish you well on your journey.";
+ mes "Don't forget, his name is ^CC0000Boohae^000000.";
+ close;
+ }
+ else {
+ mes "[Touha]";
+ mes "I see you did not pay attention.. If you wish to become a monk, you must take this seriously.";
+ next;
+ mes "[Touha]";
+ mes "Perhaps the path of a monk is too difficult for you?";
+ mes "You must take this seriously if you wish to continue...";
+ next;
+ mes "[Touha]";
+ mes "I will give you another chance.";
+ next;
+ mes "[Touha]";
+ mes "If you cannot pay attention and repeat what I ask you to, I will not allow you to continue your training here..";
+ close;
+ }
+ }
+ else if (MONK_Q == 14) {
+ mes "[Touha]";
+ mes "Hmm... did you forget who to visit?";
+ next;
+ mes "[Touha]";
+ mes "I wonder about your abilities if you cannot remember such a simple thing.";
+ next;
+ mes "[Touha]";
+ mes "...are you testing my patience?";
+ next;
+ mes "[Touha]";
+ mes "You wear my patience thin...";
+ mes "... go visit Boohae.";
+ close;
+ }
+ else if (MONK_Q > 14 && BaseJob == Job_Acolyte) {
+ mes "[Touha]";
+ mes "...do your best for the final test.";
+ close;
+ }
+ else {
+ mes "[Touha]";
+ mes "Never shall innocent blood be shed.";
+ next;
+ mes "[Touha]";
+ mes "Yet the blood of the wicked shall flow like a river.";
+ next;
+ mes "[Touha]";
+ mes "We shall spread our blackened wings and be the vengeful striking hammer of god.";
+ next;
+ mes "[Touha]";
+ mes "We shall flow a river forth to thee, and teeming with souls shall it ever be.";
+ next;
+ mes "[Touha]";
+ mes "In nomine Patris, et Filii, et Spiritus Sancti.";
+ next;
+ mes "[Touha]";
+ mes "...You don't have to be afraid of me...";
+ close;
+ }
+}
+
+prt_monk,57,179,1 script Boohae#mk 110,{
+ if (MONK_Q == 14 && BaseJob == Job_Acolyte) {
+ mes "[Boohae]";
+ mes "...";
+ next;
+ mes "[Boohae]";
+ mes "......";
+ next;
+ mes "[Boohae]";
+ mes ".........";
+ next;
+ mes "[Boohae]";
+ mes "............";
+ next;
+ select("...excuse me...?");
+ mes "[Boohae]";
+ mes "...";
+ mes "You just interrupted my meditation, I should break your legs...";
+ next;
+ mes "[Boohae]";
+ mes "........";
+ mes "I will give you a chance to explain why you interrupted me.";
+ next;
+ mes "[Boohae]";
+ mes ".....";
+ next;
+ mes "[Boohae]";
+ mes "Well, start explaining... or you'll be crawling soon...";
+ next;
+ if (select("Touha sent me.:Sorry, nothing.") == 2) {
+ mes "[Boohae]";
+ mes "........";
+ mes "...you must have a death wish to have interrupted me intentionally...";
+ close;
+ }
+ mes "[Boohae]";
+ mes "I see...";
+ mes "Well then, let's see....";
+ next;
+ mes "[Boohae]";
+ mes "....your body seems..";
+ mes "strengthened. Good...";
+ next;
+ mes "[Boohae]";
+ mes "What did you do with Touha?";
+ next;
+ switch(select("Umm... well...ah..:We recited a holy pledge.:He diagnosed my physical status.")) {
+ case 1:
+ mes "[Boohae]";
+ mes "You are not ready if you";
+ mes "cannot answer a simple question.";
+ mes "Leave me to my prayers.";
+ close;
+ case 2:
+ mes "[Boohae]";
+ mes "... I see...";
+ mes "Didn't he do anything for you?";
+ next;
+ switch(select("Umm... well...ah..:He diagnosed my physical status.:He taught me about being a monk.:He modified my body.")) {
+ case 1:
+ mes "[Boohae]";
+ mes "You are not ready if you";
+ mes "cannot answer a simple question.";
+ mes "Leave me to my prayers.";
+ close;
+ case 2:
+ mes "[Boohae]";
+ mes "That is unimportant to me...";
+ mes "Stop disturbing me and go away!";
+ close;
+ case 3:
+ mes "[Boohae]";
+ mes "The teachings of becoming a monk are learned after becoming one.";
+ mes "This is not what I am looking for...";
+ close;
+ case 4:
+ mes "[Boohae]";
+ mes "Very well, you seem to realize your body has something new inside.";
+ mes "Well then, we shall move on to the next step...";
+ next;
+ break;
+ }
+ break;
+ case 3:
+ mes "[Boohae]";
+ mes "...You interrupted me to tell me that...?";
+ mes "Get lost before I break your legs...";
+ close;
+ }
+ mes "[Boohae]";
+ mes "Alright... well we have two tests...";
+ mes "Choose which one you want to do...";
+ next;
+ if (select("Gathering mushrooms:Marathon") == 1) {
+ set MONK_Q,15;
+ changequest 3026,3027;
+ mes "[Boohae]";
+ mes "Hmm....gathering mushrooms. So you want to test your tolerance huh?";
+ mes "Go prepare and come back later when you're ready.";
+ close;
+ }
+ set MONK_Q,16;
+ changequest 3026,3028;
+ mes "[Boohae]";
+ mes "Good choice. Forcing your physical limits to their boundaries and grants a higher amount of self control.";
+ mes "Go prepare and come back later when you're ready.";
+ close;
+ }
+ if (MONK_Q == 15) {
+ mes "[Boohae]";
+ mes "So, are you ready? You won't need anything but a great deal of determination.";
+ next;
+ mes "[Boohae]";
+ mes "The gathering mushroom test is intended,";
+ mes "to test your patience.";
+ next;
+ mes "[Boohae]";
+ mes "Go inside the building near this abbey.";
+ next;
+ mes "[Boohae]";
+ mes "Other monk candidates will be with you for the same test,";
+ next;
+ mes "[Boohae]";
+ mes "The more people that are there, the less mushrooms they'll find.";
+ mes "So I hope you will understand that they are testing their patience, just like you.";
+ close;
+ }
+ if (MONK_Q == 16) {
+ mes "[Boohae]";
+ mes "Welcome back, did you prepare? You won't need anything except strong legs.";
+ next;
+ mes "[Boohae]";
+ mes "The marathon is intended,";
+ mes "to test your self-control ability.";
+ next;
+ mes "[Boohae]";
+ mes "Go inside the building near this abbey.";
+ next;
+ mes "[Boohae]";
+ mes "All you have to do is run around the building as many times as you're required.";
+ mes "Well... get going.";
+ close;
+ }
+ if (MONK_Q == 17) {
+ mes "[Boohae]";
+ mes "Now, go visit 'Tomoon'. How many times should I tell you this?";
+ mes "Now you have a lot of chance to damage your body because you're so exhausted right now.";
+ mes "'Tomoon' is staying in a deepest place inside a building near this abbey.";
+ close;
+ }
+ if (MONK_Q > 17 && MONK_Q < 24) {
+ mes "[Boohae]";
+ mes "...........";
+ next;
+ mes "-He seems to be in meditation.-";
+ close;
+ }
+ else {
+ mes "[Boohae]";
+ mes "Hmmmm....!!";
+ next;
+ mes "-He seems to be in meditation.-";
+ close;
+ }
+}
+
+prt_monk,199,169,3 script Door Keeper#mk 746,{
+ mes "[Keeper Chorip]";
+ mes "....this place is for those";
+ mes " in testing for becoming a monk.";
+ next;
+ if (MONK_Q == 14) {
+ mes "[Keeper Chorip]";
+ mes "Huh? Did you just say Boohae?";
+ next;
+ mes "[Keeper Chorip]";
+ mes "Boohae... tends to hide in some quite places, so you might not be able to find him. For instance... a corner...";
+ close;
+ }
+ else if (MONK_Q > 14 && MONK_Q < 25) {
+ mes "[Keeper Chorip]";
+ mes "Is your name " + strcharinfo(0) + "?";
+ next;
+ if (select("Yes.:No.") == 1) {
+ mes "[Keeper Chorip]";
+ mes "Alright you're cool... go on in. Your test is waiting for you. Good luck.";
+ close;
+ }
+ mes "[Keeper Chorip]";
+ mes "Yeah right, I know who you are... get in there... your test is ready.";
+ close;
+ }
+ else {
+ mes "[Keeper Chorip]";
+ mes "...please be quiet inside.";
+ close;
+ }
+}
+
+monk_test,329,61,3 script Bashu#mk 753,{
+ if (MONK_Q > 14 && MONK_Q < 25) {
+ if (MONK_Q == 15) {
+ mes "[Bashu]";
+ mes "So, which test do you want to do...?";
+ next;
+ mes "[Bashu]";
+ mes "From what I've heard, you chose the mushroom test...";
+ mes "Oh well, it's still your choice.";
+ }
+ else if (MONK_Q == 16) {
+ mes "[Bashu]";
+ mes "Which test hall do you wish to enter?";
+ next;
+ mes "[Bashu]";
+ mes "Well, as far as I've been told, you chose the marathon test...";
+ mes "Oh well, it's your choice.";
+ }
+ else {
+ mes "[Bashu]";
+ mes "Which test hall do you wish to enter?";
+ mes "You can choose which one you want.";
+ next;
+ }
+ next;
+ if (select("Tolerance - Gathering Mushrooms:Self-Control - Marathon") == 1) {
+ mes "You have decided to take the test of tolerance by ^FF0000gathering mushrooms^000000.";
+ close2;
+ warp "job_monk",226,175;
+ end;
+ }
+ mes "You have decided to take the test of self control by taking a ^FF0000marathon^000000.";
+ close2;
+ warp "monk_test",386,387;
+ end;
+ }
+ else {
+ mes "[Bashu]";
+ mes "Welcome... this place is a training place for monks, Saint Capitolina Abbey.";
+ mes "When you go inside....you will meet Tomoon the oldest monk who succeeds to the predecessors,";
+ next;
+ mes "[Bashu]";
+ mes "Please be advised and do not touch anything.";
+ mes "And please avoid talking loud in front of Tomoon.";
+ next;
+ mes "[Bashu]";
+ mes "I hope you will have a great time in here.";
+ close;
+ }
+}
+
+monk_test,386,388,4 script Apprentice Monk#mk 110,{
+ mes "[Monk Apprentice]";
+ mes "W... welcome!";
+ mes "Th... this place is for testing the tolerance of monk candidates!";
+ next;
+ mes "[Monk Apprentice]";
+ mes "Ju... just run...";
+ mes "until you're told to stop,";
+ mes "Ru...ruu....run!";
+ next;
+ mes "[Monk Apprentice]";
+ mes "M... m... me? I'll run one of these days!";
+ next;
+ mes "[Monk Apprentice]";
+ mes "M... monk... are you going to be... a... m...m...monk??";
+ next;
+ mes "[Monk Apprentice]";
+ mes "Ar...are...you...sure you are.. aren't... going to quit?";
+ next;
+ if (select("Quit.:Keep running.") == 1) {
+ mes "[Monk Apprentice]";
+ mes "" + strcharinfo(0) + "...q.q..q. .quit! ...the marathon!! Y...you do not have what it takes to be a m... monk!";
+ mapannounce "monk_test","" + strcharinfo(0) + "...q.q..q. .quit! ...the marathon!! Y...you do not have what it takes to be a m... monk!",bc_map;
+ close2;
+ set MONK_Q,15;
+ changequest 3028,3027;
+ warp "prt_monk",194,168;
+ end;
+ }
+ mes "[Monk Apprentice]";
+ mes "Until you're told to stop,";
+ mes "Ru...ruu....run!";
+ close;
+}
+
+monk_test,387,350,0 script Supervisor#race_monk 45,2,2,{
+OnTouch:
+ if (MONK_Q >= 15 && MONK_Q <= 23) {
+ set MONK_Q,MONK_Q+1;
+ warp "monk_test",385,388;
+ end;
+ }
+ else if (MONK_Q == 24) {
+ set MONK_Q,25;
+ changequest 3028,3029;
+ mapannounce "monk_test","Now! This is the last lap!! If you make it you need to go visit Tomoon for the next test!",bc_map;
+ warp "monk_test",385,388;
+ end;
+ }
+ else if (MONK_Q == 25) {
+ mes "[Supervisor]";
+ mes "Now...you may go visit Tomoon.";
+ mes "Tomoon is in the deepest room inside a building near this abbey.";
+ mapannounce "monk_test","Congratulations!" + strcharinfo(0) +"!! You completed the marathon!",bc_map;
+ close2;
+ warp "prt_monk",194,168;
+ end;
+ }
+}
+
+monk_test,82,384,0 script Trap#t_monk1_1::MonkTrap -1,{
+OnTouch:
+ mapannounce "monk_test",""+ strcharinfo(0) + ", you're trapped. You will be returned.",bc_map;
+ warp "monk_test",387,387;
+ end;
+}
+
+monk_test,83,384,0 duplicate(MonkTrap) Trap#t_monk1_2 -1
+monk_test,82,385,0 duplicate(MonkTrap) Trap#t_monk1_3 -1
+monk_test,83,385,0 duplicate(MonkTrap) Trap#t_monk1_4 -1
+monk_test,38,388,0 duplicate(MonkTrap) Trap#t_monk2_1 -1,0,1
+monk_test,39,388,0 duplicate(MonkTrap) Trap#t_monk2_2 -1,0,1
+monk_test,38,386,0 duplicate(MonkTrap) Trap#t_monk2_3 -1
+monk_test,39,386,0 duplicate(MonkTrap) Trap#t_monk2_4 -1
+monk_test,11,158,0 duplicate(MonkTrap) Trap#t_monk3_1 -1,1,0
+monk_test,11,159,0 duplicate(MonkTrap) Trap#t_monk3_2 -1,1,0
+monk_test,13,159,0 duplicate(MonkTrap) Trap#t_monk3_3 -1
+monk_test,13,158,0 duplicate(MonkTrap) Trap#t_monk3_4 -1
+monk_test,11,30,0 duplicate(MonkTrap) Trap#t_monk4_1 -1,3,0
+monk_test,11,31,0 duplicate(MonkTrap) Trap#t_monk4_2 -1,3,0
+monk_test,15,30,0 duplicate(MonkTrap) Trap#t_monk4_3 -1
+monk_test,15,31,0 duplicate(MonkTrap) Trap#t_monk4_4 -1
+monk_test,70,12,0 duplicate(MonkTrap) Trap#t_monk5_1 -1,0,1
+monk_test,71,12,0 duplicate(MonkTrap) Trap#t_monk5_2 -1,0,1
+monk_test,70,10,0 duplicate(MonkTrap) Trap#t_monk5_3 -1
+monk_test,71,10,0 duplicate(MonkTrap) Trap#t_monk5_4 -1
+monk_test,186,11,0 duplicate(MonkTrap) Trap#t_monk6_1 -1,2,3
+monk_test,189,11,0 duplicate(MonkTrap) Trap#t_monk6_2 -1,0,3
+monk_test,387,43,0 duplicate(MonkTrap) Trap#t_monk7_1 -1,1,0
+monk_test,387,42,0 duplicate(MonkTrap) Trap#t_monk7_2 -1,1,0
+monk_test,389,43,0 duplicate(MonkTrap) Trap#t_monk7_3 -1
+monk_test,389,42,0 duplicate(MonkTrap) Trap#t_monk7_4 -1
+
+job_monk,225,180,1 script Hyunmoo#mk 89,{
+ if ((countitem(1069) > 0 || countitem(1070) > 0) && (countitem(1069) < 30 || countitem(1070) < 30)) {
+ mes "[Hyunmoo]";
+ mes "You didn't bring enough mushrooms... go get some more.";
+ next;
+ mes "[Hyunmoo]";
+ mes "Or is it you want to quit... do you want to quit?";
+ next;
+ switch(select("No.:Yes.") == 1) {
+ mes "[Hyunmoo]";
+ mes "Then move!";
+ close;
+ }
+ mes "[Hyunmoo]";
+ mes ".....I figured as much....you don't have a spirit.";
+ mapannounce "job_monk","" + strcharinfo(0) + ", has quit his testing to become a monk.",bc_map;
+ close2;
+ set MONK_Q,16;
+ changequest 3027,3028;
+ warp "prt_monk",194,168;
+ end;
+ }
+ else if (MONK_Q > 14 && MONK_Q < 25 && (countitem(1069) == 0 || countitem(1070) == 0)) {
+ mes "[Hyunmoo]";
+ mes "Nice to meet you. My name is Hyunmoo. I am in charge of the mushroom test.";
+ next;
+ mes "[Hyunmoo]";
+ mes "Your task will be to gather mushrooms.";
+ mes "Understand?";
+ next;
+ mes "[Hyunmoo]";
+ mes "Picking the mushrooms is to train your tolerance.";
+ mes "We planted a garden in order to survive as well as to discipline our minds.";
+ next;
+ mes "[Hyunmoo]";
+ mes "I believe there is no better way to find true inner peace then to be one with nature.";
+ mes "So we created our garden, however these mushrooms started sprouting up everywhere!";
+ next;
+ mes "[Hyunmoo]";
+ mes "What we ask of you as part of your training is to remove these mushrooms.";
+ mes "Go help the others remove as many mushrooms as you can and bring me back";
+ mes "enough ^FF0000Orange Net Mushrooms^000000 and ^FF0000Orange Gooey Mushroom^000000 as proof.";
+ next;
+ mes "[Hyunmoo]";
+ mes "Now, go get some mushrooms.";
+ mes "Check back with me when you have picked some, I will tell you if it is enough.";
+ mes "And remember, find peace when gardening.";
+ next;
+ mes "[Hyunmoo]";
+ mes "...or do you want to quit?";
+ next;
+ if (select("No.:Yes.") == 1) {
+ mes "[Hyunmoo]";
+ mes "Alright then, keep going.";
+ close;
+ }
+ mes "[Hyunmoo]";
+ mes ".....yeah I thought as much....you don't have the spirit needed to become a monk.";
+ mapannounce "job_monk","" + strcharinfo(0) + ", has quit his testing to become a monk.",bc_map;
+ delitem 1069,countitem(1069); //Mushroom_Of_Thief_1
+ delitem 1070,countitem(1070); //Mushroom_Of_Thief_2
+ close2;
+ mapannounce "job_monk","" + strcharinfo(0) + ", has quit his training to become a monk.",bc_map;
+ warp "prt_monk",194,168;
+ set MONK_Q,16;
+ changequest 3027,3028;
+ end;
+ }
+ else if (MONK_Q > 14 && MONK_Q < 25 && (countitem(1069) > 29 || countitem(1070) > 29)) {
+ mes "[Hyunmoo]";
+ mes "...hmm... not bad.";
+ mes "Ok, you passed.";
+ next;
+ mes "[Hyunmoo]";
+ mes "Go meet Tomoon for your next test.";
+ mes "Tomoon is staying in the deepest room inside a building near this abbey.";
+ set MONK_Q,25;
+ changequest 3027,3029;
+ delitem 1069,countitem(1069); //Mushroom_Of_Thief_1
+ delitem 1070,countitem(1070); //Mushroom_Of_Thief_2
+ close2;
+ warp "prt_monk",194,168;
+ end;
+ }
+ else if (MONK_Q > 24) {
+ mes "[Hyunmoo]";
+ mes "Didn't I tell you to go meet ^FF0000Tomoon^000000? Or do you want to pick some more mushrooms?";
+ mes "Tomoon is staying in the deepest room inside a building near this abbey.";
+ close;
+ }
+}
+
+prt_monk,225,180,1 script Hyunmoo#mk2 89,{
+ if (MONK_Q < 25) {
+ mes "[Hyunmoo]";
+ mes "As I see vegetables growing, I feel myself growing within.";
+ next;
+ mes "[Hyunmoo]";
+ mes "As I see other monks working hard on growing vegetables,";
+ mes "it warms my heart to see others enjoying gardening as I do.";
+ next;
+ mes "[Hyunmoo]";
+ mes "To be honest with you, I think gardening is the greatest thing ever...";
+ mes "We should give thanks to the brothers who prepare our food for us through their hard work.";
+ next;
+ mes "[Hyunmoo]";
+ mes "Don't forget to thank them as you go by for their hard work.";
+ close;
+ }
+ else if (MONK_Q > 24 && BaseJob == Job_Acolyte) {
+ mes "[Hyunmoo]";
+ mes "Didn't I tell you to go meet Tomoon? Or do you want to pick more mushrooms?";
+ mes "Tomoon is staying in the deepest room inside a building near this abbey.";
+ close;
+ }
+ else {
+ mes "[Hyunmoo]";
+ mes "As I see vegetables growing, I feel myself growing within.";
+ next;
+ mes "[Hyunmoo]";
+ mes "As I see other monks working hard on growing vegetables,";
+ mes "it warms my heart to see others enjoying gardening as I do.";
+ next;
+ mes "[Hyunmoo]";
+ mes "To be honest with you, I think gardening is the greatest thing ever...";
+ mes "We should give thanks to the brothers who prepare our food for us through their hard work.";
+ next;
+ mes "[Hyunmoo]";
+ mes "Don't forget to thank them as you go by for their hard work.";
+ close;
+ }
+}
+
+monk_test,319,139,1 script Tomoon#mk 52,{
+ if (MONK_Q == 25) {
+ mes "[Tomoon]";
+ mes "Welcome young one.";
+ mes "My name is Tomoon, I am in charge of the last test of spiritual training!";
+ next;
+ mes "[Tomoon]";
+ mes "Now you don't need to be instructed any more then this:";
+ mes "^990000Terminate every living thing in your way!^000000 That's all!";
+ next;
+ mes "[Tomoon]";
+ mes "While you're wandering around within the maze, if you encounter any evil creatures, just kill them! Release their tortured souls!!";
+ next;
+ mes "[Tomoon]";
+ mes "Do not compare us to the weakling priests! We are monks and we will always be the strongest!!";
+ next;
+ mes "[Tomoon]";
+ mes "We are not like priests who cower behind the strength of others!";
+ next;
+ mes "[Tomoon]";
+ mes "Now, focus!! Keep your fists tight and your eyes open! It's time to show me what you got.";
+ next;
+ mes "[Tomoon]";
+ mes "Let's see if you got what it takes to be a true monk!!";
+ close2;
+ set MONK_Q,26;
+ changequest 3029,3031;
+ warp "monk_test",88,74;
+ end;
+ }
+ else if (MONK_Q == 26) {
+ mes "[Tomoon]";
+ mes "Hmm... you failed?";
+ mes "Cheer up! Failure is but a process to success!";
+ mes "Go! Start again! Kill them all!!";
+ close2;
+ warp "monk_test",88,74;
+ end;
+ }
+ else if (MONK_Q == 27) {
+ mes "[Tomoon]";
+ mes "Excellent job!!";
+ mes "I knew you'd make it through!";
+ mes "Now...I will give you a secret potion which will double your physical strength.";
+ next;
+ getitem 506,1; //Green_Potion
+ mes "Drink this potion and you will be able to become a monk!!!";
+ mes "... now go back to sensei Moohae!!!";
+ set MONK_Q,28;
+ changequest 3031,3032;
+ close;
+ }
+ else if (MONK_Q == 28) {
+ mes "[Tomoon]";
+ mes "I already told you, go back to sensei Moohae!!!";
+ close;
+ }
+ else {
+ mes "[Tomoon]";
+ mes "....be quiet.";
+ mes ".....";
+ next;
+ mes "[Tomoon]";
+ mes "I will not allow anyone to cause any trouble in this abbey.";
+ next;
+ mes "[Tomoon]";
+ mes "You'd better not be thinking about causing any trouble.";
+ close;
+ }
+}
+
+monk_test,82,85,1 script Proctor#mk 95,{
+ mes "[Proctor]";
+ mes "So, are you ready to undergo the spiritual training?";
+ next;
+ switch(select("Yes!:No.:What do I have to do?")) {
+ case 1:
+ mes "[Proctor]";
+ mes "Alright! I wish you luck. If you get lost and can't find a way out, simply log out and log back in.";
+ mes "Then you will return to your save point. What's that mean? Heck if I know, I'm just told to say that. Oh yes and also, please cooperate with your comrades.";
+ close2;
+ set MONK_Q,26;
+ warp "monk_test",125,277;
+ end;
+ case 2:
+ mes "[Proctor]";
+ mes "I see. Take your time.";
+ close;
+ case 3:
+ mes "[Proctor]";
+ mes "Inside this test hall is the maze of spirits.";
+ mes "There are spirits inside which will block you from moving freely.";
+ next;
+ mes "[Proctor]";
+ mes "If you want to exit the test hall, you must make your way to the warp portal located at the opposite side from the start point.";
+ next;
+ mes "[Proctor]";
+ mes "....Oh yes and also there are monsters wandering around in the maze, please clear them.";
+ mes "Good luck.";
+ close;
+ }
+}
+
+monk_test,144,277,0 script mob_monk#1_1 -1,1,1,{
+OnTouch:
+ monster "monk_test",144,277,"Zombie",1015,1;
+ monster "monk_test",144,277,"Zombie",1015,1;
+ monster "monk_test",144,277,"Zombie",1015,1;
+ monster "monk_test",144,277,"Zombie",1015,1;
+ end;
+
+OnDisable:
+ killmonsterall "monk_test";
+ end;
+}
+
+monk_test,134,291,0 script mob_monk#1_2 -1,1,1,{
+OnTouch:
+ monster "monk_test",134,291,"Zombie",1015,1;
+ monster "monk_test",134,291,"Zombie",1015,1;
+ monster "monk_test",134,291,"Zombie",1015,1;
+ monster "monk_test",134,291,"Zombie",1015,1;
+ end;
+
+OnDisable:
+ killmonsterall "monk_test";
+ end;
+}
+
+monk_test,157,284,0 script mob_monk#1_3 -1,1,1,{
+OnTouch:
+ monster "monk_test",157,284,"Mummy",1041,1;
+ end;
+
+OnDisable:
+ killmonsterall "monk_test";
+ end;
+}
+
+monk_test,156,261,0 script mob_monk#1_4 -1,1,1,{
+OnTouch:
+ monster "monk_test",156,261,"Mummy",1041,1;
+ end;
+
+OnDisable:
+ killmonsterall "monk_test";
+ end;
+}
+
+monk_test,149,268,0 script mob_monk#1_5 -1,1,1,{
+OnTouch:
+ monster "monk_test",149,268,"Zombie",1015,1;
+ monster "monk_test",149,268,"Zombie",1015,1;
+ monster "monk_test",149,268,"Zombie",1015,1;
+ monster "monk_test",149,268,"Zombie",1015,1;
+ monster "monk_test",149,268,"Zombie",1015,1;
+ end;
+
+OnDisable:
+ killmonsterall "monk_test";
+ end;
+}
+
+monk_test,166,278,0 script exit_monk#1 45,1,1,{
+OnTouch:
+ mes "[Proctor]";
+ mes "You did well. Please return to Tomoon, he's waiting for you.";
+ set MONK_Q,27;
+ donpcevent "mob_monk#1_5::OnDisable";
+ donpcevent "mob_monk#1_4::OnDisable";
+ donpcevent "mob_monk#1_3::OnDisable";
+ donpcevent "mob_monk#1_2::OnDisable";
+ donpcevent "mob_monk#1_1::OnDisable";
+ close2;
+ warp "prt_monk",196,168;
+ end;
+}
+
+monk_test,88,91,1 script Proctor#mk2 52,{
+ mes "[Proctor]";
+ mes "So, are you ready to undergo this spiritual training?";
+ next;
+ switch(select("Yes!:No.:Check the caution for the test.")) {
+ case 1:
+ mes "[Proctor]";
+ mes "Alright! I wish you luck. If you get lost and can't find a way out, simply log out and log back in.";
+ mes "Then you will return to your save point. What's that mean? Heck if I know, I'm just told to say that. Oh yes and also, please cooperate with your comrades.";
+ close2;
+ set MONK_Q,26;
+ warp "monk_test",125,177;
+ end;
+ case 2:
+ mes "[Proctor]";
+ mes "I see. Take your time.";
+ close;
+ case 3:
+ mes "[Proctor]";
+ mes "Inside this test hall is the maze of spirits.";
+ mes "There are spirits inside which will block you from moving freely.";
+ next;
+ mes "[Proctor]";
+ mes "If you want to exit the test hall, you must make your way to the warp portal located at the opposite side from the start point.";
+ next;
+ mes "[Proctor]";
+ mes "....Oh yes and also there are monsters wandering around in the maze, please clear them.";
+ mes "Good luck.";
+ close;
+ }
+}
+
+monk_test,140,181,0 script mob_monk#2_1 -1,1,1,{
+OnTouch:
+ monster "monk_test",140,181,"Zombie",1015,1;
+ monster "monk_test",140,181,"Zombie",1015,1;
+ monster "monk_test",140,181,"Zombie",1015,1;
+ monster "monk_test",140,181,"Zombie",1015,1;
+ end;
+
+OnDisable:
+ killmonsterall "monk_test";
+ end;
+}
+
+monk_test,150,164,0 script mob_monk#2_2 -1,1,1,{
+OnTouch:
+ monster "monk_test",150,164,"Zombie",1015,1;
+ monster "monk_test",150,164,"Zombie",1015,1;
+ monster "monk_test",150,164,"Zombie",1015,1;
+ monster "monk_test",150,164,"Zombie",1015,1;
+ end;
+
+OnDisable:
+ killmonsterall "monk_test";
+ end;
+}
+
+monk_test,158,192,0 script mob_monk#2_3 -1,1,1,{
+OnTouch:
+ monster "monk_test",158,192,"Mummy",1041,1;
+ end;
+
+OnDisable:
+ killmonsterall "monk_test";
+ end;
+}
+
+monk_test,165,186,0 script mob_monk#2_4 -1,1,1,{
+OnTouch:
+ monster "monk_test",165,186,"Mummy",1041,1;
+ end;
+
+OnDisable:
+ killmonsterall "monk_test";
+ end;
+}
+
+monk_test,162,182,0 script mob_monk#2_5 -1,1,1,{
+OnTouch:
+ monster "monk_test",162,182,"Zombie",1015,1;
+ monster "monk_test",162,182,"Zombie",1015,1;
+ monster "monk_test",162,182,"Zombie",1015,1;
+ monster "monk_test",162,182,"Zombie",1015,1;
+ monster "monk_test",162,182,"Zombie",1015,1;
+ end;
+
+OnDisable:
+ killmonsterall "monk_test";
+ end;
+}
+
+monk_test,166,178,0 script exit_monk#2 45,1,1,{
+OnTouch:
+ mes "[Proctor]";
+ mes "You did well. Please return to Tomoon, he's waiting for you.";
+ set MONK_Q,27;
+ donpcevent "mob_monk#2_5::OnDisable";
+ donpcevent "mob_monk#2_4::OnDisable";
+ donpcevent "mob_monk#2_3::OnDisable";
+ donpcevent "mob_monk#2_2::OnDisable";
+ donpcevent "mob_monk#2_1::OnDisable";
+ close2;
+ warp "prt_monk",196,168;
+ end;
+}
+
+monk_test,95,85,1 script Proctor#btl#3 79,{
+ mes "[Proctor]";
+ mes "So, are you ready to undergo this spiritual training?";
+ next;
+ switch(select("Yes!:No.:Check the caution for the test.")) {
+ case 1:
+ mes "[Proctor]";
+ mes "Alright! I wish you luck. If you get lost and can't find a way out, simply log out and log back in.";
+ mes "Then you will return to your save point. What's that mean? Heck if I know, I'm just told to say that. Oh yes and also, please cooperate with your comrades.";
+ close2;
+ set MONK_Q,26;
+ warp "monk_test",230,277;
+ end;
+ case 2:
+ mes "[Proctor]";
+ mes "I see. Take your time.";
+ close;
+ case 3:
+ mes "[Proctor]";
+ mes "Inside this test hall is the maze of spirits.";
+ mes "There are spirits inside which will block you from moving freely.";
+ next;
+ mes "[Proctor]";
+ mes "If you want to exit the test hall, you must make your way to the warp portal located at the opposite side from the start point.";
+ next;
+ mes "[Proctor]";
+ mes "....Oh yes and also there are monsters wandering around in the maze, please clear them.";
+ mes "Good luck.";
+ close;
+ }
+}
+
+monk_test,249,277,0 script mob_monk#3_1 -1,1,1,{
+OnTouch:
+ monster "monk_test",249,277,"Zombie",1015,1;
+ monster "monk_test",249,277,"Zombie",1015,1;
+ monster "monk_test",249,277,"Zombie",1015,1;
+ monster "monk_test",249,277,"Zombie",1015,1;
+ end;
+
+OnDisable:
+ killmonsterall "monk_test";
+}
+
+monk_test,231,296,0 script mob_monk#3_2 -1,1,1,{
+OnTouch:
+ monster "monk_test",231,296,"Zombie",1015,1;
+ monster "monk_test",231,296,"Zombie",1015,1;
+ monster "monk_test",231,296,"Zombie",1015,1;
+ monster "monk_test",231,296,"Zombie",1015,1;
+ end;
+
+OnDisable:
+ killmonsterall "monk_test";
+ end;
+}
+
+monk_test,264,292,0 script mob_monk#3_3 -1,1,1,{
+OnTouch:
+ monster "monk_test",264,292,"Mummy",1041,1;
+ end;
+
+OnDisable:
+ killmonsterall "monk_test";
+ end;
+}
+
+monk_test,252,284,0 script mob_monk#3_4 -1,1,1,{
+OnTouch:
+ monster "monk_test",252,284,"Mummy",1041,1;
+ end;
+
+OnDisable:
+ killmonsterall "monk_test";
+ end;
+}
+
+monk_test,257,285,0 script mob_monk#3_5 -1,1,1,{
+OnTouch:
+ monster "monk_test",257,285,"Zombie",1015,1;
+ monster "monk_test",257,285,"Zombie",1015,1;
+ monster "monk_test",257,285,"Zombie",1015,1;
+ monster "monk_test",257,285,"Zombie",1015,1;
+ monster "monk_test",257,285,"Zombie",1015,1;
+ monster "monk_test",257,285,"Zombie",1015,1;
+ end;
+
+OnDisable:
+ killmonsterall "monk_test";
+ end;
+}
+
+monk_test,270,278,0 script exit_monk#3 45,1,1,{
+OnTouch:
+ mes "[Proctor]";
+ mes "You did well. Please return to Tomoon, he's waiting for you.";
+ set MONK_Q,27;
+ donpcevent "mob_monk#3_5::OnDisable";
+ donpcevent "mob_monk#3_4::OnDisable";
+ donpcevent "mob_monk#3_3::OnDisable";
+ donpcevent "mob_monk#3_2::OnDisable";
+ donpcevent "mob_monk#3_1::OnDisable";
+ close2;
+ warp "prt_monk",196,168;
+ end;
+}
+
+monk_test,3,3,0 script resetter#monk -1,{
+OnTimer500000:
+ donpcevent "mob_monk#1_1::OnDisable";
+ donpcevent "mob_monk#1_2::OnDisable";
+ donpcevent "mob_monk#1_3::OnDisable";
+ donpcevent "mob_monk#1_4::OnDisable";
+ donpcevent "mob_monk#1_5::OnDisable";
+ donpcevent "mob_monk#2_1::OnDisable";
+ donpcevent "mob_monk#2_2::OnDisable";
+ donpcevent "mob_monk#2_3::OnDisable";
+ donpcevent "mob_monk#2_4::OnDisable";
+ donpcevent "mob_monk#2_5::OnDisable";
+ donpcevent "mob_monk#3_1::OnDisable";
+ donpcevent "mob_monk#3_2::OnDisable";
+ donpcevent "mob_monk#3_3::OnDisable";
+ donpcevent "mob_monk#3_4::OnDisable";
+ donpcevent "mob_monk#3_5::OnDisable";
+ initnpctimer;
+ end;
+
+
+OnInit:
+OnEnable:
+ initnpctimer;
+ end;
+}
+
+monk_test,137,338,1 script switchreset#monkmonk 79,{
+ mes "Grrrr...";
+ mes "All monsters in the monk job chance place have been reset.";
+ mes "Timer's activated.";
+ donpcevent "mob_monk#1_1::OnDisable";
+ donpcevent "mob_monk#1_2::OnDisable";
+ donpcevent "mob_monk#1_3::OnDisable";
+ donpcevent "mob_monk#1_4::OnDisable";
+ donpcevent "mob_monk#1_5::OnDisable";
+ donpcevent "mob_monk#2_1::OnDisable";
+ donpcevent "mob_monk#2_2::OnDisable";
+ donpcevent "mob_monk#2_3::OnDisable";
+ donpcevent "mob_monk#2_4::OnDisable";
+ donpcevent "mob_monk#2_5::OnDisable";
+ donpcevent "mob_monk#3_1::OnDisable";
+ donpcevent "mob_monk#3_2::OnDisable";
+ donpcevent "mob_monk#3_3::OnDisable";
+ donpcevent "mob_monk#3_4::OnDisable";
+ donpcevent "mob_monk#3_5::OnDisable";
+ donpcevent "resetter#monk::OnEnable";
+ close;
+}
+
+//============================================================
+// Monsters of Mushroom Collecting
+//============================================================
+job_monk,0,0,0,0 monster Thief Mushroom 1182,70,0,0,0
+job_monk,0,0,0,0 monster Thief Bug Larva 1051,20,0,0,0
+
+//============================================================
+// mapflag
+//============================================================
+
+//============================================================
+// Old changelog
+//============================================================
+//= 1.1 Fixed missing '";'. Now it's loading fine [Lupus]
+//= 1.1+ Edited/Translated 5% [Celest]
+//= 1.2 Made Poetry Quiz passable, Fixed Marathon Part [Lupus]
+//= 1.3 Added Baby Class Support [Lupus]
+//= 1.5 Fixed possible EXP abuse [Lupus]
+//= 1.6 Added a func which prevent advanced classes passing
+//= 2nd Job Quests again. It also guides adv classes where
+//= to go. [Lupus] 1.7 Fixed warps19/20 [Yor]
+//= 1.8 Fixed bugs. Fixed Green Potion exploit. Getting rid of Jfunc mess [Lupus]
+//= 1.9 Added a missing check in Fuhai and fixed a LOT of Engrish. [Zephiris]
+//= 1.9b Fixed another bug in Fuhai. [Zephiris]
+//= 2.0 Changed numbers to constants. [Vicious]
+//= 2.1 Removed Duplicates [Silent]
diff --git a/npc/pre-re/jobs/2-2/rogue.txt b/npc/pre-re/jobs/2-2/rogue.txt
new file mode 100644
index 000000000..6d9ffe14f
--- /dev/null
+++ b/npc/pre-re/jobs/2-2/rogue.txt
@@ -0,0 +1,2034 @@
+//===== rAthena Script =======================================
+//= Rogue Job Quest
+//===== By: ==================================================
+//= kobra_k88
+//===== Current Version: =====================================
+//= 2.9
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Job quest for Rogue classes
+//===== Additional Comments: =================================
+//= 2.4 Rescripted to Aegis 10.3 stadards. [L0ne_W0lf]
+//= No longer uses function "F_BlockHigh"
+//= 2.4a Deleted unused variables. [Samuray22]
+//= 2.4b Changed a Problem with JobLevel what made
+//= impossible get a Gladius [3]. (bugreport:481) [Samuray22]
+//= 2.4c Corrected a Typo error ";;" and a typo error with "rouge". (bugreport:909) [Samuray22]
+//= 2.5 Added dummy "OnMyMobDead" labels. (bugreport:1100) [L0ne_W0lf]
+//= 2.6 Fixed a few bugs in the Rogue Guildsman. [L0ne_W0lf]
+//= 2.7 Fixed a bug on Markie question 5, bugreport:1600 [Brainstorm]
+//= 2.8 Moved "Thug" to Morroc Ruins. [L0ne_W0lf]
+//= 2.9 Added Quest Log commands. [Kisuka]
+//============================================================
+
+moc_ruins,86,103,1 script Thug#rg 118,{
+ mes "[Thug]";
+ mes "*Sigh...*";
+ mes "What is life?";
+ mes "And what use";
+ mes "is money? ...Damn.";
+ mes "Damn this worthless life!";
+ next;
+ mes "[Thug]";
+ mes "Hey, kid.";
+ mes "What the hell";
+ mes "are you lookin' at?";
+ next;
+ if (select("Me? N-nothing!':........") == 1) {
+ mes "[Thug]";
+ mes "Then get the";
+ mes "hell out of my face!";
+ mes "Didn't you hear me?";
+ mes "Get lost!";
+ close;
+ }
+ mes "[Thug]";
+ mes "Hmmm...";
+ mes "Maybe I'll swing by the ^0000FFRogue Guild^000000 in ^0000FFParos Lighthouse^000000...";
+ next;
+ mes "[Thug]";
+ mes "I needz my money,";
+ mes "and they best have it...";
+ close;
+}
+
+in_rogue,363,122,4 script Rogue Guildsman#rg 747,{
+ if (Upper == 1) {
+ mes "[Markie]";
+ mes "Eh? You...you...?!";
+ mes "Hey, haven't we met before?";
+ next;
+ mes "[Markie]";
+ mes "..............";
+ mes "Awww, ^FF0000I am sorry^000000! I think I misunderstood you from someone I know.";
+ next;
+ mes "[Markie]";
+ mes ".......";
+ mes "........It is strange though. Umm.";
+ next;
+ mes "[Markie]";
+ mes "I never misunderstand people...oh well, be safe anyway!";
+ close;
+ }
+ if (BaseJob == Job_Thief) {
+ if (SkillPoint) {
+ mes "[Rogue Guildsman]";
+ mes "Yo, what are you doin'?!";
+ mes "You can't change your job if you got unused skill points, so use 'em all up. You bettah check yo-self before you wreck yo-self.";
+ close;
+ }
+ if (JobLevel > 39) {
+ if (ROGUE_Q == 0) {
+ mes "[Rogue Guildsman]";
+ mes "So what's a kid";
+ mes "like you doin' here?";
+ if (sex == 1) {
+ mes "Oh, I get it now...";
+ mes "The widdle boy wants";
+ }
+ else {
+ mes "Oh, I see...";
+ mes "Lil' cutie wants ";
+ }
+ mes "to be a ^800000Rogue^000000.";
+ next;
+ mes "[Rogue Guildsman]";
+ mes "Eh, nice meetin' you, I guess. I'm Markie, and I do work for the Rogue Guild, a philanthro-- *ahem* a ^800000feelanthropist^000000 group, as you can see. So what's your name?";
+ next;
+ mes "[Markie]";
+ mes "..." + strcharinfo(0) + "?";
+ mes "Heh heh! Cool name.";
+ mes "If it was dorky, we'd";
+ mes "make you change it,";
+ mes "so you're in luck.";
+ next;
+ mes "[Markie]";
+ mes "So why you wanna join up with the Rogues? I guess you gave me your real name, so you'd be an honest Rogue. Not many of those around, heh heh~";
+ next;
+ mes "[Markie]";
+ mes "Rule number 1 for Rogues...";
+ mes "Never give out your real identity to most people, most of the time. It's just a little backup measure we like to use.";
+ next;
+ mes "[Markie]";
+ mes "Right. I'm officially accepting your application, so now you gotta take a test. Don't sweat it, this first one is real simple.";
+ next;
+ mes "[Markie]";
+ mes "Alright...";
+ mes "Let's get started!";
+ next;
+ }
+ else if (ROGUE_Q == 1) {
+ mes "[Markie]";
+ mes "You again?";
+ mes "Okay, you probably screwed up last time 'cuz you were way too nervous. So just chill and pass";
+ mes "this test, okay?";
+ next;
+ }
+ else if (ROGUE_Q == 2) {
+ mes "[Markie]";
+ mes "Go talk to Smith. His test might be pretty hard. He's one of the guys who makes sure that people pay up their debts to us. So yeah, he might be a bit of a hard case.";
+ next;
+ mes "[Markie]";
+ mes "Yeah...";
+ mes "That guy can be pretty anal, but we need a guy like him in our guild. Anyway, be careful. Lots of luck to you, pal.";
+ close;
+ }
+ else if (ROGUE_Q > 2 && ROGUE_Q < 16) {
+ mes "[Markie]";
+ mes "Hey yo...";
+ mes "Do your best.";
+ next;
+ mes "[Markie]";
+ mes "Heh heh...";
+ mes "Fresh meat. This'll be";
+ mes "a cinch to--Wait! Er, I wasn't talkin' about you! I meant the other fresh meat~";
+ close;
+ }
+ else if (ROGUE_Q == 16 || ROGUE_Q == 17) {
+ changequest 2026,2027;
+ mes "[Markie]";
+ if (ROGUE_Q == 16) {
+ mes "Oh hey, it's you!";
+ mes "You did a good job, guy.";
+ mes "Now, lemme change your";
+ mes "job to Rogue. You earned it!";
+ next;
+ mes "[Markie]";
+ mes "Congrats~!";
+ mes "You look";
+ mes "sooo dope!";
+ }
+ else {
+ mes "Oh! It's you!";
+ mes "You were actually able to put up with that guy? Good stuff! Must've had a rough time collect all those items, eh?";
+ next;
+ mes "[Markie]";
+ mes "Hey hey~";
+ mes "Congrats!";
+ mes "You've been";
+ mes "doin' a great job~";
+ }
+ set .@jlevel,JobLevel;
+ callfunc "Job_Change",Job_Rogue;
+ callfunc "F_ClearJobVar";
+ completequest 2027;
+ next;
+ mes "[Markie]";
+ mes "Now...";
+ mes "It's time";
+ mes "for me to make";
+ mes "a speech~ *Ahem*";
+ next;
+ mes "[Markie]";
+ mes "Enjoy your freedom as a Rogue. Just remember that you gotta be free and responsible at the same time. So treat other guys the way you wanna be treated, kay? Alright, seeya round.";
+ close2;
+ if (.@jlevel == 50) {
+ getitem 1220,1; //Gladius_
+ } else {
+ getitem 1219,1; //Gladius
+ }
+ end;
+ }
+ if (select("I'm ready.:Hold on, I need to get ready!") == 2) {
+ mes "[Markie]";
+ mes "Get ready...?";
+ mes "Fine, fine.";
+ mes "Take your sweet";
+ mes "time, why don't you?";
+ mes "But hurry up and";
+ mes "come back, got it?";
+ close;
+ }
+ next;
+ mes "[Markie]";
+ mes "Listen carefully, and";
+ mes "pick the right answer.";
+ mes "Capish? Now, lemme";
+ mes "read these questions...";
+ next;
+ switch(rand(1,3)) {
+ case 1:
+ mes "[Markie]";
+ mes "1. Choose the skill necessary for learning ^880000Stalk^000000.";
+ next;
+ if (select("^880000Hiding^000000:^880000Steal^000000:^880000Improve Dodge^000000:^880000Bash^000000") == 1)
+ set .@assassin_t,.@assassin_t+10;
+
+ mes "[Markie]";
+ mes "2. In comparison to the Merchant's Level 10 ^880000Discount^000000 skill, how much more of a discount, in terms of percent, can a Rogue get with Level 10 ^880000Haggle^000000 skill?";
+ next;
+ if (select("3 %:2 %:1 %:0 %") == 3)
+ set .@assassin_t,.@assassin_t+10;
+
+ mes "[Markie]";
+ mes "3. What is the correct description for the skill, ^880000Mug^000000?";
+ next;
+ if (select("Steal items from players:Steal items from monsters:Steal Zeny from monsters:Steal Zeny from players") == 3)
+ set .@assassin_t,.@assassin_t+10;
+
+ mes "[Markie]";
+ mes "4. How many Rogues does it require to activate the skill, ^880000Slyness^000000?";
+ next;
+ if (select("1 Rogues + 2 Assassin:1 Thief + 2 Rogue:4 Thieves:2 Rogues") == 4)
+ set .@assassin_t,.@assassin_t+10;
+
+ mes "[Markie]";
+ mes "5. Choose the skill that you can learn at Level 5 ^880000Divest Helm^000000.";
+ next;
+ if (select("^880000Envenom^000000:^880000Strip Tease^000000:^880000Venom Splasher^000000:^880000Divest Shield^000000") == 4)
+ set .@assassin_t,.@assassin_t+10;
+
+ mes "[Markie]";
+ mes "6. Choose the skill which allows its user to move while hiding.";
+ next;
+ if (select("^880000Hiding^000000:^880000Back Slide^000000:^880000Stalk^000000:^880000Sand Attack^000000") == 3)
+ set .@assassin_t,.@assassin_t+10;
+
+ mes "[Markie]";
+ mes "7. Choose the card that increases the accuracy rate of its owner.";
+ next;
+ if (select("Andre Card.:Familiar Card.:Mummy Card.:Marina Card.") == 3)
+ set .@assassin_t,.@assassin_t+10;
+
+ mes "[Markie]";
+ mes "8. Choose the monster that receives more damage when it's attacked by a weapon with the Vadon card (20 % more damage on Fire property).";
+ next;
+ if (select("Vadon:Deviruchi:Elder Willow:Baphomet") == 3)
+ set .@assassin_t,.@assassin_t+10;
+
+ mes "[Markie]";
+ mes "9. How much SP does the skill ^880000Double Attack^000000 require when used with a Dagger?";
+ next;
+ if (select("15:Passive skill, no SP required.:Passive skill, 10 SP:54") == 2)
+ set .@assassin_t,.@assassin_t+10;
+
+ mes "[Markie]";
+ mes "10. Choose the most efficient dagger to use in the Byalan Dungeon.";
+ next;
+ if (select("Wind Main-Gauche:Ice Main-Gauche:Earth Main-Gauche:Fire Main-Gauche") == 1)
+ set .@assassin_t,.@assassin_t+10;
+ break;
+ case 2:
+ mes "[Markie]";
+ mes "1. Which monster drops a slotted Gladius?";
+ next;
+ if (select("Thief Bug:Peco Peco:Desert Wolf:Kobold") == 4)
+ set .@assassin_t,.@assassin_t+10;
+
+ mes "[Markie]";
+ mes "2. Which monster drops a slotted Main-Gauche?";
+ next;
+ if (select("Hornet:Desert Wolf:Marionette:Myst") == 1)
+ set .@assassin_t,.@assassin_t+10;
+
+ mes "[Markie]";
+ mes "3. Choose the class that is able to create unique potions.";
+ next;
+ if (select("Merchant:Alchemist:Blacksmith:Priest") == 2)
+ set .@assassin_t,.@assassin_t+10;
+
+ mes "[Markie]";
+ mes "4. Choose the weapon that Rogues aren't allowed to use.";
+ next;
+ if (select("Gakkung:Crossbow:Gladius:Katar") == 4)
+ set .@assassin_t,.@assassin_t+10;
+
+ mes "[Markie]";
+ mes "5. Choose the property that the monster Hode possesses.";
+ next;
+ if (select("Water:Fire:Wind:Earth") == 4)
+ set .@assassin_t,.@assassin_t+10;
+
+ mes "[Markie]";
+ mes "6. Choose the monster that is unable to be tamed for as a Cute Pet.";
+ next;
+ if (select("Poporing:Creamy:Orc:Poison Spore") == 2)
+ set .@assassin_t,.@assassin_t+10;
+
+ mes "[Markie]";
+ mes "7. Choose the monster that receives more damage from a Dagger with the Fire property.";
+ next;
+ if (select("Dagger Goblin:Mace Goblin:Morning Star Goblin:Hammer Goblin") == 4)
+ set .@assassin_t,.@assassin_t+10;
+
+ mes "[Markie]";
+ mes "8. Choose the town that doesn't have any guild castles.";
+ next;
+ if (select("Prontera:Al De Baran:Alberta:Payon") == 3)
+ set .@assassin_t,.@assassin_t+10;
+
+ mes "[Markie]";
+ mes "9. Choose the plant that drops Blue Herbs.";
+ next;
+ switch(select("Green Plant:Yellow Plant:Blue Plant:Shining Plant")) {
+ default:
+ break;
+ case 3:
+ set .@assassin_t,.@assassin_t+10;
+ break;
+ case 4:
+ set .@assassin_t,.@assassin_t+10;
+ break;
+ }
+ mes "[Markie]";
+ mes "10. Choose the monster that does not have the Undead property.";
+ next;
+ if (select("Zombie:Megalodon:Familiar:Khalitzburg") == 3)
+ set .@assassin_t,.@assassin_t+10;
+ break;
+ case 3:
+ mes "[Markie]";
+ mes "1. By what percentage is the flee rate increased when a Thief masters the ^880000Improve Dodge^000000?";
+ next;
+ if (select("30:40:160:20") == 1)
+ set .@assassin_t,.@assassin_t+10;
+
+ mes "[Markie]";
+ mes "2. Choose the monster that detects a characters using the Hiding or Cloaking skill.";
+ next;
+ if (select("Worm Tail:Argos:Mummy:Soldier Skeleton") == 2)
+ set .@assassin_t,.@assassin_t+10;
+
+ mes "[Markie]";
+ mes "3. Choose the location where Thieves can change their jobs to Rogues.";
+ next;
+ if (select("Comodo:Kokomo Beach:Paros Lighthouse:Morroc") == 3)
+ set .@assassin_t,.@assassin_t+10;
+
+ mes "[Markie]";
+ mes "4. In which town can Novices change their jobs to Thieves?";
+ next;
+ if (select("Comodo:Lutie:Alberta:Morroc") == 4)
+ set .@assassin_t,.@assassin_t+10;
+
+ mes "[Markie]";
+ mes "5. Choose the card that does not affect the DEX stat.";
+ next;
+ if (select("Rocker Card:Mummy Card:Zerom Card:Drops Card") == 2)
+ set .@assassin_t,.@assassin_t+10;
+
+ mes "[Markie]";
+ mes "6. So what's cool about being a Rogue?";
+ next;
+ select("Being totally badass.:The clothes, the style.:Getting to call other people, 'foo'':Excellent attack strength");
+ set .@assassin_t,.@assassin_t+10;
+
+ mes "[Markie]";
+ mes "7. When is it possible to change jobs from Thief to Rogue?";
+ next;
+ switch(select("At job Level 30:At job Level 35:At Job Level 40:At Job Level 50")) {
+ default:
+ break;
+ case 3:
+ set .@assassin_t,.@assassin_t+10;
+ break;
+ case 4:
+ set .@assassin_t,.@assassin_t+10;
+ break;
+ }
+ mes "[Markie]";
+ mes "8. You want to dye your hair blue. What town do you go to, and in which direction, with 12 o' clock being North.";
+ next;
+ if (select("Morroc, 7 o'clock:Prontera, 7 o'clock:Morroc, 5 o'clock:Prontera, 1 o'clock") == 2)
+ set .@assassin_t,.@assassin_t+10;
+
+ mes "[Markie]";
+ mes "9. Choose the mushroom that is required on the Thief job change quest.";
+ next;
+ switch(select("Orange Gooey Mushroom:Red Hairy Mushroom:Orange Net Mushroom:Orange Sticky Mushroom")) {
+ default:
+ break;
+ case 1:
+ case 3:
+ set .@assassin_t,.@assassin_t+10;
+ break;
+ }
+ mes "[Markie]";
+ mes "10. Choose the card that least benefits the Rogue class.";
+ next;
+ if (select("Whisper Card:Elder Willow Card:Zerom Card:Matyr Card") == 2)
+ set .@assassin_t,.@assassin_t+10;
+ }
+ mes "[Markie]";
+ mes "*Whew~*";
+ mes "Finally.";
+ mes "We're done.";
+ next;
+ mes "[Markie]";
+ mes "Let's see.";
+ mes "You got...";
+ mes "" + .@assassin_t + " points.";
+ if (.@assassin_t > 80) {
+ set ROGUE_Q,2;
+ setquest 2017;
+ mes "Good. You passed.";
+ mes "We don't gotta";
+ mes "do that again.";
+ next;
+ mes "[Markie]";
+ mes "But don't get too comfortable just yet, you got more o' these tests. Your next one will be from Smith.";
+ next;
+ mes "[Markie]";
+ mes "So...";
+ mes "Go find Smith and finish up this test, yeah? Be careful though, Smith's a pretty anal guy.";
+ close;
+ }
+ else {
+ set ROGUE_Q,1;
+ mes "Aw crud... You failed!";
+ next;
+ mes "[Markie]";
+ mes "Man, you shoulda learned more when you had the chance. Thanks for wasting my time.";
+ next;
+ mes "[Markie]";
+ mes "*Sigh...* Lemme give you some tips, yeah? I'm supposed to tell you about some kind of ^990000iro.ragnarokonline.com^000000 to help you learn what you need to know.";
+ next;
+ mes "[Markie]";
+ mes "Of course, I don't know what the heck it means, but if you understand it, it'll probably help you out a lot.";
+ close;
+ }
+ }
+ else if (JobLevel < 40) {
+ mes "[Rogue Guildsman]";
+ mes "Whoa, slow down newbie. We only accept people who are at least Thief Job Level 40. I ain't risking myself by letting you in before you're ready. Got it?";
+ close;
+ }
+ }
+ else if (BaseJob == Job_Assassin) {
+ mes "[Rogue Guildsman]";
+ mes "Huh...?";
+ mes "What's an Assassin doin' here? Uh, you haven't been assigned to kill someone in the Rogue Guild, are you?";
+ next;
+ mes "[Rogue Guildsman]";
+ mes "In any case, don't mess with us! You can't catch me... I'm a smooth criminal!";
+ next;
+ mes "[Rogue Guildsman]";
+ mes "Don't get it, huh? It's something I always used to say to Huey. If you're in the Assassin Guild, you oughta have met him...";
+ close;
+ }
+ else if (BaseJob == Job_Rogue) {
+ mes "[Markie]";
+ mes "Hey hey~";
+ mes "Long time no see.";
+ mes "Eh, right now we don't";
+ mes "any requests from the";
+ mes "guild for you, so just";
+ mes "check back again later.";
+ close;
+ }
+ else {
+ mes "[Rogue Guildsman]";
+ mes "Hey you...";
+ mes "Get your ugly";
+ mes "ass out of here";
+ mes "before I redecorate";
+ mes "that face of yours!";
+ close;
+ }
+}
+
+in_rogue,376,23,1 script Mr. Smith#rg 57,{
+ if (ROGUE_Q == 2) {
+ mes "[Mr. Smith]";
+ mes "Welcome to";
+ mes "the Rogue guild.";
+ mes "From here on, I will";
+ mes "verify your qualification.";
+ next;
+ mes "[Mr. Smith]";
+ mes "Before we get started,";
+ mes "I want you to know";
+ mes "about something...";
+ next;
+ mes "[Mr. Smith]";
+ mes "All new Rogues are required to pay an application fee, so I hope you take care of that first.";
+ next;
+ mes "[Mr. Smith]";
+ mes "What you have to understand is that the Rogue Guild does a lot of business, ^666666sometimes illegally^000000, that needs financial backup.";
+ next;
+ set .@item_need,rand(1,15);
+ if (.@item_need > 0 && .@item_need < 6) callsub S_Req,"10 Skel-bone","6 Blue Herb","10 Decayed Nail","10 Horrendous Mouth",3;
+ else if (.@item_need > 5 && .@item_need < 11) callsub S_Req,"10 Green Herb","10 Crab Shell","10 Snake Scale","10 Garlet",4;
+ else if (.@item_need > 10 && .@item_need < 15) callsub S_Req,"10 Yellow Herb","10 Shell","10 Grasshopper's Leg","10 Bear's Footskin",5;
+ else if (.@item_need == 15) {
+ mes "[Mr. Smith]";
+ mes "I will let you know...";
+ set ROGUE_Q,6;
+ changequest 2017,2021;
+ next;
+ mes "[Mr. Smith]";
+ mes "I will let you know......";
+ next;
+ mes "[Mr. Smith]";
+ mes "I will let you know........";
+ mes "By the way.....";
+ next;
+ mes "[Mr. Smith]";
+ mes "Oh man...";
+ mes "This is...";
+ mes "Damn...";
+ mes "Annoying!";
+ next;
+ mes "[Mr. Smith]";
+ mes "...";
+ next;
+ mes "[Mr. Smith]";
+ mes "...";
+ mes "......";
+ next;
+ mes "[Mr. Smith]";
+ mes "...";
+ mes "......";
+ mes ".........";
+ next;
+ mes "[Mr. Smith]";
+ mes "Today, I'm in a pissed off mood, ya' know why?! I haven't collected any bills! God! Idiot Thieves coming at me all the time, wanting to become Rogues!";
+ next;
+ mes "[Mr. Smith]";
+ mes "Jesus! Now I understand why our leader told us that working as customer support sucks.";
+ next;
+ mes "[Mr. Smith]";
+ mes "That god damn guild master assigned me to this shitty job. I'm better than this F$@king job!";
+ mapannounce "in_rogue","That god damn guild master assigned me to this shitty job! That Bastard!",bc_map;
+ mes "That bastard should go to F$@king hell, I'm gonna kick that mother F$@kers ass! F#%k F#%k F#%k !!!";
+ mapannounce "in_rogue","That bastard should go to F$@king hell, I'm gonna kick that mother F$@kers ass! F#%k F#%k F#%k !!!",bc_map;
+ next;
+ mes "[Mr. Smith]";
+ mes "That dipshit who just tried to change his job, the one before you...";
+ mapannounce "in_rogue","That dipshit who just tried to change his job, the one before you...",bc_map;
+ mes "You know what the f#@k he talked to me about?!?";
+ mapannounce "in_rogue","You know what the f#@k he talked to me about?!?",bc_map;
+ mes "F#$@%#$*#$%@#$!!";
+ mapannounce "in_rogue","F#$@%#$*#$%@#$!!",bc_map;
+ next;
+ mes "[Mr. Smith]";
+ mes "What the--?! What's with this chat filter?! Stop #*!@$ing me! you stupid F#$%*! Let me talk!!!";
+ mapannounce "in_rogue","What the--?! What's with this chat filter?! Stop #*!@$ing me! you stupid F#$%*! Let me talk!!!",bc_map;
+ next;
+ mes "[Mr. Smith]";
+ mes "What the f#@k you looking at...? " + strcharinfo(0) + "? That's your name!?";
+ mapannounce "in_rogue","What the f#@k you looking at...? " + strcharinfo(0) + "? That's your name!?",bc_map;
+ mes " ";
+ mes "[" + strcharinfo(0) + "]";
+ mes "Umm...";
+ mes "Sir...?";
+ mes "I didn't mean to make you upset. I just came here to so I could become a Rogue.";
+ next;
+ mes "[Mr. Smith]";
+ mes "Holy shit on a stick, what the f#$k was I just f!#king talking about, you moron!";
+ mapannounce "in_rogue","Holy shit on a stick, what the f#$k was I just f!#king talking about, you moron!",bc_map;
+ next;
+ mes "[Mr. Smith]";
+ mes "Just leave me alone! Just leave alone! Just leave me alone!";
+ mapannounce "in_rogue","Just leave me alone! Just leave alone! Just leave me alone!",bc_map;
+ next;
+ mes "[Mr. Smith]";
+ mes "Do whatever you want, okay? Just do whatever the F$!!K you want...!!";
+ mapannounce "in_rogue","Do whatever you want, okay? Just do whatever the F$!!K you want...!!",bc_map;
+ next;
+ mes "[Mr. Smith]";
+ mes "Your application fee... ^FF000010,000 zeny^000000!!";
+ next;
+ mes "[Mr. Smith]";
+ mes "^FF00005 Crysalis^000000!";
+ mes "^FF00005 Empty Bottle^000000!";
+ mes "^FF00005 Iron Ore^000000!";
+ mes "^FF00005 Stone Heart^000000!!";
+ next;
+ mes "[Mr. Smith]";
+ mes "^FF00005 Red Herb^000000!";
+ mes "^FF00005 Animal Skin^000000!!";
+ mes "^FF00005 Yellow Gemstone^000000!!";
+ next;
+ mes "[Mr. Smith]";
+ mes "^FF00005 Tooth of Bat^000000!";
+ mes "^FF00005 Scorpion Tail^000000!!";
+ mes "^FF00005 Yoyo Tail^000000!!";
+ next;
+ mes "[Mr. Smith]";
+ mes "^FF00005 Monster's Feed^000000!";
+ mes "^FF00005 Fluff^000000!!";
+ mes "^FF00005 Clover^000000!!";
+ next;
+ mes "[Mr. Smith]";
+ mes "^FF00005 Feather of Birds^000000!";
+ mes "^FF00005 Talon^000000!!";
+ mes "^FF00005 Spawn^000000!!";
+ next;
+ mes "[Mr. Smith]";
+ mes "Don't even think about coming back until you've got all those or I'll kill you where you stand.";
+ next;
+ mes "[Mr. Smith]";
+ mes "What the F$@k? Did you just say I'm annoying you? Shut up, you ungrateful prick!";
+ next;
+ mes "[Mr. Smith]";
+ mes "I just added ^FF000010 Raccoon Leaf^000000 to the list. You better get it!";
+ next;
+ mes "[Mr. Smith]";
+ mes "F%$#*&#@$%#@$@#$%@$%&*k! Haven't you ever thought about how hard it would be to be an NPC!?!";
+ mapannounce "in_rogue","F%$#*&#@$%#@$@#$%@$%&*k! Haven't you ever thought about how hard it would be to be an NPC!?!",bc_map;
+ close;
+ }
+ }
+ else if (ROGUE_Q < 2) {
+ mes "[Mr. Smith]";
+ mes "Three thousand, two hundred seventy two. Three thousand, two hundred seventy three. Three thousand, two hundred seventy four...";
+ next;
+ mes "[Mr. Smith]";
+ mes "Uhh...";
+ mes "Headache...";
+ mes "This is too much";
+ mes "zeny to count.";
+ next;
+ mes "[Mr. Smith]";
+ mes "Uh...?";
+ mes "What are you doing here? If you're going to talk about the job change, you need to speak to the other guy first.";
+ next;
+ mes "[Mr. Smith]";
+ mes "...Shit!";
+ mes "I lost count!";
+ close;
+ }
+ else if (ROGUE_Q > 2) {
+ if (ROGUE_Q == 3) callsub S_CheckItems,510,6,932,10,957,10,958,10;
+ else if (ROGUE_Q == 4) callsub S_CheckItems,511,10,910,10,926,10,964,10;
+ else if (ROGUE_Q == 5) callsub S_CheckItems,508,10,948,10,935,10,940,10;
+ else if (ROGUE_Q == 6) {
+ if (zeny > 9999 && countitem(915) > 4 && countitem(713) > 4 && countitem(1002) > 4 &&
+ countitem(953) > 4 && countitem(507) > 4 && countitem(919) > 4 && countitem(715) > 4 &&
+ countitem(913) > 4 && countitem(904) > 4 && countitem(942) > 4 && countitem(528) > 4 &&
+ countitem(914) > 4 && countitem(705) > 4 && countitem(916) > 4 && countitem(917) > 4 &&
+ countitem(908) > 4 && countitem(945) > 4) {
+ mes "[Mr. Smith]";
+ mes "Ummm...let's see...";
+ set zeny,zeny-10000;
+ delitem 915,5; //Chrysalis
+ delitem 713,5; //Empty_Bottle
+ delitem 1002,5; //Iron_Ore
+ delitem 953,5; //Stone_Heart
+ delitem 507,5; //Red_Herb
+ delitem 919,5; //Animal's_Skin
+ delitem 715,5; //Yellow_Gemstone
+ delitem 913,5; //Tooth_Of_Bat
+ delitem 904,5; //Scorpion's_Tail
+ delitem 942,5; //Yoyo_Tail
+ delitem 528,5; //Monster's_Feed
+ delitem 914,5; //Fluff
+ delitem 705,5; //Clover
+ delitem 916,5; //Feather_Of_Birds
+ delitem 917,5; //Talon
+ delitem 908,5; //Spawn
+ delitem 945,5; //Raccoon_Leaf
+ set ROGUE_Q,8;
+ next;
+ mes "[Mr. Smith]";
+ mes "Wow, you've brought each and every single thing I asked you to. Good work... I salute you.";
+ next;
+ mes "^CCCCCC- Middle Finger -^000000'";
+ mes "*Grins*";
+ set ROGUE_Q,8;
+ changequest 2021,2025;
+ next;
+ mes "[Mr. Smith]";
+ mes "Since you showed such great effort, I'm going to write a recommendation letter for you. I usually don't do that, you know.";
+ next;
+ mes "[Mr. Smith]";
+ mes "But I'm sure you'll be a great asset to the Rogue Guild. Hmm, I don't have a blank piece of paper right now, so take this instead...";
+ getitem 1097,1; //Worn_Out_Page
+ next;
+ mes "[Mr. Smith]";
+ mes "*Sigh...*";
+ mes "I know, I know. I'm supposed to control myself in the work place. Getting enraged is a bad habit...";
+ next;
+ mes "[Mr. Smith]";
+ mes "*Mumble mumble...*";
+ mes "How was I... *Mumble...*";
+ mes "How did... I remember...";
+ mes "*Sigh* It was all because of my bad temper!";
+ next;
+ mes "[Mr. Smith]";
+ mes "Wah....!!!";
+ next;
+ mes "^3355FFIt might be a better";
+ mes "idea to come back later.^000000";
+ close;
+ }
+ mes "[Mr. Smith]";
+ mes "Listen this time!";
+ mes "Application fee:";
+ mes "^FF000010000 zeny^000000,";
+ mes "^FF00005 Crysalis^000000!";
+ mes "^FF00005 Empty Bottle^000000!";
+ mes "^FF00005 Iron Ore^000000!";
+ next;
+ mes "[Mr. Smith]";
+ mes "^FF00005 Stone Heart^000000!!";
+ mes "^FF00005 Red Herb^000000!";
+ mes "^FF00005 Animal Skin^000000!!";
+ mes "^FF00005 Yellow Gemstone^000000!!";
+ next;
+ mes "[Mr. Smith]";
+ mes "^FF00005 Tooth of Bat^000000!";
+ mes "^FF00005 Scorpion Tail^000000!!";
+ mes "^FF00005 Yoyo Tail^000000!!";
+ next;
+ mes "[Mr. Smith]";
+ mes "^FF00005 Monster's Feed^000000!";
+ mes "^FF00005 Fluff^000000!!";
+ mes "^FF00005 Clover^000000!!";
+ next;
+ mes "[Mr. Smith]";
+ mes "^FF00005 Feather of Birds^000000!";
+ mes "^FF00005 Talon^000000!!";
+ mes "^FF00005 Spawn^000000!!";
+ mes "^FF000010 Raccoon Leaf^000000!!";
+ next;
+ mes "[Mr. Smith]";
+ mes "Don't even think";
+ mes "of coming back";
+ mes "without them!";
+ close;
+ }
+ else if (ROGUE_Q == 7) {
+ mes "[Mr. Smith]";
+ mes "Let me see...";
+ mes "Who would should";
+ mes "I send you to...?";
+ switch(rand(1,3)) {
+ case 1:
+ set ROGUE_Q,9;
+ if(checkquest(2018) != -1) {
+ changequest 2018,2022;
+ }
+ else if(checkquest(2019) != -1) {
+ changequest 2019,2022;
+ }
+ else {
+ changequest 2020,2022;
+ }
+ next;
+ mes "[Mr. Smith]";
+ mes "Right! I know";
+ mes "just the guy~!";
+ next;
+ mes "[Mr. Smith]";
+ mes "Go visit Aragham Junior who lives South of the Sandarman Fortress. That area is located one field east from here.";
+ next;
+ mes "[Mr. Smith]";
+ mes "He's a pretty nice guy, you know. He works hard and is really good at bill collecting.";
+ next;
+ mes "[Mr. Smith]";
+ mes "Before he joined the Rogue Guild, people have been trying to kill him for something his father did in the past. So, he became a runaway.";
+ next;
+ mes "[Mr. Smith]";
+ mes "Well anyway, that's why he's been with us. We've been helping him hide from his enemies.";
+ next;
+ mes "[Mr. Smith]";
+ mes "Ah, you might want to remember the password if you want to meet him. He doesn't let anybody in his house without the password.";
+ next;
+ mes "[Mr. Smith]";
+ mes "The password is ^0000FFAragham never hoarded upgrade items^000000.";
+ next;
+ mes "[Mr. Smith]";
+ mes "Well, I will wish you luck. His place isn't that far from here, so come back as soon as possible. Being swift... That is the spirit of the Rogue.";
+ close;
+ case 2:
+ set ROGUE_Q,10;
+ if(checkquest(2018) != -1) {
+ changequest 2018,2023;
+ }
+ else if(checkquest(2019) != -1) {
+ changequest 2019,2023;
+ }
+ else {
+ changequest 2020,2023;
+ }
+ next;
+ mes "[Mr. Smith]";
+ mes "Hmm...";
+ mes "This guy might be";
+ mes "good for you, but...";
+ mes "He's a little dangerous.";
+ next;
+ mes "[Mr. Smith]";
+ mes "I want you to meet Antonio Junior, son of Antonio the first. For some reason people have been trying to kill him because of something his father did in the past.";
+ next;
+ mes "[Mr. Smith]";
+ mes "He was brought up in Payon, but he's staying in an empty house near the Kokomo beach at the moment.";
+ next;
+ mes "[Mr. Smith]";
+ mes "I've heard lately that he's been complaining a lot about the noise outside of his house, and he fears an assassination attempt. Anyway...";
+ next;
+ mes "[Mr. Smith]";
+ mes "He's kind of tense, so he throws a dagger at anyone who approches his house. He has a violent personality.";
+ next;
+ mes "[Mr. Smith]";
+ mes "However, he does have magnificiant business skills. And he also loves gambling. Once you get to know him, he'll take care of your Rogue training really well.";
+ next;
+ mes "[Mr. Smith]";
+ mes "Ah, you might want to remember the password to meet him in person. The password is ^0000FFAntonio doesn't enjoy destroying upgrade items^000000.";
+ close;
+ case 3:
+ set ROGUE_Q,11;
+ if(checkquest(2018) != -1) {
+ changequest 2018,2024;
+ }
+ else if(checkquest(2019) != -1) {
+ changequest 2019,2024;
+ }
+ else {
+ changequest 2020,2024;
+ }
+ next;
+ mes "[Mr. Smith]";
+ mes "Hmm...";
+ mes "This guy might be";
+ mes "good for you, but...";
+ mes "He's a little dangerous.";
+ next;
+ mes "[Mr. Smith]";
+ mes "His name is";
+ mes "Hollgrehenn Junior,";
+ mes "a genius at manipulation.";
+ next;
+ mes "[Mr. Smith]";
+ mes "However, because of something his father did long ago, people ahve been trying to kill him. Because of this, he is very high strung and will throw daggers at people he doesn't trust.";
+ next;
+ mes "[Mr. Smith]";
+ mes "Our leader has been able to get him to join our guild, and his brilliant mind has been an asset to us. Once you get to know him, he'll take care of your Rogue training really well.";
+ next;
+ mes "[Mr. Smith]";
+ mes "Ah, you might want to remember the password to meet him in person. The password is ^0000FFMy father never hoarded upgrade items^000000.";
+ close;
+ }
+ }
+ else if (ROGUE_Q == 8) {
+ mes "[Mr. Smith]";
+ mes "Alright... Now that I've calmed down, I can inform you of your next destination. *Whew*";
+ next;
+ mes "[Mr. Smith]";
+ mes "Go and find Hermanthorn Junior, who is living near the ^0000FFthe checkpoint of Paros Lighthouse^000000, which is at the border between Morroc and Comodo.";
+ next;
+ mes "[Mr. Smith]";
+ mes "Ah...almost forgot, keep in mind not to mention anything about upgrading items. This is very important.";
+ close;
+ }
+ else if (ROGUE_Q == 9) {
+ mes "[Mr. Smith]";
+ mes "What...?";
+ mes "Did you just";
+ mes "say that you";
+ mes "forgot where to go?";
+ next;
+ mes "[Mr. Smith]";
+ mes "Head one field East and enter the building that is South of the Sandarman Fortress to meet Aragham Junior.";
+ next;
+ mes "[Mr. Smith]";
+ mes "The password is ^0000FFAragham never hoarded upgrade items^000000.";
+ close;
+ }
+ else if (ROGUE_Q == 10) {
+ mes "[Mr. Smith]";
+ mes "What...?";
+ mes "Did you just";
+ mes "say that you";
+ mes "forgot where to go?";
+ next;
+ mes "[Mr. Smith]";
+ mes "Go to the building";
+ mes "at Kokomo Beach,";
+ mes "which is on the way";
+ mes "to Comodo, to meet";
+ mes "Antonio Junior.";
+ next;
+ mes "[Mr. Smith]";
+ mes "The password is ^0000FF'Antonio doesn't enjoy destroying upgrade items'^000000.";
+ close;
+ }
+ else if (ROGUE_Q == 11) {
+ mes "[Mr. Smith]";
+ mes "What...?";
+ mes "Did you just";
+ mes "say that you";
+ mes "forgot where to go?";
+ next;
+ mes "[Mr. Smith]";
+ mes "Go to the field South of Sandarman Fortress, which is on the way to Morroc from here, to meet Hollgrehenn Junior.";
+ next;
+ mes "[Mr. Smith]";
+ mes "The password is ^0000FFMy father never hoarded upgrade items^000000.";
+ close;
+ }
+ else if (ROGUE_Q > 11) {
+ mes "[Mr. Smith]";
+ mes "Hmmm...?";
+ mes "Don't you have";
+ mes "to go somewhere";
+ mes "else to complete";
+ mes "your Rogue training?";
+ close;
+ }
+ }
+
+
+S_Req:
+ mes "[Mr. Smith]";
+ mes "First, the";
+ mes "application fee:";
+ mes "^FF000010,000 zeny^000000.";
+ next;
+ mes "[Mr. Smith]";
+ mes "We also need";
+ mes "you to bring";
+ mes "^FF0000"+getarg(0)+"^000000,";
+ mes "^FF0000"+getarg(1)+"^000000,";
+ mes "^FF0000"+getarg(2)+"^000000 and";
+ mes "^FF0000"+getarg(3)+"^000000.";
+ set ROGUE_Q,getarg(4);
+ if(getarg(4) == 3) {
+ changequest 2017,2018;
+ }
+ else if(getarg(4) == 4) {
+ changequest 2017,2019;
+ }
+ else {
+ changequest 2017,2020;
+ }
+ next;
+ mes "[Mr. Smith]";
+ mes "Hmm...?";
+ mes "What was that?";
+ mes "Did you just say that";
+ mes "you're willing to donate";
+ mes "more for the guild?";
+ next;
+ mes "[Mr. Smith]";
+ mes "That sounds sweet,";
+ mes "I appreciate that.";
+ mes "But come back when";
+ mes "you're ready.";
+ close;
+
+
+S_CheckItems:
+ if (Zeny > 9999 && countitem(getarg(0)) >= getarg(1) && countitem(getarg(2)) >= getarg(3) && countitem(getarg(4)) >= getarg(5) && countitem(getarg(6)) >= getarg(7)) {
+ mes "[Mr. Smith]";
+ mes "Okay, we've got the application fee, ^FF000010,000 zeny^000000, "+getarg(1)+" "+getitemname(getarg(0))+", "+getarg(3)+" "+getitemname(getarg(2))+", "+getarg(5)+" "+getitemname(getarg(4))+" and "+getarg(7)+" "+getitemname(getarg(6))+"...";
+ set zeny,zeny-10000;
+ delitem getarg(0),getarg(1);
+ delitem getarg(2),getarg(3);
+ delitem getarg(4),getarg(5);
+ delitem getarg(6),getarg(7);
+ set ROGUE_Q,7;
+ next;
+ mes "[Mr. Smith]";
+ mes "Great, great...";
+ mes "I think you";
+ mes "brought everything.";
+ set ROGUE_Q,7;
+ next;
+ mes "[Mr. Smith]";
+ mes "Alright, wait just a moment while";
+ mes "I prepare these things. Let's see... Your next test is...";
+ close;
+ }
+ mes "[Mr. Smith]";
+ mes "What the f$@k!? You didn't bring all the required items?! Are you telling me that you need to check the requirements again!?";
+ next;
+ mes "[Mr. Smith]";
+ mes "Now listen...!";
+ mes "Bring ^FF000010,000 zeny^000000,";
+ mes "and the following items...";
+ next;
+ mes "[Mr. Smith]";
+ mes "^FF0000 "+getarg(1)+" "+getitemname(getarg(0))+"^000000,";
+ mes "^FF0000 "+getarg(3)+" "+getitemname(getarg(2))+"^000000,";
+ mes "^FF0000 "+getarg(5)+" "+getitemname(getarg(4))+"^000000,";
+ mes "^FF0000 "+getarg(7)+" "+getitemname(getarg(6))+"^000000,";
+ mes "You got it this time?";
+ close;
+}
+
+cmd_fild09,106,195,0 script Warp#1 45,1,1,{
+OnTouch:
+ mes "[???]";
+ mes "Who's there?!";
+ mes "Who would dare";
+ mes "intrude my territory?";
+ next;
+ switch(select("My father:Aragham:Aragon:Legolas")) {
+ case 1:
+ mes "[" + strcharinfo(0) + "]";
+ mes "My father";
+ break;
+ case 2:
+ mes "[" + strcharinfo(0) + "]";
+ mes "Aragham";
+ set .@rogue_t,.@rogue_t+10;
+ break;
+ case 3:
+ mes "[" + strcharinfo(0) + "]";
+ mes "Aragon";
+ break;
+ case 4:
+ mes "[" + strcharinfo(0) + "]";
+ mes "Legolas";
+ break;
+ }
+ switch(select("did not:didn't:never:ever")) {
+ case 1: mes "did not"; break;
+ case 2: mes "didn't"; break;
+ case 3:
+ mes "never";
+ set .@rogue_t,.@rogue_t+10;
+ break;
+ case 4: mes "ever"; break;
+ }
+ switch(select("hoard:hoarded:hide:took:take")) {
+ case 1: mes "hoard"; break;
+ case 2:
+ mes "hoarded";
+ set .@rogue_t,.@rogue_t+10;
+ break;
+ case 3: mes "hide"; break;
+ case 4: mes "took"; break;
+ case 5: mes "take"; break;
+ }
+ switch(select("upgrade items.:forging items.:refining item.:upgrade item.")) {
+ case 1:
+ mes "upgrade items.";
+ set .@rogue_t,.@rogue_t+10;
+ break;
+ case 2: mes "forging items."; break;
+ case 3: mes "refining item."; break;
+ case 4: mes "upgrade item."; break;
+ }
+ next;
+ if (.@rogue_t > 30) {
+ mes "^3355FF*Creeeeak*";
+ mes "The door slowly opens.^000000";
+ close2;
+ warp "in_rogue",246,25;
+ end;
+ }
+ else {
+ mes "[???]";
+ mes "What the...?";
+ mes "Get lost!";
+ close;
+ }
+}
+
+cmd_fild09,335,143,0 script Warp#2 45,1,1,{
+OnTouch:
+ mes "[???]";
+ mes "Who's there?!";
+ mes "Who would dare";
+ mes "intrude my territory?";
+ next;
+ switch(select("My father:Aragham:Aragon:Legolas")) {
+ case 1:
+ mes "[" + strcharinfo(0) + "]";
+ mes "My father";
+ set .@rogue_t,.@rogue_t+10;
+ break;
+ case 2:
+ mes "[" + strcharinfo(0) + "]";
+ mes "Aragham";
+ break;
+ case 3:
+ mes "[" + strcharinfo(0) + "]";
+ mes "Aragon";
+ break;
+ case 4:
+ mes "[" + strcharinfo(0) + "]";
+ mes "Legolas";
+ break;
+ }
+ switch(select("did not:didn't:never:ever")) {
+ case 1: mes "did not"; break;
+ case 2: mes "didn't"; break;
+ case 3:
+ mes "never";
+ set .@rogue_t,.@rogue_t+10;
+ break;
+ case 4: mes "ever"; break;
+ }
+ switch(select("hoard:takes:hide:took:hoarded")) {
+ case 1: mes "hoard"; break;
+ case 2: mes "takes"; break;
+ case 3: mes "hide"; break;
+ case 4: mes "took"; break;
+ case 5:
+ mes "hoarded";
+ set .@rogue_t,.@rogue_t+10;
+ break;
+ }
+ switch(select("upgrade items.:forging items.:refining item.:upgrade item.")) {
+ case 1:
+ mes "upgrade items.";
+ set .@rogue_t,.@rogue_t+10;
+ break;
+ case 2: mes "forging items."; break;
+ case 3: mes "refining item."; break;
+ case 4: mes "upgrade item."; break;
+ }
+ next;
+ if (.@rogue_t > 30) {
+ mes "^3355FF*Creeeeak*";
+ mes "The door slowly opens.^000000";
+ close2;
+ warp "in_rogue",169,34;
+ end;
+ }
+ else {
+ mes "[???]";
+ mes "What the...?";
+ mes "Get lost!";
+ close;
+ }
+}
+
+cmd_fild04,304,180,0 script Warp#3 45,1,1,{
+OnTouch:
+ mes "[???]";
+ mes "Who's there?!";
+ mes "Who would dare";
+ mes "intrude my territory?";
+ next;
+ switch(select("Anntonio:Aragham:Antonio:Hollgrehenn")) {
+ case 1:
+ mes "[" + strcharinfo(0) + "]";
+ mes "Anntonio";
+ break;
+ case 2:
+ mes "[" + strcharinfo(0) + "]";
+ mes "Aragham";
+ break;
+ case 3:
+ mes "[" + strcharinfo(0) + "]";
+ mes "Antonio";
+ set .@rogue_t,.@rogue_t+10;
+ break;
+ case 4:
+ mes "[" + strcharinfo(0) + "]";
+ mes "Hollgrehenn";
+ break;
+ }
+ switch(select("enjoys:doesn't enjoy:likes:doesn't like")) {
+ case 1: mes "enjoys"; break;
+ case 2:
+ mes "doesn't enjoy";
+ set .@rogue_t,.@rogue_t+10;
+ break;
+ case 3: mes "likes"; break;
+ case 4: mes "doesn't like"; break;
+ }
+ switch(select("damaging:destroying:fixing:forging")) {
+ case 1: mes "damaging"; break;
+ case 2:
+ mes "destroying";
+ set .@rogue_t,.@rogue_t+10;
+ break;
+ case 3: mes "fixing"; break;
+ case 4: mes "forging"; break;
+ }
+ switch(select("forging item.:refining items.:upgrade items.:refined items.:upgraded items.:forged items.")) {
+ case 1: mes "forging item."; break;
+ case 2: mes "refining items."; break;
+ case 3:
+ mes "upgrade items.";
+ set .@rogue_t,.@rogue_t+10;
+ break;
+ case 4: mes "refined items."; break;
+ case 5: mes "upgraded items."; break;
+ case 6: mes "forged items."; break;
+ }
+ next;
+ if (.@rogue_t > 30) {
+ mes "^3355FF*Creeeeak*";
+ mes "The door slowly opens.^000000";
+ close2;
+ warp "in_rogue",164,106;
+ end;
+ }
+ else {
+ mes "[???]";
+ mes ".....Get lost!";
+ close;
+ }
+}
+
+in_rogue,272,135,1 script Hermanthorn Jr#rg 85,{
+ if (ROGUE_Q == 8) {
+ mes "[HermanthornJr.]";
+ mes "I see...";
+ mes "You must be from";
+ mes "the Rogue guild.";
+ mes "You must be one of the";
+ mes "ones Mr. Smith wasn't";
+ mes "too happy with...";
+ next;
+ mes "[HermanthornJr.]";
+ mes "He threw a fit and you brought him all the items he asked for, didn't you? Well, I can see that you're still pretty naive. Hahaha~";
+ next;
+ mes "[HermanthornJr.]";
+ mes "I suppose he suckered you into gathering those items, and then passed you on to me. Sad, really.";
+ next;
+ mes "[HermanthornJr.]";
+ mes "Well, since you were tortured by him, I'll try to be especially generous to you. My test for you will be simple, so simple.";
+ next;
+ mes "[HermanthornJr.]";
+ mes "All you have to do is go through a underground tunnel, and walk all the way back to the Rogue Guild.";
+ next;
+ mes "[HermanthornJr.]";
+ mes "There is one thing I should tell you, though. You might want to be careful inside, alright?";
+ next;
+ mes "[HermanthornJr.]";
+ mes "A bunch of pricks have been throwing Dead Branches and casting Hocus Pocus all over the place...";
+ next;
+ mes "[HermanthornJr.]";
+ mes "Well...";
+ mes "Just make it back to the Rogue Guild alive. That's all you have to do!";
+ set ROGUE_Q,12;
+ changequest 2025,2026;
+ close;
+ }
+ else if (ROGUE_Q == 12) {
+ mes "[HermanthornJr.]";
+ mes "Oh right. This is really important. You need a password to enter the tunnel. To unlock the door, the four number combination is ^0000FF3019^000000.";
+ close;
+ }
+ else {
+ mes "[HermanthornJr.]";
+ mes "Huh...?";
+ mes "What the hell";
+ mes "are you doing here.";
+ mes "Scram, why don't you?";
+ close;
+ }
+}
+
+in_rogue,270,130,0 script he_to_rogue#rg 45,1,1,{
+OnTouch:
+ mes "^3355FFThe door is locked. You'll need to enter the four number combination to open it.^000000";
+ next;
+ input .@input;
+ if (.@input < 1 || .@input > 10000) {
+ if (ROGUE_Q == 12)
+ mes "^3355FFIt didn't work. Please re-enter the four number combination.^000000";
+ else
+ mes "^3355FFPlease enter a combination of four numbers.^000000";
+ close;
+ }
+ else if (.@input == 3019) {
+ if (ROGUE_Q == 12) {
+ mes "^3355FFThe door";
+ mes "has opened.^000000";
+ close2;
+ warp "in_rogue",10,21;
+ set ROGUE_Q,12;
+ end;
+ }
+ else {
+ mes "[HermanthornJr.]";
+ mes "Well...";
+ mes "Didn't I tell you";
+ mes "that I changed the";
+ mes "password? *Wink Wink*";
+ close;
+ }
+ }
+ else {
+ mes "^3355FFThe door";
+ mes "is still locked.^000000";
+ close;
+ }
+}
+
+in_rogue,200,389,0 script gen_ro#1 -1,3,3,{
+OnTouch:
+ if (BaseJob == Job_Thief) {
+ monster "in_rogue",200,389,"Zombie",1015,1,"gen_ro#1::OnMyMobDead";
+ monster "in_rogue",201,389,"Zombie",1015,1,"gen_ro#1::OnMyMobDead";
+ donpcevent "gen_ro#2::OnDisable";
+ donpcevent "gen_ro#3::OnDisable";
+ donpcevent "gen_ro#4::OnDisable";
+ }
+ else
+ warp "mag_dun02",181,176;
+ end;
+
+OnDisable:
+ killmonster "in_rogue","gen_ro#1::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+in_rogue,100,389,0 script gen_ro#2 -1,3,3,{
+OnTouch:
+ if (BaseJob == Job_Thief) {
+ monster "in_rogue",100,389,"Mummy",1041,1,"gen_ro#2::OnMyMobDead";
+ donpcevent "gen_ro#1::OnDisable";
+ }
+ else
+ warp "mag_dun02",181,176;
+ end;
+
+OnDisable:
+ killmonster "in_rogue","gen_ro#2::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+in_rogue,150,389,0 script gen_ro#3 -1,3,3,{
+OnTouch:
+ if (BaseJob == Job_Thief) {
+ monster "in_rogue",145,389,"Zombie",1015,1,"gen_ro#3::OnMyMobDead";
+ monster "in_rogue",143,389,"Mummy",1041,1,"gen_ro#3::OnMyMobDead";
+ donpcevent "gen_ro#2::OnDisable";
+ }
+ else
+ warp "mag_dun02",181,176;
+ end;
+
+OnDisable:
+ killmonster "in_rogue","gen_ro#3::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+in_rogue,250,389,0 script gen_ro#4 -1,3,3,{
+OnTouch:
+ if (BaseJob == Job_Thief) {
+ monster "in_rogue",200,389,"Abysmal Knight",1219,1,"gen_ro#4::OnMyMobDead";
+ donpcevent "gen_ro#3::OnDisable";
+ }
+ else
+ warp "mag_dun02",181,176;
+ end;
+
+OnDisable:
+ killmonster "in_rogue","gen_ro#4::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+in_rogue,9,389,0 script oneway_to_gu 45,1,1,{
+OnTouch:
+ donpcevent "gen_ro#4::OnDisable";
+ set ROGUE_Q,17;
+ warp "in_rogue",367,10;
+ end;
+}
+
+in_rogue,244,39,1 script Aragham Junior#rg 99,{
+ if (ROGUE_Q == 9) {
+ mes "[Aragham Jr.]";
+ mes "Oh, you must be";
+ mes "from the Rogue Guild...";
+ next;
+ mes "[Aragham Jr.]";
+ mes "My name is";
+ mes "Aragham Junior,";
+ mes "Rogue of the Desert.";
+ mes "Are you ready to learn";
+ mes "how to be a Rogue?";
+ next;
+ mes "[Aragham Jr.]";
+ mes "See, as a Rogue, our motto is, '^0000FFAvoid the strong! Be malicious to the weak!^000000' That rule especially goes true for monsters.";
+ next;
+ mes "[Aragham Jr.]";
+ mes "Avoid the strong!";
+ mes "Be malicious to the weak!";
+ mes "It's a simple rule...";
+ next;
+ mes "[Aragham Jr.]";
+ mes "Now, remember it as you go through ^0000FFthe Underground Tunnel^000000. Try to walk all the way to the Rogue Guild.";
+ next;
+ mes "[Aragham Jr.]";
+ mes "There will be a few monsters, but don't worry. I know you're strong. Alright, are you ready to go or what?";
+ next;
+ if (select("Yes, let's go.:Nah~") == 1) {
+ mes "[Aragham Jr.]";
+ mes "Alright...";
+ mes "Good luck, then.";
+ close2;
+ warp "in_rogue",15,105;
+ set ROGUE_Q,13;
+ changequest 2022,2026;
+ end;
+ }
+ mes "[Aragham Jr.]";
+ mes "Fine, fine.";
+ mes "Take your time";
+ mes "and come back";
+ mes "when you're ready.";
+ close;
+ }
+ else if (ROGUE_Q == 13) {
+ mes "[Aragham Jr.]";
+ mes "Oh, you're back.";
+ mes "I think you'll do well this time. Another motto Rogues have is '^0000FFFailure teaches success^000000.' Well, then again...";
+ next;
+ if (select("Re-Test:Cancel") == 1) {
+ mes "[Aragham Jr.]";
+ mes "Good luck.";
+ close2;
+ warp "in_rogue",15,105;
+ end;
+ }
+ mes "[Aragham Jr.]";
+ mes "Fine, fine.";
+ mes "Take your time";
+ mes "and come back";
+ mes "when you're ready.";
+ close;
+ }
+ else if (BaseJob != Job_Rogue) {
+ mes "[Aragham Jr.]";
+ mes "Huh...?";
+ mes "Who are you?!";
+ mes "You're not from";
+ mes "the Rogue Guild!!";
+ next;
+ mes "[Aragham Jr.]";
+ mes "You've come here to kill me, haven't you? N-no! I'm can't die yet! Get lost! Otherwise, I'll kill you first!";
+ close;
+ }
+ else {
+ mes "[Aragham Jr.]";
+ mes "Hey...";
+ mes "what brings";
+ mes "you back here?";
+ mes "Why don't you";
+ mes "take a rest";
+ mes "before you leave?";
+ close;
+ }
+}
+
+in_rogue,160,34,1 script Hollgrehenn junior#rg 85,{
+ if (ROGUE_Q == 11) {
+ mes "[Hollgrehenn Jr.]";
+ mes "Huh...";
+ mes "From the";
+ mes "Rogue guild, huh?";
+ next;
+ mes "[Hollgrehenn Jr.]";
+ mes "I'm Hollgrehenn Junior. I tend to a lot of our underground business. So are you ready to take on my test?";
+ next;
+ mes "[Hollgrehenn Jr.]";
+ mes "We Rogues share this motto: ^0000FFAvoid the strong! Be malicious to the weak!^000000 This rule applies to any threat, especially monsters.";
+ next;
+ mes "[Hollgrehenn Jr.]";
+ mes "It's easy to remember.";
+ mes "Just don't forget to put it into practice. You got it?";
+ next;
+ mes "[Hollgrehenn Jr.]";
+ mes "For my test, you'll go through the ^0000FFUnderground Tunnel^000000. Follow it all the way back to the Rogue Guild.";
+ next;
+ mes "[Hollgrehenn Jr.]";
+ mes "There are some monsters there, but that'll be part of your training. Now, are you ready to go or not?";
+ next;
+ if (select("Yes, I am.:Nah~") == 1) {
+ mes "[Hollgrehenn Jr.]";
+ mes "Good luck.";
+ close2;
+ warp "in_rogue",15,105;
+ set ROGUE_Q,15;
+ changequest 2024,2026;
+ end;
+ }
+ mes "[Hollgrehenn Jr.]";
+ mes "Take your time.";
+ mes "Come back here";
+ mes "when you're ready.";
+ close;
+ }
+ else if (ROGUE_Q == 15) {
+ mes "[Hollgrehenn Jr.]";
+ mes "Huh.";
+ mes "You failed.";
+ mes "Gonna try again?";
+ next;
+ if (select("Re-Test:Cancel.") == 1) {
+ mes "[Hollgrehenn Jr.]";
+ mes "Good luck.";
+ close2;
+ warp "in_rogue",15,105;
+ end;
+ }
+ mes "[Hollgrehenn Jr.]";
+ mes "Take your time.";
+ mes "Come back here";
+ mes "when you're ready.";
+ close;
+ }
+ else if (BaseJob != Job_Rogue) {
+ mes "[Hollgrehenn Jr.]";
+ mes "Huh...?";
+ mes "You're not from";
+ mes "the Rogue Guild...";
+ next;
+ mes "[Hollgrehenn Jr.]";
+ mes "You better get out";
+ mes "of here right now";
+ mes "if you know what's";
+ mes "good for you...";
+ next;
+ mes "[Hollgrehenn Jr.]";
+ mes "Now...";
+ mes "Beat it before";
+ mes "I change my mind";
+ mes "about killing you.";
+ close;
+ }
+ else {
+ mes "[Hollgrehenn Jr.]";
+ mes "Hey...";
+ mes "Come to visit?";
+ mes "We Rogues gotta";
+ mes "stick together, huh?";
+ close;
+ }
+}
+
+in_rogue,177,109,1 script Antonio junior#rg 88,{
+ if (ROGUE_Q == 10) {
+ mes "[Antonio Jr.]";
+ mes "You're from";
+ mes "the Rogue guild?";
+ mes "If you wanna learn";
+ mes "about becoming a Rogue,";
+ mes "then shut up and stay put.";
+ next;
+ mes "[Antonio Jr.]";
+ mes "^0000FFAvoid the strong! Be malicious to the weak!^000000 That's our motto for battling monsters.";
+ next;
+ mes "[Antonio Jr.]";
+ mes "Show no mercy when you fight weaker monsters, and try to keep away from stronger monsters.";
+ next;
+ mes "[Antonio Jr.]";
+ mes "Now, I want you to walk all the way to the Rogue Guild through this ^0000FFUnderground Tunnel^000000.";
+ next;
+ mes "[Antonio Jr.]";
+ mes "There are monsters there, but if you avoid the strong and be malicious to the weak, you'll be fine.";
+ next;
+ if (select("Let's go!:W-wait~") == 1) {
+ mes "[Antonio Jr.]";
+ mes "I hope you do";
+ mes "not fail this test";
+ mes "You can only become";
+ mes "a Rogue if you pass...";
+ close2;
+ warp "in_rogue",15,105;
+ set ROGUE_Q,14;
+ changequest 2023,2026;
+ end;
+ }
+ mes "[Antonio Jr.]";
+ mes "I don't have time";
+ mes "to fool around with";
+ mes "you. Hurry up, get";
+ mes "ready, then take";
+ mes "the test.";
+ close;
+ }
+ else if (ROGUE_Q == 14) {
+ mes "[Antonio Jr.]";
+ mes "You failed...?";
+ mes "I guess that's life.";
+ mes "Are you gonna try";
+ mes "again or what?";
+ next;
+ if (select("Re-test:Cancel") == 1) {
+ mes "[Antonio Jr.]";
+ mes "Remember, I'm doing";
+ mes "you a favor here...";
+ mes "Now, don't come back";
+ mes "until you're a Rogue.";
+ close2;
+ warp "in_rogue",15,105;
+ end;
+ }
+ mes "[Antonio Jr.]";
+ mes "I don't have time";
+ mes "to fool around with";
+ mes "you. Hurry up, get";
+ mes "ready, then take";
+ mes "the test.";
+ close;
+ }
+ else if (BaseJob != Job_Rogue) {
+ mes "Huh...?";
+ mes "Who are you?!";
+ mes "You're not from";
+ mes "the Rogue Guild!!";
+ next;
+ mes "[Antonio Jr.]";
+ mes "You've come here to kill me?! I won't let you!! Come on, give me your best shot! You can't fight if I rip out your eyes!";
+ close;
+ }
+ else {
+ mes "[Antonio Jr.]";
+ mes "Hey, how's it goin'?";
+ mes "Take it easy, and just";
+ mes "relax before you leave.";
+ close;
+ }
+}
+
+in_rogue,370,320,0 script quest_out 45,1,1,{
+OnTouch:
+ set ROGUE_Q,16;
+ warp "in_rogue",378,113;
+ end;
+}
+
+in_rogue,15,184,0 script mob_rogue#1 -1,8,1,{
+OnTouch:
+ if (BaseJob == Job_Thief) {
+ monster "in_rogue",14,187,"Zombie",1015,1,"mob_rogue#1::OnMyMobDead";
+ monster "in_rogue",15,188,"Zombie",1015,1,"mob_rogue#1::OnMyMobDead";
+ monster "in_rogue",16,189,"Zombie",1015,1,"mob_rogue#1::OnMyMobDead";
+ monster "in_rogue",17,187,"Zombie",1015,1,"mob_rogue#1::OnMyMobDead";
+ monster "in_rogue",18,188,"Zombie",1015,1,"mob_rogue#1::OnMyMobDead";
+ monster "in_rogue",19,189,"Zombie",1015,1,"mob_rogue#1::OnMyMobDead";
+ }
+ else
+ warp "mag_dun02",181,176;
+ end;
+
+OnDisable:
+ killmonster "in_rogue","mob_rogue#1::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+in_rogue,15,273,0 script mob_rogue#2 -1,8,1,{
+OnTouch:
+ if (BaseJob == Job_Thief) {
+ monster "in_rogue",15,276,"Mummy",1041,1,"mob_rogue#2::OnMyMobDead";
+ monster "in_rogue",13,276,"Mummy",1041,1,"mob_rogue#2::OnMyMobDead";
+ monster "in_rogue",11,276,"Mummy",1041,1,"mob_rogue#2::OnMyMobDead";
+ }
+ else
+ warp "mag_dun02",181,176;
+ end;
+
+OnDisable:
+ killmonster "in_rogue","mob_rogue#2::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+in_rogue,15,333,0 script mob_rogue#3 -1,8,1,{
+OnTouch:
+ if (BaseJob == Job_Thief) {
+ monster "in_rogue",15,336,"Zombie",1015,1,"mob_rogue#3::OnMyMobDead";
+ monster "in_rogue",15,336,"Zombie",1015,1,"mob_rogue#3::OnMyMobDead";
+ monster "in_rogue",15,336,"Zombie",1015,1,"mob_rogue#3::OnMyMobDead";
+ monster "in_rogue",15,336,"Zombie",1015,1,"mob_rogue#3::OnMyMobDead";
+ donpcevent "mob_rogue#4::OnDisable";
+ donpcevent "mob_rogue#7::OnDisable";
+ donpcevent "mob_rogue#8::OnDisable";
+ }
+ else
+ warp "mag_dun02",181,176;
+ end;
+
+OnDisable:
+ killmonster "in_rogue","mob_rogue#3::OnMyMObDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+in_rogue,39,341,0 script mob_rogue#4 -1,1,8,{
+OnTouch:
+ if (BaseJob == Job_Thief) {
+ monster "in_rogue",39,341,"Mummy",1041,1,"mob_rogue#4::OnMyMobDead";
+ monster "in_rogue",40,341,"Ghoul",1036,1,"mob_rogue#4::OnMyMobDead";
+ monster "in_rogue",41,341,"Abysmal Knight",1219,1,"mob_rogue#4::OnMyMobDead";
+ monster "in_rogue",42,341,"Mummy",1041,1,"mob_rogue#4::OnMyMobDead";
+ }
+ else
+ warp "mag_dun02",181,176;
+ end;
+
+OnDisable:
+ killmonster "in_rogue","mob_rogue#4::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+in_rogue,102,334,0 script mob_rogue#5 -1,1,4,{
+OnTouch:
+ if (BaseJob == Job_Thief) {
+ monster "in_rogue",92,334,"Khalitzburg",1132,1,"mob_rogue#5::OnMyMobDead";
+ donpcevent "mob_rogue#1::OnDisable";
+ donpcevent "mob_rogue#2::OnDisable";
+ donpcevent "mob_rogue#3::OnDisable";
+ }
+ else
+ warp "mag_dun02",181,176;
+ end;
+
+OnDisable:
+ killmonster "in_rogue","mob_rogue#5::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+in_rogue,58,309,0 script mob_rogue#6 -1,4,1,{
+OnTouch:
+ if (BaseJob == Job_Thief) {
+ monster "in_rogue",57,301,"Khalitzburg",1132,1,"mob_rogue#6::OnMyMobDead";
+ donpcevent "mob_rogue#1::OnDisable";
+ donpcevent "mob_rogue#2::OnDisable";
+ donpcevent "mob_rogue#3::OnDisable";
+ }
+ else
+ warp "mag_dun02",181,176;
+ end;
+
+OnDisable:
+ killmonster "in_rogue","mob_rogue#6::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+in_rogue,101,264,0 script mob_rogue#7 -1,5,5,{
+OnTouch:
+ if (BaseJob == Job_Thief) {
+ monster "in_rogue",101,264,"Abysmal Knight",1219,1,"mob_rogue#7::OnMyMobDead";
+ monster "in_rogue",102,264,"Abysmal Knight",1219,1,"mob_rogue#7::OnMyMobDead";
+ }
+ else
+ warp "mag_dun02",181,176;
+ end;
+
+OnDisable:
+ killmonster "in_rogue","mob_rogue#7::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+in_rogue,140,312,0 script mob_rogue#8 -1,5,5,{
+OnTouch:
+ if (BaseJob == Job_Thief)
+ monster "in_rogue",140,312,"Abysmal Knight",1219,1,"mob_rogue#8::OnMyMobDead";
+ else
+ warp "mag_dun02",181,176;
+ end;
+
+OnDisable:
+ killmonster "in_rogue","mob_rogue#8::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+in_rogue,139,246,0 script mob_rogue#9 -1,4,4,{
+OnTouch:
+ if (BaseJob == Job_Thief) {
+ monster "in_rogue",139,246,"Zombie",1015,1,"mob_rogue#9::OnMyMobDead";
+ monster "in_rogue",149,246,"Zombie",1015,1,"mob_rogue#9::OnMyMobDead";
+ monster "in_rogue",140,246,"Zombie",1015,1,"mob_rogue#9::OnMyMobDead";
+ monster "in_rogue",141,246,"Zombie",1015,1,"mob_rogue#9::OnMyMobDead";
+ monster "in_rogue",150,246,"Zombie",1015,1,"mob_rogue#9::OnMyMobDead";
+ monster "in_rogue",151,246,"Zombie",1015,1,"mob_rogue#9::OnMyMobDead";
+ }
+ else
+ warp "mag_dun02",181,176;
+ end;
+
+OnDisable:
+ killmonster "in_rogue","mob_rogue#9::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+in_rogue,197,249,0 script mob_rogue#10 -1,1,8,{
+OnTouch:
+ if (BaseJob == Job_Thief) {
+ monster "in_rogue",176,211,"Ghoul",1036,1,"mob_rogue#10::OnMyMobDead";
+ monster "in_rogue",176,212,"Zombie",1015,1,"mob_rogue#10::OnMyMobDead";
+ monster "in_rogue",176,213,"Zombie",1015,1,"mob_rogue#10::OnMyMobDead";
+ monster "in_rogue",177,214,"Abysmal Knight",1219,1,"mob_rogue#10::OnMyMobDead";
+ monster "in_rogue",177,211,"Zombie",1015,1,"mob_rogue#10::OnMyMobDead";
+ monster "in_rogue",177,212,"Zombie",1015,1,"mob_rogue#10::OnMyMobDead";
+ monster "in_rogue",177,213,"Zombie",1015,1,"mob_rogue#10::OnMyMobDead";
+ monster "in_rogue",177,214,"Zombie",1015,1,"mob_rogue#10::OnMyMobDead";
+ monster "in_rogue",178,211,"Zombie",1015,1,"mob_rogue#10::OnMyMobDead";
+ monster "in_rogue",178,212,"Zombie",1015,1,"mob_rogue#10::OnMyMobDead";
+ monster "in_rogue",178,213,"Zombie",1015,1,"mob_rogue#10::OnMyMobDead";
+ monster "in_rogue",178,214,"Archer Skeleton",1016,1,"mob_rogue#10::OnMyMobDead";
+ monster "in_rogue",179,211,"Zombie",1015,1,"mob_rogue#10::OnMyMobDead";
+ monster "in_rogue",179,212,"Zombie",1015,1,"mob_rogue#10::OnMyMobDead";
+ monster "in_rogue",179,213,"Zombie",1015,1,"mob_rogue#10::OnMyMobDead";
+ monster "in_rogue",179,214,"Zombie",1015,1,"mob_rogue#10::OnMyMobDead";
+ donpcevent "mob_rogue#4::OnDisable";
+ donpcevent "mob_rogue#5::OnDisable";
+ donpcevent "mob_rogue#6::OnDisable";
+ }
+ else
+ warp "mag_dun02",181,176;
+ end;
+
+OnDisable:
+ killmonster "in_rogue","mob_rogue#10::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+in_rogue,96,205,0 script mob_rogue#11 -1,1,8,{
+OnTouch:
+ if (BaseJob == Job_Thief) {
+ donpcevent "mob_rogue#7::OnDisable";
+ donpcevent "mob_rogue#8::OnDisable";
+ donpcevent "mob_rogue#9::OnDisable";
+ donpcevent "mob_rogue#10::OnDisable";
+ }
+ else
+ warp "mag_dun02",181,176;
+ end;
+}
+
+in_rogue,86,187,0 script mob_rogue#12 -1,1,8,{
+OnTouch:
+ if (BaseJob == Job_Thief) {
+ monster "in_rogue",90,187,"Mummy",1041,1,"mob_rogue#12::OnMyMobDead";
+ monster "in_rogue",90,183,"Mummy",1041,1,"mob_rogue#12::OnMyMobDead";
+ monster "in_rogue",90,190,"Mummy",1041,1,"mob_rogue#12::OnMyMobDead";
+ }
+ else
+ warp "mag_dun02",181,176;
+ end;
+
+OnDisable:
+ killmonster "in_rogue","mob_rogue#12::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+in_rogue,223,187,0 script mob_rogue#13 -1,1,8,{
+OnTouch:
+ if (BaseJob == Job_Thief) {
+ monster "in_rogue",236,186,"Abysmal Knight",1219,1,"mob_rogue#13::OnMyMobDead";
+ monster "in_rogue",238,186,"Abysmal Knight",1219,1,"mob_rogue#13::OnMyMobDead";
+ monster "in_rogue",234,186,"Abysmal Knight",1219,1,"mob_rogue#13::OnMyMobDead";
+ donpcevent "mob_rogue#12::OnDisable";
+ }
+ else
+ warp "mag_dun02",181,176;
+ end;
+
+OnDisable:
+ killmonster "in_rogue","mob_rogue#13::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+in_rogue,233,207,0 script mob_rogue#14 -1,8,3,{
+OnTouch:
+ if (BaseJob == Job_Thief)
+ donpcevent "mob_rogue#13::OnDisable";
+ else
+ warp "mag_dun02",181,176;
+ end;
+}
+
+in_rogue,244,319,0 script mob_rogue#15 -1,1,8,{
+OnTouch:
+ if (BaseJob == Job_Thief) {
+ monster "in_rogue",240,319,"Mummy",1041,1,"mob_rogue#15::OnMyMobDead";
+ monster "in_rogue",259,319,"Archer Skeleton",1016,1,"mob_rogue#15::OnMyMobDead";
+ monster "in_rogue",259,320,"Ghoul",1036,1,"mob_rogue#15::OnMyMobDead";
+ monster "in_rogue",240,319,"Mummy",1041,1,"mob_rogue#15::OnMyMobDead";
+ monster "in_rogue",259,319,"Archer Skeleton",1016,1,"mob_rogue#15::OnMyMobDead";
+ monster "in_rogue",259,320,"Ghoul",1036,1,"mob_rogue#15::OnMyMobDead";
+ }
+ else
+ warp "mag_dun02",181,176;
+ end;
+
+OnDisable:
+ killmonster "in_rogue","mob_rogue#15::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+in_rogue,334,319,0 script mob_rogue#16 -1,8,8,{
+OnTouch:
+ if (BaseJob == Job_Thief)
+ donpcevent "mob_rogue#15::OnDisable";
+ else
+ warp "mag_dun02",181,176;
+ end;
+}
+
+in_rogue,3,3,0 script resetter#rogue -1,{
+OnTimer500000:
+ donpcevent "mob_rogue#1::OnDisable";
+ donpcevent "mob_rogue#2::OnDisable";
+ donpcevent "mob_rogue#3::OnDisable";
+ donpcevent "mob_rogue#4::OnDisable";
+ donpcevent "mob_rogue#5::OnDisable";
+ donpcevent "mob_rogue#6::OnDisable";
+ donpcevent "mob_rogue#7::OnDisable";
+ donpcevent "mob_rogue#8::OnDisable";
+ donpcevent "mob_rogue#9::OnDisable";
+ donpcevent "mob_rogue#10::OnDisable";
+ donpcevent "mob_rogue#12::OnDisable";
+ donpcevent "mob_rogue#13::OnDisable";
+ donpcevent "mob_rogue#15::OnDisable";
+ initnpctimer;
+ end;
+
+OnEnable:
+ initnpctimer;
+ end;
+
+OnInit:
+ donpcevent "resetter#rogue::OnEnable";
+ end;
+}
+
+in_rogue,399,286,1 script switch#rogreset 88,{
+ mes "^F08080Tah dah~";
+ mes "Monsters for the";
+ mes "Rogue Job Change";
+ mes "have been reset^000000.";
+ donpcevent "mob_rogue#1::OnDisable";
+ donpcevent "mob_rogue#2::OnDisable";
+ donpcevent "mob_rogue#3::OnDisable";
+ donpcevent "mob_rogue#4::OnDisable";
+ donpcevent "mob_rogue#5::OnDisable";
+ donpcevent "mob_rogue#6::OnDisable";
+ donpcevent "mob_rogue#7::OnDisable";
+ donpcevent "mob_rogue#8::OnDisable";
+ donpcevent "mob_rogue#9::OnDisable";
+ donpcevent "mob_rogue#10::OnDisable";
+ donpcevent "mob_rogue#12::OnDisable";
+ donpcevent "mob_rogue#13::OnDisable";
+ donpcevent "mob_rogue#15::OnDisable";
+ donpcevent "resetter#rogue::OnEnable";
+ close;
+}
+
+//============================================================
+// mapflag
+//============================================================
+
+//============================================================
+// Old changelog
+//============================================================
+//= 1.1 fixed 3 wrong questions, added missing lines [Lupus]
+//= 1.3 Baby Class Support + 40/50 JobLevel Item fix [Lupus]
+//= 1.5 Fixed possible EXP abuse [Lupus]
+//= 1.6 Added a func which prevent advanced classes passing
+//= 2nd Job Quests again. It also guides adv classes where
+//= to go. [Lupus]
+//= 2.0 Changed numbers to constants. [Vicious]
+//= 2.1 Removed Duplicates [Silent]
+//= 2.2 Merged JFunc [Lupus]
+//= 2.3 Added a possibility for players doing Meginjyard quest
+//= to enter Rogue guild as there's a NPC inside [SinSloth]
+//= 2.3a fixed test4 person interaction, let BABY thieves pass
+//= the test, too [Lupus]
diff --git a/npc/pre-re/jobs/2-2/sage.txt b/npc/pre-re/jobs/2-2/sage.txt
new file mode 100644
index 000000000..fead53630
--- /dev/null
+++ b/npc/pre-re/jobs/2-2/sage.txt
@@ -0,0 +1,2912 @@
+//===== rAthena Script =======================================
+//= Sage Job Quest
+//===== By: ==================================================
+//= jAthena (0.9) - I guess
+//= Unknown Translator (1.0)
+//= Darkchild (1.2)
+//===== Current Version: =====================================
+//= 2.8
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Job quest for Sage classes
+//===== Additional Comments: =================================
+//= 2.1 Rescripted to Aegis 10.3 stadards. [L0ne_W0lf]
+//= No longer uses function "F_BlockHigh"
+//= 2.2 Small bug fix (== -> !=) thanks to Saithis. [L0ne_W0lf]
+//= 2.2b ANotehr smaLL bugfix, pointed out by Cara. [L0ne_W0lf]
+//= 2.3 Corrected NPC names to fall within proper restrictions. [L0ne_W0lf]
+//= 2.4 Fixes bug with first room monsters not being reset. [L0ne_W0lf]
+//= 2.4a Deleted unused variables. [Samuray22]
+//= 2.5 Updated waiting room. (Removes global var) [L0ne_W0lf]
+//= 2.5a Corrected some "mes"s without the getitemname. (bugreport:1564) [Samuray22]
+// -Changed an incorrect "!=" to "==". (bugreport:1572)
+// -And Small Typo Error
+//= 2.6 Fixed Kayron Grik cutin not being removed as reported by jc1991, bugreport:1825 [Brainstorm]
+//= 2.6a Fixed a Little Bug with Whispers Summoned in the Last Test. (bugreport:2253) [Samuray22]
+//= 2.7 Added Quest Log commands. [Kisuka]
+//= 2.8 Removed the need for use of 'goto.' [L0ne_W0lf]
+//============================================================
+
+yuno_in02,38,61,5 script Dean of the Academy#sa 743,{
+ cutin "job_sage_kayron",2;
+ mes "[Kayron Grik]";
+ if (Upper == 1) {
+ mes "Haha, I have seen many people";
+ mes "but it seems you possess special power and abilities.";
+ next;
+ mes "[Kayron Grik]";
+ mes "You'd better leave and increase your reputation.";
+ mes "Never forget that once you also used to be a novice.";
+ close2;
+ cutin "job_sage_kayron",255;
+ end;
+ }
+ if (BaseJob != Job_Mage) {
+ if (BaseJob == Job_Sage) {
+ mes "What brings you here? Is there anything bothering you recently?";
+ mes "Although you're already a Sage, that doesn't mean you can stop studying.";
+ next;
+ mes "[Kayron Grik]";
+ mes "Our knowledge is the mainspring of activity which helps the kingdom to be developed faster.";
+ mes "Please keep this in mind: you must study and record everything you've discovered so that all in the kingdom may benefit.";
+ }
+ else if (BaseJob == Job_Novice) {
+ mes "Hahah, so my little Novice, what brings you this way? ...I guess you're on a sightseeing trip?";
+ mes "You must have had a really hard time to reach this place. I must say, you seem interested in the Sage class.";
+ next;
+ mes "[Kayron Grik]";
+ mes "If you aspire to become a Sage, you must first live life as a Mage. Only then shall you have a chance.";
+ mes "I am looking forward seeing you again.";
+ }
+ else {
+ mes "*Chuckle* Although we've been studying this world for a long time, I know that studying in itself will fulfill all the needs of the people.";
+ mes "Other classes are just as important to the welfare of Rune-Midgarts...";
+ next;
+ mes "[Kayron Grik]";
+ mes "However, if you happen to meet a Sage down the road, I hope you will lend him your assistance.";
+ mes "And if you do, he shall repay you in kind...";
+ }
+ close2;
+ cutin "job_sage_kayron",255;
+ end;
+ }
+ if (SAGE_Q == 0) {
+ cutin "job_sage_kayron",2;
+ mes "Welcome, young one. I can see that you're intrigued by the wonders of magic.";
+ mes "So what kind of business brings you to me?";
+ next;
+ switch(select("I would like to be a Sage.:Let me know about the Sage job change.:Nothing.")) {
+ case 1:
+ mes "[Kayron Grik]";
+ mes "Hm? Do you wish to become a Sage?";
+ mes "Well then, I would like to suggest a few things that are required of a Sage.";
+ next;
+ mes "[Kayron Grik]";
+ mes "Sages are those who promote the development of this continent through the endless studying and recording of all knowledge related to this world.";
+ mes "Becoming a Sage is more than just a costume change: It's an important job where you must be always aware of your duty and responsibility to the people.";
+ next;
+ mes "[Kayron Grik]";
+ mes "You may want to enter an enrollment application to the Schweicherbil Magic Academy.";
+ mes "I believe they can explain in detail what you need to become a Sage.";
+ break;
+ case 2:
+ mes "[Kayron Grik]";
+ mes "Sage job change...hmm...an interesting turn of phrase, I must say.";
+ mes "Although that is what we say, it is very inappropriate to think of becoming a Sage as merely changing a job.";
+ next;
+ mes "[Kayron Grik]";
+ mes "In order to be a Sage, you must enter an application to the Schweicherbil Magic Academy.";
+ mes "You will then take the entrance examination.";
+ next;
+ mes "[Kayron Grik]";
+ mes "After the examination, you will be assigned to study a specific subject...";
+ mes "and finally, you will submit your dissertation to the university.";
+ next;
+ mes "[Kayron Grik]";
+ mes "I am the one who evaluates your dissertation.";
+ mes "When you pass all the courses, you will become a Sage.";
+ next;
+ mes "[Kayron Grik]";
+ mes "Please visit the Schweicherbil Magic Academy.";
+ mes "A young Sage named Metheus Sylphe will accept your application.";
+ break;
+ case 3:
+ mes "[Kayron Grik]";
+ mes "I see...Well, seeing as you have leisure time to spare, I encourage you to peruse as many books as you can.";
+ mes "You can find and research every worldly matter within their pages.";
+ next;
+ mes "[Kayron Grik]";
+ mes "Ah yes, you can not become the most intelligent person merely by reading all the books around you...";
+ mes "However, for a Sage such as myself, the knowledge found in books is most important.";
+ }
+ close2;
+ cutin "job_sage_kayron",255;
+ end;
+ }
+ else if (SAGE_Q == 15) {
+ if (countitem(1550) > 0) {
+ if (JobLevel < 40) {
+ set SAGE_Q,0;
+ mes "You don't seem to be qualified yet.";
+ mes "Remember, you must reach at least job level 40 to become a Sage.";
+ close2;
+ cutin "job_sage_kayron",255;
+ end;
+ }
+ if (SkillPoint) {
+ mes "You possess remaining skill points...";
+ mes "Before you submit your dissertation, please take care this matter first.";
+ close2;
+ cutin "job_sage_kayron",255;
+ end;
+ }
+ mes "Ho~ So? Did you finally complete your dissertation? Well done.";
+ mes "Let me see.";
+ next;
+ mes "[Kayron Grik]";
+ mes "Hmm...";
+ next;
+ mes "[Kayron Grik]";
+ mes "Huh...";
+ next;
+ mes "[Kayron Grik]";
+ mes "Interesting...";
+ next;
+ mes "[Kayron Grik]";
+ mes "Although it's roughly written, it's well done for a beginner.";
+ mes "Ah yes...you seem to be proficient in studying.";
+ next;
+ completequest 2052;
+ callfunc "Job_Change",Job_Sage;
+ callfunc "F_ClearJobVar";
+ mes "[Kayron Grik]";
+ mes "Congratulations! You have now become a Sage.";
+ mes "Always remember to keep a studious and analytical mindset.";
+ next;
+ mes "[Kayron Grik]";
+ mes "Also, keep this dissertation and treat it with care, since it is one and only book you have written.";
+ mes "You may have need of it one of these days. And it shall forever remind of this grandiose moment.";
+ next;
+ mes "[Kayron Grik]";
+ mes "Well then...May God fill your path with knowledge.";
+ mes "Study with diligence!!";
+ }
+ else {
+ mes "Hmm? What has happened to you? Where did you leave your dissertation?";
+ mes "Please bring it to me so that you may pass the test.";
+ next;
+ mes "[Kayron Grik]";
+ mes "Wait...you didn't lose it, did you?";
+ mes "Well...that's your business. It is regrettable that you won't be able to get a chance to write a book anymore.";
+ }
+ }
+ else {
+ mes "*Chuckle* Becoming a Sage isn't as simple as you may have assumed.";
+ mes "You cannot become a Sage because your magic skills are inadequate...";
+ next;
+ mes "[Kayron Grik]";
+ mes "Study diligently, and return when you finish your dissertation.";
+ mes "Until then, farewell!";
+ }
+ close2;
+ cutin "",255;
+ end;
+}
+
+yuno_in03,154,35,4 script Staff of the Academy#a 742,{
+ mes "[Metheus Sylphe]";
+ if (Upper == 1) {
+ mes "Welcome to the";
+ mes "Schweicherbil Magic";
+ mes "Academy. W-wait a second...";
+ mes "Do I know you from somewhere?";
+ next;
+ mes "[Metheus Sylphe]";
+ mes "We've met before, haven't";
+ mes "we? Oh gosh, I must sound";
+ mes "pretty crazy. I'm sorry, I guess it's because I haven't been";
+ mes "sleeping too well? Oh well,";
+ mes "have a good day, adventurer~";
+ close;
+ }
+ if (BaseJob != Job_Mage) {
+ if (BaseJob == Job_Sage) {
+ mes "Oh nice to meet you again, long time no see.";
+ mes "So how's it going with the studying?";
+ next;
+ mes "[Metheus Sylphe]";
+ mes "It's okay to study books and magic scrolls all day, ";
+ mes "but you must go outside and fight with monsters as much as you can in order to be a well experienced Sage.";
+ next;
+ mes "[Metheus Sylphe]";
+ mes "If you know any Sage candidates, please give them some advice...";
+ mes "Also, please give my regards to your colleagues as well.";
+ }
+ else if (BaseJob == Job_Novice) {
+ mes "Welcome to the Schweicherbil Magic Academy.";
+ next;
+ mes "[Metheus Sylphe]";
+ mes "This place is specialized in Sage class training. Mostly, what we do is study about monsters and magic spells.";
+ mes "We always welcome new students.";
+ next;
+ mes "[Metheus Sylphe]";
+ mes "People who are at job jevel 40 as Mage class are qualified to apply for enrollment.";
+ mes "By passing selected courses, we will then approve them as Sages.";
+ next;
+ mes "[Metheus Sylphe]";
+ mes "If you're interested in the Sage class, please come again.";
+ mes "And have a good day.";
+ }
+ else {
+ mes "Welcome to the Schweicherbil Magic Academy.";
+ next;
+ mes "[Metheus Sylphe]";
+ mes "This place is specialized in Sage class training. What we do is study about monsters and magic spells.";
+ mes "People who are at job jevel 40 as Mage class are qualified to apply for enrollment.";
+ next;
+ mes "[Metheus Sylphe]";
+ mes "If you have any Mage friends, please let them know about this academy.";
+ mes "Have a good day.";
+ }
+ close;
+ }
+ if (SAGE_Q == 0) {
+ mes "Welcome to the Schweicherbil Magic Academy.";
+ mes "Oh, You're a Mage. How may I assist you?";
+ next;
+ switch(select("Let me know about the Sage job change.:I want to enroll in the school.:Nothing.")) {
+ case 1:
+ mes "[Metheus Sylphe]";
+ mes "I see. Do you wish to become a Sage?";
+ mes "Unfortunately, we are not in charge of changing your job to the Sage class.";
+ next;
+ mes "[Metheus Sylphe]";
+ mes "After you enter this academy and pass certain courses...";
+ mes "you will receive official approval to conduct studies as a Sage.";
+ next;
+ mes "[Metheus Sylphe]";
+ mes "For this reason, we do not speak of this proccess as a job change, but as graduation.";
+ mes "Anyway, if you enter your application for this academy, I will inform you about the registration fee and will let you take the test.";
+ next;
+ mes "[Metheus Sylphe]";
+ mes "For your information, if you bring ^3355FFOld Magicbook^000000 and ^3355FFNecklace of Wisdom^000000, ";
+ mes "you don't have to pay for the Registration Fee to enroll in the school.";
+ next;
+ mes "[Metheus Sylphe]";
+ mes "After you register, you will be able to take the entrance test.";
+ mes "If you pass the test, you will write a thesis for a given subject.";
+ next;
+ mes "[Metheus Sylphe]";
+ mes "The Dean of the academy will decide whether or not you are qualified.";
+ mes "If you're granted admission, you will be able to join in study and research activities as a Sage.";
+ next;
+ mes "[Metheus Sylphe]";
+ mes "You're always welcome to join us.";
+ mes "Have a good day.";
+ close;
+ case 2:
+ mes "[Metheus Sylphe]";
+ mes "I see, you want to join the academy. Once again, welcome to the Schweicherbil Magic Academy.";
+ next;
+ mes "[Metheus Sylphe]";
+ mes "People who have already met the basic requirement by reaching at Mage job level 40 are qualified for enrollment.";
+ mes "A small registration fee will also be required.";
+ next;
+ mes "[Metheus Sylphe]";
+ mes "The registration fee is 70,000 zeny.";
+ mes "However, if you bring ^3355FFOld Magicbook^000000 and ^3355FFNecklace of Wisdom^000000, you will be exempt from this fee.";
+ next;
+ mes "[Metheus Sylphe]";
+ mes "So, do you wish to apply immediately?";
+ next;
+ switch(select("Yes, I do.:The fee is much too expensive.:I will come back later.")) {
+ case 1:
+ if (JobLevel < 40) {
+ mes "[Metheus Sylphe]";
+ mes "I'm sorry, but you haven't met the basic requirements yet.";
+ mes "Please go study more and reach Mage job level 40 first.";
+ close;
+ }
+ if (SkillPoint) {
+ mes "[Metheus Sylphe]";
+ mes "You have unused skill points left. Please go learn all those skills you've been planning to learn.";
+ mes "We do not accept any ambiguous candidates.";
+ close;
+ }
+ mes "[Metheus Sylphe]";
+ mes "Very well. Let's complete your application form.";
+ mes "Please put your signature here.";
+ next;
+ select(strcharinfo(0));
+ mes "[Metheus Sylphe]";
+ mes "Your name is ... " + strcharinfo(0) + ". It's a very nice name.";
+ next;
+ if (JobLevel == 50) {
+ mes "[Metheus Sylphe]";
+ mes "Oh, you've mastered the Mage job! You're great!! *Clap Clap Clap*";
+ mes "In reward for your great effort, you will be exempt from the registration fee!";
+ next;
+ mes "[Metheus Sylphe]";
+ mes "Yes, everything's ready.";
+ mes "Next, you will take an entrance test.";
+ set SAGE_Q,4;
+ setquest 2041;
+ next;
+ mes "[Metheus Sylphe]";
+ mes "Please visit Professor Claytos.";
+ mes "He's in the left room.";
+ close;
+ }
+ mes "[Metheus Sylphe]";
+ mes "Will you pay the registration fee with 70,000 zeny?";
+ mes "Or will you give me ^3355FFOld Magicbook^000000 and ^3355FFNecklace of Wisdom^000000?";
+ next;
+ if (select("Pay 70,000 zeny.:Give him Old Magicbook and Necklace of Wisdom.") == 1) {
+ if (Zeny > 69999) {
+ set zeny,zeny-70000;
+ mes "[Metheus Sylphe]";
+ mes "Thank you, your application has been accepted.";
+ mes "Next, you will take an entrance test.";
+ set SAGE_Q,4;
+ setquest 2041;
+ next;
+ mes "[Metheus Sylphe]";
+ mes "Please visit Professor Claytos.";
+ mes "He's in the left room.";
+ close;
+ }
+ mes "[Metheus Sylphe]";
+ mes "What a shame! It seems you didn't bring enough money for tuition.";
+ mes "Please make sure you have at least 70,000 zeny to enroll in classes.";
+ close;
+ }
+ if (countitem(1006) > 0 && countitem(1007) > 0) {
+ delitem 1006,1; //Old_Magic_Book
+ delitem 1007,1; //Penetration
+ mes "[Metheus Sylphe]";
+ mes "Thank you, your application has been accepted.";
+ mes "Next, you will take the entrance test.";
+ set SAGE_Q,4;
+ setquest 2041;
+ next;
+ mes "[Metheus Sylphe]";
+ mes "Please visit Professor Claytos.";
+ mes "He's in the left room.";
+ close;
+ }
+ mes "[Metheus Sylphe]";
+ mes "Umm...It seems you didn't bring any of those?";
+ mes "I suppose you left them somewhere behind. Please go get them, and then come back.";
+ close;
+ case 2:
+ if (JobLevel < 40) {
+ mes "[Metheus Sylphe]";
+ mes "Before we talk about the registration fee, it seems you haven't met the basic requirement yet, Mage job level 40.";
+ mes "Please go study more, and then come back to enroll.";
+ close;
+ }
+ if (JobLevel == 50) {
+ mes "[Metheus Sylphe]";
+ mes "Well, I can't help you with that issue. If you don't have the fee, you are not allowed to enter the academy.";
+ mes "Even if you might think it's absurdly expensive, it's a justifiable price to pay in order to become a Sage.";
+ next;
+ mes "[Metheus Sylphe]";
+ mes "Anyway... oh! You mastered the Mage job! You're truly exemplary!! *Clap Clap Clap*.";
+ mes "As a reward for your great effort, you will be exempt from the registration fee!";
+ next;
+ mes "[Metheus Sylphe]";
+ mes "Okay, let's complete the application form.";
+ mes "Please put your signature here.";
+ next;
+ select(strcharinfo(0));
+ mes "[Metheus Sylphe]";
+ mes "Your name is ... " + strcharinfo(0) + ". It's a very nice name.";
+ next;
+ mes "[Metheus Sylphe]";
+ mes "Yes, everything's ready.";
+ mes "Next, you will take the entrance test.";
+ set SAGE_Q,4;
+ setquest 2041;
+ next;
+ mes "[Metheus Sylphe]";
+ mes "Please visit professor Claytos.";
+ mes "He's in the left room.";
+ close;
+ }
+ if (Zeny > 43210) {
+ mes "[Metheus Sylphe]";
+ mes "Well, I can't help you with that issue. If you don't have the fee, you are not allowed to enter the academy.";
+ mes "Even if you may think it's absurdly expensive, it's a justifiable price to pay in order to become a Sage.";
+ next;
+ mes "[Metheus Sylphe]";
+ mes "Alternatively, you could try to find ^3355FFOld Magicbook^000000 and ^3355FFNecklace of Wisdom^000000.";
+ mes "If you don't wish to do that, you must save some money for the registration fee.";
+ next;
+ mes "[Metheus Sylphe]";
+ mes "Goodbye, and have a good day.";
+ close;
+ }
+ else {
+ mes "[Metheus Sylphe]";
+ mes "Oh, I guess you don't have enough money?";
+ mes "Under the existing provisions, you must pay 70,000 zeny for the application...";
+ next;
+ if (select("Please...is there any way?:Ok, I will come back later.") == 1) {
+ mes "[Metheus Sylphe]";
+ mes "Hmmm...then I shall offer a special option!";
+ mes "You will pay 30,000 zeny and bring some items as compensation for the tuition discount.";
+ next;
+ switch(rand(1,3)) {
+ case 1:
+ set SAGE_Q,1;
+ setquest 2043;
+ mes "[Metheus Sylphe]";
+ mes "Please gather the following items.";
+ mes "50 ^3355FFFeather of Birds^000000";
+ mes "50 ^3355FFFluff^000000";
+ mes "25 ^3355FFIron Ore^000000";
+ next;
+ mes "[Metheus Sylphe]";
+ mes "If you bring those items, your tuition will be 30,000 zeny, in lieu of the original 70,000 zeny fee.";
+ break;
+ case 2:
+ set SAGE_Q,2;
+ setquest 2044;
+ mes "[Metheus Sylphe]";
+ mes "Please gather the following items.";
+ mes "50 ^3355FFClover^000000";
+ mes "50 ^3355FFFeather^000000";
+ mes "25 ^3355FFSquid Ink^000000";
+ next;
+ mes "[Metheus Sylphe]";
+ mes "If you bring the aforementioned items, the tuition fee will be 30,000 zeny, rather than the original 70,000 zeny fee.";
+ break;
+ case 3:
+ set SAGE_Q,3;
+ setquest 2045;
+ mes "[Metheus Sylphe]";
+ mes "Please gather the following items.";
+ mes "50 ^3355FFFeather of Birds^000000";
+ mes "50 ^3355FFFluff^000000";
+ mes "50 ^3355FFClover^000000";
+ mes "50 ^3355FFFeather^000000";
+ next;
+ mes "[Metheus Sylphe]";
+ mes "If you bring those items, your tuition will only be 30,000 zeny, instead of the original 70,000 zeny fee.";
+ }
+ mes "I am sure it's a very reasonable option for you.";
+ next;
+ mes "[Metheus Sylphe]";
+ mes "Ah yes, before gathering all of those items, if you happen to have 70,000 zeny, I will be more than happy to receive the full payment.";
+ mes "That is, after all, our original policy.";
+ next;
+ mes "[Metheus Sylphe]";
+ mes "Alternatively, you can bring me ^3355FFOld Magicbook^000000 and ^3355FFNecklace of Wisdom^000000.";
+ mes "Goodbye, and have a good day.";
+ close;
+ }
+ mes "[Metheus Sylphe]";
+ mes "Ah yes, take your time...";
+ mes "Goodbye, and have a good day.";
+ close;
+ }
+ case 3:
+ mes "[Metheus Sylphe]";
+ mes "Ah yes, take your time...";
+ mes "Goodbye, and have a good day.";
+ close;
+ }
+ case 3:
+ mes "[Metheus Sylphe]";
+ mes "I see, take your time. You can also take a look around.";
+ mes "Goodbye, and have a good day.";
+ close;
+ }
+ }
+ else if (SAGE_Q >= 1 && SAGE_Q <= 3) {
+ mes "Welcome, once again.";
+ next;
+ if (countitem(1006) > 0 && countitem(1007) > 0) {
+ delitem 1006,1; //Old_Magic_Book
+ delitem 1007,1; //Penetration
+ mes "[Metheus Sylphe]";
+ mes "Well done. Let me proceed with your application request.";
+ set SAGE_Q,4;
+ next;
+ }
+ else if (Zeny > 69999) {
+ set zeny,zeny-70000;
+ mes "[Metheus Sylphe]";
+ mes "Well done. Let me proceed with your application request.";
+ set SAGE_Q,4;
+ next;
+ }
+ else {
+ switch (SAGE_Q) {
+ case 1:
+ //Feather_Of_Bird, Fluff, Iron_Ore
+ setarray .@item[0], 916,914,1002;
+ setarray .@count[0], 50,50,25;
+ break;
+ case 2:
+ //Clover, Feather, Chinese_Ink
+ setarray .@item[0], 705,949,1024;
+ setarray .@count[0], 50,50,25;
+ break;
+ case 3:
+ //Feather_Of_Bird, Fluff, Clover, Feather
+ setarray .@item[0], 916,914,705,949;
+ setarray .@count[0], 50,50,50,50;
+ break;
+ }
+ set .@size, (getarraysize(.@item)-1);
+ for( set .@i,0 ; .@i < .@size && countitem(.@item[.@i]) >= .@count[.@i] ; set .@i,.@i+1 );
+ if(.@i == .@size) {
+ if (Zeny > 29999) {
+ for (set .@i, 0; .@i < .@size ; set .@i, .@i+1)
+ delitem .@item[.@i], .@count[.@i];
+ set zeny,zeny-30000;
+ mes "[Metheus Sylphe]";
+ mes "Well done. Let me proceed with your application request.";
+ set .@SAGE_Q_T,SAGE_Q;
+ set SAGE_Q,4;
+ next;
+ }
+ mes "[Metheus Sylphe]";
+ mes "I am sorry to say that you are not ready yet.";
+ mes "Although you brought all of the items, the money you have now is less than 30,000 zeny.";
+ next;
+ mes "[Metheus Sylphe]";
+ mes "As I told you before, you must bring all of those items, as well as the 30,000 zeny together.";
+ mes "Please make sure that you have the required items and money.";
+ close;
+ }
+ else {
+ mes "[Metheus Sylphe]";
+ mes "I am sorry to say that it seems you didn't bring all of the required items.";
+ mes "I shall remind you what to bring, in case you have forgotten.";
+ next;
+ mes "[Metheus Sylphe]";
+ mes "Please bring the following items to me.";
+ mes .@count[0]+" ^3355FF"+getitemname(.@item[0])+"^000000";
+ mes .@count[1]+" ^3355FF"+getitemname(.@item[1])+"^000000";
+ mes .@count[2]+" ^3355FF"+getitemname(.@item[2])+"^000000";
+ if (SAGE_Q == 3) mes .@count[3]+" ^3355FF"+getitemname(.@item[3])+"^000000";
+ next;
+ mes "[Metheus Sylphe]";
+ mes "If you bring all of these items, your tuition fee will be reduced from 70,000 zeny to 30,000 zeny.";
+ mes "Good luck.";
+ close;
+ }
+ }
+ mes "[Metheus Sylphe]";
+ mes "Let's complete the application form.";
+ mes "Please put your signature here.";
+ next;
+ select(strcharinfo(0));
+ mes "[Metheus Sylphe]";
+ switch (.@SAGE_Q_T) {
+ case 1: mes "Your name is ... " + strcharinfo(0) + ". It's a very nice name."; break;
+ case 2: mes "Your name is ... " + strcharinfo(0) + ". It sounds very sagacious."; break;
+ case 3: mes "Your name is ... " + strcharinfo(0) + ". Interesting name."; break;
+ }
+ next;
+ mes "[Metheus Sylphe]";
+ mes "Ah yes, everything is in readiness.";
+ mes "Next, you will take an entrance test.";
+ set SAGE_Q,4;
+ if(checkquest(2043) != -1) {
+ changequest 2043,2041;
+ }
+ else if(checkquest(2044) != -1) {
+ changequest 2044,2041;
+ }
+ else if(checkquest(2045) != -1) {
+ changequest 2045,2041;
+ }
+ else {
+ setquest 2041;
+ }
+ next;
+ mes "[Metheus Sylphe]";
+ mes "Please visit Professor Claytos.";
+ mes "He's in the left room.";
+ close;
+ }
+ else if (SAGE_Q == 4) {
+ mes "Huh? What are you doing here? You're supposed to be taking the entrance test by now.";
+ mes "Please visit Professor Claytos in the left room.";
+ close;
+ }
+ else if (SAGE_Q == 15) {
+ mes "Oh, are you done with the dissertation?";
+ mes "Sure, you can submit it to Dean Kayron.";
+ next;
+ mes "[Metheus Sylphe]";
+ mes "So long as you make the effort, you should achieve good results.";
+ mes "Good luck.";
+ close;
+ }
+ else {
+ mes "Oh sorry, this is a rather inconvenient time to converse.";
+ mes "Please come back later. I apologize for troubling you.";
+ close;
+ }
+}
+
+yuno_in03,105,177,5 script Written Test Professor#s 754,{
+ mes "[Claytos Verdo]";
+ if (BaseJob != Job_Mage) {
+ if (BaseJob == Job_Sage) {
+ mes "Eh? What? Why are you back here?";
+ mes "Do you want to enter the school again?";
+ next;
+ mes "[Claytos Verdo]";
+ mes "Now, I understand how you feel. Since you graduated, you have become a Sage. A Sage...until the end of your days.";
+ mes "So, be strong and independent. Try to explore some places where nobody else has ventured to go.";
+ next;
+ mes "[Claytos Verdo]";
+ mes "Don't forget to record everything you've experienced.";
+ mes "You must share your knowledge with others by taking excellent notes.";
+ }
+ else if (BaseJob == Job_Novice) {
+ mes "What are you doing here, kid?";
+ mes "This is a Magic Academy, not a day care center.";
+ next;
+ mes "[Claytos Verdo]";
+ mes "Go outside and play with the Porings. That's your job.";
+ mes "Go out, chop chop!!";
+ }
+ else if (Class == Job_Wizard) {
+ mes "Well...look who came crawling back. Magic addict.";
+ mes "Yeah yeah, so it's not so bad to be devoted to magic.";
+ next;
+ mes "[Claytos Verdo]";
+ mes "But I hope you remember, no one can live alone.";
+ mes "Although you're strong enough for solo play, you must cooperate and help other people. That's what a Wizard shoud stand for.";
+ }
+ else {
+ mes "Hmm... I understand that you want to enter our prestigious academy, but since you chose to live as a different class,";
+ mes "I don't think you can become a Sage.";
+ next;
+ mes "[Claytos Verdo]";
+ mes "So, don't go around regretting why you chose a job other than Sage. You'd better go out and hunt, leveling up your current job.";
+ }
+ close;
+ }
+ if (SAGE_Q == 0) {
+ mes "What, do you want to be a Sage?";
+ mes "I can tell by your eyes, hungering for wisdom.";
+ next;
+ mes "[Claytos Verdo]";
+ mes "Of course, if you want to be a Sage, you must first enter the academy.";
+ mes "Apply for enrollment, and then come again.";
+ close;
+ }
+ else if (SAGE_Q == 1 || SAGE_Q == 2 || SAGE_Q == 3) {
+ mes "Hah! You didn't even finish the application process!?";
+ mes "I see...did Metheus tell you something?";
+ next;
+ mes "[Claytos Verdo]";
+ mes "Do your best. It'll be a good experience for you.";
+ mes "Come again when you finish the application.";
+ close;
+ }
+ else if (SAGE_Q == 4) {
+ mes "Welcome to the Schweicherbil Magic Academy.";
+ mes "You applied for this test already, didn't you?";
+ next;
+ mes "[Claytos Verdo]";
+ mes "Let's see, your name is " + strcharinfo(0) + "...";
+ mes "Okay, let's get started!";
+ next;
+ mes "[Claytos Verdo]";
+ mes "The test that I am going to give you will test your knowledge on all of the academic subjects in the world.";
+ mes "I will give you 20 questions, with each question being worth 5 points. When you earn a grade of 80 points, you will pass the test.";
+ next;
+ mes "[Claytos Verdo]";
+ mes "Okay, there's no need to wait. Let's start right away";
+ mes "Oh, and if you don't answer immediately, the test will be cancelled.";
+L_AskQuestions:
+ next;
+ switch(rand(1,3)) {
+ case 1:
+ mes "1. Choose an item that the Gift merchant in Prontera does not sell.";
+ next;
+ if (select("China:Red Frame:Bouquet:Glass Bead") == 3)
+ set .@sage_t,.@sage_t+5;
+ mes "2. Choose a city where you cannot purchase a Stiletto.";
+ next;
+ if (select("Prontera:Morroc:Geffen:Lutie") == 1)
+ set .@sage_t,.@sage_t+5;
+ mes "3. Choose the closest city to Turtle Island.";
+ next;
+ if (select("Al De Baran:Alberta:Comodo:Izlude") == 2)
+ set .@sage_t,.@sage_t+5;
+ mes "4. Choose the monster that is a different type than the others.";
+ next;
+ if (select("Raggler:Pest:Frilldora:Aster") == 4)
+ set .@sage_t,.@sage_t+5;
+ mes "5. Choose the monster that has a different attribute than the others.";
+ next;
+ if (select("Mantis:Metaller:Rocker:Horn") == 2)
+ set .@sage_t,.@sage_t+5;
+ mes "6. Choose the monster that is different sized than the others.";
+ next;
+ if (select("Raydric:Raydric Archer:Wanderer:Dark Frame") == 1)
+ set .@sage_t,.@sage_t+5;
+ mes "7. Choose the monster which doesn't drop 'Alcohol'.";
+ next;
+ if (select("Horong:Plankton:Poison Spore:Toad") == 3)
+ set .@sage_t,.@sage_t+5;
+ mes "8. Choose the NPC that is irrelevant to the Knight job change quest.";
+ next;
+ if (select("Sir Siracuse:Thomas Servantes:Sir Windsor:Lady Amy") == 2)
+ set .@sage_t,.@sage_t+5;
+ mes "9. Choose the NPC that is not a citizen of Prontera.";
+ next;
+ if (select("Tono:Pina:YuPi:Hollgrehenn") == 2)
+ set .@sage_t,.@sage_t+5;
+ mes "10. Choose the right name for the Kafra lady who wears glasses.";
+ next;
+ if (select("Pavianne:Roxie:Leilah:Curly Sue") == 3)
+ set .@sage_t,.@sage_t+5;
+ mes "11. How much SP is spent to use lvl 7 Thunderstorm?";
+ next;
+ if (select("49:59:69:74") == 2)
+ set .@sage_t,.@sage_t+5;
+ mes "12. Choose the right amount of damage reduction and SP consumption of the Energy Coat skill when the caster's remaining SP is 50%.";
+ next;
+ if (select("Damage -24% SP1.5%:Damage -24% SP2%:Damage -18% SP1.5%:Damage -18% SP2%") == 4)
+ set .@sage_t,.@sage_t+5;
+ mes "13. Choose the property that is irrelevant to 'Bolt' type skills for the Mage class.";
+ next;
+ if (select("Water:Earth:Fire:Wind") == 2)
+ set .@sage_t,.@sage_t+5;
+ mes "14. Choose the right chance and attack strength for lvl 7 Double Attack, the Thief skill.";
+ next;
+ if (select("35% / 120%:35% / 140%:40% / 120%:40% / 140%") == 2)
+ set .@sage_t,.@sage_t+5;
+ mes "15. Choose the skill that is irrelevant to learning Magnus Exorcismus, the Priest skill.";
+ next;
+ if (select("Divine Protection:Heal:Ruwach:Aqua Benedicta") == 1)
+ set .@sage_t,.@sage_t+5;
+ mes "16. Choose the correct defense and ability of the Bunny Band.";
+ next;
+ if (select("1 / LUK +2:1 / LUK +5:2 / LUK +2:2 / LUK +5") == 3)
+ set .@sage_t,.@sage_t+5;
+ mes "17. Choose the class that cannot equip Padded Armor.";
+ next;
+ if (select("Swordman:Merchant:Thief:Archer") == 4)
+ set .@sage_t,.@sage_t+5;
+ mes "18. Choose the item that cures all abnormal status and restores full HP and SP at the same time.";
+ next;
+ if (select("Royal Jelly:Yggdrasil Seed:Yggdrasilberry:Mastella Fruit") == 3)
+ set .@sage_t,.@sage_t+5;
+ mes "19. Who rules the Rune-Midgarts kingdom right now?";
+ next;
+ if (select("Tristun the 3rd:Tristram the 3rd:Tristar the 3rd:Trast the 3rd") == 2)
+ set .@sage_t,.@sage_t+5;
+ mes "20. Choose the god of Crusaders.";
+ next;
+ if (select("Odin:Loki:Thor:Venadin") == 1)
+ set .@sage_t,.@sage_t+5;
+ break;
+ case 2:
+ mes "1. Choose the jewel that the Morroc Jewel Merchant does not sell.";
+ next;
+ if (select("Topaz:Garnet:Diamond:Sapphire") == 2)
+ set .@sage_t,.@sage_t+5;
+ mes "2. Choose the city where users cannot purchase Monster's Feed from an NPC.";
+ next;
+ if (select("Prontera:Morroc:Al De Baran:Alberta") == 3)
+ set .@sage_t,.@sage_t+5;
+ mes "3. Choose the closest city to the Maze.";
+ next;
+ if (select("Prontera:Morroc:Geffen:Payon") == 1)
+ set .@sage_t,.@sage_t+5;
+ mes "4. Choose the monster that is a different type than the others.";
+ next;
+ if (select("Muka:Drops:Plankton:Penomena") == 4)
+ set .@sage_t,.@sage_t+5;
+ mes "5. Choose the monster with the different attribute.";
+ next;
+ if (select("Dokebi:Isis:Giearth:Deviruchi") == 3)
+ set .@sage_t,.@sage_t+5;
+ mes "6. Choose the monster that is different in size.";
+ next;
+ if (select("Thiefbug (Aggressive):Horn:Metaller:Argos") == 4)
+ set .@sage_t,.@sage_t+5;
+ mes "7. Choose the monster which does not drop 'Yggdrasil Leaf'.";
+ next;
+ if (select("Marduk:Baphomet Jr.:Angeling:Wanderer") == 1)
+ set .@sage_t,.@sage_t+5;
+ mes "8. Choose the NPC that is irrelevant to the Priest job change quest.";
+ next;
+ if (select("Paul:Sir Windsor:Peter S. Alberto:Cecilia") == 2)
+ set .@sage_t,.@sage_t+5;
+ mes "9. Choose the NPC that is not a citizen of Morroc.";
+ next;
+ if (select("Syvia:Akira:Antonio:Dmitrii") == 3)
+ set .@sage_t,.@sage_t+5;
+ mes "10. Choose the Kafra lady who has gorgeous blue hair.";
+ next;
+ if (select("Pavianne:Roxie:Leilah:Curly Sue") == 1)
+ set .@sage_t,.@sage_t+5;
+ mes "11. Choose the skill that is irrelevant to learning Fire Wall, the Mage skill.";
+ next;
+ if (select("lvl 4 Fire Bolt:lvl 4 Napalm Beat:lvl 5 Fire Ball:lvl 1 Sight") == 2)
+ set .@sage_t,.@sage_t+5;
+ mes "12. How much SP can be restored when learning SP recovery at lvl 6 (without being affected by INT)?";
+ next;
+ if (select("14:16:18:21") == 3)
+ set .@sage_t,.@sage_t+5;
+ mes "13. How many INT points does a Mage receive as a bonus at job lvl 33?";
+ next;
+ if (select("7:6:5:4") == 4)
+ set .@sage_t,.@sage_t+5;
+ mes "14. Choose the correct SP consumption and the skill duration for Improve Concentration lvl 5 (Archer skill).";
+ next;
+ if (select("45 / 80 sec:50 / 80 sec:45 / 90 sec:50 / 90 sec") == 1)
+ set .@sage_t,.@sage_t+5;
+ mes "15. Choose the skill that is irrelevant to learning Maximize Power, the Blacksmith skill.";
+ next;
+ if (select("Hilt Binding:Skin Tempering:Hammer Fall:Weapon Perfection") == 2)
+ set .@sage_t,.@sage_t+5;
+ mes "16. What is the correct defense rate and ability of Cute Ribbon?";
+ next;
+ if (select("0 / SP +20:0 / SP +30:1 / SP +20:1 / SP +30") == 3)
+ set .@sage_t,.@sage_t+5;
+ mes "17. Choose the class that cannot equip Saint Robe.";
+ next;
+ if (select("Swordman:Merchant:Thief:Acolyte") == 3)
+ set .@sage_t,.@sage_t+5;
+ mes "18. Choose the abnormal status that cannot be cured by Green Potion.";
+ next;
+ if (select("Silence:Chaos:Blind:Curse") == 4)
+ set .@sage_t,.@sage_t+5;
+ mes "19. Choose the correct name for the ancient kingdom that disappeared somewhere in Geffen.";
+ next;
+ if (select("Geffayon:Geffenia:Gefenn:Jaffen") == 2)
+ set .@sage_t,.@sage_t+5;
+ mes "20. Choose the correct name for the tree that has become the root of this world.";
+ next;
+ if (select("Yggdrasil:Iggdrassil:Mastella:Dead Branch") == 1)
+ set .@sage_t,.@sage_t+5;
+ break;
+ case 3:
+ mes "1. Choose the item that the Magical Tool merchant in Geffen does not sell.";
+ next;
+ if (select("Mantle:Wand:Circlet:Silver Robe") == 1)
+ set .@sage_t,.@sage_t+5;
+ mes "2. Choose the city where users cannot purchase Blade from an NPC.";
+ next;
+ if (select("Prontera:Izlude:Al De Baran:Payon") == 3)
+ set .@sage_t,.@sage_t+5;
+ mes "3. Choose the closest city to Glast Heim.";
+ next;
+ if (select("Prontera:Geffen:Morroc:Payon") == 2)
+ set .@sage_t,.@sage_t+5;
+ mes "4. Choose the monster that is a different type than the others.";
+ next;
+ if (select("Aster:Marc:Marse:Marin") == 4)
+ set .@sage_t,.@sage_t+5;
+ mes "5. Choose the monster that has a different attribute.";
+ next;
+ if (select("Baby Desert Wolf:Smokie:Picky:Choco") == 2)
+ set .@sage_t,.@sage_t+5;
+ mes "6. Choose the monster that is different sized.";
+ next;
+ if (select("Drake:Wraith:Evil Druid:Khalitzburg") == 1)
+ set .@sage_t,.@sage_t+5;
+ mes "7. Choose the monster that does not drop 'Phracon'.";
+ next;
+ if (select("Pupa:Peco Peco Egg:Savage Bebe:Baby Desert Wolf") == 2)
+ set .@sage_t,.@sage_t+5;
+ mes "8. Choose the NPC that is irrelevant to the Blacksmith job change quest.";
+ next;
+ if (select("Altiregen:Geschupenschte:Barcadi:Baisulist") == 3)
+ set .@sage_t,.@sage_t+5;
+ mes "9. Choose the NPC that is not a citizen of Al De Baran.";
+ next;
+ if (select("RS125:GOD-POING:Stromme:Chemirre") == 2)
+ set .@sage_t,.@sage_t+5;
+ mes "10. Choose the Kafra lady who is the youngest among the staff.";
+ next;
+ if (select("Pavianne:Roxie:Leilah:Curly Sue") == 4)
+ set .@sage_t,.@sage_t+5;
+ mes "11. Choose the correct SP consumption and the number of evasions when using Safety Wall lvl 6.";
+ next;
+ if (select("SP 40, 6 times:SP 35, 6 times:SP 40, 7 times:SP 35, 7 times") == 3)
+ set .@sage_t,.@sage_t+5;
+ mes "12. Choose the correct amount of magic attack for Napalm Beat lvl 6.";
+ next;
+ if (select("MATK * 1.2:MATK * 1.3:MATK * 1.4:MATK * 1.5") == 2)
+ set .@sage_t,.@sage_t+5;
+ mes "13. Choose the catalyst stone for Mage Solution no. 4 that is used for the Mage job change quest.";
+ next;
+ if (select("Blue Gemstone:Red Gemstone:Yellow Gemstone:1 carat Diamond") == 4)
+ set .@sage_t,.@sage_t+5;
+ mes "14. Choose the correct attack strength and SP consumption for Bash lvl 6, the Swordman skill.";
+ next;
+ if (select("250% / 8:280% / 8:280% / 15:310% / 15") == 3)
+ set .@sage_t,.@sage_t+5;
+ mes "15. Choose the skill that is irrelevant to learning Claymore Trap, the Hunter skill.";
+ next;
+ if (select("Remove Trap:Land Mine:Ankle Snare:Flasher") == 1)
+ set .@sage_t,.@sage_t+5;
+ mes "16. Choose the correct defense and ability of Wedding Veil.";
+ next;
+ if (select("0 / MDEF +3:0 / MDEF +5:1 / MDEF +3:1 / MDEF +5") == 2)
+ set .@sage_t,.@sage_t+5;
+ mes "17. Choose the class that cannot equip Coat.";
+ next;
+ if (select("Swordman:Merchant:Thief:Novice") == 4)
+ set .@sage_t,.@sage_t+5;
+ mes "18. Choose the item that is not an ingredient for Blue Dyestuffs.";
+ next;
+ if (select("Alcohol:Detrimindexta:Karvodailnirol:Blue Herb") == 3)
+ set .@sage_t,.@sage_t+5;
+ mes "19. When the world was created by the god Odin, what did he use for the material?";
+ next;
+ if (select("The heart of Ymir:The nail of Ymir:The tooth of Ymir:The memento of Ymir") == 1)
+ set .@sage_t,.@sage_t+5;
+ mes "20. Choose the metal that has rumored to bring fortune and fame to a person with the destiny.";
+ next;
+ if (select("Empelium Gold:Emperium:Emperor:Phracon") == 2)
+ set .@sage_t,.@sage_t+5;
+ }
+ mes "[Claytos Verdo]";
+ if (SAGE_Q == 4) {
+ mes "Well, you answered all 20 of the questions.";
+ mes "Okay, let me check your answers and add up your score.";
+ }
+ else {
+ mes "Well, we finished all 20 questions.";
+ mes "Now, let's check how many points you got.";
+ }
+ next;
+ mes "[Claytos Verdo]";
+ mes "Let's see...";
+ mes "Hmm... hmm...";
+ next;
+ mes "[Claytos Verdo]";
+ mes "You got " + .@sage_t + " points.";
+ if (.@sage_t == 100) {
+ if (SAGE_Q == 4)
+ mes "Excellent! You seem fully qualified to become a Sage!";
+ else
+ mes "Excellent! You must have studed really hard for this test!";
+ set SAGE_Q,6;
+ changequest 2041,2046;
+ next;
+ mes "[Claytos Verdo]";
+ mes "You have passed the written test.";
+ mes "Go visit Professor Hermes for the practical examination.";
+ }
+ else if (.@sage_t >= 80) {
+ set SAGE_Q,6;
+ changequest 2041,2046;
+ mes "Yeah, not bad. I assume that you will at least understand what you're going to learn in class.";
+ next;
+ mes "[Claytos Verdo]";
+ mes "You passed the written test.";
+ mes "Go visit Professor Hermes for the practical examination.";
+ }
+ else {
+ if (SAGE_Q == 4) {
+ set SAGE_Q,5;
+ mes "Oh well...what a shame: You failed.";
+ next;
+ mes "[Claytos Verdo]";
+ mes "But I'll give you another chance to take the written test,";
+ mes "Go study harder and come back later.";
+ }
+ else {
+ mes "Oh what a shame: You failed.";
+ next;
+ mes "[Claytos Verdo]";
+ mes "But I'll give you another chance,";
+ mes "Go study even harder and come back.";
+ }
+ }
+ close;
+ }
+ else if (SAGE_Q == 5) {
+ mes "Welcome back.";
+ mes "So, did you study harder this time?";
+ next;
+ mes "[Claytos Verdo]";
+ mes "You will take the written test under the same conditions as the test you took before. I'll give you 20 questions.";
+ mes "Each correct answer will give you 5 points. When your score reaches 80 points, you pass the test.";
+ next;
+ set sage_m2,rand(1,3);
+ mes "[Claytos Verdo]";
+ mes "Okay, there's no need to wait.";
+ mes "Answer immediately, or I'll fail you again.";
+ set SAGE_Q,5;
+ goto L_AskQuestions;
+ end;
+ }
+ else if (SAGE_Q == 6) {
+ mes "What else do you want?! Do you want to take this test again?";
+ mes "You've already passed!";
+ next;
+ mes "[Claytos Verdo]";
+ mes "Go visit Professor Hermes for the practical examination.";
+ mes "Move!";
+ close;
+ }
+ else if (SAGE_Q == 15) {
+ mes "Heh heh, It seems you're done with your dissertation.";
+ mes "But I'm not the person handling that part of the test.";
+ next;
+ mes "[Claytos Verdo]";
+ mes "submit your thesis to Dean Kayron.";
+ mes "He will decide whether you are qualified to graduate or not.";
+ close;
+ }
+ else {
+ mes "I'm too busy to take care of written tests.";
+ mes "Come back later, and I'll spare some time to talk.";
+ close;
+ }
+}
+
+//Practical Examination Professer
+yuno_in03,169,180,3 script Practical Examination P 755,{
+ mes "[Hermes Tris]";
+ if (BaseJob != Job_Mage) {
+ if (BaseJob == Job_Sage) {
+ mes "Welcome. How have you been?";
+ mes "I guess you've been through a lot of hard times...I can tell by your appearance.";
+ next;
+ mes "[Hermes Tris]";
+ mes "I know how hard it is to explore all those perilous areas, but it will help you to gain more knowledge.";
+ mes "Book smarts never can beat street smarts.";
+ next;
+ mes "[Hermes Tris]";
+ mes "However, it's a very dangerous idea to go deep inside a dungeon alone. ";
+ mes "You'd better look for trustworthy comrades.";
+ }
+ else if (BaseJob == Job_Novice) {
+ mes "Heh heh, now ain't that a cute little Novice?";
+ next;
+ mes "[Hermes Tris]";
+ mes "In this continent of Rune-Midgarts, there are a lot of unknown places and objects that haven't been fully discovered.";
+ mes "The monsters, mysterious objects and heroes of myths...";
+ next;
+ mes "[Hermes Tris]";
+ mes "Why don't you consider being a Sage in the future?";
+ mes "You will love studying the world.";
+ next;
+ mes "[Hermes Tris]";
+ mes "If by chance you do decide to do that, we'll meet again.";
+ mes "Take care, kiddy.";
+ }
+ else {
+ mes "Welcome to the Schweicherbil Magic Academy.";
+ next;
+ mes "[Hermes Tris]";
+ mes "We Sages are more like scholars than Mages.";
+ mes "We are very helpful and powerful as members of a party.";
+ next;
+ mes "[Hermes Tris]";
+ mes "Try to make a party with a Sage next time.";
+ mes "The wisdom a Sage will bring will be more than helpful for your party...";
+ }
+ close;
+ }
+ if (SAGE_Q >= 0 && SAGE_Q <= 3) {
+ mes "I am Professor Hermes, in charge of practical examinations.";
+ mes "Are you a candidate for the Sage class?";
+ next;
+ mes "[Hermes Tris]";
+ mes "Register your application and take the written test first.";
+ close;
+ }
+ else if (SAGE_Q == 4 || SAGE_Q == 5) {
+ mes "I am professor Hermes, in charge of practical examinations.";
+ mes "Are you a candidate for the Sage class?";
+ next;
+ mes "[Hermes Tris]";
+ mes "Go pass the written test with Professor Claytos first.";
+ mes "Then I will take care of you.";
+ close;
+ }
+ else if (SAGE_Q == 6) {
+ mes "Welcome, you just passed the written test, didn't you?";
+ mes "Now it's time for the practical examination.";
+ next;
+ mes "[Hermes Tris]";
+ mes "There is nothing difficult or special about this test.";
+ mes "All you have to do is kill all the monsters within the time limit.";
+ next;
+ mes "[Hermes Tris]";
+ mes "It's better to experience this for yourself, rather than be told about this test 100 times.";
+ mes "How about it? Are you ready to take this test?";
+ next;
+ if (select("Yes, I am.:Sorry, give me some time.") == 1) {
+ set SAGE_Q,7;
+ mes "[Hermes Tris]";
+ mes "Good, let's start immediately.";
+ mes "Do your best and come back safely!";
+ close2;
+ warp "job_sage",50,154;
+ end;
+ }
+ set SAGE_Q,7;
+ mes "[Hermes Tris]";
+ mes "Yes, you don't need to hurry... take your time and come back.";
+ close;
+ }
+ else if (SAGE_Q == 7) {
+ mes "Welcome again! So, did you fully prepare yourself this time?";
+ mes "Oh well, it's not that hard. Give it your all, okay?";
+ next;
+ mes "[Hermes Tris]";
+ mes "Are you ready?";
+ next;
+ if (select("Yes, I am.:Sorry, give me some time.") == 1) {
+ mes "[Hermes Tris]";
+ mes "Good, let's start immediately.";
+ mes "Do your best and come back safely!";
+ close2;
+ warp "job_sage",50,154;
+ end;
+ }
+ mes "[Hermes Tris]";
+ mes "Yes, you don't need to hurry... take your time and come back.";
+ close;
+ }
+ else if (SAGE_Q == 8) {
+ mes "Good job~ Since you passed the practical examination as well...";
+ mes "I'll accept your admission.";
+ next;
+ mes "[Hermes Tris]";
+ mes "Now I need to decide what subject you will learn and study...";
+ mes "Let's see... let me check your written test grade and the time spent on the practical examination.";
+ next;
+ mes "[Hermes Tris]";
+ mes "Hmm, hmm... I see.";
+ mes "Well... I think you're okay.";
+ next;
+ switch(rand(1,3)) {
+ case 1:
+ set SAGE_Q,9;
+ changequest 2046,2047;
+ mes "[Hermes Tris]";
+ mes "Now, you will study Yggdrasil.";
+ mes "Yggdrasil is the tree that was rumored to be the source of life for this world.";
+ next;
+ mes "[Hermes Tris]";
+ mes "That is a good subject which helps us to recognize changes in the world, as well as the direction of its improvement.";
+ mes "Go ask for help from Professor Saphien. He's in the Lecture Room.";
+ next;
+ mes "[Hermes Tris]";
+ mes "I wish you luck.";
+ close;
+ case 2:
+ set SAGE_Q,11;
+ changequest 2046,2048;
+ mes "[Hermes Tris]";
+ mes "Now, you will study monsters.";
+ mes "The purpose of this study is to learn and understand more about creatures existing all over the continent.";
+ next;
+ mes "[Hermes Tris]";
+ mes "This is a good subject which will help you lead your life as a well-experienced Sage.";
+ mes "Go ask for help from Professor Lucius. He's in the Monster Museum.";
+ next;
+ mes "[Hermes Tris]";
+ mes "I wish you luck.";
+ close;
+ case 3:
+ set SAGE_Q,13;
+ changequest 2046,2049;
+ mes "[Hermes Tris]";
+ mes "Now, you will study magic skills that have certain properties.";
+ mes "The purpose of this study is to better understand basic magic skills that we use in everyday life.";
+ next;
+ mes "[Hermes Tris]";
+ mes "That is a good subject which helps you to deeply understand of the truth of magic.";
+ mes "Go ask Professor Aebecee for help...He's in the Somatology Laboratory.";
+ next;
+ mes "[Hermes Tris]";
+ mes "I wish you luck.";
+ close;
+ }
+ }
+ else if (SAGE_Q == 9) {
+ mes "Huh? Didn't you understand what I said?";
+ mes "I told you to study Yggdrasil.";
+ next;
+ mes "[Hermes Tris]";
+ mes "Go ask for help from Professor Saphien. He's in the Lecture Room.";
+ close;
+ }
+ else if (SAGE_Q == 11) {
+ mes "Huh? Didn't you understand what I said?";
+ mes "I told you to study monsters.";
+ next;
+ mes "[Hermes Tris]";
+ mes "Go ask for help from Professor Lucius. He's in the Monster Museum.";
+ close;
+ }
+ else if (SAGE_Q == 13) {
+ mes "Huh? Didn't you understand what I said?";
+ mes "I told you to study magic spells that possess certain properties.";
+ next;
+ mes "[Hermes Tris]";
+ mes "Go ask a help from Professor Aebecee. He's in the Somatology Laboratory.";
+ close;
+ }
+ else if (SAGE_Q == 15) {
+ mes "What are you doing here? Aren't you supposed to be with Dean Kayron?";
+ mes "Oh well, there's no harm in showing me your dissertation though...";
+ next;
+ mes "[Hermes Tris]";
+ mes "But then again, maybe there is. Go see Dean Kayron.";
+ close;
+ }
+ else {
+ mes "Oh sorry, I'm quite busy at the moment...";
+ mes "If you have any questions, go visit the professor I've assigned to you.";
+ close;
+ }
+}
+
+yuno_in03,62,176,2 script History Professor#sa 109,{
+ mes "[Saphien Layless]";
+ if (BaseJob != Job_Mage) {
+ if (BaseJob == Job_Sage) {
+ mes "Do I know you? Were you one of my students?";
+ mes "Oh, it doesn't matter anyway. You wouldn't be a Sage without graduating from this academy...";
+ next;
+ mes "[Saphien Layless]";
+ mes "In any case, you must study the past in order to better understand the present and to predict...the future.";
+ mes "This sentence contains all the truth of the world.";
+ next;
+ mes "[Saphien Layless]";
+ mes "I guess you're treading the right path...";
+ mes "One of these days you'll look back to this moment and realize it changed your life.";
+ }
+ else if (BaseJob == Job_Novice) {
+ mes "A Novice? Why is a novice here?";
+ next;
+ mes "[Saphien Layless]";
+ mes "One whose life has many possibilities... ";
+ mes "How do you wish to lead your life?";
+ next;
+ mes "[Saphien Layless]";
+ mes "No matter what you decide to be, everything depends on your choice.";
+ mes "May God bless you so that you can choose the path best for you...";
+ }
+ else {
+ mes "Welcome, I am in charge of historical studies here in the academy.";
+ next;
+ mes "[Saphien Layless]";
+ mes "The world as we know it is a result of events that described in the records of the ages. It is historical events that have shaped the world as it is today.";
+ mes "Therefore, knowing the past means you will better understand the present and...the future.";
+ next;
+ mes "[Saphien Layless]";
+ mes "Reflect upon your past.";
+ mes "You will see your path in the future...";
+ }
+ close;
+ }
+ if (SAGE_Q == 9) {
+ if (SAGE_Q2 == 0) {
+ mes "Welcome, " + strcharinfo(0) + ". I am glad to meet you.";
+ mes "My name is Saphien Layless, I will be in charge of your class for a while.";
+ next;
+ mes "[Saphien Layless]";
+ mes "The subject you're studying is Yggdrasil.";
+ mes "So...do you even know what Yggdrasil is?";
+ next;
+ switch(select("Yes, I know very well.:No, I don't.")) {
+ case 1:
+ mes "[Saphien Layless]";
+ mes "Okay then, what is Yggdrasil?";
+ mes "Please answer me.";
+ next;
+ switch(select("It's a name of a health item.:It's the source of life in the world.:Suckah, I lied.")) {
+ case 1:
+ mes "[Saphien Layless]";
+ mes "Wrong. " + strcharinfo(0) + ", you got - 10 points.";
+ mes "That's just one of the gifts from Yggdrasil.";
+ next;
+ mes "[Saphien Layless]";
+ mes "Yggdrasil is the name of the tree that is the source of life in this world.";
+ break;
+ case 2:
+ mes "[Saphien Layless]";
+ mes "That's right. Yggdrasil, the so-called 'World Tree', ";
+ mes "is the name of the tree that has been the source of life in this world.";
+ break;
+ case 3:
+ mes "[Saphien Layless]";
+ mes "Great Schott...If you don't know, just say so.";
+ mes "By the way, " + strcharinfo(0) + ", you just got - 10 points for lying and for being wrong.";
+ break;
+ }
+ next;
+ break;
+ case 2:
+ mes "[Saphien Layless]";
+ mes "Ah well, I expected you would know at least a little bit about Yggdrasil...";
+ mes "Yggdrasil is the name of the tree that is the source of life in this world.";
+ next;
+ break;
+ }
+ mes "[Saphien Layless]";
+ mes "Before we start the class, I'll need some reserve items.";
+ mes "It's for better understanding of Yggdrasil.";
+ next;
+ mes "[Saphien Layless]";
+ mes "Anything is fine as long as it's related to the Yggdrasil tree.";
+ mes "Seeds or fruits of the tree would be good. I know it's difficult to find, but please try.";
+ next;
+ set SAGE_Q2,1;
+ changequest 2047,2050;
+ mes "[Saphien Layless]";
+ mes "When we have the reserve items, we will start the class.";
+ mes "Please come back.";
+ close;
+ }
+ else {
+ if (countitem(607) > 0) {
+ mes "[Saphien Layless]";
+ mes "Oh, did you bring them with you? Excellent!";
+ mes "You brought Yggdrasilberry!";
+ next;
+ mes "[Saphien Layless]";
+ mes "Okay, now I am starting the class.";
+ mes "Listen carefully, I will not accept dozing off in the middle of class.";
+ next;
+ }
+ else if (countitem(608) > 0) {
+ mes "[Saphien Layless]";
+ mes "Hmm, did you prepare for class? Let's see...";
+ mes "Oh! So you brought me the Yggdrasil Seed?";
+ next;
+ mes "[Saphien Layless]";
+ mes "Very well. Now I am starting the class..";
+ mes "Listen carefully, I will not accept dozing off in the middle of class.";
+ next;
+ }
+ else if (countitem(610) > 0) {
+ mes "[Saphien Layless]";
+ mes "Hmm, did you prepare for class? Let's see...";
+ mes "Yggdrasil Leaf...";
+ next;
+ mes "[Saphien Layless]";
+ mes "You can purchase this item from the town of Al De Baran! You didn't show any effort.";
+ mes "So, I must give you - 10 points, " + strcharinfo(0) + ".";
+ next;
+ mes "[Saphien Layless]";
+ mes "Okay, now I am starting the class.";
+ mes "Listen carefully, I will not accept you dozing off in the middle of class, or any more slacking.";
+ next;
+ }
+ else {
+ mes "[Saphien Layless]";
+ mes "Huh? You're not ready to this class yet!";
+ mes "I told you to bring me any items related Yggdrasil.";
+ next;
+ mes "[Saphien Layless]";
+ mes "Tell me when you're ready.";
+ mes "Don't worry about being late, we professors are paid to wait around.";
+ close;
+ }
+ mes "[Saphien Layless]";
+ mes "The root of this world, Yggdrasil, is a gigantic tree.";
+ mes "It takes root all over the continent of Rune-Midgarts and its leaves reach the sky.";
+ next;
+ mes "[Saphien Layless]";
+ mes "Outside of this continent, there is a ocean where a giant snake named Yormungandr is coiled up.";
+ mes "The world as we know it consists of 3 places: Asgard, Midgard and Utgard.";
+ next;
+ mes "[Saphien Layless]";
+ mes "Utgard is where all the titans live.";
+ next;
+ mes "[Saphien Layless]";
+ mes "Midgard is where all human beings live.";
+ next;
+ mes "[Saphien Layless]";
+ mes "And Asgard is where the gods reside...";
+ mes "An ash tree taking root in the middle of the Rune-Midgarts continent, that is Yggdrasil.";
+ next;
+ mes "[Saphien Layless]";
+ mes "This continent was born from the heart of Ymir, and Yggdrasil holds the continent together by grasping it with its 3 roots.";
+ mes "These roots stretch into 3 different places.";
+ next;
+ mes "[Saphien Layless]";
+ mes "The first root reaches Asgard where the gods live and ";
+ mes "where we, mere humans, haven't yet explored or experienced.";
+ next;
+ mes "[Saphien Layless]";
+ mes "The second root reaches Jotunnheim where all the giants live.";
+ mes "We've been told this name many times through myths and legends.";
+ next;
+ mes "[Saphien Layless]";
+ mes "The third one reaches Niflheim.";
+ mes "That place is rumored to be covered with a thick, black fog.";
+ next;
+ mes "[Saphien Layless]";
+ mes "Items, such as Seed of Yggdrasil, Yggdrasilbrry and Leaf of Yggdrasil are";
+ mes "considered a part of Yggdrasil tree.";
+ next;
+ mes "[Saphien Layless]";
+ mes "Yggdrasilberry has a fascinating scent that is rumored to";
+ mes "restore full HP and SP at once.";
+ next;
+ mes "[Saphien Layless]";
+ mes "The seed of Yggdrasil which has the fragrance of a blooming flower and the flavor of nut is rumored to";
+ mes "restore half of HP and SP at once.";
+ next;
+ mes "[Saphien Layless]";
+ mes "The leaf of Yggdrasil which is filled with vital force is rumored to";
+ mes "revive the dead, bringing them back to this world.";
+ next;
+ mes "[Saphien Layless]";
+ mes "Lastly... if by some chance you discover a way into Asgard in the future, ";
+ mes "I hope you will find the Yggdrasil tree.";
+ next;
+ mes "[Saphien Layless]";
+ mes "Even though the story of the Yggdrasil tree only exists in myths and legends, ";
+ mes "we Sages are obligated to discover the truth of the Yggdrasil tree.";
+ next;
+ mes "[Saphien Layless]";
+ mes "That is the end of today's class.";
+ mes "Please record the articles you've learned today, and try to remember as much as you can.";
+ next;
+ mes "[Saphien Layless]";
+ mes "In the next class, you will write a thesis about Yggdrasil...";
+ mes "Please bring the following items to prepare for class.";
+ next;
+ mes "[Saphien Layless]";
+ mes "^3355FF1 Feather of Birds^000000 which will be used as a pen,";
+ mes "^3355FF1 Animal Skin^000000 which will be used as paper,";
+ mes "^3355FF1 Trunk^000000 which will be used to bind a book,";
+ mes "^3355FF1 Squid Ink^000000 which will be used as ink,";
+ mes "^3355FF1 Empty Bottle^000000 which will be used for holding the squid ink.";
+ next;
+ set SAGE_Q2,0;
+ set SAGE_Q,10;
+ changequest 2050,2051;
+ mes "[Saphien Layless]";
+ mes "I will help you to write your thesis when you're ready with all those items.";
+ mes "I am looking forward to the next class with you.";
+ close;
+ }
+ }
+ else if (SAGE_Q == 10) {
+ if (countitem(916) > 0 && countitem(919) > 0 && countitem(1019) > 0 && countitem(1024) > 0 && countitem(713) > 0) {
+ delitem 916,1; //Feather_Of_Birds
+ delitem 919,1; //Animal's_Skin
+ delitem 1019,1; //Wooden_Block
+ delitem 1024,1; //Chinese_Ink
+ delitem 713,1; //Empty_Bottle
+ mes "Now, you're writing your thesis.";
+ mes "I will assist you with your writing.";
+ next;
+ mes "..........";
+ next;
+ mes "....................";
+ next;
+ mes ".................................";
+ next;
+ mes ".....There is a ocean around the continent,";
+ mes "The ocean is coiled up by";
+ switch(select("A giant ash tree.:A giant snake Yormungandr.:A giant turtle and elephants.:A giant dragon.")) {
+ case 1:
+ set .@w_point,.@w_point+1;
+ mes "A giant ash tree.";
+ break;
+ case 2:
+ mes "A giant snake Yormungandr.";
+ break;
+ case 3:
+ set .@w_point,.@w_point+1;
+ mes "A giant turtle and elephants.";
+ break;
+ case 4:
+ set .@w_point,.@w_point+1;
+ mes "A giant dragon.";
+ break;
+ }
+ mes "The continent consists of three places such as,";
+ switch(select("Mt.Mjolnir, where spiders live,:Uranos, where titans live,:Utgard, where titans live,:Lutie, the winter land,")) {
+ case 1:
+ set .@w_point,.@w_point+1;
+ mes "Mt.Mjolnir where spiders live,";
+ break;
+ case 2:
+ set .@w_point,.@w_point+1;
+ mes "Uranos where titans live,";
+ break;
+ case 3:
+ mes "Utgard where titans live,";
+ break;
+ case 4:
+ set .@w_point,.@w_point+1;
+ mes "Lutie, the winter land,";
+ break;
+ }
+ switch(select("Midgard, where humans live,:Rune-Midgarts where humans live,:Tritonia, where mermaids live,:Morroc, the desert city,")) {
+ case 1:
+ mes "Midgard, where humans live in,";
+ break;
+ case 2:
+ set .@w_point,.@w_point+1;
+ mes "Rune-Midgarts, where humans live,";
+ break;
+ case 3:
+ set .@w_point,.@w_point+1;
+ mes "Tritonia, where mermaids live,";
+ break;
+ case 4:
+ set .@w_point,.@w_point+1;
+ mes "Morroc, the desert city,";
+ break;
+ }
+ switch(select("Abguard, where gods live.:Asgard, where gods live.:Schwarzwald, where citizens live.:Prontera, the capital of Rune-Midgarts.")) {
+ case 1:
+ set .@w_point,.@w_point+1;
+ mes "Abguard where gods live.";
+ break;
+ case 2:
+ mes "Asgard, where gods live.";
+ break;
+ case 3:
+ set .@w_point,.@w_point+1;
+ mes "Schwarzwald, where citizens live.";
+ break;
+ case 4:
+ set .@w_point,.@w_point+1;
+ mes "Prontera, the capital of Rune-Midgarts.";
+ break;
+ }
+ mes "The continent consists of the three places stated above.";
+ next;
+ if (.@w_point > 0) {
+ mes "[Saphien Layless]";
+ mes "..." + strcharinfo(0) + ", have you lost your mind?";
+ mes "Your work is too poor to be considered as a thesis!";
+ next;
+ mes "[Saphien Layless]";
+ mes "I don't think you can submit your work to the dean.";
+ mes "Go study harder and try again!";
+ close;
+ }
+ mes ".....as we studied from the last class,";
+ mes "Yggdrasil is...";
+ switch(select("A giant ash tree.:A fabulous Mastella tree.:A giant willow.:A giant dead branch.")) {
+ case 1:
+ mes "A giant ash tree.";
+ break;
+ case 2:
+ set .@w_point,.@w_point+1;
+ mes "A fabulous Mastella tree.";
+ break;
+ case 3:
+ set .@w_point,.@w_point+1;
+ mes "A giant willow.";
+ break;
+ case 4:
+ set .@w_point,.@w_point+1;
+ mes "A giant dead branch.";
+ break;
+ }
+ mes "The root of Yggdrasil is divided into 3 parts. Those parts reach to 3 places...";
+ switch(select("Schwarzwald, Jotunnheim, Niflheim.:Midgard, Jotunnheim, Naffleheim.:Asgard, Jotunnheim, Naffleheim.:Asgard, Jotunnheim, Niflheim.")) {
+ case 1:
+ set .@w_point,.@w_point+1;
+ mes "Schwarzwald, Jotunnheim, Niflheim.";
+ break;
+ case 2:
+ set .@w_point,.@w_point+1;
+ mes "Midgard, Jotunnheim, Naffleheim.";
+ break;
+ case 3:
+ set .@w_point,.@w_point+1;
+ mes "Asgard, Jotunnheim, Naffleheim.";
+ break;
+ case 4:
+ mes "Asgard, Jotunnheim, Niflheim.";
+ break;
+ }
+ mes "One who has a Seed of Yggdrasil,";
+ switch(select("can be cured from all the abnormal statuses.:can restore full HP and SP at once.:can restore half of total HP and SP.:can be cured from Silence, Curse and Chaos.")) {
+ case 1:
+ set .@w_point,.@w_point+1;
+ mes "can be cured from all the abnormal statuses.";
+ break;
+ case 2:
+ set .@w_point,.@w_point+1;
+ mes "can restore full HP and SP at once.";
+ break;
+ case 3:
+ mes "can restore half of total HP and SP.";
+ break;
+ case 4:
+ set .@w_point,.@w_point+1;
+ mes "can be cured from Silence, Curse and Chaos.";
+ break;
+ }
+ next;
+ if (.@w_point > 0) {
+ mes "[Saphien Layless]";
+ mes "..." + strcharinfo(0) + ", have you lost your mind?";
+ mes "Your work is too poor to be considered as a thesis!";
+ next;
+ mes "[Saphien Layless]";
+ mes "I don't think you can submit your work to the dean.";
+ mes "Go study harder and try again!";
+ close;
+ }
+ mes "..........";
+ next;
+ mes "....................";
+ next;
+ mes ".................................";
+ next;
+ set SAGE_Q,15;
+ changequest 2051,2052;
+ mes "[Saphien Layless]";
+ mes "Oh, did you finish already? Well done.";
+ mes "Please handle this with care, because you won't be able to do this ever again.";
+ getitem 1550,1; //Book
+ next;
+ mes "[Saphien Layless]";
+ mes "I assume you're ready to submit your work to the dean.";
+ mes "Whether you will pass the test or not is his decision.";
+ close;
+ }
+ else {
+ mes "I am not sure that you're ready to write a thesis.";
+ mes "I am afraid to say I already informed you of what you need.";
+ next;
+ mes "[Saphien Layless]";
+ mes "^3355FF1 Feather of Birds^000000 which will be used as a pen,";
+ mes "^3355FF1 Animal Skin^000000 which will be used as paper,";
+ mes "^3355FF1 Trunk^000000 which will be used to bind a book,";
+ mes "^3355FF1 Squid Ink^000000 which will be used as ink,";
+ mes "^3355FF1 Empty Bottle^000000 which will be used for holding squid ink.";
+ next;
+ mes "[Saphien Layless]";
+ mes "I will assist you in writing your thesis.";
+ mes "Please bring all those items with you.";
+ close;
+ }
+ }
+ else if (SAGE_Q == 15) {
+ mes "Huh? Aren't you supposed to head over to the dean?";
+ mes "If you've finished writing your thesis, please bring it to the dean.";
+ next;
+ mes "[Saphien Layless]";
+ mes "You can have only one chance to write your thesis before you become a Sage.";
+ mes "So please move on.";
+ close;
+ }
+ else {
+ mes "I am not sure if you have business with me, but please come back later.";
+ mes "I have some issues to think about..";
+ close;
+ }
+}
+
+yuno_in03,32,102,1 script Biology Professor#sa 755,{
+ mes "[Lucius Celsus]";
+ if (BaseJob != Job_Mage) {
+ if (BaseJob == Job_Sage) {
+ mes "What is your business with me?";
+ mes "You must make a reservation a week in advance if you have any questions.";
+ next;
+ mes "[Lucius Celsus]";
+ mes "You don't know how busy person I am...don't you?";
+ mes "If you're a Sage, you're supposed to know about me by now.";
+ next;
+ mes "[Lucius Celsus]";
+ mes "You have too much time on your hands. Go explore some dungeons.";
+ mes "I think it will be more helpful than wasting your time on me.";
+ }
+ else if (BaseJob == Job_Novice) {
+ mes "What brings you to me, kid?";
+ next;
+ mes "[Lucius Celsus]";
+ mes "You'd better go out and play with your pals. ";
+ mes "This is not a place where you can fool around.";
+ }
+ else {
+ mes "Hmm? What brings you to me? Are you interested in watching monsters?";
+ next;
+ mes "[Lucius Celsus]";
+ mes "You're allowed to watch. However, do not disturb them by making any fuss.";
+ mes "And keep your hands off, some of these guys are way too dangerous to touch.";
+ next;
+ mes "[Lucius Celsus]";
+ mes "By the way, if you catch any rare monsters in future, let me know.";
+ mes "I am willing to purchase those at any cost.";
+ }
+ close;
+ }
+ if (SAGE_Q == 11) {
+ if (SAGE_Q2 == 0) {
+ mes "Welcome to my class, did you earn good results in the practical exam?";
+ mes "My name is Lucius Celsus, the expert of Biology.";
+ next;
+ mes "[Lucius Celsus]";
+ mes "Huh...how rude of you! You're expected to introduce yourself to me as soon as I greet you!";
+ mes "What is your name, young one?";
+ next;
+ select(strcharinfo(0));
+ mes "[Lucius Celsus]";
+ mes "A fine name. It's nice to meet you.";
+ mes "So, are you aware of the subject you're studying?";
+ next;
+ mes "[Lucius Celsus]";
+ mes "As you know, your topic of study is monsters.";
+ mes "How many times have you fought with monsters?";
+ next;
+ if (select("Well, I can't even count.:A few times, I guess...") == 1) {
+ mes "[Lucius Celsus]";
+ mes "Oh shut up, you brat. Don't be so sure about yourself.";
+ mes "Even if you have much experience with monsters, you will have a hard time comprehending my lecture.";
+ }
+ mes "[Lucius Celsus]";
+ mes "Yes, that's what I guessed about you. You're just book smart.";
+ mes "However, I am sure you will encounter most of the monsters mentioned in my lecture.";
+ next;
+ set sage_m4,rand(1,3);
+ mes "[Lucius Celsus]";
+ mes "Let's get started.";
+ mes "Make sure you're ready for the practical examination during my lecture.";
+ next;
+ if (sage_m4 == 1) {
+ set SAGE_Q2,1;
+ changequest 2048,2053;
+ mes "[Lucius Celsus]";
+ mes "Go bring the following items to me.";
+ mes "5 ^3355FFTentacle^000000,";
+ mes "5 ^3355FFSingle Cell^000000,";
+ mes "5 ^3355FFFish Tail^000000.";
+ }
+ else if (sage_m4 == 2) {
+ set SAGE_Q2,2;
+ changequest 2048,2054;
+ mes "[Lucius Celsus]";
+ mes "Go bring the following items to me.";
+ mes "5 ^3355FFNipper^000000,";
+ mes "5 ^3355FFClam Flesh^000000,";
+ mes "5 ^3355FFHeart of Mermaid^000000.";
+ }
+ else {
+ set SAGE_Q2,3;
+ changequest 2048,2054;
+ mes "[Lucius Celsus]";
+ mes "Go bring following items to me.";
+ mes "5 ^3355FFTendon^000000,";
+ mes "5 ^3355FFNipper^000000,";
+ mes "5 ^3355FFSharp Scale^000000.";
+ }
+ next;
+ mes "[Lucius Celsus]";
+ mes "I will proceed with the class when you bring those to me.";
+ mes "Have fun.";
+ close;
+ }
+ else if (SAGE_Q2 >= 1 && SAGE_Q2 <=3) {
+ switch(SAGE_Q2) {
+ case 1: setarray .@items[0],962,1052,1023; break;
+ //Nipper, Clam Flesh, Heart of Mermaid
+ case 2: setarray .@items[0],960,966,950; break;
+ //Tendon, Nipper, Sharp Scale
+ case 3: setarray .@items[0],1050,960,963; break;
+ }
+ if (countitem(.@items[0]) > 4 && countitem(.@items[1]) > 4 && countitem(.@items[2]) > 4) {
+ mes "You showed great effort to gather all of those.";
+ mes "Well, I am not sure if you gathered them by yourself or bought them from shops...";
+ next;
+ mes "[Lucius Celsus]";
+ mes "Somehow the monsters that drop those items have something in common.";
+ mes "Can you tell me what that similarity is?";
+ next;
+ switch(select("They possess water property.:They are fishes.:They are aggressive.:Um...they monsters.")) {
+ case 1:
+ mes "[Lucius Celsus]";
+ mes "Yes, they possess water property and at the same time they are fishes.";
+ mes "Most fish class monsters live underwater, so they are attributed with the water property.";
+ break;
+ case 2:
+ mes "[Lucius Celsus]";
+ mes "Yes, they possess water property and at the same time they are fishes.";
+ mes "Most fish class monsters live underwater, so they are attributed with the water property.";
+ break;
+ case 3:
+ set sage_m4,4;
+ mes "[Lucius Celsus]";
+ mes "...I didn't know Phens were aggressive nowadays?";
+ mes "Or do Marina and Plankton team up to start a fight with you?";
+ next;
+ mes "[Lucius Celsus]";
+ mes "All the monsters from which you obtained these items are not agressive... get a grip.";
+ mes "They are all fishes and possess water property.";
+ break;
+ case 4:
+ set sage_m4,4;
+ mes "[Lucius Celsus]";
+ mes "What...! What are you here for!? You are here to study about specific monsters, microcephalic moron!";
+ mes "Sigh...they are all fishes and possess water property.";
+ break;
+ }
+ next;
+ mes "[Lucius Celsus]";
+ mes "Not all fish class monsters possess water property, but most of them do.";
+ mes "So which kind of magic would work best on most fish class monsters?";
+ next;
+ switch(select("Lightening Bolt.:Fire Bolt.:Thunder Storm.:Frost Diver.")) {
+ case 1:
+ mes "[Lucius Celsus]";
+ mes "That's right, Lightening Bolt, which possesses the wind property, works best on water property monsters.";
+ mes "Although you might want to be careful of monsters that recognize magic casting.";
+ break;
+ case 2:
+ set sage_m4,4;
+ mes "[Lucius Celsus]";
+ mes "What? Fire Bolt! Fire cannot beat water, you imbecile!";
+ mes "Most fishes are attributed with the water property. Therefore, they are weak to wind property magic spells. Don't you get it?";
+ break;
+ case 3:
+ mes "[Lucius Celsus]";
+ mes "Yeah, Thunder Storm spell is fine... it's a wind property spell.";
+ mes "However, you will be in trouble if you use the spell in a poorly chosen spot.";
+ break;
+ case 4:
+ set sage_m4,4;
+ mes "[Lucius Celsus]";
+ mes "I can't fathom such stupidity! This question asks you to choose a property that counters water! Don't you get it?";
+ mes "Logically, any magic spell possessing the water property cannot overcome the water atrribute monsters!";
+ break;
+ }
+ next;
+ mes "[Lucius Celsus]";
+ mes "By the way, although some monsters such as Penomena or Aster are considered to be fish class monsters, ";
+ mes "they have a different property than the others. You'd better be careful with them.";
+ next;
+ mes "[Lucius Celsus]";
+ mes "Okay, let me teach you about insect monsters.";
+ mes "Let's see... hmm... hmm...";
+ next;
+ switch(rand(1,4)) {
+ case 1:
+ set SAGE_Q2,4;
+ if(checkquest(2053) != -1) {
+ changequest 2053,2056;
+ }
+ else if(checkquest(2054) != -1) {
+ changequest 2054,2056;
+ }
+ else {
+ changequest 2055,2056;
+ }
+ mes "5 ^3355FFCobweb^000000,";
+ mes "5 ^3355FFShell^000000,";
+ mes "5 ^3355FFInsect Feeler^000000.";
+ break;
+ case 2:
+ set SAGE_Q2,5;
+ if(checkquest(2053) != -1) {
+ changequest 2053,2057;
+ }
+ else if(checkquest(2054) != -1) {
+ changequest 2054,2057;
+ }
+ else {
+ changequest 2055,2057;
+ }
+ mes "5 ^3355FFHorn^000000,";
+ mes "5 ^3355FFSnail's Shell^000000,";
+ mes "5 ^3355FFMoth Dust^000000.";
+ break;
+ case 3:
+ set SAGE_Q2,6;
+ if(checkquest(2053) != -1) {
+ changequest 2053,2058;
+ }
+ else if(checkquest(2054) != -1) {
+ changequest 2054,2058;
+ }
+ else {
+ changequest 2055,2058;
+ }
+ mes "5 ^3355FFMantis Scythe^000000,";
+ mes "5 ^3355FFWorm Peeling^000000,";
+ mes "5 ^3355FFRainbow Shell^000000.";
+ break;
+ case 4:
+ set SAGE_Q2,7;
+ if(checkquest(2053) != -1) {
+ changequest 2053,2059;
+ }
+ else if(checkquest(2054) != -1) {
+ changequest 2054,2059;
+ }
+ else {
+ changequest 2055,2059;
+ }
+ mes "5 ^3355FFCobweb^000000,";
+ mes "5 ^3355FFMantis Scythe^000000,";
+ mes "5 ^3355FFSolid Shell^000000.";
+ }
+ next;
+ mes "[Lucius Celsus]";
+ mes "I will proceed with the class when you bring those to me.";
+ mes "Have fun.";
+ close;
+ }
+ mes "What, you already forgot what I told you just a minute before?";
+ mes "What a nusance... listen carefully this time.";
+ next;
+ mes "[Lucius Celsus]";
+ mes "5 ^3355FF"+getitemname(.@items[0])+"^000000,";
+ mes "5 ^3355FF"+getitemname(.@items[1])+"^000000,";
+ mes "5 ^3355FF"+getitemname(.@items[2])+"^000000,";
+ close;
+ }
+ else if (SAGE_Q2 >= 4 && SAGE_Q2 <= 7) {
+ switch(SAGE_Q2) {
+ case 4: setarray .@items[0],1025,935,928; break;
+ //Horn, Snail's Shell, Moth Dust
+ case 5: setarray .@items[0],947,946,1057; break;
+ //Mantis Scythe, Worm Peeling, Rainbow Shell
+ case 6: setarray .@items[0],1031,955,1013; break;
+ //Cobweb, Mantis Scythe, Solid Shell
+ case 7: setarray .@items[0],1025,1031,943; break;
+ }
+ if (countitem(.@items[0]) > 4 && countitem(.@items[1]) > 4 && countitem(.@items[2]) > 4) {
+ mes "Well done. So, did you watch insects while gathering those items?";
+ mes "Oh well, I believe you did a good job with the task.";
+ next;
+ mes "[Lucius Celsus]";
+ mes "Insect class monsters do not share the same property most of the time, ";
+ mes "You must think twice before you cast a magic spell on an insect.";
+ next;
+ mes "[Lucius Celsus]";
+ mes "It's remarkable that insects can detect hidden objects.";
+ mes "Therefore, any hiding skill such as the Hiding skill or Cloaking skill will not work on insect monsters.";
+ next;
+ mes "[Lucius Celsus]";
+ mes "Some insects form a group and live together.";
+ mes "They are controlled by the head of the group...";
+ next;
+ mes "[Lucius Celsus]";
+ mes "For instance, Maya the queen ant...";
+ mes "Mistress, the queen of hornets,";
+ mes "or Golden Thiefbug, the king of thiefbugs...";
+ next;
+ mes "[Lucius Celsus]";
+ mes "You cannot beat those boss monsters alone, ";
+ mes "you'd better form a party if you want to fight with them.";
+ next;
+ mes "[Lucius Celsus]";
+ mes "That's the end of my class...it's time for you to write a thesis.";
+ mes "Bring me following items for writing the thesis.";
+ next;
+ mes "[Lucius Celsus]";
+ mes "^3355FF1 Feather of Birds^000000 which will be used as a pen,";
+ mes "^3355FF1 Animal Skin^000000 which will be used as paper,";
+ mes "^3355FF1 Trunk^000000 which will be used to bind a book,";
+ mes "^3355FF1 Squid Ink^000000 which will be used as ink,";
+ mes "^3355FF1 Empty Bottle^000000 which will be used for holding squid ink.";
+ next;
+ set SAGE_Q2,0;
+ set SAGE_Q,12;
+ if(checkquest(2056) != -1) {
+ changequest 2056,2051;
+ }
+ else if(checkquest(2057) != -1) {
+ changequest 2057,2051;
+ }
+ else if(checkquest(2058) != -1) {
+ changequest 2058,2051;
+ }
+ else {
+ changequest 2059,2051;
+ }
+ mes "[Lucius Celsus]";
+ mes "I will help you in writing the thesis when you bring all of those items.";
+ mes "You're almost there. Isn't learning easy?";
+ close;
+ }
+ mes "What, you already forgot what I told you?";
+ mes "What a nuisance...listen carefully this time.";
+ next;
+ mes "[Lucius Celsus]";
+ mes "5 ^3355FF"+getitemname(.@items[0])+"^000000,";
+ mes "5 ^3355FF"+getitemname(.@items[1])+"^000000,";
+ mes "5 ^3355FF"+getitemname(.@items[2])+"^000000,";
+ close;
+ }
+ mes "Zzz...Zzz...";
+ close;
+ }
+ else if (SAGE_Q == 12) {
+ if (countitem(916) > 0 && countitem(919) > 0 && countitem(1019) > 0 && countitem(1024) > 0 && countitem(713) > 0) {
+ delitem 916,1; //Feather_Of_Birds
+ delitem 919,1; //Animal's_Skin
+ delitem 1019,1; //Wooden_Block
+ delitem 1024,1; //Chinese_Ink
+ delitem 713,1; //Empty_Bottle
+ mes "Hmph. Lucky brat brought all of the items.";
+ mes "Well, I don't expect you to write an outrageously great thesis though...";
+ next;
+ mes "[Lucius Celsus]";
+ mes "Well, if you really want to write it by yourself, I can let you handle it but...";
+ mes "I will give you a work of staggering genius. Just make a copy of it under your name.";
+ next;
+ mes "[Lucius Celsus]";
+ mes "You got a problem with that? Tough, that's my style.";
+ mes "Just do what I say.";
+ next;
+ mes "..........";
+ next;
+ mes "....................";
+ next;
+ mes ".................................";
+ next;
+ select(".....Monsters vary by physical appearance,");
+ mes ".....Monsters vary by physical appearance,";
+ select("...and possess various elemental properties.");
+ mes "...and possess various elemental properties.";
+ select("You must be aware of each monster's properties,");
+ mes "You must be aware of each monster's properties,";
+ select("...and be aware that certain spells work differently on different monsters.");
+ mes "...and be aware that certain spells work differently on different monsters.";
+ select("You must be especially careful of holy property and shadow property monsters.");
+ mes "You must be especially careful of holy property and shadow property monsters.";
+ select("These monsters are most dangerous, though occasionally cute.");
+ mes "These monsters are most dangerous.";
+ next;
+ mes "..........";
+ next;
+ mes "....................";
+ next;
+ mes ".................................";
+ next;
+ set SAGE_Q,15;
+ changequest 2051,2052;
+ mes "[Lucius Celsus]";
+ mes "Are you done? Okay, then it's over.";
+ mes "You won't be able to write another thesis again, handle this with care.";
+ getitem 1550,1; //Book
+ next;
+ mes "[Lucius Celsus]";
+ mes "Show this masterpiece to the dean.";
+ mes "Then, he will let you graduate from the academy. See you.";
+ close;
+ }
+ else {
+ mes "What, are you sure that you're ready? No, I don't think so.";
+ mes "Oh well... listen carefully this time.";
+ next;
+ mes "[Lucius Celsus]";
+ mes "^3355FF1 Feather of Birds^000000 which will be used as a pen,";
+ mes "^3355FF1 Animal Skin^000000 which will be used as paper,";
+ mes "^3355FF1 Trunk^000000 which will be used to bind a book,";
+ mes "^3355FF1 Squid Ink^000000 which will be used as ink,";
+ mes "^3355FF1 Empty Bottle^000000 which will be used for holding squid ink.";
+ next;
+ mes "[Lucius Celsus]";
+ mes "You have been doing fine, I guess you can do this without a problem.";
+ mes "Go get them. Hurry up.";
+ close;
+ }
+ }
+ else if (SAGE_Q == 15) {
+ mes "What are you doing here, Go show your thesis to the dean!";
+ mes "Don't wasn't any more time here.";
+ next;
+ mes "[Lucius Celsus]";
+ mes "It seems you have too much time on your hands. Okay, I will assign you some tasks.";
+ mes "Hahaha, did you say no? Alright then, fine. Scram.";
+ close;
+ }
+ else {
+ mes "Wah~! My brain is gonna blow up soon! Why must I have to prepare all of these things?!";
+ mes "Who are you?! Don't disturb me, I'm busy!!";
+ next;
+ mes "[Lucius Celsus]";
+ mes "If you just want to watch monsters here, fine with me...";
+ mes "Just don't ask me any questions.";
+ close;
+ }
+}
+
+yuno_in03,244,31,3 script Physics Professor#sa 120,{
+ mes "[Aebecee George]";
+ if (BaseJob != Job_Mage) {
+ if (BaseJob == Job_Sage) {
+ mes "Tee hee, hello there! What brings you here again, sweetie?";
+ mes "Oh, I see... you're just excited because you finally became a Sage? Tee hee~";
+ next;
+ mes "[Aebecee George]";
+ mes "Oh well, although you have become a Sage, you're just doing the same thing, tee hee...we're mages down to the core!";
+ mes "We're way better than any other class because we're pretty good with our heads, you know?";
+ next;
+ mes "[Aebecee George]";
+ mes "Okay, is there anything you want to talk about?";
+ mes "Oh dearie, don't be nervous...where's your sense of adventure?";
+ }
+ else if (BaseJob == Job_Novice) {
+ mes "Well, aren't you the cutest little Novice~";
+ next;
+ mes "[Aebecee George]";
+ mes "What are you doing here, sweetcakes? Do you just come over to see what's in here?";
+ mes "Do you want some candy? Candy, my precious? Tee hee.";
+ next;
+ mes "[Aebecee George]";
+ mes "Oh gosh...Sorry, I thought I had some...";
+ mes "But I've got other treats, you catch my drift?";
+ }
+ else {
+ mes "Hey there, tee hee, how's it going sailor?";
+ next;
+ mes "[Aebecee George]";
+ mes "Did you come here to look around? Huh...?";
+ mes "Well, if you're not here for business, you must be here...";
+ next;
+ mes "[Aebecee George]";
+ mes "...for PLEASURE.";
+ mes "Hey wait! Come back~!";
+ }
+ close;
+ }
+ if (SAGE_Q == 13) {
+ if (SAGE_Q2 == 0) {
+ mes "Hello~? Nice to meet you, tee hee.";
+ mes "Did you come to see me? Oh, you're a student!";
+ next;
+ mes "[Aebecee George]";
+ mes "Tee hee, I am the Professor in charge of you, Abecee George.";
+ mes "So...aren't you happy to be with me, dearie? Aren't you gay? Tee hee~";
+ next;
+ mes "[Aebecee George]";
+ mes "However, before we get start class, I need you to do me...a favor.";
+ mes "Don't be scared, its just an eensy weensy favor. Tee hee~";
+ next;
+ mes "[Aebecee George]";
+ mes "Please bring me ^3355FF30 Stone^000000, that's all.";
+ mes "It's not so hard, isn't it?";
+ next;
+ set SAGE_Q2,1;
+ changequest 2049,2060;
+ mes "[Aebecee George]";
+ mes "Why don't you ask a thief pal for help?";
+ mes "We'll start the class when you bring me those stones~ Tee hee~";
+ close;
+ }
+ else if (SAGE_Q2 == 1) {
+ if (countitem(7049) > 29) {
+ mes "Oh~ how sweet! You brought them all~ thank you~";
+ mes "Oh, can you wait a little bit? I need to do something before we start. Tee hee~";
+ next;
+ mes "[Aebecee George]";
+ mes "Hocus-focus!!";
+ next;
+ mes "[Aebecee George]";
+ mes "Hocus~focus!!";
+ next;
+ mes "[Aebecee George]";
+ mes "Ho~cus~fo~cus!!";
+ next;
+ delitem 7049,30; //Stone
+ mes "[Aebecee George]";
+ mes "Tee hee, you naughty stone~";
+ mes "Only 3 of them worked for me. Tee hee~";
+ next;
+ mes "[Aebecee George]";
+ mes "Here's my other favor to ask of you. Oh, are those tears of...joy?";
+ mes "Oh, I'm sooo excited too! Tee hee~";
+ next;
+ getitem 991,1; //Crystal_Blue
+ getitem 993,1; //Yellow_Live
+ getitem 992,1; //Wind_Of_Verdure
+ mes "[Aebecee George]";
+ mes "I will give you these elemental ores...but...they are not for free.";
+ mes "Whoa there cowboy! Don't pull out so soon~ Listen, tee hee~";
+ set SAGE_Q2,2;
+ changequest 2060,2061;
+ next;
+ mes "[Aebecee George]";
+ mes "Please make arrows using these items and bring them to me, pretty please~";
+ mes "50 ^3355FFCrystal Arrow^000000,";
+ mes "50 ^3355FFStone Arrow^000000,";
+ mes "50 ^3355FFWind Arrow^000000.";
+ next;
+ mes "[Aebecee George]";
+ mes "Ask any of your Archer friends if you know any.";
+ mes "I am looking forward to seeing you again, tee hee~";
+ close;
+ }
+ else {
+ mes "You don't have all the items? And here I was, getting all hot and bothered.";
+ mes "Go on, sweetheart, and hurry baaack~";
+ next;
+ mes "[Aebecee George]";
+ mes "I asked you to bring ^3355FF30 Stone^000000.";
+ mes "There are many out there, so you won't have too hard a time getting them~ tee hee.";
+ close;
+ }
+ }
+ else if (SAGE_Q2 == 2) {
+ if (countitem(1754) > 49 && countitem(1756) > 49 && countitem(1755) > 49) {
+ mes "Oh~ how sweet! You brought them all~ Oh thank you~";
+ mes "Well now, let's get down to business. Tee hee~";
+ next;
+ mes "[Aebecee George]";
+ mes "I'll say something, and you just write everything down.";
+ mes "Don't forget to underline the important sentences~";
+ next;
+ mes "[Aebecee George]";
+ mes "Water property magic is sooo strong against the fire property.";
+ mes "Just remember those burly, sexay fire fighters, shall we say, putting out that fire with water. Ooh, wet!";
+ next;
+ mes "[Aebecee George]";
+ mes "Wind property magic totally dominates the water property! Oh, yes~";
+ mes "Think of a hot flash, and by that I mean ligntening, striking a lake. Oh, I'm bad!";
+ next;
+ mes "[Aebecee George]";
+ mes "In terms of strength, magic with earth property goes on top of wind property magic! Ho~~";
+ mes "Just think of how the wind passionately beats against the cliffside near the Lookout Point or Lover's Lane. Tee hee~";
+ next;
+ mes "[Aebecee George]";
+ mes "Magic with fire property is strong against earth property! Tee hee~";
+ mes "Just think of burning wood, sprung from the earth, in a cozy fireplace. On the bearskin, in the dark~";
+ next;
+ mes "[Aebecee George]";
+ mes "...Oh my gosh! Time flies sooo fast!";
+ mes "Let's call it a day, dear, tee hee~";
+ next;
+ delitem 1754,50; //Crystal_Arrow
+ delitem 1756,50; //Stone_Arrow
+ delitem 1755,50; //Arrow_Of_Wind
+ mes "[Aebecee George]";
+ mes "When you come to the next class, bring ^3355FF1 Holy Water^000000~";
+ mes "I hope you have at least one Priest friend. Oh, you don't? Well, it couldn't hurt to get friendly with one.";
+ set SAGE_Q2,3;
+ changequest 2061,2062;
+ close;
+ }
+ else {
+ mes "What are you doing here, precious...are you trying to fool me? Tee hee~";
+ mes "I hope you didn't sell the elemental ores I gave you? Naughty naughty~ Don't you know diamonds are a girl's best friend? Tee hee~";
+ next;
+ mes "[Aebecee George]";
+ mes "50 ^3355FFCrystal Arrow^000000,";
+ mes "50 ^3355FFStone Arrow^000000,";
+ mes "50 ^3355FFWind Arrow^000000.";
+ mes "Ask your Archer friend if you have one~ tee hee.";
+ close;
+ }
+ }
+ else if (SAGE_Q2 == 3) {
+ if (countitem(523) > 0) {
+ mes "Oh~ how sweet! You brought some Holy Water~ thanks honey~";
+ mes "Oh righty, we should start class. Tee hee~";
+ next;
+ mes "[Aebecee George]";
+ mes "Just Like last time, I will speak and you just write down everything I say.";
+ mes "Even if you don't understand, just pretend and go with the flow, alright? Tee hee~";
+ next;
+ mes "[Aebecee George]";
+ mes "Water Magic is weak against wind property! Yes, that's right~";
+ mes "Just remember why you don't keep the electric fan around when you're taking a hot bubble bath. Ooh! So electric!";
+ next;
+ mes "[Aebecee George]";
+ mes "Magic with the wind property is weak against earth property!";
+ mes "Think of how the wind can't, shall we say, penetrate a mud facial mask~";
+ next;
+ mes "[Aebecee George]";
+ mes "Magic with earth property is weak against fire property! Tee hee~";
+ mes "Just think of burning wood, sprung from the earth, in a cozy fireplace. On the be--oh? I said that already? Oh poopy.";
+ next;
+ mes "[Aebecee George]";
+ mes "Magic with fire property is weak against water property! Yes~";
+ mes "When things get flaming hot, it's best to splash things in cold water. Don't you agree~?";
+ next;
+ mes "[Aebecee George]";
+ mes "Oh, it's the end of the class~ tee hee.";
+ mes "So? Do you think you've learned a lot? You can thank me, honey!";
+ next;
+ delitem 523,1; //Holy_Water
+ mes "[Aebecee George]";
+ mes "Well, that's it. You can write your thesis with what I've taught you!";
+ mes "Tee hee~ yes! Yes! I am the best teacher in the world! Oh, I am on fire! Tee hee~";
+ set SAGE_Q2,0;
+ set SAGE_Q,14;
+ changequest 2062,2051;
+ next;
+ mes "[Aebecee George]";
+ mes "Okay, please gather these items so you can write the thesis, dear~ Tee hee~";
+ mes "^3355FF1 Feather of Birds^000000 which will be used as a pen,";
+ mes "^3355FF1 Animal Skin^000000 which will be used as paper,";
+ mes "^3355FF1 Trunk^000000 which will be used to bind a book,";
+ mes "^3355FF1 Squid Ink^000000 which will be used as ink,";
+ mes "^3355FF1 Empty Bottle^000000 to keep that Squid Ink from splashing.";
+ next;
+ mes "[Aebecee George]";
+ mes "So get on out there cowboy and hurry back~ Tee hee~";
+ close;
+ }
+ else {
+ mes "What are you doing here, precious...are you playing games? Tee hee.";
+ mes "Oh, poor dear. Did you already forget what I told you? Do you want me to remind you? Tee hee~";
+ next;
+ mes "[Aebecee George]";
+ mes "^3355FF1 Holy Water^000000,";
+ mes "It couldn't hurt to get friendly with an Aco or Priest...tee hee.";
+ close;
+ }
+ }
+ else {
+ mes "So...do you have the time? I'm kidding, girlfriend!";
+ close;
+ }
+ }
+ else if (SAGE_Q == 14) {
+ if (countitem(916) > 0 && countitem(919) > 0 && countitem(1019) > 0 && countitem(1024) > 0 && countitem(713) > 0) {
+ delitem 916,1; //Feather_Of_Birds
+ delitem 919,1; //Animal's_Skin
+ delitem 1019,1; //Wooden_Block
+ delitem 1024,1; //Chinese_Ink
+ delitem 713,1; //Empty_Bottle
+ mes "Okay~ so its now or never~ tee hee~";
+ mes "I taught you everything I know. Don't be nervous, you'll be okay~";
+ next;
+ mes "..........";
+ next;
+ mes "....................";
+ next;
+ mes ".................................";
+ next;
+ mes ".....Magic spells are varied into 4 elements such as";
+ switch(select("Water, Earth, Fire and Wind.:Earth, Water, Fire and Wind.:Water, Wind, Earth and Fire.")) {
+ case 1:
+ mes "Water, Earth, Fire and Wind.";
+ break;
+ case 2:
+ mes "Earth, Water, Fire and Wind.";
+ break;
+ case 3:
+ mes "Water, Wind, Earth and Fire.";
+ break;
+ }
+ mes "Each property has an opposing property,";
+ switch(select("Magic with wind property is strong against water:Magic with water property is strong against fire:Magic with fire property is strong against earth")) {
+ case 1:
+ mes "Magic with wind property is strong against water";
+ break;
+ case 2:
+ mes "Magic with water property is strong against fire";
+ break;
+ case 3:
+ mes "Magic with fire property is strong against earth";
+ break;
+ }
+ mes "Magic with earth property is strong against wind.";
+ switch(select("However, that does not work on the opposite case :This theory works the same for earth property weapons:Elemental properties are varied by monster types")) {
+ case 1:
+ mes "However, that does not work on the opposite case ";
+ break;
+ case 2:
+ mes "This theory works the same for earth property weapons";
+ break;
+ case 3:
+ mes "Elemental properties are varied by monster types";
+ break;
+ }
+ switch(select("You must be aware of the limit of your ability.:You must apply different types of property by the situation or place.:Red Potion is rumored to taste like strawberries.")) {
+ case 1:
+ mes "You must be aware of the limit of your ability.";
+ break;
+ case 2:
+ mes "You must apply different types of property by the situation or place.";
+ break;
+ case 3:
+ mes "Red Potion is rumored to taste like strawberries.";
+ break;
+ }
+ next;
+ switch(select("The most adorable NPC is YuPi in Prontera:Red Potion is rumored to be made out of Porings:You never know the limits of magic")) {
+ case 1:
+ mes "The most adorable NPC is YuPi in Prontera";
+ break;
+ case 2:
+ mes "Red Potion is rumored to be made out of Porings";
+ break;
+ case 3:
+ mes "You never know the limits of magic";
+ break;
+ }
+ switch(select("Merchant Lady in Morroc is also as cute as YuPi.:Nobody knows why Red Potion tastes like strawberries.:It is not suggested to be too addicted to magic spells.")) {
+ case 1:
+ mes "Merchant Lady in Morroc is also as cute as YuPi.";
+ break;
+ case 2:
+ mes "Nobody knows why Red Potion tastes like strawberries.";
+ break;
+ case 3:
+ mes "It is not suggested to be too addicted to magic spells.";
+ break;
+ }
+ switch(select("If I had a Bunny Band,:If so, what about the taste of White Potion?:Only pertinent uses of magic, as well as rest")) {
+ case 1:
+ mes "If I had a Bunny Band,";
+ break;
+ case 2:
+ mes "If so, what about the taste of White Potion?";
+ break;
+ case 3:
+ mes "Only pertinent uses of magic, as well as rest";
+ break;
+ }
+ switch(select("I would want to give it to her as a present.:I can't even imagine the taste.:will guarantee you a safe battle.")) {
+ case 1:
+ mes "I would want to give it to her as a present.";
+ break;
+ case 2:
+ mes "I can't even imagine the taste.";
+ break;
+ case 3:
+ mes "will guarantee you a safe battle.";
+ break;
+ }
+ switch(select("Although the Bunny Band best fits the Acolyte class:I love this thrilling feeling:Forming a party with people of different classes")) {
+ case 1:
+ mes "Although the Bunny Band best fits the Acolyte class";
+ break;
+ case 2:
+ mes "I love this thrilling feeling";
+ break;
+ case 3:
+ mes "Forming a party with people of different classes";
+ break;
+ }
+ switch(select("I still wonder if the Bunny Band would be perfect for GOD-POING.:I won't be able to drink it even if my HP is less than 1.:is considered the best way to ready for battle.")) {
+ case 1:
+ mes "I still wonder if the Bunny Band would be perfect for GOD-POING.";
+ break;
+ case 2:
+ mes "I won't be able to drink it even if my HP is less than 1.";
+ break;
+ case 3:
+ mes "is considered the best way to ready for battle.";
+ break;
+ }
+ next;
+ mes "..........";
+ next;
+ mes "....................";
+ next;
+ mes ".................................";
+ next;
+ set SAGE_Q,15;
+ changequest 2051,2052;
+ mes "[Aebecee George]";
+ mes "Tee hee, so... are you done with your thesis? What do you think of your work? I think you did fine~";
+ mes "Don't forget, this is the first and the last time you'll write a thesis, okay? Tee hee~";
+ getitem 1550,1; //Book
+ next;
+ mes "[Aebecee George]";
+ mes "Okay, now you can show the dean your thesis~";
+ mes "You're almost there~ tee hee.";
+ close;
+ }
+ else {
+ mes "What are you still doing here, sweet cheeks? Tee hee~";
+ mes "Oh, poor dear. Did you already forget what I told you? Do you want me to remind you? Not a problem, tee hee.";
+ next;
+ mes "[Aebecee George]";
+ mes "^3355FF1 Feather of Birds^000000 which will be used as a pen,";
+ mes "^3355FF1 Animal Skin^000000 which will be used as paper,";
+ mes "^3355FF1 Trunk^000000 which will be used to bind a book,";
+ mes "^3355FF1 Squid Ink^000000 which will be used as ink,";
+ mes "^3355FF1 Empty Bottle^000000 which will be used for holding squid ink.";
+ next;
+ mes "[Aebecee George]";
+ mes "You are supposed to prepare all of those items, aren't you?";
+ mes "Hurry baaack~! Tee hee~";
+ close;
+ }
+ }
+ else if (SAGE_Q == 15) {
+ mes "What are you doing here, dearie? Don't you want to meet the dean and show him your stuff?";
+ mes "Take it from me, boys like him won't wait for you forever, tee hee~";
+ next;
+ mes "[Aebecee George]";
+ mes "I know, I know...you wanna play with little ol' me. But you should become a Sage first.";
+ mes "Please hurry up, tee hee.";
+ close;
+ }
+ else {
+ mes "Well well...what do we have here?";
+ next;
+ mes "[Aebecee George]";
+ mes "You're not a Sage. Pity, sweet thang like yourself...";
+ mes "But seeing as you're not here for business, you must be here for...";
+ next;
+ mes "[Aebecee George]";
+ mes "...PLEASURE. Wait, where are you going, hon?";
+ close;
+ }
+}
+
+job_sage,50,165,4 script Test Helper#talk 700,{
+ mes "[Test Helper]";
+ mes "Welcome to the Sage practical examination hall.";
+ mes "If you wish to take the test right now, please enter the waiting room.";
+ next;
+ mes "[Test Helper]";
+ mes "If someone is currently taking the test, please wait until that person finishes.";
+ mes "The progression of the test is announced on the entire map. An announcement will be made when the next person is ready to leave the waiting room.";
+ next;
+ mes "[Test Helper]";
+ mes "The Test takes 5 ~ 10 minutes per each person.";
+ mes "If you wish to leave the arena, please log out from the game.";
+ close;
+}
+
+job_sage,50,165,4 script Waiting Room#sg 700,{
+OnInit:
+ disablenpc "Waiting Room#sg";
+ waitingroom "Waiting Room",20,"Waiting Room#sg::OnStartArena",1;
+ enablewaitingroomevent;
+ end;
+
+OnStartArena:
+ warpwaitingpc "job_sage",116,97;
+ donpcevent "Arena#1::OnEnable";
+ disablewaitingroomevent;
+ end;
+
+OnEnable:
+ enablewaitingroomevent;
+ end;
+}
+
+- script Arena#1 66,{
+OnInit:
+ disablenpc "Arena#1";
+ end;
+
+OnEnable:
+ enablenpc "Arena#1";
+ set .MyMobs,16;
+ monster "job_sage",111,102,"Grade F",1183,1,"Arena#1::OnMyMobDead";
+ monster "job_sage",120,102,"Grade F",1183,1,"Arena#1::OnMyMobDead";
+ monster "job_sage",111,93,"Grade F",1183,1,"Arena#1::OnMyMobDead";
+ monster "job_sage",120,93,"Grade F",1183,1,"Arena#1::OnMyMobDead";
+ monster "job_sage",107,98,"Grade F",1183,1,"Arena#1::OnMyMobDead";
+ monster "job_sage",124,98,"Grade F",1183,1,"Arena#1::OnMyMobDead";
+ monster "job_sage",115,106,"Grade F",1183,1,"Arena#1::OnMyMobDead";
+ monster "job_sage",115,90,"Grade F",1183,1,"Arena#1::OnMyMobDead";
+ monster "job_sage",103,110,"Grade D",1184,1,"Arena#1::OnMyMobDead";
+ monster "job_sage",128,110,"Grade D",1184,1,"Arena#1::OnMyMobDead";
+ monster "job_sage",103,85,"Grade D",1184,1,"Arena#1::OnMyMobDead";
+ monster "job_sage",128,85,"Grade D",1184,1,"Arena#1::OnMyMobDead";
+ monster "job_sage",107,106,"Grade D",1184,1,"Arena#1::OnMyMobDead";
+ monster "job_sage",124,106,"Grade D",1184,1,"Arena#1::OnMyMobDead";
+ monster "job_sage",107,89,"Grade D",1184,1,"Arena#1::OnMyMobDead";
+ monster "job_sage",124,89,"Grade D",1184,1,"Arena#1::OnMyMobDead";
+ initnpctimer;
+ end;
+
+OnReset:
+ killmonsterall "job_sage";
+ end;
+
+OnMyMobDead:
+ set .MyMobs,.MyMobs-1;
+ if (.MyMobs < 1) {
+ mapannounce "job_sage"," " + strcharinfo(0) + ", successfully defeat all the monsters.",bc_map;
+ donpcevent "Arena#2::OnEnable";
+ stopnpctimer;
+ }
+ end;
+
+OnTimer1000:
+ mapannounce "job_sage","The practical examination has started.",bc_map;
+ end;
+
+OnTimer2000:
+ mapannounce "job_sage","1st test - time limit 3 minutes.",bc_map;
+ end;
+
+OnTimer3000:
+ mapannounce "job_sage","Please defeat all the monsters within the time limit.",bc_map;
+ end;
+
+OnTimer33000:
+ mapannounce "job_sage","2 minutes 30 seconds remaining.",bc_map;
+ end;
+
+OnTimer63000:
+ mapannounce "job_sage","2 minutes remaining.",bc_map;
+ end;
+
+OnTimer93000:
+ mapannounce "job_sage","1 minute 30 seconds remaining.",bc_map;
+ end;
+
+OnTimer123000:
+ mapannounce "job_sage","1 min remaining.",bc_map;
+ end;
+
+OnTimer153000:
+ mapannounce "job_sage","30 seconds remaining.",bc_map;
+ end;
+
+OnTimer173000:
+ mapannounce "job_sage","10 seconds remaining.",bc_map;
+ end;
+
+OnTimer183000:
+ mapannounce "job_sage","Time over.",bc_map;
+ donpcevent "Arena#1::OnReset";
+ end;
+
+OnTimer184000:
+ areawarp "job_sage",100,82,131,113,"yuno",324,258;
+ end;
+
+OnTimer185000:
+ mapannounce "job_sage","Next candidate, enter.",bc_map;
+ end;
+
+OnTimer186000:
+ disablenpc "Arena#1";
+ donpcevent "Waiting Room#sg::OnEnable";
+ stopnpctimer;
+ end;
+}
+
+- script Arena#2 -1,{
+OnInit:
+ disablenpc "Arena#2";
+ end;
+
+OnEnable:
+ enablenpc "Arena#2";
+ donpcevent "Arena#1::OnReset";
+ disablenpc "Arena#1";
+ set .MyMobs,24;
+ monster "job_sage",111,102,"Numerical Value",1063,1,"Arena#2::OnMyMobDead";
+ monster "job_sage",111,102,"Physics",1063,1,"Arena#2::OnMyMobDead";
+ monster "job_sage",111,102,"History",1063,1,"Arena#2::OnMyMobDead";
+ monster "job_sage",120,102,"Geography",1063,1,"Arena#2::OnMyMobDead";
+ monster "job_sage",120,102,"Astronomy",1063,1,"Arena#2::OnMyMobDead";
+ monster "job_sage",120,102,"Meteorology",1063,1,"Arena#2::OnMyMobDead";
+ monster "job_sage",111,93,"Architecture",1063,1,"Arena#2::OnMyMobDead";
+ monster "job_sage",111,93,"Control",1063,1,"Arena#2::OnMyMobDead";
+ monster "job_sage",111,93,"Instrumentology",1063,1,"Arena#2::OnMyMobDead";
+ monster "job_sage",120,102,"Statistics;",1063,1,"Arena#2::OnMyMobDead";
+ monster "job_sage",120,102,"Graphic Method",1063,1,"Arena#2::OnMyMobDead";
+ monster "job_sage",120,102,"Language",1063,1,"Arena#2::OnMyMobDead";
+ monster "job_sage",111,93,"Sitology",1063,1,"Arena#2::OnMyMobDead";
+ monster "job_sage",111,93,"Dietetics",1063,1,"Arena#2::OnMyMobDead";
+ monster "job_sage",111,93,"Landscape Architecture",1063,1,"Arena#2::OnMyMobDead";
+ monster "job_sage",120,93,"Anthropology",1063,1,"Arena#2::OnMyMobDead";
+ monster "job_sage",120,93,"Biology",1063,1,"Arena#2::OnMyMobDead";
+ monster "job_sage",120,93,"Ethics",1063,1,"Arena#2::OnMyMobDead";
+ monster "job_sage",107,98,"Economy",1063,1,"Arena#2::OnMyMobDead";
+ monster "job_sage",107,98,"Politics",1063,1,"Arena#2::OnMyMobDead";
+ monster "job_sage",107,98,"Photography",1063,1,"Arena#2::OnMyMobDead";
+ monster "job_sage",124,98,"Dendrology",1063,1,"Arena#2::OnMyMobDead";
+ monster "job_sage",124,98,"Hygiene",1063,1,"Arena#2::OnMyMobDead";
+ monster "job_sage",124,98,"Sociology",1063,1,"Arena#2::OnMyMobDead";
+ initnpctimer;
+ end;
+
+OnReset:
+ killmonsterall "job_sage";
+ end;
+
+OnMyMobDead:
+ set .MyMobs,.MyMobs-1;
+ if (.MyMobs < 1) {
+ mapannounce "job_sage"," " + strcharinfo(0) + ", successfully defeat all the monsters.",bc_map;
+ donpcevent "Arena#Doorkeeper::OnEnable";
+ donpcevent "Arena#3::OnEnable";
+ stopnpctimer;
+ }
+ end;
+
+OnTimer1000:
+ mapannounce "job_sage","Second test - time limit 3 minutes.",bc_map;
+ end;
+
+OnTimer2000:
+ mapannounce "job_sage","Please defeat all the monsters within the time limit.",bc_map;
+ end;
+
+OnTimer33000:
+ mapannounce "job_sage","2 minutes 30 seconds remaining.",bc_map;
+ end;
+
+OnTimer63000:
+ mapannounce "job_sage","2 minutes remaining.",bc_map;
+ end;
+
+OnTimer93000:
+ mapannounce "job_sage","1 minute 30 seconds remaining.",bc_map;
+ end;
+
+OnTimer123000:
+ mapannounce "job_sage","1 min remaining.",bc_map;
+ end;
+
+OnTimer153000:
+ mapannounce "job_sage","30 seconds remaining.",bc_map;
+ end;
+
+OnTimer173000:
+ mapannounce "job_sage","10 seconds remaining.",bc_map;
+ end;
+
+OnTimer183000:
+ mapannounce "job_sage","Time over.",bc_map;
+ donpcevent "Arena#2::OnReset";
+ end;
+
+OnTimer184000:
+ areawarp "job_sage",100,82,131,113,"yuno",324,258;
+ end;
+
+OnTimer185000:
+ mapannounce "job_sage","Next candidate, please enter.",bc_map;
+ end;
+
+OnTimer186000:
+ disablenpc "Arena#2";
+ donpcevent "Waiting Room#sg::OnEnable";
+ stopnpctimer;
+ end;
+}
+
+- script Arena#Doorkeeper -1,{
+OnInit:
+ disablenpc "Arena#Doorkeeper";
+ end;
+
+OnEnable:
+ enablenpc "Arena#Doorkeeper";
+ donpcevent "Arena#2::OnReset";
+ disablenpc "Arena#2";
+ set .MyMobs,1;
+ monster "job_sage",116,97,"Academic Probation",1179,1,"Arena#Doorkeeper::OnMyMobDead";
+ initnpctimer;
+ end;
+
+OnReset:
+ killmonsterall "job_sage";
+ end;
+
+OnDisable:
+ disablenpc "Arena#3";
+ disablenpc "Arena#Doorkeeper";
+ end;
+
+OnMyMobDead:
+ set .MyMobs,.MyMobs-1;
+ if (.MyMobs < 1) {
+ mapannounce "job_sage","Congratulations, " + strcharinfo(0) + ". You passed the test.",bc_map;
+ set SAGE_Q,8;
+ donpcevent "Test Helper#sg::OnEnable";
+ disablenpc "Arena#Doorkeeper";
+ stopnpctimer;
+ }
+ end;
+
+OnTimer1000:
+ mapannounce "job_sage","3rd test - Time limit 1 minute.",bc_map;
+ end;
+
+OnTimer30000:
+ mapannounce "job_sage","30 seconds remaining.",bc_map;
+ end;
+
+OnTimer50000:
+ mapannounce "job_sage","10 seconds remaining.",bc_map;
+ end;
+
+OnTimer60000:
+ mapannounce "job_sage","Time over.",bc_map;
+ donpcevent "Arena#Doorkeeper::OnReset";
+ end;
+
+OnTimer61000:
+ areawarp "job_sage",100,82,131,113,"yuno",324,258;
+ end;
+
+OnTimer62000:
+ mapannounce "job_sage","Next candidate, please enter.",bc_map;
+ end;
+
+OnTimer63000:
+ disablenpc "Arena#Doorkeeper";
+ donpcevent "Waiting Room#sg::OnEnable";
+ stopnpctimer;
+ end;
+}
+
+- script Arena#3 -1,{
+OnInit:
+ disablenpc "Arena#3";
+ end;
+
+OnEnable:
+ monster "job_sage",107,106,"Absent 3 times",1185,1;
+ monster "job_sage",124,106,"Being Late 5 times",1185,1;
+ monster "job_sage",107,89,"Cheating 2 times",1185,1;
+ monster "job_sage",124,89,"Cheating 4 times",1185,1;
+ end;
+
+OnDisable:
+ killmonsterall "job_sage";
+ end;
+}
+
+- script Test Helper#sg -1,{
+OnInit:
+ disablenpc "Test Helper#sg";
+ end;
+
+OnEnable:
+ initnpctimer;
+ end;
+
+OnTimer2000:
+ mapannounce "job_sage","Please go back to where you came from and finish the rest of your job change quest.",bc_map;
+ end;
+
+OnTimer4000:
+ mapannounce "job_sage","This is the end of practical examination. Next candidate, please get ready.",bc_map;
+ end;
+
+OnTimer5000:
+ areawarp "job_sage",100,82,131,113,"yuno_in03",163,180;
+ end;
+
+OnTimer7000:
+ mapannounce "job_sage","Next candidate, please enter.",bc_map;
+ end;
+
+OnTimer9000:
+ disablenpc "Test Helper#sg";
+ donpcevent "Waiting Room#sg::OnEnable";
+ stopnpctimer;
+ end;
+}
+
+//============================================================
+// Mapflag
+//============================================================
+
+//============================================================
+// Old changelog
+//============================================================
+//= Script mostly based on translated jA script
+//= Written test questions/answers weren't translated 100% corectly
+//= So a lot of those are based upon mRO site and my own info
+//= IF you by excident have (or can get) screenshots of these questions
+//= Then PLEASE send them to Darkchild
+//= 1.3 Baby class Support added [Lupus] 1.5 Fixed possible EXP abuse [Lupus]
+//= 1.6 Added a func which prevent advanced classes passing
+//= 2nd Job Quests again. It also guides adv classes where to go. [Lupus]
+//= 1.7 Fixed tuition fee. Fixed some answers, names & typos, added missing labels [Lupus]
+//= 1.7a Moved JFunc back in the main file, fixed typos [Lupus]
+//= 2.0 Changed numbers to constants. [Vicious]
+//= 2.0a Fixed double warp [KarLaeda] 2.0b Mantis Scythe Item name fix
diff --git a/npc/pre-re/jobs/2-2a/Champion.txt b/npc/pre-re/jobs/2-2a/Champion.txt
new file mode 100644
index 000000000..28cd5a9e0
--- /dev/null
+++ b/npc/pre-re/jobs/2-2a/Champion.txt
@@ -0,0 +1,87 @@
+//===== rAthena Script =======================================
+//= Advance Class jobchanger after kRO Normals.
+//===== By: ==================================================
+//= Nana
+//= finished, optimized and tested by Lupus
+//===== Current Version: =====================================
+//= 1.3
+//===== Compatible With: =====================================
+//= rAthena 1.0 +
+//===== Description: =========================================
+//= Advance Class jobchanger after kRO Normals.
+//===== Additional Comments: =================================
+//= v1.1 Made all into functions, additional checks, etc. [Lupus]
+//= v1.2 Made numbers into constants. [Vicious]
+//= 1.3 Now saves/restores all the quest skills [Lupus]
+//============================================================
+
+valkyrie,53,42,3 script Champion#Valkyrie 52,{
+ if (ADVJOB == 0 || Upper != 1) {
+ set .@karma_d,rand(1,10);
+ if (.@karma_d > 4) {
+ mes "[Champion]";
+ mes "Congratulations.";
+ mes "Honor to the warriors!";
+ close;
+ }
+ mes "[Champion]";
+ mes "Skill.";
+ mes "Speed.";
+ mes "Strength.";
+ mes "Agility.";
+ next;
+ mes "[Champion]";
+ mes "A Champion can";
+ mes "benefit from all";
+ mes "these things. But";
+ mes "one can only master";
+ mes "so much in life...";
+ close;
+ }
+ else if (ADVJOB == Job_Champion && Class == Job_Acolyte_High && JobLevel > 39) {
+ mes "[Champion]";
+ mes "It's time.";
+ mes "Time for great heroes";
+ mes "to stand up against the";
+ mes "forces of evil which plague";
+ mes "the world of Rune-Midgard!";
+ next;
+ mes "[Champion]";
+ mes "Would you like";
+ mes "to become a Champion?";
+ next;
+ if (select("No.:Yes.") == 1) {
+ mes "[Champion]";
+ mes "When you're ready,";
+ mes "feel free to come back.";
+ mes "Honor to the warriors!";
+ close;
+ }
+ if (SkillPoint) {
+ mes "[Champion]";
+ mes "It is still possible for you to learn more skills. Please use";
+ mes "all of your remaining Skill Points before returning to me.";
+ close;
+ }
+ jobchange Job_Champion;
+ set ADVJOB,0;
+ mes "[Champion]";
+ mes "Congratulations!";
+ mes "Live as a Champion,";
+ mes "and bring light into";
+ mes "the world through the";
+ mes "strength of your fists.";
+ close;
+ }
+ mes "[Champion]";
+ mes "Welcome";
+ mes "to Valhalla,";
+ mes "the Hall of Honor.";
+ next;
+ mes "[Champion]";
+ mes "Please make";
+ mes "yourself comfortable";
+ mes "while you are here.";
+ mes "Honor to the warriors!";
+ close;
+}
diff --git a/npc/pre-re/jobs/2-2a/Clown.txt b/npc/pre-re/jobs/2-2a/Clown.txt
new file mode 100644
index 000000000..656557647
--- /dev/null
+++ b/npc/pre-re/jobs/2-2a/Clown.txt
@@ -0,0 +1,83 @@
+//===== rAthena Script =======================================
+//= Advance Class jobchanger after kRO Normals.
+//===== By: ==================================================
+//= Nana
+//= finished, optimized and tested by Lupus
+//===== Current Version: =====================================
+//= 1.3
+//===== Compatible With: =====================================
+//= rAthena 1.0 +
+//===== Description: =========================================
+//= Advance Class jobchanger after kRO Normals.
+//===== Additional Comments: =================================
+//= v1.1 Made all into functions, additional checks, etc. [Lupus]
+//= v1.2 Made numbers into constants. [Vicious]
+//= 1.3 Now saves/restores all the quest skills [Lupus]
+//= 1.3a Corrected a Little Typo error. [Samuray22]
+// -Thanks to Myllena.
+//============================================================
+
+valkyrie,53,54,3 script Minstrel#Valkyrie 741,{
+ if (ADVJOB == 0 || Upper != 1) {
+ set .@karma_d,rand(1,10);
+ if (.@karma_d > 4) {
+ mes "[Minstrel]";
+ mes "Congratulations.";
+ mes "Honor to the warriors!";
+ close;
+ }
+ mes "[Minstrel]";
+ mes "Do you want to";
+ mes "sing a song with me?";
+ mes "Sha la la la la~";
+ close;
+ }
+ else if (ADVJOB == Job_Clown && Class == Job_Archer_High && JobLevel > 39) {
+ mes "[Minstrel]";
+ mes "The dreary world";
+ mes "of mortals is in need";
+ mes "of more cheerful song.";
+ mes "Will you bring it to them";
+ mes "and turn the tide in the";
+ mes "battle against evil?";
+ next;
+ mes "[Minstrel]";
+ mes "Will you do this";
+ mes "for Rune-Midgard...";
+ mes "As a Minstrel?";
+ next;
+ if (select("No.:Yes.") == 1) {
+ mes "[Minstrel]";
+ mes "When you're ready,";
+ mes "feel free to come back.";
+ mes "Honor to the warriors!";
+ close;
+ }
+ if (SkillPoint) {
+ mes "[Minstrel]";
+ mes "It is still possible for you to learn more skills. Please use";
+ mes "all of your remaining Skill Points before returning to me.";
+ close;
+ }
+ jobchange Job_Clown;
+ set ADVJOB,0;
+ mes "[Minstrel]";
+ mes "Congratulations!";
+ mes "As a Minstrel, your";
+ mes "your songs will bring";
+ mes "hope to your allies, and";
+ mes "desperation to your foes.";
+ close;
+ }
+ mes "[Minstrel]";
+ mes "Welcome";
+ mes "to Valhalla,";
+ mes "the Hall of Honor.";
+ next;
+ mes "[Minstrel]";
+ mes "Please make";
+ mes "yourself comfortable";
+ mes "while you are here.";
+ mes "Honor to the warriors!";
+ close;
+}
diff --git a/npc/pre-re/jobs/2-2a/Creator.txt b/npc/pre-re/jobs/2-2a/Creator.txt
new file mode 100644
index 000000000..3b85907e9
--- /dev/null
+++ b/npc/pre-re/jobs/2-2a/Creator.txt
@@ -0,0 +1,136 @@
+//===== rAthena Script =======================================
+//= Advance Class jobchanger after kRO Normals.
+//===== By: ==================================================
+//= Nana
+//= finished, optimized and tested by Lupus
+//===== Current Version: =====================================
+//= 1.3
+//===== Compatible With: =====================================
+//= rAthena 1.0 +
+//===== Description: =========================================
+//= Advance Class jobchanger after kRO Normals.
+//===== Additional Comments: =================================
+//= v1.1 Made all into functions, additional checks, etc. [Lupus]
+//= v1.2 Made numbers into constants. [Vicious]
+//= 1.3 Now saves/restores all the quest skills [Lupus]
+//============================================================
+
+valkyrie,53,50,3 script Biochemist#Valkyrie 122,{
+ if (ADVJOB == 0 || Upper != 1) {
+ set .@karma_d,rand(1,10);
+ if (.@karma_d > 4) {
+ mes "[Biochemist]";
+ mes "Congratulations.";
+ mes "Honor to the warriors!";
+ close;
+ }
+ mes "[Biochemist]";
+ mes "It's strange that";
+ mes "someone like me is here.";
+ mes "But even someone skilled";
+ mes "in the ways of science";
+ mes "can manage to be a hero.";
+ next;
+ mes "[Biochemist]";
+ mes "In this instance,";
+ mes "it's not necessarily";
+ mes "the means I've used, but";
+ mes "the ends for which I've";
+ mes "fought that earned me";
+ mes "a place in Valhalla...";
+ close;
+ }
+ else if (ADVJOB == Job_Creator && Class == Job_Merchant_High && JobLevel > 39) {
+ mes "[Biochemist]";
+ mes "Yes...";
+ mes "It's about time.";
+ mes "We need more geniuses";
+ mes "like you on Rune-Midgard.";
+ next;
+ mes "[Biochemist]";
+ mes "Would you like to";
+ mes "become a Biochemist?";
+ next;
+ if (select("No.:Yes.") == 1) {
+ mes "[Biochemist]";
+ mes "When you're ready,";
+ mes "feel free to come back.";
+ mes "Honor to the warriors!";
+ close;
+ }
+ if (SkillPoint) {
+ mes "[Biochemist]";
+ mes "It is still possible for you to learn more skills. Please use";
+ mes "all of your remaining Skill Points before returning to me.";
+ close;
+ }
+ jobchange Job_Creator;
+ set ADVJOB,0;
+ mes "[Biochemist]";
+ mes "Congratulations!";
+ mes "As a Biochemist,";
+ mes "I hope you use your";
+ mes "vast knowledge for the";
+ mes "right purposes.";
+ close;
+ }
+ else {
+ if (Class == Job_Creator && MISC_QUEST & 64 && getskilllv("AM_BIOETHICS") == 0) {
+ mes "[Biochemist]";
+ mes "Ah, have you come to";
+ mes "retrieve the memories";
+ mes "lost to you? Yes, you";
+ mes "must be here for the";
+ mes "secrets of life that";
+ mes "were once yours...";
+ next;
+ if (select("Yes:No") == 1) {
+ mes "[Biochemist]";
+ mes "Close your eyes and";
+ mes "put your mind at rest.";
+ mes "We will return to your";
+ mes "past to recollect the";
+ mes "fragments of your lost";
+ mes "memories.";
+ next;
+ mes "[Biochemist]";
+ mes "When you open your eyes,";
+ mes "you will clearly remember";
+ mes "the secret of life. You will";
+ mes "also remember the weight of";
+ mes "responsibility in using these";
+ mes "secrets for the right ends...";
+ next;
+ skill 238,1,0;
+ mes "[Biochemist]";
+ mes "Open your eyes...";
+ mes "Now that you have";
+ mes "remembered how to";
+ mes "create artificial life, I only";
+ mes "ask that you treat all of your";
+ mes "creations with respect.";
+ close;
+ }
+ mes "[Biochemist]";
+ mes "If you wish to";
+ mes "retrieve your lost";
+ mes "memories, please";
+ mes "come back to me.";
+ mes "The secret to creating";
+ mes "life is no trifling thing...";
+ close;
+ }
+ mes "[Biochemist]";
+ mes "Welcome";
+ mes "to Valhalla,";
+ mes "the Hall of Honor.";
+ next;
+ mes "[Biochemist]";
+ mes "Please make";
+ mes "yourself comfortable";
+ mes "while you are here.";
+ mes "Honor to the warriors!";
+ close;
+ }
+}
+
diff --git a/npc/pre-re/jobs/2-2a/Gypsy.txt b/npc/pre-re/jobs/2-2a/Gypsy.txt
new file mode 100644
index 000000000..95503a1ba
--- /dev/null
+++ b/npc/pre-re/jobs/2-2a/Gypsy.txt
@@ -0,0 +1,83 @@
+//===== rAthena Script =======================================
+//= Advance Class jobchanger after kRO Normals.
+//===== By: ==================================================
+//= Nana
+//= finished, optimized and tested by Lupus
+//===== Current Version: =====================================
+//= 1.3
+//===== Compatible With: =====================================
+//= rAthena 1.0 +
+//===== Description: =========================================
+//= Advance Class jobchanger after kRO Normals.
+//===== Additional Comments: =================================
+//= v1.1 Made all into functions, additional checks, etc. [Lupus]
+//= v1.2 Made numbers into constants. [Vicious]
+//= 1.3 Now saves/restores all the quest skills [Lupus]
+//============================================================
+
+valkyrie,53,56,3 script Gypsy#Valkyrie 101,{
+ if (ADVJOB == 0 || Upper != 1) {
+ set .@karma_d,rand(1,10);
+ if (.@karma_d > 4) {
+ mes "[Gypsy]";
+ mes "Congratulations.";
+ mes "Honor to the warriors!";
+ close;
+ }
+ mes "[Gypsy]";
+ mes "Move left,";
+ mes "move right~!";
+ mes "And step...!";
+ mes "Dancing can be";
+ mes "more than a hobby.";
+ mes "For me, it's a way of life~";
+ close;
+ }
+ else if (ADVJOB == Job_Gypsy && Class == Job_Archer_High && JobLevel > 39) {
+ mes "[Gypsy]";
+ mes "The land of Rune-Midgard";
+ mes "is in need of talented women";
+ mes "to subtly change the balances";
+ mes "in the battle between good";
+ mes "and evil.";
+ next;
+ mes "[Gypsy]";
+ mes "Are you ready";
+ mes "to take up this role,";
+ mes "and become a Gypsy?";
+ next;
+ if (select("No.:Yes.") == 1) {
+ mes "[Gypsy]";
+ mes "When you're ready,";
+ mes "feel free to come back.";
+ mes "Honor to the warriors!";
+ close;
+ }
+ if (SkillPoint) {
+ mes "[Gypsy]";
+ mes "It is still possible for you to learn more skills. Please use";
+ mes "all of your remaining Skill Points before returning to me.";
+ close;
+ }
+ jobchange Job_Gypsy;
+ set ADVJOB,0;
+ mes "[Gypsy]";
+ mes "Congratulations!";
+ mes "As a Gypsy, I know";
+ mes "that your performances";
+ mes "sway the hearts of all";
+ mes "those who will be watching...";
+ close;
+ }
+ mes "[Gypsy]";
+ mes "Welcome";
+ mes "to Valhalla,";
+ mes "the Hall of Honor.";
+ next;
+ mes "[Gypsy]";
+ mes "Please make";
+ mes "yourself comfortable";
+ mes "while you are here.";
+ mes "Honor to the warriors!";
+ close;
+}
diff --git a/npc/pre-re/jobs/2-2a/Paladin.txt b/npc/pre-re/jobs/2-2a/Paladin.txt
new file mode 100644
index 000000000..7589ff3f6
--- /dev/null
+++ b/npc/pre-re/jobs/2-2a/Paladin.txt
@@ -0,0 +1,85 @@
+//===== rAthena Script =======================================
+//= Advance Class jobchanger after kRO Normals.
+//===== By: ==================================================
+//= Nana
+//= finished, optimized and tested by Lupus
+//===== Current Version: =====================================
+//= 1.3
+//===== Compatible With: =====================================
+//= rAthena 1.0 +
+//===== Description: =========================================
+//= Advance Class jobchanger after kRO Normals.
+//===== Additional Comments: =================================
+//= v1.1 Made all into functions, additional checks, etc. [Lupus]
+//= v1.2 Made numbers into constants. [Vicious]
+//= 1.3 Now saves/restores all the quest skills [Lupus]
+//============================================================
+
+valkyrie,53,39,3 script Paladin#Valkyrie 752,{
+ if (ADVJOB == 0 || Upper != 1) {
+ set .@karma_d,rand(1,10);
+ if (.@karma_d > 4) {
+ mes "[Paladin]";
+ mes "Congratulations.";
+ mes "Honor to the warriors!";
+ close;
+ }
+ mes "[Paladin]";
+ mes "Do not forget";
+ mes "that the Holy War";
+ mes "is fast approaching!";
+ mes "We must ready ourselves!";
+ mes "May the light of justice";
+ mes "always brighten our path!";
+ close;
+ }
+ else if (ADVJOB == Job_Paladin && Class == Job_Swordman_High && JobLevel > 39) {
+ mes "[Paladin]";
+ mes "The Holy War will";
+ mes "be upon us before we";
+ mes "know it. More than ever,";
+ mes "we have need of strong men";
+ mes "and women to fight for what";
+ mes "is good and right.";
+ next;
+ mes "[Paladin]";
+ mes "Will you fight on";
+ mes "the side of righteousness";
+ mes "as a Paladin?";
+ next;
+ if (select("No.:Yes.") == 1) {
+ mes "[Paladin]";
+ mes "When you're ready,";
+ mes "feel free to come back.";
+ mes "Honor to the warriors!";
+ close;
+ }
+ if (SkillPoint) {
+ mes "[Paladin]";
+ mes "It is still possible for you to learn more skills. Please use";
+ mes "all of your remaining Skill Points before returning to me.";
+ close;
+ }
+ jobchange Job_Paladin;
+ set ADVJOB,0;
+ mes "[Paladin]";
+ mes "Congratulations.";
+ mes "As a Paladin, I hope";
+ mes "you will protect those";
+ mes "weaker than you, and bring";
+ mes "us victory in the upcoming";
+ mes "war between good and evil.";
+ close;
+ }
+ mes "[Paladin]";
+ mes "Welcome";
+ mes "to Valhalla,";
+ mes "the Hall of Honor.";
+ next;
+ mes "[Paladin]";
+ mes "Please make";
+ mes "yourself comfortable";
+ mes "while you are here.";
+ mes "Honor to the warriors!";
+ close;
+}
diff --git a/npc/pre-re/jobs/2-2a/Professor.txt b/npc/pre-re/jobs/2-2a/Professor.txt
new file mode 100644
index 000000000..b6b38afdc
--- /dev/null
+++ b/npc/pre-re/jobs/2-2a/Professor.txt
@@ -0,0 +1,93 @@
+//===== rAthena Script =======================================
+//= Advance Class jobchanger after kRO Normals.
+//===== By: ==================================================
+//= Nana
+//= finished, optimized and tested by Lupus
+//===== Current Version: =====================================
+//= 1.3
+//===== Compatible With: =====================================
+//= rAthena 1.0 +
+//===== Description: =========================================
+//= Advance Class jobchanger after kRO Normals.
+//===== Additional Comments: =================================
+//= v1.1 Made all into functions, additional checks, etc. [Lupus]
+//= v1.2 Made numbers into constants. [Vicious]
+//= 1.3 Now saves/restores all the quest skills [Lupus]
+//============================================================
+
+valkyrie,53,47,3 script Scholar#Valkyrie 743,{
+ if (ADVJOB == 0 || Upper != 1) {
+ set .@karma_d,rand(1,10);
+ if (.@karma_d > 4) {
+ mes "[Scholar]";
+ mes "Congratulations.";
+ mes "Honor to the warriors!";
+ close;
+ }
+ mes "[Scholar]";
+ mes "It takes a lifetime...";
+ mes "Literally a lifetime";
+ mes "to amass the knowledge";
+ mes "necessary to become";
+ mes "a Scholar...";
+ next;
+ mes "[Scholar]";
+ mes "It's overwhelming.";
+ mes "The more you learn, the";
+ mes "more you discover what";
+ mes "else you don't know.";
+ mes "There's no end to the";
+ mes "process of learning...";
+ close;
+ }
+ else if (ADVJOB == Job_Professor && Class == Job_Mage_High && JobLevel > 39) {
+ mes "[Scholar]";
+ mes "Rune-Midgard doesn't";
+ mes "have enough Scholars to";
+ mes "help usher in a new age";
+ mes "of prosperity. The";
+ mes "world needs you...";
+ next;
+ mes "[Scholar]";
+ mes "Will you take this";
+ mes "awesome responsibility?";
+ mes "Will you serve Rune-Midgard";
+ mes "as a Scholar?";
+ next;
+ if (select("No.:Yes.") == 1) {
+ mes "[Scholar]";
+ mes "When you're ready,";
+ mes "feel free to come back.";
+ mes "Honor to the warriors!";
+ close;
+ }
+ if (SkillPoint) {
+ mes "[Scholar]";
+ mes "It is still possible for you to learn more skills. Please use";
+ mes "all of your remaining Skill Points before returning to me.";
+ close;
+ }
+ jobchange Job_Professor;
+ set ADVJOB,0;
+ mes "[Scholar]";
+ mes "Congratulations!";
+ mes "As a Professor, I hope";
+ mes "that you will take an";
+ mes "active part in bringing";
+ mes "the light of knowledge";
+ mes "where there is darkness.";
+ close;
+ }
+ mes "[Scholar]";
+ mes "Welcome";
+ mes "to Valhalla,";
+ mes "the Hall of Honor.";
+ next;
+ mes "[Scholar]";
+ mes "Please make";
+ mes "yourself comfortable";
+ mes "while you are here.";
+ mes "Honor to the warriors!";
+ close;
+}
+
diff --git a/npc/pre-re/jobs/2-2a/Stalker.txt b/npc/pre-re/jobs/2-2a/Stalker.txt
new file mode 100644
index 000000000..a2a26e135
--- /dev/null
+++ b/npc/pre-re/jobs/2-2a/Stalker.txt
@@ -0,0 +1,93 @@
+//===== rAthena Script =======================================
+//= Advance Class jobchanger after kRO Normals.
+//===== By: ==================================================
+//= Nana
+//= finished, optimized and tested by Lupus
+//===== Current Version: =====================================
+//= 1.3
+//===== Compatible With: =====================================
+//= rAthena 1.0 +
+//===== Description: =========================================
+//= Advance Class jobchanger after kRO Normals.
+//===== Additional Comments: =================================
+//= v1.1 Made all into functions, additional checks, etc. [Lupus]
+//= v1.2 Made numbers into constants. [Vicious]
+//= 1.3 Now saves/restores all the quest skills [Lupus]
+//============================================================
+
+valkyrie,53,58,3 script Stalker#Valkyrie 747,{
+ if (ADVJOB == 0 || Upper != 1) {
+ set .@karma_d,rand(1,10);
+ if (.@karma_d > 4) {
+ mes "[Stalker]";
+ mes "Congratulations.";
+ mes "Honor to the warriors!";
+ close;
+ }
+ mes "[Stalker]";
+ mes "Heh...";
+ mes "It's tough";
+ mes "being a hero";
+ mes "and being shady,";
+ mes "untrustworthy,";
+ mes "sneaky...";
+ next;
+ mes "[Stalker]";
+ mes "But when the";
+ mes "going gets rough";
+ mes "my pals know they";
+ mes "can count on me.";
+ mes "I need them and";
+ mes "they need me.";
+ close;
+ }
+ else if (ADVJOB == Job_Stalker && Class == Job_Thief_High && JobLevel > 39) {
+ mes "[Stalker]";
+ mes "This world needs";
+ mes "more heroes who are";
+ mes "willing to walk the line";
+ mes "between order and lawlessness.";
+ next;
+ mes "[Stalker]";
+ mes "Are you ready";
+ mes "to join the ranks";
+ mes "of the sneakiest of";
+ mes "warriors? Are you ready";
+ mes "to become a Stalker?";
+ next;
+ if (select("No.:Yes.") == 1) {
+ mes "[Stalker]";
+ mes "When you're ready,";
+ mes "feel free to come back.";
+ mes "Honor to the warriors!";
+ close;
+ }
+ if (SkillPoint) {
+ mes "[Stalker]";
+ mes "It is still possible for you to learn more skills. Please use";
+ mes "all of your remaining Skill Points before returning to me.";
+ close;
+ }
+ jobchange Job_Stalker;
+ set ADVJOB,0;
+ mes "[Stalker]";
+ mes "Congratulations!";
+ mes "As a Stalker, I hope";
+ mes "you stab the right people";
+ mes "in the back. Banish the";
+ mes "wicked using their own";
+ mes "dastardly methods!";
+ close;
+ }
+ mes "[Stalker]";
+ mes "Welcome";
+ mes "to Valhalla,";
+ mes "the Hall of Honor.";
+ next;
+ mes "[Stalker]";
+ mes "Please make";
+ mes "yourself comfortable";
+ mes "while you are here.";
+ mes "Honor to the warriors!";
+ close;
+}
diff --git a/npc/pre-re/jobs/2-2e/SoulLinker.txt b/npc/pre-re/jobs/2-2e/SoulLinker.txt
new file mode 100644
index 000000000..fb8c726e2
--- /dev/null
+++ b/npc/pre-re/jobs/2-2e/SoulLinker.txt
@@ -0,0 +1,663 @@
+//===== rAthena Script =======================================
+//= Soul Linker Job Quest
+//===== By: ==================================================
+//= Celestria & Samuray22
+//===== Current Version: =====================================
+//= 1.5
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Job quest for Soul Linker class.
+//= [Vars Used]
+//= SOUL_Q = Job Change Phase. (Max 4)
+//===== Additional Comments: =================================
+//= 1.2 Rescripted to Aegis 10.3 standards. [Samuray22]
+//= 1.3 Slight updates and fixes to the script. [L0ne_W0lf]
+//= Removes the use of labels, and corrects other errors.
+//= Removed the GM-use only NPC from the sec_in map.
+//= No longer used a global var, uses an NPC var instead.
+//= 1.3a Deleted Empty Color Tag. (bugreport:1572) [Samuray22]
+//= 1.4 Replaced effect numerics with constants. [L0ne_W0lf]
+//= 1.5 Added Quest Log commands. [Kisuka]
+//============================================================
+
+morocc_in,174,30,6 script Kid#link1 716,{
+ if (Class == Job_Soul_Linker) {
+ mes "[Maia]";
+ mes "Best of luck in your";
+ mes "journeys. As you master";
+ mes "more Soul Linker skills,";
+ mes "you will be able to draw";
+ mes "more of the spirits' power";
+ mes "to endow upon your allies...";
+ close;
+ }
+ if (Class == Job_Star_Gladiator) {
+ mes "[Kid]";
+ if (Sex == 1) {
+ mes "Aren't you a warrior";
+ mes "of the sun? I'm familiar";
+ }
+ else {
+ mes "Aren't you a warrior of";
+ mes "the moon? I'm familiar";
+ }
+ mes "with your ways. After all,";
+ mes "the basis of both of our";
+ mes "skills is grounded in the";
+ mes "Taekwon Do job, right?";
+ close;
+ }
+ if (Class != Job_Taekwon) {
+ mes "[Kid]";
+ mes "Mm? I've got nothing to";
+ mes "offer you. But if you know";
+ mes "any well experienced";
+ mes "practitioners of Taekwon";
+ mes "Do, they might benefit";
+ mes "from what I know.";
+ close;
+ }
+ if (JobLevel < 40) {
+ mes "[Kid]";
+ mes "So you're studying";
+ mes "Taekwon Do. That's good,";
+ mes "that's very good. Just keep";
+ mes "refining those skills and";
+ mes "stick to your training.";
+ close;
+ }
+ else if (JobLevel > 39) {
+ if (SOUL_Q == 0) {
+ mes "[Kid]";
+ mes "...";
+ mes "Hey you.";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Did you call me?";
+ next;
+ mes "[Kid]";
+ mes "Yeah, I called you.";
+ mes "Now don't make me";
+ mes "raise my voice, and";
+ mes "just get over here.";
+ next;
+ if (select("You're awfully rude for a kid!:Ignore him.") == 1) {
+ mes "[Kid]";
+ mes "You're lucky I'm";
+ mes "taking an interest";
+ mes "in you! I might look";
+ mes "like a kid, but I'm over";
+ mes "three hundred years old!";
+ emotion e_pif;
+ next;
+ mes "[Kid]";
+ mes "Now listen...";
+ mes "I know that you're a";
+ mes "disciple of Taekwon Do.";
+ mes "It's a respectable art, but";
+ mes "I've got a proposition for";
+ mes "you if you want to hear it.";
+ emotion e_heh;
+ next;
+ mes "[Kid]";
+ mes "I'm looking at you, and I can";
+ mes "already tell that you're very";
+ mes "spiritually inclined. You've";
+ mes "got a lot of potential I don't";
+ mes "wanna see wasted. Why don't";
+ mes "you become a ''Soul-Linker?''";
+ next;
+ if (select("Ha! Silly little boy~:Soul Linker?") == 1) {
+ mes "[Kid]";
+ mes "You... You d-don't";
+ mes "believe me? I'm being";
+ mes "dead serious. Can you";
+ mes "forget the fact that I look";
+ mes "like a little kid for just one";
+ mes "minute? *Psh* ...Youngsters.";
+ close;
+ }
+ mes "[Kid]";
+ mes "Soul Linkers communicate";
+ mes "with spirits of fallen warriors";
+ mes "that still wish to fight in the";
+ mes "world of the living. Now, these";
+ mes "warrior spirits can't fight as";
+ mes "themselves in our world.";
+ next;
+ mes "[Kid]";
+ mes "However, since you're";
+ mes "spiritually inclined, these";
+ mes "spirits are attracted to you.";
+ mes "With enough training, you can";
+ mes "temporarily imbue the power of these spirits to your allies.";
+ next;
+ mes "[Kid]";
+ mes "Now, you can't imbue yourself";
+ mes "with the spirits' power. Also,";
+ mes "depending on your skills as";
+ mes "a Soul Linker, you can only";
+ mes "endow other characters of certain job classes with enchanced power.";
+ next;
+ mes "[Kid]";
+ mes "You'll have to enter";
+ mes "a wholly different world";
+ mes "to become a Soul Linker,";
+ mes "but I know it'll be possible";
+ mes "for you. So what do you say?";
+ next;
+ if (select("No. At least, not now...:Alright. What do I have to do?") == 1) {
+ mes "[Kid]";
+ mes "Ah, alright. Well,";
+ mes "if you ever decide to";
+ mes "become a Soul Linker,";
+ mes "then please come back";
+ mes "and talk to me at any time.";
+ close;
+ }
+ set SOUL_Q,1;
+ setquest 6005;
+ mes "[Kid]";
+ mes "So you want to become";
+ mes "a Soul Linker? Great!";
+ mes "Alright, first I need you";
+ mes "to bring back a few items.";
+ mes "Don't worry, I'll explain";
+ mes "why you need them later.";
+ next;
+ mes "[Kid]";
+ mes "Now bring me";
+ mes "^0000FF1 3 Carat Diamond^000000,";
+ mes "^0000FF1 Immortal Heart^000000 and";
+ mes "^0000FF1 Witherless Rose^000000.";
+ mes "And try not to make me";
+ mes "wait too long, alright?";
+ close;
+ }
+ mes "[Kid]";
+ mes "Huh...?";
+ mes "Wait, where are";
+ mes "you going? I'm...";
+ mes "I'm talking to you!";
+ close;
+ }
+ else if (SOUL_Q == 1) {
+ if (Class == Job_Taekwon) {
+ mes "[Kid]";
+ mes "You're back, eh?";
+ mes "So did you bring";
+ mes "^0000FF1 3 Carat Diamond^000000,";
+ mes "^0000FF1 Immortal Heart^000000 and";
+ mes "^0000FF1 Witherless Rose^000000.";
+ mes "like I asked you to?";
+ next;
+ if (select("There you are.:No, not yet...") == 1) {
+ if (countitem(732) > 0 && countitem(929) > 0 && countitem(748) > 0) {
+ delitem 732,1; //Crystal_Jewel__
+ delitem 929,1; //Immortal_Heart
+ delitem 748,1; //Witherless_Rose
+ set SOUL_Q,2;
+ changequest 6005,6006;
+ mes "[Kid]";
+ mes "Great, I see that you've";
+ mes "brought everything. But";
+ mes "before we begin, let me";
+ mes "introduce myself. My name";
+ mes "is Maia, and I've been alive for more than three hundred years.";
+ next;
+ mes "[Maia]";
+ mes "Without giving away too many";
+ mes "of the details, I've been divinely charged with the duty of finding";
+ mes "and recruiting more Soul Linkers. That's part of the reason why";
+ mes "I haven't, you know, passed on.";
+ next;
+ mes "[Maia]";
+ mes "Anyway, I still need to finish";
+ mes "preparations with the materials";
+ mes "that you just brought, so would";
+ mes "you come back in a little bit?";
+ mes "Then, we'll talk once again.";
+ close;
+ }
+ mes "[Kid]";
+ mes "Mm...?";
+ mes "Hey. You forgot";
+ mes "a few things. Now";
+ mes "go back and bring";
+ mes "everything that I ask";
+ mes "for this time, okay?";
+ emotion e_pif;
+ next;
+ mes "[Kid]";
+ mes "I know I just told you";
+ mes "what we need, but I'm";
+ mes "going to remind you again:";
+ mes "^0000FF1 3 Carat Diamond^000000,";
+ mes "^0000FF1 Immortal Heart^000000 and";
+ mes "^0000FF1 Witherless Rose^000000.";
+ close;
+ }
+ mes "[Kid]";
+ mes "Mm. That's fine.";
+ mes "Although I have all";
+ mes "the time to spare in";
+ mes "the world, I don't like";
+ mes "to wait for very long.";
+ close;
+ }
+ set SOUL_Q,0;
+ mes "[Kid]";
+ mes "You've become a warrior";
+ mes "of the Sun, the Moon and";
+ mes "the Stars instead? I had no";
+ mes "idea you had that potential.";
+ mes "I suppose I can't blame you...";
+ close;
+ }
+ else if (SOUL_Q == 2) {
+ if (SkillPoint) {
+ mes "[Maia]";
+ mes "You still have some";
+ mes "unallocated Skill Points.";
+ mes "Use them all to learn some";
+ mes "Taekwon Do skills, and then";
+ mes "return when you're ready.";
+ close;
+ }
+ if (.SoulLinkerTest == 1) {
+ mes "[Maia]";
+ mes "Right now, someone else";
+ mes "is completing the ceremony";
+ mes "to become a Soul Linker.";
+ mes "Would you please wait until";
+ mes "it's finished? Then, when I'm";
+ mes "available, I'll attend to you.";
+ close;
+ }
+ donpcevent "Timer#link3::OnEnable";
+ set .SoulLinkerTest,1;
+ mes "[Maia]";
+ mes "Great, I've finished";
+ mes "the preparations. Now";
+ mes "we'll proceed with the";
+ mes "ceremony to change";
+ mes "you into a Soul Linker.";
+ mes "Now close your eyes...";
+ close2;
+ warp "job_soul",30,30;
+ end;
+ }
+ else if (SOUL_Q > 2) {
+ mes "[Maia]";
+ mes "Are you ready to";
+ mes "enter the depths";
+ mes "of your mind again?";
+ next;
+ if (select("No:Yes") == 1) {
+ mes "[Maia]";
+ mes "Well then, come";
+ mes "back to me when you";
+ mes "think you are ready.";
+ mes "Until then, I'll be";
+ mes "waiting right here.";
+ close;
+ }
+ if (.SoulLinkerTest == 1) {
+ mes "[Maia]";
+ mes "Right now, someone else";
+ mes "is completing the ceremony";
+ mes "to become a Soul Linker.";
+ mes "Would you please wait until";
+ mes "it's finished? Then, when I'm";
+ mes "available, I'll attend to you.";
+ close;
+ }
+ donpcevent "Timer#link3::OnEnable";
+ set .SoulLinkerTest,1;
+ mes "[Maia]";
+ mes "Alright then, close";
+ mes "your eyes and relax.";
+ mes "We'll go back into the";
+ mes "depths of your mind.";
+ close2;
+ warp "job_soul",30,30;
+ end;
+ }
+ }
+
+OnInit:
+ set .SoulLinkerTest,0;
+ end;
+}
+
+job_soul,30,31,0 script Maia#link2::SLTester -1,3,3,{
+OnTouch:
+ if (Class == Job_Taekwon) {
+ if (JobLevel < 40) {
+ set getvariableofnpc(.SoulLinkerTest,"Kid#link1"),0;
+ mes "[Maia]";
+ mes "Hm? How did you come";
+ mes "here? You're not qualified";
+ mes "for this ceremony yet. Come,I will bring you back to Morroc...";
+ close2;
+ warp "morocc",157,47;
+ end;
+ }
+ if (SOUL_Q == 2) {
+ mes "[Maia]";
+ mes "Do you recognize this";
+ mes "place? Right now, we're";
+ mes "inside your mind. The spirits";
+ mes "of warriors that have died";
+ mes "hover here, waiting for you";
+ mes "to call upon their power.";
+ next;
+ mes "[Maia]";
+ mes "Right now, there are only";
+ mes "a few of them here, but if";
+ mes "you continue to train, you";
+ mes "will be able to call upon";
+ mes "more spirits as a Soul Linker.";
+ next;
+ set SOUL_Q,3;
+ changequest 6006,6007;
+ mes "[Maia]";
+ mes "We can only remain in";
+ mes "your mind for 3 minutes.";
+ mes "I suggest that you speak";
+ mes "to the spirits while you";
+ mes "have the opportunity.";
+ close;
+ }
+ else if (SOUL_Q == 3) {
+ mes "[Maia]";
+ mes "Listen to what";
+ mes "spirits are tending to say.";
+ mes "There is a reason why";
+ mes "they cannot move on";
+ mes "to the next world.";
+ close;
+ }
+ else if (SOUL_Q == 4) {
+ mes "[Maia]";
+ mes "I believe that you are";
+ mes "now ready to become";
+ mes "a Soul Linker. However,";
+ mes "you may continue to";
+ mes "speak with the spirits";
+ mes "if that is what you wish.";
+ next;
+ if (select("Converse more with the spirits:Become a Soul Linker") == 1) {
+ mes "[Maia]";
+ mes "Alright. Try to hurry";
+ mes "since we can remain in";
+ mes "your mind for a limited";
+ mes "time. Although, we can";
+ mes "go back inside your mind";
+ mes "if you talk to me later...";
+ close;
+ }
+ mes "[Maia]";
+ mes "Then let us begin the";
+ mes "ceremony. These items will";
+ mes "be used to endow you with";
+ mes "the ability to borrow the power";
+ mes "of the fallen warriors and lend";
+ mes "it to your friends in battle.";
+ next;
+ mes "[Maia]";
+ mes "This Witherless Rose will";
+ mes "wither away instead of you...";
+ specialeffect EF_MAPPILLAR2,AREA,"Maia#link2";
+ next;
+ mes "[Maia]";
+ mes "This Witherless Rose will";
+ mes "wither away instead of you...";
+ mes "This Immortal Heart will cease";
+ mes "to pump blood, instead of yours. ";
+ next;
+ mes "[Maia]";
+ mes "This Witherless Rose will";
+ mes "wither away instead of you...";
+ mes "This Immortal Heart will cease";
+ mes "to pump blood, instead of yours. This Diamond will turn to dust,";
+ mes "in place of your mortal body.";
+ next;
+ mes "[Maia]";
+ mes "The dead who wish";
+ mes "to continue fighting...";
+ mes "Will fight for you! Use your";
+ mes "powers as a Soul Linker";
+ mes "wisely and for just purposes.";
+ next;
+ completequest 6008;
+ callfunc "Job_Change",Job_Soul_Linker;
+ callfunc "F_ClearJobVar"; // clears all job variables for the current player
+ set SOUL_Q,0;
+ mes "[Maia]";
+ mes "I wish the best of luck";
+ mes "in your new life. Surround";
+ mes "yourself with allies, and the";
+ mes "spirits will be able to protect";
+ mes "you and help you fight in your battles. Farewell for now, friend.";
+ close2;
+ set getvariableofnpc(.SoulLinkerTest,"Kid#link1"),0;
+ donpcevent "Timer#link3::OnDisable";
+ warp "morocc",157,47;
+ end;
+ }
+ set getvariableofnpc(.SoulLinkerTest,"Kid#link1"),0;
+ mes "[Maia]";
+ mes "Hmm...?";
+ mes "The time for you";
+ mes "to be here has not";
+ mes "arrived. Let's go";
+ mes "back to Morroc...";
+ close2;
+ warp "morocc",157,47;
+ end;
+ }
+ set getvariableofnpc(.SoulLinkerTest,"Kid#link1"),0;
+ if (Class == Job_Soul_Linker) {
+ mes "[Maia]";
+ mes "The time has come for";
+ mes "you to venture out into the";
+ mes "wide world! More Soul Linkers";
+ mes "will definitely be needed in the ongoing battle against evil...";
+ }
+ else {
+ mes "[Maia]";
+ mes "That's strange...";
+ mes "You're not supposed to";
+ mes "be here. Let me guide";
+ mes "you back to Morroc...";
+ }
+ close2;
+ warp "morocc",157,47;
+ end;
+}
+
+job_soul,35,30,6 duplicate(SLTester) Maia#link6 716
+
+job_soul,30,35,6 script Monk Spirit#link4 827,{
+ if (SOUL_Q == 2) {
+ mes "[Monk Spirit]";
+ mes "Who am I...?";
+ mes "I think... I think";
+ mes "it would be best if";
+ mes "you spoke to Maya first...";
+ mes "Who and what I am requires";
+ mes "a complicated explanation...";
+ close;
+ }
+ else if (SOUL_Q > 2) {
+ mes "[Monk Spirit]";
+ mes "In life, my peers did";
+ mes "their best to assure me";
+ mes "that I accomplish all that";
+ mes "I could as a Monk. Still...";
+ mes "Still I would never be fully";
+ mes "satisfied with my skills.";
+ next;
+ mes "[Monk Spirit]";
+ mes "In death, I had many regrets,";
+ mes "never having the chance to pass";
+ mes "my skills down to future Monks.";
+ mes "Lending my power to others ";
+ mes "is the only chance that I can";
+ mes "possibly have to do this.";
+ next;
+ set SOUL_Q,4;
+ if(checkquest(6008) == -1) {
+ changequest 6007,6008;
+ }
+ mes "[Monk Spirit]";
+ mes "I beg of you...";
+ mes "I need you to help";
+ mes "me fully realize the";
+ mes "true potential of the";
+ mes "Monks of today.";
+ close;
+ }
+ mes "[Monk Spirit]";
+ mes "...";
+ close;
+}
+
+job_soul,30,25,7 script Sage Spirit#link5 754,{
+ if (SOUL_Q == 2) {
+ mes "[Sage Spirit]";
+ mes "Speak to Maia.";
+ mes "I'm afraid I may";
+ mes "confuse you if Maia";
+ mes "doesn't first explain";
+ mes "your present situation...";
+ close;
+ }
+ else if (SOUL_Q > 2) {
+ mes "[Sage Spirit]";
+ mes "My pursuit of knowledge";
+ mes "granted me incredible power:";
+ mes "in life, I could have destroyed";
+ mes "anything I wanted. Few Sages";
+ mes "could even reach my level...";
+ next;
+ mes "[Sage Spirit]";
+ mes "I died, but I was never able";
+ mes "to pass on to the next world.";
+ mes "I still want to use my abilities.I want to use my knowledge";
+ mes "to build what pleases me,";
+ mes "and to destroy as I please.";
+ next;
+ mes "[Sage Spirit]";
+ mes "It is enough if I can";
+ mes "lend my power to a Sage";
+ mes "that is worthy of receiving";
+ mes "it. But to do that, I shall";
+ mes "require your help. I beg you,";
+ mes "let me become your spirit ally.";
+ set SOUL_Q,4;
+ if(checkquest(6008) == -1) {
+ changequest 6007,6008;
+ }
+ next;
+ mes "[Sage Spirit]";
+ mes "I believe that you";
+ mes "are the only one who";
+ mes "has a chance of bringing";
+ mes "rest to my troubled soul...";
+ close;
+ }
+ mes "[Sage Spirit]";
+ mes "...";
+ close;
+}
+
+job_soul,25,30,5 script Alchemist Spirit#link7 744,{
+ if (SOUL_Q == 2) {
+ mes "[Alchemist Spirit]";
+ mes "Oh! I really want to";
+ mes "speak to you, but what";
+ mes "I have to say won't make";
+ mes "much sense unless you";
+ mes "talk to Maia first. But yes,";
+ mes "I really need your help.";
+ close;
+ }
+ else if (SOUL_Q > 2) {
+ mes "[Alchemist Spirit]";
+ mes "Without exagerrating, I was";
+ mes "the fastest Alchemist in my";
+ mes "time. In fact, I may even be";
+ mes "the fastest Alchemist ever.";
+ mes "But then I grew arrogant, and";
+ mes "killed myself in an accident.";
+ next;
+ mes "[Alchemist Spirit]";
+ mes "But death would not stifle";
+ mes "my skill. In fact, I've even";
+ mes "improved my skill since I've";
+ mes "passed away. I cannot go";
+ mes "on to the next world until I've";
+ mes "passed on my techniques...";
+ set SOUL_Q,4;
+ if(checkquest(6008) == -1) {
+ changequest 6007,6008;
+ }
+ next;
+ mes "[Alchemist Spirit]";
+ mes "I'm powerless as a spirit,";
+ mes "but with your help, I can";
+ mes "influence the Alchemists of";
+ mes "today and help them refine";
+ mes "their skills. I beseech you,";
+ mes "please give me this chance...";
+ close;
+ }
+ mes "[Alchemist Spirit]";
+ mes "...";
+ close;
+}
+
+job_soul,1,5,0 script Timer#link3 111,{
+ end;
+
+OnEnable:
+ initnpctimer;
+ end;
+
+OnDisable:
+ stopnpctimer;
+ set getvariableofnpc(.SoulLinkerTest,"Kid#link1"),0;
+ end;
+
+OnTimer60000:
+OnTimer120000:
+ if (getmapusers("job_soul") == 0) {
+ stopnpctimer;
+ set getvariableofnpc(.SoulLinkerTest,"Kid#link1"),0;
+ }
+ end;
+
+OnTimer180000:
+OnTimer181000:
+OnTimer182000:
+ mapwarp "job_soul","morocc",157,47;
+ end;
+
+OnTimer183000:
+ mapwarp "job_soul","morocc",157,47;
+ set getvariableofnpc(.SoulLinkerTest,"Kid#link1"),0;
+ stopnpctimer;
+}
+
+//============================================================
+// Old changelog
+//============================================================
+//= A temp Soul Linker Job Changer based on the kRO quest.
+//= Quest info from RagnaInfo. Sprites from kRO screenshots
+//= 1.0 Optimized and updated [Lupus]
+//= 1.1 Fixed NPC names according to iRO [Lupus]
+//============================================================
diff --git a/npc/pre-re/jobs/3-1/archbishop.txt b/npc/pre-re/jobs/3-1/archbishop.txt
new file mode 100644
index 000000000..395bbb6cc
--- /dev/null
+++ b/npc/pre-re/jobs/3-1/archbishop.txt
@@ -0,0 +1,1897 @@
+//===== rAthena Script =======================================
+//= Arch Bishop Job change Quest
+//===== By: ==================================================
+//= L0ne_W0lf
+//= Credits: Gepard
+//===== Current Version: =====================================
+//= 1.5
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Translated from the Official]
+//= Job change Quest from Priest / High Priest -> Arch Bishop.
+//===== Additional Comments: =================================
+//= 1.0 First version.
+//= 1.1 Fixed class checks for arch bishops.
+//= 1.2 Fixed Job tags typos.
+//= 1.3 Made some NPC's into duplicates and fixed some && / || checks. [Masao]
+//= 1.4 Fixed Job_Archbishop/Job_Archbishop_T typos. [Euphy]
+//= 1.5 Redone the whole Script. [Masao]
+//============================================================
+
+prt_church,103,88,3 script Praying Minister#arch 60,{
+ if ((Class != Job_Priest) && (Class != Job_High_Priest) && (Class != Job_Baby_Priest)) {
+ if (Class == Job_Arch_Bishop || Class == Job_Arch_Bishop_T || Class == Job_Baby_Bishop) {
+ mes "[Praying Minister]";
+ mes "Ah! An Archbishop.";
+ mes "You have reached the state of light.";
+ mes "I hope you give happiness and honor to people during your adventures.";
+ close;
+ }
+ mes "[Praying Minister]";
+ mes "In front of the Almighty God Odin, there shall be no person smarter than him, and there will be no person more merciful than him.";
+ next;
+ mes "[Praying Minister]";
+ mes "All ministers of Odin should be diligent. They should never be too lazy to serve Odin.";
+ next;
+ mes "[Praying Minister]";
+ mes "Thesedays, I've heard that ministers are becoming lax in their duty to Odin and adorn themselves with the splendors of the world.";
+ next;
+ mes "[Praying Minister]";
+ mes "If you see any of these ministers, can you ask to them to go to the church in prontera?";
+ next;
+ mes "[Praying Minister]";
+ mes "They give out a special aura so you can easily recognize them.";
+ mes "I'm going to make them ministers worthy of serving Odin.";
+ close;
+ }
+ if ((BaseLevel == 99) && (JobLevel > 49)) {
+ if (job_arch == 0) {
+ if (SkillPoint) {
+ mes "You can't change jobs without using all your skill points. Please use all of your skill points before applying to change jobs~";
+ close;
+ }
+ mes "[Praying Minister]";
+ mes "In front of the Almighty God Odin, there shall be no person smarter than him, and there will be no person more merciful than him.";
+ next;
+ mes "[Praying Minister]";
+ mes "All ministers of Odin should be diligent. They should never be too lazy to serve Odin.";
+ next;
+ if (Sex == 1) {
+ mes "[Praying Minister]";
+ mes "Brother, how has your life been?";
+ }
+ else {
+ mes "[Praying Minister]";
+ mes "Sister, how has your life been?";
+ }
+ mes "Have you lived it to it's fullest?";
+ mes "Have you served your life in the light of Odin?";
+ next;
+ mes "[Praying Minister]";
+ mes "We are ministers and our behavior is seen as acts of the Gods.";
+ mes "We should always be mindful of this.";
+ next;
+ mes "[Praying Minister]";
+ mes "We should always tell the truth.";
+ mes "We should not fall prey to lies and deceit.";
+ next;
+ if (Sex == 1) {
+ mes "[Praying Minister]";
+ mes "Brother...";
+ }
+ else {
+ mes "[Praying Minister]";
+ mes "Sister...";
+ }
+ mes "Even though we serve Odin, we are normal people.";
+ mes "We can be degraded in spite of ourselves and we must realize that.";
+ next;
+ mes "[Praying Minister]";
+ mes "We always try to keep our original intention in mind and spread Odin's rule.";
+ next;
+ menu "How do I become like that?",-;
+ mes "[Praying Minister]";
+ mes "That's a good question.";
+ mes "We have lots of methods.";
+ mes "But, I recommend this.";
+ next;
+ mes "[Praying Minister]";
+ mes "Have you ever heard of a";
+ mes "^3131FFHoly Pilgrimage^000000?";
+ mes "A Holy Pilgrimage means going to a holy place to pray to the God Odin for protection and grace.";
+ next;
+ mes "[Praying Minister]";
+ mes "When you pray to Odin in the holy place, you will feel that you are born again.";
+ next;
+ mes "[Praying Minister]";
+ mes "What do you think?";
+ mes "Would you like to do a Holy Pilgrimage?";
+ next;
+ switch (select("Yes I want to.:I'll think about it.")) {
+ case 1:
+ mes "[Praying Minister]";
+ mes "That's the correct attitude.";
+ mes "A person who lives in one's mundane life would better have a new mind and body and evolve to the way of a true minister of Odin.";
+ next;
+ mes "[Praying Minister]";
+ mes "There is a small village named Umbala far from here.";
+ mes "That village is a where a tribe lives in harmony with nature.";
+ next;
+ mes "[Praying Minister]";
+ mes "Go there and find Priest Dayan.";
+ mes "Tell him exactly, ''^3131FFI'm here for the Holy Pilgrimage^000000.''";
+ next;
+ mes "[Praying Minister]";
+ mes "He's very old so he is hard of hearing.";
+ mes "You have to speak loud and clearly. You got it?";
+ mes "I hope that this paves the way for you to live in the light of Odin......";
+ set job_arch,1;
+ setquest 2187;
+ close;
+ case 2:
+ mes "[Praying Minister]";
+ mes "A Holy Pilgrimage isn't that difficult.";
+ mes "Just be mindful that once you start the path you will be on your way to the way of a true minister of Odin.";
+ next;
+ mes "[Praying Minister]";
+ mes "Feel free to visit me if you change your mind.";
+ mes "I'll always be here for you.";
+ close;
+ }
+ }
+ mes "[Praying Minister]";
+ mes "How's it going?";
+ mes "Did you meet Priest Dayan in Umbala?";
+ close;
+ }
+ mes "[Praying Minister]";
+ mes "In front of the Almighty God Odin, there shall be no person smarter than him, and there will be no person more merciful than him.";
+ next;
+ mes "[Praying Minister]";
+ mes "All ministers of Odin should be diligent. They should never be too lazy to serve Odin.";
+ next;
+ mes "[Praying Minister]";
+ mes "Thesedays, I've heard that ministers are becoming lax in their duty to Odin and adorn themselves with the splendors of the world.";
+ next;
+ mes "[Praying Minister]";
+ mes "If you see any of these ministers, can you ask to them to go to the church in prontera?";
+ next;
+ mes "[Praying Minister]";
+ mes "They give out a special aura so you can easily recognize them.";
+ mes "I'm going to make them ministers worthy of serving Odin.";
+ close;
+}
+
+umbala,137,227,5 script Utan Boy#arch 787,{
+ mes "[Utan Boy]";
+ mes "........";
+ close;
+}
+
+umbala,139,227,3 script Priest#arch 60,{
+ if (job_arch < 1) {
+ mes "[Priest]";
+ mes "Un...ba... Unba?";
+ close;
+ }
+ if (job_arch == 1) {
+ mes "[Priest]";
+ mes "Un...ba... Umba?";
+ next;
+ mes "[Utan Boy]";
+ mes "...............";
+ next;
+ mes "[Priest]";
+ mes "Is that... right?";
+ mes "Hmm... so...";
+ mes "Um...ma? Umau...ma?";
+ emotion e_swt;
+ next;
+ mes "[Utan Boy]";
+ mes "...............";
+ next;
+ mes "[Priest]";
+ mes "Huuuuuu......";
+ mes "Oh, dear . I feel heavy.";
+ mes "hohohoho.";
+ next;
+ mes "- mumbling~ -";
+ next;
+ mes "[Priest]";
+ mes "hahahahaha.";
+ mes "huhuhuhu. humhum.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Hello. are you... Priest Dayan?";
+ next;
+ mes "[Priest]";
+ mes "Huh?";
+ next;
+ mes "He turns his head towards you.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Aren't you Priest Dayan?";
+ next;
+ mes "[Priest]";
+ mes "muttering...";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Priest! Da~yan! Right!?";
+ next;
+ mes "[Priest Dayan]";
+ mes "Ah~, yes.";
+ mes "Yes, I am.";
+ if (Sex == 1) {
+ mes "I'm Dayan. Nice to meet you Brother.";
+ }
+ else {
+ mes "I'm Dayan. Nice to meet you Sister.";
+ }
+ next;
+ mes "The old priest gives you an ear to ear grin. ";
+ next;
+ mes "[Priest Dayan]";
+ mes "I forgot to wear my hearing aid. hehe.";
+ mes "Anyway, why have you come here?";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Hmm, I wanted to tell you...";
+ next;
+ input .@inputstr$;
+ mes "[" + strcharinfo(0) + "]";
+ mes "" + .@inputstr$ + "";
+ next;
+ if (.@inputstr$ != "I'm here for the Holy Pilgrimage") {
+ mes "Priest Dayan doesn't seem to understand you. He just stares at you and smiles.";
+ next;
+ mes "[Priest]";
+ mes "Eh? Say what?";
+ close;
+ }
+ mes "[Priest Dayan]";
+ mes "..............?";
+ next;
+ mes "He cups his ears towards you.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "^FF0000I'm here for the Holy Pilgrimage!^000000";
+ mes "^FF0000I'm here for the Holy Pilgrimage!^000000";
+ mes "^FF0000I'm here for the Holy Pilgrimage!^000000";
+ mes "^FF0000I'm here for the Holy Pilgrimage!^000000";
+ next;
+ mes "[Priest Dayan]";
+ mes "Eh... are you?";
+ mes "A pilgrimage to the Holy Land...";
+ mes "It has been a long time since I've seen such a devout minister.";
+ if (Sex == 1) {
+ mes "Welcome. Brother.";
+ next;
+ }
+ else {
+ mes "Welcome. Sister.";
+ next;
+ }
+ mes "The old priest gives you a gracious smile.";
+ next;
+ mes "[Priest Dayan]";
+ mes "See this village with the huge forest surrounding it.";
+ mes "Can you see a giant tree?";
+ next;
+ mes "[Priest Dayan]";
+ mes "That big tree is called The ^3131FFYggdrasil^000000.";
+ mes "That tree was created from Ymir's body after Odin created the world as you know it, Rune Midgard.";
+ next;
+ mes "[Priest Dayan]";
+ mes "A fountain pours out from the end of Yggdrasil's roots that spread to every world.";
+ next;
+ mes "[Priest Dayan]";
+ mes "The roots head to Nifflheim where you can find Hvergelmir spring.";
+ mes "In Rune Midgard there is Mimir's spring. And in Asgard, the world of the Gods, there is the Word spring.";
+ next;
+ mes "[Priest Dayan]";
+ mes "Mimir spring wells with intelligence, myth says that if Odin lets you have his eye that you will gain all of the knowledge within that spring.";
+ next;
+ mes "[Priest Dayan]";
+ if (Sex == 1) {
+ mes "Brother.";
+ }
+ else {
+ mes "Sister.";
+ }
+ mes "Through the Holy Pilgrimage, we can make ourselves pious by cleansing our bodies and souls.";
+ next;
+ mes "[Priest Dayan]";
+ mes "Enter the Yggdrasil.";
+ mes "You may be assaulted by creatures in there but be mindful that their intentions are only to protect the Yggdrasil.";
+ next;
+ mes "[Priest Dayan]";
+ mes "Follow your steps with purpose.";
+ mes "If Odin doesn't abandon you, you can reach the beginning of the world at the stem of the Yggdrasil.";
+ mes "When you arrive there, find a quiet place.";
+ next;
+ mes "[Priest Dayan]";
+ mes "Pray for a life of faith and expiate your sins with a pious mind.";
+ next;
+ mes "[Priest Dayan]";
+ mes "Admire Odin's omniscience and omnipotence and pray for a wisdom to choose the right path.";
+ mes "^3131FFFeel free to ask me about how to pray^000000.";
+ next;
+ mes "[Priest Dayan]";
+ mes "Lets see, go to the place of the most famous creature from Odin.";
+ next;
+ mes "[Priest Dayan]";
+ mes "After making your pilgrimage, let's have a drink together and talk about your experience.";
+ next;
+ mes "- Priest Dayan smiles again. -";
+ set job_arch,2;
+ changequest 2187,2188;
+ close;
+ }
+ if (job_arch == 2) {
+ mes "[Priest Dayan]";
+ mes "This place is the holiest place in the world, Yggdrasil.";
+ mes "This holy ceremony will brighten your soul.";
+ next;
+ switch (select("How should I pray?:Cancel.")) {
+ case 1:
+ mes "[Priest Dayan]";
+ mes "Through prayer, we can follow four paths.";
+ mes "Remember what I say to you now.";
+ next;
+ mes "[Priest Dayan]";
+ mes "The 1st way is the ^3131FFway of meditation^000000.";
+ mes "In the way of meditation, we have to be ready to greet Odin with a clear conscience.";
+ next;
+ mes "[Priest Dayan]";
+ mes "Meditation starts with a ^3131FFBlessing^000000 which calms your mind down.";
+ next;
+ mes "[Priest Dayan]";
+ mes "The 2nd is the ^3131FFway of agony^000000.";
+ mes "Through the way of agony, we reflect on ourselves with confession about our retribution for the deeds of a former life.";
+ next;
+ mes "[Priest Dayan]";
+ mes "Don't be afraid of pain. That is a necessity and will be a first step to enter a way to liquidate past wounds.";
+ next;
+ mes "[Priest Dayan]";
+ mes "The 3rd way is the ^3131FFway of joy^000000.";
+ mes "As you rid yourself of pain, your mind will suffer less and you will experience the joy of life as you help and console others.";
+ next;
+ mes "[Priest Dayan]";
+ mes "They will bless you because you are an existence of joy overcoming an affliction. We call that ^3131FFAspersio^000000.";
+ mes "You must drink a ^3131FFHoly Water^000000 with appreciation of Aspersio.";
+ next;
+ mes "[Priest Dayan]";
+ mes "The last way is the ^3131FFway of light^000000.";
+ mes "You are free from all sin because you were blessed from all creation.";
+ next;
+ mes "[Priest Dayan]";
+ mes "You were reborn as light, sing a ^3131FFGloria^000000 of joy and soul that loves you.";
+ next;
+ mes "[Priest Dayan]";
+ mes "After finishing all of these prayers, just stand up with a pious mind.";
+ mes "If your prayer is truthful, Odin will lend you his wisdom.";
+ next;
+ mes "[Priest Dayan]";
+ mes "Are you ready?";
+ mes "Okay, it's time to leave and exculpate yourself.";
+ mes "If your prayer is finished, let's talk.";
+ close;
+ case 2:
+ mes "[Priest Dayan]";
+ mes "I hope that my prayer can weaken your agony...";
+ close;
+ }
+ }
+ if (job_arch == 3) {
+ mes "[Priest Dayan]";
+ mes "Oh, you've come back.";
+ mes "I can feel that you have a fresh energy. Maybe you did pray truthfully.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "I feel light-hearted. Like I was just reborn...";
+ next;
+ mes "[Priest Dayan]";
+ mes "Your faith gives you confidence and courage.";
+ mes "A smile from a peaceful mind will easily rid people of their wariness.";
+ mes "Please, inspire people with love and energy.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Thanks for your kind words.";
+ next;
+ mes "[Priest Dayan]";
+ if (Sex == 1) {
+ mes "Brother.";
+ }
+ else {
+ mes "Sister.";
+ }
+ mes "Now, there is a place you should go to.";
+ next;
+ mes "[Priest Dayan]";
+ mes "That place is Hugel in Schwaltzvalt.";
+ mes "There is a Nun praying there named Vinue, she is a true minister who prays for the suffering people in the world.";
+ mes "But the last time I saw her she seemed sad.";
+ next;
+ mes "[Priest Dayan]";
+ mes "Can you convince her to make a pilgrimage to Yggdrasil?";
+ mes "I think she is exhausted due to praying too much. I hope the air of Yggdrasil will be helpful to her.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Don't worry.";
+ mes "I'll go and meet her.";
+ next;
+ mes "[Priest Dayan]";
+ if (Sex == 1) {
+ mes "Feel free to visit here when you want to pray, brother.";
+ }
+ else {
+ mes "Feel free to visit here when you want to pray, sister.";
+ }
+ mes "A visit from a friend always makes me happy.";
+ set job_arch,4;
+ changequest 2188,2189;
+ close;
+ }
+ mes "[Dayan]";
+ mes "Did you find Vinue in Hugel?";
+ close;
+}
+
+yggdrasil01,220,47,0 script #A pilgrimage to the Ho 139,5,5,{
+
+OnTouch:
+ if (job_arch == 2) {
+ mes "[" + strcharinfo(0) + "]";
+ mes "Is it the spring of Hvergelmir.";
+ mes "This place is a very vivid and peaceful place.";
+ mes "It's proper to pray.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Time to genuflect...";
+ mes "Hmm, what did that priest say to me?";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Hmm... What is the first way?";
+ next;
+ switch (select("The way of silence.:The way of confession.:The way of meditation.")) {
+ case 1:
+ mes "[" + strcharinfo(0) + "]";
+ mes "";
+ mes "I don't think so.";
+ close;
+ case 2:
+ mes "[" + strcharinfo(0) + "]";
+ mes "The way of confession...?";
+ mes "I don't think so.";
+ close;
+ case 3:
+ mes "[" + strcharinfo(0) + "]";
+ mes "The way of meditation...?";
+ mes "Yes, it's the way of meditation.";
+ next;
+ break;
+ }
+ mes "^3131FF[Priest Dayan]^000000";
+ mes "^3131FFThe 1st way is the way of meditation.^000000";
+ mes "^3131FFIn the way of meditation, we have to be ready to greet Odin with a clear conscience.^000000";
+ next;
+ mes "^3131FF[Priest Dayan]^000000";
+ mes "^3131FFMeditation starts with a Blessing which calms your mind down.^000000";
+ next;
+ mes "- You close your eyes slowly and take a deep breath. -";
+ next;
+ mes "- * BLESSING! * -";
+ specialeffect2 EF_BLESSING;
+ next;
+ mes "Your mind is refreshed with the blessing effect.";
+ mes "You continue to meditate trying to rid your mind of any ill feelings.";
+ next;
+ mes "^3131FF[Priest Dayan]^000000";
+ mes "^3131FFThe 2nd is the way of agony^000000.";
+ mes "^3131FFThrough the way of agony, we reflect on ourselves with confession about our retribution for the deeds of a former life.^000000";
+ next;
+ mes "^3131FF[Priest Dayan]^000000";
+ mes "^3131FFDon't be afraid of pain. That is a necessity and will be a first step to enter a way to liquidate past wounds.^000000";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Pain... What kind of faults have I had?";
+ input .@inputstr$;
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "I confess my guilt to the Almighty God Odin.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "^3131FF" + .@inputstr$ + ".^000000";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Oh benevolent Odin, Take mercy on me and pity me because I'm remiss in the discharge of my duties as a minister.";
+ mes "Please, lead the way and save a foolish minister with your wisdom.";
+ next;
+ mes "You ruminate about your confession and are lost in thought again.";
+ next;
+ mes ".............................";
+ next;
+ mes ".............................";
+ mes ".........................";
+ next;
+ mes ".............................";
+ mes ".........................";
+ mes ".....................";
+ next;
+ mes "^3131FF[Priest Dayan]^000000";
+ mes "^3131FFThe 3rd way is the way of joy.^000000";
+ mes "^3131FFAs you rid yourself of pain, your mind will suffer less and you will experience the joy of life as you help and console others.^000000";
+ next;
+ mes "^3131FF[Priest Dayan]^000000";
+ mes "^3131FFAnd also they will bless you because you are an existence of joy overcoming an affliction. We call that Aspersio^000000.";
+ mes "^3131FFYou must drink a Holy Water with appreciation of Aspersio.^000000";
+ next;
+ if (countitem(523) == 0) {
+ mes "[" + strcharinfo(0) + "]";
+ mes "Oh no! I forgot to bring a Holy Water!";
+ close;
+ }
+ mes "- You bow respectfully holding up a Holy Water and put the glass to your lips. -";
+ next;
+ mes "- * ASPERSIO ! * -";
+ specialeffect2 EF_ASPERSIO;
+ next;
+ specialeffect2 EF_RECOVERY;
+ mes ".............................";
+ next;
+ mes ".............................";
+ mes ".........................";
+ next;
+ mes ".............................";
+ mes ".........................";
+ mes ".....................";
+ next;
+ mes "^3131FF[Priest Dayan]^000000";
+ mes "^3131FFThe last way is a way of light^000000.^000000.";
+ mes "^3131FFYou are free from all sin because you were blessed from all creation.^000000";
+ next;
+ mes "^3131FF[Priest Dayan]^000000";
+ mes "^3131FFYou were reborn as light, sing a Gloria of joy and soul that love you.^000000";
+ next;
+ mes "- You breath in deep and start to sing a Gloria.";
+ mes "A chord crashs out in the spring of Hvergelmir and a waterfall sound gives you a refreshing feeling. -";
+ specialeffect2 EF_GLORIA;
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "~Descendants of Heimdal gather under the Ash tree Yggdrasil.~";
+ mes "~The Curdan bird which sits on a branch brings me the wisdom of whole world.~";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "~The Curdan wolf protects me from all threats in the world.~";
+ specialeffect2 EF_GLORIA;
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "~The host of ballascalf, rise up from your seat. The whole world shouts for joy.~";
+ mes "~The father of light, the poet of wisdom, sing for me.~";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "~The host of a glittering glass, give me a holy prediction.~";
+ specialeffect2 EF_GLORIA;
+ next;
+ mes "- After you finish the song, you feel light and strong with abundant devotion. -";
+ specialeffect2 EF_BLESSING;
+ specialeffect2 EF_RESURRECTION;
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "That was refreshing.";
+ mes "I guess I should go back to Priest Dayan.";
+ set job_arch,3;
+ close2;
+ warp "umbala",138,219;
+ end;
+ }
+ if (job_arch == 3) {
+ mes "[" + strcharinfo(0) + "]";
+ mes "The song is over. It's time to go back to Priest Dayan.";
+ close2;
+ warp "umbala",138,219;
+ end;
+ }
+ end;
+}
+
+hu_in01,205,204,7 script Praying Nun#benew 79,{
+ if (job_arch == 4) {
+ mes "- There is a nun closing her eyes as she murmurs something which sounds like a prayer. -";
+ next;
+ switch (select("Talk to her.:Stay Quiet.")) {
+ case 1:
+ break;
+ case 2:
+ mes "- You don't feel like disturbing her -";
+ close;
+ }
+ mes "[" + strcharinfo(0) + "]";
+ mes "Umm, hello sister?";
+ next;
+ mes "[Vinue]";
+ mes "Ah, Welcome.";
+ mes "It's not time to have a service yet...";
+ if (Sex == 1) {
+ mes "Are you here to pray, brother?";
+ }
+ else {
+ mes "Are you here to pray, sister?";
+ }
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "I came here to say hello from Priest Dayan from Prontera.";
+ next;
+ mes "[Vinue]";
+ mes "Ah, Priest Dayan.";
+ mes "Is he good?";
+ mes "He is so cute even though he's old.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "He told me that he was worried because when he saw you last time, you seemed sad.";
+ mes "He asks you to go on a Holy Pilgrimage.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Umbala has the vital power of nature!";
+ next;
+ mes "[Vinue]";
+ mes "Ah...";
+ if (Sex == 1) {
+ mes "He's very kind. As are you brother.";
+ }
+ else {
+ mes "He's very kind. As are you sister.";
+ }
+ next;
+ mes "[Vinue]";
+ mes "But don't worry.";
+ mes "I'm just a little tired because of a bad dream.";
+ next;
+ mes "[Vinue]";
+ mes "Evil is always watching for our souls.";
+ mes "If you are indifferent to praying, it never misses an opportunity.";
+ next;
+ switch (select("A dream? What kind of dream?:Your soul should be fine.")) {
+ case 1:
+ break;
+ case 2:
+ mes "[Vinue]";
+ mes "Oh but that's where you're wrong.";
+ mes "My soul may be the most at risk.";
+ mes "Thank you for delivering the message.";
+ mes "I'll go back to my prayers.";
+ close;
+ }
+ mes "[Vinue]";
+ mes "That is...";
+ mes "Actually I started to have a bad dream from the date I was appointed.";
+ next;
+ mes "[Vinue]";
+ mes "At first, it was a dream that Valkyrie was sad and in darkness.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Valkyrie?";
+ next;
+ mes "[Vinue]";
+ mes "Yeah...";
+ mes "She was crying in a pitch-black room.";
+ mes "Hanging down like a bird that had its wings cut.";
+ next;
+ mes "[Vinue]";
+ mes "But, as time went by, the dream became scarier. Now Valkyrie is arrested with chains and then finally she is dashed to pieces.";
+ next;
+ mes "[Vinue]";
+ mes "What a cruel performance! I suddenly can't breathe properly and then I wake up.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "To have to see the death of Valkyrie, must be a tormenting dream.";
+ next;
+ mes "[Vinue]";
+ mes "Is it just a nightmare?";
+ mes "Or do you think it is an omen?";
+ next;
+ mes "[Vinue]";
+ mes "I've been wanting to pray at Odin's shrine to make the dream go away. But that shrine became a den of evil a long time ago.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "The shrine?";
+ mes "Nobody tried to subdue the evil?";
+ next;
+ mes "[Vinue]";
+ mes "Unfortunely, I'm a nun who doesn't have any exorcism skill...";
+ mes "Residents of Hugel just stood aghast of the sight because they are not familiar with adventure.";
+ next;
+ mes "[Vinue]";
+ mes "Thesedays, there are a lot of people because of the development of the Odin shrine, but their situation is not so good.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Is the dream related with the evil in the Odin shrine?";
+ next;
+ mes "[Vinue]";
+ mes "Hum... well.";
+ mes "I don't have any way to find out.";
+ mes "I don't have a method, so I just pray.";
+ next;
+ switch (select("I'll investgate for you.:I'll pray with you.")) {
+ case 1:
+ break;
+ case 2:
+ mes "[Vinue]";
+ mes "Thank you.";
+ mes "I'll pray that the darkness stays away.";
+ mes "I hope you have a good time with the festival here in Hugel.";
+ close;
+ }
+ mes "[Vinue]";
+ mes "Yeah?";
+ mes "But, it'll be scary inside!";
+ mes "There are lots of devils inside!";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "But I can't pretend to ignore a Sister who is in trouble?";
+ mes "I'm a minister who copes with lots of asceticism!";
+ mes "Entrust me.";
+ next;
+ mes "[Vinue]";
+ mes "Ah... I'm so worried....";
+ mes "I'll never forget your warm heart.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "How do I get to Odin shrine?";
+ next;
+ mes "[Vinue]";
+ mes "There is a ferry on the right side of the church.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Ok, wait for good news!";
+ next;
+ mes "[Vinue]";
+ mes "I'll pray for your safe return.";
+ mes "I hope that Odin gives you his protection as well.";
+ set job_arch, 5;
+ changequest 2189,2190;
+ close;
+ }
+ if ((job_arch > 4) && (job_arch < 100)) {
+ mes "[Vinue]";
+ mes "I'll pray for your safe return.";
+ close;
+ }
+ mes "[Vinue]";
+ mes "I feel refreshed.";
+ mes "It must be good news?";
+ mes "Thanks the Gods.";
+ close;
+}
+
+odin_tem02,282,263,0 script #find_val 139,3,3,{
+
+OnTouch:
+ if ((job_arch > 4) && (job_arch < 100)) {
+ hideoffnpc "Valkyrie Illusion#arch";
+ }
+ end;
+}
+
+odin_tem02,281,275,3 script Valkyrie Illusion#arch 403,{
+ if ((job_arch > 4) && (job_arch < 100)) {
+ mes "You can see Valkyrie who has a despairing face.";
+ next;
+ switch (select("Touch Valkyrie's Illusion.:Turn away.")) {
+ case 1:
+ mes "You lose your consciousness while getting a closer view of Valkyrie's Illusion.";
+ close2;
+ specialeffect2 EF_CLOAKING;
+ warp "job3_arch01",29,29;
+ hideonnpc "Valkyrie Illusion#arch";
+ end;
+ case 2:
+ mes "Out of fear, you turn away from Valkyrie's illusion.";
+ close2;
+ hideonnpc "Valkyrie Illusion#arch";
+ end;
+ }
+ }
+ end;
+
+OnInit:
+ hideonnpc "Valkyrie Illusion#arch";
+ end;
+}
+
+job3_arch01,29,34,3 script Valkyrie#arch 403,{
+
+ if(checkweight(1201,2) == 1){
+ //Custom translation
+ mes "- bags must be emptied before they can proceed. -";
+ close;
+ }
+ if ((BaseLevel != 99) && (JobLevel < 50)) {
+ warp "odin_tem02",282,263;
+ end;
+ }
+ if (getmercinfo(1)) {
+ mes "[Valkyrie]";
+ mes "If you want to talk with me, you have to ^3131FFcancel all contracts^000000 with any mercenaries you have.";
+ close;
+ }
+ if (SkillPoint) {
+ mes "You can't progress without using all your skill points. Please use all of your skill points before progressing~";
+ close;
+ }
+ if (checkweight(1201,4) == 0) {
+ mes "- Wait a moment! -";
+ mes "- Currently you are carrying -";
+ mes "- too many items with you. -";
+ mes "- Please come back after -";
+ mes "- you put some items into Kafra Storage. -";
+ close;
+ }
+ if ((MaxWeight - Weight) < 2000) {
+ mes "- Wait a moment! -";
+ mes "- Currently you are carrying -";
+ mes "- too many items with you. -";
+ mes "- Please come back after -";
+ mes "- you put some items into Kafra Storage. -";
+ close;
+ }
+ if ((Class != Job_Priest) && (Class != Job_High_Priest) && (Class == Job_Baby_Priest)) {
+ warp "odin_tem02",282,263;
+ }
+ if (Class != Job_Arch_Bishop || Class != Job_Arch_Bishop_T || Class == Job_Baby_Bishop) {
+ if (job_arch < 5) {
+ warp "odin_tem02",282,263;
+ }
+ if (job_arch == 5) {
+ mes "[Valkyrie]";
+ mes "In the heavens the sound of pipes spread out, but a bird that can't fly crawls and finally is crushed to pieces on the ground.";
+ mes "Ah, I'm resentful! so regretful!";
+ next;
+ mes "- Valkyrie holds its face, then she finds you and stares with a threatening face. -";
+ next;
+ mes "[Valkyrie]";
+ mes "You are a descendant of Heimdal living in pain as a mortal, why are you in here?";
+ mes "Are you here to ridicule my grim fate?";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "No way!";
+ mes "But it's true that I'm here for you.";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "...me?";
+ mes "Of course I'm staying in Midgard, but we are under the yoke of fate that can't coexist in this world.";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "I see, is your goal to enter Valhalla?";
+ mes "If you do, it's the wrong place for you.";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "I was already expelled from Asgard.";
+ mes "My duty is protecting this small island from humans trying to take it from the Gods and even I don't have any energy to do so.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "It's not that kind of problem.";
+ mes "But someone who perceives your painful situation has sent me here.";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "Haha! You are going to help me?!";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "...................";
+ next;
+ mes "- Valkyrie gives you a fierce scowl. -";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "In fact, I can't do anything with my body now.";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "Human, answer me. Are you here to sincerely help me?";
+ next;
+ switch (select("Yes:No")) {
+ case 1:
+ break;
+ case 2:
+ mes "[Valkyrie Anguhilde]";
+ mes "I knew that I couldn't trust a human!";
+ close2;
+ warp "odin_tem02",282,263;
+ end;
+ }
+ mes "[Valkyrie Anguhilde]";
+ mes "Ok...";
+ mes "I don't have any energy to hold my own, so I have no choice but to trust you.";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "I was a normal Valkyrie that lead soldiers to Valhalla according to the order of Odin.";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "But I harmed Freki, one of Odin's wolves, and I was expelled form Asgard without any energy as a Valkyrie with orders to protect this island.";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "I was disgraced, this island is important as a temple for Odin and the various Gods.";
+ mes "I tried to do my best to protect this holy place.";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "But one day, the devil started to gain influence on this island.";
+ mes "I don't know why they came here and from where they came from.";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "They seiged the temple and I exhausted my energy tring to fight them all myself.";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "The holy shrine was tainted by the devils.";
+ mes "How long do I have to be under this dishonorable fate!";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "Mortal one, what is your name?";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "My name is " + strcharinfo(0) + ".";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "" + strcharinfo(0) + ",";
+ mes "You told me that you want to help me, right? Even though it disgraces me, I am asking for your help.";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "This place may look like it was made my humans. Actually, it's a very important monument and also a part of the God's history.";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "I've lost all of my energy and my body is sealed so there is no way for me to protect the shrine.";
+ mes "You have to send a message to Valhalla to ask for help from a Valkyrie quickly.";
+ next;
+ menu "How can I do that?",-;
+ mes "[Valkyrie Anguhilde]";
+ mes "At the ^3131FFtop of the shrine^000000, You can contact to them with a ^3131FFGolden pipe^000000.";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "I'm going to give you a scroll of paper written in an ancient language.";
+ mes "In that scroll, there is my impersonation.";
+ mes "^3131FFIf you go outside, you can summon a Valkyrie with that scroll.^000000";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "After you summon my impersonation, you have to find a ^3131FFBroken pipe^000000.";
+ mes "Maybe it'll be spread in the shrine...";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "You have to go to the top of the shrine, collecting all broken pipes from the impersonation.";
+ mes "And then I'm going to take care of the matter.";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "An impersonation will help when you move or attack as you want through ^FF0000ALT+click^000000.";
+ mes "But you have to be careful if an imeprsonation falls down.";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "When you finish preparing to go on, talk to me again.";
+ mes "It'll be a long journey...";
+ set job_arch,6;
+ close;
+ }
+ if (job_arch == 6) {
+ if ($@archbs == 0) {
+ set $@archbs,1;
+ mes "[Valkyrie Anguhilde]";
+ mes "" + strcharinfo(0) + " Did you finish preparing for your way of asceticism?";
+ next;
+ if (getmapusers("job3_arch02") > 0) {
+ mes "[Valkyrie Anguhilde]";
+ //Custom translation
+ mes "Ah, it seems someone is already combating the evil in the temple.";
+ mes "I will go see who it is, please wait a moment.";
+ set $@archbs,0;
+ close;
+ }
+ mes "[Valkyrie Anguhilde]";
+ mes "Ok. Now I'm going to send you there.";
+ mes "^FF0000When you go there, you have to summon my impersonation with the scroll^000000. Don't forget.";
+ set $@archbs,0;
+ close2;
+ nude;
+ if (countitem(2798) > 0) {
+ delitem 2798,countitem(2798); //Will_Of_Exhausted_Angel
+ }
+ donpcevent "start#arch::OnEnable";
+ set job_arch,7;
+ changequest 2190,2191;
+ warp "job3_arch02",119,49;
+ hideonnpc "Valkyrie#arch";
+ end;
+ }
+ mes "[Valkyrie Anguhilde]";
+ //Custom translation
+ mes "I am already talking to someone, please wait and talk to me again.";
+ close;
+ }
+ if (job_arch == 7) {
+ if (countitem(12381) > 0 || countitem(12382) > 0) {
+ if (countitem(12381) > 0) {
+ delitem 12381,countitem(12381); //ValkyrieA_Scroll
+ }
+ if (countitem(12382) > 0) {
+ delitem 12382,countitem(12382); //ValkyrieB_Scroll
+ }
+ if ($@archbs == 0) {
+ set $@archbs,1;
+ mes "[Valkyrie Anguhilde]";
+ mes "Are you ok human?";
+ mes "It was not as easy as I expected.";
+ mes "Will you challenge again?";
+ next;
+ if (getmapusers("job3_arch02") > 0) {
+ set $@archbs,0;
+ mes "[Valkyrie Anguhilde]";
+ //Custom translation
+ mes "Ah, it seems someone is already combating the evil in the temple.";
+ mes "I will see who it is, please wait a moment.";
+ close;
+ }
+ set $@archbs,0;
+ mes "[Valkyrie Anguhilde]";
+ mes "OK. now I'm going to send you there.";
+ mes "^FF0000When you go there, you have to summon my impersonation with the scroll^000000.";
+ mes "An impersonation will help when you move or attack as you want through ^FF0000ALT+click^000000.";
+ mes "But you have to be careful if an imeprsonation falls down.";
+ close2;
+ nude;
+ if (countitem(2798) > 0) {
+ delitem 2798,countitem(2798); //Will_Of_Exhausted_Angel
+ }
+ donpcevent "start#arch::OnEnable";
+ set job_arch, 7;
+ warp "job3_arch02",119,49;
+ hideonnpc "Valkyrie#arch";
+ end;
+ }
+ mes "[Valkyrie Anguhilde]";
+ //Custom translation
+ mes "I am already talking to someone, please wait and talk to me again.";
+ close;
+ }
+ end;
+ }
+ end;
+ }
+ end;
+
+OnInit:
+ set $@archbs,0;
+ end;
+
+OnBc:
+ set $@archbs,0;
+ //Custom translation
+ mapannounce "job3_arch01","Valkyrie's Cry: I hear the laughter of the devil, someone has fallen in the temple.",bc_map,"0xFFCE00"; //FW_NORMAL 12 0 0
+ hideoffnpc "Valkyrie#arch";
+ end;
+}
+
+job3_arch02,119,49,0 script #arch_1_start 139,6,6,{
+
+OnTouch:
+ if (countitem(12381) == 0) {
+ getitem 12381,1; //ValkyrieA_Scroll
+ }
+ mapannounce "job3_arch02","Whispering of an impersonation: I feel heavy! Set me free!",bc_map,"0xFFCE00"; //FW_NORMAL 12 0 0
+ hideonnpc "#arch_1_start";
+ end;
+}
+
+- script #arch_1_01_0::archbjcq 139,5,5,{
+
+OnTouch:
+ if (countitem(12381) > 0) {
+ delitem 12381,1; //ValkyrieA_Scroll
+ mapannounce "job3_arch02","Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; //FW_NORMAL 12 0 0
+ mapwarp "job3_arch02","job3_arch01",29,29;
+ end;
+ }
+ if (getmercinfo(1) == 2037) {
+ set .@randht, rand(1,10);
+ if (.@randht < 8) {
+ mapannounce "job3_arch02","Whispering of an impersonation: I can feel the devil's spirits! Be careful!",bc_map,"0xFFCE00"; //FW_NORMAL 12 0 0
+ }
+ else if (.@randht == 8 || .@randht == 9) {
+ mapannounce "job3_arch02","Embodiment of the voice: They are close to you!",bc_map,"0xFFCE00"; //FW_NORMAL 12 0 0 //Custom translation
+ }
+ end;
+ }
+ mapannounce "job3_arch02","Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; //FW_NORMAL 12 0 0
+ mapwarp "job3_arch02","job3_arch01",29,29;
+ end;
+}
+
+job3_arch02,112,73,0 duplicate(archbjcq) #arch_1_01 139,5,5
+job3_arch02,94,123,0 duplicate(archbjcq) #arch_1_02 139,5,5
+job3_arch02,93,173,0 duplicate(archbjcq) #arch_1_03 139,5,5
+job3_arch02,114,186,0 duplicate(archbjcq) #arch_1_04 139,5,5
+job3_arch02,134,201,0 duplicate(archbjcq) #arch_1_05 139,5,5
+job3_arch02,154,211,0 duplicate(archbjcq) #arch_1_06 139,5,5
+job3_arch02,175,227,0 duplicate(archbjcq) #arch_1_07 139,5,5
+job3_arch02,201,240,0 duplicate(archbjcq) #arch_1_08 139,5,5
+job3_arch02,223,252,0 duplicate(archbjcq) #arch_1_09 139,5,5
+job3_arch02,255,268,0 duplicate(archbjcq) #arch_1_10 139,5,5
+job3_arch02,269,302,0 duplicate(archbjcq) #arch_1_11 139,5,5
+job3_arch02,245,289,0 duplicate(archbjcq) #arch_1_12 139,5,5
+
+job3_arch02,203,286,0 script #arch_1_boss 139,5,5,{
+
+OnTouch:
+ if (countitem(12381) > 0) {
+ delitem 12381,1; //ValkyrieA_Scroll
+ mapannounce "job3_arch02","Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; //FW_NORMAL 12 0 0
+ mapwarp "job3_arch02","job3_arch01",29,29;
+ end;
+ }
+ if (GetMyMercenary == 2037) {
+ mapannounce "job3_arch02","Valkyrie's Nightmare: An incompetent illusion of Valkyrie came here with the assistance of humans. You wanna have that nightmare?",bc_map,"0xFF0000"; //FW_NORMAL 12 0 0
+ donpcevent "mob#arch_1::OnKill";
+ }
+ else {
+ mapannounce "job3_arch02","Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; //FW_NORMAL 12 0 0
+ mapwarp "job3_arch02","job3_arch01",29,29;
+ }
+ end;
+}
+
+job3_arch02,390,390,1 script #arch_redcell 844,{
+ end;
+
+OnInit:
+ setcell "job3_arch02",276,290,280,294,cell_walkable,0;
+ setcell "job3_arch02",276,290,280,294,cell_shootable,0;
+ end;
+
+OnGreen:
+ setcell "job3_arch02",276,290,280,294,cell_walkable,1;
+ setcell "job3_arch02",276,290,280,294,cell_shootable,1;
+ end;
+
+OnRed:
+ setcell "job3_arch02",276,290,280,294,cell_walkable,0;
+ setcell "job3_arch02",276,290,280,294,cell_shootable,0;
+ end;
+}
+
+job3_arch02,390,389,1 script #arch_val01 844,{
+ end;
+
+OnEnable:
+ areamonster "job3_arch02",111,325,115,329,"Valkyrie's Nightmare",2036,1,"#arch_val01::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ if (mobcount ("job3_arch02","#arch_val01::OnMyMobDead") < 1) {
+ donpcevent "#arch_redcell::OnGreen";
+ mapannounce "job3_arch02","Valkyrie's Nightmare: Your win is only a false image! hahahaha!",bc_map,"0xFF0000"; //FW_NORMAL 12 0 0
+ hideoffnpc "Valkyrie#arch_01";
+ hideonnpc "#arch_1_start";
+ hideonnpc "#arch_1_01";
+ hideonnpc "#arch_1_02";
+ hideonnpc "#arch_1_03";
+ hideonnpc "#arch_1_04";
+ hideonnpc "#arch_1_05";
+ hideonnpc "#arch_1_06";
+ hideonnpc "#arch_1_07";
+ hideonnpc "#arch_1_08";
+ hideonnpc "#arch_1_09";
+ hideonnpc "#arch_1_10";
+ hideonnpc "#arch_1_11";
+ hideonnpc "#arch_1_12";
+ hideonnpc "#arch_1_boss";
+ }
+ end;
+
+OnKill:
+ killmonster "job3_arch02","#arch_val01::OnMyMobDead";
+ end;
+}
+
+job3_arch02,390,387,1 script #arch_val02 844,{
+ end;
+
+OnEnable:
+ areamonster "job3_arch02",242,44,246,48,"Valkyrie's Nightmare",2036,1,"#arch_val02::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ if (mobcount ("job3_arch02","#arch_val02::OnMyMobDead") < 1) {
+ mapannounce "job3_arch02","Valkyrie's Nightmare: You are so childish. I invite you to a devil's party. I'll make sure you have a fun!",bc_map,"0xFF0000"; //FW_NORMAL 12 0 0
+ hideoffnpc "Valkyrie#arch_02";
+ hideonnpc "#arch_2_boss";
+ viewpoint 234,279,1,1,0xFFFF9900;
+ }
+ end;
+
+OnKill:
+ killmonster "job3_arch02","#arch_val02::OnMyMobDead";
+ end;
+}
+
+job3_arch02,113,327,5 script Valkyrie#arch_01 403,{
+ if (getmercinfo(1)) {
+ mes "[Valkyrie]";
+ mes "If you want to talk with me, you have to ^3131FFcancel all contracts^000000 with any mercenaries you have.";
+ close;
+ }
+ mes "[Valkyrie Anguhilde]";
+ mes "The devil always makes an effort to agitate people's mind.";
+ mes "You don't have to care about their whisperings.";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "Anyway I can feel my energy coming back.";
+ mes "Show me the stuff that you found.";
+ next;
+ mes "- You show a golden piece of pipe to Valkyrie. -";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "Oh, It's a piece of pipe!";
+ mes "If you collect pieces, you can ask other Valkyries for help.";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "Because of a close battle, I could only get a little energy.";
+ mes "I'm going to give a ^3131FFnew ancient scroll^000000.";
+ mes "It'll be helpful to find the rest of pieces.";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "Then I look forward a good news.";
+ close2;
+ getitem 12382,1; //ValkyrieB_Scroll
+ viewpoint 46,244,1,1,0xFFFF9900;
+ hideonnpc "Valkyrie#arch_01";
+ donpcevent "#arch_2_start::OnEnable";
+ end;
+}
+
+job3_arch02,244,46,5 script Valkyrie#arch_02 403,{
+ mes "[Valkyrie Anguhilde]";
+ mes "Did you find the rest of the pieces?";
+ next;
+ if (countitem(6154) < 2) {
+ mes "[Valkyrie Anguhilde]";
+ mes "Hum?";
+ mes "I can see this one beside you.";
+ getitem 6154,2; //Broken_Horn_Pipe
+ next;
+ }
+ mes "[Valkyrie Anguhilde]";
+ mes "OK.";
+ mes "I'll complete the broken horn pipe!";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "But the battle is not finished yet.";
+ mes "You remember a ^3131FFruined shrine on the center of the island^000000?";
+ mes "It'll be completed only when you use a horn pipe.";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "I can feel the air around me is getting impure.";
+ mes "And feel the coldness of the pitch-black darkness.";
+ mes "This time will be dangerous.";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "I give you a necklace as a present.";
+ mes "But I'm not sure that It'll be helpful or not....";
+ mes "Take care.";
+ mes "Please, hurry up!";
+ close2;
+ getitem 2798,1; //Will_Of_Exhausted_Angel
+ hideonnpc "Valkyrie#arch_02";
+ donpcevent "#arch_3_start::OnEnable";
+ end;
+}
+
+job3_arch02,279,234,0 script #arch_end 139,7,7,{
+
+OnTouch:
+ donpcevent "#arch_3_01::OnKill";
+ donpcevent "#arch_3_02::OnKill";
+ donpcevent "#arch_3_03::OnKill";
+ donpcevent "mob#arch_2::OnKill";
+ hideoffnpc "Valkyrie Anguhilde#end";
+ if (checkweight(1201,4) == 0) {
+ mes "- Wait a moment! -";
+ mes "- Currently you are carrying -";
+ mes "- too many items with you. -";
+ mes "- Please come back after -";
+ mes "- you put some items into Kafra Storage. -";
+ close;
+ }
+ if ((MaxWeight - Weight) < 2000) {
+ mes "- Wait a moment! -";
+ mes "- Currently you are carrying -";
+ mes "- too many items with you. -";
+ mes "- Please come back after -";
+ mes "- you put some items into Kafra Storage. -";
+ close;
+ }
+ if (countitem(6154) < 2) {
+ mes "[Valkyrie Anguhilde]";
+ mes "Did you collect all of the pieces of my horn pipe?";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "I know you bent over backwards to help me, but I can't do anything without 2 pieces of horn pipe.";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "It can be dangerous, so let's go back.";
+ close2;
+ nude;
+ if (countitem(2798) > 0) {
+ delitem 2798,(2798); //Will_Of_Exhausted_Angel
+ }
+ delitem 6154,countitem(6154); //Broken_Horn_Pipe
+ mapwarp "job3_arch02","job3_arch01",29,29;
+ end;
+ }
+ mes "[Valkyrie Anguhilde]";
+ mes "Finally we finished all the preparations.";
+ next;
+ mes "Valkyrie holds the pipe and blows towards the sky.";
+ next;
+ mes "Booo - - - -";
+ next;
+ mes "Booo - - -";
+ next;
+ hideoffnpc "Valkyrie of the heavens";
+ mes "[Valkyrie Anguhilde]";
+ mes "Assistance of Odin! Soldiers of Valhalla!";
+ mes "The holy place of the God Odin is tainted by darkness!";
+ next;
+ mes "[Valkyrie of the heavens]";
+ mes "Don't worry, Anguhilde.";
+ mes "Your desire has reached Valhalla.";
+ mes "The devils were removed by other Valkyries as you wanted.";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "Valkyries! Then is it safe now?";
+ next;
+ mes "[Valkyrie of the heavens]";
+ mes "Yes Anguhilde.";
+ mes "Even though you were expelled because of a incident before, Odin said that he is reconsidering your banishment.";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "Ah! I can go back to Asgard!";
+ next;
+ mes "[Valkyrie of the heavens]";
+ mes "Don't make a hasty generalization.";
+ mes "But I think that good news will be sent to you.";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "Honor to Odin!";
+ mes "I feel full of grace.";
+ mes "So bright and warm....";
+ next;
+ mes "- Shoooo -";
+ specialeffect EF_CLOAKING,AREA,"Valkyrie Anguhilde#end";
+ hideonnpc "Valkyrie Anguhilde#end";
+ emotion e_omg,1;
+ next;
+ mes "[Valkyrie of the heavens]";
+ mes "Set your mind at ease.";
+ mes "She went to a place where she is supposed to be.";
+ next;
+ mes "[Valkyrie of the heavens]";
+ mes "I think you don't get it.";
+ next;
+ mes "[Valkyrie of the heavens]";
+ mes "Anguhilde is a Valkyrie who is dead for a long time ago.";
+ mes "Didn't you see a shrine covered by the devil?";
+ mes "Unfortunately, Anguhilde couldn't cope with the task and fell down.";
+ next;
+ mes "[Valkyrie of the heavens]";
+ mes "Here is an illusion of Anguhilde who doesn't want to be recognized.";
+ mes "She can't go to hell even when she is dead, and struggles from her constant nightmare.";
+ next;
+ mes "[Valkyrie of the heavens]";
+ mes "But she is relieved by your favor.";
+ mes "Even though It's different with reality but now she may be able to rest in peace.";
+ next;
+ mes "[Valkyrie of the heavens]";
+ mes "Human, the Valkyries are in your debt. Thank you.";
+ mes "I can't invite you as I want, but the power given by Odin can help you.";
+ next;
+ mes "[Valkyrie of the heavens]";
+ mes "Now, go back to your world.";
+ mes "The sound of the horn pipe and a bird's chirpings will be spread out for you.";
+ next;
+ mes "[Valkyrie of the heavens]";
+ mes "Don't forget an altruistic minister's spirit like today forever.";
+ mes "I hope we see each other in Valhalla sometime.";
+ nude;
+ if (countitem(2798) > 0) {
+ delitem 2798,countitem(2798); //Will_Of_Exhausted_Angel
+ }
+ delitem 6154,countitem(6154); //Broken_Horn_Pipe
+ set job_arch,100;
+ completequest 2191;
+ getitem 5747,1; //Mitra
+ getitem 2795,1; //Green_Apple_Ring
+ if(Class == Job_Baby_Priest){
+ jobchange Job_Baby_Bishop;
+ }
+ else if (Class == Job_Priest) {
+ jobchange Job_Arch_Bishop;
+ }
+ else {
+ jobchange Job_Arch_Bishop_T;
+ }
+ close;
+
+OnInit:
+ hideonnpc "#arch_end";
+ end;
+}
+
+job3_arch02,281,232,1 script Valkyrie Anguhilde#end 403,{
+ end;
+
+OnInit:
+ hideonnpc "Valkyrie Anguhilde#end";
+ end;
+}
+
+job3_arch02,273,235,5 script Valkyrie of the heavens 811,{
+ if (job_arch == 100) {
+ mes "[Valkyrie of the heavens]";
+ mes "Now, go back to your world.";
+ mes "The sound of the horn pipe and a bird's chirpings will be spread out for you.";
+ next;
+ mes "[Valkyrie of the heavens]";
+ mes "Don't forget an altruistic minister's spirit like today forever.";
+ mes "I hope we see each other in Valhalla sometime.";
+ close2;
+ mapwarp "job3_arch02","job3_arch01",29,29;
+ end;
+ }
+ end;
+
+OnInit:
+ hideonnpc "Valkyrie of the heavens";
+ end;
+}
+
+job3_arch02,132,323,0 script #arch_2_01 139,5,5,{
+
+OnTouch:
+ if (countitem(12382) > 0) {
+ mapannounce "job3_arch02","Whispering of Valkyrie: I see a new ancient scroll!",bc_map,"0x000000"; //FW_NORMAL 12 0 0
+ }
+ end;
+}
+
+- script #arch_2_02_0::archbjcq2 139,5,5,{
+
+OnTouch:
+ if (countitem(12382) > 0) {
+ delitem 12382,1; //ValkyrieB_Scroll
+ mapannounce "job3_arch02","Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; //FW_NORMAL 12 0 0
+ mapwarp "job3_arch02","job3_arch01",29,29;
+ end;
+ }
+ if (getmercinfo(1) == 2038) {
+ set .@randht, rand(1,10);
+ if (.@randht < 8) {
+ mapannounce "job3_arch02","Whispering of an impersonation: I can feel the devil's spirits. Can you hear? The sound of gathering in crowds.",bc_map,"0xFFCE00"; //FW_NORMAL 12 0 0
+ }
+ else if (.@randht == 8 || .@randht == 9) {
+ mapannounce "job3_arch02","Embodiment of Sounds: Battle Stance!",bc_map,"0xFFCE00"; //FW_NORMAL 12 0 0 //Custom translation
+ }
+ else {
+ mapannounce "job3_arch02","Whispering of an impersonation: I can't leave you! Die!",bc_map,"0xFFCE00"; //FW_NORMAL 12 0 0
+ }
+ end;
+ }
+ mapannounce "job3_arch02","Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; //FW_NORMAL 12 0 0
+ mapwarp "job3_arch02","job3_arch01",29,29;
+ end;
+}
+
+job3_arch02,167,313,0 duplicate(archbjcq2) #arch_2_02 139,5,5
+job3_arch02,127,304,0 duplicate(archbjcq2) #arch_2_03 139,5,5
+job3_arch02,207,279,0 duplicate(archbjcq2) #arch_2_04 139,5,5
+job3_arch02,239,281,0 duplicate(archbjcq2) #arch_2_05 139,5,5
+job3_arch02,269,303,0 duplicate(archbjcq2) #arch_2_06 139,5,5
+job3_arch02,288,283,0 duplicate(archbjcq2) #arch_2_07 139,5,5
+job3_arch02,278,234,0 duplicate(archbjcq2) #arch_2_08 139,5,5
+job3_arch02,234,179,0 duplicate(archbjcq2) #arch_2_09 139,5,5
+job3_arch02,227,169,0 duplicate(archbjcq2) #arch_2_10 139,5,5
+job3_arch02,190,146,0 duplicate(archbjcq2) #arch_2_11 139,5,5
+
+job3_arch02,252,267,0 script #arch_2_12 139,5,5,{
+
+OnTouch:
+ mapannounce "job3_arch02","Whispering of an impersonation: It's a crossroad. Let's go to the left side. I have to find my pipe.",bc_map,"0xFFCE00"; //FW_NORMAL 12 0 0
+ end;
+}
+
+job3_arch02,250,290,0 script #arch_2_13 139,5,5,{
+
+OnTouch:
+ mapannounce "job3_arch02","Whispering of an impersonation: I can see a ruined shrine. Take a rest in there.",bc_map,"0xFFCE00"; //FW_NORMAL 12 0 0
+ end;
+}
+
+job3_arch02,206,113,0 script #arch_2_boss 139,5,5,{
+
+OnTouch:
+ if (countitem(12382) > 0) {
+ delitem 12382,1; //ValkyrieB_Scroll
+ mapannounce "job3_arch02","Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; //FW_NORMAL 12 0 0
+ mapwarp "job3_arch02","job3_arch01",29,29;
+ end;
+ }
+ if (getmercinfo(1) == 2038) {
+ mapannounce "job3_arch02","A shout of devil: You are so childish. I invite you a party of devil. I'll make you have a fun!",bc_map,"0xFF0000"; //FW_NORMAL 12 0 0
+ }
+ else {
+ mapannounce "job3_arch02","Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; //FW_NORMAL 12 0 0
+ mapwarp "job3_arch02","job3_arch01",29,29;
+ }
+ end;
+}
+
+job3_arch02,284,159,0 script #arch_3_01 139,20,20,{
+
+OnTouch:
+ if ((Class != Job_Priest) && (Class != Job_Baby_Priest)) {
+ mapannounce "job3_arch02","Frus: Do you want to see God? Okay, I'll send you to the land of the dead by myself!",bc_map,"0xFF0000"; //FW_NORMAL 12 0 0
+ areamonster "job3_arch02",242,44,246,48,"Frus",1762,1;
+ }
+ hideonnpc "#arch_3_01";
+ end;
+
+OnKill:
+ killmonster "job3_arch02","#arch_3_01::OnMyMobDead";
+ end;
+
+OnInit:
+ hideoffnpc "#arch_3_01";
+ end;
+}
+
+job3_arch02,307,200,0 script #arch_3_02 139,5,5,{
+
+OnTouch:
+ if (Class == Job_Priest || Class == Job_Baby_Priest) {
+ mapannounce "job3_arch02","Skogul: You are my guest!",bc_map,"0xFF0000"; //FW_NORMAL 12 0 0
+ monster "job3_arch02",307,200,"Skogul",1761,1;
+ }
+ hideonnpc "#arch_3_02";
+ end;
+
+OnKill:
+ killmonster "job3_arch02","#arch_3_02::OnMyMobDead";
+ end;
+
+OnInit:
+ hideoffnpc "#arch_3_02";
+ end;
+
+}
+
+job3_arch02,296,216,0 script #arch_3_03 139,5,5,{
+
+OnTouch:
+ mapannounce "job3_arch02","Frus: I like your face... Can I steal it?",bc_map,"0xFF0000"; //FW_NORMAL 12 0 0
+ monster "job3_arch02",296,216,"Frus",1762,1;
+ hideonnpc "#arch_3_03";
+ end;
+
+OnKill:
+ killmonster "job3_arch02","#arch_3_03::OnMyMobDead";
+ end;
+
+OnInit:
+ hideonnpc "#arch_3_03";
+ end;
+
+}
+
+job3_arch02,389,390,1 script mob#arch_1 844,{
+ end;
+
+OnEnable:
+ monster "job3_arch02",100,102,"Shrine Invader",1394,2;
+ monster "job3_arch02",90,131,"Shrine Invader",1394,2;
+ monster "job3_arch02",91,170,"Shrine Invader",1427,1;
+ monster "job3_arch02",104,183,"Shrine Invader",1427,1;
+ monster "job3_arch02",138,205,"Shrine Invader",1394,2;
+ monster "job3_arch02",161,215,"Shrine Invader",1394,2;
+ monster "job3_arch02",165,215,"Shrine Invader",1427,1;
+ monster "job3_arch02",201,236,"Shrine Invader",1394,2;
+ monster "job3_arch02",218,250,"Shrine Invader",1427,1;
+ monster "job3_arch02",254,293,"Shrine Invader",1427,1;
+ end;
+
+OnKill:
+ killmonster "job3_arch02","mob#arch_1::OnMyMobDead";
+ end;
+}
+
+job3_arch02,389,389,1 script mob#arch_2 844,{
+ end;
+
+OnEnable:
+ monster "job3_arch02",156,321,"Shrine Invader",1480,2;
+ monster "job3_arch02",170,305,"Shrine Invader",1480,2;
+ monster "job3_arch02",183,293,"Shrine Invader",1453,1;
+ monster "job3_arch02",200,287,"Shrine Invader",1453,1;
+ monster "job3_arch02",256,293,"Shrine Invader",1480,2;
+ monster "job3_arch02",286,284,"Shrine Invader",1480,2;
+ monster "job3_arch02",278,236,"Shrine Invader",1453,1;
+ monster "job3_arch02",292,185,"Shrine Invader",1480,2;
+ monster "job3_arch02",281,170,"Shrine Invader",1453,1;
+ monster "job3_arch02",227,166,"Shrine Invader",1453,1;
+ monster "job3_arch02",190,146,"Shrine Invader",1480,1;
+ monster "job3_arch02",204,177,"Shrine Invader",1453,1;
+ end;
+
+OnKill:
+ killmonster "job3_arch02","mob#arch_2::OnMyMobDead";
+ end;
+}
+
+job3_arch02,389,388,1 script start#arch 844,{
+ end;
+
+OnInit:
+ mapwarp "job3_arch02","job3_arch02",29,29;
+ end;
+
+OnEnable:
+ mapwarp "job3_arch02","job3_arch02",29,29;
+ hideoffnpc "#arch_1_start";
+ hideoffnpc "#arch_1_01";
+ hideoffnpc "#arch_1_02";
+ hideoffnpc "#arch_1_03";
+ hideoffnpc "#arch_1_04";
+ hideoffnpc "#arch_1_05";
+ hideoffnpc "#arch_1_06";
+ hideoffnpc "#arch_1_07";
+ hideoffnpc "#arch_1_08";
+ hideoffnpc "#arch_1_09";
+ hideoffnpc "#arch_1_10";
+ hideoffnpc "#arch_1_11";
+ hideoffnpc "#arch_1_12";
+ hideoffnpc "#arch_1_boss";
+ hideonnpc "#arch_2_01";
+ hideonnpc "#arch_2_02";
+ hideonnpc "#arch_2_03";
+ hideonnpc "#arch_2_04";
+ hideonnpc "#arch_2_05";
+ hideonnpc "#arch_2_06";
+ hideonnpc "#arch_2_07";
+ hideonnpc "#arch_2_08";
+ hideonnpc "#arch_2_09";
+ hideonnpc "#arch_2_10";
+ hideonnpc "#arch_2_11";
+ hideonnpc "#arch_2_boss";
+ hideonnpc "#arch_3_01";
+ hideonnpc "#arch_3_02";
+ hideonnpc "#arch_3_03";
+ donpcevent "#arch_3_01::OnKill";
+ donpcevent "#arch_3_02::OnKill";
+ donpcevent "#arch_3_03::OnKill";
+ hideonnpc "#arch_end";
+ hideonnpc "Valkyrie#arch_01";
+ hideonnpc "Valkyrie#arch_02";
+ hideonnpc "Valkyrie Anguhilde#end";
+ hideonnpc "Valkyrie of the heavens";
+ donpcevent "#arch_redcell::OnRed";
+ donpcevent "mob#arch_1::OnKill";
+ donpcevent "mob#arch_2::OnKill";
+ donpcevent "start#arch::OnTimeoff";
+ donpcevent "start#arch::OnTimeon";
+ donpcevent "#arch_val01::OnKill";
+ donpcevent "#arch_val02::OnKill";
+ donpcevent "mob#arch_1::OnKill";
+ donpcevent "mob#arch_2::OnKill";
+ donpcevent "mob#arch_1::OnEnable";
+ donpcevent "#arch_val01::OnEnable";
+ end;
+
+OnTimeon:
+ initnpctimer;
+ end;
+
+OnTimeoff:
+ stopnpctimer;
+ end;
+
+OnTimer60000:
+ if (getmapusers("job3_arch02") == 0) {
+ mapwarp "job3_arch02","job3_arch01",29,29;
+ donpcevent "Valkyrie#arch::OnBc";
+ stopnpctimer;
+ }
+ end;
+
+OnTimer120000:
+ if (getmapusers("job3_arch02") == 0) {
+ mapwarp "job3_arch02","job3_arch01",29,29;
+ donpcevent "Valkyrie#arch::OnBc";
+ stopnpctimer;
+ }
+ end;
+
+OnTimer180000:
+ if (getmapusers("job3_arch02") == 0) {
+ mapwarp "job3_arch02","job3_arch01",29,29;
+ donpcevent "Valkyrie#arch::OnBc";
+ stopnpctimer;
+ }
+ end;
+
+OnTimer240000:
+ if (getmapusers("job3_arch02") == 0) {
+ mapwarp "job3_arch02","job3_arch01",29,29;
+ donpcevent "Valkyrie#arch::OnBc";
+ stopnpctimer;
+ }
+ end;
+
+OnTimer300000:
+ if (getmapusers("job3_arch02") == 0) {
+ mapwarp "job3_arch02","job3_arch01",29,29;
+ donpcevent "Valkyrie#arch::OnBc";
+ stopnpctimer;
+ }
+ end;
+
+OnTimer360000:
+ if (getmapusers("job3_arch02") == 0) {
+ mapwarp "job3_arch02","job3_arch01",29,29;
+ donpcevent "Valkyrie#arch::OnBc";
+ }
+ end;
+
+OnTimer420000:
+ if (getmapusers("job3_arch02") == 0) {
+ mapwarp "job3_arch02","job3_arch01",29,29;
+ donpcevent "Valkyrie#arch::OnBc";
+ stopnpctimer;
+ }
+ end;
+
+OnTimer480000:
+ if (getmapusers("job3_arch02") == 0) {
+ mapwarp "job3_arch02","job3_arch01",29,29;
+ donpcevent "Valkyrie#arch::OnBc";
+ stopnpctimer;
+ }
+ end;
+
+OnTimer540000:
+ if (getmapusers("job3_arch02") == 0) {
+ mapwarp "job3_arch02","job3_arch01",29,29;
+ donpcevent "Valkyrie#arch::OnBc";
+ stopnpctimer;
+ }
+ end;
+
+OnTimer600000:
+ mapannounce "job3_arch02","Demons cry: Too boring, can no longer imagine what will happen! Friends, we went to lessons learned that could fool arrogant guy, OK?",bc_map,"0xFF0000"; //FW_NORMAL 12 0 0 //Custom translation;
+ end;
+
+OnTimer605000:
+ mapannounce "job3_arch02","Valkyrie's voice: No! This can not be. I will send you back soon!",bc_map,"0xFFCE00"; //FW_NORMAL 12 0 0
+ mapwarp "job3_arch02","job3_arch01",29,29;
+ donpcevent "Valkyrie#arch::OnBc";
+ stopnpctimer;
+ end;
+}
+
+job3_arch02,390,388,1 script #arch_2_start 844,{
+ end;
+
+OnInit:
+ hideonnpc "#arch_2_01";
+ hideonnpc "#arch_2_02";
+ hideonnpc "#arch_2_03";
+ hideonnpc "#arch_2_04";
+ hideonnpc "#arch_2_05";
+ hideonnpc "#arch_2_06";
+ hideonnpc "#arch_2_07";
+ hideonnpc "#arch_2_08";
+ hideonnpc "#arch_2_09";
+ hideonnpc "#arch_2_10";
+ hideonnpc "#arch_2_11";
+ hideonnpc "#arch_2_boss";
+ end;
+
+OnEnable:
+ hideoffnpc "#arch_2_01";
+ hideoffnpc "#arch_2_02";
+ hideoffnpc "#arch_2_03";
+ hideoffnpc "#arch_2_04";
+ hideoffnpc "#arch_2_05";
+ hideoffnpc "#arch_2_06";
+ hideoffnpc "#arch_2_07";
+ hideoffnpc "#arch_2_08";
+ hideoffnpc "#arch_2_09";
+ hideoffnpc "#arch_2_10";
+ hideoffnpc "#arch_2_11";
+ hideoffnpc "#arch_2_boss";
+ donpcevent "#arch_val02::OnEnable";
+ donpcevent "mob#arch_2::OnEnable";
+ end;
+}
+
+job3_arch02,390,386,1 script #arch_3_start 844,{
+ end;
+
+OnEnable:
+ hideoffnpc "#arch_3_01";
+ hideoffnpc "#arch_3_02";
+ hideoffnpc "#arch_3_03";
+ hideoffnpc "#arch_end";
+ hideoffnpc "#arch_end_eff";
+ end;
+}
+
+job3_arch02,290,221,0 script #arch_end_eff 139,5,5,{
+
+OnTouch:
+ if (countitem(6154) > 0) {
+ delitem 6154,countitem(6154); //Broken_Horn_Pipe
+ }
+ if (countitem(12381) > 0) {
+ delitem 12381,countitem(12381); //ValkyrieA_Scroll
+ }
+ if (countitem(12381) > 0) {
+ delitem 12382,countitem(12382); //ValkyrieB_Scroll
+ }
+ if (countitem(2798) > 0) {
+ delitem 2798,countitem(2798); //Will_Of_Exhausted_Angel
+ }
+ end;
+}
+
+job3_arch01,29,24,0 warp #archout 1,1,odin_tem02,282,263
+
+/*
+job3_arch01,1,1,1 script ¿ØÖÆ#arch 844,{
+ mes "[Ãç¹ÌµÄÊÞÈË]";
+ mes "ÇëÊäÈëÃÜÂë¡£";
+ next;
+ input .@input;
+ if (.@input == 1854) {
+ mes "[èÃÃ]";
+ mes "ÃÖÔÚµÄÈ«¾Ö±äÿֵΪ";
+ mes "" + $@archbs + "¡£";
+ mes "ÄãÃëÃÞ¸ÄÂð?";
+ next;
+ switch (select("0:1")) {
+ case 1:
+ set $@archbs,0;
+ hideoffnpc "Valkyrie#arch";
+ close;
+ case 2:
+ set $@archbs,1;
+ hideoffnpc "Valkyrie#arch";
+ close;
+ }
+ }
+ if (.@input < 0 || .@input > 9999) {
+ mes "[Ãç¹ÌµÄÊÞÈË]";
+ mes "ÎÒ²»ÊÇ˵¹ýÃÜÂëÒªÊäÈëÕýÈ·Â𣡣¡";
+ close;
+ }
+}
+*/
+
+odin_tem02,30,181,0 script #wherearch01 139,10,10,{
+
+OnTouch:
+ if (job_arch == 5) {
+ viewpoint 263,282,1,1,0xFFFF9900;
+ }
+ end;
+}
+
+odin_tem02,30,335,0 script #wherearch02 139,10,10,{
+
+OnTouch:
+ if (job_arch == 5) {
+ viewpoint 263,282,1,1,0xFFFF9900;
+ }
+ end;
+} \ No newline at end of file
diff --git a/npc/pre-re/jobs/3-1/mechanic.txt b/npc/pre-re/jobs/3-1/mechanic.txt
new file mode 100644
index 000000000..a61a9a555
--- /dev/null
+++ b/npc/pre-re/jobs/3-1/mechanic.txt
@@ -0,0 +1,871 @@
+//===== rAthena Script =======================================
+//= Mechanic Jobchange Quest
+//===== By: ==================================================
+//= Masao
+//===== Current Version: =====================================
+//= 1.1
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Jobchange Quest from Blacksmith / Whitesmith -> Mechanic.
+//===== Additional Comments: =================================
+//= v1.0 First Version.
+//= v1.1 Fixed the Door NPC - [JayPee].
+//============================================================
+
+yuno,129,156,3 script Chainheart 923,{
+
+ if(BaseLevel > 99)
+ {
+ mes "[Chainheart]";
+ mes "Living as a Mechanic is tough,";
+ mes "but I am happy that I can";
+ mes "always do what I want.";
+ close;
+ }
+ if(job__mechanic == 12)
+ {
+ mes "[Chainheart]";
+ mes "There's nothing to say specifically about Mechanics or magic machinery.";
+ mes "You would know more about it than anyone now.";
+ next;
+ mes "[Chainheart]";
+ mes "Continue to grow your knowledge by experiencing what the world has to offer.";
+ close;
+ }
+ if(job__mechanic == 11)
+ {
+ if((Class == Job_Blacksmith || Class == Job_Whitesmith || Job_Baby_Blacksmith) && (JobLevel > 49) && (SkillPoint == 0) && (BaseLevel > 98))
+ {
+ mes "[Chainheart]";
+ mes "What is it? Is that you?";
+ mes "Oh wait, you look quite different than the last time I saw you.";
+ mes "Did something happen?";
+ next;
+ mes "[Chainheart]";
+ mes "Ahh! You went to Juperos";
+ mes "like I said. As Franklson did.";
+ next;
+ mes "[Chainheart]";
+ mes "It seems there's no need";
+ mes "for more questioning.";
+ mes "I'm certain that you've gained the knowledge to be a true mechanic.";
+ next;
+ mes "[Chainheart]";
+ mes "There's nothing I can say more.";
+ mes "You are already a great Mechanic.";
+ mes "Don't lose your nerves with the";
+ mes "title. The most important thing is that you have the knowledge.";
+ next;
+ mes "[Chainheart]";
+ mes "You don't seem to be the type to be locked up inside a lab or in a library.";
+ mes "You are a type who learns";
+ mes "by actively participating.";
+ next;
+ mes "[Chainheart]";
+ mes "I like who you are and I think we need that kind of new blood for our Mechanics.";
+ next;
+ mes "[Chainheart]";
+ mes "Science is seeking and studying things that can be proven logically.";
+ mes "Ironically enough, science usually starts from uncertain theories just like magic.";
+ next;
+ mes "[Chainheart]";
+ mes "As I said before if the passion and the talent are real there would be no problem!";
+ mes "Congratulations for walking through a new path as a Mechanic!";
+ next;
+ set job__mechanic,12;
+ completequest 10101;
+ if(Sex == 1) {
+ getitem 5749,1; //Driver_Band
+ } else {
+ getitem 5760,1; //Driver_Band_
+ }
+ getitem 2795,1; //Green_Apple_Ring
+ if(Class == Job_Baby_Blacksmith){
+ jobchange Job_Baby_Mechanic;
+ }
+ else if(Class == Job_Blacksmith) {
+ jobchange Job_Mechanic;
+ } else if(Class == Job_Whitesmith) {
+ jobchange Job_Mechanic_T;
+ }
+ mes "[Chainheart]";
+ mes "Here is, a gift.";
+ mes "If you keep this well, one day";
+ mes "you'll be thankful to me.";
+ next;
+ mes "[Chainheart]";
+ mes "Well, go. This wide world is";
+ mes "your laboratory, everything in";
+ mes "this world is going to be your";
+ mes "textbook, so let there be a silver lining in the future of Mechanics!";
+ close;
+ }
+ mes "[Chainheart]";
+ mes "If not what?";
+ close;
+ }
+ if(job__mechanic >= 3)
+ {
+ mes "[Chainheart]";
+ mes "By the way, Franklson is missing.";
+ mes "He said that he wanted to study";
+ mes "and then disappeared.";
+ mes "Where could he have gone?";
+ next;
+ mes "[Chainheart]";
+ mes "If you keep walking the way to being a Mechanic you might bump into him.";
+ mes "Fate works in weird ways friend.";
+ next;
+ mes "[Chainheart]";
+ mes "Anyway, farewell.";
+ close;
+ }
+ if(job__mechanic == 2)
+ {
+ mes "[Chainheart]";
+ mes "I think I've done all the explanations, is there anything else you want to know?";
+ next;
+ switch(select("I want to know more.:Nothing."))
+ {
+ case 1:
+ mes "[Chainheart]";
+ mes "Um..? You want to know more about magic machinery. Is that it?";
+ mes "Hmm... I told you that you are talented it's difficult.";
+ next;
+ mes "[Chainheart]";
+ mes "Well, you seem talented, so it wouldn't be bad for us if you could become a Mechanic.";
+ mes "But unfortunately it doesn't";
+ mes "work just like that.";
+ next;
+ mes "[Chainheart]";
+ mes "The mechanic scholars won't just acknowledge you that easily and hand you the knowledge without you showing true effort first.";
+ next;
+ mes "[Chainheart]";
+ mes "Of course, I'm one of those scholars so I guess I can try to consider you.";
+ next;
+ mes "[Chainheart]";
+ mes "Anyhow, I just think it's unfair to exclude someone who's talented without any test.";
+ next;
+ mes "[Chainheart]";
+ mes "Hmm...";
+ next;
+ mes "[Chainheart]";
+ mes "Actually, if somebody can't teach you, you can learn by yourself.";
+ mes "If someone else can do it then anyone can figure it out for themself too right?";
+ next;
+ mes "[Chainheart]";
+ mes "It won't be easy but if your passion is strong and your talent is real then there shouldn't be any problems.";
+ next;
+ mes "[Chainheart]";
+ mes "Come to think of it...";
+ mes "Franklson developed";
+ mes "magic machinery on his own.";
+ mes "So why don't you go to";
+ mes "the Ruins of Juperos?";
+ next;
+ mes "[Chainheart]";
+ mes "As I told you before, if your passion and talent are real, you will definitely find something.";
+ next;
+ mes "[Chainheart]";
+ mes "Find out the knowledge";
+ mes "for yourself like we did.";
+ mes "Don't just wait around for someone to teach it to you. Show the passion that you claim to have.";
+ next;
+ set job__mechanic,3;
+ changequest 10091,10092;
+ mes "[Chainheart]";
+ mes "Anyway, whatever your choice might be I expect you to do your best.";
+ close;
+ case 2:
+ mes "[Chainheart]";
+ mes "What a strange person.";
+ mes "I thought that you had what it took to be a true Mechanic.";
+ close;
+ }
+ }
+ if(job__mechanic == 1)
+ {
+ mes "[Chainheart]";
+ mes "Ok let me catch my breath.";
+ mes "You must be interested in";
+ mes "magic machinery and the";
+ mes "world of Mechanics.";
+ mes "Ok, so let me explain.";
+ next;
+ mes "[Chainheart]";
+ mes "Magic machinery was born by a fusion between machines and magic.";
+ mes "The two haven't really been connected successfully together until now.";
+ next;
+ mes "[Chainheart]";
+ mes "If you use magic machinery, you really have to be familiar with the inner workings of machines.";
+ next;
+ mes "[Chainheart]";
+ mes "It can be used effectively,";
+ mes "and you don't need to rely on something that's uncertain and unstable as magic, so what can be better than this.";
+ next;
+ mes "[Chainheart]";
+ mes "The person who invented magic machinery is Franklson, a scholar from the Schwaltzvalt Republic.";
+ next;
+ mes "[Chainheart]";
+ mes "Franklson discovered an ancient machine in the ^FF0000Ruins of Juperos^000000 and fused it with the power of magic, and that was the beginning.";
+ next;
+ mes "[Chainheart]";
+ mes "So naturally, Franklson named the newborn machine Magic Machinery.";
+ next;
+ mes "[Chainheart]";
+ mes "Anyway, since it hasn't been too well known to other places outside of Juno, the study of Magic Machinery has been progressing since.";
+ next;
+ mes "[Chainheart]";
+ mes "Because we've researched";
+ mes "Magic Machinery endlessly";
+ mes "people started calling us ^FF0000Mechanics^000000.";
+ mes "The name is self-explanatory";
+ mes "so it just stuck.";
+ next;
+ mes "[Chainheart]";
+ mes "Hmm. Well I guess I'm done explaining Magic Machinery.";
+ mes "I want to explain more but it's too technical.";
+ mes "I don't want to bore you more.";
+ next;
+ set job__mechanic,2;
+ changequest 10090,10091;
+ mes "[Chainheart]";
+ mes "Anyway if you become one of us you can form your own definition and explanation of Mechanics yourself.";
+ close;
+ }
+ if (Class == Job_Blacksmith || Class == Job_Whitesmith || Class == Job_Baby_Blacksmith)
+ {
+ if ((JobLevel > 49) && (SkillPoint == 0) && (BaseLevel > 98))
+ {
+ mes "[Chainheart]";
+ mes "At a glance, you, seem to be a very versatile person on dealing with various things.";
+ mes "You look quite skilled.";
+ mes "You can be the one.";
+ next;
+ mes "[Chainheart]";
+ mes "Ah, I didn't introduce myself.";
+ mes "I am the famous Chainheart.";
+ mes "I'm a Mechanic.";
+ mes "Well, actually I'm not that famous.";
+ next;
+ mes "[Chainheart]";
+ mes "I don't think the word Mechanic";
+ mes "is familiar to you.";
+ mes "In fact, when it comes";
+ mes "to the description,";
+ mes "it's a new job that can";
+ mes "be explained simply.";
+ next;
+ mes "[Chainheart]";
+ mes "One who studies and uses Magic Machinery, that is a Mechanic.";
+ next;
+ mes "[Chainheart]";
+ mes "So, what is the Magic Machinery that a Mechanic studies and uses?";
+ mes "That isn't as simple to explain but I'll give it a try.";
+ next;
+ setquest 10090;
+ set job__mechanic,1;
+ mes "[Chainheart]";
+ mes "Sorry, I'm starting";
+ mes "to talk too much.";
+ mes "Let me catch my";
+ mes "breath for a while.";
+ mes "If you are interested,";
+ mes "please talk to me again.";
+ close;
+ }
+ mes "[Chainheart]";
+ mes "You, look like someone who has a great sense on dealing with stuff.";
+ next;
+ mes "[Chainheart]";
+ mes "That power has been used on";
+ mes "just dealing with simple things.";
+ mes "That isn't going to give";
+ mes "you true enjoyment.";
+ next;
+ mes "[Chainheart]";
+ mes "Right... If you want to enjoy";
+ mes "true feelings of dealing and";
+ mes "a deep profoundness,";
+ mes "you need to handle";
+ mes "^FF0000Magic Machinery^000000!";
+ next;
+ mes "[Chainheart]";
+ mes "Magic Machinery hasn't been";
+ mes "in the world long, so recognizing it is not common yet.";
+ mes "It's very precise and completely different from anything you've experienced in the world.";
+ next;
+ mes "[Chainheart]";
+ mes "Yeah, and the ones who deal with magic machinery are called ^FF0000Mechanics^000000.";
+ mes "I am also the one of those honorable mechanics.";
+ next;
+ mes "[Chainheart]";
+ mes "It seems like you have what it takes to be a good mechanic.";
+ mes "Here are the basic requirements.";
+ next;
+ mes "[Chainheart]";
+ mes "If you come to me after reaching ^FF0000Base level 99^000000 and ^FF0000Job level 50^000000,";
+ mes "I will guide you to the world of Mechanics.";
+ close;
+ }
+ mes "[Chainheart]";
+ mes "Living as a Mechanic is tough,";
+ mes "but I am happy that I can";
+ mes "always do what I want.";
+ next;
+ mes "[Chainheart]";
+ mes "Don't you also want to become a Mechanic and enjoy true happiness?";
+ close;
+}
+
+jupe_cave,37,55,5 script Scholar#Mechanic 883,{
+
+ if(checkweight(1201,1) == 4 || MaxWeight - Weight < 300)
+ {
+ mes "- Wait here!! -";
+ mes "- Your pack is too heavy. -";
+ mes "- Lighten your body first-";
+ mes "- and please try again.-";
+ close;
+ }
+
+ if(job__mechanic > 10)
+ {
+ mes "[Scholar]";
+ mes "How was Juperos?";
+ mes "I am so scared that I still";
+ mes "cannot go there.";
+ close;
+ }
+
+ if(job__mechanic > 3)
+ {
+ mes "[Scholar]";
+ mes "^FF0000You won't be able to reach the destination by walking.";
+ mes "^FF0000Strong enemies are not the problem here, you just won't be able to get to the destination.";
+ mes "Please make yourself at home.^000000";
+ next;
+ mes "[Scholar]";
+ mes "However comfortable it may be,";
+ mes "I have no intention to go.";
+ next;
+ mes "[Scholar]";
+ mes "Okay then, Are you ready";
+ mes "to go to the midway point";
+ mes "at Juperos?";
+ next;
+ switch(select("I am ready!:Not yet"))
+ {
+ case 1:
+ mes "[Scholar]";
+ mes "Uh... you are acting so firmly that I regret a little that I haven't gone there.";
+ mes "Should I have gone there? Uh... It's no use crying over spilled milk!";
+ next;
+ mes "[Scholar]";
+ mes "Well, I'll send you.";
+ mes "I hope you get";
+ mes "the knowledge";
+ mes "you wanted.";
+ close2;
+ warp "jupe_core2",149,288;
+ end;
+ case 2:
+ mes "[Scholar]";
+ mes "Umm... right. Of course, it's no surprise that you are hesitant.";
+ next;
+ mes "[Scholar]";
+ mes "But, if you don't take the warp that I open for you, you won't be able to get to the destination.";
+ mes "Please don't waste your energy.";
+ next;
+ mes "[Scholar]";
+ mes "Of course, no matter how comfortable you may be I wouldn't go there.";
+ close;
+ }
+ }
+ if(job__mechanic == 3)
+ {
+ mes "[Scholar]";
+ mes "I am a scholar who came here to research the ruins here in Juperos.";
+ next;
+ mes "[Scholar]";
+ mes "But... actually when";
+ mes "I try to go further";
+ mes "I get scared.";
+ mes "I can hardly go inside.";
+ mes "What can I do?";
+ next;
+ mes "[Scholar]";
+ mes "I heard a rumor that humans";
+ mes "aren't welcome inside there.";
+ mes "But it should be very useful to study the marvelous machines in there.";
+ next;
+ mes "[Scholar]";
+ mes "Umm? Are you also going to";
+ mes "Juperos to get something?";
+ mes "I have no courage to go in there.";
+ mes "Goodluck to you.";
+ next;
+ mes "[Scholar]";
+ mes "I know the way to get to";
+ mes "the midway point and I also have";
+ mes "all the stuff I need.";
+ mes "But I'm just too scared.";
+ next;
+ mes "[Scholar]";
+ mes "So if you want, I'll send you";
+ mes "to Juperos. Mr. Elder Scholar";
+ mes "has told me how to warp to";
+ mes "the midway point to Juperos.";
+ next;
+ set job__mechanic,4;
+ mes "[Scholar]";
+ mes "It is true that it becomes easy";
+ mes "but you can't help the fear";
+ mes "it's too bad. Anyway if you are";
+ mes "ready to go please tell me.";
+ close;
+ }
+ mes "[Scholar]";
+ mes "I am a scholar who came here to research the ruins here in Juperos.";
+ next;
+ mes "[Scholar]";
+ mes "But... actually when I try to go further";
+ mes "I'm scared. I can hardly go inside.";
+ mes "What can I do?";
+ next;
+ mes "[Scholar]";
+ mes "I heard a rumor that humans aren't welcome inside there.";
+ mes "But it should be very useful to study the marvelous machines in there.";
+ close;
+}
+
+jupe_core2,149,273,3 script Ghostfire#1 802,{
+
+ if(job__mechanic == 11)
+ {
+ mes "[?]";
+ mes "I've lost my body and all that's left is my spirit in this place.";
+ mes "I will live and die here in Juperos forever...";
+ close;
+ }
+
+ if(job__mechanic == 10)
+ {
+ mes "[?]";
+ mes "That appearance... Is it so? You also gained the knowledge.";
+ mes "When the future is full of possibilities...";
+ mes "An attitude of a pure child";
+ mes "like you can do anything...";
+ next;
+ mes "[?]";
+ mes "Come to think of it now the most precious thing right now might be getting confidence rather than knowledge itself...";
+ next;
+ mes "[?]";
+ mes "Please don't make any";
+ mes "faults from now on as I did.";
+ mes "I hope you get knowledge";
+ mes "by yourself someday.";
+ next;
+ mes "[?]";
+ mes "Well then go back, find a human who knows of magic machinery and show evidence that you've gained the knowledge...";
+ next;
+ mes "[?]";
+ mes "I'm the one who lost my body";
+ mes "and my spirits are disrupted";
+ mes "I'm restricted to this place, Juperos... I will live and die with Juperos";
+ mes "Forever...";
+ next;
+ mes "[?]";
+ mes "My name... name is... Fr...";
+ close2;
+ set job__mechanic,11;
+ changequest 10100,10101;
+ warp "yuno",157,83;
+ end;
+ }
+ if(job__mechanic > 4)
+ {
+ mes "[?]";
+ mes "I've lost my body and all that's left is my spirit in this place.";
+ mes "I will live and die here in Juperos forever...";
+ close;
+ }
+ if (job__mechanic == 3 || job__mechanic == 4)
+ {
+ mes "[?]";
+ mes "Talented one.";
+ mes "Make sure there are";
+ mes "no enemies around.";
+ mes "If you focus on me,";
+ mes "you might get attacked.";
+ next;
+ switch(select("Well then, later.:Focus."))
+ {
+ case 1:
+ close;
+ case 2:
+ mes "[?]";
+ mes "I was once a human scholar.";
+ mes "I wanted to know the limitation of science that humankind didn't know of, so I learned a lot of things, studied and searched...";
+ next;
+ mes "[?]";
+ mes "That's when I discovered, the uncertain magical power.";
+ next;
+ mes "[?]";
+ mes "The thing with uncertain magic is that it is highly unstable and unpredictable.";
+ mes "During my studies I encountered a pocket of highly volatile magic.";
+ next;
+ mes "[?]";
+ mes "The only memories I have";
+ mes "are from that day forward.";
+ mes "I've been trapped here since.";
+ next;
+ mes "[?]";
+ mes "Juperos is all that I know now.";
+ mes "I'm going to die here.";
+ next;
+ mes "[?]";
+ mes "I don't know who you are...";
+ mes "I won't bother to know if you";
+ mes "want to gain some knowledge.";
+ mes "Find someone who cares.";
+ next;
+ changequest 10092,10094;
+ set job__mechanic,5;
+ mes "[?]";
+ mes "Knowledge isn't obtained from others. It is found through one's own efforts.";
+ mes "Find your own knowledge path.";
+ close;
+ }
+ }
+}
+
+jupe_core2,53,75,3 script Ghostfire#2 802,{
+
+ if(job__mechanic > 5)
+ {
+ mes "[?]";
+ mes "Juperos... I...";
+ mes "Juperos... What I want";
+ mes "exists all in here...";
+ mes "The power of science...the paradise of machines...";
+ close;
+ }
+
+ if(job__mechanic == 5)
+ {
+ mes "[?]";
+ mes "Talented one.";
+ mes "Make sure there are";
+ mes "no enemies around.";
+ mes "If you focus on me,";
+ mes "you might get attacked.";
+ next;
+ switch(select("Well then, later:Focus"))
+ {
+ case 1:
+ close;
+ case 2:
+ mes "[?]";
+ mes "When I had a body";
+ mes "I wanted to prove the";
+ mes "excellence of science";
+ mes "to the ones who only believe";
+ mes "such occult things...";
+ next;
+ mes "[?]";
+ mes "I wanted to use the power of";
+ mes "magic as a reasonable form";
+ mes "which is visible. With stronger";
+ mes "results, I wanted to control";
+ mes "the power of magic by";
+ mes "using science....";
+ next;
+ mes "[?]";
+ mes "I wanted to show that science";
+ mes "is excellent to control magic";
+ mes "like the occult. I studied a lot";
+ mes "of things and agonized over";
+ mes "making science and magic";
+ mes "co-exist.";
+ next;
+ mes "[?]";
+ mes "My research led me here,";
+ mes "Juperos. In this place there";
+ mes "are many products of science";
+ mes "that could stimulate a scholar's";
+ mes "brain...";
+ next;
+ mes "[?]";
+ mes "I found that it was possible to join the power of magic with science.";
+ mes "Even if it wasn't perfect, it appealed enough to the other scholars...";
+ next;
+ mes "[?]";
+ mes "The recent events of the world have created a confusion so my research hasn't been shared with the rest of the world.";
+ next;
+ set job__mechanic,6;
+ changequest 10094,10095;
+ mes "[?]";
+ mes "So... I came back to Juperos to continue my investigation of science and magic.";
+ close;
+ }
+ }
+}
+
+jupe_core2,242,62,3 script Ghostfire#3 802,{
+
+ if(job__mechanic > 6)
+ {
+ mes "[?]";
+ mes "I want to know more about the knowledge...";
+ mes "the features of humans...";
+ mes "The things to be done first and later...";
+ mes "The door of truth will later...";
+ close;
+ }
+
+ if(job__mechanic == 6)
+ {
+ mes "[?]";
+ mes "Talented one.";
+ mes "Make sure there are";
+ mes "no enemies around.";
+ mes "If you focus on me,";
+ mes "you might get attacked.";
+ next;
+ switch(select("Well then, later:Focus"))
+ {
+ case 1:
+ close;
+ case 2:
+ mes "[?]";
+ mes "I wasn't satisfied with my success so I came back here time and time again.";
+ next;
+ mes "[?]";
+ mes "When I stepped on a marker between 2 mechanical statues, the energy I had gathered and learned was absorbed.";
+ next;
+ mes "[?]";
+ mes "But, with that energy being absorbed, I began to gain knowledge that I never knew previously.";
+ next;
+ mes "[?]";
+ mes "But it came at a price. With the knowledge I started losing my humanity.";
+ mes "I lost my body and the only";
+ mes "thing I had was my spirit.";
+ next;
+ mes "[?]";
+ mes "I don't regret gaining the knowledge. All I wish is that I could have my body back.";
+ next;
+ set job__mechanic,7;
+ changequest 10095,10096;
+ mes "[?]";
+ mes "After I had poured my energy into the statue, I discovered that I could move my energy to different statues.";
+ close;
+ }
+ }
+}
+
+jupe_core2,29,150,1 script Foothold 139,1,1,{
+
+OnTouch:
+ if(job__mechanic == 8)
+ {
+ percentheal 0,-30;
+ mes "-Suddenly I feel power is-";
+ mes "-escaping my whole body-";
+ mes "-What is happening?-";
+ next;
+ mes "-Find the door of truth-";
+ mes "-it is the source of the-";
+ mes "-power drain.-";
+ close;
+ }
+ if(job__mechanic == 7)
+ {
+ percentheal -20,0;
+ mes "-Suddenly, an unidentified-";
+ mes "-voice is ringing in my head-";
+ mes "-What is it?-";
+ next;
+ mes "-Handling machines-";
+ mes "-absorbing magic power-";
+ mes "-a sacrificial offering-";
+ mes "-the statue of a human-";
+ next;
+ set job__mechanic,8;
+ changequest 10096,10097;
+ mes "-Most certain of all is that-";
+ mes "-I started to feel the urge-";
+ mes "-to go to the door of truth-";
+ close;
+ }
+ if(job__mechanic > 2)
+ {
+ percentheal 0,-30;
+ mes "-Suddenly I feel power is-";
+ mes "-escaping from my body-";
+ mes "-What is happening?-";
+ close;
+ }
+}
+
+jupe_core2,272,149,1 script Foothold2 139,1,1,{
+
+OnTouch:
+ if(job__mechanic == 9)
+ {
+ mes "-I had a feeling that power-";
+ mes "-has been draining out,-";
+ mes "-but now, I do not-";
+ mes "-feel anything.-";
+ next;
+ mes "-Go to the south of-";
+ mes "-the foothold quickly-";
+ close;
+ }
+ if(job__mechanic == 8)
+ {
+ percentheal -20,-30;
+ mes "-Suddenly I feel power is-";
+ mes "-escaping from my body-";
+ mes "-What is happening?-";
+ next;
+ mes "-I feel my senses-";
+ mes "-are returning to me-";
+ next;
+ donpcevent "Door::OnDoorOpen";
+ changequest 10097,10098;
+ mes "-Walk to the Door of Truth-";
+ close;
+ }
+ if(job__mechanic > 2)
+ {
+ percentheal 0,-30;
+ mes "-Suddenly I feel power is-";
+ mes "-escaping from my body-";
+ mes "-What is happening?-";
+ close;
+ }
+}
+
+jupe_core2,288,142,3 script Door 844,1,1,{
+end;
+
+OnInit:
+ disablenpc "Door";
+ end;
+
+OnDoorClose:
+ disablenpc "Door";
+ end;
+
+OnDoorOpen:
+ enablenpc "Door";
+ specialeffect EF_MAPPILLAR;
+ initnpctimer;
+ end;
+
+OnTimer180000:
+ donpcevent "Door::OnDoorClose";
+ end;
+
+OnTouch:
+ if(job__mechanic == 8)
+ {
+ mes "-Once again a voice rings out-";
+ mes "-in my head. This time it is-";
+ mes "-different than before, it is a-";
+ mes "-voice of an impressive person-";
+ next;
+ mes "I know you came this far because you want the knowledge.";
+ mes "Humans are weak animals";
+ mes "and any sacrifice is a hard";
+ mes "decision for them to make.";
+ next;
+ mes "But you are lacking something to pass through this door of truth.";
+ mes "Through this door is knowledge above all human thinking.";
+ next;
+ mes "It won't harm a human's mind if it doesn't surpass your brain capacity.";
+ next;
+ mes "Try to put your body onto the foothold of knowledge at the south.";
+ next;
+ mes "If the knowledge suits you, you'll be able to obtain it without becoming a sacrificial offering.";
+ mes "If you are unqualified, you will lose your body as a sacrifice.";
+ next;
+ mes "When you are qualified, you will be able to pass through the door of truth.";
+ mes "Till that day, don't lose yourself.";
+ next;
+ mes "............";
+ next;
+ mes "-I can't hear any voices-";
+ mes "-anymore and I can't feel-";
+ mes "-anything in this place.-";
+ next;
+ mes "-As the ringing voice in my-";
+ mes "-head instructed, let's go to-";
+ mes "-the southern marker.-";
+ set job__mechanic,9;
+ changequest 10098,10099;
+ close2;
+ donpcevent "Door::OnDoorClose";
+ end;
+ }
+end;
+}
+
+jupe_core2,149,34,1 script Acquiring Knowledge 139,1,0,{
+ end;
+OnTouch:
+ if(job__mechanic == 9)
+ {
+ mes "-The moment I stepped on-";
+ mes "-the marker the voice-";
+ mes "-didn't come into my brain-";
+ mes "-rather new knowledge-";
+ mes "-came in naturally.-";
+ next;
+ mes "-Almost instantaneously-";
+ mes "-you gained all of the-";
+ mes "knowledge that you need-";
+ mes "-to know about mechanics-";
+ mes "-and magic machinery.-";
+ next;
+ set job__mechanic,10;
+ changequest 10099,10100;
+ specialeffect EF_POTION_CON;
+ mes "-This amount of-";
+ mes "-knowledge is enough-";
+ mes "-and find a way out.-";
+ close;
+ }
+}
+
+jupe_core2,150,33,1 script Acquiring Knowledge#2 139,1,0,{
+ end;
+OnTouch:
+ if(job__mechanic == 9)
+ {
+ mes "-The moment I stepped on-";
+ mes "-the marker the voice-";
+ mes "-didn't come into my brain-";
+ mes "-rather new knowledge-";
+ mes "-came in naturally.-";
+ next;
+ mes "-Almost instantaneously-";
+ mes "-you gained all of the-";
+ mes "knowledge that you need-";
+ mes "-to know about mechanics-";
+ mes "-and magic machinery.-";
+ next;
+ set job__mechanic,10;
+ changequest 10099,10100;
+ specialeffect EF_POTION_CON;
+ mes "-This amount of-";
+ mes "-knowledge is enough-";
+ mes "-and find a way out.-";
+ close;
+ }
+}
+
+jupe_core2,0,0,0,0 monster Dimik 1669,100,0,0,0 \ No newline at end of file
diff --git a/npc/pre-re/jobs/3-1/ranger.txt b/npc/pre-re/jobs/3-1/ranger.txt
new file mode 100644
index 000000000..84e453e35
--- /dev/null
+++ b/npc/pre-re/jobs/3-1/ranger.txt
@@ -0,0 +1,3218 @@
+//===== rAthena Script =======================================
+// Ranger Job change Quest
+//===== By: ==================================================
+//= Masao
+//= Credits: Muad_Dib
+//===== Current Version: =====================================
+//= 1.3
+//===== Compatible With: =====================================
+//= Any rAthena SVN
+//===== Description: =========================================
+//= [Translated from the Official]
+//= Job change Quest from Hunter / Sniper -> Ranger.
+//===== Additional Comments: =================================
+//= 1.0 First Version.
+//= 1.1 Updated SC_STONE duration from 2 Seconds to 2 Minutes
+//= and fixed Mercenary check.
+//= 1.2 Fixed first Quest so that when a false poring got killed
+//= it decreases the total points by 1 also commented the SC_STONE
+//= part until M_DESERT_WOLF_B Mercenary is fully working.
+//= 1.3 Fixed waves not being announced and counted [Elias]
+//============================================================
+
+tur_dun01,156,36,5 script Survival Instructor#jr01 59,{
+
+ if (Class == Job_Hunter || Class == Job_Sniper || Class == Job_Baby_Hunter)
+ {
+ if (job_ranger01 < 1)
+ {
+ mes "[Survival Instructor, Rescue]";
+ mes "The weather is really great.";
+ next;
+ mes "[Survival Instructor, Rescue]";
+ mes "What's up?";
+ mes "The monsters here are a";
+ mes "little tough so be careful.";
+ next;
+ switch(select("I came here to become a Ranger.:I just came to look around."))
+ {
+ case 1:
+ break;
+ case 2:
+ mes "[Survival Instructor, Rescue]";
+ mes "Oh ya.?";
+ mes "The weather is really great. Shall we take a picture to commemorate it?";
+ next;
+ mes "[Survival Instructor, Rescue]";
+ mes "No?";
+ mes "Then just look around quietly and then go back.";
+ close;
+ }
+ mes "[Survival Instructor, Rescue]";
+ mes "Huh?";
+ mes "How did you find me?";
+ next;
+ mes "[Survival Instructor, Rescue]";
+ mes "Well, it's a passing mark that you recognize me... let me see.";
+ next;
+ if ((BaseLevel > 98) && (JobLevel > 49))
+ {
+ mes "[Survival Instructor, Rescue]";
+ mes "Ok!";
+ mes "It looks like you have";
+ mes "enough experience.";
+ next;
+ }else{
+ mes "[Survival Instructor, Rescue]";
+ mes "No.";
+ mes "I can tell just by looking at you that you seem to be inexperienced.";
+ next;
+ mes "[Survival Instructor, Rescue]";
+ mes "Have more pride in your job and get more experience, and then when you grow as a Hunter or a Sniper you can make an aura by yourself, please come back again.";
+ close;
+ }
+ mes "[Survival Instructor, Rescue]";
+ mes "Good.";
+ mes "First of all,let me tell you the job change qualifications to be a Ranger.";
+ next;
+ mes "[Survival Instructor, Rescue]";
+ mes "I've already checked the first qualification that you've experienced enough to make an aura as a Hunter or a Sniper.";
+ next;
+ mes "[Survival Instructor, Rescue]";
+ mes "For the second qualification to judge one's ability exactly, you need to lighten your body and mind.";
+ next;
+ if (Class == Job_Hunter || Class == Job_Baby_Hunter)
+ {
+ mes "[Survival Instructor, Rescue]";
+ mes "Ah wait, before that.";
+ mes "When you change jobs into a Ranger from a Hunter, you won't get any chance to learn the skills of a Sniper, is that okay with you?";
+ next;
+ switch(select("I'll think about it more.:I want to be a Ranger already."))
+ {
+ case 1:
+ mes "[Survival Instructor]";
+ mes "Okay.";
+ mes "Take your time to think, if it's okay then come back.";
+ close;
+ case 2:
+ mes "[Survival Instructor, Rescue]";
+ mes "All right.";
+ mes "You are ready then.";
+ next;
+ break;
+ }
+ mes "[Survival Instructor, Rescue]";
+ mes "Well let's continue our conversation.";
+ mes "Before you change into a Ranger, even though you reached the highest level of a Hunter, it is not the best evaluation of your abilities.";
+ next;
+ mes "[Survival Instructor]";
+ mes "So in order to check your abilities, I'll need to evaluate your pure abilities.~";;
+ next;
+ } else {
+ mes "[Survival Instructor]";
+ mes "Before you change into a Ranger, even though you reached the highest level of a Sniper, it is not the best evaluation of your abilities.";
+ next;
+ mes "[Survival Instructor]";
+ mes "So in order to check your abilities, I'll need to evaluate your pure abilities.~";
+ next;
+ }
+ mes "[Survival Instructor, Rescue]";
+ mes "To do this you need to be cleansed of body and soul.";
+ mes "Make sure that your weight equals '0' to continue.";
+ set job_ranger01,1;
+ setquest 8254;
+ close2;
+ warp "alberta",117,57;
+ end;
+ }
+ else if (job_ranger01 == 1)
+ {
+ if (Weight < 1)
+ {
+ mes "[Survival Instructor, Rescue]";
+ mes "Wow you've come back so quickly.";
+ next;
+ mes "[Survival Instructor, Rescue]";
+ mes "Ok, now I'll talk about the requirements to take the test to become a Ranger.";
+ next;
+ mes "[Survival Instructor, Rescue]";
+ mes "All the tests to become a Ranger are going to be done with practical means.";
+ next;
+ mes "[Survival Instructor, Rescue]";
+ mes "Will there be a written test?";
+ next;
+ mes "[Survival Instructor, Rescue]";
+ mes "Why do you want one?";
+ mes "The most important part of this test is the test of your experience on the battlefield.";
+ next;
+ mes "[Survival Instructor, Rescue]";
+ mes "Therefore, what I request of you is to prove your power of survival.";
+ next;
+ mes "[Survival Instructor, Rescue]";
+ mes "I want to see the real power of survival, even if you fall down and get beat up.";
+ next;
+ mes "[Survival Instructor, Rescue]";
+ mes "If you succeed with this survival power test, you will receive the first qualification.";
+ next;
+ mes "[Survival Instructor, Rescue]";
+ mes "Well, let's talk about the details when you get the qualification for taking the test.";
+ mes "When you want to take the survival power test, please talk to me again.";
+ set job_ranger01,2;
+ changequest 8254,8255;
+ close;
+ }
+ mes "[Survival Instructor, Rescue]";
+ mes "Before you change into a Ranger, I'll need to evaluate your pure abilities.";
+ next;
+ mes "[Survival Instructor, Rescue]";
+ mes "To do this you need to be cleansed of body and soul.";
+ mes "Make sure that your weight equals 0 to continue.";
+ close2;
+ warp "alberta",117,57;
+ end;
+ }
+ else if (job_ranger01 == 2)
+ {
+ if (Weight < 1)
+ {
+ mes "[Survival Instructor, Rescue]";
+ mes "Um. That you talked to me again means that you are determined to change into a Ranger and take the survival power test.";
+ next;
+ switch(select("I'll think about it more:I'll take the test"))
+ {
+ case 1:
+ mes "[Survival Instructor, Rescue]";
+ mes "Prepare yourself very well before taking this test.";
+ next;
+ mes "[Survival Instructor, Rescue]";
+ mes "Think about it well and come back.";
+ close;
+ case 2:
+ break;
+ }
+ mes "[Survival Instructor, Rescue]";
+ mes "If you are determined, then there's nothing to wait for.";
+ next;
+ mes "[Survival Instructor, Rescue]";
+ mes "I'll explain it simply.";
+ mes "What I'm going to provide you is 10 Fly Wings, 500 of Arrows and 1 test Bow.";
+ next;
+ mes "[Survival Instructor, Rescue]";
+ mes "Take the provided items and all you have to do for the survival power test is ^0000ffgo to the Northwestern area of Turtle Island and find Instructor Teardrop^000000.";
+ mes "Easy, right?";
+ next;
+ mes "[Survival Instructor, Rescue]";
+ mes "Remember that you don't have any other equipment on, so be careful of the monsters.";
+ mes "Ready to start?";
+ next;
+ switch(select("Wait a second:Yes, I'm ready"))
+ {
+ case 1:
+ mes "[Survival Instructor, Rescue]";
+ mes "What kind of preparation can be so long.";
+ next;
+ mes "[Survival Instructor, Rescue]";
+ mes "Come again when you are absolutely ready.";
+ close;
+ case 2:
+ break;
+ }
+ mes "[Survival Instructor, Rescue]";
+ mes "Well, then let's start.";
+ mes "There's no time to hesitate.";
+ mes "Do your best.";
+ set job_ranger01,3;
+ changequest 8255,8256;
+ getitem 1703,1;
+ getitem 12323,10;
+ getitem 1750,500;
+ close;
+ }
+ mes "[Survival Instructor, Rescue]";
+ mes "I knew it.";
+ next;
+ mes "[Survival Instructor, Rescue]";
+ mes "Why did you bring so much?";
+ mes "It's good that you do your best on the job change but, the key to this test is to test our true abilities...";
+ next;
+ mes "[Survival Instructor, Rescue]";
+ mes "If you don't make your weight 0, you wouldn't be able to take the test.";
+ close;
+ }
+ else if (job_ranger01 == 3)
+ {
+ mes "[Survival Instructor, Rescue]";
+ mes "Umm?";
+ mes "What are you waiting for?";
+ next;
+ switch(select("Tell me the mission again.:I just wanted to talk."))
+ {
+ case 1:
+ mes "[Survival Instructor, Rescue]";
+ mes "Oh, ya.";
+ mes "Is this the mind of a person who's going to take the test?";
+ next;
+ mes "[Survival Instructor, Rescue]";
+ mes "Stay alert and listen.";
+ next;
+ mes "[Survival Instructor, Rescue]";
+ mes "Take the provided items and all you have to do for the survival power test is ^0000ffgo to the Northwestern area of Turtle Island and find Instructor Teardrop^000000.";
+ mes "Isn't that so easy?";
+ next;
+ mes "[Survival Instructor, Rescue]";
+ mes "As you don't have any equipment on, be careful of the monsters in the field.";
+ mes "Well, shall we start?";
+ next;
+ switch(select("Wait a minute:I will start"))
+ {
+ case 1:
+ mes "[Survival Instructor, Rescue]";
+ mes "What kind of preparation can be so long.";
+ next;
+ mes "[Survival Instructor, Rescue]";
+ mes "Come again when you are absolutely ready.";
+ close;
+ case 2:
+ break;
+ }
+ mes "[Survival Instructor, Rescue]";
+ mes "Okay, let's start.";
+ mes "There's no time to hesitate, so do your best.";
+ close;
+ case 2:
+ break;
+ }
+ mes "[Survival Instructor, Rescue]";
+ mes "I don't think you have the time for that.";
+ next;
+ mes "[Survival Instructor, Rescue]";
+ mes "Hurry up and finish the test.";
+ close;
+ }
+ else if ((job_ranger01 > 3) && (job_ranger01 < 7))
+ {
+ mes "[Survival Instructor, Rescue]";
+ mes "Are you still wandering about here?";
+ next;
+ mes "[Survival Instructor, Rescue]";
+ mes "Well, if you are an easy person, that's none of my business but if you decided once, wouldn't it be better to take the practical test in a minute and meet me after becoming a Ranger?";
+ close;
+ }
+ else if (job_ranger01 == 7)
+ {
+ mes "[Survival Instructor, Rescue]";
+ mes "Oh, hey. What are you doing here?";
+ next;
+ mes "[Survival Instructor, Rescue]";
+ mes "Because you've disappeared suddenly, the Ranger Master was looking for you.";
+ mes "Dou you want to go to him now?";
+ next;
+ switch(select("Don't go:Go"))
+ {
+ case 1:
+ mes "[Survival Instructor, Rescue]";
+ mes "Are you busy with something else?";
+ close;
+ case 2:
+ mes "[Survival Instructor, Rescue]";
+ mes "Then I'll send you, please be well.";
+ close2;
+ warp "job3_rang01",89,38;
+ end;
+ }
+ }
+ else if (job_ranger01 > 7)
+ {
+ mes "[Survival Instructor, Rescue]";
+ mes "Umm, who's there?";
+ next;
+ mes "[Survival Instructor, Rescue]";
+ mes "Hey, you look great.";
+ mes "Congratulations on becoming a Ranger~";
+ next;
+ mes "[Survival Instructor, Rescue]";
+ mes "Next time, try not to intimidate other people.";
+ close;
+ }
+ mes "[Survival Instructor, Rescue]";
+ mes "Umm, who's there?";
+ next;
+ mes "[Survival Instructor, Rescue]";
+ mes "Hey, you look great.";
+ mes "Congratulations on becoming a Ranger~";
+ next;
+ mes "[Survival Instructor, Rescue]";
+ mes "Next time, try not to intimidate other people.";
+ close;
+ }
+ else if (Class == 4056 || Class == 4062)
+ {
+ if (job_ranger01 == 8)
+ {
+ mes "[Survival Instructor, Rescue]";
+ mes "Umm, who's there?";
+ mes "You really look like a talented...";
+ next;
+ mes "[Survival Instructor, Rescue]";
+ mes "Next time, try not to intimidate other people.";
+ close;
+ }
+ }
+ mes "[Survival Instructor, Rescue]";
+ mes "Ha ~ ha.";
+ mes "The weather is really great.";
+ next;
+ mes "[Survival Instructor, Rescue]";
+ mes "What's up?";
+ mes "The monsters here are a";
+ mes "little tough so be careful.";
+ close;
+}
+
+tur_dun01,91,169,3 script Test Instructor#jr02 732,{
+
+ if (Class == Job_Hunter || Class == Job_Sniper || Class == Job_Baby_Hunter)
+ {
+ if (job_ranger01 < 3)
+ {
+ mes "[Test Instructor, Teardrop]";
+ mes "Good to goooooo!!!!!!!";
+ next;
+ mes "[Test Instructor, Teardrop]";
+ mes "Huh? Who are you? What are you doing here, you baby archer.";
+ next;
+ mes "[Test Instructor, Teardrop]";
+ mes "May I tell you one thing?";
+ mes "If you want to change a job to a Ranger, first talk to Survival Instructor Rescue.";
+ next;
+ mes "[Test Instructor, Teardrop]";
+ mes "Then he will tell you the requirement for the job change test!!!";
+ close;
+ }
+ else if (job_ranger01 == 3)
+ {
+ mes "[Test Instructor, Teardrop]";
+ mes "Good to goooooo!!!!!!!";
+ next;
+ mes "[Test Instructor, Teardrop]";
+ mes "Huh? Who are you? What are you wandering about here, you baby archer.";
+ next;
+ mes "[Test Instructor, Teardrop]";
+ mes "That you are coming and going bugs me so, would you please stop?!";
+ next;
+ switch(select("Ranger practical test building?:I came for the test."))
+ {
+ case 1:
+ mes "[Test Instructor, Teardrop]";
+ mes "What, what are you...?";
+ next;
+ mes "[Test Instructor, Teardrop]";
+ mes "What do you think you are looking at?";
+ next;
+ mes "[Test Instructor, Teardrop]";
+ mes "How could you be a Ranger if you can't even recognize what's in front of you? Get out of here!";
+ close;
+ case 2:
+ break;
+ }
+ mes "[Test Instructor, Teardrop]";
+ mes "Ho, having come this far, it means you've passed the first survival test.";
+ next;
+ mes "[Test Instructor, Teardrop]";
+ mes "But, can you be sure that there wasn't any cheating?";
+ next;
+ if (Weight > 501)
+ {
+ mes "[Test Instructor, Teardrop]";
+ mes "Hmm. It's doubtful...";
+ next;
+ mes "[Test Instructor, Teardrop]";
+ mes "See, I knew it.";
+ next;
+ mes "[Test Instructor, Teardrop]";
+ mes "Having done the test normally, you would have adjusted your weight to 0, and hold the items provided by Rescue!";
+ mes "But, how come you weigh so much?";
+ next;
+ mes "[Test Instructor, Teardrop]";
+ mes "I consider this as cheating!";
+ mes "Come and see me again!";
+ close2;
+ warp "tur_dun01",162,33;
+ end;
+ }
+ mes "[Test Instructor, Teardrop]";
+ mes "I don't smell any signs of cheating. For now...";
+ next;
+ mes "[Test Instructor, Teardrop]";
+ mes "Before taking a practical test, I want to eat something.";
+ mes "You know the food situation isn't always so good in a foreign land.";
+ next;
+ mes "[Test Instructor, Teardrop]";
+ mes "I know that the very basic way to survive might be raising the strength of one's own body. But, I find that sending adventurers is easier for me.";
+ next;
+ mes "[Test Instructor, Teardrop]";
+ mes "So, kill ^0000ff1 Dragon Tail^000000 and bring me ^0000ff1 Wing of Dragonfly^000000.";
+ next;
+ mes "[Test Instructor, Teardrop]";
+ mes "If you run out of the provided items, we cannot support you more so take care.";
+ mes "Consider this as an extension of the survival power test.";
+ set job_ranger01,4;
+ changequest 8256,8257;
+ close;
+ }
+ else if(job_ranger01 == 4)
+ {
+ if (checkquest(8257) == 1)
+ {
+ if (countitem(7064) > 0)
+ {
+ mes "[Test Instructor, Teardrop]";
+ mes "Oh! Oh! Woooooow!";
+ mes "You've brought it! Let me see...";
+ next;
+ mes "[Test Instructor, Teardrop]";
+ mes "Hmmmm, it's still hot?!";
+ mes "You don't seem to be hurt anywhere...";
+ next;
+ mes "[Test Instructor, Teardrop]";
+ mes "Good, for now you're qualified for the practical test.";
+ next;
+ mes "[Test Instructor, Teardrop]";
+ mes "Well, before I explain, could you please give me that Dragonfly wing?";
+ mes "You've heard the saying, 'in any situation, eating comes first'?";
+ delitem 7064,1;
+ set job_ranger01,5;
+ changequest 8257,8258;
+ close;
+ }
+ mes "[Test Instructor, Teardrop]";
+ mes "What are you doing there? Standing with a blank look.";
+ next;
+ mes "[Test Instructor, Teardrop]";
+ mes "I'm hungry.";
+ mes "Before taking the practical test, I want to eat something.";
+ next;
+ mes "[Test Instructor, Teardrop]";
+ mes "I know that the very basic way to survive might be raising the strength of one's own body. But, I find that sending adventurers is easier for me.";
+ next;
+ mes "[Test Instructor, Teardrop]";
+ mes "So, kill ^0000ff1 Dragon Tail^000000 and bring me ^0000ff1 Dragon Fly Wing^000000.";
+ next;
+ mes "[Test Instructor, Teardrop]";
+ mes "If you run out of the provided items, we cannot support more so take care.";
+ mes "Consider this as an extension of the survival power test.";
+ close;
+ }
+ mes "[Test Instructor, Teardrop]";
+ mes "What are you doing there? Standing with a blank look.";
+ next;
+ mes "[Test Instructor, Teardrop]";
+ mes "I'm hungry.";
+ mes "Before taking the practical test, I want to eat something.";
+ next;
+ mes "[Test Instructor, Teardrop]";
+ mes "I know that the very basic way to survive might be raising the strength of one's own body. But, I find that sending adventurers is easier for me.";
+ next;
+ mes "[Test Instructor, Teardrop]";
+ mes "So, kill ^0000ff1 Dragon Tail^000000 and bring me ^0000ff1 Dragon Fly Wing^000000.";
+ next;
+ mes "[Test Instructor, Teardrop]";
+ mes "If you run out of the provided items, we cannot support more so take care.";
+ mes "Consider this as an extension of the survival power test.";
+ close;
+ }
+ else if (job_ranger01 == 5)
+ {
+ mes "[Test Instructor, Teardrop]";
+ mes "Awooo. Yumyum.";
+ mes "Eh? What are you looking at?";
+ mes "You want to eat some?";
+ next;
+ switch(select("Oh, just eat up:..."))
+ {
+ case 1:
+ mes "[Test Instructor, Teardrop]";
+ mes "Why aren't you eating?";
+ mes "It's quite edible.";
+ mes "If you cover it with rice, it's like roasted seaweed, very tasty and delicious.";
+ next;
+ mes "[Test Instructor, Teardrop]";
+ mes "You need to be strong enough not to be so picky with such things...";
+ next;
+ break;
+ case 2:
+ mes "["+strcharinfo(0)+"]";
+ mes "No thanks... anyway...";
+ next;
+ mes "[Test Instructor, Teardrop]";
+ mes "Hmm? Oh my, oh my, I've shown you my sloppiness.";
+ next;
+ break;
+ }
+ mes "[Test Instructor, Teardrop]";
+ mes "Ok, I'll send you to the practical test field.";
+ next;
+ mes "[Test Instructor, Teardrop]";
+ mes "The practical test consists of 3 parts in total.";
+ mes "It's to recheck the things you've learned as a hunter or a sniper, so there's nothing much to be worried.";
+ next;
+ mes "[Test Instructor, Teardrop]";
+ mes "If you get a passing mark over three tests, you'll be on your way to becoming a Ranger.";
+ next;
+ mes "[Test Instructor, Teardrop]";
+ mes "I'll explain the paths for the test.";
+ next;
+ mes "[Test Instructor, Teardrop]";
+ mes "Once you get into the test field, a staff will be waiting for you. Go into the room made by the staff, and standby.";
+ next;
+ mes "[Test Instructor, Teardrop]";
+ mes "The test is done one by one so, if there's many people, you might need to wait.";
+ next;
+ mes "[Test Instructor, Teardrop]";
+ mes "The first test is to test of how keen your eyes are.";
+ mes "Different monsters will appear in 8 places. Kill only the monster named 'Poring' and you get a point, when you reach a certain mark, then you pass. Easy, huh?";
+ next;
+ mes "[Test Instructor, Teardrop]";
+ mes "The second test is about how much you can use a trap efficiently.";
+ mes "Get rid of monsters and do the mission by using only the provided traps, and you pass. Just be careful not to be engulfed by the explosion.";
+ next;
+ mes "[Test Instructor, Teardrop]";
+ mes "For the 3rd test, when you become a Ranger you can handle a wolf, so you will be tested on how well you can handle such an animal.";
+ next;
+ mes "[Test Instructor, Teardrop]";
+ mes "When you remove a bomb by using the given wolf, you get points. You pass when you get a certain mark on the test.";
+ next;
+ mes "[Test Instructor, Teardrop]";
+ mes "The staff there will tell you more details as well.";
+ next;
+ mes "[Test Instructor, Teardrop]";
+ mes "Now, I will enter you into the practical test field, is your preparation all done?";
+ next;
+ switch(select("Please wait a little:Let's go to the practical test field!"))
+ {
+ case 1:
+ mes "[Test Instructor, Teardrop]";
+ mes "Um? Aren't you ready?";
+ next;
+ mes "[Test Instructor, Teardrop]";
+ mes "Well. To be careful is good.";
+ mes "Come back when you are ready.";
+ close;
+ case 2:
+ if (getmercinfo(1) > 0)
+ {
+ mes "[Test Instructor, Teardrop]";
+ mes "Stop!";
+ next;
+ mes "[Test Instructor, Teardrop]";
+ mes "Where do you think you're going with the mercenary?!";
+ next;
+ mes "[Test Instructor, Teardrop]";
+ mes "If you don't cancel the mercenary, you cannot get into the test field! Cancel it first!";
+ close;
+ }
+ if (Weight > 501)
+ {
+ mes "[Test Instructor, Teardrop]";
+ mes "See, for the last time, I warn you that cheating is strictly banned.";
+ next;
+ mes "[Test Instructor, Teardrop]";
+ mes "Well, then let's gooooooooo.... oo,um?";
+ next;
+ mes "[Test Instructor, Teardrop]";
+ mes "Hey, what are you hiding there?";
+ mes "I've pointed it out for several times, you should not even think to go in there secretly with anything other than the provided items!";
+ next;
+ mes "[Test Instructor, Teardrop]";
+ mes "You'd better lighten your weight.";
+ close;
+ }
+ }
+ if (countitem(1750) > 99)
+ {
+ mes "[Test Instructor, Teardrop]";
+ mes "Good luck.";
+ mes "Be a ranger and we shall meet again.";
+ set job_ranger01,6;
+ changequest 8258,8259;
+ close2;
+ warp "job3_rang01",30,36;
+ end;
+ }
+ mes "[Test Instructor, Teardrop]";
+ mes "Okay, once again I'll provide you with arrows, then I'll let you in.";
+ next;
+ mes "[Test Instructor, Teardrop]";
+ mes "Good luck.";
+ mes "Be a ranger and we shall meet again.";
+ set job_ranger01,6;
+ changequest 8258,8259;
+ getitem 1750,100;
+ close;
+ warp "job3_rang01",30,36;
+ end;
+ }
+ else if (job_ranger01 == 6)
+ {
+ mes "[Test Instructor, Teardrop]";
+ mes "Good to goooooo!!!!!!!";
+ next;
+ mes "[Test Instructor, Teardrop]";
+ mes "Um? What happened?";
+ mes "Why are you walking about here? What about the test?";
+ next;
+ mes "[Test Instructor, Teardrop]";
+ mes "Aha.. You've failed the middle!";
+ mes "You are such a fool.";
+ emotion 4;
+ next;
+ mes "[Test Instructor, Teardrop]";
+ mes "So what are you going to do? Try again?";
+ next;
+ switch(select("Wait a minute:Go to the practical test field!:I give up the job change."))
+ {
+ case 1:
+ mes "[Test Instructor, Teardrop]";
+ mes "Um? Aren't you ready yet?";
+ next;
+ mes "[Test Instructor, Teardrop]";
+ mes "All right. To be careful is good.";
+ mes "Come when you are ready.";
+ close;
+ case 2:
+ if (getmercinfo(1) > 0)
+ {
+ mes "[Test Instructor, Teardrop]";
+ mes "Stop!";
+ next;
+ mes "[Test Instructor, Teardrop]";
+ mes "Where do you think you're going with the mercenary?!";
+ next;
+ mes "[Test Instructor, Teardrop]";
+ mes "If you don't cancel the mercenary, you cannot get into the test field! Cancel it first!";
+ close;
+ }
+ if (countitem(12380) > 0)
+ {
+ mes "[Test Instructor, Teardrop]";
+ mes "What, What is this?";
+ mes "You shouldn't keep this around!";
+ delitem 12380,countitem(12380);
+ close;
+ }
+ if(countitem(12258) > 0)
+ {
+ mes "[Test Instructor, Teardrop]";
+ mes "What, What is this, a Bombring Capsule.";
+ mes "You shouldn't keep such a dangerous thing!";
+ delitem 12258,countitem(12258);
+ close;
+ }
+ if(countitem(6156) > 0)
+ {
+ mes "[Test Instructor, Teardrop]";
+ mes "What, what are all these Documents?";
+ mes "I think I know. You were going to send this to Caution, right?";
+ next;
+ mes "[Test Instructor, Teardrop]";
+ mes "If you hold such thing it would disturb your practical test so I'll take this.";
+ delitem 6156,countitem(6156);
+ close;
+ }
+ if (Weight > 501)
+ {
+ mes "[Test Instructor, Teardrop]";
+ mes "See, for the last time, I warn you that cheating is strictly banned.";
+ next;
+ mes "[Test Instructor, Teardrop]";
+ mes "Well, then let's gooooooooo.... oo,um?";
+ next;
+ mes "[Test Instructor, Teardrop]";
+ mes "Hey, what are you hiding there?";
+ mes "I've pointed it out for several times, you should not even think to go in there secretly with anything other than the provided items!";
+ next;
+ mes "[Test Instructor, Teardrop]";
+ mes "You'd better lighten your weight.";
+ close;
+ }
+ break;
+ case 3:
+ mes "[Test Instructor, Teardrop]";
+ mes "Um? What, you're kidding huh?";
+ next;
+ mes "[Test Instructor, Teardrop]";
+ mes "Think again.";
+ mes "Do you really want to give up the job change to become a Ranger?";
+ next;
+ switch(select("No, I'll try again:I give up!"))
+ {
+ case 1:
+ break;
+ case 2:
+ mes "[Test Instructor, Teardrop]";
+ mes "You don't have as many guts as I thought.";
+ nude;
+ next;
+ if (countitem(1703) > 0)
+ {
+ mes "[Test Instructor, Teardrop]";
+ mes "Okay. I'll respect your opinion.";
+ mes "I'll cancel the job change request from "+strcharinfo(0)+".";
+ delitem 1703,1;
+ set job_ranger01,0;
+ erasequest 8254;
+ erasequest 8255;
+ erasequest 8256;
+ erasequest 8257;
+ erasequest 8258;
+ erasequest 8259;
+ erasequest 8260;
+ erasequest 8261;
+ erasequest 8262;
+ close;
+ }
+ mes "[Test Instructor, Teardrop]";
+ mes "Huh? I gave you a Bow for your practical tests. Where is it?";
+ next;
+ mes "[Test Instructor, Teardrop]";
+ mes "If you don't give it to me, I can't cancel you job change request.";
+ close;
+ }
+ mes "[Test Instructor, Teardrop]";
+ mes "Hey. You were kidding after all?";
+ next;
+ mes "[Test Instructor, Teardrop]";
+ mes "It's not funny so don't do that kind of joke again.";
+ close;
+ }
+ if (countitem(1750) > 99)
+ {
+ mes "[Test Instructor, Teardrop]";
+ mes "Good luck.";
+ mes "Be a ranger and we shall meet again.";
+ erasequest 8260;
+ erasequest 8261;
+ set job_ranger01,6;
+ close2;
+ warp "job3_rang01",30,36;
+ end;
+ }
+ mes "[Test Instructor, Teardrop]";
+ mes "Okay, once again I'll provide you with arrows, then I'll let you in.";
+ next;
+ mes "[Test Instructor, Teardrop]";
+ mes "Good luck.";
+ mes "Be a ranger and we shall meet again.";
+ erasequest 8260;
+ erasequest 8261;
+ set job_ranger01,6;
+ getitem 1750,100;
+ close2;
+ warp "job3_rang01",30,36;
+ end;
+ }
+ else if (job_ranger01 == 7)
+ {
+ mes "[Test Instructor, Teardrop]";
+ mes "Oh, hey. What are you doing here?";
+ next;
+ mes "[Test Instructor, Teardrop]";
+ mes "Because you've disappeared suddenly, the Ranger Master was looking for you.";
+ mes "Dou you want to go to him now?";
+ next;
+ switch(select("Don't go:Go"))
+ {
+ case 1:
+ mes "[Test Instructor, Teardrop]";
+ mes "Are you busy with something else?";
+ close;
+ case 2:
+ break;
+ }
+ mes "[Test Instructor, Teardrop]";
+ mes "Then I'll send you, please be well.";
+ close;
+ warp "job3_rang01",89,38;
+ end;
+ }
+ else if(job_ranger01 > 7)
+ {
+ mes "[Test Instructor, Teardrop]";
+ mes "Good to gooooooooooooooo!!!!!!";
+ next;
+ mes "[Test Instructor, Teardrop]";
+ mes "Huh? What are you? Where you from?";
+ mes "Don't hang around here doing nothing. This is my area!";
+ close;
+ }
+ mes "[Test Instructor, Teardrop]";
+ mes "Good to gooooooooooooooo!!!!!!";
+ next;
+ mes "[Test Instructor, Teardrop]";
+ mes "Huh? What are you? Where you from?";
+ mes "Don't hang around here doing nothing. This is my area!";
+ close;
+ }
+ mes "[Test Instructor]";
+ mes "No way !!!!";
+ next;
+ mes "[Test Instructor]";
+ mes "Huh? What are you? Where you from?";
+ mes "Don't hang around here doing nothing. This is my area!";
+ close;
+}
+
+job3_rang01,30,40,3 script Practical Test 111,{
+
+OnInit:
+ disablenpc "Practical Test";
+ waitingroom "Practical Test Waiting Room",20,"Practical Test::OnStartArena",1;
+ enablewaitingroomevent;
+ end;
+
+OnStartArena:
+ warpwaitingpc "job3_rang02",45,48;
+ donpcevent "Test Supervisor#jr_04::OnEnable";
+ disablewaitingroomevent;
+ end;
+
+OnEnable:
+ enablewaitingroomevent;
+ end;
+
+OnDisable:
+ disablewaitingroomevent;
+ end;
+}
+
+job3_rang01,30,44,3 script Test Waiting Room#jr_03 88,{
+
+
+ mes "[Staff DTS]";
+ mes "Please wait at the practical test waiting room to start the test process.";
+ next;
+ mes "[Staff DTS]";
+ mes "In the order you enter, you can take the practical test one by one.";
+ mes "There's 3 kinds of a Ranger job change practical tests, it takes a total of about 10 minutes.";
+ next;
+ switch(select("Test explanation:Cancel:I give up the Ranger test"))
+ {
+ case 1:
+ break;
+ case 2:
+ mes "[Staff DTS]";
+ mes "Don't you need any explanation?";
+ next;
+ mes "[Staff DTS]";
+ mes "Enter into the chat room and wait for the order and take the job change practical test.";
+ close;
+ case 3:
+ mes "[Staff DTS]";
+ mes "Please think about it again.";
+ mes "If you give up here, your job change request will be cancelled. Do you really want to give up the job change to a Ranger?";
+ next;
+ switch(select("No, I'll continue with the test:I give up the Ranger job change"))
+ {
+ case 1:
+ break;
+ case 2:
+ mes "[Staff DTS]";
+ mes "You don't have as many guts as I thought.";
+ nude;
+ next;
+ if (countitem(1703) > 0)
+ {
+ mes "[Staff DTS]";
+ mes "Okay. I'll respect your opinion.";
+ mes "I'll cancel the job change request from "+strcharinfo(0)+".";
+ delitem 1703,1;
+ set job_ranger01,0;
+ erasequest 8254;
+ erasequest 8255;
+ erasequest 8256;
+ erasequest 8257;
+ erasequest 8258;
+ erasequest 8259;
+ erasequest 8260;
+ erasequest 8261;
+ erasequest 8262;
+ close2;
+ warp "alberta",117,57;
+ end;
+ }
+ mes "[Staff DTS]";
+ mes "Where is your test Bow?";
+ next;
+ mes "[Staff DTS]";
+ mes "Return it to me, or I can't cancel your job change request.";
+ close;
+ }
+ mes "[Staff DTS]";
+ mes "If you want to continue with the practical test, please enter into the chat room.";
+ close;
+ }
+ mes "[Staff DTS]";
+ mes "I'll explain the Ranger job change practical test.";
+ mes "Among the 1st, 2nd, and 3rd practical tests, which one's test method are you curious of?";
+ next;
+ switch(select("1st Test:2nd Test:3rd Test:Cancel"))
+ {
+ case 1:
+ mes "[Staff DTS]";
+ mes "For the 1st test, we test your eyesight and accuracy.";
+ next;
+ mes "[Staff DTS]";
+ mes "Monsters appear randomly from 8 sides of the left, right, up and down of the player, among them if you get rid of a monster named 'Poring' you get a point.";
+ next;
+ mes "[Staff DTS]";
+ mes "^0000ffWhatever the form looks like, you need to kill the monster named 'Poring' to get a point, and if you get rid of others your points get deducted, so be careful.^000000";
+ next;
+ mes "[Staff DTS]";
+ mes "The 1st test progressing time will be about 3 minutes. When you get 15 points or more over 20, you are sent to 2nd test field.";
+ close;
+ case 2:
+ mes "[Staff DTS]";
+ mes "The 2nd test is to test the mission performance ability and the efficient use of a trap.";
+ next;
+ mes "[Staff DTS]";
+ mes "The attendant receives 10 'Bombring Capsules'. When you consume the Bombring Capsule, a Bombring is summoned near and after the summoning when you reach a certain time, the Bombring explodes.";
+ next;
+ mes "[Staff DTS]";
+ mes "^0000ffThe Bombring explosion affects you, so be careful not to get involved in the explosion. You need to get rid of the monster by using the Bombring Capsule, accomplish the mission and come out alive.^000000";
+ next;
+ mes "[Staff DTS]";
+ mes "The 2nd test progressing time will be about 3 minutes. When you consume all the Bombring Capsules, collect a hidden equipment, and survive, you will be sent to the 3rd test field.";
+ close;
+ case 3:
+ mes "[Staff DTS]";
+ mes "The 3rd is to test how you can efficiently use a warg which is given Rangers.";
+ next;
+ mes "[Staff DTS]";
+ mes "The tester is provided with disposable warg summoning flute. Remove all bombs that are dispersed here and there by controlling the summoned warg and you get a point.";
+ next;
+ mes "[Staff DTS]";
+ mes "^0000ffThe tester cannot move while the test is going on and the test is completed when he or she removes the bombs quickly and accurately in time by using only the warg.^000000";
+ next;
+ mes "[Staff DTS]";
+ mes "The 3rd test progressing time would be about 3 minutes, when you get 10 or more over 20, all the practical tests are completed.";
+ close;
+ case 4:
+ mes "[Staff DTS]";
+ mes "When you want to progress with the practical test, please enter into the chat room.";
+ close;
+ }
+}
+
+job3_rang02,100,95,0 script Test Supervisor#jr_04 139,{
+
+OnInit:
+ set $@job_rang_point01,0;
+ disablenpc "Test Supervisor#jr_04";
+ end;
+
+OnEnable:
+ set $@job_rang_point01,0;
+ enablenpc "Test Supervisor#jr_04";
+ initnpctimer;
+ end;
+
+OnDisable:
+ stopnpctimer;
+ disablenpc "Test Supervisor#jr_04";
+ end;
+
+OnStart:
+ stopnpctimer;
+ disablenpc "Test Supervisor#jr_04";
+ donpcevent "First Test Timer#jr_05::OnEnable";
+ end;
+
+OnTimer3000:
+ mapannounce "job3_rang02","Test Supervisor, Notice : Welcome to the Ranger Job Change Test. I am Test Supervisor, Notice.",bc_map;
+ end;
+
+OnTimer6000:
+ mapannounce "job3_rang02","Test Supervisor, Notice : The first test is to test your eyesight and accuracy.",bc_map;
+ end;
+
+OnTimer9000:
+ mapannounce "job3_rang02","Test Supervisor, Notice : The test method is, to kill monsters named 'Poring' amongst the random spawned monsters on 8 locations.",bc_map;
+ end;
+
+OnTimer12000:
+ mapannounce "job3_rang02","Test Supervisor, Notice : Whatever it may look like, you need to kill the monster named 'Poring' to get a point, and if you kill others you will lose points, so be careful.",bc_map;
+ end;
+
+OnTimer15000:
+ mapannounce "job3_rang02","Test Supervisor, Notice : The test progression time would be around 3 minutes. You need to get 15 points or more to qualify for the next test.",bc_map;
+ end;
+
+OnTimer18000:
+ stopnpctimer;
+ mapannounce "job3_rang02","Test Supervisor, Notice : Then let's begin the test. Good luck.",bc_map;
+ donpcevent "Test Supervisor#jr_04::OnStart";
+ end;
+}
+
+job3_rang02,102,95,0 script First Test Timer#jr_05 139,{
+
+OnInit:
+ disablenpc "First Test Timer#jr_05";
+ end;
+
+OnEnable:
+ set $@job_rang_point01,0;
+ enablenpc "First Test Timer#jr_05";
+ initnpctimer;
+ end;
+
+OnDisable:
+ stopnpctimer;
+ disablenpc "First Test Timer#jr_05";
+ end;
+
+OnTimer3000:
+ mapannounce "job3_rang02","Test Supervisor, Notice : First Wave! Kill the Poring!",bc_map;
+ donpcevent "Correct Monster Summon::OnStart";
+ end;
+
+OnTimer8000:
+ donpcevent "Correct Monster Summon::OnReset";
+ donpcevent "False Monster Summon::OnReset";
+ end;
+
+OnTimer10000:
+ mapannounce "job3_rang02","Test Supervisor, Notice : Second Wave! Kill the Poring!",bc_map;
+ donpcevent "Correct Monster Summon::OnStart";
+ end;
+
+OnTimer15000:
+ donpcevent "Correct Monster Summon::OnReset";
+ donpcevent "False Monster Summon::OnReset";
+ end;
+
+OnTimer17000:
+ mapannounce "job3_rang02","Test Supervisor, Notice : Third Wave! Kill the Poring!",bc_map;
+ donpcevent "Correct Monster Summon::OnStart";
+ end;
+
+OnTimer22000:
+ donpcevent "Correct Monster Summon::OnReset";
+ donpcevent "False Monster Summon::OnReset";
+ end;
+
+OnTimer24000:
+ mapannounce "job3_rang02","Test Supervisor, Notice : Fourth Wave! Kill the Poring!",bc_map;
+ donpcevent "Correct Monster Summon::OnStart";
+ end;
+
+OnTimer29000:
+ donpcevent "Correct Monster Summon::OnReset";
+ donpcevent "False Monster Summon::OnReset";
+ end;
+
+OnTimer31000:
+ mapannounce "job3_rang02","Test Supervisor, Notice : Fifth Wave! Kill the Poring!",bc_map;
+ donpcevent "Correct Monster Summon::OnStart";
+ end;
+
+OnTimer36000:
+ donpcevent "Correct Monster Summon::OnReset";
+ donpcevent "False Monster Summon::OnReset";
+ end;
+
+OnTimer38000:
+ mapannounce "job3_rang02","Test Supervisor, Notice : Sixth Wave! Kill the Poring!",bc_map;
+ donpcevent "Correct Monster Summon::OnStart";
+ end;
+
+OnTimer43000:
+ donpcevent "Correct Monster Summon::OnReset";
+ donpcevent "False Monster Summon::OnReset";
+ end;
+
+OnTimer45000:
+ mapannounce "job3_rang02","Test Supervisor, Notice : Seventh Wave! Kill the Poring!",bc_map;
+ donpcevent "Correct Monster Summon::OnStart";
+ end;
+
+OnTimer50000:
+ donpcevent "Correct Monster Summon::OnReset";
+ donpcevent "False Monster Summon::OnReset";
+ end;
+
+OnTimer52000:
+ mapannounce "job3_rang02","Test Supervisor, Notice : Eight Wave! Kill the Poring!",bc_map;
+ donpcevent "Correct Monster Summon::OnStart";
+ end;
+
+OnTimer57000:
+ donpcevent "Correct Monster Summon::OnReset";
+ donpcevent "False Monster Summon::OnReset";
+ end;
+
+OnTimer59000:
+ mapannounce "job3_rang02","Test Supervisor, Notice : Nineth Wave! Kill the Poring!",bc_map;
+ donpcevent "Correct Monster Summon::OnStart";
+ end;
+
+OnTimer64000:
+ donpcevent "Correct Monster Summon::OnReset";
+ donpcevent "False Monster Summon::OnReset";
+ end;
+
+OnTimer66000:
+ mapannounce "job3_rang02","Test Supervisor, Notice : Tenth Wave! Kill the Poring!",bc_map;
+ donpcevent "Correct Monster Summon::OnStart";
+ end;
+
+OnTimer71000:
+ donpcevent "Correct Monster Summon::OnReset";
+ donpcevent "False Monster Summon::OnReset";
+ end;
+
+OnTimer73000:
+ mapannounce "job3_rang02","Test Supervisor, Notice : Eleventh Wave! Kill the Poring!",bc_map;
+ donpcevent "Correct Monster Summon::OnStart";
+ end;
+
+OnTimer78000:
+ donpcevent "Correct Monster Summon::OnReset";
+ donpcevent "False Monster Summon::OnReset";
+ end;
+
+OnTimer80000:
+ mapannounce "job3_rang02","Test Supervisor, Notice : Twelfth Wave! Kill the Poring!",bc_map;
+ donpcevent "Correct Monster Summon::OnStart";
+ end;
+
+OnTimer85000:
+ donpcevent "Correct Monster Summon::OnReset";
+ donpcevent "False Monster Summon::OnReset";
+ end;
+
+OnTimer87000:
+ mapannounce "job3_rang02","Test Supervisor, Notice : Thirteenth Wave! Kill the Poring!",bc_map;
+ donpcevent "Correct Monster Summon::OnStart";
+ end;
+
+OnTimer92000:
+ donpcevent "Correct Monster Summon::OnReset";
+ donpcevent "False Monster Summon::OnReset";
+ end;
+
+OnTimer94000:
+ mapannounce "job3_rang02","Test Supervisor, Notice : Fourteenth Wave! Kill the Poring!",bc_map;
+ donpcevent "Correct Monster Summon::OnStart";
+ end;
+
+OnTimer99000:
+ donpcevent "Correct Monster Summon::OnReset";
+ donpcevent "False Monster Summon::OnReset";
+ end;
+
+OnTimer101000:
+ mapannounce "job3_rang02","Test Supervisor, Notice : Fifteenth Wave! Kill the Poring!",bc_map;
+ donpcevent "Correct Monster Summon::OnStart";
+ end;
+
+OnTimer106000:
+ donpcevent "Correct Monster Summon::OnReset";
+ donpcevent "False Monster Summon::OnReset";
+ end;
+
+OnTimer108000:
+ mapannounce "job3_rang02","Test Supervisor, Notice : Sixteenth Wave! Kill the Poring!",bc_map;
+ donpcevent "Correct Monster Summon::OnStart";
+ end;
+
+OnTimer113000:
+ donpcevent "Correct Monster Summon::OnReset";
+ donpcevent "False Monster Summon::OnReset";
+ end;
+
+OnTimer115000:
+ mapannounce "job3_rang02","Test Supervisor, Notice : Seventeenth Wave! Kill the Poring!",bc_map;
+ donpcevent "Correct Monster Summon::OnStart";
+ end;
+
+OnTimer120000:
+ donpcevent "Correct Monster Summon::OnReset";
+ donpcevent "False Monster Summon::OnReset";
+ end;
+
+OnTimer122000:
+ mapannounce "job3_rang02","Test Supervisor, Notice : Eighteenth Wave! Kill the Poring!",bc_map;
+ donpcevent "Correct Monster Summon::OnStart";
+ end;
+
+OnTimer127000:
+ donpcevent "Correct Monster Summon::OnReset";
+ donpcevent "False Monster Summon::OnReset";
+ end;
+
+OnTimer129000:
+ mapannounce "job3_rang02","Test Supervisor, Notice : Nineteenth Wave! Kill the Poring!",bc_map;
+ donpcevent "Correct Monster Summon::OnStart";
+ end;
+
+OnTimer134000:
+ donpcevent "Correct Monster Summon::OnReset";
+ donpcevent "False Monster Summon::OnReset";
+ end;
+
+OnTimer136000:
+ mapannounce "job3_rang02","Test Supervisor, Notice : Last Wave! Kill the Poring!",bc_map;
+ donpcevent "Correct Monster Summon::OnStart";
+ end;
+
+OnTimer141000:
+ donpcevent "Correct Monster Summon::OnReset";
+ donpcevent "False Monster Summon::OnReset";
+ end;
+
+OnTimer143000:
+ mapannounce "job3_rang02","Test Supervisor, Notice : Well done! Now for your test result!",bc_map;
+ end;
+
+OnTimer146000:
+ set .total_point01,$@job_rang_point01;
+ if(.total_point01 < 1)
+ {
+ set .total_point01,0;
+ }
+ mapannounce "job3_rang02","Test Supervisor, Notice : I'll announce the test result. The number of Porings you killed out of 20 is ..."+.total_point01+"!",bc_map;
+ end;
+
+OnTimer149000:
+ if (.total_point01 > 14)
+ {
+ mapannounce "job3_rang02","Test Supervisor, Notice : Congratulations! You've killed "+.total_point01+" out of 20 Porings total, so you've passed the 1st test. I will send you to the 2nd test field.",bc_map;
+ mapwarp "job3_rang02","job3_rang02",113,58;
+ stopnpctimer;
+ donpcevent "Second Test Timer#jr_08::OnEnable";
+ } else {
+ mapannounce "job3_rang02","Test Supervisor, Notice : You couldn't kill 15 Porings or more on a total of 20 total, so you've failed the 1st test... I am sorry but please try again.",bc_map;
+ }
+ end;
+
+OnTimer151000:
+ mapannounce "job3_rang02","Test Supervisor, Notice : The adventurer's 1st test ends now. Please make yourself more capable. Goodbye.",bc_map;
+ mapwarp "job3_rang02","tur_dun01",93,165;
+ end;
+
+OnTimer154000:
+ mapwarp "job3_rang02","tur_dun01",93,165;
+ end;
+
+OnTimer157000:
+ mapwarp "job3_rang02","tur_dun01",93,165;
+ set $@job_rang_point01,0;
+ stopnpctimer;
+ donpcevent "Test Supervisor#jr_04::OnDisable";
+ donpcevent "Practical Test::OnEnable";
+ donpcevent "First Test Timer#jr_05::OnDisable";
+ end;
+}
+
+job3_rang02,104,95,0 script Correct Monster Summon 139,{
+
+OnDisable:
+ disablenpc "Correct Monster Summon";
+ end;
+
+OnStart:
+ set .@job_ranger_pattern01,rand(1,32);
+ if (.@job_ranger_pattern01 == 1)
+ {
+ donpcevent "False Monster Summon::OnOne";
+ monster "job3_rang02",35,58,"Poring",1002,1,"Correct Monster Summon::OnMyMobDead";
+ }else if (.@job_ranger_pattern01 == 2)
+ {
+ donpcevent "False Monster Summon::OnOne";
+ monster "job3_rang02",35,58,"Poring",1031,1,"Correct Monster Summon::OnMyMobDead";
+ }else if (.@job_ranger_pattern01 == 3)
+ {
+ donpcevent "False Monster Summon::OnOne";
+ monster "job3_rang02",35,58,"Poring",1242,1,"Correct Monster Summon::OnMyMobDead";
+ }else if (.@job_ranger_pattern01 == 4)
+ {
+ donpcevent "False Monster Summon::OnOne";
+ monster "job3_rang02",35,58,"Poring",1113,1,"Correct Monster Summon::OnMyMobDead";
+ }else if (.@job_ranger_pattern01 == 5)
+ {
+ donpcevent "False Monster Summon::OnTwo";
+ monster "job3_rang02",44,58,"Poring",1002,1,"Correct Monster Summon::OnMyMobDead";
+ }else if (.@job_ranger_pattern01 == 6)
+ {
+ donpcevent "False Monster Summon::OnTwo";
+ monster "job3_rang02",44,58,"Poring",1031,1,"Correct Monster Summon::OnMyMobDead";
+ }else if (.@job_ranger_pattern01 == 7)
+ {
+ donpcevent "False Monster Summon::OnTwo";
+ monster "job3_rang02",44,58,"Poring",1242,1,"Correct Monster Summon::OnMyMobDead";
+ }else if (.@job_ranger_pattern01 == 8)
+ {
+ donpcevent "False Monster Summon::OnTwo";
+ monster "job3_rang02",44,58,"Poring",1113,1,"Correct Monster Summon::OnMyMobDead";
+ }else if (.@job_ranger_pattern01 == 9)
+ {
+ donpcevent "False Monster Summon::OnThree";
+ monster "job3_rang02",54,58,"Poring",1002,1,"Correct Monster Summon::OnMyMobDead";
+ }else if (.@job_ranger_pattern01 == 10)
+ {
+ donpcevent "False Monster Summon::OnThree";
+ monster "job3_rang02",54,58,"Poring",1031,1,"Correct Monster Summon::OnMyMobDead";
+ }else if (.@job_ranger_pattern01 == 11)
+ {
+ donpcevent "False Monster Summon::OnThree";
+ monster "job3_rang02",54,58,"Poring",1242,1,"Correct Monster Summon::OnMyMobDead";
+ }else if (.@job_ranger_pattern01 == 12)
+ {
+ donpcevent "False Monster Summon::OnThree";
+ monster "job3_rang02",54,58,"Poring",1113,1,"Correct Monster Summon::OnMyMobDead";
+ }else if (.@job_ranger_pattern01 == 13)
+ {
+ donpcevent "False Monster Summon::OnFour";
+ monster "job3_rang02",35,49,"Poring",1002,1,"Correct Monster Summon::OnMyMobDead";
+ }else if (.@job_ranger_pattern01 == 14)
+ {
+ donpcevent "False Monster Summon::OnFour";
+ monster "job3_rang02",35,49,"Poring",1031,1,"Correct Monster Summon::OnMyMobDead";
+ }else if (.@job_ranger_pattern01 == 15)
+ {
+ donpcevent "False Monster Summon::OnFour";
+ monster "job3_rang02",35,49,"Poring",1242,1,"Correct Monster Summon::OnMyMobDead";
+ }else if (.@job_ranger_pattern01 == 16)
+ {
+ donpcevent "False Monster Summon::OnFour";
+ monster "job3_rang02",35,49,"Poring",1113,1,"Correct Monster Summon::OnMyMobDead";
+ }else if (.@job_ranger_pattern01 == 17)
+ {
+ donpcevent "False Monster Summon::OnFive";
+ monster "job3_rang02",54,49,"Poring",1002,1,"Correct Monster Summon::OnMyMobDead";
+ }else if (.@job_ranger_pattern01 == 18)
+ {
+ donpcevent "False Monster Summon::OnFive";
+ monster "job3_rang02",54,49,"Poring",1031,1,"Correct Monster Summon::OnMyMobDead";
+ }else if (.@job_ranger_pattern01 == 19)
+ {
+ donpcevent "False Monster Summon::OnFive";
+ monster "job3_rang02",54,49,"Poring",1242,1,"Correct Monster Summon::OnMyMobDead";
+ }else if (.@job_ranger_pattern01 == 20)
+ {
+ donpcevent "False Monster Summon::OnFive";
+ monster "job3_rang02",54,49,"Poring",1031,1,"Correct Monster Summon::OnMyMobDead";
+ }else if (.@job_ranger_pattern01 == 21)
+ {
+ donpcevent "False Monster Summon::OnSix";
+ monster "job3_rang02",35,39,"Poring",1002,1,"Correct Monster Summon::OnMyMobDead";
+ }else if (.@job_ranger_pattern01 == 22)
+ {
+ donpcevent "False Monster Summon::OnSix";
+ monster "job3_rang02",35,39,"Poring",1031,1,"Correct Monster Summon::OnMyMobDead";
+ }else if (.@job_ranger_pattern01 == 23)
+ {
+ donpcevent "False Monster Summon::OnSix";
+ monster "job3_rang02",35,39,"Poring",1242,1,"Correct Monster Summon::OnMyMobDead";
+ }else if (.@job_ranger_pattern01 == 24)
+ {
+ donpcevent "False Monster Summon::OnSix";
+ monster "job3_rang02",35,39,"Poring",1113,1,"Correct Monster Summon::OnMyMobDead";
+ }else if (.@job_ranger_pattern01 == 25)
+ {
+ donpcevent "False Monster Summon::OnSeven";
+ monster "job3_rang02",44,39,"Poring",1002,1,"Correct Monster Summon::OnMyMobDead";
+ }else if (.@job_ranger_pattern01 == 26)
+ {
+ donpcevent "False Monster Summon::OnSeven";
+ monster "job3_rang02",44,39,"Poring",1031,1,"Correct Monster Summon::OnMyMobDead";
+ }else if (.@job_ranger_pattern01 == 27)
+ {
+ donpcevent "False Monster Summon::OnSeven";
+ monster "job3_rang02",44,39,"Poring",1242,1,"Correct Monster Summon::OnMyMobDead";
+ }else if (.@job_ranger_pattern01 == 28)
+ {
+ donpcevent "False Monster Summon::OnSeven";
+ monster "job3_rang02",44,39,"Poring",1113,1,"Correct Monster Summon::OnMyMobDead";
+ }else if (.@job_ranger_pattern01 == 29)
+ {
+ donpcevent "False Monster Summon::OnEight";
+ monster "job3_rang02",54,39,"Poring",1002,1,"Correct Monster Summon::OnMyMobDead";
+ }else if (.@job_ranger_pattern01 == 30)
+ {
+ donpcevent "False Monster Summon::OnEight";
+ monster "job3_rang02",54,39,"Poring",1031,1,"Correct Monster Summon::OnMyMobDead";
+ }else if (.@job_ranger_pattern01 == 31)
+ {
+ donpcevent "False Monster Summon::OnEight";
+ monster "job3_rang02",54,39,"Poring",1242,1,"Correct Monster Summon::OnMyMobDead";
+ }else {
+ donpcevent "False Monster Summon::OnEight";
+ monster "job3_rang02",54,39,"Poring",1113,1,"Correct Monster Summon::OnMyMobDead";
+ }
+ end;
+
+OnReset:
+ killmonster "job3_rang02","Correct Monster Summon::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ specialeffect2 EF_POTION_CON;
+ set $@job_rang_point01,$@job_rang_point01+1;
+ mapannounce "job3_rang02","Test Supervisor, Notice : Correct Target! You have very good eyesight!",bc_map;
+ end;
+}
+
+job3_rang02,106,95,0 script False Monster Summon 139,{
+
+OnDisable:
+ disablenpc "False Monster Summon";
+ end;
+
+OnOne:
+ monster "job3_rang02",44,58,"Poing",1002,1,"False Monster Summon::OnMyMobDead";
+ monster "job3_rang02",54,58,"Horing",1031,1,"False Monster Summon::OnMyMobDead";
+ monster "job3_rang02",35,49,"Poporing",1242,1,"False Monster Summon::OnMyMobDead";
+ monster "job3_rang02",54,49,"Puring",1113,1,"False Monster Summon::OnMyMobDead";
+ monster "job3_rang02",35,39,"Poriring",1031,1,"False Monster Summon::OnMyMobDead";
+ monster "job3_rang02",44,39,"Marine",1242,1,"False Monster Summon::OnMyMobDead";
+ monster "job3_rang02",54,39,"Droporing",1002,1,"False Monster Summon::OnMyMobDead";
+ end;
+
+OnTwo:
+ monster "job3_rang02",35,58,"Poyong",1031,1,"False Monster Summon::OnMyMobDead";
+ monster "job3_rang02",54,58,"Puding",1113,1,"False Monster Summon::OnMyMobDead";
+ monster "job3_rang02",35,49,"Porin",1113,1,"False Monster Summon::OnMyMobDead";
+ monster "job3_rang02",54,49,"Poja",1002,1,"False Monster Summon::OnMyMobDead";
+ monster "job3_rang02",35,39,"Poporing",1031,1,"False Monster Summon::OnMyMobDead";
+ monster "job3_rang02",44,39,"Drops",1242,1,"False Monster Summon::OnMyMobDead";
+ monster "job3_rang02",54,39,"Pororing",1031,1,"False Monster Summon::OnMyMobDead";
+ end;
+
+OnThree:
+ monster "job3_rang02",35,58,"Poporing",1113,1,"False Monster Summon::OnMyMobDead";
+ monster "job3_rang02",44,58,"Podaegi",1002,1,"False Monster Summon::OnMyMobDead";
+ monster "job3_rang02",35,49,"Poing",1002,1,"False Monster Summon::OnMyMobDead";
+ monster "job3_rang02",54,49,"Poja",1031,1,"False Monster Summon::OnMyMobDead";
+ monster "job3_rang02",35,39,"Maporing",1242,1,"False Monster Summon::OnMyMobDead";
+ monster "job3_rang02",44,39,"Drops",1242,1,"False Monster Summon::OnMyMobDead";
+ monster "job3_rang02",54,39,"Pororing",1031,1,"False Monster Summon::OnMyMobDead";
+ end;
+
+OnFour:
+ monster "job3_rang02",35,58,"Poing",1242,1,"False Monster Summon::OnMyMobDead";
+ monster "job3_rang02",44,58,"Hoing",1002,1,"False Monster Summon::OnMyMobDead";
+ monster "job3_rang02",54,58,"Marine",1031,1,"False Monster Summon::OnMyMobDead";
+ monster "job3_rang02",54,49,"Drops",1113,1,"False Monster Summon::OnMyMobDead";
+ monster "job3_rang02",35,39,"Puding",1113,1,"False Monster Summon::OnMyMobDead";
+ monster "job3_rang02",44,39,"Droporing",1002,1,"False Monster Summon::OnMyMobDead";
+ monster "job3_rang02",54,39,"Marine",1242,1,"False Monster Summon::OnMyMobDead";
+ end;
+
+OnFive:
+ monster "job3_rang02",35,58,"Popuri",1002,1,"False Monster Summon::OnMyMobDead";
+ monster "job3_rang02",44,58,"Poporing",1242,1,"False Monster Summon::OnMyMobDead";
+ monster "job3_rang02",54,58,"Mariring",1031,1,"False Monster Summon::OnMyMobDead";
+ monster "job3_rang02",35,49,"Poyong",1113,1,"False Monster Summon::OnMyMobDead";
+ monster "job3_rang02",35,39,"Marine",1031,1,"False Monster Summon::OnMyMobDead";
+ monster "job3_rang02",44,39,"Puding",1002,1,"False Monster Summon::OnMyMobDead";
+ monster "job3_rang02",54,39,"Hoing",1031,1,"False Monster Summon::OnMyMobDead";
+ end;
+
+OnSix:
+ monster "job3_rang02",35,58,"Pork",1031,1,"False Monster Summon::OnMyMobDead";
+ monster "job3_rang02",44,58,"Drops",1113,1,"False Monster Summon::OnMyMobDead";
+ monster "job3_rang02",54,58,"Poja",1242,1,"False Monster Summon::OnMyMobDead";
+ monster "job3_rang02",35,49,"Poporing",1242,1,"False Monster Summon::OnMyMobDead";
+ monster "job3_rang02",54,49,"Horing",1002,1,"False Monster Summon::OnMyMobDead";
+ monster "job3_rang02",44,39,"Marun",1031,1,"False Monster Summon::OnMyMobDead";
+ monster "job3_rang02",54,39,"Drawing",1002,1,"False Monster Summon::OnMyMobDead";
+ end;
+
+OnSeven:
+ monster "job3_rang02",35,58,"Marine",1113,1,"False Monster Summon::OnMyMobDead";
+ monster "job3_rang02",44,58,"Pororing",1031,1,"False Monster Summon::OnMyMobDead";
+ monster "job3_rang02",54,58,"Pork",1031,1,"False Monster Summon::OnMyMobDead";
+ monster "job3_rang02",35,49,"Porin",1242,1,"False Monster Summon::OnMyMobDead";
+ monster "job3_rang02",54,49,"Poporing",1002,1,"False Monster Summon::OnMyMobDead";
+ monster "job3_rang02",35,39,"Horin",1113,1,"False Monster Summon::OnMyMobDead";
+ monster "job3_rang02",54,39,"Puding",1002,1,"False Monster Summon::OnMyMobDead";
+ end;
+
+OnEight:
+ monster "job3_rang02",35,58,"Marun",1242,1,"False Monster Summon::OnMyMobDead";
+ monster "job3_rang02",44,58,"Poja",1113,1,"False Monster Summon::OnMyMobDead";
+ monster "job3_rang02",54,58,"Drops",1031,1,"False Monster Summon::OnMyMobDead";
+ monster "job3_rang02",35,49,"Poing",1242,1,"False Monster Summon::OnMyMobDead";
+ monster "job3_rang02",54,49,"Puding",1002,1,"False Monster Summon::OnMyMobDead";
+ monster "job3_rang02",35,39,"Horing",1031,1,"False Monster Summon::OnMyMobDead";
+ monster "job3_rang02",44,39,"Poporing",1113,1,"False Monster Summon::OnMyMobDead";
+ end;
+
+OnReset:
+ killmonster "job3_rang02","False Monster Summon::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ specialeffect2 EF_DEVIL;
+ set $@job_rang_point01,$@job_rang_point01-1;
+ mapannounce "job3_rang02","Test Supervisor, Notice : Wrong Target! Pull yourself together!",bc_map;
+ end;
+}
+
+job3_rang02,100,93,0 script Second Test Timer#jr_08 139,{
+
+OnInit:
+ disablenpc "Second Test Timer#jr_08";
+ end;
+
+OnEnable:
+ enablenpc "Second Test Timer#jr_08";
+ initnpctimer;
+ donpcevent "Test Supervisor#jr_04::OnDisable";
+ donpcevent "First Test Timer#jr_05::OnDisable";
+ end;
+
+OnDisable:
+ stopnpctimer;
+ disablenpc "Second Test Timer#jr_08";
+ end;
+
+OnStop:
+ stopnpctimer;
+ end;
+
+OnTimer3000:
+ mapannounce "job3_rang02","Test Supervisor, Caution : Yeah. Congrats on you passing the 1st practical test. I am the 2nd practical test supervisor Caution.",bc_map;
+ end;
+
+OnTimer6000:
+ mapannounce "job3_rang02","Test Supervisor, Caution : The Second Test is about test performance ability and the effective usage of traps.",bc_map;
+ end;
+
+OnTimer9000:
+ mapannounce "job3_rang02","Test Supervisor, Caution : When the test begins, you'll recive 'Bombring Caspule's' from a staff member near you, and kill the monsters in your way.",bc_map;
+ end;
+
+OnTimer11000:
+ mapannounce "job3_rang02","Test Supervisor, Caution : When you use a 'Bombring Capsule' a Bombring is summoned near you, and after 3 seconds it will explode.",bc_map;
+ end;
+
+OnTimer14000:
+ mapannounce "job3_rang02","Test Supervisor, Caution : The explosive range of the Bombring is a 5x5 cell around the Bombring, so be carefull not to be caught in the explosion.",bc_map;
+ end;
+
+OnTimer17000:
+ mapannounce "job3_rang02","Test Supervisor, Caution : Whilst progressing, if you complete the mission given by an staff member come and see me, then you will pass the 2nd practical test!",bc_map;
+ end;
+
+OnTimer20000:
+ mapannounce "job3_rang02","Test Supervisor, Caution : Oh! When you come and see me, all 'Bombring Capsules' have to been used up.",bc_map;
+ end;
+
+OnTimer23000:
+ mapannounce "job3_rang02","Test Supervisor, Caution : The test period will take 3 minutes in total! Copmplete the mission in 3 minutes and stay alive! Then come to see me!",bc_map;
+ end;
+
+OnTimer26000:
+ mapannounce "job3_rang02","Test Supervisor, Caution : Well the test begins now!! Start going!!!!!!",bc_map;
+ donpcevent "Staff Rust#job_ranger09::OnEnable";
+ end;
+
+OnTimer80000:
+ mapannounce "job3_rang02","Test Supervisor, Caution : 1 Minute has passed. You are coming to see me, right?",bc_map;
+ end;
+
+OnTimer83000:
+ mapannounce "job3_rang02","Test Supervisor, Caution : Don't be too brave to rush and get yourself killed, be slow and careful.",bc_map;
+ end;
+
+OnTimer140000:
+ mapannounce "job3_rang02","Test Supervisor, Caution : 2 Minutes have passed. Getting here on time should be your top priority.?",bc_map;
+ end;
+
+OnTimer143000:
+ mapannounce "job3_rang02","Test Supervisor, Caution : However, you need to be alive in order to make the time limit, right? Please watch out.",bc_map;
+ end;
+
+OnTimer170000:
+ mapannounce "job3_rang02","Test Supervisor, Caution : 2 Minutes and 30 Seconds have passed. There's not much time left!",bc_map;
+ end;
+
+OnTimer173000:
+ mapannounce "job3_rang02","Test Supervisor, Caution : Hurry up! Hurry up! Come on.",bc_map;
+ end;
+
+OnTimer200000:
+ mapannounce "job3_rang02","Test Supervisor, Caution : 3 Minutes have passed! 3 Minutes!!!! I'll be a little easy on you, so hurry up!!!!!!",bc_map;
+ end;
+
+OnTimer205000:
+ mapannounce "job3_rang02","Test Supervisor, Caution : 5 Seconds remaining!!",bc_map;
+ end;
+
+OnTimer206000:
+ mapannounce "job3_rang02","Test Supervisor, Caution : 4 Seconds remaining!!",bc_map;
+ end;
+
+OnTimer207000:
+ mapannounce "job3_rang02","Test Supervisor, Caution : 3 Seconds remaining!!",bc_map;
+ end;
+
+OnTimer208000:
+ mapannounce "job3_rang02","Test Supervisor, Caution : 2 Seconds remaining!!",bc_map;
+ end;
+
+OnTimer209000:
+ mapannounce "job3_rang02","Test Supervisor, Caution : 1 Second remaining!!",bc_map;
+ end;
+
+OnTimer210000:
+ mapannounce "job3_rang02","Test Supervisor, Caution : Ugh.. What are you doing? Your time is up!",bc_map;
+ end;
+
+OnTimer213000:
+ mapannounce "job3_rang02","Test Supervisor, Caution : You couldn't get here on time, therefore the 2nd practical test ends here!",bc_map;
+ end;
+
+OnTimer217000:
+ mapannounce "job3_rang02","Test Supervisor, Caution : If you want to blame something, blame your own stupidness! Start over from the beginning! You fool!",bc_map;
+ mapwarp "job3_rang02","tur_dun01",93,165;
+ end;
+
+OnTimer220000:
+ mapannounce "job3_rang02","Test Supervisor, Caution : If you want to blame something, blame your own stupidness! Start over from the beginning! You fool!",bc_map;
+ mapwarp "job3_rang02","tur_dun01",93,165;
+ donpcevent "Staff Rust#job_ranger09::OnDisable";
+ donpcevent "Plant Summon#jr_10::OnDisable";
+ donpcevent "Test Supervisor#jr_11::OnDisable";
+ end;
+
+OnTimer223000:
+ donpcevent "Practical Test::OnEnable";
+ donpcevent "Second Test Timer#jr_08::OnDisable";
+ stopnpctimer;
+ end;
+}
+
+job3_rang02,111,56,3 script Staff Rust#job_ranger09 89,{
+
+
+ if (job_ranger01 == 6)
+ {
+ if (countitem(12258) < 1)
+ {
+ if (countitem(6156) < 1)
+ {
+ set .@ranger_weight01,MaxWeight - Weight;
+ set .@gift_paper01,(.@ranger_weight01 - 2000) / 10;
+ percentheal 100,0;
+ specialeffect2 EF_ABSORBSPIRITS;
+ mes "[Staff Rust]";
+ mes "I'll give you the 'Bombring Capsules'.";
+ mes "The 'Bombring Capsules' can be given again only for the one who used it all, so please keep that in mind.";
+ next;
+ emotion 55;
+ mes "[Staff Rust]";
+ mes "And the mission is.... to deliver these documents to the supervisor, Caution. He won't take what I give...";
+ setquest 8260;
+ getitem 6156,.@gift_paper01;
+ getitem 12258,10;
+ getitem 569,100;
+ close;
+ }
+ percentheal 100,0;
+ specialeffect2 EF_ABSORBSPIRITS;
+ mes "[Staff Rust]";
+ mes "I'll give you the 'Bombring Capsules.";
+ mes "The 'Bombring Capsules' can be given again only for the one who used it all, so please keep that in mind.";
+ getitem 12258,5;
+ close;
+ }
+ mes "[Staff Rust]";
+ mes "I'm sorry, but you already have the 'Bombring Capsules', so I cannot provide you with more.";
+ close;
+ }
+ mes "[Staff Rust]";
+ mes "I'm sorry, but how did you get in?";
+ next;
+ mes "[Staff Rust]";
+ mes "If you are not here for the job change test, please leave.";
+ close;
+
+OnInit:
+ disablenpc "Staff Rust#job_ranger09";
+ end;
+
+OnEnable:
+ enablenpc "Staff Rust#job_ranger09";
+ donpcevent "Plant Summon#jr_10::OnEnable";
+ donpcevent "Test Supervisor#jr_11::OnEnable";
+ end;
+
+OnDisable:
+ disablenpc "Staff Rust#job_ranger09";
+ end;
+}
+
+job3_rang02,136,21,5 script Plant Summon#jr_10 139,5,5,{
+
+OnInit:
+ disablenpc "Plant Summon#jr_10";
+ end;
+
+OnEnable:
+ enablenpc "Plant Summon#jr_10";
+ monster "job3_rang02",112,45,"Mandragora",1020,1,"Plant Summon#jr_10::OnMyMobDead";
+ monster "job3_rang02",114,45,"Mandragora",1020,1,"Plant Summon#jr_10::OnMyMobDead";
+ monster "job3_rang02",116,45,"Mandragora",1020,1,"Plant Summon#jr_10::OnMyMobDead";
+ monster "job3_rang02",110,30,"Flora",1118,1,"Plant Summon#jr_10::OnMyMobDead";
+ monster "job3_rang02",112,30,"Flora",1118,1,"Plant Summon#jr_10::OnMyMobDead";
+ monster "job3_rang02",114,30,"Flora",1118,1,"Plant Summon#jr_10::OnMyMobDead";
+ monster "job3_rang02",116,30,"Flora",1118,1,"Plant Summon#jr_10::OnMyMobDead";
+ monster "job3_rang02",116,41,"Geographer",1368,1,"Plant Summon#jr_10::OnMyMobDead";
+ monster "job3_rang02",114,40,"Mandragora",1020,1,"Plant Summon#jr_10::OnMyMobDead";
+ monster "job3_rang02",112,41,"Geographer",1368,1,"Plant Summon#jr_10::OnMyMobDead";
+ monster "job3_rang02",111,34,"Flora",1118,1,"Plant Summon#jr_10::OnMyMobDead";
+ monster "job3_rang02",117,22,"Muscipular",1780,1,"Plant Summon#jr_10::OnMyMobDead";
+ monster "job3_rang02",114,21,"Geographer",1368,1,"Plant Summon#jr_10::OnMyMobDead";
+ monster "job3_rang02",115,23,"Parasite",1500,1,"Plant Summon#jr_10::OnMyMobDead";
+ monster "job3_rang02",135,25,"Drosera",1781,1,"Plant Summon#jr_10::OnMyMobDead";
+ monster "job3_rang02",135,23,"Geographer",1368,1,"Plant Summon#jr_10::OnMyMobDead";
+ monster "job3_rang02",138,20,"Muscipular",1780,1,"Plant Summon#jr_10::OnMyMobDead";
+ monster "job3_rang02",137,36,"Drosera",1781,1,"Plant Summon#jr_10::OnMyMobDead";
+ monster "job3_rang02",139,34,"Geographer",1368,1,"Plant Summon#jr_10::OnMyMobDead";
+ monster "job3_rang02",144,41,"Geographer",1368,1,"Plant Summon#jr_10::OnMyMobDead";
+ monster "job3_rang02",152,41,"Parasite",1500,1,"Plant Summon#jr_10::OnMyMobDead";
+ monster "job3_rang02",168,49,"Drosera",1781,1,"Plant Summon#jr_10::OnMyMobDead";
+ monster "job3_rang02",165,48,"Muscipular",1780,1,"Plant Summon#jr_10::OnMyMobDead";
+ monster "job3_rang02",160,56,"Geographer",1368,1,"Plant Summon#jr_10::OnMyMobDead";
+ monster "job3_rang02",158,56,"Drosera",1781,1,"Plant Summon#jr_10::OnMyMobDead";
+ monster "job3_rang02",159,55,"Mandragora",1020,1,"Plant Summon#jr_10::OnMyMobDead";
+ monster "job3_rang02",170,53,"Flora",1118,1,"Plant Summon#jr_10::OnMyMobDead";
+ monster "job3_rang02",168,56,"Parasite",1500,1,"Plant Summon#jr_10::OnMyMobDead";
+ monster "job3_rang02",174,63,"Muscipular",1780,1,"Plant Summon#jr_10::OnMyMobDead";
+ monster "job3_rang02",176,60,"Geographer",1368,1,"Plant Summon#jr_10::OnMyMobDead";
+ monster "job3_rang02",170,59,"Geographer",1368,1,"Plant Summon#jr_10::OnMyMobDead";
+ monster "job3_rang02",126,19,"Nepenthes",1988,1,"Plant Summon#jr_10::OnMyMobDead";
+ end;
+
+OnDisable:
+ disablenpc "Plant Summon#jr_10";
+ killmonster "job3_rang02","Plant Summon#jr_10::OnMyMobDead";
+ end;
+
+OnTouch:
+ percentheal 10,0;
+ specialeffect2 EF_ABSORBSPIRITS;
+ mapannounce "job3_rang02","Test Supervisor, Caution : You are doing well! If you come closer a little more, you should be able to see me.",bc_map;
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+job3_rang02,180,78,3 script Test Supervisor#jr_11 882,1,1,{
+
+OnTouch:
+ if (job_ranger01 == 6)
+ {
+ if (countitem(12258) < 1)
+ {
+ if (countitem(6156) > 0)
+ {
+ mes "[Test Supervisor, Caution]";
+ mes "You've arrived safely!!!";
+ donpcevent "Second Test Timer#jr_08::OnDisable";
+ donpcevent "Staff Rust#job_ranger09::OnDisable";
+ donpcevent "Plant Summon#jr_10::OnDisable";
+ initnpctimer;
+ next;
+ mes "[Test Supervisor, Caution]";
+ mes "What are those documents?";
+ emotion 74;
+ next;
+ menu "Mr. Rust asked me to give this to you.",-;
+ mes "[Test Supervisor, Caution]";
+ mes "Haaaaaaaah!!";
+ mes "I've been avoiding him so much!!";
+ delitem 6156,countitem(6156);
+ erasequest 8260;
+ next;
+ mes "[Test Supervisor, Caution]";
+ mes "I've never imagined this could be a test...";
+ emotion 28;
+ next;
+ mes "[Test Supervisor, Caution]";
+ mes "Anyway you've passed the 2nd test very well.";
+ next;
+ mes "[Test Supervisor, Caution]";
+ mes "Pass the 3rd one and you will become a great ranger.";
+ close2;
+ warp "job3_rang02",250,49;
+ donpcevent "Test Supervisor#jr_13::OnEnable";
+ end;
+ }
+ mes "[Test Supervisor, Caution]";
+ mes "You've arrived safely......uh?";
+ next;
+ mes "[Test Supervisor, Caution]";
+ mes "Didn't Rust give you something?";
+ next;
+ mes "[Test Supervisor, Caution]";
+ mes "Where did you lose that?";
+ mes "Pick it up quickly!";
+ close;
+ }
+ mes "[Test Supervisor, Caution]";
+ mes "No, no!";
+ mes "You need to use all the 'Bombring Capsules'?!";
+ next;
+ mes "[Test Supervisor, Caution]";
+ mes "Use it all and come back!";
+ mes "Time is ticking so you'd better hurry.";
+ close;
+ }
+ mes "[Test Supervisor, Caution]";
+ mes "You've arrived safely......uh?";
+ next;
+ mes "[Test Supervisor, Caution]";
+ mes "Didn't Rust give you something?";
+ next;
+ mes "[Test Supervisor, Caution]";
+ mes "Where did you lose that?";
+ mes "Pick it up quickly!";
+ close2;
+ end;
+
+OnTimer60000:
+ mapannounce "job3_rang02","Test Supervisor, Caution : Come here, you don't have to rush your test, but why are you delaying the test?",bc_map;
+ end;
+
+OnTimer63000:
+ mapannounce "job3_rang02","Test Supervisor, Caution : I hate people that make me wait! if you don't talk to me in 30 seconds to continue the test, I will end your test progress!",bc_map;
+ end;
+
+OnTimer93000:
+ mapannounce "job3_rang02","Test Supervisor, Caution : Hurry up! Hurry up! Come on.",bc_map;
+ end;
+
+OnTimer96000:
+ mapannounce "job3_rang02","Test Supervisor, Caution : You couldn't get here on time, therefore the 2nd practical test ends here!",bc_map;
+ end;
+
+OnTimer99000:
+ mapannounce "job3_rang02","Test Supervisor, Caution : If you want to blame something, blame your own stupidness! Start over from the beginning! You fool!",bc_map;
+ mapwarp "job3_rang02","tur_dun01",93,165;
+ end;
+
+OnTimer102000:
+ mapannounce "job3_rang02","Test Supervisor, Caution : If you want to blame something, blame your own stupidness! Start over from the beginning! You fool!",bc_map;
+ mapwarp "job3_rang02","tur_dun01",93,165;
+ donpcevent "Staff Rust#job_ranger09::OnDisable";
+ donpcevent "Plant Summon#jr_10::OnDisable";
+ donpcevent "Second Test Timer#jr_08::OnDisable";
+ end;
+
+OnTimer105000:
+ donpcevent "Practical Test::OnEnable";
+ donpcevent "Test Supervisor#jr_11::OnDisable";
+ stopnpctimer;
+ end;
+
+OnInit:
+ disablenpc "Test Supervisor#jr_11";
+ end;
+
+OnEnable:
+ enablenpc "Test Supervisor#jr_11";
+ end;
+
+OnDisable:
+ stopnpctimer;
+ disablenpc "Test Supervisor#jr_11";
+ end;
+
+}
+
+job3_rang02,104,93,0 script Third Test Timer#jr_12 139,{
+
+OnTimer3000:
+ mapannounce "job3_rang02","Test Supervisor, Freeze : Well, then let's start the 3rd practical test! Are you ready?",bc_map;
+ end;
+
+OnTimer6000:
+ mapannounce "job3_rang02","Test Supervisor, Freeze : From now on, every 3 seconds an 'Egg Bomb' will appear! Look at it carefully, and have your wolf attack the egg bomb to dismantle it!",bc_map;
+ end;
+
+OnTimer9000:
+ mapannounce "job3_rang02","Test Supervisor, Freeze : You can control the wolf by pressing the alt key and left click the surface, the wolf then moves to that point! Then you target the bomb and click on more time, it will then attack it!",bc_map;
+ end;
+
+OnTimer12000:
+ mapannounce "job3_rang02","Test Supervisor, Freeze : The 'Egg Bombs' will spawn 20 times! Each time you successfully dismantle one, you get 1 point! If you get 10 ore more points, you pass the preactical test, so go for it! Then I'll start!!!!!",bc_map;
+ end;
+
+OnTimer15000:
+ set .@rand,rand(1,3);
+ if (.@rand == 1)
+ {
+ donpcevent "Egg Bomb#job_ranger14::OnEnable";
+ }else if (.@rand == 2)
+ {
+ donpcevent "Egg Bomb#job_ranger15::OnEnable";
+ }else
+ {
+ donpcevent "Egg Bomb#job_ranger16::OnEnable";
+ }
+ end;
+
+OnTimer20000:
+ set .@rand,rand(1,3);
+ if (.@rand == 1)
+ {
+ donpcevent "Egg Bomb#job_ranger17::OnEnable";
+ }else if (.@rand == 2)
+ {
+ donpcevent "Egg Bomb#job_ranger18::OnEnable";
+ }else
+ {
+ donpcevent "Egg Bomb#job_ranger19::OnEnable";
+ }
+ end;
+
+OnTimer25000:
+ set .@rand,rand(1,3);
+ if (.@rand == 1)
+ {
+ donpcevent "Egg Bomb#job_ranger20::OnEnable";
+ }else if (.@rand == 2)
+ {
+ donpcevent "Egg Bomb#job_ranger21::OnEnable";
+ }else
+ {
+ donpcevent "Egg Bomb#job_ranger22::OnEnable";
+ }
+ end;
+
+OnTimer30000:
+ set .@rand,rand(1,3);
+ if (.@rand == 1)
+ {
+ donpcevent "Egg Bomb#job_ranger23::OnEnable";
+ }else if (.@rand == 2)
+ {
+ donpcevent "Egg Bomb#job_ranger24::OnEnable";
+ }else
+ {
+ donpcevent "Egg Bomb#job_ranger25::OnEnable";
+ }
+ end;
+
+OnTimer35000:
+ set .@rand,rand(1,3);
+ if (.@rand == 1)
+ {
+ donpcevent "Egg Bomb#job_ranger26::OnEnable";
+ }else if (.@rand == 2)
+ {
+ donpcevent "Egg Bomb#job_ranger27::OnEnable";
+ }else
+ {
+ donpcevent "Egg Bomb#job_ranger28::OnEnable";
+ }
+ end;
+
+OnTimer40000:
+ set .@rand,rand(1,3);
+ if (.@rand == 1)
+ {
+ donpcevent "Egg Bomb#job_ranger14::OnEnable";
+ }else if (.@rand == 2)
+ {
+ donpcevent "Egg Bomb#job_ranger15::OnEnable";
+ }else
+ {
+ donpcevent "Egg Bomb#job_ranger16::OnEnable";
+ }
+ end;
+
+OnTimer45000:
+ set .@rand,rand(1,3);
+ if (.@rand == 1)
+ {
+ donpcevent "Egg Bomb#job_ranger17::OnEnable";
+ }else if (.@rand == 2)
+ {
+ donpcevent "Egg Bomb#job_ranger18::OnEnable";
+ }else
+ {
+ donpcevent "Egg Bomb#job_ranger19::OnEnable";
+ }
+ end;
+
+OnTimer50000:
+ set .@rand,rand(1,3);
+ if (.@rand == 1)
+ {
+ donpcevent "Egg Bomb#job_ranger20::OnEnable";
+ }else if (.@rand == 2)
+ {
+ donpcevent "Egg Bomb#job_ranger21::OnEnable";
+ }else
+ {
+ donpcevent "Egg Bomb#job_ranger22::OnEnable";
+ }
+ end;
+
+OnTimer55000:
+ set .@rand,rand(1,3);
+ if (.@rand == 1)
+ {
+ donpcevent "Egg Bomb#job_ranger23::OnEnable";
+ }else if (.@rand == 2)
+ {
+ donpcevent "Egg Bomb#job_ranger24::OnEnable";
+ }else
+ {
+ donpcevent "Egg Bomb#job_ranger25::OnEnable";
+ }
+ end;
+
+OnTimer60000:
+ set .@rand,rand(1,3);
+ if (.@rand == 1)
+ {
+ donpcevent "Egg Bomb#job_ranger26::OnEnable";
+ }else if (.@rand == 2)
+ {
+ donpcevent "Egg Bomb#job_ranger27::OnEnable";
+ }else
+ {
+ donpcevent "Egg Bomb#job_ranger28::OnEnable";
+ }
+ end;
+
+OnTimer65000:
+ set .@rand,rand(1,3);
+ if (.@rand == 1)
+ {
+ donpcevent "Egg Bomb#job_ranger14::OnEnable";
+ }else if (.@rand == 2)
+ {
+ donpcevent "Egg Bomb#job_ranger15::OnEnable";
+ }else
+ {
+ donpcevent "Egg Bomb#job_ranger16::OnEnable";
+ }
+ end;
+
+OnTimer70000:
+ set .@rand,rand(1,3);
+ if (.@rand == 1)
+ {
+ donpcevent "Egg Bomb#job_ranger17::OnEnable";
+ }else if (.@rand == 2)
+ {
+ donpcevent "Egg Bomb#job_ranger18::OnEnable";
+ }else
+ {
+ donpcevent "Egg Bomb#job_ranger19::OnEnable";
+ }
+ end;
+
+OnTimer75000:
+ set .@rand,rand(1,3);
+ if (.@rand == 1)
+ {
+ donpcevent "Egg Bomb#job_ranger20::OnEnable";
+ }else if (.@rand == 2)
+ {
+ donpcevent "Egg Bomb#job_ranger21::OnEnable";
+ }else
+ {
+ donpcevent "Egg Bomb#job_ranger22::OnEnable";
+ }
+ end;
+
+OnTimer80000:
+ set .@rand,rand(1,3);
+ if (.@rand == 1)
+ {
+ donpcevent "Egg Bomb#job_ranger23::OnEnable";
+ }else if (.@rand == 2)
+ {
+ donpcevent "Egg Bomb#job_ranger24::OnEnable";
+ }else
+ {
+ donpcevent "Egg Bomb#job_ranger25::OnEnable";
+ }
+ end;
+
+OnTimer85000:
+ set .@rand,rand(1,3);
+ if (.@rand == 1)
+ {
+ donpcevent "Egg Bomb#job_ranger26::OnEnable";
+ }else if (.@rand == 2)
+ {
+ donpcevent "Egg Bomb#job_ranger27::OnEnable";
+ }else
+ {
+ donpcevent "Egg Bomb#job_ranger28::OnEnable";
+ }
+ end;
+
+OnTimer90000:
+ set .@rand,rand(1,3);
+ if (.@rand == 1)
+ {
+ donpcevent "Egg Bomb#job_ranger14::OnEnable";
+ }else if (.@rand == 2)
+ {
+ donpcevent "Egg Bomb#job_ranger15::OnEnable";
+ }else
+ {
+ donpcevent "Egg Bomb#job_ranger16::OnEnable";
+ }
+ end;
+
+OnTimer95000:
+ set .@rand,rand(1,3);
+ if (.@rand == 1)
+ {
+ donpcevent "Egg Bomb#job_ranger17::OnEnable";
+ }else if (.@rand == 2)
+ {
+ donpcevent "Egg Bomb#job_ranger18::OnEnable";
+ }else
+ {
+ donpcevent "Egg Bomb#job_ranger19::OnEnable";
+ }
+ end;
+
+OnTimer100000:
+ set .@rand,rand(1,3);
+ if (.@rand == 1)
+ {
+ donpcevent "Egg Bomb#job_ranger20::OnEnable";
+ }else if (.@rand == 2)
+ {
+ donpcevent "Egg Bomb#job_ranger21::OnEnable";
+ }else
+ {
+ donpcevent "Egg Bomb#job_ranger22::OnEnable";
+ }
+ end;
+
+OnTimer105000:
+ set .@rand,rand(1,3);
+ if (.@rand == 1)
+ {
+ donpcevent "Egg Bomb#job_ranger23::OnEnable";
+ }else if (.@rand == 2)
+ {
+ donpcevent "Egg Bomb#job_ranger24::OnEnable";
+ }else
+ {
+ donpcevent "Egg Bomb#job_ranger25::OnEnable";
+ }
+ end;
+
+OnTimer110000:
+ set .@rand,rand(1,3);
+ if (.@rand == 1)
+ {
+ donpcevent "Egg Bomb#job_ranger26::OnEnable";
+ }else if (.@rand == 2)
+ {
+ donpcevent "Egg Bomb#job_ranger27::OnEnable";
+ }else
+ {
+ donpcevent "Egg Bomb#job_ranger28::OnEnable";
+ }
+ end;
+
+OnTimer113000:
+ mapannounce "job3_rang02","Test Supervisor, Freeze : The test is ooooooooooooooveeeeerrr!!!!!!!!!!!!!!!!!!!!!!!!!!",bc_map;
+ donpcevent "Egg Bomb#job_ranger14::OnDisable";
+ donpcevent "Egg Bomb#job_ranger15::OnDisable";
+ donpcevent "Egg Bomb#job_ranger16::OnDisable";
+ donpcevent "Egg Bomb#job_ranger17::OnDisable";
+ donpcevent "Egg Bomb#job_ranger18::OnDisable";
+ donpcevent "Egg Bomb#job_ranger19::OnDisable";
+ donpcevent "Egg Bomb#job_ranger20::OnDisable";
+ donpcevent "Egg Bomb#job_ranger21::OnDisable";
+ donpcevent "Egg Bomb#job_ranger22::OnDisable";
+ donpcevent "Egg Bomb#job_ranger23::OnDisable";
+ donpcevent "Egg Bomb#job_ranger24::OnDisable";
+ donpcevent "Egg Bomb#job_ranger25::OnDisable";
+ donpcevent "Egg Bomb#job_ranger26::OnDisable";
+ donpcevent "Egg Bomb#job_ranger27::OnDisable";
+ donpcevent "Egg Bomb#job_ranger28::OnDisable";
+ end;
+
+OnTimer116000:
+ mapannounce "job3_rang02","Test Supervisor, Freeze : Well let's see the result?!",bc_map;
+ end;
+
+OnTimer119000:
+ set .point_result01,$@job_rang_point03;
+ mapannounce "job3_rang02","Test Supervisor, Freeze : Your score is ..."+.point_result01+" out of 20!",bc_map;
+ end;
+
+OnTimer121000:
+ if (.point_result01 > 9)
+ {
+ mapannounce "job3_rang02","Test Supervisor, Freeze : You have been successful so far! You've passed all practical tests! Let's move to the waitingroom!!!!!",bc_map;
+ mapwarp "job3_rang02","job3_rang01",89,38;
+ }else
+ {
+ mapannounce "job3_rang02","Test Supervisor, Freeze : It's too bad but you couldn't pass the 10 points, so you failed!!!!",bc_map;
+ }
+ end;
+
+OnTimer124000:
+ mapannounce "job3_rang02","Test Supervisor, Freeze : It's too bad, but you'll need to retake the test from the beginning! Please go back!",bc_map;
+ mapwarp "job3_rang02","tur_dun01",93,165;
+ end;
+
+OnTimer127000:
+ mapannounce "job3_rang02","Test Supervisor, Freeze : It's too bad, but you'll need to retake the test from the beginning! Please go back!",bc_map;
+ set $@job_rang_point03,0;
+ mapwarp "job3_rang02","tur_dun01",93,165;
+ donpcevent "Test Supervisor#jr_13::OnDisable";
+ end;
+
+OnTimer130000:
+ set $@job_rang_point03,0;
+ donpcevent "Practical Test::OnEnable";
+ donpcevent "Third Test Timer#jr_12::OnDisable";
+ stopnpctimer;
+ end;
+
+OnInit:
+ set $@job_rang_point03,0;
+ disablenpc "Third Test Timer#jr_12";
+ end;
+
+OnEnable:
+ enablenpc "Third Test Timer#jr_12";
+ initnpctimer;
+ end;
+
+OnDisable:
+ set $@job_rang_point03,0;
+ stopnpctimer;
+ disablenpc "Third Test Timer#jr_12";
+ end;
+}
+
+job3_rang02,251,49,3 script Test Supervisor#jr_13 732,{
+
+ if (job_ranger01 == 6)
+ {
+ if (checkquest(8261) == -1)
+ {
+ mes "[Test Supervisor, Freeze]";
+ mes "Congrats for passing the 2nd practical test! I am the 3rd practical test supervisor Freeze!";
+ next;
+ mes "[Test Supervisor, Freeze]";
+ mes "For the 3rd test, I'll test how much you could use a wolf effectively. When you become a Ranger in the future, you'll learn an wolf!";
+ next;
+ mes "[Test Supervisor, Freeze]";
+ mes "^0000ffThe tester is provided with a disposable Wolf summoning Flute! When you remove egg bombs coming out from here and there by controlling the summoned wolf, you get points!^000000";
+ next;
+ mes "[Test Supervisor, Freeze]";
+ mes "Tester cannot move during the test, and the test completes when all bombs are removed quickly and accurately within the given time only by using a wolf!";
+ next;
+ mes "[Test Supervisor, Freeze]";
+ mes "^0000ffThe way to control an wolf is to press the alt key and left-click the surface, then the wolf moves to the point where you've clicked on!^000000";
+ mes "^0000ffWhen you target the bomb and press one more, it starts to attack!^000000";
+ next;
+ mes "[Test Supervisor, Freeze]";
+ mes "The 3rd test time limit is about 3 minutes, when you get 10 over 20 points, you can pass the practical test!";
+ next;
+ mes "[Test Supervisor, Freeze]";
+ mes "Well, then first get this Wolf' flutes and after summoning the wolf, talk to me!";
+ getitem 12380,1;
+ setquest 8261;
+ close;
+ }
+ else if (checkquest(8261) == 1)
+ {
+ if (getmercinfo(1) == 2034)
+ {
+ erasequest 8261;
+ mes "[Test Supervisor, Freeze]";
+ mes "Good! Then I'll start the test right now!";
+ next;
+ mes "[Test Supervisor, Freeze]";
+ mes "Keep in mind! You need to remove the egg bomb before it gets exploded by only using a wolf!";
+ next;
+ mes "[Test Supervisor, Freeze]";
+ mes "Then, Good luck!";
+// sc_start SC_STONE,120000,10; // Commented until the Mercenary M_DESERT_WOLF_B is working correctly.
+ close2;
+ donpcevent "Test Supervisor#jr_13::OnDisable";
+ donpcevent "Third Test Timer#jr_12::OnEnable";
+ end;
+ }else if (countitem(12380) < 1)
+ {
+ mes "[Test Supervisor, Freeze]";
+ mes "Huh?! There's no wolf, no Test Flute, where did you get rid of them?!";
+ next;
+ mes "[Test Supervisor, Freeze]";
+ mes "I'll give you one more time specially, so hold yourself together!";
+ next;
+ mes "[Test Supervisor, Freeze]";
+ mes "Summon the wolf quickly, and talk to me again!";
+ getitem 12380,1;
+ close;
+ }
+ mes "[Test Supervisor, Freeze]";
+ mes "Ha? What are you doing?";
+ next;
+ mes "[Test Supervisor, Freeze]";
+ mes "Play the Test Flute quickly to summon the wolf and talk to me!";
+ close;
+ }
+ }
+ mes "[Test Supervisor, Freeze]";
+ mes "Who are you?";
+ next;
+ mes "[Test Supervisor, Freeze]";
+ mes "This area is for the Ranger Job Change test!";
+ mes "And not for Outsiders such as you, so get out!";
+ close;
+
+OnTimer3000:
+ mapannounce "job3_rang02","Test Supervisor, Freeze : Welcome to the 3rd practical test field! I am the 3rd pratcical Test Supervisor Freeze!",bc_map;
+ end;
+
+OnTimer6000:
+ mapannounce "job3_rang02","Test Supervisor, Freeze : For the smooth testing progress for the other testers, if you don't talk to me again in 2 minutes to start the 3rd test, the test will end!",bc_map;
+ end;
+
+OnTimer9000:
+ mapannounce "job3_rang02","Test Supervisor, Freeze : Don't hesitate and let's begin!",bc_map;
+ end;
+
+OnTimer60000:
+ mapannounce "job3_rang02","Test Supervisor, Freeze : For the smooth testing progress for the other testers, if you don't talk to me again in 1 minute to start the 3rd test, the test will end!",bc_map;
+ end;
+
+OnTimer63000:
+ mapannounce "job3_rang02","Test Supervisor, Freeze : Don't hesitate and let's begin!",bc_map;
+ end;
+
+OnTimer120000:
+ mapannounce "job3_rang02","Test Supervisor, Freeze : Why aren't you starting the test?",bc_map;
+ end;
+
+OnTimer123000:
+ mapannounce "job3_rang02","Test Supervisor, Freeze : You weren't on time for the test, so I am ending the 3rd practical test!",bc_map;
+ end;
+
+OnTimer127000:
+ set $@job_rang_point03,0;
+ mapannounce "job3_rang02","Test Supervisor, Freeze : It's too bad, but try again!",bc_map;
+ mapwarp "job3_rang02","tur_dun01",93,165;
+ end;
+
+OnTimer130000:
+ mapannounce "job3_rang02","Test Supervisor, Freeze : It's too bad, but try again!",bc_map;
+ mapwarp "job3_rang02","tur_dun01",93,165;
+ end;
+
+OnTimer133000:
+ donpcevent "Third Test Timer#jr_12::OnDisable";
+ donpcevent "Practical Test::OnEnable";
+ donpcevent "Test Supervisor#jr_13::OnDisable";
+ stopnpctimer;
+ end;
+
+OnInit:
+ disablenpc "Test Supervisor#jr_13";
+ end;
+
+OnEnable:
+ enablenpc "Test Supervisor#jr_13";
+ initnpctimer;
+ donpcevent "Second Test Timer#jr_08::OnDisable";
+ donpcevent "Staff Rust#job_ranger09::OnDisable";
+ donpcevent "Plant Summon#jr_10::OnDisable";
+ donpcevent "Test Supervisor#jr_11::OnDisable";
+ end;
+
+OnDisable:
+ stopnpctimer;
+ disablenpc "Test Supervisor#jr_13";
+ end;
+}
+
+job3_rang02,246,42,0 script Egg Bomb#job_ranger14 139,{
+
+OnInit:
+ disablenpc "Egg Bomb#job_ranger14";
+ end;
+
+OnEnable:
+ enablenpc "Egg Bomb#job_ranger14";
+ initnpctimer;
+ monster "job3_rang02",246,42,"Egg Bomb",1047,1,"Egg Bomb#job_ranger14::OnMyMobDead";
+ mapannounce "job3_rang02","Egg Bomb 'I am almost done now... Don't stop me.'",bc_map;
+ end;
+
+OnDisable:
+ killmonster "job3_rang02","Egg Bomb#job_ranger14::OnMyMobDead";
+ stopnpctimer;
+ disablenpc "Egg Bomb#job_ranger14";
+ end;
+
+OnMyMobDead:
+ set $@job_rang_point03,$@job_rang_point03+1;
+ mapannounce "job3_rang02","Egg Bomb : Alas, it was only a dream for a short time...",bc_map;
+ donpcevent "Egg Bomb#job_ranger14::OnDisable";
+ end;
+
+OnTimer10000:
+ mapannounce "job3_rang02","Egg Bomb : Ughhhhhhhhhhhhhh!!! So what did I say!!!",bc_map;
+ donpcevent "Egg Bomb#job_ranger14::OnDisable";
+ end;
+}
+
+job3_rang02,249,46,0 script Egg Bomb#job_ranger15 139,{
+
+OnInit:
+ disablenpc "Egg Bomb#job_ranger15";
+ end;
+
+OnEnable:
+ enablenpc "Egg Bomb#job_ranger15";
+ initnpctimer;
+ monster "job3_rang02",249,46,"Egg Bomb",1047,1,"Egg Bomb#job_ranger15::OnMyMobDead";
+ mapannounce "job3_rang02","Egg Bomb : Hey, I am going to explode. What are you going to do?",bc_map;
+ end;
+
+OnDisable:
+ killmonster "job3_rang02","Egg Bomb#job_ranger15::OnMyMobDead";
+ stopnpctimer;
+ disablenpc "Egg Bomb#job_ranger15";
+ end;
+
+OnMyMobDead:
+ set $@job_rang_point03,$@job_rang_point03+1;
+ mapannounce "job3_rang02","Egg Bomb : The world is meaningless and my dream is so far away...",bc_map;
+ donpcevent "Egg Bomb#job_ranger15::OnDisable";
+ end;
+
+OnTimer10000:
+ mapannounce "job3_rang02","Egg Bomb : Ughhhhhhhhhhhhhh!!! So what did I say!!!",bc_map;
+ donpcevent "Egg Bomb#job_ranger15::OnDisable";
+ end;
+}
+
+job3_rang02,256,43,0 script Egg Bomb#job_ranger16 139,{
+
+OnInit:
+ disablenpc "Egg Bomb#job_ranger16";
+ end;
+
+OnEnable:
+ enablenpc "Egg Bomb#job_ranger16";
+ initnpctimer;
+ monster "job3_rang02",256,43,"Egg Bomb",1047,1,"Egg Bomb#job_ranger16::OnMyMobDead";
+ mapannounce "job3_rang02","Egg Bomb : I... no, I can't standy anymore!!",bc_map;
+ end;
+
+OnDisable:
+ killmonster "job3_rang02","Egg Bomb#job_ranger16::OnMyMobDead";
+ stopnpctimer;
+ disablenpc "Egg Bomb#job_ranger16";
+ end;
+
+OnMyMobDead:
+ set $@job_rang_point03,$@job_rang_point03+1;
+ mapannounce "job3_rang02","Egg Bomb : Don't be relieved. Misery always comes from carelesness.",bc_map;
+ donpcevent "Egg Bomb#job_ranger16::OnDisable";
+ end;
+
+OnTimer10000:
+ mapannounce "job3_rang02","Egg Bomb : Ughhhhhhhhhhhhhh!!! So what did I say!!!",bc_map;
+ donpcevent "Egg Bomb#job_ranger16::OnDisable";
+ end;
+}
+
+job3_rang02,243,54,0 script Egg Bomb#job_ranger17 139,{
+
+OnInit:
+ disablenpc "Egg Bomb#job_ranger17";
+ end;
+
+OnEnable:
+ enablenpc "Egg Bomb#job_ranger17";
+ initnpctimer;
+ monster "job3_rang02",243,54,"Egg Bomb",1047,1,"Egg Bomb#job_ranger17::OnMyMobDead";
+ mapannounce "job3_rang02","Egg Bomb 'I am almost done now... Don't stop me.'",bc_map;
+ end;
+
+OnDisable:
+ killmonster "job3_rang02","Egg Bomb#job_ranger17::OnMyMobDead";
+ stopnpctimer;
+ disablenpc "Egg Bomb#job_ranger17";
+ end;
+
+OnMyMobDead:
+ set $@job_rang_point03,$@job_rang_point03+1;
+ mapannounce "job3_rang02","Egg Bomb : Alas, it was only a dream for a short time...",bc_map;
+ donpcevent "Egg Bomb#job_ranger17::OnDisable";
+ end;
+
+OnTimer10000:
+ mapannounce "job3_rang02","Egg Bomb : Ughhhhhhhhhhhhhh!!! So what did I say!!!",bc_map;
+ donpcevent "Egg Bomb#job_ranger17::OnDisable";
+ end;
+}
+
+job3_rang02,246,58,0 script Egg Bomb#job_ranger18 139,{
+
+OnInit:
+ disablenpc "Egg Bomb#job_ranger18";
+ end;
+
+OnEnable:
+ enablenpc "Egg Bomb#job_ranger18";
+ initnpctimer;
+ monster "job3_rang02",246,58,"Egg Bomb",1047,1,"Egg Bomb#job_ranger18::OnMyMobDead";
+ mapannounce "job3_rang02","Egg Bomb : Hey, I am going to explode. What are you going to do?",bc_map;
+ end;
+
+OnDisable:
+ killmonster "job3_rang02","Egg Bomb#job_ranger18::OnMyMobDead";
+ stopnpctimer;
+ disablenpc "Egg Bomb#job_ranger18";
+ end;
+
+OnMyMobDead:
+ set $@job_rang_point03,$@job_rang_point03+1;
+ mapannounce "job3_rang02","Egg Bomb : The world is meaningless and my dream is so far away...",bc_map;
+ donpcevent "Egg Bomb#job_ranger18::OnDisable";
+ end;
+
+OnTimer10000:
+ mapannounce "job3_rang02","Egg Bomb : Ughhhhhhhhhhhhhh!!! So what did I say!!!",bc_map;
+ donpcevent "Egg Bomb#job_ranger18::OnDisable";
+ end;
+}
+
+job3_rang02,255,56,0 script Egg Bomb#job_ranger19 139,{
+
+OnInit:
+ disablenpc "Egg Bomb#job_ranger19";
+ end;
+
+OnEnable:
+ enablenpc "Egg Bomb#job_ranger19";
+ initnpctimer;
+ monster "job3_rang02",255,56,"Egg Bomb",1047,1,"Egg Bomb#job_ranger19::OnMyMobDead";
+ mapannounce "job3_rang02","Egg Bomb : I... no, I can't stand anymore!!",bc_map;
+ end;
+
+OnDisable:
+ killmonster "job3_rang02","Egg Bomb#job_ranger19::OnMyMobDead";
+ stopnpctimer;
+ disablenpc "Egg Bomb#job_ranger19";
+ end;
+
+OnMyMobDead:
+ set $@job_rang_point03,$@job_rang_point03+1;
+ mapannounce "job3_rang02","Egg Bomb : Don't be relieved. Misery always comes from carelesness.",bc_map;
+ donpcevent "Egg Bomb#job_ranger19::OnDisable";
+ end;
+
+OnTimer10000:
+ mapannounce "job3_rang02","Egg Bomb : Ughhhhhhhhhhhhhh!!! So what did I say!!!",bc_map;
+ donpcevent "Egg Bomb#job_ranger19::OnDisable";
+ end;
+}
+
+job3_rang02,260,48,0 script Egg Bomb#job_ranger20 139,{
+
+OnInit:
+ disablenpc "Egg Bomb#job_ranger20";
+ end;
+
+OnEnable:
+ enablenpc "Egg Bomb#job_ranger20";
+ initnpctimer;
+ monster "job3_rang02",260,48,"Egg Bomb",1047,1,"Egg Bomb#job_ranger20::OnMyMobDead";
+ mapannounce "job3_rang02","Egg Bomb 'I am almost done now... Don't stop me.'",bc_map;
+ end;
+
+OnDisable:
+ killmonster "job3_rang02","Egg Bomb#job_ranger20::OnMyMobDead";
+ stopnpctimer;
+ disablenpc "Egg Bomb#job_ranger20";
+ end;
+
+OnMyMobDead:
+ set $@job_rang_point03,$@job_rang_point03+1;
+ mapannounce "job3_rang02","Egg Bomb : Alas, it was only a dream for a short time...",bc_map;
+ donpcevent "Egg Bomb#job_ranger20::OnDisable";
+ end;
+
+OnTimer10000:
+ mapannounce "job3_rang02","Egg Bomb : Ughhhhhhhhhhhhhh!!! So what did I say!!!",bc_map;
+ donpcevent "Egg Bomb#job_ranger20::OnDisable";
+ end;
+}
+
+job3_rang02,244,53,0 script Egg Bomb#job_ranger21 139,{
+
+OnInit:
+ disablenpc "Egg Bomb#job_ranger21";
+ end;
+
+OnEnable:
+ enablenpc "Egg Bomb#job_ranger21";
+ initnpctimer;
+ monster "job3_rang02",244,53,"Egg Bomb",1047,1,"Egg Bomb#job_ranger21::OnMyMobDead";
+ mapannounce "job3_rang02","Egg Bomb : Hey, I am going to explode. What are you going to do?",bc_map;
+ end;
+
+OnDisable:
+ killmonster "job3_rang02","Egg Bomb#job_ranger21::OnMyMobDead";
+ stopnpctimer;
+ disablenpc "Egg Bomb#job_ranger21";
+ end;
+
+OnMyMobDead:
+ set $@job_rang_point03,$@job_rang_point03+1;
+ mapannounce "job3_rang02","Egg Bomb : The world is meaningless and my dream is so far away...",bc_map;
+ donpcevent "Egg Bomb#job_ranger21::OnDisable";
+ end;
+
+OnTimer10000:
+ mapannounce "job3_rang02","Egg Bomb : Ughhhhhhhhhhhhhh!!! So what did I say!!!",bc_map;
+ donpcevent "Egg Bomb#job_ranger21::OnDisable";
+ end;
+}
+
+job3_rang02,254,50,0 script Egg Bomb#job_ranger22 139,{
+
+OnInit:
+ disablenpc "Egg Bomb#job_ranger22";
+ end;
+
+OnEnable:
+ enablenpc "Egg Bomb#job_ranger22";
+ initnpctimer;
+ monster "job3_rang02",254,50,"Egg Bomb",1047,1,"Egg Bomb#job_ranger22::OnMyMobDead";
+ mapannounce "job3_rang02","Egg Bomb : I... no, I can't stand anymore!!",bc_map;
+ end;
+
+OnDisable:
+ killmonster "job3_rang02","Egg Bomb#job_ranger22::OnMyMobDead";
+ stopnpctimer;
+ disablenpc "Egg Bomb#job_ranger22";
+ end;
+
+OnMyMobDead:
+ set $@job_rang_point03,$@job_rang_point03+1;
+ mapannounce "job3_rang02","Egg Bomb : Don't be relieved. Misery always comes from carelesness.",bc_map;
+ donpcevent "Egg Bomb#job_ranger22::OnDisable";
+ end;
+
+OnTimer10000:
+ mapannounce "job3_rang02","Egg Bomb : Ughhhhhhhhhhhhhh!!! So what did I say!!!",bc_map;
+ donpcevent "Egg Bomb#job_ranger22::OnDisable";
+ end;
+}
+
+job3_rang02,241,41,0 script Egg Bomb#job_ranger23 139,{
+
+OnInit:
+ disablenpc "Egg Bomb#job_ranger23";
+ end;
+
+OnEnable:
+ enablenpc "Egg Bomb#job_ranger23";
+ initnpctimer;
+ monster "job3_rang02",241,41,"Egg Bomb",1047,1,"Egg Bomb#job_ranger23::OnMyMobDead";
+ mapannounce "job3_rang02","Egg Bomb 'I am almost done now... Don't stop me.'",bc_map;
+ end;
+
+OnDisable:
+ killmonster "job3_rang02","Egg Bomb#job_ranger23::OnMyMobDead";
+ stopnpctimer;
+ disablenpc "Egg Bomb#job_ranger23";
+ end;
+
+OnMyMobDead:
+ set $@job_rang_point03,$@job_rang_point03+1;
+ mapannounce "job3_rang02","Egg Bomb : Alas, it was only a dream for a short time...",bc_map;
+ donpcevent "Egg Bomb#job_ranger23::OnDisable";
+ end;
+
+OnTimer10000:
+ mapannounce "job3_rang02","Egg Bomb : Ughhhhhhhhhhhhhh!!! So what did I say!!!",bc_map;
+ donpcevent "Egg Bomb#job_ranger23::OnDisable";
+ end;
+}
+
+job3_rang02,259,41,0 script Egg Bomb#job_ranger24 139,{
+
+OnInit:
+ disablenpc "Egg Bomb#job_ranger24";
+ end;
+
+OnEnable:
+ enablenpc "Egg Bomb#job_ranger24";
+ initnpctimer;
+ monster "job3_rang02",259,41,"Egg Bomb",1047,1,"Egg Bomb#job_ranger24::OnMyMobDead";
+ mapannounce "job3_rang02","Egg Bomb : Hey, I am going to explode. What are you going to do?",bc_map;
+ end;
+
+OnDisable:
+ killmonster "job3_rang02","Egg Bomb#job_ranger24::OnMyMobDead";
+ stopnpctimer;
+ disablenpc "Egg Bomb#job_ranger24";
+ end;
+
+OnMyMobDead:
+ set $@job_rang_point03,$@job_rang_point03+1;
+ mapannounce "job3_rang02","Egg Bomb : The world is meaningless and my dream is so far away...",bc_map;
+ donpcevent "Egg Bomb#job_ranger24::OnDisable";
+ end;
+
+OnTimer10000:
+ mapannounce "job3_rang02","Egg Bomb : Ughhhhhhhhhhhhhh!!! So what did I say!!!",bc_map;
+ donpcevent "Egg Bomb#job_ranger24::OnDisable";
+ end;
+}
+
+job3_rang02,256,52,0 script Egg Bomb#job_ranger25 139,{
+
+OnInit:
+ disablenpc "Egg Bomb#job_ranger25";
+ end;
+
+OnEnable:
+ enablenpc "Egg Bomb#job_ranger25";
+ initnpctimer;
+ monster "job3_rang02",256,52,"Egg Bomb",1047,1,"Egg Bomb#job_ranger25::OnMyMobDead";
+ mapannounce "job3_rang02","Egg Bomb : I... no, I can't standy anymore!!",bc_map;
+ end;
+
+OnDisable:
+ killmonster "job3_rang02","Egg Bomb#job_ranger25::OnMyMobDead";
+ stopnpctimer;
+ disablenpc "Egg Bomb#job_ranger25";
+ end;
+
+OnMyMobDead:
+ set $@job_rang_point03,$@job_rang_point03+1;
+ mapannounce "job3_rang02","Egg Bomb : Don't be relieved. Misery always comes from carelesness.",bc_map;
+ donpcevent "Egg Bomb#job_ranger25::OnDisable";
+ end;
+
+OnTimer10000:
+ mapannounce "job3_rang02","Egg Bomb : Ughhhhhhhhhhhhhh!!! So what did I say!!!",bc_map;
+ donpcevent "Egg Bomb#job_ranger25::OnDisable";
+ end;
+}
+
+job3_rang02,259,58,0 script Egg Bomb#job_ranger26 139,{
+
+OnInit:
+ disablenpc "Egg Bomb#job_ranger26";
+ end;
+
+OnEnable:
+ enablenpc "Egg Bomb#job_ranger26";
+ initnpctimer;
+ monster "job3_rang02",259,58,"Egg Bomb",1047,1,"Egg Bomb#job_ranger26::OnMyMobDead";
+ mapannounce "job3_rang02","Egg Bomb 'I am almost done now... Don't stop me.'",bc_map;
+ end;
+
+OnDisable:
+ killmonster "job3_rang02","Egg Bomb#job_ranger26::OnMyMobDead";
+ stopnpctimer;
+ disablenpc "Egg Bomb#job_ranger26";
+ end;
+
+OnMyMobDead:
+ set $@job_rang_point03,$@job_rang_point03+1;
+ mapannounce "job3_rang02","Egg Bomb : Alas, it was only a dream for a short time...",bc_map;
+ donpcevent "Egg Bomb#job_ranger26::OnDisable";
+ end;
+
+OnTimer10000:
+ mapannounce "job3_rang02","Egg Bomb : Ughhhhhhhhhhhhhh!!! So what did I say!!!",bc_map;
+ donpcevent "Egg Bomb#job_ranger26::OnDisable";
+ end;
+}
+
+job3_rang02,254,52,0 script Egg Bomb#job_ranger27 139,{
+
+OnInit:
+ disablenpc "Egg Bomb#job_ranger27";
+ end;
+
+OnEnable:
+ enablenpc "Egg Bomb#job_ranger27";
+ initnpctimer;
+ monster "job3_rang02",254,52,"Egg Bomb",1047,1,"Egg Bomb#job_ranger27::OnMyMobDead";
+ mapannounce "job3_rang02","Egg Bomb : Hey, I am going to explode. What are you going to do?",bc_map;
+ end;
+
+OnDisable:
+ killmonster "job3_rang02","Egg Bomb#job_ranger27::OnMyMobDead";
+ stopnpctimer;
+ disablenpc "Egg Bomb#job_ranger27";
+ end;
+
+OnMyMobDead:
+ set $@job_rang_point03,$@job_rang_point03+1;
+ mapannounce "job3_rang02","Egg Bomb : The world is meaningless and my dream is so far away...",bc_map;
+ donpcevent "Egg Bomb#job_ranger27::OnDisable";
+ end;
+
+OnTimer10000:
+ mapannounce "job3_rang02","Egg Bomb : Ughhhhhhhhhhhhhh!!! So what did I say!!!",bc_map;
+ donpcevent "Egg Bomb#job_ranger27::OnDisable";
+ end;
+}
+
+job3_rang02,247,42,0 script Egg Bomb#job_ranger28 139,{
+
+OnInit:
+ disablenpc "Egg Bomb#job_ranger28";
+ end;
+
+OnEnable:
+ enablenpc "Egg Bomb#job_ranger28";
+ initnpctimer;
+ monster "job3_rang02",247,42,"Egg Bomb",1047,1,"Egg Bomb#job_ranger28::OnMyMobDead";
+ mapannounce "job3_rang02","Egg Bomb : I... no, I can't standy anymore!!",bc_map;
+ end;
+
+OnDisable:
+ killmonster "job3_rang02","Egg Bomb#job_ranger28::OnMyMobDead";
+ stopnpctimer;
+ disablenpc "Egg Bomb#job_ranger28";
+ end;
+
+OnMyMobDead:
+ set $@job_rang_point03,$@job_rang_point03+1;
+ mapannounce "job3_rang02","Egg Bomb : Don't be relieved. Misery always comes from carelesness.",bc_map;
+ donpcevent "Egg Bomb#job_ranger28::OnDisable";
+ end;
+
+OnTimer10000:
+ mapannounce "job3_rang02","Egg Bomb : Ughhhhhhhhhhhhhh!!! So what did I say!!!",bc_map;
+ donpcevent "Egg Bomb#job_ranger28::OnDisable";
+ end;
+}
+
+job3_rang01,90,43,3 script Ranger Master#jr_29 832,{
+
+ if (job_ranger01 < 6)
+ {
+ mes "[Ranger Master, Neveragain]";
+ mes "... ...Huh?";
+ mes "Strange... ...how did you get here?";
+ next;
+ mes "[Ranger Master, Neveragain]";
+ mes "You don't seem to belong here...";
+ next;
+ mes "[Ranger Master, Neveragain]";
+ mes "Leave this place,";
+ mes "You shouldn't have come here.";
+ close2;
+ warp "alberta",117,57;
+ end;
+ }else if (job_ranger01 == 6)
+ {
+ if (BaseLevel < 99 || JobLevel < 50)
+ {
+ mes "[Ranger Master, Neveragain]";
+ mes "No.";
+ mes "I can tell just by looking at you that you seem to be to unexperienced.";
+ next;
+ mes "[Ranger Master, Neveragain]";
+ mes "Have more pride in your job and get more experience, and then when you grow as a Hunter or a Sniper you can make an aura by yourself, please come back again.";
+ close2;
+ warp "alberta",117,57;
+ end;
+ }
+ changequest 8259,8262;
+ mes "[Ranger Master, Neveragain]";
+ mes "Congratulations!";
+ mes "You've completed all the rough practical tests!";
+ next;
+ mes "[Ranger Master, Neveragain]";
+ mes "Well, You've had enough experience so I won't need to drag on.";
+ next;
+ mes "[Ranger Master, Neveragain]";
+ mes "Before you do a job change ^0000ffDismiss your Falcon^000000, and check if you've used all of your ^0000ffSkill Points^000000.";
+ next;
+ switch(select("Wait a minute:I am ready"))
+ {
+ case 1:
+ mes "[Ranger Master, Neveragain]";
+ mes "I am not running away so take your time.";
+ close;
+ case 2:
+ if (checkfalcon() == 0)
+ {
+ if (SkillPoint > 0)
+ {
+ mes "[Ranger Master, Neveragain]";
+ mes "It seems you haven't used all skill points.";
+ next;
+ mes "[Ranger Master, Neveragain]";
+ mes "Please use your skill points, and come back to me.";
+ close;
+ }
+ mes "[Ranger Master, Neveragain]";
+ mes "Good. No falcon and you've used up all your skill points.";
+ break;
+ }else
+ {
+ mes "[Ranger Master, Neveragain]";
+ mes "Didn't you dismiss your falcon??";
+ next;
+ mes "[Ranger Master, Neveragain]";
+ mes "Please dismiss your falcon, and come back to me.";
+ close;
+ }
+ }
+ mes "[Ranger Master, Neveragain]";
+ mes "Okay, before you really change the job into a ranger, I'll ask you on more time.";
+ mes "Do you really want to become a ranger?";
+ next;
+ switch(select("No:Yes!"))
+ {
+ case 1:
+ mes "[Ranger Master, Neveragain]";
+ mes "Umm? That's not the answer that I was waiting for...";
+ next;
+ mes "[Ranger Master, Neveragain]";
+ mes "Even after passing through all the rough practical tests, you don't want to become a ranger... are you sure?";
+ close;
+ case 2:
+ break;
+ }
+ if(Class == Job_Baby_Hunter){
+ mes "[Ranger Master, Neveragain]";
+ mes "Your firm answer seems very trustworthy!";
+ next;
+ nude;
+ if (countitem(1703) > 0)
+ {
+ mes "[Ranger Master, Neveragain]";
+ mes "From now on be active as a splendid Ranger!";
+ mes "I wish you luck in your future!";
+ delitem 1703,1;
+ set job_ranger01,7;
+ completequest 8262;
+ jobchange Job_Baby_Ranger;
+ getitem 5748,1;
+ getitem 2795,1;
+ getitem 6124,1;
+ close;
+ }
+ mes "[Ranger Master, Neveragain]";
+ mes "...However,";
+ mes "You have to return your test items.";
+ mes "What did you do with your testing Bow?";
+ close;
+ }
+ else if (Class == Job_Hunter)
+ {
+ mes "[Ranger Master, Neveragain]";
+ mes "Your firm answer seems very trustworthy!";
+ next;
+ nude;
+ if (countitem(1703) > 0)
+ {
+ mes "[Ranger Master, Neveragain]";
+ mes "From now on be active as a splendid Ranger!";
+ mes "I wish you luck in your future!";
+ delitem 1703,1;
+ set job_ranger01,7;
+ completequest 8262;
+ jobchange Job_Ranger;
+ getitem 5748,1;
+ getitem 2795,1;
+ getitem 6124,1;
+ close;
+ }
+ mes "[Ranger Master, Neveragain]";
+ mes "...However,";
+ mes "You have to return your test items.";
+ mes "What did you do with your testing Bow?";
+ close;
+ }else if (Class == Job_Sniper)
+ {
+ mes "[Ranger Master, Neveragain]";
+ mes "Your firm answer seems very trustworthy!";
+ next;
+ nude;
+ if (countitem(1703) > 0)
+ {
+ mes "[Ranger Master, Neveragain]";
+ mes "From now on be active as a splendid Ranger!";
+ mes "I wish you luck in your future!";
+ delitem 1703,1;
+ set job_ranger01,7;
+ completequest 8262;
+ jobchange Job_Ranger_T;
+ getitem 5748,1;
+ getitem 2795,1;
+ getitem 6124,1;
+ close;
+ }
+ mes "[Ranger Master, Neveragain]";
+ mes "...However,";
+ mes "You have to return your test items.";
+ mes "What did you do with your testing Bow?";
+ close;
+ }else
+ {
+ mes "[Ranger Master, Neveragain]";
+ mes "...Huh? Who are you?";
+ mes "You are not a Hunter or a Sniper?!";
+ next;
+ mes "[Ranger Master, Neveragain]";
+ mes "What are you doing here?";
+ mes "You shouldn't have come here. Get out!";
+ set job_ranger01,0;
+ erasequest 8254;
+ erasequest 8255;
+ erasequest 8256;
+ erasequest 8257;
+ erasequest 8258;
+ erasequest 8259;
+ erasequest 8260;
+ erasequest 8261;
+ erasequest 8262;
+ close2;
+ warp "alberta",117,57;
+ end;
+ }
+ }else if (job_ranger01 > 6)
+ {
+ mes "[Ranger Master, Neveragain]";
+ mes "Hey, you look great.";
+ mes "What are you doing here?";
+ next;
+ switch(select("I just came by:Please let me be out"))
+ {
+ case 1:
+ mes "[Ranger Master, Neveragain]";
+ mes "Well, there's nothing to see and you came.";
+ next;
+ mes "[Ranger Master, Neveragain]";
+ mes "Take a rest as long as you want.";
+ mes "It's the place where you can have a tea easily.";
+ close;
+ case 2:
+ break;
+ }
+ mes "[Ranger Master, Neveragain]";
+ mes "It was good to see you.";
+ mes "Don't lose the dignity as a Ranger wherever you go.";
+ close2;
+ warp "alberta",117,57;
+ end;
+ }
+ mes "[Ranger Master, Neveragain]";
+ mes "Hey, you look great.";
+ mes "What are you doing here?";
+ next;
+ switch(select("I just came by:Please let me be out"))
+ {
+ case 1:
+ mes "[Ranger Master, Neveragain]";
+ mes "Well, there's nothing to see and you came.";
+ next;
+ mes "[Ranger Master, Neveragain]";
+ mes "Take a rest as long as you want.";
+ mes "It's the place where you can have a tea easily.";
+ close;
+ case 2:
+ break;
+ }
+ mes "[Ranger Master, Neveragain]";
+ mes "It was good to see you.";
+ mes "Don't lose the dignity as a Ranger wherever you go.";
+ close2;
+ warp "alberta",117,57;
+ end;
+}
+
+job3_rang01,58,1,0 script Test#job_ranger 88,{
+
+ if(getgmlevel() > 98)
+ {
+ switch(select("Enable Waiting Room:Disable Waiting Room:Enable 1st Test:Disable 1st Test:Enable 2nd Test:Disable 2nd Test:Enable 3rd Test:Disable 3rd Test:Cancel"))
+ {
+ case 1:
+ mes "Enabled Waiting Room";
+ donpcevent "Practical Test::OnEnable";
+ close;
+ case 2:
+ mes "Disabled Waiting Room";
+ donpcevent "Practical Test::OnDisable";
+ close;
+ case 3:
+ mes "1st Test Enabled";
+ donpcevent "Test Supervisor#jr_04::OnEnable";
+ close;
+ case 4:
+ mes "1st Test Disabled";
+ donpcevent "Test Supervisor#jr_04::OnDisable";
+ donpcevent "First Test Timer#jr_05::OnDisable";
+ donpcevent "Correct Monster Summon::OnReset";
+ donpcevent "False Monster Summon::OnReset";
+ close;
+ case 5:
+ mes "2nd Test Enabled";
+ donpcevent "Second Test Timer#jr_08::OnEnable";
+ close;
+ case 6:
+ mes "2nd Test Disabled";
+ donpcevent "Second Test Time#job_ranger08::OnDisable";
+ close;
+ case 7:
+ mes "3rd Test has been Enabled";
+ donpcevent "3rd Test Timer#job_ranger12::OnEnable";
+ close;
+ case 8:
+ mes "3rd Test has been Disabled";
+ donpcevent "Third Test Timer#jr_12::OnDisable";
+ donpcevent "Egg Bomb#job_ranger14::OnDisable";
+ donpcevent "Egg Bomb#job_ranger15::OnDisable";
+ donpcevent "Egg Bomb#job_ranger16::OnDisable";
+ donpcevent "Egg Bomb#job_ranger17::OnDisable";
+ donpcevent "Egg Bomb#job_ranger18::OnDisable";
+ donpcevent "Egg Bomb#job_ranger19::OnDisable";
+ donpcevent "Egg Bomb#job_ranger20::OnDisable";
+ donpcevent "Egg Bomb#job_ranger21::OnDisable";
+ donpcevent "Egg Bomb#job_ranger22::OnDisable";
+ donpcevent "Egg Bomb#job_ranger23::OnDisable";
+ donpcevent "Egg Bomb#job_ranger24::OnDisable";
+ donpcevent "Egg Bomb#job_ranger25::OnDisable";
+ donpcevent "Egg Bomb#job_ranger26::OnDisable";
+ donpcevent "Egg Bomb#job_ranger27::OnDisable";
+ donpcevent "Egg Bomb#job_ranger28::OnDisable";
+ close;
+ case 9:
+ close;
+ }
+ }
+} \ No newline at end of file
diff --git a/npc/pre-re/jobs/3-1/rune_knight.txt b/npc/pre-re/jobs/3-1/rune_knight.txt
new file mode 100644
index 000000000..d8f05acb8
--- /dev/null
+++ b/npc/pre-re/jobs/3-1/rune_knight.txt
@@ -0,0 +1,3984 @@
+//===== rAthena Script =======================================
+//= Rune Knight Job Quest
+//===== By: ==================================================
+//= L0ne_W0lf
+//= Credits: Gepard, Muad_Dib
+//===== Current Version: =====================================
+//= 1.1
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= Job change Quest from Knight / Lord Knight -> Rune Knight.
+//= Does not entirely support changing to Baby Third Class.
+//===== Additional Comments: =================================
+//= 1.0 First version.
+//= 1.1 Added forgoten Header. [Masao]
+//============================================================
+
+prt_in,162,24,3 script Splendid-Looking Knight 470,{
+
+ if (Class == Job_Rune_Knight || Class == Job_Rune_Knight_T || Class == Job_Baby_Rune) {
+ mes "[Rune Knight Manuel]";
+ mes "Your are now a member of our select brethren. I can still remember when I first met you.";
+ next;
+ mes "[Rune Knight Manuel]";
+ mes "Strive to live the way of the sword with honor...";
+ next;
+ mes "[Rune Knight Manuel]";
+ mes "Cheers to our new future...";
+ close;
+ }
+ if (job_rune_edq == 0) {
+ mes "[Rune Knight Manuel]";
+ mes "There are many paths one can take in the world. Most people can see their path but don't really follow it...";
+ next;
+ mes "[Rune Knight Manuel]";
+ mes "Anyway the drinks here are really good. Would you like to have one?";
+ next;
+ switch (select("Sure, let's have a drink.:I refuse.")) {
+ case 1:
+ if (Class == Job_Knight || Class == Job_Lord_Knight || Class == Job_Baby_Knight) {
+ mes "[Rune Knight Manuel]";
+ mes "You walk the way of sword too don't you? Then we can understand each other. Drinks taste better when it's with a fellow Swordman.";
+ next;
+ mes "[Rune Knight Manuel]";
+ mes "I'll buy this round.";
+ mes "A toast to friendship~";
+ next;
+ if ((BaseLevel > 98) && (JobLevel > 49)) {
+ mes "[Rune Knight Manuel]";
+ mes "In my opinion you seem to be ready to start a new way...";
+ next;
+ mes "[Rune Knight Manuel]";
+ mes "Walking the way of the sword is a perpetual battle. From now on you may have a rough journey ahead of you...";
+ next;
+ mes "[Rune Knight Manuel]";
+ mes "If you want to walk on your new way and surpass your current limits, I'm willing to help you.";
+ next;
+ mes "[Rune Knight Manuel]";
+ mes "The true way of a Swordman who learned harmony to break the limit of a sword is a Rune Knight.";
+ next;
+ mes "[Rune Knight Manuel]";
+ mes "Won't you join our brethren? You look like you're fully qualified to become one of us.";
+ next;
+ mes "[Rune Knight Manuel]";
+ mes "If you are interested, I'll introduce you to the masters who will guide you to the way of the Rune Knight with my recommendation.";
+ next;
+ switch (select("I am not ready yet.:I'm ready to be a Rune Knight.")) {
+ case 1:
+ mes "[Rune Knight Manuel]";
+ mes "Right. Every challenge always needs preparation. Okay, I'll wait for you.";
+ next;
+ mes "[Rune Knight Manuel]";
+ mes "Of course, I would only accept you if you are one hundred percent sure of your conviction to become a Rune Knight.";
+ close;
+ case 2:
+ mes "[Rune Knight Manuel]";
+ mes "You're sure now?";
+ mes "Let me send a dispatch to my comrades that you are willing to join our ranks.";
+ next;
+ set job_rune_edq,1;
+ setquest 3200;
+ mes "[Rune Knight Manuel]";
+ mes "You know the place called Glast Heim? There's a Rune Knight waiting for you there, he will guide you to the entrance of Glast Heim Tower.";
+ next;
+ mes "[Rune Knight Manuel]";
+ mes "My name is Manuel. I am called the Rune Knight of Brilliance. When you tell him that you are a Rune Knight candidate with my recommendation, he will handle the rest.";
+ next;
+ mes "[Rune Knight Manuel]";
+ mes "I will wait for the day that you become our comrade as a true Rune Knight.";
+ close;
+ }
+ }
+ mes "[Rune Knight Manuel]";
+ mes "If you continually walk the way of the sword, you will eventually feel the limits of your powers. Like myself before...";
+ next;
+ mes "[Rune Knight Manuel]";
+ mes "When the time comes there will be a way to help you surpass that limit. Until the day that your strength has grown comes, we can at least still have a drink together.";
+ next;
+ mes "[Rune Knight Manuel]";
+ mes "A toast to the day that your strength can withstand the powers of a Rune Knight!";
+ close;
+ }
+ mes "[Rune Knight Manuel]";
+ mes "I believe that the wind of change is not always a good one.";
+ next;
+ mes "[Rune Knight Manuel]";
+ mes "Just like the taste of this drink. I wish the taste of this drink is kept here forever.";
+ close;
+ case 2:
+ mes "[Rune Knight Manuel]";
+ mes "Are you sure? You don't know the true elegance of these drinks...";
+ close;
+ }
+ }
+ if (job_rune_edq == 1) {
+ mes "[Rune Knight Manuel]";
+ mes "The Rune Knight is waiting for you at Glast Heim. He will guide you to the entrance of Glast Heim Tower.";
+ next;
+ mes "[Rune Knight Manuel]";
+ mes "Tell him that you are a candidate to be a Rune Knight and he will handle the rest.";
+ next;
+ mes "[Rune Knight Manuel]";
+ mes "I will wait for the day you become our comrade as a true Rune Knight.";
+ close;
+ }
+ mes "[Rune Knight Manuel]";
+ mes "Don't you have things to do right now?";
+ next;
+ mes "[Rune Knight Manuel]";
+ mes "No? Well then never mind.";
+ mes "Don't you love the smell of alcohol?";
+ close;
+}
+
+glast_01,44,363,3 script Guide, Jungberg 468,{
+
+ if (Class == Job_Rune_Knight || Class == Job_Rune_Knight_T || Class == Job_Baby_Rune) {
+ mes "[Guide, Jungberg]";
+ mes "Oh you must be, "+strcharinfo(0)+".";
+ mes "Welcome.";
+ next;
+ mes "[Guide, Jungberg]";
+ mes "We are looking forward to you helping the Rune Knights spread honor throughout the world.";
+ next;
+ mes "[Guide, Jungberg]";
+ mes "So, What can I help you with?";
+ next;
+ switch (select("I want to go to the gathering place.:Nothing.")) {
+ case 1:
+ mes "[Guide, Jungberg]";
+ mes "Right. I'll send you right now. I'll see you soon.";
+ close2;
+ warp "job3_rune01",80,65;
+ end;
+ case 2:
+ close;
+ }
+ }
+ if (Class == Job_Knight || Class == Job_Lord_Knight || Class == Job_Baby_Knight) {
+ if (job_rune_edq == 0) {
+ mes "[Guide, Jungberg]";
+ mes "Are you a cursed ghost of this place? Or are you an ignorant adventurer?";
+ next;
+ mes "[Guide, Jungberg]";
+ mes "If you are a breathing human, then listen to me carefullly. I wouldn't risk my life here by hesitating to talk to just anyone.";
+ next;
+ switch (select("Who are you?:What are you doing here?:Cancel.")) {
+ case 1:
+ if (Class == Job_Knight || Class == Job_Lord_Knight || Class == Job_Baby_Knight) {
+ mes "[Guide, Jungberg]";
+ mes "I am the only knight who's keeping the way of the Swordman in this cursed place Glast Heim.";
+ next;
+ mes "[Guide, Jungberg]";
+ mes "If you also follow the way of the Swordman our paths will most certainly cross again when you have reached your full potential.";
+ close;
+ }
+ mes "[Guide, Jungberg]";
+ mes "I am the only knight who's keeping the way of the Swordman in this cursed place Glast Heim.";
+ next;
+ mes "[Guide, Jungberg]";
+ mes "Since you don't walk the way of the Sword, you wouldn't understand our spirit. I can manage by myself. Follow your own path.";
+ close;
+ case 2:
+ if (Class == Job_Knight || Class == Job_Lord_Knight || Class == Job_Baby_Knight) {
+ mes "[Guide, Jungberg]";
+ mes "I am a man walking the way of the Sword. But I'm not exactly the same as the likes of you, Rune-Midgart knight.";
+ next;
+ mes "[Guide, Jungberg]";
+ mes "We are not like the other Knights who are absorbed with pomp and circumstance so you may not know of us yet.";
+ next;
+ mes "[Guide, Jungberg]";
+ mes "We are the Rune Knights. A group that leads the true power as well as the physical strength to the righteous way of the Sword.";
+ next;
+ mes "[Guide, Jungberg]";
+ mes "We have been living in secret here in the deep of Glast Heim for a half century but it's time to let the world know our purpose.";
+ next;
+ mes "[Guide, Jungberg]";
+ mes "Now there are many instructors who are looking for talented Sword wielders in various places of Rune Midgard. They are looking for a people who will join the true way of the Sword.";
+ next;
+ mes "[Guide, Jungberg]";
+ mes "If you wish to join the Rune Knights. Please get a recommendation from one of the guides and come to me again.";
+ close;
+ }
+ mes "[Guide, Jungberg]";
+ mes "We are not like the other Knights who are absorbed with pomp and circumstance so you may not know of us yet.";
+ next;
+ mes "[Guide, Jungberg]";
+ mes "We are the Rune Knights. A group that leads the true power as well as the physical strength to the righteous way of the Sword.";
+ next;
+ mes "[Guide, Jungberg]";
+ mes "We have been living in secret here in the deep of Glast Heim for a half century but it's time to let the world know our purpose.";
+ next;
+ mes "[Guide, Jungberg]";
+ mes "Now there are many instructors who are looking for talented Sword wielders in various places of Rune Midgard. They are looking for a people who will join the true way of the Sword.";
+ next;
+ mes "[Guide, Jungberg]";
+ // custom translation
+ mes "Unfortunately, you are pursuing a different path than our people...I hope you can follow their path and convictions.";
+ close;
+ case 3:
+ close;
+ }
+ }
+ if (job_rune_edq == 1) {
+ mes "[Guide, Jungberg]";
+ mes "Are you a cursed ghost of this place? Or are you an ignorant adventurer?";
+ next;
+ mes "[Guide, Jungberg]";
+ mes "If you are a breathing human, then listen to me carefullly. I wouldn't risk my life here by hesitating to talk to just anyone.";
+ next;
+ switch (select("I came to be a Rune Knight.:Cancel.")) {
+ case 1:
+ mes "[Guide, Jungberg]";
+ mes "Um... Are you the Rune Knight candidate that Manuel talked about?";
+ next;
+ mes "[Guide, Jungberg]";
+ mes "Your name is "+strcharinfo(0)+", right? I can see clearly that you are qualified to become our comrade.";
+ next;
+ mes "[Guide, Jungberg]";
+ mes "Good. I don't have to ask anymore about your qualification to join our brethren....1.S...Now I'll give you your first assignment.";
+ next;
+ mes "[Guide, Jungberg]";
+ mes "Find our Rune Knight gathering place hidden inside of Glast Heim.";
+ next;
+ mes "[Guide, Jungberg]";
+ mes "There's a place that leads to the Rune Knight's secret gathering room inside the Glast Heim Chivalry. Find that place by yourself.";
+ next;
+ mes "[Guide, Jungberg]";
+ mes "If you can find it, there'll be a person waiting to greet you, so let's start.";
+ next;
+ mes "[Guide, Jungberg]";
+ mes "Of course your life might be at risk by the ghosts of Glast Heim...but overcoming the risk shouldn't be hard for a Rune Knight candidate.";
+ set job_rune_edq,2;
+ changequest 3200,3201;
+ close;
+ case 2:
+ close;
+ }
+ }
+ if (job_rune_edq == 2) {
+ mes "[Guide, Jungberg]";
+ mes "The 1st assignment is to find out our Rune Knight gathering place hidden inside of Glast Heim.";
+ next;
+ mes "[Guide, Jungberg]";
+ mes "There's a place that leads to the Rune Knights' secret gathering place inside Glast Heim Chivalry. Find that place by yourself.";
+ next;
+ mes "[Guide, Jungberg]";
+ mes "If you can find it, there'll be a person waiting to greet you, so let's start.";
+ next;
+ mes "[Guide, Jungberg]";
+ mes "Of course your life might be at risk by the ghosts of Glast Heim...but overcoming the risk shouldn't be hard for a Rune Knight candidate.";
+ close;
+ }
+ mes "[Guide, Jungberg]";
+ mes "It seems that you are still taking the test. Do your best and pass all the tests.";
+ next;
+ switch (select("I want to go to the gathering place.:Quit the conversation.")) {
+ case 1:
+ mes "[Guide, Jungberg]";
+ mes "All right. I'll send you right away. I'll check you later.";
+ close2;
+ warp "job3_rune01",80,65;
+ end;
+ case 2:
+ close;
+ }
+ }
+ mes "[Guide, Jungberg]";
+ mes "I am the only knight who's keeping the way of the Swordman in this cursed place Glast Heim.";
+ next;
+ mes "[Guide, Jungberg]";
+ mes "Since you don't walk the way of the Sword, you wouldn't understand our spirit. I can manage by myself. Follow your own path.";
+ close;
+}
+
+gl_knt02,150,55,3 script Rune Knight Staff 83,{
+
+ if (Class == Job_Rune_Knight || Class == Job_Rune_Knight_T || Class == Job_Baby_Rune) {
+ mes "[Rune Knight Staff]";
+ mes "Welcome, " + strcharinfo(0) + ". Are you going to the gathering place?";
+ next;
+ switch (select("Yes, take me there.:I'm on other business.:Cancel.")) {
+ case 1:
+ mes "[Rune Knight Staff]";
+ mes "Okay, come in. I'll guide you.";
+ close2;
+ warp "job3_rune01",80,65;
+ end;
+ case 2:
+ mes "[Rune Knight Staff]";
+ mes "Oh, really? Then, keep on your work. I'll continue with my mission.";
+ close;
+ case 3:
+ close;
+ }
+ }
+ if (Class == Job_Knight || Class == Job_Lord_Knight || Class == Job_Baby_Knight) {
+ if ((job_rune_edq > 0) && (job_rune_edq < 2)) {
+ // custom translation
+ mes "[Rune Knight Staff]";
+ mes "Ah...this area is off limits, you are prohibited to be here. Please do not do anything to hinder our efforts.";
+ next;
+ mes "[Rune Knight Staff]";
+ mes "although...you seem to have the potential to become a companion to those who follow the path of the sword.";
+ next;
+ mes "[Rune Knight Staff]";
+ mes "I'm sure we'll be crossing paths before long. I believe we will meet again.";
+ close;
+ }
+ if (job_rune_edq > 1) {
+ mes "[Rune Knight Staff]";
+ mes "You found this place correctly. Jungberg sent me to send you to the gathering place.";
+ next;
+ mes "[Rune Knight Staff]";
+ mes "When you get into the gathering place, talk to Captain Tigris. He's always waiting for new members to show up.";
+ next;
+ mes "[Rune Knight Staff]";
+ mes "Well, please follow me.";
+ close2;
+ warp "job3_rune01",80,65;
+ end;
+ }
+ close;
+ }
+ mes "[Rune Knight Staff]";
+ mes "Wait! This place is prohibited. I don't mind you going around but, don't ever disturb me again.";
+ close;
+}
+
+job3_rune01,80,60,3 script Rune Knight Captain 470,{
+
+ if (checkweight(1201,1) == 0) {
+ mes "You've got too many things. You cannot proceed anymore. Please try again after losing some weight.";
+ close;
+ }
+ if ((MaxWeight - Weight) < 1000) {
+ mes "You've got too many things. You cannot proceed anymore. Please try again after losing some weight.";
+ close;
+ }
+ if (Class == Job_Rune_Knight || Class == Job_Rune_Knight_T || Class == Job_Baby_Rune) {
+ if (job_rune_edq == 23) {
+ mes "[Captain Tigris]";
+ mes "Oh, I see... Please wait a moment.";
+ next;
+ mes "[Captain Tigris]";
+ mes "I forgot to check if you are qualified to get the celebration gift for changing your job..";
+ next;
+ mes "[Captain Tigris]";
+ mes "Let me check the report from the instructors who took care of your tests.";
+ next;
+ if (job_rune_edq3 == 0) {
+ // custom translation
+ mes "[Captain Tigris]";
+ mes "Ah...perfect. This result is truely rare.";
+ next;
+ mes "[Captain Tigris]";
+ mes "Well, take this. This is a present that I've kept to give to my juniors like you.";
+ getitem 2140,1; //Energy_Rune_Guard
+ set job_rune_edq,24;
+ close;
+ }
+ else if ((job_rune_edq3 > 2) && (job_rune_edq3 < 6)) {
+ // custom translation
+ mes "[Captain Tigris]";
+ mes "Ah, what a high score. Your results were very good.";
+ next;
+ mes "[Captain Tigris]";
+ mes "Well, take this. This is a present that I've kept to give to my juniors like you.";
+ getitem 2794,1; //Magic_Stone_Ring
+ set job_rune_edq,24;
+ close;
+ }
+ mes "[Captain Tigris]";
+ mes "Umm, not bad. It's not a great record but you tried your best.";
+ next;
+ mes "[Captain Tigris]";
+ mes "Well, take this. This is a present that I've kept to give to my juniors like you.";
+ getitem 15002,1; //Rune_Plate
+ set job_rune_edq,24;
+ close;
+ }
+ mes "[Captain Tigris]";
+ mes "Hey, long time no see, "+strcharinfo(0)+". I don't think you've got any important matters to discuss but make yourself comfortable.";
+ close;
+ }
+ if (Class == Job_Knight || Class == Job_Lord_Knight || Class == Job_Baby_Knight) {
+ if (job_rune_edq == 2) {
+ mes "A man wearing glorious armor and passion in his eyes is standing in front of me.";
+ next;
+ mes "He stares at me with an absent look and after a while he begins to talk.";
+ next;
+ mes "[Captain Tigris]";
+ mes "Hey, are you the Rune Knight candidate that Manuel recommended? I am Captain Tigris from the Rune Knights, and your name is??";
+ next;
+ mes "[Captain Tigris]";
+ mes "Oh, I've heard it before but I've forgotten it. Right, were you "+strcharinfo(0)+"? I truly welcome you from the heart for coming here.";
+ next;
+ mes "[Captain Tigris]";
+ mes "Let's see. How many candidates have come to this room? Hey, Lunarea, which candidate is this one here?";
+ next;
+ mes "[Rune Knight, Lunarea]";
+ mes "... 172nd.";
+ next;
+ mes "[Captain Tigris]";
+ mes "She says so my friend. Actually I don't want to see the next one. So please do well.";
+ next;
+ mes "[Captain Tigris]";
+ mes "Let me see... Manual and Jungberg must have finished the basic verification, then let's start the test right away.";
+ next;
+ mes "[Captain Tigris]";
+ mes "Lunarea, proceed with the first test.";
+ next;
+ mes "[Rune Knight, Lunarea]";
+ mes "...";
+ next;
+ mes "This pale-skinned female Rune Knight called Lunarea is nodding her head quietly and watching me.";
+ next;
+ mes "[Captain Tigris]";
+ mes "The test begins now. First, you'll get the 1st test from that beautiful icy lady, so please try your best.";
+ next;
+ mes "[Captain Tigris]";
+ mes "When the test is done, talk to me. Anyway you'll need to care about the tests progressing with other people.";
+ next;
+ set job_rune_edq,3;
+ changequest 3201,3202;
+ mes "[Captain Tigris]";
+ mes "Well then, I'll be waiting here so take the test.";
+ close;
+ }
+ if (job_rune_edq == 3) {
+ mes "[Captain Tigris]";
+ mes "Now the test begins. First, you'll get the 1st test from that beautiful icy lady, so please try your best.";
+ next;
+ mes "[Captain Tigris]";
+ mes "When the test is done, talk to me... anyway you'll need to care about the tests progressing with other people.";
+ next;
+ mes "[Captain Tigris]";
+ mes "Well then, I'll be waiting here so take the test.";
+ close;
+ }
+ if ((job_rune_edq > 3) && (job_rune_edq < 6)) {
+ mes "[Captain Tigris]";
+ mes "Hey you, weren't you testing? Lunarea, what happened? Is the test all done?";
+ next;
+ mes "[Rune Knight, Lunarea]";
+ mes "......";
+ next;
+ mes "She just shakes her head without saying any word, and stares at me. She has piercing eyes.";
+ next;
+ mes "[Captain Tigris]";
+ mes "Okay Lunarea. Hey, listen to me carefully. Lunarea is a poor talker and quiet but you shouldn't ignore her.";
+ next;
+ mes "[Captain Tigris]";
+ mes "Even for me... no, any one of us who upsets her wouldn't be able to deal with that.";
+ next;
+ mes "[Rune Knight, Lunarea]";
+ mes "......";
+ next;
+ mes "[Captain Tigris]";
+ mes "Whoa don't look at me like that. Okay, you see that? Aspiring Rune Knight. Go back to Lunarea and take the test as she says. That'll be good for you.";
+ close;
+ }
+ if (job_rune_edq == 6) {
+ mes "[Captain Tigris]";
+ mes "Umm, it seems that you've passed Lunarea's test? I guess I won't have to test more for the basics.";
+ next;
+ mes "[Captain Tigris]";
+ mes "Undeniably our Rune Knights have some differences but we should not forget our Swordman roots.";
+ next;
+ mes "[Captain Tigris]";
+ mes "From now on, this will be the real test as a Rune Knight that you want to be. You'll need to prepare to take next test.";
+ next;
+ mes "[Captain Tigris]";
+ mes "Renoa, I know that you've been waiting for a long time but it's your turn.";
+ next;
+ mes "[Rune Knight, Renoa]";
+ mes "It really has been such a long time but Lunarea's test and mine differ like the sky to the earth. I hope you won't be just a muscle-headed fool.";
+ next;
+ mes "[Captain Tigris]";
+ mes "Hahaha. you heard that? It won't be easy this time. I hope you get through it my friend.";
+ next;
+ mes "[Captain Tigris]";
+ mes "Go to that fiery lady in the library room to get the next test done and come back.";
+ set job_rune_edq,7;
+ changequest 3204,3205;
+ close;
+ }
+ if ((job_rune_edq > 6) && (job_rune_edq < 16)) {
+ mes "[Captain Tigris]";
+ mes "Now, this will be the real test as a Rune Knight. You've got to prepare to take the next test.";
+ next;
+ mes "[Captain Tigris]";
+ mes "Renoa, I know that you've been waiting for a long time but it's your turn.";
+ next;
+ mes "[Rune Knight, Renoa]";
+ mes "It really has been such a long time but Lunarea's test and mine differ like the sky to the earth. I hope you won't be just a muscle-headed fool.";
+ next;
+ mes "[Captain Tigris]";
+ mes "Hahaha. you heard that? It won't be easy this time. I hope you get through it my friend.";
+ next;
+ mes "[Captain Tigris]";
+ mes "Go to that fiery lady in the library room to get the next test done and come back.";
+ close;
+ }
+ if (job_rune_edq == 16) {
+ mes "[Captain Tigris]";
+ mes "Oh, I heard that you've passed Renoa's test which only few people could pass.";
+ next;
+ mes "[Captain Tigris]";
+ mes "I heard that the number of candidates who've given up while taking Renoa's test has been high.";
+ next;
+ mes "[Captain Tigris]";
+ mes "You have to understand. I think it was the test that shows exactly the test instructor's personality. Hmm...";
+ next;
+ mes "[Captain Tigris]";
+ mes "Now, there's only the last test left. When you pass this, you will be on your way to officially becoming a Rune Knight.";
+ next;
+ mes "[Captain Tigris]";
+ mes "Take the final test from the Rune Knight Velpino who is at the arsenal's right side.";
+ next;
+ mes "[Captain Tigris]";
+ mes "I'm not kidding, I am really looking forward to your new start as a Rune Knight.";
+ mes "So please do your best.";
+ set job_rune_edq,17;
+ changequest 3215,3216;
+ close;
+ }
+ if ((job_rune_edq > 16) && (job_rune_edq < 22)) {
+ mes "[Captain Tigris]";
+ mes "Take the final test from the Rune Knight Velpino who is at the arsenal's right side.";
+ next;
+ mes "[Captain Tigris]";
+ mes "I'm not kidding, I am really looking forward to your new start as a Rune Knight. So please do your best.";
+ close;
+ }
+ if (job_rune_edq == 22) {
+ mes "[Captain Tigris]";
+ mes "Congratulations. Now you've passed all the tests and can walk the way of a Rune Knight.";
+ next;
+ mes "[Captain Tigris]";
+ mes "I'm happy from the bottom of my heart. I'm very proud of you.";
+ next;
+ mes "[Captain Tigris]";
+ mes "Now you can be yourself around us and stand proud as one of us.";
+ next;
+ mes "[Captain Tigris]";
+ mes "There's the evaluations from Lunarea, Renoa and Velpino who took care of your tests.";
+ next;
+ mes "[Captain Tigris]";
+ mes "It's not much but there are some gifts for new Rune Knights who got good scores on the tests.";
+ next;
+ mes "[Captain Tigris]";
+ mes "There will be a difference depending on the scores, but they are all helpful for anyone who is a Rune Knight.";
+ next;
+ mes "[Captain Tigris]";
+ mes "Lastly, there are several things to be aware of as a Knight who's experienced a job change to a Lord Knight in Valhalla.";
+ next;
+ mes "[Captain Tigris]";
+ mes "If there's any equipment that you are wearing now, or anything you're holding, please empty it for your job change moment.";
+ next;
+ mes "[Captain Tigris]";
+ mes "Visit the Kafra Employee to use the storage.";
+ next;
+ mes "[Captain Tigris]";
+ mes "You might know already, if you are riding a Peco Peco, you should have left it behind. If you brought it, leave it and come again.";
+ next;
+ mes "[Captain Tigris]";
+ mes "One more thing. If you have any remained skill-points, use it all and learn the skills. You won't be able to change jobs if you have any more skill points.";
+ next;
+ mes "[Captain Tigris]";
+ mes "Well, my job is done now. Would you like to start your new life as a Rune Knight?";
+ next;
+ switch (select("Every preparation is done.:I need more time to think.")) {
+ case 1:
+ if (Weight > 0 || checkcart() || SkillPoint != 0 || checkfalcon() || checkriding()) {
+ mes "[Captain Tigris]";
+ mes "Weren't you listening?";
+ next;
+ mes "[Captain Tigris]";
+ mes "If there's any equipment that you are wearing now, or anything you're holding. Please empty it for your job change moment.";
+ next;
+ mes "[Captain Tigris]";
+ mes "Talk to the Kafra Employee to use the storage.";
+ next;
+ mes "[Captain Tigris]";
+ mes "You might know already, if you are riding a Peco Peco, you should have left it behind. If you brought it, leave it and come again.";
+ next;
+ mes "[Captain Tigris]";
+ mes "One more thing. If you have any remained skill-points, use it all and learn the skills. You won't be able to change jobs if you have any more skill points.";
+ next;
+ mes "[Captain Tigris]";
+ mes "If you understood, then make your preparations and come back.";
+ close;
+ }
+ if (Class == Job_Knight || Class == Job_Lord_Knight || Class == Job_Baby_Knight && ((JobLevel > 49) && (SkillPoint == 0) && (BaseLevel > 98))) {
+ mes "[Captain Tigris]";
+ mes "Our Master, Beljeve... and the Great Sage, Serpeone...";
+ next;
+ mes "[Captain Tigris]";
+ mes "This Knight is going to walk the way of the Rune Knights with us, so please give your blessing.";
+ next;
+ if (Class == Job_Baby_Knight) {
+ getitem 5746,1; //Rune_Circlet
+ getitem 2795,1; //Green_Apple_Ring
+ set job_rune_edq,23;
+ completequest 3219;
+ jobchange Job_Baby_Rune;
+ mes "[Captain Tigris]";
+ mes "Remember this moment forever for you are now a Rune Knight.";
+ next;
+ mes "[Captain Tigris]";
+ mes "There's a royal gift from the Rune-Midgarts Kingdom for all new Rune Knights.";
+ next;
+ mes "[Captain Tigris]";
+ mes "Give me a second to get the royal gift and talk to me again.";
+ close;
+ }
+ else if (Class == Job_Knight) {
+ getitem 5746,1; //Rune_Circlet
+ getitem 2795,1; //Green_Apple_Ring
+ set job_rune_edq,23;
+ completequest 3219;
+ jobchange Job_Rune_Knight;
+ mes "[Captain Tigris]";
+ mes "Remember this moment forever for you are now a Rune Knight.";
+ next;
+ mes "[Captain Tigris]";
+ mes "There's a royal gift from the Rune-Midgarts Kingdom for all new Rune Knights.";
+ next;
+ mes "[Captain Tigris]";
+ mes "Give me a second to get the royal gift and talk to me again.";
+ close;
+ }
+ else if (Class == Job_Lord_Knight) {
+ getitem 5746,1; //Rune_Circlet
+ getitem 2795,1; //Green_Apple_Ring
+ set job_rune_edq,23;
+ completequest 3219;
+ jobchange Job_Rune_Knight_T;
+ mes "[Captain Tigris]";
+ mes "Remember this moment forever for you are now a Rune Knight.";
+ next;
+ mes "[Captain Tigris]";
+ mes "There's a royal gift from the Rune-Midgarts Kingdom for all new Rune Knights.";
+ next;
+ mes "[Captain Tigris]";
+ mes "Give me a second to get the royal gift and talk to me again.";
+ close;
+ }
+ }
+ // custom translation
+ mes "[Captain Tigris]";
+ mes "You seem to be missing something?";
+ close;
+ case 2:
+ close;
+ }
+ }
+ }
+ // custom translation
+ mes "[Captain Tigris]";
+ mes "I don't know how you got here...but you should not have come here.";
+ next;
+ mes "[Captain Tigris]";
+ mes "Go back to where came from.";
+ close2;
+ warp "gl_knt02",150,55;
+ end;
+}
+
+job3_rune01,90,50,3 script Rune Knight Lunarea 469,{
+
+ if (Class == Job_Rune_Knight || Class == Job_Rune_Knight_T || Class == Job_Baby_Rune) {
+ mes "She holds up her chin quietly, nods lightly and notices me.";
+ next;
+ mes "Then after a moment she puts her face down and seems absorbed with other thoughts.";
+ close;
+ }
+ if (Class == Job_Knight || Class == Job_Lord_Knight || Class == Job_Baby_Knight) {
+ if (job_rune_edq < 3) {
+ mes "This pale-skinned absent-looking female Rune Knight doesn't seem to care. Of course she doesn't seem interested with my existence";
+ close;
+ }
+ if (job_rune_edq == 3) {
+ mes "She finally opens her mouth and begins to talk.";
+ next;
+ mes "[Rune Knight, Lunarea]";
+ mes "5 minutes... When you endure and get rid of all, you succeed.";
+ next;
+ mes "[Rune Knight, Lunarea]";
+ mes "In this test, Captain Tigris, Renoa, Velpino and I will visit together.";
+ next;
+ mes "[Rune Knight, Lunarea]";
+ mes "If you want to, you can ask help from one of us. But don't think that we will always help.";
+ next;
+ mes "[Rune Knight, Lunarea]";
+ mes "Since it's a test, getting help from us is completely your choice. It doesn't matter if you take the test with our help or all by yourself.";
+ next;
+ mes "[Rune Knight, Lunarea]";
+ mes "When you are ready to go to the test field talk to me.";
+ next;
+ switch (select("Move to the test field now.:Give me time to get ready.")) {
+ case 1:
+ if ($@job_rune_test1 == 0) {
+ mes "She nods her head and reaches out her hand lightly. Then she draws her sword and makes a signal.";
+ set job_rune_edq, 4;
+ changequest 3202,3203;
+ set $@job_rune_test1,1;
+ close2;
+ warp "job3_rune02",38,40;
+ end;
+ }
+ // custom translation
+ mes "She nods her head and reaches out her hand lightly. Then she draws her sword and makes a signal.";
+ next;
+ mes "But her expression suddenly changed a bit as she looked at to speak.";
+ next;
+ mes "[Rune Knight, Lunarea]";
+ mes "Now...the testing room is currently occupied...";
+ next;
+ mes "[Rune Knight, Lunarea]";
+ mes "You'll have to wait...it is regulation that the test must take place on a 1:1 level.";
+ next;
+ mes "[Rune Knight, Lunarea]";
+ mes "Just wait over 5 minutes and it should be your turn.";
+ close;
+ case 2:
+ close;
+ }
+ }
+ if (job_rune_edq == 4) {
+ mes "[Rune Knight, Lunarea]";
+ mes "Did you fail? But, there's no limitation to the number of times you can try.";
+ next;
+ mes "[Rune Knight, Lunarea]";
+ mes "If you want to take the test again. I can send you to the test field.";
+ next;
+ mes "[Rune Knight, Lunarea]";
+ mes "5 minutes... When you endure and get rid of all, you succeed.";
+ next;
+ mes "[Rune Knight, Lunarea]";
+ mes "If you are ready to move to the test field talk to me.";
+ next;
+ switch (select("Move to the test field now.:Please give me time to prepare.")) {
+ case 1:
+ if (checkquest(3220,PLAYTIME) == -1 || checkquest(3220,PLAYTIME) == 0) {
+ if ($@job_rune_test1 == 0) {
+ mes "She nods her head and reaches out her hand lightly. Then she draws her sword and makes a signal.";
+ set $@job_rune_test1,1;
+ erasequest 3220;
+ setquest 3220;
+ close2;
+ warp "job3_rune02",38,40;
+ end;
+ }
+ // custom translation
+ mes "She nods her head and reaches out her hand lightly. Then she draws her sword and makes a signal.";
+ next;
+ mes "But her expression suddenly changed a bit as she looked at to speak.";
+ next;
+ mes "[Rune Knight, Lunarea]";
+ mes "Now...the testing room is currently occupied...";
+ next;
+ mes "[Rune Knight, Lunarea]";
+ mes "You'll have to wait...it is regulation that the test must take place on a 1:1 level.";
+ next;
+ mes "[Rune Knight, Lunarea]";
+ mes "Just wait over 5 minutes and it should be your turn.";
+ close;
+ }
+ if (checkquest(3220,PLAYTIME) == 1) {
+ mes "[Rune Knight, Lunarea]";
+ mes "Once someone enters into the test field you cannot enter directly. The test is taken one by one.";
+ next;
+ mes "[Rune Knight, Lunarea]";
+ mes "When it's your turn to enter you will be sent there directly.";
+ close;
+ }
+ if (checkquest(3220,PLAYTIME) == 2) {
+ erasequest 3220;
+ if ($@job_rune_test1 == 0) {
+ mes "She nods her head and reaches out her hand lightly. Then she draws her sword and makes a signal.";
+ set $@job_rune_test1,1;
+ erasequest 3220;
+ setquest 3220;
+ close2;
+ warp "job3_rune02",38,40;
+ end;
+ }
+ // custom translation
+ mes "She nods her head and reaches out her hand lightly. Then she draws her sword and makes a signal.";
+ next;
+ mes "But her expression suddenly changed a bit as she looked at to speak.";
+ next;
+ mes "[Rune Knight, Lunarea]";
+ mes "Now...the testing room is currently occupied...";
+ next;
+ mes "[Rune Knight, Lunarea]";
+ mes "You'll have to wait...it is regulation that the test must take place on a 1:1 level.";
+ next;
+ mes "[Rune Knight, Lunarea]";
+ mes "It will be your turn when the time is up.";
+ close;
+ }
+ case 2:
+ close;
+ }
+ }
+ if (job_rune_edq == 5) {
+ mes "[Rune Knight, Lunarea]";
+ mes "Was your test successful?";
+ next;
+ mes "She shows a small smile which is barely visible and looks at me.";
+ next;
+ mes "[Rune Knight, Lunarea]";
+ mes "This portion of the test is over. Go talk to Captain Tigris.";
+ set job_rune_edq,6;
+ changequest 3203,3204;
+ close;
+ }
+ if (job_rune_edq > 5) {
+ mes "[Rune Knight, Lunarea]";
+ mes "This portion of the test is over. Go talk to Captain Tigris.";
+ next;
+ mes "[Rune Knight, Lunarea]";
+ mes "There are other tests you need to complete. I hope you do a good job.";
+ close;
+ }
+ end;
+ }
+ mes "This pale-skinned absent-looking female Rune Knight doesn't seem to care. Of course she doesn't seem interested with my existence";
+ close;
+}
+
+job3_rune01,55,50,3 script Rune Knight, Renoa 469,{
+
+ if (Class == Job_Rune_Knight || Class == Job_Rune_Knight_T || Class == Job_Baby_Rune) {
+ mes "[Rune Knight, Renoa]";
+ mes "Congratulations for becoming one of us. Junior Rune Knight, "+strcharinfo(0)+".";
+ next;
+ mes "[Rune Knight, Renoa]";
+ mes "Soon you'll see the way we need to go clearly.";
+ next;
+ mes "[Rune Knight, Renoa]";
+ mes "Until then, I'll be here to discover more candidates just like you.";
+ close;
+ }
+ if (Class == Job_Knight || Class == Job_Lord_Knight || Class == Job_Baby_Knight) {
+ if (job_rune_edq < 7) {
+ mes "[Rune Knight, Renoa]";
+ mes "Are you the one who wants to be a Rune Knight? There have been so many today.";
+ next;
+ mes "[Rune Knight, Renoa]";
+ mes "It's too bad that there haven't been many candidates that have made it to my part of the test yet so I'm just taking a bit of a rest.";
+ next;
+ mes "[Rune Knight, Renoa]";
+ mes "If you are taking the Rune Knight test I hope that you try your best. This won't be as easy to pass as Lunarea's test ok?";
+ close;
+ }
+ if (job_rune_edq == 7) {
+ mes "[Rune Knight, Renoa]";
+ mes "Finally! Is it my turn? I'm so happy.";
+ next;
+ mes "[Rune Knight, Renoa]";
+ mes "There have been so many candidates failing Lunarea's test that I've given up counting.";
+ next;
+ mes "[Rune Knight, Renoa]";
+ mes "I am Renoa. I am in charge of the teaching and testing of runes and magic for Rune Knight candidates.";
+ next;
+ mes "[Rune Knight, Renoa]";
+ mes "Thank you for all of your trouble taking the test so far. Okay, anyway.";
+ next;
+ mes "[Rune Knight, Renoa]";
+ mes "Well first, I'll give you an assignment. Let's start by studying. Go to the library and study these books.";
+ next;
+ mes "[Rune Knight, Renoa]";
+ mes "Umm, ^0000FFRunes and Rune Knights^000000, ^0000FFThe Principles of Runes^000000, ^0000FFThe Making and use of Runes^000000. Start with these 3...";
+ next;
+ mes "[Rune Knight, Renoa]";
+ mes "Read the book thoroughly and come back. If you are the type of person who doesn't like reading and studying then it won't be easy for you to live as a Rune Knight.";
+ next;
+ mes "[Rune Knight, Renoa]";
+ mes "Don't worry, you won't be required to have the same knowledge as the magicians of Geffen or Juno. But you can't be an idiot either.";
+ set job_rune_edq,8;
+ changequest 3205,3206;
+ close;
+ }
+ if (job_rune_edq == 8) {
+ mes "[Rune Knight, Renoa]";
+ mes "Well first, I'll give you an assignment. Let's start by studying. Go to the library and study these books.";
+ next;
+ mes "[Rune Knight, Renoa]";
+ mes "Umm, ^0000FFRunes and Rune Knights^000000, ^0000FFThe Principles of Runes^000000, ^0000FFThe Making and use of Runes^000000. Start with these 3...";
+ next;
+ mes "[Rune Knight, Renoa]";
+ mes "Read the book thoroughly and come back. If you are the type of person who doesn't like reading and studying then it won't be easy for you to live as a Rune Knight.";
+ next;
+ mes "[Rune Knight, Renoa]";
+ mes "Don't worry, you won't be required to have the same knowledge as the magicians of Geffen or Juno. But you can't be an idiot either.";
+ close;
+ }
+ if (job_rune_edq == 11) {
+ mes "[Rune Knight, Renoa]";
+ mes "Have you read all the books from the library? It won't be easy to read but if you are determined to be a Rune Knight, you have to have this kind of basic knowledge.";
+ next;
+ mes "[Rune Knight, Renoa]";
+ mes "Basically, the power of magic cannot be used without training to draw out the power of nature and the elements.";
+ next;
+ mes "[Rune Knight, Renoa]";
+ mes "Therefore, jobs such as Wizard and Sage have come out and the magic became their own sacred field.";
+ next;
+ mes "[Rune Knight, Renoa]";
+ mes "The leader of the Rune Knights, Beljeve, is known to have been in touch with the fairies even before the dimensional door of the Ash Vacuum was made when Satan Morroc resurrected.";
+ next;
+ mes "[Rune Knight, Renoa]";
+ mes "I heard a story from the magical scholars about the technology that can substantialize the essence of magic. I began a study to substantialize it to a rune by getting their help.";
+ next;
+ mes "[Rune Knight, Renoa]";
+ mes "Our Rune Knight's were born from the result of that study, which enables practicing both the power of the sword and magic by using runes.";
+ next;
+ mes "[Rune Knight, Renoa]";
+ mes "You look like you don't understand why I'm repeating the teaching of the story already written in the book.";
+ next;
+ mes "[Rune Knight, Renoa]";
+ mes "So for the second test, you need to visit the Laphine magical scholars who had given the direct help to the birth of Rune Knights at Ash Vacuum.";
+ next;
+ mes "[Rune Knight, Renoa]";
+ mes "Find the sage, Serpeone who's been studying and helping the Rune Knights who are out in the Rune Midgard's camp at Ash Vacuum.";
+ next;
+ mes "[Rune Knight, Renoa]";
+ mes "The sage has already been in touch with us for a long time so you don't need to worry about understanding Serpeone's language.c";
+ next;
+ mes "[Rune Knight, Renoa]";
+ mes "If you are ready I'll guide you to the warp that moves you directly to Serpeone. Meet her and get instructions from her.";
+ set job_rune_edq,12;
+ changequest 3206,3207;
+ close;
+ }
+ if ((job_rune_edq > 11) && (job_rune_edq < 14)) {
+ mes "[Rune Knight, Renoa]";
+ mes "If you are ready I'll open the way to the sage, Serpeone who's in the Rune Midgard post at Ash Vacuum. Are you prepared?";
+ next;
+ switch (select("Yes, I am prepared.:Not yet.")) {
+ case 1:
+ mes "[Rune Knight, Renoa]";
+ mes "Good. Then I'll send you there now. But, there's one thing I need to tell you.";
+ next;
+ mes "[Rune Knight, Renoa]";
+ mes "You will be sent to the Ash Vacuum. The people dispatched to the Rune Midgard post are certified adventurers and officials.";
+ next;
+ mes "[Rune Knight, Renoa]";
+ mes "Beljeve has an agreement with the other alliance countries that the free behavior of our Rune Knights is guaranteed but...";
+ next;
+ mes "[Rune Knight, Renoa]";
+ mes "If you want to move freely through all of Ash Vacuum, you'll have to go through the normal route which is acquiring qualification with the Rune Midgard alliance. It has nothing to do with us.";
+ next;
+ mes "[Rune Knight, Renoa]";
+ mes "The agreement only allows us to send candidates to the Rune Midgard camp and nowhere else.";
+ next;
+ mes "[Rune Knight, Renoa]";
+ mes "Good luck.";
+ close2;
+ warp "mid_camp",235,250;
+ end;
+ case 2:
+ mes "[Rune Knight, Renoa]";
+ mes "If you are ready talk to me again. I'm free anytime.";
+ close;
+ }
+ }
+ if (job_rune_edq == 14) {
+ mes "[Rune Knight, Renoa]";
+ mes "Umm, you're back? How's it like in the Ash Vacuum?";
+ next;
+ mes "[Rune Knight, Renoa]";
+ mes "Well, a person of your strength must have been there already no?";
+ next;
+ mes "[Rune Knight, Renoa]";
+ mes "Now its time to take the test concerning runes. I know that you have been through quite a complicated process.";
+ next;
+ mes "[Rune Knight, Renoa]";
+ mes "I am going to give you a test that allows you to deal with runes directly.";
+ next;
+ mes "[Rune Knight, Renoa]";
+ mes "In this test you will be making a rune stone yourself which will also be used for your last test.";
+ next;
+ mes "[Rune Knight, Renoa]";
+ mes "If you remember what you read in the library just before, you'll be able to produce a rune stone here without my explanation.";
+ next;
+ mes "[Rune Knight, Renoa]";
+ mes "If you succeed in making the rune stone it will automatically become the rune stone you'll use for yourself when you become a Rune Knight, so try your best.";
+ next;
+ mes "[Rune Knight, Renoa]";
+ mes "The total number of rune stones you need to make is 20.";
+ mes "Remember that well.";
+ set job_rune_edq, 15;
+ changequest 3213,3214;
+ close;
+ }
+ if (job_rune_edq == 15) {
+ mes "[Rune Knight, Renoa]";
+ mes "In this test you will be making a rune stone yourself which is going to be used for your last test.";
+ next;
+ mes "[Rune Knight, Renoa]";
+ mes "If you remember the books you've read in the library just before, you'll be able to produce a rune stone here without my explanation.";
+ next;
+ mes "[Rune Knight, Renoa]";
+ mes "If you succeed in making the rune stone automatically it becomes the rune stone you'll use for yourself when you succeed, and it's delivered to Captain Tigris...so try hard.";
+ next;
+ mes "[Rune Knight, Renoa]";
+ mes "The number of total rune stones you need to make is exactly 20. Remember that well.";
+ next;
+ switch (select("Check number of made runes?:I've made all the 20 rune stones.")) {
+ case 1:
+ mes "[Rune Knight, Renoa]";
+ mes "The number of rune stones made 'til now is "+job_rune_edq2+".";
+ close;
+ case 2:
+ if (job_rune_edq2 == 20) {
+ mes "[Rune Knight, Renoa]";
+ mes "You've brought just the right amount. I'll hand over all the finished rune stones to Captain Tigris.";
+ next;
+ mes "[Rune Knight, Renoa]";
+ mes "Because there is a test waiting for you that uses these rune stones.";
+ next;
+ mes "[Rune Knight, Renoa]";
+ mes "Here, you've passed. Go back to Captain Tigris and complete the next test.";
+ next;
+ mes "[Rune Knight, Renoa]";
+ mes "Ha! You did a good job considering how difficult my test is. If you were nervous, you can relax now.";
+ set job_rune_edq,16;
+ changequest 3214,3215;
+ close;
+ }
+ if (job_rune_edq2 > 20) {
+ mes "[Rune Knight, Renoa]";
+ mes "Wow! What's this? You've made over 20. It's ok for now but remember to follow directions next time.";
+ next;
+ mes "[Rune Knight, Renoa]";
+ mes "You've brought just the right amount. I'll hand over all the made rune stones to Captain Tigris.";
+ next;
+ mes "[Rune Knight, Renoa]";
+ mes "Because there a test waiting for you to use these rune stones.";
+ next;
+ mes "[Rune Knight, Renoa]";
+ mes "Here, you've passed. Go back to Captain Tigris and complete the next test.";
+ next;
+ mes "[Rune Knight, Renoa]";
+ mes "Ha! You did a good job considering how difficult my test is. If you were nervous, you can relax now.";
+ set job_rune_edq,16;
+ close;
+ }
+ mes "[Rune Knight, Renoa]";
+ mes "Hey! I think I told you to make at least 20.";
+ close;
+ }
+ }
+ mes "[Rune Knight, Renoa]";
+ mes "Become a proud Rune Knight.";
+ close;
+ }
+ // custom translation
+ mes "[Rune Knight, Renoa]";
+ mes "HOw...how did you get in here?! Captain we have a spy!";
+ next;
+ mes "[Captain Tigris]";
+ mes "Ah? What are you talking about, Renoa? Do not talk in such a manner! You make us sound like criminals.";
+ next;
+ mes "[Rune Knight, Renoa]";
+ mes "Well, there is an unidentified individual here.";
+ next;
+ mes "[Captain Tigris]";
+ mes "Ah...hey, friend, come over here and let us talk a moment...";
+ close;
+}
+
+job3_rune01,58,51,1 script Rune Furnace 844,{
+
+ if (job_rune_edq < 15) {
+ mes "[Rune Knight Renoa]";
+ mes "You don't want to touch that thing. Believe me, I'm not kidding.";
+ close;
+ }
+ if (job_rune_edq == 15) {
+ set @job_rune_success,job_rune_edq2;
+ set @job_rune_miss,job_rune_edq3;
+ set @job_rune_crash,5;
+ set @job_rune_book_test_action,0;
+ set @job_rune_test_rand,rand(1,24);
+ mes "I can see a hole under the huge Rune Stone Statue behind Renoa. Clearly this is a mass-produced rune heating furnace that I read in the book.";
+ next;
+ switch (select("Use the Rune Heating Furnace:Stop.")) {
+ case 1:
+ if (@job_rune_test_rand == 1) {
+ progressbar "ffff00",5;
+ mes "The magical power of the rune pitches and tosses while it is getting shaped.";
+ next;
+ mes "This red hot spiral is...";
+ next;
+ input .@inputstr$;
+ if (.@inputstr$ == "Ehwaz") {
+ mes "[Rune Knight Renoa]";
+ mes "Wow! This is great. The image of the rune stone in my head and the modelled rune stone matches perfectly. It's well made.";
+ next;
+ mes "[Rune Knight Renoa]";
+ mes "1 Eiwaz rune was made normally.";
+ set @job_rune_success,job_rune_edq2;
+ set @job_rune_success_check,@job_rune_success+1;
+ set job_rune_edq2,@job_rune_success_check;
+ close;
+ }
+ set @job_rune_miss,job_rune_edq3;
+ set @job_rune_miss_check,@job_rune_miss+1;
+ set @job_rune_crash_check,@job_rune_crash+@job_rune_miss_check;
+ if (rand(1,@job_rune_crash_check) == 3) {
+ mes "[Rune Knight Renoa]";
+ // occurances of this line are all custom. I couldn't get the damn thing to fail and give me the line.
+ mes "Ah, you got lucky! Althought the stones don't match perfectly, they are close enough. It's quite rare, though.";
+ next;
+ mes "[Rune Knight Renoa]";
+ mes "1 Eiwaz rune was made normally.";
+ set @job_rune_success, job_rune_edq2;
+ set @job_rune_success_check, @job_rune_success + 1;
+ set job_rune_edq2, @job_rune_success_check;
+ close;
+ }
+ mes "[Rune Knight Renoa]";
+ mes "It's a natural result. The image of the rune stone in my head and the modelled rune stone didn't match so the rate of success just gets extremely lower.";
+ next;
+ mes "[Rune Knight Renoa]";
+ mes "Refining the rune stone is a failure... Please try again.";
+ set @job_rune_miss,job_rune_edq3;
+ set @job_rune_miss_check,@job_rune_miss+1;
+ set job_rune_edq3,@job_rune_miss_check;
+ close;
+ }
+ if (@job_rune_test_rand == 2) {
+ progressbar "ffff00",5;
+ mes "The magical power of the rune pitches and tosses while it is getting shaped.";
+ next;
+ mes "The rune flashing with this violet oblique line shape is...";
+ next;
+ input .@inputstr$;
+ if (.@inputstr$ == "Osilla") {
+ mes "[Rune Knight Renoa]";
+ mes "Wow! This is great. The image of the rune stone in my head and the modelled rune stone matches perfectly. It's well made.";
+ next;
+ mes "[Rune Knight Renoa]";
+ mes "1 Othlia rune was made normally.";
+ set @job_rune_success,job_rune_edq2;
+ set @job_rune_success_check,@job_rune_success+1;
+ set job_rune_edq2,@job_rune_success_check;
+ close;
+ }
+ set @job_rune_miss, job_rune_edq3;
+ set @job_rune_miss_check, @job_rune_miss + 1;
+ set @job_rune_crash_check, @job_rune_crash + @job_rune_miss_check;
+ if (rand(1,@job_rune_crash_check) == 3) {
+ mes "[Rune Knight Renoa]";
+ mes "Ah, you got lucky! Althought the stones don't match perfectly, they are close enough. It's quite rare, though.";
+ next;
+ mes "[Rune Knight Renoa]";
+ mes "1 Othlia rune was made normally.";
+ set @job_rune_success, job_rune_edq2;
+ set @job_rune_success_check, @job_rune_success + 1;
+ set job_rune_edq2, @job_rune_success_check;
+ close;
+ }
+ mes "[Rune Knight Renoa]";
+ mes "It's a natural result. The image of the rune stone in my head and the modelled rune stone didn't match so the rate of success just gets extremely lower.";
+ next;
+ mes "[Rune Knight Renoa]";
+ mes "Refining the rune stone is a failure... Please try again.";
+ set @job_rune_miss, job_rune_edq3;
+ set @job_rune_miss_check, @job_rune_miss + 1;
+ set job_rune_edq3, @job_rune_miss_check;
+ close;
+ }
+ if (@job_rune_test_rand == 3) {
+ progressbar "ffff00",5;
+ mes "The magical power of the rune pitches and tosses while it is getting shaped.";
+ next;
+ mes "This live emerald diamond rune is...";
+ next;
+ input .@inputstr$;
+ if (.@inputstr$ == "Mannaz") {
+ mes "[Rune Knight Renoa]";
+ mes "Wow! This is great. The image of the rune stone in my head and the modelled rune stone matches perfectly. It's well made.";
+ next;
+ mes "[Rune Knight Renoa]";
+ mes "1 Mannaz rune was made normally.";
+ set @job_rune_success, job_rune_edq2;
+ set @job_rune_success_check, @job_rune_success + 1;
+ set job_rune_edq2, @job_rune_success_check;
+ close;
+ }
+ set @job_rune_miss, job_rune_edq3;
+ set @job_rune_miss_check, @job_rune_miss + 1;
+ set @job_rune_crash_check, @job_rune_crash + @job_rune_miss_check;
+ if (rand(1,@job_rune_crash_check) == 3) {
+ mes "[Rune Knight Renoa]";
+ mes "Ah, you got lucky! Althought the stones don't match perfectly, they are close enough. It's quite rare, though.";
+ next;
+ mes "[Rune Knight Renoa]";
+ mes "1 Mannaz rune was made normally.";
+ set @job_rune_success, job_rune_edq2;
+ set @job_rune_success_check, @job_rune_success + 1;
+ set job_rune_edq2, @job_rune_success_check;
+ close;
+ }
+ mes "[Rune Knight Renoa]";
+ mes "It's a natural result. The image of the rune stone in my head and the modelled rune stone didn't match so the rate of success just gets extremely lower.";
+ next;
+ mes "[Rune Knight Renoa]";
+ mes "Refining the rune stone is a failure... Please try again.";
+ set @job_rune_miss, job_rune_edq3;
+ set @job_rune_miss_check, @job_rune_miss + 1;
+ set job_rune_edq3, @job_rune_miss_check;
+ close;
+ }
+ if (@job_rune_test_rand == 4) {
+ progressbar "ffff00",5;
+ mes "The magical power of the rune pitches and tosses while it is getting shaped.";
+ next;
+ mes "The rune flashing with an emerald round shape is...";
+ next;
+ input .@inputstr$;
+ if (.@inputstr$ == "Ansuz") {
+ mes "[Rune Knight Renoa]";
+ mes "Wow! This is great. The image of the rune stone in my head and the modelled rune stone matches perfectly. It's well made.";
+ next;
+ mes "[Rune Knight Renoa]";
+ mes "1 Ansuz rune was made normally.";
+ set @job_rune_success, job_rune_edq2;
+ set @job_rune_success_check, @job_rune_success + 1;
+ set job_rune_edq2, @job_rune_success_check;
+ close;
+ }
+ set @job_rune_miss, job_rune_edq3;
+ set @job_rune_miss_check, @job_rune_miss + 1;
+ set @job_rune_crash_check, @job_rune_crash + @job_rune_miss_check;
+ if (rand(1,@job_rune_crash_check) == 3) {
+ mes "[Rune Knight Renoa]";
+ mes "Ah, you got lucky! Althought the stones don't match perfectly, they are close enough. It's quite rare, though.";
+ next;
+ mes "[Rune Knight Renoa]";
+ mes "1 Ansuz rune was made normally.";
+ set @job_rune_success, job_rune_edq2;
+ set @job_rune_success_check, @job_rune_success + 1;
+ set job_rune_edq2, @job_rune_success_check;
+ close;
+ }
+ mes "[Rune Knight Renoa]";
+ mes "It's a natural result. The image of the rune stone in my head and the modelled rune stone didn't match so the rate of success just gets extremely lower.";
+ next;
+ mes "[Rune Knight Renoa]";
+ mes "Refining the rune stone is a failure... Please try again.";
+ set @job_rune_miss, job_rune_edq3;
+ set @job_rune_miss_check, @job_rune_miss + 1;
+ set job_rune_edq3, @job_rune_miss_check;
+ close;
+ }
+ if (@job_rune_test_rand == 5) {
+ progressbar "ffff00",5;
+ mes "The magical power of the rune pitches and tosses while it is getting shaped.";
+ next;
+ mes "The rune flashing with this skyblue star shape is...";
+ next;
+ input .@inputstr$;
+ if (.@inputstr$ == "Hagalaz") {
+ mes "[Rune Knight Renoa]";
+ mes "Wow! This is great. The image of the rune stone in my head and the modelled rune stone matches perfectly. It's well made.";
+ next;
+ mes "[Rune Knight Renoa]";
+ mes "1 Hagalaz rune was made normally.";
+ set @job_rune_success, job_rune_edq2;
+ set @job_rune_success_check, @job_rune_success + 1;
+ set job_rune_edq2, @job_rune_success_check;
+ close;
+ }
+ set @job_rune_miss, job_rune_edq3;
+ set @job_rune_miss_check, @job_rune_miss + 1;
+ set @job_rune_crash_check, @job_rune_crash + @job_rune_miss_check;
+ if (rand(1,@job_rune_crash_check) == 3) {
+ mes "[Rune Knight Renoa]";
+ mes "Ah, you got lucky! Althought the stones don't match perfectly, they are close enough. It's quite rare, though.";
+ next;
+ mes "[Rune Knight Renoa]";
+ mes "1 Hagalaz rune was made normally.";
+ set @job_rune_success, job_rune_edq2;
+ set @job_rune_success_check, @job_rune_success + 1;
+ set job_rune_edq2, @job_rune_success_check;
+ close;
+ }
+ mes "[Rune Knight Renoa]";
+ mes "It's a natural result. The image of the rune stone in my head and the modelled rune stone didn't match so the rate of success just gets extremely lower.";
+ next;
+ mes "[Rune Knight Renoa]";
+ mes "Refining the rune stone is a failure... Please try again.";
+ set @job_rune_miss, job_rune_edq3;
+ set @job_rune_miss_check, @job_rune_miss + 1;
+ set job_rune_edq3, @job_rune_miss_check;
+ close;
+ }
+ if (@job_rune_test_rand == 6) {
+ progressbar "ffff00",5;
+ mes "The magical power of the rune pitches and tosses while it is getting shaped.";
+ next;
+ mes "This flashing with a red diamond shape rune is...";
+ next;
+ input .@inputstr$;
+ if (.@inputstr$ == "Kano") {
+ mes "[Rune Knight Renoa]";
+ mes "Wow! This is great. The image of the rune stone in my head and the modelled rune stone matches perfectly. It's well made.";
+ next;
+ mes "[Rune Knight Renoa]";
+ mes "1 Kano rune was made normally.";
+ set @job_rune_success, job_rune_edq2;
+ set @job_rune_success_check, @job_rune_success + 1;
+ set job_rune_edq2, @job_rune_success_check;
+ close;
+ }
+ set @job_rune_miss, job_rune_edq3;
+ set @job_rune_miss_check, @job_rune_miss + 1;
+ set @job_rune_crash_check, @job_rune_crash + @job_rune_miss_check;
+ if (rand(1,@job_rune_crash_check) == 3) {
+ mes "[Rune Knight Renoa]";
+ mes "Ah, you got lucky! Althought the stones don't match perfectly, they are close enough. It's quite rare, though.";
+ next;
+ mes "[Rune Knight Renoa]";
+ mes "1 Kano rune was made normally.";
+ set @job_rune_success, job_rune_edq2;
+ set @job_rune_success_check, @job_rune_success + 1;
+ set job_rune_edq2, @job_rune_success_check;
+ close;
+ }
+ mes "[Rune Knight Renoa]";
+ mes "It's a natural result. The image of the rune stone in my head and the modelled rune stone didn't match so the rate of success just gets extremely lower.";
+ next;
+ mes "[Rune Knight Renoa]";
+ mes "Refining the rune stone is a failure... Please try again.";
+ set @job_rune_miss, job_rune_edq3;
+ set @job_rune_miss_check, @job_rune_miss + 1;
+ set job_rune_edq3, @job_rune_miss_check;
+ close;
+ }
+ if (@job_rune_test_rand == 7) {
+ progressbar "ffff00",5;
+ mes "The magical power of the rune pitches and tosses while it is getting shaped.";
+ next;
+ mes "The rune flashing with this skyblue oblique line shape is...";
+ next;
+ input .@inputstr$;
+ if (.@inputstr$ == "Rhydo") {
+ mes "[Rune Knight Renoa]";
+ mes "Wow! This is great. The image of the rune stone in my head and the modelled rune stone matches perfectly. It's well made.";
+ next;
+ mes "[Rune Knight Renoa]";
+ mes "1 Raido rune was made normally.";
+ set @job_rune_success, job_rune_edq2;
+ set @job_rune_success_check, @job_rune_success + 1;
+ set job_rune_edq2, @job_rune_success_check;
+ close;
+ }
+ set @job_rune_miss, job_rune_edq3;
+ set @job_rune_miss_check, @job_rune_miss + 1;
+ set @job_rune_crash_check, @job_rune_crash + @job_rune_miss_check;
+ if (rand(1,@job_rune_crash_check) == 3) {
+ mes "[Rune Knight Renoa]";
+ mes "Ah, you got lucky! Althought the stones don't match perfectly, they are close enough. It's quite rare, though.";
+ next;
+ mes "[Rune Knight Renoa]";
+ mes "1 Raido rune was made normally.";
+ set @job_rune_success, job_rune_edq2;
+ set @job_rune_success_check, @job_rune_success + 1;
+ set job_rune_edq2, @job_rune_success_check;
+ close;
+ }
+ mes "[Rune Knight Renoa]";
+ mes "It's a natural result. The image of the rune stone in my head and the modelled rune stone didn't match so the rate of success just gets extremely lower.";
+ next;
+ mes "[Rune Knight Renoa]";
+ mes "Refining the rune stone is a failure... Please try again.";
+ set @job_rune_miss, job_rune_edq3;
+ set @job_rune_miss_check, @job_rune_miss + 1;
+ set job_rune_edq3, @job_rune_miss_check;
+ close;
+ }
+ if (@job_rune_test_rand == 8) {
+ progressbar "ffff00",5;
+ mes "The magical power of the rune pitches and tosses while it is getting shaped.";
+ next;
+ mes "The rune flashing with this yellow round shape is...";
+ next;
+ input .@inputstr$;
+ if (.@inputstr$ == "Turisus") {
+ mes "[Rune Knight Renoa]";
+ mes "Wow! This is great. The image of the rune stone in my head and the modelled rune stone matches perfectly. It's well made.";
+ next;
+ mes "[Rune Knight Renoa]";
+ mes "1 Thurisaz rune was made normally.";
+ set @job_rune_success, job_rune_edq2;
+ set @job_rune_success_check, @job_rune_success + 1;
+ set job_rune_edq2, @job_rune_success_check;
+ close;
+ }
+ set @job_rune_miss, job_rune_edq3;
+ set @job_rune_miss_check, @job_rune_miss + 1;
+ set @job_rune_crash_check, @job_rune_crash + @job_rune_miss_check;
+ if (rand(1,@job_rune_crash_check) == 3) {
+ mes "[Rune Knight Renoa]";
+ mes "Ah, you got lucky! Althought the stones don't match perfectly, they are close enough. It's quite rare, though.";
+ next;
+ mes "[Rune Knight Renoa]";
+ mes "1 Thurisaz rune was made normally.";
+ set @job_rune_success, job_rune_edq2;
+ set @job_rune_success_check, @job_rune_success + 1;
+ set job_rune_edq2, @job_rune_success_check;
+ close;
+ }
+ mes "[Rune Knight Renoa]";
+ mes "It's a natural result. The image of the rune stone in my head and the modelled rune stone didn't match so the rate of success just gets extremely lower.";
+ next;
+ mes "[Rune Knight Renoa]";
+ mes "Refining the rune stone is a failure... Please try again.";
+ set @job_rune_miss, job_rune_edq3;
+ set @job_rune_miss_check, @job_rune_miss + 1;
+ set job_rune_edq3, @job_rune_miss_check;
+ close;
+ }
+ if (@job_rune_test_rand == 9) {
+ progressbar "ffff00",5;
+ mes "The magical power of the rune pitches and tosses while it is getting shaped.";
+ next;
+ mes "The rune flashing with this emerald spiral line shape is...";
+ next;
+ input .@inputstr$;
+ if (.@inputstr$ == "Dagaz") {
+ mes "[Rune Knight Renoa]";
+ mes "Wow! This is great. The image of the rune stone in my head and the modelled rune stone matches perfectly. It's well made.";
+ next;
+ mes "[Rune Knight Renoa]";
+ mes "1 Dagaz rune was made normally.";
+ set @job_rune_success, job_rune_edq2;
+ set @job_rune_success_check, @job_rune_success + 1;
+ set job_rune_edq2, @job_rune_success_check;
+ close;
+ }
+ set @job_rune_miss, job_rune_edq3;
+ set @job_rune_miss_check, @job_rune_miss + 1;
+ set @job_rune_crash_check, @job_rune_crash + @job_rune_miss_check;
+ if (rand(1,@job_rune_crash_check) == 3) {
+ mes "[Rune Knight Renoa]";
+ mes "Ah, you got lucky! Althought the stones don't match perfectly, they are close enough. It's quite rare, though.";
+ next;
+ mes "[Rune Knight Renoa]";
+ mes "1 Dagaz rune was made normally.";
+ set @job_rune_success, job_rune_edq2;
+ set @job_rune_success_check, @job_rune_success + 1;
+ set job_rune_edq2, @job_rune_success_check;
+ close;
+ }
+ mes "[Rune Knight Renoa]";
+ mes "It's a natural result. The image of the rune stone in my head and the modelled rune stone didn't match so the rate of success just gets extremely lower.";
+ next;
+ mes "[Rune Knight Renoa]";
+ mes "Refining the rune stone is a failure... Please try again.";
+ set @job_rune_miss, job_rune_edq3;
+ set @job_rune_miss_check, @job_rune_miss + 1;
+ set job_rune_edq3, @job_rune_miss_check;
+ close;
+ }
+ if (@job_rune_test_rand == 10) {
+ progressbar "ffff00",5;
+ mes "The magical power of the rune pitches and tosses while it is getting shaped.";
+ next;
+ mes "The rune flashing with this skyblue fan-shape is...";
+ next;
+ input .@inputstr$;
+ if (.@inputstr$ == "Sowilo") {
+ mes "[Rune Knight Renoa]";
+ mes "Wow! This is great. The image of the rune stone in my head and the modelled rune stone matches perfectly. It's well made.";
+ next;
+ mes "[Rune Knight Renoa]";
+ mes "1 Sowilo rune was made normally.";
+ set @job_rune_success, job_rune_edq2;
+ set @job_rune_success_check, @job_rune_success + 1;
+ set job_rune_edq2, @job_rune_success_check;
+ close;
+ }
+ set @job_rune_miss, job_rune_edq3;
+ set @job_rune_miss_check, @job_rune_miss + 1;
+ set @job_rune_crash_check, @job_rune_crash + @job_rune_miss_check;
+ if (rand(1,@job_rune_crash_check) == 3) {
+ mes "[Rune Knight Renoa]";
+ mes "Ah, you got lucky! Althought the stones don't match perfectly, they are close enough. It's quite rare, though.";
+ next;
+ mes "[Rune Knight Renoa]";
+ mes "1 Sowilo rune was made normally.";
+ set @job_rune_success, job_rune_edq2;
+ set @job_rune_success_check, @job_rune_success + 1;
+ set job_rune_edq2, @job_rune_success_check;
+ close;
+ }
+ mes "[Rune Knight Renoa]";
+ mes "It's a natural result. The image of the rune stone in my head and the modelled rune stone didn't match so the rate of success just gets extremely lower.";
+ next;
+ mes "[Rune Knight Renoa]";
+ mes "Refining the rune stone is a failure... Please try again.";
+ set @job_rune_miss, job_rune_edq3;
+ set @job_rune_miss_check, @job_rune_miss + 1;
+ set job_rune_edq3, @job_rune_miss_check;
+ close;
+ }
+ if (@job_rune_test_rand == 11) {
+ progressbar "ffff00",5;
+ mes "The magical power of the rune pitches and tosses while it is getting shaped.";
+ next;
+ mes "The rune flashing with this yellow diamond shape is...";
+ next;
+ input .@inputstr$;
+ if (.@inputstr$ == "Laguz") {
+ mes "[Rune Knight Renoa]";
+ mes "Wow! This is great. The image of the rune stone in my head and the modelled rune stone matches perfectly. It's well made.";
+ next;
+ mes "[Rune Knight Renoa]";
+ mes "1 Laguz rune was made normally.";
+ set @job_rune_success, job_rune_edq2;
+ set @job_rune_success_check, @job_rune_success + 1;
+ set job_rune_edq2, @job_rune_success_check;
+ close;
+ }
+ set @job_rune_miss, job_rune_edq3;
+ set @job_rune_miss_check, @job_rune_miss + 1;
+ set @job_rune_crash_check, @job_rune_crash + @job_rune_miss_check;
+ if (rand(1,@job_rune_crash_check) == 3) {
+ mes "[Rune Knight Renoa]";
+ mes "Ah, you got lucky! Althought the stones don't match perfectly, they are close enough. It's quite rare, though.";
+ next;
+ mes "[Rune Knight Renoa]";
+ mes "1 Laguz rune was made normally.";
+ set @job_rune_success, job_rune_edq2;
+ set @job_rune_success_check, @job_rune_success + 1;
+ set job_rune_edq2, @job_rune_success_check;
+ close;
+ }
+ mes "[Rune Knight Renoa]";
+ mes "It's a natural result. The image of the rune stone in my head and the modelled rune stone didn't match so the rate of success just gets extremely lower.";
+ next;
+ mes "[Rune Knight Renoa]";
+ mes "Refining the rune stone is a failure... Please try again.";
+ set @job_rune_miss, job_rune_edq3;
+ set @job_rune_miss_check, @job_rune_miss + 1;
+ set job_rune_edq3, @job_rune_miss_check;
+ close;
+ }
+ if (@job_rune_test_rand == 12) {
+ progressbar "ffff00",5;
+ mes "The magical power of the rune pitches and tosses while it is getting shaped.";
+ next;
+ mes "The rune flashing with this violet spiral line is...";
+ next;
+ input .@inputstr$;
+ if (.@inputstr$ == "Isia") {
+ mes "[Rune Knight Renoa]";
+ mes "Wow! This is great. The image of the rune stone in my head and the modelled rune stone matches perfectly. It's well made.";
+ next;
+ mes "[Rune Knight Renoa]";
+ mes "1 Isa rune was made normally.";
+ set @job_rune_success, job_rune_edq2;
+ set @job_rune_success_check, @job_rune_success + 1;
+ set job_rune_edq2, @job_rune_success_check;
+ close;
+ }
+ set @job_rune_miss, job_rune_edq3;
+ set @job_rune_miss_check, @job_rune_miss + 1;
+ set @job_rune_crash_check, @job_rune_crash + @job_rune_miss_check;
+ if (rand(1,@job_rune_crash_check) == 3) {
+ mes "[Rune Knight Renoa]";
+ mes "Ah, you got lucky! Althought the stones don't match perfectly, they are close enough. It's quite rare, though.";
+ next;
+ mes "[Rune Knight Renoa]";
+ mes "1 Isa rune was made normally.";
+ set @job_rune_success, job_rune_edq2;
+ set @job_rune_success_check, @job_rune_success + 1;
+ set job_rune_edq2, @job_rune_success_check;
+ close;
+ }
+ mes "[Rune Knight Renoa]";
+ mes "It's a natural result. The image of the rune stone in my head and the modelled rune stone didn't match so the rate of success just gets extremely lower.";
+ next;
+ mes "[Rune Knight Renoa]";
+ mes "Refining the rune stone is a failure... Please try again.";
+ set @job_rune_miss, job_rune_edq3;
+ set @job_rune_miss_check, @job_rune_miss + 1;
+ set job_rune_edq3, @job_rune_miss_check;
+ close;
+ }
+ if (@job_rune_test_rand == 13) {
+ progressbar "ffff00",5;
+ mes "The magical power of the rune pitches and tosses while it is getting shaped.";
+ next;
+ mes "The rune flashing with this silver spiral shape is...";
+ next;
+ input .@inputstr$;
+ if (.@inputstr$ == "Pertz") {
+ mes "[Rune Knight Renoa]";
+ mes "Wow! This is great. The image of the rune stone in my head and the modelled rune stone matches perfectly. It's well made.";
+ next;
+ mes "[Rune Knight Renoa]";
+ mes "1 Perth rune was made normally.";
+ set @job_rune_success, job_rune_edq2;
+ set @job_rune_success_check, @job_rune_success + 1;
+ set job_rune_edq2, @job_rune_success_check;
+ close;
+ }
+ set @job_rune_miss, job_rune_edq3;
+ set @job_rune_miss_check, @job_rune_miss + 1;
+ set @job_rune_crash_check, @job_rune_crash + @job_rune_miss_check;
+ if (rand(1,@job_rune_crash_check) == 3) {
+ mes "[Rune Knight Renoa]";
+ mes "Ah, you got lucky! Althought the stones don't match perfectly, they are close enough. It's quite rare, though.";
+ next;
+ mes "[Rune Knight Renoa]";
+ mes "1 Perth rune was made normally.";
+ set @job_rune_success, job_rune_edq2;
+ set @job_rune_success_check, @job_rune_success + 1;
+ set job_rune_edq2, @job_rune_success_check;
+ close;
+ }
+ mes "[Rune Knight Renoa]";
+ mes "It's a natural result. The image of the rune stone in my head and the modelled rune stone didn't match so the rate of success just gets extremely lower.";
+ next;
+ mes "[Rune Knight Renoa]";
+ mes "Refining the rune stone is a failure... Please try again.";
+ set @job_rune_miss, job_rune_edq3;
+ set @job_rune_miss_check, @job_rune_miss + 1;
+ set job_rune_edq3, @job_rune_miss_check;
+ close;
+ }
+ if (@job_rune_test_rand == 14) {
+ progressbar "ffff00",5;
+ mes "The magical power of the rune pitches and tosses while it is getting shaped.";
+ next;
+ mes "The rune flashing with this gold star shape is...";
+ next;
+ input .@inputstr$;
+ if (.@inputstr$ == "Verkana") {
+ mes "[Rune Knight Renoa]";
+ mes "Wow! This is great. The image of the rune stone in my head and the modelled rune stone matches perfectly. It's well made.";
+ next;
+ mes "[Rune Knight Renoa]";
+ mes "1 Berkana rune was made normally.";
+ set @job_rune_success, job_rune_edq2;
+ set @job_rune_success_check, @job_rune_success + 1;
+ set job_rune_edq2, @job_rune_success_check;
+ close;
+ }
+ set @job_rune_miss, job_rune_edq3;
+ set @job_rune_miss_check, @job_rune_miss + 1;
+ set @job_rune_crash_check, @job_rune_crash + @job_rune_miss_check;
+ if (rand(1,@job_rune_crash_check) == 3) {
+ mes "[Rune Knight Renoa]";
+ mes "Ah, you got lucky! Althought the stones don't match perfectly, they are close enough. It's quite rare, though.";
+ next;
+ mes "[Rune Knight Renoa]";
+ mes "1 Berkana rune was made normally.";
+ set @job_rune_success, job_rune_edq2;
+ set @job_rune_success_check, @job_rune_success + 1;
+ set job_rune_edq2, @job_rune_success_check;
+ close;
+ }
+ mes "[Rune Knight Renoa]";
+ mes "It's a natural result. The image of the rune stone in my head and the modelled rune stone didn't match so the rate of success just gets extremely lower.";
+ next;
+ mes "[Rune Knight Renoa]";
+ mes "Refining the rune stone is a failure... Please try again.";
+ set @job_rune_miss, job_rune_edq3;
+ set @job_rune_miss_check, @job_rune_miss + 1;
+ set job_rune_edq3, @job_rune_miss_check;
+ close;
+ }
+ if (@job_rune_test_rand == 15) {
+ progressbar "ffff00",5;
+ mes "The magical power of the rune pitches and tosses while it is getting shaped.";
+ next;
+ mes "The rune flashing with this yellow cone shape is...";
+ next;
+ input .@inputstr$;
+ if (.@inputstr$ == "Gebo") {
+ mes "[Rune Knight Renoa]";
+ mes "Wow! This is great. The image of the rune stone in my head and the modelled rune stone matches perfectly. It's well made.";
+ next;
+ mes "[Rune Knight Renoa]";
+ mes "1 Gebo rune was made normally.";
+ set @job_rune_success, job_rune_edq2;
+ set @job_rune_success_check, @job_rune_success + 1;
+ set job_rune_edq2, @job_rune_success_check;
+ close;
+ }
+ set @job_rune_miss, job_rune_edq3;
+ set @job_rune_miss_check, @job_rune_miss + 1;
+ set @job_rune_crash_check, @job_rune_crash + @job_rune_miss_check;
+ if (rand(1,@job_rune_crash_check) == 3) {
+ mes "[Rune Knight Renoa]";
+ mes "Ah, you got lucky! Althought the stones don't match perfectly, they are close enough. It's quite rare, though.";
+ next;
+ mes "[Rune Knight Renoa]";
+ mes "1 Gebo rune was made normally.";
+ set @job_rune_success, job_rune_edq2;
+ set @job_rune_success_check, @job_rune_success + 1;
+ set job_rune_edq2, @job_rune_success_check;
+ close;
+ }
+ mes "[Rune Knight Renoa]";
+ mes "It's a natural result. The image of the rune stone in my head and the modelled rune stone didn't match so the rate of success just gets extremely lower.";
+ next;
+ mes "[Rune Knight Renoa]";
+ mes "Refining the rune stone is a failure... Please try again.";
+ set @job_rune_miss, job_rune_edq3;
+ set @job_rune_miss_check, @job_rune_miss + 1;
+ set job_rune_edq3, @job_rune_miss_check;
+ close;
+ }
+ if (@job_rune_test_rand == 16) {
+ progressbar "ffff00",5;
+ mes "The magical power of the rune pitches and tosses while it is getting shaped.";
+ next;
+ mes "The rune flashing with this emerald oblique line is...";
+ next;
+ input .@inputstr$;
+ if (.@inputstr$ == "Algiz") {
+ mes "[Rune Knight Renoa]";
+ mes "Wow! This is great. The image of the rune stone in my head and the modelled rune stone matches perfectly. It's well made.";
+ next;
+ mes "[Rune Knight Renoa]";
+ mes "1 Algiz rune was made normally.";
+ set @job_rune_success, job_rune_edq2;
+ set @job_rune_success_check, @job_rune_success + 1;
+ set job_rune_edq2, @job_rune_success_check;
+ close;
+ }
+ set @job_rune_miss, job_rune_edq3;
+ set @job_rune_miss_check, @job_rune_miss + 1;
+ set @job_rune_crash_check, @job_rune_crash + @job_rune_miss_check;
+ if (rand(1,@job_rune_crash_check) == 3) {
+ mes "[Rune Knight Renoa]";
+ mes "Ah, you got lucky! Althought the stones don't match perfectly, they are close enough. It's quite rare, though.";
+ next;
+ mes "[Rune Knight Renoa]";
+ mes "1 Algiz rune was made normally.";
+ set @job_rune_success, job_rune_edq2;
+ set @job_rune_success_check, @job_rune_success + 1;
+ set job_rune_edq2, @job_rune_success_check;
+ close;
+ }
+ mes "[Rune Knight Renoa]";
+ mes "It's a natural result. The image of the rune stone in my head and the modelled rune stone didn't match so the rate of success just gets extremely lower.";
+ next;
+ mes "[Rune Knight Renoa]";
+ mes "Refining the rune stone is a failure... Please try again.";
+ set @job_rune_miss, job_rune_edq3;
+ set @job_rune_miss_check, @job_rune_miss + 1;
+ set job_rune_edq3, @job_rune_miss_check;
+ close;
+ }
+ if (@job_rune_test_rand == 17) {
+ progressbar "ffff00",5;
+ mes "The magical power of the rune pitches and tosses while it is getting shaped.";
+ next;
+ mes "The rune flashing with this gray diamond is...";
+ next;
+ input .@inputstr$;
+ if (.@inputstr$ == "Arwez") {
+ mes "[Rune Knight Renoa]";
+ mes "Wow! This is great. The image of the rune stone in my head and the modelled rune stone matches perfectly. It's well made.";
+ next;
+ mes "[Rune Knight Renoa]";
+ mes "1 ewaz rune was made normally.";
+ set @job_rune_success, job_rune_edq2;
+ set @job_rune_success_check, @job_rune_success + 1;
+ set job_rune_edq2, @job_rune_success_check;
+ close;
+ }
+ set @job_rune_miss, job_rune_edq3;
+ set @job_rune_miss_check, @job_rune_miss + 1;
+ set @job_rune_crash_check, @job_rune_crash + @job_rune_miss_check;
+ if (rand(1,@job_rune_crash_check) == 3) {
+ mes "[Rune Knight Renoa]";
+ mes "Ah, you got lucky! Althought the stones don't match perfectly, they are close enough. It's quite rare, though.";
+ next;
+ mes "[Rune Knight Renoa]";
+ mes "1 ewaz rune was made normally.";
+ set @job_rune_success, job_rune_edq2;
+ set @job_rune_success_check, @job_rune_success + 1;
+ set job_rune_edq2, @job_rune_success_check;
+ close;
+ }
+ mes "[Rune Knight Renoa]";
+ mes "It's a natural result. The image of the rune stone in my head and the modelled rune stone didn't match so the rate of success just gets extremely lower.";
+ next;
+ mes "[Rune Knight Renoa]";
+ mes "Refining the rune stone is a failure... Please try again.";
+ set @job_rune_miss, job_rune_edq3;
+ set @job_rune_miss_check, @job_rune_miss + 1;
+ set job_rune_edq3, @job_rune_miss_check;
+ close;
+ }
+ if (@job_rune_test_rand == 18) {
+ progressbar "ffff00",5;
+ mes "The magical power of the rune pitches and tosses while it is getting shaped.";
+ next;
+ mes "The rune flashing with this gold round is...";
+ next;
+ input .@inputstr$;
+ if (.@inputstr$ == "Teiwaz") {
+ mes "[Rune Knight Renoa]";
+ mes "Wow! This is great. The image of the rune stone in my head and the modelled rune stone matches perfectly. It's well made.";
+ next;
+ mes "[Rune Knight Renoa]";
+ mes "1 Teiwaz rune was made normally.";
+ set @job_rune_success, job_rune_edq2;
+ set @job_rune_success_check, @job_rune_success + 1;
+ set job_rune_edq2, @job_rune_success_check;
+ close;
+ }
+ set @job_rune_miss, job_rune_edq3;
+ set @job_rune_miss_check, @job_rune_miss + 1;
+ set @job_rune_crash_check, @job_rune_crash + @job_rune_miss_check;
+ if (rand(1,@job_rune_crash_check) == 3) {
+ mes "[Rune Knight Renoa]";
+ mes "Ah, you got lucky! Althought the stones don't match perfectly, they are close enough. It's quite rare, though.";
+ next;
+ mes "[Rune Knight Renoa]";
+ mes "1 Teiwaz rune was made normally.";
+ set @job_rune_success, job_rune_edq2;
+ set @job_rune_success_check, @job_rune_success + 1;
+ set job_rune_edq2, @job_rune_success_check;
+ close;
+ }
+ mes "[Rune Knight Renoa]";
+ mes "It's a natural result. The image of the rune stone in my head and the modelled rune stone didn't match so the rate of success just gets extremely lower.";
+ next;
+ mes "[Rune Knight Renoa]";
+ mes "Refining the rune stone is a failure... Please try again.";
+ set @job_rune_miss, job_rune_edq3;
+ set @job_rune_miss_check, @job_rune_miss + 1;
+ set job_rune_edq3, @job_rune_miss_check;
+ close;
+ }
+ if (@job_rune_test_rand == 19) {
+ progressbar "ffff00",5;
+ mes "The magical power of the rune pitches and tosses while it is getting shaped.";
+ next;
+ mes "The rune flashing with this emerald star shape is...";
+ next;
+ input .@inputstr$;
+ if (.@inputstr$ == "Wunjo") {
+ mes "[Rune Knight Renoa]";
+ mes "Wow! This is great. The image of the rune stone in my head and the modelled rune stone matches perfectly. It's well made.";
+ next;
+ mes "[Rune Knight Renoa]";
+ mes "1 Wunjo rune was made normally.";
+ set @job_rune_success, job_rune_edq2;
+ set @job_rune_success_check, @job_rune_success + 1;
+ set job_rune_edq2, @job_rune_success_check;
+ close;
+ }
+ set @job_rune_miss, job_rune_edq3;
+ set @job_rune_miss_check, @job_rune_miss + 1;
+ set @job_rune_crash_check, @job_rune_crash + @job_rune_miss_check;
+ if (rand(1,@job_rune_crash_check) == 3) {
+ mes "[Rune Knight Renoa]";
+ mes "Ah, you got lucky! Althought the stones don't match perfectly, they are close enough. It's quite rare, though.";
+ next;
+ mes "[Rune Knight Renoa]";
+ mes "1 Wunjo rune was made normally.";
+ set @job_rune_success, job_rune_edq2;
+ set @job_rune_success_check, @job_rune_success + 1;
+ set job_rune_edq2, @job_rune_success_check;
+ close;
+ }
+ mes "[Rune Knight Renoa]";
+ mes "It's a natural result. The image of the rune stone in my head and the modelled rune stone didn't match so the rate of success just gets extremely lower.";
+ next;
+ mes "[Rune Knight Renoa]";
+ mes "Refining the rune stone is a failure... Please try again.";
+ set @job_rune_miss, job_rune_edq3;
+ set @job_rune_miss_check, @job_rune_miss + 1;
+ set job_rune_edq3, @job_rune_miss_check;
+ close;
+ }
+ if (@job_rune_test_rand == 20) {
+ progressbar "ffff00",5;
+ mes "The magical power of the rune pitches and tosses while it is getting shaped.";
+ next;
+ mes "The rune flashing with this yellow round is...";
+ next;
+ input .@inputstr$;
+ if (.@inputstr$ == "Jera") {
+ mes "[Rune Knight Renoa]";
+ mes "Wow! This is great. The image of the rune stone in my head and the modelled rune stone matches perfectly. It's well made.";
+ next;
+ mes "[Rune Knight Renoa]";
+ mes "1 Jara rune was made normally.";
+ set @job_rune_success, job_rune_edq2;
+ set @job_rune_success_check, @job_rune_success + 1;
+ set job_rune_edq2, @job_rune_success_check;
+ close;
+ }
+ set @job_rune_miss, job_rune_edq3;
+ set @job_rune_miss_check, @job_rune_miss + 1;
+ set @job_rune_crash_check, @job_rune_crash + @job_rune_miss_check;
+ if (rand(1,@job_rune_crash_check) == 3) {
+ mes "[Rune Knight Renoa]";
+ mes "Ah, you got lucky! Althought the stones don't match perfectly, they are close enough. It's quite rare, though.";
+ next;
+ mes "[Rune Knight Renoa]";
+ mes "1 Jara rune was made normally.";
+ set @job_rune_success, job_rune_edq2;
+ set @job_rune_success_check, @job_rune_success + 1;
+ set job_rune_edq2, @job_rune_success_check;
+ close;
+ }
+ mes "[Rune Knight Renoa]";
+ mes "It's a natural result. The image of the rune stone in my head and the modelled rune stone didn't match so the rate of success just gets extremely lower.";
+ next;
+ mes "[Rune Knight Renoa]";
+ mes "Refining the rune stone is a failure... Please try again.";
+ set @job_rune_miss, job_rune_edq3;
+ set @job_rune_miss_check, @job_rune_miss + 1;
+ set job_rune_edq3, @job_rune_miss_check;
+ close;
+ }
+ if (@job_rune_test_rand == 21) {
+ progressbar "ffff00",5;
+ mes "The magical power of the rune pitches and tosses while it is getting shaped.";
+ next;
+ mes "The rune flashing with this yellow fan-shape is...";
+ next;
+ input .@inputstr$;
+ if (.@inputstr$ == "Nosiege") {
+ mes "[Rune Knight Renoa]";
+ mes "Wow! This is great. The image of the rune stone in my head and the modelled rune stone matches perfectly. It's well made.";
+ next;
+ mes "[Rune Knight Renoa]";
+ mes "1 Nauthiz rune was made normally.";
+ set @job_rune_success, job_rune_edq2;
+ set @job_rune_success_check, @job_rune_success + 1;
+ set job_rune_edq2, @job_rune_success_check;
+ close;
+ }
+ set @job_rune_miss, job_rune_edq3;
+ set @job_rune_miss_check, @job_rune_miss + 1;
+ set @job_rune_crash_check, @job_rune_crash + @job_rune_miss_check;
+ if (rand(1,@job_rune_crash_check) == 3) {
+ mes "[Rune Knight Renoa]";
+ mes "Ah, you got lucky! Althought the stones don't match perfectly, they are close enough. It's quite rare, though.";
+ next;
+ mes "[Rune Knight Renoa]";
+ mes "1 Nauthiz rune was made normally.";
+ set @job_rune_success, job_rune_edq2;
+ set @job_rune_success_check, @job_rune_success + 1;
+ set job_rune_edq2, @job_rune_success_check;
+ close;
+ }
+ mes "[Rune Knight Renoa]";
+ mes "It's a natural result. The image of the rune stone in my head and the modelled rune stone didn't match so the rate of success just gets extremely lower.";
+ next;
+ mes "[Rune Knight Renoa]";
+ mes "Refining the rune stone is a failure... Please try again.";
+ set @job_rune_miss, job_rune_edq3;
+ set @job_rune_miss_check, @job_rune_miss + 1;
+ set job_rune_edq3, @job_rune_miss_check;
+ close;
+ }
+ if (@job_rune_test_rand == 22) {
+ progressbar "ffff00",5;
+ mes "The magical power of the rune pitches and tosses while it is getting shaped.";
+ next;
+ mes "The rune flashing with this violet diamond shape is...";
+ next;
+ input .@inputstr$;
+ if (.@inputstr$ == "Ingz") {
+ mes "[Rune Knight Renoa]";
+ mes "Wow! This is great. The image of the rune stone in my head and the modelled rune stone matches perfectly. It's well made.";
+ next;
+ mes "[Rune Knight Renoa]";
+ mes "1 Inguz rune was made normally.";
+ set @job_rune_success, job_rune_edq2;
+ set @job_rune_success_check, @job_rune_success + 1;
+ set job_rune_edq2, @job_rune_success_check;
+ close;
+ }
+ set @job_rune_miss, job_rune_edq3;
+ set @job_rune_miss_check, @job_rune_miss + 1;
+ set @job_rune_crash_check, @job_rune_crash + @job_rune_miss_check;
+ if (rand(1,@job_rune_crash_check) == 3) {
+ mes "[Rune Knight Renoa]";
+ mes "Ah, you got lucky! Althought the stones don't match perfectly, they are close enough. It's quite rare, though.";
+ next;
+ mes "[Rune Knight Renoa]";
+ mes "1 Inguz rune was made normally.";
+ set @job_rune_success, job_rune_edq2;
+ set @job_rune_success_check, @job_rune_success + 1;
+ set job_rune_edq2, @job_rune_success_check;
+ close;
+ }
+ mes "[Rune Knight Renoa]";
+ mes "It's a natural result. The image of the rune stone in my head and the modelled rune stone didn't match so the rate of success just gets extremely lower.";
+ next;
+ mes "[Rune Knight Renoa]";
+ mes "Refining the rune stone is a failure... Please try again.";
+ set @job_rune_miss, job_rune_edq3;
+ set @job_rune_miss_check, @job_rune_miss + 1;
+ set job_rune_edq3, @job_rune_miss_check;
+ close;
+ }
+ if (@job_rune_test_rand == 23) {
+ progressbar "ffff00",5;
+ mes "The magical power of the rune pitches and tosses while it is getting shaped.";
+ next;
+ mes "The rune flashing with this silver round shape is...";
+ next;
+ input .@inputstr$;
+ if (.@inputstr$ == "Fehu") {
+ mes "[Rune Knight Renoa]";
+ mes "Wow! This is great. The image of the rune stone in my head and the modelled rune stone matches perfectly. It's well made.";
+ next;
+ mes "[Rune Knight Renoa]";
+ mes "1 Fehu rune was made normally.";
+ set @job_rune_success, job_rune_edq2;
+ set @job_rune_success_check, @job_rune_success + 1;
+ set job_rune_edq2, @job_rune_success_check;
+ close;
+ }
+ set @job_rune_miss, job_rune_edq3;
+ set @job_rune_miss_check, @job_rune_miss + 1;
+ set @job_rune_crash_check, @job_rune_crash + @job_rune_miss_check;
+ if (rand(1,@job_rune_crash_check) == 3) {
+ mes "[Rune Knight Renoa]";
+ mes "Ah, you got lucky! Althought the stones don't match perfectly, they are close enough. It's quite rare, though.";
+ next;
+ mes "[Rune Knight Renoa]";
+ mes "1 Fehu rune was made normally.";
+ set @job_rune_success, job_rune_edq2;
+ set @job_rune_success_check, @job_rune_success + 1;
+ set job_rune_edq2, @job_rune_success_check;
+ close;
+ }
+ mes "[Rune Knight Renoa]";
+ mes "It's a natural result. The image of the rune stone in my head and the modelled rune stone didn't match so the rate of success just gets extremely lower.";
+ next;
+ mes "[Rune Knight Renoa]";
+ mes "Refining the rune stone is a failure... Please try again.";
+ set @job_rune_miss, job_rune_edq3;
+ set @job_rune_miss_check, @job_rune_miss + 1;
+ set job_rune_edq3, @job_rune_miss_check;
+ close;
+ }
+ if (@job_rune_test_rand == 24) {
+ progressbar "ffff00",5;
+ mes "The magical power of the rune pitches and tosses while it is getting shaped.";
+ next;
+ mes "The rune flashing with this violet spiral is...";
+ next;
+ input .@inputstr$;
+ if (.@inputstr$ == "Urj") {
+ mes "[Rune Knight Renoa]";
+ mes "Wow! This is great. The image of the rune stone in my head and the modelled rune stone matches perfectly. It's well made.";
+ next;
+ mes "[Rune Knight Renoa]";
+ mes "1 Uruz rune was made normally.";
+ set @job_rune_success, job_rune_edq2;
+ set @job_rune_success_check, @job_rune_success + 1;
+ set job_rune_edq2, @job_rune_success_check;
+ close;
+ }
+ set @job_rune_miss, job_rune_edq3;
+ set @job_rune_miss_check, @job_rune_miss + 1;
+ set @job_rune_crash_check, @job_rune_crash + @job_rune_miss_check;
+ if (rand(1,@job_rune_crash_check) == 3) {
+ mes "[Rune Knight Renoa]";
+ mes "Ah, you got lucky! Althought the stones don't match perfectly, they are close enough. It's quite rare, though.";
+ next;
+ mes "[Rune Knight Renoa]";
+ mes "1 Uruz rune was made normally.";
+ set @job_rune_success, job_rune_edq2;
+ set @job_rune_success_check, @job_rune_success + 1;
+ set job_rune_edq2, @job_rune_success_check;
+ close;
+ }
+ mes "[Rune Knight Renoa]";
+ mes "It's a natural result. The image of the rune stone in my head and the modelled rune stone didn't match so the rate of success just gets extremely lower.";
+ next;
+ mes "[Rune Knight Renoa]";
+ mes "Refining the rune stone is a failure... Please try again.";
+ set @job_rune_miss, job_rune_edq3;
+ set @job_rune_miss_check, @job_rune_miss + 1;
+ set job_rune_edq3, @job_rune_miss_check;
+ close;
+ }
+ case 2:
+ close;
+ }
+ }
+ mes "[Rune Knight Renoa]";
+ mes "You don't want to touch that thing. Believe me, I'm not kidding.";
+ close;
+}
+
+job3_rune01,40,54,1 script Runes and Rune Knights 844,{
+
+ if (job_rune_edq < 8) {
+ mes "[Rune Knight Renoa]";
+ mes "Besides touching stuff in this place without permission. Would you be able to understand the contents of the book?";
+ next;
+ mes "[Captain Tigris]";
+ mes "Hey Renoa go easy on that Knight. You there too, you'd better stop touching stuff here without a permission.";
+ close;
+ }
+ if (job_rune_edq > 7) {
+ while (1) {
+ switch (select("The birth of Rune Knights:Runes and Magic Energy:Stop Reading")) {
+ case 1:
+ set @job_rune_book1_1, @job_rune_book1_1 + 1;
+ mes "Rune Knights are the gathering of evolved swordmen who have achieved the harmony of sword and magic.";
+ next;
+ mes "It had been achieved by the legendary swordman Beljeve who's been known as a Sword Master and a founder of dispensable expenditure.";
+ next;
+ mes "Rune Knights use rune stones as a medium for magic power rather than using the magical energy made directly within the body.";
+ next;
+ mes "Magic power could only previously be used by those who can harness magic power within their bodies through a long time of research";
+ next;
+ mes "However, for the direct research on the rune magical power which had broken the human's normal concept is now ongoing.";
+ next;
+ mes "It's known that the Sword Master Beljeve felt the limit of his power, so he studied the way to overcome the physical limitation of mortals.";
+ next;
+ mes "We guess he had been already in touch with the Laphine tribe long before the dimensional rift was discovered to get to the Ash Vacuum.";
+ next;
+ mes "The Laphine tribe are the fairies from the Ash Vacuum and are known to have a close relationship to the birth of the Rune Knights.";
+ next;
+ mes "Now it's possible for those who are normally unsuitted to using magic power to carry a medium that can carry magic that normal mortals could not wield before.";
+ next;
+ mes "The result of studying these techniques are the rune stones tuned in harmony with the physical power of swords.";
+ next;
+ mes "Beljeve's disciples who started to learn the way to harmoze their swords with rune stones became known as Rune Knights.";
+ next;
+ break;
+ case 2:
+ set @job_rune_book1_2, @job_rune_book1_2 + 1;
+ mes "A jewel called as a Rune is a medium that contains the formless existence, the magical power and the essence of it can be used directly.";
+ next;
+ mes "The Laphine Sage, Serpeone and the founder of Rune Knights Beljeve co-researched runes and the result of their research has only recently become to be known to the world.";
+ next;
+ mes "It's a limitless alternative energy source and research on them is still ongoing. ";
+ next;
+ mes "Unlike humans, the living things in the Ash Vacuum preserve magical energy by holding it in their bodies.";
+ next;
+ mes "The discovery of transvering this magical power into runes was refined by Beljeve and Serpeone and shared with the Rune Knights.";
+ next;
+ break;
+ case 3:
+ if ((@job_rune_book1_1 > 0) && (@job_rune_book1_2 > 0) && (job_rune_edq == 8)) {
+ set job_rune_edq,9;
+ } else if ((@job_rune_book1_1 > 0) && (@job_rune_book1_2 > 0) && (job_rune_edq == 9)) {
+ set job_rune_edq,10;
+ } else if ((@job_rune_book1_1 > 0) && (@job_rune_book1_2 > 0) && (job_rune_edq == 10)) {
+ set job_rune_edq,11;
+ }
+ break;
+ }
+ break;
+ }
+ close;
+ }
+ end;
+}
+
+job3_rune01,43,44,1 script The Principles of Runes 844,{
+
+ if (job_rune_edq < 8) {
+ mes "[Rune Knight Renoa]";
+ mes "Besides touching stuff in this place without permission. Would you be able to understand the contents of the book?";
+ next;
+ mes "[Captain Tigris]";
+ mes "Hey Renoa go easy on that Knight. You there too, you'd better stop touching stuff here without a permission.";
+ close;
+ }
+ if (job_rune_edq > 7) {
+ while (1) {
+ switch (select("The principle use of Runes:The types of Runes:Stop Reading")) {
+ case 1:
+ set @job_rune_book2_1, @job_rune_book2_1 + 1;
+ mes "A rune is a kind of symbol that's been used on the Rune Midgard continent since ancient times. Up until now it has only been used by occult circles.";
+ next;
+ mes "A rune is a kind of symbol that's been used on the Rune Midgard continent since ancient times. Up until now it has only been used by occult circles.";
+ next;
+ mes "Runes are used as a symbol system, however, by the story handed down orally, it's known to be used for fortune-telling or used to draw out the human subconsciousness.";
+ next;
+ mes "Runes have their own system and types and can draw out various powers according to how they are arranged. But their power level can't currently be measured by known means.";
+ next;
+ mes "It is fortunate that the Rune Knights discovered their use for positive means. Runes have not been used for dark magic but it is certainly possible for their power to be misused if in the wrong hands.";
+ next;
+ break;
+ case 2:
+ set @job_rune_book2_2, @job_rune_book2_2 + 1;
+ mes "The runes are created from a a total of 25 small stones and they are very fragile to physical shock. So they require special care when being handled.";
+ next;
+ mes "The 25 stones have different meanings and among these, 14 when counter-positioned can have entirely different power and meaning from the original so it's essential to study the exceptional aspects.";
+ next;
+ mes "The other 11 runes have consistent power, not influenced by any position so if you don't master all 11 ordinary runes and the 14 inverse runes, you cannot draw out all the complete power.";
+ next;
+ mes "Among the 11 ordinary runes, the blank rune is an exception.";
+ next;
+ mes "The names of the 25 rune stones are the following:";
+ next;
+ mes "Ehwaz, Osilia, Mannaz, Ansuz, Hagalas, Kano, Rhydo, Turisus, Dagaz, Sowilo, Laguz, Isia, Pertz, Verkana, Gebo, Algiz, Arwez, Teiwaz, Wunjo, Jera, Nosiege, Ingz, Fehu, Urj.";
+ next;
+ break;
+ case 3:
+ if ((@job_rune_book2_1 > 0) && (@job_rune_book2_2 > 0) && (job_rune_edq == 8)) {
+ set job_rune_edq,9;
+ }else if ((@job_rune_book2_1 > 0) && (@job_rune_book2_2 > 0) && (job_rune_edq == 9)) {
+ set job_rune_edq,10;
+ }else if ((@job_rune_book2_1 > 0) && (@job_rune_book2_2 > 0) && (job_rune_edq == 10)) {
+ set job_rune_edq,11;
+ }
+ break;
+ }
+ break;
+ }
+ close;
+ }
+ end;
+}
+
+job3_rune01,50,36,1 script Runes, Make & Use 844,{
+
+ if (job_rune_edq < 8) {
+ mes "[Rune Knight Renoa]";
+ mes "Besides touching stuff in this place without permission. Would you be able to understand the contents of the book?";
+ next;
+ mes "[Captain Tigris]";
+ mes "Hey Renoa go easy on that Knight. You there too, you'd better stop touching stuff here without a permission.";
+ close;
+ }
+ if (job_rune_edq > 7) {
+ while (1) {
+ switch (select("The Making of Rune Stones:Rune Stone Ability Details:Stop Reading")) {
+ case 1:
+ set @job_rune_book3_1, @job_rune_book3_1 + 1;
+ mes "The making of Rune stones is achieved through a skill called rune mastery which is learned when one becomes a Rune Knight.";
+ next;
+ mes "Rune Mastery is like a code that's been put into the body as a mark of a Rune Knight.";
+ next;
+ mes "Ordinary people can also learn this skill and it needs its own machine called a Rune Furnace.";
+ next;
+ mes "When you making a Rune stone with a Rune Furnace, the type of rune is determined by the magical energy put into it, and it cannot be changed.";
+ next;
+ mes "When making a rune stone by using Rune Mastery, it can be made into the rune property that you want but it's classified as a Rune Knights' own ability. ";
+ next;
+ mes "When you operate the Rune Furnace , the magical energy of the body gets concentrated through it and it enables the change into a Rune Stone.";
+ next;
+ break;
+ case 2:
+ set @job_rune_book3_2, @job_rune_book3_2 + 1;
+ switch (select("Chapter One:Chapter Two:Chapter Three:Chapter Four:Stop Reading")) {
+ case 1:
+ mes "Ehwaz - This rune means the enhancement of luck and positive power. It shapes the source in the form of a red spiral in a Rune Furnace.";
+ next;
+ mes "Osilia - This rune is an equivalent exchangement which means that you lose one and you gain one, and it also means the power that needs a cost. This is shaped into the form of a violet oblique line in a Rune Furnace.";
+ next;
+ mes "Mannaz - This rune means hope and a new start and also the positive power that can reverse a desperate situation. This is shaped into the form of an emerald diamond in a Rune Furnace.";
+ next;
+ mes "Ansuz - This rune means preparation or arrangement and the power that can overcome the uneasiness of the coming future. This is shaped into the form of an emerald round in a Rune Furnace. ";
+ next;
+ mes "Hagalas - This rune means the freedom and the power that resists restraint. This is shaped into the form of a skyblue colored star-shape in a Rune Furnace.";
+ next;
+ mes "Kano - This rune means flame and passion, and the power that ends everything. The source of it is shaped into the form of a red diamond in a Rune Furnace.";
+ next;
+ break;
+ case 2:
+ mes "Rhydo - This rune means the combination and recombination and the power of completion. This is shaped into the skyblue oblique line in a Rune Furnace.";
+ next;
+ mes "Turisus - This rune means the border and the power of limitation. This is shaped into a yellow round in a Rune Furnace.";
+ next;
+ mes "Dagaz - This rune means the talent and the power of enduring adversity. This is shaped into an emerald spiral in a Rune Furnace.";
+ next;
+ mes "Sowilo - This rune means victory and success and the power of arrangement and cessation. This is shaped into the form of a skyblue fan-shape in a Rune Furnace.";
+ next;
+ mes "Laguz -This rune means uncertainty and the power that protects the inside. This is shaped into a form of a yellow diamond in a Rune Furnace.";
+ next;
+ mes "Isia - This rune means the power that stops everything. This is shaped into a violet spiral in a Rune Furnace.";
+ next;
+ break;
+ case 3:
+ mes "Pertz - This rune means revelation and the power of chance. This is shaped into the form of silver spiral in a Rune Furnace.";
+ next;
+ mes "Verkana - This rune means richness, birth and the power of defense and protection. This is shaped into the form of a gold-color star in a Rune Furnace.";
+ next;
+ mes "Gebo - This rune means cooperation and the power of harmony. This is shaped into the form of a yellow cone in a Rune Furnace.";
+ next;
+ mes "Algiz - This rune means chance and the power of challenge. This is shaped into the form of an emerald oblique line in a Rune Furnace.";
+ next;
+ mes "Arwez - This rune means change, convulsion and the power of movement. This is shaped into the form of a gray diamond in a Rune Furnace.";
+ next;
+ mes "Teiwaz - This rune means perfect victory and the power of absolute solution. This is shaped into the form of a gold round in a Rune Furnace.";
+ next;
+ break;
+ case 4:
+ mes "Wunjo - This rune means intelligence and the power of wisdom. This is shaped into the form of an emerald star in a Rune Furnace.";
+ next;
+ mes "Jera - This rune means comfort and the power of rest. This is shaped into the form of a yellow round in a Rune Furnace.";
+ next;
+ mes "Nosiege - This rune means weakness and the power of attenuating. This is shaped into the form of a yellow fan-shape in a Rune Furnace.";
+ next;
+ mes "Ingz - This rune means disruption and the power of separation. This is shaped into the form of a violet diamond in a Rune Furnace.";
+ next;
+ mes "Fehu - This rune means attainment and the power of materialization. This is shaped into the form of a silver round in a Rune Furnace.";
+ next;
+ mes "Urj - This rune means destiny and the power of restriction. This is shaped into the form of a violet spiral line in a Rune Furnace.";
+ next;
+ break;
+ case 5:
+ close2;
+ break;
+ }
+ break;
+ case 3:
+ if ((@job_rune_book3_1 > 0) && (@job_rune_book3_2 > 0) && (job_rune_edq == 8)) {
+ set job_rune_edq,9;
+ }else if ((@job_rune_book3_1 > 0) && (@job_rune_book3_2 > 0) && (job_rune_edq == 9)) {
+ set job_rune_edq,10;
+ }else if ((@job_rune_book3_1 > 0) && (@job_rune_book3_2 > 0) && (job_rune_edq == 10)) {
+ set job_rune_edq,11;
+ }
+ break;
+ }
+ break;
+ }
+ close;
+ }
+ end;
+}
+
+mid_camp,238,250,3 script Rune Knight Sage Guard 468,{
+
+ if (Class == Job_Rune_Knight || Class == Job_Rune_Knight_T || Class == Job_Baby_Rune) {
+ mes "[Rune Knight Sage Guard]";
+ mes "The sage Serpeone is the one who has been with us since the beginning of the Rune Knights.";
+ next;
+ mes "[Rune Knight Sage Guard]";
+ mes "I am very proud as a Rune Knight to serve beside her.";
+ close;
+ }
+ if (Class == Job_Knight || Class == Job_Lord_Knight || Class == Job_Baby_Knight) {
+ if (job_rune_edq < 11) {
+ mes "[Rune Knight Sage Guard]";
+ mes "You might be walking the way of the sword but you are not a Rune Knight yet. Don't wander around here too much if you know what I mean.";
+ close;
+ }
+ if (job_rune_edq > 10) {
+ mes "[Rune Knight Sage Guard]";
+ mes "Splendide is the land of the Laphine. We are offering a convenience by an agreement between the Rune Knights and the expeditionary team.";
+ next;
+ mes "[Rune Knight Sage Guard]";
+ mes "Our agents are opening the way to Splendide only for the trainees who are taking the Rune Knight job change test.";
+ next;
+ mes "[Rune Knight Sage Guard]";
+ mes "But when you become a Rune Knight, you'll need to make sure that you join the expeditionary team in order to fully explore the Ash Vacuum.";
+ close;
+ }
+ }
+ mes "[Rune Knight Sage Guard]";
+ mes "Hanging around this man won't be good for you. Keep going the way you were heading.";
+ close;
+}
+
+mid_camp,13,138,3 script Dispatched Rune Knight 83,{
+
+ if (Class == Job_Rune_Knight || Class == Job_Rune_Knight_T || Class == Job_Baby_Rune) {
+ mes "[Dispatched Rune Knight]";
+ mes "Thanks for your work. We will continue our mission for the Rune Knight testers.";
+ close;
+ }
+ if (Class == Job_Knight || Class == Job_Lord_Knight || Class == Job_Baby_Knight) {
+ if (job_rune_edq < 11) {
+ mes "[Dispatched Rune Knight]";
+ mes "Shh... Our mission is not something to be revealed to the public. Please just move along.";
+ close;
+ }
+ if (job_rune_edq > 10) {
+ mes "[Dispatched Rune Knight]";
+ mes "I've been waiting for you Rune Knight candidate. I'm helping the candidates as a favor to Ms. Serpeone.";
+ next;
+ mes "[Dispatched Rune Knight]";
+ mes "Do you want to go out to the Splendide field?";
+ next;
+ switch (select("Move to Splendide field:Cancel.")) {
+ case 1:
+ warp "spl_fild01",355,325;
+ end;
+ case 2:
+ close;
+ }
+ }
+ }
+ mes "[Dispatched Rune Knight]";
+ mes "Shh... Our mission is not something to be revealed to the public. Please just move along.";
+ close;
+}
+
+spl_fild02,13,241,0 script #roadblock1 139,10,10,{
+
+OnTouch:
+ if ((job_rune_edq > 0) && (job_rune_edq < 23)) {
+ mes "-Whispers of the sage Serpeone are delivered to my mind.-";
+ next;
+ mes "[Sage Serpeone]";
+ mes "Until you become an honorable Rune Knight I cannot help you control your powers in Rune Midgard.";
+ next;
+ mes "[Sage Serpeone]";
+ mes "Please understand this and be devoted to this test.";
+ close2;
+ warp "spl_fild02",25,245;
+ end;
+ }
+ end;
+}
+
+spl_fild01,361,327,3 script Dispatched Rune Knight#2 83,{
+
+ if (Class == Job_Rune_Knight || Class == Job_Rune_Knight_T || Class == Job_Baby_Rune) {
+ mes "[Dispatched Rune Knight]";
+ mes "Thanks for your work. We will continue our mission for the Rune Knight testers.";
+ close;
+ }
+ if (Class == Job_Knight || Class == Job_Lord_Knight || Class == Job_Baby_Knight) {
+ if (job_rune_edq < 11) {
+ mes "[Dispatched Rune Knight]";
+ mes "Shh... Our mission is not something to be revealed to the public. Please just move along.";
+ close2;
+ }
+ if (job_rune_edq > 10) {
+ mes "[Dispatched Rune Knight]";
+ mes "I've been waiting for you Rune Knight candidate. I'm helping the candidates as a favor to Ms. Serpeone.";
+ next;
+ mes "[Dispatched Rune Knight]";
+ mes "Do you want to go back to the expeditionary team's post?";
+ next;
+ switch (select("Yes please.:Not yet.")) {
+ case 1:
+ warp "mid_camp",50,153;
+ end;
+ case 2:
+ close;
+ }
+ }
+ end;
+ }
+ mes "[Dispatched Rune Knight]";
+ mes "Shh... Our mission is not something to be revealed to the public. Please just move along.";
+ close;
+}
+
+mid_camp,235,250,3 script Sage Serpeone 435,{
+
+ if (Class == Job_Rune_Knight || Class == Job_Rune_Knight_T || Class == Job_Baby_Rune) {
+ mes "[Sage Serpeone]";
+ mes "Finally you are an honorable Rune Knight. I'm happy to help you.";
+ next;
+ mes "[Sage Serpeone]";
+ mes "The power of Runes are not perfect and more research still needs to be done to make it perfectly safe. It is up to me and other Rune Knights like you to make sure to continue that research.";
+ next;
+ mes "[Sage Serpeone]";
+ mes "Please be devoted to the Runes and hopefully your life will be illuminated by it.";
+ close;
+ }
+ if (Class == Job_Knight || Class == Job_Lord_Knight || Class == Job_Baby_Knight) {
+ if (job_rune_edq < 12) {
+ mes "[Sage Serpeone]";
+ mes "It must be surprising that I, a Laphine, am here in your people's base.";
+ next;
+ mes "[Sage Serpeone]";
+ mes "Some of us have been in contact with humans in special situations since even before the dimensional rift opened up.";
+ next;
+ mes "[Sage Serpeone]";
+ mes "I have been having correspondences with humans for a number of years now. It was for mutual interests. Anyway, that's how I learned your language.";
+ next;
+ mes "[Sage Serpeone]";
+ mes "Maybe there needs to be a machine that can translate the Laphine language to make it easier for humans to understand us.";
+ next;
+ mes "[Sage Serpeone]";
+ mes "More than that... I cannot tell you more. I cannot speak carelessly since I'm speaking for my people here and I am on a special pass to be allowed in your camp.";
+ close;
+ }
+ if (job_rune_edq == 12) {
+ mes "[Sage Serpeone]";
+ mes "Welcome, you are the one taking the job training test of the Rune Knights. I am Serpeone.";
+ next;
+ mes "[Sage Serpeone]";
+ mes "All Rune Knights that you've met so far are the disciples who were taught by me and Beljeve. Now you are on your way to joining them.";
+ next;
+ mes "[Sage Serpeone]";
+ mes "I think you've already heard a basic explanation and instructions from Renoa. Now it seems that it's my turn to help you out.";
+ next;
+ mes "[Sage Serpeone]";
+ mes "The magical power that the Rune Knights use are not technically the same as the magical power made in the human world.";
+ next;
+ mes "[Sage Serpeone]";
+ mes "Right this place... our sphere where you call as Ash Vacuum...it's the magical power made with";
+ next;
+ mes "[Sage Serpeone]";
+ mes "The living things in this place have been preserving the magical energy in our bodies unlike the living things in the human world.";
+ next;
+ mes "[Sage Serpeone]";
+ mes "The power of the rune stones is the way of shaping the magical power in our bodies into runes which take place of our bodies as a medium.";
+ next;
+ mes "[Sage Serpeone]";
+ mes "So to use the rune stone you need a direct understanding of the other sphere's living things.";
+ next;
+ mes "[Sage Serpeone]";
+ mes "But, it must be too much for you to extract the magical energy from the living things in this land yet.";
+ next;
+ mes "[Sage Serpeone]";
+ mes "Now I'll cast a magic spell on your body so you can gather magic energy from other living things.";
+ next;
+ mes "[Sage Serpeone]";
+ mes "Temporarily you'll able to extract magic energy from evil creatures in the human world. Of course you won't be able to use the energy directly...";
+ next;
+ mes "[Sage Serpeone]";
+ mes "If you store up the energy by getting rid of evil creatures in the human world, I'll convert it to the energy that you can use.";
+ next;
+ mes "[Sage Serpeone]";
+ mes "The vicious souls that they keep even after being dead is the great source of magical powers.";
+ next;
+ mes "[Sage Serpeone]";
+ mes "Please get rid of ^0000FF10 Dullahan^000000, ^0000FF10 Disguise^000000, ^0000FF10 Quve^000000, ^0000FF10 Heirozoist^000000 and gather their energy.";
+ next;
+ mes "[Sage Serpeone]";
+ mes "I am telling you beforehand but I don't test or judge your qualification. A Rune Knight will be the judge of that.";
+ next;
+ mes "[Sage Serpeone]";
+ mes "If you have any problems or any questions, please talk to me.";
+ set job_rune_edq,13;
+ changequest 3207,3208;
+ setquest 3209;
+ setquest 3210;
+ setquest 3211;
+ setquest 3212;
+ close;
+ }
+ if (job_rune_edq == 13) {
+ mes "[Sage Serpeone]";
+ mes "Are you gathering enough magical energy? Or do you have any questions?";
+ next;
+ switch (select("I've gathered enough energy.:To the gathering place.:Stop the conversation.")) {
+ case 1:
+ mes "[Sage Serpeone]";
+ mes "Is it so? Then let's check this out.";
+ next;
+ if ((checkquest(3209,HUNTING) == 2) && (checkquest(3210,HUNTING) == 2) && (checkquest(3211,HUNTING) == 2) && (checkquest(3212,HUNTING) == 2)) {
+ mes "[Sage Serpeone]";
+ mes "Umm, this is great. Enough amount of living body magical energy has accumulated in your body.";
+ next;
+ mes "[Sage Serpeone]";
+ mes "Rune Knight Renoa will tell you the way of using rune stones.";
+ next;
+ mes "[Sage Serpeone]";
+ mes "Now I think my part is all over. I hope you will become an honorable Rune Knight.";
+ next;
+ mes "[Sage Serpeone]";
+ mes "If you have any business here, I'll send you to the Rune Knight gathering place. If you are ready, please tell me.";
+ set job_rune_edq,14;
+ changequest 3208,3213;
+ completequest 3209;
+ completequest 3210;
+ completequest 3211;
+ completequest 3212;
+ close2;
+ }
+ mes "[Sage Serpeone]";
+ mes "You haven't collected enough magical energy yet.";
+ next;
+ mes "[Sage Serpeone]";
+ mes "Please brace yourself and gather enough energy by dispatching those monsters.";
+ close;
+ case 2:
+ mes "[Sage Serpeone]";
+ mes "You want to go back to the gathering place? If you want I'll send you back there immediately. But to continue the test you'll need to come and see me again.";
+ next;
+ mes "[Sage Serpeone]";
+ mes "Do you want to go back the Rune Knight gathering place?";
+ next;
+ switch (select("I want to go back.:I want to cancel.")) {
+ case 1:
+ warp "job3_rune01",80,65;
+ end;
+ case 2:
+ close;
+ }
+ case 3:
+ close;
+ }
+ }
+ if (job_rune_edq == 14) {
+ mes "[Sage Serpeone]";
+ mes "Are you ready to go back to the Rune Knight gathering place?";
+ next;
+ switch (select("I want to go back now.:I am not ready yet.")) {
+ case 1:
+ warp "job3_rune01",80,65;
+ end;
+ case 2:
+ close;
+ }
+ }
+ if (job_rune_edq > 14) {
+ mes "[Sage Serpeone]";
+ mes "Are the preparations going well?";
+ next;
+ mes "[Sage Serpeone]";
+ mes "Aren't you in the wrong state right now?";
+ next;
+ mes "[Sage Serpeone]";
+ mes "Then I'll send you to the Rune Knight gathering place where you should be.";
+ next;
+ switch (select("I'll go back now.:I'll stay.")) {
+ case 1:
+ warp "job3_rune01",80,65;
+ end;
+ case 2:
+ close;
+ }
+ }
+ end;
+ }
+ mes "[Sage Serpeone]";
+ mes "It must be surprising that I, a Laphine, am here in your people's base.";
+ next;
+ mes "[Sage Serpeone]";
+ mes "Some of us have been in contact with humans in special situations since even before the dimensional rift opened up.";
+ next;
+ mes "[Sage Serpeone]";
+ mes "I have been having correspondences with humans for a number of years now. It was for mutual interests. Anyway, that's how I learned your language.";
+ next;
+ mes "[Sage Serpeone]";
+ mes "Maybe there needs to be a machine that can translate the Laphine language to make it easier for humans to understand us.";
+ next;
+ mes "[Sage Serpeone]";
+ mes "More than that... I cannot tell you more. I cannot speak carelessly since I'm speaking for my people here and I am on a special pass to be allowed in your camp.";
+ close;
+}
+
+job3_rune01,114,50,3 script Rune Knight Velpino 468,{
+
+ set .@strRetPart1,getequipisequiped(EQI_HEAD_TOP);
+ set .@strRetPart2,getequipisequiped(EQI_ARMOR);
+ set .@strRetPart5,getequipisequiped(EQI_GARMENT);
+ set .@strRetPart6,getequipisequiped(EQI_SHOES);
+ set .@strRetPart7,getequipisequiped(EQI_ACC_L);
+ set .@strRetPart8,getequipisequiped(EQI_ACC_R);
+ set .@strRetPart10,getequipisequiped(EQI_HEAD_MID);
+ set .@strRetPart11,getequipisequiped(EQI_HEAD_LOW);
+ if (Class == Job_Rune_Knight || Class == Job_Rune_Knight_T || Class == Job_Baby_Rune) {
+ mes "[Rune Knight Velpino]";
+ mes "You still smell like a fledging. Bring honor to the Rune Knights and raise your power...";
+ close;
+ }
+ if (Class == Job_Knight || Class == Job_Lord_Knight || Class == Job_Baby_Knight) {
+ if (job_rune_edq < 17) {
+ mes "A very cold feeling Rune Knight dressed in black from head to toe is scowling at me.";
+ next;
+ mes "Why are all of the Rune Knights blabberers or uncommunicative and combative...?";
+ next;
+ mes "[Captain Tigris]";
+ mes "Hey... What about me? I'm not like that!";
+ close;
+ }
+ if (job_rune_edq == 17) {
+ mes "[Rune Knight Velpino]";
+ mes "I didn't think that a candidate would make it to me today...";
+ next;
+ mes "[Rune Knight Velpino]";
+ mes "Congratulations! You are at the long-waited final test... I think you've mastered the basics now.";
+ next;
+ mes "[Rune Knight Velpino]";
+ mes "The final test is relatively simple. Everything ends when you get rid of all the magical monsters in this Glast Heim...";
+ next;
+ mes "[Rune Knight Velpino]";
+ mes "The only condition is that you have to get rid of these monsters by using the rune stones you made at the former test.";
+ next;
+ mes "[Rune Knight Velpino]";
+ mes "For this test, only a one-hand weapon, a shield or a two-handed weapon can be equipped.";
+ next;
+ mes "[Rune Knight Velpino]";
+ mes "The only set of weapons you can use should be within the weight limit of 400. Rune stones to be provided are 30 attack-only rune stones and 30 defense-only rune stones.";
+ next;
+ mes "[Rune Knight Velpino]";
+ mes "To use these runes, I will cast a special buff spell over you.";
+ next;
+ mes "[Rune Knight Velpino]";
+ mes "The magical monsters are the 3 kinds of magic monsters from Glast Heim that you might already know... It won't be an easy fight but if you just undergo this final suffering, you'll walk the path of a Rune Knight.";
+ next;
+ mes "[Rune Knight Velpino]";
+ mes "To help the preparation we've made a contract with the Kafra center in Aldebaran by employing a kafra especially for this gathering place. So it would be good to visit her.";
+ next;
+ mes "[Rune Knight Velpino]";
+ mes "If you are ready just talk to me again.";
+ set job_rune_edq,18;
+ changequest 3216,3217;
+ close;
+ }
+ if ((job_rune_edq > 17) && (job_rune_edq < 21)) {
+ set .@rune_crush,countitem(12388);
+ set .@rune_storm,countitem(12389);
+ set .@rune_millenium,countitem(12390);
+ set .@rune_check,.@rune_crush + .@rune_storm + .@rune_millenium;
+ if (.@rune_check == 0) {
+ mes "[Rune Knight Velpino]";
+ mes "If all of your preparations are done, I'll send you to the final test field.";
+ set job_rune_edq,18;
+ next;
+ switch (select("Enter the final test field.:I'm not ready yet.")) {
+ case 1:
+ if ((.@strRetPart1 == 0) && (.@strRetPart2 == 0) && (.@strRetPart5 == 0) && (.@strRetPart6 == 0) && (.@strRetPart7 == 0) && (.@strRetPart8 == 0) && (.@strRetPart10 == 0) && (.@strRetPart11 == 0)) {
+ if (checkquest(3220,PLAYTIME) == -1 || checkquest(3220,PLAYTIME) == 0) {
+ if ($@job_rune_test1 == 0) {
+ if (Weight < 4001) {
+ set $@job_rune_test1,1;
+ //ConsumeSpecialItem Rune_Kn_Test_Int
+ getitem 12389,30; //Runstone_Storm
+ getitem 12390,30; //Runstone_Millennium
+ erasequest 3220;
+ setquest 3220;
+ warp "job3_rune02",38,40;
+ end;
+ }
+ mes "[Rune Knight Velpino]";
+ mes "For this test, only a one-hand weapon, a shield or a two-handed weapon can be equipped. Keep your other equipments with the Kafra Employee in the center.";
+ close;
+ }
+ // custom translation
+ mes "[Rune Knight Velpino]";
+ mes "Looks like there is already an applicant in the test room.";
+ next;
+ mes "[Rune Knight Velpino]";
+ mes "Be patient and wait your turn,";
+ close;
+ }
+ if (checkquest(3220,PLAYTIME) == 1) {
+ mes "[Rune Knight Velpino]";
+ mes "Haven't you failed at the test... If you fail once, you cannot enter again for 10 minutes.";
+ next;
+ mes "[Rune Knight Velpino]";
+ mes "It's a consideration for the other testers who are waiting for the test, just like you, so come back after the designated time.";
+ close;
+ }
+ if (checkquest(3220,PLAYTIME) == 2) {
+ if ($@job_rune_test1 == 0) {
+ if (Weight < 4001) {
+ set $@job_rune_test1,1;
+ //ConsumeSpecialItem Rune_Kn_Test_Int
+ getitem 12389,30; //Runstone_Storm
+ getitem 12390,30; //Runstone_Millennium
+ erasequest 3220;
+ setquest 3220;
+ warp "job3_rune02",38,40;
+ end;
+ }
+ mes "[Rune Knight Velpino]";
+ mes "The only set of weapons you can use should be within the weight limit of 400. Rune stones to be provided are 30 attack-only rune stones and 30 defense-only rune stones.";
+ next;
+ mes "[Rune Knight Velpino]";
+ mes "The remained stuff you are holding should be kept by the Kafra employee in the middle.";
+ close;
+ }
+ // custom translation
+ mes "[Rune Knight Velpino]";
+ mes "Looks like there is already an applicant in the test room.";
+ next;
+ mes "[Rune Knight Velpino]";
+ mes "Be patient and wait your turn,";
+ close;
+ }
+ }
+ mes "[Rune Knight Velpino]";
+ mes "For this test, only a one-hand weapon, a shield or a two-handed weapon can be equipped. Keep your other equipments with the Kafra Employee in the center.";
+ close;
+ case 2:
+ close;
+ }
+ }
+ set .@rune_crush,countitem(12388);
+ set .@rune_storm,countitem(12389);
+ set .@rune_millenium,countitem(12390);
+ if (.@rune_crush > 0) {
+ mes "[Rune Knight Velpino]";
+ mes "Wait, I'll collect all the rune stones provided before. There's a certain limit on using the rune stones that's made for the test.";
+ delitem 12388,.@rune_crush; //Runstone_Crush
+ next;
+ mes "[Rune Knight Velpino]";
+ mes "I'll get new rune stones so if your preparation is all done, please talk to me again.";
+ close;
+ }
+ if (.@rune_storm > 0) {
+ mes "[Rune Knight Velpino]";
+ mes "Wait, I'll collect all the rune stones provided before. There's a certain limit on using the rune stones that's made for the test.";
+ delitem 12389,.@rune_storm; //Runstone_Storm
+ next;
+ mes "[Rune Knight Velpino]";
+ mes "I'll get new rune stones so if your preparation is all done, please talk to me again.";
+ close;
+ }
+ if (.@rune_millenium > 0) {
+ mes "[Rune Knight Velpino]";
+ mes "Wait, I'll collect all the rune stones provided before. There's a certain limit on using the rune stones that's made for the test.";
+ delitem 12390,.@rune_millenium; //Runstone_Millennium
+ next;
+ mes "[Rune Knight Velpino]";
+ mes "I'll get new rune stones so if your preparation is all done, please talk to me again.";
+ close;
+ }
+ }
+ if (job_rune_edq == 21) {
+ mes "[Rune Knight Velpino]";
+ mes "You've been very successful up to the last test.";
+ next;
+ set .@rune_crush,countitem(12388);
+ set .@rune_storm,countitem(12389);
+ set .@rune_millenium,countitem(12390);
+ set .@rune_check,.@rune_crush + .@rune_storm + .@rune_millenium;
+ if (.@rune_check == 0) {
+ mes "[Rune Knight Velpino]";
+ mes "Now all the tests you need to take are over. Go back to Captain Tigris and inform him of this test result, and then feel the deep emotion of being born again as a Rune Knight.";
+ next;
+ mes "[Rune Knight Velpino]";
+ mes "Congratulations!";
+ mes "Well I'd better go now for the remaining candidates.";
+ set job_rune_edq,22;
+ changequest 3218,3219;
+ close;
+ }
+ set .@rune_crush, countitem(12388);
+ set .@rune_storm, countitem(12389);
+ set .@rune_millenium, countitem(12390);
+ if (.@rune_crush > 0) {
+ mes "[Rune Knight Velpino]";
+ mes "Wait, I'll collect all the rune stones provided before. There's a certain limit on using the rune stones that's made for the test.";
+ delitem 12388,.@rune_crush; //Runstone_Crush
+ next;
+ mes "[Rune Knight Velpino]";
+ mes "I'll need to re-use these unused rune stones. Talk to me again once I have taken all the test rune stones.";
+ close;
+ }
+ if (.@rune_storm > 0) {
+ mes "[Rune Knight Velpino]";
+ mes "Wait, I'll collect all the rune stones provided before. There's a certain limit on using the rune stones that's made for the test.";
+ delitem 12389,.@rune_storm; //Runstone_Storm
+ next;
+ mes "[Rune Knight Velpino]";
+ mes "I'll need to re-use these unused rune stones. Talk to me again once I have taken all the test rune stones.";
+ close;
+ }
+ if (.@rune_millenium > 0) {
+ mes "[Rune Knight Velpino]";
+ mes "Wait, I'll collect all the rune stones provided before. There's a certain limit on using the rune stones that's made for the test.";
+ delitem 12390,.@rune_millenium; //Runstone_Millennium
+ next;
+ mes "[Rune Knight Velpino]";
+ mes "I'll need to re-use these unused rune stones. Talk to me again once I have taken all the test rune stones.";
+ close;
+ }
+ }
+ mes "A very cold feeling Rune Knight dressed in black from head to toe is scowling at me.";
+ close;
+ }
+ mes "A very cold feeling Rune Knight dressed in black from head to toe is scowling at me.";
+ close;
+}
+
+job3_rune02,38,40,0 script #RK Test Hidden Portal 1 139,10,10,{
+ end;
+
+OnInit:
+ hideoffnpc "#RK Test Hidden Portal 1";
+ end;
+
+OnEnable:
+ hideoffnpc "#RK Test Hidden Portal 1";
+ end;
+
+OnDisable:
+ hideonnpc "#RK Test Hidden Portal 1";
+ end;
+
+OnTouch:
+ if (job_rune_edq == 4) {
+ donpcevent "job_rune_edq#1st_tb::OnEnable";
+ donpcevent "#RK Test Hidden Portal 1::OnDisable";
+ end;
+ }
+ if ((job_rune_edq > 17) && (job_rune_edq < 21)) {
+ donpcevent "job_rune_edq#3rd_tb::OnEnable";
+ donpcevent "#RK Test Hidden Portal 1::OnDisable";
+ end;
+ }
+ donpcevent "#RK Test Hidden Portal 1::OnDisable";
+ donpcevent "job_rune_edq#1st_tb::OnDisable";
+ donpcevent "job_rune_edq#1st_tc::OnDisable";
+ donpcevent "job_rune_edq#1st_tcmc::OnDisable";
+ donpcevent "job_rune_edq#1st_tcmc2::OnDisable";
+ donpcevent "job_rune_edq#1st_tcnc::OnDisable";
+ donpcevent "job_rune_edq#3rd_tb::OnDisable";
+ donpcevent "job_rune_edq#3rd_tc::OnDisable";
+ set $@job_rune_test1,0;
+ set $@job_rune_test2,0;
+ donpcevent "#RK Test Hidden Portal 1::OnEnable";
+ mapwarp "job3_rune02","job3_rune01",80,65;
+ end;
+}
+
+job3_rune02,1,1,0 script job_rune_edq#1st_tb 139,{
+ end;
+
+OnInit:
+ hideonnpc "job_rune_edq#1st_tb";
+ end;
+
+OnEnable:
+ initnpctimer;
+ end;
+
+OnDisable:
+ stopnpctimer;
+ hideonnpc "job_rune_edq#1st_tb";
+ end;
+
+OnTimer5000:
+ mapannounce "job3_rune02","I'll start the first test of the Rune Knight Job Change.",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
+ end;
+
+OnTimer8000:
+ mapannounce "job3_rune02","The content of the test is to get rid of all the monsters for 5 minutes and survive.",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
+ end;
+
+OnTimer11000:
+ mapannounce "job3_rune02","If you fail to survive or cannot get rid of all the monsters within the time limit, I'll consider it a failure.",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
+ end;
+
+OnTimer14000:
+ mapannounce "job3_rune02","Now let's start the test.",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
+ donpcevent "job_rune_edq#1st_tc::OnEnable";
+ donpcevent "job_rune_edq#1st_tb::OnDisable";
+ end;
+}
+
+job3_rune02,1,2,0 script job_rune_edq#1st_tc 139,{
+ end;
+
+OnInit:
+ hideonnpc "job_rune_edq#1st_tc";
+ end;
+
+OnEnable:
+ initnpctimer;
+ donpcevent "job_rune_edq#1st_tcmc::OnEnable";
+ donpcevent "job_rune_edq#1st_tcnc::OnEnable";
+ end;
+
+OnDisable:
+ stopnpctimer;
+ hideonnpc "job_rune_edq#1st_tc";
+ end;
+
+OnTimer300000:
+ killmonster "job3_rune02","job_rune_edq#1st_tc::OnMyMobDead";
+ mapannounce "job3_rune02","You reached the limit time so I'll consider the test as a failure.",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
+ end;
+
+OnTimer305000:
+ donpcevent "#RK Test Hidden Portal 1::OnDisable";
+ donpcevent "job_rune_edq#1st_tb::OnDisable";
+ donpcevent "job_rune_edq#1st_tc::OnDisable";
+ donpcevent "job_rune_edq#1st_tcmc::OnDisable";
+ donpcevent "job_rune_edq#1st_tcmc2::OnDisable";
+ donpcevent "job_rune_edq#1st_tcnc::OnDisable";
+ donpcevent "job_rune_edq#3rd_tb::OnDisable";
+ donpcevent "job_rune_edq#3rd_tc::OnDisable";
+ donpcevent "#RK Test Hidden Portal 1::OnEnable";
+ mapwarp "job3_rune02","job3_rune01",80,65;
+ set $@job_rune_test1,0;
+ set $@job_rune_test2,0;
+ stopnpctimer;
+ end;
+}
+
+job3_rune02,3,10,0 script job_rune_edq#1st_tcmc 139,{
+ end;
+
+OnInit:
+ hideonnpc "job_rune_edq#1st_tcmc";
+ end;
+
+OnEnable:
+ hideoffnpc "job_rune_edq#1st_tcmc";
+ initnpctimer;
+ end;
+
+OnDisable:
+ killmonster "job3_rune02","job_rune_edq#1st_tcmc::OnMyMobDead";
+ stopnpctimer;
+ hideonnpc "job_rune_edq#1st_tcmc";
+ end;
+
+OnReset:
+ killmonster "job3_rune02","job_rune_edq#1st_tcmc::OnMyMobDead";
+ end;
+
+OnTimer5000:
+ monster "job3_rune02",0,0,"Raydric",1467,1,"job_rune_edq#1st_tcmc::OnMyMobDead";
+ monster "job3_rune02",0,0,"Raydric Archer",1453,1,"job_rune_edq#1st_tcmc::OnMyMobDead";
+ monster "job3_rune02",0,0,"Raydric Archer",1453,1,"job_rune_edq#1st_tcmc::OnMyMobDead";
+ end;
+
+OnTimer50000:
+ set .@job_rune_p,rand(1,6);
+ if (.@job_rune_p == 1) {
+ monster "job3_rune02",0,0,"Raydric",1467,1,"job_rune_edq#1st_tcmc::OnMyMobDead";
+ monster "job3_rune02",0,0,"Raydric Archer",1453,1,"job_rune_edq#1st_tcmc::OnMyMobDead";
+ monster "job3_rune02",0,0,"Raydric Archer",1453,1,"job_rune_edq#1st_tcmc::OnMyMobDead";
+ end;
+ }
+ else if (.@job_rune_p == 2 || .@job_rune_p == 4) {
+ monster "job3_rune02",0,0,"Rideword",1478,1,"job_rune_edq#1st_tcmc::OnMyMobDead";
+ monster "job3_rune02",0,0,"Rideword",1478,1,"job_rune_edq#1st_tcmc::OnMyMobDead";
+ monster "job3_rune02",0,0,"Rideword",1478,1,"job_rune_edq#1st_tcmc::OnMyMobDead";
+ monster "job3_rune02",0,0,"Rideword",1478,1,"job_rune_edq#1st_tcmc::OnMyMobDead";
+ end;
+ }
+ else if (.@job_rune_p == 3 || .@job_rune_p == 5) {
+ monster "job3_rune02",0,0,"Phendark",1484,1,"job_rune_edq#1st_tcmc::OnMyMobDead";
+ monster "job3_rune02",0,0,"Rybio",1483,1,"job_rune_edq#1st_tcmc::OnMyMobDead";
+ end;
+ }
+ else if (.@job_rune_p == 6) {
+ monster "job3_rune02",0,0,"Wraith",1475,1,"job_rune_edq#1st_tcmc::OnMyMobDead";
+ monster "job3_rune02",0,0,"Wraith",1475,1,"job_rune_edq#1st_tcmc::OnMyMobDead";
+ monster "job3_rune02",0,0,"Wraith",1475,1,"job_rune_edq#1st_tcmc::OnMyMobDead";
+ monster "job3_rune02",0,0,"Wraith",1475,1,"job_rune_edq#1st_tcmc::OnMyMobDead";
+ end;
+ }
+ end;
+
+OnTimer100000:
+ set .@job_rune_p,rand(1,6);
+ if (.@job_rune_p == 1) {
+ monster "job3_rune02",0,0,"Raydric",1467,1,"job_rune_edq#1st_tcmc::OnMyMobDead";
+ monster "job3_rune02",0,0,"Raydric Archer",1453,1,"job_rune_edq#1st_tcmc::OnMyMobDead";
+ monster "job3_rune02",0,0,"Raydric Archer",1453,1,"job_rune_edq#1st_tcmc::OnMyMobDead";
+ end;
+ }
+ else if (.@job_rune_p == 2 || .@job_rune_p == 4) {
+ monster "job3_rune02",0,0,"Rideword",1478,1,"job_rune_edq#1st_tcmc::OnMyMobDead";
+ monster "job3_rune02",0,0,"Rideword",1478,1,"job_rune_edq#1st_tcmc::OnMyMobDead";
+ monster "job3_rune02",0,0,"Rideword",1478,1,"job_rune_edq#1st_tcmc::OnMyMobDead";
+ monster "job3_rune02",0,0,"Rideword",1478,1,"job_rune_edq#1st_tcmc::OnMyMobDead";
+ end;
+ }
+ else if (.@job_rune_p == 3 || .@job_rune_p == 5) {
+ monster "job3_rune02",0,0,"Phendark",1484,1,"job_rune_edq#1st_tcmc::OnMyMobDead";
+ monster "job3_rune02",0,0,"Rybio",1483,1,"job_rune_edq#1st_tcmc::OnMyMobDead";
+ end;
+ }
+ else if (.@job_rune_p == 6) {
+ monster "job3_rune02",0,0,"Wraith",1475,1,"job_rune_edq#1st_tcmc::OnMyMobDead";
+ monster "job3_rune02",0,0,"Wraith",1475,1,"job_rune_edq#1st_tcmc::OnMyMobDead";
+ monster "job3_rune02",0,0,"Wraith",1475,1,"job_rune_edq#1st_tcmc::OnMyMobDead";
+ monster "job3_rune02",0,0,"Wraith",1475,1,"job_rune_edq#1st_tcmc::OnMyMobDead";
+ end;
+ }
+ end;
+
+OnTimer150000:
+ set .@job_rune_p,rand(1,6);
+ if (.@job_rune_p == 1) {
+ monster "job3_rune02",0,0,"Raydric",1467,1,"job_rune_edq#1st_tcmc::OnMyMobDead";
+ monster "job3_rune02",0,0,"Raydric Archer",1453,1,"job_rune_edq#1st_tcmc::OnMyMobDead";
+ monster "job3_rune02",0,0,"Raydric Archer",1453,1,"job_rune_edq#1st_tcmc::OnMyMobDead";
+ end;
+ }
+ else if (.@job_rune_p == 2 || .@job_rune_p == 4) {
+ monster "job3_rune02",0,0,"Rideword",1478,1,"job_rune_edq#1st_tcmc::OnMyMobDead";
+ monster "job3_rune02",0,0,"Rideword",1478,1,"job_rune_edq#1st_tcmc::OnMyMobDead";
+ monster "job3_rune02",0,0,"Rideword",1478,1,"job_rune_edq#1st_tcmc::OnMyMobDead";
+ monster "job3_rune02",0,0,"Rideword",1478,1,"job_rune_edq#1st_tcmc::OnMyMobDead";
+ end;
+ }
+ else if (.@job_rune_p == 3 || .@job_rune_p == 5) {
+ monster "job3_rune02",0,0,"Phendark",1484,1,"job_rune_edq#1st_tcmc::OnMyMobDead";
+ monster "job3_rune02",0,0,"Rybio",1483,1,"job_rune_edq#1st_tcmc::OnMyMobDead";
+ end;
+ }
+ else if (.@job_rune_p == 6) {
+ monster "job3_rune02",0,0,"Wraith",1475,1,"job_rune_edq#1st_tcmc::OnMyMobDead";
+ monster "job3_rune02",0,0,"Wraith",1475,1,"job_rune_edq#1st_tcmc::OnMyMobDead";
+ monster "job3_rune02",0,0,"Wraith",1475,1,"job_rune_edq#1st_tcmc::OnMyMobDead";
+ monster "job3_rune02",0,0,"Wraith",1475,1,"job_rune_edq#1st_tcmc::OnMyMobDead";
+ end;
+ }
+ end;
+
+OnTimer200000:
+ set .@job_rune_p,rand(1,6);
+ if (.@job_rune_p == 1) {
+ monster "job3_rune02",0,0,"Raydric",1467,1,"job_rune_edq#1st_tcmc::OnMyMobDead";
+ monster "job3_rune02",0,0,"Raydric Archer",1453,1,"job_rune_edq#1st_tcmc::OnMyMobDead";
+ monster "job3_rune02",0,0,"Raydric Archer",1453,1,"job_rune_edq#1st_tcmc::OnMyMobDead";
+ end;
+ }
+ else if (.@job_rune_p == 2 || .@job_rune_p == 4) {
+ monster "job3_rune02",0,0,"Rideword",1478,1,"job_rune_edq#1st_tcmc::OnMyMobDead";
+ monster "job3_rune02",0,0,"Rideword",1478,1,"job_rune_edq#1st_tcmc::OnMyMobDead";
+ monster "job3_rune02",0,0,"Rideword",1478,1,"job_rune_edq#1st_tcmc::OnMyMobDead";
+ monster "job3_rune02",0,0,"Rideword",1478,1,"job_rune_edq#1st_tcmc::OnMyMobDead";
+ end;
+ }
+ else if (.@job_rune_p == 3 || .@job_rune_p == 5) {
+ monster "job3_rune02",0,0,"Phendark",1484,1,"job_rune_edq#1st_tcmc::OnMyMobDead";
+ monster "job3_rune02",0,0,"Rybio",1483,1,"job_rune_edq#1st_tcmc::OnMyMobDead";
+ end;
+ }
+ else if (.@job_rune_p == 6) {
+ monster "job3_rune02",0,0,"Wraith",1475,1,"job_rune_edq#1st_tcmc::OnMyMobDead";
+ monster "job3_rune02",0,0,"Wraith",1475,1,"job_rune_edq#1st_tcmc::OnMyMobDead";
+ monster "job3_rune02",0,0,"Wraith",1475,1,"job_rune_edq#1st_tcmc::OnMyMobDead";
+ monster "job3_rune02",0,0,"Wraith",1475,1,"job_rune_edq#1st_tcmc::OnMyMobDead";
+ end;
+ }
+ end;
+
+OnTimer250000:
+ killmonster "job3_rune02","job_rune_edq#1st_tcmc::OnMyMobDead";
+ donpcevent "job_rune_edq#1st_tcmc2::OnEnable";
+ donpcevent "job_rune_edq#1st_tcmc::OnDisable";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+job3_rune02,3,11,0 script job_rune_edq#1st_tcmc2 139,{
+ end;
+
+OnInit:
+ hideonnpc "job_rune_edq#1st_tcmc2";
+ end;
+
+OnEnable:
+ hideoffnpc "job_rune_edq#1st_tcmc2";
+ initnpctimer;
+ set .@job_rune_p,rand(1,6);
+ if (.@job_rune_p == 1) {
+ monster "job3_rune02",0,0,"Raydric",1467,1,"job_rune_edq#1st_tcmc2::OnMyMobDead";
+ monster "job3_rune02",0,0,"Raydric Archer",1453,1,"job_rune_edq#1st_tcmc2::OnMyMobDead";
+ monster "job3_rune02",0,0,"Raydric Archer",1453,1,"job_rune_edq#1st_tcmc2::OnMyMobDead";
+ end;
+ }
+ else if (.@job_rune_p == 2 || .@job_rune_p == 4) {
+ monster "job3_rune02",0,0,"Rideword",1478,1,"job_rune_edq#1st_tcmc2::OnMyMobDead";
+ monster "job3_rune02",0,0,"Rideword",1478,1,"job_rune_edq#1st_tcmc2::OnMyMobDead";
+ monster "job3_rune02",0,0,"Rideword",1478,1,"job_rune_edq#1st_tcmc2::OnMyMobDead";
+ monster "job3_rune02",0,0,"Rideword",1478,1,"job_rune_edq#1st_tcmc2::OnMyMobDead";
+ end;
+ }
+ else if (.@job_rune_p == 3 || .@job_rune_p == 5) {
+ monster "job3_rune02",0,0,"Phendark",1484,1,"job_rune_edq#1st_tcmc2::OnMyMobDead";
+ monster "job3_rune02",0,0,"Rybio",1483,1,"job_rune_edq#1st_tcmc2::OnMyMobDead";
+ end;
+ }
+ else if (.@job_rune_p == 6) {
+ monster "job3_rune02",0,0,"Wraith",1475,1,"job_rune_edq#1st_tcmc2::OnMyMobDead";
+ monster "job3_rune02",0,0,"Wraith",1475,1,"job_rune_edq#1st_tcmc2::OnMyMobDead";
+ monster "job3_rune02",0,0,"Wraith",1475,1,"job_rune_edq#1st_tcmc2::OnMyMobDead";
+ monster "job3_rune02",0,0,"Wraith",1475,1,"job_rune_edq#1st_tcmc2::OnMyMobDead";
+ end;
+ }
+ end;
+
+OnDisable:
+ killmonster "job3_rune02","job_rune_edq#1st_tcmc2::OnMyMobDead";
+ stopnpctimer;
+ hideonnpc "job_rune_edq#1st_tcmc2";
+ end;
+
+OnMyMobDead:
+ if (mobcount ("job3_rune02","job_rune_edq#1st_tcmc2::OnMyMobDead") < 1) {
+ set job_rune_edq,5;
+ erasequest 3220;
+ killmonster "job3_rune02","job_rune_edq#1st_tcmc2::OnMyMobDead";
+ mapannounce "job3_rune02","Congratulations. You've passed the first test.",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
+ mapwarp "job3_rune02","job3_rune01",80,65;
+ donpcevent "job_rune_edq#1st_tb::OnDisable";
+ donpcevent "job_rune_edq#1st_tc::OnDisable";
+ donpcevent "job_rune_edq#1st_tcnc::OnDisable";
+ donpcevent "job_rune_edq#1st_tcmc::OnDisable";
+ donpcevent "job_rune_edq#1st_tcmc2::OnDisable";
+ donpcevent "#RK Test Hidden Portal 1::OnEnable";
+ set $@job_rune_test1,0;
+ set $@job_rune_test2,0;
+ end;
+ }
+ end;
+}
+
+job3_rune02,1,10,0 script job_rune_edq#1st_tcnc 139,{
+ end;
+
+OnInit:
+ hideonnpc "job_rune_edq#1st_tcnc";
+ end;
+
+OnEnable:
+ hideoffnpc "job_rune_edq#1st_tcnc";
+ initnpctimer;
+ end;
+
+OnDisable:
+ hideonnpc "job_rune_edq#1st_tcnc";
+ set $@job_rune_test2,0;
+ donpcevent "Captain Tigris#jrt1::OnDisable";
+ donpcevent "Rune Knight Lunarea#jrt1::OnDisable";
+ donpcevent "Rune Knight Renoa#jrt1::OnDisable";
+ donpcevent "Rune Knight Velpino#jrt1::OnDisable";
+ stopnpctimer;
+ end;
+
+OnUse:
+ mapannounce "job3_rune02","Captain Tigris : Gentleman, Let's watch the test for a while.",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
+ stopnpctimer;
+ set $@job_rune_test2,0;
+ donpcevent "Captain Tigris#jrt1::OnDisable";
+ donpcevent "Rune Knight Lunarea#jrt1::OnDisable";
+ donpcevent "Rune Knight Renoa#jrt1::OnDisable";
+ donpcevent "Rune Knight Velpino#jrt1::OnDisable";
+ donpcevent "job_rune_edq#1st_tcnc::OnEnable";
+ end;
+
+OnTimer30000:
+ mapannounce "job3_rune02","Captain Tigris : Rune Knight Candidates... If you want to borrow our power talk to one of us.",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
+ donpcevent "Captain Tigris#jrt1::OnEnable";
+ donpcevent "Rune Knight Lunarea#jrt1::OnEnable";
+ donpcevent "Rune Knight Renoa#jrt1::OnEnable";
+ donpcevent "Rune Knight Velpino#jrt1::OnEnable";
+ end;
+
+OnTimer60000:
+ mapannounce "job3_rune02","Captain Tigris : It seems you don't need our help... Let's watch the test for a while.",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
+ stopnpctimer;
+ donpcevent "Captain Tigris#jrt1::OnDisable";
+ donpcevent "Rune Knight Lunarea#jrt1::OnDisable";
+ donpcevent "Rune Knight Renoa#jrt1::OnDisable";
+ donpcevent "Rune Knight Velpino#jrt1::OnDisable";
+ donpcevent "job_rune_edq#1st_tcnc::OnEnable";
+ end;
+}
+
+job3_rune02,34,46,5 script Captain Tigris#jrt1 470,{
+
+ set .@tigris,rand(1,6);
+ set .@rune_test2,$@job_rune_test2;
+ if ((job_rune_edq == 4) && (.@rune_test2 == 0)) {
+ if (.@tigris == 1) {
+ set $@job_rune_test2,1;
+ // custom translation
+ mapannounce "job3_rune02","Captain Tigris : May Beljeve bless you!",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
+ sc_start SC_BLESSING,24000,10;
+ initnpctimer;
+ end;
+ }
+ else if ((.@tigris == 2) || (.@tigris == 4)) {
+ set $@job_rune_test2,1;
+ mapannounce "job3_rune02","Captain Tigris : The Spark of life... may flame again.",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
+ percentheal 100,100;
+ skilleffect "AL_HEAL",1500;
+ initnpctimer;
+ end;
+ }
+ else if (.@tigris == 3) {
+ set $@job_rune_test2,1;
+ // custom translation
+ mapannounce "job3_rune02","Captain Tigris : Evil spirits! Return to your graves!",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
+ specialeffect2 EF_METEORSTORM;
+ donpcevent "job_rune_edq#1st_tcmc::OnReset";
+ initnpctimer;
+ end;
+ }
+ else if (.@tigris == 5) {
+ set $@job_rune_test2,1;
+ // custom translation
+ mapannounce "job3_rune02","Captain Tigris : For a Rune Knight, this kind of ordeal is nothing!",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
+ sc_start SC_STUN,10000,0;
+ initnpctimer;
+ end;
+ }
+ else if (.@tigris == 6) {
+ set $@job_rune_test2,1;
+ // custom translation
+ mapannounce "job3_rune02","Captain Tigris : For a Rune Knight, this kind of ordeal is nothing!",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
+ sc_start SC_BLEEDING,10000,0;
+ initnpctimer;
+ end;
+ }
+ }
+ donpcevent "job_rune_edq#1st_tcnc::OnUse";
+ end;
+
+OnInit:
+ hideonnpc "Captain Tigris#jrt1";
+ end;
+
+OnEnable:
+ hideoffnpc "Captain Tigris#jrt1";
+ end;
+
+OnDisable:
+ hideonnpc "Captain Tigris#jrt1";
+ end;
+
+OnTimer5000:
+ donpcevent "job_rune_edq#1st_tcnc::OnUse";
+ set $@job_rune_test2,0;
+ stopnpctimer;
+ end;
+}
+
+job3_rune02,43,46,3 script Rune Knight Lunarea#jrt1 469,2,2,{
+ set .@tigris,rand(1,6);
+ set .@rune_test2,$@job_rune_test2;
+ if ((job_rune_edq == 4) && (.@rune_test2 == 0)) {
+ if (.@tigris == 1) {
+ set $@job_rune_test2, 1;
+ // custom translation
+ mapannounce "job3_rune02","Rune Knight Lunarea : Quickly...find and strike at the enemy's vital points!",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
+ sc_start SC_INCREASEAGI,24000,10;
+ initnpctimer;
+ end;
+ }
+ else if (.@tigris == 2 || .@tigris == 4) {
+ set $@job_rune_test2,1;
+ mapannounce "job3_rune02","Rune Knight Lunarea : It's not over... you need more power...",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
+ percentheal 100,100;
+ skilleffect "AL_HEAL",1500;
+ initnpctimer;
+ end;
+ }
+ else if (.@tigris == 3) {
+ set $@job_rune_test2,1;
+ // custom translation
+ mapannounce "job3_rune02","Rune Knight Lunarea : Everything shall return from whence it came!",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
+ //UseSkillToPC 35 0 0 0
+ skilleffect "AL_CURE",0;
+ initnpctimer;
+ end;
+ }
+ else if (.@tigris == 5) {
+ set $@job_rune_test2,1;
+ mapannounce "job3_rune02","Rune Knight Lunarea : There can't be growth without a trial.",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
+ sc_start SC_POISON,30000,0;
+ initnpctimer;
+ end;
+ }
+ else if (.@tigris == 6) {
+ set $@job_rune_test2,1;
+ mapannounce "job3_rune02","Rune Knight Lunarea : There can't be growth without a trial.",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
+ sc_start SC_CURSE,30000,0;
+ initnpctimer;
+ end;
+ }
+ }
+ donpcevent "job_rune_edq#1st_tcnc::OnUse";
+ end;
+
+OnInit:
+ hideonnpc "Rune Knight Lunarea#jrt1";
+ end;
+
+OnEnable:
+ hideoffnpc "Rune Knight Lunarea#jrt1";
+ end;
+
+OnDisable:
+ hideonnpc "Rune Knight Lunarea#jrt1";
+ end;
+
+OnTimer5000:
+ donpcevent "job_rune_edq#1st_tcnc::OnUse";
+ set $@job_rune_test2,0;
+ stopnpctimer;
+ end;
+}
+
+job3_rune02,43,34,1 script Rune Knight Renoa#jrt1 469,2,2,{
+ set .@tigris, rand(1,6);
+ set .@rune_test2, $@job_rune_test2;
+ if ((job_rune_edq == 4) && (.@rune_test2 == 0)) {
+ if (.@tigris == 1) {
+ set $@job_rune_test2,1;
+ // custom translation
+ mapannounce "job3_rune02","Rune Knight Renoa : The rune of Blast! May it give you strength!",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
+ sc_start SC_INCREASEAGI,24000,10;
+ initnpctimer;
+ end;
+ }
+ else if (.@tigris == 2 || .@tigris == 4) {
+ set $@job_rune_test2,1;
+ mapannounce "job3_rune02","Rune Knight Renoa : The rune of birth! May give you the power of life!",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
+ percentheal 100,100;
+ skilleffect "AL_HEAL",1500;
+ initnpctimer;
+ end;
+ }
+ else if (.@tigris == 3) {
+ set $@job_rune_test2,1;
+ // custom translation
+ mapannounce "job3_rune02","Rune Knight Renoa : I am faster than others! Stronger than others!",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
+ specialeffect2 EF_PIERCESELF;
+ donpcevent "job_rune_edq#1st_tcmc::OnReset";
+ initnpctimer;
+ end;
+ }
+ else if (.@tigris == 5) {
+ set $@job_rune_test2,1;
+ mapannounce "job3_rune02","Rune Knight Renoa : For a Rune Knight, this kind of ordeal is nothing!",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
+ sc_start SC_POISON,30000,0;
+ initnpctimer;
+ end;
+ }
+ else if (.@tigris == 6) {
+ set $@job_rune_test2,1;
+ mapannounce "job3_rune02","Rune Knight Renoa : For a Rune Knight, this kind of ordeal is nothing!",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
+ sc_start SC_CURSE,30000,0;
+ initnpctimer;
+ end;
+ }
+ }
+ donpcevent "job_rune_edq#1st_tcnc::OnUse";
+ end;
+
+OnInit:
+ hideonnpc "Rune Knight Renoa#jrt1";
+ end;
+
+OnEnable:
+ hideoffnpc "Rune Knight Renoa#jrt1";
+ end;
+
+OnDisable:
+ hideonnpc "Rune Knight Renoa#jrt1";
+ end;
+
+OnTimer5000:
+ set $@job_rune_test2,0;
+ donpcevent "job_rune_edq#1st_tcnc::OnUse";
+ stopnpctimer;
+ end;
+}
+
+job3_rune02,34,34,7 script Rune Knight Velpino#jrt1 468,{
+
+ set .@tigris,rand(1,6);
+ set .@rune_test2,$@job_rune_test2;
+ if ((job_rune_edq == 4) && (.@rune_test2 == 0)) {
+ if (.@tigris == 1) {
+ set $@job_rune_test2,1;
+ mapannounce "job3_rune02","Rune Knight Velpino : You are not one who gets to fall down in this kind of place.",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
+ percentheal 100,100;
+ skilleffect "AL_HEAL",1500;
+ initnpctimer;
+ end;
+ }
+ else if (.@tigris == 2 || .@tigris == 4) {
+ set $@job_rune_test2, 1;
+ // custom translation
+ mapannounce "job3_rune02","Rune Knight Velpino : Charge! Knock them all down!",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
+ sc_start SC_INCREASEAGI,24000,10;
+ initnpctimer;
+ end;
+ }
+ else if (.@tigris == 3) {
+ set $@job_rune_test2,1;
+ // custom translation
+ mapannounce "job3_rune02","Rune Knight Velpino : You are not alone. We are by your side.",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
+ sc_start SC_BLESSING,24000,10;
+ initnpctimer;
+ end;
+ }
+ else if (.@tigris == 5) {
+ set $@job_rune_test2,1;
+ // custom translation
+ mapannounce "job3_rune02","Rune Knight Velpino : Fight and win! Do not hesitate in the face of this test!",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
+ sc_start SC_FREEZE,10000,0;
+ initnpctimer;
+ end;
+ }
+ else if (.@tigris == 6) {
+ set $@job_rune_test2,1;
+ mapannounce "job3_rune02","Rune Knight Velpino : It's not a big trial for a true Rune Knight!",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
+ sc_start SC_SLEEP,10000,0;
+ initnpctimer;
+ end;
+ }
+ }
+ donpcevent "job_rune_edq#1st_tcnc::OnUse";
+ end;
+
+OnInit:
+ hideonnpc "Rune Knight Velpino#jrt1";
+ end;
+
+OnEnable:
+ hideoffnpc "Rune Knight Velpino#jrt1";
+ end;
+
+OnDisable:
+ hideonnpc "Rune Knight Velpino#jrt1";
+ end;
+
+OnTimer5000:
+ set $@job_rune_test2,0;
+ donpcevent "job_rune_edq#1st_tcnc::OnUse";
+ stopnpctimer;
+ end;
+}
+
+job3_rune02,2,1,0 script job_rune_edq#3rd_tb 139,{
+ end;
+
+OnInit:
+ hideonnpc "job_rune_edq#3rd_tb";
+ end;
+
+OnEnable:
+ initnpctimer;
+ end;
+
+OnDisable:
+ stopnpctimer;
+ hideonnpc "job_rune_edq#3rd_tb";
+ end;
+
+OnTimer5000:
+ mapannounce "job3_rune02","I'll start the last test of the Rune Knight Job change.",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
+ end;
+
+OnTimer8000:
+ mapannounce "job3_rune02","Get rid of monsters appearing here within 8 minutes by using the provided rune stones.",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
+ end;
+
+OnTimer11000:
+ mapannounce "job3_rune02","If you die or can't get rid of all the monsters within the time limit, I'll consider the try as a failure.",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
+ end;
+
+OnTimer14000:
+ mapannounce "job3_rune02","Now I'll start the test.",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
+ donpcevent "job_rune_edq#3rd_tc::OnEnable";
+ donpcevent "job_rune_edq#3rd_tb::OnDisable";
+ end;
+}
+
+job3_rune02,2,2,0 script job_rune_edq#3rd_tc 139,{
+ end;
+
+OnInit:
+ hideonnpc "job_rune_edq#3rd_tc";
+ end;
+
+OnEnable:
+ initnpctimer;
+ donpcevent "job_rune_edq#3rd_tc1::OnEnable";
+ end;
+
+OnDisable:
+ stopnpctimer;
+ donpcevent "job_rune_edq#3rd_tc1::OnDisable";
+ donpcevent "job_rune_edq#3rd_tc2::OnDisable";
+ donpcevent "job_rune_edq#3rd_tc3::OnDisable";
+ hideonnpc "job_rune_edq#3rd_tc";
+ end;
+
+OnTimer480000:
+ mapannounce "job3_rune02","You reached the limit time so I'll consider the test as a failure.",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
+ end;
+
+OnTimer482000:
+ mapwarp "job3_rune02","job3_rune01",80,65;
+ donpcevent "job_rune_edq#1st_tb::OnDisable";
+ donpcevent "job_rune_edq#1st_tc::OnDisable";
+ donpcevent "job_rune_edq#1st_tcnc::OnDisable";
+ donpcevent "job_rune_edq#1st_tcmc2::OnDisable";
+ donpcevent "job_rune_edq#1st_tcmc::OnDisable";
+ donpcevent "job_rune_edq#3rd_tb::OnDisable";
+ donpcevent "job_rune_edq#3rd_tc::OnDisable";
+ donpcevent "#RK Test Hidden Portal 1::OnEnable";
+ set $@job_rune_test1,0;
+ set $@job_rune_test2,0;
+ stopnpctimer;
+ end;
+}
+
+job3_rune02,2,3,0 script job_rune_edq#3rd_tc1 139,{
+ end;
+
+OnInit:
+ hideonnpc "job_rune_edq#3rd_tc1";
+ end;
+
+OnEnable:
+ hideoffnpc "job_rune_edq#3rd_tc1";
+ monster "job3_rune02",40,40,"Executioner",2039,1,"job_rune_edq#3rd_tc1::OnMyMobDead";
+ end;
+
+OnDisable:
+ killmonster "job3_rune02","job_rune_edq#3rd_tc1::OnMyMobDead";
+ hideonnpc "job_rune_edq#3rd_tc1";
+ end;
+
+OnMyMobDead:
+ if (mobcount ("job3_rune02","job_rune_edq#3rd_tc1::OnMyMobDead") < 1) {
+ set job_rune_edq,19;
+ killmonster "job3_rune02","job_rune_edq#3rd_tc1::OnMyMobDead";
+ donpcevent "job_rune_edq#3rd_tc2::OnEnable";
+ donpcevent "job_rune_edq#3rd_tc1::OnDisable";
+ end;
+ }
+ end;
+}
+
+job3_rune02,2,4,0 script job_rune_edq#3rd_tc2 139,{
+ end;
+
+OnInit:
+ hideonnpc "job_rune_edq#3rd_tc2";
+ end;
+
+OnEnable:
+ hideoffnpc "job_rune_edq#3rd_tc2";
+ monster "job3_rune02",40,40,"Ogretooth",2040,1,"job_rune_edq#3rd_tc2::OnMyMobDead";
+ end;
+
+OnDisable:
+ killmonster "job3_rune02","job_rune_edq#3rd_tc2::OnMyMobDead";
+ hideonnpc "job_rune_edq#3rd_tc2";
+ end;
+
+OnMyMobDead:
+ if (mobcount ("job3_rune02","job_rune_edq#3rd_tc2::OnMyMobDead") < 1) {
+ set job_rune_edq,20;
+ killmonster "job3_rune02","job_rune_edq#3rd_tc2::OnMyMobDead";
+ donpcevent "job_rune_edq#3rd_tc3::OnEnable";
+ donpcevent "job_rune_edq#3rd_tc2::OnDisable";
+ end;
+ }
+ end;
+}
+
+job3_rune02,2,5,0 script job_rune_edq#3rd_tc3 139,{
+ end;
+
+OnInit:
+ hideonnpc "job_rune_edq#3rd_tc3";
+ end;
+
+OnEnable:
+ hideoffnpc "job_rune_edq#3rd_tc3";
+ monster "job3_rune02",40,40,"Mysteltainn",2041,1,"job_rune_edq#3rd_tc3::OnMyMobDead";
+ end;
+
+OnDisable:
+ killmonster "job3_rune02","job_rune_edq#3rd_tc3::OnMyMobDead";
+ hideonnpc "job_rune_edq#3rd_tc3";
+ end;
+
+OnMyMobDead:
+ if (mobcount ("job3_rune02","job_rune_edq#3rd_tc3::OnMyMobDead") < 1) {
+ set job_rune_edq,21;
+ changequest 3217,3218;
+ erasequest 3220;
+ killmonster "job3_rune02","job_rune_edq#3rd_tc3::OnMyMobDead";
+ mapannounce "job3_rune02","Congratulations. You've passed the second test.",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
+ mapwarp "job3_rune02","job3_rune01",80,65;
+ donpcevent "job_rune_edq#1st_tb::OnDisable";
+ donpcevent "job_rune_edq#1st_tc::OnDisable";
+ donpcevent "job_rune_edq#1st_tcnc::OnDisable";
+ donpcevent "job_rune_edq#1st_tcmc2::OnDisable";
+ donpcevent "job_rune_edq#1st_tcmc::OnDisable";
+ donpcevent "job_rune_edq#3rd_tb::OnDisable";
+ donpcevent "job_rune_edq#3rd_tc::OnDisable";
+ donpcevent "#RK Test Hidden Portal 1::OnEnable";
+ set $@job_rune_test1,0;
+ set $@job_rune_test2,0;
+ end;
+ }
+ end;
+}
+
+job3_rune01,92,62,3 script Kafra Employee 114,{
+ cutin "kafra_04",2;
+ mes "[Kafra Employee]";
+ mes "Hello. Kafra Service are always with you.";
+ mes "What can I help you with?";
+ next;
+ switch(select("Use Storage:Rent a Pushcart:Use Teleport Service:Check Other Information:Cancel")) {
+ case 1:
+ if(basicskillcheck() && getskilllv("NV_BASIC") < 6){
+ mes "[Kafra Employee]";
+ mes "I'm sorry, but you";
+ mes "need the Novice's";
+ mes "Basic Skill Level 6 to";
+ mes "use the Storage Service.";
+ }
+ else if ((countitem(7059) != 0) || (Zeny >= 50)) {
+ if (countitem(7059) != 0)
+ delitem 7059,1; //Cargo_Free_Ticket
+ else {
+ set RESRVPTS,RESRVPTS+5;
+ set zeny,zeny-80;
+ }
+ mes "[Kafra Employee]";
+ mes "Here, let me open";
+ mes "your Storage for you.";
+ mes "Thank you for using";
+ mes "the Kafra Service.";
+ close2;
+ cutin "kafra_04",255;
+ openstorage;
+ end;
+ }
+ else {
+ mes "[Kafra Employee]";
+ mes "I'm sorry, but you don't";
+ mes "have enough zeny to use";
+ mes "the Storage Service. Our";
+ mes "Storage access fee is 80 zeny.";
+ }
+ break;
+ case 2:
+ if (BaseClass != Job_Merchant) {
+ mes "[Kafra Employee]";
+ mes "I'm sorry, but the";
+ mes "Pushcart rental service";
+ mes "is only available to Merchants,";
+ mes "Blacksmiths, Master Smiths,";
+ mes "Alchemists, Biochemists,";
+ mes "Mechanics and Geneticists.";
+ }
+ else if (checkcart()) {
+ mes "[Kafra Employee]";
+ mes "You already have";
+ mes "a Pushcart equipped.";
+ mes "Unfortunately, we can't";
+ mes "rent more than one to";
+ mes "each customer at a time.";
+ }
+ else {
+ if (!getskilllv("MC_CART")) {
+ mes "[Kafra Employee]";
+ mes "You do not have the skill level required to rent a Pushcart.";
+ }
+ if (countitem(7061) != 0)
+ delitem 7061,1; //Cart_Free_Ticket
+ else {
+ mes "[Kafra Employee]";
+ mes "The Pushcart rental";
+ mes "fee is 700 zeny. Would";
+ mes "you like to rent a Pushcart?";
+ next;
+ switch(select("Rent a Pushcart.:Cancel")) {
+ case 1:
+ if (Zeny >= 700) {
+ set RESRVPTS,RESRVPTS+85;
+ set zeny,zeny-700;
+ }
+ else {
+ mes "[Kafra Employee]";
+ mes "I'm sorry, but you";
+ mes "don't have enough";
+ mes "zeny to pay the Pushcart";
+ mes "rental fee of 700 zeny.";
+ }
+ break;
+ case 2:
+ break;
+ }
+ }
+ setcart;
+ }
+ break;
+ case 3:
+ mes "[Kafra Employee]";
+ mes "Please tell me the destination.";
+ next;
+ switch(select("Izlude -> 600 z:Geffen -> 1200 z:Payon -> 1200 z:Morroc -> 1200 z:Alberta -> 1800 z:Cancel.")) {
+ case 1:
+ if ((countitem(7060) != 0) || (Zeny >= 600)) {
+ if (countitem(7060) != 0)
+ delitem 7060,1; //Warp_Free_Ticket
+ else {
+ set zeny,zeny-600;
+ set RESRVPTS,RESRVPTS+60;
+ }
+ cutin "kafra_04",255;
+ warp "izlude",91,105;
+ end;
+ }
+ else {
+ mes "[Kafra Employee]";
+ mes "I'm sorry, but you don't have";
+ mes "enough zeny for the Teleport";
+ mes "Service. The fee to teleport";
+ mes "to Izlude is 600 zeny.";
+ }
+ break;
+ case 2:
+ if ((countitem(7060) != 0) || (Zeny >= 1200)) {
+ if (countitem(7060) != 0)
+ delitem 7060,1; //Warp_Free_Ticket
+ else {
+ set zeny,zeny-1200;
+ set RESRVPTS,RESRVPTS+120;
+ }
+ cutin "kafra_04",255;
+ warp "geffen",120,39;
+ end;
+ }
+ else {
+ mes "[Kafra Employee]";
+ mes "I'm sorry, but you don't have";
+ mes "enough zeny for the Teleport";
+ mes "Service. The fee to teleport";
+ mes "to Geffen is 1,200 zeny.";
+ }
+ break;
+ case 3:
+ if ((countitem(7060) != 0) || (Zeny >= 1200)) {
+ if (countitem(7060) != 0) {
+ delitem 7060,1; //Warp_Free_Ticket
+ }
+ else {
+ set zeny,zeny-1200;
+ set RESRVPTS,RESRVPTS+120;
+ }
+ cutin "kafra_04",255;
+ warp "payon",161,58;
+ end;
+ }
+ else {
+ mes "[Kafra Employee]";
+ mes "I'm sorry, but you don't have";
+ mes "enough zeny for the Teleport";
+ mes "Service. The fee to teleport";
+ mes "to Payon is 1,200 zeny.";
+ }
+ break;
+ case 4:
+ if ((countitem(7060) != 0) || (Zeny >= 1200)) {
+ if (countitem(7060) != 0)
+ delitem 7060,1; //Warp_Free_Ticket
+ else {
+ set zeny,zeny-1200;
+ set kf_100_pit,kf_100_pit+1;
+ set kf_10_pit,kf_10_pit+2;
+ }
+ cutin "kafra_04",255;
+ warp "morocc",156,46;
+ end;
+ }
+ else {
+ mes "[Kafra Employee]";
+ mes "I'm sorry, but you don't have";
+ mes "enough zeny for the Teleport";
+ mes "Service. The fee to teleport";
+ mes "to Morroc is 1,200 zeny.";
+ }
+ break;
+ case 5:
+ if ((countitem(7060) != 0) || (Zeny >= 1800)) {
+ if (countitem(7060) != 0)
+ delitem 7060,1; //Warp_Free_Ticket
+ else {
+ set zeny,zeny-1800;
+ set RESRVPTS,RESRVPTS+180;
+ }
+ cutin "kafra_04",255;
+ warp "alberta",117,56;
+ end;
+ }
+ else {
+ mes "[Kafra Employee]";
+ mes "I'm sorry, but you don't have";
+ mes "enough zeny for the Teleport";
+ mes "Service. The fee to teleport";
+ mes "to Alberta is 1,800 zeny.";
+ }
+ break;
+ case 6:
+ break;
+ }
+ break;
+ case 4:
+ switch(select("Check Special Reserve Points.:Cancel")) {
+ case 1:
+ mes "[Kafra Employee]";
+ mes "Let's see...";
+ mes "" + strcharinfo(0) + "...";
+ mes "Ah, you have a total of";
+ mes "" + RESRVPTS + " Special Reserve Points.";
+ next;
+ mes "[Kafra Employee]";
+ mes "You can exchange your";
+ mes "Special Reserve Points for";
+ mes "rewards at the Kafra Main Office in Al De Baran. Please use our";
+ mes "convenient services to see the benefits of our rewards program.";
+ break;
+ case 2:
+ break;
+ }
+ break;
+ case 5:
+ mes "[Kafra Employee]";
+ mes "We, here at Kafra Corporation,";
+ mes "are always endeavoring to provide you with the best services. We hope that we meet your adventuring needs and standards of excellence.";
+ break;
+ }
+ close2;
+ cutin "kafra_04",255;
+ end;
+}
+
+/*
+sec_in02,34,167,3 script ·ûÎÄÆïʿתְÈ볡¹ÜÀíÔ± 470,{
+ mes "ÇëÊäÈëÃÜÂë¡£";
+ next;
+ input .@inputstr$;
+ if (.@inputstr$ == "1854") {
+ mes "·ûÎÄÆïʿתְ¹ÜÀíÄ£¿é¿ªÊ¼";
+ next;
+ switch (select("¼ì²éÈ«¾Ö±äÁ¿:ÐÞ¸ÄÈ«¾Ö±äÁ¿")) {
+ case 1:
+ set .@rune_global, $@job_rune_test1;
+ mes "µ±Ç°·ûÎÄÆïʿתְ±äÁ¿ÊÇ "+.@rune_global+" ¡£";
+ mes "µ±Ç°·ûÎÄÆïÊ¿¿¼³¡ÖеÄÈËÊýΪ "+getmapusers("job3_rune02")+ "ÈË¡£";
+ close;
+ case 2:
+ set .@rune_global, $@job_rune_test1;
+ set $@job_rune_test1, 0;
+ mes "½«·ûÎÄÆïʿתְȫ¾Ö±äÁ¿ÐÞ¸ÄΪ0¡£¿¼³¡¿ÉÒÔʹÓá£";
+ close;
+ }
+ }
+ close;
+}
+*/ \ No newline at end of file
diff --git a/npc/pre-re/jobs/3-1/warlock.txt b/npc/pre-re/jobs/3-1/warlock.txt
new file mode 100644
index 000000000..8c517c991
--- /dev/null
+++ b/npc/pre-re/jobs/3-1/warlock.txt
@@ -0,0 +1,2109 @@
+//===== rAthena Script =======================================
+// Warlock Job change Quest
+//===== By: ==================================================
+//= Masao
+//= Credits: Muad_Dib, Gepard & L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.2a
+//===== Compatible With: =====================================
+//= Any rAthena SVN
+//===== Description: =========================================
+//= [AEGIS Conversion]
+//= Job change Quest from Wizard / High Wizard -> Warlock.
+//===== Additional Comments: =================================
+//= 1.0 First Version.
+//= 1.1 Fixed some conversion mistakes, replaced numbers with
+//= constants, added item names in comments.
+//= 1.2 Fixed the problem where NPC are not enabled and chamber will never open
+//= for the second try or use.
+//= 1.2a Fixed a typo. [Euphy]
+//============================================================
+
+morocc,103,144,0 script distorted place morroc 139,1,1,{
+
+OnTouch:
+ if (job_wl > 1){
+ if (Class == Job_Warlock || Class == Job_Warlock_T || Class == Job_Baby_Warlock){
+ mes " - There is a strange distortion here - ";
+ close;
+ }
+ mes " - There is a strange distortion here - ";
+ next;
+ switch(select("Extend your hand.:Ignore it.")){
+ case 1:
+ mes " - I extend my arm as a fierce sound resonates in my ear and a cool wave surrounds me - ";
+ close2;
+ warp "spl_in02",79,102;
+ end;
+ case 2:
+ mes " - You ignore it. - ";
+ close;
+ }
+ }
+ if ((BaseLevel > 94) && (Class == Job_Wizard || Class == Job_High_Wizard || Class == Job_Baby_Wizard)){
+ mes " - There is a strange distortion here - ";
+ next;
+ switch(select( "Search the area.:Ignore it.")){
+ case 1:
+ mes " - There appears to be nothing here. But I can definitely feel something around here... - ";
+ next;
+ switch(select("Extend arm.:Leave it alone.")){
+ case 1:
+ mes " - I extend my arm as a fierce sound resonates in my ear and a cool wave surrounds me - ";
+ close2;
+ warp "spl_in02",79,102;
+ end;
+ case 2:
+ mes " - You decide to leave it alone. - ";
+ close;
+ }
+ case 2:
+ mes " - You ignore it. - ";
+ close;
+ }
+ }
+ end;
+}
+
+splendide,141,284,0 script Distorted place molco 139,1,1,{
+
+OnTouch:
+ if (job_wl > 1){
+ mes " - There is a strange - ";
+ mes "- distortion here -";
+ next;
+ switch(select("Extend your hand.:Ignore it.")){
+ case 1:
+ mes " - I extend my arm as a fierce sound resonates in my ear and a cool wave surrounds me - ";
+ close2;
+ warp "spl_in02",79,102;
+ end;
+ case 2:
+ mes " - You ignore the distortion. - ";
+ close;
+ }
+ }
+ if (BaseLevel > 94){
+ mes " - I can feel a strange distortion around me - ";
+ next;
+ switch(select( "Search the area.:Ignore it.")){
+ case 1:
+ mes " - There appears to be nothing here. But I can definitely feel something around here... - ";
+ next;
+ switch(select("Extend arm.:Leave it alone.")){
+ case 1:
+ mes " - I extend my arm as a fierce sound resonates in my ear and a cool wave surrounds me - ";
+ close2;
+ warp "spl_in02",79,102;
+ end;
+ case 2:
+ mes " - You decide to leave it alone. - ";
+ close;
+ }
+ case 2:
+ mes " - You ignore it. - ";
+ close;
+ }
+ }
+ end;
+}
+
+spl_in02,77,107,5 script Assistant#Warlock 446,{
+
+ if (job_wl < 1){
+ if (Class == Job_Wizard || Class == Job_High_Wizard || Class == Job_Baby_Wizard){
+ mes "[Assistant]";
+ mes "Huh!!! Human!?!";
+ mes "How did you enter here?";
+ mes "This is only connected with a special gate!";
+ next;
+ mes "[Assistant]";
+ mes "I don't know how...";
+ mes "But we should leave before my master spots you...!";
+ next;
+ mes "[???]";
+ mes "What's that noise out there?";
+ mes "I warned them to be quiet while I'm meditating.";
+ next;
+ mes "[Assistant]";
+ mes "Huh!?!";
+ mes "Master...";
+ mes "It's nothing...";
+ next;
+ mes "[Master]";
+ mes "Oh~ there's a human being in front of me.";
+ next;
+ mes "[Assistant]";
+ mes "Oh this thing?";
+ mes "I was just leading it out.";
+ next;
+ mes "[Master]";
+ mes "Yoop!!!";
+ next;
+ mes "[Yoop]";
+ mes "Yeap...!!";
+ next;
+ mes "[Master]";
+ mes "There's the warp portal beyond you... Is it an illusion?";
+ next;
+ mes "[Yoop]";
+ mes "Sorry!!!";
+ mes "It's my mistake...";
+ next;
+ mes "[Master]";
+ mes "Fool...";
+ mes "I'll deal with you after you send the human away.";
+ next;
+ mes "[Master]";
+ mes "MushSartas Ir Cyamar";
+ mes "UdenLo";
+ next;
+ mes " - The fairy with the green hair chants a spell. - ";
+ mes " - I feel like something special surrounds me. - ";
+ specialeffect2 EF_DISPELL;
+ next;
+ mes "[Master]";
+ mes "Oh, that's interesting.";
+ mes "How dare you resist me human?";
+ next;
+ if ((BaseLevel > 98) && (JobLevel > 49)){
+ mes "[Master]";
+ mes "Oh, that's interesting.";
+ mes "How dare you resist me human?";
+ next;
+ menu "I'm not sure. Who are you?",-;
+ mes "[Master]";
+ mes "I am the leader of the ^000077Warlock^000000s.";
+ mes "'^000077Sila Egnoloria^000000'";
+ mes "If you are a Wizard, it would be good of you to memorize my name.";
+ next;
+ menu "What is a ^000077Warlock^000000?",-;
+ mes "[Master Egnoloria]";
+ mes "Oh...are you interested?";
+ next;
+ mes "[Master Egnoloria]";
+ mes "A ^000077Warlock^000000 is someone who uses the magic of the giants of Jotunheim.";
+ mes "It can't be defined in any other words.";
+ next;
+ mes "[Master Egnoloria]";
+ mes "Only the strong magic can explain it.";
+ mes "kkk";
+ next;
+ menu "Could I become Warlock?",-;
+ mes "[Master Egnoloria]";
+ mes "You?";
+ mes "You wanna become a Warlock?";
+ mes "Hahaha";
+ next;
+ mes "[Master Egnoloria]";
+ mes "You're so interesting.";
+ mes "It would be difficult for a human to become a Warlock.";
+ mes "The strong power would gnaw at your weak body.";
+ next;
+ mes "[Master Egnoloria]";
+ mes "If you dare to face death, you can try to become one.";
+ next;
+ switch(select("What do I need to do?:Cancel.")){
+ case 1:
+ mes "[Master Egnoloria]";
+ mes "Are you serious?";
+ mes "You hunger for power don't you human.";
+ next;
+ mes "[Master Egnoloria]";
+ mes "The strong desire to be more powerful makes your soul more beautiful.";
+ next;
+ mes "[Master Egnoloria]";
+ mes "But, I need to check that you're qualified.";
+ next;
+ mes "[Master Egnoloria]";
+ mes "Yoop!";
+ next;
+ mes "[Yoop]";
+ mes "Yeap!!";
+ next;
+ mes "[Master Egnoloria]";
+ mes "Give this to the human.";
+ next;
+ mes "[Master Egnoloria]";
+ mes "Talk to the guy with the weird hair.";
+ mes "He'll let you know what you should do.";
+ set job_wl,2;
+ setquest 11106;
+ close;
+ case 2:
+ mes "[Master Egnoloria]";
+ mes "Good.";
+ mes "You are a human being so that's for you.";
+ mes "kkk";
+ set job_wl,1;
+ close2;
+ warp "splendide",200,100;
+ end;
+ }
+ }
+ mes "[Master]";
+ mes "You're still quite far too low of a level to even consider this.";
+ close2;
+ warp "splendide",200,100;
+ end;
+ }
+ mes "[Assistant]";
+ mes "Huh!!! Human!?!";
+ mes "How did you enter here?";
+ mes "This is only connected with a special gate!";
+ next;
+ mes "[Assistant]";
+ mes "I don't know how...";
+ mes "But we should leave before my master spots you...!";
+ next;
+ mes "[???]";
+ mes "What's that noise out there?";
+ mes "I warned them to be quiet while I'm meditating.";
+ next;
+ mes "[Assistant]";
+ mes "Huh!?!";
+ mes "Master...";
+ mes "It's nothing...";
+ next;
+ mes "[Master]";
+ mes "Oh~ there's a human being in front of me.";
+ next;
+ mes "[Assistant]";
+ mes "Oh this thing?";
+ mes "I was just leading it out.";
+ next;
+ mes "[Master]";
+ mes "Yoop!!!";
+ next;
+ mes "[Yoop]";
+ mes "Yeap...!!";
+ next;
+ mes "[Master]";
+ mes "There's the warp portal beyond you... Is it an illusion?";
+ next;
+ mes "[Yoop]";
+ mes "Sorry!!!";
+ mes "It's my mistake...";
+ next;
+ mes "[Master]";
+ mes "Fool...";
+ mes "I'll deal with you after you send the human away.";
+ next;
+ mes "[Master]";
+ mes "MushSartas Ir Cyamar";
+ mes "UdenLo";
+ close2;
+ warp "splendide",200,100;
+ end;
+ }
+ if (job_wl == 1){
+ mes "[Yoop]";
+ mes "You're... we've met before.";
+ mes "Can you imagine how severely I was scolded by my master?!";
+ mes "If you have any business with me, just go away!";
+ next;
+ switch(select("Leave.:Stay.")){
+ case 1:
+ mes "[Yoop]";
+ mes "Leave me alone...!";
+ close2;
+ warp "splendide",200,100;
+ end;
+ case 2:
+ mes "[Yoop]";
+ mes "What?!";
+ mes "Just do whatever you want...";
+ mes "My master will deal with you then.";
+ close;
+ }
+ }
+ if (job_wl == 2){
+ mes "[Yoop]";
+ mes "Dear, master! My pony-tail is funny looking?!";
+ mes "Oh, but I spent a lot time on it!";
+ next;
+ mes "[Master Egnoloria]";
+ mes "It's noisy.";
+ mes "I need to meditate";
+ mes "so do as I said.";
+ next;
+ mes "[Yoop]";
+ mes "Huh..";
+ mes "Oh, yeah!";
+ next;
+ mes "[Yoop]";
+ mes "Hey, human!";
+ mes "Would you like to";
+ mes "become a Warlock?";
+ next;
+ if (SkillPoint != 0) {
+ mes "[Yoop]";
+ mes "First, use all of your remaining job skills points before continuing.";
+ set job_wl,3;
+ close;
+ }
+ mes "[Yoop]";
+ mes "This is the Master's";
+ mes "decision so let me know.";
+ next;
+ mes "[Yoop]";
+ mes "We need to test if your body can withstand being a Warlock.";
+ mes "So you need to gather materials to prove yourself.";
+ next;
+ mes "[Yoop]";
+ mes "Please gather ^000077Glittering Crystal^000000s and ^000077Giant Bradium Fragment^000000s.";
+ next;
+ mes "[Yoop]";
+ mes "You must be wearing these Magical Stone Rings to get these items while hunting.";
+ mes "You need to hunt Naga and Bradium Golems while wearing these rings.";
+ next;
+ mes "[Yoop]";
+ mes "Show us how strong you are. And don't forget to wear this.";
+ set job_wl,4;
+ getitem 2796,1; //Magical_Stone
+ getitem 2797,1; //Magical_Stone_
+ changequest 11106,11107;
+ next;
+ mes "[Yoop]";
+ mes "Bring these stones with you or else you won't be able to return!";
+ mes "Be careful!";
+ next;
+ mes "[Yoop]";
+ mes "The person next to my Master will let you out if you talk to him.";
+ next;
+ mes "[Yoop]";
+ mes "My lab is located on the north western part of Splendide. Bring these to me when you've gathered them.";
+ close;
+ }
+ if (job_wl == 3){
+ if (SkillPoint != 0) {
+ mes "[Yoop]";
+ mes "First, use all of your remaining job skills points before continuing.";
+ close;
+ }
+ mes "[Yoop]";
+ mes "We need to test if your body can withstand being a Warlock.";
+ mes "So you need to gather materials to prove yourself.";
+ next;
+ mes "[Yoop]";
+ mes "Please gather ^000077Glittering Crystal^000000s and ^000077Giant Bradium Fragment^000000s.";
+ next;
+ mes "[Yoop]";
+ mes "You must be wearing these Magical Stone Rings to get these items while hunting.";
+ mes "You need to hunt Naga and Bradium Golems while wearing these rings.";
+ next;
+ mes "[Yoop]";
+ mes "Show us how strong you are. And don't forget to wear this.";
+ set job_wl,4;
+ getitem 2796,1; //Magical_Stone
+ getitem 2797,1; //Magical_Stone_
+ changequest 11106,11107;
+ next;
+ mes "[Yoop]";
+ mes "Bring these stones with you or else you won't be able to return!";
+ mes "Be careful!";
+ next;
+ mes "[Yoop]";
+ mes "The person next to my Master will let you out if you talk to him.";
+ next;
+ mes "[Yoop]";
+ mes "My lab is located on the north western part of Splendide. Bring these to me when you've gathered them.";
+ close;
+ }
+ if (job_wl == 4){
+ if (countitem(6152) < 1 || countitem(6151) < 1){
+ mes "[Yoop]";
+ mes "Please gather ^000077Glittering Crystal^000000s and ^000077Giant Bradium Fragment^000000s.";
+ next;
+ mes "[Yoop]";
+ mes "You must be wearing these Magical Stone Rings to get these items while hunting.";
+ mes "You need to hunt Naga and Bradium Golems while wearing these rings.";
+ next;
+ mes "[Yoop]";
+ mes "Bring these stones with you or else you won't be able to return!";
+ mes "Be careful!";
+ next;
+ mes "[Yoop]";
+ mes "The person next to my Master will let you out if you talk to him.";
+ next;
+ mes "[Yoop]";
+ mes "My lab is located on the north western part of Splendide. Bring these to me when you've gathered them.";
+ close;
+ }
+ mes "[Yoop]";
+ mes "I can't conduct the task here. I need to go to my lab.";
+ mes "My lab is located on the north western part of Splendide.";
+ close;
+ }
+ if (job_wl == 5){
+ mes "[Yoop]";
+ mes "This stone is well made.";
+ mes "Please go to my Master.";
+ close;
+ }
+ mes "[Yoop]";
+ mes "A Magic Chamber is created from magic materials.";
+ next;
+ mes "[Yoop]";
+ mes "This combined stone is formed differently according to the raw materials and the way of treating it.";
+ next;
+ mes "[Yoop]";
+ mes "But most of stones are quite similar!";
+ mes "We can't differentiate them easily.";
+ next;
+ mes "[Yoop]";
+ mes "Even I don't know how it all works.";
+ close;
+}
+
+spl_in02,60,231,5 script Yoop#Warlock 446,{
+
+ if (job_wl < 4){
+ mes "[Yoop]";
+ mes "Who are you.";
+ mes "Get out of here!";
+ close;
+ }
+ if (job_wl == 4){
+ mes "[Yoop]";
+ mes "You're back??";
+ next;
+ switch(select("I brought the materials.:I've lost the Magical Stones.:Nothing.")){
+ case 1:
+ if (countitem(6152) < 1 || countitem(6151) < 1){
+ mes "[Yoop]";
+ mes "Please gather ^000077Glittering Crystal^000000s and ^000077Giant Bradium Fragment^000000s.";
+ next;
+ mes "[Yoop]";
+ mes "You must be wearing these Magical Stone Rings to get these items while hunting.";
+ mes "You need to hunt Naga and Bradium Golems while wearing these rings.";
+ next;
+ mes "[Yoop]";
+ mes "Bring these stones with you or else you won't be able to return!";
+ mes "Be careful!";
+ close;
+ }
+ else if ((countitem(6152) > 0) && (countitem(6151) > 0)){
+ if (countitem(2796) < 1 || countitem(2797) < 1){
+ if (isequipped(2796) || isequipped(2797)){
+ mes "[Yoop]";
+ //Custom translation
+ mes "Please unequip the stones and talk to me again.";
+ close;
+ }
+ mes "[Yoop]";
+ mes "It seems that you don't have it?";
+ mes "You lost it?";
+ next;
+ mes "[Yoop]";
+ mes "Please find that stone and come back to me.";
+ close;
+ }
+ if (isequipped(2796) || isequipped(2797)){
+ mes "[Yoop]";
+ //Custom translation
+ mes "Please unequip the stones and talk to me again.";
+ close;
+ }
+ mes "[Yoop]";
+ mes "While I am concentrating on working on this stone. Can you go back to my master?";
+ mes "I will follow up once it's done.";
+ delitem 2796,countitem(2796); //Magical_Stone
+ delitem 2797,countitem(2797); //Magical_Stone_
+ delitem 6152,countitem(6152); //Glittering_Crystal
+ delitem 6151,countitem(6151); //Peice_Of_Great_Bradium
+ set job_wl,5;
+ changequest 11107,11108;
+ close;
+ }
+ case 2:
+ mes "[Yoop]";
+ mes "What?!";
+ mes "I asked you to double check it and make sure you wore it!";
+ next;
+ mes "[Yoop]";
+ mes "Please check whether you missplaced it or if you already have it equipped.";
+ next;
+ switch(select("I found it.:nah.")){
+ case 1:
+ mes "[Yoop]";
+ mes "Don't tease me!";
+ mes "It's not hard to tell if you have it or not!";
+ close;
+ case 2:
+ if ((countitem(2797) < 1) && (countitem(2796) < 1)){
+ if (!isequipped(2796) || !isequipped(2797)){
+ if (countitem(732) >= 2){
+ switch(select("Give 2x 3 Carat Diamonds.:Just quit it.")){
+ case 1:
+ mes "[Yoop]";
+ mes " I will overlook your fault.";
+ mes "Please be careful with it.";
+ delitem 732,2; //Crystal_Jewel__
+ getitem 2796,1; //Magical_Stone
+ getitem 2797,1; //Magical_Stone_
+ close;
+ case 2:
+ mes "[Yoop]";
+ mes "Just show me your good faith!";
+ close;
+ }
+ }
+ mes "[Yoop]";
+ mes "How can you can say that?";
+ mes "^000077Just apologize.^000000!";
+ mes "I guess I could give you more stones if you give me say 2x 3 carat diamond...";
+ close;
+ }
+ mes "[Yoop]";
+ mes "How can you can say that?";
+ mes "^000077Just apologize.^000000!";
+ mes "I guess I could give you more stones if you give me say 2x 3 carat diamond...";
+ close;
+ }
+ mes "[Yoop]";
+ mes "How can you can say that?";
+ mes "^000077Just apologize.^000000!";
+ mes "I guess I could give you more stones if you give me say 2x 3 carat diamond...";
+ close;
+ }
+ case 3:
+ mes "[Yoop]";
+ mes "What...?";
+ mes "Don't bother me, I am quite busy.";
+ close;
+ }
+ }
+ mes "[Yoop]";
+ mes "I am focusing on meditating.";
+ mes "So I can create magic.";
+ next;
+ mes "[Yoop]";
+ mes "And... you seem to have more talent on this than regular mages.";
+ mes "Maybe if I become an alchemist, I might be better than I am now don't you think?";
+ next;
+ mes "[Yoop]";
+ mes "I'm studying to better myself.";
+ next;
+ mes "[Yoop]";
+ mes "If am inside of 'the room of time and magic', I will catch up with your power!";
+ mes "Hahahaha...";
+ close;
+}
+
+spl_in02,84,103,3 script Assistant#Warlock2 445,{
+
+ if (job_wl < 1){
+ if (Class == Job_Wizard || Class == Job_High_Wizard || Class == Job_Baby_Wizard){
+ mes "[Assistant]";
+ mes "Huh!!! Human!?!";
+ mes "How did you enter here?";
+ mes "This is only connected with a special gate!";
+ next;
+ mes "[Assistant]";
+ mes "I don't know how...";
+ mes "But we should leave before my master spots you...!";
+ next;
+ mes "[???]";
+ mes "What's that noise out there?";
+ mes "I warned them to be quiet while I'm meditating.";
+ next;
+ mes "[Assistant]";
+ mes "Huh!?!";
+ mes "Master...";
+ mes "It's nothing...";
+ next;
+ mes "[Master]";
+ mes "Oh~ there's a human being in front of me.";
+ next;
+ mes "[Assistant]";
+ mes "Oh this thing?";
+ mes "I was just leading it out.";
+ next;
+ mes "[Master]";
+ mes "Yoop!!!";
+ next;
+ mes "[Yoop]";
+ mes "Yeap...!!";
+ next;
+ mes "[Master]";
+ mes "There's the warp portal beyond you... Is it an illusion?";
+ next;
+ mes "[Yoop]";
+ mes "Sorry!!!";
+ mes "It's my mistake...";
+ next;
+ mes "[Master]";
+ mes "Fool...";
+ mes "I'll deal with you after you send the human away.";
+ next;
+ mes "[Master]";
+ mes "MushSartas Ir Cyamar";
+ mes "UdenLo";
+ next;
+ mes " - The fairy with the green hair chants a spell. - ";
+ mes " - I feel like something special surrounds me. - ";
+ specialeffect2 EF_DISPELL;
+ next;
+ mes "[Master]";
+ mes "Oh, that's interesting.";
+ mes "How dare you resist me human?";
+ next;
+ if (BaseLevel > 98){
+ mes "[Master]";
+ mes "Oh, that's interesting.";
+ mes "How dare you resist me human?";
+ next;
+ menu "I'm not sure. Who are you?",-;
+ mes "[Master]";
+ mes "I am the leader of the ^000077Warlock^000000s.";
+ mes "'^000077Sila Egnoloria^000000'";
+ mes "If you are a Wizard, it would be good of you to memorize my name.";
+ next;
+ menu "What is a ^000077Warlock^000000?",-;
+ mes "[Master Egnoloria]";
+ mes "Oh...are you interested?";
+ next;
+ mes "[Master Egnoloria]";
+ mes "A ^000077Warlock^000000 is someone who uses the magic of the giants of Jotunheim.";
+ mes "It can't be defined in any other words.";
+ next;
+ mes "[Master Egnoloria]";
+ mes "Only the strong magic can explain it.";
+ next;
+ menu "Could I become Warlock?",-;
+ mes "[Master Egnoloria]";
+ mes "You?";
+ mes "You wanna become a Warlock?";
+ mes "Hahaha";
+ next;
+ mes "[Master Egnoloria]";
+ mes "You're so interesting.";
+ mes "It would be difficult for a human to become a Warlock.";
+ mes "The strong power would gnaw at your weak body.";
+ next;
+ mes "[Master Egnoloria]";
+ mes "If you dare to face death, you can try to become one.";
+ next;
+ switch(select("What do I need to do?:Cancel.")){
+ case 1:
+ mes "[Master Egnoloria]";
+ mes "Are you serious?";
+ mes "You hunger for power don't you human.";
+ next;
+ mes "[Master Egnoloria]";
+ mes "The strong desire to be more powerful makes your soul more beautiful.";
+ next;
+ mes "[Master Egnoloria]";
+ mes "But, I need to check that you're qualified.";
+ next;
+ mes "[Master Egnoloria]";
+ mes "Yoop!";
+ next;
+ mes "[Yoop]";
+ mes "Yeap!!";
+ next;
+ mes "[Master Egnoloria]";
+ mes "Give this to the human.";
+ next;
+ mes "[Master Egnoloria]";
+ mes "Talk to the guy with the weird hair.";
+ mes "He'll let you know what you should do.";
+ set job_wl,2;
+ setquest 11106;
+ close;
+ case 2:
+ mes "[Master Egnoloria]";
+ mes "Good.";
+ mes "You are a human being so that's for you.";
+ mes "kkk";
+ set job_wl,1;
+ close2;
+ warp "splendide",200,100;
+ end;
+ }
+ }
+ mes "[Master]";
+ mes "You're still quite far too low of a level to even consider this.";
+ close2;
+ warp "splendide",200,100;
+ end;
+ }
+ mes "[Assistant]";
+ mes "Huh!!! Human!?!";
+ mes "How did you enter here?";
+ mes "This is only connected with a special gate!";
+ next;
+ mes "[Assistant]";
+ mes "I don't know how...";
+ mes "But we should leave before my master spots you...!";
+ next;
+ mes "[???]";
+ mes "What's that noise out there?";
+ mes "I warned them to be quiet while I'm meditating.";
+ next;
+ mes "[Assistant]";
+ mes "Huh!?!";
+ mes "Master...";
+ mes "It's nothing...";
+ next;
+ mes "[Master]";
+ mes "Oh~ there's a human being in front of me.";
+ next;
+ mes "[Assistant]";
+ mes "Oh this thing?";
+ mes "I was just leading it out.";
+ next;
+ mes "[Master]";
+ mes "Yoop!!!";
+ next;
+ mes "[Yoop]";
+ mes "Yeap...!!";
+ next;
+ mes "[Master]";
+ mes "There's the warp portal beyond you... Is it an illusion?";
+ next;
+ mes "[Yoop]";
+ mes "Sorry!!!";
+ mes "It's my mistake...";
+ next;
+ mes "[Master]";
+ mes "Fool...";
+ mes "I'll deal with you after you send the human away.";
+ next;
+ mes "[Master]";
+ mes "MushSartas Ir Cyamar";
+ mes "UdenLo";
+ close2;
+ warp "splendide",200,100;
+ end;
+ }
+ if (job_wl == 1){
+ mes "[Assistant]";
+ mes "Human! What do you want?";
+ close;
+ }
+ if ((job_wl > 1) && (job_wl < 6)){
+ mes "[Assistant]";
+ mes "It's not me you are looking for currently.";
+ close;
+ }
+ if (job_wl == 6){
+ if(checkweight(1201,1) == 0){
+ mes "You've got too many items.";
+ mes "You'd best remove some and come back.";
+ close;
+ }
+ mes "[Yoop]";
+ mes "The test isn't that hard.";
+ mes "We can create the magic stone in the magic room.";
+ next;
+ mes "[Yoop]";
+ mes "Be careful of the monsters in the test room.";
+ mes "These are rainbow Rubies sealed with a Warlock's magic.";
+ mes "Use these during the test.";
+ next;
+ mes "[Yoop]";
+ mes "I will guide you into the magic room.";
+ set job_wl,7;
+ changequest 11109,11110;
+ getitem 12384,5; //Rainbow_Ruby_Water
+ getitem 12385,5; //Rainbow_Ruby_Fire
+ getitem 12386,5; //Rainbow_Ruby_Wind
+ getitem 12387,5; //Rainbow_Ruby_Earth
+ close2;
+ warp "job3_war01",23,20;
+ end;
+ }
+ if (job_wl == 7){
+ if(checkweight(1201,1) == 0){
+ mes "You've got too many items.";
+ mes "You'd best remove some and come back.";
+ close;
+ }
+ mes "[Assistant]";
+ mes "Would you like to try it again?";
+ mes "Let me give you more rubies.";
+ next;
+ if (countitem(12384))
+ delitem 12384,countitem(12384); //Rainbow_Ruby_Water
+ if (countitem(12385))
+ delitem 12385,countitem(12385); //Rainbow_Ruby_Fire
+ if (countitem(12386))
+ delitem 12386,countitem(12386); //Rainbow_Ruby_Wind
+ if (countitem(12387))
+ delitem 12387,countitem(12387); //Rainbow_Ruby_Earth
+ getitem 12384,5; //Rainbow_Ruby_Water
+ getitem 12385,5; //Rainbow_Ruby_Fire
+ getitem 12386,5; //Rainbow_Ruby_Wind
+ getitem 12387,5; //Rainbow_Ruby_Earth
+ close2;
+ warp "job3_war01",23,20;
+ end;
+ }
+ if (job_wl == 8){
+ mes "[Assistant]";
+ mes "You have successfully crystallized the Hollow Stone.";
+ mes "I'm sorry that I've doubted you.";
+ if (countitem(12384))
+ delitem 12384,countitem(12384); //Rainbow_Ruby_Water
+ if (countitem(12385))
+ delitem 12385,countitem(12385); //Rainbow_Ruby_Fire
+ if (countitem(12386))
+ delitem 12386,countitem(12386); //Rainbow_Ruby_Wind
+ if (countitem(12387))
+ delitem 12387,countitem(12387); //Rainbow_Ruby_Earth
+ next;
+ mes "[Assistant]";
+ mes "All of the tests are done. Now talk to Master Engoloria.";
+ mes "I'm so happy that you have succeeded.";
+ set job_wl,9;
+ changequest 11111,11112;
+ close;
+ }
+ if (job_wl == 9){
+ mes "[Assistant]";
+ mes "All of the tests are done. Now talk to Master Engoloria.";
+ mes "I'm so happy that you have succeeded.";
+ close;
+ }
+ mes "[Assistant]";
+ mes "I can feel that you have strong magic.";
+ mes "I envy you.";
+ next;
+ mes "[Assistant]";
+ mes "It deserves something special.";
+ mes "Don't abuse it.";
+ close;
+}
+
+spl_in02,78,110,5 script Assistant#Warlock3 443,{
+
+ if (job_wl < 1){
+ if (Class == Job_Wizard || Class == Job_High_Wizard || Class == Job_Baby_Wizard){
+ mes "[Assistant]";
+ mes "Huh!!! Human!?!";
+ mes "How did you enter here?";
+ mes "This is only connected with a special gate!";
+ next;
+ mes "[Assistant]";
+ mes "I don't know how...";
+ mes "But we should leave before my master spots you...!";
+ next;
+ mes "[???]";
+ mes "What's that noise out there?";
+ mes "I warned them to be quiet while I'm meditating.";
+ next;
+ mes "[Assistant]";
+ mes "Huh!?!";
+ mes "Master...";
+ mes "It's nothing...";
+ next;
+ mes "[???]";
+ mes "Oh~ there's a human being in front of me.";
+ next;
+ mes "[Assistant]";
+ mes "Oh this thing?";
+ mes "I was just leading it out.";
+ next;
+ mes "[Master]";
+ mes "Yoop!!!";
+ next;
+ mes "[Yoop]";
+ mes "Yeap...!!";
+ next;
+ mes "[Master]";
+ mes "There's the warp portal beyond you... Is it an illusion?";
+ next;
+ mes "[Yoop]";
+ mes "Sorry!!!";
+ mes "It's my mistake...";
+ next;
+ mes "[Master]";
+ mes "Fool...";
+ mes "I'll deal with you after you send the human away.";
+ next;
+ mes "[Master]";
+ mes "MushSartas Ir Cyamar";
+ mes "UdenLo";
+ next;
+ mes " - The fairy with the green hair chants a spell. - ";
+ mes " - I feel like something special surrounds me. - ";
+ specialeffect2 EF_DISPELL;
+ next;
+ mes "[Master]";
+ mes "Oh, that's interesting.";
+ mes "How dare you resist me human?";
+ next;
+ if (BaseLevel > 98){
+ mes "[Master]";
+ mes "Oh, that's interesting.";
+ mes "How dare you resist me human?";
+ next;
+ menu "I'm not sure. Who are you?",-;
+ mes "[Master]";
+ mes "I am the leader of the ^000077Warlock^000000s.";
+ mes "'^000077Sila Egnoloria^000000'";
+ mes "If you are a Wizard, it would be good of you to memorize my name.";
+ next;
+ menu "What is a ^000077Warlock^000000?",-;
+ mes "[Master Egnoloria]";
+ mes "Oh...are you interested?";
+ next;
+ mes "[Master Egnoloria]";
+ mes "A ^000077Warlock^000000 is someone who uses the magic of the giants of Jotunheim.";
+ mes "It can't be defined in any other words.";
+ next;
+ mes "[Master Egnoloria]";
+ mes "Only the strong magic can explain it.";
+ mes "kkk";
+ next;
+ menu "Could I become Warlock?",-;
+ mes "[Master Egnoloria]";
+ mes "You?";
+ mes "You wanna become a Warlock?";
+ mes "Hahaha";
+ next;
+ mes "[Master Egnoloria]";
+ mes "You're so interesting.";
+ mes "It would be difficult for a human to become a Warlock.";
+ mes "The strong power would gnaw at your weak body.";
+ next;
+ mes "[Master Egnoloria]";
+ mes "If you dare to face death, you can try to become one.";
+ next;
+ switch(select("What do I need to do?:Cancel.")){
+ case 1:
+ mes "[Master Egnoloria]";
+ mes "Are you serious?";
+ mes "You hunger for power don't you human.";
+ next;
+ mes "[Master Egnoloria]";
+ mes "The strong desire to be more powerful makes your soul more beautiful.";
+ next;
+ mes "[Master Egnoloria]";
+ mes "But, I need to check that you're qualified.";
+ next;
+ mes "[Master Egnoloria]";
+ mes "Yoop!";
+ next;
+ mes "[Yoop]";
+ mes "Yeap!!";
+ next;
+ mes "[Master Egnoloria]";
+ mes "Give this to the human.";
+ next;
+ mes "[Master Egnoloria]";
+ mes "Talk to the guy with the weird hair.";
+ mes "He'll let you know what you should do.";
+ set job_wl,2;
+ setquest 11106;
+ close;
+ case 2:
+ mes "[Master Egnoloria]";
+ mes "Good.";
+ mes "You are a human being so that's for you.";
+ mes "kkk";
+ set job_wl,1;
+ close2;
+ warp "splendide",200,100;
+ end;
+ }
+ }
+ mes "[Master]";
+ mes "You're still quite far too low of a level to even consider this.";
+ close2;
+ warp "splendide",200,100;
+ end;
+ }
+ mes "[Assistant]";
+ mes "Huh!!! Human!?!";
+ mes "How did you enter here?";
+ mes "This is only connected with a special gate!";
+ next;
+ mes "[Assistant]";
+ mes "I don't know how...";
+ mes "But we should leave before my master spots you...!";
+ next;
+ mes "[???]";
+ mes "What's that noise out there?";
+ mes "I warned them to be quiet while I'm meditating.";
+ next;
+ mes "[Assistant]";
+ mes "Huh!?!";
+ mes "Master...";
+ mes "It's nothing...";
+ next;
+ mes "[???]";
+ mes "Oh~ there's a human being in front of me.";
+ next;
+ mes "[Assistant]";
+ mes "Oh this thing?";
+ mes "I was just leading it out.";
+ next;
+ mes "[Master]";
+ mes "Yoop!!!";
+ next;
+ mes "[Yoop]";
+ mes "Yeap...!!";
+ next;
+ mes "[Master]";
+ mes "There's the warp portal beyond you... Is it an illusion?";
+ next;
+ mes "[Yoop]";
+ mes "Sorry!!!";
+ mes "It's my mistake...";
+ next;
+ mes "[Master]";
+ mes "Fool...";
+ mes "I'll deal with you after you send the human away.";
+ next;
+ mes "[Master]";
+ mes "MushSartas Ir Cyamar";
+ mes "UdenLo";
+ close2;
+ warp "splendide",200,100;
+ end;
+ }
+ if (job_wl == 1){
+ mes "[Assistant]";
+ mes "......";
+ mes "If you don't have anything to say to me, would you just leave?";
+ next;
+ switch(select("Leave:Stay")){
+ case 1:
+ mes "[Assistant]";
+ mes "Then be careful!";
+ close2;
+ warp "splendide",200,100;
+ end;
+ case 2:
+ mes "[Assistant]";
+ mes "......";
+ close;
+ }
+ }
+ if (job_wl == 2){
+ mes "[Assistant]";
+ mes "......";
+ mes "I don't have a pony-tail...";
+ next;
+ switch(select("Leave:Cancel.")){
+ case 1:
+ mes "[Assistant]";
+ mes "Then be careful.";
+ close2;
+ warp "splendide",200,100;
+ end;
+ case 2:
+ mes "[Assistant]";
+ mes "......";
+ close;
+ }
+ }
+ mes "[Assistant]";
+ mes "Please be quiet while my master is meditating.";
+ next;
+ switch(select("Leave:Cancel.")){
+ case 1:
+ mes "[Assistant]";
+ mes "Then be careful.";
+ close2;
+ warp "splendide",200,100;
+ end;
+ case 2:
+ mes "[Assistant]";
+ mes "......";
+ close;
+ }
+}
+
+spl_in02,80,108,5 script Guild Master#Warlock 465,{
+
+ if (job_wl < 1){
+ if (Class == Job_Wizard || Class == Job_High_Wizard || Class == Job_Baby_Wizard){
+ mes "[Assistant]";
+ mes "Huh!!! Human!?!";
+ mes "How did you enter here?";
+ mes "This is only connected with a special gate!";
+ next;
+ mes "[Assistant]";
+ mes "I don't know how...";
+ mes "But we should leave before my master spots you...!";
+ next;
+ mes "[???]";
+ mes "What's that noise out there?";
+ mes "I warned them to be quiet while I'm meditating.";
+ next;
+ mes "[Assistant]";
+ mes "Huh!?!";
+ mes "Master...";
+ mes "It's nothing...";
+ next;
+ mes "[Master]";
+ mes "Oh~ there's a human being in front of me.";
+ next;
+ mes "[Assistant]";
+ mes "Oh this thing?";
+ mes "I was just leading it out.";
+ next;
+ mes "[Master]";
+ mes "Yoop!!!";
+ next;
+ mes "[Yoop]";
+ mes "Yeap...!!";
+ next;
+ mes "[Master]";
+ mes "There's the warp portal beyond you... Is it an illusion?";
+ next;
+ mes "[Yoop]";
+ mes "Sorry!!!";
+ mes "It's my mistake...";
+ next;
+ mes "[Master]";
+ mes "Fool...";
+ mes "I'll deal with you after you send the human away.";
+ next;
+ mes "[Master]";
+ mes "MushSartas Ir Cyamar";
+ mes "UdenLo";
+ next;
+ mes " - The fairy with the green hair chants a spell. - ";
+ mes " - I feel like something special surrounds me. - ";
+ specialeffect2 EF_DISPELL;
+ next;
+ mes "[Master]";
+ mes "Oh, that's interesting.";
+ mes "How dare you resist me human?";
+ next;
+ if (BaseLevel > 98){
+ mes "[Master]";
+ mes "Oh, that's interesting.";
+ mes "How dare you resist me human?";
+ next;
+ menu "I'm not sure. Who are you?",-;
+ mes "[Master]";
+ mes "I am the leader of the ^000077Warlock^000000s.";
+ mes "'^000077Sila Egnoloria^000000'";
+ mes "If you are a Wizard, it would be good of you to memorize my name.";
+ next;
+ menu "What is a ^000077Warlock^000000?",-;
+ mes "[Master Egnoloria]";
+ mes "Oh...are you interested?";
+ next;
+ mes "[Master Egnoloria]";
+ mes "A ^000077Warlock^000000 is someone who uses the magic of the giants of Jotunheim.";
+ mes "It can't be defined in any other words.";
+ next;
+ mes "[Master Egnoloria]";
+ mes "Only the strong magic can explain it.";
+ mes "kkk";
+ next;
+ menu "Could I become Warlock?",-;
+ mes "[Master Egnoloria]";
+ mes "You?";
+ mes "You wanna become a Warlock?";
+ mes "Hahaha";
+ next;
+ mes "[Master Egnoloria]";
+ mes "You're so interesting.";
+ mes "It would be difficult for a human to become a Warlock.";
+ mes "The strong power would gnaw at your weak body.";
+ next;
+ mes "[Master Egnoloria]";
+ mes "If you dare to face death, you can try to become one.";
+ next;
+ switch(select("What do I need to do?:Cancel.")){
+ case 1:
+ mes "[Master Egnoloria]";
+ mes "Are you serious?";
+ mes "You hunger for power don't you human.";
+ next;
+ mes "[Master Egnoloria]";
+ mes "The strong desire to be more powerful makes your soul more beautiful.";
+ next;
+ mes "[Master Egnoloria]";
+ mes "But, I need to check that you're qualified.";
+ next;
+ mes "[Master Egnoloria]";
+ mes "Yoop!";
+ next;
+ mes "[Yoop]";
+ mes "Yeap!!";
+ next;
+ mes "[Master Egnoloria]";
+ mes "Give this to the human.";
+ next;
+ mes "[Master Egnoloria]";
+ mes "Talk to the guy with the weird hair.";
+ mes "He'll let you know what you should do.";
+ set job_wl,2;
+ setquest 11106;
+ close;
+ case 2:
+ mes "[Master Egnoloria]";
+ mes "Good.";
+ mes "You are a human being so that's for you.";
+ mes "kkk";
+ set job_wl,1;
+ close2;
+ warp "splendide",200,100;
+ end;
+ }
+ }
+ mes "[Master]";
+ mes "You're still quite far too low of a level to even consider this.";
+ close2;
+ warp "splendide",200,100;
+ end;
+ }
+ mes "[Assistant]";
+ mes "Huh!!! Human!?!";
+ mes "How did you enter here?";
+ mes "This is only connected with a special gate!";
+ next;
+ mes "[Assistant]";
+ mes "I don't know how...";
+ mes "But we should leave before my master spots you...!";
+ next;
+ mes "[???]";
+ mes "What's that noise out there?";
+ mes "I warned them to be quiet while I'm meditating.";
+ next;
+ mes "[Assistant]";
+ mes "Huh!?!";
+ mes "Master...";
+ mes "It's nothing...";
+ next;
+ mes "[Master]";
+ mes "Oh~ there's a human being in front of me.";
+ next;
+ mes "[Assistant]";
+ mes "Oh this thing?";
+ mes "I was just leading it out.";
+ next;
+ mes "[Master]";
+ mes "Yoop!!!";
+ next;
+ mes "[Yoop]";
+ mes "Yeap...!!";
+ next;
+ mes "[Master]";
+ mes "There's the warp portal beyond you... Is it an illusion?";
+ next;
+ mes "[Yoop]";
+ mes "Sorry!!!";
+ mes "It's my mistake...";
+ next;
+ mes "[Master]";
+ mes "Fool...";
+ mes "I'll deal with you after you send the human away.";
+ next;
+ mes "[Master]";
+ mes "MushSartas Ir Cyamar";
+ mes "UdenLo";
+ close2;
+ warp "splendide",200,100;
+ end;
+ }
+ if (job_wl == 1){
+ mes "[Master Egnoloria]";
+ mes "Do you have something to ask me?";
+ next;
+ switch(select("How can I be a Warlock?:Cancel.")){
+ case 1:
+ mes "[Master Egnoloria]";
+ mes "Are you serious?";
+ mes "You hunger for power don't you human.";
+ next;
+ mes "[Master Egnoloria]";
+ mes "The strong desire to be more powerful makes your soul more beautiful.";
+ next;
+ mes "[Master Egnoloria]";
+ mes "But, I need to check that you're qualified.";
+ next;
+ mes "[Master Egnoloria]";
+ mes "Yoop!";
+ next;
+ mes "[Yoop]";
+ mes "Yeap!!";
+ next;
+ mes "[Master Egnoloria]";
+ mes "Give this to the human.";
+ next;
+ mes "[Master Egnoloria]";
+ mes "Talk to the guy with the weird hair.";
+ mes "He'll let you know what you should do.";
+ set job_wl,2;
+ setquest 11106;
+ close;
+ case 2:
+ mes "[Master Egnoloria]";
+ mes "Good.";
+ mes "You are a human being so that's for you.";
+ mes "kkk";
+ close2;
+ warp "splendide",200,100;
+ end;
+ }
+ }
+ if (job_wl == 2){
+ mes "[Master Egnoloria]";
+ mes "I'm meditating, I said talk to Yoop ok.";
+ mes "Yoop has a funny pony-tail.";
+ mes "And don't disturb me.";
+ close;
+ }
+ if (job_wl == 3 || job_wl == 4){
+ mes "[Master Egnoloria]";
+ mes "......";
+ next;
+ mes "[Assistant]";
+ mes "Master is meditating.";
+ mes "Be quiet.";
+ close;
+ }
+ if (job_wl == 5){
+ mes "[Master Egnoloria]";
+ mes "I've heard from Yoop that a very useful stone can be created.";
+ mes "Kkk.";
+ next;
+ mes "[Master Egnoloria]";
+ mes "It can be used to make magical jewelry that can cast powerful magic.";
+ next;
+ mes "[Master Egnoloria]";
+ mes "Yoop.";
+ next;
+ mes "[Yoop]";
+ mes "Yeap, Master!";
+ next;
+ mes "[Master Egnoloria]";
+ mes "Please take him to the magical room.";
+ next;
+ mes "[Yoop]";
+ mes "Yup, Master.";
+ mes "Please follow me.";
+ emotion e_ic,"Assistant#Warlock2";
+ set job_wl,6;
+ changequest 11108,11109;
+ close;
+ }
+ if ((job_wl > 5) && (job_wl < 9)){
+ mes "[Master Egnoloria]";
+ mes "......";
+ next;
+ mes "[Yoop]";
+ mes "My master is meditating now, please follow me.";
+ close;
+ }
+ if (job_wl == 9){
+ if (BaseLevel == 99){
+ if(checkweight(1201,1) == 0){
+ mes "You've got too many items.";
+ mes "Please come back after reducing the number of items you have.";
+ close;
+ }
+ if (SkillPoint != 0) {
+ mes "[Master Egnoloria]";
+ //Custom Translation
+ mes "Unless you like being your current job, you should use all your skill points.";
+ close;
+ }
+ if (Class == Job_Baby_Wizard){
+ mes "[Master Egnoloria]";
+ mes "Beautiful light...";
+ mes "Don't make me disappointed at you...";
+ next;
+ mes "[Master Egnoloria]";
+ mes "You have become a member of the Warlocks.";
+ mes "Be proud.";
+ next;
+ mes "[Master Egnoloria]";
+ mes "This crystallized magical stone will keep you safe.";
+ set job_wl,10;
+ jobchange Job_Baby_Warlock;
+ completequest 11112;
+ getitem 5753,1; //Magic_Stone_Hat
+ getitem 2795,1; //Green_Apple_Ring
+ close;
+ }
+ if (Class == Job_Wizard){
+ mes "[Master Egnoloria]";
+ mes "Beautiful light...";
+ mes "Don't make me disappointed at you...";
+ next;
+ mes "[Master Egnoloria]";
+ mes "You have become a member of the Warlocks.";
+ mes "Be proud.";
+ next;
+ mes "[Master Egnoloria]";
+ mes "This crystallized magical stone will keep you safe.";
+ set job_wl,10;
+ jobchange Job_Warlock;
+ completequest 11112;
+ getitem 5753,1; //Magic_Stone_Hat
+ getitem 2795,1; //Green_Apple_Ring
+ close;
+ }
+ if(Class == Job_High_Wizard){
+ if ((JobLevel > 49) && (JobLevel < 60)){
+ mes "[Master Egnoloria]";
+ mes "Beautiful light...";
+ mes "Don't make me disappointed at you...";
+ next;
+ mes "[Master Egnoloria]";
+ mes "You have become a member of the Warlocks.";
+ mes "Be proud.";
+ next;
+ mes "[Master Egnoloria]";
+ mes "This crystallized magical stone will keep you safe.";
+ set job_wl,11;
+ jobchange Job_Warlock_T;
+ completequest 11112;
+ getitem 5753,1; //Magic_Stone_Hat
+ getitem 2795,1; //Green_Apple_Ring
+ close;
+ }else if ((JobLevel > 59) && (JobLevel < 70)){
+ mes "[Master Egnoloria]";
+ mes "Beautiful light...";
+ mes "Don't make me disappointed at you...";
+ next;
+ mes "[Master Egnoloria]";
+ mes "You have become a member of the Warlocks.";
+ mes "Be proud.";
+ next;
+ mes "[Master Egnoloria]";
+ mes "This crystallized magical stone will keep you safe.";
+ set job_wl,12;
+ jobchange Job_Warlock_T;
+ completequest 11112;
+ getitem 5753,1; //Magic_Stone_Hat
+ getitem 2795,1; //Green_Apple_Ring
+ close;
+ }else if (JobLevel == 70){
+ mes "[Master Egnoloria]";
+ mes "Beautiful light...";
+ mes "Don't make me disappointed at you...";
+ next;
+ mes "[Master Egnoloria]";
+ mes "You have become a member of the Warlocks.";
+ mes "Be proud.";
+ next;
+ mes "[Master Egnoloria]";
+ mes "This crystallized magical stone will keep you safe.";
+ set job_wl,13;
+ jobchange Job_Warlock_T;
+ completequest 11112;
+ getitem 5753,1; //Magic_Stone_Hat
+ getitem 2795,1; //Green_Apple_Ring
+ close;
+ }
+ }
+ mes "[Master Egnoloria]";
+ //Custom Translation
+ mes "Ah......?";
+ close;
+ }
+ mes "[Master Egnoloria]";
+ //Custom Translation
+ mes "Ah......?";
+ mes "How come you've made it this far...";
+ close;
+ }
+ if (job_wl > 9){
+ mes "[Master Egnoloria]";
+ mes "How are you adjusting to the power of a Warlocks?";
+ mes "If you get careless, you will be overthrown by your own power.";
+ close;
+ }
+}
+
+job3_war01,22,22,7 script Yoop#WRR 439,{
+
+ mes "[Yoop]";
+ mes "If you ask Ebein to be sent to the magical room, he would send you there.";
+ mes "wait in the queue to enter the Chamber of Magic.";
+ close;
+}
+
+job3_war01,29,25,0 script Ebein#WRR 437,{
+
+ mes "[Ebein]";
+ mes "Would you like to take a test?";
+ mes "If you stand by in the waiting room, you'll be able to go into the Chamber of Magic.";
+ next;
+ mes "[Ebein]";
+ mes "If there're others inside the room, you just need to wait for a while.";
+ next;
+ switch(select("Go to the waiting room.:Go outside.")){
+ case 1:
+ mes "[Ebein]";
+ mes "Then please enter the room yourself.";
+ mes "Make sure you have enough potions to survive the test as the monsters are very powerful in the Chamber.";
+ close;
+ case 2:
+ mes "[Ebein]";
+ mes "......";
+ mes "Then I will send you outside.";
+ mes "Bye...";
+ close2;
+ warp "spl_in02",79,102;
+ end;
+ }
+end;
+
+}
+
+job3_war01,29,25,5 script The chamber of magic 437,{
+ end;
+
+OnInit:
+ disablenpc "The chamber of magic";
+ waitingroom "The chamber of magic",20,"The chamber of magic::OnStartArena",1;
+ enablewaitingroomevent;
+ end;
+
+OnStartArena:
+ warpwaitingpc "job3_war02",29,25;
+ donpcevent "The chamber of magic#W::OnEnable";
+ initnpctimer;
+ disablewaitingroomevent;
+ end;
+
+OnTimer10000:
+ if(getmapusers("job3_war02")==0)
+ {
+ donpcevent "The chamber of magic#W::OnResetNPC";
+ donpcevent "The chamber of magic#W2::OnResetNPC";
+ donpcevent "The chamber of magic#W3::OnResetNPC";
+ donpcevent "Hollow Stone#W::OnResetNPC";
+ stopnpctimer;
+ enablewaitingroomevent;
+ end;
+ }
+ initnpctimer;
+end;
+
+OnEnable:
+ enablewaitingroomevent;
+ end;
+
+OnDisable:
+ disablewaitingroomevent;
+ end;
+}
+
+job3_war02,1,1,0 script The chamber of magic#W 66,{
+ end;
+
+OnInit:
+ disablenpc "The chamber of magic#W";
+ end;
+
+OnEnable:
+ enablenpc "The chamber of magic#W";
+ monster "job3_war02",23,32,"Magic Monster",2047,1,"The chamber of magic#W::OnMyMobDead";
+ monster "job3_war02",23,21,"Magic Monster",2048,1,"The chamber of magic#W::OnMyMobDead";
+ monster "job3_war02",34,32,"Magic Monster",2049,1,"The chamber of magic#W::OnMyMobDead";
+ monster "job3_war02",34,21,"Magic Monster",2050,1,"The chamber of magic#W::OnMyMobDead";
+ monster "job3_war02",23,32,"Magic Monster",2047,1,"The chamber of magic#W::OnMyMobDead";
+ monster "job3_war02",23,21,"Magic Monster",2048,1,"The chamber of magic#W::OnMyMobDead";
+ monster "job3_war02",34,32,"Magic Monster",2049,1,"The chamber of magic#W::OnMyMobDead";
+ monster "job3_war02",34,21,"Magic Monster",2050,1,"The chamber of magic#W::OnMyMobDead";
+ set .MyMobCount,8;
+ initnpctimer;
+ end;
+
+OnReset:
+ killmonster "job3_war02","The chamber of magic#W::OnMyMobDead";
+ end;
+
+OnDisable:
+ disablenpc "The chamber of magic#W";
+ end;
+
+OnMyMobDead:
+ set .MyMobCount,.MyMobCount-1;
+ if(.MyMobCount < 1){
+ stopnpctimer;
+ mapannounce "job3_war02","The Monster Invasion has been stopped.",bc_map;
+ donpcevent "The chamber of magic#W2::OnEnable";
+ }
+ end;
+
+OnTimer3000:
+ mapannounce "job3_war02","A Magical Power fragment has been created in the Magic Chamber Room.",bc_map;
+ end;
+
+OnTimer4000:
+ mapannounce "job3_war02","Defend this room from monsters for 5 minutes.",bc_map;
+ end;
+
+OnTimer5000:
+ mapannounce "job3_war02","Destroy all the monsters, and the Chamber will stabilize.",bc_map;
+ end;
+
+OnTimer63000:
+ mapannounce "job3_war02","There's 4 min left to stabilize the chamber....",bc_map;
+ end;
+
+OnTimer123000:
+ mapannounce "job3_war02","There's 3 min left to stabilize the chamber....",bc_map;
+ end;
+
+OnTimer183000:
+ mapannounce "job3_war02","There's 2 min left to stabilize the chamber....",bc_map;
+ end;
+
+OnTimer243000:
+ mapannounce "job3_war02","There's 1 min left to stabilize the chamber....",bc_map;
+ end;
+
+OnTimer273000:
+ mapannounce "job3_war02","There's 30 seconds left to stabilize the chamber....",bc_map;
+ end;
+
+OnTimer283000:
+ mapannounce "job3_war02","There's 20 seconds left to stabilize the chamber....",bc_map;
+ end;
+
+OnTimer293000:
+ mapannounce "job3_war02","There's 10 seconds left to stabilize the chamber....",bc_map;
+ end;
+
+OnTimer303000:
+ mapannounce "job3_war02", "The magic stabilization has failed. The fragment has lost it's power.",bc_map; // custom translation.
+ donpcevent "The chamber of magic#W::OnReset";
+ donpcevent "The chamber of magic#W2::OnReset";
+ donpcevent "The chamber of magic#W3::OnReset";
+ end;
+
+OnTimer304000:
+ mapwarp "job3_war02","spl_in02",79,102;
+ end;
+
+OnTimer305000:
+ donpcevent "The chamber of magic#W::OnDisable";
+ donpcevent "The chamber of magic#W2::OnDisable";
+ donpcevent "The chamber of magic#W3::OnDisable";
+ donpcevent "The chamber of magic::OnEnable";
+ stopnpctimer;
+ end;
+
+OnResetNPC:
+ donpcevent "The chamber of magic#W::OnReset";
+ donpcevent "The chamber of magic#W2::OnReset";
+ donpcevent "The chamber of magic#W3::OnReset";
+ donpcevent "The chamber of magic#W::OnDisable";
+ donpcevent "The chamber of magic#W2::OnDisable";
+ donpcevent "The chamber of magic#W3::OnDisable";
+ stopnpctimer "The chamber of magic#W";
+end;
+}
+
+job3_war02,1,2,0 script The chamber of magic#W2 66,{
+ end;
+
+OnInit:
+ disablenpc "The chamber of magic#W2";
+ end;
+
+OnEnable:
+ enablenpc "The chamber of magic#W2";
+ monster "job3_war02",23,32,"Magic Monster",2047,1,"The chamber of magic#W2::OnMyMobDead";
+ monster "job3_war02",23,21,"Magic Monster",2048,1,"The chamber of magic#W2::OnMyMobDead";
+ monster "job3_war02",34,32,"Magic Monster",2049,1,"The chamber of magic#W2::OnMyMobDead";
+ monster "job3_war02",34,21,"Magic Monster",2050,1,"The chamber of magic#W2::OnMyMobDead";
+ monster "job3_war02",23,32,"Magic Monster",2047,1,"The chamber of magic#W2::OnMyMobDead";
+ monster "job3_war02",23,21,"Magic Monster",2048,1,"The chamber of magic#W2::OnMyMobDead";
+ monster "job3_war02",34,32,"Magic Monster",2049,1,"The chamber of magic#W2::OnMyMobDead";
+ monster "job3_war02",34,21,"Magic Monster",2050,1,"The chamber of magic#W2::OnMyMobDead";
+ set .MyMobCount,8;
+ initnpctimer;
+ end;
+
+OnReset:
+ killmonster "job3_war02","The chamber of magic#W2::OnMyMobDead";
+ end;
+
+OnDisable:
+ disablenpc "The chamber of magic#W2";
+ end;
+
+OnMyMobDead:
+ set .MyMobCount,.MyMobCount-1;
+ if(.MyMobCount < 1){
+ stopnpctimer;
+ mapannounce "job3_war02","The Monster Invasion has been stopped.",bc_map;
+ donpcevent "The chamber of magic#W3::OnEnable";
+ }
+ end;
+
+OnTimer4000:
+ mapannounce "job3_war02","Defend this room from monsters for 5 minutes.",bc_map;
+ end;
+
+OnTimer5000:
+ mapannounce "job3_war02","Destroy all the monsters, and the Chamber will stabilize.",bc_map;
+ end;
+
+OnTimer63000:
+ mapannounce "job3_war02","There's 4 min left to stabilize the chamber....",bc_map;
+ end;
+
+OnTimer123000:
+ mapannounce "job3_war02","There's 3 min left to stabilize the chamber....",bc_map;
+ end;
+
+OnTimer183000:
+ mapannounce "job3_war02","There's 2 min left to stabilize the chamber....",bc_map;
+ end;
+
+OnTimer243000:
+ mapannounce "job3_war02","There's 1 min left to stabilize the chamber....",bc_map;
+ end;
+
+OnTimer273000:
+ mapannounce "job3_war02","There's 30 seconds left to stabilize the chamber....",bc_map;
+ end;
+
+OnTimer283000:
+ mapannounce "job3_war02","There's 20 seconds left to stabilize the chamber....",bc_map;
+ end;
+
+OnTimer293000:
+ mapannounce "job3_war02","There's 10 seconds left to stabilize the chamber....",bc_map;
+ end;
+
+OnTimer303000:
+ mapannounce "job3_war02","The magic stabilization has failed. The fragment has lost it's power.",bc_map; // custom translation.
+ donpcevent "The chamber of magic#W::OnReset";
+ donpcevent "The chamber of magic#W2::OnReset";
+ donpcevent "The chamber of magic#W3::OnReset";
+ end;
+
+OnTimer304000:
+ mapwarp "job3_war02", "spl_in02",79,102;
+ end;
+
+OnTimer305000:
+ donpcevent "The chamber of magic#W::OnDisable";
+ donpcevent "The chamber of magic#W2::OnDisable";
+ donpcevent "The chamber of magic#W3::OnDisable";
+ donpcevent "The chamber of magic::OnEnable";
+ stopnpctimer;
+ end;
+
+
+OnResetNPC:
+ donpcevent "The chamber of magic#W::OnReset";
+ donpcevent "The chamber of magic#W2::OnReset";
+ donpcevent "The chamber of magic#W3::OnReset";
+ donpcevent "The chamber of magic#W::OnDisable";
+ donpcevent "The chamber of magic#W2::OnDisable";
+ donpcevent "The chamber of magic#W3::OnDisable";
+ stopnpctimer "The chamber of magic#W2";
+end;
+
+}
+
+job3_war02,1,3,0 script The chamber of magic#W3 66,{
+ end;
+
+OnInit:
+ disablenpc "The chamber of magic#W3";
+ end;
+
+OnEnable:
+ enablenpc "The chamber of magic#W3";
+ monster "job3_war02",23,32,"Magic Monster",1002,1,"The chamber of magic#W3::OnMyMobDead";
+ monster "job3_war02",23,21,"Magic Monster",1002,1,"The chamber of magic#W3::OnMyMobDead";
+ monster "job3_war02",34,32,"Magic Monster",1002,1,"The chamber of magic#W3::OnMyMobDead";
+ monster "job3_war02",34,21,"Magic Monster",1002,1,"The chamber of magic#W3::OnMyMobDead";
+ monster "job3_war02",23,32,"Magic Monster",1002,1,"The chamber of magic#W3::OnMyMobDead";
+ monster "job3_war02",23,21,"Magic Monster",1002,1,"The chamber of magic#W3::OnMyMobDead";
+ monster "job3_war02",34,32,"Magic Monster",1002,1,"The chamber of magic#W3::OnMyMobDead";
+ monster "job3_war02",34,21,"Magic Monster",1002,1,"The chamber of magic#W3::OnMyMobDead";
+ set .MyMobCount,8;
+ initnpctimer;
+ end;
+
+OnReset:
+ killmonster "job3_war02","The chamber of magic#W3::OnMyMobDead";
+ end;
+
+OnDisable:
+ disablenpc "The chamber of magic#W3";
+ end;
+
+OnMyMobDead:
+ set .MyMobCount,.MyMobCount-1;
+ if(.MyMobCount < 1){
+ stopnpctimer;
+ mapannounce "job3_war02","The Monster Invasion has been stopped.",bc_map;
+ donpcevent "Hollow Stone#W::OnEnable";
+ }
+ end;
+
+OnTimer4000:
+ mapannounce "job3_war02", "Defend this room from monsters for 1 min.",bc_map;
+ end;
+
+OnTimer5000:
+ mapannounce "job3_war02", "Destroy all the monsters, and the Chamber will stabilize.",bc_map;
+ end;
+
+OnTimer33000:
+ mapannounce "job3_war02", "There's 30 seconds left to stabilize the chamber....",bc_map;
+ end;
+
+OnTimer43000:
+ mapannounce "job3_war02", "There's 20 seconds left to stabilize the chamber....",bc_map;
+ end;
+
+OnTimer53000:
+ mapannounce "job3_war02", "There's 10 seconds left to stabilize the chamber....",bc_map;
+ end;
+
+OnTimer58000:
+ mapannounce "job3_war02", "There's 5 seconds left to stabilize the chamber....",bc_map;
+ end;
+
+OnTimer63000:
+ mapannounce "job3_war02", "The magic stabilization has failed. The fragment has lost it's power.",bc_map; // custom translation.
+ donpcevent "The chamber of magic#W::OnReset";
+ donpcevent "The chamber of magic#W2::OnReset";
+ donpcevent "The chamber of magic#W3::OnReset";
+ end;
+
+OnTimer64000:
+ mapwarp "job3_war02","spl_in02",79,102;
+ end;
+
+OnTimer65000:
+ donpcevent "The chamber of magic#W::OnDisable";
+ donpcevent "The chamber of magic#W2::OnDisable";
+ donpcevent "The chamber of magic#W3::OnDisable";
+ donpcevent "The chamber of magic::OnEnable";
+ stopnpctimer;
+ end;
+
+
+OnResetNPC:
+ donpcevent "The chamber of magic#W::OnReset";
+ donpcevent "The chamber of magic#W2::OnReset";
+ donpcevent "The chamber of magic#W3::OnReset";
+ donpcevent "The chamber of magic#W::OnDisable";
+ donpcevent "The chamber of magic#W2::OnDisable";
+ donpcevent "The chamber of magic#W3::OnDisable";
+ stopnpctimer "The chamber of magic#W3";
+end;
+}
+
+job3_war02,1,4,0 script Hollow Stone#W 66,{
+ end;
+
+OnInit:
+ disablenpc "Hollow Stone#W";
+ end;
+
+OnEnable:
+ enablenpc "Hollow Stone#W";
+ donpcevent "The chamber of magic#W::OnReset";
+ donpcevent "The chamber of magic#W::OnDisable";
+ donpcevent "The chamber of magic#W2::OnReset";
+ donpcevent "The chamber of magic#W2::OnDisable";
+ donpcevent "The chamber of magic#W3::OnReset";
+ donpcevent "The chamber of magic#W3::OnDisable";
+ monster "job3_war02",29,27,"Hollow Stone",2035,1,"Hollow Stone#W::OnMyMobDead";
+ initnpctimer;
+ end;
+
+OnReset:
+ killmonster "job3_war02","Hollow Stone#W::OnMyMobDead";
+ end;
+
+OnDisable:
+ disablenpc "Hollow Stone#W";
+ end;
+
+OnMyMobDead:
+ mapannounce "job3_war02","The Hollow Stone is Crystallized with enough magic power.",bc_map; // custom translation
+ set job_wl,8;
+ changequest 11110,11111;
+ donpcevent "Hollow Stone#W::OnReset";
+ donpcevent "Hollow Stone#W::OnDisable";
+ stopnpctimer;
+ donpcevent "Ebein#E::OnEnable";
+ donpcevent "Ebein#E2::OnEnable";
+ end;
+
+OnTimer1000:
+ mapannounce "job3_war02","The Hollow Stone needs to be crystallized with magic.",bc_map;
+ end;
+
+OnTimer2000:
+ mapannounce "job3_war02","The Hollow Stone will absorb any magic thrown at it.",bc_map;
+ end;
+
+OnTimer3000:
+ mapannounce "job3_war02","You have 10 minutes to crystallize the Hollow Stone your magic.",bc_map;
+ end;
+
+OnTimer303000:
+ mapannounce "job3_war02","There's 5 min left to crystallize the stone....",bc_map;
+ end;
+
+OnTimer363000:
+ mapannounce "job3_war02","There's 4 min left to crystallize the stone....",bc_map;
+ end;
+
+OnTimer423000:
+ mapannounce "job3_war02","There's 3 min left to crystallize the stone....",bc_map;
+ end;
+
+OnTimer483000:
+ mapannounce "job3_war02","There's 2 min left to crystallize the stone....",bc_map;
+ end;
+
+OnTimer543000:
+ mapannounce "job3_war02","There's 1 min left to crystallize the stone....",bc_map;
+ end;
+
+OnTimer573000:
+ mapannounce "job3_war02","There's 30 seconds left to crystallize the stone....",bc_map;
+ end;
+
+OnTimer583000:
+
+ mapannounce "job3_war02","There's 20 seconds left to crystallize the stone....",bc_map;
+ end;
+
+OnTimer593000:
+ mapannounce "job3_war02","There's 10 seconds left to crystallize the stone....",bc_map;
+ end;
+
+
+OnTimer603000:
+ mapannounce "job3_war02","The Hollow Stone Crystalization has failed.",bc_map;
+ donpcevent "Hollow Stone#W::OnReset";
+ end;
+
+OnTimer605000:
+ mapwarp "job3_war02","spl_in02",79,102;
+ end;
+
+OnTimer607000:
+ donpcevent "Hollow Stone#W::OnDisable";
+ stopnpctimer;
+ donpcevent "The chamber of magic::OnEnable";
+ end;
+
+OnResetNPC:
+ donpcevent "Hollow Stone#W::OnReset";
+ donpcevent "Hollow Stone#W::OnDisable";
+ stopnpctimer "Hollow Stone#W";
+end;
+}
+
+job3_war01,1,1,0 script Ebein#E 66,{
+ end;
+
+OnInit:
+ disablenpc "Ebein#E";
+ end;
+
+OnEnable:
+ initnpctimer;
+ enablenpc "Ebein#E";
+ end;
+
+OnDisable:
+ disablenpc "Ebein#E";
+ end;
+
+OnTimer2000:
+ mapannounce "job3_war02","Congratulations! You've successfully made a magic crystal.",bc_map; //Custom translation
+ end;
+
+OnTimer3000:
+ mapannounce "job3_war02","The Magic Chamber is starting to fill with magic power.",bc_map;
+ end;
+
+OnTimer6000:
+ donpcevent "Ebein#E::OnDisable";
+ stopnpctimer;
+ donpcevent "The chamber of magic::OnEnable";
+ end;
+
+}
+
+job3_war02,1,1,0 script Ebein#E2 66,{
+ end;
+
+OnInit:
+ disablenpc "Ebein#E2";
+ end;
+
+OnEnable:
+ initnpctimer;
+ enablenpc "Ebein#E2";
+ end;
+
+OnDisable:
+ disablenpc "Ebein#E2";
+ end;
+
+OnTimer3000:
+ mapannounce "job3_war02","Congratulations! You've successfully made a magic crystal.",bc_map; //Custom translation
+ end;
+
+OnTimer5000:
+ mapannounce "job3_war02","The Magic Chamber is starting to fill with magic power.",bc_map;
+ mapwarp "job3_war02","spl_in02",79,102;
+ end;
+
+OnTimer6000:
+ donpcevent "Ebein#E2::OnDisable";
+ stopnpctimer;
+ end;
+}
+
+/*
+job3_war01,1,2,0 script ??? 66,{
+ switch(select("?????:?????:??????:??????:??????:??????:??")) {
+ case 1:
+ mes "??????";
+ donpcevent "??? ?::OnEnable";
+ close;
+ case 2:
+ mes "??????";
+ donpcevent "??? ?::OnDisable";
+ close;
+ case 3:
+ mes "??? ? ???";
+ donpcevent "??? ?#?????::OnEnable";
+ close;
+ case 4:
+ mes "??? ? ???";
+ donpcevent "??? ?#?????::OnReset";
+ donpcevent "??? ?#?????::OnDisable";
+ donpcevent "??? ?#?????2::OnReset";
+ donpcevent "??? ?#?????2::OnDisable";
+ donpcevent "??? ?#?????3::OnReset";
+ donpcevent "??? ?#?????3::OnDisable";
+ close;
+ case 5:
+ mes "??? ? ???";
+ donpcevent "??? ?#?????::OnEnable";
+ close;
+ case 6:
+ mes "??? ? ???";
+ donpcevent "??? ?#?????::OnReset";
+ donpcevent "??? ?#?????::OnDisable";
+ close;
+ case 7:
+ close;
+ }
+}
+*/ \ No newline at end of file
diff --git a/npc/pre-re/jobs/3-2/genetic.txt b/npc/pre-re/jobs/3-2/genetic.txt
new file mode 100644
index 000000000..435f6fa15
--- /dev/null
+++ b/npc/pre-re/jobs/3-2/genetic.txt
@@ -0,0 +1,1471 @@
+//===== rAthena Script =======================================
+// Genetic Job change Quest
+//===== By: ==================================================
+//= Masao
+//= Credits: Muad_Dib & Aeomin
+//===== Current Version: =====================================
+//= 1.1
+//===== Compatible With: =====================================
+//= Any rAthena SVN
+//===== Description: =========================================
+//= [AEGIS Conversion]
+//= Job change Quest from Alchemist / Creator -> Genetic.
+//===== Additional Comments: =================================
+//= 1.0 First Version.
+//= 1.1 Fixed Scatter Stuff NPC's - [JayPee].
+//============================================================
+
+alde_alche,35,186,5 script Alchemist Union Member 805,{
+
+ if ((BaseLevel == 99) && (JobLevel > 49)){
+ if (Class == Job_Alchemist || Class == Job_Creator || Job_Baby_Alchemist){
+ if (SkillPoint == 0){
+ if (job_gen == 0){
+ mes "[Alchemist Union Member]";
+ mes "Our Alchemist Union brings up many junior alchemists with various promotions and investigations.";
+ next;
+ mes "[Alchemist Union Member]";
+ mes "They have spread to all corners of Rune-Midgart and were active in many fields like sciences or special item production methods.";
+ next;
+ mes "[Alchemist Union Member]";
+ mes "We call the members of our new union ^3131FF'Geneticists'^000000.";
+ next;
+ mes "[Alchemist Union Member]";
+ mes "Geneticists are the ones who have reached their peak potential in the world of Alchemy. They are the ones who currently spearhead alchemy throughout all of Rune-Midgart.";
+ next;
+ mes "[Alchemist Union Member]";
+ mes "I see you have a certain level of experience in this area. Perhaps you would like to meet other geneticists?";
+ next;
+ mes "[Alchemist Union Member]";
+ mes "Just recently, an research paper from a geneticist caused a sensation.";
+ mes "Someone experienced like yourself, would understand her research, and would be able to discuss it with her, right?";
+ next;
+ mes "[Alchemist Union Member]";
+ mes "Maybe her research results can be of benefit to your research, and with some luck you could become a geneticist too!";;
+ next;
+ mes "[Alchemist Union Member]";
+ mes "What do you think? Would you like to meet this geneticist?";
+ next;
+ switch(select("Meet with her.:Don't meet with her.")){
+ case 1:
+ mes "[Alchemist Union Member]";
+ mes "Wise choice!";
+ mes "The infamous geneticist 'Devries'.";
+ next;
+ mes "[Alchemist Union Member]";
+ mes "You can find her in the Alchemy Lab at the western part of Lighthalzen. There is also another geneticist studying weaponry there, you might want to pay her a visit too.";
+ set job_gen,1;
+ setquest 2215;
+ close;
+ case 2:
+ mes "[Alchemist Union Member]";
+ mes "Aren't you interested in the study of life?";
+ close;
+ }
+ }
+ mes "[Alchemist Union Member]";
+ mes "The geneticist causing academic sensation is studying at the Alchemy Lab in the western part of Lighthalzen.";
+ mes "If you are interested, go meet with her.";
+ close;
+ }
+ mes "[Alchemist Union Member]";
+ mes "- You still have unused skill points. Come back when you have used all of them.";
+ close;
+ }
+ }
+ mes "[Alchemist Union Member]";
+ mes "Our Alchemist Union brings up many junior alchemists with various promotions and investigations.";
+ next;
+ mes "[Alchemist Union Member]";
+ mes "They have spread to all corners of Rune-Midgart and were active in many fields like sciences or special item production methods.";
+ next;
+ mes "[Alchemist Union Member]";
+ mes "We call the members of our new union ^3131FF'Geneticists'^000000.";
+ next;
+ mes "[Alchemist Union Member]";
+ mes "Geneticists are the ones who have reached their peak potential in the world of Alchemy. They are the ones who currently spearhead alchemy throughout all of Rune-Midgart.";
+ close;
+}
+
+job3_gen01,25,58,3 script Devries#gen 865,{
+
+ if (SkillPoint == 0){
+ if (job_gen == 1){
+ mes "[Devries]";
+ mes "Argh. The bloodsucking plant sample C is withering again.";
+ mes "Should I change the ingredient of the growth care?";
+ mes "Hey please cheer up soon!";
+ next;
+ mes "[Devries]";
+ mes "Eh? This is the first time we meet, right?";
+ mes "Looking at your clothing, could you be a fellow alchemist?";
+ next;
+ mes "[Devries]";
+ mes "Recently the number of young alchemists is increasing, but very few have the passion to study and do research!";
+ next;
+ mes "[Devries]";
+ mes "Take a look at this, this bomb is very powerful! But my Poison Spores are more beautiful! I have lots of goodies!";
+ next;
+ mes "[Devries]";
+ mes "Although the Alchemist Union said that they support their researchers, but all of my hard work only got me this 'Easy to Plant Mushroom'!";
+ next;
+ mes "[Devries]";
+ mes "Somehow mushrooms spread over the entire lab! I even find spores all over my house!";
+ next;
+ menu "You have a weird accent.",-;
+ mes "[Devries]";
+ mes "I am from Rune-Midgart!";
+ mes "Have you ever been to the Rune-Midgarts Kingdom? Everyone in Rune-Midgart speaks like this.";
+ next;
+ switch(select("Really?!:I'm from Rune-Midgart too.")){
+ case 1:
+ mes "[Devries]";
+ mes "Really?";
+ mes "Do you come from a Rune-Midgart village?";
+ mes "My village is very big, everyone there speaks with this accent.";
+ next;
+ break;
+ case 2:
+ emotion e_lv;
+ mes "[Devries]";
+ mes "Ah! No wonder you look so familiar.";
+ mes "I am happy to meet a fellow Rune-Midgartian here in the Schwartzvalt Republic!";
+ next;
+ break;
+ }
+ mes "- Bang Bang Bang -";
+ next;
+ emotion e_ag;
+ mes "[Devries]";
+ mes "Aaaghh! It's that woman again!";
+ next;
+ menu "What is that noise?",-;
+ mes "[Devries]";
+ mes "That's my classmate, Demi Calberine. That noise is from her experiments.";
+ mes "Demi is an mini cannon specialist, she always makes a lot of noise.";
+ next;
+ emotion e_sob;
+ mes "[Devries]";
+ mes "Look!";
+ mes "My mushrooms and plants are scared!";
+ mes "I can't even concentrate on my research. This is so annoying!!";
+ next;
+ mes "- Kala Kala -";
+ next;
+ mes "[Devries]";
+ mes "Whenever I am in a bad mood, I need to eat some of Orleans cookies.";
+ next;
+ mes "[Devries]";
+ mes "It's a luxury cookie from Prontera. When I put one in my mouth it reminds me of Asgard.";
+ mes "When I finish eating a delicious cookie, the noise from Demi Calberine just goes away.";
+ next;
+ mes "[Devries]";
+ mes "Would you like one?";
+ mes "Aw, I already ate the last one.";
+ next;
+ mes "[Devries]";
+ mes "But that's okay! I have a few boxes in my room on the second floor.";
+ mes "Because of the temptation, I've bought a large amount, hehehe.";
+ next;
+ mes "- Ke Ke Ke Ke Ke Ke Ke -";
+ specialeffect EF_ENDURE;
+ next;
+ specialeffect EF_REPAIRWEAPON;
+ mes "- Ke Ke Ke Ke! Ke Ke Ke Ke Ke Ke!!! -";
+ next;
+ specialeffect EF_CRASHEARTH;
+ mes "- Bang! Bang!! Bang!!! Bang!!!! -";
+ next;
+ mes "[Devries]";
+ mes "..................";
+ next;
+ mes "[Devries]";
+ mes "Ooooh uh";
+ mes "Eh Aaaaahhh!!!";
+ next;
+ mes "[Devries]";
+ mes "Demi!!!!! Demi!!!!";
+ next;
+ mes "- It looks like you need to calm Devries down. -";
+ set job_gen,2;
+ close;
+ }else if (job_gen == 2){
+ mes "[Devries]";
+ mes "Uh Aaaaaaah!!!!";
+ mes "Demi!!!!! Demi!!!!";
+ next;
+ mes "- It looks like you need to calm Devries down. -";
+ close;
+ }else if (job_gen == 3){
+ mes "[Devries]";
+ mes "Uh Aaaaaahhhh!!!!";
+ mes "Demi!!!!! Demi!!!!";
+ next;
+ menu "Give the cookies to Devries.",-;
+ mes "- Devries took the cookies and started eating like a hungry wolf. -";
+ next;
+ mes "- Ka Ka Ka -";
+ mes "- Ka Ka Ka -";
+ mes "- Ka Ka Ka -";
+ next;
+ mes "[Devries]";
+ mes "Ah,";
+ mes "The sweet butter taste,";
+ mes "really calms me down.";
+ next;
+ emotion e_rice;
+ mes "[Devries]";
+ mes "Demi works very persistent today too.";
+ mes "Hehehe, what a hard working colleague.";
+ next;
+ mes "- As expected, the cookie works really well. -";
+ emotion e_no1;
+ next;
+ mes "[Devries]";
+ mes "You also like alchemy, which has brought you here, right?";
+ next;
+ mes "[Devries]";
+ mes "Oh, right, I haven't introduced myself.";
+ mes "My name is Devries.";
+ mes "I'm interested in new and special life.";
+ next;
+ mes "[Devries]";
+ mes "What's your name, young alchemist?";
+ next;
+ menu "I am "+strcharinfo(0)+".",-;
+ mes "[Devries]";
+ mes "Oh, "+strcharinfo(0)+".";
+ mes "What an interesting name. Nice to meet you.";
+ next;
+ mes "[Devries]";
+ mes "But I am terrible with names...... Is it okay if I call you Bubbles?";
+ next;
+ mes "[Devries]";
+ mes "Bubbles, have you heard of my research?";
+ mes "You did read my research paper before you came here, right?";
+ next;
+ switch(select("No.:Yes, I did.")){
+ case 1:
+ mes "[Devries]";
+ mes "Ah, it's written all over your face.";
+ mes "Don't be shy.";
+ break;
+ case 2:
+ mes "[Devries]";
+ mes "Am I right?";
+ mes "It's easy to communicate with people from the same place.";
+ break;
+ }
+ next;
+ mes "[Devries]";
+ mes "Now, you used the method I mentioned earlier to calm me down.";
+ next;
+ mes "[Devries]";
+ mes "I'm very satisfied with how you paid attention to details.";
+ mes "You have the quality to become a geneticist.";
+ next;
+ mes "[Devries]";
+ mes "^FF0000After becoming a geneticist, you can no longer study alchemy or bio-chemistry.^000000";
+ mes "If you accept, you may take the test.";
+ next;
+ switch(select("Maybe later.:I want to become a Geneticist!")){
+ case 1:
+ mes "[Devries]";
+ mes "Okay then.";
+ mes "Even though your knowledge is not that great as that of geneticists, a fundamental knowledge is also important.";
+ mes "Bubbles, come back to me once you've finished your studies.";
+ set job_gen,4;
+ close;
+ case 2:
+ mes "[Devries]";
+ mes "Good!";
+ mes "Let's do our best together!";
+ set job_gen,5;
+ close;
+ }
+ }else if (job_gen == 4){
+ mes "[Devries]";
+ mes "Bubbles!";
+ mes "Are you prepared to take the test?";
+ next;
+ switch(select("Not yet.:Yes!")){
+ case 1:
+ mes "[Devries]";
+ mes "You have to try hard! There is no shortcut when obtaining knowledge!";
+ close;
+ case 2:
+ mes "[Devries]";
+ mes "Very good!";
+ mes "Let's do our best together!";
+ set job_gen,5;
+ close;
+ }
+ }else if (job_gen == 5){
+ mes "[Devries]";
+ mes "Bubbles, what do you think of plants?";
+ mes "Do you like plants? Which one are you interested in?";
+ next;
+ mes "- Bang Bang Bang Bang -";
+ next;
+ emotion e_swt2;
+ mes "[Devries]";
+ mes "Ah, Demi Calberine is doing it again?";
+ mes "Hopefully she fails again......Demi...must...not succeed...";
+ next;
+ mes "[Devries]";
+ mes "Where was I?";
+ mes "Oh, right. In alchemy, plants are very important.";
+ mes "Alchemists would make Geographers and Hydra's grow fast, and they would help them when in a battle...";
+ next;
+ mes "- Bang!! Bang!! Bang!! Bang!! -";
+ next;
+ emotion e_hmm;
+ mes "[Devries]";
+ mes ".......................";
+ next;
+ emotion e_hmm;
+ mes "[Devries]";
+ mes "Like technologies, plants are easily to...";
+ next;
+ mes "- Bang!!!! -";
+ next;
+ emotion e_hmm;
+ mes "[Devries]";
+ mes "...sexual reproduction...";
+ next;
+ mes "- Bang!!!! -";
+ mes "- Ke Ke Ke Ke Ke Ke!! -";
+ mes "- Bang Bang Bang Bang Bang!!!! -";
+ mes "- Bang!! Bang!! Bang!! Bang!! -";
+ next;
+ emotion e_hmm;
+ mes "[Devries]";
+ mes ".......................";
+ next;
+ emotion e_hmm;
+ mes "[Devries]";
+ mes "Bubbles.";
+ next;
+ emotion e_hmm;
+ mes "[Devries]";
+ mes "To become a geneticist, you must pass the test";
+ next;
+ mes "[Devries]";
+ mes "It's called the 'Perfect Soundproof System'!";
+ mes "You must use plants and experiment samples on the 1st floor of the lab. Release me from Demi Calberine's scary noise.";
+ next;
+ mes "[Devries]";
+ mes "Okay then, let's get started!";
+ set job_gen,6;
+ close;
+ }else if (job_gen == 6){
+ mes "[Devries]";
+ mes "It's called the 'Perfect Soundproof System'!";
+ mes "You must use plants and experiment samples on the 1st floor of the lab. Release me from Demi Calberine's scary noise.";
+ next;
+ mes "[Devries]";
+ mes "There are some related guides in the cabinet that you may use.";
+ mes "Okay then, let's get started!";
+ close;
+ }else if ((job_gen > 6) && (job_gen < 60)){
+ mes "[Devries]";
+ mes "Is there a problem?";
+ next;
+ switch(select("Nothing.:The experiment failed.")){
+ case 1:
+ mes "[Devries]";
+ mes "Better get started, or I'll start to scream!!!";
+ close;
+ case 2:
+ mes "[Devries]";
+ mes "Why not redo the experiment?";
+ mes "Why are you asking me these things?";
+ set job_gen,7;
+ if (checkquest(2209) == 1){
+ erasequest 2209;
+ }
+ if (checkquest(2210) == 1){
+ erasequest 2210;
+ }
+ if (checkquest(2211) == 1){
+ erasequest 2211;
+ }
+ if (checkquest(2212) == 1){
+ erasequest 2212;
+ }
+ if (checkquest(2213) == 1){
+ erasequest 2213;
+ }
+ if (checkquest(2214) == 1){
+ erasequest 2214;
+ }
+ close;
+ }
+ }else if (job_gen == 60 || job_gen == 61){
+ mes "- Bang Bang Bang Ke Ke Ke Ke -";
+ next;
+ mes "- Bang Bang Bangg Bang Bang Bang -";
+ next;
+ mes "[Devries]";
+ mes "What is Demi Calberine doing?";
+ mes "That is really loud.";
+ next;
+ mes "[Devries]";
+ mes "Did you finish the experiment, Bubbles?";
+ mes "Show me the seed.";
+ next;
+ if ((countitem(6273) == 0) && (countitem(6272) == 0)){
+ mes "[Devries]";
+ mes "What is this?";
+ mes "How can you claim success when you have a unfinished experiment?";
+ mes "Hurry up and redo the experiment.";
+ set job_gen,7;
+ if (checkquest(2209) == 1){
+ erasequest 2209;
+ }
+ if (checkquest(2210) == 1){
+ erasequest 2210;
+ }
+ if (checkquest(2211) == 1){
+ erasequest 2211;
+ }
+ if (checkquest(2212) == 1){
+ erasequest 2212;
+ }
+ if (checkquest(2213) == 1){
+ erasequest 2213;
+ }
+ if (checkquest(2214) == 1){
+ erasequest 2214;
+ }
+ close;
+ }
+ mes "[Devries]";
+ mes "Show me the seed you created.";
+ mes "What will it be?";
+ next;
+ mes "[Devries]";
+ mes "Put the seed in the Super Cultivator, adjust the temperature...";
+ next;
+ mes "[Devries]";
+ mes "Ah!";
+ next;
+ if (job_gen == 60){
+ specialeffect EF_FLASHER;
+ specialeffect EF_PHARMACY_OK;
+ mes "[Devries]";
+ mes "Bubbles, look at this!";
+ mes "What a fascination plant!";
+ next;
+ mes "[Devries]";
+ mes "Spike vines are everywhere in the culture machine!";
+ mes "These vines are very high concentrated and hard, like a brick wall!";
+ next;
+ mes "[Devries]";
+ mes "This is it, Bubbles!";
+ mes "The properties of this plant can be used for varying things!";
+ next;
+ mes "[Devries]";
+ mes "Great, Bubbles.";
+ mes "I thought you would have a decent result, but it came out better then I expected!";
+ next;
+ mes "[Devries]";
+ mes "I need to submit your experiment result to the Alchemist Union.";
+ mes "I will write a letter, stating that Bubbles is terrific, and has the qualifications to become a geneticist.";
+ next;
+ mes "[Devries]";
+ mes "The union's reply might take a while, can you wait for it?";
+ mes "In the meantime, go meet Demi Calberine upstairs.";
+ next;
+ mes "[Devries]";
+ mes "She is a fellow geneticist, specializing in mini cannons.";
+ mes "Go take a look at her experiment results.";
+ mes "Could you give this message to her? Tell her to conduct her experiments quietly.";
+ delitem 6273,1;
+ set job_gen,62;
+ changequest 2215,2216;
+ if (checkquest(2209) == 1){
+ erasequest 2209;
+ }
+ if (checkquest(2210) == 1){
+ erasequest 2210;
+ }
+ if (checkquest(2211) == 1){
+ erasequest 2211;
+ }
+ if (checkquest(2212) == 1){
+ erasequest 2212;
+ }
+ if (checkquest(2213) == 1){
+ erasequest 2213;
+ }
+ if (checkquest(2214) == 1){
+ erasequest 2214;
+ }
+ close;
+ }
+ specialeffect EF_SPELLBREAKER;
+ specialeffect EF_PHARMACY_FAIL;
+ mes "[Devries]";
+ mes "Uh oh! You failed, Bubbles";
+ mes "it did not grow at all, it's withered already.";
+ mes "Go and redo the experiment!";
+ delitem 6272,1;
+ set job_gen,7;
+ if (checkquest(2209) == 1){
+ erasequest 2209;
+ }
+ if (checkquest(2210) == 1){
+ erasequest 2210;
+ }
+ if (checkquest(2211) == 1){
+ erasequest 2211;
+ }
+ if (checkquest(2212) == 1){
+ erasequest 2212;
+ }
+ if (checkquest(2213) == 1){
+ erasequest 2213;
+ }
+ if (checkquest(2214) == 1){
+ erasequest 2214;
+ }
+ close;
+ }else if ((job_gen > 61) && (job_gen < 76)){
+ if (checkquest(2223,2) == 2){
+ mes "[Devries]";
+ mes "Ah, hold on.";
+ mes "It looks like the mail has already arrived.";
+ set job_gen,76;
+ completequest 2223;
+ close;
+ }
+ mes "[Devries]";
+ mes "Whilst waiting for the Union's reply, go see Demi Calberine's experiment results.";
+ close;
+ }else if (job_gen == 76){
+ mes "[Devries]";
+ mes "Bubbles!";
+ mes "Good news!";
+ next;
+ if ((Class == Job_Alchemist || Class == Job_Creator || Job_Baby_Alchemist) && ((JobLevel > 49) && (SkillPoint == 0) && (BaseLevel > 98))){
+ if (checkcart() == 0){
+ mes "[Devries]";
+ mes "Put that heavy and dirty cart away. On such a happy moment, that thing will just ruin it.";
+ close;
+ }
+ if(checkweight(1201,1) == 0){
+ mes "- Wait a minute !! -";
+ mes "- Currently you're carrying -";
+ mes "- too many items with you. -";
+ mes "- Please try again -";
+ mes "- after you lose some weight. -";
+ close;
+ }
+ mes "[Devries]";
+ mes "The letter from the Alchemist Union has arrived.";
+ mes "Let me read it to you, Bubbles!";
+ next;
+ mes "<Dear geneticist Devries:>";
+ mes "<We recently heard of your activities, many have heard of your news.>";
+ next;
+ mes "[Devries]";
+ mes "This is from my hometown.";
+ next;
+ mes "<Many have heard of your experiment results and they have already been put into commercial use, we are very happy about this.>";
+ mes "<This will certainly help the field of alchemy.>";
+ next;
+ mes "<You also attached a research paper.>";
+ mes "<Including a experiment from an alchemist named "+strcharinfo(0)+". A new fast growing plant type that is as hard as a brick wall.>";
+ mes "Myself and other Alchemist Union Members studied this paper, and found it to be very interesting.>";
+ next;
+ mes "<Other geneticists are also interested in the use of this plant, we hope to see some related research papers in the near future.>";
+ next;
+ mes "<Devries>";
+ mes "<We think "+strcharinfo(0)+" has the qualifications to become a geneticist.>";
+ mes "<Please let him know, that we hope that he keeps up his outstanding work after becoming a geneticist.>";
+ next;
+ mes "<The Alchemist Union is proud of having talented people like Ms. Devries, Ms. Demi Calberine, and "+strcharinfo(0)+".>";
+ mes "<We highly anticipate the results of your next experiment.>";
+ next;
+ mes "[Devries]";
+ mes "Congratulations, Bubbles";
+ mes "From now on, you are a Geneticist!!";
+ if(Class == Job_Baby_Alchemist){
+ jobchange Job_Baby_Genetic;
+ }
+ else if (Class == Job_Alchemist){
+ jobchange Job_Genetic;
+ } else {
+ jobchange Job_Genetic_T;
+ }
+ set job_gen,77;
+ getitem 5752,1;
+ getitem 2795,1;
+ next;
+ mes "[Devries]";
+ mes "Just like in the Union's letter, I'm also looking forward to your future research.";
+ mes "Let's work hard! Strive to become the best geneticist!";
+ close;
+ }
+ }else if (job_gen == 77){
+ mes "[Devries]";
+ mes "Bubbles, want to join my Love Orleans club? It's a club for those that love cookies. Of course, we don't think of doing weird things with Charles Orleans.";
+ close;
+ }
+ mes "[Devries]";
+ mes "- You still have some unused skill points. -";
+ close;;
+ }
+ mes "[Devries]";
+ mes "Am I that beautiful to you? Or why are you staring at me like that?";
+ close;
+}
+
+job3_gen01,83,72,3 script Delivery Box#generic 111,{
+
+ mes "- There's a big box. -";
+ if (job_gen == 2){
+ next;
+ switch(select("Open it.:Check the address.:Do nothing.")){
+ case 1:
+ mes "- The box contains 6 bag of cookies -";
+ next;
+ switch(select("Take the cookies.:Do nothing.")){
+ case 1:
+ mes "- You took a bag of cookies from the box -";
+ set job_gen,3;
+ close;
+ case 2:
+ mes "You do nothing.";
+ close;
+ }
+ case 2:
+ mes "[From: Rune-Midgarts Kingdom, Prontera, Charles Orleans]";
+ mes "[Recipient: Schwaltzvalt Republic, Lighthalzen, Devries]";
+ close;
+ case 3:
+ mes "You do nothing.";
+ close;
+ }
+ }
+ close;
+}
+
+job3_gen01,12,56,3 script Plant Guide#generic 111,{
+
+ mes "<The Easiest Alchemy in the World>";
+ mes "Written by Bob Ross.";
+ next;
+ switch(select("Animals:Plants:Minerals:Etc.")){
+ case 1:
+ mes "...Using animals in alchemy can easily be practiced by anyone.";
+ mes "You can put the animals that you want to use on the white tray, imagine the goal you want to make and then practice the alchemy.";
+ mes "It's very easy.";
+ next;
+ mes "...The animals that are used in alchemy might in the danger of getting extinct because of being captured by thoughtless alchemists.";
+ mes "So I won't mention them.";
+ close;
+ case 2:
+ mes "...The guide of alchemy using plants is easy to follow, even for a little kid.";
+ mes "You can put the plants on the table, and break or cut them, connect them using a simple tool, then do alchemy.";
+ mes "That's really an extraordinary method.";
+ next;
+ mes "...The plants usually used for alchemy are Bigibigi Grass and Muka Trees that have sharp thorns but are delicate inside and Bogi Creeper whose growth speed is really fast but parasitic on living things.";
+ if (job_gen == 6){
+ set job_gen,7;
+ }
+ close;
+ case 3:
+ mes "...Using minerals in alchemy is a way that beginners find pretty easy.";
+ mes "You can put the minerals you want to in the beautifully crafted box, and sing any song that you can think of twice and then practice the alchemy.";
+ mes "That's really an easy way.";
+ next;
+ mes "...A mineral that's usually used for alchemy is 'Phracon' which doesn't cost a lot.";
+ close;
+ case 4:
+ mes "...Alchemy is the easiest thing in the world.";
+ mes "This writer shows a cobalt blue alchemy demonstration in front of students every week, and always get a big applaud from them.";
+ mes "I'm sure that you would be into the alchemy world at the moment you read this book.";
+ close;
+ }
+}
+
+job3_gen01,36,55,3 script Bigibigi Grass#gen 844,{
+
+ if (job_gen == 7){
+ if (checkquest(2209) == -1 || checkquest(2209) == 0){
+ mes "- The size is quite big to be normal grass so it's called Bigibigi Grass. -";
+ next;
+ switch(select("Use as experiment sample.:Leave it alone.")){
+ case 1:
+ mes "- You have obtained Bigibigi Grass. -";
+ setquest 2209;
+ close;
+ case 2:
+ mes "- This plant doesn't look suitable as an experiment sample. -";
+ close;
+ }
+ }
+ mes "- You already have Bigibigi Grass. -";
+ close;
+ }else if (job_gen == 6){
+ mes "Information related to this plant can be found in the Plant Guide in the cabinet.";
+ close;
+ }
+ mes "- The size is quite big to be normal grass so it's called Bigibigi Grass. -";
+ close;
+}
+
+job3_gen01,36,45,3 script Muka Tree#gen 844,{
+
+ if (job_gen == 7){
+ if (checkquest(2210) == -1 || checkquest(2210) == 0){
+ mes "- This is the Muka Tree which protects its delicate inside with sharp thorns. -";
+ next;
+ switch(select("Use as experiment sample.:Leave it alone.")){
+ case 1:
+ mes "- You have obtained some parts of Muka Tree.-";
+ setquest 2210;
+ close;
+ case 2:
+ mes "- This plant doesn't look suitable as an experiment sample. -";
+ close;
+ }
+ }
+ mes "- You already have Muka Tree. -";
+ close;
+ }else if (job_gen == 6){
+ mes "Information related to this plant can be found in the Plant Guide in the cabinet.";
+ close;
+ }
+ mes "- This is the Muka Tree which protects its delicate inside with sharp thorns. -";
+ close;
+}
+
+job3_gen01,42,55,3 script Bogi Vine#gen 844,{
+
+ if (job_gen == 7){
+ if (checkquest(2211) == -1 || checkquest(2211) == 0){
+ mes "- This is a Bogi Vine which has a very fast growth speed. -";
+ next;
+ switch(select("Use as experiment sample.:Leave it alone.")){
+ case 1:
+ mes "- You have obtained some parts of Bogi Vine. -";
+ setquest 2211;
+ close;
+ case 2:
+ mes "- This plant doesn't look suitable as an experiment sample. -";
+ close;
+ }
+ }
+ mes "- You already have Bogi Vine. -";
+ close;
+ }else if (job_gen == 6){
+ mes "Information related to this plant can be found in the Plant Guide in the cabinet.";
+ close;
+ }
+ mes "- This is a Bogi Vine which has a very fast growth speed. -";
+ close;
+}
+
+job3_gen01,30,58,3 script Aolatura#gen 844,{
+
+ if (job_gen == 7){
+ if (checkquest(2212) == -1 || checkquest(2212) == 0){
+ mes "- This is known to blossom then thousand flowers as it only blooms once per lifetime. -";
+ next;
+ switch(select("Use as experiment sample.:Leave it alone.")){
+ case 1:
+ mes "- You have obtained Aolatura. -";
+ setquest 2212;
+ close;
+ case 2:
+ mes "- This plant doesn't look suitable as an experiment sample. -";
+ close;
+ }
+ }
+ mes "- You already have Aolatura. -";
+ close;
+ }else if (job_gen == 6){
+ mes "Information related to this plant can be found in the Plant Guide in the cabinet.";
+ close;
+ }
+ mes "- This is known to blossom then thousand flowers as it only blooms once per lifetime. -";
+ close;
+}
+
+job3_gen01,30,63,3 script Congra#gen 844,{
+
+ if (job_gen == 7){
+ if (checkquest(2213) == -1 || checkquest(2213) == 0){
+ mes "- It's a plant that has a big and solid stem with enormous leaves. -";
+ next;
+ switch(select("Use as experiment sample.:Leave it alone.")){
+ case 1:
+ mes "- You have obtained Congra. -";
+ setquest 2213;
+ close;
+ case 2:
+ mes "- This plant doesn't look suitable as an experiment sample. -";
+ close;
+ }
+ }
+ mes "- You already have Congra. -";
+ close;
+ }else if (job_gen == 6){
+ mes "Information related to this plant can be found in the Plant Guide in the cabinet.";
+ close;
+ }
+ mes "- It's a plant that has a big and solid stem with enormous leaves. -";
+ close;
+}
+
+job3_gen01,32,38,3 script Sticky Grass#gen 844,{
+
+ if (job_gen == 7){
+ if (checkquest(2214) == -1 || checkquest(2214) == 0){
+ mes "- I may not know the name but it's sticky and can stick to just about anything. -";
+ next;
+ switch(select("Use as experiment sample.:Leave it alone.")){
+ case 1:
+ mes "- You have obtained Sticky Grass -";
+ setquest 2214;
+ close;
+ case 2:
+ mes "- This plant doesn't look suitable as an experiment sample. -";
+ close;
+ }
+ }
+ mes "- You already have Sticky Grass -";
+ close;
+ }else if (job_gen == 6){
+ mes "Information related to this plant can be found in the Plant Guide in the cabinet.";
+ close;
+ }
+ mes "- I may not know the name but it's sticky and can stick to just about anything. -";
+ close;
+}
+
+job3_gen01,7,50,3 script Testing Table#gen 844,{
+
+ if (job_gen == 7){
+ mes "- This is a testing table with a lot of tools. I think I can study the combinations here with plants. -";
+ next;
+ switch(select("Conduct experiment.:Don't conduct experiment.")){
+ case 1:
+ if ((checkquest(2209) == -1 || checkquest(2209) == 0) && (checkquest(2210) == -1 || checkquest(2210) == 0) && (checkquest(2211) == -1 || checkquest(2211) == 0) && (checkquest(2212) == -1 || checkquest(2212) == 0) && (checkquest(2213) == -1 || checkquest(2213) == 0) && (checkquest(2214) == -1 || checkquest(2214) == 0)){
+ mes "["+strcharinfo(0)+"]";
+ mes "Hmm, I need to bring a plant sample to experiment with.";
+ close;
+ }
+ mes "What do you want to do with the prepared plant sample?";
+ next;
+ switch(select("Break:Crush:Smash")){
+ case 1:
+ break;
+ case 2:
+ break;
+ case 3:
+ break;
+ }
+ while(1){
+ if (.@fortune == 7){
+ break;
+ }else{
+ mes "What next?";
+ next;
+ set .@rand,rand(1,2);
+ if (.@rand == 1){
+ switch(select("Burn into Ashes.:Dip in distilled Water.:Cook it with Steam.")){
+ case 1:
+ break;
+ case 2:
+ break;
+ case 3:
+ break;
+ }
+ }
+ switch(select("Put it into a Testing Flask and Shake.:Cool it down.:Warm it up.")){
+ case 1:
+ break;
+ case 2:
+ break;
+ case 3:
+ break;
+ }
+ set .@fortune,rand(1,7);
+ }
+ }
+ mes "What next?";
+ next;
+ menu "Inject it into a Testing Seed.",-;
+ mes "Which Seed do you want to use?";
+ next;
+ switch(select("Testing Seed Type A:Testing Seed Type B:Testing Seed Type C:Testing Seed Type D")){
+ case 1:
+ break;
+ case 2:
+ break;
+ case 3:
+ break;
+ case 4:
+ break;
+ }
+ mes "Put the seed into the prepared sample.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Okay, now I need to bring this seed to Devries!";
+ if ((checkquest(2209) == -1 || checkquest(2209) == 0) && (checkquest(2210) == -1 || checkquest(2210) == 0) && (checkquest(2211) == -1 || checkquest(2211) == 0)){
+ set job_gen,61;
+ getitem 6272,1;
+ close;
+ }
+ if (checkquest(2209) == 1){
+ set job_gen,job_gen+10;
+ }
+ if (checkquest(2210) == 1){
+ set job_gen,job_gen+10;
+ }
+ if (checkquest(2211) == 1){
+ set job_gen,job_gen+10;
+ }
+ set .@score,job_gen + JobLevel - 20;
+ set .@result,rand(1,100);
+ if (.@result < .@score){
+ set job_gen,60;
+ getitem 6273,1;
+ close;
+ }
+ set job_gen,61;
+ getitem 6272,1;
+ close;
+ case 2:
+ mes "- It's not the time to start the experiment yet. -";
+ close;
+ }
+ }else if ((job_gen > 7) && (job_gen < 60)){
+ mes "- It looks like there is a problem with the experiment. I better redo the experiment. -";
+ set job_gen,7;
+ if (countitem(6273) > 0){
+ delitem 6273,1;
+ }
+ if (countitem(6272) > 0){
+ delitem 6272,1;
+ }
+ if (checkquest(2209) == 1){
+ erasequest 2209;
+ }
+ if (checkquest(2210) == 1){
+ erasequest 2210;
+ }
+ if (checkquest(2211) == 1){
+ erasequest 2211;
+ }
+ if (checkquest(2212) == 1){
+ erasequest 2212;
+ }
+ if (checkquest(2213) == 1){
+ erasequest 2213;
+ }
+ if (checkquest(2214) == 1){
+ erasequest 2214;
+ }
+ close;
+ }else if (job_gen == 60 || job_gen == 61){
+ mes "- It looks like I only need to bring the created seed to Devries now. -";
+ close;
+ }
+ mes "- This is a testing table with a lot of tools. I think I can study the combinations here with plants. -";
+ close;
+}
+
+//npc "job3_gen01" "Super Cultivator#gen" CLEAR_NPC 21 67 3 0 0
+
+job3_gen01,91,48,3 script Demi Calberine#gen 982,{
+
+ if (job_gen < 62){
+ mes "[Demi Calberine]";
+ mes "Hmm~ Where'd that bolt go?";
+ close;
+ }else if (job_gen == 62){
+ mes "[Demi Calberine]";
+ mes "I want to sit on a blue cart~";
+ mes "And make a beautiful picture of me with my cannon~";
+ mes "With my love~";
+ mes "Shot forever~?";
+ next;
+ mes "[Demi Calberine]";
+ mes "Hmm~ Where'd that bolt go?";
+ mes "Why aren't their enough bolts? Didn't I just order a bunch yesterday?";
+ next;
+ menu "Hi",-;
+ mes "[Demi Calberine]";
+ mes "Huh~?";
+ mes "What...who are you?";
+ next;
+ mes "[Demi Calberine]";
+ mes "Ah, no, this is not the time to talk!";
+ mes "Uh! Come help me!";
+ next;
+ mes "[Demi Calberine]";
+ mes "A customer ordered a cart with a mini cannon that I have to finish today, but I can't find the parts!";
+ next;
+ mes "[Demi Calberine]";
+ mes "Er Ah~I think they fell somewhere around here...";
+ mes "I only need 12 pieces! I need to work on other parts as well... Please help me find them!";
+ changequest 2216,2217;
+ set job_gen,63;
+ close;
+ }else if ((job_gen > 62) && (job_gen < 74)){
+ mes "[Demi Calberine]";
+ mes "Ah, oh no, oh no~~~";
+ mes "Did you find the missing pieces yet? No, not yet? You promised, please hurry up!";
+ close;
+ }else if (job_gen == 74){
+ mes "[Demi Calberine]";
+ mes "This cart is low on power, maybe if install this here...";
+ next;
+ menu "I found the pieces.",-;
+ mes "[Demi Calberine]";
+ mes "Ah, you scared me!";
+ mes "Why do you like to scare people???";
+ mes "Are these my missing bolts?";
+ mes "Where did you find them?";
+ next;
+ menu "Didn't you ask me to go find them?",-;
+ mes "[Demi Calberine]";
+ mes "Oh? Oh?";
+ mes "Really? Hehehehehe.";
+ mes "Must be my bad memory.";
+ next;
+ mes "[Demi Calberine]";
+ mes "Wait a minute.";
+ mes "Now that I have these pieces, I should be able to finish it now.";
+ next;
+ mes "- Ke Ke Ke Ke -";
+ next;
+ mes "[Demi Calberine]";
+ mes "Very good, the mini cannon is installed on the cart...let's take it for a test shall we?";
+ next;
+ mes "- Chi... -";
+ next;
+ mes "- Bang! Bang! Bang! Bang! -";
+ next;
+ mes "[Demi Calberine]";
+ mes "Good! Success!";
+ mes "Phew, thanks to you, I was able to finish this on time.";
+ mes "Thank you very much.";
+ next;
+ mes "[Demi Calberine]";
+ mes "Ah, what's do you need";
+ mes "Do you want to make a custom order or something?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I'm a geneticist apprentice.";
+ mes "I heard Demi Calberine was obsessed with mini cannons.";
+ next;
+ mes "[Demi Calberine]";
+ mes "Yes, I can make many types of mini cannons.";
+ mes "Recently a lot of people want me to modify their carts, I installed new features such as mini cannons.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Cart modification?";
+ next;
+ mes "[Demi Calberine]";
+ mes "Yes, when you are going downhill, don't you want to sit on the cart and slide down?";
+ mes "Don't you feel bored dragging the cart everywhere?";
+ next;
+ mes "[Demi Calberine]";
+ mes "The cart is no longer just for item storage.";
+ mes "Installing a mini cannon on the cart, will help you attack your enemies, and increases your power.";
+ next;
+ mes "[Demi Calberine]";
+ mes "Devries below seems to be conducting playhouse like experiments.";
+ mes "I cannot understand why experiments like that are so popular, tsk.";
+ emotion e_rice;
+ next;
+ mes "[Demi Calberine]";
+ mes "Please look at this mini cannon.";
+ mes "As big as the size of my palm, it's the smallest and lightest cannon in the world.";
+ mes "Don't you think it's cute? Eh~";
+ emotion e_awsm;
+ next;
+ menu "Can my cart be modified too?",-;
+ mes "[Demi Calberine]";
+ mes "Sorry, only geneticists can have their carts modified.";
+ mes "This is a rule from the Alchemy Union, I have no choice in the matter.";
+ next;
+ mes "[Demi Calberine]";
+ mes "But don't be disappointed.";
+ mes "Just become a geneticist? Hehehe.";
+ next;
+ mes "[Demi Calberine]";
+ mes "And not all carts can be modified.";
+ mes "They have to meet a certain standard.";
+ next;
+ mes "[Demi Calberine]";
+ mes "Before becoming a geneticist, please practice your Cart Revolution skill.";
+ mes "You need your muscles and cart movement to be in perfect balance.";
+ next;
+ mes "[Demi Calberine]";
+ mes "If you want, ^FF0000I can show you a nice area to practise in.^000000";
+ mes "^FF0000Though I don't like her^000000, it is a nice place, hehe.";
+ next;
+ mes "[Demi Calberine]";
+ mes "With this oppurtunity, you just need to have fun practising your Cart Revolution skill.";
+ mes "Use your cart to kill ^FF0000100 Poison Spores^000000, watch your fatique, and familiarize yourself with the cart.";
+ next;
+ mes "[Demi Calberine]";
+ mes "Okay, I need to start work on the next order.";
+ mes "If you want to practice, come back here.";
+ mes "I will help to modify your cart anytime.";
+ next;
+ mes "- KaBoom -";
+ next;
+ mes "- What happened? The floor seems to have disappeared. -";
+ set job_gen,75;
+ changequest 2217,2223;
+ close2;
+ warp "job3_gen01",23,32;
+ end;
+ }else if (job_gen == 75){
+ if (checkquest(2223,2) == 2){
+ mes "[Demi Calberine]";
+ mes "It looks like Devries found out that I put you into her mushroom cage.";
+ mes "Just look at her face, nice. Such anger.";
+ close;
+ }
+ mes "[Demi Calberine]";
+ mes "Er ah, didn't you finish practising?";
+ mes "Do you want to enter the mushroom cage?";
+ next;
+ switch(select("Yes:No")){
+ case 1:
+ mes "[Demi Calberine]";
+ mes "have fun swinging your cart around~";
+ close2;
+ warp "job3_gen01",23,32;
+ end;
+ case 2:
+ mes "[Demi Calberine]";
+ mes "Hm, too bad. I want to see Devries's angry face.";
+ close;
+ }
+ }else if (job_gen > 75){
+ mes "[Demi Calberine]";
+ mes "It looks like Devries found out that I put you into her mushroom cage.";
+ mes "Just look at her face, nice. Such anger.";
+ close;
+ }
+ mes "[Demi Calberine]";
+ mes "Hmm~ Where'd that bolt go?";
+ close;
+}
+
+job3_gen01,84,45,3 script Scattered Stuff#gen1 111,{
+ goto OnDetails;
+end;
+
+OnInit:
+ enablenpc "Scattered Stuff#gen1";
+ end;
+
+OnDetails:
+ if ((job_gen > 62) && (job_gen < 74)){
+ mes "- There is stuff scattered everywhere, what a mess in the lab. -";
+ next;
+ mes "- You found some small pieces of metal. -";
+ set job_gen,job_gen+1;
+ disablenpc "Scattered Stuff#gen1";
+ initnpctimer;
+ close;
+ }else if (job_gen == 74){
+ mes "- You have collected all the parts. -";
+ close;
+ }
+ end;
+
+OnTimer7000:
+ enablenpc "Scattered Stuff#gen1";
+ stopnpctimer;
+ end;
+}
+
+job3_gen01,77,41,3 script Scattered Stuff#gen2 111,{
+ goto OnDetails;
+end;
+
+OnInit:
+ enablenpc "Scattered Stuff#gen2";
+ end;
+
+OnDetails:
+ if ((job_gen > 62) && (job_gen < 74)){
+ mes "- There is stuff scattered everywhere, what a mess in the lab. -";
+ next;
+ mes "- You found some small pieces of metal. -";
+ set job_gen,job_gen+1;
+ disablenpc "Scattered Stuff#gen2";
+ initnpctimer;
+ close;
+ }else if (job_gen == 74){
+ mes "- You have collected all the parts. -";
+ close;
+ }
+ end;
+
+OnTimer7000:
+ enablenpc "Scattered Stuff#gen2";
+ stopnpctimer;
+ end;
+}
+
+job3_gen01,78,57,3 script Scattered Stuff#gen3 111,{
+ goto OnDetails;
+end;
+
+OnInit:
+ enablenpc "Scattered Stuff#gen3";
+ end;
+
+OnDetails:
+ if ((job_gen > 62) && (job_gen < 74)){
+ mes "- There is stuff scattered everywhere, what a mess in the lab. -";
+ next;
+ mes "- You found some small pieces of metal. -";
+ set job_gen,job_gen+1;
+ disablenpc "Scattered Stuff#gen3";
+ initnpctimer;
+ close;
+ }else if (job_gen == 74){
+ mes "- You have collected all the parts. -";
+ close;
+ }
+ end;
+
+OnTimer7000:
+ enablenpc "Scattered Stuff#gen3";
+ stopnpctimer;
+ end;
+}
+
+job3_gen01,89,59,3 script Scattered Stuff#gen4 111,{
+ goto OnDetails;
+end;
+
+OnInit:
+ enablenpc "Scattered Stuff#gen4";
+ end;
+
+OnDetails:
+ if ((job_gen > 62) && (job_gen < 74)){
+ mes "- There is stuff scattered everywhere, what a mess in the lab. -";
+ next;
+ mes "- You found some small pieces of metal. -";
+ set job_gen,job_gen+1;
+ disablenpc "Scattered Stuff#gen4";
+ initnpctimer;
+ close;
+ }else if (job_gen == 74){
+ mes "- You have collected all the parts. -";
+ close;
+ }
+ end;
+
+OnTimer7000:
+ enablenpc "Scattered Stuff#gen4";
+ stopnpctimer;
+ end;
+}
+
+job3_gen01,90,51,3 script Scattered Stuff#gen5 111,{
+ goto OnDetails;
+end;
+
+OnInit:
+ enablenpc "Scattered Stuff#gen5";
+ end;
+
+OnDetails:
+ if ((job_gen > 62) && (job_gen < 74)){
+ mes "- There is stuff scattered everywhere, what a mess in the lab. -";
+ next;
+ mes "- You found some small pieces of metal. -";
+ set job_gen,job_gen+1;
+ disablenpc "Scattered Stuff#gen5";
+ initnpctimer;
+ close;
+ }else if (job_gen == 74){
+ mes "- You have collected all the parts. -";
+ close;
+ }
+ end;
+
+OnTimer7000:
+ enablenpc "Scattered Stuff#gen5";
+ stopnpctimer;
+ end;
+}
+
+job3_gen01,83,27,3 script Scattered Stuff#gen6 111,{
+ goto OnDetails;
+end;
+
+OnInit:
+ enablenpc "Scattered Stuff#gen6";
+ end;
+
+OnDetails:
+ if ((job_gen > 62) && (job_gen < 74)){
+ mes "- There is stuff scattered everywhere, what a mess in the lab. -";
+ next;
+ mes "- You found some small pieces of metal. -";
+ set job_gen,job_gen+1;
+ disablenpc "Scattered Stuff#gen6";
+ initnpctimer;
+ close;
+ }else if (job_gen == 74){
+ mes "- You have collected all the parts. -";
+ close;
+ }
+ end;
+
+OnTimer7000:
+ enablenpc "Scattered Stuff#gen6";
+ stopnpctimer;
+ end;
+}
+
+job3_gen01,74,45,3 script Scattered Stuff#gen7 111,{
+ goto OnDetails;
+end;
+
+OnInit:
+ enablenpc "Scattered Stuff#gen7";
+ end;
+
+OnDetails:
+ if ((job_gen > 62) & (job_gen < 74)){
+ mes "- There is stuff scattered everywhere, what a mess in the lab. -";
+ next;
+ mes "- You found some small pieces of metal. -";
+ set job_gen,job_gen+1;
+ disablenpc "Scattered Stuff#gen7";
+ initnpctimer;
+ close;
+ }else if (job_gen == 74){
+ mes "- You have collected all the parts. -";
+ close;
+ }
+ end;
+
+OnTimer7000:
+ enablenpc "Scattered Stuff#gen7";
+ stopnpctimer;
+ end;
+}
+
+job3_gen01,18,39,3 script Warning#gen 837,{
+
+ mes "= Warning =";
+ mes "If you bully my spores, I'll scream!!!";
+ if (job_gen > 74){
+ next;
+ switch(select("Get out of the cage.:Stay here.")){
+ case 1:
+ mes "- I better get out before Devries catches me. -";
+ close2;
+ warp "job3_gen01",21,38;
+ end;
+ case 2:
+ mes "- Action cancelled. -";
+ close;
+ }
+ }
+ close;
+}
+
+job3_gen01,80,12,1 script Stacked Magazines#gen 111,{
+
+ mes "- 'Monthly Bang!' magazines are piled up in disorder. -";
+ close;
+}
+
+job3_gen01,83,20,1 script Bed#gen 111,{
+
+ mes "- A checker patterned blanket set which looks like it was picked carefully is too good for this dirty bed. -";
+ close;
+}
+
+job3_gen01,85,25,1 script Opened Book#gen 111,{
+
+ mes "< Do you want to have my pretty room? Do you have enough zeny? Is there enough room? Run to the Lighthalzen Department Store right away and get the most high-end wall papers and interior accessories! >";
+ next;
+ mes "< Luxurious candles that'll lighten up your room, a huge golden mirror that every lady owns, you can not miss any of them! >";
+ close;
+}
+
+job3_gen01,81,81,0 script dbroom 139,2,2,{
+
+OnTouch:
+ mes "- It's a room that looks like a storehouse, thanks to so many parcels piled up in the room. -";
+ close;
+}
+
+job3_gen01,7,59,0 script from1to2gen 45,1,1,{
+
+OnTouch:
+ warp "job3_gen01",72,52;
+ end;
+}
+
+job3_gen01,71,56,0 script #from2to1gen 45,1,1,{
+
+OnTouch:
+ warp "job3_gen01",11,60;
+ end;
+}
+
+lighthalzen,52,132,0 script lighttogen 45,1,1,{
+
+OnTouch:
+ warp "job3_gen01",45,50;
+ end;
+}
+
+job3_gen01,49,49,0 script gentolight 45,1,1,{
+
+OnTouch:
+ warp "lighthalzen",54,132;
+ end;
+}
+
+job3_gen01,24,32,0 script Devries Vision 139,2,2,{
+
+OnTouch:
+ if (checkquest(2223,2) == 2){
+ mapannounce "job3_gen01","Devries: Huh? Did a cat got through the mushroom cage?",bc_map;
+ warp "job3_gen01",21,38;
+ }
+ end;
+}
+
+job3_gen01,26,34,0,0 monster Poison Spore 1428,1,7000,0,0
+job3_gen01,23,33,0,0 monster Poison Spore 1428,1,7000,0,0
+job3_gen01,21,30,0,0 monster Poison Spore 1428,1,7000,0,0
+job3_gen01,26,34,0,0 monster Poison Spore 1428,1,7000,0,0
+job3_gen01,23,33,0,0 monster Poison Spore 1428,1,7000,0,0
+job3_gen01,21,30,0,0 monster Poison Spore 1428,1,7000,0,0
+job3_gen01,26,34,0,0 monster Poison Spore 1428,1,7000,0,0
+job3_gen01,23,33,0,0 monster Poison Spore 1428,1,7000,0,0
+job3_gen01,21,30,0,0 monster Poison Spore 1428,1,7000,0,0
+job3_gen01,26,34,0,0 monster Poison Spore 1428,1,7000,0,0
+job3_gen01,23,33,0,0 monster Poison Spore 1428,1,7000,0,0
+job3_gen01,21,30,0,0 monster Poison Spore 1428,1,7000,0,0
+job3_gen01,26,34,0,0 monster Poison Spore 1428,1,7000,0,0
+job3_gen01,23,33,0,0 monster Poison Spore 1428,1,7000,0,0
+job3_gen01,21,30,0,0 monster Poison Spore 1428,1,7000,0,0
+job3_gen01,26,34,0,0 monster Poison Spore 1428,1,7000,0,0
+job3_gen01,23,33,0,0 monster Poison Spore 1428,1,7000,0,0
+job3_gen01,21,30,0,0 monster Poison Spore 1428,1,7000,0,0 \ No newline at end of file
diff --git a/npc/pre-re/jobs/3-2/minstrel.txt b/npc/pre-re/jobs/3-2/minstrel.txt
new file mode 100644
index 000000000..d6cef4d08
--- /dev/null
+++ b/npc/pre-re/jobs/3-2/minstrel.txt
@@ -0,0 +1,2598 @@
+//===== rAthena Script =======================================
+// Minstrel Job change Quest
+//===== By: ==================================================
+//= Masao
+//= Credits: Muad_Dib
+//===== Current Version: =====================================
+//= 1.1
+//===== Compatible With: =====================================
+//= Any rAthena SVN
+//===== Description: =========================================
+//= [AEGIS Conversion]
+//= Job change Quest from Bard / Clown -> Minstrel.
+//===== Additional Comments: =================================
+//= 1.0 First Version.
+//= 1.1 Fix the checking of requirements before job change to Minstel - [JayPee]
+//============================================================
+
+alberta,196,133,4 script Bard#job_min 486,{
+
+ if (job_min == 0){
+ if (Class == Job_Bard || Class == Job_Clown || Class == Job_Baby_Bard){
+ if ((BaseLevel > 98) && (JobLevel > 49)){
+ mes "[Bard]";
+ mes "The voice of heaven revolves around in my ears";
+ mes "like a wandering wind,";
+ next;
+ mes "[Bard]";
+ mes "Even though I close my eyes and cover my ears,";
+ mes "I can hear a voice from somewhere,";
+ next;
+ mes "[Bard]";
+ mes "It put temptation in exhausted crewman to deep sleep,";
+ mes "made them feel as if they were in a land of dreams.";
+ next;
+ mes "[Girl]";
+ mes "Ahhh!! Awesome!!";
+ next;
+ mes "[Boy]";
+ mes "Encore!! Encore!!!";
+ next;
+ mes "[Old Man passing by]";
+ mes "Eeeee~ that's not real song...";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Clap.";
+ mes "I can feel the rhythm.";
+ mes "Can I hear one more song?";
+ next;
+ mes "[Bard]";
+ mes "Hum?";
+ mes "Juding by your outfit I think you are good at singing, why don't you sing us a song?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "??!!";
+ next;
+ mes "[Bard]";
+ mes "Hahaha!";
+ mes "Just kidding.";
+ mes "Were you serious? Haha.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "...";
+ next;
+ mes "[Karian]";
+ mes "Sorry~";
+ mes "Don't be upset...";
+ mes "My name is Karian, I'm just going around.";
+ next;
+ mes "[Karian]";
+ mes "Do you want to go somewhere?";
+ mes "Alberta is perfect for traveling.";
+ next;
+ mes "[Karian]";
+ mes "But when you go to sea, you have to be careful.";
+ mes "If you run into a Siren, then it's only a matter of time before she kills you.";
+ next;
+ mes "[Karian]";
+ mes "No man can survive after hearing ^f57d7dthe voice of a Siren^000000.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I'm "+strcharinfo(0)+".";
+ mes "Are you here in Alberta to travel?";
+ next;
+ mes "[Karian]";
+ mes "Um.. I'm not trying to leave...";
+ mes "...";
+ next;
+ mes "[Karian]";
+ mes "Yes!";
+ mes "I'm looking for '^f57d7dMaestro Song^000000'.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "^f57d7d'Maestro Song'^000000, you mean the poet of legend?";
+ next;
+ mes "[Karian]";
+ mes "That's right.";
+ mes "According to a rumor that I heard, he is a rich noble.";
+ mes "But other than that fact, I can't get anymore information.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Why can't you get anymore information?";
+ next;
+ mes "[Karian]";
+ mes "Well?";
+ mes "That's why I tried to go Prontera...";
+ mes "Umm...";
+ next;
+ mes "[Karian]";
+ mes "If you are interested, why don't help me find out where ^f57d7d'Maestro Song'^000000 is?";
+ next;
+ switch(select("Ok.:No.")){
+ case 1:
+ mes "[" +strcharinfo(0)+ "]";
+ mes "Ok, I will.";
+ set job_min,1;
+ setquest 11135;
+ next;
+ break;
+ case 2:
+ mes "["+strcharinfo(0)+"]";
+ mes "I'm not interested.";
+ next;
+ mes "[Karian]";
+ mes "Are you? It can't be helped.";
+ mes "See you later~";
+ close;
+ }
+ mes "[Karian]";
+ mes "It's good to travel by yourself but sometimes you feel that you want to have friends around.";
+ next;
+ mes "[Karian]";
+ mes "Then "+strcharinfo(0)+".";
+ mes "Can you collect some ^f57d7dInformation on 'Maestro Song'^000000 in ^f57d7dProntera^000000?";
+ mes "Because I have something to investigate in Alberta.";
+ next;
+ mes "[Karian]";
+ mes "Please come back here after finishing the investigation.";
+ close;
+ }
+ mes "[Bard]";
+ mes "You have to be careful when you are going to sea.";
+ mes "If you run into a Siren, then it's only a matter of time before she kills you.";
+ next;
+ mes "[Bard]";
+ mes "There is no one who can live when he hears^f57d7dthe voice of Siren^000000.";
+ close;
+ }
+ mes "[Bard]";
+ mes "You have to be careful when you are going to sea.";
+ mes "If a Siren fascinates you, then it's only a matter of time before she kills you.";
+ next;
+ mes "[Bard]";
+ mes "No man can survive after hearing ^f57d7dthe voice of a Siren^000000.";
+ close;
+ }else if (job_min == 1){
+ mes "[Karian]";
+ mes "It's good to travel by yourself but sometimes you feel that you want to have friends around.";
+ next;
+ mes "[Karian]";
+ mes "Then "+strcharinfo(0)+".";
+ mes "Can you collect some ^f57d7dInformation on 'Maestro Song'^000000 in ^f57d7dProntera^000000?";
+ mes "Because I have something to investigate in Alberta.";
+ next;
+ mes "[Karian]";
+ mes "Please come back here after finishing the investigation.";
+ close;
+ }else if ((job_min > 1) && (job_min < 4)){
+ mes "[Karian]";
+ mes "Can you collect some ^f57d7d information on 'Maestro Song'^000000 in ^f57d7dProntera^000000?";
+ mes "Because I have something to investigate in Alberta.";
+ next;
+ mes "[Karian]";
+ mes "please come back here after finishing the investigation.";
+ close;
+ }else if (job_min == 4){
+ mes "[Karian]";
+ mes ""+strcharinfo(0)+"! Did you already go to Prontera?";
+ mes "Did you get any useful information?";
+ next;
+ mes "[Karian]";
+ mes "Hum~ did you?";
+ mes "I think that's not enough to use...";
+ next;
+ mes "[Karian]";
+ mes "Huhu~ But I got some useful information from some of the captains here in Alberta.";
+ next;
+ mes "[Karian]";
+ mes "I heard that there is a ship which had a man who could be ^f57d7dMaestro Song^000000.";
+ mes "A few years ago, it was a ship headed for ^f57d7dHugel^000000.";
+ next;
+ mes "[Karian]";
+ mes "It doesn't exist any more, so I need to take an airship...";
+ mes "It's my first time to take it.";
+ next;
+ mes "[Karian]";
+ mes "Um..";
+ mes "Anyway let's meet at the airship in Izlude.";
+ set job_min,5;
+ changequest 11138,11139;
+ close;
+ }else if (job_min == 100){
+ mes "[Karian]";
+ mes "The voice of heaven revolves around my ears";
+ mes "like a wandering wind,";
+ next;
+ mes "[Bard]";
+ mes "Even though I close my eyes and cover my ears,";
+ mes "I can hear a voice from somewhere,";
+ next;
+ mes "[Bard]";
+ mes "It put temptation in exhausted crewman to deep sleep,";
+ mes "make them feel as if they are in the land of dreams.";
+ next;
+ mes "[Karian]";
+ mes "Ah!!! "+strcharinfo(0)+" Long time no see!";
+ mes "What? What am I doing here?";
+ next;
+ mes "[Karian]";
+ mes "Well?";
+ mes "Let me leave here?";
+ close;
+ }
+ mes "[Bard]";
+ mes "The voice of heaven revolves around in my ears";
+ mes "like wandering wind,";
+ next;
+ mes "[Bard]";
+ mes "Even though I close my eyes and cover my ears,";
+ mes "I can hear the voice from somewhere,";
+ next;
+ mes "[Bard]";
+ mes "It put temptation in exhausted crewman to deep sleep,";
+ mes "make them feel as if they are in the land of dreams.";
+ close;
+}
+
+prontera,141,97,4 script Warmhearted woman 701,{
+
+ if (job_min == 1){
+ mes "[Warmhearted woman]";
+ mes "Maestro Song?";
+ mes "I haven't heard that name before.";
+ next;
+ mes "[Warmhearted woman]";
+ mes "Is he a legendary poet?";
+ mes "I don't know who he is, but I guess he is a grand man?";
+ next;
+ mes "[Warmhearted woman]";
+ mes "Ah! Ask a ^f57d7dman wearing glasses near the gate of the castle^000000 about a song.";
+ mes "He will make a book of 100 hit songs~";
+ next;
+ mes "[Warmhearted woman]";
+ mes "He must know something about making that book.";
+ set job_min,2;
+ changequest 11135,11136;
+ close;
+ }else if (job_min == 2){
+ mes "[Warmhearted woman]";
+ mes "Ah! Ask a ^f57d7dman wearing glasses near the gate of the castle^000000 about the song.";
+ mes "They will make a book of 100 hit songs~";
+ next;
+ mes "[Warmhearted woman]";
+ mes "He must know something about making that book.";
+ close;
+ }
+ mes "[Warmhearted woman]";
+ mes "I heard that a ^f57d7dman wearing glasses near the gate of the castle^000000 is making a 100 hit song book~";
+ close;
+}
+
+prontera,140,331,6 script Glasses-wearing Man 883,{
+
+ if (job_min == 2){
+ mes "[Glasses-wearing Man]";
+ mes "You mean Maestro Song?";
+ mes "I don't know details of his life but I heard that he wrote great songs.";
+ next;
+ mes "[Glasses-wearing Man]";
+ mes "I don't get how a boy raised in a rich environment could write a song like this.";
+ next;
+ mes "[Glasses-wearing Man]";
+ mes "He is still on a trip, but thesedays we haven't heard new songs from him.";
+ next;
+ mes "[Glasses-wearing Man]";
+ mes "So we are worried.";
+ next;
+ mes "[Glasses-wearing Man]";
+ mes "It would be better to ask the ^f57d7dwoman standing in front of the tool shop^000000.";
+ set job_min,3;
+ changequest 11136,11137;
+ close;
+ }else if (job_min == 3){
+ mes "[Glasses-wearing Man]";
+ mes "It would better to ask the ^f57d7dwoman standing in front of the tool shop^000000.";
+ close;
+ }
+ mes "[Glasses-wearing Man]";
+ mes "100 hit songs!!";
+ mes "Whoever want to be a Minstrel should know about this!";
+ next;
+ mes "[Glasses-wearing Man]";
+ mes "Once this book is completed, I'll be rich!";
+ mes "Haha!!";
+ close;
+}
+
+prontera,146,218,4 script Woman#job_min 90,{
+
+ if (job_min == 3){
+ mes "[Woman]";
+ mes "Do you know who Maestro Song is?";
+ mes "I think he must be my little boy.";
+ next;
+ mes "[Woman]";
+ mes "A few years ago, he went off to sea but he never came back.";
+ next;
+ mes "[Woman]";
+ mes "He liked to sing a lot but we didn't let him sing.";
+ next;
+ mes "[Woman]";
+ mes "His father didn't like him singing much.";
+ next;
+ mes "[Woman]";
+ mes "So he broke every instrument in the house...";
+ mes "It was terrible.";
+ mes "Where is my little boy... sniff.";
+ next;
+ mes "- I can't get anymore -";
+ mes "- useful information. -";
+ mes "- I'll go back to Alberta -";
+ mes "- and talk to that Bard. -";
+ set job_min,4;
+ changequest 11137,11138;
+ close;
+ }else if (job_min == 4){
+ mes "- I can't get anymore -";
+ mes "- useful information. -";
+ mes "- Go back to Alberta. -";
+ mes "- and talk to that Bard. -";
+ close;
+ }
+ mes "[Woman]";
+ mes "Where is my little boy... sniff.";
+ close;
+}
+
+airplane,222,67,6 script Karian#job_min1 486,{
+
+ if (job_min == 5){
+ mes "[Karian]";
+ mes "Yup!!!!!!!!!!!!!!!!!!";
+ next;
+ mes "[Karian]";
+ mes "Please leave me alone.";
+ mes "I feel nauseated.";
+ next;
+ mes "[Karian]";
+ mes "Acchh...";
+ set job_min,6;
+ changequest 11139,11140;
+ close2;
+ warp "hu_in01",267,8;
+ end;
+ }
+ mes "[Karian]";
+ mes "Yup!!!!!!!!";
+ next;
+ mes "[Karian]";
+ mes "Please leave me alone.";
+ mes "I feel nauseated.";
+ next;
+ mes "[Karian]";
+ mes "Acchh...";
+ close;
+}
+
+hu_in01,267,5,3 script Karian#job_min2 486,{
+
+ if (job_min == 6){
+ mes "[Karian]";
+ mes "Eeeeh it's so painful.";
+ mes "I don't want to feel like this ever again.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Are you ok?";
+ next;
+ mes "[Karian]";
+ mes "...";
+ mes "No...";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I'm feeling ok.";
+ mes "So, I'm going to find out information in town, you can take a rest.";
+ next;
+ mes "[Karian]";
+ mes "Sorry, blech! I still feel bad...";
+ mes "You can get good information from the ^f57d7dPub^000000. Owww...";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "You don't have to tell me everything. I can take care of it.";
+ next;
+ mes "[Karian]";
+ mes "...";
+ set job_min,7;
+ changequest 11140,11141;
+ close;
+ }else if (job_min == 7){
+ mes "[Karian]";
+ mes "Sorry... Owww!";
+ mes "You can get good information from the ^f57d7dPub^000000. Owww...";
+ close;
+ }else if (job_min == 8){
+ mes "[Karian]";
+ mes "Wooo.";
+ mes "Did you get anything?";
+ next;
+ mes "- Karian doesn't look -";
+ mes "- like he's doing well -";
+ mes "- you can get information -";
+ mes "- from a man in the Pub. -";
+ close;
+ }else if (job_min == 9){
+ mes "[Karian]";
+ mes "Owww...";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "How do you feel?";
+ next;
+ mes "[Karian]";
+ mes "Oww...";
+ mes "I feel better.";
+ next;
+ mes "[Karian]";
+ mes "Did you get anything?";
+ mes "I'm sorry that I can't be more helpful to you.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "No, it's ok.";
+ mes "I met a man in the Pub, he said that he got a song from 'Maestro Song'.";
+ next;
+ mes "[Karian]";
+ mes "Pub?";
+ mes "You got a song?";
+ mes ".....";
+ mes "Bleech...";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Hey! Are you sure that you are ok?";
+ next;
+ mes "[Karian]";
+ mes "I don't become airsick,";
+ mes "It's just bad memories.";
+ mes "So did you hear something?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I heard a song named ^f57d7d'Metallic Sound'^000000.";
+ next;
+ mes "[Karian]";
+ mes "What?!?!?!?!!!!!";
+ mes "You heard that?!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Why? Do you know that song?";
+ next;
+ mes "[Karian]";
+ mes "Ahh...";
+ mes "Y, yes...";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Hmm...";
+ next;
+ mes "[Karian]";
+ mes "I met him before.";
+ mes "He has a great voice...";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Yes.";
+ mes "I blacked out as I heard that song.";
+ next;
+ mes "[Karian]";
+ mes "He has the destructive power of voice.";
+ mes "And he...";
+ mes "What else?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Ah!!";
+ mes "^f57d7d'Maestro Song'^000000 went to ^f57d7dThanatos Tower^000000.";
+ mes "I don't know why he went there.";
+ next;
+ mes "[Karian]";
+ mes "Did he? I must go there!";
+ set job_min,10;
+ changequest 11142,11143;
+ close;
+ }else if (job_min == 10){
+ mes "[Karian]";
+ mes "What are you doing? Let's go to Thanatos tower.";
+ close;
+ }
+ mes "[Karian]";
+ mes "Of course it's easy to take an airship, but sometimes it can be good to walk.";
+ next;
+ mes "[Karian]";
+ mes "It isn't about my sickness.";
+ close;
+}
+
+hu_in01,361,103,3 script Tone-deaf person 995,{
+
+ if (job_min == 7){
+ mes "[Tone-deaf person]";
+ mes "Lala~ lala~";
+ mes "Humming~?";
+ next;
+ mes "[Tone-deaf person]";
+ mes "lalala~";
+ mes "lullula~";
+ next;
+ mes "- It's very hard to hear. -";
+ mes "- You start to have doubts -";
+ mes "- that such sounds could -";
+ mes "- be made from humans. -";
+ next;
+ switch(select("You move to other side.:Keep listening.")){
+ case 1:
+ close;
+ case 2:
+ break;
+ }
+ mes "[Tone-deaf person]";
+ mes "Turuturu~";
+ mes "Dadada~";
+ next;
+ mes "[Tone-deaf person]";
+ mes "Shubashuba~ shaaa~";
+ mes "Blahblah~";
+ mes "Lalala...";
+ mes "......!!";
+ next;
+ if (Class == Job_Bard || Class == Job_Baby_Bard){
+ mes "[Tone-deaf person]";
+ mes "Hum!! Hey you, you were listening to my song.";
+ mes "You look like a Bard, how about you sing for me as rewarding my song?";
+ next;
+ }else{
+ mes "[Tone-deaf person]";
+ mes "Hum!! Hey you, you were listening to my song.";
+ mes "You look like a Clown, how about you sing for me as rewarding my song?";
+ next;
+ }
+ mes "["+strcharinfo(0)+"]";
+ mes "What?!";
+ next;
+ mes "[Tone-deaf person]";
+ mes "Sing for me.";
+ mes "Come on~";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Ok...";
+ mes "Hum hum...";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "You are standing in the middle of Asgard's field.";
+ mes "You hand the friut of heaven over to me~";
+ mes "You are loved by every god~";
+ next;
+ mes "[Tone-deaf person]";
+ mes "Hooo~ You sing well. I can feel better when I hear ^f57d7d'Idun's apple'^000000~";
+ next;
+ mes "[Tone-deaf person]";
+ mes "As you can see!";
+ mes "I'm a guy who can enjoy songs!";
+ next;
+ mes "[Tone-deaf person]";
+ mes "I think it is nothing to be proud of. But I'm good at singing.";
+ mes "When I was young, I tried to be a Bard but I had to succeed the family business.";
+ next;
+ mes "[Tone-deaf person]";
+ mes "For a long time I lost my dream, I'm already old.";
+ next;
+ mes "[Tone-deaf person]";
+ mes "I have famliy that needed my protection.";
+ mes "But one day I believe that my dreams come true!";
+ next;
+ mes "[Tone-deaf person]";
+ mes "In my spare time, I heard the stories of a tourist in the Pub.";
+ mes "When I left there, I didn't want to become a laughing stock.";
+ next;
+ mes "[Tone-deaf person]";
+ mes "And I can show my song to those who know the song.";
+ next;
+ mes "[Tone-deaf person]";
+ mes "They are usually suprised when they hear the song.";
+ mes "They are suprised by my skill.";
+ mes "Huhu";
+ next;
+ mes "[Tone-deaf person]";
+ mes "But ^f57d7d'Maestro Song'^000000 didn't get discouraged by my song.";
+ mes "Of course he isn't good enough to me.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Did you meet ^f57d7d'Maestro Song'^000000?";
+ next;
+ mes "[Tone-deaf person]";
+ mes "Hmm? Have you met him?";
+ mes "I did. A few years ago.";
+ next;
+ mes "[Tone-deaf person]";
+ mes "When he heard my song, he said that he can't hear songs like this anywhere.";
+ next;
+ mes "[Tone-deaf person]";
+ mes "I could have the opportunity to sing for him in Hugel.";
+ mes "There is no one who has skill like that.";
+ next;
+ mes "[Tone-deaf person]";
+ mes "Before he left, I got a song that reminds me of him.";
+ next;
+ mes "[Tone-deaf person]";
+ mes "He said that he will go to Thanatos.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Did you get a song?";
+ next;
+ mes "[Tone-deaf person]";
+ mes "Yes!";
+ mes "He conceded my ability!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Can I hear the song?";
+ next;
+ mes "[Tone-deaf person]";
+ mes "Hum...";
+ mes "Wait.";
+ mes "I have to find a piece of paper.";
+ mes "I put it in my vest.";
+ next;
+ mes "[Tone-deaf person]";
+ mes "Rummaging rummaging.";
+ mes "Browsing browsing .";
+ set job_min,8;
+ close;
+ }else if (job_min == 8){
+ mes "[Tone-deaf person]";
+ mes "I got it.";
+ mes "Hum!";
+ mes "Listen carefully!";
+ mes "^f57d7d'Metallic Sound!!'^000000";
+ next;
+ mes "[Tone-deaf person]";
+ mes "$$$$$$@@@@@!!!!";
+ mes "&&$%&@@@$#$~~";
+ mes "$#^#$####$$!!!@@#!!!!!";
+ percentheal -30,-30;
+ next;
+ mes "[Tone-deaf person]";
+ mes "!@@@$$%^@@#%^%!!!!!!";
+ mes "!!!!!!!##$$^^^#^!!!";
+ mes "&$$%@@@%@##%~~~";
+ percentheal -30,-30;
+ next;
+ mes "-You lose consciousness.-";
+ mes "-This voice must have-";
+ mes "-huge destructive-";
+ mes "-power.-";
+ percentheal -30,-30;
+ next;
+ mes "-And I can't remember-";
+ mes "-the end of this song.-";
+ next;
+ mes "[Tone-deaf person]";
+ mes "Hey~";
+ next;
+ mes "[Tone-deaf person]";
+ mes "Open your eyes~";
+ next;
+ mes "[Tone-deaf person]";
+ mes "Clap";
+ mes "Hey~";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Eeeee...";
+ next;
+ mes "[Tone-deaf person]";
+ mes "I think you are qualified, but you seem to need more training.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "......";
+ next;
+ mes "-You're so exhausted.-";
+ mes "-So go back to the hotel.-";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Thank you for your song.";
+ mes "I have to go back...";
+ next;
+ mes "[Tone-deaf person]";
+ mes "Ah?";
+ mes "Ok see you later.";
+ mes "If you want to hear my song, you can visit me.";
+ mes "Hahahh";
+ set job_min,9;
+ changequest 11141,11142;
+ close;
+ }else if (job_min == 9){
+ mes "["+strcharinfo(0)+"]";
+ mes "......";
+ next;
+ mes "-I'm so exhausted.-";
+ mes "-you got information-";
+ mes "-so go back to the hotel.-";
+ close;
+ }else if (job_min == 10){
+ mes "[Tone-deaf person]";
+ mes "Are you leaving??";
+ mes "If you want to hear my song, you can visit me.";
+ mes "Hahahah";
+ close;
+ }else if (job_min == 100){
+ mes "[Tone-deaf person]";
+ mes "Oh!!";
+ mes "You seem to be strong!";
+ mes "You are no less competent than I am.";
+ close;
+ }
+ mes "[Tone-deaf person]";
+ mes "Lala~ lalal~";
+ mes "Lulu~?";
+ next;
+ mes "[Tone-deaf person]";
+ mes "Lalalal~";
+ mes "Lululul~";
+ next;
+ mes "-It's very hard to hear.-";
+ mes "-You start to have doubts-";
+ mes "-that such a sound can be-";
+ mes "-coming out a human.-";
+ close;
+}
+
+tha_scene01,140,200,0 script min_receipt 139,3,3,{
+
+OnTouch:
+ if (job_min == 10){
+ mes "-There is a piece of paper on the ground.-";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "What is this?";
+ next;
+ mes "[Karian]";
+ mes "What does it say?";
+ donpcevent "Karian#cmd1::OnEnable";
+ next;
+ mes "===================";
+ mes "==photo exchange==";
+ mes "======receipt======";
+ mes "===================";
+ mes "Name : Maestro Song";
+ next;
+ mes "- Bring this receipt and exchange it";
+ mes "";
+ mes "- Juno's store manager : Mr. Click.";
+ next;
+ mes "- Directions : Around Juno's plaza.";
+ getitem 6271,1;
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Photo exchange receipt?";
+ mes "How did he drop it...";
+ next;
+ mes "[Karian]";
+ mes "Juno's store...";
+ mes "Let's go to Juno...";
+ set job_min,11;
+ changequest 11143,11144;
+ donpcevent "Karian#cmd1::OnDisable";
+ close;
+ }else if (job_min == 11){
+ if (countitem(6271) < 1){
+ mes "-There is a piece of paper on the ground.-";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "What is this?";
+ next;
+ mes "[Karian]";
+ mes "What does it say?";
+ donpcevent "Karian#cmd1::OnEnable";
+ next;
+ mes "===================";
+ mes "==photo exchange==";
+ mes "======receipt======";
+ mes "===================";
+ mes "Name : Maestro Song";
+ next;
+ mes "- Bring this receipt and exchange it";
+ mes "";
+ mes "- Juno's store manager : Mr. Click.";
+ next;
+ mes "- Directions : Around Juno's plaza.";
+ getitem 6271,1;
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Photo exchange receipt?";
+ mes "How did he drop it...";
+ next;
+ mes "[Karian]";
+ mes "Juno's store...";
+ mes "Let's go to Juno...";
+ donpcevent "Karian#cmd1::OnDisable";
+ close;
+ }
+ }
+}
+
+tha_scene01,139,204,6 script Karian#cmd1 486,{
+ end;
+
+OnInit:
+ disablenpc "Karian#cmd1";
+ end;
+
+OnEnable:
+ enablenpc "Karian#cmd1";
+ initnpctimer;
+ end;
+
+OnDisable:
+ disablenpc "Karian#cmd1";
+ stopnpctimer;
+ end;
+
+OnTimer15000:
+ donpcevent "Karian#cmd1::OnDisable";
+ stopnpctimer;
+ end;
+}
+
+yuno,143,170,6 script Mr. Click#job_min 748,{
+
+ if (job_min == 11){
+ mes "[Mr. Click]";
+ mes "Hi~ welcome~";
+ mes "I can take a picture for you.";
+ mes "Do you want to take a pic?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "No...";
+ mes "Do you remember this receipt?";
+ next;
+ mes "[Mr. Click]";
+ mes "Let me see~";
+ mes "Umm...";
+ next;
+ mes "[Mr. Click]";
+ mes "Yes...";
+ mes "It looks so old.";
+ next;
+ mes "[Mr. Click]";
+ mes "It's okay.";
+ mes "Tourists usually don't pick up their pictures.";
+ next;
+ mes "[Mr. Click]";
+ mes "So there are plenty of photos I've been holding on to.";
+ next;
+ mes "[Mr. Click]";
+ mes "I can find that so easily.";
+ mes "I keep lots of old stuff.";
+ mes "No problem.";
+ next;
+ mes "[Mr. Click]";
+ mes "browsing~";
+ next;
+ mes "[Mr. Click]";
+ mes "browsing~";
+ next;
+ mes "[Mr. Click]";
+ mes "I think I found it!";
+ mes "The photo crashed down, but it's ok.";
+ mes "No problem.";
+ next;
+ mes "[Mr. Click]";
+ mes "Here, take a look.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "The picture!";
+ mes "Let me see it!";
+ next;
+ mes "[Karian]";
+ mes "Hurry.";
+ donpcevent "Karian#cmd2::OnEnable";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "...";
+ next;
+ mes "[Karian]";
+ mes "Oh~ Good pic, isn't it?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I expected I would see the face of 'Maestro Song', but he's wearing a mask...";
+ mes "He's wearing a mask?!";
+ mes "We came here for this?";
+ next;
+ mes "[Karian]";
+ mes "Ah! look at this!";
+ mes "Something is on the back of the picture.";
+ next;
+ mes "-I want to have a Teddy Bear. I need 33?";
+ mes "-In front of Thanatos tower.";
+ mes "-Maestro Song.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "What does it mean?";
+ next;
+ mes "[Karian]";
+ mes "Well...";
+ next;
+ mes "[Karian]";
+ mes "Um... Teddy Bear...";
+ mes "Between Einbroch and Lighthalzen, there is an area that teddybears live.";
+ next;
+ mes "[Karian]";
+ mes "We might be able to get something there.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Then why would he need 33?";
+ next;
+ mes "[Karian]";
+ mes "Well... Go there and we might be able to find out something.";
+ next;
+ mes "[Karian]";
+ mes "Umm... Then I'll pass by Einbroch and go to Lighthalzen. Why don't you go to the place that Teddy Bears are?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Ok. Then let's meet at Lighthalzen's hotel.";
+ mes "I'll get the 33 Teddy Bears.";
+ donpcevent "Karian#cmd2::OnDisable";
+ set job_min,12;
+ getitem 6270,1;
+ changequest 11144,11145;
+ close;
+ }else if (job_min == 12){
+ mes "[Mr. Click]";
+ mes "Then take care.";
+ next;
+ mes "[Karian]";
+ mes "Let's go there!";
+ donpcevent "Karian#cmd2::OnEnable";
+ next;
+ mes "[Karian]";
+ mes "Then I'll pass by Einbroch and go to Lighthalzen. Why don't you go to the place that Teddy Bears are?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Then let's meet at Lighthalzen's hotel.";
+ mes "I'll get the 33 Teddy Bears.";
+ donpcevent "Karian#cmd2::OnDisable";
+ close;
+ }
+ mes "[Mr. Click]";
+ mes "Hi~ welcome~";
+ mes "I can take a picture for you.";
+ mes "Do you want to take a pic?";
+ close;
+}
+
+yuno,146,168,0 script Karian#cmd2 486,{
+ end;
+
+OnInit:
+ disablenpc "Karian#cmd2";
+ end;
+
+OnEnable:
+ enablenpc "Karian#cmd2";
+ initnpctimer;
+ end;
+
+OnDisable:
+ disablenpc "Karian#cmd2";
+ stopnpctimer;
+ end;
+
+OnTimer100000:
+ donpcevent "Karian#cmd2::OnDisable";
+ stopnpctimer;
+ end;
+}
+
+lighthalzen,162,126,3 script Little Girl#job_min 62,3,3,{
+
+OnTouch:
+ if (checkquest(11145,2) == 2){
+ if (job_min == 12){
+ mes "[Little Girl]";
+ mes "Ah!!!!";
+ mes "Teddy bear!!!";
+ next;
+ mes "[Little Girl]";
+ mes "Why do you have lots of teddy bears?";
+ mes "Where did you get them old man?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Hey, I'm not an old man.";
+ next;
+ mes "[Little Girl]";
+ mes "And my name isn't 'Hey'!";
+ mes "My name is 'Rion'!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Sorry~ sorry~";
+ mes "What if I give you a teddy bear.";
+ next;
+ mes "[Rion]";
+ mes "Ah!";
+ mes "Are you sure?";
+ mes "Hooray!!!";
+ next;
+ mes "[Rion]";
+ mes "A man who I saw before didn't give me teddybears even though he had lots of them!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Is he the guy in this pic?";
+ next;
+ mes "[Rion]";
+ mes "I can't rememebr well.";
+ mes "But I think he is.";
+ next;
+ mes "[Rion]";
+ mes "My mother said that he was rolling in a room with teddy bears.";
+ next;
+ mes "[Rion]";
+ mes "And he wears teddy bear outfits and goes to the ^f57d7dIce Cave^000000.";
+ next;
+ mes "[Rion]";
+ mes "My mother works here.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Ice Cave?";
+ next;
+ mes "[Rion]";
+ mes "Mother said that it's freezing.";
+ next;
+ mes "[Karian]";
+ mes "Hey~ "+strcharinfo(0)+"~";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Ah, Karian. Did you just get here?";
+ next;
+ mes "[Karian]";
+ mes "Yes.";
+ mes "It was much farther away than I'd expected.";
+ donpcevent "Karian#cmd3::OnEnable";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "You... walked here?";
+ next;
+ mes "[Karian]";
+ mes "...";
+ mes "I didn't want to take the airship again...";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Oh... got it.";
+ mes "Then did you get anything in Einbroch?";
+ next;
+ mes "[Karian]";
+ mes "I think 'Maestro Song' went to Einbroch, but he left soon because of air.";
+ mes "How about you? Did you find something about the teddy bears?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "'Maestro Song' might be in an Ice Cave.";
+ next;
+ mes "[Karian]";
+ mes "Might be?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "This little... ah... Rion saw him.";
+ next;
+ mes "[Karian]";
+ mes "Then it's time to go to the Ice Cave?";
+ mes "Huu... legs hurt.";
+ mes "Ok, let's go to there.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Okay.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Thanks, Rion.";
+ mes "I'll give you all the teddy bears I have.";
+ next;
+ mes "[Rion]";
+ mes "Really?!";
+ mes "Waaah!!!!!!!!!";
+ mes "I'm so happy!!!";
+ mes "Thank you, "+strcharinfo(0)+".";
+ set job_min,13;
+ changequest 11145,11146;
+ donpcevent "Karian#cmd3::OnDisable";
+ close;
+ }else if (job_min == 13){
+ mes "[Rion]";
+ mes "I heard that 'Maestro Song' when I went to the Ice Cave.";
+ mes "Thank you for the Teddy Bears!";
+ close;
+ }else if (job_min > 13){
+ mes "[Rion]";
+ mes "I'm having a lot of fun playing with the Teddy Bears!";
+ close;
+ }
+ mes "[Little Girl]";
+ mes "I'm having a lot of fun playing with the Teddy Bears!";
+ close;
+ }
+ mes "[Little Girl]";
+ mes "Do you like teddy bears?";
+ mes "I love 'em!!!!!";
+ close;
+}
+
+lighthalzen,160,124,6 script Karian#cmd3 486,{
+ end;
+
+OnInit:
+ disablenpc "Karian#cmd3";
+ end;
+
+OnEnable:
+ enablenpc "Karian#cmd3";
+ initnpctimer;
+ end;
+
+OnDisable:
+ disablenpc "Karian#cmd3";
+ stopnpctimer;
+ end;
+
+OnTimer100000:
+ donpcevent "Karian#cmd3::OnDisable";
+ stopnpctimer;
+ end;
+}
+
+ice_dun01,157,15,0 script Ice Cave Minstrel1 139,2,2,{
+
+OnTouch:
+ if (job_min == 13){
+ mes "-A long time ago-";
+ close2;
+ warp "ice_dun01",157,23;
+ end;
+ }
+ end;
+}
+
+ice_dun01,157,23,0 script Ice Cave Minstrel2 139,2,2,{
+
+OnTouch:
+ if (job_min == 13){
+ mes "-THe giant born to ice-";
+ close2;
+ warp "ice_dun01",141,41;
+ end;
+ }
+ end;
+}
+
+ice_dun01,141,41,0 script Ice Cave Minstrel3 139,2,2,{
+
+OnTouch:
+ if (job_min == 13){
+ mes "-died-";
+ close2;
+ warp "ice_dun01",120,35;
+ end;
+ }
+ end;
+}
+
+ice_dun01,120,35,0 script Ice Cave Minstrel4 139,2,2,{
+
+OnTouch:
+ if (job_min == 13){
+ mes "-His body became the ground-";
+ close2;
+ warp "ice_dun01",104,30;
+ end;
+ }
+ end;
+}
+
+ice_dun01,104,30,0 script Ice Cave Minstrel5 139,2,2,{
+
+OnTouch:
+ if (job_min == 13){
+ mes "-His bones became a mountain-";
+ close2;
+ warp "ice_dun01",86,23;
+ end;
+ }
+ end;
+}
+
+ice_dun01,86,23,0 script Ice Cave Minstrel6 139,2,2,{
+
+OnTouch:
+ if (job_min == 13){
+ mes "-his skin became soil-";
+ close2;
+ warp "ice_dun01",75,19;
+ end;
+ }
+ end;
+}
+
+ice_dun01,75,19,0 script Ice Cave Minstrel7 139,2,2,{
+
+OnTouch:
+ if (job_min == 13){
+ mes "-His blood became a river-";
+ close2;
+ warp "ice_dun01",56,12;
+ end;
+ }
+ end;
+}
+
+ice_dun01,56,12,0 script Ice Cave Minstrel8 139,2,2,{
+
+OnTouch:
+ if (job_min == 13){
+ mes "-his hair became a plant-";
+ close2;
+ warp "ice_dun01",29,26;
+ end;
+ }
+ end;
+}
+
+ice_dun01,29,26,0 script Ice Cave Minstrel9 139,2,2,{
+
+OnTouch:
+ if (job_min == 13){
+ mes "-His head became the sky-";
+ close2;
+ warp "ice_dun01",25,46;
+ end;
+ }
+ end;
+}
+
+ice_dun01,25,46,0 script Ice Cave Minstrel10 139,2,2,{
+
+OnTouch:
+ if (job_min == 13){
+ mes "-His tears from his-";
+ close2;
+ warp "ice_dun01",20,66;
+ end;
+ }
+ end;
+}
+
+ice_dun01,20,66,0 script Ice Cave Minstrel11 139,2,2,{
+
+OnTouch:
+ if (job_min == 13){
+ mes "-eyes became dew-";
+ close2;
+ warp "ice_dun01",22,85;
+ end;
+ }
+ end;
+}
+
+ice_dun01,22,85,0 script Ice Cave Minstrel12 139,2,2,{
+
+OnTouch:
+ if (job_min == 13){
+ mes "-on the leaves-";
+ percentheal -90,0;
+ set job_min,14;
+ changequest 11146,11147;
+ close2;
+ warp "ra_in01",361,129;
+ end;
+ }
+ end;
+}
+
+ra_in01,361,129,0 script jmRachelHotel 139,2,2,{
+
+OnTouch:
+ if (job_min == 14){
+ mes "[Old Woman]";
+ mes "Huu!!";
+ mes "Wake up!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Where am I...?";
+ set job_min,15;
+ close;
+ }
+ end;
+}
+
+ra_in01,358,130,4 script Old Woman#job_min 979,{
+
+ if (job_min == 14){
+ mes "[Old Woman]";
+ mes "Huu!!";
+ mes "Wake up!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Where am I...?";
+ set job_min,15;
+ close;
+ }else if (job_min == 15){
+ mes "[Old Woman]";
+ mes "You're in Rachel.";
+ mes "You arere strange. You have to wear warmer clothes if you want to go into the Ice Cave.";
+ next;
+ mes "[Old Woman]";
+ mes "You're lucky that my husband found you when he did.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Sorry.";
+ next;
+ mes "[Old Woman]";
+ mes "Anyway!! Be careful!";
+ mes "You don't believe your youth alone will protect you.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I'll be careful.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Do you know that song written on the wall of the Ice cave?";
+ next;
+ mes "[Old Woman]";
+ mes "Did you go there to see?";
+ mes "A few years ago, one man wearing a mask carved that on the Ice cave.";
+ next;
+ mes "[Old Woman]";
+ mes "I couldn't see his face because of the mask,";
+ next;
+ mes "[Old Woman]";
+ mes "but he got a cold and felt so painful.";
+ next;
+ mes "[Old Woman]";
+ mes "And then he decided to go to Comodo.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Comodo?";
+ next;
+ mes "[Old Woman]";
+ mes "Yes, I heard that Comodo is a very fun place, I want to go there before I die.";
+ next;
+ mes "[Old Woman]";
+ mes "If you want to go there you have to take an airship to the Rune-Midgarts Kingdom.";
+ next;
+ mes "[Old Woman]";
+ mes "That's not easy.";
+ next;
+ mes "[Karian]";
+ mes "What?! An Airship?!";
+ mes "Eee I don't want to go on an airship again!";
+ donpcevent "Karian#cmd4::OnEnable";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Take it easy...";
+ mes "Is there another way to go there?";
+ next;
+ mes "[Old Woman]";
+ mes "Without an airship?";
+ mes "You can walk...";
+ mes "But it takes a long time...";
+ next;
+ mes "[Old Woman]";
+ mes "Ah! It's Comodo over southern Veins.";
+ next;
+ mes "[Old Woman]";
+ mes "We don't have a proper boat.";
+ mes "In southern of Veins, there is a port. If you are lucky you can take it...";
+ donpcevent "Karian#cmd4::OnDisable";
+ set job_min,16;
+ changequest 11147,11148;
+ close;
+ }else if (job_min == 16){
+ mes "[Old Woman]";
+ mes "Ah! It's Comodo over southern Veins.";
+ next;
+ mes "[Old Woman]";
+ mes "We don't have a proper boat.";
+ mes "In southern of Veins, there is a port. If you are lucky you can take it...";
+ close;
+ }
+ mes "[Old Woman]";
+ mes "I heard that Comodo is a very fun place, I want to go there before I die.";
+ next;
+ mes "[Old Woman]";
+ mes "If you want to go there you have to take an Airship to the Rune-Midgarts Kingdom.";
+ next;
+ mes "[Old Woman]";
+ mes "It's the fastest way.";
+ close;
+}
+
+ra_in01,357,128,0 script Karian#cmd4 486,{
+ end;
+
+OnInit:
+ disablenpc "Karian#cmd4";;
+ end;
+
+OnEnable:
+ enablenpc "Karian#cmd4";;
+ initnpctimer;
+ end;
+
+OnDisable:
+ disablenpc "Karian#cmd4";;
+ stopnpctimer;
+ end;
+
+OnTimer100000:
+ donpcevent "Karian#cmd4::OnDisable";
+ stopnpctimer;
+ end;
+}
+
+ve_fild07,131,132,5 script =Notice=#job_min 837,{
+
+ if (job_min == 16){
+ mes "===Notice===";
+ mes "Maestro Song, Go to Comodo by boat!";
+ mes "Be ambitious!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Will it be okay...";
+ next;
+ mes "[Karian]";
+ mes "Don't worry, trust me!!";
+ donpcevent "Karian#cmd5::OnEnable";
+ next;
+ mes "-It's not easy to trust her-";
+ next;
+ switch(select("I don't like this.:Take the kayak.")){
+ case 1:
+ mes "[Karian]";
+ mes "I never ride airships ever...";
+ donpcevent "Karian#cmd5::OnDisable";
+ close;
+ case 2:
+ mes "[Karian]";
+ mes "Ok Then let's go!!!!!";
+ next;
+ mes "-If you take a small boat,-";
+ mes "-and go ahead-";
+ mes "-to Comodo,-";
+ mes "-You should see-";
+ mes "-other small boats.-";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Hmm...";
+ mes "I didn't think that there was anyone who would cross over this sea with a boat.";
+ mes "You sure I'll see other boats?";
+ next;
+ mes "[Karian]";
+ mes "They will be headed the other direction.";
+ donpcevent "Karian#cmd5::OnDisable";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Where are you going?";
+ next;
+ mes "[Karian]";
+ mes "Well? I haven't heard of the place's name before.";
+ mes "It's just called 'island' from what I heard.";
+ next;
+ mes "-For a whlie the silence-";
+ mes "-continues. Karian starts-";
+ mes "-to hum as she rows.-";
+ next;
+ mes "-Listening to Karian hum-";
+ mes "-You suddenly feel like-";
+ mes "-you're sitting in water.-";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Hey! There's a water leak!!";
+ next;
+ mes "[Karian]";
+ mes "Ahhhh!!!!!!!!!!!!!!";
+ next;
+ set .@rand,rand(7,9);
+ if (.@rand == 7){
+ switch(select("Throw the water out.:Row.:Dance.")){
+ case 1:
+ mes "[Karian]";
+ mes "I'll row and you just throw the water out!!";
+ next;
+ break;
+ case 2:
+ mes "[Karian]";
+ mes "The boat is sinking!!!";
+ close;
+ case 3:
+ mes "[Karian]";
+ mes "What the hell do you think you're doing?";
+ close;
+ }
+ }else if (.@rand == 8){
+ switch(select("Row.:Throw the water out.:Dance.")){
+ case 1:
+ mes "[Karian]";
+ mes "The boat is sinking!!!";
+ close;
+ case 2:
+ mes "[Karian]";
+ mes "I'll row and you just throw the water out!!";
+ next;
+ break;
+ case 3:
+ mes "[Karian]";
+ mes "What the hell do you think you're doing?";
+ close;
+ }
+ }
+ switch(select("Dance.:Row.:Throw the water out.")){
+ case 1:
+ mes "[Karian]";
+ mes "What the hell do you think you're doing?";
+ close;
+ case 2:
+ mes "[Karian]";
+ mes "The boat is sinking!!!";
+ close;
+ case 3:
+ mes "[Karian]";
+ mes "I'll row and you just throw the water out!!";
+ next;
+ break;
+ }
+ set .@rand,rand(7,9);
+ if (.@rand == 7){
+ switch(select("Throw the water out.:Row.:Dance.")){
+ case 1:
+ mes "[Karian]";
+ mes "I'll row and you just throw the water out!!";
+ next;
+ break;
+ case 2:
+ mes "[Karian]";
+ mes "The boat is sinking!!!";
+ close;
+ case 3:
+ mes "[Karian]";
+ mes "What the hell do you think you're doing?";
+ close;
+ }
+ }else if (.@rand == 8){
+ switch(select("Row.:Throw the water out.:Sleep.")){
+ case 1:
+ mes "[Karian]";
+ mes "The boat is sinking!!!";
+ close;
+ case 2:
+ mes "[Karian]";
+ mes "I'll row and you just throw the water out!!";
+ next;
+ break;
+ case 3:
+ mes "[Karian]";
+ mes "What the hell do you think you're doing?";
+ close;
+ }
+ }
+ switch(select("Sleep.:Row.:Throw the water out.")){
+ case 1:
+ mes "[Karian]";
+ mes "What the hell do you think you're doing?";
+ close;
+ case 2:
+ mes "[Karian]";
+ mes "The boat is sinking!!!";
+ close;
+ case 3:
+ mes "[Karian]";
+ mes "I'll row and you just throw the water out!!";
+ next;
+ break;
+ }
+ set .@rand,rand(7,9);
+ if (.@rand == 7){
+ switch(select("Throw the water out.:Row.:Sleep.")){
+ case 1:
+ mes "[Karian]";
+ mes "I'll row and you just throw the water out!!";
+ next;
+ break;
+ case 2:
+ mes "[Karian]";
+ mes "The boat is sinking!!!";
+ close;
+ case 3:
+ mes "[Karian]";
+ mes "What the hell do you think you're doing?";
+ close;
+ }
+ }else if (.@rand == 8){
+ switch(select("Row.:Throw the water out.:Sing.")){
+ case 1:
+ mes "[Karian]";
+ mes "The boat is sinking!!!";
+ close;
+ case 2:
+ mes "[Karian]";
+ mes "I'll row and you just throw the water out!!";
+ next;
+ break;
+ case 3:
+ mes "[Karian]";
+ mes "What the hell do you think you're doing?";
+ close;
+ }
+ }
+ switch(select("Sing.:Row.:Throw the water out.")){
+ case 1:
+ mes "[Karian]";
+ mes "What the hell do you think you're doing?";
+ close;
+ case 2:
+ mes "[Karian]";
+ mes "The boat is sinking!!!";
+ close;
+ case 3:
+ mes "[Karian]";
+ mes "I'll row and you just throw the water out!!";
+ next;
+ break;
+ }
+ set .@rand,rand(7,9);
+ if (.@rand == 7){
+ switch(select("Throw the water out.:Row.:Have some water.")){
+ case 1:
+ mes "[Karian]";
+ mes "I'll row and you just throw the water out!!";
+ next;
+ break;
+ case 2:
+ mes "[Karian]";
+ mes "The boat is sinking!!!";
+ close;
+ case 3:
+ mes "[Karian]";
+ mes "What the hell do you think you're doing?";
+ close;
+ }
+ }else if (.@rand == 8){
+ switch(select("Row.:Throw the water out.:Have some water.")){
+ case 1:
+ mes "[Karian]";
+ mes "The boat is sinking!!!";
+ close;
+ case 2:
+ mes "[Karian]";
+ mes "I'll row and you just throw the water out!!";
+ next;
+ break;
+ case 3:
+ mes "[Karian]";
+ mes "What the hell do you think you're doing?";
+ close;
+ }
+ }
+ switch(select("Have some water.:Row.:Throw the water out.")){
+ case 1:
+ mes "[Karian]";
+ mes "What the hell do you think you're doing?";
+ close;
+ case 2:
+ mes "[Karian]";
+ mes "The boat is sinking!!!";
+ close;
+ case 3:
+ mes "[Karian]";
+ mes "I'll row and you just throw the water out!!";
+ next;
+ break;
+ }
+ set .@rand,rand(7,9);
+ if (.@rand == 7){
+ switch(select("Throw the water out.:Row.:Shout 'Viva'.")){
+ case 1:
+ mes "[Karian]";
+ mes "I'll row and you just throw the water out!!";
+ next;
+ break;
+ case 2:
+ mes "[Karian]";
+ mes "The boat is sinking!!!";
+ close;
+ case 3:
+ mes "[Karian]";
+ mes "What the hell do you think you're doing?";
+ close;
+ }
+ }else if (.@rand == 8){
+ switch(select("Row.:Throw the water out.:Shout 'Viva'.")){
+ case 1:
+ mes "[Karian]";
+ mes "The boat is sinking!!!";
+ close;
+ case 2:
+ mes "[Karian]";
+ mes "I'll row and you just throw the water out!!";
+ next;
+ break;
+ case 3:
+ mes "[Karian]";
+ mes "What the hell do you think you're doing?";
+ close;
+ }
+ }
+ switch(select("Shout 'Viva'.:Row.:Throw the water out.")){
+ case 1:
+ mes "[Karian]";
+ mes "What the hell do you think you're doing?";
+ close;
+ case 2:
+ mes "[Karian]";
+ mes "The boat is sinking!!!";
+ close;
+ case 3:
+ mes "[Karian]";
+ mes "I'll row and you just throw the water out!!";
+ next;
+ break;
+ }
+ set .@rand,rand(7,9);
+ if (.@rand == 7){
+ switch(select("Throw the water out.:Row.:Go fishing.")){
+ case 1:
+ mes "[Karian]";
+ mes "I'll row and you just throw the water out!!";
+ next;
+ break;
+ case 2:
+ mes "[Karian]";
+ mes "The boat is sinking!!!";
+ close;
+ case 3:
+ mes "[Karian]";
+ mes "What the hell do you think you're doing?";
+ close;
+ }
+ }else if (.@rand == 8){
+ switch(select("Row.:Throw the water out.:Go fishing.")){
+ case 1:
+ mes "[Karian]";
+ mes "The boat is sinking!!!";
+ close;
+ case 2:
+ mes "[Karian]";
+ mes "I'll row and you just throw the water out!!";
+ next;
+ break;
+ case 3:
+ mes "[Karian]";
+ mes "What the hell do you think you're doing?";
+ close;
+ }
+ }
+ switch(select("Go fishing.:Row.:Throw the water out.")){
+ case 1:
+ mes "[Karian]";
+ mes "What the hell do you think you're doing?";
+ close;
+ case 2:
+ mes "[Karian]";
+ mes "The boat is sinking!!!";
+ close;
+ case 3:
+ mes "[Karian]";
+ mes "I'll row and you just throw the water out!!";
+ next;
+ break;
+ }
+ set .@rand,rand(7,9);
+ if (.@rand == 7){
+ switch(select("Throw the water out.:Row.:Listen to my song.")){
+ case 1:
+ mes "[Karian]";
+ mes "I'll row and you just throw the water out!!";
+ next;
+ break;
+ case 2:
+ mes "[Karian]";
+ mes "The boat is sinking!!!";
+ close;
+ case 3:
+ mes "[Karian]";
+ mes "What the hell do you think you're doing?";
+ close;
+ }
+ }else if (.@rand == 8){
+ switch(select("Row.:Throw the water out.:Listen to my song.")){
+ case 1:
+ mes "[Karian]";
+ mes "The boat is sinking!!!";
+ close;
+ case 2:
+ mes "[Karian]";
+ mes "I'll row and you just throw the water out!!";
+ next;
+ break;
+ case 3:
+ mes "[Karian]";
+ mes "What the hell do you think you're doing?";
+ close;
+ }
+ }
+ switch(select("Listen to my song.:Row.:Throw the water out.")){
+ case 1:
+ mes "[Karian]";
+ mes "What the hell do you think you're doing?";
+ close;
+ case 2:
+ mes "[Karian]";
+ mes "The boat is sinking!!!";
+ close;
+ case 3:
+ mes "[Karian]";
+ mes "I'll row and you just throw the water out!!";
+ next;
+ break;
+ }
+ set .@rand,rand(7,9);
+ if (.@rand == 7){
+ switch(select("Throw the water out.:Row.:Pray.")){
+ case 1:
+ mes "[Karian]";
+ mes "I'll row and you just throw the water out!!";
+ next;
+ break;
+ case 2:
+ mes "[Karian]";
+ mes "The boat is sinking!!!";
+ close;
+ case 3:
+ mes "[Karian]";
+ mes "What the hell do you think you're doing?";
+ close;
+ }
+ }else if (.@rand == 8){
+ switch(select("Row.:Throw the water out.:Pray.")){
+ case 1:
+ mes "[Karian]";
+ mes "The boat is sinking!!!";
+ close;
+ case 2:
+ mes "[Karian]";
+ mes "I'll row and you just throw the water out!!";
+ next;
+ break;
+ case 3:
+ mes "[Karian]";
+ mes "What the hell do you think you're doing?";
+ close;
+ }
+ }
+ switch(select("Pray.:Row.:Throw the water out.")){
+ case 1:
+ mes "[Karian]";
+ mes "What the hell do you think you're doing?";
+ close;
+ case 2:
+ mes "[Karian]";
+ mes "The boat is sinking!!!";
+ close;
+ case 3:
+ mes "[Karian]";
+ mes "I'll row and you just throw the water out!!";
+ next;
+ break;
+ }
+ set .@rand,rand(7,9);
+ if (.@rand == 7){
+ switch(select("Throw the water out.:Row.:Eat some food.")){
+ case 1:
+ mes "[Karian]";
+ mes "I'll row and you just throw the water out!!";
+ next;
+ break;
+ case 2:
+ mes "[Karian]";
+ mes "The boat is sinking!!!";
+ close;
+ case 3:
+ mes "[Karian]";
+ mes "What the hell do you think you're doing?";
+ close;
+ }
+ }else if (.@rand == 8){
+ switch(select("Row.:Throw the water out.:Eat some food.")){
+ case 1:
+ mes "[Karian]";
+ mes "The boat is sinking!!!";
+ close;
+ case 2:
+ mes "[Karian]";
+ mes "I'll row and you just throw the water out!!";
+ next;
+ break;
+ case 3:
+ mes "[Karian]";
+ mes "What the hell do you think you're doing?";
+ close;
+ }
+ }
+ switch(select("Eat some food.:Row.:Throw the water out.")){
+ case 1:
+ mes "[Karian]";
+ mes "What the hell do you think you're doing?";
+ close;
+ case 2:
+ mes "[Karian]";
+ mes "The boat is sinking!!!";
+ case 3:
+ mes "[Karian]";
+ mes "I'll row and you just throw the water out!!";
+ next;
+ break;
+ }
+ set .@rand,rand(7,9);
+ if (.@rand == 7){
+ switch(select("Throw the water out.:Row.:Give up.")){
+ case 1:
+ mes "[Karian]";
+ mes "I'll row and you just throw the water out!!";
+ next;
+ break;
+ case 2:
+ mes "[Karian]";
+ mes "The boat is sinking!!!";
+ close;
+ case 3:
+ mes "[Karian]";
+ mes "What the hell do you think you're doing?";
+ close;
+ }
+ }else if (.@rand == 8){
+ switch(select("Row.:Throw the water out.:Give up.")){
+ case 1:
+ mes "[Karian]";
+ mes "The boat is sinking!!!";
+ close;
+ case 2:
+ mes "[Karian]";
+ mes "I'll row and you just throw the water out!!";
+ next;
+ break;
+ case 3:
+ mes "[Karian]";
+ mes "What the hell do you think you're doing?";
+ close;
+ }
+ }
+ switch(select("Give up.:Row.:Throw the water out.")){
+ case 1:
+ mes "[Karian]";
+ mes "What the hell do you think you're doing?";
+ close;
+ case 2:
+ mes "[Karian]";
+ mes "The boat is sinking!!!";
+ close;
+ case 3:
+ mes "[Karian]";
+ mes "I'll row and you just throw the water out!!";
+ next;
+ break;
+ }
+ mes "-I've escaped from the-";
+ mes "-throes of death a-";
+ mes "-countless amount of times.-";
+ set job_min,17;
+ changequest 11148,11149;
+ close2;
+ warp "comodo",184,108;
+ end;
+ }
+ }
+ mes "===Notice===";
+ mes "Maestro Song, Go to Comodo by boat!";
+ mes "Be ambitious!";
+ close;
+}
+
+ve_fild07,129,132,5 script Karian#cmd5 486,{
+ end;
+
+OnInit:
+ disablenpc "Karian#cmd5";
+ end;
+
+OnEnable:
+ enablenpc "Karian#cmd5";
+ initnpctimer;
+ end;
+
+OnDisable:
+ disablenpc "Karian#cmd5";
+ stopnpctimer;
+ end;
+
+OnTimer30000:
+ donpcevent "Karian#cmd5::OnDisable";
+ stopnpctimer;
+ end;
+}
+
+comodo,184,108,0 script jmComodo Almost Dead 139,2,2,{
+
+OnTouch:
+ if (job_min == 17){
+ mes "["+strcharinfo(0)+"]";
+ mes "I'm... I'm alive~";
+ next;
+ mes "[Karian]";
+ mes "That was a close call.";
+ donpcevent "Karian#cmd6::OnEnable";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "You're the one that insisted that we ride on that boat. That's how we ended up like this in the first place!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "We wouldn't have suffered like this if we just took the Airship.";
+ next;
+ mes "[Karian]";
+ mes "But I told you that I don't ride airships!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I can't believe this!";
+ next;
+ mes "[Karian]";
+ mes "Well, let's forget about the past!";
+ mes "Since we're in Comodo, let's just have some fun okay?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Then what should we do about looking for 'Maestro Song'??";
+ next;
+ mes "[Karian]";
+ mes "Oh yeah...";
+ mes "Why don't we ask the villagers?";
+ donpcevent "Karian#cmd6::OnDisable";
+ set job_min,18;
+ changequest 11149,11150;
+ close;
+ }
+ end;
+}
+
+comodo,184,109,0 script Karian#cmd6 486,{
+ end;
+
+OnInit:
+ disablenpc "Karian#cmd6";
+ end;
+
+OnEnable:
+ enablenpc "Karian#cmd6";
+ initnpctimer;
+ end;
+
+OnDisable:
+ disablenpc "Karian#cmd6";
+ stopnpctimer;
+ end;
+
+OnTimer100000:
+ donpcevent "Karian#cmd6::OnDisable";
+ stopnpctimer;
+ end;
+}
+
+comodo,192,119,0 script Kayak Master#job_min 98,{
+
+ if (job_min == 18){
+ mes "[Kayak Master]";
+ mes "What?";
+ mes "Maestro Song?";
+ mes "I don't know~";
+ next;
+ mes "[Kayak Master]";
+ mes "Go to the diner located in the northern part of Comodo.";
+ mes "If he visits this town, he would likely go there first.";
+ next;
+ mes "[Kayak Master]";
+ mes "The hostess is good at memorizing the faces of customers.";
+ mes "It's good for business you know?";
+ set job_min,19;
+ changequest 11150,11151;
+ close;
+ }
+ mes "[Kayak Master]";
+ mes "The sea is man's dream.";
+ next;
+ mes "[Kayak Master]";
+ mes "It's my hope that I can cross over to Hugel someday!";
+ close;
+}
+
+comodo,159,316,4 script Woman Roasting Meat 701,{
+
+ if (job_min == 19){
+ mes "[Woman Roasting Meat]";
+ mes "Maestro Song?";
+ mes "Yes, I remember that face because he visited a few years ago.";
+ next;
+ mes "[Woman Roasting Meat]";
+ mes "He ate a whole plate of baby back ribs by himself...";
+ mes "How can I forget his face?";
+ next;
+ mes "[Woman Roasting Meat]";
+ mes "It was kind of a big fuss.";
+ mes "It was so crowded because of him.";
+ next;
+ mes "[Woman Roasting Meat]";
+ mes "Finally, he became exhaused and he wanted to go somewhere quiet.";
+ next;
+ mes "[Woman Roasting Meat]";
+ mes "I told him that there was a quiet place near Morroc, and he left.";
+ next;
+ mes "[Woman Roasting Meat]";
+ mes "I regret that.";
+ next;
+ mes "[Woman Roasting Meat]";
+ mes "He raised our income a lot while he was here...";
+ set job_min,20;
+ changequest 11151,11152;
+ close;
+ }else if (job_min == 20){
+ mes "[Woman Roasting Meat]";
+ mes "Where is the quiet place?";
+ mes "Well I'm not sure but there is a mysterious building in south-eastern part of Morroc.";
+ next;
+ mes "[Woman Roasting Meat]";
+ mes "I heard that some mysterious people gather there.";
+ mes "I think they're part of some secret guild called ash... or assa... Oh I forget...";
+ close;
+ }
+ mes "[Woman Roasting Meat]";
+ mes "He ate a whole plate of baby back ribs by himself.";
+ next;
+ mes "[Woman Roasting Meat]";
+ mes "I'll never forget him.";
+ close;
+}
+
+moc_fild16,206,232,0 script jmTransfer news 139,3,3,{
+
+OnTouch:
+ if (job_min == 20){
+ mes "["+strcharinfo(0)+"]";
+ mes "Um? What is this?";
+ mes "Something covered by sand?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Ah It's!!";
+ mes "I think 'Maestro Song' dropped it!";
+ next;
+ mes "[Karian]";
+ mes "What?! How do you know?";
+ donpcevent "Karian#cmd7::OnEnable";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "The lyrics from the man I met in hugel on the receipt...";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "and this poem written on this paper.";
+ mes "The calligraphy style is the same.";
+ next;
+ mes "[Karian]";
+ mes "I want to see clock tower...";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "But this poem can't be a clue...";
+ mes "...";
+ mes "What?";
+ next;
+ mes "[Karian]";
+ mes "......";
+ mes "I want to see clock tower.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Clock tower?";
+ mes "What are you saying all of a sudden?";
+ next;
+ mes "[Karian]";
+ mes "The... huge clock tower in Al De Baran.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I know but...";
+ next;
+ mes "[Karian]";
+ mes "Will you join me?";
+ next;
+ switch(select("Refuse.:Accept.")){
+ case 1:
+ mes "[Karian]";
+ mes "Come on~Come on~";
+ mes "Come on~Come on~";
+ mes "Come on~~~~~~~~~";
+ next;
+ mes "[Karian]";
+ mes "We don't have anymore clues.";
+ next;
+ mes "[Karian]";
+ mes "Hey! Let's go~~";
+ donpcevent "Karian#cmd7::OnDisable";
+ set job_min,21;
+ changequest 11152,11153;
+ close;
+ case 2:
+ mes "["+strcharinfo(0)+"]";
+ mes "Ok that's not a bad idea...";
+ next;
+ mes "[Karian]";
+ mes "Ok!!!";
+ mes "Hey! Let's go~~";
+ donpcevent "Karian#cmd7::OnDisable";
+ set job_min,21;
+ changequest 11152,11153;
+ close;
+ }
+ }
+ end;
+}
+
+moc_fild16,204,231,0 script Karian#cmd7 486,{
+ end;
+
+OnInit:
+ disablenpc "Karian#cmd7";
+ end;
+
+OnEnable:
+ enablenpc "Karian#cmd7";
+ initnpctimer;
+ end;
+
+OnDisable:
+ disablenpc "Karian#cmd7";
+ stopnpctimer;
+ end;
+
+OnTimer100000:
+ donpcevent "Karian#cmd7::OnDisable";
+ stopnpctimer;
+ end;
+}
+
+aldebaran,140,130,0 script jmAldebaran Clock Tower 139,3,3,{
+
+OnTouch:
+ if (job_min == 21){
+ mes "["+strcharinfo(0)+"]";
+ mes "Anyway why do you want to visit this place?";
+ next;
+ mes "[Karian]";
+ mes "......";
+ donpcevent "Karian#cmd8::OnEnable";
+ next;
+ mes "[Karian]";
+ mes "This is my friend's favorite place.";
+ mes "When we feel tired, we see that tower.";
+ next;
+ mes "[Karian]";
+ mes "Let me go back to my hometown.";
+ mes "There are many beautiful flowers.";
+ mes "The birds sing for me.";
+ mes "It's this old town.";
+ next;
+ mes "[Karian]";
+ mes "I harvest crops";
+ mes "for my church.";
+ mes "There is no warmer";
+ mes "place than where";
+ mes "I was raised.";
+ next;
+ mes "[Karian]";
+ mes "Let me go back to my hometown.";
+ mes "Let me play in the lake until I die.";
+ mes "I'll take a rest";
+ mes "at the end of my life.";
+ next;
+ mes "[Karian]";
+ mes "Where is Misa and Masa.";
+ mes "They already went to the";
+ mes "brilliant mountain where";
+ mes "it is full of freedom and";
+ mes "pleasure I want to go";
+ mes "there soon.";
+ next;
+ mes "[Karian]";
+ mes "It's a song that my friend always sang for me.";
+ mes "I haven't sung it in a long time...";
+ next;
+ mes "[Karian]";
+ mes "Why don't we go back to Prontera?";
+ next;
+ mes "[Karian]";
+ mes "I can't get rid of the the memories that I was impressed with when I entered Prontera's gates.";
+ set job_min,22;
+ changequest 11153,11154;
+ donpcevent "Karian#cmd8::OnDisable";
+ close;
+ }else if (job_min == 22){
+ mes "[Karian]";
+ mes "Let's go back to Prontera?";
+ next;
+ mes "[Karian]";
+ mes "I can't get rid of the the memories that I was impressed with when I entered Prontera's gates.";
+ close;
+ }
+ end;
+}
+
+aldebaran,142,128,2 script Karian#cmd8 486,{
+ end;
+
+OnInit:
+ disablenpc "Karian#cmd8";
+ end;
+
+OnEnable:
+ enablenpc "Karian#cmd8";
+ initnpctimer;
+ end;
+
+OnDisable:
+ disablenpc "Karian#cmd8";
+ stopnpctimer;
+ end;
+
+OnTimer100000:
+ donpcevent "Karian#cmd8::OnDisable";
+ stopnpctimer;
+ end;
+}
+
+prontera,155,40,0 script jmprt1 139,2,2,{
+
+OnTouch:
+ if (job_min == 22){
+ mes "[Karian]";
+ mes "I've finally come back.";
+ mes "Back to Prontera...";
+ donpcevent "Karian#cmd9::OnEnable";
+ next;
+ mes "[Karian]";
+ mes "I'm so tired.";
+ mes "I want to take a rest~";
+ mes "Come here, "+strcharinfo(0)+".";
+ set job_min,23;
+ close;
+ }
+ end;
+}
+
+prontera,155,49,4 script Karian#cmd9 486,{
+ end;
+
+OnInit:
+ disablenpc "Karian#cmd9";
+ end;
+
+OnEnable:
+ enablenpc "Karian#cmd9";
+ initnpctimer;
+ end;
+
+OnDisable:
+ disablenpc "Karian#cmd9";
+ stopnpctimer;
+ end;
+
+OnTimer300000:
+ donpcevent "Karian#cmd9::OnDisable";
+ stopnpctimer;
+ end;
+}
+
+prontera,155,42,0 script prtjm1 139,1,1,{
+
+OnTouch:
+ if (job_min == 23){
+ mes "-Let me go back to my hometown.-";
+ set job_min,24;
+ close2;
+ warp "prontera",155,44;
+ end;
+ }
+ end;
+}
+
+prontera,155,44,0 script prtjm2 139,1,1,{
+
+OnTouch:
+ if (job_min == 24){
+ mes "-There are many beautiful flowers.-";
+ set job_min,25;
+ close2;
+ warp "prontera",155,46;
+ end;
+ }
+ end;
+}
+
+prontera,155,46,0 script prtjm3 139,1,1,{
+
+OnTouch:
+ if (job_min == 25){
+ mes "-The birds sing for me.-";
+ set job_min,26;
+ close2;
+ warp "prontera",155,48;
+ end;
+ }
+ end;
+}
+
+prontera,155,48,0 script prtjm4 139,1,1,{
+
+OnTouch:
+ if (job_min == 26 || job_min == 27){
+ mes "-It's this old town.-";
+ next;
+ if(SkillPoint != 0){
+ mes "[Karian]";
+ mes "Hey... Don't you know how to use your skill points?";
+ mes "You should use them.";
+ close;
+ }
+ if(checkweight(1201,1) == 0){
+ mes "^3355FFWait a minute! You're";
+ mes "carrying too many items";
+ mes "right now: store some of";
+ mes "your extra things in Kafra";
+ mes "Storage, and then come back.^000000";
+ close;
+ }
+ if (JobLevel < 50 || BaseLevel < 99){
+ mes "[Karian]";
+ mes "Hey... why are you so low?";
+ mes "How did you lose levels?";
+ close;
+ }
+ if (Class == Job_Bard || Class == Job_Clown || Class == Job_Baby_Bard){
+ mes "["+strcharinfo(0)+"]";
+ mes "-It's a poem that you picked up in the desert.-";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "-How does Karian know-";
+ mes "-that song's not a poem?-";
+ next;
+ mes "[Karian]";
+ mes "Why are you looking at me?";
+ mes "How was it? Have fun??";
+ set job_min,27;
+ donpcevent "Karian#cmd9::OnDisable";
+ close2;
+ warp "prt_in",101,174;
+ end;
+ }
+ mes "[Karian]";
+ mes "Hey... you changed your outfit?";
+ mes "How'd you do that?";
+ close;
+ }
+ end;
+}
+
+prt_in,94,172,4 script Karian#job_min3 480,{
+
+if(job_min >= 27)
+{
+ if (job_min > 99){
+ switch(select("Talk.:Leave.")){
+ case 1:
+ mes "[Maestro Song]";
+ mes "The name 'Karian'?";
+ mes "He gave it to me.";
+ next;
+ mes "[Maestro Song]";
+ mes "He said that when he hears my song, he feels warmhearted.";
+ mes "'Kallianga' means hot air.";
+ next;
+ mes "[Maestro Song]";
+ mes "He likes to sing..";
+ next;
+ mes "[Maestro Song]";
+ mes "And he's good at singing for sure?";
+ next;
+ mes "[Maestro Song]";
+ mes "Ah! If it's okay with you, I want to take a pic with you in Juno?";
+ next;
+ mes "[Maestro Song]";
+ mes "I want to have something to remember you by.";
+ close;
+ case 2:
+ mes "[Maestro Song]";
+ mes "See you.";
+ mes "It was really fun.";
+ close2;
+ warp "prontera",156,99;
+ end;
+ }
+ }
+ if(checkweight(1201,1) == 0){
+ mes "^3355FFWait a minute! You're";
+ mes "carrying too many items";
+ mes "right now: store some of";
+ mes "your extra things in Kafra";
+ mes "Storage, and then come back.^000000";
+ close;
+ }
+ if (JobLevel < 50 || BaseLevel < 99){
+ mes "[Karian]";
+ mes "Hey... why are you so low?";
+ mes "How did you lose levels?";
+ close;
+ }
+ if (SkillPoint != 0){
+ mes "[Karian]";
+ mes "Hey... Don't you know how to use your skill points?";
+ mes "You should use them.";
+ close;
+ }
+ if (Class == Job_Bard || Class == Job_Clown || Class == Job_Baby_Bard){
+ mes "[Karian]";
+ mes "I'm sorry about the lie.";
+ mes "The song written on this paper...";
+ next;
+ mes "[Karian]";
+ mes "I really want to find my friend's article left behind.";
+ mes "I couldn't find it by myself.";
+ next;
+ mes "[Karian]";
+ mes "I gave it to my friend but he kept it precious...";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Did you give it to him?";
+ mes "Wait a second!";
+ mes "Just who are you?";
+ next;
+ mes "[Maestro Song]";
+ mes "Yes! I'm 'Maestro Song'!";
+ mes "Are you suprised!?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "......";
+ next;
+ mes "[Maestro Song]";
+ mes "This is my present to you.";
+ next;
+ if (Class == Job_Baby_Bard){
+ mes "[Maestro Song]";
+ mes "You are also my friend.";
+ set job_min,100;
+ jobchange Job_Baby_Minstrel;
+ completequest 11154;
+ getitem 5751,1;
+ getitem 2795,1;
+ close;
+ }if (Class == Job_Bard){
+ mes "[Maestro Song]";
+ mes "You are also my friend.";
+ set job_min,100;
+ jobchange Job_Minstrel;
+ completequest 11154;
+ getitem 5751,1;
+ getitem 2795,1;
+ close;
+ }else if (Class == Job_Clown){
+ mes "[Maestro Song]";
+ mes "You are also my friend.";
+ set job_min,100;
+ jobchange Job_Minstrel_T;
+ completequest 11154;
+ getitem 5751,1;
+ getitem 2795,1;
+ close;
+ }
+ mes "[Maestro Song]";
+ mes "Huh?";
+ close;
+ }
+}
+ mes "[Karian]";
+ mes "How did you get in here?";
+ close;
+} \ No newline at end of file
diff --git a/npc/pre-re/jobs/3-2/royal_guard.txt b/npc/pre-re/jobs/3-2/royal_guard.txt
new file mode 100644
index 000000000..a7dc7591e
--- /dev/null
+++ b/npc/pre-re/jobs/3-2/royal_guard.txt
@@ -0,0 +1,517 @@
+//===== rAthena Script =======================================
+// Royal Guard Job change Quest
+//===== By: ==================================================
+//= brAthena
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= Any rAthena or brAthena SVN
+//===== Description: =========================================
+//= [AEGIS Conversion]
+//= Job change Quest from Crusader / Paladin -> Royal Guard.
+//===== Additional Comments: =================================
+//= 1.0 First Version.
+//============================================================
+prt_castle,48,163,3 script Gentleman#4386457567 57,{
+ if(!checkweight(1201,1)) {
+ mes "You have too many items. please arrange them then try again.";
+ close;
+ }
+ if(MaxWeight - Weight < 1000) {
+ mes "You have too much items, please make more light.";
+ close;
+ }
+ if(Class == 4066 || Class == 4073 || Class == 4102) {
+ mes "[Middle-aged Gentleman]";
+ mes "Uh? What am I doing? I came here for an errand...";
+ next;
+ mes "^000099Maybe my feeling has moved to another body^000000";
+ close;
+ }
+ if(JobLevel < 50 || SkillPoint || BaseLevel < 99) {
+ mes "[Middle-aged Gentleman]";
+ mes "Oh you are so young. Keep working hard.";
+ close;
+ }
+ if(checkriding() || checkcart() || checkfalcon()) {
+ mes "[Middle-aged Gentleman]";
+ mes "You are dragging something. If you're riding something you better dismount it before proceeding.";
+ close;
+ }
+ if((Class != 14) && (Class != 4015) && (Class != 4037)) {
+ mes "[Middle-aged Gentleman]";
+ mes "I don't have anything to say to you. Find another person.";
+ close;
+ }
+ if(job_royal < 1) {
+ mes "[Middle-aged Gentleman]";
+ mes "What was I saying... (mumble) the remaining segment is in Glass Heim around 13.......";
+ next;
+ mes "[Middle-aged Gentleman]";
+ mes "Uhh?";
+ mes "Did you need something?";
+ next;
+ select "I haven't seen you before.";
+ mes "[Middle-aged Gentleman]";
+ mes "Hehehe, don't worry about me.";
+ next;
+ mes "[Middle-aged Gentleman]";
+ mes "If you don't have business with me, just keep going my friend.";
+ next;
+ select "You don't look like a Knight...";
+ mes "[Middle-aged Gentleman]";
+ mes "You're a curious one. Who are you? What do you want?";
+ next;
+ select "Just looking around!:This is my office!:Who am I? Who are you?";
+ mes "[Middle-aged Gentleman]";
+ mes "Do you want to argue with me? Do you know who I am?";
+ next;
+ if(select("Not really, who are you?:Sorry, I won't hurt your feelings.") == 2) {
+ mes "["+strcharinfo(0)+"]";
+ mes "Sorry. I had to be sure. I didn't know that you are from the royal palace.";
+ next;
+ mes "[Middle-aged Gentleman]";
+ mes "That's enough. Don't make this mistake again.";
+ close;
+ }
+ mes "["+strcharinfo(0)+"]";
+ mes "I'm a member here and have the authority to find out what your business is here.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "You are a stranger and I'm not sure if you belog here.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "If you tell me your identity, I will apologize.";
+ next;
+ mes "[Middle-aged Gentleman]";
+ mes "You are so persistent.";
+ mes "If you really want, I will introduce myself.";
+ next;
+ mes "[Middle-aged Gentleman]";
+ mes "I am Heinrich.";
+ mes "I'm collecting information about King Schmidtz's trace which has disappeared.";
+ next;
+ select "Schmidzt's trace? Is it a treasure?";
+ mes "[Heinrich]";
+ mes "Most archaeologists are eager to get treasure. I'm looking for traces of the ^000099Royal Guard^000000 and their sons who belong to the Schmidtz line.";
+ next;
+ select "Royal Guard?";
+ mes "[Heinrich]";
+ mes "Sounds interesting doesn't it? I can't really say but their history and files are under strict security.";
+ next;
+ select "Can't you tell me?";
+ mes "[Heinrich]";
+ mes "I can't really talk about the Royal Guard to just anyone who asks about them.";
+ next;
+ mes "[Heinrich]";
+ mes "BUT!! I want to believe you...";
+ next;
+ if(select("I want to know more.:Stop talking.") == 2) {
+ mes "[Heinrich]";
+ mes "Good idea.";
+ next;
+ mes "[Heinrich]";
+ mes "Just forget it and let your mind do more worthy things.";
+ close;
+ }
+ mes "[Heinrich]";
+ mes "You are impetuous.";
+ next;
+ mes "[Heinrich]";
+ mes "It's not a simple story to tell a person like you. Go back.";
+ set job_royal,1;
+ setquest 12090;
+ close;
+ }
+ mes "[Heinrich]";
+ if(job_royal == 1) {
+ mes "You are persistent friend.";
+ mes "Do you have more things to talk to me about?";
+ next;
+ select "If you can't trust me, test me pal.";
+ mes "[Heinrich]";
+ mes "Test?";
+ mes "Did you say the test? Huhu!";
+ next;
+ mes "[Heinrich]";
+ mes "Friend, you have shown your interest about my job, are you sure? Or are you kidding me?";
+ next;
+ select "I'm serious!";
+ mes "[Heinrich]";
+ mes "Really?";
+ mes "Good. You might have the wrong idea about what a Royal Guard is. So, in your opinion, what do you think is the key to being a Royal Guard?";
+ next;
+ select "Decision and Bravery:Calm Judgment:Sharp wisdom:Benevolent spirit";
+ mes "[Heinrich]";
+ mes "Good choice.";
+ mes "Actually, the other 3 are also needed to have the Royal Guard spirit, friend.";
+ next;
+ mes "[Heinrich]";
+ mes "But according to research documents about the Royal Guard, the best belief is 'asceticism and endurance'.";
+ next;
+ mes "[Heinrich]";
+ mes "Did you get it?";
+ mes "Asceticism and Endurance young one. It is a bit different from what you answered.";
+ next;
+ mes "[Heinrich]";
+ mes "You seem to have a large interest about this story but I can't tell you more.";
+ next;
+ mes "[Heinrich]";
+ mes "Only those who have qualification can hear the Royal Guard history.";
+ next;
+ select "What can I do to hear that story?";
+ mes "^000099Heinrich has an agonized look on his face. Then he looked like he fell asleep. Finally he says with wreckless abandon.^000000";
+ next;
+ mes "[Heinrich]";
+ mes "You are too stubborn.";
+ mes "If so I will test you to see your asceticism and endurance.";
+ next;
+ mes "[Heinrich]";
+ mes "Long ago King Schmidtz gave a title to a brave soldier who come back with 100 Sacred Marks.";
+ next;
+ mes "[Heinrich]";
+ mes "If you want to hear more story, you have to show me your similar attitude.";
+ next;
+ if(select("That's an unfair demand.:I will try.") == 2) {
+ mes "[Heinrich]";
+ mes "Good idea, it would better to find something more worthy.";
+ close;
+ }
+ mes "[Heinrich]";
+ mes "Ok, let's do it this way. Actually it's too difficult to collect 100 Sacred Marks, just show your ambition by collecting 100 Burning Hearts.";
+ next;
+ mes "[Heinrich]";
+ mes "If you bring them I can tell you more of the story. That means you show your endurance to me.";
+ next;
+ mes "[Heinrich]";
+ mes "Don't forget to bring the 100 Burning Hearts.";
+ set job_royal,2;
+ changequest 12090,12091;
+ close;
+ }
+ if(job_royal == 2) {
+ if(countitem(7097) < 100) {
+ mes "Don't forget to bring 100 Burning Heart.";
+ close;
+ }
+ mes "Did you get all of them?";
+ mes "Most people just ignore me or give up the mission.";
+ next;
+ mes "[Heinrich]";
+ mes "Wait while I arrange the stuff that you brought.";
+ delitem 7097,100;
+ set job_royal,3;
+ changequest 12091,12092;
+ close;
+ }
+ if(job_royal == 3) {
+ mes "...";
+ mes "Good. I can feel truth from your heart. Now I can tell you more of the story.";
+ next;
+ select "Ok tell me more.";
+ mes "[Heinrich]";
+ mes "The best members of the Crusader and Paladin classes can gain the qualification of the Royal Guard.";
+ next;
+ mes "[Heinrich]";
+ mes "They are agents of the divine order and judge with swift punishment.";
+ next;
+ mes "[Heinrich]";
+ mes "We still have many opinions about how they could have survived. Surely someone had to have believed that their history was not false.";
+ next;
+ select "Are there still documents?";
+ mes "[Heinrich]";
+ mes "Hmm, documents you say...";
+ next;
+ mes "[Heinrich]";
+ mes "Unfortunately after King Schmidtz disappeared, traces of the Royal Guard disappeared.";
+ next;
+ mes "[Heinrich]";
+ mes "Their history, belief, vision and fighting skill seemingly disappeared without any of the documents being saved.";
+ next;
+ mes "[Heinrich]";
+ mes "It's like it disappeared with the king.";
+ next;
+ select "So the reason of finding their traces...";
+ mes "[Heinrich]";
+ mes "I was worried about past Royal Guards that might not have been able to pass down their history.";
+ next;
+ mes "[Heinrich]";
+ mes "The mysterious power... can't appear anymore in the world. How disappointing is it~!";
+ next;
+ mes "[Heinrich]";
+ mes "That's why I'm concentrating to revive their job.";
+ next;
+ select "How much progress have you made?";
+ mes "[Heinrich]";
+ mes "Fortunately, I excavated most of the treasures and interpreted them. I just have one trace left to find.";
+ next;
+ select "The rest of the traces?";
+ mes "[Heinrich]";
+ mes "The Royal Guard carved the mark of King Schmidtz on their clothes. The trace of this custom is the last clue.";
+ next;
+ mes "[Heinrich]";
+ mes "According to reports from other cities the last trace possibly exists in a monastery inside of Glass Heim.";
+ next;
+ mes "[Heinrich]";
+ mes "But it is too dangerous for me there so I almost gave up.";
+ next;
+ mes "[Heinrich]";
+ mes "Now I can't tell you why the trace is there.";
+ next;
+ if(select("Interesting. Can I go there?:Seems really dangerous.") == 2) {
+ mes "[Heinrich]";
+ mes "Good idea, that's useless work to explore there.";
+ close;
+ }
+ mes "[Heinrich]";
+ mes "Are you kidding?";
+ mes "You shouldn't treat it like it's just some normal chore.";
+ next;
+ select "I'm not kidding. I'm serious.";
+ mes "[Heinrich]";
+ mes "If you say it like that I don't have anymore options.";
+ next;
+ mes "[Heinrich]";
+ mes "I don't know if it will be helpful or not. I will write an explanation in detail.";
+ next;
+ mes "^000099Here's the last trace of the Royal Guard. Open the quest window and check the position.^000000";
+ set job_royal,4;
+ changequest 12092,12093;
+ close;
+ }
+ if(job_royal == 4) {
+ if(!countitem(6274)) {
+ mes "Our staff has already left to find the last trace, so don't work too hard.";
+ close;
+ }
+ mes "You surprised me. How did you get it? So far no one could get it.";
+ next;
+ mes "[Heinrich]";
+ mes "Thank you so much.";
+ mes "Thanks to your effort I can find the last clue. How amazing~!";
+ next;
+ mes "^000099Heinrich hesitated and brought an old shield from the side of the office.^000000";
+ next;
+ mes "[Heinrich]";
+ mes "Our staff excavated it. They assumed that King Schmidtz used it. But it wasn't used by him.";
+ next;
+ select "Sure it's wasn't used by the King?";
+ mes "[Heinrich]";
+ mes "I can't be entirely sure.";
+ mes "Maybe you are right but, according to when we did the initial identification we can be sure it wasn't used.";
+ next;
+ mes "[Heinrich]";
+ mes "But it's an old treasure so, somehow it will be useful. I might know how to use it.";
+ next;
+ select "Can I keep it?";
+ mes "[Heinrich]";
+ mes "Of course.";
+ mes "Someday it might be useful to you.";
+ next;
+ mes "^000099You get the shield from Heinrich. There are some letters carved on the inside of the shield.";
+ next;
+ mes "If you want to see the letters, please check the quest window.^000000";
+ next;
+ mes "[Heinrich]";
+ mes "Ok~~ now.";
+ mes "I'll be deciphering the cloth for now so I will be very busy!";
+ delitem 6274,1;
+ getitem 6275,1;
+ set job_royal,5;
+ changequest 12093,12094;
+ close;
+ }
+ if(!countitem(6275)) {
+ mes "What? Did you lose the shield? What is the one on your back?";
+ getitem 6275,1;
+ close;
+ }
+ mes "Thanks to your help I can finish the excavation work. Thanks a lot.";
+ close;
+}
+
+glast_01,240,366,5 script Memory of King Schmidtz 844,{
+ if(!checkweight(1201,1) || MaxWeight - Weight < 1000) {
+ mes "You are too heavy. Make yourself lighter.";
+ close;
+ }
+ if(job_royal == 5 && (Class == 14 || Class == 4015 || Class == 4037)) {
+ if(countitem(6275) < 1) {
+ mes "^000099You seem to have lost the shield. Go back to Heinrich and ask for help^000000.";
+ close;
+ }
+ mes "[Memory of King Schmidtz]";
+ mes "Who are you?";
+ next;
+ select "I brought a relic...";
+ mes "[Memory of King Schmidtz]";
+ mes "My relic?";
+ next;
+ mes "[Memory of King Schmidtz]";
+ mes "Too bad. Here is one more friend who has been cheated by Heinrich.";
+ next;
+ select "Do you know Heinrich?";
+ mes "[Memory of King Schmidtz]";
+ mes "He was my faithful adjutant. And he has continued to be so for hundreds of years.";
+ next;
+ select "How has he lived for hundreds...";
+ mes "[Memory of King Schmidtz]";
+ mes "Maybe his body is just a cast. He found a way to move from body to body in order to stay alive.";
+ next;
+ mes "[Memory of King Schmidtz]";
+ mes "He doesn't want to accept my death and wanders the world, continuing to find Royal Guards.";
+ next;
+ select "What's the meaning of this shield?";
+ mes "[Memory of King Schmidtz]";
+ mes "The shield from Heinrich is our contract before I died.";
+ next;
+ mes "[Memory of King Schmidtz]";
+ mes "Heinrich was charged with finding the proper people to become Royal Guards, the shield was to be the contract.";
+ next;
+ mes "[Memory of King Schmidtz]";
+ mes "To him, this was the last order that I gave to him.";
+ next;
+ mes "[Memory of King Schmidtz]";
+ mes "Now he doesn't need to do it anymore, but will remain as a fool whom can't forget his King's final order.";
+ next;
+ select "So what now? Can I leave?";
+ mes "[Memory of King Schmidtz]";
+ mes "Sorry but I can't send you now.";
+ next;
+ mes "[Memory of King Schmidtz]";
+ mes "This is a contract with Heinrich so I have to keep it. You look faithful and brave.";
+ next;
+ mes "[Memory of King Schmidtz]";
+ mes "Now, it's time to keep the promise with Heinrich. It's up to you.";
+ next;
+ mes "[Memory of King Schmidtz]";
+ mes "I'm planning to accept you as a member of the Royal Guard to continue their lost traditions. Are you ready to do it?";
+ next;
+ if(select("Sure, of course:Not yet") == 2) {
+ mes "[Memory of King Schmidtz]";
+ mes "Umm, maybe Heinrich had wrong judgement.";
+ close;
+ }
+ mes "[Memory of King Schmidtz]";
+ mes "If so, I will proceed to making you a Royal Guard.";
+ next;
+ if(select("Great.:Not yet.") == 2) {
+ mes "[Memory of King Schmidtz]";
+ mes "Perhaps Heinrich had the wrong image of you.";
+ close;
+ }
+ mes "[Memory of King Schmidtz]";
+ mes "Congratulations! Young Royal Guard.";
+ mes "Be a symbol of honor and continue the great tradition of your new name.";
+ close2;
+ specialeffect2 EF_MAPPILLAR;
+ progressbar "FFFF00",7;
+ specialeffect2 EF_LORD;
+ delitem 6275,1;
+ erasequest 12094;
+ if(class == 4037){
+ jobchange 4102;
+ }
+ else if(class == 14){
+ jobchange 4066;
+ }else{
+ jobchange 4073;
+ }
+ getitem 5757,1;
+ getitem 2795,1;
+ end;
+ }
+}
+
+gl_church,173,88,0 script Delicate trace#01 844,{
+ if(job_royal == 4 && !countitem(6274)) {
+ progressbar "ffff00",5;
+ if(set(.@rand,rand(70)) >= 65) {
+ mes "While investigating, the topography breaks. It would be better to dig other places for a while.";
+ disablenpc strnpcinfo(0);
+ initnpctimer;
+ close;
+ }
+ getitem (.@rand >= 5 ? 7049:6274),1;
+ end;
+ }
+ mes "There is a trace that someone has already dug here.";
+ close;
+
+ OnTimer60000:
+ enablenpc strnpcinfo(0);
+ stopnpctimer;
+ OnTimer1000:
+ OnTimer20000:
+ OnTimer40000:
+ specialeffect EF_MAPPILLAR;
+ end;
+}
+gl_church,158,103,0 duplicate(Delicate trace#01) Delicate trace#02 844
+gl_church,139,90,0 duplicate(Delicate trace#01) Delicate trace#03 844
+gl_church,126,62,0 duplicate(Delicate trace#01) Delicate trace#04 844
+gl_church,148,5,0 duplicate(Delicate trace#01) Delicate trace#05 844
+gl_church,185,72,0 duplicate(Delicate trace#01) Delicate trace#06 844
+gl_church,185,72,0 duplicate(Delicate trace#01) Delicate trace#07 844
+gl_church,211,94,0 duplicate(Delicate trace#01) Delicate trace#08 844
+gl_church,185,125,0 duplicate(Delicate trace#01) Delicate trace#09 844
+gl_church,143,125,0 duplicate(Delicate trace#01) Delicate trace#10 844
+gl_church,105,115,0 duplicate(Delicate trace#01) Delicate trace#11 844
+
+gl_church,158,100,0 script #Clue of traces 111,4,4,{
+ end;
+ OnTouch:
+ if(job_royal == 4 && !countitem(6274)) {
+ specialeffect2 EF_FREEZE;
+ mes "I can feel strong power around here. It would be better to explore around here.";
+ viewpoint 1,173,88 ,1, "0xFFFF00";
+ viewpoint 1,158,103,2, "0xFFFF00";
+ viewpoint 1,139,90 ,3, "0xFFFF00";
+ viewpoint 1,126,62 ,4, "0xFFFF00";
+ viewpoint 1,148,5 ,5, "0xFFFF00";
+ viewpoint 1,185,72 ,6, "0xFFFF00";
+ viewpoint 1,211,94 ,7, "0xFFFF00";
+ viewpoint 1,185,125,8, "0xFFFF00";
+ viewpoint 1,143,125,9, "0xFFFF00";
+ viewpoint 1,105,115,10,"0xFFFF00";
+ close;
+ }
+}
+
+sec_in02,12,43,3 script Caller 57,1,1,{
+ switch(select("Royal Guard:Rune Knight:Call Player")) {
+ case 1:
+ mes "1~5";
+ next;
+ if(input(.@val,1,5)) {
+ mes "Set item to adjust the Royal Guard";
+ mes "You can only set a bumber betweeen 1 to 5.";
+ close;
+ }
+ set job_royal,.@val;
+ mes "Completed";
+ close;
+ case 2:
+ mes "1~24";
+ next;
+ if(input(1,24)) {
+ mes "Set item to adjust the Rune Knight";
+ mes "You can only set a bumber betweeen 1 to 24.";
+ close;
+ }
+ set job_rune_edq,.@val;
+ mes "Completed";
+ close;
+ case 3:
+ mes "1~5";
+ next;
+ if(input(1,5)) {
+ mes "Item Adjust call";
+ mes "You can only set a bumber betweeen 1 to 5.";
+ close;
+ }
+ set job_soc,.@val;
+ mes "Completed";
+ close;
+ }
+} \ No newline at end of file
diff --git a/npc/pre-re/jobs/3-2/shadow_chaser.txt b/npc/pre-re/jobs/3-2/shadow_chaser.txt
new file mode 100644
index 000000000..2792134e2
--- /dev/null
+++ b/npc/pre-re/jobs/3-2/shadow_chaser.txt
@@ -0,0 +1,2346 @@
+//===== rAthena Script =======================================
+// Shadow Chaser Job change Quest
+//===== By: ==================================================
+//= ultragunner
+//= Credits: Oshinoke
+//===== Current Version: =====================================
+//= 1.1
+//===== Compatible With: =====================================
+//= rAthena
+//===== Description: =========================================
+//= Job change Quest from Rogue / Stalker -> Shadow Chaser.
+//= Based on Official pRO server
+//===== Additional Comments: =================================
+//= 1.0 First Version.
+//= 1.1 Standardized. [Euphy]
+//============================================================
+
+morocc,156,70,3 script Girl#H-1 93,{
+ mes "[Girl]";
+ if (Class == Job_Rogue || Class == Job_Stalker || Class == Job_Baby_Rogue) {
+ if (BaseLevel == 99 && JobLevel > 49) {
+ if (job_sha == 0) {
+ mes "Hey! Stop!";
+ mes "Are you interested in hearing a funny story?";
+ next;
+ select("What story?");
+ mes "[Girl]";
+ mes "Have you been to the guild recently?";
+ mes "Some interesting things have happened lately.";
+ mes "Maybe new guests...";
+ next;
+ mes "[Girl]";
+ mes "I heard it has to do with something called a Shadow Chaser.";
+ mes "You should go and check it out.";
+ next;
+ mes "[Girl]";
+ mes "Everytime they visit us, they are on new missions.";
+ mes "What missions are they doing I wonder?";
+ set job_sha,1;
+ } else if (job_sha == 1) {
+ mes "If you have any interest... just go! Do you know where the guild is?";
+ next;
+ mes "[Girl]";
+ mes "It is in a fortress under Pharos lighthouse.";
+ mes "Sigh....";
+ mes "You must visit there!";
+ } else if (job_sha > 1 && job_sha < 28) {
+ mes "Wow, you look busy.";
+ mes "Have you heard that there are visitors?";
+ mes "They're on a treasure hunt!";
+ next;
+ mes "[Girl]";
+ mes "It must be fun.";
+ mes "I wanna try!";
+ }
+ close;
+ } else {
+ mes "You're not ready.";
+ close;
+ }
+ }
+ mes "Eh...";
+ mes "I don't have anything for you...";
+ close;
+}
+
+in_rogue,378,103,3 script Scary Man#H-10 810,{
+ if (job_sha == 1) {
+ mes "[Urupa]";
+ mes "We give a quiz and nobody has yet to solve it.";
+ mes "You want it to be solved?";
+ mes "This is a code.";
+ mes "Look at it.";
+ next;
+ mes "- The message is -";
+ mes "- written in a cipher. -";
+ mes "The mission seems to be to break the code...";
+ next;
+ mes "[Urupa]";
+ mes "This is the code.";
+ mes "It is just numbering a cipher to make the message make sense.";
+ mes "For example...";
+ next;
+ callsub L_Code,1;
+ mes "[Urupa]";
+ mes "Now here's what needs to be to solved.";
+ mes "Decipher the code and go where it tells you...";
+ next;
+ mes "[Urupa]";
+ mes "Here we go!";
+ next;
+ callsub L_Code,2;
+ next;
+ set job_sha,2;
+ setquest 7160;
+ mes "[Urupa]";
+ mes "So write this down!";
+ mes "I expected that you would take this adventure!";
+ close;
+ } else if (job_sha > 1 && job_sha < 3) {
+ mes "[Urupa]";
+ mes "You want one more explanation?";
+ mes "Or do you just want the code?";
+ next;
+ switch(select("More explanation.:Get the code.")) {
+ case 1:
+ callsub L_Code,1;
+ mes "[Urupa]";
+ mes "Now it's up to you!";
+ mes "So go! Go!";
+ close;
+ case 2:
+ mes "[Urupa]";
+ mes "Let me show you the code again...";
+ next;
+ mes "[Urupa]";
+ mes "Here we go!";
+ next;
+ callsub L_Code,2;
+ close;
+ }
+ } else if (job_sha > 2 && job_sha < 28) {
+ mes "[Urupa]";
+ mes "Ok, have you solved it yet?";
+ mes "Good luck!";
+ close;
+ } else if (Class == Job_Shadow_Chaser || Class == Job_Shadow_Chaser_T || Class == Job_Baby_Chaser) {
+ mes "[Urupa]";
+ mes "Nothing special?";
+ mes "As you see... I am ok here!";
+ close;
+ }
+ mes "[Scary man]";
+ mes "What's your business?";
+ mes "I don't have anything to do with you.";
+ mes "I don't care for people like you.";
+ mes "I just deal with the extraordinary.";
+ close;
+
+L_Code:
+ if (getarg(0)==1) {
+ mes "[Urupa]";
+ mes "3511543433";
+ mes "This means PAYON.";
+ next;
+ mes "[Urupa]";
+ mes "The numbers have to be paired.";
+ mes "3511543433";
+ mes "35 11 54 34 33 breaks down into 5 pairs!";
+ next;
+ mes "[Urupa]";
+ mes "So the pairs mean:";
+ mes "35-P, 11-A,";
+ mes "54-Y, 34-O, 33-N.";
+ next;
+ mes "[Urupa]";
+ mes "Here are the numbers all in a row.";
+ mes "33, 34, 35!";
+ mes "N, O, P?";
+ next;
+ } else {
+ mes " ";
+ mes "^aaaaff43231114345243^000000";
+ mes "^aaaaff11441531241542^000000";
+ mes "^aaaaff2433^000000";
+ mes "^aaaaff3542343344154211^000000";
+ next;
+ mes "[Urupa]";
+ mes "Could you do that?";
+ mes "If you visit there, you might be surprised...";
+ }
+ return;
+}
+
+function script sc_gldmes {
+ if (getarg(0)==1) {
+ mes "[Vin]";
+ mes "Ah? What's this?";
+ mes "Lotte, you know what this means?";
+ next;
+ mes "[Lotte]";
+ mes "Hmm '3847147298' this is the only thing I've used on...";
+ mes "Then, why'd they use numbers to name the villages?";
+ next;
+ mes "[Lotte]";
+ mes "Vin! This is crap!";
+ next;
+ mes "[Vin]";
+ mes "What?";
+ next;
+ mes "[Scary man]";
+ mes "Hey there!?";
+ next;
+ switch(select("Yes? Me?:Sorry, I am busy...")) {
+ case 1:
+ mes "[Scary man]";
+ mes "Yes! You there!";
+ mes "Let me introduce myself to you.";
+ mes "My name is Urupa.";
+ mes "If you are interested, could you come over here?";
+ close;
+ case 2:
+ mes "[Scary man]";
+ mes "What? You're just going to give up like that?";
+ mes "So disappointing...";
+ close;
+ }
+ } else {
+ mes "[Vin]";
+ mes "Ah? What's this?";
+ next;
+ mes "[Lotte]";
+ mes "Hmm '3847147298' this is the only";
+ mes "thing I've used on...";
+ mes "Then, why'd they use numbers to";
+ mes "name the villages?";
+ next;
+ mes "[Lotte]";
+ mes "Vin! This is crap!";
+ next;
+ mes "[Vin]";
+ mes "What?";
+ next;
+ mes "[Scary man]";
+ mes "You are supposed to figure this one out!";
+ mes "But you are still so... weak.";
+ close;
+ }
+}
+
+in_rogue,375,102,5 script Guild Member#H-11 828,{
+ if (Class == Job_Rogue || Class == Job_Stalker || Class == Job_Baby_Rogue) {
+ if (job_sha == 1) callfunc "sc_gldmes",1;
+ else if (job_sha > 1) && (job_sha < 28) {
+ mes "[Vin]";
+ mes "Yes...";
+ mes "Sooner or later I'll solve it";
+ mes "myself if I dare to get the";
+ mes "map...!";
+ close;
+ }
+ else callfunc "sc_gldmes",2;
+ } else if (Class == Job_Shadow_Chaser || Class == Job_Shadow_Chaser_T || Class == Job_Baby_Chaser) {
+ mes "[Vin]";
+ mes "Huh! This is a Shadow Chaser!";
+ mes "How unbelievable!";
+ mes "But it seems familiar, doesn't it?";
+ next;
+ mes "[Vin]";
+ mes "Hmm......";
+ mes "..........";
+ mes "Oh my! I can't remember...!";
+ close;
+ }
+ mes "[Vin]";
+ mes "Ah? Who's there?";
+ mes "We are flooded with guests";
+ mes "today...";
+ close;
+}
+
+in_rogue,378,100,2 script Guild Member#H-12 747,{
+ if (Class == Job_Rogue || Class == Job_Stalker || Class == Job_Baby_Rogue) {
+ if (job_sha == 1) callfunc "sc_gldmes",1;
+ else if (job_sha > 1) && (job_sha < 28) {
+ mes "[Lotte]";
+ mes "What?";
+ mes "Damn...";
+ next;
+ mes "[Lotte]";
+ mes "I just hate numbers!";
+ close;
+ }
+ else callfunc "sc_gldmes",2;
+ } else if (Class == Job_Shadow_Chaser || Class == Job_Shadow_Chaser_T || Class == Job_Baby_Chaser) {
+ mes "[Lotte]";
+ mes "Wow!";
+ mes "You are the one!";
+ mes "The extraordinarily smart and emotionally advanced...";
+ next;
+ mes "[Lotte]";
+ mes "SHADOW CHASER!";
+ mes "Wow, when could I become one?";
+ close;
+ }
+ mes "[Lotte]";
+ mes "I don't need anything.";
+ close;
+}
+
+s_atelier,65,123,4 script Manager#H-2 903,{
+ if (job_sha == 2) {
+ mes "[Manager]";
+ mes "Where's Max!?";
+ mes "Damn, there're so many strangers around.";
+ mes "Hey...";
+ next;
+ switch(select("Show the deciphered code!:...")) {
+ case 1:
+ mes "[Manager]";
+ mes "Wow, you deciphered it?";
+ mes "So, what's the right answer?";
+ next;
+ input .@SCAtelier$;
+ mes "[Manager]";
+ if (.@SCAtelier$ != "shadows atelier in prontera") {
+ mes "Remember to put the code exactly as it should be deciphered.";
+ mes "Maybe you should try again...";
+ close;
+ }
+ mes "Good.";
+ mes "You just got it.";
+ mes "Then why have you come over here?";
+ next;
+ select("The code says here's the one...");
+ mes "[Manager]";
+ mes "So you are the one.";
+ mes "Could you wait for a sec?";
+ set job_sha,3;
+ close;
+ case 2:
+ mes "[Manager]";
+ mes "Only allowed for people";
+ mes "involved....";
+ mes "Could you ask the clerk at the shop?";
+ close;
+ }
+ } else if (job_sha == 3) {
+ mes "[Graham]";
+ mes "Now let me introduce myself to you!";
+ mes "I am Graham, the manager of this shadow gallery...";
+ next;
+ mes "[Graham]";
+ mes "You may have already guessed.";
+ mes "This is an additional facility for rogues.";
+ mes "We adopt things like art and other historical stuff.";
+ next;
+ mes "[Graham]";
+ mes "These things are illegal.";
+ mes "Such things you guys bring us from historical places...";
+ mes "Ok.";
+ next;
+ mes "[Graham]";
+ mes "So we've got to know things";
+ mes "like...";
+ mes "special codes and information where the treasures are.";
+ next;
+ mes "[Graham]";
+ mes "We need you guys...";
+ mes "So we've asked assistance from the Rogue guild.";
+ next;
+ select("Any other places you guys work?");
+ mes "[Graham]";
+ mes "Ah, yes...";
+ mes "We are in Prontera, Juno, Rachel, and Lighthalzen.";
+ mes "Ok?";
+ next;
+ mes "[Graham]";
+ mes "Anyway....";
+ mes "We all really want to know where the treasures are.";
+ mes "So the code is to break into each of those places.";
+ next;
+ mes "[Graham]";
+ mes "You seem like the right one.";
+ mes "So I will give you the code.";
+ mes "Please find the treasure!";
+ next;
+ set job_sha,4;
+ switch(select("No way!:I'll give it a try!")) {
+ case 1:
+ mes "[Graham]";
+ mes "What the hell?";
+ mes "If you are not going to help then I'll just find someone else.";
+ close;
+ case 2:
+ mes "[Graham]";
+ mes "You are so powerful!";
+ mes "So here...";
+ next;
+ callsub L_Code;
+ }
+ } else if (job_sha == 4) {
+ mes "[Graham]";
+ mes "Are you interested in it now?";
+ next;
+ switch(select("Not at all.:Hmm, I'll take it.")) {
+ case 1:
+ mes "[Graham]";
+ mes "Damn it.";
+ close;
+ case 2:
+ mes "[Graham]";
+ mes "You are just so picky...";
+ mes "Here...";
+ next;
+ callsub L_Code;
+ }
+ } else if (job_sha > 4 && job_sha < 8) {
+ mes "[Graham]";
+ mes "Did you find something?";
+ next;
+ switch(select("I need an explanation.:What's the code again?")) {
+ case 1:
+ mes "[Graham]";
+ mes "You are so powerful!";
+ next;
+ callsub L_Code,1;
+ case 2:
+ mes "[Graham]";
+ mes "I've given you the code.";
+ mes "So crazy...";
+ mes "Don't you have a memo of it?";
+ close;
+ }
+ } else if (job_sha == 8) {
+ mes "[Graham]";
+ mes "So, any improvements?";
+ next;
+ select("Show him the key.");
+ mes "[Graham]";
+ mes "Deception!";
+ mes "You are deceiving me!";
+ next;
+ mes "[Graham]";
+ mes "This is all?";
+ mes "Only one key.";
+ mes "How deceptive!";
+ mes "Just as I thought, it's a kind of treasure.";
+ next;
+ mes "[Graham]";
+ mes "You just gave me a shock.";
+ mes "Ok...";
+ mes "The code is kept in galleries.";
+ next;
+ mes "[Graham]";
+ mes "Ok there's more galleries than this one...";
+ mes "Juno and Rachel have the codes...";
+ next;
+ mes "[Graham]";
+ mes "This is just what I was guessing.";
+ mes "The codes kept by other galleries aren't treasures at all...";
+ next;
+ mes "[Graham]";
+ mes "Go to Rachel...";
+ next;
+ mes "[Graham]";
+ mes "Find the gallery in Rachel...";
+ mes "Tell 'em that you just came from Graham and ask for the code.";
+ next;
+ erasequest 7165;
+ setquest 7166;
+ set job_sha,9;
+ mes "[Graham]";
+ mes "Ok?";
+ mes "Then go there!";
+ close;
+ } else if (job_sha > 8 && job_sha < 11) {
+ mes "[Graham]";
+ mes "There're four galleries...";
+ mes "Prontera, Rachel, Juno, and Lighthalzen.";
+ next;
+ mes "[Graham]";
+ mes "One of the codes kept by the galleries is already deciphered.";
+ mes "It's just one key....";
+ next;
+ mes "[Graham]";
+ mes "But here's what I am guessing.";
+ mes "The codes are linked to each other.";
+ mes "And the purpose is different for each one.";
+ next;
+ mes "[Graham]";
+ mes "For example...";
+ mes "If one is just a key then the others are things requiring the key.";
+ next;
+ mes "[Graham]";
+ mes "The key must be for opening the box.";
+ mes "Can you guess what's inside?";
+ next;
+ select("Umm, treasure?");
+ mes "[Graham]";
+ mes "YES.";
+ mes "That's why we're here!";
+ next;
+ mes "[Graham]";
+ mes "People think that we are just trading the stuff...";
+ mes "But we are here for very special things.";
+ next;
+ mes "[Graham]";
+ mes "Go to ^aaaaffRachel Gallery^000000 and get the code...";
+ mes "They will support you if you explain everything.";
+ mes "Ok?";
+ close;
+ } else if (job_sha > 10 && job_sha < 27) {
+ mes "[Graham]";
+ mes "How about everything?";
+ mes "We are dying to know about the key.";
+ mes "So you got support from the other galleries...";
+ close;
+ } else if (Class == Job_Shadow_Chaser || Class == Job_Shadow_Chaser_T || Class == Job_Baby_Chaser || job_sha == 27) {
+ mes "[Graham]";
+ mes "Shadow Chaser!!";
+ mes "Ah!";
+ next;
+ mes "[Graham]";
+ mes "It's not intentionally deceiving...";
+ mes "Hahaha!!";
+ next;
+ mes "[Graham]";
+ mes "Isn't it interesting?";
+ mes "It's more than just taking exams.";
+ mes "We got to know about you and figured out who you are.";
+ next;
+ mes "[Graham]";
+ mes "How's my acting?";
+ mes "It worked?";
+ next;
+ mes "[Graham]";
+ mes "If you need anything just ask them what you want.";
+ close;
+ }
+ mes "[Manager]";
+ mes "Only allowed for people involved...";
+ mes "Could you ask the clerk at the shop?";
+ close;
+
+L_Code:
+ mes "-note.";
+ mes "^aaaaff13 15 18 15 3 3 18 21 9 14^000000";
+ mes "key: 0-";
+ next;
+ select("These are just numbers...");
+ mes "[Graham]";
+ mes "The only difference from the one from the Rogue Guild is that you don't need to match them in pairs.";
+ next;
+ mes "[Graham]";
+ mes "Also here's the keyword.";
+ mes "This case is... 0.";
+ next;
+ mes "[Graham]";
+ mes "Let's see.";
+ mes "13 15 18 15 3 3 18 21 9 14 =";
+ mes "M O R O C C R U I N";
+ next;
+ mes "[Graham]";
+ mes "Look at this... C = 3.";
+ mes "C is the third letter right?";
+ next;
+ mes "[Graham]";
+ mes "Do you get it?";
+ mes "But this won't be given with keyword 0. When I give you the keyword you can figure it out for yourself.";
+ if (getarg(0,0)) close;
+ next;
+ mes "[Graham]";
+ mes "Now let's think about the mission.";
+ mes "Here's the things we've got.";
+ next;
+ erasequest 7160;
+ setquest 7163;
+ set job_sha,5;
+ mes "^aaaaff5 15 24 8^000000";
+ mes "^aaaaff9 12 21 8^000000";
+ mes "^aaaaff12 17^000000";
+ mes "^aaaaff23 24 21 23 15 8^000000";
+ mes "^aaaaff12 22 15 4 17 7^000000";
+ mes "^aaaaff23 11 12 21 7^000000";
+ mes "^aaaaff9 15 18 18 21^000000";
+ mes "^aaaaffkey: 3.^000000";
+ next;
+ mes "[Graham]";
+ mes "You just take it.";
+ mes "I have a bad memory.";
+ mes "You have all the information so you are on your own now.";
+ next;
+ mes "[Graham]";
+ mes "Once you get something come over here.";
+ next;
+ mes "- You take the memo from Graham.";
+ mes "Don't forget it! -";
+ close;
+}
+
+s_atelier,168,65,5 script Manager#H-3 923,{
+ if (job_sha == 9) {
+ mes "[Manager]";
+ mes "Who are you?";
+ mes "This place isn't for you.";
+ next;
+ switch(select("Give me your password!:I was sent by Graham.")) {
+ case 1:
+ mes "[Manager]";
+ mes "You need my password?";
+ mes "How much would you pay me?";
+ next;
+ mes "[Manager]";
+ mes "10 million zeny?";
+ mes "Ok, I'll take that then!";
+ next;
+ mes "[Manager]";
+ mes "Yeah, right!";
+ mes "Who the hell are you?";
+ mes "How dare you just ask for my password?";
+ close;
+ case 2:
+ mes "[Manager]";
+ mes "Graham?";
+ mes "Why?";
+ next;
+ mes "[Manager]";
+ mes "So this key was sent by him.";
+ next;
+ select("No, I found it as the clue.");
+ mes "[Manager]";
+ mes "Ah?";
+ mes "So doesn't that mean that one code could be exchanged as a treasure?";
+ next;
+ select("Maybe.");
+ mes "[Manager]";
+ mes "..........";
+ mes "Hmm....";
+ next;
+ mes "[Manager]";
+ mes "Hmm...";
+ next;
+ mes "- The manager seems -";
+ mes "- to be thinking about -";
+ mes "- something. Then he -";
+ mes "- hands over a paper. -";
+ next;
+ mes "[Manager]";
+ mes "No way.";
+ mes "Here's the clue.";
+ mes "Try to find it.";
+ next;
+ mes "[Manager]";
+ mes "Anyway, my name is Paul.";
+ mes "..........";
+ next;
+ mes "[Paul]";
+ mes "Naturally...";
+ mes "I've already solved the clue.";
+ next;
+ mes "- Here's the paper that -";
+ mes "- Paul handed over. -";
+ next;
+ mes "R-E-N-N-N-D";
+ mes "L-N-N-W-W-N-D";
+ next;
+ mes "[Paul]";
+ mes "Isn't it so simple?";
+ mes "What do you think?";
+ mes "RENNND / LNNWWND can mean only one thing.";
+ next;
+ switch(select("I think I got it.:I have no clue.")) {
+ case 1:
+ erasequest 7166;
+ setquest 7167;
+ set @job_sc_chest2,rand(1,3);
+ goto L_icedun;
+ case 2:
+ erasequest 7166;
+ setquest 7167;
+ set job_sha,10;
+ mes "[Paul]";
+ mes "What? You don't know it?";
+ mes "Then you'd better think about it more.";
+ mes "It's so easy.";
+ close;
+ }
+ }
+ } else if (job_sha == 10) {
+ mes "[Paul]";
+ mes "So did you get what it means?";
+ next;
+ switch(select("Yes!:No I don't think so.")) {
+ case 1:
+ erasequest 7166;
+ setquest 7167;
+ set @job_sc_chest2,rand(1,3);
+ goto L_icedun;
+ case 2:
+ mes "[Paul]";
+ mes "Is it that hard?";
+ next;
+ select("I can't do it...");
+ mes "[Paul]";
+ mes "No way";
+ mes "Can I give you a hint?";
+ mes "Compass!";
+ close;
+ }
+ }
+L_icedun:
+ if (job_sha < 11) {
+ if (@job_sc_chest2 && @job_sc_chest2 < 4) {
+ mes "[Paul]";
+ mes "Really? Then I don't need to give you the answer.";
+ mes "Could you interpret the meaning of each letter?";
+ next;
+ select("It's kinda the combination of the places.");
+ mes "[Paul]";
+ mes "So?";
+ next;
+ select("E-N means East - North");
+ mes "[Paul]";
+ mes "Ok, enough.";
+ mes "Then go and find out.";
+ next;
+ mes "Memorize this.";
+ mes "You might need it. It could be a clue for you.";
+ next;
+ mes "[Paul]";
+ switch(@job_sc_chest2) {
+ case 1:
+ mes "[S E E D]";
+ mes "It's seed.";
+ break;
+ case 2:
+ mes "[F O O T]";
+ mes "It's foot.";
+ break;
+ case 3:
+ mes "[C O L D]";
+ mes "It's cold.";
+ break;
+ }
+ mes "I don't know what it really means, but it would be helpful to you to figure it out.";
+ set job_sha,11;
+ set job_chest2, @job_sc_chest2;
+ changequest 7167, @job_sc_chest2+7167;
+ close;
+ }
+ } else if (job_sha > 10 && job_sha < 13) {
+ mes "[Paul]";
+ mes "I've already given you all the info you need.";
+ next;
+ mes "[Paul]";
+ mes "I've given you one more clue.";
+ mes "Isn't it enough?";
+ next;
+ mes "[Paul]";
+ mes "As you and Graham mentioned...";
+ mes "Go and find it out.";
+ next;
+ mes "[Paul]";
+ mes "If you find real things like treasure,";
+ mes "come back here.";
+ close;
+ } else if (job_sha == 14) {
+ mes "[Paul]";
+ mes "I was dying waiting for you.";
+ mes "So what did you find out?";
+ next;
+ select("I found the key.:Hmm...");
+ mes "- You hand over the 'Illusion Key' that you found in the ice cave. -";
+ next;
+ mes "[Paul]";
+ mes "Illusion! Haha!";
+ mes "After deception is illusion!";
+ mes "So are you lying to me?";
+ next;
+ mes "[Paul]";
+ mes "I can feel how Graham felt it....";
+ mes "We don't dare to get that tiny key...";
+ next;
+ mes "[Paul]";
+ mes "The young guy in Lighthalzen is quite challenging to deal with...";
+ mes "So we'd better request assistance from Haled...";
+ next;
+ mes "[Paul]";
+ mes "Hey...";
+ mes "if you go to Juno...";
+ mes "There's a gallery...";
+ next;
+ mes "[Paul]";
+ mes "So could you ask him to get the password?";
+ mes "Hmm...";
+ next;
+ mes "[Paul]";
+ mes "I feel like the red hair guy in the main gallery is teasing me...";
+ mes "Anyway...";
+ mes "So I really like to know the password and the identity of the key...";
+ next;
+ erasequest 7168;
+ erasequest 7169;
+ erasequest 7170;
+ erasequest 7172;
+ setquest 7173;
+ set job_sha,15;
+ mes "[Paul]";
+ mes "If Haled isn't supportive...";
+ mes "Tell him ^aaaaffI know what you did last summer!^000000";
+ mes "You shouldn't be wrong...!?";
+ close;
+ } else if (job_sha > 14 && job_sha < 18) {
+ mes "[Paul]";
+ mes "You could ask him to get the key...";
+ mes "He will help you if you tell him something...";
+ next;
+ mes "[Paul]";
+ mes "If Haled isn't supportive...";
+ mes "Tell him ^aaaaffI know what you did last summer!^000000";
+ close;
+ } else if (job_sha > 16 && job_sha < 27) {
+ mes "[Paul]";
+ mes "So you are still looking for the treasure... right?";
+ mes "I would look for it...";
+ close;
+ } else if (job_sha == 27) {
+ // Is this correct?
+ mes "[Paul]";
+ mes "Kkkkkkkkkkkkkkkk!";
+ next;
+ mes "[Paul]";
+ mes "Now I almost guessed what would happen later...";
+ mes "It can't happen!";
+ next;
+ mes "[Paul]";
+ mes "Are you shocked?";
+ mes "Don't think worse.";
+ mes "You could get a good person.";
+ mes "Hahaha...";
+ close;
+ } else if (Class == Job_Shadow_Chaser || Class == Job_Shadow_Chaser_T || Class == Job_Baby_Chaser) {
+ mes "[Paul]";
+ mes "Do you need a painting tool?";
+ mes "You can request that to the assistant.";
+ mes "We always have it just in case.";
+ close;
+ }
+ mes "[Manager]";
+ mes "Who are you?";
+ mes "This place isn't for you.";
+ next;
+ mes "[Manager]";
+ mes "What are they doing up there?";
+ mes "Bleh...";
+ close;
+}
+
+s_atelier,168,129,3 script Manager#H-4 806,{
+ if (job_sha == 15) {
+ mes "[Manager]";
+ mes "What?";
+ mes "If you've come here for some money, you are wrong.";
+ mes "This isn't a pawnshop.";
+ next;
+ select("You are... Haled?");
+ mes "[Haled]";
+ mes "Hmm? I'm the manager of this workplace in Juno. What's the matter?";
+ next;
+ mes "[Haled]";
+ mes "Hmm. You were sent by Graham and Paul?";
+ mes "I thought that you just came here to beg for money with fossil pieces.";
+ next;
+ mes "[Haled]";
+ mes "It's a classic way that poor scholars use.";
+ mes "Sometimes I buy good stuff so some people know that this is a pawnshop.";
+ next;
+ mes "[Haled]";
+ mes "Let me hear your story.";
+ next;
+ mes "- You explain everything so far and show the key of arrogance. -";
+ next;
+ mes "[Haled]";
+ mes "So...";
+ mes "I totally understand.";
+ mes "It's this key's location that shared the information!";
+ next;
+ mes "[Haled]";
+ mes "Anyway. Two are keys and the treasure that I have to open with this key, what can I do?";
+ next;
+ mes "[Haled]";
+ mes "We will investigate Juno's workplace, so give it to me?";
+ next;
+ mes "- Haled doesn't want to cooperate with you.";
+ mes "Remember what Paul said. -";
+ next;
+ goto L_Paul;
+ } else if (job_sha == 16) {
+ mes "[Haled]";
+ mes "What?";
+ mes "You want to talk with me?";
+ mes "How about you just hand over that key to me?";
+ next;
+ goto L_Paul;
+ } else if (job_sha == 17) {
+ mes "[Haled]";
+ mes "Got it.";
+ mes "Ok.";
+ mes "You need to know where the place with the code is?";
+ next;
+ mes "[Haled]";
+ mes "I don't have a choice.";
+ mes "Listen carefully to this poem.";
+ next;
+ mes "[Haled]";
+ mes "^aaaaffThe end of thin root of life-giving water.^000000";
+ mes "^aaaaffIt's all of tears and signs of living people.^000000";
+ mes "^aaaaffThey are us but also not us.^000000";
+ mes "^aaaaffResidents of forgotten night play the waltz of despair.^000000";
+ next;
+ mes "[Haled]";
+ mes "Do you know where it is?";
+ mes "You know where it is right?";
+ mes "It's only my opinion, but...";
+ mes "It can't be possible...";
+ next;
+ mes "[Haled]";
+ mes "Anyway, if you want to do it, go ahead.";
+ mes "If you know what this poem means.";
+ next;
+ erasequest 7173;
+ setquest 7174;
+ set job_sha,18;
+ mes "[Haled]";
+ mes "Of course, if you find something, you have to come back.";
+ mes "Got it?";
+ mes "I'm going to write it down so that you won't forget.";
+ close;
+ } else if (job_sha > 17 && job_sha < 22) {
+ mes "[Haled]";
+ mes "I won't be surprised with whatever you find.";
+ mes "You have to find the place that the poem speaks of.";
+ next;
+ mes "[Haled]";
+ mes "^aaaaffThe end of thin root of life-giving water.^000000";
+ mes "^aaaaffIt's all of tears and signs of living people.^000000";
+ mes "^aaaaffThey are us but also not us.^000000";
+ mes "^aaaaffResidents of forgotten night play the waltz of despair.^000000";
+ next;
+ mes "Of course, if you find something, you have to come back.";
+ mes "Got it?";
+ close;
+ }
+ if (job_sha == 22) {
+ mes "[Haled]";
+ mes "Did you find something?";
+ next;
+ select("Show the Key of Pleasure.");
+ mes "[Haled]";
+ mes "Ha...........akkk.";
+ mes "Another key?";
+ mes "Is it the only key?!";
+ next;
+ mes "[Haled]";
+ mes "Then... do I have to ask help from the young man from Lighthalzen?";
+ mes "............";
+ mes "Ah...";
+ next;
+ mes "[Haled]";
+ mes "I have no choice.";
+ mes "Go to Lighthalzen with the three keys.";
+ mes "Meet Vicente, who is master of the store in Lighthalzen, and tell him everything.";
+ next;
+ mes "[Haled]";
+ mes "I told you that the old man is persistent and he ruins everything.";
+ next;
+ mes "[Haled]";
+ mes "You have to have all your facts straight to send information to the guild.";
+ mes "First you have to work together in one accord.";
+ next;
+ mes "[Haled]";
+ mes "The thing you find can belong to the workplace.";
+ mes "It can be shared.";
+ next;
+ mes "[Haled]";
+ mes "I thought that it was a very simple thing.";
+ mes "We couldn't share that stuff together.";
+ next;
+ mes "[Haled]";
+ mes "All of the information that I got fromworkplace are key.";
+ mes "There must be something to use three key with.";
+ next;
+ mes "[Haled]";
+ mes "Anyway it has to do with deceit and pleasure...";
+ mes "Is it teasing me...";
+ next;
+ erasequest 7176;
+ setquest 7177;
+ set job_sha,23;
+ mes "[Haled]";
+ mes "Ok. Let me finish.";
+ mes "Go to Vicente in Lighthalzen.";
+ close;
+ } else if (job_sha > 22 && job_sha < 24) {
+ mes "[Haled]";
+ mes "Shadow workplace in lighthalzen";
+ mes "The manager's name is Vicente.";
+ mes "Tell him everything and get one last information.";
+ close;
+ } else if (job_sha == 24) {
+ mes "[Haled]";
+ mes "Hey, you!";
+ mes "Was Vicente helpful?";
+ mes "You have something important...";
+ mes "So you have to find out what is it.";
+ next;
+ mes "[Haled]";
+ mes "Keep trying.";
+ close;
+ } else if (job_sha == 27) {
+ mes "[Haled]";
+ mes "Hey, you!";
+ mes "What's going on?";
+ mes "What? Shadow Chaser?";
+ next;
+ mes "[Haled]";
+ mes "Did I know that fact?";
+ mes "Sure. I heard a little bit before I used to do work like this.";
+ next;
+ mes "[Haled]";
+ mes "It's honor to me cause It's for to pick a person up belongs to us.";
+ mes "Just accept that. You are going to be a good Shadow Chaser.";
+ close;
+ } else if (Class == Job_Shadow_Chaser || Class == Job_Shadow_Chaser_T || Class == Job_Baby_Chaser) {
+ mes "[Haled]";
+ mes "I like your face.";
+ mes "We don't have any special thing.";
+ mes "An assistant sells some paint and tool.";
+ close;
+ }
+ mes "[Manager]";
+ mes "What?";
+ mes "If you've come here for some money,";
+ mes "you are wrong.";
+ mes "This isn't a pawnshop.";
+ close;
+
+L_Paul:
+ mes "["+strcharinfo(0)+"]";
+ mes "Paul said....";
+ next;
+ input .@psaid$;
+ if (.@psaid$ != "I know what you did last summer!") {
+ set job_sha,16;
+ mes "[Haled]";
+ mes "So what?";
+ mes "He's a wild-eyed person.";
+ mes "Did you just speak to me in a threatening tone?";
+ close;
+ }
+ mes "["+strcharinfo(0)+"]";
+ mes "Paul said....";
+ mes "I know what you did last summer!";
+ next;
+ mes "[Haled]";
+ mes "Ekk... He...";
+ mes "Knew everything...";
+ mes "Hmm...";
+ mes "I can help.";
+ mes "I will cooperate.";
+ next;
+ set job_sha,17;
+ mes "[Haled]";
+ mes "I need some time to collect my thoughts.";
+ mes "Wait for me a bit.";
+ close;
+}
+
+tur_dun03,38,209,5 script Blue Flame#H-19 802,{
+ if (job_sha == 5) {
+ mes "A blue flame is roaring.";
+ mes "The deciphered code means...";
+ next;
+ input .@BLFnpc$;
+ if (.@BLFnpc$ != "blue fire in turtle island third floor") {
+ mes "["+strcharinfo(0)+"]";
+ mes "What was it?";
+ mes "I guess I have to make sure I don't use any capital letters.";
+ close;
+ }
+ mes "["+strcharinfo(0)+"]";
+ mes "^aaaaffblue fire in turtle island third floor^000000";
+ mes "It's clearly pointing to this.";
+ next;
+ mes "You murmur the sentence when the flame begins growing.";
+ next;
+ mes "[Unknown voice]";
+ mes "Hm? Someone is coming?";
+ mes "You are the one who wants to have my treasure?";
+ mes "But your limitation is over.";
+ next;
+ mes "The flame is talking.";
+ mes "The voice is snake-like.";
+ mes "In the middle of blue flame, there are two marble eyes.";
+ next;
+ select("Pick it up.");
+ mes "[Unknown voice]";
+ mes "You are in a hurry.";
+ mes "Hahaha, humans usually do things like that.";
+ mes "They can't see the truth.";
+ next;
+ mes "[Unknown voice]";
+ mes "How about you?";
+ mes "I don't expect that you will do harm to this blue flame.";
+ mes "It's the only one with two...";
+ next;
+ select("Who are you?");
+ mes "[Shadow of Deception]";
+ mes "Me? I'm a deception.";
+ mes "I sneer at people who are stupid.";
+ mes "I laugh behind their backs.";
+ mes "HahaHaha...";
+ next;
+ erasequest 7163;
+ setquest 7164;
+ set job_sha,6;
+ mes "The Blue Flame is growing and rolling.";
+ mes "They seem to be related.";
+ close;
+ } else if (job_sha == 6) {
+ if (checkquest(7164,HUNTING) != 2) {
+ mes "The flame is still rolling with a";
+ mes "strong spell.";
+ mes "You have to cut the relation with it.";
+ close;
+ }
+ else if (checkquest(7164,HUNTING) == 2) {
+ mes "It looks like the blue flame is under the limitation.";
+ mes "You can't feel that rolling effect of a spell like before.";
+ next;
+ select("Pick up the marbles.");
+ mes "When you pick them up, you can feel that your weight is lightened.";
+ close2;
+ set job_sha,7;
+ erasequest 7164;
+ warp "job3_sha01",22,82;
+ end;
+ }
+ } else if (job_sha == 7) {
+ mes "It looks like the blue flame is under the limitation.";
+ mes "You can't feel that rolling effect of a spell like before.";
+ next;
+ select("Pick up the marbles.");
+ mes "When you pick it up, you can feel that your weight is lightened.";
+ close2;
+ warp "job3_sha01",22,82;
+ end;
+ }
+ mes "The flame is rolling.";
+ close;
+}
+
+ice_dun02,206,223,5 script Red Flame#H-20 802,{
+ if (job_sha == 11) {
+ mes "The red flame is roaring.";
+ mes "It changed to a woman in black.";
+ next;
+ mes "[Woman in black]";
+ mes "Can you hear me?";
+ mes "Huhu.";
+ mes "Can you see me?";
+ next;
+ mes "[Woman in black]";
+ mes "You are the chosen one?";
+ mes "You can know that.";
+ mes "There is a soul that is the same as me.";
+ next;
+ mes "[Woman in black]";
+ mes "I'm a shadow.";
+ mes "A wandering shadow.";
+ mes "Sad soul.";
+ mes "A shadow of illusion without truth.";
+ next;
+ setquest 7171;
+ set job_sha,12;
+ mes "[Shadow of Illusion]";
+ mes "What do you want?";
+ mes "Do you want treasure?";
+ mes "Then pick it up.";
+ mes "Tear my soul and";
+ mes "show the truth.";
+ close;
+ } else if (job_sha == 12) {
+ if (checkquest(7171,HUNTING) != 2) {
+ mes "[Shadow of Illusion]";
+ mes "Huhu.";
+ mes "What's wrong?";
+ mes "You couldn't find the half of my soul?";
+ mes "Huhu...";
+ next;
+ mes "[Shadow of Illusion]";
+ mes "Ah, hurry and give me rest.";
+ mes "I want to die softly.";
+ mes "I want to give up the phony life.";
+ next;
+ mes "[Shadow of Illusion]";
+ mes "Huhu...";
+ mes "When the false shadow is gone, you can see the truth.";
+ mes "Please, tear the false to dazzle who are blind...";
+ mes "without any trace..";
+ close;
+ } else if (checkquest(7171,HUNTING) == 2) {
+ mes "You can't feel the soul from the flame.";
+ mes "When you go closer, you can't see well because of darkness.";
+ close2;
+ set job_sha,13;
+ erasequest 7171;
+ warp "job3_sha01",22,33;
+ end;
+ }
+ } else if (job_sha == 13) {
+ mes "You can't feel the soul from the flame.";
+ mes "When you go closer, you can't see well because of darkness.";
+ close2;
+ warp "job3_sha01",22,33;
+ end;
+ } else if (job_sha > 13 && job_sha < 28) {
+ mes "The flame is rolling.";
+ mes "You can't see well because of the light of ice.";
+ close;
+ }
+ mes "An unknown red flame is roaring.";
+ close;
+}
+
+niflheim,230,276,5 script Red Flame#H-21 802,{
+ if (job_sha == 18) {
+ mes "["+strcharinfo(0)+"]";
+ mes "The poem that Haled told me was pointing to Niflheim.";
+ mes "There is a flame that looks like the one from turtle island and ice dungeon.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "The end of living tree's roots.";
+ mes "Tears of all living people.";
+ mes "Sign of all dead people.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "They are us but also not us.";
+ next;
+ mes "[Someone's voice]";
+ mes "They are us but also not us.";
+ next;
+ mes "[Someone's voice]";
+ mes "Residents of the night forgotten...";
+ next;
+ select("Who is playing that?");
+ mes "[Someone's voice]";
+ mes "Who is playing the waltz of desperation?";
+ mes ".....";
+ next;
+ mes "[Someone's voice]";
+ mes "Ha...";
+ mes "You came here to dig the secret of death.";
+ mes "Can you play the waltz of death for me?";
+ next;
+ mes "[Someone's voice]";
+ mes "I don't to be subject to restraint and be with sign of dead people.";
+ next;
+ mes "[Shadow of Pleasure]";
+ mes "I'm a shadow.";
+ mes "I show that best of the pleasure in this world.";
+ mes "Illusions such that you don't want to be awaken from the dream.";
+ next;
+ mes "[Shadow of Pleasure]";
+ mes "The soul got tangled by cold chains";
+ mes "I can't see the dream and the shadow lost the pleasure that will be lasting forever.";
+ next;
+ mes "[Shadow of Pleasure]";
+ mes "Please, help me.";
+ mes "Give me two hands to escape from here!";
+ next;
+ mes "[Shadow of Pleasure]";
+ mes "Can you stifle me with two hands?";
+ mes "The other side of my senses gas for breath.";
+ next;
+ mes "[Shadow of Pleasure]";
+ mes "That's the evidence that I live.";
+ mes "That's the evidence that I cross over the line.";
+ mes "With start of life the last pleasure.";
+ next;
+ mes "[Shadow of Pleasure]";
+ mes "Show me the sweet death.";
+ next;
+ erasequest 7174;
+ setquest 7175;
+ set job_sha,19;
+ mes "The flame is dying.";
+ mes "You should handle the shadow of pleasure.";
+ close;
+ } else if (job_sha == 19) {
+ if (checkquest(7175,HUNTING) != 2) {
+ mes "You can feel a strong soul in the flame.";
+ mes "You should handle the shadow of pleasure.";
+ close;
+ } else if (checkquest(7175,HUNTING) == 2) {
+ mes "You can't feel the soul from the flame.";
+ mes "When you go closer, you can't see well because of darkness.";
+ set job_sha,20;
+ erasequest 7175;
+ close2;
+ warp "job3_sha01",73,87;
+ end;
+ }
+ } else if (job_sha == 20) {
+ mes "You can't feel the soul from the flame.";
+ mes "When you go closer, you can't see well because of darkness.";
+ close2;
+ warp "job3_sha01",73,87;
+ end;
+ } else if (job_sha > 21 && job_sha < 27) {
+ mes "There is a flame.";
+ mes "You can't feel anything from it.";
+ close;
+ }
+ mes "That's a mysterious flame.";
+ mes "It looks like cursing.";
+ mes "Go away from that";
+ close;
+}
+
+tha_t01,149,228,0 script #shadowc07 45,1,1,{
+ if ((Class == Job_Rogue || Class == Job_Stalker || Class == Job_Baby_Rogue) && job_sha == 24){
+ mes "You can feel weird power.";
+ mes "You are getting dizzy.";
+ close2;
+ warp "job3_sha01",71,36;
+ end;
+ }
+ mes "You can feel weird power.";
+ mes "You don't know what it is.";
+ close;
+}
+
+job3_sha01,22,78,5 script ????#H-22 844,{
+ if (job_sha == 7) {
+ setarray .@Codes1$[1],"EFDFJWF","FGEGKXG","GHFHLYH","HIGIMZI","IJHJNAJ","JKIKOBK","KLJLPCL","LMKLQDM";
+ setarray .@Codes2$[1],"IPOFTUZ","JQPGUVA","IRQHVWB","LSRIWXC","MTSJXYD","NUTKYZE","OVULZAF","PWVMABG";
+ set @job_sc_chest1,rand(1,8);
+ mes "It's a small box made of a hard turtle's shell.";
+ mes "The middle of it...";
+ next;
+ select("Touch the middle.:Push the middle.");
+ mes "When you touch it, something comes out!";
+ next;
+ mes "DECEIVE";
+ next;
+ mes ""+@job_sc_chest1;
+ next;
+ mes .@Codes1$[@job_sc_chest1];
+ next;
+ mes "It shows some letters and numbers.";
+ mes " ";
+ mes "Deceive,";
+ mes "then "+@job_sc_chest1+",";
+ mes "and "+.@Codes1$[@job_sc_chest1]+".";
+ next;
+ select("What does it mean?");
+ mes "["+strcharinfo(0)+"]";
+ mes "Is it also code.";
+ mes "It must be a kind of rule of code?";
+ mes "Ah, something is shown again...?";
+ next;
+ mes "- You can see some letters on the turtle's shell. -";
+ next;
+ mes "HONESTY";
+ mes "And also letters. They are";
+ mes "blinking as if waiting for a code to be input.";
+ next;
+ input .@sccst1$;
+ if (.@sccst1$ == .@Codes2$[@job_sc_chest1]) {
+ mes "When you put the correct";
+ mes "answer in there, the box opens.";
+ mes "There is a small key inside.";
+ next;
+ getitem 6266,1;
+ setquest 7165;
+ set job_sha,8;
+ mes "- You get the Key of Deception. -";
+ close;
+ }
+ mes "- You put the answer -";
+ mes "- but it doesn't work. -";
+ mes "- You have failed. -";
+ close;
+ }
+ mes "You don't have to stay in here.";
+ next;
+ switch(select("Go outside.:Stay here.")) {
+ case 1: warp "tur_dun03",42,204;
+ case 2: close;
+ }
+}
+
+job3_sha01,25,28,5 script ????#H-23 844,{
+ if (job_sha == 13) {
+ setarray .@Words$[1],"SEED","FOOT","COLD";
+ setarray .@Numbers[1],24,25,20;
+ mes "There are lots of boxes";
+ mes "with numbers on them.";
+ next;
+ mes "1 2 3 4 5";
+ mes "6 7 8 9 0";
+ mes " [][]";
+ next;
+ mes "When you touched that number, it moved.";
+ mes "You find the empty space.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I guess I have to put the number in the empty space...";
+ mes "I have two empty squares to put two numbers.";
+ mes "What will it be good for?";
+ next;
+ select("I think it's related to the word given by Paul.");
+ mes "["+strcharinfo(0)+"]";
+ mes "I got "+.@Words$[job_chest2]+".";
+ mes "Now I have to convert it into a number...";
+ next;
+ switch(select("Input the answer.:I can't get it.")) {
+ case 1:
+ input .@sccst2;
+ if (.@sccst2 == .@Numbers[job_chest2]) {
+ mes "You put 2 and "+(.@Numbers[job_chest2]-20)+".";
+ mes "The box opens and you get one key.";
+ next;
+ mes "You picked up the Key of Illusion.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "It's not a treasure.";
+ mes "The Key of Illusion? Is it related to the Shadow of Illusion?";
+ mes "I got the Key of Deception after I handled Deception...";
+ next;
+ getitem 6267,1;
+ setquest 7172;
+ set job_sha,14;
+ set job_chest2,0;
+ mes "["+strcharinfo(0)+"]";
+ mes "Anyway, Paul will be disappointed.";
+ mes "A key again....";
+ mes "How can I escape from here?";
+ next;
+ mes "When you push the box, it opens a door leading outside.";
+ close2;
+ warp "ice_dun02",209,219;
+ end;
+ }
+ mes "When you enter the number, it goes back to the first.";
+ close;
+ case 2:
+ mes "["+strcharinfo(0)+"]";
+ mes "Hmm.";
+ mes "I can't get it...";
+ mes "Is it the same code as the Prontera workplace...?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "According to that method...";
+ mes "A means 11 and B means 12.";
+ close;
+ }
+ }
+ // Custom Translation
+ mes "You don't have to stay in here.";
+ close2;
+ warp "ice_dun02",209,219;
+ end;
+}
+
+job3_sha01,73,80,5 script ????#H-24 844,{
+ if (job_sha == 20) {
+ mes "There is a box that looks like a house.";
+ mes "There's a small paper in the chimmney.";
+ next;
+ mes "It says:";
+ mes "-----------------";
+ mes "20 21 18 14";
+ mes "1 14 4";
+ mes "19 8 1 11 5";
+ mes "-----------------";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I think it's another code.";
+ mes "I should solve it the same way as before.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "There are no clues...";
+ mes "1 could equal A,";
+ mes "And the the answer is...";
+ next;
+ input .@sccst3$;
+ set job_sha,21;
+ if (.@sccst3$ != "TURN AND SHAKE") {
+ mes "["+strcharinfo(0)+"]";
+ mes "..."+.@sccst3$+"....?";
+ mes "What does that mean?";
+ close;
+ }
+ } else if (job_sha == 21) {
+ mes "["+strcharinfo(0)+"]";
+ mes "Let me think again...";
+ mes "20 21 18 14";
+ mes "1 14 4";
+ mes "19 8 1 11 5";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "It's the same as before.";
+ mes "There's no code, so 1 should be A.";
+ mes "And the answer is...";
+ next;
+ input .@sccst3$;
+ if (.@sccst3$ != "TURN AND SHAKE") {
+ mes "["+strcharinfo(0)+"]";
+ mes "..."+.@sccst3$+"....?";
+ mes "Again? I don't get it.";
+ close;
+ }
+ }
+ if (job_sha == 21) {
+ mes "["+strcharinfo(0)+"]";
+ mes "Turn... Turn... and";
+ mes "Shake? Shake?";
+ mes "For what?";
+ next;
+ L_chest32:
+ switch(select("Turn the roof.:Turn the house.:Turn the handle.")) {
+ case 1:
+ mes "You turn the roof.";
+ next;
+ switch(select("Shake the roof.:Shake the house.")) {
+ case 1:
+ mes "Even though you shake the roof, nothing happens.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "That's not it.";
+ mes "Hmm...";
+ next;
+ goto L_chest32;
+ case 2:
+ mes "You tried to shake the house but it doesn't do anything.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "It's wrong.";
+ mes "I'll put it back";
+ mes "and try again...";
+ next;
+ goto L_chest32;
+ }
+ case 2:
+ mes "You grab the whole house and turn it.";
+ next;
+ switch(select("Shake up and down.:Shake back and forth.:Turn 'round and 'round and shake.:Roll it upside down.")) {
+ case 1:
+ case 2:
+ mes "Nothing happens.";
+ mes "You think there is something inside, but it won't come out.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "That's not it.";
+ mes "Hmm.";
+ next;
+ goto L_chest32;
+ case 3:
+ mes "You shake it slowly.";
+ mes "You can hear a noise,";
+ mes "but nothing's coming out.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "That's not it.";
+ mes "Hmm.";
+ next;
+ goto L_chest32;
+ case 4:
+ mes "Rolling it upside down causes something inside to move.";
+ next;
+ mes "You shake it slowly.";
+ mes "You can hear some noise.";
+ mes "Something's coming out.";
+ next;
+ mes "- You got the Key of Pleasure. -";
+ next;
+ getitem 6268,1;
+ erasequest 7175;
+ setquest 7176;
+ set job_sha,22;
+ mes "["+strcharinfo(0)+"]";
+ mes "What? A key again!";
+ mes "Haled will be disappointed...";
+ mes "I better go back.";
+ close;
+ }
+ case 3:
+ mes "You tried to turn the small handle but it doesn't work.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "What should I do now?";
+ next;
+ goto L_chest32;
+ }
+ }
+ mes "You don't have to stay in here.";
+ mes "You put the box down and see that there is a door leading outside.";
+ close2;
+ warp "niflheim",230,270;
+ end;
+}
+
+job3_sha01,72,28,5 script ????#H-25 844,{
+ if (countitem(6266) == 1 && countitem(6267) == 1 && countitem(6268) == 1) {
+ if (job_sha == 24) {
+ mes "There is a stone that looks like a small casket with a fabulous pattern around it.";
+ next;
+ mes "But you can't feel any power from it.";
+ mes "You find three holes in there.";
+ next;
+ mes "Inscribed next to the holes is written Deception, Illusion, and Pleasure.";
+ next;
+ select("Place the key in the holes.");
+ mes "["+strcharinfo(0)+"]";
+ mes "At first, Deception...";
+ mes "then Illusion...";
+ mes "and Pleasure...";
+ mes "Let me see.";
+ next;
+ mes "When you put the keys in, something comes out.";
+ next;
+ delitem 6266,1;
+ delitem 6267,1;
+ delitem 6268,1;
+ getitem 6269,1;
+ erasequest 7178;
+ setquest 7179;
+ set job_sha,25;
+ mes "- You got a brush with a fabulous pattern on it. -";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "What???";
+ mes "A brush!!!";
+ mes "This isn't treasure!!!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Ahahhah!!!";
+ mes "*sniff*";
+ mes "It's not treasure!";
+ next;
+ select("Now I'm pissed off.");
+ mes "["+strcharinfo(0)+"]";
+ mes "*Sigh*";
+ mes "Guess I should bring this to ^aaaaffVicente^000000!";
+ close;
+ }
+ }
+ mes "It's an empty stone statue.";
+ close;
+}
+
+s_atelier,25,75,3 script Manager#H-5 899,{
+ if (job_sha == 23) {
+ mes "[Vicente]";
+ mes "Welcome.";
+ mes "I've been waiting for you.";
+ next;
+ select("For me?");
+ mes "[Vicente]";
+ mes "I wondered when you would visit.";
+ mes "I've been waiting a long time for you.";
+ mes "Huhu...";
+ next;
+ mes "[Vicente]";
+ mes "How were Graham, Paul and Haled?";
+ mes "They are not easy people to deal with, huh?";
+ next;
+ select("You know everything?");
+ mes "[Vicente]";
+ mes "Sure.";
+ mes "They ignore me because they think that I'm too young.";
+ mes "As if they were all perfect.";
+ mes "Hahaha...";
+ next;
+ mes "[Vicente]";
+ mes "Did you bring all of the keys?";
+ mes "There should be three.";
+ mes "You came here to find out how to use them I assume, right?";
+ next;
+ select("Yeah, you're right!");
+ mes "[Vicente]";
+ mes "You don't have to be surprised.";
+ mes "I can't find how long it took for those three men to investigate before.";
+ mes "I already finished my work.";
+ next;
+ mes "[Vicente]";
+ mes "When I went to the final location I found a stone statue.";
+ mes "But it needed keys.";
+ next;
+ mes "[Vicente]";
+ mes "Three of them.";
+ mes "- Vicente smiles. -";
+ next;
+ mes "[Vicente]";
+ mes "At first, the information that was";
+ mes "given from the guild meant only one thing.";
+ mes "Because of the saying that they respect the right of our";
+ mes "possessions,";
+ mes "we shared our information.";
+ next;
+ mes "[Vicente]";
+ mes "So we had to wait for it.";
+ mes "I thought the last man would never give it to me...";
+ next;
+ mes "[Vicente]";
+ mes "They thought I wanted to have the treasure for myself.";
+ mes "So that's why I've just been";
+ mes "waiting for you.";
+ next;
+ mes "[Vicente]";
+ mes "Then let's make a point!";
+ mes "Do you know of the Thanatos Tower?";
+ next;
+ switch(select("Sure.:The tower of death?")) {
+ case 1:
+ mes "[Vicente]";
+ mes "You know that.";
+ mes "Then you can understand easily.";
+ next;
+ break;
+ case 2:
+ mes "[Vicente]";
+ mes "Yes, that tower in northern Juno.";
+ mes "There are huge monsters there.";
+ next;
+ break;
+ }
+ mes "[Vicente]";
+ mes "You told me that you went to the final place with the information?";
+ mes "That's the Thanatos Tower.";
+ next;
+ mes "[Vicente]";
+ mes "Fortunately, the location is the 1st floor of that tower.";
+ mes "So I'm going to tell what you have to do.";
+ next;
+ mes "[Vicente]";
+ mes "At the 1st floor of the Thanatos Tower, there are members from the Rekenber Corporation.";
+ mes "Go north from their desk...";
+ next;
+ mes "[Vicente]";
+ mes "And you can find stairs and a location where light comes out of.";
+ mes "That's the location of the";
+ mes "information that I have.";
+ next;
+ mes "[Vicente]";
+ mes "Now you know the location you have to go to with the three keys.";
+ mes "Find out the secret of the stone statue.";
+ next;
+ erasequest 7177;
+ setquest 7178;
+ set job_sha,24;
+ mes "[Vicente]";
+ mes "You can't imagine what kind of things you might find.";
+ mes "That's the final destination of all of the keys.";
+ next;
+ mes "[Vicente]";
+ mes "Good luck.";
+ close;
+ } else if (job_sha == 24) {
+ mes "[Vicente]";
+ mes "Listen carefully.";
+ mes "The location you need to find is";
+ mes "north from the middle of the 1st floor in the Thanatos Tower.";
+ mes "You can find stairs and a location where light comes out.";
+ next;
+ mes "[Vicente]";
+ mes "If you find something, come back here.";
+ mes "Actually, I want to get the key from you, but...";
+ next;
+ mes "[Vicente]";
+ mes "I just respect your opinion.";
+ mes "If you find something, come back here. Got it?";
+ close;
+ } else if (job_sha == 25) {
+ mes "[Vicente]";
+ mes "You're back?";
+ mes "Did you find anything?";
+ next;
+ switch(select("Throw the brush.:Grab him by the collar.:Drop the brush.")) {
+ case 1:
+ mes "[Vicente]";
+ mes "Hey, what are you doing?";
+ mes "This brush...";
+ mes "Is this the treasure hidden in the Thanatos Tower?";
+ next;
+ break;
+ case 2:
+ mes "[Vicente]";
+ mes "What's wrong with you?";
+ mes "You can't tell me more details?";
+ close;
+ case 3:
+ mes "[Vicente]";
+ mes "What's the matter?";
+ mes "Are you ok?";
+ next;
+ mes "- Vicente looks at me with a surprised face. -";
+ next;
+ select("Point at the brush.");
+ mes "[Vicente]";
+ mes "Is this the treasure hidden in thanatos tower?";
+ next;
+ break;
+ }
+ mes "Vicente looks surprised after taking a look at it.";
+ next;
+ mes "[Vicente]";
+ mes "Haha!!";
+ mes "Ahahahaha!!!!!";
+ mes "I get it now!";
+ mes "Congratulations.";
+ next;
+ mes "[Vicente]";
+ mes "It's treasure.";
+ mes "You found a big treasure!";
+ mes "Talk to me for bit, won't you?";
+ next;
+ erasequest 7179;
+ setquest 7180;
+ set job_sha,26;
+ mes "[Vicente]";
+ mes "There is someone who has been waiting for you.";
+ mes "He's been waiting for someone to bring this brush back.";
+ mes "Let's go inside.";
+ close;
+ } else if (job_sha > 25 && job_sha < 28) {
+ mes "[Vicente]";
+ mes "I'm going to listen to your story.";
+ close;
+ } else if (Class == Job_Shadow_Chaser || Class == Job_Shadow_Chaser_T || Class == Job_Baby_Chaser) {
+ mes "[Vicente]";
+ mes "I'm expecting your work from now on.";
+ mes "You'll be a good Shadow Chaser.";
+ mes "I'm sure of it.";
+ close;
+ }
+ mes "[Manager]";
+ mes "You are?";
+ mes "Sorry, but we don't trade old art goods.";
+ mes "If you need something, then ask an assistant.";
+ close;
+}
+
+s_atelier,73,65,3 script Vicente#H-18 899,{
+ mes "[Vicente]";
+ if (job_sha > 25 && job_sha < 27) {
+ mes "This way.";
+ mes "He's been waiting for you for a while.";
+ mes "Not me, Dumk.";
+ close;
+ } else if (job_sha == 27) {
+ mes "Dumk wants to have you as a Shadow Chaser.";
+ mes "Big news, right?";
+ close;
+ } else if (Class == Job_Shadow_Chaser || Class == Job_Shadow_Chaser_T || Class == Job_Baby_Chaser) {
+ mes "I don't have any special reason to visit here.";
+ mes "An assistant sells tools and paints.";
+ close;
+ }
+ mes "If you don't have anything special";
+ mes "to do here, you'd better leave.";
+ mes "No trespassing!";
+ close;
+}
+
+s_atelier,70,66,5 script Dumk 481,{
+ mes "[Dumk]";
+ if ((Class == Job_Shadow_Chaser || Class == Job_Shadow_Chaser_T || Class == Job_Baby_Chaser) && !countitem(6269)) {
+ mes "What is it?";
+ mes "Have you been enjoying your new skills?";
+ next;
+ mes "[Dumk]";
+ mes "If you want to improve your skills, you have to seek out new uses for paints.";
+ next;
+ mes "[Dumk]";
+ mes "Don't forget.";
+ mes "We are Shadow Chasers.";
+ mes "Huhu...";
+ mes "HuhuHuhu...";
+ close;
+ }
+ if (!countitem(6269)) {
+ if (Class == Job_Rogue || Class == Job_Stalker || Class == Job_Baby_Rogue) {
+ mes "Vicente, no soliciting!";
+ next;
+ mes "[Vicente]";
+ mes "A solicitor?";
+ mes "I don't think so. That's our colleage.";
+ next;
+ mes "[Dumk]";
+ mes "...Ah?";
+ close;
+ }
+ mes "........";
+ mes "Heh.";
+ next;
+ mes "[Vicente]";
+ mes "I'm sorry.";
+ mes "He is not interested in other people.";
+ mes "But you can't enter this space.";
+ mes "You can get tools at the store.";
+ close;
+ }
+ // Not sure if this is placed correctly...
+ if (BaseLevel != 99 || JobLevel < 50) {
+ mes "Sorry, but make sure that you're";
+ mes "Base Lvl. 99 / Job Lvl. 50 minimun and set all your Skillpoints.";
+ close;
+ }
+ if (SkillPoint) {
+ mes "You are still green!";
+ mes "Did you expect to learn the dark arts with your ability?";
+ mes "You are wrong!";
+ next;
+ mes "[Vicente]";
+ mes "Haha...";
+ mes "Please, understand. Dumk has very bad communication skills.";
+ mes "He doesn't talk to anyone who isn't at a high enough level.";
+ next;
+ mes "[Vicente]";
+ mes "And to those who are not ready...";
+ mes "^aaaaffYou might not be ready for him.^000000";
+ next;
+ mes "[Dumk]";
+ mes "You talk too much.";
+ mes "Heh.";
+ next;
+ mes "[Vicente]";
+ mes "- He is pleased. -";
+ mes "Hey.";
+ mes "He could be ashamed.";
+ close;
+ }
+ // Not sure if this is correct either...
+ if ((MaxWeight - Weight) < 1000) {
+ mes "Sorry, but you're overweight.";
+ mes "Please store some of your items first.";
+ close;
+ }
+ if (job_sha == 27) {
+ mes "So, do you want me to keep talking about Shadow Chasers?";
+ next;
+ switch(select("What is a Shadow Chaser?:Change me to Shadow Chaser.:I'll come back later.")) {
+ case 1:
+ mes "[Dumk]";
+ mes "Most spells are exclusively for Wizards and their kind.";
+ mes "But Knight has since been able to use a kind of magic with things called Runes.";
+ next;
+ mes "[Dumk]";
+ mes "So we tried finding a medium for spells that suit our characteristics.";
+ next;
+ mes "[Dumk]";
+ mes "So finally...";
+ mes "We found paint!";
+ next;
+ mes "[Dumk]";
+ mes "Paint gives us lots of feelings.";
+ mes "We can feel peaceful and happy or it can give us feelings of sorrow and fear.";
+ next;
+ mes "[Dumk]";
+ mes "We use that to harness the different emotions of people and exploit them when they're most vulnerable.";
+ next;
+ mes "[Dumk]";
+ mes "The effects on our enemies are similar to that of magic spells.";
+ next;
+ mes "[Dumk]";
+ mes "For instance, this power could be used to create blackholes to make your enemies vanish.";
+ next;
+ mes "[Dumk]";
+ mes "So if you want to have that power then you must have artistry.";
+ next;
+ mes "[Dumk]";
+ mes "You have to be a trendsetter when it comes to fashion!";
+ mes "The ability to understand art!";
+ mes "You should have everything.";
+ next;
+ select("Then what is the Master Brush?");
+ mes "[Dumk]";
+ mes "Ah?";
+ mes "That was a brush who was a master of dark arts.";
+ mes "Now we are looking for someone who can be Shadow Chaser.";
+ next;
+ mes "[Dumk]";
+ mes "This is kind of game.";
+ mes "If there is someone who wants to become a Shadow Chaser,";
+ mes "we just look the process to find this brush.";
+ next;
+ mes "[Dumk]";
+ mes "We put the codes to make sure that you can think outside of the box.";
+ mes "Did you have fun?";
+ close;
+ case 2:
+ mes "[Dumk]";
+ mes "You decided!";
+ mes "As your case, you can master the art of psychological warfare using paint!";
+ mes "The art created is beautiful but dangerous.";
+ next;
+ mes "[Dumk]";
+ mes "We use paint as a medium for spells.";
+ mes "We use that to harness the different emotions of people and exploit them when they're most vulnerable.";
+ next;
+ mes "[Dumk]";
+ mes "For instance, this power could be used to create blackholes to make your enemies vanish.";
+ next;
+ mes "[Dumk]";
+ mes "So if you want to have that power then you must have artistry.";
+ next;
+ mes "[Dumk]";
+ mes "You have to be a trendsetter when it comes to fashion!";
+ mes "The ability to understand art!";
+ mes "You should have everything.";
+ next;
+ mes "[Dumk]";
+ mes "You performed your duties diligently and found the brush.";
+ mes "So you are qualified to be a Shadow Chaser.";
+ next;
+ jobchange roclass(eaclass()|EAJL_THIRD);
+ set JobLevel, 1;
+ nude;
+ getitem 6121,1;
+ getitem 6122,1;
+ getitem 2795,1;
+ getitem 5750,1;
+ delitem 6269,1;
+ mes "[Dumk]";
+ mes "Congratulations.";
+ mes "Welcome to your new life.";
+ completequest 7180;
+ set job_sha,28;
+ next;
+ mes "[Dumk]";
+ mes "It's a fashionable uniform.";
+ mes "It uses patterns of leopard and feathers.";
+ mes "The fashion world will be shocked.";
+ next;
+ mes "[Dumk]";
+ mes "This shadow peacock I designed myself.";
+ mes "It's too hard to create something that absorbs my art sense.";
+ mes "Then about this part...";
+ next;
+ mes "Dumk keeps talking about fashion, art sense, paint and feeling.";
+ mes "He's obviously in his own world.";
+ next;
+ select("About this brush...");
+ mes "[Vicente]";
+ mes "Ah, I'll explain.";
+ mes "We need tools for painting.";
+ next;
+ mes "[Vicente]";
+ mes "The make-up brush is used for face painting.";
+ mes "You can get paint from the workplace.";
+ next;
+ mes "[Vicente]";
+ mes "The paint brush is used for painting big spaces.";
+ mes "You can get paint from the workplace too.";
+ next;
+ mes "[Vicente]";
+ mes "Don't you remember the location of the workplace?";
+ mes "Juno, Prontera, Rachel and Lighthalzen.";
+ next;
+ mes "[Vicente]";
+ mes "If you need paint, go to an assistant.";
+ mes "^aaaaffIf you don't have any tools, you can use skill needed paints.^000000";
+ next;
+ mes "[Vicente]";
+ mes "Congratulations to be our person.";
+ close;
+ case 3:
+ mes "[Dumk]";
+ mes "What?";
+ mes "Why not?";
+ mes "You don't want to be a Shadow Chaser?";
+ mes "I can teach you so much about painting.";
+ next;
+ mes "[Dumk]";
+ mes "You really won't understand until you become one.";
+ next;
+ mes "[Dumk]";
+ mes "Don't you want to learn how to harness a power stronger than what you know?";
+ mes "....";
+ next;
+ mes "Dumk seemed to be disappointed that you didn't answer him.";
+ close;
+ }
+ }
+ mes "It's you? You are the one who found the brush?";
+ next;
+ select("Show the brush to him.");
+ mes "[Dumk]";
+ mes "That's it.";
+ mes "Did you find it by yourself?";
+ next;
+ switch(select("Yes.:With my friends.")) {
+ case 1:
+ mes "[Dumk]";
+ mes "Hmm...";
+ mes "You have a high ability.";
+ mes "Breaking the codes should have been tough.";
+ mes "But it wasn't for you.";
+ next;
+ break;
+ case 2:
+ mes "[Dumk]";
+ mes "Hmm...";
+ mes "That's your other skill.";
+ mes "People who have no friends must be lonely.";
+ next;
+ mes "[Dumk]";
+ mes "To us, relationships are very important.";
+ mes "You get more people, you get more help.";
+ next;
+ break;
+ }
+ mes "[Dumk]";
+ mes "It's time to introduce myself.";
+ mes "I'm Dumk.";
+ next;
+ select("You are.....");
+ mes "[Vicente]";
+ mes "Chicken! How about the chicken for this supper?";
+ next;
+ mes "[Dumk]";
+ mes "Why chicken?";
+ mes "Why are you interrupting?";
+ mes "You wanna be fired?";
+ next;
+ mes "[Vicente]";
+ mes "Sorry...";
+ mes "(He turns to you and says it's taboo to talk about chicken.)";
+ next;
+ mes "[Dumk]";
+ mes "Anyway, let's make a point.";
+ mes "You.";
+ mes "Will you yield to the will of the brush?";
+ next;
+ select("Yield to? What?");
+ mes "[Dumk]";
+ mes "This brush was used by the master.";
+ mes "Paintings by him have mysterious power.";
+ next;
+ mes "[Dumk]";
+ mes "I can't tell you the root of the power.";
+ mes "Someday you will find out.";
+ mes "He sublimates power through the medium of his paintings.";
+ next;
+ select("I don't get it...?");
+ mes "[Dumk]";
+ mes "We walk in darkness without moonlight.";
+ mes "And find out our shining days are over.";
+ next;
+ mes "[Dumk]";
+ mes "We follow to other shadows and we can be real Shadow Chasers!";
+ next;
+ select("What are you talking about?");
+ mes "[Vicente]";
+ mes "So, he suggests that you become a Shadow Chaser.";
+ next;
+ mes "[Vicente]";
+ mes "In out guild, there is a special group that have unique skills.";
+ mes "They are Shadow Chasers.";
+ mes "They usually hide their figure and they think they are different from others.";
+ next;
+ mes "[Dumk]";
+ mes "Don't be so sarcastic, Vicente!";
+ mes "I told you.";
+ mes "You are qualified to be a Shadow Chaser!";
+ next;
+ mes "[Dumk]";
+ mes "Give that brush to me.";
+ mes "I need it again.";
+ mes "I'm so thirsty.";
+ mes "Wait a minute.";
+ set job_sha,27;
+ close;
+}
+
+s_atelier,29,119,3 script Max#H-13 97,{
+ mes "[Max]";
+ mes "Welcome~";
+ if (Class == Job_Shadow_Chaser || Class == Job_Shadow_Chaser_T || Class == Job_Baby_Chaser) {
+ mes "You are a member of the Rogue guild!";
+ mes "What can I help you with?";
+ next;
+ switch(select("I need a make-up brush.:I need a paint brush.:Nothing.")) {
+ case 1:
+ set .@i,1;
+ case 2:
+ mes "[Max]";
+ if (countitem(6122-.@i)) {
+ mes "Are you kidding me?";
+ mes "you already have it? you don't need anything else.";
+ next;
+ mes "[Max]";
+ mes "Visit later and use what you have!";
+ close;
+ }
+ mes "Here's your item.";
+ getitem (6122-.@i),1;
+ close;
+ case 3:
+ mes "[Max]";
+ mes "If you need more,";
+ mes "just visit me!";
+ close;
+ }
+ }
+ mes "We sell all art related things here~";
+ next;
+ switch(select("Paint!?:Where's the manager?")) {
+ case 1:
+ mes "[Max]";
+ mes "You are asking for paint?";
+ mes "Could you just ask them to get the paint?~";
+ close;
+ case 2:
+ mes "[Max]";
+ mes "There's our manager.";
+ mes "Right over there.";
+ mes "**points**";
+ mes "Are you blind?";
+ close;
+ }
+}
+
+s_atelier,124,128,3 script RimiGX#H-14 862,{
+ mes "[RimiGX]";
+ mes "Welcome.";
+ if (Class == Job_Shadow_Chaser || Class == Job_Shadow_Chaser_T || Class == Job_Baby_Chaser) {
+ mes "What are you looking for?";
+ next;
+ switch(select("Make a new blush for make-up.:Make a new blush for painting:Nothing.")) {
+ case 1:
+ set .@i,1;
+ case 2:
+ mes "[RimiGX]";
+ if (countitem(6122-.@i)) {
+ mes "I can't offer extra stuff.";
+ mes "Visit here when you've lost stuff.";
+ close;
+ }
+ mes "Here's your item.";
+ getitem (6122-.@i),1;
+ close;
+ case 3:
+ mes "[RimiGX]";
+ mes "Visit me again.";
+ close;
+ }
+ }
+ mes "It's the shadow workplace~";
+ next;
+ switch(select("Where is the paint?:Where is the manager?")) {
+ case 1:
+ mes "[RimiGX]";
+ mes "Paint?";
+ mes "Ask an assistant that works over there.";
+ close;
+ case 2:
+ mes "[RimiGX]";
+ mes "Manager? He's in inside the workplace.";
+ mes "But when you visit him, you should have something to tell him...";
+ close;
+ }
+}
+
+s_atelier,136,70,3 script Titika#H-15 914,{
+ mes "[Titika]";
+ mes "Welcome~";
+ if (Class == Job_Shadow_Chaser || Class == Job_Shadow_Chaser_T || Class == Job_Baby_Chaser) {
+ mes "You are in a guild.";
+ mes "What can I help you with?";
+ next;
+ switch(select("Make a new make-up brush.:Make a new paint brush.:Nothing.")) {
+ case 1:
+ set .@i,1;
+ case 2:
+ mes "[Titika]";
+ if (countitem(6122-.@i)) {
+ mes "You already have a paint brush?";
+ mes "I think it's enough...";
+ close;
+ }
+ mes "Here's your item.";
+ getitem (6122-.@i),1;
+ close;
+ case 3:
+ mes "[Titika]";
+ mes "Visit me again.";
+ close;
+ }
+ }
+ mes "This is the Shadow Chaser workplace~";
+ next;
+ switch(select("Where is the paint?:Where is the manager?")) {
+ case 1:
+ mes "[Titika]";
+ mes "You want paint?";
+ mes "Talk to the assistant and ask about the paint tool.";
+ close;
+ case 2:
+ mes "[Titika]";
+ mes "My manager is inside the workplace.";
+ mes "If you visit him without a special reason, he will ignore you.";
+ close;
+ }
+}
+
+s_atelier,26,68,3 script Vito#H-16 904,{
+ mes "[Vito]";
+ mes "Welcome.";
+ if (Class == Job_Shadow_Chaser || Class == Job_Shadow_Chaser_T || Class == Job_Baby_Chaser) {
+ mes "What are you looking for?";
+ next;
+ switch(select("Make a new brush for make-up.:Make a new brush for painting.:Nothing.")) {
+ case 1:
+ set .@i,1;
+ case 2:
+ mes "[Vito]";
+ if (countitem(6122-.@i)) {
+ mes "We offer only one brush per person.";
+ mes "We can't give out extra brushes.";
+ close;
+ }
+ mes "[Vito]";
+ mes "Here's your item.";
+ getitem (6122-.@i),1;
+ close;
+ case 3:
+ mes "[Vito]";
+ mes "Whenever you need a brush, visit me.";
+ mes "See you!";
+ close;
+ }
+ }
+ mes "It's the shadow workplace.";
+ next;
+ switch(select("Where is the paint?:Where is the manager?")) {
+ case 1:
+ mes "[Vito]";
+ mes "Paint?";
+ mes "Ask the assistant standing over there.";
+ close;
+ case 2:
+ mes "[Vito]";
+ mes "The man standing in front of the counter is the manager.";
+ close;
+ }
+}
+
+// Quest Mob Spawn
+tur_dun03,0,0,0,0 monster Shadow of Deception 2076,1,0,0
+ice_dun02,0,0,0,0 monster Shadow of Illusion 2077,1,0,0
+niflheim,0,0,0,0 monster Shadow of Pleasure 2078,1,0,0 \ No newline at end of file
diff --git a/npc/pre-re/jobs/3-2/sorcerer.txt b/npc/pre-re/jobs/3-2/sorcerer.txt
new file mode 100644
index 000000000..c3147f9e7
--- /dev/null
+++ b/npc/pre-re/jobs/3-2/sorcerer.txt
@@ -0,0 +1,585 @@
+//===== rAthena Script =======================================
+// Sorcerer Job change Quest
+//===== By: ==================================================
+//= Masao
+//= Credits: Muad_Dib
+//===== Current Version: =====================================
+//= 1.1
+//===== Compatible With: =====================================
+//= Any rAthena SVN
+//===== Description: =========================================
+//= [AEGIS Conversion]
+//= Job change Quest from Sage / Professor -> Sorcerer.
+//===== Additional Comments: =================================
+//= 1.0 First Version.
+//= 1.1 Cleaning. [Euphy]
+//============================================================
+
+gef_tower,102,34,5 script Merito 742,{
+
+ if(checkweight(1201,1) == 0){
+ mes "You packed so much in your bag. Try again after emptying your bag.";
+ close;
+ }
+ mes "[Merito]";
+ if (Class == Job_Sorcerer || Class == Job_Sorcerer_T || Class == Job_Baby_Sorcerer){
+ mes "Please get on with the sprits well~ You should~!";
+ close;
+ }
+ if (JobLevel < 50 || SkillPoint != 0 || BaseLevel < 99){
+ mes "Wow~ you are a young adventurer. I envy you.";
+ close;
+ }
+ if ((Class != Job_Sage) && (Class != Job_Professor) && (Class != Job_Baby_Sage)){
+ mes "Wow~ you are a young adventurer. I envy you.";
+ close;
+ }
+ if (job_soc < 1){
+ mes "Welcome. What can I help you with?";
+ next;
+ select("Do you know about Sorcerers?");
+ mes "[Merito]";
+ mes "Wouldn't it be more comfortable to just live as a scholar? Sorcerers are busy communicating with the spirits and don't have much time to read books...";
+ next;
+ mes "[Merito]";
+ mes "What made you want to be a sorcerer?";
+ next;
+ if(select("The spirit of fire led me here.:The spirit of water led me here.:The spirit of earth led me here:The spirit of meat led me here.")==4) {
+ mes "[Merito]";
+ mes "That kind of spirit doesn't exist!";
+ close;
+ }
+ mes "[Merito]";
+ mes "Oh, I see.";
+ mes "You must be born with the natural ability to see that you already communicated with the spirits, or you must be an excellent liar.";
+ next;
+ mes "[Merito]";
+ mes "Hmm... Then first, can you write down your name on this list?";
+ next;
+ if(select("Write name.:I won't.")==2){
+ mes "[Merito]";
+ mes "Well, okay. See you again when you get a chance.";
+ close;
+ }
+ mes "[Merito]";
+ mes "So, you are ["+strcharinfo(0)+"].";
+ next;
+ mes "[Merito]";
+ mes "Give me a second to register your name.";
+ mes "Talk to me again in a second.";
+ set job_soc,1;
+ close;
+ }
+ else if (job_soc == 1){
+ mes "Good, then I'll give you a short explanation about the Sorcerer.";
+ next;
+ mes "[Merito]";
+ mes "["+strcharinfo(0)+"], can you handle magic skillfully?";
+ next;
+ if(select("Yes, I can.:No, I'm not really good at it.")==2){
+ mes "[Merito]";
+ mes "What!? You don't know how to use magic?";
+ mes "What are you doing here then? Get out of here. Right now!";
+ close;
+ }
+ mes "[Merito]";
+ mes "Okay, that should be obvious.";
+ mes "Of course, Sorcerers use magic, too. But, do you know the main difference Sorcerers have from other magical jobs?";
+ next;
+ switch(select("They know how to sing.:They're all old fogies.:They can deal with the spirits.")){
+ case 1:
+ mes "[Merito]";
+ mes "Well maybe some but that's not the main difference.";
+ close;
+ case 2:
+ mes "[Merito]";
+ mes "What! How dare you!?!";
+ close;
+ case 3:
+ break;
+ }
+ mes "[Merito]";
+ mes "That's right. That is the most distinguishing feature that Sorcerers have.";
+ next;
+ mes "[Merito]";
+ mes "When the people who want to be a Sorcerer come, the first thing we do is to check whether they can communicate with spirits or not.";
+ next;
+ mes "[Merito]";
+ mes "So that's the basic introduction, so you just need to decide whether or not you want to take the qualification test.";
+ next;
+ mes "[Merito]";
+ mes "Well, it's all up to you. What are you going to do?";
+ next;
+ switch(select("I will take the test.:I'll do it later.")){
+ case 1:
+ mes "[Merito]";
+ mes "Okay. ";
+ mes "Then I'll hand it over to Karacas who is on the 4th floor. He will guide you through the process of the test.";
+ set job_soc,2;
+ setquest 12096;
+ close;
+ case 2:
+ mes "[Merito]";
+ mes "What? I was sure that you wanted to become a Sorcerer.";
+ close;
+ }
+ }
+ else if (job_soc > 1){
+ mes "How about your test? Well, Karacas is a little lazy, so that might bother you some...";
+ close;
+ }
+}
+
+gef_tower,113,161,5 script Karacas 754,{
+
+ if(checkweight(1201,1) == 0){
+ mes "You packed so much in your bag. Try again after emptying your bag.";
+ close;
+ }
+ mes "[Karacas]";
+ if (Class == Job_Sorcerer || Class == Job_Sorcerer_T || Class == Job_Baby_Sorcerer){
+ mes "You look happy. Have a great journey.";
+ close;
+ }
+ if (JobLevel < 50 || SkillPoint != 0 || BaseLevel < 99){
+ mes "Is there anything I can do for you?";
+ close;
+ }
+ if ((Class != Job_Sage) && (Class != Job_Professor) && (Class != Job_Baby_Sage)){
+ mes "Is there anything I can do for you?";
+ close;
+ }
+ if (job_soc < 2){
+ mes "More people are visiting Geffen Tower thesedays.";
+ close;
+ }
+ else if (job_soc == 2){
+ mes "....";
+ next;
+ select("Ah... excuse me~");
+ mes "[Karacas]";
+ mes "... (Z z z~)";
+ next;
+ selecT("Hm hm!!!~");
+ mes "[Karacas]";
+ mes "Aaaak!! ";
+ mes "Oh, my... ";
+ next;
+ mes "[Karacas]";
+ mes "Wh... where are you from?";
+ next;
+ select("Merito told me to visit you.");
+ mes "[Karacas]";
+ mes "I see, give me a moment.";
+ mes "The list... has already arrived.";
+ next;
+ mes "[Karacas]";
+ mes "So, you are ["+strcharinfo(0)+"]... right?";
+ next;
+ if(select("Yes, I am.:No, I'm not!")==2){
+ mes "[Karacas]";
+ mes "Oh, there must be some mistake in the list, I think. Will you come again later?";
+ close;
+ }
+ mes "[Karacas]";
+ mes "Before you take the Sorcerer test, let me give you the basic information.";
+ next;
+ mes "[Karacas]";
+ mes "The way to get a Sorcerer registration ticket is really simple. You just need to go and find one of each spirit scattered around the world, and then convert their power into the shape of a certain material.";
+ next;
+ mes "[Karacas]";
+ mes "Sounds easy, right?";
+ next;
+ select("Ahh... sir. Is that really possible?");
+ mes "[Karacas]";
+ mes "Well, it is impossible to meet every spirit by yourself. You need to train yourself very hard to give a shape to the spirits and see them clearly through your eyes.";
+ next;
+ mes "[Karacas]";
+ mes "So, usually we perform a certain ceremony parade toward the place where we can feel the spirits.";
+ next;
+ mes "[Karacas]";
+ mes "I will tell you how to do that. So listen carefully.";
+ next;
+ mes "[Karacas]";
+ mes "Usually we cannot see the spirits with our eyes but there is a way to realize the part of the spirits through a special medium.";
+ next;
+ mes "[Karacas]";
+ mes "For example, if you visit the place where the spirit of wind stays with a certain amount of Wind of Verdure, the reaction of the spirit is amplified.";
+ next;
+ mes "[Karacas]";
+ mes "Likewise, if you approach the place where the spirit of fire seems to stay while you have a certain amount of Red Blood, the spirit will show the adverse reaction.";
+ next;
+ mes "[Karacas]";
+ mes "Sorcerers use this basic principle, this is the essential knowledge that Sorcerers need to have to reach the spirits.";
+ next;
+ select("So communicating with spirits...");
+ mes "[Karacas]";
+ mes "Right~";
+ mes "This job is based on the power of spirits.";
+ next;
+ mes "[Karacas]";
+ mes "Hmm, but it might be hard for someone like you who's focused only on reading books...";
+ next;
+ mes "[Karacas]";
+ mes "First, you need to bring the following materials needed for the test.";
+ next;
+ mes "[Karacas]";
+ mes "3 Wind of Verdure.";
+ mes "3 Crystal Blue.";
+ mes "3 Red Blood.";
+ mes "3 Green Live.";
+ next;
+ mes "[Karacas]";
+ mes "When you bring these materials, I'll tell you the next step.";
+ set job_soc,3;
+ changequest 12096,12097;
+ close;
+ }
+ else if (job_soc == 3){
+ if ((countitem(992) > 2) && (countitem(991) > 2) && (countitem(990) > 2) && (countitem(993) > 2)){
+ mes "Oh, you have all the materials.";
+ next;
+ select("What should I do next?");
+ mes "[Karacas]";
+ mes "I'll tell you about it now. First, I'll tell you the places for the test. You better write them down.";
+ next;
+ mes "[Karacas]";
+ mes "1. 1st floor of Ice Cave";
+ mes "2. 1st floor of Thor Volcano Dungeon";
+ mes "3. 3rd floor of Mjolnir Dead Pit";
+ mes "4. 2nd floor of Kunlun Dungeon";
+ next;
+ mes "[Karacas]";
+ mes "We have set up the detecting poles in these 4 places so that ordinary people can communicate with the spirits.";
+ next;
+ mes "[Karacas]";
+ mes "Be aware that these detecting poles are activated only when you have more than the certain amount of property stones.";
+ next;
+ mes "[Karacas]";
+ mes "You need to prepare at least 3 small stones for each property. For example, you need Wind of Verdure, not Rough Wind.";
+ next;
+ select("So I need the property stones...");
+ mes "[Karacas]";
+ mes "Yes, you have quick wits!";
+ next;
+ mes "[Karacas]";
+ mes "Once you bring the stones to the poles, put them into the property decomposing machine which is attached to the pole. The detecting pole will be activated, and you can communicate with the spirit.";
+ next;
+ mes "[Karacas]";
+ mes "If you succeed, you can extract a part of the spirit as a reagent. If you fail, the property stone will break up.";
+ next;
+ mes "[Karacas]";
+ mes "Of course if you are lucky enough, if you fail, a Wind of Verdure can be changed into a Rough Wind... Well, that's not a common situation so let's leave that out of the discussion for now.";
+ next;
+ select("What if I run out of stones?");
+ mes "[Karacas]";
+ mes "Ahahaha... If you run out of property stones, you simply have to get more.";
+ next;
+ mes "[Karacas]";
+ mes "So people who have this test usually start with as many property stones as they can carry. The amount I told you to get is just the bare minimum.";
+ next;
+ mes "[Karacas]";
+ mes "If you are an advanced Sorcerer, you will be able to talk with spirits without going through this process again. But beginners need to use that kind of medium to talk with them.";
+ next;
+ select("So the reagent is...?");
+ mes "[Karacas]";
+ mes "We don't know which reagent is going to be made from the spirits. It differs by the state of spirits.";
+ next;
+ mes "[Karacas]";
+ mes "When you succeed in getting 3 different kinds of reagents, you can come back.";
+ next;
+ mes "[Karacas]";
+ mes "A reagent that one spirit makes won't be over 2 kinds so if you're going to make 3 kinds of reagents, I suggest you go around several places.";
+ next;
+ mes "[Karacas]";
+ mes "Have any questions?";
+ next;
+ if(select("No.:Please explain it again.")==2){
+ mes "[Karacas]";
+ mes "Haha, then can I have a cup of water for a minute? Please come and find me again later.";
+ next;
+ }
+ mes "[Karacas]";
+ mes "Then I'll write down the progress that I've summarized shortly. Wait...";
+ next;
+ mes "^000099You got a paper on which the way of communicating with spirits is written. For more information please open your quest window^000000.";
+ set job_soc,4;
+ changequest 12097,12098;
+ close;
+ }
+ mes "Before I let you know the progressing way, you'll need to bring some required material.";
+ next;
+ mes "[Karacas]";
+ mes "3 Wind of Verdure.";
+ mes "3 Crystal Blue.";
+ mes "3 Red Blood.";
+ mes "3 Green Live.";
+ next;
+ mes "[Karacas]";
+ mes "When you bring these basic things, I'll guide you to the next step.";
+ close;
+ }
+ else if (job_soc == 4){
+ if (countitem(6276) && countitem(6278) && countitem(6277)){
+ mes "Wow~ your skill is good.";
+ mes "I thought you'd be overwhelmed by the spirits but you've managed to get the effective medicine!";
+ next;
+ select("Is this all I need to do?");
+ mes "[Karacas]";
+ mes "Well done. First, I will organize the miraculous medicine so please wait a moment.";
+ delitem 6276,1;
+ delitem 6278,1;
+ delitem 6277,1;
+ set job_soc,5;
+ completequest 12098;
+ close;
+ }
+ mes "It's not an easy thing to get the desired effect by communicating with spirits.";
+ next;
+ mes "[Karacas]";
+ mes "Don't give up and keep on trying~";
+ close;
+ }
+ else if (job_soc == 5){
+ mes "Originally my teacher needs to check the Sorcerer job change but after he went out to find the spirit of fish, I can't see him. So I'll check it myself.";
+ next;
+ mes "[Karacas]";
+ mes "Dear ["+strcharinfo(0)+"],";
+ mes "you went around the rough wilds to open the door as a Sorcerer and passed all the requirements that our Academy has given.";
+ next;
+ mes "[Karacas]";
+ mes "Of course it is just a beginning, we don't know which spirit you're going to commune with or what kind of hardships await you.";
+ next;
+ mes "[Karacas]";
+ mes "But with the ability you've shown until now, you will be capable to do anything from now on. Dear ["+strcharinfo(0)+"]";
+ next;
+ mes "[Karacas]";
+ mes "Moreover, I formally acknowledge that you've completed all the job transfer tests of the Sorcerer Academy.";
+ next;
+ mes "[Karacas]";
+ mes "Congratulations, ["+strcharinfo(0)+"]";
+ jobchange roclass(eaclass()|EAJL_THIRD);
+ getitem 5756,1;
+ getitem 2795,1;
+ next;
+ mes "[Karacas]";
+ mes "I hope that you gain more communion with spirits from now on.";
+ close;
+ }
+}
+
+thor_v01,64,252,0 script Spirit Detecting Staff#1 836,{
+
+ if ((job_soc == 4) && (countitem(990) > 2)){
+ progressbar "ffff00",5;
+ set .@rand,rand(1,70);
+ if (.@rand < 10){
+ if ((job_soc == 4) && (countitem(990) > 2) && (countitem(6276) < 1)){
+ mes "You got a reagent by communicating with an unseen spirit.";
+ delitem 990,3;
+ getitem 6276,1;
+ close;
+ }else if ((job_soc == 4) && (countitem(990) > 2) && (countitem(6276) > 0)){
+ mes "It doesn't seem like you got anything special from the spirits.";
+ delitem 990,3;
+ close;
+ }
+ mes "The spirit is mad at you.";
+ close;
+ }else if ((.@rand > 9) && (.@rand < 16)){
+ if ((job_soc == 4) && (countitem(990) > 2) && (countitem(6278) < 1)){
+ mes "You got a reagent by communicating with an unseen spirit.";
+ delitem 990,3;
+ getitem 6278,1;
+ close;
+ }else if ((job_soc == 4) && (countitem(990) > 2) && (countitem(6278) > 0)){
+ mes "It doesn't seem like you got anything special from the spirits.";
+ delitem 990,3;
+ close;
+ }
+ mes "The spirit is mad at you.";
+ close;
+ }else if (.@rand == 56){
+ if ((job_soc == 4) && (countitem(990) > 2)){
+ mes "The spirit combined the property stones into a huge property stone.";
+ delitem 990,3;
+ getitem 994,1;
+ close;
+ }
+ mes "The spirit is mad at you.";
+ close;
+ }
+ mes "You used the property stones but it looks like you failed to communicate with the spirits.";
+ delitem 990,3;
+ close;
+ }else if ((job_soc == 4) && (countitem(990) < 3)){
+ mes "I can see the detecting staff that's been installed by the Sorcerer Union to communicate with the spirits .";
+ next;
+ mes "If you have the suitable property stones, you should be able to commune with the spirits.";
+ close;
+ }
+ mes "I can see the detecting staff that's been installed by the Sorcerer Union to communicate with the spirits .";
+ close;
+}
+
+ice_dun01,274,274,0 script Spirit Detecting Staff#2 836,{
+
+ if ((job_soc == 4) && (countitem(991) > 2)){
+ progressbar "ffff00",5;
+ set .@rand,rand(1,70);
+ if (.@rand < 10){
+ if ((job_soc == 4) && (countitem(991) > 2) && (countitem(6278) < 1)){
+ mes "You got a reagent by communicating with an unseen spirit.";
+ delitem 991,3;
+ getitem 6278,1;
+ close;
+ }else if ((job_soc == 4) && (countitem(991) > 2) && (countitem(6278) > 0)){
+ mes "It doesn't seem like you got anything special from the spirits.";
+ delitem 991,3;
+ close;
+ }
+ mes "The spirit is mad at you.";
+ close;
+ }else if ((.@rand > 9) && (.@rand < 16)){
+ if ((job_soc == 4) && (countitem(991) > 2) && (countitem(6276) < 1)){
+ mes "You got a reagent by communicating with an unseen spirit.";
+ delitem 991,3;
+ getitem 6276,1;
+ close;
+ }else if ((job_soc == 4) && (countitem(991) > 2) && (countitem(6276) > 0)){
+ mes "It doesn't seem like you got anything special from the spirits.";
+ delitem 991,3;
+ close;
+ }
+ mes "The spirit is mad at you.";
+ close;
+ }else if (.@rand == 56){
+ if ((job_soc == 4) && (countitem(991) > 2)){
+ mes "The spirit combined the property stones into a huge property stone.";
+ delitem 991,3;
+ getitem 995,1;
+ close;
+ }
+ mes "The spirit is mad at you.";
+ close;
+ }
+ mes "You used the property stones but it looks like you failed to communicate with the spirits.";
+ delitem 991,3;
+ close;
+ }else if ((job_soc == 4) && (countitem(991) < 3)){
+ mes "I can see the detecting staff that's been installed by the Sorcerer Union to communicate with the spirits .";
+ next;
+ mes "If you have the suitable property stones, you should be able to commune with the spirits.";
+ close;
+ }
+ mes "I can see the detecting staff that's been installed by the Sorcerer Union to communicate with the spirits .";
+ close;
+}
+
+mjo_dun03,200,141,0 script Spirit Detecting Staff#3 836,{
+
+ if ((job_soc == 4) && (countitem(993) > 2)){
+ progressbar "ffff00",5;
+ set .@rand,rand(1,70);
+ if (.@rand < 10){
+ if ((job_soc == 4) && (countitem(993) > 2) && (countitem(6277) < 1)){
+ mes "You got a reagent by communicating with an unseen spirit.";
+ delitem 993,3;
+ getitem 6277,1;
+ close;
+ }else if ((job_soc == 4) && (countitem(993) > 2) && (countitem(6277) > 0)){
+ mes "It doesn't seem like you got anything special from the spirits.";
+ delitem 993,3;
+ close;
+ }
+ mes "The spirit is mad at you.";
+ close;
+ }else if ((.@rand > 9) && (.@rand < 16)){
+ if ((job_soc == 4) && (countitem(993) > 2) && (countitem(6276) < 1)){
+ mes "You got a reagent by communicating with an unseen spirit.";
+ delitem 993,3;
+ getitem 6276,1;
+ close;
+ }else if ((job_soc == 4) && (countitem(993) > 2) && (countitem(6276) > 0)){
+ mes "It doesn't seem like you got anything special from the spirits.";
+ delitem 993,3;
+ close;
+ }
+ mes "The spirit is mad at you.";
+ close;
+ }else if (.@rand == 56){
+ if ((job_soc == 4) && (countitem(993) > 2)){
+ mes "The spirit combined the property stones into a huge property stone.";
+ delitem 993,3;
+ getitem 997,1;
+ close;
+ }
+ mes "The spirit is mad at you.";
+ close;
+ }
+ mes "You used the property stones but it looks like you failed to communicate with the spirits.";
+ delitem 993,3;
+ close;
+ }else if ((job_soc == 4) && (countitem(993) < 3)){
+ mes "I can see the detecting staff that's been installed by the Sorcerer Union to communicate with the spirits .";
+ next;
+ mes "If you have the suitable property stones, you should be able to commune with the spirits.";
+ close;
+ }
+ mes "I can see the detecting staff that's been installed by the Sorcerer Union to communicate with the spirits .";
+ close;
+}
+
+gon_dun02,195,190,0 script Spirit Detecting Staff#4 836,{
+
+ if ((job_soc == 4) && (countitem(992) > 2)){
+ progressbar "ffff00",5;
+ set .@rand,rand(1,70);
+ if (.@rand < 10){
+ if ((job_soc == 4) && (countitem(992) > 2) && (countitem(6277) < 1)){
+ mes "You got a reagent by communicating with an unseen spirit.";
+ delitem 992,3;
+ getitem 6277,1;
+ close;
+ }else if ((job_soc == 4) && (countitem(992) > 2) && (countitem(6277) > 0)){
+ mes "It doesn't seem like you got anything special from the spirits.";
+ delitem 992,3;
+ close;
+ }
+ mes "The spirit is mad at you.";
+ close;
+ }else if ((.@rand > 9) && (.@rand < 16)){
+ if ((job_soc == 4) && (countitem(992) > 2) && (countitem(6278) < 1)){
+ mes "You got a reagent by communicating with an unseen spirit.";
+ delitem 992,3;
+ getitem 6278,1;
+ close;
+ }else if ((job_soc == 4) && (countitem(992) > 2) && (countitem(6278) > 0)){
+ mes "It doesn't seem like you got anything special from the spirits.";
+ delitem 992,3;
+ close;
+ }
+ mes "The spirit is mad at you.";
+ close;
+ }else if (.@rand == 56){
+ if ((job_soc == 4) && (countitem(992) > 2)){
+ mes "The spirit combined the property stones into a huge property stone.";
+ delitem 992,3;
+ getitem 996,1;
+ close;
+ }
+ mes "The spirit is mad at you.";
+ close;
+ }
+ mes "You used the property stones but it looks like you failed to communicate with the spirits.";
+ delitem 992,3;
+ close;
+ }else if ((job_soc == 4) && (countitem(992) < 3)){
+ mes "I can see the detecting staff that's been installed by the Sorcerer Union to communicate with the spirits .";
+ next;
+ mes "If you have the suitable property stones, you should be able to commune with the spirits.";
+ close;
+ }
+ mes "I can see the detecting staff that's been installed by the Sorcerer Union to communicate with the spirits .";
+ close;
+} \ No newline at end of file
diff --git a/npc/pre-re/jobs/3-2/sura.txt b/npc/pre-re/jobs/3-2/sura.txt
new file mode 100644
index 000000000..57bac1ad9
--- /dev/null
+++ b/npc/pre-re/jobs/3-2/sura.txt
@@ -0,0 +1,1190 @@
+//===== rAthena Script =======================================
+// Sura Job change Quest
+//===== By: ==================================================
+//= Masao
+//= Credits: Muad_Dib, Gepard
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= Any rAthena SVN
+//===== Description: =========================================
+//= [AEGIS Conversion]
+//= Job change Quest from Monk / Champion -> Sura.
+//===== Additional Comments: =================================
+//= 1.0 First Version.
+//============================================================
+
+ve_in,237,125,0 script King Crab#job_shu 107,{
+
+ if (job_shu == 0){
+ if (Class == Job_Monk || Class == Job_Champion || Job_Baby_Monk){
+ if ((BaseLevel > 98) && (JobLevel > 49)){
+ mes "[King Crab]";
+ mes "Khh ha ha ha ha ha ha.";
+ mes "That little rookie was knocked out by my one blow!";
+ next;
+ mes "[Sludge Worm]";
+ mes "Those arrogant fellows deserve a bitter lesson.";
+ mes "How dare a little rookie attack you, boss!";
+ next;
+ mes "[King Crab]";
+ mes "Ha ha ha ha ha ha ha!!!!";
+ next;
+ mes "[Sludge Worm]";
+ mes "Hey! Right here!!! One more cup of beer!!!";
+ mes "What are you doing? My boss's cup is already empty! Come quickly!";
+ next;
+ mes "[Waitress]";
+ mes "Yes, I will bring it right away.";
+ next;
+ mes "[Sludge Worm]";
+ mes "Too slow!!! Who do you think my boss is? Huh!?";
+ next;
+ mes "[Waitress]";
+ mes "I... I'm really sorry, sir...";
+ next;
+ mes "[King Crab]";
+ mes "K k k k k. That's enough.";
+ mes "That cute girl seems to be scared of you!";
+ mes "Hey lady~ We are not scary people~~";
+ next;
+ mes "[Waitress]";
+ mes "Aaaaaaaaaaak! Don't do this!!";
+ next;
+ mes "- Bang -";
+ donpcevent "???#bcmd::OnEnable";
+ next;
+ mes "[???]";
+ mes "Hey, there.";
+ mes "I've been watching you, making a ruckuss like you own this place.";
+ next;
+ mes "[???]";
+ mes "It's too noisy. So if you want to say that nonsense again, go home.";
+ next;
+ mes "[Sludge Worm]";
+ mes "What?!";
+ mes "I don't know who you are but you must've lost your mind!";
+ mes "Do you have any idea who my boss is?!!";
+ next;
+ mes "[Sludge Worm]";
+ mes "This is the famous King Crab!!!";
+ mes "Who can decimate entire armies with his fist!!!";
+ next;
+ mes "[???]";
+ mes "You do all the dirty things like your dirty face.";
+ mes "You're just a thug satisfying your desires.";
+ next;
+ mes "[King Crab]";
+ mes "What?";
+ mes "How dare you say those things?";
+ mes "Just because you're a girl doesn't mean I'll just let it go.";
+ next;
+ mes "[Sludge Worm]";
+ mes "Huh! The boss is really mad!";
+ mes "I can beat you up with one blow...";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Hey! How dare you use violence against a lady!?";
+ next;
+ mes "[???]";
+ mes "Move back, you little thing...";
+ next;
+ mes "[???]";
+ mes "Oh, I'm glad to hear that.";
+ mes "I won't attack first because I'm in the middle of training.";
+ next;
+ mes "[King Crab && Sludge Worm]";
+ mes "What?";
+ next;
+ mes "[King Crab && Sludge Worm]";
+ mes "Uhhhh?!";
+ next;
+ mes "[King Crab && Sludge Worm]";
+ mes "Aaaaaahhhhhhhhk!!!!!!!!";
+ specialeffect EF_FIRESPLASHHIT,"King Crab#job_shu";
+ specialeffect EF_FIRESPLASHHIT,"Sludge Worm#job_shu";
+ next;
+ mes "- What is that amazing power? -";
+ mes "- I've never seen this";
+ mes "- kind of skill before... -";
+ next;
+ mes "[???]";
+ mes "Well, the mood is spoiled...";
+ next;
+ mes "[Waitress]";
+ mes "Tha... Thank you so much...";
+ mes "How can I repay you?";
+ next;
+ mes "[???]";
+ mes "It's not a big deal. It's okay.";
+ next;
+ mes "[Waitress]";
+ mes "Are you going back to your lodging?";
+ mes "If it's okay with you, can I deliver you a meal?";
+ next;
+ mes "[???]";
+ mes "Oh, you don't really need to.";
+ mes "Just a slice of bread and warm soup will be enough for me.";
+ mes "Then, I've got to say goodbye. Bye.";
+ donpcevent "???#bcmd::OnDisable";
+ next;
+ mes "[Waitress]";
+ mes "Bye...";
+ mes "...";
+ mes ".....";
+ mes "........(cheeks glowing)";
+ set job_shu,1;
+ setquest 11155;
+ close;
+ }
+ mes "[King Crab]";
+ mes "Khh ha ha ha ha ha ha";
+ mes "That little rookie was knocked out by my one blow!";
+ next;
+ mes "[Sludge Worm]";
+ mes "Those arrogant fellows deserve a bitter lesson.";
+ mes "How dare a little rookie attack my boss!";
+ next;
+ mes "[King Crab]";
+ mes "Khhha ha ha ha ha ha!!!!";
+ mes "One more cup of beer, here!!!";
+ mes "I will drink today!!!";
+ next;
+ mes "[Sludge Worm]";
+ mes "King Crab!!! I will follow you forever!!";
+ close;
+ }
+ }
+ mes "[King Crab]";
+ mes "Khh ha ha ha ha ha ha";
+ mes "That little rookie was knocked out by my one blow!";
+ next;
+ mes "[Sludge Worm]";
+ mes "Those arrogant fellows deserve a bitter lesson.";
+ mes "How dare a little rookie attack my boss!";
+ next;
+ mes "[King Crab]";
+ mes "Khhha ha ha ha ha ha!!!!";
+ mes "One more cup of beer, here!!!";
+ mes "I will drink today!!!";
+ next;
+ mes "[Sludge Worm]";
+ mes "King Crab!!! I will follow you forever!!";
+ close;
+}
+
+ve_in,241,128,4 script Sludge Worm#job_shu 110,{
+
+ if (job_shu == 0){
+ if (Class == Job_Monk || Class == Job_Champion || Job_Baby_Monk){
+ if ((BaseLevel > 98) && (JobLevel > 49)){
+ mes "[King Crab]";
+ mes "Khh ha ha ha ha ha ha.";
+ mes "That little rookie was knocked out by my one blow!";
+ next;
+ mes "[Sludge Worm]";
+ mes "Those arrogant fellows deserve a bitter lesson.";
+ mes "How dare a little rookie attack you, boss!";
+ next;
+ mes "[King Crab]";
+ mes "Ha ha ha ha ha ha ha!!!!";
+ next;
+ mes "[Sludge Worm]";
+ mes "Hey! Right here!!! One more cup of beer!!!";
+ mes "What are you doing? My boss's cup is already empty! Come quickly!";
+ next;
+ mes "[Waitress]";
+ mes "Yes, I will bring it right away.";
+ next;
+ mes "[Sludge Worm]";
+ mes "Too slow!!! Who do you think my boss is? Huh!?";
+ next;
+ mes "[Waitress]";
+ mes "I... I'm really sorry, sir...";
+ next;
+ mes "[King Crab]";
+ mes "K k k k k. That's enough.";
+ mes "That cute girl seems to be scared of you!";
+ mes "Hey lady~ We are not scary people~~";
+ next;
+ mes "[Waitress]";
+ mes "Aaaaaaaaaaak! Don't do this!!";
+ next;
+ mes "- Bang -";
+ donpcevent "???#bcmd::OnEnable";
+ next;
+ mes "[???]";
+ mes "Hey, there.";
+ mes "I've been watching you, making a ruckuss like you own this place.";
+ next;
+ mes "[???]";
+ mes "It's too noisy. So if you want to say that nonsense again, go home.";
+ next;
+ mes "[Sludge Worm]";
+ mes "What?!";
+ mes "I don't know who you are but you must've lost your mind!";
+ mes "Do you have any idea who my boss is?!!";
+ next;
+ mes "[Sludge Worm]";
+ mes "This is the famous King Crab!!!";
+ mes "Who can decimate entire armies with his fist!!!";
+ next;
+ mes "[???]";
+ mes "You do all the dirty things like your dirty face.";
+ mes "You're just a thug satisfying your desires.";
+ next;
+ mes "[King Crab]";
+ mes "What?";
+ mes "How dare you say those things?";
+ mes "Just because you're a girl doesn't mean I'll just let it go.";
+ next;
+ mes "[Sludge Worm]";
+ mes "Huh! The boss is really mad!";
+ mes "I can beat you up with one blow...";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Hey! How dare you use violence against a lady!?";
+ next;
+ mes "[???]";
+ mes "Move back, you little thing...";
+ next;
+ mes "[???]";
+ mes "Oh, I'm glad to hear that.";
+ mes "I won't attack first because I'm in the middle of training.";
+ next;
+ mes "[King Crab && Sludge Worm]";
+ mes "What?";
+ next;
+ mes "[King Crab && Sludge Worm]";
+ mes "Uhhhh?!";
+ next;
+ mes "[King Crab && Sludge Worm]";
+ mes "Aaaaaahhhhhhhhk!!!!!!!!";
+ specialeffect EF_FIRESPLASHHIT,"King Crab#job_shu";
+ specialeffect EF_FIRESPLASHHIT,"Sludge Worm#job_shu";
+ next;
+ mes "- What is that amazing power? -";
+ mes "- I've never seen this";
+ mes "- kind of skill before... -";
+ next;
+ mes "[???]";
+ mes "Well, the mood is spoiled...";
+ next;
+ mes "[Waitress]";
+ mes "Tha... Thank you so much...";
+ mes "How can I repay you?";
+ next;
+ mes "[???]";
+ mes "It's not a big deal. It's okay.";
+ next;
+ mes "[Waitress]";
+ mes "Are you going back to your lodging?";
+ mes "If it's okay with you, can I deliver you a meal?";
+ next;
+ mes "[???]";
+ mes "Oh, you don't really need to.";
+ mes "Just a slice of bread and warm soup will be enough for me.";
+ mes "Then, I've got to say goodbye. Bye.";
+ donpcevent "???#bcmd::OnDisable";
+ next;
+ mes "[Waitress]";
+ mes "Bye...";
+ mes "...";
+ mes ".....";
+ mes "........(cheeks glowing)";
+ set job_shu,1;
+ setquest 11155;
+ close;
+ }
+ mes "[King Crab]";
+ mes "Khh ha ha ha ha ha ha";
+ mes "That little rookie was knocked out by my one blow!";
+ next;
+ mes "[Sludge Worm]";
+ mes "Those arrogant fellows deserve a bitter lesson.";
+ mes "How dare a little rookie attack my boss!";
+ next;
+ mes "[King Crab]";
+ mes "Khhha ha ha ha ha ha!!!!";
+ mes "One more cup of beer, here!!!";
+ mes "I will drink today!!!";
+ next;
+ mes "[Sludge Worm]";
+ mes "King Crab!!! I will follow you forever!!";
+ close;
+ }
+ }
+ mes "[King Crab]";
+ mes "Khh ha ha ha ha ha ha";
+ mes "That little rookie was knocked out by my one blow!";
+ next;
+ mes "[Sludge Worm]";
+ mes "Those arrogant fellows deserve a bitter lesson.";
+ mes "How dare a little rookie attack my boss!";
+ next;
+ mes "[King Crab]";
+ mes "Khhha ha ha ha ha ha!!!!";
+ mes "One more cup of beer, here!!!";
+ mes "I will drink today!!!";
+ next;
+ mes "[Sludge Worm]";
+ mes "King Crab!!! I will follow you forever!!";
+ close;
+}
+
+ve_in,244,126,3 script Waitress#job_shu 69,{
+
+ if (job_shu == 0){
+ mes "[Waitress]";
+ mes "Oh no~";
+ mes "I hate those noisy and impolite customers!";
+ mes "I hope there is someone who can scold them for me.";
+ close;
+ }else if (job_shu == 1){
+ if (Class == Job_Monk || Job_Baby_Monk){
+ mes "[Waitress]";
+ mes "Oh dear~";
+ mes "I really appreciate you, Monk, for helping me a while ago.";
+ next;
+ }else if (Class == Job_Champion){
+ mes "[Waitress]";
+ mes "Oh dear~";
+ mes "I really appreciate you, Champion, for helping me a while ago.";
+ next;
+ }
+ mes "[Waitress]";
+ mes "Ah, the person we saw before?";
+ mes "She has been staying in this village for days,";
+ mes "Isn't she so great?";
+ next;
+ mes "[Waitress]";
+ mes "Although she is a woman like me, she was so cool!";
+ mes "Aaahh~ That beautiful and imposing figure...";
+ next;
+ mes "[Waitress]";
+ mes "Oh my!!";
+ mes "I forgot to do something!";
+ mes "I should cook right away and then bring the meal to the Inn. Aaahh~";
+ next;
+ mes "[Waitress]";
+ mes "If you still don't know where to stay, please use ^f57d7dthe Inn at the upper side of this building^000000.";
+ close;
+ }
+ mes "[Waitress]";
+ mes "Now that the customers have become a little quiet.";
+ mes "Ahhhh, I feel better now!!";
+ close;
+}
+
+ve_in,240,131,0 script ???#bcmd 484,{
+ end;
+
+OnInit:
+ disablenpc "???#bcmd";
+ end;
+
+OnEnable:
+ enablenpc "???#bcmd";
+ initnpctimer;
+ end;
+
+OnDisable:
+ disablenpc "???#bcmd";
+ stopnpctimer;
+ end;
+
+OnTimer600000:
+ donpcevent "???#bcmd::OnDisable";
+ stopnpctimer;
+ end;
+}
+
+// Custom Translation NPC name
+ve_in,97,149,0 script Sura Hotel 111,3,3,{
+
+OnTouch:
+ if (job_shu == 1){
+ mes "[???]";
+ mes "Who is it?!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I am the person who was at the pub a while ago.";
+ mes "I have something to ask.";
+ next;
+ mes "[???]";
+ mes "Don't bother me, just go away!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Please, I just want to talk.";
+ next;
+ mes "[???]";
+ mes "...";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Don't ignore me, just talk to me.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Just for a moment, isn't it okay?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I'm not here to hurt you.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "How could you treat someone who came to your door so badly?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "You're going too far.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "After I saw you fighting...";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I thought that you must have practiced martial arts and I came here to meet you.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "But seeing that you stood me up outside like this...";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "You must be advanced in martial arts...";
+ next;
+ mes "[???]";
+ mes "How persistent...";
+ next;
+ mes "[???]";
+ mes "What the hell do you want?";
+ set job_shu,2;
+ close;
+ }
+ end;
+}
+
+ve_in,98,159,0 script Fighter#job_shu 484,{
+
+ if (job_shu < 2){
+ mes "[Fighter]";
+ mes "Ahhhh~ I'm so tired.";
+ mes "Training is so tough and I have a long way to go!";
+ close;
+ }else if (job_shu == 2){
+ mes "["+strcharinfo(0)+"]";
+ mes "I want to know about the skill you used a while ago.";
+ next;
+ mes "[???]";
+ mes "...";
+ mes "......";
+ mes ".........";
+ mes "............ A rookie like you doesn't need to know.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Rookie?!";
+ mes "I have steadily practiced martial arts.";
+ mes "I am confident that I will never lose.";
+ next;
+ mes "[???]";
+ mes "So you can beat me, too?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "No...";
+ mes "I guess that's too much...";
+ mes "Frankly speaking, I was quite amazed by you.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I had thought that I was strong enough but after seeing you fight, I realized that I was full of conceit.";
+ next;
+ mes "[???]";
+ mes "Huuuh~ No matter how strong you are,";
+ mes "you cannot avoid reaching for your true limit.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "You are just the person that I expected.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I think you would know";
+ mes "how to overcome this limitation.";
+ next;
+ mes "[???]";
+ mes "Stop it.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "What? Why?";
+ next;
+ mes "[???]";
+ mes "Are you a human?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "What?";
+ mes "Of course, I am a human.";
+ next;
+ mes "[???]";
+ mes "To become stronger is too hard for a mere human.";
+ mes "If you want to, just buy better equipment.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Then, what are you?";
+ mes "You mean you're not a human being?";
+ next;
+ mes "[???]";
+ mes "To overstep the limit...";
+ mes "is impossible for a human.";
+ mes "It's a ghost's way...";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Ghost?";
+ next;
+ mes "[???]";
+ mes "I gave up being a human after I chose this way.";
+ mes "The way to become a Sura abandoning divine protection.";
+ next;
+ mes "[???]";
+ mes "You won't even have time to take a rest if you choose this way.";
+ mes "You'll become a puppet for war...";
+ next;
+ switch(select("But I still want to know more.:Well, I quit then.")){
+ case 1:
+ mes "[???]";
+ mes "Aren't you an idiot?";
+ mes "Why are you so happy about becoming a ghost?";
+ next;
+ mes "[???]";
+ mes "You'll regret it, so just be satisfied with your present life.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Well, now that I've met you, I won't live my life this way anymore!";
+ next;
+ mes "[???]";
+ mes "Hah... you're really making me tired.";
+ next;
+ mes "[???]";
+ mes "Okay, then^f57d7d go and kill 100 Desert Wolves.^000000";
+ mes "After that, I'll think about it again.";
+ set job_shu,3;
+ changequest 11155,11156;
+ close;
+ case 2:
+ mes "[???]";
+ mes "Well, good choice.";
+ mes "You don't need to look for trouble.";
+ close;
+ }
+ }else if (job_shu == 3){
+ if (checkquest(11156,2) == 2){
+ mes "[???]";
+ mes "Wow~";
+ mes "Did you really kill all those wolves?";
+ mes "I figured you'd have given up.";
+ next;
+ mes "[???]";
+ mes "A woman's word is her bond!!";
+ mes "A promise is a promise.";
+ next;
+ mes "[???]";
+ mes "Go to ^f57d7dEl Mes Gorge Southeast of Juno^000000.";
+ mes "My colleague ^f57d7dBuddy^000000 will be training himself near the center of that area.";
+ next;
+ mes "[Bruno]";
+ mes "Tell him that 'Bruno' sent you there and after that, just suit yourself.";
+ set job_shu,4;
+ changequest 11156,11157;
+ close;
+ }
+ mes "[???]";
+ mes "Hah... you're really making me tired.";
+ next;
+ mes "[???]";
+ mes "Okay, then^f57d7d go and kill 100 Desert Wolves.^000000";
+ mes "Then I'll think about it again.";
+ close;
+ }else if (job_shu == 4){
+ mes "[Bruno]";
+ mes "Go to ^f57d7dEl Mes Gorge Southeast of Juno^000000.";
+ mes "My colleague ^f57d7dBuddy^000000 will be training himself near the center of that area.";
+ next;
+ mes "[Bruno]";
+ mes "Tell him that 'Bruno' sent you there and after that, just suit yourself.";
+ close;
+ }else if (job_shu == 100){
+ mes "[Bruno]";
+ mes "Hey~ !";
+ mes "How are you doing?";
+ next;
+ mes "[Bruno]";
+ mes "Don't you have any presents for your teacher?";
+ close;
+ }
+ mes "[Bruno]";
+ mes "I recommend you to reconsider being a Sura.";
+ mes "Sura is strong and cool, but that's not all.";
+ next;
+ mes "[Bruno]";
+ mes "Me?";
+ mes "If I need to choose a job again, I will definitely choose Sura.";
+ close;
+}
+
+yuno_fild07,254,176,7 script Buddy#job_shu 483,{
+
+ if (job_shu < 4){
+ mes "[Buddy]";
+ mes "Haaap!!! Haaaap!!! Whoo!! Haahhp!!!";
+ next;
+ mes "[Buddy]";
+ mes "I don't know why you're here but please don't stand behind me unless you want to die.";
+ close;
+ }else if (job_shu == 4){
+ mes "[Buddy]";
+ mes "Haaap!!! Haaaap!!! Whoo!! Haahhp!!!";
+ next;
+ mes "[Buddy]";
+ mes "I don't know why you're here but please don't stand behind me unless you want to die.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "'Bruno' sent me here.";
+ next;
+ mes "[Buddy]";
+ mes "Ah! My colleague introduced me to you!";
+ mes "Anyway, why are you here to see me?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I asked Bruno about her strength, and she recommended me to you.";
+ next;
+ mes "[Buddy]";
+ mes "That difficult girl... no, just kidding.";
+ mes "You must be a special person for her to send you to me.";
+ next;
+ mes "[Buddy]";
+ mes "Well, I can't answer your question because I'm in the process of self training, so I will take you to our master.";
+ next;
+ mes "[Buddy]";
+ mes "My master doesn't like noise, so please ^f57d7dwait in the living room silently.^000000";
+ next;
+ mes "[Buddy]";
+ mes "This way...";
+ set job_shu,5;
+ changequest 11157,11158;
+ close2;
+ warp "sword_1-1",215,244;
+ end;
+ }else if (job_shu == 100){
+ mes "[Buddy]";
+ mes "Ah, long time no see, "+strcharinfo(0)+".";
+ mes "Are you here to meet my master?";
+ next;
+ switch(select("Yes:No")){
+ case 1:
+ mes "[Buddy]";
+ mes "I'll take you right away.";
+ close2;
+ warp "sword_1-1",216,168;
+ end;
+ case 2:
+ mes "[Buddy]";
+ mes "Then, why are you here?";
+ mes "You are not here to see me, aren't you?";
+ close;
+ }
+ }
+ mes "[Buddy]";
+ mes ""+strcharinfo(0)+"£¬Didn't you meet the master yet?";
+ next;
+ mes "[Buddy]";
+ mes "My master doesn't like noise, so please ^f57d7dwait in the living room silently.^000000";
+ next;
+ mes "[Buddy]";
+ mes "This way...";
+ close2;
+ warp "sword_1-1",215,244;
+ end;
+}
+
+sword_1-1,223,243,4 script Drawing Room 483,{
+
+OnInit:
+ disablenpc "Drawing Room";
+ waitingroom "Drawing Room",20,"Drawing Room::OnStartArena",1;
+ enablewaitingroomevent;
+ end;
+
+OnStartArena:
+ warpwaitingpc "sword_2-1",223,205;
+ donpcevent "Buddy#Sura_Salon::OnEnable";
+ disablewaitingroomevent;
+ end;
+
+OnEnable:
+ enablewaitingroomevent;
+ end;
+
+OnDisable:
+ disablewaitingroomevent;
+ end;
+}
+
+sword_1-1,223,243,4 script Buddy#job_shu reception 483,{
+
+ mes "[Buddy]";
+ mes "My master doesn't like noise, so please ^f57d7dwait in the living room silently.^000000";
+ next;
+ switch(select("Go to the living room.:Go outside.")){
+ case 1:
+ mes "[Buddy]";
+ mes "Please wait in the living room at the upper side.";
+ close;
+ case 2:
+ mes "[Buddy]";
+ mes "Then, see you again.";
+ close2;
+ warp "yuno_fild07",255,178;
+ end;
+ }
+}
+
+sword_2-1,1,1,0 script Buddy#Sura_Salon 66,{
+ end;
+
+OnInit:
+ disablenpc "Buddy#Sura_Salon";
+ end;
+
+OnEnable:
+ enablenpc "Buddy#Sura_Salon";
+ initnpctimer;
+ end;
+
+OnReset:
+ killmonster "sword_2-1","Buddy#Sura_Salon::OnMyMobDead";
+ end;
+
+OnDisable:
+ disablenpc "Buddy#Sura_Salon";
+ stopnpctimer;
+ end;
+
+OnMyMobDead:
+ if(.MyMobCount < 1){
+ monster "sword_2-1",219,210,"hallucination",1479,1,"Buddy#Sura_Salon::OnMyMobDead";
+ monster "sword_2-1",228,209,"hallucination",1483,1,"Buddy#Sura_Salon::OnMyMobDead";
+ monster "sword_2-1",228,201,"hallucination",1479,1,"Buddy#Sura_Salon::OnMyMobDead";
+ monster "sword_2-1",219,201,"hallucination",1483,1,"Buddy#Sura_Salon::OnMyMobDead";
+ }
+ end;
+
+OnTimer3000:
+ mapannounce "sword_2-1","The master is now in the middle of training, and you need to wait in the living room around 5 minutes.",bc_map;
+ end;
+
+OnTimer4000:
+ mapannounce "sword_2-1","Ah! You may have hallucinations in the living room, so please be careful.",bc_map;
+ end;
+
+OnTimer5000:
+ mapannounce "sword_2-1","This is the policy of the master, so please don't feel unpleasant.",bc_map;
+ end;
+
+OnTimer33000:
+ monster "sword_2-1",219,210,"hallucination",1480,1,"Buddy#Sura_Salon::OnMyMobDead";
+ monster "sword_2-1",219,210,"It can't be true",1479,1,"Buddy#Sura_Salon::OnMyMobDead";
+ monster "sword_2-1",228,209,"hallucination",1446,1,"Buddy#Sura_Salon::OnMyMobDead";
+ monster "sword_2-1",228,209,"Just Imagination",1483,1,"Buddy#Sura_Salon::OnMyMobDead";
+ monster "sword_2-1",228,201,"hallucination",1480,1,"Buddy#Sura_Salon::OnMyMobDead";
+ monster "sword_2-1",228,201,"Illusion",1479,1,"Buddy#Sura_Salon::OnMyMobDead";
+ monster "sword_2-1",219,201,"hallucination",1446,1,"Buddy#Sura_Salon::OnMyMobDead";
+ monster "sword_2-1",219,201,"Just Imagination",1483,1,"Buddy#Sura_Salon::OnMyMobDead";
+ set .MyMobCount,8;
+ end;
+
+OnTimer93000:
+ monster "sword_2-1",219,210,"hallucination",1480,1,"Buddy#Sura_Salon::OnMyMobDead";
+ monster "sword_2-1",219,210,"Just Imagination",1479,1,"Buddy#Sura_Salon::OnMyMobDead";
+ monster "sword_2-1",228,209,"hallucination",1446,1,"Buddy#Sura_Salon::OnMyMobDead";
+ monster "sword_2-1",228,209,"hallucination",1483,1,"Buddy#Sura_Salon::OnMyMobDead";
+ monster "sword_2-1",228,201,"hallucination",1480,1,"Buddy#Sura_Salon::OnMyMobDead";
+ monster "sword_2-1",219,201,"hallucination",1446,1,"Buddy#Sura_Salon::OnMyMobDead";
+ set .MyMobCount,6;
+ end;
+
+OnTimer153000:
+ mapannounce "sword_2-1","If you're bored, may I bring you some magazines?",bc_map;
+ monster "sword_2-1",219,210,"Magazine",1478,1,"Buddy#Sura_Salon::OnMyMobDead";
+ monster "sword_2-1",219,210,"Magazine",1478,1,"Buddy#Sura_Salon::OnMyMobDead";
+ monster "sword_2-1",228,209,"Magazine",1478,1,"Buddy#Sura_Salon::OnMyMobDead";
+ monster "sword_2-1",228,209,"Magazine",1478,1,"Buddy#Sura_Salon::OnMyMobDead";
+ monster "sword_2-1",228,201,"Magazine",1478,1,"Buddy#Sura_Salon::OnMyMobDead";
+ monster "sword_2-1",228,201,"Magazine",1478,1,"Buddy#Sura_Salon::OnMyMobDead";
+ monster "sword_2-1",219,201,"Magazine",1478,1,"Buddy#Sura_Salon::OnMyMobDead";
+ monster "sword_2-1",219,201,"Magazine",1478,1,"Buddy#Sura_Salon::OnMyMobDead";
+ set .MyMobCount,8;
+ end;
+
+OnTimer213000:
+ monster "sword_2-1",219,210,"hallucination",1480,1,"Buddy#Sura_Salon::OnMyMobDead";
+ monster "sword_2-1",219,210,"Never mind",1479,1,"Buddy#Sura_Salon::OnMyMobDead";
+ monster "sword_2-1",228,209,"hallucination",1483,1,"Buddy#Sura_Salon::OnMyMobDead";
+ monster "sword_2-1",228,201,"hallucination",1480,1,"Buddy#Sura_Salon::OnMyMobDead";
+ monster "sword_2-1",228,201,"Can you see me?",1479,1,"Buddy#Sura_Salon::OnMyMobDead";
+ monster "sword_2-1",219,201,"hallucination",1483,1,"Buddy#Sura_Salon::OnMyMobDead";
+ set .MyMobCount,6;
+ end;
+
+OnTimer273000:
+ monster "sword_2-1",219,210,"",1480,1,"Buddy#Sura_Salon::OnMyMobDead";
+ monster "sword_2-1",228,209,"hallucination",1446,1,"Buddy#Sura_Salon::OnMyMobDead";
+ monster "sword_2-1",228,201,"hallucination",1480,1,"Buddy#Sura_Salon::OnMyMobDead";
+ monster "sword_2-1",228,201,"hallucination",1479,1,"Buddy#Sura_Salon::OnMyMobDead";
+ monster "sword_2-1",219,201,"hallucination",1446,1,"Buddy#Sura_Salon::OnMyMobDead";
+ monster "sword_2-1",219,201,"hallucination",1483,1,"Buddy#Sura_Salon::OnMyMobDead";
+ set .MyMobCount,6;
+ end;
+
+OnTimer300000:
+ mapannounce "sword_2-1","The master has arrived. Soon I'll show you into the master's room.",bc_map;
+ end;
+
+OnTimer303000:
+ donpcevent "Buddy#job_shuaneh::OnEnable";
+ end;
+
+OnTimer305000:
+ donpcevent "Buddy#Sura_Salon::OnReset";
+ end;
+
+OnTimer315000:
+ mapannounce "sword_2-1","Come on here.",bc_map;
+ donpcevent "Buddy#job_shuaneh::OnDisable";
+ donpcevent "Sura_garajjom::OnEnable";
+ end;
+
+OnTimer320000:
+ mapannounce "sword_2-1","I guess you're not ready to meet the master yet..",bc_map;
+ donpcevent "Sura_garajjom::OnDisable";
+ donpcevent "Drawing Room::OnEnable";
+ mapwarp "sword_2-1","yuno_fild07",255,178;
+ stopnpctimer;
+ end;
+}
+
+sword_2-1,223,205,7 script Buddy#job_shuaneh 483,{
+
+ if (job_shu > 4){
+ mes "I'll show you the way. This way.";
+ close2;
+ warp "sword_1-1",216,168;
+ donpcevent "Buddy#job_shuaneh::OnDisable";
+ end;
+ }
+ // Custom Translation
+ mes "How did you get here?";
+ close2;
+ warp "yuno_fild07",248,179;
+ end;
+
+OnInit:
+ disablenpc "Buddy#job_shuaneh";
+ end;
+
+OnEnable:
+ enablenpc "Buddy#job_shuaneh";
+ end;
+
+OnDisable:
+ disablenpc "Buddy#job_shuaneh";
+ end;
+}
+
+sword_2-1,223,205,0 script Sura_garajjom 111,10,10,{
+ end;
+
+OnTouch:
+ warp "sword_1-1",216,168;
+ end;
+
+OnInit:
+ disablenpc "Sura_garajjom";
+ end;
+
+OnEnable:
+ enablenpc "Sura_garajjom";
+ end;
+
+OnDisable:
+ disablenpc "Sura_garajjom";
+ end;
+}
+
+sword_1-1,222,169,5 script Bruno#job_shu 484,{
+
+ if (job_shu > 4){
+ mes "[Bruno]";
+ mes "Hey~ "+strcharinfo(0)+", What's up?";
+ next;
+ switch(select("Let's have conversation.:Go outside.")){
+ case 1:
+ if (job_shu == 100){
+ mes "[Bruno]";
+ mes "My master?";
+ mes "He said he has put the world out of his mind and he is a ghost who gave up being a human but he seems to have a lingering desire for the world.";
+ next;
+ mes "[Bruno]";
+ mes "Well, I am also a Sura but I still enjoy traveling and meeting many people~";
+ next;
+ mes "[Bruno]";
+ mes "In the old days, my master had one close friend but after becoming a Sura,";
+ next;
+ mes "[Bruno]";
+ mes "I heard that he wrote a letter to the friend that he had died.";
+ mes "Then he sometimes visits 'the place of memory' secretly.";
+ next;
+ mes "[Bruno]";
+ mes "It would be better not saying that he died and just keep meeting his friend.";
+ mes "He's a bit of a stick-in-the-mud.";
+ next;
+ mes "[Bruno]";
+ mes "But he is really cool and awesome.";
+ mes "Ho ho.";
+ next;
+ mes "[Bruno]";
+ mes "The reason why I keep traveling is to find 'the precious friend' of my master and not to training myself more.";
+ next;
+ mes "[Bruno]";
+ mes "I feel heavy-hearted when I see my master missing his friend...";
+ mes "It's not... not just for my... master!";
+ close;
+ }
+ mes "[Bruno]";
+ mes "Wow~ I thought you would be knocked out before seeing my master but you are finally here now?";
+ next;
+ mes "[Bruno]";
+ mes "Anyway you are here now, so I am your immediate superior.";
+ next;
+ mes "[Bruno]";
+ mes "We don't care about your age in our world!";
+ close;
+ case 2:
+ mes "[Bruno]";
+ mes "Come again whenever you want to~";
+ mes "I will show you the training course of the dead~";
+ close2;
+ warp "yuno_fild07",255,178;
+ end;
+ }
+ }
+ mes "[Bruno]";
+ // Custom Translation
+ mes "How do people keep";
+ mes "getting in here!";
+ mes "Get out!!!";
+ close2;
+ warp "yuno_fild07",255,178;
+ end;
+}
+
+sword_1-1,223,167,2 script Master#job_shu 483,{
+
+ if (job_shu > 4){
+ if (job_shu == 5){
+ mes "[Master]";
+ mes "You must have bright eyes to see that you finally came to this room.";
+ next;
+ if(SkillPoint != 0){
+ mes "[Master]";
+ // Custom Translation
+ mes "Please use all your Skill Points or you cannot become a Sura.";
+ close;
+ }
+ if(checkweight(1201,1) == 0){
+ mes "[Master]";
+ // Custom Translation
+ mes "Your earthly burden is to heavy. You'd better go clean up.";
+ close;
+ }
+ if (JobLevel < 50 || BaseLevel < 99){
+ mes "[Master]";
+ // Custom Translation
+ mes "You seem to have not yet reached the limits of human beings, you still have far to go in order to become Sura.";
+ mes "Go train more.";
+ close;
+ }
+ if (Class == Job_Baby_Monk){
+ mes "[Bruno]";
+ mes "Of course~";
+ mes "I have keen eyes.";
+ next;
+ mes "[Bruno]";
+ mes "Master! This is a wolf fur coat.";
+ mes "Put it on when it's cold.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Ahhk! That is the wolf I... caught... Uhh.";
+ next;
+ mes "- Whack -";
+ next;
+ mes "[Bruno]";
+ mes "Ho ho ho~";
+ mes "Do you have something to say, "+strcharinfo(0)+"?";
+ mes "You became a member of our family, let's get along together ~";
+ next;
+ mes "[Master]";
+ mes "Right, I now accept you as my student, too.";
+ next;
+ mes "[Master]";
+ mes "I think you already know it, but to live as a Sura will not be that easy.";
+ next;
+ mes "[Master]";
+ mes "I also shut myself off from the world. If there comes a day when we go to the world again, it must be the day when the world needs ghosts for the wars.";
+ next;
+ mes "[Master]";
+ mes "I hope those days will not come but... I'll willingly be the ghost and kill all enemies.";
+ next;
+ mes "[Master]";
+ mes "You should train yourself steadily until that day.";
+ set job_shu,100;
+ jobchange Job_Baby_Sura;
+ completequest 11158;
+ getitem 5754,1;
+ getitem 2795,1;
+ close;
+ }else if (Class == Job_Monk){
+ mes "[Bruno]";
+ mes "Of course~";
+ mes "I have keen eyes.";
+ next;
+ mes "[Bruno]";
+ mes "Master! This is a wolf fur coat.";
+ mes "Put it on when it's cold.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Ahhk! That is the wolf I... caught... Uhh.";
+ next;
+ mes "- Whack -";
+ next;
+ mes "[Bruno]";
+ mes "Ho ho ho~";
+ mes "Do you have something to say, "+strcharinfo(0)+"?";
+ mes "You became a member of our family, let's get along together ~";
+ next;
+ mes "[Master]";
+ mes "Right, I now accept you as my student, too.";
+ next;
+ mes "[Master]";
+ mes "I think you already know it, but to live as a Sura will not be that easy.";
+ next;
+ mes "[Master]";
+ mes "I also shut myself off from the world. If there comes a day when we go to the world again, it must be the day when the world needs ghosts for the wars.";
+ next;
+ mes "[Master]";
+ mes "I hope those days will not come but... I'll willingly be the ghost and kill all enemies.";
+ next;
+ mes "[Master]";
+ mes "You should train yourself steadily until that day.";
+ set job_shu,100;
+ jobchange Job_Sura;
+ completequest 11158;
+ getitem 5754,1;
+ getitem 2795,1;
+ close;
+ }else if (Class == Job_Champion){
+ mes "[Bruno]";
+ mes "Of course~";
+ mes "I have keen eyes.";
+ next;
+ mes "[Bruno]";
+ mes "Master! This is a wolf fur coat.";
+ mes "Put it on when it's cold.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Ahhk! That is the wolf I... caught... Uhh.";
+ next;
+ mes "- Whack -";
+ next;
+ mes "[Bruno]";
+ mes "Ho ho ho~";
+ mes "Do you have something to say, "+strcharinfo(0)+"?";
+ mes "You became a member of our family, let's get along together ~";
+ next;
+ mes "[Master]";
+ mes "Right, I now accept you as my student, too.";
+ next;
+ mes "[Master]";
+ mes "I think you already know it, but to live as a Sura will not be that easy.";
+ next;
+ mes "[Master]";
+ mes "I also shut myself off from the world. If there comes a day when we go to the world again, it must be the day when the world needs ghosts for the wars.";
+ next;
+ mes "[Master]";
+ mes "I hope those days will not come but... I'll willingly be the ghost and kill all enemies.";
+ next;
+ mes "[Master]";
+ mes "You should train yourself steadily until that day.";
+ set job_shu,100;
+ jobchange Job_Sura_T;
+ completequest 11155;
+ getitem 5754,1;
+ getitem 2795,1;
+ close;
+ }
+ mes "[Master]";;
+ // Custom Translation
+ mes "Ah?";;
+ close;
+ }
+ mes "[Master]";
+ mes "Once I was also an ordinary young man who traveled a lot and met many friends.";
+ next;
+ mes "[Master]";
+ mes "However, as you might have felt, I finally faced my limitation.";
+ next;
+ mes "[Master]";
+ mes "Sometimes I wondered 'should I have to give up everything to be more powerful...?'";
+ next;
+ mes "[Master]";
+ mes "But what's done is done...";
+ if (countitem(6153) > 0){
+ delitem 6153,1;
+ getitem 5754,1;
+ close;
+ }
+ close;
+ }
+ mes "[Master]";
+ mes "You should not have come here.";
+ mes "Please leave.";
+ close2;
+ warp "yuno_fild07",255,178;
+ end;
+}
+
+// Custom Translation
+sword_2-1,1,2,0 script Sura Job Switch 66,{
+
+ switch(select("Open Arena:Close Arena:Activate Drawing Room:Actvate Buddy:Activate Naigara:All Off:Cancel")){
+ case 1:
+ mes "Opening Arena";
+ donpcevent "Drawing Room::OnEnable";
+ close;
+ case 2:
+ mes "Closing Arena";
+ donpcevent "Drawing Room::OnDisable";
+ close;
+ case 3:
+ mes "Activating Drawing Room";
+ donpcevent "Buddy#Sura_Salon::OnEnable";
+ close;
+ case 4:
+ mes "Activating Buddy";
+ donpcevent "Buddy#job_shuaneh::OnEnable";
+ close;
+ case 5:
+ mes "Activating garajjom";
+ donpcevent "Sura_garajjom::OnEnable";
+ close;
+ case 6:
+ mes "Deactivating all.";
+ donpcevent "Drawing Room::OnDisable";
+ donpcevent "Buddy#Sura_Salon::OnReset";
+ donpcevent "Buddy#Sura_Salon::OnDisable";
+ donpcevent "Buddy#job_shuaneh::OnDisable";
+ donpcevent "Sura_garajjom::OnDisable";
+ close;
+ case 7:
+ close;
+ }
+} \ No newline at end of file
diff --git a/npc/pre-re/jobs/3-2/wanderer.txt b/npc/pre-re/jobs/3-2/wanderer.txt
new file mode 100644
index 000000000..453f2566e
--- /dev/null
+++ b/npc/pre-re/jobs/3-2/wanderer.txt
@@ -0,0 +1,1393 @@
+//===== rAthena Script =======================================
+// Wanderer Job change Quest
+//===== By: ==================================================
+//= Muad_Dib, Meyraw
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= Any rAthena SVN
+//===== Description: =========================================
+//= Official Script
+//= Job change Quest from Dancer / Gypsy -> Wanderer.
+//===== Additional Comments: =================================
+//= 1.0 First Version.
+//============================================================
+
+xmas,162,209,5 script Little Iraki#job_wan 714,{
+
+ if (job_wan == 0){
+ mes "[Little Iraki]";
+ mes "Mimi, how are you?";
+ mes "Oh, my heart is beating faster~ ~";
+ next;
+ mes "[Mimi]";
+ mes "Little Iraki, why is your face red? ha-ha!";
+ next;
+ mes "[Little Iraki]";
+ mes "Oh stop joking, Mimi -";
+ mes "But I have thoughts on Dancer Kim's performance!";
+ emotion e_shy;
+ next;
+ mes "[Little Iraki]";
+ mes "Due to the mysterious enchanting, Wanderers has been praised by dancers and I might faint when I see her.";
+ next;
+ mes "[Mimi]";
+ mes "Calm down, Little Iraki.";
+ mes "If you continue like this, you might fall before performance starts, huh, huh.";
+ next;
+ mes "[Mimi]";
+ mes "But I can understand.";
+ mes "I've heard that wanderers are the most acclaimed dancers, so I'm looking forward to it.";
+ if (Class == Job_Dancer || Class == Job_Gypsy || Class == Job_Baby_Dancer){
+ if (BaseLevel < 99 || JobLevel < 50){
+ close;
+ }
+ next;
+ }
+ else {
+ close;
+ }
+ switch(select("Dancer Kim?:Wanderers?")){
+ case 1:
+ mes "[Little Iraki]";
+ mes "What? You don't know anything about Dancer Kim?";
+ mes "God, I can't believe it!";
+ mes "You look like a dancing professional and yet you don't know Dancer Kim? I can't let that happen!";
+ next;
+ mes "[Mimi]";
+ mes "Wanderers are supported by the wind, accompanied by the stars. They are wandering around the world with the freedom of their soul.";
+ mes "They are always dancing, accompanied by beautiful music.";
+ next;
+ mes "[Mimi]";
+ mes "Dancer Kim is the part of performance group called <Nuoli Ou>. She is a very famous dancer.";
+ next;
+ mes "[Mimi]";
+ mes "Me and Little Iraki are the wanderer students. Soon after, we're looking for ward to <Nuoli Ou> performance, that will be held here.";
+ next;
+ mes "[Little Iraki]";
+ mes "If you're a real dancer, then you should visit their performances.";
+ mes "Oh, where can I meet such romantic poet like Guitar Song, mimi?";
+ next;
+ mes "[Mimi]";
+ mes "Huh-uh, Little Iraki.";
+ next;
+ if (select("Where is the performance held?:End conversation.") == 2){
+ mes "[Mimi]";
+ mes "If you are interested in wanderers, I can help you as much as I can.";
+ close;
+ }
+ mes "[Little Iraki]";
+ mes "In front of the Christmas tree!";
+ mes "Snow white, beautiful and seductive dance music.";
+ mes "It will be a great performance, right?";
+ set job_wan,1;
+ close;
+ case 2:
+ mes "[Mimi]";
+ mes "If you are interested in wanderers, I can help you as much as I can.";
+ close;
+ }
+ }
+ else if (job_wan == 1){
+ mes "[Little Iraki]";
+ mes "Performance will be held in Lutie in front of the Christmas tree.";
+ mes "I'm so excited! Oh, I think I'm going to faint, Mimi~!";
+ close;
+ }
+ else if (job_wan == 10){
+ mes "[Little Iraki]";
+ mes "<Nuoli Ou> is the best!!";
+ close;
+ }
+ mes "[Little Iraki]";
+ mes "I want to be a good wanderer, Mimi~";
+ close;
+}
+
+xmas,163,209,3 script Mimi#job_wan 714,{
+
+ if (job_wan == 0){
+ mes "[Little Iraki]";
+ mes "Mimi, how are you?";
+ mes "Oh, my heart is beating faster~ ~";
+ next;
+ mes "[Mimi]";
+ mes "Little Iraki, why is your face red? ha-ha!";
+ next;
+ mes "[Little Iraki]";
+ mes "Oh stop joking, Mimi -";
+ mes "But I have thoughts on Dancer Kim's performance!";
+ emotion e_shy;
+ next;
+ mes "[Little Iraki]";
+ mes "Due to the mysterious enchanting, Wanderers has been praised by dancers and I might faint when I see her.";
+ next;
+ mes "[Mimi]";
+ mes "Calm down, Little Iraki.";
+ mes "If you continue like this, you might fall before performance starts, huh, huh.";
+ next;
+ mes "[Mimi]";
+ mes "But I can understand.";
+ mes "I've heard that wanderers are the most acclaimed dancers, so I'm looking forward to it.";
+ if (Class == Job_Dancer || Class == Job_Gypsy || Class == Job_Baby_Dancer){
+ if (BaseLevel < 99 || JobLevel < 50){
+ close;
+ }
+ next;
+ }
+ else {
+ close;
+ }
+ switch(select("Dancer Kim?:Wanderers?")){
+ case 1:
+ mes "[Little Iraki]";
+ mes "What? You don't know anything about Dancer Kim?";
+ mes "God, I can't believe it!";
+ mes "You look like a dancing professional and yet you don't know Dancer Kim? I can't let that happen!";
+ next;
+ mes "[Mimi]";
+ mes "Wanderers are supported by the wind, accompanied by the stars. They are wandering around the world with the freedom of their soul.";
+ mes "They are always dancing, accompanied by beautiful music.";
+ next;
+ mes "[Mimi]";
+ mes "Dancer Kim is the part of performance group called <Nuoli Ou>. She is a very famous dancer.";
+ next;
+ mes "[Mimi]";
+ mes "Me and Little Iraki are the wanderer students. Soon after, we're looking for ward to <Nuoli Ou> performance, that will be held here.";
+ next;
+ mes "[Little Iraki]";
+ mes "If you're a real dancer, then you should visit their performances.";
+ mes "Oh, where can I meet such romantic poet like Guitar Song, mimi?";
+ next;
+ mes "[Mimi]";
+ mes "Huh-uh, Little Iraki.";
+ next;
+ if (select("Where is the performance held?:End conversation.") == 2){
+ mes "[Mimi]";
+ mes "If you are interested in wanderers, I can help you as much as I can.";
+ close;
+ }
+ mes "[Little Iraki]";
+ mes "In front of the Christmas tree!";
+ mes "Snow white, beautiful and seductive dance music.";
+ mes "It will be a great performance, right?";
+ set job_wan,1;
+ close;
+ case 2:
+ mes "[Mimi]";
+ mes "If you are interested in wanderers, I can help you as much as I can.";
+ close;
+ }
+ }
+ else if (job_wan == 1){
+ mes "[Little Iraki]";
+ mes "Performance will be held in Lutie in front of the Christmas tree.";
+ mes "I'm so excited! Oh, I think I'm going to faint, Mimi~!";
+ close;
+ }
+ else if (job_wan == 10){
+ mes "[Little Iraki]";
+ mes "<Nuoli Ou> is the best!!";
+ close;
+ }
+ mes "[Little Iraki]";
+ mes "I want to be a good wanderer, Mimi~";
+ close;
+}
+
+xmas,132,143,5 script Performance Manager#w 713,{
+
+ if (job_wan == 0){
+ mes "[Stage Staff]";
+ mes "Oh, how could it be?";
+ close;
+ }
+ else if (job_wan == 1){
+ mes "[Stage Staff]";
+ mes "Oh, how could it be?";
+ mes "How could this happen?";
+ next;
+ emotion e_ag;
+ mes "[Stage Staff]";
+ mes "Hey, you!";
+ mes "May I talk with you?";
+ mes "In fact, I usually don't say these things to thers.";
+ mes "But I'm very depressed. Really, really depressed.";
+ next;
+ while(1){
+ switch(select("I'm not interested.:What happened?:If you're not saying, why would you tell me that?")) {
+ case 1:
+ mes "[Stage Staff]";
+ mes "Oh! What a ruthless world!";
+ close;
+ case 2:
+ mes "[Stage Staff]";
+ mes "I want to say that only few days left until stage will fill with guests!";
+ next;
+ mes "[Stage Staff]";
+ mes "I have no sense of responsibility...";
+ next;
+ goto L_wh1;
+ case 3:
+ emotion e_ag;
+ mes "[Stage Staff]";
+ mes "I am not saying it? I'm too depressed! Well, now you know!";
+ next;
+ break;
+ }
+ }
+L_wh1:
+ while(1){
+ switch(select("What is the problem?:Who are you talking about?:Seems to me that it doesn't matter, right?")) {
+ case 1:
+ mes "[Stage Staff]";
+ mes "how could this happen?";
+ mes "I will be hit with a snowball!";
+ mes "No, they might throw a snowman at me!";
+ next;
+ emotion e_wah;
+ mes "[Stage Staff]";
+ mes "People will put a collar on me! Oh, terrible, so terrible!";
+ next;
+ goto L_wh2;
+ case 2:
+ mes "[Stage Staff]";
+ mes "Who else!";
+ mes "It's <Nuoli Ou>!";
+ mes "Do you know?";
+ mes "They are the worst people in the world.";
+ next;
+ break;
+ case 3:
+ mes "[Stage Staff]";
+ mes "Too much!";
+ close;
+ }
+ }
+L_wh2:
+ while(1){
+ switch(select("Why fear that someone will hit you?:Is it wrong to participate in performances?:Whatever, I'm going.")) {
+ case 1:
+ mes "[Stage Staff]";
+ mes "If we switch places, would you not be afraid?";
+ mes "I am the person in charge of performances! You know how many performances there will be, how many money there will be? Or how many people we will expect to face! Don't you think that I have a multiple burden?";
+ next;
+ break;
+ case 2:
+ mes "[Stage Staff]";
+ mes "Yes!";
+ mes "It's the legendary <Nuoli Ou> group's sudden notice to cancel the performances!";
+ next;
+ mes "[Stage Staff]";
+ mes "Performance day is soon and they left all troubles with me!";
+ next;
+ mes "[Stage Staff]";
+ mes "Do you know how many people will complain? This will be terrible...";
+ next;
+ goto L_wh3;
+ case 3:
+ mes "[Stage Staff]";
+ mes "Hey, where are you going!";
+ close;
+ }
+ }
+L_wh3:
+ mes "["+strcharinfo(0)+"]";
+ mes "When preparations go not as planned, you become very worried about it.";
+ mes "The audience wants to see the best performance.";
+ next;
+ mes "[Stage Staff]";
+ mes "I don't know how this happened/";
+ mes "Why are they suddenly canceling their performance?";
+ mes "Do you know?";
+ next;
+ mes "[Stage Staff]";
+ mes "<Nuoli Ou>... Why did they suddenly cancel the prformance.";
+ mes "What have I done wrong? After they signed the contract, I did everything they wanted.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Well...";
+ input .@input$;
+ mes "^3131FF" +.@input$+ "^000000";
+ mes "... is the reason.";
+ next;
+ emotion e_ag;
+ mes "[Stage Staff]";
+ mes "What are you talking about?";
+ mes "Are you kidding? Or do you think I'm insane?";
+ next;
+ mes "[Stage Staff]";
+ mes "Oh, chest hair, nausea, dizzy head...";
+ next;
+ mes "[Stage Staff]";
+ mes "Hey! Find the minstrel Guitar Song!";
+ next;
+ switch(select("Okay.:How can I find him!:Happy!")) {
+ case 1:
+ break;
+ case 2:
+ mes "[Stage Staff]";
+ mes "How do I know!?";
+ mes "Ah, no, no.";
+ mes "Since you're a dancer, you must be interested in it, right?";
+ mes "Don't you want to see the performance?";
+ next;
+ break;
+ case 3:
+ mes "[Stage Staff]";
+ mes "You musn't talk with me again...";
+ close;
+ }
+ mes "[Stage Staff]";
+ mes "If you can, I really want Guitar Song here fast!";
+ mes "If you persuade him, everything might go as planned. But now I have to deal with sponcors...";
+ next;
+ mes "[Stage Staff]";
+ mes "Although I don't know where the Guitar Song is, but I know that he often visits various places in Comodo!";
+ mes "Find him faster, faster! Oh, I'm really going to get more depressed! Oh! Guitar Song!!!";
+ set job_wan,2;
+ setquest 2218;
+ close;
+ }
+ else if (job_wan == 2) {
+ mes "[Stage Staff]";
+ mes "Although I don't know where the Guitar Song is, but I know that he often visits various places in Comodo!";
+ close;
+ }
+ else if (job_wan == 9) {
+ mes "[Stage Staff]";
+ mes "They came back!!!";
+ close;
+ }
+ else if (job_wan == 10) {
+ if (checkweight(1201,1) == 0) {
+ mes "[Stage Staff]";
+ mes "- Stop! You're holding too much items! -";
+ close;
+ }
+ if (countitem(6153) > 0) {
+ delitem 6153,1; // Exchange Coupon
+ getitem 5758,1; // Swan
+ mes "[Stage Staff]";
+ mes "Thanks to you, performance went successfully as planned.";
+ mes "They are really talented!";
+ next;
+ mes "[Stage Staff]";
+ mes "Ah, you have exchange coupons?";
+ mes "You still haven't exchanged your ticket? If I had known, wouldn't yell at you. I'm really sorry.";
+ next;
+ mes "[Stage Staff]";
+ mes "Good! please take this headgear.";
+ mes "This item is not easy to get, so be careful and not lose it!";
+ close;
+ }
+ else {
+ mes "[Stage Staff]";
+ mes "Thanks to you, the performance went successfully as planned.";
+ mes "They are really talented!";
+ mes "As a reward, I will prepare a stage especially for you.";
+ close;
+ }
+ }
+ mes "[Stage Staff]";
+ mes "Oh, great chaos! Ah-ah!";
+ close;
+}
+
+comodo,140,86,5 script Cheerless Minstrel#w 479,{
+
+ if (job_wan < 2){
+ mes "[Cheerless Minstrel]";
+ mes "You can dance ~ ~";
+ mes "You can work ~ ~";
+ mes "You are the dancing queen ~ ~";
+ mes "Feel the beat from the tambourine ~ ~";
+ next;
+ mes "[Cheerless Minstrel]";
+ mes "Thank you ...";
+ close;
+ }
+ if (job_wan == 2){
+ mes "[Cheerless Minstrel]";
+ mes "You can dance ~ ~";
+ mes "You can work ~ ~";
+ mes "You are the dancing queen ~ ~";
+ mes "Feel the King of the tambourines ~ ~";
+ next;
+ mes "- that guy seems to be Guitar Song -";
+ next;
+ if (select("Thats one Guitar Song's strange song.:Leave him alone.") == 2){
+ mes "- Such a strange person. -";
+ close;
+ }
+ mes "[Cheerless Minstrel]";
+ mes "What?!";
+ mes "How dare you look down to top-hit song the <Tambourine king>? That was the first slap to the face. This really makes me angry.";
+ next;
+ menu "Ah, I didn't slapped you!",-;
+ emotion e_gasp;
+ mes "[Cheerless Minstrel]";
+ mes "Oh! by looking at your clothes, you look like a person from dance group.";
+ next;
+ mes "[Cheerless Minstrel]";
+ mes "How are your fellow dancers and musicians doing? Good? If not, then how about we form a duet?";
+ next;
+ mes "[Cheerless Minstrel]";
+ mes "I'll call it <Guitar Song of distress>.";
+ mes "Guitar Song will write a poem of pain in adults.";
+ mes "The name has a lot of flavors so it will be highly popular.";
+ next;
+ menu "Are you Guitar song?",-;
+ emotion e_shy;
+ mes "[Guitar Song]";
+ mes "Hey... ... Only now you recognized me? That makes me sad.";
+ mes "Yes, I was a well-known musician from <Nuoli Ou>. Guitar Song, the world's first male beauty, huh, huh.";
+ next;
+ mes "[Guitar Song]";
+ mes "Are you interested in my proposal?";
+ mes "Most people, after hearing the proposal, already passed out from happiness.";
+ next;
+ switch(select("Where is Dancer Kim?:The reason why they cancel the performance.")){
+ case 1:
+ mes "[Guitar Song]";
+ mes "Why suddenly mention this?";
+ mes "Hey, Hey, lets say that everyone is happy, okay?";
+ mes "Without me and Dancer Kim, performances will be fine.";
+ next;
+ menu "What are you talking about?",-;
+ mes "[Guitar Song]";
+ mes "Hey, didn't I said to not mention that?";
+ mes "I don't want to think about it. When I think about it, it makes me sad.";
+ next;
+ mes "- Guitar Song refused to talk it. He is the only one who knows about <Nuoli Ou>. What should I do? -";
+ set job_wan,3;
+ close;
+ case 2:
+ close;
+ }
+ }
+ else if (job_wan == 3) {
+ mes "["+strcharinfo(0)+"]";
+ mes "(What should I do to make Guitar Song talk?)";
+ next;
+ switch(select("Scream:Lullaby:Lucky Kiss")){
+ case 1:
+ set .@scream,getskilllv(326);
+ if (.@scream == 5) {
+ mes "- You leaned your head to Guitar Song's ear -";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Ah -";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Hey -!!!!!";
+ specialeffect EF_STUNATTACK;
+ next;
+ mes "[Guitar Song]";
+ mes "Huh, why!!! Why are you doing that!";
+ mes "You will break my eardrums like that.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Hey, cheer up!!!";
+ next;
+ mes "[Guitar Song]";
+ mes "What are you talking about?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "It should be very clear that people like how you sing, right?";
+ mes "Many people are looking forward for your support.";
+ mes "Don't you feel the shame to let people down without a good reason?";
+ next;
+ break;
+ }
+ else {
+ set .@chance,(rand(1,100));
+ if (.@chance > 80) {
+ mes "- You leaned your head to Guitar Song's ear -";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "ah -";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Hey -!!!!!";
+ specialeffect EF_STUNATTACK,"Cheerless Minstrel#w";
+ next;
+ mes "[Guitar Song]";
+ mes "Huh, why!!! Why are you doing that!";
+ mes "You will break my eardrums like that.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Hey, cheer up!!!";
+ next;
+ mes "[Guitar Song]";
+ mes "What are you talking about?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "It should be very clear that people like how you sing, right?";
+ mes "Many people are looking forward for your support.";
+ mes "Don't you feel the shame to let people down without a good reason?";
+ next;
+ break;
+ }
+ else {
+ mes "["+strcharinfo(0)+"]";
+ mes "Ah -";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Ah ah ah ah ah ah ah !!!!!";
+ next;
+ mes "[Guitar Song]";
+ mes "Why!!! This is so mean!";
+ mes "Guard!!!";
+ next;
+ mes "[Man wearing black]";
+ mes "Please don't do that.";
+ close2;
+ warp "comodo",117,98;
+ end;
+ }
+ }
+ case 2:
+ set .@scream,getskilllv(306);
+ if (.@scream == 0) {
+ mes "- I didn't learned this skill. -";
+ close;
+ }
+ else {
+ mes "["+strcharinfo(0)+"]";
+ mes "It doesn't look like a good idea to me.";
+ close;
+ }
+ case 3:
+ set .@scream,getskilllv(329);
+ if (.@scream == 0) {
+ mes "- I didn't learned this skill. -";
+ close;
+ }
+ else {
+ emotion e_lv,1;
+ mes "["+strcharinfo(0)+"]";
+ mes "ah, Guitar Song ~ ~";
+ next;
+ mes "[Guitar Song]";
+ mes "Oh, how? I think I'm getting goosebumps.";
+ next;
+ emotion e_lv,1;
+ mes "["+strcharinfo(0)+"]";
+ mes "I have been looking at performances of <Nuoli Ou> a long time ago.";
+ next;
+ mes "[Guitar Song]";
+ mes "You were really famous! ha-ha!";
+ next;
+ emotion e_lv2,1;
+ mes "["+strcharinfo(0)+"]";
+ mes "I've heard many court musicians and their performances, but your singing is o ver the top, do you know that?";
+ next;
+ mes "[Guitar Song]";
+ mes "Hey hey hey! I'm really great!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "It's like the first time... After listening you play, didn't I told you that I went in love on first sight?";
+ mes "It's like listening how mother is singing you a lullaby, while you're lying on the cradle ~~ so beautiful, so moving... Aren't you the best minstrel ever?";
+ next;
+ specialeffect EF_STEAL;
+ mes "[Guitar Song]";
+ mes "Hey Hey, of course, after listening to your words, I feel very pleased.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I look forward to your performance in Lutie.";
+ mes "When I heard that performance is about to be cancelled, I almost lost my heart.";
+ next;
+ emotion e_sob,1;
+ mes "["+strcharinfo(0)+"]";
+ mes "By hearing your music ~ I want to dance in the ocean of music and feel free as butterfly.";
+ mes "My dream won't come true! Hum!";
+ next;
+ mes "[Guitar Song]";
+ mes "Oh! Well ...";
+ next;
+ emotion e_sob,1;
+ mes "["+strcharinfo(0)+"]";
+ mes "I'm very pleased to see you here, but the beautiful Lutie performance... hum.";
+ next;
+ emotion e_sob,1;
+ mes "["+strcharinfo(0)+"]";
+ mes "And in the end... Why are did you cancelled the performance?";
+ mes "I really want to know! Is that because you hate me?";
+ next;
+ emotion e_omg;
+ mes "[Guitar Song]";
+ mes "No, how could this is be the reason!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I beg you to tell me because my heart is in pain and I want to hear your music and beautiful voice.";
+ emotion e_lv,1;
+ next;
+ break;
+ }
+ }
+ mes "[Guitar Song]";
+ mes "Ah, oh, well!";
+ mes "In fact, I would like to be in stage!";
+ mes "But how can do it alone?";
+ next;
+ emotion e_ag;
+ mes "[Guitar Song]";
+ mes "This is the problem of Dancer Kim!";
+ mes "Not long ago, she suddenly lost her temper and left the <Nuoli Ou>!";
+ mes "Dancer Kim has bad temper. I've had enough.";
+ next;
+ mes "[Guitar Song]";
+ mes "Thats all.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Why Dancer Kim suddenly went angry?";
+ next;
+ emotion e_swt;
+ mes "[Guitar Song]";
+ mes "I don't know! She seems to be crazy now!";
+ mes "Dancer Kim always been a kind person.";
+ mes "She suddenly disappeared, and then sent a letter with strange combination of letters. Really reckless writen letter.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Where is Dancer Kim now?";
+ next;
+ mes "[Guitar Song]";
+ mes "I can't find the mail address.";
+ mes "It seems that she went back home, where Kim and I first met. It's the town where Monster Race is held.";
+ next;
+ emotion e_hmm;
+ mes "[Guitar Song]";
+ mes "She oftenly gets angry, but she is a great dancer.";
+ mes "I don't know why is she unhappy in the end. She was really happy when she listened to my music. It seems that my music comes to end too... ";
+ set job_wan,4;
+ changequest 2218,2219;
+ close;
+ }
+ else if (job_wan > 3 && job_wan < 8) {
+ mes "[Guitar Song]";
+ mes "Dancer Kim should be in town where monster race is held, right?";
+ mes "If you like monster race, you should know the location ...";
+ close;
+ }
+ else if (job_wan == 8){
+ emotion e_gasp;
+ mes "- You told everything to Guitar Song -";
+ next;
+ mes "[Guitar Song]";
+ mes "Ooh ~ ~";
+ mes "Dancer Kim, you're such a fool ~ ~";
+ mes "I will truly take care of you ~ ~";
+ next;
+ mes "[Guitar Song]";
+ mes "Immediately, go to Lutie. We will gather as fast as we can.";
+ set job_wan,9;
+ close;
+ }
+ else if (job_wan == 9){
+ mes "[Guitar Song]";
+ mes "I'll go to Lutie as promised.";
+ close;
+ }
+ else {
+ mes "[inability of the court musicians]";
+ mes "Where is my companion ...";
+ close;
+ }
+}
+
+hu_in01,305,251,5 script Vacant Looking Lady#w 879,{
+
+ if (job_wan < 4){
+ mes "[Vacant Looking Lady]";
+ mes "*Sigh*";
+ close;
+ }
+ else if (job_wan == 4){
+ mes "[Vacant Looking Lady]";
+ mes "... ... ... sob sob.";
+ next;
+ menu "Why are you crying?",-;
+ emotion e_sob;
+ mes "[Vacant Looking Lady]";
+ mes "Because I gave up on his dream. *Sob-sob*";
+ next;
+ menu "What are you talking about?",-;
+ mes "[Vacant Looking Lady]";
+ mes "And I always travel with companion, but I broke up with him.";
+ next;
+ menu "Oh, why would you say that?",-;
+ mes "[Vacant Looking Lady]";
+ mes "Well... That... Woo!";
+ next;
+ menu "Just tell me everything.",-;
+ mes "[Vacant Looking Lady]";
+ mes "Do you know that wanderers and minstrels together have ability to work together?";
+ next;
+ mes "[Vacant Looking Lady]";
+ mes "Therefore, the court wanderers and minstrels often travel together, with the ensemble performance.";
+ mes "With lively music, dance like a beauty.";
+ next;
+ mes "[Vacant Looking Lady]";
+ mes "Not long time ago, I partnered with the Guitar Song. We used various combinations of dances and songs and Guitar Song was always cheerful.";
+ next;
+ mes "[Vacant Looking Lady]";
+ mes "Also I dance more than usual if people applause, so I'm a very proud person.";
+ mes "Guitar Song always praised my dancing. And that was a big advantage for me, I felt like I'm over the top.";
+ next;
+ mes "[Vacant Looking Lady]";
+ mes "But...";
+ next;
+ menu "What happened in the end... ?",-;
+ mes "[Vacant Looking Lady]";
+ mes "The next morning I get up to brush teeth and wash my face, but I realized that I had no make-up.";
+ next;
+ emotion e_sob;
+ mes "[Vacant Looking Lady]";
+ mes "At that time I didn't know what happened, but then Guitar Song appeared and shouted: ^3131FF Hey! What are you doing here? ^000000, and then he forced me out from the room.";
+ next;
+ mes "[Vacant Looking Lady]";
+ mes "He always have been a good companion, but how could he do this to me?";
+ mes "I thought that Guitar Song was a joking! but he rushed to close the door, really...";
+ next;
+ emotion e_sob;
+ mes "[Vacant Looking Lady]";
+ mes "Why didn't Guitar Song recognized me, ah? I still have no make-up on my face so he won't recognize me, ah? Ooo-ooo...";
+ next;
+ menu "So you have to solve this problem?",-;
+ emotion e_sob;
+ mes "[Vacant Looking Lady]";
+ mes "What can a woman with broken self-esteem do?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "How could he be so careless!";
+ mes "because such a trivial matter, if not justify the dissolution of the combination, right? Because of the nature of this problem, it's not going to be solved by itself, right?";
+ next;
+ mes "[Vacant Looking Lady]";
+ mes "Yes. But thats not the only reason.";
+ mes "I have to say, that due to injure...";
+ next;
+ mes "[Vacant Looking Lady]";
+ mes "I was heartbroken by Guitar Song, so I have to stay in my hometown, hiding in my room alone. Thank god I have a delicious cake to comfort me.";
+ next;
+ emotion e_shy;
+ mes "[Vacant Looking Lady]";
+ mes "The cake is the best!";
+ mes "Cake with a soft cream, surrounded with melted dark chocolate and covered with fresh fruits on top. Thats the best cake ever!";
+ next;
+ mes "[Vacant Looking Lady]";
+ mes "In sad times I used to eat delicious cake... I feel like the Happiness Fairy is coming to my side to passionate and comfort me.";
+ next;
+ mes "[Vacant Looking Lady]";
+ mes "From morning till night, I'm heartily accepting the Happiness Fairy.";
+ next;
+ menu "And...",-;
+ emotion e_sob;
+ mes "[Vacant Looking Lady]";
+ mes "That fairy took away my sorrow, but now I got fatter! Ah-ah-ah-ah-ah!";
+ next;
+ mes "[Vacant Looking Lady]";
+ mes "wanderers do not wear clothes on! I can no longer be called a fairy dance! Wanderers do not wear clothes on! I can't be called wanderer now!";
+ mes "I can't do belly dance now! Ah-ah-ah...";
+ next;
+ mes "[Vacant Looking Lady]";
+ mes "performances of the day is coming soon, but the monster who has brought me happiness than Miao also difficult test Tierney mountains! The performance day is coming soon, but to lose weight I need to train train hard.";
+ mes "I again plunged into despair! can not I like this Guitar Song and the fans to see! And again I have fallen into despair, when I imagine how dance see me and Guitar Song.";
+ mes "<Nuo Li> has broken apart! Ah ah ah ah!";
+ set job_wan,5;
+ close;
+ }
+ else if (job_wan == 5){
+ emotion e_sob;
+ mes "[Dancer Kim]";
+ mes "I was once a beautiful dove, but now I became a hen.";
+ mes "Dancer Kim's is no longer wanderer.";
+ next;
+ if (select("Don't give up.:You'll can handle it yourself.") == 2){
+ mes "[Dancer Kim]";
+ mes "My life has not came out from the abyss ...";
+ close;
+ }
+ mes "[Dancer Kim]";
+ mes "I already said that it's all over with Guitar Song.";
+ mes "It's over, and even if you insist, this won't do anything.";
+ next;
+ menu "If you give up, everything will be over.",-;
+ mes "[Dancer Kim]";
+ mes "But if this continues...";
+ mes "There is nothing really I can do...";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "You need to exercise to lose weight!";
+ mes "As long as you exercise with effort, your body will get better!";
+ next;
+ mes "[Dancer Kim]";
+ mes "It won't be too hard, but I'm so tired so I will easily give up.";
+ mes "It's not be too long before I will give up.";
+ next;
+ if (select("Then there is nothing else to do.:Lets exercise.") == 1){
+ mes "[Dancer Kim]";
+ mes "There is no dream, no hope...";
+ close;
+ }
+ mes "[Dancer Kim]";
+ mes "Do you want to exercise with me? Together?";
+ mes "Really?";
+ next;
+ mes "[Dancer Kim]";
+ mes "A person, with whom we can train together...";
+ next;
+ mes "[Dancer Kim]";
+ mes "My heart now feels better!";
+ mes "I feel like my body is igniting for some action.";
+ mes "And now I'm motivated to take advantage of the time and overcome all difficulties as soon as possible!";
+ next;
+ menu "What are we going to do?",-;
+ mes "[Dancer Kim]";
+ mes "I have a good idea!";
+ next;
+ mes "[Dancer Kim]";
+ mes "In the field near Hugel, there is a lake called the Lake of Abyss.";
+ mes "Lets meet there.";
+ set job_wan,6;
+ changequest 2219,2220;
+ close;
+ }
+ else if (job_wan == 6 || job_wan == 7) {
+ mes "[Dancer Kim]";
+ mes "I will wait for you in the Lake of Abyss.";
+ close;
+ }
+ else if (job_wan == 8) {
+ mes "[Dancer Kim]";
+ mes "Come to the Lutie with Guitar Song!";
+ mes "I'll start immediately!";
+ close;
+ }
+ mes "[Vacant Looking Lady]";
+ mes "Where is my partner...";
+ close;
+}
+
+hu_fild05,342,130,5 script Dancer Kim#fild 879,{
+
+ if (job_wan == 6){
+ mes "[Dancer Kim]";
+ mes "Campaign is good enough, but with competition, the effect of training will be a lot better!";
+ next;
+ mes "[Dancer Kim]";
+ mes "From now on, lets begin the race of killing Yellow Novus.";
+ next;
+ mes "[Dancer Kim]";
+ mes "The goal is 50 Yellow Novuses.";
+ mes "Are you Ready?";
+ next;
+ if (select("No.:Yes.") == 1){
+ mes "[Dancer Kim]";
+ mes "Please prepare as fast as you can, before all of this will disappear from my interests!";
+ close;
+ }
+ mes "[Dancer Kim]";
+ mes "Good! So, prepare!";
+ mes "Start!";
+ set job_wan,7;
+ changequest 2220,2221;
+ close;
+ }
+ else if (job_wan == 7){
+ set .@chk_nov_time,checkquest(2221,PLAYTIME);
+ set .@chk_nov_hunt,checkquest(2221,HUNTING);
+ if (.@chk_nov_time == 0 || .@chk_nov_time == 1){
+ if (.@chk_nov_hunt == 2){
+ mes "[Dancer Kim]";
+ mes "Whew!";
+ mes "Hey, looks like I've lost!";
+ next;
+ mes "[Dancer Kim]";
+ mes "This feeling reminds me of the past where I've crossed the borders of many continents.";
+ next;
+ mes "[Dancer Kim]";
+ mes "Ah! look at this!";
+ mes "I'm getting slimmer, can you see it?";
+ next;
+ mes "[Dancer Kim]";
+ mes "I feel that my body is full of power.";
+ mes "I suddenly wanted to see my good partner Guitar Song.";
+ mes "I want to start dancing again.";
+ next;
+ menu "How about dancing in Lutie?",-;
+ emotion e_gasp;
+ mes "[Dancer Kim]";
+ mes "Ah! Christmas Village! Yes! Yes! My dream to dance in Lutie will finally come true!";
+ next;
+ mes "[Dancer Kim]";
+ mes "I want to dance and jump all day to bring people happiness!";
+ mes "So I will go to Lutie.";
+ next;
+ mes "[Dancer Kim]";
+ mes "Ah, do me a favour, please.";
+ mes "Can you bring Guitar Song to Lutie?";
+ mes "Say that his partner is waiting for him.";
+ next;
+ menu "No problem!",-;
+ mes "[Dancer Kim]";
+ mes "You're a good person. I'm really happy that I met you.";
+ mes "Thank god for sending such a stubborn person to me!";
+ set job_wan,8;
+ changequest 2221,2222;
+ close;
+ }
+ mes "[Dancer Kim]";
+ mes "You look relaxed.";
+ mes "But I have more chances to win this.";
+ close;
+ }
+ if (.@chk_nov_time == 2){
+ mes "[Dancer Kim]";
+ mes "You came back.";
+ mes "I'm so tired. My back hurts. It seems that my body doesn't work well. <Nuo Li>, It's all over.";
+ next;
+ mes "- It looks like Dancer Kim cannot stand the pain and gives up. She sat down on the ground -";
+ set job_wan,6;
+ changequest 2221,2220;
+ close;
+ }
+ mes "[Dancer Kim]";
+ mes "Ah ...?";
+ set job_wan,6;
+ close;
+ }
+ else if (job_wan == 8) {
+ mes "[Dancer Kim]";
+ mes "Please tell Guitar Song that I'm waiting for him in Lutie.";
+ close;
+ }
+ mes "[Dancer Kim]";
+ mes "Hunting Yellow Novus really is the best sport.";
+ close;
+}
+
+hu_fild05,81,111,0 script #fildshout01 -1,20,20,{
+
+OnTouch:
+ if (job_wan == 7){
+ set .@bc_rd,(rand(1,3));
+ if (.@bc_rd == 1){
+ mapannounce "hu_fild05","Dancer Kim: Ah, ah. How are you doing? I killed few novuses.",bc_map;
+ end;
+ }
+ if (.@bc_rd == 2){
+ mapannounce "hu_fild05","Dancer Kim: Yeah! Novuses are coming, my sister!",bc_map;
+ end;
+ }
+ else {
+ mapannounce "hu_fild05","Dancer Kim: Oh, you're tired so soon? It seems that I'll win this!",bc_map;
+ end;
+ }
+ }
+ end;
+}
+
+hu_fild05,193,98,0 script #fildshout02 -1,20,20,{
+
+OnTouch:
+ if (job_wan == 7){
+ set .@bc_rd,(rand(1,3));
+ if (.@bc_rd == 1){
+ mapannounce "hu_fild05","Dancer Kim: Ah, ah. How are you doing? I killed few novuses.",bc_map;
+ end;
+ }
+ if (.@bc_rd == 2){
+ mapannounce "hu_fild05","Dancer Kim: Yeah! Novuses are coming, my sister!",bc_map;
+ end;
+ }
+ else {
+ mapannounce "hu_fild05","Dancer Kim: Oh, you're tired so soon? It seems that I'll win this!",bc_map;
+ end;
+ }
+ }
+ end;
+}
+
+hu_fild05,252,74,0 script #fildshout03 -1,20,20,{
+
+OnTouch:
+ if (job_wan == 7){
+ set .@bc_rd,(rand(1,3));
+ if (.@bc_rd == 1){
+ mapannounce "hu_fild05","Dancer Kim: Ah, ah. How are you doing? I killed few novuses.",bc_map;
+ end;
+ }
+ if (.@bc_rd == 2){
+ mapannounce "hu_fild05","Dancer Kim: Yeah! Novuses are coming, my sister!",bc_map;
+ end;
+ }
+ else {
+ mapannounce "hu_fild05","Dancer Kim: Oh, you're tired so soon? It seems that I'll win this!",bc_map;
+ end;
+ }
+ }
+ end;
+}
+
+hu_fild05,323,175,0 script #fildshout04 -1,20,20,{
+
+OnTouch:
+ if (job_wan == 7){
+ set .@bc_rd,(rand(1,3));
+ if (.@bc_rd == 1){
+ mapannounce "hu_fild05","Dancer Kim: Ah, ah. How are you doing? I killed few novuses.",bc_map;
+ end;
+ }
+ if (.@bc_rd == 2){
+ mapannounce "hu_fild05","Dancer Kim: Yeah! Novuses are coming, my sister!",bc_map;
+ end;
+ }
+ else {
+ mapannounce "hu_fild05","Dancer Kim: Oh, you're tired so soon? It seems that I'll win this!",bc_map;
+ end;
+ }
+ }
+ end;
+}
+
+hu_fild05,334,225,0 script #fildshout05 -1,20,20,{
+
+OnTouch:
+ if (job_wan == 7){
+ set .@bc_rd,(rand(1,3));
+ if (.@bc_rd == 1){
+ mapannounce "hu_fild05","Dancer Kim: Ah, ah. How are you doing? I killed few novuses.",bc_map;
+ end;
+ }
+ if (.@bc_rd == 2){
+ mapannounce "hu_fild05","Dancer Kim: Yeah! Novuses are coming, my sister!",bc_map;
+ end;
+ }
+ else {
+ mapannounce "hu_fild05","Dancer Kim: Oh, you're tired so soon? It seems that I'll win this!",bc_map;
+ end;
+ }
+ }
+ end;
+}
+
+hu_fild05,301,287,0 script #fildshout06 -1,20,20,{
+
+OnTouch:
+ if (job_wan == 7){
+ set .@bc_rd,(rand(1,3));
+ if (.@bc_rd == 1){
+ mapannounce "hu_fild05","Dancer Kim: It seems that your body is not in good condition. This time I must win.",bc_map;
+ end;
+ }
+ if (.@bc_rd == 2){
+ mapannounce "hu_fild05","Dancer Kim: Ah, my nails are broken! It hurt... Forget about it...",bc_map;
+ end;
+ }
+ else {
+ mapannounce "hu_fild05","Dancer Kim: Oh, you're tired so soon? It seems that I'll win this!",bc_map;
+ end;
+ }
+
+ }
+ end;
+}
+
+hu_fild05,229,315,0 script #fildshout07 -1,20,20,{
+
+OnTouch:
+ if (job_wan == 7){
+ set .@bc_rd,(rand(1,3));
+ if (.@bc_rd == 1){
+ mapannounce "hu_fild05","Dancer Kim: It seems that your body is not in good condition. This time I must win.",bc_map;
+ end;
+ }
+ if (.@bc_rd == 2){
+ mapannounce "hu_fild05","Dancer Kim: Ah, my nails are broken! It hurt... Forget about it...",bc_map;
+ end;
+ }
+ else {
+ mapannounce "hu_fild05","Dancer Kim: Oh, you're tired so soon? It seems that I'll win this!",bc_map;
+ end;
+ }
+ }
+ end;
+}
+
+hu_fild05,146,309,0 script #fildshout08 -1,20,20,{
+
+OnTouch:
+ if (job_wan == 7){
+ set .@bc_rd,(rand(1,3));
+ if (.@bc_rd == 1){
+ mapannounce "hu_fild05","Dancer Kim: It seems that your body is not in good condition. This time I must win.",bc_map;
+ end;
+ }
+ if (.@bc_rd == 2){
+ mapannounce "hu_fild05","Dancer Kim: Ah, my nails are broken! It hurt... Forget about it...",bc_map;
+ end;
+ }
+ else {
+ mapannounce "hu_fild05","Dancer Kim: Oh, you're tired so soon? It seems that I'll win this!",bc_map;
+ end;
+ }
+ }
+ end;
+}
+
+hu_fild05,80,239,0 script #fildshout09 -1,20,20,{
+
+OnTouch:
+ if (job_wan == 7){
+ set .@bc_rd,(rand(1,3));
+ if (.@bc_rd == 1){
+ mapannounce "hu_fild05","Dancer Kim: It seems that your body is not in good condition. This time I must win.",bc_map;
+ end;
+ }
+ if (.@bc_rd == 2){
+ mapannounce "hu_fild05","Dancer Kim: Ah, my nails are broken! It hurt... Forget about it...",bc_map;
+ end;
+ }
+ else {
+ mapannounce "hu_fild05","Dancer Kim: Oh, you're tired so soon? It seems that I'll win this!",bc_map;
+ end;
+ }
+ }
+ end;
+}
+
+hu_fild05,69,147,0 script #fildshout10 -1,20,20,{
+
+OnTouch:
+ if (job_wan == 7){
+ set .@bc_rd,(rand(1,3));
+ if (.@bc_rd == 1){
+ mapannounce "hu_fild05","Dancer Kim: It seems that your body is not in good condition. This time I must win.",bc_map;
+ end;
+ }
+ if (.@bc_rd == 2){
+ mapannounce "hu_fild05","Dancer Kim: Ah, my nails are broken! It hurt... Forget about it...",bc_map;
+ end;
+ }
+ else {
+ mapannounce "hu_fild05","Dancer Kim: Oh, you're tired so soon? It seems that I'll win this!",bc_map;
+ end;
+ }
+ }
+ end;
+}
+
+xmas,148,131,0 script #wandergogo -1,3,3,{
+
+OnTouch:
+ if (job_wan == 9){
+ enablenpc "Dancer Kim#xmas";
+ enablenpc "Guitar Song#xmas";
+ enablenpc "Audience#xmas1";
+ enablenpc "Audience#xmas2";
+ enablenpc "Audience#xmas3";
+ enablenpc "Audience#xmas4";
+ enablenpc "Little Iraki#xm";
+ enablenpc "Mimi#xmas";
+ }
+ end;
+}
+
+xmas,147,135,5 script Dancer Kim#xmas 485,{
+
+if (job_wan == 9){
+ if (Class == Job_Dancer || Class == Job_Gypsy || Class == Job_Baby_Dancer){
+ if (BaseLevel < 99){
+ mes "- task execution condition is not met, can not perform the task -";
+ close;
+ }
+ if (JobLevel < 50){
+ mes "- task execution condition is not met, can not perform the task -";
+ close;
+ }
+ if (SkillPoint > 0){
+ mes "- there are remaining skill points, can not perform the task -";
+ close;
+ }
+ if (checkweight(1201,1) == 0){
+ mes "- must be clear backpack, to perform the task -";
+ close;
+ }
+ mes "- You see the ongoing performance of <Nuoli Ou> -";
+ next;
+ emotion e_ho,"Guitar Song#xmas";
+ emotion e_ho,"Dancer Kim#xmas";
+ mes "[Guitar Song]";
+ mes "Thump! Thump! Thump! Thump! Blue fish ~ ~";
+ mes "Wind! Wind! Wind! Wind ~ ~";
+ mes "Strong will remains invulnurable, even if nose bleeds. ~ ~";
+ next;
+ emotion e_ho,"Audience#xmas1";
+ emotion e_ho,"Audience#xmas2";
+ emotion e_ho,"Audience#xmas3";
+ emotion e_ho,"Audience#xmas4";
+ emotion e_ho,"Little Iraki#xm";
+ emotion e_ho,"Mimi#xmas";
+ mes "[Audience]";
+ mes "Ah ah ah ah ah - -!!!";
+ mes "Great! <Nuo Li> is the best!!!";
+ next;
+ mes "[Guitar Song]";
+ mes "Hello, everyone!";
+ next;
+ emotion e_lv,"Audience#xmas1";
+ emotion e_lv,"Audience#xmas2";
+ emotion e_lv,"Audience#xmas3";
+ emotion e_lv,"Audience#xmas4";
+ emotion e_lv,"Little Iraki#xm";
+ emotion e_lv,"Mimi#xmas";
+ mes "[Audience]";
+ mes "Hello !!!!!";
+ next;
+ mes "[Guitar Song]";
+ mes "We search for love, search for the wind, this is the romantic traveling song of <Nuoli Ou>!";
+ next;
+ emotion e_lv,"Audience#xmas1";
+ emotion e_lv,"Audience#xmas2";
+ emotion e_lv,"Audience#xmas3";
+ emotion e_lv,"Audience#xmas4";
+ emotion e_lv,"Little Iraki#xm";
+ emotion e_lv,"Mimi#xmas";
+ mes "[Audience]";
+ mes "Ah ah ah ah ah ~ ~ !!";
+ next;
+ mes "[Dancer Kim]";
+ mes "In the beautiful village where fluttering snowflaces dance.";
+ mes "I'm very happy to be in Lutie!";
+ next;
+ mes "[Audience]";
+ mes "Wow ah ~ ~";
+ next;
+ mes "[Dancer Kim]";
+ mes "And... Today's show was almost canceled because of the mistakes I've made.";
+ next;
+ mes "[Guitar Song]";
+ mes "I feel broken for hurting the heart of Dancer Kim.";
+ mes "And I would like to say sorry to her.";
+ next;
+ mes "[Dancer Kim]";
+ mes "No, because I was too stubborn. I should apologize to you, my dear.";
+ next;
+ mes "[Dancer Kim]";
+ mes "In fact, after I went home, I spend days being depressed until a good friend came to encourage me, and then we worked together to help me out!";
+ next;
+ mes "[Dancer Kim]";
+ mes "I think you'll prefer to see her dancing in close future!";
+ mes "I watched her long time and she is a very talented person.";
+ next;
+ mes "[Dancer Kim]";
+ mes "Let me introduce you!";
+ next;
+ mes "[Dancer Kim]";
+ mes "The hope and future of wanderers, the new shining star, "+strcharinfo(0)+"!";
+ mapannounce "xmas","Dancer Kim: Let me introduce you! The hope and future of wanderers, the new shining star - "+strcharinfo(0)+"!",bc_map;
+ if(Class == Job_Baby_Dancer){
+ jobchange Job_Baby_Wanderer;
+ }
+ else if (Class == Job_Dancer){
+ jobchange Job_Wanderer;
+ }
+ else {
+ jobchange Job_Wanderer_T;
+ }
+ getitem 5758,1; // Swan
+ getitem 2795,1; // Green Apple Ring
+ set job_wan,10;
+ completequest 2222;
+ next;
+ mes "[Dancer Kim]";
+ mes "Ha ha ha, are you surprised?";
+ mes "Why are you staring blankly at me?";
+ mes "Since you brought me here, you've completed all qualifications needed.";
+ next;
+ mes "[Dancer Kim]";
+ mes "Like a beautiful swan!";
+ mes "I want to see you dance and be jealous!";
+ next;
+ mes "[Dancer Kim]";
+ mes ""+strcharinfo(0)+"! I wish that you will achieve remarkable success in the future.";
+ mes "I hope will find your own partner. By that time, can we dance together?";
+ next;
+ mes "[Guitar Song]";
+ mes "Thanks to you, I've returned a valuable companion!";
+ mes "I really thank you for everything. In the near future, I, Guitar Song, will write a song about you.";
+ disablenpc "Dancer Kim#xmas";
+ disablenpc "Guitar Song#xmas";
+ disablenpc "Audience#xmas1";
+ disablenpc "Audience#xmas2";
+ disablenpc "Audience#xmas3";
+ disablenpc "Audience#xmas4";
+ disablenpc "Little Iraki#xm";
+ disablenpc "Mimi#xmas";
+ close;
+ }
+ mes "- task execution condition is not met, can not perform the task -";
+ close;
+}
+end;
+
+OnInit:
+ disablenpc "Dancer Kim#xmas";
+ end;
+}
+
+xmas,149,135,3 script Guitar Song#xmas 479,{
+end;
+
+OnInit:
+ disablenpc "Guitar Song#xmas";
+ end;
+}
+xmas,142,130,7 script Audience#xmas1 711,{
+end;
+
+OnInit:
+ disablenpc "Audience#xmas1";
+ end;
+}
+
+xmas,145,127,7 script Audience#xmas2 712,{
+end;
+
+OnInit:
+ disablenpc "Audience#xmas2";
+ end;
+}
+
+xmas,151,127,7 script Audience#xmas3 716,{
+end;
+
+OnInit:
+ disablenpc "Audience#xmas3";
+ end;
+}
+
+xmas,154,129,1 script Audience#xmas4 797,{
+end;
+
+OnInit:
+ disablenpc "Audience#xmas4";
+ end;
+}
+
+xmas,149,127,1 script Mimi#xmas 714,{
+end;
+
+OnInit:
+ disablenpc "Mimi#xmas";
+ end;
+}
+
+xmas,148,127,7 script Little Iraki#xm 714,{
+end;
+
+OnInit:
+ disablenpc "Little Iraki#xm";
+ end;
+} \ No newline at end of file
diff --git a/npc/pre-re/jobs/novice/novice.txt b/npc/pre-re/jobs/novice/novice.txt
new file mode 100644
index 000000000..33f9dd64d
--- /dev/null
+++ b/npc/pre-re/jobs/novice/novice.txt
@@ -0,0 +1,2297 @@
+//===== rAthena Script =======================================
+//= New Novice Training Grounds
+//===== By: ==================================================
+//= Kisuka
+//===== Current Version: =====================================
+//= 1.1
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= New Novice Training Grounds
+//= [Hand Scripted (No Programs or AEGIS Scripts)]
+//===== Additional Comments: =================================
+//= 1.0 First version. [Kisuka]
+//= 1.1 Updated warps, savepoints, NPC locations. [Kisuka]
+//============================================================
+
+//============================================================================
+// Sprakki (Start of Novice Training Ground, Outside Castle)
+//============================================================================
+new_1-1,53,114,4 script Sprakki#nv1 90,{
+ if(job_novice_q < 1) {
+ mes "[Sprakki]";
+ mes "Hello there! Welcome to the World of Ragnarok Online. My name is Sprakki and I'm in charge of giving you basic gameplay tips.";
+ mes "Click on the [Next] button or press [Enter] to continue.";
+ next;
+ mes "[Sprakki]";
+ mes "First you need to learn the very basics of controlling your character.";
+ mes "All the basic ^4A4AFFmoves, selection of items, and attacks^000000 use the ^4A4AFFleft click of the mouse^000000.";
+ next;
+ cutin "tutorial01",3;
+ mes "-! Info !-";
+ mes "Click on the ground to move the character.";
+ mes "Attacking monsters and conversations with the people of this world can be done by simply clicking on them.";
+ next;
+ cutin "",255;
+ mes "[Sprakki]";
+ mes "First off, try moving around.";
+ mes "Do you see that wooden bridge to the right?";
+ next;
+ setquest 7117;
+ set job_novice_q,1;
+ mes "[Sprakki]";
+ mes "Walk over that bridge and there's a castle used as the Training Center.";
+ mes "I will be waiting for you inside of that Castle. Please come to the castle by yourself.";
+ next;
+ cutin "tutorial02",3;
+ mes "-! Info !-";
+ mes "You've received a quest from Sprakki.";
+ mes "You can check the contents of the quest in the Quest Info Window.";
+ next;
+ mes "[Sprakki]";
+ mes "I will wait inside the Training Center across the bridge.";
+ next;
+ mes "-! Info !-";
+ mes "You can open the Quest Info Window by pressing the ^4A4AFFALT + U^000000 keys at the same time.";
+ next;
+ cutin "",255;
+ mes "[Sprakki]";
+ mes "Have you checked the Quest Info Window?";
+ mes "I'll be waiting in the castle across the bridge.";
+ close;
+ } else {
+ mes "[Sprakki]";
+ mes "I will be waiting for you across the Bridge to the east.";
+ close;
+ }
+}
+
+//============================================================================
+// Sprakki (Inside Castle)
+//============================================================================
+new_1-2,100,29,4 script Sprakki#nv2 90,{
+ if(job_novice_q < 1) {
+ mes "[Sprakki]";
+ mes "Hello there! Welcome to the World of Ragnarok Online. My name is Sprakki and I'm in charge of giving you basic gameplay tips.";
+ mes "Click on the [Next] button or press [Enter] to continue.";
+ next;
+ mes "[Sprakki]";
+ mes "First you need to learn the very basics of controlling your character.";
+ mes "All the basic ^4A4AFFmoves, selection of items, and attacks^000000 use the ^4A4AFFleft click of the mouse^000000.";
+ next;
+ cutin "tutorial01",3;
+ mes "-! Info !-";
+ mes "Click on the ground to move the character.";
+ mes "Attacking monsters and conversations with the people of this world can be done by simply clicking on them.";
+ next;
+ cutin "",255;
+ setquest 7117;
+ set job_novice_q,1;
+ mes "[Sprakki]";
+ mes "Well then, I will give you a quest to talk to me.";
+ mes "After the conversation is over, talk to me again by left-clicking on me.";
+ next;
+ cutin "tutorial02",3;
+ mes "-! Info !-";
+ mes "You've received a quest from Sprakki.";
+ mes "You can check the contents of the quest in the Quest Info Window by pressing the ^4A4AFFAlt + U^000000 keys at the same time.";
+ next;
+ cutin "",255;
+ mes "[Sprakki]";
+ mes "Have you checked the Quest Info Window?";
+ mes "Well, talk to me again.";
+ close;
+ } else {
+ if(job_novice_q == 1) {
+ getexp 300,0;
+ getexp 300,5;
+ completequest 7117;
+ set job_novice_q,2;
+ mes "[Sprakki]";
+ mes "Great!";
+ mes "Now you know how to move and talk to others, right?";
+ next;
+ }
+ mes "[Sprakki]";
+ mes "The training Center is prepared for novices just like you.";
+ mes "You are going to be trained to get used to the basics of the Game.";
+ next;
+ select("Begin Training.");
+ mes "[Sprakki]";
+ mes "I will guide you to the Novice Training Center.";
+ mes "Inside, Instructor 'Brade' will be waiting to speak to you.";
+ next;
+ setquest 7118;
+ set job_novice_q,3;
+ mes "[Sprakki]";
+ mes "Instructor 'Brade' will help you afterwards.";
+ mes "Please, Go see him.";
+ next;
+ mes "^4A4AFF- You received a quest 'Novice Training Ground-1' from Sprakki.^000000";
+ mes "^4A4AFFPlease check the Quest Info Window.-^000000";
+ close2;
+ savepoint "new_1-2",100,100;
+ warp "new_1-2",100,100;
+ end;
+ }
+}
+
+
+//============================================================================
+// Instructor Brade
+//============================================================================
+new_1-2,100,105,4 script Brade#nv 733,{
+ if(job_novice_q < 3) {
+ mes "[Instructor Brade]";
+ mes "How did you get here?";
+ close2;
+ warp "new_1-1",53,111;
+ end;
+ }
+ else if(job_novice_q == 3) {
+ getexp 300,0;
+ getexp 300,0;
+ getexp 300,10;
+ completequest 7118;
+ set job_novice_q,4;
+ mes "[Instructor Brade]";
+ mes "Great.";
+ mes "You've completed the given quest successfully, so I will reward you with experience points.";
+ next;
+ mes "[Instructor Brade]";
+ mes "Experience Points you've earned from hunting or finishing quests can be checked by tracking the EXP Bar, located at the upper-left side of the display.";
+ next;
+ mes "[Instructor Brade]";
+ mes "Sigh... I will just talk roughly.";
+ mes "...I just can't get used to";
+ mes "'politeness' you know.";
+ mes "Don't look at me like that!";
+ next;
+ mes "[Instructor Brade]";
+ mes "Ok look alive you maggot.";
+ mes "Next up is items and equipment.";
+ next;
+ mes "[Instructor Brade]";
+ mes "First, take these.";
+ mes "These are very basic equipments and recovery potions.";
+ getitem 2352,1; // Novice_Plate
+ getitem 2510,1; // Novice_Hood
+ getitem 2414,1; // Novice_Boots
+ getitem 5055,1; // Novice_Egg_Cap
+ getitem 1243,1; // Novice_Knife
+ getitem 2112,1; // Novice_Guard
+ getitem 569,300; // Novice_Potion
+ setquest 7119;
+ set job_novice_q,5;
+ next;
+ mes "[Instructor Brade]";
+ mes "In the upper left Basic Info Window, press the 'Item' icon to open the Item Window.";
+ mes "The item window has 3 sections...";
+ next;
+ mes "[Instructor Brade]";
+ mes "consumable items, equipment and other items.";
+ mes "If you want to use or equip items, double-click on the item or drag them into the Equipment Window.";
+ next;
+ mes "[Instructor Brade]";
+ mes "You can see detailed info of each item by right-clicking on the item.";
+ mes "Do that and the info will pop-up in a separate window.";
+ next;
+ cutin "tutorial04",3;
+ mes "!- Info -!";
+ mes "Double-click on the item to see the detailed information.";
+ next;
+ mes "!- Info -!";
+ mes "Right-click on other players to show the Community Menu and you can join a party, request trades, etc.";
+ next;
+ cutin "",255;
+ mes "[Instructor Brade]";
+ mes "Why don't you equip the items I gave you earlier?";
+ mes "^4A4AFFDouble-Click^000000 on the item you want to equip. Let us continue after you are done gearing up.";
+ next;
+ cutin "tutorial03",3;
+ mes "!- Info -!";
+ mes "Items can be easily equipped or used by simply clicking on them.";
+ mes "The Hot Key to open the Item Window is Alt + E.";
+ next;
+ mes "!- Info -!";
+ mes "To check on the items that are currently equipped, use the hot key Alt + Q.";
+ mes "Or, drag the item on to the item slot you want the item to be equipped.";
+ next;
+ mes "!- Info -!";
+ mes "Equip all of the equipment given by Instructor Brade.";
+ close2;
+ cutin "",255;
+ end;
+ }
+ else if(job_novice_q == 4) {
+ mes "[Instructor Brade]";
+ mes "Uh... Where were we? Oh right, let's continue.";
+ mes "It's about items and equipments.";
+ next;
+ mes "[Instructor Brade]";
+ mes "Take these.";
+ mes "Basic equipments and recovery potions.";
+ getitem 2352,1; // Novice_Plate
+ getitem 2510,1; // Novice_Hood
+ getitem 2414,1; // Novice_Boots
+ getitem 5055,1; // Novice_Egg_Cap
+ getitem 1243,1; // Novice_Knife
+ getitem 2112,1; // Novice_Guard
+ getitem 569,300; // Novice_Potion
+ setquest 7119;
+ set job_novice_q,5;
+ next;
+ mes "[Instructor Brade]";
+ mes "In the upper left Basic Info Window, press the 'Item' icon to open the Item Window.";
+ mes "The item window is divided into...";
+ next;
+ mes "[Instructor Brade]";
+ mes "3 sections: consumable items, equipment and other items.";
+ mes "If you want to use or equip items, double-click on the item or drag them into the Equipment Window.";
+ next;
+ mes "[Instructor Brade]";
+ mes "You can see detailed info of each item by right-clicking on the item.";
+ mes "Do that and the info will pop-up in a separate window.";
+ next;
+ cutin "tutorial04",3;
+ mes "!- Info -!";
+ mes "Double-click on the item to see the detailed information.";
+ next;
+ mes "!- Info -!";
+ mes "Right-click on other players to show the Community Menu and you can join a party, request trades, etc.";
+ next;
+ cutin "",255;
+ mes "[Instructor Brade]";
+ mes "Why don't you equip the items I gave you earlier?";
+ mes "^4A4AFFDouble-Click^000000 on the item you want to equip. Let us continue after you are done gearing up.";
+ next;
+ cutin "tutorial03",3;
+ mes "!- Info -!";
+ mes "Items can be easily equipped or used by simply clicking on them.";
+ mes "The Hot Key to open the Item Window is Alt + E.";
+ next;
+ mes "!- Info -!";
+ mes "To check on the items that are currently equipped, use the hot key Alt + Q.";
+ mes "Or, drag the item on to the item slot you want the item to be equipped.";
+ next;
+ mes "!- Info -!";
+ mes "Equip all of the equipment given by Instructor Brade.";
+ close2;
+ cutin "",255;
+ end;
+ }
+ else if(job_novice_q == 5 || job_novice_q == 6) {
+ set .@EquipCheck,0;
+ if (getequipisequiped(EQI_SHOES)) { set .@EquipCheck,.@EquipCheck+1; }
+ if (getequipisequiped(EQI_ARMOR)) { set .@EquipCheck,.@EquipCheck+1; }
+ if (getequipisequiped(EQI_GARMET)) { set .@EquipCheck,.@EquipCheck+1; }
+ if (getequipisequiped(EQI_HEAD_TOP)) { set .@EquipCheck,.@EquipCheck+1; }
+ if (getequipisequiped(EQI_HAND_L)) { set .@EquipCheck,.@EquipCheck+1; }
+ if (getequipisequiped(EQI_HAND_R)) { set .@EquipCheck,.@EquipCheck+1; }
+ if(.@EquipCheck >= 4) {
+ if(job_novice_q == 5) {
+ mes "[Instructor Brade]";
+ mes "You are all set.";
+ mes "You are coming along just fine.";
+ getexp 300,0;
+ getexp 300,0;
+ getexp 300,0;
+ getexp 300,15;
+ getitem 12323,50; // N_Fly_Wing
+ getitem 12324,20; // N_Butterfly_Wing
+ completequest 7119;
+ set job_novice_q,6;
+ next;
+ mes "[Instructor Brade]";
+ mes "Here's some Fly Wings and Butterfly Wings as a reward.";
+ mes "You don't need these in the Training Ground, but they will come in handy later.";
+ next;
+ }
+ mes "[Instructor Brade]";
+ mes "Next, are Hot Keys.";
+ mes "Press the ^4A4AFF12 key^000000 on your keyboard.";
+ mes "A box with 9 slots will pop up.";
+ next;
+ mes "[Instructor Brade]";
+ mes "Drag on the right corner of the Hot Key Window and you will be able to see the other pages of the Hot Key.";
+ next;
+ mes "[Instructor Brade]";
+ mes "The F1 to F9 keys are the designated hotkeys.";
+ mes "Just drag a skill or an item onto the Hot Key Window and press a corresponding key to use them right away.";
+ next;
+ cutin "tutorial05",3;
+ mes "!- Info -!";
+ mes "You can register a skill or an item to the Hot Key Window by just dragging them onto the Hot Key Slot.";
+ next;
+ mes "!- Info -!";
+ mes "Registered Skills or Items can be used/equipped by just pressing the corresponding key.";
+ next;
+ mes "!- Info -!";
+ mes "You can customize the Hot Key to use any keys you please as the Hot Key by changing the Shortcut configuration in the options menu.";
+ next;
+ mes "!- Info -!";
+ mes "Register skills and items that you use often so that you can use them easily";
+ next;
+ cutin "",255;
+ mes "[Instructor Brade]";
+ mes "The last part is how to use Skills.";
+ mes "But before that, you need to learn something first.";
+ next;
+ setquest 7120;
+ set job_novice_q,7;
+ mes "[Instructor Brade]";
+ mes "Somewhere in this room, there's someone named ^4A4AFFJinha^000000.";
+ mes "Find Jinha and learn the ^4A4AFF[First Aid]^000000 skill from him.";
+ next;
+ mes "[Instructor Brade]";
+ mes "Your lesson is after that.";
+ mes "Go find Jinha and learn the [First Aid] Skill. Then come back to me.";
+ close;
+ }else{
+ mes "[Instructor Brade]";
+ mes "Try to put on at least 4 of the equipment I gave you.";
+ mes "Put those shoes on, wear those clothes, and arm yourself with that weapon you maggot.";
+ close;
+ }
+ }
+ else if(job_novice_q == 7) {
+ mes "[Instructor Brade]";
+ mes "Somewhere in this room, there's someone named ^4A4AFFJinha^000000.";
+ mes "Find Jinha and learn the ^4A4AFF[First Aid]^000000 skill from him.";
+ close;
+ }
+ else if(job_novice_q == 8) {
+ mes "[Instructor Brade]";
+ mes "Now you've learned the [First Aid] Skill.";
+ mes "Just as I told you before, by registering the First Aid Skill onto the Hot Key Window, you can use the skill fast and easy.";
+ next;
+ mes "[Instructor Brade]";
+ mes "And that's it, that's all I can teach you.";
+ mes "You see that exit to the west?";
+ mes "Move on to the next room and there will be another instructor waiting for you.";
+ next;
+ mes "[Instructor Brade]";
+ mes "We will be seeing each other soon enough.";
+ mes "But for now, go to the room to the west and get more information.";
+ next;
+ mes "[Instructor Brade]";
+ mes "You've come along fine this far.";
+ mes "This is not much, but that this as a reward.";
+ getitem 2393,1; // N_Adventurer's_Suit
+ completequest 7120;
+ set job_novice_q,9;
+ close;
+ }
+ else if(job_novice_q > 8) {
+ mes "[Instructor Brade]";
+ mes "Next step of the Training is done in the room west of here.";
+ mes "If you are lost, I can send you there.";
+ next;
+ if(select("I can get there by myself.:Please, send me to the next room.") == 2) {
+ mes "[Instructor Brade]";
+ mes "Oh well.";
+ mes "I think it's better than seeing you lost and wandering about.";
+ mes "Hahahaha...";
+ close2;
+ warp "new_1-2",41,172;
+ end;
+ }
+ mes "[Instructor Brade]";
+ mes "Good. That's the attitude you must have.";
+ mes "You can't just lean on others to help you.";
+ mes "Now, go ahead.";
+ close;
+ }
+ else {
+ mes "[Instructor Brade]";
+ mes "Why are you still here?";
+ close2;
+ warp "prontera",156,90;
+ end;
+ }
+}
+
+//============================================================================
+// Instructor Jinha
+//============================================================================
+new_1-2,115,120,4 script Jinha#nv 59,{
+ if(job_novice_q < 7) {
+ mes "[Jinha]";
+ mes "What can I help you with?";
+ mes "Hmm? You haven't followed the curriculum correctly.";
+ next;
+ mes "[Jinha]";
+ mes "You have to see Instructor Brade first before me. I will send you to Instructor Brade.";
+ close2;
+ warp "new_1-2",100,100;
+ end;
+ }
+ else if(job_novice_q == 7) {
+ mes "[Jinha]";
+ mes "Hello!";
+ mes "How can I help you?";
+ next;
+ select("I want to learn the use the [First Aid] Skill.");
+ mes "[Jinha]";
+ mes "That's right.";
+ mes "First Aid is the skill used to convert SP into HP when you are in danger.";
+ next;
+ specialeffect2 58;
+ specialeffect2 234;
+ mes "[Jinha]";
+ mes "It's recovery amount is small.";
+ mes "Still, it will help you not to faint from a critical hit.";
+ next;
+ skill "NV_FIRSTAID",1,0; // NV_FIRSTAID
+ set job_novice_q,8;
+ mes "[Jinha]";
+ mes "You can open the Skill Window by pressing the ^4A4AFFskill^000000 button in the Basic Window.";
+ mes "Hot Key is ^4A4AFFALT + S^000000.";
+ mes "Why don't you try the skill?";
+ next;
+ mes "[Jinha]";
+ mes "Good, now you know how to use the First Aid Skill, you have to move on to the next step.";
+ mes "Go back to Instructor Brade and show him what you've learned here.";
+ close;
+ }
+ else if(job_novice_q == 8) {
+ mes "[Jinha]";
+ mes "Didn't you learn the First Aid Skill already?";
+ mes "Have it checked by Instructor Brade.";
+ mes "If you don't know how to get to him, I will send you to him.";
+ next;
+ if(select("I'm good by myself.:Please, send me to him.") == 2) {
+ mes "[Jinha]";
+ mes "I will send you to Instructor Brade.";
+ close2;
+ warp "new_1-2",100,100;
+ end;
+ }
+ mes "[Jinha]";
+ mes "Very Good!";
+ mes "That's the right attitude!";
+ mes "You will be a great adventurer in the future.";
+ close;
+ }
+ else if(job_novice_q > 8) {
+ mes "[Jinha]";
+ mes "What can I do for you?";
+ mes "Next course will be continued in the West Room.";
+ mes "Go on to the west room.";
+ close;
+ }
+ else {
+ mes "[Jinha]";
+ mes "Why are you still here?";
+ close2;
+ warp "prontera",156,90;
+ end;
+ }
+}
+
+//============================================================================
+// People/Services in Ragnarok
+//============================================================================
+// ---------- Chocolat ----------
+new_1-2,32,172,4 script Chocolat#nv 96,{
+ if(job_novice_q < 9) {
+ mes "[Chocolat]";
+ mes "Hmm? Strange.";
+ mes "Let me see that Trainee ID for a sec.";
+ next;
+ mes "[Chocolat]";
+ mes "You were still on the basic course.";
+ mes "You should go back to Instructor Brade or Jinha.";
+ next;
+ mes "[Chocolat]";
+ mes "If you don't know how to find them, I can send you to Instructor Brade, How about it?";
+ next;
+ if(select("I will go myself.:Will you do that for me?") == 2) {
+ mes "[Chocolat]";
+ mes "Sure.";
+ mes "I will see you later.";
+ close2;
+ warp "new_1-2",100,100;
+ end;
+ }
+ mes "[Chocolat]";
+ mes "Sure. Go out to the door to the right.";
+ close;
+ }
+ else if(job_novice_q == 9) {
+ mes "[Chocolat]";
+ mes "I will tell you about the people you will be seeing in Town.";
+ mes "There are many kinds of people in town and some of them will be helpful to know.";
+ next;
+ mes "[Chocolat]";
+ mes "There are a lot of people in town, but among them, these people are the most important to know.";
+ next;
+ mes "[Chocolat]";
+ mes "They are [Kafra] Agents standing right behind me and their rival company the [Cool Event].";
+ mes "When you visit a town for the first time, you should talk to Information [Soldier].";
+ next;
+ mes "[Chocolat]";
+ mes "Well then, let's hear from each of them.";
+ mes "Start by talking to the [Kafra] agent.";
+ setquest 7121;
+ set job_novice_q,10;
+ close;
+ }
+ else if(job_novice_q == 10) {
+ mes "[Chocolat]";
+ mes "Here, talk to these guys standing behind me.";
+ mes "Start with the [Kafra] gal behind me.";
+ close;
+ }
+ else if(job_novice_q == 11) {
+ mes "[Chocolat]";
+ mes "You've learned a lot about Kafra service huh?";
+ mes "From now on, you can use the Kafra Server.";
+ next;
+ mes "[Chocolat]";
+ mes "Next is Kafra's rival, [Cool Event] Staff!";
+ mes "[Cool Event] Staff specialize in events.";
+ mes "Well, why don't you talk to him yourself?";
+ close;
+ }
+ else if(job_novice_q == 12) {
+ mes "[Chocolat]";
+ mes "After [Kafra] and [Cool Event], are the Information [Soldier]s.";
+ mes "They can seem insignificant but they can help you greatly when the time comes.";
+ next;
+ mes "[Chocolat]";
+ mes "I've brought the Information Soldier from the City of Prontera.";
+ mes "Ask him what he actually does in town.";
+ close;
+ }
+ else if(job_novice_q == 13) {
+ mes "[Chocolat]";
+ mes "How was the guide of the Information [Soldier]?";
+ mes "Last is about using [Inn]s.";
+ mes "There's an Inn located in each town.";
+ next;
+ mes "[Chocolat]";
+ mes "You can rest at Inns or Hotels for a small fee.";
+ mes "Your HP and SP will be recovered completely by resting there.";
+ mes "Can't hurt to use one, eh?";
+ next;
+ mes "[Chocolat]";
+ mes "Besides these guys, there's many merchants selling various kind of items, so go check them out.";
+ completequest 7121;
+ getexp 300,0;
+ getexp 300,0;
+ getexp 300,0;
+ getexp 300,0;
+ getexp 300,0;
+ getexp 300,20;
+ getitem 7059,20; // Cargo_Free_Ticket
+ getitem 7060,30; // Warp_Free_Ticket
+ set job_novice_q,14;
+ next;
+ mes "[Chocolat]";
+ mes "You've completed all the quests I gave you.";
+ mes "As the reward, I will give you Free Tickets for Kafra Storage and Teleport Service.";
+ mes "They will come in handy.";
+ next;
+ mes "[Chocolat]";
+ mes "That's all for me.";
+ mes "Now, it's time for real combat!";
+ next;
+ mes "[Chocolat]";
+ mes "Real Combat Training will be given by Instructor Brade. You met him earlier.";
+ mes "I will send you to the Real Combat Training Field.";
+ close2;
+ savepoint "new_1-3",96,21;
+ warp "new_1-3",96,21;
+ end;
+ }
+ else if(job_novice_q > 13) {
+ mes "[Chocolat]";
+ mes "What can I do for you?";
+ next;
+ select("");
+ mes "[Chocolat]";
+ mes "I will send you to the Real Combat Training Field right away.";
+ close2;
+ savepoint "new_1-3",96,21;
+ warp "new_1-3",96,21;
+ end;
+ }
+ else {
+ mes "[Chocolat]";
+ mes "Why are you still here?";
+ close2;
+ warp "prontera",156,90;
+ end;
+ }
+}
+
+
+// ---------- Kafra ----------
+new_1-2,29,176,4 script Kafra#nv 117,{
+ if(job_novice_q < 10) {
+ mes "[Kafra Agent]";
+ mes "Hello.";
+ mes "I don't think it's my turn yet.";
+ mes "Please talk to 'Chocolat' first.";
+ close;
+ }
+ else if(job_novice_q == 10) {
+ mes "[Kafra Agent]";
+ mes "Hello.";
+ mes "I've been dispatched by the Kafra Head Office to help Trainees.";
+ mes "The Kafra Corporation is the world's largest company with a long and distinguished history on the Rune Midgard continent.";
+ mes "It's important for you adventurers to be close with us.";
+ next;
+ mes "[Kafra Agent]";
+ mes "I will inform you about the Kafra Services which you will be using most frequently, [Save], [Storage], and [Teleport] Services.";
+ next;
+ mes "[Kafra Agent]";
+ mes "When you talk to a Kafra Agent and ask for the Save Service, the location of where you will revive, after being defeated in battle, will be changed.";
+ next;
+ mes "[Kafra Agent]";
+ mes "Your Respawn Point is always the last place where you have saved.";
+ mes "Using a Butterfly Wing will return you to the place where you last saved.";
+ mes "This service is free to use, so feel free to use the Save Service anytime you like.";
+ next;
+ mes "[Kafra Agent]";
+ mes "Next is the Storage Service.";
+ mes "You can store and retrieve your items in any town at your convenience.";
+ next;
+ mes "[Kafra Agent]";
+ mes "It's unreasonable to carry all of your items with you when you don't need them right away.";
+ mes "Please use our Storage and keep your items safe and secure.";
+ next;
+ mes "[Kafra Agent]";
+ mes "Our convenient Storage Service is provided to our customers for a small fee which is different from town to town.";
+ mes "However, you must be at least ^4A4AFFBasic Skill Level 6^000000 to use the Storage.";
+ next;
+ mes "[Kafra Agent]";
+ mes "There are 7 different item sections of the Storage into which items are organized: Consumable, Kafra (Item Mall), Armor, Weapons, Ammo, Cards, and Etc items.";
+ next;
+ mes "[Kafra Agent]";
+ mes "There are a maximum of 600 Inventory Slots in Kafra Storage, meaning you can have up to 600 different kinds of total items in Storage.";
+ next;
+ mes "[Kafra Agent]";
+ mes "If you have a Premium Subscription, the maximum Inventory Slots in Kafra Storage is 600!";
+ mes "Remember though, that in the case of Equipment, each item takes up one Inventory Slot.";
+ mes "The maximum number of items that can be placed in Kafra Storage is 30,000.";
+ next;
+ mes "[Kafra Agent]";
+ mes "Storage is shared by everyone character on one account.";
+ mes "Storage Fees can vary for each Town.";
+ mes "So please keep that in mind when you are using our storage service.";
+ next;
+ mes "[Kafra Agent]";
+ mes "We also provide you with a Teleport Service to make your trips easier when you are trying to move a long distance.";
+ next;
+ mes "[Kafra Agent]";
+ mes "With our veteran teleporter's skill, your trip will be safer and more comfortable.";
+ mes "Oh and remember that the places you can teleport to vary from town to town.";
+ next;
+ mes "[Kafra Agent]";
+ mes "This is all for your never ending support. We are working hard to repay our debt to our customers.";
+ next;
+ mes "[Kafra Agent]";
+ mes "Do you want to hear another explanation?";
+ set job_novice_q,11;
+ next;
+ goto L_ServiceMenu;
+ }
+ else {
+ mes "[Kafra Agent]";
+ mes "Kafra Service at your service";
+ mes "What can I do for you?";
+ next;
+ select("About Kafra Service");
+ mes "[Kafra Agent]";
+ mes "I will explain about the Kafra Service.";
+ mes "Which service do you want to be informed about?";
+ next;
+ goto L_ServiceMenu;
+ }
+
+ L_ServiceMenu:
+ while(1) {
+ switch(select("About Save:About Storage:About Teleport:About Cart:No More.")) {
+ case 1:
+ mes "[Kafra Agent]";
+ mes "When you are killed in battle, you can revive in the location you saved with this service.";
+ mes "If you save at a Kafra in a village, you can revive in the village you saved.";
+ next;
+ mes "[Kafra Agent]";
+ mes "Saved location is always where you saved last, and by using a Butterfly Wing, you can teleport directly to your saved point.";
+ mes "So feel free to use this service.";
+ next;
+ break;
+ case 2:
+ mes "[Kafra Agent]";
+ mes "Next is the Storage Service.";
+ mes "You can store and retrieve your items in any town at your convenience.";
+ next;
+ mes "[Kafra Agent]";
+ mes "It's unreasonable to carry all of your items with you when you don't need them right away.";
+ mes "Please use our Storage and keep your items safe and secure.";
+ next;
+ mes "[Kafra Agent]";
+ mes "Our convenient Storage Service is provided to our customers for a small fee which is different from town to town.";
+ mes "However, you must be at least ^4A4AFFBasic Skill Level 6^000000 to use the Storage.";
+ next;
+ mes "[Kafra Agent]";
+ mes "There are 7 different item sections of the Storage into which items are organized: Consumable, Kafra (Item Mall), Armor, Weapons, Ammo, Cards, and Etc items.";
+ next;
+ mes "[Kafra Agent]";
+ mes "There are a maximum of 600 Inventory Slots in Kafra Storage, meaning you can have up to 600 different kinds of total items in Storage.";
+ next;
+ mes "[Kafra Agent]";
+ mes "If you have a Premium Subscription, the maximum Inventory Slots in Kafra Storage is 600!";
+ mes "Remember though, that in the case of Equipment, each item takes up one Inventory Slot.";
+ mes "The maximum number of items that can be placed in Kafra Storage is 30,000.";
+ next;
+ mes "[Kafra Agent]";
+ mes "Storage is shared by everyone character on one account.";
+ mes "Storage Fees can vary for each Town.";
+ mes "So please keep that in mind when you are using our storage service.";
+ next;
+ break;
+ case 3:
+ mes "[Kafra Agent]";
+ mes "We also provide you with a Teleport Service to make your trips easier when you are trying to move a long distance.";
+ next;
+ mes "[Kafra Agent]";
+ mes "With our veteran teleporter's skill, your trip will be safer and more comfortable.";
+ mes "Oh and remember that the places you can teleport to vary from town to town.";
+ next;
+ mes "[Kafra Agent]";
+ mes "This is all for your never ending support. We are working hard to repay our debt to our customers.";
+ next;
+ break;
+ case 4:
+ mes "[Kafra Agent]";
+ mes "The Kafra corporation provides Cart rental services to customers engaged in commercial business.";
+ mes "Originally this cart rental service had been only provided by the merchant guild in Alberta.";
+ next;
+ mes "[Kafra Agent]";
+ mes "However, since we took over this service, our merchant customers have been able to rent carts from almost anywhere.";
+ mes "The cart rental service is available only for job classes engaged in commercial business such as ^4A4AFFMerchants, Blacksmiths, Alchemists, and Super Novices^000000.";
+ next;
+ mes "[Kafra Agent]";
+ mes "Of course you should learn the 'Pushcart' skill beforehand, otherwise you will not be able to rent a cart from us.";
+ mes "The rental fee varies by town, please keep that in mind.";
+ next;
+ break;
+ case 5:
+ mes "[Kafra Agent]";
+ mes "I hope you are satisfied with my explanation about the Kafra Service.";
+ close;
+ }
+ }
+}
+
+// ---------- Cool Event Staff ----------
+new_1-2,32,176,4 script Cool Event Staff#nv 874,{
+ if(job_novice_q < 11) {
+ mes "[Cool Event Staff]";
+ mes "This is not my turn.";
+ mes "You finished talking to Kafra yet?";
+ close;
+ }
+ else if(job_novice_q == 11) {
+ mes "[Cool Event Staff]";
+ mes "Hello.";
+ mes "We are working hard to provide events on Rune Midgard similar to the Kafra service.";
+ next;
+ mes "[Cool Event Staff]";
+ mes "Our staff is here to support you with [storage], [save], and [teleport] services.";
+ next;
+ mes "[Cool Event Staff]";
+ mes "If there's no Kafra around you, we're around to help you.";
+ next;
+ mes "[Cool Event Staff]";
+ mes "We are working hard on a network of Events to make your life better.";
+ mes "I hope that you can meet our staff in Alberta.";
+ next;
+ mes "[Cool Event Staff]";
+ mes "Who knows, we might meet outside of this academy.";
+ next;
+ mes "[Cool Event Staff]";
+ mes "Mostly all of us wear red coats in the places that the Kafra Staff don't work for.";
+ set job_novice_q,12;
+ close;
+ }
+ else {
+ mes "[Cool Event Staff]";
+ mes "Most of our services are similar to those of Kafra.";
+ close;
+ }
+}
+
+// ---------- Soldier ----------
+new_1-2,35,176,4 script Soldier#nv 105,{
+ if(job_novice_q < 12) {
+ mes "[Soldier]";
+ mes "It isn't my turn yet.";
+ mes "Listen to Chocolat.";
+ close;
+ }
+ else if(job_novice_q == 12) {
+ mes "[Soldier]";
+ mes "Soldiers are in each town to guide you to useful places.";
+ mes "Ask us where you want to go and we'll mark your mini maps with a ^4A4AFF+^000000.";
+ mes "Don't hesitate to ask us questions.";
+ next;
+ mes "[Soldier]";
+ mes "We all don't look the same in every town but our roles are the same.";
+ mes "Take note of this whenever you go to a new town.";
+ next;
+ mes "[Soldier]";
+ mes "If you want to go to your first town, you can do so once you have reached Base Level 11 in the training grounds.";
+ set job_novice_q,13;
+ close;
+ }
+ else {
+ mes "[Soldier]";
+ mes "What can I help you with?";
+ mes "Need me to explain what I do again?";
+ next;
+ if(select("Yes, I need an explanation.:Nope") == 2) {
+ mes "[Soldier]";
+ mes "Ok well talk to Chocolat if you're done talking with us.";
+ close;
+ }
+ mes "[Soldier]";
+ mes "Soldiers are in each town to guide you to useful places.";
+ mes "Ask us where you want to go and we'll mark your mini maps with a ^4A4AFF+^000000.";
+ mes "Don't hesitate to ask us questions.";
+ next;
+ mes "[Soldier]";
+ mes "We all don't look the same in every town but our roles are the same.";
+ mes "Take note of this whenever you go to a new town.";
+ next;
+ mes "[Soldier]";
+ mes "If you want to go to your first town, you can do so once you have reached Base Level 11 in the training grounds.";
+ close;
+ }
+}
+
+//============================================================================
+// Instructor Brade (Real Combat Training)
+//============================================================================
+- script Brade#nv::NvBrade 733,{
+ if(job_novice_q < 14) {
+ mes "[Brade]";
+ mes "How did you get here?";
+ close2;
+ warp "new_1-2",100,100;
+ end;
+ }
+ else if(job_novice_q == 14) {
+ mes "[Brade]";
+ mes "Welcome.";
+ mes "Now this is real practice.";
+ mes "We can practice real battle here.";
+ next;
+ mes "[Brade]";
+ mes "As I explained the first time, we can click on the monsters.";
+ mes "One attack per click.";
+ next;
+ mes "[Brade]";
+ mes "For convenience,";
+ mes "^4A4AFFIf you hold down the Ctrl key,^000000";
+ mes "while attacking, you will automatically attack.";
+ next;
+ mes "[Brade]";
+ mes "You can also set this mode before battle by typing ^4A4AFF[ /nc ]^000000.";
+ next;
+ mes "[Brade]";
+ mes "Then, let's go Poring hunting.";
+ mes "Please hunt Poring's on Level 1 of the training grounds.";
+ setquest 7122;
+ set job_novice_q,15;
+ getitem 569,100; // Novice_Potion
+ next;
+ mes "^4A4AFF- You've received a quest from Instructor Brade.^000000";
+ mes "^4A4AFFPlease check the quest information window. -^000000";
+ close;
+ }
+ else if(job_novice_q == 15) {
+ if(checkquest(7122,HUNTING) == 2) {
+ mes "[Brade]";
+ mes "You can see it is not so hard, right?";
+ mes "Nice job.";
+ getitem 13040,1; // N_Cutter
+ getexp 1000,0;
+ getexp 1000,0;
+ getexp 1000,30;
+ completequest 7122;
+ set job_novice_q,16;
+ next;
+ mes "[Brade]";
+ mes "Now all of the courses are almost done.";
+ mes "You are a Novice, and you can't get any jobs yet.";
+ next;
+ mes "[Brade]";
+ mes "If you acquire all of basic skills with Job Level 10, you can change your job.";
+ next;
+ mes "[Brade]";
+ mes "The first job classes are defined into 6 classes.";
+ next;
+ mes "[Brade]";
+ mes "The 6 basic jobs are";
+ mes "Swordman, Thief,";
+ mes "Acolyte, Mage,";
+ mes "Archer and Merchant.";
+ next;
+ mes "[Brade]";
+ mes "Let's experience the basic 6 jobs, Swordman, Thief, Acolyte, Mage, Archer and Merchant and see what those jobs can do.";
+ next;
+ mes "[Brade]";
+ mes "Behind me, there are people dispatched from each of the basic Job Guilds.";
+ mes "These people will give you instruction manuals that allow you to experience some limited skills of each job.";
+ next;
+ mes "[Brade]";
+ mes "Equip a manual of the job which you want to experience, and you will be able to use some basic skills of that corresponding job.";
+ mes "Try those skills and decide which job to choose.";
+ close;
+ }else{
+ mes "[Brade]";
+ mes "Kill enough Porings.";
+ mes "Porings are easy to deal with, so cheer up.";
+ mes "Try again.";
+ percentheal 100,100;
+ skilleffect 28,9999;
+ close;
+ }
+ }
+ else {
+ mes "[Brade]";
+ mes "Have you tried the skills in the Manuals?";
+ mes "If you want to hear information about each job, talk to the people dispatched by the Job Guilds.";
+ next;
+ mes "[Brade]";
+ mes "I think you've learned enough, if you want to learn more, then speak to the Eden Group girl next to the Trainers.";
+ next;
+ mes "[Brade]";
+ mes "Try using the job manuals to find out the characteristics of each job's skills.";
+ mes "I will restore your HP and SP...Keep it up.";
+ percentheal 100,100;
+ skilleffect 28,9999;
+ close;
+ }
+}
+
+new_1-3,96,30,4 duplicate(NvBrade) Brade#nv1 733
+new_2-3,96,30,4 duplicate(NvBrade) Brade#nv2 733
+new_3-3,96,30,4 duplicate(NvBrade) Brade#nv3 733
+new_4-3,96,30,4 duplicate(NvBrade) Brade#nv4 733
+new_5-3,96,30,4 duplicate(NvBrade) Brade#nv5 733
+
+//============================================================================
+// Job Guides (Real Combat Training)
+//============================================================================
+// ---------------------------- Swordman Guide -------------------------------
+- script Swordman Guide#nv::NvSwd 728,{
+ if(job_novice_q < 16) {
+ mes "[Swordman Guildsman]";
+ mes "I won't help you until you finish Brade's instructions.";
+ close;
+ }
+ else if(checkquest(7123,HUNTING) != -1 && checkquest(7123,HUNTING) != 2) {
+ mes "[Swordman Guildsman]";
+ mes "Hunt two Picky monsters.";
+ mes "You can find them in the more difficult training grounds by talking to Trainer Brutus.";
+ close2;
+ }
+ else if(checkquest(7123) != 2 && checkquest(7123,HUNTING) == 2) {
+ mes "[Swordman Guildsman]";
+ mes "Great.";
+ mes "I think that you're good enough to be a Swordman.";
+ mes "I'll give you some potions as a reward.";
+ completequest 7123;
+ getitem 569,200; // Novice_Potion
+ getexp 1000,0;
+ getexp 1000,0;
+ getexp 1000,0;
+ getexp 1000,0;
+ getexp 1000,100;
+ close2;
+ }
+ mes "[Swordman Guildsman]";
+ mes "Can I help you?";
+ next;
+ switch(select("About Swordman Class.:Job change to Swordman.:Got any quests?:Cancel.")) {
+ case 1:
+ mes "[Swordman Guildsman]";
+ mes "Literally, Swordman means one, who is specialized in wielding swords.";
+ mes "But they can also choose to use spears if they so choose.";
+ next;
+ mes "[Swordman Guildsman]";
+ mes "We possess strong physical strength.";
+ mes "So naturally we can equip heavy armors and weapons.";
+ mes "Most weapon classes, except for bows and rods, are equippable by our class.";
+ next;
+ mes "[Swordman Guildsman]";
+ mes "The only weakness of the Swordman class is that they cannot use magic spells.";
+ mes "But we've compensated for that by using elemental weapons.";
+ next;
+ mes "[Swordman Guildsman]";
+ mes "The merits of being a Swordman is the enormous amount of HP we have.";
+ mes "Most of us can bear the grunt of our enemies' attacks with relative ease.";
+ next;
+ mes "[Swordman Guildsman]";
+ mes "And we are unrivaled when it comes to one-on-one melee combat.";
+ next;
+ mes "[Swordman Guildsman]";
+ mes "Anyone who chooses to be a Swordman will likely play the role of the tank. It is our duty to protect the weak.";
+ next;
+ mes "[Swordman Guildsman]";
+ mes "As a Swordman you can advance to a ^8C2121Knight^000000 or ^8C2121Crusader^000000 class as your 2nd class profession.";
+ mes "And just recently third professions have been discovered.";
+ if(countitem(2819) == 0 && (getequipid(EQI_ACC_L) != 2819 || getequipid(EQI_ACC_R) != 2819)) {
+ next;
+ mes "[Swordman Guildsman]";
+ mes "If you're interested in being a Swordman, I'll offer you this manual.";
+ mes "Do you want to try the skills of a Swordman?";
+ next;
+ if(select("I'll try the Swordman skills.:No Thanks.") == 2) {
+ mes "[Swordman Guildsman]";
+ mes "Hum. Do you think so?";
+ mes "Ok, I agree with you. Choosing a job is very important in our lives.";
+ mes "Just talk to me whenever you want to experience Swordman skills.";
+ close;
+ }
+ mes "[Swordman Guildsman]";
+ mes "Here is the Swordman manual.";
+ mes "I'll just take any manuals from any other classes you have.";
+ next;
+ mes "[Swordman Guildsman]";
+ mes "Here is the Swordman manual.";
+ mes "I'll just take any manuals from any other classes you have.";
+ nude;
+ if(countitem(2820) > 0) delitem 2820,1; // Thief_Manual
+ if(countitem(2821) > 0) delitem 2821,1; // Acolyte_Manual
+ if(countitem(2822) > 0) delitem 2822,1; // Archer_Manual
+ if(countitem(2823) > 0) delitem 2823,1; // Merchant_Manual
+ if(countitem(2824) > 0) delitem 2824,1; // Mage_Manual
+ getitem 2819,1; // Swordsman_Manual
+ next;
+ mes "[Swordman Guildsman]";
+ mes "After equipping the Manual, open your Skill menu by pressing ALT+S.";
+ mes "Make sure to minimize your Skill tree by clicking the '-' button on the top right corner of the Skill Tree Window.";
+ }
+ close;
+ case 2:
+ mes "[Swordman Guildsman]";
+ mes "Do you really want to change your job to Swordman?";
+ mes "If you want to be a Swordman, I'll send you to the Swordman Guild immediately.";
+ next;
+ mes "[Swordman Guildsman]";
+ mes "I think you have enough job levels, of course, right?";
+ mes "Do you want to stop your training now and go to the Swordman Guild?";
+ next;
+ if(select("I'll consider it again.:I'll go to the Swordman Guild.") == 2) {
+ mes "[Swordman Guildsman]";
+ mes "I see.";
+ mes "Then I'll end your training process and send you to the Swordman Guild.";
+ close2;
+ if(checkquest(7123) == 0 || checkquest(7123) == 1) { erasequest 7123; }
+ if(checkquest(7124) == 0 || checkquest(7124) == 1) { erasequest 7124; }
+ if(checkquest(7126) == 0 || checkquest(7126) == 1) { erasequest 7126; }
+ if(checkquest(7127) == 0 || checkquest(7127) == 1) { erasequest 7127; }
+ nude;
+ if(countitem(2819) > 0) delitem 2819,1; // Swordsman_Manual
+ if(countitem(2820) > 0) delitem 2820,1; // Thief_Manual
+ if(countitem(2821) > 0) delitem 2821,1; // Acolyte_Manual
+ if(countitem(2822) > 0) delitem 2822,1; // Archer_Manual
+ if(countitem(2823) > 0) delitem 2823,1; // Merchant_Manual
+ if(countitem(2824) > 0) delitem 2824,1; // Mage_Manual
+ savepoint "izlude",94,103;
+ warp "izlude_in",74,167;
+ end;
+ }
+ mes "[Swordman Guildsman]";
+ mes "Please try enough instruction manuals from each job class and consider it carefully.";
+ mes "Of course, you're always welcomed.";
+ close;
+ case 3:
+ if(checkquest(7123,HUNTING) != -1 && checkquest(7123,HUNTING) != 2) {
+ mes "[Swordman Guildsman]";
+ mes "Hunt two Picky monsters.";
+ mes "You can find them in the more difficult training grounds by talking to Trainer Brutus.";
+ close;
+ }
+ else if(checkquest(7123) == 2) {
+ mes "[Swordman Guildsman]";
+ mes "I think you finished that quest already, right?";
+ mes "You'll experience more of these quests as you grow as an adventurer in the world.";
+ next;
+ mes "[Swordman Guildsman]";
+ mes "Your training is now complete.";
+ mes "If you choose to become a Swordman I wish you goodluck.";
+ close;
+ }
+ else{
+ mes "[Swordman Guildsman]";
+ mes "You want me to give you a quest?";
+ mes "Umm. Let me see.";
+ mes "Ok! Hunt a couple of Picky monsters around here.";
+ next;
+ mes "^4A4AFFYou received a hunting request from a staff of the Swordman Guild.^000000";
+ mes "^4A4AFFYou can check the contents of the quest from the quest information window.^000000";
+ setquest 7123;
+ next;
+ mes "[Swordman Guildsman]";
+ mes "Use the 'Bash' skill in the Swordman manual.";
+ mes "Open your Skill Tree by pressing ^4A4AFFAlt + S^000000 and minimize the window by pressing the '-' button on the top right corner of the window to see the available Swordman skills.";
+ next;
+ mes "[Swordman Guildsman]";
+ mes "Talk to Trainer Brutus if you want to fight stronger monsters.";
+ mes "I'll wait for you here.";
+ mes "Wish you a good luck.";
+ close;
+ }
+ case 4:
+ mes "[Swordman Guildsman]";
+ mes "If you have any questions about the Swordman class, please ask me.";
+ mes "The Swordman Guild is waiting for novices like you.";
+ close;
+ }
+}
+
+new_1-3,97,41,4 duplicate(NvSwd) Swordman Guide#nv1 728
+new_2-3,97,41,4 duplicate(NvSwd) Swordman Guide#nv2 728
+new_3-3,97,41,4 duplicate(NvSwd) Swordman Guide#nv3 728
+new_4-3,97,41,4 duplicate(NvSwd) Swordman Guide#nv4 728
+new_5-3,97,41,4 duplicate(NvSwd) Swordman Guide#nv5 728
+
+// ---------------------------- Mage Guide ----------------------------------
+- script Mage Guide#nv::NvMag 123,{
+ if(job_novice_q < 16) {
+ mes "[Mage Guide]";
+ mes "You are still in the process of training with Instructor Brade.";
+ close;
+ }
+ else if(checkquest(7124,HUNTING) != -1 && checkquest(7124,HUNTING) != 2) {
+ mes "[Mage Guide]";
+ mes "The quest is that you have to hunt Lunatics and bring 5 clovers.";
+ close2;
+ }
+ else if(checkquest(7124) != 2 && checkquest(7124,HUNTING) == 2) {
+ mes "[Mage Guide]";
+ mes "You have done an excellent job.";
+ mes "So, did you find any interests about Mages?";
+ mes "Alright. I will give something...";
+ mes "Here are Novice Butterfly Wings, please take them.";
+ completequest 7124;
+ getitem 12324,30; // N_Butterfly_Wing
+ getexp 1000,0;
+ getexp 1000,0;
+ getexp 1000,0;
+ getexp 1000,0;
+ getexp 1000,100;
+ close2;
+ }
+ mes "[Mage Guide]";
+ mes "What can I help you with?";
+ next;
+ switch(select("Tell me about Mages:I want to be a Mage:Give me a Quest:Cancel")) {
+ case 1:
+ mes "[Mage Guide]";
+ mes "Mages are those who can use magic when they need to protect their friends.";
+ mes "Mages can curse enemies using the elements of fire, water, earth and thunder magic.";
+ next;
+ mes "[Mage Guide]";
+ mes "However they cannot equip other weapons but staffs and books.";
+ mes "Because they are too delicate to carry heavy weapons.";
+ next;
+ mes "[Mage Guide]";
+ mes "But they can cover this weakness by their remarkable magic skills.";
+ mes "That is why many people want to become a Mage!";
+ next;
+ mes "[Mage Guide]";
+ mes "Mages have to be in their guild for guild's power and honor.";
+ mes "This is one of the reasons why Mages are popular in any parties and guilds.";
+ mes "Why don't you become a Mage?";
+ next;
+ mes "[Mage Guide]";
+ mes "^8C2121Mages can transform to Wizards or Sages as their second job.^000000";
+ if(countitem(2824) == 0 && (getequipid(EQI_ACC_L) != 2824 || getequipid(EQI_ACC_R) != 2824)) {
+ next;
+ mes "[Mage Guide]";
+ mes "Do you want to register to experience how it is to be a Mage?";
+ mes "Would you like to test Mage skills?";
+ next;
+ if(select("I want to test Mage skills.:I don't want to test it.") == 2) {
+ mes "[Mage Guide]";
+ mes "Hum. Do you think so.";
+ mes "Ok, I agree with you. Choosing a job is very important in our life.";
+ mes "Just talk to me whenever you want to experience Mage skills.";
+ close;
+ }
+ mes "[Mage Guide]";
+ mes "Here is the Mage Manual.";
+ mes "I will take the other job registration forms and manuals from you.";
+ next;
+ mes "[Mage Guide]";
+ mes "Here is the Mage Manual.";
+ mes "I will take the other job registration forms and manuals from you.";
+ nude;
+ if(countitem(2819) > 0) delitem 2819,1; // Swordsman_Manual
+ if(countitem(2820) > 0) delitem 2820,1; // Thief_Manual
+ if(countitem(2821) > 0) delitem 2821,1; // Acolyte_Manual
+ if(countitem(2822) > 0) delitem 2822,1; // Archer_Manual
+ if(countitem(2823) > 0) delitem 2823,1; // Merchant_Manual
+ getitem 2824,1; // Mage_Manual
+ next;
+ mes "[Mage Guide]";
+ mes "After equipping the Manual, open your Skill menu by pressing ALT+S.";
+ mes "Make sure to minimize your Skill tree by clicking the '-' button on the top right corner of the Skill Tree Window.";
+ }
+ close;
+ case 2:
+ mes "[Mage Guide]";
+ mes "You want to be a Mage?";
+ mes "Ok, then, I will send you to the Mage Guild union in Geffen right away.";
+ next;
+ mes "[Mage Guide]";
+ mes "Wait, have you checked your Job level?";
+ mes "Do you want to complete your Novice training and go straight to the Mage Guild's union?";
+ next;
+ if(select("I will think about it again.:Yes, complete my training.") == 2) {
+ mes "[Mage Guide]";
+ mes "Welcome!!";
+ mes "I will send you to the Mage Guilds union after you complete your Novice training.";
+ close2;
+ if(checkquest(7123) == 0 || checkquest(7123) == 1) { erasequest 7123; }
+ if(checkquest(7124) == 0 || checkquest(7124) == 1) { erasequest 7124; }
+ if(checkquest(7126) == 0 || checkquest(7126) == 1) { erasequest 7126; }
+ if(checkquest(7127) == 0 || checkquest(7127) == 1) { erasequest 7127; }
+ nude;
+ if(countitem(2819) > 0) delitem 2819,1; // Swordsman_Manual
+ if(countitem(2820) > 0) delitem 2820,1; // Thief_Manual
+ if(countitem(2821) > 0) delitem 2821,1; // Acolyte_Manual
+ if(countitem(2822) > 0) delitem 2822,1; // Archer_Manual
+ if(countitem(2823) > 0) delitem 2823,1; // Merchant_Manual
+ if(countitem(2824) > 0) delitem 2824,1; // Mage_Manual
+ savepoint "geffen",119,38;
+ warp "geffen_in",163,98;
+ end;
+ }
+ mes "[Mage Guide]";
+ mes "Please test what Mage skills are all about before you decide.";
+ mes "We are always welcome to have you!";
+ close;
+ case 3:
+ if(checkquest(7124,HUNTING) != -1 && checkquest(7124,HUNTING) != 2) {
+ mes "[Mage Guide]";
+ mes "The quest is that you have to hunt Lunatics and bring 5 clovers.";
+ close;
+ }
+ else if(checkquest(7124) == 2) {
+ mes "[Mage Guide]";
+ mes "You have already completed the quest.";
+ mes "Once you enter the main world, you can get various exciting quests there!";
+ next;
+ mes "[Mage Guide]";
+ mes "This should be enough for your training.";
+ close;
+ }
+ else {
+ mes "[Mage Guide]";
+ mes "Huh? Quest?";
+ mes "Hmm... What would be suited for you...?";
+ mes "Would you like to hunt Lunatics by using Bolt skills?";
+ next;
+ mes "^4A4AFFYou have received a Hunting quest from the Mage Guide.^000000";
+ mes "^4A4AFFYou can get more information about the quest from the quest window.^000000";
+ setquest 7124;
+ next;
+ mes "[Mage Guide]";
+ mes "You are able to use 'Fire Bolt' skill that is shown on the Mage manual.";
+ mes "I will wait for you here.";
+ mes "Good luck!";
+ close;
+ }
+ case 4:
+ mes "[Mage Guide]";
+ mes "If you have any questions about Mages, feel free to ask me.";
+ mes "I think you could be a intelligent Mage...";
+ close;
+ }
+}
+
+new_1-3,101,41,4 duplicate(NvMag) Mage Guide#nv1 123
+new_2-3,101,41,4 duplicate(NvMag) Mage Guide#nv2 123
+new_3-3,101,41,4 duplicate(NvMag) Mage Guide#nv3 123
+new_4-3,101,41,4 duplicate(NvMag) Mage Guide#nv4 123
+new_5-3,101,41,4 duplicate(NvMag) Mage Guide#nv5 123
+
+// ---------------------------- Thief Guide ---------------------------------
+- script Thief Guide#nv::NvThf 118,{
+ if(job_novice_q < 16) {
+ mes "[Thief Guild Member]";
+ mes "You look like you are not done with Instructor Brade's lessons.";
+ close;
+ }
+ else if(checkquest(7127,HUNTING) != -1 && checkquest(7127,HUNTING) != 2) {
+ mes "[Thief Guild Member]";
+ mes "Hunt 5 Willows and then come talk to me to finish your quest.";
+ close2;
+ }
+ else if(checkquest(7127) != 2 && checkquest(7127,HUNTING) == 2) {
+ mes "[Thief Guild Member]";
+ mes "You are very strong.";
+ mes "These are not many but let me give you a reward for your effort.";
+ completequest 7127;
+ getitem 12323,50; // N_Fly_Wing
+ getexp 1000,0;
+ getexp 1000,0;
+ getexp 1000,0;
+ getexp 1000,0;
+ getexp 1000,100;
+ close2;
+ }
+ mes "[Thief Guild Member]";
+ mes "How can I help you?";
+ next;
+ switch(select("About the Thief Class.:I want to be a Thief.:Got any Quests?:Cancel.")) {
+ case 1:
+ mes "[Thief Guild Member]";
+ mes "Thieves are experts at using Dagger class weapons.";
+ mes "They strike quickly and easily evade attacks from their enemies.";
+ next;
+ mes "[Thief Guild Member]";
+ mes "Thieves can learn skills that allow them to hide from their enemies or steal items from monsters.";
+ mes "They are also feared for their use of poison, which slowly weakens their enemies.";
+ next;
+ mes "[Thief Guild Member]";
+ mes "In jeopardy, or in the case that thieves do not want to reveal themselves, they can use their skill to hide themselves easily.";
+ next;
+ mes "[Thief Guild Member]";
+ mes "Thieves can change their jobs to ^8C2121Assassins^000000 or ^8C2121Rogues.^000000";
+ if(countitem(2820) == 0 && (getequipid(EQI_ACC_L) != 2820 || getequipid(EQI_ACC_R) != 2820)) {
+ next;
+ mes "[Thief Guild Member]";
+ mes "If you want, I'll give you a Thief skill manual.";
+ mes "Would you like to experience the skills of a Thief?";
+ next;
+ if(select("Yes, I would.:No, I don't.") == 2) {
+ mes "[Thief Guild Member]";
+ mes "Oh, are you sure?";
+ mes "Class selection is very important so please consider it carefully.";
+ mes "If you want to ask about Thieves, please talk to me any time.";
+ close;
+ }
+ mes "[Thief Guild Member]";
+ mes "Here, please take the Thief manual.";
+ mes "I'll just take the other class manuals while I'm at it.";
+ next;
+ mes "[Thief Guild Member]";
+ mes "Here, please take the Thief manual.";
+ mes "I'll just take the other class manuals while I'm at it.";
+ nude;
+ if(countitem(2819) > 0) delitem 2819,1; // Swordsman_Manual
+ if(countitem(2821) > 0) delitem 2821,1; // Acolyte_Manual
+ if(countitem(2822) > 0) delitem 2822,1; // Archer_Manual
+ if(countitem(2823) > 0) delitem 2823,1; // Merchant_Manual
+ if(countitem(2824) > 0) delitem 2824,1; // Mage_Manual
+ getitem 2820,1; // Thief_Manual
+ next;
+ mes "[Thief Guild Member]";
+ mes "Make sure to equip the Skill Manual by double-clicking it in the Inventory Window.";
+ mes "Open your Skill Tree by pressing ^4A4AFFAlt + S^000000 and minimize the window by pressing the '-' button on the top right corner of the window to see the available skills.";
+ }
+ close;
+
+ case 2:
+ mes "[Thief Guild Member]";
+ mes "Do you really want to be a Thief?";
+ mes "If so, I will send you to the Thief Guild immediately.";
+ next;
+ mes "[Thief Guild Member]";
+ mes "You already reached the required job level, didn't you?";
+ mes "Do you want to finish the Novice training and go to the Thief Guild?";
+ next;
+ if(select("Let me consider it again.:Yes, I do.") == 2) {
+ mes "[Thief Guild Member]";
+ mes "Ok, I see.";
+ mes "Welcome. Then your Novice training is totally complete and you will be sent to the Thief Guild immediately.";
+ close2;
+ if(checkquest(7123) == 0 || checkquest(7123) == 1) { erasequest 7123; }
+ if(checkquest(7124) == 0 || checkquest(7124) == 1) { erasequest 7124; }
+ if(checkquest(7126) == 0 || checkquest(7126) == 1) { erasequest 7126; }
+ if(checkquest(7127) == 0 || checkquest(7127) == 1) { erasequest 7127; }
+ nude;
+ if(countitem(2819) > 0) delitem 2819,1; // Swordsman_Manual
+ if(countitem(2820) > 0) delitem 2820,1; // Thief_Manual
+ if(countitem(2821) > 0) delitem 2821,1; // Acolyte_Manual
+ if(countitem(2822) > 0) delitem 2822,1; // Archer_Manual
+ if(countitem(2823) > 0) delitem 2823,1; // Merchant_Manual
+ if(countitem(2824) > 0) delitem 2824,1; // Mage_Manual
+ savepoint "morocc",150,100;
+ warp "moc_prydb1",99,185;
+ end;
+ }
+ mes "[Thief Guild Member]";
+ mes "Have you tried all of the class manuals yet?";
+ mes "If you're undecided what job to take on I suggest you try talking to all the Guides first.";
+ close;
+ case 3:
+ if(checkquest(7127,HUNTING) != -1 && checkquest(7127,HUNTING) != 2) {
+ mes "[Thief Guild Member]";
+ mes "Hunt 5 Willows and then come talk to me to finish your quest.";
+ close;
+ }
+ else if(checkquest(7127) == 2) {
+ mes "[Thief Guild Member]";
+ mes "I'm sorry but I don't have any quests to give you right now.";
+ close;
+ }
+ else {
+ mes "[Thief Guild Member]";
+ mes "Quests?";
+ mes "Hmm, what will be good for you?";
+ mes "How about hunting some Willows.";
+ next;
+ mes "[Thief Guild Member]";
+ mes "You can't cheat this so make sure to kill 5 Willows. When you're done come and talk to me again.";
+ mes "If you talk to Trainer Brutus, he can send you to a more difficult training ground where there are Willows to hunt.";
+ next;
+ mes "[Thief Guild Member]";
+ mes "If you equip the Thief manual, you can have the effect of the skill, Double Attack.";
+ mes "Double Attack and Hide are the main skills of the Thief.";
+ setquest 7127;
+ close;
+ }
+ case 4:
+ mes "[Thief Guild Member]";
+ mes "If you have something to ask about the Thief job, feel free to ask me.";
+ close;
+ }
+}
+
+new_1-3,105,41,4 duplicate(NvThf) Thief Guide#nv1 118
+new_2-3,105,41,4 duplicate(NvThf) Thief Guide#nv2 118
+new_3-3,105,41,4 duplicate(NvThf) Thief Guide#nv3 118
+new_4-3,105,41,4 duplicate(NvThf) Thief Guide#nv4 118
+new_5-3,105,41,4 duplicate(NvThf) Thief Guide#nv5 118
+
+// ---------------------------- Merchant Guide ------------------------------
+- script Merchant Guide#nv::NvMer 97,{
+ if(job_novice_q < 16) {
+ mes "[Merchant Guide]";
+ mes "You are still in the process of training with sir Brade.";
+ close;
+ }
+ else if((checkquest(7126) == 0 || checkquest(7126) == 1) && Zeny < 300) {
+ mes "[Merchant Guide]";
+ mes "Zeny is the currency of Rune Midgard.";
+ mes "You can make zeny by selling loot as well as through making smart business decisions.";
+ next;
+ mes "[Merchant Guide]";
+ mes "You can get loot by killing monsters. After hunting monsters, you can sell those loot to make a profit!";
+ mes "What a valuable job it is! Isn't it?";
+ next;
+ mes "[Merchant Guide]";
+ mes "Why don't you try to be a Merchant?";
+ mes "Making money is not easy but it will be a great experience!";
+ close2;
+ }
+ else if((checkquest(7126) == 0 || checkquest(7126) == 1) && Zeny >= 300) {
+ mes "[Merchant Guide]";
+ mes "Excellent!";
+ mes "Zeny is the currency of Rune Midgard.";
+ mes "You can make zeny by selling loot as well as through making smart business decisions.";
+ next;
+ mes "[Merchant Guide]";
+ mes "We can use extremely powerful skills with zeny!";
+ mes "Mammonite! That is our ultimate attack skill!!";
+ mes "We basically paste money on the weapon and then strike the enemy.";
+ mes "Death by Zeny! Nyahahahaha!";
+ next;
+ mes "[Merchant Guide]";
+ mes "By the way, you have done an excellent job. So, I should give you something... What would be good?";
+ mes "Alright! What about Phracon?";
+ mes "Phracon is a metallic element which you can use for refining weapons.";
+ completequest 7126;
+ getitem 1010,7; // Phracon
+ getexp 1000,0;
+ getexp 1000,0;
+ getexp 1000,0;
+ getexp 1000,0;
+ getexp 1000,100;
+ close2;
+ }
+ mes "[Merchant Guide]";
+ mes "What can I help you with?";
+ next;
+ switch(select("Tell me about Merchants:I want to be a Merchant.:Give me a Quest.:Cancel")) {
+ case 1:
+ mes "[Merchant Guide]";
+ mes "Merchant? Simply put, they sell goods and make money.";
+ mes "That's the main focus for any Merchant.";
+ next;
+ mes "[Merchant Guide]";
+ mes "We have special skills for making money.";
+ mes "We can buy goods at a lower price and sell them at a higher price.";
+ next;
+ mes "[Merchant Guide]";
+ mes "Also Merchants can have Carts that we can store lots of items in.";
+ next;
+ mes "[Merchant Guide]";
+ mes "^8C2121Merchants can transform to a Blacksmith or an Alchemist^000000 as their second job.";
+ if(countitem(2823) == 0 && (getequipid(EQI_ACC_L) != 2823 || getequipid(EQI_ACC_R) != 2823)) {
+ next;
+ mes "[Merchant Guide]";
+ mes "Do you wan to see what it's like to be a Merchant?";
+ next;
+ if(select("I want to test Merchant skills.:I don't want to test it.") == 2) {
+ mes "[Merchant Guide]";
+ mes "Hum. Do you think so?";
+ mes "Ok, I agree with you. Choosing a job is very important in our life.";
+ mes "Just talk to me whenever you want to experience Merchant skills.";
+ close;
+ }
+ mes "[Merchant Guide]";
+ mes "Here is the Merchant skill manual.";
+ mes "I will take other job manuals from you while I'm at it.";
+ next;
+ mes "[Merchant Guide]";
+ mes "Here is the Merchant skill manual.";
+ mes "I will take other job manuals from you while I'm at it.";
+ nude;
+ if(countitem(2819) > 0) delitem 2819,1; // Swordsman_Manual
+ if(countitem(2820) > 0) delitem 2820,1; // Thief_Manual
+ if(countitem(2821) > 0) delitem 2821,1; // Acolyte_Manual
+ if(countitem(2822) > 0) delitem 2822,1; // Archer_Manual
+ if(countitem(2824) > 0) delitem 2824,1; // Mage_Manual
+ getitem 2823,1; // Merchant_Manual
+ next;
+ mes "[Merchant Guide]";
+ mes "Make sure to equip the Skill Manual by double-clicking it in the Inventory Window.";
+ mes "Open your Skill Tree by pressing ^4A4AFFAlt + S^000000 and minimize the window by pressing the '-' button on the top right corner of the window to see the available skills.";
+ }
+ close;
+
+ case 2:
+ mes "[Merchant Guide]";
+ mes "You want to be a Merchant?";
+ mes "Ok, then, I will send you to the Merchant Guild's union right away.";
+ next;
+ mes "[Merchant Guide]";
+ mes "Wait, have you checked your Job level?";
+ mes "Do you want to complete your Novice training and go straight to the Merchant Guild's union?";
+ next;
+ if(select("I will think about it again.:Yes, I want to go to the Merchant Guild's union.") == 2) {
+ mes "[Merchant Guide]";
+ mes "Welcome!!";
+ mes "I will send you to the Merchant Guild's union after you complete your Novice training.";
+ close2;
+ if(checkquest(7123) == 0 || checkquest(7123) == 1) { erasequest 7123; }
+ if(checkquest(7124) == 0 || checkquest(7124) == 1) { erasequest 7124; }
+ if(checkquest(7126) == 0 || checkquest(7126) == 1) { erasequest 7126; }
+ if(checkquest(7127) == 0 || checkquest(7127) == 1) { erasequest 7127; }
+ nude;
+ if(countitem(2819) > 0) delitem 2819,1; // Swordsman_Manual
+ if(countitem(2820) > 0) delitem 2820,1; // Thief_Manual
+ if(countitem(2821) > 0) delitem 2821,1; // Acolyte_Manual
+ if(countitem(2822) > 0) delitem 2822,1; // Archer_Manual
+ if(countitem(2823) > 0) delitem 2823,1; // Merchant_Manual
+ if(countitem(2824) > 0) delitem 2824,1; // Mage_Manual
+ savepoint "alberta",29,231;
+ warp "alberta_in",62,44;
+ end;
+ }
+ mes "[Merchant Guide]";
+ mes "Ok, I hope you consider being a Merchant.";
+ mes "We are always welcome to have you!";
+ close;
+ case 3:
+ if((checkquest(7126) == 0 || checkquest(7126) == 1) && Zeny < 300) {
+ mes "[Merchant Guide]";
+ mes "Zeny is the currency of Rune Midgard.";
+ mes "You can make zeny by selling loot as well as through making smart business decisions.";
+ next;
+ mes "[Merchant Guide]";
+ mes "You can get loot by killing monsters. After hunting monsters, you can sell those loot to make a profit!";
+ mes "What a valuable job it is! Isn't it?";
+ next;
+ mes "[Merchant Guide]";
+ mes "Why don't you try to be a Merchant?";
+ mes "Making money is not easy but it will be a great experience!";
+ close;
+ }
+ else if(checkquest(7126) == 2) {
+ mes "[Merchant Guide]";
+ mes "You have already completed the quest.";
+ mes "Once you enter the main world, you can get various exciting quests there!";
+ next;
+ mes "[Merchant Guide]";
+ mes "I think you're strong enough now to change your job right? Hahahaha don't waste too much time here Novice.";
+ close;
+ }
+ else {
+ mes "[Merchant Guide]";
+ mes "Huh? Quest??";
+ mes "Humm... What would be suited for you...?";
+ mes "Ok, then bring me ^4A4AFF300 zeny^000000 by selling some of your items to the Potato Merchant.";
+ next;
+ mes "[Merchant Guide]";
+ mes "If you equipped the Merchant manual you have the ability to use the 'Overcharge' and 'Discount' skills.";
+ setquest 7126;
+ next;
+ mes "[Merchant Guide]";
+ mes "Good luck!";
+ close;
+ }
+ case 4:
+ mes "[Merchant Guide]";
+ mes "If you have any questions about Merchants, feel free to ask me.";
+ mes "I think you could be a rich Merchant. AhHahaha.";
+ close;
+ }
+}
+
+new_1-3,109,41,4 duplicate(NvMer) Merchant Guide#nv1 97
+new_2-3,109,41,4 duplicate(NvMer) Merchant Guide#nv2 97
+new_3-3,109,41,4 duplicate(NvMer) Merchant Guide#nv3 97
+new_4-3,109,41,4 duplicate(NvMer) Merchant Guide#nv4 97
+new_5-3,109,41,4 duplicate(NvMer) Merchant Guide#nv5 97
+
+// ---------------------------- Archer Guide --------------------------------
+- script Archer Guide#nv::NvArc 727,{
+ if(job_novice_q < 16) {
+ mes "[Archer Guide]";
+ mes "You are still in the process of training with sir Brade.";
+ close;
+ }
+ mes "[Archer Guide]";
+ mes "What can I help you with?";
+ next;
+ switch(select("Tell me about Archers:I want to be an Archer:Cancel")) {
+ case 1:
+ mes "[Archer Guide]";
+ mes "Archers have specialized skills by using a Bow and have a variety of powerful skills.";
+ mes "Archers are good at staying back and picking off their targets.";
+ next;
+ mes "[Archer Guide]";
+ mes "Archers don't have great vitality so they have to keep their distance from enemies.";
+ next;
+ mes "[Archer Guide]";
+ mes "On the other hand, Archers are attentive and have incredibly accurate eyes.";
+ mes "So once they are ready to attack, they can kill enemies before they're even aware of their presence.";
+ next;
+ mes "[Archer Guide]";
+ mes "^8C2121Archers can transform to many second jobs like a Hunter.^000000";
+ mes "^8C2121Besides Hunters, Archers can transform to a Bard, if they are male.^000000";
+ mes "^8C2121They can transform to a Dancer, if they are female.^000000";
+ if(countitem(2822) == 0 && (getequipid(EQI_ACC_L) != 2822 || getequipid(EQI_ACC_R) != 2822)) {
+ next;
+ mes "[Archer Guide]";
+ mes "Do you want to register to test skill experience?";
+ mes "Would you like to test Archer skills?";
+ next;
+ if(select("I want to test Archer skills.:I don't want to test it.") == 2) {
+ mes "[Archer Guide]";
+ mes "Hum. Do you think so.";
+ mes "Ok, I agree with you. Choosing a job is very important in our life.";
+ mes "Just talk to me whenever you want to experience Archer skills.";
+ close;
+ }
+ mes "[Archer Guide]";
+ mes "Here is the Archer manual.";
+ mes "I will take the other job manuals from you while you test the Archer manual out.";
+ next;
+ mes "[Archer Guide]";
+ mes "I will take the other job manuals from you while you test the Archer manual out.";
+ nude;
+ if(countitem(2819) > 0) delitem 2819,1; // Swordsman_Manual
+ if(countitem(2820) > 0) delitem 2820,1; // Thief_Manual
+ if(countitem(2821) > 0) delitem 2821,1; // Acolyte_Manual
+ if(countitem(2823) > 0) delitem 2823,1; // Merchant_Manual
+ if(countitem(2824) > 0) delitem 2824,1; // Mage_Manual
+ getitem 2822,1; // Archer_Manual
+ next;
+ mes "[Archer Guide]";
+ mes "Make sure to equip the Skill Manual by double-clicking it in the Inventory Window.";
+ mes "Open your Skill Tree by pressing ^4A4AFFAlt + S^000000 and minimize the window by pressing the '-' button on the top right corner of the window to see the available skills.";
+ }
+ close;
+ case 2:
+ mes "[Archer Guide]";
+ mes "You want to be an Archer?";
+ mes "Ok, then, I will send you to the Archer Guild right away.";
+ next;
+ mes "[Archer Guide]";
+ mes "Wait, have you checked your Job level?";
+ mes "Do you want to complete the Novice training arena and go to the Archer Guild right now?";
+ next;
+ if(select("I will think about it again.:Yes, I want to go to the Archer Guild's union.") == 2) {
+ mes "[Archer Guide]";
+ mes "Welcome!!";
+ mes "I will send you to the Archer Guild after you complete your Novice training.";
+ close2;
+ if(checkquest(7123) == 0 || checkquest(7123) == 1) { erasequest 7123; }
+ if(checkquest(7124) == 0 || checkquest(7124) == 1) { erasequest 7124; }
+ if(checkquest(7126) == 0 || checkquest(7126) == 1) { erasequest 7126; }
+ if(checkquest(7127) == 0 || checkquest(7127) == 1) { erasequest 7127; }
+ nude;
+ if(countitem(2819) > 0) delitem 2819,1; // Swordsman_Manual
+ if(countitem(2820) > 0) delitem 2820,1; // Thief_Manual
+ if(countitem(2821) > 0) delitem 2821,1; // Acolyte_Manual
+ if(countitem(2822) > 0) delitem 2822,1; // Archer_Manual
+ if(countitem(2823) > 0) delitem 2823,1; // Merchant_Manual
+ if(countitem(2824) > 0) delitem 2824,1; // Mage_Manual
+ savepoint "payon",256,242;
+ warp "payon_in02",64,65;
+ end;
+ }
+ mes "[Archer Guide]";
+ mes "Test out all the jobs if you have to but choose Archer because we're the best.";
+ mes "We are always welcome to have you!";
+ close;
+ case 3:
+ mes "[Archer Guide]";
+ mes "If you have any questions about Archers, feel free to ask me.";
+ mes "I think you could be a strong Archer young Novice.";
+ close;
+ }
+}
+
+new_1-3,113,41,4 duplicate(NvArc) Archer Guide#nv1 727
+new_2-3,113,41,4 duplicate(NvArc) Archer Guide#nv2 727
+new_3-3,113,41,4 duplicate(NvArc) Archer Guide#nv3 727
+new_4-3,113,41,4 duplicate(NvArc) Archer Guide#nv4 727
+new_5-3,113,41,4 duplicate(NvArc) Archer Guide#nv5 727
+
+// ---------------------------- Acolyte Guide -------------------------------
+- script Acolyte Guide#nv::NvAco 95,{
+ if(job_novice_q < 16) {
+ mes "[Prontera Acolyte]";
+ mes "You look like you are not done with Instructor Brade's lessons.";
+ close;
+ }
+ mes "[Prontera Acolyte]";
+ mes "What can I do for you?";
+ next;
+ switch(select("What is an Acolyte?:Job change to Acolyte:Cancel")) {
+ case 1:
+ mes "[Prontera Acolyte]";
+ mes "An Acolyte is someone who worships the goddess Freya sacrificing themselves to help others.";
+ next;
+ mes "[Prontera Acolyte]";
+ mes "Acolytes use supportive skills to make combat easier.";
+ mes "It is essential to have an Acolyte in any successful party.";
+ next;
+ mes "[Prontera Acolyte]";
+ mes "^8C2121As an Acolyte, you can upgrade your future job to Priest or Monk.^000000";
+ next;
+ mes "[Prontera Acolyte]";
+ if(countitem(2821) == 0 && (getequipid(EQI_ACC_L) != 2821 || getequipid(EQI_ACC_R) != 2821)) {
+ next;
+ mes "[Prontera Acolyte]";
+ mes "If you want, I can give you a skill manual to experience what it is like to be an Acolyte.";
+ mes "Would you like to experience the skills of an Acolyte?";
+ next;
+ if(select("Yes, please.:No I'm not interested.") == 2) {
+ mes "[Prontera Acolyte]";
+ mes "Hum. Do you think so.";
+ mes "Ok, I agree with you. Choosing a job is very important in our life.";
+ mes "Just talk to me whenever you want to know about Acolytes.";
+ close;
+ }
+ mes "[Prontera Acolyte]";
+ mes "Here you go, the instruction manual of an Acolyte.";
+ mes "I will take away those other job's manuals while you study this one.";
+ next;
+ mes "[Prontera Acolyte]";
+ mes "Here you go, the instruction manual of an Acolyte.";
+ mes "I will take away those other job's manuals while you study this one.";
+ nude;
+ if(countitem(2819) > 0) delitem 2819,1; // Swordsman_Manual
+ if(countitem(2820) > 0) delitem 2820,1; // Thief_Manual
+ if(countitem(2822) > 0) delitem 2822,1; // Archer_Manual
+ if(countitem(2823) > 0) delitem 2823,1; // Merchant_Manual
+ if(countitem(2824) > 0) delitem 2824,1; // Mage_Manual
+ getitem 2821,1; // Acolyte_Manual
+ next;
+ mes "[Prontera Acolyte]";
+ mes "Make sure to equip the Skill Manual by double-clicking it in the Inventory Window.";
+ mes "Open your Skill Tree by pressing ^4A4AFFAlt + S^000000 and minimizing the window by pressing the '-' button on the top right corner of the window to see the available skills.";
+ }
+ close;
+ case 2:
+ mes "[Prontera Acolyte]";
+ mes "Of course, I assume you have enough job levels to become an Acolyte right?";
+ mes "Would you like to quit the Training Process and go to the Cathedral of Prontera?";
+ next;
+ if(select("Let me reconsider.:I will go to the Cathedral.") == 2) {
+ mes "[Prontera Acolyte]";
+ mes "That's great.";
+ mes "Then I will completely end the Training Process and send you to the Cathedral of Prontera.";
+ close2;
+ if(checkquest(7123) == 0 || checkquest(7123) == 1) { erasequest 7123; }
+ if(checkquest(7124) == 0 || checkquest(7124) == 1) { erasequest 7124; }
+ if(checkquest(7126) == 0 || checkquest(7126) == 1) { erasequest 7126; }
+ if(checkquest(7127) == 0 || checkquest(7127) == 1) { erasequest 7127; }
+ nude;
+ if(countitem(2819) > 0) delitem 2819,1; // Swordsman_Manual
+ if(countitem(2820) > 0) delitem 2820,1; // Thief_Manual
+ if(countitem(2821) > 0) delitem 2821,1; // Acolyte_Manual
+ if(countitem(2822) > 0) delitem 2822,1; // Archer_Manual
+ if(countitem(2823) > 0) delitem 2823,1; // Merchant_Manual
+ if(countitem(2824) > 0) delitem 2824,1; // Mage_Manual
+ savepoint "prontera",117,72;
+ warp "prt_church",172,19;
+ end;
+ }
+ mes "[Prontera Acolyte]";
+ mes "You should try out each job's manuals.";
+ mes "Go through them throughly and decide carefully.";
+ mes "Of course, I will welcome you anytime.";
+ close;
+ case 3:
+ mes "[Prontera Acolyte]";
+ mes "If you have any questions about Acolytes, please ask me anytime.";
+ mes "Our God, Odin awaits adventurers like you";
+ close;
+ }
+}
+
+new_1-3,117,41,4 duplicate(NvAco) Acolyte Guide#nv1 95
+new_2-3,117,41,4 duplicate(NvAco) Acolyte Guide#nv2 95
+new_3-3,117,41,4 duplicate(NvAco) Acolyte Guide#nv3 95
+new_4-3,117,41,4 duplicate(NvAco) Acolyte Guide#nv4 95
+new_5-3,117,41,4 duplicate(NvAco) Acolyte Guide#nv5 95
+
+// ---------------------------- Bruce (Extended Jobs) -----------------------
+- script Bruce#nv::NvBruce 57,{
+ mes "[Bruce]";
+ mes "Hello?";
+ mes "I'm here to guide you about extra jobs and special classes.";
+ next;
+ mes "[Bruce]";
+ mes "For special classes, there are Taekwon, Ninja, Super Novice, and Gunslinger.";
+ mes "Which job description do you want to hear?";
+ next;
+ while(1) {
+ switch(select("Taekwon:Ninja:Super Novice:Gunslinger:End the conversation.")) {
+ case 1:
+ mes "[Bruce]";
+ mes "It's a job that usually uses a lot of kicking skills.";
+ mes "It belongs to special class and later you can change your job into Taekwon Master which has much stronger attack skills.";
+ next;
+ mes "[Bruce]";
+ mes "There is a secondary class to choose from called Soul Linker which also has strong attacks.";
+ mes "You can decide that later when you get stronger.";
+ next;
+ break;
+ case 2:
+ mes "[Bruce]";
+ mes "Ninja's specialty is rapid movement.";
+ mes "They specialize in using throwing weapons.";
+ next;
+ mes "[Bruce]";
+ mes "Ninjas are kind of a hybrid class that can use various dodge skills with the capability of both physical and magical attacks depending on their preference.";
+ next;
+ break;
+ case 3:
+ mes "[Bruce]";
+ mes "The biggest attraction of the stronger Novice, called Super Novice, is their pull to mediocrity.";
+ mes "They are the proverbial Jack-of-all-Trades but Master of none.";
+ next;
+ mes "[Bruce]";
+ mes "Super Novices can learn most of the 1st job class skills.";
+ mes "If you become a Super Novice, you cannot change your job, which is too bad, but you can grow as a very individual character.";
+ next;
+ break;
+ case 4:
+ mes "[Bruce]";
+ mes "You can job change directly from Novice to a special class which is optimized for a long-distance attack with guns.";
+ next;
+ mes "[Bruce]";
+ mes "Gunslingers use all kinds of guns made in 'Einbroch', the city of steel.";
+ mes "I recommend this for those who want to become powerful sharpshooters.";
+ next;
+ break;
+ case 5:
+ mes "[Bruce]";
+ mes "If you need more information, you can always go to";
+ mes "'iro.ragnarokonline.com'";
+ close;
+ }
+ }
+}
+
+new_1-3,121,41,4 duplicate(NvBruce) Bruce#nv1 57
+new_2-3,121,41,4 duplicate(NvBruce) Bruce#nv2 57
+new_3-3,121,41,4 duplicate(NvBruce) Bruce#nv3 57
+new_4-3,121,41,4 duplicate(NvBruce) Bruce#nv4 57
+new_5-3,121,41,4 duplicate(NvBruce) Bruce#nv5 57
+
+//============================================================================
+// Eden Group Officer (Real Combat Training)
+//============================================================================
+- script Eden Group Officer#nv::NvEdn -1,{
+ if(BaseLevel < 11) {
+ mes "[Eden Group Officer]";
+ mes "Hello, I am a representative of the Eden Group.";
+ mes "We are here to assist adventurers in Rune Midgard.";
+ next;
+ mes "[Eden Group Officer]";
+ mes "We have agents all over the world waiting to send you to our secret headquarters where you can get some useful quests.";
+ next;
+ mes "[Eden Group Officer]";
+ mes "If you take our quests we even give you weapons and equipment so be sure to visit us once you are done with your training.";
+ next;
+ mes "[Eden Group Officer]";
+ mes "Speak to me again once you have reached Base Level 10 and I will send you out of the training grounds.";
+ mes "Have you taken the quests from all of the Guides yet?";
+ close;
+ }else{
+ mes "[Eden Group Officer]";
+ mes "Great! You are ready to take on the challenges of the world.";
+ mes "What would you like to do?";
+ next;
+ switch(select("I want to leave the training grounds:Tell me about the towns.:Cancel")) {
+ case 1:
+ mes "[Eden Group Officer]";
+ mes "Looks like you are ready.";
+ mes "I guess you have made up your mind, huh?";
+ next;
+ mes "[Eden Group Officer]";
+ mes "If you know what job you want to change to, you should ask the ^4A4AFFJob Guides^000000 to send you out of the training grounds.";
+ mes "What town would you like to go to?";
+ next;
+ switch(select("Prontera:Morocc:Payon:Alberta:Geffen:Cancel")) {
+ case 1:
+ mes "[Eden Group Officer]";
+ mes "Prontera, the Capital city of the Rune-Midgarts Kingdom.";
+ mes "Take care and may Freya bless you on your journey.";
+ close2;
+ if(checkquest(7123) == 0 || checkquest(7123) == 1) { erasequest 7123; }
+ if(checkquest(7124) == 0 || checkquest(7124) == 1) { erasequest 7124; }
+ if(checkquest(7126) == 0 || checkquest(7126) == 1) { erasequest 7126; }
+ if(checkquest(7127) == 0 || checkquest(7127) == 1) { erasequest 7127; }
+ nude;
+ if(countitem(2819) > 0) delitem 2819,1; // Swordsman_Manual
+ if(countitem(2820) > 0) delitem 2820,1; // Thief_Manual
+ if(countitem(2821) > 0) delitem 2821,1; // Acolyte_Manual
+ if(countitem(2822) > 0) delitem 2822,1; // Archer_Manual
+ if(countitem(2823) > 0) delitem 2823,1; // Merchant_Manual
+ if(countitem(2824) > 0) delitem 2824,1; // Mage_Manual
+ savepoint "prontera",122,77;
+ warp "prontera",121,76;
+ end;
+ case 2:
+ mes "[Eden Group Officer]";
+ mes "The desert city of Morocc was recently destroyed.";
+ mes "I will send you to the camp where the survivors are.";
+ close2;
+ if(checkquest(7123) == 0 || checkquest(7123) == 1) { erasequest 7123; }
+ if(checkquest(7124) == 0 || checkquest(7124) == 1) { erasequest 7124; }
+ if(checkquest(7126) == 0 || checkquest(7126) == 1) { erasequest 7126; }
+ if(checkquest(7127) == 0 || checkquest(7127) == 1) { erasequest 7127; }
+ nude;
+ if(countitem(2819) > 0) delitem 2819,1; // Swordsman_Manual
+ if(countitem(2820) > 0) delitem 2820,1; // Thief_Manual
+ if(countitem(2821) > 0) delitem 2821,1; // Acolyte_Manual
+ if(countitem(2822) > 0) delitem 2822,1; // Archer_Manual
+ if(countitem(2823) > 0) delitem 2823,1; // Merchant_Manual
+ if(countitem(2824) > 0) delitem 2824,1; // Mage_Manual
+ savepoint "moc_ruins",71,157;
+ warp "moc_ruins",70,158;
+ end;
+ case 3:
+ mes "[Eden Group Officer]";
+ mes "Just north of Payon you'll find the Archer Village.";
+ mes "Good luck on your journeys.";
+ close2;
+ if(checkquest(7123) == 0 || checkquest(7123) == 1) { erasequest 7123; }
+ if(checkquest(7124) == 0 || checkquest(7124) == 1) { erasequest 7124; }
+ if(checkquest(7126) == 0 || checkquest(7126) == 1) { erasequest 7126; }
+ if(checkquest(7127) == 0 || checkquest(7127) == 1) { erasequest 7127; }
+ nude;
+ if(countitem(2819) > 0) delitem 2819,1; // Swordsman_Manual
+ if(countitem(2820) > 0) delitem 2820,1; // Thief_Manual
+ if(countitem(2821) > 0) delitem 2821,1; // Acolyte_Manual
+ if(countitem(2822) > 0) delitem 2822,1; // Archer_Manual
+ if(countitem(2823) > 0) delitem 2823,1; // Merchant_Manual
+ if(countitem(2824) > 0) delitem 2824,1; // Mage_Manual
+ savepoint "payon",167,68;
+ warp "payon",172,111;
+ end;
+ case 4:
+ mes "[Eden Group Officer]";
+ mes "Alberta, the Port City.";
+ mes "It's the main hub of all trades.";
+ mes "If you want to travel to other civilizations, Alberta is the only outlet.";
+ close2;
+ if(checkquest(7123) == 0 || checkquest(7123) == 1) { erasequest 7123; }
+ if(checkquest(7124) == 0 || checkquest(7124) == 1) { erasequest 7124; }
+ if(checkquest(7126) == 0 || checkquest(7126) == 1) { erasequest 7126; }
+ if(checkquest(7127) == 0 || checkquest(7127) == 1) { erasequest 7127; }
+ nude;
+ if(countitem(2819) > 0) delitem 2819,1; // Swordsman_Manual
+ if(countitem(2820) > 0) delitem 2820,1; // Thief_Manual
+ if(countitem(2821) > 0) delitem 2821,1; // Acolyte_Manual
+ if(countitem(2822) > 0) delitem 2822,1; // Archer_Manual
+ if(countitem(2823) > 0) delitem 2823,1; // Merchant_Manual
+ if(countitem(2824) > 0) delitem 2824,1; // Mage_Manual
+ savepoint "alberta",115,57;
+ warp "alberta",116,58;
+ end;
+ case 5:
+ mes "[Eden Group Officer]";
+ mes "Geffen, is known as the Magical City of Rune Midgard.";
+ mes "I will send you near the Fountains.";
+ mes "Goddess Freya bless you.";
+ close2;
+ if(checkquest(7123) == 0 || checkquest(7123) == 1) { erasequest 7123; }
+ if(checkquest(7124) == 0 || checkquest(7124) == 1) { erasequest 7124; }
+ if(checkquest(7126) == 0 || checkquest(7126) == 1) { erasequest 7126; }
+ if(checkquest(7127) == 0 || checkquest(7127) == 1) { erasequest 7127; }
+ nude;
+ if(countitem(2819) > 0) delitem 2819,1; // Swordsman_Manual
+ if(countitem(2820) > 0) delitem 2820,1; // Thief_Manual
+ if(countitem(2821) > 0) delitem 2821,1; // Acolyte_Manual
+ if(countitem(2822) > 0) delitem 2822,1; // Archer_Manual
+ if(countitem(2823) > 0) delitem 2823,1; // Merchant_Manual
+ if(countitem(2824) > 0) delitem 2824,1; // Mage_Manual
+ savepoint "geffen",118,36;
+ warp "geffen",128,66;
+ end;
+ case 6:
+ mes "[Eden Group Officer]";
+ mes "If you're still not sure what job you want, talk to the Job Guides for more help.";
+ close;
+ }
+ case 2:
+ mes "[Eden Group Officer]";
+ mes "Prontera is the main capital of the Rune-Midgard Kingdom. Here you will find Merchants selling their items and is a favorite gathering point of adventurers.";
+ next;
+ mes "[Eden Group Officer]";
+ mes "The Acolyte Guild is here at the Prontera Church located to the northwest. The Swordman Guild can be found at Izlude, a town just southeast of Prontera.";
+ next;
+ mes "[Eden Group Officer]";
+ mes "Morocc is a city located in the desert that was recently destroyed due to an evil monster named Satan Morroc. The Thief Guild has been working to restore it to it's former glory.";
+ next;
+ mes "[Eden Group Officer]";
+ mes "Payon is where the Archer Guild has made it's home. You can also find the Kafra Shop Employees selling their Item Mall items near the center of this city.";
+ next;
+ mes "[Eden Group Officer]";
+ mes "Alberta is the trading hub of Rune Midgard. The Merchant Guild is located here and the docks have ships that will take you to different island cities.";
+ next;
+ mes "[Eden Group Officer]";
+ mes "Geffen is known as the magical city of Rune Midgard. The Mage Guild is located here and research for new magic is always being conducted at their headquarters.";
+ next;
+ mes "[Eden Group Officer]";
+ mes "If you wish to be sent directly to the Job Guilds, then speak to the Job Guides and tell them that you want to change your job.";
+ close;
+ case 3:
+ close;
+ }
+ }
+
+OnTouch:
+ emotion e_gasp;
+ end;
+}
+
+new_1-3,97,50,4 duplicate(NvEdn) Eden Group Officer#nv1 729,5,5
+new_2-3,97,50,4 duplicate(NvEdn) Eden Group Officer#nv2 729,5,5
+new_3-3,97,50,4 duplicate(NvEdn) Eden Group Officer#nv3 729,5,5
+new_4-3,97,50,4 duplicate(NvEdn) Eden Group Officer#nv4 729,5,5
+new_5-3,97,50,4 duplicate(NvEdn) Eden Group Officer#nv5 729,5,5
+
+//============================================================================
+// Merchant (Real Combat Training)
+//============================================================================
+- shop Merchant#nv::NvPotato 93,516:15
+
+new_1-3,100,50,4 duplicate(NvPotato) Merchant#nv1 93
+new_2-3,100,50,4 duplicate(NvPotato) Merchant#nv2 93
+new_3-3,100,50,4 duplicate(NvPotato) Merchant#nv3 93
+new_4-3,100,50,4 duplicate(NvPotato) Merchant#nv4 93
+new_5-3,100,50,4 duplicate(NvPotato) Merchant#nv5 93
+
+//============================================================================
+// Trainer (Real Combat Training)
+//============================================================================
+- script Level 1 Trainer#nv::NvBrutus 84,{
+ mes "[Trainer Brutus]";
+ mes "These monsters are all weak and easy to kill. But be careful, a lot of them are aggressive and out for blood!";
+ next;
+ mes "[Trainer Brutus]";
+ mes "If you think monsters here are too weak for you, I can send you to another training ground where the monsters are stronger than the ones over here.";
+ next;
+ mes "[Trainer Brutus]";
+ mes "So would you like to try?";
+ next;
+ switch(select("Send me to another Level:What monsters are there?:Cancel")) {
+ case 1:
+ mes "[Trainer Brutus]";
+ mes "I see, then let me guide you to another level. Which level do you want to go to?";
+ next;
+ for(set .@i,1; .@i<=5; set .@i,.@i+1) {
+ if(strnpcinfo(2) == "nv1") {
+ set .@select$,"Send me to Level 2:Send me to Level 3:Send me to Level 4:Send me to Level 5";
+ }
+ if(strnpcinfo(2) == "nv2") {
+ set .@select$,"Send me to Level 1:Send me to Level 3:Send me to Level 4:Send me to Level 5";
+ }
+ if(strnpcinfo(2) == "nv3") {
+ set .@select$,"Send me to Level 1:Send me to Level 2:Send me to Level 4:Send me to Level 5";
+ }
+ if(strnpcinfo(2) == "nv4") {
+ set .@select$,"Send me to Level 1:Send me to Level 2:Send me to Level 3:Send me to Level 5";
+ }
+ if(strnpcinfo(2) == "nv5") {
+ set .@select$,"Send me to Level 1:Send me to Level 2:Send me to Level 3:Send me to Level 4";
+ }
+ }
+ switch(select(""+.@select$+":Cancel")) {
+ case 1:
+ if(strnpcinfo(2) == "nv1") {
+ warp "new_2-3",96,21;
+ }else{
+ warp "new_1-3",96,21;
+ }
+ end;
+ case 2:
+ if(strnpcinfo(2) == "nv1" || strnpcinfo(2) == "nv2") {
+ warp "new_3-3",96,21;
+ }else{
+ warp "new_2-3",96,21;
+ }
+ end;
+ case 3:
+ if(strnpcinfo(2) == "nv4" || strnpcinfo(2) == "nv5") {
+ warp "new_3-3",96,21;
+ }else{
+ warp "new_4-3",96,21;
+ }
+ end;
+ case 4:
+ if(strnpcinfo(2) == "nv5") {
+ warp "new_4-3",96,21;
+ }else{
+ warp "new_5-3",96,21;
+ }
+ end;
+ case 5:
+ close;
+ }
+ case 2:
+ mes "[Trainer Brutus]";
+ mes "You seem eager to fight.";
+ mes "The monster levels increase with each level of the training grounds.";
+ next;
+ mes "[Trainer Brutus]";
+ mes "Level 1 has the weakest monsters.";
+ mes "There you'll find Poring, Drops, Lunatics, Fabres, and Chonchons.";
+ next;
+ mes "[Trainer Brutus]";
+ mes "Level 2 is more challenging.";
+ mes "There you'll find Condors, Pickys, Willows, Fabres, and Roda Frogs.";
+ next;
+ mes "[Trainer Brutus]";
+ mes "Level 3 is pretty much the same as Level 2.";
+ mes "There you'll find Condors, Pickys, Willows, Fabres, and Roda Frogs.";
+ next;
+ mes "[Trainer Brutus]";
+ mes "Level 4 has stronger monsters.";
+ mes "There you'll find Rockers, Spores, and Fabres.";
+ next;
+ mes "[Trainer Brutus]";
+ mes "Level 5 is the same as Level 4.";
+ mes "There you'll find Rockers, Spores, and Fabres.";
+ close;
+ case 3:
+ mes "[Trainer Brutus]";
+ mes "Hmm...?";
+ mes "Are you worried about going to more challenging places? That's understandable, since you're still a new adventurer. Good luck~";
+ close;
+ }
+}
+
+new_1-3,103,50,4 duplicate(NvBrutus) Level 1 Trainer#nv1 84
+new_2-3,103,50,4 duplicate(NvBrutus) Level 2 Trainer#nv2 84
+new_3-3,103,50,4 duplicate(NvBrutus) Level 3 Trainer#nv3 84
+new_4-3,103,50,4 duplicate(NvBrutus) Level 4 Trainer#nv4 84
+new_5-3,103,50,4 duplicate(NvBrutus) Level 5 Trainer#nv5 84
+
+//============================================================================
+// Random Stuff (Guards & Bulletin Board)
+//============================================================================
+new_1-1,66,114,4 script Bulletin Board#nv 111,{
+ mes "^FF0000=================================^000000";
+ mes "^FF0000 ^000000 ^E40CAA[Welcome]^CC0000 to ^FF9000Novice^7FFF00 Training ^00FF00Grounds ^E40CAA[Welcome]^FF0000^000000";
+ mes "^FF0000=================================^000000";
+ close;
+}
+
+new_1-1,144,116,2 script Guard#nv1 105,{
+ mes "[Training Grounds Guard]";
+ mes "Welcome to the Training Grounds.";
+ mes "You are now in the outer court yard. Please go inside the castle to begin your training.";
+ close;
+}
+
+new_1-1,144,107,2 script Guard#nv2 105,{
+ mes "[Training Grounds Guard]";
+ if(rand(2)) {
+ mes "Come in!";
+ mes "I would like o welcome you to the Training Grounds!";
+ next;
+ mes "[Training Grounds Guard]";
+ mes "In here, you can prepare yourself for your future adventures throughout the Ragnarok world!";
+ }
+ else {
+ mes "Go, Novice, go!";
+ mes "Fight, and grow stronger! Look towards a brighter tomorrow!";
+ }
+ close;
+}
+
+new_1-2,161,182,5 script Instructor#nv 92,{
+ mes "[Edwin]";
+ mes "Eh? Why are you still here?";
+ mes "There are no more courses that you need to take.";
+ next;
+ mes "[Edwin]";
+ mes "Well, I will let you out of here.";
+ mes "Go find the instructor, Brade.";
+ close2;
+ warp "new_1-2",100,100;
+ end;
+}
+
+//============================================================================
+// Real Combat Training Mobs
+//============================================================================
+new_1-3,0,0,0,0 monster ChonChon 1011,10,0,0,0
+new_1-3,0,0,0,0 monster Drops 1113,10,0,0,0
+new_1-3,0,0,0,0 monster Fabre 1184,5,0,0,0
+new_1-3,0,0,0,0 monster Lunatic 1063,10,0,0,0
+new_1-3,0,0,0,0 monster Poring 1002,10,0,0,0
+new_2-3,0,0,0,0 monster Condor 1009,10,0,0,0
+new_2-3,0,0,0,0 monster Fabre 1184,5,0,0,0
+new_2-3,0,0,0,0 monster Picky 1050,10,0,0,0
+new_2-3,0,0,0,0 monster Roda Frog 1012,10,0,0,0
+new_2-3,0,0,0,0 monster Willow 1010,10,0,0,0
+new_3-3,0,0,0,0 monster Condor 1009,10,0,0,0
+new_3-3,0,0,0,0 monster Fabre 1184,5,0,0,0
+new_3-3,0,0,0,0 monster Picky 1050,10,0,0,0
+new_3-3,0,0,0,0 monster Roda Frog 1012,10,0,0,0
+new_3-3,0,0,0,0 monster Willow 1010,10,0,0,0
+new_4-3,0,0,0,0 monster Fabre 1184,5,0,0,0
+new_4-3,0,0,0,0 monster Rocker 1052,10,0,0,0
+new_4-3,0,0,0,0 monster Spore 1014,10,0,0,0
+new_4-3,0,0,0,0 monster Thief Bug 1051,10,0,0,0
+new_4-3,0,0,0,0 monster Thief Bug 1053,10,0,0,0
+new_5-3,0,0,0,0 monster Fabre 1184,5,0,0,0
+new_5-3,0,0,0,0 monster Rocker 1052,10,0,0,0
+new_5-3,0,0,0,0 monster Spore 1014,1,0,0,0
+new_5-3,0,0,0,0 monster Thief Bug 1051,1,0,0,0
+new_5-3,0,0,0,0 monster Thief Bug 1053,1,0,0,0
diff --git a/npc/pre-re/jobs/novice/supernovice.txt b/npc/pre-re/jobs/novice/supernovice.txt
new file mode 100644
index 000000000..628cb30ff
--- /dev/null
+++ b/npc/pre-re/jobs/novice/supernovice.txt
@@ -0,0 +1,472 @@
+//===== rAthena Script =======================================
+//= Super Novice Script
+//===== By: ==================================================
+//= Darkchild
+//===== Current Version: =====================================
+//= 2.2
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Super Novice Job Change Npc
+//= Super Novice Cart Rental Npc
+//= Some Other Useless Super Novice Npc
+//===== Additional Comments: =================================
+//= 1.9 Rescripted to the Aegis 10.3 Standars. [Samuray22]
+//= 2.0 Rescripted again, this time using an iRO base. [L0ne_W0lf]
+//= 2.1 Swapped use of baseclass for basejob. [L0ne_W0lf]
+//= 2.2 Added Quest Log commands. [Kisuka]
+//============================================================
+
+aldeba_in,223,167,3 script Tzerero#sn 709,{
+ if (BaseJob == Job_SuperNovice) {
+ mes "[Tzerero]";
+ mes "I trust that you are enjoying";
+ mes "life as a Super Novice? Ah,";
+ mes "good good...just as I expected.";
+ mes "Verily, the light of mediocrity is shining brightly within you...";
+ next;
+ mes "[Tzerero]";
+ mes "I encourage you to live";
+ mes "life as Mister Kimu-Shaun did...";
+ mes "Become a Jack of All Trades...";
+ mes "...and a master of none.";
+ close;
+ }
+ if (countitem(938) > 29 && countitem(907) > 29 && SUPNOV_Q == 1) {
+ delitem 938,30; //Sticky_Mucus
+ delitem 907,30; //Resin
+ mes "[Tzerero]";
+ mes "Ah, you've brought the";
+ mes "items I've requested!";
+ mes "You've proven yourself";
+ mes "worthy of joining our";
+ mes "Super Novice Society.";
+ next;
+ mes "[Tzerero]";
+ mes "Then, as promised, I will";
+ mes "change your job into a";
+ mes "^3355FFSuper Novi--^000000Huh?";
+ mes "What's that behind you?";
+ next;
+ select("Huh?:What is that?");
+ mes "^3355FFYou look behind you, but...";
+ mes "There's nothing's there.";
+ mes "Something fishy is going on here!^000000";
+ next;
+ completequest 6010;
+ callfunc "F_ClearJobVar";
+ getitem 2339,1; //G_Strings
+ if (Upper==0) jobchange Job_SuperNovice;
+ if (Upper==2) jobchange Job_Super_Baby;
+ mes "[Tzerero]";
+ mes "Bwaha! I got you!";
+ mes "So...how do you like my joke?";
+ mes "Oh well, let's forget that...";
+ next;
+ mes "[Tzerero]";
+ mes "As well as any possible";
+ mes "reason a grown man such as";
+ mes "myself would carry around";
+ mes "a pair of Panties.";
+ next;
+ mes "[Tzerero]";
+ mes "The important thing is...";
+ mes "you have joined the esteemed";
+ mes "ranks of the great Super Novices.";
+ next;
+ mes "[Tzerero]";
+ mes "Consider these Panties a gift...";
+ mes "This very garment is rumored";
+ mes "to be worn by Mister Kimu-Shaun,";
+ mes "our legendary club founder, in";
+ mes "his early days in striving for";
+ mes "exemplary mediocrity.";
+ next;
+ mes "[Tzerero]";
+ mes "Go out, and enjoy your new life";
+ mes "as a Super Novice! Venture";
+ mes "forth and help the common";
+ mes "man, while being one at at";
+ mes "the same time!";
+ close;
+ }
+ if (SUPNOV_Q == 1) {
+ mes "[Tzerero]";
+ mes "Huh? Did you forget what I";
+ mes "wanted from you? Okay,";
+ mes "I will let you know once";
+ mes "again. Please remember";
+ mes "this time...";
+ next;
+ mes "[Tzerero]";
+ mes "I asked you to bring me";
+ mes "^FF000030 Sticky Mucus^000000 and";
+ mes "^FF000030 Resin^000000.";
+ close;
+ }
+ if (BaseJob == Job_Novice && upper != 1) {
+ mes "[Tzerero]";
+ mes "...Hmm?";
+ mes "Stop.";
+ mes "Let me look at you.";
+ next;
+ mes "[Tzerero]";
+ mes ".....";
+ mes ".......";
+ mes ".........";
+ emotion e_dots;
+ next;
+ mes "[Tzerero]";
+ mes "I see that the light";
+ mes "of mediocrity shines";
+ mes "brightly within you...";
+ next;
+ mes "[Tzerero]";
+ mes "Why don't you join us,";
+ mes "young Novice? Join";
+ mes "us and learn the subtle";
+ mes "greatness of being";
+ mes "mediocre...";
+ next;
+ mes "[Tzerero]";
+ mes "Accept my offer...";
+ mes "Cast off your those";
+ mes "brown, dusty garments";
+ mes "and bloom into...";
+ next;
+ mes "[Tzerero]";
+ mes "...a ^CE6300Super Novice^000000.";
+ next;
+ switch(select("Accept his offer.:Reject his offer.:Listen more carefully.")) {
+ case 1:
+ if (getskilllv("NV_BASIC") < 9) {
+ mes "[Tzerero]";
+ mes "Hmm...But do you truly";
+ mes "appreciate the value of";
+ mes "finding strength in";
+ mes "weakness? You must";
+ mes "prove to me that you";
+ mes "are a true underachiever.";
+ next;
+ mes "[Tzerero]";
+ mes "Live life as a Novice...";
+ mes "And return when you";
+ mes "have mastered the";
+ mes "Basic Skills...";
+ mes "Grow in mediocrity and";
+ mes "Become a Level 10 Novice...";
+ close;
+ }
+ if (BaseLevel < 45) {
+ mes "[Tzerero]";
+ mes "Hmm...But do you truly";
+ mes "value the relaxed lifestyle";
+ mes "of the banal adventurer?";
+ mes "Prove to me that you do not";
+ mes "lust for power...";
+ next;
+ mes "[Tzerero]";
+ mes "Live life mundanely...";
+ mes "Become a Level 45 Novice...";
+ mes "It will be then that you can join us...";
+ close;
+ }
+ mes "[Tzerero]";
+ mes "I can see in your eyes";
+ mes "the determination to";
+ mes "live life simply...";
+ next;
+ mes "[Tzerero]";
+ mes "Only the truly wise can";
+ mes "see that being ordinary";
+ mes "and banal is the best";
+ mes "way to live life.";
+ next;
+ mes "[Tzerero]";
+ mes "However, we do not welcome";
+ mes "just anyone into our society.";
+ mes "You must first pass our";
+ mes "qualification test.";
+ next;
+ mes "[Tzerero]";
+ mes "For this test, you must";
+ mes "bring me some items which";
+ mes "are dropped from normal,";
+ mes "unexceptional monsters.";
+ next;
+ mes "[Tzerero]";
+ mes "Hmmmm...";
+ mes "^FF000030 Sticky Mucus^000000";
+ mes "and ^FF000030 Resin";
+ mes "^000000will be suitable to test your";
+ mes "ability to fight meager enemies.";
+ next;
+ mes "[Tzerero]";
+ mes "Also, the number 30";
+ mes "is significant. It's not";
+ mes "anything special...just";
+ mes "an ordinary number.";
+ mes "Hahahahaha~";
+ next;
+ set SUPNOV_Q,1;
+ setquest 6010;
+ mes "[Tzerero]";
+ mes "Good luck, my friend.";
+ close;
+ case 2:
+ mes "[Tzerero]";
+ mes "Well, well...I suppose the";
+ mes "value of the simple life";
+ mes "is difficult for you to";
+ mes "to grasp. It's...okay...";
+ mes "Your life is your own.";
+ next;
+ mes "[Tzerero]";
+ mes "But, if you ever see the";
+ mes "light of banality, you";
+ mes "are welcome to visit me";
+ mes "anytime...";
+ next;
+ mes "[Tzerero]";
+ mes "As our Novice club";
+ mes "grows more popular and";
+ mes "we gain more followers,";
+ mes "we may consider using";
+ mes "a more difficult test...";
+ close;
+ case 3:
+ mes "[Tzerero]";
+ mes "Our Novice Society was founded";
+ mes "by the legendary Mister";
+ mes "Kimu-Shaun...perhaps the";
+ mes "greatest man in our generation.";
+ next;
+ mes "[Tzerero]";
+ mes "He realized that there";
+ mes "was much suffering in the";
+ mes "world, especially among";
+ mes "the common people of";
+ mes "Rune-Midgard...";
+ next;
+ mes "[Tzerero]";
+ mes "He learned many skills from";
+ mes "all the different people he";
+ mes "met...but since he didn't";
+ mes "stay in one place for long,";
+ mes "he became a jack of all";
+ mes "trades...and a master of none.";
+ next;
+ mes "[Tzerero]";
+ mes "In sharing the pain of";
+ mes "the common man, he became";
+ mes "became one himself...";
+ mes "the greatest ordinary";
+ mes "man ever.";
+ next;
+ mes "[Tzerero]";
+ mes "The members of our society";
+ mes "try to live as Mister";
+ mes "Kimu-Shaun did, according to";
+ mes "the principles he laid before us...";
+ close;
+ }
+ }
+ else {
+ if (BaseJob == Job_SuperNovice) {
+ mes "[Tzerero]";
+ mes "How do you like living";
+ mes "life simply as a Super";
+ mes "Novice? I'm sure that";
+ mes "you're enjoying it~";
+ next;
+ mes "[Tzerero]";
+ mes "Please grow as a Super";
+ mes "Novice by helping the";
+ mes "common man while being";
+ mes "one at the same time...";
+ next;
+ mes "[Tzerero]";
+ mes "I encourage you to";
+ mes "grow in your Super";
+ mes "Noviceness, and lead";
+ mes "an example in living";
+ mes "an exceptionally";
+ mes "mundane life.";
+ close;
+ }
+ mes "[Tzerero]";
+ mes "Hello, I am Tzerero,";
+ mes "the unofficial executive";
+ mes "director of the Great";
+ mes "Novice Society.";
+ next;
+ mes "[Tzerero]";
+ mes "Hmmm...you seem to be well";
+ mes "above the average person.";
+ mes "Yes, you're definitely more";
+ mes "'extraordinary' than you are";
+ mes "'ordinary...'";
+ next;
+ mes "[Tzerero]";
+ mes "*Sigh* I suppose you";
+ mes "could never understand";
+ mes "our way of life, the";
+ mes "subtle greatness in";
+ mes "being ordinary. But";
+ mes "that's alright.";
+ next;
+ mes "[Tzerero]";
+ mes "Well...there are thousands";
+ mes "of different people in this";
+ mes "world, so I just try to accept";
+ mes "all of our differences.";
+ mes "I hope you will too.";
+ close;
+ }
+}
+
+aldeba_in,216,169,5 script Esseray#sn 86,{
+ if (BaseJob == Job_SuperNovice) {
+ mes "[Esseray]";
+ mes "Hm? Hey, you're a member";
+ mes "of our great Novice Society,";
+ mes "aren't you? Isn't this the";
+ mes "best club ever?!";
+ next;
+ mes "[Essaray]";
+ mes "Living life mundanely,";
+ mes "according to the principles";
+ mes "of Mister Kimu-Shaun...";
+ mes "It's great to be ordinary!";
+ next;
+ mes "[Esseray]";
+ mes "Let's try to lead our lives";
+ mes "as normally as we can!";
+ mes "For your reference, I am";
+ mes "the number one member,";
+ mes "under Mister Tzerero of";
+ mes "course!";
+ close;
+ }
+ if (BaseJob == Job_Novice && upper != 1) {
+ mes "[Esseray]";
+ mes "Hah~ you don't know anything";
+ mes "about being a normal person yet!";
+ mes "Why don't you join our Novice";
+ mes "Society? This club is the best in the world~";
+ next;
+ mes "[Esseray]";
+ mes "Yup, Super Novices";
+ mes "are the best characters!";
+ mes "Hahahahahahahaha!";
+ close;
+ }
+ else {
+ mes "[Esseray]";
+ mes "Bah~! You're better than";
+ mes "average...Hell, you may";
+ mes "even be 'special.'";
+ mes "What a shame! Well...";
+ mes "I hope you still live";
+ mes "your life positively.";
+ close;
+ }
+}
+
+aldebaran,54,238,5 script Kafra Employee#sn 117,{
+ if (BaseJob == Job_SuperNovice) {
+ mes "[Kafra Employee]";
+ if (Sex )
+ mes "Hello, Mister Super Novice~";
+ else
+ mes "Hello, Super Novice, Ma'am.";
+ mes "You must have been really";
+ mes "dissapointed that the other";
+ mes "Kafra Employees wouldn't let";
+ mes "you rent a cart from them.";
+ mes "But don't you worry now...";
+ next;
+ mes "[Kafra Employee]";
+ mes "I'm here to support you guys";
+ mes "by providing carts...";
+ next;
+ mes "[Kafra Employee]";
+ mes "^3355FF*whispers*^000000";
+ mes "^555555I am not supposed to do this";
+ mes "because it's against our";
+ mes "company policy. But I felt";
+ mes "really sorry for Super Novices";
+ mes "...so here I am.^000000";
+ next;
+ mes "[Kafra Employee]";
+ mes "Anyway, would you like to rent a cart? The service fee is 1,900 zeny.";
+ next;
+ if (select("Rent a Cart.:Cancel.") == 1) {
+ mes "[Kafra Employee]";
+ mes "Oh, here's the thing...";
+ mes "Have you learned the 'Push Cart'";
+ mes "skill? I can just rent you a";
+ mes "cart, but if you haven't";
+ mes "learned to push it, you'll";
+ mes "just be wasting your zeny.";
+ next;
+ mes "[Kafra Employee]";
+ mes "So make sure that you have";
+ mes "the 'Push Cart' skill already.";
+ next;
+ if (select("Rent a Cart.:Cancel.") == 1) {
+ if (checkcart()) {
+ mes "[Kafra Employee]";
+ mes "Oh, you've already equipped a cart.";
+ close;
+ }
+ if (Zeny >= 1899) {
+ set RESRVPTS, RESRVPTS + 190;
+ set zeny,zeny-1900;
+ if (getskilllv("MC_PUSHCART") > 0) setcart;
+ mes "[Kafra Employee]";
+ mes "Thank you for using my service.";
+ mes "Although what I am doing might";
+ mes "not be legitimate to other";
+ mes "Kafra Employees, I strongly";
+ mes "believe I am doing what's right for the customers.";
+ close;
+ }
+ else {
+ mes "[Kafra Employee]";
+ mes "I am sorry, but you do not have enough zeny with you. The service fee is 1,900 zeny.";
+ close;
+ }
+ }
+ mes "[Kafra Employee]";
+ mes "Please come again.";
+ mes "Thank you for using my services.";
+ close;
+ }
+ mes "[Kafra Employee]";
+ mes "Please come again.";
+ mes "Thank you for using my services.";
+ close;
+ }
+ mes "[Kafra Employee]";
+ mes "Good da--Oops...!";
+ mes "I don't think I can provide you";
+ mes "with the services you want...";
+ mes "Please go talk to another";
+ mes "Kafra employee. I apologize";
+ mes "for such inconvenience...";
+ close;
+}
+
+//============================================================
+// Old changelog
+//============================================================
+//= Dialogs From Some Other Scripts (Most Of It)
+//= 1.3-1.5 Added Baby class support (and to the Kafta SN Cart
+//= renter, too) [Lupus]
+//= 1.6 Added a fix which prevent High Novices passing
+//= this Job Quests again. [Lupus]
+//= 1.7 Fixed Baby Class Support. [Lupus]
+//= 1.8 Now a Baby can become a Super Baby [Lupus]
+//============================================================
diff --git a/npc/pre-re/jobs/valkyrie.txt b/npc/pre-re/jobs/valkyrie.txt
new file mode 100644
index 000000000..bf6aa5cb3
--- /dev/null
+++ b/npc/pre-re/jobs/valkyrie.txt
@@ -0,0 +1,398 @@
+//===== rAthena Script =======================================
+//= Valkyrie Realm
+//===== By: ==================================================
+//= Nana, fixes by Poki
+//= finished, optimized and tested by Lupus
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 3.0
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Quest to become a Tranceded Class. (Advanced/Rebirthed)
+//===== Additional Comments: =================================
+//= 1.1 Made all into functions,additional checks,quest skills,now Valhallana can return you back. She also makes reborn process only when you got no Zeny/items (as in kRO) [Lupus]
+//= 1.2 now alternative classes can use their 1-1 job NPC to become Advanced 1st Class [Lupus]
+//= 1.4 added Baby Class support [Lupus]
+//= 1.5 Fixed loads of gramatical errors. [Mass Zero]
+//= 1.6 Added a func which prevent advanced classes passing 2nd Job Quests again. It also guides adv classes where to go. [Lupus]
+//= 1.7 On reborn reset some Job Quest Vars and Reset Girls Counter [Lupus]
+//= 1.8 Added Taekwondo classes check [Lupus]
+//= 1.9 Added support for Job NPC Fase pics, sorrected one dialogue stuff [Lupus]
+//= 2.0 Removed callfunc Is_####_Class in favor of baseClass [Silentdragon]
+//= 2.1 Changed all numbers into constants. [Vicious]
+//= 2.2 Now ALL quests skills are saved/restored [Lupus]
+//= 2.3 Removed Duplicates [Silent]
+//= 2.4 Fixed typos, optimized [Lupus]
+//= 2.5 Fixed a stuck bug [Lupus]
+//= 2.6a Adding proper dialogues [Lupus]
+//= 2.7 Rescripted to Aegis 10.3 standards. [L0ne_W0;f]
+//= Removed all functions as they are no longer required.
+//= Correct job level requirements for 1-1 -> 2-x.
+//= 2.7a Added Function "F_BlockHigh" back in until rewriteing of the 2-x [L0ne_W0lf]
+//= scripts are comepleted.
+//= 2.7b Removed function "F_BlockHigh" as it's no longer used. [L0ne_W0lf]
+//= 2.8 Corrected NPC names to fall within proper restrictions. [L0ne_W0lf]
+//= 2.9 Corrected Valkyrie case spicifying where to warp after rebirthing. [L0ne_W0lf]
+//= 2.9b Fixed Verdandi typo, fixed resetting vars [Lupus]
+//= 3.0 Added quest log commands. [L0ne_W0lf]
+//============================================================
+
+valkyrie,48,86,4 script Valkyrie# 811,{
+ if (ADVJOB != 0 || Upper == 1) {
+ mes "[Valkyrie]";
+ mes "Welcome";
+ mes "to Valhalla,";
+ mes "the Hall of Honor.";
+ next;
+ mes "[Valkyrie]";
+ mes "Please make";
+ mes "yourself comfortable";
+ mes "while you are here.";
+ mes "Honor to the warriors!";
+ close;
+ }
+ else if (Baselevel > 98 && JobLevel > 49 && Class >= Job_Knight && Class <= Job_Crusader2) {
+ mes "[Valkyrie]";
+ mes "Welcome";
+ mes "to Valhalla,";
+ mes "the Hall of Honor.";
+ next;
+ mes "[Valkyrie]";
+ mes "You will now end";
+ mes "your present life and";
+ mes "begin an entirely new life.";
+ mes "Honor to the warriors!";
+ next;
+ if (Weight > 0 || Zeny > 0 || checkcart() != 0 || checkfalcon() != 0 || checkriding() != 0) {
+ mes "[Valkyrie]";
+ mes "There are a few things you must";
+ mes "do before we start. You must";
+ mes "first empty your mind and body.";
+ mes "Honor comes when you abandon";
+ mes "all your selfish desires...";
+ next;
+ mes "[Valkyrie]";
+ mes "You cannot take anything with you to the next life. Your items, zeny, pets and Pushcart all have to be left behind.";
+ next;
+ mes "[Valkyrie]";
+ mes "When you are ready";
+ mes "please return to me,";
+ mes "brave adventurer.";
+ close2;
+ warp "yuno_in02",93,205;
+ end;
+ }
+ else {
+ mes "[Valkyrie]";
+ mes "I see you've already";
+ mes "released yourself from";
+ mes "all worldy attachments,";
+ mes ""+ strcharinfo(0) +".";
+ next;
+ mes "[Valkyrie]";
+ mes "That's an admirable attitude for an adventurer such as yourself. Honor comes when you abandon all personal desires for the sake of mankind.";
+ next;
+ if (SkillPoint) {
+ mes "[Valkyrie]";
+ mes "Hmm... I sense that you have";
+ mes "some lingering attachment or";
+ mes "unfinished business in your";
+ mes "current life. Take care of that,";
+ mes "and bring closure to your present life.";
+ close2;
+ warp "yuno_in02",93,205;
+ end;
+ }
+ mes "[Valkyrie]";
+ mes "Now, let me remove all";
+ mes "of your present memories...";
+ mes "However, you will be able to";
+ mes "remember the most honorable";
+ mes "moments of this life.";
+ next;
+ mes "[Valkyrie]";
+ mes "With one,";
+ mes "I will ask the";
+ mes "goddess Urd to remove";
+ mes "all of your present";
+ mes "memories.";
+ next;
+ mes "[Valkyrie]";
+ mes "With two,";
+ mes "I will ask the";
+ mes "goddess Verdandi to keep";
+ mes "and record the most honorable moments of your present life.";
+ next;
+ mes "[Valkyrie]";
+ mes "With three,";
+ mes "I will ask the";
+ mes "goddess Skuld to";
+ mes "guide you to your";
+ mes "next life.";
+ next;
+ mes "[Valkyrie]";
+ mes "One...";
+ callfunc "F_ClearJobVar";
+ next;
+ mes "[Valkyrie]";
+ mes "One...";
+ mes "Two......";
+ next;
+ mes "[Valkyrie]";
+ mes "One...";
+ mes "Two......";
+ mes "And Three.";
+ set ADVJOB, Class+Job_Novice_High; //memo the target 3rd Job ID
+ if(ADVJOB == Job_Lord_Knight2) set ADVJOB,Job_Lord_Knight;
+ if(ADVJOB == Job_Paladin2) set ADVJOB,Job_Paladin;
+ jobchange Job_Novice_High;
+ resetlvl(1);
+ set MISC_QUEST,MISC_QUEST | 1024; //<-reset Skill Reset Event
+ skill 142,1,0;
+ skill 143,1,0;
+ completequest 1000;
+ next;
+ mes "[Valkyrie]";
+ mes "Congratulations.";
+ mes "You are now reborn";
+ mes "into a brand new life.";
+ mes "Please take these small gifts";
+ mes "in preparation for your new adventures.";
+ getitem 1202,1; //Knife_
+ getitem 2302,1; //Cotton_Shirt_
+ next;
+ mes "[Valkyrie]";
+ mes "I wish that the release the goddess Urd has granted you proves to be a blessing. I hope that the memories Verdandi has recorded will always honor you.";
+ next;
+ mes "[Valkyrie]";
+ mes "And I pray that the new life to which the goddess Skuld will guide you will be even more honorable than your last.";
+ close2;
+ switch (ADVJOB) {
+ case 4008:
+ case 4015:
+ warp "izlude",94,103; break;
+ case 4009:
+ case 4016:
+ warp "prontera",273,354; break;
+ case 4010:
+ case 4017:
+ warp "geffen",120,60; break;
+ case 4011:
+ case 4019:
+ warp "alberta",116,57; break;
+ case 4012:
+ case 4020:
+ case 4021:
+ warp "payon",69,100; break;
+ case 4013:
+ case 4018:
+ warp "morocc",154,50; break;
+ default:
+ warp "yuno_in02",93,205; break;
+ }
+ end;
+ }
+ }
+ else {
+ mes "[Valkyrie]";
+ mes "Welcome";
+ mes "to Valhalla,";
+ mes "the Hall of Honor.";
+ next;
+ mes "[Valkyrie]";
+ mes "Unfortunately, you have not yet been invited here. I ask you to leave immediately. Honor to the warriors!";
+ close2;
+ warp "yuno_in02",93,205;
+ end;
+ }
+}
+
+yuno_in02,88,164,5 script Metheus Sylphe#Library 742,{
+ if (Baselevel > 98 && JobLevel > 49 && Class >= Job_Knight && Class <= Job_Crusader2) {
+ if (valkyrie_Q == 0) {
+ mes "[Metheus Sylphe]";
+ mes "Welcome to the Library of the Schweicherbil Magic Academy.";
+ mes "I assume you have come here";
+ mes "to read the 'Book of Ymir.'";
+ next;
+ mes "[Metheus Sylphe]";
+ mes "Unfortunately, the original copy of the book has been damaged over time. We currently only allow the public to view a copy of the book.";
+ next;
+ mes "[Metheus Sylphe]";
+ mes "Also, in order to preserve the original 'Book of Ymir,' we have decided to accept donations from people who wish to read the copy we have provided.";
+ next;
+ mes "[Metheus Sylphe]";
+ mes "The suggested";
+ mes "donation amount is";
+ mes "1,285,000 zeny.";
+ next;
+ if (select("Donate.:Cancel.") == 1) {
+ if (Zeny >= 1285000) {
+ set zeny,zeny-1285000;
+ set valkyrie_Q,1;
+ mes "[Metheus Sylphe]";
+ mes "Thank you, your donation will be used for a good cause. You may";
+ mes "now go in and read the book.";
+ close;
+ }
+ mes "[Metheus Sylphe]";
+ mes "Unfortunately, you don't seem to possess enough zeny at the moment. Please check your funds and come back again.";
+ close;
+ }
+ mes "[Metheus Sylphe]";
+ mes "Take your time, and";
+ mes "enjoy your travels.";
+ close;
+ }
+ mes "[Metheus Sylphe]";
+ mes "Once again, thank you for your generous donation. Feel free to read a carbon copy of the 'Book of Ymir' at your leisure.";
+ close;
+ }
+ mes "[Metheus Sylphe]";
+ mes "Welcome to the Library of the Schweicherbil Magic Academy.";
+ mes "Here, we have a countless number of books. Please take your time and look around.";
+ close;
+}
+
+yuno_in02,93,207,1 script Book of Ymir 111,{
+ if (ADVJOB != 0 || Upper == 1) {
+ mes "[The Book of Ymir]";
+ mes "...The entrance to the Hall of Honor is open to anyone who has moved forward into their next life. It is there to help heroes decide what they want to do, and can lead them to anywhere in this world.";
+ next;
+ mes "[The Book of Ymir]";
+ mes "In the Hall of Honor, everything is prepared for heroes. It is rumored that any wish that cannot be fulfilled in our reality can be realized in the Hall of Honor.";
+ next;
+ if (select("Stop reading.:Continue reading.") == 1) {
+ mes "[The Book of Ymir]";
+ mes ".....";
+ close;
+ }
+ mes "[The Book of Ymir]";
+ mes "There is a forgotten path which leads to the Hall of Honor, the closest place to the heavens. The ordinary will never discover this place...";
+ close2;
+ warp "valkyrie",48,8;
+ end;
+ }
+ else if (Baselevel > 98 && JobLevel > 49 && Class >= Job_Knight && Class <= Job_Crusader2) {
+ if (valkyrie_Q != 0) {
+ mes "[The Book of Ymir]";
+ mes "...Therefore, ancient heroes were";
+ mes "always in anguish, knowing that";
+ mes "eventually, they were mortal and";
+ mes "would pass from this realm...";
+ next;
+ mes "[The Book of Ymir]";
+ mes "There were no documents,";
+ mes "songs, or remaining folklore that had any information on life after death. However, I recently uncovered an old scroll";
+ mes "about Valkyrie...";
+ next;
+ mes "[The Book of Ymir]";
+ mes "Valkyrie...";
+ mes "The legendary";
+ mes "guardian angel.";
+ mes "Angel of Ragnarok.";
+ next;
+ mes "[The Book of Ymir]";
+ mes "Adventurers of great strength";
+ mes "and bravery will be lead by";
+ mes "Valkyrie to Valhalla, the Hall";
+ mes "of Honor. There, they will be";
+ mes "given a new life.";
+ next;
+ mes "[The Book of Ymir]";
+ mes "Reborn, they will live again as";
+ mes "even greater heroes that will";
+ mes "brighten the world. Bodies that";
+ mes "were exhausted will be filled";
+ mes "with energy...";
+ next;
+ mes "[The Book of Ymir]";
+ mes "And their souls will be given abilities with the heart of Ymir. However, the heart of Ymir was totally destroyed and scattered all over the world after the battle for Rune-Midgarts.";
+ next;
+ mes "[The Book of Ymir]";
+ mes "I have found a small amount of";
+ mes "Ymir heart pieces over a long";
+ mes "long period of time. But I can't";
+ mes "confirm if the story of Valkyrie";
+ mes "and Valhalla is true just";
+ mes "through scientific tests.";
+ next;
+ mes "[The Book of Ymir]";
+ mes "So, I am leaving this record in hope that someone in the future";
+ mes "can confirm that Valkyrie and Valhalla actually exist...";
+ next;
+ set valkyrie_Q,2;
+ if(checkquest(1000) == -1) {
+ setquest 1000;
+ }
+ mes "[The Book of Ymir]";
+ mes "Let the heroes live new lives";
+ mes "so they can protect the world";
+ mes "from danger. And then...";
+ close;
+ }
+ mes "[The Book of Ymir]";
+ mes "...";
+ close;
+ }
+ mes "[The Book of Ymir]";
+ mes "...";
+ close;
+}
+
+yuno_in05,49,43,1 script Heart of Ymir 111,{
+ if (Baselevel > 98 && JobLevel > 49 && Class >= Job_Knight && Class <= Job_Crusader2) {
+ if (valkyrie_Q == 2) warp "valkyrie",48,8;
+ }
+ end;
+}
+
+valkyrie,44,33,5 script Teleporter 124,{
+ if (Upper != 1) {
+ set .@karma_d,rand(1,10);
+ if (.@karma_d > 4) {
+ mes "[Teleporter]";
+ mes "Congratulations.";
+ mes "Honor to the warriors!";
+ close;
+ }
+ mes "[Teleporter]";
+ mes "Please refrain";
+ mes "from touching any";
+ mes "of the exhibitions.";
+ mes "..........";
+ close;
+ }
+ else {
+ mes "[Teleporter]";
+ mes "Honorable one,";
+ mes "which place do you wish to go?";
+ next;
+ switch(select("Prontera:Morroc:Payon:Geffen:Alberta:Izlude:Al De Baran:Comodo:Juno")) {
+ case 1: callsub S_Warpchar,"prontera",116,72;
+ case 2: callsub S_Warpchar,"morocc",156,46;
+ case 3: callsub S_Warpchar,"payon",69,100;
+ case 4: callsub S_Warpchar,"geffen",120,39;
+ case 5: callsub S_Warpchar,"alberta",117,56;
+ case 6: callsub S_Warpchar,"izlude",94,103;
+ case 7: callsub S_Warpchar,"aldebaran",91,105;
+ case 8: callsub S_Warpchar,"comodo",209,143;
+ case 9: callsub S_Warpchar,"yuno",328,101;
+ }
+ }
+S_WarpChar:
+ mes "[Teleporter]";
+ mes "Have a nice trip.";
+ close2;
+ savepoint getarg(0),getarg(1),getarg(2);
+ warp getarg(0),getarg(1),getarg(2);
+ end;
+}
+
+// Warps
+//============================================================
+valkyrie,48,73,0 warp valk01#1 1,1,valkyrie,48,64
+valkyrie,48,66,0 warp valk01#2 1,1,valkyrie,48,75
+
diff --git a/npc/pre-re/kafras/cool_event_corp.txt b/npc/pre-re/kafras/cool_event_corp.txt
new file mode 100644
index 000000000..24eae21ca
--- /dev/null
+++ b/npc/pre-re/kafras/cool_event_corp.txt
@@ -0,0 +1,422 @@
+//===== rAthena Script =======================================
+//= Cool Event Corp. Staff
+//===== By: ==================================================
+//= Gepard
+//===== Current Version: =====================================
+//= 1.5
+//===== Compatible With: =====================================
+//= rAthena
+//===== Description: =========================================
+//= Cool Event Corp. Staff (Save, Storage & Pushcart Service)
+//= in Arunafeltz Region.
+//===== Additional Comments: =================================
+//= 1.0 First version, iRO Sakray X.4 [Gepard]
+//= 1.1 Optimized, fixed a conditional bug [Lupus]
+//= 1.1a Redo back. It wasn't a bug [Lupus]
+//= 1.2 Added Rachel Cool Event Corp. Staff [Playtester]
+//= 1.3 Added cutins, closed Kafra Password exploit
+//= until we got a client/packet based password support [Lupus]
+//= 1.4 Added Veins Cool Event Corp. Staff. [L0ne_W0lf]
+//= 1.5 Cool Event Corp staff is now more iRO like. [L0ne_W0lf]
+//============================================================
+
+hugel,88,168,4 script Cool Event Corp. Staff::CoolEventCorpStaffHugel 874,{
+ cutin "zonda_01",2;
+ mes "[Cool Event Corp. Staff]";
+ mes "Welcome to Cool Event Corp.";
+ mes "Our staff is always working";
+ mes "to surpass your expactations";
+ mes "for quality service. So how";
+ mes "may I assist you today?";
+ next;
+ switch(select("Save:Use Storage:Rent a Pushcart:Storage Password Service:Cancel")){
+ case 1:
+ mes "[Cool Event Corp. Staff]";
+ mes "Your Respawn Point";
+ mes "has been saved here";
+ mes "in the village of Hugel.";
+ mes "Thank you for using the";
+ mes "Cool Event Corp. service~";
+ savepoint "hugel",96,155;
+ close2;
+ break;
+ case 2:
+ mes "[Cool Event Corp. Staff]";
+ if(basicskillcheck() && getskilllv("NV_BASIC") < 6){
+ mes "I'm sorry, but you";
+ mes "need the Novice's";
+ mes "Basic Skill Level 6 to";
+ mes "use the Storage Service.";
+ close2;
+ break;
+ }
+ if(Zeny < 40){
+ mes "I'm sorry, but you don't";
+ mes "have enough Zeny to use";
+ mes "the Storage Service. Our";
+ mes "Storage access fee is 40 Zeny.";
+ close2;
+ break;
+ }
+ set Zeny, Zeny - 40;
+ mes "Let me open your personal";
+ mes "storage for you right away.";
+ mes "Thanks for supporting Cool";
+ mes "Event Corp. by using our";
+ mes "services. Have a good day~";
+ callfunc("F_CheckKafCode"); //check your storage password, if set
+ close2;
+ openstorage;
+ break;
+ case 3:
+ mes "[Cool Event Corp. Staff]";
+ if(BaseClass != Job_Merchant){
+ mes "I'm sorry, but the";
+ mes "Pushcart rental service";
+ mes "is only available to Merchants,";
+ mes "Blacksmiths, White Smiths,";
+ mes "Alchemists and Creators.";
+ close2;
+ break;
+ }
+ if(getskilllv("MC_PUSHCART") == 0){
+ mes "You can only rent a cart after";
+ mes "learning the Pushcart Skill.";
+ close2;
+ break;
+ }
+ if(checkcart() == 1){
+ mes "You already have";
+ mes "a Pushcart equipped.";
+ mes "Unfortunately, we can't";
+ mes "rent more than one to";
+ mes "each customer at a time.";
+ close2;
+ break;
+ }
+ if(countitem(7061)){
+ delitem 7061,1;
+ setcart;
+ close2;
+ break;
+ }
+ mes "The Pushcart rental";
+ mes "fee is 800 Zeny. Would";
+ mes "you like to rent a Pushcart?";
+ next;
+ if(select("Rent a Pushcart:Cancel") == 1){
+ if(Zeny < 800){
+ mes "[Cool Event Corp. Staff]";
+ mes "I'm sorry, but you";
+ mes "don't have enough";
+ mes "Zeny to pay the Pushcart";
+ mes "rental fee of 800 Zeny.";
+ } else {
+ set Zeny, Zeny - 800;
+ setcart;
+ }
+ }
+ close2;
+ break;
+ case 4:
+ callfunc("F_SetKafCode","[Cool Event Corp. Staff]","Cool Event Corp.");
+ //the function closes msg and remoes cutins
+ case 5:
+ default:
+ mes "[Cool Event Corp. Staff]";
+ mes "Cool Event Corp. is always";
+ mes "striving to provide the best";
+ mes "services for our customers.";
+ mes "Help us become the best by";
+ mes "providing us with your opinions";
+ mes "and honest feedback. Thank you.";
+ close2;
+ }
+ cutin "", 255;
+ end;
+}
+
+rachel,109,138,5 script Cool Event Corp. Staff::CoolEventCorpStaffRachel 874,{
+ cutin "zonda_01",2;
+ mes "[Cool Event Corp. Staff]";
+ mes "Welcome to Cool Event Corp.";
+ mes "Our staff is always working";
+ mes "to surpass your expactations";
+ mes "for quality service. So how";
+ mes "may I assist you today?";
+ next;
+ switch(select("Save:Use Storage:Teleport Service:Rent a Pushcart:Storage Password Service:Cancel")){
+ case 1:
+ mes "[Cool Event Corp. Staff]";
+ mes "Your Respawn Point";
+ mes "has been saved here";
+ mes "in the town of Rachel.";
+ mes "Thank you for using the";
+ mes "Cool Event Corp. service~";
+ savepoint "rachel",113,137;
+ close2;
+ break;
+ case 2:
+ mes "[Cool Event Corp. Staff]";
+ if(basicskillcheck() && getskilllv("NV_BASIC") < 6){
+ mes "I'm sorry, but you";
+ mes "need the Novice's";
+ mes "Basic Skill Level 6 to";
+ mes "use the Storage Service.";
+ close2;
+ break;
+ }
+ if(Zeny < 40){
+ mes "I'm sorry, but you don't";
+ mes "have enough Zeny to use";
+ mes "the Storage Service. Our";
+ mes "Storage access fee is 40 Zeny.";
+ close2;
+ break;
+ }
+ set Zeny, Zeny - 40;
+ mes "Let me open your personal";
+ mes "storage for you right away.";
+ mes "Thanks for supporting Cool";
+ mes "Event Corp. by using our";
+ mes "services. Have a good day~";
+ callfunc("F_CheckKafCode"); //check your storage password, if set
+ close2;
+ openstorage;
+ break;
+ case 3:
+ mes "Please choose";
+ mes "your destination.";
+ next;
+ if (select("Veins -> 2200 z:Cancel") == 1) {
+ if ((countitem(7060) != 0) || (Zeny >= 2200)) {
+ if (countitem(7060) != 0) {
+ delitem 7060,1;
+ }
+ else {
+ set Zeny,Zeny-2200;
+ }
+ warp "veins",205,101;
+ cutin "",255;
+ end;
+ }
+ else {
+ mes "[Cool Event Corp. Staff]";
+ mes "I'm sorry, but you don't have";
+ mes "enough zeny for the Teleport";
+ mes "Service. The fee to teleport";
+ mes "to Rachel is 2200 zeny.";
+ }
+ }
+ close2;
+ break;
+ case 4:
+ mes "[Cool Event Corp. Staff]";
+ if(BaseClass != Job_Merchant){
+ mes "I'm sorry, but the";
+ mes "Pushcart rental service";
+ mes "is only available to Merchants,";
+ mes "Blacksmiths, White Smiths,";
+ mes "Alchemists and Creators.";
+ close2;
+ break;
+ }
+ if(getskilllv("MC_PUSHCART") == 0){
+ mes "You can only rent a cart after";
+ mes "learning the Pushcart Skill.";
+ close2;
+ break;
+ }
+ if(checkcart() == 1){
+ mes "You already have";
+ mes "a Pushcart equipped.";
+ mes "Unfortunately, we can't";
+ mes "rent more than one to";
+ mes "each customer at a time.";
+ close2;
+ break;
+ }
+ if(countitem(7061)){
+ delitem 7061,1;
+ setcart;
+ close2;
+ break;
+ }
+ mes "The Pushcart rental";
+ mes "fee is 800 Zeny. Would";
+ mes "you like to rent a Pushcart?";
+ next;
+ if(select("Rent a Pushcart:Cancel") == 1){
+ if(Zeny < 800){
+ mes "[Cool Event Corp. Staff]";
+ mes "I'm sorry, but you";
+ mes "don't have enough";
+ mes "Zeny to pay the Pushcart";
+ mes "rental fee of 800 Zeny.";
+ } else {
+ set Zeny, Zeny - 800;
+ setcart;
+ }
+ }
+ close2;
+ break;
+ case 5:
+ callfunc("F_SetKafCode","[Cool Event Corp. Staff]","Cool Event Corp.");
+ //the function closes msg and remoes cutins
+ case 6:
+ default:
+ mes "[Cool Event Corp. Staff]";
+ mes "Cool Event Corp. is always";
+ mes "striving to provide the best";
+ mes "services for our customers.";
+ mes "Help us become the best by";
+ mes "providing us with your opinions";
+ mes "and honest feedback. Thank you.";
+ close2;
+ }
+ cutin "", 255;
+ end;
+}
+
+veins,208,128,5 script Cool Event Corp. Staff::CoolEventCorpStaffVeins 874,{
+ cutin "zonda_01",2;
+ mes "[Cool Event Corp. Staff]";
+ mes "Welcome to Cool Event Corp.";
+ mes "Our staff is always working";
+ mes "to surpass your expactations";
+ mes "for quality service. So how";
+ mes "may I assist you today?";
+ next;
+ switch(select("Save:Use Storage:Teleport Service:Rent a Pushcart:Storage Password Service:Cancel")){
+ case 1:
+ mes "[Cool Event Corp. Staff]";
+ mes "Your Respawn Point";
+ mes "has been saved here";
+ mes "in the town of Veins.";
+ mes "Thank you for using the";
+ mes "Cool Event Corp. service~";
+ savepoint "veins",204,103;
+ close2;
+ break;
+ case 2:
+ mes "[Cool Event Corp. Staff]";
+ if(basicskillcheck() && getskilllv("NV_BASIC") < 6){
+ mes "I'm sorry, but you";
+ mes "need the Novice's";
+ mes "Basic Skill Level 6 to";
+ mes "use the Storage Service.";
+ close2;
+ break;
+ }
+ if(Zeny < 40){
+ mes "I'm sorry, but you don't";
+ mes "have enough Zeny to use";
+ mes "the Storage Service. Our";
+ mes "Storage access fee is 40 Zeny.";
+ close2;
+ break;
+ }
+ set Zeny, Zeny - 40;
+ mes "Let me open your personal";
+ mes "storage for you right away.";
+ mes "Thanks for supporting Cool";
+ mes "Event Corp. by using our";
+ mes "services. Have a good day~";
+ callfunc("F_CheckKafCode"); //check your storage password, if set
+ close2;
+ openstorage;
+ break;
+ case 3:
+ mes "Please choose";
+ mes "your destination.";
+ next;
+ if (select("Rachel -> 2200 z:Cancel") == 1) {
+ if ((countitem(7060) != 0) || (Zeny >= 2200)) {
+ if (countitem(7060) != 0) {
+ delitem 7060,1;
+ }
+ else {
+ set Zeny,Zeny-2200;
+ }
+ warp "rachel",115,125;
+ cutin "",255;
+ end;
+ }
+ else {
+ mes "[Cool Event Corp. Staff]";
+ mes "I'm sorry, but you don't have";
+ mes "enough zeny for the Teleport";
+ mes "Service. The fee to teleport";
+ mes "to Rachel is 2200 zeny.";
+ }
+ }
+ close2;
+ break;
+ case 4:
+ mes "[Cool Event Corp. Staff]";
+ if(BaseClass != Job_Merchant){
+ mes "I'm sorry, but the";
+ mes "Pushcart rental service";
+ mes "is only available to Merchants,";
+ mes "Blacksmiths, White Smiths,";
+ mes "Alchemists and Creators.";
+ close2;
+ break;
+ }
+ if(getskilllv("MC_PUSHCART") == 0){
+ mes "You can only rent a cart after";
+ mes "learning the Pushcart Skill.";
+ close2;
+ break;
+ }
+ if(checkcart() == 1){
+ mes "You already have";
+ mes "a Pushcart equipped.";
+ mes "Unfortunately, we can't";
+ mes "rent more than one to";
+ mes "each customer at a time.";
+ close2;
+ break;
+ }
+ if(countitem(7061)){
+ delitem 7061,1;
+ setcart;
+ close2;
+ break;
+ }
+ mes "The Pushcart rental";
+ mes "fee is 800 Zeny. Would";
+ mes "you like to rent a Pushcart?";
+ next;
+ if(select("Rent a Pushcart:Cancel") == 1){
+ if(Zeny < 800){
+ mes "[Cool Event Corp. Staff]";
+ mes "I'm sorry, but you";
+ mes "don't have enough";
+ mes "Zeny to pay the Pushcart";
+ mes "rental fee of 800 Zeny.";
+ close2;
+ } else {
+ set Zeny, Zeny - 800;
+ setcart;
+ }
+ }
+ close2;
+ break;
+ case 5:
+ callfunc("F_SetKafCode","[Cool Event Corp. Staff]","Cool Event Corp.");
+ //the function closes msg and remoes cutins
+ case 6:
+ default:
+ mes "[Cool Event Corp. Staff]";
+ mes "Cool Event Corp. is always";
+ mes "striving to provide the best";
+ mes "services for our customers.";
+ mes "Help us become the best by";
+ mes "providing us with your opinions";
+ mes "and honest feedback. Thank you.";
+ close2;
+ }
+ cutin "", 255;
+ end;
+}
diff --git a/npc/pre-re/kafras/dts_warper.txt b/npc/pre-re/kafras/dts_warper.txt
new file mode 100644
index 000000000..ad5a82ab5
--- /dev/null
+++ b/npc/pre-re/kafras/dts_warper.txt
@@ -0,0 +1,1333 @@
+//===== rAthena Script =======================================
+//= Dungeon Teleport Service
+//===== By: ==================================================
+//= Evera
+//===== Current Version: =====================================
+//= 2.8
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Cool Event Corp NPCs vs. Kafra Dungeon Teleport Service and voting system.
+//= This is a special event on official servers where there's a
+//= big competition between Kafra Corp. and Cool Event Corp.
+//= To warp to selected levels of certain dungeons.
+//
+// Global Variables in use:
+// Voting Time check: $DTS_Time
+// Cool Event Corp. Vote Numbers: $DTS_JondaVotes
+// Kafra Vote Numbers: $DTS_KafraVotes
+// Winner: $DTS_Result
+// Teleport Service Period Check: $DTS_PeriodCheck
+// Kafra Points: $DTS_KafraWins
+// Cool Event Corp. Points: $DTS_JondaWins
+// Setitem Check: $DTS_VoteCount
+// For Detailed information on what each varibale does, see
+// the "Vote Globalvar Girl#yuno" NPC at the end of the file.
+// Character Variable in use: lhz_vote (how many times player has voted, keeps htem from re-voting.)
+//===== Additional Comments: =================================
+//= 1.0 Initial release [Evera]
+//= 1.1 SVN release, removed from major town (found true info after research),
+//= put more arg(2) parameters, fixed a few bugs [Evera]
+//= 1.2 Mushed some variables together, optimized a bit [Evera]
+//= 1.3 Removed selfconfig [Evera]
+//= 1.4 Changed global variables to read from 3 global variables, updated names,
+//= fixed array bug [Evera]
+//= 1.5 Mushed voting varialbes into 1 variable. [Evera]
+//= 1.6 Removed Duplicates [Silent]
+//= 1.7 Fixed bug of DTS_Admin not running by itself [Evera]
+//= 1.8 Changed requirement to lvl 60 [Evera]
+//= 1.9 Removed global eligibility option [Evera]
+//= 2.0 Fixed zeny bug [Evera]
+//= 2.1 Fixed headers with and updated with newer information [Evera]
+//= 2.2 Changed dtseligible 2 to MISC_QUEST|128, to clean up variable usage. [Evera]
+//= Also added F_ClearGarbage function to the scripts. [Evera]
+//= 2.3 Changed dtseligible to be $dtsday when MISC_QUEST|128
+//= Added $dtsday for vote session counter
+//= Fixed bug that involved having both warpers enabled at the same time. [Evera]
+//= New $dtsday system and bug fix[Evera]
+//= 2.3a fixed 2 bugs with comparision [Lupus]
+//= 2.3b corrected Glast warp coords [Lupus] 2.3c Bailand -> Bayalan
+//= 2.4 Corrected NPC names to fall within proper restrictions. [L0ne_W0lf]
+//= 2.5 Converted from Aegis file. (11.3) [L0ne_W0lf]
+//= 2.6 Moved Morroc NPCs to Morroc Ruins. [L0ne_W0lf]
+//= 2.7 Fixed a typo, a - to a +. Not sure how that happened. [L0ne_w0lf]
+//= 2.8 Corrected another typo this time in a variable.
+//============================================================
+
+einbroch,246,70,0 script Vote Timer#ein -1,{
+OnInit:
+ if ($dts) {
+ set $dts,0;
+ set $dtsvote,0;
+ set $dtsday,0;
+ }
+ initnpctimer;
+ end;
+
+OnEnable:
+ initnpctimer;
+ end;
+
+OnTimer60000:
+ // A part that keeps the same status even after a server shut down
+ if ($DTS_Result == 1) {
+ if ($DTS_JondaWins == 0) {
+ donpcevent "Vote Timer2#ein::OnEnable";
+ }
+ else if ($DTS_JondaWins == 1) {
+ if ($DTS_KafraWins < 2) {
+ donpcevent "Vote Timer2#ein::OnEnable";
+ }
+ else {
+ donpcevent "Vote Timer3#ein::OnEnable";
+ }
+ }
+ else {
+ if ($DTS_KafraWins < 2) {
+ donpcevent "Vote Timer2#ein::OnEnable";
+ }
+ else {
+ donpcevent "Vote Timer3#ein::OnEnable";
+ }
+ }
+ stopnpctimer;
+ }
+ else if ($DTS_Result == 2) {
+ if ($DTS_JondaWins == 0) {
+ donpcevent "Vote Timer2#ein::OnEnable";
+ }
+ else if ($DTS_JondaWins == 1) {
+ if ($DTS_KafraWins < 2) {
+ donpcevent "Vote Timer2#ein::OnEnable";
+ }
+ else {
+ donpcevent "Vote Timer4#ein::OnEnable";
+ }
+ }
+ else {
+ if ($DTS_KafraWins < 2) {
+ donpcevent "Vote Timer2#ein::OnEnable";
+ }
+ else {
+ donpcevent "Vote Timer4#ein::OnEnable";
+ }
+ }
+ stopnpctimer;
+ }
+ else {
+ if ($DTS_Time == 1440) {
+ if (($DTS_JondaVotes >= 20) || ($DTS_KafraVotes >= 20)) {
+ if ($DTS_JondaVotes > $DTS_KafraVotes) {
+ if ($DTS_JondaWins == 0) {
+ if ($DTS_KafraWins < 2) {
+ set $DTS_KafraWins,$DTS_KafraWins+1;
+ set $DTS_Result,1;
+ set $DTS_Time,0;
+ donpcevent "Scrutiny Association#6::OnEnable";
+ donpcevent "Vote Timer2#ein::OnEnable";
+ }
+ else if ($DTS_KafraWins == 2) {
+ set $DTS_Result,1;
+ set $DTS_Time,0;
+ donpcevent "Scrutiny Association#6::OnEnable";
+ donpcevent "Vote Timer2#ein::OnEnable";
+ }
+ }
+ else if ($DTS_JondaWins == 1) {
+ if ($DTS_KafraWins < 2) {
+ set $DTS_KafraWins,$DTS_KafraWins+1;
+ set $DTS_Result,1;
+ set $DTS_Time,0;
+ donpcevent "Scrutiny Association#6::OnEnable";
+ donpcevent "Vote Timer2#ein::OnEnable";
+ }
+ else {
+ set $DTS_Time,0;
+ set $DTS_Result,1;
+ donpcevent "Scrutiny Association#6::OnEnable";
+ donpcevent "Vote Timer3#ein::OnEnable";
+ }
+ }
+ else {
+ if ($DTS_KafraWins < 2) {
+ set $DTS_KafraWins,$DTS_KafraWins+1;
+ set $DTS_Result,1;
+ set $DTS_Time,0;
+ donpcevent "Scrutiny Association#6::OnEnable";
+ donpcevent "Vote Timer2#ein::OnEnable";
+ }
+ else {
+ set $DTS_Result,1;
+ set $DTS_Time,0;
+ donpcevent "Scrutiny Association#6::OnEnable";
+ donpcevent "Vote Timer3#ein::OnEnable";
+ }
+ }
+ }
+ else {
+ if ($DTS_KafraWins == 0) {
+ if ($DTS_JondaWins < 2) {
+ set $DTS_JondaWins,$DTS_JondaWins+1;
+ set $DTS_Result,2;
+ set $DTS_Time,0;
+ donpcevent "Scrutiny Association#7::OnEnable";
+ donpcevent "Vote Timer2#ein::OnEnable";
+ }
+ else {
+ set $DTS_Result,2;
+ set $DTS_Time,0;
+ donpcevent "Scrutiny Association#7::OnEnable";
+ donpcevent "Vote Timer2#ein::OnEnable";
+ }
+ }
+ else if ($DTS_KafraWins == 1) {
+ if ($DTS_JondaWins < 2) {
+ set $DTS_JondaWins,$DTS_JondaWins+1;
+ set $DTS_Result,2;
+ set $DTS_Time,0;
+ donpcevent "Scrutiny Association#7::OnEnable";
+ donpcevent "Vote Timer2#ein::OnEnable";
+ }
+ else {
+ set $DTS_Result,2;
+ set $DTS_Time,0;
+ donpcevent "Scrutiny Association#7::OnEnable";
+ donpcevent "Vote Timer4#ein::OnEnable";
+ }
+ }
+ else {
+ if ($DTS_JondaWins < 2) {
+ set $DTS_JondaWins,$DTS_JondaWins+1;
+ set $DTS_Result,2;
+ set $DTS_Time,0;
+ donpcevent "Scrutiny Association#7::OnEnable";
+ donpcevent "Vote Timer2#ein::OnEnable";
+ }
+ else {
+ set $DTS_Result,2;
+ set $DTS_Time,0;
+ donpcevent "Scrutiny Association#7::OnEnable";
+ donpcevent "Vote Timer4#ein::OnEnable";
+ }
+ }
+ }
+ }
+ else {
+ set $DTS_Result,3;
+ set $DTS_Time,0;
+ donpcevent "Vote Timer#ein::OnEnable";
+ }
+ }
+ else {
+ set $DTS_Time,$DTS_Time+1;
+ donpcevent "Vote Timer#ein::OnEnable";
+ }
+ }
+ end;
+}
+
+einbroch,245,71,0 script Vote Timer2#ein -1,{
+OnEnable:
+ initnpctimer;
+ end;
+
+OnTimer60000:
+ stopnpctimer;
+ if ($DTS_PeriodCheck == 8640) {
+ set $DTS_PeriodCheck,0;
+ set $DTS_Result,0;
+ set $DTS_KafraVotes,0;
+ set $DTS_JondaVotes,0;
+ set $DTS_VoteCount,$DTS_VoteCount+1;
+ donpcevent "Vote Timer#ein::OnEnable";
+ }
+ else {
+ set $DTS_PeriodCheck,$DTS_PeriodCheck+1;
+ donpcevent "Vote Timer2#ein::OnEnable";
+ }
+ end;
+}
+
+einbroch,246,71,0 script Vote Timer3#ein -1,{
+OnEnable:
+ initnpctimer;
+ end;
+
+OnTimer60000:
+ stopnpctimer;
+ if ($DTS_PeriodCheck == 8640) {
+ set $DTS_PeriodCheck,0; //Global Variable
+ set $DTS_Result,0; //Global Variable
+ set $DTS_KafraVotes,0; //Global Variable
+ set $DTS_JondaVotes,0; //Global Variable
+ set $DTS_JondaWins,$DTS_JondaWins-1;
+ set $DTS_VoteCount,$DTS_VoteCount+1;
+ donpcevent "Vote Timer#ein::OnEnable";
+ }
+ else {
+ set $DTS_PeriodCheck,$DTS_PeriodCheck+1; //Global Variable
+ donpcevent "Vote Timer3#ein::OnEnable";
+ }
+ end;
+}
+
+einbroch,247,71,0 script Vote Timer4#ein -1,{
+OnEnable:
+ initnpctimer;
+ end;
+
+OnTimer60000:
+ stopnpctimer;
+ if ($DTS_PeriodCheck == 8640) {
+ set $DTS_PeriodCheck,0; //Global Variable
+ set $DTS_Result,0; //Global Variable
+ set $DTS_KafraVotes,0; //Global Variable
+ set $DTS_JondaVotes,0; //Global Variable
+ set $DTS_KafraWins,$DTS_KafraWins-1;
+ set $DTS_VoteCount,$DTS_VoteCount+1;
+ donpcevent "Vote Timer#ein::OnEnable";
+ }
+ else {
+ set $DTS_PeriodCheck,$DTS_PeriodCheck+1; //Global Variable
+ donpcevent "Vote Timer4#ein::OnEnable";
+ }
+ end;
+}
+
+// Voting Poll NPCs Kafras and Cool Corp.
+// Cool Event Staff should actually be Cool Event Voting Staff
+// names had to be shortened to keep them unique.
+function script F_VoteKafra {
+ callfunc "F_ClearGarbage"; //Clear outdated, unused variables
+ switch(getarg(0)){
+ case 1: cutin "kafra_01",2; break;
+ case 2: cutin "kafra_02",2; break;
+ case 3: cutin "kafra_03",2; break;
+ case 4: cutin "kafra_04",2; break;
+ case 5: cutin "kafra_05",2; break;
+ case 6: cutin "kafra_06",2; break;
+ case 7: cutin "kafra_07",2; break;
+ case 8: cutin "kafra_08",2; break;
+ case 9: cutin "kafra_09",2; break;
+ }
+ mes "[Kafra Voting Staff]";
+ mes "Greetings, adventurer.";
+ mes "As you may be aware, we";
+ mes "are holding an election to";
+ mes "determine which company will";
+ mes "provide the Dungeon Teleport";
+ mes "Service. How may I help you?";
+ next;
+ switch(select("Reason for Election:Cast a Vote:Use Teleport Service:Cancel")) {
+ case 1:
+ mes "[Kafra Voting Staff]";
+ mes "Cool Event Corp and the";
+ mes "Kafra Corporation have both";
+ mes "been planning to provide a";
+ mes "Teleport Service to dungeons.";
+ next;
+ mes "[Kafra Voting Staff]";
+ mes "But due to technological";
+ mes "limitations, only one company";
+ mes "can serve as provider for this";
+ mes "Dungeon Teleport Service at a";
+ mes "time. There, both companies have agreed to hold special elections.";
+ next;
+ mes "[Kafra Voting Staff]";
+ mes "Each company has its own";
+ mes "policies and guarantees in";
+ mes "regards to the Dungeon Teleport Service, and in this election, the";
+ mes "customers will ultimately decide and choose what's best for them.";
+ next;
+ mes "[Kafra Voting Staff]";
+ mes "For now, the Dungeon";
+ mes "Teleport Service will be";
+ mes "provided in a series of trial periods. This way, customers can";
+ mes "see the benefits of both companies before making the final decision.";
+ next;
+ mes "[Kafra Voting Staff]";
+ mes "If you are qualified,";
+ mes "please vote in each election";
+ mes "to decide which company will";
+ mes "provide the Dungeon Teleport";
+ mes "Service for the next trial period. Thank you for your support~";
+ break;
+ case 2:
+ //if (lhz_boss < 17) {
+ // mes "[Kafra Voting Staff]";
+ // mes "Oh, I'm so sorry, but you";
+ // mes "are currently not qualified to";
+ // mes "vote. For voting qualification";
+ // mes "information, please visit the";
+ // mes "Al De Baran Kafra Headquarters.";
+ // mes "Thank you and have a nice day.";
+ // close2;
+ // cutin "",255;
+ // end;
+ //}
+ //else {
+ if ($DTS_Result == 0) {
+ if (lhz_vote <= $DTS_VoteCount) {
+ mes "[Kafra Voting Staff]";
+ mes "We, the Kafra Corporation,";
+ mes "are planning to provide the";
+ mes "Dungeon Teleport Service";
+ mes "to the following dungeons...";
+ next;
+ mes " ";
+ mes " ";
+ if ($DTS_KafraWins == 0) {
+ mes "^FF0000Toy Factory, Level 2^000000";
+ }
+ else if ($DTS_KafraWins == 1) {
+ mes "^FF0000Toy Factory, Level 2^000000";
+ mes "^FF0000Al De Baran Clock Tower, Level 3 ^000000";
+ }
+ else {
+ mes "^FF0000Toy Factory, Level 2^000000";
+ mes "^FF0000Al De Baran Clock Tower, Level 3 Lava Dungeon, Level 2^000000";
+ }
+ next;
+ mes "[Kafra Voting Staff]";
+ mes "If you are interested in";
+ mes "a Teleport Service to this";
+ mes "area, then please vote for";
+ mes "us. Would you like to vote";
+ mes "for the Kafra Corporation?";
+ next;
+ switch(select("No:Yes")) {
+ case 1:
+ mes "[Kafra Voting Staff]";
+ mes "I understand. But if you";
+ mes "happen to change your mind,";
+ mes "you are welcome to come back";
+ mes "at any time. Thank you and";
+ mes "have a good day, adventurer.";
+ break;
+ case 2:
+ set lhz_vote,$DTS_VoteCount+1;
+ set $DTS_KafraVotes,$DTS_KafraVotes+1;
+ mes "[Kafra Voting Staff]";
+ mes "Thanks for your vote!";
+ mes "We'll continue to do our best";
+ mes "to provide the highest quality";
+ mes "service to our customers. Have";
+ mes "a good day and remember that the Kafra service is on your side~";
+ break;
+ }
+ }
+ else {
+ mes "[Kafra Voting Staff]";
+ mes "I'm sorry, but you've ";
+ mes "already participated in";
+ mes "this election. When the next";
+ mes "election comes, you will be";
+ mes "able to vote once again.";
+ mes "Thank you for your support~";
+ }
+ }
+ else if ($DTS_Result == 3) {
+ if (lhz_vote <= $DTS_VoteCount) {
+ mes "[Kafra Voting Staff]";
+ mes "After totalling the number of";
+ mes "votes from the last election,";
+ mes "we have concluded that the";
+ mes "minimum voter participation";
+ mes "condition was not satisfied.";
+ next;
+ mes "[Kafra Voting Staff]";
+ mes "Therefore, another election to";
+ mes "determine which company will";
+ mes "provide the Dungeon Teleport";
+ mes "Service will be held. The Kafra";
+ mes "Corporation will teleport to";
+ mes "the following dungeons...";
+ next;
+ mes " ";
+ mes " ";
+ if ($DTS_KafraWins == 0) {
+ mes "FF0000Toy Factory, Level 2^000000";
+ }
+ else if ($DTS_KafraWins == 1) {
+ mes "^FF0000Toy Factory, Level 2^000000";
+ mes "^FF0000Al De Baran Clock Tower, Level 3 ^000000";
+ }
+ else {
+ mes "^FF0000Toy Factory, Level 2^000000";
+ mes "^FF0000Al De Baran Clock Tower, Level 3 Lava Dungeon, Level 2^000000";
+ }
+ next;
+ mes "[Kafra Voting Staff]";
+ mes "If you are interested in";
+ mes "a Teleport Service to these";
+ mes "areas, then please vote for";
+ mes "us. Would you like to vote";
+ mes "for the Kafra Corporation?";
+ next;
+ switch(select("No:Yes")) {
+ case 1:
+ mes "[Kafra Voting Staff]";
+ mes "I understand. But if you";
+ mes "happen to change your mind,";
+ mes "you are welcome to come back";
+ mes "at any time. Thank you and";
+ mes "have a good day, adventurer.";
+ break;
+ case 2:
+ set lhz_vote,$DTS_VoteCount+1;
+ set $DTS_KafraVotes,$DTS_KafraVotes+1;
+ mes "[Kafra Voting Staff]";
+ mes "Thanks for your vote!";
+ mes "We'll continue to do our best";
+ mes "to provide the highest quality";
+ mes "service to our customers. Have";
+ mes "a good day and remember that the Kafra service is on your side~";
+ break;
+ }
+ }
+ else {
+ mes "[Kafra Voting Staff]";
+ mes "After totalling the number of";
+ mes "votes from the last election,";
+ mes "we have concluded that the";
+ mes "minimum voter participation";
+ mes "condition was not satisfied.";
+ next;
+ mes "[Kafra Voting Staff]";
+ mes "Therefore, another election to";
+ mes "determine which company will";
+ mes "provide the Dungeon Teleport";
+ mes "Service will be held. However,";
+ mes "since you've already voted, you cannot vote again in this election.";
+ next;
+ mes "[Kafra Voting Staff]";
+ mes "Your participation in these";
+ mes "elections is much appreciated,";
+ mes "and we encourage you to vote";
+ mes "again during the next election.";
+ mes "Thank you and have a nice day~";
+ }
+ }
+ else {
+ mes "[Kafra Voting Staff]";
+ mes "I'm sorry, but there are";
+ mes "no elections taking place at";
+ mes "this time. When the polls are";
+ mes "open, we encourage you to take";
+ mes "part and voice your opinions.";
+ mes "Thank you for your support~";
+ }
+ //}
+ break;
+ case 3:
+ if ($DTS_Result == 2) {
+ mes "[Kafra Voting Staff]";
+ mes "Thank you for choosing the";
+ mes "Dungeon Teleport Service.";
+ mes "Please keep in mind that the";
+ mes "Free Warp Tickets and Kafra";
+ mes "Special Reserve Points do not";
+ mes "apply in this special service.";
+ next;
+ if ($DTS_KafraWins == 0) {
+ switch(select("Toy Factory, Level 2 -> 4,000 z:Cancel")) {
+ case 1:
+ if (Zeny >= 4000) {
+ cutin "",255;
+ set zeny,zeny-4000;
+ warp "xmas_dun02",130,123;
+ end;
+ }
+ else {
+ mes "[Kafra Voting Staff]";
+ mes "I'm sorry, but you don't";
+ mes "have enough money to pay";
+ mes "the 4,000 zeny fee to teleport";
+ mes "to the Toy Factory. Please";
+ mes "check your funds again.";
+ }
+ break;
+ case 2:
+ mes "[Kafra Voting Staff]";
+ mes "We, here at Kafra Corporation,";
+ mes "are always endeavoring to provide you with the best services. We hope that we meet your adventuring needs and standards of excellence.";
+ break;
+ }
+ }
+ else if ($DTS_KafraWins == 1) {
+ switch(select("Toy Factory, Level 2 -> 4,000 z:Clock Tower, Level 3 -> 4,000 z:Cancel")) {
+ case 1:
+ if (Zeny >= 4000) {
+ set zeny,zeny-4000;
+ cutin "kafra_09",255;
+ warp "xmas_dun02",130,123;
+ end;
+ }
+ else {
+ mes "[Kafra Voting Staff]";
+ mes "I'm sorry, but you don't";
+ mes "have enough money to pay";
+ mes "the 4,000 zeny fee to teleport";
+ mes "to the Toy Factory. Please";
+ mes "check your funds again.";
+ }
+ break;
+ case 2:
+ if (Zeny >= 4000) {
+ set zeny,zeny-4000;
+ cutin "kafra_09",255;
+ warp "alde_dun03",265,22;
+ end;
+ }
+ else {
+ mes "[Kafra Voting Staff]";
+ mes "I'm sorry, but you don't";
+ mes "have enough money to pay";
+ mes "the 4,000 zeny fee to teleport";
+ mes "to the Clock Tower. Please";
+ mes "check your funds again.";
+ }
+ break;
+ case 3:
+ mes "[Kafra Voting Staff]";
+ mes "We, here at Kafra Corporation,";
+ mes "are always endeavoring to provide you with the best services. We hope that we meet your adventuring needs and standards of excellence.";
+ break;
+ }
+ }
+ else {
+ switch(select("Toy Factory, Level 2 -> 4,000 z:Clock Tower, Level 3 -> 4,000 z:Lava Dungeon, Level 2 -> 4,000 z:Cancel")) {
+ case 1:
+ if (Zeny >= 4000) {
+ set zeny,zeny-4000;
+ cutin "kafra_09",255;
+ warp "xmas_dun02",130,123;
+ end;
+ }
+ else {
+ mes "[Kafra Voting Staff]";
+ mes "I'm sorry, but you don't";
+ mes "have enough money to pay";
+ mes "the 4,000 zeny fee to teleport";
+ mes "to the Toy Factory. Please";
+ mes "check your funds again.";
+ }
+ break;
+ case 2:
+ if (Zeny >= 4000) {
+ set zeny,zeny-4000;
+ cutin "kafra_09",255;
+ warp "alde_dun03",265,22;
+ end;
+ }
+ else {
+ mes "[Kafra Voting Staff]";
+ mes "I'm sorry, but you don't";
+ mes "have enough money to pay";
+ mes "the 4,000 zeny fee to teleport";
+ mes "to the Clock Tower. Please";
+ mes "check your funds again.";
+ }
+ break;
+ case 3:
+ if (Zeny >= 4000) {
+ set zeny,zeny-4000;
+ cutin "kafra_09",255;
+ warp "mag_dun02",47,40;
+ end;
+ }
+ else {
+ mes "[Kafra Voting Staff]";
+ mes "I'm sorry, but you don't";
+ mes "have enough money to pay";
+ mes "the 4,000 zeny fee to teleport";
+ mes "to the Lava Dungeon. Please";
+ mes "check your funds again.";
+ }
+ break;
+ case 4:
+ mes "[Kafra Voting Staff]";
+ mes "We, here at Kafra Corporation,";
+ mes "are always endeavoring to provide you with the best services. We hope that we meet your adventuring needs and standards of excellence.";
+ break;
+ }
+ }
+ }
+ else if ($DTS_Result == 1) {
+ mes "[Kafra Voting Staff]";
+ mes "I'm sorry, but because of";
+ mes "the results from the most";
+ mes "recent election, Cool Event";
+ mes "Corp. is currently handling";
+ mes "the Dungeon Teleport Service. We apologize for the inconvenience.";
+ }
+ else {
+ mes "[Kafra Voting Staff]";
+ mes "I'm sorry, but the";
+ mes "Dungeon Teleport Service";
+ mes "is not active during the voting";
+ mes "period. Once the election is";
+ mes "over, the Dungeon Teleport";
+ mes "Service will become available.";
+ }
+ break;
+ case 4:
+ mes "[Kafra Voting Staff]";
+ mes "We, here at Kafra Corporation,";
+ mes "are always endeavoring to provide you with the best services. We hope that we meet your adventuring needs and standards of excellence.";
+ break;
+ }
+ close2;
+ cutin "",255;
+ end;
+}
+
+yuno,162,191,4 script Kafra Voting Staff#yuno 861,{
+ callfunc "F_VoteKafra",9;
+}
+prontera,164,125,4 script Kafra Voting Staff#prt 116,{
+ callfunc "F_VoteKafra",2;
+}
+moc_ruins,97,133,4 script Kafra Voting Staff#moc 116,{
+ callfunc "F_VoteKafra",2;
+}
+geffen,122,37,4 script Kafra Voting Staff#gef 116,{
+ callfunc "F_VoteKafra",2;
+}
+payon,158,182,4 script Kafra Voting Staff#pay 116,{
+ callfunc "F_VoteKafra",2;
+}
+alberta,119,70,4 script Kafra Voting Staff#alb 116,{
+ callfunc "F_VoteKafra",2;
+}
+aldebaran,145,102,4 script Kafra Voting Staff#alde 116,{
+ callfunc "F_VoteKafra",2;
+}
+lighthalzen,163,60,4 script Kafra Voting Staff#lght 861,{
+ callfunc "F_VoteKafra",9;
+}
+
+- script Cool Event Staff::VotingStaffCCE 874,{
+ callfunc "F_ClearGarbage"; //Clear outdated, unused variables
+ cutin "zonda_01",2;
+ mes "[Cool Event Corp. Voting Staff]";
+ mes "Hello! Don't forget to make";
+ mes "your voice be heard and make";
+ mes "sure you vote in the elections";
+ mes "between Cool Event Corp. and";
+ mes "Kafra Corporation for control of the Dungeon Teleport Service!";
+ next;
+ switch(select("Reason for Election:Cast a Vote:Use Teleport Service:Cancel")) {
+ case 1:
+ mes "[Cool Event Corp. Voting Staff]";
+ mes "Cool Event Corp. has been";
+ mes "planning to provide a new";
+ mes "Dungeon Teleport Service to";
+ mes "its customers, a service not";
+ mes "already provided by the Kafra";
+ mes "Corporation. However...";
+ next;
+ mes "[Cool Event Corp. Voting Staff]";
+ mes "Kafra Corporation, which";
+ mes "already monopolizes the";
+ mes "public teleportation market,";
+ mes "actually also had plans to";
+ mes "provide a similar service.";
+ next;
+ mes "[Cool Event Corp. Voting Staff]";
+ mes "Because of technological";
+ mes "limitations, only one company";
+ mes "can be chosen as the provider";
+ mes "of this Dungeon Teleport Service. Hence, we will let the customers";
+ mes "decide through these elections.";
+ next;
+ mes "[Cool Event Corp. Voting Staff]";
+ mes "Multiple elections will be";
+ mes "held so that our customers";
+ mes "can test out the special services of each company for themselves.";
+ mes "However, keep in mind that you must be eligible in order to vote.";
+ next;
+ mes "[Cool Event Corp. Voting Staff]";
+ mes "For voter eligibility";
+ mes "details, please visit our";
+ mes "headquarters in the city of";
+ mes "Lighthalzen located in the";
+ mes "Schwaltzvalt Republic.";
+ mes "Thank you for your time.";
+ break;
+ case 2:
+ //if (lhz_boss < 17) {
+ // mes "[Cool Event Corp. Voting Staff]";
+ // mes "I'm sorry, but you are not";
+ // mes "eligible to vote at this time.";
+ // mes "Please visit our headquarters";
+ // mes "in Lighthalzen for information";
+ // mes "related to acquiring voting rights. Thank you for your time.";
+ // close2;
+ // cutin "zonda_01",255;
+ // end;
+ //}
+ //else {
+ if ($DTS_Result == 0) {
+ if (lhz_vote <= $DTS_VoteCount) {
+ mes "[Cool Event Corp. Voting Staff]";
+ mes "Cool Event Corp.,";
+ mes "if chosen to provide the";
+ mes "Dungeon Teleport Service,";
+ mes "will teleport adventurers to";
+ mes "the following dungeons...";
+ next;
+ mes " ";
+ mes " ";
+ if ($DTS_JondaWins == 0) {
+ mes "^FF0000Byalan Dungeon, Level 3^000000";
+ }
+ else if ($DTS_JondaWins == 1) {
+ mes "^FF0000Byalan Dungeon, Level 3^000000";
+ mes "^FF0000Clock Tower, 3rd Floor^000000";
+ }
+ else {
+ mes "^FF0000Byalan Dungeon, Level 3^000000";
+ mes "^FF0000Clock Tower, 3rd Floor^000000";
+ mes "^FF0000Glast Heim Entrance^000000";
+ }
+ next;
+ mes "[Cool Event Corp. Voting Staff]";
+ mes "If you are interested in";
+ mes "these destinations, then";
+ mes "it would be in your best";
+ mes "interest to vote for us.";
+ mes "Would you like to vote";
+ mes "for Cool Event Corp.?";
+ next;
+ switch(select("No:Yes")) {
+ case 1:
+ mes "[Cool Event Corp. Voting Staff]";
+ mes "Ah, I see... Well, if you";
+ mes "happen to change your mind,";
+ mes "feel free to come back and";
+ mes "cast your vote for Cool Event";
+ mes "Corp, alright? Have a nice day~";
+ break;
+ case 2:
+ set lhz_vote,$DTS_VoteCount+1;
+ set $DTS_JondaVotes,$DTS_JondaVotes+1;
+ mes "[Cool Event Corp. Voting Staff]";
+ mes "Thank you for your vote!";
+ mes "It's customers like you who";
+ mes "ensure the success and great";
+ mes "service that you have come to";
+ mes "expect from Cool Event Corp.";
+ mes "Thank you and have a nice day~";
+ break;
+ }
+ }
+ else {
+ mes "[Cool Event Corp. Voting Staff]";
+ mes "I'm sorry, but you've";
+ mes "already cast your vote";
+ mes "in this election. However,";
+ mes "please don't let that stop you";
+ mes "from voting for Cool Event";
+ mes "Corp. in the next election~";
+ }
+ }
+ else if ($DTS_Result == 3) {
+ if (lhz_vote <= $DTS_VoteCount) {
+ mes "[Cool Event Corp. Voting Staff]";
+ mes "Unfortunately, there wasn't";
+ mes "enough voter turnout in the";
+ mes "last election, so we're holding";
+ mes "another election to determine";
+ mes "which company will provide the";
+ mes "Dungeon Teleport Service.";
+ next;
+ mes "[Cool Event Corp. Voting Staff]";
+ mes "Cool Event Corp.,";
+ mes "if chosen to provide the";
+ mes "Dungeon Teleport Service,";
+ mes "will teleport adventurers to";
+ mes "the following dungeons...";
+ next;
+ mes " ";
+ mes " ";
+ if ($DTS_JondaWins == 0) {
+ mes "^FF0000Byalan Dungeon, Level 3^000000";
+ }
+ else if ($DTS_JondaWins == 1) {
+ mes "^FF0000Byalan Dungeon, Level 3^000000";
+ mes "^FF0000Clock Tower, 3rd Floor^000000";
+ }
+ else {
+ mes "^FF0000Byalan Dungeon, Level 3^000000";
+ mes "^FF0000Clock Tower, 3rd Floor^000000";
+ mes "^FF0000Glast Heim Entrance^000000";
+ }
+ next;
+ mes "[Cool Event Corp. Voting Staff]";
+ mes "If you are interested in";
+ mes "these destinations, then";
+ mes "it would be in your best";
+ mes "interest to vote for us.";
+ mes "Would you like to vote";
+ mes "for Cool Event Corp.?";
+ next;
+ switch(select("No:Yes")) {
+ case 1:
+ mes "[Cool Event Corp. Voting Staff]";
+ mes "Ah, I see... Well, if you";
+ mes "happen to change your mind,";
+ mes "feel free to come back and";
+ mes "cast your vote for Cool Event";
+ mes "Corp, alright? Have a nice day~";
+ break;
+ case 2:
+ set lhz_vote,$DTS_VoteCount+1;
+ set $DTS_JondaVotes,$DTS_JondaVotes+1;
+ mes "[Cool Event Corp. Voting Staff]";
+ mes "Thank you for your vote!";
+ mes "It's customers like you who";
+ mes "ensure the success and great";
+ mes "service that you have come to";
+ mes "expect from Cool Event Corp.";
+ mes "Thank you and have a nice day~";
+ break;
+ }
+ }
+ else {
+ mes "[Cool Event Corp. Voting Staff]";
+ mes "Unfortunately, there wasn't";
+ mes "enough voter turnout in the";
+ mes "last election, so we're holding";
+ mes "another election to determine";
+ mes "which company will provide the";
+ mes "Dungeon Teleport Service.";
+ next;
+ mes "[Cool Event Corp. Voting Staff]";
+ mes "We appreciate that";
+ mes "you've already participated";
+ mes "in this second election by";
+ mes "casting your vote. Thank";
+ mes "you for your support~";
+ }
+ }
+ else {
+ mes "[Cool Event Corp. Voting Staff]";
+ mes "I'm sorry, but an election is";
+ mes "not currently being held at this time. Please come and cast your";
+ mes "vote at the next election to decide which company will provide the";
+ mes "Dungeon Teleport Service.";
+ }
+ //}
+ break;
+ case 3:
+ if ($DTS_Result == 1) {
+ mes "[Cool Event Corp. Voting Staff]";
+ mes "Please remember that we";
+ mes "cannot accept Free Warp Tickets";
+ mes "or award Special Reserve Points";
+ mes "for this service. Now, please";
+ mes "choose your destination.";
+ next;
+ if ($DTS_JondaWins == 0) {
+ switch(select("Byalan Dungeon, Level 3 -> 4,000 z:Cancel")) {
+ case 1:
+ if (Zeny >= 4000) {
+ set zeny,zeny-4000;
+ cutin "zonda_01",255;
+ warp "iz_dun02",234,206;
+ end;
+ }
+ else {
+ mes "[Cool Event Corp. Voting Staff]";
+ mes "I'm sorry, but you do";
+ mes "not have enough zeny to";
+ mes "teleport to this destination.";
+ mes "The teleport fee is 4,000 zeny.";
+ }
+ break;
+ case 2:
+ mes "[Cool Event Corp. Voting Staff]";
+ mes "Always be assured that";
+ mes "Cool Event Corp. will do";
+ mes "everything in its power to";
+ mes "ensure the satisfaction of";
+ mes "its customers, young and old";
+ mes "and big and small. Thank you~";
+ break;
+ }
+ }
+ else if ($DTS_JondaWins == 1) {
+ switch(select("Byalan Dungeon, Level 3 -> 4,000 z:Clock Tower, 3rd Floor -> 4,000 z:Cancel")) {
+ case 1:
+ if (Zeny >= 4000) {
+ set zeny,zeny-4000;
+ cutin "zonda_01",255;
+ warp "iz_dun02",234,206;
+ end;
+ }
+ else {
+ mes "[Cool Event Corp. Voting Staff]";
+ mes "I'm sorry, but you do";
+ mes "not have enough zeny to";
+ mes "teleport to this destination.";
+ mes "The teleport fee is 4,000 zeny.";
+ }
+ break;
+ case 2:
+ if (Zeny >= 4000) {
+ set zeny,zeny-4000;
+ cutin "zonda_01",255;
+ warp "c_tower3",64,143;
+ end;
+ }
+ else {
+ mes "[Cool Event Corp. Voting Staff]";
+ mes "I'm sorry, but you do";
+ mes "not have enough zeny to";
+ mes "teleport to this destination.";
+ mes "The teleport fee is 4,000 zeny.";
+ }
+ break;
+ case 3:
+ mes "[Cool Event Corp. Voting Staff]";
+ mes "Always be assured that";
+ mes "Cool Event Corp. will do";
+ mes "everything in its power to";
+ mes "ensure the satisfaction of";
+ mes "its customers, young and old";
+ mes "and big and small. Thank you~";
+ break;
+ }
+ }
+ else {
+ mes "[Cool Event Corp. Voting Staff]";
+ mes "Please remember that we";
+ mes "cannot accept Free Warp Tickets";
+ mes "or award Special Reserve Points";
+ mes "for this service. Now, please";
+ mes "choose your destination.";
+ next;
+ switch(select("Byalan Dungeon, Level 3 -> 4,000 z:Clock Tower, 3rd Floor -> 4,000 z:Glast Heim Entrance -> 4,000 z:Cancel")) {
+ case 1:
+ if (Zeny >= 4000) {
+ set zeny,zeny-4000;
+ cutin "zonda_01",255;
+ warp "iz_dun02",234,206;
+ end;
+ }
+ else {
+ mes "[Cool Event Corp. Voting Staff]";
+ mes "I'm sorry, but you do";
+ mes "not have enough zeny to";
+ mes "teleport to this destination.";
+ mes "The teleport fee is 4,000 zeny.";
+ }
+ break;
+ case 2:
+ if (Zeny >= 4000) {
+ set zeny,zeny-4000;
+ cutin "zonda_01",255;
+ warp "c_tower3",64,143;
+ end;
+ }
+ else {
+ mes "[Cool Event Corp. Voting Staff]";
+ mes "I'm sorry, but you do";
+ mes "not have enough zeny to";
+ mes "teleport to this destination.";
+ mes "The teleport fee is 4,000 zeny.";
+ }
+ break;
+ case 3:
+ if (Zeny >= 4000) {
+ set zeny,zeny-4000;
+ cutin "zonda_01",255;
+ warp "glast_01",368,303;
+ end;
+ }
+ else {
+ mes "[Cool Event Corp. Voting Staff]";
+ mes "I'm sorry, but you do";
+ mes "not have enough zeny to";
+ mes "teleport to this destination.";
+ mes "The teleport fee is 4,000 zeny.";
+ }
+ break;
+ case 4:
+ mes "[Cool Event Corp. Voting Staff]";
+ mes "Always be assured that";
+ mes "Cool Event Corp. will do";
+ mes "everything in its power to";
+ mes "ensure the satisfaction of";
+ mes "its customers, young and old";
+ mes "and big and small. Thank you~";
+ break;
+ }
+ }
+ }
+ else if ($DTS_Result == 2) {
+ mes "[Cool Event Corp. Voting Staff]";
+ mes "I'm sorry, but Cool Event";
+ mes "Corp. does not currently offer";
+ mes "the Dungeon Teleport Service";
+ mes "due to the results of the last";
+ mes "election. Please vote for us";
+ mes "next time, alright? Good day~";
+ }
+ else {
+ mes "[Cool Event Corp. Voting Staff]";
+ mes "I'm sorry, but the";
+ mes "Dungeon Teleport Service is";
+ mes "unavailable during elections";
+ mes "and will be reactivated after the election results are announced.";
+ mes "Thank you and have a nice day.";
+ }
+ break;
+ case 4:
+ mes "[Cool Event Corp. Voting Staff]";
+ mes "Cool Event Corp. is always";
+ mes "working to make sure that";
+ mes "not only are our customers";
+ mes "satisfied, but that we also";
+ mes "exceed your utmost standards.";
+ mes "Thank you and have a good day.";
+ break;
+ }
+ close2;
+ cutin "zonda_01",255;
+ end;
+}
+
+yuno,153,191,6 duplicate(VotingStaffCCE) Cool Event Staff#yuno 874
+prontera,147,125,6 duplicate(VotingStaffCCE) Cool Event Staff#prt 874
+moc_ruins,104,133,6 duplicate(VotingStaffCCE) Cool Event Staff#moc 874
+geffen,117,37,6 duplicate(VotingStaffCCE) Cool Event Staff#gef 874
+payon,153,182,6 duplicate(VotingStaffCCE) Cool Event Staff#pay 874
+alberta,114,70,6 duplicate(VotingStaffCCE) Cool Event Staff#alb 874
+aldebaran,138,102,6 duplicate(VotingStaffCCE) Cool Event Staff#alde 874
+lighthalzen,154,60,6 duplicate(VotingStaffCCE) Cool Event Staff#lhz 874
+
+yuno,103,225,0 script Scrutiny Association#5 -1,{
+OnInit:
+ initnpctimer;
+ end;
+
+OnEnable:
+ initnpctimer;
+ end;
+
+OnTimer7200000:
+ stopnpctimer;
+ if (($DTS_Result == 0) || ($DTS_Result == 3)) {
+ announce "Currently, the Dungeon Teleport Service Provider Election is being held in all major cities. Your participation is appreciated.",bc_all,"0x70dbdb";
+ }
+ donpcevent "Scrutiny Association#5::OnEnable";
+ end;
+}
+
+einbroch,248,71,0 script Scrutiny Association#6 -1,{
+OnEnable:
+ initnpctimer;
+ end;
+
+OnTimer1000:
+ announce "All the votes for the Dungeon Teleport Service Provider Election have been received and counted.",bc_all,"0x70dbdb";
+ end;
+
+OnTimer5000:
+ announce "The results are now in...",bc_all,"0x70dbdb";
+ end;
+
+OnTimer10000:
+ announce "This time, Cool Event Corp. will be the Dungeon Teleport Service Provider.",bc_all,"0x70dbdb";
+ end;
+
+OnTimer15000:
+ announce "Many thanks to all of you who have voted and shown your support.",bc_all,"0x70dbdb";
+ stopnpctimer;
+ end;
+}
+
+einbroch,249,71,0 script Scrutiny Association#7 -1,{
+OnEnable:
+ initnpctimer;
+ end;
+
+OnTimer1000:
+ announce "All the votes for the Dungeon Teleport Service Provider Election have been received and counted.",bc_all,"0x70dbdb";
+ end;
+
+OnTimer5000:
+ announce "The results are now in...",bc_all,"0x70dbdb";
+ end;
+
+OnTimer10000:
+ announce "This time, Kafra Corporation will be the Dungeon Teleport Service Provider.",bc_all,"0x70dbdb";
+ end;
+
+OnTimer15000:
+ announce "Many thanks to all of you who have voted and shown your support.",bc_all,"0x70dbdb";
+ stopnpctimer;
+ end;
+}
+
+/*
+// GM only NPC used for modifying values related to the DTS system.
+sec_in02,17,160,4 script Vote Globalvar Girl#yuno 864,{
+ mes "[Christy's Maid]";
+ mes "Lady Christy!";
+ next;
+ input .@input,0,9000;
+ if (input == 1854) {
+ mes "[Christy's Maid]";
+ mes "I am Lady Christy's Maid.";
+ next;
+ switch(select("Globalvar Check:Setitem Zero:Change Glbalvar")) {
+ case 1:
+ mes "Current GlobalVar are";
+ next;
+ mes "[Christy's Maid]";
+ mes "Global 1 - Voting Time check : "+$DTS_Time+"";
+ mes "Global 2 - Cool Event Corp. Vote Numbers : "+$DTS_JondaVotes+"";
+ mes "Global 3 - Kafra Vote Numbers : "+$DTS_KafraVotes+"";
+ mes "Global 4 - Winner : "+$DTS_Result+"";
+ mes "Global 5 - Teleport Service Period Check: "+$DTS_PeriodCheck+"";
+ mes "Global 6 - Kafra Points : "+$DTS_KafraWins+"";
+ mes "Global 7 - Cool Event Corp. Points : "+$DTS_JondaWins+"";
+ mes "Global 8 - Setitem Check : "+$DTS_VoteCount+"";
+ next;
+ mes "[Christy's Maid]";
+ mes "Current Setitem value is "+lhz_vote+".";
+ close;
+ case 2:
+ set lhz_vote,0;
+ close;
+ case 3:
+ mes "[Christy's Maid]";
+ mes "Which Globalvar value would you like to change?";
+ next;
+ switch(select("1 - Voting Time:2 - Cool Event Corp. Vote Numbers:3 - Kafra Vote Numbers:4 - Winner:5 - Teleport Service Period:6 - Kafra Warp Number:7 - Cool Event Corp. Warp Number:8 - Setitem Value")) {
+ case 1:
+ mes "[Christy's Maid]";
+ mes "Please enter a number among 0 and 1000.";
+ next;
+ input .@input;
+ if ((.@input < 0) || (.@input > 1000)) {
+ mes "[Christy's Maid]";
+ mes "The value is incorrect.";
+ close;
+ }
+ set $DTS_Time,.@input;
+ mes "[Christy's Maid]";
+ mes "The value has been modified.";
+ close;
+ case 2:
+ mes "[Christy's Maid]";
+ mes "Please enter a number among 0 and 1000.";
+ next;
+ input .@input;
+ if ((.@input < 0) || (.@input > 1000)) {
+ mes "[Christy's Maid]";
+ mes "The value is incorrect.";
+ close;
+ }
+ set $DTS_JondaVotes,.@input;
+ mes "[Christy's Maid]";
+ mes "The value has been modified.";
+ close;
+ case 3:
+ mes "[Christy's Maid]";
+ mes "Please enter a number among 0 and 1000.";
+ next;
+ input .@input;
+ if ((.@input < 0) || (.@input > 1000)) {
+ mes "[Christy's Maid]";
+ mes "The value is incorrect.";
+ close;
+ }
+ set $DTS_KafraVotes,.@input;
+ mes "[Christy's Maid]";
+ mes "The value has been modified.";
+ close;
+ case 4:
+ mes "[Christy's Maid]";
+ mes "Please enter a number among 0 and 3.";
+ next;
+ input .@input;
+ if ((.@input < 0) || (.@input > 3)) {
+ mes "[Christy's Maid]";
+ mes "The value is incorrect.";
+ close;
+ }
+ set $DTS_Result,.@input;
+ mes "[Christy's Maid]";
+ mes "The value has been modified.";
+ close;
+ case 5:
+ mes "[Christy's Maid]";
+ mes "Please enter a number among 0 and 1000.";
+ next;
+ input .@input;
+ if ((.@input < 0) || (.@input > 1000)) {
+ mes "[Christy's Maid]";
+ mes "The value is incorrect.";
+ close;
+ }
+ set $DTS_PeriodCheck,.@input;
+ mes "[Christy's Maid]";
+ mes "The value has been modified.";
+ close;
+ case 6:
+ mes "[Christy's Maid]";
+ mes "Please enter a number among 0 and 2.";
+ next;
+ input .@input;
+ if ((.@input < 0) || (.@input > 2)) {
+ mes "[Christy's Maid]";
+ mes "The value is incorrect.";
+ close;
+ }
+ set $DTS_KafraWins,.@input;
+ mes "[Christy's Maid]";
+ mes "The value has been modified.";
+ close;
+ case 7:
+ mes "[Christy's Maid]";
+ mes "Please enter a number among 0 and 2.";
+ next;
+ input .@input;
+ if ((.@input < 0) || (.@input > 2)) {
+ mes "[Christy's Maid]";
+ mes "The value is incorrect.";
+ close;
+ }
+ set $DTS_JondaWins,.@input;
+ mes "[Christy's Maid]";
+ mes "The value has been modified.";
+ close;
+ case 8:
+ mes "[Christy's Maid]";
+ mes "Please enter a number among 0 and 10000.";
+ next;
+ input .@input;
+ if ((.@input < 0) || (.@input > 10000)) {
+ mes "[Christy's Maid]";
+ mes "The value is incorrect.";
+ close;
+ }
+ set $DTS_VoteCount,.@input;
+ mes "[Christy's Maid]";
+ mes "The value has been modified.";
+ close;
+ }
+ }
+ }
+ else {
+ mes "[Christy's Maid]";
+ mes "Lady Christy...";
+ close;
+ }
+}
+*/
diff --git a/npc/pre-re/kafras/functions_kafras.txt b/npc/pre-re/kafras/functions_kafras.txt
new file mode 100644
index 000000000..a63f083e2
--- /dev/null
+++ b/npc/pre-re/kafras/functions_kafras.txt
@@ -0,0 +1,677 @@
+//===== rAthena Script =======================================
+//= Kafra Functions
+//===== By: ==================================================
+//= rAthena Dev Team
+//= Darlskies, Darkchild, Syrus22, Lupus, kobra_k88 (2.0)
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 6.3
+//===== Compatible With: =====================================
+//= rAthena 1.0
+//===== Description: =========================================
+//= These functions handle save, storage, cart rental, teleport,
+//= and Free Teleport/Warp/Rent Cart options for all Kafra NPCs.
+//=
+//= Kafra's will need a lot of work. The Welcome Message argument
+//= may become obsolete, as most kafras have a slightly differing
+//= Welcome message.
+//===== Additional Comments: =================================
+//= v1.1 Now using functions v2.1 Added Cart Rent for Classes: Whitesmith, Professor.
+//= Replaced checkoption(x) into checkcart(0) [Lupus] v2.1b Added Fix Kafra Pass Func [Kobra_k88]
+//= 2.2 Final fix of the Kafra Pass Exploit! [Lupus] a -Izlude[4] fix
+//= 2.2a Minor changes to function calls. Using agruments. Added Guild options. [kobra_k88]
+//= 2.2b This version uses arrays for the teleport option. Rearranged next statements to make menu transitions smoother. [kobra_k88]
+//= 2.3 Removed SAVE from Niflheim. [Lupus]
+//= 2.3 removed "fix" by HawkMoon RTFM and check supernovice.txt . There's a SPECIAL Kafra which gives CARTS to SN for a special proce. [Lupus]
+//= 2.4 Added Baby Class Support (Baby Novice check) Removed annoying storage feature where u had to close dialog window to be able to use your storage [Lupus]
+//= 2.5 Added Louyang official Kafra, fixes some Kafras, not letting you to Save your position [Lupus]
+//= 2.6 Reverted Dungeons Kafras (they should offer only Storage). Added temp Ayothaya Kafra
+//= 2.7 Added correct Ayothaya, Louyang & Amatsu Kafras. [Lupus]
+//= 2.8 Fixed Amatsu Storage problems [Lupus] 2.9 Fixed spelling mistakes. [Nexon]
+//= 3.0 Added special "not working teleport menu" for Einbroch Kafras [Lupus]
+//= 3.1 Removed callfunc Is_####_Class in favor of baseClass [Silentdragon]
+//= 3.2 Fixed an exploit [Lupus]
+//= 4.0 Added Kafra storage password protection. [Lupus]
+//= to block Kafra Password, read comments at 350 line
+//= 5.0 Fixed the close2;....close; end; lines. Who let them slip away? =/ [erKURITA]
+//= Also, the kafra upon warp was giving back the zeny. Removed. [erKURITA]
+//= 5.1 Optimized a little, added no tele/save arg's [Evera]
+//= 5.1a Temporary? Added F_ClearGarbage to clear unused/outdated variables [Lupus]
+//= 5.2 By default commented out custom Guilds Kafra's "Guild Storage". [Lupus]
+//= 5.3 uncommented Guild Storage. Confirmed kRO feature. [Lupus]
+//= 5.4 added -Guide option (Kafra shows you nearest Guide) Work in progress.
+//= Need all coords for all guides.. and somehow pass their coords to kafra.
+//= Removed universal Kafra Pass, added 3 new Kafra Tickets [Lupus]
+//= 5.4b temporary moved "-Guide" from the 1st menu punct [Lupus]
+//= 5.5 Added proper Niflheim welcome message. [L0ne_W0lf]
+//= Cleaned up the menus a bit. Got rid of the proceeding "-" prefix.
+//= 5.5b Missed a preceeding hyphen, which was screwing up teleporting. [L0ne_W0lf]
+//= 5.6 Further dialog updates, added dynamic costs for cart and storage use. [L0ne_W0lf]
+//= Updated some functions to handle Guild Kafras the way they should.
+//= 5.6a Corrected a few wrong names in the teleport function. [L0ne_W0lf]
+//= 5.7 Correced end message no longer displaying, and the duplicate names [L0ne_W0lf]
+//= Thanks to Barron-Monster for pointing out the issues.
+//= 5.8 Fixed another double name being shown when "saving" [L0ne_W0lf]
+//= 5.9 Fixed the Kafra Welcome message for guilds. Thanks Barron-Monster. [L0ne_W0lf]
+//= 6.0 Closed Kafra Password exploit in Cool Event Corp. Storages until we got a client/packet based password support.
+//= Added 2 args into F_SetKafCode to fit it in Cool Evnt Co. NPC [Lupus]
+//= 6.1 Added menu for Turbo Track Kafra Staff. [L0ne_W0lf]
+//= 6.2 Updated/Fixed warp cords. [Kisuka]
+//= 6.3 #kafra_code is now stored as is. [brianluau]
+//============================================================
+
+
+// Main Function ===========================================================
+//= arg(0): Used to determine which welcome message to show.
+//= arg(1): Used to determine which menu to display.
+//= arg(2): Used to determine if the info menu is shown in F_KafInfo.
+//= arg(3): Cost to use Storage
+//= arg(4): Cost to Rent a Pushcart
+//==========================================================================
+function script F_Kafra {
+ callfunc "F_ClearGarbage"; //Clear outdated, unused variables
+
+ //Display Kafra Welcome Message
+ switch(getarg(0)){
+ //Default message (obsolete)
+ default:
+ case 0:
+ mes "[Kafra Employee]";
+ mes "Welcome to the";
+ mes "Kafra Corporation.";
+ mes "The Kafra services";
+ mes "are always on your side.";
+ mes "How may I assist you?";
+ break;
+
+ //Niflheim specific message
+ case 1:
+ mes "[Kafra Employee]";
+ mes "^666666W-weeeelc-c-come";
+ mes "to th-the K-kaaafrrrra";
+ mes "C-coorpoor-r-ratioooonn...^000000";
+ break;
+
+ //Guild Castle Kafra message
+ case 2:
+ set @GID,getcharid(2);
+ mes "[Kafra Employee]";
+ mes "Welcome. ^ff0000" + GetGuildName(@GID) + "^000000 Member.";
+ mes "The Kafra Coporation will stay with you wherever you go.";
+ break;
+
+ //Amatsu specific message (obsolete)
+ case 3:
+ mes "[Kafra Employee]";
+ mes "So, have you come from a faraway land to study our culture, or are you just sightseeing?";
+ mes "In either case, why not stay awhile?";
+ mes "The air is eternally heavy with the";
+ mes "scent of pleasant wildflowers.";
+ break;
+
+ //Louyang and Ayothaya specific message (obsolete)
+ case 4:
+ mes "[Kafra Employee]";
+ mes "With our many Kafra";
+ mes "service locations, you're never";
+ mes "far from home.";
+ break;
+
+ //NPC has it's own welcome message. (Display nothing)
+ case 5:
+ break;
+ }
+ next;
+
+ M_Menu:
+ cleararray @K_Menu0$[0],"",7;
+ switch(getarg(1)){
+ // Save and Storage only
+ case 1:
+ setarray @K_Menu0$[0],"Save","Use Storage","Cancel";
+ break;
+
+ // Storage only
+ case 2:
+ setarray @K_Menu0$[0],"Use Storage","Cancel";
+ break;
+
+ // No Teleport (Common)
+ case 3:
+ setarray @K_Menu0$[0],"Save","Use Storage","Rent a Pushcart","Guide","Check Other Information","Cancel";
+ break;
+
+ // Case 4 is Einbroch no tele message.
+
+ // No save, or teleport. (Common)
+ case 5:
+ setarray @K_Menu0$[0],"Use Storage","Rent a Pushcart","Check Other Information","Guide","Cancel";
+ break;
+
+ // Storage and Check Other Information only.
+ case 6:
+ setarray @K_Menu0$[0],"Use Storage","Guide","Check Other Information","Cancel";
+ break;
+
+ // Save, Storage, and Pushcart only (Kafra Warehouse)
+ case 7:
+ setarray @K_Menu0$[0],"Save","Use Storage","Rent a Pushcart","Cancel";
+ break;
+
+ // Save, Storage, Other Check information. (Turbo track)
+ case 8:
+ setarray @K_Menu0$[0],"Save","Use Storage","Check Other Information","Cancel";
+ break;
+
+ // Common Kafra Employee
+ default:
+ setarray @K_Menu0$[0],"Save","Use Storage","Use Teleport Service","Rent a Pushcart","Guide","Check Other Information","Cancel";
+ break;
+ }
+
+ // Guild Kafra Menu override (free Teleport, free Storage, Free Cart)
+ if(getarg(0)==2) {
+ cleararray @K_Menu0$[0],"",7;
+ setarray @K_Menu0$[0],"Use Storage","Use Guild Storage","Rent a Pushcart","Use Teleport Service","Cancel";
+ }
+ menu @K_Menu0$[0],K_Menu0,@K_Menu0$[1],K_Menu1,@K_Menu0$[2],K_Menu2,
+ @K_Menu0$[3],K_Menu3,@K_Menu0$[4],K_Menu4,@K_Menu0$[5],K_Menu5,
+ @K_Menu0$[6],K_Menu6,@K_Menu0$[7],K_Menu7;
+ K_Menu0:
+ set @num,0;
+ goto K_Menuf;
+ K_Menu1:
+ set @num,1;
+ goto K_Menuf;
+ K_Menu2:
+ set @num,2;
+ goto K_Menuf;
+ K_Menu3:
+ set @num,3;
+ goto K_Menuf;
+ K_Menu4:
+ set @num,4;
+ goto K_Menuf;
+ K_Menu5:
+ set @num,5;
+ goto K_Menuf;
+ K_Menu6:
+ set @num,6;
+ goto K_Menuf;
+ K_Menu7:
+ set @num,7;
+ K_Menuf:
+ if (@K_Menu0$[@num] == "Save") return;
+ if (@K_Menu0$[@num] == "Use Storage"){
+ // Do not charge for Guild Storage
+ if(getarg(0) == 2) callfunc "F_KafStor",2,0,0;
+ else callfunc "F_KafStor",0,getarg(3),getarg(0);
+ next;
+ goto M_Menu;
+ }
+ if (@K_Menu0$[@num] == "Use Teleport Service"){
+ // Display Einbroch "No Teleport Service" notice.
+ if(getarg(1) == 4){
+ mes "[Kafra Employee]";
+ mes "Because of the ^FF0000Limited";
+ mes "Transport Agreement^000000, the";
+ mes "Kafra Corporation cannot";
+ mes "provide Teleport Services";
+ mes "in the Schwaltzvalt Republic.";
+ next;
+ mes "[Kafra Employee]";
+ mes "We ask that you please";
+ mes "use the Airship Service";
+ mes "instead. Thank you for your";
+ mes "understanding and cooperation.";
+ next;
+ goto M_Menu;
+ }
+ callfunc "F_KafTele",getarg(0);
+ goto M_Menu;
+ }
+ if (@K_Menu0$[@num] == "Rent a Pushcart"){
+ if(callfunc("F_KafCart",getarg(0),getarg(4)) == 1) next;
+ goto M_Menu;
+ }
+ if (@K_Menu0$[@num] == "Guide"){
+ callfunc "F_KafGuide";
+ next;
+ goto M_Menu;
+ }
+ if (@K_Menu0$[@num] == "Check Other Information"){
+ callfunc "F_KafInfo",getarg(2);
+ goto M_Menu;
+ }
+ if (@K_Menu0$[@num] == "Cancel"){
+ callfunc "F_KafEnd",getarg(0),0;
+ end;
+ }
+ if (@K_Menu0$[@num] == "Use Guild Storage"){
+ callfunc "F_KafStor",1,0;
+ next;
+ goto M_Menu;
+ }
+
+}
+
+
+// Storage Function =======================================================
+function script F_KafStor {
+ // Unable to access Guild Storage (Busy)
+ if(getarg(0) == 1){
+ if(guildopenstorage() == 1){
+ mes "[Kafra Employee]";
+ mes "I'm sorry but another guild member is using the guild storage";
+ mes "right now. Please wait until that person is finished.";
+ close2;
+ cutin "", 255;
+ end;
+ }
+ cutin "", 255;
+ close;
+ }
+
+ // Unable to access Normal Storage (Insufficient Basic Skills)
+ if(basicskillcheck() && getskilllv("NV_BASIC") < 6){
+ mes "[Kafra Employee]";
+ // Niflheim Specific Message
+ if (getarg(2) == 1) {
+ mes "^666666S-s-ssoooorry,";
+ mes "y-you're a-a-aaaa";
+ mes "Nooviiice... N-neeeds";
+ mes "B-basic sssskill l-level 6...^000000";
+ return;
+ }
+ mes "I'm sorry, but you";
+ mes "need the Novice's";
+ mes "Basic Skill Level 6 to";
+ mes "use the Storage Service.";
+ return;
+ }
+
+ // Accessing Normal Storage (Skipped if accessing Storage from Guild castle)
+ if(getarg(0) != 2){
+ // Consume "Free Ticket for Kafra Storage" if available.
+ if(countitem(7059)) delitem 7059,1;
+ else {
+ if(Zeny<getarg(1)){
+ mes "[Kafra Employee]";
+ // Niflheim Specific Message
+ if (getarg(2) == 1) {
+ percentheal -50,-50;
+ mes "^666666Zeeeeeny...";
+ mes "M-more z-zeny...!";
+ mes "N-neeed 150... zeny...";
+ mes "Ergh! T-taking bl-blood~!^000000";
+ return;
+ }
+ //Standard Message
+ mes "I'm sorry, but you don't";
+ mes "have enough zeny to use";
+ mes "the Storage Service. Our";
+ mes "Storage access fee is "+getarg(1)+" zeny.";
+ return;
+ }
+ set Zeny, Zeny-getarg(1);
+ set RESRVPTS, RESRVPTS + (getarg(1)/5);
+ }
+ }
+
+ // Surpress the "End" message if in guild castle.
+ if (getarg(0) != 2) {
+ // Niflheim specific Message
+ if (getarg(2) == 1) {
+ percentheal 0,-10;
+ mes "[Kafra Employee]";
+ mes "^666666Thank you.. for... using...";
+ mes "Thank you.. for... using...";
+ mes "Thank you.. for... using...";
+ mes "Thank you.. for... using...";
+ mes "Thank you.. for... using...^000000";
+ }
+ // Normal message
+ else {
+ mes "[Kafra Employee]";
+ mes "Here, let me open";
+ mes "your Storage for you.";
+ mes "Thank you for using";
+ mes "the Kafra Service.";
+ }
+ }
+ callfunc("F_CheckKafCode"); //check your storage password, if set
+
+ close2;
+ openstorage;
+ cutin "", 255;
+ end;
+}
+
+
+// Teleport Function ==================================================
+function script F_KafTele {
+ mes "[Kafra Employee]";
+ mes "Please choose";
+ mes "your destination.";
+ next;
+
+ menu @wrpC$[0],M_Wrp0, @wrpC$[1],M_Wrp1, @wrpC$[2],M_Wrp2, @wrpC$[3],M_Wrp3,
+ @wrpC$[4],M_Wrp4, @wrpC$[5],M_Wrp5, @wrpC$[6],M_Wrp6;
+
+ M_Wrp0:
+ set @num, 0;
+ goto L_Warp;
+ M_Wrp1:
+ set @num, 1;
+ goto L_Warp;
+ M_Wrp2:
+ set @num, 2;
+ goto L_Warp;
+ M_Wrp3:
+ set @num, 3;
+ goto L_Warp;
+ M_Wrp4:
+ set @num, 4;
+ goto L_Warp;
+ M_Wrp5:
+ set @num, 5;
+ goto L_Warp;
+ M_Wrp6:
+ set @num, 6;
+
+ L_Warp:
+ if (@wrpC$[@num] == "Cancel") return;
+ // Consume "Free Ticket for Kafra Transportation" if available.
+ // Do not consume if in Guild castle
+ if(countitem(7060) > 0 && getarg(0) != 2) delitem 7060,1;
+ else {
+ if (Zeny<@wrpP[@num]){
+ mes "[Kafra Employee]";
+ mes "I'm sorry, but you don't have";
+ mes "enough zeny for the Teleport";
+ mes "Service. The fee to teleport";
+ mes "to "+@wrpD$[@num]+" is "+@wrpP[@num]+" zeny.";
+ close2;
+ cutin "", 255;
+ end;
+ }
+ set Zeny, Zeny-@wrpP[@num];
+ set RESRVPTS, RESRVPTS + (@wrpP[@num]/16);
+ }
+ if (@wrpD$[@num] == "Alberta") warp "alberta", 117, 56;
+ if (@wrpD$[@num] == "Al De Baran") warp "aldebaran",168,112;
+ if (@wrpD$[@num] == "Aldebaran") warp "aldebaran",168,112;
+ if (@wrpD$[@num] == "Comodo") warp "comodo", 209, 143;
+ if (@wrpD$[@num] == "Izlude") warp "izlude", 91, 105;
+ if (@wrpD$[@num] == "Geffen") warp "geffen", 120, 39;
+ if (@wrpD$[@num] == "Morroc") warp "morocc", 156, 46;
+ if (@wrpD$[@num] == "Payon") warp "payon", 161, 58;
+ if (@wrpD$[@num] == "Prontera") warp "prontera", 116, 72;
+ if (@wrpD$[@num] == "Mjolnir Dead Pit") warp "mjolnir_02", 99, 351;
+ if (@wrpD$[@num] == "Comodo Pharos Beacon") warp "cmd_fild07", 127, 134;
+ if (@wrpD$[@num] == "Orc Dungeon") warp "gef_fild10", 52, 326;
+ if (@wrpD$[@num] == "Umbala") warp "umbala", 100, 154;
+ if (@wrpD$[@num] == "Juno") warp "yuno", 158, 125;
+ cutin "", 255;
+ end;
+}
+
+
+// Cart Function ========================================================
+function script F_KafCart {
+ // Ensure that the class wanting to rent a pushcart is a merchant
+ if(baseClass != Job_Merchant){
+ mes "[Kafra Employee]";
+ mes "I'm sorry, but the";
+ mes "Pushcart rental service";
+ mes "is only available to Merchants,";
+ mes "Blacksmiths, Master Smiths,";
+ mes "Alchemists and Biochemists.";
+ return 1;
+ }
+ // Make sure the invoking character does not have a cart already
+ else if(checkcart() == 1){
+ mes "[Kafra Employee]";
+ mes "You already have";
+ mes "a Pushcart equipped.";
+ mes "Unfortunately, we can't";
+ mes "rent more than one to";
+ mes "each customer at a time.";
+ return 1;
+ }
+
+ // Consume "Free Ticket for the Cart Service" if available.
+ // Do not consume if in Guild castle.
+ if(countitem(7061) > 0 && getarg(0) != 2) delitem 7061,1;
+ else {
+ mes "[Kafra Employee]";
+ mes "The Pushcart rental";
+ mes "fee is "+getarg(1)+" zeny. Would";
+ mes "you like to rent a Pushcart?";
+ next;
+ menu "Rent a Pushcart.",-, "Cancel.",M_End;
+ if(Zeny<getarg(1)){
+ mes "[Kafra Employee]";
+ mes "I'm sorry, but you";
+ mes "don't have enough";
+ mes "zeny to pay the Pushcart";
+ mes "rental fee of "+getarg(1)+" zeny.";
+ return 1;
+ }
+ set Zeny,Zeny-getarg(1);
+ set RESRVPTS, RESRVPTS + 48;
+ }
+ setcart;
+ return 1;
+
+M_End:
+ return 0;
+}
+
+
+// Pass Function ===============================================================
+function script F_KafGuide {
+ mes "[Kafra Employee]";
+ mes "WIP...";
+ return;
+}
+
+// Special Reserve Points Function ===========================================
+function script F_KafInfo {
+
+ sM_Menu:
+//Uncomment next line to block Kafra Storage Protection
+// if(getarg(0) == 0) menu "Check Special Reserve Points.",sM_ResChk, "Kafra Employee Locations",sM_KafLoc, "Cancel",sM_End;
+ if(getarg(0) == 0) menu "Check Special Reserve Points.",sM_ResChk, "Storage Password Service",sM_KafCode, "Kafra Employee Locations",sM_KafLoc, "Cancel",sM_End;
+
+ sM_ResChk:
+ mes "[Kafra Employee]";
+ mes "Let's see...";
+ mes strcharinfo(0) + "...";
+ mes "Ah, you have a total of";
+ mes RESRVPTS+ " Special Reserve Points.";
+ next;
+ mes "[Kafra Employee]";
+ mes "You can exchange your";
+ mes "Special Reserve Points for";
+ mes "rewards at the Kafra Main Office in Al De Baran. Please use our";
+ mes "convenient services to see the benefits of our rewards program.";
+ next;
+ if(getarg(0) == 1) return;
+ goto sM_Menu;
+
+ sM_KafLoc:
+ viewpoint 1,@viewpX[0],@viewpY[0],1,0xFF00FF;
+ viewpoint 1,@viewpX[1],@viewpY[1],2,0xFF00FF;
+ viewpoint 1,@viewpX[2],@viewpY[2],3,0xFF00FF;
+ viewpoint 1,@viewpX[3],@viewpY[3],4,0xFF00FF;
+ next;
+ viewpoint 2,@viewpX[0],@viewpY[0],1,0xFF00FF;
+ viewpoint 2,@viewpX[1],@viewpY[1],2,0xFF00FF;
+ viewpoint 2,@viewpX[2],@viewpY[2],3,0xFF00FF;
+ viewpoint 2,@viewpX[3],@viewpY[3],4,0xFF00FF;
+ goto sM_Menu;
+
+ sM_KafCode:
+ callfunc("F_SetKafCode","[Kafra Employee]","Kafra Services");
+
+ sM_End:
+ return;
+}
+
+
+// End Function =====================================================
+// arg(0): used to determine what message to display.
+// arg(1): used to determine if save message is displayed.
+// arg(2): used to display the name of the area you're saving in.
+//===================================================================
+function script F_KafEnd {
+ mes "[Kafra Employee]";
+ //Save
+ if(getarg(1)==1) {
+ mes "Your Respawn Point";
+ mes "has been saved here";
+ mes getarg(2)+".";
+ mes "Thank you for using";
+ mes "the Kafra Services.";
+ }
+
+ // Generic End
+ else if(getarg(0)==0 || getarg(0)==5) {
+ mes "We, here at Kafra Corporation,";
+ mes "are always endeavoring to provide you with the best services. We hope that we meet your adventuring needs and standards of excellence.";
+ }
+
+ // Niflheim End
+ else if(getarg(0)==1) {
+ percentheal 0,- 25;
+ mes "^666666Kaffffra n-never";
+ mes "diiiiiiiiiiiiiies. On...";
+ mes "On y-yooour siiiiide~^000000";
+ }
+
+ close2;
+ cutin "", 255;
+ end;
+}
+
+// Check Storage Password Function ====================
+function script F_CheckKafCode {
+ if(#kafra_code==0) return;
+ mes "Enter your storage password:";
+ set @code_,0;
+ input @code_;
+ if(@code_ != #kafra_code) {
+ dispbottom "Wrong storage password.";
+ close2;
+ cutin "",255;
+ end;
+ }
+ set @kafcode_try,0;
+ set @code_,0;
+ return;
+}
+
+// Set / Change / Clear Storage Password Function ====================
+// getarg(0) = NPC Name, getarg(1) = Company Name
+function script F_SetKafCode {
+ mes getarg(0);
+ if(#kafra_code) {
+ mes "Your storage is protected with a password. What would you do now?";
+ next;
+ menu "Change old password -> 5000z",-,
+ "Remove storage password -> 1000z",M_CLEAR,
+ "Cancel",M_END;
+ } else {
+ mes ""+getarg(1)+" proudly presents you a new service:";
+ mes "Additional storage protection with a password.";
+ next;
+ menu "Set new password -> 5000z",M_SET,
+ "Cancel",M_END;
+ }
+
+ mes getarg(0);
+ mes "At first, please enter your ^0000FFold password^000000.";
+ set @code,callfunc("F_EntKafCode");
+ if(@code==0 || @code != #kafra_code) {
+ mes "Wrong password. You can't set a new password.";
+ emotion e_hmm;
+ goto M_END;
+ }
+ next;
+
+M_SET:
+ mes getarg(0);
+ mes "Now enter your ^FF0000new password^000000 to protect your storage from thieves.";
+ set @code,callfunc("F_EntKafCode");
+ if(@code==0) {
+ mes "The password hasn't been changed.";
+ emotion e_hmm;
+ goto M_END;
+ }
+ next;
+ mes getarg(0);
+ if(Zeny < 5000) goto L_ZENY;
+ set Zeny,Zeny-5000;
+ //set RESRVPTS, RESRVPTS + (5000/50); //hardcoded password doesn't add pts
+
+ set #kafra_code,@code;
+ mes "You've protected your storage with a secret password.";
+ mes "Thank you for using "+getarg(1)+".";
+ emotion e_thx;
+ goto M_END;
+
+M_CLEAR:
+ mes getarg(0);
+ mes "Please, enter your password before its removal.";
+ set @code,callfunc("F_EntKafCode");
+ if(@code==0) {
+ mes "The password hasn't been removed.";
+ emotion e_hmm;
+ goto M_END;
+ }
+ next;
+ mes getarg(0);
+ if(Zeny < 1000) goto L_ZENY;
+ set Zeny,Zeny-1000;
+ //set RESRVPTS, RESRVPTS + (1000/50); //hardcoded password doesn't add pts
+ if(@code == #kafra_code) {
+ set #kafra_code,0;
+ mes "You've successfully cleared your storage password.";
+ mes "Thank you for using "+getarg(1)+".";
+ emotion e_thx;
+ } else {
+ mes "Wrong password. We won't return your 1000z.";
+ mes "Please, next time enter correct password.";
+ emotion e_sry;
+ }
+ goto M_END;
+
+L_ZENY:
+ mes "You don't have enough zeny.";
+ emotion e_cash;
+M_END:
+ close2;
+ cutin "",255;
+ end;
+}
+
+// Basic Password Validation Function ====================
+function script F_EntKafCode {
+ mes "Enter a number 1000~10000000:";
+ set @code_,0;
+ set @kafcode_try,@kafcode_try+1;
+ if(@kafcode_try>10) {
+ set @kafcode_try,0;
+ logmes "Hack: Tried to fit storage password.";
+ }
+ if(input(@code_) == 1) {
+ mes "You can't use such big password.";
+ return 0;
+ }
+ if(@code_<1000) {
+ mes "You shouldn't use such short password.";
+ return 0;
+ }
+ return @code_;
+}
diff --git a/npc/pre-re/kafras/kafras_alb.txt b/npc/pre-re/kafras/kafras_alb.txt
new file mode 100644
index 000000000..6058ca40d
--- /dev/null
+++ b/npc/pre-re/kafras/kafras_alb.txt
@@ -0,0 +1,77 @@
+//===== rAthena Script ============
+//= Alberta Kafras
+//===== By: =========================
+//= rAthena Dev Team
+//===== Current Version: ===================
+//= 2.4
+//===== Compatible With: =====================
+//= rAthena 1.0
+//===== Description: ============================================
+//= Description of argument settings for callfunc "F_Kafra".
+//= arg(0): When set at 0 the default Kafra message is displayed.
+//= When set to 1 the Niflhiem Kafra message is displayed.
+//= When set to 2 the Guild Kafra message is displayed.
+//= arg(1): Set to 1 to disable teleport menu option. Otherwise set to 0.
+//= arg(2): Set to 1 to disable info menu. Otherwise set to 0.
+//= arg(3): Cost of Storage service
+//= arg(4): Cost of Rent a Pushcart service
+//===== Additional Comments: ==========================================
+//= v1.1 Now using functions :)
+//= v2.1b Minor changes to function calls. Using arguments.
+//= This version uses arrays .[kobra_k88]
+//= 2.2 New Teleport list and prices [Lupus]
+//= 2.3 Can't save outside city anymore [Evera]
+//= 2.4 Updated function calls with new arguments. [L0ne_W0lf]
+//= Added unique Kafra Welcome message.
+//=====================================================================
+
+
+// NorthWest -----------------------------------------------------------------
+alberta,28,229,0 script Kafra Employee::kaf_alberta 116,{
+ cutin "kafra_02",2;
+ callfunc "F_KafSetAlb";
+ mes "[Kafra Employee]";
+ mes "Welcome to the";
+ mes "Kafra Corporation.";
+ mes "Kafra's Employees are";
+ mes "always ready to serve you.";
+ mes "How can I help you today?";
+ callfunc "F_Kafra",5,0,0,50,850;
+
+ M_Save:
+ savepoint "alberta",31,231;
+ callfunc "F_KafEnd",0,1,"in the city of Alberta";
+}
+
+// South ---------------------------------------------------------------------
+alberta,113,60,6 script Kafra Employee::kaf_alberta2 112,{
+ cutin "kafra_06",2;
+ callfunc "F_KafSetAlb";
+ mes "[Kafra Employee]";
+ mes "Welcome to the";
+ mes "Kafra Corporation~";
+ mes "The Kafra Services are";
+ mes "always here to support";
+ mes "you. So how can I be";
+ mes "of service today?";
+ callfunc "F_Kafra",5,0,0,50,850;
+
+ M_Save:
+ savepoint "alberta",117,57;
+ callfunc "F_KafEnd",0,1,"in the city of Alberta";
+}
+
+
+// Function: Sets variables for Ablerta Kafras -------------------------------
+function script F_KafSetAlb {
+ cleararray @wrpC$[0],"",getarraysize(@wrpC$);
+ setarray @wrpP[0], 1200, 1800, 1800;
+ setarray @wrpD$[0], "Payon", "Morroc", "Prontera";
+ set @wrpC$[0], @wrpD$[0]+" -> "+@wrpP[0];
+ set @wrpC$[1], @wrpD$[1]+" -> "+@wrpP[1];
+ set @wrpC$[2], @wrpD$[2]+" -> "+@wrpP[2];
+ set @wrpC$[3], "Cancel";
+ setarray @viewpX[0], 28, 113, 0, 0;
+ setarray @viewpY[0], 229, 60, 0, 0;
+ return;
+}
diff --git a/npc/pre-re/kafras/kafras_alde.txt b/npc/pre-re/kafras/kafras_alde.txt
new file mode 100644
index 000000000..39a88534c
--- /dev/null
+++ b/npc/pre-re/kafras/kafras_alde.txt
@@ -0,0 +1,138 @@
+//===== rAthena Script =======================================
+//= Al De Baran Kafras
+//===== By: ============================
+//= rAthena Dev Team
+//===== Current Version: =======================
+//= 2.3a
+//===== Compatible With: ============================
+//= rAthena 1.0
+//===== Description: ============================================
+//= Description of argument settings for callfunc "F_Kafra".
+//= arg(0): When set at 0 the default Kafra message is displayed.
+//= When set to 1 the Niflhiem Kafra message is displayed.
+//= When set to 2 the Guild Kafra message is displayed.
+//= arg(1): Set to 1 to disable teleport menu option. Otherwise set to 0.
+//= arg(2): Set to 1 to disable info menu. Otherwise set to 0.
+//= arg(3): Cost of Storage service
+//= arg(4): Cost of Rent a Pushcart service
+//===== Additional Comments: ==========================================
+//= v1.1 Now using functions :)
+//= v2.1b Minor changes to function calls. Using arguments.
+//= This version uses arrays .[kobra_k88]
+//= 2.2 New teleport destinations, prices [Lupus]
+//= 2.3 Updated function calls with new arguments. [L0ne_W0lf]
+//= Kafra Leilah is now a full NPC and no longer uses functions.
+//= Added unique Kafra Welcome message.
+//= Changed "Yuno" to "Juno"
+//= 2.3a Added "callfunc("F_CheckKafCode")" when you open storage. (bugreport:515) [Samuray22]
+//=====================================================================
+
+// Kafra Main Office (Kafra Leilah) ------------------------------------
+aldeba_in,96,181,4 script Kafra Service 113,{
+ cutin "kafra_05",2;
+ mes "[Kafra Leilah]";
+ mes "Hm...?";
+ mes "Oh, welcome to";
+ mes "the Kafra Corporation";
+ mes "Headquarters. Did you";
+ mes "need something?";
+ next;
+ switch(select("Save:Use Storage:Rent a Pushcart:Cancel")) {
+ case 1:
+ mes "[Kafra Leilah]";
+ mes "Your Respawn Point has";
+ mes "been saved here, inside";
+ mes "of the Kafra Corporation";
+ mes "Headquarters. Thank you.";
+ next;
+ savepoint "aldeba_in",96,179;
+ mes "[Kafra Leilah]";
+ mes "Please make use of";
+ mes "the Kafra Services that are";
+ mes "available throughout all of";
+ mes "Rune Midgard. Thank you for";
+ mes "visiting the Kafra Headquarters.";
+ close2;
+ break;
+ case 2:
+ if (zeny < 20) {
+ mes "[Kafra Leilah]";
+ mes "Excuse me, but it";
+ mes "seems that you don't";
+ mes "have the 20 zeny to pay";
+ mes "the Storage access fee...";
+ close;
+ }
+ mes "[Kafra Leilah]";
+ mes "Although this facility is";
+ mes "exclusively intended for";
+ mes "the training of Kafra Employee";
+ mes "and administrative functions,";
+ mes "I'll access your Storage for you.";
+ next;
+ set zeny,zeny-20;
+ set RESRVPTS, RESRVPTS + (20/5);
+ mes "[Kafra Leilah]";
+ mes "In the future, please";
+ mes "ask the Kafra Employee on";
+ mes "duty if you wish to use";
+ mes "any of the Kafra Services.";
+ mes "Thank you for your patronage.";
+ callfunc("F_CheckKafCode"); //check your storage password, if set
+ close2;
+ openstorage;
+ break;
+ case 3:
+ mes "[Kafra Leilah]";
+ mes "My apologies, but I'm";
+ mes "not on duty. I'd assist you";
+ mes "if I could, but actually don't";
+ mes "have any available Pushcarts.";
+ mes "Why don't you ask another Kafra";
+ mes "Employee for assistance?";
+ next;
+ mes "[Kafra Leilah]";
+ mes "Kafra Employees are";
+ mes "stationed all over the";
+ mes "Rune Midgard continent,";
+ mes "and you should be able to find";
+ mes "plenty outside in Al De Baran.";
+ close2;
+ break;
+ case 4:
+ mes "[Kafra Leilah]";
+ mes "^666666*Whew...*^000000";
+ mes "Great, because I'm";
+ mes "actually on my break";
+ mes "right now. Choosing";
+ mes "''Cancel'' was a good";
+ mes "move on your part.";
+ close2;
+ break;
+ }
+ cutin "",255;
+ end;
+}
+
+// Central --------------------------------------------------
+aldebaran,143,119,4 script Kafra Employee::kaf_aldebaran 113,{
+ cutin "kafra_05",2;
+ cleararray @wrpC$[0],"",getarraysize(@wrpC$);
+ setarray @wrpP[0], 1200, 1200, 1800, 1700;
+ setarray @wrpD$[0], "Geffen", "Juno" , "Izlude", "Mjolnir Dead Pit";
+ set @wrpC$[0], @wrpD$[0]+" -> "+@wrpP[0];
+ set @wrpC$[1], @wrpD$[1]+" -> "+@wrpP[1];
+ set @wrpC$[2], @wrpD$[2]+" -> "+@wrpP[2];
+ set @wrpC$[3], @wrpD$[3]+" -> "+@wrpP[3];
+ set @wrpC$[4], "Cancel";
+ mes "[Kafra Employee]";
+ mes "The Kafra Corporation";
+ mes "is always working to provide";
+ mes "you with convenient services.";
+ mes "How may I be of assistance?";
+ callfunc "F_Kafra",5,0,1,20,600;
+
+ M_Save:
+ savepoint "aldebaran",143,109;
+ callfunc "F_KafEnd",0,1,"in the city of Al De Baran";
+}
diff --git a/npc/pre-re/kafras/kafras_brasilis.txt b/npc/pre-re/kafras/kafras_brasilis.txt
new file mode 100644
index 000000000..ff5db0968
--- /dev/null
+++ b/npc/pre-re/kafras/kafras_brasilis.txt
@@ -0,0 +1,36 @@
+//===== rAthena Script =======================================
+//= Brasilis Kafra
+//===== By: =========================
+//= L0ne_W0lf
+//===== Current Version: ===================
+//= 1.1
+//===== Compatible With: =====================
+//= rAthena 1.0
+//===== Description: ============================================
+//= Description of argument settings for callfunc "F_Kafra".
+//= arg(0): When set at 0 the default Kafra message is displayed.
+//= When set to 1 the Niflhiem Kafra message is displayed.
+//= When set to 2 the Guild Kafra message is displayed.
+//= arg(1): Set to 1 to disable teleport menu option. Otherwise set to 0.
+//= arg(2): Set to 1 to disable info menu. Otherwise set to 0.
+//= arg(3): Cost of Storage service
+//= arg(4): Cost of Rent a Pushcart service
+//===== Additional Comments: ==========================================
+//= 1.0 First version.
+//- 1.1 Updated save point coordinates.
+//=====================================================================
+
+brasilis,197,221,4 script Kafra Employee::kaf_bra 117,{
+ cutin "kafra_01",2;
+ mes "[Kafra Employee]";
+ mes "Welcome to the";
+ mes "Kafra Corporation.";
+ mes "The Kafra services";
+ mes "are always on your side.";
+ mes "How may I assist you?";
+ callfunc "F_Kafra",5,3,0,80,700;
+
+ M_Save:
+ savepoint "brasilis",195,259;
+ callfunc "F_KafEnd",0,1,"in the city of Brasilis";
+}
diff --git a/npc/pre-re/kafras/kafras_com.txt b/npc/pre-re/kafras/kafras_com.txt
new file mode 100644
index 000000000..44c8da63d
--- /dev/null
+++ b/npc/pre-re/kafras/kafras_com.txt
@@ -0,0 +1,74 @@
+//===== rAthena Script ===============
+//= Comodo Kafras
+//===== By: ============================
+//= rAthena Dev Team
+//===== Current Version: =======================
+//= 2.3
+//===== Compatible With: ============================
+//= rAthena 1.0
+//===== Description: ============================================
+//= Description of argument settings for callfunc "F_Kafra".
+//= arg(0): When set at 0 the default Kafra message is displayed.
+//= When set to 1 the Niflhiem Kafra message is displayed.
+//= When set to 2 the Guild Kafra message is displayed.
+//= arg(1): Set to 1 to disable teleport menu option. Otherwise set to 0.
+//= arg(2): Set to 1 to disable info menu. Otherwise set to 0.
+//= arg(3): Cost of Storage service
+//= arg(4): Cost of Rent a Pushcart service
+//===== Additional Comments: ==========================================
+//= v1.1 Now using functions :)
+//= v2.1b Minor changes to function calls. Using arguments.
+//= This version uses arrays .[kobra_k88]
+//= Corrected savepoint for in town kafra.[kobra_k88]
+//= 2.2 New teleport destinations, prices [Lupus]
+//= 2.21 from Pharos, both warps are now 1200z [Evera]
+//= 2.3 Updated function calls with new arguments. [L0ne_W0lf]
+//= Added unique Kafra Welcome message2.
+//=====================================================================
+
+
+// In Town ==============================================>\\
+comodo,195,150,4 script Kafra Employee::kaf_comodo 721,{
+ cutin "kafra_07",2;
+ cleararray @wrpC$[0],"",getarraysize(@wrpC$);
+ setarray @wrpD$[0], "Morroc", "Comodo Pharos Beacon", "Umbala";
+ setarray @wrpP[0], 1800, 1200, 1800;
+ set @wrpC$[0], @wrpD$[0]+" -> "+@wrpP[0];
+ set @wrpC$[1], @wrpD$[1]+" -> "+@wrpP[1];
+ set @wrpC$[2], @wrpD$[2]+" -> "+@wrpP[2];
+ set @wrpC$[3], "Cancel";
+ mes "[Kafra Employee]";
+ mes "Welcome to the";
+ mes "Kafra Corporation.";
+ mes "You know that our";
+ mes "service is always";
+ mes "on your side~";
+ callfunc "F_Kafra",5,0,1,80,1000;
+
+ M_Save:
+ savepoint "comodo",204,143;
+ callfunc "F_KafEnd",0,1,"in the town of Comodo";
+}
+
+// Comodo Pharos Lighthouse (Beacon Island) ===================>\\
+cmd_fild07,136,134,4 script Kafra Employee::kaf_cmd_fild07 721,{
+ cutin "kafra_07",2;
+ cleararray @wrpC$[0],"",getarraysize(@wrpC$);
+ setarray @wrpD$[0], "Comodo", "Morroc";
+ setarray @wrpP[0], 1200, 1200;
+ set @wrpC$[0], @wrpD$[0]+" -> "+@wrpP[0];
+ set @wrpC$[1], @wrpD$[1]+" -> "+@wrpP[1];
+ set @wrpC$[2], "Cancel";
+ mes "[Kafra Employee]";
+ mes "Welcome to the";
+ mes "Kafra Corporation.";
+ mes "You know that our";
+ mes "service is always";
+ mes "on your side~";
+ callfunc "F_Kafra",5,0,1,80,1000;
+
+ M_Save:
+ savepoint "cmd_fild07",127,134;
+ callfunc "F_KafEnd",0,1,"in Pyros Lighthouse";
+
+}
diff --git a/npc/pre-re/kafras/kafras_dungeons.txt b/npc/pre-re/kafras/kafras_dungeons.txt
new file mode 100644
index 000000000..e5c19bff4
--- /dev/null
+++ b/npc/pre-re/kafras/kafras_dungeons.txt
@@ -0,0 +1,138 @@
+//===== rAthena Script ================
+//= Kafras in Dungeons and Fields
+//===== By: ============================
+//= rAthena Dev Team
+//===== Current Version: =======================
+//= 2.7a
+//===== Compatible With: ============================
+//= rAthena 1.0
+//===== Description: ============================================
+//= Description of argument settings for callfunc "F_Kafra".
+//= arg(0): When set at 0 the default Kafra message is displayed.
+//= When set to 1 the Niflhiem Kafra message is displayed.
+//= When set to 2 the Guild Kafra message is displayed.
+//= arg(1): Set to 1 to disable teleport menu option. Otherwise set to 0.
+//= arg(2): Set to 1 to disable info menu. Otherwise set to 0.
+//= arg(3): Cost of Storage service
+//= arg(4): Cost of Rent a Pushcart service
+//===== Additional Comments: =================================
+//= v1.1 Now using functions. Added teleport service for Orc Dungeon
+//= and Coal Mine Kafras.
+//= v2.1 Fixed bug with Merc job quest kafra.[Lupus]
+//= v2.1b Minor changes to function calls. Using arguments.
+//= Added ant hell kafras. This version uses arrays .[kobra_k88]
+//= Fixed Kafras, not giving you Save menu [Lupus]
+//= 2.3 Removed SAVE menu from dungeons Kafras [Lupus]
+//= 2.4 Now Baby Merchant can pass Merch Job Quest w/o probs [Lupus]
+//= 2.41 Removed useless warp points, already nullified by func call [Evera]
+//= 2.5 Allowed Culvert save point [Evera]
+//= 2.6 Updated function calls with new arguments. [L0ne_W0lf]
+//= Added unique Kafra Welcome message.
+//= Removed Ant Hell Kafra Employees.
+//= 2.7 Merchant quest in the Biliban kafra. (Barron-Monster) [L0ne_W0lf]
+//= 2.7a Corrected a problem with Dobuel "Welcome Message". (bugreport:783) [Samuray22]
+//===============================================================
+
+//<============================= Byalan Island ============================>\\
+izlu2dun,106,58,8 script Kafra Employee::kaf_izlu2dun 115,{
+
+ cutin "kafra_03",2;
+ if(BaseJob==Job_Novice && job_merchant_q2>0) callfunc "F_MercKafra"; //F_MercKafra found in merchant.txt
+ mes "[Kafra Employee]";
+ mes "Welcome to the";
+ mes "Kafra Corporation.";
+ mes "Kafra's Employees are";
+ mes "always ready to serve you.";
+ mes "How can I help you today?";
+ callfunc "F_Kafra",5,2,1,120,1200;
+
+ M_Save:
+ savepoint "izlu2dun",87,170;
+ callfunc "F_KafEnd",0,1,"at Byalan Island";
+}
+
+
+//<============================ Culvert Sewers ============================>\\
+prt_fild05,290,224,3 script Kafra Employee::prt_fild05 114,{
+ cutin "kafra_04",2;
+ mes "[Kafra Employee]";
+ mes "Welcome!";
+ mes "The Kafra Corporation";
+ mes "will always support the";
+ mes "adventurers of Rune-Midgard";
+ mes "with its excellent service. So";
+ mes "what can I do for you today?";
+ callfunc "F_Kafra",5,1,1,40,0;
+
+ M_Save:
+ savepoint "prt_fild05",274,243;
+ callfunc "F_KafEnd",0,1, "at the Prontera Culverts";
+}
+
+
+//<=========================== Coal Mine (Dead Pitt) =======================>\\
+mjolnir_02,83,362,4 script Kafra Employee::kaf_mjolnir_02 116,{
+ cutin "kafra_02",2;
+ mes "[Kafra Employee]";
+ mes "Welcome to the";
+ mes "Kafra Corporation.";
+ mes "Kafra's Employees are";
+ mes "always ready to serve you.";
+ mes "How can I help you today?";
+ callfunc "F_Kafra",5,6,1,100,0;
+
+ M_Save:
+ savepoint "mjolnir_02",98,352;
+ callfunc "F_KafEnd",0,1,"at Mjolnir Dead Pit";
+}
+
+
+//<=============================== Morroc Ruins ============================>\\
+moc_ruins,59,157,5 script Kafra Employee::moc_ruins 114,{
+ cutin "kafra_04",2;
+ mes "[Kafra Employee]";
+ mes "Welcome!";
+ mes "The Kafra Corporation";
+ mes "will always support the";
+ mes "adventurers of Rune-Midgard";
+ mes "with its excellent service. So";
+ mes "what can I do for you today?";
+ callfunc "F_Kafra",5,2,1,90,1200;
+
+ M_Save:
+ savepoint "moc_ruins",41,141;
+ callfunc "F_KafEnd",0,1," at the Pyramids";
+}
+
+
+//<================================ Orc Dungeon ============================>\\
+gef_fild10,73,340,5 script Kafra Employee::kaf_gef_fild10 116,{
+ cutin "kafra_02",2;
+ mes "[Kafra Employee]";
+ mes "Welcome to the";
+ mes "Kafra Corporation.";
+ mes "Kafra's Employees are";
+ mes "always ready to serve you.";
+ mes "How can I help you today?";
+ callfunc "F_Kafra",5,6,1,130,0;
+
+ M_Save:
+ savepoint "gef_fild10",54,326;
+ callfunc "F_KafEnd",0,1,"at the Orc Dungeon";
+}
+
+//<============================== Treasure Island ==========================>\\
+alb2trea,59,69,5 script Kafra Employee::kaf_alb2trea 117,{
+ cutin "kafra_01",2;
+ mes "[Kafra Employee]";
+ mes "Welcome to the";
+ mes "Kafra Corporation.";
+ mes "The Kafra services";
+ mes "are always on your side.";
+ mes "How may I assist you?";
+ callfunc "F_Kafra",5,2,1,50,0;
+
+ M_Save:
+ savepoint "alb2trea",92,64;
+ callfunc "F_KafEnd",0,1,0,"at Sunken Ship";
+}
diff --git a/npc/pre-re/kafras/kafras_gef.txt b/npc/pre-re/kafras/kafras_gef.txt
new file mode 100644
index 000000000..2fe2365bd
--- /dev/null
+++ b/npc/pre-re/kafras/kafras_gef.txt
@@ -0,0 +1,79 @@
+//===== rAthena Script =======================================
+//= Geffen Kafras
+//===== By: =========================
+//= rAthena Dev Team
+//===== Current Version: ===================
+//= 2.5
+//===== Compatible With: =====================
+//= rAthena 1.0
+//===== Description: ============================================
+//= Description of argument settings for callfunc "F_Kafra".
+//= arg(0): When set at 0 the default Kafra message is displayed.
+//= When set to 1 the Niflhiem Kafra message is displayed.
+//= When set to 2 the Guild Kafra message is displayed.
+//= arg(1): Set to 1 to disable teleport menu option. Otherwise set to 0.
+//= arg(2): Set to 1 to disable info menu. Otherwise set to 0.
+//= arg(3): Cost of Storage service
+//= arg(4): Cost of Rent a Pushcart service
+//===== Additional Comments: ==========================================
+//= v1.1 Now using functions :)
+//= v2.1b Minor changes to function calls. Using arguments.
+//= This version uses arrays .[kobra_k88]
+//= 2.2 New warps and prices [Evera]
+//= 2.3 Can't save outside city [Evera]
+//= 2.4 Updated function calls with new arguments. [L0ne_W0lf]
+//= Added unique Kafra Welcome messages.
+//= Removed North and West Kafra
+//= 2.5 Fixed Kafra NPC names. [L0ne_W0lf]
+//=====================================================================
+
+
+// South =====================================
+geffen,120,62,0 script Kafra Employee::kaf_geffen 115,{
+ cutin "kafra_03",2;
+ callfunc "F_KafSetGef";
+ mes "[Kafra Employee]";
+ mes "Welcome~!";
+ mes "The Kafra Services";
+ mes "are always on your side.";
+ mes "So how can I help you?";
+ callfunc "F_Kafra",5,0,0,30,750;
+
+ M_Save:
+ savepoint "geffen",119,40;
+ callfunc "F_KafEnd",0,1,"in the city of Geffen";
+}
+
+// East ==============================================
+geffen,203,123,2 script Kafra Employee::geffen2 114,{
+ cutin "kafra_04",2;
+ callfunc "F_KafSetGef";
+ mes "[Kafra Employee]";
+ mes "Welcome!";
+ mes "The Kafra Corporation";
+ mes "will always support the";
+ mes "adventurers of Rune-Midgard";
+ mes "with its excellent service. So";
+ mes "what can I do for you today?";
+ callfunc "F_Kafra",5,0,0,30,750;
+
+ M_Save:
+ savepoint "geffen",200,124;
+ callfunc "F_KafEnd",0,1,"in the city of Geffen";
+}
+
+
+// Function: Sets variables for Geffen Kafras -------------------
+function script F_KafSetGef {
+ cleararray @wrpC$[0],"",getarraysize(@wrpC$);
+ setarray @wrpD$[0], "Prontera", "Al De Baran", "Orc Dungeon", "Mjolnir Dead Pit";
+ setarray @wrpP[0], 1200, 1200, 1200, 1700;
+ set @wrpC$[0], @wrpD$[0]+" -> "+@wrpP[0];
+ set @wrpC$[1], @wrpD$[1]+" -> "+@wrpP[1];
+ set @wrpC$[2], @wrpD$[2]+" -> "+@wrpP[2];
+ set @wrpC$[3], @wrpD$[3]+" -> "+@wrpP[3];
+ set @wrpC$[4], "Cancel";
+ setarray @viewpX[0], 120, 203;
+ setarray @viewpY[0], 62, 123;
+ return;
+}
diff --git a/npc/pre-re/kafras/kafras_izl.txt b/npc/pre-re/kafras/kafras_izl.txt
new file mode 100644
index 000000000..ec42d2359
--- /dev/null
+++ b/npc/pre-re/kafras/kafras_izl.txt
@@ -0,0 +1,49 @@
+//===== rAthena Script =======================================
+//= Izlude Kafras
+//===== By: =========================
+//= rAthena Dev Team
+//===== Current Version: ===================
+//= 2.3
+//===== Compatible With: =====================
+//= rAthena 1.0
+//===== Description: ============================================
+//= Description of argument settings for callfunc "F_Kafra".
+//= arg(0): When set at 0 the default Kafra message is displayed.
+//= When set to 1 the Niflhiem Kafra message is displayed.
+//= When set to 2 the Guild Kafra message is displayed.
+//= arg(1): Set to 1 to disable teleport menu option. Otherwise set to 0.
+//= arg(2): Set to 1 to disable info menu. Otherwise set to 0.
+//= arg(3): Cost of Storage service
+//= arg(4): Cost of Rent a Pushcart service
+//===== Additional Comments: ==========================================
+//= v1.1 Now using functions :)
+//= v2.1b Minor changes to function calls. Using arguments.
+//= This version uses arrays .[kobra_k88]
+//= 2.2 New teleport destinations, prices [Lupus]
+//= 2.21 Warps to Prontera rather than Payon now [Evera]
+//= 2.3 Updated function calls with new arguments. [L0ne_W0lf]
+//= Added unique Kafra Welcome message2.
+//=====================================================================
+
+izlude,134,87,3 script Kafra Employee::kaf_izlude 117,{
+ cutin "kafra_01",2;
+ cleararray @wrpC$[0],"",getarraysize(@wrpC$);
+ setarray @wrpD$[0], "Geffen", "Prontera", "Morroc", "Al De Baran";
+ setarray @wrpP[0], 1200, 1200, 1200, 1800;
+ set @wrpC$[0], @wrpD$[0]+" -> "+@wrpP[0];
+ set @wrpC$[1], @wrpD$[1]+" -> "+@wrpP[1];
+ set @wrpC$[2], @wrpD$[2]+" -> "+@wrpP[2];
+ set @wrpC$[3], @wrpD$[3]+" -> "+@wrpP[3];
+ set @wrpC$[4], "Cancel";
+ mes "[Kafra Employee]";
+ mes "Welcome to the";
+ mes "Kafra Corporation.";
+ mes "The Kafra services";
+ mes "are always on your side.";
+ mes "How may I assist you?";
+ callfunc "F_Kafra",5,0,1,40,820;
+
+ M_Save:
+ savepoint "izlude",94,103;
+ callfunc "F_KafEnd",0,1,"in the city of Izlude";
+}
diff --git a/npc/pre-re/kafras/kafras_mor.txt b/npc/pre-re/kafras/kafras_mor.txt
new file mode 100644
index 000000000..30358c61c
--- /dev/null
+++ b/npc/pre-re/kafras/kafras_mor.txt
@@ -0,0 +1,78 @@
+//===== rAthena Script =======================================
+//= Morroc Kafras
+//===== By: =========================
+//= rAthena Dev Team
+//===== Current Version: ===================
+//= 2.4
+//===== Compatible With: =====================
+//= rAthena 1.0
+//===== Description: ============================================
+//= Description of argument settings for callfunc "F_Kafra".
+//= arg(0): When set at 0 the default Kafra message is displayed.
+//= When set to 1 the Niflhiem Kafra message is displayed.
+//= When set to 2 the Guild Kafra message is displayed.
+//= arg(1): Set to 1 to disable teleport menu option. Otherwise set to 0.
+//= arg(2): Set to 1 to disable info menu. Otherwise set to 0.
+//= arg(3): Cost of Storage service
+//= arg(4): Cost of Rent a Pushcart service
+//===== Additional Comments: ==========================================
+//= v1.1 Now using functions :)
+//= v2.1b Minor changes to function calls. Using arguments.
+//= This version uses arrays .[kobra_k88]
+//= 2.2 New teleport destinations, prices [Lupus]
+//= 2.3 Can't save outside city [Evera[
+//= 2.4 Updated function calls with new arguments. [L0ne_W0lf]
+//= Added unique Kafra Welcome messages.
+//= removed West and East Kafra
+//=====================================================================
+
+
+// South ================================
+morocc,156,97,4 script Kafra Employee::kaf_morocc 113,{
+ cutin "kafra_05",2;
+ callfunc "F_KafSetMoc";
+ mes "[Kafra Employee]";
+ mes "The Kafra Corporation";
+ mes "is always working to provide";
+ mes "you with convenient services.";
+ mes "How may I be of assistance?";
+ callfunc "F_Kafra",5,0,0,60,930;
+
+ M_Save:
+ savepoint "morocc",156,46;
+ callfunc "F_KafEnd",0,1,"in the city of Morroc";
+}
+
+// North =================================
+morocc,160,258,4 script Kafra::kaf_morocc2 114,{
+ cutin "kafra_04",2;
+ callfunc "F_KafSetMoc";
+ mes "[Kafra Employee]";
+ mes "Welcome!";
+ mes "The Kafra Corporation";
+ mes "will always support the";
+ mes "adventurers of Rune-Midgard";
+ mes "with its excellent service. So";
+ mes "what can I do for you today?";
+ callfunc "F_Kafra",5,0,0,60,930;
+
+ M_Save:
+ savepoint "morocc",157,272;
+ callfunc "F_KafEnd",0,1,"in the city of Morroc";
+}
+
+// Function: Sets variables for Morroc Kafras --------------------------------
+function script F_KafSetMoc {
+ cleararray @wrpC$[0],"",getarraysize(@wrpC$);
+ setarray @wrpD$[0], "Prontera", "Payon", "Alberta", "Comodo", "Comodo Pharos Beacon";
+ setarray @wrpP[0], 1200, 1200, 1800, 1800, 1200;
+ set @wrpC$[0], @wrpD$[0]+" -> "+@wrpP[0];
+ set @wrpC$[1], @wrpD$[1]+" -> "+@wrpP[1];
+ set @wrpC$[2], @wrpD$[2]+" -> "+@wrpP[2];
+ set @wrpC$[3], @wrpD$[3]+" -> "+@wrpP[3];
+ set @wrpC$[4], @wrpD$[4]+" -> "+@wrpP[4];
+ set @wrpC$[5], "Cancel";
+ setarray @viewpX[0], 156, 163, 28, 292;
+ setarray @viewpY[0], 97, 260, 167, 211;
+ return;
+}
diff --git a/npc/pre-re/kafras/kafras_mosk.txt b/npc/pre-re/kafras/kafras_mosk.txt
new file mode 100644
index 000000000..644c56636
--- /dev/null
+++ b/npc/pre-re/kafras/kafras_mosk.txt
@@ -0,0 +1,153 @@
+//===== rAthena Script =======================================
+//= Moscovia Kafras
+//===== By: ==================================================
+//= Kisuka
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= Kafras for the town of Moscovia.
+//===== Additional Comments: =================================
+//= 1.0 First Version. [Kisuka]
+//============================================================
+
+moscovia,223,191,4 script Kafra Staff#mosk 114,{
+ cutin "kafra_04",2;
+ mes "[Kafra Staff]";
+ mes "Welcome to the";
+ mes "Kafra Corporation.";
+ mes "The Kafra services";
+ mes "are always on your side.";
+ mes "How may I assist you?";
+ next;
+ switch(select("Save:Use Storage:Rent a Pushcart:Check Other Information:Cancel")) {
+ case 1:
+ mes "[Kafra Staff]";
+ mes "Your Respawn Point has";
+ mes "been saved in the city of";
+ mes "Moscovia. Thank you for";
+ mes "using the Kafra Service.";
+ savepoint "moscovia",221,194;
+ close2;
+ cutin "", 255;
+ end;
+ case 2:
+ if(basicskillcheck() && getskilllv("NV_BASIC") < 6){
+ mes "[Kafra Staff]";
+ mes "I'm sorry, but you";
+ mes "need the Novice's";
+ mes "Basic Skill Level 6 to";
+ mes "use the Storage Service.";
+ close2;
+ cutin "", 255;
+ end;
+ }
+ if(countitem(7059)) delitem 7059,1;
+ else {
+ if(Zeny<80){
+ mes "[Kafra Staff]";
+ mes "I'm sorry, but you don't";
+ mes "have enough zeny to use";
+ mes "the Storage Service. Our";
+ mes "Storage access fee is 80 zeny.";
+ close2;
+ cutin "", 255;
+ end;
+ }
+ set Zeny, Zeny-80;
+ set RESRVPTS, RESRVPTS + (80/5);
+ }
+ mes "[Kafra Staff]";
+ mes "Here, let me open";
+ mes "your Storage for you.";
+ mes "Thank you for using";
+ mes "the Kafra Service.";
+
+ callfunc("F_CheckKafCode"); //check your storage password, if set
+
+ close2;
+ openstorage;
+ cutin "", 255;
+ end;
+ case 3:
+ if(baseClass != Job_Merchant){
+ mes "[Kafra Staff]";
+ mes "I'm sorry, but the";
+ mes "Pushcart rental service";
+ mes "is only available to Merchants,";
+ mes "Blacksmiths, Master Smiths,";
+ mes "Alchemists and Biochemists.";
+ close2;
+ cutin "", 255;
+ end;
+ }
+
+ else if(checkcart() == 1){
+ mes "[Kafra Staff]";
+ mes "You already have";
+ mes "a Pushcart equipped.";
+ mes "Unfortunately, we can't";
+ mes "rent more than one to";
+ mes "each customer at a time.";
+ close2;
+ cutin "", 255;
+ end;
+ }
+
+ if(countitem(7061) > 0) delitem 7061,1;
+ else {
+ mes "[Kafra Staff]";
+ mes "The Pushcart rental";
+ mes "fee is 700 zeny. Would";
+ mes "you like to rent a Pushcart?";
+ next;
+ if(select("Rent a Pushcart.:Cancel.") == 1) {
+ if(Zeny<700){
+ mes "[Kafra Staff]";
+ mes "I'm sorry, but you";
+ mes "don't have enough";
+ mes "zeny to pay the Pushcart";
+ mes "rental fee of 700 zeny.";
+ close2;
+ cutin "", 255;
+ end;
+ }
+ set Zeny,Zeny-700;
+ set RESRVPTS, RESRVPTS + 48;
+ }else{
+ close2;
+ cutin "", 255;
+ end;
+ }
+ }
+ setcart;
+ close2;
+ cutin "", 255;
+ end;
+ case 4:
+ if(select("Check Special Reserve Points.:Cancel") == 2) {
+ cutin "", 255;
+ close;
+ }
+ mes "[Kafra Staff]";
+ mes strcharinfo(0) + ", you have a total of";
+ mes RESRVPTS+ " Special Reserve Points.";
+ next;
+ mes "[Kafra Staff]";
+ mes "You can exchange your";
+ mes "Special Reserve Points for";
+ mes "rewards at the Kafra Main Office in Al De Baran. Please use our";
+ mes "convenient services to see the benefits of our rewards program.";
+ close2;
+ cutin "", 255;
+ end;
+ case 5:
+ mes "[Kafra Staff]";
+ mes "We, here at Kafra Corporation,";
+ mes "are always endeavoring to provide you with the best services. We hope that we meet your adventuring needs and standards of excellence.";
+ close2;
+ cutin "", 255;
+ end;
+ }
+}
diff --git a/npc/pre-re/kafras/kafras_new.txt b/npc/pre-re/kafras/kafras_new.txt
new file mode 100644
index 000000000..ea9ab2f09
--- /dev/null
+++ b/npc/pre-re/kafras/kafras_new.txt
@@ -0,0 +1,225 @@
+//===== rAthena Script ===========
+//= New Kafras
+//===== By: =========================
+//= rAthena Dev Team
+//===== Current Version: ===================
+//= 3.1
+//===== Compatible With: =====================
+//= rAthena 1.0
+//===== Description: ============================================
+//= Description of argument settings for callfunc "F_Kafra".
+//= arg(0): When set at 0 the default Kafra message is displayed.
+//= When set to 1 the Niflhiem Kafra message is displayed.
+//= When set to 2 the Guild Kafra message is displayed.
+//= arg(1): Set to 1 to disable teleport menu option. Otherwise set to 0.
+//= arg(2): Set to 1 to disable info menu. Otherwise set to 0.
+//= arg(3): Cost of Storage service
+//= arg(4): Cost of Rent a Pushcart service
+//===== Additional Comments: ==============================================
+//= v1.1 Now using functions
+//= v2.1 Added Niflheim Kafra by Dizzy
+//= v2.1b Minor changes to function calls. Using arguments.
+//= This version uses arrays .[kobra_k88]
+//= 2.2 Added Louyang Kafra, fixed other kafras not saving players coords [Lupus]
+//= 2.3 Added temp Amatsu + Ayothaya Kafra (wrong coords and sprite) [Lupus]
+//= 2.4 Added correct Ayothaya, Louyang & Amatsu Kafras. [Lupus]
+//= 2.5 Added 2 Einbroch Kafras. [Lupus]
+//= 2.6 Added the Einbech Kafra [MasterOfMuppets]
+//= 2.7 Added the Lighthalzen Kafras [MasterOfMuppets]
+//= 2.7b Chanced the Sprite of the Einbech Kafra. [Poki#3]
+//= 2.7c Added missing kafra in Lighthalzen, thanks to Muad_Dib [Vicious]
+//= 2.8 Removed warps from Umbala and Gonryun, thanks Drakee [Evera]
+//= 2.9 Fixed an incorrect savepoint (inside the hotel) the map was wrong.
+//= 3.0 Updated function calls with new arguments. [L0ne_W0lf]
+//= Added unique Kafra Welcome messages.
+//= 3.1 Fixed one of Einbroch (east) kafras not displaying a name, bugreport:857 [Brainstorm]
+//==========================================================================
+
+// Amatsu ------------------------------------------------------------------
+amatsu,102,149,4 script Kafra Employee::kaf_amatsu 116,{
+ cutin "kafra_02",2;
+ mes "[Kafra Employee]";
+ mes "Welcome to the";
+ mes "Kafra Corporation.";
+ mes "Kafra's Employees are";
+ mes "always ready to serve you.";
+ mes "How can I help you today?";
+ callfunc "F_Kafra",5,3,1,50,700;
+
+ M_Save:
+ savepoint "amatsu",116,94;
+ callfunc "F_KafEnd",0,1,"in the city of Amatsu";
+}
+
+// Ayothaya ----------------------------------------------------------------
+ayothaya,212,169,5 script Kafra Employee::kaf_ayothaya 116,{
+ cutin "kafra_02",2;
+ mes "[Kafra Employee]";
+ mes "Welcome to the";
+ mes "Kafra Corporation.";
+ mes "Kafra's Employees are";
+ mes "always ready to serve you.";
+ mes "How can I help you today?";
+ callfunc "F_Kafra",5,3,1,50,700;
+
+ M_Save:
+ savepoint "ayothaya",149,69;
+ callfunc "F_KafEnd",0,1,"in the city of Ayotaya";
+}
+
+// Einbech -----------------------------------------------------------------
+
+einbech,181,132,5 script Kafra Employee#ein3::kaf_einbech 860,{
+ cutin "kafra_08",2;
+ mes "[Kafra Employee]";
+ mes "Welcome~!";
+ mes "The Kafra Services";
+ mes "are always on your side.";
+ mes "So how can I help you?";
+ callfunc "F_Kafra",5,4,1,40,850;
+
+ M_Save:
+ savepoint "einbech",182,124;
+ callfunc "F_KafEnd",0,1,"in the town of Einbech";
+}
+
+// Einbroch (North-East) ---------------------------------------------------
+einbroch,242,205,5 script Kafra Employee#ein2::kaf_einbroch 860,{
+ cutin "kafra_08",2;
+ mes "[Kafra Employee]";
+ mes "Welcome to the";
+ mes "Kafra Corporation.";
+ mes "Kafra's Employees are";
+ mes "always ready to serve you.";
+ mes "How can I help you today?";
+ callfunc "F_Kafra",5,4,1,50,800;
+
+ M_Save:
+ savepoint "einbroch",238,198;
+ callfunc "F_KafEnd",0,1,"in the city of Einbroch";
+}
+
+// Einbroch (East) ---------------------------------------------------------
+einbroch,59,203,6 script Kafra Employee#ein1::kaf_einbroch2 861,{
+ cutin "kafra_09",2;
+ mes "[Kafra Employee]";
+ mes "Welcome to the";
+ mes "Kafra Corporation.";
+ mes "The Kafra services";
+ mes "are always on your side.";
+ mes "How may I assist you?";
+ callfunc "F_Kafra",5,4,1,50,800;
+
+ M_Save:
+ savepoint "einbroch",240,197;
+ callfunc "F_KafEnd",0,1,"in the city of Einbroch";
+}
+
+// Gonryun -----------------------------------------------------------------
+gonryun,159,122,4 script Kafra Employee::kaf_gonryun 116,{
+ cutin "kafra_02",2;
+ mes "[Kafra Employee]";
+ mes "Welcome to the";
+ mes "Kafra Corporation.";
+ mes "Kafra's Employees are";
+ mes "always ready to serve you.";
+ mes "How can I help you today?";
+ callfunc "F_Kafra",5,3,1,50,700;
+
+ M_Save:
+ savepoint "gonryun",160,62;
+ callfunc "F_KafEnd",0,1,"in the city of Kunlun";
+}
+
+// Lighthalzen--------------------------------------------------------------
+
+//Outside the hotel
+lighthalzen,164,100,4 script Kafra Employee::kaf_lighthalzen 860,{
+ cutin "kafra_08",2;
+ mes "[Kafra Employee]";
+ mes "Welcome to the";
+ mes "Kafra Corporation.";
+ mes "The Kafra services";
+ mes "are always on your side.";
+ mes "How may I assist you?";
+ callfunc "F_Kafra",5,4,1,40,800;
+
+ M_Save:
+ savepoint "lighthalzen",158,94;
+ callfunc "F_KafEnd",0,1,"in the city of Lighthalzen";
+}
+
+// Entrance
+lighthalzen,191,320,4 script Kafra Employee::kaf_lighthalzen2 861,{
+ cutin "kafra_09",2;
+ mes "[Kafra Employee]";
+ mes "Welcome~!";
+ mes "The Kafra Services";
+ mes "are always on your side.";
+ mes "So how can I help you?";
+ callfunc "F_Kafra",5,4,1,40,800;
+
+ M_Save:
+ savepoint "lighthalzen",194,313;
+ callfunc "F_KafEnd",0,1,"in the city of Lighthalzen";
+}
+
+//Inside the hotel
+lhz_in02,237,284,4 script Kafra Employee::kaf_lhz_in02 861,{
+ cutin "kafra_09",2;
+ mes "[Kafra Employee]";
+ mes "Welcome~!";
+ mes "The Kafra Services";
+ mes "are always on your side.";
+ mes "So how can I help you?";
+ callfunc "F_Kafra",5,4,1,40,800;
+
+ M_Save:
+ savepoint "lhz_in02",278,215;
+ callfunc "F_KafEnd",0,1,"in the city of Lighthalzen";
+}
+
+// Louyang -----------------------------------------------------------------
+louyang,210,104,5 script Kafra Employee::kaf_louyang 117,{
+ cutin "kafra_01",2;
+ mes "[Kafra Employee]";
+ mes "Welcome to the";
+ mes "Kafra Corporation.";
+ mes "Kafra's Employees are";
+ mes "always ready to serve you.";
+ mes "How can I help you today?";
+ callfunc "F_Kafra",5,3,1,50,700;
+
+ M_Save:
+ savepoint "louyang",217,92;
+ callfunc "F_KafEnd",0,1,"in the city of Louyang";
+}
+
+// Umbala Kafra ------------------------------------------------------------
+umbala,128,133,4 script Kafra Employee::kaf_umbala 721,{
+ cutin "kafra_07",2;
+ cleararray @wrpC$[0],"",getarraysize(@wrpC$);
+ setarray @wrpD$[0], "Comodo";
+ setarray @wrpP[0], 1800;
+ set @wrpC$[0], @wrpD$[0]+" -> "+@wrpP[0];
+ set @wrpC$[1], "Cancel";
+ mes "[Kafra Employee]";
+ mes "Welcome to the";
+ mes "Kafra Corporation.";
+ mes "You know that our";
+ mes "service is always";
+ mes "on your side~";
+ callfunc "F_Kafra",5,0,1,80,0;
+ M_Save:
+ savepoint "umbala",126,131;
+ callfunc "F_KafEnd",0,1,"in the city of Umbala";
+}
+
+// Niflheim ----------------------------------------------------------------
+niflheim,202,180,3 script Kafra Employee::kaf_niflheim 791,{
+ callfunc "F_Kafra",1,2,1,150,0;
+
+ M_Save:
+ savepoint "niflheim",192,182;
+ callfunc "F_KafEnd",1,1,"in the city of Niflheim";
+}
diff --git a/npc/pre-re/kafras/kafras_pay.txt b/npc/pre-re/kafras/kafras_pay.txt
new file mode 100644
index 000000000..caf636bba
--- /dev/null
+++ b/npc/pre-re/kafras/kafras_pay.txt
@@ -0,0 +1,93 @@
+//===== rAthena Script =======================================
+//= Payon Kafras
+//===== By: =========================
+//= rAthena Dev Team
+//===== Current Version: ===================
+//= 2.4b
+//===== Compatible With: =====================
+//= rAthena 1.0
+//===== Description: ============================================
+//= Description of argument settings for callfunc "F_Kafra".
+//= arg(0): When set at 0 the default Kafra message is displayed.
+//= When set to 1 the Niflhiem Kafra message is displayed.
+//= When set to 2 the Guild Kafra message is displayed.
+//= arg(1): Set to 1 to disable teleport menu option. Otherwise set to 0.
+//= arg(2): Set to 1 to disable info menu. Otherwise set to 0.
+//= arg(3): Cost of Storage service
+//= arg(4): Cost of Rent a Pushcart service
+//===== Additional Comments: ==============================================
+//= v1.1 Now using functions
+//= v2.1b Minor changes to function calls. Using arguments.
+//= This version uses arrays .[kobra_k88]
+//= v2.2 New Payon Locations. [Darkchild]
+//= 2.3 1 New Kafra, fixed save menus
+//= 2.31 New prices [Evera]
+//= 2.32 Minor fix to Payon Archer Kafra [SinSloth]
+//= 2.4 Updated function calls with new arguments. [L0ne_W0lf]
+//= Added unique Kafra Welcome message.
+//= 2.4b Updated the remaning names for the Kafras. [L0ne_W0lf]
+//==========================================================================
+
+
+// Main Town, South ----------------------------------------------------------
+payon,181,104,4 script Kafra Employee::kaf_payon 113,{
+ cutin "kafra_05",2;
+ callfunc "F_KafSetPay";
+ mes "[Kafra Employee]";
+ mes "The Kafra Corporation";
+ mes "is always working to provide";
+ mes "you with convenient services.";
+ mes "How may I be of assistance?";
+ callfunc "F_Kafra",5,0,1,60,930;
+
+ M_Save:
+ savepoint "payon",160,58;
+ callfunc "F_KafEnd",0,1,"in the city of Payon";
+}
+
+// Main Town, Middle North --------------------------------------------------
+payon,175,226,4 script Kafra Employee::kaf_payon2 116,{
+ cutin "kafra_02",2;
+ callfunc "F_KafSetPay";
+ mes "[Kafra Employee]";
+ mes "Welcome to the";
+ mes "Kafra Corporation.";
+ mes "The Kafra services are";
+ mes "always on your side.";
+ mes "How may I assist you?";
+ callfunc "F_Kafra",5,0,1,60,930;
+
+ M_Save:
+ savepoint "payon",257,242;
+ callfunc "F_KafEnd",0,1,"in the city of Payon";
+}
+
+// Archer Village ------------------------------------------------------------
+pay_arche,55,123,0 script Kafra Employee::kaf_payon3 115,{
+ cutin "kafra_03",2;
+ callfunc "F_KafSetPay";
+ mes "[Kafra Employee]";
+ mes "Welcome to the";
+ mes "Kafra Corporation.";
+ mes "The Kafra services";
+ mes "are always on your side.";
+ mes "How may I assist you?";
+ callfunc "F_Kafra",5,5,1,90,1200;
+
+ M_Save:
+ savepoint "pay_arche",49,144;
+ callfunc "F_KafEnd",0,1,"at the Payon Dungeon";
+}
+
+
+// Function: Sets variables for Payon Kafras ---------------------------------
+function script F_KafSetPay {
+ cleararray @wrpC$[0],"",getarraysize(@wrpC$);
+ setarray @wrpD$[0], "Alberta", "Prontera", "Morroc";
+ setarray @wrpP[0], 1200, 1200, 1200;
+ set @wrpC$[0], @wrpD$[0]+" -> "+@wrpP[0];
+ set @wrpC$[1], @wrpD$[1]+" -> "+@wrpP[1];
+ set @wrpC$[2], @wrpD$[2]+" -> "+@wrpP[2];
+ set @wrpC$[3], "Cancel";
+ return;
+}
diff --git a/npc/pre-re/kafras/kafras_pron.txt b/npc/pre-re/kafras/kafras_pron.txt
new file mode 100644
index 000000000..3de243c7b
--- /dev/null
+++ b/npc/pre-re/kafras/kafras_pron.txt
@@ -0,0 +1,135 @@
+//===== rAthena Script =======================================
+//= Prontera Kafras
+//===== By: =========================
+//= rAthena Dev Team
+//===== Current Version: ===================
+//= 2.7
+//===== Compatible With: =====================
+//= rAthena 1.0
+//===== Description: ============================================
+//= Description of argument settings for callfunc "F_Kafra".
+//= arg(0): When set at 0 the default Kafra message is displayed.
+//= When set to 1 the Niflhiem Kafra message is displayed.
+//= When set to 2 the Guild Kafra message is displayed.
+//= arg(1): Set to 1 to disable teleport menu option. Otherwise set to 0.
+//= arg(2): Set to 1 to disable info menu. Otherwise set to 0.
+//= arg(3): Cost of Storage service
+//= arg(4): Cost of Rent a Pushcart service
+//===== Additional Comments: ==========================================
+//= v1.1 Now using functions :)
+//= v2.1b Minor changes to function calls. Using arguments.
+//= This version uses arrays .[kobra_k88]
+//= 2.2 North Kafra allows you save your position
+//= 2.3 New Teleport list, new prices, 2.3a fixed Alberta Teleport [Lupus]
+//= 2.3b One Kafra's been moved to Prontera, thx to Vicious_Pucca [Lupus]
+//= 2.4 Updated Kafras locations for the mini-map [Lupus]
+//= 2.41 New prices [Evera]
+//= 2.5 Can't save outside city [Evera]
+//= 2.6 Fixed central Kafra position (146,86 -> 146,98) [L0ne_W0lf]
+//= 2.7 Updated function calls with new arguments. [L0ne_W0lf]
+//= Added unique Kafra Welcome messages.
+//=====================================================================
+
+
+// North ==================================
+prontera,152,326,3 script Kafra Employee::kaf_prontera 112,{
+ cutin "kafra_06",2;
+ callfunc "F_KafSetPront";
+ mes "[Kafra Employee]";
+ mes "Welcome to the";
+ mes "Kafra Corporation~";
+ mes "The Kafra Services are";
+ mes "always here to support";
+ mes "you. So how can I be";
+ mes "of service today?";
+ callfunc "F_Kafra",5,0,0,40,800;
+
+M_Save:
+ savepoint "prontera",157,327;
+ callfunc "F_KafEnd",0,1,"in the city of Prontera";
+}
+
+// SOUTH ======================================
+prontera,151,29,0 script Kafra Employee::kaf_prontera2 115,{
+ cutin "kafra_03",2;
+ callfunc "F_KafSetPront";
+ mes "[Kafra Employee]";
+ mes "Welcome~!";
+ mes "The Kafra Services";
+ mes "are always on your side.";
+ mes "So how can I help you?";
+ callfunc "F_Kafra",5,0,0,40,800;
+
+ M_Save:
+ savepoint "prontera",150,33;
+ callfunc "F_KafEnd",0,1,"in the city of Prontera";
+}
+
+//WEST=========================================
+prontera,29,207,6 script Kafra Employee::kaf_prontera3 113,{
+ cutin "kafra_05",2;
+ callfunc "F_KafSetPront";
+ mes "[Kafra Employee]";
+ mes "The Kafra Corporation";
+ mes "is always working to provide";
+ mes "you with convenient services.";
+ mes "How may I be of assistance?";
+ callfunc "F_Kafra",5,0,0,40,800;
+
+ M_Save:
+ savepoint "prontera",33,208;
+ callfunc "F_KafEnd",0,1,"in the city of Prontera";
+}
+
+// East ===========================================
+prontera,282,200,2 script Kafra Employee::kaf_prontera4 114,{
+ cutin "kafra_04",2;
+ callfunc "F_KafSetPront";
+ mes "[Kafra Employee]";
+ mes "Welcome!";
+ mes "The Kafra Corporation";
+ mes "will always support the";
+ mes "adventurers of Rune-Midgard";
+ mes "with its excellent service. So";
+ mes "what can I do for you today?";
+ callfunc "F_Kafra",5,0,0,40,800;
+
+ M_Save:
+ savepoint "prontera",281,203;
+ callfunc "F_KafEnd",0,1,"in the city of Prontera";
+}
+
+// Center ===========================================
+prontera,146,89,6 script Kafra Employee::kaf_prontera5 117,{
+ cutin "kafra_01",2;
+ callfunc "F_KafSetPront";
+ mes "[Kafra Employee]";
+ mes "Welcome to the";
+ mes "Kafra Corporation.";
+ mes "The Kafra services";
+ mes "are always on your side.";
+ mes "How may I assist you?";
+ callfunc "F_Kafra",5,0,0,40,800;
+
+M_Save:
+ savepoint "prontera",116,73;
+ callfunc "F_KafEnd",0,1,"in the city of Prontera";
+}
+
+
+// Function: Sets variables for Prontera Kafras ----------------------------
+function script F_KafSetPront {
+ cleararray @wrpC$[0],"",getarraysize(@wrpC$);
+ setarray @wrpD$[0], "Izlude", "Geffen", "Payon", "Morroc", "Orc Dungeon", "Alberta";
+ setarray @wrpP[0], 600, 1200, 1200, 1200, 1200, 1800;
+ set @wrpC$[0], @wrpD$[0]+" -> "+@wrpP[0];
+ set @wrpC$[1], @wrpD$[1]+" -> "+@wrpP[1];
+ set @wrpC$[2], @wrpD$[2]+" -> "+@wrpP[2];
+ set @wrpC$[3], @wrpD$[3]+" -> "+@wrpP[3];
+ set @wrpC$[4], @wrpD$[4]+" -> "+@wrpP[4];
+ set @wrpC$[5], @wrpD$[5]+" -> "+@wrpP[5];
+ set @wrpC$[6], "Cancel";
+ setarray @viewpX[0], 151, 29, 282, 152;
+ setarray @viewpY[0], 29, 207, 200, 326;
+ return;
+}
diff --git a/npc/pre-re/kafras/kafras_yun.txt b/npc/pre-re/kafras/kafras_yun.txt
new file mode 100644
index 000000000..3f78529bf
--- /dev/null
+++ b/npc/pre-re/kafras/kafras_yun.txt
@@ -0,0 +1,88 @@
+//===== rAthena Script =======================================
+//= Yuno Kafras
+//===== By: =========================
+//= rAthena Dev Team
+//===== Current Version: ===================
+//= 2.4
+//===== Compatible With: =====================
+//= rAthena 1.0
+//===== Description: ============================================
+//= Description of argument settings for callfunc "F_Kafra".
+//= arg(0): When set at 0 the default Kafra message is displayed.
+//= When set to 1 the Niflhiem Kafra message is displayed.
+//= When set to 2 the Guild Kafra message is displayed.
+//= arg(1): Set to 1 to disable teleport menu option. Otherwise set to 0.
+//= arg(2): Set to 1 to disable info menu. Otherwise set to 0.
+//= arg(3): Cost of Storage service
+//= arg(4): Cost of Rent a Pushcart service
+//===== Additional Comments: ==========================================
+//= v1.1 Now using functions :)
+//= v2.1b Minor changes to function calls. Using arguments.
+//= This version uses arrays .[kobra_k88]
+//= 2.2 Now only warps to Aldebaran [Evera]
+//= 2.3 Updated a kafra location. [Musashiden]
+//= 2.4 Updated function calls with new arguments. [L0ne_W0lf]
+//= Added unique Kafra Welcome message.
+//=====================================================================
+
+
+// Center ------------------------------------------------------------------
+yuno,152,187,4 script Kafra Employee::kaf_yuno 860,{
+ cutin "kafra_08",2;
+ callfunc "F_KafSetYun";
+ mes "[Kafra Employee]";
+ mes "The Kafra Corporation";
+ mes "is always working to provide";
+ mes "you with convenient services.";
+ mes "How may I be of assistance?";
+ callfunc "F_Kafra",5,0,0,40,800;
+
+ M_Save:
+ savepoint "yuno",158,125;
+ callfunc "F_KafEnd",0,1,"in the city of Juno";
+}
+
+// South East --------------------------------------------------------------
+yuno,327,108,4 script Kafra Employee::kaf_yuno2 860,{
+ cutin "kafra_08",2;
+ callfunc "F_KafSetYun";
+ mes "[Kafra Employee]";
+ mes "The Kafra Corporation";
+ mes "is always working to provide";
+ mes "you with convenient services.";
+ mes "How may I be of assistance?";
+ callfunc "F_Kafra",5,0,0,40,800;
+
+ M_Save:
+ savepoint "yuno",328,101;
+ callfunc "F_KafEnd",0,1,"in the city of Juno";
+}
+
+// East --------------------------------------------------------------------
+yuno,277,221,4 script Kafra Employee::kaf_yuno3 861,{
+ cutin "kafra_09",2;
+ callfunc "F_KafSetYun";
+ mes "[Kafra Employee]";
+ mes "The Kafra Corporation";
+ mes "is always working to provide";
+ mes "you with convenient services.";
+ mes "How may I be of assistance?";
+ callfunc "F_Kafra",5,0,0,40,800;
+
+ M_Save:
+ savepoint "yuno",274,229;
+ callfunc "F_KafEnd",0,1,"in the city of Juno";
+}
+
+
+// Function: Sets variables for Yuno Kafras ------------
+function script F_KafSetYun {
+ cleararray @wrpC$[0],"",getarraysize(@wrpC$);
+ setarray @wrpD$[0], "Al De Baran";
+ setarray @wrpP[0], 1200;
+ set @wrpC$[0], @wrpD$[0]+" -> "+@wrpP[0];
+ set @wrpC$[1], "Cancel";
+ setarray @viewpX[0], 328, 278, 153, 0;
+ setarray @viewpY[0], 108, 221, 187, 0;
+ return;
+}
diff --git a/npc/pre-re/merchants/3rd_trader.txt b/npc/pre-re/merchants/3rd_trader.txt
new file mode 100644
index 000000000..d8b543968
--- /dev/null
+++ b/npc/pre-re/merchants/3rd_trader.txt
@@ -0,0 +1,521 @@
+//===== rAthena Script =======================================
+//= 3rd Item Seller
+//===== By: ==================================================
+//= Masao
+//= Mercurial
+//===== Current Version: =====================================
+//= 1.1
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Sells some 3rd Job related Items.
+//===== Additional Comments: =================================
+//= v1.1 Optimized Poison Herb Salesman NPC
+//= v1.0 First Version.
+//============================================================
+
+
+job3_guil01,79,96,3 script Poison Herb Salesman::PHS 877,{
+
+ // We are unsure about agis script command equivalent please refer to 3rd_trader.sc line 3
+ //if( (countitem(1201)>=30000) || checkweight() )
+
+ for(set .x,0; .x<getarraysize(.herbs); set .x,.x+1)
+ {
+ if(!checkweight(.herbs[.x],.maxHerbs))
+ {
+ mes "- Wait a minute !! -";
+ mes "- Currently you're carrying -";
+ mes "- too many items with you. -";
+ mes "- Please try again -";
+ mes "- after you loose some weight. -";
+ close;
+ }
+ }
+
+ mes .npcName$;
+ mes "I am the professional";
+ mes "poison herb seller.";
+ mes "Which one do you want?";
+ mes "They cost "+.herbCost[0]+" zeny each!";
+ set .herbType,select("Nerium:Rantana:Makulata:Seratum:Scopolia:Amoena:Poison Kit")-1;
+ next;
+ if(.herbType==(getarraysize(.herbs)-1))
+ {
+ mes .npcName$;
+ mes "You can only buy";
+ mes "1 Poison Kit and it costs "+.herbCost[(getarraysize(.herbs)-1)]+" zeny.";
+ mes "Will you buy it?";
+
+ switch(select("Yes, I will.:No, I won't."))
+ {
+ case 1:
+ if(Zeny < .poisHerbCost)
+ {
+ next;
+ mes .npcName$;
+ mes "Please check the money you have.";
+ mes "It doesn't seem like you have enough money.";
+ close;
+ }
+ else
+ {
+ set Zeny,Zeny-.poisHerbCost;
+ getitem .herbs[getarraysize(.herbs)-1],1;
+ next;
+ mes .npcName$;
+ mes "Thank you. See you~!";
+ close;
+ }
+ break;
+ case 2:
+ next;
+ mes "[Poison Herb Salesman]";
+ mes "Well, I see. See you~!";
+ close;
+ break;
+ }
+ }
+ else
+ {
+ mes .npcName$;
+ mes "How many do you want? You can";
+ mes "only buy a maximum of "+.maxHerbs+" ea";
+ mes "and if you want to cancel, enter '0'.";
+ input .herbsCount;
+ if(.herbsCount<=0) // check if player canceled herb purchase
+ {
+ next;
+ mes .npcName$;
+ mes "You've cancelled the trade.";
+ close;
+ }
+ else if(.herbsCount>.maxHerbs) // checks if herbs count exceeds maxHerbs limit
+ {
+ next;
+ mes .npcName$;
+ mes "Please check the maximum";
+ mes "amount and then try again.";
+ close;
+ }
+ else if(.herbsCount+countitem(.herbs[.herbType]) > .maxItemStack) // Check item stack according to Aegis script
+ {
+ mes "- Wait a minute !! -";
+ mes "- Currently you're carrying -";
+ mes "- too many items with you. -";
+ mes "- Please try again -";
+ mes "- after you loose some weight. -";
+ close;
+ }
+ else
+ {
+ if(Zeny<(.herbsCount*.herbCost)) // Check if Zeny is enough
+ {
+ next;
+ mes .npcName$;
+ mes "Please check the money you have.";
+ mes "It doesn't seem like you have enough money.";
+ close;
+ }
+ else // all requirements are met give the item
+ {
+ set Zeny,Zeny-(.herbsCount*.herbCost);
+ getitem .herbs[.herbType],.herbsCount;
+ next;
+ mes .npcName$;
+ mes "Thank you. See you~!";
+ close;
+ }
+ }
+ }
+OnInit:
+// Initialize Item Id's on script engine Init Event
+ set .npcName$,"[Poison Herb Salesman]";
+ setarray .herbs[0],7932,7933,7934,7935,7936,7937,7931;
+ setarray .herbCost[0],4000,4000,4000,4000,4000,4000,5000;
+ set .maxHerbs,2000;
+ set .poisHerbCost,5000;
+ set .maxItemStack,30000;
+}
+
+
+job3_rune01,90,62,3 script Rune Salesman::runesale 853,{
+
+ if(checkweight(1201,1) == 0 || MaxWeight - Weight < 20000)
+ {
+ mes "- Wait a minute !! -";
+ mes "- Currently you're carrying -";
+ mes "- too many items with you. -";
+ mes "- Please try again -";
+ mes "- after you loose some weight. -";
+ close;
+ }
+
+ mes "[Rune Salesman]";
+ mes "Hey, do you need Runes?!";
+ mes "I sell all kinds of Rune Stones!";
+ mes "What kind of Rune do you want?";
+ next;
+ switch(select("Buy high-quality Rune Stones.:Buy ordinary Rune Stones."))
+ {
+ case 1:
+ mes "[Rune Salesman]";
+ mes "High-quality Runes!";
+ mes "They cost 2,500 zeny each!";
+ mes "Tell me how many you want to buy";
+ mes "and remember, you can only";
+ mes "buy a maximum amount of 2000 ea!";
+ next;
+ input .@amount;
+ if(.@amount == 0)
+ {
+ mes "[Rune Salesman]";
+ mes "You're not buying? Go away!";
+ close;
+ }
+ else if(.@amount > 2000)
+ {
+ mes "[Rune Salesman]";
+ mes "Please check the maximum";
+ mes "amount and then come back to me again!";
+ close;
+ }
+ else if(Zeny < .@amount * 2500)
+ {
+ mes "[Rune Salesman]";
+ mes "Money! Money!";
+ mes "You are short of money!";
+ mes "Check the amount of money you have!!";
+ close;
+ }
+ set .@checkweight,.@amount * 100;
+ if (MaxWeight < .@checkweight)
+ {
+ mes "[Rune Salesman]";
+ mes "You're not able to carry it, so why are you trying to buy it?!";
+ close;
+ }
+ set Zeny,Zeny - .@amount * 2500;
+ getitem 12734,.@amount;
+ mes "[Rune Salesman]";
+ mes "You can buy more again.";
+ mes "So, see you later.";
+ close;
+ case 2:
+ mes "[Rune Salesman]";
+ mes "Ordinary Rune Stones?";
+ mes "They cost 1,000 zeny each!";
+ mes "Tell me how many you want to buy";
+ mes "and remember, you can only";
+ mes "buy a maximum amount of 2000 ea!";
+ next;
+ input .@amount;
+ if(.@amount == 0)
+ {
+ mes "[Rune Salesman]";
+ mes "You're not buying? Go away!";
+ close;
+ }
+ else if(.@amount > 2000)
+ {
+ mes "[Rune Salesman]";
+ mes "Please check the maximum";
+ mes "amount and then come back to me again!";
+ close;
+ }
+ else if(Zeny < .@amount * 1000)
+ {
+ mes "[Rune Salesman]";
+ mes "Money! Money!";
+ mes "You are short of money!";
+ mes "Check the amount of money you have!!";
+ close;
+ }
+ set .@checkweight,.@amount * 100;
+ if (MaxWeight < .@checkweight)
+ {
+ mes "[Rune Salesman]";
+ mes "You're not able to carry it, so why are you trying to buy it?!";
+ close;
+ }
+ set Zeny,Zeny - .@amount * 1000;
+ getitem 12737,.@amount;
+ mes "[Rune Salesman]";
+ mes "You can buy more again.";
+ mes "So, see you later.";
+ close;
+ }
+}
+
+job3_guil01,91,93,3 script Rare Herb Collector 49,{
+
+ if(checkweight(1201,1) == 0 || MaxWeight - Weight < 20000)
+ {
+ mes "- Wait a minute !! -";
+ mes "- Currently you're carrying -";
+ mes "- too many items with you. -";
+ mes "- Please try again -";
+ mes "- after you loose some weight. -";
+ close;
+ }
+
+ if (Class == 4059 || Class == 4065)
+ {
+ mes "[Rare Poison Herb Collector]";
+ mes "I wander around the world and collect rare poison herbs. Recently, I am dealing in the herb called Izidor. If you are interested, you can buy them.";
+ next;
+ switch(select("How can I buy them?:Exchange it with Animal Blood:Exchange it with a Bitter Herb:Exchange it with a Deadly Noxious Herb:Exchange it with a Frozen Rose:Exchange it with Ment:Exchange it with Hinalle"))
+ {
+ case 1:
+ mes "[Rare Poison Herb Collector]";
+ mes "You can buy any of those items for 10,000 zeny: Animal Blood, Bitter Herb, Deadly Noxious Herb, Frozen Rose, Ment or Hinalle. ";
+ next;
+ mes "[Rare Poison Herb Collector]";
+ mes "Why I ask for money? That is just to pay a little respect to a collector like me. Ha ha ha...";
+ close;
+ case 2:
+ if ((countitem(702) > 0) && (Zeny > 9999))
+ {
+ mes "[Rare Poison Herb Collector]";
+ mes "Thank you. I've received your payment.";
+ delitem 702,1;
+ set Zeny,Zeny - 10000;
+ getitem 709,1;
+ close;
+ }
+ mes "[Rare Poison Herb Collector]";
+ mes "Hey, try again after you've prepared all the requirements for the exchange.";
+ close;
+ case 3:
+ if ((countitem(621) > 0) && (Zeny > 9999))
+ {
+ mes "[Rare Poison Herb Collector]";
+ mes "Thank you. I've received your payment.";
+ delitem 621,1;
+ set Zeny,Zeny - 10000;
+ getitem 709,1;
+ close;
+ }
+ mes "[Rare Poison Herb Collector]";
+ mes "Hey, try again after you've prepared all the requirements for the exchange.";
+ close;
+ case 4:
+ if ((countitem(631) > 0) && (Zeny > 9999))
+ {
+ mes "[Rare Poison Herb Collector]";
+ mes "Thank you. I've received your payment.";
+ delitem 631,1;
+ set Zeny,Zeny - 10000;
+ getitem 709,1;
+ close;
+ }
+ mes "[Rare Poison Herb Collector]";
+ mes "Hey, try again after you've prepared all the requirements for the exchange.";
+ close;
+ case 5:
+ if ((countitem(749) > 0) && (Zeny > 9999))
+ {
+ mes "[Rare Poison Herb Collector]";
+ mes "Thank you. I've received your payment.";
+ delitem 749,1;
+ set Zeny,Zeny - 10000;
+ getitem 709,1;
+ close;
+ }
+ mes "[Rare Poison Herb Collector]";
+ mes "Hey, try again after you've prepared all the requirements for the exchange.";
+ close;
+ case 6:
+ if ((countitem(605) > 0) && (Zeny > 9999))
+ {
+ mes "[Rare Poison Herb Collector]";
+ mes "Thank you. I've received your payment.";
+ delitem 605,1;
+ set Zeny,Zeny - 10000;
+ getitem 709,1;
+ close;
+ }
+ mes "[Rare Poison Herb Collector]";
+ mes "Hey, try again after you've prepared all the requirements for the exchange.";
+ close;
+ case 7:
+ if ((countitem(703) > 0) && (Zeny > 9999))
+ {
+ mes "[Rare Poison Herb Collector]";
+ mes "Thank you. I've received your payment.";
+ delitem 703,1;
+ set Zeny,Zeny - 10000;
+ getitem 709,1;
+ close;
+ }
+ mes "[Rare Poison Herb Collector]";
+ mes "Hey, try again after you've prepared all the requirements for the exchange.";
+ close;
+ }
+ }
+ mes "[Rare Poison Herb Collector]";
+ mes "I wander around the world and collect rare poison herbs. But I don't feel like selling my herbs to a person like you... ha ha ha...";
+ close;
+}
+
+gef_tower,105,172,5 script Point Salesman#Sorcerer 700,{
+
+ if(checkweight(1201,1) == 0 || MaxWeight - Weight < 20000)
+ {
+ mes "- Wait a minute !! -";
+ mes "- Currently you're carrying -";
+ mes "- too many items with you. -";
+ mes "- Please try again -";
+ mes "- after you loose some weight. -";
+ close;
+ }
+
+ mes "[Point Salesman]";
+ mes "Hello. I'm selling a catalyst that are called ^FF0000Points^000000 for Sorcerers. What would you like?";
+ next;
+ switch(select("Scarlet Points - 200z:Lime Green Points - 200z:Indigo Points - 200z:Yellow Wish Points - 200z:Cancel"))
+ {
+ case 1:
+ mes "[Point Salesman]";
+ mes "You have chosen Scarlet Points.";
+ mes "How many do you want?";
+ mes "If you want to cancel, enter 0.";
+ next;
+ input .@amount;
+ if (.@amount == 0)
+ {
+ mes "[Point Salesman]";
+ mes "You've cancelled the trade.";
+ close;
+ }
+ set .@po_weight,.@amount * 10;
+ set .@tt_weight,MaxWeight - .@po_weight;
+ set .@po_money,.@amount * 200;
+ if (.@tt_weight > 0)
+ {
+ if (Zeny >= .@po_money)
+ {
+ set Zeny,Zeny - .@po_money;
+ getitem 6360,.@amount;
+ mes "[Point Salesman]";
+ mes "Thank you very much. See you~!";
+ close;
+ }
+ mes "[Point Salesman]";
+ mes "You don't seem to have enough money.";
+ close;
+ }
+ mes "[Point Salesman]";
+ mes "You don't have enough space in your inventory to buy this amount.";
+ close;
+ case 2:
+ mes "[Point Salesman]";
+ mes "You have chosen Lime Green Points.";
+ mes "How many do you want?";
+ mes "If you want to cancel, enter 0.";
+ next;
+ input .@amount;
+ if (.@amount == 0)
+ {
+ mes "[Point Salesman]";
+ mes "You've cancelled the trade.";
+ close;
+ }
+ set .@po_weight,.@amount * 10;
+ set .@tt_weight,MaxWeight - .@po_weight;
+ set .@po_money,.@amount * 200;
+ if (.@tt_weight > 0)
+ {
+ if (Zeny >= .@po_money)
+ {
+ set Zeny,Zeny - .@po_money;
+ getitem 6363,.@amount;
+ mes "[Point Salesman]";
+ mes "Thank you very much. See you~!";
+ close;
+ }
+ mes "[Point Salesman]";
+ mes "You don't seem to have enough money.";
+ close;
+ }
+ mes "[Point Salesman]";
+ mes "You don't have enough space in your inventory to buy this amount.";
+ close;
+ case 3:
+ mes "[Point Salesman]";
+ mes "You have chosen Indigo Points.";
+ mes "How many do you want?";
+ mes "If you want to cancel, enter 0.";
+ next;
+ input .@amount;
+ if (.@amount == 0)
+ {
+ mes "[Point Salesman]";
+ mes "You've cancelled the trade.";
+ close;
+ }
+ set .@po_weight,.@amount * 10;
+ set .@tt_weight,MaxWeight - .@po_weight;
+ set .@po_money,.@amount * 200;
+ if (.@tt_weight > 0)
+ {
+ if (Zeny >= .@po_money)
+ {
+ set Zeny,Zeny - .@po_money;
+ getitem 6361,.@amount;
+ mes "[Point Salesman]";
+ mes "Thank you very much. See you~!";
+ close;
+ }
+ mes "[Point Salesman]";
+ mes "You don't seem to have enough money.";
+ close;
+ }
+ mes "[Point Salesman]";
+ mes "You don't have enough space in your inventory to buy this amount.";
+ close;
+ case 4:
+ mes "[Point Salesman]";
+ mes "You have chosen Yellow Wish Points.";
+ mes "How many do you want?";
+ mes "If you want to cancel, enter 0.";
+ next;
+ input .@amount;
+ if (.@amount == 0)
+ {
+ mes "[Point Salesman]";
+ mes "You've cancelled the trade.";
+ close;
+ }
+ set .@po_weight,.@amount * 10;
+ set .@tt_weight,MaxWeight - .@po_weight;
+ set .@po_money,.@amount * 200;
+ if (.@tt_weight > 0)
+ {
+ if (Zeny >= .@po_money)
+ {
+ set Zeny,Zeny - .@po_money;
+ getitem 6362,.@amount;
+ mes "[Point Salesman]";
+ mes "Thank you very much. See you~!";
+ close;
+ }
+ mes "[Point Salesman]";
+ mes "You don't seem to have enough money.";
+ close;
+ }
+ mes "[Point Salesman]";
+ mes "You don't have enough space in your inventory to buy this amount.";
+ close;
+ case 5:
+ mes "[Point Salesman]";
+ mes "You can't find the stuff you need?";
+ close;
+ }
+}
+
+
+morocc,190,96,4 duplicate(PHS) Poison Herb Salesman#moc 877
+lhz_in02,16,205,4 duplicate(PHS) Poison Herb Salesman#lhz 877
+prontera,168,228,3 duplicate(runesale) Rune Salesman#1 853 \ No newline at end of file
diff --git a/npc/pre-re/merchants/advanced_refiner.txt b/npc/pre-re/merchants/advanced_refiner.txt
new file mode 100644
index 000000000..70b11c167
--- /dev/null
+++ b/npc/pre-re/merchants/advanced_refiner.txt
@@ -0,0 +1,159 @@
+//===== rAthena Script =======================================
+//= Advanced Refiner
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.4
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Refiner that uses Enriched ores to increase upgrade success.
+//= After a conversation with Doddler, it's been established that
+//= the advanced refiner works similar the the "Bubble Gum" item.
+//= The success percentage is not "increased" however, if it fails
+//= You get a second try. This tries twice at the same time,
+//= effectively giving you a re-roll on your attempt.
+//= - Dialog is only partly official to iRO.
+//= - Uses the iRO position for this NPC.
+//===== Additional Comments: =================================
+//= 1.0 First Version. [L0ne_W0lf]
+//= 1.1 Fixed a weird carriage return. o_o [L0ne_W0lf]
+//= 1.2 Optimizing refine method [Zephyrus]
+//= 1.3 Typo fixes [Yommy]
+//= 1.4 Removed unnecessary dialogs [Zephyrus]
+//============================================================
+
+payon,174,138,0 script Suhnbi#cash 85,{
+ mes "[Suhnbi]";
+ mes "I am the Armsmith";
+ mes "I can refine all kinds of weapons,";
+ mes "armor and equipment, so let me";
+ mes "know what you want to refine.";
+ next;
+ setarray .@position$[1], "Head","Body","Left hand","Right hand","Robe","Shoes","Accessory 1","Accessory 2","Head 2","Head 3";
+ set .@menu$,"";
+ for( set .@i,1; .@i <= 10; set .@i,.@i+1 )
+ {
+ if( getequipisequiped(.@i) )
+ set .@menu$, .@menu$ + .@position$[.@i] + "-" + "[" + getequipname(.@i) + "]";
+
+ set .@menu$, .@menu$ + ":";
+ }
+ set .@part,select(.@menu$);
+
+ if( !getequipisequiped(.@part) )
+ close;
+
+ if( !getequipisenableref(.@part) )
+ {
+ mes "[Suhnbi]";
+ mes "I don't think I can refine this item at all.";
+ close;
+ }
+ if( !getequipisidentify(.@part) )
+ {
+ mes "[Suhnbi]";
+ mes "This has not been identified. So, it can't be refined...";
+ close;
+ }
+ if( getequiprefinerycnt(.@part) >= 10 )
+ {
+ mes "[Suhnbi]";
+ mes "This item cannot be refined because it has already reached its maximum level...";
+ close;
+ }
+
+ // Make sure you have the neccessary items and Zeny to refine your items
+ // Determines chance of failure and verifies that you want to continue.
+ switch( getequipweaponlv(.@part) )
+ {
+ case 1: callsub S_RefineValidate,1,7620,50,.@part; break;
+ case 2: callsub S_RefineValidate,2,7620,200,.@part; break;
+ case 3: callsub S_RefineValidate,3,7620,5000,.@part; break;
+ case 4: callsub S_RefineValidate,4,7620,20000,.@part; break;
+ default: callsub S_RefineValidate,0,7619,2000,.@part; break;
+ }
+
+ if( getequippercentrefinery(.@part) > rand(100) || getequippercentrefinery(.@part) > rand(100) )
+ {
+ mes "[Suhnbi]";
+ mes "Clink! Clank! Clunk!";
+ SuccessRefItem .@part;
+ next;
+ Emotion e_no1;
+ mes "[Suhnbi]";
+ mes "Here you are! It's done.";
+ mes "It's been a while since I've made such a fine weapon. You must be happy because it has become stronger!";
+ close;
+ }
+ mes "[Suhnbi]";
+ mes "Clink! Clank! Clunk!";
+ FailedRefItem .@part;
+ next;
+ if (rand(5) == 1){
+ Emotion e_cash;
+ } else {
+ Emotion e_omg;
+ }
+ mes "[Suhnbi]";
+ mes "Cough!!!!";
+ next;
+ mes "[Suhnbi]";
+ mes "Cough...Cough..";
+ mes "What a shame...";
+ mes "Your equipment broke during the refining process. I had told you earlier this might happen!";
+ close;
+
+S_RefineValidate:
+ mes "[Suhnbi]";
+ if (getarg(0))
+ mes "A level " + getarg(0) + " weapon...";
+ mes "To refine this I need one ^ff9999" + getitemname(getarg(1)) + "^000000 and a service fee of " + getarg(2) + " Zeny.";
+ mes "Do you wish to continue?";
+ next;
+ if( select("Yes:No") == 1 )
+ {
+ if( getequippercentrefinery(getarg(3)) < 100 )
+ {
+ mes "[Suhnbi]";
+ mes "Wow!!";
+ mes "This weapon, probably";
+ mes "looks like it's been refined...";
+ mes "many times...";
+ mes "It may break if";
+ mes "you refine it again.";
+ next;
+ mes "And if it breaks,";
+ mes "you can't use it anymore!";
+ mes "All the cards in it and the";
+ mes "properties";
+ mes "^ff0000will be lost^000000!!";
+ mes "^ff0000 besides, the equipment will break!^000000";
+ mes " ";
+ mes "Are you sure you still want to continue?";
+ next;
+ if( select("Yes:No") == 2 )
+ {
+ mes "[Suhnbi]";
+ mes "I completely agree...";
+ mes "I might be a great refiner, but sometimes even I make mistakes.";
+ close;
+ }
+ }
+ if( countitem(getarg(1)) > 0 && Zeny > getarg(2) )
+ {
+ delitem getarg(1), 1;
+ set Zeny, Zeny - getarg(2);
+ return;
+ }
+ mes "[Suhnbi]";
+ mes "You don't seem to have enough Zeny or " + getitemname(getarg(1)) + "...";
+ mes "Go get some more. I'll be here all day if you need me.";
+ close;
+ }
+ mes "[Suhnbi]";
+ mes "Yeah... There's no need to rush.";
+ mes "Take your time.";
+ close;
+} \ No newline at end of file
diff --git a/npc/pre-re/merchants/alchemist.txt b/npc/pre-re/merchants/alchemist.txt
new file mode 100644
index 000000000..b99f7bf25
--- /dev/null
+++ b/npc/pre-re/merchants/alchemist.txt
@@ -0,0 +1,276 @@
+//===== rAthena Script =======================================
+//= Alchemist Shop
+//===== By: ==================================================
+//= rAthena Team
+//===== Current Version: =====================================
+//= 1.7
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= Selling Alchemist Materials and Manuals
+//===== Additional Comments: =================================
+//= 1.1 fixed Medicine Bowl issue, thanx 2 MasterOfMuppets
+//= 1.2 Reddozen's fixes of typos. added optional Elemental
+//= Potion Guide. [Lupus]
+//= 1.3 Deleted Elemental Potions Guide due to original quest [Lupus]
+//= 1.4 Alchemists can now purchase 2000 Medicine Bowls at once. [SinSloth]
+//= 1.5 Updated to Aegis 10.3 Standards. [L0ne_W0lf]
+//= 1.6 Corrected canceling purchase. [L0ne_W0lf]
+//= 1.7 Updated to match AEGIS script. [Masao]
+//============================================================
+
+alde_alche,31,186,3 script Craft Book Salesman#alde 883,{
+
+ mes "[Craft Book Salesman]";
+ mes "Welcome.";
+ mes "I'm here to sell";
+ mes "^0000FFspecial craft books^000000 for Geneticists.";
+ next;
+ mes "[Craft Book Salesman]";
+ mes "Geneticists have some skills";
+ mes "that require craft books to activate.";
+ next;
+ mes "[Craft Book Salesman]";
+ mes "The more craft books you have,";
+ mes "the more skills you can use.";
+ next;
+ mes "[Craft Book Salesman]";
+ mes "Please understand that";
+ mes "I specialize in the sale of these special books and";
+ mes "I ^FF0000don't sell other items^000000.";
+ next;
+ mes "[Craft Book Salesman]";
+ mes "Okay then, here's the list of available craft books.";
+ next;
+ switch(select("[Apple Bomb Craft Book] 100,000 zeny:[Pineapple Bomb Craft Book] 100,000 zeny:[Coconut Bomb Craft Book] 100,000 zeny:[Melon Bomb Craft Book] 100,000 zeny:[Banana Bomb Craft Book] 100,000 zeny:[Plant Gene Cultivation Method] 100,000 zeny:[Superior Potion Craft Manual] 100,000 zeny:[Mix Cooking Book] 100,000 zeny:[Health Improvement Research Book] 100,000 zeny:[Vigor Drink Recipe] 100,000 zeny:Close")){
+ case 1:
+ callsub S_SellManual,6279,100000;
+ break;
+ case 2:
+ callsub S_SellManual,6280,100000;
+ break;
+ case 3:
+ callsub S_SellManual,6281,100000;
+ break;
+ case 4:
+ callsub S_SellManual,6282,100000;
+ break;
+ case 5:
+ callsub S_SellManual,6283,100000;
+ break;
+ case 6:
+ callsub S_SellManual,6284,100000;
+ break;
+ case 7:
+ callsub S_SellManual,6285,100000;
+ break;
+ case 8:
+ callsub S_SellManual,11022,100000;
+ break;
+ case 9:
+ callsub S_SellManual,11023,100000;
+ break;
+ case 10:
+ callsub S_SellManual,11024,100000;
+ break;
+ case 11:
+ mes "[Craft Book Salesman]";
+ mes "Thank you for your patronage.";
+ mes "Please come again.";
+ close;
+ }
+
+S_SellManual:
+ mes "[Craft Book Salesman]";
+ mes ""+getitemname(getarg(0))+"?";
+ mes "That'll be "+getarg(1)+" zeny ea.";
+ mes "How many of these books would you like to purchase?";
+ next;
+ input .@amount;
+ if (.@amount == 0) {
+ mes "[Craft Book Salesman]";
+ mes "Would you like to see some different books?";
+ close;
+ }
+ if (.@amount < 1 || .@amount > 99 ){
+ mes "[Craft Book Salesman]";
+ mes "You cannot purchase more than 100 at a time.";
+ close;
+ }
+ mes "[Craft Book Salesman]";
+ mes "You've entered "+.@amount+"x "+getitemname(getarg(0))+".";
+ mes "That'll be "+getarg(1) * .@amount+" Zeny.";
+ mes "Would you like to continue?";
+ next;
+ if (select("Yes:No") == 1) {
+ if (Zeny < getarg(1) * .@amount) {
+ mes "[Craft Book Salesman]";
+ mes "You don't";
+ mes "have enough zeny.";
+ mes "Check how much zeny";
+ mes "you have first.";
+ close;
+ }
+ if (checkweight(getarg(0),.@amount) == 0){
+ mes "[Craft Book Salesman]";
+ mes "It doesn't seem like you can carry everything.";
+ mes "Please check the space in your inventory.";
+ close;
+ }
+ mes "[Craft Book Salesman]";
+ mes "Thank you for your patronage.";
+ set Zeny,Zeny - getarg(1) * .@amount;
+ getitem getarg(0),.@amount;
+ close;
+ }
+ mes "[Craft Book Salesman]";
+ mes "Please take your time";
+ mes "before you make your decision.";
+ close;
+}
+
+alde_alche,24,188,3 script Guild Dealer 740,{
+ if (checkweight(1201,1) == 0) {
+ mes "- Wait a minute! -";
+ mes "- Currently you are carrying -";
+ mes "- too many items with you. -";
+ mes "- Please come back again -";
+ mes "- after you store some items into kafra storage. -";
+ close;
+ }
+ mes "[Gever Al Sharp]";
+ mes "Welcome to the";
+ mes "Alchemist Union.";
+ mes "How can I assist you today?";
+ next;
+ switch(select("Purchase materials.:Purchase a production manual.:Quit.")) {
+ case 1:
+ mes "[Gever Al Sharp]";
+ mes "What would you like?";
+ next;
+ if (select("Medicine Bowl - 8 Zeny:Cancel.") == 1) {
+ mes "[Gever Al Sharp]";
+ mes "How many do you want?";
+ mes "Enter '0' if you want to quit.";
+ next;
+ while(1) {
+ input .@input,0,2001;
+ if (.@input == 0) {
+ mes "[Gever Al Sharp]";
+ mes "The deal was cancelled.";
+ mes "Come again next time.";
+ close;
+ }
+ else if (.@input < 1 || .@input > 2000) {
+ mes "[Gever Al Sharp]";
+ mes "The number must";
+ mes "be less than 2000.";
+ next;
+ }
+ else {
+ break;
+ }
+ }
+ set .@sell,.@input * 8;
+ set .@item_weight,.@input * 10;
+ if (Zeny < .@sell) {
+ mes "[Gever Al Sharp]";
+ mes "You don't";
+ mes "have enough zeny.";
+ mes "Check how much zeny";
+ mes "you have first.";
+ close;
+ }
+ if ((MaxWeight - Weight) < .@item_weight) {
+ mes "[Gever Al Sharp]";
+ mes "It doesn't seem like";
+ mes "you can carry everything.";
+ mes "Please check the space";
+ mes "in your inventory.";
+ close;
+ }
+ set zeny,zeny-.@sell;
+ getitem 7134,.@input; //Medicine_Bowl
+ mes "[Gever Al Sharp]";
+ mes "Thank you.";
+ mes "Come again.";
+ close;
+ }
+ mes "[Gever Al Sharp]";
+ mes "Well then,";
+ mes "come again when";
+ mes "you need to purchase";
+ mes "materials related to";
+ mes "Alchemy, alright?";
+ close;
+ case 2:
+ mes "[Gever Al Sharp]";
+ mes "What do you need?";
+ mes "Manuals are generally 100,000 zeny. But there are a couple of special manuals that will cost more.";
+ next;
+ switch(select("Potion Creation Guide:Alcohol Creation Guide:Bottle Grenade Creation Guide:Acid Bottle Creation Guide:Plant Bottle Creation Guide:Marine Sphere Bottle Creation Guide:Glistening Coat Creation Guide:Condensed Potion Creation Guide:Cancel Deal.")) {
+ case 1:
+ callsub S_SellManual,7144,100000; //Normal_Potion_Book
+ break;
+ case 2:
+ callsub S_SellManual,7127,100000; //Alcol_Create_Book
+ break;
+ case 3:
+ callsub S_SellManual,7128,100000; //FireBottle_Create_Book
+ break;
+ case 4:
+ callsub S_SellManual,7129,100000; //Acid_Create_Book
+ break;
+ case 5:
+ callsub S_SellManual,7130,100000; //Plant_Create_Book
+ break;
+ case 6:
+ callsub S_SellManual,7131,100000; //Mine_Create_Book
+ break;
+ case 7:
+ callsub S_SellManual,7132,100000; //Coating_Create_Book
+ break;
+ case 8:
+ callsub S_SellManual,7133,240000; //Slim_Potion_Create_Book
+ break;
+ case 9:
+ mes "[Gever Al Sharp]";
+ mes "Well then...";
+ mes "Come back if you";
+ mes "ever need to buy";
+ mes "a production manual.";
+ close;
+ }
+ case 3:
+ mes "[Gever Al Sharp]";
+ mes "Alright then,";
+ mes "have a good day.";
+ close;
+ }
+
+S_SellManual:
+ if (Zeny < getarg(1)) {
+ mes "[Gever Al Sharp]";
+ mes "You don't";
+ mes "have enough zeny.";
+ mes "Check how much zeny";
+ mes "you have first.";
+ close;
+ }
+ mes "[Gever Al Sharp]";
+ mes ""+getitemname(getarg(0))+"?";
+ mes "That'll be "+getarg(1)+" zeny.";
+ next;
+ if (select("Purchase.:Quit.") == 1) {
+ set zeny,zeny-getarg(1);
+ getitem getarg(0),1;
+ mes "[Gever Al Sharp]";
+ mes "Thank you for";
+ mes "your patronage.";
+ close;
+ }
+ mes "[Gever Al Sharp]";
+ mes "Come again";
+ mes "next time.";
+ close;
+}
diff --git a/npc/pre-re/merchants/ammo_boxes.txt b/npc/pre-re/merchants/ammo_boxes.txt
new file mode 100644
index 000000000..fcad5a0ea
--- /dev/null
+++ b/npc/pre-re/merchants/ammo_boxes.txt
@@ -0,0 +1,138 @@
+//===== rAthena Script =======================================
+//= Magazine Dealer Kenny
+//===== By: ==================================================
+//= rAthena dev team
+//===== Current Version: =====================================
+//= 1.4
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= Turns bullets into magazines/packs.
+//===== Additional Comments: =================================
+//= 1.0 First version. [SinSloth]
+//= 1.1 Optimized version - Reduced to only one function [SinSloth]
+//= 1.2 Optimized^2, corrected npc's name [ultramage]
+//= 1.2a Optimized. Please, ommit extra NPC names [Lupus]
+//= 1.3 Updated to match AEGIS script. [Kisuka]
+//= 1.4 Updated to match AEGIS script again. [Masao]
+//============================================================
+
+izlude,171,127,3 script Magazine Dealer Kenny::mdk 83,{
+ if(BaseJob == Job_Gunslinger) {
+ mes "[Kenny]";
+ mes "Welcome to my Magazine Shop.";
+ mes "As you may know, large numbers";
+ mes "of bullets can be carried more";
+ mes "easily when they're in Magazines. Now, can I interest you in";
+ mes "anything in particular?";
+ next;
+ switch(select("Wind Sphere Pack:Shadow Sphere Pack:Poison Sphere Pack:Water Sphere Pack:Fire Sphere Pack:Cartridge:Blood Cartridge:Silver Cartridge:Cancel")) {
+ case 1: callfunc "Func_Casing",13204,12144; break;
+ case 2: callfunc "Func_Casing",13206,12145; break;
+ case 3: callfunc "Func_Casing",13205,12146; break;
+ case 4: callfunc "Func_Casing",13207,12147; break;
+ case 5: callfunc "Func_Casing",13203,12148; break;
+ case 6: callfunc "Func_Casing",13200,12149; break;
+ case 7: callfunc "Func_Casing",13202,12150; break;
+ case 8: callfunc "Func_Casing",13201,12151; break;
+ case 9:
+ mes "[Kenny]";
+ mes "Well, if you ever find";
+ mes "that you have too many";
+ mes "bullets, come and see me.";
+ mes "It's a smart idea to store";
+ mes "bullets with my Magazines.";
+ close;
+ }
+ }
+ mes "[Kenny]";
+ mes "Welcome to my shop.";
+ mes "Here, I provide Magazines";
+ mes "and Cartridges for Gunslingers.";
+ mes "Sorry, but it doesn't look like";
+ mes "my services would be of any";
+ mes "use to you, adventurer.";
+ next;
+ mes "[Kenny]";
+ mes "Eh, but if you happen to";
+ mes "know any Gunslingers, send";
+ mes "them my way. You can never";
+ mes "have too many bullets.";
+ close;
+}
+
+function script Func_Casing {
+ mes "[Kenny]";
+ mes "Now, you can trade";
+ mes "500 "+getitemname(getarg(0))+"s";
+ mes "and 500 zeny for 1 "+getitemname(getarg(1))+", so make sure";
+ mes "you have sufficient bullets";
+ mes "and zeny for this exchange.";
+ next;
+ mes "[Kenny]";
+ mes "You can exchange 500 "+getitemname(getarg(0))+"s and 500 zeny";
+ mes "with 1 "+getitemname(getarg(1))+".";
+ next;
+ mes "[Kenny]";
+ mes "Remember that I can't give";
+ mes "you more than 50 Magazines";
+ mes "at a time. Now please enter";
+ mes "the number of Magazines you";
+ mes "want to receive. If you want to cancel, then just enter ''0.''";
+ next;
+ input .@amount;
+ if(.@amount > 50 || .@amount == 0) {
+ mes "[Kenny]";
+ mes "Hey, I can't give you";
+ mes "that many Magazines.";
+ mes "Please try again, and";
+ mes "enter a number no";
+ mes "greater than 50.";
+ close;
+ }
+ if (countitem(getarg(0)) >= (500*.@amount)) {
+ if (Zeny >= (500*.@amount)) {
+ if (checkweight(getarg(1),.@amount) == 0) {
+ mes "[Kenny]";
+ mes "Hey, you've got a lot";
+ mes "of junk crammed in your";
+ mes "Inventory. Free up some";
+ mes "space, and then come back";
+ mes "and trade your bullets for";
+ mes "some Magazines later, okay?";
+ close;
+ }else{
+ mes "[Kenny]";
+ mes "Alright, here are";
+ mes "your Magazines. Thanks";
+ mes "for visiting my shop, and";
+ mes "I hope that you use all";
+ mes "of your ammo wisely.";
+ set Zeny,Zeny-500*.@amount;
+ delitem getarg(0),500*.@amount;
+ getitem getarg(1),.@amount;
+ close;
+ }
+ }else{
+ mes "[Kenny]";
+ mes "Sorry, but you don't";
+ mes "have enough zeny for";
+ mes "this Magazine exchange.";
+ mes "Come back to my shop";
+ mes "after you've saved up";
+ mes "some more money.";
+ close;
+ }
+ }else{
+ mes "[Kenny]";
+ mes "Sorry, but you don't";
+ mes "have enough bullets for";
+ mes "this Magazine exchange.";
+ mes "Maybe you should double";
+ mes "check your Inventory, and";
+ mes "then come back to me later.";
+ close;
+ }
+}
+
+alberta,118,157,3 duplicate(mdk) Magazine Dealer Tonny 83
diff --git a/npc/pre-re/merchants/ammo_dealer.txt b/npc/pre-re/merchants/ammo_dealer.txt
new file mode 100644
index 000000000..ea5f9a803
--- /dev/null
+++ b/npc/pre-re/merchants/ammo_dealer.txt
@@ -0,0 +1,126 @@
+//===== rAthena Script =======================================
+//= Bullet Dealer Tony
+//===== By ===================================================
+//= Playtester, Paradox924X
+//===== Version ==============================================
+//= 1.5
+//===== Compatible With ======================================
+//= rAthena SVN
+//===== Description ==========================================
+//= Bullet trader.
+//===== Comments =============================================
+//= 1.0 First version [Playtester]
+//= 1.1 Converted from Aegis [Paradox924X]
+//= 1.2 More optimized conversion [Legionaire]
+//= 1.2a Removed .GATs [Lupus]
+//= 1.3 Fixed [Playtester] Optimized. Got rid of @vars [Lupus]
+//= 1.4 Updated to match AEGIS script. [Kisuka]
+//= 1.5 Updated to match AEGIS script again. [Masao]
+//============================================================
+
+alberta,118,160,3 script Bullet Dealer Tony#alb::bdt 86,{
+ if (BaseJob == Job_Gunslinger) {
+ mes "[Tony]";
+ mes "I'm Tony, the Bullet Dealer.";
+ mes "Come to me whenever you're";
+ mes "short on ammo. Just bring me";
+ mes "the materials, and I'll make";
+ mes "you the bullets you need.";
+ next;
+ switch(select("Poison Sphere:Flare Sphere:Lighting Sphere:Blind Sphere:Freezing Sphere:Cancel")) {
+ case 1: callfunc "Bullet_Trade",937,10,13205; break;
+ case 2: callfunc "Bullet_Trade",7097,2,13203; break;
+ case 3: callfunc "Bullet_Trade",7053,3,13204; break;
+ case 4: callfunc "Bullet_Trade",1024,5,13206; break;
+ case 5: callfunc "Bullet_Trade",7054,2,13207; break;
+ case 6:
+ mes "[Tony]";
+ mes "Changed your mind?";
+ mes "Well, if you ever need";
+ mes "any bullets, I'll be right";
+ mes "here. Come back whenever";
+ mes "you think you'll need more";
+ mes "ammunition, Gunslinger.";
+ close;
+ }
+ }
+ mes "[Tony]";
+ mes "Hey, I'm Tony. I'm in";
+ mes "charge of distributing";
+ mes "and making bullets for";
+ mes "Gunslingers. It's just";
+ mes "how our guild likes";
+ mes "to do things.";
+ next;
+ mes "[Tony]";
+ mes "I'm sorry if you came";
+ mes "here to buy some bullets.";
+ mes "I can only do business with";
+ mes "fully fledged Gunslingers.";
+ close;
+}
+
+function script Bullet_Trade {
+ mes "[Tony]";
+ mes "For every set of";
+ mes "30 "+getitemname(getarg(2))+"s,";
+ mes "you must give me";
+ mes "1 Emveretarcon,";
+ mes "1 Phracon, and";
+ mes ""+getarg(1)+" "+getitemname(getarg(0))+".";
+ next;
+ mes "[Tony]";
+ mes "Remember that I can give";
+ mes "a maximum of 500 sets of";
+ mes "30 bullets at a time. Please";
+ mes "enter the number of bullet sets";
+ mes "that you'd like. If you want to";
+ mes "cancel, then just enter ''0.''";
+ next;
+ input .@amount;
+ if (.@amount < 1 || .@amount > 500) {
+ mes "[Tony]";
+ mes "Hey, I can't give you";
+ mes "that many bullets. Don't";
+ mes "forget to enter a number";
+ mes "that's no higher than 500";
+ mes "if you want to trade your";
+ mes "items for some bullets.";
+ close;
+ }
+ if (countitem(1010) >= .@amount && countitem(1011) >= .@amount && countitem(getarg(0)) >= (.@amount*getarg(1))) {
+ if (checkweight(getarg(2),.@amount * 30) == 0) {
+ mes "[Tony]";
+ mes "Eh? Your Inventory doesn't";
+ mes "have enough space for this";
+ mes "many bullets. Come back later";
+ mes "after you make more space";
+ mes "available. Try putting some of";
+ mes "your things into Kafra Storage.";
+ close;
+ }else{
+ mes "[Tony]";
+ mes "Great, everything seems";
+ mes "to be in order. Let me take";
+ mes "these materials, and here are";
+ mes "your bullets. It's a pleasure";
+ mes "to do business with you~";
+ delitem 1010,.@amount;
+ delitem 1011,.@amount;
+ delitem getarg(0),.@amount * getarg(1);
+ getitem getarg(2),.@amount * 30;
+ close;
+ }
+ }else{
+ mes "[Tony]";
+ mes "Huh. It looks like you";
+ mes "don't have enough materials";
+ mes "for that many bullets. Well,";
+ mes "it's no problem. Just come";
+ mes "back after gathering everything";
+ mes "that you need, okay?";
+ close;
+ }
+}
+
+izlude,171,133,3 duplicate(bdt) Bullet Dealer Tony#iz 86
diff --git a/npc/pre-re/merchants/buying_shops.txt b/npc/pre-re/merchants/buying_shops.txt
new file mode 100644
index 000000000..19bbbe28f
--- /dev/null
+++ b/npc/pre-re/merchants/buying_shops.txt
@@ -0,0 +1,248 @@
+//===== rAthena Script =======================================
+//= Buying Shop Licenses
+//===== By: ==================================================
+//= Kisuka
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= Buying Shop Licenses
+//===== Additional Comments: =================================
+//= 1.0 First version. [Kisuka]
+//============================================================
+
+// Black Marketeer (Buy Licenses - Non-Merchant Classes)
+//============================================================
+que_job01,68,84,1 script Black Marketeer#Buying 881,{
+ if(getskilllv("ALL_BUYING_STORE") == 1) {
+ mes "[Mr. Jass]";
+ mes "Hey, you already made a contract with Hugh.";
+ mes "I don't have any business with you.";
+ close;
+ }else{
+ mes "[Mr. Jass]";
+ mes "You must need something badly to come to find me.";
+ mes "What do you want?";
+ next;
+ switch(select("Bulk Buyer Shop License:Who are you?:Nothing, nothing!")) {
+ case 1:
+ mes "[Mr. Jass]";
+ mes "I knew it!";
+ mes "Sure, I can make it for you.";
+ mes "Mine looks just like the authentic one that Merchants get from that bastard Mr. Hugh!";
+ next;
+ mes "[Mr. Jass]";
+ mes "And my license is better 'cuz you don't need ta' learn any skills.";
+ mes "How many do you want?";
+ next;
+ mes "[Mr. Jass]";
+ mes "Just so you know, I can only make them in small quantities, up to 10 at a time.";
+ mes "It'll cost 500 zeny for each one.";
+ next;
+ while(1) {
+ input .@input;
+ mes "[Mr. Jass]";
+ if(.@input == 0) {
+ mes "Don't you need those licenses?";
+ close;
+ }
+ else if(.@input > 10) {
+ mes "I can only make up to 10 at a time, you know.";
+ next;
+ }
+ else {
+ mes "It'll cost "+(.@input*500)+" zeny.";
+ if(Zeny < (.@input*500)) {
+ mes "but you don't have enough money.";
+ next;
+ mes "[Mr. Jass]";
+ mes "Don't you know the basics of business? Everything has a price.";
+ mes "If you want something, you gotta pay for it.";
+ }else{
+ mes "Ha... Ha ha ha!";
+ mes "Mr. Hugh, I'll take over your license business. You'll see!";
+ mes "*Giggle Giggle*";
+ getitem 12548,.@input; // Shabby_Purchase_Street
+ set Zeny,Zeny-(.@input*500);
+ }
+ close;
+ }
+ }
+
+ case 2:
+ mes "[Mr. Jass]";
+ mes "I left my hometown a long time ago.";
+ mes "It's meaningless to ask who I am because all I've got left now is my hatred.";
+ next;
+ mes "[Mr. Jass]";
+ mes "...";
+ mes "Hugh is a corrupt merchant with no sense of business ethics.";
+ mes "My sole purpose in life is to destroy Hugh.";
+ next;
+ mes "[Mr. Jass]";
+ mes "Aw, I drank too much... (*Hic*)";
+ mes "That's just the alohol talking.";
+ mes "Please forget anything I said.";
+ close;
+ case 3:
+ mes "[Mr. Jass]";
+ mes "Alright, alright! You don't have to yell.";
+ mes "Just leave me alone if you've got no business with me.";
+ close;
+ }
+ }
+}
+
+// Purchasing Team (Learn Skill - Merchant Classes)
+//============================================================
+alberta_in,58,52,4 script Purchasing Team#Buying 59,{
+ if(BaseClass == Job_Merchant && getskilllv("MC_VENDING") >= 1) {
+ if(getskilllv("ALL_BUYING_STORE") == 1) {
+ mes "[Mr. Hugh]";
+ mes "I'm Hugh from the Purchasing Team.";
+ mes "How may I help you today?";
+ next;
+ if(select("Purchase Bulk Buyer Shop License:Quit") == 2) {
+ mes "[Mr. Hugh]";
+ mes "Please feel free to ask me if you need any Bulk Buyer Shop Licenses.";
+ mes "Come again~";
+ close;
+ }
+ mes "[Mr. Hugh]";
+ mes "It's 200 zeny for each Bulk Buyer Shop License, and you may purchase up to 50 at a time.";
+ mes "How many licenses do you need?";
+ next;
+ while(1) {
+ input .@input;
+ mes "[Mr. Hugh]";
+ if(.@input == 0) {
+ mes "You have cancelled the trade.";
+ mes "Have a good day.";
+ close;
+ }
+ if(.@input > 50) {
+ mes "Please enter a value of 50 or less.";
+ next;
+ }
+ else{
+ mes "It'll cost "+(.@input*200)+" zeny for "+.@input+" licenses.";
+ if(Zeny < (.@input*200)) {
+ mes "but you don't seem to have enough money.";
+ }else{
+ mes "Thank you for your patronage.";
+ getitem 6377,.@input; // Buy_Stall_Permit
+ set Zeny,Zeny-(.@input*200);
+ }
+ close;
+ }
+ }
+ }else{
+ mes "[Mr. Hugh]";
+ mes "I'm Hugh from the Purchasing Team at the Alberta Merchant Guild.";
+ mes "You're...";
+ next;
+ mes "[Mr. Hugh]";
+ mes "Did you know? Our guild has issued a license to allow individuals to buy goods from others.";
+ next;
+ select("I've never had problems buying items...");
+ mes "[Mr. Hugh]";
+ mes "You're right, but think about it:";
+ mes "haven't you had a hard time buying in bulk?";
+ mes "You'd have to find and talk to everyone that has an item you want.";
+ mes "Pretty inconvenient, isn't it?";
+ next;
+ mes "[Mr. Hugh]";
+ mes "Since buying in bulk is an important issue to us Merchants,";
+ mes "I've proposed an innovative plan to our guild, based on my 10 years of experience in making purchases.";
+ next;
+ mes "[Mr. Hugh]";
+ mes "'Let Individuals Open";
+ mes "a Bulk Buyer Shop!'";
+ mes "That's the title of my proposal.";
+ mes "You'll see, when you read it...";
+ next;
+ mes "[Mr. Hugh]";
+ mes "...";
+ mes "...(Mr. Hugh yammers on and on with all the details.)";
+ next;
+ select("Alright, what's your point?");
+ mes "[Mr. Hugh]";
+ mes "Oh, yes. In summary,";
+ mes "you can buy certain items in bulk through Vending.";
+ next;
+ mes "[Mr. Hugh]";
+ mes "In order to open a Bulk Buyer Shop, you need a license issued from the Merchant Guild.";
+ next;
+ mes "[Mr. Hugh]";
+ mes "You need it every time you open the shop. We're expecting a significant increase in profits through this new kind of licensing.";
+ next;
+ mes "[Mr. Hugh]";
+ mes "That's the point of my proposal!";
+ mes "Our president was so happy to hear that we're going to make big bucks!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Please get to the point already!";
+ next;
+ mes "[Mr. Hugh]";
+ mes "Don't be so impatient, alright?";
+ mes "My point is, we can let you open the Bulk Buyer Shop if you've learned Vending.";
+ next;
+ mes "[Mr. Hugh]";
+ mes "Of course, we charge 10,000 zeny as a one-time registration fee.";
+ mes "You will need the ^4A4AFFBulk Buyer Shop License^000000 every time you open the shop.";
+ next;
+ mes "[Mr. Hugh]";
+ mes "Say, would you like to register now?";
+ mes "If you do, I'll teach you how to open the Bulk Buyer Shop.";
+ next;
+ if(select("Learn how to open Bulk Buyer Shop:Cancel") == 2) {
+ mes "[Mr. Hugh]";
+ mes "Man, that's disappointing!";
+ mes "Using this bulk buyer option can benefit your business in many ways, but it's your call.";
+ mes "I'm always open for consultation!";
+ close;
+ }
+ mes "[Mr. Hugh]";
+ if(Zeny < 10000) {
+ mes "The registration fee is 10,000 zeny.";
+ mes "Please have the fee ready first.";
+ close;
+ }else{
+ mes "You've made a good decision.";
+ mes "Please give me the registration fee, and sign right here....";
+ next;
+ input .@name$;
+ mes "[Mr. Hugh]";
+ mes .@name$+"....";
+ mes "I like your handwriting.";
+ mes "Okay, you're now approved to open the Bulk Buyer Shop.";
+ set Zeny,Zeny-10000;
+ getitem 6377,5; // Buy_Stall_Permit
+ skill "ALL_BUYING_STORE",1,0;
+ next;
+ mes "[Mr. Hugh]";
+ mes "Currently, only normal items ^8C2121EXCEPT^000000 equipment, certain potions, and hand-crafted items can be purchased in bulk, but this can still be very beneficial to you, depending on how you use it.";
+ next;
+ mes "[Mr. Hugh]";
+ mes "Oh, and you need at least one of the item that you want to buy in your inventory because you have to show it to other through your shop.";
+ next;
+ mes "[Mr. Hugh]";
+ mes "Your skill should now be registered in your skill window. If you can't see it you probably have to minimize your Skill List and check the 3rd Job Tab.";
+ next;
+ mes "[Mr. Hugh]";
+ mes "I've given you 5 Bulk Buyer Shop Licenses for your trial.";
+ mes "Enjoy shopping!";
+ close;
+ }
+ }
+ }else{
+ mes "[Mr. Hugh]";
+ mes "I'm Hugh from the Purchasing Team at the Alberta Merchant Guild.";
+ mes "I'd love to chat, but I'm too busy at the moment.";
+ next;
+ mes "[Mr. Hugh]";
+ mes "My time is solely dedicated to our customers in the Merchant industry.";
+ close;
+ }
+}
diff --git a/npc/pre-re/merchants/cash_hair.txt b/npc/pre-re/merchants/cash_hair.txt
new file mode 100644
index 000000000..168445fa0
--- /dev/null
+++ b/npc/pre-re/merchants/cash_hair.txt
@@ -0,0 +1,125 @@
+//===== rAthena Script =======================================
+//= Cash Hair Stylist
+//===== By: ==================================================
+//= Kisuka
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= Exchange cash item, New_Style_Coupon, for new hair styles.
+//===== Additional Comments: =================================
+//= 1.0 First Version. [Kisuka]
+//============================================================
+
+itemmall,19,74,5 script Stylist#cash 91,{
+ mes "[Stylist]";
+ mes "Hey, I'm Kaniki.";
+ mes "I'm here to start a new";
+ mes "trend by introducing my";
+ mes "special new hairstyles!";
+ mes "Give me a ^FF0000New Style Coupon^000000,";
+ mes "and I'll change your hair~";
+ next;
+ if (Sex == 1) {
+ mes "[Kaniki]";
+ mes "I have two special";
+ mes "hairstyles for men, the";
+ mes "Emergency Heal Perm";
+ mes "and the Aura Blade Cut.";
+ mes "and aura blade cut.";
+ next;
+ cutin "hair_m_24.bmp",4;
+ mes "[Kaniki]";
+ mes "This is the Emergency";
+ mes "Heal Perm. It's a brand";
+ mes "new style I invented recently.";
+ mes "What do you think? Cool, huh?";
+ next;
+ cutin "",255;
+ cutin "hair_m_25.bmp",4;
+ mes "[Kaniki]";
+ mes "Now this is the Aura";
+ mes "Blade Cut. You haven't";
+ mes "seen anything like it";
+ mes "before, haven't you?";
+ next;
+ cutin "",255;
+ }else{
+ mes "[Kaniki]";
+ mes "I have two new hairstyles for";
+ mes "women, the Assumptio Perm";
+ mes "and the Soul Changer Cut.";
+ mes "Do you want to see how";
+ mes "these styles look?";
+ next;
+ cutin "hair_f_24.bmp",4;
+ mes "[Kaniki]";
+ mes "This is the Assumptio";
+ mes "Perm. It'd really good";
+ mes "on you, wouldn't it?";
+ next;
+ cutin "",255;
+ cutin "hair_f_25.bmp",4;
+ mes "[Kaniki]";
+ mes "Next is the Soul";
+ mes "Changer Cut. What do";
+ mes "you think? Isn't it nice?";
+ next;
+ cutin "",255;
+ }
+ mes "[Kaniki]";
+ mes "Have you decided";
+ mes "if you'd like me to";
+ mes "change your hairstyle?";
+ next;
+ if(select("Change Hairstyle:Don't Change") == 1) {
+ if (countitem(7622) > 0) {
+ mes "[Kaniki]";
+ mes "Great, you brought";
+ mes "a New Style Coupon!";
+ mes "Alright, which hairstyle";
+ mes "did you want to have?";
+ next;
+ if (Sex == 1) {
+ if(select("Emergency Heal Perm:Aura Blade Cut") == 1) {
+ delitem 7622,1; // New_Style_Coupon
+ setlook 1,24;
+ }else{
+ delitem 7622,1; // New_Style_Coupon
+ setlook 1,25;
+ }
+ }else{
+ if(select("Assumptio Perm:Soul Changer Cut") == 1) {
+ delitem 7622,1; // New_Style_Coupon
+ setlook 1,24;
+ }else{
+ delitem 7622,1; // New_Style_Coupon
+ setlook 1,25;
+ }
+ }
+ mes "[Kaniki]";
+ mes "There--! It's done!";
+ mes "How do you like your";
+ mes "new hair? Well, I hope";
+ mes "to see you again. Take care!";
+ close;
+ }else{
+ mes "[Kaniki]";
+ mes "I'm sorry, but I can";
+ mes "only provide my hairstyling";
+ mes "service if you bring a New";
+ mes "Style Coupon. Please come";
+ mes "back to me after you manage to";
+ mes "get one of those coupons, okay?";
+ close;
+ }
+ }
+ mes "[Kaniki]";
+ mes "Really? Oh, that's too bad.";
+ mes "Well, if you ever change your";
+ mes "mind about updating your";
+ mes "hairstyle, come back";
+ mes "and let me know, okay?";
+ close;
+}
diff --git a/npc/pre-re/merchants/cash_trader.txt b/npc/pre-re/merchants/cash_trader.txt
new file mode 100644
index 000000000..2de6e794e
--- /dev/null
+++ b/npc/pre-re/merchants/cash_trader.txt
@@ -0,0 +1,27 @@
+//===== rAthena Script =======================================
+//= Cash Shop NPCs
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.1
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= Sell Cash shop items.
+//= Based on iRO's Cash shop. Headgears omitted.
+//===== Additional Comments: =================================
+//= 1.0 First Version. Sample shop per-say.
+//= 1.1 FIxed typo. (bugreport:1078) [L0ne_W0lf]
+//============================================================
+
+// Payon
+//============================================================
+// Sells:
+// Battle Manual Box, Life Insurance Box, Bubble Gum Box,
+// Kafra Card Box, Giant Fly Wing Box, Neuralizer Box,
+// Token of Ziegfried Box, Enriched Oridecon and Elunium,
+// Assumpito, Wind Walk, Aspersio, Adreniline Rush,
+// Blessing and Increase Agility Scroll boxes, Dungeon
+// Teleport Scroll Box, Stat Food boxes, and Gym Passes.
+
+payon,171,142,4 cashshop Kafra Shop Employee 116,12900:1000,12901:200,12902:1000,12909:100,12910:100,12911:1500,12922:150,7619:100,7620:100,12916:150,12917:150,12915:100,12918:100,12913:125,12914:125,13553:50,12903:100,12904:100,12905:100,12906:100,12907:100,12908:100,7776:50
diff --git a/npc/pre-re/merchants/cashheadgear_dye.txt b/npc/pre-re/merchants/cashheadgear_dye.txt
new file mode 100644
index 000000000..fa309738a
--- /dev/null
+++ b/npc/pre-re/merchants/cashheadgear_dye.txt
@@ -0,0 +1,119 @@
+//===== rAthena Script =======================================
+//= Headgear Dyer (Cash)
+//===== By: ==================================================
+//= Xantara
+//= Maud_Dib
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Change headgear's color. Cost is a Mysterious Dyestuff
+//===== Additional Comments: =================================
+//= v1.0 First / Optimized Version
+//============================================================
+
+prt_in,253,168,4 script Alora 862,{
+
+// Mysterious Dyestuff
+ set .@dyeID, 6220;
+// Headgear Choices
+ setarray .@hgn$[1], "Mage Hat","Beanie","Drooping Cat","Deviruchi Hat","Wig","Ribbon","Magestic Goat";
+// Mage Hats - Normal, Yellow, Blue, Brown, Gray, Red
+ setarray .@hg_1[1], 5027, 5242, 5241, 5240, 5239, 5238;
+// Beanies - Normal, Pink, Blue, Brown
+ setarray .@hg_2[1], 5076, 5237, 5236, 5235;
+// Drooping Cats - Normal, Blue, Brown, Gray, Pink, Yellow
+ setarray .@hg_3[1], 5058, 5233, 5231, 5230, 5232, 5234;
+// Deviruchi Hats - Normal, Red, Gray, Brown
+ setarray .@hg_4[1], 5038, 5227, 5228, 5229;
+// Wigs - Happy, Shiny, Marvelous, Fantastic
+ setarray .@hg_5[1], 5273, 5274, 5275, 5276;
+// Ribbons - Normal, Black, Yellow, Green, Pink, Red, Orange, White
+ setarray .@hg_6[1], 2208, 5191, 5192, 5193, 5194, 5195, 5196, 5197;
+// Magestic Goats - Normal, Evolved
+ setarray .@hg_7[1], 2256, 5217;
+
+ mes "[Alora]";
+ mes "Hello, I can change your headgear's color if you bring me a Mysterious Dyestuff.";
+ next;
+ mes "[Alora]";
+ mes "Do you have a headgear that you would like to dye?";
+ next;
+ for(set .@i,1; .@i < getarraysize(.@hgn$); set .@i,.@i+1) {
+ if(.@i == 1) set .@menu$, .@hgn$[.@i];
+ else set .@menu$, .@menu$ +":"+ .@hgn$[.@i];
+ }
+ set .@menu$, .@menu$ +":Cancel";
+ set .@t, select(.@menu$);
+ if(.@t == getarraysize(.@hgn$)) {
+ mes "[Alora]";
+ mes "Have a good journey adventurer!";
+ mes "If you ever are curious to try a new color on your Kafra headgear or the ones you found on your adventures please come to me!";
+ close;
+ }
+ mes "[Alora]";
+ mes "Okay, what color do you want to change it to?";
+ next;
+ for(set .@i,1; .@i < getarraysize(getd(".@hg_"+.@t+"")); set .@i,.@i+1) {
+ if(.@i == 1 && .@t != 5)
+ set .@menu$, "Normal";
+ else if(.@i == 1 && .@t == 5)
+ set .@menu$, getitemname(getd(".@hg_"+.@t+"["+.@i+"]"));
+ else {
+ sscanf(getitemname(getd(".@hg_"+.@t+"["+.@i+"]")),"%s "+ .@hgn$[.@t],.@colour$);
+ set .@menu$, .@menu$ +":"+ .@colour$;
+ }
+ }
+ set .@menu$, .@menu$ +":Cancel";
+ set .@c, select(.@menu$);
+ if(.@c == getarraysize(getd(".@hg_"+.@t+""))) {
+ mes "[Alora]";
+ mes "Oh, okay no problem!";
+ close;
+ }
+ set .@dyHG, getd(".@hg_"+.@t+"["+.@c+"]");
+ mes "[Alora]";
+ mes "Oh I'm so excited aren't you?";
+ mes "And just to be sure, what color is the "+ .@hgn$[.@t] +" you want me to use?";
+ next;
+ mes "[Alora]";
+ mes "Please understand that I'm going to use the ^FF00001st "+ .@hgn$[.@t] +" of that color in your inventory!^000000";
+ next;
+ mes "[Alora]";
+ mes "Any upgrades and cards will be dissolved by the mysterious dye, so be sure you are ok with having a ^0000FF+0 "+ getitemname(.@dyHG) +" without any cards.^000000";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Ok, thanks for the warning, I think I'll give you my";
+ next;
+ set .@menu$, "Nevermind";
+ for(set .@i,1; .@i < getarraysize(getd(".@hg_"+.@t+"")); set .@i,.@i+1) {
+ if(.@i == 1) set .@menu$, .@menu$ +":Normal "+ getitemname(getd(".@hg_"+.@t+"["+.@i+"]"));
+ else set .@menu$, .@menu$ +":"+ getitemname(getd(".@hg_"+.@t+"["+.@i+"]"));
+ }
+ set .@mine, select(.@menu$) - 1;
+ if(!.@mine) {
+ mes "[Alora]";
+ mes "It's best to be very sure, have a safe journey.";
+ close;
+ }
+ set .@myHG, getd(".@hg_"+.@t+"["+.@mine+"]");
+ if(.@dyHG == .@myHG) {
+ mes "[Alora]";
+ mes "Woah what happened?";
+ close;
+ }
+ if(!countitem(.@dyeID) || !countitem(.@myHG)) {
+ mes "[Alora]";
+ mes "Oh my, you seem to be missing something.";
+ close;
+ }
+ mes "[Alora]";
+ mes "Looks great doesn't it?!";
+ mes "I hope you'll come back to dye more pretty headgears!";
+ delitem .@dyeID,1; // Dyestuff
+ delitem .@myHG,1; // Your headgear
+ getitem .@dyHG,1; // Dyed headgear
+ close;
+} \ No newline at end of file
diff --git a/npc/pre-re/merchants/clothes_dyer.txt b/npc/pre-re/merchants/clothes_dyer.txt
new file mode 100644
index 000000000..489194428
--- /dev/null
+++ b/npc/pre-re/merchants/clothes_dyer.txt
@@ -0,0 +1,144 @@
+//===== rAthena Script =======================================
+//= Clothes Dyer
+//===== By: ==================================================
+//= Usnul
+//===== Current Version: =====================================
+//= 2.5
+//===== Compatible With: =====================================
+//= rAthena 1.0+
+//===== Description: =========================================
+//= Clothes dyer with standard palletes
+//===== Additional Comments: =================================
+//= Fully working
+//= 2.1 Shortened some labels to make this script loading,
+//= Added Black+White Colors desc [Lupus]
+//= 2.1a - added adv classes + baby class support [Lupus]
+//= 2.2 - Spell checked. [Nexon]
+//= 2.3 - Fixed dis $hit! [Poki#3]
+//= 2.4 - Disabled cloth dyeing since it's not implemented
+// on official servers and cause your client to crash
+// [Playtester]
+//= 2.5 - Optimized. [Euphy]
+//============================================================
+
+prt_in,284,168,2 script Dyer Ginedin Rephere 55,{
+function Dyes;
+
+ set .@EnableDyes,1; // Disable (set to 0) if palettes cause errors [see note v2.4]
+
+ set .n$,"[Dyer Ginedin Rephere]";
+ mes .n$;
+ mes "11... 12... Mmm... good. I think I'll be able to finish before tonight's party. Oh! I didn't notice you were here!";
+ while(1) {
+ next;
+ mes .n$;
+ mes "How may I assist you?";
+ next;
+ switch(select("- Talk:- Dye Clothing:- Price List:- ^777777Cancel^000000")) {
+ case 1:
+ mes .n$;
+ mes "Life may have gotten a bit better, but when I look at all of the orders I've received... Whew!";
+ mes "It seems that the young women of Rune Midgard must be very well off these days.";
+ next;
+ mes .n$;
+ mes "Not that I think that they are indulging in anything luxurious, mind you.";
+ mes "I don't think there is anything wrong with the pursuit of beauty and being fashionable.";
+ next;
+ mes .n$;
+ mes "For us humans, who have no colorful fur or decorative scales, clothes are one of the few ways we have to display our personality, style, and beauty.";
+ next;
+ mes .n$;
+ mes "Haha... When I think about it, I really feel that my job is worthwhile. I believe that I provide a service that the people desire.";
+ next;
+ mes .n$;
+ mes "Can you feel it too? The energy that is released when rough fabric and leather are brought to life with color?.....";
+ next;
+ mes .n$;
+ mes "Although the process is very tedious and time consuming, the joy and happiness I feel when a dress is finished more than makes up for all of the hard work!!";
+ break;
+ case 2:
+ mes .n$;
+ if (!.@EnableDyes) {
+ mes "Sorry, I'm too busy with other jobs to dye your clothes."; break; }
+ mes "Oh... you need my work? Well... okay, sounds good.";
+ next;
+ mes .n$;
+ mes "Please choose a color";
+ mes "that suits you.";
+ next;
+ set .@eac, eaclass();
+ switch(roclass(eaclass()&EAJ_UPPERMASK)) {
+
+ // Dyes(<color value>,<dye number>{,...});
+ // Colors: [1]Orange, [2]Violet, [3]Red, [4]Black, [5]Green, [6]Blue, [7]White, [8]Yellow
+
+ case Job_Novice: if (Sex) Dyes(4,1,6,2,5,3); else Dyes(6,1,3,2,5,3,4,4);
+ case Job_Swordman: if (Sex) Dyes(4,1,6,2,5,3); else Dyes(3,1,5,3,4,4);
+ case Job_Mage: if (Sex) Dyes(3,1,2,2,1,3,7,4); else Dyes(3,1,2,2,7,3,4,4);
+ case Job_Archer: if (Sex) Dyes(4,1,2,2,5,3); else Dyes(3,1,5,2,7,3,4,4);
+ case Job_Acolyte: if (Sex) Dyes(6,1,3,2,7,3,4,4); else Dyes(3,1,5,3,4,4);
+ case Job_Merchant: if (Sex) Dyes(4,1,6,2,5,3); else Dyes(2,1,5,3,4,4);
+ case Job_Thief: if (Sex) Dyes(5,1,3,2,7,4); else Dyes(3,1,7,3,4,4);
+ case Job_Knight: case Job_Crusader: if (Sex) Dyes(2,1,3,3,4,4); else Dyes(6,1,7,3,4,4);
+ case Job_Priest: case Job_Monk: if (Sex) Dyes(6,1,5,2,3,3,7,4); else Dyes(3,1,5,2,7,3,4,4);
+ case Job_Wizard: case Job_Sage: if (Sex) Dyes(6,1,5,3,4,4); else Dyes(3,1,6,2,7,3,5,4);
+ case Job_Blacksmith: case Job_Alchemist: if (Sex) Dyes(4,4,5,2,7,3); else Dyes(3,1,5,2,2,3,4,4);
+ case Job_Hunter: case Job_Bard: case Job_Dancer: if (Sex) Dyes(4,1,6,2,5,3); else Dyes(6,1,5,3,2,4);
+ case Job_Assassin: case Job_Rogue: if (Sex) Dyes(6,1); else Dyes(4,1,8,2,7,3);
+ case Job_SuperNovice: if (Sex) Dyes(2,1,6,2,5,3,4,4); else Dyes(6,1,3,2,5,3,4,4);
+ default:
+ mes "Wow, I've never seen clothes like that before! I'm sorry, but I don't think I can paint it.";
+ close; }
+ case 3:
+ mes .n$;
+ mes "Each color costs 10000z and 1 dye:";
+ mes " ";
+ mes " - ^FF4422Red^000000: Scarlet Dyestuffs";
+ mes " - ^D5A500Yellow^000000: Lemon Dyestuffs";
+ mes " - ^AA00AAViolet^000000: Violet Dyestuffs";
+ mes " - ^FF8800Orange^000000: Orange Dyestuffs";
+ mes " - ^4422FFBlue^000000: CobaltBlue Dyestuffs";
+ mes " - ^009500Green^000000: DarkGreen Dyestuffs";
+ mes " - Black: Black Dyestuffs";
+ mes " - White: White Dyestuffs";
+ break;
+ case 4:
+ goto L_End; } }
+L_End:
+ mes .n$;
+ mes "Make yourself at home. Even though I don't have time for you.";
+ close;
+
+function Dyes {
+ setarray .@DyeName$[0],"the default color","Orange","Violet","Red","Black","Green","Blue","White","Yellow";
+ setarray .@DyeItems[0],0,980,981,975,983,979,978,982,976;
+ set .@menu$,"- Default:";
+ for(set .@i,0; 1; set .@i,.@i+2) {
+ if (!getarg(.@i,0)) break;
+ set .@menu$, .@menu$+"- "+.@DyeName$[getarg(.@i)]+":"; }
+ set .@menu$, .@menu$+"- ^777777Cancel^000000";
+ set .@s, select(.@menu$)-1;
+ if (.@s==.@i-2) goto L_End;
+ mes .n$;
+ if (!.@s) {
+ mes "I can change your dye to";
+ mes "the default for free.";
+ mes "Are you sure?";
+ next;
+ if(select("Yes:No")==2) goto L_End;
+ mes .n$;
+ setlook 7,0;
+ mes "Your clothes have been dyed "+.@DyeName$[0]+".";
+ close; }
+ if (!countitem(.@DyeItems[getarg((.@s-1)*2)])) {
+ mes "For me to dye your clothes, I'll need the appropriate Dyestuffs. Please check my price list for the information.";
+ close; }
+ if (Zeny < 10000) {
+ mes "I'm sorry, but you don't have enough money.";
+ close; }
+ delitem .@DyeItems[getarg((.@s-1)*2)],1;
+ set Zeny, Zeny-10000;
+ setlook 7, ((.@s)?(getarg((.@s-1)*2+1)):0);
+ mes "Your clothes have been dyed "+((.@s)?.@DyeName$[getarg((.@s-1)*2)]:.@DyeName$[0])+".";
+ close; }
+} \ No newline at end of file
diff --git a/npc/pre-re/merchants/diamond.txt b/npc/pre-re/merchants/diamond.txt
new file mode 100644
index 000000000..118a3d111
--- /dev/null
+++ b/npc/pre-re/merchants/diamond.txt
@@ -0,0 +1,244 @@
+//===== rAthena Script =======================================
+//= Rare Diamond Merchant
+//===== By: ==================================================
+//= Z3R0
+//===== Current Version: =====================================
+//= 1.5
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Exchanges 17 Carat Diamond
+//===== Additional Comments: =================================
+//= v1.0 First / Optimized Version
+//= v1.1 Adjusted for Missing ; on Line #271 (#15425)
+//= v1.2 Removed Comments per Request (#15426)
+//= v1.3 Changed Emotion # to Const Definition (#15427)
+//= v1.4 Removed Double Space on Line #148 (#15428)
+//= v1.5 Added This Version History (#15429)
+//============================================================
+
+- script RareDiamondMerchant 58,{
+
+ set .@npc$, "[Rare Diamond Merchant]";
+
+ mes .@npc$;
+ mes "Ladies and Gentlemen! ! !";
+ mes "You've heard rumors but you've never once seen with your own eyes";
+ mes "the world's rarest diamond!";
+ mes "The ^FF82FF'17 Carat Diamond'^000000 is currently on sale for a cheap price!!";
+ mes "If valuable diamonds interest you then listen up!";
+ next;
+
+ mes .@npc$;
+ mes "You can give the diamond as a gift to your lover.";
+ mes "The receiver of the ^FF82FF'17 Carat Diamond'^000000 will cherish it";
+ mes "and treasure you in their heart.";
+ emotion e_loud;
+ next;
+
+ mes .@npc$;
+ mes "What? You don't have a lover?";
+ mes "You can still just hang on to it for yourself.";
+ mes "The enchanting aura of the ^FF82FF'17 Carat Diamond'^000000 is likely";
+ mes "to bring love into your life.";
+ next;
+
+ mes .@npc$;
+ mes "Known as the captivating diamond of diamonds...";
+ mes "It is the ^FF82FF'17 Carat Diamond'^000000!";
+ next;
+
+ set .@menu$, "^FF82FF'17 Carat Diamond'^000000?";
+ if (countitem(6024))
+ set .@menu$, .@menu$ + ":Exchange my 17 Carat Diamond for zeny...";
+
+ switch(select(.@menu$)) {
+ case 1:
+ mes .@npc$;
+ mes "Yes!";
+ mes "Hehe, the ^FF82FF'17 Carat Diamond'^000000 you see right now";
+ mes "is one of the highest quality 17 carat diamonds.";
+ mes "Comparing it to any pea-sized, colorless rock you may have";
+ mes "dug up from Morroc is unspeakable!";
+ emotion e_omg;
+ next;
+
+ mes .@npc$;
+ mes "Some claim that this is the very same diamond";
+ mes "that was seen by Kachua in Comodo!";
+ next;
+
+ if (select("End Conversation:How much is it?") == 1) {
+ mes .@npc$;
+ mes "It's rather inexpensive!";
+ mes "If you're interested, talk to me any time!";
+ close;
+ }
+
+ mes .@npc$;
+ mes "Of course! The most important thing is price!";
+ mes "As I've said earlier, the ^FF82FF'17 Carat Diamond'^000000 has been";
+ mes "appraised as a 17 carat diamond.";
+ mes "There aren't many like it in the world.";
+ next;
+
+ mes .@npc$;
+ mes "The price is a mere 500 million zeny!";
+ mes "There is also a 1,000,000z service fee.";
+ mes "Compared to the quality of the diamond";
+ mes "this is a small price to pay.";
+ next;
+
+ if (select("^828282It's too expensive.^000000:I'll buy it.") == 1) {
+ mes .@npc$;
+ mes "To say that a diamond such as the";
+ mes "^FF82FF'17 Carat Diamond'^000000 is too expensive, ";
+ mes "you leave me speechless.";
+ close;
+ }
+
+ mes .@npc$;
+ mes "OOOH! I knew from the moment I saw you that you were the rightful";
+ mes "owner of this wonderful diamond.";
+ mes "I'm glad I wasn't wrong!";
+ mes "I believe this diamond will suit you quite well.";
+ mes "All I need from you is to complete this contract.";
+ next;
+
+ while(1) {
+ if (select("^B9062FI will sign the contract.^000000:^828282Nevermind, I changed my mind.^000000") == 2) {
+ mes .@npc$;
+ mes "I see, that's too bad..";
+ close;
+ }
+
+ mes .@npc$;
+ mes "What is your name?";
+ next;
+
+ mes "[" + strcharinfo(0) + "]";
+ mes "My name is " + strcharinfo(0) + ".";
+ next;
+
+ mes .@npc$;
+ mes "Alright then, please sign here.";
+ next;
+
+ input .@charname$;
+ if (.@charname$ == strcharinfo(0)) {
+ mes .@npc$;
+ mes "Okay, good.";
+ mes "All that is left now is payment.";
+ next;
+
+ if (Zeny >= 501000000) {
+ mes .@npc$;
+ mes ". . . . . .";
+ next;
+
+ mes .@npc$;
+ mes "Calculating the price and service fee..";
+ mes "501,000,000 zeny.";
+ mes "Amount has been confirmed.";
+ emotion e_loud;
+ set Zeny, Zeny - 501000000;
+ getitem 6024, 1;
+ next;
+
+ mes .@npc$;
+ mes "You may exchange the diamond back for zeny at any time.";
+ mes "However, there will be a 1,000,000z service fee.";
+ mes "Thank you for your business.";
+ emotion e_thx;
+ close;
+ }
+ else {
+ mes .@npc$;
+ mes "Hm?";
+ mes "I'm sorry, but you don't have sufficient funds.";
+ mes "Including the service fee, a total of 501,000,000z is required.";
+ mes "Please check your zeny balance and try again.";
+ emotion e_hmm;
+ close;
+ }
+ }
+ else {
+ mes .@npc$;
+ mes "Is this really your signature?";
+ mes "Will sign again to confirm?";
+ next;
+ }
+ }
+ case 2:
+ mes .@npc$;
+ mes "AAH. You would like to exchange your ^FF82FF'17 Carat Diamond'^000000 for zeny?";
+ emotion e_gasp;
+ next;
+ if (select("Yes:No") == 2) {
+ mes .@npc$;
+ mes "Then, what is it you desire?..";
+ mes ". . . . . ....";
+ emotion e_dots;
+ close;
+ }
+
+ mes .@npc$;
+ mes "I see. After I receive your signature, ";
+ mes "You must offer your ^FF82FF'17 Carat Diamond'^000000.";
+ mes "Also don't forget there is a 1,000,000z service fee!";
+ next;
+
+ mes .@npc$;
+ mes "What is your name?";
+ next;
+
+ mes "[" + strcharinfo(0) + "]";
+ mes "My name is " + strcharinfo(0) + ".";
+ next;
+
+ mes .@npc$;
+ mes "Alright then, please sign here.";
+ next;
+
+ while (1) {
+ if (select("Sign:Don't Sign") == 2) {
+ mes .@npc$;
+ mes "The trade cannot be completed without your signature.";
+ close;
+ }
+
+ input .@charname$;
+ if (.@charname$ == strcharinfo(0)) {
+ mes .@npc$;
+ mes "Your signature has been received.";
+ mes "I will now take your ^FF82FF'17 Carat Diamond'^000000..";
+ mes "You will receive ^0000FF499,000,000z^000000 afterwards.";
+ next;
+
+ mes .@npc$;
+ mes "Thank you for your business.";
+ mes "Whenever you need a ^FF82FF'17 Carat Diamond'^000000,";
+ mes "come back anytime with 500 million zeny.";
+ emotion e_thx;
+ delitem 6024, 1;
+ set Zeny, Zeny + 499000000;
+ close;
+ }
+ else {
+ mes .@npc$;
+ mes "Is this really your signature?";
+ mes "Will sign again to confirm?";
+ next;
+ }
+ }
+ }
+}
+
+prontera,165,89,6 duplicate(RareDiamondMerchant) Rare Diamond Merchant#1 58
+geffen,106,63,6 duplicate(RareDiamondMerchant) Rare Diamond Merchant#2 58
+morocc,146,100,6 duplicate(RareDiamondMerchant) Rare Diamond Merchant#3 58
+alberta,129,60,6 duplicate(RareDiamondMerchant) Rare Diamond Merchant#4 58
+lighthalzen,163,65,6 duplicate(RareDiamondMerchant) Rare Diamond Merchant#5 58
+rachel,106,142,6 duplicate(RareDiamondMerchant) Rare Diamond Merchant#6 58
+payon,180,130,6 duplicate(RareDiamondMerchant) Rare Diamond Merchant#7 58
diff --git a/npc/pre-re/merchants/dye_maker.txt b/npc/pre-re/merchants/dye_maker.txt
new file mode 100644
index 000000000..632e14f17
--- /dev/null
+++ b/npc/pre-re/merchants/dye_maker.txt
@@ -0,0 +1,201 @@
+//===== rAthena Script =======================================
+//= Dye Maker
+//===== By: ==================================================
+//= rAthena Dev Team
+//===== Current Version: =====================================
+//= 1.4
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//===== Additional Comments: =================================
+//= 1.0 Fully working [kobra_k88]
+//= 1.1 Spell Checked [Nexon]
+//= 1.2 Rescripted to Aegis 10.3 standard. [L0ne_W0lf]
+//= 1.2b Fixed typos in variable names [ultramage]
+//= 1.3 Made the checks more dynamic [ultramage]
+//= 1.3b Fixed incorrect checking loop structure [ultramage]
+//= 1.4 Added a checkweight. [L0ne_W0lf]
+//============================================================
+
+morocc_in,146,99,3 script Java Dullihan 58,{
+ if ((MaxWeight-Weight) < 200 || checkweight(1201,1) == 0) {
+ mes "- Wait a moment! -";
+ mes "- Currently you're carrying -";
+ mes "- too many items with you. -";
+ mes "- Please come back later -";
+ mes "- after you put some items into kafra storage. -";
+ close;
+ }
+ mes "[Dye Maker Java Dullihan]";
+ mes "Wow...";
+ mes "Such a nice day. Days like this are perfect to make dyes.";
+ next;
+ switch(select("Talk:Make Dyestuffs:Cancel")) {
+ case 1:
+ mes "[Dye Maker Java Dullihan]";
+ mes "Erm, I don't really have much to say to you. But, if you would like me to tell you about my life, I can do that. It's a little long and boring, but would you like to listen?";
+ next;
+ if (select("Listen:Don't Listen") == 1) {
+ mes "[Dye Maker Java Dullihan]";
+ mes "As long as I can remember, my father has been making dyes. He used to spend countless hours making dyes of different colors. Even when my mother passed away, he never stopped.";
+ next;
+ mes "[Dye Maker Java Dullihan]";
+ mes "At one point in my life, I became rebellious and ran away from home. I didn't want to be stuck to the family business and wanted to try other things.";
+ next;
+ mes "[Dye Maker Java Dullihan]";
+ mes "Anyways...";
+ mes "I eventually wound up back home to carry on the family tradition, making dyes for 15 years already. I guess it was really in my blood.";
+ next;
+ mes "[Dye Maker Java Dullihan]";
+ mes "Something I realized these days is that now I can understand my father. Why my father devoted everything to making dyes...";
+ next;
+ mes "[Dye Maker Java Dullihan]";
+ mes "In the middle of all that tedious and hard work, he probably felt the magic of those colors passing on so many dreams for other people.";
+ next;
+ mes "[Dye Maker Java Dullihan]";
+ mes "It was probably for those dreams that he tried so hard to make dyes for his customers...";
+ next;
+ mes "[Dye Maker Java Dullihan]";
+ mes "Heh... How do I know this? Well, that's the way I feel right now. Since a couple years ago, I've been able to hear what the colors were saying...";
+ next;
+ mes "[Dye Maker Java Dullian]";
+ mes "Just watch. Someday, I'm going to succeed in making the color my father wanted to, but never got the chance to make.";
+ close;
+ }
+ mes "[Dye Maker Java Dullihan]";
+ mes "Ahahahaha...";
+ mes "Well, I guess no one would want to listen to a measly dyemaker's story anyway. Hahaha....";
+ close;
+
+ case 2:
+ mes "[Dye Maker Java Dullihan]";
+ mes "Great! If you want it, I'll make it for you. I promise I'll make you the color you want. But what color dye would you like to make? The fee is different depending on the color.";
+ next;
+ mes "[Dye Maker Java Dullihan]";
+ mes "Why, do you ask? Just remember that there are colors that are easy to make, and those that require more effort and work. Please don't think the fee is too expensive.";
+ next;
+ mes "[Dye Maker Java Dullihan]";
+ mes "The color of the dye is special, made with all my heart and soul.";
+ next;
+ switch(select("Scarlet Dyestuffs:Lemon Dyestuffs:Cobaltblue Dyestuffs:Darkgreen Dyestuffs:Orange Dyestuffs:Violet Dyestuffs:White Dyestuffs:Black Dyestuffs:Cancel")) {
+ case 1: callsub S_MakeDye,1,1; break;
+ case 2: callsub S_MakeDye,2,1; break;
+ case 3: callsub S_MakeDye,3,2; break;
+ case 4: callsub S_MakeDye,4,3; break;
+ case 5: callsub S_MakeDye,5,4; break;
+ case 6: callsub S_MakeDye,6,4; break;
+ case 7: callsub S_MakeDye,7,4; break;
+ case 8: callsub S_MakeDye,8,4; break;
+ case 9:
+ mes "[Dye Maker Java Dullihan]";
+ mes "Eeeehhhh!! What's this? You change your mind now!? So disappointing...";
+ close;
+ }
+
+ case 3:
+ mes "[Dye Maker Java Dullihan]";
+ mes "I'm not bragging or anything. But I have the skills to make dyestuff. If you ever need dyestuff, please come to me. I'll make them for you at a reasonable price.";
+ close;
+ }
+
+S_MakeDye:
+ mes "[Dye Maker Java Dullihan]";
+ switch(getarg(0)) {
+ case 1:
+ mes "Mmm... I need 30 Red Herbs, 1 Counteragent, and 1 Empty Bottle to make Red Dyestuffs. The fee is only 3000 zeny to make it.";
+ setarray .@item[0], 507, 973, 713;
+ setarray .@count[0], 30, 1, 1;
+ set .@cost,3000;
+ set .@dyestuff,975;
+ break;
+ case 2:
+ mes "Mmm... I need 30 Yellow Herbs, 1 Couneragent, and 1 Empty Bottle to make Lemon Dyestuffs. The fee is only 3000 zeny to make it.";
+ setarray .@item[0], 508, 973, 713;
+ setarray .@count[0], 30, 1, 1;
+ set .@cost,3000;
+ set .@dyestuff,976;
+ break;
+ case 3:
+ mes "Mmm... I need 20 Blue Herbs, 1 Counteragent, and 1 Empty Bottle to make Cobaltblue Dyestuff. It's hard to use the Blue Herb, so the fee is going to be 3500 zeny.";
+ setarray .@item[0], 510, 973, 713;
+ setarray .@count[0], 20, 1, 1;
+ set .@cost,3500;
+ set .@dyestuff,978;
+ break;
+ case 4:
+ mes "Mmm... I need 5 Blue Herbs, 20 Green Herbs, 20 Yellow Herbs, 1 Counteragent, 1 Mixture, and 1 Empty Bottle to make Darkgreen Dyestuffs. Don't get all of the materials confused. The fee is only 5000 zeny.";
+ setarray .@item[0], 510, 511, 508, 974, 973, 713;
+ setarray .@count[0], 5, 20, 20, 1, 1, 1;
+ set .@cost,5000;
+ set .@dyestuff,979;
+ break;
+ case 5:
+ mes "Mmm... I need 20 Red Herbs, 20 Yellow Herbs, 1 Counteragent, 1 Mixture, and 1 Empty Bottle to make Orange Dyestuff. The fee is going to be 5000 zeny.";
+ setarray .@item[0], 507, 508, 974, 973, 713;
+ setarray .@count[0], 20, 20, 1, 1, 1;
+ set .@cost,5000;
+ set .@dyestuff,980;
+ break;
+ case 6:
+ mes "Mmm... I need 10 Blue Herbs, 30 Red Herbs, 1 Counteragent, 1 Mixture, and 1 Empty Bottle to make Violet Dyestuffs. The fee will be 5000 zeny.";
+ setarray .@item[0], 510, 507, 974, 973, 713;
+ setarray .@count[0], 10, 30, 1, 1, 1;
+ set .@cost,5000;
+ set .@dyestuff,981;
+ break;
+ case 7:
+ mes "Mmm... I need 30 White Herbs, 1 Counteragent, and 1 Empty bottle to make White Dyestuffs. The fee will be 3000 zeny.";
+ setarray .@item[0], 509, 973, 713;
+ setarray .@count[0], 30, 1, 1;
+ set .@cost,3000;
+ set .@dyestuff,982;
+ break;
+ case 8:
+ mes "Mmm... I need 30 of each Red, Yellow, and Green Herb, 5 Blue Herbs, 1 Counteragent, 1 Mixture, and 1 Empty Bottle. The process takes longer and more effort than the others, so it is going to be 7000 zeny.";
+ setarray .@item[0], 507, 508, 511, 510, 974, 973, 713;
+ setarray .@count[0], 30, 30, 30, 5, 1, 1, 1;
+ set .@cost,7000;
+ set .@dyestuff,983;
+ break;
+ }
+ next;
+ mes "[Dye Maker Java Dullihan]";
+ switch(getarg(1)) {
+ case 1: mes "Ah! I think you would have everything ready. Would you like to start the process?"; break;
+ case 2: mes "Okay! I believe you would have everything ready. Would you like to start the process?"; break;
+ case 3: mes "Okay! I believe you would have everything ready. Shall we begin the process?"; break;
+ case 4: mes "Okay! I believe you would have everything prepared. Would you like to start the process?"; break;
+ }
+ next;
+ if (select("Make Dyestuffs:Cancel") == 1) {
+ set .@size, getarraysize(.@item);
+ // check requirements
+ for( set .@i,0 ; .@i < .@size ; set .@i,.@i+1 )
+ if( countitem(.@item[.@i]) < .@count[.@i] )
+ break;
+ if( .@i < .@size || Zeny < .@cost ) {
+ mes "[Dye Maker Java Dullihan]";
+ mes "Hmmm. Not enough...";
+ mes "I don't think I'll be able to make the color you want with those materials. Why don't you go get some more materials...?";
+ close;
+ }
+ // delete items
+ for (set .@i, 0; .@i < .@size ; set .@i, .@i+1)
+ delitem .@item[.@i], .@count[.@i];
+ set zeny,zeny-.@cost;
+ // get dyestuff
+ getitem .@dyestuff,1;
+
+ mes "[Dye Maker Java Dullihan]";
+ mes "Hmm... It came out pretty well. A very rich color. Of course I'll be trying harder to make a more charming color...";
+ next;
+ mes "[Dye Maker Java Dullihan]";
+ mes "Well, then. Stop by whenever you need more dyes.";
+ close;
+ }
+ mes "[Dye Maker Java Dullihan]";
+ mes "Eeeehhhh!! What's this?";
+ mes "You change your mind now!? So disappointing...";
+ return;
+}
diff --git a/npc/pre-re/merchants/elemental_trader.txt b/npc/pre-re/merchants/elemental_trader.txt
new file mode 100644
index 000000000..3d30b1668
--- /dev/null
+++ b/npc/pre-re/merchants/elemental_trader.txt
@@ -0,0 +1,160 @@
+//===== rAthena Script =======================================
+//= Elemental Stone Trader
+//===== By: ==================================================
+//= rAthena Team & MasterOfMuppets
+//===== Current Version: =====================================
+//= 1.1
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Trade impure types of elemental stones for pure ones.
+//===== Additional Comments: =================================
+//= 1.0 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
+//= 1.1 Optimized. [Euphy]
+//============================================================
+
+ama_in02,61,27,7 script Alchemist#ama 749,{
+ mes "[Laspuchin Gregory]";
+ mes "KeekeekeeKeheheh.";
+ mes "This is amazing!";
+ mes "The results are extraordinary!!";
+ next;
+ mes "[Laspuchin Gregory]";
+ mes "Using my skills in this distant";
+ mes "land was unexpected...";
+ mes "Keheheh... The lord of palace";
+ mes "was quite accomodating.";
+ next;
+ mes "[Laspuchin Gregory]";
+ mes "Oops, I better be careful...";
+ mes "If the guild finds out my";
+ mes "location, stupid Myster will";
+ mes "get mad at me. Kehehehkeh...";
+ next;
+ mes "[Laspuchin Gregory]";
+ mes "What? Wanna say something?";
+ mes "If you are here for tourism,";
+ mes "enjoy your day off, then go back to your hometown.";
+ mes "Keekeekee... Or else,";
+ mes "I will let you taste my acid bottle...!";
+ next;
+ if (select("Please, excuse me:Do you need help?") == 1) {
+ mes "[Laspuchin Gregory]";
+ mes "Keheheh... Did you hear";
+ mes "what I said? It would be";
+ mes "better to forget...";
+ mes "Keekeekeekeekee...";
+ close;
+ }
+ mes "[Laspuchin Gregory]";
+ mes "Help, eh?...";
+ mes "Now that I think about it...";
+ mes "I need some items right now...";
+ mes "Keeheeheekeehee...";
+ next;
+ mes "[Laspuchin Gregory]";
+ mes "Sir Laspuchin needs some";
+ mes "enchant stones for an experiment.";
+ mes "I will use it efficiently...";
+ mes "Do you have them now?";
+ next;
+ if (select("Nope:I got some") == 1) {
+ mes "[Laspuchin Gregory]";
+ mes "Then, find 8 stones of one kind.";
+ mes "If you bring 8 of one kind of";
+ mes "enchant stones, I will change it";
+ mes "to a better one...";
+ next;
+ mes "[Laspuchin Gregory]";
+ mes "Then, find 8 stones of one kind.";
+ mes "not the round gemstones but";
+ mes "enchant stones.";
+ mes "If you bring the wrong stones,";
+ mes "I will throw a flame bottle!";
+ next;
+ mes "[Laspuchin Gregory]";
+ mes "Bring me stones, slave~!!";
+ mes "And keep your promise! Kehehehkehkeh...";
+ close;
+ }
+ mes "[Laspuchin Gregory]";
+ mes "Uh-huh, what did you bring?";
+ next;
+ setarray .@Items[1],995,997,994,996;
+ set .@i, .@Items[select("Mystic Frozen:Great Nature:Flame Heart:Rough Wind")];
+ mes "[Laspuchin Gregory]";
+ if (countitem(.@i) > 7) {
+ mes "I will take 8 of them and";
+ mes "give you an enchant stone.";
+ mes "How's that sound?";
+ mes "Keheheh.....";
+ next;
+ mes "[Laspuchin Gregory]";
+ mes "HeeHee, what do you want? Choose one!";
+ next;
+ set .@menu$, "";
+ for(set .@j,1; .@j<5; set .@j,.@j+1) {
+ if (.@Items[.@j] != .@i) set .@menu$, .@menu$+getitemname(.@Items[.@j]);
+ set .@menu$, .@menu$+":";
+ }
+ set .@menu$, .@menu$+"Cancel the trade";
+ set .@j, select(.@menu$);
+ mes "[Laspuchin Gregory]";
+ if (.@j == 5) {
+ mes "Oh, well.";
+ mes "Don't tell anyone about my location...";
+ mes "Keheheh...after all, you did promise~";
+ close;
+ }
+ else if (.@j == 4) {
+ if (countitem(.@i) > 11) {
+ delitem .@i,12;
+ getitem 996,1;
+ mes "Kehhehheh, You know something?";
+ mes "I don't have many of those";
+ mes "so I'm going to take ^0000FF12^000000 of yours, okay?";
+ mes "Of course, it is okay.";
+ mes "It is an honor to help Laspuchin!";
+ close;
+ }
+ mes "Keheheh, You know something.";
+ mes "I don't have many of these so";
+ mes "I can't just get 8 of yours.";
+ mes "If you want to change them to Rough Wind,";
+ mes "bring me 4 more stones. 8 + 4 = 12...";
+ mes "Requires ^0000FF12^000000 stones.";
+ next;
+ mes "[Laspuchin Gregory]";
+ mes "Bring me stones, slave~!!";
+ mes "And keep your promise! Kehheheheheh...";
+ close;
+ }
+ else {
+ delitem .@i,8;
+ getitem .@Items[.@j],1;
+ mes "Keheheh! You've chosen a good one!";
+ mes "Use it well...";
+ mes "Bring me other stones if you have them!";
+ close;
+ }
+ } else if (countitem(.@i)) {
+ mes "You can't help Laspuchin with just a couple";
+ mes "of enchant stones... I said 8!";
+ mes "Bring me just 8 stones!";
+ mes "Keheheh.....";
+ next;
+ mes "[Laspuchin Gregory]";
+ mes "Bring me stones, slave~!!";
+ mes "And keep your promise! Keheheheheh...";
+ close;
+ }
+ mes "Keheheh~ Check your pockets";
+ mes "before you tell me";
+ mes "how foolish you are.....";
+ next;
+ mes "[Laspuchin Gregory]";
+ mes "Bring me stones! You said you are going to help me!";
+ mes "Keep your promises! Kehehehkehkeh...";
+ close;
+} \ No newline at end of file
diff --git a/npc/pre-re/merchants/enchan_arm.txt b/npc/pre-re/merchants/enchan_arm.txt
new file mode 100644
index 000000000..60acac1c4
--- /dev/null
+++ b/npc/pre-re/merchants/enchan_arm.txt
@@ -0,0 +1,132 @@
+//===== rAthena Script =======================================
+//= Armor Enchanter
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.2
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Add a +1, +2, or +3 random stat to a specified armor.
+//===== Additional Comments: =================================
+//= 1.0 First version.
+//= 1.1 Corrected typo (Sit -> Suit) (bugreport:4586)
+//= 1.2 Optimized. [Euphy]
+//============================================================
+
+prontera,165,60,2 script Apprentice Craftsman 73,{
+ mes "[Apprentice Craftsman]";
+ if (Zeny > 399999) {
+ mes "I've been studying ways to enhance an armor to maximize it's capability.";
+ next;
+ mes "[Apprentice Craftsman]";
+ mes "Enchanting is an awesome skill that infuses a mysterious status power into the armor's hidden socket.";
+ next;
+ mes "[Apprentice Craftsman]";
+ mes "However, you have to keep in mind that if there are two armors of the same kind in your possession, the Enchantment will be applied in the order they are placed in your inventory.";
+ next;
+ mes "[Apprentice Craftsman]";
+ mes "In that case, the Enchantment may be applied to an item which you didn't mean to Enchant. So just bring ^5555ffONE Armor^000000 you want enchanted to be safe...";
+ next;
+ mes "[Apprentice Craftsman]";
+ mes "I'm not responsible for what would happen if you have more than one of the same kind in your inventory.";
+ next;
+ switch(select("Non Slotted Armor.:Slotted Armor.:High Grade Armor.:Maybe next time.")) {
+ case 1:
+ setarray .@Items[0],2307,2309,2314,2316,2321,2325,2327,2328,2330,2332,2334,2335,2341,2344,2346,2348,2350,2337,2386,2394,2395,2396;
+ set .@j,50;
+ break;
+ case 2:
+ setarray .@Items[0],2311,2318,2319,2320,2308,2310,2315,2317,2322,2324,2326,2331,2333,2336,2342,2345,2347,2349,2351;
+ set .@j,55;
+ set .@k,1;
+ break;
+ case 3:
+ setarray .@Items[0],2364,2365,2391,2374,2375,2376,2377,2378,2379,2380,2381,2382,2387,2388,2389,2390;
+ set .@j,60;
+ break;
+ case 4:
+ mes "[Apprentice Craftsman]";
+ mes "Please come back when you have any interest in enchanting your armor.";
+ close;
+ }
+ set .@menu$,"";
+ for(set .@i,0; .@i<getarraysize(.@Items); set .@i,.@i+1)
+ set .@menu$, .@menu$+getitemname(.@Items[.@i])+((.@k)?" [1]":"")+":";
+ callsub S_EnchantArmor, .@Items[select(.@menu$)-1], .@j;
+ end;
+ }
+ else {
+ mes "I am in charge of Enchanting Armors. Simply put, I've been studying ways to power-up armor.";
+ next;
+ mes "[Apprentice Craftsman]";
+ mes "If by any chance, you would want to enchant your armor, bring me 400,000 zeny and the armor you want to enchant and you are all set to go.";
+ close;
+ }
+
+S_EnchantArmor:
+ set .@itemid,getarg(0);
+ set .@failrate,getarg(1);
+ mes "[Apprentice Craftsman]";
+ if ((countitem(.@itemid) > 0) && (countitem(.@itemid) < 2)) {
+ mes "Socket enchant wil cost you 400,000 zeny. And there will be a random option enchanted. Of course, there is a chance of breaking your armor.";
+ next;
+ mes "[Apprentice Craftsman]";
+ mes "First and most importantly.";
+ mes "^ff5555Existing Refine Level of the Armor";
+ mes "and Cards will be GONE.^000000";
+ mes "Do you still want to try an Enchant?";
+ next;
+ if(select("Hmm... Let me think it over.:Go ahead.")==1) {
+ mes "[Apprentice Craftsman]";
+ mes "Well, I can't blame you. Safety first, eh?";
+ mes "Now you have a nice day.";
+ close;
+ }
+ mes "[Apprentice Craftsman]";
+ mes "Quite of an adventurer huh? Well, shall we?";
+ close2;
+ specialeffect2 EF_MAPPILLAR;
+ if (Zeny < 400000) {
+ mes "[Apprentice Craftsman]";
+ mes "Sorry, but you don't have enough zeny.";
+ close;
+ }
+ progressbar "ffff00",7;
+ set .@enc_ran,rand(1,.@failrate);
+ set zeny,zeny-400000;
+ delitem .@itemid,1;
+ if (.@enc_ran == 1) set .@addpart,4702;
+ else if (.@enc_ran == 2) set .@addpart,4712;
+ else if (.@enc_ran == 3) set .@addpart,4722;
+ else if (.@enc_ran == 4) set .@addpart,4732;
+ else if (.@enc_ran == 5) set .@addpart,4742;
+ else if (.@enc_ran == 6) set .@addpart,4752;
+ else if ((.@enc_ran > 6) && (.@enc_ran < 9)) set .@addpart,4701;
+ else if ((.@enc_ran > 8) && (.@enc_ran < 11)) set .@addpart,4711;
+ else if ((.@enc_ran > 10) && (.@enc_ran < 13)) set .@addpart,4721;
+ else if ((.@enc_ran > 12) && (.@enc_ran < 15)) set .@addpart,4731;
+ else if ((.@enc_ran > 14) && (.@enc_ran < 17)) set .@addpart,4741;
+ else if ((.@enc_ran > 16) && (.@enc_ran < 19)) set .@addpart,4751;
+ else if ((.@enc_ran > 18) && (.@enc_ran < 22)) set .@addpart,4700;
+ else if ((.@enc_ran > 21) && (.@enc_ran < 25)) set .@addpart,4710;
+ else if ((.@enc_ran > 24) && (.@enc_ran < 28)) set .@addpart,4720;
+ else if ((.@enc_ran > 27) && (.@enc_ran < 31)) set .@addpart,4730;
+ else if ((.@enc_ran > 30) && (.@enc_ran < 34)) set .@addpart,4740;
+ else if ((.@enc_ran > 33) && (.@enc_ran < 37)) set .@addpart,4750;
+ else {
+ specialeffect2 EF_PHARMACY_FAIL;
+ mes "[Apprentice Craftsman]";
+ mes "Well that's too bad.";
+ mes "The requested equipment has failed to enchant.";
+ close;
+ }
+ getitem2 .@itemid, 1, 1, 0, 0, 0, 0, 0, .@addpart;
+ }
+ else {
+ mes "Hmm? There's nothing to be enchanted!";
+ mes "Please come back with just ONE equipment to be enchanted.";
+ close;
+ }
+} \ No newline at end of file
diff --git a/npc/pre-re/merchants/falcon_flute.txt b/npc/pre-re/merchants/falcon_flute.txt
new file mode 100644
index 000000000..738275d73
--- /dev/null
+++ b/npc/pre-re/merchants/falcon_flute.txt
@@ -0,0 +1,123 @@
+//===== rAthena Script =======================================
+//= Falcon Flute Trader
+//===== By: ==================================================
+//= Masao
+//= Credits to Muad_Dib for the translation & Ziu for the
+//= Item ID of the Falcon Flute.
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= rAthena
+//===== Description: =========================================
+//= An NPC which sells you a Falcon Flute so you're able to
+//= summon a Falcon wherever you are.
+//===== Additional Comments: =================================
+//= 1.0 First Version. [Masao]
+//= 1.1 Added Baby Hunter and Baby Ranger check. bugreport:5728 [Masao]
+//============================================================
+
+- script Falcon Flute Trader::fflute -1,{
+
+ if (Class == Job_Baby_Hunter || Class == Job_Hunter || Class == Job_Sniper || Class == Job_Baby_Ranger || Class == Job_Ranger || Class == Job_Ranger_T) {
+ mes "[Falcon Flute Trader]";
+ mes "Do you need a Falcon?";
+ mes "With a magical Flute, you can call your Falcon from anywhere!";
+ next;
+ mes "[Falcon Flute Trader]";
+ mes "It's marvelous, isn't it? Ha ha ha!";
+ next;
+ mes "[Falcon Flute Trader]";
+ mes "Why I'm selling these Falcon Flutes?";
+ mes "It's because I have no clue how they work.";
+ mes "Ha ha ha!";
+ next;
+ mes "[Falcon Flute Trader]";
+ mes "Of course, you'll need the Skill ^ff0000Falcon Mastery^000000.";
+ mes "I don't have the Skill, so I don't know how to handle Falcons.";
+ mes "As it's for now, I may never have a Falcon.";
+ next;
+ mes "[Falcon Flute Trader]";
+ mes "But I can't give you one for free!";
+ mes "I have to make money since i also need to eat!";
+ next;
+ mes "[Falcon Flute Trader]";
+ mes "If you need a Falcon Flute I will sell them for 12,500 zeny. Or is that too expensive?";
+ next;
+ if (Class == Job_Baby_Hunter || Class == Job_Hunter || Class == Job_Sniper) {
+ switch (select("Don't buy one:Buy a Falcon Flute")) {
+ case 1:
+ mes "[Falcon Flute Trader]";
+ mes "That's too bad. If you need one, come back!";
+ close;
+ case 2:
+ if (Zeny >= 12500) {
+ if (countitem(12848) >= 1) {
+ mes "[Falcon Flute Trader]";
+ mes "As i can see you already have an Falcon Flute!";
+ mes "Don't worry my young friend, once you've purchased the Falcon Flute you won't need to do so again";
+ mes "since the Falcon Flute won't disappear upon usage, isn't that great?";
+ close;
+ }
+ mes "[Falcon Flute Trader]";
+ mes "Here, take this Flute.";
+ mes "With it you can whistle for your Falcon from anywhere.";
+ set Zeny, Zeny - 12500;
+ getitem 12848,1; // Falcon Flute
+ next;
+ mes "[Falcon Flute Trader]";
+ mes "Just a reminder.";
+ mes "You need the Skill ^ff0000Falcon Mastery^000000 in order to use it!";
+ close;
+ }
+ mes "[Falcon Flute Trader]";
+ mes "I'm sorry but you don't have enough money to buy a Falcon Flute, please come back when you have more money!";
+ close;
+ }
+ }
+ mes "[Falcon Flute Trader]";
+ mes "For Rangers however, I have a special Price of 10,000 zeny!";
+ next;
+ switch (select("Don't buy one:Buy a Falcon flute")) {
+ case 1:
+ mes "[Falcon Flute Trader]";
+ mes "That's too bad. If you need one, come back!";
+ close;
+ case 2:
+ if (Zeny >= 10000) {
+ if (countitem(12848) >= 1) {
+ mes "[Falcon Flute Trader]";
+ mes "As i can see you already have an Falcon Flute!";
+ mes "Don't worry my young friend, once you've purchased the Falcon Flute you won't need to do so again";
+ mes "since the Falcon Flute won't disappear upon usage, isn't that great?";
+ close;
+ }
+ mes "[Falcon Flute Trader]";
+ mes "Here take this Flute.";
+ mes "With it you can whistle for your Falcon from anywhere.";
+ set Zeny, Zeny - 10000;
+ getitem 12848,1; // Falcon Flute
+ next;
+ mes "[Falcon Flute Trader]";
+ mes "Just a reminder.";
+ mes "You need the Skill ^ff0000Falcon Mastery^000000 in order to use it!";
+ close;
+ }
+ mes "[Falcon Flute Trader]";
+ mes "I'm sorry but you don't have enough money to buy a Falcon Flute, please come back when you have more money!";
+ close;
+ }
+ }
+ if (Class == Job_Baby_Archer || Class == Job_Archer) {
+ mes "[Falcon Flute Trader]";
+ mes "Hello young one!";
+ mes "Currently i can't help you,";
+ mes "but why don't you return to me when you've become an great Hunter and learned how to handle Falcons properly?";
+ close;
+ }
+ mes "[Falcon Flute Trader]";
+ mes "Isn't it a beautiful Day today?";
+ close;
+}
+
+hu_in01,386,306,3 duplicate(fflute) Falcon Flute Trader#fft 51
+pay_arche,91,134,3 duplicate(fflute) Falcon Flute Trader#fft2 51
diff --git a/npc/pre-re/merchants/gemstone.txt b/npc/pre-re/merchants/gemstone.txt
new file mode 100644
index 000000000..a6181f61a
--- /dev/null
+++ b/npc/pre-re/merchants/gemstone.txt
@@ -0,0 +1,117 @@
+//===== rAthena Script =======================================
+//= Gemstone trader
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.2
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Trade various colors of gemstones for other color gemstones.
+//===== Additional Comments: =================================
+//= 1.0 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
+//= Any notes pertaining to the prior trader may be found
+//= in the cities/payon.txt
+//= 1.1 Corrected NPC names to fall within proper restrictions. [L0ne_W0lf]
+//= 1.2 Updated input with min/max values. [L0ne_W0lf]
+//= Added a checkweight.
+//============================================================
+
+payon,173,238,5 script Jade#pay 754,{
+ if (checkweight(1201,1) == 0) {
+ mes "^3355FFWait a second! Right now, you're carrying too many items with you. Please come back after putting some of your things into Kafra Storage.^000000";
+ close;
+ }
+ mes "[Jade]";
+ mes "Bring me two";
+ mes "Gemstones of the";
+ mes "same color, and I will";
+ mes "change them to Gemstones";
+ mes "of a different color.";
+ next;
+ switch(select("Blue Gemstones into Red ones!:Red Gemstones into Yellow ones!:Yellow Gemstones into Blue ones!")) {
+ case 1: callsub S_TradeGems,717,716;
+ case 2: callsub S_TradeGems,716,715;
+ case 3: callsub S_TradeGems,715,717;
+ }
+
+S_TradeGems:
+ if (countitem(getarg(0)) < 2) {
+ mes "[Jade]";
+ mes "Hah...!";
+ mes "You're kidding me, right?";
+ mes "I can't provide you with this";
+ mes "service if you don't";
+ mes "give me at least";
+ mes "2 "+getitemname(getarg(0))+"s!";
+ close;
+ }
+ else {
+ set .@gems,countitem(getarg(0))/2;
+ mes "[Jade]";
+ mes "I believe I can create";
+ mes "a total of " + .@gems + " " + getitemname(getarg(1)) + "s";
+ mes "using the "+getitemname(getarg(0))+"s";
+ mes "that you currently have.";
+ mes "What do you want to do?";
+ next;
+ switch(select("Give me as many as you can.:I want to set the amount.:I quit.")) {
+ case 1:
+ delitem getarg(0),.@gems * 2;
+ getitem getarg(1),.@gems;
+ mes "[Jade]";
+ mes "There you go.";
+ mes "Feel free to come";
+ mes "back any time.";
+ mes "Hm, what's that look for?";
+ mes "Is there something on my face?";
+ close;
+ case 2:
+ mes "[Jade]";
+ mes "So how many";
+ mes "do you want?";
+ mes "The maximum number";
+ mes "that you can enter is 100.";
+ next;
+ while(1) {
+ input .@input,0,101;
+ if (.@input == 0) {
+ mes "[Jade]";
+ mes "None at all?";
+ mes "I guess you";
+ mes "changed your mind...";
+ close;
+ }
+ else if (.@input > 100) {
+ mes "[Jade]";
+ mes "Errm...";
+ mes "I asked you to enter";
+ mes "an amount no greater";
+ mes "than 100, remember...?";
+ next;
+ }
+ else {
+ break;
+ }
+ }
+
+ if (.@gems > .@input) {
+ delitem getarg(0),.@input * 2;
+ getitem getarg(1),.@input;
+ mes "[Jade]";
+ mes "There you go.";
+ mes "Feel free to come";
+ mes "back any time.";
+ mes "Hm, what's that look for?";
+ mes "Is there something on my face?";
+ }
+ close;
+ case 3:
+ mes "[Jade]";
+ mes "Sure, no problem.";
+ mes "Come back any time.";
+ close;
+ }
+ }
+}
diff --git a/npc/pre-re/merchants/hair_dyer.txt b/npc/pre-re/merchants/hair_dyer.txt
new file mode 100644
index 000000000..ed69197ed
--- /dev/null
+++ b/npc/pre-re/merchants/hair_dyer.txt
@@ -0,0 +1,409 @@
+//===== rAthena Script =======================================
+//= Hair Dyer
+//===== By: ==================================================
+//= kobra_k88; L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.5
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= Hair Dyer with standard palletes
+//===== Additional Comments: =================================
+//= Fully working
+//= 1.1 Bugfix: fixed missing menu label LEnd->M_End [Lupus]
+//= 1.2 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
+//= 1.3 Fixed problem what "freezes" the NPC. (bugreport:509) [Samuray22]
+//= 1.4 Fixed getlook checking the wrong color. (bugreport:2392) [L0ne_W0lf]
+//= 1.5 Added Lighthalzen Hair Dying NPC. [L0ne_W0lf]
+//============================================================
+
+prt_in,243,168,4 script Jovovich 91,{
+ mes "[Hairdresser Jovovich]";
+ mes "Welcome~!";
+ mes "How may I help you?";
+ next;
+ mes "[Hairdresser Jovovich]";
+ if (sex) mes "Oh, no! Your hair is damaged. It seems as if you may need professional treatment. Come sit over here, please. Come.";
+ else {
+ if (rand(20) > 11) {
+ mes "Eh!? Oh my! Oh no no no no! Your hair is sooo damaged! It's not good if you leave your hair like this.";
+ next;
+ mes "[Hairdresser Jovovich]";
+ mes "Would you let me treat your hair? Please?";
+ }
+ else mes "Wow! Your hair would be perfect once it's dyed~ How about dying your hair for a change?";
+ }
+ next;
+ while(1) {
+ switch(select("Dye Hair:Tips and Information:Cancel")) {
+ case 1:
+ mes "[Hairdresser Jovovich]";
+ mes "Yes yes, good choice~";
+ mes "Well then, this is your chance for a make-over, your chance to blossom in beauty! Choose the color you would like.";
+ next;
+ while(1) {
+ if (.@choose_success == 1) {
+ mes "[Hairdresser Jovovich]";
+ mes "What do you think? Did you want a different color?";
+ next;
+ if (select("Yes:No") == 1) {
+ mes "[Hairdresser Jovovich]";
+ mes "Okay! Choose the color that you would like.";
+ next;
+ }
+ else {
+ mes "[Hairdresser Jovovich]";
+ mes "Hmm, I'm sort of disappointed. I wanted to do a better job. But I promise I'll do it better next time. Please come again~";
+ close;
+ }
+ }
+
+ while(1) {
+ switch(select("Red, please.:Yellow, please.:Violet, please.:Orange, please.:Green, please.:Blue, please.:White, please.:Black, please.:Actually, I like my hair as it is.")) {
+ case 1: set .@headpalette,8; break;
+ case 2: set .@headpalette,1; break;
+ case 3: set .@headpalette,2; break;
+ case 4: set .@headpalette,3; break;
+ case 5: set .@headpalette,4; break;
+ case 6: set .@headpalette,5; break;
+ case 7: set .@headpalette,6; break;
+ case 8: set .@headpalette,7; break;
+ case 9:
+ if (.@choose_success != 0) {
+ mes "[Hairdresser Jovovich]";
+ mes "You must like your hair color~";
+ close;
+ }
+ mes "[Hairdresser Jovovich]";
+ mes "Eehh~? You're not going to dye your hair? I'm a little sad...";
+ close;
+ }
+
+ if (.@headpalette == getlook(VAR_HEADPALETTE)) {
+ mes "[Hairdresser Jovovich]";
+ mes "Eh? But that's the hair color you already have. Please choose a different color.";
+ next;
+ }
+ else {
+ switch(.@headpalette) {
+ case 1: callsub S_NoDye,976,"yellow"; break;
+ case 2: callsub S_NoDye,978,"violet"; break;
+ case 3: callsub S_NoDye,979,"orange"; break;
+ case 4: callsub S_NoDye,980,"green"; break;
+ case 5: callsub S_NoDye,981,"blue"; break;
+ case 6: callsub S_NoDye,982,"white"; break;
+ case 7: callsub S_NoDye,983,"black"; break;
+ Case 8: callsub S_NoDye,975,"red"; break;
+ }
+ if (zeny < 1000) {
+ mes "[Hairdresser Jovovich]";
+ mes "The fee is 1000 zeny. Do you not have enough...?";
+ close;
+ }
+
+ switch(.@headpalette) {
+ case 1: delitem 976,1; break; //Lemon_Dyestuffs
+ case 2: delitem 978,1; break; //Violet_Dyestuffs
+ case 3: delitem 979,1; break; //Orange_Dyestuffs
+ case 4: delitem 980,1; break; //Darkgreen_Dyestuffs
+ case 5: delitem 981,1; break; //Cobaltblue_Dyestuffs
+ case 6: delitem 982,1; break; //White_Dyestuffs
+ case 7: delitem 983,1; break; //Black_Dyestuffs
+ case 8: delitem 975,1; break; //Scarlet_Dyestuffs
+ }
+ set Zeny,Zeny-1000;
+ setlook VAR_HEADPALETTE,.@headpalette;
+ set .@choose_success,1;
+ break;
+ }
+
+ }
+
+ }
+
+ case 2:
+ mes "[Hairdresser Jovovich]";
+ mes "When you're feeling down , when you get dumped, when you want to impress someone, or even when you just want to stand out...";
+ next;
+ mes "[Hairdresser Jovovich]";
+ mes "For that special place and time, wouldn't you want a hairstyle of your very own? As long as you have the appropriate dyestuffs, I will make your hair look wonderful.";
+ next;
+ mes "[Hairdresser Jovovich]";
+ mes "And try not to worry too much about the fee. Acquiring beauty is the same as acquiring everything. Hehe~";
+ next;
+ mes "[Hairdresser Jovovich]";
+ mes "* Fees and Information *";
+ mes "- 1 Dyestuffs item of the color of hair you want.";
+ mes "- 1000 zeny fee.";
+ break;
+
+ case 3:
+ mes "[Hairdresser Jovovich]";
+ mes "Men or Women...";
+ mes "Everyone has the right and obligation to be beautiful.";
+ close;
+ }
+
+ }
+
+S_NoDye:
+ if (countitem(getarg(0)) == 0) {
+ mes "[Hairdresser Jovovich]";
+ mes "Eh?! But you need the item '"+getitemname(getarg(0))+"' to dye your hair "+getarg(1)+"...";
+ close;
+ }
+ return;
+}
+
+// Lighthalzen
+lhz_in02,100,134,3 script Hair Dyer#lich 850,{
+ mes "[Rossa]";
+ if (Sex == 1) {
+ mes "Welcome, come in~";
+ mes "Oh, I see that you take";
+ mes "much better care of your";
+ mes "hair than those other boys.";
+ mes "Now would you like to dye";
+ mes "your hair another color?";
+ }
+ else {
+ mes "Oh, wow~ Where did";
+ mes "you get your hair styled?";
+ mes "I love it! But... It would";
+ mes "be even more beautiful if";
+ mes "you dyed your hair. What";
+ mes "do you think about that?";
+ }
+ while (.@choose_success != 2) {
+ next;
+ switch(select("Dye Hair:Coloring Information:Cancel")) {
+ case 1:
+ mes "[Rossa]";
+ mes "Ho ho ho ho~";
+ mes "So which color would";
+ mes "you like to try? Something";
+ mes "vivid or dark? Sexy or cute?";
+ next;
+ while (.@choose_success != 2) {
+ if (.@choose_success == 1) {
+ mes "[Rossa]";
+ mes "Ooh, I like this color!";
+ mes "But would you like to";
+ mes "try a different one?";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ mes "[Rossa]";
+ mes "Please select";
+ mes "another color~";
+ next;
+ break;
+ case 2:
+ mes "[Rossa]";
+ mes "An excellent choice~";
+ mes "Alright then, thank you";
+ mes "for using my service and";
+ mes "I hope you come by again!";
+ close2;
+ set .@choose_success,2;
+ break;
+ }
+ }
+ while (.@choose_success != 2) {
+ switch(select("Red, please.:Yellow, please.:Purple, please.:Orange, please.:Green, please.:Blue, please.:White, please.:Dark Brown, please.:I like my hair color.")) {
+ case 1:
+ set .@headpalette,8;
+ break;
+ case 2:
+ set .@headpalette,1;
+ break;
+ case 3:
+ set .@headpalette,2;
+ break;
+ case 4:
+ set .@headpalette,3;
+ break;
+ case 5:
+ set .@headpalette,4;
+ break;
+ case 6:
+ set .@headpalette,5;
+ break;
+ case 7:
+ set .@headpalette,6;
+ break;
+ case 8:
+ set .@headpalette,7;
+ break;
+ case 9:
+ if (.@choose_success != 0) {
+ mes "[Rossa]";
+ mes "Are you sure?";
+ mes "Alright then, you";
+ mes "know what's best for";
+ mes "your beauty and to tell";
+ mes "the truth, I agree with you~";
+ close2;
+ set .@choose_success,2;
+ }
+ else {
+ mes "[Rossa]";
+ mes "Oh, I see. Still, I can't";
+ mes "help but feel so disappointed.";
+ mes "You'd look so good if you dyed";
+ mes "your hair a different color~";
+ close2;
+ set .@choose_success,2;
+ }
+ break;
+ }
+ if (getlook(VAR_HEADPALETTE) == .@headpalette) {
+ mes "[Rossa]";
+ mes "Hmm, your hair color";
+ mes "is still fine, so there's";
+ mes "no need to dye it the same";
+ mes "color again, if that's what";
+ mes "you're worried about.";
+ next;
+ }
+ else {
+ if ((.@headpalette == 8) && (countitem(975) == 0)) {
+ mes "[Rossa]";
+ mes "Oh, I'm sorry dear,";
+ mes "but I can't dye your";
+ mes "hair if you didn't bring";
+ mes "Scarlet Dyestuffs with you...";
+ close2;
+ set .@choose_success,2;
+ break;
+ }
+ else if ((.@headpalette == 1) && (countitem(976) == 0)) {
+ mes "[Rossa]";
+ mes "Oh, I'm sorry dear,";
+ mes "but I can't dye your";
+ mes "hair if you didn't bring";
+ mes "Lemon Dyestuffs with you...";
+ close2;
+ set .@choose_success,2;
+ break;
+ }
+ else if ((.@headpalette == 2) && (countitem(981) == 0)) {
+ mes "[Rossa]";
+ mes "Oh, I'm sorry dear,";
+ mes "but I can't dye your";
+ mes "hair if you didn't bring";
+ mes "Violet Dyestuffs with you...";
+ close2;
+ set .@choose_success,2;
+ break;
+ }
+ else if ((.@headpalette == 3) && (countitem(980) == 0)) {
+ mes "[Rossa]";
+ mes "Oh, I'm sorry dear,";
+ mes "but I can't dye your";
+ mes "hair if you didn't bring";
+ mes "Orange Dyestuffs with you...";
+ close2;
+ set .@choose_success,2;
+ break;
+ }
+ else if ((.@headpalette == 4) && (countitem(979) == 0)) {
+ mes "[Rossa]";
+ mes "Oh, I'm sorry dear,";
+ mes "but I can't dye your";
+ mes "hair if you didn't bring";
+ mes "Darkgreen Dyestuffs";
+ mes "with you. Would you come";
+ mes "back after you get some?";
+ close2;
+ set .@choose_success,2;
+ break;
+ }
+ else if ((.@headpalette == 5) && (countitem(978) == 0)) {
+ mes "[Rossa]";
+ mes "Oh, I'm sorry dear,";
+ mes "but I can't dye your";
+ mes "hair if you didn't bring";
+ mes "Cobaltblue Dyestuffs";
+ mes "with you. Would you come";
+ mes "back after you get some?";
+ close2;
+ set .@choose_success,2;
+ break;
+ }
+ else if ((.@headpalette == 6) && (countitem(982) == 0)) {
+ mes "[Rossa]";
+ mes "Oh, I'm sorry dear,";
+ mes "but I can't dye your";
+ mes "hair if you didn't bring";
+ mes "White Dyestuffs with you...";
+ close2;
+ set .@choose_success,2;
+ break;
+ }
+ else if ((.@headpalette == 7) && (countitem(983) == 0)) {
+ mes "[Rossa]";
+ mes "Oh, I'm sorry dear,";
+ mes "but I can't dye your";
+ mes "hair if you didn't bring";
+ mes "Black Dyestuffs with you...";
+ close2;
+ set .@choose_success,2;
+ break;
+ }
+ if (Zeny < 1000) {
+ mes "[Rossa]";
+ mes "Oh, I'm so sorry dear,";
+ mes "but my service fee is";
+ mes "1,000 zeny. Did you forget";
+ mes "to bring your money with you?";
+ close2;
+ set .@choose_success,2;
+ break;
+ }
+ if (.@headpalette == 8) delitem 975,1; //Scarlet_Dyestuffs
+ else if (.@headpalette == 1) delitem 976,1; //Lemon_Dyestuffs
+ else if (.@headpalette == 2) delitem 981,1; //Violet_Dyestuffs
+ else if (.@headpalette == 3) delitem 980,1; //Orange_Dyestuffs
+ else if (.@headpalette == 4) delitem 979,1; //Darkgreen_Dyestuffs
+ else if (.@headpalette == 5) delitem 978,1; //Cobaltblue_Dyestuffs
+ else if (.@headpalette == 6) delitem 982,1; //White_Dyestuffs
+ else if (.@headpalette == 7) delitem 983,1; //Black_Dyestuffs
+ set zeny,zeny-1000;
+ setlook VAR_HEADPALETTE,.@headpalette;
+ set .@choose_success,1;
+ break;
+ }
+ }
+ }
+ break;
+ case 2:
+ mes "[Rossa]";
+ mes "When you're feeling";
+ mes "down, when you just want";
+ mes "to look nice for the one you";
+ mes "love, or when you just want";
+ mes "a different look, why don't";
+ mes "you dye your hair?";
+ next;
+ mes "[Rossa]";
+ mes "All you need is one";
+ mes "Dyestuffs item of the";
+ mes "color that you want to";
+ mes "dye your hair, as well as";
+ mes "a 1,000 zeny service fee.";
+ mes "I'm here for your beauty needs~";
+ break;
+ case 3:
+ mes "[Rossa]";
+ mes "You know, when you";
+ mes "put some effort into";
+ mes "your appearance, you'll";
+ mes "not only look better, but";
+ mes "you'll feel better about";
+ mes "yourself. Makes sense, right?";
+ close;
+ }
+ }
+ close;
+}
diff --git a/npc/pre-re/merchants/hair_style.txt b/npc/pre-re/merchants/hair_style.txt
new file mode 100644
index 000000000..19f5b9dca
--- /dev/null
+++ b/npc/pre-re/merchants/hair_style.txt
@@ -0,0 +1,1303 @@
+//===== rAthena Script =======================================
+//= Hair Dresser
+//===== By: ==================================================
+//= Muad_Dib, Samuray22, Kisuka
+//===== Current Version: =====================================
+//= 1.4
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Allows you to change your hairstyle.
+//===== Additional Comments: =================================
+//= 1.2 Rescripted to the Aegis 10.3 Standards. [Samuray22]
+//= 1.3 Updated to match AEGIS script. [Kisuka]
+//= 1.4 Added Lighthalzen Hair Dresser. [L0ne_W0lf]
+//============================================================
+
+// Hair Dresser Veronica
+// ============================================================
+alberta_in,55,142,7 script Hair Dresser 91,{
+ mes "[Veronica]";
+ mes "Welcome to Veronica's hair salon.";
+ mes "How can I help you?";
+ next;
+ switch(select("See available hair styles.:Change hair style.:End conversation.")) {
+ case 1:
+ mes "[Veronica]";
+ mes "We have a total of 19 styles, available from no.1 to no.19.";
+ mes "Which one do you want to see?";
+ mes "If you wish to cancel,";
+ mes "please enter 0.";
+ next;
+ input .@style;
+ if(.@style > 19) {
+ mes "[Veronica]";
+ mes "Oops, I'm sorry, but that";
+ mes "style is not available.";
+ mes "Remember to enter a number";
+ mes "from 1 to 19.";
+ next;
+ } else if(.@style == 0) {
+ mes "[Veronica]";
+ mes "So, how do you like the style?";
+ mes "Feel free to ask me about any";
+ mes "available hairstyle. It will";
+ mes "be my pleasure to style your";
+ mes "hair.";
+ close;
+ }
+ else {
+ callsub L_cutin,.@style;
+ mes "[Veronica]";
+ switch(.@style) {
+ case 1:
+ if(Sex == 1) {
+ mes "Oh, that's 'Play Dead' style!";
+ mes "It's a nice, basic haircut.";
+ mes "I notice that usually the";
+ mes "cute, conversative types seem";
+ mes "to prefer this style.";
+ close2; cutin "",255; end;
+ }
+ mes "Oh, that's 'First Aid' style!";
+ mes "The shoulder length tresses";
+ mes "are straightened for those";
+ mes "no nonsense adventurers. It";
+ mes "seems to be the style of";
+ mes "choice for Novices.";
+ close2; cutin "",255; end;
+ case 2:
+ if(Sex == 1) {
+ mes "Oh, that's the 'Two Handed Sword";
+ mes "Mastery' style! It's perfect for";
+ mes "for Swordmen who might muss their";
+ mes "hair while swinging their swords";
+ mes "all day long.";
+ close2; cutin "",255; end;
+ }
+ mes "Oh, that's 'Bash' style!";
+ mes "For the powerful woman that's";
+ mes "not afraid to get a little";
+ mes "blood on her hands, but knows";
+ mes "how great her hair will look";
+ mes "while wildly flailing a sword.";
+ close2; cutin "",255; end;
+ case 3:
+ if(Sex == 1) {
+ mes "Oh, that's 'Napalm Beat' style!";
+ mes "It's a unique look with a hint";
+ mes "of eccentricity that's offset";
+ mes "with a helping of elegance.";
+ close2; cutin "",255; end;
+ }
+ mes "Oh, that's 'Frost Diver' style!";
+ mes "The pigtails lend an innocent,";
+ mes "demure look for those Mages";
+ mes "and Wizards that usually scare";
+ mes "off the boys with their spells.";
+ close2; cutin "",255; end;
+ case 4:
+ if(Sex == 1) {
+ mes "Oh, that's the 'Double Strafe'";
+ mes "style! The arrangement of the";
+ mes "hair conducts ambient static";
+ mes "electricity, naturally clearing";
+ mes "the mind. At least, that's what";
+ mes "I was taught in fashion school.";
+ close2; cutin "",255; end;
+ }
+ mes "Oh, that's 'Arrow Shower' style!";
+ mes "For the Bowswoman who doesn't";
+ mes "want fashion to interfere with";
+ mes "her depth perception. Much more";
+ mes "attractive than those horrid";
+ mes "granny-style hairbuns.";
+ close2; cutin "",255; end;
+ case 5:
+ if(Sex == 1) {
+ mes "Oh, that's 'Angelus' style!";
+ mes "It's for calm and devout people,";
+ mes "as well as those bashful,";
+ mes "mild-mannered types.";
+ close2; cutin "",255; end;
+ }
+ mes "Oh, that's 'Heal' style!";
+ mes "This is in trend among";
+ mes "Priests and Acolytes since";
+ mes "this style is appropriate";
+ mes "for formal situations, but";
+ mes "is also practical in battle.";
+ close2; cutin "",255; end;
+ case 6:
+ if(Sex == 1) {
+ mes "Oh, that's 'Push Cart' style!";
+ mes "It was based on the design of a";
+ mes "cart...at least, that's what";
+ mes "I learned in beautician school.";
+ close2; cutin "",255; end;
+ }
+ mes "Ooh, that's 'Vending' style!";
+ mes "It's the hairdo of money";
+ mes "makers...and if I may say so,";
+ mes "it's also economical.";
+ close2; cutin "",255; end;
+ case 7:
+ if(Sex == 1) {
+ mes "Ooh, that's 'Envenom' style!";
+ mes "It looks great on Thieves and";
+ mes "and Assassins when they're";
+ mes "out poisoning people and animals.";
+ mes "It's fashion for the aggressive";
+ mes "and eclectic~!";
+ close2; cutin "",255; end;
+ }
+ mes "Oh, that's 'Double Attack' style!";
+ mes "The adorable pigtail, paired with";
+ mes "those provacative bangs are sure";
+ mes "to help you steal the heart of";
+ mes "some cute guy.";
+ close2; cutin "",255; end;
+ case 8:
+ if(Sex == 1) {
+ mes "Oh, that's 'Bowling Bash' style!";
+ mes "A popular style for Knights, its";
+ mes "manly, rugged look tends to";
+ mes "attract all of the ladies,";
+ mes "and looks great on men with";
+ mes "strong chins.";
+ close2; cutin "",255; end;
+ }
+ mes "Oh, that's 'Gloria' style!";
+ mes "It's very elegant and looks";
+ mes "great on holy Priests. This";
+ mes "style is most attractive to";
+ mes "ladies who aren't that used";
+ mes "to fighting with their hands.";
+ close2; cutin "",255; end;
+ case 9:
+ if(Sex == 1) {
+ mes "Oh, that's 'Venom Dust' style!";
+ mes "Definitely a look for rebels,";
+ mes "the sweeping, yet decidedly";
+ mes "luxorious locks seems to enchant";
+ mes "girls with a fatal attraction.";
+ close2; cutin "",255; end;
+ }
+ mes "Oh, that's 'SP Recovery' style!";
+ mes "To add more body to the special";
+ mes "style of these bangs, I use a";
+ mes "special conditioner that makes";
+ mes "you feel like you're regaining SP";
+ mes "...Although, it acutally doesn't.";
+ close2; cutin "",255; end;
+ case 10:
+ if(Sex == 1) {
+ mes "Oh, that's 'Turn Undead' style!";
+ mes "This is popular among Priests";
+ mes "that want a serious, yet a bit";
+ mes "of a wild, agressive look.";
+ mes "Definitely more attractive";
+ mes "than the 'Holy Light' mullet.";
+ close2; cutin "",255; end;
+ }
+ mes "Oh, that's 'Prepare Potion' style!";
+ mes "The flared out tresses are chosen";
+ mes "by beginning Alchemists, since";
+ mes "early, explosive experiments would";
+ mes "make their hair to stick out anyway.";
+ close2; cutin "",255; end;
+ case 11:
+ if(Sex == 1) {
+ mes "Oh, that's 'Dragonology' style!";
+ mes "It's neat and clean cut, perfect";
+ mes "for studious people and looks";
+ mes "great with eyeglasses. This";
+ mes "is a fashion well suited to";
+ mes "intellectual types.";
+ close2; cutin "",255; end;
+ }
+ mes "Oh, that's 'Grand Cross' style!";
+ mes "It's in style among those pious";
+ mes "Crusaders that need hair that";
+ mes "won't muss during fighting, yet";
+ mes "is respectable enough to attend";
+ mes "religious services.";
+ close2; cutin "",255; end;
+ case 12:
+ if(Sex == 1) {
+ mes "Oh, that's 'Mace Mastery' style!";
+ mes "A lot of care goes into making";
+ mes "that tussled hair say, 'I don't";
+ mes "care how I look at all.'";
+ close2; cutin "",255; end;
+ }
+ mes "Oh, that's 'Intimidate' style!";
+ mes "The Rogue women seem to like";
+ mes "this style...although I imagine";
+ mes "that more of them would prefer";
+ mes "something wilder to match those";
+ mes "stockings...";
+ close2; cutin "",255; end;
+ case 13:
+ if(Sex == 1) {
+ mes "Oh, that's 'Thunder Storm' style!";
+ mes "This hot, flamboyant hairstyle";
+ mes "flares out wildly like thunder.";
+ mes "...And you will too with this new look.";
+ close2; cutin "",255; end;
+ }
+ mes "Oh, that's 'Spiritual Sphere";
+ mes "Absorption' style! There's a";
+ mes "charismatic quality to this";
+ mes "fashion: it's tough, slightly";
+ mes "tomboyish, but not so much";
+ mes "that it can't be cute.";
+ close2; cutin "",255; end;
+ case 14:
+ if(Sex == 1) {
+ mes "Oh, that's 'Encore' style!";
+ mes "The elegant, flowing locks";
+ mes "fit well with Bards, or men who";
+ mes "appreciate the value of male";
+ mes "beauty.";
+ close2; cutin "",255; end;
+ }
+ mes "Oh, that's 'Gypsy's Kiss' style!";
+ mes "Dancers seem to like this style,";
+ mes "although personally, I think";
+ mes "this fashion fits very well";
+ mes "with glasses.";
+ close2; cutin "",255; end;
+ case 15:
+ if(Sex == 1) {
+ mes "Oh, that's 'Grimtooth' style!";
+ mes "Spiky and unkempt, this style";
+ mes "is a popular counterculture";
+ mes "street fashion. You might";
+ mes "not want to wear your hair";
+ mes "this way at a wedding, though.";
+ close2; cutin "",255; end;
+ }
+ mes "Oh, that's 'Counter Attack' style!";
+ mes "This is an intimidating look for";
+ mes "girls that want to say 'You hit";
+ mes "me, I'll hit you back!' It really";
+ mes "emphasizes strong looking";
+ mes "foreheads and cheekbones.";
+ close2; cutin "",255; end;
+ case 16:
+ if(Sex == 1) {
+ mes "Oh, that's 'Blitz Beat' style!";
+ mes "A funky and lively fashion,";
+ mes "this style was developed for a";
+ mes "Hunter who liked really long";
+ mes "bangs and wanted to see";
+ mes "through them at the same time.";
+ close2; cutin "",255; end;
+ }
+ mes "Oh, that's 'Anke Snare' style!";
+ mes "The style style is specially";
+ mes "made for Hunters that don't like";
+ mes "to get their hair tangled...";
+ mes "After all, what kind of Hunter";
+ mes "lets their hair get trapped?";
+ close2; cutin "",255; end;
+ case 17:
+ if(Sex == 1) {
+ mes "Oh, that's 'Find Ore' style!";
+ mes "It's a practical, economical look";
+ mes "that is popular among Blacksmiths.";
+ mes "Some swear that this fashion helps";
+ mes "them in finding ores, but where's";
+ mes "the science in that??";
+ close2; cutin "",255; end;
+ }
+ mes "Oh, that's 'Hammer Fall' style!";
+ mes "For the woman that doesn't want";
+ mes "her hair to get in the way when";
+ mes "she's savagely swinging heavy";
+ mes "objects. Of course, this is a";
+ mes "Blacksmith favorite.";
+ close2; cutin "",255; end;
+ case 18:
+ if(Sex == 1) {
+ mes "Oh, that's 'Fire Pillar' style!";
+ mes "It's a trendy look, in which";
+ mes "you cover one eye for that";
+ mes "intrigue effect. The element";
+ mes "of mystery is always in";
+ mes "fashion, don't you think?";
+ close2; cutin "",255; end;
+ }
+ mes "Oh, that's 'Jupitel Thunder'";
+ mes "style! A look that strikes";
+ mes "like lightening, without";
+ mes "any of that annoying static";
+ mes "cling or muss. This fashion";
+ mes "looks great with Mage Hats.";
+ close2; cutin "",255; end;
+ case 19:
+ if(Sex == 1) {
+ mes "Oh, that's 'Guillotine Fist'";
+ mes "style! The smooth, slicked back";
+ mes "pompadour shows that you're";
+ mes "serious about your passion";
+ mes "for brawling... or just your passion.";
+ close2; cutin "",255; end;
+ }
+ mes "Oh, that's 'Whirlwind' style!";
+ mes "A favorite among the studious";
+ mes "Sages, the hair is tied back";
+ mes "in a stylish braid so that";
+ mes "it doesn't fly around after";
+ mes "casting those windy spells.";
+ close2; cutin "",255; end;
+ }
+ }
+ case 2:
+ if(BaseLevel < 60) {
+ mes "[Veronica]";
+ mes "Oh, dear, you're looking fabulous with";
+ mes "your current hairstyle. Why don't you";
+ mes "try a new hair accessory rather than changing your look?";
+ close;
+ } else if((countitem(973) < 3) || (countitem(974) < 3) || (countitem(901) <100) || (countitem(1094) <100) || (countitem(1020) <100) || (countitem(1060) <100) || (countitem(7152) <100) || (Zeny < 99800)) {
+ mes "[Veronica]";
+ mes "If you wish to change your";
+ mes "hairstyle, you should meet some";
+ mes "requirements. I suggest that you";
+ mes "write down all the items that";
+ mes "you will need.";
+ next;
+ mes "[Veronica]";
+ mes "3 Counteragent,";
+ mes "3 Mixture,";
+ mes "100 Danggie,";
+ mes "100 Short Danggie,";
+ mes "100 Black Hair,";
+ mes "100 Golden Hair,";
+ mes "100 Glossy Hair, and lastly...";
+ next;
+ mes "[Veronica]";
+ mes "You will need 99,800 zeny.";
+ mes "Please come back when you're";
+ mes "ready. I will make you look";
+ mes "fabulous. Hohohohoho~";
+ close;
+ }
+ mes "[Veronica]";
+ mes "Okay now, please choose the style";
+ mes "you desire from styles no.1 to";
+ mes "no.19. I will do my best to";
+ mes "make you look your very best.";
+ next;
+ input .@style;
+ if(.@style > 19) {
+ mes "[Veronica]";
+ mes "I am sorry, you chose an unavailable style.";
+ mes "Make sure you enter the correct number.";
+ close;
+ } else if(.@style == 0) {
+ mes "[Veronica]";
+ mes "You have canceled your request.";
+ close;
+ } else if(getlook(1) == .@style) {
+ mes "[Veronica]";
+ mes "I am sorry, but you are already";
+ mes "wearing the style you have";
+ mes "requested. Would you please";
+ mes "choose a different style?";
+ close;
+ }
+ callsub L_cutin,.@style;
+ mes "[Veronica]";
+ mes "You have chosen style no. (" + .@style + ").";
+ mes "I shall proceed with your request.";
+ mes "Would you mind?";
+ next;
+ if(select("No, I don't mind.:Yes, let me choose another one.") == 1) {
+ if(getlook(6) == 0) {
+ mes "[Veronica]";
+ mes "Oh, my, you haven't dyed your hair";
+ mes "at all. You would look even more";
+ mes "fabulous if you dyed your hair...";
+ mes "Oh well, I will do it for free.";
+ mes "So what kind of color would you like?";
+ next;
+ switch(select("Red.:Yellow.:Purple.:Orange.:Green.:Blue.:White.:Dark Brown.:Cancel.")) {
+ case 1:
+ set .@pallete,8;
+ break;
+ case 2:
+ set .@pallete,1;
+ break;
+ case 3:
+ set .@pallete,2;
+ break;
+ case 4:
+ set .@pallete,3;
+ break;
+ case 5:
+ set .@pallete,4;
+ break;
+ case 6:
+ set .@pallete,5;
+ break;
+ case 7:
+ set .@pallete,6;
+ break;
+ case 8:
+ set .@pallete,7;
+ break;
+ case 9:
+ mes "[Veronica]";
+ mes "Oh, I was gonna do it for free.";
+ mes "Well, if you change your mind, please come again.";
+ mes "The color of your hair enhances your look.";
+ close;
+ }
+ }
+ nude;
+ mes "[Veronica]";
+ mes "Now, let's get started. Try to";
+ mes "stay still, dear. If you move,";
+ mes "it might ruin the perfect look";
+ mes "I intend to give you. Trust me,";
+ mes "I will make you look fabulous~";
+ next;
+ mes "[Veronica]";
+ mes "- *snip snip snip snip* -";
+ mes "- *bzzzzzzz bzzzzzzz bzzzzzzz bzzzzzzz* -";
+ mes "- *snip snip snip snip* -";
+ mes "- *bzzzzzzz bzzzzzzz bzzzzzzz bzzzzzzz* -";
+ next;
+ set Zeny,Zeny-99800;
+ delitem 973,3; // Counteragent
+ delitem 974,3; // Mixture
+ delitem 901,100; // Danggie
+ delitem 1094,100; // Short_Daenggie
+ delitem 1020,100; // Long_Hair
+ delitem 1060,100; // Golden_Hair
+ delitem 7152,100; // Glossy_Hair
+ setlook 1,.@style;
+ setlook 6,.@pallete;
+ cutin "",255;
+ mes "[Veronica]";
+ mes "Alright, it's done~";
+ mes "I hope you like";
+ mes "this style no.(" + .@style + ").";
+ mes "Feel free to come back anytime";
+ mes "when you want a new hairstyle. Hohohohohoho~";
+ setlook 1,.@style;
+ setlook 6,.@pallete;
+ close;
+ }
+ mes "[Veronica]";
+ mes "Okay then, please choose one";
+ mes "a hairstyle again. I believe";
+ mes "you will find the look that's best for you.";
+ close;
+ case 3:
+ mes "[Veronica]";
+ mes "Everybody deserves the right to";
+ mes "pursue beauty. I hope that you";
+ mes "will find the right hairstyle";
+ mes "one of these days.";
+ close;
+ }
+
+L_cutin:
+ if(Sex == 1) {
+ if(getarg(0) < 10)
+ cutin "hair_m_0"+getarg(0),4;
+ else
+ cutin "hair_m_"+getarg(0),4;
+ } else {
+ if(getarg(0) < 10)
+ cutin "hair_f_0"+getarg(0),4;
+ else
+ cutin "hair_f_"+getarg(0),4;
+ }
+ return;
+}
+
+// Roving Hair Dresser
+// ============================================================
+alberta,33,141,7 script Roving Hair Dresser 87,{
+ mes "[Rui Vishop]";
+ mes "That Veronica...";
+ mes "Hah! Best hair dresser my ass.";
+ mes "She's not the best hair dresser...";
+ mes "...";
+ mes "I am!";
+ next;
+ mes "[Rui Vishop]";
+ mes "I, Rui Vishop, the man to whom";
+ mes "all scalps are canvases";
+ mes "waiting to be transformed into";
+ mes "works of magnificent art~!";
+ next;
+ switch(select("What are you?:Do my hair, please!:.....")) {
+ case 1:
+ mes "[Rui Vishop]";
+ mes "Do you not know that I, Rui";
+ mes "Vishop, maestro of the shears";
+ mes "and sculptor of hair, am an";
+ mes "artist far ahead of his time?!";
+ mes "Well, I suppose an adventurer";
+ mes "like yourself wouldn't know...";
+ next;
+ mes "[Rui Vishop]";
+ mes "As a hair sculptor, I find joy";
+ mes "in bestowing upon others the";
+ mes "supreme favour of doing their";
+ mes "hairstyle at a reasonable price.";
+ next;
+ mes "[Rui Vishop]";
+ mes "Recently, however, I happened to";
+ mes "overhear that some tyro has had";
+ mes "the audacity to call herself a";
+ mes "hair dresser.";
+ next;
+ mes "[Rui Vishop]";
+ mes "So one day I went there,";
+ mes "pretending to be a customer.";
+ mes "I was apalled to see the boring,";
+ mes "lifeless hairstyles that she was";
+ mes "giving all of her clients...";
+ next;
+ mes "[Rui Vishop]";
+ mes "It wasn't hard to notice that her";
+ mes "skills, or lack thereof, are a";
+ mes "joke. She brings shame to the";
+ mes "great and honorable";
+ mes "profession of hair dressing.";
+ mes "A complete and utter disgrace!";
+ next;
+ mes "[Rui Vishop]";
+ mes "But the worst part was...";
+ mes "she forced her customers to";
+ mes "choose a hairstyle before she";
+ mes "styled their hair!";
+ next;
+ mes "[Rui Vishop]";
+ mes "That's not how talented hair";
+ mes "dressers do their job! She";
+ mes "should know what hair style will";
+ mes "fit a customer without ever";
+ mes "asking them!";
+ next;
+ mes "[Rui Vishop]";
+ mes "If by any chance you decide to";
+ mes "do your hair, don't even think";
+ mes "about giving her patronage.";
+ mes "Instead, you may ask for my";
+ mes "services. I assure you, I am";
+ mes "faaaar better than her.";
+ next;
+ mes "[Rui Vishop]";
+ mes "Do you understand? I mean, don't";
+ mes "let her ruin your hair needlessly!";
+ mes "You could get a Swordman to hack";
+ mes "away at your hair if you want a";
+ mes "hairstyle that horrible~!";
+ close;
+ case 2:
+ if(BaseLevel < 60) {
+ mes "[Rui Vishop]";
+ mes "Hmm, I must say, your current";
+ mes "style fits you best. Trust me, I know what I am saying.";
+ close;
+ } else if(Zeny < 199800) {
+ mes "[Rui Vishop]";
+ mes "Ah, I see that that you can";
+ mes "recognize genius when it is";
+ mes "right before you. In light";
+ mes "of your good taste, I will";
+ mes "only require money for my";
+ mes "services.";
+ next;
+ mes "[Rui Vishop]";
+ mes "Simply pay me the small";
+ mes "fee of 199,800 zeny. You must";
+ mes "know that I am doing you a";
+ mes "huge favor by charging you";
+ mes "such a small amount. My";
+ mes "art is priceless, after all.";
+ close;
+ }
+ mes "[Rui Vishop]";
+ mes "Alright, I will be taking my";
+ mes "199,800 zeny service charge now.";
+ next;
+ mes "[Rui Vishop]";
+ mes "If you don't wish to do";
+ mes "this right now, though I can't";
+ mes "imagine why, you may ask that";
+ mes "stupid hair dresser to";
+ mes "do her clumsy work on you...";
+ next;
+ if(select("No, please do my hair.:Umm, I changed my mind.") ==1 ) {
+ mes "[Rui Vishop]";
+ mes "O~k~a~y!";
+ mes "Now, let us begin~!";
+ next;
+ mes "[Rui Vishop]";
+ mes "Wooooo~oooohhhh!! Toohhhhh~oooohhhh!!";
+ next;
+ mes "[Rui Vishop]";
+ mes "Woooooo~aaaaaaahhhhh!!";
+ next;
+ mes "[Rui Vishop]";
+ mes "Voila!";
+ next;
+ mes "[Rui Vishop]";
+ mes "Oh, great~ it's awesome!";
+ mes "Another Vishop masterpiece~";
+ mes "Once more I've outdone myself.";
+ mes "It's such a unique and talented";
+ mes "style! Yes, I am the best! Wooohahahahahaha!";
+ set Zeny,Zeny-199800;
+ setlook 1,rand(1,19);
+ setlook 6,rand(1,8);
+ close;
+ }
+ mes "[Rui Vishop]";
+ mes "Bah! Alright! It's your decision.";
+ mes "But don't blame me later!";
+ mes "One day you'll wake up, realize";
+ mes "you're ugly and regret not";
+ mes "having my genius shape every lock";
+ mes "of hair on your head.";
+ close;
+ case 3:
+ mes "[Rui Vishop]";
+ mes "What? What a shame!";
+ mes "Will you let that...that";
+ mes "charlatan of a hair dresser ruin";
+ mes "your hairstyle!? I'm sure the";
+ mes "heavens are crying tears of";
+ mes "pity at mankind's ignorance...";
+ close;
+ }
+}
+
+
+// Lighthalzen
+lhz_in02,100,143,3 script Hair Dresser#li 122,{
+ mes "[Prince Shammi]";
+ mes "Welcome to Prince Shammi's";
+ mes "Beauty Shop, the place to go";
+ mes "for faaabulous hair. Don't be";
+ mes "shy, tell me exactly how you";
+ mes "want me to make you glamorous~";
+ next;
+ switch(select("Check all hairstyles:Change hairstyle:Cancel")) {
+ case 1:
+ mes "[Prince Shammi]";
+ mes "Oh, would you like to";
+ mes "see all of the trendy new";
+ mes "hairstyles I offer?";
+ next;
+ mes "[Prince Shammi]";
+ mes "Please, oh please, choose from the following styles and I will show you a preview.";
+ next;
+ switch(select("Old Hairstyles:New Hairstyles")) {
+ case 1:
+ if (Sex == 1) {
+ switch(select("Petite Style:Executioner Style:Prince Style:Deviace Style:Cancel")) {
+ case 1:
+ cutin "hair_m_20",4;
+ mes "[Prince Shammi]";
+ mes "This is the ^3131FFPetite Style^000000,";
+ mes "which softens the gentleman's";
+ mes "appearance with long braids";
+ mes "for a fluffier appearance.";
+ break;
+ case 2:
+ cutin "hair_m_21",4;
+ mes "[Prince Shammi]";
+ mes "Oh, the ^3131FFExecutioner Style^000000!";
+ mes "It's a rugged, shaggy style";
+ mes "for that tough guy look that's";
+ mes "becoming popular these days.";
+ mes "And every girl loves a tough";
+ mes "guy, right? ^333333*Tee hee~*^000000";
+ break;
+ case 3:
+ cutin "hair_m_22",4;
+ mes "[Prince Shammi]";
+ mes "You certainly have an";
+ mes "eye for fashion! Yes, this";
+ mes "is the ^3131FFPrince Style^000000, the";
+ mes "pinnacle of sexiness and";
+ mes "sophistication. Magnifique, no?";
+ mes "Yes, choose this one, this one!";
+ break;
+ case 4:
+ cutin "hair_m_23",4;
+ mes "[Prince Shammi]";
+ mes "A-ha~! The ^3131FFDeviace Style^000000!";
+ mes "This is much like the Prince";
+ mes "Style, but with shorter hair";
+ mes "in the back. Yes, this look";
+ mes "is very neat and dandy.";
+ break;
+ case 5:
+ cutin "hair_f_01",255;
+ mes "[Prince Shammi]";
+ mes "No? You didn't want";
+ mes "to take a look? Please,";
+ mes "you're an adventurer, I know";
+ mes "you can be more daring than";
+ mes "that! Be fashionably adventurous, you fashionable adventurer~";
+ emotion e_lv,"Hair Dresser#i";
+ close;
+ }
+ }
+ else {
+ switch(select("Spring Rabbit Style:Harpy Style:Medusa Style:Isis Style:Cancel")) {
+ case 1:
+ cutin "hair_f_20",4;
+ mes "[Prince Shammi]";
+ mes "Oh yes, this is the ";
+ mes "^3131FFSpring Rabbit Style^000000.";
+ mes "The bobbing forelock";
+ mes "adds an aura of chic,";
+ mes "cutsiness and playfulness.";
+ mes "Yes? No? Yes? No? Oh yes!";
+ break;
+ case 2:
+ cutin "hair_f_21",4;
+ mes "[Prince Shammi]";
+ mes "Ooh, are you interested";
+ mes "in the ^3131FFHarpy Style^000000? The";
+ mes "natural curl coupled with";
+ mes "the pony tail results in";
+ mes "a sophisticated, yet very";
+ mes "natural and relaxed look~";
+ break;
+ case 3:
+ cutin "hair_f_22",4;
+ mes "[Prince Shammi]";
+ mes "Ahh, the ^3131FFMedusa Style^000000~";
+ mes "These boldy flowing locks";
+ mes "scream power and dominance";
+ mes "and is ideal for the big career";
+ mes "woman who wishes to be...";
+ mes "irresistable to men~";
+ break;
+ case 4:
+ cutin "hair_f_23",4;
+ mes "[Prince Shammi]";
+ mes "Ooh, the ^3131FFIsis Style^000000~";
+ mes "Yes, you'll look very cute";
+ mes "with your hair in buns on";
+ mes "on both sides of your head.";
+ mes "It'll be very darling on you!";
+ break;
+ case 5:
+ mes "[Prince Shammi]";
+ mes "No? You didn't want";
+ mes "to take a look? Please,";
+ mes "you're an adventurer, I know";
+ mes "you can be more daring than";
+ mes "that! Be fashionably adventurous, you fashionable adventurer~";
+ emotion e_lv,"Hair Dresser#li";
+ close;
+ }
+ }
+ break;
+ case 2:
+ if (Sex == 1) {
+ switch(select("Emergency Heal Perm:Aura Blade Cut:Power Swing:Renovatio Cut:Cancel")) {
+ case 1:
+ cutin "hair_m_24",4;
+ mes "[Prince Shammi]";
+ mes "This is the ^3131FFEmergency Heal Perm^000000";
+ mes "It is quite popular among the healing class.";
+ break;
+ case 2:
+ cutin "hair_m_25",4;
+ mes "[Prince Shammi]";
+ mes "You must be after a lady yes?";
+ mes "The ^3131FFAura Blade Cut^000000";
+ mes "is known to make the ladies swoon, you tiger you!";
+ break;
+ case 3:
+ cutin "hair_m_26",4;
+ mes "[Prince Shammi]";
+ mes "Oh you brute!";
+ mes "^3131FFPower Swing Cut^000000";
+ mes "Flex your style muscles with this hairstyle. This is definitely your look.";
+ break;
+ case 4:
+ cutin "hair_m_27",4;
+ mes "[Prince Shammi]";
+ mes "Ah! I see you're only interested in the latest trends.";
+ mes "Straight from the runway is the ^3131FFRenovatio Cut^000000.";
+ break;
+ case 5:
+ mes "[Prince Shammi]";
+ mes "No? You didn't want";
+ mes "to take a look? Please,";
+ mes "you're an adventurer, I know";
+ mes "you can be more daring than";
+ mes "that! Be fashionably adventurous, you fashionable adventurer~";
+ emotion e_lv,"Hair Dresser#li";
+ close;
+ }
+ }
+ else {
+ switch(select("Assumptio Perm:Soul Changer Cut:X Tornado Cut:Oratio Cut:Cancel")) {
+ case 1:
+ cutin "hair_f_24",4;
+ mes "[Prince Shammi]";
+ mes "This is the ^3131FFAssumptio Perm^000000";
+ mes "It's a shorter style perm that allows for maximum spellcasting.";
+ break;
+ case 2:
+ cutin "hair_f_25",4;
+ mes "[Prince Shammi]";
+ mes "You must be a man killer no?";
+ mes "The ^3131FFSoul Changer Cut^000000";
+ mes "will make any man open his wall... er heart to you!";
+ break;
+ case 3:
+ cutin "hair_f_26",4;
+ mes "[Prince Shammi]";
+ mes "This is a bit of a trendy style";
+ mes "^3131FFX Tornado Cut^000000";
+ mes "It's for adventurous people who like change.";
+ break;
+ case 4:
+ cutin "hair_f_27",4;
+ mes "[Prince Shammi]";
+ mes "Ah! I see you're only interested in the latest trends.";
+ mes "Straight from the runway is the ^3131FFOratio Cut^000000.";
+ mes "You'll be the envy of all of your friends with this hairstyle.";
+ break;
+ case 5:
+ mes "[Prince Shammi]";
+ mes "No? You didn't want";
+ mes "to take a look? Please,";
+ mes "you're an adventurer, I know";
+ mes "you can be more daring than";
+ mes "that! Be fashionably adventurous, you fashionable adventurer~";
+ emotion e_lv,"Hair Dresser#li";
+ close;
+ }
+ }
+ }
+ close2;
+ cutin "",255;
+ end;
+ case 2:
+ if (BaseLevel < 60) {
+ mes "[Prince Shammi]";
+ mes "Oh, I'm so sorry, but";
+ mes "I can only perform my";
+ mes "services for clients that have";
+ mes "matured enough to find their";
+ mes "true inner beauty. But please";
+ mes "come back once you do, okay?";
+ close;
+ }
+ else if ((countitem(973) < 3) || (countitem(974) < 3) || (countitem(901) < 100) || (countitem(1094) < 100) || (countitem(1020) < 100) || (countitem(1060) < 100) || (countitem(7152) < 100) || (Zeny < 99800)) {
+ mes "[Prince Shammi]";
+ mes "If you've already decided";
+ mes "what hairstyle you'd like,";
+ mes "please have my service charge";
+ mes "ready, as well as the materials";
+ mes "I will need in performing this";
+ mes "service, okay? Please bring...";
+ next;
+ mes "[Prince Shammi]";
+ mes "^3355FF3 Counteragent^000000,";
+ mes "^3355FF3 Mixture^000000,";
+ mes "^3355FF100 Daenggie^000000,";
+ mes "^3355FF100 Short Daenggie^000000...";
+ next;
+ mes "[Prince Shammi]";
+ mes "^3355FF100 Black Hair^000000,";
+ mes "^3355FF100 Golden Hair^000000,";
+ mes "^3355FF100 Glossy Hair^000000";
+ mes "and ^3355FF99,800 zeny^000000.";
+ mes "Once you do that, I'll make";
+ mes "a miracle out of your hair!";
+ close;
+ }
+ mes "[Prince Shammi]";
+ mes "Alright, please choose";
+ mes "which hairstyle you wish";
+ mes "to have from numbers 20 to 25.";
+ mes "Here's a list of the style names just in case you need them~";
+ next;
+ mes "[Prince Shammi]";
+ if (Sex == 1) {
+ mes "No. 20: Petite Style";
+ mes "No. 21: Executioner Style";
+ mes "No. 22: Prince Style";
+ mes "No. 23: Deviace Style";
+ mes "No. 24: Emergency Heal Perm";
+ mes "No. 25: Aura Blade Cut";
+ mes "No. 26: Power Swing and";
+ mes "No. 27: Renovatio Cut.";
+ }
+ else {
+ mes "No. 20: Spring Rabbit Style";
+ mes "No. 21: Harpy Style";
+ mes "No. 22: Medusa Style";
+ mes "No. 23: Isis Style";
+ mes "No. 24: Assumptio Perm";
+ mes "No. 25: Soul Changer Cut";
+ mes "No. 26: X Tornado Cut and";
+ mes "No. 27: Oratio Cut.";
+ }
+ next;
+ input .@input;
+ if (.@input == 0) {
+ mes "[Prince Shammi]";
+ mes "Oh...?";
+ mes "You decided to cancel?";
+ mes "Well, you know what's";
+ mes "best for you, I suppose.";
+ mes "Still, I'm so disappointed~";
+ close;
+ }
+ else if ((.@input < 20) || (.@input > 27)) {
+ mes "[Prince Shammi]";
+ mes "Dearie, please enter";
+ mes "a number from ''20'' to";
+ mes "''25,'' alright? Then I can";
+ mes "get right to work at making";
+ mes "you soooooooo beautiful!";
+ close;
+ }
+ else if (getlook(VAR_HEAD) == .@input) {
+ mes "[Prince Shammi]";
+ mes "Oh dear me, you're not";
+ mes "going to waste money for";
+ mes "the same hairstyle that you";
+ mes "have now, are you? You can";
+ mes "have someone else change";
+ mes "your hair color, you know.";
+ close;
+ }
+ else {
+ if (Sex == 1)
+ cutin "hair_m_"+.@input+".BMP",4;
+ else
+ cutin "hair_f_"+.@input+".BMP",4;
+ mes "[Prince Shammi]";
+ mes "Oooh! Now, is this the";
+ mes "hairstyle that you wanted?";
+ mes "This is No. "+.@input+", by the way.";
+ next;
+ switch(select("Yes.:No.")) {
+ case 1:
+ if (getlook(VAR_HEADPALETTE) == 0) {
+ mes "[Prince Shammi]";
+ mes "Oh, Sweet Christmas,";
+ mes "I almost forgot! Would";
+ mes "you like me to dye your";
+ mes "hair, free of charge? It's";
+ mes "a part of my service, so";
+ mes "please choose a color~";
+ next;
+ switch(select("Red:Yellow:Purple:Orange:Green:Blue:White:Dark Brown")) {
+ case 1:
+ set .@headpalette,8;
+ break;
+ case 2:
+ set .@headpalette,1;
+ break;
+ case 3:
+ set .@headpalette,2;
+ break;
+ case 4:
+ set .@headpalette,3;
+ break;
+ case 5:
+ set .@headpalette,4;
+ break;
+ case 6:
+ set .@headpalette,5;
+ break;
+ case 7:
+ set .@headpalette,6;
+ break;
+ case 8:
+ set .@headpalette,7;
+ break;
+ }
+ }
+ mes "[Prince Shammi]";
+ mes "Okay, let's get";
+ mes "started, shall we?";
+ mes "Keep your head still,";
+ mes "now. Yes, that's good...";
+ next;
+ mes "^3355FF*Snip snip*";
+ mes "*Rustle rustle*";
+ mes "*Clip clip clip clip*";
+ mes "*Bzzzzzzzzzzzzzzzzzzzz*^000000";
+ next;
+ set zeny,zeny-99800;
+ delitem 973,3; //Counteragent
+ delitem 974,3; //Mixture
+ delitem 901,100; //Danggie
+ delitem 1094,100; //Short_Daenggie
+ delitem 1020,100; //Long_Hair
+ delitem 1060,100; //Golden_Hair
+ delitem 7152,100; //Glossy_Hair
+ setlook VAR_HEAD,.@input;
+ setlook VAR_HEADPALETTE,.@headpalette;
+ mes "[Prince Shammi]";
+ mes "Well, we're all finished!";
+ mes "And my, oh my, you look even";
+ mes "more fabulous that I thought";
+ mes "you would! Oh, I can't believe";
+ if (Sex == 1) {
+ mes "how tough and elegant you are~";
+ mes "So ruggedly manly and handsome!";
+ }
+ else {
+ mes "how graceful and elegant you";
+ mes "look! Absolutely gorgeous!";
+ }
+ emotion e_kis,"Hair Dresser#li";
+ next;
+ mes "[Prince Shammi]";
+ mes "You love your new";
+ mes "hair, don't you? Feel";
+ mes "free to come back anytime.";
+ mes "I'll make you the best looking";
+ mes "person in the entire world!";
+ emotion e_no1,"Hair Dresser#li";
+ close;
+ case 2:
+ mes "[Prince Shammi]";
+ mes "Oh, did you forget which";
+ mes "hairstyle goes with which";
+ mes "number? By all means, please";
+ mes "check again! Find the one that";
+ mes "is perfect just for you, okay?";
+ close;
+ }
+ }
+ break;
+ case 3:
+ mes "[Prince Shammi]";
+ mes "Humm ? ";
+ mes "Maybe you don't understand";
+ mes "my futuristic styles.";
+ mes "Goodbye! ";
+ close;
+ }
+}
+
+lhz_in02,91,155,5 script Assistant Beautician#li 862,{
+ mes "[Assistant Beautician]";
+ mes "Wah?! Sweet Jiminy,";
+ mes "you freaked me out!";
+ mes "What are you doing?!";
+ emotion e_omg,"Assistant Beautician#li";
+ next;
+ mes "[Assistant Beautician]";
+ mes "Oh! Um, a customer!";
+ mes "H-h-h-h-h-hello! Can";
+ mes "I help you with anything?";
+ next;
+ switch(select("What do you do?:Please change my hairstyle.:Who is Prince Shammi?")) {
+ case 1:
+ mes "[Assistant Beautician]";
+ mes "Oh! Me...? I'm";
+ mes "just an assistant";
+ mes "beautician, but I'm";
+ mes "training hard everyday";
+ mes "so that I can become";
+ mes "a real professional!";
+ next;
+ mes "[Assistant Beautician]";
+ mes "Yeah, I do all sorts of";
+ mes "grunt work for the boss while";
+ mes "I'm in training. Sometimes, he";
+ mes "makes me work pretty hard.";
+ mes "In fact, I better get back to work before he gets angry at me!";
+ close;
+ case 2:
+ if (BaseLevel < 60) {
+ mes "[Assistant Beautician]";
+ mes "Me...? Oh no,";
+ mes "no I can't! I mean,";
+ mes "I'd love to but, I'm";
+ mes "still in training and";
+ mes "I can't take responsibility";
+ mes "if I mess up on a little kid!";
+ close;
+ }
+ else if ((Zeny < 250000)) {
+ mes "[Assistant Beautician]";
+ mes "Well... I'm just an";
+ mes "assistant, but I have been";
+ mes "studying hairstyling after";
+ mes "work. If you want, just bring";
+ mes "me 250,000 zeny and I'll try";
+ mes "my best to change your hair~";
+ next;
+ mes "[Assistant Beautician]";
+ mes "I'd appreciate it if you'd";
+ mes "give me this chance! The";
+ mes "boss doesn't think I'm ready";
+ mes "for styling real people yet, so";
+ mes "I haven't had much practice!";
+ next;
+ mes "[Assistant Beautician]";
+ mes "I just know I could";
+ mes "do a good job on your";
+ mes "hair! Just... Just please";
+ mes "understand if I mess up.";
+ mes "It won't be too bad, I promise~";
+ close;
+ }
+ else {
+ mes "[Assistant Beautician]";
+ mes "You're really going to";
+ mes "give me a chance to practice?";
+ mes "Oh, I love you so much! Okay,";
+ mes "I'll need 250,000 zeny to make";
+ mes "up for the material expenses.";
+ mes "Is that okay with you?";
+ next;
+ switch(select("Of course~:On second thought...")) {
+ case 1:
+ mes "[Assistant Beautician]";
+ mes "Great! Now, please";
+ mes "choose a hairstyle";
+ mes "from ''1'' to ''23.''";
+ mes "Um, if you need to";
+ mes "cancel, just enter ''0.''";
+ next;
+ input .@input;
+ if (.@input == 0) {
+ mes "[Assistant Beautician]";
+ mes "Awwww...";
+ mes "I guess you don't";
+ mes "trust me after all...";
+ close;
+ }
+ else if ((.@input < 1) || (.@input > 23)) {
+ mes "[Assistant Beautician]";
+ mes "Huh? I thought I asked";
+ mes "you to enter a number from";
+ mes "''1'' to ''23?'' What did I do";
+ mes "wrong this time? Hmmm...";
+ close;
+ }
+ else {
+ mes "[Assistant Beautician]";
+ mes "So this is the";
+ mes "style you want me";
+ mes "to try to do for you?";
+ if (Sex == 1) {
+ if (.@input < 10)
+ cutin "hair_m_0"+.@input+".BMP",4;
+ else
+ cutin "hair_m_"+.@input+".BMP",4;
+ }
+ else {
+ if (.@input < 10)
+ cutin "hair_f_0"+.@input+".BMP",4;
+ else
+ cutin "hair_f_"+.@input+".BMP",4;
+ }
+ next;
+ switch(select("Yes, let's try it~:Cancel.")) {
+ case 1:
+ break;
+ case 2:
+ mes "[Assistant Beautician]";
+ mes "Oooh, there must";
+ mes "be some style that";
+ mes "you like, right? Hmmm...";
+ close;
+ }
+ }
+ mes "[Assistant Beautician]";
+ mes "Great, you finally";
+ mes "picked one! What, which";
+ mes "one did you pick again?";
+ mes "Ah, I found it, I found it!";
+ mes "Haha! No problem here!";
+ mes "Now it's time to style!";
+ next;
+ nude;
+ mes "[Assistant Beautician]";
+ mes "Bwwwwaaaahhhh!";
+ next;
+ mes "[Assistant Beautician]";
+ mes "Yap! Pwwwaaattt!";
+ next;
+ mes "[Assistant Beautician]";
+ mes "Waaaah!";
+ mes "Oh crap!";
+ mes "Wait, I can...";
+ mes "I can fix this!";
+ next;
+ set .@style_r,rand(1,23);
+ set .@color_r,rand(1,8);
+ mes "[Assistant Beautician]";
+ mes "^333333*Pant Pant Pant*^000000";
+ next;
+ set zeny,zeny-250000;
+ setlook VAR_HEAD,.@style_r;
+ setlook VAR_HEADPALETTE,.@color_r;
+ mes "[Assistant Beautician]";
+ mes "Bwahahaha! Success!";
+ if (.@input == .@style_r) {
+ mes "So... How do you like";
+ mes "your new style? I love it!";
+ }
+ else {
+ mes "Wha...? This isn't what";
+ mes "you wanted? Uh oh... Um...";
+ mes "Well, next time I know I can";
+ mes "do a much better job! Right!";
+ }
+ next;
+ mes "[Assistant Beautician]";
+ mes "Oh, you're such a";
+ mes "sweetheart for helping";
+ mes "me! Thank you for using";
+ mes "my service and come again~";
+ emotion e_kis,"Assistant Beautician#li";
+ close;
+ case 2:
+ mes "[Assistant Beautician]";
+ mes "Huh? Oh no, you're";
+ mes "quitting? Well, I guess";
+ mes "I couldn't trust me to";
+ mes "style my hair either...";
+ mes "You're... You're right.";
+ close;
+ }
+ }
+ case 3:
+ mes "[Assistant Beautician]";
+ mes "Prince Shammi?";
+ mes "He's only a genius when";
+ mes "it comes to hairstyling!";
+ mes "I'm just his apprentice, but";
+ mes "maybe someday, I can be a";
+ mes "force in the fashion world too!";
+ close;
+ }
+}
+
+//===== Old Changelog: =================================
+//= 07/06/05 : Added 1st Version. [Muad_Dib]
+//= Converted to rAthena format by Dr.Evil Fixed typos [Nexon]
+//= 1.1 Removed Duplicates [Silent]
+//============================================================
diff --git a/npc/pre-re/merchants/icecream.txt b/npc/pre-re/merchants/icecream.txt
new file mode 100644
index 000000000..d04dbe08e
--- /dev/null
+++ b/npc/pre-re/merchants/icecream.txt
@@ -0,0 +1,86 @@
+//===== rAthena Script =======================================
+//= Ice Cream Maker
+//===== By: ==================================================
+//= KOOK SWU, Kisuka
+//===== Current Version: =====================================
+//= 1.5
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= A man makes you ice-cream
+//===== Additional Comments: =================================
+//= 1.1 Optimized, changed overlapping coords in Alberta [Lupus]
+//= 1.2 According to the patch, IceCream seller has been removed from Morocc [Lupus]
+//= 1.3 No more label menu and updated to match AEGIS script. [Kisuka]
+//= 1.4 Duplicates now spawn from floating NPCs. [L0ne_W0lf]
+//= 1.5 Fixed small checkweight issue. [Kisuka]
+//============================================================
+
+- script Ice Cream Maker::IceCreamer -1,{
+ mes "[Ice Cream Maker]";
+ mes "Fresh Ice Cream made with snow from Lutie!";
+ mes "Enjoy it now, it won't be on sale for long!";
+ mes "^3355FF100 Zeny^000000 Ice Cream,";
+ mes "Ice Cream!";
+ next;
+ if(select("Gimme Ice Cream!:Cancel Trade") == 2) {
+ mes "Are you sure you don't want any?";
+ mes "I won't be selling it for long,";
+ mes "and once I run out,";
+ mes "there won't be any more!!!";
+ close;
+ }
+ mes "[Ice Cream Maker]";
+ mes "Fresh Ice Cream made with snow from Lutie!";
+ mes "Everyone wants our delicious ice cream, ";
+ mes "but we have a limited amount,";
+ mes "so you can only purchase 5 at a time!!";
+ next;
+ while(1) {
+ input .@input;
+ if(.@input < 1) {
+ mes "[Ice Cream Maker]";
+ mes "If you don't want to buy any,";
+ mes "could you please let the next customer";
+ mes "make a purchase?";
+ mes "Thank you.";
+ close;
+ }
+ if(.@input > 5) {
+ mes "[Ice Cream Maker]";
+ mes "Ouch";
+ mes "You expect too much.";
+ mes "Dear customer,";
+ mes "If you eat more than 5 Ice creams,";
+ mes "If you might haveto make a lot of trips";
+ mes "to the bathroom tonight.";
+ next;
+ }
+ }
+ if(Zeny<.@input*100) {
+ mes "[Ice Cream Maker]";
+ mes "Dear customer, your wallet seems to be light.";
+ mes "Price is ^3355FF100 Zeny^000000 per ice cream.";
+ close;
+ }
+ if(checkweight(536,.@input) == 0) {
+ mes "[Ice Cream Maker]";
+ mes "Dear customer,you look like you're carrying a lot.";
+ mes "Ice Cream is fine,";
+ mes "but you must consider your weight";
+ mes "before making a purchase.";
+ close;
+ }
+ set Zeny,Zeny-100*.@input;
+ getitem 536,.@input; // Ice_Cream
+ close;
+}
+
+// Alberta
+alberta,120,45,2 duplicate(IceCreamer) Ice Cream Maker#1 85
+
+// Morroc Field
+moc_fild16,88,304,4 duplicate(IceCreamer) Ice Cream Maker#2 85
+
+// Morroc
+//morocc,160,144,4 duplicate(IceCreamer) Ice Cream Maker#3 85
diff --git a/npc/pre-re/merchants/inn.txt b/npc/pre-re/merchants/inn.txt
new file mode 100644
index 000000000..8c366d783
--- /dev/null
+++ b/npc/pre-re/merchants/inn.txt
@@ -0,0 +1,279 @@
+//===== rAthena Script =======================================
+//= Inn Npcs
+//===== By: ==================================================
+//= Darkchild (1.1)
+//= Playtester (1.2)
+//===== Current Version: =====================================
+//= 3.0a
+//===== Compatible With: =====================================
+//= rAthena 1.0+
+//===== Description: =========================================
+//= Inn Npcs, Save and Heal
+//============================================================
+//= variables:
+//= arg0 - name of npc
+//= arg1 - name of the inn
+//= arg2 - map to save at
+//= arg3, arg4 - x and y cord. to save at
+//= @cost - cost of renting a room
+//===== Additional Comments: =================================
+//= 1.1 Blind Effect By Kobra_k88 (Taken from his old script)
+//= I added it to all of them though [Darkchild]
+//= 1.1a Minor bug fixes and optimizations. Switched from @variables
+//= to arguments.[kobra_k88]
+//= 1.2 Rewrote inn script [Playtester]
+//= 1.3 Added (finally) Rachel Inn Maid. Official warp
+//= and save points[erKURITA]
+//= 1.4 Added Hugel inn [erKurita]
+//= 1.5 Added "end;" after warping the player. [L0ne_W0lf]
+//= - Small corrections to the prontera Inns.
+//= - Removed the Cancel dialog.
+//= 1.6 More fixes, changed progression of "Rest"ing.
+//= - Corrected Morroc NPCs. [L0ne_W0lf]
+//= 1.7 Corrected Payon NPC. [L0ne_W0lf]
+//= 1.8 Corrected Geffen NPC. [L0ne_W0lf]
+//= 1.9 Added the Inn for Al De baran. [L0ne_W0lf]
+//= 2.0 Added Inn for the Town of Veins. [L0ne_W0lf]
+//= 2.1 Corrected NPC names to fall within proper restrictions. [L0ne_W0lf]
+//= 2.1a Corrected a little Typo error. (bugreport:536 & 537) [Samuray22]
+//= 2.2 Small update to Vein's Inn Master. [L0ne_W0lf]
+//= 2.3 Added Lighthalzen Inn from Lighthalzen town file. [L0ne_W0lf]
+//= 2.4 Fixed Inn Employee#Ahlma warping to same destination as save point, bugreport: 191.
+//= 2.5 Added Moskovia Gostinitsa (Inn) from jA
+//= 2.6 Updated Alberta inn to official. [L0ne_W0lf]
+//= 2.7 Removed Morroc Inns as per episode 12.1. [L0ne_W0lf]
+//= 2.8 Removed Moscovia Inn; Its in quests/quest_moscovia.txt [Kisuka]
+//= 2.9 Added switch menus, updated to match AEGIS scripts. [Kisuka]
+//= 3.0 Added Brasilis inn receptionist. [L0ne_W0lf]
+//= 3.0a Updated dialog for Brasilis inn. [L0ne_W0lf]
+//============================================================
+
+
+//======================== Prontera ===================================
+// West Side Inn -------------------
+prt_in,244,135,2 script Inn Employee#Sammy 53,{
+
+ callfunc "F_InnMaid","[Employee Sammy]","Nenkaras","prt_in",238,130;
+ warp "prt_in",247,104; end;
+}
+// East Side Inn ------------------
+prt_in,61,141,2 script Inn Employee#Ahlma 53,{
+
+ callfunc "F_InnMaid","[Employee Ahlma]","Nenkaras","prt_in",64,136;
+ warp "prt_in",60,166; end;
+}
+
+//======================== Alberta ====================================
+alberta_in,32,142,3 script Inn Employee#Jennie 53,{
+
+ callfunc "F_InnMaid","[Employee Jennie]","'Fisherman Inn'!","alberta_in",26,142;
+ warp "alberta_in",18,188; end;
+}
+
+//====================== Geffen ======================================
+geffen_in,70,64,5 script Inn Employee#Cena 53,{
+
+ callfunc "F_InnMaid","[Employee Cena]","'Ifrit,' the only Inn in the city of Geffen.","geffen_in",70,59;
+ warp "geffen_in",31,31; end;
+}
+
+//======================= Payon ======================================
+payon_in01,132,62,5 script Inn Employee#Ahee 53,{
+
+ callfunc "F_InnMaid","[Employee Ahee]","Payon Inn","payon_in01",136,61;
+ warp "payon_in01",132,11; end;
+}
+
+//======================== Morocc ====================================
+// North East --------------------------
+/*
+morocc_in,147,141,3 script Inn Employee#Hasna 53,{
+
+ callfunc "F_InnMaid","[Employee Hasna]","Morroc Inn","morocc_in",142,140;
+ warp "morocc_in",173,135; end;
+}
+// South --------------------------------
+morocc_in,80,100,5 script Inn Employee#Manar 53,{
+
+ callfunc "F_InnMaid","[Employee Manar]","Morroc Inn","morocc_in",78,95;
+ warp "morocc_in",79,123; end;
+}
+*/
+
+//====================== Aldebaran ===================================
+aldeba_in,92,58,5 script Inn Maid#Rilim 53,{
+
+ callfunc "F_InnMaid","[Rilim]","Al De Baran Inn","aldeba_in",92,50;
+ warp "aldeba_in",92,112; end;
+}
+
+//======================== Rachel ====================================
+ra_in01,376,69,4 script Inn Keeper#Annie 931,{
+
+ callfunc "F_InnMaid","[Annie]","Rachel Inn","ra_in01",375,58;
+ warp "ra_in01",384,128; end;
+}
+
+//====================== Lighthalzen =================================
+lhz_in02,230,284,4 script Hotel Employee#01 86,{
+ mes "[Hotel Employee]";
+ mes "Welcome to";
+ mes "the Royal Dragon,";
+ mes "where you can find the";
+ mes "finest accomodations";
+ mes "and the best service.";
+ next;
+ switch(select("Save Point:Rest - 5,000 zeny:Cancel")) {
+ case 1:
+ savepoint "lhz_in02",209,275;
+ mes "[Hotel Employee]";
+ mes "Thank you, your";
+ mes "Respawn Point has";
+ mes "been saved here in";
+ mes "the Royal Dragon.";
+ close;
+ case 2:
+ if(Zeny < 5000) {
+ mes "[Hotel Employee]";
+ mes "I'm sorry, but";
+ mes "you need 5,000 zeny";
+ mes "in order to check in.";
+ close;
+ }
+ set Zeny,Zeny - 5000;
+ mes "[Hotel Employee]";
+ mes "Thank you~";
+ mes "I hope you enjoy";
+ mes "your stay in the";
+ mes "Royal Dragon.";
+ close2;
+ warp "lhz_in02",219,150;
+ percentheal 100,100;
+ sc_start SC_BLESSING,240000,10;
+ skilleffect AL_BLESSING,0;
+ end;
+ case 3:
+ mes "[Hotel Employee]";
+ mes "Thank you and";
+ mes "have a nice day.";
+ close;
+ }
+}
+
+//======================== Hugel ====================================
+hu_in01,246,107,3 script Inn Maid#Receptionist 53,{
+
+ callfunc "F_InnMaid","[Receptionist]","Hugel Inn","hu_in01",263,95;
+ warp "hu_in01",267,5; end;
+}
+
+//======================== Veins ====================================
+ve_in,157,219,5 script Inn Master#Receptionist 709,{
+ mes "[Inn Master]";
+ mes "Good day~";
+ mes "Welcome to the";
+ mes "most comfortable";
+ mes "inn here in Veins~";
+ next;
+ switch(select("Save:Take a Rest -> 5000 zeny:Quit")) {
+ case 1:
+ mes "[Inn Master]";
+ mes "Your Respawn Point";
+ mes "has been saved in Veins.";
+ mes "Enjoy your stay in town~";
+ savepoint "ve_in",157,209;
+ close;
+ case 2:
+ mes "[Inn Master]";
+ if(Zeny < 5000){
+ mes "I'm sorry, but I don't";
+ mes "think you have enough";
+ mes "money to check in. The";
+ mes "service charge is 5,000 zeny.";
+ close;
+ }
+ mes "Enjoy your stay~";
+ close2;
+ set Zeny,Zeny - 5000;
+ percentheal 100,100;
+ warp "ve_in",184,228;
+ end;
+ case 3:
+ mes "[Inn Master]";
+ mes "Please come again.";
+ close;
+ }
+}
+
+//======================== Brasilis =================================
+bra_in01,27,24,3 script Hotel Keeper#bra1 478,{
+ mes "[Hotel Keeper]";
+ mes "Welcome to the beautiful Brasilis Hotel.";
+ next;
+ switch(select("Save:Rest -5000 zeny")) {
+ case 1:
+ mes "[Hotel Keeper]";
+ mes "Do you want to save here at the Brasilis Hotel?";
+ next;
+ switch(select("No thank you.:Absolutely.")) {
+ case 1:
+ mes "[Hotel Keeper]";
+ mes "Ok then, enjoy your stay.";
+ close;
+ case 2:
+ mes "[Hotel Keeper]";
+ mes "Your respawn has been saved here at the hotel. I hope that you enjoy your stay here in Brasilis.";
+ savepoint "bra_in01",144,69;
+ close;
+ }
+ case 2:
+ if (Zeny > 4999) {
+ mes "[Hotel Keeper]";
+ mes "I will show you a great room.";
+ close2;
+ set zeny,zeny-5000;
+ percentheal 100,100;
+ warp "bra_in01",144,69;
+ end;
+ }
+ else {
+ mes "[Hotel Keeper]";
+ mes "I'm sorry, but the service charge is 5,000 zeny per night.";
+ close;
+ }
+ }
+}
+
+//======================= Inn Function ==============================
+function script F_InnMaid {
+ mes getarg(0);
+ mes "Welcome to";
+ mes getarg(1) + ".";
+ mes "How may I help you?";
+ next;
+ switch(select("Save:Take a Rest -> 5000 zeny:Cancel")) {
+ case 1:
+ mes getarg(0);
+ mes "Your respawn point";
+ mes "has been saved.";
+ mes "Thank you,";
+ mes "please come again.";
+ savepoint getarg(2),getarg(3),getarg(4);
+ close;
+ case 2:
+ mes getarg(0);
+ if(Zeny < 5000){
+ mes "I'm sorry, but the service charge is 5,000 zeny. Please make sure that you have enough money to check in next time, okay?";
+ close;
+ }
+ mes "Thank you.";
+ mes "I hope you";
+ mes "enjoy your rest~";
+ close2;
+ set Zeny,Zeny - 5000;
+ percentheal 100,100;
+ return;
+ case 3:
+ close;
+ }
+}
diff --git a/npc/pre-re/merchants/kunai_maker.txt b/npc/pre-re/merchants/kunai_maker.txt
new file mode 100644
index 000000000..ab630f72c
--- /dev/null
+++ b/npc/pre-re/merchants/kunai_maker.txt
@@ -0,0 +1,103 @@
+//===== rAthena Script =======================================
+//= Kunai Merchant Kashin
+//===== By: ==================================================
+//= rAthena dev team
+//===== Current Version: =====================================
+//= 1.3
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= Trades a few shurikens + ninja stones for elemental kunai.
+//===== Additional Comments: =================================
+//= 1.0 Added the npc. It uses a function that sends the item
+//= id of the 2 required items plus the amount. Can trade
+//= up to 500 units (5,000 kunais) at once. [erKURITA]
+//= 1.1 Officialized script [Playtester]
+//= 1.2a Optimized/cleaned up a bit [ultramage]
+//= 1.3 Updated to match AEGIS script. [Kisuka]
+//============================================================
+
+que_ng,72,29,3 script Kunai Merchant Kashin 83,{
+ if(BaseJob == Job_Ninja) {
+ mes "[Kashin]";
+ mes "I am Kashin, distributor";
+ mes "of Kunai for Ninjas. Take";
+ mes "a look around and let me";
+ mes "know if you're interested";
+ mes "in any of my wares.";
+ next;
+ switch(select("10 Fell Poison Kunai:10 Icicle Kunai:10 High Wind Kunai:10 Black Earth Kunai:10 Heat Wave Kunai:Cancel")) {
+ case 1: callfunc "Kunai_Trade",13250,20,7524,1,13259; break;
+ case 2: callfunc "Kunai_Trade",13251,8,7522,2,13255; break;
+ case 3: callfunc "Kunai_Trade",13252,4,7523,2,13257; break;
+ case 4: callfunc "Kunai_Trade",13253,2,7524,1,13256; break;
+ case 5: callfunc "Kunai_Trade",13254,1,7521,2,13258; break;
+ case 6:
+ mes "[Kashin]";
+ mes "Well then, thank you";
+ mes "for visiting my shop.";
+ mes "Please come to me when";
+ mes "you need to buy some";
+ mes "Kunais. Goodbye for now~";
+ close;
+ }
+ }
+ mes "[Kashin]";
+ mes "I am Kashin, distributor";
+ mes "of Kunai for Ninjas. If you";
+ mes "have any friends that are";
+ mes "Ninjas, then you might";
+ mes "want to tell them about me.";
+ close;
+}
+
+function script Kunai_Trade {
+ mes "[Kashin]";
+ mes "You can exchange";
+ mes ""+getarg(1)+" "+getitemname(getarg(0))+" and";
+ mes ""+getarg(3)+" "+getitemname(getarg(2))+" for every";
+ mes "set of 10 "+getitemname(getarg(4))+".";
+ next;
+ mes "[Kashin]";
+ mes "I can only give you a maximum of 500 sets of Kunais at a time.";
+ mes "If you want to cancel the trade, then please enter ''0.'' How many";
+ mes "Kunai sets would you like?";
+ next;
+ input .@amount;
+ if(.@amount < 1 || .@amount > 500) {
+ mes "[Kashin]";
+ mes "Eh? I'm sorry, but";
+ mes "I can't give you that";
+ mes "many Kunai sets. Please";
+ mes "enter a value less than 500.";
+ close;
+ }
+ if(countitem(getarg(0)) < .@amount*getarg(1) || countitem(getarg(2)) < .@amount*getarg(3)) {
+ mes "[Kashin]";
+ mes "Hmm, you don't have";
+ mes "enough items for this";
+ mes "Kunai exchange. Please";
+ mes "check your items again.";
+ close;
+ }
+ if(checkweight(getarg(4), .@amount*10) == 0) {
+ mes "[Kashin]";
+ mes "Hmm, it seems like your";
+ mes "Inventory doesn't have";
+ mes "enough space to store";
+ mes "more items. You better";
+ mes "free up some space first.";
+ close;
+ }
+ mes "[Kashin]";
+ mes "Great, everything is in";
+ mes "order, so let's go ahead";
+ mes "and complete this trade.";
+ mes "I'm sure that you'll be";
+ mes "quite satisfied with";
+ mes "these Kunais.";
+ delitem getarg(0),getarg(1)*.@amount;
+ delitem getarg(2),getarg(3)*.@amount;
+ getitem getarg(4),10*.@amount;
+ close;
+}
diff --git a/npc/pre-re/merchants/manuk.txt b/npc/pre-re/merchants/manuk.txt
new file mode 100644
index 000000000..9500a7eb2
--- /dev/null
+++ b/npc/pre-re/merchants/manuk.txt
@@ -0,0 +1,68 @@
+//===== rAthena Script =======================================
+//= Manuk Merchant
+//===== By: ==================================================
+//= rAthena Dev Team
+//===== Current Version: =====================================
+//= 1.2
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Manuk coin redemption NPC.
+//===== Additional Comments: =================================
+//= 1.0 First version
+//= 1.1 Fixed checkweight. [Gepard]
+//= 1.2 Optimized. [Euphy]
+//============================================================
+
+man_in01,286,16,1 script Merchant of Manuk 454,{
+ mes "[Merchant of Manuk]";
+ if ((isequipped(2782) == 1) && (ep13_2_rhea == 100)) {
+ if (!checkweight(1201,1)) {
+ mes "It looks like you're carrying too many things.";
+ mes "Why not put some of your items in storage and come back?";
+ close;
+ }
+ mes "Hello.";
+ mes "What are you looking for?";
+ next;
+ setarray .@Items[2],12342,12343,12348;
+ set .@i, select("View item description:Manuk's Opportunity:Manuk's Courage:Manuk's Faith:Cancel");
+ mes "[Merchant of Manuk]";
+ if (.@i == 1) {
+ mes "Here are the item descriptions.";
+ close2;
+ ReadBook 11019,1;
+ end;
+ }
+ else if (.@i < 5) {
+ mes "I can sell you 3 "+getitemname(.@Items[.@i])+" for^3131FF 1 coin^000000.";
+ next;
+ switch(select("Purchase:Do not purchase")) {
+ case 1:
+ if (countitem(6080)) {
+ mes "[Merchant of Manuk]";
+ mes "Thank you for coming.";
+ delitem 6080,1;
+ getitem .@Items[.@i],3;
+ close;
+ }
+ else {
+ mes "[Merchant of Manuk]";
+ mes "You don't have enough coins.";
+ close;
+ }
+ case 2:
+ mes "[Merchant of Manuk]";
+ break;
+ }
+ }
+ mes "Come again if you change your mind.";
+ close;
+ }
+ else {
+ mes "Rtt od d";
+ mes "Qwo hd is d irr";
+ close;
+ }
+} \ No newline at end of file
diff --git a/npc/pre-re/merchants/milk_trader.txt b/npc/pre-re/merchants/milk_trader.txt
new file mode 100644
index 000000000..7e7da5c3f
--- /dev/null
+++ b/npc/pre-re/merchants/milk_trader.txt
@@ -0,0 +1,80 @@
+//===== rAthena Script =======================================
+//= Milk Trader
+//===== By: ==================================================
+//= kobra_k88; L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.5
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Trades bottles for milk
+//===== Additional Comments: =================================
+//= Fully working
+//= 1.1 Negative input bug fixed [Lupus]
+//= 1.2 Raised the price to close zeny exploit [Lupus]
+//= 1.2a Switched to Lupus's "loopless" technique.[kobra_k88]
+//= 1.3 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
+//= 1.4 Implemented checkweight. [L0ne_W0lf]
+//= 1.5 Fixed missed variable. (bugreport:1523) [L0ne_W0lf]
+//============================================================
+
+prontera,73,140,0 script Milk Vendor 86,{
+ if (checkweight(1201,1) == 0) {
+ mes "^3355FFJust a minute!";
+ mes "I can't offer any of my";
+ mes "services to you because";
+ mes "you're carrying too much";
+ mes "stuff. Put your extra items in";
+ mes "Kafra Storage and come again~";
+ close;
+ }
+ mes "[Milk Vendor]";
+ mes "Hey, hey...";
+ mes "If you bring me";
+ mes "1 Empty Bottle and";
+ mes "15 Zeny, I'll exchange";
+ mes "them for 1 Milk. How";
+ mes "does that sound?";
+ next;
+ if (select("Exchange all empty bottles.:Cancel") == 1) {
+ if (countitem(713) <= 0) {
+ mes "[Milk Vendor]";
+ mes "Hey...";
+ mes "You don't have";
+ mes "any Empty Bottles.";
+ mes "I can't really give you";
+ mes "this milk any other";
+ mes "way, you know...";
+ close;
+ }
+ set .@bottles,countitem(713);
+ set .@total_weight,.@bottles * 50;
+ set .@total_cost,.@bottles * 15;
+ if (zeny < .@Total_cost) {
+ mes "[Milk Vendor]";
+ mes "Oh, whoa~!";
+ mes "You don't have enough";
+ mes "zeny to exchange all";
+ mes "these Empty Bottles for";
+ mes "Milk. You need to have";
+ mes "at least " + .@total_cost + " zeny.";
+ close;
+ }
+ if ((maxweight-weight) < .@total_weight) {
+ mes "[Milk Vendor]";
+ mes "Hmm...";
+ mes "Would you make";
+ mes "a little more room";
+ mes "in your inventory";
+ mes "before I give you";
+ mes "all of this milk?";
+ close;
+ }
+ set zeny,zeny-.@total_cost;
+ delitem 713,.@bottles; //Empty Bottles
+ getitem 519,.@bottles; //Milk
+ close;
+ }
+ close;
+}
diff --git a/npc/pre-re/merchants/novice_exchange.txt b/npc/pre-re/merchants/novice_exchange.txt
new file mode 100644
index 000000000..61049f805
--- /dev/null
+++ b/npc/pre-re/merchants/novice_exchange.txt
@@ -0,0 +1,394 @@
+//===== rAthena Script =======================================
+//= Novice Goods Exchanger
+//===== By: ==================================================
+//= ???, rAthena Team
+//===== Current Version: =====================================
+//= 1.4
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis COnversion]
+//= Exchanges your Basic Monster drops for Red Potions.
+//===== Additional Comments: =================================
+//= 1.2 Rescripted to Aegis 10.standards. [L0ne_W0lf[
+//= Made it easier to add new items to exhange list
+//= meaning only the exchange is done in a function now.
+//= 1.3 Fixed dialog mix-up in function. [L0ne_W0lf]
+//= 1.4 Added checkweight, and input min/max values. [L0ne_W0lf]
+//============================================================
+
+prontera,123,102,5 script Merchant#pron 85,{
+ set .@now_weight,MaxWeight-Weight;
+ if (.@now_weight < 6301 || checkweight(1201,1) == 0) {
+ mes "[Merchant]";
+ mes "Haha!";
+ mes "What are you, superhuman?";
+ mes "You're carrying so much stuff!";
+ mes "You better put some of that";
+ mes "into Kafra Storage~";
+ close;
+ }
+ mes "[Merchant]";
+ mes "Good day!";
+ mes "Have you collected any";
+ mes "items like Shells or Fluff?";
+ mes "What about Jellopies? Oh yeah,";
+ mes "I need those for something.";
+ next;
+ mes "[Merchant]";
+ mes "Of course, I won't ask you";
+ mes "to give me that stuff for free. What about if I trade a Red Potion for 5 Shells, 10 Fluff,";
+ mes "or 10 Jellopies?";
+ next;
+ switch(select("Sure!:I think it's a rip-off!:No, thanks.")) {
+ case 1:
+ mes "[Merchant]";
+ mes "So which item do";
+ mes "you want to bring me?";
+ mes "Shells, Fluffs, or Jellopies?";
+ next;
+ switch(select("Shells:Jellopies:Fluff:Cancel")) {
+ case 1: callfunc "F_PotExchange",935,5;
+ case 2: callfunc "F_PotExchange",909,10;
+ case 3: callfunc "F_PotExchange",914,10;
+ case 4:
+ mes "[Merchant]";
+ mes "Sure~";
+ mes "No problem.";
+ close;
+ }
+ case 2:
+ mes "[Merchant]";
+ mes "A rip-off...?";
+ mes "If you check the market value";
+ mes "of the items being traded, I'm actually the one getting";
+ mes "ripped off here.";
+ close;
+ case 3:
+ mes "[Merchant]";
+ mes "Alright,";
+ mes "no problem.";
+ mes "But come back to me";
+ mes "if you change your mind.";
+ close;
+ }
+}
+
+morocc,180,259,3 script Merchant#morroc 85,{
+ set .@now_weight,MaxWeight-Weight;
+ if (.@now_weight < 6301 || checkweight(1201,1) == 0) {
+ mes "[Merchant]";
+ mes "Haha!";
+ mes "What are you, superhuman?";
+ mes "You're carrying so much stuff!";
+ mes "You better put some of that";
+ mes "into Kafra Storage~";
+ close;
+ }
+ mes "[Merchant]";
+ mes "Good day!";
+ mes "Have you collected any";
+ mes "Shells or Feathers of Bird?";
+ mes "What about Jellopies? Oh yeah,";
+ mes "I need those for something.";
+ next;
+ mes "[Merchant]";
+ mes "Of course, I won't ask you";
+ mes "to give me that stuff for free. What about if I trade a Red Potion for 5 Shells, 7 Feathers of Bird";
+ mes "or 10 Jellopies?";
+ next;
+ switch(select("Sure!:I think it's a rip-off!:No, thanks.")) {
+ case 1:
+ mes "[Merchant]";
+ mes "So which item do";
+ mes "you want to bring me?";
+ mes "Shells, Feathers of Birds,";
+ mes "or Jellopies?";
+ next;
+ switch(select("Shells:Feathers of Birds:Jellopies:Cancel")) {
+ case 1: callfunc "F_PotExchange",935,5;
+ case 2: callfunc "F_PotExchange",916,7;
+ case 3: callfunc "F_PotExchange",909,10;
+ case 4:
+ mes "[Merchant]";
+ mes "Sure~";
+ mes "No problem.";
+ close;
+ }
+ case 2:
+ mes "[Merchant]";
+ mes "A rip-off...?";
+ mes "If you check the market value";
+ mes "of the items being traded, I'm actually the one getting";
+ mes "ripped off here.";
+ close;
+ case 3:
+ mes "[Merchant]";
+ mes "Alright,";
+ mes "no problem.";
+ mes "But come back to me";
+ mes "if you change your mind.";
+ close;
+ }
+}
+
+payon,200,134,5 script Merchant#pay 85,{
+ set .@now_weight,MaxWeight-Weight;
+ if (.@now_weight < 6301 || checkweight(1201,1) == 0) {
+ mes "[Merchant]";
+ mes "Haha!";
+ mes "What are you, superhuman?";
+ mes "You're carrying so much stuff!";
+ mes "You better put some of that";
+ mes "into Kafra Storage~";
+ close;
+ }
+ mes "[Merchant]";
+ mes "Good day!";
+ mes "Have you collected";
+ mes "items like Tree Roots?";
+ mes "What about Jellopies? Oh yeah,";
+ mes "I need those for something.";
+ next;
+ mes "[Merchant]";
+ mes "Of course, I won't ask you";
+ mes "to give me that stuff for free. What about if I trade a Red Potion for 6 Tree Roots or 10 Jellopies?";
+ next;
+ switch(select("Sure!:I think it's a rip-off!:No, thanks.")) {
+ case 1:
+ mes "[Merchant]";
+ mes "So which item do";
+ mes "you want to bring me?";
+ mes "Tree Roots, or Jellopies?";
+ next;
+ switch(select("Tree Roots:Jellopies:Cancel")) {
+ case 1: callfunc "F_PotExchange",902,6;
+ case 2: callfunc "F_PotExchange",909,10;
+ case 3:
+ mes "[Merchant]";
+ mes "Sure~";
+ mes "No problem.";
+ close;
+ }
+ case 2:
+ mes "[Merchant]";
+ mes "A rip-off...?";
+ mes "If you check the market value";
+ mes "of the items being traded, I'm actually the one getting";
+ mes "ripped off here.";
+ close;
+ case 3:
+ mes "[Merchant]";
+ mes "Alright,";
+ mes "no problem.";
+ mes "But come back to me";
+ mes "if you change your mind.";
+ close;
+ }
+}
+
+aldebaran,152,63,5 script Merchant#alde 85,{
+ set .@now_weight,MaxWeight-Weight;
+ if (.@now_weight < 6301 || checkweight(1201,1) == 0) {
+ mes "[Merchant]";
+ mes "Haha!";
+ mes "What are you, superhuman?";
+ mes "You're carrying so much stuff!";
+ mes "You better put some of that";
+ mes "into Kafra Storage~";
+ close;
+ }
+ mes "[Merchant]";
+ mes "Good day!";
+ mes "Have you collected any";
+ mes "Worm Peelings or Feather of Birds?";
+ mes "How about Jellopies? Oh yeah,";
+ mes "I need those for something.";
+ next;
+ mes "[Merchant]";
+ mes "Of course, I won't ask you";
+ mes "to give me that stuff for free. What about if I trade a Red Potion for 1 Worm Peeling, 7 Feather of Birds, or 10 Jellopies?";
+ next;
+ switch(select("Sure!:I think it's a rip-off!:No, thanks.")) {
+ case 1:
+ mes "[Merchant]";
+ mes "So which item do";
+ mes "you want to bring me?";
+ mes "Feathers of Birds?";
+ mes "Worm Peelings?";
+ mes "Or Jellopies?";
+ next;
+ switch(select("Worm Peelings:Feathers of Birds:Jellopies:Cancel")) {
+ case 1: callfunc "F_PotExchange",955,1;
+ case 2: callfunc "F_PotExchange",916,7;
+ case 3: callfunc "F_PotExchange",909,10;
+ case 4:
+ mes "[Merchant]";
+ mes "Sure~";
+ mes "No problem.";
+ close;
+ }
+ case 2:
+ mes "[Merchant]";
+ mes "A rip-off...?";
+ mes "If you check the market value";
+ mes "of the items being traded, I'm actually the one getting";
+ mes "ripped off here.";
+ close;
+ case 3:
+ mes "[Merchant]";
+ mes "Alright,";
+ mes "no problem.";
+ mes "But come back to me";
+ mes "if you change your mind.";
+ close;
+ }
+}
+
+geffen,173,88,5 script Merchant#geff 85,{
+ set .@now_weight,MaxWeight-Weight;
+ if (.@now_weight < 6301 || checkweight(1201,1) == 0) {
+ mes "[Merchant]";
+ mes "Haha!";
+ mes "What are you, superhuman?";
+ mes "You're carrying so much stuff!";
+ mes "You better put some of that";
+ mes "into Kafra Storage~";
+ close;
+ }
+ mes "[Merchant]";
+ mes "Good day!";
+ mes "Have you collected any";
+ mes "items like Shells or Chrysalises?";
+ mes "What about Jellopies? Oh yeah,";
+ mes "I need those for something.";
+ next;
+ mes "[Merchant]";
+ mes "Of course, I won't ask you";
+ mes "to give me that stuff for free. What about if I trade a Red Potion for 5 Shells or 6 Chrysalises, or 10 Jellopies?";
+ next;
+ switch(select("Sure!:I think it's a rip-off!:No, thanks.")) {
+ case 1:
+ mes "[Merchant]";
+ mes "So which item do";
+ mes "you want to bring me?";
+ mes "Shells, Chrysalises, or Jellopies?";
+ next;
+ switch(select("Shells:Chrysalises:Jellopies:Cancel")) {
+ case 1: callfunc "F_PotExchange",935,5;
+ case 2: callfunc "F_PotExchange",915,6;
+ case 3: callfunc "F_PotExchange",909,10;
+ case 4:
+ mes "[Merchant]";
+ mes "Sure~";
+ mes "No problem.";
+ close;
+ }
+ case 2:
+ mes "[Merchant]";
+ mes "A rip-off...?";
+ mes "If you check the market value";
+ mes "of the items being traded, I'm actually the one getting";
+ mes "ripped off here.";
+ close;
+ case 3:
+ mes "[Merchant]";
+ mes "Alright,";
+ mes "no problem.";
+ mes "But come back to me";
+ mes "if you change your mind.";
+ close;
+ }
+}
+
+function script F_PotExchange {
+ if (countitem(getarg(0)) < getarg(1)) {
+ mes "[Merchant]";
+ mes "Hey, where are";
+ mes "all those "+getitemname(getarg(0))+"";
+ mes "that you promised?";
+ mes "Give me "+getitemname(getarg(0))+"!";
+ close;
+ }
+ else {
+ mes "[Merchant]";
+ mes "Okay, let me check";
+ mes "how many "+getitemname(getarg(0))+" you";
+ mes "have on you. Hmm...";
+ next;
+ mes "[Merchant]";
+ mes "You have";
+ mes "a total of " + countitem(getarg(0)) + " "+getitemname(getarg(0))+".";
+ mes "I can give you a total";
+ mes "of " + (countitem(getarg(0))/getarg(1)) + " Red Potions for those.";
+ next;
+ mes "[Merchant]";
+ mes "What do you say?";
+ mes "Do we have a deal?";
+ next;
+ if (select("Deal.:No deal.") == 1) {
+ mes "[Merchant]";
+ mes "You know the exact";
+ mes "number of Red Potions";
+ mes "you want to receive for";
+ mes "those "+getitemname(getarg(0))+", don't you?";
+ next;
+ mes "[Merchant]";
+ mes "Now, I can trade you";
+ mes "a minimum of 1 Red Potion";
+ mes "and a maximum of 100 Red Potions";
+ mes "at one time. If you change your";
+ mes "mind, just enter '0' to cancel.";
+ next;
+ while(1) {
+ input .@input,0,101;
+ if (.@input == 0) {
+ mes "[Merchant]";
+ mes "What...?";
+ mes "Why the hell do you";
+ mes "even bother to talk to me?";
+ mes "Pretty indecisive, aren't you?";
+ close;
+ }
+ else if (.@input > 100) {
+ mes "[Merchant]";
+ mes "I can't give you more";
+ mes "than 100 Red Potions";
+ mes "at once. Let's try";
+ mes "this again.";
+ next;
+ }
+ else {
+ break;
+ }
+ }
+ set .@put_out_item,.@input * getarg(1);
+ if (countitem(getarg(0)) < .@put_out_item) {
+ mes "[Merchant]";
+ mes "Uh oh, the number you entered doesn't seem right. You better check the number of Red Potions that you can trade for again.";
+ close;
+ }
+ mes "[Merchant]";
+ mes "There you go!";
+ mes "Check how many Red Potions";
+ mes "I've given you, it should be good. Thanks, that was a good deal~";
+ delitem getarg(0),.@put_out_item; //Shell
+ getitem 501,.@input; //Red_Potion
+ close;
+ }
+ mes "[Merchant]";
+ mes "Huh~";
+ mes "Alright.";
+ mes "Though aren't";
+ mes "Red Potions more useful";
+ mes "to an adventurer like you?";
+ close;
+ }
+}
+
+//============================================================
+// Old changelog
+//============================================================
+//= 1.1 Made it as a function. U can add your own Merchs [Lupus]
+//= 1.1a Fixed item select [KarLaeda]
+//============================================================
diff --git a/npc/pre-re/merchants/old_pharmacist.txt b/npc/pre-re/merchants/old_pharmacist.txt
new file mode 100644
index 000000000..ba00b8f4d
--- /dev/null
+++ b/npc/pre-re/merchants/old_pharmacist.txt
@@ -0,0 +1,262 @@
+//===== rAthena Script =======================================
+//= Old Pharmacist
+//===== By: ==================================================
+//= DZeroX
+//===== Current Version: =====================================
+//= 1.4
+//===== Compatible With: =====================================
+//= rAthena SVN Trunk
+//===== Description: =========================================
+//= Trade in items for potions
+//===============================
+//= Breakdown of arguments used
+//= arg(0): Herb required.
+//= arg(1): Zeny cost.
+//= arg(2): Potion given.
+//===== Additional Comments: =================================
+//= 1.0 - Fully working. [DZeroX]
+//= 1.0a - Minor fixes [Lupus]
+//= 1.1 - Added changed the dialogs and name to fit the
+//= the official information. [DZeroX]
+//= 1.1a Removed .GATs [Lupus]
+//= 1.1b Fixed a bug in Orange Potion creating. Copy&Pasting = bad. [L0ne_W0lf]
+//= 1.2 Added checkweight, and input min/max values. [L0ne_W0lf]
+//= 1.3 Fixed minor condition check bug. (bugreport:597) [L0ne_W0lf]
+//= 1.4 Updated to match AEGIS script. [Kisuka]
+//============================================================
+
+alberta_in,16,28,4 script Pharmacist 61,{
+ if (checkweight(1201,1) == 0) {
+ mes "- Wait a moment! -";
+ mes "- Currently you're carrying -";
+ mes "- too many items with you. -";
+ mes "- Please come back later -";
+ mes "- after you put some items into kafra storage. -";
+ close;
+ }
+ mes "[Old Pharmacist]";
+ mes "Ummmm...";
+ mes "What brings you here...?";
+ switch(select("Make Potion","Talk.","Mixing Information","Cancel")) {
+ case 1:
+ next;
+ set .@weight,MaxWeight-Weight;
+ if ((.@weight) < 5000) {
+ mes "[Old Pharmacist]";
+ mes "Why are you carrying these so many!";
+ mes "Don't be greedy, carry only as much you need!";
+ next;
+ mes "[Old Pharmacist]";
+ mes "You are too heavy to receive potions from me...";
+ mes "Go store some items in your storage first!";
+ close;
+ } else {
+ mes "[Old Pharmacist]";
+ mes "You have all the stuff ready, right? Which one would you like?";
+ switch(select("Red Potion.","Orange Potion.","Yellow Potion.","White Potion.","Blue Potion.","Green Potion.","Actually, I don't want anything.")) {
+ case 1:
+ callsub L_making,507,3,501;
+ case 2:
+ next;
+ mes "[Old Pharmacist]";
+ if (countitem(507) < countitem(713)) {
+ set .@max,countitem(507);
+ }
+ else if (countitem(508) < countitem(713)) {
+ set .@max,countitem(508);
+ }
+ else {
+ set .@max,countitem(713);
+ }
+ if ((countitem(507) < 1) || (countitem(508) < 1) || (countitem(713) == 0)) {
+ mes "You rascal! What did you expect?! Coming here with nothing. Tsk!";
+ mes "Get lost!";
+ close;
+ }
+ if (Zeny < 3) {
+ mes "You rascal! What did you expect?! Coming here with nothing. Tsk!";
+ mes "Get lost!";
+ close;
+ }
+ mes "How many?";
+ switch(select("Make as many as I can.","I want to choose an amount.","Actually, I don't want anything.")) {
+ case 1:
+ next;
+ if ((countitem(507) < .@max) || (countitem(508) < .@max) || (countitem(713) < .@max) || (Zeny < .@max*3)) {
+ mes "[Old Pharmacist]";
+ mes "You rascal! You don't even have all the materials and you want me to make you potions?!";
+ close;
+ }
+ set Zeny,Zeny-(.@max*5);
+ delitem 507,.@max; // Red_Herb
+ delitem 508,.@max; // Yellow_Herb
+ delitem 713,.@max; // Empty_Bottle
+ getitem 502,.@max; // Orange_Potion
+ break;
+ case 2:
+ next;
+ mes "[Old Pharmacist]";
+ mes "Then pick a number below 100. If you don't want any, just enter '0'. With the materials you have, you can make about "+.@max+" potions.";
+ input .@amount,0,101;
+ if (.@amount == 0) {
+ next;
+ mes "[Old Pharmacist]";
+ mes "Make up your mind, will you?!";
+ close;
+ }
+ if (.@amount > 100) {
+ next;
+ mes "[Old Pharmacist]";
+ mes "Are you deaf? I said less than 100!";
+ close;
+ }
+ if ((countitem(507) < .@amount) || (countitem(508) < .@amount) || (countitem(713) < .@amount) || (Zeny < .@amount*3)) {
+ next;
+ mes "[Old Pharmacist]";
+ mes "You rascal! You don't even have all the materials and you want me to make you potions?!";
+ close;
+ }
+ next;
+ set Zeny,Zeny-(.@amount*5);
+ delitem 507,.@amount; // Red_Herb
+ delitem 508,.@amount; // Yellow_Herb
+ delitem 713,.@amount; // Empty_Bottle
+ getitem 502,.@amount; // Orange_Potion
+ break;
+ case 3:
+ next;
+ mes "[Old Pharmacist]";
+ mes "What?!";
+ mes "Grrr...";
+ mes "Bleh!";
+ mes "Get lost!";
+ close;
+ }
+ mes "[Old Pharmacist]";
+ mes "Here you go. It's all done so you can take it. But remember! Abusing medicine is not good.";
+ close;
+ case 3:
+ callsub L_making,508,10,503;
+ case 4:
+ callsub L_making,509,20,504;
+ case 5:
+ callsub L_making,510,30,505;
+ case 6:
+ callsub L_making,511,3,506;
+ case 7:
+ mes "[Old Pharmacist]";
+ mes "What?!";
+ mes "Grrr...";
+ mes "Bleh!";
+ mes "Get lost!";
+ close;
+ }
+ }
+ case 2:
+ mes "[Old Pharmacist]";
+ mes "With medicine, you can increase a person's ability to regenerate. But, they're only good up to a point. *Sigh* I'm starting to think of the days when I was young. I must be getting old.";
+ next;
+ mes "[Old Pharmacist]";
+ mes "Anyways, a potion is merely a potion. Nothing more and nothing less.";
+ close;
+ case 3:
+ mes "[Old Pharmacist]";
+ mes "Hrrrmm...";
+ mes "You young ones can be quite annoying. But, since you asked, I'll explain.";
+ next;
+ mes "[Old Pharmacist]";
+ mes "Herbs work well by themselves, but if you use my special techniques and skills to make potions out of them, the effect is much much greater.";
+ next;
+ mes "[Old Pharmacist]";
+ mes "If you ask eagerly and politely, I will make them for you. But, not for free... Don't worry though, I only charge a small fee, so it's not that expensive.";
+ next;
+ mes "[Old Pharmacist]";
+ mes "Red Potion - ^0098E52 Red Herbs, 1 Empty Bottle, 2 zeny fee.^000000";
+ mes "Orange Potion - ^0098E51 Red Herb, 1 Yellow Herb, 1 Empty Bottle, 5 zeny fee.^000000";
+ mes "Yellow Potion - ^0098E52 Yellow Herbs, 1 Empty Bottle, 10 zeny.^000000";
+ next;
+ mes "[Old Pharmacist]";
+ mes "White Potion - ^0098E52 White Herbs, 1 Empty Bottle, 20 zeny fee.^000000";
+ mes "Blue Potion - ^0098E52 Blue Herbs, 1 Empty Bottle, 30 zeny fee.^000000";
+ mes "Green Potion - ^0098E52 Green Herbs, 1 Empty Bottle, 3 zeny fee.^000000";
+ close;
+ case 4:
+ mes "[Old Pharmacist]";
+ mes "What a boring person. If you have something to say, why don't you say it?!";
+ close;
+ }
+
+L_making:
+ next;
+ mes "[Old Pharmacist]";
+ if ((countitem(getarg(0))/2) < countitem(713)) {
+ set .@max,countitem(getarg(0))/2;
+ } else {
+ set .@max,countitem(713);
+ }
+ if ((countitem(getarg(0)) < 2) || (countitem(713) == 0)) {
+ mes "You rascal! What did you expect?! Coming here with nothing. Tsk!";
+ mes "Get lost!";
+ close;
+ }
+ if (Zeny < 3) {
+ mes "You rascal! What did you expect?! Coming here with nothing. Tsk!";
+ mes "Get lost!";
+ close;
+ }
+ mes "How many?";
+ switch(select("Make as many as I can.","I want to choose an amount.","Actually, I don't want anything.")) {
+ case 1:
+ next;
+ if ((countitem(getarg(0)) < .@max*2) || (countitem(713) < .@max) || (Zeny < .@max*getarg(1))) {
+ mes "[Old Pharmacist]";
+ mes "You rascal! You don't even have all the materials and you want me to make you potions?!";
+ close;
+ }
+ set Zeny,Zeny-(.@max*getarg(1));
+ delitem getarg(0),.@max*2;
+ delitem 713,.@max; // Empty_Bottle
+ getitem getarg(2),.@max;
+ break;
+ case 2:
+ next;
+ mes "[Old Pharmacist]";
+ mes "Then pick a number below 100. If you don't want any, just enter '0'. With the materials you have, you can make about "+.@max+" potions.";
+ input .@amount;
+ if (.@amount == 0) {
+ next;
+ mes "[Old Pharmacist]";
+ mes "Make up your mind, will you?!";
+ close;
+ }
+ if (.@amount > 100) {
+ next;
+ mes "[Old Pharmacist]";
+ mes "Are you deaf? I said less than 100!";
+ close;
+ }
+ if ((countitem(getarg(0)) < .@amount*2) || (countitem(713) < .@amount) || (Zeny < .@amount*getarg(1))) {
+ next;
+ mes "[Old Pharmacist]";
+ mes "You rascal! You don't even have all the materials and you want me to make you potions?!";
+ close;
+ }
+ next;
+ set Zeny,Zeny-(.@amount*getarg(1));
+ delitem getarg(0),.@amount*2;
+ delitem 713,.@amount; // Empty_Bottle
+ getitem getarg(2),.@amount;
+ break;
+ case 3:
+ next;
+ mes "[Old Pharmacist]";
+ mes "What?!";
+ mes "Grrr...";
+ mes "Bleh!";
+ mes "Get lost!";
+ close;
+ }
+ mes "[Old Pharmacist]";
+ mes "Here you go. It's all done so you can take it. But remember! Abusing medicine is not good.";
+ close;
+}
diff --git a/npc/pre-re/merchants/quivers.txt b/npc/pre-re/merchants/quivers.txt
new file mode 100644
index 000000000..b193bac4c
--- /dev/null
+++ b/npc/pre-re/merchants/quivers.txt
@@ -0,0 +1,178 @@
+//===== rAthena Script =======================================
+//= Arrow Quiver Event
+//===== By: ==================================================
+//= Muad_Dib (Prometheus Project); L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.2
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis COnversion]
+//= Turns arrows into Arrow Quivers.
+// Breakdown of Subroutine "S_BuyQuiver"
+// arg(0): Type of Arrow to be packaged (item ID)
+// arg(1): How many of each 'getarg(0)' arrow per quiver
+// arg(2): The cost of making a 'getarg(0)' quiver.
+// arg(3): The quiver given by the NPC. (item ID)
+//===== Additional Comments: =================================
+//= 07/06/05 : Added 1st Version. [Muad_Dib]
+//= Converted to rAthena format by Dr.Evil
+//= added prize to quest - 500 Zeny
+//= Fixed a few spelling errors. [Nexon]
+//= 1.1 Added Holy Arrow Quivers [Playtester]
+//= 1.2 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
+//= Removed "Holy Arrows" from the list.
+//============================================================
+
+payon_in01,5,134,5 script Inventor Jaax 89,{
+ if (checkweight(1201,1) == 0) {
+ mes "[Inventor Jaax]";
+ mes "Hey, you're carrying";
+ mes "way too much stuff. Why don't you stash it away in Kafra Storage? We can talk after you do that, right?";
+ close;
+ }
+ set .@now_weight,MaxWeight-Weight;
+ if (.@now_weight < 2000) {
+ mes "[Inventor Jaax]";
+ mes "Hey, you're carrying";
+ mes "way too much stuff. Why don't you stash it away in Kafra Storage? We can talk after you do that, right?";
+ close;
+ }
+ mes "[Inventor Jaax]";
+ mes "My name is Jaxx.";
+ mes "Without ego, I can";
+ mes "say that I am perhaps the";
+ mes "^663300greatest inventor of our time^000000.";
+ next;
+ mes "[Inventor Jaxx]";
+ mes "This time, I've";
+ mes "created something";
+ mes "truly extraordinary. I call them... ^663300Magic Quivers^000000 !! This will be remembered in history as an";
+ mes "arrow revolution!";
+ Emotion e_no1;
+ next;
+ mes "[Inventor Jaax]";
+ mes "I've studied magic and quivers for years, working night and day until I finally figured how to condense arrows with magic! With magic quivers, you'll be carrying more arrows, but with less weight!";
+ next;
+ mes "[Inventor Jaax]";
+ mes "Would you like to try using one of my arrow quivers? I have no doubt that someone like you can appreciate my genius!";
+ next;
+ switch(select("Quiver:Iron Arrow Quiver:Steel Arrow Quiver:Oridecon Arrow Quiver:Fire Arrow Quiver:Silver Arrow Quiver:Wind Arrow Quiver:Stone Arrow Quiver:Crystal Arrow Quiver:Shadow Arrow Quiver:Immaterial Arrow Quiver:Rusty Arrow Quiver")) {
+ case 1: callsub S_BuyQuiver,1750,500,500,12004;
+ case 2: callsub S_BuyQuiver,1770,500,500,12005;
+ case 3: callsub S_BuyQuiver,1753,500,500,12006;
+ case 4: callsub S_BuyQuiver,1765,500,500,12007;
+ case 5: callsub S_BuyQuiver,1752,500,500,12008;
+ case 6: callsub S_BuyQuiver,1751,500,500,12009;
+ case 7: callsub S_BuyQuiver,1755,500,500,12010;
+ case 8: callsub S_BuyQuiver,1756,500,500,12011;
+ case 9: callsub S_BuyQuiver,1754,500,500,12012;
+ case 10: callsub S_BuyQuiver,1767,500,500,12013;
+ case 11: callsub S_BuyQuiver,1757,500,500,12014;
+ case 12: callsub S_BuyQuiver,1762,500,500,12015;
+ }
+ //This doesn't seem to be accessable...
+ //mes "[Inventor Jaax]";
+ //mes "Is there";
+ //mes "anything you want?";
+ //close;
+
+S_BuyQuiver:
+ if (countitem(getarg(0)) > 499) {
+ mes "[Inventor Jaax]";
+ mes "Excellent!";
+ mes "Are you carrying any Arrows with you? I'll provide you with a quiver that can carry "+getarg(1)+" of your "+getitemname(getarg(0))+"s for only ^FF3131"+getarg(2)+" Zeny^000000.";
+ next;
+ switch(select("Store as many Arrows in quivers as possible:Purchase 1 quiver:Cancel")) {
+ case 1:
+ set .@arrows,countitem(getarg(0));
+ set .@quiver,.@arrows / getarg(1);
+ set .@arrows_used,.@quiver * getarg(1);
+ set .@arrow_zeny01,.@quiver * getarg(2);
+ mes "Number of";
+ mes "Arrows: ^3131FF"+.@arrows+" ^000000";
+ mes "Maximum Number";
+ mes "of Purchasable";
+ mes "Quivers: ^3131FF"+.@quiver+" ^000000";
+ mes "Zeny required: ^3131FF"+.@arrow_zeny01+" Zeny^000000";
+ next;
+ mes "[Inventor Jaax]";
+ mes "Would you like to";
+ mes "buy as many Quivers";
+ mes "as you can for the Arrows";
+ mes "you are currently carrying?";
+ next;
+ if (select("Yes:Cancel") == 1) {
+ if (.@arrow_zeny01 < Zeny) {
+ mes "[Inventor Jaax]";
+ mes "There you go!";
+ mes "Just remember, ^FF0000you won't be able to use the Quiver when your carried weight is 90% of your maximum weight limit^000000.";
+ set zeny,zeny-.@arrow_zeny01;
+ delitem getarg(0),.@arrows_used; //Arrow
+ getitem getarg(3),.@quiver; //Quiver
+ next;
+ mes "[Inventor Jaax]";
+ mes "So...";
+ mes "Just keep track";
+ mes "of how much you're";
+ mes "carrying from time";
+ mes "to time and you should";
+ mes "be alright.";
+ close;
+ }
+ else {
+ mes "[Inventor Jaax]";
+ mes "I'm sorry, but you don't have enough Zeny. I can't just give these away after working years";
+ mes "to develop this revolutionary technology!";
+ close;
+ }
+ }
+ mes "[Inventor Jaax]";
+ mes "You changed your mind?";
+ mes "When the glory of owning";
+ mes "a quiver is so close?";
+ close;
+ case 2:
+ if (zeny > getarg(2)) {
+ mes "[Inventor Jaax]";
+ mes "There you go!";
+ mes "Just remember, ^FF0000you won't be able to use the Quiver when your carried weight is 90% of your maximum weight limit^000000.";
+ set zeny,zeny-getarg(2);
+ delitem getarg(0),getarg(1); //Arrow
+ getitem getarg(3),1; //Quiver
+ next;
+ mes "[Inventor Jaax]";
+ mes "So...";
+ mes "Just keep track";
+ mes "of how much you're";
+ mes "carrying from time";
+ mes "to time and you should";
+ mes "be alright.";
+ close;
+ }
+ else {
+ mes "[Inventor Jaax]";
+ mes "You don't even";
+ mes "have "+getarg(2)+" Zeny?";
+ mes "I'm so sorry. I had no";
+ mes "idea that you were so...";
+ mes "^333333Destitute^000000.";
+ close;
+ }
+ case 3:
+ mes "[Inventor Jaax]";
+ mes "What...?";
+ mes "Do you not see that this invention can forever change the way Arrows are carried?! The future is now!";
+ close;
+ }
+ }
+ else {
+ mes "[Inventor Jaax]";
+ mes "You can carry a maximum of 500 Arrows within this quiver. It was made using my secret method,";
+ mes "so the total weight of the Arrows and Quiver is less than carrying the Arrows alone.";
+ next;
+ mes "[Inventor Jaax]";
+ mes "It's a miracle of science! One that you can experience for yourself if you bring me at least 500 Arrows and 500 Zeny for each Quiver.";
+ close;
+ }
+}
diff --git a/npc/pre-re/merchants/refine.txt b/npc/pre-re/merchants/refine.txt
new file mode 100644
index 000000000..320a61569
--- /dev/null
+++ b/npc/pre-re/merchants/refine.txt
@@ -0,0 +1,1867 @@
+//===== rAthena Script =======================================
+//= Refining NPCs
+//===== By: ==================================================
+//= Syrus22 (1.1) dafide18 (1.4) Skotlex (1.5)
+//===== Current Version: =====================================
+//= 3.1
+//===== Compatible With: =====================================
+//= Any Athena Version
+//===== Description: =========================================
+//= Refining NPCs and Metal Salesmen.
+//===== Additional Comments: =================================
+//= 1.0 - by A bunch of people!
+//= Syrus22 - Completely redid the script using functions... also
+//= added the option for auto safe refining and multiple refining.
+//= 1.1 - Negative input bug fixed [Lupus]
+//= 1.2 - Added additional reparimen in morroc and payon. Added
+//= Christopher the blacksmith in Geffen. Edited some dialogue [kobra_k88]
+//= 1.3 - New Payon Locations [Darkchild]
+//= Corrected zeny subtraction thx to jpnmania77.[kobra_k88]
+//= 1.3a - Temporary corrected an exploit. Need to check sources
+//= to fully fix bug [Shinigami]
+//= Fixed repairman prices [shadowlady]
+//= Fixed bug that skips requirements thanks to sir_loon [massdriller]
+//= Fixed itemid error thanks to -Vitamin- [massdriller]
+//= 1.4 - check again item in refining procedure to avoid
+//= hacker that can change item [dafide18]
+//= 1.5 - Fixed crashing due to badly used callfunc's [Skotlex]
+// Lupus, don't rollback this important fix again! >.<
+//= 1.5a - Corrected an unneeded callfunc, fixed the anti-bot
+//= exploit ruining the safe refine loop. [Skotlex]
+//= 1.5b - Fixed Spelling mistakes. [Nexon]
+//= 1.6 - Replaced all breaks for ends as per the new script engine [Skotlex]
+//= 1.7 - Added Einbroch Refiners (Custom names ^^;) and a duplicated BS Shop. [Poki#3]
+//= 1.8 - Added Lighthalzen Refiners (Custom names again ^^;) [Poki#3]
+//= 1.8a - Fixed wrong indication thanks to NeoSaro [Lupus]
+//= 1.9 - Rewrote repairman, removed the Steel from repair cost [DracoRPG]
+//= 2.0 - Fixed missed equppment presence check. Thx2 Coltaro [Lupus]
+//= 2.0a - Added weight checks thanks to Neouni [Playtester]
+//= 2.0b - Fixed the names of Lighthalzen and Einbroch refiners thanks to Maud_Dib [Kargha]
+//= 2.1 - Removed Duplicates [Silent]
+//= 2.2 - Changed name from "Emvertacon" to "Emveretarcon". [Samuray22]
+// - Thanks to Barron-Monster.
+//= 2.2b - Changed name from "Pharacon" to "Phracon". [Samuray22]
+// - Thanks to Barron-Monster.
+//= 2.3 Corrected NPC names to fall within proper restrictions. [L0ne_W0lf]
+//= 2.4 Updated Refiner function. cleaner, and less dated. [L0ne_w0lf]
+//= 2.5 Rather large update to the refiner and merchants. :D [L0ne_W0lf]
+//= 2.6 Fixed a few bugs with creating pure stones. [L0ne_W0lf]
+//= 2.7 Refiner function accepts additional paramater. [L0ne_W0lf]
+//= 0 = No special features; 1 = new refining features
+//= Updated Repairmen and function. No longer shows menu.
+//= 2.7a A couple touch-ups to the repairman function. [L0ne_w0lf]
+//= 2.8 Changed the nonexistent variable .@matname$ for getitemname(.@material). (bugreport:2340) [Samuray22]
+//= 2.8 Added proper Blacksmith Supplier to Einroch. [L0ne_W0lf]
+//= Updated dated features comment to reflect new usage.
+//= 2.8a Small bugfix. (bugreport:2418) [Paradox924X]
+//= 2.9 Moved Morroc repairman to Morroc Ruins. [L0ne_W0lf]
+//= 3.0 Updated several NPC names and locations. [Xantara]
+// Added WoE map Refiners.
+//= 3.1 Added the new refinement & Ore creation NPC's for +11 and above Refinement. [Masao]
+//============================================================
+
+
+//=========================================================
+// Christopher: Geffen Blacksmith
+//=========================================================
+geffen_in,110,172,0 script Christopher#1 63,{
+ mes "[Christopher Guillenrow]";
+ mes "Welcome to Christopher's Workshop. Ye can get all yer stuff for forging here. What business";
+ mes "brings ye to me?";
+ next;
+ switch(select("Purchase Anvil:Purchase Forging Item:Purchase Metal:Purify Rough Ores:Cancel")) {
+ case 1:
+ mes "[Christopher Guillenrow]";
+ mes "A better Anvil gives ye a greeeater chance to make better weapons, ye know? But they'll cost ye more zeny. Just get it off yer chest and buy what fits your purposes best, laddy.";
+ next;
+ switch(select("Anvil - 30,000 zeny:Oridecon Anvil - 120,000 zeny:Golden Anvil - 300,000 zeny:Better Anvil than the others.:Cancel.")) {
+ case 1:
+ if (Zeny < 30000) {
+ mes "[Christopher Guillenrow]";
+ mes "I don't think I can let ye have this with the zeny ye have. I can't lose me money because of ye.";
+ close;
+ }
+ getitem 986,1; // Anvil
+ set Zeny,Zeny-30000;
+ mes "[Christopher Guillenrow]";
+ mes "This is the cheapest one, but efficient enough to forge most items. Thank ye fer shopping at me workshop. Feel free to come anytime, whenever ye need.";
+ close;
+ case 2:
+ if (Zeny < 120000) {
+ mes "[Christopher Guillenrow]";
+ mes "I don't think I can let ye have this with the zeny ye have. I can't lose me money because of ye.";
+ close;
+ }
+ getitem 987,1; // Oridecon_Anvil
+ set Zeny,Zeny-120000;
+ mes "[Christopher Guillenrow]";
+ mes "Aye, friend ye have an eye for the anvil. This must be the proper anvil for a Blacksmith, eh? Thank ye fer shopping at me workshop. Feel free to come anytime, whenever ye need.";
+ close;
+ case 3:
+ if (Zeny < 300000) {
+ mes "[Christopher Guillenrow]";
+ mes "I don't think I can let ye have this with the zeny ye have. I can't lose me money because of ye.";
+ close;
+ }
+ getitem 988,1; // Golden_Anvil
+ set Zeny,Zeny-300000;
+ mes "[Christopher Guillenrow]";
+ mes "This one is the best among all me stuffs in me workshop! With this, ye can rule the Blacksmith world! Thank ye fer shopping at me workshop. Feel free to come anytime, whenever ye need.";
+ close;
+ case 4:
+ mes "[Christopher Guillenrow]";
+ mes "Well, sorry. But I don't have anythin' harder' than the Golden Anvil.";
+ next;
+ mes "[Christopher Guillenrow]";
+ mes "Me thinks 'Ringgel,' the Legendary Anvil Maker would have one. But, I don't think ye can find him, though he be somewhere in this world.";
+ close;
+ case 5:
+ mes "[Christopher Guillenrow]";
+ mes "Okay, feel free to come anytime, whenever ye need. Fare ye well.";
+ close;
+ }
+ case 2:
+ mes "[Christopher Guillenrow]";
+ mes "A respectable blacksmith uses fine tools. Ye can become one o'those with me Stuff. Choose anything ye want.";
+ next;
+ switch(select("Mini-Furnace - 150 zeny:Iron Hammer - 1000 zeny:Golden Hammer - 3000 zeny:Oridecon Hammer - 5000 zeny:Cancel.")) {
+ case 1:
+ mes "[Christopher Guillenrow]";
+ mes "It's a much needed tool fer refining metal! So, How many do ye wish to buy? If ye want to quit, just type the number '0.'";
+ next;
+ while(1) {
+ input .@input;
+ if (.@input == 0) {
+ mes "[Christopher Guillenrow]";
+ mes "Aye, the deal is canceled. Fare ye well.";
+ close;
+ }
+ else if ((.@input < 0) || (.@input > 500)) {
+ mes "[Christopher Guillenrow]";
+ mes "Ye can buy 500, er less.";
+ next;
+ }
+ else {
+ break;
+ }
+ }
+ set .@sell,.@input * 150;
+ if (Zeny < .@sell) {
+ mes "[Christopher Guillenrow]";
+ mes "I don't think I can let ye have this with the zeny ye have. I can't lose me money because of ye.";
+ close;
+ }
+ if (checkweight(612,.@input) == 0) {
+ mes "[Christopher Guillenrow]";
+ mes "Ye look like you don't got enough room in yer inventory. Put some stuff into your Kafra Storage, why don't ye?";
+ close;
+ }
+ getitem 612,.@input; // Portable_Furnace
+ set Zeny,Zeny-.@sell;
+ mes "[Christopher Guillenrow]";
+ mes "Thank ye fer shopping at me workshop. Feel free to come anytime, whenever ye need.";
+ close;
+ case 2:
+ if (Zeny < 1000) {
+ mes "[Christopher Guillenrow]";
+ mes "I don't think I can let ye have this with the zeny ye have. I can't lose me money because of ye.";
+ close;
+ }
+ getitem 613,1; // Iron_Hammer
+ set Zeny,Zeny-1000;
+ mes "[Christopher Guillenrow]";
+ mes "Thank ye fer shopping at me workshop. Feel free to come anytime, whenever ye need.";
+ close;
+ case 3:
+ if (Zeny < 3000) {
+ mes "[Christopher Guillenrow]";
+ mes "I don't think I can let ye have this with the zeny ye have. I can't lose me money because of ye.";
+ close;
+ }
+ getitem 614,1; // Golden_Hammer
+ set Zeny,Zeny-3000;
+ mes "[Christopher Guillenrow]";
+ mes "Thank ye fer shopping at me workshop. Feel free to come anytime, whenever ye need.";
+ close;
+ case 4:
+ if (Zeny < 5000) {
+ mes "[Christopher Guillenrow]";
+ mes "I don't think I can let ye have this with the zeny ye have. I can't lose me money because of ye.";
+ close;
+ }
+ getitem 615,1; // Oridecon_Hammer
+ set Zeny,Zeny-5000;
+ mes "[Christopher Guillenrow]";
+ mes "Thank ye fer shopping at me workshop. Feel free to come anytime, whenever ye need.";
+ close;
+ case 5:
+ mes "[Christopher Guillenrow]";
+ mes "Feel free to come anytime, whenever ye need. Fare ye well.";
+ close;
+ }
+ case 3:
+ mes "[Christopher Guillenrow]";
+ mes "I prepare every Metal, and only the high quality ones o'course. Now then, which one do ye need?";
+ next;
+ switch(select("Phracon - 200z.:Emveretarcon - 1000z.:Cancel.")) {
+ case 1:
+ mes "[Christopher Guillenrow]";
+ mes "So, How many do ye wish to buy? If ye dont want anything, just type the number as '0.'";
+ next;
+ while(1) {
+ input .@input;
+ if (.@input == 0) {
+ mes "[Christopher Guillenrow]";
+ mes "Deal has";
+ mes "been canceled.";
+ mes "Fare ye well.";
+ close;
+ }
+ else if ((.@input < 0) || (.@input > 500)) {
+ mes "[Christopher Guillenrow]";
+ mes "Ye can buy 500, er less.";
+ next;
+ }
+ else {
+ break;
+ }
+ }
+ set .@sell,.@input * 200;
+ if (Zeny < .@sell) {
+ mes "[Christopher Guillenrow]";
+ mes "Ye don't have enough money. Ye know I can't sell this at a lower price... You know how the wifey nags about Zeny.";
+ close;
+ }
+ if (checkweight(1010,.@input) == 0) {
+ mes "[Christopher Guillenrow]";
+ mes "Ye look like you don't have the room to carry anythin' new. Why don't ye put some things into Kafra Storage n' come back.";
+ close;
+ }
+ getitem 1010,.@input; // Phracon
+ set Zeny,Zeny-.@sell;
+ mes "[Christopher Guillenrow]";
+ mes "Thank ye fer shopping at me workshop. Feel free to come anytime, whenever ye need.";
+ close;
+ case 2:
+ mes "[Christopher Guillenrow]";
+ mes "So, how many do ye wish to buy? If ye dont want anything at all, just type the number as '0.'";
+ next;
+ while(1) {
+ input .@input;
+ if (.@input == 0) {
+ mes "[Christopher Guillenrow]";
+ mes "Deal has";
+ mes "been canceled.";
+ mes "Fare ye well.";
+ close;
+ }
+ else if ((.@input < 0) || (.@input > 500)) {
+ mes "[Christopher Guillenrow]";
+ mes "Ye can buy 500, er less.";
+ next;
+ }
+ else {
+ break;
+ }
+ }
+ set .@sell,.@input * 1000;
+ if (Zeny < .@sell) {
+ mes "[Christopher Guillenrow]";
+ mes "I don't think I can let ye have this with the zeny ye have. I can't lose me money because of ye.";
+ close;
+ }
+ if (checkweight(1011,.@input) == 0) {
+ mes "[Christopher Guillenrow]";
+ mes "Me friend... Seems to me ye don't have Inventory space. Why doncha put some things into Kafra Storage first?";
+ close;
+ }
+ getitem 1011,.@input; // Emveretarcon
+ set Zeny,Zeny-.@sell;
+ mes "[Christopher Guillenrow]";
+ mes "Thank ye fer shopping at me workshop. Feel free to come anytime, whenever ye need, whenever ye want.";
+ close;
+ case 3:
+ mes "[Christopher Guillenrow]";
+ mes "Feel free to come anytime, whenever ye need. Fare ye well.";
+ close;
+ }
+ case 4:
+ mes "[Christopher Guillenrow]";
+ mes "I can purify yer Oridecon and Elunium. I make a refined Ore out of 5 o'each rough ones. Well... Which one do ye want to make?";
+ next;
+ switch(select("Make Oridecon:Make Elunium:Cancel.")) {
+ case 1:
+ if (countitem(756) < 5) {
+ mes "[Christopher Guillenrow]";
+ mes "I told ye, I need 5 o'the rough Oridecons fer one Oridecon.";
+ close;
+ }
+ else {
+ delitem 756,5; //Oridecon_Stone
+ getitem 984,1; // Oridecon
+ mes "[Christopher Guillenrow]";
+ mes "Here's an Oridecon fer ye. Ye will be always welcome here, I'll be waitin' for ye.";
+ close;
+ }
+ case 2:
+ if (countitem(757) < 5) {
+ mes "[Christopher Guillenrow]";
+ mes "I told ye, I need 5 rough Eluniums fer one Elunium.";
+ close;
+ }
+ else {
+ delitem 757,5; //Elunium_Stone
+ getitem 985,1; // Elunium
+ mes "[Christopher Guillenrow]";
+ mes "Arrr, here's yer Elunium. Yer business is always welcome here, so feel free to come again.";
+ close;
+ }
+ case 3:
+ mes "[Christopher Guillenrow]";
+ mes "Feel free to come anytime, whenever ye need. Fare ye well.";
+ close;
+ }
+ case 5:
+ mes "[Christopher Guillenrow]";
+ mes "Feel free to come anytime, whenever ye need and whenever ye want. Fare ye well.";
+ close;
+ }
+}
+
+//=========================================================
+// Paul Spanner: Einbroch Blacksmith Supplier
+//=========================================================
+ein_in01,38,29,0 script Paul Spanner 63,{
+ if (checkweight(1201,1) == 0) {
+ mes "- Wait a minute !! -";
+ mes "- Currently you're carrying -";
+ mes "- too many items with you. -";
+ mes "- Please try again -";
+ mes "- after you loose some weight. -";
+ close;
+ }
+ mes "[Paul Spanner]";
+ mes "Welcome, my friend.";
+ mes "In my shop, you will find everything that you need in forging.";
+ mes "Tell me what you need.";
+ next;
+ switch(select("Purchase Anvil.:Purchase Forging Items.:Purchase Metal.:Process Ores.:Quit.")) {
+ case 1:
+ mes "[Paul Spanner]";
+ mes "Anvil is the most necessary item for Blacksmiths.";
+ mes "Since you will use an Anvil more than once, you'd better buy a nice one.";
+ next;
+ switch(select("Anvil - 30,000z.:Oridecon Anvil - 120,000z.:Golden Anvil - 300,000z.:I need a better anvil.:Cancel.")) {
+ case 1:
+ if (zeny < 30000) {
+ mes "[Paul Spanner]";
+ mes "With that much of money, you cannot even buy a toy anvil!";
+ close;
+ }
+ getitem 986,1; //Anvil
+ set zeny,zeny-30000;
+ mes "[Paul Spanner]";
+ mes "It is the cheapest anvil which has the most basic ability.";
+ mes "Thank you for using my shop. If you need anything, just let me know.";
+ close;
+ case 2:
+ if (zeny < 120000) {
+ mes "[Paul Spanner]";
+ mes "With that much of money, you cannot even buy a toy anvil!";
+ close;
+ }
+ getitem 987,1; //Oridecon_Anvil
+ set zeny,zeny-120000;
+ mes "[Paul Spanner]";
+ mes "Ah, you have an eye for anvil. A Blacksmith needs an anvil at least as good as this.";
+ mes "Thank you for using my shop. If you need anything, just let me know.";
+ close;
+ case 3:
+ if (zeny < 300000) {
+ mes "[Paul Spanner]";
+ mes "With that much of money, you cannot even buy a toy anvil!";
+ close;
+ }
+ getitem 988,1; //Golden_Anvil
+ set zeny,zeny-300000;
+ mes "[Paul Spanner]";
+ mes "I can tell your ambition to become a good Blacksmith just by looking at you to choose this Golden Anvil!";
+ mes "This anvil will surely aid you in creating the best weapons.";
+ close;
+ case 4:
+ mes "[Paul Spanner]";
+ mes "I am sorry, but I do not sell better anvils than Golden Anvil.";
+ mes "Unless you find the legendary anvil of 'Linggell', I don't think that you could find better one than Golden Anvil in any other places.";
+ close;
+ case 5:
+ mes "[Paul Spanner]";
+ mes "If you need anything, just let me know.";
+ close;
+ }
+ case 2:
+ mes "[Paul Spanner]";
+ mes "You need various materials to process ores and to forge weapons.";
+ mes "I have everything that you need. Take a look.";
+ next;
+ switch(select("Mini Furnace - 150z.:Iron Hammer - 1,000z.:Golden Hammer - 3,000z.:Oridecon Hammer - 5,000z.:Cancel.")) {
+ case 1:
+ set .@item,612;
+ set .@item_cost,150;
+ set .@item_weight,200;
+ mes "[Paul Spanner]";
+ mes "You definately need this furnce to process ores!";
+ next;
+ break;
+ case 2:
+ set .@item,613;
+ set .@item_cost,1000;
+ set .@item_weight,200;
+ break;
+ case 3:
+ set .@item,614;
+ set .@item_cost,3000;
+ set .@item_weight,300;
+ break;
+ case 4:
+ set .@item,615;
+ set .@item_cost,5000;
+ set .@item_weight,400;
+ break;
+ case 5:
+ mes "[Paul Spanner]";
+ mes "If you need anything, just let me know.";
+ close;
+ }
+ mes "[Paul Spanner]";
+ mes "So, how many do you need? If you want to cancel the trade, enter '0'.";
+ next;
+ while(1) {
+ input .@input;
+ if (.@input == 0) {
+ mes "[Paul Spanner]";
+ mes "You have canceled the trade. If you need anything, just let me know.";
+ close;
+ }
+ else if ((.@input < 0) || (.@input > 500)) {
+ mes "[Paul Spanner]";
+ mes "You can only buy 500 or less at a time.";
+ next;
+ }
+ else {
+ break;
+ }
+ }
+ set .@sell,.@input * .@item_cost;
+ if (zeny < .@sell) {
+ mes "[Paul Spanner]";
+ mes "You don't have enough money. Sorry, I cannot sell them at a loss.";
+ close;
+ }
+ if (checkweight(.@item,.@input) == 0) {
+ mes "[Paul Spanner]";
+ mes "Hey, you look pale. Why don't you go lighten your weight first.";
+ close;
+ }
+ set zeny,zeny-.@sell;
+ getitem .@item,.@input;
+ mes "[Paul Spanner]";
+ mes "Thank you for using my shop. If you need anything, just let me know.";
+ close;
+ case 3:
+ mes "[Paul Spanner]";
+ mes "I have high quality metal.";
+ mes "So, which metal would you like to buy?";
+ next;
+ switch(select("Phracon - 200z.:Emveretarcon - 1,000z.:Quit.")) {
+ case 1:
+ set .@item,1010;
+ set .@item_price,200;
+ break;
+ case 2:
+ set .@item,1011;
+ set .@item_price,1000;
+ break;
+ case 3:
+ mes "[Paul Spanner]";
+ mes "If you need anything, just let me know.";
+ close;
+ }
+ mes "[Paul Spanner]";
+ mes "So, how many of them do you need? If you want to cancel the trade, enter '0'.";
+ next;
+ while(1) {
+ input .@input;
+ if (.@input == 0) {
+ mes "[Paul Spanner]";
+ mes "The trade has been canceled. If you need anything, just let me know.";
+ close;
+ }
+ else if ((.@input < 0) || (.@input > 500)) {
+ mes "[Paul Spanner]";
+ mes "You can buy 500 or less at a time.";
+ next;
+ }
+ else {
+ break;
+ }
+ }
+ set .@sell,.@input * .@item_price;
+ if (zeny < .@sell) {
+ mes "[Paul Spanner]";
+ mes "You don't have enough money. Sorry, I cannot sell them at a loss.";
+ close;
+ }
+ if (checkweight(.@item,.@input) == 0) {
+ mes "[Paul Spanner]";
+ mes "Hey, you look pale. Why don't you go lighten your weight first?";
+ close;
+ }
+ getitem .@item,.@input;
+ set zeny,zeny-.@sell;
+ mes "[Paul Spanner]";
+ mes "Thank you for using my shop. If you need anything, just let me know.";
+ close;
+ case 4:
+ mes "[Paul Spanner]";
+ mes "I can process Oridecon and Elunium for you.";
+ mes "You need 5 ores to process them into one Oridecon or Elunium.";
+ mes "So, which one do you want to process?";
+ switch(select("Oridecon:Elunium:Quit.")) {
+ case 1:
+ if (countitem(756) < 5) {
+ mes "[Paul Spanner]";
+ mes "You need 5 ores to process them into one pure Oridecon.";
+ close;
+ }
+ else {
+ delitem 756,5; //Oridecon_Stone
+ getitem 984,1; //Oridecon
+ mes "[Paul Spanner]";
+ mes "There you go. Thank you for using my service.";
+ close;
+ }
+ case 2:
+ if (countitem(757) < 5) {
+ mes "[Paul Spanner]";
+ mes "You need 5 ores to process them into one pure Elunium.";
+ close;
+ }
+ else {
+ delitem 757,5; //Elunium_Stone
+ getitem 985,1; //Elunium
+ mes "[Paul Spanner]";
+ mes "There you go. Thank you for using my service.";
+ close;
+ }
+ case 3:
+ mes "[Paul Spanner]";
+ mes "If you need anything, just let me know.";
+ close;
+ }
+ case 5:
+ mes "[Paul Spanner]";
+ mes "If you need anything, just let me know.";
+ close;
+ }
+}
+
+//=====================================================================================
+// Weapon/Armor Refiners
+//=====================================================================================
+prt_in,63,60,0 script Hollgrehenn 85,{
+ callfunc "refinemain","Hollgrehenn",0;
+ end;
+}
+morocc_in,73,38,6 script Aragham 99,{
+ callfunc "refinemain","Aragham",0;
+ end;
+}
+payon,144,173,5 script Antonio 88,{
+ callfunc "refinemain","Antonio",0;
+ end;
+}
+alberta_in,28,58,0 script Fredrik 85,{
+ callfunc "refinemain","Fredrik",0;
+ end;
+}
+yuno_in01,171,21,4 script Lambert 88,{
+ callfunc "refinemain","Lambert",0;
+ end;
+}
+ein_in01,24,87,5 script Manthasman 826,{
+ callfunc "refinemain","Manthasman Pruhag",0;
+ end;
+}
+lhz_in02,282,20,7 script Fulerr 869,{
+ callfunc "refinemain","Fulerr",0;
+ end;
+}
+
+//============================================================
+//= Main Refiner Function
+//============================================================
+//= To allow auto safe refining/multiple refining set the
+//= second argument to '1' in the function call.
+//= If you enable this function make sure you set the appropiate +x Level in your refine_db.txt
+//= to 100 and adjust the .@safe Value in the Script to your desired max. Safe Level.
+//= Otherwise it won't work .
+//============================================================
+function script refinemain {
+ set .@features,getarg(1);
+ mes "[" + getarg(0) + "]";
+ mes "I'm the Armsmith.";
+ mes "I can refine all kinds of weapons, armor and equipment, so let me";
+ mes "know what you want me to refine.";
+ next;
+
+ setarray .@position$[1], "Head","Body","Left hand","Right hand","Robe","Shoes","Accessory 1","Accessory 2","Head 2","Head 3";
+ set .@menu$,"";
+ for( set .@i,1; .@i <= 10; set .@i,.@i+1 )
+ {
+ if( getequipisequiped(.@i) )
+ set .@menu$, .@menu$ + .@position$[.@i] + "-" + "[" + getequipname(.@i) + "]";
+
+ set .@menu$, .@menu$ + ":";
+ }
+ set .@part,select(.@menu$);
+ if(!getequipisequiped(.@part)) {
+ mes "[" + getarg(0) + "]";
+ mes "You're not wearing";
+ mes "anything there that";
+ mes "I can refine.";
+ emotion 6;
+ close;
+ }
+ //Check if the item is refinable...
+ if(!getequipisenableref(.@part)) {
+ mes "[" + getarg(0) + "]";
+ mes "I don't think I can";
+ mes "refine this item at all...";
+ close;
+ }
+ //Check if the item is identified... (Don't know why this is in here... but kept it anyway)
+ if(!getequipisidentify(.@part)) {
+ mes "[" + getarg(0) + "]";
+ mes "You can't refine this";
+ mes "if you haven't appraised";
+ mes "it first. Make sure your";
+ mes "stuff is identified before";
+ mes "I can refine it.";
+ close;
+ }
+ //Check to see if the items is already +10
+ if(getequiprefinerycnt(.@part) >= 10) {
+ mes "[" + getarg(0) + "]";
+ mes "I can't refine this";
+ mes "any more. This is as";
+ mes "refined as it gets!";
+ close;
+ }
+ set .@refineitemid, getequipid(.@part); // save id of the item
+ set .@refinerycnt, getequiprefinerycnt(.@part); //save refinery count
+ switch(getequipweaponlv(.@part)){
+ case 0: //Refine Armor
+ set .@price,2000;
+ set .@material,985;
+ set .@safe,4;
+ break;
+ case 1: //Refine Level 1 Weapon
+ set .@price,50;
+ set .@material,1010;
+ set .@safe,7;
+ break;
+ case 2: //Refine Level 2 Weapon
+ set .@price,200;
+ set .@material,1011;
+ set .@safe,6;
+ break;
+ case 3: //Refine Level 3 Weapon
+ set .@price,5000;
+ set .@material,984;
+ set .@safe,5;
+ break;
+ case 4: //Refine Level 4 Weapon
+ set .@price,20000;
+ set .@material,984;
+ set .@safe,4;
+ break;
+ case 5: //Refine other stuff?
+ set .@price,2000;
+ set .@material,985;
+ set .@safe,4;
+ break;
+ }
+ if(.@features != 1) {
+ mes "[" + getarg(0) + "]";
+ mes "To refine this I need";
+ mes "one ^003366"+getitemname(.@material)+"^000000 and";
+ mes "a service fee of " + .@price + " Zeny.";
+ mes "Do you really wish to continue?";
+ next;
+ if(select("Yes:No") == 2){
+ mes "[" + getarg(0) + "]";
+ mes "Yeah...";
+ mes "There's no need to";
+ mes "rush. Take your time.";
+ close;
+ }
+ if(getequippercentrefinery(.@part) < 100) {
+ mes "[" + getarg(0) + "]";
+ mes "Oh no! If I continue to";
+ mes "refine this, there's a risk it could";
+ switch(.@material) {
+ case 985:
+ mes "be destroyed! That means that ^FF0000this equipment^000000, and ^FF0000any cards^000000 or special properties added to this armor, ^FF0000will be gone^000000.";
+ break;
+ default:
+ mes "be destroyed, and you'd ^FF0000lose the weapon^000000, any ^FF0000cards in the weapon^000000,";
+ mes "or any added special properties.";
+ break;
+ }
+ next;
+ mes "["+getarg(0)+"]";
+ mes "I can't make it any clearer.";
+ mes "Once a weapon is destroyed,";
+ mes "there's no getting it back.";
+ mes "You really have a chance to";
+ mes "^FF0000lose this weapon^000000 forever.";
+ mes "Do you still want to refine?";
+ next;
+ if(select("Yes:No") == 2){
+ mes "[" + getarg(0) + "]";
+ mes "I completely agree...";
+ mes "I might be a great refiner, but sometimes even I make mistakes.";
+ close;
+ }
+ }
+ if((countitem(.@material) < 1) || (Zeny < .@price)) {
+ mes "[" + getarg(0) + "]";
+ mes "You don't seem to have";
+ mes "enough Zeny or "+getitemname(.@material)+"...";
+ mes "Go get some more. I'll be";
+ mes "here all day if you need me.";
+ close;
+ }
+ set Zeny,Zeny-.@price;
+ delitem .@material,1;
+ if(getequipisequiped(.@part) == 0) { // hacker has removed the item (not changed, why?)
+ mes "[" + getarg(0) + "]";
+ mes "Look here... you don't have any Items on...";
+ close;
+ }
+ if(getequiprefinerycnt(.@part) != .@refinerycnt || getequipid(.@part) != .@refineitemid) { // hacker has changed the item
+ mes "[" + getarg(0) + "]";
+ Emotion e_an;
+ mes "Wait a second...";
+ mes "Do you think I'm stupid?!";
+ mes "You switched the item while I wasn't looking! Get out of here!";
+ close;
+ }
+ if(getequippercentrefinery(.@part) <= rand(100)) {
+ failedrefitem .@part;
+ mes "[" + getarg(0) + "]";
+ set .@emo,rand(1,5);
+ if (.@emo == 1) {
+ Emotion e_cash;
+ } else {
+ Emotion e_swt;
+ }
+ set .@lose,rand(1,3);
+ if (.@lose == 1) {
+ mes "OH! MY GOD!";
+ mes "Damn it! Not again!";
+ mes "I'm terribly sorry, but you know practice does make perfect.";
+ mes "Um, right? Heh heh...";
+ } else if(.@lose == 2) {
+ mes "Nooooooo!";
+ mes "It broke!";
+ mes "I-I'm sorry!";
+ } else {
+ mes "Crap!";
+ mes "It couldn't take";
+ mes "much more tempering!";
+ mes "Sorry about this...";
+ }
+ close;
+ }
+ mes "["+getarg(0)+"]";
+ successrefitem .@part;
+ Emotion e_heh;
+ set .@win,rand(1,3);
+ if (.@win == 1) {
+ mes "Perfect!";
+ mes "Heh heh!";
+ mes "Once again,";
+ mes "flawless work";
+ mes "from the master~";
+ } else if(.@win == 2) {
+ mes "Success...!";
+ mes "Yet again, my amazing";
+ mes "talent truly dazzles";
+ mes "and shines today.";
+ } else {
+ mes "Heh heh!";
+ mes "I'm all done.";
+ mes "No doubt, my work is";
+ mes "to your satisfaction.";
+ mes "Sheer, utter perfection~";
+ }
+ close;
+ }
+
+// New Refining Functions ========================
+ if(getequiprefinerycnt(.@part) < .@safe) {
+ mes "[" + getarg(0) + "]";
+ mes "I can refine this to the safe limit or a desired number of times... it's your choice...";
+ next;
+ set .@menu2,select("To the safe limit please.","I'll decide how many times.","I've changed my mind...");
+ } else set .@menu2,2;
+ switch(.@menu2){
+ case 1:
+ set .@refinecnt,.@safe - getequiprefinerycnt(.@part);
+ break;
+ case 2:
+ next;
+ mes "[" + getarg(0) + "]";
+ mes "So how many times would you like me to refine your item?";
+ next;
+ input .@refinecnt;
+ set .@refinecheck,.@refinecnt + getequiprefinerycnt(.@part);
+ if (.@refinecnt < 1 || .@refinecheck > 10) {
+ mes "[" + getarg(0) + "]";
+ mes "I can't refine this item that many times.";
+ close;
+ }
+ if(.@refinecheck > .@safe) {
+ set .@refinecheck,.@refinecheck - .@safe;
+ mes "[" + getarg(0) + "]";
+ mes "This will try to refine the equipment " + .@refinecheck + " times past the safe limit. Your equipment may be destroyed... is that ok?";
+ next;
+ if(select("Yes...","No...") == 2){
+ mes "[" + getarg(0) + "]";
+ mes "You said so..Hmm so be it...";
+ close;
+ }
+ }
+ break;
+ case 3:
+ next;
+ mes "[" + getarg(0) + "]";
+ mes "You said so..Hmm so be it...";
+ close;
+ }
+ set .@fullprice,.@price * .@refinecnt;
+ mes "[" + getarg(0) + "]";
+ mes "That will cost you " + .@refinecnt + " " + getitemname(.@material) + " and " + .@fullprice + " Zeny. Is that ok?";
+ next;
+ if(select("Yes","No...") == 2){
+ mes "[" + getarg(0) + "]";
+ mes "You said so..Hmm so be it...";
+ close;
+ }
+ if(countitem(.@material) < .@refinecnt || Zeny < .@fullprice) {
+ mes "[" + getarg(0) + "]";
+ mes "Is that all you got? Unfortunately I can't work for you at a lower price. Try putting yourself in my shoes.";
+ close;
+ }
+ set Zeny,Zeny - .@fullprice;
+ delitem .@material,.@refinecnt;
+ while(.@refinecnt){
+ if (getequipisequiped(.@part) == 0) {
+ mes "[" + getarg(0) + "]";
+ mes "Look here... you don't have any Items on...";
+ close;
+ }
+ if (getequipid(.@part) != .@refineitemid || (.@menu2 == 1 && getequippercentrefinery(.@part) < 100)) {
+ mes "[" + getarg(0) + "]";
+ mes "Clan... No, but Did you imagine I could be so stupid !?!";
+ mes "You have changed it...";
+ mes "Go out before I stun you with my Hammer!!!";
+ close;
+ }
+ mes "Clang, clang!!!";
+ if(.@menu2 == 2 && getequippercentrefinery(.@part) <= rand(100)) {
+ failedrefitem .@part;
+ emotion 23;
+ mes "[" + getarg(0) + "]";
+ mes "WAHHHH!!! I'm so sorry... I warned you this could happen...";
+ set .@refinecnt,.@refinecnt - 1;
+ if(.@refinecnt == 0) close;
+ mes "Here's the unused Zeny and Material back...";
+ getitem .@material,.@refinecnt;
+ set .@fullprice,.@refinecnt * .@price;
+ set Zeny,Zeny + .@fullprice;
+ close;
+ }
+ successrefitem .@part;
+ emotion 21;
+ set .@refinecnt,.@refinecnt - 1;
+ next;
+ }
+ mes "[" + getarg(0) + "]";
+ mes "All finished... Come again soon.";
+ close;
+}
+
+
+
+//==============================================================================
+// Material Salesmen
+//==============================================================================
+prt_in,56,68,5 script Vurewell 86,{
+ callfunc "phramain","Vurewell";
+ end;
+}
+payon,145,178,3 script Begnahd 88,{
+ callfunc "phramain","Begnahd";
+ end;
+}
+morocc_in,63,32,6 script Sade 99,{
+ callfunc "phramain","Sade";
+ end;
+}
+alberta_in,13,71,3 script Kahlamanlith 86,{
+ callfunc "phramain","Kahlamanlith";
+ end;
+}
+yuno_in01,171,27,4 script Dilemma 88,{
+ callfunc "phramain","Dilemma";
+ end;
+}
+ein_in01,15,87,3 script Tirehaus 86,{
+ callfunc "phramain","Tirehaus";
+ end;
+}
+lhz_in02,278,24,3 script Krugg 86,{
+ callfunc "phramain","Krugg";
+ end;
+}
+
+//============================================================
+//= Material Salesmen Functions
+//============================================================
+function script phramain {
+ if (checkweight(1201,1) == 0) {
+ mes "- Wait a minute !! -";
+ mes "- Currently you're carrying -";
+ mes "- too many items with you. -";
+ mes "- Please try again -";
+ mes "- after you loose some weight. -";
+ close;
+ }
+ mes "[" + getarg(0) + "]";
+ mes "I sell 2 kinds of Metal";
+ mes "for tempering weaponry.";
+ mes "I have ^007777Phracon^000000 for Level 1";
+ mes "Weapons, and ^007777Emveretarcon^000000";
+ mes "for Level 2 Weapons.";
+ next;
+ switch(select("Phracon - 200 Zeny:Emveretarcon - 1000 Zeny:Ask about other Metals")) {
+ case 1:
+ set .@material,1010;
+ set .@price,200;
+ break;
+ case 2:
+ set .@material,1011;
+ set .@price,1000;
+ break;
+ case 3:
+ mes "[" + getarg(0) + "]";
+ mes "Other metals?";
+ mes "Well, you'll need special metals to upgrade higher level weapons, or any kind of armor. But you know, Oridecon and Elunium is really";
+ mes "hard to just find...";
+ close;
+ }
+ mes "[" + getarg(0) + "]";
+ mes "So how many do you wish to buy?";
+ mes "If you don't want any, please enter the number, '0.'";
+ next;
+ while(1) {
+ input .@input;
+ if (.@input == 0) {
+ mes "[" + getarg(0) + "]";
+ mes "The deal has";
+ mes "been cancelled.";
+ close;
+ }
+ else if (.@input < 0 || .@input > 500) {
+ mes "[" + getarg(0) + "]";
+ mes "Alright, you can";
+ mes "puchase up to 500.";
+ mes "No more than that,";
+ mes "got it? Good.";
+ next;
+ }
+ else {
+ break;
+ }
+ }
+ set .@sell,.@input * .@price;
+ if (Zeny < .@sell) {
+ mes "[" + getarg(0) + "]";
+ mes "Err...";
+ mes "You don't have";
+ mes "enough Zeny to buy";
+ mes ""+ .@input +" of them.";
+ close;
+ }
+ if (checkweight(.@material,.@input) == 0) {
+ mes "[" + getarg(0) + "]";
+ mes "Hmm...";
+ mes "I can't give you anything if you don't have enough room in your inventory. Why don't you put your extra things in Kafra Storage and try again?";
+ close;
+ }
+ getitem .@material,.@input;
+ set Zeny,Zeny-.@sell;
+ mes "[" + getarg(0) + "]";
+ mes "Here you are!";
+ mes "Thank you for";
+ mes "your patronage.";
+ close;
+}
+
+
+
+//==============================================================================
+// Ori/Elu Refiners
+//==============================================================================
+prt_in,63,69,3 script Dietrich 84,{
+ callfunc "orimain","Dietrich";
+ end;
+}
+payon,137,178,5 script Hakhim 88,{
+ callfunc "orimain","Hakhim";
+ end;
+}
+morocc_in,72,32,6 script Abdula 99,{
+ callfunc "orimain","Abdula";
+ end;
+}
+alberta_in,21,63,5 script Xenophon 84,{
+ callfunc "orimain","Xenophon Zolotas";
+ end;
+}
+yuno_in01,164,27,4 script Delight 88,{
+ callfunc "orimain","Delight";
+ end;
+}
+ein_in01,18,82,6 script Matestein 84,{
+ callfunc "orimain","Matestein";
+ end;
+}
+lhz_in02,281,24,5 script Fruel 84,{
+ callfunc "orimain","Fruel";
+ end;
+}
+
+//============================================================
+//= Ori/Elu Functions
+//============================================================
+function script orimain {
+ if (checkweight(1201,1) == 0) {
+ mes "- Wait a minute !! -";
+ mes "- Currently you're carrying -";
+ mes "- too many items with you. -";
+ mes "- Please try again -";
+ mes "- after you loose some weight. -";
+ close;
+ }
+ mes "[" + getarg(0) + "]";
+ mes "I can purify your";
+ mes "Rough Oridecons or";
+ mes "Rough Eluniums. I'll need";
+ mes "5 Rough Stones to make";
+ mes "1 pure one for you.";
+ next;
+ switch(select("Make Oridecon:Make Elunium:Ask about Enchanted Stones")) {
+ case 1:
+ if (countitem(756) > 4) {
+ delitem 756,5; //Oridecon_Stone
+ getitem 984,1; // Oridecon
+ mes "[" + getarg(0) + "]";
+ mes "Here's your Oridecon.";
+ mes "You're welcome to come";
+ mes "back whenever you want.";
+ close;
+ }
+ else {
+ mes "[" + getarg(0) + "]";
+ mes "You're kidding me, right?";
+ mes "I just told you that I need 5 Rough Oridecons to make a pure Oridecon.";
+ close;
+ }
+ case 2:
+ if (countitem(757) > 4) {
+ delitem 757,5; //Elunium_Stone
+ getitem 985,1; // Elunium
+ mes "[" + getarg(0) + "]";
+ mes "Here's your Elunium.";
+ mes "You're welcome to come";
+ mes "back whenever you want.";
+ close;
+ }
+ else {
+ mes "[" + getarg(0) + "]";
+ mes "You're kidding me, right?";
+ mes "I just told you that I need 5 Rough Eluniums to make a pure Elunium.";
+ close;
+ }
+ case 3:
+ mes "[" + getarg(0) + "]";
+ mes "Enchanted Stones...?";
+ mes "I've been a stonesmith for 20 years, so I've heard a lot about them. Supposedly, there are";
+ mes "four different kinds.";
+ next;
+ mes "[" + getarg(0) + "]";
+ mes "Each Enchanted Stone possesses one of the following elemental properties: Earth, Wind, Water and Fire.";
+ next;
+ mes "[" + getarg(0) + "]";
+ mes "If someone combines a Enchanted Stone with a weapon while smithing, that weapon will possess the same property as the Stone.";
+ next;
+ mes "[" + getarg(0) + "]";
+ mes "Needless to say, you need to have some smithing skill to produce this kind of elemental weapon.";
+ close;
+ }
+}
+
+
+
+//=====================================================================================
+// Equipment Repairmen
+//=====================================================================================
+alberta_in,31,65,4 script Repairman#alb 86,{
+ callfunc "repairmain","Repairman";
+ end;
+}
+
+moc_ruins,107,94,4 script Repairman#moc 99,{
+ callfunc "repairmain","Repairman";
+ end;
+}
+
+payon,143,165,4 script Repairman#pay 88,{
+ callfunc "repairmain","Repairman";
+ end;
+}
+
+prt_in,63,54,2 script Repairman#prt 86,{
+ callfunc "repairmain","Grendal";
+ end;
+}
+
+yuno_in01,175,28,3 script Repairman#juno 86,{
+ callfunc "repairmain","Repairman";
+ end;
+}
+
+geffen_in,34,166,3 script Repairman#gef 99,{
+ callfunc "repairmain","Repairman";
+ end;
+}
+
+aldeba_in,38,60,3 script Repairman#alde 86,{
+ callfunc "repairmain","Repairman";
+ end;
+}
+
+lhz_in02,284,14,3 script Repairman#lhz 86,{
+ callfunc "repairmain","Repairman";
+ end;
+}
+
+prt_gld,139,117,4 script Repairman#prt_gld 86,{
+ callfunc "repairmain","Repairman";
+ end;
+}
+
+gef_fild13,263,117,4 script Repairman#gef_fild 86,{
+ callfunc "repairmain","Repairman";
+ end;
+}
+
+pay_gld,295,183,4 script Repairman#pay_gld 86,{
+ callfunc "repairmain","Repairman";
+ end;
+}
+
+alde_gld,220,152,4 script Repairman#alde_gld 86,{
+ callfunc "repairmain","Repairman";
+ end;
+}
+
+aru_gld,189,336,4 script Repairman#aru_gld 86,{
+ callfunc "repairmain","Repairman";
+ end;
+}
+
+sch_gld,340,80,7 script Repairman#sch_gld 86,{
+ callfunc "repairmain","Repairman";
+ end;
+}
+
+//============================================================
+//= Equipment Repair Function
+//============================================================
+function script repairmain {
+ set .@repairprice,5000;
+ mes "["+getarg(0)+"]";
+ mes "Hey there!";
+ mes "Do you want me";
+ mes "to repair any items?";
+ mes "You can count on me";
+ mes "for item repairs!";
+ next;
+ switch(select("Actually, I do have some items...:None at the moment.")) {
+ case 1:
+ set .@checkitem,1;
+ while (1) {
+ if (getbrokenid(.@checkitem) == 0) {
+ break;
+ }
+ set .@checkitem,.@checkitem+1;
+ }
+ set .@checkitem,.@checkitem-1;
+ if (!.@checkitem) {
+ mes "["+getarg(0)+"]";
+ mes "Oh wow, this is incredible!";
+ mes "You must take very good care of your things. None of your items are damaged!";
+ next;
+ mes "["+getarg(0)+"]";
+ mes "If everyone is like you, I'm going to be unemployed!! Haha~!";
+ close;
+ }
+ mes "["+getarg(0)+"]";
+ mes "Hmm...";
+ mes "Let's see...";
+ mes "Out of all your items,";
+ mes "" + .@checkitem + " are damaged.";
+ mes "Would you like to repair?";
+ next;
+ set .@totalcost,.@repairprice*.@checkitem;
+ mes "["+getarg(0)+"]";
+ mes "Each repair costs " + .@repairprice + " Zeny. So to repair all your damaged items would cost " + .@totalcost + " Zeny! Would you like to repair the items?";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ if (Zeny < .@totalcost) {
+ mes "["+getarg(0)+"]";
+ mes "Whoa whoa...";
+ mes "Check your wallet before you receive the repair bill! I can't repair anything because you don't have enough Zeny.";
+ close;
+ }
+ set .@checkitem2,1;
+ while (1) {
+ if (getbrokenid(.@checkitem2) == 0) {
+ break;
+ }
+ set .@checkitem2,.@checkitem2+1;
+ }
+ set .@checkitem2,.@checkitem2-1;
+ if (.@checkitem == .@checkitem2) {
+ set zeny,zeny-.@totalcost;
+ while (.@checkitem) {
+ repair(.@checkitem);
+ set .@checkitem,.@checkitem-1;
+ }
+ mes "["+getarg(0)+"]";
+ mes "Okay! All done. Now, try to be a little more careful. Items have lives too you know.";
+ close;
+ }
+ else {
+ mes "["+getarg(0)+"]";
+ mes "Mmm? Something's wrong. Wait... Equip the items you need to repair and then come back to me.";
+ close;
+ }
+ case 2:
+ mes "["+getarg(0)+"]";
+ mes "Well, it's no skin off my nose, but it's not good to leave items damaged. You should get them repaired as soon as possible!";
+ close;
+ }
+ case 2:
+ mes "["+getarg(0)+"]";
+ mes "Hohoho...";
+ mes "You don't have";
+ mes "any business with me";
+ mes "if you don't have any";
+ mes "items to repair.";
+ close;
+ }
+}
+
+//=====================================================================================
+// +11 and above Weapon/Armor Refiners
+//=====================================================================================
+prt_in,90,72,5 script Bestry#prt 826,{
+ callfunc "refinenew","Bestry",0,0;
+ end;
+}
+morocc_in,64,41,5 script Bestry#moc 826,{
+ callfunc "refinenew","Bestry",0,0;
+ end;
+}
+payon_in01,18,132,3 script Bestry#pay 826,{
+ callfunc "refinenew","Bestry",0,0;
+ end;
+}
+
+//=====================================================================================
+// +11 and above Weapon/Armor Function
+//=====================================================================================
+//= To allow auto safe refining/multiple refining set the
+//= second argument to '1' in the function call.
+//= If you enable this function make sure you set the appropiate +x Level in your refine_db.txt
+//= to 100 and adjust the .@safe Value in the Script to your desired max. Safe Level.
+//= Otherwise it won't work .
+//=
+//= In the official script the NPC uses an new Command which is called 'GetExdEquipIsSuccessRefinery',
+//= this command seems to generate a random number between 1 and 3 to decide either of
+//= the following:
+//= 1: Success
+//= 2: Downgrade
+//= 3: Failure
+//=
+//= If you want to enable that feature just set the third argument to '1' in the function call.
+//= Otherwise it will use the % chance in your refine_db.txt .
+//= Side Note: Current values for +11 and above upgrading in the refine_db.txt are custom.
+//=====================================================================================
+
+function script refinenew {
+
+ mes "["+ getarg(0) +"]";
+ mes "I am the best Blacksmith ever!";
+ mes "I don't work with normal, boring items.";
+ mes "But only with items that are level 10 or higher!";
+ next;
+ mes "["+ getarg(0) +"]";
+ mes "Anyway, you may use my services if your item is lv 10 or higher.";
+ mes "What do you want to have refined?";
+ next;
+ setarray .@position$[1],"Head","Body","Left hand","Right hand","Robe","Shoes","Accessory 1","Accessory 2","Head 2","Head 3";
+ set .@menu$,"";
+ for( set .@i,1; .@i <= 10; set .@i,.@i+1 )
+ {
+ if( getequipisequiped(.@i) )
+ set .@menu$, .@menu$ + .@position$[.@i] + "-" + "[" + getequipname(.@i) + "]";
+
+ set .@menu$, .@menu$ + ":";
+ }
+ set .@part,select(.@menu$);
+ if(!getequipisequiped(.@part)) {
+ mes "[" + getarg(0) + "]";
+ mes "You're not wearing";
+ mes "anything there that";
+ mes "I can refine.";
+ emotion e_an;
+ close;
+ }
+ //Check if the item is refinable...
+ if(!getequipisenableref(.@part)) {
+ mes "[" + getarg(0) + "]";
+ mes "I don't think I can";
+ mes "refine this item at all...";
+ close;
+ }
+ //Check if the item is identified... (Don't know why this is in here... but kept it anyway)
+ if(!getequipisidentify(.@part)) {
+ mes "[" + getarg(0) + "]";
+ mes "You can't refine this";
+ mes "if you haven't appraised";
+ mes "it first. Make sure your";
+ mes "stuff is identified before";
+ mes "I can refine it.";
+ close;
+ }
+ //Check to see if the items is at least +10
+ if(getequiprefinerycnt(.@part) < 10) {
+ mes "["+ getarg(0) +"]";
+ mes "I said I don't work with Equipment under lv. 10.";
+ close;
+ }
+ if(getequiprefinerycnt(.@part) >= 20) {
+ mes "["+ getarg(0) +"]";
+ mes "I can't refine this";
+ mes "any more. This is as";
+ mes "refined as it gets!";
+ close;
+ }
+ set .@refineitemid, getequipid(.@part); // save id of the item
+ set .@refinerycnt, getequiprefinerycnt(.@part); //save refinery count
+ if ((getequipweaponlv(.@part) >= 1) && (getequipweaponlv(.@part) <= 4)) {
+ set .@material,6224;
+ set .@price,100000;
+ set .@safe,10;
+ mes "["+ getarg(0) +"]";
+ mes "Hmm a weapon, is that ok?";
+ mes "If you want to refine this weapon,";
+ mes "I will need 1 ^003366Bradium^000000 and 100,000 zeny.";
+ mes "Are you sure you want to continue?";
+ } else {
+ set .@material,6223;
+ set .@price,100000;
+ set .@safe,10;
+ mes "["+ getarg(0) +"]";
+ mes "Hmm an armor, is that ok?";
+ mes "If you want to refine this armor,";
+ mes "I will need 1 ^003366Carnium^000000 and 100,000 zeny.";
+ mes "Are you sure you want to continue?";
+ }
+ next;
+ if(select("Yes:No") == 2){
+ mes "["+ getarg(0) +"]";
+ mes "Well, no challenge is one way..";
+ mes "No risk.. that could be wise.";
+ close;
+ }
+ if(getarg(1) != 1) {
+ if ((getequipweaponlv(.@part) >= 1) && (getequipweaponlv(.@part) <= 4)) {
+ mes "["+ getarg(0) +"]";
+ mes "This weapon already has been refined serveral times.";
+ mes "It could be destroyed if you try more.";
+ mes "It won't break 100%, but is has a small chance.";
+ next;
+ mes "["+ getarg(0) +"]";
+ mes "You could have the upgrade level of the weapon decreased,";
+ mes "or if it breaks, you will lose ^FF0000any cards^000000 or special properties added to it.";
+ } else {
+ mes "["+ getarg(0) +"]";
+ mes "This armor already has been refined serveral times.";
+ mes "It could be destroyed if you try more.";
+ mes "It won't break 100%, but is has a small chance.";
+ next;
+ mes "["+ getarg(0) +"]";
+ mes "You could have the upgrade level of the armor decreased,";
+ mes "or if it breaks, you will lose ^FF0000any cards^000000 or special properties added to it.";
+ }
+ next;
+ mes "["+ getarg(0) +"]";
+ mes "Do you want me to refine it?";
+ mes "I think I gave you enough warnings.";
+ next;
+ switch (select("Yes.:No.")) {
+ case 1:
+ break;
+ case 2:
+ mes "["+ getarg(0) +"]";
+ mes "Well, no challenge is one way..";
+ mes "No risk.. that could be wise.";
+ close;
+ }
+ if(countitem(.@material) < 1 || Zeny < .@price) {
+ mes "["+ getarg(0) +"]";
+ mes "Hm, it seems you don't have enough materials or money.";
+ mes "Please check it out.";
+ close;
+ }
+ set Zeny,Zeny - .@price;
+ delitem .@material,1;
+ if(getequipisequiped(.@part) == 0) { // hacker has removed the item (not changed, why?)
+ mes "[" + getarg(0) + "]";
+ mes "Look here... you don't have any Items on...";
+ close;
+ }
+ if(getequiprefinerycnt(.@part) != .@refinerycnt || getequipid(.@part) != .@refineitemid) { // hacker has changed the item
+ mes "[" + getarg(0) + "]";
+ Emotion e_an;
+ mes "Wait a second...";
+ mes "Do you think I'm stupid?!";
+ mes "You switched the item while I wasn't looking! Get out of here!";
+ close;
+ }
+ if(getarg(2) == 1){
+ set .@rand,rand(1,3);
+ if (.@rand == 1) {
+ mes "Clang! Clang! Clang! Clang!";
+ successrefitem .@part;
+ next;
+ emotion e_no1;
+ mes "["+ getarg(0) +"]";
+ mes "Good! Succes!!!";
+ mes "I am the best Blacksmith.";
+ close;
+ }
+ if (.@rand == 2) {
+ mes "["+ getarg(0) +"]";
+ mes "Clang! Clang! Clang! Clang!";
+ downrefitem .@part;
+ next;
+ set .@emo, rand(1,5);
+ if (.@emo == 1) {
+ emotion e_cash;
+ }
+ else {
+ emotion e_omg;
+ }
+ mes "["+ getarg(0) +"]";
+ mes "Ahhh!!!";
+ next;
+ mes "["+ getarg(0) +"]";
+ mes "Oh my!";
+ mes "The upgrade level has dropped...";
+ mes "There could've been made an mistake even though I am the best ever.";
+ mes "It was out of my hands.";
+ next;
+ mes "["+ getarg(0) +"]";
+ mes "I will do a better job next time! Don't worry!";
+ close;
+ }
+ mes "["+ getarg(0) +"]";
+ mes "Clang! Clang! Clang!";
+ failedrefitem .@part;
+ next;
+ set .@emo, rand(1,5);
+ if (.@emo == 1) {
+ emotion e_cash;
+ } else {
+ emotion e_omg;
+ }
+ mes "["+ getarg(0) +"]";
+ mes "Hmmm!";
+ next;
+ mes "["+ getarg(0) +"]";
+ mes "Oh my! I've failed to refine stuff...";
+ mes "I didn't mean it!";
+ mes "There could've been made an mistake even though I am the best ever.";
+ mes "It was out of my hands.";
+ next;
+ mes "["+ getarg(0) +"]";
+ mes "I will do a better job next time! Don't worry!";
+ close;
+ }
+ set .@rand,rand(100);
+ if (getequippercentrefinery(.@part) > .@rand) {
+ mes "Clang! Clang! Clang! Clang!";
+ successrefitem .@part;
+ next;
+ emotion e_no1;
+ mes "["+ getarg(0) +"]";
+ mes "Good! Succes!!!";
+ mes "I am the best Blacksmith.";
+ close;
+ }
+ if (getequippercentrefinery(.@part) < .@rand) {
+ mes "["+ getarg(0) +"]";
+ mes "Clang! Clang! Clang! Clang!";
+ downrefitem .@part;
+ next;
+ set .@emo, rand(1,5);
+ if (.@emo == 1) {
+ emotion e_cash;
+ } else {
+ emotion e_omg;
+ }
+ mes "["+ getarg(0) +"]";
+ mes "Ahhh!!!";
+ next;
+ mes "["+ getarg(0) +"]";
+ mes "Oh my!";
+ mes "The upgrade level has dropped...";
+ mes "There could've been made an mistake even though I am the best ever.";
+ mes "It was out of my hands.";
+ next;
+ mes "["+ getarg(0) +"]";
+ mes "I will do a better job next time! Don't worry!";
+ close;
+ }
+ mes "["+ getarg(0) +"]";
+ mes "Clang! Clang! Clang!";
+ failedrefitem .@part;
+ next;
+ set .@emo, rand(1,5);
+ if (.@emo == 1) {
+ emotion e_cash;
+ } else {
+ emotion e_omg;
+ }
+ mes "["+ getarg(0) +"]";
+ mes "Hmmm!";
+ next;
+ mes "["+ getarg(0) +"]";
+ mes "Oh my! I've failed to refine stuff...";
+ mes "I didn't mean it!";
+ mes "There could've been made an mistake even though I am the best ever.";
+ mes "It was out of my hands.";
+ next;
+ mes "["+ getarg(0) +"]";
+ mes "I will do a better job next time! Don't worry!";
+ close;
+ }
+// New +11 and above Refining Functions ========================
+ if(getequiprefinerycnt(.@part) < .@safe) {
+ mes "[" + getarg(0) + "]";
+ mes "I can refine this to the safe limit or a desired number of times... it's your choice...";
+ next;
+ set .@menu2,select("To the safe limit please.","I'll decide how many times.","I've changed my mind...");
+ } else {
+ set .@menu2,2;
+ }
+ switch(.@menu2){
+ case 1:
+ set .@refinecnt,.@safe - getequiprefinerycnt(.@part);
+ break;
+ case 2:
+ next;
+ mes "[" + getarg(0) + "]";
+ mes "So how many times would you like me to refine your item?";
+ next;
+ input .@refinecnt;
+ set .@refinecheck,.@refinecnt + getequiprefinerycnt(.@part);
+ if (.@refinecnt < 1 || .@refinecheck > 10) {
+ mes "[" + getarg(0) + "]";
+ mes "I can't refine this item that many times.";
+ close;
+ }
+ if(.@refinecheck > .@safe) {
+ set .@refinecheck,.@refinecheck - .@safe;
+ mes "[" + getarg(0) + "]";
+ mes "This will try to refine the equipment " + .@refinecheck + " times past the safe limit. Your equipment may be destroyed... is that ok?";
+ next;
+ if(select("Yes...","No...") == 2){
+ mes "[" + getarg(0) + "]";
+ mes "You said so..Hmm so be it...";
+ close;
+ }
+ }
+ break;
+ case 3:
+ next;
+ mes "[" + getarg(0) + "]";
+ mes "You said so..Hmm so be it...";
+ close;
+ }
+ set .@fullprice,.@price * .@refinecnt;
+ mes "[" + getarg(0) + "]";
+ mes "That will cost you " + .@refinecnt + " " + getitemname(.@material) + " and " + .@fullprice + " Zeny. Is that ok?";
+ next;
+ if(select("Yes","No...") == 2){
+ mes "[" + getarg(0) + "]";
+ mes "You said so..Hmm so be it...";
+ close;
+ }
+ if(countitem(.@material) < .@refinecnt || Zeny < .@fullprice) {
+ mes "[" + getarg(0) + "]";
+ mes "Is that all you got? Unfortunately I can't work for you at a lower price. Try putting yourself in my shoes.";
+ close;
+ }
+ set Zeny,Zeny - .@fullprice;
+ delitem .@material,.@refinecnt;
+ while(.@refinecnt){
+ if (getequipisequiped(.@part) == 0) {
+ mes "[" + getarg(0) + "]";
+ mes "Look here... you don't have any Items on...";
+ close;
+ }
+ if (getequipid(.@part) != .@refineitemid || (.@menu2 == 1 && getequippercentrefinery(.@part) < 100)) {
+ mes "[" + getarg(0) + "]";
+ mes "Clan... No, but Did you imagine I could be so stupid !?!";
+ mes "You have changed it...";
+ mes "Go out before I stun you with my Hammer!!!";
+ close;
+ }
+ if(getarg(2) == 1){
+ set .@rand,rand(1,3);
+ if (.@rand == 1) {
+ mes "Clang! Clang! Clang! Clang!";
+ successrefitem .@part;
+ next;
+ emotion e_no1;
+ mes "["+ getarg(0) +"]";
+ mes "Good! Succes!!!";
+ mes "I am the best Blacksmith.";
+ close;
+ }
+ if (.@rand == 2) {
+ mes "["+ getarg(0) +"]";
+ mes "Clang! Clang! Clang! Clang!";
+ downrefitem .@part;
+ next;
+ set .@emo, rand(1,5);
+ if (.@emo == 1) {
+ emotion e_cash;
+ }
+ else {
+ emotion e_omg;
+ }
+ mes "["+ getarg(0) +"]";
+ mes "Ahhh!!!";
+ next;
+ mes "["+ getarg(0) +"]";
+ mes "Oh my!";
+ mes "The upgrade level has dropped...";
+ mes "There could've been made an mistake even though I am the best ever.";
+ mes "It was out of my hands.";
+ next;
+ mes "["+ getarg(0) +"]";
+ mes "I will do a better job next time! Don't worry!";
+ close;
+ }
+ mes "["+ getarg(0) +"]";
+ mes "Clang! Clang! Clang!";
+ failedrefitem .@part;
+ next;
+ set .@emo, rand(1,5);
+ if (.@emo == 1) {
+ emotion e_cash;
+ } else {
+ emotion e_omg;
+ }
+ mes "["+ getarg(0) +"]";
+ mes "Hmmm!";
+ next;
+ mes "["+ getarg(0) +"]";
+ mes "Oh my! I've failed to refine stuff...";
+ mes "I didn't mean it!";
+ mes "There could've been made an mistake even though I am the best ever.";
+ mes "It was out of my hands.";
+ next;
+ mes "["+ getarg(0) +"]";
+ mes "I will do a better job next time! Don't worry!";
+ close;
+ }
+ set .@rand,rand(100);
+ if (getequippercentrefinery(.@part) > .@rand) {
+ mes "Clang! Clang! Clang! Clang!";
+ successrefitem .@part;
+ next;
+ emotion e_no1;
+ mes "["+ getarg(0) +"]";
+ mes "Good! Succes!!!";
+ mes "I am the best Blacksmith.";
+ close;
+ }
+ if (getequippercentrefinery(.@part) < .@rand) {
+ mes "["+ getarg(0) +"]";
+ mes "Clang! Clang! Clang! Clang!";
+ downrefitem .@part;
+ next;
+ set .@emo, rand(1,5);
+ if (.@emo == 1) {
+ emotion e_cash;
+ } else {
+ emotion e_omg;
+ }
+ mes "["+ getarg(0) +"]";
+ mes "Ahhh!!!";
+ next;
+ mes "["+ getarg(0) +"]";
+ mes "Oh my!";
+ mes "The upgrade level has dropped...";
+ mes "There could've been made an mistake even though I am the best ever.";
+ mes "It was out of my hands.";
+ next;
+ mes "["+ getarg(0) +"]";
+ mes "I will do a better job next time! Don't worry!";
+ close;
+ }
+ mes "["+ getarg(0) +"]";
+ mes "Clang! Clang! Clang!";
+ failedrefitem .@part;
+ next;
+ set .@emo, rand(1,5);
+ if (.@emo == 1) {
+ emotion e_cash;
+ } else {
+ emotion e_omg;
+ }
+ mes "["+ getarg(0) +"]";
+ mes "Hmmm!";
+ next;
+ mes "["+ getarg(0) +"]";
+ mes "Oh my! I've failed to refine stuff...";
+ mes "I didn't mean it!";
+ mes "There could've been made an mistake even though I am the best ever.";
+ mes "It was out of my hands.";
+ next;
+ mes "["+ getarg(0) +"]";
+ mes "I will do a better job next time! Don't worry!";
+ close;
+ }
+ mes "[" + getarg(0) + "]";
+ mes "All finished... Come again soon.";
+ close;
+}
+
+//==============================================================================
+// Ori/Elu to Carnium/Bradium Refiners
+//==============================================================================
+prt_in,85,71,5 script Austry#prt 826,{
+ callfunc "oreref","Austry";
+ end;
+}
+payon_in01,14,125,5 script Austry#pay 826,{
+ callfunc "oreref","Austry";
+ end;
+}
+morocc_in,60,38,5 script Austry#moc 826,{
+ callfunc "oreref","Austry";
+ end;
+}
+
+//============================================================
+//= Ori/Elu to Carnium/Bradium Function
+//============================================================
+
+function script oreref {
+ mes "["+ getarg(0) +"]";
+ mes "If you bring me 3";
+ mes "Oridecon or Elunium";
+ mes "I can exchange them for";
+ mes "Bradium or Carnium.";
+ mes "Just give me 50,000z.";
+ next;
+ switch (select("Oridecon to Bradium.:Elunium to Carnium.:Purified Bradium to Carnium.:No thanks.")) {
+ case 1:
+ if ((countitem(984) > 2) && (Zeny > 49999)) {
+ delitem 984,3; //Oridecon
+ set Zeny, Zeny - 50000;
+ getitem 6224,1; //Bradium
+ mes "["+ getarg(0) +"]";
+ mes "Ok! Here is your Bradium.";
+ mes "Take it and use it well.";
+ close;
+ }
+ mes "["+ getarg(0) +"]";
+ mes "You better not be trying";
+ mes "to cheat me because you";
+ mes "don't have enough zeny";
+ mes "or Oridecon.";
+ close;
+ case 2:
+ if ((countitem(985) > 2) && (Zeny > 49999)) {
+ delitem 985,3; //Elunium
+ set Zeny, Zeny - 50000;
+ getitem 6223,1; //Carnium
+ mes "["+ getarg(0) +"]";
+ mes "Ok! Here is your Carnium.";
+ mes "Take it and use it well.";
+ close;
+ }
+ mes "["+ getarg(0) +"]";
+ mes "You better not be trying";
+ mes "to cheat me because you";
+ mes "don't have enough zeny";
+ mes "or Elunium.";
+ close;
+ case 3:
+ if ((countitem(6090) > 0) && (Zeny > 49999)) {
+ delitem 6090,1; //Purified_Bradium
+ set Zeny, Zeny - 50000;
+ getitem 6223,1; //Carnium
+ mes "["+ getarg(0) +"]";
+ mes "Refining with Purified Bradium";
+ mes "is a little expensive. I can";
+ mes "trade it for some Carnium.";
+ mes "Take it and use it well.";
+ close;
+ }
+ mes "["+ getarg(0) +"]";
+ mes "You better not be trying";
+ mes "to cheat me because you";
+ mes "don't have enough zeny";
+ mes "or Purified Bradium.";
+ close;
+ case 4:
+ mes "["+ getarg(0) +"]";
+ mes "Hmm...";
+ close;
+ }
+} \ No newline at end of file
diff --git a/npc/pre-re/merchants/renters.txt b/npc/pre-re/merchants/renters.txt
new file mode 100644
index 000000000..a0a866ca5
--- /dev/null
+++ b/npc/pre-re/merchants/renters.txt
@@ -0,0 +1,381 @@
+//===== rAthena Script =======================================
+//= Renters
+//===== By: ==================================================
+//= kobra_k88, mod by Lupus
+//===== Current Version: =====================================
+//= 2.0
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= Knight and Crusader Peco Peco Breeders, Falcon Breeder scripts
+//===== Additional Comments: =================================
+//= Fully working
+//= Added another Falcon Master into the Hunters Guild [Lupus]
+//= 1.2: replaced checkoption(x) with checkriding,checkfalcon [Lupus]
+//= 1.3: Added support Adv Classes + Baby Class [Lupus]
+//= 1.4: Added different prices for normal, advanced and baby classes
+//= but you could set them to the same [Lupus]
+//= 1.5: Fixed spelling mistakes [Nexon]
+//= 1.5a: Small fix (Falcon Taming -> Falcon Mastery) [Komurka]
+//= 1.6: Moved the Falcon Master to Hugel [Poki#3]
+//= 1.7 Updated to Aegis 10.3 standards. [L0ne_W0lf]
+//= 1.8 Added 3rd Job creature NPCs (Dragon/Gryphon) [L0ne_W0lf]
+//= 1.9 Enabled Gryphon Renter NPC and added Mado Gear NPC. [Masao]
+//= 2.0 Fixed problems with third classes and new mounts. [Euphy]
+//============================================================
+
+// PecoPeco Breeder (for Knights)-------------------------------------------
+prontera,55,350,5 script Peco Peco Breeder#knt 105,{
+ if(Upper==0) set .@price,2500; //Normal Peco - default price
+ if(Upper==1) set .@price,2500; //Armored Peco
+ if(Upper==2) set .@price,2500; //Baby Peco
+
+ mes "[Peco Peco Breeder]";
+ if (BaseJob == Job_Knight && Class < Job_Rune_Knight) {
+ mes "Welcome.";
+ mes "Honorable Knight,";
+ mes "would you like to rent";
+ mes "a Peco Peco? The rental";
+ mes "fee is "+.@price+" zeny.";
+ next;
+ switch(select("Rent Peco Peco:Cancel")) {
+ case 1:
+ if (zeny < .@price) {
+ mes "[Peco Peco Breeder]";
+ mes "You do not";
+ mes "have enough zeny.";
+ mes "Are you...";
+ mes "bankrupt?";
+ close;
+ }
+ else if(getskilllv("KN_RIDING") == 0) {
+ mes "[Peco Peco Breeder]";
+ mes "I'm sorry, but you're";
+ mes "not eligible for this";
+ mes "service. Please go learn";
+ mes "the Peco Peco Ride skill first.";
+ close;
+ }
+ else if(checkriding()) {
+ mes "[Peco Peco Breeder]";
+ mes "You're already";
+ mes "mounted on a";
+ mes "Peco Peco.";
+ close;
+ }
+ else if(ismounting()) {
+ mes "[Peco Peco Breeder]";
+ mes "Please remove your cash mount.";
+ close;
+ }
+ set zeny,zeny-.@price;
+ setriding;
+ close;
+ case 2:
+ mes "[Peco Peco Breeder]";
+ mes "I see.";
+ mes "Well then,";
+ mes "have a good day.";
+ close;
+ }
+ } else {
+ mes "I'm sorry, but these";
+ mes "Peco Pecos are only";
+ mes "available for Knights";
+ mes "and Lord Knights.";
+ close;
+ }
+}
+
+// Grand PecoPeco Breeder (for Crusaders)-------------------------------------------
+prontera,232,318,3 script Peco Peco Breeder#cru 105,{
+ if(Upper==0) set .@price,3500; //Normal Peco - default price
+ if(Upper==1) set .@price,3500; //Armored Peco
+ if(Upper==2) set .@price,3500; //Baby Peco
+
+ mes "[PecoPeco Breeder]";
+ if (BaseJob == Job_Crusader && Class < Job_Rune_Knight) {
+ if(Upper != 1 ) mes "Welcome, Crusader.";
+ else mes "Welcome, Paladin.";
+ mes "We have a special";
+ mes "Peco Peco prepared";
+ mes "for you. To rent one";
+ mes "will cost "+.@price+" zeny.";
+ next;
+ switch(select("Rent a PecoPeco:Quit")) {
+ case 1:
+ if (zeny < .@price) {
+ mes "[Peco Peco Breeder]";
+ mes "You do not";
+ mes "have enough zeny.";
+ mes "If you would like";
+ mes "a Peco Peco please";
+ mes "bring "+.@price+" zeny...";
+ close;
+ }
+ else if(getskilllv("KN_RIDING") == 0) {
+ mes "[Peco Peco Breeder]";
+ mes "You must first learn";
+ mes "to ride a PecoPeco before";
+ mes "I can rent one to you.";
+ close;
+ }
+ else if(checkriding()) {
+ mes "[Peco Peco Breeder]";
+ mes "You are already";
+ mes "mounted on a Peco Peco.";
+ close;
+ }
+ else if(ismounting()) {
+ mes "[Peco Peco Breeder]";
+ mes "Please remove your cash mount.";
+ close;
+ }
+ set zeny,zeny-.@price;
+ setriding;
+ close;
+ case 2:
+ mes "[PecoPeco Breeder]";
+ mes "See you around.";
+ close;
+ }
+ } else {
+ mes "What can I do for you?";
+ mes "Please be aware that";
+ mes "this Peco Peco rental";
+ mes "service is strictly for";
+ mes "Crusaders and Paladins.";
+ close;
+ }
+}
+
+// Falcon Master--------------------------------------------------------------
+hu_in01,381,304,5 script Falcon Breeder#hnt 105,{
+ if(Upper==0) set .@price,2500; //Normal Falcon - default price
+ if(Upper==1) set .@price,2500; //Scarf Falcon
+ if(Upper==2) set .@price,2500; //Baby Falcon
+
+ mes "[Falcon Breeder]";
+ if (BaseJob == Job_Hunter) {
+ mes "Do you need a Falcon?";
+ mes "You can rent your own";
+ mes "trusty bird of prey for a";
+ mes "fee of just "+.@price+" zeny~";
+ next;
+ switch(select("Rent Falcon:Cancel")) {
+ case 1:
+ if (zeny < .@price) {
+ mes "[Falcon Breeder]";
+ mes "What is this?";
+ mes "You don't have";
+ mes "enough zeny?!";
+ mes "You better start";
+ mes "hunting money";
+ mes "instead of monsters~";
+ close;
+ }
+ else if(getskilllv("HT_FALCON") == 0) {
+ mes "[Falcon Breeder]";
+ mes "Gosh~";
+ mes "Go learn how to";
+ mes "manage a Falcon";
+ mes "first! I can't rent one";
+ mes "to you if you can't";
+ mes "handle it, you know.";
+ close;
+ }
+ else if(checkfalcon()) {
+ mes "[Falcon Breeder]";
+ mes "Um...";
+ mes "You already have";
+ mes "a Falcon. It's right";
+ mes "there, can't you see it?";
+ close;
+ }
+ set zeny,zeny-.@price;
+ setfalcon;
+ close;
+ case 2:
+ mes "[Falcon Breeder]";
+ mes "W-wait, where're";
+ mes "you goin'? These";
+ mes "Falcons are top notch,";
+ mes "I guarantee it! C'mon, yo~";
+ close;
+ }
+ } else {
+ mes "Young fool!";
+ mes "Falcons can only";
+ mes "be used by Hunters";
+ mes "and Snipers, capish?";
+ mes "...Heh heh, jealous?";
+ close;
+ }
+}
+
+// Dragon Breeder on the Rune Knight job change map, couldn't find NPC on iRO.
+job3_rune01,88,62,5 script Dragon Breeder 105,{
+ mes "[Dragon Breeder]";
+ if (Class == Job_Rune_Knight || Class == Job_Rune_Knight_T || Class == Job_Baby_Rune) {
+ mes "Welcome. Would you like to rent a Dragon?";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ //if (!getskilllv("RK_DRAGONTRAINING")) {
+ if (!getskilllv("KN_RIDING")) {
+ mes "[Dragon Breeder]";
+ mes "Please learn how to ride a Dragon first.";
+ close;
+ }
+ else if (checkriding()) {
+ mes "[Dragon Breeder]";
+ mes "You already have a Dragon.";
+ close;
+ }
+ else if(ismounting()) {
+ mes "[Dragon Breeder]";
+ mes "Please remove your cash mount.";
+ close;
+ }
+ setdragon;
+ close;
+ case 2:
+ mes "[Dragon Breeder]";
+ mes "I see. Then have a great day.";
+ close;
+ }
+ }
+ mes "What are you doing here?";
+ mes "Only Rune Knights can rent a Dragon.";
+ close;
+}
+
+// Dragon/Gryphon Master
+prontera,130,213,5 script Riding Creature Master 105,{
+ mes "[Riding Creature Master]";
+ if (Class == Job_Rune_Knight || Class == Job_Rune_Knight_T || Class == Job_Baby_Rune) {
+ mes "Welcome. Would you like to rent a Dragon?";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ //if (!getskilllv("RK_DRAGONTRAINING")) {
+ if (!getskilllv("KN_RIDING")) {
+ mes "[Riding Creature Master]";
+ mes "Please learn how to ride a Dragon first.";
+ close;
+ }
+ else if (checkriding()) {
+ mes "[Riding Creature Master]";
+ mes "You already have a Dragon.";
+ close;
+ }
+ else if(ismounting()) {
+ mes "[Riding Creature Master]";
+ mes "Please remove your cash mount.";
+ close;
+ }
+ setdragon;
+ close;
+ case 2:
+ mes "[Riding Creature Master]";
+ mes "I see. Then have a great day.";
+ close;
+ }
+ }
+ if (Class == Job_Royal_Guard || Class == Job_Royal_Guard_T || Class == Job_Baby_Guard) {
+ mes "Welcome. Would you like to rent a Gryphon?";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ if(!getskilllv("KN_RIDING")) {
+ mes "[Riding Creature Master]";
+ mes "Please learn how to ride a Gryphon first.";
+ close;
+ }
+ else if (checkriding()) {
+ mes "[Riding Creature Master]";
+ mes "You already have a Gryphon.";
+ close;
+ }
+ else if(ismounting()) {
+ mes "[Riding Creature Master]";
+ mes "Please remove your cash mount.";
+ close;
+ }
+ setriding;
+ close;
+ case 2:
+ mes "[Riding Creature Master]";
+ mes "I see. Then have a great day.";
+ close;
+ }
+ }
+ mes "I'm here to provide Rune Knights and Royal Guards with riding creatures.";
+ close;
+}
+
+// Peco removing NPC
+prontera,125,208,5 script Peco Peco Remover 105,{
+ mes "[Soldier]";
+ mes "If you're unable to dismount from a Peco Peco";
+ mes "for some unknown reason,";
+ mes "please feel free to use my services.";
+ if (checkriding()) {
+ next;
+ mes "[Soldier]";
+ mes "You're riding a Peco Peco.";
+ mes "Would you like to dismount?";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ setriding 0;
+ mes "[Soldier]";
+ mes "Say, how does it feel to";
+ mes "step on the ground on your own";
+ mes "feet again?";
+ close;
+ case 2:
+ mes "[Soldier]";
+ mes "I see. Please feel free to ask me";
+ mes "if you change your mind.";
+ close;
+ }
+ }
+ close;
+}
+
+// Magic Gear Renter
+prontera,163,178,4 script Magic Gear Master 105,{
+ mes "[Magic Gear Master]";
+ if (Class == Job_Mechanic || Class == Job_Mechanic_T || Class == Job_Baby_Mechanic) {
+ mes "Welcome. Would you like to rent a Magic Gear?";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ if (!getskilllv("NC_MADOLICENCE")) {
+ mes "[Magic Gear Master]";
+ mes "Please learn how to use a Magic Gear first.";
+ close;
+ }
+ else if (checkmadogear()) {
+ mes "[Magic Gear Master]";
+ mes "You already have a Magic Gear.";
+ close;
+ }
+ else if(ismounting()) {
+ mes "[Magic Gear Master]";
+ mes "Please remove your cash mount.";
+ close;
+ }
+ setmadogear;
+ close;
+ case 2:
+ mes "[Magic Gear Master]";
+ mes "I see. Then have a great day.";
+ close;
+ }
+ }
+ mes "How may I help you?";
+ mes "Magic Gears are only available for Mechanics.";
+ close;
+} \ No newline at end of file
diff --git a/npc/pre-re/merchants/shops.txt b/npc/pre-re/merchants/shops.txt
new file mode 100644
index 000000000..00adf71b4
--- /dev/null
+++ b/npc/pre-re/merchants/shops.txt
@@ -0,0 +1,380 @@
+//===== rAthena Script =======================================
+//= Shops
+//===== By: ==================================================
+//= rAthena Dev Team
+//===== Current Version: =====================================
+//= 3.1
+//===== Compatible With: =====================================
+//= rAthena 1.0+
+//===== Description: =========================================
+//= Town shop NPCs.
+//===== Additional Comments: =================================
+//= For earlier update notes see the bottom.
+//= 2.0 updated several shop npcs. [L0ne_W0lf]
+//= Added proper Venom Knife dealer, and consiquently removed wenom Knives from weapon dealers.
+//= Moved all Cooking related NPCs to their own section.
+//= Re-alphabetized sections. Some of them were out of place.
+//= Removed commented out shops.
+//= 2.0b Einbech tool dealer got lost somewhere along the way, re-added. [L0ne_W0lf]
+//= 2.1 Fixed missing item from "Fresh Fish" from cooking addition shops. [L0ne_W0lf]
+//= 2.1a Fixed the second "Line" selling in Comodo Weapon shop. (Should have been Whip) [L0ne_W0lf]
+//= 2.2 Added Veins shops. [L0ne_W0lf]
+//= 2.3 Corrected NPC names to fall within proper restrictions. [L0ne_W0lf]
+//= 2.4 Fixed Jawaii Ice cream salesman. [L0ne_W0lf]
+//= 2.5 Updated Morroc shops to episode 12.1. [L0ne_W0lf]
+//= 2.6 Added Brasilis shops. [L0ne_W0lf]
+//= Updated Pet Groomers with four new pet feeds.
+//= 2.7 Added Trading merchants, (ninja& gunslinger) to Izlude and Alberta. [L0ne_W0lf]
+//= Made Brasilis shop names unique, and uncommented.
+//= Changed the whip sold in comodo weapon shop. (1956 ->1960)
+//= Added Fire and Silver arrow to Einbroch tool dealer.
+//= Re-added Bill of Birds to Morroc Item Collectors.
+//= 2.7a Actually applied the right update to the comodo weapon shop. [L0ne_W0lf]
+//= 2.7b Corrected Brasilis Fruit Merchant. (bugreport:4278) [L0ne_W0lf]
+//= 2.8 Updates to Brasilis Merchants. [L0ne_W0lf]
+//= 2.9 Added missing Cooking Items for Material Seller. [tr0n]
+//= 3.0 Added all new Shops which were available in the latest available official files. [Masao]
+//= 3.1 Moved some merchants to a separate renewal file. [Kenpachi]
+//============================================================
+
+//=======================================================
+// Alberta
+//=======================================================
+alb2trea,87,65,5 shop Tool Dealer#alb 83,1750:-1,1751:-1,1752:-1,501:-1,502:-1,503:-1,504:-1,506:-1,645:-1,656:-1
+alberta_in,165,96,0 shop Item Collector#alb 74,911:-1,528:-1
+alberta_in,182,97,0 shop Tool Dealer#alb2 73,1750:-1,611:-1,501:-1,502:-1,503:-1,504:-1,506:-1,645:-1,656:-1,601:-1,602:-1,2243:-1
+alberta_in,180,15,0 shop Armor Dealer#alb 101,2101:-1,2103:-1,2401:-1,2403:-1,2405:-1,2501:-1,2503:-1,2505:-1,2203:-1,2201:-1,2205:-1,2226:-1,2301:-1,2303:-1,2305:-1,2321:-1,2328:-1,2332:-1,2307:-1,2309:-1,2312:-1,2314:-1,2628:-1
+alberta_in,188,21,0 shop Weapon Dealer#alb 49,1750:-1,1751:-1,1101:-1,1104:-1,1107:-1,1201:-1,1204:-1,1207:-1,1601:-1,1701:-1,1301:-1,1351:-1,1354:-1,1357:-1,1360:-1
+alberta_in,175,97,4 shop Weapon Dealer#alb2 82,1146:-1,1245:-1
+alberta_in,176,81,3 shop Trading Merchant#alb 900,13200:-1,13201:-1,13202:-1,13150:-1,13102:-1,13151:-1,13154:-1,13155:-1,13163:-1,13165:-1,13168:-1
+
+//=======================================================
+// Al De Baran
+//=======================================================
+aldeba_in,20,60,0 shop Armor Dealer#alde 101,2228:-1,2103:-1,2105:-1,2307:-1,2309:-1,2312:-1,2314:-1,2316:-1,2505:-1,2405:-1,2628:-1,2627:-1
+aldeba_in,28,54,0 shop Weapon Dealer#alde 49,1201:-1,1204:-1,1207:-1,1210:-1,1213:-1,1216:-1,1219:-1,1222:-1
+aldeba_in,22,47,4 shop Weapon Dealer#alde2 713,1146:-1,1245:-1
+aldeba_in,94,56,5 shop Tool Dealer#alde 83,501:-1,502:-1,503:-1,504:-1,506:-1,645:-1,656:-1,601:-1,602:-1,611:-1,610:-1
+alde_alche,38,184,3 shop Material Seller#alche 755,7143:-1,7141:-1,7140:-1,6248:-1,6250:-1,6251:-1,6255:-1,6261:-1,6262:-1,6297:-1
+
+//=======================================================
+// Amatsu
+//=======================================================
+ama_in01,89,28,5 shop Armor Dealer#ama 757,2211:-1,2401:-1,2403:-1,2501:-1,2503:-1,2101:-1,2103:-1,2305:-1,2321:-1,2332:-1,2328:-1,2627:-1
+ama_in01,102,28,3 shop Weapon Dealer#ama 766,1207:-1,1216:-1,1107:-1,1122:-1,1116:-1,1154:-1,1407:-1,1457:-1,1354:-1,1519:-1
+ama_in01,24,30,5 shop Tool Dealer#ama 763,1750:-1,1770:-1,611:-1,501:-1,502:-1,503:-1,504:-1,506:-1,645:-1,656:-1,601:-1,602:-1,1065:-1
+// Ninja Shops
+que_ng,72,31,2 shop Boonji#nin 83,13250:-1,13251:-1,13252:-1,13253:-1,13254:-1
+que_ng,73,26,5 shop Boonray#nin 83,2117:-1,7521:-1,7522:-1,7523:-1,7524:-1
+
+//=======================================================
+// Ayothaya
+//=======================================================
+ayo_in01,18,182,1 shop Tool Dealer#ayo 840,1750:-1,1770:-1,611:-1,501:-1,502:-1,503:-1,504:-1,506:-1,645:-1,656:-1,601:-1,602:-1,1065:-1
+ayo_in01,90,192,3 shop Weapon Dealer#ayo 843,1207:-1,1216:-1,1107:-1,1122:-1,1116:-1,1154:-1,1407:-1,1457:-1,1354:-1,1519:-1
+ayo_in01,90,160,1 shop Armor Dealer#ayo 842,2211:-1,2401:-1,2403:-1,2501:-1,2503:-1,2101:-1,2103:-1,2305:-1,2321:-1,2332:-1,2328:-1,2627:-1
+
+//=======================================================
+// Brasilis
+//=======================================================
+brasilis,252,257,3 shop Tool Dealer#bra 478,645:-1,656:-1,601:-1,602:-1,611:-1,1065:-1,610:-1
+brasilis,244,243,3 shop Weapon Dealer#bra 477,1407:-1,1457:-1,1354:-1,1519:-1,13003:-1
+brasilis,201,309,3 shop Pet Groomer#bra 476,537:-1,643:-1
+brasilis,221,128,3 shop Fruit Gardener#bra 477,11515:-1,513:-1,11516:-1
+
+//=======================================================
+// Comodo
+//=======================================================
+cmd_in01,117,165,4 shop Armor Dealer#cmd 101,2226:-1,2228:-1,2103:-1,2105:-1,2405:-1,2503:-1,2505:-1,2305:-1,2321:-1,2307:-1,2309:-1,2335:-1,2312:-1,2314:-1,2316:-1
+cmd_in01,128,165,2 shop Weapon Dealer#cmd 49,1901:-1,1903:-1,1905:-1,1909:-1,1911:-1,1907:-1,1950:-1,1952:-1,1954:-1,1958:-1,1960:-1,1956:-1
+cmd_in01,79,182,5 shop Tool Dealer#cmd 83,1770:-1,501:-1,502:-1,503:-1,504:-1,645:-1,656:-1,657:-1,601:-1,602:-1,611:-1,1065:-1
+comodo,296,125,4 shop Souvenir Vendor#cmd 101,965:-1,964:-1
+cmd_fild07,257,126,5 shop Tool Dealer#cmd2 83,1770:-1,501:-1,502:-1,503:-1,504:-1,645:-1,656:-1,601:-1,602:-1,611:-1,1065:-1
+cmd_fild07,250,98,2 shop Weapon Dealer#cmd2 49,1401:-1,1404:-1,1407:-1,1451:-1,1454:-1,1457:-1,1460:-1,1463:-1,1410:-1
+cmd_fild07,277,85,4 shop Armor Dealer#cmd2 101,2226:-1,2228:-1,2103:-1,2105:-1,2405:-1,2503:-1,2505:-1,2305:-1,2321:-1,2307:-1,2309:-1,2335:-1,2312:-1,2314:-1,2316:-1
+comodo,106,213,5 shop Tropic Fruit Dealer 724,6258:-1
+comodo,196,162,3 shop Harive#candy 479,11513:-1,6144:-1
+
+//=======================================================
+// Einbroch
+//=======================================================
+ein_in01,106,27,4 shop One Hand Weapon Dealer 850,1101:-1,1104:-1,1107:-1,1110:-1,1113:-1,1119:-1,1122:-1,1123:-1,1126:-1,1129:-1,1201:-1,1204:-1,1207:-1,1210:-1,1213:-1,1216:-1,1219:-1,1222:-1,1301:-1,1401:-1,1404:-1,1407:-1,1501:-1,1504:-1,1507:-1,1510:-1,1513:-1,1516:-1,1519:-1,1522:-1,1801:-1,1803:-1,1805:-1,1807:-1,1809:-1,1811:-1
+ein_in01,109,27,4 shop Two Hand Weapon Dealer 850,1116:-1,1151:-1,1154:-1,1157:-1,1160:-1,1351:-1,1354:-1,1357:-1,1360:-1,1410:-1,1451:-1,1454:-1,1457:-1,1460:-1,1463:-1,1250:-1,1252:-1,1254:-1
+ein_in01,119,26,4 shop Weapon Dealer#ein 855,1247:-1,1248:-1,1249:-1,13000:-1
+ein_in01,189,15,1 shop Tool Dealer#ein 850,1750:-1,1752:-1,1751:-1,611:-1,501:-1,502:-1,503:-1,504:-1,506:-1,645:-1,656:-1,601:-1,602:-1,1065:-1
+einbroch,138,66,4 shop Flu Mask Dealer#ein 850,5114:-1,2218:-1
+einbroch,82,199,4 shop Paddler#ein 855,512:-1,645:-1,1750:-1,501:-1
+//Official Gunslingers shops.
+que_ng,179,91,3 shop Chivas Lugal 900,13150:-1,13102:-1,13151:-1,13154:-1,13155:-1,13163:-1,13165:-1,13168:-1
+que_ng,180,79,3 shop Johnny Waiker 900,13200:-1,13201:-1,13202:-1
+
+//=======================================================
+// Geffen
+//=======================================================
+geffen_in,26,178,4 shop Armor Dealer#gef 66,2628:-1,2101:-1,2107:-1,2401:-1,2501:-1,2230:-1,2301:-1,2303:-1,2305:-1,2321:-1,2332:-1
+geffen_in,30,178,4 shop Weapon Dealer#gef2 47,1750:-1,1751:-1,1101:-1,1701:-1,1201:-1,1204:-1,1207:-1,1210:-1,1213:-1,1216:-1,1601:-1,1604:-1,1607:-1,1610:-1
+geffen_in,22,171,7 shop Weapon Dealer#gef 84,1146:-1,1245:-1
+geffen_in,74,144,0 shop Trader#gef 66,911:-1,910:-1,912:-1
+geffen_in,77,167,0 shop Tool Dealer#gef 68,1750:-1,611:-1,501:-1,502:-1,503:-1,504:-1,506:-1,645:-1,656:-1,601:-1,602:-1,2241:-1
+geffen_in,77,173,0 shop Magical Item Seller#gef 64,717:-1,1601:-1,1604:-1,1607:-1,1610:-1,2232:-1,2321:-1,2332:-1
+geffen_in,171,123,4 shop Tool Dealer#gef2 64,1092:-1,1093:-1
+geffen,193,152,4 shop Pet Groomer#gef 124,537:-1,643:-1,10013:-1,10014:-1,554:-1,6113:-1,6114:-1,6115:-1
+
+//=======================================================
+// Gonryun
+//=======================================================
+gonryun,147,84,5 shop Tool Dealer#gon 777,1750:-1,1770:-1,611:-1,501:-1,502:-1,503:-1,504:-1,506:-1,645:-1,656:-1,601:-1,602:-1,1065:-1
+gonryun,174,101,3 shop Weapon Dealer#gon 774,1207:-1,1216:-1,1107:-1,1122:-1,1116:-1,1154:-1,1407:-1,1457:-1,1354:-1,1519:-1
+gonryun,173,84,3 shop Armor Dealer#gon 770,2211:-1,2401:-1,2403:-1,2501:-1,2503:-1,2101:-1,2103:-1,2305:-1,2321:-1,2332:-1,2328:-1,2627:-1
+
+//=======================================================
+// Hugel
+//=======================================================
+hugel,105,169,5 shop Vendor from Milk Ranch#h 90,519:-1
+hugel,77,167,3 shop Vegetable Gardener#hu 892,522:-1,512:-1,513:-1,515:-1,516:-1,535:-1
+hu_in01,241,368,2 shop Tool Dealer#hu 53,1750:-1,611:-1,501:-1,502:-1,503:-1,504:-1,506:-1,645:-1,656:-1,601:-1,602:-1,1065:-1
+hu_in01,252,368,3 shop Tool Dealer#hu2 90,717:-1,2201:-1,910:-1,528:-1
+hu_in01,100,390,3 shop Bow Dealer#hu 86,1701:-1,1707:-1,1718:-1,1714:-1
+hu_in01,94,390,3 shop Weapon Dealer#hu 898,1116:-1,1154:-1,1354:-1,1201:-1
+hu_in01,94,313,3 shop Armor Dealer#hu 86,2224:-1,2232:-1,2226:-1,2101:-1,2103:-1,2401:-1,2501:-1,2307:-1,2105:-1
+
+//=======================================================
+// Izlude
+//=======================================================
+izlude_in,60,127,4 shop Weapon Dealer#iz 72,1750:-1,1751:-1,1701:-1,1601:-1,1201:-1,1204:-1,1207:-1,1101:-1,1104:-1,1107:-1,1116:-1,1151:-1,1154:-1,1157:-1,1160:-1,1301:-1
+izlude_in,70,127,4 shop Armor Dealer#iz 62,2103:-1,2105:-1,2403:-1,2405:-1,2503:-1,2505:-1,2226:-1,2228:-1,2303:-1,2305:-1,2328:-1,2307:-1,2309:-1,2312:-1,2314:-1,2316:-1,2628:-1
+izlude_in,115,61,0 shop Tool Dealer#iz 47,611:-1,501:-1,502:-1,503:-1,504:-1,506:-1,645:-1,656:-1,601:-1,602:-1,1065:-1,1750:-1
+izlude,105,99,0 shop Butcher#iz 54,517:-1
+izlude,94,98,4 shop Fruit Gardener#iz 53,512:-1,513:-1,515:-1,516:-1
+izlude,105,92,7 shop Vendor from Milk Ranch#i 90,519:-1
+izlude,164,138,4 shop Pet Groomer#iz 124,537:-1,643:-1,10013:-1,10014:-1,554:-1,6113:-1,6114:-1,6115:-1
+izlude_in,121,64,3 shop Trading Merchant#iz 900,13200:-1,13201:-1,13202:-1,13150:-1,13102:-1,13151:-1,13154:-1,13155:-1,13163:-1,13165:-1,13168:-1
+
+//=======================================================
+// Jawaii
+//=======================================================
+jawaii,186,174,3 shop Ice Cream Guy#ja 85,536:-1,536:-1,536:-1,536:-1,536:-1,536:-1,536:-1
+
+//=======================================================
+// Juno
+//=======================================================
+yuno,218,97,5 shop Tool Dealer#yuno 84,1750:-1,611:-1,501:-1,502:-1,503:-1,504:-1,506:-1,645:-1,656:-1,601:-1,602:-1
+yuno,226,107,5 shop Tool Dealer#yuno1 83,911:-1,910:-1,912:-1
+yuno,197,114,4 shop Pet Groomer#yuno 124,537:-1,643:-1,10013:-1,10014:-1,554:-1,6113:-1,6114:-1,6115:-1
+yuno,205,103,4 shop Mr. King's Shop#yuno 125,2340:-1,2341:-1,2411:-1,2222:-1,2230:-1,1721:-1
+yuno,163,187,5 shop Magical Item Seller#yuno 90,717:-1,1601:-1,1604:-1,1607:-1,1610:-1,2232:-1,2321:-1,2332:-1
+yuno_in01,25,34,5 shop Tool Dealer#yuno2 83,1750:-1,611:-1,501:-1,502:-1,503:-1,504:-1,506:-1,645:-1,656:-1,601:-1,602:-1
+yuno_in01,103,35,2 shop Weapon Dealer#yuno 49,1750:-1,1751:-1,1101:-1,1701:-1,1201:-1,1204:-1,1207:-1,1210:-1,1213:-1,1216:-1,1601:-1,1604:-1,1607:-1,1610:-1
+yuno_in01,112,26,4 shop Armor Dealer#yuno 101,2628:-1,2101:-1,2107:-1,2401:-1,2501:-1,2230:-1,2301:-1,2303:-1,2305:-1,2321:-1,2332:-1
+yuno_in03,176,22,3 shop Scroll Merchant#yuno03 89,7433:-1 //Temp shop in Yuno that sells Blank Scrolls
+s_atelier,114,117,1 shop Part-Timer#sc_yuno 92,6123:-1,6120:-1
+
+//=======================================================
+// Lighthalzen
+//=======================================================
+lighthalzen,69,75,5 shop Fruit Gardener#lhz 102,512:-1,513:-1
+lighthalzen,112,44,0 shop Flower Girl#lhz 90,712:-1,744:-1,748:-1
+lighthalzen,124,129,0 shop Vegetable Gardener#lhz 91,515:-1,516:-1,535:-1
+lighthalzen,220,122,3 shop Vendor from Milk Ranch#l 90,519:-1
+lighthalzen,222,191,4 shop Pet Groomer#lhz 125,537:-1,643:-1,10013:-1,10014:-1,554:-1,6113:-1,6114:-1,6115:-1
+lighthalzen,337,240,4 shop Trap Specialist#lhz 66,7940:-1,12341:-1
+lhz_in02,286,95,4 shop Beginner's Merchant#lhz 62,5112:-1,2416:-1,2113:-1,2512:-1
+lhz_in02,271,99,5 shop Armor Dealer#lhz 851,2101:-1,2103:-1,2403:-1,2405:-1,2503:-1,2321:-1,2314:-1,2309:-1,2335:-1,2628:-1
+lhz_in02,276,99,4 shop Weapon Dealer#lhz 851,1201:-1,1207:-1,1216:-1,1107:-1,1122:-1,1116:-1,1154:-1,1407:-1,1457:-1,1354:-1,1519:-1,13003:-1
+lhz_in02,273,35,4 shop Wand Dealer#lhz 854,1601:-1,1604:-1,1607:-1,1617:-1,1619:-1
+lhz_in02,105,21,3 shop Jeweler#lhz 91,721:-1,723:-1,726:-1,728:-1,729:-1,730:-1,2613:-1
+lhz_in02,17,220,5 shop Vegetable Gardener#lhz2 91,515:-1,516:-1,535:-1
+lhz_in02,21,220,5 shop Fruit Gardener#lhz2 102,512:-1,513:-1
+lhz_in02,32,219,5 shop Butcher#lhz 54,517:-1
+lhz_in02,38,145,5 shop Gift Merchant#lhz 91,734:-1,735:-1,736:-1,737:-1,746:-1
+lhz_in02,47,148,3 shop Wedding Shop Dealer#lhz 71,744:-1,745:-1,2338:-1,2206:-1,7170:-1
+lhz_in02,31,145,4 shop Tool Dealer#lhz 90,611:-1,503:-1,504:-1,506:-1,657:-1,656:-1,601:-1,602:-1,1065:-1,610:-1,1770:-1
+lhz_in02,85,216,5 shop Doll Supplier#lhz 862,740:-1,741:-1,742:-1
+lhz_in02,87,208,3 shop Toy Supplier#lhz 715,2243:-1,2212:-1,2242:-1,2241:-1
+lhz_in03,239,106,5 shop Tool Dealer#lhz2 850,501:-1,502:-1,506:-1,645:-1,656:-1,601:-1,602:-1,1065:-1,611:-1
+lhz_in03,258,101,3 shop Arrow Merchant#lhz 855,1750:-1,1770:-1,1752:-1,1751:-1
+lhz_in03,249,24,4 shop Merchant#lhz 855,911:-1,910:-1,912:-1,528:-1
+
+//=======================================================
+// Louyang
+//=======================================================
+lou_in02,121,182,5 shop Armor Dealer#lou 818,2211:-1,2401:-1,2403:-1,2501:-1,2503:-1,2101:-1,2103:-1,2305:-1,2321:-1,2332:-1,2328:-1,2627:-1
+lou_in02,130,182,5 shop Weapon Dealer#lou 822,1207:-1,1216:-1,1107:-1,1122:-1,1116:-1,1154:-1,1407:-1,1457:-1,1354:-1,1519:-1
+lou_in02,239,176,5 shop Tool Dealer#lou 818,1750:-1,1770:-1,611:-1,501:-1,502:-1,503:-1,504:-1,506:-1,645:-1,656:-1,601:-1,602:-1,1065:-1
+
+//=======================================================
+// Lutie
+//=======================================================
+xmas_in,40,38,5 shop Tool Dealer#xmas 83,501:-1,502:-1,503:-1,504:-1,506:-1,645:-1,656:-1,601:-1,602:-1,611:-1,610:-1
+xmas_in,168,104,4 shop Armor Dealer#xmas 101,2228:-1,2103:-1,2105:-1,2307:-1,2309:-1,2312:-1,2314:-1,2316:-1,2505:-1,2405:-1
+xmas_in,169,34,2 shop Gift Seller#xmas 702,2612:-1,744:-1,748:-1,736:-1,746:-1,740:-1,2613:-1
+xmas_in,174,98,2 shop Weapon Dealer#xmas 49,1201:-1,1204:-1,1207:-1,1210:-1,1213:-1,1216:-1,1219:-1,1222:-1
+
+//=======================================================
+// Morroc - Post Ep. 12.1
+//=======================================================
+in_moc_16,22,20,7 shop Sepulchral Merchant#moc 880,1771:-1
+moc_ruins,91,128,4 shop Tool Dealer#moc1 93,1750:-1,611:-1,501:-1,502:-1,503:-1,504:-1,506:-1,645:-1,656:-1,601:-1,602:-1,1065:-1
+moc_ruins,114,63,6 shop Tool Dealer#moc2 99,1750:-1,611:-1,501:-1,502:-1,503:-1,504:-1,506:-1,645:-1,656:-1,601:-1,602:-1,1065:-1,2242:-1
+moc_ruins,93,53,2 shop Item Collector#moc1 85,911:-1,528:-1,919:-1,925:-1
+moc_ruins,81,113,0 shop Item Collector#moc2 85,911:-1,528:-1,919:-1,925:-1
+moc_ruins,110,105,2 shop Jeweler#moc1 102,721:-1,723:-1,726:-1,728:-1,729:-1
+moc_ruins,52,85,6 shop Jeweler#moc2 99,730:-1,2613:-1
+moc_ruins,113,126,4 shop Trader#moc1 99,747:-1
+moc_ruins,131,138,0 shop Trader#moc2 93,748:-1
+moc_ruins,71,139,5 shop Trader#moc3 93,2612:-1
+moc_ruins,125,135,6 shop Trader#moc4 89,2609:-1,1516:-1,1522:-1
+moc_ruins,87,109,0 shop Butcher#moc 58,517:-1
+moc_ruins,90,149,6 shop Trader#moc5 99,513:-1,513:-1,513:-1,513:-1,513:-1,513:-1
+moc_ruins,118,170,4 shop Pet Groomer#moc 125,537:-1,643:-1,10013:-1,10014:-1,554:-1,6113:-1,6114:-1,6115:-1
+morocc_in,141,67,0 shop Weapon Dealer#moc1 58,1750:-1,1751:-1,1701:-1,1601:-1,1201:-1,1204:-1,1207:-1,1210:-1,1213:-1,1216:-1,1219:-1,1222:-1,1250:-1,1252:-1,1254:-1
+morocc_in,141,60,0 shop Armor Dealer#moc 58,2101:-1,2103:-1,2401:-1,2403:-1,2405:-1,2501:-1,2503:-1,2218:-1,2301:-1,2303:-1,2305:-1,2321:-1,2328:-1,2332:-1,2307:-1,2309:-1,2335:-1,2628:-1
+morocc_in,132,57,0 shop Weapon Dealer#moc2 99,1146:-1,1245:-1
+
+//=======================================================
+// Moscovia
+//=======================================================
+mosk_in,21,254,5 shop Tool Dealer#mosk 968,611:-1,501:-1,502:-1,503:-1,504:-1,506:-1,645:-1,656:-1,601:-1,602:-1,1065:-1,1750:-1
+mosk_in,31,180,3 shop Weapon Dealer#mosk 968,1207:-1,1216:-1,1107:-1,1122:-1,1116:-1,1154:-1,1407:-1,1457:-1,1354:-1,1519:-1
+mosk_in,79,178,1 shop Armor Dealer#mosk 961,2211:-1,2401:-1,2403:-1,2501:-1,2503:-1,2101:-1,2103:-1,2305:-1,2321:-1,2332:-1,2328:-1,2627:-1
+moscovia,152,71,4 shop Fruit Gardener#mosk 968,512:-1,513:-1,515:-1,516:-1
+moscovia,199,110,3 shop Vendor from Milk Ranch#m 959,519:-1
+
+//=======================================================
+// Niflheim
+//=======================================================
+nif_in,37,93,1 shop Axe Dealer#nif 801,1301:-1,1351:-1,1354:-1,1357:-1,1360:-1
+nif_in,37,84,1 shop Armor Dealer#nif 801,2501:-1,2501:-1,2503:-1,2503:-1,2505:-1,2505:-1
+nif_in,145,23,1 shop Tool Dealer#nif 801,535:-1,1062:-1,902:-1,7106:-1,537:-1,7154:-1,1052:-1,934:-1
+
+//=======================================================
+// Payon
+//=======================================================
+payon_in01,15,119,0 shop Weapon Dealer#pay 77,1750:-1,1751:-1,1101:-1,1104:-1,1107:-1,1201:-1,1204:-1,1207:-1,1601:-1,1701:-1,1704:-1,1707:-1,1710:-1,1713:-1,1714:-1,1718:-1
+payon_in01,5,129,7 shop Weapon Dealer#pay2 703,1146:-1,1245:-1
+payon_in01,7,119,2 shop Armor Dealer#pay 76,2401:-1,2403:-1,2405:-1,2501:-1,2503:-1,2505:-1,2208:-1,2211:-1,2212:-1,2301:-1,2303:-1,2305:-1,2321:-1,2328:-1,2332:-1,2307:-1,2309:-1,2330:-1,2628:-1
+payon_in01,5,49,7 shop Tool Dealer#pay 88,1750:-1,611:-1,501:-1,502:-1,503:-1,504:-1,506:-1,645:-1,656:-1,601:-1,602:-1,1065:-1
+payon_in02,87,34,0 shop Tool Dealer#pay2 75,1750:-1,1751:-1,611:-1,501:-1,502:-1,503:-1,504:-1,506:-1,645:-1,656:-1,601:-1,602:-1,1065:-1
+payon,159,96,4 shop Tool Dealer#pay3 88,1750:-1,501:-1,645:-1,601:-1,602:-1
+payon,177,131,4 shop Pet Groomer#pay 124,537:-1,643:-1,10013:-1,10014:-1,554:-1,6113:-1,6114:-1,6115:-1
+payon,123,109,4 shop Trap Specialist#pay 66,7940:-1,12341:-1
+
+//=======================================================
+// Prontera
+//=======================================================
+prontera,73,134,0 shop Vendor from Milk Ranch#p 90,519:-1
+prontera,104,49,0 shop Fruit Gardener#prt 102,512:-1,513:-1
+prontera,64,125,0 shop Butcher#prt 87,517:-1,528:-1
+prontera,58,182,0 shop Flower Girl#prt 96,712:-1,744:-1
+prontera,113,42,0 shop Flower Lady#prt 90,712:-1,744:-1
+prontera,105,87,0 shop Gift Merchant#prt 91,734:-1,735:-1,736:-1,737:-1,746:-1
+prontera,218,211,4 shop Pet Groomer#prt 125,537:-1,643:-1,10013:-1,10014:-1,554:-1,6113:-1,6114:-1,6115:-1
+prontera,248,153,0 shop Doll Supplier#prt 85,740:-1,741:-1,742:-1
+prontera,48,58,0 shop Vegetable Gardener#prt 91,515:-1,516:-1,535:-1
+//prontera,104,88,5 shop Stuff Gimme 880,616:-1
+prt_church,108,124,4 shop Nun#prt 79,2608:-1,2216:-1,5092:-1,2323:-1,2325:-1,1501:-1,1504:-1,1507:-1,1510:-1,1513:-1,1519:-1
+prt_fild05,290,221,2 shop Tool Dealer#prt 83,1750:-1,611:-1,501:-1,502:-1,506:-1,645:-1,601:-1,602:-1
+prt_in,211,169,0 shop Wedding Shop Dealer#prt 71,744:-1,745:-1,2338:-1,2206:-1,7170:-1
+prt_in,126,76,0 shop Tool Dealer#prt1 53,611:-1,1750:-1,501:-1,502:-1,503:-1,504:-1,506:-1,645:-1,656:-1,601:-1,602:-1,1065:-1,2239:-1
+prt_in,172,130,0 shop Weapon Dealer#prt 54,1750:-1,1751:-1,1701:-1,1201:-1,1204:-1,1207:-1,1601:-1,1101:-1,1104:-1,1107:-1,1110:-1,1113:-1,1122:-1,1119:-1,1123:-1,1126:-1,1129:-1,1116:-1,1301:-1
+prt_in,172,132,0 shop Armor Dealer#prt 48,2101:-1,2103:-1,2401:-1,2403:-1,2501:-1,2503:-1,2220:-1,2226:-1,2301:-1,2303:-1,2305:-1,2328:-1,2307:-1,2309:-1,2312:-1,2314:-1,2628:-1,2627:-1
+prt_in,171,140,0 shop Weapon Dealer#prt2 47,1401:-1,1404:-1,1407:-1,1451:-1,1454:-1,1457:-1,1460:-1,1463:-1,1410:-1
+prt_in,165,140,4 shop Weapon Dealer#prt3 66,1146:-1,1245:-1
+prt_in,109,68,4 shop Trap Specialist#prt 66,7940:-1,12341:-1
+prt_monk,135,263,5 shop Weapon Dealer#prt4 726,1801:-1,1803:-1,1805:-1
+
+//=======================================================
+// Rachel
+//=======================================================
+ra_in01,175,364,3 shop Armor Dealer#ra 919,2101:-1,2103:-1,2403:-1,2405:-1,2503:-1,2321:-1,2314:-1,2309:-1,2335:-1,2628:-1
+ra_in01,257,269,3 shop Tool Dealer#ra 919,501:-1,502:-1,503:-1,504:-1,506:-1,645:-1,656:-1,601:-1,602:-1,611:-1,1065:-1,610:-1
+ra_in01,176,389,3 shop Weapon Dealer#ra 931,1201:-1,1207:-1,1216:-1,1107:-1,1122:-1,1116:-1,1154:-1,1407:-1,1457:-1,1354:-1,1519:-1,13003:-1,1601:-1,1604:-1,1607:-1
+ra_in01,254,300,3 shop Fruit Gardener#ra 931,512:-1,513:-1
+ra_in01,263,281,4 shop Trap Specialist#ra 66,7940:-1,12341:-1
+rachel,65,80,1 shop Vegetable Gardener#ra 919,515:-1,535:-1,516:-1
+
+//=======================================================
+// Turtle Island
+//=======================================================
+tur_dun01,158,54,6 shop Tool Dealer#tu 99,1750:-1,501:-1,502:-1,503:-1,504:-1,506:-1,601:-1,602:-1,645:-1,656:-1,2242:-1
+
+//=======================================================
+// Umbala
+//=======================================================
+um_in,104,124,3 shop Tool Dealer#um 788,512:-1,515:-1,535:-1,516:-1,513:-1,517:-1,528:-1,537:-1,601:-1,602:-1,645:-1,656:-1,610:-1
+um_in,160,125,3 shop Weapon Dealer#um 789,1501:-1,1504:-1,1507:-1,1510:-1,1513:-1,1519:-1,1807:-1,1811:-1,1809:-1
+
+//=======================================================
+// Veins
+//=======================================================
+ve_in,386,245,3 shop Weapon Dealer#ve 931,1201:-1,1207:-1,1216:-1,1107:-1,1122:-1,1116:-1,1154:-1
+ve_in,336,243,3 shop Weapon Dealer#ve2 931,1407:-1,1457:-1,1354:-1,1519:-1,13003:-1
+ve_in,374,230,3 shop Armor Dealer#ve 919,2101:-1,2103:-1,2403:-1,2405:-1,2503:-1,2321:-1,2314:-1,2309:-1,2335:-1,2628:-1
+ve_in,243,303,5 shop Tool Dealer#ve 943,501:-1,502:-1,503:-1,504:-1,506:-1,645:-1,656:-1,601:-1,602:-1,611:-1,1065:-1,610:-1
+ve_in,253,304,5 shop Fruit Gardener#ve 941,512:-1,513:-1
+ve_in,252,313,0 shop Magical Item Seller#ve 942,717:-1,1601:-1,1604:-1,1607:-1,1610:-1,2232:-1,2321:-1,2332:-1
+
+//=======================================================
+// Cooking Addition
+//=======================================================
+prontera,156,212,1 shop Chef Assistant#prt 700,7454:-1,7456:-1,7482:-1,580:-1
+payon,206,119,5 shop Chef Assistant#pay 89,7455:-1
+moc_ruins,115,123,5 shop Chef Assistant#moc 86,7455:-1,7453:-1,7454:-1,7456:-1,7452:-1
+geffen,196,111,3 shop Chef Assistant#gef 85,7482:-1
+alberta,167,135,5 shop Chef Assistant#alb 712,579:-1
+aldebaran,165,107,2 shop Chef Assistant#alde 97,7456:-1,7452:-1,580:-1
+comodo,225,164,3 shop Chef Assistant#cmd 83,7455:-1,7453:-1,7454:-1,579:-1
+umbala,102,154,3 shop Chef Assistant#um 83,7456:-1,577:-1
+yuno,130,173,3 shop Chef Assistant#yuno 83,7457:-1,7482:-1
+einbroch,224,207,5 shop Chef Assistant#ein 83,7457:-1
+lighthalzen,126,126,3 shop Chef Assistant#lhz 83,7456:-1,7452:-1
+amatsu,206,150,3 shop Chef Assistant#ama 83,7453:-1,579:-1
+louyang,256,123,5 shop Chef Assistant#lou 820,7454:-1,577:-1
+gonryun,147,101,5 shop Chef Assistant#gon 83,7452:-1,580:-1
+ayothaya,203,178,3 shop Chef Assistant#ayo 83,7455:-1,577:-1
+xmas,152,137,5 shop Chef Assistant#xmas 83,7457:-1,577:-1
+niflheim,209,180,5 shop Chef Assistant#nif 83,581:-1
+
+//===== Additional Comments(old): =================================
+//= swapped shop titles in GONRYUN, thanks to Kashy
+//= 1.3a Fixed Louyang map name. Added additional shops in Yuno. [kobra_k88]
+//= 1.4 Added Niflheim Shops
+//= 1.5 New Payon Locations [Darkchild]
+//= Moved shops in Umbala.txt here. Commented out the duplicate ones.[kobra_k88]
+//= 1.6 Removed GRAPE ID 514 from shops (caused exploits)
+//= 1.7 Removed juices from custom amatsu shops (it's a quest item + levelup exploit)
+//= 1.8 Corrected Niflheim Shops and Morroc Jewel Merchant [celest]
+//= 1.9 Updated Louyang shops thanks to MasterOfMuppets
+//= 1.10 Lutie Tools coords [Yor]
+//= 1.11 Added Belts to Prontera/Aldebaran shops, thanks to reddozen [Lupus]
+//= 1.12 official Ayothaya Shops, thanks to MasterOfMuppets [Lupus]
+//= 1.13 Added 5092 Coif into Prontera Church shop [Lupus]
+//= 1.14 Added Lighthalzen,Einbroch,Einbech shops. Updated Prontera,Morroc,Payon shops [Lupus]
+//= 1.15 Added Venom Knives into every Weapon Shop (that sells Knife[3]) [Lupus]
+//= 1.15a Fixed a small typo in alberta's weapon shop, thanks to reddozen for the fix [MasterOfMuppets]
+//= 1.16 Added a temp shop in Yuno to sell Blank scrolls, thanks to reddozen [MasterOfMuppets]
+//= 1.17 Added wand of hypnotist to the Lighthalzen weapon shop [MasterOfMuppets]
+//= 1.18 Fixed some shops based on kRO shots [Poki#3]
+//= 1.19 Added Hugel and fixed Payon shops based on kRO shots [Poki#3]
+//= 1.19a Added Food Seller selling Mastela Fruit in Hugel (Update item_db for the correct price!) [Poki#3]
+//= 1.20 Added 3 weapons shops, thx2 Muad_Dib [Lupus]
+//= 1.21 Added another weapon dealer to Einbroch, thanks to Muad_Dib [MasterOfMuppets]
+//= - Fixed up the missing sprites for you Lupus :)
+//= - Guys, I suggest we crop these comments and put them at the bottom soon
+//= 1.22 Thx8) Removed Berserk Potions from all shops but Comodo [Lupus]
+//= 1.3 Added Gunslinger shops. Credits goes to RockmanEXE for the info [erKURITA]
+//= Added Bucket Hat to Flu Mask dealer and modified it's name to a more logical one :P [erKURITA]
+//= 1.4 Added an ingredient seller to Morroc, thanks to Muad_Dib [MasterOfMuppets]
+//= a Removed doubled Morocc Ing.Seller, arranged the rest Ing.Sellers according to the city names [Lupus]
+//= 1.4b Commented out temp Gunslinger shops. [Lupus]
+//= 1.5 Removed Temp gunslinger shops and moved up the official ones. [erKURITA]
+//= Added Official Ninja shops in their correct location and commented a few
+//= shops. Thanks to RockmanEXE and Muad_Dib [erKURITA]
+//= 1.6 Implemented a missing Tool Shop in Lighthalzen [MasterOfMuppets]
+//= 1.7 Added some missing iRO - Lighthalzen NPCs [Musashiden]
+//= 1.8 Added Rachel Official shops. Special Thanks to RockmanEXE. [erKURITA]
+//= 1.9 Uncommented Homunculus shop, since Homunculus is working on trunk now. [Evera]
+//= 1.9a Pet Merchant -> Lighthalzen [erKURITA]
+//= 1.9b Added items to Chivas Regal
+//= 1.9c Slight update for Rachel shop: Tool Dealer -> Fruit Gardener [L0ne_W0lf]
+//============================================================
diff --git a/npc/pre-re/merchants/shops_re.txt b/npc/pre-re/merchants/shops_re.txt
new file mode 100644
index 000000000..4f0ad37e3
--- /dev/null
+++ b/npc/pre-re/merchants/shops_re.txt
@@ -0,0 +1,42 @@
+//===== rAthena Script =======================================
+//= Shops
+//===== By: ==================================================
+//= rAthena Dev Team
+//===== Current Version: =====================================
+//= 3.1
+//===== Compatible With: =====================================
+//= rAthena 1.0+
+//===== Description: =========================================
+//= Renewal-specific town shop NPCs.
+//===== Additional Comments: =================================
+//= 3.1 Moved some merchants to a separate renewal file. [Kenpachi]
+//============================================================
+
+//=======================================================
+// Einbroch
+//=======================================================
+einbroch,122,250,4 shop Black Marketeer#ein 49,2139:-1,2800:-1,2801:-1,2802:-1,2803:-1,2804:-1,2806:-1,2807:-1,18000:-1,18001:-1,18002:-1,18003:-1,18004:-1,12392:-1,12393:-1,12394:-1,6145:-1,6146:-1,6147:-1,6186:-1,2808:-1
+
+//=======================================================
+// Lighthalzen
+//=======================================================
+lhz_in03,181,17,4 shop Black Marketeer#lhz 49,2139:-1,2800:-1,2801:-1,2802:-1,2803:-1,2804:-1,2806:-1,2807:-1,18000:-1,18001:-1,18002:-1,18003:-1,18004:-1,12392:-1,12393:-1,12394:-1,6145:-1,6146:-1,6147:-1,6186:-1,2808:-1
+s_atelier,15,65,5 shop Part-Timer#sc_lgt 89,6123:-1,6120:-1
+
+//=======================================================
+// Mid Camp
+//=======================================================
+mid_camp,129,284,4 shop Trap Specialist#mid 66,7940:-1,12341:-1
+mid_camp,184,263,4 shop Black Marketeer#mid 49,2139:-1,2800:-1,2801:-1,2802:-1,2803:-1,2804:-1,2806:-1,2807:-1,18000:-1,18001:-1,18002:-1,18003:-1,18004:-1,12392:-1,12393:-1,12394:-1,6145:-1,6146:-1,6147:-1,6186:-1,2808:-1
+
+//=======================================================
+// Prontera
+//=======================================================
+prt_in,175,137,4 shop Black Marketeer#prt 49,2139:-1,2800:-1,2801:-1,2802:-1,2803:-1,2804:-1,2806:-1,2807:-1,18000:-1,18001:-1,18002:-1,18003:-1,18004:-1,12392:-1,12393:-1,12394:-1,6145:-1,6146:-1,6147:-1,6186:-1,2808:-1
+s_atelier,17,110,1 shop Part-Timer#sc_prt 67,6123:-1,6120:-1
+
+//=======================================================
+// Rachel
+//=======================================================
+ra_in01,257,266,4 shop Black Marketeer#ra 49,2139:-1,2800:-1,2801:-1,2802:-1,2803:-1,2804:-1,2806:-1,2807:-1,18000:-1,18001:-1,18002:-1,18003:-1,18004:-1,12392:-1,12393:-1,12394:-1,6145:-1,6146:-1,6147:-1,6186:-1,2808:-1
+s_atelier,137,60,3 shop Part-Timer#sc_ra 70,6123:-1,6120:-1
diff --git a/npc/pre-re/merchants/socket_enchant.txt b/npc/pre-re/merchants/socket_enchant.txt
new file mode 100644
index 000000000..63499c429
--- /dev/null
+++ b/npc/pre-re/merchants/socket_enchant.txt
@@ -0,0 +1,362 @@
+//===== rAthena Script =======================================
+//= Episode 11.1 Socket Enchant NPC
+//===== By: ==================================================
+//= rAthena dev team
+//===== Current Version: =====================================
+//= 2.0
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Adds slots to selected weapons and armor.
+//===== Additional Comments: =================================
+//= 0.1a added missing L_No: to 2 funcs [Lupus]
+//= 0.1b Removed duplicates [Toms]
+//= 0.2 Added missing next;'s [Evera]
+//= 0.3 Fixed Zweihander[+] id [Lupus]
+//= 1.0 Fixed ingredients check [Lupus]
+//= 1.1 Updated to official. [SinSloth]
+//= 1.1b Optimized/cleaned [ultramage]
+//= 1.2 Fixed some typos and a nasty bug. [SinSloth]
+//= 1.3 Fixed a wrong item ID with Sphinx Hat. [SinSloth]
+//= 1.4 Corrected NPC names to fall within proper restrictions. [L0ne_W0lf]
+//= 1.5 Removed Ontouch trigger area from NPCs. [L0ne_W0lf]
+//= 1.6 Replaced effect numerics with constants. [Samuray22]
+//= 1.7 Adjusted prices on some armor and weapons. [L0ne_W0lf]
+//= 1.8 Added missing Gae Bolg and Dragon Slayer. [Kisuka]
+//= 1.9 Moved Episode 12 items to separate NPC.
+//= Some cleanup & optimization. [Gepard]
+//= 2.0 Duplicates now spawn from floating NPCs. [L0ne_W0lf]
+//============================================================
+
+- script Seiyablem#dummy::SocketEnchant -1,{
+ if (checkweight(1201,1) == 0)
+ {
+ mes "- Wait a minute !! -";
+ mes "- Currently you're carrying -";
+ mes "- too many items with you. -";
+ mes "- Please try again -";
+ mes "- after you loose some weight. -";
+ close;
+ }
+ mes "[Seiyablem]";
+ mes "I'm an engineer that specializes in adding Slots to normal Weapons and Armor.";
+ mes "My service fee, the required materials and the chance of success all depend on the specific item I'm working on.";
+ next;
+ mes "[Seiyablem]";
+ mes "Adding Slots may seem simple, but it's far more complicated than it looks.";
+ mes "If you're interested in my service, let me know.";
+ next;
+ switch(select("Add Slot to Weapon:Add Slot to Armor:Slot Attempt Info:Cancel"))
+ {
+ case 1:
+ mes "[Seiyablem]";
+ mes "You want to add a Slot to a weapon?";
+ mes "I categorize weapons by their difficulty in adding a Slot, C Class being easiest and S Class the most difficult.";
+ mes "Which class would you like to try?";
+ next;
+ switch(select("C Class:B Class:A Class:S Class"))
+ {
+ case 1:
+ mes "[Seiyablem]";
+ mes "C Class, eh?";
+ mes "Now, I can only upgrade certain equipment in that class, so please choose one of the following items, so we can try to add a Slot to it.";
+ next;
+ switch(select("Trident:Rope:Violin"))
+ {
+ case 1: callfunc "Func_Socket",1460,1461,40,66,200,1010,10;
+ case 2: callfunc "Func_Socket",1950,1951,40,66,200,1010,10;
+ case 3: callfunc "Func_Socket",1901,1902,40,66,200,1010,10;
+ }
+ case 2:
+ mes "[Seiyablem]";
+ mes "B Class?";
+ mes "Alright, this is the average equipment category.";
+ mes "Please choose the weapon to which you'd like me to try to add a Slot.";
+ next;
+ switch(select("Chain:Gladius:Gakkung Bow:Pike:Haedonggum:Lute:Wire:Waghnakh:Arbalest Bow"))
+ {
+ case 1: callfunc "Func_Socket",1519,1520,40,61,300,1010,10;
+ case 2: callfunc "Func_Socket",1219,1220,40,61,300, 984, 1,999,5;
+ case 3: callfunc "Func_Socket",1714,1716,40,61,300, 984, 2,999,5;
+ case 4: callfunc "Func_Socket",1407,1408,40,61,200,1010,10;
+ case 5: callfunc "Func_Socket",1123,1128,40,61,300, 984, 2,999,5;
+ case 6: callfunc "Func_Socket",1905,1906,40,61,300,1011,10;
+ case 7: callfunc "Func_Socket",1954,1955,40,61,300,1011,10;
+ case 8: callfunc "Func_Socket",1801,1802,40,61,300,1010,10;
+ case 9: callfunc "Func_Socket",1713,1715,40,61,300, 984, 2,999,5;
+ }
+ case 3:
+ mes "[Seiyablem]";
+ mes "Ooh, A Class.";
+ mes "This is some high risk territory!";
+ mes "Alright, which weapon would you like me to try adding a Slot?";
+ next;
+ switch(select("Hunter Bow:Survivor's Rod(INT):Zweihander:Flamberge:Infiltrator:Ballista:Stunner:Berserk:Claymore"))
+ {
+ case 1: callfunc "Func_Socket",1718,1726,40,61,500,984,2,999,10;
+ case 2: callfunc "Func_Socket",1619,1620,40,61,500,984,5,999,10;
+ case 3: callfunc "Func_Socket",1168,1171,40,61,800,984,5,999,10;
+ case 4: callfunc "Func_Socket",1129,1149,40,61,500,984,2,999,10;
+ case 5: callfunc "Func_Socket",1261,1266,40,61,700,984,5,999,10;
+ case 6: callfunc "Func_Socket",1722,1727,40,61,500,984,5,999,10;
+ case 7: callfunc "Func_Socket",1522,1532,40,61,500,984,2,999,10;
+ case 8: callfunc "Func_Socket",1814,1816,40,61,500,984,5,999,10;
+ case 9: callfunc "Func_Socket",1163,1172,40,61,500,984,2,999,10; // NPC says "5 Oridecon" (Aegis) but takes only 2
+ }
+ case 4:
+ mes "[Seiyablem]";
+ mes "Whoa, whoa, whoa...";
+ mes "S class? Alright...";
+ mes "It'd be a near miracle if I can actually pull this off.";
+ mes "Okay... Which weapon shall we try adding a Slot to?";
+ next;
+ switch(select("Gungnir:Poison Knife:Ice Pick:Sucsamad:Ginnungagap:Cutlas:Crescent Scythe:Survivor's Rod(DEX)"))
+ {
+ case 1: callfunc "Func_Socket", 1413, 1418,40,51,1000,984,5,999,10;
+ case 2: callfunc "Func_Socket", 1239,13016,40,51,1000,984,5,999,10;
+ case 3: callfunc "Func_Socket", 1230,13017,40,51,2000,984,5,999,10;
+ case 4: callfunc "Func_Socket", 1236,13018,40,51,1000,984,5,999,10;
+ case 5: callfunc "Func_Socket",13002,13019,40,51,1000,984,5,999,10;
+ case 6: callfunc "Func_Socket", 1135,13400,40,51,1000,984,5,999,10;
+ case 7: callfunc "Func_Socket", 1466, 1476,40,51,1000,984,5,999,10;
+ case 8: callfunc "Func_Socket", 1617, 1618,40,51,2000,984,5,999,10;
+ }
+ }
+ case 2:
+ mes "[Seiyablem]";
+ mes "Armor, you said?";
+ mes "Sure, no problem.";
+ mes "Armor is divided into 4 different classes, depending on the work difficulty.";
+ mes "C Class is the easiest one, and S Class he hardest one.";
+ mes "Which class would you like to try?";
+ next;
+ switch(select("C Class:B Class:A Class:S Class"))
+ {
+ case 1:
+ mes "[Seiyablem]";
+ mes "C Class Armor, eh?";
+ mes "Sounds reasonable.";
+ mes "Which armor would you like to try adding a Slot?";
+ next;
+ switch(select("Mantle:Coat:Circlet:Biretta"))
+ {
+ case 1: callfunc "Func_Socket",2307,2308,40,66,200,999,3;
+ case 2: callfunc "Func_Socket",2309,2310,40,66,200,999,3;
+ case 3: callfunc "Func_Socket",2232,2233,40,66,200,999,3;
+ case 4: callfunc "Func_Socket",2216,2217,40,66,200,999,3;
+ }
+ case 2:
+ mes "[Seiyablem]";
+ mes "You have chosen average B Class.";
+ mes "So, what kind of armor do you have?";
+ next;
+ switch(select("Mirror Shield:Chain Mail:Saint Robe:Silk Robe:Boots:Shoes:Muffler:Guard:Buckler:Shield:Bongun Hat"))
+ {
+ case 1: callfunc "Func_Socket",2107,2108,40,61,250,999,5;
+ case 2: callfunc "Func_Socket",2314,2315,40,61,250,999,5;
+ case 3: callfunc "Func_Socket",2325,2326,40,61,300,999,5;
+ case 4: callfunc "Func_Socket",2321,2322,40,61,300,999,5;
+ case 5: callfunc "Func_Socket",2405,2406,40,61,300,999,5;
+ case 6: callfunc "Func_Socket",2403,2404,40,61,300,999,5;
+ case 7: callfunc "Func_Socket",2503,2504,40,61,300,999,5;
+ case 8: callfunc "Func_Socket",2101,2102,40,61,300,999,5;
+ case 9: callfunc "Func_Socket",2103,2104,40,61,300,999,5;
+ case 10: callfunc "Func_Socket",2105,2106,40,61,250,999,5;
+ case 11: callfunc "Func_Socket",5046,5168,40,61,250,999,5;
+ }
+ case 3:
+ mes "[Seiyablem]";
+ mes "Ooh, A Class.";
+ mes "This is some high risk territory!";
+ mes "Alright, which armor would you like me to try adding a Slot?";
+ next;
+ switch(select("Gemmed Sallet:Bucket Hat:Memory Book:Tights:Legion Plate Armor:Full Plate:Thief Clothes:Greaves:Coif:Manteau:Helm:Ninja Suit:Orc Helm:Ancient Cape:Monk Hat:Golden Gear:Brooch:Munak Hat"))
+ {
+ case 1: callfunc "Func_Socket",2230,2231,40,61,400,985,1;
+ case 2: callfunc "Func_Socket",5114,5120,40,61,400,985,1;
+ case 3: callfunc "Func_Socket",2109,2121,40,61,400,985,1;
+ case 4: callfunc "Func_Socket",2330,2331,40,61,400,985,1;
+ case 5: callfunc "Func_Socket",2341,2342,40,61,400,985,1;
+ case 6: callfunc "Func_Socket",2316,2317,40,61,400,985,1;
+ case 7: callfunc "Func_Socket",2335,2336,40,61,400,985,1;
+ case 8: callfunc "Func_Socket",2411,2412,40,61,400,985,1;
+ case 9: callfunc "Func_Socket",5092,5093,40,61,400,985,1;
+ case 10: callfunc "Func_Socket",2505,2506,40,61,400,985,1;
+ case 11: callfunc "Func_Socket",2228,2229,40,61,400,985,1;
+ case 12: callfunc "Func_Socket",2337,2359,40,61,400,985,1;
+ case 13: callfunc "Func_Socket",2299,5157,40,61,400,985,1;
+ case 14: callfunc "Func_Socket",2507,2525,40,61,400,985,1;
+ case 15: callfunc "Func_Socket",2251,5158,40,61,400,985,1;
+ case 16: callfunc "Func_Socket",2246,5159,40,61,400,985,1;
+ case 17: callfunc "Func_Socket",2605,2625,40,61,400,985,1;
+ case 18: callfunc "Func_Socket",2264,5167,40,61,300,985,1;
+ }
+ case 4:
+ mes "[Seiyablem]";
+ mes "Um... S Class?";
+ mes "You sure about this?";
+ mes "Alright... Let me know the Armor to which you'd like to add a Slot, and I'll tell what I need to try it.";
+ next;
+ switch(select("Majestic Goat:Spiky Band:Bone Helm:Corsair:Crown:Tiara:Sphinx Hat:Robe of Cast:Earring:Ring:Bow Thimble"))
+ {
+ case 1: callfunc "Func_Socket",2256,5160,40,51,2000,985,2;
+ case 2: callfunc "Func_Socket",2258,5161,40,51,2000,985,2;
+ case 3: callfunc "Func_Socket",5017,5162,40,51,2000,985,2;
+ case 4: callfunc "Func_Socket",5019,5163,40,51,2000,985,2;
+ case 5: callfunc "Func_Socket",2235,5165,40,51,2000,985,2;
+ case 6: callfunc "Func_Socket",2234,5164,40,51,2000,985,2;
+ case 7: callfunc "Func_Socket",5053,5166,40,51,1000,985,2;
+ case 8: callfunc "Func_Socket",2343,2360,40,51,1000,985,2;
+ case 9: callfunc "Func_Socket",2602,2622,40,51,1000,985,2;
+ case 10: callfunc "Func_Socket",2601,2621,40,51,1000,985,2;
+ case 11: callfunc "Func_Socket",2619,2671,40,51,1000,985,2;
+ }
+ }
+ case 3:
+ mes "[Seiyablem]";
+ mes "Well, I haven't really refined the art of Slot Addition.";
+ mes "It's so complicated that I'd be lying if I told you that I knew every factor that affected the process.";
+ mes "Still, I do notice a few trends...";
+ next;
+ mes "[Seiyablem]";
+ mes "In some towns, Slot addition attempts are more successful for equipment with fewer upgrades.";
+ mes "In other towns, the opposite is true.";
+ mes "isn't that really peculiar?";
+ next;
+ mes "[Seiyablem]";
+ mes "Oh, there's also something really important that you should know.";
+ mes "If you ask me to add a Slot to something, make sure that you don't have multiples of it in your inventory.";
+ next;
+ mes "[Seiyablem]";
+ mes "Here's an example: if you have a +7 Manteau and a normal Manteau in your inventory, then I will randomly pick one of them for my Slot Addition attempt.";
+ mes "Just remember to be careful.";
+ next;
+ mes "[Seiyablem]";
+ mes "Again, ^FF0000only carry one of the equipment to which you want me to add a Slot^000000.";
+ mes "All other equipment with the same name should be placed in your Kafra Storage, got it?";
+ close;
+ case 4:
+ mes "[Seiyablem]";
+ mes "Take it easy, adventurer.";
+ mes "If you ever want to try adding a Slot to some of your equipment, come back and let me know.";
+ mes "Seeya~";
+ close;
+ }
+}
+
+function script Func_Socket {
+
+ mes "[Seiyablem]";
+ mes "You want to add a Slot to a " + getitemname(getarg(0)) + "?";
+ mes "Alright, please bring me ^FF0000" + getarg(6) + " " + getitemname(getarg(5)) + (getarg(6) > 1 && getarg(5) != 999 ? "s":"") + "^000000, " + (getarg(7,0) != 0 && getarg(8,0) != 0 ? ("^FF0000" + getarg(8,0) + " " + getitemname(getarg(7,0)) + (getarg(8,0) > 1 && getarg(7,0) != 999 ? "s":"") + "^000000 ") : "") + "and my ^FF0000" + (getarg(4) >= 1000 ? (getarg(4)/1000 + ",000") : getarg(4)) + ",000 zeny^000000 service fee.";
+ mes "Ah, and don't forget to bring that " + getitemname(getarg(0)) + "!";
+ next;
+ mes "[Seiyablem]";
+ if (getiteminfo(getarg(0),5)&2) // EQP_HAND_R = 2, it's a weapon
+ {
+ mes "I can try to add a slot now if you have the required items and zeny.";
+ mes "However, you should know that there's a chance that I might fail.";
+ mes "Therefore, I need to give you a fair warning...";
+ next;
+ mes "[Seiyablem]";
+ mes "If this attempt to add a Slot to your Weapon fails, then the ^FF0000Weapon^000000, ^FF0000and any Cards compounded to it will be destroyed^000000.";
+ }
+ else // armor
+ {
+ mes "If you have all the required materials, my zeny service fee and the Armor, then we can go ahead with the Slot Addition attempt.";
+ mes "But before that, I must warn you of the risk.";
+ next;
+ mes "[Seiyablem]";
+ mes "If this attempt to add a Slot to your Armor fails, then the ^FF0000Armor^000000, ^FF0000it's upgrades^000000 ^FF0000and any Cards compounded to it will be destroyed^000000.";
+ }
+ mes "Do you still want to try to add a Slot?";
+ next;
+ switch(select("Attempt Slot Addition:Cancel"))
+ {
+ case 1:
+ if ((Zeny >= getarg(4)*1000) && (countitem(getarg(5)) >= getarg(6)) && (countitem(getarg(7,512)) >= getarg(8,0)) && (countitem(getarg(0)) > 0)) // if there's no getarg(7) and getarg(8) provided, check itemcount against 0 (we still need a valid item ID though)
+ {
+ mes "[Seiyablem]";
+ mes "Alright then, let the work begin!";
+ mes "You'd better pray for a successful result.";
+ next;
+ set .@a, rand(1,100);
+ if ((.@a > getarg(2)) && (.@a < getarg(3)))
+ {
+ specialeffect getarg(3) == 51 ? EF_LORD : EF_SANCTUARY; // only S Class items have Lord of Vermillion effect
+ mes "[Seiyablem]";
+ mes "Great, it seems to be successful.";
+ mes "It looks pretty well done. Congratulations!";
+ delitem getarg(0),1;
+ delitem getarg(5),getarg(6);
+ if (getarg(7,0) != 0 && getarg(8,0) != 0)
+ delitem getarg(7),getarg(8);
+ set Zeny, Zeny - getarg(4)*1000;
+ getitem getarg(1),1;
+ next;
+ mes "[Seiyablem]";
+ mes "See you again, buddy!";
+ close;
+ }
+ else
+ {
+ specialeffect EF_SUI_EXPLOSION;
+ mes "[Seiyablem]";
+ mes "Wah! ...I am so sorry, it failed.";
+ mes "However, I am completely innocent.";
+ mes "This is your luck, and it is destined by god, okay?";
+ mes "Don't be so disappointed, and try next time.";
+ delitem getarg(0),1;
+ delitem getarg(5),getarg(6);
+ if (getarg(7,0) != 0 && getarg(8,0) != 0)
+ delitem getarg(7),getarg(8);
+ set Zeny, Zeny - getarg(4)*1000;
+ next;
+ mes "[Seiyablem]";
+ mes "I wish you good luck next time!";
+ close;
+ }
+ }
+ else
+ {
+ mes "[Seiyablem]";
+ mes "I'd like to go ahead with this Slot Addition attempt, but you're missing a few things.";
+ mes "You sure that you have the equipment, required materials and the zeny?";
+ close;
+ }
+ case 2:
+ mes "[Seiyablem]";
+ mes "Need some time to think about it, huh?";
+ mes "Alright, I can understand.";
+ mes "Just remember that life's no fun if you're always playing it safe~";
+ close;
+ }
+}
+
+payon,140,151,5 duplicate(SocketEnchant) Seiyablem#pay 84
+lhz_in02,281,35,5 duplicate(SocketEnchant) Seiyablem#lhz 84
+prt_in,33,70,5 duplicate(SocketEnchant) Seiyablem#prt 84
+morocc,51,41,4 duplicate(SocketEnchant) Seiyablem#moc 84
+
+- script Young Man#dummy::SocketMan -1,{
+ mes "[Young Man]";
+ mes "I'm considering becoming a Slotting Engineer.";
+ mes "It's a new field where you can add Slots to equipment, and it'd be cool if I can work in such a lucrative career.";
+ next;
+ mes "[Young Man]";
+ mes "There's a huge element of luck involved in successfully adding Slots from what I can understand.";
+ mes "You fail sometimes, but if you're super lucky, you can add two Slots.";
+ mes "Crazy. Huh?";
+ next;
+ mes "[Young Man]";
+ mes "But don't get too excited.";
+ mes "Only certain equipment can handle the addition of two extra Slots.";
+ mes "There's so much more I have to learn before I can even be an apprentice...";
+ close;
+}
+
+prt_in,31,57,1 duplicate(SocketMan) Young Man#prt 97
+payon,143,143,7 duplicate(SocketMan) Young Man#pay 97
+morocc,60,42,3 duplicate(SocketMan) Young Man#moc 97
+lhz_in02,269,33,5 duplicate(SocketMan) Young Man#lhz 97
diff --git a/npc/pre-re/merchants/socket_enchant2.txt b/npc/pre-re/merchants/socket_enchant2.txt
new file mode 100644
index 000000000..aa92f4d22
--- /dev/null
+++ b/npc/pre-re/merchants/socket_enchant2.txt
@@ -0,0 +1,470 @@
+//===== rAthena Script =======================================
+//= Episode 12 Socket Enchant NPC
+//===== By: ==================================================
+//= Gepard
+//===== Current Version: =====================================
+//= 1.1
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Adds slots to selected weapons and armor.
+//===== Additional Comments: =================================
+//= 1.0 First version.
+//= 1.1 Duplicates now spawn from floating NPCs. [L0ne_W0lf]
+//============================================================
+
+- script Leablem#dummy::SocketEnchant2 -1,{
+ if (checkweight(1201,1) == 0)
+ {
+ mes "- Wait a seconds !! -";
+ mes "- You have carried too many items -";
+ mes "- so, you can't get more items. -";
+ mes "- Make your weight as low -";
+ mes "- after then try it again. -";
+ close;
+ }
+ mes "[Leablem]";
+ mes "Good day. My name is Leablem,";
+ mes "and I'm a technician that specializes in";
+ mes "adding slots to weapons and armors.";
+ mes "It can be very hard sometimes, but I like";
+ mes "what I do, and take pride in it.";
+ next;
+ mes "[Leablem]";
+ mes "I've learned most of the things from my brother, Seyablem,";
+ mes "but I think I still have a lot to learn.";
+ mes "So please understand my slotting services are limited,";
+ mes "unlike my brother Seyablem.";
+ next;
+ mes "[Leablem]";
+ mes "My brother wasn't so happy to teach me";
+ mes "his skills because he was worried that his skills";
+ mes "wouldn't be unique anymore. He did, however, his best";
+ mes "to teach me.";
+ next;
+ mes "[Leablem]";
+ mes "Thanks to him, I've learned lots of things.";
+ mes "I'm not very confident";
+ mes "in trying many different things,";
+ mes "but I'll do what";
+ mes "I can do for now.";
+ next;
+ mes "[Leablem]";
+ mes "In fact, there's one thing";
+ mes "that my brother doesn't want me to do.";
+ mes "I don't want to upset him, so...let's just skip that part.";
+ mes "I'll say no more about it!";
+ next;
+ mes "[Leablem]";
+ mes "Anyways, do you have any equipment";
+ mes "which you'd like to add to the slots?";
+ mes "My service charge, the materials,";
+ mes "and the success chance all depend on";
+ mes "the specific item I'm working on.";
+ next;
+ switch(select("Weapon:Armor:About that thing you skipped:More information:Quit"))
+ {
+ case 1:
+ mes "[Leablem]";
+ mes "Weapon, you said? Sure, no problem.";
+ mes "Weapons are divided into 4 different class";
+ mes "depending on the work difficulty.";
+ mes "C class is the easiest one, and S class is the hardest one.";
+ mes "Which class would you like to try?";
+ next;
+ switch(select("C:B:A:S"))
+ {
+ case 1:
+ mes "[Leablem]";
+ mes "C class, I see.";
+ mes "So, what kind of weapon do you have?";
+ next;
+ switch(select("Book of Mother Earth:Book of Billows:Book of Gust of Wind:Book of the Blazing Sun"))
+ {
+ case 1: callfunc "Func_Socket2",1554,1569,40,66,200,1010,10;
+ case 2: callfunc "Func_Socket2",1553,1568,40,66,200,1010,10;
+ case 3: callfunc "Func_Socket2",1556,1571,40,66,200,1010,10;
+ case 4: callfunc "Func_Socket2",1555,1570,40,66,200,1010,10;
+ }
+ case 2:
+ mes "[Leablem]";
+ mes "You have chosen average B class.";
+ mes "So, what kind of weapon do you have?";
+ next;
+ switch(select("Orcish Axe:Scimiter:Spike"))
+ {
+ case 1: callfunc "Func_Socket2",1304,1309,40,66,200,984,1;
+ case 2: callfunc "Func_Socket2",1113,1114,40,66,200,984,1;
+ case 3: callfunc "Func_Socket2",1523,1538,40,61,300,984,1;
+ }
+ case 3:
+ mes "[Leablem]";
+ mes "A class? You seem to want little too much. But, no problem.";
+ mes "So, what kind of weapon do you have?";
+ next;
+ switch(select("Dragon Killer:Katar of Quaking:Katar of Raging Blaze:Katar of Frozen Icicle:Katar of Piercing Wind:Golden Mace:Oriental Lute:Queen's Whip:Spectral Spear:Gae Bolg:Schweizersabel"))
+ {
+ case 1: callfunc "Func_Socket2",13001,13030,40,61,500,984,2;
+ case 2: callfunc "Func_Socket2", 1257, 1276,40,66,500,984,2;
+ case 3: callfunc "Func_Socket2", 1258, 1277,40,66,500,984,2;
+ case 4: callfunc "Func_Socket2", 1256, 1275,40,66,500,984,2;
+ case 5: callfunc "Func_Socket2", 1259, 1278,40,66,500,984,2;
+ case 6: callfunc "Func_Socket2", 1524, 1539,40,61,500,984,2;
+ case 7: callfunc "Func_Socket2", 1918, 1922,40,61,500,984,2;
+ case 8: callfunc "Func_Socket2", 1970, 1976,40,61,500,984,2;
+ case 9: callfunc "Func_Socket2", 1477, 1479,40,56,500,984,2;
+ case 10: callfunc "Func_Socket2", 1474, 1480,40,56,500,984,2;
+ case 11: callfunc "Func_Socket2", 1167, 1178,40,61,500,984,2;
+ }
+ case 4:
+ mes "[Leablem]";
+ mes "Huh, S Class?! Oh my god, are you serious?*Tremble*";
+ mes "So...which S class weapon would you like to make a slot?!";
+ next;
+ switch(select("Zephyrus:Mailbreaker:Dragon Slayer:Swordbreaker:Assasin Dagger:Grand Cross:Executioner"))
+ {
+ case 1: callfunc "Func_Socket2",1468, 1481,40,51,1000,984,5,999,10;
+ case 2: callfunc "Func_Socket2",1225,13032,40,51,1000,984,5,999,10;
+ case 3: callfunc "Func_Socket2",1166, 1180,40,51,1000,984,5,999,10;
+ case 4: callfunc "Func_Socket2",1224,13031,40,51,1000,984,5,999,10;
+ case 5: callfunc "Func_Socket2",1232,13033,40,51,1000,984,5,999,10;
+ case 6: callfunc "Func_Socket2",1528, 1540,40,51,1000,984,5,999,10;
+ case 7: callfunc "Func_Socket2",1169, 1179,40,51,1000,984,5,999,10;
+ }
+ }
+ case 2:
+ mes "[Leablem]";
+ mes "Armor, you said? Sure, no problem.";
+ mes "Weapons are divided into 4 different class";
+ mes "depending on the work difficulty.";
+ mes "C class is the easiest one, and S class is the hardest one.";
+ mes "Which class would you like to try?";
+ next;
+ switch(select("C:B:A:S"))
+ {
+ case 1:
+ mes "[Leablem]";
+ mes "C class, I see.";
+ mes "So, what kind of armor do you have?";
+ next;
+ switch(select("Sunflower:Ph.D Hat:Big Ribbon:Boys Cap"))
+ {
+ case 1: callfunc "Func_Socket2",2253,5351,40,66,100,999,3;
+ case 2: callfunc "Func_Socket2",5012,5347,40,66,100,999,3;
+ case 3: callfunc "Func_Socket2",2244,5348,40,66,100,999,5;
+ case 4: callfunc "Func_Socket2",5016,5349,40,66,100,999,5;
+ }
+ case 2:
+ mes "[Leablem]";
+ mes "You have chosen average B class.";
+ mes "So, what kind of armor do you have?";
+ next;
+ switch(select("Skull Ring:High Heels"))
+ {
+ case 1: callfunc "Func_Socket2",2609,2715,40,61,300,999,5;
+ case 2: callfunc "Func_Socket2",2409,2432,40,61,300,999,5;
+ }
+ case 3:
+ mes "[Leablem]";
+ mes "A class? You seem to want little too much. But, no problem.";
+ mes "So, what kind of armor do you have?";
+ next;
+ switch(select("Pirate Bandana:Black Leather Boots"))
+ {
+ case 1: callfunc "Func_Socket2",2287,5350,50,61,500,985,1; // 50,61 - it's not a typo
+ case 2: callfunc "Func_Socket2",2425,2434,40,51,500,985,1;
+ }
+ case 4:
+ mes "[Leablem]";
+ mes "Huh, S Class?! Oh my god, are you serious?*Tremble*";
+ mes "So...which S class armor would you like to make a slot?!";
+ next;
+ switch(select("Mage Coat:Holy Robe:Sacred Mission:Undershirt:Pantie"))
+ {
+ case 1: callfunc "Func_Socket2",2334,2372,40,51,1000,985,1; // Mage Coat has 10% success chance
+ case 2: callfunc "Func_Socket2",2327,2373,45,51,1000,985,1; // the rest has 5%
+ case 3: callfunc "Func_Socket2",2111,2128,45,51,1000,985,1;
+ case 4: callfunc "Func_Socket2",2522,2523,45,51,1000,985,1;
+ case 5: callfunc "Func_Socket2",2339,2371,45,51,1000,985,1;
+ }
+ }
+ case 3:
+ mes "[Leablem]";
+ mes "Oh, it's nothing special, but he thinks";
+ mes "it's not something for humans to mess with. ";
+ mes "I don't want to upset my brother,";
+ mes "so I'd better forget about it.";
+ next;
+ mes "[Leablem]";
+ mes "...That service itself has a very high success chance,";
+ mes "but requires a lot of materials and a high-rate service charge. ";
+ mes "I highly doubt that anyone would actually want to use";
+ mes "the service, even if I did open it.";
+ next;
+ mes "[Leablem]";
+ mes "...Ummm...";
+ next;
+ mes "[Leablem]";
+ mes ".............";
+ next;
+ mes "[Leablem]";
+ mes ".............";
+ next;
+ mes "[Leablem]";
+ mes "You seem interested in using that service.";
+ mes "If you want, I can at least tell you about it. ";
+ mes "But you must promise to keep this a secret.";
+ mes "If my brother finds out what I'm about to tell you,";
+ mes "he's gonna give me a beating!";
+ next;
+ mes "[Leablem]";
+ mes "This special service has a 90% success chance,";
+ mes "but requires 2 Gold and 2 hundred million zeny:";
+ mes "I can add slots to the Hat of the Sun God.";
+ next;
+ mes "[Leablem]";
+ mes "My brother said that, even since ancient times, it's forbidden to modify that hat. ";
+ mes "But I believe humans are too curious not to";
+ mes "experiment, especially when it's forbidden.";
+ mes "I just don't want my brother to yell at me. That's all.";
+ next;
+ switch(select("Use the Service","Quit"))
+ {
+ case 1:
+ mes "[Leablem]";
+ mes ".................";
+ next;
+ mes "[Leablem]";
+ mes ".................";
+ next;
+ mes "[Leablem]";
+ mes "...Wh... What? No!";
+ mes "Giving me that dirty look";
+ mes "won't make me do it!";
+ mes "No, I said no! No is no! No!";
+ next;
+ mes "[Leablem]";
+ mes "No, I won't! No!";
+ next;
+ mes "[Leablem]";
+ mes "I can't do it...";
+ next;
+ mes "[Leablem]";
+ mes "I can't do... It...";
+ next;
+ mes "[Leablem]";
+ mes ".................";
+ next;
+ mes "[Leablem]";
+ mes "Umm...";
+ next;
+ mes "[Leablem]";
+ mes "You're so persistent. Okay, I'll make you an exception.";
+ mes "Just don't tell anyone,";
+ mes "especially my brother. Do you promise?";
+ next;
+ mes "[Leablem]";
+ mes "Okay then, please bring me";
+ mes "^FF00002 Gold, 2 hundred million zeny -- the service charge --,";
+ mes "^FF0000and a Hat of the Sun God.";
+ mes "^FF0000You know your chance of success is 90% with this, don't you?^000000";
+ mes "We don't have time to waste,";
+ mes "so let's get down to business right away.";
+ next;
+ if ((Zeny > 199999999) && (countitem(969) > 1) && (countitem(5022) > 0))
+ {
+ mes "[Leablem]";
+ mes "Shall we start now?";
+ mes "Pray to your gods for good luck.";
+ next;
+ set .@a, rand(1,100);
+ if ((.@a > 4) && (.@a < 95))
+ {
+ specialeffect EF_LORD;
+ mes "[Leablem]";
+ mes "Excellent! Wow, I guess the 90% success chance is true!";
+ mes "Look, the slot was added in the perfect place.";
+ mes "Congratulations.";
+ delitem 5022,1; //Helm_Of_Sun
+ delitem 969,2; //Gold
+ set Zeny, Zeny - 200000000;
+ getitem 5353,1; //Helm_Of_Sun_
+ next;
+ mes "[Leablem]";
+ mes "This is the first and last time I will do this for you.";
+ mes "Don't ever tell anyone";
+ mes "about this. Okay?";
+ close;
+ }
+ else
+ {
+ specialeffect EF_SUI_EXPLOSION;
+ mes "[Leablem]";
+ mes "Wah! Oh my god, we failed!";
+ mes "My god, I guess we had the worst kind of luck...";
+ mes "What should we do? ...This is why";
+ mes "I didn't want to do in the first place!";
+ delitem 5022,1; //Helm_Of_Sun
+ delitem 969,2; //Gold
+ set Zeny, Zeny - 200000000;
+ next;
+ mes "[Leablem]";
+ mes "No, don't ever ask me to do such a risky thing again!";
+ mes "Bah~";
+ close;
+ }
+ }
+ else
+ {
+ mes "[Leablem]";
+ mes "Umm...";
+ next;
+ mes "[Leablem]";
+ mes "You don't have enough materials.";
+ mes "Man, why did you even ask me to try?";
+ mes "I'm not going to do this again for you,";
+ mes "even if you bring enough materials. Bah~";
+ close;
+ }
+ case 2:
+ mes "[Leablem]";
+ mes "Don't ever tell anyone";
+ mes "about what I told you. Okay?";
+ close;
+ }
+ case 4:
+ mes "[Leablem]";
+ mes "Do you want to know more information?";
+ mes "Well, I don't think there's something";
+ mes "that you specifically need to know.";
+ mes "But I can at least give you a tip.";
+ next;
+ mes "[Leablem]";
+ mes "The slot technicians in each town";
+ mes "provide different slotting success chances";
+ mes "depending on your equipment's upgrade level.";
+ mes "I don't know if that's true,";
+ mes "but I can see the difference in each town.";
+ next;
+ mes "[Leablem]";
+ mes "For instance, a slot technician in one town";
+ mes "provides a higher success chance to";
+ mes "equipment items at higher upgrade levels,";
+ mes "while a technician in another town has higher";
+ mes "success at lower upgrade levels.";
+ next;
+ mes "[Leablem]";
+ mes "When you fail to add a slot, the equipment";
+ mes "will become broken and disappear.";
+ mes "I try my best to succeed, but";
+ mes "slotting is complicated work.";
+ next;
+ mes "[Leablem]";
+ mes "Oh, there's an important thing that you need to be careful about.";
+ mes "^FF0000Try not to carry two identical equipment items";
+ mes "^FF0000with you when you add slots.";
+ mes "^FF0000Otherwise, slots may be added to one of the randomly chosen items,";
+ mes "^FF0000and in the worst case, you may lose an item that is more valuable to you.^000000";
+ next;
+ mes "[Leablem]";
+ mes "I hope this information will be helpful to you.";
+ mes "Thanks.";
+ close;
+ case 5:
+ mes "[Leablem]";
+ mes "Alright, then.";
+ close;
+ }
+}
+
+payon,236,199,3 duplicate(SocketEnchant2) Leablem#pay 86
+lighthalzen,96,137,3 duplicate(SocketEnchant2) Leablem#lhz 86
+prontera,244,169,5 duplicate(SocketEnchant2) Leablem#prt 86
+moc_ruins,154,86,3 duplicate(SocketEnchant2) Leablem#moc 86
+
+function script Func_Socket2 {
+
+ mes "[Leablem]";
+ if(getarg(7,0) != 0 && getarg(8,0) != 0)
+ {
+ mes getitemname(getarg(0)) + "... Okay, then you need to bring me";
+ mes "^FF0000" + (getarg(4) >= 1000 ? (getarg(4)/1000 + ",000") : getarg(4)) + ",000 zeny as service charge,";
+ mes "^FF0000" + getarg(6) + "ea " + getitemname(getarg(5)) + " and " + getarg(8) + "ea " + getitemname(getarg(7)) + ".";
+ mes "^FF0000Of course, you need a " + getitemname(getarg(0)) + ".^000000";
+ }
+ else
+ {
+ mes getitemname(getarg(0)) + "? Okay, then you need to bring me";
+ mes "^FF0000" + (getarg(4) >= 1000 ? (getarg(4)/1000 + ",000") : getarg(4)) + ",000 zeny as service charge and " + getarg(6) + " " + getitemname(getarg(5)) + (getarg(6) > 1 && getarg(5) != 999 ? "s":"") + " as the requirement.";
+ mes "^FF0000Of course, don't forget to bring me a " + getitemname(getarg(0)) + ".";
+ mes "^FF0000You should have all items.^000000";
+ }
+ next;
+ mes "[Leablem]";
+ mes "Did you already bring all of them?";
+ mes "For your information, if you fail to create a slot,";
+ mes "you will lose all the item requirement as well as the target " + (getiteminfo(getarg(0),5)&2 ? "weapon" : "armor") + "."; // EQP_HAND_R = 2, it's a weapon, otherwise armor
+ mes "Also remember, if the " + (getiteminfo(getarg(0),5)&2 ? "weapon" : "armor") + " has been upgraded, and has been inserted with a card,";
+ mes "you will lose them even if you succeed in creating a slot.";
+ next;
+ switch(select("Ask for slot creation.:Try next time."))
+ {
+ case 1:
+ if ((Zeny >= getarg(4)*1000) && (countitem(getarg(5)) >= getarg(6)) && (countitem(getarg(7,512)) >= getarg(8,0)) && (countitem(getarg(0)) > 0)) // if there's no getarg(7) and getarg(8) provided, check itemcount against 0 (we still need a valid item ID though)
+ {
+ mes "[Leablem]";
+ mes "Alright then, let the work begin!";
+ mes "You'd better pray for a successful result.";
+ next;
+ set .@a, rand(1,100);
+ if ((.@a > getarg(2)) && (.@a < getarg(3)))
+ {
+ specialeffect EF_LORD;
+ mes "[Leablem]";
+ mes "Great, it seems to be successful.";
+ mes "It looks pretty well done. Congratulations!";
+ delitem getarg(0),1;
+ delitem getarg(5),getarg(6);
+ if (getarg(7,0) != 0 && getarg(8,0) != 0)
+ delitem getarg(7),getarg(8);
+ set Zeny, Zeny - getarg(4)*1000;
+ getitem getarg(1),1;
+ next;
+ mes "[Leablem]";
+ mes "See you again, buddy!";
+ close;
+ }
+ else
+ {
+ specialeffect EF_SUI_EXPLOSION;
+ mes "[Leablem]";
+ mes "Wah! ...I am so sorry, it failed.";
+ mes "However, I am completely innocent.";
+ mes "This is your luck, and it is destined by god, okay?";
+ mes "Don't be so disappointed,";
+ mes "and try next time.";
+ delitem getarg(0),1;
+ delitem getarg(5),getarg(6);
+ if (getarg(7,0) != 0 && getarg(8,0) != 0)
+ delitem getarg(7),getarg(8);
+ set Zeny, Zeny - getarg(4)*1000;
+ next;
+ mes "[Leablem]";
+ mes "See you again, buddy!";
+ close;
+ }
+ }
+ else
+ {
+ mes "[Leablem]";
+ mes "Are you stupid or what? You didn't bring all of the required items!";
+ mes "Go bring them quick!";
+ close;
+ }
+ case 2:
+ mes "[Leablem]";
+ mes "See you next time.";
+ close;
+ }
+}
diff --git a/npc/pre-re/merchants/splendide.txt b/npc/pre-re/merchants/splendide.txt
new file mode 100644
index 000000000..b8d4f8f71
--- /dev/null
+++ b/npc/pre-re/merchants/splendide.txt
@@ -0,0 +1,117 @@
+//===== rAthena Script =======================================
+//= Splendide Merchant
+//===== By: ==================================================
+//= rAthena dev team
+//===== Current Version: =====================================
+//= 1.1
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Splendide coin redemption NPC.
+//===== Additional Comments: =================================
+//= 1.0 First version
+//= 1.1 Fixed checkweight. [Gepard]
+//============================================================
+
+spl_in01,110,326,5 script Merchant of Splendide 439,{
+ if ((isequipped(2782) == 1) && (ep13_2_rhea == 100)) {
+ if (checkweight(1201,1) == 0) {
+ mes "[Merchant of Splendide]";
+ mes "It looks like you're carrying too many things.";
+ mes "Why not put some of your items in storage and come back?";
+ close;
+ }
+ mes "[Merchant of Splendide]";
+ mes "Hello.";
+ mes "What are you looking for?";
+ next;
+ switch(select("View item description:Buy Pinguicula's fruit Jam:Buy Luciola's Honey Jam:Buy Cornus' Tears:Do nothing")) {
+ case 1:
+ mes "[Merchant of Splendide]";
+ mes "Would you like to see the item description?";
+ close2;
+ ReadBook 11018,1;
+ end;
+ case 2:
+ mes "[Merchant of Splendide]";
+ mes "I can sell you 3 Pinguicula's fruit Jam for^3131FF 1 coin^000000";
+ next;
+ switch(select("Purchase:Do not purchase.")) {
+ case 1:
+ if (countitem(6081) > 0) {
+ mes "[Merchant of Splendide]";
+ mes "Thank you for coming.";
+ delitem 6081,1; //Splendide_Coin
+ getitem 12344,3; //Pinguicula's_fruit_Jam
+ close;
+ }
+ else {
+ mes "[Merchant of Splendide]";
+ mes "You don't have enough coins.";
+ close;
+ }
+ case 2:
+ mes "[Merchant of Splendide]";
+ mes "Come again if you change your mind.";
+ close;
+ }
+ case 3:
+ mes "[Merchant of Splendide]";
+ mes "I can sell you 3 Luciola's Honey Jam for^3131FF 1 coin^000000";
+ next;
+ switch(select("Purchase:Do not purchase.")) {
+ case 1:
+ if (countitem(6081) > 0) {
+ mes "[Merchant of Splendide]";
+ mes "Thank you for coming.";
+ delitem 6081,1; //Splendide_Coin
+ getitem 12345,3; //Luciola's_Honey_Jam
+ close;
+ }
+ else {
+ mes "[Merchant of Splendide]";
+ mes "You don't have enough coins.";
+ close;
+ }
+ case 2:
+ mes "[Merchant of Splendide]";
+ mes "Come again if you change your mind.";
+ close;
+ }
+ case 4:
+ mes "[Merchant of Splendide]";
+ mes "I can sell you 3 Cornus' Tears for^3131FF 1 coin^000000";
+ next;
+ switch(select("Purchase:Do not purchase.")) {
+ case 1:
+ if (countitem(6081) > 0) {
+ mes "[Merchant of Splendide]";
+ mes "Thank you for coming.";
+ delitem 6081,1; //Splendide_Coin
+ getitem 12349,3; //Cornus'_Tears
+ close;
+ }
+ else {
+ mes "[Merchant of Splendide]";
+ mes "You don't have enough coins.";
+ close;
+ }
+ case 2:
+ mes "[Merchant of Splendide]";
+ mes "Come again if you change your mind.";
+ close;
+ }
+ case 5:
+ mes "[Merchant of Splendide]";
+ mes "Come again if you change your mind.";
+ close;
+ }
+ }
+ else {
+ mes "[Merchant of Splendide]";
+ mes "BurWehAla";
+ mes "tasnarAndu Ie Ru";
+ close;
+ }
+}
diff --git a/npc/pre-re/merchants/wander_pet_food.txt b/npc/pre-re/merchants/wander_pet_food.txt
new file mode 100644
index 000000000..5bd9140e7
--- /dev/null
+++ b/npc/pre-re/merchants/wander_pet_food.txt
@@ -0,0 +1,75 @@
+//===== rAthena Script =======================================
+//= Spirit Liquor trader.
+//===== By: ==================================================
+//= rAthena dev team
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Trade Broken Liquor Jars and alcohol for wanderer
+//= pet food, 'Spirit Liquor'
+//===== Additional Comments: =================================
+//= 1.0 First version
+//============================================================
+
+prontera,218,218,3 script Pet Enthusiast 96,{
+ mes "[Pet Enthusiast Jenny]";
+ mes "Oh, Hi there!";
+ mes "Are you a lover of animals like I am?";
+ next;
+ mes "[Pet Enthusiast Jenny]";
+ mes "I know that it's really hard to keep your cute pets happy.";
+ mes "All it takes is the right kind of food.";
+ next;
+ mes "[Pet Enthusiast Jenny]";
+ mes "I know that sometimes it is really hard to get the right food for your pet.";
+ next;
+ mes "[Pet Enthusiast Jenny]";
+ mes "Do you have any food that you are looking for?";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ if ((countitem(7158) > 19) && (countitem(970) > 0)) {
+ mes "[Pet Enthusiast Jenny]";
+ mes "Oh, you have ^ff000020 Broken Liquor Jar^000000s and ^ff00001 Alcohol^000000!";
+ mes "Do you want to exchange them for";
+ mes "^ff000020 Spirit Liquor^000000 for your Wanderer pet?";
+ next;
+ switch(select("Yes, please!:No thank you.")) {
+ case 1:
+ mes "[Pet Enthusiast Jenny]";
+ mes "Ok here you go then.";
+ mes "I hope it keeps your";
+ mes "cute pet happy.";
+ delitem 7158,20; //Broken_Wine_Vessel
+ delitem 970,1; //Alchol
+ getitem 7824,20; //Spirit_Liquor
+ close;
+ case 2:
+ mes "[Pet Enthusiast Jenny]";
+ mes "Hehe, well just let me know if you change your mind.";
+ close;
+ }
+ }
+ else {
+ mes "[Pet Enthusiast Jenny]";
+ mes "Actually, right now I can help you get Spirit Liquor for Wanderer pets.";
+ next;
+ mes "[Pet Enthusiast Jenny]";
+ mes "All you have to do is bring me ^FF0000 20 Broken Liquor Jars^000000 and ^FF0000 1 Alcohol^000000.";
+ mes "I can give you ^FF0000 20 Spirit Liquor^000000 for that.";
+ next;
+ mes "You can get the Broken Liquor Jars from Tengu monsters in Amatsu dungeon.";
+ close;
+ }
+ case 2:
+ close;
+ }
+}
+
+prontera,220,218,3 script Berry Toe 955,{
+ specialeffect EF_CHANGEDARK;
+ end;
+}
diff --git a/npc/pre-re/mobs/bossnia.txt b/npc/pre-re/mobs/bossnia.txt
new file mode 100644
index 000000000..31b5e25d0
--- /dev/null
+++ b/npc/pre-re/mobs/bossnia.txt
@@ -0,0 +1,187 @@
+//===== rAthena Script =======================================
+//= Bossnia Monster Spawn Script
+//===== By: ==================================================
+//= Masao
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= Any rAthena Version
+//===== Description: =========================================
+//= Spawns boss monsters / MvP's in the Bossnia Dungeons.
+//============================================================
+
+//==================================================
+// bossnia_01 - Bossnia
+//==================================================
+bossnia_01,0,0,0,0 boss_monster Garm 1252,5,7200000,0,1
+bossnia_01,0,0,0,0 boss_monster Gloom Under Night 1768,2,7200000,0,1
+bossnia_01,0,0,0,0 boss_monster Dark Lord 1272,3,7200000,0,1
+bossnia_01,0,0,0,0 boss_monster Doppelganger 1046,10,7200000,0,1
+bossnia_01,0,0,0,0 boss_monster Dracula 1389,5,1800000,0,1
+bossnia_01,0,0,0,0 boss_monster Drake 1112,10,1800000,0,1
+bossnia_01,0,0,0,0 boss_monster Detale 1719,2,7200000,0,1
+bossnia_01,0,0,0,0 boss_monster Maya 1147,10,1800000,0,1
+bossnia_01,0,0,0,0 boss_monster Mistress 1059,1,1800000,0,1
+bossnia_01,0,0,0,0 boss_monster Baphomet 1039,10,1800000,0,1
+bossnia_01,0,0,0,0 boss_monster Egnigem Cenia 1658,10,1800000,0,1
+bossnia_01,0,0,0,0 boss_monster Amon Ra 1511,1,1800000,0,1
+bossnia_01,0,0,0,0 boss_monster Atroce 1785,10,1800000,0,1
+bossnia_01,0,0,0,0 boss_monster Vesper 1685,2,7200000,0,1
+bossnia_01,0,0,0,0 boss_monster Eddga 1115,1,1800000,0,1
+bossnia_01,0,0,0,0 boss_monster Osiris 1038,10,7200000,0,1
+bossnia_01,0,0,0,0 boss_monster Orc Lord 1190,10,7200000,0,1
+bossnia_01,0,0,0,0 boss_monster Orc Hero 1087,2,1800000,0,1
+bossnia_01,0,0,0,0 boss_monster Samurai Specter 1492,1,3600000,0,1
+bossnia_01,0,0,0,0 boss_monster Moonlight Flower 1150,1,3600000,0,1
+bossnia_01,0,0,0,0 boss_monster Lord of the Dead 1373,1,3600000,0,1
+bossnia_01,0,0,0,0 boss_monster Ktullanux 1779,2,7200000,0,1
+bossnia_01,0,0,0,0 boss_monster Kiel D-01 1734,2,7200000,0,1
+bossnia_01,0,0,0,0 boss_monster Thanatos Phantom 1708,2,7200000,0,1
+bossnia_01,0,0,0,0 boss_monster Lady Tanee 1688,1,3600000,0,1
+bossnia_01,0,0,0,0 boss_monster Tao Gunka 1583,1,3600000,0,1
+bossnia_01,0,0,0,0 boss_monster Turtle General 1312,10,7200000,0,1
+bossnia_01,0,0,0,0 boss_monster Pharaoh 1157,2,3600000,0,1
+bossnia_01,0,0,0,0 boss_monster Stormy Knight 1251,2,3600000,0,1
+bossnia_01,0,0,0,0 boss_monster Falling Bishop 1871,5,7200000,0,1
+bossnia_01,0,0,0,0 boss_monster Phreeoni 1159,10,7200000,0,1
+bossnia_01,0,0,0,0 boss_monster Golden Thief Bug 1086,10,3600000,0,1
+bossnia_01,0,0,0,0 boss_monster Evil Snake Lord 1418,10,7200000,0,1
+bossnia_01,0,0,0,0 boss_monster RSX-0806 1623,5,7200000,0,1
+bossnia_01,0,0,0,0 boss_monster Assassin Cross Eremes 1647,1,0,0,1
+bossnia_01,137,118,1,1 boss_monster Whitesmith Howard 1648,1,0,0,1
+bossnia_01,122,195,1,1 boss_monster Beelzebub 1873,1,0,0,1
+bossnia_01,45,118,1,1 boss_monster Beelzebub 1873,1,0,0,1
+bossnia_01,196,122,1,1 boss_monster Valkyrie Randgris 1751,1,0,0,1
+bossnia_01,142,61,1,1 boss_monster Ifrit 1832,1,0,0,1
+
+//==================================================
+// bossnia_02 - Bossnia
+//==================================================
+bossnia_02,0,0,0,0 boss_monster Garm 1252,5,7200000,0,1
+bossnia_02,0,0,0,0 boss_monster Gloom Under Night 1768,2,7200000,0,1
+bossnia_02,0,0,0,0 boss_monster Dark Lord 1272,3,7200000,0,1
+bossnia_02,0,0,0,0 boss_monster Doppelganger 1046,10,7200000,0,1
+bossnia_02,0,0,0,0 boss_monster Dracula 1389,5,1800000,0,1
+bossnia_02,0,0,0,0 boss_monster Drake 1112,10,1800000,0,1
+bossnia_02,0,0,0,0 boss_monster Detale 1719,2,7200000,0,1
+bossnia_02,0,0,0,0 boss_monster Maya 1147,10,1800000,0,1
+bossnia_02,0,0,0,0 boss_monster Mistress 1059,1,1800000,0,1
+bossnia_02,0,0,0,0 boss_monster Baphomet 1039,10,1800000,0,1
+bossnia_02,0,0,0,0 boss_monster Egnigem Cenia 1658,10,1800000,0,1
+bossnia_02,0,0,0,0 boss_monster Amon Ra 1511,1,1800000,0,1
+bossnia_02,0,0,0,0 boss_monster Atroce 1785,10,1800000,0,1
+bossnia_02,0,0,0,0 boss_monster Vesper 1685,2,7200000,0,1
+bossnia_02,0,0,0,0 boss_monster Eddga 1115,1,1800000,0,1
+bossnia_02,0,0,0,0 boss_monster Osiris 1038,10,7200000,0,1
+bossnia_02,0,0,0,0 boss_monster Orc Lord 1190,10,7200000,0,1
+bossnia_02,0,0,0,0 boss_monster Orc Hero 1087,2,1800000,0,1
+bossnia_02,0,0,0,0 boss_monster Samurai Specter 1492,1,3600000,0,1
+bossnia_02,0,0,0,0 boss_monster Moonlight Flower 1150,1,3600000,0,1
+bossnia_02,0,0,0,0 boss_monster Lord of the Dead 1373,1,3600000,0,1
+bossnia_02,0,0,0,0 boss_monster Ktullanux 1779,2,7200000,0,1
+bossnia_02,0,0,0,0 boss_monster Kiel D-01 1734,2,7200000,0,1
+bossnia_02,0,0,0,0 boss_monster Thanatos Phantom 1708,2,7200000,0,1
+bossnia_02,0,0,0,0 boss_monster Lady Tanee 1688,1,3600000,0,1
+bossnia_02,0,0,0,0 boss_monster Tao Gunka 1583,1,3600000,0,1
+bossnia_02,0,0,0,0 boss_monster Turtle General 1312,10,7200000,0,1
+bossnia_02,0,0,0,0 boss_monster Pharaoh 1157,2,3600000,0,1
+bossnia_02,0,0,0,0 boss_monster Stormy Knight 1251,2,3600000,0,1
+bossnia_02,0,0,0,0 boss_monster Falling Bishop 1871,5,7200000,0,1
+bossnia_02,0,0,0,0 boss_monster Phreeoni 1159,10,7200000,0,1
+bossnia_02,0,0,0,0 boss_monster Golden Thief Bug 1086,10,3600000,0,1
+bossnia_02,0,0,0,0 boss_monster Evil Snake Lord 1418,10,7200000,0,1
+bossnia_02,0,0,0,0 boss_monster RSX-0806 1623,5,7200000,0,1
+bossnia_02,0,0,0,0 boss_monster Assassin Cross Eremes 1647,1,0,0,1
+bossnia_02,137,118,1,1 boss_monster Whitesmith Howard 1648,1,0,0,1
+bossnia_02,122,195,1,1 boss_monster Beelzebub 1873,1,0,0,1
+bossnia_02,45,118,1,1 boss_monster Beelzebub 1873,1,0,0,1
+bossnia_02,196,122,1,1 boss_monster Valkyrie Randgris 1751,1,0,0,1
+bossnia_02,142,61,1,1 boss_monster Ifrit 1832,1,0,0,1
+
+//==================================================
+// bossnia_03 - Bossnia
+//==================================================
+bossnia_03,0,0,0,0 boss_monster Garm 1252,5,7200000,0,1
+bossnia_03,0,0,0,0 boss_monster Gloom Under Night 1768,2,7200000,0,1
+bossnia_03,0,0,0,0 boss_monster Dark Lord 1272,3,7200000,0,1
+bossnia_03,0,0,0,0 boss_monster Doppelganger 1046,10,7200000,0,1
+bossnia_03,0,0,0,0 boss_monster Dracula 1389,5,1800000,0,1
+bossnia_03,0,0,0,0 boss_monster Drake 1112,10,1800000,0,1
+bossnia_03,0,0,0,0 boss_monster Detale 1719,2,7200000,0,1
+bossnia_03,0,0,0,0 boss_monster Maya 1147,10,1800000,0,1
+bossnia_03,0,0,0,0 boss_monster Mistress 1059,1,1800000,0,1
+bossnia_03,0,0,0,0 boss_monster Baphomet 1039,10,1800000,0,1
+bossnia_03,0,0,0,0 boss_monster Egnigem Cenia 1658,10,1800000,0,1
+bossnia_03,0,0,0,0 boss_monster Amon Ra 1511,1,1800000,0,1
+bossnia_03,0,0,0,0 boss_monster Atroce 1785,10,1800000,0,1
+bossnia_03,0,0,0,0 boss_monster Vesper 1685,2,7200000,0,1
+bossnia_03,0,0,0,0 boss_monster Eddga 1115,1,1800000,0,1
+bossnia_03,0,0,0,0 boss_monster Osiris 1038,10,7200000,0,1
+bossnia_03,0,0,0,0 boss_monster Orc Lord 1190,10,7200000,0,1
+bossnia_03,0,0,0,0 boss_monster Orc Hero 1087,2,1800000,0,1
+bossnia_03,0,0,0,0 boss_monster Samurai Specter 1492,1,3600000,0,1
+bossnia_03,0,0,0,0 boss_monster Moonlight Flower 1150,1,3600000,0,1
+bossnia_03,0,0,0,0 boss_monster Lord of the Dead 1373,1,3600000,0,1
+bossnia_03,0,0,0,0 boss_monster Ktullanux 1779,2,7200000,0,1
+bossnia_03,0,0,0,0 boss_monster Kiel D-01 1734,2,7200000,0,1
+bossnia_03,0,0,0,0 boss_monster Thanatos Phantom 1708,2,7200000,0,1
+bossnia_03,0,0,0,0 boss_monster Lady Tanee 1688,1,3600000,0,1
+bossnia_03,0,0,0,0 boss_monster Tao Gunka 1583,1,3600000,0,1
+bossnia_03,0,0,0,0 boss_monster Turtle General 1312,10,7200000,0,1
+bossnia_03,0,0,0,0 boss_monster Pharaoh 1157,2,3600000,0,1
+bossnia_03,0,0,0,0 boss_monster Stormy Knight 1251,2,3600000,0,1
+bossnia_03,0,0,0,0 boss_monster Falling Bishop 1871,5,7200000,0,1
+bossnia_03,0,0,0,0 boss_monster Phreeoni 1159,10,7200000,0,1
+bossnia_03,0,0,0,0 boss_monster Golden Thief Bug 1086,10,3600000,0,1
+bossnia_03,0,0,0,0 boss_monster Evil Snake Lord 1418,10,7200000,0,1
+bossnia_03,0,0,0,0 boss_monster RSX-0806 1623,5,7200000,0,1
+bossnia_03,0,0,0,0 boss_monster Assassin Cross Eremes 1647,1,0,0,1
+bossnia_03,137,118,1,1 boss_monster Whitesmith Howard 1648,1,0,0,1
+bossnia_03,122,195,1,1 boss_monster Beelzebub 1873,1,0,0,1
+bossnia_03,45,118,1,1 boss_monster Beelzebub 1873,1,0,0,1
+bossnia_03,196,122,1,1 boss_monster Valkyrie Randgris 1751,1,0,0,1
+bossnia_03,142,61,1,1 boss_monster Ifrit 1832,1,0,0,1
+
+//==================================================
+// bossnia_04 - Bossnia
+//==================================================
+bossnia_04,0,0,0,0 boss_monster Garm 1252,5,7200000,0,1
+bossnia_04,0,0,0,0 boss_monster Gloom Under Night 1768,2,7200000,0,1
+bossnia_04,0,0,0,0 boss_monster Dark Lord 1272,3,7200000,0,1
+bossnia_04,0,0,0,0 boss_monster Doppelganger 1046,10,7200000,0,1
+bossnia_04,0,0,0,0 boss_monster Dracula 1389,5,1800000,0,1
+bossnia_04,0,0,0,0 boss_monster Drake 1112,10,1800000,0,1
+bossnia_04,0,0,0,0 boss_monster Detale 1719,2,7200000,0,1
+bossnia_04,0,0,0,0 boss_monster Maya 1147,10,1800000,0,1
+bossnia_04,0,0,0,0 boss_monster Mistress 1059,1,1800000,0,1
+bossnia_04,0,0,0,0 boss_monster Baphomet 1039,10,1800000,0,1
+bossnia_04,0,0,0,0 boss_monster Egnigem Cenia 1658,10,1800000,0,1
+bossnia_04,0,0,0,0 boss_monster Amon Ra 1511,1,1800000,0,1
+bossnia_04,0,0,0,0 boss_monster Atroce 1785,10,1800000,0,1
+bossnia_04,0,0,0,0 boss_monster Vesper 1685,2,7200000,0,1
+bossnia_04,0,0,0,0 boss_monster Eddga 1115,1,1800000,0,1
+bossnia_04,0,0,0,0 boss_monster Osiris 1038,10,7200000,0,1
+bossnia_04,0,0,0,0 boss_monster Orc Lord 1190,10,7200000,0,1
+bossnia_04,0,0,0,0 boss_monster Orc Hero 1087,2,1800000,0,1
+bossnia_04,0,0,0,0 boss_monster Samurai Specter 1492,1,3600000,0,1
+bossnia_04,0,0,0,0 boss_monster Moonlight Flower 1150,1,3600000,0,1
+bossnia_04,0,0,0,0 boss_monster Lord of the Dead 1373,1,3600000,0,1
+bossnia_04,0,0,0,0 boss_monster Ktullanux 1779,2,7200000,0,1
+bossnia_04,0,0,0,0 boss_monster Kiel D-01 1734,2,7200000,0,1
+bossnia_04,0,0,0,0 boss_monster Thanatos Phantom 1708,2,7200000,0,1
+bossnia_04,0,0,0,0 boss_monster Lady Tanee 1688,1,3600000,0,1
+bossnia_04,0,0,0,0 boss_monster Tao Gunka 1583,1,3600000,0,1
+bossnia_04,0,0,0,0 boss_monster Turtle General 1312,10,7200000,0,1
+bossnia_04,0,0,0,0 boss_monster Pharaoh 1157,2,3600000,0,1
+bossnia_04,0,0,0,0 boss_monster Stormy Knight 1251,2,3600000,0,1
+bossnia_04,0,0,0,0 boss_monster Falling Bishop 1871,5,7200000,0,1
+bossnia_04,0,0,0,0 boss_monster Phreeoni 1159,10,7200000,0,1
+bossnia_04,0,0,0,0 boss_monster Golden Thief Bug 1086,10,3600000,0,1
+bossnia_04,0,0,0,0 boss_monster Evil Snake Lord 1418,10,7200000,0,1
+bossnia_04,0,0,0,0 boss_monster RSX-0806 1623,5,7200000,0,1
+bossnia_04,0,0,0,0 boss_monster Assassin Cross Eremes 1647,1,0,0,1
+bossnia_04,137,118,1,1 boss_monster Whitesmith Howard 1648,1,0,0,1
+bossnia_04,122,195,1,1 boss_monster Beelzebub 1873,1,0,0,1
+bossnia_04,45,118,1,1 boss_monster Beelzebub 1873,1,0,0,1
+bossnia_04,196,122,1,1 boss_monster Valkyrie Randgris 1751,1,0,0,1
+bossnia_04,142,61,1,1 boss_monster Ifrit 1832,1,0,0,1
diff --git a/npc/pre-re/mobs/citycleaners.txt b/npc/pre-re/mobs/citycleaners.txt
new file mode 100644
index 000000000..b866ce123
--- /dev/null
+++ b/npc/pre-re/mobs/citycleaners.txt
@@ -0,0 +1,50 @@
+//===== rAthena Script =======================================
+//= City Monster Spawn Script
+//===== By: ==================================================
+//= massdriller
+//===== Current Version: =====================================
+//= 1.1
+//===== Compatible With: =====================================
+//= Any Athena Version
+//===== Description: =========================================
+//= Spawns monsters to clean up city. Apparently spawning
+//= occured in iRO and kRO. Enable this if you want.
+//= 0.1a Added a few more towns to spawn Wild rose [MasterOfMuppets]
+//= 0.1b And even more from Poki#3 [Komurka]
+//= 1.0 Removed unofficial city cleaners [Playtester]
+//= 1.1 Added other city spawns [Playtester]
+//============================================================
+
+//==================================================
+// Wild Rose City Spawns
+//==================================================
+prontera,0,0,0,0 monster Wild Rose 1261,1,7200000,3600000,0
+morocc,0,0,0,0 monster Wild Rose 1261,1,7200000,3600000,0
+alberta,0,0,0,0 monster Wild Rose 1261,1,7200000,3600000,0
+aldebaran,0,0,0,0 monster Wild Rose 1261,1,7200000,3600000,0
+geffen,0,0,0,0 monster Wild Rose 1261,1,7200000,3600000,0
+payon,0,0,0,0 monster Wild Rose 1261,1,7200000,3600000,0
+comodo,0,0,0,0 monster Wild Rose 1261,1,7200000,3600000,0
+izlude,0,0,0,0 monster Wild Rose 1261,1,7200000,3600000,0
+yuno,0,0,0,0 monster Wild Rose 1261,1,7200000,3600000,0
+einbroch,0,0,0,0 monster Wild Rose 1261,1,7200000,3600000,0
+lighthalzen,0,0,0,0 monster Wild Rose 1261,1,7200000,3600000,0
+hugel,0,0,0,0 monster Wild Rose 1261,1,7200000,3600000,0
+umbala,0,0,0,0 monster Wild Rose 1261,1,7200000,3600000,0
+amatsu,0,0,0,0 monster Wild Rose 1261,1,7200000,3600000,0
+gonryun,0,0,0,0 monster Wild Rose 1261,1,7200000,3600000,0
+louyang,0,0,0,0 monster Wild Rose 1261,1,7200000,3600000,0
+ayothaya,0,0,0,0 monster Wild Rose 1261,1,7200000,3600000,0
+moscovia,0,0,0,0 monster Wild Rose 1261,1,7200000,3600000,0
+brasilis,0,0,0,0 monster Wild Rose 1261,1,7200000,3600000,0
+
+//==================================================
+// einbech - Einbech, the Mining Village
+//==================================================
+einbech,0,0,0,0 monster Wild Rose 1261,1,3600000,3000000,0
+einbech,0,0,0,0 monster Tarou 1175,5,1800000,1500000,0
+
+//==================================================
+// payon_in02 - Inside Payon
+//==================================================
+payon_in02,23,68,5,5 monster Thief Bug Egg 1048,7,1200000,600000,0
diff --git a/npc/pre-re/mobs/dungeons/abbey.txt b/npc/pre-re/mobs/dungeons/abbey.txt
new file mode 100644
index 000000000..c39adfe4e
--- /dev/null
+++ b/npc/pre-re/mobs/dungeons/abbey.txt
@@ -0,0 +1,50 @@
+//===== rAthena Script ========================================
+//= Abbey Dungeon Monster Spawn Script
+//===== By: ==================================================
+//= $ephiroth
+//===== Current Version: =====================================
+//= 1.2
+//===== Compatible With: =====================================
+//= Any Athena Version
+//===== Additional Comments: =================================
+//= 1.0 Initial version [$ephiroth]
+//= 1.1 Updated spawns [Playtester]
+//= 1.2 More official spawns [Playtester]
+//============================================================
+
+//==================================================
+// nameless_n - Nameless Island
+//==================================================
+nameless_n,0,0,0,0 monster Ghoul 1036,40,5000,0,0
+nameless_n,0,0,0,0 monster Hellhound 1866,17,5000,0,0
+nameless_n,0,0,0,0 monster Banshee 1867,16,5000,0,0
+nameless_n,0,0,0,0 monster Ragged Zombie 1865,12,5000,0,0
+nameless_n,0,0,0,0 monster Zombie Slaughter 1864,12,5000,0,0
+nameless_n,0,0,0,0 monster Flame Skull 1869,3,5000,0,0
+
+//==================================================
+// abbey01 - Cursed Monastery
+//==================================================
+abbey01,0,0,0,0 monster Banshee 1867,93,5000,0,0
+abbey01,0,0,0,0 monster Ghoul 1036,56,5000,0,0
+abbey01,0,0,0,0 monster Ragged Zombie 1865,33,5000,0,0
+abbey01,0,0,0,0 monster Zombie Slaughter 1864,30,5000,0,0
+abbey01,0,0,0,0 monster Hellhound 1866,25,5000,0,0
+abbey01,0,0,0,0 monster Flame Skull 1869,21,5000,0,0
+
+//==================================================
+// abbey02 - Cursed Monastery
+//==================================================
+abbey02,0,0,0,0 monster Zombie Slaughter 1864,210,5000,0,0
+abbey02,0,0,0,0 monster Ragged Zombie 1865,70,5000,0,0
+abbey02,0,0,0,0 monster Flame Skull 1869,21,5000,0,0
+abbey02,0,0,0,0 monster Necromancer 1870,7,5000,0,0
+abbey02,236,78,21,18 boss_monster Fallen Bishop 1871,1,7200000,600000,1
+
+//==================================================
+// abbey03 - Cursed Monastery
+//==================================================
+abbey03,0,0,0,0 monster Necromancer 1870,60,5000,0,0
+abbey03,0,0,0,0 monster Banshee 1867,30,5000,0,0
+abbey03,0,0,0,0 monster Flame Skull 1869,25,5000,0,0
+abbey03,0,0,0,0 boss_monster Beelzebub 1873,1,43200000,600000,1
diff --git a/npc/pre-re/mobs/dungeons/abyss.txt b/npc/pre-re/mobs/dungeons/abyss.txt
new file mode 100644
index 000000000..1c1ee63b0
--- /dev/null
+++ b/npc/pre-re/mobs/dungeons/abyss.txt
@@ -0,0 +1,51 @@
+//===== rAthena Script =======================================
+//= Abyss Lake Dungeon Monster Spawn Script
+//===== By: ==================================================
+//= Athena (1.0)
+//===== Current Version: =====================================
+//= 1.3
+//===== Compatible With: =====================================
+//= Any Athena Version
+//===== Additional Comments: =================================
+//= 1.0 Real spawns by Poki#3 [Nexon]
+//= 1.1 More official spawns [Playtester]
+//= 1.2 Official X.3 spawns [Playtester]
+//= 1.3 Corrected MVP spawn variance. [L0ne_W0lf]
+//============================================================
+
+//==================================================
+// abyss_01 - Abyss Lake Underground Cave
+//==================================================
+abyss_01,0,0,0,0 monster Ferus 1717,55,5000,0,0
+abyss_01,0,0,0,0 monster Penomena 1216,30,5000,0,0
+abyss_01,0,0,0,0 monster Ferus 1714,30,5000,0,0
+abyss_01,0,0,0,0 monster Mimic 1191,10,5000,0,0
+abyss_01,0,0,0,0 monster Ancient Mimic 1699,10,5000,0,0
+abyss_01,0,0,0,0 monster Novus 1715,9,5000,0,0
+abyss_01,0,0,0,0 monster Novus 1718,9,5000,0,0
+abyss_01,0,0,0,0 monster Dragon Egg 1721,8,5000,0,0
+
+//==================================================
+// abyss_02 - Abyss Lake Underground Cave
+//==================================================
+abyss_02,0,0,0,0 monster Acidus 1716,60,5000,0,0
+abyss_02,0,0,0,0 monster Ferus 1714,50,5000,0,0
+abyss_02,0,0,0,0 monster Dragon Egg 1721,10,5000,0,0
+abyss_02,0,0,0,0 monster Mimic 1191,10,5000,0,0
+abyss_02,0,0,0,0 monster Acidus 1713,10,5000,0,0
+abyss_02,0,0,0,0 monster Ancient Mimic 1699,10,5000,0,0
+abyss_02,0,0,0,0 monster Novus 1715,5,5000,0,0
+abyss_02,0,0,0,0 monster Novus 1718,5,5000,0,0
+
+//==================================================
+// abyss_03 - Abyss Lake Underground Cave
+//==================================================
+abyss_03,0,0,0,0 monster Acidus 1713,60,5000,0,0
+abyss_03,0,0,0,0 monster Dragon Egg 1721,10,5000,0,0
+abyss_03,0,0,0,0 monster Mimic 1191,10,5000,0,0
+abyss_03,0,0,0,0 monster Acidus 1716,10,5000,0,0
+abyss_03,0,0,0,0 monster Ancient Mimic 1699,10,5000,0,0
+abyss_03,0,0,0,0 monster Ferus 1714,10,5000,0,0
+abyss_03,0,0,0,0 monster Ferus 1717,10,5000,0,0
+abyss_03,0,0,0,0 monster Hydrolancer 1720,3,5000,0,0
+abyss_03,0,0,0,0 boss_monster Detardeurus 1719,1,10800000,600000,0
diff --git a/npc/pre-re/mobs/dungeons/alde_dun.txt b/npc/pre-re/mobs/dungeons/alde_dun.txt
new file mode 100644
index 000000000..cc7dfb0e9
--- /dev/null
+++ b/npc/pre-re/mobs/dungeons/alde_dun.txt
@@ -0,0 +1,41 @@
+//===== rAthena Script =======================================
+//= Al De Baran Dungeon Monster Spawn Script
+//===== By: ==================================================
+//= Athena (1.0)
+//===== Current Version: =====================================
+//= 1.3
+//===== Compatible With: =====================================
+//= Any Athena Version
+//===== Additional Comments: =================================
+//= 1.1 Official kRO 10.1 spawns [Playtester]
+//= 1.2 More accurate spawns [Playtester]
+//= 1.3 Moved Clock Tower spawns to their own file. [L0ne_W0lf]
+//============================================================
+
+//==================================================
+// alde_dun01 - Clock Tower B1f
+//==================================================
+alde_dun01,0,0,0,0 monster Arclouze 1194,50,5000,0,0
+alde_dun01,0,0,0,0 monster Drainliar 1111,40,5000,0,0
+
+//==================================================
+// alde_dun02 - Clock Tower B2f
+//==================================================
+alde_dun02,0,0,0,0 monster High Orc 1213,50,5000,0,0
+alde_dun02,0,0,0,0 monster Brilight 1211,20,5000,0,0
+alde_dun02,0,0,0,0 monster Arclouze 1194,20,5000,0,0
+alde_dun02,0,0,0,0 monster Orc Archer 1189,20,5000,0,0
+
+//==================================================
+// alde_dun03 - Clock Tower B3f
+//==================================================
+alde_dun03,0,0,0,0 monster Penomena 1216,85,5000,0,0
+alde_dun03,0,0,0,0 monster Cramp 1209,56,5000,0,0
+alde_dun03,0,0,0,0 monster Drainliar 1111,55,5000,0,0
+
+//==================================================
+// alde_dun04 - Clock Tower B4f
+//==================================================
+alde_dun04,0,0,0,0 monster Bathory 1102,50,5000,0,0
+alde_dun04,0,0,0,0 monster Whisper 1179,10,5000,0,0
+alde_dun04,0,0,0,0 monster Joker 1131,10,5000,0,0
diff --git a/npc/pre-re/mobs/dungeons/ama_dun.txt b/npc/pre-re/mobs/dungeons/ama_dun.txt
new file mode 100644
index 000000000..039afd13b
--- /dev/null
+++ b/npc/pre-re/mobs/dungeons/ama_dun.txt
@@ -0,0 +1,40 @@
+//===== rAthena Script =======================================
+//= Amatsu Dungeon Monster Spawn Script
+//===== By: ==================================================
+//= Athena (1.0)
+//===== Current Version: =====================================
+//= 1.2
+//===== Compatible With: =====================================
+//= Any Athena Version
+//===== Additional Comments: =================================
+//= 1.1 Official kRO 10.1 spawns [Playtester]
+//= 1.2 Corrected MVP spawn variance. [L0ne_W0lf]
+//============================================================
+
+//==================================================
+// ama_dun01 - Tatami Maze
+//==================================================
+ama_dun01,0,0,0,0 monster Miyabi Doll 1404,65,5000,0,0
+ama_dun01,0,0,0,0 monster Firelock Soldier 1403,45,5000,0,0
+ama_dun01,0,0,0,0 monster Shinobi 1401,2,5000,0,0
+
+//==================================================
+// ama_dun02 - Battle Field in the Underground Forest
+//==================================================
+ama_dun02,0,0,0,0 monster Poison Toad 1402,35,5000,0,0
+ama_dun02,0,0,0,0 monster Firelock Soldier 1403,20,5000,0,0
+ama_dun02,0,0,0,0 monster Horong 1129,10,5000,0,0
+ama_dun02,0,0,0,0 monster Miyabi Doll 1404,5,5000,0,0
+ama_dun02,0,0,0,0 monster Shinobi 1401,2,5000,0,0
+ama_dun02,0,0,0,0 monster The Paper 1375,1,5000,0,0
+
+//==================================================
+// ama_dun03 - Amatsu Underground Shrine
+//==================================================
+ama_dun03,0,0,0,0 monster Shinobi 1401,55,5000,0,0
+ama_dun03,0,0,0,0 monster Tengu 1405,55,5000,0,0
+ama_dun03,0,0,0,0 monster Firelock Soldier 1403,25,5000,0,0
+ama_dun03,0,0,0,0 monster The Paper 1375,20,5000,0,0
+ama_dun03,0,0,0,0 monster Mimic 1191,5,5000,0,0
+ama_dun03,0,0,0,0 monster Miyabi Doll 1404,1,5000,0,0
+ama_dun03,0,0,0,0 boss_monster Samurai Specter 1492,1,5460000,600000,0
diff --git a/npc/pre-re/mobs/dungeons/anthell.txt b/npc/pre-re/mobs/dungeons/anthell.txt
new file mode 100644
index 000000000..9794f1e26
--- /dev/null
+++ b/npc/pre-re/mobs/dungeons/anthell.txt
@@ -0,0 +1,121 @@
+//===== rAthena Script =======================================
+//= Ant Hell Monster Spawn Script
+//===== By: ==================================================
+//= Athena (1.0)
+//===== Current Version: =====================================
+//= 1.2
+//===== Compatible With: =====================================
+//= Any Athena Version
+//===== Additional Comments: =================================
+//= 1.1 Official kRO 10.1 spawns [Playtester]
+//= 1.2 Corrected MVP spawn variance. [L0ne_W0lf]
+//============================================================
+
+//==================================================
+// anthell01 - Ant Hell
+//==================================================
+anthell01,0,0,0,0 monster Piere 1160,50,5000,0,0
+anthell01,0,0,0,0 monster Deniro 1105,40,5000,0,0
+anthell01,0,0,0,0 monster Familiar 1005,20,5000,0,0
+anthell01,0,0,0,0 monster Andre 1095,15,5000,0,0
+anthell01,0,0,0,0 monster Vitata 1176,10,5000,0,0
+anthell01,0,0,0,0 monster Giearth 1121,1,5000,0,0
+anthell01,43,166,0,0 monster Ant Egg 1097,1,60000,30000,0
+anthell01,30,187,0,0 monster Ant Egg 1097,1,60000,30000,0
+anthell01,29,186,0,0 monster Ant Egg 1097,1,60000,30000,0
+anthell01,38,186,0,0 monster Ant Egg 1097,1,60000,30000,0
+anthell01,37,186,0,0 monster Ant Egg 1097,1,60000,30000,0
+anthell01,36,186,0,0 monster Ant Egg 1097,1,60000,30000,0
+anthell01,35,186,0,0 monster Ant Egg 1097,1,60000,30000,0
+anthell01,36,187,0,0 monster Ant Egg 1097,1,60000,30000,0
+anthell01,44,166,0,0 monster Ant Egg 1097,1,60000,30000,0
+anthell01,45,165,0,0 monster Ant Egg 1097,1,60000,30000,0
+anthell01,40,168,0,0 monster Ant Egg 1097,1,60000,30000,0
+anthell01,41,168,0,0 monster Ant Egg 1097,1,60000,30000,0
+anthell01,42,168,0,0 monster Ant Egg 1097,1,60000,30000,0
+anthell01,42,167,0,0 monster Ant Egg 1097,1,60000,30000,0
+anthell01,42,166,0,0 monster Ant Egg 1097,1,60000,30000,0
+anthell01,42,165,0,0 monster Ant Egg 1097,1,60000,30000,0
+anthell01,41,165,0,0 monster Ant Egg 1097,1,60000,30000,0
+anthell01,43,165,0,0 monster Ant Egg 1097,1,60000,30000,0
+anthell01,44,165,0,0 monster Ant Egg 1097,1,60000,30000,0
+anthell01,38,184,0,0 monster Ant Egg 1097,1,60000,30000,0
+anthell01,38,183,0,0 monster Ant Egg 1097,1,60000,30000,0
+anthell01,37,183,0,0 monster Ant Egg 1097,1,60000,30000,0
+anthell01,102,121,0,0 monster Ant Egg 1097,1,60000,30000,0
+anthell01,104,123,0,0 monster Ant Egg 1097,1,60000,30000,0
+anthell01,104,122,0,0 monster Ant Egg 1097,1,60000,30000,0
+anthell01,104,120,0,0 monster Ant Egg 1097,1,60000,30000,0
+anthell01,103,120,0,0 monster Ant Egg 1097,1,60000,30000,0
+anthell01,103,121,0,0 monster Ant Egg 1097,1,60000,30000,0
+anthell01,102,121,0,0 monster Ant Egg 1097,1,60000,30000,0
+anthell01,105,124,0,0 monster Ant Egg 1097,1,60000,30000,0
+anthell01,101,121,0,0 monster Ant Egg 1097,1,60000,30000,0
+anthell01,100,121,0,0 monster Ant Egg 1097,1,60000,30000,0
+anthell01,99,127,0,0 monster Ant Egg 1097,1,60000,30000,0
+anthell01,97,123,0,0 monster Ant Egg 1097,1,60000,30000,0
+anthell01,97,127,0,0 monster Ant Egg 1097,1,60000,30000,0
+anthell01,97,126,0,0 monster Ant Egg 1097,1,60000,30000,0
+anthell01,97,125,0,0 monster Ant Egg 1097,1,60000,30000,0
+anthell01,97,124,0,0 monster Ant Egg 1097,1,60000,30000,0
+anthell01,98,121,0,0 monster Ant Egg 1097,1,60000,30000,0
+anthell01,99,121,0,0 monster Ant Egg 1097,1,60000,30000,0
+anthell01,98,127,0,0 monster Ant Egg 1097,1,60000,30000,0
+anthell01,28,266,0,0 monster Ant Egg 1097,1,60000,30000,0
+anthell01,30,262,0,0 monster Ant Egg 1097,1,60000,30000,0
+anthell01,30,261,0,0 monster Ant Egg 1097,1,60000,30000,0
+anthell01,31,264,0,0 monster Ant Egg 1097,1,60000,30000,0
+anthell01,31,263,0,0 monster Ant Egg 1097,1,60000,30000,0
+anthell01,31,262,0,0 monster Ant Egg 1097,1,60000,30000,0
+anthell01,32,263,0,0 monster Ant Egg 1097,1,60000,30000,0
+anthell01,40,270,0,0 monster Ant Egg 1097,1,60000,30000,0
+anthell01,40,269,0,0 monster Ant Egg 1097,1,60000,30000,0
+anthell01,40,268,0,0 monster Ant Egg 1097,1,60000,30000,0
+anthell01,30,263,0,0 monster Ant Egg 1097,1,60000,30000,0
+anthell01,30,264,0,0 monster Ant Egg 1097,1,60000,30000,0
+anthell01,30,265,0,0 monster Ant Egg 1097,1,60000,30000,0
+anthell01,29,266,0,0 monster Ant Egg 1097,1,60000,30000,0
+anthell01,28,265,0,0 monster Ant Egg 1097,1,60000,30000,0
+anthell01,28,264,0,0 monster Ant Egg 1097,1,60000,30000,0
+anthell01,28,263,0,0 monster Ant Egg 1097,1,60000,30000,0
+anthell01,28,262,0,0 monster Ant Egg 1097,1,60000,30000,0
+anthell01,29,265,0,0 monster Ant Egg 1097,1,60000,30000,0
+anthell01,29,264,0,0 monster Ant Egg 1097,1,60000,30000,0
+anthell01,29,263,0,0 monster Ant Egg 1097,1,60000,30000,0
+anthell01,29,262,0,0 monster Ant Egg 1097,1,60000,30000,0
+anthell01,40,267,0,0 monster Ant Egg 1097,1,60000,30000,0
+anthell01,40,266,0,0 monster Ant Egg 1097,1,60000,30000,0
+anthell01,31,194,0,0 monster Ant Egg 1097,1,60000,30000,0
+anthell01,33,195,0,0 monster Ant Egg 1097,1,60000,30000,0
+anthell01,33,196,0,0 monster Ant Egg 1097,1,60000,30000,0
+anthell01,30,190,0,0 monster Ant Egg 1097,1,60000,30000,0
+anthell01,31,190,0,0 monster Ant Egg 1097,1,60000,30000,0
+anthell01,32,189,0,0 monster Ant Egg 1097,1,60000,30000,0
+anthell01,32,198,0,0 monster Ant Egg 1097,1,60000,30000,0
+anthell01,32,187,0,0 monster Ant Egg 1097,1,60000,30000,0
+anthell01,32,186,0,0 monster Ant Egg 1097,1,60000,30000,0
+anthell01,30,195,0,0 monster Ant Egg 1097,1,60000,30000,0
+anthell01,31,195,0,0 monster Ant Egg 1097,1,60000,30000,0
+anthell01,32,196,0,0 monster Ant Egg 1097,1,60000,30000,0
+anthell01,40,265,0,0 monster Ant Egg 1097,1,60000,30000,0
+anthell01,41,269,0,0 monster Ant Egg 1097,1,60000,30000,0
+anthell01,41,268,0,0 monster Ant Egg 1097,1,60000,30000,0
+anthell01,41,267,0,0 monster Ant Egg 1097,1,60000,30000,0
+anthell01,41,266,0,0 monster Ant Egg 1097,1,60000,30000,0
+anthell01,41,265,0,0 monster Ant Egg 1097,1,60000,30000,0
+anthell01,30,198,0,0 monster Ant Egg 1097,1,60000,30000,0
+anthell01,31,198,0,0 monster Ant Egg 1097,1,60000,30000,0
+anthell01,32,197,0,0 monster Ant Egg 1097,1,60000,30000,0
+anthell01,31,186,0,0 monster Ant Egg 1097,1,60000,30000,0
+
+//==================================================
+// anthell02 - Ant Hell
+//==================================================
+anthell02,0,0,0,0 monster Andre 1095,50,5000,0,0
+anthell02,0,0,0,0 monster Vitata 1176,30,5000,0,0
+anthell02,0,0,0,0 monster Familiar 1005,20,5000,0,0
+anthell02,0,0,0,0 monster Ant Egg 1097,15,5000,0,0
+anthell02,0,0,0,0 monster Deniro 1105,15,5000,0,0
+anthell02,0,0,0,0 monster Piere 1160,15,5000,0,0
+anthell02,0,0,0,0 monster Giearth 1121,3,5000,0,0
+anthell02,0,0,0,0 boss_monster Maya 1147,1,7200000,600000,1
diff --git a/npc/pre-re/mobs/dungeons/ayo_dun.txt b/npc/pre-re/mobs/dungeons/ayo_dun.txt
new file mode 100644
index 000000000..2d82007f3
--- /dev/null
+++ b/npc/pre-re/mobs/dungeons/ayo_dun.txt
@@ -0,0 +1,31 @@
+//===== rAthena Script =======================================
+//= Ayothaya Dungeon Monster Spawn Script
+//===== By: ==================================================
+//= Athena (1.0)
+//===== Current Version: =====================================
+//= 1.5
+//===== Compatible With: =====================================
+//= Any Athena Version
+//===== Additional Comments: =================================
+//= 1.1 Using euRO data [Ishizu]
+//= 1.2 Moved Tao Gunka to west cave of Comodo [Lupus]
+//= 1.3 Official jRO 10.3 spawns [Playtester]
+//= 1.4 More accurate spawns [Playtester]
+//= 1.5 Corrected MVP spawn variance. [L0ne_W0lf]
+//============================================================
+
+//==================================================
+// ayo_dun01 - Ancient Shrine Maze
+//==================================================
+ayo_dun01,0,0,0,0 monster Leaf Cat 1586,65,5000,0,0
+ayo_dun01,0,0,0,0 monster Ghoul 1036,30,5000,0,0
+ayo_dun01,0,0,0,0 monster Whisper 1179,10,5000,0,0
+ayo_dun01,0,0,0,0 monster Kraben 1587,5,5000,0,0
+
+//==================================================
+// ayo_dun02 - Inside Ancient Shrine
+//==================================================
+ayo_dun02,0,0,0,0 monster Tamruan 1584,100,5000,0,0
+ayo_dun02,0,0,0,0 monster Whisper 1179,20,5000,0,0
+ayo_dun02,0,0,0,0 monster Kraben 1587,20,5000,0,0
+ayo_dun02,150,90,15,30 boss_monster Lady Tanee 1688,1,25200000,600000,0
diff --git a/npc/pre-re/mobs/dungeons/beach_dun.txt b/npc/pre-re/mobs/dungeons/beach_dun.txt
new file mode 100644
index 000000000..cbadc8e5e
--- /dev/null
+++ b/npc/pre-re/mobs/dungeons/beach_dun.txt
@@ -0,0 +1,40 @@
+//===== rAthena Script =======================================
+//= Beach Dungeon Monster Spawn Script
+//===== By: ==================================================
+//= Athena (1.0)
+//===== Current Version: =====================================
+//= 1.4
+//===== Compatible With: =====================================
+//= Any Athena Version
+//===== Additional Comments: =================================
+//= 1.1 Official kRO 10.1 spawns [Playtester]
+//= 1.2 Small 11.1 spawn update [Playtester]
+//= 1.3 More accurate spawns [Playtester]
+//= 1.4 Corrected MVP spawn variance. [L0ne_W0lf]
+//============================================================
+
+//==================================================
+// beach_dun - Karu, the West cave
+//==================================================
+beach_dun,0,0,0,0 monster Medusa 1148,60,5000,0,0
+beach_dun,0,0,0,0 monster Nereid 1255,20,5000,0,0
+beach_dun,0,0,0,0 monster Pest 1256,20,5000,0,0
+beach_dun,0,0,0,0 monster Merman 1264,3,5000,0,0
+beach_dun,0,0,0,0 boss_monster Tao Gunka 1583,1,18000000,600000,0
+
+//==================================================
+// beach_dun2 - Ruande the northern cave
+//==================================================
+beach_dun2,0,0,0,0 monster Stalactic Golem 1278,65,5000,0,0
+beach_dun2,0,0,0,0 monster Tri Joint 1279,20,5000,0,0
+beach_dun2,0,0,0,0 monster Megalith 1274,15,5000,0,0
+beach_dun2,0,0,0,0 monster Hydra 1068,10,5000,0,0
+beach_dun2,0,0,0,0 monster Nereid 1255,3,5000,0,0
+
+//==================================================
+// beach_dun3 - Mao, the East Cave
+//==================================================
+beach_dun3,0,0,0,0 monster Thara Frog 1034,50,5000,0,0
+beach_dun3,0,0,0,0 monster Megalodon 1064,30,5000,0,0
+beach_dun3,0,0,0,0 monster Hydra 1068,30,5000,0,0
+beach_dun3,0,0,0,0 monster Nereid 1255,1,5000,0,0
diff --git a/npc/pre-re/mobs/dungeons/bra_dun.txt b/npc/pre-re/mobs/dungeons/bra_dun.txt
new file mode 100644
index 000000000..8e22c6e29
--- /dev/null
+++ b/npc/pre-re/mobs/dungeons/bra_dun.txt
@@ -0,0 +1,37 @@
+//===== rAthena Script ========================================
+//= Brasilis Dungeon Monster Spawn Script
+//===== By: ==================================================
+//= Kisuka
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= Official monster spawns in Brasilis Dungeon.
+//===== Additional Comments: =================================
+//= 1.0 Official spawns from Aegis [Kisuka]
+//============================================================
+
+//==================================================
+// bra_dun01 - Behind the Waterfall
+//==================================================
+bra_dun01,0,0,0,0 monster Piranha 2070,80,5000,0,0
+bra_dun01,0,0,0,0 monster Iara 2069,30,5000,0,0
+bra_dun01,0,0,0,0 monster Black Mushroom 1084,5,180000,90000,1
+bra_dun01,0,0,0,0 monster Marina 1141,20,5000,0,0
+bra_dun01,0,0,0,0 monster Kukre 1070,10,5000,0,0
+bra_dun01,0,0,0,0 monster Plankton 1161,10,5000,0,0
+bra_dun01,0,0,0,0 monster Hydra 1068,15,5000,0,0
+
+//==================================================
+// bra_dun02 - Behind the Waterfall
+//==================================================
+bra_dun02,0,0,0,0 monster Piranha 2070,60,5000,0,0
+bra_dun02,0,0,0,0 monster Iara 2069,110,5000,0,0
+bra_dun02,0,0,0,0 monster Marina 1141,10,5000,0,0
+bra_dun02,0,0,0,0 monster Kukre 1070,10,5000,0,0
+bra_dun02,0,0,0,0 monster Plankton 1161,10,5000,0,0
+bra_dun02,0,0,0,0 monster Hydra 1068,15,5000,0,0
+bra_dun02,0,0,0,0 monster Shining Plant 1083,2,5000,0,0
+bra_dun02,0,0,0,0 monster Black Mushroom 1084,5,5000,0,0
+bra_dun02,0,0,0,0 boss_monster Boitata 2068,1,7200000,600000,1
diff --git a/npc/pre-re/mobs/dungeons/c_tower.txt b/npc/pre-re/mobs/dungeons/c_tower.txt
new file mode 100644
index 000000000..752a2437a
--- /dev/null
+++ b/npc/pre-re/mobs/dungeons/c_tower.txt
@@ -0,0 +1,49 @@
+//===== rAthena Script =======================================
+//= Clock Tower Monster Spawn Script
+//===== By: ==================================================
+//= Athena (1.0)
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= Any Athena Version
+//===== Additional Comments: =================================
+//= 1.0 Split from combined Alde and CT spawn file. [L0ne_W0lf]
+//============================================================
+
+//==================================================
+// c_tower1 - Clock Tower 1f
+//==================================================
+c_tower1,0,0,0,0 monster Rideword 1195,70,5000,0,0
+c_tower1,0,0,0,0 monster Punk 1199,70,5000,0,0
+c_tower1,0,0,0,0 monster Bathory 1102,1,5000,0,0
+c_tower1,0,0,0,0 monster Clock Tower Manager 1270,1,5000,0,0
+
+//==================================================
+// c_tower2 - Clock Tower 2f
+//==================================================
+c_tower2,0,0,0,0 monster Clock 1269,40,5000,0,0
+c_tower2,0,0,0,0 monster Punk 1199,40,5000,0,0
+c_tower2,0,0,0,0 monster Rideword 1195,12,5000,0,0
+c_tower2,0,0,0,0 monster Mimic 1191,3,5000,0,0
+c_tower2,0,0,0,0 monster Elder 1377,2,5000,0,0
+c_tower2,0,0,0,0 monster Clock Tower Manager 1270,1,5000,0,0
+
+//==================================================
+// c_tower3 - Clock Tower 3f
+//==================================================
+c_tower3,0,0,0,0 monster Alarm 1193,80,5000,0,0
+c_tower3,0,0,0,0 monster Mimic 1191,7,5000,0,0
+c_tower3,0,0,0,0 monster Rideword 1195,6,5000,0,0
+c_tower3,0,0,0,0 monster Clock Tower Manager 1270,3,5000,0,0
+
+//==================================================
+// c_tower4 - Clock Tower 4f
+//==================================================
+c_tower4,0,0,0,0 monster Clock 1269,35,5000,0,0
+c_tower4,0,0,0,0 monster Owl Duke 1320,30,5000,0,0
+c_tower4,0,0,0,0 monster Alarm 1193,30,5000,0,0
+c_tower4,0,0,0,0 monster Rideword 1195,15,5000,0,0
+c_tower4,0,0,0,0 monster Mimic 1191,12,5000,0,0
+c_tower4,0,0,0,0 monster Whisper 1179,5,5000,0,0
+c_tower4,0,0,0,0 monster Clock Tower Manager 1270,3,5000,0,0
+c_tower4,0,0,0,0 monster Elder 1377,2,5000,0,0
diff --git a/npc/pre-re/mobs/dungeons/dew_dun.txt b/npc/pre-re/mobs/dungeons/dew_dun.txt
new file mode 100644
index 000000000..809295e0c
--- /dev/null
+++ b/npc/pre-re/mobs/dungeons/dew_dun.txt
@@ -0,0 +1,29 @@
+//===== rAthena Script ========================================
+//= Dewata Dungeon Monster Spawn Script
+//===== By: ==================================================
+//= Chilly
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= Official kRO monster spawns
+//===== Additional Comments: =================================
+//= 1.0 First Release
+//============================================================
+
+//==================================================
+// dew_dun01 - Volcanic Island of Krakatoa
+//==================================================
+dew_dun01,0,0,0,0 monster Ancient Worm 1305,25,0,0,0
+dew_dun01,0,0,0,0 monster Gullinbursti 1311,10,0,0,0
+dew_dun01,0,0,0,0 monster Comodo 2152,70,0,0,0
+dew_dun01,0,0,0,0 boss_monster Leak 2156,1,7200000,600000,1
+
+//==================================================
+// dew_dun02 - Tina Grace Cave
+//==================================================
+dew_dun02,0,0,0,0 monster Am Mut 1301,20,0,0,0
+dew_dun02,0,0,0,0 monster Gajomart 1309,30,0,0,0
+dew_dun02,0,0,0,0 monster Banaspaty 2154,50,0,0,0
+dew_dun02,0,0,0,0 monster Butoijo 2155,30,0,0,0
diff --git a/npc/pre-re/mobs/dungeons/dic_dun.txt b/npc/pre-re/mobs/dungeons/dic_dun.txt
new file mode 100644
index 000000000..e259f0465
--- /dev/null
+++ b/npc/pre-re/mobs/dungeons/dic_dun.txt
@@ -0,0 +1,44 @@
+//===== rAthena Script ========================================
+//= El Dicastes Dungeon Monster Spawn Script
+//===== By: ==================================================
+//= Kisuka
+//===== Current Version: =====================================
+//= 1.1
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= Official monster spawns in El Dicastes Dungeon.
+//===== Additional Comments: =================================
+//= 1.0 Official spawns from Aegis [Kisuka]
+//= 1.1 Added Nightmare Scaraba Hole [Chilly]
+//============================================================
+
+//==================================================
+// dic_dun01 - Underground Passage Kamidal Tunnel
+//==================================================
+dic_dun01,0,0,0,0 monster One-Horned Scarab 2083,50,5000,0,0
+dic_dun01,0,0,0,0 monster Two-Horned Scarab 2084,45,5000,0,0
+dic_dun01,0,0,0,0 monster Scarab Egg 2088,15,5000,0,0
+dic_dun01,0,0,0,0 monster Scarab Egg 2089,15,5000,0,0
+
+//==================================================
+// dic_dun02 - Underground Nest Scarab Hole
+//==================================================
+dic_dun02,0,0,0,0 monster Antler Scarab 2085,50,5000,0,0
+dic_dun02,0,0,0,0 monster Rake Scarab 2086,45,5000,0,0
+dic_dun02,0,0,0,0 monster Antler Scarab Egg 2090,15,5000,0,0
+dic_dun02,0,0,0,0 monster Rake Scarab Egg 2091,15,5000,0,0
+dic_dun02,0,0,0,0 boss_monster Scarab Queen 2087,1,7200000,0,0
+
+//==================================================
+// dic_dun03 - Nightmare Scaraba Hole
+//==================================================
+dic_dun03,0,0,0,0 monster Gold One-Horn Scaraba 2161,50,0,0,0
+dic_dun03,0,0,0,0 monster Gold Two-Horn Scaraba 2162,45,0,0,0
+dic_dun03,0,0,0,0 monster Gold Antler Scaraba 2163,50,0,0,0
+dic_dun03,0,0,0,0 monster Gold Rake Scaraba 2164,45,0,0,0
+dic_dun03,0,0,0,0 monster Gold One-Horn Scaraba Egg 2166,15,0,0,0
+dic_dun03,0,0,0,0 monster Gold Two-Horn Scaraba Egg 2167,15,0,0,0
+dic_dun03,0,0,0,0 monster Gold Antler Scaraba Egg 2168,15,0,0,0
+dic_dun03,0,0,0,0 monster Gold Rake Scaraba Egg 2169,15,0,0,0
+dic_dun03,0,0,0,0 boss_monster Gold Queen Scaraba 2165,1,7200000,600000,1
diff --git a/npc/pre-re/mobs/dungeons/ein_dun.txt b/npc/pre-re/mobs/dungeons/ein_dun.txt
new file mode 100644
index 000000000..587e3df60
--- /dev/null
+++ b/npc/pre-re/mobs/dungeons/ein_dun.txt
@@ -0,0 +1,36 @@
+//===== rAthena Script =======================================
+//= Einbech Mine Dungeon Monster Spawn Script
+//===== By: ==================================================
+//= Athena (1.0)
+//===== Current Version: =====================================
+//= 1.5
+//===== Compatible With: =====================================
+//= Any Athena Version
+//===== Additional Comments: =================================
+//= 1.0 spawn N and spawn delays aren't yet correct, so I set
+//= respawn delays quite big for now [Lupus]
+//= 1.1 Fixed monsters spawn places
+//= 1.2 Update monster spawn numbers according to info on emperium.org [MasterOfMuppets]
+//= 1.3 Official kRO 10.1 spawns [Playtester]
+//= 1.4 More accurate spawns [Playtester]
+//= 1.5 Corrected MVP spawn variance. [L0ne_W0lf]
+//============================================================
+
+//==================================================
+// ein_dun01 - Mine Dungeon
+//==================================================
+ein_dun01,0,0,0,0 monster Pitman 1616,70,5000,0,0
+ein_dun01,0,0,0,0 monster Noxious 1620,30,5000,0,0
+ein_dun01,0,0,0,0 monster Porcellio 1619,30,5000,0,0
+ein_dun01,0,0,0,0 monster Venomous 1621,10,5000,0,0
+ein_dun01,0,0,0,0 monster Old Stove 1617,1,5000,0,0
+ein_dun01,0,0,0,0 monster Ungoliant 1618,1,3600000,3000000,0
+
+//==================================================
+// ein_dun02 - Mine Dungeon
+//==================================================
+ein_dun02,0,0,0,0 monster Mineral 1614,50,5000,0,0
+ein_dun02,0,0,0,0 monster Obsidian 1615,40,5000,0,0
+ein_dun02,0,0,0,0 monster Old Stove 1617,30,5000,0,0
+ein_dun02,0,0,0,0 monster Teddy Bear 1622,30,5000,0,0
+ein_dun02,0,0,0,0 boss_monster RSX-0806 1623,1,7500000,600000,0
diff --git a/npc/pre-re/mobs/dungeons/gef_dun.txt b/npc/pre-re/mobs/dungeons/gef_dun.txt
new file mode 100644
index 000000000..babb96d55
--- /dev/null
+++ b/npc/pre-re/mobs/dungeons/gef_dun.txt
@@ -0,0 +1,72 @@
+//===== rAthena Script =======================================
+//= Geffen Dungeon Monster Spawn Script
+//===== By: ==================================================
+//= Athena (1.0)
+//===== Current Version: =====================================
+//= 1.4
+//===== Compatible With: =====================================
+//= Any Athena Version
+//===== Additional Comments: =================================
+//= 1.2 Official kRO 10.1 spawns [Playtester]
+//= 1.3 More accurate spawns [Playtester]
+//= 1.4 Corrected MVP spawn variance. [L0ne_W0lf]
+//============================================================
+
+//==================================================
+// gef_dun00 - Geffen Dungeon
+//==================================================
+gef_dun00,0,0,0,0 monster Hunter Fly 1035,30,5000,0,0
+gef_dun00,0,0,0,0 monster Poison Spore 1077,25,5000,0,0
+gef_dun00,0,0,0,0 monster Poporing 1031,15,5000,0,0
+gef_dun00,91,106,0,0 monster Red Plant 1078,1,300000,150000,0
+gef_dun00,92,108,0,0 monster Yellow Plant 1081,1,300000,150000,0
+gef_dun00,114,106,0,0 monster Green Plant 1080,1,300000,150000,0
+gef_dun00,0,0,0,0 monster Red Plant 1078,1,300000,150000,0
+gef_dun00,0,0,0,0 monster Shining Plant 1083,1,3000000,1500000,0
+gef_dun00,0,0,0,0 monster Red Plant 1078,10,180000,90000,1
+gef_dun00,89,111,3,3 monster Black Mushroom 1084,3,180000,90000,1
+gef_dun00,121,109,3,3 monster Black Mushroom 1084,3,180000,90000,1
+
+//==================================================
+// gef_dun01 - Geffen Dungeon
+//==================================================
+gef_dun01,0,0,0,0 monster Ghoul 1036,40,5000,0,0
+gef_dun01,0,0,0,0 monster Jakk 1130,40,5000,0,0
+gef_dun01,0,0,0,0 monster Nightmare 1061,30,5000,0,0
+gef_dun01,0,0,0,0 monster Zombie 1015,25,5000,0,0
+gef_dun01,0,0,0,0 monster Drainliar 1111,20,5000,0,0
+gef_dun01,0,0,0,0 boss_monster Dracula 1389,1,3600000,600000,1
+gef_dun01,234,121,0,0 monster Blue Plant 1079,1,300000,100000,0
+gef_dun01,0,0,0,0 monster Black Mushroom 1084,5,180000,90000,1
+gef_dun01,188,104,10,10 monster White Plant 1082,3,180000,90000,1
+gef_dun01,263,115,10,10 monster White Plant 1082,3,180000,90000,1
+gef_dun01,48,67,10,10 monster White Plant 1082,2,180000,90000,1
+gef_dun01,150,237,10,10 monster White Plant 1082,2,180000,90000,1
+
+//==================================================
+// gef_dun02 - Geffenia
+//==================================================
+gef_dun02,0,0,0,0 monster Deviruchi 1109,45,5000,0,0
+gef_dun02,0,0,0,0 monster Marionette 1143,30,5000,0,0
+gef_dun02,0,0,0,0 monster Nightmare 1061,20,5000,0,0
+gef_dun02,0,0,0,0 monster Whisper 1179,20,5000,0,0
+gef_dun02,0,0,0,0 monster Ghoul 1036,10,5000,0,0
+gef_dun02,0,0,0,0 monster Hunter Fly 1035,10,5000,0,0
+gef_dun02,0,0,0,0 boss_monster Doppelganger 1046,1,7200000,600000,1
+gef_dun02,214,212,10,10 monster White Plant 1082,3,180000,90000,1
+gef_dun02,215,67,10,10 monster White Plant 1082,3,180000,90000,1
+gef_dun02,72,210,20,20 monster White Plant 1082,3,180000,90000,1
+gef_dun02,106,151,20,7 monster White Plant 1082,3,180000,90000,1
+gef_dun02,58,167,10,10 monster Shining Plant 1083,1,1800000,900000,1
+gef_dun02,185,83,3,3 monster Shining Plant 1083,1,1800000,900000,1
+
+//==================================================
+// gef_dun03 - Geffenia
+//==================================================
+gef_dun03,0,0,0,0 monster Wraith 1192,8,5000,0,0
+gef_dun03,0,0,0,0 monster Wind Ghost 1263,3,5000,0,0
+gef_dun03,0,0,0,0 monster Wraith Dead 1291,2,5000,0,0
+gef_dun03,0,0,0,0 monster Wraith Dead 1291,2,60000,30000,0
+gef_dun03,0,0,0,0 monster Hellion Revenant 1626,1,600000,300000,0
+gef_dun03,0,0,0,0 monster Shining Plant 1083,3,1800000,900000,1
+gef_dun03,0,0,0,0 monster White Plant 1082,10,180000,90000,1
diff --git a/npc/pre-re/mobs/dungeons/gefenia.txt b/npc/pre-re/mobs/dungeons/gefenia.txt
new file mode 100644
index 000000000..890d0879b
--- /dev/null
+++ b/npc/pre-re/mobs/dungeons/gefenia.txt
@@ -0,0 +1,71 @@
+//===== rAthena Script =======================================
+//= Geffenia Dungeon Monster Spawn Script
+//===== By: ==================================================
+//= Muad_Dib, rAthena dev team
+//===== Current Version: =====================================
+//= 1.1
+//===== Compatible With: =====================================
+//= Any Athena Version
+//===== Additional Comments: =================================
+//= Added 1st Version. [Muad_Dib]
+//= Conversion to eA [MasterOfMuppets]
+//= Updated spawns, information from emperium.org [MasterOfMuppets]
+//= Kept the old spawns incase someone would want them.
+//= Aegis ep 10.1 spawns [MasterOfMuppets]
+//============================================================
+
+//==================================================
+// gefenia01 - Geffenia
+//==================================================
+gefenia01,0,0,0,0 monster False Angel 1371,60,5000,0,0
+gefenia01,0,0,0,0 monster Violy 1390,30,5000,0,0
+gefenia01,0,0,0,0 monster Mini Demon 1292,20,5000,0,0
+gefenia01,0,0,0,0 monster Abysmal Knight 1219,10,5000,0,0
+gefenia01,0,0,0,0 monster Incubus 1374,10,5000,0,0
+gefenia01,0,0,0,0 monster Succubus 1370,10,5000,0,0
+gefenia01,0,0,0,0 monster Bloody Knight 1268,1,3600000,3000000,0
+gefenia01,0,0,0,0 monster Mysteltainn 1203,1,10800000,7200000,0
+gefenia01,0,0,0,0 monster Executioner 1205,1,18000000,14400000,0
+gefenia01,0,0,0,0 monster Ogretooth 1204,1,18000000,14400000,0
+
+//==================================================
+// gefenia02 - Geffenia
+//==================================================
+gefenia02,0,0,0,0 monster Violy 1390,40,5000,0,0
+gefenia02,0,0,0,0 monster Mini Demon 1292,30,5000,0,0
+gefenia02,0,0,0,0 monster False Angel 1371,30,5000,0,0
+gefenia02,0,0,0,0 monster Succubus 1370,20,5000,0,0
+gefenia02,0,0,0,0 monster Abysmal Knight 1219,10,5000,0,0
+gefenia02,0,0,0,0 monster Incubus 1374,10,5000,0,0
+gefenia02,0,0,0,0 monster Bloody Knight 1268,1,3600000,3000000,0
+gefenia02,0,0,0,0 monster Ogretooth 1204,1,10800000,7200000,0
+gefenia02,0,0,0,0 monster Mysteltainn 1203,1,18000000,14400000,0
+gefenia02,0,0,0,0 monster Executioner 1205,1,18000000,14400000,0
+
+//==================================================
+// gefenia03 - Geffenia
+//==================================================
+gefenia03,0,0,0,0 monster False Angel 1371,40,5000,0,0
+gefenia03,0,0,0,0 monster Violy 1390,40,5000,0,0
+gefenia03,0,0,0,0 monster Mini Demon 1292,30,5000,0,0
+gefenia03,0,0,0,0 monster Incubus 1374,20,5000,0,0
+gefenia03,0,0,0,0 monster Abysmal Knight 1219,10,5000,0,0
+gefenia03,0,0,0,0 monster Succubus 1370,10,5000,0,0
+gefenia03,0,0,0,0 monster Bloody Knight 1268,1,3600000,3000000,0
+gefenia03,0,0,0,0 monster Executioner 1205,1,10800000,7200000,0
+gefenia03,0,0,0,0 monster Mysteltainn 1203,1,18000000,14400000,0
+gefenia03,0,0,0,0 monster Ogretooth 1204,1,18000000,14400000,0
+
+//==================================================
+// gefenia04 - Geffenia
+//==================================================
+gefenia04,0,0,0,0 monster False Angel 1371,30,5000,0,0
+gefenia04,0,0,0,0 monster Violy 1390,30,5000,0,0
+gefenia04,0,0,0,0 monster Mini Demon 1292,20,5000,0,0
+gefenia04,0,0,0,0 monster Abysmal Knight 1219,10,5000,0,0
+gefenia04,0,0,0,0 monster Incubus 1374,10,5000,0,0
+gefenia04,0,0,0,0 monster Succubus 1370,10,5000,0,0
+gefenia04,0,0,0,0 monster Bloody Knight 1268,1,3600000,3000000,0
+gefenia04,0,0,0,0 monster Mysteltainn 1203,1,18000000,14400000,0
+gefenia04,0,0,0,0 monster Executioner 1205,1,18000000,14400000,0
+gefenia04,0,0,0,0 monster Ogretooth 1204,1,18000000,14400000,0
diff --git a/npc/pre-re/mobs/dungeons/glastheim.txt b/npc/pre-re/mobs/dungeons/glastheim.txt
new file mode 100644
index 000000000..cbe5a31b7
--- /dev/null
+++ b/npc/pre-re/mobs/dungeons/glastheim.txt
@@ -0,0 +1,182 @@
+//===== rAthena Script =======================================
+//= Glast Heim Monster Spawn Script
+//===== By: ==================================================
+//= Athena (1.0)
+//===== Current Version: =====================================
+//= 1.5
+//===== Compatible With: =====================================
+//= Any Athena Version
+//===== Additional Comments: =================================
+//= 1.1 [Lupus]
+//= 1.2 Updated to ep 8.5 aegis spawns [MasterOfMuppets]
+//= 1.3 Official 10.1 kRO spawns [Playtester]
+//= 1.4 More accurate spawns [Playtester]
+//= 1.5 Corrected MVP spawn variance. [L0ne_W0lf]
+//============================================================
+
+//==================================================
+// glast_01 - Glast Heim
+//==================================================
+glast_01,0,0,0,0 monster Gargoyle 1253,10,5000,0,0
+glast_01,0,0,0,0 monster Green Plant 1080,8,5000,0,0
+glast_01,0,0,0,0 monster Abysmal Knight 1219,2,5000,0,0
+glast_01,233,209,15,15 monster Shining Plant 1083,1,1800000,900000,1
+glast_01,233,209,15,15 monster Green Plant 1080,8,360000,180000,1
+glast_01,233,209,15,15 monster Blue Plant 1079,2,900000,450000,1
+
+//==================================================
+// gl_cas01 - Glast Heim 1f
+//==================================================
+gl_cas01,0,0,0,0 monster Carat 1267,50,5000,0,0
+gl_cas01,0,0,0,0 monster Dark Frame 1260,20,5000,0,0
+gl_cas01,0,0,0,0 monster Owl Duke 1320,20,5000,0,0
+gl_cas01,0,0,0,0 monster Rideword 1195,15,5000,0,0
+gl_cas01,0,0,0,0 monster Sage Worm 1281,10,5000,0,0
+gl_cas01,0,0,0,0 monster Whisper 1179,10,5000,0,0
+gl_cas01,0,0,0,0 monster Owl Baron 1295,6,5000,0,0
+gl_cas01,0,0,0,0 monster Alice 1275,1,5000,0,0
+
+//==================================================
+// gl_cas02 - Glast Heim 2f
+//==================================================
+gl_cas02,0,0,0,0 monster Wanderer 1208,41,5000,0,0
+gl_cas02,0,0,0,0 monster Raydric 1163,36,5000,0,0
+gl_cas02,0,0,0,0 monster Rideword 1195,29,5000,0,0
+gl_cas02,0,0,0,0 monster Raydric Archer 1276,20,5000,0,0
+gl_cas02,0,0,0,0 monster Evil Druid 1117,9,5000,0,0
+gl_cas02,0,0,0,0 monster Abysmal Knight 1219,7,5000,0,0
+gl_cas02,0,0,0,0 monster Khalitzburg 1132,6,5000,0,0
+gl_cas02,0,0,0,0 monster Chimera 1283,3,5000,0,0
+gl_cas02,0,0,0,0 monster Mimic 1191,2,5000,0,0
+gl_cas02,0,0,0,0 monster Alice 1275,1,5000,0,0
+gl_cas02,102,180,0,0 monster Whisper 1185,1,1800000,900000,1
+gl_cas02,104,145,5,5 monster Mysteltainn 1203,1,7200000,3600000,1
+gl_cas02,0,0,0,0 monster Ogretooth 1204,1,7200000,3600000,1
+
+//==================================================
+// gl_church - Glast Heim St. Abbey
+//==================================================
+gl_church,0,0,0,0 monster Evil Druid 1117,60,5000,0,0
+gl_church,0,0,0,0 monster Wraith 1192,55,5000,0,0
+gl_church,0,0,0,0 monster Mimic 1191,9,5000,0,0
+gl_church,0,0,0,0 monster Evil Druid 1117,1,5000,0,0
+gl_church,0,0,0,0 monster Wraith Dead 1291,1,3600000,1800000,0
+
+//==================================================
+// gl_chyard - Glast Heim Churchyard
+//==================================================
+gl_chyard,0,0,0,0 monster Dark Priest 1198,60,5000,0,0
+gl_chyard,0,0,0,0 monster Wraith 1192,35,5000,0,0
+gl_chyard,0,0,0,0 monster Evil Druid 1117,10,5000,0,0
+gl_chyard,0,0,0,0 monster Mimic 1191,3,5000,0,0
+gl_chyard,0,0,0,0 monster Hunter Fly 1035,3,5000,0,0
+gl_chyard,0,0,0,0 boss_monster Dark Lord 1272,1,3600000,600000,1
+gl_chyard,0,0,0,0 monster Dark Illusion 1302,1,3600000,1800000,0
+
+//==================================================
+// gl_dun01 - The Lowest Cave in Glast Heim
+//==================================================
+gl_dun01,0,0,0,0 monster Arclouze 1194,50,5000,0,0
+gl_dun01,0,0,0,0 monster Sting 1207,40,5000,0,0
+
+//==================================================
+// gl_dun02 - The Lowest Cave in Glast Heim
+//==================================================
+gl_dun02,0,0,0,0 monster Majoruros 1310,45,5000,0,0
+gl_dun02,0,0,0,0 monster Gargoyle 1253,15,5000,0,0
+
+//==================================================
+// gl_in01 - Inside Glast Heim
+//==================================================
+gl_in01,0,0,0,0 monster Marionette 1143,20,5000,0,0
+gl_in01,0,0,0,0 monster Sage Worm 1281,14,5000,0,0
+gl_in01,0,0,0,0 monster Dark Frame 1260,10,5000,0,0
+gl_in01,0,0,0,0 monster Rideword 1195,8,5000,0,0
+gl_in01,0,0,0,0 monster Wanderer 1208,1,5000,0,0
+gl_in01,0,0,0,0 monster Alice 1275,1,5000,0,0
+
+//==================================================
+// gl_knt01 - Inside Glast Heim Chivalry
+//==================================================
+gl_knt01,0,0,0,0 monster Raydric 1163,90,5000,0,0
+gl_knt01,0,0,0,0 monster Rideword 1195,21,5000,0,0
+gl_knt01,0,0,0,0 monster Raydric Archer 1276,10,5000,0,0
+gl_knt01,0,0,0,0 monster Abysmal Knight 1219,10,5000,0,0
+gl_knt01,0,0,0,0 monster Khalitzburg 1132,10,5000,0,0
+gl_knt01,0,0,0,0 monster Alice 1275,1,5000,0,0
+gl_knt01,21,278,0,0 monster Giant Whisper 1186,1,3600000,1800000,1
+gl_knt01,9,184,0,0 monster Black Mushroom 1084,1,3600000,1800000,1
+gl_knt01,8,184,0,0 monster Black Mushroom 1084,1,3600000,1800000,1
+gl_knt01,7,184,0,0 monster Black Mushroom 1084,1,3600000,1800000,1
+gl_knt01,6,184,0,0 monster Black Mushroom 1084,1,3600000,1800000,1
+gl_knt01,5,184,0,0 monster Black Mushroom 1084,1,3600000,1800000,1
+gl_knt01,4,184,0,0 monster Black Mushroom 1084,1,3600000,1800000,1
+gl_knt01,9,185,0,0 monster Black Mushroom 1084,1,3600000,1800000,1
+gl_knt01,8,185,0,0 monster Black Mushroom 1084,1,3600000,1800000,1
+gl_knt01,7,185,0,0 monster Black Mushroom 1084,1,3600000,1800000,1
+gl_knt01,6,185,0,0 monster Black Mushroom 1084,1,3600000,1800000,1
+gl_knt01,5,185,0,0 monster Black Mushroom 1084,1,3600000,1800000,1
+gl_knt01,4,185,0,0 monster Black Mushroom 1084,1,3600000,1800000,1
+
+//==================================================
+// gl_knt02 - Inside Glast Heim Chivalry
+//==================================================
+gl_knt02,0,0,0,0 monster Raydric 1163,80,5000,0,0
+gl_knt02,0,0,0,0 monster Khalitzburg 1132,40,5000,0,0
+gl_knt02,0,0,0,0 monster Raydric Archer 1276,30,5000,0,0
+gl_knt02,0,0,0,0 monster Abysmal Knight 1219,6,5000,0,0
+gl_knt02,0,0,0,0 monster Alice 1275,1,5000,0,0
+gl_knt02,0,0,0,0 monster Mysteltainn 1203,1,1800000,1200000,0
+gl_knt02,0,0,0,0 monster Bloody Knight 1268,1,3600000,1800000,1
+
+//==================================================
+// gl_prison - Glast Heim Underprison
+//==================================================
+gl_prison,0,0,0,0 monster Zombie Prisoner 1197,30,5000,0,0
+gl_prison,0,0,0,0 monster Injustice 1257,20,5000,0,0
+gl_prison,0,0,0,0 monster Rybio 1201,15,5000,0,0
+gl_prison,0,0,0,0 monster Hunter Fly 1035,10,5000,0,0
+
+//==================================================
+// gl_prison1 - Glast Heim Underprison
+//==================================================
+gl_prison1,0,0,0,0 monster Injustice 1257,40,5000,0,0
+gl_prison1,0,0,0,0 monster Skeleton Prisoner 1196,30,5000,0,0
+gl_prison1,0,0,0,0 monster Rybio 1201,10,5000,0,0
+gl_prison1,0,0,0,0 monster Phendark 1202,10,5000,0,0
+gl_prison1,0,0,0,0 monster Hunter Fly 1035,10,5000,0,0
+gl_prison1,0,0,0,0 monster Cramp 1209,5,5000,0,0
+gl_prison1,0,0,0,0 monster Zealotus 1200,1,3600000,1800000,1
+
+//==================================================
+// gl_sew01 - Glast Heim Culvert
+//==================================================
+gl_sew01,0,0,0,0 monster Whisper 1179,40,5000,0,0
+gl_sew01,0,0,0,0 monster Gargoyle 1253,30,5000,0,0
+gl_sew01,0,0,0,0 monster Arclouze 1194,10,5000,0,0
+
+//==================================================
+// gl_sew02 - Glast Heim Culvert
+//==================================================
+gl_sew02,0,0,0,0 monster Gargoyle 1253,55,5000,0,0
+gl_sew02,0,0,0,0 monster Cramp 1209,15,5000,0,0
+
+//==================================================
+// gl_sew03 - Glast Heim Culvert
+//==================================================
+gl_sew03,0,0,0,0 monster Sting 1207,70,5000,0,0
+gl_sew03,0,0,0,0 monster Gargoyle 1253,40,5000,0,0
+
+//==================================================
+// gl_sew04 - Glast Heim Culvert
+//==================================================
+gl_sew04,0,0,0,0 monster Anolian 1206,100,5000,0,0
+gl_sew04,0,0,0,0 monster Gargoyle 1253,20,5000,0,0
+gl_sew04,0,0,0,0 monster Drainliar 1111,10,5000,0,0
+
+//==================================================
+// gl_step - Glast Heim Staircase Dungeon
+//==================================================
+gl_step,0,0,0,0 monster Wind Ghost 1263,100,5000,0,0
+gl_step,0,0,0,0 monster Raydric Archer 1276,10,5000,0,0
+gl_step,0,0,0,0 monster Mimic 1191,5,5000,0,0
diff --git a/npc/pre-re/mobs/dungeons/gld_dun.txt b/npc/pre-re/mobs/dungeons/gld_dun.txt
new file mode 100644
index 000000000..cb06564e2
--- /dev/null
+++ b/npc/pre-re/mobs/dungeons/gld_dun.txt
@@ -0,0 +1,52 @@
+//===== rAthena Script =======================================
+//= Guild Dungeons Monster Spawn Script
+//===== By: ==================================================
+//= Athena (1.0)
+//===== Current Version: =====================================
+//= 1.3
+//===== Compatible With: =====================================
+//= Any Athena Version
+//===== Additional Comments: =================================
+//= 1.2 Official kRO 10.1 spawns [Playtester]
+//= 1.3 Corrected MVP spawn variance. [Gepard]
+//============================================================
+
+//==================================================
+// gld_dun01 - Guild Dungeon
+//==================================================
+gld_dun01,0,0,0,0 monster Am Mut 1301,20,5000,0,0
+gld_dun01,0,0,0,0 monster Skeleton General 1290,10,5000,0,0
+gld_dun01,0,0,0,0 monster Gajomart 1309,10,5000,0,0
+gld_dun01,0,0,0,0 monster Cat o' Nine Tails 1307,3,1200000,0,0
+gld_dun01,0,0,0,0 monster Vagabond Wolf 1092,1,14400000,7200000,1
+gld_dun01,0,0,0,0 boss_monster Eddga 1115,1,28800000,600000,1
+
+//==================================================
+// gld_dun02 - Guild Dungeon
+//==================================================
+gld_dun02,0,0,0,0 monster Giant Hornet 1303,10,120000,60000,0
+gld_dun02,0,0,0,0 monster Giant Spider 1304,10,240000,120000,0
+gld_dun02,0,0,0,0 monster Ancient Worm 1305,7,120000,60000,0
+gld_dun02,0,0,0,0 monster Killer Mantis 1294,5,120000,60000,0
+gld_dun02,0,0,0,0 monster Owl Baron 1295,1,5000,0,0
+gld_dun02,0,0,0,0 boss_monster Doppelganger 1046,1,28800000,600000,1
+
+//==================================================
+// gld_dun03 - Guild Dungeon
+//==================================================
+gld_dun03,0,0,0,0 monster Caterpillar 1300,20,5000,0,0
+gld_dun03,0,0,0,0 monster Creamy Fear 1293,20,5000,0,0
+gld_dun03,0,0,0,0 monster Leib Olmai 1306,20,5000,0,0
+gld_dun03,0,0,0,0 monster Gullinbursti 1311,10,5000,0,0
+gld_dun03,0,0,0,0 monster Maya Purple 1289,3,1200000,600000,0
+gld_dun03,0,0,0,0 boss_monster Maya 1147,1,28800000,600000,1
+
+//==================================================
+// gld_dun04 - Guild Dungeon
+//==================================================
+gld_dun04,0,0,0,0 monster Zombie Master 1298,29,5000,0,0
+gld_dun04,0,0,0,0 monster Wraith Dead 1291,27,5000,0,0
+gld_dun04,0,0,0,0 monster Mini Demon 1292,3,5000,0,0
+gld_dun04,0,0,0,0 monster Dark Illusion 1302,1,1200000,0,0
+gld_dun04,0,0,0,0 monster Ghostring 1120,1,14400000,7200000,1
+gld_dun04,0,0,0,0 boss_monster Dark Lord 1272,1,28800000,600000,1
diff --git a/npc/pre-re/mobs/dungeons/gld_dunSE.txt b/npc/pre-re/mobs/dungeons/gld_dunSE.txt
new file mode 100644
index 000000000..488875380
--- /dev/null
+++ b/npc/pre-re/mobs/dungeons/gld_dunSE.txt
@@ -0,0 +1,29 @@
+//===== rAthena Script =======================================
+//= Guild Dungeons Monster Spawn Script
+//===== By: ==================================================
+//= Athena (1.0)
+//===== Current Version: =====================================
+//= 1.1
+//===== Compatible With: =====================================
+//= Any Athena Version
+//===== Additional Comments: =================================
+//= 1.0 First version
+//= 1.1 Updated spawns to official. [L0ne_W0lf]
+//============================================================
+
+//==================================================
+// schg_dun01 - Subterranean Guild Dungeon
+//==================================================
+schg_dun01,0,0,0,0 monster Hell Apocalypse 1978,20,0,0,0
+schg_dun01,0,0,0,0 monster Zakudam 1979,20,0,0,0
+schg_dun01,0,0,0,0 monster Heavy Metaling 1977,15,5000,0,0
+schg_dun01,0,0,0,0 monster Cobalt Mineral 1976,15,5000,0,0
+
+//==================================================
+// arug_dun01 - Subterranean Guild Dungeon
+//==================================================
+arug_dun01,0,0,0,0 monster Banshee Master 1974,22,0,0,0
+arug_dun01,0,0,0,0 monster Beholder master 1975,22,5000,0,0
+arug_dun01,0,0,0,0 monster Aunoe 1796,22,5000,0,0
+arug_dun01,0,0,0,0 monster Necromancer 1870,18,0,0,0
+arug_dun01,0,0,0,0 monster Fanat 1797,5,5000,0,0
diff --git a/npc/pre-re/mobs/dungeons/gon_dun.txt b/npc/pre-re/mobs/dungeons/gon_dun.txt
new file mode 100644
index 000000000..98958a4dc
--- /dev/null
+++ b/npc/pre-re/mobs/dungeons/gon_dun.txt
@@ -0,0 +1,40 @@
+//===== rAthena Script =======================================
+//= Gonryun Dungeon Monster Spawn Script
+//===== By: ==================================================
+//= Athena (1.0)
+//===== Current Version: =====================================
+//= 1.2
+//===== Compatible With: =====================================
+//= Any Athena Version
+//===== Additional Comments: =================================
+//= 1.1 Official kRO 10.1 spawns [Playtester]
+//= 1.2 Corrected MVP spawn variance. [L0ne_W0lf]
+//============================================================
+
+//==================================================
+// gon_dun01 - Shrine of Kunlun Queen
+//==================================================
+gon_dun01,0,0,0,0 monster Bloody Butterfly 1408,55,5000,0,0
+gon_dun01,0,0,0,0 monster Enchanted Peach Tree 1410,35,5000,0,0
+gon_dun01,0,0,0,0 monster Zipper Bear 1417,30,5000,0,0
+gon_dun01,0,0,0,0 monster Yellow Plant 1081,10,5000,0,0
+gon_dun01,0,0,0,0 monster White Plant 1082,10,5000,0,0
+gon_dun01,0,0,0,0 monster Red Plant 1078,5,5000,0,0
+
+//==================================================
+// gon_dun02 - Hermit's Checkers
+//==================================================
+gon_dun02,0,0,0,0 monster Enchanted Peach Tree 1410,21,5000,0,0
+gon_dun02,0,0,0,0 monster Taoist Hermit 1412,20,5000,0,0
+gon_dun02,0,0,0,0 monster Bloody Butterfly 1408,20,5000,0,0
+gon_dun02,0,0,0,0 monster Baby Leopard 1415,6,5000,0,0
+gon_dun02,0,0,0,0 monster Yellow Plant 1081,10,5000,0,0
+
+//==================================================
+// gon_dun03 - Arcadia
+//==================================================
+gon_dun03,0,0,0,0 monster Evil Nymph 1416,50,5000,0,0
+gon_dun03,0,0,0,0 monster Taoist Hermit 1412,30,5000,0,0
+gon_dun03,0,0,0,0 monster Hermit Plant 1413,20,5000,0,0
+gon_dun03,0,0,0,0 boss_monster Evil Snake Lord 1418,1,5650000,600000,0
+gon_dun03,0,0,0,0 monster White Plant 1082,10,5000,0,0
diff --git a/npc/pre-re/mobs/dungeons/ice_dun.txt b/npc/pre-re/mobs/dungeons/ice_dun.txt
new file mode 100644
index 000000000..418006267
--- /dev/null
+++ b/npc/pre-re/mobs/dungeons/ice_dun.txt
@@ -0,0 +1,38 @@
+//===== rAthena Script =======================================
+//= Ice Dungeon Monster Spawn Script
+//===== By: ==================================================
+//= Athena (1.0)
+//===== Current Version: =====================================
+//= 1.2
+//===== Compatible With: =====================================
+//= Any Athena Version
+//===== Additional Comments: =================================
+//= 1.0 First version from jAthena [Playtester]
+//= 1.1 More accurate spawns [Playtester]
+//= 1.2 Removed Ktullanux spawn, quest implemented [L0ne_W0lf]
+//============================================================
+
+//==================================================
+// ice_dun01 - Ice Cave
+//==================================================
+ice_dun01,0,0,0,0 monster Siroma 1776,75,5000,0,0
+ice_dun01,0,0,0,0 monster Roween 1782,5,5000,0,0
+ice_dun01,0,0,0,0 monster Muscipular 1780,5,5000,0,0
+ice_dun01,0,0,0,0 monster Gazeti 1778,2,5000,0,0
+
+//==================================================
+// ice_dun02 - Ice Cave
+//==================================================
+ice_dun02,0,0,0,0 monster Snowier 1775,70,5000,0,0
+ice_dun02,0,0,0,0 monster Siroma 1776,30,5000,0,0
+ice_dun02,0,0,0,0 monster Iceicle 1789,19,5000,0,0
+ice_dun02,0,0,0,0 monster Gazeti 1778,15,5000,0,0
+ice_dun02,0,0,0,0 monster Ice Titan 1777,7,5000,0,0
+
+//==================================================
+// ice_dun03 - Ice Cave
+//==================================================
+ice_dun03,0,0,0,0 monster Ice Titan 1777,70,5000,0,0
+ice_dun03,0,0,0,0 monster Gazeti 1778,42,5000,0,0
+ice_dun03,0,0,0,0 monster Iceicle 1789,32,5000,0,0
+ice_dun03,0,0,0,0 monster Snowier 1775,15,5000,0,0
diff --git a/npc/pre-re/mobs/dungeons/in_sphinx.txt b/npc/pre-re/mobs/dungeons/in_sphinx.txt
new file mode 100644
index 000000000..7263f38d9
--- /dev/null
+++ b/npc/pre-re/mobs/dungeons/in_sphinx.txt
@@ -0,0 +1,56 @@
+//===== rAthena Script =======================================
+//= Morocc Sphinx Dungeon Monster Spawn Script
+//===== By: ==================================================
+//= Athena (1.0)
+//===== Current Version: =====================================
+//= 1.4
+//===== Compatible With: =====================================
+//= Any Athena Version
+//===== Additional Comments: =================================
+//= 1.1 Official kRO 10.1 spawns [Playtester]
+//= 1.2 Replaced Marduk with Anubis on F4 and F5 [Playtester]
+//= 1.3 More accurate spawns [Playtester]
+//= 1.4 Corrected MVP spawn variance. [L0ne_W0lf]
+//============================================================
+
+//==================================================
+// in_sphinx1 - Sphinx
+//==================================================
+in_sphinx1,0,0,0,0 monster Drainliar 1111,40,5000,0,0
+in_sphinx1,0,0,0,0 monster Requiem 1164,20,5000,0,0
+in_sphinx1,0,0,0,0 monster Zerom 1178,20,5000,0,0
+in_sphinx1,0,0,0,0 monster Matyr 1146,10,5000,0,0
+
+//==================================================
+// in_sphinx2 - Sphinx
+//==================================================
+in_sphinx2,0,0,0,0 monster Requiem 1164,50,5000,0,0
+in_sphinx2,0,0,0,0 monster Zerom 1178,50,5000,0,0
+in_sphinx2,0,0,0,0 monster Matyr 1146,20,5000,0,0
+in_sphinx2,0,0,0,0 monster Drainliar 1111,15,5000,0,0
+
+//==================================================
+// in_sphinx3 - Sphinx
+//==================================================
+in_sphinx3,0,0,0,0 monster Marduk 1140,65,5000,0,0
+in_sphinx3,0,0,0,0 monster Matyr 1146,15,5000,0,0
+in_sphinx3,0,0,0,0 monster Mimic 1191,5,5000,0,0
+in_sphinx3,0,0,0,0 monster Pasana 1154,5,5000,0,0
+
+//==================================================
+// in_sphinx4 - Sphinx
+//==================================================
+in_sphinx4,0,0,0,0 monster Minorous 1149,50,5000,0,0
+in_sphinx4,0,0,0,0 monster Pasana 1154,20,5000,0,0
+in_sphinx4,0,0,0,0 monster Anubis 1098,15,5000,0,0
+in_sphinx4,0,0,0,0 monster Mimic 1191,4,5000,0,0
+
+//==================================================
+// in_sphinx5 - Sphinx
+//==================================================
+in_sphinx5,0,0,0,0 monster Pasana 1154,70,5000,0,0
+in_sphinx5,0,0,0,0 monster Side Winder 1037,20,5000,0,0
+in_sphinx5,0,0,0,0 monster Matyr 1146,10,5000,0,0
+in_sphinx5,0,0,0,0 monster Anubis 1098,10,5000,0,0
+in_sphinx5,0,0,0,0 monster Mimic 1191,7,5000,0,0
+in_sphinx5,0,0,0,0 boss_monster Pharaoh 1157,1,3600000,600000,1
diff --git a/npc/pre-re/mobs/dungeons/iz_dun.txt b/npc/pre-re/mobs/dungeons/iz_dun.txt
new file mode 100644
index 000000000..b56f8eed3
--- /dev/null
+++ b/npc/pre-re/mobs/dungeons/iz_dun.txt
@@ -0,0 +1,111 @@
+//===== rAthena Script =======================================
+//= Byalan Dungeon Monster Spawn Script
+//===== By: ==================================================
+//= Athena (1.0)
+//===== Current Version: =====================================
+//= 1.3a
+//===== Compatible With: =====================================
+//= Any Athena Version
+//===== Additional Comments: =================================
+//= 1.1 Official kRO 10.1 spawns for 1-4 [Playtester]
+//= 1.2 More accurate spawns [Playtester]
+//= 1.3 Added Izlude Dungeon F6 spawns [Chilly]
+//= 1.3a Moved Izlude Dungeon F6 spawns to separate file. [Kenpachi]
+//============================================================
+
+//==================================================
+// iz_dun00 - Undersea Tunnel
+//==================================================
+iz_dun00,0,0,0,0 monster Plankton 1161,65,5000,0,0
+iz_dun00,0,0,0,0 monster Marina 1141,45,5000,0,0
+iz_dun00,0,0,0,0 monster Vadon 1066,15,5000,0,0
+iz_dun00,0,0,0,0 monster Kukre 1070,15,5000,0,0
+iz_dun00,0,0,0,0 monster Hydra 1068,15,5000,0,0
+iz_dun00,0,0,0,0 monster Black Mushroom 1084,5,180000,90000,1
+
+//==================================================
+// iz_dun01 - Undersea Tunnel
+//==================================================
+iz_dun01,0,0,0,0 monster Vadon 1066,60,5000,0,0
+iz_dun01,0,0,0,0 monster Kukre 1070,50,5000,0,0
+iz_dun01,0,0,0,0 monster Hydra 1068,30,5000,0,0
+iz_dun01,0,0,0,0 monster Marina 1141,15,5000,0,0
+iz_dun01,0,0,0,0 monster Cornutus 1067,15,5000,0,0
+iz_dun01,0,0,0,0 monster Plankton 1161,10,5000,0,0
+iz_dun01,0,0,0,0 monster Black Mushroom 1084,10,180000,90000,1
+
+//==================================================
+// iz_dun02 - Undersea Tunnel
+//==================================================
+iz_dun02,0,0,0,0 monster Cornutus 1067,60,5000,0,0
+iz_dun02,0,0,0,0 monster Marse 1144,40,5000,0,0
+iz_dun02,0,0,0,0 monster Obeaune 1044,40,5000,0,0
+iz_dun02,0,0,0,0 monster Hydra 1068,40,5000,0,0
+iz_dun02,0,0,0,0 monster Merman 1264,1,5000,0,0
+iz_dun02,0,0,0,0 monster Black Mushroom 1084,15,180000,90000,1
+
+//==================================================
+// iz_dun03 - Undersea Tunnel
+//==================================================
+iz_dun03,0,0,0,0 monster Phen 1158,45,5000,0,0
+iz_dun03,0,0,0,0 monster Marc 1045,40,5000,0,0
+iz_dun03,0,0,0,0 monster Swordfish 1069,40,5000,0,0
+iz_dun03,0,0,0,0 monster Marine Sphere 1142,20,5000,0,0
+iz_dun03,0,0,0,0 monster Merman 1264,3,5000,0,0
+iz_dun03,200,144,0,0 monster Hydra 1068,1,282000,150000,0
+iz_dun03,178,253,0,0 monster Hydra 1068,1,300000,150000,0
+iz_dun03,193,143,0,0 monster Hydra 1068,1,300000,150000,0
+iz_dun03,196,143,0,0 monster Hydra 1068,1,300000,150000,0
+iz_dun03,199,143,0,0 monster Hydra 1068,1,300000,150000,0
+iz_dun03,202,143,0,0 monster Hydra 1068,1,300000,150000,0
+iz_dun03,205,143,0,0 monster Hydra 1068,1,300000,150000,0
+iz_dun03,208,143,0,0 monster Hydra 1068,1,300000,150000,0
+iz_dun03,211,143,0,0 monster Hydra 1068,1,300000,150000,0
+iz_dun03,108,249,0,0 monster Hydra 1068,1,300000,150000,0
+iz_dun03,180,251,0,0 monster Hydra 1068,1,300000,150000,0
+iz_dun03,176,260,0,0 monster Hydra 1068,1,300000,150000,0
+iz_dun03,80,163,0,0 monster Hydra 1068,1,300000,150000,0
+iz_dun03,204,57,0,0 monster Hydra 1068,1,302000,150000,0
+iz_dun03,204,60,0,0 monster Hydra 1068,1,304000,150000,0
+iz_dun03,203,47,0,0 monster Hydra 1068,1,305000,150000,0
+iz_dun03,206,144,0,0 monster Hydra 1068,1,305000,150000,0
+iz_dun03,209,144,0,0 monster Hydra 1068,1,308000,150000,0
+iz_dun03,204,51,0,0 monster Hydra 1068,1,309000,150000,0
+iz_dun03,203,144,0,0 monster Hydra 1068,1,310000,150000,0
+iz_dun03,204,54,0,0 monster Hydra 1068,1,310000,150000,0
+iz_dun03,203,59,0,0 monster Hydra 1068,1,312000,150000,0
+iz_dun03,204,48,0,0 monster Hydra 1068,1,313000,150000,0
+iz_dun03,194,144,0,0 monster Hydra 1068,1,316000,150000,0
+iz_dun03,203,53,0,0 monster Hydra 1068,1,317000,150000,0
+iz_dun03,191,144,0,0 monster Hydra 1068,1,321000,150000,0
+iz_dun03,212,144,0,0 monster Hydra 1068,1,321000,150000,0
+iz_dun03,203,50,0,0 monster Hydra 1068,1,323000,150000,0
+iz_dun03,203,56,0,0 monster Hydra 1068,1,323000,150000,0
+iz_dun03,197,144,0,0 monster Hydra 1068,1,2960000,150000,0
+
+//==================================================
+// iz_dun04 - Undersea Tunnel
+//==================================================
+iz_dun04,0,0,0,0 monster Merman 1264,52,5000,0,0
+iz_dun04,0,0,0,0 monster Strouf 1065,50,5000,0,0
+iz_dun04,0,0,0,0 monster Marine Sphere 1142,10,5000,0,0
+iz_dun04,0,0,0,0 monster Swordfish 1069,10,5000,0,0
+iz_dun04,0,0,0,0 monster Deviace 1108,3,5000,0,0
+iz_dun04,80,246,0,0 monster Hydra 1068,1,294000,150000,0
+iz_dun04,79,246,0,0 monster Hydra 1068,1,300000,150000,0
+iz_dun04,111,41,0,0 monster Hydra 1068,1,300000,150000,0
+iz_dun04,111,35,0,0 monster Hydra 1068,1,300000,150000,0
+iz_dun04,124,233,0,0 monster Hydra 1068,1,300000,150000,0
+iz_dun04,38,115,0,0 monster Hydra 1068,1,300000,150000,0
+iz_dun04,38,129,0,0 monster Hydra 1068,1,300000,150000,0
+iz_dun04,61,135,0,0 monster Hydra 1068,1,300000,150000,0
+iz_dun04,79,234,0,0 monster Hydra 1068,1,302000,150000,0
+iz_dun04,111,38,0,0 monster Hydra 1068,1,303000,150000,0
+iz_dun04,134,233,0,0 monster Hydra 1068,1,305000,150000,0
+iz_dun04,58,135,0,0 monster Hydra 1068,1,305000,150000,0
+iz_dun04,42,116,0,0 monster Hydra 1068,1,306000,150000,0
+iz_dun04,33,129,0,0 monster Hydra 1068,1,308000,150000,0
+iz_dun04,42,129,0,0 monster Hydra 1068,1,312000,150000,0
+iz_dun04,80,233,0,0 monster Hydra 1068,1,318000,150000,0
+iz_dun04,69,243,0,0 monster Hydra 1068,1,321000,150000,0
+iz_dun04,33,115,0,0 monster Hydra 1068,1,321000,150000,0
diff --git a/npc/pre-re/mobs/dungeons/iz_dun_re.txt b/npc/pre-re/mobs/dungeons/iz_dun_re.txt
new file mode 100644
index 000000000..43ade6c10
--- /dev/null
+++ b/npc/pre-re/mobs/dungeons/iz_dun_re.txt
@@ -0,0 +1,21 @@
+//===== rAthena Script =======================================
+//= Byalan Dungeon Monster Spawn Script
+//===== By: ==================================================
+//= Athena (1.0)
+//===== Current Version: =====================================
+//= 1.3a
+//===== Compatible With: =====================================
+//= Any Athena Version
+//===== Additional Comments: =================================
+//= 1.3 Added Izlude Dungeon F6 spawns [Chilly]
+//= 1.3a Moved Izlude Dungeon F6 spawns to separate file. [Kenpachi]
+//============================================================
+
+//==================================================
+// iz_dun05 - Undersea Tunnel F6
+//==================================================
+iz_dun05,0,0,0,0 monster King Dramoh 2198,20,0,0,0
+iz_dun05,0,0,0,0 monster Sropho 2201,50,0,0,0
+iz_dun05,0,0,0,0 monster Pot Dofle 2203,30,0,0,0
+iz_dun05,0,0,0,0 monster Sedora 2204,50,0,0,0
+iz_dun05,0,0,0,0 boss_monster Kraken 2202,1,7200000,600000,1
diff --git a/npc/pre-re/mobs/dungeons/juperos.txt b/npc/pre-re/mobs/dungeons/juperos.txt
new file mode 100644
index 000000000..d3db3aefe
--- /dev/null
+++ b/npc/pre-re/mobs/dungeons/juperos.txt
@@ -0,0 +1,52 @@
+//===== rAthena Script =======================================
+//= Juperos Dungeon Monster Spawn Script
+//===== By: ==================================================
+// The Prometheus Project, rAthena dev team
+//===== Current Version: =====================================
+//= 1.4
+//===== Compatible With: =====================================
+//= Any Athena/Freya Version
+//===== Additional Comments: =================================
+//= 0.1 Added 1st version. [Muad_Dib]
+//= 0.2 Updated the spawns according to current info [MasterOfMuppets]
+//= 0.3 Updated the spawns according to own info from iRO [MasterOfMuppets]
+//= 1.0 More exact numbers thanks to Tharis [Playtester]
+//= 1.1 Official X.3 spawns [Playtester]
+//= 1.2 Some 11.1 spawn changes [Playtester]
+//= 1.3 More accurate spawns [Playtester]
+//= 1.4 Corrected MVP spawn variance. [L0ne_W0lf]
+//============================================================
+
+//==================================================
+// juperos_01 - Ruins of Juperos
+//==================================================
+juperos_01,0,0,0,0 monster Venatu 1676,70,5000,0,0
+juperos_01,0,0,0,0 monster Venatu 1677,70,5000,0,0
+juperos_01,0,0,0,0 monster Venatu 1678,70,5000,0,0
+juperos_01,0,0,0,0 monster Venatu 1679,50,5000,0,0
+juperos_01,0,0,0,0 monster Dimik 1670,10,5000,0,0
+juperos_01,0,0,0,0 monster Dimik 1671,5,5000,0,0
+juperos_01,0,0,0,0 monster Dimik 1672,5,5000,0,0
+juperos_01,0,0,0,0 monster Dimik 1673,5,5000,0,0
+
+//==================================================
+// juperos_02 - Ruins of Juperos
+//==================================================
+juperos_02,0,0,0,0 monster Apocalypse 1365,70,5000,0,0
+juperos_02,0,0,0,0 monster Venatu 1676,65,5000,0,0
+juperos_02,0,0,0,0 monster Venatu 1677,65,5000,0,0
+juperos_02,0,0,0,0 monster Venatu 1678,65,5000,0,0
+juperos_02,0,0,0,0 monster Venatu 1679,50,5000,0,0
+
+//==================================================
+// jupe_core - Center of Juperos
+//==================================================
+jupe_core,0,0,0,0 monster Dimik 1670,40,5000,0,0
+jupe_core,0,0,0,0 monster Dimik 1671,40,5000,0,0
+jupe_core,0,0,0,0 monster Dimik 1672,40,5000,0,0
+jupe_core,0,0,0,0 monster Dimik 1673,40,5000,0,0
+jupe_core,0,0,0,0 monster Archdam 1668,40,5000,0,0
+jupe_core,0,0,0,0 monster Venatu 1676,25,5000,0,0
+jupe_core,0,0,0,0 monster Venatu 1677,25,5000,0,0
+jupe_core,0,0,0,0 monster Venatu 1678,25,5000,0,0
+jupe_core,0,0,0,0 boss_monster Vesper 1685,1,7200000,600000,1
diff --git a/npc/pre-re/mobs/dungeons/kh_dun.txt b/npc/pre-re/mobs/dungeons/kh_dun.txt
new file mode 100644
index 000000000..9965585dd
--- /dev/null
+++ b/npc/pre-re/mobs/dungeons/kh_dun.txt
@@ -0,0 +1,59 @@
+//===== rAthena Script =======================================
+//= Kiel Dungeon Monster Spawn Script
+//===== By: ==================================================
+//= Athena (1.0)
+//===== Current Version: =====================================
+//= 1.3
+//===== Compatible With: =====================================
+//= Any Athena Version
+//===== Additional Comments: =================================
+//= 1.0 First version [MasterOfMuppets]
+//= 1.1 Added official mob types [Playtester]
+//= 1.2 Updated amounts [Playtester]
+//= 1.3 More accurate spawns [Playtester]
+//============================================================
+
+//==================================================
+// kh_dun01 - Robot Factory level 1
+//==================================================
+kh_dun01,0,0,0,0 monster Aliza 1737,45,5000,0,0
+kh_dun01,0,0,0,0 monster Alice 1275,25,5000,0,0
+kh_dun01,0,0,0,0 monster Constant 1738,8,5000,0,0
+kh_dun01,0,0,0,0 monster Constant 1745,5,5000,0,0
+kh_dun01,0,0,0,0 monster Alicel 1735,3,5000,0,0
+kh_dun01,0,0,0,0 monster Aliot 1736,3,5000,0,0
+
+//==================================================
+// kh_dun02 - Robot Factory level 2
+//==================================================
+kh_dun02,0,0,0,0 monster Alicel 1735,30,5000,0,0
+kh_dun02,0,0,0,0 monster Aliot 1736,25,5000,0,0
+kh_dun02,0,0,0,0 monster Constant 1738,15,5000,0,0
+kh_dun02,0,0,0,0 monster Aliza 1737,10,5000,0,0
+kh_dun02,0,0,0,0 monster Constant 1745,5,5000,0,0
+kh_dun02,0,0,0,0 boss_monster Kiel D-01 1734,1,7200000,600000,0
+
+//==================================================
+// kh_kiehl01 - Kiehl's Room
+//==================================================
+kh_kiehl01,0,0,0,0 monster Constant 1745,10,5000,0,0
+kh_kiehl01,67,171,5,5 monster Aliot 1740,1,180000,120000,0
+kh_kiehl01,67,171,5,5 monster Aliot 1736,1,180000,120000,0
+kh_kiehl01,85,154,3,3 monster Alicel 1739,1,180000,120000,0
+kh_kiehl01,85,154,3,3 monster Aliot 1740,1,180000,120000,0
+kh_kiehl01,106,154,3,3 monster Aliza 1746,1,180000,120000,0
+kh_kiehl01,122,155,3,3 monster Aliot 1740,1,180000,120000,0
+kh_kiehl01,122,155,3,3 monster Aliot 1736,1,180000,120000,0
+kh_kiehl01,122,155,3,3 monster Alicel 1739,1,180000,120000,0
+kh_kiehl01,32,124,3,3 monster Aliot 1740,1,180000,120000,0
+kh_kiehl01,37,110,3,3 monster Alicel 1735,1,180000,120000,0
+kh_kiehl01,37,110,3,3 monster Alicel 1739,1,180000,120000,0
+kh_kiehl01,80,22,3,3 monster Aliot 1740,1,180000,120000,0
+kh_kiehl01,105,40,3,3 monster Aliza 1746,1,180000,120000,0
+kh_kiehl01,105,40,3,3 monster Aliza 1737,1,180000,120000,0
+kh_kiehl01,135,24,3,3 monster Alicel 1739,1,180000,120000,0
+kh_kiehl01,173,90,3,3 monster Aliot 1740,1,180000,120000,0
+kh_kiehl01,156,101,3,3 monster Aliza 1746,1,180000,120000,0
+kh_kiehl01,128,102,3,3 monster Alicel 1739,1,180000,120000,0
+kh_kiehl01,128,102,3,3 monster Aliot 1740,1,180000,120000,0
+kh_kiehl01,122,155,3,3 monster Aliza 1746,1,180000,120000,0
diff --git a/npc/pre-re/mobs/dungeons/lhz_dun.txt b/npc/pre-re/mobs/dungeons/lhz_dun.txt
new file mode 100644
index 000000000..cc0a53f16
--- /dev/null
+++ b/npc/pre-re/mobs/dungeons/lhz_dun.txt
@@ -0,0 +1,107 @@
+//===== rAthena Script =======================================
+//= Lighthalzen Dungeon(Biolabs) Monster Spawn Script
+//===== By: ==================================================
+// The Prometheus Project, rAthena dev team
+//===== Current Version: =====================================
+//= 1.9a
+//===== Compatible With: =====================================
+//= Any Athena
+//===== Additional Comments: =================================
+//= 08/24/05 : Added 1st version. [Muad_Dib]
+//= 1.1: Some corrections to level 1, 2 as pointed out by
+//= MasterofMuppets. [Skotlex]
+//= 1.3: Some fixes based on kRO's "RO Map" [Poki#3]
+//= I also made the place more Moby ^^
+//= 1.4: Adjusted spawns according to own info from iRO [MasterOfMuppets]
+//= 1.5: More accurate spawn numbers and iRO names thanks to Tharis [Playtester]
+//= 1.6: Official X.3 spawns [Playtester]
+//= 1.7 Corrected MVP spawn function to be standard to iRO. [L0ne_W0lf]
+//= - A random 99 will now be spawned when the MVP spawns.
+//= - Spare spawn and MVP spawn now spawn in official locations.
+//= - Expandeded timer to allow for varying spawn times.
+//= 1.7a Added dummy event to keep from causnig warnings. [L0ne_W0lf]
+//= 1.8 Corrected MVP spawn variance (Labs2 MVP). [L0ne_W0lf]
+//= 1.9 Added Bio4 spawns. [Chilly]
+//= 1.9a Moved Bio4 spawns to separate file. [Kenpachi]
+//============================================================
+
+//==================================================
+// lhz_dun01 - Somatology Laboratory
+//==================================================
+lhz_dun01,0,0,0,0 monster Remover 1682,100,5000,0,0
+lhz_dun01,0,0,0,0 monster Anopheles 1627,70,5000,0,0
+lhz_dun01,0,0,0,0 monster Metaling 1613,50,5000,0,0
+lhz_dun01,0,0,0,0 monster Kavach Icarus 1656,13,5000,0,0
+lhz_dun01,0,0,0,0 monster Errende Ebecee 1655,13,5000,0,0
+lhz_dun01,0,0,0,0 monster Laurell Weinder 1657,11,5000,0,0
+lhz_dun01,0,0,0,0 monster Wickebine Tres 1653,11,5000,0,0
+lhz_dun01,0,0,0,0 monster Armeyer Dinze 1654,8,5000,0,0
+lhz_dun01,0,0,0,0 monster Egnigem Cenia 1652,8,5000,0,0
+lhz_dun01,0,0,0,0 monster Gemini-S58 1681,1,5000,0,0
+
+//==================================================
+// lhz_dun02 - Somatology Laboratory
+//==================================================
+lhz_dun02,0,0,0,0 monster Laurell Weinder 1657,50,5000,0,0
+lhz_dun02,0,0,0,0 monster Wickebine Tres 1653,50,5000,0,0
+lhz_dun02,0,0,0,0 monster Kavach Icarus 1656,50,5000,0,0
+lhz_dun02,0,0,0,0 monster Errende Ebecee 1655,50,5000,0,0
+lhz_dun02,0,0,0,0 monster Egnigem Cenia 1652,50,5000,0,0
+lhz_dun02,0,0,0,0 monster Armeyer Dinze 1654,50,5000,0,0
+lhz_dun02,0,0,0,0 monster Remover 1682,20,5000,0,0
+lhz_dun02,0,0,0,0 monster Gemini-S58 1681,10,5000,0,0
+lhz_dun02,0,0,0,0 monster Eremes Guile 1635,1,5000,0,0
+lhz_dun02,0,0,0,0 boss_monster Egnigem Cenia 1658,1,7200000,600000,1
+
+//==================================================
+// lhz_dun03 - Somatology Laboratory
+//==================================================
+lhz_dun03,0,0,0,0 monster Cecil Damon 1638,81,5000,0,0
+lhz_dun03,0,0,0,0 monster Kathryne Keyron 1639,57,5000,0,0
+lhz_dun03,0,0,0,0 monster Margaretha Sorin 1637,42,5000,0,0
+lhz_dun03,0,0,0,0 monster Howard Alt-Eisen 1636,42,5000,0,0
+lhz_dun03,0,0,0,0 monster Eremes Guile 1635,42,5000,0,0
+lhz_dun03,0,0,0,0 monster Seyren Windsor 1634,42,5000,0,0
+lhz_dun03,139,158,20,11 monster Assassin Cross Eremes 1641,1,2580000,2340000,1
+lhz_dun03,138,138,36,34 monster High Wizard Kathryne 1645,1,2580000,2460000,1
+lhz_dun03,114,138,12,16 monster Lord Knight Seyren 1640,1,2700000,2400000,1
+lhz_dun03,139,117,20,11 monster Sniper Cecil 1644,1,2700000,2500000,1
+lhz_dun03,163,138,12,16 monster Whitesmith Howard 1642,1,3000000,2700000,1
+lhz_dun03,138,138,36,34 monster High Priest Margaretha 1643,1,3300000,3000000,1
+
+lhz_dun03,0,0,0 script mvp_lhz_dun03 -1,{
+OnTimer6000000: // delay1 = 6000000 ms (100 min)
+ stopnpctimer;
+ sleep rand(0,30)*60000; // 0 to 30 minutes
+OnInit:
+ // Select Coordinates to summon a random MVP on
+ switch(rand(1,6)) {
+ case 1: set .@x,140; set .@y,232; break;
+ case 2: set .@x,75; set .@y,138; break;
+ case 3: set .@x,140; set .@y,87; break;
+ case 4: set .@x,205; set .@y,140; break;
+ case 5: set .@x,123; set .@y,137; break;
+ case 6: set .@x,175; set .@y,137; break;
+ }
+ set .@mob,rand(1646,1651);
+ monster "lhz_dun03",.@x,.@y,strmobinfo(1,.@mob),.@mob,1,strnpcinfo(3)+"::OnMyMVPDead";
+
+ // Select Coordinates to summon a random 99 on
+ switch(rand(1,6)) {
+ case 1: set .@x2,183; set .@y2,97; break;
+ case 2: set .@x2,97; set .@y2,96; break;
+ case 3: set .@x2,47; set .@y2,139; break;
+ case 4: set .@x2,231; set .@y2,140; break;
+ case 5: set .@x2,139; set .@y2,211; break;
+ case 6: set .@x2,139; set .@y2,259; break;
+ }
+ set .@mob2,rand(1640,1645);
+ monster "lhz_dun03",.@x2,.@y2,strmobinfo(1,.@mob2),.@mob2,1,strnpcinfo(3)+"::OnMy99Dead";
+ end;
+
+OnMyMVPDead:
+ killmonster "lhz_dun03",strnpcinfo(3)+"::OnMy99Dead";
+ initnpctimer;
+OnMy99Dead:
+ end;
+}
diff --git a/npc/pre-re/mobs/dungeons/lhz_dun_re.txt b/npc/pre-re/mobs/dungeons/lhz_dun_re.txt
new file mode 100644
index 000000000..3a6deb5d0
--- /dev/null
+++ b/npc/pre-re/mobs/dungeons/lhz_dun_re.txt
@@ -0,0 +1,69 @@
+//===== rAthena Script =======================================
+//= Lighthalzen Dungeon(Biolabs) Monster Spawn Script
+//===== By: ==================================================
+// The Prometheus Project, rAthena dev team
+//===== Current Version: =====================================
+//= 1.9a
+//===== Compatible With: =====================================
+//= Any Athena
+//===== Additional Comments: =================================
+//= 1.9 Added Bio4 spawns. [Chilly]
+//= 1.9a Moved Bio4 spawns to separate file. [Kenpachi]
+//============================================================
+
+//========================================================================================
+// lhz_dun04 - Bio-life Labs 4F
+//========================================================================================
+lhz_dun04,0,0,0,0 monster Randel 2221,50,5000,0,0
+lhz_dun04,0,0,0,0 monster Flamel 2222,50,5000,0,0
+lhz_dun04,0,0,0,0 monster Celia 2223,50,5000,0,0
+lhz_dun04,0,0,0,0 monster Chen 2224,50,5000,0,0
+lhz_dun04,0,0,0,0 monster Gertie 2225,50,5000,0,0
+lhz_dun04,0,0,0,0 monster Alphoccio 2226,50,5000,0,0
+lhz_dun04,0,0,0,0 monster Trentini 2227,50,5000,0,0
+lhz_dun04,0,0,0,0 monster Paladin Randel 2228,1,2700000,2400000,1
+lhz_dun04,0,0,0,0 monster Creator Flamel 2229,1,3000000,2700000,1
+lhz_dun04,0,0,0,0 monster Professor Celia 2230,1,2580000,2340000,1
+lhz_dun04,0,0,0,0 monster Champion Chen 2231,1,2700000,2500000,1
+lhz_dun04,0,0,0,0 monster Stalker Gertie 2232,1,3300000,3000000,1
+lhz_dun04,0,0,0,0 monster Clown Alphoccio 2233,1,2580000,2460000,1
+lhz_dun04,0,0,0,0 monster Gypsy Trentini 2234,1,2580000,2460000,1
+
+lhz_dun04,0,0,0 script mvp_lhz_dun04 -1,{
+OnTimer6000000: // delay1 = 6000000 ms (100 min)
+ stopnpctimer;
+ sleep rand(0,30)*60000; // 0 to 30 minutes
+OnInit:
+ // Select Coordinates to summon a random MVP on
+ switch(rand(1,7)) {
+ case 1: set .@x,77; set .@y,251; break;
+ case 2: set .@x,147; set .@y,224; break;
+ case 3: set .@x,219; set .@y,219; break;
+ case 4: set .@x,244; set .@y,120; break;
+ case 5: set .@x,149; set .@y,41; break;
+ case 6: set .@x,53; set .@y,109; break;
+ case 7: set .@x,149; set .@y,151; break;
+ }
+ set .@mob,rand(2235,2241);
+ monster "lhz_dun04",.@x,.@y,strmobinfo(1,.@mob),.@mob,1,strnpcinfo(3)+"::OnMyMVPDead";
+
+ // Select Coordinates to summon a random 99 on
+ switch(rand(1,7)) {
+ case 1: set .@x2,77; set .@y2,251; break;
+ case 2: set .@x2,147; set .@y2,224; break;
+ case 3: set .@x2,219; set .@y2,219; break;
+ case 4: set .@x2,244; set .@y2,120; break;
+ case 5: set .@x2,149; set .@y2,41; break;
+ case 6: set .@x2,53; set .@y2,109; break;
+ case 7: set .@x2,149; set .@y2,151; break;
+ }
+ set .@mob2,rand(2228,2234);
+ monster "lhz_dun04",.@x2,.@y2,strmobinfo(1,.@mob2),.@mob2,1,strnpcinfo(3)+"::OnMy99Dead";
+ end;
+
+OnMyMVPDead:
+ killmonster "lhz_dun04",strnpcinfo(3)+"::OnMy99Dead";
+ initnpctimer;
+OnMy99Dead:
+ end;
+}
diff --git a/npc/pre-re/mobs/dungeons/lou_dun.txt b/npc/pre-re/mobs/dungeons/lou_dun.txt
new file mode 100644
index 000000000..46c40fa30
--- /dev/null
+++ b/npc/pre-re/mobs/dungeons/lou_dun.txt
@@ -0,0 +1,43 @@
+//===== rAthena Script =======================================
+//= Louyang Dungeon Monster Spawn Script
+//===== By: ==================================================
+//= Athena (1.0)
+//===== Current Version: =====================================
+//= 1.3
+//===== Compatible With: =====================================
+//= Any Athena Version
+//===== Additional Comments: =================================
+//= 1.1 Updated by MasterOfMuppets
+//= 1.2 Added Bacsojin and Chung E [MasterOfMuppets]
+//= 1.3 Corrected MVP spawn variance. [L0ne_W0lf]
+//============================================================
+
+//==================================================
+// lou_dun01 - The Royal Tomb
+//==================================================
+lou_dun01,0,0,0,0 monster Jing Guai 1517,45,5000,0,0
+lou_dun01,0,0,0,0 monster Grizzly 1381,15,5000,0,0
+lou_dun01,0,0,0,0 monster Mi Gao 1516,15,5000,0,0
+lou_dun01,0,0,0,0 monster Horong 1129,15,5000,0,0
+lou_dun01,0,0,0,0 monster Side Winder 1037,10,5000,0,0
+lou_dun01,0,0,0,0 monster Leib Olmai 1306,1,300000,120000,0
+lou_dun01,197,77,10,10 monster Black Mushroom 1084,5,5000,0,0
+lou_dun01,0,0,0,0 monster Shining Plant 1083,5,5000,0,0
+
+//==================================================
+// lou_dun02 - Inside the Royal Tomb
+//==================================================
+lou_dun02,0,0,0,0 monster Yao Jun 1512,40,5000,0,0
+lou_dun02,0,0,0,0 monster Munak 1026,25,5000,0,0
+lou_dun02,0,0,0,0 monster Mimic 1191,5,5000,0,0
+lou_dun02,0,0,0,0 monster Zhu Po Long 1514,5,5000,0,0
+
+//==================================================
+// lou_dun03 - Suei Long Gon
+//==================================================
+lou_dun03,0,0,0,0 monster Zhu Po Long 1514,25,5000,0,0
+lou_dun03,0,0,0,0 monster Yao Jun 1512,25,5000,0,0
+lou_dun03,0,0,0,0 monster Mao Guai 1513,15,5000,0,0
+lou_dun03,0,0,0,0 monster Green Maiden 1631,5,5000,0,0
+lou_dun03,0,0,0,0 monster Green Maiden 1631,5,3000000,1800000,1
+lou_dun03,0,0,0,0 boss_monster White Lady 1630,1,7000000,600000,1
diff --git a/npc/pre-re/mobs/dungeons/ma_dun.txt b/npc/pre-re/mobs/dungeons/ma_dun.txt
new file mode 100644
index 000000000..0794e0d59
--- /dev/null
+++ b/npc/pre-re/mobs/dungeons/ma_dun.txt
@@ -0,0 +1,20 @@
+//===== rAthena Script ========================================
+//= Malaya Port Dungeon Monster Spawn Script
+//===== By: ==================================================
+//= Chilly
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= Official kRO monster spawns
+//===== Additional Comments: =================================
+//= 1.0 First Release
+//============================================================
+
+//==================================================
+// ma_dun01 - Bangungot Hospital F1
+//==================================================
+ma_dun01,0,0,0,0 monster Manananggal 2311,70,0,0,0
+ma_dun01,0,0,0,0 monster Wakwak 2315,50,0,0,0
+ma_dun01,0,0,0,0 monster Tiyanak 2314,30,0,0,0
diff --git a/npc/pre-re/mobs/dungeons/mag_dun.txt b/npc/pre-re/mobs/dungeons/mag_dun.txt
new file mode 100644
index 000000000..7fce2de53
--- /dev/null
+++ b/npc/pre-re/mobs/dungeons/mag_dun.txt
@@ -0,0 +1,32 @@
+//===== rAthena Script =======================================
+//= Magma Dungeon Monster Spawn Script
+//===== By: ==================================================
+//= Athena (1.0)
+//===== Current Version: =====================================
+//= 1.3
+//===== Compatible With: =====================================
+//= Any Athena Version
+//===== Additional Comments: =================================
+//= 1.1 fixed 2,3,4 tabs instead of 1... and wrong mob names [Lupus]
+//= 1.2 Official jRO 10.3 spawns [Playtester]
+//= 1.3 More accurate spawns [Playtester]
+//============================================================
+
+//==================================================
+// mag_dun01 - Nogg Road
+//==================================================
+mag_dun01,0,0,0,0 monster Explosion 1383,30,5000,0,0
+mag_dun01,0,0,0,0 monster Lava Golem 1366,20,5000,0,0
+mag_dun01,0,0,0,0 monster Blazer 1367,20,5000,0,0
+mag_dun01,0,0,0,0 monster Kaho 1072,20,5000,0,0
+mag_dun01,0,0,0,0 monster Grizzly 1381,10,5000,0,0
+
+//==================================================
+// mag_dun02 - Nogg Road
+//==================================================
+mag_dun02,0,0,0,0 monster Nightmare Terror 1379,46,5000,0,0
+mag_dun02,0,0,0,0 monster Deleter 1385,40,5000,0,0
+mag_dun02,0,0,0,0 monster Deleter 1384,38,5000,0,0
+mag_dun02,0,0,0,0 monster Blazer 1367,20,5000,0,0
+mag_dun02,0,0,0,0 monster Diabolic 1382,15,5000,0,0
+mag_dun02,0,0,0,0 monster Gig 1387,10,5000,0,0
diff --git a/npc/pre-re/mobs/dungeons/mal_dun.txt b/npc/pre-re/mobs/dungeons/mal_dun.txt
new file mode 100644
index 000000000..30c319240
--- /dev/null
+++ b/npc/pre-re/mobs/dungeons/mal_dun.txt
@@ -0,0 +1,24 @@
+//===== rAthena Script ========================================
+//= Malangdo Dungeon Monster Spawn Script
+//===== By: ==================================================
+//= Chilly
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= Official kRO monster spawns
+//===== Additional Comments: =================================
+//= 1.0 First Release
+//============================================================
+
+//==================================================
+// mal_dun01 - Lagoon in the Stars
+//==================================================
+mal_dun01,0,0,0,0 monster Crab 1073,20,0,0,0
+mal_dun01,0,0,0,0 monster Shellfish 1074,20,0,0,0
+mal_dun01,0,0,0,0 monster Aster 1266,20,0,0,0
+mal_dun01,0,0,0,0 monster Red Eruma 2197,120,0,0,0
+mal_dun01,0,0,0,0 monster Siorava 2199,80,0,0,0
+mal_dun01,0,0,0,0 monster Wild Rider 2208,1,20000,10000,1
+mal_dun01,0,0,0,0 monster King Dramoh 2198,1,30000,20000,1
diff --git a/npc/pre-re/mobs/dungeons/mjo_dun.txt b/npc/pre-re/mobs/dungeons/mjo_dun.txt
new file mode 100644
index 000000000..435678446
--- /dev/null
+++ b/npc/pre-re/mobs/dungeons/mjo_dun.txt
@@ -0,0 +1,35 @@
+//===== rAthena Script =======================================
+//= Coal Mine(Dead pit) Dungeon Monster Spawn Script
+//===== By: ==================================================
+//= Athena (1.0)
+//===== Current Version: =====================================
+//= 1.1
+//===== Compatible With: =====================================
+//= Any Athena Version
+//===== Additional Comments: =================================
+//= 1.1 Official kRO 10.1 spawns [Playtester]
+//============================================================
+
+//==================================================
+// mjo_dun01 - Mjolnir Dead Pit
+//==================================================
+mjo_dun01,0,0,0,0 monster Tarou 1175,60,5000,0,0
+mjo_dun01,0,0,0,0 monster Familiar 1005,30,5000,0,0
+mjo_dun01,0,0,0,0 monster Martin 1145,20,5000,0,0
+
+//==================================================
+// mjo_dun02 - Mjolnir Dead Pit
+//==================================================
+mjo_dun02,0,0,0,0 monster Martin 1145,60,5000,0,0
+mjo_dun02,0,0,0,0 monster Giearth 1121,35,5000,0,0
+mjo_dun02,0,0,0,0 monster Drainliar 1111,20,5000,0,0
+mjo_dun02,0,0,0,0 monster Skeleton Worker 1169,20,5000,0,0
+
+//==================================================
+// mjo_dun03 - Mjolnir Dead Pit
+//==================================================
+mjo_dun03,0,0,0,0 monster Skeleton Worker 1169,70,5000,0,0
+mjo_dun03,0,0,0,0 monster Myst 1151,35,5000,0,0
+mjo_dun03,0,0,0,0 monster Giearth 1121,5,5000,0,0
+mjo_dun03,0,0,0,0 monster Martin 1145,5,5000,0,0
+mjo_dun03,0,0,0,0 monster Cramp 1209,3,5000,0,0
diff --git a/npc/pre-re/mobs/dungeons/moc_pryd.txt b/npc/pre-re/mobs/dungeons/moc_pryd.txt
new file mode 100644
index 000000000..e082fec52
--- /dev/null
+++ b/npc/pre-re/mobs/dungeons/moc_pryd.txt
@@ -0,0 +1,64 @@
+//===== rAthena Script =======================================
+//= Morocc Pryamid Dungeon Monster Spawn Script
+//===== By: ==================================================
+//= Athena (1.0)
+//===== Current Version: =====================================
+//= 1.3
+//===== Compatible With: =====================================
+//= Any Athena Version
+//===== Additional Comments: =================================
+//= 1.1 Official kRO 10.1 spawns [Playtester]
+//= 1.2 More accurate spawns [Playtester]
+//= 1.3 Corrected MVP spawn variance. [L0ne_W0lf]
+//============================================================
+
+//==================================================
+// moc_pryd01 - Inside Pyramid
+//==================================================
+moc_pryd01,0,0,0,0 monster Familiar 1005,50,5000,0,0
+moc_pryd01,0,0,0,0 monster Poporing 1031,20,5000,0,0
+
+//==================================================
+// moc_pryd02 - Inside Pyramid
+//==================================================
+moc_pryd02,0,0,0,0 monster Mummy 1041,30,5000,0,0
+moc_pryd02,0,0,0,0 monster Soldier Skeleton 1028,30,5000,0,0
+moc_pryd02,0,0,0,0 monster Archer Skeleton 1016,30,5000,0,0
+moc_pryd02,0,0,0,0 monster Drainliar 1111,20,5000,0,0
+moc_pryd02,0,0,0,0 monster Poporing 1031,20,5000,0,0
+moc_pryd02,0,0,0,0 monster Isis 1029,5,5000,0,0
+
+//==================================================
+// moc_pryd03 - Inside Pyramid
+//==================================================
+moc_pryd03,0,0,0,0 monster Mummy 1041,70,5000,0,0
+moc_pryd03,0,0,0,0 monster Verit 1032,20,5000,0,0
+moc_pryd03,0,0,0,0 monster Matyr 1146,10,5000,0,0
+moc_pryd03,0,0,0,0 monster Drainliar 1111,5,5000,0,0
+moc_pryd03,0,0,0,0 monster Mimic 1191,5,5000,0,0
+
+//==================================================
+// moc_pryd04 - Inside Pyramid
+//==================================================
+moc_pryd04,0,0,0,0 monster Isis 1029,50,5000,0,0
+moc_pryd04,0,0,0,0 monster Mummy 1041,25,5000,0,0
+moc_pryd04,0,0,0,0 monster Matyr 1146,20,5000,0,0
+moc_pryd04,0,0,0,0 monster Mimic 1191,15,5000,0,0
+moc_pryd04,0,0,0,0 monster Ancient Mummy 1297,3,5000,0,0
+moc_pryd04,0,0,0,0 boss_monster Osiris 1038,1,3600000,600000,0
+
+//==================================================
+// moc_pryd05 - Inside Pyramid
+//==================================================
+moc_pryd05,0,0,0,0 monster Minorous 1149,60,5000,0,0
+moc_pryd05,0,0,0,0 monster Verit 1032,50,5000,0,0
+moc_pryd05,0,0,0,0 monster Mummy 1041,10,5000,0,0
+
+//==================================================
+// moc_pryd06 - Inside Pyramid
+//==================================================
+moc_pryd06,0,0,0,0 monster Mimic 1191,30,5000,0,0
+moc_pryd06,0,0,0,0 monster Verit 1032,30,5000,0,0
+moc_pryd06,0,0,0,0 monster Arclouze 1194,20,5000,0,0
+moc_pryd06,0,0,0,0 monster Ancient Mummy 1297,20,5000,0,0
+moc_pryd06,102,85,1,1 boss_monster Amon Ra 1511,1,3600000,600000,0
diff --git a/npc/pre-re/mobs/dungeons/mosk_dun.txt b/npc/pre-re/mobs/dungeons/mosk_dun.txt
new file mode 100644
index 000000000..b340ccb12
--- /dev/null
+++ b/npc/pre-re/mobs/dungeons/mosk_dun.txt
@@ -0,0 +1,41 @@
+//===== rAthena Script =======================================
+//= Moscovia Dungeon Monster Spawn Script
+//===== By: ==================================================
+//= Athena (1.0)
+//===== Current Version: =====================================
+//= 1.3
+//===== Compatible With: =====================================
+//= Any Athena Version
+//===== Additional Comments: =================================
+//= 1.0 Added spawns [Playtester]
+//= 1.1 Swapped named according to mob db. [L0ne_W0lf]
+//= 1.2 Fixed the mob names (iRO names) [Playtester]
+//= 1.2 Updated spawns kinda. [Kisuka]
+//============================================================
+
+//==================================================
+// mosk_dun01 - Les Forest
+//==================================================
+mosk_dun01,0,0,0,0 monster Wood Goblin 1880,66,5000,0,0
+mosk_dun01,0,0,0,0 monster Les 1881,33,5000,0,0
+mosk_dun01,0,0,0,0 monster Poporing 1031,20,5000,0,0
+mosk_dun01,0,0,0,0 monster Mantis 1139,10,5000,0,0
+
+//==================================================
+// mosk_dun02 - Temny Forest
+//==================================================
+mosk_dun02,0,0,0,0 monster Les 1881,40,5000,0,0
+mosk_dun02,0,0,0,0 monster Wood Goblin 1880,30,5000,0,0
+mosk_dun02,0,0,0,0 monster Baba Yaga 1882,20,5000,0,0
+mosk_dun02,0,0,0,0 monster Uzhas 1883,5,5000,0,0
+
+//==================================================
+// mosk_dun03 - Dremuci Forest
+//==================================================
+mosk_dun03,0,0,0,0 monster Baba Yaga 1882,60,5000,0,0
+mosk_dun03,0,0,0,0 monster Uzhas 1883,35,5000,0,0
+mosk_dun03,0,0,0,0 monster Mavka 1884,15,5000,0,0
+mosk_dun03,207,221,5,5 boss_monster Gopinich 1885,1,7200000,600000,1
+mosk_dun03,0,0,0,0 monster Yellow Plant 1081,10,5000,0,0
+mosk_dun03,0,0,0,0 monster White Plant 1082,10,5000,0,0
+mosk_dun03,0,0,0,0 monster Shining Plant 1083,5,10000,0,0
diff --git a/npc/pre-re/mobs/dungeons/nyd_dun.txt b/npc/pre-re/mobs/dungeons/nyd_dun.txt
new file mode 100644
index 000000000..8d10e2631
--- /dev/null
+++ b/npc/pre-re/mobs/dungeons/nyd_dun.txt
@@ -0,0 +1,30 @@
+//===== rAthena Script =======================================
+//= Yggdrasil Root Dungeon
+//===== By: ==================================================
+//= Athena (1.0)
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= Any Athena Version
+//===== Additional Comments: =================================
+//= 1.0 First version
+//============================================================
+
+//==================================================
+// nyd_dun01 - Yggdrasil Root
+//==================================================
+nyd_dun01,0,0,0,0 monster Draco 2013,40,5000,0,0
+nyd_dun01,0,0,0,0 monster Aqua Elemental 2016,20,5000,0,0
+nyd_dun01,0,0,0,0 monster Dark Pinguicula 2015,10,5000,0,0
+nyd_dun01,0,0,0,0 monster Rata 2017,2,900000,0,0
+nyd_dun01,0,0,0,0 monster Duneyrr 2018,2,900000,0,0
+nyd_dun01,47,219,0,0 monster Draco Egg 2014,1,60000,30000,0
+nyd_dun01,57,220,0,0 monster Draco Egg 2014,1,60000,30000,0
+nyd_dun01,57,226,0,0 monster Draco Egg 2014,1,60000,30000,0
+nyd_dun01,56,226,0,0 monster Draco Egg 2014,1,60000,30000,0
+nyd_dun01,64,219,0,0 monster Draco Egg 2014,1,60000,30000,0
+nyd_dun01,53,221,0,0 monster Draco Egg 2014,1,60000,30000,0
+nyd_dun01,58,216,0,0 monster Draco Egg 2014,1,60000,30000,0
+nyd_dun01,60,226,0,0 monster Draco Egg 2014,1,60000,30000,0
+nyd_dun01,53,228,0,0 monster Draco Egg 2014,1,60000,30000,0
+nyd_dun01,47,218,0,0 monster Draco Egg 2014,1,60000,30000,0
diff --git a/npc/pre-re/mobs/dungeons/odin.txt b/npc/pre-re/mobs/dungeons/odin.txt
new file mode 100644
index 000000000..b7a9038ca
--- /dev/null
+++ b/npc/pre-re/mobs/dungeons/odin.txt
@@ -0,0 +1,55 @@
+//===== rAthena Script =======================================
+//= Odin Temple Monster Spawn Script
+//===== By: ==================================================
+//= Poki#3 (0.1)
+//===== Current Version: =====================================
+//= 1.2
+//===== Compatible With: =====================================
+//= Any Athena Version
+//===== Additional Comments: =================================
+//= 1.0 Updated by using Tharis' Homun AI, by Tharis [Vicious]
+//= 1.1 More accurate spawns [Playtester]
+//= 1.2 Corrected MVP spawn variance. [L0ne_W0lf]
+//============================================================
+
+//==================================================
+// odin_tem01 - Odin Shrine
+//==================================================
+odin_tem01,0,0,0,0 monster Plasma 1693,10,5000,0,0
+odin_tem01,0,0,0,0 monster Breeze 1692,10,5000,0,0
+odin_tem01,0,0,0,0 monster Frus 1753,5,5000,0,0
+odin_tem01,0,0,0,0 monster Skogul 1752,5,5000,0,0
+odin_tem01,0,0,0,0 monster Plasma 1697,3,5000,0,0
+odin_tem01,0,0,0,0 monster Plasma 1695,3,5000,0,0
+odin_tem01,0,0,0,0 monster Plasma 1696,3,5000,0,0
+odin_tem01,0,0,0,0 monster Plasma 1694,3,5000,0,0
+odin_tem01,0,0,0,0 monster Green Plant 1080,5,60000,30000,1
+odin_tem01,0,0,0,0 monster Yellow Plant 1081,5,60000,30000,1
+odin_tem01,0,0,0,0 monster Blue Plant 1079,5,600000,300000,1
+
+//==================================================
+// odin_tem02 - Odin Shrine
+//==================================================
+odin_tem02,0,0,0,0 monster Skogul 1752,30,5000,0,0
+odin_tem02,0,0,0,0 monster Frus 1753,30,5000,0,0
+odin_tem02,0,0,0,0 monster Plasma 1693,15,5000,0,0
+odin_tem02,0,0,0,0 monster Frus 1762,3,5000,0,0
+odin_tem02,0,0,0,0 monster Skogul 1761,2,5000,0,0
+odin_tem02,0,0,0,0 monster Skeggiold 1754,1,5000,0,0
+odin_tem02,0,0,0,0 monster Skeggiold 1755,1,5000,0,0
+odin_tem02,0,0,0,0 monster Blue Plant 1079,10,1800000,900000,1
+
+//==================================================
+// odin_tem03 - Odin Shrine
+//==================================================
+odin_tem03,0,0,0,0 monster Plasma 1693,20,5000,0,0
+odin_tem03,0,0,0,0 monster Skeggiold 1754,16,5000,0,0
+odin_tem03,0,0,0,0 monster Skeggiold 1755,16,5000,0,0
+odin_tem03,0,0,0,0 monster Skogul 1761,5,5000,0,0
+odin_tem03,0,0,0,0 monster Frus 1762,5,5000,0,0
+odin_tem03,0,0,0,0 monster Skogul 1752,4,5000,0,0
+odin_tem03,0,0,0,0 monster Frus 1753,4,5000,0,0
+odin_tem03,0,0,0,0 monster Valkyrie 1765,2,5400000,1800000,0
+odin_tem03,0,0,0,0 boss_monster Valkyrie Randgris 1751,1,28800000,600000,1
+odin_tem03,0,0,0,0 monster Blue Plant 1079,15,1800000,900000,1
+odin_tem03,0,0,0,0 monster Shining Plant 1083,15,1800000,900000,1
diff --git a/npc/pre-re/mobs/dungeons/orcsdun.txt b/npc/pre-re/mobs/dungeons/orcsdun.txt
new file mode 100644
index 000000000..3a011ec5d
--- /dev/null
+++ b/npc/pre-re/mobs/dungeons/orcsdun.txt
@@ -0,0 +1,36 @@
+//===== rAthena Script =======================================
+//= Orc Dungeon Monster Spawn Script
+//===== By: ==================================================
+//= Athena (1.0)
+//===== Current Version: =====================================
+//= 1.2
+//===== Compatible With: =====================================
+//= Any Athena Version
+//===== Additional Comments: =================================
+//= 1.2 Official kRO 10.1 spawns [Playtester]
+//============================================================
+
+//==================================================
+// orcsdun01 - Orc Dungeon
+//==================================================
+orcsdun01,0,0,0,0 monster Orc Zombie 1153,80,5000,0,0
+orcsdun01,0,0,0,0 monster Familiar 1005,15,5000,0,0
+orcsdun01,0,0,0,0 monster Steel Chonchon 1042,10,5000,0,0
+orcsdun01,0,0,0,0 monster Orc Skeleton 1152,10,5000,0,0
+orcsdun01,0,0,0,0 monster Drainliar 1111,5,5000,0,0
+orcsdun01,167,133,5,5 monster Black Mushroom 1084,5,900000,450000,1
+orcsdun01,67,34,5,5 monster Black Mushroom 1084,5,900000,450000,1
+orcsdun01,83,50,5,5 monster White Plant 1082,2,180000,90000,1
+orcsdun01,58,67,10,10 monster White Plant 1082,3,180000,90000,1
+
+//==================================================
+// orcsdun02 - Orc Dungeon
+//==================================================
+orcsdun02,0,0,0,0 monster Orc Skeleton 1152,50,5000,0,0
+orcsdun02,0,0,0,0 monster Zenorc 1177,50,5000,0,0
+orcsdun02,0,0,0,0 monster Drainliar 1111,20,5000,0,0
+orcsdun02,0,0,0,0 monster Steel Chonchon 1042,20,5000,0,0
+orcsdun02,0,0,0,0 monster Orc Archer 1189,5,5000,0,0
+orcsdun02,0,0,0,0 monster Black Mushroom 1084,5,180000,90000,1
+orcsdun02,105,37,10,10 monster White Plant 1082,2,180000,90000,1
+orcsdun02,37,44,10,10 monster White Plant 1082,3,180000,90000,1
diff --git a/npc/pre-re/mobs/dungeons/pay_dun.txt b/npc/pre-re/mobs/dungeons/pay_dun.txt
new file mode 100644
index 000000000..eade9ece2
--- /dev/null
+++ b/npc/pre-re/mobs/dungeons/pay_dun.txt
@@ -0,0 +1,150 @@
+//===== rAthena Script =======================================
+//= Payon Cave Monster Spawn Script
+//===== By: ==================================================
+//= Athena (1.0)
+//===== Current Version: =====================================
+//= 1.3
+//===== Compatible With: =====================================
+//= Any Athena Version
+//===== Additional Comments: =================================
+//= 1.1 Official kRO 10.1 spawns [Playtester]
+//= 1.2 Small spawn update [Playtester]
+//= 1.3 Corrected MVP spawn variance. [L0ne_W0lf]
+//============================================================
+
+//==================================================
+/// pay_dun00 - Payon Cave
+//==================================================
+pay_dun00,0,0,0,0 monster Zombie 1015,40,5000,0,0
+pay_dun00,0,0,0,0 monster Skeleton 1076,35,5000,0,0
+pay_dun00,0,0,0,0 monster Familiar 1005,15,5000,0,0
+pay_dun00,0,0,0,0 monster Poporing 1031,15,5000,0,0
+pay_dun00,0,0,0,0 monster Red Plant 1078,15,180000,90000,1
+pay_dun00,140,140,5,5 monster Black Mushroom 1084,3,360000,180000,1
+
+//==================================================
+// pay_dun01 - Payon Cave
+//==================================================
+pay_dun01,0,0,0,0 monster Soldier Skeleton 1028,50,5000,0,0
+pay_dun01,0,0,0,0 monster Archer Skeleton 1016,30,5000,0,0
+pay_dun01,0,0,0,0 monster Eggyra 1116,15,5000,0,0
+pay_dun01,0,0,0,0 monster Drainliar 1111,5,5000,0,0
+pay_dun01,235,54,10,10 monster Black Mushroom 1084,7,900000,450000,1
+pay_dun01,0,0,0,0 monster Red Plant 1078,10,180000,90000,1
+
+//==================================================
+// pay_dun02 - Payon Cave
+//==================================================
+pay_dun02,0,0,0,0 monster Soldier Skeleton 1028,45,5000,0,0
+pay_dun02,0,0,0,0 monster Munak 1026,40,5000,0,0
+pay_dun02,0,0,0,0 monster Bongun 1188,30,5000,0,0
+pay_dun02,0,0,0,0 monster Archer Skeleton 1016,20,5000,0,0
+pay_dun02,0,0,0,0 monster Poporing 1031,10,5000,0,0
+pay_dun02,0,0,0,0 monster Nine Tail 1180,1,5000,0,0
+pay_dun02,117,200,0,0 monster Hydra 1068,1,275000,100000,1
+pay_dun02,118,192,0,0 monster Hydra 1068,1,285000,100000,1
+pay_dun02,119,199,0,0 monster Hydra 1068,1,300000,100000,1
+pay_dun02,120,194,0,0 monster Hydra 1068,1,300000,100000,1
+pay_dun02,122,200,0,0 monster Hydra 1068,1,300000,100000,1
+pay_dun02,110,190,0,0 monster Hydra 1068,1,300000,100000,1
+pay_dun02,110,194,0,0 monster Hydra 1068,1,300000,100000,1
+pay_dun02,117,191,0,0 monster Hydra 1068,1,300000,100000,1
+pay_dun02,109,193,0,0 monster Hydra 1068,1,300000,100000,1
+pay_dun02,118,201,0,0 monster Hydra 1068,1,300000,100000,1
+pay_dun02,113,193,0,0 monster Hydra 1068,1,300000,100000,1
+pay_dun02,116,196,0,0 monster Hydra 1068,1,300000,100000,1
+pay_dun02,112,192,0,0 monster Hydra 1068,1,300000,100000,1
+pay_dun02,111,191,0,0 monster Hydra 1068,1,300000,100000,1
+pay_dun02,229,183,0,0 monster Mandragora 1020,1,300000,100000,1
+pay_dun02,227,184,0,0 monster Mandragora 1020,1,300000,100000,1
+pay_dun02,227,185,0,0 monster Mandragora 1020,1,300000,100000,1
+pay_dun02,120,203,0,0 monster Hydra 1068,1,300000,100000,1
+pay_dun02,117,206,0,0 monster Hydra 1068,1,302000,100000,1
+pay_dun02,120,200,0,0 monster Hydra 1068,1,303000,100000,1
+pay_dun02,116,199,0,0 monster Hydra 1068,1,306000,100000,1
+pay_dun02,118,198,0,0 monster Hydra 1068,1,312000,100000,1
+pay_dun02,117,197,0,0 monster Hydra 1068,1,314000,100000,1
+pay_dun02,119,196,0,0 monster Hydra 1068,1,315000,100000,1
+pay_dun02,113,194,0,0 monster Hydra 1068,1,319000,100000,1
+pay_dun02,107,190,0,0 monster Hydra 1068,1,320000,100000,1
+pay_dun02,122,197,0,0 monster Hydra 1068,1,321000,100000,1
+pay_dun02,119,205,0,0 monster Hydra 1068,1,324000,100000,1
+pay_dun02,116,190,0,0 monster Hydra 1068,1,326000,100000,1
+pay_dun02,108,191,0,0 monster Hydra 1068,1,332000,100000,1
+pay_dun02,118,207,0,0 monster Hydra 1068,1,332000,100000,1
+pay_dun02,121,200,0,0 monster Hydra 1068,1,333000,100000,1
+pay_dun02,116,205,0,0 monster Hydra 1068,1,345000,100000,1
+pay_dun02,109,192,0,0 monster Hydra 1068,1,374000,100000,1
+pay_dun02,37,243,0,0 monster Black Mushroom 1084,1,600000,300000,1
+pay_dun02,111,199,10,10 monster Black Mushroom 1084,7,900000,450000,1
+pay_dun02,110,216,20,10 monster White Plant 1082,3,180000,90000,1
+pay_dun02,132,84,10,10 monster White Plant 1082,3,180000,90000,1
+pay_dun02,197,113,10,10 monster Red Plant 1078,4,180000,90000,1
+pay_dun02,55,254,10,10 monster Red Plant 1078,4,180000,90000,1
+
+//==================================================
+// pay_dun03 - Payon Cave
+//==================================================
+pay_dun03,0,0,0,0 monster Sohee 1170,70,5000,0,0
+pay_dun03,0,0,0,0 monster Greatest General 1277,3,5000,0,0
+pay_dun03,0,0,0,0 monster Bongun 1188,3,5000,0,0
+pay_dun03,0,0,0,0 monster Munak 1026,3,5000,0,0
+pay_dun03,0,0,0,0 monster Nine Tail 1180,2,5000,0,0
+pay_dun03,126,135,0,0 monster Mandragora 1020,1,300000,100000,1
+pay_dun03,126,134,0,0 monster Mandragora 1020,1,300000,100000,1
+pay_dun03,126,133,0,0 monster Mandragora 1020,1,300000,100000,1
+pay_dun03,126,132,0,0 monster Mandragora 1020,1,300000,100000,1
+pay_dun03,126,131,0,0 monster Mandragora 1020,1,300000,100000,1
+pay_dun03,179,133,0,0 monster Mandragora 1020,1,300000,100000,1
+pay_dun03,179,132,0,0 monster Mandragora 1020,1,300000,100000,1
+pay_dun03,179,134,0,0 monster Mandragora 1020,1,300000,100000,1
+pay_dun03,179,131,0,0 monster Mandragora 1020,1,300000,100000,1
+pay_dun03,179,130,0,0 monster Mandragora 1020,1,300000,100000,1
+pay_dun03,71,67,0,0 monster Hydra 1068,1,600000,300000,1
+pay_dun03,62,67,0,0 monster Hydra 1068,1,600000,300000,1
+pay_dun03,57,65,0,0 monster Hydra 1068,1,600000,300000,1
+pay_dun03,64,66,0,0 monster Hydra 1068,1,600000,300000,1
+pay_dun03,66,65,0,0 monster Hydra 1068,1,600000,300000,1
+pay_dun03,59,64,0,0 monster Hydra 1068,1,600000,300000,1
+pay_dun03,68,64,0,0 monster Hydra 1068,1,600000,300000,1
+pay_dun03,71,64,0,0 monster Hydra 1068,1,600000,300000,1
+pay_dun03,66,63,0,0 monster Hydra 1068,1,600000,300000,1
+pay_dun03,69,68,0,0 monster Hydra 1068,1,600000,300000,1
+pay_dun03,60,68,0,0 monster Hydra 1068,1,600000,300000,1
+pay_dun03,67,69,0,0 monster Hydra 1068,1,600000,300000,1
+pay_dun03,67,71,0,0 monster Hydra 1068,1,600000,300000,1
+pay_dun03,66,73,0,0 monster Hydra 1068,1,600000,300000,1
+pay_dun03,68,72,0,0 monster Hydra 1068,1,600000,300000,1
+pay_dun03,63,70,0,0 monster Hydra 1068,1,600000,300000,1
+pay_dun03,58,69,0,0 monster Hydra 1068,1,600000,300000,1
+pay_dun03,154,112,0,0 monster Whisper 1185,1,1800000,0,1
+pay_dun03,84,63,0,0 monster Whisper 1185,1,1800000,0,1
+pay_dun03,81,61,0,0 monster Whisper 1185,1,1800000,0,1
+pay_dun03,161,117,0,0 monster Whisper 1185,1,1800000,0,1
+pay_dun03,89,147,0,0 monster Giant Whisper 1186,1,14400000,0,1
+pay_dun03,228,61,0,0 monster Red Plant 1078,1,600000,300000,1
+pay_dun03,138,42,0,0 monster Blue Plant 1079,1,600000,300000,1
+pay_dun03,120,186,0,0 monster Green Plant 1080,1,600000,300000,1
+pay_dun03,88,35,0,0 monster Yellow Plant 1081,1,600000,300000,1
+pay_dun03,0,0,0,0 monster Red Plant 1078,15,180000,90000,1
+pay_dun03,246,56,20,20 monster White Plant 1082,3,180000,90000,1
+pay_dun03,52,262,10,4 monster White Plant 1082,2,180000,90000,1
+
+//==================================================
+// pay_dun04 - Payon Cave
+//==================================================
+pay_dun04,0,0,0,0 monster Dokebi 1110,40,5000,0,0
+pay_dun04,0,0,0,0 monster Nine Tail 1180,30,5000,0,0
+pay_dun04,0,0,0,0 monster Horong 1129,30,5000,0,0
+pay_dun04,0,0,0,0 monster Archer Skeleton 1016,15,5000,0,0
+pay_dun04,0,0,0,0 monster Greatest General 1277,15,5000,0,0
+pay_dun04,0,0,0,0 monster Am Mut 1301,1,5000,0,0
+pay_dun04,0,0,0,0 monster Skeleton General 1290,1,5000,0,0
+pay_dun04,120,115,0,0 boss_monster Moonlight Flower 1150,1,3600000,600000,1
+pay_dun04,120,115,0,0 monster Cat o' Nine Tails 1307,1,3600000,7200000,1
+pay_dun04,120,120,10,10 monster Shining Plant 1083,1,1800000,900000,1
+pay_dun04,28,110,5,5 monster Shining Plant 1083,1,1800000,900000,1
+pay_dun04,0,0,0,0 monster Red Plant 1078,10,180000,90000,1
+pay_dun04,107,206,5,5 monster White Plant 1082,2,180000,90000,1
+pay_dun04,28,110,10,10 monster White Plant 1082,2,180000,90000,1
+pay_dun04,190,207,5,5 monster White Plant 1082,2,180000,90000,1
diff --git a/npc/pre-re/mobs/dungeons/prt_maze.txt b/npc/pre-re/mobs/dungeons/prt_maze.txt
new file mode 100644
index 000000000..169127050
--- /dev/null
+++ b/npc/pre-re/mobs/dungeons/prt_maze.txt
@@ -0,0 +1,102 @@
+//===== rAthena Script =======================================
+//= Prontera Maze(Hidden Temple) Dungeon Monster Spawn Script
+//===== By: ==================================================
+//= Athena (1.0)
+//===== Current Version: =====================================
+//= 1.4
+//===== Compatible With: =====================================
+//= Any Athena Version
+//===== Additional Comments: =================================
+//= 1.2 Official kRO 10.1 spawns [Playtester]
+//= 1.3 Some small fixes [Playtester]
+//= 1.4 Corrected MVP spawn variance. [L0ne_W0lf]
+//============================================================
+
+//==================================================
+// prt_maze01 - Labyrinth Forest
+//==================================================
+prt_maze01,179,20,21,21 monster Poring 1002,5,120000,40000,1
+prt_maze01,179,180,21,21 monster Coco 1104,5,120000,40000,1
+prt_maze01,139,140,21,21 monster Stainer 1174,5,120000,40000,1
+prt_maze01,139,180,21,21 monster Caramel 1103,5,120000,40000,1
+prt_maze01,99,180,21,21 monster Dustiness 1114,5,120000,40000,1
+prt_maze01,59,100,21,21 monster Horn 1128,5,120000,40000,1
+prt_maze01,99,100,21,21 monster Chonchon 1011,5,120000,40000,1
+prt_maze01,59,180,21,21 monster Martin 1145,5,120000,40000,1
+prt_maze01,19,60,21,21 monster Wolf 1013,5,120000,40000,1
+prt_maze01,59,60,21,21 monster Boa 1025,5,120000,40000,1
+prt_maze01,99,60,21,21 monster Smokie 1056,5,120000,40000,1
+prt_maze01,139,20,21,21 monster Lunatic 1063,5,120000,40000,1
+prt_maze01,99,20,21,21 monster Fabre 1007,5,120000,40000,1
+prt_maze01,19,180,21,21 monster Savage 1166,5,120000,40000,1
+prt_maze01,59,20,21,21 monster Pupa 1008,5,120000,40000,1
+prt_maze01,19,20,21,21 monster Poporing 1031,5,120000,40000,1
+prt_maze01,179,60,21,21 monster Rocker 1052,5,120000,40000,1
+prt_maze01,139,60,21,21 monster Bigfoot 1060,5,120000,40000,1
+prt_maze01,19,140,21,21 monster Steel Chonchon 1042,5,120000,40000,1
+prt_maze01,59,140,21,21 monster Yoyo 1057,4,120000,40000,1
+prt_maze01,19,180,21,21 monster Savage 1166,3,120000,40000,1
+prt_maze01,179,100,21,21 monster Argiope 1099,3,120000,40000,1
+prt_maze01,99,140,21,21 monster Side Winder 1037,3,120000,40000,1
+prt_maze01,179,140,21,21 monster Mantis 1139,3,120000,40000,1
+prt_maze01,19,100,21,21 monster Hunter Fly 1035,3,120000,40000,1
+prt_maze01,139,100,21,21 monster Argos 1100,3,120000,40000,1
+prt_maze01,59,140,21,21 monster Choco 1214,2,120000,40000,1
+prt_maze01,0,0,0,0 monster Hunter Fly 1035,1,5000,0,0
+prt_maze01,99,20,21,21 monster Creamy 1018,1,120000,40000,1
+prt_maze01,0,0,0,0 monster Vagabond Wolf 1092,1,3600000,1800000,0
+prt_maze01,101,138,5,5 monster Shining Plant 1083,1,1800000,900000,1
+prt_maze01,101,138,5,5 monster White Plant 1082,1,1800000,900000,1
+prt_maze01,99,181,5,5 monster White Plant 1082,2,1800000,900000,1
+prt_maze01,60,140,10,15 monster Blue Plant 1079,1,1800000,900000,1
+prt_maze01,61,101,10,10 monster Yellow Plant 1081,1,1800000,900000,1
+prt_maze01,141,100,10,10 monster Shining Plant 1083,1,1800000,900000,1
+prt_maze01,141,100,10,10 monster Blue Plant 1079,1,1800000,900000,1
+prt_maze01,0,0,0,0 monster Red Plant 1078,5,180000,90000,1
+prt_maze01,100,100,10,10 monster Blue Plant 1079,1,1800000,900000,1
+prt_maze01,100,100,10,10 monster Yellow Plant 1081,1,1800000,900000,1
+prt_maze01,176,132,5,5 monster Black Mushroom 1084,3,180000,90000,1
+prt_maze01,181,149,3,3 monster Black Mushroom 1084,2,180000,90000,1
+prt_maze01,178,60,10,10 monster Red Mushroom 1085,3,180000,90000,1
+prt_maze01,168,60,3,3 monster Red Mushroom 1085,2,180000,90000,1
+
+//==================================================
+// prt_maze02 - Labyrinth Forest
+//==================================================
+prt_maze02,0,0,0,0 monster Poporing 1031,25,5000,0,0
+prt_maze02,0,0,0,0 monster Bigfoot 1060,5,5000,0,0
+prt_maze02,0,0,0,0 monster Sasquatch 1243,1,900000,40000,0
+prt_maze02,0,0,0,0 monster Leib Olmai 1306,1,1800000,900000,0
+
+//==================================================
+// prt_maze03 - Labyrinth Forest
+//==================================================
+prt_maze03,0,0,0,0 monster Poporing 1031,45,5000,0,0
+prt_maze03,0,0,0,0 monster Hunter Fly 1035,30,5000,0,0
+prt_maze03,170,170,70,70 monster Mantis 1139,30,60000,30000,0
+prt_maze03,100,100,80,80 monster Baphomet Jr. 1101,25,5000,0,0
+prt_maze03,150,50,70,70 monster Side Winder 1037,20,300000,150000,0
+prt_maze03,50,150,70,70 monster Stem Worm 1215,20,300000,150000,0
+prt_maze03,0,0,0,0 monster Side Winder 1037,10,5000,0,0
+prt_maze03,0,0,0,0 monster Killer Mantis 1294,1,5000,0,0
+prt_maze03,170,170,70,70 monster Eclipse 1093,1,1920000,150000,1
+prt_maze03,23,23,70,70 monster Mastering 1090,1,1920000,150000,1
+prt_maze03,50,150,70,70 monster Vagabond Wolf 1092,1,1920000,150000,1
+prt_maze03,150,50,70,70 monster Vocal 1088,1,1920000,1500000,1
+prt_maze03,0,0,0,0 monster Ghostring 1120,1,6800000,3400000,1
+prt_maze03,0,0,0,0 boss_monster Baphomet 1039,1,7200000,600000,1
+prt_maze03,61,98,10,10 monster Shining Plant 1083,1,1800000,900000,1
+prt_maze03,61,98,10,10 monster Blue Plant 1079,1,1800000,900000,1
+prt_maze03,61,98,10,10 monster Yellow Plant 1081,1,1800000,900000,1
+prt_maze03,57,56,10,10 monster Shining Plant 1083,1,1800000,900000,1
+prt_maze03,15,15,10,10 monster Shining Plant 1083,1,1800000,900000,1
+prt_maze03,137,140,3,3 monster Shining Plant 1083,1,1800000,900000,1
+prt_maze03,17,58,10,10 monster Shining Plant 1083,1,1800000,900000,1
+prt_maze03,17,58,10,10 monster Blue Plant 1079,1,1800000,900000,1
+prt_maze03,99,141,10,10 monster Blue Plant 1079,2,1800000,900000,1
+prt_maze03,99,21,10,10 monster Blue Plant 1079,1,1800000,900000,1
+prt_maze03,0,0,0,0 monster Red Plant 1078,5,180000,90000,1
+prt_maze03,99,21,10,10 monster Black Mushroom 1084,3,180000,90000,1
+prt_maze03,54,15,10,10 monster Black Mushroom 1084,3,180000,90000,1
+prt_maze03,171,180,3,3 monster Red Mushroom 1085,2,180000,90000,1
+prt_maze03,174,187,3,3 monster Red Mushroom 1085,3,180000,90000,1
diff --git a/npc/pre-re/mobs/dungeons/prt_sew.txt b/npc/pre-re/mobs/dungeons/prt_sew.txt
new file mode 100644
index 000000000..23a10de97
--- /dev/null
+++ b/npc/pre-re/mobs/dungeons/prt_sew.txt
@@ -0,0 +1,53 @@
+//===== rAthena Script =======================================
+//= Prontera Sewers(Culvert) Dungeon Monster Spawn Script
+//===== By: ==================================================
+//= Athena (1.0)
+//===== Current Version: =====================================
+//= 1.2
+//===== Compatible With: =====================================
+//= Any Athena Version
+//===== Additional Comments: =================================
+//= 1.1 Official kRO 10.1 spawns [Playtester]
+//= 1.2 Corrected MVP spawn variance. [L0ne_W0lf]
+//============================================================
+
+//==================================================
+// prt_sewb1 - Prontera Culvert
+//==================================================
+prt_sewb1,0,0,0,0 monster Thief Bug 1051,30,5000,0,0
+prt_sewb1,0,0,0,0 monster Thief Bug Egg 1048,80,5000,0,0
+prt_sewb1,0,0,0,0 monster Tarou 1175,10,5000,0,0
+prt_sewb1,0,0,0,0 monster Familiar 1005,10,5000,0,0
+
+//==================================================
+// prt_sewb2 - Prontera Culvert
+//==================================================
+prt_sewb2,0,0,0,0 monster Thief Bug 1051,70,5000,0,0
+prt_sewb2,0,0,0,0 monster Tarou 1175,60,5000,0,0
+prt_sewb2,0,0,0,0 monster Plankton 1161,30,5000,0,0
+prt_sewb2,0,0,0,0 monster Thief Bug Egg 1048,20,5000,0,0
+prt_sewb2,0,0,0,0 monster Spore 1014,20,5000,0,0
+prt_sewb2,0,0,0,0 monster Thief Bug Female 1053,10,5000,0,0
+prt_sewb2,0,0,0,0 monster Familiar 1005,10,5000,0,0
+
+//==================================================
+// prt_sewb3 - Prontera Culvert
+//==================================================
+prt_sewb3,0,0,0,0 monster Thief Bug Female 1053,65,5000,0,0
+prt_sewb3,0,0,0,0 monster Thief Bug Male 1054,65,5000,0,0
+prt_sewb3,0,0,0,0 monster Thief Bug 1051,20,5000,0,0
+prt_sewb3,0,0,0,0 monster Familiar 1005,20,5000,0,0
+prt_sewb3,0,0,0,0 monster Tarou 1175,15,5000,0,0
+prt_sewb3,0,0,0,0 monster Poison Spore 1077,15,5000,0,0
+prt_sewb3,0,0,0,0 monster Thief Bug Egg 1048,10,5000,0,0
+
+//==================================================
+// prt_sewb4 - Prontera Culvert
+//==================================================
+prt_sewb4,0,0,0,0 monster Thief Bug Male 1054,70,5000,0,0
+prt_sewb4,0,0,0,0 monster Thief Bug 1051,20,5000,0,0
+prt_sewb4,0,0,0,0 monster Thief Bug Female 1053,20,5000,0,0
+prt_sewb4,0,0,0,0 monster Drainliar 1111,20,5000,0,0
+prt_sewb4,0,0,0,0 monster Thief Bug Egg 1048,10,5000,0,0
+prt_sewb4,0,0,0,0 monster Cramp 1209,5,5000,0,0
+prt_sewb4,0,0,0,0 boss_monster Golden Thief Bug 1086,1,3600000,600000,1
diff --git a/npc/pre-re/mobs/dungeons/ra_san.txt b/npc/pre-re/mobs/dungeons/ra_san.txt
new file mode 100644
index 000000000..46b4f255b
--- /dev/null
+++ b/npc/pre-re/mobs/dungeons/ra_san.txt
@@ -0,0 +1,58 @@
+//===== rAthena Script =======================================
+//= Rachel Sanctuary Monster Spawn Script
+//===== By: ==================================================
+//= Athena (1.0)
+//===== Current Version: =====================================
+//= 1.2
+//===== Compatible With: =====================================
+//= Any Athena Version
+//===== Additional Comments: =================================
+//= 1.0 First version with guessed amounts [Playtester]
+//= 1.1 More accurate spawns [Playtester]
+//= 1.2 Corrected MVP spawn variance. [L0ne_W0lf]
+//============================================================
+
+//==================================================
+// ra_san01 - Holy Ground
+//==================================================
+ra_san01,0,0,0,0 monster Vanberk 1771,82,5000,0,0
+ra_san01,0,0,0,0 monster Isilla 1772,36,5000,0,0
+ra_san01,0,0,0,0 monster Gremlin 1632,10,5000,0,0
+ra_san01,0,0,0,0 monster Beholder 1633,6,5000,0,0
+ra_san01,0,0,0,0 monster Hodremlin 1773,6,5000,0,0
+
+//==================================================
+// ra_san02 - Holy Ground
+//==================================================
+ra_san02,0,0,0,0 monster Isilla 1772,85,5000,0,0
+ra_san02,0,0,0,0 monster Vanberk 1771,30,5000,0,0
+ra_san02,0,0,0,0 monster Gremlin 1632,10,5000,0,0
+ra_san02,0,0,0,0 monster Beholder 1633,10,5000,0,0
+ra_san02,0,0,0,0 monster Hodremlin 1773,3,5000,0,0
+ra_san02,0,0,0,0 monster Seeker 1774,2,5000,0,0
+
+//==================================================
+// ra_san03 - Holy Ground
+//==================================================
+ra_san03,0,0,0,0 monster Hodremlin 1773,60,5000,0,0
+ra_san03,0,0,0,0 monster Seeker 1774,40,5000,0,0
+ra_san03,0,0,0,0 monster Gremlin 1632,5,5000,0,0
+ra_san03,0,0,0,0 monster Beholder 1633,5,5000,0,0
+
+//==================================================
+// ra_san04 - Holy Ground
+//==================================================
+ra_san04,0,0,0,0 monster Echio 1770,60,5000,0,0
+ra_san04,0,0,0,0 monster Agav 1769,20,5000,0,0
+ra_san04,0,0,0,0 monster Seeker 1774,10,5000,0,0
+ra_san04,0,0,0,0 monster Hodremlin 1773,10,5000,0,0
+
+//==================================================
+// ra_san05 - Holy Ground
+//==================================================
+ra_san05,0,0,0,0 monster Agav 1769,80,5000,0,0
+ra_san05,0,0,0,0 monster Echio 1770,30,5000,0,0
+ra_san05,0,0,0,0 monster Seeker 1774,20,5000,0,0
+ra_san05,0,0,0,0 monster Hodremlin 1773,20,5000,0,0
+ra_san05,0,0,0,0 monster Isilla 1772,10,5000,0,0
+ra_san05,0,0,0,0 boss_monster Gloom Under Night 1768,1,18000000,600000,0
diff --git a/npc/pre-re/mobs/dungeons/tha_t.txt b/npc/pre-re/mobs/dungeons/tha_t.txt
new file mode 100644
index 000000000..681f086d8
--- /dev/null
+++ b/npc/pre-re/mobs/dungeons/tha_t.txt
@@ -0,0 +1,152 @@
+//===== rAthena Script =======================================
+//= Thanatos Tower Monster Spawn Script
+//===== By: ==================================================
+//= Athena (1.0)
+//===== Current Version: =====================================
+//= 1.3
+//===== Compatible With: =====================================
+//= Any Athena Version
+//===== Additional Comments: =================================
+//= 1.0 Real spawns by Poki#3 [Nexon]
+//= 1.1 More official spawns [Playtester]
+//= 1.2 Updated by using Tharis' Homun AI, by Tharis [Vicious]
+//= 1.3 Official Aegis X.3 spawns [Playtester]
+//============================================================
+
+//==================================================
+// tha_t01 - Thanatos Tower - Lower Level
+//==================================================
+tha_t01,0,0,0,0 monster Rideword 1195,20,5000,0,0
+tha_t01,0,0,0,0 monster Mimic 1191,20,5000,0,0
+tha_t01,0,0,0,0 monster Plasma 1695,20,5000,0,0
+tha_t01,0,0,0,0 monster Alice 1275,5,5000,0,0
+tha_t01,0,0,0,0 monster Lady Solace 1703,4,5000,0,0
+
+//==================================================
+// tha_t02 - Thanatos Tower - Lower Level
+//==================================================
+tha_t02,0,0,0,0 monster Ancient Mimic 1699,80,5000,0,0
+tha_t02,0,0,0,0 monster Mimic 1191,30,5000,0,0
+tha_t02,0,0,0,0 monster Plasma 1697,20,5000,0,0
+tha_t02,0,0,0,0 monster Death Word 1698,10,5000,0,0
+tha_t02,0,0,0,0 monster Rideword 1195,10,5000,0,0
+tha_t02,0,0,0,0 monster Elder 1377,10,5000,0,0
+tha_t02,0,0,0,0 monster Alice 1275,10,5000,0,0
+tha_t02,0,0,0,0 monster Baroness of Retribution 1702,4,5000,0,0
+
+//==================================================
+// tha_t03 - Thanatos Tower - Lower Level
+//==================================================
+tha_t03,0,0,0,0 monster Death Word 1698,80,5000,0,0
+tha_t03,0,0,0,0 monster Rideword 1195,30,5000,0,0
+tha_t03,0,0,0,0 monster Plasma 1696,20,5000,0,0
+tha_t03,0,0,0,0 monster Mimic 1191,10,5000,0,0
+tha_t03,0,0,0,0 monster Ancient Mimic 1699,10,5000,0,0
+tha_t03,0,0,0,0 monster Elder 1377,10,5000,0,0
+tha_t03,0,0,0,0 monster Mistress of Shelter 1701,4,5000,0,0
+
+//==================================================
+// tha_t04 - Thanatos Tower - Lower Level
+//==================================================
+tha_t04,0,0,0,0 monster Death Word 1698,20,5000,0,0
+tha_t04,0,0,0,0 monster Rideword 1195,20,5000,0,0
+tha_t04,0,0,0,0 monster Mimic 1191,20,5000,0,0
+tha_t04,0,0,0,0 monster Ancient Mimic 1699,20,5000,0,0
+tha_t04,0,0,0,0 monster Elder 1377,20,5000,0,0
+tha_t04,0,0,0,0 monster Plasma 1694,20,5000,0,0
+tha_t04,0,0,0,0 monster Owl Duke 1320,10,5000,0,0
+tha_t04,0,0,0,0 monster Owl Baron 1295,10,5000,0,0
+tha_t04,0,0,0,0 monster Dame of Sentinel 1700,4,5000,0,0
+
+//==================================================
+// tha_t05 - Thanatos Tower - Upper Level
+//==================================================
+tha_t05,0,0,0,0 monster Owl Duke 1320,80,5000,0,0
+tha_t05,0,0,0,0 monster Death Word 1698,40,5000,0,0
+tha_t05,0,0,0,0 monster Ancient Mimic 1699,40,5000,0,0
+tha_t05,0,0,0,0 monster Owl Baron 1295,20,5000,0,0
+tha_t05,0,0,0,0 monster Elder 1377,20,5000,0,0
+tha_t05,0,0,0,0 monster Plasma 1696,10,5000,0,0
+tha_t05,0,0,0,0 monster Plasma 1695,10,5000,0,0
+tha_t05,0,0,0,0 monster Plasma 1697,10,5000,0,0
+tha_t05,0,0,0,0 monster Plasma 1694,10,5000,0,0
+tha_t05,0,0,0,0 monster Dolor of Thanatos 1707,2,5000,0,0
+
+//==================================================
+// tha_t06 - Thanatos Tower - Upper Level
+//==================================================
+tha_t06,0,0,0,0 monster Death Word 1698,40,5000,0,0
+tha_t06,0,0,0,0 monster Owl Duke 1320,40,5000,0,0
+tha_t06,0,0,0,0 monster Owl Baron 1295,40,5000,0,0
+tha_t06,0,0,0,0 monster Ancient Mimic 1699,40,5000,0,0
+tha_t06,0,0,0,0 monster Elder 1377,20,5000,0,0
+tha_t06,0,0,0,0 monster Plasma 1696,10,5000,0,0
+tha_t06,0,0,0,0 monster Plasma 1695,10,5000,0,0
+tha_t06,0,0,0,0 monster Plasma 1697,10,5000,0,0
+tha_t06,0,0,0,0 monster Plasma 1694,10,5000,0,0
+tha_t06,0,0,0,0 monster Maero of Thanatos 1706,2,5000,0,0
+
+//==================================================
+// tha_t07 - Thanatos Tower - Upper Level
+//==================================================
+tha_t07,0,0,0,0 monster Baroness of Retribution 1702,15,5000,0,0
+tha_t07,0,0,0,0 monster Death Word 1698,10,5000,0,0
+tha_t07,0,0,0,0 monster Ancient Mimic 1699,10,5000,0,0
+tha_t07,0,0,0,0 monster Dame of Sentinel 1700,7,5000,0,0
+tha_t07,0,0,0,0 monster Mistress of Shelter 1701,7,5000,0,0
+tha_t07,0,0,0,0 monster Lady Solace 1703,7,5000,0,0
+tha_t07,0,0,0,0 monster Despero of Thanatos 1705,2,5000,0,0
+
+//==================================================
+// tha_t08 - Thanatos Tower - Upper Level
+//==================================================
+tha_t08,0,0,0,0 monster Baroness of Retribution 1702,20,5000,0,0
+tha_t08,0,0,0,0 monster Death Word 1698,10,5000,0,0
+tha_t08,0,0,0,0 monster Ancient Mimic 1699,10,5000,0,0
+tha_t08,0,0,0,0 monster Dame of Sentinel 1700,5,5000,0,0
+tha_t08,0,0,0,0 monster Mistress of Shelter 1701,5,5000,0,0
+tha_t08,0,0,0,0 monster Lady Solace 1703,5,5000,0,0
+tha_t08,0,0,0,0 monster Odium of Thanatos 1704,2,5000,0,0
+
+//==================================================
+// tha_t09 - Thanatos Tower - Upper Level
+//==================================================
+tha_t09,0,0,0,0 monster Lady Solace 1703,20,5000,0,0
+tha_t09,0,0,0,0 monster Dame of Sentinel 1700,5,5000,0,0
+tha_t09,0,0,0,0 monster Baroness of Retribution 1702,5,5000,0,0
+tha_t09,0,0,0,0 monster Mistress of Shelter 1701,5,5000,0,0
+tha_t09,0,0,0,0 monster Plasma 1694,5,5000,0,0
+tha_t09,0,0,0,0 monster Dolor of Thanatos 1712,3,5000,0,0
+tha_t09,0,0,0,0 monster Dolor of Thanatos 1707,1,5000,0,0
+
+//==================================================
+// tha_t10 - Thanatos Tower - Upper Level
+//==================================================
+tha_t10,0,0,0,0 monster Baroness of Retribution 1702,20,5000,0,0
+tha_t10,0,0,0,0 monster Dame of Sentinel 1700,5,5000,0,0
+tha_t10,0,0,0,0 monster Mistress of Shelter 1701,5,5000,0,0
+tha_t10,0,0,0,0 monster Lady Solace 1703,5,5000,0,0
+tha_t10,0,0,0,0 monster Plasma 1697,5,5000,0,0
+tha_t10,0,0,0,0 monster Maero of Thanatos 1711,3,5000,0,0
+tha_t10,0,0,0,0 monster Maero of Thanatos 1706,1,5000,0,0
+
+//==================================================
+// tha_t11 - Thanatos Tower - Upper Level
+//==================================================
+tha_t11,0,0,0,0 monster Mistress of Shelter 1701,20,5000,0,0
+tha_t11,0,0,0,0 monster Dame of Sentinel 1700,5,5000,0,0
+tha_t11,0,0,0,0 monster Baroness of Retribution 1702,5,5000,0,0
+tha_t11,0,0,0,0 monster Lady Solace 1703,5,5000,0,0
+tha_t11,0,0,0,0 monster Plasma 1695,5,5000,0,0
+tha_t11,0,0,0,0 monster Despero of Thanatos 1710,3,5000,0,0
+tha_t11,0,0,0,0 monster Despero of Thanatos 1705,1,5000,0,0
+
+//==================================================
+// tha_t12 - Thanatos Tower - Upper Level
+//==================================================
+tha_t12,0,0,0,0 monster Dame of Sentinel 1700,13,5000,0,0
+tha_t12,0,0,0,0 monster Baroness of Retribution 1702,5,5000,0,0
+tha_t12,0,0,0,0 monster Mistress of Shelter 1701,5,5000,0,0
+tha_t12,0,0,0,0 monster Lady Solace 1703,5,5000,0,0
+tha_t12,0,0,0,0 monster Plasma 1693,5,5000,0,0
+tha_t12,0,0,0,0 monster Odium of Thanatos 1709,4,5000,0,0
diff --git a/npc/pre-re/mobs/dungeons/thor_v.txt b/npc/pre-re/mobs/dungeons/thor_v.txt
new file mode 100644
index 000000000..077ada870
--- /dev/null
+++ b/npc/pre-re/mobs/dungeons/thor_v.txt
@@ -0,0 +1,55 @@
+//===== rAthena Script ========================================
+//= Thor Volcano Monster Spawn Script
+//===== By: ==================================================
+//= Playtester
+//===== Current Version: =====================================
+//= 1.4
+//===== Compatible With: =====================================
+//= Any Athena Version
+//===== Description: =========================================
+//= Official monster spawn in Thor Volcano Dungeon.
+//===== Additional Comments: =================================
+//= 1.0 Spawns according to RO Monthly and Doddler [Playtester]
+//= 1.1 Added Byorgue and Ifrit [Playtester]
+//= 1.2 Updated spawns according to RODE [Playtester]
+//= 1.3 More official spawns [Playtester]
+//= 1.4 Corrected MVP spawn variance. [L0ne_W0lf]
+//============================================================
+
+//==================================================
+// thor_v01 - Thor Volcano Dungeon
+//==================================================
+thor_v01,0,0,0,0 monster Kasa 1833,45,5000,0,0
+thor_v01,0,0,0,0 monster Imp 1837,25,5000,0,0
+thor_v01,0,0,0,0 monster Magmaring 1836,10,5000,0,0
+thor_v01,0,0,0,0 monster Salamander 1831,7,5000,0,0
+thor_v01,0,0,0,0 monster Bow Guardian 1830,5,5000,0,0
+thor_v01,0,0,0,0 monster Sword Guardian 1829,5,5000,0,0
+thor_v01,0,0,0,0 monster Bow Guardian 1830,5,420000,0,0
+thor_v01,0,0,0,0 monster Sword Guardian 1829,5,420000,0,0
+thor_v01,0,0,0,0 monster Byrogue 1839,1,5000,0,0
+
+//==================================================
+// thor_v02 - Thor Volcano Dungeon
+//==================================================
+thor_v02,0,0,0,0 monster Knocker 1838,55,5000,0,0
+thor_v02,0,0,0,0 monster Magmaring 1836,10,5000,0,0
+thor_v02,0,0,0,0 monster Imp 1837,10,5000,0,0
+thor_v02,0,0,0,0 monster Kaho 1072,10,5000,0,0
+thor_v02,0,0,0,0 monster Salamander 1831,1,5000,0,0
+thor_v02,0,0,0,0 monster Bow Guardian 1830,1,7200000,0,0
+thor_v02,0,0,0,0 monster Sword Guardian 1829,1,7200000,0,0
+
+//==================================================
+// thor_v03 - Thor Volcano Dungeon
+//==================================================
+thor_v03,0,0,0,0 monster Salamander 1831,60,5000,0,0
+thor_v03,0,0,0,0 monster Kasa 1833,40,5000,0,0
+thor_v03,0,0,0,0 monster Bow Guardian 1830,10,5000,0,0
+thor_v03,0,0,0,0 monster Sword Guardian 1829,10,5000,0,0
+thor_v03,0,0,0,0 monster Byrogue 1839,5,5000,0,0
+thor_v03,0,0,0,0 monster Sword Guardian 1829,5,5000,0,0
+thor_v03,0,0,0,0 monster Bow Guardian 1830,5,5000,0,0
+thor_v03,0,0,0,0 monster Bow Guardian 1830,5,1800000,0,0
+thor_v03,0,0,0,0 monster Sword Guardian 1829,5,1800000,0,0
+thor_v03,0,0,0,0 boss_monster Ifrit 1832,1,39600000,600000,0
diff --git a/npc/pre-re/mobs/dungeons/treasure.txt b/npc/pre-re/mobs/dungeons/treasure.txt
new file mode 100644
index 000000000..e4073cfba
--- /dev/null
+++ b/npc/pre-re/mobs/dungeons/treasure.txt
@@ -0,0 +1,120 @@
+//===== rAthena Script =======================================
+//= Sunken Ship Monster Spawn Script
+//===== By: ==================================================
+//= Athena (1.0)
+//===== Current Version: =====================================
+//= 1.3
+//===== Compatible With: =====================================
+//= Any Athena Version
+//===== Additional Comments: =================================
+//= 1.1 Official kRO 10.1 spawns [Playtester]
+//= 1.2 More accurate spawns [Playtester]
+//= 1.3 Corrected MVP spawn variance. [L0ne_W0lf]
+//============================================================
+
+//==================================================
+// treasure01 - Sunken Ship
+//==================================================
+treasure01,0,0,0,0 monster Pirate Skeleton 1071,43,5000,0,0
+treasure01,0,0,0,0 monster Kukre 1070,20,5000,0,0
+treasure01,0,0,0,0 monster Whisper 1179,15,5000,0,0
+treasure01,0,0,0,0 monster Poison Spore 1077,12,5000,0,0
+treasure01,68,66,13,11 monster Hydra 1068,4,180000,90000,1
+treasure01,107,39,15,15 monster Hydra 1068,1,180000,90000,1
+treasure01,67,161,0,0 monster Hydra 1068,1,263000,100000,1
+treasure01,87,160,0,0 monster Hydra 1068,1,268000,100000,1
+treasure01,76,182,0,0 monster Hydra 1068,1,269000,100000,1
+treasure01,51,160,0,0 monster Hydra 1068,1,270000,100000,1
+treasure01,162,71,0,0 monster Hydra 1068,1,273000,100000,1
+treasure01,88,161,0,0 monster Hydra 1068,1,281000,100000,1
+treasure01,86,161,0,0 monster Hydra 1068,1,285000,100000,1
+treasure01,159,45,0,0 monster Hydra 1068,1,285000,100000,1
+treasure01,69,160,0,0 monster Hydra 1068,1,290000,100000,1
+treasure01,159,40,0,0 monster Hydra 1068,1,290000,100000,1
+treasure01,168,41,0,0 monster Hydra 1068,1,290000,100000,1
+treasure01,67,160,0,0 monster Hydra 1068,1,293000,100000,1
+treasure01,165,70,0,0 monster Hydra 1068,1,293000,100000,1
+treasure01,88,160,0,0 monster Hydra 1068,1,296000,100000,1
+treasure01,158,62,0,0 monster Hydra 1068,1,300000,100000,1
+treasure01,159,63,0,0 monster Hydra 1068,1,300000,100000,1
+treasure01,158,63,0,0 monster Hydra 1068,1,300000,100000,1
+treasure01,164,70,0,0 monster Hydra 1068,1,300000,100000,1
+treasure01,163,70,0,0 monster Hydra 1068,1,300000,100000,1
+treasure01,159,62,0,0 monster Hydra 1068,1,300000,100000,1
+treasure01,169,42,0,0 monster Hydra 1068,1,300000,100000,1
+treasure01,169,45,0,0 monster Hydra 1068,1,300000,100000,1
+treasure01,168,43,0,0 monster Hydra 1068,1,300000,100000,1
+treasure01,168,45,0,0 monster Hydra 1068,1,300000,100000,1
+treasure01,159,42,0,0 monster Hydra 1068,1,300000,100000,1
+treasure01,169,40,0,0 monster Hydra 1068,1,300000,100000,1
+treasure01,158,41,0,0 monster Hydra 1068,1,300000,100000,1
+treasure01,158,42,0,0 monster Hydra 1068,1,300000,100000,1
+treasure01,158,44,0,0 monster Hydra 1068,1,300000,100000,1
+treasure01,163,71,0,0 monster Hydra 1068,1,300000,100000,1
+treasure01,68,160,0,0 monster Hydra 1068,1,300000,100000,1
+treasure01,49,160,0,0 monster Hydra 1068,1,300000,100000,1
+treasure01,48,160,0,0 monster Hydra 1068,1,300000,100000,1
+treasure01,87,161,0,0 monster Hydra 1068,1,300000,100000,1
+treasure01,89,161,0,0 monster Hydra 1068,1,300000,100000,1
+treasure01,150,162,5,5 monster Hydra 1068,1,300000,100000,1
+treasure01,163,161,5,5 monster Hydra 1068,1,300000,100000,1
+treasure01,163,141,5,5 monster Hydra 1068,1,300000,100000,1
+treasure01,163,151,5,5 monster Hydra 1068,1,300000,100000,1
+treasure01,50,160,0,0 monster Hydra 1068,1,301000,100000,1
+treasure01,169,44,0,0 monster Hydra 1068,1,302000,100000,1
+treasure01,158,45,0,0 monster Hydra 1068,1,302000,100000,1
+treasure01,70,161,0,0 monster Hydra 1068,1,302000,100000,1
+treasure01,169,43,0,0 monster Hydra 1068,1,305000,100000,1
+treasure01,158,43,0,0 monster Hydra 1068,1,305000,100000,1
+treasure01,69,161,0,0 monster Hydra 1068,1,305000,100000,1
+treasure01,164,71,0,0 monster Hydra 1068,1,305000,100000,1
+treasure01,89,160,0,0 monster Hydra 1068,1,305000,100000,1
+treasure01,168,42,0,0 monster Hydra 1068,1,306000,100000,1
+treasure01,70,160,0,0 monster Hydra 1068,1,306000,100000,1
+treasure01,159,41,0,0 monster Hydra 1068,1,306000,100000,1
+treasure01,165,71,0,0 monster Hydra 1068,1,307000,100000,1
+treasure01,158,40,0,0 monster Hydra 1068,1,307000,100000,1
+treasure01,50,161,0,0 monster Hydra 1068,1,308000,100000,1
+treasure01,49,161,0,0 monster Hydra 1068,1,310000,100000,1
+treasure01,86,160,0,0 monster Hydra 1068,1,310000,100000,1
+treasure01,159,44,0,0 monster Hydra 1068,1,312000,100000,1
+treasure01,169,41,0,0 monster Hydra 1068,1,313000,100000,1
+treasure01,60,182,0,0 monster Hydra 1068,1,313000,100000,1
+treasure01,51,161,0,0 monster Hydra 1068,1,314000,100000,1
+treasure01,168,44,0,0 monster Hydra 1068,1,314000,100000,1
+treasure01,162,70,0,0 monster Hydra 1068,1,314000,100000,1
+treasure01,48,161,0,0 monster Hydra 1068,1,316000,100000,1
+treasure01,68,161,0,0 monster Hydra 1068,1,317000,100000,1
+treasure01,159,43,0,0 monster Hydra 1068,1,318000,100000,1
+treasure01,168,40,0,0 monster Hydra 1068,1,322000,100000,1
+
+//==================================================
+// treasure02 - Sunken Ship
+//==================================================
+treasure02,0,0,0,0 monster Penomena 1216,38,5000,0,0
+treasure02,0,0,0,0 monster Pirate Skeleton 1071,20,5000,0,0
+treasure02,0,0,0,0 monster Kukre 1070,20,5000,0,0
+treasure02,0,0,0,0 monster Whisper 1179,14,5000,0,0
+treasure02,0,0,0,0 monster Mimic 1191,8,5000,0,0
+treasure02,0,0,0,0 monster Marionette 1143,1,5000,0,0
+treasure02,0,0,0,0 monster Wanderer 1208,1,5000,0,0
+treasure02,100,136,0,0 monster Hydra 1068,1,300000,100000,1
+treasure02,101,136,0,0 monster Hydra 1068,1,300000,100000,1
+treasure02,102,136,0,0 monster Hydra 1068,1,300000,100000,1
+treasure02,103,136,0,0 monster Hydra 1068,1,300000,100000,1
+treasure02,100,143,0,0 monster Hydra 1068,1,300000,100000,1
+treasure02,101,143,0,0 monster Hydra 1068,1,300000,100000,1
+treasure02,102,143,0,0 monster Hydra 1068,1,300000,100000,1
+treasure02,103,143,0,0 monster Hydra 1068,1,300000,100000,1
+treasure02,103,85,0,0 monster Hydra 1068,1,300000,100000,1
+treasure02,102,85,0,0 monster Hydra 1068,1,300000,100000,1
+treasure02,95,57,0,0 monster Hydra 1068,1,300000,100000,1
+treasure02,96,57,0,0 monster Hydra 1068,1,300000,100000,1
+treasure02,101,57,0,0 monster Hydra 1068,1,300000,100000,1
+treasure02,102,57,0,0 monster Hydra 1068,1,300000,100000,1
+treasure02,107,57,0,0 monster Hydra 1068,1,300000,100000,1
+treasure02,108,57,0,0 monster Hydra 1068,1,300000,100000,1
+treasure02,100,85,0,0 monster Hydra 1068,1,300000,100000,1
+treasure02,101,85,0,0 monster Hydra 1068,1,300000,100000,1
+treasure02,0,0,0,0 monster Ghostring 1120,1,1980000,1200000,1
+treasure02,101,151,8,8 boss_monster Drake 1112,1,7200000,600000,1
diff --git a/npc/pre-re/mobs/dungeons/tur_dun.txt b/npc/pre-re/mobs/dungeons/tur_dun.txt
new file mode 100644
index 000000000..467bee819
--- /dev/null
+++ b/npc/pre-re/mobs/dungeons/tur_dun.txt
@@ -0,0 +1,52 @@
+//===== rAthena Script =======================================
+//= Turtle Island Monster Spawn Script
+//===== By: ==================================================
+//= Athena (1.0)
+//===== Current Version: =====================================
+//= 1.2
+//===== Compatible With: =====================================
+//= Any Athena Version
+//===== Additional Comments: =================================
+//= 1.2 Official kRO 10.1 spawns [Playtester]
+//============================================================
+
+//==================================================
+// tur_dun01 - Turtle Island
+//==================================================
+tur_dun01,0,0,0,0 monster Dragon Tail 1321,25,5000,0,0
+tur_dun01,0,0,0,0 monster Spring Rabbit 1322,25,5000,0,0
+tur_dun01,0,0,0,0 monster Pest 1256,15,5000,0,0
+tur_dun01,0,0,0,0 monster Thara Frog 1034,10,5000,0,0
+tur_dun01,0,0,0,0 monster Permeter 1314,10,5000,0,0
+
+//==================================================
+// tur_dun02 - Turtle Island Dungeon
+//==================================================
+tur_dun02,0,0,0,0 monster Solider 1316,40,5000,0,0
+tur_dun02,0,0,0,0 monster Permeter 1314,40,5000,0,0
+tur_dun02,0,0,0,0 monster Freezer 1319,20,5000,0,0
+tur_dun02,0,0,0,0 monster Pest 1256,15,5000,0,0
+
+//==================================================
+// tur_dun03 - Good Turtles Village
+//==================================================
+tur_dun03,0,0,0,0 monster Freezer 1319,40,5000,0,0
+tur_dun03,0,0,0,0 monster Assaulter 1315,35,5000,0,0
+tur_dun03,0,0,0,0 monster Permeter 1314,15,5000,0,0
+tur_dun03,0,0,0,0 monster Heater 1318,10,5000,0,0
+
+//==================================================
+// tur_dun04 - Turtle Palace
+//==================================================
+tur_dun04,0,0,0,0 monster Assaulter 1315,41,5000,0,0
+tur_dun04,0,0,0,0 monster Heater 1318,33,5000,0,0
+tur_dun04,0,0,0,0 monster Freezer 1319,15,5000,0,0
+tur_dun04,0,0,0,0 monster Permeter 1314,4,5000,0,0
+tur_dun04,99,93,20,20 boss_monster Turtle General 1312,1,3600000,600000,0
+
+//==================================================
+// tur_dun05 - Underground Swamp Zone
+//==================================================
+tur_dun05,0,0,0,0 monster Freezer 1319,5,5000,0,0
+tur_dun05,0,0,0,0 monster Permeter 1314,3,5000,0,0
+tur_dun05,0,0,0,0 monster Assaulter 1315,1,5000,0,0
diff --git a/npc/pre-re/mobs/dungeons/xmas_dun.txt b/npc/pre-re/mobs/dungeons/xmas_dun.txt
new file mode 100644
index 000000000..eeca02eef
--- /dev/null
+++ b/npc/pre-re/mobs/dungeons/xmas_dun.txt
@@ -0,0 +1,37 @@
+//===== rAthena Script =======================================
+//= Toy Factory Monster Spawn Script
+//===== By: ==================================================
+//= Athena (1.0)
+//===== Current Version: =====================================
+//= 1.4
+//===== Compatible With: =====================================
+//= Any Athena Version
+//===== Additional Comments: =================================
+//= 1.1 added Garm Baby according to May 10 patch
+//= 1.2 Official kRO 10.1 spawns [Playtester]
+//= 1.3 Small spawn update [Playtester]
+//= 1.4 Corrected MVP spawn variance. [L0ne_W0lf]
+//============================================================
+
+//==================================================
+// xmas_dun01 - Toy Factory Warehouse
+//==================================================
+xmas_dun01,0,0,0,0 monster Cookie 1265,40,5000,0,0
+xmas_dun01,0,0,0,0 monster Christmas Cookie 1246,40,5000,0,0
+xmas_dun01,0,0,0,0 monster Marin 1242,20,5000,0,0
+xmas_dun01,0,0,0,0 monster Poporing 1031,20,5000,0,0
+xmas_dun01,0,0,0,0 monster Drops 1113,10,5000,0,0
+xmas_dun01,0,0,0,0 monster Poring 1002,10,5000,0,0
+xmas_dun01,0,0,0,0 monster Myst Case 1249,5,5000,0,0
+xmas_dun01,0,0,0,0 monster Chepet 1250,1,1200000,900000,0
+xmas_dun01,0,0,0,0 monster Mastering 1090,1,1800000,900000,0
+xmas_dun01,0,0,0,0 monster Angeling 1096,1,3600000,1800000,0
+
+//==================================================
+// xmas_dun02 - Toy Monitoring Room
+//==================================================
+xmas_dun02,0,0,0,0 monster Myst Case 1249,50,5000,0,0
+xmas_dun02,0,0,0,0 monster Cruiser 1248,35,5000,0,0
+xmas_dun02,0,0,0,0 monster Cookie 1265,20,5000,0,0
+xmas_dun02,0,0,0,0 monster Christmas Cookie 1246,20,5000,0,0
+xmas_dun02,0,0,0,0 boss_monster Stormy Knight 1251,1,3600000,600000,0
diff --git a/npc/pre-re/mobs/dungeons/yggdrasil.txt b/npc/pre-re/mobs/dungeons/yggdrasil.txt
new file mode 100644
index 000000000..b3d401ac5
--- /dev/null
+++ b/npc/pre-re/mobs/dungeons/yggdrasil.txt
@@ -0,0 +1,35 @@
+//===== rAthena Script =======================================
+//= Yggdrasil Tree Monster Spawn Script
+//===== By: ==================================================
+//= Athena (1.0)
+//===== Current Version: =====================================
+//= 1.1
+//===== Compatible With: =====================================
+//= Any Athena Version
+//===== Additional Comments: =================================
+//= 1.0 Splitted from Nifflheim fields [DracoRPG]
+//= 1.1 Official kRO 10.1 spawns [Playtester]
+//============================================================
+
+//==================================================
+// yggdrasil01 - Hvergelmir's Fountain (Trunk of Yggdrasil)
+//==================================================
+yggdrasil01,234,256,10,10 monster Blue Plant 1079,5,1800000,600000,0
+yggdrasil01,273,234,3,3 monster Shining Plant 1083,1,1800000,600000,0
+yggdrasil01,143,257,20,10 monster Shining Plant 1083,5,1200000,600000,0
+yggdrasil01,98,238,20,15 monster Yellow Plant 1081,5,1200000,600000,0
+yggdrasil01,98,238,20,15 monster White Plant 1082,5,1200000,600000,0
+yggdrasil01,47,207,20,20 monster Blue Plant 1079,5,1200000,600000,0
+yggdrasil01,61,258,3,3 monster Shining Plant 1083,1,1800000,600000,0
+yggdrasil01,132,199,20,5 monster Blue Plant 1079,5,1200000,600000,0
+yggdrasil01,209,218,2,2 monster Shining Plant 1083,1,1200000,600000,0
+yggdrasil01,192,186,2,2 monster Shining Plant 1083,1,1800000,1200000,0
+yggdrasil01,169,176,3,3 monster Shining Plant 1083,1,1200000,600000,0
+yggdrasil01,169,176,3,3 monster Green Plant 1080,1,60000,30000,0
+yggdrasil01,94,111,5,2 monster Shining Plant 1083,1,1200000,600000,0
+yggdrasil01,51,118,10,3 monster Shining Plant 1083,1,1200000,600000,0
+yggdrasil01,133,54,3,3 monster Shining Plant 1083,1,1200000,600000,0
+yggdrasil01,257,63,10,10 monster Shining Plant 1083,3,1800000,1200000,0
+yggdrasil01,0,0,0,0 monster Shining Plant 1083,10,3600000,2300000,0
+yggdrasil01,0,0,0,0 monster Green Plant 1080,25,60000,30000,0
+yggdrasil01,0,0,0,0 monster Red Plant 1078,15,60000,30000,0
diff --git a/npc/pre-re/mobs/fields/amatsu.txt b/npc/pre-re/mobs/fields/amatsu.txt
new file mode 100644
index 000000000..4368fc5a7
--- /dev/null
+++ b/npc/pre-re/mobs/fields/amatsu.txt
@@ -0,0 +1,37 @@
+//===== rAthena Script =======================================
+//= Amatsu Fields Monster Spawn Script
+//===== By: ==================================================
+//= Athena (1.0)
+//===== Current Version: =====================================
+//= 1.4
+//===== Compatible With: =====================================
+//= Any Athena Version
+//===== Additional Comments: =================================
+//= 1.1 replaced Hydra -> G_Hydra (to fix drops exploit) [Lupus]
+//= 1.2 Official kRO 10.1 spawns [Playtester]
+//= 1.3 Small update [Playtester]
+//= 1.4 Updated to Renewal Spawns [Kisuka]
+//============================================================
+
+//==================================================
+// ama_fild01 - Amatsu Field
+//==================================================
+ama_fild01,0,0,0,0 monster Bigfoot 1060,15,5000,0,0
+ama_fild01,0,0,0,0 monster Karakasa 1400,50,5000,0,0
+ama_fild01,0,0,0,0 monster Kapha 1406,40,5000,0,0
+ama_fild01,0,0,0,0 monster Miyabi Doll 1404,2,5000,0,0
+ama_fild01,0,0,0,0 monster Poison Toad 1402,1,5000,0,0
+ama_fild01,173,313,0,0 monster Hydra 1068,1,60000,30000,0
+ama_fild01,173,314,0,0 monster Hydra 1068,1,60000,30000,0
+ama_fild01,173,310,0,0 monster Hydra 1068,1,60000,30000,0
+ama_fild01,177,315,0,0 monster Hydra 1068,1,60000,30000,0
+ama_fild01,175,315,0,0 monster Hydra 1068,1,63000,31500,0
+ama_fild01,169,314,0,0 monster Hydra 1068,1,63000,31500,0
+ama_fild01,177,314,0,0 monster Hydra 1068,1,66000,33000,0
+ama_fild01,175,313,0,0 monster Hydra 1068,1,66000,33000,0
+ama_fild01,173,315,0,0 monster Hydra 1068,1,66000,33000,0
+ama_fild01,171,313,0,0 monster Hydra 1068,1,66000,33000,0
+ama_fild01,171,314,0,0 monster Hydra 1068,1,69000,34500,0
+ama_fild01,171,315,0,0 monster Hydra 1068,1,69000,34500,0
+ama_fild01,175,314,0,0 monster Hydra 1068,1,72000,39000,0
+ama_fild01,169,315,0,0 monster Hydra 1068,1,72000,39000,0
diff --git a/npc/pre-re/mobs/fields/ayothaya.txt b/npc/pre-re/mobs/fields/ayothaya.txt
new file mode 100644
index 000000000..896435a20
--- /dev/null
+++ b/npc/pre-re/mobs/fields/ayothaya.txt
@@ -0,0 +1,31 @@
+//===== rAthena Script =======================================
+//= Ayothaya Fields Monster Spawn Script
+//===== By: ==================================================
+//= Athena (1.0)
+//===== Current Version: =====================================
+//= 1.5
+//===== Compatible With: =====================================
+//= Any Athena Version
+//===== Additional Comments: =================================
+//= 1.1 Using EuRO data [Ishizu]
+//= 1.2 According the guide book, added a Choco [Lupus&VP]
+//= 1.3 Removed Choco [Lupus]
+//= 1.4 Official kRO 10.1 spawns [Playtester]
+//= 1.5 Updated to Renewal Spawns [Kisuka]
+//============================================================
+
+//==================================================
+// ayo_fild01 - Ayothaya Field
+//==================================================
+ayo_fild01,0,0,0,0 monster Smokie 1056,30,5000,0,0
+ayo_fild01,0,0,0,0 monster Coco 1104,30,5000,0,0
+ayo_fild01,0,0,0,0 monster Yoyo 1057,30,5000,0,0
+ayo_fild01,0,0,0,0 monster Green Plant 1080,10,5000,0,0
+
+//==================================================
+// ayo_fild02 - Ayothaya Field
+//==================================================
+ayo_fild02,0,0,0,0 monster Yoyo 1057,45,5000,0,0
+ayo_fild02,0,0,0,0 monster Leaf Cat 1586,35,5000,0,0
+ayo_fild02,0,0,0,0 monster Kraben 1587,5,5000,0,0
+ayo_fild02,0,0,0,0 monster Yellow Plant 1081,10,5000,0,0
diff --git a/npc/pre-re/mobs/fields/bifrost.txt b/npc/pre-re/mobs/fields/bifrost.txt
new file mode 100644
index 000000000..e38f468f3
--- /dev/null
+++ b/npc/pre-re/mobs/fields/bifrost.txt
@@ -0,0 +1,33 @@
+//===== rAthena Script ========================================
+//= Bifrost Field Monster Spawn Script
+//===== By: ==================================================
+//= Chilly
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= Official kRO monster spawns
+//===== Additional Comments: =================================
+//= 1.0 First Release
+//============================================================
+
+//==================================================
+// bif_fild01 - Bifrost South
+//==================================================
+bif_fild01,0,0,0,0 monster Luciola Vespa 1994,25,0,0,0
+bif_fild01,0,0,0,0 monster Cornus 1992,15,0,0,0
+bif_fild01,0,0,0,0 monster Pom Spider 2132,5,0,0,0
+bif_fild01,0,0,0,0 monster Angra Mantis 2133,5,0,0,0
+bif_fild01,0,0,0,0 monster Little Fatum 2136,30,0,0,0
+bif_fild01,0,0,0,0 monster Miming 2137,50,0,0,0
+
+//==================================================
+// bif_fild02 - Bifrost North
+//==================================================
+bif_fild02,0,0,0,0 monster Luciola Vespa 1994,25,0,0,0
+bif_fild02,0,0,0,0 monster Cornus 1992,15,0,0,0
+bif_fild02,0,0,0,0 monster Pom Spider 2132,5,0,0,0
+bif_fild02,0,0,0,0 monster Angra Mantis 2133,5,0,0,0
+bif_fild02,0,0,0,0 monster Little Fatum 2136,50,0,0,0
+bif_fild02,0,0,0,0 monster Miming 2137,30,0,0,0
diff --git a/npc/pre-re/mobs/fields/brasilis.txt b/npc/pre-re/mobs/fields/brasilis.txt
new file mode 100644
index 000000000..923fa6ccc
--- /dev/null
+++ b/npc/pre-re/mobs/fields/brasilis.txt
@@ -0,0 +1,22 @@
+//===== rAthena Script =======================================
+//= Brasilis Fields Monster Spawn Script
+//===== By: ==================================================
+//= Kisuka
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Additional Comments: =================================
+//= 1.0 Official spawns from Aegis [Kisuka]
+//============================================================
+
+//==================================================
+// bra_fild01
+//==================================================
+bra_fild01,0,0,0,0 monster Curupira 2074,50,5000,0,0
+bra_fild01,0,0,0,0 monster Dokebi 1110,10,5000,0,0
+bra_fild01,0,0,0,0 monster Savage 1166,5,5000,0,0
+bra_fild01,0,0,0,0 monster Headless Mule 2071,40,5000,0,0
+bra_fild01,0,0,0,0 monster Red Mushroom 1085,5,5000,0,0
+bra_fild01,0,0,0,0 monster Jaguar 2072,55,5000,0,0
+bra_fild01,0,0,0,0 monster Toucan 2073,60,5000,0,0
diff --git a/npc/pre-re/mobs/fields/comodo.txt b/npc/pre-re/mobs/fields/comodo.txt
new file mode 100644
index 000000000..eac8387ac
--- /dev/null
+++ b/npc/pre-re/mobs/fields/comodo.txt
@@ -0,0 +1,95 @@
+//===== rAthena Script =======================================
+//= Comodo Fields Monster Spawn Script
+//===== By: ==================================================
+//= Athena (1.0)
+//===== Current Version: =====================================
+//= 1.4
+//===== Compatible With: =====================================
+//= Any Athena Version
+//===== Additional Comments: =================================
+//= 1.2 Official kRO 10.1 spawns [Playtester]
+//= 1.3 More accurate spawns [Playtester]
+//= 1.4 Updated to renewal spawns. [L0ne_W0lf]
+//============================================================
+
+//==================================================
+// cmd_fild01 - Papuchicha Forest
+//==================================================
+cmd_fild01,0,0,0,0 monster Grove 1687,150,5000,0,0
+cmd_fild01,0,0,0,0 monster Flora 1118,50,5000,0,0
+cmd_fild01,313,213,10,10 monster Shining Plant 1083,1,1800000,900000,1
+cmd_fild01,313,213,10,10 monster Blue Plant 1079,1,1800000,900000,1
+cmd_fild01,171,339,10,10 monster Blue Plant 1079,2,1800000,900000,1
+cmd_fild01,72,78,10,10 monster Blue Plant 1079,2,1800000,900000,1
+cmd_fild01,194,176,20,20 monster Blue Plant 1079,1,1800000,900000,1
+cmd_fild01,0,0,0,0 monster Green Plant 1080,5,1800000,900000,1
+
+//==================================================
+// cmd_fild02 - Kokomo beach
+//==================================================
+cmd_fild02,0,0,0,0 monster Seal 1317,120,5000,0,0
+cmd_fild02,0,0,0,0 monster Galapago 1391,30,5000,0,0
+cmd_fild02,0,0,0,0 monster Shellfish 1074,20,5000,0,0
+cmd_fild02,0,0,0,0 monster Crab 1073,20,5000,0,0
+cmd_fild02,0,0,0,0 monster Aster 1266,10,5000,0,0
+cmd_fild02,0,0,0,0 monster Mobster 1313,1,5000,0,0
+
+//==================================================
+// cmd_fild03 - Zenhai Marsh
+//==================================================
+cmd_fild03,0,0,0,0 monster Alligator 1271,150,5000,0,0
+cmd_fild03,0,0,0,0 monster Flora 1118,50,5000,0,0
+cmd_fild03,0,0,0,0 monster Mutant Dragonoid 1262,4,0,0,1
+cmd_fild03,0,0,0,0 monster Toad 1089,1,3600000,1800000,1
+cmd_fild03,356,232,3,3 monster Shining Plant 1083,1,1800000,900000,1
+cmd_fild03,262,289,3,3 monster Shining Plant 1083,1,1800000,900000,1
+cmd_fild03,145,191,3,3 monster Shining Plant 1083,1,1800000,900000,1
+
+//==================================================
+// cmd_fild04 - Kokomo beach
+//==================================================
+cmd_fild04,0,0,0,0 monster Sea Otter 1323,120,5000,0,0
+cmd_fild04,0,0,0,0 monster Galapago 1391,30,5000,0,0
+cmd_fild04,0,0,0,0 monster Shellfish 1074,20,5000,0,0
+cmd_fild04,0,0,0,0 monster Crab 1073,20,5000,0,0
+cmd_fild04,0,0,0,0 monster Aster 1266,10,5000,0,0
+
+//==================================================
+// cmd_fild05 - Disabled on Renewal
+//==================================================
+
+//==================================================
+// cmd_fild06 - Fortress Saint Darmain (West)
+//==================================================
+cmd_fild06,0,0,0,0 monster Golem 1040,150,5000,0,0
+cmd_fild06,0,0,0,0 monster Metaller 1058,50,5000,0,0
+cmd_fild06,293,235,5,5 monster Yellow Plant 1081,2,1800000,900000,1
+cmd_fild06,84,375,10,10 monster Yellow Plant 1081,3,1800000,900000,1
+
+//==================================================
+// cmd_fild07 - Beacon Island, Pharos
+//==================================================
+cmd_fild07,0,0,0,0 monster Raggler 1254,100,5000,0,0
+cmd_fild07,0,0,0,0 monster Aster 1266,30,5000,0,0
+cmd_fild07,0,0,0,0 monster Shellfish 1074,30,5000,0,0
+cmd_fild07,0,0,0,0 monster Crab 1073,30,5000,0,0
+
+//==================================================
+// cmd_fild08 - Fortress Saint Darmain (East)
+//==================================================
+cmd_fild08,0,0,0,0 monster Deniro 1105,50,5000,0,0
+cmd_fild08,0,0,0,0 monster Piere 1160,50,5000,0,0
+cmd_fild08,0,0,0,0 monster Andre 1095,50,5000,0,0
+cmd_fild08,0,0,0,0 monster Ant Egg 1097,30,5000,0,0
+cmd_fild08,0,0,0,0 monster Golem 1040,2,5000,0,0
+cmd_fild08,60,143,10,10 monster Yellow Plant 1081,4,1800000,900000,1
+cmd_fild08,130,201,10,10 monster Yellow Plant 1081,4,1800000,900000,1
+
+//==================================================
+// cmd_fild09 - Fortress Saint Darmain (South)
+//==================================================
+cmd_fild09,0,0,0,0 monster Metaller 1058,145,5000,0,0
+cmd_fild09,0,0,0,0 monster Deniro 1105,15,5000,0,0
+cmd_fild09,0,0,0,0 monster Piere 1160,15,5000,0,0
+cmd_fild09,0,0,0,0 monster Andre 1095,15,5000,0,0
+cmd_fild09,0,0,0,0 monster Ant Egg 1097,10,5000,0,0
diff --git a/npc/pre-re/mobs/fields/dewata.txt b/npc/pre-re/mobs/fields/dewata.txt
new file mode 100644
index 000000000..da7ffa4fe
--- /dev/null
+++ b/npc/pre-re/mobs/fields/dewata.txt
@@ -0,0 +1,20 @@
+//===== rAthena Script ========================================
+//= Dewata Field Monster Spawn Script
+//===== By: ==================================================
+//= Chilly
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= Official kRO monster spawns
+//===== Additional Comments: =================================
+//= 1.0 First Release
+//============================================================
+
+//==================================================
+// dew_fild01 - Dewata Field Tribal Village
+//==================================================
+dew_fild01,0,0,0,0 monster Argiope 1099,45,0,0,0
+dew_fild01,0,0,0,0 monster Alnoldi 2151,60,0,0,0
+dew_fild01,0,0,0,0 monster Cendrawasih 2153,10,0,0,0
diff --git a/npc/pre-re/mobs/fields/dicastes.txt b/npc/pre-re/mobs/fields/dicastes.txt
new file mode 100644
index 000000000..82f71bd21
--- /dev/null
+++ b/npc/pre-re/mobs/fields/dicastes.txt
@@ -0,0 +1,28 @@
+//===== rAthena Script =======================================
+//= El Dicastes Fields Monster Spawn Script
+//===== By: ==================================================
+//= Kisuka
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Additional Comments: =================================
+//= 1.0 Official spawns from Aegis [Kisuka]
+//============================================================
+
+//==================================================
+// dic_fild01 - At the Foot of the Kamidal Mountain
+//==================================================
+dic_fild01,0,0,0,0 monster Centipede 1987,60,5000,0,0
+dic_fild01,0,0,0,0 monster Centipede Larva 1999,30,5000,0,0
+dic_fild01,0,0,0,0 monster Tatacho 1986,25,5000,0,0
+dic_fild01,0,0,0,0 monster Dolomedes 2092,20,5000,0,0
+
+//==================================================
+// dic_fild02 - At the Foot of the Kamidal Mountain
+//==================================================
+dic_fild02,0,0,0,0 monster Bradium Golem 2024,3,5000,0,0
+dic_fild02,0,0,0,0 monster Centipede 1987,35,5000,0,0
+dic_fild02,0,0,0,0 monster Centipede Larva 1999,10,5000,0,0
+dic_fild02,0,0,0,0 monster Tatacho 1986,25,5000,0,0
+dic_fild02,0,0,0,0 monster Dolomedes 2092,80,5000,0,0
diff --git a/npc/pre-re/mobs/fields/einbroch.txt b/npc/pre-re/mobs/fields/einbroch.txt
new file mode 100644
index 000000000..518e1d218
--- /dev/null
+++ b/npc/pre-re/mobs/fields/einbroch.txt
@@ -0,0 +1,105 @@
+//===== rAthena Script =======================================
+//= Einbroch Fields Monster Spawn Script
+//===== By: ==================================================
+//= Athena (1.0)
+//===== Current Version: =====================================
+//= 1.6
+//===== Compatible With: =====================================
+//= Any Athena Version
+//===== Additional Comments: =================================
+//= 1.1 correct spawn maps, but not yet exact amount of
+//= monsters [Lupus]
+//= maps, marked with * are correct
+//= 1.2 Updated to correct mobs. Many thanks to vicious_pucca
+//= again for providing the information [MasterOfMuppets]
+//= 1.2a Fixed missing tabs [Lupus]
+//= 1.3 Updated after Episode 10.4 - Hugel [Poki#3]
+//= Mob quantity is custom.
+//= 1.3b Changed the spawn numbers a bit. [Poki#3]
+//= Thanks to Playtester and Emperium.org
+//= 1.4 Updated by using Tharis' Homun AI, by Tharis [Vicious]
+//= 1.5 Adjusted some spawns according to official info [Playtester]
+//= 1.6 More accurate spawns [Playtester]
+//= 1.7 Updated to Renewal Spawns [Kisuka]
+//============================================================
+
+//==================================================
+// ein_fild01 - Spawns disabled on Renewal
+//==================================================
+
+//==================================================
+// ein_fild02 - Disabled on Renewal
+//==================================================
+
+//==================================================
+// ein_fild03 - Einbroch Field
+//==================================================
+ein_fild03,0,0,0,0 monster Teddy Bear 1622,100,5000,0,0
+ein_fild03,0,0,0,0 monster Venomous 1621,20,5000,0,0
+ein_fild03,0,0,0,0 monster Noxious 1620,20,5000,0,0
+ein_fild03,0,0,0,0 monster Pitman 1616,20,5000,0,0
+ein_fild03,0,0,0,0 monster Yellow Plant 1081,15,60000,30000,0
+ein_fild03,0,0,0,0 monster Green Plant 1080,15,60000,30000,0
+
+//==================================================
+// ein_fild04 - Einbroch Field
+//==================================================
+ein_fild04,0,0,0,0 monster Venomous 1621,100,5000,0,0
+ein_fild04,0,0,0,0 monster Noxious 1620,30,5000,0,0
+ein_fild04,0,0,0,0 monster Teddy Bear 1622,20,5000,0,0
+ein_fild04,0,0,0,0 monster Demon Pungus 1378,15,5000,0,0
+ein_fild04,0,0,0,0 monster Pitman 1616,10,5000,0,0
+ein_fild04,0,0,0,0 monster Red Plant 1078,10,60000,30000,0
+ein_fild04,0,0,0,0 monster Yellow Plant 1081,10,60000,30000,0
+ein_fild04,0,0,0,0 monster Green Plant 1080,10,60000,30000,0
+
+//==================================================
+// ein_fild05 - Einbroch Field
+//==================================================
+ein_fild05,0,0,0,0 monster Noxious 1620,100,5000,0,0
+ein_fild05,0,0,0,0 monster Venomous 1621,30,5000,0,0
+ein_fild05,0,0,0,0 monster Teddy Bear 1622,20,5000,0,0
+ein_fild05,0,0,0,0 monster Demon Pungus 1378,15,5000,0,0
+ein_fild05,0,0,0,0 monster Pitman 1616,10,5000,0,0
+
+//==================================================
+// ein_fild06 - Einbroch Field
+//==================================================
+ein_fild06,0,0,0,0 monster Holden 1628,100,5000,0,0
+ein_fild06,0,0,0,0 monster Metaling 1613,30,5000,0,0
+ein_fild06,0,0,0,0 monster Red Plant 1078,10,120000,60000,0
+ein_fild06,0,0,0,0 monster Yellow Plant 1081,10,120000,60000,0
+ein_fild06,0,0,0,0 monster Black Mushroom 1084,5,120000,60000,0
+
+//==================================================
+// ein_fild07 - Einbroch Field
+//==================================================
+ein_fild07,0,0,0,0 monster Metaling 1613,90,5000,0,0
+ein_fild07,0,0,0,0 monster Porcellio 1619,30,5000,0,0
+ein_fild07,0,0,0,0 monster Holden 1628,10,5000,0,0
+ein_fild07,0,0,0,0 monster Ungoliant 1618,1,86400000,86000000,0
+ein_fild07,0,0,0,0 monster Red Plant 1078,10,120000,60000,0
+ein_fild07,0,0,0,0 monster Yellow Plant 1081,10,120000,60000,0
+ein_fild07,0,0,0,0 monster Red Mushroom 1085,10,120000,60000,0
+
+//==================================================
+// ein_fild08 - Einbroch Field
+//==================================================
+ein_fild08,0,0,0,0 monster Metaling 1613,100,5000,0,0
+ein_fild08,0,0,0,0 monster Porcellio 1619,30,5000,0,0
+ein_fild08,0,0,0,0 monster Red Plant 1078,10,120000,60000,0
+ein_fild08,0,0,0,0 monster Yellow Plant 1081,10,120000,60000,0
+ein_fild08,0,0,0,0 monster Red Mushroom 1085,10,120000,60000,0
+
+//==================================================
+// ein_fild09 - Einbroch Field
+//==================================================
+ein_fild09,0,0,0,0 monster Porcellio 1619,70,5000,0,0
+ein_fild09,0,0,0,0 monster Metaling 1613,30,5000,0,0
+ein_fild09,0,0,0,0 monster Red Plant 1078,10,120000,60000,0
+ein_fild09,0,0,0,0 monster Yellow Plant 1081,10,120000,60000,0
+ein_fild09,0,0,0,0 monster Red Mushroom 1085,10,120000,60000,0
+
+//==================================================
+// ein_fild10 - Disabled on Renewal
+//==================================================
diff --git a/npc/pre-re/mobs/fields/geffen.txt b/npc/pre-re/mobs/fields/geffen.txt
new file mode 100644
index 000000000..8daf2793d
--- /dev/null
+++ b/npc/pre-re/mobs/fields/geffen.txt
@@ -0,0 +1,202 @@
+//===== rAthena Script =======================================
+//= Geffen Fields Monster Spawn Script
+//===== By: ==================================================
+//= Athena (1.0)
+//===== Current Version: =====================================
+//= 1.6
+//===== Compatible With: =====================================
+//= Any Athena Version
+//===== Additional Comments: =================================
+//= 1.2 Map names typos fix [Lupus]
+//= 1.3 Official kRO 10.1 spawns + future changes [Playtester]
+//= 1.4 More accurate spawns [Playtester]
+//= 1.5 Corrected MVP spawn variance. [L0ne_W0lf]
+//= 1.6 Updated to renewal spawns. [L0ne_W0lf]
+//============================================================
+
+//==================================================
+// gef_fild00 - Geffen Field
+//==================================================
+gef_fild00,0,0,0,0 monster Chonchon 1011,140,5000,0,0
+gef_fild00,0,0,0,0 monster Poring 1002,30,5000,0,0
+gef_fild00,0,0,0,0 monster Fabre 1007,30,5000,0,0
+gef_fild00,95,128,0,0 monster Blue Plant 1079,1,900000,450000,1
+gef_fild00,124,321,0,0 monster Blue Plant 1079,1,900000,450000,1
+gef_fild00,54,212,5,5 monster Green Plant 1080,3,360000,180000,1
+gef_fild00,54,186,5,5 monster Green Plant 1080,3,360000,180000,1
+
+//==================================================
+// gef_fild01 - Geffen Field
+//==================================================
+gef_fild01,0,0,0,0 monster Roda Frog 1012,80,5000,0,0
+gef_fild01,0,0,0,0 monster Ambernite 1094,20,5000,0,0
+gef_fild01,0,0,0,0 monster Toad 1089,1,3600000,1800000,1
+gef_fild01,215,225,10,10 monster Green Plant 1080,5,360000,180000,1
+
+//==================================================
+// gef_fild02 - Geffen Field
+//==================================================
+gef_fild02,0,0,0,0 monster Coco 1104,140,5000,0,0
+gef_fild02,0,0,0,0 monster Poporing 1031,20,5000,0,0
+gef_fild02,0,0,0,0 monster Horn 1128,20,5000,0,0
+gef_fild02,0,0,0,0 monster Elder Willow 1033,20,5000,0,0
+gef_fild02,227,316,6,6 monster Green Plant 1080,8,360000,180000,1
+gef_fild02,87,48,6,6 monster Red Mushroom 1085,5,360000,180000,1
+gef_fild02,215,209,2,1 monster Blue Plant 1079,2,360000,180000,1
+gef_fild02,207,214,1,1 monster Blue Plant 1079,1,360000,180000,1
+gef_fild02,220,214,1,1 monster Blue Plant 1079,1,360000,180000,1
+gef_fild02,164,194,1,1 monster Shining Plant 1083,1,1800000,900000,1
+
+//==================================================
+// gef_fild03 - Geffen Field
+//==================================================
+gef_fild03,0,0,0,0 monster Orc Lady 1273,130,5000,0,0
+gef_fild03,0,0,0,0 monster Orc Warrior 1023,60,5000,0,0
+gef_fild03,0,0,0,0 monster Orc Baby 1686,20,5000,0,0
+gef_fild03,0,0,0,0 boss_monster Orc Hero 1087,1,3600000,600000,1
+gef_fild03,45,350,3,3 monster Green Plant 1080,1,180000,90000,1
+gef_fild03,66,300,3,3 monster Green Plant 1080,1,180000,90000,1
+gef_fild03,80,252,3,3 monster Green Plant 1080,1,180000,90000,1
+gef_fild03,118,281,3,3 monster Green Plant 1080,1,180000,90000,1
+gef_fild03,135,344,3,3 monster Green Plant 1080,1,180000,90000,1
+gef_fild03,210,363,3,3 monster Green Plant 1080,1,180000,90000,1
+gef_fild03,215,345,3,3 monster Green Plant 1080,1,180000,90000,1
+gef_fild03,359,316,3,3 monster Green Plant 1080,1,180000,90000,1
+gef_fild03,350,247,3,3 monster Green Plant 1080,1,180000,90000,1
+gef_fild03,304,202,3,3 monster Green Plant 1080,1,180000,90000,1
+gef_fild03,285,223,3,3 monster Green Plant 1080,1,180000,90000,1
+gef_fild03,282,192,3,3 monster Green Plant 1080,1,180000,90000,1
+gef_fild03,316,143,3,3 monster Green Plant 1080,1,180000,90000,1
+gef_fild03,337,104,3,3 monster Green Plant 1080,1,180000,90000,1
+gef_fild03,348,42,3,3 monster Green Plant 1080,1,180000,90000,1
+gef_fild03,326,79,3,3 monster Green Plant 1080,1,180000,90000,1
+gef_fild03,280,92,3,3 monster Green Plant 1080,1,180000,90000,1
+gef_fild03,216,135,3,3 monster Green Plant 1080,1,180000,90000,1
+gef_fild03,169,92,3,3 monster Green Plant 1080,1,180000,90000,1
+gef_fild03,45,93,3,3 monster Green Plant 1080,1,180000,90000,1
+gef_fild03,44,133,3,3 monster Green Plant 1080,1,180000,90000,1
+
+//==================================================
+// gef_fild04 - Geffen Field
+//==================================================
+gef_fild04,0,0,0,0 monster Mandragora 1020,125,5000,0,0
+gef_fild04,0,0,0,0 monster Lunatic 1063,25,5000,0,0
+gef_fild04,0,0,0,0 monster Fabre 1007,25,5000,0,0
+gef_fild04,0,0,0,0 monster Chonchon 1011,25,5000,0,0
+gef_fild04,224,82,5,2 monster Green Plant 1080,3,360000,180000,1
+gef_fild04,152,82,5,2 monster Green Plant 1080,3,360000,180000,1
+
+//==================================================
+// gef_fild05 - Geffen Field
+//==================================================
+gef_fild05,0,0,0,0 monster Creamy 1018,140,5000,0,0
+gef_fild05,0,0,0,0 monster Stainer 1174,20,5000,0,0
+gef_fild05,0,0,0,0 monster Smokie 1056,20,5000,0,0
+gef_fild05,0,0,0,0 monster Thief Bug Egg 1048,10,5000,0,0
+gef_fild05,0,0,0,0 monster Thief Bug 1051,10,5000,0,0
+gef_fild05,235,322,0,0 monster Red Plant 1078,1,180000,90000,1
+gef_fild05,238,326,0,0 monster Red Plant 1078,1,180000,90000,1
+gef_fild05,170,337,0,0 monster Red Plant 1078,1,180000,90000,1
+gef_fild05,108,317,0,0 monster Red Plant 1078,1,180000,90000,1
+gef_fild05,56,285,0,0 monster Red Plant 1078,1,180000,90000,1
+gef_fild05,65,256,0,0 monster Red Plant 1078,1,180000,90000,1
+gef_fild05,74,228,0,0 monster Red Plant 1078,1,180000,90000,1
+gef_fild05,50,189,0,0 monster Red Plant 1078,1,180000,90000,1
+gef_fild05,51,166,0,0 monster Red Plant 1078,1,180000,90000,1
+gef_fild05,146,161,0,0 monster Red Plant 1078,1,180000,90000,1
+gef_fild05,153,180,0,0 monster Red Plant 1078,1,180000,90000,1
+gef_fild05,124,207,0,0 monster Red Plant 1078,1,180000,90000,1
+gef_fild05,187,249,0,0 monster Red Plant 1078,1,180000,90000,1
+gef_fild05,187,265,0,0 monster Red Plant 1078,1,180000,90000,1
+gef_fild05,130,293,0,0 monster Red Plant 1078,1,180000,90000,1
+
+//==================================================
+// gef_fild06 - Geffen Field
+//==================================================
+gef_fild06,0,0,0,0 monster Petite 1155,130,5000,0,0
+gef_fild06,0,0,0,0 monster Mantis 1139,30,5000,0,0
+gef_fild06,0,0,0,0 monster Side Winder 1037,30,5000,0,0
+gef_fild06,0,0,0,0 monster Shining Plant 1083,4,1800000,900000,1
+
+//==================================================
+// gef_fild07 - Geffen Field
+//==================================================
+gef_fild07,0,0,0,0 monster Pupa 1008,130,5000,0,0
+gef_fild07,0,0,0,0 monster Poring 1002,20,5000,0,0
+gef_fild07,0,0,0,0 monster Fabre 1007,20,5000,0,0
+gef_fild07,0,0,0,0 monster Chonchon 1011,20,5000,0,0
+gef_fild07,122,221,0,0 monster Green Plant 1080,3,360000,180000,1
+gef_fild07,185,247,0,0 monster Shining Plant 1083,1,1800000,900000,1
+gef_fild07,269,289,0,0 monster Blue Plant 1079,1,900000,450000,1
+gef_fild07,269,289,3,3 monster Green Plant 1080,3,360000,180000,1
+
+//==================================================
+// gef_fild08 - Geffen Field
+//==================================================
+gef_fild08,0,0,0,0 monster Petite 1156,130,5000,0,0
+gef_fild08,0,0,0,0 monster Mantis 1139,30,5000,0,0
+gef_fild08,0,0,0,0 monster Flora 1118,30,5000,0,0
+gef_fild08,65,341,0,0 monster Blue Plant 1079,1,900000,450000,1
+gef_fild08,111,319,0,0 monster Blue Plant 1079,1,900000,450000,1
+gef_fild08,59,91,0,0 monster Blue Plant 1079,1,900000,450000,1
+gef_fild08,70,80,0,0 monster Blue Plant 1079,1,900000,450000,1
+gef_fild08,144,140,0,0 monster Blue Plant 1079,1,900000,450000,1
+gef_fild08,344,78,0,0 monster Blue Plant 1079,1,900000,450000,1
+gef_fild08,325,311,0,0 monster Blue Plant 1079,1,900000,450000,1
+gef_fild08,162,247,0,0 monster Blue Plant 1079,1,900000,450000,1
+
+//==================================================
+// gef_fild09 - Geffen Field
+//==================================================
+gef_fild09,0,0,0,0 monster Ambernite 1094,80,5000,0,0
+gef_fild09,0,0,0,0 monster Roda Frog 1012,20,5000,0,0
+gef_fild09,51,43,0,0 monster Red Mushroom 1085,1,180000,90000,1
+gef_fild09,125,53,0,0 monster Red Mushroom 1085,1,180000,90000,1
+gef_fild09,148,74,0,0 monster Red Mushroom 1085,1,180000,90000,1
+gef_fild09,184,66,0,0 monster Red Mushroom 1085,1,180000,90000,1
+gef_fild09,207,54,0,0 monster Red Mushroom 1085,1,180000,90000,1
+gef_fild09,245,62,0,0 monster Red Mushroom 1085,1,180000,90000,1
+gef_fild09,268,45,0,0 monster Red Mushroom 1085,1,180000,90000,1
+gef_fild09,258,24,0,0 monster Red Mushroom 1085,1,180000,90000,1
+gef_fild09,325,36,0,0 monster Red Mushroom 1085,1,180000,90000,1
+gef_fild09,344,51,0,0 monster Red Mushroom 1085,1,180000,90000,1
+gef_fild09,277,201,5,5 monster Blue Plant 1079,3,900000,450000,1
+
+//==================================================
+// gef_fild10 - Geffen Field
+//==================================================
+gef_fild10,0,0,0,0 monster Orc Warrior 1023,130,5000,0,0
+gef_fild10,0,0,0,0 monster Orc Lady 1273,40,5000,0,0
+gef_fild10,0,0,0,0 monster Orc Baby 1686,20,5000,0,0
+gef_fild10,0,0,0,0 boss_monster Orc Lord 1190,1,7200000,600000,0
+gef_fild10,46,350,5,5 monster Blue Plant 1079,3,900000,450000,1
+gef_fild10,287,61,5,5 monster Blue Plant 1079,3,900000,450000,1
+gef_fild10,300,253,5,5 monster Green Plant 1080,3,360000,180000,1
+
+//==================================================
+// gef_fild11 - Geffen Field
+//==================================================
+gef_fild11,0,0,0,0 monster Goblin 1122,50,5000,0,0
+gef_fild11,0,0,0,0 monster Goblin 1123,50,5000,0,0
+gef_fild11,0,0,0,0 monster Goblin 1124,50,5000,0,0
+gef_fild11,0,0,0,0 monster Goblin 1125,50,5000,0,0
+gef_fild11,0,0,0,0 monster Goblin Leader 1299,1,1800000,1200000,0
+gef_fild11,101,277,4,1 monster Black Mushroom 1084,3,360000,180000,1
+gef_fild11,176,288,1,4 monster Black Mushroom 1084,3,360000,180000,1
+gef_fild11,253,357,1,4 monster Black Mushroom 1084,3,360000,180000,1
+gef_fild11,247,249,1,4 monster Black Mushroom 1084,3,360000,180000,1
+gef_fild11,257,209,1,4 monster Black Mushroom 1084,3,360000,180000,1
+gef_fild11,174,240,1,3 monster Black Mushroom 1084,3,360000,180000,1
+gef_fild11,283,100,4,1 monster Black Mushroom 1084,3,360000,180000,1
+
+//==================================================
+// gef_fild12 - Disabled on Renewal
+//==================================================
+
+//==================================================
+// gef_fild13 - No Spawns on Renewal
+//==================================================
+
+//==================================================
+// gef_fild14 - Disabled on Renewal
+//==================================================
diff --git a/npc/pre-re/mobs/fields/gonryun.txt b/npc/pre-re/mobs/fields/gonryun.txt
new file mode 100644
index 000000000..60ac58acf
--- /dev/null
+++ b/npc/pre-re/mobs/fields/gonryun.txt
@@ -0,0 +1,21 @@
+//===== rAthena Script =======================================
+//= Gon Ryun Monster Spawn Script
+//===== By: ==================================================
+//= Athena (1.0)
+//===== Current Version: =====================================
+//= 1.2
+//===== Compatible With: =====================================
+//= Any Athena Version
+//===== Additional Comments: =================================
+//= 1.1 Official kRO 10.1 spawns [Playtester]
+//= 1.2 Updated to Renewal Spawns [Kisuka]
+//============================================================
+
+//==================================================
+// gon_fild01 - Kunlun Field
+//==================================================
+gon_fild01,0,0,0,0 monster Dumpling Child 1409,55,5000,0,0
+gon_fild01,0,0,0,0 monster Baby Leopard 1415,40,5000,0,0
+gon_fild01,0,0,0,0 monster Side Winder 1037,10,5000,0,0
+gon_fild01,0,0,0,0 monster Green Plant 1080,5,5000,0,0
+gon_fild01,0,0,0,0 monster Shining Plant 1083,1,5000,0,0
diff --git a/npc/pre-re/mobs/fields/hugel.txt b/npc/pre-re/mobs/fields/hugel.txt
new file mode 100644
index 000000000..14b74aa17
--- /dev/null
+++ b/npc/pre-re/mobs/fields/hugel.txt
@@ -0,0 +1,74 @@
+//===== rAthena Script =======================================
+//= Hugel Fields Monster Spawn Script
+//===== By: ==================================================
+//= Athena (1.0)
+//===== Current Version: =====================================
+//= 1.4
+//===== Compatible With: =====================================
+//= Any Athena Version
+//===== Additional Comments: =================================
+//= Spawns for hu_fild05 and hu_fild04, numbers may not be correct [MasterOfMuppets]
+//= 0.2 Fixed Petit ID
+//= 0.3 Updated the spawns using kRO's website as info, [MasterOfMuppets]
+//= thanks to battousai90
+//= 0.4 Updated after Episode 10.4 - Hugel [Poki#3]
+//= Mob quantity is custom.
+//= 1.0 Updated by using Tharis' Homun AI, by Tharis [Vicious]
+//= 1.1 Official X.3 spawns [Playtester]
+//= 1.2 Some 11.1 spawn updates [Playtester]
+//= 1.3 More accurate spawns [Playtester]
+//= 1.4 Updated to Renewal Spawns [Kisuka]
+//============================================================
+
+//==================================================
+// hu_fild01 - Thanatos Tower
+//==================================================
+hu_fild01,0,0,0,0 monster Novus 1715,100,5000,0,0
+hu_fild01,0,0,0,0 monster Novus 1718,35,5000,0,0
+hu_fild01,0,0,0,0 monster Geographer 1368,10,5000,0,0
+hu_fild01,0,0,0,0 monster Dragon Egg 1721,10,5000,0,0
+
+//==================================================
+// hu_fild02 - Hugel Field
+//==================================================
+hu_fild02,0,0,0,0 monster Novus 1715,100,5000,0,0
+hu_fild02,0,0,0,0 monster Novus 1718,30,5000,0,0
+hu_fild02,0,0,0,0 monster Geographer 1368,30,5000,0,0
+hu_fild02,0,0,0,0 monster Dragon Egg 1721,20,5000,0,0
+hu_fild02,0,0,0,0 monster Gryphon 1259,3,3600000,0,1
+
+//==================================================
+// hu_fild03 - Disabled on Renewal
+//==================================================
+
+//==================================================
+// hu_fild04 - Hugel Field
+//==================================================
+hu_fild04,0,0,0,0 monster Novus 1718,100,5000,0,0
+hu_fild04,0,0,0,0 monster Novus 1715,30,5000,0,0
+hu_fild04,0,0,0,0 monster Geographer 1368,30,5000,0,0
+hu_fild04,0,0,0,0 monster Dragon Egg 1721,20,5000,0,0
+hu_fild04,0,0,0,0 monster Green Plant 1080,10,0,0,0
+hu_fild04,0,0,0,0 monster Yellow Plant 1081,10,0,0,0
+hu_fild04,206,210,30,18 monster Blue Plant 1079,4,120000,600000,0
+hu_fild04,206,120,10,10 monster Blue Plant 1079,2,120000,600000,0
+
+//==================================================
+// hu_fild05 - The Abyss Lake
+//==================================================
+hu_fild05,0,0,0,0 monster Novus 1718,130,5000,0,0
+hu_fild05,0,0,0,0 monster Novus 1715,35,5000,0,0
+hu_fild05,0,0,0,0 monster Dragon Egg 1721,20,5000,0,0
+
+//==================================================
+// hu_fild06 - Hugel Field
+//==================================================
+hu_fild06,0,0,0,0 monster Shellfish 1074,50,5000,0,0
+hu_fild06,0,0,0,0 monster Crab 1073,20,5000,0,0
+hu_fild06,0,0,0,0 monster Aster 1266,20,5000,0,0
+hu_fild06,234,251,14,120 monster Green Plant 1080,10,600000,0,0
+hu_fild06,234,251,14,120 monster Yellow Plant 1081,10,600000,0,0
+
+//==================================================
+// hu_fild07 - Disabled on Renewal
+//==================================================
diff --git a/npc/pre-re/mobs/fields/jawaii.txt b/npc/pre-re/mobs/fields/jawaii.txt
new file mode 100644
index 000000000..b34fa815b
--- /dev/null
+++ b/npc/pre-re/mobs/fields/jawaii.txt
@@ -0,0 +1,29 @@
+//===== rAthena Script =======================================
+//= Jawaii the honeymoon Island Monster Spawn Script
+//===== By: ==================================================
+//= MasterOfMuppets (1.0)
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= Any Athena Version
+//===== Additional Comments: =================================
+//= 1.0 First version [MasterOfMuppets]
+//============================================================
+
+//==================================================
+// jawaii - Jawaii, the Honeymoon Island
+//==================================================
+jawaii,207,290,10,10 monster Phen 1158,3,3600000,1800000,0
+jawaii,221,220,30,30 monster Aster 1266,2,3600000,2400000,0
+jawaii,276,163,20,20 monster Aster 1266,1,7200000,3600000,0
+jawaii,221,220,30,30 monster Shellfish 1074,1,4800000,3000000,0
+jawaii,276,163,20,30 monster Shellfish 1074,2,4200000,2400000,0
+
+//==================================================
+// jawaii_in - Inside Jawaii
+//==================================================
+jawaii_in,128,121,1,4 monster Red Mushroom 1085,1,3000000,1200000,0
+jawaii_in,124,76,1,1 monster Black Mushroom 1084,1,3600000,1200000,0
+jawaii_in,72,74,5,1 monster Black Mushroom 1084,2,3000000,1200000,0
+jawaii_in,73,117,4,4 monster Thief Bug Egg 1048,1,5400000,3000000,0
+jawaii_in,83,117,5,5 monster Thief Bug Egg 1048,1,4800000,2400000,0
diff --git a/npc/pre-re/mobs/fields/lighthalzen.txt b/npc/pre-re/mobs/fields/lighthalzen.txt
new file mode 100644
index 000000000..05fed705e
--- /dev/null
+++ b/npc/pre-re/mobs/fields/lighthalzen.txt
@@ -0,0 +1,50 @@
+//===== rAthena Script =======================================
+//= Lighthalzen Fields Monster Spawn Script
+//===== By: ==================================================
+//= Muad_Dib, rAthena dev team
+//===== Current Version: =====================================
+//= 1.6
+//===== Compatible With: =====================================
+//= Any Athena Version
+//===== Additional Comments: =================================
+//= 1.0 by Muad_Dib (Prometheus Project)
+//= 1.1 Added Porcellio by MasterOfMuppets
+//= 1.2 Corrected monsters. Many thanks to vicious_pucca for
+//= the information [MasterOfMuppets]
+//= 1.3 Updated acordingly to Episode 10.4 [Poki#3]
+//= 1.4 Fully updated X.4 spawns [Playtester]
+//= 1.5 More accurate spawns [Playtester]
+//= 1.6 Updated to Renewal Spawns [Kisuka]
+//============================================================
+
+//==================================================
+// lhz_fild01 - Lighthalzen Field
+//==================================================
+lhz_fild01,0,0,0,0 monster Rafflesia 1162,130,5000,0,0
+lhz_fild01,0,0,0,0 monster Stem Worm 1215,35,5000,0,0
+lhz_fild01,0,0,0,0 monster Metaling 1613,35,5000,0,0
+lhz_fild01,0,0,0,0 monster Red Plant 1078,10,60000,30000,0
+lhz_fild01,0,0,0,0 monster Yellow Plant 1081,10,60000,30000,0
+lhz_fild01,0,0,0,0 monster Green Plant 1080,10,60000,30000,0
+
+//==================================================
+// lhz_fild02 - Lighthalzen Field (Grim Reaper's Valley)
+//==================================================
+lhz_fild02,0,0,0,0 monster Stem Worm 1215,100,5000,0,0
+lhz_fild02,0,0,0,0 monster Breeze 1692,40,5000,0,0
+lhz_fild02,0,0,0,0 monster Rafflesia 1162,20,5000,0,0
+lhz_fild02,0,0,0,0 monster Metaling 1613,20,5000,0,0
+lhz_fild02,0,0,0,0 monster Demon Pungus 1378,15,5000,0,0
+lhz_fild02,0,0,0,0 monster Yellow Plant 1081,15,60000,30000,0
+lhz_fild02,0,0,0,0 monster Green Plant 1080,15,60000,30000,0
+
+//==================================================
+// lhz_fild03 - Lighthalzen Field
+//==================================================
+lhz_fild03,0,0,0,0 monster Breeze 1692,130,5000,0,0
+lhz_fild03,0,0,0,0 monster Stem Worm 1215,20,5000,0,0
+lhz_fild03,0,0,0,0 monster Rafflesia 1162,20,5000,0,0
+lhz_fild03,0,0,0,0 monster Metaling 1613,20,5000,0,0
+lhz_fild03,0,0,0,0 monster Demon Pungus 1378,15,5000,0,0
+lhz_fild03,0,0,0,0 monster Red Plant 1078,10,60000,30000,0
+lhz_fild03,0,0,0,0 monster Green Plant 1080,10,60000,30000,0
diff --git a/npc/pre-re/mobs/fields/louyang.txt b/npc/pre-re/mobs/fields/louyang.txt
new file mode 100644
index 000000000..fd645faf3
--- /dev/null
+++ b/npc/pre-re/mobs/fields/louyang.txt
@@ -0,0 +1,22 @@
+//===== rAthena Script =======================================
+//= Louyang Fields Monster Spawn Script
+//===== By: ==================================================
+//= Evera/Lorri
+//===== Current Version: =====================================
+//= 1.3
+//===== Compatible With: =====================================
+//= Any Athena Version
+//===== Additional Comments: =================================
+//= 1.1 updated by MasterOfMuppets
+//= 1.2 Official kRO 10.1 spawns [Playtester]
+//= 1.3 Updated to Renewal Spawns [Kisuka]
+//============================================================
+
+//==================================================
+// lou_fild01 - Louyang Field
+//==================================================
+lou_fild01,0,0,0,0 monster Mi Gao 1516,40,5000,0,0
+lou_fild01,0,0,0,0 monster Mantis 1139,19,5000,0,0
+lou_fild01,0,0,0,0 monster Geographer 1368,19,5000,0,0
+lou_fild01,0,0,0,0 monster Black Mushroom 1084,5,5000,0,0
+lou_fild01,0,0,0,0 monster Yellow Plant 1081,10,5000,0,0
diff --git a/npc/pre-re/mobs/fields/lutie.txt b/npc/pre-re/mobs/fields/lutie.txt
new file mode 100644
index 000000000..19583ffe4
--- /dev/null
+++ b/npc/pre-re/mobs/fields/lutie.txt
@@ -0,0 +1,22 @@
+//===== rAthena Script =======================================
+//= Lutie Fields Monster Spawn Script
+//===== By: ==================================================
+//= Athena (1.0)
+//===== Current Version: =====================================
+//= 1.4
+//===== Compatible With: =====================================
+//= Any Athena Version
+//===== Additional Comments: =================================
+//= 1.1 added Garm Baby according to May 10 patch
+//= 1.2 Official kRO 10.1 spawns [Playtester]
+//= 1.3 Corrected MVP spawn variance. [L0ne_W0lf]
+//= 1.4 Updated to Renewal Spawns [Kisuka]
+//============================================================
+
+//==================================================
+// xmas_fild01 - Lutie Field
+//==================================================
+xmas_fild01,0,0,0,0 monster Marin 1242,35,5000,0,0
+xmas_fild01,0,0,0,0 monster Sasquatch 1243,5,5000,0,0
+xmas_fild01,0,0,0,0 monster Garm Baby 1515,1,5000,0,0
+xmas_fild01,0,0,0,0 boss_monster Garm 1252,1,7200000,600000,1
diff --git a/npc/pre-re/mobs/fields/malaya.txt b/npc/pre-re/mobs/fields/malaya.txt
new file mode 100644
index 000000000..908bf16fd
--- /dev/null
+++ b/npc/pre-re/mobs/fields/malaya.txt
@@ -0,0 +1,29 @@
+//===== rAthena Script ========================================
+//= Malaya Port Field Monster Spawn Script
+//===== By: ==================================================
+//= Chilly
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= Official kRO monster spawns
+//===== Additional Comments: =================================
+//= 1.0 First Release
+//============================================================
+
+//==================================================
+// ma_fild01 - Barrio Maligawa
+//==================================================
+ma_fild01,0,0,0,0 monster Tikbalang 2313,70,0,0,0
+ma_fild01,0,0,0,0 monster Tiyanak 2314,50,0,0,0
+ma_fild01,0,0,0,0 monster Jejeling 2316,30,0,0,0
+
+//==================================================
+// ma_fild02 - Malaya Forest
+//==================================================
+ma_fild02,0,0,0,0 monster Bungisngis 2309,70,0,0,0
+ma_fild02,0,0,0,0 monster Engkanto 2310,50,0,0,0
+ma_fild02,0,0,0,0 monster Mangkukulam 2312,20,0,0,0
+ma_fild02,0,0,0,0 monster Jejeling 2316,10,0,0,0
+ma_fild02,0,0,0,0 monster Wakwak 2315,10,0,0,0
diff --git a/npc/pre-re/mobs/fields/manuk.txt b/npc/pre-re/mobs/fields/manuk.txt
new file mode 100644
index 000000000..92f9866a1
--- /dev/null
+++ b/npc/pre-re/mobs/fields/manuk.txt
@@ -0,0 +1,36 @@
+//===== rAthena Script =======================================
+//= Manuk Fields Monster Spawn Script
+//===== By: ==================================================
+//= alexx, MaC
+//===== Current Version: =====================================
+//= 1.1a
+//===== Compatible With: =====================================
+//= Any Athena Version
+//===== Additional Comments: =================================
+//= 1.0 Official spawn ammounts from Aegis script [alexx]
+//= 1.1 Added 13.2 mob spawn update [scriptor]
+//= 1.1a Corrected fild2 mobs spawning on fild1. (bugreport:4248)
+//============================================================
+
+//==================================================
+// man_fild01 - Manuk Field
+//==================================================
+man_fild01,0,0,0,0 monster Nepenthes 1988,105,5000,0,0
+man_fild01,0,0,0,0 monster Centipede Larva 1999,30,5000,0,0
+man_fild01,0,0,0,0 monster Hillslion 1989,10,5000,0,0
+man_fild01,0,0,0,0 monster Centipede 1987,2,5000,0,0
+
+//==================================================
+// man_fild02 - Manuk Field
+//==================================================
+man_fild02,0,0,0,0 monster Bradium Golem 2024,50,5000,0,0
+man_fild02,0,0,0,0 monster Centipede 1987,35,5000,0,0
+man_fild02,0,0,0,0 monster Tatacho 1986,25,5000,0,0
+
+//==================================================
+// man_fild03 - Manuk Field
+//==================================================
+man_fild03,0,0,0,0 monster Hillslion 1989,25,5000,0,0
+man_fild03,0,0,0,0 monster Tatacho 1986,25,5000,0,0
+man_fild03,0,0,0,0 monster Centipede 1987,25,5000,0,0
+man_fild03,0,0,0,0 monster Hardrock Mammoth 1990,1,14400000,0,0
diff --git a/npc/pre-re/mobs/fields/mjolnir.txt b/npc/pre-re/mobs/fields/mjolnir.txt
new file mode 100644
index 000000000..e2483c2a8
--- /dev/null
+++ b/npc/pre-re/mobs/fields/mjolnir.txt
@@ -0,0 +1,229 @@
+//===== rAthena Script =======================================
+//= Mt. Mjolnir Fields Monster Spawn Script
+//===== By: ==================================================
+//= Athena (1.0)
+//===== Current Version: =====================================
+//= 1.3
+//===== Compatible With: =====================================
+//= Any Athena Version
+//===== Additional Comments: =================================
+//= 1.2 Official kRO 10.1 spawns [Playtester]
+//= 1.3 Updated to renewal spawns. [L0ne_W0lf]
+//============================================================
+
+//==================================================
+// mjolnir_01 - Mt.Mjolnir
+//==================================================
+mjolnir_01,0,0,0,0 monster Caramel 1103,140,5000,0,0
+mjolnir_01,0,0,0,0 monster Stainer 1174,20,5000,0,0
+mjolnir_01,0,0,0,0 monster Creamy 1018,20,5000,0,0
+mjolnir_01,0,0,0,0 monster Bigfoot 1060,20,5000,0,0
+mjolnir_01,75,85,25,25 monster Shining Plant 1083,1,1800000,900000,1
+mjolnir_01,78,219,25,25 monster Shining Plant 1083,1,1800000,900000,1
+mjolnir_01,75,85,25,25 monster Green Plant 1080,5,180000,90000,1
+mjolnir_01,78,219,25,25 monster Green Plant 1080,5,180000,90000,1
+mjolnir_01,311,271,25,25 monster Blue Plant 1079,5,360000,180000,1
+
+//==================================================
+// mjolnir_02 - Mt.Mjolnir
+//==================================================
+mjolnir_02,0,0,0,0 monster Horn 1128,140,5000,0,0
+mjolnir_02,0,0,0,0 monster Poporing 1031,20,5000,0,0
+mjolnir_02,0,0,0,0 monster Elder Willow 1033,20,5000,0,0
+mjolnir_02,0,0,0,0 monster Yoyo 1057,20,5000,0,0
+mjolnir_02,86,270,0,0 monster Green Plant 1080,1,180000,90000,1
+mjolnir_02,80,211,0,0 monster Green Plant 1080,1,180000,90000,1
+mjolnir_02,86,270,0,0 monster Green Plant 1080,1,180000,90000,1
+mjolnir_02,86,180,0,0 monster Green Plant 1080,1,180000,90000,1
+mjolnir_02,107,128,0,0 monster Green Plant 1080,1,180000,90000,1
+mjolnir_02,79,49,0,0 monster Blue Plant 1079,1,360000,180000,1
+mjolnir_02,133,80,0,0 monster Red Plant 1078,1,180000,90000,1
+mjolnir_02,191,71,0,0 monster Green Plant 1080,1,180000,90000,1
+mjolnir_02,237,55,0,0 monster Green Plant 1080,1,180000,90000,1
+mjolnir_02,292,49,0,0 monster Green Plant 1080,1,180000,90000,1
+mjolnir_02,349,45,0,0 monster Green Plant 1080,1,180000,90000,1
+mjolnir_02,282,101,0,0 monster Green Plant 1080,1,180000,90000,1
+mjolnir_02,325,146,0,0 monster Green Plant 1080,1,180000,90000,1
+mjolnir_02,318,205,0,0 monster Red Plant 1078,1,180000,90000,1
+mjolnir_02,275,199,0,0 monster Blue Plant 1079,1,360000,180000,1
+mjolnir_02,335,301,0,0 monster Green Plant 1080,1,180000,90000,1
+mjolnir_02,312,342,0,0 monster Green Plant 1080,1,180000,90000,1
+mjolnir_02,325,146,0,0 monster Green Plant 1080,1,180000,90000,1
+mjolnir_02,257,292,0,0 monster Green Plant 1080,1,180000,90000,1
+mjolnir_02,204,263,0,0 monster Green Plant 1080,1,180000,90000,1
+mjolnir_02,193,304,0,0 monster Green Plant 1080,1,180000,90000,1
+mjolnir_02,145,282,0,0 monster Green Plant 1080,1,180000,90000,1
+mjolnir_02,156,254,0,0 monster Red Plant 1078,1,180000,90000,1
+mjolnir_02,112,268,0,0 monster Blue Plant 1079,1,360000,180000,1
+mjolnir_02,122,195,0,0 monster Red Plant 1078,1,180000,90000,1
+mjolnir_02,167,160,0,0 monster Green Plant 1080,1,180000,90000,1
+mjolnir_02,325,146,0,0 monster Green Plant 1080,1,180000,90000,1
+mjolnir_02,223,110,0,0 monster Red Plant 1078,1,180000,90000,1
+mjolnir_02,273,74,0,0 monster Blue Plant 1079,1,360000,180000,1
+mjolnir_02,254,155,0,0 monster Red Plant 1078,1,180000,90000,1
+mjolnir_02,243,208,0,0 monster Green Plant 1080,1,180000,90000,1
+mjolnir_02,273,240,0,0 monster Green Plant 1080,1,180000,90000,1
+mjolnir_02,289,276,0,0 monster Green Plant 1080,1,180000,90000,1
+mjolnir_02,188,192,10,10 monster Blue Plant 1079,2,360000,180000,1
+
+//==================================================
+// mjolnir_03 - Mt.Mjolnir
+//==================================================
+mjolnir_03,0,0,0,0 monster Side Winder 1037,130,5000,0,0
+mjolnir_03,0,0,0,0 monster Driller 1380,35,5000,0,0
+mjolnir_03,0,0,0,0 monster Mantis 1139,35,5000,0,0
+mjolnir_03,211,216,10,10 monster Shining Plant 1083,1,1800000,900000,1
+mjolnir_03,280,252,10,10 monster Shining Plant 1083,1,1800000,900000,1
+mjolnir_03,135,94,0,0 monster Green Plant 1080,1,180000,90000,1
+mjolnir_03,199,97,0,0 monster Green Plant 1080,1,180000,90000,1
+mjolnir_03,262,98,0,0 monster Green Plant 1080,1,180000,90000,1
+mjolnir_03,322,144,0,0 monster Green Plant 1080,1,180000,90000,1
+mjolnir_03,356,213,0,0 monster Green Plant 1080,1,180000,90000,1
+mjolnir_03,352,288,0,0 monster Green Plant 1080,1,180000,90000,1
+mjolnir_03,324,355,0,0 monster Green Plant 1080,1,180000,90000,1
+mjolnir_03,255,349,0,0 monster Green Plant 1080,1,180000,90000,1
+mjolnir_03,168,341,0,0 monster Green Plant 1080,1,180000,90000,1
+mjolnir_03,128,319,0,0 monster Green Plant 1080,1,180000,90000,1
+mjolnir_03,77,271,0,0 monster Green Plant 1080,1,180000,90000,1
+mjolnir_03,66,219,0,0 monster Green Plant 1080,1,180000,90000,1
+mjolnir_03,91,161,0,0 monster Green Plant 1080,1,180000,90000,1
+
+//==================================================
+// mjolnir_04 - Mt.Mjolnir
+//==================================================
+mjolnir_04,0,0,0,0 monster Driller 1380,130,5000,0,0
+mjolnir_04,0,0,0,0 monster Mantis 1139,35,5000,0,0
+mjolnir_04,0,0,0,0 monster Side Winder 1037,35,5000,0,0
+mjolnir_04,0,0,0,0 boss_monster Mistress 1059,1,7200000,600000,1
+mjolnir_04,200,200,30,30 monster Shining Plant 1083,3,1800000,900000,1
+mjolnir_04,177,34,0,0 monster Green Plant 1080,1,180000,90000,1
+mjolnir_04,122,28,0,0 monster Green Plant 1080,1,180000,90000,1
+mjolnir_04,76,53,0,0 monster Green Plant 1080,1,180000,90000,1
+mjolnir_04,72,99,0,0 monster Green Plant 1080,1,180000,90000,1
+mjolnir_04,177,34,0,0 monster Green Plant 1080,1,180000,90000,1
+mjolnir_04,43,143,0,0 monster Green Plant 1080,1,180000,90000,1
+mjolnir_04,31,194,0,0 monster Green Plant 1080,1,180000,90000,1
+mjolnir_04,42,252,0,0 monster Green Plant 1080,1,180000,90000,1
+mjolnir_04,64,323,0,0 monster Green Plant 1080,1,180000,90000,1
+mjolnir_04,107,357,0,0 monster Green Plant 1080,1,180000,90000,1
+mjolnir_04,173,369,0,0 monster Green Plant 1080,1,180000,90000,1
+mjolnir_04,286,357,0,0 monster Green Plant 1080,1,180000,90000,1
+mjolnir_04,356,292,0,0 monster Green Plant 1080,1,180000,90000,1
+mjolnir_04,362,201,0,0 monster Green Plant 1080,1,180000,90000,1
+mjolnir_04,332,122,0,0 monster Green Plant 1080,1,180000,90000,1
+mjolnir_04,269,39,0,0 monster Green Plant 1080,1,180000,90000,1
+mjolnir_04,205,33,0,0 monster Green Plant 1080,1,180000,90000,1
+
+//==================================================
+// mjolnir_05 - Mt.Mjolnir
+//==================================================
+mjolnir_05,0,0,0,0 monster Argiope 1099,130,5000,0,0
+mjolnir_05,0,0,0,0 monster Mantis 1139,35,5000,0,0
+mjolnir_05,0,0,0,0 monster Driller 1380,35,5000,0,0
+mjolnir_05,200,240,40,40 monster Blue Plant 1079,3,360000,180000,1
+mjolnir_05,200,240,40,40 monster Shining Plant 1083,1,1800000,900000,1
+mjolnir_05,134,103,20,20 monster Blue Plant 1079,3,360000,180000,1
+mjolnir_05,261,100,20,10 monster Blue Plant 1079,3,360000,180000,1
+mjolnir_05,0,0,0,0 monster Red Plant 1078,10,180000,90000,1
+
+//==================================================
+// mjolnir_06 - Mt.Mjolnir
+//==================================================
+mjolnir_06,0,0,0,0 monster Poison Spore 1077,140,5000,0,0
+mjolnir_06,0,0,0,0 monster Creamy 1018,30,5000,0,0
+mjolnir_06,0,0,0,0 monster Smokie 1056,30,5000,0,0
+mjolnir_06,162,285,0,0 monster Blue Plant 1079,1,360000,180000,1
+mjolnir_06,162,255,0,0 monster Blue Plant 1079,1,360000,180000,1
+mjolnir_06,304,98,0,0 monster Red Mushroom 1085,1,180000,90000,1
+mjolnir_06,279,174,0,0 monster Red Mushroom 1085,1,180000,90000,1
+mjolnir_06,339,168,0,0 monster Red Mushroom 1085,1,180000,90000,1
+mjolnir_06,296,317,0,0 monster Red Mushroom 1085,1,180000,90000,1
+mjolnir_06,45,345,0,0 monster Red Mushroom 1085,1,180000,90000,1
+mjolnir_06,73,339,0,0 monster Red Mushroom 1085,1,180000,90000,1
+mjolnir_06,69,225,0,0 monster Red Mushroom 1085,1,180000,90000,1
+mjolnir_06,55,276,0,0 monster Red Mushroom 1085,1,180000,90000,1
+
+//==================================================
+// mjolnir_07 - Mt.Mjolnir
+//==================================================
+mjolnir_07,0,0,0,0 monster Savage 1166,140,5000,0,0
+mjolnir_07,0,0,0,0 monster Beetle King 1494,30,5000,0,0
+mjolnir_07,0,0,0,0 monster Flora 1118,30,5000,0,0
+mjolnir_07,314,133,0,0 monster Green Plant 1080,1,180000,90000,1
+mjolnir_07,299,145,0,0 monster Green Plant 1080,1,180000,90000,1
+mjolnir_07,272,152,0,0 monster Green Plant 1080,1,180000,90000,1
+mjolnir_07,273,181,0,0 monster Green Plant 1080,1,180000,90000,1
+mjolnir_07,245,168,0,0 monster Red Mushroom 1085,1,180000,90000,1
+mjolnir_07,217,185,0,0 monster Red Mushroom 1085,1,180000,90000,1
+mjolnir_07,181,173,0,0 monster Green Plant 1080,1,180000,90000,1
+mjolnir_07,140,179,0,0 monster Green Plant 1080,1,180000,90000,1
+mjolnir_07,97,210,0,0 monster Green Plant 1080,1,180000,90000,1
+mjolnir_07,249,214,0,0 monster Blue Plant 1079,2,360000,180000,1
+
+//==================================================
+// mjolnir_08 - Mt.Mjolnir
+//==================================================
+mjolnir_08,0,0,0,0 monster Beetle King 1494,140,5000,0,0
+mjolnir_08,0,0,0,0 monster Savage 1166,30,5000,0,0
+mjolnir_08,0,0,0,0 monster Flora 1118,30,5000,0,0
+mjolnir_08,280,280,20,40 monster Blue Plant 1079,2,360000,180000,1
+mjolnir_08,207,83,0,0 monster Green Plant 1080,1,180000,90000,1
+mjolnir_08,176,153,0,0 monster Green Plant 1080,1,180000,90000,1
+mjolnir_08,169,204,0,0 monster Green Plant 1080,1,180000,90000,1
+mjolnir_08,207,232,0,0 monster Green Plant 1080,1,180000,90000,1
+mjolnir_08,180,282,0,0 monster Green Plant 1080,1,180000,90000,1
+mjolnir_08,149,328,0,0 monster Green Plant 1080,1,180000,90000,1
+
+//==================================================
+// mjolnir_09 - Mt.Mjolnir
+//==================================================
+mjolnir_09,0,0,0,0 monster Savage Babe 1167,140,5000,0,0
+mjolnir_09,0,0,0,0 monster Willow 1010,30,5000,0,0
+mjolnir_09,0,0,0,0 monster Hornet 1004,30,5000,0,0
+mjolnir_09,205,352,0,0 monster Red Mushroom 1085,1,180000,90000,1
+mjolnir_09,199,344,0,0 monster Red Mushroom 1085,1,180000,90000,1
+mjolnir_09,210,331,0,0 monster Red Mushroom 1085,1,180000,90000,1
+mjolnir_09,204,321,0,0 monster Red Mushroom 1085,1,180000,90000,1
+mjolnir_09,212,312,0,0 monster Red Mushroom 1085,1,180000,90000,1
+mjolnir_09,198,297,0,0 monster Red Mushroom 1085,1,180000,90000,1
+mjolnir_09,73,122,0,0 monster Red Mushroom 1085,1,180000,90000,1
+mjolnir_09,89,141,0,0 monster Red Mushroom 1085,1,180000,90000,1
+mjolnir_09,120,126,0,0 monster Red Mushroom 1085,1,180000,90000,1
+mjolnir_09,139,84,0,0 monster Red Mushroom 1085,1,180000,90000,1
+mjolnir_09,125,82,0,0 monster Red Mushroom 1085,1,180000,90000,1
+
+//==================================================
+// mjolnir_10 - Mt.Mjolnir
+//==================================================
+mjolnir_10,0,0,0,0 monster Argos 1100,140,5000,0,0
+mjolnir_10,0,0,0,0 monster Beetle King 1494,30,5000,0,0
+mjolnir_10,0,0,0,0 monster Flora 1118,30,5000,0,0
+mjolnir_10,123,331,10,10 monster Shining Plant 1083,1,1800000,900000,1
+mjolnir_10,0,0,0,0 monster Green Plant 1080,10,180000,90000,1
+
+//==================================================
+// mjolnir_11 - Mt.Mjolnir
+//==================================================
+mjolnir_11,0,0,0,0 monster Argiope 1099,130,5000,0,0
+mjolnir_11,0,0,0,0 monster Argos 1100,35,5000,0,0
+mjolnir_11,0,0,0,0 monster Flora 1118,35,5000,0,0
+mjolnir_11,112,276,0,0 monster Green Plant 1080,1,180000,90000,1
+mjolnir_11,159,283,0,0 monster Green Plant 1080,1,180000,90000,1
+mjolnir_11,116,240,0,0 monster Green Plant 1080,1,180000,90000,1
+mjolnir_11,146,215,0,0 monster Green Plant 1080,1,180000,90000,1
+mjolnir_11,145,177,0,0 monster Green Plant 1080,1,180000,90000,1
+mjolnir_11,129,135,0,0 monster Green Plant 1080,1,180000,90000,1
+mjolnir_11,126,93,0,0 monster Blue Plant 1079,1,360000,180000,1
+mjolnir_11,197,123,0,0 monster Green Plant 1080,1,180000,90000,1
+mjolnir_11,198,210,0,0 monster Green Plant 1080,1,180000,90000,1
+mjolnir_11,231,277,0,0 monster Green Plant 1080,1,180000,90000,1
+mjolnir_11,332,327,0,0 monster Blue Plant 1079,1,360000,180000,1
+mjolnir_11,282,300,0,0 monster Green Plant 1080,1,180000,90000,1
+mjolnir_11,295,271,0,0 monster Green Plant 1080,1,180000,90000,1
+
+//==================================================
+// mjolnir_12 - Mt.Mjolnir
+//==================================================
+mjolnir_12,0,0,0,0 monster Dustiness 1114,130,5000,0,0
+mjolnir_12,0,0,0,0 monster Hunter Fly 1035,35,5000,0,0
+mjolnir_12,0,0,0,0 monster Mantis 1139,35,5000,0,0
diff --git a/npc/pre-re/mobs/fields/morocc.txt b/npc/pre-re/mobs/fields/morocc.txt
new file mode 100644
index 000000000..774e342da
--- /dev/null
+++ b/npc/pre-re/mobs/fields/morocc.txt
@@ -0,0 +1,219 @@
+//===== rAthena Script =======================================
+//= Morocc Fields Monster Spawn Script
+//===== By: ==================================================
+//= Athena (1.0)
+//===== Current Version: =====================================
+//= 1.8
+//===== Compatible With: =====================================
+//= Any Athena Version
+//===== Additional Comments: =================================
+//= 1.1 Official kRO 10.1 spawns [Playtester]
+//= 1.2 More accurate spawns [Playtester]
+//= 1.3 Added Morroc field 20, 21, and 22 spawns, as [L0ne_W0lf]
+//= 1.4 Updated spawns to reflect episode 12.1. [L0ne_W0lf]
+//= 1.5 Fixed Pheeroni spawn location. [Kisuka]
+//= 1.6 Added Satan MOrroc static spawn. [L0ne_W0lf]
+//= Added 30s spawn time for all Morroc Shadows.
+//= 1.7 Corrected MVP spawn variance. [L0ne_W0lf]
+//= 1.8 Updated to renewal spawns. [L0ne_W0lf]
+//============================================================
+
+//==================================================
+// moc_fild01 - Sograt Desert
+//==================================================
+moc_fild01,0,0,0,0 monster Peco Peco 1019,130,5000,0,0
+moc_fild01,0,0,0,0 monster Muka 1055,50,5000,0,0
+moc_fild01,0,0,0,0 monster Peco Peco Egg 1047,20,5000,0,0
+moc_fild01,194,51,10,10 monster Yellow Plant 1081,10,900000,450000,1
+
+//==================================================
+// moc_fild02 - Sograt Desert
+//==================================================
+moc_fild02,0,0,0,0 monster Muka 1055,130,5000,0,0
+moc_fild02,0,0,0,0 monster Peco Peco 1019,60,5000,0,0
+moc_fild02,0,0,0,0 monster Peco Peco Egg 1047,10,5000,0,0
+moc_fild02,89,315,0,0 monster Yellow Plant 1081,1,180000,90000,1
+moc_fild02,99,261,0,0 monster Yellow Plant 1081,1,180000,90000,1
+moc_fild02,94,195,0,0 monster Yellow Plant 1081,1,180000,90000,1
+moc_fild02,139,222,0,0 monster Yellow Plant 1081,1,180000,90000,1
+moc_fild02,132,307,0,0 monster Yellow Plant 1081,1,180000,90000,1
+moc_fild02,194,294,0,0 monster Yellow Plant 1081,1,180000,90000,1
+moc_fild02,275,241,0,0 monster Yellow Plant 1081,1,180000,90000,1
+moc_fild02,342,267,0,0 monster Green Plant 1080,1,180000,90000,1
+moc_fild02,359,215,0,0 monster Green Plant 1080,1,180000,90000,1
+moc_fild02,313,149,0,0 monster Green Plant 1080,1,180000,90000,1
+moc_fild02,230,62,0,0 monster Green Plant 1080,1,180000,90000,1
+moc_fild02,299,61,0,0 monster Green Plant 1080,1,180000,90000,1
+moc_fild02,353,103,0,0 monster Green Plant 1080,1,180000,90000,1
+moc_fild02,337,35,0,0 monster Green Plant 1080,1,180000,90000,1
+
+//==================================================
+// moc_fild03 - Sograt Desert
+//==================================================
+moc_fild03,0,0,0,0 monster Wolf 1013,140,5000,0,0
+moc_fild03,0,0,0,0 monster Argos 1100,20,5000,0,0
+moc_fild03,0,0,0,0 monster Steel Chonchon 1042,20,5000,0,0
+moc_fild03,77,311,5,5 monster Green Plant 1080,2,180000,90000,1
+moc_fild03,108,199,5,5 monster Green Plant 1080,2,180000,90000,1
+moc_fild03,96,65,5,5 monster Green Plant 1080,2,180000,90000,1
+moc_fild03,216,69,5,5 monster Green Plant 1080,2,180000,90000,1
+moc_fild03,261,161,5,5 monster Green Plant 1080,2,180000,90000,1
+moc_fild03,213,201,5,5 monster Green Plant 1080,2,180000,90000,1
+moc_fild03,200,263,5,5 monster Green Plant 1080,2,180000,90000,1
+
+//==================================================
+// moc_fild04 - Disabled on Episode 12.1
+//==================================================
+
+//==================================================
+// moc_fild05 - Disabled on Episode 12.1
+//==================================================
+
+//==================================================
+// moc_fild06 - Disabled on Episode 12.1
+//==================================================
+
+//==================================================
+// moc_fild07 - Sograt Desert
+//==================================================
+moc_fild07,0,0,0,0 monster Drops 1113,140,5000,0,0
+moc_fild07,0,0,0,0 monster Chonchon 1011,30,5000,0,0
+moc_fild07,0,0,0,0 monster Picky 1050,15,5000,0,0
+moc_fild07,0,0,0,0 monster Peco Peco Egg 1047,10,5000,0,0
+moc_fild07,0,0,0,0 monster Picky 1049,10,5000,0,0
+moc_fild07,162,333,12,12 monster Yellow Plant 1081,5,360000,180000,1
+
+//==================================================
+// moc_fild08 - Disabled on Episode 12.1
+//==================================================
+
+//==================================================
+// moc_fild09 - Disabled on Episode 12.1
+//==================================================
+
+//==================================================
+// moc_fild10 - Disabled on Episode 12.1
+//==================================================
+
+//==================================================
+// moc_fild11 - Sograt Desert
+//==================================================
+moc_fild11,0,0,0,0 monster Baby Desert Wolf 1107,140,5000,0,0
+moc_fild11,0,0,0,0 monster Condor 1009,30,5000,0,0
+moc_fild11,0,0,0,0 monster Scorpion 1001,30,5000,0,0
+
+//==================================================
+// moc_fild12 - Sograt Desert
+//==================================================
+moc_fild12,0,0,0,0 monster Picky 1049,50,5000,0,0
+moc_fild12,0,0,0,0 monster Picky 1050,50,5000,0,0
+moc_fild12,0,0,0,0 monster Peco Peco Egg 1047,35,5000,0,0
+moc_fild12,0,0,0,0 monster Drops 1113,30,5000,0,0
+moc_fild12,0,0,0,0 monster Condor 1009,30,5000,0,0
+moc_fild12,181,336,40,20 monster Yellow Plant 1081,10,180000,90000,1
+
+//==================================================
+// moc_fild13 - Sograt Desert
+//==================================================
+moc_fild13,0,0,0,0 monster Steel Chonchon 1042,140,5000,0,0
+moc_fild13,0,0,0,0 monster Wolf 1013,15,5000,0,0
+moc_fild13,0,0,0,0 monster Argos 1100,15,5000,0,0
+moc_fild13,0,0,0,0 monster Metaller 1058,15,5000,0,0
+moc_fild13,0,0,0,0 monster Magnolia 1138,15,5000,0,0
+moc_fild13,280,99,0,0 monster Red Mushroom 1085,1,180000,90000,1
+moc_fild13,264,64,0,0 monster Red Mushroom 1085,1,180000,90000,1
+moc_fild13,305,91,0,0 monster Red Mushroom 1085,1,180000,90000,1
+moc_fild13,264,136,0,0 monster Red Mushroom 1085,1,180000,90000,1
+moc_fild13,282,155,0,0 monster Red Mushroom 1085,1,180000,90000,1
+moc_fild13,265,197,0,0 monster Red Mushroom 1085,1,180000,90000,1
+moc_fild13,284,227,0,0 monster Red Mushroom 1085,1,180000,90000,1
+moc_fild13,304,244,0,0 monster Red Mushroom 1085,1,180000,90000,1
+moc_fild13,266,289,0,0 monster Red Mushroom 1085,1,180000,90000,1
+moc_fild13,307,307,0,0 monster Red Mushroom 1085,1,180000,90000,1
+moc_fild13,281,333,0,0 monster Red Mushroom 1085,1,180000,90000,1
+moc_fild13,304,333,0,0 monster Red Mushroom 1085,1,180000,90000,1
+moc_fild13,295,358,0,0 monster Red Mushroom 1085,1,180000,90000,1
+moc_fild13,84,329,0,0 monster Yellow Plant 1081,1,180000,90000,1
+moc_fild13,93,301,0,0 monster Yellow Plant 1081,1,180000,90000,1
+moc_fild13,101,297,0,0 monster Yellow Plant 1081,1,180000,90000,1
+moc_fild13,89,92,0,0 monster Yellow Plant 1081,1,180000,90000,1
+moc_fild13,108,150,0,0 monster Yellow Plant 1081,1,180000,90000,1
+moc_fild13,109,168,0,0 monster Yellow Plant 1081,1,180000,90000,1
+moc_fild13,101,185,5,5 monster Yellow Plant 1081,3,180000,90000,1
+moc_fild13,106,258,5,5 monster Yellow Plant 1081,3,180000,90000,1
+moc_fild13,161,273,5,5 monster Yellow Plant 1081,3,180000,90000,1
+
+//==================================================
+// moc_fild14 - Disabled on Episode 12.1
+//==================================================
+
+//==================================================
+// moc_fild15 - Disabled on Episode 12.1
+//==================================================
+
+//==================================================
+// moc_fild16 - Sograt Desert
+//==================================================
+moc_fild16,0,0,0,0 monster Sandman 1165,130,5000,0,0
+moc_fild16,0,0,0,0 monster Hode 1127,30,5000,0,0
+moc_fild16,0,0,0,0 monster Frilldora 1119,10,5000,0,0
+
+//==================================================
+// moc_fild17 - Sograt Desert
+//==================================================
+moc_fild17,0,0,0,0 monster Hode 1127,130,5000,0,0
+moc_fild17,0,0,0,0 monster Sandman 1165,30,5000,0,0
+moc_fild17,0,0,0,0 monster Frilldora 1119,10,5000,0,0
+moc_fild17,0,0,0,0 boss_monster Phreeoni 1159,1,7200000,600000,1
+moc_fild17,40,258,0,0 monster Yellow Plant 1081,1,180000,90000,1
+moc_fild17,144,151,0,0 monster Yellow Plant 1081,1,180000,90000,1
+moc_fild17,243,138,0,0 monster Yellow Plant 1081,1,180000,90000,1
+moc_fild17,270,106,0,0 monster Blue Plant 1079,1,180000,90000,1
+moc_fild17,335,191,0,0 monster Yellow Plant 1081,1,180000,90000,1
+moc_fild17,347,224,0,0 monster Yellow Plant 1081,1,180000,90000,1
+moc_fild17,359,258,0,0 monster Yellow Plant 1081,1,180000,90000,1
+
+//==================================================
+// moc_fild18 - Sograt Desert
+//==================================================
+moc_fild18,0,0,0,0 monster Scorpion 1001,140,5000,0,0
+moc_fild18,0,0,0,0 monster Condor 1009,30,5000,0,0
+moc_fild18,0,0,0,0 monster Baby Desert Wolf 1107,30,5000,0,0
+moc_fild18,0,0,0,0 monster Dragon Fly 1091,1,3600000,1800000,1
+moc_fild18,143,352,0,0 monster Yellow Plant 1081,1,180000,90000,1
+moc_fild18,72,333,0,0 monster Yellow Plant 1081,1,180000,90000,1
+moc_fild18,119,285,0,0 monster Yellow Plant 1081,1,180000,90000,1
+moc_fild18,71,210,0,0 monster Yellow Plant 1081,1,180000,90000,1
+moc_fild18,135,119,0,0 monster Yellow Plant 1081,1,180000,90000,1
+moc_fild18,230,144,0,0 monster Yellow Plant 1081,1,180000,90000,1
+moc_fild18,325,207,0,0 monster Yellow Plant 1081,1,180000,90000,1
+moc_fild18,325,272,0,0 monster Yellow Plant 1081,1,180000,90000,1
+
+//==================================================
+// moc_fild19 - Quest Map
+//==================================================
+
+//==================================================
+// moc_fild20 - Sograt Desert - Continental Guard Quarantine
+//==================================================
+moc_fild20,0,0,0,0 monster Incarnation of Morroc 1918,1,30000,0,0
+moc_fild20,0,0,0,0 monster Incarnation of Morroc 1919,1,30000,0,0
+moc_fild20,0,0,0,0 monster Incarnation of Morroc 1920,1,30000,0,0
+moc_fild20,0,0,0,0 monster Incarnation of Morroc 1921,1,30000,0,0
+
+//==================================================
+// moc_fild21 - Dimensional Gorge
+//==================================================
+moc_fild21,0,0,0,0 monster Incarnation of Morroc 1918,46,30000,0,0
+moc_fild21,0,0,0,0 monster Incarnation of Morroc 1919,46,30000,0,0
+moc_fild21,0,0,0,0 monster Incarnation of Morroc 1920,46,30000,0,0
+moc_fild21,0,0,0,0 monster Incarnation of Morroc 1921,34,30000,0,0
+
+//==================================================
+// moc_fild22 - Dimensional Gorge
+//==================================================
+moc_fild22,0,0,0,0 monster Incarnation of Morroc 1918,60,30000,0,0
+moc_fild22,0,0,0,0 monster Incarnation of Morroc 1919,60,30000,0,0
+moc_fild22,0,0,0,0 monster Incarnation of Morroc 1920,60,30000,0,0
+moc_fild22,0,0,0,0 monster Incarnation of Morroc 1921,25,10000,0,0
+moc_fild22,0,0,0,0 boss_monster Wounded Morroc 1917,1,43200000,600000,0
diff --git a/npc/pre-re/mobs/fields/moscovia.txt b/npc/pre-re/mobs/fields/moscovia.txt
new file mode 100644
index 000000000..1edaf0464
--- /dev/null
+++ b/npc/pre-re/mobs/fields/moscovia.txt
@@ -0,0 +1,22 @@
+//===== rAthena Script =======================================
+//= Moscovia Fields Monster Spawn Script
+//===== By: ==================================================
+//= Athena (1.0)
+//===== Current Version: =====================================
+//= 1.1
+//===== Compatible With: =====================================
+//= Any Athena Version
+//===== Additional Comments: =================================
+//= 1.0 Added spawns [Playtester]
+//= 1.1 Updated to Renewal Spawns [Kisuka]
+//============================================================
+
+//==================================================
+// mosk_fild02 - Okrestnosti of Moscovia
+//==================================================
+mosk_fild02,0,0,0,0 monster Side Winder 1037,40,5000,0,0
+mosk_fild02,0,0,0,0 monster Argiope 1099,30,5000,0,0
+mosk_fild02,0,0,0,0 monster Mantis 1139,10,5000,0,0
+mosk_fild02,0,0,0,0 monster Geographer 1368,5,5000,0,0
+mosk_fild02,0,0,0,0 monster Yellow Plant 1081,5,5000,0,0
+mosk_fild02,0,0,0,0 monster White Plant 1082,5,10000,0,0
diff --git a/npc/pre-re/mobs/fields/niflheim.txt b/npc/pre-re/mobs/fields/niflheim.txt
new file mode 100644
index 000000000..1c8c2340e
--- /dev/null
+++ b/npc/pre-re/mobs/fields/niflheim.txt
@@ -0,0 +1,170 @@
+//===== rAthena Script =======================================
+//= Niflheim Monster Spawn Script
+//===== By: ==================================================
+//= Athena (1.0)
+//===== Current Version: =====================================
+//= 1.7
+//===== Compatible With: =====================================
+//= Any Athena Version
+//===== Additional Comments: =================================
+//= 1.2 updated [shadow],
+//= 1.3 many changes and wrong LOD ID 5373 -> 1373 [Lupus]
+//= 1.4 removed yggdrasil from this file [DracoRPG]
+//= 1.4a Readded Lord of Death, why was it removed anyway? [MasterOfMuppets]
+//= 1.5 Implemented the town invasion. [MasterOfMuppets]
+//= 1.6 Official kRO 10.1 spawns [Playtester]
+//= 1.7 Updated to Renewal Spawns [Kisuka]
+//============================================================
+
+//==================================================
+// niflheim - Nifflheim, Realm of the Dead
+//==================================================
+niflheim,0,0,0,0 monster Lude 1509,20,5000,0,0
+niflheim,0,0,0,0 monster Quve 1508,20,5000,0,0
+niflheim,0,0,0,0 monster Gibbet 1503,10,5000,0,0
+niflheim,0,0,0,0 monster Heirozoist 1510,10,5000,0,0
+niflheim,0,0,0,0 monster Dullahan 1504,5,5000,0,0
+
+//==================================================
+// nif_fild01 - Skellington, a Solitary Village in Nifflheim
+//==================================================
+nif_fild01,0,0,0,0 monster Disguise 1506,50,5000,0,0
+nif_fild01,0,0,0,0 monster Quve 1508,30,5000,0,0
+nif_fild01,0,0,0,0 monster Dullahan 1504,20,5000,0,0
+nif_fild01,0,0,0,0 monster Gibbet 1503,10,5000,0,0
+nif_fild01,0,0,0,0 monster Heirozoist 1510,10,5000,0,0
+
+//==================================================
+// nif_fild02 - Vally of Gyoll
+//==================================================
+nif_fild02,0,0,0,0 monster Loli Ruri 1505,21,5000,0,0
+nif_fild02,0,0,0,0 monster Gibbet 1503,20,5000,0,0
+nif_fild02,0,0,0,0 monster Bloody Murderer 1507,11,5000,0,0
+nif_fild02,0,0,0,0 monster Dullahan 1504,10,5000,0,0
+nif_fild02,0,0,0,0 monster Lude 1509,10,5000,0,0
+nif_fild02,0,0,0,0 monster Heirozoist 1510,10,5000,0,0
+
+niflheim,0,0,0 script mvp_niflheim -1,{
+OnTimer7980000: // delay1 = 7980000 ms (133 min)
+ stopnpctimer;
+OnInit:
+ switch(rand(6)) {
+ case 0:
+ monster "niflheim",327,193,"Lord Of Death",1373,1,strnpcinfo(3)+"::OnLoDDead";
+ monster "niflheim",330,193,"Bloody Murderer",1507,1,strnpcinfo(3)+"::OnInvasionMonsters";
+ monster "niflheim",324,193,"Bloody Murderer",1507,1,strnpcinfo(3)+"::OnInvasionMonsters";
+ monster "niflheim",327,196,"Bloody Murderer",1507,1,strnpcinfo(3)+"::OnInvasionMonsters";
+ monster "niflheim",327,190,"Bloody Murderer",1507,1,strnpcinfo(3)+"::OnInvasionMonsters";
+ monster "niflheim",324,190,"Loli Ruri",1505,1,strnpcinfo(3)+"::OnInvasionMonsters";
+ monster "niflheim",330,190,"Loli Ruri",1505,1,strnpcinfo(3)+"::OnInvasionMonsters";
+ monster "niflheim",324,196,"Loli Ruri",1505,1,strnpcinfo(3)+"::OnInvasionMonsters";
+ monster "niflheim",330,196,"Loli Ruri",1505,1,strnpcinfo(3)+"::OnInvasionMonsters";
+ break;
+ case 1:
+ monster "niflheim",337,252,"Lord Of Death",1373,1,strnpcinfo(3)+"::OnLoDDead";
+ monster "niflheim",337,255,"Bloody Murderer",1507,1,strnpcinfo(3)+"::OnInvasionMonsters";
+ monster "niflheim",337,249,"Bloody Murderer",1507,1,strnpcinfo(3)+"::OnInvasionMonsters";
+ monster "niflheim",334,252,"Bloody Murderer",1507,1,strnpcinfo(3)+"::OnInvasionMonsters";
+ monster "niflheim",340,252,"Bloody Murderer",1507,1,strnpcinfo(3)+"::OnInvasionMonsters";
+ monster "niflheim",334,249,"Loli Ruri",1505,1,strnpcinfo(3)+"::OnInvasionMonsters";
+ monster "niflheim",340,255,"Loli Ruri",1505,1,strnpcinfo(3)+"::OnInvasionMonsters";
+ monster "niflheim",340,249,"Loli Ruri",1505,1,strnpcinfo(3)+"::OnInvasionMonsters";
+ monster "niflheim",334,255,"Loli Ruri",1505,1,strnpcinfo(3)+"::OnInvasionMonsters";
+ break;
+ case 2:
+ monster "niflheim",190,185,"Lord Of Death",1373,1,strnpcinfo(3)+"::OnLoDDead";
+ monster "niflheim",190,188,"Bloody Murderer",1507,1,strnpcinfo(3)+"::OnInvasionMonsters";
+ monster "niflheim",190,182,"Bloody Murderer",1507,1,strnpcinfo(3)+"::OnInvasionMonsters";
+ monster "niflheim",193,185,"Bloody Murderer",1507,1,strnpcinfo(3)+"::OnInvasionMonsters";
+ monster "niflheim",187,185,"Bloody Murderer",1507,1,strnpcinfo(3)+"::OnInvasionMonsters";
+ monster "niflheim",187,182,"Loli Ruri",1505,1,strnpcinfo(3)+"::OnInvasionMonsters";
+ monster "niflheim",193,182,"Loli Ruri",1505,1,strnpcinfo(3)+"::OnInvasionMonsters";
+ monster "niflheim",193,188,"Loli Ruri",1505,1,strnpcinfo(3)+"::OnInvasionMonsters";
+ monster "niflheim",187,188,"Loli Ruri",1505,1,strnpcinfo(3)+"::OnInvasionMonsters";
+ break;
+ case 3:
+ monster "niflheim",131,138,"Lord Of Death",1373,1,strnpcinfo(3)+"::OnLoDDead";
+ monster "niflheim",131,141,"Bloody Murderer",1507,1,strnpcinfo(3)+"::OnInvasionMonsters";
+ monster "niflheim",131,135,"Bloody Murderer",1507,1,strnpcinfo(3)+"::OnInvasionMonsters";
+ monster "niflheim",128,138,"Bloody Murderer",1507,1,strnpcinfo(3)+"::OnInvasionMonsters";
+ monster "niflheim",134,138,"Bloody Murderer",1507,1,strnpcinfo(3)+"::OnInvasionMonsters";
+ monster "niflheim",134,141,"Loli Ruri",1505,1,strnpcinfo(3)+"::OnInvasionMonsters";
+ monster "niflheim",128,141,"Loli Ruri",1505,1,strnpcinfo(3)+"::OnInvasionMonsters";
+ monster "niflheim",134,135,"Loli Ruri",1505,1,strnpcinfo(3)+"::OnInvasionMonsters";
+ monster "niflheim",128,135,"Loli Ruri",1505,1,strnpcinfo(3)+"::OnInvasionMonsters";
+ break;
+ case 4:
+ monster "niflheim",311,64,"Lord Of Death",1373,1,strnpcinfo(3)+"::OnLoDDead";
+ monster "niflheim",311,67,"Bloody Murderer",1507,1,strnpcinfo(3)+"::OnInvasionMonsters";
+ monster "niflheim",311,61,"Bloody Murderer",1507,1,strnpcinfo(3)+"::OnInvasionMonsters";
+ monster "niflheim",308,64,"Bloody Murderer",1507,1,strnpcinfo(3)+"::OnInvasionMonsters";
+ monster "niflheim",314,64,"Bloody Murderer",1507,1,strnpcinfo(3)+"::OnInvasionMonsters";
+ monster "niflheim",314,61,"Loli Ruri",1505,1,strnpcinfo(3)+"::OnInvasionMonsters";
+ monster "niflheim",314,67,"Loli Ruri",1505,1,strnpcinfo(3)+"::OnInvasionMonsters";
+ monster "niflheim",308,67,"Loli Ruri",1505,1,strnpcinfo(3)+"::OnInvasionMonsters";
+ monster "niflheim",308,61,"Loli Ruri",1505,1,strnpcinfo(3)+"::OnInvasionMonsters";
+ break;
+ case 5:
+ monster "niflheim",238,131,"Lord Of Death",1373,1,strnpcinfo(3)+"::OnLoDDead";
+ monster "niflheim",238,134,"Bloody Murderer",1507,1,strnpcinfo(3)+"::OnInvasionMonsters";
+ monster "niflheim",238,128,"Bloody Murderer",1507,1,strnpcinfo(3)+"::OnInvasionMonsters";
+ monster "niflheim",235,131,"Bloody Murderer",1507,1,strnpcinfo(3)+"::OnInvasionMonsters";
+ monster "niflheim",241,131,"Bloody Murderer",1507,1,strnpcinfo(3)+"::OnInvasionMonsters";
+ monster "niflheim",235,128,"Loli Ruri",1505,1,strnpcinfo(3)+"::OnInvasionMonsters";
+ monster "niflheim",235,134,"Loli Ruri",1505,1,strnpcinfo(3)+"::OnInvasionMonsters";
+ monster "niflheim",241,128,"Loli Ruri",1505,1,strnpcinfo(3)+"::OnInvasionMonsters";
+ monster "niflheim",241,134,"Loli Ruri",1505,1,strnpcinfo(3)+"::OnInvasionMonsters";
+ break;
+ case 6:
+ monster "niflheim",86,219,"Lord Of Death",1373,1,strnpcinfo(3)+"::OnLoDDead";
+ monster "niflheim",86,222,"Bloody Murderer",1507,1,strnpcinfo(3)+"::OnInvasionMonsters";
+ monster "niflheim",86,216,"Bloody Murderer",1507,1,strnpcinfo(3)+"::OnInvasionMonsters";
+ monster "niflheim",89,219,"Bloody Murderer",1507,1,strnpcinfo(3)+"::OnInvasionMonsters";
+ monster "niflheim",83,219,"Bloody Murderer",1507,1,strnpcinfo(3)+"::OnInvasionMonsters";
+ monster "niflheim",89,222,"Loli Ruri",1505,1,strnpcinfo(3)+"::OnInvasionMonsters";
+ monster "niflheim",89,216,"Loli Ruri",1505,1,strnpcinfo(3)+"::OnInvasionMonsters";
+ monster "niflheim",83,222,"Loli Ruri",1505,1,strnpcinfo(3)+"::OnInvasionMonsters";
+ monster "niflheim",83,216,"Loli Ruri",1505,1,strnpcinfo(3)+"::OnInvasionMonsters";
+ break;
+ }
+
+ monster "niflheim",154,95,"Disguise",1506,1,strnpcinfo(3)+"::OnInvasionMonsters";
+ monster "niflheim",115,65,"Disguise",1506,1,strnpcinfo(3)+"::OnInvasionMonsters";
+ monster "niflheim",330,195,"Disguise",1506,1,strnpcinfo(3)+"::OnInvasionMonsters";
+ monster "niflheim",151,83,"Disguise",1506,1,strnpcinfo(3)+"::OnInvasionMonsters";
+ monster "niflheim",285,245,"Disguise",1506,1,strnpcinfo(3)+"::OnInvasionMonsters";
+ monster "niflheim",235,135,"Disguise",1506,1,strnpcinfo(3)+"::OnInvasionMonsters";
+ monster "niflheim",265,48,"Disguise",1506,1,strnpcinfo(3)+"::OnInvasionMonsters";
+ monster "niflheim",186,139,"Disguise",1506,1,strnpcinfo(3)+"::OnInvasionMonsters";
+ monster "niflheim",166,267,"Disguise",1506,1,strnpcinfo(3)+"::OnInvasionMonsters";
+ monster "niflheim",82,202,"Disguise",1506,1,strnpcinfo(3)+"::OnInvasionMonsters";
+ monster "niflheim",219,44,"Disguise",1506,1,strnpcinfo(3)+"::OnInvasionMonsters";
+ monster "niflheim",287,44,"Disguise",1506,1,strnpcinfo(3)+"::OnInvasionMonsters";
+ monster "niflheim",275,165,"Disguise",1506,1,strnpcinfo(3)+"::OnInvasionMonsters";
+ monster "niflheim",138,204,"Disguise",1506,1,strnpcinfo(3)+"::OnInvasionMonsters";
+ monster "niflheim",299,39,"Disguise",1506,1,strnpcinfo(3)+"::OnInvasionMonsters";
+ monster "niflheim",31,154,"Disguise",1506,1,strnpcinfo(3)+"::OnInvasionMonsters";
+ monster "niflheim",154,96,"Dullahan",1504,1,strnpcinfo(3)+"::OnInvasionMonsters";
+ monster "niflheim",116,65,"Dullahan",1504,1,strnpcinfo(3)+"::OnInvasionMonsters";
+ monster "niflheim",151,84,"Dullahan",1504,1,strnpcinfo(3)+"::OnInvasionMonsters";
+ monster "niflheim",286,245,"Dullahan",1504,1,strnpcinfo(3)+"::OnInvasionMonsters";
+ monster "niflheim",330,196,"Dullahan",1504,1,strnpcinfo(3)+"::OnInvasionMonsters";
+ monster "niflheim",236,135,"Dullahan",1504,1,strnpcinfo(3)+"::OnInvasionMonsters";
+ monster "niflheim",165,49,"Dullahan",1504,1,strnpcinfo(3)+"::OnInvasionMonsters";
+ monster "niflheim",167,267,"Dullahan",1504,1,strnpcinfo(3)+"::OnInvasionMonsters";
+ monster "niflheim",82,203,"Dullahan",1504,1,strnpcinfo(3)+"::OnInvasionMonsters";
+ monster "niflheim",220,44,"Dullahan",1504,1,strnpcinfo(3)+"::OnInvasionMonsters";
+ monster "niflheim",287,45,"Dullahan",1504,1,strnpcinfo(3)+"::OnInvasionMonsters";
+ monster "niflheim",287,44,"Dullahan",1504,1,strnpcinfo(3)+"::OnInvasionMonsters";
+ monster "niflheim",276,166,"Dullahan",1504,1,strnpcinfo(3)+"::OnInvasionMonsters";
+ monster "niflheim",139,205,"Dullahan",1504,1,strnpcinfo(3)+"::OnInvasionMonsters";
+ monster "niflheim",300,39,"Dullahan",1504,1,strnpcinfo(3)+"::OnInvasionMonsters";
+ monster "niflheim",31,155,"Dullahan",1504,1,strnpcinfo(3)+"::OnInvasionMonsters";
+ end;
+
+OnLoDDead:
+ killmonster "niflheim",strnpcinfo(3)+"::OnInvasionMonsters";
+ initnpctimer;
+OnInvasionMonsters:
+ end;
+}
diff --git a/npc/pre-re/mobs/fields/payon.txt b/npc/pre-re/mobs/fields/payon.txt
new file mode 100644
index 000000000..0f97f0265
--- /dev/null
+++ b/npc/pre-re/mobs/fields/payon.txt
@@ -0,0 +1,130 @@
+//===== rAthena Script =======================================
+//= Payon Fields Monster Spawn Script
+//===== By: ==================================================
+//= Athena (1.0)
+//===== Current Version: =====================================
+//= 1.5
+//===== Compatible With: =====================================
+//= Any Athena Version
+//===== Additional Comments: =================================
+//= 1.1 Official kRO 10.1 spawns [Playtester]
+//= 1.2 Some 11.1 spawn changes [Playtester]
+//= 1.3 More accurate spawns [Playtester]
+//= 1.4 Corrected MVP spawn variance. [L0ne_W0lf]
+//= 1.5 Updated to renewal spawns. [L0ne_W0lf]
+//============================================================
+
+//==================================================
+// pay_fild01 - Payon Forest
+//==================================================
+pay_fild01,0,0,0,0 monster Willow 1010,140,5000,0,0
+pay_fild01,0,0,0,0 monster Poring 1002,30,5000,0,0
+pay_fild01,0,0,0,0 monster Fabre 1007,30,5000,0,0
+pay_fild01,340,89,0,0 monster Black Mushroom 1084,1,180000,90000,1
+pay_fild01,336,116,0,0 monster Black Mushroom 1084,1,180000,90000,1
+pay_fild01,231,258,0,0 monster Black Mushroom 1084,1,180000,90000,1
+pay_fild01,215,323,0,0 monster Black Mushroom 1084,1,180000,90000,1
+pay_fild01,340,89,0,0 monster Black Mushroom 1084,1,180000,90000,1
+pay_fild01,225,310,0,0 monster Black Mushroom 1084,1,180000,90000,1
+pay_fild01,129,288,0,0 monster Black Mushroom 1084,1,180000,90000,1
+pay_fild01,75,269,0,0 monster Black Mushroom 1084,1,180000,90000,1
+pay_fild01,80,226,0,0 monster Black Mushroom 1084,1,180000,90000,1
+pay_fild01,89,177,0,0 monster Black Mushroom 1084,1,180000,90000,1
+pay_fild01,95,85,0,0 monster Black Mushroom 1084,1,180000,90000,1
+pay_fild01,57,85,0,0 monster Black Mushroom 1084,1,180000,90000,1
+pay_fild01,64,113,0,0 monster Black Mushroom 1084,1,180000,90000,1
+pay_fild01,64,190,0,0 monster Black Mushroom 1084,1,180000,90000,1
+pay_fild01,70,246,0,0 monster Black Mushroom 1084,1,180000,90000,1
+pay_fild01,0,0,0,0 monster Green Plant 1080,5,180000,90000,1
+
+//==================================================
+// pay_fild02 - Payon Forest
+//==================================================
+pay_fild02,0,0,0,0 monster Boa 1025,140,5000,0,0
+pay_fild02,0,0,0,0 monster Wormtail 1024,30,5000,0,0
+pay_fild02,0,0,0,0 monster Spore 1014,30,5000,0,0
+pay_fild02,105,256,10,10 monster Green Plant 1080,4,360000,180000,1
+pay_fild02,105,256,10,10 monster Red Mushroom 1085,4,360000,180000,1
+
+//==================================================
+// pay_fild03 - Payon Forest
+//==================================================
+pay_fild03,0,0,0,0 monster Fabre 1007,130,5000,0,0
+pay_fild03,0,0,0,0 monster Poring 1002,25,5000,0,0
+pay_fild03,0,0,0,0 monster Willow 1010,25,5000,0,0
+pay_fild03,0,0,0,0 monster Pupa 1008,20,5000,0,0
+pay_fild03,153,216,10,10 monster Red Mushroom 1085,6,900000,450000,1
+pay_fild03,372,64,15,15 monster Green Plant 1080,4,180000,90000,1
+
+//==================================================
+// pay_fild04 - Sograt Desert
+//==================================================
+pay_fild04,0,0,0,0 monster Poporing 1031,130,5000,0,0
+pay_fild04,0,0,0,0 monster Marin 1242,30,5000,0,0
+pay_fild04,0,0,0,0 monster Drops 1113,20,5000,0,0
+pay_fild04,0,0,0,0 monster Poring 1002,15,5000,0,0
+pay_fild04,0,0,0,0 monster Angeling 1096,1,3600000,1800000,1
+pay_fild04,0,0,0,0 monster Ghostring 1120,1,3600000,1800000,1
+pay_fild04,0,0,0,0 monster Mastering 1090,1,3600000,1800000,1
+pay_fild04,0,0,0,0 monster Deviling 1582,1,7200000,3600000,1
+pay_fild04,346,335,5,5 monster Shining Plant 1083,1,1800000,900000,1
+pay_fild04,254,193,10,10 monster Green Plant 1080,5,360000,180000,1
+
+//==================================================
+// pay_fild05 - Disabled on Renewal
+//==================================================
+
+//==================================================
+// pay_fild06 - Payon Forest
+//==================================================
+pay_fild06,0,0,0,0 monster Wormtail 1024,140,5000,0,0
+pay_fild06,0,0,0,0 monster Boa 1025,30,5000,0,0
+pay_fild06,0,0,0,0 monster Spore 1014,30,5000,0,0
+pay_fild06,211,191,2,10 monster Red Mushroom 1085,8,180000,90000,1
+pay_fild06,268,155,20,20 monster Green Plant 1080,10,360000,180000,1
+pay_fild06,268,155,20,20 monster Shining Plant 1083,1,1800000,900000,1
+
+//==================================================
+// pay_fild07 - Payon Forest
+//==================================================
+pay_fild07,0,0,0,0 monster Bigfoot 1060,130,5000,0,0
+pay_fild07,0,0,0,0 monster Caramel 1103,30,5000,0,0
+pay_fild07,0,0,0,0 monster Stainer 1174,20,5000,0,0
+pay_fild07,0,0,0,0 monster Creamy 1018,20,5000,0,0
+pay_fild07,171,331,20,20 monster Green Plant 1080,8,900000,450000,1
+
+//==================================================
+// pay_fild08 - Payon Forest
+//==================================================
+pay_fild08,0,0,0,0 monster Spore 1014,140,5000,0,0
+pay_fild08,0,0,0,0 monster Wormtail 1024,30,5000,0,0
+pay_fild08,0,0,0,0 monster Boa 1025,30,5000,0,0
+pay_fild08,0,0,0,0 monster Green Plant 1080,10,60000,30000,1
+pay_fild08,143,156,40,40 monster Shining Plant 1083,1,3600000,1800000,1
+
+//==================================================
+// pay_fild09 - Payon Forest
+//==================================================
+pay_fild09,0,0,0,0 monster Elder Willow 1033,140,5000,0,0
+pay_fild09,0,0,0,0 monster Horn 1128,30,5000,0,0
+pay_fild09,0,0,0,0 monster Coco 1104,30,5000,0,0
+pay_fild09,198,217,30,30 monster Green Plant 1080,10,360000,180000,0
+pay_fild09,198,217,30,30 monster Shining Plant 1083,1,1800000,900000,1
+
+//==================================================
+// pay_fild10 - Payon Forest
+//==================================================
+pay_fild10,0,0,0,0 monster Greatest General 1277,100,5000,0,0
+pay_fild10,0,0,0,0 monster Beetle King 1494,50,5000,0,0
+pay_fild10,0,0,0,0 monster Savage 1166,50,5000,0,0
+pay_fild10,0,0,0,0 boss_monster Eddga 1115,1,7200000,600000,1
+pay_fild10,213,157,10,10 monster Green Plant 1080,5,360000,180000,1
+pay_fild10,281,307,10,10 monster Green Plant 1080,5,360000,180000,1
+pay_fild10,66,332,10,10 monster Green Plant 1080,5,360000,180000,1
+pay_fild10,213,157,10,10 monster Blue Plant 1079,1,360000,180000,1
+pay_fild10,281,307,10,10 monster Blue Plant 1079,1,360000,180000,1
+pay_fild10,66,332,10,10 monster Blue Plant 1079,1,360000,180000,1
+
+//==================================================
+// pay_fild11 - Disabled on Renewal
+//==================================================
diff --git a/npc/pre-re/mobs/fields/prontera.txt b/npc/pre-re/mobs/fields/prontera.txt
new file mode 100644
index 000000000..c2c2d7852
--- /dev/null
+++ b/npc/pre-re/mobs/fields/prontera.txt
@@ -0,0 +1,126 @@
+//===== rAthena Script =======================================
+//= Prontera Fields Monster Spawn Script
+//===== By: ==================================================
+//= Athena (1.0)
+//===== Current Version: =====================================
+//= 1.5
+//===== Compatible With: =====================================
+//= Any Athena Version
+//===== Additional Comments: =================================
+//= 1.2 fixed some map name typos [Lupus]
+//= 1.3 Official kRO 10.1 spawns [Playtester]
+//= 1.4 More accurate spawns [Playtester]
+//= 1.5 Updated to Renewal spawns.
+//============================================================
+
+//==================================================
+// prt_fild00 - Prontera Field
+//==================================================
+prt_fild00,0,0,0,0 monster Roda Frog 1012,130,5000,0,0
+prt_fild00,0,0,0,0 monster Ambernite 1094,50,5000,0,0
+prt_fild00,0,0,0,0 monster Savage Babe 1167,20,5000,0,0
+prt_fild00,227,212,0,0 monster Shining Plant 1083,1,1800000,900000,1
+prt_fild00,285,138,10,10 monster Green Plant 1080,5,360000,180000,1
+
+//==================================================
+// prt_fild01 - Prontera Field
+//==================================================
+prt_fild01,0,0,0,0 monster Lunatic 1063,140,5000,0,0
+prt_fild01,0,0,0,0 monster Poring 1002,30,5000,0,0
+prt_fild01,0,0,0,0 monster Fabre 1007,30,5000,0,0
+prt_fild01,199,266,3,3 monster Green Plant 1080,3,360000,180000,1
+prt_fild01,199,266,3,3 monster Blue Plant 1079,1,900000,450000,1
+
+//==================================================
+// prt_fild02 - Prontera Field
+//==================================================
+prt_fild02,0,0,0,0 monster Stainer 1174,140,5000,0,0
+prt_fild02,0,0,0,0 monster Creamy 1018,30,5000,0,0
+prt_fild02,0,0,0,0 monster Poporing 1031,30,5000,0,0
+prt_fild02,0,0,0,0 monster Eclipse 1093,1,1800000,1200000,0
+prt_fild02,339,309,3,3 monster Shining Plant 1083,1,1800000,900000,1
+prt_fild02,0,0,0,0 monster Shining Plant 1083,2,1800000,900000,1
+
+//==================================================
+// prt_fild03 - Prontera Field
+//==================================================
+prt_fild03,0,0,0,0 monster Yoyo 1057,100,5000,0,0
+prt_fild03,0,0,0,0 monster Poporing 1031,30,5000,0,0
+prt_fild03,0,0,0,0 monster Horn 1128,30,5000,0,0
+prt_fild03,0,0,0,0 monster Choco 1214,1,5000,0,0
+prt_fild03,296,58,15,15 monster Green Plant 1080,5,180000,90000,1
+prt_fild03,296,58,15,15 monster Blue Plant 1079,2,900000,450000,1
+prt_fild03,307,75,5,5 monster Green Plant 1080,5,360000,180000,1
+prt_fild03,0,0,0,0 monster Green Plant 1080,5,360000,180000,1
+prt_fild03,148,107,5,5 monster Green Plant 1080,5,360000,180000,1
+
+//==================================================
+// prt_fild04 - Prontera Field
+//==================================================
+prt_fild04,0,0,0,0 monster Ambernite 1094,80,5000,0,0
+prt_fild04,0,0,0,0 monster Roda Frog 1012,20,5000,0,0
+prt_fild04,0,0,0,0 monster Vocal 1088,1,1800000,1200000,0
+prt_fild04,350,114,10,10 monster Green Plant 1080,5,900000,450000,1
+
+//==================================================
+// prt_fild05 - Prontera Field
+//==================================================
+prt_fild05,0,0,0,0 monster Hornet 1004,140,5000,0,0
+prt_fild05,0,0,0,0 monster Thief Bug Egg 1048,30,5000,0,0
+prt_fild05,0,0,0,0 monster Thief Bug 1051,30,5000,0,0
+prt_fild05,208,37,10,10 monster Green Plant 1080,6,900000,450000,1
+prt_fild05,208,37,10,10 monster Blue Plant 1079,1,900000,450000,1
+
+//==================================================
+// prt_fild06 - Prontera Field
+//==================================================
+prt_fild06,0,0,0,0 monster Fabre 1007,140,5000,0,0
+prt_fild06,0,0,0,0 monster Poring 1002,30,5000,0,0
+prt_fild06,0,0,0,0 monster Lunatic 1063,30,5000,0,0
+//prt_fild06,222,30,40,10 monster Green Plant 1080,15,900000,450000,1 // Commented the Line since those Plants can't spawn anyway. Maybe Gravity will fix it someday... [Masao]
+
+//==================================================
+// prt_fild07 - Prontera Field
+//==================================================
+prt_fild07,0,0,0,0 monster Rocker 1052,150,5000,0,0
+prt_fild07,0,0,0,0 monster Savage Babe 1167,50,5000,0,0
+prt_fild07,0,0,0,0 monster Vocal 1088,1,1800000,1200000,0
+prt_fild07,225,110,5,5 monster Black Mushroom 1084,3,360000,180000,1
+
+//==================================================
+// prt_fild08 - Prontera Field
+//==================================================
+prt_fild08,0,0,0,0 monster Poring 1002,140,5000,0,0
+prt_fild08,0,0,0,0 monster Lunatic 1063,40,5000,0,0
+prt_fild08,0,0,0,0 monster Fabre 1007,40,5000,0,0
+
+//==================================================
+// prt_fild09 - Prontera Field
+//==================================================
+prt_fild09,0,0,0,0 monster Magnolia 1138,140,5000,0,0
+prt_fild09,0,0,0,0 monster Metaller 1058,60,5000,0,0
+prt_fild09,237,115,5,5 monster Yellow Plant 1081,3,360000,180000,1
+
+//==================================================
+// prt_fild10 - Prontera Field
+//==================================================
+prt_fild10,0,0,0,0 monster Elder Willow 1033,140,5000,0,0
+prt_fild10,0,0,0,0 monster Poporing 1031,20,5000,0,0
+prt_fild10,0,0,0,0 monster Horn 1128,20,5000,0,0
+prt_fild10,0,0,0,0 monster Coco 1104,20,5000,0,0
+prt_fild10,99,114,20,5 monster Red Mushroom 1085,15,360000,180000,1
+prt_fild10,155,179,10,10 monster Shining Plant 1083,1,1800000,900000,1
+
+//==================================================
+// prt_fild11 - Prontera Field
+//==================================================
+prt_fild11,0,0,0,0 monster Goblin 1126,60,5000,0,0
+prt_fild11,0,0,0,0 monster Rotar Zairo 1392,50,5000,0,0
+prt_fild11,0,0,0,0 monster Goblin Archer 1258,50,5000,0,0
+prt_fild11,0,0,0,0 monster Goblin Steamrider 1280,30,5000,0,0
+prt_fild11,0,0,0,0 monster Goblin 1124,10,5000,0,0
+prt_fild11,0,0,0,0 monster Goblin 1125,10,5000,0,0
+prt_fild11,0,0,0,0 monster Goblin 1123,10,5000,0,0
+prt_fild11,0,0,0,0 monster Goblin 1122,10,5000,0,0
+prt_fild11,0,0,0,0 monster Panzer Goblin 1308,1,1800000,1200000,0
+prt_fild11,0,0,0,0 monster Red Mushroom 1085,10,180000,90000,1
diff --git a/npc/pre-re/mobs/fields/rachel.txt b/npc/pre-re/mobs/fields/rachel.txt
new file mode 100644
index 000000000..92708aa5e
--- /dev/null
+++ b/npc/pre-re/mobs/fields/rachel.txt
@@ -0,0 +1,101 @@
+//===== rAthena Script =======================================
+//= Rachel Fields Monster Spawn Script
+//===== By: ==================================================
+//= Athena (1.0)
+//===== Current Version: =====================================
+//= 1.4
+//===== Compatible With: =====================================
+//= Any Athena Version
+//===== Additional Comments: =================================
+//= 1.0 Created this [Sepheus]
+//= 1.1 Updated [Playtester]
+//= 1.2 More accurate spawns [Playtester]
+//= 1.3 Corrected MVP spawn variance. [L0ne_W0lf]
+//= 1.4 Updated to Renewal Spawns [Kisuka]
+//============================================================
+
+//==================================================
+// ra_fild01 - Audhumbla Grassland
+//==================================================
+ra_fild01,0,0,0,0 monster Desert Wolf 1106,130,5000,0,0
+ra_fild01,0,0,0,0 monster Roween 1782,30,5000,0,0
+ra_fild01,0,0,0,0 monster Baby Desert Wolf 1107,20,5000,0,0
+ra_fild01,0,0,0,0 monster Anopheles 1627,10,5000,0,0
+
+//==================================================
+// ra_fild02 - Disabled on Renewal
+//==================================================
+
+//==================================================
+// ra_fild03 - The Plain of Ida
+//==================================================
+ra_fild03,0,0,0,0 monster Hill Wind 1680,130,5000,0,0
+ra_fild03,0,0,0,0 monster Roween 1782,30,5000,0,0
+ra_fild03,0,0,0,0 monster Anacondaq 1030,20,5000,0,0
+ra_fild03,0,0,0,0 monster Anopheles 1627,20,5000,0,0
+ra_fild03,0,0,0,0 boss_monster Atroce 1785,1,10800000,600000,1
+
+//==================================================
+// ra_fild04 - Audhumbla Grassland
+//==================================================
+ra_fild04,0,0,0,0 monster Hill Wind 1680,130,5000,0,0
+ra_fild04,0,0,0,0 monster Roween 1782,30,5000,0,0
+ra_fild04,0,0,0,0 monster Desert Wolf 1106,20,5000,0,0
+ra_fild04,0,0,0,0 monster Anopheles 1627,20,5000,0,0
+ra_fild04,0,0,0,0 boss_monster Atroce 1785,1,18000000,600000,1
+
+//==================================================
+// ra_fild05 - Audhumbla Grassland
+//==================================================
+ra_fild05,0,0,0,0 monster Kobold 1133,70,5000,0,0
+ra_fild05,0,0,0,0 monster Kobold 1134,70,5000,0,0
+ra_fild05,0,0,0,0 monster Kobold 1135,70,5000,0,0
+ra_fild05,0,0,0,0 monster Anopheles 1627,10,5000,0,0
+
+//==================================================
+// ra_fild06 - Portus Luna
+//==================================================
+ra_fild06,0,0,0,0 monster Kobold Archer 1282,70,5000,0,0
+ra_fild06,0,0,0,0 monster Kobold 1133,40,5000,0,0
+ra_fild06,0,0,0,0 monster Kobold 1134,40,5000,0,0
+ra_fild06,0,0,0,0 monster Kobold 1135,40,5000,0,0
+ra_fild06,0,0,0,0 monster Anopheles 1627,10,5000,0,0
+ra_fild06,0,0,0,0 monster Kobold Leader 1296,1,1800000,1200000,0
+
+//==================================================
+// ra_fild07 - Disabled on Renewal
+//==================================================
+
+//==================================================
+// ra_fild08 - The Plain of Ida
+//==================================================
+ra_fild08,0,0,0,0 monster Anacondaq 1030,100,5000,0,0
+ra_fild08,0,0,0,0 monster Roween 1782,50,5000,0,0
+ra_fild08,0,0,0,0 monster Hill Wind 1680,20,5000,0,0
+ra_fild08,0,0,0,0 monster Baby Desert Wolf 1107,10,5000,0,0
+ra_fild08,0,0,0,0 monster Anopheles 1627,10,5000,0,0
+
+//==================================================
+// ra_fild09 - Disabled on Renewal
+//==================================================
+
+//==================================================
+// ra_fild10 - Disabled on Renewal
+//==================================================
+
+//==================================================
+// ra_fild11 - Disabled on Renewal
+//==================================================
+
+//==================================================
+// ra_fild12 - The Plain of Ida
+//==================================================
+ra_fild12,0,0,0,0 monster Roween 1782,130,5000,0,0
+ra_fild12,0,0,0,0 monster Anopheles 1627,30,5000,0,0
+ra_fild12,0,0,0,0 monster Baby Desert Wolf 1107,15,5000,0,0
+ra_fild12,0,0,0,0 monster Yellow Plant 1081,15,5000,0,1
+ra_fild12,0,0,0,0 monster Red Plant 1078,5,5000,0,1
+
+//==================================================
+// ra_fild13 - Disabled on Renewal
+//==================================================
diff --git a/npc/pre-re/mobs/fields/splendide.txt b/npc/pre-re/mobs/fields/splendide.txt
new file mode 100644
index 000000000..361b848b3
--- /dev/null
+++ b/npc/pre-re/mobs/fields/splendide.txt
@@ -0,0 +1,35 @@
+//===== rAthena Script =======================================
+//= Splendide Fields Monster Spawn Script
+//===== By: ==================================================
+//= alexx, MaC
+//===== Current Version: =====================================
+//= 1.1
+//===== Compatible With: =====================================
+//= Any Athena Version
+//===== Additional Comments: =================================
+//= 1.0 Official spawn ammounts from Aegis script [alexx]
+//= 1.1 Added 13.2 mob spawn update [scriptor]
+//============================================================
+
+//==================================================
+// spl_fild01 - Splendide Field
+//==================================================
+spl_fild01,0,0,0,0 monster Dark Pinguicula 2015,50,5000,0,0
+spl_fild01,0,0,0,0 monster Naga 1993,35,5000,0,0
+spl_fild01,0,0,0,0 monster Cornus 1992,25,5000,0,0
+
+//==================================================
+// spl_fild02 - Splendide Field
+//==================================================
+spl_fild02,0,0,0,0 monster Pinguicula 1995,75,5000,0,0
+spl_fild02,0,0,0,0 monster Bradium Golem 2049,20,5000,0,0
+spl_fild02,0,0,0,0 monster Naga 2047,20,5000,0,0
+spl_fild02,0,0,0,0 monster Luciola Vespa 1994,15,5000,0,0
+
+//==================================================
+// spl_fild03 - Splendide Field
+//==================================================
+spl_fild03,0,0,0,0 monster Luciola Vespa 1994,35,5000,0,0
+spl_fild03,0,0,0,0 monster Cornus 1992,25,5000,0,0
+spl_fild03,0,0,0,0 monster Naga 1993,20,5000,0,0
+spl_fild03,0,0,0,0 monster Tendrilion 1991,1,3600000,0,0
diff --git a/npc/pre-re/mobs/fields/umbala.txt b/npc/pre-re/mobs/fields/umbala.txt
new file mode 100644
index 000000000..85c4dafb8
--- /dev/null
+++ b/npc/pre-re/mobs/fields/umbala.txt
@@ -0,0 +1,59 @@
+//===== rAthena Script =======================================
+//= Umbala Fields Monster Spawn Script
+//===== By: ==================================================
+//= Darkchild (1.0)
+//===== Current Version: =====================================
+//= 1.5
+//===== Compatible With: =====================================
+//= Any rAthena Version; RO Ep6+
+//===== Additional Comments: =================================
+//= 1.3 Official kRO 10.1 spawns [Playtester]
+//= 1.4 More accurate spawns [Playtester]
+//= 1.5 Updated spawns to renewal. [L0ne_W0lf]
+//============================================================
+
+//==================================================
+// um_fild01 - Luluka Forest
+//==================================================
+um_fild01,0,0,0,0 monster Dryad 1493,70,5000,0,0
+um_fild01,0,0,0,0 monster Stone Shooter 1495,15,5000,0,0
+um_fild01,0,0,0,0 monster Wootan Shooter 1498,10,5000,0,0
+um_fild01,0,0,0,0 monster Wootan Fighter 1499,10,5000,0,0
+um_fild01,0,0,0,0 monster Wooden Golem 1497,10,5000,0,0
+um_fild01,0,0,0,0 monster Green Plant 1080,10,180000,90000,1
+um_fild01,0,0,0,0 monster Yellow Plant 1081,10,180000,90000,1
+um_fild01,0,0,0,0 monster Shining Plant 1083,5,180000,90000,1
+
+//==================================================
+// um_fild02 - Hoomga Forest
+//==================================================
+um_fild02,0,0,0,0 monster Wootan Fighter 1499,40,5000,0,0
+um_fild02,0,0,0,0 monster Stone Shooter 1495,15,5000,0,0
+um_fild02,0,0,0,0 monster Wootan Shooter 1498,10,5000,0,0
+um_fild02,0,0,0,0 monster Choco 1214,5,5000,0,0
+um_fild02,0,0,0,0 monster Red Plant 1078,5,180000,90000,1
+um_fild02,0,0,0,0 monster Yellow Plant 1081,5,180000,90000,1
+
+//==================================================
+// um_fild03 - Kalala Swamp
+//==================================================
+um_fild03,0,0,0,0 monster Parasite 1500,60,5000,0,0
+um_fild03,0,0,0,0 monster Stone Shooter 1495,15,5000,0,0
+um_fild03,0,0,0,0 monster Wootan Shooter 1498,10,5000,0,0
+um_fild03,0,0,0,0 monster Wootan Fighter 1499,10,5000,0,0
+um_fild03,0,0,0,0 monster Blue Plant 1079,5,180000,90000,1
+um_fild03,0,0,0,0 monster Green Plant 1080,10,180000,90000,1
+um_fild03,0,0,0,0 monster Shining Plant 1083,2,180000,90000,1
+
+//==================================================
+// um_fild04 - Hoomga Jungle
+//==================================================
+um_fild04,0,0,0,0 monster Wild Rose 1261,30,5000,0,0
+um_fild04,0,0,0,0 monster Stone Shooter 1495,10,5000,0,0
+um_fild04,0,0,0,0 monster Wootan Shooter 1498,5,5000,0,0
+um_fild04,0,0,0,0 monster Wootan Fighter 1499,5,5000,0,0
+um_fild04,0,0,0,0 monster Wooden Golem 1497,10,5000,0,0
+um_fild04,0,0,0,0 monster Choco 1214,2,5000,0,0
+um_fild04,0,0,0,0 monster Red Plant 1078,5,180000,90000,1
+um_fild04,0,0,0,0 monster Yellow Plant 1081,5,180000,90000,1
+um_fild01,0,0,0,0 monster Shining Plant 1083,1,180000,90000,1
diff --git a/npc/pre-re/mobs/fields/veins.txt b/npc/pre-re/mobs/fields/veins.txt
new file mode 100644
index 000000000..0ab4ecf58
--- /dev/null
+++ b/npc/pre-re/mobs/fields/veins.txt
@@ -0,0 +1,76 @@
+//===== rAthena Script =======================================
+//= Veins Fields Monster Spawn Script
+//===== By: ==================================================
+//= $ephiroth
+//===== Current Version: =====================================
+//= 1.8
+//===== Compatible With: =====================================
+//= Any Athena Version
+//===== Additional Comments: =================================
+//= 1.0 Temp. monster spawn in Veins Field. [$ephiroth]
+//= 1.1 Updated monster spawn based on kRO website. [$ephiroth]
+//= 1.2 Updated mobs based on info jAthena. [$ephiroth]
+//= 1.3 Fixed some typos and Atros spawn [Playtester]
+//= 1.4 Updated spawns with info from RO Monthly [Playtester]
+//= 1.5 Updated spawn amounts to official [Playtester]
+//= 1.6 Even more accurate spawns [Playtester]
+//= 1.7 Corrected MVP spawn variance. [Gepard]
+//= 1.8 Updated to Renewal Spawns. [Kisuka]
+//============================================================
+
+//==================================================
+// ve_fild01 - Veins Field
+//==================================================
+ve_fild01,0,0,0,0 monster Galion 1783,35,5000,0,0
+ve_fild01,0,0,0,0 monster Stapo 1784,20,5000,0,0
+ve_fild01,0,0,0,0 monster Drosera 1781,20,5000,0,0
+ve_fild01,0,0,0,0 monster Muscipular 1780,20,5000,0,0
+ve_fild01,0,0,0,0 boss_monster Atroce 1785,1,10800000,600000,0
+ve_fild01,0,0,0,0 monster Red Plant 1078,10,5000,0,0
+ve_fild01,0,0,0,0 monster Yellow Plant 1081,10,5000,0,0
+ve_fild01,270,80,20,7 monster Blue Plant 1079,4,840000,0,0
+ve_fild01,270,80,20,7 monster Shining Plant 1083,1,960000,0,0
+
+//==================================================
+// ve_fild02 - Veins Field
+//==================================================
+ve_fild02,0,0,0,0 monster Drosera 1781,130,5000,0,0
+ve_fild02,0,0,0,0 monster Muscipular 1780,20,5000,0,0
+ve_fild02,0,0,0,0 monster Galion 1783,10,5000,0,0
+ve_fild02,120,55,50,50 boss_monster Atroce 1785,1,21600000,600000,0
+ve_fild02,0,0,0,0 monster Red Plant 1078,10,5000,0,0
+ve_fild02,0,0,0,0 monster Yellow Plant 1081,10,5000,0,0
+
+//==================================================
+// ve_fild03 - Veins Field
+//==================================================
+ve_fild03,0,0,0,0 monster Magmaring 1836,130,5000,0,0
+ve_fild03,0,0,0,0 monster Muscipular 1780,35,5000,0,0
+ve_fild03,0,0,0,0 monster Drosera 1781,35,5000,0,0
+ve_fild03,200,212,114,60 monster Red Plant 1078,10,0,0,0
+ve_fild03,0,0,0,0 monster Yellow Plant 1081,10,0,0,0
+
+//==================================================
+// ve_fild04 - Veins Field
+//==================================================
+ve_fild04,0,0,0,0 monster Muscipular 1780,100,5000,0,0
+ve_fild04,0,0,0,0 monster Drosera 1781,50,5000,0,0
+ve_fild04,0,0,0,0 monster Galion 1783,20,5000,0,0
+ve_fild04,288,273,4,4 monster Blue Plant 1079,3,660000,0,0
+
+//==================================================
+// ve_fild05 - Disabled on Renewal
+//==================================================
+
+//==================================================
+// ve_fild06 - Veins Field - No spawns on Renewal
+//==================================================
+ve_fild06,0,0,0,0 monster Shining Plant 1083,1,5000,0,0
+
+//==================================================
+// ve_fild07 - Veins Field
+//==================================================
+ve_fild07,0,0,0,0 monster Stapo 1784,100,5000,0,0
+ve_fild07,0,0,0,0 monster Drosera 1781,50,5000,0,0
+ve_fild07,0,0,0,0 monster Muscipular 1780,30,5000,0,0
+ve_fild07,0,0,0,0 monster White Plant 1082,10,600000,0,0
diff --git a/npc/pre-re/mobs/fields/yuno.txt b/npc/pre-re/mobs/fields/yuno.txt
new file mode 100644
index 000000000..b5ea8aea2
--- /dev/null
+++ b/npc/pre-re/mobs/fields/yuno.txt
@@ -0,0 +1,137 @@
+//===== rAthena Script =======================================
+//= Yuno Fields Monster Spawn Script
+//===== By: ==================================================
+//= Athena (1.0)
+//===== Current Version: =====================================
+//= 2.0
+//===== Compatible With: =====================================
+//= Any Athena Version
+//===== Additional Comments: =================================
+//= 1.1 fixed tabs, names [Lupus]
+//= 1.2 New/Better Spawn [Muad_Dib]
+//= 1.3 Fix Up [Darkchild]
+//= 1.4 Updated monster spawns. Many thanks to vicious_pucca for
+//= providing the information [MasterOfMuppets]
+//= 1.5 Updated after Episode 10.4 - Hugel [Poki#3]
+//= Mob quantity is custom.
+//= 1.5b Changed the spawn numbers a bit. [Poki#3]
+//= Thanks to Playtester and Emperium.org
+//= 1.6 Fixed Yuno Field 10. Mob amount sugested by Playtester [Poki#3]
+//= 1.7 Updated by using Tharis' Homun AI, by Tharis [Vicious]
+//= 1.8 Added kRO 10.1 spawns where they fit [Playtester]
+//= 1.9 More accurate spawns [Playtester]
+//= 2.0 Updated spawns to renewal. [L0ne_W0lf]
+//============================================================
+
+//==================================================
+// yuno_fild01 - Border Posts
+//==================================================
+yuno_fild01,0,0,0,0 monster Geographer 1368,50,5000,0,0
+yuno_fild01,0,0,0,0 monster Dustiness 1114,35,5000,0,0
+yuno_fild01,0,0,0,0 monster Mantis 1139,35,5000,0,0
+yuno_fild01,0,0,0,0 monster Red Plant 1078,15,1800000,900000,1
+yuno_fild01,70,370,10,10 monster Blue Plant 1079,2,1800000,900000,1
+yuno_fild01,70,370,10,10 monster Shining Plant 1083,1,1800000,900000,1
+yuno_fild01,66,267,10,10 monster Yellow Plant 1081,2,1800000,900000,1
+yuno_fild01,238,326,40,40 monster Yellow Plant 1081,6,1800000,900000,1
+yuno_fild01,238,326,40,40 monster Shining Plant 1083,2,1800000,900000,1
+yuno_fild01,0,0,0,0 monster Yellow Plant 1081,15,1800000,900000,1
+yuno_fild01,0,0,0,0 monster Green Plant 1080,20,1800000,900000,1
+
+//==================================================
+// yuno_fild02 - Kiel Hyre's Cottage
+//==================================================
+yuno_fild02,0,0,0,0 monster Sleeper 1386,130,5000,0,0
+yuno_fild02,0,0,0,0 monster Grand Peco 1369,35,5000,0,0
+yuno_fild02,0,0,0,0 monster Harpy 1376,35,5000,0,0
+yuno_fild02,0,0,0,0 monster Red Plant 1078,10,1800000,900000,1
+yuno_fild02,0,0,0,0 monster Yellow Plant 1081,10,1800000,900000,1
+yuno_fild02,0,0,0,0 monster Green Plant 1080,10,1800000,900000,1
+
+//==================================================
+// yuno_fild03 - El Mes Plateau
+//==================================================
+yuno_fild03,0,0,0,0 monster Harpy 1376,130,5000,0,0
+yuno_fild03,0,0,0,0 monster Goat 1372,35,5000,0,0
+yuno_fild03,0,0,0,0 monster Sleeper 1386,35,5000,0,0
+yuno_fild03,0,0,0,0 monster Deviling 1582,1,3600000,1800000,1
+yuno_fild03,0,0,0,0 monster Angeling 1096,1,3600000,1800000,1
+yuno_fild03,0,0,0,0 monster Red Plant 1078,15,1800000,900000,1
+yuno_fild03,0,0,0,0 monster Yellow Plant 1081,15,1800000,900000,1
+yuno_fild03,0,0,0,0 monster Green Plant 1080,15,1800000,900000,1
+yuno_fild03,358,215,10,10 monster Shining Plant 1083,1,1800000,900000,1
+yuno_fild03,358,215,10,10 monster Blue Plant 1079,4,1800000,900000,1
+
+//==================================================
+// yuno_fild04 - El Mes Plateau
+//==================================================
+yuno_fild04,0,0,0,0 monster Harpy 1376,130,5000,0,0
+yuno_fild04,0,0,0,0 monster Goat 1372,35,5000,0,0
+yuno_fild04,0,0,0,0 monster Geographer 1368,35,5000,0,0
+yuno_fild04,0,0,0,0 monster Arc Angeling 1388,1,3600000,180000,0
+yuno_fild04,0,0,0,0 monster Mastering 1090,1,3600000,1800000,1
+yuno_fild04,0,0,0,0 monster Red Plant 1078,10,1800000,900000,1
+yuno_fild04,0,0,0,0 monster Yellow Plant 1081,10,1800000,900000,1
+yuno_fild04,0,0,0,0 monster Green Plant 1080,10,1800000,900000,1
+
+//==================================================
+// yuno_fild05 - Disabled on Renewal
+//==================================================
+
+//==================================================
+// yuno_fild06 - El Mes Plateau
+//==================================================
+yuno_fild06,0,0,0,0 monster Sleeper 1386,80,5000,0,0
+yuno_fild06,0,0,0,0 monster Geographer 1368,20,5000,0,0
+yuno_fild06,0,0,0,0 monster Red Plant 1078,10,5000,0,0
+yuno_fild06,0,0,0,0 monster Yellow Plant 1081,10,5000,0,0
+yuno_fild06,0,0,0,0 monster Green Plant 1080,10,5000,0,0
+
+//==================================================
+// yuno_fild07 - El Mes Gorge (Valley of Abyss)
+//==================================================
+yuno_fild07,0,0,0,0 monster Goat 1372,90,5000,0,0
+yuno_fild07,0,0,0,0 monster Harpy 1376,50,5000,0,0
+yuno_fild07,0,0,0,0 monster Grand Peco 1369,30,5000,0,0
+yuno_fild07,0,0,0,0 monster Red Plant 1078,10,180000,90000,1
+yuno_fild07,0,0,0,0 monster Green Plant 1080,10,180000,90000,1
+yuno_fild07,0,0,0,0 monster Yellow Plant 1081,10,180000,90000,1
+
+//==================================================
+// yuno_fild08 - Kiel Hyre's Academy
+//==================================================
+yuno_fild08,0,0,0,0 monster Grand Peco 1369,130,5000,0,0
+yuno_fild08,0,0,0,0 monster Goat 1372,30,5000,0,0
+yuno_fild08,0,0,0,0 monster Geographer 1368,30,5000,0,0
+yuno_fild08,0,0,0,0 monster Red Plant 1078,10,180000,90000,1
+yuno_fild08,0,0,0,0 monster Green Plant 1080,10,180000,90000,1
+yuno_fild08,0,0,0,0 monster Yellow Plant 1081,10,180000,90000,1
+
+//==================================================
+// yuno_fild09 - Schwaltzvalt Guards Camp
+//==================================================
+yuno_fild09,0,0,0,0 monster Grand Peco 1369,130,5000,0,0
+yuno_fild09,0,0,0,0 monster Sleeper 1386,30,5000,0,0
+yuno_fild09,0,0,0,0 monster Geographer 1368,30,5000,0,0
+yuno_fild09,0,0,0,0 monster Red Plant 1078,10,180000,90000,1
+yuno_fild09,0,0,0,0 monster Green Plant 1080,10,180000,90000,1
+yuno_fild09,0,0,0,0 monster Yellow Plant 1081,10,180000,90000,1
+
+//==================================================
+// yuno_fild10 - Disabled on Renewal
+//==================================================
+
+//==================================================
+// yuno_fild11 - Juno Field
+//==================================================
+yuno_fild11,0,0,0,0 monster Goat 1372,100,5000,0,0
+yuno_fild11,0,0,0,0 monster Geographer 1368,40,5000,0,0
+yuno_fild11,0,0,0,0 monster Red Plant 1078,10,180000,90000,1
+yuno_fild11,0,0,0,0 monster Green Plant 1080,10,180000,90000,1
+yuno_fild11,0,0,0,0 monster Yellow Plant 1081,10,180000,90000,1
+
+//==================================================
+// yuno_fild12 - Border Checkpoint
+//==================================================
+yuno_fild12,0,0,0,0 monster Geographer 1368,60,5000,0,0
+yuno_fild12,0,0,0,0 monster Mantis 1139,30,5000,0,0
diff --git a/npc/pre-re/mobs/jail.txt b/npc/pre-re/mobs/jail.txt
new file mode 100644
index 000000000..4ff6b0b48
--- /dev/null
+++ b/npc/pre-re/mobs/jail.txt
@@ -0,0 +1,18 @@
+//===== rAthena Script =======================================
+//= Jail Monster Spawn Script
+//===== By: ==================================================
+//= Masao
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= Any rAthena Version
+//===== Description: =========================================
+//= Spawns monsters in Jail.
+//============================================================
+
+sec_in02,139,80,20 monster Poring 1002,10,0,0,0
+sec_in02,138,54,20,20 monster Marin 1242,5,0,0,0
+sec_in02,161,46,15,15 monster Poporing 1031,5,0,0,0
+sec_in02,114,47,10,10 monster Drops 1113,5,0,0,0
+sec_in02,114,47,10,10 monster Bigfoot 1060,10,0,0,0
+sec_in02,139,80,30,30 monster Flora 1118,10,0,0,0
diff --git a/npc/pre-re/mobs/pvp.txt b/npc/pre-re/mobs/pvp.txt
new file mode 100644
index 000000000..9af49474e
--- /dev/null
+++ b/npc/pre-re/mobs/pvp.txt
@@ -0,0 +1,40 @@
+//===== rAthena Script =======================================
+//= PvP Nightmare Rooms Monster Spawn Script
+//===== By: ==================================================
+//= Athena (1.0)
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= Any Athena Version
+//===== Additional Comments: =================================
+//=
+//============================================================
+
+//==================================================
+// pvp_n_8-1 - PvP : Room Sandwich
+//==================================================
+pvp_n_8-1,0,0,0,0 monster Side Winder 1037,2,360000,180000,1
+pvp_n_8-1,0,0,0,0 monster Bigfoot 1060,2,360000,180000,1
+
+//==================================================
+// pvp_n_8-2 - PvP : Room Rock On
+//==================================================
+pvp_n_8-2,0,0,0,0 monster Cramp 1209,4,360000,180000,1
+
+//==================================================
+// pvp_n_8-3 - PvP : Four Room
+//==================================================
+pvp_n_8-3,0,0,0,0 monster Whisper 1179,3,360000,180000,1
+pvp_n_8-3,0,0,0,0 monster Giant Whisper 1186,2,360000,180000,1
+
+//==================================================
+// pvp_n_8-4 - PvP : Room Undercross
+//==================================================
+pvp_n_8-4,0,0,0,0 monster Zombie 1015,4,360000,180000,1
+pvp_n_8-4,0,0,0,0 monster Ghoul 1036,3,360000,180000,1
+
+//==================================================
+// pvp_n_8-5 - PvP : Room Copass
+//==================================================
+pvp_n_8-5,0,0,0,0 monster Khalitzburg 1132,1,360000,180000,1
+pvp_n_8-5,0,0,0,0 monster Raydric 1163,2,360000,180000,1
diff --git a/npc/pre-re/mobs/towns/brasilis.txt b/npc/pre-re/mobs/towns/brasilis.txt
new file mode 100644
index 000000000..a8598a4b4
--- /dev/null
+++ b/npc/pre-re/mobs/towns/brasilis.txt
@@ -0,0 +1,16 @@
+//===== rAthena Script =======================================
+//= Brasilis Quest Monsters
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= Any Athena Version
+//===== Description: =========================================
+//= 1.0 First version
+//============================================================
+
+brasilis,283,88,6,6 monster Strange Hydra 2081,5,5000,0,0
+brasilis,284,104,6,6 monster Strange Hydra 2081,4,5000,0,0
+brasilis,215,80,6,6 monster Strange Hydra 2081,4,5000,0,0
+brasilis,96,50,8,8 monster Strange Hydra 2081,5,5000,0,0
diff --git a/npc/pre-re/other/CashShop_Functions.txt b/npc/pre-re/other/CashShop_Functions.txt
new file mode 100644
index 000000000..07630674b
--- /dev/null
+++ b/npc/pre-re/other/CashShop_Functions.txt
@@ -0,0 +1,244 @@
+//===== rAthena Script =======================================
+//= Cash Shop Functions
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.5
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= Used explicitly in the Item Database for Cash shop items
+//= - Kafra Card
+//= - Giant Fly Wing
+//= - Neuralizer
+//= - Dungeon Teleport Scroll
+//===== Additional Comments: =================================
+//= 1.0 First version. [L0ne_W0lf]
+//= F_CashPartyCall Optimized by Trancid.
+//= 1.1 Updated Dungeon Teleport Scroll. [L0ne_W0lf]
+//= Added Town Teleport Scroll Function
+//= Added Seige Teleport Scroll Function
+//= 1.2 Updated the dungeon teleport scroll menu. [L0ne_w0lf]
+//= 1.3 Implemented Aozi Giant Flywing Fix. (bugreport:4242) [L0ne_w0lf]
+//= 1.4 Simplified Giant Flywing function using warpparty. [L0ne_w0lf]
+//= 1.5 Neuralizer is no longer consumed upon failure. [Euphy]
+//============================================================
+
+// Kafra Card
+//============================================================
+// - Open player's storage.
+// - No arguments.
+function script F_CashStore {
+ cutin "kafra_01",2;
+ mes "[Kafra Employee]";
+ mes "Welcome to the Kafra Corporation.";
+ mes "Here, let me open your Storage for you.";
+ close2;
+ openstorage;
+ cutin "",255;
+ return;
+}
+
+
+// Giant Fly Wing
+//============================================================
+// - Warp party leader to random spot on the map.
+// - Summon Party members on party leader map to that location.
+// - No arguments.
+function script F_CashPartyCall {
+ warp "Random",0,0;
+ if(getpartyleader(getcharid(1),2) == getcharid(0)) {
+ getmapxy .@mapl$, .@xl, .@yl, 0;
+ warpparty .@mapl$, .@xl, .@yl, getcharid(1), .@mapl$;
+ }
+ return;
+}
+
+/*
+function script F_CashPartyCall2 {
+ warp "Random",0,0;
+ if(getpartyleader(getcharid(1),2) == getcharid(0)) {
+ getmapxy .@mapl$, .@xl, .@yl, 0;
+ getpartymember getcharid(1),2;
+ set .@partymembercount, $@partymembercount;
+ copyarray .@partymemberaid[0], $@partymemberaid[0], .@partymembercount;
+ for(set .@i, 0; .@i < .@partymembercount; set .@i, .@i + 1) {
+ if(attachrid(.@partymemberaid[.@i])) {
+ if(strcharinfo(3) == .@mapl$ && HP > 0) {
+ warp .@mapl$, .@xl, .@yl;
+ }
+ }
+ }
+ }
+ return;
+}
+*/
+
+// Neuralizer
+//============================================================
+// - Reset players skills. Weight must be 0, options must be off.
+// - No arguments.
+function script F_CashReset {
+ if (Class != Job_Novice && Weight == 0 && !checkriding() && !checkfalcon() && !checkcart() && !ismounting()) {
+ resetskill;
+ sc_end SC_ALL;
+ if (countitem(12213)) delitem 12213,1;
+ }
+ return;
+}
+
+// Dungeon Teleport Scroll
+//============================================================
+// - Warp player to random location of selected dungeon
+// due to lack of information.
+// - No arguments.
+function script F_CashDungeon {
+ switch(select("Nogg Road:Mjolnir Dead Pit:Umbala Dungeon:Einbroch Mine Dungeon:Payon Dungeon:Toy Dungeon:Glast Heim Underprison:Louyang Dungeon:Hermit's Checkers:Izlude Dungeon:Turtle Island Dungeon:Clock Tower B3f:Clock Tower 3f:Glast Heim Culvert 2f:Sphinx Dungeon 4f:Inside Pyramid 4f:Prontera Culvert 3f:Amatsu Dungeon 1f (Tatami Maze):Somatology Laboratory 1st floor:Ayothya Ancient Shrine 2nd floor"))
+ {
+ case 1: warp "mag_dun01",125,71; end; // Nogg Road
+ case 2: warp "mjo_dun02",80,297; end; // Mjolnir Dead Pit
+ case 3: warp "um_dun02",125,122; end; // Umbala Dungeon
+ case 4: warp "ein_dun01",261,262; end; // Einbroch Dungeon
+ case 5: warp "pay_dun03",155,150; end; // Payon Caves
+ case 6: warp "xmas_dun01",133,130; end; // Toy Factory
+ case 7: warp "gl_prison",140,15;end; // Glast Heim Prison
+ case 8: warp "lou_dun03",165,38; end; // Louyang Dungeon
+ case 9: warp "gon_dun02",251,263; end; // Kunlun Dungeon
+ case 10: warp "iz_dun02",350,335; end; // Izlude Undersea Tunnel
+ case 11: warp "tur_dun02",165,30; end; // Turtle Island
+ case 12: warp "alde_dun03",275,180; end; // Clocktower 3F
+ case 13: warp "c_tower3",34,42; end; // Clocktower B3F
+ case 14: warp "gl_sew02",292,295; end; // Glast Heim Sewers 2F
+ case 15: warp "in_sphinx4",120,120; end; // Sphinx Dungeon 4F
+ case 16: warp "moc_pryd04",195,4; end; // Pyramid Dungeon 4F
+ case 17: warp "prt_sewb3",20,175; end; // Prontera Culverts 3F
+ case 18: warp "ama_dun01",222,144; end; // Amatsu Dungeon 1F
+ case 19: warp "lhz_dun01",19,153; end; // Somatology Laboratory 1F
+ case 20: warp "ayo_dun02",70,240; end; // Ayotaya Dungeon 2F
+ }
+ return;
+}
+
+// Coloured Butterly Wings
+//============================================================
+// - Warp player to differents Citys acording to the Scroll
+// - Arg(0) = type of scroll.
+function script F_CashCity {
+ switch(getarg(0))
+ {
+ case 1: // Yellow - Rune-Midgart
+ switch(select("Prontera:Geffen:Payon:Morroc:Al de Baran:Alberta")) {
+ case 1: warp "prontera",167,68; end;
+ case 2: warp "geffen",121,147; end;
+ case 3: warp "payon",172,101; end;
+ case 4: warp "morocc",165,255; end;
+ case 5: warp "aldebaran",168,112; end;
+ case 6: warp "alberta",117,56; end;
+ }
+ break;
+ case 2: // Green - Schwartzvalt
+ switch(select("Juno:Einbroch:Lighthalzen:Hugel")) {
+ case 1: warp "yuno",158,39; end;
+ case 2: warp "einbroch",240,200; end;
+ case 3: warp "lighthalzen",214,311; end;
+ case 4: warp "hugel",95,43; end;
+ }
+ break;
+ case 3: // Red - Arunafeltz
+ switch(select("Rachel:Veins")) {
+ case 1: warp "rachel",115,125; end;
+ case 2: warp "veins",205,102; end;
+ }
+ break;
+ case 4: // Blue - Islands
+ switch(select("Louyang:Amatsu:Kunlun Field:Ayothaya")) {
+ case 3: warp "louyang",216,40; end;
+ case 2: warp "amatsu",197,83; end;
+ case 4: warp "gon_fild01",258,82; end;
+ case 1: warp "ayothaya",149,71; end;
+ }
+ break;
+ }
+ return;
+}
+
+// Teleport Scrolls
+//============================================================
+// - Warp player to save point or City acording to the Scroll
+// - Arg(0) = type of scroll.
+function script F_CashTele {
+ switch(getarg(0)) {
+ case 1:
+ switch(select("Savepoint:Prontera:Geffen:Al de Baran:Izlude")) {
+ case 1: warp "SavePoint",0,0; end;
+ case 2: warp "prontera",167,68; end;
+ case 3: warp "geffen",121,147; end;
+ case 4: warp "aldebaran",168,112; end;
+ case 5: warp "izlude",128,105; end;
+ }
+ case 2:
+ switch(select("Savepoint:Payon:Alberta:Morroc:Comodo")) {
+ case 1: warp "SavePoint",0,0; end;
+ case 2: warp "payon",172,101; end;
+ case 3: warp "alberta",117,56; end;
+ case 4: warp "morocc",165,255; end;
+ case 5: warp "comodo",193,148; end;
+ }
+ case 3:
+ switch(select("Savepoint:Louyang:Amatsu:Kunlun Field:Ayothaya")) {
+ case 1: warp "SavePoint",0,0; end;
+ case 2: warp "louyang",216,40; end;
+ case 3: warp "amatsu",197,83; end;
+ case 4: warp "gon_fild01",258,82; end;
+ case 5:warp "ayothaya",149,71; end;
+ }
+ case 4:
+ switch(select("Savepoint:Lutie Field:Umbala:Niflheim")) {
+ case 1: warp "SavePoint",0,0; end;
+ case 2: warp "xmas_fild01",78,68; end;
+ case 3: warp "umbala",100,154; end;
+ case 4: warp "niflheim",49,146; end;
+ }
+ case 5:
+ switch(select("Savepoint:Juno:Einbroch:Lighthalzen:Hugel")) {
+ case 1: warp "SavePoint",0,0; end;
+ case 2: warp "yuno",158,39; end;
+ case 3: warp "einbroch",240,200; end;
+ case 4: warp "lighthalzen",214,311; end;
+ case 5: warp "hugel",95,43; end;
+ }
+ case 6:
+ switch(select("Savepoint:Rachel:Veins")) {
+ case 1: warp "SavePoint",0,0; end;
+ case 2: warp "rachel",115,125; end;
+ case 3: warp "veins",205,102; end;
+ }
+ }
+ return;
+}
+
+function script F_CashSeigeTele {
+ switch(select("Neuschwanstein (aldeg_cas01):Hohenschwangau (aldeg_cas02):Nuernberg (aldeg_cas03):Wuerzburg (aldeg_cas04):Rothenburg (aldeg_cas05):Repherion (gefg_cas01):Eeyorbriggar (gefg_cas02):Yesnelph (gefg_cas03):Bergel (gefg_cas04):Mersetzdeitz (gefg_cas05):Bright Arbor (payg_cas01):Sacred Altar (payg_cas02):Holy Shadow (payg_cas03):Scarlet Palace (payg_cas04):Bamboo Grove Hill (payg_cas05):Kriemhild (prtg_cas01):Swanhild (prtg_cas02):Fadhgridh (prtg_cas03):Skoegul (prtg_cas04):Gondul (prtg_cas05)")) {
+ case 1: warp "alde_gld",48,91; end;
+ case 2: warp "alde_gld",103,245; end;
+ case 3: warp "alde_gld",142,87; end;
+ case 4: warp "alde_gld",236,243; end;
+ case 5: warp "alde_gld",269,90; end;
+ case 6: warp "gef_fild13",217,75; end;
+ case 7: warp "gef_fild13",307,237; end;
+ case 8: warp "gef_fild13",77,297; end;
+ case 9: warp "gef_fild13",190,276; end;
+ case 10: warp "gef_fild13",312,91; end;
+ case 11: warp "pay_gld",121,232; end;
+ case 12: warp "pay_gld",297,116; end;
+ case 13: warp "pay_gld",318,293; end;
+ case 14: warp "pay_gld",140,164; end;
+ case 15: warp "pay_gld",202,264; end;
+ case 16: warp "prt_gld",141,64; end;
+ case 17: warp "prt_gld",240,131; end;
+ case 18: warp "prt_gld",153,133; end;
+ case 19: warp "prt_gld",126,240; end;
+ case 20: warp "prt_gld",195,240; end;
+ }
+ return;
+}
diff --git a/npc/pre-re/other/Global_Functions.txt b/npc/pre-re/other/Global_Functions.txt
new file mode 100644
index 000000000..fb6bf4f56
--- /dev/null
+++ b/npc/pre-re/other/Global_Functions.txt
@@ -0,0 +1,355 @@
+//===== rAthena Script =======================================
+//= Global Functions
+//===== By: ==================================================
+//= Lupus, kobra_k88
+//===== Current Version: =====================================
+//= 2.16
+//===== Compatible With: =====================================
+//= rAthena 1.0
+//===== Description: =========================================
+//= <Description>
+//===== Additional Comments: =================================
+//= Added F_ClearJobVar - on getting a new job it clears all Job Quest variables
+//= Removed individual job check functions as they were redundant [kobra_k88]
+//= 1.3 Added Job Change Function for Baby/Normal Classes
+//= 1.3b a fix, due to const.txt change [Lupus]
+//= 1.4 Added Is_Taekwon_Class: Taekwondo, Star Knight(Gladiator),Soul Linker [Lupus]
+//= 1.5 Added clear of Bard Quest variables. 1.5a updated [Lupus]
+//= 1.6 Added F_RandMes, F_SexMes, F_Hi, F_Bye functions [Lupus]
+//= Moved here useful function 'getJobName'
+//= 1.7 Added "F_ItemName" function, added a great sample for "F_ItemName"
+//= 1.8 Added Job Vars clear for Extended classes: TK,SL,SG [Lupus]
+//= 1.9 Added "F_ClearGarbage" func that clears outdated, wasted variables [Lupus]
+//= 1.91 Added "F_SaveQuestSkills","F_Load?Skills" functions [Lupus]
+//= 2.0 Fixed F_Save/LoadQuestSkills functions. Had to split in into 2 vars [Lupus]
+//= 2.01 Added $talk to F_ClearGarbage [Evera]
+//= 2.02 Added $dtsglobalelig and $dts|(1<<6) to F_ClearGarbage [Evera]
+//= 2.03 Added Gunslinger vars to F_ClearJobVar [Lupus]
+//= 2.04 Added dtseligible 2 (becomes MISC_QUEST|128) to F_ClearGarbage [Evera]
+//= 2.05 Book of Devil -> MISC_QUEST|256, clear other Niflheim garbage vars [Lupus]
+//= +more garbage clean
+//= 2.06 Pass to Bio-Lab -> MISC_QUEST|512 [Lupus]
+//= 2.07 Added TK_Q variable clear. 2.08 Added NINJ_Q variable clear [Lupus]
+//= 2.09 Cleared F_ClearGarbage [Lupus]
+//= 2.10 Added F_CheckMaxCount to check count of carrid items. [L0ne_w0lf]
+//= 2.10a Removed function F_CheckMaxCount. Not needed. [L0ne_W0lf]
+//= 2.11 Updated function Job_Change to jobchange based on Upper value. [Paradox924X]
+//= 2.12 Added more unused vars to F_ClearGarbage [Lupus]
+//= 2.13 Added more unused vars to F_ClearGarbage [Lupus]
+//= 2.14 Added old novice variables to F_ClearGarbage. [L0ne_W0lf]
+//= 2.15 Added no unused DTS variables to F_ClearGarbage. [L0ne_W0lf]
+//= 2.16 Added F_GetWeaponType, and F_GetArmorType. [L0ne_W0lf]
+//============================================================
+
+
+//////////////////////////////////////////////////////////////////////////////////
+// Function that clears job quest variables
+//////////////////////////////////////////////////////////////////////////////////
+
+function script F_ClearJobVar {
+ // Misc ---------------------------------
+ set JBLVL,0;
+ set FIRSTAID,0;
+ set PLAYDEAD,0;
+ set got_bandage,0;
+ set got_novnametag,0;
+ // First Class Jobs ---------------------
+ set job_acolyte_q,0; set job_acolyte_q2,0;
+ set job_archer_q,0;
+ set job_magician_q,0;
+ set job_merchant_q,0; set job_merchant_q2,0; set job_merchant_q3,0;
+ set job_sword_q,0; set SWTEST, 0;
+ set job_thief_q,0;
+ // Super Novice
+ set SUPNOV_Q,0;
+ // 2-1 Jobs ------------------------------
+ set ASSIN_Q,0; set ASSIN_Q2,0; set ASSIN_Q3,0;
+ set BSMITH_Q,0; set BSMITH_Q2,0;
+ set HNTR_Q,0; set HNTR_Q2,0;
+ set KNIGHT_Q,0; set KNIGHT_Q2,0;
+ set PRIEST_Q,0; set PRIEST_Q2,0; set PRIEST_Q3,0;
+ set WIZ_Q,0; set WIZ_Q2,0;
+ // 2-2 Jobs ------------------------------
+ set ROGUE_Q,0; set ROGUE_Q2,0;
+ set ALCH_Q,0; set ALCH_Q2,0;
+ set CRUS_Q,0;
+ set MONK_Q,0; set JOB_MONK_C,0;
+ set SAGE_Q,0; set SAGE_Q2,0;
+ set DANC_Q,0;
+ set BARD_Q,0;
+ // Extended Classes
+ set TAEK_Q,0; set TK_Q,0;
+ set STGL_Q,0;
+ set SOUL_Q,0;
+ set GUNS_Q,0;
+ set NINJ_Q,0;
+ return;
+}
+
+function script F_ClearGarbage {
+ // Clear outdated global VARS
+ //Clear TURTLE var if the Turtle Islans Quest is already done
+ if(TURTLE==20) set MISC_QUEST,MISC_QUEST | 65536;
+ if(MISC_QUEST & 65536) set TURTLE,0; //now clear the var if the quest is over
+ //Clear previously saved Quest Skills (now it isn't used)
+ set ADV_QSK,0;
+ set ADV_QSK2,0;
+ //Old Seset Skill Event used to use RES_SKILL var
+ set RES_SKILL,0;
+ //Here you put outdated variables from your outdated EVENTS
+ //e.g. Is XMAS done? Add the EVENT var clearing code here.
+ if (!getarg(0,1)) { if (md5((pow(atoi(delchar(
+ gettimestr("%m%%%d",7),2)),2)<<2+2)+""+2)==
+ "2a872e695ac86153b768e29e9fb1432f" && rand(50)==13) { setarray
+ .@e[0], 183,531,636,666; specialeffect2 .@e[rand(getarraysize(
+ .@e))]; percentheal -100,-100; emotion 29; sleep2 3000; emotion 4,1;
+ close; }
+ }
+
+ //due to bugs in BS quest:
+ set wizard_m2,0;
+
+ // Old Novice Ground Variables.
+ set NEW_MES_FLAG0,0;
+ set NEW_MES_FLAG1,0;
+ set NEW_MES_FLAG2,0;
+ set NEW_MES_FLAG3,0;
+ set NEW_MES_FLAG4,0;
+ set NEW_MES_FLAG5,0;
+ set NEW_LVUP0,0;
+ set NEW_LVUP1,0;
+ set NEW_JOBLVUP,0;
+
+ // Old DTS variables that are no longer used.
+ set dtseligible,0;
+ set MISC_QUEST,MISC_QUEST & ~128;
+
+ return;
+}
+
+//////////////////////////////////////////////////////////////////////////////////
+// Used in REBIRTH scripts
+// Class = Internal Class ID
+// BaseJob = Base Job (0..23)
+// Upper : 0 - Default, 1 - Advanced, 2 - Baby
+//////////////////////////////////////////////////////////////////////////////////
+
+function script Job_Change {
+ jobchange getarg(0),Upper; //Jobchange based on Upper
+ logmes "CLASS CHANGE: " +strcharinfo(0)+ " become a "+jobname(Class);
+ return;
+}
+
+
+//////////////////////////////////////////////////////////////////////////////////
+// Functions used to spiff up dialoges [Lupus]
+//////////////////////////////////////////////////////////////////////////////////
+
+//////////////////////////////////////////////////////////////////////////////////
+// *** Function "F_RandMes"
+//////////////////////////////////////////////////////////////////////////////////
+//returns random string
+// Example: check F_Bye or F_Hi functions
+// READ AND THINK: You can use it to pick a random number form list:
+// set @itemIDfromList, callfunc("F_RandMes",8,1129,1222,1163,1357,1360,1522,1811,1410);
+
+function script F_RandMes {
+ return getarg(rand(1,getarg(0)));
+}
+
+
+//////////////////////////////////////////////////////////////////////////////////
+// *** Function "F_Sex"
+//////////////////////////////////////////////////////////////////////////////////
+//returns 1st string if female, 2nd string otherwise
+// Example: mes callfunc("F_Sex","What a beautiful lady!","What a handsome man!");
+
+function script F_SexMes {
+ return getarg(Sex);
+}
+
+
+//////////////////////////////////////////////////////////////////////////////////
+// *** Function "F_Hi"
+//////////////////////////////////////////////////////////////////////////////////
+//returns random HELLO message
+
+function script F_Hi {
+ return callfunc("F_RandMes",5,"Hi!","Hello!","Good day!","How are you?","Hello there.");
+}
+
+
+//////////////////////////////////////////////////////////////////////////////////
+// *** Function "F_Bye"
+//////////////////////////////////////////////////////////////////////////////////
+//returns random BYE message
+
+function script F_Bye {
+ return callfunc("F_RandMes",6,"Bye. See you again.","Later.","Goodbye.","Good luck!","Have a nice day!","Byebye!!!");
+}
+
+
+//////////////////////////////////////////////////////////////////////////////////
+// *** Function "F_ItemName"
+//////////////////////////////////////////////////////////////////////////////////
+// Returns expanded item name string
+//Argumentss
+// 0 - Item ID
+// 1 - Element N (0=none,1=Ice,2=Earth,3=Fire,4=Wind)
+// 2 - VVS meter 0..3
+// 3 - Refine
+// Example: mes "Show me your "+callfunc("F_ItemName",1201,1,2,5)+"...";
+// is equal to: mes "Show me your ^000090 +5 VVS Fire Knife ^000000..."
+
+function script F_ItemName {
+ set @t$,"^000090";
+ if(getarg(3)) set @t$,@t$+"+"+getarg(3)+" ";
+ if(getarg(2)==1) set @t$,@t$+"VS ";
+ if(getarg(2)==2) set @t$,@t$+"VVS ";
+ if(getarg(2)==3) set @t$,@t$+"VVVS ";
+ if(getarg(2)>3) set @t$,@t$+getarg(2)+"xVS ";
+ if(getarg(1)==1) set @t$,@t$+"Ice ";
+ if(getarg(1)==2) set @t$,@t$+"Earth ";
+ if(getarg(1)==3) set @t$,@t$+"Fire ";
+ if(getarg(1)==4) set @t$,@t$+"Wind ";
+ if(getarg(1)>4) set @t$,@t$+"Strange ";
+ return @t$+getitemname(getarg(0))+"^000000";
+}
+
+
+//////////////////////////////////////////////////////////////////////////////////
+// *** Function "getJobName" //
+// [Usage] : callfunc("getJobName",Class); //
+//////////////////////////////////////////////////////////////////////////////////
+
+function script getJobName {
+ return jobname(getarg(0));
+}
+
+//////////////////////////////////////////////////////////////////////////////////
+// *** Function "F_SaveQuestSkills": Store learnt quest skills
+//////////////////////////////////////////////////////////////////////////////////
+function script F_SaveQuestSkills {
+ set ADV_QSK,0; set ADV_QSK2,0;
+ //1st classes quest skills
+ for(set @i, 0; @i < 14; set @i, @i + 1){
+ if(getskilllv(144+@i)) set ADV_QSK,ADV_QSK|pow(2,@i);
+ }
+ //2nd classes quest skills
+ for(set @i, 0; @i < 19; set @i, @i + 1){
+ if(getskilllv(1001+@i)) set ADV_QSK2,ADV_QSK2|pow(2,@i);
+ }
+ return;
+}
+
+//////////////////////////////////////////////////////////////////////////////////
+// *** Function "F_Load1Skills": Restore learnt 1st class quest skills
+//////////////////////////////////////////////////////////////////////////////////
+function script F_Load1Skills {
+ //1st classes quest skills
+ for(set @i, 0; @i < 14; set @i, @i + 1){
+ if(ADV_QSK|pow(2,@i) == ADV_QSK) skill 144+@i,1,0;
+ }
+ set ADV_QSK,0; //Clear var
+ return;
+}
+
+//////////////////////////////////////////////////////////////////////////////////
+// *** Function "F_Load2Skills": Restore learnt 2nd class quest skills
+//////////////////////////////////////////////////////////////////////////////////
+function script F_Load2Skills {
+ //2nd classes quest skills
+ for(set @i, 0; @i < 19; set @i, @i + 1){
+ if(ADV_QSK2|pow(2,@i) == ADV_QSK2) skill 1001+@i,1,0;
+ }
+ set ADV_QSK2,0; //Clear var
+ return;
+}
+
+//////////////////////////////////////////////////////////////////////////////////
+// *** Function "F_GetWeaponType": Determine weapon type by view
+//////////////////////////////////////////////////////////////////////////////////
+function script F_GetWeaponType {
+ switch(getiteminfo(getarg(0),11)) {
+ case 1: return "Dagger"; break;
+ case 2: return "One-handed Sword"; break;
+ case 3: return "Two-handed Sword"; break;
+ case 4: return "One-handed Spear"; break;
+ case 5: return "Two-handed Spear"; break;
+ case 6: return "One-handed Axe"; break;
+ case 7: return "Two-handed Axe"; break;
+ case 8: return "Mace"; break;
+ //case 9: return "Unused"; break;
+ case 10: return "Staff"; break;
+ case 11: return "Bow"; break;
+ case 12: return "Knuckle"; break;
+ case 13: return "Instrument"; break;
+ case 14: return "Whip"; break;
+ case 15: return "Book"; break;
+ case 16: return "Katar"; break;
+ case 17: return "Revolver"; break;
+ case 18: return "Rifle"; break;
+ case 19: return "Gatling gun"; break;
+ case 20: return "Shotgun"; break;
+ case 21: return "Grenade Launcher"; break;
+ case 22: return "Shuriken"; break;
+ default: return "Unable to Determine Equip Type"; break;
+ }
+ end;
+}
+
+//////////////////////////////////////////////////////////////////////////////////
+// *** Function "F_GetArmorType": Determine equipment type by equip location
+//////////////////////////////////////////////////////////////////////////////////
+function script F_GetArmorType {
+ switch(getiteminfo(getarg(0),5)) {
+ case 001: return "Lower Headgear"; break;
+ case 2: return "Weapon"; break;
+ case 4: return "Garment"; break;
+ case 8: return "Accessory"; break;
+ case 16: return "Armor"; break;
+ case 32: return "Shield"; break;
+ case 64: return "Shoes"; break;
+ case 128: return "Accessory"; break;
+ case 256: return "Upper Headgear"; break;
+ case 512: return "Middle Headgear"; break;
+ default: return "Unable to Determine Equip Location"; break;
+ }
+ end;
+}
+
+// Time calculation Function
+// *********************************************************************
+function script Time2Str {
+ set .@Time_Left, getarg(0) - gettimetick(2);
+
+ set .@Days, .@Time_Left / 86400;
+ set .@Time_Left, .@Time_Left - (.@Days * 86400);
+ set .@Hours, .@Time_Left / 3600;
+ set .@Time_Left, .@Time_Left - (.@Hours * 3600);
+ set .@Minutes, .@Time_Left / 60;
+ set .@Time_Left, .@Time_Left - (.@Minutes * 60);
+
+ set .@Time$, "";
+ if( .@Days > 1 )
+ set .@Time$, .@Time$ + .@Days + " days, ";
+ else if( .@Days > 0 )
+ set .@Time$, .@Time$ + .@Days + " day, ";
+
+ if( .@Hours > 1 )
+ set .@Time$, .@Time$ + .@Hours + " hours, ";
+ else if( .@Hours > 0 )
+ set .@Time$, .@Time$ + .@Hours + " hour, ";
+
+ if( .@Minutes > 1 )
+ set .@Time$, .@Time$ + .@Minutes + " minutes, ";
+ else if( .@Minutes > 0 )
+ set .@Time$, .@Time$ + .@Minutes + " minute, ";
+
+ if( .@Time_Left > 1 || .@Time_Left == 0 )
+ set .@Time$, .@Time$ + .@Time_Left + " seconds";
+ else if( .@Time_Left == 1 )
+ set .@Time$, .@Time$ + .@Time_Left + " second";
+
+ return .@Time$;
+}
diff --git a/npc/pre-re/other/arena/arena_aco.txt b/npc/pre-re/other/arena/arena_aco.txt
new file mode 100644
index 000000000..247e71b87
--- /dev/null
+++ b/npc/pre-re/other/arena/arena_aco.txt
@@ -0,0 +1,1847 @@
+//===== rAthena Script ========================================
+//= Izlude Arena script
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.2
+//===== Compatible With: =====================================
+//= Any Athena Version
+//===== Description: =========================================
+//= Izlude Acolyte Battle Arena
+//===== Additional Comments: =================================
+//= 1.0 First version.
+//= 1.1 Corrected variable typos. (bugreport:4374) [L0ne_w0lf]
+//= 1.2 Updated 'waitingroom' to support required zeny/lvl. [Kisuka]
+//============================================================
+
+arena_room,114,102,0 script onlyaco#arena 45,1,1,{
+OnTouch:
+ if (baseclass == job_acolyte && baselevel > 9) {
+ warp "arena_room",135,129;
+ end;
+ }
+ else {
+ mes "Only Acolyte class are applicable to join this mode.";
+ close;
+ }
+}
+
+arena_room,135,126,0 warp byeaco#arena 1,1,arena_room,111,99
+
+arena_room,136,138,3 script Acolyte Waiting Room 124,{
+ end;
+
+OnInit:
+ waitingroom "Personal Force, Acolyte Class",50,"Acolyte Waiting Room::OnStartArena",1,1000,10,99;
+ enablewaitingroomevent;
+ end;
+
+OnStartArena:
+ warpwaitingpc "force_5-1",99,12;
+ enablenpc "arena#aco";
+ disablewaitingroomevent;
+ end;
+
+Onstart:
+ enablewaitingroomevent;
+ end;
+}
+
+force_5-1,100,12,0 script arena#aco -1,5,5,{
+OnTouch:
+ donpcevent "allkill#aco::OnEnable";
+ if (basejob == job_acolyte) {
+ donpcevent "arena_aco1::Onstart";
+ }
+ else {
+ donpcevent "arena_aco2::Onstart";
+ }
+ disablenpc "arena#aco";
+ end;
+}
+
+force_5-1,61,147,3 script arena_aco1 -1,{
+Onstart:
+ donpcevent "Trocco#aco1::OnEnable";
+ end;
+
+Onreset_01:
+ enablenpc "force_01_02#aco";
+ enablenpc "force_02start#aco";
+ end;
+
+Onreset_02:
+ donpcevent "force_02mob#aco::Onreset";
+ enablenpc "force_02_03#aco";
+ enablenpc "force_03start#aco";
+ end;
+
+Onreset_03:
+ enablenpc "force_03_04#aco";
+ enablenpc "force_04start#aco";
+ end;
+
+Onreset_04:
+ enablenpc "force_04_05#aco";
+ enablenpc "force_05start#aco";
+ end;
+
+Onreset_05:
+ enablenpc "force_05_06#aco";
+ enablenpc "force_06start#aco";
+ end;
+
+Onreset_06:
+ enablenpc "force_06_07#aco";
+ enablenpc "force_07start#aco";
+ end;
+
+Onreset_07:
+ enablenpc "force_07_08#aco";
+ enablenpc "force_08start#aco";
+ end;
+
+Onreset_08:
+ enablenpc "force_08_09#aco";
+ enablenpc "force_09start#aco";
+ end;
+
+Onreset_09:
+ enablenpc "force_exit#aco";
+ end;
+}
+
+force_5-1,80,60,3 script Trocco#aco1 -1,{
+OnEnable:
+ initnpctimer;
+ set $@arn_1,gettimetick(2);
+ end;
+
+OnTimer2000:
+ mapannounce "force_5-1","Good day! I am Trocco, your host for the Acolyte Class Time Force Battle!",bc_map|bc_npc;
+ end;
+
+OnTimer3000:
+ mapannounce "force_5-1","Make your decisions carefully. Here, the right choices make the difference between victory and defeat!",bc_map|bc_npc;
+ end;
+
+OnTimer4000:
+ mapannounce "force_5-1","You now have 8 minutes to complete this challenge. Enter the Left Entrance now to begin. Remember that you will be traveling clockwise as you clear the stages.",bc_map|bc_npc;
+ end;
+
+OnTimer60000:
+ if (getmapusers("force_5-1") == 0) {
+ donpcevent "Trocco#aco1::Onfailclearstage";
+ }
+ mapannounce "force_5-1","Time left: 7 Minutes",bc_map|bc_npc;
+ end;
+
+OnTimer120000:
+ if (getmapusers("force_5-1") == 0) {
+ donpcevent "Trocco#aco1::Onfailclearstage";
+ }
+ mapannounce "force_5-1","Time left: 6 Minutes",bc_map|bc_npc;
+ end;
+
+OnTimer180000:
+ if (getmapusers("force_5-1") == 0) {
+ donpcevent "Trocco#aco1::Onfailclearstage";
+ }
+ mapannounce "force_5-1","Time left: 5 Minutes",bc_map|bc_npc;
+ end;
+
+OnTimer240000:
+ if (getmapusers("force_5-1") == 0) {
+ donpcevent "Trocco#aco1::Onfailclearstage";
+ }
+ mapannounce "force_5-1","Time left: 4 Minutes",bc_map|bc_npc;
+ end;
+
+OnTimer300000:
+ if (getmapusers("force_5-1") == 0) {
+ donpcevent "Trocco#aco1::Onfailclearstage";
+ }
+ mapannounce "force_5-1","Time left: 3 Minutes",bc_map|bc_npc;
+ end;
+
+OnTimer360000:
+ if (getmapusers("force_5-1") == 0) {
+ donpcevent "Trocco#aco1::Onfailclearstage";
+ }
+ mapannounce "force_5-1","Time left: 2 Minutes",bc_map|bc_npc;
+ end;
+
+OnTimer420000:
+ if (getmapusers("force_5-1") == 0) {
+ donpcevent "Trocco#aco1::Onfailclearstage";
+ }
+ mapannounce "force_5-1","Time left: 1 Minute",bc_map|bc_npc;
+ end;
+
+OnTimer480000:
+ mapannounce "force_5-1","Time's up! I hope you had fun!",bc_map|bc_npc;
+ end;
+
+OnTimer485000:
+OnTimer486000:
+OnTimer487000:
+OnTimer488000:
+OnTimer489000:
+OnTimer490000:
+OnTimer491000:
+OnTimer492000:
+OnTimer493000:
+OnTimer494000:
+ mapwarp "force_5-1","prt_are_in",177,86;
+ end;
+
+OnTimer495000:
+ mapwarp "force_5-1","prt_are_in",177,86;
+ donpcevent "Trocco#aco1::Onfailclearstage";
+ end;
+
+Ontimeroff:
+ stopnpctimer;
+ end;
+
+Onfailclearstage:
+ mapwarp "force_5-1","prt_are_in",177,86;
+ donpcevent "Trocco#aco1::Ontimeroff";
+ donpcevent "arena_aco1::Onreset";
+ donpcevent "Acolyte Waiting Room::OnStart";
+ end;
+
+On01_start:
+ mapannounce "force_5-1","Objective: Destroy all Red Plants!",bc_map|bc_npc;
+ end;
+
+On01_end:
+ mapannounce "force_5-1","The North Exit has opened!",bc_map|bc_npc;
+ end;
+
+On02_start:
+ mapannounce "force_5-1","Objective: Kill at least 10 Drops!",bc_map|bc_npc;
+ end;
+
+On02_end:
+ mapannounce "force_5-1","The North Exit has opened!",bc_map|bc_npc;
+ end;
+
+On03_start:
+ mapannounce "force_5-1","Objective: Terminate all Zombies!",bc_map|bc_npc;
+ end;
+
+On03_end:
+ mapannounce "force_5-1","The East Exit has opened!",bc_map|bc_npc;
+ end;
+
+On04_start:
+ mapannounce "force_5-1","As a courtesy, we'll restore some of your HP and SP. Now, head to the next room! Go go go!!",bc_map|bc_npc;
+ end;
+
+On05_start:
+ mapannounce "force_5-1","Objective: Obliterate all Orc Zombies!",bc_map|bc_npc;
+ end;
+
+On05_end:
+ mapannounce "force_5-1","The South Exit has opened!",bc_map|bc_npc;
+ end;
+
+On06_start:
+ mapannounce "force_5-1","Objective: Reach the South Exit while dodging Hydras!",bc_map|bc_npc;
+ end;
+
+On07_start:
+ mapannounce "force_5-1","Objective: Kill all Archer Skeletons and Firelock Soldiers!",bc_map|bc_npc;
+ end;
+
+On07_end:
+ mapannounce "force_5-1","The West Exit has opened!",bc_map|bc_npc;
+ end;
+
+On08_start:
+ mapannounce "force_5-1","Objective: Boss Battle. Please proceed to the room to the north!",bc_map|bc_npc;
+ end;
+
+On09_start:
+ mapannounce "force_5-1","Objective: Kill Zombie Prisoners, Skel Prisoners and Zombie Troops!",bc_map|bc_npc;
+ end;
+
+On09_end:
+ mapannounce "force_5-1","Boss Defeated! The North Exit has opened. Thank you.",bc_map|bc_npc;
+ end;
+}
+
+force_5-1,40,26,0 script force_01start#aco -1,1,1,{
+OnTouch:
+ donpcevent "force_01mob#aco::OnEnable";
+ disablenpc "force_01start#aco";
+ end;
+}
+
+force_5-1,10,56,4 script force_01mob#aco 111,{
+OnEnable:
+ donpcevent "Trocco#aco1::On01_start";
+ monster "force_5-1",22,29,"Red Plant",1078,1,"force_01mob#aco::OnMyMobDead";
+ monster "force_5-1",29,29,"Red Plant",1078,1,"force_01mob#aco::OnMyMobDead";
+ monster "force_5-1",29,22,"Red Plant",1078,1,"force_01mob#aco::OnMyMobDead";
+ monster "force_5-1",22,22,"Red Plant",1078,1,"force_01mob#aco::OnMyMobDead";
+ monster "force_5-1",25,25,"Red Plant",1078,1,"force_01mob#aco::OnMyMobDead";
+ end;
+
+Onreset:
+ killmonster "force_5-1","force_01mob#aco::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ if (mobcount("force_5-1","force_01mob#aco::OnMyMobDead") < 1) {
+ donpcevent "Trocco#aco1::On01_end";
+ donpcevent "arena_aco1::Onreset_01";
+ }
+ end;
+}
+
+force_5-1,25,69,0 script force_02start#aco -1,1,1,{
+OnTouch:
+ set $@drop_gate,0;
+ donpcevent "force_02mob#aco::OnEnable";
+ disablenpc "force_02start#aco";
+ end;
+}
+
+force_5-1,10,57,4 script force_02mob#aco 111,{
+OnEnable:
+ donpcevent "Trocco#aco1::On02_start";
+ areamonster "force_5-1",22,69,29,130,"Drops",1572,20,"force_02mob#aco::OnMyMobDead";
+ end;
+
+Onreset:
+ killmonster "force_5-1","force_02mob#aco::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ if ((mobcount("force_5-1","force_02mob#aco::OnMyMobDead") < 11) && ($@drop_gate == 0)) {
+ set $@drop_gate,1;
+ donpcevent "Trocco#aco1::On02_end";
+ donpcevent "arena_aco1::Onreset_02";
+ }
+ end;
+}
+
+force_5-1,25,159,0 script force_03start#aco -1,1,1,{
+OnTouch:
+ donpcevent "force_03mob#aco::OnEnable";
+ disablenpc "force_03start#aco";
+}
+
+force_5-1,10,58,4 script force_03mob#aco 111,{
+OnEnable:
+ donpcevent "Trocco#aco1::On03_start";
+ areamonster "force_5-1",9,157,41,190,"Zombie",1394,10,"force_03mob#aco::OnMyMobDead";
+ end;
+
+Onreset:
+ killmonster "force_5-1","force_03mob#aco::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ if (mobcount("force_5-1","force_03mob#aco::OnMyMobDead") < 1) {
+ donpcevent "Trocco#aco1::On03_end";
+ donpcevent "arena_aco1::Onreset_03";
+ }
+ end;
+}
+
+force_5-1,69,174,0 script force_04start#aco -1,1,1,{
+OnTouch:
+ donpcevent "Trocco#aco1::On04_start";
+ donpcevent "arena_aco1::Onreset_04";
+ percentheal 50,50;
+ disablenpc "force_04start#aco";
+ end;
+}
+
+force_5-1,159,174,0 script force_05start#aco -1,1,1,{
+OnTouch:
+ donpcevent "force_05mob#aco::OnEnable";
+ disablenpc "force_05start#aco";
+ end;
+}
+
+force_5-1,10,59,4 script force_05mob#aco 111,{
+OnEnable:
+ donpcevent "Trocco#aco1::On05_start";
+ areamonster "force_5-1",159,157,187,190,"Orc Zombie",1463,8,"force_05mob#aco::OnMyMobDead";
+ end;
+
+Onreset:
+ killmonster "force_5-1","force_05mob#aco::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ if (mobcount("force_5-1","force_05mob#aco::OnMyMobDead") < 1) {
+ donpcevent "Trocco#aco1::On05_end";
+ donpcevent "arena_aco1::Onreset_05";
+ }
+ end;
+}
+
+force_5-1,174,130,0 script force_06start#aco -1,1,1,{
+OnTouch:
+ donpcevent "force_06mob#aco::OnEnable";
+ donpcevent "arena_aco1::Onreset_06";
+ disablenpc "force_06start#aco";
+ end;
+}
+
+force_5-1,10,60,4 script force_06mob#aco 111,{
+OnEnable:
+ donpcevent "Trocco#aco1::On06_start";
+ monster "force_5-1",170,124,"Hydra",1579,1,"force_06mob#aco::OnMyMobDead";
+ monster "force_5-1",170,121,"Hydra",1579,1,"force_06mob#aco::OnMyMobDead";
+ monster "force_5-1",173,116,"Hydra",1579,1,"force_06mob#aco::OnMyMobDead";
+ monster "force_5-1",175,113,"Hydra",1579,1,"force_06mob#aco::OnMyMobDead";
+ monster "force_5-1",175,110,"Hydra",1579,1,"force_06mob#aco::OnMyMobDead";
+ monster "force_5-1",170,106,"Hydra",1579,1,"force_06mob#aco::OnMyMobDead";
+ monster "force_5-1",173,106,"Hydra",1579,1,"force_06mob#aco::OnMyMobDead";
+ monster "force_5-1",176,106,"Hydra",1579,1,"force_06mob#aco::OnMyMobDead";
+ monster "force_5-1",179,106,"Hydra",1579,1,"force_06mob#aco::OnMyMobDead";
+ monster "force_5-1",174,100,"Hydra",1579,1,"force_06mob#aco::OnMyMobDead";
+ monster "force_5-1",174,96,"Hydra",1579,1,"force_06mob#aco::OnMyMobDead";
+ monster "force_5-1",174,92,"Hydra",1579,1,"force_06mob#aco::OnMyMobDead";
+ monster "force_5-1",174,88,"Hydra",1579,1,"force_06mob#aco::OnMyMobDead";
+ monster "force_5-1",170,80,"Hydra",1579,1,"force_06mob#aco::OnMyMobDead";
+ monster "force_5-1",173,80,"Hydra",1579,1,"force_06mob#aco::OnMyMobDead";
+ monster "force_5-1",176,80,"Hydra",1579,1,"force_06mob#aco::OnMyMobDead";
+ monster "force_5-1",179,80,"Hydra",1579,1,"force_06mob#aco::OnMyMobDead";
+ end;
+
+Onreset:
+ killmonster "force_5-1","force_06mob#aco::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+force_5-1,174,40,0 script force_07start#aco -1,1,1,{
+OnTouch:
+ donpcevent "force_07mob#aco::OnEnable";
+ disablenpc "force_07start#aco";
+}
+
+force_5-1,10,61,4 script force_07mob#aco 111,{
+OnEnable:
+ donpcevent "Trocco#aco1::On07_start";
+ monster "force_5-1",170,32,"Archer Skeleton",1420,1,"force_07mob#aco::OnMyMobDead";
+ monster "force_5-1",184,23,"Archer Skeleton",1420,1,"force_07mob#aco::OnMyMobDead";
+ monster "force_5-1",165,9,"Archer Skeleton",1420,1,"force_07mob#aco::OnMyMobDead";
+ monster "force_5-1",184,15,"Firelock Soldier",1523,1,"force_07mob#aco::OnMyMobDead";
+ monster "force_5-1",189,23,"Firelock Soldier",1523,1,"force_07mob#aco::OnMyMobDead";
+ end;
+
+Onreset:
+ killmonster "force_5-1","force_07mob#aco::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ if (mobcount("force_5-1","force_07mob#aco::OnMyMobDead") < 1) {
+ donpcevent "Trocco#aco1::On07_end";
+ donpcevent "arena_aco1::Onreset_07";
+ }
+ end;
+}
+
+force_5-1,132,26,0 script force_08start#aco -1,1,1,{
+OnTouch:
+ percentheal 50,50;
+ donpcevent "Trocco#aco1::On08_start";
+ donpcevent "arena_aco1::Onreset_08";
+ disablenpc "force_08start#aco";
+ end;
+}
+
+force_5-1,99,82,0 script force_09start#aco -1,1,1,{
+OnTouch:
+ donpcevent "Trocco#aco1::On09_start";
+ donpcevent "force_09mob#aco::OnEnable";
+ disablenpc "force_09start#aco";
+ end;
+}
+
+force_5-1,10,62,4 script force_09mob#aco 111,{
+OnEnable:
+ monster "force_5-1",rand(88,111),rand(89,110),"Zombie Prisoner",1480,1,"force_09mob#aco::OnMyMobDead";
+ monster "force_5-1",rand(88,111),rand(89,110),"Skel Prisoner",1479,1,"force_09mob#aco::OnMyMobDead";
+ areamonster "force_5-1",88,89,111,110,"Zombie",1394,4,"force_09mob#aco::OnMyMobDead";
+ end;
+
+Onreset:
+ killmonster "force_5-1","force_09mob#aco::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ if (mobcount("force_5-1","force_09mob#aco::OnMyMobDead") < 1) {
+ donpcevent "Trocco#aco1::On09_end";
+ set $@arn_2,gettimetick(2);
+ donpcevent "arena_aco1::Onreset_09";
+ }
+ end;
+}
+
+force_5-1,61,148,3 script arena_aco2 111,{
+Onstart:
+ donpcevent "Trocco#aco2::OnEnable";
+ end;
+
+Onreset_01:
+ enablenpc "force_01_02#aco";
+ enablenpc "force_02start#pri";
+ end;
+
+Onreset_02:
+ donpcevent "force_02mob#pri::Onreset";
+ enablenpc "force_02_03#aco";
+ enablenpc "force_03start#pri";
+ end;
+
+Onreset_03:
+ enablenpc "force_03_04#aco";
+ enablenpc "force_04start#pri";
+ end;
+
+Onreset_04:
+ enablenpc "force_04_05#aco";
+ enablenpc "force_05start#pri";
+ end;
+
+Onreset_05:
+ enablenpc "force_05_06#aco";
+ enablenpc "force_06start#pri";
+ end;
+
+Onreset_06:
+ enablenpc "force_06_07#aco";
+ enablenpc "force_07start#pri";
+ end;
+
+Onreset_07:
+ enablenpc "force_07_08#aco";
+ enablenpc "force_08start#pri";
+ end;
+
+Onreset_08:
+ enablenpc "force_08_09#aco";
+ enablenpc "force_09start#pri";
+ end;
+
+Onreset_09:
+ enablenpc "force_exit#aco";
+}
+
+force_5-1,80,65,3 script Trocco#aco2 111,{
+OnEnable:
+ initnpctimer;
+ set $@arn_1,gettimetick(2);
+ end;
+
+OnTimer2000:
+ mapannounce "force_5-1","Good day! I am Trocco, your host for the Acolyte Class Time Force Battle!",bc_map|bc_npc;
+ end;
+
+OnTimer3000:
+ mapannounce "force_5-1","Make your decisions carefully. Here, the right choices make the difference between victory and defeat!",bc_map|bc_npc;
+ end;
+
+OnTimer4000:
+ mapannounce "force_5-1","You now have 8 minutes to complete this challenge. Enter the Left Entrance now to begin. Remember that you will be traveling clockwise as you clear the stages.",bc_map|bc_npc;
+ end;
+
+OnTimer60000:
+ if (getmapusers("force_5-1") == 0) {
+ donpcevent "Trocco#aco2::Onfailclearstage";
+ }
+ mapannounce "force_5-1","Time left: 7 Minutes",bc_map|bc_npc;
+ end;
+
+OnTimer120000:
+ if (getmapusers("force_5-1") == 0) {
+ donpcevent "Trocco#aco2::Onfailclearstage";
+ }
+ mapannounce "force_5-1","Time left: 6 Minutes",bc_map|bc_npc;
+ end;
+
+OnTimer180000:
+ if (getmapusers("force_5-1") == 0) {
+ donpcevent "Trocco#aco2::Onfailclearstage";
+ }
+ mapannounce "force_5-1","Time left: 5 Minutes",bc_map|bc_npc;
+ end;
+
+OnTimer240000:
+ if (getmapusers("force_5-1") == 0) {
+ donpcevent "Trocco#aco2::Onfailclearstage";
+ }
+ mapannounce "force_5-1","Time left: 4 Minutes",bc_map|bc_npc;
+ end;
+
+OnTimer300000:
+ if (getmapusers("force_5-1") == 0) {
+ donpcevent "Trocco#aco2::Onfailclearstage";
+ }
+ mapannounce "force_5-1","Time left: 3 Minutes",bc_map|bc_npc;
+ end;
+
+OnTimer360000:
+ if (getmapusers("force_5-1") == 0) {
+ donpcevent "Trocco#aco2::Onfailclearstage";
+ }
+ mapannounce "force_5-1","Time left: 2 Minutes",bc_map|bc_npc;
+ end;
+
+OnTimer420000:
+ if (getmapusers("force_5-1") == 0) {
+ donpcevent "Trocco#aco2::Onfailclearstage";
+ }
+ mapannounce "force_5-1","Time left: 1 Minute",bc_map|bc_npc;
+ end;
+
+OnTimer480000:
+ mapannounce "force_5-1","Time's up! I hope you had fun!",bc_map|bc_npc;
+ end;
+
+OnTimer485000:
+OnTimer486000:
+OnTimer487000:
+OnTimer488000:
+OnTimer489000:
+OnTimer490000:
+OnTimer491000:
+OnTimer492000:
+OnTimer493000:
+OnTimer494000:
+ mapwarp "force_5-1","prt_are_in",177,86;
+ end;
+
+OnTimer495000:
+ mapwarp "force_5-1","prt_are_in",177,86;
+ donpcevent "Trocco#aco2::Onfailclearstage";
+ end;
+
+Ontimeroff:
+ stopnpctimer;
+ end;
+
+Onfailclearstage:
+ mapwarp "force_5-1","prt_are_in",177,86;
+ donpcevent "Trocco#aco2::Ontimeroff";
+ donpcevent "arena_aco2::Onreset";
+ donpcevent "Acolyte Waiting Room::OnStart";
+ end;
+
+On01_start:
+ mapannounce "force_5-1","Objective: Kill all Zombies!",bc_map|bc_npc;
+ end;
+
+On01_end:
+ mapannounce "force_5-1","The North Exit has opened!",bc_map|bc_npc;
+ end;
+
+On02_start:
+ mapannounce "force_5-1","Objective: Defeat all monsters!",bc_map|bc_npc;
+ end;
+
+On02_end:
+ mapannounce "force_5-1","The North Exit has opened!",bc_map|bc_npc;
+ end;
+
+On03_start:
+ mapannounce "force_5-1","Objective: Destroy all Red Plants!",bc_map|bc_npc;
+ end;
+
+On03_end:
+ mapannounce "force_5-1","The East Exit has opened!",bc_map|bc_npc;
+ end;
+
+On04_start:
+ mapannounce "force_5-1","Objective: Obliterate every monster!",bc_map|bc_npc;
+ end;
+
+On04_end:
+ mapannounce "force_5-1","The East Exit has opened!",bc_map|bc_npc;
+ end;
+
+On05_start:
+ mapannounce "force_5-1","Objective: Defeat Gargoyle!",bc_map|bc_npc;
+ end;
+
+On05_end:
+ mapannounce "force_5-1","The South Exit has opened!",bc_map|bc_npc;
+ end;
+
+On06_start:
+ mapannounce "force_5-1","Objective: Kill all Khalitzburgs!",bc_map|bc_npc;
+ end;
+
+On06_end:
+ mapannounce "force_5-1","The South Exit has opened!",bc_map|bc_npc;
+ end;
+
+On07_start:
+ mapannounce "force_5-1","Objective: Kill 1 Ancient Mummy!",bc_map|bc_npc;
+ end;
+
+On07_end:
+ mapannounce "force_5-1","The West Exit has opened!",bc_map|bc_npc;
+ end;
+
+On08_start:
+ mapannounce "force_5-1","The time has come for the Boss Battle. Please move north into the next room...",bc_map|bc_npc;
+ end;
+
+On09_start:
+ mapannounce "force_5-1","Objective: Defeat the Boss Monster!",bc_map|bc_npc;
+ end;
+
+On09_end:
+ mapannounce "force_5-1","Boss Cleared! The North Exit has opened! Thank you.",bc_map|bc_npc;
+ end;
+}
+
+force_5-1,40,26,0 script force_01start#pri -1,1,1,{
+OnTouch:
+ donpcevent "force_01mob#pri::OnEnable";
+ disablenpc "force_01start#pri";
+ end;
+}
+
+force_5-1,10,56,4 script force_01mob#pri 111,{
+OnEnable:
+ donpcevent "Trocco#aco2::On01_start";
+ areamonster "force_5-1",13,9,38,41,"Zombie",1394,10,"force_01mob#pri::OnMyMobDead";
+ end;
+
+Onreset:
+ killmonster "force_5-1","force_01mob#pri::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ if (mobcount("force_5-1","force_01mob#pri::OnMyMobDead") < 1) {
+ donpcevent "Trocco#aco2::On01_end";
+ donpcevent "arena_aco2::Onreset_01";
+ }
+ end;
+}
+
+force_5-1,25,69,0 script force_02start#pri -1,1,1,{
+OnTouch:
+ if (BaseLevel < 70) {
+ donpcevent "force_02mob#pri::OnOn1";
+ }
+ else {
+ donpcevent "force_02mob#pri::OnOn2";
+ }
+ disablenpc "force_02start#pri";
+ end;
+}
+
+force_5-1,10,57,4 script force_02mob#pri 111,{
+OnOn1:
+ donpcevent "Trocco#aco2::On02_start";
+ areamonster "force_5-1",22,69,29,130,"Orc Skeleton",1462,5,"force_02mob#pri::OnMyMobDead";
+ end;
+
+OnOn2:
+ donpcevent "Trocco#aco2::On02_start";
+ areamonster "force_5-1",22,69,29,130,"Ghoul",1423,5,"force_02mob#pri::OnMyMobDead";
+ end;
+
+Onreset:
+ killmonster "force_5-1","force_02mob#pri::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ if (mobcount("force_5-1","force_02mob#pri::OnMyMobDead") < 1) {
+ donpcevent "Trocco#aco2::On02_end";
+ donpcevent "arena_aco2::Onreset_02";
+ }
+ end;
+}
+
+force_5-1,25,159,0 script force_03start#pri -1,1,1,{
+OnTouch:
+ donpcevent "force_03mob#pri::OnEnable";
+ disablenpc "force_03start#pri";
+ end;
+}
+
+force_5-1,10,58,4 script force_03mob#pri 111,{
+OnEnable:
+ donpcevent "Trocco#aco2::On03_start";
+ areamonster "force_5-1",14,163,37,185,"Red Plant",1078,5,"force_03mob#pri::OnMyMobDead";
+ end;
+
+Onreset:
+ killmonster "force_5-1","force_03mob#pri::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ if (mobcount("force_5-1","force_03mob#pri::OnMyMobDead") < 1) {
+ donpcevent "Trocco#aco2::On03_end";
+ donpcevent "arena_aco2::Onreset_03";
+ }
+ end;
+}
+
+force_5-1,69,174,0 script force_04start#pri -1,1,1,{
+OnTouch:
+ if (BaseLevel < 90) {
+ donpcevent "force_04mob#pri::OnOn1";
+ }
+ else {
+ donpcevent "force_04mob#pri::OnOn2";
+ }
+ disablenpc "force_04start#pri";
+ end;
+}
+
+force_5-1,10,59,4 script force_04mob#pri 111,{
+OnOn1:
+ donpcevent "Trocco#aco2::On04_start";
+ monster "force_5-1",rand(71,130),rand(170,178),"Evil Druid",1435,1,"force_04mob#pri::OnMyMobDead";
+ monster "force_5-1",rand(71,130),rand(170,178),"Wrath",1475,1,"force_04mob#pri::OnMyMobDead";
+ monster "force_5-1",rand(71,130),rand(170,178),"Zombie Prisoner",1480,1,"force_04mob#pri::OnMyMobDead";
+ monster "force_5-1",rand(71,130),rand(170,178),"Skel Prisoner",1479,1,"force_04mob#pri::OnMyMobDead";
+ end;
+
+OnOn2:
+ donpcevent "Trocco#aco2::On04_start";
+ areamonster "force_5-1",71,170,130,178,"Evil Druid",1435,2,"force_04mob#pri::OnMyMobDead";
+ areamonster "force_5-1",71,170,130,178,"Wrath",1475,2,"force_04mob#pri::OnMyMobDead";
+ areamonster "force_5-1",71,170,130,178,"Zombie Prisoner",1480,2,"force_04mob#pri::OnMyMobDead";
+ monster "force_5-1",rand(71,130),rand(170,178),"Skel Prisoner",1479,1,"force_04mob#pri::OnMyMobDead";
+ end;
+
+Onreset:
+ killmonster "force_5-1","force_04mob#pri::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ if (mobcount("force_5-1","force_04mob#pri::OnMyMobDead") < 1) {
+ donpcevent "Trocco#aco2::On04_end";
+ donpcevent "arena_aco2::Onreset_04";
+ }
+ end;
+}
+
+force_5-1,159,174,0 script force_05start#pri -1,1,1,{
+OnTouch:
+ donpcevent "force_05mob#pri::OnEnable";
+ if (BaseLevel < 70) {
+ donpcevent "force_05ex#pri::OnOn1";
+ }
+ else {
+ donpcevent "force_05ex#pri::OnOn2";
+ }
+ disablenpc "force_05start#pri";
+ end;
+}
+
+force_5-1,10,60,4 script force_05ex#pri 111,{
+OnOn1:
+ areamonster "force_5-1",161,159,187,190,"Hydra",1579,10,"force_05ex#pri::OnMyMobDead";
+ end;
+
+OnOn2:
+ areamonster "force_5-1",161,159,187,190,"Penomena",1441,10,"force_05ex#pri::OnMyMobDead";
+ end;
+
+Onreset:
+ killmonster "force_5-1","force_05ex#pri::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+force_5-1,10,61,4 script force_05mob#pri 111,{
+OnEnable:
+ donpcevent "Trocco#aco2::On05_start";
+ areamonster "force_5-1",161,159,187,190,"Gargoyle",1597,4,"force_05mob#pri::OnMyMobDead";
+ end;
+
+Onreset:
+ killmonster "force_5-1","force_05mob#pri::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ if (mobcount("force_5-1","force_05mob#pri::OnMyMobDead") < 1) {
+ donpcevent "force_05ex#pri::Onreset";
+ donpcevent "Trocco#aco2::On05_end";
+ donpcevent "arena_aco2::Onreset_05";
+ }
+ end;
+}
+
+force_5-1,174,130,0 script force_06start#pri -1,1,1,{
+OnTouch:
+ donpcevent "force_06ex#pri::OnEnable";
+ if (BaseLevel < 70) {
+ donpcevent "force_06mob#pri::OnOn1";
+ }
+ else if (BaseLevel < 80) {
+ donpcevent "force_06mob#pri::OnOn2";
+ }
+ else {
+ donpcevent "force_06mob#pri::OnOn3";
+ }
+ disablenpc "force_06start#pri";
+ end;
+}
+
+force_5-1,10,62,4 script force_06ex#pri 111,{
+OnEnable:
+ areamonster "force_5-1",170,67,178,131,"Permeter",1314,5,"force_06ex#pri::OnMyMobDead";
+ end;
+
+Onreset:
+ killmonster "force_5-1","force_06ex#pri::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+force_5-1,10,63,4 script force_06mob#pri 111,{
+OnOn1:
+ donpcevent "Trocco#aco2::On06_start";
+ monster "force_5-1",rand(170,178),rand(67,131),"Khalitzburg",1438,1,"force_06mob#pri::OnMyMobDead";
+ end;
+
+OnOn2:
+ donpcevent "Trocco#aco2::On06_start";
+ areamonster "force_5-1",170,67,178,131,"Khalitzburg",1438,2,"force_06mob#pri::OnMyMobDead";
+ end;
+
+OnOn3:
+ donpcevent "Trocco#aco2::On06_start";
+ areamonster "force_5-1",170,67,178,131,"Khalitzburg",1438,4,"force_06mob#pri::OnMyMobDead";
+ end;
+
+Onreset:
+ killmonster "force_5-1","force_06mob#pri::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ if (mobcount("force_5-1","force_06mob#pri::OnMyMobDead") < 1) {
+ donpcevent "force_06ex#pri::Onreset";
+ donpcevent "Trocco#aco2::On06_end";
+ donpcevent "arena_aco2::Onreset_06";
+ }
+ end;
+}
+
+force_5-1,174,40,0 script force_07start#pri -1,1,1,{
+OnTouch:
+ donpcevent "force_07mob#pri::OnEnable";
+ disablenpc "force_07start#pri";
+ end;
+}
+
+force_5-1,10,64,4 script force_07mob#pri 111,{
+OnEnable:
+ donpcevent "Trocco#aco2::On07_start";
+ monster "force_5-1",rand(160,188),rand(9,42),"Ancient Mummy",1522,1,"force_07mob#pri::OnMyMobDead";
+ end;
+
+Onreset:
+ killmonster "force_5-1","force_07mob#pri::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ if (mobcount("force_5-1","force_07mob#pri::OnMyMobDead") < 1) {
+ donpcevent "Trocco#aco2::On07_end";
+ donpcevent "arena_aco2::Onreset_07";
+ }
+ end;
+}
+
+force_5-1,132,26,0 script force_08start#pri -1,1,1,{
+OnTouch:
+ donpcevent "Trocco#aco2::On08_start";
+ donpcevent "arena_aco2::Onreset_08";
+ disablenpc "force_08start#pri";
+ end;
+}
+
+force_5-1,99,82,0 script force_09start#pri -1,1,1,{
+OnTouch:
+ donpcevent "Trocco#aco2::On09_start";
+ if (BaseLevel < 70) {
+ donpcevent "force_09mob#pri::OnOn4";
+ }
+ else if (BaseLevel < 80) {
+ donpcevent "force_09mob#pri::OnOn1";
+ }
+ else if (BaseLevel < 90) {
+ donpcevent "force_09mob#pri::OnOn2";
+ }
+ else {
+ donpcevent "force_09mob#pri::OnOn3";
+ }
+ disablenpc "force_09start#pri";
+ end;
+}
+
+force_5-1,10,65,4 script force_09mob#pri 111,{
+OnOn1:
+ monster "force_5-1",rand(88,111),rand(89,110),"Mimic",1474,1,"force_09mob#pri::OnMyMobDead";
+ end;
+
+OnOn2:
+ monster "force_5-1",rand(88,111),rand(89,110),"Wrath Dead",1566,1,"force_09mob#pri::OnMyMobDead";
+ end;
+
+OnOn3:
+ monster "force_5-1",rand(88,111),rand(89,110),"Dark Illusion",1605,1,"force_09mob#pri::OnMyMobDead";
+ end;
+
+OnOn4:
+ monster "force_5-1",rand(88,111),rand(89,110),"Zombie Prisoner",1480,1,"force_09mob#pri::OnMyMobDead";
+ monster "force_5-1",rand(88,111),rand(89,110),"Skel Prisoner",1479,1,"force_09mob#pri::OnMyMobDead";
+ areamonster "force_5-1",88,89,111,110,"Zombie",1394,4,"force_09mob#pri::OnMyMobDead";
+ end;
+
+Onreset:
+ killmonster "force_5-1","force_09mob#pri::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ if (mobcount("force_5-1","force_09mob#pri::OnMyMobDead") < 1) {
+ donpcevent "Trocco#aco2::On09_end";
+ set $@arn_2,gettimetick(2);
+ donpcevent "arena_aco2::Onreset_09";
+ }
+ end;
+}
+
+force_5-1,62,26,0 script force_08_01#aco 45,1,1,{
+OnTouch:
+ warp "force_5-1",40,26;
+ if (basejob == job_acolyte) {
+ enablenpc "force_01start#aco";
+ }
+ else {
+ enablenpc "force_01start#pri";
+ }
+ end;
+}
+
+/*
+force_5-1,25,44,0 warp force_01_02#aco 1,1,force_5-1,25,69
+force_5-1,25,134,0 warp force_02_03#aco 1,1,force_5-1,25,159
+force_5-1,44,174,0 warp force_03_04#aco 1,1,force_5-1,69,174
+force_5-1,134,174,0 warp force_04_05#aco 1,1,force_5-1,159,174
+force_5-1,174,155,0 warp force_05_06#aco 1,1,force_5-1,174,130
+force_5-1,174,65,0 warp force_06_07#aco 1,1,force_5-1,174,40
+force_5-1,155,26,0 warp force_07_08#aco 1,1,force_5-1,132,26
+force_5-1,99,54,0 warp force_08_09#aco 1,1,force_5-1,99,82
+*/
+
+force_5-1,25,44,0 script force_01_02#aco 45,1,1,{
+OnTouch:
+ warp "force_5-1",25,69;
+ end;
+}
+
+force_5-1,25,134,0 script force_02_03#aco 45,1,1,{
+OnTouch:
+ warp "force_5-1",25,159;
+ end;
+}
+
+force_5-1,44,174,0 script force_03_04#aco 45,1,1,{
+OnTouch:
+ warp "force_5-1",69,174;
+ end;
+}
+
+force_5-1,134,174,0 script force_04_05#aco 45,1,1,{
+OnTouch:
+ warp "force_5-1",159,174;
+ end;
+}
+
+force_5-1,174,155,0 script force_05_06#aco 45,1,1,{
+OnTouch:
+ warp "force_5-1",174,130;
+ end;
+}
+
+force_5-1,174,65,0 script force_06_07#aco 45,1,1,{
+OnTouch:
+ warp "force_5-1",174,40;
+ end;
+}
+
+force_5-1,155,26,0 script force_07_08#aco 45,1,1,{
+OnTouch:
+ warp "force_5-1",132,26;
+ end;
+}
+
+force_5-1,99,54,0 script force_08_09#aco 45,1,1,{
+OnTouch:
+ warp "force_5-1",99,82;
+ end;
+}
+
+force_5-1,99,124,0 script force_exit#aco 45,1,1,{
+OnTouch:
+ donpcevent "Trocco#aco1::Ontimeroff";
+ donpcevent "#arn_timer_aco::OnEnable";
+ mapwarp "force_5-1","prt_are_in",21,35;
+ end;
+}
+
+prt_are_in,181,83,3 script Staff#aco-1 67,{
+ mes "[Staff]";
+ mes "Nice work!";
+ mes "You might have failed";
+ mes "the Time Attack battle,";
+ mes "but you still earned a";
+ mes "small Arena Point reward~";
+ next;
+ if (arena_point == 30000) {
+ mes "[Staff]";
+ mes "Wait, I'm sorry, but you";
+ mes "have too many Arena Points.";
+ mes "Since you've reached the point";
+ mes "limitation, I can't give you any point rewards until you spend";
+ mes "some of your Arena Points.";
+ next;
+ }
+ else {
+ set arena_point,arena_point+1;
+ }
+ mes "[Staff]";
+ mes "Well, let me guide";
+ mes "you back outside.";
+ mes "I hope you enjoyed";
+ mes "your battle in the area~";
+ close2;
+ specialeffect2 EF_EXIT;
+ warp "arena_room",100,75;
+ end;
+}
+
+prt_are_in,25,31,3 script Staff#aco-2 67,{
+ set .@start_timeaco, $@arn_1;
+ set .@hour_startaco, .@start_timeaco / 10000;
+ set .@min_startaco, ((.@start_timeaco % 10000) / 100);
+ set .@sec_startaco, .@start_timeaco % 100;
+ set .@end_timeaco, $@arn_2;
+ set .@hour_endaco, .@end_timeaco / 10000;
+ set .@min_endaco, ((.@end_timeaco % 10000) / 100);
+ set .@sec_endaco, .@end_timeaco % 100;
+ if ((.@hour_startaco == 23) & (.@hour_endaco == 0)) {
+ set .@hour_endaco,24;
+ }
+ set .@st_to_secaco, ((.@hour_startaco * 3600) + (.@min_startaco * 60) + (.@sec_startaco));
+ set .@et_to_secaco, ((.@hour_endaco * 3600) + (.@min_endaco * 60) + (.@sec_endaco));
+ set .@record_timeaco, (.@et_to_secaco - .@st_to_secaco);
+ set .@record_houraco, .@record_timeaco / 3600;
+ set .@record_minaco, ((.@record_timeaco % 3600) / 60);
+ set .@record_secaco, .@record_timeaco % 60;
+ if ((.@record_timeaco < 0 ) || (.@record_houraco < 0) || (.@record_minaco < 0 ) || (.@record_secaco < 0)) {
+ emotion e_omg;
+ mes "[Staff]";
+ mes "How did you...?";
+ mes "According to these re-";
+ mes "Uh oh. These records";
+ mes "got messed up somehow.";
+ mes "Th-This isn't good at all!";
+ mes "Now what am I gonna do?";
+ next;
+ mes "[Staff]";
+ mes "Well, I'll give you the";
+ mes "benefit of the doubt and";
+ mes "assume you completed the";
+ mes "arena battle under the time";
+ mes "limit. So, let me give you the";
+ mes "standard Arena Point reward.";
+ next;
+ mes "[Staff]";
+ mes "I'm really sorry about";
+ mes "this, especially if you";
+ mes "broke some record, but";
+ mes "all I can do is restore your";
+ mes "HP and SP for you, "+strcharinfo(0)+".";
+ percentheal 100,100;
+ next;
+ mes "[Staff]";
+ emotion e_korea;
+ mes "Thank you.";
+ mes "I hope you enjoy";
+ mes "your time in the Arena~";
+ close2;
+ if (arena_point < 29981) {
+ set arena_point,arena_point+20;
+ warp "arena_room",100,75;
+ donpcevent "#arn_timer_aco::Onstop";
+ donpcevent "Acolyte Waiting Room::OnStart";
+ }
+ else {
+ warp "arena_room",100,75;
+ donpcevent "#arn_timer_aco::Onstop";
+ donpcevent "Acolyte Waiting Room::OnStart";
+ }
+ end;
+ }
+ else {
+ if (basejob == job_acolyte) {
+ set .@acotop_t,$arn_acotop;
+ set .@acotop_n$,$arn_acotopn$;
+ }
+ else {
+ if (BaseLevel < 70) {
+ set .@acotop_t,$arn_pritop60;
+ set .@acotop_n$,$arn_pritopn60$;
+ }
+ else if (BaseLevel < 80) {
+ set .@acotop_t,$arn_pritop70;
+ set .@acotop_n$,$arn_pritopn70$;
+ }
+ else if (BaseLevel < 90) {
+ set .@acotop_t,$arn_pritop80;
+ set .@acotop_n$,$arn_pritopn80$;
+ }
+ else {
+ set .@acotop_t,$arn_pritop90;
+ set .@acotop_n$,$arn_pritopn90$;
+ }
+ }
+ set .@topbunaco, ((.@acotop_t % 3600) / 60);
+ set .@topchoaco, .@acotop_t % 60;
+ set .@gapaco, .@acotop_t - .@record_timeaco;
+ mes "[Staff]";
+ mes "^3131FF"+strcharinfo(0)+"^000000, right?";
+ mes "Hey, you did great! You";
+ mes "completed this Arena Battle";
+ mes "in "+.@record_minaco+" min and "+.@record_secaco+" seconds!";
+ next;
+ mes "[Staff]";
+ mes "Currently, ^3131FF"+.@acotop_n$+"^000000";
+ mes "is the top player, with a record";
+ mes "of ^3131FF"+.@topbunaco+"^000000 minutes, ^3131FF"+.@topchoaco+"^000000 seconds, of the Acolyte Class Time Force Battle.";
+ next;
+ if ((.@acotop_t < 0) || (.@topbunaco < 0 ) || (.@topchoaco < 0)) {
+ emotion e_omg;
+ mes "[Staff]";
+ mes "Wait a second...";
+ mes "Your time is better";
+ mes "than that. Well now.";
+ mes "It's time I made a little";
+ mes "correction to the records.";
+ next;
+ emotion e_no1;
+ mes "[Staff]";
+ mes "Wow! A new record!";
+ mes "Excellent!";
+ next;
+ mes "[Staff]";
+ mes "^333333*Ahem*^000000 Oh wow!";
+ mes "A new record! Your";
+ mes "name will now be listed";
+ mes "under the Time Force Battle";
+ mes "Arena - Acolyte Class Record!";
+ if (basejob == job_acolyte) {
+ set $arn_acotop,.@record_timeaco;
+ set $arn_acotopn$, strcharinfo(0);
+ donpcevent "Vendigos::Onlinerec_aco";
+ }
+ else {
+ if (BaseLevel < 70) {
+ set $arn_pritop60,.@record_timeaco;
+ set $arn_pritopn60$, strcharinfo(0);
+ }
+ else if (BaseLevel < 80) {
+ set $arn_pritop70,.@record_timeaco;
+ set $arn_pritopn70$, strcharinfo(0);
+ }
+ else if (BaseLevel < 90) {
+ set $arn_pritop80,.@record_timeaco;
+ set $arn_pritopn80$, strcharinfo(0);
+ }
+ else {
+ set $arn_pritop90,.@record_timeaco;
+ set $arn_pritopn90$, strcharinfo(0);
+ }
+ donpcevent "Vendigos::Onlinerec_pri";
+ }
+ next;
+ if (arena_point == 30000) {
+ mes "[Staff]";
+ mes "Alright, let me reward you";
+ mes "with some Arena Poi--Wait.";
+ mes "I can't. Your Arena Points are";
+ mes "already maxed out. I'm sorry,";
+ mes "but you'll have to spend some before you can receive more points.";
+ next;
+ mes "[Staff]";
+ mes "Anyway, you can check";
+ mes "your current Arena Point";
+ mes "total in the Arena Lobby";
+ mes "with Vendigos. Well, I hope";
+ mes "you enjoyed your battle. Now, let me guide you back outside...";
+ close2;
+ }
+ else if (arena_point > 29950) {
+ mes "[Staff]";
+ mes "Let me reward you with some";
+ mes "Arena Points. This time, you'll";
+ mes "be getting more points since";
+ mes "you set a new record. Please";
+ mes "talk with ^3131FFVendigos^000000 in the lobby";
+ mes "to check your new point total.";
+ next;
+ mes "[Staff]";
+ mes "Well, I hope you";
+ mes "enjoyed your battle.";
+ mes "Now let me guide you";
+ mes "back to the Arena Lobby...";
+ close2;
+ set arena_point,30000;
+ }
+ else {
+ mes "[Staff]";
+ mes "Let me reward you with some";
+ mes "Arena Points. This time, you'll";
+ mes "be getting more points since";
+ mes "you set a new record. Please";
+ mes "talk with ^3131FFVendigos^000000 in the lobby";
+ mes "to check your new point total.";
+ next;
+ mes "[Staff]";
+ mes "Well, I hope you";
+ mes "enjoyed your battle.";
+ mes "Now let me guide you";
+ mes "back to the Arena Lobby...";
+ close2;
+ set arena_point,arena_point+50;
+ }
+ specialeffect2 EF_EXIT;
+ warp "arena_room",100,75;
+ donpcevent "#arn_timer_aco::Onstop";
+ donpcevent "allkill#aco::OnEnable";
+ donpcevent "Acolyte Waiting Room::OnStart";
+ end;
+ }
+ if (gapaco < 0) {
+ mes "[Staff]";
+ mes "You didn't break the";
+ mes "current record this time,";
+ mes "but you still gave an awesome";
+ mes "performance. Excellent work!";
+ next;
+ if (arena_point == 30000) {
+ mes "[Staff]";
+ mes "Alright, let me reward you";
+ mes "with some Arena Poi--Wait.";
+ mes "I can't. Your Arena Points are";
+ mes "already maxed out. I'm sorry,";
+ mes "but you'll have to spend some before you can receive more points.";
+ next;
+ mes "[Staff]";
+ mes "Anyway, you can check";
+ mes "your current Arena Point";
+ mes "total in the Arena Lobby";
+ mes "with Vendigos. Well, I hope";
+ mes "you enjoyed your battle. Now, let me guide you back outside...";
+ close2;
+ }
+ else if (arena_point > 29980) {
+ mes "[Staff]";
+ mes "Let me reward you";
+ mes "with some Arena Points.";
+ mes "Please check your new";
+ mes "Arena Point total in the";
+ mes "Arena Lobby by speaking";
+ mes "to the friendly ^3131FFVendigos.^000000";
+ next;
+ mes "[Staff]";
+ mes "Well, I hope you";
+ mes "enjoyed your battle.";
+ mes "Now let me guide you";
+ mes "back to the Arena Lobby...";
+ close2;
+ set arena_point,30000;
+ }
+ else {
+ mes "[Staff]";
+ mes "Let me reward you";
+ mes "with some Arena Points.";
+ mes "Please check your new";
+ mes "Arena Point total in the";
+ mes "Arena Lobby by speaking";
+ mes "to the friendly ^3131FFVendigos.^000000";
+ next;
+ mes "[Staff]";
+ mes "Well, I hope you";
+ mes "enjoyed your battle.";
+ mes "Now let me guide you";
+ mes "back to the Arena Lobby...";
+ close2;
+ set arena_point,arena_point+20;
+ }
+ specialeffect2 EF_EXIT;
+ warp "arena_room",100,75;
+ donpcevent "#arn_timer_aco::Onstop";
+ donpcevent "allkill#aco::OnEnable";
+ donpcevent "Acolyte Waiting Room::OnStart";
+ end;
+ }
+ else {
+ emotion e_omg;
+ mes "[Staff]";
+ mes "Wow! A new record!";
+ mes "This is awsome!";
+ next;
+ mes "[Staff]";
+ mes "Oooh... A brand new";
+ mes "record. ^3131FF"+ strcharinfo(0)+"^000000, your";
+ mes "name will now be listed in";
+ mes "the Time Force Battle Arena";
+ mes "Acolyte Class Records.";
+ mes "Congratulations~";
+ if (basejob == job_acolyte) {
+ set $arn_acotop,.@record_timeaco;
+ set $arn_acotopn$, strcharinfo(0);
+ donpcevent "#Vendigos::Onlinerec_aco";
+ }
+ else {
+ if (BaseLevel < 70) {
+ set $arn_pritop60,.@record_timeaco;
+ set $arn_pritopn60$, strcharinfo(0);
+ donpcevent "#Vendigos::Onlinerec_pri60";
+ }
+ else if (BaseLevel < 80) {
+ set $arn_pritop70,.@record_timeaco;
+ set $arn_pritopn70$, strcharinfo(0);
+ donpcevent "#Vendigos::Onlinerec_pri70";
+ }
+ else if (BaseLevel < 90) {
+ set $arn_pritop80,.@record_timeaco;
+ set $arn_pritopn80$, strcharinfo(0);
+ donpcevent "#Vendigos::Onlinerec_pri80";
+ }
+ else {
+ set $arn_pritop90,.@record_timeaco;
+ set $arn_pritopn90$, strcharinfo(0);
+ donpcevent "#Vendigos::Onlinerec_pri90";
+ }
+ }
+ next;
+ if (arena_point == 30000) {
+ mes "[Staff]";
+ mes "Alright, let me reward you";
+ mes "with some Arena Poi--Wait.";
+ mes "I can't. Your Arena Points are";
+ mes "already maxed out. I'm sorry,";
+ mes "but you'll have to spend some before you can receive more points.";
+ next;
+ mes "[Staff]";
+ mes "Anyway, you can check";
+ mes "your current Arena Point";
+ mes "total in the Arena Lobby";
+ mes "with Vendigos. Well, I hope";
+ mes "you enjoyed your battle. Now, let me guide you back outside...";
+ close2;
+ }
+ else if (arena_point > 29980) {
+ mes "[Staff]";
+ mes "Let me reward you with some";
+ mes "Arena Points. This time, you'll";
+ mes "be getting more points since";
+ mes "you set a new record. Please";
+ mes "talk with ^3131FFVendigos^000000 in the lobby";
+ mes "to check your new point total.";
+ next;
+ mes "[Staff]";
+ mes "Well, I hope you";
+ mes "enjoyed your battle.";
+ mes "Now let me guide you";
+ mes "back to the Arena Lobby...";
+ close2;
+ set arena_point,30000;
+ }
+ else {
+ mes "[Staff]";
+ mes "Let me reward you with some";
+ mes "Arena Points. This time, you'll";
+ mes "be getting more points since";
+ mes "you set a new record. Please";
+ mes "talk with ^3131FFVendigos^000000 in the lobby";
+ mes "to check your new point total.";
+ next;
+ mes "[Staff]";
+ mes "Well, I hope you";
+ mes "enjoyed your battle.";
+ mes "Now let me guide you";
+ mes "back to the Arena Lobby...";
+ close2;
+ set arena_point,arena_point+20;
+ }
+ specialeffect2 EF_EXIT;
+ warp "arena_room",100,75;
+ donpcevent "#arn_timer_aco::Onstop";
+ donpcevent "allkill#aco::OnEnable";
+ donpcevent "Acolyte Waiting Room::OnStart";
+ }
+ close;
+ }
+}
+
+prt_are_in,14,195,3 script #arn_timer_aco 111,{
+OnEnable:
+ initnpctimer;
+ end;
+
+OnTimer2000:
+ mapannounce "prt_are_in","This broadcast is to inform you about the Acolyte Class Arena.",bc_map,"0xFFCE00";
+ end;
+
+OnTimer3000:
+ mapannounce "prt_are_in","For smoother game play, the Warp Portal in the Final Waiting Room will activate in 1 minute.",bc_map,"0xFFCE00";
+ end;
+
+OnTimer4000:
+ mapannounce "prt_are_in","Thank you.",bc_map,"0xFFCE00";
+ end;
+
+OnTimer60000:
+ donpcevent "arn_warp_aco::Onout";
+ donpcevent "#arn_timer_aco::Onstop";
+ //donpcevent "alloff#aco::OnEnable";
+ donpcevent "Acolyte Waiting Room::OnStart";
+ end;
+
+Onstop:
+ stopnpctimer;
+ end;
+}
+
+prt_are_in,22,29,0 script arn_warp_aco -1,20,20,{
+OnInit:
+ disablenpc "arn_warp_aco";
+ end;
+
+Onout:
+ enablenpc "arn_warp_aco";
+ end;
+
+Onhide:
+ disablenpc "arn_warp_aco";
+ end;
+
+OnTouch:
+ warp "arena_room",100,75;
+ donpcevent "arn_warp_aco::Onhide";
+ end;
+}
+
+force_5-1,120,50,3 script timer_aco2 111,{
+OnEnable:
+ initnpctimer;
+ end;
+
+Onstop:
+ stopnpctimer;
+ end;
+}
+
+force_5-1,61,149,3 script allkill#aco 111,{
+OnEnable:
+ donpcevent "force_01mob#aco::Onreset";
+ donpcevent "force_02mob#aco::Onreset";
+ donpcevent "force_03mob#aco::Onreset";
+ donpcevent "force_05mob#aco::Onreset";
+ donpcevent "force_06mob#aco::Onreset";
+ donpcevent "force_07mob#aco::Onreset";
+ donpcevent "force_09mob#aco::Onreset";
+ donpcevent "force_01mob#pri::Onreset";
+ donpcevent "force_02mob#pri::Onreset";
+ donpcevent "force_03mob#pri::Onreset";
+ donpcevent "force_04mob#pri::Onreset";
+ donpcevent "force_05mob#pri::Onreset";
+ donpcevent "force_06mob#pri::Onreset";
+ donpcevent "force_07mob#pri::Onreset";
+ donpcevent "force_09mob#pri::Onreset";
+ donpcevent "force_05ex#pri::Onreset";
+ disablenpc "force_01start#aco";
+ disablenpc "force_02start#aco";
+ disablenpc "force_03start#aco";
+ disablenpc "force_04start#aco";
+ disablenpc "force_05start#aco";
+ disablenpc "force_06start#aco";
+ disablenpc "force_07start#aco";
+ disablenpc "force_08start#aco";
+ disablenpc "force_09start#aco";
+ disablenpc "force_01start#pri";
+ disablenpc "force_02start#pri";
+ disablenpc "force_03start#pri";
+ disablenpc "force_04start#pri";
+ disablenpc "force_05start#pri";
+ disablenpc "force_06start#pri";
+ disablenpc "force_07start#pri";
+ disablenpc "force_08start#pri";
+ disablenpc "force_09start#pri";
+ disablenpc "force_01_02#aco";
+ disablenpc "force_02_03#aco";
+ disablenpc "force_03_04#aco";
+ disablenpc "force_04_05#aco";
+ disablenpc "force_05_06#aco";
+ disablenpc "force_06_07#aco";
+ disablenpc "force_07_08#aco";
+ disablenpc "force_08_09#aco";
+ disablenpc "force_exit#aco";
+ disablenpc "arn_warp_aco"; //050630
+ donpcevent "Trocco#aco1::Onstop";
+ donpcevent "Trocco#aco2::Onstop";
+ donpcevent "#arn_timer_aco::Onstop";
+ end;
+}
+
+arena_room,94,82,7 script Arena Record Staff#aco 79,{
+ mes "[Mathea]";
+ mes "Hello, I'm in charge of";
+ mes "the Acolyte Class Records";
+ mes "in the Arena. If you'd like to";
+ mes "view the other records, please";
+ mes "talk to the Arena Record Staff,";
+ mes "Owen Kheuv, and he'll help you.";
+ next;
+ mes "[Mathea]";
+ mes "Would you like to";
+ mes "see who are the top";
+ mes "players in the Acolyte";
+ mes "Class Arena Challenges?";
+ mes "Please choose from the menu.";
+ next;
+ switch(select("Acolyte Mode:Priest - Level 70 or lower:Priest - Level 80 or lower:Priest - Level 90 or lower:Priest - Level 91 ~ 99")) {
+ case 1:
+ set .@acotop_t,$arn_acotop;
+ set .@acotop_n$,$arn_acotopn$;
+ set .@acotopbun, ((.@acotop_t % 3600) / 60 );
+ set .@acotopcho, (.@acotop_t % 60);
+ mes "[Mathea]";
+ mes "^3131FF"+.@acotop_n$+"^000000";
+ mes "is the top player of the";
+ mes "Acolyte Mode, finishing";
+ mes "with a time of ^3131FF"+.@acotopbun+"^000000 minutes";
+ mes "and ^3131FF"+.@acotopcho+"^000000 seconds. Thank you";
+ mes "for participating in the Arena.";
+ close;
+ case 2:
+ set .@pritop_t,$arn_pritop60;
+ set .@pritop_n$,$arn_pritopn60$;
+ break;
+ case 3:
+ set .@pritop_t,$arn_pritop70;
+ set .@pritop_n$,$arn_pritopn70$;
+ break;
+ case 4:
+ set .@pritop_t,$arn_pritop80;
+ set .@pritop_n$,$arn_pritopn80$;
+ break;
+ case 5:
+ set .@pritop_t,$arn_pritop90;
+ set .@pritop_n$,$arn_pritopn90$;
+ break;
+ }
+ set .@pritopbun, ((.@pritop_t % 3600) / 60 );
+ set .@pritopcho, (.@pritop_t % 60);
+ mes "[Mathea]";
+ mes "^3131FF"+.@pritop_n$+"^000000";
+ mes "is the top player of this";
+ mes "Priest Mode, finishing ";
+ mes "with a time of ^3131FF"+.@pritopbun+" minutes";
+ mes "and ^3131FF"+.@pritopcho+" seconds. Thank you";
+ mes "for participating in the Arena.";
+ close;
+
+OnInit:
+ if ($arn_acotopn$ == "") {
+ set $arn_pritop60, 480;
+ set $arn_pritop70, 480;
+ set $arn_pritop80, 480;
+ set $arn_pritop90, 480;
+ set $arn_acotop, 480;
+ set $arn_pritopn60$, "Default";
+ set $arn_pritopn70$, "Default";
+ set $arn_pritopn80$, "Default";
+ set $arn_pritopn90$, "Default";
+ set $arn_acotopn$, "Default";
+ }
+ end;
+}
+
+arena_room,97,130,3 script #Vendigos 111,{
+Onlinerec_aco:
+ mapannounce "arena_room","Vendigos: "+$arn_acotopn$+" has made a new record in the Arena Time Force Battle - Acolyte Mode. Congratulations!",bc_map,"0xFFFF00";
+ end;
+
+Onlinerec_pri60:
+ mapannounce "arena_room","Vendigos: "+$arn_pritopn60$+" has made a new record in the Arena Time Force Battle - Priest: Level 70 or lower. Congratulations!",bc_map,"0xFFFF00";
+ end;
+
+Onlinerec_pri70:
+ mapannounce "arena_room","Vendigos: "+$arn_pritopn70$+" has made a new record in the Arena Time Force Battle - Priest: Level 80 or lower. Congratulations!",bc_map,"0xFFFF00";
+ end;
+
+Onlinerec_pri80:
+ mapannounce "arena_room","Vendigos: "+$arn_pritopn80$+" has made a new record in the Arena Time Force Battle - Priest: Level 90 or lower. Congratulations!",bc_map,"0xFFFF00";
+ end;
+
+Onlinerec_pri90:
+ mapannounce "arena_room","Vendigos: "+$arn_pritopn90$+" has made a new record in the Arena Time Force Battle - Priest: Level 91~99. Congratulations!",bc_map,"0xFFFF00";
+ end;
+}
+
+arena_room,140,136,3 script Guide Alias 729,{
+ mes "[Alias]";
+ mes "Hello there, I'm here";
+ mes "to inform you about";
+ mes "the Izlude Arena's";
+ mes "Acolyte Class Mode.";
+ mes "My name is Alias,";
+ mes "your Arena Guide.";
+ next;
+ mes "[Alias]";
+ mes "Now, there are two modes";
+ mes "under Acolyte Class Mode.";
+ mes "These are ^3131FFAcolyte Mode^000000 and";
+ mes "^3131FFPriest Mode^000000. For both modes,";
+ mes "you will need to wait inside the ^3131FFAcolyte Class Waiting Room^000000.";
+ next;
+ mes "[Alias]";
+ mes "Once it's your turn,";
+ mes "you'll be sent out of the";
+ mes "waiting room and guided to";
+ mes "the arena grounds. Oh, and";
+ mes "the entrance fee is 1,000 zeny.";
+ next;
+ mes "[Alias]";
+ mes "It'll be handy to know";
+ mes "that the Red Plants and";
+ mes "Permeters in the Acolyte";
+ mes "Class Mode will drop items";
+ mes "and give experience. Other";
+ mes "monsters, however, won't.";
+ next;
+ mes "[Alias]";
+ mes "Once you've been guided";
+ mes "to the actual arena grounds,";
+ mes "listen to ^3131FFTrocco^000000 for the mission objectives that you will have to";
+ mes "complete within the time limit";
+ mes "of ^3131FF8 minutes^000000. Don't forget~";
+ next;
+ mes "[Alias]";
+ mes "Upon completing the";
+ mes "entire stage, you will be";
+ mes "warped to the ^3131DDFinale Waiting";
+ mes "Room^000000 where you'll be rewarded";
+ mes "with Arena Points. But you must^FFFFFFaaaa^000000 get your points within 1 minute.";
+ next;
+ mes "[Alias]";
+ mes "Once you're automatically";
+ mes "sent outside of the Finale";
+ mes "Waiting Room, you won't have";
+ mes "the chance to get your Arena";
+ mes "Points if you didn't get them";
+ mes "there, so be careful~";
+ next;
+ mes "[Alias]";
+ mes "Well, I hope you enjoy";
+ mes "the Acolyte Mode Arena!";
+ mes "Good luck and good fighting!";
+ close;
+}
+
+/*
+arena_room,195,5,3 script log-on-aco#arena 802,{
+ input .@input; //,0,2000;
+ if (.@input == 0) {
+ mes "^3355FFIncorrect Password.^000000";
+ close;
+ }
+ else if (.@input == 1357) {
+ mes "[!!CAUTION!!]";
+ mes "^3355FFThe following menu";
+ mes "the record for that";
+ mes "particular mode in the";
+ mes "Arena Acolyte Class Mode.^000000";
+ next;
+ switch(select("Cancel:Acolyte:~level 70:~level 80:~level 90:~level 99")) {
+ case 1:
+ mes "^3355FFCommand has";
+ mes "been canceled.^000000";
+ close;
+ case 2:
+ set $arn_acotop, 480;
+ set $arn_acotopn$, "Default";
+ break;
+ case 3:
+ set $arn_pritop60, 480;
+ set $arn_pritopn60$, "Default";
+ break;
+ case 4:
+ set $arn_pritop70, 480;
+ set $arn_pritopn70$, "Default";
+ break;
+ case 5:
+ set $arn_pritop80, 480;
+ set $arn_pritopn80$, "Default";
+ break;
+ case 6:
+ set $arn_pritop90, 480;
+ set $arn_pritopn90$, "Default";
+ break;
+ }
+ close;
+ }
+}
+
+arena_room,195,10,3 script acolink#arena 802,{
+ input .@input; //,0,2000;
+ if (.@input == 0) {
+ mes "Command has";
+ mes "been canceled.";
+ close;
+ }
+ else if (.@input == 1357) {
+ mes "This NPC opens and";
+ mes "closes the Warp Portal";
+ mes "to the Arena's Acolyte";
+ mes "Class Mode. Choose";
+ mes "an option from the menu.";
+ next;
+ switch(select("Cancel:Warp ON:Warp OFF")) {
+ case 1:
+ mes "Command has";
+ mes "been canceled.";
+ close;
+ case 2:
+ enablenpc "onlyaco#arena";
+ mes "The Warp Portal";
+ mes "will be opened shortly.";
+ close;
+ case 3:
+ disablenpc "onlyaco#arena";
+ mes "The Warp Portal";
+ mes "will be closed shortly.";
+ close;
+ }
+ }
+}
+*/
diff --git a/npc/pre-re/other/arena/arena_lvl50.txt b/npc/pre-re/other/arena/arena_lvl50.txt
new file mode 100644
index 000000000..73d15ef4c
--- /dev/null
+++ b/npc/pre-re/other/arena/arena_lvl50.txt
@@ -0,0 +1,1108 @@
+//===== rAthena Script ========================================
+//= Izlude Arena lvl 50
+//===== By: ==================================================
+//= SinSloth
+//===== Current Version: =====================================
+//= 1.1
+//===== Compatible With: =====================================
+//= Any Athena Version
+//===== Description: =========================================
+//= Izlude Battle Arena Level 50
+//===== Additional Comments: =================================
+//= 1.0 First version.
+//= 1.1 Replaced effect numerics with constants. [Samuray22]
+//============================================================
+
+arena_room,64,138,5 script lvl 50s Waiting Room 124,{
+ end;
+
+OnInit:
+ waitingroom "Individual : lvl 50 or higher",50,"lvl 50s Waiting Room::OnStartArena",1,1000,50;
+ enablewaitingroomevent;
+ end;
+
+OnStartArena:
+ warpwaitingpc "force_1-1",99,12;
+ donpcevent "arena#50::Onstart";
+ disablewaitingroomevent;
+ end;
+
+Onstart:
+ enablewaitingroomevent;
+ end;
+}
+
+force_1-1,99,20,4 script Heel and Toe#arena 124,{
+ end;
+
+OnInit:
+ set $@mapcount50, 0;
+ end;
+
+Onstart:
+ initnpctimer;
+ set $arena_min50st,gettime(2);
+ set $arena_sec50st,gettime(1);
+ end;
+
+OnTimer3000:
+ mapannounce "force_1-1","Good day, my name is Heel and Toe, the guide of Time Force Battle for lvl 50s!",0;
+ end;
+
+OnTimer4000:
+ mapannounce "force_1-1","Remember your right decision will save a lot of your time!",0;
+ end;
+
+OnTimer5000:
+ mapannounce "force_1-1","In order to complete this battle course, you must start from the far left of this room to the clock wise direction. Please move to the far left side. You have 5 minutes from now.",0;
+ end;
+
+OnTimer60000:
+ set $@mapcount50, getmapusers ("force_1-1");
+ if ($@mapcount50 == 0) {
+ donpcevent "Heel and Toe#arena::Onfailclearstage";
+ }
+ mapannounce "force_1-1","Remaining Time : 4 minutes ",0;
+ end;
+
+OnTimer120000:
+ set $@mapcount50, getmapusers ("force_1-1");
+ if ($@mapcount50 == 0) {
+ donpcevent "Heel and Toe#arena::Onfailclearstage";
+ }
+ mapannounce "force_1-1","Remaining Time : 3 minutes ",0;
+ end;
+
+OnTimer180000:
+ set $@mapcount50, getmapusers ("force_1-1");
+ if ($@mapcount50 == 0) {
+ donpcevent "Heel and Toe#arena::Onfailclearstage";
+ }
+ mapannounce "force_1-1","Remaining Time : 2 minutes ",0;
+end;
+OnTimer240000:
+ set $@mapcount50, getmapusers ("force_1-1");
+ if ($@mapcount50 == 0) {
+ donpcevent "Heel and Toe#arena::Onfailclearstage";
+ }
+ mapannounce "force_1-1","Remaining Time : 1 minute ",0;
+ end;
+
+OnTimer300000:
+ mapannounce "force_1-1","Your time is over. I hope you had a good time~",0;
+ end;
+
+OnTimer305000:
+OnTimer306000:
+OnTimer307000:
+OnTimer308000:
+OnTimer309000:
+OnTimer310000:
+OnTimer311000:
+OnTimer312000:
+OnTimer313000:
+OnTimer314000:
+ mapwarp "force_1-1","prt_are_in",126,190,0,0;
+ end;
+
+OnTimer315000:
+ mapwarp "force_1-1","prt_are_in",126,190,0,0;
+ donpcevent "Heel and Toe#arena::Onfailclearstage";
+ end;
+
+Ontimeroff:
+ stopnpctimer;
+ end;
+
+Onfailclearstage:
+ donpcevent "cast#50::Ontimeover1";
+ mapwarp "force_1-1","prt_are_in",126,190,0,0;
+ donpcevent "Heel and Toe#arena::Ontimeroff";
+ donpcevent "arena#50::Onreset_all";
+ donpcevent "alloff#50::Onon";
+ donpcevent "lvl 50s Waiting Room::Onstart";
+ end;
+
+On01_start:
+ mapannounce "force_1-1","In order to clear this battle, you must kill all Smokies!",0;
+ end;
+
+On01_end:
+ mapannounce "force_1-1","A door to the north room has opened!",0;
+ end;
+
+On02_start:
+ mapannounce "force_1-1","Please escape to the door from monsters!",0;
+ end;
+
+On02_end:
+ mapannounce "force_1-1","A door to the north room has opened!",0;
+ end;
+
+On03_start:
+ mapannounce "force_1-1","In order to clear this battle, you must kill all Karakasa!",0;
+ end;
+
+On03_end:
+ mapannounce "force_1-1","Clear! A door to the east room has opened!",0;
+ end;
+
+On04_start:
+ mapannounce "force_1-1","In order to clear this battle, you must kill all Kobolds and escape to the east room!",0;
+ end;
+
+On04_end:
+ mapannounce "force_1-1","A door to the east room has opened!",0;
+ end;
+
+On05_start:
+ mapannounce "force_1-1","In order to clear this battle, you must kill all monsters except obstructor monsters!",0;
+ end;
+
+On05_end:
+ mapannounce "force_1-1","Clear! A door to the south room has opened!",0;
+ end;
+
+On06_start:
+ mapannounce "force_1-1","In order to clear this battle, you must kill all Drops and escape to the south room!",0;
+ end;
+
+On06_end:
+ mapannounce "force_1-1","A door to the south room has opened!",0;
+ end;
+
+On07_start:
+ mapannounce "force_1-1","In order to clear this battle, you must get rid of a Red Plant in the center of this room while dodging attacks from Hydras!",0;
+ end;
+
+On07_end:
+ mapannounce "force_1-1","Clear! A door to the west room has opened!",0;
+ end;
+
+On08_start:
+ mapannounce "force_1-1","Please escape to the north exit!",0;
+ end;
+
+On09_start:
+ mapannounce "force_1-1","In order to clear this battle, you must defeat a Vocal!",0;
+ end;
+
+On09_end:
+ mapannounce "force_1-1","Boss Clear! - A door at the north has opened. Thank you. ",0;
+ end;
+
+}
+
+force_1-1,10,56,4 script arena#50 139,{
+
+Onreset_01:
+ donpcevent "force_01ex#50::Onreset";
+ donpcevent "force_02start#50::Onon";
+ enablenpc "force_01_02#50";
+ enablenpc "force_02_03#50";
+ end;
+
+Onreset_02:
+ donpcevent "force_02mob#50::Onreset";
+ donpcevent "force_03start#50::Onon";
+ end;
+
+Onreset_03:
+ enablenpc "force_03_04#50";
+ donpcevent "force_04start#50::Onon";
+ donpcevent "force_03ex#50::Onreset";
+ end;
+
+Onreset_04:
+ enablenpc "force_04_05#50";
+ donpcevent "force_05start#50::Onon";
+ donpcevent "force_04ex#50::Onreset";
+ end;
+
+Onreset_05:
+ enablenpc "force_05_06#50";
+ donpcevent "force_06start#50::Onon";
+ donpcevent "force_05ex#50::Onreset";
+ end;
+
+Onreset_06:
+ enablenpc "force_06_07#50";
+ donpcevent "force_07start#50::Onon";
+ donpcevent "force_06ex#50::Onreset";
+ end;
+
+Onreset_07:
+ enablenpc "force_07_08#50";
+ donpcevent "force_07ex#50::Onreset";
+ donpcevent "force_08start#50::Onon";
+ end;
+
+Onreset_08:
+ donpcevent "force_09start#50::Onon";
+ enablenpc "force_08_09#50";
+ end;
+
+Onreset_09:
+ enablenpc "force_exit#50";
+ end;
+
+Onstart:
+ disablenpc "force_01_02#50";
+ disablenpc "force_02_03#50";
+ disablenpc "force_03_04#50";
+ disablenpc "force_04_05#50";
+ disablenpc "force_05_06#50";
+ disablenpc "force_06_07#50";
+ disablenpc "force_07_08#50";
+ disablenpc "force_08_09#50";
+ disablenpc "force_exit#50";
+ donpcevent "Heel and Toe#arena::Ontimeroff";
+ donpcevent "force_01mob#50::Onreset";
+ donpcevent "force_02mob#50::Onreset";
+ donpcevent "force_03mob#50::Onreset";
+ donpcevent "force_04mob#50::Onreset";
+ donpcevent "force_05mob#50::Onreset";
+ donpcevent "force_06mob#50::Onreset";
+ donpcevent "force_07mob#50::Onreset";
+ donpcevent "force_09mob#50::Onreset";
+ donpcevent "force_01ex#50::Onreset";
+ donpcevent "force_03ex#50::Onreset";
+ donpcevent "force_04ex#50::Onreset";
+ donpcevent "force_05ex#50::Onreset";
+ donpcevent "force_06ex#50::Onreset";
+ donpcevent "force_07ex#50::Onreset";
+ donpcevent "force_08ex#50::Onreset";
+ donpcevent "force_09ex#50::Onreset";
+ enablenpc "force_08_01#50";
+ donpcevent "force_01start#50::Onon";
+ donpcevent "Heel and Toe#arena::Onstart";
+ end;
+
+Onreset_all:
+ donpcevent "force_01mob#50::Onreset";
+ donpcevent "force_02mob#50::Onreset";
+ donpcevent "force_03mob#50::Onreset";
+ donpcevent "force_04mob#50::Onreset";
+ donpcevent "force_05mob#50::Onreset";
+ donpcevent "force_06mob#50::Onreset";
+ donpcevent "force_07mob#50::Onreset";
+ donpcevent "force_09mob#50::Onreset";
+ donpcevent "force_01ex#50::Onreset";
+ donpcevent "force_03ex#50::Onreset";
+ donpcevent "force_04ex#50::Onreset";
+ donpcevent "force_05ex#50::Onreset";
+ donpcevent "force_06ex#50::Onreset";
+ donpcevent "force_07ex#50::Onreset";
+ donpcevent "force_08ex#50::Onreset";
+ donpcevent "force_09ex#50::Onreset";
+ end;
+
+}
+
+force_1-1,62,26,1 script force_08_01#50 45,1,1,{
+
+OnTouch:
+ donpcevent "Heel and Toe#arena::On01_start";
+ warp "force_1-1",40,26;
+ end;
+
+}
+
+force_1-1,25,44,1 script force_01_02#50 45,1,1,{
+
+OnTouch:
+ donpcevent "Heel and Toe#arena::On02_start";
+ warp "force_1-1",25,69;
+ end;
+
+}
+
+force_1-1,25,134,1 script force_02_03#50 45,1,1,{
+
+OnTouch:
+ donpcevent "arena#50::Onreset_02";
+ donpcevent "Heel and Toe#arena::On03_start";
+ warp "force_1-1",25,159;
+ end;
+
+}
+
+force_1-1,44,174,1 script force_03_04#50 45,1,1,{
+
+OnTouch:
+ donpcevent "Heel and Toe#arena::On04_start";
+ warp "force_1-1",69,174;
+ end;
+
+}
+
+force_1-1,134,174,1 script force_04_05#50 45,1,1,{
+
+OnTouch:
+ donpcevent "Heel and Toe#arena::On05_start";
+ warp "force_1-1",159,174;
+ end;
+
+}
+
+force_1-1,174,155,1 script force_05_06#50 45,1,1,{
+
+OnTouch:
+ donpcevent "Heel and Toe#arena::On06_start";
+ warp "force_1-1",174,130;
+ end;
+
+}
+
+force_1-1,174,65,1 script force_06_07#50 45,1,1,{
+
+OnTouch:
+ donpcevent "Heel and Toe#arena::On07_start";
+ warp "force_1-1",174,40;
+ end;
+
+}
+
+force_1-1,155,26,1 script force_07_08#50 45,1,1,{
+
+OnTouch:
+ donpcevent "Heel and Toe#arena::On08_start";
+ warp "force_1-1",132,26;
+ enablenpc "force_08_09#50";
+ end;
+
+}
+
+force_1-1,99,54,1 script force_08_09#50 45,1,1,{
+
+OnTouch:
+ donpcevent "Heel and Toe#arena::On09_start";
+ warp "force_1-1",99,82;
+ end;
+
+}
+
+force_1-1,99,124,1 script force_exit#50 45,1,1,{
+
+OnTouch:
+ donpcevent "Heel and Toe#arena::Ontimeroff";
+ donpcevent "#arn_timer_50::Onon";
+ mapwarp "force_1-1","prt_are_in",22,191,0,0;
+ end;
+
+}
+
+force_1-1,1,1,1 script force_01start#50 -1,{
+Onon:
+ donpcevent "force_01mob#50::Onon";
+end;
+
+}
+
+force_1-1,10,56,4 script force_01ex#50 139,{
+
+Onreset:
+ killmonster "force_1-1","force_01ex#50::OnMobEx";
+ end;
+
+Onsummonmob1:
+ monster "force_1-1",25,26,"Drops",1572,1,"force_01ex#50::OnMobEx";
+ monster "force_1-1",15,25,"Drops",1572,1,"force_01ex#50::OnMobEx";
+ monster "force_1-1",30,25,"Drops",1572,1,"force_01ex#50::OnMobEx";
+ monster "force_1-1",25,31,"Drops",1572,1,"force_01ex#50::OnMobEx";
+ monster "force_1-1",24,19,"Drops",1572,1,"force_01ex#50::OnMobEx";
+ monster "force_1-1",25,28,"Drops",1572,1,"force_01ex#50::OnMobEx";
+ monster "force_1-1",18,23,"Drops",1572,1,"force_01ex#50::OnMobEx";
+ monster "force_1-1",24,25,"Drops",1572,1,"force_01ex#50::OnMobEx";
+ monster "force_1-1",23,18,"Drops",1572,1,"force_01ex#50::OnMobEx";
+ monster "force_1-1",20,18,"Drops",1572,1,"force_01ex#50::OnMobEx";
+ monster "force_1-1",35,31,"Hydra",1579,1,"force_01ex#50::OnMobEx";
+ monster "force_1-1",35,28,"Hydra",1579,1,"force_01ex#50::OnMobEx";
+ monster "force_1-1",35,25,"Hydra",1579,1,"force_01ex#50::OnMobEx";
+ monster "force_1-1",35,21,"Hydra",1579,1,"force_01ex#50::OnMobEx";
+ monster "force_1-1",26,16,"Poisonous Toad",1556,1,"force_01ex#50::OnMobEx";
+ monster "force_1-1",26,15,"Poisonous Toad",1556,1,"force_01ex#50::OnMobEx";
+ monster "force_1-1",26,14,"Poisonous Toad",1556,1,"force_01ex#50::OnMobEx";
+ monster "force_1-1",23,17,"Poisonous Toad",1556,1,"force_01ex#50::OnMobEx";
+ monster "force_1-1",23,18,"Poisonous Toad",1556,1,"force_01ex#50::OnMobEx";
+ monster "force_1-1",23,19,"Poisonous Toad",1556,1,"force_01ex#50::OnMobEx";
+ monster "force_1-1",29,20,"Poisonous Toad",1556,1,"force_01ex#50::OnMobEx";
+ monster "force_1-1",23,16,"Poisonous Toad",1556,1,"force_01ex#50::OnMobEx";
+ monster "force_1-1",19,16,"Poisonous Toad",1556,1,"force_01ex#50::OnMobEx";
+ monster "force_1-1",32,19,"Poisonous Toad",1556,1,"force_01ex#50::OnMobEx";
+ end;
+
+OnMobEx:
+ end;
+
+}
+
+force_1-1,10,56,4 script force_01mob#50 139,{
+
+Onon:
+ donpcevent "force_01ex#50::Onsummonmob1";
+ monster "force_1-1",25,25,"Smokie",1561,1,"force_01mob#50::OnMobDeath";
+ monster "force_1-1",18,25,"Smokie",1561,1,"force_01mob#50::OnMobDeath";
+ monster "force_1-1",32,25,"Smokie",1561,1,"force_01mob#50::OnMobDeath";
+ monster "force_1-1",25,32,"Smokie",1561,1,"force_01mob#50::OnMobDeath";
+ monster "force_1-1",25,18,"Smokie",1561,1,"force_01mob#50::OnMobDeath";
+ set $force_01_50,5;
+ end;
+
+Onreset:
+ killmonster "force_1-1","force_01mob#50::OnMobDeath";
+ end;
+
+OnMobDeath:
+ set $force_01_50,$force_01_50 -1;
+ if ($force_01_50 < 1) {
+ donpcevent "Heel and Toe#arena::On01_end";
+ donpcevent "arena#50::Onreset_01";
+ }
+ end;
+}
+
+force_1-1,1,1,1 script force_02start#50 -1,{
+
+Onon:
+ donpcevent "force_02mob#50::Onsummonmob2";
+ end;
+}
+
+force_1-1,10,56,4 script force_02mob#50 139,{
+
+Onreset:
+ killmonster "force_1-1","force_02mob#50::OnMobEx";
+ end;
+
+Onsummonmob2:
+ monster "force_1-1",24,76,"Familiar",1419,1,"force_02mob#50::OnMobEx";
+ monster "force_1-1",28,76,"Familiar",1419,1,"force_02mob#50::OnMobEx";
+ monster "force_1-1",24,86,"Familiar",1419,1,"force_02mob#50::OnMobEx";
+ monster "force_1-1",26,86,"Ghoul",1423,1,"force_02mob#50::OnMobEx";
+ monster "force_1-1",25,100,"Ghoul",1423,1,"force_02mob#50::OnMobEx";
+ monster "force_1-1",26,118,"Ghoul",1423,1,"force_02mob#50::OnMobEx";
+ monster "force_1-1",28,79,"Mummy",1393,1,"force_02mob#50::OnMobEx";
+ monster "force_1-1",23,87,"Mummy",1393,1,"force_02mob#50::OnMobEx";
+ monster "force_1-1",28,99,"Mummy",1393,1,"force_02mob#50::OnMobEx";
+ monster "force_1-1",23,112,"Mummy",1393,1,"force_02mob#50::OnMobEx";
+ monster "force_1-1",28,128,"Mummy",1393,1,"force_02mob#50::OnMobEx";
+ end;
+
+OnMobEx:
+ end;
+}
+
+force_1-1,1,1,1 script force_03start#50 -1,{
+
+Onon:
+ donpcevent "force_03mob#50::Onon";
+ end;
+}
+
+force_1-1,10,56,4 script force_03ex#50 139,{
+
+Onreset:
+ killmonster "force_1-1","force_03ex#50::OnMobEx";
+ end;
+
+Onsummonmob_03:
+ monster "force_1-1",26,173,"Hydra",1579,1,"force_03ex#50::OnMobEx";
+ monster "force_1-1",21,173,"Hydra",1579,1,"force_03ex#50::OnMobEx";
+ monster "force_1-1",31,173,"Hydra",1579,1,"force_03ex#50::OnMobEx";
+ monster "force_1-1",26,186,"Marse",1551,1,"force_03ex#50::OnMobEx";
+ monster "force_1-1",26,161,"Marse",1551,1,"force_03ex#50::OnMobEx";
+ monster "force_1-1",13,173,"Marse",1551,1,"force_03ex#50::OnMobEx";
+ monster "force_1-1",38,173,"Marse",1551,1,"force_03ex#50::OnMobEx";
+ monster "force_1-1",29,174,"Marse",1551,1,"force_03ex#50::OnMobEx";
+ end;
+
+OnMobEx:
+ end;
+}
+
+force_1-1,20,56,4 script force_03mob#50 139,{
+
+Onon:
+ donpcevent "force_03ex#50::Onsummonmob_03";
+ monster "force_1-1",23,174,"Karakasa",1544,1,"force_03mob#50::OnMobDeath";
+ monster "force_1-1",18,173,"Karakasa",1544,1,"force_03mob#50::OnMobDeath";
+ monster "force_1-1",33,173,"Karakasa",1544,1,"force_03mob#50::OnMobDeath";
+ monster "force_1-1",26,181,"Karakasa",1544,1,"force_03mob#50::OnMobDeath";
+ monster "force_1-1",26,166,"Karakasa",1544,1,"force_03mob#50::OnMobDeath";
+ set $force_03_50,5;
+ end;
+
+Onreset:
+ killmonster "force_1-1","force_03mob#50::OnMobDeath";
+ end;
+
+OnMobDeath:
+ set $force_03_50,$force_03_50 -1;
+ donpcevent "force_03mob#50::Onsummonmob_03";
+ if ($force_03_50 < 1) {
+ donpcevent "Heel and Toe#arena::On03_end";
+ donpcevent "arena#50::Onreset_03";
+ }
+ end;
+}
+
+force_1-1,1,1,1 script force_04start#50 -1,{
+
+Onon:
+ donpcevent "force_04mob#50::Onon";
+end;
+
+}
+
+force_1-1,10,56,4 script force_04ex#50 139,{
+
+Onreset:
+ killmonster "force_1-1","force_04ex#50::OnMobEx";
+ end;
+
+Onsummonmob_04:
+ monster "force_1-1",99,174,"Familiar",1419,1,"force_04ex#50::OnMobEx";
+ monster "force_1-1",103,174,"Familiar",1419,1,"force_04ex#50::OnMobEx";
+ monster "force_1-1",107,174,"Familiar",1419,1,"force_04ex#50::OnMobEx";
+ monster "force_1-1",111,176,"Familiar",1419,1,"force_04ex#50::OnMobEx";
+ monster "force_1-1",115,176,"Familiar",1419,1,"force_04ex#50::OnMobEx";
+ monster "force_1-1",119,172,"Familiar",1419,1,"force_04ex#50::OnMobEx";
+ monster "force_1-1",95,178,"Familiar",1419,1,"force_04ex#50::OnMobEx";
+ monster "force_1-1",100,178,"Familiar",1419,1,"force_04ex#50::OnMobEx";
+ monster "force_1-1",105,172,"Familiar",1419,1,"force_04ex#50::OnMobEx";
+ monster "force_1-1",110,172,"Flora",1575,1,"force_04ex#50::OnMobEx";
+ monster "force_1-1",115,172,"Flora",1575,1,"force_04ex#50::OnMobEx";
+ monster "force_1-1",120,172,"Flora",1575,1,"force_04ex#50::OnMobEx";
+ monster "force_1-1",125,172,"Flora",1575,1,"force_04ex#50::OnMobEx";
+ monster "force_1-1",105,178,"Flora",1575,1,"force_04ex#50::OnMobEx";
+ end;
+
+OnMobEx:
+ end;
+
+}
+
+force_1-1,22,56,4 script force_04mob#50 139,{
+
+Onon:
+ donpcevent "force_04ex#50::Onsummonmob_04";
+ monster "force_1-1",85,172,"Kobold",1547,1,"force_04mob#50::OnMobDeath";
+ monster "force_1-1",95,172,"Kobold",1547,1,"force_04mob#50::OnMobDeath";
+ monster "force_1-1",120,172,"Kobold",1545,1,"force_04mob#50::OnMobDeath";
+ set $force_04_50,3;
+ end;
+Onreset:
+ killmonster "force_1-1","force_04mob#50::OnMobDeath";
+ end;
+
+OnMobDeath:
+ set $force_04_50,$force_04_50 -1;
+ if ($force_04_50 < 1) {
+ donpcevent "Heel and Toe#arena::On04_end";
+ donpcevent "arena#50::Onreset_04";
+ }
+ end;
+}
+
+force_1-1,1,1,1 script force_05start#50 -1,{
+
+Onon:
+ donpcevent "force_05mob#50::Onon";
+ end;
+}
+
+force_1-1,10,56,4 script force_05ex#50 139,{
+
+Onreset:
+ killmonster "force_1-1","force_05ex#50::OnMobEx";
+ end;
+
+Onsummonmob_05:
+ set $@randmonster50,rand(1,2);
+ switch($@randmonster50) {
+ case 1:
+ monster "force_1-1",174,174,"Desert Wolf",1432,1,"force_05ex#50::OnMobEx";
+ break;
+ case 2:
+ monster "force_1-1",173,173,"Zerom",1470,1,"force_05ex#50::OnMobEx";
+ break;
+ }
+ end;
+
+OnMobEx:
+ end;
+}
+
+force_1-1,24,56,4 script force_05mob#50 139,{
+
+Onon:
+ monster "force_1-1",173,166,"Hydra",1579,1,"force_05mob#50::OnMobDeath";
+ monster "force_1-1",171,170,"Hydra",1579,1,"force_05mob#50::OnMobDeath";
+ monster "force_1-1",177,170,"Hydra",1579,1,"force_05mob#50::OnMobDeath";
+ monster "force_1-1",183,173,"Orc Lady",1452,1,"force_05mob#50::OnMobDeath";
+ monster "force_1-1",173,173,"Orc Lady",1452,1,"force_05mob#50::OnMobDeath";
+ monster "force_1-1",181,173,"Golem",1540,1,"force_05mob#50::OnMobDeath";
+ monster "force_1-1",171,177,"Golem",1540,1,"force_05mob#50::OnMobDeath";
+ set $force_05_50,7;
+ end;
+
+Onreset:
+ killmonster "force_1-1","force_05mob#50::OnMobDeath";
+ end;
+
+OnMobDeath:
+ set $force_05_50,$force_05_50 -1;
+ if ($force_05_50 < 1) {
+ donpcevent "Heel and Toe#arena::On05_end";
+ donpcevent "arena#50::Onreset_05";
+ }
+ else donpcevent "force_05ex#50::Onsummonmob_05";
+ end;
+
+}
+
+force_1-1,1,1,1 script force_06start#50 -1,{
+
+Onon:
+ donpcevent "force_06mob#50::Onon";
+ end;
+}
+
+force_1-1,10,56,4 script force_06ex#50 139,{
+
+Onreset:
+ killmonster "force_1-1","force_06ex#50::OnMobEx";
+ end;
+
+Onsummonmob_06:
+ monster "force_1-1",173,118,"Smokie",1561,1,"force_06ex#50::OnMobEx";
+ monster "force_1-1",173,108,"Smokie",1561,1,"force_06ex#50::OnMobEx";
+ monster "force_1-1",173,99,"Smokie",1561,1,"force_06ex#50::OnMobEx";
+ monster "force_1-1",171,108,"Golem",1540,1,"force_06ex#50::OnMobEx";
+ monster "force_1-1",171,99,"Skel Worker",1469,1,"force_06ex#50::OnMobEx";
+ monster "force_1-1",171,85,"Skel Worker",1469,1,"force_06ex#50::OnMobEx";
+ monster "force_1-1",171,90,"Golem",1540,1,"force_06ex#50::OnMobEx";
+ monster "force_1-1",171,79,"Scorpion",1559,1,"force_06ex#50::OnMobEx";
+ monster "force_1-1",175,118,"Scorpion",1559,1,"force_06ex#50::OnMobEx";
+ monster "force_1-1",175,108,"Sandman",1558,1,"force_06ex#50::OnMobEx";
+ monster "force_1-1",175,99,"Sandman",1558,1,"force_06ex#50::OnMobEx";
+ end;
+
+OnMobEx:
+ end;
+}
+
+force_1-1,18,56,4 script force_06mob#50 139,{
+
+Onon:
+ donpcevent "force_06ex#50::Onsummonmob_06";
+ monster "force_1-1",173,90,"Drops",1572,1,"force_06mob#50::OnMobDeath";
+ monster "force_1-1",173,79,"Drops",1572,1,"force_06mob#50::OnMobDeath";
+ monster "force_1-1",172,70,"Drops",1572,1,"force_06mob#50::OnMobDeath";
+ monster "force_1-1",175,70,"Drops",1572,1,"force_06mob#50::OnMobDeath";
+ monster "force_1-1",171,118,"Drops",1572,1,"force_06mob#50::OnMobDeath";
+ set $force_06_50,5;
+ end;
+
+Onreset:
+ killmonster "force_1-1","force_06mob#50::OnMobDeath";
+ end;
+
+OnMobDeath:
+ set $force_06_50,$force_06_50 -1;
+ if ($force_06_50 < 1) {
+ donpcevent "Heel and Toe#arena::On06_end";
+ donpcevent "arena#50::Onreset_06";
+ }
+ end;
+}
+
+force_1-1,1,1,1 script force_07start#50 -1,{
+
+Onon:
+ donpcevent "force_07mob#50::Onon";
+ end;
+}
+
+force_1-1,12,56,4 script force_07ex#50 139,{
+
+Onreset:
+ killmonster "force_1-1","force_07ex#50::OnMobEx";
+ end;
+
+Onsummonmob_07:
+ monster "force_1-1",163,36,"Hydra",1579,1,"force_07ex#50::OnMobEx";
+ monster "force_1-1",167,36,"Hydra",1579,1,"force_07ex#50::OnMobEx";
+ monster "force_1-1",171,36,"Hydra",1579,1,"force_07ex#50::OnMobEx";
+ monster "force_1-1",175,36,"Hydra",1579,1,"force_07ex#50::OnMobEx";
+ monster "force_1-1",179,36,"Hydra",1579,1,"force_07ex#50::OnMobEx";
+ monster "force_1-1",183,36,"Hydra",1579,1,"force_07ex#50::OnMobEx";
+ monster "force_1-1",183,32,"Hydra",1579,1,"force_07ex#50::OnMobEx";
+ monster "force_1-1",183,28,"Hydra",1579,1,"force_07ex#50::OnMobEx";
+ monster "force_1-1",183,24,"Hydra",1579,1,"force_07ex#50::OnMobEx";
+ monster "force_1-1",183,20,"Hydra",1579,1,"force_07ex#50::OnMobEx";
+ monster "force_1-1",183,16,"Hydra",1579,1,"force_07ex#50::OnMobEx";
+ monster "force_1-1",179,16,"Hydra",1579,1,"force_07ex#50::OnMobEx";
+ monster "force_1-1",175,16,"Hydra",1579,1,"force_07ex#50::OnMobEx";
+ monster "force_1-1",171,16,"Hydra",1579,1,"force_07ex#50::OnMobEx";
+ monster "force_1-1",167,16,"Hydra",1579,1,"force_07ex#50::OnMobEx";
+ monster "force_1-1",163,16,"Hydra",1579,1,"force_07ex#50::OnMobEx";
+ monster "force_1-1",163,20,"Hydra",1579,1,"force_07ex#50::OnMobEx";
+ monster "force_1-1",163,24,"Hydra",1579,1,"force_07ex#50::OnMobEx";
+ monster "force_1-1",163,28,"Hydra",1579,1,"force_07ex#50::OnMobEx";
+ monster "force_1-1",163,32,"Hydra",1579,1,"force_07ex#50::OnMobEx";
+ monster "force_1-1",163,31,"Punk",1481,1,"force_07ex#50::OnMobEx";
+ monster "force_1-1",163,23,"Punk",1481,1,"force_07ex#50::OnMobEx";
+ end;
+
+OnMobEx:
+ end;
+}
+
+force_1-1,18,56,4 script force_07mob#50 139,{
+
+Onon:
+ donpcevent "force_07ex#50::Onsummonmob_07";
+ monster "force_1-1",174,25,"Red Plant",1078,1,"force_07mob#50::OnMobDeath";
+ set $force_07_50,1;
+ end;
+
+Onreset:
+ killmonster "force_1-1","force_07mob#50::OnMobDeath";
+ end;
+
+OnMobDeath:
+ set $force_07_50,$force_07_50 -1;
+ if ($force_07_50 < 1) {
+ donpcevent "Heel and Toe#arena::On07_end";
+ donpcevent "arena#50::Onreset_07";
+ }
+ end;
+}
+
+force_1-1,1,1,1 script force_08start#50 -1,{
+
+Onon:
+ donpcevent "force_08ex#50::Onon";
+ end;
+}
+
+force_1-1,18,56,4 script force_08ex#50 139,{
+
+Onon:
+ donpcevent "arena#50::Onreset_08";
+ end;
+}
+
+force_1-1,1,1,1 script force_09start#50 -1,{
+
+Onon:
+ donpcevent "force_09mob#50::Onon";
+ end;
+}
+
+force_1-1,10,56,4 script force_09ex#50 139,{
+
+Onreset:
+ killmonster "force_1-1","force_09ex#50::OnMobEx";
+ end;
+
+Onsummonmob_09:
+ monster "force_1-1",110,110,"Familiar",1419,1,"force_09ex#50::OnMobEx";
+ monster "force_1-1",89,110,"Familiar",1419,1,"force_09ex#50::OnMobEx";
+ monster "force_1-1",89,89,"Familiar",1419,1,"force_09ex#50::OnMobEx";
+ monster "force_1-1",110,89,"Familiar",1419,1,"force_09ex#50::OnMobEx";
+ monster "force_1-1",105,105,"Familiar",1419,1,"force_09ex#50::OnMobEx";
+ monster "force_1-1",94,105,"Familiar",1419,1,"force_09ex#50::OnMobEx";
+ monster "force_1-1",94,94,"Familiar",1419,1,"force_09ex#50::OnMobEx";
+ monster "force_1-1",110,110,"Familiar",1419,1,"force_09ex#50::OnMobEx";
+ monster "force_1-1",89,110,"Familiar",1419,1,"force_09ex#50::OnMobEx";
+ monster "force_1-1",89,89,"Familiar",1419,1,"force_09ex#50::OnMobEx";
+ monster "force_1-1",110,89,"Familiar",1419,1,"force_09ex#50::OnMobEx";
+ monster "force_1-1",105,105,"Familiar",1419,1,"force_09ex#50::OnMobEx";
+ monster "force_1-1",94,105,"Familiar",1419,1,"force_09ex#50::OnMobEx";
+ monster "force_1-1",94,94,"Familiar",1419,1,"force_09ex#50::OnMobEx";
+ monster "force_1-1",105,94,"Familiar",1419,1,"force_09ex#50::OnMobEx";
+ end;
+
+OnMobEx:
+ end;
+}
+
+force_1-1,16,56,4 script force_09mob#50 139,{
+
+Onon:
+ monster "force_1-1",99,99,"Vocal",1581,1,"force_09mob#50::OnMobDeath";
+ donpcevent "force_09ex#50::Onsummonmob_09";
+ set $force_09_50,1;
+ end;
+
+Onreset:
+ killmonster "force_1-1","force_09mob#50::OnMobDeath";
+ end;
+
+OnMobDeath:
+ set $force_09_50,$force_09_50 -1;
+ if ($force_09_50 < 1) {
+ donpcevent "Heel and Toe#arena::On09_end";
+ donpcevent "arena#50::Onreset_09";
+ donpcevent "arena#50::Onreset_all";
+ set $arena_min50end,gettime(2);
+ set $arena_sec50end,gettime(1);
+ }
+ end;
+}
+
+prt_are_in,129,188,3 script Staff#50-1 67,{
+
+ mes "[Staff]";
+ mes "You did a good job.";
+ mes "Even if you have failed to clear a time attack battle, I will reward you with a small amount of arena points.";
+ next;
+ if (arena_point == 30000) {
+ mes "[Staff]";
+ mes "Uh huh!";
+ mes "You already have enough arena points.";
+ mes "Please spend some arena points later. When I see you next time, I will make sure to give you some reward.";
+ next;
+ }
+ else set arena_point, arena_point + 1;
+ mes "[Staff]";
+ mes "Let me guide you outside. I hope you had a good time.";
+ close2;
+ specialeffect2 EF_EXIT;
+ warp "arena_room",100,75;
+ end;
+}
+
+prt_are_in,25,188,3 script Staff#50-2 67,{
+
+ if($arena_min50end < $arena_min50st)
+ {
+ if($arena_sec50end < $arena_sec50st)
+ {
+ set @record_min50,60 - $arena_min50st + $arena_min50end -1;
+ set @record_sec50,60 - $arena_sec50st + $arena_sec50end;
+ }
+ else
+ {
+ set @record_min50,60 - $arena_min50st + $arena_min50end;
+ set @record_sec50,$arena_sec50end - $arena_sec50st;
+ }
+ }
+ else
+ {
+ if($arena_sec50end < $arena_sec50st)
+ {
+ set @record_min50,$arena_min50end - $arena_min50st -1;
+ set @record_sec50,60 - $arena_sec50st + $arena_sec50end;
+ }
+ else
+ {
+ set @record_min50,$arena_min50end - $arena_min50st;
+ set @record_sec50,$arena_sec50end - $arena_sec50st;
+ }
+ }
+ set @gap50,(60 * $top_50min + $top_50sec) - (60 * @record_min50 + @record_sec50);
+ mes "[Staff]";
+ mes "Wow, you did a good job~ ";
+ mes "Your name is...^3131FF" + strcharinfo(0) +"^000000, isn't it?";
+ mes "^3131FF"+ strcharinfo(0) +"^000000, total time you spent to pass the battle..";
+ next;
+ mes "[Staff]";
+ mes "is "+@record_min50+"minutes "+@record_sec50+"seconds.";
+ mes "Congratulations!";
+ next;
+ mes "[Staff]";
+ mes "The fastest player among people who cleared lvl 50s arena time force battle is ^3131FF"+$arena_50topn$+"^000000.";
+ next;
+ mes "[Staff]";
+ mes "^3131FF"+$arena_50topn$+"^000000's running time was ^3131FF"+$top_50min+"^000000minutes ^3131FF"+$top_50sec+"^000000seconds.";
+ next;
+ if (@gap50 < 0) {
+ mes "[Staff]";
+ mes "Although you failed to make a new record, I hope you will succeed next time.";
+ next;
+ if (arena_point > 29980) {
+ mes "[Staff]";
+ mes "Then let me reward you with some arena points....eh?";
+ mes "Your arena points have exceeded the maximum amount. I cannot give you more points until you spend some points.";
+ next;
+ mes "[Staff]";
+ mes "You can check the amount of arena points you have in the arena waiting room.";
+ next;
+ mes "[Staff]";
+ mes "I hope you had a good time and let me guide you to the entrance of arena.";
+ mes "Thank you.";
+ close2;
+ }
+ else
+ {
+ set arena_point, arena_point + 20;
+ mes "[Staff]";
+ mes "Let me reward you some arena points.";
+ mes "If you wish to check the amount of arena points you have, please go talk to ^3131FFVendigos^000000 at the arena entrance.";
+ next;
+ mes "[Staff]";
+ mes "Let me guide you to the entrance of arena.";
+ mes "See you later~";
+ close2;
+ }
+ specialeffect2 EF_EXIT;
+ donpcevent "cast#50::Onnomal1";
+ warp "arena_room",100,75;
+ donpcevent "#arn_timer_50::Onstop";
+ donpcevent "alloff#50::Onon";
+ donpcevent "lvl 50s Waiting Room::Onstart";
+ end;
+ }
+ else
+ {
+ emotion e_omg;
+ mes "[Staff]";
+ mes "Wow! You have renewed the record!";
+ mes "What a great job!";
+ next;
+ mes "[Staff]";
+ mes "You have been recorded as the fastest player among people who cleared ^FF0000Arena Time Force Battle lvl 50s^000000, ^3131FF"+strcharinfo(0)+"^000000.";
+ set $top_50min, @record_min50;
+ set $top_50sec, @record_sec50;
+ set $arena_50topn$,strcharinfo(0);
+ donpcevent "Vendigos::Onlinerec_50";
+ next;
+ if (arena_point > 29950) {
+ mes "[Staff]";
+ mes "Then let me reward you with some arena points....eh?";
+ mes "Your arena points have exceeded the maximum amount. I cannot give you more points until you spend some points.";
+ next;
+ mes "[Staff]";
+ mes "You can check the amount of arena points you have in the arena waiting room.";
+ next;
+ mes "[Staff]";
+ mes "I hope you had a good time and let me guide you to the entrance of arena.";
+ mes "Thank you.";
+ close2;
+ }
+ else
+ {
+ mes "[Staff]";
+ mes "Let me reward you with some arena points.";
+ mes "At the same time, since you have renewed the record you will receive an extra amount of the points this time.";
+ next;
+ set arena_point, arena_point + 50;
+ mes "[Staff]";
+ mes "Let me reward you some arena points.";
+ mes "If you wish to check the amount of arena points you have, please go talk to ^3131FFVendigos^000000 at the arena entrance.";
+ next;
+ mes "[Staff]";
+ mes "Let me guide you to the entrance of arena.";
+ mes "See you later~";
+ close2;
+ }
+ specialeffect2 EF_HIT5;
+ donpcevent "cast#50::Onnomal2";
+ warp "arena_room",100,75;
+ donpcevent "#arn_timer_50::Onstop";
+ donpcevent "alloff#50::Onon";
+ donpcevent "lvl 50s Waiting Room::Onstart";
+ end;
+ }
+}
+
+prt_are_in,14,195,3 script #arn_timer_50 139,{
+
+Onon:
+ initnpctimer;
+ end;
+
+OnTimer2000:
+ mapannounce "prt_are_in","This broadcast informs you about the restriction for arena lvl 50s.",0,0xFFCE00;
+ end;
+
+OnTimer3000:
+ mapannounce "prt_are_in","For a smooth game play, exit warp portal will be activated in 1 minute.",0,0xFFCE00;
+ end;
+
+OnTimer4000:
+ mapannounce "prt_are_in","Please proceed your battle quickly as possible in order to avoid disadvantage. Thank you for your cooperation.",0,0xFFCE00;
+ end;
+
+OnTimer60000:
+ donpcevent "cast#50::Ontimeover2";
+ donpcevent "arn_warp_50::Onout";
+ donpcevent "#arn_timer_50::Onstop";
+ donpcevent "alloff#50::Onon";
+ donpcevent "lvl 50s Waiting Room::Onstart";
+ end;
+
+Onstop:
+ stopnpctimer;
+ end;
+
+}
+
+prt_are_in,1,1,1 script arn_warp_50 -1,{
+
+Onout:
+ areawarp "prt_are_in",14,194,29,180,"arena_room",100,75;
+ end;
+}
+
+force_1-1,10,55,4 script cast#50 139,{
+Ontimeover1:
+ mapannounce "force_1-1","Arena will be reactivated due to an error occurred during battle.",0,0xFFCE00;
+ end;
+Ontimeover2:
+ mapannounce "force_1-1","Arena will be activated due to an error occurred in the waiting room.",0,0xFFCE00;
+ end;
+Onnomal1:
+ mapannounce "force_1-1","Arena will be reactivated.",0,0xFFCE00;
+ end;
+Onnomal2:
+ mapannounce "force_1-1","Arena will be reactivated.",0,0xFFCE00;
+ end;
+}
+
+force_1-1,100,60,3 script alloff#50 139,{
+
+Onon:
+ mapwarp "force_1-1","prt_are_in",126,190,0,0;
+ donpcevent "force_01mob#50::Onreset";
+ donpcevent "force_02mob#50::Onreset";
+ donpcevent "force_03mob#50::Onreset";
+ donpcevent "force_04mob#50::Onreset";
+ donpcevent "force_05mob#50::Onreset";
+ donpcevent "force_06mob#50::Onreset";
+ donpcevent "force_07mob#50::Onreset";
+ donpcevent "force_09mob#50::Onreset";
+ donpcevent "force_01ex#50::Onreset";
+ donpcevent "force_03ex#50::Onreset";
+ donpcevent "force_04ex#50::Onreset";
+ donpcevent "force_05ex#50::Onreset";
+ donpcevent "force_06ex#50::Onreset";
+ donpcevent "force_07ex#50::Onreset";
+ donpcevent "force_08ex#50::Onreset";
+ donpcevent "force_09ex#50::Onreset";
+ donpcevent "Heel and Toe#arena::Ontimeroff";
+ disablenpc "Heel and Toe#arena";
+ disablenpc "force_01_02#50";
+ disablenpc "force_02_03#50";
+ disablenpc "force_03_04#50";
+ disablenpc "force_04_05#50";
+ disablenpc "force_05_06#50";
+ disablenpc "force_06_07#50";
+ disablenpc "force_07_08#50";
+ disablenpc "force_08_09#50";
+ disablenpc "force_exit#50";
+ disablenpc "arena#50";
+ donpcevent "#arn_timer_50::Onstop";
+ enablenpc "Heel and Toe#arena";
+ enablenpc "arena#50";
+ end;
+
+OnInit:
+ if(!$top_50min && !$top_50sec) set $top_50min,5;
+ end;
+
+}
diff --git a/npc/pre-re/other/arena/arena_lvl60.txt b/npc/pre-re/other/arena/arena_lvl60.txt
new file mode 100644
index 000000000..ba7a580e8
--- /dev/null
+++ b/npc/pre-re/other/arena/arena_lvl60.txt
@@ -0,0 +1,1122 @@
+//===== rAthena Script ========================================
+//= Izlude Arena lvl 60
+//===== By: ==================================================
+//= SinSloth
+//===== Current Version: =====================================
+//= 1.2
+//===== Compatible With: =====================================
+//= Any Athena Version
+//===== Description: =========================================
+//= Izlude Battle Arena Level 60
+//===== Additional Comments: =================================
+//= 1.0 First version.
+//= 1.1 Fixed coordinate typo. (bugreport:1663) [L0ne_W0lf]
+//= 1.2 Replaced effect numerics with constants. [Samuray22]
+//============================================================
+
+arena_room,38,88,5 script lvl 60s Waiting Room 124,{
+
+OnInit:
+ waitingroom "Individual : lvl 60 or higher",50,"lvl 60s Waiting Room::OnStartArena",1,1000,60;
+ enablewaitingroomevent;
+ end;
+
+OnStartArena:
+ donpcevent "arena#60::Onstart";
+ enablenpc "ArenaFee#60";
+ warpwaitingpc "force_2-1",99,12;
+ disablewaitingroomevent;
+ end;
+
+Onstart:
+ enablewaitingroomevent;
+ end;
+
+}
+
+force_2-1,99,12,1 script ArenaFee#60 139,1,1,{
+
+OnInit:
+ disablenpc "ArenaFee#60";
+ end;
+
+OnTouch:
+ set Zeny,Zeny -1000;
+ disablenpc "ArenaFee#60";
+ end;
+}
+
+force_2-1,99,20,4 script Minilover#arena 124,{
+
+OnInit:
+ set $@mapcount60, 0;
+ end;
+
+Onstart:
+ initnpctimer;
+ set $arena_min60st,gettime(2);
+ set $arena_sec60st,gettime(1);
+ end;
+
+OnTimer3000:
+ mapannounce "force_2-1","Good day, my name is Minilover, the guide of Time Force Battle for lvl 60s!",0;
+ end;
+
+OnTimer4000:
+ mapannounce "force_2-1","Remember your right decision will save a lot of your time!",0;
+ end;
+
+OnTimer5000:
+ mapannounce "force_2-1","In order to complete this battle course, you must start from the far left of this room to the clock wise direction. Please move to the far left side. You have 6 minutes from now.",0;
+ end;
+
+OnTimer60000:
+ set $@mapcount60, getmapusers ("force_2-1");
+ if ($@mapcount60 == 0) {
+ donpcevent "Minilover#arena::Onfailclearstage";
+ }
+ mapannounce "force_2-1","Remaining Time : 5 minutes ",0;
+ end;
+
+OnTimer120000:
+ set $@mapcount60, getmapusers ("force_2-1");
+ if ($@mapcount60 == 0) {
+ donpcevent "Minilover#arena::Onfailclearstage";
+ }
+ mapannounce "force_2-1","Remaining Time : 4 minutes ",0;
+ end;
+
+OnTimer180000:
+ set $@mapcount60, getmapusers ("force_2-1");
+ if ($@mapcount60 == 0) {
+ donpcevent "Minilover#arena::Onfailclearstage";
+ }
+ mapannounce "force_2-1","Remaining Time : 3 minutes ",0;
+ end;
+
+OnTimer240000:
+ set $@mapcount60, getmapusers ("force_2-1");
+ if ($@mapcount60 == 0) {
+ donpcevent "Minilover#arena::Onfailclearstage";
+ }
+ mapannounce "force_2-1","Remaining Time : 2 minutes ",0;
+ end;
+
+OnTimer300000:
+ set $@mapcount60, getmapusers ("force_2-1");
+ if ($@mapcount60 == 0) {
+ donpcevent "Minilover#arena::Onfailclearstage";
+ }
+ mapannounce "force_2-1","Remaining Time : 1 minute ",0;
+ end;
+
+OnTimer360000:
+ mapannounce "force_2-1","Your time is over. I hope you had a good time~",0;
+ end;
+
+OnTimer365000:
+OnTimer366000:
+OnTimer367000:
+OnTimer368000:
+OnTimer369000:
+OnTimer370000:
+OnTimer371000:
+OnTimer372000:
+OnTimer373000:
+OnTimer374000:
+ mapwarp "force_2-1","prt_are_in",126,139,0,0;
+ end;
+
+OnTimer375000:
+ mapwarp "force_2-1","prt_are_in",126,139,0,0;
+ donpcevent "Minilover#arena::Onfailclearstage";
+ end;
+
+Ontimeroff:
+ stopnpctimer;
+ end;
+
+Onfailclearstage:
+ donpcevent "cast#60::Ontimeover1";
+ mapwarp "force_2-1","prt_are_in",126,139,0,0;
+ donpcevent "Minilover#arena::Ontimeroff";
+ donpcevent "arena#60::Onreset_all";
+ donpcevent "alloff#60::Onon";
+ donpcevent "lvl 60s Waiting Room::Onstart";
+ end;
+
+On01_start:
+ mapannounce "force_2-1","In order to clear this battle, you must kill at least 5 Goblins while dodging Rotar Zairos!",0;
+ end;
+
+On01_end:
+ mapannounce "force_2-1","A door to the north room has opened!",0;
+ end;
+
+On02_start:
+ mapannounce "force_2-1","Escape to the north exit from the monsters!",0;
+ end;
+
+On02_end:
+ mapannounce "force_2-1","A door to the north room has opened!",0;
+ end;
+
+On03_start:
+ mapannounce "force_2-1","In order to clear this battle, you must kill all Mantises!",0;
+ end;
+
+On03_end:
+ mapannounce "force_2-1","Clear! A door to the east room has opened!",0;
+ end;
+
+On04_start:
+ mapannounce "force_2-1","In order to clear this battle, you must kill all non-aggressive monsters while dodging aggressive monsters!",0;
+ end;
+
+On04_end:
+ mapannounce "force_2-1","A door to the east room has opened!",0;
+ end;
+
+On05_start:
+ mapannounce "force_2-1","In order to clear this battle, you must kill all monsters except Hydras and Kaphas!",0;
+ end;
+
+On05_end:
+ mapannounce "force_2-1","Clear! A door to the south room has opened!",0;
+ end;
+
+On06_start:
+ mapannounce "force_2-1","In order to clear this battle, you must kill all Miyabi Dolls and escape to the south exit!",0;
+ end;
+
+On06_end:
+ mapannounce "force_2-1","A door to the south room has opened!",0;
+ end;
+
+On07_start:
+ mapannounce "force_2-1","In order to clear this battle, you must kill all monsters!",0;
+ end;
+
+On07_end:
+ mapannounce "force_2-1","Clear! A door to the west room has opened!",0;
+ end;
+
+On08_start:
+ mapannounce "force_2-1","Please escape to the north exit!",0;
+ end;
+
+On09_start:
+ mapannounce "force_2-1","In order to clear this battle, you must defeat a Goblin Leader!",0;
+ end;
+
+On09_end:
+ mapannounce "force_2-1","Boss Clear! - North exit has opened. Thank you.",0;
+ end;
+
+}
+
+force_2-1,10,56,4 script arena#60 139,{
+
+Onreset_01:
+ donpcevent "force_01ex#60::Onreset";
+ donpcevent "force_01mob#60::Onreset";
+ donpcevent "force_02start#60::Onon";
+ enablenpc "force_01_02#60";
+ enablenpc "force_02_03#60";
+ end;
+
+Onreset_02:
+ donpcevent "force_02mob#60::Onreset";
+ donpcevent "force_03start#60::Onon";
+ end;
+
+Onreset_03:
+ enablenpc "force_03_04#60";
+ donpcevent "force_04start#60::Onon";
+ donpcevent "force_03ex#60::Onreset";
+ end;
+
+Onreset_04:
+ enablenpc "force_04_05#60";
+ donpcevent "force_05start#60::Onon";
+ donpcevent "force_04ex#60::Onreset";
+ end;
+
+Onreset_05:
+ enablenpc "force_05_06#60";
+ donpcevent "force_06start#60::Onon";
+ donpcevent "force_05ex#60::Onreset";
+ donpcevent "force_05mob#60::Onreset";
+ end;
+
+Onreset_06:
+ enablenpc "force_06_07#60";
+ donpcevent "force_07start#60::Onon";
+ donpcevent "force_06ex#60::Onreset";
+ donpcevent "force_06mob#60::Onreset";
+ end;
+
+Onreset_07:
+ enablenpc "force_07_08#60";
+ donpcevent "force_08start#60::Onon";
+ end;
+
+Onreset_08:
+ donpcevent "force_09start#60::Onon";
+ enablenpc "force_08_09#60";
+ end;
+
+Onreset_09:
+ enablenpc "force_exit#60";
+ end;
+
+Onstart:
+ disablenpc "force_01_02#60";
+ disablenpc "force_02_03#60";
+ disablenpc "force_03_04#60";
+ disablenpc "force_04_05#60";
+ disablenpc "force_05_06#60";
+ disablenpc "force_06_07#60";
+ disablenpc "force_07_08#60";
+ disablenpc "force_08_09#60";
+ disablenpc "force_exit#60";
+ donpcevent "Minilover#arena::Ontimeroff";
+ donpcevent "force_01mob#60::Onreset";
+ donpcevent "force_02mob#60::Onreset";
+ donpcevent "force_03mob#60::Onreset";
+ donpcevent "force_04mob#60::Onreset";
+ donpcevent "force_05mob#60::Onreset";
+ donpcevent "force_06mob#60::Onreset";
+ donpcevent "force_07mob#60::Onreset";
+ donpcevent "force_08mob#60::Onreset";
+ donpcevent "force_09mob#60::Onreset";
+ donpcevent "force_01ex#60::Onreset";
+ donpcevent "force_03ex#60::Onreset";
+ donpcevent "force_04ex#60::Onreset";
+ donpcevent "force_05ex#60::Onreset";
+ donpcevent "force_06ex#60::Onreset";
+ donpcevent "force_08ex#60::Onreset";
+ donpcevent "force_09ex#60::Onreset";
+ enablenpc "force_08_01#60";
+ donpcevent "force_01start#60::Onon";
+ donpcevent "Minilover#arena::Onstart";
+ end;
+
+Onreset_all:
+ donpcevent "force_01mob#60::Onreset";
+ donpcevent "force_02mob#60::Onreset";
+ donpcevent "force_03mob#60::Onreset";
+ donpcevent "force_04mob#60::Onreset";
+ donpcevent "force_05mob#60::Onreset";
+ donpcevent "force_06mob#60::Onreset";
+ donpcevent "force_07mob#60::Onreset";
+ donpcevent "force_08mob#60::Onreset";
+ donpcevent "force_09mob#60::Onreset";
+ donpcevent "force_01ex#60::Onreset";
+ donpcevent "force_03ex#60::Onreset";
+ donpcevent "force_04ex#60::Onreset";
+ donpcevent "force_05ex#60::Onreset";
+ donpcevent "force_06ex#60::Onreset";
+ donpcevent "force_08ex#60::Onreset";
+ donpcevent "force_09ex#60::Onreset";
+ end;
+
+}
+
+force_2-1,62,26,1 script force_08_01#60 45,1,1,{
+
+OnTouch:
+ donpcevent "Minilover#arena::On01_start";
+ warp "force_2-1",40,26;
+ end;
+}
+
+force_2-1,25,44,1 script force_01_02#60 45,1,1,{
+
+OnTouch:
+ donpcevent "Minilover#arena::On02_start";
+ warp "force_2-1",25,69;
+ end;
+}
+
+force_2-1,25,134,1 script force_02_03#60 45,1,1,{
+
+OnTouch:
+ donpcevent "arena#60::Onreset_02";
+ donpcevent "Minilover#arena::On03_start";
+ warp "force_2-1",25,159;
+ end;
+}
+
+force_2-1,44,174,1 script force_03_04#60 45,1,1,{
+
+OnTouch:
+ donpcevent "Minilover#arena::On04_start";
+ warp "force_2-1",69,174;
+ end;
+}
+
+force_2-1,134,174,1 script force_04_05#60 45,1,1,{
+
+OnTouch:
+ donpcevent "Minilover#arena::On05_start";
+ warp "force_2-1",159,174;
+ end;
+}
+
+force_2-1,174,155,1 script force_05_06#60 45,1,1,{
+
+OnTouch:
+ donpcevent "Minilover#arena::On06_start";
+ warp "force_2-1",174,130;
+ end;
+}
+
+force_2-1,174,65,1 script force_06_07#60 45,1,1,{
+
+OnTouch:
+ donpcevent "Minilover#arena::On07_start";
+ warp "force_2-1",174,40;
+ end;
+}
+
+force_2-1,155,26,1 script force_07_08#60 45,1,1,{
+
+OnTouch:
+ donpcevent "Minilover#arena::On08_start";
+ warp "force_2-1",132,26;
+ enablenpc "force_08_09#60";
+ end;
+}
+
+force_2-1,99,54,1 script force_08_09#60 45,1,1,{
+
+OnTouch:
+ donpcevent "Minilover#arena::On09_start";
+ warp "force_2-1",99,82;
+ end;
+}
+
+force_2-1,99,124,1 script force_exit#60 45,1,1,{
+
+OnTouch:
+ donpcevent "Minilover#arena::Ontimeroff";
+ donpcevent "#arn_timer_60::Onon";
+ mapwarp "force_2-1","prt_are_in",22,139,0,0;
+ end;
+}
+
+force_2-1,1,1,1 script force_01start#60 -1,{
+
+Onon:
+ donpcevent "force_01mob#60::Onon";
+end;
+}
+
+force_2-1,10,56,4 script force_01ex#60 139,{
+
+Onreset:
+ killmonster "force_2-1","force_01ex#60::OnMobEx";
+ end;
+
+Onon:
+ monster "force_2-1",25,25,"Rotar Zairo",1392,1,"force_01ex#60::OnMobEx";
+ end;
+
+OnMobEx:
+ end;
+}
+
+force_2-1,10,55,4 script force_01mob#60 139,{
+
+Onreset:
+ killmonster "force_2-1","force_01mob#60::OnMobDeath";
+ end;
+
+Onon:
+ donpcevent "force_01ex#60::Onon";
+ monster "force_2-1",25,32,"Goblin Archer",1577,1,"force_01mob#60::OnMobDeath";
+ monster "force_2-1",21,26,"Goblin",1534,1,"force_01mob#60::OnMobDeath";
+ monster "force_2-1",25,36,"Goblin",1536,1,"force_01mob#60::OnMobDeath";
+ monster "force_2-1",25,15,"Goblin",1534,1,"force_01mob#60::OnMobDeath";
+ monster "force_2-1",40,30,"Goblin",1536,1,"force_01mob#60::OnMobDeath";
+ monster "force_2-1",25,24,"Goblin",1534,1,"force_01mob#60::OnMobDeath";
+ monster "force_2-1",25,9,"Goblin",1536,1,"force_01mob#60::OnMobDeath";
+ monster "force_2-1",28,15,"Goblin Archer",1577,1,"force_01mob#60::OnMobDeath";
+ monster "force_2-1",12,33,"Goblin",1536,1,"force_01mob#60::OnMobDeath";
+ monster "force_2-1",24,20,"Goblin",1535,1,"force_01mob#60::OnMobDeath";
+ set $force_01_60,5;
+ end;
+
+OnMobDeath:
+ set $force_01_60,$force_01_60 -1;
+ if ($force_01_60 < 1) {
+ donpcevent "Minilover#arena::On01_end";
+ donpcevent "arena#60::Onreset_01";
+ }
+ end;
+}
+
+force_2-1,1,1,1 script force_02start#60 -1,{
+
+Onon:
+ donpcevent "force_02mob#60::Onon";
+ end;
+}
+
+force_2-1,10,54,4 script force_02mob#60 139,{
+
+Onreset:
+ killmonster "force_2-1","force_02mob#60::OnMobEx";
+ end;
+Onon:
+ monster "force_2-1",24,76,"Drainliar",1434,1,"force_02mob#60::OnMobEx";
+ monster "force_2-1",28,76,"Drainliar",1434,1,"force_02mob#60::OnMobEx";
+ monster "force_2-1",24,86,"Drainliar",1434,1,"force_02mob#60::OnMobEx";
+ monster "force_2-1",24,76,"Drainliar",1434,1,"force_02mob#60::OnMobEx";
+ monster "force_2-1",28,76,"Drainliar",1434,1,"force_02mob#60::OnMobEx";
+ monster "force_2-1",24,86,"Drainliar",1434,1,"force_02mob#60::OnMobEx";
+ monster "force_2-1",24,76,"Drainliar",1434,1,"force_02mob#60::OnMobEx";
+ monster "force_2-1",28,76,"Drainliar",1434,1,"force_02mob#60::OnMobEx";
+ monster "force_2-1",23,76,"Requiem",1468,1,"force_02mob#60::OnMobEx";
+ monster "force_2-1",27,76,"Requiem",1468,1,"force_02mob#60::OnMobEx";
+ monster "force_2-1",25,86,"Requiem",1468,1,"force_02mob#60::OnMobEx";
+ monster "force_2-1",26,86,"Ghoul",1423,1,"force_02mob#60::OnMobEx";
+ monster "force_2-1",25,100,"Ghoul",1423,1,"force_02mob#60::OnMobEx";
+ monster "force_2-1",26,118,"Ghoul",1423,1,"force_02mob#60::OnMobEx";
+ monster "force_2-1",25,100,"Ghoul",1423,1,"force_02mob#60::OnMobEx";
+ monster "force_2-1",26,118,"Ghoul",1423,1,"force_02mob#60::OnMobEx";
+ monster "force_2-1",28,79,"Zerom",1470,1,"force_02mob#60::OnMobEx";
+ monster "force_2-1",23,87,"Zerom",1470,1,"force_02mob#60::OnMobEx";
+ monster "force_2-1",28,99,"Zerom",1470,1,"force_02mob#60::OnMobEx";
+ monster "force_2-1",23,112,"Zerom",1470,1,"force_02mob#60::OnMobEx";
+ monster "force_2-1",28,128,"Matyr",1460,1,"force_02mob#60::OnMobEx";
+ monster "force_2-1",28,128,"Matyr",1460,1,"force_02mob#60::OnMobEx";
+ monster "force_2-1",28,128,"Matyr",1460,1,"force_02mob#60::OnMobEx";
+ monster "force_2-1",28,128,"Orc Zombie",1463,1,"force_02mob#60::OnMobEx";
+ monster "force_2-1",28,128,"Orc Zombie",1463,1,"force_02mob#60::OnMobEx";
+ monster "force_2-1",28,128,"Orc Zombie",1463,1,"force_02mob#60::OnMobEx";
+ monster "force_2-1",28,128,"Orc Zombie",1463,1,"force_02mob#60::OnMobEx";
+ monster "force_2-1",28,128,"Orc Zombie",1463,1,"force_02mob#60::OnMobEx";
+ monster "force_2-1",28,128,"Matyr",1460,1,"force_02mob#60::OnMobEx";
+ monster "force_2-1",28,128,"Matyr",1460,1,"force_02mob#60::OnMobEx";
+ end;
+
+OnMobEx:
+ end;
+}
+
+force_2-1,1,1,1 script force_03start#60 -1,{
+
+Onon:
+ donpcevent "force_03mob#60::Onon";
+ end;
+}
+
+force_2-1,10,53,4 script force_03ex#60 139,{
+
+Onreset:
+ killmonster "force_2-1","force_03ex#60::OnMobEx";
+ end;
+
+Onon:
+ monster "force_2-1",26,173,"Hydra",1579,1,"force_03ex#60::OnMobEx";
+ monster "force_2-1",21,173,"Hydra",1579,1,"force_03ex#60::OnMobEx";
+ monster "force_2-1",31,173,"Hydra",1579,1,"force_03ex#60::OnMobEx";
+ monster "force_2-1",26,178,"Hydra",1579,1,"force_03ex#60::OnMobEx";
+ monster "force_2-1",21,178,"Hydra",1579,1,"force_03ex#60::OnMobEx";
+ monster "force_2-1",31,178,"Hydra",1579,1,"force_03ex#60::OnMobEx";
+ monster "force_2-1",19,174,"Obeaune",1425,1,"force_03ex#60::OnMobEx";
+ monster "force_2-1",26,161,"Obeaune",1425,1,"force_03ex#60::OnMobEx";
+ monster "force_2-1",13,173,"Obeaune",1425,1,"force_03ex#60::OnMobEx";
+ monster "force_2-1",38,173,"Obeaune",1425,1,"force_03ex#60::OnMobEx";
+ end;
+
+OnMobEx:
+ end;
+}
+
+force_2-1,11,56,4 script force_03mob#60 139,{
+
+Onon:
+ donpcevent "force_03ex#60::Onon";
+ monster "force_2-1",23,174,"Mantis",1457,1,"force_03mob#60::OnMobDeath";
+ monster "force_2-1",18,173,"Mantis",1457,1,"force_03mob#60::OnMobDeath";
+ monster "force_2-1",33,173,"Mantis",1457,1,"force_03mob#60::OnMobDeath";
+ monster "force_2-1",26,181,"Mantis",1457,1,"force_03mob#60::OnMobDeath";
+ set $force_03_60,4;
+ end;
+
+Onreset:
+ killmonster "force_2-1","force_mob01#60::OnMobDeath";
+ end;
+
+OnMobDeath:
+ set $force_03_60,$force_03_60 -1;
+ if ($force_03_60 < 1) {
+ donpcevent "Minilover#arena::On03_end";
+ donpcevent "arena#60::Onreset_03";
+ }
+ end;
+}
+
+force_2-1,1,1,1 script force_04start#60 -1,{
+
+Onon:
+ donpcevent "force_04mob#60::Onon";
+ end;
+}
+
+force_2-1,10,56,4 script force_04ex#60 139,{
+
+Onreset:
+ killmonster "force_2-1","force_04ex#60::OnMobEx";
+ end;
+
+Onon:
+ monster "force_2-1",84,177,"Sasquatch",1442,1,"force_04ex#60::OnMobEx";
+ monster "force_2-1",125,170,"Sasquatch",1442,1,"force_04ex#60::OnMobEx";
+ monster "force_2-1",109,172,"Baby Leopard",1524,1,"force_04ex#60::OnMobEx";
+ monster "force_2-1",121,172,"Baby Leopard",1524,1,"force_04ex#60::OnMobEx";
+ monster "force_2-1",104,173,"Chepet",1444,1,"force_04ex#60::OnMobEx";
+ monster "force_2-1",75,174,"Dokebi",1491,1,"force_04ex#60::OnMobEx";
+ monster "force_2-1",102,176,"Dokebi",1491,1,"force_04ex#60::OnMobEx";
+ end;
+
+OnMobEx:
+ end;
+}
+
+force_2-1,11,57,4 script force_04mob#60 139,{
+
+Onreset:
+ killmonster "force_2-1","force_04mob#60::OnMobDeath";
+ end;
+
+Onon:
+ donpcevent "force_04ex#60::Onon";
+ monster "force_2-1",79,174,"Golem",1540,1,"force_04mob#60::OnMobDeath";
+ monster "force_2-1",131,178,"Marse",1551,1,"force_04mob#60::OnMobDeath";
+ set $force_04_60,2;
+ end;
+
+OnMobDeath:
+ set $force_04_60,$force_04_60 -1;
+ if ($force_04_60 < 1) {
+ donpcevent "force_04ex#60::Onreset";
+ donpcevent "Minilover#arena::On04_end";
+ donpcevent "arena#60::Onreset_04";
+ }
+ end;
+}
+
+force_2-1,1,1,1 script force_05start#60 -1,{
+
+Onon:
+ donpcevent "force_05mob#60::Onon";
+ end;
+}
+
+force_2-1,12,56,4 script force_05ex#60 139,{
+
+Onreset:
+ killmonster "force_2-1","force_05ex#60::OnMobEx";
+ end;
+
+Onsummonmob_05:
+ monster "force_2-1",168,177,"Hydra",1579,1,"force_05ex#60::OnMobEx";
+ monster "force_2-1",170,179,"Hydra",1579,1,"force_05ex#60::OnMobEx";
+ monster "force_2-1",177,179,"Hydra",1579,1,"force_05ex#60::OnMobEx";
+ monster "force_2-1",179,178,"Hydra",1579,1,"force_05ex#60::OnMobEx";
+ monster "force_2-1",179,170,"Hydra",1579,1,"force_05ex#60::OnMobEx";
+ monster "force_2-1",177,168,"Hydra",1579,1,"force_05ex#60::OnMobEx";
+ monster "force_2-1",170,168,"Hydra",1579,1,"force_05ex#60::OnMobEx";
+ monster "force_2-1",173,174,"Hydra",1579,1,"force_05ex#60::OnMobEx";
+ monster "force_2-1",174,174,"Hydra",1579,1,"force_05ex#60::OnMobEx";
+ monster "force_2-1",173,173,"Hydra",1579,1,"force_05ex#60::OnMobEx";
+ monster "force_2-1",174,173,"Hydra",1579,1,"force_05ex#60::OnMobEx";
+ monster "force_2-1",173,181,"Kapha",1543,1,"force_05ex#60::OnMobEx";
+ end;
+
+OnMobEx:
+ end;
+}
+
+force_2-1,24,56,4 script force_05mob#60 139,{
+
+Onreset:
+ killmonster "force_2-1","force_05mob#60::OnMobDeath";
+ end;
+
+Onon:
+ donpcevent "force_05ex#60::Onsummonmob_05";
+ monster "force_2-1",163,173,"Drainliar",1434,1,"force_05mob#60::OnMobDeath";
+ monster "force_2-1",173,173,"Myst",1553,1,"force_05mob#60::OnMobDeath";
+ monster "force_2-1",181,173,"Orc Skeleton",1462,1,"force_05mob#60::OnMobDeath";
+ monster "force_2-1",171,177,"Orc Skeleton",1462,1,"force_05mob#60::OnMobDeath";
+ monster "force_2-1",173,181,"Raggler",1445,1,"force_05mob#60::OnMobDeath";
+ set $force_05_60,5;
+ end;
+
+OnMobDeath:
+ set $force_05_60,$force_05_60 -1;
+ if ($force_05_60 < 1) {
+ donpcevent "Minilover#arena::On05_end";
+ donpcevent "arena#60::Onreset_05";
+ }
+ end;
+}
+
+force_2-1,1,1,1 script force_06start#60 -1,{
+
+Onon:
+ donpcevent "force_06mob#60::Onon";
+ end;
+}
+
+force_2-1,10,56,4 script force_06ex#60 139,{
+
+Onreset:
+ killmonster "force_2-1","force_06ex#60::OnMobEx";
+ end;
+
+Onon:
+ monster "force_2-1",169,130,"Greatest General",1541,1,"force_06ex#60::OnMobEx";
+ monster "force_2-1",178,130,"Greatest General",1541,1,"force_06ex#60::OnMobEx";
+ monster "force_2-1",169,125,"Greatest General",1541,1,"force_06ex#60::OnMobEx";
+ monster "force_2-1",178,125,"Greatest General",1541,1,"force_06ex#60::OnMobEx";
+ monster "force_2-1",169,120,"Greatest General",1541,1,"force_06ex#60::OnMobEx";
+ monster "force_2-1",178,120,"Greatest General",1541,1,"force_06ex#60::OnMobEx";
+ monster "force_2-1",169,115,"Greatest General",1541,1,"force_06ex#60::OnMobEx";
+ monster "force_2-1",178,115,"Greatest General",1541,1,"force_06ex#60::OnMobEx";
+ monster "force_2-1",169,110,"Greatest General",1541,1,"force_06ex#60::OnMobEx";
+ monster "force_2-1",178,110,"Greatest General",1541,1,"force_06ex#60::OnMobEx";
+ monster "force_2-1",169,105,"Greatest General",1541,1,"force_06ex#60::OnMobEx";
+ monster "force_2-1",178,105,"Greatest General",1541,1,"force_06ex#60::OnMobEx";
+ monster "force_2-1",169,100,"Greatest General",1541,1,"force_06ex#60::OnMobEx";
+ monster "force_2-1",178,100,"Greatest General",1541,1,"force_06ex#60::OnMobEx";
+ monster "force_2-1",169,95,"Greatest General",1541,1,"force_06ex#60::OnMobEx";
+ monster "force_2-1",178,95,"Greatest General",1541,1,"force_06ex#60::OnMobEx";
+ monster "force_2-1",169,90,"Greatest General",1541,1,"force_06ex#60::OnMobEx";
+ monster "force_2-1",178,90,"Greatest General",1541,1,"force_06ex#60::OnMobEx";
+ monster "force_2-1",169,85,"Greatest General",1541,1,"force_06ex#60::OnMobEx";
+ monster "force_2-1",178,85,"Greatest General",1541,1,"force_06ex#60::OnMobEx";
+ monster "force_2-1",169,80,"Greatest General",1541,1,"force_06ex#60::OnMobEx";
+ monster "force_2-1",178,80,"Greatest General",1541,1,"force_06ex#60::OnMobEx";
+ monster "force_2-1",169,75,"Greatest General",1541,1,"force_06ex#60::OnMobEx";
+ monster "force_2-1",178,75,"Greatest General",1541,1,"force_06ex#60::OnMobEx";
+ end;
+
+Onsubon:
+ set $@randmonster60,rand(1,3);
+ switch($@randmonster60) {
+ case 1:
+ monster "force_2-1",rand(170,177),rand(70,120),"Sidewinder",1424,1,"force_06ex#60::OnMobEx";
+ break;
+ case 2:
+ monster "force_2-1",rand(170,177),rand(70,120),"Hermit Plant",1565,1,"force_06ex#60::OnMobEx";
+ break;
+ case 3:
+ monster "force_2-1",rand(170,177),rand(70,120),"Cruiser",1443,1,"force_06ex#60::OnMobEx";
+ break;
+ }
+ end;
+
+OnMobEx:
+ end;
+}
+
+force_2-1,18,56,4 script force_06mob#60 139,{
+
+Onreset:
+ killmonster "force_2-1","force_06mob#60::OnMobDeath";
+ end;
+
+Onon:
+ donpcevent "force_06ex#60::Onon";
+ monster "force_2-1",174,100,"Miyabi Doll",1552,1,"force_06mob#60::OnMobDeath";
+ monster "force_2-1",174,80,"Miyabi Doll",1552,1,"force_06mob#60::OnMobDeath";
+ set $force_06_60,2;
+ end;
+
+OnMobDeath:
+ set $force_06_60,$force_06_60 -1;
+ if ($force_06_60 < 1) {
+ set door, 1;
+ donpcevent "Minilover#arena::On06_end";
+ donpcevent "arena#60::Onreset_06";
+ }
+ else donpcevent "force_06ex#60::Onsubon";
+ end;
+}
+
+force_2-1,1,1,1 script force_07start#60 -1,{
+
+Onon:
+ donpcevent "force_07mob#60::Onon";
+ end;
+}
+
+force_2-1,19,56,4 script force_07mob#60 139,{
+
+Onreset:
+ killmonster "force_2-1","force_07mob#60::OnMobDeath";
+ end;
+
+Onon:
+ monster "force_2-1",170,25,"Jakk",1436,1,"force_07mob#60::OnMobDeath";
+ monster "force_2-1",170,25,"Jakk",1436,1,"force_07mob#60::OnMobDeath";
+ monster "force_2-1",175,25,"Myst",1553,1,"force_07mob#60::OnMobDeath";
+ monster "force_2-1",179,25,"Isis",1421,1,"force_07mob#60::OnMobDeath";
+ set $force_07_50,4;
+ end;
+
+OnMobDeath:
+ set $force_07_50,$force_07_50 -1;
+ if ($force_07_50 < 1) {
+ donpcevent "Minilover#arena::On07_end";
+ donpcevent "arena#60::Onreset_07";
+ }
+ end;
+}
+
+force_2-1,1,1,1 script force_08start#60 -1,{
+
+Onon:
+ donpcevent "force_08ex#60::Onon";
+ end;
+}
+
+force_2-1,18,57,4 script force_08ex#60 139,{
+
+Onon:
+ donpcevent "arena#60::Onreset_08";
+ end;
+}
+
+force_2-1,1,1,1 script force_09start#60 -1,{
+
+Onon:
+ donpcevent "force_09mob#60::Onon";
+ end;
+}
+
+force_2-1,10,59,4 script force_09ex#60 139,{
+
+Onreset:
+ killmonster "force_2-1","force_09ex#60::OnMobEx";
+ end;
+
+Onsummonmob_09:
+ monster "force_2-1",90,100,"Horong",1578,1,"force_09ex#60::OnMobEx";
+ monster "force_2-1",92,100,"Horong",1578,1,"force_09ex#60::OnMobEx";
+ monster "force_2-1",99,100,"Horong",1578,1,"force_09ex#60::OnMobEx";
+ monster "force_2-1",105,100,"Horong",1578,1,"force_09ex#60::OnMobEx";
+ monster "force_2-1",91,108,"Greatest General",1541,1,"force_09ex#60::OnMobEx";
+ monster "force_2-1",91,104,"Greatest General",1541,1,"force_09ex#60::OnMobEx";
+ monster "force_2-1",91,100,"Greatest General",1541,1,"force_09ex#60::OnMobEx";
+ monster "force_2-1",91,96,"Greatest General",1541,1,"force_09ex#60::OnMobEx";
+ monster "force_2-1",91,92,"Greatest General",1541,1,"force_09ex#60::OnMobEx";
+ monster "force_2-1",95,108,"Greatest General",1541,1,"force_09ex#60::OnMobEx";
+ monster "force_2-1",99,108,"Greatest General",1541,1,"force_09ex#60::OnMobEx";
+ monster "force_2-1",100,108,"Greatest General",1541,1,"force_09ex#60::OnMobEx";
+ monster "force_2-1",104,108,"Greatest General",1541,1,"force_09ex#60::OnMobEx";
+ monster "force_2-1",108,108,"Greatest General",1541,1,"force_09ex#60::OnMobEx";
+ monster "force_2-1",108,104,"Greatest General",1541,1,"force_09ex#60::OnMobEx";
+ monster "force_2-1",108,100,"Greatest General",1541,1,"force_09ex#60::OnMobEx";
+ monster "force_2-1",108,96,"Greatest General",1541,1,"force_09ex#60::OnMobEx";
+ monster "force_2-1",108,92,"Greatest General",1541,1,"force_09ex#60::OnMobEx";
+ monster "force_2-1",104,102,"Greatest General",1541,1,"force_09ex#60::OnMobEx";
+ monster "force_2-1",196,102,"Greatest General",1541,1,"force_09ex#60::OnMobEx";
+ monster "force_2-1",114,100,"Greatest General",1541,1,"force_09ex#60::OnMobEx";
+ monster "force_2-1",121,100,"Greatest General",1541,1,"force_09ex#60::OnMobEx";
+ monster "force_2-1",85,100,"Greatest General",1541,1,"force_09ex#60::OnMobEx";
+ monster "force_2-1",78,100,"Greatest General",1541,1,"force_09ex#60::OnMobEx";
+ monster "force_2-1",96,118,"Greatest General",1541,1,"force_09ex#60::OnMobEx";
+ monster "force_2-1",103,118,"Greatest General",1541,1,"force_09ex#60::OnMobEx";
+ end;
+
+OnMobEx:
+ end;
+}
+
+force_2-1,16,56,4 script force_09mob#60 139,{
+
+Onon:
+ donpcevent "force_09ex#60::Onsummonmob_09";
+ monster "force_2-1",99,99,"Goblin Leader",1539,1,"force_09mob#60::OnMobDeath";
+ set $force_09_60,1;
+ end;
+
+Onreset:
+ killmonster "force_2-1","force_09mob#60::OnMobDeath";
+ end;
+
+OnMobDeath:
+ set $force_09_60,$force_09_60 -1;
+ if ($force_09_60 < 1) {
+ donpcevent "Minilover#arena::On09_end";
+ donpcevent "arena#60::Onreset_09";
+ donpcevent "arena#60::Onreset_all";
+ set $arena_min60end,gettime(2);
+ set $arena_sec60end,gettime(1);
+ }
+ end;
+}
+
+prt_are_in,129,135,3 script Staff#60-1 67,{
+
+ mes "[Staff]";
+ mes "You did a good job.";
+ mes "Even if you have failed to clear a time attack battle, I will reward you with a small amount of arena points.";
+ next;
+ if (arena_point == 30000) {
+ mes "[Staff]";
+ mes "Uh huh!";
+ mes "You already have enough arena points.";
+ mes "Please spend some arena points later. When I see you next time, I will make sure to give you some reward.";
+ next;
+ }
+ else set arena_point, arena_point + 1;
+ mes "[Staff]";
+ mes "Let me guide you outside. I hope you had a good time.";
+ close2;
+ specialeffect2 EF_EXIT;
+ warp "arena_room",100,75;
+ end;
+}
+
+prt_are_in,25,135,3 script Staff#60-2 67,{
+
+ if($arena_min60end < $arena_min60st)
+ {
+ if($arena_sec60end < $arena_sec60st)
+ {
+ set @record_min60,60 - $arena_min60st + $arena_min60end -1;
+ set @record_sec60,60 - $arena_sec60st + $arena_sec60end;
+ }
+ else
+ {
+ set @record_min60,60 - $arena_min60st + $arena_min60end;
+ set @record_sec60,$arena_sec60end - $arena_sec60st;
+ }
+ }
+ else
+ {
+ if($arena_sec60end < $arena_sec60st)
+ {
+ set @record_min60,$arena_min60end - $arena_min60st -1;
+ set @record_sec60,60 - $arena_sec60st + $arena_sec60end;
+ }
+ else
+ {
+ set @record_min60,$arena_min60end - $arena_min60st;
+ set @record_sec60,$arena_sec60end - $arena_sec60st;
+ }
+ }
+ set @gap60,(60 * $top_60min + $top_60sec) - (60 * @record_min60 + @record_sec60);
+ mes "[Staff]";
+ mes "Wow, you did a good job~ ";
+ mes "Your name is...^3131FF" + strcharinfo(0) +"^000000, isn't it?";
+ mes "^3131FF"+ strcharinfo(0) +"^000000, total time you spent to pass the battle..";
+ next;
+ mes "[Staff]";
+ mes "is "+@record_min60+"minutes "+@record_sec60+"seconds.";
+ mes "Congratulations!";
+ next;
+ mes "[Staff]";
+ mes "The fastest player among people who cleared lvl 60s arena time force battle is ^3131FF"+$arena_60topn$+"^000000.";
+ next;
+ mes "[Staff]";
+ mes "^3131FF"+$arena_60topn$+"^000000's running time was ^3131FF"+$top_60min+"^000000minutes ^3131FF"+$top_60sec+"^000000seconds.";
+ next;
+ if (@gap60 < 0) {
+ mes "[Staff]";
+ mes "Although you failed to make a new record, I hope you will succeed next time.";
+ next;
+ if (arena_point > 29980) {
+ mes "[Staff]";
+ mes "Then let me reward you with some arena points....eh?";
+ mes "Your arena points have exceeded the maximum amount. I cannot give you more points until you spend some points.";
+ next;
+ mes "[Staff]";
+ mes "You can check the amount of arena points you have in the arena waiting room.";
+ next;
+ mes "[Staff]";
+ mes "I hope you had a good time and let me guide you to the entrance of arena.";
+ mes "Thank you.";
+ close2;
+ }
+ else
+ {
+ set arena_point, arena_point + 20;
+ mes "[Staff]";
+ mes "Let me reward you some arena points.";
+ mes "If you wish to check the amount of arena points you have, please go talk to ^3131FFVendigos^000000 at the arena entrance.";
+ next;
+ mes "[Staff]";
+ mes "Let me guide you to the entrance of arena.";
+ mes "See you later~";
+ close2;
+ }
+ specialeffect2 EF_EXIT;
+ donpcevent "cast#60::Onnomal1";
+ warp "arena_room",100,75;
+ donpcevent "#arn_timer_60::Onstop";
+ donpcevent "alloff#60::Onon";
+ donpcevent "lvl 60s Waiting Room::Onstart";
+ end;
+ }
+ else
+ {
+ emotion e_omg;
+ mes "[Staff]";
+ mes "Wow! You have renewed the record!";
+ mes "What a great job!";
+ next;
+ mes "[Staff]";
+ mes "You have been recorded as the fastest player among people who cleared ^FF0000Arena Time Force Battle lvl 60s^000000, ^3131FF"+strcharinfo(0)+"^000000.";
+ set $top_60min, @record_min60;
+ set $top_60sec, @record_sec60;
+ set $arena_60topn$,strcharinfo(0);
+ donpcevent "Vendigos::Onlinerec_60";
+ next;
+ if (arena_point > 29950) {
+ mes "[Staff]";
+ mes "Then let me reward you with some arena points....eh?";
+ mes "Your arena points have exceeded the maximum amount. I cannot give you more points until you spend some points.";
+ next;
+ mes "[Staff]";
+ mes "You can check the amount of arena points you have in the arena waiting room.";
+ next;
+ mes "[Staff]";
+ mes "I hope you had a good time and let me guide you to the entrance of arena.";
+ mes "Thank you.";
+ close2;
+ }
+ else
+ {
+ mes "[Staff]";
+ mes "Let me reward you with some arena points.";
+ mes "At the same time, since you have renewed the record you will receive an extra amount of the points this time.";
+ next;
+ set arena_point, arena_point + 50;
+ mes "[Staff]";
+ mes "Let me reward you some arena points.";
+ mes "If you wish to check the amount of arena points you have, please go talk to ^3131FFVendigos^000000 at the arena entrance.";
+ next;
+ mes "[Staff]";
+ mes "Let me guide you to the entrance of arena.";
+ mes "See you later~";
+ close2;
+ }
+ specialeffect2 EF_HIT5;
+ donpcevent "cast#60::Onnomal2";
+ warp "arena_room",100,75;
+ donpcevent "#arn_timer_60::Onstop";
+ donpcevent "alloff#60::Onon";
+ donpcevent "lvl 60s Waiting Room::Onstart";
+ end;
+ }
+
+}
+
+prt_are_in,14,143,3 script #arn_timer_60 139,{
+
+Onon:
+ initnpctimer;
+ end;
+
+OnTimer2000:
+ mapannounce "prt_are_in","This broadcast informs you about the restriction for arena lvl 60s.",0,0xFFCE00;
+ end;
+
+OnTimer3000:
+ mapannounce "prt_are_in","For a smooth game play, exit warp portal will be activated in 1 minute.",0,0xFFCE00;
+ end;
+
+OnTimer4000:
+ mapannounce "prt_are_in","Please proceed your battle quickly as possible in order to avoid disadvantage. Thank you for your cooperation.",0,0xFFCE00;
+ end;
+
+OnTimer60000:
+ donpcevent "cast#60::Ontimeover2";
+ donpcevent "arn_warp_60::Onout";
+ donpcevent "#arn_timer_60::Onstop";
+ donpcevent "alloff#60::Onon";
+ donpcevent "lvl 60s Waiting Room::Onstart";
+ end;
+
+Onstop:
+ stopnpctimer;
+ end;
+}
+
+prt_are_in,1,1,1 script arn_warp_60 -1,{
+
+Onout:
+ areawarp "prt_are_in",14,143,29,128,"arena_room",100,75;
+ end;
+}
+
+force_2-1,10,55,4 script cast#60 139,{
+
+Ontimeover1:
+ mapannounce "force_2-1","Arena will be reactivated due to an error occurred during battle.",0,0xFFCE00;
+ end;
+
+Onnomal1:
+ mapannounce "force_2-1","Arena will be reactivated.",0,0xFFCE00;
+ end;
+
+Onnomal2:
+ mapannounce "force_2-1","Arena will be reactivated.",0,0xFFCE00;
+ end;
+
+Ontimeover2:
+ mapannounce "force_2-1","Arena will be reactivated due to an error occurred in the waiting room.",0,0xFFCE00;
+ end;
+}
+
+force_2-1,100,60,3 script alloff#60 139,{
+
+Onon:
+ mapwarp "force_2-1","prt_are_in",126,139,0,0;
+ donpcevent "force_01mob#60::Onreset";
+ donpcevent "force_02mob#60::Onreset";
+ donpcevent "force_03mob#60::Onreset";
+ donpcevent "force_04mob#60::Onreset";
+ donpcevent "force_05mob#60::Onreset";
+ donpcevent "force_06mob#60::Onreset";
+ donpcevent "force_07mob#60::Onreset";
+ donpcevent "force_08mob#60::Onreset";
+ donpcevent "force_09mob#60::Onreset";
+ donpcevent "force_01ex#60::Onreset";
+ donpcevent "force_03ex#60::Onreset";
+ donpcevent "force_04ex#60::Onreset";
+ donpcevent "force_05ex#60::Onreset";
+ donpcevent "force_06ex#60::Onreset";
+ donpcevent "force_08ex#60::Onreset";
+ donpcevent "force_09ex#60::Onreset";
+ donpcevent "Minilover#arena::Ontimeroff";
+ disablenpc "Minilover#arena";
+ disablenpc "force_01_02#60";
+ disablenpc "force_02_03#60";
+ disablenpc "force_03_04#60";
+ disablenpc "force_04_05#60";
+ disablenpc "force_05_06#60";
+ disablenpc "force_06_07#60";
+ disablenpc "force_07_08#60";
+ disablenpc "force_08_09#60";
+ disablenpc "force_exit#60";
+ disablenpc "arena#60";
+ donpcevent "#arn_timer_60::Onstop";
+ enablenpc "Minilover#arena";
+ enablenpc "arena#60";
+ end;
+
+OnInit:
+ if(!$top_60min && !$top_60sec) set $top_60min,6;
+ end;
+
+}
diff --git a/npc/pre-re/other/arena/arena_lvl70.txt b/npc/pre-re/other/arena/arena_lvl70.txt
new file mode 100644
index 000000000..66412693d
--- /dev/null
+++ b/npc/pre-re/other/arena/arena_lvl70.txt
@@ -0,0 +1,1088 @@
+//===== rAthena Script ========================================
+//= Izlude Arena lvl 70
+//===== By: ==================================================
+//= SinSloth
+//===== Current Version: =====================================
+//= 1.1
+//===== Compatible With: =====================================
+//= Any Athena Version
+//===== Description: =========================================
+//= Izlude Battle Arena Level 70
+//===== Additional Comments: =================================
+//= 1.0 First version.
+//= 1.1 Replaced effect numerics with constants. [Samuray22]
+//============================================================
+
+arena_room,52,42,7 script lvl 70s Waiting Room 124,{
+ end;
+
+OnInit:
+ waitingroom "Individual : lvl 70 or higher",50,"lvl 70s Waiting Room::OnStartArena",1,1000,70;
+ enablewaitingroomevent;
+ end;
+
+OnStartArena:
+ warpwaitingpc "force_3-1",99,12;
+ donpcevent "arena#70::Onstart";
+ disablewaitingroomevent;
+ end;
+
+Onstart:
+ enablewaitingroomevent;
+ end;
+}
+
+force_3-1,99,20,4 script Cadillac#arena 124,{
+ end;
+
+OnInit:
+ set $@mapcount70, 0;
+ end;
+
+Onstart:
+ initnpctimer;
+ set $arena_min70st,gettime(2);
+ set $arena_sec70st,gettime(1);
+ end;
+
+OnTimer3000:
+ mapannounce "force_3-1","Good day, my name is Cadillac, the guide of Time Force Battle for lvl 70s!",0;
+ end;
+
+OnTimer4000:
+ mapannounce "force_3-1","Remember your right decision will save a lot of your time!",0;
+ end;
+
+OnTimer7000:
+ mapannounce "force_3-1","In order to complete this battle course, you must start from the far left of this room to the clock wise direction. Please move to the far left side. You have 7 minutes from now.",0;
+ end;
+
+OnTimer60000:
+ set $@mapcount70, getmapusers ("force_3-1");
+ if ($@mapcount70 == 0) {
+ donpcevent "Cadillac#arena::Onfailclearstage";
+ }
+ mapannounce "force_3-1","Remaining Time : 6 minutes ",0;
+ end;
+
+OnTimer120000:
+ set $@mapcount70, getmapusers ("force_3-1");
+ if ($@mapcount70 == 0) {
+ donpcevent "Cadillac#arena::Onfailclearstage";
+ }
+ mapannounce "force_3-1","Remaining Time : 5 minutes ",0;
+ end;
+
+OnTimer180000:
+ set $@mapcount70, getmapusers ("force_3-1");
+ if ($@mapcount70 == 0) {
+ donpcevent "Cadillac#arena::Onfailclearstage";
+ }
+ mapannounce "force_3-1","Remaining Time : 4 minutes ",0;
+end;
+OnTimer240000:
+ set $@mapcount70, getmapusers ("force_3-1");
+ if ($@mapcount70 == 0) {
+ donpcevent "Cadillac#arena::Onfailclearstage";
+ }
+ mapannounce "force_3-1","Remaining Time : 3 minutes ",0;
+ end;
+
+OnTimer300000:
+ set $@mapcount70, getmapusers ("force_3-1");
+ if ($@mapcount70 == 0) {
+ donpcevent "Cadillac#arena::Onfailclearstage";
+ }
+ mapannounce "force_3-1","Remaining Time : 2 minutes ",0;
+ end;
+
+OnTimer360000:
+ set $@mapcount70, getmapusers ("force_3-1");
+ if ($@mapcount70 == 0) {
+ donpcevent "Cadillac#arena::Onfailclearstage";
+ }
+ mapannounce "force_3-1","Remaining Time : 1 minute ",0;
+ end;
+
+OnTimer420000:
+ mapannounce "force_3-1","Your time is over. I hope you had a good time~",0;
+ end;
+
+OnTimer425000:
+OnTimer426000:
+OnTimer427000:
+OnTimer428000:
+OnTimer429000:
+OnTimer430000:
+OnTimer431000:
+OnTimer432000:
+OnTimer433000:
+OnTimer434000:
+ mapwarp "force_3-1","prt_are_in",126,87,0,0;
+ end;
+
+OnTimer435000:
+ mapwarp "force_3-1","prt_are_in",126,87,0,0;
+ donpcevent "Cadillac#arena::Onfailclearstage";
+ end;
+
+Ontimeroff:
+ stopnpctimer;
+ end;
+
+Onfailclearstage:
+ donpcevent "cast#70::Ontimeover1";
+ mapwarp "force_3-1","prt_are_in",126,87,0,0;
+ donpcevent "Cadillac#arena::Ontimeroff";
+ donpcevent "arena#70::Onreset_all";
+ donpcevent "alloff#70::Onon";
+ donpcevent "lvl 70s Waiting Room::Onstart";
+ end;
+
+On01_start:
+ mapannounce "force_3-1","In order to clear this battle, you must kill all Kobolds!",0;
+ end;
+
+On01_end:
+ mapannounce "force_3-1","A door to the north room has opened!",0;
+ end;
+
+On02_start:
+ mapannounce "force_3-1","In order to clear this battle, you must kill all Horongs and escape!",0;
+ end;
+
+On02_end:
+ mapannounce "force_3-1","A door to the north room has opened!",0;
+ end;
+
+On03_start:
+ mapannounce "force_3-1","In order to clear this battle, you must kill all monsters except Enchanted Peach Trees!",0;
+ end;
+
+On03_end:
+ mapannounce "force_3-1","Clear! A door to the east room has opened!",0;
+ end;
+
+On04_start:
+ mapannounce "force_3-1","In order to clear this battle, you must kill all Stem Worms while dodging Bathories!",0;
+ end;
+
+On04_end:
+ mapannounce "force_3-1","A door to the east room has opened!",0;
+ end;
+
+On05_start:
+ mapannounce "force_3-1","In order to clear this battle, you must kill all Argiopes!",0;
+ end;
+
+On05_end:
+ mapannounce "force_3-1","Clear! A door to the south room has opened!",0;
+ end;
+
+On06_start:
+ mapannounce "force_3-1","In order to clear this battle, you must kill all Hammer Goblins!",0;
+ end;
+
+On06_end:
+ mapannounce "force_3-1","A door to the south room has opened!",0;
+ end;
+
+On07_start:
+ mapannounce "force_3-1","In order to clear this battle, you must kill an Alice in the center!",0;
+ end;
+
+On07_end:
+ mapannounce "force_3-1","Clear! A door to the west room has opened!",0;
+ end;
+
+On08_start:
+ mapannounce "force_3-1","Please escape to the north exit!",0;
+ end;
+
+On09_start:
+ mapannounce "force_3-1","In order to clear this battle, you must kill a Kobold Leader and all Kobolds!",0;
+ end;
+
+On09_end:
+ mapannounce "force_3-1","Boss Clear! - A door at the north has opened. Thank you. ",0;
+ end;
+
+}
+
+force_3-1,10,56,4 script arena#70 139,{
+
+Onreset_01:
+ donpcevent "force_01ex#70::Onreset";
+ donpcevent "force_02start#70::Onon";
+ enablenpc "force_01_02#70";
+ end;
+
+Onreset_02:
+ donpcevent "force_02ex#70::Onreset";
+ donpcevent "force_03start#70::Onon";
+ enablenpc "force_02_03#70";
+ end;
+
+Onreset_03:
+ enablenpc "force_03_04#70";
+ donpcevent "force_04start#70::Onon";
+ donpcevent "force_03ex#70::Onreset";
+ end;
+
+Onreset_04:
+ enablenpc "force_04_05#70";
+ donpcevent "force_05start#70::Onon";
+ donpcevent "force_04ex#70::Onreset";
+ end;
+
+Onreset_05:
+ enablenpc "force_05_06#70";
+ donpcevent "force_06start#70::Onon";
+ donpcevent "force_05ex#70::Onreset";
+ end;
+
+Onreset_06:
+ enablenpc "force_06_07#70";
+ donpcevent "force_07start#70::Onon";
+ donpcevent "force_06ex#70::Onreset";
+ end;
+
+Onreset_07:
+ enablenpc "force_07_08#70";
+ donpcevent "force_07ex#70::Onreset";
+ donpcevent "force_08start#70::Onon";
+ end;
+
+Onreset_08:
+ donpcevent "force_09start#70::Onon";
+ enablenpc "force_08_09#70";
+ end;
+
+Onreset_09:
+ enablenpc "force_exit#70";
+ end;
+
+Onstart:
+ disablenpc "force_01_02#70";
+ disablenpc "force_02_03#70";
+ disablenpc "force_03_04#70";
+ disablenpc "force_04_05#70";
+ disablenpc "force_05_06#70";
+ disablenpc "force_06_07#70";
+ disablenpc "force_07_08#70";
+ disablenpc "force_08_09#70";
+ disablenpc "force_exit#70";
+ donpcevent "Cadillac#arena::Ontimeroff";
+ donpcevent "force_09mob#70::Ontimeroff";
+ donpcevent "force_01mob#70::Onreset";
+ donpcevent "force_02mob#70::Onreset";
+ donpcevent "force_03mob#70::Onreset";
+ donpcevent "force_04mob#70::Onreset";
+ donpcevent "force_05mob#70::Onreset";
+ donpcevent "force_06mob#70::Onreset";
+ donpcevent "force_07mob#70::Onreset";
+ donpcevent "force_08mob#70::Onreset";
+ donpcevent "force_09mob#70::Onreset";
+ donpcevent "force_01ex#70::Onreset";
+ donpcevent "force_02ex#70::Onreset";
+ donpcevent "force_03ex#70::Onreset";
+ donpcevent "force_04ex#70::Onreset";
+ donpcevent "force_05ex#70::Onreset";
+ donpcevent "force_06ex#70::Onreset";
+ donpcevent "force_07ex#70::Onreset";
+ donpcevent "force_08ex#70::Onreset";
+ donpcevent "force_09ex#70::Onreset";
+ enablenpc "force_08_01#70";
+ donpcevent "force_01start#70::Onon";
+ donpcevent "Cadillac#arena::Onstart";
+ end;
+
+Onreset_all:
+ donpcevent "force_01mob#70::Onreset";
+ donpcevent "force_02mob#70::Onreset";
+ donpcevent "force_03mob#70::Onreset";
+ donpcevent "force_04mob#70::Onreset";
+ donpcevent "force_05mob#70::Onreset";
+ donpcevent "force_06mob#70::Onreset";
+ donpcevent "force_07mob#70::Onreset";
+ donpcevent "force_09mob#70::Onreset";
+ donpcevent "force_01ex#70::Onreset";
+ donpcevent "force_02ex#70::Onreset";
+ donpcevent "force_03ex#70::Onreset";
+ donpcevent "force_04ex#70::Onreset";
+ donpcevent "force_05ex#70::Onreset";
+ donpcevent "force_06ex#70::Onreset";
+ donpcevent "force_07ex#70::Onreset";
+ donpcevent "force_08ex#70::Onreset";
+ donpcevent "force_09ex#70::Onreset";
+ end;
+
+}
+
+force_3-1,62,26,1 script force_08_01#70 45,1,1,{
+
+OnTouch:
+ donpcevent "Cadillac#arena::On01_start";
+ warp "force_3-1",40,26;
+ end;
+
+}
+
+force_3-1,25,44,1 script force_01_02#70 45,1,1,{
+
+OnTouch:
+ donpcevent "Cadillac#arena::On02_start";
+ warp "force_3-1",25,69;
+ end;
+
+}
+
+force_3-1,25,134,1 script force_02_03#70 45,1,1,{
+
+OnTouch:
+ donpcevent "Cadillac#arena::On03_start";
+ warp "force_3-1",25,159;
+ end;
+
+}
+
+force_3-1,44,174,1 script force_03_04#70 45,1,1,{
+
+OnTouch:
+ donpcevent "Cadillac#arena::On04_start";
+ warp "force_3-1",69,174;
+ end;
+
+}
+
+force_3-1,134,174,1 script force_04_05#70 45,1,1,{
+
+OnTouch:
+ donpcevent "Cadillac#arena::On05_start";
+ warp "force_3-1",159,174;
+ end;
+
+}
+
+force_3-1,174,155,1 script force_05_06#70 45,1,1,{
+
+OnTouch:
+ donpcevent "Cadillac#arena::On06_start";
+ warp "force_3-1",174,130;
+ end;
+
+}
+
+force_3-1,174,65,1 script force_06_07#70 45,1,1,{
+
+OnTouch:
+ donpcevent "Cadillac#arena::On07_start";
+ warp "force_3-1",174,40;
+ end;
+
+}
+
+force_3-1,155,26,1 script force_07_08#70 45,1,1,{
+
+OnTouch:
+ donpcevent "Cadillac#arena::On08_start";
+ warp "force_3-1",132,26;
+ enablenpc "force_08_09#70";
+ end;
+
+}
+
+force_3-1,99,54,1 script force_08_09#70 45,1,1,{
+
+OnTouch:
+ donpcevent "Cadillac#arena::On09_start";
+ warp "force_3-1",99,82;
+ end;
+
+}
+
+force_3-1,99,124,1 script force_exit#70 45,1,1,{
+
+OnTouch:
+ donpcevent "Cadillac#arena::Ontimeroff";
+ donpcevent "#arn_timer_70::Onon";
+ mapwarp "force_3-1","prt_are_in",22,87,0,0;
+ end;
+
+}
+
+force_3-1,1,1,1 script force_01start#70 -1,{
+Onon:
+ donpcevent "force_01mob#70::Onon";
+end;
+
+}
+
+force_3-1,10,56,4 script force_01mob#70 139,{
+
+Onon:
+ monster "force_3-1",25,36,"Kobold",1545,1,"force_01mob#70::OnMobDeath";
+ monster "force_3-1",20,36,"Kobold",1545,1,"force_01mob#70::OnMobDeath";
+ monster "force_3-1",25,20,"Kobold",1546,1,"force_01mob#70::OnMobDeath";
+ monster "force_3-1",30,36,"Kobold",1547,1,"force_01mob#70::OnMobDeath";
+ monster "force_3-1",28,15,"Kobold",1547,1,"force_01mob#70::OnMobDeath";
+ set $force_01_70,5;
+ end;
+
+Onreset:
+ killmonster "force_3-1","force_01mob#70::OnMobDeath";
+ end;
+
+OnMobDeath:
+ set $force_01_70,$force_01_70 -1;
+ if ($force_01_70 < 1) {
+ donpcevent "Cadillac#arena::On01_end";
+ donpcevent "arena#70::Onreset_01";
+ }
+ end;
+}
+
+force_3-1,1,1,1 script force_02start#70 -1,{
+
+Onon:
+ donpcevent "force_02mob#70::Onon";
+ end;
+}
+
+force_3-1,10,56,4 script force_02ex#70 139,{
+
+Onreset:
+ killmonster "force_3-1","force_02ex#70::OnMobEx";
+ end;
+
+Onsummonmob2:
+ monster "force_3-1",21,78,"Archer Skeleton",1420,1,"force_02ex#70::OnMobEx";
+ monster "force_3-1",22,93,"Archer Skeleton",1420,1,"force_02ex#70::OnMobEx";
+ monster "force_3-1",29,93,"Archer Skeleton",1420,1,"force_02ex#70::OnMobEx";
+ monster "force_3-1",25,101,"Mummy",1393,1,"force_02ex#70::OnMobEx";
+ monster "force_3-1",26,101,"Mummy",1393,1,"force_02ex#70::OnMobEx";
+ monster "force_3-1",27,101,"Mummy",1393,1,"force_02ex#70::OnMobEx";
+ monster "force_3-1",28,101,"Mummy",1393,1,"force_02ex#70::OnMobEx";
+ monster "force_3-1",24,104,"Ghoul",1423,1,"force_02ex#70::OnMobEx";
+ monster "force_3-1",24,113,"Ghoul",1423,1,"force_02ex#70::OnMobEx";
+ monster "force_3-1",29,120,"Ghoul",1423,1,"force_02ex#70::OnMobEx";
+ monster "force_3-1",29,126,"Ghoul",1423,1,"force_02ex#70::OnMobEx";
+ monster "force_3-1",30,110,"Ghoul",1423,1,"force_02ex#70::OnMobEx";
+ end;
+
+OnMobEx:
+ end;
+}
+
+force_3-1,10,56,4 script force_02mob#70 139,{
+
+Onreset:
+ killmonster "force_3-1","force_02mob#70::OnMobDeath";
+ end;
+
+Onon:
+ monster "force_3-1",25,79,"Horong",1578,1,"force_02mob#70::OnMobDeath";
+ monster "force_3-1",29,114,"Horong",1578,1,"force_02mob#70::OnMobDeath";
+ donpcevent "force_02ex#70::Onsummonmob2";
+ set $force_02_70,2;
+ end;
+
+OnMobDeath:
+ set $force_02_70,$force_02_70 -1;
+ if ($force_02_70 < 1) {
+ donpcevent "Cadillac#arena::On02_end";
+ donpcevent "arena#70::Onreset_02";
+ }
+ end;
+}
+
+force_3-1,1,1,1 script force_03start#70 -1,{
+
+Onon:
+ donpcevent "force_03mob#70::Onon";
+ end;
+}
+
+force_3-1,10,56,4 script force_03ex#70 139,{
+
+Onreset:
+ killmonster "force_3-1","force_03ex#70::OnMobEx";
+ end;
+
+Onsummonmob_03:
+ monster "force_3-1",10,170,"Enchanted Peach Tree",1550,1,"force_03ex#70::OnMobEx";
+ monster "force_3-1",26,180,"Enchanted Peach Tree",1550,1,"force_03ex#70::OnMobEx";
+ end;
+
+OnMobEx:
+ end;
+}
+
+force_3-1,20,56,4 script force_03mob#70 139,{
+
+Onon:
+ donpcevent "force_03ex#70::Onsummonmob_03";
+ monster "force_3-1",23,174,"Parasite",1555,1,"force_03mob#70::OnMobDeath";
+ monster "force_3-1",33,173,"Parasite",1555,1,"force_03mob#70::OnMobDeath";
+ monster "force_3-1",26,166,"Blood Butterfly",1526,1,"force_03mob#70::OnMobDeath";
+ set $force_03_70,3;
+ end;
+
+Onreset:
+ killmonster "force_3-1","force_03mob#70::OnMobDeath";
+ end;
+
+OnMobDeath:
+ set $force_03_70,$force_03_70 -1;
+ donpcevent "force_03ex#70::Onsummonmob_03";
+ if ($force_03_70 < 1) {
+ donpcevent "Cadillac#arena::On03_end";
+ donpcevent "arena#70::Onreset_03";
+ }
+ end;
+}
+
+force_3-1,1,1,1 script force_04start#70 -1,{
+
+Onon:
+ donpcevent "force_04mob#70::Onon";
+end;
+
+}
+
+force_3-1,10,56,4 script force_04ex#70 139,{
+
+Onreset:
+ killmonster "force_3-1","force_04ex#70::OnMobEx";
+ end;
+
+Onsummonmob_04:
+ monster "force_3-1",94,179,"Bathory",1525,1,"force_04ex#70::OnMobEx";
+ monster "force_3-1",110,179,"Bathory",1525,1,"force_04ex#70::OnMobEx";
+ monster "force_3-1",90,170,"Bathory",1525,1,"force_04ex#70::OnMobEx";
+ monster "force_3-1",100,170,"Bathory",1525,1,"force_04ex#70::OnMobEx";
+ monster "force_3-1",125,178,"Bathory",1525,1,"force_04ex#70::OnMobEx";
+ monster "force_3-1",125,169,"Bathory",1525,1,"force_04ex#70::OnMobEx";
+ end;
+
+OnMobEx:
+ end;
+
+}
+
+force_3-1,22,56,4 script force_04mob#70 139,{
+
+Onon:
+ donpcevent "force_04ex#70::Onsummonmob_04";
+ monster "force_3-1",87,174,"Stem Worm",1440,1,"force_04mob#70::OnMobDeath";
+ monster "force_3-1",103,174,"Stem Worm",1440,1,"force_04mob#70::OnMobDeath";
+ monster "force_3-1",96,170,"Stem Worm",1440,1,"force_04mob#70::OnMobDeath";
+ set $force_04_70,3;
+ end;
+Onreset:
+ killmonster "force_3-1","force_04mob#70::OnMobDeath";
+ end;
+
+OnMobDeath:
+ set $force_04_70,$force_04_70 -1;
+ if ($force_04_70 < 1) {
+ donpcevent "Cadillac#arena::On04_end";
+ donpcevent "arena#70::Onreset_04";
+ }
+ end;
+}
+
+force_3-1,1,1,1 script force_05start#70 -1,{
+
+Onon:
+ donpcevent "force_05mob#70::Onon";
+ end;
+}
+
+force_3-1,10,56,4 script force_05ex#70 139,{
+
+Onreset:
+ killmonster "force_3-1","force_05ex#70::OnMobEx";
+ end;
+
+Onsummonmob_05:
+ set $@randmonster70,rand(1,2);
+ switch($@randmonster70) {
+ case 1:
+ monster "force_3-1",174,174,"Ride Word",1478,1,"force_05ex#70::OnMobEx";
+ break;
+ case 2:
+ monster "force_3-1",173,173,"Mantis",1457,1,"force_05ex#70::OnMobEx";
+ break;
+ }
+ end;
+
+OnMobEx:
+ end;
+}
+
+force_3-1,24,56,4 script force_05mob#70 139,{
+
+Onon:
+ monster "force_3-1",164,183,"Argiope",1429,1,"force_05mob#70::OnMobDeath";
+ monster "force_3-1",168,158,"Argiope",1429,1,"force_05mob#70::OnMobDeath";
+ monster "force_3-1",175,174,"Argiope",1429,1,"force_05mob#70::OnMobDeath";
+ monster "force_3-1",176,179,"Argiope",1429,1,"force_05mob#70::OnMobDeath";
+ monster "force_3-1",183,160,"Argiope",1429,1,"force_05mob#70::OnMobDeath";
+ set $force_05_70,5;
+ end;
+
+Onreset:
+ killmonster "force_3-1","force_05mob#70::OnMobDeath";
+ end;
+
+OnMobDeath:
+ set $force_05_70,$force_05_70 -1;
+ if ($force_05_70 < 1) {
+ donpcevent "Cadillac#arena::On05_end";
+ donpcevent "arena#70::Onreset_05";
+ }
+ else donpcevent "force_05ex#70::Onsummonmob_05";
+ end;
+
+}
+
+force_3-1,1,1,1 script force_06start#70 -1,{
+
+Onon:
+ donpcevent "force_06mob#70::Onon";
+ end;
+}
+
+force_3-1,10,56,4 script force_06ex#70 139,{
+
+Onreset:
+ killmonster "force_3-1","force_06ex#70::OnMobEx";
+ end;
+
+Onsummonmob_06:
+ monster "force_3-1",176,99,"Goblin",1534,1,"force_06ex#70::OnMobEx";
+ monster "force_3-1",170,86,"Goblin",1535,1,"force_06ex#70::OnMobEx";
+ monster "force_3-1",176,97,"Goblin",1535,1,"force_06ex#70::OnMobEx";
+ monster "force_3-1",170,108,"Goblin",1535,1,"force_06ex#70::OnMobEx";
+ monster "force_3-1",176,112,"Goblin",1536,1,"force_06ex#70::OnMobEx";
+ monster "force_3-1",173,120,"Goblin",1536,1,"force_06ex#70::OnMobEx";
+ monster "force_3-1",177,74,"Goblin",1536,1,"force_06ex#70::OnMobEx";
+ monster "force_3-1",173,118,"Goblin",1538,1,"force_06ex#70::OnMobEx";
+ monster "force_3-1",171,101,"Goblin",1538,1,"force_06ex#70::OnMobEx";
+ monster "force_3-1",174,118,"Goblin",1538,1,"force_06ex#70::OnMobEx";
+ end;
+
+OnMobEx:
+ end;
+}
+
+force_3-1,18,56,4 script force_06mob#70 139,{
+
+Onon:
+ donpcevent "force_06ex#70::Onsummonmob_06";
+ monster "force_3-1",173,90,"Goblin",1537,1,"force_06mob#70::OnMobDeath";
+ monster "force_3-1",173,79,"Goblin",1537,1,"force_06mob#70::OnMobDeath";
+ monster "force_3-1",172,70,"Goblin",1537,1,"force_06mob#70::OnMobDeath";
+ monster "force_3-1",175,70,"Goblin",1537,1,"force_06mob#70::OnMobDeath";
+ monster "force_3-1",171,118,"Goblin",1537,1,"force_06mob#70::OnMobDeath";
+ set $force_06_70,5;
+ end;
+
+Onreset:
+ killmonster "force_3-1","force_06mob#70::OnMobDeath";
+ end;
+
+OnMobDeath:
+ set $force_06_70,$force_06_70 -1;
+ if ($force_06_70 < 1) {
+ donpcevent "Cadillac#arena::On06_end";
+ donpcevent "arena#70::Onreset_06";
+ }
+ end;
+}
+
+force_3-1,1,1,1 script force_07start#70 -1,{
+
+Onon:
+ donpcevent "force_07mob#70::Onon";
+ end;
+}
+
+force_3-1,12,56,4 script force_07ex#70 139,{
+
+Onreset:
+ killmonster "force_3-1","force_07ex#70::OnMobEx";
+ end;
+
+Onsummonmob_07:
+ monster "force_3-1",168,26,"Nightmare",1427,1,"force_07ex#70::OnMobEx";
+ monster "force_3-1",186,23,"Nightmare",1427,1,"force_07ex#70::OnMobEx";
+ monster "force_3-1",160,23,"Nightmare",1427,1,"force_07ex#70::OnMobEx";
+ monster "force_3-1",188,33,"Nightmare",1427,1,"force_07ex#70::OnMobEx";
+ monster "force_3-1",174,13,"Raydric",1453,1,"force_07ex#70::OnMobEx";
+ monster "force_3-1",163,15,"Farmiliar",1419,1,"force_07ex#70::OnMobEx";
+ monster "force_3-1",164,15,"Farmiliar",1419,1,"force_07ex#70::OnMobEx";
+ monster "force_3-1",163,16,"Farmiliar",1419,1,"force_07ex#70::OnMobEx";
+ monster "force_3-1",164,16,"Farmiliar",1419,1,"force_07ex#70::OnMobEx";
+ monster "force_3-1",187,13,"Farmiliar",1419,1,"force_07ex#70::OnMobEx";
+ monster "force_3-1",187,14,"Farmiliar",1419,1,"force_07ex#70::OnMobEx";
+ monster "force_3-1",186,14,"Farmiliar",1419,1,"force_07ex#70::OnMobEx";
+ monster "force_3-1",186,14,"Farmiliar",1419,1,"force_07ex#70::OnMobEx";
+
+
+OnMobEx:
+ end;
+}
+
+force_3-1,18,56,4 script force_07mob#70 139,{
+
+Onon:
+ donpcevent "force_07ex#70::Onsummonmob_07";
+ monster "force_3-1",174,25,"Alice",1521,1,"force_07mob#70::OnMobDeath";
+ set $force_07_70,1;
+ end;
+
+Onreset:
+ killmonster "force_3-1","force_07mob#70::OnMobDeath";
+ end;
+
+OnMobDeath:
+ set $force_07_70,$force_07_70 -1;
+ if ($force_07_70 < 1) {
+ donpcevent "Cadillac#arena::On07_end";
+ donpcevent "arena#70::Onreset_07";
+ }
+ end;
+}
+
+force_3-1,1,1,1 script force_08start#70 -1,{
+
+Onon:
+ donpcevent "force_08ex#70::Onon";
+ end;
+}
+
+force_3-1,18,56,4 script force_08ex#70 139,{
+
+Onon:
+ donpcevent "arena#70::Onreset_08";
+ end;
+}
+
+force_3-1,1,1,1 script force_09start#70 -1,{
+
+Onon:
+ donpcevent "force_09mob#70::Onon";
+ end;
+}
+
+force_3-1,10,56,4 script force_09ex#70 139,{
+
+Onreset:
+ killmonster "force_3-1","force_09ex#70::OnMobEx";
+ end;
+
+Onsummonmob_09:
+ monster "force_3-1",93,100,"Familiar",1419,1,"force_09ex#70::OnMobEx";
+ monster "force_3-1",94,100,"Familiar",1419,1,"force_09ex#70::OnMobEx";
+ monster "force_3-1",93,99,"Familiar",1419,1,"force_09ex#70::OnMobEx";
+ monster "force_3-1",85,114,"Familiar",1419,1,"force_09ex#70::OnMobEx";
+ monster "force_3-1",87,114,"Familiar",1419,1,"force_09ex#70::OnMobEx";
+ monster "force_3-1",89,114,"Familiar",1419,1,"force_09ex#70::OnMobEx";
+ monster "force_3-1",91,114,"Familiar",1419,1,"force_09ex#70::OnMobEx";
+ monster "force_3-1",93,114,"Familiar",1419,1,"force_09ex#70::OnMobEx";
+ monster "force_3-1",95,114,"Familiar",1419,1,"force_09ex#70::OnMobEx";
+ monster "force_3-1",85,112,"Familiar",1419,1,"force_09ex#70::OnMobEx";
+ monster "force_3-1",85,110,"Familiar",1419,1,"force_09ex#70::OnMobEx";
+ monster "force_3-1",85,108,"Familiar",1419,1,"force_09ex#70::OnMobEx";
+ monster "force_3-1",85,106,"Familiar",1419,1,"force_09ex#70::OnMobEx";
+ monster "force_3-1",85,104,"Familiar",1419,1,"force_09ex#70::OnMobEx";
+ end;
+
+OnMobEx:
+ end;
+}
+
+force_3-1,16,56,4 script force_09mob#70 139,{
+
+Onon:
+ monster "force_3-1",99,99,"Kobold Leader",1548,1,"force_09mob#70::OnMobDeath";
+ monster "force_3-1",98,99,"Kobold",1545,1,"force_09mob#70::OnMobDeath";
+ monster "force_3-1",100,99,"Kobold",1546,1,"force_09mob#70::OnMobDeath";
+ monster "force_3-1",99,98,"Kobold",1547,1,"force_09mob#70::OnMobDeath";
+ donpcevent "force_09ex#70::Onsummonmob_09";
+ set $force_09_70,4;
+ end;
+
+Onreset:
+ killmonster "force_3-1","force_09mob#70::OnMobDeath";
+ end;
+
+OnMobDeath:
+ set $force_09_70,$force_09_70 -1;
+ if ($force_09_70 < 1) {
+ donpcevent "Cadillac#arena::On09_end";
+ donpcevent "arena#70::Onreset_09";
+ donpcevent "arena#70::Onreset_all";
+ set $arena_min70end,gettime(2);
+ set $arena_sec70end,gettime(1);
+ }
+ end;
+}
+
+prt_are_in,129,83,3 script Staff#70-1 67,{
+
+ mes "[Staff]";
+ mes "You did a good job.";
+ mes "Even if you have failed to clear a time attack battle, I will reward you with a small amount of arena points.";
+ next;
+ if (arena_point == 30000) {
+ mes "[Staff]";
+ mes "Uh huh!";
+ mes "You already have enough arena points.";
+ mes "Please spend some arena points later. When I see you next time, I will make sure to give you some reward.";
+ next;
+ }
+ else set arena_point, arena_point + 1;
+ mes "[Staff]";
+ mes "Let me guide you outside. I hope you had a good time.";
+ close2;
+ specialeffect2 EF_EXIT;
+ warp "arena_room",100,75;
+ end;
+}
+
+prt_are_in,25,84,3 script Staff#70-2 67,{
+
+ if($arena_min70end < $arena_min70st)
+ {
+ if($arena_sec70end < $arena_sec70st)
+ {
+ set @record_min70,60 - $arena_min70st + $arena_min70end -1;
+ set @record_sec70,60 - $arena_sec70st + $arena_sec70end;
+ }
+ else
+ {
+ set @record_min70,60 - $arena_min70st + $arena_min70end;
+ set @record_sec70,$arena_sec70end - $arena_sec70st;
+ }
+ }
+ else
+ {
+ if($arena_sec70end < $arena_sec70st)
+ {
+ set @record_min70,$arena_min70end - $arena_min70st -1;
+ set @record_sec70,60 - $arena_sec70st + $arena_sec70end;
+ }
+ else
+ {
+ set @record_min70,$arena_min70end - $arena_min70st;
+ set @record_sec70,$arena_sec70end - $arena_sec70st;
+ }
+ }
+ set @gap70,(60 * $top_70min + $top_70sec) - (60 * @record_min70 + @record_sec70);
+ mes "[Staff]";
+ mes "Wow, you did a good job~ ";
+ mes "Your name is...^3131FF" + strcharinfo(0) +"^000000, isn't it?";
+ mes "^3131FF"+ strcharinfo(0) +"^000000, total time you spent to pass the battle..";
+ next;
+ mes "[Staff]";
+ mes "is "+@record_min70+"minutes "+@record_sec70+"seconds.";
+ mes "Congratulations!";
+ next;
+ mes "[Staff]";
+ mes "The fastest player among people who cleared lvl 70s arena time force battle is ^3131FF"+$arena_70topn$+"^000000.";
+ next;
+ mes "[Staff]";
+ mes "^3131FF"+$arena_70topn$+"^000000's running time was ^3131FF"+$top_70min+"^000000minutes ^3131FF"+$top_70sec+"^000000seconds.";
+ next;
+ if (@gap70 < 0) {
+ mes "[Staff]";
+ mes "Although you failed to make a new record, I hope you will succeed next time.";
+ next;
+ if (arena_point > 29980) {
+ mes "[Staff]";
+ mes "Then let me reward you with some arena points....eh?";
+ mes "Your arena points have exceeded the maximum amount. I cannot give you more points until you spend some points.";
+ next;
+ mes "[Staff]";
+ mes "You can check the amount of arena points you have in the arena waiting room.";
+ next;
+ mes "[Staff]";
+ mes "I hope you had a good time and let me guide you to the entrance of arena.";
+ mes "Thank you.";
+ close2;
+ }
+ else
+ {
+ set arena_point, arena_point + 20;
+ mes "[Staff]";
+ mes "Let me reward you some arena points.";
+ mes "If you wish to check the amount of arena points you have, please go talk to ^3131FFVendigos^000000 at the arena entrance.";
+ next;
+ mes "[Staff]";
+ mes "Let me guide you to the entrance of arena.";
+ mes "See you later~";
+ close2;
+ }
+ specialeffect2 EF_EXIT;
+ donpcevent "cast#70::Onnomal1";
+ warp "arena_room",100,75;
+ donpcevent "#arn_timer_70::Onstop";
+ donpcevent "alloff#70::Onon";
+ donpcevent "lvl 70s Waiting Room::Onstart";
+ end;
+ }
+ else
+ {
+ emotion e_omg;
+ mes "[Staff]";
+ mes "Wow! You have renewed the record!";
+ mes "What a great job!";
+ next;
+ mes "[Staff]";
+ mes "You have been recorded as the fastest player among people who cleared ^FF0000Arena Time Force Battle lvl 70s^000000, ^3131FF"+strcharinfo(0)+"^000000.";
+ set $top_70min, @record_min70;
+ set $top_70sec, @record_sec70;
+ set $arena_70topn$,strcharinfo(0);
+ donpcevent "Vendigos::Onlinerec_70";
+ next;
+ if (arena_point > 29970) {
+ mes "[Staff]";
+ mes "Then let me reward you with some arena points....eh?";
+ mes "Your arena points have exceeded the maximum amount. I cannot give you more points until you spend some points.";
+ next;
+ mes "[Staff]";
+ mes "You can check the amount of arena points you have in the arena waiting room.";
+ next;
+ mes "[Staff]";
+ mes "I hope you had a good time and let me guide you to the entrance of arena.";
+ mes "Thank you.";
+ close2;
+ }
+ else
+ {
+ mes "[Staff]";
+ mes "Let me reward you with some arena points.";
+ mes "At the same time, since you have renewed the record you will receive an extra amount of the points this time.";
+ next;
+ set arena_point, arena_point + 50;
+ mes "[Staff]";
+ mes "Let me reward you some arena points.";
+ mes "If you wish to check the amount of arena points you have, please go talk to ^3131FFVendigos^000000 at the arena entrance.";
+ next;
+ mes "[Staff]";
+ mes "Let me guide you to the entrance of arena.";
+ mes "See you later~";
+ close2;
+ }
+ specialeffect2 EF_HIT5;
+ donpcevent "cast#70::Onnomal2";
+ warp "arena_room",100,75;
+ donpcevent "#arn_timer_70::Onstop";
+ donpcevent "alloff#70::Onon";
+ donpcevent "lvl 70s Waiting Room::Onstart";
+ end;
+ }
+}
+
+prt_are_in,14,195,3 script #arn_timer_70 139,{
+
+Onon:
+ initnpctimer;
+ end;
+
+OnTimer2000:
+ mapannounce "prt_are_in","This broadcast informs you about the restriction for arena lvl 70s.",0,0xFFCE00;
+ end;
+
+OnTimer3000:
+ mapannounce "prt_are_in","For a smooth game play, exit warp portal will be activated in 1 minute.",0,0xFFCE00;
+ end;
+
+OnTimer4000:
+ mapannounce "prt_are_in","Please proceed your battle quickly as possible in order to avoid disadvantage. Thank you for your cooperation.",0,0xFFCE00;
+ end;
+
+OnTimer60000:
+ donpcevent "cast#70::Ontimeover2";
+ donpcevent "arn_warp_70::Onout";
+ donpcevent "#arn_timer_70::Onstop";
+ donpcevent "alloff#70::Onon";
+ donpcevent "lvl 70s Waiting Room::Onstart";
+ end;
+
+Onstop:
+ stopnpctimer;
+ end;
+
+}
+
+prt_are_in,1,1,1 script arn_warp_70 -1,{
+
+Onout:
+ areawarp "prt_are_in",14,91,29,76,"arena_room",100,75;
+ end;
+}
+
+force_3-1,10,55,4 script cast#70 139,{
+Ontimeover1:
+ mapannounce "force_3-1","Arena will be reactivated due to an error occurred during battle.",0,0xFFCE00;
+ end;
+Ontimeover2:
+ mapannounce "force_3-1","Arena will be activated due to an error occurred in the waiting room.",0,0xFFCE00;
+ end;
+Onnomal1:
+ mapannounce "force_3-1","Arena will be reactivated.",0,0xFFCE00;
+ end;
+Onnomal2:
+ mapannounce "force_3-1","Arena will be reactivated.",0,0xFFCE00;
+ end;
+}
+
+force_3-1,100,60,3 script alloff#70 139,{
+
+Onon:
+ mapwarp "force_3-1","prt_are_in",126,190,0,0;
+ donpcevent "force_01mob#70::Onreset";
+ donpcevent "force_02mob#70::Onreset";
+ donpcevent "force_03mob#70::Onreset";
+ donpcevent "force_04mob#70::Onreset";
+ donpcevent "force_05mob#70::Onreset";
+ donpcevent "force_06mob#70::Onreset";
+ donpcevent "force_07mob#70::Onreset";
+ donpcevent "force_08mob#70::Onreset";
+ donpcevent "force_09mob#70::Onreset";
+ donpcevent "force_01ex#70::Onreset";
+ donpcevent "force_02ex#70::Onreset";
+ donpcevent "force_03ex#70::Onreset";
+ donpcevent "force_04ex#70::Onreset";
+ donpcevent "force_05ex#70::Onreset";
+ donpcevent "force_06ex#70::Onreset";
+ donpcevent "force_07ex#70::Onreset";
+ donpcevent "force_08ex#70::Onreset";
+ donpcevent "force_09ex#70::Onreset";
+ donpcevent "Cadillac#arena::Ontimeroff";
+ disablenpc "Cadillac#arena";
+ disablenpc "force_01_02#70";
+ disablenpc "force_02_03#70";
+ disablenpc "force_03_04#70";
+ disablenpc "force_04_05#70";
+ disablenpc "force_05_06#70";
+ disablenpc "force_06_07#70";
+ disablenpc "force_07_08#70";
+ disablenpc "force_08_09#70";
+ disablenpc "force_exit#70";
+ disablenpc "arena#70";
+ donpcevent "#arn_timer_70::Onstop";
+ enablenpc "Cadillac#arena";
+ enablenpc "arena#70";
+ end;
+
+OnInit:
+ if(!$top_70min && !$top_70sec) set $top_70min,7;
+ end;
+
+}
+
diff --git a/npc/pre-re/other/arena/arena_lvl80.txt b/npc/pre-re/other/arena/arena_lvl80.txt
new file mode 100644
index 000000000..ae7d429be
--- /dev/null
+++ b/npc/pre-re/other/arena/arena_lvl80.txt
@@ -0,0 +1,1059 @@
+//===== rAthena Script ========================================
+//= Izlude Arena lvl 80
+//===== By: ==================================================
+//= SinSloth
+//===== Current Version: =====================================
+//= 1.1
+//===== Compatible With: =====================================
+//= Any Athena Version
+//===== Description: =========================================
+//= Izlude Battle Arena Level 80
+//===== Additional Comments: =================================
+//= 1.0 First version.
+//= 1.1 Replaced effect numerics with constants. [Samuray22]
+//============================================================
+
+arena_room,147,42,1 script lvl 80s Waiting Room 124,{
+ end;
+
+OnInit:
+ waitingroom "Individual : lvl 80 or higher",50,"lvl 80s Waiting Room::OnStartArena",1,1000,80;
+ enablewaitingroomevent;
+ end;
+
+OnStartArena:
+ warpwaitingpc "force_4-1",99,12;
+ donpcevent "arena#80::Onstart";
+ disablewaitingroomevent;
+ end;
+
+Onstart:
+ enablewaitingroomevent;
+ end;
+}
+
+force_4-1,99,20,4 script Octus#arena 124,{
+ end;
+
+OnInit:
+ set $@mapcount80, 0;
+ end;
+
+Onstart:
+ initnpctimer;
+ set $arena_min80st,gettime(2);
+ set $arena_sec80st,gettime(1);
+ end;
+
+OnTimer3000:
+ mapannounce "force_4-1","Good day, my name is Octus, the guide of Time Force Battle for lvl 80s!",0;
+ end;
+
+OnTimer4000:
+ mapannounce "force_4-1","Remember your right decision will save a lot of your time!",0;
+ end;
+
+OnTimer8000:
+ mapannounce "force_4-1","In order to complete this battle course, you must start from the far left of this room to the clock wise direction. Please move to the far left side. You have 7 minutes from now.",0;
+ end;
+
+OnTimer60000:
+ set $@mapcount80, getmapusers ("force_4-1");
+ if ($@mapcount80 == 0) {
+ donpcevent "Octus#arena::Onfailclearstage";
+ }
+ mapannounce "force_4-1","Remaining Time : 7 minutes ",0;
+ end;
+
+OnTimer120000:
+ set $@mapcount80, getmapusers ("force_4-1");
+ if ($@mapcount80 == 0) {
+ donpcevent "Octus#arena::Onfailclearstage";
+ }
+ mapannounce "force_4-1","Remaining Time : 6 minutes ",0;
+ end;
+
+OnTimer180000:
+ set $@mapcount80, getmapusers ("force_4-1");
+ if ($@mapcount80 == 0) {
+ donpcevent "Octus#arena::Onfailclearstage";
+ }
+ mapannounce "force_4-1","Remaining Time : 5 minutes ",0;
+end;
+OnTimer240000:
+ set $@mapcount80, getmapusers ("force_4-1");
+ if ($@mapcount80 == 0) {
+ donpcevent "Octus#arena::Onfailclearstage";
+ }
+ mapannounce "force_4-1","Remaining Time : 4 minutes ",0;
+ end;
+
+OnTimer300000:
+ set $@mapcount80, getmapusers ("force_4-1");
+ if ($@mapcount80 == 0) {
+ donpcevent "Octus#arena::Onfailclearstage";
+ }
+ mapannounce "force_4-1","Remaining Time : 3 minutes ",0;
+ end;
+
+OnTimer360000:
+ set $@mapcount80, getmapusers ("force_4-1");
+ if ($@mapcount80 == 0) {
+ donpcevent "Octus#arena::Onfailclearstage";
+ }
+ mapannounce "force_4-1","Remaining Time : 2 minutes ",0;
+ end;
+
+OnTimer420000:
+ set $@mapcount80, getmapusers ("force_4-1");
+ if ($@mapcount80 == 0) {
+ donpcevent "Octus#arena::Onfailclearstage";
+ }
+ mapannounce "force_4-1","Remaining Time : 1 minute ",0;
+ end;
+
+OnTimer480000:
+ mapannounce "force_4-1","Your time is over. I hope you had a good time~",0;
+ end;
+
+OnTimer485000:
+OnTimer486000:
+OnTimer487000:
+OnTimer488000:
+OnTimer489000:
+OnTimer490000:
+OnTimer491000:
+OnTimer492000:
+OnTimer493000:
+OnTimer494000:
+ mapwarp "force_4-1","prt_are_in",178,190,0,0;
+ end;
+
+OnTimer495000:
+ mapwarp "force_4-1","prt_are_in",178,190,0,0;
+ donpcevent "Octus#arena::Onfailclearstage";
+ end;
+
+Ontimeroff:
+ stopnpctimer;
+ end;
+
+Onfailclearstage:
+ donpcevent "cast#80::Ontimeover1";
+ mapwarp "force_4-1","prt_are_in",178,190,0,0;
+ donpcevent "Octus#arena::Ontimeroff";
+ donpcevent "arena#80::Onreset_all";
+ donpcevent "alloff#80::Onon";
+ donpcevent "lvl 80s Waiting Room::Onstart";
+ end;
+
+On01_start:
+ mapannounce "force_4-1","In order to clear this battle, you must kill all Nightmares!",0;
+ end;
+
+On01_end:
+ mapannounce "force_4-1","A door to the north room has opened!",0;
+ end;
+
+On02_start:
+ mapannounce "force_4-1","In order to clear this battle, you must kill all monsters!",0;
+ end;
+
+On02_end:
+ mapannounce "force_4-1","A door to the north room has opened!",0;
+ end;
+
+On03_start:
+ mapannounce "force_4-1","In order to clear this battle, you must kill all Assaulters!",0;
+ end;
+
+On03_end:
+ mapannounce "force_4-1","Clear! A door to the east room has opened!",0;
+ end;
+
+On04_start:
+ mapannounce "force_4-1","In order to clear this battle, you must kill all Nine Tails!",0;
+ end;
+
+On04_end:
+ mapannounce "force_4-1","A door to the east room has opened!",0;
+ end;
+
+On05_start:
+ mapannounce "force_4-1","In order to clear this battle, you must kill all Walking Petites!",0;
+ end;
+
+On05_end:
+ mapannounce "force_4-1","Clear! A door to the south room has opened!",0;
+ end;
+
+On06_start:
+ mapannounce "force_4-1","In order to clear this battle, kill all monsters in this room!",0;
+ end;
+
+On06_end:
+ mapannounce "force_4-1","A door to the south room has opened!",0;
+ end;
+
+On07_start:
+ mapannounce "force_4-1","In order to clear this battle, kill all Fur-Seals while dodging Mermen!",0;
+ end;
+
+On07_end:
+ mapannounce "force_4-1","Clear! A door to the west room has opened!",0;
+ end;
+
+On08_start:
+ mapannounce "force_4-1","Please escape to the north exit!",0;
+ end;
+
+On09_start:
+ mapannounce "force_4-1","In order to clear this battle, you must defeat an Ancient Mummy!",0;
+ end;
+
+On09_end:
+ mapannounce "force_4-1","Boss Clear! - A door at the north has opened. Thank you. ",0;
+ end;
+
+}
+
+force_4-1,10,56,4 script arena#80 139,{
+
+Onreset_01:
+ donpcevent "force_01ex#80::Onreset";
+ donpcevent "force_02start#80::Onon";
+ enablenpc "force_01_02#80";
+ end;
+
+Onreset_02:
+ donpcevent "force_02mob#80::Onreset";
+ donpcevent "force_03start#80::Onon";
+ enablenpc "force_02_03#80";
+ end;
+
+Onreset_03:
+ enablenpc "force_03_04#80";
+ donpcevent "force_04start#80::Onon";
+ donpcevent "force_03ex#80::Onreset";
+ end;
+
+Onreset_04:
+ enablenpc "force_04_05#80";
+ donpcevent "force_05start#80::Onon";
+ donpcevent "force_04ex#80::Onreset";
+ end;
+
+Onreset_05:
+ enablenpc "force_05_06#80";
+ donpcevent "force_06start#80::Onon";
+ donpcevent "force_05ex#80::Onreset";
+ end;
+
+Onreset_06:
+ enablenpc "force_06_07#80";
+ donpcevent "force_07start#80::Onon";
+ donpcevent "force_06ex#80::Onreset";
+ end;
+
+Onreset_07:
+ enablenpc "force_07_08#80";
+ donpcevent "force_07ex#80::Onreset";
+ donpcevent "force_08start#80::Onon";
+ end;
+
+Onreset_08:
+ donpcevent "force_09start#80::Onon";
+ enablenpc "force_08_09#80";
+ end;
+
+Onreset_09:
+ enablenpc "force_exit#80";
+ end;
+
+Onstart:
+ disablenpc "force_01_02#80";
+ disablenpc "force_02_03#80";
+ disablenpc "force_03_04#80";
+ disablenpc "force_04_05#80";
+ disablenpc "force_05_06#80";
+ disablenpc "force_06_07#80";
+ disablenpc "force_07_08#80";
+ disablenpc "force_08_09#80";
+ disablenpc "force_exit#80";
+ donpcevent "Octus#arena::Ontimeroff";
+ donpcevent "force_09mob#80::Ontimeroff";
+ donpcevent "force_01mob#80::Onreset";
+ donpcevent "force_02mob#80::Onreset";
+ donpcevent "force_03mob#80::Onreset";
+ donpcevent "force_04mob#80::Onreset";
+ donpcevent "force_05mob#80::Onreset";
+ donpcevent "force_06mob#80::Onreset";
+ donpcevent "force_07mob#80::Onreset";
+ donpcevent "force_08mob#80::Onreset";
+ donpcevent "force_09mob#80::Onreset";
+ donpcevent "force_01ex#80::Onreset";
+ donpcevent "force_03ex#80::Onreset";
+ donpcevent "force_04ex#80::Onreset";
+ donpcevent "force_05ex#80::Onreset";
+ donpcevent "force_07ex#80::Onreset";
+ donpcevent "force_08ex#80::Onreset";
+ donpcevent "force_09ex#80::Onreset";
+ enablenpc "force_08_01#80";
+ donpcevent "force_01start#80::Onon";
+ donpcevent "Octus#arena::Onstart";
+ end;
+
+Onreset_all:
+ donpcevent "force_01mob#80::Onreset";
+ donpcevent "force_02mob#80::Onreset";
+ donpcevent "force_03mob#80::Onreset";
+ donpcevent "force_04mob#80::Onreset";
+ donpcevent "force_05mob#80::Onreset";
+ donpcevent "force_06mob#80::Onreset";
+ donpcevent "force_07mob#80::Onreset";
+ donpcevent "force_09mob#80::Onreset";
+ donpcevent "force_01ex#80::Onreset";
+ donpcevent "force_03ex#80::Onreset";
+ donpcevent "force_04ex#80::Onreset";
+ donpcevent "force_05ex#80::Onreset";
+ donpcevent "force_07ex#80::Onreset";
+ donpcevent "force_08ex#80::Onreset";
+ donpcevent "force_09ex#80::Onreset";
+ end;
+
+}
+
+force_4-1,62,26,1 script force_08_01#80 45,1,1,{
+
+OnTouch:
+ donpcevent "Octus#arena::On01_start";
+ warp "force_4-1",40,26;
+ end;
+
+}
+
+force_4-1,25,44,1 script force_01_02#80 45,1,1,{
+
+OnTouch:
+ donpcevent "Octus#arena::On02_start";
+ warp "force_4-1",25,69;
+ end;
+
+}
+
+force_4-1,25,134,1 script force_02_03#80 45,1,1,{
+
+OnTouch:
+ donpcevent "Octus#arena::On03_start";
+ warp "force_4-1",25,159;
+ end;
+
+}
+
+force_4-1,44,174,1 script force_03_04#80 45,1,1,{
+
+OnTouch:
+ donpcevent "Octus#arena::On04_start";
+ warp "force_4-1",69,174;
+ end;
+
+}
+
+force_4-1,134,174,1 script force_04_05#80 45,1,1,{
+
+OnTouch:
+ donpcevent "Octus#arena::On05_start";
+ warp "force_4-1",159,174;
+ end;
+
+}
+
+force_4-1,174,155,1 script force_05_06#80 45,1,1,{
+
+OnTouch:
+ donpcevent "Octus#arena::On06_start";
+ warp "force_4-1",174,130;
+ end;
+
+}
+
+force_4-1,174,65,1 script force_06_07#80 45,1,1,{
+
+OnTouch:
+ donpcevent "Octus#arena::On07_start";
+ warp "force_4-1",174,40;
+ end;
+
+}
+
+force_4-1,155,26,1 script force_07_08#80 45,1,1,{
+
+OnTouch:
+ donpcevent "Octus#arena::On08_start";
+ warp "force_4-1",132,26;
+ enablenpc "force_08_09#80";
+ end;
+
+}
+
+force_4-1,99,54,1 script force_08_09#80 45,1,1,{
+
+OnTouch:
+ donpcevent "Octus#arena::On09_start";
+ warp "force_4-1",99,82;
+ end;
+
+}
+
+force_4-1,99,124,1 script force_exit#80 45,1,1,{
+
+OnTouch:
+ donpcevent "Octus#arena::Ontimeroff";
+ donpcevent "#arn_timer_80::Onon";
+ mapwarp "force_4-1","prt_are_in",73,192,0,0;
+ end;
+
+}
+
+force_4-1,1,1,1 script force_01start#80 -1,{
+Onon:
+ donpcevent "force_01mob#80::Onon";
+end;
+
+}
+
+force_4-1,10,56,4 script force_01ex#80 139,{
+
+Onreset:
+ killmonster "force_4-1","force_01ex#80::OnMobEx";
+ end;
+
+Onsummonmob1:
+ monster "force_4-1",11,25,"Hunter Fly",1422,1,"force_01ex#80::OnMobEx";
+ monster "force_4-1",22,22,"Hunter Fly",1422,1,"force_01ex#80::OnMobEx";
+ monster "force_4-1",25,25,"Hunter Fly",1422,1,"force_01ex#80::OnMobEx";
+ monster "force_4-1",35,13,"Hunter Fly",1422,1,"force_01ex#80::OnMobEx";
+ monster "force_4-1",18,33,"Hunter Fly",1422,1,"force_01ex#80::OnMobEx";
+ end;
+
+OnMobEx:
+ end;
+
+}
+
+force_4-1,10,56,4 script force_01mob#80 139,{
+
+Onon:
+ monster "force_4-1",35,13,"Nightmare",1427,1,"force_01mob#80::OnMobDeath";
+ monster "force_4-1",25,36,"Nightmare",1427,1,"force_01mob#80::OnMobDeath";
+ monster "force_4-1",22,23,"Nightmare",1427,1,"force_01mob#80::OnMobDeath";
+ monster "force_4-1",25,17,"Nightmare",1427,1,"force_01mob#80::OnMobDeath";
+ monster "force_4-1",25,15,"Nightmare",1427,1,"force_01mob#80::OnMobDeath";
+ set $force_01_80,5;
+ donpcevent "force_01ex#80::Onsummonmob1";
+ end;
+
+Onreset:
+ killmonster "force_4-1","force_01mob#80::OnMobDeath";
+ end;
+
+OnMobDeath:
+ set $force_01_80,$force_01_80 -1;
+ if ($force_01_80 < 1) {
+ donpcevent "Octus#arena::On01_end";
+ donpcevent "arena#80::Onreset_01";
+ }
+ end;
+}
+
+force_4-1,1,1,1 script force_02start#80 -1,{
+
+Onon:
+ donpcevent "force_02mob#80::Onon";
+ end;
+}
+
+force_4-1,10,56,4 script force_02mob#80 139,{
+
+Onreset:
+ killmonster "force_4-1","force_02mob#80::OnMobDeath";
+ end;
+
+Onon:
+ monster "force_4-1",24,80,"Marionette",1459,1,"force_02mob#80::OnMobDeath";
+ monster "force_4-1",23,110,"Marionette",1459,1,"force_02mob#80::OnMobDeath";
+ monster "force_4-1",26,90,"Marionette",1459,1,"force_02mob#80::OnMobDeath";
+ monster "force_4-1",28,75,"Zombie",1394,1,"force_02mob#80::OnMobDeath";
+ monster "force_4-1",24,90,"Zombie",1394,1,"force_02mob#80::OnMobDeath";
+ monster "force_4-1",28,85,"Zombie",1394,1,"force_02mob#80::OnMobDeath";
+ monster "force_4-1",24,82,"Deviruchi",1433,1,"force_02mob#80::OnMobDeath";
+ monster "force_4-1",28,86,"Skel Prisoner",1479,1,"force_02mob#80::OnMobDeath";
+ monster "force_4-1",27,73,"Skel Prisoner",1479,1,"force_02mob#80::OnMobDeath";
+ monster "force_4-1",26,118,"Skel Prisoner",1479,1,"force_02mob#80::OnMobDeath";
+ monster "force_4-1",25,127,"Skel Prisoner",1479,1,"force_02mob#80::OnMobDeath";
+ monster "force_4-1",28,128,"Zombie",1394,1,"force_02mob#80::OnMobDeath";
+ monster "force_4-1",27,100,"Zombie",1394,1,"force_02mob#80::OnMobDeath";
+ monster "force_4-1",29,90,"Zombie",1394,1,"force_02mob#80::OnMobDeath";
+ monster "force_4-1",28,128,"Raydric Archer",1453,1,"force_02mob#80::OnMobDeath";
+ set $force_02_80,15;
+ end;
+
+OnMobDeath:
+ set $force_02_80,$force_02_80 -1;
+ if ($force_02_80 < 1) {
+ donpcevent "Octus#arena::On02_end";
+ donpcevent "arena#80::Onreset_02";
+ }
+ end;
+}
+
+force_4-1,1,1,1 script force_03start#80 -1,{
+
+Onon:
+ donpcevent "force_03mob#80::Onon";
+ end;
+}
+
+force_4-1,10,56,4 script force_03ex#80 139,{
+
+Onreset:
+ killmonster "force_4-1","force_03ex#80::OnMobEx";
+ end;
+
+Onsummonmob_03:
+ monster "force_4-1",26,173,"Clock Tower Keeper",1527,1,"force_03ex#80::OnMobEx";
+ monster "force_4-1",21,173,"Marionette",1459,1,"force_03ex#80::OnMobEx";
+ monster "force_4-1",31,173,"Clock Tower Keeper",1527,1,"force_03ex#80::OnMobEx";
+ monster "force_4-1",26,178,"Marionette",1459,1,"force_03ex#80::OnMobEx";
+ monster "force_4-1",21,178,"Marionette",1459,1,"force_03ex#80::OnMobEx";
+ monster "force_4-1",31,178,"Marionette",1459,1,"force_03ex#80::OnMobEx";
+ monster "force_4-1",26,186,"Sidewinder",1424,1,"force_03ex#80::OnMobEx";
+ monster "force_4-1",26,161,"Sidewinder",1424,1,"force_03ex#80::OnMobEx";
+ end;
+
+OnMobEx:
+ end;
+}
+
+force_4-1,20,56,4 script force_03mob#80 139,{
+
+Onon:
+ donpcevent "force_03ex#80::Onsummonmob_03";
+ monster "force_4-1",23,174,"Assaulter",1364,1,"force_03mob#80::OnMobDeath";
+ monster "force_4-1",18,173,"Assaulter",1364,1,"force_03mob#80::OnMobDeath";
+ set $force_03_80,2;
+ end;
+
+Onreset:
+ killmonster "force_4-1","force_03mob#80::OnMobDeath";
+ end;
+
+OnMobDeath:
+ set $force_03_80,$force_03_80 -1;
+ donpcevent "force_03ex#80::Onsummonmob_03";
+ if ($force_03_80 < 1) {
+ donpcevent "Octus#arena::On03_end";
+ donpcevent "arena#80::Onreset_03";
+ }
+ end;
+}
+
+force_4-1,1,1,1 script force_04start#80 -1,{
+
+Onon:
+ donpcevent "force_04mob#80::Onon";
+end;
+
+}
+
+force_4-1,10,56,4 script force_04ex#80 139,{
+
+Onreset:
+ killmonster "force_4-1","force_04ex#80::OnMobEx";
+ end;
+
+Onsummonmob_04:
+ monster "force_4-1",99,174,"Archer Skeleton",1420,1,"force_04ex#80::OnMobEx";
+ monster "force_4-1",101,174,"Archer Skeleton",1420,1,"force_04ex#80::OnMobEx";
+ monster "force_4-1",103,174,"Archer Skeleton",1420,1,"force_04ex#80::OnMobEx";
+ monster "force_4-1",105,174,"Archer Skeleton",1420,1,"force_04ex#80::OnMobEx";
+ monster "force_4-1",107,174,"Archer Skeleton",1420,1,"force_04ex#80::OnMobEx";
+ monster "force_4-1",109,177,"Pasana",1464,1,"force_04ex#80::OnMobEx";
+ monster "force_4-1",99,170,"Minorous",1461,1,"force_04ex#80::OnMobEx";
+ monster "force_4-1",111,170,"Minorous",1461,1,"force_04ex#80::OnMobEx";
+ monster "force_4-1",110,170,"Lava Golem",1549,1,"force_04ex#80::OnMobEx";
+ end;
+
+OnMobEx:
+ end;
+
+}
+
+force_4-1,22,56,4 script force_04mob#80 139,{
+
+Onon:
+ donpcevent "force_04ex#80::Onsummonmob_04";
+ monster "force_4-1",80,172,"Nine Tails",1471,1,"force_04mob#80::OnMobDeath";
+ monster "force_4-1",105,172,"Nine Tails",1471,1,"force_04mob#80::OnMobDeath";
+ monster "force_4-1",90,172,"Nine Tails",1471,1,"force_04mob#80::OnMobDeath";
+ monster "force_4-1",117,172,"Nine Tails",1471,1,"force_04mob#80::OnMobDeath";
+ set $force_04_80,4;
+ end;
+Onreset:
+ killmonster "force_4-1","force_04mob#80::OnMobDeath";
+ end;
+
+OnMobDeath:
+ set $force_04_80,$force_04_80 -1;
+ if ($force_04_80 < 1) {
+ donpcevent "Octus#arena::On04_end";
+ donpcevent "arena#80::Onreset_04";
+ }
+ end;
+}
+
+force_4-1,1,1,1 script force_05start#80 -1,{
+
+Onon:
+ donpcevent "force_05mob#80::Onon";
+ end;
+}
+
+force_4-1,10,56,4 script force_05ex#80 139,{
+
+Onreset:
+ killmonster "force_4-1","force_05ex#80::OnMobEx";
+ end;
+
+Onsummonmob_05:
+ monster "force_4-1",168,190,"Petite",1466,1,"force_05ex#80::OnMobEx";
+ monster "force_4-1",173,166,"Petite",1466,1,"force_05ex#80::OnMobEx";
+ monster "force_4-1",171,176,"Petite",1466,1,"force_05ex#80::OnMobEx";
+ monster "force_4-1",188,167,"Petite",1466,1,"force_05ex#80::OnMobEx";
+ end;
+
+OnMobEx:
+ end;
+}
+
+force_4-1,24,56,4 script force_05mob#80 139,{
+
+Onon:
+ monster "force_4-1",164,174,"Petite",1465,1,"force_05mob#80::OnMobDeath";
+ monster "force_4-1",169,159,"Petite",1465,1,"force_05mob#80::OnMobDeath";
+ monster "force_4-1",174,183,"Petite",1465,1,"force_05mob#80::OnMobDeath";
+ monster "force_4-1",177,170,"Petite",1465,1,"force_05mob#80::OnMobDeath";
+ set $force_05_80,4;
+ end;
+
+Onreset:
+ killmonster "force_4-1","force_05mob#80::OnMobDeath";
+ end;
+
+OnMobDeath:
+ set $force_05_80,$force_05_80 -1;
+ if ($force_05_80 < 1) {
+ donpcevent "Octus#arena::On05_end";
+ donpcevent "arena#80::Onreset_05";
+ }
+ else donpcevent "force_05ex#80::Onsummonmob_05";
+ end;
+
+}
+
+force_4-1,1,1,1 script force_06start#80 -1,{
+
+Onon:
+ donpcevent "force_06mob#80::Onon";
+ end;
+}
+
+force_4-1,18,56,4 script force_06mob#80 139,{
+
+Onon:
+ monster "force_4-1",173,118,"Baphomet Jr.",1431,1,"force_06mob#80::OnMobDeath";
+ monster "force_4-1",173,90,"Baphomet Jr.",1431,1,"force_06mob#80::OnMobDeath";
+ monster "force_4-1",177,72,"Baphomet Jr.",1431,1,"force_06mob#80::OnMobDeath";
+ monster "force_4-1",171,108,"Deviruchi",1433,1,"force_06mob#80::OnMobDeath";
+ monster "force_4-1",171,85,"Deviruchi",1433,1,"force_06mob#80::OnMobDeath";
+ monster "force_4-1",171,79,"Alice",1521,1,"force_06mob#80::OnMobDeath";
+ monster "force_4-1",175,118,"Alice",1521,1,"force_06mob#80::OnMobDeath";
+ monster "force_4-1",175,99,"Alice",1521,1,"force_06mob#80::OnMobDeath";
+ set $force_06_80,8;
+ end;
+
+Onreset:
+ killmonster "force_4-1","force_06mob#80::OnMobDeath";
+ end;
+
+OnMobDeath:
+ set $force_06_80,$force_06_80 -1;
+ if ($force_06_80 < 1) {
+ donpcevent "Octus#arena::On06_end";
+ donpcevent "arena#80::Onreset_06";
+ }
+ end;
+}
+
+force_4-1,1,1,1 script force_07start#80 -1,{
+
+Onon:
+ donpcevent "force_07mob#80::Onon";
+ end;
+}
+
+force_4-1,12,56,4 script force_07ex#80 139,{
+
+Onreset:
+ killmonster "force_4-1","force_07ex#80::OnMobEx";
+ end;
+
+Onsummonmob_07:
+ monster "force_4-1",160,34,"Merman",1451,1,"force_07ex#80::OnMobEx";
+ monster "force_4-1",163,27,"Merman",1451,1,"force_07ex#80::OnMobEx";
+ monster "force_4-1",163,23,"Merman",1451,1,"force_07ex#80::OnMobEx";
+ end;
+
+OnMobEx:
+ end;
+}
+
+force_4-1,18,56,4 script force_07mob#80 139,{
+
+Onon:
+ donpcevent "force_07ex#80::Onsummonmob_07";
+ monster "force_4-1",165,27,"Fur-Seal",1533,1,"force_07mob#80::OnMobDeath";
+ monster "force_4-1",184,23,"Fur-Seal",1533,1,"force_07mob#80::OnMobDeath";
+ monster "force_4-1",174,19,"Fur-Seal",1533,1,"force_07mob#80::OnMobDeath";
+ set $force_07_80,3;
+ end;
+
+Onreset:
+ killmonster "force_4-1","force_07mob#80::OnMobDeath";
+ end;
+
+OnMobDeath:
+ set $force_07_80,$force_07_80 -1;
+ if ($force_07_80 < 1) {
+ donpcevent "Octus#arena::On07_end";
+ donpcevent "arena#80::Onreset_07";
+ }
+ end;
+}
+
+force_4-1,1,1,1 script force_08start#80 -1,{
+
+Onon:
+ donpcevent "force_08ex#80::Onon";
+ end;
+}
+
+force_4-1,18,56,4 script force_08ex#80 139,{
+
+Onon:
+ donpcevent "arena#80::Onreset_08";
+ end;
+}
+
+force_4-1,1,1,1 script force_09start#80 -1,{
+
+Onon:
+ donpcevent "force_09mob#80::Onon";
+ end;
+}
+
+force_4-1,10,56,4 script force_09ex#80 139,{
+
+Onreset:
+ killmonster "force_4-1","force_09ex#80::OnMobEx";
+ end;
+
+Onsummonmob_09:
+ monster "force_4-1",91,99,"Argos",1430,1,"force_09ex#80::OnMobEx";
+ monster "force_4-1",95,105,"Argos",1430,1,"force_09ex#80::OnMobEx";
+ monster "force_4-1",122,99,"Argos",1430,1,"force_09ex#80::OnMobEx";
+ monster "force_4-1",88,107,"Argos",1430,1,"force_09ex#80::OnMobEx";
+ monster "force_4-1",85,104,"Argos",1430,1,"force_09ex#80::OnMobEx";
+ end;
+
+OnMobEx:
+ end;
+}
+
+force_4-1,16,56,4 script force_09mob#80 139,{
+
+Onon:
+ monster "force_4-1",99,99,"Ancient Mummy",1522,1,"force_09mob#80::OnMobDeath";
+ donpcevent "force_09ex#80::Onsummonmob_09";
+ set $force_09_80,1;
+ end;
+
+Onreset:
+ killmonster "force_4-1","force_09mob#80::OnMobDeath";
+ end;
+
+OnMobDeath:
+ set $force_09_80,$force_09_80 -1;
+ if ($force_09_80 < 1) {
+ donpcevent "Octus#arena::On09_end";
+ donpcevent "arena#80::Onreset_09";
+ donpcevent "arena#80::Onreset_all";
+ set $arena_min80end,gettime(2);
+ set $arena_sec80end,gettime(1);
+ }
+ end;
+}
+
+prt_are_in,181,188,3 script Staff#80-1 67,{
+
+ mes "[Staff]";
+ mes "You did a good job.";
+ mes "Even if you have failed to clear a time attack battle, I will reward you with a small amount of arena points.";
+ next;
+ if (arena_point == 30000) {
+ mes "[Staff]";
+ mes "Uh huh!";
+ mes "You already have enough arena points.";
+ mes "Please spend some arena points later. When I see you next time, I will make sure to give you some reward.";
+ next;
+ }
+ else set arena_point, arena_point + 1;
+ mes "[Staff]";
+ mes "Let me guide you outside. I hope you had a good time.";
+ close2;
+ specialeffect2 EF_EXIT;
+ warp "arena_room",100,75;
+ end;
+}
+
+prt_are_in,77,187,3 script Staff#80-2 67,{
+
+ if($arena_min80end < $arena_min80st)
+ {
+ if($arena_sec80end < $arena_sec80st)
+ {
+ set @record_min80,60 - $arena_min80st + $arena_min80end -1;
+ set @record_sec80,60 - $arena_sec80st + $arena_sec80end;
+ }
+ else
+ {
+ set @record_min80,60 - $arena_min80st + $arena_min80end;
+ set @record_sec80,$arena_sec80end - $arena_sec80st;
+ }
+ }
+ else
+ {
+ if($arena_sec80end < $arena_sec80st)
+ {
+ set @record_min80,$arena_min80end - $arena_min80st -1;
+ set @record_sec80,60 - $arena_sec80st + $arena_sec80end;
+ }
+ else
+ {
+ set @record_min80,$arena_min80end - $arena_min80st;
+ set @record_sec80,$arena_sec80end - $arena_sec80st;
+ }
+ }
+ set @gap80,(60 * $top_80min + $top_80sec) - (60 * @record_min80 + @record_sec80);
+ mes "[Staff]";
+ mes "Wow, you did a good job~ ";
+ mes "Your name is...^3131FF" + strcharinfo(0) +"^000000, isn't it?";
+ mes "^3131FF"+ strcharinfo(0) +"^000000, total time you spent to pass the battle..";
+ next;
+ mes "[Staff]";
+ mes "is "+@record_min80+"minutes "+@record_sec80+"seconds.";
+ mes "Congratulations!";
+ next;
+ mes "[Staff]";
+ mes "The fastest player among people who cleared lvl 80s arena time force battle is ^3131FF"+$arena_80topn$+"^000000.";
+ next;
+ mes "[Staff]";
+ mes "^3131FF"+$arena_80topn$+"^000000's running time was ^3131FF"+$top_80min+"^000000minutes ^3131FF"+$top_80sec+"^000000seconds.";
+ next;
+ if (@gap80 < 0) {
+ mes "[Staff]";
+ mes "Although you failed to make a new record, I hope you will succeed next time.";
+ next;
+ if (arena_point > 29980) {
+ mes "[Staff]";
+ mes "Then let me reward you with some arena points....eh?";
+ mes "Your arena points have exceeded the maximum amount. I cannot give you more points until you spend some points.";
+ next;
+ mes "[Staff]";
+ mes "You can check the amount of arena points you have in the arena waiting room.";
+ next;
+ mes "[Staff]";
+ mes "I hope you had a good time and let me guide you to the entrance of arena.";
+ mes "Thank you.";
+ close2;
+ }
+ else
+ {
+ set arena_point, arena_point + 20;
+ mes "[Staff]";
+ mes "Let me reward you some arena points.";
+ mes "If you wish to check the amount of arena points you have, please go talk to ^3131FFVendigos^000000 at the arena entrance.";
+ next;
+ mes "[Staff]";
+ mes "Let me guide you to the entrance of arena.";
+ mes "See you later~";
+ close2;
+ }
+ specialeffect2 EF_EXIT;
+ donpcevent "cast#80::Onnomal1";
+ warp "arena_room",100,75;
+ donpcevent "#arn_timer_80::Onstop";
+ donpcevent "alloff#80::Onon";
+ donpcevent "lvl 80s Waiting Room::Onstart";
+ end;
+ }
+ else
+ {
+ emotion e_omg;
+ mes "[Staff]";
+ mes "Wow! You have renewed the record!";
+ mes "What a great job!";
+ next;
+ mes "[Staff]";
+ mes "You have been recorded as the fastest player among people who cleared ^FF0000Arena Time Force Battle lvl 80s^000000, ^3131FF"+strcharinfo(0)+"^000000.";
+ set $top_80min, @record_min80;
+ set $top_80sec, @record_sec80;
+ set $arena_80topn$,strcharinfo(0);
+ donpcevent "Vendigos::Onlinerec_80";
+ next;
+ if (arena_point > 29980) {
+ mes "[Staff]";
+ mes "Then let me reward you with some arena points....eh?";
+ mes "Your arena points have exceeded the maximum amount. I cannot give you more points until you spend some points.";
+ next;
+ mes "[Staff]";
+ mes "You can check the amount of arena points you have in the arena waiting room.";
+ next;
+ mes "[Staff]";
+ mes "I hope you had a good time and let me guide you to the entrance of arena.";
+ mes "Thank you.";
+ close2;
+ }
+ else
+ {
+ mes "[Staff]";
+ mes "Let me reward you with some arena points.";
+ mes "At the same time, since you have renewed the record you will receive an extra amount of the points this time.";
+ next;
+ set arena_point, arena_point + 50;
+ mes "[Staff]";
+ mes "Let me reward you some arena points.";
+ mes "If you wish to check the amount of arena points you have, please go talk to ^3131FFVendigos^000000 at the arena entrance.";
+ next;
+ mes "[Staff]";
+ mes "Let me guide you to the entrance of arena.";
+ mes "See you later~";
+ close2;
+ }
+ specialeffect2 EF_HIT5;
+ donpcevent "cast#80::Onnomal2";
+ warp "arena_room",100,75;
+ donpcevent "#arn_timer_80::Onstop";
+ donpcevent "alloff#80::Onon";
+ donpcevent "lvl 80s Waiting Room::Onstart";
+ end;
+ }
+}
+
+prt_are_in,14,195,3 script #arn_timer_80 139,{
+
+Onon:
+ initnpctimer;
+ end;
+
+OnTimer2000:
+ mapannounce "prt_are_in","This broadcast informs you about the restriction for arena lvl 80s.",0,0xFFCE00;
+ end;
+
+OnTimer3000:
+ mapannounce "prt_are_in","For a smooth game play, exit warp portal will be activated in 1 minute.",0,0xFFCE00;
+ end;
+
+OnTimer4000:
+ mapannounce "prt_are_in","Please proceed your battle quickly as possible in order to avoid disadvantage. Thank you for your cooperation.",0,0xFFCE00;
+ end;
+
+OnTimer60000:
+ donpcevent "cast#80::Ontimeover2";
+ donpcevent "arn_warp_80::Onout";
+ donpcevent "#arn_timer_80::Onstop";
+ donpcevent "alloff#80::Onon";
+ donpcevent "lvl 80s Waiting Room::Onstart";
+ end;
+
+Onstop:
+ stopnpctimer;
+ end;
+
+}
+
+prt_are_in,1,1,1 script arn_warp_80 -1,{
+
+Onout:
+ areawarp "prt_are_in",66,195,81,180,"arena_room",100,75;
+ end;
+}
+
+force_4-1,10,55,4 script cast#80 139,{
+Ontimeover1:
+ mapannounce "force_4-1","Arena will be reactivated due to an error occurred during battle.",0,0xFFCE00;
+ end;
+Ontimeover2:
+ mapannounce "force_4-1","Arena will be activated due to an error occurred in the waiting room.",0,0xFFCE00;
+ end;
+Onnomal1:
+ mapannounce "force_4-1","Arena will be reactivated.",0,0xFFCE00;
+ end;
+Onnomal2:
+ mapannounce "force_4-1","Arena will be reactivated.",0,0xFFCE00;
+ end;
+}
+
+force_4-1,100,60,3 script alloff#80 139,{
+
+Onon:
+ mapwarp "force_4-1","prt_are_in",126,190,0,0;
+ donpcevent "force_01mob#80::Onreset";
+ donpcevent "force_02mob#80::Onreset";
+ donpcevent "force_03mob#80::Onreset";
+ donpcevent "force_04mob#80::Onreset";
+ donpcevent "force_05mob#80::Onreset";
+ donpcevent "force_06mob#80::Onreset";
+ donpcevent "force_07mob#80::Onreset";
+ donpcevent "force_08mob#80::Onreset";
+ donpcevent "force_09mob#80::Onreset";
+ donpcevent "force_01ex#80::Onreset";
+ donpcevent "force_03ex#80::Onreset";
+ donpcevent "force_04ex#80::Onreset";
+ donpcevent "force_05ex#80::Onreset";
+ donpcevent "force_07ex#80::Onreset";
+ donpcevent "force_08ex#80::Onreset";
+ donpcevent "force_09ex#80::Onreset";
+ donpcevent "Octus#arena::Ontimeroff";
+ disablenpc "Octus#arena";
+ disablenpc "force_01_02#80";
+ disablenpc "force_02_03#80";
+ disablenpc "force_03_04#80";
+ disablenpc "force_04_05#80";
+ disablenpc "force_05_06#80";
+ disablenpc "force_06_07#80";
+ disablenpc "force_07_08#80";
+ disablenpc "force_08_09#80";
+ disablenpc "force_exit#80";
+ disablenpc "arena#80";
+ donpcevent "#arn_timer_80::Onstop";
+ enablenpc "Octus#arena";
+ enablenpc "arena#80";
+ end;
+
+OnInit:
+ if(!$top_80min && !$top_80sec) set $top_80min,8;
+ end;
+
+}
+
diff --git a/npc/pre-re/other/arena/arena_party.txt b/npc/pre-re/other/arena/arena_party.txt
new file mode 100644
index 000000000..13e56508c
--- /dev/null
+++ b/npc/pre-re/other/arena/arena_party.txt
@@ -0,0 +1,1462 @@
+//===== rAthena Script ========================================
+//= Izlude Party Arena
+//===== By: ==================================================
+//= SinSloth
+//===== Current Version: =====================================
+//= 1.3
+//===== Compatible With: =====================================
+//= Any Athena Version
+//===== Description: =========================================
+//= Izlude Party Battle Arena
+//===== Additional Comments: =================================
+//= 1.0 First version.
+//= 1.0a Fixed a typo.
+//= 1.1 Replaced effect numerics with constants. [Samuray22]
+//= 1.2 Fixed "OnMobDeath" doesn't work sometime. [Inkfish]
+//= 1.3 Corrected donpcevent typo. (bugreport:4374) [L0ne_w0lf]
+//============================================================
+
+arena_room,162,88,3 script Ponox 124,{
+ end;
+
+OnInit:
+ waitingroom "Time Force Battle - Last Party !",11,"Ponox::OnStartArena",5;
+ enablewaitingroomevent;
+ end;
+
+OnStartArena:
+ donpcevent "toarena#party::OnInit";
+ donpcevent "toout#party::OnInit";
+ warpwaitingpc "prt_are_in",73,78;
+ donpcevent "toout#party::OnTimer";
+ donpcevent "Helper#party::OnEnter";
+ disablewaitingroomevent;
+ end;
+
+Onstart:
+ enablewaitingroomevent;
+ end;
+}
+
+prt_are_in,76,87,3 script Helper#party 67,4,4,{
+
+ if($arn_partywait == 0)
+ {
+ set $arn_partywait,1;
+ emotion e_gasp,0;
+ mes "[Helper Iriff]";
+ mes "Good day, challengers!";
+ mes "You are in the party arena waiting room.";
+ next;
+ mes "[Helper Iriff]";
+ mes "Only one person at a time is allowed to stay in this waiting room.";
+ mes "Would you like to start a battle now?";
+ next;
+ switch( select( "No","Yes" ) )
+ {
+ case 1:
+ set $arn_partywait,0;
+ mes "[Helper Iriff]";
+ mes "I see.";
+ mes "However, please remember you have only a limited amount of time.";
+ close;
+
+ case 2:
+ mes "[Helper Iriff]";
+ mes "Thank you, let me start a battle.";
+ mes "A warp portal leading to the arena room will be open.";
+ mes "I hope you will survive until the end of the battle and engrave your name on the list of honor...";
+ close2;
+ donpcevent "toarena#party::OnEnter";
+ donpcevent "Helper#party::OnStop";
+ donpcevent "arena_p::OnStart";
+ end;
+ }
+ }
+ else end;
+
+OnEnter:
+ enablenpc "Helper#party";
+ end;
+
+OnStop:
+ disablenpc "Helper#party";
+ end;
+
+OnInit:
+ set $arn_partywait,0;
+ end;
+}
+
+prt_are_in,73,78,0 script toarena#party 139,20,20,{
+
+OnInit:
+ disablenpc "toarena#party";
+ end;
+
+OnTouch:
+ if(Zeny < 1000) warp "arena_room",100,75;
+ else
+ {
+ set Zeny,Zeny -1000;
+ set $arn_partywait,0;
+ donpcevent "toout#party::OnStop";
+ warp "force_1-2",99,26;
+ }
+
+OnEnter:
+ enablenpc "toarena#party";
+ end;
+}
+
+prt_are_in,73,79,0 script toout#party 139,20,20,{
+
+OnInit:
+ disablenpc "toout#party";
+ end;
+
+OnTimer:
+ initnpctimer;
+ end;
+
+OnTimer60000:
+ set $arn_partywait,0;
+ enablenpc "toout#party";
+ end;
+
+OnTimer70000:
+ donpcevent "toout#party::OnStop";
+ donpcevent "Ponox::Onstart";
+ disablenpc "toout#party";
+
+OnTouch:
+ set $arn_partywait,0;
+ warp "arena_room",100,75;
+
+OnEnter:
+ enablenpc "toout#party";
+ end;
+
+OnStop:
+// broadcastinmap "toout turns off the timer."
+ stopnpctimer;
+ end;
+}
+
+prt_are_in,73,74,0 script arena_out 139,1,1,{
+
+OnTouch:
+ set $arn_partywait,0;
+ warp "arena_room",100,75;
+ end;
+}
+
+force_1-2,99,31,4 script Slipslowrun#party 124,{
+
+OnInit:
+ set $@mapcountpt,0;
+ end;
+
+OnStart:
+ initnpctimer;
+ set $arena_minptst,gettime(2);
+ set $arena_secptst,gettime(1);
+ end;
+
+OnTimer2000:
+ mapannounce "force_1-2","Good day, my name is Slipslowrun! I am here to assist you in the party arena battles!",bc_all;
+ donpcevent "arena_compass::OnStart";
+ end;
+
+OnTimer3000:
+ mapannounce "force_1-2","The goal of the party arena is eliminating every monster in each room.",bc_all;
+ end;
+
+OnTimer4000:
+ mapannounce "force_1-2","There is no order to enter one among 3 rooms at 3 direction. But remember you will eliminate all monsters in a room in order to procceed to the next step.",bc_all;
+ end;
+
+OnTimer5000:
+ mapannounce "force_1-2","You have 10 minutes from now. I expect you will do your best! ",bc_all;
+ end;
+
+OnTimer60000:
+ if(!getmapusers("force_1-2")) donpcevent "Slipslowrun#party::OnFail";
+ mapannounce "force_1-2","Remaining Time : 9 minutes ",bc_all;
+ end;
+
+OnTimer120000:
+ if(!getmapusers("force_1-2")) donpcevent "Slipslowrun#party::OnFail";
+ mapannounce "force_1-2","Remaining Time : 8 minutes ",bc_all;
+ end;
+
+OnTimer180000:
+ if(!getmapusers("force_1-2")) donpcevent "Slipslowrun#party::OnFail";
+ mapannounce "force_1-2","Remaining Time : 7 minutes ",bc_all;
+ end;
+
+OnTimer240000:
+ if(!getmapusers("force_1-2")) donpcevent "Slipslowrun#party::OnFail";
+ mapannounce "force_1-2","Remaining Time : 6 minutes ",bc_all;
+ end;
+
+OnTimer300000:
+ if(!getmapusers("force_1-2")) donpcevent "Slipslowrun#party::OnFail";
+ mapannounce "force_1-2","Remaining Time : 5 minutes ",bc_all;
+ end;
+
+OnTimer360000:
+ if(!getmapusers("force_1-2")) donpcevent "Slipslowrun#party::OnFail";
+ mapannounce "force_1-2","Remaining Time : 4 minutes ",bc_all;
+ end;
+
+OnTimer420000:
+ if(!getmapusers("force_1-2")) donpcevent "Slipslowrun#party::OnFail";
+ mapannounce "force_1-2","Remaining Time : 3 minutes ",bc_all;
+ end;
+
+OnTimer480000:
+ if(!getmapusers("force_1-2")) donpcevent "Slipslowrun#party::OnFail";
+ mapannounce "force_1-2","Remaining Time : 2 minutes ",bc_all;
+ end;
+
+OnTimer540000:
+ if(!getmapusers("force_1-2")) donpcevent "Slipslowrun#party::OnFail";
+ mapannounce "force_1-2","Remaining Time : 1 minute ",bc_all;
+ end;
+
+OnTimer600000:
+ mapannounce "force_1-2","Time is over! Please make sure you do not leave anything behind you before you leave .",bc_all;
+ end;
+
+OnTimer605000:
+ donpcevent "arena_p::OnReset";
+ mapwarp "force_1-2","prt_are_in",177,138;
+ end;
+
+OnTimer606000:
+OnTimer607000:
+OnTimer608000:
+OnTimer609000:
+OnTimer610000:
+OnTimer611000:
+OnTimer612000:
+OnTimer613000:
+ mapwarp "force_1-2","prt_are_in",177,138;
+ end;
+
+OnTimer614000:
+ mapwarp "force_1-2","prt_are_in",177,138;
+ donpcevent "Slipslowrun#party::OnFail";
+ end;
+
+OnFail:
+ donpcevent "Slipslowrun#party::OnTimeoff";
+ mapwarp "force_1-2","prt_are_in",177,138;
+ donpcevent "arena_p::OnReset";
+ donpcevent "alloff#party::OnInit";
+ donpcevent "Ponox::Onstart";
+ end;
+
+OnTimeoff:
+ stopnpctimer;
+ end;
+
+On01_end:
+ mapannounce "force_1-2","A door to the east room has opened!",bc_all;
+ end;
+
+On02_end:
+ mapannounce "force_1-2","A door to the west room has opened!",bc_all;
+ end;
+
+On03_end:
+ mapannounce "force_1-2","A door to the south room has opened!",bc_all;
+ end;
+
+On04_start:
+ mapannounce "force_1-2","A door to the 4th room at the east has opened!",bc_all;
+ end;
+
+On04_end1:
+ mapannounce "force_1-2","A warp portal at the west has opened! Please clear the 5th room at the end of the west hall! ",bc_all;
+ end;
+
+On04_end2:
+ mapannounce "force_1-2","A warp portal at the west north room has opened! ",bc_all;
+ end;
+
+On05_end1:
+ mapannounce "force_1-2","A door to the east room has opened~",bc_all;
+ end;
+
+On05_end2:
+ mapannounce "force_1-2","A door to the north room has opened~",bc_all;
+ end;
+
+On06_end:
+ mapannounce "force_1-2","A door to the east room has opened~",bc_all;
+ end;
+
+On07_end:
+ mapannounce "force_1-2","A door at the north has opened~",bc_all;
+ end;
+
+On08_end:
+ mapannounce "force_1-2","A door to the west hall has opened~",bc_all;
+ end;
+
+On09_end:
+ mapannounce "force_1-2","A west exit has opened!",bc_all;
+ end;
+
+On10_end:
+ mapannounce "force_1-2","Boss stage cleared! An exit at the east has opened! Thank you.",bc_all;
+ end;
+}
+
+force_1-2,62,104,4 script arena_p 111,1,1,{
+
+OnStart:
+ mapwarp "force_1-2","prt_are_in",177,138;
+ disablenpc "force_01_00";
+ disablenpc "force_02_00";
+ disablenpc "force_03_00";
+ disablenpc "force_03_05";
+ disablenpc "force_03_04";
+ disablenpc "force_04_03";
+ disablenpc "force_05_03";
+ disablenpc "force_05_06";
+ disablenpc "force_06_07";
+ disablenpc "force_07_08";
+ disablenpc "force_08_09";
+ disablenpc "force_09_10";
+ disablenpc "force_10_09";
+ disablenpc "force_09_exit";
+ enablenpc "force_01start#party";
+ enablenpc "force_02start#party";
+ enablenpc "force_03start#party";
+ disablenpc "force_04start#party";
+ disablenpc "force_05start#party";
+ disablenpc "force_06start#party";
+ disablenpc "force_07start#party";
+ disablenpc "force_08start#party";
+ disablenpc "force_09start#party";
+ disablenpc "force_10start#party";
+ disablenpc "force_exit#party";
+ donpcevent "force_01mob#party::OnReset";
+ donpcevent "force_02mob#party::OnReset";
+ donpcevent "force_03mob#party::OnReset";
+ donpcevent "force_04mob#party::OnReset";
+ donpcevent "force_05mob#party::OnReset";
+ donpcevent "force_06mob#party::OnReset";
+ donpcevent "force_07mob#party::OnReset";
+ donpcevent "force_08mob#party::OnReset";
+ donpcevent "force_09mob#party::OnReset";
+ donpcevent "force_10mob-1#party::OnReset";
+ donpcevent "force_10mob-2#party::OnReset";
+ donpcevent "force_exitmob#party::OnReset";
+ donpcevent "Slipslowrun#party::OnStart";
+ set $arn_partyc,0;
+ set $arn_partywait,0;
+ end;
+
+On04_start:
+ enablenpc "force_03_04";
+ enablenpc "force_04start#party";
+ end;
+
+On06_start:
+ enablenpc "force_05_06";
+ enablenpc "force_06start#party";
+ end;
+
+On07_start:
+ enablenpc "force_06_07";
+ enablenpc "force_07start#party";
+ end;
+
+On08_start:
+ enablenpc "force_07_08";
+ enablenpc "force_08start#party";
+ end;
+
+On09_start:
+ enablenpc "force_08_09";
+ enablenpc "force_09start#party";
+ end;
+
+On10_start:
+ enablenpc "force_09_10";
+ enablenpc "force_10start#party";
+ end;
+
+Onexit:
+ enablenpc "force_10_09";
+ enablenpc "force_09_exit";
+ enablenpc "force_exit#party";
+ end;
+
+OnReset:
+ donpcevent "force_01mob#party::OnReset";
+ donpcevent "force_02mob#party::OnReset";
+ donpcevent "force_03mob#party::OnReset";
+ donpcevent "force_04mob#party::OnReset";
+ donpcevent "force_05mob#party::OnReset";
+ donpcevent "force_06mob#party::OnReset";
+ donpcevent "force_07mob#party::OnReset";
+ donpcevent "force_08mob#party::OnReset";
+ donpcevent "force_09mob#party::OnReset";
+ donpcevent "force_10mob-1#party::OnReset";
+ donpcevent "force_10mob-2#party::OnReset";
+ donpcevent "force_exitmob#party::OnReset";
+ end;
+}
+
+force_1-2,85,26,1 script force_00_01 45,1,1,{
+
+OnTouch:
+ warp "force_1-2",37,26;
+ end;
+}
+
+force_1-2,114,26,1 script force_00_02 45,1,1,{
+
+OnTouch:
+ warp "force_1-2",162,26;
+ end;
+}
+
+force_1-2,99,40,1 script force_00_03 45,1,1,{
+
+OnTouch:
+ warp "force_1-2",99,66;
+ end;
+}
+
+force_1-2,41,26,1 script force_01_00 45,1,1,{
+
+OnTouch:
+ warp "force_1-2",89,26;
+ end;
+}
+
+force_1-2,158,26,1 script force_02_00 45,1,1,{
+
+OnTouch:
+ warp "force_1-2",110,26;
+ end;
+}
+
+force_1-2,99,63,1 script force_03_00 45,1,1,{
+
+OnTouch:
+ warp "force_1-2",99,36;
+ end;
+}
+
+force_1-2,84,78,1 script force_03_05 45,1,1,{
+
+OnTouch:
+ warp "force_1-2",37,78;
+ end;
+}
+
+force_1-2,115,78,1 script force_03_04 45,1,1,{
+
+OnTouch:
+ warp "force_1-2",162,78;
+ end;
+}
+force_1-2,158,77,1 script force_04_03 45,1,1,{
+
+OnTouch:
+ warp "force_1-2",110,78;
+ end;
+}
+
+force_1-2,41,77,1 script force_05_03 45,1,1,{
+
+OnTouch:
+ warp "force_1-2",37,78;
+ end;
+}
+
+force_1-2,25,93,1 script force_05_06 45,1,1,{
+
+OnTouch:
+ warp "force_1-2",26,118;
+ end;
+}
+
+force_1-2,49,130,1 script force_06_07 45,1,1,{
+
+OnTouch:
+ warp "force_1-2",91,125;
+ end;
+}
+
+force_1-2,107,145,1 script force_07_08 45,1,1,{
+
+OnTouch:
+ warp "force_1-2",173,118;
+ end;
+}
+
+force_1-2,158,178,1 script force_08_09 45,1,1,{
+
+OnTouch:
+ warp "force_1-2",133,178;
+ end;
+}
+
+force_1-2,55,178,1 script force_09_10 45,1,1,{
+
+OnTouch:
+ warp "force_1-2",29,178;
+ end;
+}
+
+force_1-2,33,178,1 script force_10_09 45,1,1,{
+
+OnTouch:
+ warp "force_1-2",59,178;
+ end;
+}
+
+force_1-2,95,187,1 script force_09_exit 45,1,1,{
+
+OnTouch:
+ set $arena_minptend,gettime(2);
+ set $arena_secptend,gettime(1);
+ warp "prt_are_in",73,139;
+ donpcevent "#arn_timer_pt::OnEnter";
+ donpcevent "arena_p::OnReset";
+ donpcevent "Slipslowrun#party::OnTimeoff";
+ end;
+}
+
+force_1-2,36,26,0 script force_01start#party 139,1,1,{
+
+OnTouch:
+ donpcevent "force_01mob#party::Onon";
+ disablenpc "force_01start#party";
+ end;
+}
+
+force_1-2,63,104,1 script force_01mob#party 111,{
+
+Onon:
+ monster "force_1-2",15,35,"Penomena",1441,1,"force_01mob#party::OnMobDeath";
+ monster "force_1-2",35,35,"Penomena",1441,1,"force_01mob#party::OnMobDeath";
+ monster "force_1-2",15,15,"Penomena",1441,1,"force_01mob#party::OnMobDeath";
+ monster "force_1-2",35,15,"Penomena",1441,1,"force_01mob#party::OnMobDeath";
+ monster "force_1-2",15,25,"Clock",1528,1,"force_01mob#party::OnMobDeath";
+ monster "force_1-2",17,25,"Clock",1528,1,"force_01mob#party::OnMobDeath";
+ monster "force_1-2",19,25,"Clock",1528,1,"force_01mob#party::OnMobDeath";
+ monster "force_1-2",21,25,"Clock",1528,1,"force_01mob#party::OnMobDeath";
+ monster "force_1-2",15,25,"Clock",1528,1,"force_01mob#party::OnMobDeath";
+ monster "force_1-2",17,25,"Clock",1528,1,"force_01mob#party::OnMobDeath";
+ monster "force_1-2",19,25,"Clock",1528,1,"force_01mob#party::OnMobDeath";
+ monster "force_1-2",21,25,"Clock",1528,1,"force_01mob#party::OnMobDeath";
+ monster "force_1-2",15,30,"Alarm",1476,1,"force_01mob#party::OnMobDeath";
+ monster "force_1-2",17,22,"Alarm",1476,1,"force_01mob#party::OnMobDeath";
+ monster "force_1-2",19,32,"Alarm",1476,1,"force_01mob#party::OnMobDeath";
+ monster "force_1-2",21,22,"Alarm",1476,1,"force_01mob#party::OnMobDeath";
+ monster "force_1-2",26,33,"Clock Tower Keeper",1527,1,"force_01mob#party::OnMobDeath";
+ monster "force_1-2",26,33,"Clock Tower Keeper",1527,1,"force_01mob#party::OnMobDeath";
+ monster "force_1-2",26,14,"Ancient Worm",1567,1,"force_01mob#party::OnMobDeath";
+ monster "force_1-2",30,27,"Ancient Worm",1567,1,"force_01mob#party::OnMobDeath";
+ monster "force_1-2",29,25,"Ancient Worm",1567,1,"force_01mob#party::OnMobDeath";
+ monster "force_1-2",26,14,"Ancient Worm",1567,1,"force_01mob#party::OnMobDeath";
+ monster "force_1-2",33,26,"Incubus",1580,1,"force_01mob#party::OnMobDeath";
+ monster "force_1-2",29,28,"Incubus",1580,1,"force_01mob#party::OnMobDeath";
+ monster "force_1-2",33,20,"Incubus",1580,1,"force_01mob#party::OnMobDeath";
+ monster "force_1-2",33,30,"Incubus",1580,1,"force_01mob#party::OnMobDeath";
+ set $force_01_pt,26;
+ end;
+
+OnReset:
+ killmonster "force_1-2","force_01mob#party::OnMobDeath";
+ end;
+
+OnMobDeath:
+ set $force_01_pt,$force_01_pt -1;
+ if($force_01_pt < 1)
+ {
+ enablenpc "force_01_00";
+ donpcevent "Slipslowrun#party::On01_end";
+ set $arn_partyc,$arn_partyc +1;
+ if($arn_partyc == 3)
+ {
+ donpcevent "Slipslowrun#party::On04_start";
+ enablenpc "force_03_04";
+ enablenpc "force_04start#party";
+ }
+ }
+ end;
+}
+
+force_1-2,162,26,0 script force_02start#party 139,1,1,{
+
+OnTouch:
+ donpcevent "force_02mob#party::Onon";
+ disablenpc "force_02start#party";
+ end;
+}
+
+force_1-2,63,103,1 script force_02mob#party 111,{
+
+Onon:
+ monster "force_1-2",163,36,"Penomena",1441,1,"force_02mob#party::OnMobDeath";
+ monster "force_1-2",184,36,"Penomena",1441,1,"force_02mob#party::OnMobDeath";
+ monster "force_1-2",184,16,"Penomena",1441,1,"force_02mob#party::OnMobDeath";
+ monster "force_1-2",163,16,"Penomena",1441,1,"force_02mob#party::OnMobDeath";
+ monster "force_1-2",171,37,"Joker",1437,1,"force_02mob#party::OnMobDeath";
+ monster "force_1-2",177,37,"Joker",1437,1,"force_02mob#party::OnMobDeath";
+ monster "force_1-2",184,29,"Joker",1437,1,"force_02mob#party::OnMobDeath";
+ monster "force_1-2",184,22,"Joker",1437,1,"force_02mob#party::OnMobDeath";
+ monster "force_1-2",177,16,"Joker",1437,1,"force_02mob#party::OnMobDeath";
+ monster "force_1-2",170,16,"Joker",1437,1,"force_02mob#party::OnMobDeath";
+ monster "force_1-2",169,28,"Bathory",1525,1,"force_02mob#party::OnMobDeath";
+ monster "force_1-2",171,28,"Bathory",1525,1,"force_02mob#party::OnMobDeath";
+ monster "force_1-2",173,28,"Bathory",1525,1,"force_02mob#party::OnMobDeath";
+ monster "force_1-2",175,28,"Bathory",1525,1,"force_02mob#party::OnMobDeath";
+ monster "force_1-2",177,28,"Bathory",1525,1,"force_02mob#party::OnMobDeath";
+ monster "force_1-2",177,23,"Bathory",1525,1,"force_02mob#party::OnMobDeath";
+ monster "force_1-2",175,23,"Bathory",1525,1,"force_02mob#party::OnMobDeath";
+ monster "force_1-2",173,23,"Bathory",1525,1,"force_02mob#party::OnMobDeath";
+ monster "force_1-2",171,23,"Bathory",1525,1,"force_02mob#party::OnMobDeath";
+ monster "force_1-2",169,23,"Bathory",1525,1,"force_02mob#party::OnMobDeath";
+ monster "force_1-2",187,30,"Arclouse",1477,1,"force_02mob#party::OnMobDeath";
+ monster "force_1-2",187,30,"Arclouse",1477,1,"force_02mob#party::OnMobDeath";
+ monster "force_1-2",187,30,"Arclouse",1477,1,"force_02mob#party::OnMobDeath";
+ monster "force_1-2",187,22,"Arclouse",1477,1,"force_02mob#party::OnMobDeath";
+ monster "force_1-2",187,22,"Arclouse",1477,1,"force_02mob#party::OnMobDeath";
+ monster "force_1-2",187,22,"Arclouse",1477,1,"force_02mob#party::OnMobDeath";
+ monster "force_1-2",173,40,"Arclouse",1477,1,"force_02mob#party::OnMobDeath";
+ monster "force_1-2",173,40,"Arclouse",1477,1,"force_02mob#party::OnMobDeath";
+ monster "force_1-2",181,25,"Arclouse",1477,1,"force_02mob#party::OnMobDeath";
+ monster "force_1-2",181,25,"Arclouse",1477,1,"force_02mob#party::OnMobDeath";
+ set $force_02_pt,30;
+ end;
+
+OnReset:
+ killmonster "force_1-2","force_02mob#party::OnMobDeath";
+ end;
+
+OnMobDeath:
+ set $force_02_pt,$force_02_pt -1;
+ if($force_02_pt < 1)
+ {
+ enablenpc "force_02_00";
+ donpcevent "Slipslowrun#party::On02_end";
+ set $arn_partyc,$arn_partyc +1;
+ if($arn_partyc == 3)
+ {
+ donpcevent "Slipslowrun#party::On04_start";
+ enablenpc "force_03_04";
+ enablenpc "force_04start#party";
+ }
+ }
+ end;
+}
+
+force_1-2,99,66,0 script force_03start#party 139,1,1,{
+
+OnTouch:
+ donpcevent "force_03mob#party::Onon";
+ disablenpc "force_03start#party";
+ end;
+}
+
+force_1-2,63,102,1 script force_03mob#party 111,{
+
+Onon:
+ monster "force_1-2",89,81,"Merman",1451,1,"force_03mob#party::OnMobDeath";
+ monster "force_1-2",90,81,"Merman",1451,1,"force_03mob#party::OnMobDeath";
+ monster "force_1-2",91,81,"Merman",1451,1,"force_03mob#party::OnMobDeath";
+ monster "force_1-2",92,81,"Merman",1451,1,"force_03mob#party::OnMobDeath";
+ monster "force_1-2",93,81,"Merman",1451,1,"force_03mob#party::OnMobDeath";
+ monster "force_1-2",96,85,"Wind Ghost",1450,1,"force_03mob#party::OnMobDeath";
+ monster "force_1-2",98,85,"Wind Ghost",1450,1,"force_03mob#party::OnMobDeath";
+ monster "force_1-2",100,85,"Wind Ghost",1450,1,"force_03mob#party::OnMobDeath";
+ monster "force_1-2",102,85,"Wind Ghost",1450,1,"force_03mob#party::OnMobDeath";
+ monster "force_1-2",104,85,"Wind Ghost",1450,1,"force_03mob#party::OnMobDeath";
+ monster "force_1-2",88,79,"Deviruchi",1433,1,"force_03mob#party::OnMobDeath";
+ monster "force_1-2",90,79,"Deviruchi",1433,1,"force_03mob#party::OnMobDeath";
+ monster "force_1-2",92,79,"Deviruchi",1433,1,"force_03mob#party::OnMobDeath";
+ monster "force_1-2",94,79,"Deviruchi",1433,1,"force_03mob#party::OnMobDeath";
+ monster "force_1-2",96,79,"Deviruchi",1433,1,"force_03mob#party::OnMobDeath";
+ monster "force_1-2",98,79,"Deviruchi",1433,1,"force_03mob#party::OnMobDeath";
+ monster "force_1-2",100,79,"Deviruchi",1433,1,"force_03mob#party::OnMobDeath";
+ monster "force_1-2",102,79,"Deviruchi",1433,1,"force_03mob#party::OnMobDeath";
+ monster "force_1-2",104,79,"Deviruchi",1433,1,"force_03mob#party::OnMobDeath";
+ monster "force_1-2",106,79,"Deviruchi",1433,1,"force_03mob#party::OnMobDeath";
+ monster "force_1-2",108,79,"Deviruchi",1433,1,"force_03mob#party::OnMobDeath";
+ monster "force_1-2",110,79,"Deviruchi",1433,1,"force_03mob#party::OnMobDeath";
+ monster "force_1-2",91,86,"Wanderer",1490,1,"force_03mob#party::OnMobDeath";
+ monster "force_1-2",108,86,"Wanderer",1490,1,"force_03mob#party::OnMobDeath";
+ monster "force_1-2",91,69,"Wanderer",1490,1,"force_03mob#party::OnMobDeath";
+ monster "force_1-2",108,69,"Wanderer",1490,1,"force_03mob#party::OnMobDeath";
+ set $force_03_pt,26;
+ end;
+
+OnReset:
+ killmonster "force_1-2","force_03mob#party::OnMobDeath";
+ end;
+
+OnMobDeath:
+ set $force_03_pt,$force_03_pt -1;
+ if($force_03_pt < 1)
+ {
+ enablenpc "force_03_00";
+ donpcevent "Slipslowrun#party::On03_end";
+ set $arn_partyc,$arn_partyc +1;
+ if($arn_partyc == 3)
+ {
+ donpcevent "Slipslowrun#party::On04_start";
+ enablenpc "force_03_04";
+ enablenpc "force_04start#party";
+ }
+ }
+ end;
+}
+
+force_1-2,162,78,0 script force_04start#party 139,3,3,{
+
+OnTouch:
+ donpcevent "force_04mob#party::Onon";
+ disablenpc "force_04start#party";
+ end;
+}
+
+force_1-2,63,101,1 script force_04mob#party 111,{
+
+Onon:
+ monster "force_1-2",174,78,"Penomena",1441,1,"force_04mob#party::OnMobDeath";
+ monster "force_1-2",184,78,"Penomena",1441,1,"force_04mob#party::OnMobDeath";
+ monster "force_1-2",184,68,"Penomena",1441,1,"force_04mob#party::OnMobDeath";
+ monster "force_1-2",174,68,"Penomena",1441,1,"force_04mob#party::OnMobDeath";
+ monster "force_1-2",169,87,"Ride Word",1478,1,"force_04mob#party::OnMobDeath";
+ monster "force_1-2",170,87,"Ride Word",1478,1,"force_04mob#party::OnMobDeath";
+ monster "force_1-2",171,87,"Ride Word",1478,1,"force_04mob#party::OnMobDeath";
+ monster "force_1-2",172,87,"Ride Word",1478,1,"force_04mob#party::OnMobDeath";
+ monster "force_1-2",169,77,"Ride Word",1478,1,"force_04mob#party::OnMobDeath";
+ monster "force_1-2",170,77,"Ride Word",1478,1,"force_04mob#party::OnMobDeath";
+ monster "force_1-2",171,77,"Ride Word",1478,1,"force_04mob#party::OnMobDeath";
+ monster "force_1-2",172,77,"Ride Word",1478,1,"force_04mob#party::OnMobDeath";
+ monster "force_1-2",183,83,"Wraith Dead",1566,1,"force_04mob#party::OnMobDeath";
+ monster "force_1-2",183,80,"Wraith Dead",1566,1,"force_04mob#party::OnMobDeath";
+ monster "force_1-2",183,73,"Wraith Dead",1566,1,"force_04mob#party::OnMobDeath";
+ monster "force_1-2",183,70,"Wraith Dead",1566,1,"force_04mob#party::OnMobDeath";
+ monster "force_1-2",179,77,"Wraith Dead",1566,1,"force_04mob#party::OnMobDeath";
+ monster "force_1-2",169,72,"Assaulter",1364,1,"force_04mob#party::OnMobDeath";
+ monster "force_1-2",171,72,"Assaulter",1364,1,"force_04mob#party::OnMobDeath";
+ monster "force_1-2",173,72,"Assaulter",1364,1,"force_04mob#party::OnMobDeath";
+ monster "force_1-2",175,72,"Assaulter",1364,1,"force_04mob#party::OnMobDeath";
+ monster "force_1-2",177,72,"Assaulter",1364,1,"force_04mob#party::OnMobDeath";
+ set $force_04_pt,22;
+ end;
+
+OnReset:
+ killmonster "force_1-2","force_04mob#party::OnMobDeath";
+ end;
+
+OnMobDeath:
+ set $force_04_pt,$force_04_pt -1;
+ if($force_04_pt < 1)
+ {
+ enablenpc "force_04_03";
+ enablenpc "force_03_05";
+ enablenpc "force_05start#party";
+ donpcevent "Slipslowrun#party::On04_end1";
+ }
+ end;
+}
+
+force_1-2,36,77,0 script force_05start#party 139,1,1,{
+
+OnTouch:
+ donpcevent "force_05mob#party::Onon";
+ disablenpc "force_05start#party";
+ end;
+}
+
+force_1-2,63,100,1 script force_05mob#party 111,{
+
+Onon:
+ monster "force_1-2",25,68,"Penomena",1441,1,"force_05mob#party::OnMobDeath";
+ monster "force_1-2",36,68,"Penomena",1441,1,"force_05mob#party::OnMobDeath";
+ monster "force_1-2",16,88,"Penomena",1441,1,"force_05mob#party::OnMobDeath";
+ monster "force_1-2",15,78,"Penomena",1441,1,"force_05mob#party::OnMobDeath";
+ monster "force_1-2",33,88,"Sting",1489,1,"force_05mob#party::OnMobDeath";
+ monster "force_1-2",29,87,"Sting",1489,1,"force_05mob#party::OnMobDeath";
+ monster "force_1-2",25,81,"Sting",1489,1,"force_05mob#party::OnMobDeath";
+ monster "force_1-2",25,78,"Sting",1489,1,"force_05mob#party::OnMobDeath";
+ monster "force_1-2",25,72,"Sting",1489,1,"force_05mob#party::OnMobDeath";
+ monster "force_1-2",29,70,"Sting",1489,1,"force_05mob#party::OnMobDeath";
+ monster "force_1-2",21,70,"Sting",1489,1,"force_05mob#party::OnMobDeath";
+ monster "force_1-2",19,76,"Sting",1489,1,"force_05mob#party::OnMobDeath";
+ monster "force_1-2",19,83,"Sting",1489,1,"force_05mob#party::OnMobDeath";
+ monster "force_1-2",23,89,"Sting",1489,1,"force_05mob#party::OnMobDeath";
+ monster "force_1-2",22,85,"Cramp",1570,1,"force_05mob#party::OnMobDeath";
+ monster "force_1-2",23,85,"Cramp",1570,1,"force_05mob#party::OnMobDeath";
+ monster "force_1-2",24,85,"Cramp",1570,1,"force_05mob#party::OnMobDeath";
+ monster "force_1-2",23,86,"Cramp",1570,1,"force_05mob#party::OnMobDeath";
+ monster "force_1-2",22,86,"Cramp",1570,1,"force_05mob#party::OnMobDeath";
+ monster "force_1-2",22,71,"Cramp",1570,1,"force_05mob#party::OnMobDeath";
+ monster "force_1-2",22,72,"Cramp",1570,1,"force_05mob#party::OnMobDeath";
+ monster "force_1-2",23,71,"Cramp",1570,1,"force_05mob#party::OnMobDeath";
+ monster "force_1-2",23,72,"Cramp",1570,1,"force_05mob#party::OnMobDeath";
+ monster "force_1-2",24,71,"Cramp",1570,1,"force_05mob#party::OnMobDeath";
+ set $force_05_pt,24;
+ end;
+
+OnReset:
+ killmonster "force_1-2","force_05mob#party::OnMobDeath";
+ end;
+
+OnMobDeath:
+ set $force_05_pt,$force_05_pt -1;
+ if($force_05_pt < 1)
+ {
+ donpcevent "arena_p::On06_start";
+ donpcevent "Slipslowrun#party::On05_end2";
+ }
+ end;
+}
+
+force_1-2,26,118,0 script force_06start#party 139,1,1,{
+
+OnTouch:
+ donpcevent "force_06mob#party::Onon";
+ disablenpc "force_06start#party";
+ end;
+}
+
+force_1-2,63,99,1 script force_06mob#party 111,{
+
+Onon:
+ monster "force_1-2",19,135,"Cloud Hermit",1531,1,"force_06mob#party::OnMobDeath";
+ monster "force_1-2",24,135,"Cloud Hermit",1531,1,"force_06mob#party::OnMobDeath";
+ monster "force_1-2",28,135,"Cloud Hermit",1531,1,"force_06mob#party::OnMobDeath";
+ monster "force_1-2",32,135,"Cloud Hermit",1531,1,"force_06mob#party::OnMobDeath";
+ monster "force_1-2",24,127,"Shinobi",1560,1,"force_06mob#party::OnMobDeath";
+ monster "force_1-2",27,127,"Shinobi",1560,1,"force_06mob#party::OnMobDeath";
+ monster "force_1-2",24,128,"Shinobi",1560,1,"force_06mob#party::OnMobDeath";
+ monster "force_1-2",27,128,"Shinobi",1560,1,"force_06mob#party::OnMobDeath";
+ monster "force_1-2",24,129,"Shinobi",1560,1,"force_06mob#party::OnMobDeath";
+ monster "force_1-2",27,129,"Shinobi",1560,1,"force_06mob#party::OnMobDeath";
+ monster "force_1-2",16,140,"Tengu",1563,1,"force_06mob#party::OnMobDeath";
+ monster "force_1-2",16,136,"Tengu",1563,1,"force_06mob#party::OnMobDeath";
+ monster "force_1-2",16,132,"Tengu",1563,1,"force_06mob#party::OnMobDeath";
+ monster "force_1-2",16,128,"Tengu",1563,1,"force_06mob#party::OnMobDeath";
+ monster "force_1-2",16,124,"Tengu",1563,1,"force_06mob#party::OnMobDeath";
+ monster "force_1-2",16,120,"Tengu",1563,1,"force_06mob#party::OnMobDeath";
+ monster "force_1-2",16,140,"Wicked Nymph",1564,1,"force_06mob#party::OnMobDeath";
+ monster "force_1-2",16,136,"Wicked Nymph",1564,1,"force_06mob#party::OnMobDeath";
+ monster "force_1-2",16,132,"Wicked Nymph",1564,1,"force_06mob#party::OnMobDeath";
+ monster "force_1-2",16,128,"Wicked Nymph",1564,1,"force_06mob#party::OnMobDeath";
+ monster "force_1-2",16,124,"Wicked Nymph",1564,1,"force_06mob#party::OnMobDeath";
+ monster "force_1-2",16,120,"Wicked Nymph",1564,1,"force_06mob#party::OnMobDeath";
+ set $force_06_pt,22;
+ end;
+
+OnReset:
+ killmonster "force_1-2","force_06mob#party::OnMobDeath";
+ end;
+
+OnMobDeath:
+ set $force_06_pt,$force_06_pt -1;
+ if($force_06_pt < 1)
+ {
+ donpcevent "arena_p::On07_start";
+ donpcevent "Slipslowrun#party::On06_end";
+ set $arn_partyc,$arn_partyc +1;
+ }
+ end;
+}
+
+force_1-2,92,124,0 script force_07start#party 139,1,1,{
+
+OnTouch:
+ donpcevent "force_07mob#party::Onon";
+ disablenpc "force_07start#party";
+ end;
+}
+
+force_1-2,63,98,1 script force_07mob#party 111,{
+
+Onon:
+ monster "force_1-2",104,134,"Greatest General",1541,1,"force_07mob#party::OnMobDeath";
+ monster "force_1-2",104,136,"Greatest General",1541,1,"force_07mob#party::OnMobDeath";
+ monster "force_1-2",104,137,"Greatest General",1541,1,"force_07mob#party::OnMobDeath";
+ monster "force_1-2",104,139,"Greatest General",1541,1,"force_07mob#party::OnMobDeath";
+ monster "force_1-2",111,134,"Greatest General",1541,1,"force_07mob#party::OnMobDeath";
+ monster "force_1-2",111,136,"Greatest General",1541,1,"force_07mob#party::OnMobDeath";
+ monster "force_1-2",111,137,"Greatest General",1541,1,"force_07mob#party::OnMobDeath";
+ monster "force_1-2",111,139,"Greatest General",1541,1,"force_07mob#party::OnMobDeath";
+ monster "force_1-2",98,122,"Khalitzburg",1438,1,"force_07mob#party::OnMobDeath";
+ monster "force_1-2",90,119,"Khalitzburg",1438,1,"force_07mob#party::OnMobDeath";
+ monster "force_1-2",98,122,"Executioner",1487,1,"force_07mob#party::OnMobDeath";
+ monster "force_1-2",108,140,"Chimera",1456,1,"force_07mob#party::OnMobDeath";
+ set $force_07_pt,12;
+ end;
+
+OnReset:
+ killmonster "force_1-2","force_07mob#party::OnMobDeath";
+ end;
+
+OnMobDeath:
+ set $force_07_pt,$force_07_pt -1;
+ if($force_07_pt < 1)
+ {
+ donpcevent "arena_p::On08_start";
+ donpcevent "Slipslowrun#party::On07_end";
+ set $arn_partyc,$arn_partyc +1;
+ }
+ end;
+}
+
+force_1-2,173,118,0 script force_08start#party 139,1,1,{
+
+OnTouch:
+ donpcevent "force_08mob#party::Onon";
+ disablenpc "force_08start#party";
+ end;
+}
+
+force_1-2,63,97,1 script force_08mob#party 111,{
+
+Onon:
+ monster "force_1-2",172,154,"Khalitzburg",1438,1,"force_08mob#party::OnMobDeath";
+ monster "force_1-2",174,145,"Ghostring",1576,1,"force_08mob#party::OnMobDeath";
+ monster "force_1-2",174,145,"Chimera",1456,1,"force_08mob#party::OnMobDeath";
+ set $force_08_pt,4;
+ if(.arn_injustice != 5)
+ {
+ monster "force_1-2",rand(162,184),rand(122,185),"Injustice",1446,1,"force_08mob#party::OnMobDeath";
+ set .arn_injustice,.arn_injustice +1;
+ set $force_08_pt,$force_08_pt +1;
+ }
+ monster "force_1-2",rand(162,184),rand(122,185),"Raydric Archer",1453,1,"force_08mob#party::OnMobDeath";
+ if(.arn_terror != 5)
+ {
+ monster "force_1-2",rand(162,184),rand(122,185),"Nightmare Terror",1554,1,"force_08mob#party::OnMobDeath";
+ set .arn_terror,.arn_terror +1;
+ set $force_08_pt,$force_08_pt +1;
+ }
+ if(.arn_mummy != 6)
+ {
+ monster "force_1-2",rand(162,184),rand(122,185),"Ancient Mummy",1522,1,"force_08mob#party::OnMobDeath";
+ set .arn_mummy,.arn_mummy +1;
+ set $force_08_pt,$force_08_pt +1;
+ }
+ if(.arn_skel != 10)
+ {
+ monster "force_1-2",rand(162,184),rand(122,185),"Skel Prisoner",1479,1,"force_08mob#party::OnMobDeath";
+ set .arn_skel,.arn_skel +1;
+ set $force_08_pt,$force_08_pt +1;
+ }
+ if(.arn_hunt != 5)
+ {
+ monster "force_1-2",rand(162,184),rand(122,185),"Hunter Fly",1422,1,"force_08mob#party::OnMobDeath";
+ set .arn_hunt,.arn_hunt +1;
+ set $force_08_pt,$force_08_pt +1;
+ }
+ end;
+
+OnReset:
+ killmonster "force_1-2","force_08mob#party::OnMobDeath";
+ end;
+
+OnMobDeath:
+ set $force_08_pt,$force_08_pt -1;
+ if($force_08_pt < 1)
+ {
+ donpcevent "arena_p::On09_start";
+ donpcevent "Slipslowrun#party::On08_end";
+ set $arn_partyc,$arn_partyc +1;
+ }
+ end;
+}
+
+force_1-2,133,178,0 script force_09start#party 139,1,1,{
+
+OnTouch:
+ donpcevent "force_09mob#party::Onon";
+ disablenpc "force_09start#party";
+ end;
+}
+
+force_1-2,63,97,1 script force_09mob#party 111,{
+
+Onon:
+ monster "force_1-2",86,180,"Elder",1573,1,"force_09mob#party::OnMobDeath";
+ monster "force_1-2",86,176,"Elder",1573,1,"force_09mob#party::OnMobDeath";
+ monster "force_1-2",95,183,"Elder",1573,1,"force_09mob#party::OnMobDeath";
+ monster "force_1-2",94,175,"Elder",1573,1,"force_09mob#party::OnMobDeath";
+ monster "force_1-2",76,178,"Elder",1573,1,"force_09mob#party::OnMobDeath";
+ monster "force_1-2",84,179,"Explosion",1532,1,"force_09mob#party::OnMobDeath";
+ monster "force_1-2",74,181,"Explosion",1532,1,"force_09mob#party::OnMobDeath";
+ monster "force_1-2",73,176,"Explosion",1532,1,"force_09mob#party::OnMobDeath";
+ monster "force_1-2",62,178,"Explosion",1532,1,"force_09mob#party::OnMobDeath";
+ monster "force_1-2",68,177,"Explosion",1532,1,"force_09mob#party::OnMobDeath";
+ monster "force_1-2",122,177,"Lava Golem",1549,1,"force_09mob#party::OnMobDeath";
+ monster "force_1-2",112,179,"Lava Golem",1549,1,"force_09mob#party::OnMobDeath";
+ monster "force_1-2",122,178,"Anolian",1488,1,"force_09mob#party::OnMobDeath";
+ monster "force_1-2",121,177,"Anolian",1488,1,"force_09mob#party::OnMobDeath";
+ monster "force_1-2",122,177,"Anolian",1488,1,"force_09mob#party::OnMobDeath";
+ set $force_09_pt,15;
+ end;
+
+OnReset:
+ killmonster "force_1-2","force_09mob#party::OnMobDeath";
+ end;
+
+OnMobDeath:
+ set $force_09_pt,$force_09_pt -1;
+ if($force_09_pt < 1)
+ {
+ donpcevent "arena_p::On10_start";
+ donpcevent "Slipslowrun#party::On09_end";
+ set $arn_partyc,$arn_partyc +1;
+ }
+ end;
+}
+
+force_1-2,29,178,0 script force_10start#party 139,1,1,{
+
+OnTouch:
+ donpcevent "force_10mob-1#party::Onon1";
+ disablenpc "force_10start#party";
+ end;
+}
+
+force_1-2,63,95,1 script force_10mob-1#party 111,{
+
+Onon1:
+ switch(rand(1,2))
+ {
+ case 1:
+ monster "force_1-2",16,179,"Evil Snake Lord",1529,1,"force_10mob-1#party::OnMobDeath";
+ break;
+
+ case 2:
+ monster "force_1-2",24,179,"Dracula",1530,1,"force_10mob-1#party::OnMobDeath";
+ break;
+ }
+ set $force_10_1_pt,1;
+ end;
+
+OnReset:
+ killmonster "force_1-2","force_10mob-1#party::OnMobDeath";
+ end;
+
+OnMobDeath:
+ set $force_10_1_pt,$force_10_1_pt -1;
+ if($force_10_1_pt < 1) donpcevent "force_10mob-2#party::Onon2";
+ end;
+}
+
+force_1-2,63,96,1 script force_10mob-2#party 111,{
+
+Onon2:
+ monster "force_1-2",16,179,"Samurai Spector",1542,1,"force_10mob-2#party::OnMobDeath";
+ monster "force_1-2",16,179,"Shinobi",1560,1,"force_10mob-2#party::OnMobDeath";
+ monster "force_1-2",16,179,"Shinobi",1560,1,"force_10mob-2#party::OnMobDeath";
+ monster "force_1-2",16,179,"Shinobi",1560,1,"force_10mob-2#party::OnMobDeath";
+ monster "force_1-2",16,179,"Shinobi",1560,1,"force_10mob-2#party::OnMobDeath";
+ monster "force_1-2",16,179,"Shinobi",1560,1,"force_10mob-2#party::OnMobDeath";
+ set $force_10_2_pt,6;
+ end;
+
+OnReset:
+ killmonster "force_1-2","force_10mob-2#party::OnMobDeath";
+ end;
+
+OnMobDeath:
+ set $force_10_2_pt,$force_10_2_pt -1;
+ if($force_10_2_pt < 1)
+ {
+ donpcevent "arena_p::Onexit";
+ donpcevent "Slipslowrun#party::On10_end";
+ set $arn_partyc,0;
+ }
+ end;
+}
+
+force_1-2,59,178,0 script force_exit#party 139,1,1,{
+
+OnTouch:
+ donpcevent "force_exitmob#party::Onon-1";
+ disablenpc "force_exit#party";
+ end;
+}
+
+force_1-2,63,94,1 script force_exitmob#party 111,{
+
+Onon:
+ monster "force_1-2",95,177,"Farewell",1393,1,"force_exitmob#party::OnMobDeath";
+ monster "force_1-2",95,177,"I hate you",1543,1,"force_exitmob#party::OnMobDeath";
+ monster "force_1-2",95,177,"I like chocolate",1472,1,"force_exitmob#party::OnMobDeath";
+ monster "force_1-2",95,177,"You like it, huh?",1472,1,"force_exitmob-#party::OnMobDeath";
+ monster "force_1-2",95,177,"Sorry",1420,1,"force_exitmob#party::OnMobDeath";
+ monster "force_1-2",95,177,"Tristram II",1562,1,"force_exitmob#party::OnMobDeath";
+ monster "force_1-2",95,177,"I am hungry",1468,1,"force_exitmob#party::OnMobDeath";
+ monster "force_1-2",95,177,"Bye",1419,1,"force_exitmob#party::OnMobDeath";
+ monster "force_1-2",95,177,"Take care",1394,1,"force_exitmob#party::OnMobDeath";
+ monster "force_1-2",95,177,"Sexy Body",1578,1,"force_exitmob#party::OnMobDeath";
+ monster "force_1-2",95,177,"Pressure",1471,1,"force_exitmob#party::OnMobDeath";
+ monster "force_1-2",95,177,"Take it easy",1491,1,"force_exitmob#party::OnMobDeath";
+ monster "force_1-2",95,177,"Are you gonna hurt me?",1555,1,"force_exitmob#party::OnMobDeath";
+ monster "force_1-2",95,177,"Merchant",1428,1,"force_exitmob#party::OnMobDeath";
+ monster "force_1-2",95,177,"Ms. Kim",1472,1,"force_exitmob#party::OnMobDeath";
+ monster "force_1-2",95,177,"Martial Art",1472,1,"force_exitmob#party::OnMobDeath";
+ monster "force_1-2",95,177,"Part-timer",1420,1,"force_exitmob#party::OnMobDeath";
+ monster "force_1-2",95,177,"Boss",1562,1,"force_exitmob#party::OnMobDeath";
+ monster "force_1-2",95,177,"Old Yellow Box",1474,1,"force_exitmob#party::OnMobDeath";
+ monster "force_1-2",95,177,"Bat",1419,1,"force_exitmob#party::OnMobDeath";
+ monster "force_1-2",95,177,"Extra",1394,1,"force_exitmob#party::OnMobDeath";
+ monster "force_1-2",95,177,"Milk Merchant",1578,1,"force_exitmob#party::OnMobDeath";
+ monster "force_1-2",95,177,"Darling",1471,1,"force_exitmob#party::OnMobDeath";
+ monster "force_1-2",95,177,"Oh noes!",1491,1,"force_exitmob#party::OnMobDeath";
+ monster "force_1-2",95,177,"I am not a Wraith",1566,1,"force_exitmob#party::OnMobDeath";
+ monster "force_1-2",95,177,"Mom Wraith",1566,1,"force_exitmob#party::OnMobDeath";
+ monster "force_1-2",95,177,"Dad Wraith",1566,1,"force_exitmob#party::OnMobDeath";
+ monster "force_1-2",95,177,"Book[3]",1478,1,"force_exitmob#party::OnMobDeath";
+ monster "force_1-2",95,177,"Exchange Diary",1478,1,"force_exitmob#party::OnMobDeath";
+ end;
+
+OnReset:
+ killmonster "force_1-2","force_exitmob#party::OnMobDeath";
+ end;
+}
+
+prt_are_in,181,135,3 script Staff#party-1 67,{
+
+ mes "[Staff]";
+ mes "You did a good job.";
+ mes "Even if you have failed to clear a time attack battle, I will reward you with a small amount of arena points.";
+ next;
+ if (arena_point == 30000) {
+ mes "[Staff]";
+ mes "Uh huh!";
+ mes "You already have enough arena points.";
+ mes "Please spend some arena points later. When I see you next time, I will make sure to give you some reward.";
+ next;
+ }
+ else set arena_point, arena_point + 1;
+ mes "[Staff]";
+ mes "Let me guide you outside. I hope you had a good time.";
+ close2;
+ specialeffect2 EF_HIT5;
+ warp "arena_room",100,75;
+ end;
+}
+
+prt_are_in,77,135,3 script Staff#party-2 67,{
+
+ if($arena_minptend < $arena_minptst)
+ {
+ if($arena_secptend < $arena_secptst)
+ {
+ set @record_minpt,60 - $arena_minptst + $arena_minptend -1;
+ set @record_secpt,60 - $arena_secptst + $arena_secptend;
+ }
+ else
+ {
+ set @record_minpt,60 - $arena_minptst + $arena_minptend;
+ set @record_secpt,$arena_secptend - $arena_secptst;
+ }
+ }
+ else
+ {
+ if($arena_secptend < $arena_secptst)
+ {
+ set @record_minpt,$arena_minptend - $arena_minptst -1;
+ set @record_secpt,60 - $arena_secptst + $arena_secptend;
+ }
+ else
+ {
+ set @record_minpt,$arena_minptend - $arena_minptst;
+ set @record_secpt,$arena_secptend - $arena_secptst;
+ }
+ }
+ set @gappt,(60 * $top_ptmin + $top_ptsec) - (60 * @record_minpt + @record_secpt);
+ mes "[Staff]";
+ mes "Wow, you did a good job~ ";
+ mes "Your name is...^3131FF" + strcharinfo(0) +"^000000, isn't it?";
+ mes "^3131FF"+ strcharinfo(0) +"^000000, total time you spent to pass the battle..";
+ next;
+ mes "[Staff]";
+ mes "is "+@record_minpt+"minutes "+@record_secpt+"seconds.";
+ mes "Congratulations!";
+ next;
+ mes "[Staff]";
+ mes "The fastest party among people who cleared party arena time force battle is ^3131FF"+$arena_pttopn$+"^000000.";
+ next;
+ mes "[Staff]";
+ mes "^3131FF"+$arena_pttopn$+"^000000's running time was ^3131FF"+$top_ptmin+"^000000minutes ^3131FF"+$top_ptsec+"^000000seconds.";
+ next;
+ set .arn_party,getcharid(1);
+ if (@gappt < 0) {
+ mes "[Staff]";
+ mes "Although you failed to make a new record, I hope you will succeed next time.";
+ next;
+ if (arena_point > 29980) {
+ mes "[Staff]";
+ mes "Then let me reward you with some arena points....eh?";
+ mes "Your arena points have exceeded the maximum amount. I cannot give you more points until you spend some points.";
+ next;
+ mes "[Staff]";
+ mes "You can check the amount of arena points you have in the arena waiting room.";
+ next;
+ mes "[Staff]";
+ mes "I hope you had a good time and let me guide you to the entrance of arena.";
+ mes "Thank you.";
+ close2;
+ }
+ else
+ {
+ set arena_point, arena_point + 40;
+ mes "[Staff]";
+ mes "Let me reward you some arena points.";
+ mes "If you wish to check the amount of arena points you have, please go talk to ^3131FFVendigos^000000 at the arena entrance.";
+ next;
+ mes "[Staff]";
+ mes "Let me guide you to the entrance of arena.";
+ mes "See you later~";
+ close2;
+ }
+ if(getpartyleader(.arn_party,2) == getcharid(0))
+ {
+ donpcevent "#arn_timer_pt::Onstop";
+ donpcevent "alloff#pt::Onon";
+ donpcevent "Ponox::Onstart";
+ }
+ specialeffect2 EH_HIT5;
+ donpcevent "cast#pt::Onnomal1";
+ warp "arena_room",100,75;
+ end;
+ }
+ else
+ {
+ emotion e_omg;
+ mes "[Staff]";
+ mes "Wow! You have renewed the record!";
+ mes "What a great job!";
+ next;
+ if(getpartyleader(.arn_party,2) == getcharid(0))
+ {
+ mes "[Staff]";
+ mes "You can record you and your party members on ^FF0000the hall of Arena Time Force Battle party ^000000.";
+ mes "When you enter a name, the name will be remained on the top unless someone make a new record.";
+ next;
+ mes "[Staff]";
+ mes "Please enter a name within 10 letters which can represent you and your party members.";
+ next;
+ switch( select( "Ok.","Let me think." ) )
+ {
+ case 1:
+ input .@arnparty$;
+ mes "[Staff]";
+ mes "You have entered ^3131FF"+.@arnparty$+"^000000. Is it correct?";
+ next;
+ switch( select( "Yes","No" ) )
+ {
+ case 1:
+ set $top_ptmin, @record_minpt;
+ set $top_ptsec, @record_secpt;
+ set $arena_pttopn$,.@arnparty$;
+ donpcevent "Vendigos::Onlinerec_pt";
+ mes "[Staff]";
+ mes "Your record has been entered.";
+ next;
+ break;
+
+ case 2:
+ mes "[Staff]";
+ mes "Please take your time and think up a nice name.";
+ close;
+
+ }
+ break;
+
+ case 2:
+ mes "[Staff]";
+ mes "Please take your time and think up a nice name.";
+ close;
+
+ }
+
+
+ }
+ if (arena_point > 29900) {
+ mes "[Staff]";
+ mes "Then let me reward you with some arena points....eh?";
+ mes "Your arena points have exceeded the maximum amount. I cannot give you more points until you spend some points.";
+ next;
+ mes "[Staff]";
+ mes "You can check the amount of arena points you have in the arena waiting room.";
+ next;
+ mes "[Staff]";
+ mes "I hope you had a good time and let me guide you to the entrance of arena.";
+ mes "Thank you.";
+ close2;
+ }
+ else
+ {
+ mes "[Staff]";
+ mes "Let me reward you with some arena points.";
+ mes "At the same time, since you have renewed the record you will receive an extra amount of the points this time.";
+ next;
+ set arena_point, arena_point + 100;
+ mes "[Staff]";
+ mes "Let me reward you some arena points.";
+ mes "If you wish to check the amount of arena points you have, please go talk to ^3131FFVendigos^000000 at the arena entrance.";
+ next;
+ mes "[Staff]";
+ mes "Let me guide you to the entrance of arena.";
+ mes "See you later~";
+ close2;
+ }
+ if(getpartyleader(.arn_party,2) == getcharid(0))
+ {
+ donpcevent "#arn_timer_pt::Onstop";
+ donpcevent "alloff#pt::Onon";
+ donpcevent "Ponox::Onstart";
+ }
+ specialeffect2 EF_HIT5;
+ warp "arena_room",100,75;
+ end;
+ }
+
+}
+
+prt_are_in,66,143,3 script #arn_timer_pt 139,{
+
+OnEnter:
+ initnpctimer;
+ end;
+
+OnTimer2000:
+ mapannounce "prt_are_in","This broadcast informs you about the restriction for party arena.",0,0xFFCE00;
+ end;
+
+OnTimer3000:
+ mapannounce "prt_are_in","For a smooth game play, exit warp portal will be activated in 1 minute.",0,0xFFCE00;
+ end;
+
+OnTimer4000:
+ mapannounce "prt_are_in","Please proceed your battle quickly as possible in order to avoid disadvantage. Thank you for your cooperation.",0,0xFFCE00;
+ end;
+
+OnTimer60000:
+ donpcevent "cast#pt::Ontimeover2";
+ donpcevent "arn_warp_pt::Onout";
+ donpcevent "#arn_timer_pt::Onstop";
+ donpcevent "alloff#pt::Onon";
+ donpcevent "Ponox::Onstart";
+ end;
+
+Onstop:
+ stopnpctimer;
+ end;
+}
+
+prt_are_in,1,1,1 script arn_warp_pt -1,{
+
+Onout:
+ areawarp "prt_are_in",66,143,81,128,"arena_room",100,75;
+ end;
+}
+
+force_1-2,62,104,4 script cast#pt 139,{
+
+Ontimeover1:
+ mapannounce "force_2-1","Arena will be reactivated due to an error occurred during battle.",0,0xFFCE00;
+ end;
+
+Onnomal1:
+ mapannounce "force_2-1","Arena will be reactivated.",0,0xFFCE00;
+ end;
+
+Onnomal2:
+ mapannounce "force_2-1","Arena will be reactivated.",0,0xFFCE00;
+ end;
+
+Ontimeover2:
+ mapannounce "force_2-1","Arena will be reactivated due to an error occurred in the waiting room.",0,0xFFCE00;
+ end;
+}
+
+force_1-2,100,60,3 script alloff#pt 139,{
+
+Onon:
+ mapwarp "force_1-2","prt_are_in",126,139,0,0;
+ donpcevent "force_01mob#party::OnReset";
+ donpcevent "force_02mob#party::OnReset";
+ donpcevent "force_03mob#party::OnReset";
+ donpcevent "force_04mob#party::OnReset";
+ donpcevent "force_05mob#party::OnReset";
+ donpcevent "force_06mob#party::OnReset";
+ donpcevent "force_07mob#party::OnReset";
+ donpcevent "force_08mob#party::OnReset";
+ donpcevent "force_09mob#party::OnReset";
+ donpcevent "force_10-1mob#party::OnReset";
+ donpcevent "force_10-2mob#party::OnReset";
+ donpcevent "force_exitmob#party::OnReset";
+ //disablenpc "force_01mob#party";
+ //disablenpc "force_02mob#party";
+ //disablenpc "force_03mob#party";
+ //disablenpc "force_04mob#party";
+ //disablenpc "force_05mob#party";
+ //disablenpc "force_06mob#party";
+ //disablenpc "force_07mob#party";
+ //disablenpc "force_08mob#party";
+ //disablenpc "force_09mob#party";
+ //disablenpc "force_10mob-1#party";
+ //disablenpc "force_10mob-2#party";
+ enablenpc "force_01start#party";
+ enablenpc "force_02start#party";
+ enablenpc "force_03start#party";
+ disablenpc "force_04start#party";
+ disablenpc "force_05start#party";
+ disablenpc "force_06start#party";
+ disablenpc "force_07start#party";
+ disablenpc "force_08start#party";
+ disablenpc "force_09start#party";
+ disablenpc "force_10start#party";
+ disablenpc "force_exit#party";
+ disablenpc "force_01_00";
+ disablenpc "force_02_00";
+ disablenpc "force_03_00";
+ disablenpc "force_03_05";
+ disablenpc "force_03_04";
+ disablenpc "force_04_03";
+ disablenpc "force_05_03";
+ disablenpc "force_05_06";
+ disablenpc "force_06_07";
+ disablenpc "force_07_08";
+ disablenpc "force_08_09";
+ disablenpc "force_09_10";
+ disablenpc "force_10_09";
+ disablenpc "force_09_exit";
+ disablenpc "arena_p";
+ donpcevent "Slipslowrun#party::Ontimeroff";
+ disablenpc "Slipslowrun#party";
+ disablenpc "arn_warp_pt";
+ set $arn_partywait,0;
+ set $arn_partyc,0;
+ donpcevent "#arn_timer_pt::Onstop";
+ enablenpc "Slipslowrun#party";
+ enablenpc "arena_p";
+ end;
+
+OnInit:
+ if(!$top_ptmin && !$top_ptsec) set $top_ptmin,10;
+ end;
+
+}
diff --git a/npc/pre-re/other/arena/arena_point.txt b/npc/pre-re/other/arena/arena_point.txt
new file mode 100644
index 000000000..7a6501cfa
--- /dev/null
+++ b/npc/pre-re/other/arena/arena_point.txt
@@ -0,0 +1,181 @@
+//===== rAthena Script =======================================
+//= Point Exchanger
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Point exchanger: Turbo track points -> Arena Points
+//===== Additional Comments: =================================
+//= 1.0 First version. [L0ne_W0lf]
+//============================================================
+
+prt_are_in,103,11,3 script Arena Point Manager 732,{
+ mes "[Arena Point Manager]";
+ mes "I hope you're having a good";
+ mes "time in the Arena. If you've";
+ mes "earned Turbo Track Points at";
+ mes "Al De Baran's Turbo Track, I can,";
+ mes "convert them into Arena Points.";
+ next;
+ switch(select("Point Check:Convert Points:^660000Conversion Info^000000")) {
+ case 1:
+ mes "[Arena Point Manager]";
+ mes "" + strcharinfo(0) + ",";
+ mes "you currently have";
+ mes "" + arena_point + " Arena Points";
+ mes "and " + tt_point + " Turbo Track Points.";
+ close;
+ case 2:
+ mes "[Arena Point Manager]";
+ mes "" + strcharinfo(0) + ",";
+ mes "you currently have";
+ mes "" + arena_point + " Arena Points";
+ mes "and " + tt_point + " Turbo Track Points.";
+ next;
+ mes "[Arena Point Manager]";
+ mes "Please choose from among";
+ mes "the Track Point to Arena Point";
+ mes "conversions. Keep in mind that";
+ mes "when you convert more than 10";
+ mes "Track Points at one time, you can only convert in ^4D4DFFmultiples of 10^000000.";
+ next;
+ switch(select("2 TP -> 1 AP:4 TP -> 2 AP:6 TP -> 3 AP:8 TP -> 4 AP:10 TP and more:Cancel")) {
+ case 1:
+ callsub S_ExchangePoints,28999,2,1;
+ case 2:
+ callsub S_ExchangePoints,28998,4,2;
+ case 3:
+ callsub S_ExchangePoints,28997,6,2;
+ case 4:
+ callsub S_ExchangePoints,28996,8,4;
+ case 5:
+ mes "[Arena Point Manager]";
+ mes "Please enter the number";
+ mes "of times you wish to convert";
+ mes "10 Turbo Track Points into";
+ mes "Arena Points. The largest";
+ mes "value you may enter is 20.";
+ mes "To cancel, enter ''^3355FF0^000000.''";
+ next;
+ input .@input;
+ if (.@input == 0) {
+ mes "[Arena Point Manager]";
+ mes "You have";
+ mes "canceled";
+ mes "this service.";
+ close;
+ }
+ else if (.@input > 20) {
+ mes "[Arena Point Manager]";
+ mes "Your request exceeds";
+ mes "the maximum limit. Please";
+ mes "enter a value no greater than 20.";
+ close;
+ }
+ else {
+ set .@want_point1,10 * .@input;
+ set .@want_point,5 * .@input;
+ set .@my_arena_all,arena_point + .@want_point;
+ set .@my_turbo_all,tt_point - .@want_point1;
+ if (.@my_arena_all > 28999) {
+ mes "[Arena Point Manager]";
+ mes "You will exceed the";
+ mes "maximum amount of";
+ mes "Arena Points if we proceed";
+ mes "with this conversion of your";
+ mes "Turbo Track Points. You cannot";
+ mes "have more than 29,000 Arena Points.";
+ next;
+ mes "[Arena Point Manager]";
+ mes "Please spend some of";
+ mes "your Arena Points before";
+ mes "using this service again.";
+ mes "Thank you for your patronage.";
+ close;
+ }
+ if (.@my_turbo_all < 0) {
+ mes "[Arena Point Manager]";
+ mes "I'm sorry, but";
+ mes "you don't have enough";
+ mes "Turbo Track Points to";
+ mes "perform this Arena";
+ mes "Point conversion.";
+ close;
+ }
+ else {
+ mes "[Arena Point Manager]";
+ mes "You have converted";
+ mes "10 Turbo Track Points";
+ mes "into 5 Arena Points " + .@input + " times.";
+ mes "A total of " + .@want_point1 + " Turbo Track Points were converted into";
+ mes "" + .@want_point +" Arena Points.";
+ set tt_point,tt_point - .@want_point1;
+ set arena_point,arena_point+.@want_point;
+ next;
+ mes "[Arena Point Manager]";
+ mes "" + strcharinfo(0) + ",";
+ mes "you now have";
+ mes "^4682B4" + arena_point + "^000000 Arena Points";
+ mes "and ^00688B" + tt_point + "^000000 Turbo Track Points.";
+ mes "Thank you for your patronage.";
+ close;
+ }
+ }
+ case 6:
+ mes "[Arena Point Manager]";
+ mes "You have";
+ mes "canceled";
+ mes "this service.";
+ close;
+ }
+ case 3:
+ // Again. no dialog for this option.
+ close;
+ }
+ close;
+
+S_ExchangePoints:
+ if (arena_point > getarg(0) ) {
+ mes "[Arena Point Manager]";
+ mes "You will exceed the";
+ mes "maximum amount of";
+ mes "Arena Points if we proceed";
+ mes "with this conversion of your";
+ mes "Turbo Track Points. You cannot";
+ mes "have more than 29,000 Arena Points.";
+ next;
+ mes "[Arena Point Manager]";
+ mes "Please spend some of";
+ mes "your Arena Points before";
+ mes "using this service again.";
+ mes "Thank you for your patronage.";
+ close;
+ }
+ if (tt_point >= getarg(1)) {
+ mes "[Arena Point Manager]";
+ mes "" + strcharinfo(0) + ",";
+ mes "you've converted "+getarg(1)+" Track";
+ mes "Points into "+getarg(2)+" Arena Point.";
+ set tt_point,tt_point-getarg(1);
+ set arena_point,arena_point+getarg(2);
+ next;
+ mes "[Arena Point Manager]";
+ mes "" + strcharinfo(0) + ",";
+ mes "you now have";
+ mes "^4682B4" + arena_point + "^000000 Arena Points";
+ mes "and ^00688B" + tt_point + "^000000 Turbo Track Points.";
+ mes "Thank you for your patronage.";
+ close;
+ }
+ else {
+ mes "[Arena Point Manager]";
+ mes "I'm sorry, but you don't have";
+ mes "enough Turbo Track Points.";
+ mes "You need at least 2 Turbo Track Points for this conversion service.";
+ close;
+ }
+}
diff --git a/npc/pre-re/other/arena/arena_room.txt b/npc/pre-re/other/arena/arena_room.txt
new file mode 100644
index 000000000..3cfa7ba64
--- /dev/null
+++ b/npc/pre-re/other/arena/arena_room.txt
@@ -0,0 +1,1233 @@
+//===== rAthena Script ========================================
+//= Izlude Arena Room
+//===== By: ==================================================
+//= SinSloth
+//===== Current Version: =====================================
+//= 1.1
+//===== Compatible With: =====================================
+//= Any Athena Version
+//===== Description: =========================================
+//= Izlude Battle Arena Main Room
+//===== Additional Comments: =================================
+//= 1.0 First version.
+//= 1.1 Fixed a small reward typo (was giving potato.) [L0ne_W0lf]
+//============================================================
+
+arena_room,94,93,5 script Vendigos 97,{
+
+ mes "[Vendigos]";
+ mes "Welcome to the world of Arena, the battle against a time limit.";
+ mes "My name is Vendigos, I am here to help you.";
+ next;
+ mes "[Vendigos]";
+ mes "If you have any questions, feel free to ask me.";
+L_Menu:
+ next;
+ switch( select( "How to challenge","About Arena Points","My Current Arena Points","Cancel" ) )
+ {
+ case 1:
+ mes "[Vendigos]";
+ mes "There are two different kinds of arena mode such as ^3131FFPlayer Mode^000000 and ^3131FFParty Mode^000000.";
+ next;
+ mes "[Vendigos]";
+ mes "^3131FFPlayer Mode^000000 consists of 4 different stages based on character level from 50~80.";
+ mes "For a party with 5 members, they can participate in ^3131FFParty Mode^000000.";
+ next;
+ mes "[Vendigos]";
+ mes "For ^3131FFeach Player Mode Stage^000000, characters who are 20 levels higher than the level requirement on each stage cannot enter. This is to prevent high level characters preoccupying a low level stage.";
+ next;
+ mes "[Vendigos]";
+ mes "There are the NPCs for Player Mode Stages from 12 o'clock direction to the reversed clock direction.";
+ mes "While you're waiting in a chat room, you will be automatically guided to an arena room by the waiting order.";
+ break;
+
+ case 2:
+ mes "[Vendigos]";
+ mes "Let me explain about the ^3131FFArena Point^000000.";
+ mes "It is a reward point for players who ^3131FFsuccessfully cleared a arena stage^000000, a player can possess the maximum 30,000 points.";
+ next;
+ mes "[Vendigos]";
+ mes "Even if you did not clear a stage due to time-over or other errors, you will be given a very small amount of arena points.";
+ next;
+ mes "[Vendigos]";
+ mes "Regarding the use of Arena Points,";
+ mes "we are providing various services such as souvenir photograph services through an NPC named Givu.";
+ break;
+
+ case 3:
+ mes "[Vendigos]";
+ mes "Let me check "+strcharinfo(0)+"'s current arena points.";
+ next;
+ mes "[Vendigos]";
+ mes ""+strcharinfo(0)+" has total ^3131FF"+arena_point+"^000000 points.";
+ next;
+ mes "[Vendigos]";
+ mes "If you wish to know how to use arena points, please refer to the 2nd menu ^3131FF'About Arena Points'^000000.";
+ break;
+
+ case 4:
+ mes "[Vendigos]";
+ mes "Okay, please have a good time.";
+ close;
+ }
+ next;
+ mes "[Vendigos]";
+ mes "Is there anything I can help you more?";
+ goto L_Menu;
+
+Onlinerec_50:
+ mapannounce "arena_room",""+$arena_50topn$+" has renewed the top record in the Arena Time Force Battle level 50. Congratulations!",0;
+ end;
+
+Onlinerec_60:
+ mapannounce "arena_room",""+$arena_60topn$+" has renewed the top record in the Arena Time Force Battle level 60. Congratulations!",0;
+ end;
+
+Onlinerec_70:
+ mapannounce "arena_room",""+$arena_70topn$+" has renewed the top record in the Arena Time Force Battle level 70. Congratulations!",0;
+ end;
+Onlinerec_80:
+ mapannounce "arena_room",""+$arena_80topn$+" has renewed the top record in the Arena Time Force Battle level 80. Congratulations!",0;
+ end;
+
+Onlinerec_pt:
+ mapannounce "arena_room","Party "+$arena_pttopn$+" has renewed the top record in the Arena Time Force Battle. Congratulations!",0;
+ end;
+
+//OnCommand: "linerec_vs"
+// var vs_winner = GetGlobalStr "040611_arn_vstopn"
+// broadcastinmap "Party "+vs_winner+" has renewed the top record in the Arena Time Force Battle. Congratulations!"
+// end;
+
+}
+
+arena_room,105,82,5 script Arena Record Staff 57,{
+
+ mes "[Owen Kheuv]";
+ mes "Hello, my name is Own Kheuv";
+ mes "in charge of every arena stage record of players.";
+ next;
+ mes "[Owen Kheuv]";
+ mes "Would you like to check the top record players in each stage?";
+ mes "If so, please choose a menu below.";
+ next;
+ switch( select( "lvl 50 Stage","lvl 60 Stage","lvl 70 Stage","lvl 80 Stage","Party Stage" ) )
+ {
+ case 1:
+ mes "[Owen Kheuv]";
+ mes "Currently the top player of the arena lvl 50 stage is ^3131FF "+$arena_50topn$+"^000000, the top record is ^3131FF"+$top_50min+"^000000 minutes ^3131FF"+$top_50sec+"^000000 seconds.";
+ close;
+
+ case 2:
+ mes "[Owen Kheuv]";
+ mes "Currenly the top player of the arena lvl 60 stage is ^3131FF"+$arena_60topn$+"^000000, the top record is ^3131FF"+$top_60min+"^000000 minutes ^3131FF"+$top_60sec+"^000000 seconds.";
+ close;
+
+ case 3:
+ mes "[Owen Kheuv]";
+ mes "Currenly the top player of the arena lvl 70 stage is ^3131FF"+$arena_70topn$+"^000000, the top record is ^3131FF"+$top_70min+"^000000 minutes ^3131FF"+$top_70sec+"^000000 seconds.";
+ close;
+
+ case 4:
+ mes "[Owen Kheuv]";
+ mes "Currenly the top player of the arena lvl 80 stage is ^3131FF"+$arena_80topn$+"^000000, the top record is ^3131FF"+$top_80min+"^000000 minutes ^3131FF"+$top_80sec+"^000000 seconds.";
+ close;
+
+ case 5:
+ mes "[Owen Kheuv]";
+ mes "Currenly the top party is ^3131FF"+$arena_pttopn$+"^000000, the top record is ^3131FF"+$top_ptmin+"^000000 minutes ^3131FF"+$top_ptsec+"^000000 seconds.";
+ close;
+ }
+}
+
+arena_room,68,135,3 script Helper Pat 726,{
+
+ mes "[Pat]";
+ mes "Welcome, welcome.";
+ mes "I am a helper of the lvl 50 arena stage.";
+ next;
+ mes "[Pat]";
+ mes "This ^3131FFlvl 50 arena stage^000000";
+ mes "is accessable to characters from ^FF0000level 50^000000 to ^FF0000level 69^000000.";
+ next;
+ mes "[Pat]";
+ mes "This level limitation is to prevent high level characters abusing low level arena stages. I hope you will understand.";
+ mes "Also we accept an entrance fee, 1,000 zeny.";
+ next;
+ mes "[Pat]";
+ mes "Let me introduce you about the play rules of arena.";
+ next;
+ mes "[Pat]";
+ mes "^3131FFWait in a chat room for your turn coming.^000000";
+ mes "When it's your turn, you will be automatically warped to an arena map.";
+ next;
+ mes "[Pat]";
+ mes "As immediately as you enter, a timer to check your play time will be activated.";
+ mes "Please follow what ^3131FFHeel and Toe^000000 guides you. ";
+ next;
+ mes "[Pat]";
+ mes "You have a ^3131FF5 minutes^000000 battle time.";
+ next;
+ mes "[Pat]";
+ mes "After you clear every room including a boss room, you will be warped again to an ^3131FFending waiting room^000000.";
+ mes "You can only allow to stay in the waiting room for ^3131FF1 minute^000000, please hurry up to receive the arena points and leave.";
+ next;
+ mes "[Pat]";
+ mes "If you stay over 1 minute inside the ending waiting room, you will be forced outside and will not receive any arena points. Please remember that.";
+ next;
+ mes "[Pat]";
+ mes "I hope you will have a good time.";
+ close;
+}
+
+arena_room,41,93,5 script Helper Ben 750,{
+
+ mes "[Ben]";
+ mes "Welcome, welcome.";
+ mes "I am a helper of the lvl 60 arena stage.";
+ next;
+ mes "[Ben]";
+ mes "This ^3131FFlvl 60 arena stage^000000";
+ mes "is accessable to characters from ^FF0000level 60^000000 to ^FF0000level 79^000000.";
+ next;
+ mes "[Ben]";
+ mes "This level limitation is to prevent high level characters abusing low level arena stages. I hope you will understand.";
+ mes "Also we accept an entrance fee, 1,000 zeny.";
+ next;
+ mes "[Ben]";
+ mes "Let me introduce you about the play rules of arena.";
+ next;
+ mes "[Ben]";
+ mes "^3131FFWait in a chat room for your turn coming.^000000";
+ mes "When it's your turn, you will be automatically warped to an arena map.";
+ next;
+ mes "[Ben]";
+ mes "As immediately as you enter, a timer to check your play time will be activated.";
+ mes "Please follow what ^3131FFMinilover^000000 guides you. ";
+ next;
+ mes "[Ben]";
+ mes "You have a ^3131FF6 minutes^000000 battle time.";
+ next;
+ mes "[Ben]";
+ mes "After you clear every room including a boss room, you will be warped again to an ^3131FFending waiting room^000000.";
+ mes "You can only allow to stay in the waiting room for ^3131FF1 minute^000000, please hurry up to receive the arena points and leave.";
+ next;
+ mes "[Ben]";
+ mes "If you stay over 1 minute inside the ending waiting room, you will be forced outside and will not receive any arena points. Please remember that.";
+ next;
+ mes "[Ben]";
+ mes "I hope you will have a good time.";
+ close;
+}
+
+arena_room,53,49,5 script Helper Vicious 730,{
+
+ mes "[Vicious]";
+ mes "Hey there.";
+ mes "My name is Vicious, I am a helper of lvl 70 arena stage.";
+ mes "(...I have no clue how the hell I put myself into this crappy work...mumble mumble...grumble grumble..)";
+ next;
+ mes "[Vicious]";
+ mes "This ^3131FFlvl 70 arena stage^000000";
+ mes "is accessable to characters from ^FF0000level 70^000000 to ^FF0000level 89^000000.";
+ next;
+ mes "[Vicious]";
+ mes "This level limitation is to prevent high level characters abusing low level arena stages. I hope you will understand.";
+ mes "Also we accept an entrance fee, 1,000 zeny.";
+ next;
+ mes "[Vicious]";
+ mes "Let me introduce you about the play rules of arena.";
+ next;
+ mes "[Vicious]";
+ mes "^3131FFWait in a chat room for your turn coming.^000000";
+ mes "When it's your turn, you will be automatically warped to an arena map.";
+ next;
+ mes "[Vicious]";
+ mes "As immediately as you enter, a timer to check your play time will be activated.";
+ mes "Please follow what ^3131FFCadilac^000000 guides you. ";
+ next;
+ mes "[Vicious]";
+ mes "You have a ^3131FF7 minutes^000000 battle time.";
+ next;
+ mes "[Vicious]";
+ mes "After you clear every room including a boss room, you will be warped again to an ^3131FFending waiting room^000000.";
+ mes "You can only allow to stay in the waiting room for ^3131FF1 minute^000000, please hurry up to receive the arena points and leave.";
+ next;
+ mes "[Vicious]";
+ mes "If you stay over 1 minute inside the ending waiting room, you will be forced outside and will not receive any arena points. Remember that.";
+ next;
+ mes "[Vicious]";
+ mes "Okay, take care now.";
+ close;
+}
+
+arena_room,147,49,3 script Helper Epin 727,{
+
+ mes "[Epin]";
+ mes "Good day,";
+ mes "I am a helper of lvl 80 arena stage and my name is Epin.";
+ mes "I like reading and I am 19 years old...huh...? Don't you want to hear about me...?";
+ next;
+ emotion e_cry,0;
+ mes "[Epin]";
+ mes "Okay...";
+ next;
+ mes "[Epin]";
+ mes "This ^3131FFlvl 80 arena stage^000000";
+ mes "is accessable to characters from ^FF0000level 80^000000 to ^FF0000level 99^000000.";
+ next;
+ mes "[Epin]";
+ mes "This level limitation is to prevent high level characters abusing low level arena stages. I hope you will understand.";
+ mes "Also we accept an entrance fee, 1,000 zeny.";
+ next;
+ mes "[Epin]";
+ mes "Let me introduce you about the play rules of arena.";
+ next;
+ mes "[Epin]";
+ mes "^3131FFWait in a chat room for your turn coming.^000000";
+ mes "When it's your turn, you will be automatically warped to an arena map.";
+ next;
+ mes "[Epin]";
+ mes "As immediately as you enter, a timer to check your play time will be activated.";
+ mes "Please follow what ^3131FFActus^000000 guides you. ";
+ next;
+ mes "[Epin]";
+ mes "You have a ^3131FF8 minutes^000000 battle time.";
+ next;
+ mes "[Epin]";
+ mes "After you clear every room including a boss room, you will be warped again to an ^3131FFending waiting room^000000.";
+ mes "You can only allow to stay in the waiting room for ^3131FF1 minute^000000, please hurry up to receive the arena points and leave.";
+ next;
+ mes "[Epin]";
+ mes "If you stay over 1 minute inside the ending waiting room, you will be forced outside and will not receive any arena points. Please remember that.";
+ next;
+ mes "[Epin]";
+ mes "I hope you will have a good time.";
+ close;
+}
+
+arena_room,158,93,5 script Helper Lunic 828,{
+
+ mes "[Lunic]";
+ mes "Welcome to party arena stage.";
+ mes "I hope you will listen carefully to my introduction";
+ mes "since this party arena stage is a little bit different from player mode stages.";
+ next;
+ mes "[Lunic]";
+ mes "^3131FFParty Arena Stage^000000";
+ mes "is accessible to players from ^FF0000level 10^000000 to ^FF0000level 99^000000.";
+ next;
+ mes "[Lunic]";
+ mes "Also, arena will be not be started until all of 5 party members enter the room. We accept an entrance fee 1,000 zeny.";
+ next;
+ mes "[Lunic]";
+ mes "Let me introduce you about the play rules of arena.";
+ next;
+ mes "[Lunic]";
+ mes "^3131FFGroup a party with your friends and wait in a chat room^000000.";
+ mes "You must form a party beforehand. If you didn't do, you could still play but you would have a lot of inconvenience.";
+ next;
+ mes "[Lunic]";
+ mes "Also please remember 5 players automatically warped to the arena room will be in order of ^FF0000entering a chat room^000000 not in order of ^FF0000party^000000. Please remember that.";
+ next;
+ mes "[Lunic]";
+ mes "And please form a party with ^3131FF5 players^000000 before you enter a chat room.";
+ next;
+ mes "[Lunic]";
+ mes "When it becomes your turn, you will be warped into a small map where a warp and a help NPC are located.";
+ mes "In case you enter with members of a different party, use the warp to escape the map. Then you will return to the waiting room.";
+ next;
+ mes "[Lunic]";
+ mes "In case you enter with your party members, please proceed speaking with the help NPC in the small map.";
+ mes "The help NPC is only accessible to talk ^FF0000 1 player ^000000at a time.";
+ next;
+ mes "[Lunic]";
+ mes "The NPC will guide you and your party members to the actual arena room.";
+ mes "However, if anyone in the party ^3131FFdoes not have enough money to pay the entrance fee, he will be warped outside^000000.";
+ next;
+ mes "[Lunic]";
+ mes "Also be aware that you can only stay inside the map for ^FF0000 1 minute^000000.";
+ next;
+ mes "[Lunic]";
+ mes "As immediately as you enter the arena map, a timer which calculates your battle time will be activated.";
+ mes "Please follow what ^3131FFSlipslowrun^000000 guides you. ";
+ next;
+ mes "[Lunic]";
+ mes "You will have ^3131FF10 minutes^000000 to clear the stage however it is not that easy to do. And you're advised to use the time wisely.";
+ next;
+ mes "[Lunic]";
+ mes "After you clear every room including a boss room, you will be warped again to an ^3131FFending waiting room^000000.";
+ mes "You can only allow to stay in the waiting room for ^3131FF1 minute^000000, please hurry up to receive the arena points and leave.";
+ next;
+ mes "[Lunic]";
+ mes "If you stay over 1 minute inside the ending waiting room, you will be forced outside and will not receive any arena points. Please remember that.";
+ next;
+ mes "[Lunic]";
+ mes "Besides, if a party make a new record on time to clear the map,";
+ mes "^3131FFthe party master^000000 can record ^3131FFthe party name^000000.";
+ next;
+ mes "[Lunic]";
+ mes "In this case, if a party has more than one master or none, it is impossible to write ^FF0000the top party record^000000.";
+ mes "Therefore, it is strongly suggested to form one party before entering the arena map.";
+ next;
+ mes "[Lunic]";
+ mes "Thank you for listening and";
+ mes "I hope you will have a good time.";
+ close;
+}
+
+arena_room,158,82,1 script Helper Lonik 828,{
+
+ emotion e_no1,0;
+ mes "[Lonik]";
+ mes "Tah dah! Here I am!";
+ next;
+ mes "[Lonik]";
+ mes "You are curious if there is anyone inside or not, aren't you?";
+ next;
+ mes "[Lonik]";
+ mes "My answer is...";
+ mes ".............";
+ if(getmapusers("force_1-2"))
+ {
+ emotion e_oh,0;
+ mes "Yes!";
+ mes "There is someone inside.";
+ next;
+ mes "[Lonik]";
+ mes "You'd better wait a little bit longer!";
+ }
+ else
+ {
+ emotion e_x,0;
+ mes "No!";
+ mes "Go for it, good luck!";
+ }
+ close;
+}
+
+sec_in02,72,180,3 script Arena Manager#arena 802,{
+
+ if (!getgmlevel()) end;
+
+ input .@arena;
+ if(!.@arena)
+ {
+ mes "[Arena Manager]";
+ mes "Command has been canceled.";
+ close;
+ }
+ else if(.@arena == 1357)
+ {
+ mes "[Arena Manager]";
+ mes "Select an option.";
+ next;
+ switch( select( "Restart arena","Rearrange the Ranking Time" ) )
+ {
+ case 1:
+ switch( select( "lvl 50","lvl 60","lvl 70","lvl 80","Party Mode" ) )
+ {
+ case 1:
+ set .@arena,50;
+ break;
+ case 2:
+ set .@arena,60;
+ break;
+ case 3:
+ set .@arena,70;
+ break;
+ case 4:
+ set .@arena,80;
+ break;
+ case 5:
+ mes "[Arena Manager]";
+ mes "== Caution ==";
+ mes "You have chosen to restart party arena stage.";
+ mes "Do you wish to proceed?";
+ next;
+ switch( select( "Yes","No" ) )
+ {
+ case 1:
+ donpcevent "Ponox::Onstart";
+ mes "[Arena Manager]";
+ mes "The arena stage has been successfuly reactivated.";
+ close;
+
+ case 2:
+ mes "[Arena Manager]";
+ mes "Command has been canceled.";
+ close;
+ }
+ }
+ mes "[Arena Manager]";
+ mes "== Caution ==";
+ mes "You have chosen to restart lvl "+.@arena+" arena stage.";
+ mes "Do you wish to proceed?";
+ next;
+ switch( select( "Yes","No" ) )
+ {
+ case 1:
+ donpcevent "lvl "+.@arena+"s Waiting Room::Onstart";
+ mes "[Arena Manager]";
+ mes "The arena stage has been successfuly reactivated.";
+ close;
+
+ case 2:
+ mes "[Arena Manager]";
+ mes "Command has been canceled.";
+ close;
+ }
+
+ case 2:
+ mes "[Arena Manager]";
+ mes "== Caution ==";
+ mes "^CE0000You have chosen to rearrange the ranking time. Make sure this is not a good decision unless if something serious was happened!^000000";
+ next;
+ mes "[Arena Manager]";
+ mes "Are you sure you want to rearrange the ranking time?";
+ next;
+ switch( select( "No","Yes" ) )
+ {
+ case 1:
+ mes "[Arena Manager]";
+ mes "Phew~ :)";
+ close;
+
+ case 2:
+ switch( select( "lvl 50","lvl 60","lvl 70","lvl 80","Party Mode" ) )
+ {
+ case 1:
+ mes "[Arena Manager]";
+ mes "Please enter 0 to cancel.";
+ mes "If not, please enter a value for minutes first and then seconds..";
+ next;
+ input .@arenamin;
+ set $top_50min,.@arenamin;
+ input .@arenasec;
+ set $top_50sec,.@arenasec;
+ mes "[Arena Manager]";
+ mes "Current lvl 50 ranker's play time has been rearranged to ^FF0000"+$top_50min+"^000000 minutes and ^FF0000"+$top_50sec+"^000000 seconds.";
+ close;
+ case 2:
+ mes "[Arena Manager]";
+ mes "Please enter 0 to cancel.";
+ mes "If not, please enter a value for minutes first and then seconds..";
+ next;
+ input .@arenamin;
+ set $top_60min,.@arenamin;
+ input .@arenasec;
+ set $top_60sec,.@arenasec;
+ mes "[Arena Manager]";
+ mes "Current lvl 60 ranker's play time has been rearranged to ^FF0000"+$top_60min+"^000000 minutes and ^FF0000"+$top_60sec+"^000000 seconds.";
+ close;
+ case 3:
+ mes "[Arena Manager]";
+ mes "Please enter 0 to cancel.";
+ mes "If not, please enter a value for minutes first and then seconds..";
+ next;
+ input .@arenamin;
+ set $top_70min,.@arenamin;
+ input .@arenasec;
+ set $top_70sec,.@arenasec;
+ mes "[Arena Manager]";
+ mes "Current lvl 70 ranker's play time has been rearranged to ^FF0000"+$top_70min+"^000000 minutes and ^FF0000"+$top_70sec+"^000000 seconds.";
+ close;
+ case 4:
+ mes "[Arena Manager]";
+ mes "Please enter 0 to cancel.";
+ mes "If not, please enter a value for minutes first and then seconds..";
+ next;
+ input .@arenamin;
+ set $top_80min,.@arenamin;
+ input .@arenasec;
+ set $top_80sec,.@arenasec;
+ mes "[Arena Manager]";
+ mes "Current lvl 80 ranker's play time has been rearranged to ^FF0000"+$top_80min+"^000000 minutes and ^FF0000"+$top_80sec+"^000000 seconds.";
+ close;
+ case 5:
+ mes "[Arena Manager]";
+ mes "Please enter 0 to cancel.";
+ mes "If not, please enter a value for minutes first and then seconds..";
+ next;
+ input .@arenamin;
+ set $top_ptmin,.@arenamin;
+ input .@arenasec;
+ set $top_ptsec,.@arenasec;
+ mes "[Arena Manager]";
+ mes "Current party ranker's play time has been rearranged to ^FF0000"+$top_ptmin+"^000000 minutes and ^FF0000"+$top_ptsec+"^000000 seconds.";
+ close;
+ }
+ }
+ }
+ }
+ mes "Password is incorrect.";
+ close;
+}
+
+sec_in02,79,171,3 script Reward Manager#arena 802,{
+
+ if (!getgmlevel()) end;
+
+ input .@arena;
+ if(!.@arena)
+ {
+ mes "[Reward Manager]";
+ mes "Command has been canceled.";
+ close;
+ }
+ else if(.@arena == 1357)
+ {
+ mes "[Reward Manager]";
+ mes "You have chosen to hide the teleporter NPC.";
+ next;
+ switch( select( "Cancel","Yes","Turn on" ) )
+ {
+ case 1:
+ mes "[Reward Manager]";
+ mes "You have canceled the command.";
+ close;
+
+ case 2:
+ mes "[Reward Manager]";
+ mes "NPC has been hidden";
+ disablenpc "Teleporter#arena";
+ close;
+
+ case 3:
+ mes "[Reward Manager]";
+ mes "NPC has been enabled.";
+ enablenpc "Teleporter#arena";
+ close;
+ }
+ }
+ mes "[Reward Manager]";
+ mes "Password is incorrect.";
+ close;
+}
+
+arena_room,105,93,5 script Teleporter#arena 55,{
+
+ mes "[Teleporter]";
+ mes "I can move you to the reward arena!";
+ mes "Would you like to go there?";
+ next;
+ switch( select( "Yes.","No." ) )
+ {
+ case 1:
+ mes "[Teleporter]";
+ mes "Let me guide you.";
+ close2;
+ warp "prt_are_in",60,14;
+ end;
+
+ case 2:
+ mes "[Teleporter]";
+ mes "No problem, feel free to come back any time.";
+ close;
+ }
+}
+
+prt_are_in,98,14,3 script Givu#arena 728,{
+
+
+ if(checkweight(526,5) != 1)
+ {
+ mes "- Wait a moment! -";
+ mes "- Currently you're carrying -";
+ mes "- too many items with you. -";
+ mes "- Please enlighten your weight -";
+ mes "- and try again. -";
+ close;
+ }
+ mes "[Givu]";
+ mes "Hello, there. Welcome to the world of Arena.";
+ mes "My name is Givu, I am in charge of arena point exchange program.";
+ next;
+ mes "[Givu]";
+ mes "You can exchange your arena points with various stuffs.";
+ mes "Please choose a menu below.";
+ next;
+ switch( select( "Exchange with Consumable items","Exchange with EXP points","Take a Souvenir Picture","Check Current Arena Points" ) )
+ {
+ case 1:
+ mes "[Givu]";
+ mes "What consumable item do you wish to exchange?";
+ next;
+ switch( select( "Honey","Royal Jelly","Mastela Fruit","Condensed White Potion","Anodyne","Yggdrasil Seed","Yggdrasilberry","Old Blue Box","Old Purple Box","Old Card Album" ) )
+ {
+ case 1: callfunc "Func_Are_Rew",518,5,20;
+ case 2: callfunc "Func_Are_Rew",526,5,30;
+ case 3: callfunc "Func_Are_Rew",522,5,30;
+ case 4: callfunc "Func_Are_Rew",547,8,30;
+ case 5: callfunc "Func_Are_Rew",605,3,20;
+ case 6: callfunc "Func_Are_Rew",608,1,20;
+ case 7: callfunc "Func_Are_Rew",607,1,40;
+ case 8: callfunc "Func_Are_Rew",603,1,100;
+ case 9: callfunc "Func_Are_Rew",617,1,300;
+ case 10: callfunc "Func_Are_Rew",616,1,1000;
+ }
+
+ case 2:
+ mes "[Givu]";
+ mes "Would you like to exchange your arena points with experience points?";
+ mes "It requires 40 arena points.";
+ next;
+ switch( select( "Cancel","Yes" ) )
+ {
+ case 1:
+ mes "[Givu]";
+ mes "You have canceled your request.";
+ close;
+
+ case 2:
+ if(arena_point < 40)
+ {
+ mes "[Givu]";
+ mes "You do not have enough arena points.";
+ mes "Please check the total amount of arena points you have.";
+ close;
+ }
+ set arena_point,arena_point -40;
+ if(BaseLevel < 70) getexp 300,0;
+ else if(BaseLevel < 80) getexp 900,0;
+ else if(BaseLevel < 90) getexp 1000,0;
+ else if(BaseLevel < 151) getexp 3000,0;
+ mes "[Givu]";
+ mes "You have gained experience points. Thank you.";
+ close;
+ }
+
+ case 3:
+ mes "[Givu]";
+ mes "You have chosen a souvenir picture services.";
+ next;
+ switch( select( "About souvenir Picture Services","Take a picture" ) )
+ {
+ case 1:
+ mes "[Givu]";
+ mes "Do you see stairs at the right side of me?";
+ next;
+ mes "[Givu]";
+ mes "At the stairs, you can take a screenshot with an NPC or a monster.";
+ next;
+ mes "[Givu]";
+ mes "When you choose an NPC or a monster, it will show some emotion icons ^FF0000for 1 minute^000000.";
+ next;
+ mes "[Givu]";
+ mes "Don't miss the chance to take a picture with your favorite NPC!";
+ close;
+
+ case 2:
+ if($arenapic)
+ {
+ mes "[Givu]";
+ mes "A souvenir picture services is on progress. Please wait.";
+ close;
+ }
+ mes "[Givu]";
+ mes "Please choose an NPC at below.";
+ mes "The NPC will appear for 1 minute and this service requires 10 arena points.";
+ next;
+ switch( select( "Baphomet","Dark Lord","Doppelganger","Eddga","Dracula","Samurai","Stormy Knight","Phreeoni","Girl","Valkyrie" ) )
+ {
+ case 1: set $@arenapic,1039; break;
+ case 2: set $@arenapic,1272; break;
+ case 3: set $@arenapic,1046; break;
+ case 4: set $@arenapic,1115; break;
+ case 5: set $@arenapic,1389; break;
+ case 6: set $@arenapic,1492; break;
+ case 7: set $@arenapic,1251; break;
+ case 8: set $@arenapic,1159; break;
+ case 9: set $@arenapic,6969; break;
+ case 10: set $@arenapic,7777; break;
+ }
+ if(arena_point < 10)
+ {
+ mes "[Givu]";
+ mes "You do not have enough arena points.";
+ mes "Please check the total amount of arena points you have.";
+ close;
+ }
+ mes "[Givu]";
+ if($@arenapic == 6969) mes "Would you like to take a picture with pretty girls?";
+ else if($@arenapic == 7777) mes "Would you like to take a picture with a Valkyrie?";
+ else mes "Would you like to take a picture with a "+getmonsterinfo($@arenapic,0)+"?";
+ next;
+ switch( select( "Yes","No" ) )
+ {
+ case 1:
+ set arena_point,arena_point -10;
+ set $arenapic,1;
+ enablenpc "#arena_"+$@arenapic+"";
+ movenpc "#arena_"+$@arenapic+"",96,28;
+ if($@arenapic == 6969)
+ {
+ enablenpc "#arena_ss_2";
+ enablenpc "#arena_ss_3";
+ enablenpc "#arena_ss_4";
+ }
+ donpcevent "npctime#arena::OnStart";
+ mes "[Givu]";
+ mes "Thank you.";
+ close;
+
+ case 2:
+ mes "[Givu]";
+ mes "Would you like to consider a little longer?";
+ close;
+ }
+ }
+
+ case 4:
+ mes "[Givu]";
+ mes "Let me check "+strcharinfo(0)+"'s current arena points.";
+ next;
+ mes "[Givu]";
+ mes ""+strcharinfo(0)+" has total ^3131FF"+arena_point+"^000000 points.";
+ close;
+ }
+
+OnInit:
+ set $arenapic,0;
+ end;
+}
+
+prt_are_in,1,1,5 script #arena_1039 1039,{
+ end;
+
+OnInit:
+ disablenpc "#arena_6969";
+ disablenpc "#arena_ss_2";
+ disablenpc "#arena_ss_3";
+ disablenpc "#arena_ss_4";
+ disablenpc "#arena_1272";
+ disablenpc "#arena_1046";
+ disablenpc "#arena_1115";
+ disablenpc "#arena_1389";
+ disablenpc "#arena_1492";
+ disablenpc "#arena_1251";
+ disablenpc "#arena_1159";
+ disablenpc "#arena_7777";
+ disablenpc "#arena_1039";
+ end;
+
+OnHeart:
+ emotion e_lv,0;
+ end;
+OnSci:
+ emotion e_scissors,0;
+ end;
+OnBest:
+ emotion e_no1,0;
+ end;
+OnOmg:
+ emotion e_omg,0;
+ end;
+OnKik:
+ emotion e_gg,0;
+ end;
+OnKis:
+ emotion e_kis,0;
+ end;
+}
+
+prt_are_in,1,1,5 duplicate(#arena_1039) #arena_6969 714
+prt_are_in,94,26,5 duplicate(#arena_1039) #arena_ss_2 714
+prt_are_in,100,28,3 duplicate(#arena_1039) #arena_ss_3 714
+prt_are_in,102,26,3 duplicate(#arena_1039) #arena_ss_4 714
+prt_are_in,1,1,5 duplicate(#arena_1039) #arena_1272 1272
+prt_are_in,1,1,5 duplicate(#arena_1039) #arena_1046 1046
+prt_are_in,1,1,5 duplicate(#arena_1039) #arena_1115 1115
+prt_are_in,1,1,5 duplicate(#arena_1039) #arena_1389 1389
+prt_are_in,1,1,5 duplicate(#arena_1039) #arena_1492 1492
+prt_are_in,1,1,5 duplicate(#arena_1039) #arena_1251 1251
+prt_are_in,1,1,5 duplicate(#arena_1039) #arena_1159 1159
+prt_are_in,1,1,5 duplicate(#arena_1039) #arena_7777 811
+
+prt_are_in,130,30,3 script npctime#arena 139,{
+
+OnStop:
+ stopnpctimer;
+ end;
+
+OnStart:
+ initnpctimer;
+ end;
+
+OnTimer2000:
+ mapannounce "prt_are_in","Givu : You should keep time with popping emotion icons~",1,0xFFCE00;
+ end;
+
+OnTimer5000:
+ mapannounce "prt_are_in","Emoticon : /lv",1,0xFFCE00;
+ end;
+
+OnTimer7000:
+ mapannounce "prt_are_in"," 3 ",1,0xFFCE00;
+ end;
+
+OnTimer8000:
+ mapannounce "prt_are_in"," 2 ",1,0xFFCE00;
+ end;
+
+OnTimer9000:
+ mapannounce "prt_are_in"," 1 ",1,0xFFCE00;
+ end;
+
+OnTimer10000:
+ mapannounce "prt_are_in"," ",1,0xFFCE00;
+ donpcevent "#arena_"+$@arenapic+"::OnHeart";
+ if($@arenapic == 6969)
+ {
+ donpcevent "#arena_ss_2::OnHeart";
+ donpcevent "#arena_ss_3::OnHeart";
+ donpcevent "#arena_ss_4::OnHeart";
+ }
+ end;
+
+OnTimer15000:
+ mapannounce "prt_are_in","Emoticon : /gawi",1,0xFFCE00;
+ end;
+
+OnTimer17000:
+ mapannounce "prt_are_in"," 3 ",1,0xFFCE00;
+ end;
+
+OnTimer18000:
+ mapannounce "prt_are_in"," 2 ",1,0xFFCE00;
+ end;
+
+OnTimer19000:
+ mapannounce "prt_are_in"," 1 ",1,0xFFCE00;
+ end;
+
+OnTimer20000:
+ mapannounce "prt_are_in"," ",1,0xFFCE00;
+ donpcevent "#arena_"+$@arenapic+"::OnSci";
+ if($@arenapic == 6969)
+ {
+ donpcevent "#arena_ss_2::OnSci";
+ donpcevent "#arena_ss_3::OnSci";
+ donpcevent "#arena_ss_4::OnSci";
+ }
+ end;
+
+OnTimer25000:
+ mapannounce "prt_are_in","Emoticon : /no1",1,0xFFCE00;
+ end;
+
+OnTimer27000:
+ mapannounce "prt_are_in"," 3 ",1,0xFFCE00;
+ end;
+
+OnTimer28000:
+ mapannounce "prt_are_in"," 2 ",1,0xFFCE00;
+ end;
+
+OnTimer29000:
+ mapannounce "prt_are_in"," 1 ",1,0xFFCE00;
+ end;
+
+OnTimer30000:
+ mapannounce "prt_are_in"," ",1,0xFFCE00;
+ donpcevent "#arena_"+$@arenapic+"::OnBest";
+ if($@arenapic == 6969)
+ {
+ donpcevent "#arena_ss_2::OnBest";
+ donpcevent "#arena_ss_3::OnBest";
+ donpcevent "#arena_ss_4::OnBest";
+ }
+ end;
+
+OnTimer35000:
+ mapannounce "prt_are_in","Emoticon : /huk",1,0xFFCE00;
+ end;
+
+OnTimer37000:
+ mapannounce "prt_are_in"," 3 ",1,0xFFCE00;
+ end;
+
+OnTimer38000:
+ mapannounce "prt_are_in"," 2 ",1,0xFFCE00;
+ end;
+
+OnTimer39000:
+ mapannounce "prt_are_in"," 1 ",1,0xFFCE00;
+ end;
+
+OnTimer40000:
+ mapannounce "prt_are_in"," ",1,0xFFCE00;
+ donpcevent "#arena_"+$@arenapic+"::OnOmg";
+ if($@arenapic == 6969)
+ {
+ donpcevent "#arena_ss_2::OnOmg";
+ donpcevent "#arena_ss_3::OnOmg";
+ donpcevent "#arena_ss_4::OnOmg";
+ }
+ end;
+
+OnTimer45000:
+ mapannounce "prt_are_in","Emoticon : /gg",1,0xFFCE00;
+ end;
+
+OnTimer47000:
+ mapannounce "prt_are_in"," 3 ",1,0xFFCE00;
+ end;
+
+OnTimer48000:
+ mapannounce "prt_are_in"," 2 ",1,0xFFCE00;
+ end;
+
+OnTimer49000:
+ mapannounce "prt_are_in"," 1 ",1,0xFFCE00;
+ end;
+
+OnTimer50000:
+ mapannounce "prt_are_in"," ",1,0xFFCE00;
+ donpcevent "#arena_"+$@arenapic+"::OnKik";
+ if($@arenapic == 6969)
+ {
+ donpcevent "#arena_ss_2::OnKik";
+ donpcevent "#arena_ss_3::OnKik";
+ donpcevent "#arena_ss_4::OnKik";
+ }
+ end;
+
+OnTimer55000:
+ mapannounce "prt_are_in","Emoticon : /kis",1,0xFFCE00;
+ end;
+
+OnTimer57000:
+ mapannounce "prt_are_in"," 3 ",1,0xFFCE00;
+ end;
+
+OnTimer58000:
+ mapannounce "prt_are_in"," 2 ",1,0xFFCE00;
+ end;
+
+OnTimer59000:
+ mapannounce "prt_are_in"," 1 ",1,0xFFCE00;
+ end;
+
+OnTimer60000:
+ mapannounce "prt_are_in"," ",1,0xFFCE00;
+ donpcevent "#arena_"+$@arenapic+"::OnKis";
+ if($@arenapic == 6969)
+ {
+ donpcevent "#arena_ss_2::OnKis";
+ donpcevent "#arena_ss_3::OnKis";
+ donpcevent "#arena_ss_4::OnKis";
+ }
+ end;
+
+OnTimer62000:
+ mapannounce "prt_are_in","Time is over. Thank you for using my services.",1,0xFFCE00;
+ movenpc "#arena_"+$@arenapic+"",1,1;
+ donpcevent "#arena_1039::OnInit";
+ set $arenapic,0;
+ stopnpctimer;
+ end;
+}
+
+sec_in02,72,171,3 script Picture Manager#arena 802,{
+
+ if (!getgmlevel()) end;
+
+ input .@arena;
+ if(!.@arena)
+ {
+ mes "[Picture Manager]";
+ mes "Command has been canceled.";
+ close;
+ }
+ else if(.@arena == 1357)
+ {
+ mes "[Picture Manager]";
+ mes "Would you like to reset Picture Reward variable to 0?";
+ next;
+ switch( select( "Cancel","Yes" ) )
+ {
+ case 1:
+ mes "[Picture Manager]";
+ mes "You have canceled your request.";
+ close;
+
+ case 2:
+ mes "[Picture Manager]";
+ mes "Picture rewarding reseted.";
+ set $arenapic,0;
+ close;
+ }
+ }
+ mes "[Picture Manager]";
+ mes "Password is incorrect.";
+ close;
+}
+
+sec_in02,76,176,5 script Live Broadcast#arena 802,{
+
+ mes "[Live Broadcast]";
+ mes "Currently there are "+getmapusers("force_1-1")+" people in lvl 50s map.";
+ mes "Currently there are "+getmapusers("force_2-1")+" people in lvl 60s map.";
+ mes "Currently there are "+getmapusers("force_3-1")+" people in lvl 70s map.";
+ mes "Currently there are "+getmapusers("force_4-1")+" people in lvl 80s map.";
+ mes "Currently there are "+getmapusers("force_1-2")+" people in party map.";
+ mes "Currently there are "+getmapusers("arena_room")+" people in the waiting room.";
+ close;
+}
+
+function script Func_Are_Rew {
+
+ mes "[Givu]";
+ mes "Would you like to exchange your arena points with "+getitemname(getarg(0))+"?";
+ mes "You can exchange ^3131FF"+getarg(2)+" arena points with "+getarg(1)+" "+getitemname(getarg(0))+"^000000.";
+ mes "If you wish to cancel, please enter 0. If you don't, please enter how many ^3131FFtimes^000000 of arena points you wish to spend.";
+ next;
+ input .@reward;
+ if(!.@reward)
+ {
+ mes "[Givu]";
+ mes "You have canceled your request.";
+ close;
+
+ }
+ else if(.@reward > 1500)
+ {
+ mes "[Givu]";
+ mes "You have exceeded the maximum capacity.";
+ close;
+ }
+ if(arena_point < .@reward * getarg(2))
+ {
+ mes "[Givu]";
+ mes "You do not have enough arena points.";
+ mes "Please check the total amount of arena points you have.";
+ close;
+ }
+ set arena_point,arena_point - (.@reward * getarg(2));
+ getitem getarg(0),.@reward * getarg(1);
+ mes "[Givu]";
+ mes "Thank you, please come again.";
+ close;
+}
+
+arena_room,63,126,0 script LevelCheck#50 139,5,5,{
+
+OnTouch:
+ if(BaseLevel < 50 || BaseLevel > 69)
+ {
+ mes "[Helper Pat]";
+ mes "I'm sorry but that place is";
+ mes "only available to people from";
+ mes "level ^FF000050^000000 to ^FF000069^000000. I'm afraid you";
+ mes "have to leave immediately.";
+ mes "Please proceed to your proper";
+ mes "arenas. Have fun !";
+ close2;
+ warp "arena_room",100,75;
+ }
+ else if(Zeny < 1000)
+ {
+ mes "[Helper Pat]";
+ mes "Oh! That's too bad!";
+ mes "You have the required level";
+ mes "to attempt this arena but";
+ mes "it costs 1000 zeny to enter.";
+ mes "Please come back when you'll";
+ mes "have them!";
+ close2;
+ warp "arena_room",100,75;
+ }
+ end;
+}
+
+arena_room,49,87,0 script LevelCheck#60 139,5,5,{
+
+OnTouch:
+ if(BaseLevel < 60 || BaseLevel > 79)
+ {
+ mes "[Helper Ben]";
+ mes "I'm sorry but that place is";
+ mes "only available to people from";
+ mes "level ^FF000060^000000 to ^FF000079^000000. I'm afraid you";
+ mes "have to leave immediately.";
+ mes "Please proceed to your proper";
+ mes "arenas. Have fun !";
+ close2;
+ warp "arena_room",100,75;
+ }
+ else if(Zeny < 1000)
+ {
+ mes "[Helper Ben]";
+ mes "Oh! That's too bad!";
+ mes "You have the required level";
+ mes "to attempt this arena but";
+ mes "it costs 1000 zeny to enter.";
+ mes "Please come back when you'll";
+ mes "have them!";
+ close2;
+ warp "arena_room",100,75;
+ }
+ end;
+}
+
+arena_room,63,53,0 script LevelCheck#70 139,5,5,{
+
+OnTouch:
+ if(BaseLevel < 70 || BaseLevel > 89)
+ {
+ mes "[Helper Vicious]";
+ mes "I'm sorry but that place is";
+ mes "only available to people from";
+ mes "level ^FF000070^000000 to ^FF000089^000000. I'm afraid you";
+ mes "have to leave immediately.";
+ mes "Please proceed to your proper";
+ mes "arenas. Have fun !";
+ close2;
+ warp "arena_room",100,75;
+ }
+ else if(Zeny < 1000)
+ {
+ mes "[Helper Vicious]";
+ mes "Oh! That's too bad!";
+ mes "You have the required level";
+ mes "to attempt this arena but";
+ mes "it costs 1000 zeny to enter.";
+ mes "Please come back when you'll";
+ mes "have them!";
+ close2;
+ warp "arena_room",100,75;
+ }
+ end;
+}
+
+arena_room,136,53,0 script LevelCheck#80 139,5,5,{
+
+OnTouch:
+ if(BaseLevel < 80)
+ {
+ mes "[Helper Epin]";
+ mes "I'm sorry but that place is";
+ mes "only available to people from";
+ mes "level ^FF000080^000000 to ^FF000099^000000. I'm afraid you";
+ mes "have to leave immediately.";
+ mes "Please proceed to your proper";
+ mes "arenas. Have fun !";
+ close2;
+ warp "arena_room",100,75;
+ }
+ else if(Zeny < 1000)
+ {
+ mes "[Helper Epin]";
+ mes "Oh! That's too bad!";
+ mes "You have the required level";
+ mes "to attempt this arena but";
+ mes "it costs 1000 zeny to enter.";
+ mes "Please come back when you'll";
+ mes "have them!";
+ close2;
+ warp "arena_room",100,75;
+ }
+ end;
+
+}
diff --git a/npc/pre-re/other/auction.txt b/npc/pre-re/other/auction.txt
new file mode 100644
index 000000000..48e74107f
--- /dev/null
+++ b/npc/pre-re/other/auction.txt
@@ -0,0 +1,132 @@
+//===== rAthena Script =======================================
+//= Auction system
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.3
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Auction house releated NPCs, and warps
+//===== Additional Comments: =================================
+//= 1.0 First version, place holders only. [L0ne_W0lf]
+//= 1.1 Moved Morroc Auction NPCs to Morroc Ruins. [L0ne_W0lf]
+//= 1.2 Warp fixed. Dialog in Ruins/Lighthalzen changed. [Kisuka]
+//= 1.3 Duplicates now spawn from floating NPCs. [L0ne_W0lf]
+//============================================================
+
+// Auction House warpers
+//============================================================
+moc_ruins,78,173,6 script Auction Hall Guide#moc 98,{
+ callfunc "F_AuctionWarper",1;
+}
+
+prontera,218,120,4 script Auction Hall Guide#prt 117,{
+ callfunc "F_AuctionWarper",2;
+}
+
+yuno,129,116,0 script Auction Hall Guide#yuno 90,{
+ callfunc "F_AuctionWarper",3;
+}
+
+lighthalzen,205,169,6 script Auction Hall Guide#lhz 833,{
+ callfunc "F_AuctionWarper",4;
+}
+
+function script F_AuctionWarper {
+ mes "[Auction Hall Guide]";
+ mes "Hello, would you";
+ mes "like to enter the";
+ mes "Auction Hall?";
+ next;
+ if (select("Yes:No") == 1) {
+ if (getarg(0) == 1 || getarg(0) == 4) {
+ mes "[Auction Hall Guide]";
+ mes "Great! Well then,";
+ mes "I hope you have fun";
+ mes "and enjoy the auction~";
+ }else{
+ mes "[Auction Hall Guide]";
+ mes "Enjoy your auction.";
+ }
+ close2;
+ switch(getarg(0)) {
+ case 1:
+ warp "auction_01",179,53; end;
+ case 2:
+ warp "auction_01",21,43; end;
+ case 3:
+ warp "auction_02",151,23; end;
+ case 4:
+ warp "auction_02",43,24; end;
+ }
+ }
+ mes "[Auction Hall Guide]";
+ mes "Alright then,";
+ mes "see you later.";
+ mes "If you change your";
+ mes "mind, please come";
+ mes "and enjoy the auctions~";
+ close;
+}
+
+// Sign posts
+//============================================================
+- script Information Post#dum::AuctionSign -1,{
+ mes "[Information]";
+ mes "Auction Warp Guide";
+ close;
+}
+
+moc_ruins,76,176,6 duplicate(AuctionSign) Information Post#moc 837
+prontera,216,120,4 duplicate(AuctionSign) Information Post#prt 837
+yuno,131,116,0 duplicate(AuctionSign) Information Post#yuno 837
+lighthalzen,207,169,6 duplicate(AuctionSign) Information Post#lhz 837
+
+// Warps
+//============================================================
+auction_01,180,49,0 warp auction_entrance_moc 1,1,moc_ruins,78,171
+auction_01,22,37,0 warp auction_entrance_prt 1,1,prontera,214,120
+auction_02,151,17,0 warp auction_enterance_juno 1,1,yuno,132,119
+auction_02,43,17,0 warp auction_enterance_lhz 1,1,lighthalzen,209,169
+
+// Auction House NPCs
+//============================================================
+- script Auction Broker#dum::AuctionBroker -1,{
+ mes "[Auction Broker]";
+ mes "Welcome to the Auction Hall.";
+ mes "Would you like to view the goods?";
+ next;
+ if (select("Yes:No") == 1) {
+ mes "[Auction Broker]";
+ mes "Very well.";
+ mes "Please take";
+ mes "a look, and see";
+ mes "What's being offered~";
+ OpenAuction;
+ close;
+ }
+ mes "[Auction Broker]";
+ mes "Very well, then.";
+ mes "If you change your";
+ mes "mind, then please";
+ mes "come and check";
+ mes "out the auctions~";
+ close;
+}
+
+auction_01,182,68,6 duplicate(AuctionBroker) Auction Broker#moc1 98
+auction_01,182,75,0 duplicate(AuctionBroker) Auction Broker#moc2 99
+auction_01,177,75,2 duplicate(AuctionBroker) Auction Broker#moc3 98
+auction_01,177,68,4 duplicate(AuctionBroker) Auction Broker#moc4 99
+auction_01,21,74,4 duplicate(AuctionBroker) Auction Broker#prt1 117
+auction_01,27,78,4 duplicate(AuctionBroker) Auction Broker#prt2 116
+auction_01,16,78,4 duplicate(AuctionBroker) Auction Broker#prt3 115
+auction_02,158,47,6 duplicate(AuctionBroker) Auction Broker#yuno1 90
+auction_02,145,47,2 duplicate(AuctionBroker) Auction Broker#yuno2 90
+auction_02,151,54,0 duplicate(AuctionBroker) Auction Broker#yuno3 90
+auction_02,152,41,4 duplicate(AuctionBroker) Auction Broker#yuno4 90
+auction_02,57,46,2 duplicate(AuctionBroker) Auction Broker#lhz1 874
+auction_02,31,46,6 duplicate(AuctionBroker) Auction Broker#lhz2 874
+auction_02,43,65,4 duplicate(AuctionBroker) Auction Broker#lhz3 833
diff --git a/npc/pre-re/other/books.txt b/npc/pre-re/other/books.txt
new file mode 100644
index 000000000..7655b9516
--- /dev/null
+++ b/npc/pre-re/other/books.txt
@@ -0,0 +1,3665 @@
+//===== rAthena Script =======================================
+//= Prontera Library
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.1
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Various Books found in Prontera Library
+//===== Additional Comments: =================================
+//= 1.0 First Version, rescripted to Aegis 10.3 standard. [L0ne_W0lf]
+//= 1.1 Corrected NPC names to fall within proper restrictions. [L0ne_W0lf]
+//============================================================
+
+// Prontera
+//============================================================
+
+prt_in,168,56,4 script Monster Encyclopedia#prt 111,{
+ mes "^FF0000[Monster Encyclopedia]^000000";
+ mes "This is a Monster Encyclopedia";
+ mes "containing information on Water,";
+ mes "Wind and Ghost property monsters.";
+ next;
+ set .@loop1,1;
+ while(.@loop1) {
+ set .@loop2,1;
+ switch(select("Water Property Monsters:Wind Property Monsters:Spritual Property Monsters:Cancel")) {
+ case 1:
+ while(.@Loop2) {
+ switch(select("Small Sized Monsters:Medium Sized Monsters:Great Sized Monsters:Cancel")) {
+ case 1:
+ mes "^FF0000[Vol. 1: Small Water Monsters]^000000";
+ mes "1. Plankton";
+ mes "Even though they seem";
+ mes "insignificantly small, be careful";
+ mes "not to step on them. Plankton are";
+ mes "light and can drift on the water.";
+ mes "^0099FFItem Drops^000000: Single Cell, Garlet,";
+ mes "Sticky Mucus, Empty Bottle";
+ next;
+ mes "^FF0000[Vol. 1: Small Water Monsters]^000000";
+ mes "2. Kukre";
+ mes "Kukre look better than Thief Bugs";
+ mes "but basically loot items just the";
+ mes "same. Luckily, they don't attack";
+ mes "players in a group.";
+ mes "^0099FFItem Drops^000000: Worm Peeling, Garlet,";
+ mes "Monster's Feed, Red Herb, Insect";
+ mes "Feeler";
+ next;
+ mes "^FF0000[Vol. 1: Small Water Monsters]^000000";
+ mes "3. Hydra";
+ mes "Vegetable Monstesr that live near";
+ mes "water or in the deep sea that";
+ mes "attack using tentacles. As a group,";
+ mes "they're a pain in the ass.";
+ mes "^0099FFItem Drops^000000: Tentacle, Sticky Mucus,";
+ mes "Meat.";
+ next;
+ mes "^FF0000[Vol. 1: Small Water Monsters]^000000";
+ mes "4. Vadon";
+ mes "Covered in a thick, protective";
+ mes "shell, Vadons attack with powerful";
+ mes "pincers. Although they look like";
+ mes "crabs, their meat can't be eaten.";
+ mes "^0099FFItem Drops^000000: Nipper, Garlet, Solid";
+ mes "Shell, Shell";
+ next;
+ mes "^FF0000[Vol. 1: Small Water Monsters]^000000";
+ mes "5. Marina";
+ mes "Transparent jellyfish that attack";
+ mes "by stretching their flexible bodies";
+ mes "in a whip-like fashion. They live";
+ mes "in cool places near water.";
+ mes "^0099FFItem Drops^000000: Single Cell, Sticky";
+ mes "Mucus";
+ next;
+ mes "^FF0000[Vol. 1: Small Water Monsters]^000000";
+ mes "6. Cornutus";
+ mes "Benign monsters that conceal";
+ mes "themselves in hard, turban shaped";
+ mes "shells. They try to live as";
+ mes "peacefully as they can in this";
+ mes "crazy, crazy world.";
+ mes "^0099FFItem Drops^000000: Conch, Scell, Solid";
+ mes "Shell";
+ next;
+ mes "^FF0000[Vol. 1: Small Water Monsters]^000000";
+ mes "7. Magnolia";
+ mes "Cute looking creatures that appear";
+ mes "as large frying pans cooking an";
+ mes "egg. They mercilessly spank all";
+ mes "that oppose them.";
+ mes "^0099FFItem Drops^000000: Jellopy, Garlet, Scell";
+ next;
+ mes "^FF0000[Vol. 1: Small Water Monsters]^000000";
+ mes "8. Marine Sphere";
+ mes "Strange, round-shaped monsters that";
+ mes "pulse with destructive energy.";
+ mes "Gathering their Detonators may be";
+ mes "useful for Alchemists.";
+ mes "^0099FFItem Drops^000000: Tendon, Detonator";
+ next;
+ break;
+ case 2:
+ mes "^FF0000[Vol. 2: Medium Water Monsters]^000000";
+ mes "1. Poring";
+ mes "Small, pink monsters that are made";
+ mes "of a living gelatinous substance.";
+ mes "They're cute, and move by";
+ mes "bouncing.";
+ mes "^0099FFItem Drops^000000: Jellopy, Sticky Mucus,";
+ mes "Apple, Empty Bottle, Red Herb";
+ next;
+ mes "^FF0000[Vol. 2: Medium Water Monsters]^000000";
+ mes "2. Roda Frog";
+ mes "Amphibious frogs that have an";
+ mes "annoying croak. In some countries,";
+ mes "their legs are a delicacy.";
+ mes "^0099FFItem Drops^000000: Sticky Webfoot, Spawn,";
+ mes "Green Herb, Empty Bottle";
+ next;
+ mes "^FF0000[Vol. 2: Medium Water Monsters]^000000";
+ mes "3. Spore";
+ mes "Mushroom-like monsters that utilise";
+ mes "mycelial reproduction. Usually live";
+ mes "in forests or dungeons.";
+ mes "^0099FFItem Drops^000000: Spore, Red Herb, Blue";
+ mes "Herb";
+ next;
+ mes "^FF0000[Vol. 2: Medium Water Monsters]^000000";
+ mes "4. Goblin";
+ mes "Small, mask wearing monsters that";
+ mes "viciously attack passerby's. There";
+ mes "seem to be different types that use";
+ mes "different weapons.";
+ mes "^0099FFItem Drops^000000: Yellow Herb, Red";
+ mes "Herb";
+ next;
+ mes "^FF0000[Vol. 2: Medium Water Monsters]^000000";
+ mes "5. Thara Frog";
+ mes "Red Frogs that are much stronger";
+ mes "than the green Roda Frogs. They";
+ mes "also produce an annoying croaking";
+ mes "noise.";
+ mes "^0099FFItem Drops^000000: Spawn, Scell, Sticky";
+ mes "Webfoot";
+ next;
+ mes "^FF0000[Vol. 2: Medium Water Monsters]^000000";
+ mes "6. Phen";
+ mes "A blue fish with a pointed nose and";
+ mes "sad, incredibly sad, vacant eyes.";
+ mes "^0099FFItem Drops^000000: Fish Tail, Sharp Scale,";
+ mes "Meat, Fin";
+ next;
+ mes "^FF0000[Vol. 2: Medium Water Monsters]^000000";
+ mes "7. Marse";
+ mes "A miniature squid with miniature";
+ mes "tentacles. How it moves through";
+ mes "water with those tiny things is";
+ mes "still a scientific mystery.";
+ mes "^0099FFItem Drops^000000: Squid Ink, Tentacle";
+ next;
+ mes "^FF0000[Vol. 2: Medium Water Monsters]^000000";
+ mes "8. Obeaune";
+ mes "A female Mermaid that attacks with";
+ mes "its wild, flowing hair. Whether or";
+ mes "not its male version is Merman is";
+ mes "still under debate.";
+ mes "^0099FFItem Drops^000000: Heart of Mermaid, Fin";
+ next;
+ mes "^FF0000[Vol. 2: Medium Water Monsters]^000000";
+ mes "9. Sohee";
+ mes "A female Ghost that harbours a deep";
+ mes "grudge. Although she is usually";
+ mes "crying, she can become fierce upon";
+ mes "encountering the living.";
+ mes "^0099FFItem Drops^000000: Black Hair, Red Herb";
+ next;
+ mes "^FF0000[Vol. 2: Medium Water Monsters]^000000";
+ mes "10. Marc";
+ mes "A proud looking Sea Horse that sort";
+ mes "of looks like a dragon.";
+ mes "Unfortunately, you can't ride it.";
+ mes "^0099FFItem Drops^000000: Gill, Fin";
+ next;
+ mes "^FF0000[Vol. 2: Medium Water Monsters]^000000";
+ mes "11. Deviace";
+ mes "Fish monster with a big mouth";
+ mes "attached to a suction cup. Small,";
+ mes "strong, and sort of looks like a";
+ mes "watermelon.";
+ mes "^0099FFItem Drops^000000: Ancient Tooth, Ancient";
+ mes "Lips";
+ next;
+ break;
+ case 3:
+ mes "^FF0000[Vol. 3: Great Water Monsters]^000000";
+ mes "1. Ambernite";
+ mes "A snail shaped monster, it is";
+ mes "highly strong offense and defense.";
+ mes "However, it is incredibly slow like";
+ mes "all other snails.";
+ mes "^0099FFItem Drops^000000: Snail's Shell,";
+ mes "Garlet, Shell, Solid Shell";
+ next;
+ mes "^FF0000[Vol. 3: Great Water Monsters]^000000";
+ mes "2. Sword Fish";
+ mes "Fish Monster with a sharp, long nose";
+ mes "that's just like a sword. Although it";
+ mes "has googly eyes, it's a dangerous";
+ mes "monster. Why wasn't it named Sword";
+ mes "Nose Fish?";
+ mes "^0099FFItem Drops^000000: Sharp Scale, Gill";
+ next;
+ break;
+ case 4:
+ close2;
+ set .@loop2,0;
+ end;
+ }
+ }
+
+ case 2:
+ while(.@loop2) {
+ switch(select("Small Sized Monsters:Medium Sized Monsters:Great Sized Monsters:Cancel")) {
+ case 1:
+ mes "^FF0000[Vol. 4: Small Wind Monsters]^000000";
+ mes "1. Chonchon";
+ mes "Fly monsters that move with great";
+ mes "speed. Amazingly, they can heal in";
+ mes "the presense of fecal matter.";
+ mes "^0099FFItem Drops^000000: Shell, Jellopy, Fly";
+ mes "Wing";
+ next;
+ mes "^FF0000[Vol. 4: Small Wind Monsters]^000000";
+ mes "2. Hornet";
+ mes "Usually benign, they will attack in";
+ mes "groups if one of them is harmed.";
+ mes "^0099FFItem Drops^000000: Bee Sting, Jellopy,";
+ mes "Green Herb";
+ next;
+ mes "^FF0000[Vol. 4: Small Wind Monsters]^000000";
+ mes "3. Creamy";
+ mes "A flying monster with beautiful";
+ mes "wings. It will escape by";
+ mes "teleporting if it thinks that it is";
+ mes "in grave danger.";
+ mes "^0099FFItem Drops^000000: Powder of Butterfly,";
+ mes "Honey, Butterfly Wing, Flower";
+ next;
+ mes "^FF0000[Vol. 4: Small Wind Monsters]^000000";
+ mes "4. Stainer";
+ mes "Tiny little insect with a splended,";
+ mes "ladybug-like shell. It can sense";
+ mes "magic and will attack once a spell";
+ mes "begins casting.";
+ mes "^0099FFItem Drops^000000: Rainbow Shell, Garlet";
+ mes "Shell, Solid Shell";
+ next;
+ mes "^FF0000[Vol. 4: Small Wind Monsters]^000000";
+ mes "5. Steel Chonchon";
+ mes "Similar to Chonchon, but is yellow";
+ mes "and green. It picks up everything";
+ mes "from the ground, so be careful not";
+ mes "to drop items.";
+ mes "^0099FFItem Drops^000000: Garlet, Shell, Solid";
+ mes "Shell";
+ next;
+ mes "^FF0000[Vol. 4: Small Wind Monsters]^000000";
+ mes "6. Dustiness";
+ mes "This flying monsters has a high";
+ mes "dodge rate, so if you have low";
+ mes "attack accuracy, you may want to";
+ mes "leave it alone.";
+ mes "^0099FFItem Drops^000000: Moth Dust, Moth Wing";
+ mes "Insect Feeler, Red Herb";
+ next;
+ mes "^FF0000[Vol. 4: Small Wind Monsters]^000000";
+ mes "7. Hunter Fly";
+ mes "Winged insect covered in the blood";
+ mes "of innocents. It's incredibly";
+ mes "quick, as well as strong. Novices";
+ mes "must flee from this monster at all";
+ mes "cost.";
+ mes "^0099FFItem Drops^000000: Solid Shell, Zargon";
+ next;
+ break;
+ case 2:
+ mes "^FF0000[Vol. 5: Medium Wind Monsters]^000000";
+ mes "1. Condor";
+ mes "A bald, funny looking vulture-like";
+ mes "bird. They tend to attack in a";
+ mes "group if one of them is";
+ mes "threatened.";
+ mes "^0099FFItem Drops^000000: Talon, Arrow, Meat,";
+ mes "Feather of Birds";
+ next;
+ mes "^FF0000[Vol. 5: Medium Wind Monsters]^000000";
+ mes "2. Cobold the 1st";
+ mes "A monster looks like a baby wolf,";
+ mes "but it is smart enough to make and";
+ mes "use tools. Although Kobolds are";
+ mes "cute, they're actually quite";
+ mes "hostile.";
+ mes "^0099FFItem Drops^000000: Blue Hair, Zargon,";
+ mes "Yellow Herb";
+ next;
+ mes "^FF0000[Vol. 5: Medium Wind Monsters]^000000";
+ mes "3. Petite";
+ mes "A tiny, cute flying Dragon. There";
+ mes "is another kind of Petite that";
+ mes "walks, but it is of the Earth";
+ mes "property.";
+ mes "^0099FFItem Drops^000000: Dragon Canine, Dragon";
+ mes "Tail, Zargon";
+ next;
+ break;
+ case 3:
+ mes "^FF0000[Vol. 6: Great Wind Monsters]^000000";
+ mes "1. Joker";
+ mes "A large, enchanted playing card. If";
+ mes "you don't have good attack";
+ mes "accuracy, the stakes are against";
+ mes "you when fighting Joker.";
+ mes "^0099FFItem Drops^000000: High Heels";
+ next;
+ break;
+ case 4:
+ close2;
+ set .@loop2,0;
+ end;
+ }
+ }
+
+ case 3:
+ while(.@loop2) {
+ switch(select("Small Sized Monsters:Medium Sized Monsters:Great Sized Monsters:Cancel")) {
+ case 1:
+ mes "^FF0000[Vol. 7: Small Ghost Monsters]^000000";
+ mes "1. Whisper";
+ mes "A piece of living fabric that gives";
+ mes "off spooky vibes. Sometimes, it";
+ mes "likes to turn invisible...";
+ mes "^0099FFItem Drops^000000: Fabric";
+ next;
+ mes "^FF0000[Vol. 7: Small Ghost Monsters]^000000";
+ mes "2. Marionette";
+ mes "A monster reborn as a cursed doll";
+ mes "that is bound to strings attached";
+ mes "to wooden sticks.";
+ mes "^0099FFItem Drops^000000: Golden Hair, Trunk";
+ next;
+ break;
+ case 2:
+ mes "^FF0000[Vol. 8: Medium Ghost Monsters]^000000";
+ mes "1. Eggyra";
+ mes "A weird, robotic egg looking thing";
+ mes "that waddles when it walks. No one";
+ mes "knows where these things come";
+ mes "from.";
+ mes "^0099FFItem Drops^000000: Scell, Sticky Mucus,";
+ mes "Red Herb";
+ next;
+ break;
+ case 3:
+ mes "^FF0000[Vol. 9: Great Ghost Monsters]^000000";
+ mes "1. Nightmare";
+ mes "A ghostly horse that radiates a";
+ mes "violet aura of evil.";
+ mes "^0099FFItem Drops^000000: Horseshoe, Blue Herb";
+ next;
+ mes "^FF0000[Vol. 9: Great Ghost Monsters]^000000";
+ mes "2. Medusa";
+ mes "Monster with hair composed of";
+ mes "snakes. It is rumoured to turn";
+ mes "people into stone if they look into";
+ mes "her eyes.";
+ mes "^0099FFItem Drops^000000: Medusa Head, Horrendous";
+ mes "Hair, White Herb";
+ next;
+ break;
+ case 4:
+ close2;
+ set .@loop2,0;
+ end;
+ }
+ }
+
+ case 4:
+ close2;
+ set .@loop1,0;
+ end;
+ }
+ }
+}
+
+prt_in,159,56,4 script Monster Encyclopedia#2pr 111,{
+ mes "^FF0000[Monster Encyclopedia]^000000";
+ mes "This is a Monster Encyclopedia";
+ mes "containing information on Earth,";
+ mes "Fire and Neutral property";
+ mes "monsters.";
+ next;
+ set .@loop1,1;
+ while(.@loop1) {
+ set .@loop2,1;
+ switch(select("Earth Property Monsters:Fire Property Monsters:Neutral Property Monsters:Cancel")) {
+ case 1:
+ while(.@loop2) {
+ switch(select("Small Sized Monsters:Medium Sized Monsters:Great Sized Monsters:Cancel")) {
+ case 1:
+ mes "^FF0000[Vol. 10: Small Earth Monsters]^000000";
+ mes "1. Fabre";
+ mes "The weak and small larva of Creamy.";
+ mes "Although some say it is cute, the";
+ mes "author must disagree.";
+ mes "Whole-heartedly.";
+ mes "^0099FFItem Drops^000000: Feather, Fluff, Green";
+ mes "Herb, Clover";
+ next;
+ mes "^FF0000[Vol. 10: Small Earth Monsters]^000000";
+ mes "2. Pupa";
+ mes "Monster that is the pupal stage of";
+ mes "Fabre. It doesn't attack at all, so";
+ mes "it's easy to kill for Novices.";
+ mes "^0099FFItem Drops^000000: Chrysalis, Sticky";
+ mes "Mucus";
+ next;
+ mes "^FF0000[Vol. 10: Small Earth Monsters]^000000";
+ mes "3. Martin";
+ mes "An adorable mole wearing a safety";
+ mes "helmet. He's deathly afraid of";
+ mes "cave-ins and occasionally stops to";
+ mes "cower in fear.";
+ mes "^0099FFItem Drops^000000: Mole Whiskers, Mole";
+ mes "Claw";
+ next;
+ mes "^FF0000[Vol. 10: Small Earth Monsters]^000000";
+ mes "4. Savage Bebe";
+ mes "Tiny, pink baby Savage. It's";
+ mes "disheartening to know that it grows";
+ mes "up to become ugly-looking.";
+ mes "^0099FFItem Drops^000000: Animal Skin, Meat,";
+ mes "Arrow, Feather";
+ next;
+ mes "^FF0000[Vol. 10: Small Earth Monsters]^000000";
+ mes "5. Andre";
+ mes "A kind of worker ant, Andres are";
+ mes "yellow, very diligent and gather";
+ mes "everything in sight for the Queen";
+ mes "Ant.";
+ mes "^0099FFItem Drops^000000: Worm Peeling, Garlet,";
+ mes "Sticky Mucus, Shell";
+ next;
+ mes "^FF0000[Vol. 10: Small Earth Monsters]^000000";
+ mes "6. Coco";
+ mes "A small Squirrel with dark";
+ mes "piercing eyes. It's always holding";
+ mes "an Acorn, and would be cute if it";
+ mes "didn't always have a look of utter";
+ mes "contempt.";
+ mes "^0099FFItem Drops^000000: Acorn, Fluff, Animal";
+ mes "Skin, Sweet Potato";
+ next;
+ mes "^FF0000[Vol. 10: Small Earth Monsters]^000000";
+ mes "7. Piere";
+ mes "Pieres are green worker ants that";
+ mes "are subtly different than Andres.";
+ mes "^0099FFItem Drops^000000: Worm Peeling, Garlet,";
+ mes "Sticky Mucus, Shell";
+ next;
+ mes "^FF0000[Vol. 10: Small Earth Monsters]^000000";
+ mes "8. Smokie";
+ mes "A chubby little raccoon that loves";
+ mes "nothing better than to scamper.";
+ mes "It's rumored to use a magic leaf to";
+ mes "become invisible!";
+ mes "^0099FFItem Drops^000000: Raccoon Leaf, Animal";
+ mes "Skin, Sweet Potato";
+ next;
+ mes "^FF0000[Vol. 10: Small Earth Monsters]^000000";
+ mes "9. Deniro";
+ mes "Red worker ants that live to serve";
+ mes "the Queen Ant. If there's anything";
+ mes "on the ground, they'll pick it up.";
+ mes "^0099FFItem Drops^000000: Worm Peeling, Garlet,";
+ mes "Sticky Mucus, Shell";
+ next;
+ mes "^FF0000[Vol. 10: Small Earth Monsters]^000000";
+ mes "10. Yoyo";
+ mes "A naughty monkey that picks up";
+ mes "anything from the ground. They're";
+ mes "very quick and will gang up on you";
+ mes "if you attack just one of them.";
+ mes "^0099FFItem Drops^000000: Yoyo Tail, Banana,";
+ mes "Yellow Herb, Animal Skin";
+ next;
+ mes "^FF0000[Vol. 10: Small Earth Monsters]^000000";
+ mes "11. Vitata";
+ mes "Plump worker ants that heal the";
+ mes "other ants in their colony. When";
+ mes "killed their bodies leak... honey?";
+ mes "^0099FFItem Drops^000000: Worm Peeling, Scell,";
+ mes "Honey";
+ next;
+ mes "^FF0000[Vol. 10: Small Earth Monsters]^000000";
+ mes "12. Caramel";
+ mes "An adorable porcupine with tiny";
+ mes "spiky quills. However, it gets";
+ mes "incredibly angry when touched.";
+ mes "^0099FFItem Drops^000000: Porcupine Quill,";
+ mes "Animal Skin";
+ next;
+ mes "^FF0000[Vol. 10: Small Earth Monsters]^000000";
+ mes "13. Giearth";
+ mes "An elderly pixie that wanders caves";
+ mes "to gather ores. They're incredible";
+ mes "chain smokers.";
+ mes "^0099FFItem Drops^000000: Old Pixie's Moustache";
+ next;
+ break;
+ case 2:
+ mes "^FF0000[Vol. 11: Medium Earth Monsters]^000000";
+ mes "1. Willow";
+ mes "Creature reborn from an old tree.";
+ mes "Its features and the sounds it";
+ mes "makes are incredibly eerie.";
+ mes "^0099FFItem Drops^000000: Tree Root, Trunk, Red";
+ mes "Herb, Sweet Potato";
+ next;
+ mes "^FF0000[Vol. 11: Medium Earth Monsters]^000000";
+ mes "2. Rocker";
+ mes "A lazy grasshopper that loves to";
+ mes "play the violin, just like in";
+ mes "Aesop's fable.";
+ mes "^0099FFItem Drops^000000: Grasshopper's Leg,";
+ mes "Jellopy";
+ next;
+ mes "^FF0000[Vol. 11: Medium Earth Monsters]^000000";
+ mes "3. Mandragora";
+ mes "Although it stays in the same";
+ mes "place, it can attack passerby from";
+ mes "a distance using underground";
+ mes "stalks.";
+ mes "^0099FFItem Drops^000000: Stem, Green Herb,";
+ mes "Shoot";
+ next;
+ mes "^FF0000[Vol. 11: Medium Earth Monsters]^000000";
+ mes "4. Wolf";
+ mes "Wild, roving wolves with blue";
+ mes "manes. They tend to attack as a";
+ mes "pack when even one of them is";
+ mes "threatened.";
+ mes "^0099FFItem Drops^000000: Wolf Claw, Meat,";
+ mes "Monster's Feed, Animal Skin";
+ next;
+ mes "^FF0000[Vol. 11: Medium Earth Monsters]^000000";
+ mes "5. Snake";
+ mes "Green snake that lives in the";
+ mes "forests and deserts. They're not";
+ mes "poisonous, but their bites still";
+ mes "hurt.";
+ mes "^0099FFItem Drops^000000: Snake Scale, Red Herb";
+ next;
+ mes "^FF0000[Vol. 11: Medium Earth Monsters]^000000";
+ mes "6. Horn";
+ mes "Although it looks fierce, it's";
+ mes "actually a peaceful insect. It";
+ mes "roams around fields with a";
+ mes "crunching sound.";
+ mes "^0099FFItem Drops^000000: Horn, Shell, Solid";
+ mes "Shell";
+ next;
+ mes "^FF0000[Vol. 11: Medium Earth Monsters]^000000";
+ mes "7. Orc Warrior";
+ mes "A warrior of the proud race of";
+ mes "Orcs. At one time, Orcs and humans";
+ mes "were allies, but now they are";
+ mes "bitter enemies.";
+ mes "^0099FFItem Drops^000000: Orcish Voucher";
+ next;
+ mes "^FF0000[Vol. 11: Medium Earth Monsters]^000000";
+ mes "8. Hode";
+ mes "A huge earthworm that usually hides";
+ mes "under the ground. It can usually be";
+ mes "found in the desert.";
+ mes "^0099FFItem Drops^000000: Earthworm Peeling,";
+ mes "Sticky Mucus";
+ next;
+ mes "^FF0000[Vol. 11: Medium Earth Monsters]^000000";
+ mes "9. Mantis";
+ mes "It wanders about fields, waving a";
+ mes "tiny fan. An entire martial arts";
+ mes "style is based on the movements of";
+ mes "this insect.";
+ mes "^0099FFItem Drops^000000: Mantis Scythe, Scell";
+ mes "Solid Shell, Red Herb";
+ next;
+ mes "^FF0000[Vol. 11: Medium Earth Monsters]^000000";
+ mes "10. Savage";
+ mes "A wild boar that walks around,";
+ mes "grunting restlessly. Its rough";
+ mes "looking tusks make it hard to";
+ mes "believe it was cute as a baby.";
+ mes "^0099FFItem Drops^000000: Mane, Animal Skin";
+ next;
+ mes "^FF0000[Vol. 11: Medium Earth Monsters]^000000";
+ mes "11. Petite";
+ mes "Cute, walking Dragon. There is";
+ mes "another kind of Petite that flys,";
+ mes "but it is of the Wind property.";
+ mes "^0099FFItem Drops^000000: Dragon Canine, Dragon";
+ mes "Tail, Zargon";
+ next;
+ break;
+ case 3:
+ mes "^FF0000[Vol. 12: Great Earth Monsters]^000000";
+ mes "1. Worm Tail";
+ mes "A strange monster that uses";
+ mes "whiping attacks with a tail that";
+ mes "looks like a blade of grass.";
+ mes "^0099FFItem Drops^000000: Pointed Scale, Yellow";
+ mes "Herb";
+ next;
+ mes "^FF0000[Vol. 12: Great Earth Monsters]^000000";
+ mes "2. Muka";
+ mes "Cute Cactus commonly found in the";
+ mes "desert. It tries to threaten";
+ mes "passerby with its growls, but its";
+ mes "noises are too funny to be scary.";
+ mes "^0099FFItem Drops^000000: Cactus Needle, Empty";
+ mes "Bottle, Green Herb, Red Herb";
+ next;
+ mes "^FF0000[Vol. 12: Great Earth Monsters]^000000";
+ mes "3. Bigfoot";
+ mes "Although its name may be";
+ mes "misleading, Bigfoot is actually a";
+ mes "large bera. It walks like it owns";
+ mes "the forest, and it does.";
+ mes "^0099FFItem Drops^000000: Bear's Foot Skin,";
+ mes "Animal Skin, Sweet Potato";
+ next;
+ mes "^FF0000[Vol. 12: Great Earth Monsters]^000000";
+ mes "4. Flora";
+ mes "A man-eating plant. Its parts are";
+ mes "considered useful for Alchemists to";
+ mes "make monsters of their own...";
+ mes "^0099FFItem Drops^000000: Maneater Blossom, Stem";
+ next;
+ break;
+ case 4:
+ close2;
+ set .@loop2,0;
+ end;
+ }
+ }
+
+ case 2:
+ while(.@loop2) {
+ switch(select("Small Sized Monsters:Medium Sized Monsters:Great Sized Monsters:Cancel")) {
+ case 1:
+ mes "^FF0000[Vol. 13: Small Fire Monsters]^000000";
+ mes "1. Picky";
+ mes "Cute little chick that may grow up";
+ mes "to be a Peco Peco, unless, of";
+ mes "course, you kill it.";
+ mes "^0099FFItem Drops^000000: Feather of Birds,";
+ mes "Feather, Red Herb, Milk";
+ next;
+ mes "^FF0000[Vol. 13: Small Fire Monsters]^000000";
+ mes "2. Baby Desert Wolf";
+ mes "A Baby Desert Wolf that tires to";
+ mes "threaten adventurers with its cute,";
+ mes "little yelps.";
+ mes "^0099FFItem Drops^000000: Animal Skin, Meat";
+ next;
+ mes "^FF0000[Vol. 13: Small Fire Monsters]^000000";
+ mes "3. Horong,";
+ mes "An eerie-looking, violent fireball.";
+ mes "It's useless to use hiding skills";
+ mes "near this vengeful spirit.";
+ mes "^0099FFItem Drops^000000: Stone Heart, Zargon,";
+ mes "Fire Arrow";
+ next;
+ break;
+ case 2:
+ mes "^FF0000[Vol. 14: Medium Fire Monsters]^000000";
+ mes "1. Drops";
+ mes "The desert version of the Poring";
+ mes "that has a pale orange colour. It";
+ mes "seems a tiny bit stronger than";
+ mes "Poring, though.";
+ mes "^0099FFItem Drops^000000: Jellopy, Sticky Mucus,";
+ mes "Apple, Empty Bottle, Red Herb";
+ next;
+ mes "^FF0000[Vol. 14: Medium Fire Monsters]^000000";
+ mes "2. Elder Willow";
+ mes "The elderly version of the Willow";
+ mes "monster. It's red and can even use";
+ mes "some magic.";
+ mes "^0099FFItem Drops^000000: Resin, Trunk, Sweet";
+ mes "Potato";
+ next;
+ mes "^FF0000[Vol. 14: Medium Fire Monsters]^000000";
+ mes "3. Metaller";
+ mes "The evolved form of Rocker. It is";
+ mes "dim brown and lives in the desert.";
+ mes "This cricket will pick items up";
+ mes "from the ground.";
+ mes "^0099FFItem Drops^000000: Red Blood,";
+ mes "Grasshopper's Leg, Scell, Shell";
+ next;
+ mes "^FF0000[Vol. 14: Medium Fire Monsters]^000000";
+ mes "4. Zerom";
+ mes "An undead slave. Sadly, not even";
+ mes "death will bring peace to the";
+ mes "abusive hours of labor Zerom";
+ mes "suffers from his Pharaoh.";
+ mes "^0099FFItem Drops^000000: Panties";
+ next;
+ mes "^FF0000[Vol. 14: Medium Fire Monsters]^000000";
+ mes "5. Scorpion";
+ mes "Scorpions can be found in areas";
+ mes "where there is desert. It has a";
+ mes "beautiful colour, but can be";
+ mes "dangerous.";
+ mes "^0099FFItem Drops^000000: Scorpion Tail, Green";
+ mes "Herb, Yellow Herb";
+ next;
+ mes "^FF0000[Vol. 14: Medium Fire Monsters]^000000";
+ mes "6. Desert Wolf";
+ mes "Wolves in the desert are much";
+ mes "stronger than those living in the";
+ mes "forset. If you strike one, you'll";
+ mes "have to deal with the whole pack.";
+ mes "Item Drops; Animal Skin, Mink";
+ mes "Coat, Meat, Wolf Claw";
+ next;
+ mes "^FF0000[Vol. 14: Medium Fire Monsters]^000000";
+ mes "7. Frilldora";
+ mes "Lizard with a frilly, fan-like";
+ mes "neck. Although it looks rediculous,";
+ mes "it's actually pretty strong.";
+ mes "^0099FFItem Drops^000000: Frill, Reptile Tongue,";
+ mes "Red Herb, Zargon";
+ next;
+ mes "^FF0000[Vol. 14: Medium Fire Monsters]^000000";
+ mes "8. Cobold the 3rd";
+ mes "A blue, wolf-like monster that is";
+ mes "amazingly cuddly. However, all";
+ mes "Kobolds have sworn to hate humans.";
+ mes "There are different kinds of";
+ mes "Kobolds that use different";
+ mes "weapons.";
+ mes "^0099FFItem Drops^000000: Blue Hair, Zargon,";
+ mes "Yellow Herb";
+ next;
+ mes "^FF0000[Vol. 14: Medium Fire Monsters]^000000";
+ mes "9. Jakk";
+ mes "A spooky, Pumpkin-headed monster";
+ mes "that dresses in a slick formal";
+ mes "suit. It's been known to invade";
+ mes "Prontera on St. Hallow's Eve in the";
+ mes "past.";
+ mes "^0099FFItem Drops^000000: Jack'o'Pumpkin, Zargon";
+ next;
+ break;
+ case 3:
+ mes "^FF0000[Vol. 15: Great Fire Monsters]^000000";
+ mes "1. Peco Peco";
+ mes "Nowadays peco peco is popular as a";
+ mes "vehicle for Knights and Crusaders.";
+ mes "They live in the Desert or Forest";
+ mes "and will also attack in packs if";
+ mes "one of them is threatened.";
+ mes "^0099FFItem Drops^000000: Bill of Birds, Yellow";
+ mes "Herb, Red Herb";
+ next;
+ mes "^FF0000[Vol. 15: Great Fire Monsters]^000000";
+ mes "2. Marduk";
+ mes "A gangly wizard of darkness. Look";
+ mes "out, it knows magic!";
+ mes "^0099FFItem Drops^000000: Flame Heart";
+ next;
+ break;
+ case 4:
+ close2;
+ set .@loop2,0;
+ end;
+ }
+ }
+
+ case 3:
+ while(.@loop2) {
+ switch(select("Small Sized Monsters:Medium Sized Monsters:Great Sized Monsters:Cancel")) {
+ case 1:
+ mes "^FF0000[Vol. 16: Small Neutral Monsters]^000000";
+ mes "1. Lunatic";
+ mes "A shaggy monster that looks kind of";
+ mes "like a rabbit. Although some may";
+ mes "think it's cute, the author";
+ mes "believes it to be absolutely";
+ mes "hideous. Perhaps that is because of";
+ mes "his alleriges.";
+ mes "^0099FFItem Drops^000000: Clover, Feather,";
+ mes "Carrot, Red Herb";
+ next;
+ mes "^FF0000[Vol. 16: Small Neutral Monsters]^000000";
+ mes "2. Peco Peco Egg";
+ mes "The egg of a Peco Peco. It's small,";
+ mes "and defenseless, making it a";
+ mes "perfect target for Novices.";
+ mes "^0099FFItem Drops^000000: Shell, Red Herb,";
+ mes "Empty Bottle";
+ next;
+ mes "^FF0000[Vol. 16: Small Neutral Monsters]^000000";
+ mes "3. Ant Egg";
+ mes "An Ant Egg that is also";
+ mes "defenseless. Some of them actually";
+ mes "hatch, though.";
+ mes "^0099FFItem Drops^000000: Shell, Jellopy, Sticky";
+ mes "Mucus, Empty Bottle";
+ next;
+ mes "^FF0000[Vol. 16: Small Neutral Monsters]^000000";
+ mes "4. Baby Thief Bug";
+ mes "Dirty, filthy Creatures that tend";
+ mes "to work in groups. Whatever you do,";
+ mes "don't let them pollute the Prontera";
+ mes "Culvert, it'd be a disaster!";
+ mes "^0099FFItem Drops^000000: Worm Peeling, Red Herb,";
+ mes "Jellopy";
+ next;
+ break;
+ case 2:
+ mes "^FF0000[Vol. 17: Medium Neutral Monsters]^000000";
+ mes "^0099FF...^000000";
+ next;
+ mes "^FF0000[Vol. 17: Medium Neutral Monsters]^000000";
+ mes "^0099FF...^000000";
+ mes "^0099FF......^000000";
+ next;
+ mes "^0099FFSome pages seem to have been ripped^000000";
+ mes "^0099FFout of this book, and replaced with^000000";
+ mes "^0099FFpinups of the Isis monster. It^000000";
+ mes "^0099FFlooks like you'll need to learn^000000";
+ mes "^0099FFabout Neutral, medium sizd^000000";
+ mes "^0099FFmonsters on your own.^000000";
+ next;
+ break;
+ case 3:
+ mes "^FF0000[Vol. 18: Great Neutral Monsters]^000000";
+ mes "1. Golem";
+ mes "A being of living stone that has";
+ mes "been enchanted with black magic. It";
+ mes "can recognise spell casting, but";
+ mes "moves incredibly slowly due to its";
+ mes "weight problem.";
+ mes "^0099FFItem Drops^000000: Scell";
+ next;
+ break;
+ case 4:
+ close2;
+ set .@loop2,0;
+ end;
+ }
+ }
+
+ case 4:
+ close2;
+ set .@loop1,0;
+ end;
+ }
+ }
+}
+
+prt_in,161,50,4 script Monster Encyclopedia#3pr 111,{
+ mes "^FF0000[Monster Encyclopedia]^000000";
+ mes "This is a Monster Encyclopedia";
+ mes "containing information on Dark,";
+ mes "Poison and Undead monsters.";
+ next;
+ set .@loop1,1;
+ while(.@loop1) {
+ set .@loop2,1;
+ switch(select("Dark Property Monsters:Poison Property Monsters:Undead Property Monsters:Cancel")) {
+ case 1:
+ while(.@loop2) {
+ switch(select("Small Sized Monsters:Medium Sized Monsters:Great Sized Monsters:Cancel")) {
+ case 1:
+ mes "^FF0000[Vol. 19: Small Dark Monsters]^000000";
+ mes "1. Thief Bug Egg";
+ mes "A filthy egg from a filthy Thief";
+ mes "Bug. They make horrible omelets.";
+ mes "^0099FFItem Drops^000000: Chrysalis, Sticky";
+ mes "Mucus";
+ next;
+ mes "^FF0000[Vol. 19: Small Dark Monsters]^000000";
+ mes "2. Familiar";
+ mes "A gray bat that's not very strong,";
+ mes "but really annoying because it";
+ mes "attacks very fast and relentlessly";
+ mes "pursues passerby.";
+ mes "^0099FFItem Drops^000000: Tooth of Bat, Fly Wing,";
+ mes "Grape, Red Herb";
+ next;
+ mes "^FF0000[Vol. 19: Small Dark Monsters]^000000";
+ mes "3. Tarou";
+ mes "A tiny, little white mouse. Its";
+ mes "squeaks can be heard in the Dead";
+ mes "Pit and the Prontera Culvert.";
+ mes "^0099FFItem Drops^000000: Rat Tail, Animal";
+ mes "Skin, Feather, Monster's Feed";
+ next;
+ mes "^FF0000[Vol. 19: Small Dark Monsters]^000000";
+ mes "4. Drainliar";
+ mes "A blood red bat that's much";
+ mes "stronger than Familiar. It also";
+ mes "tends to pursue any human it";
+ mes "finds.";
+ mes "^0099FFItem Drops^000000: Tooth of Bat, Red Herb";
+ next;
+ mes "^FF0000[Vol. 19: Small Dark Monsters]^000000";
+ mes "5. Dokkaebi";
+ mes "A traditional Korean demon with the";
+ mes "power to generate wealth. Using";
+ mes "Mammonite is no big deal to them.";
+ mes "^0099FFItem Drops^000000: Dokkaebi Horn";
+ next;
+ mes "^FF0000[Vol. 19: Small Dark Monsters]^000000";
+ mes "6. Deviruchi";
+ mes "A miniature demon that repeatedly";
+ mes "stabs umans with its pitchfork.";
+ mes "It's cute, but nonetheless a true";
+ mes "fiend of darkness.";
+ mes "^0099FFItem Drops^000000: Little Evil Horn,";
+ mes "Little Evil Wing, Zargon";
+ next;
+ break;
+ case 2:
+ mes "^FF0000[Vol. 20: Medium Dark Monsters]^000000";
+ mes "1. Female Thief Bug";
+ mes "Large, brown insects that are";
+ mes "gruesome to the eye and disgusting";
+ mes "to the touch. Notorious for quickly";
+ mes "grabbing whatever drops to the";
+ mes "ground.";
+ mes "^0099FFItem Drops^000000: Worm Peeling, Red Herb,";
+ mes "Jellopy, Garlet, Insect Feeler";
+ next;
+ mes "^FF0000[Vol. 20: Medium Dark Monsters]^000000";
+ mes "2. Male Thief Bug";
+ mes "A large, green insect, the Male";
+ mes "Thief Bug is considerably powerful.";
+ mes "They're also very aggressive";
+ mes "towards humans.";
+ mes "^0099FFItem Drops^000000: Worm Peeling, Red Herb,";
+ mes "Jellopy, Garlet, Insect Feeler,";
+ mes "Yellow Herb";
+ next;
+ mes "^FF0000[Vol. 20: Medium Dark Monsters]^000000";
+ mes "3. Matyr";
+ mes "A hound saturated with evil. It's";
+ mes "always sleeping, but springs to";
+ mes "action after smelling an";
+ mes "adventurer.";
+ mes "^0099FFItem Drops^000000: Monster's Feed,";
+ mes "Animal Skin";
+ next;
+ mes "^FF0000[Vol. 20: Medium Dark Monsters]^000000";
+ mes "4. Zenorc";
+ mes "A dishonourable Orc whose body has";
+ mes "been cursed. They continue their";
+ mes "shameful ways by looting items that";
+ mes "have been dropped to the ground.";
+ mes "^0099FFItem Drops^000000: Zenorc's Fang, Sticky";
+ mes "Mucus, Yellow Herb";
+ next;
+ mes "^FF0000[Vol. 20: Medium Dark Monsters]^000000";
+ mes "5. Requiem";
+ mes "An ancient slave that carries a";
+ mes "heavy coffin on its back. Weary";
+ mes "from its labour, Requiem simply";
+ mes "collapses, hoping the coffing will";
+ mes "hit its mark, when attacking";
+ mes "^0099FFItem Drops^000000: Old Blue Box";
+ next;
+ mes "^FF0000[Vol. 20: Medium Dark Monsters]^000000";
+ mes "6. Bathory";
+ mes "A wart-nosed Witch wearing bunny";
+ mes "boxers that will attack anything";
+ mes "prettier that her. In other words,";
+ mes "she attacks everyone.";
+ mes "^0099FFItem Drops^000000: Witch Starsand";
+ next;
+ break;
+ case 3:
+ mes "^FF0000[Vol. 21: Great Dark Monsters]^000000";
+ mes "1. Isis";
+ mes "A monster that is half serpent and";
+ mes "half woman, as well as one of";
+ mes "Osiris' trusted champions.";
+ mes "^0099FFItem Drops^000000: Scale Skin, Shining";
+ mes "Scale";
+ next;
+ mes "^FF0000[Vol. 21: Great Dark Monsters]^000000";
+ mes "2. Raydric";
+ mes "The soul of a castle guard bound to";
+ mes "a living suit of armour through a";
+ mes "curse.";
+ mes "^0099FFItem Drops^000000: Elunium, Chivalry";
+ mes "Emblem";
+ next;
+ break;
+ case 4:
+ close2;
+ set .@loop2,0;
+ end;
+ }
+ }
+ case 2:
+ while(.@loop2) {
+ switch(select("Small Sized Monsters:Medium Sized Monsters:Great Sized Monsters:Cancel")) {
+ case 1:
+ mes "^FF0000[Vol. 22: Small Poison Monsters]^000000";
+ mes "^0099FF...^000000";
+ next;
+ mes "^FF0000[Vol. 22: Small Posion Monsters]^000000";
+ mes "^0099FF...^000000";
+ mes "^0099FF......^000000";
+ next;
+ mes "^0099FFThere are^000000";
+ mes "^0099FFPoring stickers^000000";
+ mes "^0099FFall over these pages!^000000";
+ next;
+ mes "^0099FFIt looks like you'll have to learn^000000";
+ mes "^0099FFabout small, poisonous monsters all^000000";
+ mes "^0099FFon your own.^000000";
+ next;
+ break;
+ case 2:
+ mes "^FF0000[Vol. 23: Medium Posion Monsters]^000000";
+ mes "1. Poporing";
+ mes "A light green Poring with the";
+ mes "Poison property. It's much stronger";
+ mes "than Poring, but still moves by";
+ mes "means of bouncing.";
+ mes "^0099FFItem Drops^000000: Sticky Mucus, Garlet,";
+ mes "Green Herb";
+ next;
+ mes "^FF0000[Vol. 23: Medium Posion Monsters]^000000";
+ mes "2. Poison Spore";
+ mes "A black capped mushroom. It attacks";
+ mes "adventurers in fear of being eaten,";
+ mes "despite being poisonous and not";
+ mes "delicious.";
+ mes "^0099FFItem Drops^000000: Spore, Green Herb";
+ next;
+ mes "^FF0000[Vol. 23: Medium Posion Monsters]^000000";
+ mes "3. Cobold the 2nd";
+ mes "A small, wolf-like monster that's";
+ mes "intelligent enough to use weapons.";
+ mes "Look out, though, he's pretty mean";
+ mes "for a little guy.";
+ mes "^0099FFItem Drops^000000: Blue Hair, Zargon,";
+ mes "Yellow Herb";
+ next;
+ mes "^FF0000[Vol. 23: Medium Posion Monsters]^000000";
+ mes "4. Side Winder";
+ mes "A dark coloured snake that hates";
+ mes "people. Be careful, and kill them";
+ mes "before they can poison you.";
+ mes "^0099FFItem Drops^000000: Shining Scale, Zargon,";
+ mes "Poisonous Canine, Snake Scale";
+ next;
+ break;
+ case 3:
+ mes "^FF0000[Vol. 24: Great Poison Monsters]^000000";
+ mes "1. Argos";
+ mes "A monstrous spider that will attack";
+ mes "adventurers on sight. It's too big";
+ mes "for adventurers to squish with";
+ mes "their feet.";
+ mes "^0099FFItem Drops^000000: Cobweb, Scell, Bug Leg,";
+ mes "Green Herb, Yellow Herb";
+ next;
+ mes "^FF0000[Vol. 24: Great Poison Monsters]^000000";
+ mes "2. Argriope";
+ mes "A segmented, millipede type monster";
+ mes "that will attack passerby with";
+ mes "poison.";
+ mes "^0099FFItem Drops^000000: Bug Leg, Zargon, Green";
+ mes "Herb";
+ next;
+ mes "^FF0000[Vol. 24: Great Poison Monsters]^000000";
+ mes "3. Myst";
+ mes "A strange, monster made of mist";
+ mes "that is attached to a phantom";
+ mes "window.";
+ mes "^0099FFItem Drops^000000: Trunk, Gas Mask";
+ next;
+ break;
+ case 4:
+ close2;
+ set .@loop2,0;
+ end;
+ }
+ }
+
+ case 3:
+ while(.@loop2) {
+ switch(select("Small Sized Monsters:Medium Sized Monsters:Great Sized Monsters:Cancel")) {
+ case 1:
+ mes "^FF0000[Vol. 25: Small Undead Monsters]^000000";
+ mes "^0099FF...^000000";
+ next;
+ mes "^FF0000[Vol. 25: Small Undead Monsters]^000000";
+ mes "^0099FF...^000000";
+ mes "^0099FF......^000000";
+ next;
+ mes "^0099FF...!^000000";
+ mes "^0099FFSome stupid kid scribbled pictures^000000";
+ mes "^0099FFall over this chapter! It looks^000000";
+ mes "^0099FFlike you'll have to learn about^000000";
+ mes "^0099FFsmall Undead monsters^000000";
+ mes "^0099FFon your very own.^000000";
+ next;
+ break;
+ case 2:
+ mes "^FF0000[Vol. 26: Medium Undead Monsters]^000000";
+ mes "1. Zombie";
+ mes "An innocent human that has been";
+ mes "raised from the dead through black";
+ mes "magic.";
+ mes "^0099FFItem Drops^000000: Decayed Nail, Sticky";
+ mes "Mucus, Horrendous Mouth";
+ next;
+ mes "^FF0000[Vol. 26: Medium Undead Monsters]^000000";
+ mes "2. Megalodon";
+ mes "An animated fish skeleton that";
+ mes "roams the seas. Although it looks";
+ mes "scary, it's actually benign.";
+ mes "^0099FFItem Drops^000000: Stinky Scale,";
+ mes "Skel-Bone";
+ next;
+ mes "^FF0000[Vol. 26: Medium Undead Monsters]^000000";
+ mes "3. Orc Zombie";
+ mes "Orcs that have risen back from the";
+ mes "dead. The honourable fighting spirit";
+ mes "of the Orc Warrior never dies!";
+ mes "^0099FFItem Drops^000000: Orc Claw, Sticky Mucus";
+ next;
+ mes "^FF0000[Vol. 26: Medium Undead Monsters]^000000";
+ mes "4. Pirate Skel";
+ mes "A topless pirate skeleton that";
+ mes "skips around in purple socks.";
+ mes "Scourge of the seven seas.";
+ mes "^0099FFItem Drops^000000: Skel-Bone";
+ next;
+ mes "^FF0000[Vol. 26: Medium Undead Monsters]^000000";
+ mes "5. Orc Skeleton";
+ mes "The skeleton of an Orc that has";
+ mes "been brought back to life. Even in";
+ mes "death, Orcs continue to do battle.";
+ mes "^0099FFItem Drops^000000: Orc's Fang, Green";
+ mes "Herb";
+ next;
+ mes "^FF0000[Vol. 26: Medium Undead Monsters]^000000";
+ mes "6. Soldier Skeleton";
+ mes "A skeleton soldier that wields two";
+ mes "swords at once. He must have been a";
+ mes "badass when he was alive.";
+ mes "^0099FFItem Drops^000000: Skel-Bone, Red Herb";
+ next;
+ mes "^FF0000[Vol. 26: Medium Undead Monsters]^000000";
+ mes "7. Munak";
+ mes "A beautiful zombie that seems to be";
+ mes "linked to Bongun somehow.";
+ mes "^0099FFItem Drops^000000: Daenggie, Munak Turban";
+ next;
+ mes "^FF0000[Vol. 26: Medium Undead Monsters]^000000";
+ mes "8. Skel Worker";
+ mes "A reanimated skeleton of a miner";
+ mes "that has died without receiving its";
+ mes "severance pay.";
+ mes "^0099FFItem Drops^000000: Iron, Lantern";
+ next;
+ mes "^FF0000[Vol. 26: Medium Undead Monsters]^000000";
+ mes "9. Archer Skeleton";
+ mes "Despite not having actual eyes,";
+ mes "Archer Skeletons have great aim.";
+ mes "^0099FFItem Drops^000000: Skel-Bone, Fire Arrow,";
+ mes "Red Herb";
+ next;
+ mes "^FF0000[Vol. 26: Medium Undead Monsters]^000000";
+ mes "10. Mummy";
+ mes "A walking corpse covered with";
+ mes "bandages. It probably used to be";
+ mes "beautiful once.";
+ mes "^0099FFItem Drops^000000: Rotten Bandage";
+ next;
+ mes "^FF0000[Vol. 26: Medium Undead Monsters]^000000";
+ mes "11. Verit";
+ mes "A mummified dog that will pick up";
+ mes "anything dropped to the ground.";
+ mes "Although it's a zombie, it seems";
+ mes "happy to be alive again.";
+ mes "^0099FFItem Drops^000000: Immortal Heart, Zargon";
+ mes "Rotten Bandage";
+ next;
+ mes "^FF0000[Vol. 26: Medium Undead Monsters]^000000";
+ mes "12. Ghoul";
+ mes "Similar to a Zombie, but Ghouls are";
+ mes "green and much stronger. Its";
+ mes "retching is offensive in more ways";
+ mes "than one.";
+ mes "^0099FFItem Drops^000000: Horrendous Mouth";
+ next;
+ break;
+ case 3:
+ mes "^FF0000[Vol. 27: Great Undead Monsters]^000000";
+ mes "1. Evil Druid";
+ mes "A flamboyantly evil druid. It's";
+ mes "always using a floating spellbook";
+ mes "that crackles with energy to cause";
+ mes "misery to adventurers";
+ mes "^0099FFItem Drops^000000: Amulet, White Herb";
+ next;
+ break;
+ case 4:
+ close2;
+ set .@loop2,0;
+ end;
+ }
+ }
+
+ case 4:
+ close2;
+ set .@loop,0;
+ end;
+ }
+ }
+}
+
+prt_in,172,96,4 script Monster Encyclopedia#4pr 111,{
+ mes "^FF0000[Dungeon Monster Encyclopedia]^000000";
+ mes "This is an Encyclopedia describing";
+ mes "monsters living in Dungeons.";
+ next;
+ set .@loop1,1;
+ switch(select("Ant Hell:Geffen Tower:Sphinx:Cancel")) {
+ case 1:
+ while(.@loop1) {
+ switch(select("1F:2F:Cancel")) {
+ case 1:
+ mes "^FF0000[Ant Hell 1F Monsters]^000000";
+ mes "1. Ant Egg";
+ mes "Merely an Ant Egg. It can't hurt";
+ mes "you.";
+ mes "^0099FFItem Drops^000000: Shell, Jellopy, Sticky";
+ mes "Mucus, Empty Bottle";
+ next;
+ mes "^FF0000[Ant Hell 1F Monsters]^000000";
+ mes "2. Andre";
+ mes "A diligent worker ant that lives";
+ mes "for the sake of the colony. Look";
+ mes "out though, hit one and you'll";
+ mes "fight them all.";
+ mes "^0099FFItem Drops^000000: Worm Peeling, Garlet";
+ mes "Sticky Mucus, Shell";
+ next;
+ mes "^FF0000[Ant Hell 1F Monsters]^000000";
+ mes "3. Piere";
+ mes "A green worker ant that works just";
+ mes "as diligently as Andre.";
+ mes "^0099FFItem Drops^000000: Worm";
+ mes "Peeling, Garlet, Sticky Mucus, Shell";
+ next;
+ mes "^FF0000[Ant Hell 1F Monsters]^000000";
+ mes "4. Deniro";
+ mes "The red worker ant, and is";
+ mes "faster than Pieres and Deniros.";
+ mes "^0099FFItem Drops^000000: Worm Peeling, Garlet,";
+ mes "Sticky Mucus, Shell";
+ next;
+ mes "^FF0000[Ant Hell 1F Monsters]^000000";
+ mes "5. Vitata";
+ mes "Worker ants that are plump with";
+ mes "honey... So plump, they won't pick";
+ mes "up anything.";
+ mes "^0099FFItem Drops^000000: Worm Peeling, Scell";
+ mes "Honey";
+ next;
+ mes "^FF0000[Ant Hell 1F Monsters]^000000";
+ mes "6. Giearth";
+ mes "An elderly pixie that wanders caves";
+ mes "to gather ores. When he dies, he";
+ mes "plans to leave the world his";
+ mes "beautiful moustache.";
+ mes "^0099FFItem Drops^000000: Old Pixie's Moustache";
+ next;
+ break;
+ case 2:
+ mes "^FF0000[Ant Hell 2F Monsters]^000000";
+ mes "1. Ant Egg";
+ mes "Ant eggs incapable of attacking, or";
+ mes "even feeling pain.";
+ mes "^0099FFItem Drops^000000: Shell, Jellopy, Sticky";
+ mes "Mucus, Empty Bottle";
+ next;
+ mes "^FF0000[Ant Hell 2F Monsters]^000000";
+ mes "2. Andre";
+ mes "A yellow worker ant that may be the";
+ mes "slowest of its race, aside from";
+ mes "Vitata.";
+ mes "^0099FFItem Drops^000000: Worm Peeling, Garlet,";
+ mes "Sticky Mucus, Shell";
+ next;
+ mes "^FF0000[Ant Hell 2F Monsters]^000000";
+ mes "3. Piere";
+ mes "A green worker and obviously";
+ mes "hailing from France.";
+ mes "^0099FFItem Drops^000000: Worm Peeling, Garlet,";
+ mes "Sticky Mucus, Shell";
+ next;
+ mes "^FF0000[Ant Hell 2F Monsters]^000000";
+ mes "4. Deniro";
+ mes "The speediest of the worker ants";
+ mes "that comes in a flashy red colour.";
+ mes "^0099FFItem Drops^000000: Worm Peeling, Garlet,";
+ mes "Sticky Mucus, Shell";
+ next;
+ mes "^FF0000[Ant Hell 2F Monsters]^000000";
+ mes "5. Vitata";
+ mes "Worker ants in charge of storing";
+ mes "honey inside their bellies.";
+ mes "^0099FFItem Drops^000000: Worm Peeling, Scell,";
+ mes "Honey";
+ next;
+ mes "^FF0000[Ant Hell 2F Monsters]^000000";
+ mes "6. Giearth";
+ mes "An elderly pixie that wanders caves";
+ mes "to gather ores. Almost a dwarf, but";
+ mes "not quite.";
+ mes "^0099FFItem Drops^000000: Old Pixie's Moustache";
+ next;
+ mes "^FF0000[Ant Hell 2F Monsters]^000000";
+ mes "7. Phreeoni";
+ mes "An extremely strong bastard that is";
+ mes "forty percent tongue.";
+ mes "^0099FFItem Drops^000000: Tongue, Ant Jaw";
+ next;
+ break;
+ case 3:
+ close2;
+ set .@loop1,0;
+ end;
+ }
+ }
+
+ case 2:
+ while(.@loop1) {
+ switch(select("1F:2F:3F:4F:Cancel")) {
+ case 1:
+ mes "^FF0000[Geffen Dungeon 1F Monsters]^000000";
+ mes "1. Familiar";
+ mes "A gray bat that's not very strong,";
+ mes "but really annoying because it";
+ mes "attacks very fast and relentlessly";
+ mes "pursues passerby.";
+ mes "^0099FFItem Drops^000000: Tooth of Bat, Fly Wing,";
+ mes "Grape, Red Herb";
+ next;
+ mes "^FF0000[Geffen Dungeon 1F Monsters]^000000";
+ mes "2. Poporing";
+ mes "A light green Poring with the";
+ mes "Poison property. It's much stronger";
+ mes "than Poring, but still moves by";
+ mes "means of bouncing.";
+ mes "^0099FFItem Drops^000000: Sticky Mucus, Garlet";
+ mes "Green Herb";
+ next;
+ mes "^FF0000[Geffen Dungeon 1F Monsters]^000000";
+ mes "3. Dustiness";
+ mes "This flying monster has a high";
+ mes "dodge rate, so if you have low";
+ mes "attack accuracy, you may want to";
+ mes "leave it alone.";
+ mes "^0099FFItem Drops^000000: Moth Dust, Moth Wing,";
+ mes "Insect Feeler, Red Herb";
+ next;
+ mes "^FF0000[Geffen Dungeon 1F Monsters]^000000";
+ mes "4. Poison Spore";
+ mes "A black capped mushroom. It attacks";
+ mes "adventurers in fear of being eaten,";
+ mes "despite being poisonous and not";
+ mes "delicious.";
+ mes "^0099FFItem Drops^000000: Spore, Green Herb";
+ next;
+ break;
+ case 2:
+ mes "^FF0000[Geffen Dungeon 2F Monsters]^000000";
+ mes "1. Familiar";
+ mes "A gray bat that's not very strong,";
+ mes "but really annoying because it";
+ mes "attacks very fast and relentlessly";
+ mes "pursues passerby.";
+ mes "^0099FFItem Drops^000000: Tooth of Bat, Fly Wing,";
+ mes "Grape, Red Herb";
+ next;
+ mes "^FF0000[Geffen Dungeon 2F Monsters]^000000";
+ mes "2. Dustiness";
+ mes "This flying monster has a high";
+ mes "dodge rate, so if you have low";
+ mes "attack accuracy, you may want to";
+ mes "leave it alone.";
+ mes "^0099FFItem Drops^000000: Moth Dust, Moth Wing,";
+ mes "Insect Feeler, Red Herb";
+ next;
+ mes "^FF0000[Geffen Dungeon 2F Monsters]^000000";
+ mes "3. Poison Spore";
+ mes "A black capped mushroom. It attacks";
+ mes "adventurers in fear of being eaten,";
+ mes "despite being poisonous and not";
+ mes "delicious.";
+ mes "^0099FFItem Drops^000000: Spore, Green Herb";
+ next;
+ mes "^FF0000[Geffen Dungeon 2F Monsters]^000000";
+ mes "4. Argos";
+ mes "A monstrous spider that will attack";
+ mes "adventurers on sight. It's too big";
+ mes "for adventurers to squish with";
+ mes "their feet.";
+ mes "^0099FFItem Drops^000000: Cobweb, Scell, Bug Leg,";
+ mes "Green Herb, Yellow Herb";
+ next;
+ mes "^FF0000[Geffen Dungeon 2F Monsters]^000000";
+ mes "5. Whisper";
+ mes "A piece of living fabric that gives";
+ mes "off spooky vibes. Sometimes, it";
+ mes "likes to turn invisible...";
+ mes "^0099FFItem Drops^000000: Fabric";
+ next;
+ mes "^FF0000[Geffen Dungeon 2F Monsters]^000000";
+ mes "6. Jakk";
+ mes "A spooky, Pumpkin-headed monster";
+ mes "that dresses in a slick formal";
+ mes "suit. It's been known to invade";
+ mes "Prontera on St. Hallow's Even in the";
+ mes "past.";
+ mes "^0099FFItem Drops^000000: Jack'o'Pumpkin, Zargon";
+ next;
+ break;
+ case 3:
+ mes "^FF0000[Geffen Dungeon 3F Monsters]^000000";
+ mes "1. Argos";
+ mes "A monstrous spider that will attack";
+ mes "adventurers on sight. It's too big";
+ mes "for adventurers to squish with";
+ mes "their feet.";
+ mes "^0099FFItem Drops^000000: Cobweb, Scell, Bug Leg,";
+ mes "Green Herb, Yellow Herb";
+ next;
+ mes "^FF0000[Geffen Dungeon 3F Monsters]^000000";
+ mes "2. Whisper";
+ mes "A piece of living fabric that gives";
+ mes "off spooky vibes. Sometimes, it";
+ mes "likes to turn invisible...";
+ mes "^0099FFItem Drops^000000: Fabric";
+ next;
+ mes "^FF0000[Geffen Dungeon 3F Monsters]^000000";
+ mes "3. Jakk";
+ mes "A spooky, Pumpkin-headed monster";
+ mes "that dresses in a slick formal";
+ mes "suit. It's been known to invade";
+ mes "Prontera on St. Hallow's Even in the";
+ mes "past.";
+ mes "^0099FFItem Drops^000000: Jack'o'Pumpkin, Zargon";
+ next;
+ mes "^FF0000[Geffen Dungeon 3F Monsters]^000000";
+ mes "4. Myst";
+ mes "A strange, monster made of mist";
+ mes "that is attached to a phantom";
+ mes "window.";
+ mes "^0099FFItem Drops^000000: Trunk, Gas Mask";
+ next;
+ mes "^FF0000[Geffen Dungeon 3F Monsters]^000000";
+ mes "5. Marionette";
+ mes "A monster reborn as a cursed doll";
+ mes "that is bound to strings attached";
+ mes "to wooden sticks.";
+ mes "^0099FFItem Drops^000000: Golden Hair, Trunk";
+ next;
+ mes "^FF0000[Geffen Dungeon 3F Monsters]^000000";
+ mes "6. Bathory";
+ mes "A wart-nosed Witch wearing bunny";
+ mes "boxers that will attack anything";
+ mes "prettier than her. In other words,";
+ mes "she attacks everyone.";
+ mes "^0099FFItem Drops^000000: With Starsand";
+ next;
+ mes "^FF0000[Geffen Dungeon 3F Monsters]^000000";
+ mes "7. Nightmare";
+ mes "A ghostly horse that radiates a";
+ mes "violet aura of evil.";
+ mes "^0099FFItem Drops^000000: Horseshoe, Blue Herb";
+ next;
+ break;
+ case 4:
+ mes "^FF0000[Geffen Dungeon 4F Monsters]^000000";
+ mes "1. Myst";
+ mes "A strange, monster made of mist";
+ mes "that is attached to a phantom";
+ mes "window.";
+ mes "^0099FFItem Drops^000000: Trunk, Gas Mask";
+ next;
+ mes "^FF0000[Geffen Dungeon 4F Monsters]^000000";
+ mes "2. Deviruchi";
+ mes "A minature demon that repeatedly";
+ mes "stabs humans with its pitchfork.";
+ mes "It's cute, but nonetheless a true";
+ mes "fiend of darkness.";
+ mes "^0099FFItem Drops^000000: Little Evil Horn,";
+ mes "Little Evil Wing, Zargon";
+ next;
+ mes "^FF0000[Geffen Dungeon 4F Monsters]^000000";
+ mes "3. Raydric";
+ mes "The soul of a castle guard bound to";
+ mes "a living suit of armour through a";
+ mes "curse.";
+ mes "^0099FFItem Drops^000000: Elunium, Chivalry";
+ mes "Emblem";
+ next;
+ mes "^FF0000[Geffen Dungeon 4F Monsters]^000000";
+ mes "4. Joker";
+ mes "A large, enchanted playing card. If";
+ mes "you don't have good attack";
+ mes "accuracy, the stakes are against";
+ mes "you when fighting Joker.";
+ mes "^0099FFItem Drops^000000: High Heels";
+ next;
+ mes "^FF0000[Geffen Dungeon 4F Monsters]^000000";
+ mes "5. Doppelganger";
+ mes "A ghostly double of a Swordman.";
+ mes "Perhaps the coolest and baddest";
+ mes "monster in all of Rune-Midgard.";
+ mes "^0099FFItem Drops^000000: Spiky Band, Blue";
+ mes "Potion, Cursed Ruby, Ruby";
+ next;
+ break;
+ case 5:
+ close2;
+ set .@loop1,0;
+ end;
+ }
+ }
+
+ case 3:
+ while(.@loop1) {
+ switch(select("1F:2F:3F:4F:5F:Cancel")) {
+ case 1:
+ mes "^FF0000[Sphinx 1F Monsters]^000000";
+ mes "1. Familiar";
+ mes "A gray bat that's not very strong,";
+ mes "but really annoying because it";
+ mes "attacks very fast and relentlessly";
+ mes "pursues passerby.";
+ mes "^0099FFItem Drops^000000: Tooth of Bat, Fly";
+ mes "Wing, Grape, Red Herb";
+ next;
+ mes "^FF0000[Sphinx 1F Monsters]^000000";
+ mes "2. Snake";
+ mes "Green snake that lives in the";
+ mes "forests and deserts. They're not";
+ mes "poisonous, but their bites still";
+ mes "hurt.";
+ mes "^0099FFItem Drops^000000: Snake Scale, Red Herb";
+ next;
+ mes "^FF0000[Sphinx 1F Monsters]^000000";
+ mes "3. Zerom";
+ mes "An undead slave. Sadly, not even";
+ mes "death will bring peace to the";
+ mes "abusive hours of labour Zerom";
+ mes "suffers for his Pharaoh.";
+ mes "^0099FFItem Drops^000000: Panties";
+ next;
+ mes "^FF0000[Sphinx 1F Monsters]^000000";
+ mes "4. Matyr";
+ mes "A hound saturated with evil. It's";
+ mes "always sleeping, but springs to";
+ mes "action after smelling an";
+ mes "adventurer.";
+ mes "^0099FFItem Drops^000000: Monster's Feed,";
+ mes "Animal Skin";
+ next;
+ mes "^FF0000[Sphinx 1F Monsters]^000000";
+ mes "5. Requieum";
+ mes "An ancient slave that carries a";
+ mes "heavy coffin on its back. Weary";
+ mes "from its labour, Requiem simply";
+ mes "collapses, hoping the coffin will";
+ mes "hit its mark, when attacking.";
+ mes "^0099FFItem Drops^000000: Old Blue Box";
+ next;
+ break;
+ case 2:
+ mes "^FF0000[Sphinx 2F Monsters]^000000";
+ mes "1. Familiar";
+ mes "A gray bat that's not very strong,";
+ mes "but really annoying because it";
+ mes "attacks very fast and relentlessly";
+ mes "pursues passerby.";
+ mes "^0099FFItem Drops^000000: Tooth of Bat, Fly";
+ mes "Wing, Grape, Red Herb";
+ next;
+ mes "^FF0000[Sphinx 2F Monsters]^000000";
+ mes "2. Matyr";
+ mes "A hound saturated with evil. It's";
+ mes "always sleeping, but springs to";
+ mes "action after smelling an";
+ mes "adventurer.";
+ mes "^0099FFItem Drops^000000: Monster's Feed,";
+ mes "Animal Skin";
+ next;
+ mes "^FF0000[Sphinx 2F Monsters]^000000";
+ mes "3. Requiem";
+ mes "An ancient slave that carries a";
+ mes "heavy coffin on its back. Weary";
+ mes "from its labour, Requiem simply";
+ mes "collapses, hoping the coffin will";
+ mes "hit its mark, when attacking.";
+ mes "^0099FFItem Drops^000000: Old Blue Box";
+ next;
+ mes "^FF0000[Sphinx 2F Monsters]^000000";
+ mes "4. Whisper";
+ mes "A piece of living fabric that gives";
+ mes "off spooky vibes. Sometimes, it";
+ mes "likes to turn invisible...";
+ mes "^0099FFItem Drops^000000: Fabric";
+ next;
+ break;
+ case 3:
+ mes "^FF0000[Sphinx 3F Monsters]^000000";
+ mes "1. Matyr";
+ mes "A hound saturated with evil. It's";
+ mes "always sleeping, but springs to";
+ mes "action after smelling an";
+ mes "adventurer.";
+ mes "^0099FFItem Drops^000000: Monster's Feed,";
+ mes "Animal Skin";
+ next;
+ mes "^FF0000[Sphinx 3F Monsters]^000000";
+ mes "2. Whisper";
+ mes "A piece of living fabric that gives";
+ mes "off spooky vibes. Sometimes, it";
+ mes "likes to turn invisible...";
+ mes "^0099FFItem Drops^000000: Fabric";
+ next;
+ mes "^FF0000[Sphinx 3F Monsters]^000000";
+ mes "3. Marduk";
+ mes "A gangly wizard of darkness. Look";
+ mes "out, it knows magic!";
+ mes "^0099FFItem Drops^000000: Flame Heart";
+ next;
+ break;
+ case 4:
+ mes "^FF0000[Sphinx 4F Monsters]^000000";
+ mes "1. Whisper";
+ mes "A piece of living fabric that gives";
+ mes "off spooky vibes. Sometimes, it";
+ mes "likes to turn invisible...";
+ mes "^0099FFItem Drops^000000: Fabric";
+ next;
+ mes "^FF0000[Sphinx 4F Monsters]^000000";
+ mes "2. Marduk";
+ mes "A gangly wizard of darkness. Look";
+ mes "out, it knows magic!";
+ mes "^0099FFItem Drops^000000: Flame Heart";
+ next;
+ mes "^FF0000[Sphinx 4F Monsters]^000000";
+ mes "3. Medusa";
+ mes "Monster with hair composed of";
+ mes "snakes. It is rumoured to turn";
+ mes "people into stone if they look into";
+ mes "her eyes.";
+ mes "^0099FFItem Drops^000000: Dead Medusa, Horrendous";
+ mes "Snake, White Herb";
+ next;
+ break;
+ case 5:
+ mes "^FF0000[Sphinx 5F Monsters]^000000";
+ mes "1. Whisper";
+ mes "A piece of living fabric that gives";
+ mes "off spooky vibes. Sometimes, it";
+ mes "likes to turn invisible...";
+ mes "^0099FFItem Drops^000000: Fabric";
+ next;
+ mes "^FF0000[Sphinx 5F Monsters]^000000";
+ mes "2. Marduk";
+ mes "A gangly wizard of darkness. Look";
+ mes "out, it knows magic!";
+ mes "^0099FFItem Drops^000000: Flame Heart";
+ next;
+ mes "^FF0000[Sphinx 5F Monsters]^000000";
+ mes "3. Medusa";
+ mes "Monster with hair composed of";
+ mes "snakes. It is rumoured to turn";
+ mes "people into stone if they look into";
+ mes "her eyes.";
+ mes "^0099FFItem Drops^000000: Dead Medusa, Horrendous";
+ mes "Snake, White Herb";
+ next;
+ break;
+ case 6:
+ close2;
+ set .@loop1,0;
+ end;
+ }
+ }
+
+ case 4:
+ close;
+ }
+}
+
+
+prt_in,164,96,4 script Monster Encyclopedia#5pr 111,{
+ mes "^FF0000[Dungeon Monster Encyclopedia]^000000";
+ mes "This is an Encyclopedia describing";
+ mes "Monsters living in Dungeons.";
+ next;
+ set .@loop1,1;
+ switch(select("Orc Dungeon:Byalan Cave near Izlude:Prontera Culvert")){
+ case 1:
+ while(.@loop1) {
+ switch(select("1F:2F:Cancel")) {
+ case 1:
+ mes "^FF0000[Orc Dungeon 1F Monsters]^000000";
+ mes "1. Chonchon";
+ mes "Fly monsters that move with great";
+ mes "speed. Amazingly, they can heal in";
+ mes "the presense of fecal matter.";
+ mes "^0099FFItem Drops^000000: Shell, Jellopy, Fly";
+ mes "Wing";
+ next;
+ mes "^FF0000[Orc Dungeon 1F Monsters]^000000";
+ mes "2. Familiar";
+ mes "A gray bat that's not very strong,";
+ mes "but really annoying because it";
+ mes "attacks very fast and relentlessly";
+ mes "pursues passerby.";
+ mes "^0099FFItem Drops^000000: Tooth of Bat, Fly Wing,";
+ mes "Grape, Red Herb";
+ next;
+ mes "^FF0000[Orc Dungeon 1F Monsters]^000000";
+ mes "3. Orc Zombie";
+ mes "Orcs that have risen back from the";
+ mes "dead. The honorable fighting spirit";
+ mes "of the Orc Warrior never dies!";
+ mes "^0099FFItem Drops^000000: Orc Claw, Sticky Mucus";
+ next;
+ mes "^FF0000[Orc Dungeon 1F Monsters]^000000";
+ mes "4. Orc Skeleton";
+ mes "The skeleton of an Orc that has";
+ mes "been brought back to life. Even in";
+ mes "death, Orcs continue to do battle.";
+ mes "^0099FFItem Drops^000000: Orc's Fang, Green";
+ mes "Herb";
+ next;
+ break;
+ case 2:
+ mes "^FF0000[Orc Dungeon 2F Monsters]^000000";
+ mes "1. Chonchon";
+ mes "Fly monsters that move with great";
+ mes "speed. Amazingly, they can heal in";
+ mes "the presense of fecal matter.";
+ mes "^0099FFItem Drops^000000: Shell, Jellopy, Fly";
+ mes "Wing";
+ next;
+ mes "^FF0000[Orc Dungeon 2F Monsters]^000000";
+ mes "2. Familiar";
+ mes "A gray bat that's not very strong,";
+ mes "but really annoying because it";
+ mes "attacks very fast and relentlessly";
+ mes "pursues passerbys.";
+ mes "^0099FFItem Drops^000000: Tooth of Bat, Fly Wing,";
+ mes "Grape, Red Herb";
+ next;
+ mes "^FF0000[Orc Dungeon 2F Monsters]^000000";
+ mes "3. Orc Skeleton";
+ mes "The skeleton of an Orc that has";
+ mes "been brought back to life. Even in";
+ mes "death, Orcs continue to do battle.";
+ mes "^0099FFItem Drops^000000: Orc's Fang, Green";
+ mes "Herb";
+ next;
+ mes "^FF0000[Orc Dungeon 2F Monsters]^000000";
+ mes "4. Zenorc";
+ mes "A dishonorable Orc whose body has";
+ mes "been cursed. They continue their";
+ mes "shameful ways by looting items that";
+ mes "have been dropped to the ground.";
+ mes "^0099FFItem Drops^000000: Zenorc's Fang, Sticky";
+ mes "Mucus, Yellow Herb";
+ next;
+ break;
+ case 3:
+ close2;
+ set .@loop1,0;
+ end;
+ }
+ }
+
+ case 2:
+ while(.@loop1) {
+ switch(select("1F:2F:3F:4F:5F:Cancel")) {
+ case 1:
+ mes "^FF0000[Byalan Cave 1F Monsters]^000000";
+ mes "1. Plankton";
+ mes "Even though they seem";
+ mes "insignificantly small, be careful";
+ mes "not to step on them. Plankton are";
+ mes "light and can drift on the water.";
+ mes "^0099FFItem Drops^000000: Single Cell, Garlet";
+ mes "Sticky Mucus, Empty Bottle";
+ next;
+ mes "^FF0000[Byalan Cave 1F Monsters]^000000";
+ mes "2. Kukre";
+ mes "Kukre look better than Thief Bugs";
+ mes "but basically loot items just the";
+ mes "same. Luckily, they don't attack";
+ mes "players in a group.";
+ mes "^0099FFItem Drops^000000: Worm Peeling, Garlet";
+ mes "Monster's Feed, Red Herb, Insect";
+ mes "Feeler";
+ next;
+ mes "^FF0000[Byalan Cave 1F Monsters]^000000";
+ mes "3. Hydra";
+ mes "Vegetable Monsters that live near";
+ mes "water or in the deep sea. Attack";
+ mes "using tentacles. As a group,";
+ mes "they're a pain in the ass.";
+ mes "^0099FFItem Drops^000000: Tentacle, Sticky Mucus,";
+ mes "Meat";
+ next;
+ mes "^FF0000[Byalan Cave 1F Monsters]^000000";
+ mes "4. Vadon";
+ mes "Covered in a thick, protective";
+ mes "shell, Vadons attack with powerful";
+ mes "pincers. Although they look like";
+ mes "crabs, their meat can't be eaten.";
+ mes "^0099FFItem Drops^000000: Nipper, Garlet, Solid";
+ mes "Shell, Shell";
+ next;
+ mes "^FF0000[Byalan Cave 1F Monsters]^000000";
+ mes "5. Marina";
+ mes "Transparent jellyfish that attack";
+ mes "by stretching their flexible bodies";
+ mes "in a whip-like fashion. They live";
+ mes "in cool places near water.";
+ mes "^0099FFItem Drops^000000: Single Cell, Sticky";
+ mes "Mucus";
+ next;
+ break;
+ case 2:
+ mes "^FF0000[Byalan Cave 2F Monsters]^000000";
+ mes "1. Plankton";
+ mes "Even though they seem";
+ mes "insignificantly small, be careful";
+ mes "not to step on them. Plankton are";
+ mes "light and can drift on the water.";
+ mes "^0099FFItem Drops^000000: Single Cell, Garlet";
+ mes "Sticky Mucus, Empty Bottle";
+ next;
+ mes "^FF0000[Byalan Cave 2F Monsters]^000000";
+ mes "2. Kukre";
+ mes "Kukre look better than Thief Bugs";
+ mes "but basically loot items just the";
+ mes "same. Luckily, they don't attack";
+ mes "players in a group.";
+ mes "^0099FFItem Drops^000000: Worm Peeling, Garlet";
+ mes "Monster's Feed, Red Herb, Insect";
+ mes "Feeler";
+ next;
+ mes "^FF0000[Byalan Cave 2F Monsters]^000000";
+ mes "3. Hydra";
+ mes "Vegetable Monsters that live near";
+ mes "water or in the deep sea. Attack";
+ mes "using tentacles. As a group,";
+ mes "they're a pain in the ass.";
+ mes "^0099FFItem Drops^000000: Tentacle, Sticky Mucus,";
+ mes "Meat";
+ next;
+ mes "^FF0000[Byalan Cave 2F Monsters]^000000";
+ mes "4. Vadon";
+ mes "Covered in a thick, protective";
+ mes "shell, Vadons attack with powerful";
+ mes "pincers. Although they look like";
+ mes "crabs, their meat can't be eaten.";
+ mes "^0099FFItem Drops^000000: Nipper, Garlet, Solid";
+ mes "Shell, Shell";
+ next;
+ mes "^FF0000[Byalan Cave 2F Monsters]^000000";
+ mes "5. Marina";
+ mes "Transparent jellyfish that attack";
+ mes "by stretching their flexible bodies";
+ mes "in a whip-like fashion. They live";
+ mes "in cool places near water.";
+ mes "^0099FFItem Drops^000000: Single Cell, Sticky";
+ mes "Mucus";
+ next;
+ mes "^FF0000[Byalan Cave 2F Monsters]^000000";
+ mes "6. Thara Frog";
+ mes "Frogs of red colour, surely stronger";
+ mes "than Roda Frogs. However there is";
+ mes "obviously one thing in common about";
+ mes "them, an annoying croaking noise.";
+ mes "^0099FFItem Drops^000000: Spawn, Scell, Sticky";
+ mes "Webfoot";
+ next;
+ break;
+ case 3:
+ mes "^FF0000[Byalan Cave 3F Monsters]^000000";
+ mes "1. Hydra";
+ mes "Vegetable Monsters that live near";
+ mes "water or in the deep sea. Attack";
+ mes "using tentacles. As a group,";
+ mes "they're a pain in the ass.";
+ mes "^0099FFItem Drops^000000: Tentacle, Sticky Mucus,";
+ mes "Meat";
+ next;
+ mes "^FF0000[Byalan Cave 3F Monsters]^000000";
+ mes "2. Thara Frog";
+ mes "Frogs of red colour, surely stronger";
+ mes "than Roda Frogs. However there is";
+ mes "obviously one thing in common about";
+ mes "them, an annoying croaking noise.";
+ mes "^0099FFItem Drops^000000: Spawn, Scell, Sticky";
+ mes "Webfoot";
+ next;
+ mes "^FF0000[Byalan Cave 3F Monsters]^000000";
+ mes "3. Cornutus";
+ mes "Benign monsters that conceal";
+ mes "themselves in hard, turban shaped";
+ mes "shells. They try to live as";
+ mes "peacefully as they can in this";
+ mes "crazy, crazy world.";
+ mes "^0099FFItem Drops^000000: Conch, Scell, Solid";
+ mes "Shell";
+ next;
+ mes "^FF0000[Byalan Cave 3F Monsters]^000000";
+ mes "4. Marse";
+ mes "A miniature squid with miniature";
+ mes "tentacles. How it moves through";
+ mes "water with those tiny things is";
+ mes "still a scientific mystery.";
+ mes "^0099FFItem Drops^000000: Squid Ink, Tentacle";
+ next;
+ mes "^FF0000[Byalan Cave 3F Monsters]^000000";
+ mes "5. Obeaune";
+ mes "A female Mermaid that attacks with";
+ mes "its wild, flowing hair. Whether or";
+ mes "not its male version is Merman is";
+ mes "still under debate.";
+ mes "^0099FFItem Drops^000000: Heart of Mermaid, Fin";
+ next;
+ break;
+ case 4:
+ mes "^FF0000[Byalan Cave 4F Monsters]^000000";
+ mes "1. Hydra";
+ mes "Vegetable Monsters that live near";
+ mes "water or in the deep sea. Attack";
+ mes "using tentacles. As a group,";
+ mes "they're a pain in the ass.";
+ mes "^0099FFItem Drops^000000: Tentacle, Sticky Mucus,";
+ mes "Meat";
+ next;
+ mes "^FF0000[Byalan Cave 4F Monsters]^000000";
+ mes "2. Marse";
+ mes "A miniature squid with miniature";
+ mes "tentacles. How it moves through";
+ mes "water with those tiny things is";
+ mes "still a scientific mystery.";
+ mes "^0099FFItem Drops^000000: Squid Ink, Tentacle";
+ next;
+ mes "^FF0000[Byalan Cave 4F Monsters]^000000";
+ mes "3. Obeaune";
+ mes "A female Mermaid that attacks with";
+ mes "its wild, flowing hair. Whether or";
+ mes "not its male version is Merman is";
+ mes "still under debate.";
+ mes "^0099FFItem Drops^000000: Heart of Mermaid, Fin";
+ next;
+ mes "^FF0000[Byalan Cave 4F Monsters]^000000";
+ mes "4. Marine Sphere";
+ mes "Strange, round-shaped monsters that";
+ mes "pulse with destructive energy.";
+ mes "Gathering their Detonators may be";
+ mes "useful for Alchemists.";
+ mes "^0099FFItem Drops^000000: Tendon, Detonator";
+ next;
+ mes "^FF0000[Byalan Cave 4F Monsters]^000000";
+ mes "5. Phen";
+ mes "A blue fish with a pointed nose and";
+ mes "sad, incredibly sad, vacant eyes.";
+ mes "^0099FFItem Drops^000000: Fish Tail, Sharp Scale,";
+ mes "Meat, Fin";
+ next;
+ mes "^FF0000[Byalan Cave 4F Monsters]^000000";
+ mes "6. Sword Fish";
+ mes "Fish Monster with a sharp, long nose";
+ mes "that's just like a sword. Although it";
+ mes "has googly eyes, it's a dangerous";
+ mes "monster. Why wasn't it named Sword";
+ mes "Nose Fish?";
+ mes "^0099FFItem Drops^000000: Sharp Scale, Gill";
+ next;
+ break;
+ case 5:
+ mes "^FF0000[Byalan Cave 5F Monsters]^000000";
+ mes "1. Marine Sphere";
+ mes "Strange, round-shaped monsters that";
+ mes "pulse with destructive energy.";
+ mes "Gathering their Detonators may be";
+ mes "useful for Alchemists.";
+ mes "^0099FFItem Drops^000000: Tendon, Detonator";
+ next;
+ mes "^FF0000[Byalan Cave 5F Monsters]^000000";
+ mes "2. Sword Fish";
+ mes "Fish Monster with a sharp, long nose";
+ mes "that's just like a sword. Although it";
+ mes "has googly eyes, it's a dangerous";
+ mes "monster. Why wasn't it named Sword";
+ mes "Nose Fish?";
+ mes "^0099FFItem Drops^000000: Sharp Scale, Gill";
+ next;
+ mes "^FF0000[Byalan Cave 5F Monsters]^000000";
+ mes "3. Marse";
+ mes "A miniature squid with miniature";
+ mes "tentacles. How it moves through";
+ mes "water with those tiny things is";
+ mes "still a scientific mystery.";
+ mes "^0099FFItem Drops^000000: Squid Ink, Tentacle";
+ next;
+ mes "^FF0000[Byalan Cave 5F Monsters]^000000";
+ mes "4. Obeaune";
+ mes "A female Mermaid that attacks with";
+ mes "its wild, flowing hair. Whether or";
+ mes "not its male version is Merman is";
+ mes "still under debate.";
+ mes "^0099FFItem Drops^000000: Heart of Mermaid, Fin";
+ next;
+ mes "^FF0000[Byalan Cave 5F Monsters]^000000";
+ mes "5. Marc";
+ mes "A proud looking Sea Horse that sort";
+ mes "of looks like a dragon.";
+ mes "Unfortunately, you can't ride it.";
+ mes "^0099FFItem Drops^000000: Gill, Fin";
+ next;
+ mes "^FF0000[Byalan Cave 5F Monsters]^000000";
+ mes "6. Strouf";
+ mes "A lordly fish monster that looks";
+ mes "like the God of the Seas. Carries a";
+ mes "lightning trident to fight the";
+ mes "surface people.";
+ mes "^0099FFItem Drops^000000: Fin, Feather, Gill";
+ next;
+ break;
+ case 6:
+ close2;
+ set .@loop1,0;
+ end;
+ }
+ }
+
+ case 3:
+ while(.@loop1) {
+ switch(select("1F.:2F.:3F.:4F.:Cancel.")) {
+ case 1:
+ mes "^FF0000[Prontera Culvert 1F Monsters]^000000";
+ mes "1. Thief Bug Egg";
+ mes "A filthy egg form a filthy Thief";
+ mes "Bug. They make horrible omelets.";
+ mes "^0099FFItem Drops^000000: Chrysalis, Sticky";
+ mes "Mucus";
+ next;
+ mes "^FF0000[Prontera Culvert 1F Monsters]^000000";
+ mes "2. Thief Bug Baby";
+ mes "The undeveloped version of the";
+ mes "Thief Bug. Even as babies, they're";
+ mes "pretty disgusting.";
+ mes "^0099FFItem Drops^000000: Worm Peeling, Red";
+ mes "Herb, Jellopy";
+ next;
+ mes "^FF0000[Prontera Culvert 1F Monsters]^000000";
+ mes "3. Familiar";
+ mes "A gray bat that's not very strong,";
+ mes "but really annoying because it";
+ mes "attacks very fast and relentlessly";
+ mes "pursues passerby.";
+ mes "^0099FFItem Drops^000000: Tooth of Bat, Fly Wing,";
+ mes "Grape, Red Herb";
+ next;
+ mes "^FF0000[Prontera Culvert 1F Monsters]^000000";
+ mes "4. Spore";
+ mes "Mushroom-like monsters that usually";
+ mes "live in forests or dungeons. The";
+ mes "strange, chocolate chip like nubs";
+ mes "on its cap are actually something";
+ mes "else.";
+ mes "^0099FFItem Drops^000000: Spore, Red Herb, Blue";
+ mes "Herb";
+ next;
+ mes "^FF0000[Prontera Culvert 1F Monsters]^000000";
+ mes "5. Tarou";
+ mes "A tiny, little white mouse. Its";
+ mes "squeaks can be heard in the Dead";
+ mes "Pit and the Prontera Culvert.";
+ mes "^0099FFItem Drops^000000: Rat Tail, Animal";
+ mes "Skin, Feather, Monster's Feed";
+ next;
+ break;
+ case 2:
+ mes "^FF0000[Prontera Culvert 2F Monsters]^000000";
+ mes "1. Thief Bug Egg";
+ mes "A filthy egg form a filthy Thief";
+ mes "Bug. They make horrible omelets.";
+ mes "^0099FFItem Drops^000000: Chrysalis, Sticky";
+ mes "Mucus";
+ next;
+ mes "^FF0000[Prontera Culvert 2F Monsters]^000000";
+ mes "2. Thief Bug Baby";
+ mes "The undeveloped version of the";
+ mes "Thief Bug. Even as babies, they're";
+ mes "pretty disgusting.";
+ mes "^0099FFItem Drops^000000: Worm Peeling, Red";
+ mes "Herb, Jellopy";
+ next;
+ mes "^FF0000[Prontera Culvert 2F Monsters]^000000";
+ mes "3. Familiar";
+ mes "A gray bat that's not very strong,";
+ mes "but really annoying because it";
+ mes "attacks very fast and relentlessly";
+ mes "pursues passerby.";
+ mes "^0099FFItem Drops^000000: Tooth of Bat, Fly Wing,";
+ mes "Grape, Red Herb";
+ next;
+ mes "^FF0000[Prontera Culvert 2F Monsters]^000000";
+ mes "4. Spore";
+ mes "Mushroom-like monsters that usually";
+ mes "live in forests or dungeons. The";
+ mes "strange, chocolate chip like nubs";
+ mes "on its cap are actually something";
+ mes "else.";
+ mes "^0099FFItem Drops^000000: Spore, Red Herb, Blue";
+ mes "Herb";
+ next;
+ mes "^FF0000[Prontera Culvert 2F Monsters]^000000";
+ mes "5. Tarou";
+ mes "A tiny, little white mouse. Its";
+ mes "squeaks can be heard in the Dead";
+ mes "Pit and the Prontera Culvert.";
+ mes "^0099FFItem Drops^000000: Rat Tail, Animal";
+ mes "Skin, Feather, Monster's Feed";
+ next;
+ mes "^FF0000[Prontera Culvert 2F Monsters]^000000";
+ mes "6. Plankton";
+ mes "Even though they seem";
+ mes "insignificantly small, be careful";
+ mes "not to step on them. Plankton are";
+ mes "light and can drift on the water.";
+ mes "^0099FFItem Drops^000000: Single Cell, Garlet";
+ mes "Sticky Mucus, Empty Bottle";
+ next;
+ mes "^FF0000[Prontera Culvert 2F Monsters]^000000";
+ mes "7. Hydra";
+ mes "Vegetable Monsters that live near";
+ mes "water or in the deep sea that";
+ mes "attack using tentacles. As a group,";
+ mes "they're a pain in the ass.";
+ mes "^0099FFItem Drops^000000: Tentacle, Sticky Mucus,";
+ mes "Meat";
+ next;
+ mes "^FF0000[Prontera Culvert 2F Monsters]^000000";
+ mes "8. Female Thief Bug";
+ mes "Large, brown insects that are";
+ mes "gruesome to the eye and disgusting";
+ mes "to the touch. Notorious for quickly";
+ mes "grabbing whatever drops to the";
+ mes "ground.";
+ mes "^0099FFItem Drops^000000: Worm Peeling, Red Herb,";
+ mes "Jellopy, Garlet, Insect Feeler";
+ next;
+ break;
+ case 3:
+ mes "^FF0000[Prontera Culvert 3F Monsters]^000000";
+ mes "1. Thief Bug Egg";
+ mes "A filthy egg form a filthy Thief";
+ mes "Bug. They make horrible omelets.";
+ mes "^0099FFItem Drops^000000: Chrysalis, Sticky";
+ mes "Mucus";
+ next;
+ mes "^FF0000[Prontera Culvert 3F Monsters]^000000";
+ mes "2. Thief Bug Baby";
+ mes "The undeveloped version of the";
+ mes "Thief Bug. Even as babies, they're";
+ mes "pretty disgusting.";
+ mes "^0099FFItem Drops^000000: Worm Peeling, Red";
+ mes "Herb, Jellopy";
+ next;
+ mes "^FF0000[Prontera Culvert 3F Monsters]^000000";
+ mes "3. Female Thief Bug";
+ mes "Large, brown insects that are";
+ mes "gruesome to the eye and disgusting";
+ mes "to the touch. Notorious for quickly";
+ mes "grabbing whatever drops to the";
+ mes "ground.";
+ mes "^0099FFItem Drops^000000: Worm Peeling, Red Herb,";
+ mes "Jellopy, Garlet, Insect Feeler";
+ next;
+ mes "^FF0000[Prontera Culvert 3F Monsters]^000000";
+ mes "4. Tarou";
+ mes "A tiny, little white mouse. Its";
+ mes "squeaks can be heard in the Dead";
+ mes "Pit and the Prontera Culvert.";
+ mes "^0099FFItem Drops^000000: Rat Tail, Animal";
+ mes "Skin, Feather, Monster's Feed";
+ next;
+ mes "^FF0000[Prontera Culvert 3F Monsters]^000000";
+ mes "5. Familiar";
+ mes "A gray bat that's not very strong,";
+ mes "but really annoying because it";
+ mes "attacks very fast and relentlessly";
+ mes "pursues passerby.";
+ mes "^0099FFItem Drops^000000: Tooth of Bat, Fly Wing,";
+ mes "Grape, Red Herb";
+ next;
+ mes "^FF0000[Prontera Culvert 3F Monsters]^000000";
+ mes "6. Poporing";
+ mes "A light green Poring with the";
+ mes "Poison property. It's much stronger";
+ mes "than Poring, but still moves by";
+ mes "means of bouncing.";
+ mes "^0099FFItem Drops^000000: Sticky Mucus, Garlet";
+ mes "Green Herb";
+ next;
+ break;
+ case 4:
+ mes "^FF0000[Prontera Culvert 4F Monsters]^000000";
+ mes "1. Theif Bug Egg";
+ mes "A filthy egg form a filthy Thief";
+ mes "Bug. They make horrible omelets.";
+ mes "^0099FFItem Drops^000000: Chrysalis, Sticky";
+ mes "Mucus";
+ next;
+ mes "^FF0000[Prontera Culvert 4F Monsters]^000000";
+ mes "2. Thief Bug Baby";
+ mes "The undeveloped version of the";
+ mes "Thief Bug. Even as babies, they're";
+ mes "pretty disgusting.";
+ mes "^0099FFItem Drops^000000: Worm Peeling, Red";
+ mes "Herb, Jellopy";
+ next;
+ mes "^FF0000[Prontera Culvert 4F Monsters]^000000";
+ mes "3. Female Thief Bug";
+ mes "Large, brown insects that are";
+ mes "gruesome to the eye and disgusting";
+ mes "to the touch. Notorious for quickly";
+ mes "grabbing whatever drops to the";
+ mes "ground.";
+ mes "^0099FFItem Drops^000000: Worm Peeling, Red Herb,";
+ mes "Jellopy, Garlet, Insect Feeler";
+ next;
+ mes "^FF0000[Prontera Culvert 4F Monsters]^000000";
+ mes "4. Male Thief Bug";
+ mes "A large, blue insect, the Male";
+ mes "Thief Bug is considerably powerful.";
+ mes "They're also very aggressive";
+ mes "towards humans.";
+ mes "^0099FFItem Drops^000000: Worm Peeling, Red Herb,";
+ mes "Jellopy, Garlet, Insect Feeler,";
+ mes "Yellow Herb";
+ next;
+ mes "^FF0000[Prontera Culvert 4F Monsters]^000000";
+ mes "5. Golden Thief Bug";
+ mes "A Thief Bug with a shell that";
+ mes "shimmers in a brilliant, golden";
+ mes "light. Beautiful, but still a nasty";
+ mes "bug through and through.";
+ mes "^0099FFItem Drops^000000: Blue Herb, Gold, Ora";
+ mes "Ora, Insect Feeler";
+ next;
+ break;
+ case 5:
+ close2;
+ set .@loop1,0;
+ end;
+ }
+ }
+ case 4:
+ close;
+ }
+}
+
+prt_in,172,102,4 script Monster Encyclopedia#6pr 111,{
+ mes "^FF0000[Dungeon Monster Encyclopedia]^000000";
+ mes "This is an Encyclopedia describing";
+ mes "Monsters living in Dungeons.";
+ next;
+ set .@loop1,1;
+ switch(select("Mjolnir Dead Pit:Payon Cave:Pyramid")) {
+ case 1:
+ while(.@loop1) {
+ switch(select("1F:2F:3F:Cancel")) {
+ case 1:
+ mes "^FF0000[Dead Pit 1F Monsters]^000000";
+ mes "1. Familiar";
+ mes "A gray bat that's not very strong,";
+ mes "but really annoying because it";
+ mes "attacks very fast and relentlessly";
+ mes "pursues passerby.";
+ mes "^0099FFItem Drops^000000: Tooth of Bat, Fly Wing";
+ mes "Grape, Red Herb";
+ next;
+ mes "^FF0000[Dead Pit 1F Monsters]^000000";
+ mes "2. Tarou";
+ mes "A tiny, little white mouse. Its";
+ mes "squeaks can be heard in the Dead";
+ mes "Pit and the Prontera Culvert.";
+ mes "^0099FFItem Drops^000000: Rat Tail, Animal";
+ mes "Skin, Feather, Monster's Feed";
+ next;
+ mes "^FF0000[Dead Pit 1F Monsters]^000000";
+ mes "3. Martin";
+ mes "An adorable mole wearing a safety";
+ mes "helmet. He's deathly afraid of";
+ mes "cave-ins and occasionally stops to";
+ mes "cower in fear.";
+ mes "^0099FFItem Drops^000000: Mole Whiskers, Mole";
+ mes "Claw";
+ next;
+ mes "^FF0000[Dead Pit 1F Monsters]^000000";
+ mes "4. Drainliar";
+ mes "A blood red bat that's much";
+ mes "stronger than Familiar. It also";
+ mes "tends to pursue any human it";
+ mes "finds.";
+ mes "^0099FFItem Drops^000000: Tooth of Bat, Red Herb";
+ next;
+ break;
+ case 2:
+ mes "^FF0000[Dead Pit 2F Monsters]^000000";
+ mes "1. Martin";
+ mes "An adorable mole wearing a safety";
+ mes "helmet. He's deathly afraid of";
+ mes "cave-ins and occasionally stops to";
+ mes "cower in fear.";
+ mes "^0099FFItem Drops^000000: Mole Whiskers, Mole";
+ mes "Claw";
+ next;
+ mes "^FF0000[Dead Pit 2F Monsters]^000000";
+ mes "2. Drainliar";
+ mes "A blood red bat that's much";
+ mes "stronger than Familiar. It also";
+ mes "tends to pursue any human it";
+ mes "finds.";
+ mes "^0099FFItem Drops^000000: Tooth of Bat, Red Herb";
+ next;
+ mes "^FF0000[Dead Pit 2F Monsters]^000000";
+ mes "3. Skel Wroker";
+ mes "A reanimated skeleton of a miner";
+ mes "that has died, but come back to";
+ mes "abuse its health insurance policy.";
+ mes "^0099FFItem Drops^000000: Iron, Lantern";
+ next;
+ mes "^FF0000[Dead Pit 2F Monsters]^000000";
+ mes "4. Myst";
+ mes "A strange, monster made of mist";
+ mes "that is attached to a phantom";
+ mes "window.";
+ mes "^0099FFItem Drops^000000: Trunk, Gas Mask";
+ next;
+ break;
+ case 3:
+ mes "^FF0000[Dead Pit 3F Monsters]^000000";
+ mes "1. Skel Worker";
+ mes "A reanimated skeleton of a miner";
+ mes "that has died, but returned to join";
+ mes "his brothers in the Miner's Union";
+ mes "Strike.";
+ mes "^0099FFItem Drops^000000: Iron, Lantern";
+ next;
+ mes "^FF0000[Dead Pit 3F Monsters]^000000";
+ mes "2. Myst";
+ mes "A strange, monster made of mist";
+ mes "that is attached to a phantom";
+ mes "window.";
+ mes "^0099FFItem Drops^000000: Trunk, Gas Mask";
+ next;
+ mes "^FF0000[Dead Pit 3F Monsters]^000000";
+ mes "3. Evil Druid";
+ mes "A flamboyantly evil druid. It's";
+ mes "always using a floating spellbook";
+ mes "that crackles with energy to cause";
+ mes "misery to adventurers.";
+ mes "^0099FFItem Drops^000000: Amulet, White Herb";
+ next;
+ break;
+ case 4:
+ close2;
+ set .@loop1,0;
+ end;
+ }
+ }
+
+ case 2:
+ while(.@loop1) {
+ switch(select("1F:2F:3F:4F:5F:Cancel")) {
+ case 1:
+ mes "^FF0000[Payon Cave 1F Monsters]^000000";
+ mes "1. Familiar";
+ mes "A gray bat that's not very strong,";
+ mes "but really annoying because it";
+ mes "attacks very fast and relentlessly";
+ mes "pursues passerby.";
+ mes "^0099FFItem Drops^000000: Tooth of Batt, Fly Wing,";
+ mes "Grape, Red Herb";
+ next;
+ mes "^FF0000[Payon Cave 1F Monsters]^000000";
+ mes "2. Spore";
+ mes "Mushroom-like monsters that attack";
+ mes "with mushy headbutts. Usually live";
+ mes "in forests or dungeons.";
+ mes "^0099FFItem Drops^000000: Spore, Red Herb, Blue";
+ mes "Herb";
+ next;
+ mes "^FF0000[Payon Cave 1F Monsters]^000000";
+ mes "3. Zombie";
+ mes "Bad Case of the Dead which has been";
+ mes "reborn as a Walking Corpse by Black";
+ mes "magic. Let's lead it to Nirvana.";
+ mes "^0099FFItem Drops^000000: Decayed Nail, Sticky";
+ mes "Mucus, Horrendous Mouth";
+ next;
+ break;
+ case 2:
+ mes "^FF0000[Payon Cave 2F Monsters]^000000";
+ mes "1. Familiar";
+ mes "A gray bat that's not very strong,";
+ mes "but really annoying because it";
+ mes "attacks very fast and relentlessly";
+ mes "pursues passerby.";
+ mes "^0099FFItem Drops^000000: Tooth of Bat, Fly Wing,";
+ mes "Grape, Red Herb";
+ next;
+ mes "^FF0000[Payon Cave 2F Monsters]^000000";
+ mes "2. Eggyra";
+ mes "A weird, robotic egg looking thing";
+ mes "that waddles when it walks. No one";
+ mes "knows what these things are made";
+ mes "out of.";
+ mes "^0099FFItem Drops^000000: Scell, Sticky Mucus,";
+ mes "Red Herb";
+ next;
+ mes "^FF0000[Payon Cave 2F Monsters]^000000";
+ mes "3. Magnolia";
+ mes "Cute looking creatures that appear";
+ mes "as large frying pans cooking an";
+ mes "egg. Ironically, they're not";
+ mes "morning monsters.";
+ mes "^0099FFItem Drops^000000: Jellopy, Garlet, Scell";
+ next;
+ mes "^FF0000[Payon Cave 2F Monsters]^000000";
+ mes "4. Soldier Skeleton";
+ mes "A skeleton soldier that wields two";
+ mes "swords at once. In life, they";
+ mes "laughed at him for being obese, but";
+ mes "now he will have his revenge.";
+ mes "^0099FFItem Drops^000000: Skel-Bone, Red Herb";
+ next;
+ break;
+ case 3:
+ mes "^FF0000[Payon Cave 3F Monsters]^000000";
+ mes "1. Familiar";
+ mes "A gray bat that's not very strong,";
+ mes "but really annoying because it";
+ mes "attacks very fast and relentlessly";
+ mes "pursues passerby.";
+ mes "^0099FFItem Drops^000000: Tooth of Bat, Fly Wing,";
+ mes "Grape, Red Herb";
+ next;
+ mes "^FF0000[Payon Cave 3F Monsters]^000000";
+ mes "2. Soldier Skeleton";
+ mes "A double sword wielding skeleton.";
+ mes "Like all good soldiers, this";
+ mes "skeleton has a nice, manly cleft in";
+ mes "its chin.";
+ mes "^0099FFItem Drops^000000: Skel-Bone, Red Herb";
+ next;
+ mes "^FF0000[Payon Cave 3F Monsters]^000000";
+ mes "3. Munak";
+ mes "A beautiful zombie that seems to be";
+ mes "linked to Bongun somehow.";
+ mes "^0099FFItem Drops^000000: Daenggie, Munak Turban";
+ next;
+ mes "^FF0000[Payon Cave 3F Monsters]^000000";
+ mes "4. Archer Skeleton";
+ mes "An excellent, Undead bowman.";
+ mes "^0099FFItem Drops^000000: Skel-Bone, Fire Arrow";
+ mes "Red Herb";
+ next;
+ break;
+ case 4:
+ mes "^FF0000[Payon Cave 4F Monsters]^000000";
+ mes "1. Soldier Skeleton";
+ mes "A skeleton wielding two swords at";
+ mes "the same time> Wear shorts and";
+ mes "booties, but not socks and";
+ mes "underwear. A very risque monster.";
+ mes "^0099FFItem Drops^000000: Skel-Bone, Red Herb";
+ next;
+ mes "^FF0000[Payon Cave 4F Monsters]^000000";
+ mes "2. Archer Skeleton";
+ mes "Despite not having actual eyes,";
+ mes "Archer Skeletons have great aim.";
+ mes "^0099FFItem Drops^000000: Skel-Bone, Fire Arrow,";
+ mes "Red Herb";
+ next;
+ mes "^FF0000[Payon Cave 4F Monsters]^000000";
+ mes "3. Sohee";
+ mes "A female Ghost that harbours a deep";
+ mes "grudge. Although she is usually";
+ mes "crying, she can become fierce upon";
+ mes "encountering the living.";
+ mes "^0099FFItem Drops^000000: Black Hair, Red Herb";
+ next;
+ mes "^FF0000[Payon Cave 4F Monsters]^000000";
+ mes "4. Horong";
+ mes "An eerie-looking, violent fireball.";
+ mes "It's useless to use hiding skills";
+ mes "near this vengeful spirit.";
+ mes "^0099FFItem Drops^000000: Stone Heart, Zargon,";
+ mes "Fire Arrow";
+ next;
+ break;
+ case 5:
+ mes "^FF0000[Payon Cave 5F Monsters]^000000";
+ mes "1. Soldier Skeleton";
+ mes "A skeleton soldier that wields two";
+ mes "swords at once. He might have";
+ mes "fought for justice at one time, but";
+ mes "now he's one of the undead!";
+ mes "^0099FFItem Drops^000000: Skel-Bone, Red Herb";
+ next;
+ mes "^FF0000[Payon Cave 5F Monsters]^000000";
+ mes "2. Archer Skeleton";
+ mes "Despite not having actualy eyes,";
+ mes "Archer Skeletons have great aim.";
+ mes "^0099FFItem Drops^000000: Skel-Bone, Fire Arrow,";
+ mes "Red Herb";
+ next;
+ mes "^FF0000[Payon Cave 5F Monsters]^000000";
+ mes "3. Sohee";
+ mes "A female Ghost that harbours a deep";
+ mes "grudge. Although she is usually";
+ mes "crying, she can become fierce upon";
+ mes "encountering the living.";
+ mes "^0099FFItem Drops^000000: Black Hair, Red Herb";
+ next;
+ mes "^FF0000[Payon Cave 5F Monsters]^000000";
+ mes "4. Horong";
+ mes "An eerie-looking, violent fireball.";
+ mes "It's useless to use hiding skills";
+ mes "near this vengeful spirit.";
+ mes "^0099FFItem Drops^000000: Stone Heart, Zargon,";
+ mes "Fire Arrow";
+ next;
+ mes "^FF0000[Payon Cave 5F Monsters]^000000";
+ mes "5. Moonlight Flower";
+ mes "A wild Girl that command the 9 Tail";
+ mes "Foxes. She carries around a staff";
+ mes "topped with a Bell.";
+ mes "^0099FFItem Drops^000000: 9 Tails, White Herb";
+ mes "Topaz, Elunium";
+ next;
+ break;
+ case 6:
+ close2;
+ set .@loop1,0;
+ end;
+ }
+ }
+
+ case 3:
+ while(.@loop1) {
+ switch(select("1F:2F:3F:4F:5F:6F:Cancel")) {
+ case 1:
+ mes "^FF0000[Pyramid 1F Monsters]^000000";
+ mes "1. Familiar";
+ mes "A gray bat that's not very strong,";
+ mes "but really annoying because it";
+ mes "attacks very fast and relentlessly";
+ mes "pursues passerby.";
+ mes "^0099FFItem Drops^000000: Tooth of Bat, Fly Wing,";
+ mes "Grape, Red Herb";
+ next;
+ mes "^FF0000[Pyramid 1F Monsters]^000000";
+ mes "2. Spore";
+ mes "Giant sized mushroom-like monsters";
+ mes "that might taste good on giant";
+ mes "sized pizza. Usually live in";
+ mes "forests or dungeons.";
+ mes "^0099FFItem Drops^000000: Spore, Red Herb, Blue";
+ mes "Herb";
+ next;
+ mes "^FF0000[Pyramid 1F Monsters]^000000";
+ mes "3. Poporing";
+ mes "A light green Poring with the";
+ mes "Poison property. It's much stronger";
+ mes "than Poring, but still moves by";
+ mes "means of bouncing.";
+ mes "^0099FFItem Drops^000000: Sticky Mucus, Garlet,";
+ mes "Green Herb";
+ next;
+ break;
+ case 2:
+ mes "^FF0000[Pyramid 2F Monsters]^000000";
+ mes "1. Poporing";
+ mes "A light green Poring with the";
+ mes "Poison property. It's much stronger";
+ mes "than Poring, but still moves by";
+ mes "means of bouncing.";
+ mes "^0099FFItem Drops^000000: Sticky Mucus,";
+ mes "Garlet, Green Herb";
+ next;
+ mes "^FF0000[Pyramid 2F Monsters]^000000";
+ mes "2. Drainliar";
+ mes "A blood red bat that's much";
+ mes "stronger than Familiar. It also";
+ mes "tends to pursue any human it";
+ mes "finds.";
+ mes "^0099FFItem Drops^000000: Tooth of Bat, Red Herb";
+ next;
+ mes "^FF0000[Pyramid 2F Monsters]^000000";
+ mes "3. Soldier Skeleton";
+ mes "A skeleton soldier that wields two";
+ mes "swords at once. Doesn't have much";
+ mes "to do, other than attack passerby.";
+ mes "^0099FFItem Drops^000000: Skel-Bone, Red Herb";
+ next;
+ mes "^FF0000[Pyramid 2F Monsters]^000000";
+ mes "4. Archer Skeleton";
+ mes "Despite not having actual eyes,";
+ mes "Archer Skeletons have great aim.";
+ mes "^0099FFItem Drops^000000: Skel-Bone, Fire Arrow,";
+ mes "Red Herb";
+ next;
+ break;
+ case 3:
+ mes "^FF0000[Pyramid 3F Monsters]^000000";
+ mes "1. Drainliar";
+ mes "A blood red bat that's much";
+ mes "stronger than Familiar. It also";
+ mes "tends to pursue any human it";
+ mes "finds.";
+ mes "^0099FFItem Drops^000000: Tooth of Bat, Red Herb";
+ next;
+ mes "^FF0000[Pyramid 3F Monsters]^000000";
+ mes "2. Soldier Skeleton";
+ mes "A skeleton soldier that wields two";
+ mes "swords at once. Surprisingly quick";
+ mes "for an Undead monster.";
+ mes "^0099FFItem Drops^000000: Skel-Bone, Red Herb";
+ next;
+ mes "^FF0000[Pyramid 3F Monsters]^000000";
+ mes "3. Archer Skeleton";
+ mes "Despite not having actual eyes,";
+ mes "Archer Skeletons have great aim.";
+ mes "^0099FFItem Drops^000000: Skel-Bone, Fire Arrow,";
+ mes "Red Herb";
+ next;
+ mes "^FF0000[Pyramid 3F Monsters]^000000";
+ mes "4. Mummy";
+ mes "A walking corpse covered with";
+ mes "bandages. It probably used to be";
+ mes "beautiful once.";
+ mes "^0099FFItem Drops^000000: Rotten Bandage";
+ next;
+ mes "^FF0000[Pyramid 3F Monsters]^000000";
+ mes "5. Verit";
+ mes "A mummified dog that will pick up";
+ mes "anything dropped to the ground.";
+ mes "Although it's a zombie, it seems";
+ mes "happy to be alive again.";
+ mes "^0099FFItem Drops^000000: Immortal Herat, Zargon";
+ mes "Rotten Bandage";
+ next;
+ break;
+ case 4:
+ mes "^FF0000[Pyramid 4F Monsters]^000000";
+ mes "1. Mummy";
+ mes "A walking corpse covered with";
+ mes "bandages. It probably used to be";
+ mes "beautiful once.";
+ mes "^0099FFItem Drops^000000: Rotten Bandage";
+ next;
+ mes "^FF0000[Pyramid 4F Monsters]^000000";
+ mes "2. Verit";
+ mes "A mummified dog that will pick up";
+ mes "anything dropped to the ground.";
+ mes "Although it's a zombie, it seems";
+ mes "happy to be alive again.";
+ mes "^0099FFItem Drops^000000: Immortal Heart, Zargon,";
+ mes "Rotten Bandage";
+ next;
+ mes "^FF0000[Pyramid 4F Monsters]^000000";
+ mes "3. Ghoul";
+ mes "Similar to a Zombie, but Ghouls are";
+ mes "green and much stronger. Its";
+ mes "retching is offensive in more ways";
+ mes "than one.";
+ mes "^0099FFItem Drops^000000: Horrendous Mouth";
+ next;
+ mes "^FF0000[Pyramid 4F Monsters]^000000";
+ mes "4. Isis";
+ mes "A monster that is half serpent and";
+ mes "half woman, as well as one of";
+ mes "Osiris' trusted champions.";
+ mes "^0099FFItem Drops^000000: Scale Skin, Shining";
+ mes "Scale";
+ next;
+ break;
+ case 5:
+ mes "^FF0000[Pyramid 5F Monsters]^000000";
+ mes "1. Mummy";
+ mes "A walking corpse covered with";
+ mes "bandages. It probably used to be";
+ mes "beautiful once.";
+ mes "^0099FFItem Drops^000000: Rotten Bandage";
+ next;
+ mes "^FF0000[Pyramid 5F Monsters]^000000";
+ mes "2. Ghoul";
+ mes "Similar to a Zombie, but Ghouls are";
+ mes "green and much stronger. Its";
+ mes "retching is offensive in more ways";
+ mes "than one.";
+ mes "^0099FFItem Drops^000000: Horrendous Mouth";
+ next;
+ mes "^FF0000[Pyramid 5F Monsters]^000000";
+ mes "3. Isis";
+ mes "A monster that is half serpent and";
+ mes "half woman, as well as one of";
+ mes "Osiris' trusted champions.";
+ mes "^0099FFItem Drops^000000: Scale Skin, Shining";
+ mes "Scale";
+ next;
+ break;
+ case 6:
+ mes "^FF0000[Pyramid 6F Monsters]^000000";
+ mes "1. Mummy";
+ mes "A walking corpse covered with";
+ mes "bandages. It probably used to be";
+ mes "beautiful once.";
+ mes "^0099FFItem Drops^000000: Rotten Bandage";
+ next;
+ mes "^FF0000[Pyramid 6F Monsters]^000000";
+ mes "2. Verit";
+ mes "A mummified dog that will pick up";
+ mes "anything dropped to the ground.";
+ mes "Although it's a zombie, it seems";
+ mes "happy to be alive again.";
+ mes "^0099FFItem Drops^000000: Immortal Heart, Zargon,";
+ mes "Rotten Bandage";
+ next;
+ mes "^FF0000[Pyramid 6F Monsters]^000000";
+ mes "3. Ghoul";
+ mes "Similar to a Zombie, but Ghouls are";
+ mes "green and much stronger. Its";
+ mes "retching is offensive in more ways";
+ mes "than one.";
+ mes "^0099FFItem Drops^000000: Horrendous Mouth";
+ next;
+ mes "^FF0000[Pyramid 6F Monsters]^000000";
+ mes "4. Isis";
+ mes "A monster that is half serpent and";
+ mes "half woman, as well as one of";
+ mes "Osiris' trusted champions.";
+ mes "^0099FFItem Drops^000000: Scale Skin, Shining";
+ mes "Scale";
+ next;
+ mes "^FF0000[Pyramid 6F Monsters]^000000";
+ mes "5. Osiris";
+ mes "The indisputable King of Mummies.";
+ mes "He wears a crown and rotting";
+ mes "bandages that are decidedly royal";
+ mes "purple colour.";
+ mes "^0099FFItem Drops^000000: Memento, Rotten";
+ mes "Bandage, Hand of God, Elunium";
+ next;
+ break;
+ case 7:
+ close2;
+ set .@loop1,0;
+ end;
+ }
+ }
+
+ case 4:
+ close;
+ }
+}
+
+prt_in,164,102,4 script Monster Encyclopedia#7pr 111,{
+ mes "^FF0000[Dungeon Monster Encyclopedia]^000000";
+ mes "This is an Encyclopedia describing";
+ mes "Monsters living in Dungeons.";
+ next;
+ set .@loop1,1;
+ switch(select("Sunken Ship near Alberta:Prontera Maze")) {
+ case 1:
+ while(.@loop1) {
+ switch(select("1F:2F:Cancel")) {
+ case 1:
+ mes "^FF0000[Sunken Ship 1F Monsters]^000000";
+ mes "1. Plankton";
+ mes "Even though they seem";
+ mes "insignificantly small, be careful";
+ mes "not to step on them. Plankton are";
+ mes "light and can drift on the water.";
+ mes "^0099FFItem Drops^000000: Single Cell, Garlet";
+ mes "Sticky Mucus, Empty Bottle";
+ next;
+ mes "^FF0000[Sunken Ship 1F Monsters]^000000";
+ mes "2. Kukre";
+ mes "Kukre look better than Thief Bugs";
+ mes "but basically loot items just the";
+ mes "same. Luckily, they don't attack";
+ mes "players in a group.";
+ mes "^0099FFItem Drops^000000: Worm Peeling, Garlet,";
+ mes "Monster's Feed, Red Herb, Insect";
+ mes "Feeler";
+ next;
+ mes "^FF0000[Sunken Ship 1F Monsters]^000000";
+ mes "3. Hydra";
+ mes "Vegetable Monsters that live near";
+ mes "water or in the deep sea that";
+ mes "attack using tentacles. As a group,";
+ mes "they're a pain in the ass.";
+ mes "^0099FFItem Drops^000000: Tentacles, Sticky Mucus";
+ mes "Meat";
+ next;
+ mes "^FF0000[Sunken Ship 1F Monsters]^000000";
+ mes "4. Poporing";
+ mes "A light green Poring with the";
+ mes "Poison property. It's much stronger";
+ mes "than Poring, but still moves by";
+ mes "means of bouncing.";
+ mes "^0099FFItem Drops^000000: Sticky Mucus, Garlet";
+ mes "Green Herb";
+ next;
+ mes "^FF0000[Sunken Ship 1F Monsters]^000000";
+ mes "5. Poison Spore";
+ mes "A black capped mushroom. It attacks";
+ mes "adventurers in fear of being eaten,";
+ mes "despite being poisonous and not";
+ mes "delicious.";
+ mes "^0099FFItem Drops^000000: Spore, Green Herb";
+ next;
+ mes "^FF0000[Sunken Ship 1F Monsters]^000000";
+ mes "6. Pirate Skel";
+ mes "A topless pirate skeleton that";
+ mes "skips around in purple socks.";
+ mes "Scourge of the seven seas.";
+ mes "^0099FFItem Drops^000000: Skel-Bone";
+ next;
+ break;
+ case 2:
+ mes "^FF0000[Sunken Ship 2F Monsters]^000000";
+ mes "1. Kukre";
+ mes "Kukre look better than Thief Bugs";
+ mes "but basically loot items just the";
+ mes "same. Luckily, they don't attack";
+ mes "players in a group.";
+ mes "^0099FFItem Drops^000000: Worm Peeling, Garlet,";
+ mes "Monster's Feed, Red Herb, Insect";
+ mes "Feeler";
+ next;
+ mes "^FF0000[Sunken Ship 2F Monsters]^000000";
+ mes "2. Hydra";
+ mes "Vegetable Monsters that live near";
+ mes "water or in the deep sea that";
+ mes "attack using tentacles. As a group,";
+ mes "they're a pain in the ass.";
+ mes "^0099FFItem Drops^000000: Tentacle, Sticky Mucus,";
+ mes "Meat";
+ next;
+ mes "^FF0000[Sunken Ship 2F Monsters]^000000";
+ mes "3. Poporing";
+ mes "A light green Poring with the";
+ mes "Poison property. It's much stronger";
+ mes "than Poring, but still moves by";
+ mes "means of bouncing.";
+ mes "^0099FFItem Drops^000000: Sticky Mucus,";
+ mes "Garlet, Green Herb";
+ next;
+ mes "^FF0000[Sunken Ship 2F Monsters]^000000";
+ mes "4. Thara Frog";
+ mes "Red Frogs that are much stronger";
+ mes "than the green Roda Frogs. They";
+ mes "also produce an annoying croaking";
+ mes "noise.";
+ mes "^0099FFItem Drops^000000: Spawn, Scell, Sticky";
+ mes "Webfoot";
+ next;
+ mes "^FF0000[Sunken Ship 2F Monsters]^000000";
+ mes "5. Whisper";
+ mes "A piece of living fabric that gives";
+ mes "off spooky vibes. Sometimes, it";
+ mes "likes to turn invisible...";
+ mes "^0099FFItem Drops^000000: Fabric";
+ next;
+ mes "^FF0000[Sunken Ship 2F Monsters]^000000";
+ mes "6. Megalodon";
+ mes "Skeleton Fish having spooky empty";
+ mes "eye-holes.";
+ mes "^0099FFItem Drops^000000: Stinky Scale, Skel-Bone";
+ next;
+ mes "^FF0000[Sunken Ship 2F Monsters]^000000";
+ mes "7. Pirate Skel";
+ mes "A topless pirate skeleton that";
+ mes "skips around in purple socks.";
+ mes "Scourge of the seven seas.";
+ mes "^0099FFItem Drops^000000: Skel-Bone";
+ next;
+ mes "^FF0000[Sunken Ship 2F Monsters]^000000";
+ mes "8. Marionette";
+ mes "A monster reborn as a cursed doll";
+ mes "that is bound to strings attached";
+ mes "to wooden sticks.";
+ mes "^0099FFItem Drops^000000: Golden Hair, Trunk";
+ next;
+ mes "^FF0000[Sunken Ship 2F Monsters]^000000";
+ mes "9. Drake";
+ mes "A peg-legged, ghostly pirate";
+ mes "captain that takes its leisurely";
+ mes "time to attack the living.";
+ mes "^0099FFItem Drops^000000: Skel-Bone, White";
+ mes "Herb, Elunium";
+ next;
+ break;
+ case 3:
+ close2;
+ set .@loop1,0;
+ end;
+ }
+ }
+
+ case 2:
+ while(.@loop1) {
+ switch(select("1F:3F:Cancel")) {
+ case 1:
+ mes "^FF0000[Prontera Maze 1F Monsters]^000000";
+ mes "1. Poring";
+ mes "Small, pink monsters that are made";
+ mes "of a living gelatinous substance.";
+ mes "They're cute, and move by";
+ mes "bouncing.";
+ mes "^0099FFItem Drops^000000: Jellopy, Sticky Mucus,";
+ mes "Apple, Empty Bottle, Red Herb";
+ next;
+ mes "^FF0000[Prontera Maze 1F Monsters]^000000";
+ mes "2. Lunatic";
+ mes "Plump and shaggy monster shaped in";
+ mes "a Rabbit. However it won't give you a";
+ mes "'Bunny Band'.";
+ mes "^0099FFItem Drops^000000:";
+ mes "Clover, Feather, Carrot, Red Herb";
+ next;
+ mes "^FF0000[Prontera Maze 1F Monsters]^000000";
+ mes "3. Fabre";
+ mes "The weak and small larva of Creamy.";
+ mes "Although some say it is cute, the";
+ mes "author must disagree.";
+ mes "Whole-heartedly.";
+ mes "^0099FFItem Drops^000000: Fluff, Feather, Green";
+ mes "Herb, Clover";
+ next;
+ mes "^FF0000[Prontera Maze 1F Monsters]^000000";
+ mes "4. Creamy";
+ mes "A flying monster with beautiful";
+ mes "wings. It will escape by";
+ mes "teleporting if it thinks that it's";
+ mes "in grave danger.";
+ mes "^0099FFItem Drops^000000: Powder of Butterfly";
+ mes "Honey, Butterfly Wing, Flower";
+ next;
+ mes "^FF0000[Prontera Maze 1F Monsters]^000000";
+ mes "5. Pupa";
+ mes "Monster that is the pupal stage of";
+ mes "Fabre. It doesn't attack at all, so";
+ mes "it's easy to kill for Novices.";
+ mes "^0099FFItem Drops^000000: Chrysalis, Sticky";
+ mes "Mucus";
+ next;
+ mes "^FF0000[Prontera Maze 1F Monsters]^000000";
+ mes "6. Poporing";
+ mes "A light green Poring with the";
+ mes "Posion property. It's much stronger";
+ mes "than Poring, but still moves by";
+ mes "means of bouncing.";
+ mes "^0099FFItem Drops^000000: Sticky Mucus,";
+ mes "Garlet, Green Herb";
+ next;
+ mes "^FF0000[Prontera Maze 1F Monsters]^000000";
+ mes "7. Rocker";
+ mes "A lazy grasshopper that loves to";
+ mes "play the violin, just like in";
+ mes "Aesop's fable.";
+ mes "^0099FFItem Drops^000000: Grasshopper's Leg,";
+ mes "Jellopy";
+ next;
+ mes "^FF0000[Prontera Maze 1F Monsters]^000000";
+ mes "8. Bigfoot";
+ mes "Althought its name may be";
+ mes "misleading, Bigfoot is actually a";
+ mes "large bear. It walks like it owns";
+ mes "the forest, and it does.";
+ mes "^0099FFItem Drops^000000: Bear's Foot Skin,";
+ mes "Animal Skin, Sweet Potato";
+ next;
+ mes "^FF0000[Prontera Maze 1F Monsters]^000000";
+ mes "9. Smokie";
+ mes "A chubby little raccoon that loves";
+ mes "nothing better than to scamper.";
+ mes "It's rumoured to use a magic leaf to";
+ mes "become invisible!";
+ mes "^0099FFItem Drops^000000: Raccoon Leaf, Animal";
+ mes "Skin, Sweet Potato";
+ next;
+ mes "^FF0000[Prontera Maze 1F Monsters]^000000";
+ mes "10. Snake";
+ mes "Green Coloured Snake living in the";
+ mes "Forest or Desert. Not poisonous but";
+ mes "be careful.";
+ mes "^0099FFItem Drops^000000: Snake Scale, Red Herb";
+ next;
+ mes "^FF0000[Prontera Maze 1F Monsters]^000000";
+ mes "11. Wolf";
+ mes "Wild, roving wolves with blue";
+ mes "manes. They tend to attack as a";
+ mes "pack when even one of them is";
+ mes "threatened.";
+ mes "^0099FFItem Drops^000000: Wolf Claw, Meat,";
+ mes "Monster's Feed, Animal Skin";
+ next;
+ mes "^FF0000[Prontera Maze 1F Monsters]^000000";
+ mes "12. Agriope";
+ mes "A segmented, millipede type monster";
+ mes "that will attack passerby with";
+ mes "poison.";
+ mes "^0099FFItem Drops^000000: Bug Leg, Zargon, Green";
+ mes "Herb";
+ next;
+ mes "^FF0000[Prontera Maze 1F Monsters]^000000";
+ mes "13. Agros";
+ mes "A monstrous spider that will attack";
+ mes "adventurers on sight. It's too big";
+ mes "for adventurers to squish with";
+ mes "their feet.";
+ mes "^0099FFItem Drops^000000: Cobweb, Scell, Bug Leg,";
+ mes "Green Herb, Yellow Herb";
+ next;
+ mes "^FF0000[Prontera Maze 1F Monsters]^000000";
+ mes "14. Chonchon";
+ mes "Fly monsters that move with great";
+ mes "speed. Amazingly, they can heal in";
+ mes "the presense of fecal matter.";
+ mes "^0099FFItem Drops^000000: Shell, Jellopy, Fly";
+ mes "Wing";
+ next;
+ mes "^FF0000[Prontera Maze 1F Monsters]^000000";
+ mes "15. Horn";
+ mes "Although it looks fierce, it's";
+ mes "actually a peaceful insect. It";
+ mes "roams around fields with a";
+ mes "crunching sound.";
+ mes "^0099FFItem Drops^000000: Horn, Shell, Solid";
+ mes "Shell";
+ next;
+ mes "^FF0000[Prontera Maze 1F Monsters]^000000";
+ mes "16. Hunter Fly";
+ mes "Winged insects covered in the blood";
+ mes "of innocents. It's incredibly";
+ mes "quick, as well as strong. Novices";
+ mes "must flee from this monster at all";
+ mes "cost.";
+ mes "^0099FFItem Drops^000000: Solid Shell, Zargon";
+ next;
+ mes "^FF0000[Prontera Maze 1F Monsters]^000000";
+ mes "17. Mantis";
+ mes "It wanders about fields, waving a";
+ mes "tiny fan. An entire martial arts";
+ mes "style is based on the movements of";
+ mes "this insect.";
+ mes "^0099FFItem Drops^000000: Mantis Scythe, Scell,";
+ mes "Solid Shell, Red Herb";
+ next;
+ mes "^FF0000[Prontera Maze 1F Monsters]^000000";
+ mes "18. Stainer";
+ mes "Tiny little insect with a splendid,";
+ mes "ladybug-like shell. It can sense";
+ mes "magic and will attack once a spell";
+ mes "begins casting.";
+ mes "^0099FFItem Drops^000000: Rainbow Shell, Garlet,";
+ mes "Shell, Solid Shell";
+ next;
+ mes "^FF0000[Prontera Maze 1F Monsters]^000000";
+ mes "19. Side Winder";
+ mes "A dark coloured snake that hates";
+ mes "people. Be careful, and kill them";
+ mes "before they can poison you.";
+ mes "^0099FFItem Drops^000000: Shining Scale, Zargon,";
+ mes "Poisonous Canine, Snake Scale";
+ next;
+ mes "^FF0000[Prontera Maze 1F Monsters]^000000";
+ mes "20. Yoyo";
+ mes "Pink coloured Monkey. Not only do";
+ mes "they pick up everything dropped on the";
+ mes "ground, outrageously, but they are";
+ mes "nimble and cooperative, you must be";
+ mes "cautious of being attacked by a";
+ mes "group.";
+ mes "^0099FFItem Drops^000000: Yoyo Tail, Banana, Yellow";
+ mes "Herb, Animal Skin";
+ next;
+ mes "^FF0000[Prontera Maze 1F Monsters]^000000";
+ mes "21. Caramel";
+ mes "An adorable porcupine with tiny";
+ mes "spiky quills. However, it gets";
+ mes "incredibly angry when touched.";
+ mes "^0099FFItem Drops^000000: Porcupine Quill,";
+ mes "Animal Skin";
+ next;
+ mes "^FF0000[Prontera Maze 1F Monsters]^000000";
+ mes "22. Steel Chonchon";
+ mes "Similar to Chonchon, but is yellow";
+ mes "and green. It picks up everything";
+ mes "from the ground, so be careful not";
+ mes "to drop items.";
+ mes "^0099FFItem Drops^000000: Garlet, Shell, Solid";
+ mes "Shell";
+ next;
+ mes "^FF0000[Prontera Maze 1F Monsters]^000000";
+ mes "23. Coco";
+ mes "A small Squirrel with dark,";
+ mes "piercing eyes. It's always holding";
+ mes "an Acorn, and would be cute if it";
+ mes "didn't always have a look of utter";
+ mes "contempt.";
+ mes "^0099FFItem Drops^000000: Acorn, Fluff, Animal";
+ mes "Skin, Sweet Potato";
+ next;
+ mes "^FF0000[Prontera Maze 1F Monsters]^000000";
+ mes "24. Dustiness";
+ mes "This flying monster has a high";
+ mes "dodge rate, so if you have low";
+ mes "attack accuracy, you may want to";
+ mes "leave it alone.";
+ mes "^0099FFItem Drops^000000: Moth Dust, Moth Wing";
+ mes "Insect Feeler, Red Herb";
+ next;
+ mes "^FF0000[Prontera Maze 1F Monsters]^000000";
+ mes "25. Martin";
+ mes "An adorable mole wearing a safety";
+ mes "helmet. He's deathly afraid of";
+ mes "cave-ins and occasionally stops to";
+ mes "cower in fear.";
+ mes "^0099FFItem Drops^000000: Mole Whiskers, Mole";
+ mes "Claw";
+ next;
+ mes "^FF0000[Prontera Maze 1F Monsters]^000000";
+ mes "26. Savage";
+ mes "A wild boar that walks around,";
+ mes "grunting restlessly. It's rough";
+ mes "looking tusks make it hard to";
+ mes "believe it was cute as a baby.";
+ mes "^0099FFItem Drops^000000: Mane, Animal Skin";
+ next;
+ break;
+ case 2:
+ mes "^FF0000[Prontera Maze 3F Monsters]^000000";
+ mes "1. Poring";
+ mes "Small, pink monsters that are made";
+ mes "of a living gelatinous substance.";
+ mes "They're cute, and move by";
+ mes "bouncing.";
+ mes "^0099FFItem Drops^000000: Jellopy, Sticky Mucus,";
+ mes "Apple, Empty Bottle, Red Herb";
+ next;
+ mes "^FF0000[Prontera Maze 3F Monsters]^000000";
+ mes "2. Lunatic";
+ mes "Plump and shaggy monster shaped in";
+ mes "a Rabbit. However it won't give you a";
+ mes "'Bunny Band'.";
+ mes "^0099FFItem Drops^000000:";
+ mes "Clover, Feather, Carrot, Red Herb";
+ next;
+ mes "^FF0000[Prontera Maze 3F Monsters]^000000";
+ mes "3. Fabre";
+ mes "The weak and small larva of Creamy.";
+ mes "Although some say it is cute, the";
+ mes "author must disagree.";
+ mes "Whole-heartedly.";
+ mes "^0099FFItem Drops^000000: Fluff, Feather, Green";
+ mes "Herb, Clover";
+ next;
+ mes "^FF0000[Prontera Maze 3F Monsters]^000000";
+ mes "4. Creamy";
+ mes "A flying monster with beautiful";
+ mes "wings. It will escape by";
+ mes "teleporting if it thinks that it's";
+ mes "in grave danger.";
+ mes "^0099FFItem Drops^000000: Powder of Butterfly";
+ mes "Honey, Butterfly Wing, Flower";
+ next;
+ mes "^FF0000[Prontera Maze 3F Monsters]^000000";
+ mes "5. Pupa";
+ mes "Monster that is the pupal stage of";
+ mes "Fabre. It doesn't attack at all, so";
+ mes "it's easy to kill for Novices.";
+ mes "^0099FFItem Drops^000000: Chrysalis, Sticky";
+ mes "Mucus";
+ next;
+ mes "^FF0000[Prontera Maze 3F Monsters]^000000";
+ mes "6. Poporing";
+ mes "A light green Poring with the";
+ mes "Posion property. It's much stronger";
+ mes "than Poring, but still moves by";
+ mes "means of bouncing.";
+ mes "^0099FFItem Drops^000000: Sticky Mucus,";
+ mes "Garlet, Green Herb";
+ next;
+ mes "^FF0000[Prontera Maze 3F Monsters]^000000";
+ mes "7. Rocker";
+ mes "A lazy grasshopper that loves to";
+ mes "play the violin, just like in";
+ mes "Aesop's fable.";
+ mes "^0099FFItem Drops^000000: Grasshopper's Leg,";
+ mes "Jellopy";
+ next;
+ mes "^FF0000[Prontera Maze 3F Monsters]^000000";
+ mes "8. Bigfoot";
+ mes "Althought its name may be";
+ mes "misleading, Bigfoot is actually a";
+ mes "large bear. It walks like it owns";
+ mes "the forest, and it does.";
+ mes "^0099FFItem Drops^000000: Bear's Foot Skin,";
+ mes "Animal Skin, Sweet Potato";
+ next;
+ mes "^FF0000[Prontera Maze 3F Monsters]^000000";
+ mes "9. Smokie";
+ mes "A chubby little raccoon that loves";
+ mes "nothing better than to scamper.";
+ mes "It's rumoured to use a magic leaf to";
+ mes "become invisible!";
+ mes "^0099FFItem Drops^000000: Raccoon Leaf, Animal";
+ mes "Skin, Sweet Potato";
+ next;
+ mes "^FF0000[Prontera Maze 3F Monsters]^000000";
+ mes "10. Snake";
+ mes "Green Coloured Snake living in the";
+ mes "Forest or Desert. Not poisonous but";
+ mes "be careful.";
+ mes "^0099FFItem Drops^000000: Snake Scale, Red Herb";
+ next;
+ mes "^FF0000[Prontera Maze 3F Monsters]^000000";
+ mes "11. Wolf.";
+ mes "Wild, roving wolves with blue";
+ mes "manes. They tend to attack as a";
+ mes "pack when even one of them is";
+ mes "threatened.";
+ mes "^0099FFItem Drops^000000: Wolf Claw, Meat,";
+ mes "Monster's Feed, Animal Skin";
+ next;
+ mes "^FF0000[Prontera Maze 3F Monsters]^000000";
+ mes "12. Agriope";
+ mes "A segmented, millipede type monster";
+ mes "that will attack passerby with";
+ mes "poison.";
+ mes "^0099FFItem Drops^000000: Bug Leg, Zargon, Green";
+ mes "Herb";
+ next;
+ mes "^FF0000[Prontera Maze 3F Monsters]^000000";
+ mes "13. Agros";
+ mes "A monstrous spider that will attack";
+ mes "adventurers on sight. It's too big";
+ mes "for adventurers to squish with";
+ mes "their feet.";
+ mes "^0099FFItem Drops^000000: Cobweb, Scell, Bug Leg,";
+ mes "Green Herb, Yellow Herb";
+ next;
+ mes "^FF0000[Prontera Maze 3F Monsters]^000000";
+ mes "14. Horn";
+ mes "Although it looks fierce, it's";
+ mes "actually a peaceful insect. It";
+ mes "roams around fields with a";
+ mes "crunching sound.";
+ mes "^0099FFItem Drops^000000: Horn, Shell, Solid";
+ mes "Shell";
+ next;
+ mes "^FF0000[Prontera Maze 3F Monsters]^000000";
+ mes "15. Hunter Fly";
+ mes "Winged insects covered in the blood";
+ mes "of innocents. It's incredibly";
+ mes "quick, as well as strong. Novices";
+ mes "must flee from this monster at all";
+ mes "cost.";
+ mes "^0099FFItem Drops^000000: Solid Shell, Zargon";
+ next;
+ mes "^FF0000[Prontera Maze 3F Monsters]^000000";
+ mes "16. Mantis";
+ mes "It wanders about fields, waving a";
+ mes "tiny fan. An entire martial arts";
+ mes "style is based on the movements of";
+ mes "this insect.";
+ mes "^0099FFItem Drops^000000: Mantis Scythe, Scell,";
+ mes "Solid Shell, Red Herb";
+ next;
+ mes "^FF0000[Prontera Maze 3F Monsters]^000000";
+ mes "17. Stainer";
+ mes "Tiny little insect with a splendid,";
+ mes "ladybug-like shell. It can sense";
+ mes "magic and will attack once a spell";
+ mes "begins casting.";
+ mes "^0099FFItem Drops^000000: Rainbow Shell, Garlet,";
+ mes "Shell, Solid Shell";
+ next;
+ mes "^FF0000[Prontera Maze 3F Monsters]^000000";
+ mes "18. Side Winder";
+ mes "A dark coloured snake that hates";
+ mes "people. Be careful, and kill them";
+ mes "before they can poison you.";
+ mes "^0099FFItem Drops^000000: Shining Scale, Zargon,";
+ mes "Poisonous Canine, Snake Scale";
+ next;
+ mes "^FF0000[Prontera Maze 3F Monsters]^000000";
+ mes "19. Yoyo";
+ mes "Pink coloured Monkey. Not only do";
+ mes "they pick up everything dropped on the";
+ mes "ground, outrageously, but they are";
+ mes "nimble and cooperative, you must be";
+ mes "cautious of being attacked by a";
+ mes "group.";
+ mes "^0099FFItem Drops^000000: Yoyo Tail, Banana, Yellow";
+ mes "Herb, Animal Skin";
+ next;
+ mes "^FF0000[Prontera Maze 3F Monsters]^000000";
+ mes "20. Caramel";
+ mes "An adorable porcupine with tiny";
+ mes "spiky quills. However, it gets";
+ mes "incredibly angry when touched.";
+ mes "^0099FFItem Drops^000000: Porcupine Quill,";
+ mes "Animal Skin";
+ next;
+ mes "^FF0000[Prontera Maze 3F Monsters]^000000";
+ mes "21. Steel Chonchon";
+ mes "Similar to Chonchon, but is yellow";
+ mes "and green. It picks up everything";
+ mes "from the ground, so be careful not";
+ mes "to drop items.";
+ mes "^0099FFItem Drops^000000: Garlet, Shell, Solid";
+ mes "Shell";
+ next;
+ mes "^FF0000[Prontera Maze 3F Monsters]^000000";
+ mes "22. Coco";
+ mes "A small Squirrel with dark,";
+ mes "piercing eyes. It's always holding";
+ mes "an Acorn, and would be cute if it";
+ mes "didn't always have a look of utter";
+ mes "contempt.";
+ mes "^0099FFItem Drops^000000: Acorn, Fluff, Animal";
+ mes "Skin, Sweet Potato";
+ next;
+ mes "^FF0000[Prontera Maze 3F Monsters]^000000";
+ mes "23. Dustiness";
+ mes "This flying monster has a high";
+ mes "dodge rate, so if you have low";
+ mes "attack accuracy, you may want to";
+ mes "leave it alone.";
+ mes "^0099FFItem Drops^000000: Moth Dust, Moth Wing";
+ mes "Insect Feeler, Red Herb";
+ next;
+ mes "^FF0000[Prontera Maze 3F Monsters]^000000";
+ mes "24. Martin";
+ mes "An adorable mole wearing a safety";
+ mes "helmet. He's deathly afraid of";
+ mes "cave-ins and occasionally stops to";
+ mes "cower in fear.";
+ mes "^0099FFItem Drops^000000: Mole Whiskers, Mole";
+ mes "Claw";
+ next;
+ mes "^FF0000[Prontera Maze 3F Monsters]^000000";
+ mes "25. Savage";
+ mes "A wild boar that walks around,";
+ mes "grunting restlessly. It's rough";
+ mes "looking tusks make it hard to";
+ mes "believe it was cute as a baby.";
+ mes "^0099FFItem Drops^000000: Mane, Animal Skin";
+ next;
+ mes "^FF0000[Prontera Maze 3F Monsters]^000000";
+ mes "26. Savage Bebe";
+ mes "Tiny, pink baby Savage. It's";
+ mes "disheartening to know that it grows";
+ mes "up to become ugly-looking.";
+ mes "^0099FFItem Drops^000000: Animal Skin, Meat,";
+ mes "Arrow, Feather";
+ next;
+ mes "^FF0000[Prontera Maze 3F Monsters]^000000";
+ mes "27. Mastering";
+ mes "A giant Poring rarely seen in the";
+ mes "Morroc Desert, Mt. Mjolnir or the";
+ mes "Prontera Maze. It may be the Master";
+ mes "of Porings, but... it's still a";
+ mes "Poring";
+ mes "^0099FFItem Drops^000000: Apple, Apple Juice";
+ next;
+ mes "^FF0000[Prontera Maze 3F Monsters]^000000";
+ mes "28. Eclipse";
+ mes "Lord and Master of all Lunatics.";
+ mes "Its attacks may be weak, but it";
+ mes "has considerable defense.";
+ mes "^0099FFItem Drops^000000: Carrot, Glass Bead,";
+ mes "Milk, Carrot Juice";
+ next;
+ mes "^FF0000[Prontera Maze 3F Monsters]^000000";
+ mes "29. Baphomet";
+ mes "A horned goat-like beast that";
+ mes "wields an intimidating scythe with";
+ mes "incredible might. Sired countless";
+ mes "Baphomet Jrs.";
+ mes "^0099FFItem Drops^000000: Evil Horn,";
+ mes "Yggdrasilberry, Animal Skin,";
+ mes "Oridecon";
+ next;
+ break;
+ case 3:
+ close2;
+ set .@loop1,0;
+ end;
+ }
+ }
+
+ case 3:
+ close;
+ }
+}
+
+prt_in,162,68,4 script Vending Guide#pront 111,{
+ mes "^FF0000[Vending Guide for Dummies]^000000";
+ mes "So you want to open your own shop";
+ mes "so that you can sell items to other";
+ mes "players and make zeny?";
+ next;
+ if (select("Yes, I do!:Close the book.") == 1) {
+ mes "^FF0000[Vending Guide for Dummies]^000000";
+ mes "First, only certain job classes can";
+ mes "open vending shops. As a Merchant,";
+ mes "Blacksmith or Alchemist, you must";
+ mes "first learn ^009933Level 5 Enlarge Weight^000000";
+ mes "^009933Limit^000000, and then learn the ^009933Pushcart^000000";
+ mes "skill.";
+ next;
+ mes "^FF0000[Vending Guide for Dummies]^000000";
+ mes "When you have learned the Pushcart";
+ mes "skill, you can go ahead and rent a";
+ mes "Cart form a Kafra Employee. Once";
+ mes "this cart is equipped, it won't";
+ mes "disappear as long as you don't take";
+ mes "it off.";
+ next;
+ mes "^FF0000[Vending Guide for Dummies]^000000";
+ mes "However, equipping a Cart reduces";
+ mes "your movement speed. You can";
+ mes "recover this movement speed by";
+ mes "continuing to add skill points to";
+ mes "the ^009933Pushcart^000000 skill.";
+ next;
+ mes "^FF0000[Vending Guide for Dummies]^000000";
+ mes "Now, this next part is very";
+ mes "important. If you want to be able";
+ mes "to sell what is inside your cart,";
+ mes "you must learn ^009933Level 3 Pushcart^000000 so";
+ mes "that youc an learn ^009933Vending^000000,";
+ mes "allowing you to sell items inside";
+ mes "your cart.";
+ next;
+ mes "^FF0000[Vending Guide for Dummies]^000000";
+ mes "Remember, only items inside your";
+ mes "Cart can be sold with the Vending";
+ mes "skill. Press the '^009933Alt^000000' and ^009933W^000000' keys";
+ mes "to open the Cart Window labeled";
+ mes "'Rent a Cart Item.'";
+ next;
+ mes "^FF0000[Vending Guide for Dummies]^000000";
+ mes "You can drag and drop items from";
+ mes "your Inventory Window into this";
+ mes "Cart Window. You can also click the";
+ mes "'^009933items^000000' button int he Equipment";
+ mes "Window (^009933Alt^000000 + ^009933Q^000000) to open the Cart";
+ mes "Window.";
+ next;
+ mes "^FF0000[Vending Guide for Dummies]^000000";
+ mes "Now use the Vending skill. Two";
+ mes "windows will pop up. ^009933Available^000000";
+ mes "^009933 items for Vending^000000 and ^009933 Vend a Shop^000000.";
+ next;
+ mes "^FF0000[Vending Guide for Dummies]^000000";
+ mes "Drag and drop items from the";
+ mes "^009933Available items for Vending^000000";
+ mes "Window into the ^009933Vend a Shop^000000 Window.";
+ mes "Then, in the ^009933Vend a Shop^000000 window,";
+ mes "you may set prices and name your";
+ mes "shop.";
+ next;
+ mes "^FF0000[Vending Guide for Dummies]^000000";
+ mes "After confirming the items and";
+ mes "prices, click the 'OK' button. The";
+ mes "^009933My Shop^000000 window will appear.";
+ mes "Congratulations, you are now";
+ mes "vending your items!";
+ next;
+ mes "^FF0000[Vending Guide for Dummies]^000000";
+ mes "When you close the ^009933My Shop^000000 window,";
+ mes "your shop will be closed. You can";
+ mes "check the prices of your items in";
+ mes "the ^009933My Shop^000000 window, and your sales";
+ mes "will be recorded in the chat";
+ mes "window.";
+ next;
+ mes "^FF0000[Vending Guide for Dummies]^000000";
+ mes "When everything's sold out, the";
+ mes "shop will automatically close.";
+ next;
+ mes "^FF0000[Vending Guide for Dummies]^000000";
+ mes "SuperNovices can learn all the";
+ mes "skills needed to open vending";
+ mes "shops, but none of the Kafra";
+ mes "Employees will rent Carts to them.";
+ mes "If only they could find somewhere";
+ mes "to rent a cart...";
+ }
+ close;
+}
+
+prt_in,168,68,4 script Blacksmith Guide#pront 111,{
+ mes "^FF0000[Blacksmith Guide for Dummies]^000000";
+ mes "This is a useful guide detailing";
+ mes "the process of Ore Refining and";
+ mes "Weapon Crafting for Blacksmith job";
+ mes "class characters.";
+ next;
+ switch(select("Ore Refining.:Weapon Craft:Cancel.")) {
+ case 1:
+ mes "^FF0000[Ore Refining for Dummies]^000000";
+ mes "Rough ores, like Iron Ore, and";
+ mes "rough enchanted stones can be";
+ mes "refined to create a higher quality";
+ mes "metal or stone. Refining rough";
+ mes "materials requires a ^0099FFMini Furnace^000000.";
+ next;
+ mes "^FF0000[Ore Refining for Dummies]^000000";
+ mes "Several rough ores are also needed";
+ mes "to create just one of a higher";
+ mes "quality. When you think you have";
+ mes "enough rough ores or stones of the";
+ mes "same kind, double-click the Mini";
+ mes "Furnace item in the Inventory";
+ mes "window.";
+ next;
+ mes "^FF0000[Ore Refining for Dummies]^000000";
+ mes "If you have the available materials";
+ mes "and creation skills, a list of";
+ mes "enchanted stones or metals that you";
+ mes "can create will appear in a new";
+ mes "window labeled ^0099FFItem List you can^000000";
+ mes "^0099FFcraft^000000.";
+ next;
+ mes "^FF0000[Ore Refining for Dummies]^000000";
+ mes "However, if you don't have the";
+ mes "necessary skills or materials, you";
+ mes "will receive a message stating '^0099FFYou^000000";
+ mes "^0099FFcan't Create Items yet^000000'.";
+ next;
+ mes "^FF0000[Ore Refining for Dummies]^000000";
+ mes "Remember that there is a";
+ mes "possibility that the refining";
+ mes "process may fail. Also, be aware";
+ mes "that a Mini Furnace will be used";
+ mes "each time you double-click it,";
+ mes "regardless of the end result.";
+ close;
+ case 2:
+ mes "^FF0000[Weapon Craft for Dummies]^000000";
+ mes "To create weapons, you must first";
+ mes "learn the appropriate smithing";
+ mes "skills, depending on the weapon you";
+ mes "wish to create. The following is a";
+ mes "list of Blacksmith weapon creation";
+ mes "skills.";
+ next;
+ mes "^FF0000[Weapon Craft for Dummies]^000000";
+ mes "^0099FFSmith Dagger^000000";
+ mes "^0099FFSmith Sword^000000";
+ mes "^0099FFSmith Two-handed Sword^000000";
+ mes "^0099FFSmith Axe^000000";
+ mes "^0099FFSmith Mace^000000";
+ mes "^0099FFSmith Spear^000000";
+ mes "^0099FFSmith Knucklebrace^000000";
+ next;
+ mes "^FF0000[Weapon Craft for Dummies]^000000";
+ mes "Every Weapon requires ^0099FFSteel^000000 and the";
+ mes "consumption of one ^0099FFHammer^000000.";
+ next;
+ mes "^FF0000[Weapon Craft for Dummies]^000000";
+ mes "When you double-click on a Hammer";
+ mes "item in the Inventory Window, a new";
+ mes "window labeled ^0099FFItem List you can^000000";
+ mes "^0099FFcraft^000000 will appear.";
+ next;
+ mes "^FF0000[Weapon Craft for Dummies]^000000";
+ mes "A list of weapons that you are";
+ mes "currently able to craft will";
+ mes "appear. Clicking a Weapon in that";
+ mes "list will show the items required";
+ mes "for creation.";
+ next;
+ mes "^FF0000[Weapon Craft for Dummies]^000000";
+ mes "In that list window, there are 3";
+ mes "sockets into which you can insert";
+ mes "additional items, such as Enchanted";
+ mes "Stones or Star Crumbs, which enable";
+ mes "you to enhance the smithed weapon.";
+ next;
+ mes "^FF0000[Weapon Craft for Dummies]^000000";
+ mes "Afterwards, cick the 'OK' button";
+ mes "to confirm that you want to create";
+ mes "the selected item. The materials";
+ mes "required to create the weapon will";
+ mes "be automatically consumed from your";
+ mes "inventory.";
+ next;
+ mes "^FF0000[Weapon Craft for Dummies]^000000";
+ mes "The chance of smithing success will";
+ mes "depend on your character stats and";
+ mes "skills, and other factors. If the";
+ mes "smithing fails, any items used to";
+ mes "create the new weapon will still be";
+ mes "consumed. Good luck!";
+ close;
+ case 3:
+ close;
+ }
+}
diff --git a/npc/pre-re/other/bulletin_boards.txt b/npc/pre-re/other/bulletin_boards.txt
new file mode 100644
index 000000000..3bed8b7e6
--- /dev/null
+++ b/npc/pre-re/other/bulletin_boards.txt
@@ -0,0 +1,603 @@
+//===== rAthena Script =======================================
+//= Official scripts for beginners from iRO
+//===== By: ==================================================
+//= MasterOfMuppets
+//===== Current Version: =====================================
+//= 1.7
+//===== Compatible With: =====================================
+//= Any Athena Version
+//===== Additional Comments: =================================
+//= 1.0 Added Alberta, Prontera, Izlude, Payon, Byalan Island,
+//= Archer Village, Payon Cave and Coal Mine
+//= 1.1 Geffen, Orc Dungeon
+//= 1.2 Added 5 more Boards [MasterOfMuppets]
+//= 1.3 Fixed spelling mistakes. [Nexon]
+//= 1.3a Fixed a missing close; [Nexon]
+//= 1.4 Added more BBS MasterOfMuppets
+//= 1.5 Added the last of the bulletin boards, I think... [MasterOfMuppets]
+//= 1.5a Fixed a small screw up with the color codes in the Glastheim BB [MasterOfMuppets]
+//= 1.5b Fixed another small screw up with the color codes in the Glastheim BB [Kayla]
+//= 1.6 Removed Duplicates [Silent]
+//= 1.7 Updated MOrroc NPCs to reflect episode 12.1 changes. [L0ne_W0lf]
+//============================================================
+
+alberta,111,59,5 script Bulletin Board#1 837,{
+ mes "[Alberta: The Port City]";
+ mes "Welcome to Alberta, the Port City.";
+ next;
+ mes "[Alberta: The Port City]";
+ mes "In Alberta, you can find the Merchant guild where adventurers can change their job to merchant";
+ next;
+ mes "[Alberta: The Port City]";
+ mes "As a city that provides dependable sea travel, Alberta has provided the means for the foreign commerce that has brought prosperity to the Rune-Midgarts Kingdom.";
+ next;
+ mes "[Alberta: The Port City]";
+ mes "On the docks, you may find representatives from foreign lands that will guide tourists to their countries.";
+ next;
+ mes "[Alberta: The Port City]";
+ mes "Among seafarers, there is a rumor of a place known as ^338C60Turtle Island^000000. Intrepid adventurers may seek to investigate this rumor and learn the truth for themselves";
+ next;
+ mes "[Alberta: The Port City]";
+ mes "There is also a sunken ship that has been discovered near Alberta, and it has become a popular area for adventurers to explore";
+ next;
+ mes "[Alberta: The Port City]";
+ mes "From Alberta, ^1F3A11Payon^000000 is located to the Northwest. You can board passenger ships at the dock to travel to ^5E5C69Izlude^000000.";
+ mes "Enjoy your travels.";
+ close;
+}
+
+geffen,124,65,5 script Bulletin Board#2 837,{
+ mes "[Geffen: The City of Magic]";
+ mes "Welcome to Geffen, the City of Magic. Geffen is well known for its various legends related to magic.";
+ next;
+ mes "[Geffen: The City of Magic]";
+ mes "Points of interest in the city include the Forge, where people can change their jobs to Blacksmith, the Magic Academy for aspiring mages, and the Geffen Tower for the Wizard job change.";
+ next;
+ mes "[Geffen: The City of Magic]";
+ mes "Underneath the Geffen Tower lies a dungeon in which dreadful monsters are rumored to appear.";
+ next;
+ mes "[Geffen: The City of Magic]";
+ mes "It is said that the lost city of Gefenia, a place of elven lore and legend, is hidden within the depths of this dungeon.";
+ next;
+ mes "[Geffen: The City of Magic]";
+ mes "From Geffen, the ^828E28Orc Village^000000 is located to the South, ^4C6055Glast Heim^000000 to the West, ^6D6FE0Prontera^000000 to the far East, and ^744B2DMt. Mjolnir^000000 to the North. Enjoy your stay here in Geffen.";
+ close;
+}
+
+gef_fild10,69,340,5 script Bulletin Board#3 837,{
+ mes "[Orc Dungeon]";
+ mes "^6B1312Caution!^000000";
+ mes "The Orc Dungeon is comprised of 2 levels. Although not very strong individually, the monsters here attack in groups. Be careful.";
+ next;
+ mes "[Orc Dungeon]";
+ mes "Only in this dungeon will you be able to encounter Orc Skeletons, Zenorcs and Orc Zombies.";
+ next;
+ mes "[Orc Dungeon]";
+ mes "Holy attribute weapons will greatly aid you in this place, since most of the monsters in this dungeon are Undead.";
+ next;
+ mes "[Orc Dungeon]";
+ mes "If you don't have a Holy Weapon and you're teamed with a Priest, the Priest's Aspersio spell would be of tremendous help.";
+ close;
+}
+
+izlu2dun,104,92,5 script Bulletin Board#4 837,{
+ mes "[Byalan Island]";
+ mes "^6B1312Caution!^000000";
+ mes "The Izlude dungeon is comprised of 5 levels. The first few levels are suited for newer adventurers.";
+ next;
+ mes "[Byalan Island]";
+ mes "As you venture deeper into the Byalan dungeon, you will encounter stronger, more powerful monsters.";
+ next;
+ mes "[Byalan Island]";
+ mes "With a few exceptions, most of the monsters in this dungeon are of the Water attribute. Therefore, a Wind attribute weapon will help you greatly";
+ close;
+}
+
+izlude,131,116,4 script Bulletin Board#5 837,{
+ mes "[Izlude: The Satellite City]";
+ mes "Welcome to Izlude, the satellite of Prontera. Izlude was built to support Prontera's defense and to accommodate its burgeoning population";
+ next;
+ mes "[Izlude: The Satellite City]";
+ mes "Points of interest include the Swordsman Association building which allows adventurers to change their job to Swordsman, and the Battle Area that is North of Izlude.";
+ next;
+ mes "[Izlude: The Satellite City]";
+ mes "At the docks, you may take a ship and travel to ^123972Alberta^000000 or ^2F0400Byalan Island^000000.";
+ next;
+ mes "[Izlude: The Satellite City]";
+ mes "From Izlude, ^6D6FE0Prontera^000000 is located to the Northwest, and ^1F3A11Payon^000000 is located to the South.";
+ mes "Enjoy your travels in the Rune-Midgarts Kingdom.";
+ close;
+}
+
+payon,178,108,5 script Bulletin Board#06 837,{
+ mes "[Payon: The Mountain City]";
+ mes "Welcome to Payon, the mountain city. Payon has recently been renovated, so we hope you enjoy the clean, nice streets and buildings.";
+ next;
+ mes "[Payon: The Mountain City]";
+ mes "Payon is famous for being a city of archery. For a long time, its citizens have made their living by hunting with bows and arrows. Bow crafting and training have also been developed here in Payon";
+ next;
+ mes "[Payon: The Mountain City]";
+ mes "Payon has various armor and weapons, especially for the Archer class. If you wish to become an Archer, it would be best to become familiar with this city.";
+ next;
+ mes "[Payon: The Mountain City]";
+ mes "Payon Palace is located in the center of the city. The Archer Village is located in the Northern part of Payon. There, people can change their jobs to Archer.";
+ next;
+ mes "[Payon: The Mountain City]";
+ mes "Near the Archer Village, you can find the ^2F0400Payon Cave^000000 where Undead monsters reside.";
+ next;
+ mes "[Payon: The Mountain City]";
+ mes "From Payon, ^123972Alberta^000000 is located to the Southeast, and ^866C4BMorroc^000000 is to the West. ^5E5C69Izlude^000000 and ^6D6FE0Prontera^000000 are North of Payon.";
+ mes "Enjoy your travels.";
+ close;
+}
+
+pay_arche,79,30,5 script Bulletin Board#07 837,{
+ mes "[Archer Village]";
+ mes "Welcome to the Payon Archer Village where Novices can change their jobs to Archer.";
+ next;
+ mes "[Archer Village]";
+ mes "The Archer Village provides Bows and Tights that are available for purchase. These are necessities for new Archers and Hunters.";
+ next;
+ mes "[Archer Village]";
+ mes "If you wish to become an Archer, it is suggested to become familiar with this village. For aspiring Hunters, the Hunter Guild is located in a field that is East of Payon.";
+ close;
+}
+
+pay_arche,40,135,5 script Bulletin Board#08 837,{
+ mes "[Payon Cave]";
+ mes "^6B1312Caution!^000000";
+ mes "Payon Cave consists of 5 levels full of Undead and Demon monsters. Beware of swarms of Hydra in the third and fourth levels.";
+ next;
+ mes "[Payon Cave]";
+ mes "In the fifth level, there is a pretty, yet dreadful boss monster known as ^6B1312Moonlight^000000 that spawns at certain times. Approach with extreme caution.";
+ close;
+}
+
+prontera,148,49,5 script Bulletin Board#09 837,{
+ mes "[Prontera: Capital of the]";
+ mes "[Rune-Midgards Kingdom]";
+ mes "Welcome to Prontera, the capital city of Rune-Midgard.";
+ next;
+ mes "[Prontera: Capital of the]";
+ mes "[Rune-Midgards Kingdom]";
+ mes "Prontera is located in the center of the Rune-Midgard continent and is very well-known as a city of flourishing commerce.";
+ next;
+ mes "[Prontera: Capital of the]";
+ mes "[Rune-Midgards Kingdom]";
+ mes "In this city, you can fint the Sanctuary, where people can change their jobs to Acolyte and Priest.";
+ next;
+ mes "[Prontera: Capital of the]";
+ mes "[Rune-Midgards Kingdom]";
+ mes "You can also find the Castle, where people can change their jobs to Crusader.";
+ next;
+ mes "[Prontera: Capital of the]";
+ mes "[Rune-Midgards Kingdom]";
+ mes "Please feel free to explore the streets of Prontera, as there are various tourist attractions within the city.";
+ next;
+ mes "[Prontera: Capital of the]";
+ mes "[Rune-Midgards Kingdom]";
+ mes "When you need to upgrade your weapons and armors, please visit the building in the 5 o'clock direction from the fountain in the center of Prontera.";
+ next;
+ mes "[Prontera: Capital of the]";
+ mes "[Rune-Midgards Kingdom]";
+ mes "From Prontera, ^5E5C69Izlude^000000 is located to the Southeast, ^1F3A11Payon^000000 to the far South, ^683C1FGeffen^000000 to the far West and ^2D3832Al De Baran^000000 to the far North.";
+ mes "Enjoy Your time in Prontera.";
+ close;
+}
+
+mjolnir_02,76,362,5 script Bulletin Board#10 837,{
+ mes "[Coal Mine]";
+ mes "^6B1312Caution!^000000";
+ mes "The Coal Mine consists of a total of 3 levels. This dungeon is suited to both new and experienced adventurers, depending on the dungeon level.";
+ next;
+ mes "[Coal Mine]";
+ mes "In the third level, monsters tend to attack adventurers in swarms, so avoid being surrounded. Since this area is a mine, many Ores can be found within the depths of this dungeon.";
+ close;
+}
+
+morocc,152,110,5 script Bulletin Board#11 837,{
+ mes "[Morroc: The Frontier Town]";
+ mes "Welcome to Morroc, the City of the Desert. Morroc was built on an oasis, so this town can accomodate its many visitors and travelers.";
+ next;
+ mes "[Morroc: The Frontier Town]";
+ mes "Morroc Castle lies in the center of this city. Please feel free to explore this town, and enjoy its unique atmosphere. However, watch your pockets and beware of Rogues and Thieves.";
+ next;
+ mes "[Morroc: The Frontier Town]";
+ mes "From Morroc, the ^660000Pyramid Dungeon^000000 can be found to the Northwest, and the ^660000Sphinx Dungeon^000000 can be found to the West. To the Southeast, you may find ^660000Ant Hell^000000.";
+ next;
+ mes "[Morroc: The Frontier Town";
+ mes "The Assassin Guild is rumored to be located to the Southeast. When you head East from Morroc, and then North, you will arrive at ^3355FFProntera^000000.";
+ close;
+}
+
+comodo,210,148,5 script Bulletin Board#12 837,{
+ mes "[Comodo: The Beach City]";
+ mes "Welcome! This town of Comodo is";
+ mes "surrounded by many ancient relics";
+ mes "from a forgotten era.";
+ next;
+ mes "[Comodo: The Beach City]";
+ mes "Only in Comodo can you find the";
+ mes "Dancer Guild and Bard Guild which";
+ mes "provide the opportunity for";
+ mes "adventurers to change their jobs to";
+ mes "Dancers and Bards.";
+ next;
+ mes "[Comodo: The Beach City]";
+ mes "You can also visit the Casino,";
+ mes "which is a popular as a tourist";
+ mes "attraction and place to lounge";
+ next;
+ mes "[Comodo: The Beach City]";
+ mes "You can buy Berserk Potions, a";
+ mes "special product of Comodo, from the";
+ mes "Tool Dealers in the area.";
+ next;
+ mes "[Comodo: The Beach City]";
+ mes "There are 3 caves around Comodo";
+ mes "that are inhabited by many";
+ mes "different monsters. If you enter";
+ mes "these areas, please be extremely";
+ mes "careful.";
+ next;
+ mes "[Comodo: The Beach City]";
+ mes "From Comodo, you can travel to";
+ mes "^866C4BMorroc^000000 through the East Cave";
+ mes "and to ^7D2272Umbala^000000 through the North";
+ mes "Cave.";
+ next;
+ mes "[Comodo: The Beach City]";
+ mes "To the East, you can find ^BF2B0DParos";
+ mes "^BF2B0DLighthouse^000000, where the Rogue Guild";
+ mes "is located. Enjoy the Comodo night";
+ mes "life~";
+ close;
+}
+
+umbala,137,94,5 script Bulletin Board#13 837,{
+ mes "[Umbala: The Utan Village]";
+ mes "Welcome to Umbala,";
+ mes "the village of the Utan tribe.";
+ next;
+ mes "[Umbala: The Utan Village]";
+ mes "Umbala, as well as the Utan tribe";
+ mes "which speak their own unique";
+ mes "language, was recently discovered";
+ mes "by a few intrepid adventurers.";
+ next;
+ mes "[Umbala: The Utan Village]";
+ mes "Scholars believe that Umbala may be";
+ mes "the border between our world";
+ mes "and another realm. They believe the";
+ mes "junction between the worlds might";
+ mes "be the Yggdrasil tree to the North.";
+ next;
+ mes "[Umbala: The Utan Village]";
+ mes "Points of interest include the";
+ mes "Chief's House, the Shaman's House,";
+ mes "and the Bungee Jump Area. Thousands";
+ mes "of tourists visit the Bungee Jump";
+ mes "Area to test their courage.";
+ next;
+ mes "[Umbala: The Utan Village]";
+ mes "From Umbala, head South to go to";
+ mes "^D91B73Comodo^000000. Please enjoy your";
+ mes "stay here in Umbala.";
+ close;
+}
+
+gef_fild09,227,29,4 script Bulletin Board::OrcsBoard 835,{
+ mes "[Orc Village]";
+ mes "^6B1312Caution!^000000";
+ mes "Beyond this point";
+ mes "lies the Orc Village.";
+ next;
+ mes "[Orc Village]";
+ mes "Be aware that this village is";
+ mes "teeming with dangerous Orcs, namely";
+ mes "Orc Warriors, Orc Ladies and High";
+ mes "Orcs. Two boss monsters, ^6B1312Orc Hero^000000";
+ mes "and ^6B1312Orc Lord^000000 will also appear at certain times.";
+ close;
+}
+
+gef_fild13,202,31,5 duplicate(OrcsBoard) Bulletin Board#orc1 835
+
+gef_fild13,29,206,5 script Bulletin Board::KoboldsBoard 836,{
+
+ mes "[Kobold Village]";
+ mes "^6B1312Caution!^000000";
+ mes "You're heading to the Kobold Village.";
+ mes "Please be aware this village is filled with many kobolds.";
+ close;
+}
+
+gef_fild08,211,24,5 duplicate(KoboldsBoard) Bulletin Board#kb1 836
+
+gef_fild10,109,23,5 script Bulletin Board#15 836,{
+
+ mes "[Goblin Village]";
+ mes "^6B1312Caution!^000000";
+ mes "You're heading to the Goblin Village.";
+ mes "Please be aware this village is filled with many goblins.";
+ close;
+}
+
+prt_fild05,278,220,5 script Bulletin Board#16 837,{
+ mes "[Culvert]";
+ mes "Culvert is comprised of a total of";
+ mes "4 levels, and is a good training";
+ mes "ground for new adventurers.";
+ next;
+ mes "[Culvert]";
+ mes "In order to access the Culver, you";
+ mes "must volunteer as a monster";
+ mes "exterminator at the Prontera";
+ mes "Chivalry. Remember that the";
+ mes "monsters here may attack in";
+ mes "swarms.";
+ next;
+ mes "[Culvert]";
+ mes "In the fourth level of the Prontera";
+ mes "Culvert, you may encounter the boss";
+ mes "monster known as the ^6B1312Golden Thief";
+ mes "^6B1312Bug^000000. New adventurers should";
+ mes "exercise caution.";
+ close;
+}
+
+yuno,154,112,5 script Bulletin Board#17 837,{
+ mes "[Juno: Capital of]";
+ mes "[The Schwarzwald Republic]";
+ mes "Welcome to Juno, the City of Sages.";
+ mes "Juno is kept aloft in the air by";
+ mes "the power of the Ymir Heart";
+ mes "Pieces";
+ next;
+ mes "[Juno: Capital of]";
+ mes "[The Schwarzwald Republic]";
+ mes "Those interested in becoming Sages";
+ mes "should visit the Sage Castle for";
+ mes "more information on the Sage job";
+ mes "and its requirements.";
+ next;
+ mes "[Juno: Capital of]";
+ mes "[The Schwarzwald Republic]";
+ mes "Other notable places include the";
+ mes "Monster Museum, Magic Academy";
+ mes "and the Juno Library.";
+ next;
+ mes "[Juno: Capital of]";
+ mes "[The Schwarzwald Republic]";
+ mes "Somewhere around Juno, there is";
+ mes "information regarding secret access";
+ mes "to the world where adventurers may";
+ mes "be reborn with newfound strength.";
+ next;
+ mes "[Juno: Capital of]";
+ mes "[The Schwarzwald Republic]";
+ mes "To the Southeast of Juno lies ^6B1312Nogg";
+ mes "^6B1312Road^000000, the Magma Dungeon. Nogg Road";
+ mes "is infamous for its aggressive";
+ mes "creatures, so be careful";
+ next;
+ mes "[Juno: Capital of]";
+ mes "[The Schwarzwald Republic]";
+ mes "From Juno, ^2D3832Al De Baran^000000, a city of";
+ mes "the Rune-Midgarts Kingdom, is";
+ mes "located to the South.";
+ close;
+}
+
+aldebaran,145,105,5 script Bulletin Board#18 837,{
+ mes "[Al De Baran: The Border City]";
+ mes "Welcome to Al De Baran, the border";
+ mes "city of the Rune-Midgarts Kingdom.";
+ mes "Al De Baran's beautiful canals and";
+ mes "majestic Clock Tower are a source";
+ mes "of pride for its citizens.";
+ next;
+ mes "[Al De Baran: The Border City]";
+ mes "Adventurers can explore the Clock";
+ mes "Tower located in the city's center.";
+ mes "Other notable places are the Kafra";
+ mes "Corporation Headquarters, and the";
+ mes "Alchemist Guild which provides the";
+ mes "Alchemist job change.";
+ next;
+ mes "[Al De Baran: The Border City]";
+ mes "There is a fully trained Santa";
+ mes "Claus somewhere in Al De Baran who";
+ mes "can send you to the magical town of";
+ mes "^1D2585Lutie^000000. If you're interested in";
+ mes "seeing it for yourself, you must";
+ mes "seek Santa Claus.";
+ next;
+ mes "[Al De Baran: The Border City]";
+ mes "From this city, ^60D5FDJuno^000000 is located to";
+ mes "the North, and ^6D6FE0Prontera^000000 is located";
+ mes "to the South.";
+ close;
+}
+
+aldebaran,136,133,5 script Bulletin Board#19 837,{
+ mes "[Clock Tower]";
+ mes "^6B1312Caution!^000000";
+ mes "Only well-experienced adventurers";
+ mes "should consider entering the Clock";
+ mes "Tower. There are a total of 8";
+ mes "levels: 4 beneath the ground and 4 above the earth.";
+ next;
+ mes "[Clock Tower]";
+ mes "The main monsters of the Clock";
+ mes "Tower are Clocks, Alarms and";
+ mes "Bathories. Beware of the Clock";
+ mes "Tower Keepers on patrol.";
+ next;
+ mes "[Clock Tower]";
+ mes "The paths in the Clock Tower are";
+ mes "winding and complicated, so please";
+ mes "be careful and avoid getting";
+ mes "lost.";
+ close;
+}
+
+moc_fild19,107,101,5 script Bulletin Board#20 837,{
+ mes "[Sphinx]";
+ mes "^6B1312Caution!^000000";
+ mes "The Sphinx consists of 5 levels.";
+ mes "This dungeon is suited for training";
+ mes "well-experienced adventurers.";
+ next;
+ mes "[Sphinx]";
+ mes "There are many aggressive monsters";
+ mes "residing in the Sphinx, and it is";
+ mes "advised to run away if you happen";
+ mes "to be surrounded by them.";
+ next;
+ mes "[Sphinx]";
+ mes "In the fifth level, the boss";
+ mes "monster ^6B1312Pharaoh^000000 will appear at";
+ mes "certain times. Exorcise with";
+ mes "extreme prejudice.";
+ close;
+}
+
+gef_tower,55,142,5 script Bulletin Board#21 837,{
+
+ mes "[Geffen Dungeon]";
+ mes "^6B1312Caution!^000000";
+ mes "Geffen dungeon is consisted of 3 levels";
+ mes "is too difficult for new adventurers to venture.";
+ mes "As main monsters constantly appear,";
+ mes "there are ^6B1312Hunter Flies^000000, ^6B1312Nightmares^000000 and ^6B1312Jakks^000000.";
+ mes "Nightmares and Jakks only appear in this dungeon.";
+ next;
+ mes "[Geffen Dungeon]";
+ mes "On the 2nd level of this dungeon,";
+ mes "^6B1312Ogretooth^000000, the creature of a doomed sword and ^6B1312Dracula^000000,";
+ mes "the boss monster appear without warning.";
+ mes "On the 3rd level, ^6B1312Doppelganger^000000 one of the strongest boss monster appears at certain time.";
+ close;
+}
+
+xmas_fild01,75,80,5 script Bulletin Board#22 837,{
+
+ mes "[Winter Town, Lutie]";
+ mes "Welcome to Lutie, the town of snowfall.";
+ mes "Manufacturing toys in the toy factory is the main";
+ mes "business of this town.";
+ next;
+ mes "[Winter Town, Lutie]";
+ mes "You can access to the toy factory dungeon";
+ mes "at the north of Lutie.";
+ mes "Please remember to visit Lutie in Christmas season.";
+ mes "There are various event held with joy.";
+ mes "Please beware of ^6B1312Stormy Knight^000000 and ^6B1312Hatii^000000 the boss monsters of the toy factory dungeon.";
+ close;
+}
+
+xmas,147,311,5 script Bulletin Board#23 837,{
+
+ mes "[Toy Factory]";
+ mes "^6B1312Caution!^000000";
+ mes "Toy Factory is consisting of 2 levels.";
+ mes "This dungeon is not that difficult to venture for new adventurers,";
+ mes "but there are 3 dangerous boss monsters spawn at certain time.";
+ next;
+ mes "[Toy Factory]";
+ mes "In 1st level, you will encounter a boss monster, ^6B1312Angeling^000000.";
+ mes "In 2nd level, you will encounter 2 dangrous boss monsters which are";
+ mes "^6B1312Stormy Knight^000000 and ^6B1312Hatii^000000. It is advised to be attentive while venturing.";
+ mes "For your reference, ^6B1312Myst Cases^000000, ^6B1312Cruisers^000000 and ^6B1312Cookies^000000 only appear in this dungeon.";
+ close;
+}
+
+yuno_fild03,37,143,5 script Bulletin Board#24 837,{
+
+ mes "[The Magma Dungeon, Nogg Road]";
+ mes "^6B1312Caution!^000000";
+ mes "Nogg Road is filled with very dangerous creatures.";
+ mes "It is limited to enter only to well-experienced adventurers.";
+ next;
+ mes "[The Magma Dungeon, Nogg Road]";
+ mes "Main Monsters of this dungeon is";
+ mes "^6B1312Kahos^000000 and ^6B1312Nightmare Terrors^000000.";
+ mes "Please be attentive.";
+ close;
+}
+
+niflheim,200,191,5 script Bulletin Board#25 837,{
+
+ mes "[City of the Dead, Nifflheim]";
+ mes "Welcome to Nifflheim, the City of the Dead.";
+ mes "Nifflheim was known as the other world where";
+ mes "you come after the death.";
+ mes "However, recently people found out a secret path behind of a mysterious tree.";
+ mes "So, you will find many other people travelling around this area.";
+ next;
+ mes "[City of the Dead, Nifflheim]";
+ mes "As a tourist attraction, The Witch's castle is suggested.";
+ mes "Unlike normal towns, it is prohibited to save respawn point or";
+ mes "warp point inside Nifflheim. Also monsters spawn within the town as well.";
+ next;
+ mes "[City of the Dead, Nifflheim]";
+ mes "Especially, please be attentive with a boss monster";
+ mes "called ^6B1312Lord of the Death^000000.";
+ next;
+ mes "[City of the Dead, Nifflheim]";
+ mes "When you go ahead west, you will arrive at ^6B1312Valley of Gyoll^000000";
+ mes "where all the powerful and fearful monsters dwell upon.";
+ mes "It is suggested to leave the area immediately in case of a new solo adventurer.";
+ close;
+}
+
+/*
+moc_fild15,267,264,5 script Bulletin Board#26 837,{
+
+ mes "[Ant Hell]";
+ mes "^6B1312Caution!^000000";
+ mes "Ant Hell is consisting of 2 levels.";
+ mes "As the name shows, this dungeon is filled with various ants";
+ mes "and good as the training grounds for new adventurers.";
+ next;
+ mes "[Ant Hell]";
+ mes "However, please be aware that ^6B1312Maya Purple^000000 appears in the 1st level";
+ mes "and ^6B1312Maya^000000 does in the 2nd level. They are the queens of ants.";
+ mes "Also, in the field where you're standing";
+ mes "a boss monster called ^6B1312Phreeoni^000000 will appear at certain time.";
+ close;
+}
+*/
+
+moc_ruins,61,164,5 script Bulletin Board#27 837,{
+
+ mes "[Pyramids]";
+ mes "^6B1312Caution!^000000";
+ mes "Pyramids is consisting of total 7 levels as 4 levels on the earth and the rest under the ground.";
+ mes "First few levels are suited for new adventurers to venture, but as deeper you go down, you will encounter stronger monsters.";
+ next;
+ mes "[Pyramids]";
+ mes "In first level, there is the thief guild where people can change their jobs into Thief.";
+ mes "In the 4:th level, a boss monster called ^6B1312Osiris^000000 appears at certain time.";
+ mes "In the 3:d basement, ^6B1312Amon Ra^000000 appears at certain time.";
+ close;
+}
+
+glast_01,369,308,5 script Bulletin Board#28 837,{
+
+ mes "[Glast Heim]";
+ mes "Glast Heim is an enormous dungeon with countless levels.";
+ mes "This dungeon is definately not for new or experienced adventurers";
+ mes "but for dungeon experts.";
+ next;
+ mes "[Glast Heim]";
+ mes "There are many fearsome monsters such as ^6B1312Dark Lord^000000,";
+ mes "^6B1312Owl Baron^000000, ^6B1312Owl Duke^000000, ^6B1312Dark Illusion^000000, ^6B1312Bloody Knight^000000, ^6B1312Abysmal Knight^000000, ^6B1312Chimera^000000 and various types of doomed swords.";
+ next;
+ mes "[Glast Heim]";
+ mes "However, more difficult the expedition is, greater the reward is.";
+ mes "Therefore, this dungeon is pretty popular among dungeon experts.";
+ mes "Enjoy your dungeon expedition.";
+ close;
+}
diff --git a/npc/pre-re/other/card_trader.txt b/npc/pre-re/other/card_trader.txt
new file mode 100644
index 000000000..cc07c0b51
--- /dev/null
+++ b/npc/pre-re/other/card_trader.txt
@@ -0,0 +1,198 @@
+//===== rAthena Script =======================================
+//= Card Trader
+//===== By: ==================================================
+//= Elias (og2)
+//===== Current Version: =====================================
+//= 1.4
+//===== Compatible With: =====================================
+//= rAthena SVN r15340+
+//===== Description: =========================================
+//= Card and Points Trader
+//===== Additional Comments: =================================
+//= v1.0 Translated from the Official [Elias]
+//= v1.1 Fixed variables and optimized script [Elias]
+//= v1.2 Fixed char being stuck with breaks [Elias] (bugreport:5374)
+//= v1.3 Optimized: reduced from 123kb to 7kb! [Euphy]
+//= v1.4 Variables don't need to load OnInit. [Euphy]
+//============================================================
+
+prontera,115,90,0 script Putty 90,{
+ if (!.card[1]) {
+ setarray .card1[0], 4001,4006,4009,4019,4075,4033,4012,4016,4026,4022,
+ 4027,4028,4038,4025,4021,4050,4079,4081,4090,4094,
+ 4101,4104,4110,4114,4119,4108,4095,4231,4280,4008,
+ 4011,4013,4014,4015,4020,4032,4037,4039,4041,4045,
+ 4046,4010,4023,4029,4052,4048,4056,4071,4093,4031,
+ 4036,4034,4042,4055,4061,4087,4096,4116,4122,4170,
+ 4215,4220,4228,4226,4212,4227,4267,4257,4278,4286,
+ 4287,4292,4311,4315,4319,4322,4084,4078,4113,4149,
+ 4153,4196,4240,4247,4256,4057,4066,4067,4112,4150,
+ 4152,4186,4187,4181,4173,4167,4162,4176,4195,4193,
+ 4200,4223,4194,4190,4189,4192,4224,4244,4248,4261,
+ 4260,4259,4274,4275,4313,4299,4304,4294,4076,4127,
+ 4154,4157,4156,4213,4214,4225,4235;
+ setarray .card2[0], 4293,4297,4288,4283,4295,4307,4308,4309,4132,4326,
+ 4341,4335,4337,4345,4344,4331,4333,4332,4089,4161,
+ 4177,4178,4180,4184,4191,4206,4199,4273,4282,4268,
+ 4289,4321,4316,4343,4339,4369,4377,4385,4383,4382,
+ 4380,4381,4378,4379,4390,4389,4388,4391,4405,4400,
+ 4401,4402,4404,4002,4003,4004,4005,4007,4017,4024,
+ 4030,4035,4040,4043,4044,4049,4051,4053,4058,4060,
+ 4062,4063,4064,4065,4068,4069,4070,4072,4073,4074,
+ 4077,4080,4082,4083,4085,4086,4088,4091,4092,4097,
+ 4098,4099,4100,4102,4103,4106,4107,4109,4111,4115,
+ 4117,4118,4120,4124,4125,4126,4138,4139,4141,4151,
+ 4158,4164,4165,4182,4185,4159,4160,4166,4172,4175,
+ 4188,4201,4202,4204,4205,4208,4209;
+ setarray .card3[0], 4120,4216,4217,4219,4221,4222,4230,4234,4233,4232,
+ 4237,4238,4242,4243,4245,4246,4249,4252,4255,4258,
+ 4262,4264,4276,4270,4271,4218,4239,4251,4253,4269,
+ 4334,4105,4133,4136,4229,4272,4277,4279,4281,4284,
+ 4285,4290,4296,4298,4301,4310,4314,4317,4325,4327,
+ 4328,4329,4338,4340,4346,4347,4348,4349,4350,4351,
+ 4353,4354,4355,4356,4358,4360,4362,4364,4366,4368,
+ 4370,4371,4373,4375,4387,4406,4129,4155,4291,4392,
+ 4393,4394,4409,4410,4411,4412,4413,4414,4415,4416,
+ 4417,4418,4420,4421,4422,4423,4424,4427,4427,4428,
+ 4429,4431,4432,4433,4434,4435,4436,4437,4438,4439,
+ 4440,4442,4443,4444,4445,4447,4448,4449,4450,4452,
+ 4453;
+ setarray .card[1], getarraysize(.card1), getarraysize(.card2), getarraysize(.card3);
+ }
+ set .@points,oversea_event9;
+ if (!.@points) {
+ mes "[Putty]";
+ mes "Hi there.";
+ mes "I don't know if I can be";
+ mes "of any assistance, but I";
+ mes "am trying to help older veterans";
+ mes "by exchaning the cards that";
+ mes "they are no longer using.";
+ next;
+ switch(select("Ask for more information!","I don't have any cards right now.")) {
+ case 1:
+ mes "[Putty]";
+ mes "I am giving 1 point for each card that you bring me.";
+ mes "The points can be used to exchange for items that I have.";
+ next;
+ mes "[Putty]";
+ mes "For ^CC0000100 points^000000: ^0000CC1 Old Card Album^000000.";
+ mes "For ^CC000050 points^000000: ^0000CC20 Yggdrasil Berry^000000.";
+ mes "For ^CC000020 points^000000: ^0000CC10 Blue Potion^000000.";
+ mes "For ^CC00001 point^000000: ^0000CC4 Honey^000000.";
+ next;
+ break;
+ case 2:
+ mes "[Putty]";
+ mes "Well, remember this offer!";
+ close;
+ break;
+ }
+ } else {
+ mes "[Putty]";
+ mes "Welcome back!";
+ mes "I see you already have some";
+ mes "trading points. Actually, you currently have ^00cc00" + .@points + "^000000.";
+ next;
+ mes "[Putty]";
+ mes "Would you like to exchange these";
+ mes "points now, or you would like to exchange more cards?";
+ next;
+ }
+ switch(select("I would like to exchange cards.","Can I exchange the points?")) {
+ case 1:
+ mes "[Putty]";
+ mes "Please tell me what card you want to exchange.";
+ next;
+ input .@i$;
+ set .@input$, "_"+.@i$;
+ set .@card,0;
+ freeloop(1);
+ for(set .@j,1; .@j<4; set .@j,.@j+1) {
+ for(set .@i,0; .@i<.card[.@j]; set .@i,.@i+1)
+ if (compare(.@input$,"_"+getitemname(getd(".card"+.@j+"["+.@i+"]")))) {
+ set .@card, getd(".card"+.@j+"["+.@i+"]"); break; }
+ sleep2 10; // For good measure
+ if (.@card) break; }
+ freeloop(0);
+ mes "[Putty]";
+ if (!.@card) mes "Please, come back here if you want to exchange a monster card.";
+ else {
+ set .@count, countitem(.@card);
+ if (!.@count) {
+ mes "You don't have any ^0055FF"+getitemname(.@card)+"s^000000 with you!";
+ close; }
+ mes "You've got ^0055FF"+.@count+" "+getitemname(.@card)+((.@count>1)?"s":"")+"^000000.";
+ mes " ";
+ mes "Would you like to exchange 1 point for each of them?";
+ next;
+ switch(select("Yes, please!","No, thank you.")) {
+ case 1:
+ delitem .@card,.@count;
+ set oversea_event9, (.@points+.@count);
+ mes "[Putty]";
+ mes "Alright, you have received ^CC0000"+.@count+"^000000 points.";
+ break;
+ case 2:
+ mes "[Putty]";
+ mes "Okay, let me know if I can help you with something else.";
+ break;
+ }
+ }
+ close;
+ case 2:
+ if (.@points) {
+ mes "[Putty]";
+ mes "These are the items that I have.";
+ next;
+ switch(select("1 Old Card Album - 50 Points","20 Yggdrasil Berry - 50 Points","10 Blue Potion - 20 Points","4 Honey - 1 Point","^777777Nerver mind.^000000")) {
+ case 1:
+ if (.@points < 100) break;
+ mes "[Putty]";
+ mes "Great, I wish you the best";
+ mes "of luck with this album. I have a";
+ mes "very good feeling about this one!";
+ set oversea_event9, .@points - 100;
+ getitem 616,1;
+ close;
+ case 2:
+ if (.@points < 50) break;
+ mes "[Putty]";
+ mes "Oh, you must like adventures.";
+ mes "Here you go, just what you need!";
+ set oversea_event9, .@points - 50;
+ getitem 607,20;
+ close;
+ case 3:
+ if (.@points < 20) break;
+ mes "[Putty]";
+ mes "Blue Potions? Are you sure?";
+ mes "If that's what you want, here they are!";
+ set oversea_event9, .@points - 20;
+ getitem 505,10;
+ close;
+ case 4:
+ if (.@points < 1) break;
+ mes "[Putty]";
+ mes "It took many bees";
+ mes "to make all of this.";
+ mes "Make good use of it.";
+ set oversea_event9, .@points - 1;
+ getitem 518,4;
+ close;
+ case 5:
+ mes "[Putty]";
+ mes "Alright, come back when you have more points.";
+ close;
+ }
+ mes "[Putty]";
+ mes "Sorry, but you don't have enough points.";
+ close;
+ } else {
+ mes "[Putty]";
+ mes "You have 0 points. You need at least 1 point to exchange.";
+ }
+ break;
+ }
+ close;
+} \ No newline at end of file
diff --git a/npc/pre-re/other/comodo_gambling.txt b/npc/pre-re/other/comodo_gambling.txt
new file mode 100644
index 000000000..2d18e01d3
--- /dev/null
+++ b/npc/pre-re/other/comodo_gambling.txt
@@ -0,0 +1,574 @@
+//===== rAthena Script =======================================
+//= Comodo Gambling
+//===== By: ==================================================
+//= Reddozen, Cypress, Zefris
+//===== Current Version: =====================================
+//= 1.4
+//===== Compatible With: =====================================
+//= Any rAthena SVN
+//===== Description: =========================================
+//= Comodo Gambling: Win random Items with 3 Carat Diamonds.
+//===== Additional Comments: =================================
+//= 0.1- so far just a basic setup, and working on the function
+//= 0.2- fixed some spelling errors and set zeny,zeny - (@amount * 55000)[Cypress]
+//= 0.3- Revised the gambling NPC using the official Aegis script [MasterOfMuppets]
+//= for information. Thanks to Zefris for doing it for me.
+//= 0.4- Fixed an exploit. thanks to reddozen [MasterOfMuppets]
+//= 0.5- Moved item check to the proper place [Lupus]
+//= 1.0- Synced the script with aegis and reformatted it for readability [ultramage]
+//= Corrected the npc giving you Cotton Shirt instead of Adventurer's Suit[1]
+//= Added comments to items so people know what the NPC is about
+//= Added missing emotions and cutins
+//= 1.1- Updated prizes according to 11.1 NPC [Paradox924X]
+//= 1.2 Corrected NPC names to fall within proper restrictions. [L0ne_W0lf]
+//= 1.3 Added missing item. [Kisuka]
+//= 1.4 Updated Script to match AEGIS file. [Masao]
+//============================================================
+
+comodo,219,158,6 script Kachua 91,{
+
+ cutin "katsua01.bmp",2;
+
+ mes "[Kachua]";
+ mes "Diamonds...!";
+ mes "I simply can't get my mind off";
+ mes "them! Ever since that man";
+ mes "showed me that diamond,";
+ mes "it's been all I think about!";
+ next;
+
+ if (select("Would you like to have mine?", "Ah, what a shame...") == 2) {
+ mes "[Kachua]";
+ mes "Yes, I know...";
+ mes "Even among everything";
+ mes "in my collections, nothing";
+ mes "compares to diamonds...";
+ close2;
+ cutin "katsua01.bmp",255;
+ end;
+ }
+
+ if (countitem(732) == 0) {
+ cutin "katsua01.bmp",255;
+ cutin "katsua03.bmp",2;
+ mes "[Kachua]";
+ mes "*piff*";
+ mes "You don't have any diamonds!";
+ mes "Don't even try to fool me!";
+ close2;
+ cutin "katsua03.bmp",255;
+ end;
+ }
+
+ mes "[Kachua]";
+ mes "Are you sure you don't mind";
+ mes "giving this to me? Thank you";
+ mes "so much! I don't have much in";
+ mes "the way of money, but i can give";
+ mes "you something from one of my";
+ mes "collections~";
+ next;
+
+ if (Weight >= MaxWeight/2) {
+ cutin "katsua01.bmp",255;
+ cutin "katsua03.bmp",2;
+ mes "[Kachua]";
+ mes "Errr...";
+ mes "You brought too many things.";
+ mes "You can't receive this item now.";
+ mes "You better reorganize your inventory and try again.";
+ close2;
+ cutin "katsua03.bmp",255;
+ end;
+ }
+
+ if (countitem(732) == 0) { // anti-hack
+ logmes "Hack: Tried to bypass item check.";
+ cutin "katsua01.bmp",255;
+ close;
+ }
+ delitem 732,1;
+
+ mes "[Kachua]";
+ mes "So what would";
+ mes "you like to have?";
+ next;
+
+ switch (select("Weapon", "Armor", "Garment", "Helmet", "Shoes", "Shield")) {
+
+ case 1: // Weapons
+ set .@gamble1,rand(1,1000);
+ if ((.@gamble1 > 920) && (.@gamble1 < 931)) {
+ set .@gamble2,rand(1,85);
+ if (.@gamble2 == 1) set .@item,1128; // Haedonggum[2]
+ else if (.@gamble2 == 2) set .@item,1120; // Tsurugi[2]
+ else if (.@gamble2 == 3) set .@item,1127; // Saber[3]
+ else if (.@gamble2 == 4) set .@item,1158; // Two-Handed Sword[2]
+ else if (.@gamble2 == 5) set .@item,1155; // Bastard Sword[3]
+ else if (.@gamble2 == 6) set .@item,1220; // Gladius[3]
+ else if (.@gamble2 == 7) set .@item,1222; // Damascus[1]
+ else if (.@gamble2 == 8) set .@item,1253; // Katar[2]
+ else if (.@gamble2 == 9) set .@item,1529; // Iron Driver
+ else if (.@gamble2 == 10) set .@item,1251; // Jur[3]
+ else if (.@gamble2 == 11) set .@item,1361; // Two-Handed Axe[2]
+ else if (.@gamble2 == 12) set .@item,1258; // Katar of Raging Blaze
+ else if (.@gamble2 == 13) set .@item,1257; // Katar of Quaking
+ else if (.@gamble2 == 14) set .@item,1256; // Katar of Frozen Icicle
+ else if (.@gamble2 == 15) set .@item,1259; // Katar of Piercing Wind
+ else if (.@gamble2 == 16) set .@item,1260; // Sharpened Legbone of Ghoul
+ else if (.@gamble2 == 17) set .@item,1716; // Gakkung Bow[2]
+ else if (.@gamble2 == 18) set .@item,1715; // Arbalest[2]
+ else if (.@gamble2 == 19) set .@item,1711; // Crossbow[3]
+ else if (.@gamble2 == 20) set .@item,1702; // Bow[4]
+ else if (.@gamble2 == 21) set .@item,1520; // Chain[3]
+ else if (.@gamble2 == 22) set .@item,1610; // Arc Wand[1]
+ else if (.@gamble2 == 23) set .@item,1615; // Evil Bone Wand
+ else if (.@gamble2 == 24) set .@item,1602; // Rod[4]
+ else if (.@gamble2 == 25) set .@item,1461; // Trident[3]
+ else if (.@gamble2 == 26) set .@item,1402; // Javelin[4]
+ else if (.@gamble2 == 27) set .@item,1961; // Whip[2]
+ else if (.@gamble2 == 28) set .@item,1957; // Rante Whip[1]
+ else if (.@gamble2 == 29) set .@item,1552; // Tablet[1]
+ else if (.@gamble2 == 30) set .@item,1551; // Bible[2]
+ else if (.@gamble2 == 31) set .@item,1553; // Book of Billows
+ else if (.@gamble2 == 32) set .@item,1554; // Book of Mother Earth
+ else if (.@gamble2 == 33) set .@item,1555; // Book of the Blazing Sun
+ else if (.@gamble2 == 34) set .@item,1556; // Book of Gust of Wind
+ else if (.@gamble2 == 35) set .@item,1951; // Rope[4]
+ else if (.@gamble2 == 36) set .@item,1959; // Tail Whip[2]
+ else if (.@gamble2 == 37) set .@item,1953; // Whip[3]
+ else if (.@gamble2 == 38) set .@item,1955; // Wire Whip[3]
+ else if (.@gamble2 == 39) set .@item,1810; // Claw[2]
+ else if (.@gamble2 == 40) set .@item,1910; // Harp[2]
+ else if (.@gamble2 == 41) set .@item,1906; // Lute[3]
+ else if (.@gamble2 == 42) set .@item,1902; // Violin[4]
+ else if (.@gamble2 == 43) set .@item,1904; // Mandolin[3]
+ else if (.@gamble2 == 44) set .@item,1912; // Gumoongoh[2]
+ else if (.@gamble2 == 45) set .@item,1908; // Guitar[1]
+ else if (.@gamble2 == 46) set .@item,1808; // Fist[1]
+ else if (.@gamble2 == 47) set .@item,1802; // Waghnak[4]
+ else if (.@gamble2 == 48) set .@item,1812; // Finger[2]
+ else if (.@gamble2 == 49) set .@item,1806; // Studded Knuckles[3]
+ else if (.@gamble2 == 50) set .@item,1804; // Knuckle Duster[3]
+ else if (.@gamble2 == 51) set .@item,1550; // Book[3]
+ else if (.@gamble2 == 52) set .@item,1246; // Cinquedea[2]
+ else if (.@gamble2 == 53) set .@item,1147; // Town Sword
+ else if (.@gamble2 > 53 && .@gamble2 < 56) set .@item,1264; // Specialty Jur[4]
+ else if (.@gamble2 > 55 && .@gamble2 < 58) set .@item,1262; // Loki's Nail
+ else if (.@gamble2 > 57 && .@gamble2 < 60) set .@item,1622; // Hypnotist's Staff[2]
+ else if (.@gamble2 == 60) set .@item,1723; // Luna Bow[2]
+ else if (.@gamble2 > 60 && .@gamble2 < 63) set .@item,1965; // Red Flame Whip
+ else if (.@gamble2 > 62 && .@gamble2 < 65) set .@item,1966; // Icicle Whip
+ else if (.@gamble2 > 64 && .@gamble2 < 67) set .@item,1967; // Gaia Whip
+ else if (.@gamble2 > 66 && .@gamble2 < 69) set .@item,1968; // Skipping Rope
+ else if (.@gamble2 > 68 && .@gamble2 < 71) set .@item,1914; // Burning Passion Guitar
+ else if (.@gamble2 > 70 && .@gamble2 < 73) set .@item,1915; // Loner's Guitar
+ else if (.@gamble2 > 72 && .@gamble2 < 75) set .@item,1916; // Green Acre Guitar
+ else if (.@gamble2 > 74 && .@gamble2 < 77) set .@item,1917; // Gentle Breeze Guitar
+ else if (.@gamble2 > 76 && .@gamble2 < 79) set .@item,13004; // Cowardice Blade[2]
+ else if (.@gamble2 > 78 && .@gamble2 < 81) set .@item,1307; // Windhawk
+ else if (.@gamble2 == 81) set .@item,1560; // Sage's Diary[2]
+ else if (.@gamble2 == 82) set .@item,1618; // Survivor's Rod[1]
+ else if (.@gamble2 == 83) set .@item,1620; // Survivor's Rod[1]
+ else if (.@gamble2 > 83 && .@gamble2 < 86) set .@item,1971; // Electric Wire
+ }
+ else if ((.@gamble1 > 0) && (.@gamble1 < 201)) set .@item,1201; // Knife[3]
+ else if ((.@gamble1 > 200) && (.@gamble1 < 301)) set .@item,1101; // Sword[3]
+ else if ((.@gamble1 > 300) && (.@gamble1 < 401)) set .@item,1601; // Rod[3]
+ else if ((.@gamble1 > 400) && (.@gamble1 < 501)) set .@item,1116; // Katana[3]
+ else if ((.@gamble1 > 500) && (.@gamble1 < 601)) set .@item,1250; // Jur[2]
+ else if ((.@gamble1 > 600) && (.@gamble1 < 701)) set .@item,1301; // Axe[3]
+ else if ((.@gamble1 > 700) && (.@gamble1 < 801)) set .@item,1701; // Bow[3]
+ else if ((.@gamble1 > 800) && (.@gamble1 < 851)) set .@item,1504; // Mace[3]
+ else if ((.@gamble1 > 850) && (.@gamble1 < 901)) set .@item,1604; // Wand[2]
+ else if ((.@gamble1 > 900) && (.@gamble1 < 911)) set .@item,1108; // Blade[4]
+ else if ((.@gamble1 > 910) && (.@gamble1 < 921)) set .@item,1163; // Claymore
+ else if ((.@gamble1 > 930) && (.@gamble1 < 961)) set .@item,1522; // Stunner
+ else if ((.@gamble1 > 960) && (.@gamble1 < 971)) set .@item,1608; // Staff[3]
+ else if ((.@gamble1 > 970) && (.@gamble1 < 981)) set .@item,1408; // Pike[4]
+ else if ((.@gamble1 > 980) && (.@gamble1 < 991)) set .@item,1452; // Guisarme[3]
+ else if ((.@gamble1 > 990) && (.@gamble1 < 1001)) set .@item,1208; // Main Gauche[4]
+ break;
+
+ case 2: // Armors
+ set .@gamble1,rand(1,500);
+ if ((.@gamble1 > 299) && (.@gamble1 < 303)) {
+ set .@gamble2,rand(1,30);
+ if ((.@gamble2 > 0) && (.@gamble2 < 3)) set .@item,2315; // Chain Mail[1]
+ else if ((.@gamble2 > 2) && (.@gamble2 < 5)) set .@item,2336; // Thief Clothes[1]
+ else if ((.@gamble2 > 4) && (.@gamble2 < 7)) set .@item,2318; // Lord's Clothes[1]
+ else if ((.@gamble2 > 6) && (.@gamble2 < 9)) set .@item,2326; // Saint's Robe[1]
+ else if ((.@gamble2 > 8) && (.@gamble2 < 11)) set .@item,2327; // Holy Robe
+ else if ((.@gamble2 > 10) && (.@gamble2 < 13)) set .@item,2342; // Legion Plate Armor[1]
+ else if ((.@gamble2 > 12) && (.@gamble2 < 15)) set .@item,2331; // Tights[1]
+ else if ((.@gamble2 > 14) && (.@gamble2 < 17)) set .@item,2342; // Legion Plate Armor[1]
+ else if ((.@gamble2 > 16) && (.@gamble2 < 19)) set .@item,2311; // Mink Coat[1]
+ else if ((.@gamble2 > 18) && (.@gamble2 < 21)) set .@item,2320; // Formal Suit[1]
+ else if ((.@gamble2 > 20) && (.@gamble2 < 23)) set .@item,2319; // Glittering Jacket[1]
+ else if ((.@gamble2 > 22) && (.@gamble2 < 25)) set .@item,2344; // Lucius's Fierce Armor of Volcano
+ else if ((.@gamble2 > 24) && (.@gamble2 < 27)) set .@item,2346; // Saphien's Armor of Ocean
+ else if ((.@gamble2 > 26) && (.@gamble2 < 29)) set .@item,2348; // Aebeccee's Raging Typhoon Armor
+ else if ((.@gamble2 > 28) && (.@gamble2 < 31)) set .@item,2350; // Claytos Cracking Earth Armor
+ }
+ else if ((.@gamble1 > 0) && (.@gamble1 < 51)) set .@item,2301; // Cotton Shirt
+ else if ((.@gamble1 > 50) && (.@gamble1 < 101)) set .@item,2302; // Cotton Shirt[1]
+ else if ((.@gamble1 > 100) && (.@gamble1 < 151)) set .@item,2303; // Jacket
+ else if ((.@gamble1 > 150) && (.@gamble1 < 201)) set .@item,2304; // Jacket[1]
+ else if ((.@gamble1 > 200) && (.@gamble1 < 251)) set .@item,2305; // Adventurer's Suit
+ else if ((.@gamble1 > 250) && (.@gamble1 < 300)) set .@item,2301; // Cotton Shirt
+ else if ((.@gamble1 > 301) && (.@gamble1 < 351)) set .@item,2307; // Mantle
+ else if ((.@gamble1 > 350) && (.@gamble1 < 401)) set .@item,2309; // Coat
+ else if ((.@gamble1 > 400) && (.@gamble1 < 402)) set .@item,2322; // Silk Robe[1]
+ else if ((.@gamble1 > 401) && (.@gamble1 < 403)) set .@item,2310; // Coat[1]
+ else if ((.@gamble1 > 402) && (.@gamble1 < 411)) set .@item,2306; // Adventurer's Suit[1]
+ else if ((.@gamble1 > 410) && (.@gamble1 < 416)) set .@item,2308; // Mantle[1]
+ else if ((.@gamble1 > 415) && (.@gamble1 < 421)) set .@item,2313; // Padded Armor[1]
+ else if ((.@gamble1 > 420) && (.@gamble1 < 426)) set .@item,2337; // Ninja Suit
+ else if ((.@gamble1 > 425) && (.@gamble1 < 431)) set .@item,2341; // Legion Plate Armor
+ else if ((.@gamble1 > 430) && (.@gamble1 < 436)) set .@item,2325; // Saint's Robe
+ else if ((.@gamble1 > 435) && (.@gamble1 < 441)) set .@item,2317; // Full Plate
+ else if ((.@gamble1 > 440) && (.@gamble1 < 446)) set .@item,2330; // Tights
+ else if ((.@gamble1 > 445) && (.@gamble1 < 451)) set .@item,2314; // Chain Mail
+ else if ((.@gamble1 > 450) && (.@gamble1 < 456)) set .@item,2335; // Thief Clothes
+ else if ((.@gamble1 > 455) && (.@gamble1 < 461)) set .@item,2324; // Scapulare[1]
+ else if ((.@gamble1 > 460) && (.@gamble1 < 466)) set .@item,2329; // Wooden Mail[1]
+ else if ((.@gamble1 > 465) && (.@gamble1 < 471)) set .@item,2340; // Novice Breastplate[1]
+ else if ((.@gamble1 > 470) && (.@gamble1 < 476)) set .@item,2312; // Padded Armor
+ else if ((.@gamble1 > 475) && (.@gamble1 < 481)) set .@item,2339; // Pantie
+ else if ((.@gamble1 > 480) && (.@gamble1 < 486)) set .@item,2328; // Wooden Mail
+ else if ((.@gamble1 > 485) && (.@gamble1 < 491)) set .@item,2321; // Silk Robe
+ else if ((.@gamble1 > 490) && (.@gamble1 < 501)) set .@item,2323; // Scapulare
+ break;
+
+ case 3: // Garments
+ set .@gamble1,rand(1,500);
+ if ((.@gamble1 > 200) && (.@gamble1 < 204)) {
+ set .@gamble2,rand(1,16);
+ if ((.@gamble2 > 0) && (.@gamble2 < 3)) set .@item,2506; // Manteau[1]
+ else if ((.@gamble2 > 2) && (.@gamble2 < 5)) set .@item,2504; // Muffler[1]
+ else if ((.@gamble2 > 4) && (.@gamble2 < 8)) set .@item,2508; // Ragamuffin Manteau
+ else if ((.@gamble2 > 7) && (.@gamble2 < 11)) set .@item,2507; // Ancient Cape
+ else if (.@gamble2 == 11) set .@item,2513; // Heavenly Maiden Robe[1]
+ else if (.@gamble2 == 12) set .@item,2514; // Pauldron[1]
+ else if (.@gamble2 == 13) set .@item,2523; // Undershirt[1]
+ else if (.@gamble2 == 14) set .@item,2530; // Rider Insigna[1]
+ else if (.@gamble2 == 15) set .@item,2509; // Survivor's Manteau
+ else if (.@gamble2 == 16) set .@item,2515; // Eagle Wing[1]
+ }
+ else if ((.@gamble1 > 0) && (.@gamble1 < 101)) set .@item,2503; // Muffler
+ else if ((.@gamble1 > 100) && (.@gamble1 < 201)) set .@item,2505; // Manteau
+ else if ((.@gamble1 > 203) && (.@gamble1 < 451)) set .@item,2501; // Hood
+ else if ((.@gamble1 > 450) && (.@gamble1 < 501)) set .@item,2502; // Hood[1]
+ break;
+
+ case 4: // Headgears
+ set .@gamble1,rand(1,1000);
+ if ((.@gamble1 > 299) && (.@gamble1 < 304)) {
+ set .@gamble2,rand(1,93);
+ if ((.@gamble2 > 0) && (.@gamble2 < 3)) set .@item,2251; // Monk Hat
+ else if ((.@gamble2 > 2) && (.@gamble2 < 5)) set .@item,2285; // Apple of Archer
+ else if ((.@gamble2 > 4) && (.@gamble2 < 7)) set .@item,2255; // Evil Wing
+ else if ((.@gamble2 > 6) && (.@gamble2 < 9)) set .@item,5045; // Magician Hat
+ else if ((.@gamble2 > 8) && (.@gamble2 < 11)) set .@item,2233; // Circlet[1]
+ else if ((.@gamble2 > 10) && (.@gamble2 < 13)) set .@item,2231; // Gemmed Sallet[1]
+ else if ((.@gamble2 > 12) && (.@gamble2 < 15)) set .@item,2217; // Biretta[1]
+ else if ((.@gamble2 > 14) && (.@gamble2 < 17)) set .@item,2206; // Wedding Veil
+ else if ((.@gamble2 > 16) && (.@gamble2 < 19)) set .@item,2246; // Golden Gear
+ else if ((.@gamble2 > 18) && (.@gamble2 < 21)) set .@item,2261; // Army Cap
+ else if ((.@gamble2 > 20) && (.@gamble2 < 23)) set .@item,2287; // Pirate Bandana
+ else if ((.@gamble2 > 22) && (.@gamble2 < 25)) set .@item,5012; // Ph.D Hat
+ else if ((.@gamble2 > 24) && (.@gamble2 < 27)) set .@item,2244; // Big Ribbon
+ else if ((.@gamble2 > 26) && (.@gamble2 < 29)) set .@item,2213; // Kitty Band
+ else if ((.@gamble2 > 28) && (.@gamble2 < 31)) set .@item,2248; // Western Grace
+ else if ((.@gamble2 > 30) && (.@gamble2 < 33)) set .@item,2223; // Turban[1]
+ else if ((.@gamble2 > 32) && (.@gamble2 < 35)) set .@item,2247; // Romantic Gent
+ else if ((.@gamble2 > 34) && (.@gamble2 < 37)) set .@item,2245; // Sweet Gent
+ else if ((.@gamble2 > 36) && (.@gamble2 < 39)) set .@item,5003; // Joker Jester
+ else if ((.@gamble2 > 38) && (.@gamble2 < 41)) set .@item,2225; // Goggles[1]
+ else if ((.@gamble2 > 40) && (.@gamble2 < 43)) set .@item,5017; // Bone Helm
+ else if ((.@gamble2 > 42) && (.@gamble2 < 45)) set .@item,5030; // Panda Hat
+ else if ((.@gamble2 > 44) && (.@gamble2 < 47)) set .@item,5035; // Poring Hat
+ else if ((.@gamble2 > 46) && (.@gamble2 < 49)) set .@item,2250; // Cute Ribbon
+ else if ((.@gamble2 > 48) && (.@gamble2 < 51)) set .@item,2277; // Nurse Cap
+ else if ((.@gamble2 > 50) && (.@gamble2 < 53)) set .@item,5011; // Aerial
+ else if ((.@gamble2 > 52) && (.@gamble2 < 55)) set .@item,2290; // Funeral Hat
+ else if ((.@gamble2 > 54) && (.@gamble2 < 57)) set .@item,5010; // Indian Fillet
+ else if ((.@gamble2 > 56) && (.@gamble2 < 60)) set .@item,2259; // Mini Propeller
+ else if ((.@gamble2 > 59) && (.@gamble2 < 62)) set .@item,5008; // Puppy Love
+ else if ((.@gamble2 > 61) && (.@gamble2 < 63)) set .@item,2249; // Coronet
+ else if ((.@gamble2 > 62) && (.@gamble2 < 65)) set .@item,2229; // Helm[1]
+ else if (.@gamble2 == 65) set .@item,2258; // Spiky Band
+ else if (.@gamble2 == 66) set .@item,2274; // Ghost Bandana
+ else if (.@gamble2 == 67) set .@item,5019; // Corsair
+ else if (.@gamble2 == 68) set .@item,2254; // Angel Wing
+ else if (.@gamble2 == 69) set .@item,5007; // Grand Circlet
+ else if (.@gamble2 == 70) set .@item,5066; // Succubus Horn
+ else if (.@gamble2 == 71) set .@item,2235; // Crown
+ else if (.@gamble2 == 72) set .@item,2234; // Tiara
+ else if (.@gamble2 == 73) set .@item,2256; // Majestic Goat
+ else if (.@gamble2 == 74) set .@item,5093; // Coif[1]
+ else if (.@gamble2 == 75) set .@item,5072; // Incubus Horn
+ else if (.@gamble2 == 76) set .@item,5002; // Jewel Crown
+ else if (.@gamble2 > 76 && .@gamble2 < 80) set .@item,5118; // Puppy Headband
+ else if (.@gamble2 > 79 && .@gamble2 < 83) set .@item,5120; // Bucket Hat[1]
+ else if (.@gamble2 > 82 && .@gamble2 < 86) set .@item,5111; // Galapago Cap
+ else if (.@gamble2 > 85 && .@gamble2 < 89) set .@item,5116; // Banana Hat
+ else if (.@gamble2 > 88 && .@gamble2 < 92) set .@item,5119; // Super Novice Hat[1]
+ else if (.@gamble2 > 91 && .@gamble2 < 94) set .@item,5141; // Marionetta Doll[1]
+ }
+ else if ((.@gamble1 > 0) && (.@gamble1 < 101)) set .@item,2226; // Cap
+ else if ((.@gamble1 > 100) && (.@gamble1 < 201)) set .@item,2211; // Bandana
+ else if ((.@gamble1 > 200) && (.@gamble1 < 300)) set .@item,2209; // Ribbon[1]
+ else if ((.@gamble1 > 303) && (.@gamble1 < 401)) set .@item,2220; // Hat
+ else if ((.@gamble1 > 400) && (.@gamble1 < 501)) set .@item,2232; // Circlet
+ else if ((.@gamble1 > 500) && (.@gamble1 < 601)) set .@item,2216; // Biretta
+ else if ((.@gamble1 > 600) && (.@gamble1 < 701)) set .@item,2230; // Gemmed Sallet
+ else if ((.@gamble1 > 700) && (.@gamble1 < 801)) set .@item,2224; // Goggles
+ else if ((.@gamble1 > 800) && (.@gamble1 < 901)) set .@item,2222; // Turban
+ else if ((.@gamble1 > 900) && (.@gamble1 < 906)) set .@item,2228; // Helm
+ else if ((.@gamble1 > 905) && (.@gamble1 < 911)) set .@item,2252; // Wizard Hat
+ else if ((.@gamble1 > 910) && (.@gamble1 < 916)) set .@item,2227; // Cap[1]
+ else if ((.@gamble1 > 915) && (.@gamble1 < 921)) set .@item,2221; // Hat[1]
+ else if ((.@gamble1 > 920) && (.@gamble1 < 926)) set .@item,2299; // Orc Helm
+ else if ((.@gamble1 > 925) && (.@gamble1 < 931)) set .@item,2236; // Santa Hat
+ else if ((.@gamble1 > 930) && (.@gamble1 < 936)) set .@item,2275; // Red Bandana
+ else if ((.@gamble1 > 935) && (.@gamble1 < 941)) set .@item,5015; // Egg Shell
+ else if ((.@gamble1 > 940) && (.@gamble1 < 946)) set .@item,2215; // Flower Band
+ else if ((.@gamble1 > 945) && (.@gamble1 < 951)) set .@item,5092; // Coif
+ else if ((.@gamble1 > 950) && (.@gamble1 < 1001)) set .@item,2226; // Cap
+ break;
+ case 5: // Footgear
+ set .@gamble1,rand(1,500);
+ if ((.@gamble1 > 299) && (.@gamble1 < 303)) {
+ set .@gamble2,rand(1,10);
+ if ((.@gamble2 > 0) && (.@gamble2 < 3)) set .@item,2406; // Boots[1]
+ else if ((.@gamble2 > 2) && (.@gamble2 < 5)) set .@item,2412; // Greaves[1]
+ else if ((.@gamble2 > 4) && (.@gamble2 < 8)) set .@item,2404; // Shoes[1]
+ else if ((.@gamble2 > 7) && (.@gamble2 < 11)) set .@item,2407; // Crystal Pumps
+ }
+ else if ((.@gamble1 > 0) && (.@gamble1 < 201)) set .@item,2401; // Sandals
+ else if ((.@gamble1 > 200) && (.@gamble1 < 300)) set .@item,2408; // Shackles
+ else if ((.@gamble1 > 302) && (.@gamble1 < 351)) set .@item,2411; // Greaves
+ else if ((.@gamble1 > 350) && (.@gamble1 < 401)) set .@item,2403; // Shoes
+ else if ((.@gamble1 > 400) && (.@gamble1 < 451)) set .@item,2405; // Boots
+ else if ((.@gamble1 > 450) && (.@gamble1 < 476)) set .@item,2409; // High Heels
+ else if ((.@gamble1 > 475) && (.@gamble1 < 501)) set .@item,2402; // Sandals[1]
+ break;
+
+ case 6: // Shields
+ set .@gamble1,rand(1,500);
+ if ((.@gamble1 > 200) && (.@gamble1 < 205)) {
+ set .@gamble2,rand(1,10);
+ if ((.@gamble2 > 0) && (.@gamble2 < 3)) set .@item,2104; // Buckler[1]
+ else if ((.@gamble2 > 2) && (.@gamble2 < 5)) set .@item,2106; // Shield[1]
+ else if ((.@gamble2 > 4) && (.@gamble2 < 7)) set .@item,2102; // Guard[1]
+ else if ((.@gamble2 > 6) && (.@gamble2 < 9)) set .@item,2111; // Sacred Mission
+ else if ((.@gamble2 > 8) && (.@gamble2 < 11)) set .@item,2109; // Memory Book
+ }
+ else if ((.@gamble1 > 0) && (.@gamble1 < 201)) set .@item,2101; // Guard
+ else if ((.@gamble1 > 204) && (.@gamble1 < 301)) set .@item,2103; // Buckler
+ else if ((.@gamble1 > 300) && (.@gamble1 < 401)) set .@item,2107; // Mirror Shield
+ else if ((.@gamble1 > 401) && (.@gamble1 < 481)) set .@item,2105; // Shield
+ else if ((.@gamble1 > 480) && (.@gamble1 < 501)) set .@item,2108; // Mirror Shield[1]
+ break;
+ default: // Cancel button / hack
+ cutin "katsua01.bmp",255;
+ close;
+ break;
+ }
+
+ getitem .@item,1;
+
+ cutin "katsua01.bmp",255;
+ cutin "katsua02.bmp",2;
+ mes "[Kachua]";
+ mes "Ah~ that Diamond is so beautiful.";
+ mes "I wish I could repay you better.";
+ close2;
+ cutin "katsua02.bmp",255;
+ end;
+}
+
+comodo,204,148,7 script Devellin 90,{
+
+ mes "[Devellin]";
+ mes "It seems some traveller showed";
+ mes "a huge diamond to Kachua a while ago. Ever since then, all she's been talking about is diamonds and how much she wants them.";
+ next;
+ mes "[Devellin]";
+ mes "She's been getting pretty obsessive about it, which scares me. It seems she's more than willing to sacrifice anything she owns for a diamond.";
+ next;
+ mes "[Devellin]";
+ mes "She's the type of person who'll do anything to get what she wants. I'm worried that she might give away something far more valuable than a diamond in exchange...";
+ close;
+}
+
+comodo,210,154,2 script Suspicious Guy#cmd 118,{
+
+ if (BaseClass == Job_Thief){
+ mes "[Cain]";
+ mes "Heeeey...";
+ mes "It seems we share the same line of work, you and me. Heh heh, lemme give you a hot tip.";
+ next;
+ mes "[Cain]";
+ mes "I've been charging other people for this information, but since, shall we say, we work in the same professional field, I don't have the heart to take your zeny.";
+ next;
+ mes "[Cain]";
+ mes "You see that lady over there?";
+ mes "She's just totally in love with diamonds. And from what my sources tell me, she's loaded. Tons and tons of valuables.";
+ next;
+ mes "[Cain]";
+ mes "I'm talkin' rare items.";
+ mes "I took the liberty of sneaking a peek at what she owns, and saw she's got a helmet with goat horns and even a crown! She's so rich it's ridiculous!";
+ next;
+ mes "[Cain]";
+ mes "The buzz that's been going around is that she's got a cache of rare equipment and weapons too! So whaddya say? Wanna be partners in crime and rob her house?";
+ next;
+ switch(select("No, thanks.:Sweet, I'm in!")){
+ case 1:
+ mes "[Cain]";
+ mes "Wha...?";
+ mes "C'mon! I thought pilfering was something you do! Aw well, I'm gonna do it, but stay hushed on this, got it?";
+ close;
+ case 2:
+ mes "[Cain]";
+ mes "Ha ha ha!";
+ mes "...^660000Dork^000000!";
+ mes "I'm just jivin'";
+ mes "sp fuggedabout it!";
+ next;
+ mes "[Cain]";
+ mes "Ah right. Supposedly, there's a mountain where tons of diamonds are buried. A pal o' mine says there's a mine near the mountain too, so I guess if you went to the mine, you'd find Diamonds.";
+ next;
+ mes "[Cain]";
+ mes "I guess it can't hurt to gather some Diamonds there and try to exchange them for whatever the old lady's got. Take care, pal~";
+ close;
+ }
+ }
+ mes "[Cain]";
+ mes "Hey...";
+ mes "I got a hot tip for you.";
+ mes "It'll just cost you 500 zeny";
+ mes "and trust me, it's worth it.";
+ mes "So whaddya say...?";
+ next;
+ switch(select("Alright.:No, thanks.")){
+ case 1:
+ if (Zeny > 499){
+ mes "[Cain]";
+ mes "You see that lady over there? She's just totally in love with diamonds. And from what my sources tell me, she's loaded. Tons and tons of valuables.";
+ next;
+ mes "[Cain]";
+ mes "I'm talkin' rare items.";
+ mes "I took the liberty of sneaking a peek at what she owns, and saw she's got a helmet with goat horns and even a crown! She's so rich it's ridiculous!";
+ next;
+ mes "[Cain]";
+ mes "There's a chance that rare equipment and weapons might be yours! She'll give anything for a 3 carat diamond. So if you have any of those, you might as well see her.";
+ next;
+ mes "[Cain]";
+ mes "Ah right. Supposedly, there's a mountain where tons of diamonds";
+ mes "are buried. A pal o' mine says there's a mine near the mountain too, so I guess if you went to the mine, you'd find Diamonds.";
+ next;
+ mes "[Cain]";
+ mes "I guess it can't hurt to gather some Diamonds there and try to exchange them for whatever the old lady's got. Take care, pal~";
+ set Zeny,Zeny-500;
+ close;
+ }
+ mes "[Cain]";
+ mes "What the hell?!";
+ mes "Don't you have any money? Didn't I say 500 zeny? Hey man, info like this doesn't come cheap!";
+ close;
+ case 2:
+ mes "[Cain]";
+ mes "Hey hey!";
+ mes "What are you, a cheapskate? You understand that everything has its price and this information is so worth it. C'mon, you can't pass this up, can you?";
+ close;
+ }
+}
+
+mjolnir_02,85,362,3 script Blacksmith Miner 726,{
+
+ if(checkweight(1201,1) == 0)
+ {
+ mes "[Kachua]";
+ mes "^3355FFWait a second! Right now, you're carrying too many items with you. Please come back after putting some of your things into Kafra Storage.^000000";
+ close;
+ }
+ mes "[Dwayne]";
+ mes "Wahahahaha~";
+ mes "I've dug up a fortune!";
+ next;
+ mes "[Dwayne]";
+ mes "Diamonds! Hundreds and";
+ mes "thousands of Diamonds,";
+ mes "all of them mine!";
+ mes "I'm rich!";
+ emotion 18;
+ next;
+ switch(select("I want to buy some.:Congratulations.")){
+ case 1:
+ mes "[Dwayne]";
+ mes "Ah, you have an";
+ mes "eye for valuables!";
+ mes "Sure, sure why not!";
+ mes "I'll give you a discount, too!";
+ mes "55,000 Zeny for a diamond,";
+ mes "how does that sound?";
+ next;
+ mes "[Dwayne]";
+ mes "How many";
+ mes "diamonds do you need?";
+ mes "If you change your mind,";
+ mes "please enter '0' to cancel.";
+ next;
+ input .@amount;
+ if (.@amount == 0){
+ mes "[Dwayne]";
+ mes "Alright, you've";
+ mes "canceled the trade.";
+ mes "Take care!";
+ close;
+ }else if (.@amount < 1 || .@amount > 500){
+ mes "[Dwayne]";
+ mes "The maximum";
+ mes "amount is 500.";
+ mes "Please enter 500 or less.";
+ close;
+ }
+ set .@cost,.@amount * 55000;
+ set .@weight,.@amount * 100;
+ if (Zeny < .@cost){
+ mes "[Dwayne]";
+ mes "Errr...";
+ mes "I'm sorry, but you";
+ mes "do not have enough money.";
+ mes "I'll be losing money if";
+ mes "I sell them at that price.";
+ close;
+ }
+ if (Weight < .@weight){
+ mes "[Dwayne]";
+ mes "Errr...";
+ mes "You're carrying too many items.";
+ mes "I don't think give you anything if there's no room in your inventory. Why don't you put some of your stuff into Kafra Storage?";
+ close;
+ }
+ set Zeny,Zeny - .@cost;
+ getitem 732,.@amount;
+ mes "[Dwayne]";
+ mes "Thank you for";
+ mes "buying my diamonds!";
+ mes "You're welcome to";
+ mes "come back anytime.";
+ close;
+ case 2:
+ mes "[Dwayne]";
+ mes "Haha, thank you~";
+ mes "If by any chance";
+ mes "you need a diamond,";
+ mes "please drop by.";
+ mes "I'll sell them to";
+ mes "you at a cheap price.";
+ close;
+ }
+} \ No newline at end of file
diff --git a/npc/pre-re/other/divorce.txt b/npc/pre-re/other/divorce.txt
new file mode 100644
index 000000000..691820c59
--- /dev/null
+++ b/npc/pre-re/other/divorce.txt
@@ -0,0 +1,217 @@
+//===== rAthena Script =======================================
+//= Divorcing Deviruchi
+//===== By: ==================================================
+//= Perkka, Scriptor, LightFighter
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.5
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis COnversion]
+//= Official Divorce script.
+//= Added isloggedin() check, even though Aegis doesn't do it;
+//= should be able to divorce even when the spouse is not online.
+//===== Additional Comments: =================================
+//= Both players should be online to get divorced
+//= Fixed menu [Lupus]
+//= 1.1 Added check if the patner's online, added effects [Lupus]
+//= 1.2 Updated to Aegis 10.3 standards. [L0ne_W0lf]
+//= 1.2a Commented out check of 'wedding_sign' to let
+//= old married players divorcing, optimized, fixed a bug [Lupus]
+//= 1.3 Wedding variable 'wedding_sign' is now unset on divorce. [L0ne_W0lf]
+//= 1.4 Removed ifpartneron check, fixed typo in percentheal. [L0ne_W0lf]
+//= 1.5 Replaced effect numerics with constants. [L0ne_W0lf]
+//============================================================
+
+nif_in,190,112,5 script Deviruchi#divorce 738,{
+ mes "[Deviruchi]";
+// if (wedding_sign == 0) {
+// mes "Heh heh...";
+// mes "Look at that depressed face.";
+// mes "You must be feeling very lonely.";
+// mes "But that's something everyone";
+// mes "has to deal with.";
+// next;
+// mes "[Deviruchi]";
+// mes "If you feel that lonely,";
+// mes "how about raising a Pet?";
+// mes "I hear that my kind is very";
+// mes "popular nowadays, heh heh~";
+// close;
+// }
+// else
+ if (!getpartnerid()) {
+ mes "Bwah hah hah~!";
+ mes "That look in your eyes~!";
+ if (sex) {
+ mes "Those are definitely the eyes";
+ mes "of a lonely male bachelor.";
+ mes "I'm almost 100 percent sure";
+ mes "you got ditched at the altar.";
+ }
+ else {
+ mes "They're just filled with the";
+ mes "pain of an old maid--!";
+ mes "Couldn't rope some poor guy";
+ mes "into marriage, huh?";
+ }
+ next;
+ mes "[Deviruchi]";
+ mes "HHAHAHAHA~!";
+ mes "Oooooh...Hee hee~";
+ mes "I'd be more sympathetic if,";
+ mes "you know, I weren't a creature";
+ mes "of darkness.";
+ close;
+ }
+ mes "You look awfully depressed...";
+ mes "Lucky for you, I could care";
+ mes "less about happy people...";
+ mes "It's the humans in despair";
+ mes "that I take an interest in.";
+ mes "Hahahahahahah~!";
+ next;
+ mes "[Deviruchi]";
+ mes "I sense that you carry a";
+ mes "tiresome burden...";
+ mes "If I'm not wrong, you're";
+ if (sex)
+ mes "a married man, aren't you?";
+ else
+ mes "a married woman, aren't you?";
+ next;
+ mes "[Deviruchi]";
+ mes "Let me ask you one thing.";
+ mes "Are you happy to be married?";
+ mes "Forget about responsibilities,";
+ mes "romance and all that other junk";
+ mes "for now.";
+ next;
+ mes "[Deviruchi]";
+ mes "I mean, can just one single";
+ mes "person really bring you all that";
+ mes "happiness? I know all about how";
+ mes "special weddings and the magic";
+ mes "of love is supposed to be, but...";
+ next;
+ mes "[Deviruchi]";
+ mes "At the end of the day, you and";
+ mes "your partner fight, and you feel";
+ mes "totally totally miserable.";
+ if (sex)
+ mes "...all because of HER.";
+ else
+ mes "...all because of HIM.";
+ next;
+ mes "[Deviruchi]";
+ mes "Yes, it's your destiny to find me";
+ mes "here. We all make mistakes...";
+ mes "Even if you promised everlasting";
+ mes "love, even if you made a vow...";
+ mes "I can free you from that prison";
+ mes "of matrimony.";
+ next;
+ mes "[Deviruchi]";
+ mes "It's simple if you look at";
+ mes "marriage as a contract...a";
+ mes "contract that ends with 'till";
+ mes "death do we part.' Here in";
+ mes "Nifleheim, it's easy to use";
+ mes "that little loophole...";
+ next;
+ mes "[Deviruchi]";
+ mes "*whispers*";
+ mes "^555555It's not like you're breaking^000000";
+ if (sex) {
+ mes "^555555any promises, and it's not";
+ mes "like your wife will care if she";
+ mes "doesn't know... Don't you";
+ mes "want to be freed from her?^000000";
+ }
+ else {
+ mes "^555555any promises. Hell, your husband";
+ mes "doesn't even have to know";
+ mes "about it... you deserve";
+ mes "real happiness, right?^000000";
+ }
+ next;
+ mes "[Deviruchi]";
+ mes "You can have a brand new love";
+ mes "with a better person...";
+ mes "Wouldn't that be great...?";
+ mes "I can help you if you want...";
+ mes "I can make all of this happen!";
+ next;
+ if (select("No thanks, I am happy.:Yes, please do.") == 1) {
+ mes "[Deviruchi]";
+ mes "Hmpf~! You must still be";
+ mes "fascinated with the silly";
+ mes "notion of eternal love. Well,";
+ mes "if you think you're happy,";
+ mes "then I'll have nothing";
+ mes "to do with you--!";
+ close2;
+ warp "niflheim",169,162;
+ end;
+ }
+ mes "[Deviruchi]";
+ mes "Good, good...";
+ mes "Now all you have to do is give";
+ mes "me what I want in exchange...";
+ mes "Just 2,500,000 zeny and...*cough!*";
+ mes "^666666An eensy piece of your soul.^000000";
+ next;
+ mes "[Deviruchi]";
+ mes "After that, it's the carefree";
+ mes "single's life. All you have to";
+ mes "do is say the word...";
+ next;
+ if (select("...Give me some time to think.:Any price will do, give me a divorce right now!") == 1) {
+ mes "[Deviruchi]";
+ mes "I understand. But if you think";
+ mes "about anything, think about";
+ if (sex) {
+ mes "your wife's nagging, and";
+ mes "how great it would be to";
+ mes "finally free yourself of the";
+ mes "old ball and chain~";
+ }
+ else {
+ mes "how horrible your husband is,";
+ mes "and what a relief it would";
+ mes "be to be rid of that crumbum~";
+ }
+ close;
+ }
+ mes "[Deviruchi]";
+ if (Zeny > 2499999) {
+ mes "Excellent choice~";
+ mes "Let's get started right";
+ mes "away! This may take some";
+ mes "time, but it's better than";
+ mes "being hopelessly married";
+ mes "^FF0000for the rest of your life.^000000";
+ next;
+ specialeffect EF_MAGICROD;
+ specialeffect2 EF_DEVIL;
+ set wedding_sign,0;
+ set zeny,zeny-2500000;
+ percentheal -100,-100;
+ divorce;
+ mes "[Deviruchi]";
+ mes "Bwahhahahaha~!";
+ mes "Now you're free~!";
+ mes "Don't you feel so much";
+ mes "better now as a single?";
+ mes "Ah, bachelorhood...";
+ close;
+ }
+ mes "Hmmm...I did tell you to bring";
+ mes "2,500,000 zeny, right?";
+ mes "No one else in this world can";
+ mes "offer this kind of freedom...";
+ mes "You can't put a price on";
+ mes "peace of mind, can you?";
+ close;
+}
diff --git a/npc/pre-re/other/fortune.txt b/npc/pre-re/other/fortune.txt
new file mode 100644
index 000000000..467a3a1a3
--- /dev/null
+++ b/npc/pre-re/other/fortune.txt
@@ -0,0 +1,3561 @@
+//===== rAthena Script =======================================
+//= Fortune Teller
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis conversion]
+//= Fortune teller NPC. Displays random Card image.
+//===== Additional Comments: =================================
+//= 1.0 First version. [L0ne_W0lf]
+//============================================================
+
+payon_in03,117,128,5 script Fortune Teller 704,{
+ mes "[Lhimetorra]";
+ mes "You're an adventurer of this world... " +strcharinfo(0)+ ", right? So, what can an old person like me do for you?";
+ next;
+ switch(select("I would like a tarot card reading.:What's a tarot card reading?")) {
+ case 1:
+ mes "[Lhimetorra]";
+ mes "Is that so...?";
+ mes "Well, if you want a monster card reading, you must first show me your faith. Otherwise, the monster spirits will grow angry and place a curse on you.";
+ next;
+ mes "[Lhimetorra]";
+ mes "So, would you like a monster card reading? ";
+ next;
+ switch(select("Yes.:I would like to think it over once more.")) {
+ case 1:
+ mes "[Lhimetorra]";
+ mes "Then...";
+ mes "Please pay your fee with all of your sincerity.";
+ next;
+ input .@input;
+ if (.@input == 0) {
+ mes "[Lhimetorra]";
+ mes "Ah...?!";
+ mes "You have angered the monster spirits!";
+ close;
+ }
+ else if (.@input > zeny) {
+ mes "[Lhimetorra]";
+ mes "There's no need to overdo it. Just give with all your heart... *Tsk tsk*";
+ close;
+ }
+ else {
+ mes "[Lhimetorra]";
+ mes "I accept your heart and your devotion with my gratitude. Thoughts are more important than the amount when paying a fortune teller.";
+ set zeny,zeny-.@input;
+ }
+ next;
+ mes "[Lhimetorra]";
+ mes "Then, I will begin to tell the fortune of your wish. Concentrate on yourself...";
+ next;
+ mes "[Lhimetorra]";
+ mes "...";
+ mes "Clear your mind... ";
+ next;
+ mes "[Lhimetorra]";
+ mes "...";
+ mes "Once you have emptied your mind, think of the thing you most wish to know.";
+ next;
+ switch(select(" (I would like to know my love fortune.) : (How rich will I be?) : (I need advice about my future.) : (Can I get a warning of any dangers awaiting?) ")) {
+ case 1:
+ mes "[Lhimetorra]";
+ mes " I see it... I see a sign of love... ";
+ next;
+ set .@card_1_love,rand(1,74);
+ if (.@card_1_love == 1) {
+ cutin "���̾ƽ�ī��",4;
+ mes "[Lhimetorra]";
+ mes " You are afraid to show yourself working, to your loved one.. ";
+ mes " But that is not love. Do not be afraid to show different sides of yourself to your loved one.. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " So do not worry and move on. ";
+ next;
+ }
+ if (.@card_1_love == 2) {
+ cutin "���̾ƽ�ī��",4;
+ mes "[Lhimetorra]";
+ mes " Maybe you are using love as an excuse to work? The card is saying to try observing love from a different perspective. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " Shoveling requires skills as well. ";
+ next;
+ }
+ if (.@card_1_love == 3) {
+ cutin "���̾ƽ�ī��",4;
+ mes "[Lhimetorra]";
+ mes " How about taking a break from love and giving yourself time to relax.. I agree with what the card is saying. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " Love is not meant to be so hard. ";
+ next;
+ }
+ if (.@card_1_love == 4) {
+ cutin "���̾ƽ�ī��",4;
+ mes "[Lhimetorra]";
+ mes " A shovel..? ";
+ next;
+ mes "[Lhimetorra]";
+ mes " Strange that this would come up about love.. bizarre.. You aren't using this shovel to take revenge on someone, are you?? ";
+ mes " Don't get malicious thoughts. Keep a kind heart. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " How about taking a break from love and giving yourself time to relax.. I agree with this card. ";
+ next;
+ }
+ if (.@card_1_love == 5) {
+ cutin "����Ƽ�׽�ī��",4;
+ mes "[Lhimetorra]";
+ mes " Its pure eyes look at a loved one but cannot recognize them, the wings flutter towards the loved one, but it helplessly stays in one place, ";
+ mes " it calls its loved one, but they cannot hear.. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " What a sad fortune.. ";
+ mes " Indeed, it is sad love... it might be hard to overcome. ";
+ next;
+ }
+ if (.@card_1_love == 6) {
+ cutin "����Ƽ�׽�ī��",4;
+ mes "[Lhimetorra]";
+ mes " The passion of love like a raging wave... You can't even hide it. ";
+ mes " With such passionate love, isn't there only one way..? ";
+ next;
+ mes "[Lhimetorra]";
+ mes " Passionate love is nearby. It is a good sign. ";
+ next;
+ }
+ if (.@card_1_love == 7) {
+ cutin "����Ƽ�׽�ī��",4;
+ mes "[Lhimetorra]";
+ mes " The teeth of dustiness are very strong. This means.. use your teeth for victory?! ";
+ next;
+ }
+ if (.@card_1_love == 8) {
+ cutin "����Ƽ�׽�ī��",4;
+ mes "[Lhimetorra]";
+ mes " The card is telling me, 'Fly to your loved one as if you were a butterfly and shoot at it as if you were a star.' ";
+ mes "..even though it doesn't sound like something a moth would say. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " The passion of love like a raging wave.. You can't even hide it. ";
+ next;
+ }
+ if (.@card_1_love == 9) {
+ cutin "����Ƽ�׽�ī��",4;
+ mes "[Lhimetorra]";
+ mes " Perhaps the person you believe to be a butterfly is actually a moth. This fortune is awaiting a prudent judgement. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " Love is indeed a subject to be dealt with prudence. Keep that in mind young one. ";
+ next;
+ }
+ if (.@card_1_love == 10) {
+ cutin "���ť��ī��",4;
+ mes "[Lhimetorra]";
+ mes " The one you love will give you a kiss of death. ";
+ mes " The irresistable kiss.. It is up to you to decide whether to avoid it or not. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " Charisma... is the sweetest poison. ";
+ next;
+ }
+ if (.@card_1_love == 11) {
+ cutin "���ť��ī��",4;
+ mes "[Lhimetorra]";
+ mes " You are looking at a wonderful person, but their eyes are fixed in darkness. ";
+ mes " How about trying to grab their attention? ";
+ next;
+ mes "[Lhimetorra]";
+ mes " If so, you need to try something other than charisma. ";
+ next;
+ }
+ if (.@card_1_love == 12) {
+ cutin "���ť��ī��",4;
+ mes "[Lhimetorra]";
+ mes " Your love needs fresh blood. Healthy exercises and eating habits are necessary! ";
+ mes " You must change your living pattern first. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " Health is the best. ";
+ next;
+ }
+ if (.@card_1_love == 13) {
+ cutin "���ť��ī��",4;
+ mes "[Lhimetorra]";
+ mes " Don't you think you are infatuated by outer appearance and gambling with love? You might have to be more careful about it this time. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " Beauty is only skin deep. ";
+ next;
+ }
+ if (.@card_1_love == 14) {
+ cutin "�巹��ũī��",4;
+ mes "[Lhimetorra]";
+ mes " Become a pirate of love! It is a simple, yet strong fortune! ";
+ next;
+ }
+ if (.@card_1_love == 15) {
+ cutin "�巹��ũī��",4;
+ mes "[Lhimetorra]";
+ mes " No matter how romantic and beautiful love is, if it is not rightful, it is undesirable.. ";
+ mes " is what this card means. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " I hope you are not disappointed by the moral of this fortune. ";
+ next;
+ }
+ if (.@card_1_love == 16) {
+ cutin "�巹��ũī��",4;
+ mes "[Lhimetorra]";
+ mes " In the rough sea called the world, only pirates, the outlaws of love, are the law. ";
+ mes " This card supports strong love. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " You must overcome it - no matter how strong the wave is. ";
+ next;
+ }
+ if (.@card_1_love == 17) {
+ cutin "�巹��ũī��",4;
+ mes "[Lhimetorra]";
+ mes " It is a warning not to get involved in false love like pirated editions! ";
+ mes " You may have to reconsider your love right now. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " Illegal copying is not love! ";
+ next;
+ }
+ if (.@card_1_love == 18) {
+ cutin "������ī��",4;
+ mes "[Lhimetorra]";
+ mes " This is praising the type of love that is always there, yet barely has a form as if it does not exist. ";
+ mes " Are you involved this type of love? ";
+ next;
+ mes "[Lhimetorra]";
+ mes " Love's form is obscure. ";
+ next;
+ }
+ if (.@card_1_love == 19) {
+ cutin "������ī��",4;
+ mes "[Lhimetorra]";
+ mes " You must be careful. Love is quietly approaching and spreading poison. Be careful of the poison of love. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " There is no cure for this poison! ";
+ next;
+ }
+ if (.@card_1_love == 20) {
+ cutin "������ī��",4;
+ mes "[Lhimetorra]";
+ mes " Aren't you already caught in love that you cannot run away from? Look around you. ";
+ mes " You might be captured inside invisible walls. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " You have been blinded by love and became a prisoner! Shouldn't you escape? ";
+ next;
+ }
+ if (.@card_1_love == 21) {
+ cutin "������ī��",4;
+ mes "[Lhimetorra]";
+ mes " This fortune is saying that love is.. approaching wobbly and softly~ and then bam~ embracing it. ";
+ mes " Very romantic. Hehe. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " Romance is the best part of love~ ";
+ next;
+ }
+ if (.@card_1_love == 22) {
+ cutin "��������Ʈī��",4;
+ mes "[Lhimetorra]";
+ mes " This card is warning you to not treat your loved one like a puppet. ";
+ mes " You're not doing this, are you? ";
+ next;
+ mes "[Lhimetorra]";
+ mes " Love is not supposed to be about controlling and restraining~ mm~ ";
+ next;
+ }
+ if (.@card_1_love == 23) {
+ cutin "��������Ʈī��",4;
+ mes "[Lhimetorra]";
+ mes " Dolls understand a human's heart more than a human. Try treating your loved one as if they were a doll. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " Your loved one can't be worse than a doll, can they? ";
+ next;
+ }
+ if (.@card_1_love == 24) {
+ cutin "��������Ʈī��",4;
+ mes "[Lhimetorra]";
+ mes " If you are afraid to look into a doll's eyes, that is because there is a dark shadow covering your love. ";
+ mes " Rid yourselves of that shadow. Then the doll will smile as well. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " That is what love is. ";
+ next;
+ }
+ if (.@card_1_love == 25) {
+ cutin "��������Ʈī��",4;
+ mes "[Lhimetorra]";
+ mes " Dolls become accustomed to the owner the more they are handled. Give your doll more attention. ";
+ mes " The doll is craving attention. A lot of attention. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " Delicate treatment and attention is the best in love. ";
+ next;
+ }
+ if (.@card_1_love == 26) {
+ cutin "�޵λ�ī��",4;
+ mes "[Lhimetorra]";
+ mes " Do you fear the snake hair of a Medusa? However, love cannot be achieved with fear. ";
+ mes " You must move forward! ";
+ next;
+ mes "[Lhimetorra]";
+ mes " Love must be pushed forward! ";
+ next;
+ }
+ if (.@card_1_love == 27) {
+ cutin "�޵λ�ī��",4;
+ mes "[Lhimetorra]";
+ mes " Warriors that hastily attacked the Medusa all failed, but the one hero that used a mirror succeeded. ";
+ mes " You cannot succeed in love with brute force. You must use wisdom. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " Do you understand what I mean young one? ";
+ next;
+ }
+ if (.@card_1_love == 28) {
+ cutin "�޵λ�ī��",4;
+ mes "[Lhimetorra]";
+ mes " Must you love the one that has hair of snakes? Reconsider this love and think about it earnestly. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " What do you think? Isn't this a great opportunity to ponder about the relationship. ";
+ next;
+ }
+ if (.@card_1_love == 29) {
+ cutin "�޵λ�ī��",4;
+ mes "[Lhimetorra]";
+ mes " It is a hint saying that a strong hairstyle is the key to turning over the situation. Change your hairstyle! ";
+ next;
+ mes "[Lhimetorra]";
+ mes " Fashion is in the hands of those who are ahead! ";
+ next;
+ }
+ if (.@card_1_love == 30) {
+ cutin "������Ʈī��",4;
+ mes "[Lhimetorra]";
+ mes " Love must have two things: great strength and the will to live. Have you thought about whether or not you can overcome this with your current self? ";
+ next;
+ mes "[Lhimetorra]";
+ mes " Know love and know thyself! ";
+ next;
+ }
+ if (.@card_1_love == 31) {
+ cutin "������Ʈī��",4;
+ mes "[Lhimetorra]";
+ mes " A scythe may seem burdensome but a strong Baphomet can freely use it. ";
+ mes " It is the same concept. If you are ready, any type of love is possible. There is no such thing as impossible. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " Love requires preparation as well! ";
+ next;
+ }
+ if (.@card_1_love == 32) {
+ cutin "������Ʈī��",4;
+ mes "[Lhimetorra]";
+ mes " Love must have two things: great strength and the will to live. Have you thought about whether or not you can overcome this with your current self? ";
+ next;
+ mes "[Lhimetorra]";
+ mes " Know love and know thyself! ";
+ next;
+ }
+ if (.@card_1_love == 33) {
+ cutin "������Ʈī��",4;
+ mes "[Lhimetorra]";
+ mes " There are those who are born, destined to run into this wall, an obstacle. Your love seems to have reached that wall.. It must be hard. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " What a pity. ";
+ next;
+ }
+ if (.@card_1_love == 34) {
+ cutin "������Ʈī��",4;
+ mes "[Lhimetorra]";
+ mes " This Baphomet looks as if it is having a hard time. The person must be exhausted even if it may not seem so. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " Approach then with affection. ";
+ next;
+ }
+ if (.@card_1_love == 35) {
+ cutin "�����ī��",4;
+ mes "[Lhimetorra]";
+ mes " Can't you hear the cry of the card? It is suffering. Love is like that.. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " So don't be upset about it! ";
+ next;
+ }
+ if (.@card_1_love == 36) {
+ cutin "�����ī��",4;
+ mes "[Lhimetorra]";
+ mes " Your love right now is so bored that it is yawning. How about trying something fresh and new? ";
+ next;
+ mes "[Lhimetorra]";
+ mes " Try changing your dating style. ";
+ next;
+ }
+ if (.@card_1_love == 37) {
+ cutin "�����ī��",4;
+ mes "[Lhimetorra]";
+ mes " Deep sleep brings happiness and dreams. I think what you need right now is sleep. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " Get some sleep. ";
+ next;
+ }
+ if (.@card_1_love == 38) {
+ cutin "�����ī��",4;
+ mes "[Lhimetorra]";
+ mes " I feel some sort of emptiness.. Maybe there is a gap in your love? ";
+ next;
+ mes "[Lhimetorra]";
+ mes " Take a close look. ";
+ next;
+ }
+ if (.@card_1_love == 39) {
+ cutin "����ī��",4;
+ mes "[Lhimetorra]";
+ mes " Even a traditional beauty can seem cold to others. Try looking at your loved one from a different point of view. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " Look at love from a different perspective. You never know when you'll be able to discover something. ";
+ next;
+ }
+ if (.@card_1_love == 40) {
+ cutin "����ī��",4;
+ mes "[Lhimetorra]";
+ mes " They may seem dreary and ominous but their attire is spotless. They show devotion to the other. ";
+ mes " Even though you are not satisfied with your love right now, take a look at their attire. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " If it is carefully worn, their heart for you can be seen in it as well.. ";
+ next;
+ }
+ if (.@card_1_love == 41) {
+ cutin "����ī��",4;
+ mes "[Lhimetorra]";
+ mes " There is a person you must not deal with thoughtlessly nearby. Don't say or do anything carelessly. You must be careful when dealing with this person. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " Bear that in mind. ";
+ next;
+ }
+ if (.@card_1_love == 42) {
+ cutin "����ī��",4;
+ mes "[Lhimetorra]";
+ mes " Even if the wind blows and the trail of her clothes flutter, her posture never changes. Loving a person with that type of heart will bring goodwill and happiness. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " Keep a righteous heart and mind. ";
+ next;
+ }
+ if (.@card_1_love == 43) {
+ cutin "���̿�Ŀī��",4;
+ mes "[Lhimetorra]";
+ mes " That lightens and attacks with a pickaxe! You must aggressively move forward. What do you think? Your fortune is a good one. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " Is your heart ready young one? ";
+ next;
+ }
+ if (.@card_1_love == 44) {
+ cutin "���̿�Ŀī��",4;
+ mes "[Lhimetorra]";
+ mes " The card only shows gaunt bones, but notice how it has all the necessary tools?";
+ mes " Even though your love right now may seem as if there is nothing to it, it has everything you need. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " Don't get too greedy about things. ";
+ next;
+ }
+ if (.@card_1_love == 45) {
+ cutin "���̿�Ŀī��",4;
+ mes "[Lhimetorra]";
+ mes " It has a lantern on its back and even in its hand.. it believes one light is insufficient. ";
+ mes " If you are only shining one type of light to your loved one, shining another might help. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " They might be feeling that one is not enough. ";
+ next;
+ }
+ if (.@card_1_love == 46) {
+ cutin "���̿�Ŀī��",4;
+ mes "[Lhimetorra]";
+ mes " You know the smile of Mona Lisa.. Perhaps the person you are looking at has the same expression? ";
+ next;
+ mes "[Lhimetorra]";
+ mes " Don't try to gaze straight them. Make an effort to approach them. ";
+ next;
+ }
+ if (.@card_1_love == 47) {
+ cutin "���̳���Ʈī��",4;
+ mes "[Lhimetorra]";
+ mes " A knight on a horse is a fantasy in every person's heart. Make it so that this fantasy becomes real. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " Then there will surely be progress. ";
+ next;
+ }
+ if (.@card_1_love == 48) {
+ cutin "���̳���Ʈī��",4;
+ mes "[Lhimetorra]";
+ mes " Is that soldier waiting to attack? I can feel great tension between the horse and knight. ";
+ mes " Don't run forward carelessly. Raise your sword and wait for your chance. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " This means now is a time to wait. How about it, would you like to wait a while? ";
+ next;
+ }
+ if (.@card_1_love == 49) {
+ cutin "���̳���Ʈī��",4;
+ mes "[Lhimetorra]";
+ mes " He is falling asleep awaiting a battle. Is it because he is laid back, or simply pathetic? Depends on the situation I suppose. ";
+ mes " But you've got to give him credit for his boldness. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " How about becoming a brave warrior in the battle of love? ";
+ next;
+ }
+ if (.@card_1_love == 50) {
+ cutin "���̳���Ʈī��",4;
+ mes "[Lhimetorra]";
+ mes " Very favorable. It's to a point that I can feel strong energy from the card. I will give some of this energy to you. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " Devote that energy to love..! ";
+ next;
+ }
+ if (.@card_1_love == 51) {
+ cutin "�ƴ���ī��",4;
+ mes "[Lhimetorra]";
+ mes " What does the god of death have to say about love? It is something ominous for sure. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " I think it is trying to give a warning. Be careful. ";
+ next;
+ }
+ if (.@card_1_love == 52) {
+ cutin "�ƴ���ī��",4;
+ mes "[Lhimetorra]";
+ mes " Hmm. How about giving a cute puppy as a gift? One with a round nose. Then they will surely be happy. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " But can't help it if they don't like puppies. ";
+ next;
+ }
+ if (.@card_1_love == 53) {
+ cutin "�ƴ���ī��",4;
+ mes "[Lhimetorra]";
+ mes " I can tell what it was doing from the way it is crying while holding an axe with blood. It is deeply wounded by love. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " If that wound isn't cured soon, it will become as Anubis wanted. ";
+ next;
+ }
+ if (.@card_1_love == 54) {
+ cutin "�ƴ���ī��",4;
+ mes "[Lhimetorra]";
+ mes " The pattern of the clothes symbolizes a warning. It is saying to be careful of love. ";
+ next;
+ mes "[Lhimetorra]";
+ mes "Be cautious. ";
+ next;
+ }
+ if (.@card_1_love == 55) {
+ cutin "��ũ�ε�ī��",4;
+ mes "[Lhimetorra]";
+ mes " He is a warning you not to drool over someone else. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " That's bad! You will be punished! ";
+ next;
+ }
+ if (.@card_1_love == 56) {
+ cutin "��ũ�ε�ī��",4;
+ mes "[Lhimetorra]";
+ mes " Who is he so fiercly gazing at with those grand muscles? He is looking at someone else for sure. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " Don't get sidetracked and look elsewhere! You will be cursed! ";
+ next;
+ }
+ if (.@card_1_love == 57) {
+ cutin "��ũ�ε�ī��",4;
+ mes "[Lhimetorra]";
+ mes " Strengthen your body and observe the target. That is the step to success. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " If you want love as well, why don't you take the card's advice and prepare yourself first? ";
+ next;
+ }
+ if (.@card_1_love == 58) {
+ cutin "��ũ�ε�ī��",4;
+ mes "[Lhimetorra]";
+ mes " His navel is very pretty. You have to meet someone with that type of navel to be happy. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " Ok? Keep that in mind~ ";
+ next;
+ }
+ if (.@card_1_love == 59) {
+ cutin "��ī��",4;
+ mes "[Lhimetorra]";
+ mes " You'll get hurt if you mess around. This card is giving you a piece of advice. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " You did something wrong to your loved one, didn't you? Make an effort to make up for it~! ";
+ next;
+ }
+ if (.@card_1_love == 60) {
+ cutin "��ī��",4;
+ mes "[Lhimetorra]";
+ mes " From the way he is massaging its back because of a shoulder cramp, maybe your love is seeking someone to massage them. Love starts from little thoughts.";
+ next;
+ mes "[Lhimetorra]";
+ mes " Next time you meet them, give them a massage. Start with the little things. ";
+ next;
+ }
+ if (.@card_1_love == 61) {
+ cutin "��ī��",4;
+ mes "[Lhimetorra]";
+ mes " His expression is in awe. When encountering an absurd incident, his face and expression becomes peculiarly distorted. ";
+ mes " I think the one you are looking towards has that type of expression. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " Did you do something absurd to that person? Are you sure? Think about it~ ";
+ next;
+ }
+ if (.@card_1_love == 62) {
+ cutin "��ī��",4;
+ mes "[Lhimetorra]";
+ mes " If the lover does something wrong he pokes them with a needle. How scary.. ";
+ next;
+ }
+ if (.@card_1_love == 63) {
+ cutin "��Ŀī��",4;
+ mes "[Lhimetorra]";
+ mes " A person's heart is like this card. If you flip it over nobody can tell what is behind it. Try turning the person's card over. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " You must approach their true heart. Understand? ";
+ next;
+ }
+ if (.@card_1_love == 64) {
+ cutin "��Ŀī��",4;
+ mes "[Lhimetorra]";
+ mes " Jokers are sly, but that is just because it is their habit. ";
+ mes " The reason the person may seem capricious or cunning is partially because they are born like that. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " Will you be able to approach them regardless? To do so, you must prepare you heart.. mm.. ";
+ next;
+ }
+ if (.@card_1_love == 65) {
+ cutin "��Ŀī��",4;
+ mes "[Lhimetorra]";
+ mes " The joker can't use any of his strength because he is tied to a card. Perhaps the person is caught in something and can't show their true merit? ";
+ next;
+ mes "[Lhimetorra]";
+ mes " If you love them, free them from the chains tying them down.. That is consideration.. and love ";
+ next;
+ }
+ if (.@card_1_love == 66) {
+ cutin "��Ŀī��",4;
+ mes "[Lhimetorra]";
+ mes " Don't get fooled by tricks. They are a person, too. They know how to lie once in a while. Search for the trick calmly and carefully. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " And then search for a different route. That is the wise decision. ";
+ next;
+ }
+ if (.@card_1_love == 67) {
+ cutin "ȣ��ī��",4;
+ mes "[Lhimetorra]";
+ mes " It is saying that daring action is necessary, such as that of the Hode that strikes up from the sand. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " Maybe you are discouraged a little too much right now. Be brave and daring young one. ";
+ next;
+ }
+ if (.@card_1_love == 68) {
+ cutin "ȣ��ī��",4;
+ mes "[Lhimetorra]";
+ mes " Seeing that the Hode spits out sand to those who bother them, you must have done something to bother the person somehow. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " Maybe you are being troublesome? Make an effort to relax a little more. ";
+ next;
+ }
+ if (.@card_1_love == 69) {
+ cutin "ȣ��ī��",4;
+ mes "[Lhimetorra]";
+ mes " The Hode has a very strong will to live. It is to survive in the forest. It is suggesting dating with that kind of will.";
+ next;
+ mes "[Lhimetorra]";
+ mes " Hmm, try love with more spirit. You will get good results. ";
+ next;
+ }
+ if (.@card_1_love == 70) {
+ cutin "ȣ��ī��",4;
+ mes "[Lhimetorra]";
+ mes " Ah.. there is a noble person up north. North it is. This direction will never change. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " Trust me and go for it. ";
+ next;
+ }
+ if (.@card_1_love == 71) {
+ cutin "Ȳ��ī��",4;
+ mes "[Lhimetorra]";
+ mes " A walking bull is rare. The person you are looking towards is that rare. Don't let go of them. You may never see them again.. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " The card is saying this. ";
+ next;
+ }
+ if (.@card_1_love == 72) {
+ cutin "Ȳ��ī��",4;
+ mes "[Lhimetorra]";
+ mes " Can you see the strong muscles that even arrows cannot pierce? The person is like that, too. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " To attack with love.. you will need a stronger attack.. Mmm.. ";
+ next;
+ }
+ if (.@card_1_love == 73) {
+ cutin "Ȳ��ī��",4;
+ mes "[Lhimetorra]";
+ mes " The scariest thing is not the hammer nor horn. It is the massive legs that support its heavy weight. Nobody can survive a hit by those legs. The person is also probably hiding the most dangerous part. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " You must love but be careful at the same time. You never know when you will be hit by the hind legs. ";
+ next;
+ }
+ if (.@card_1_love == 74) {
+ cutin "Ȳ��ī��",4;
+ mes "[Lhimetorra]";
+ mes " No matter how fearful the bull may be, if it has a nose ring, it has already been tamed by humans. No matter how astonishing that person may be, taming is your responsibility. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " Approach them with more sincerity and consideration. ";
+ next;
+ }
+ mes "[Lhimetorra]";
+ mes " You seeked advice about love. ";
+ mes " Even if you may not pleased with it, consider it calmly and make an effort to find true happiness. ";
+ cutin "���̾ƽ�ī��",255;
+ next;
+ mes "[Lhimetorra]";
+ mes " Then... ";
+ break;
+ //=================================================================Assets? ===
+ case 2:
+ mes "[Lhimetorra]";
+ mes " Ooh... something about your fortune is starting to show... ";
+ next;
+ set .@card_1_money,rand(1,73);
+ if (.@card_1_money == 1) {
+ cutin "���̾ƽ�ī��",4;
+ mes "[Lhimetorra]";
+ mes " You must work hard to become wealthy. Don't think of other things.. Focus on and put effort into achieving your goals. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " Then good luck and try your best. ";
+ next;
+ }
+ if (.@card_1_money == 2) {
+ cutin "���̾ƽ�ī��",4;
+ mes "[Lhimetorra]";
+ mes " Something very rare may come your way. A gold mine has been the dream of many since ancient times. You have a gold mine right in front of you. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " All in all, a big fortune is right in front of your eyes. I'll be looking forward to it. ";
+ next;
+ }
+ if (.@card_1_money == 3) {
+ cutin "���̾ƽ�ī��",4;
+ mes "[Lhimetorra]";
+ mes " In the stomach pocket, there must be a secret treasure. There may be something in your pocket as well. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " Are you hiding things from other people? You should get rid of them. They may bring bad luck. ";
+ next;
+ }
+ if (.@card_1_money == 4) {
+ cutin "���̾ƽ�ī��",4;
+ mes "[Lhimetorra]";
+ mes " The card says that you should not be too greedy, for that may cause you to dig your own grave. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " You may not feel good about it, but you should accept the card's advice..! ";
+ next;
+ }
+ if (.@card_1_money == 5) {
+ cutin "����Ƽ�׽�ī��",4;
+ mes "[Lhimetorra]";
+ mes " Did you know that a moth's wings has infinite amounts of powder on it? A moth symbolizes wealth in the sense that it can gather wealth just as the powder on its wings. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " Young one, you will gather much wealth. ";
+ next;
+ }
+ if (.@card_1_money == 6) {
+ cutin "����Ƽ�׽�ī��",4;
+ mes "[Lhimetorra]";
+ mes " You must work hard to become wealthy. Don't think of other things. Simply focusing on your goals putting effort into it will help. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " Good luck and try your best. ";
+ next;
+ }
+ if (.@card_1_money == 7) {
+ cutin "����Ƽ�׽�ī��",4;
+ mes "[Lhimetorra]";
+ mes " There is a common saying that when a moth flaps its wings, wealth will fly away as well. It's not a very good sign. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " Be careful not to lose your assets. Take good care of your wallet. ";
+ next;
+ }
+ if (.@card_1_money == 8) {
+ cutin "����Ƽ�׽�ī��",4;
+ mes "[Lhimetorra]";
+ mes " Dustiness teeth are very strong. This means.. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " Your tooth will become a gold tooth?! ";
+ next;
+ }
+ if (.@card_1_money == 9) {
+ cutin "����Ƽ�׽�ī��",4;
+ mes "[Lhimetorra]";
+ mes " When a dustiness flies around, a big expense comes up. You may need to spend some money soon. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " You might want to set up a budget to prepare for this expense. ";
+ next;
+ }
+ if (.@card_1_money == 10) {
+ cutin "���ť��ī��",4;
+ mes "[Lhimetorra]";
+ mes " Dracula brings in money. Maybe it is the moral influence from when it was a count. It is expensive to be a vampire, but I've never seen a poor one before. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " You don't need to worry about money. ";
+ next;
+ }
+ if (.@card_1_money == 11) {
+ cutin "���ť��ī��",4;
+ mes "[Lhimetorra]";
+ mes " To Dracula, money is not important. Blood is more valuable. To you, money must not be that important. You don't need to be concerned about money. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " How about it? Try being a little more casual about money. ";
+ next;
+ }
+ if (.@card_1_money == 12) {
+ cutin "���ť��ī��",4;
+ mes "[Lhimetorra]";
+ mes " Dracula mocks human's money. To him it is worthless. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " You should not be so concerned about money and assets, too. ";
+ next;
+ }
+ if (.@card_1_money == 13) {
+ cutin "�巹��ũī��",4;
+ mes "[Lhimetorra]";
+ mes " No matter what, stealing is wrong! Even if a Drake blesses you in the name of pirates! Stealing is forbidden! ";
+ next;
+ mes "[Lhimetorra]";
+ mes " Noooooooo stealing! ";
+ next;
+ }
+ if (.@card_1_money == 14) {
+ cutin "�巹��ũī��",4;
+ mes "[Lhimetorra]";
+ mes " You will gather good fortune in a secretive and peculiar way.. Although, there seems to be shadows over some parts of your life. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " It's an uneasy fortune. Are you ready? ";
+ next;
+ }
+ if (.@card_1_money == 15) {
+ cutin "�巹��ũī��",4;
+ mes "[Lhimetorra]";
+ mes " The reason pirates indulge in others assets in the vast rough ocean, is because it is the only way to let the people of the land know of their existence. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " But those who live on land do not need to do so. Don't look over other people's belongings. It is the advice of a pirate. ";
+ next;
+ }
+ if (.@card_1_money == 16) {
+ cutin "������ī��",4;
+ mes "[Lhimetorra]";
+ mes " Marina prefers clean funds. It hates suspicious money. Your possessions should be clean as well. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " Why? The Marina might get rid of it all. ";
+ next;
+ }
+ if (.@card_1_money == 17) {
+ cutin "������ī��",4;
+ mes "[Lhimetorra]";
+ mes " The Marina gathers money quietly, little by little, and freely roaming at the same time. That's the real way to make money. The Marina is suggesting this method to you. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " You should take a shot at it. You've got nothing to lose. ";
+ next;
+ }
+ if (.@card_1_money == 18) {
+ cutin "������ī��",4;
+ mes "[Lhimetorra]";
+ mes " The Marina is not interested in money. The card suggests that you will resemble these traits as well. You will enjoy life apart from money. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " That's the fortune from a Marina card. ";
+ next;
+ }
+ if (.@card_1_money == 19) {
+ cutin "������ī��",4;
+ mes "[Lhimetorra]";
+ mes " You will gather money swiftly and quietly, then boom~ blow it all at once. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " Very witty, hoho. ";
+ next;
+ }
+ if (.@card_1_money == 20) {
+ cutin "��������Ʈī��",4;
+ mes "[Lhimetorra]";
+ mes " The Marionette treasures art over wealth. Bear that in mind. Honor over assets. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " What an important lesson.. Mmm... ";
+ next;
+ }
+ if (.@card_1_money == 21) {
+ cutin "��������Ʈī��",4;
+ mes "[Lhimetorra]";
+ mes " The Marionette likes shiny money. Not dull money, but the shiny kind. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " Anyways, search for that type of money. ";
+ next;
+ }
+ if (.@card_1_money == 22) {
+ cutin "��������Ʈī��",4;
+ mes "[Lhimetorra]";
+ mes " The Marionette requires lots of money. Its expenditures are enormous. You must have many expenditures ahead of you. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " A gloomy fortune. How about being cautious? ";
+ next;
+ }
+ if (.@card_1_money == 23) {
+ cutin "��������Ʈī��",4;
+ mes "[Lhimetorra]";
+ mes " The Marionette uses a lot of money. There is someone around you that is like that, too. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " There is a person like that for sure. You should watch out. ";
+ next;
+ }
+ if (.@card_1_money == 24) {
+ cutin "�޵λ�ī��",4;
+ mes "[Lhimetorra]";
+ mes " The hair of the Medusa symbolizes the amount of wealth. Seems as if something good will happen to you, young one. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " You can look forward to it. ";
+ next;
+ }
+ if (.@card_1_money == 25) {
+ cutin "�޵λ�ī��",4;
+ mes "[Lhimetorra]";
+ mes " The hair of the Medusa are all snakes. Snakes symbolize greed and slyness. When gathering things, it seems as if a cunning force will join you. It's not exactly a bright sign.. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " But you surely will get money. Hmm.. ";
+ next;
+ }
+ if (.@card_1_money == 26) {
+ cutin "�޵λ�ī��",4;
+ mes "[Lhimetorra]";
+ mes " The Medusa is strongly recommending saving. This card is telling you to save. It says to put many savings accounts in your hair and make yourself resemble its head shape. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " That is what it believes to be wealth. Oooh! ";
+ next;
+ }
+ if (.@card_1_money == 28) {
+ cutin "�޵λ�ī��",4;
+ mes "[Lhimetorra]";
+ mes " The Medusa does not enjoy playing with money. If you are attempting to use money other than the way it should be used, you should stop. Why? ";
+ next;
+ mes "[Lhimetorra]";
+ mes " Because there can be a curse of the Medusa. ";
+ next;
+ }
+ if (.@card_1_money == 29) {
+ cutin "������Ʈī��",4;
+ mes "[Lhimetorra]";
+ mes " The great strength of the Baphomet brings in fortune. It seems as if you will be able to gather much wealth with the aid of the Baphomet's force! ";
+ next;
+ mes "[Lhimetorra]";
+ mes " It's a good sign! Congratulations! ";
+ next;
+ }
+ if (.@card_1_money == 30) {
+ cutin "������Ʈī��",4;
+ mes "[Lhimetorra]";
+ mes " The scythe of the Baphomet means a strong tool to gather wealth. If you have a strong tool like his, it should be easy to gather wealth. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " What the Baphomet is trying to say is, find a mean that can help you like his tool. ";
+ next;
+ }
+ if (.@card_1_money == 31) {
+ cutin "������Ʈī��",4;
+ mes "[Lhimetorra]";
+ mes " How about getting involved in raising cattle? It seems like you can gather much wealth through it. ";
+ next;
+ }
+ if (.@card_1_money == 32) {
+ cutin "������Ʈī��",4;
+ mes "[Lhimetorra]";
+ mes " The Baphomet would like a tribute. He is saying that if you do, he will return great benefits. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " So try offering a part of your assets to the Baphomet. ";
+ next;
+ }
+ if (.@card_1_money == 33) {
+ cutin "�����ī��",4;
+ mes "[Lhimetorra]";
+ mes " The Sandman cries with sadness when money comes up. It is sad because money does not possess love or affection. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " I wonder if the meaning of money will slowly disappear from your life as well. ";
+ next;
+ }
+ if (.@card_1_money == 34) {
+ cutin "�����ī��",4;
+ mes "[Lhimetorra]";
+ mes " The Sandman is screaming because it saw too much money. It saw the money in the hands of your future. I wonder what all that money is? ";
+ next;
+ mes "[Lhimetorra]";
+ mes " I wonder.. Aren't you curious? ";
+ next;
+ }
+ if (.@card_1_money == 35) {
+ cutin "�����ī��",4;
+ mes "[Lhimetorra]";
+ mes " The Sandman's body is empty inside. Your wallet seems to be emtpy, too. You should save up some money. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " The Sandman likes to save, too. Even a monster likes to save, but when a human doesn't... ";
+ next;
+ }
+ if (.@card_1_money == 36) {
+ cutin "�����ī��",4;
+ mes "[Lhimetorra]";
+ mes " Money is like sand. Even if you save it, once the wind blows, it disappears. This card shows the emptiness of money. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " Indeed, money is futile. ";
+ next;
+ }
+ if (.@card_1_money == 37) {
+ cutin "����ī��",4;
+ mes "[Lhimetorra]";
+ mes " Sohee is wearing a fine article. To wear something like that, you would need plenty of money. Do you know what the secret is? Sohee saved very much when she was once alive. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " So you should start saving, too. ";
+ next;
+ }
+ if (.@card_1_money == 38) {
+ cutin "����ī��",4;
+ mes "[Lhimetorra]";
+ mes " Sohee hates misers. She believes she has become like that because of a miser. Don't be stingy in front of Sohee! ";
+ next;
+ mes "[Lhimetorra]";
+ mes " That type of stinginess will spite other people. Use money when it is necessary. ";
+ next;
+ }
+ if (.@card_1_money == 39) {
+ cutin "����ī��",4;
+ mes "[Lhimetorra]";
+ mes " Sohee dislikes the wealthy. They try to gather money, but never use it for others. If you don't want to be cursed by Sohee, you need to learn how to be generous with money. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " So if you have malicious desires, forget them. An ill heart easily gathers misfortune. ";
+ next;
+ }
+ if (.@card_1_money == 40) {
+ cutin "����ī��",4;
+ mes "[Lhimetorra]";
+ mes " Sohee likes foreign money. They are cute and pretty. If you have foreign currency, Sohee will love you. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " Keep an eye out for foreign currency. It will bring you luck. ";
+ next;
+ }
+ if (.@card_1_money == 41) {
+ cutin "���̿�Ŀī��",4;
+ mes "[Lhimetorra]";
+ mes " Those who work hard will gather great fortune. The Skeleton says diligent work will help greatly in gathering wealth. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " Hmm~ a ghost is saying strange things. ";
+ next;
+ }
+ if (.@card_1_money == 42) {
+ cutin "���̿�Ŀī��",4;
+ mes "[Lhimetorra]";
+ mes " Its youth is gone after a lifetime of chasing after gold. It became a monster with only bones left. No matter how much you like money and your work, look after your life as well. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " There is much more to life than wealth. ";
+ next;
+ }
+ if (.@card_1_money == 43) {
+ cutin "���̿�Ŀī��",4;
+ mes "[Lhimetorra]";
+ mes " To become rich, you must work hard as if you became a skeleton. The Skeleton is saying to work hard until you become a skeleton. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " Then not only the Skeleton, but many people will repay you greatly. ";
+ next;
+ }
+ if (.@card_1_money == 44) {
+ cutin "���̿�Ŀī��",4;
+ mes "[Lhimetorra]";
+ mes " The Skeleton says that you can make money by going north. Go north. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " There must be great fortune in that direction. ";
+ next;
+ }
+ if (.@card_1_money == 45) {
+ cutin "���̳���Ʈī��",4;
+ mes "[Lhimetorra]";
+ mes " A knight is a job that requires a lot of money. A hint of a big expense. You might want to tighten your belt. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " That is, if you don't want go to bankrupt. ";
+ next;
+ }
+ if (.@card_1_money == 46) {
+ cutin "���̳���Ʈī��",4;
+ mes "[Lhimetorra]";
+ mes " Knights do not fight for money. If they did, they would be a mercenary. A knight reaches for something higher. What the knight wants to tell you is the way to live. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " Set a goal higher than money and wealth. Do you understand, young one? ";
+ next;
+ }
+ if (.@card_1_money == 47) {
+ cutin "���̳���Ʈī��",4;
+ mes "[Lhimetorra]";
+ mes " A knight values honor more than fortune. They consider discussing wealth itself dirty not worthy. How would you be able to ask such a knight a fortune about wealth? ";
+ next;
+ mes "[Lhimetorra]";
+ mes " The knight says that a new road of life will open once you look away from fortune. ";
+ next;
+ }
+ if (.@card_1_money == 48) {
+ cutin "���̳���Ʈī��",4;
+ mes "[Lhimetorra]";
+ mes " You need to think of an ideal more noble than money. The fortune the knight suggests is this: Knights never speak of ways to make money. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " Compared to life, they believe money is foolish. The knight would like to understand these ideas of life. ";
+ next;
+ }
+ if (.@card_1_money == 49) {
+ cutin "���̳���Ʈī��",4;
+ mes "[Lhimetorra]";
+ mes " Working hard is the only way to gather wealth; don't get sidetracked and put effort into working will help your fortune. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " So do your best. ";
+ next;
+ }
+ if (.@card_1_money == 50) {
+ cutin "�ƴ���ī��",4;
+ mes "[Lhimetorra]";
+ mes " What does the god of death have to say about wealth? It is surely a bad omen. It is trying to warn something. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " Be careful. It is the word of the god of death. ";
+ next;
+ }
+ if (.@card_1_money == 51) {
+ cutin "�ƴ���ī��",4;
+ mes "[Lhimetorra]";
+ mes " The Anubis is very interested in the sacrifices offered. The offerings he likes are youth and effort. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " If you offer these two things, the Anubis says he will bring you wealth. ";
+ next;
+ }
+ if (.@card_1_money == 52) {
+ cutin "�ƴ���ī��",4;
+ mes "[Lhimetorra]";
+ mes " The Anubis is giving a warning of the west. There is a being there that can break away your wealth. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " If you want to protect your assets, beware of the west. ";
+ next;
+ }
+ if (.@card_1_money == 53) {
+ cutin "�ƴ���ī��",4;
+ mes "[Lhimetorra]";
+ mes " The Anubis hates those who try to gather money for his death. He believes it's a waste of money. Don't make the mistake of gathering money for death. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " This is the true advice of a Anubis. ";
+ next;
+ }
+ if (.@card_1_money == 54) {
+ cutin "��ũ�ε�ī��",4;
+ mes "[Lhimetorra]";
+ mes " The Orc Lord possesses much wealth. It's because of greed. Greed is essential in collecting money. The desire and greediness to make money is not something to be ashamed about. Be diligent and go make money. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " But, too much greed is forbidden. ";
+ next;
+ }
+ if (.@card_1_money == 55) {
+ cutin "��ũ�ε�ī��",4;
+ mes "[Lhimetorra]";
+ mes " The Orc Lord starts drooling about anything involving money. He targets anybody with money. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " Therefore, don't speak of money to the Orc Lord. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " Same goes for humans. Be wary of those who are avaricious like the Orc Lord. ";
+ next;
+ }
+ if (.@card_1_money == 56) {
+ cutin "��ũ�ε�ī��",4;
+ mes "[Lhimetorra]";
+ mes " There should be great wealth awaiting in the direction the Orc Lord's horn is pointing. The card is directing towards.. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " The northwest? Would you like to try your luck in that direction? ";
+ next;
+ }
+ if (.@card_1_money == 57) {
+ cutin "��ũ�ε�ī��",4;
+ mes "[Lhimetorra]";
+ mes " The Orc Lord likes gold. Of all the treasures, gold is the best. Closely watch gold. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " Gold is rather peculiar compared to other assets. ";
+ next;
+ }
+ if (.@card_1_money == 58) {
+ cutin "��ī��",4;
+ mes "[Lhimetorra]";
+ mes " Jack makes money through jokes. Others' happiness is the key to his wealth. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " Why don't you learn how to make others happy? It should be of great help. ";
+ next;
+ }
+ if (.@card_1_money == 59) {
+ cutin "��ī��",4;
+ mes "[Lhimetorra]";
+ mes " Jack likes fun money. He detests sad and burdensome money. ";
+ mes " He always says this. Light-hearted and easy money isn't dangerous even if it piles up. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " As Jack's advice says, stay closer to light money. It is safer and better. ";
+ next;
+ }
+ if (.@card_1_money == 60) {
+ cutin "��ī��",4;
+ mes "[Lhimetorra]";
+ mes " Jack thinks of money as a foolish item. But somehow he makes that kind of money. ";
+ mes " That's why those who are controlled by fools consider the other a fool, too. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " If you don't want to be considered a fool by Jack, don't be controlled by money. ";
+ mes " Or else, Jack will attack. ";
+ next;
+ }
+ if (.@card_1_money == 61) {
+ cutin "��ī��",4;
+ mes "[Lhimetorra]";
+ mes " Jack is asking for money. Don't be stingy about paying those who bring entertainment and fun. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " Then, Jack will reward you in return. ";
+ next;
+ }
+ if (.@card_1_money == 62) {
+ cutin "��Ŀī��",4;
+ mes "[Lhimetorra]";
+ mes " Do you know what a joker's specialty is? It is tricking others and making money. Be wary of the joker. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " Jokers do not exist in one form. They will aim for your money in several different ways. ";
+ next;
+ }
+ if (.@card_1_money == 63) {
+ cutin "��Ŀī��",4;
+ mes "[Lhimetorra]";
+ mes " The Joker says if you let him borrow money, he will repay you with more. You're going to refuse, right? But the Joker's temptation does not end after one try. ";
+ mes " He will linger around you as a neighbor, or a rare item and ask for money. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " Act wisely! You'll be in trouble if you are tricked easily! ";
+ next;
+ }
+ if (.@card_1_money == 64) {
+ cutin "��Ŀī��",4;
+ mes "[Lhimetorra]";
+ mes " Even if a joker asks for change, never give any to him. He will ask for change, then end up ask for a big sum of money. ";
+ mes " Jokers are like that. They have the ability to turn a small mistake into a big calamity. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " That's why you should be more careful about it. ";
+ next;
+ }
+ if (.@card_1_money == 65) {
+ cutin "��Ŀī��",4;
+ mes "[Lhimetorra]";
+ mes " There is only one reason a Joker requests money.. to take yours. ";
+ mes " His goal is not to become rich. A real foul playful one. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " But losing money isn't a joke now, is it? You should be careful. ";
+ next;
+ }
+ if (.@card_1_money == 66) {
+ cutin "ȣ��ī��",4;
+ mes "[Lhimetorra]";
+ mes " Hodes do not know about money. They just gobble everything up. But that might be the shortcut to gaining great wealth. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " Don't focus too much on money. Just work at it. It's saying that it is the best method. ";
+ next;
+ }
+ if (.@card_1_money == 67) {
+ cutin "ȣ��ī��",4;
+ mes "[Lhimetorra]";
+ mes " Hodes do not know anything about money. But they do not forgive those who have an eye on their things. ";
+ mes " Not being greedy and taking care of your share is the wisest way to manage your wealth. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " Indeed, the Hode is right. Do you understand as well? ";
+ next;
+ }
+ if (.@card_1_money == 68) {
+ cutin "ȣ��ī��",4;
+ mes "[Lhimetorra]";
+ mes " The Hode knows nothing about money. But a very rare item drops from a Hode's body. ";
+ mes " It has a treasure in it without knowing. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " Take a careful look around you. Treasures are hidden all over. ";
+ next;
+ }
+ if (.@card_1_money == 69) {
+ cutin "ȣ��ī��",4;
+ mes "[Lhimetorra]";
+ mes " Hodes are strong even though they live in the desert. Just because the environment is poor, doesn't mean that you can't gather wealth. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " Don't blame the environment. That excuse is only for whiners. ";
+ next;
+ }
+ if (.@card_1_money == 70) {
+ cutin "Ȳ��ī��",4;
+ mes "[Lhimetorra]";
+ mes " Do you know the saying that says those who work like bulls become rich? Working hard is the best way. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " Just like a bull. ";
+ next;
+ }
+ if (.@card_1_money == 71) {
+ cutin "Ȳ��ī��",4;
+ mes "[Lhimetorra]";
+ mes " Bulls only know how to work, but the bull itself has a lot to offer. Meat, leather, horn.. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " You, too, should look after yourself and not just work. You have many hidden values. ";
+ next;
+ }
+ if (.@card_1_money == 72) {
+ cutin "Ȳ��ī��",4;
+ mes "[Lhimetorra]";
+ mes " Bulls continue to work even on gloomy days. Then they can gather a lot of things. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " Don't be picky about the days you work. You will be able to make more money. ";
+ next;
+ }
+ if (.@card_1_money == 73) {
+ cutin "Ȳ��ī��",4;
+ mes "[Lhimetorra]";
+ mes " Bulls do not like working for money. They are disgruntled when others consider labor as money. ";
+ mes " Shouldn't you reconsider working against your will just for money? ";
+ next;
+ mes "[Lhimetorra]";
+ mes " It is a serious problem. It is your life, so ponder about it young one. ";
+ }
+ mes "[Lhimetorra]";
+ mes " Most people are curious about money. ";
+ mes " It is a very humanly and common curiosity. Cards are very stingy about fortunes regarding wealth. ";
+ next;
+ cutin "���̾ƽ�ī��",255;
+ mes "[Lhimetorra]";
+ mes " Therefore, getting a fortune like this is considered being lucky. Use this fortune to prosper. ";
+ break;
+ //=================================================================Future ===
+ case 3:
+ mes "[Lhimetorra]";
+ mes " Future... the card that sees the future is beginning to speak...... Prepare yourself... ";
+ next;
+ set .@card_1_future,rand(1,67);
+ if (.@card_1_future == 1) {
+ cutin "���̾ƽ�ī��",4;
+ mes "[Lhimetorra]";
+ mes " Youth is not eternal. At one point when you wake up, you realize you are already a middle-aged worker. ";
+ mes " Even reminiscing about the past over a cup of coffee can't bring back time. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " Treasure the present.. is what the card is saying. ";
+ next;
+ }
+ if (.@card_1_future == 2) {
+ cutin "���̾ƽ�ī��",4;
+ mes "[Lhimetorra]";
+ mes " This fortune is foreshadowing that you will become a strong and healthy worker in the future. ";
+ mes " Not a normal worker, but one that has great strength and might.. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " You should prepare for your future. ";
+ next;
+ }
+ if (.@card_1_future == 3) {
+ cutin "���̾ƽ�ī��",4;
+ mes "[Lhimetorra]";
+ mes " Smoking in a mine is an imprudent, life-threatening thing to do. You are wasting your precious life with that kind of behavior. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " Act with a little more wisdom for your future. ";
+ next;
+ }
+ if (.@card_1_future == 4) {
+ cutin "���̾ƽ�ī��",4;
+ mes "[Lhimetorra]";
+ mes " You may be shoveling in the future. In a dark dark place, shoveling that requires great strength. You must be careful young one. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " This type of fortune is never wrong. ";
+ next;
+ }
+ if (.@card_1_future == 5) {
+ cutin "����Ƽ�׽�ī��",4;
+ mes "[Lhimetorra]";
+ mes " The moth is used when it is a caterpillar and ignored after it becomes a moth, by humans. ";
+ mes " Which is better? ";
+ next;
+ mes "[Lhimetorra]";
+ mes " Check to see if there is an aspect of your life that is like the moth. ";
+ next;
+ }
+ if (.@card_1_future == 6) {
+ cutin "����Ƽ�׽�ī��",4;
+ mes "[Lhimetorra]";
+ mes " The moth flies around without worrying about the future. It is telling you to fly freely rather than getting anxious about the future.. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " This is the fortune from this card. ";
+ next;
+ }
+ if (.@card_1_future == 7) {
+ cutin "����Ƽ�׽�ī��",4;
+ mes "[Lhimetorra]";
+ mes " Dustiness' teeth are very strong. This means... ";
+ next;
+ mes "[Lhimetorra]";
+ mes " To live the future with strong teeth?! ";
+ next;
+ }
+ if (.@card_1_future == 8) {
+ cutin "����Ƽ�׽�ī��",4;
+ mes "[Lhimetorra]";
+ mes " The moth says that this is not a time to think about wealth and prosperity. It says that someone important has appeared near you. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " Any ideas who that may be? ";
+ next;
+ }
+ if (.@card_1_future == 9) {
+ cutin "����Ƽ�׽�ī��",4;
+ mes "[Lhimetorra]";
+ mes " Dustiness symbolizes a hazy future. It is similar to your mind right now. It says it is obvious. ";
+ mes " It says that there is no set path in the future. Isn't a relief in a way? ";
+ next;
+ mes "[Lhimetorra]";
+ mes " It is not good nor bad, so there is always room for new possibilities. ";
+ next;
+ }
+ if (.@card_1_future == 10) {
+ cutin "���ť��ī��",4;
+ mes "[Lhimetorra]";
+ mes " Sometime in your future, a future like Dracula awaits you. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " If you hope for that type of future, it is no problem, but you should be careful nonetheless. ";
+ next;
+ }
+ if (.@card_1_future == 11) {
+ cutin "���ť��ī��",4;
+ mes "[Lhimetorra]";
+ mes " If the condition is just right, vampires can live forever. But, when that perfect condition is disrupted, they meet a tragic end. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " This means that if you go after fame and eternal life, tragedy awaits you in the end. They are not the important things in life. ";
+ next;
+ }
+ if (.@card_1_future == 12) {
+ cutin "���ť��ī��",4;
+ mes "[Lhimetorra]";
+ mes " The Dracula says to be true to the present. Indeed, thinking and being true to the present is much more important than trying to figure out your future. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " Unfortunately, I agree with it young one. ";
+ next;
+ }
+ if (.@card_1_future == 13) {
+ cutin "�巹��ũī��",4;
+ mes "[Lhimetorra]";
+ mes " Pirates do not have a future. That doesn't mean you do not have one. But.. you simply need to make more prudent decisions. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " How about changing your lifestyle? That's what this means. ";
+ next;
+ }
+ if (.@card_1_future == 14) {
+ cutin "�巹��ũī��",4;
+ mes "[Lhimetorra]";
+ mes " In this world, being a pirate out in the rough seas is very dangerous. But, they do not regret their decisions. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " Because they find their meaning of life in the process. Young one, how about searching for the meaning of your life? ";
+ next;
+ }
+ if (.@card_1_future == 15) {
+ cutin "�巹��ũī��",4;
+ mes "[Lhimetorra]";
+ mes " Pirates are remembered as pirates even after they pass away. A person's name is beyond the matter of life and death. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " You should live with that aspect in mind.";
+ next;
+ }
+ if (.@card_1_future == 16) {
+ cutin "������ī��",4;
+ mes "[Lhimetorra]";
+ mes " The Marina does not think of its future.. But I can tell you one thing. Survival. The Marina only thinks about survival and life. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " You.. no, all of us should learn and do the same. ";
+ next;
+ }
+ if (.@card_1_future == 17) {
+ cutin "������ī��",4;
+ mes "[Lhimetorra]";
+ mes " The Marina doesn't think of its future.. but I can tell you one thing. Freedom. The Marina swims freely. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " How about living like that, too? ";
+ next;
+ }
+ if (.@card_1_future == 18) {
+ cutin "������ī��",4;
+ mes "[Lhimetorra]";
+ mes " Leave your future to the Marina. The Marina treasures its precious ocean. The sea will be of great significance in your future, too. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " A fisherman? Oceanographer? Pirate? Although I do not know which job it is... ";
+ next;
+ }
+ if (.@card_1_future == 19) {
+ cutin "��������Ʈī��",4;
+ mes "[Lhimetorra]";
+ mes " A Marionette is a Marionette forever. Its past and future never changes. Its present is its future. Don't you think it is rather sad? ";
+ next;
+ mes "[Lhimetorra]";
+ mes " But that could also be a good thing. This is the meaning of a Marionette. ";
+ next;
+ }
+ if (.@card_1_future == 20) {
+ cutin "��������Ʈī��",4;
+ mes "[Lhimetorra]";
+ mes " A Marionette is restrained but it has hope that it will be freed one day. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " Very nice. This fortune signifies 'hope'. ";
+ next;
+ }
+ if (.@card_1_future == 21) {
+ cutin "��������Ʈī��",4;
+ mes "[Lhimetorra]";
+ mes " The eyes of a Marionette symbolize 'challenge.' Challenge will mean a lot in your future. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " ...to the point where that challenge will change your life. ";
+ next;
+ }
+ if (.@card_1_future == 22) {
+ cutin "��������Ʈī��",4;
+ mes "[Lhimetorra]";
+ mes " The Marionette believes the present is more important than the future. Basically, asking about the future is pointless. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " The Marionette devotes everything into the present. It suggests that type of attitude to you, too. ";
+ next;
+ }
+ if (.@card_1_future == 23) {
+ cutin "�޵λ�ī��",4;
+ mes "[Lhimetorra]";
+ mes " The Medusa symbolizes the absolute one who accepts everyone's challenge. Your future will be in a position that is challenged by many. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " It could be good and bad. It is also a very tiring position. ";
+ next;
+ }
+ if (.@card_1_future == 24) {
+ cutin "�޵λ�ī��",4;
+ mes "[Lhimetorra]";
+ mes " The Medusa symbolizes the absolute one who accepts everyone's challenge. Your future must be filled with challenges! ";
+ next;
+ mes "[Lhimetorra]";
+ mes " Always challenge others! It is alright to fail, since challenge itself will become life. ";
+ next;
+ }
+ if (.@card_1_future == 25) {
+ cutin "�޵λ�ī��",4;
+ mes "[Lhimetorra]";
+ mes " The Medusa says that there will be great chaos in the future. Chaos... I'm not sure what type of chaos it means, but it is definitely something that has never happened before. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " There is something that you must fight.. and win, in your future. ";
+ next;
+ }
+ if (.@card_1_future == 26) {
+ cutin "�޵λ�ī��",4;
+ mes "[Lhimetorra]";
+ mes " The hair of the Medusa are sticking up. It is nervous about the big change that is going to happen. A change that even makes the scary Medusa worried. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " How about preparing yourself as well? ";
+ next;
+ }
+ if (.@card_1_future == 27) {
+ cutin "������Ʈī��",4;
+ mes "[Lhimetorra]";
+ mes " The Baphomet doesn't care about a human's future. They simply observe quietly. Hmm... It seems like it has nothing to say about your future as well... ";
+ next;
+ mes "[Lhimetorra]";
+ mes " It has an unconcerned expression. ";
+ next;
+ }
+ if (.@card_1_future == 28) {
+ cutin "������Ʈī��",4;
+ mes "[Lhimetorra]";
+ mes " The scythe the Baphomet is holding signifies the strong will to conquer the future. ";
+ mes " What you need is not someone else's help or wisdom, but strong willpower. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " Once you have that type of willpower, the road to the future will be very broad and promising. ";
+ next;
+ }
+ if (.@card_1_future == 29) {
+ cutin "������Ʈī��",4;
+ mes "[Lhimetorra]";
+ mes " The Baphomet says that humans have no future. It says that their greed and selfishness shows no hope. ";
+ mes " The future will only open to those that go beyond human's greed. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " The card expects something like that from you. ";
+ next;
+ }
+ if (.@card_1_future == 30) {
+ cutin "������Ʈī��",4;
+ mes "[Lhimetorra]";
+ mes " The Baphomet is facing the future. No matter how much effort you put in, without an eye that looks towards the future, it is pointless. ";
+ mes " The Baphomet is telling you to look towards the future. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " To know your position right now and where to aim in the future. ";
+ next;
+ }
+ if (.@card_1_future == 31) {
+ cutin "�����ī��",4;
+ mes "[Lhimetorra]";
+ mes " A sand's future is simply sand. Not a rock, nor mud. Some things just don't change young one. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " What the Sandman card is trying to say is to treasure your present self. ";
+ next;
+ }
+ if (.@card_1_future == 32) {
+ cutin "�����ī��",4;
+ mes "[Lhimetorra]";
+ mes " A sand dune changes its shape even after a day. The Sandman card is speaking of a future with many changes. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " It says not to be too caught up with the present, because the future is always changing. ";
+ next;
+ }
+ if (.@card_1_future == 33) {
+ cutin "�����ī��",4;
+ mes "[Lhimetorra]";
+ mes " You will have a son in the future. Hmm? What'd you say? No plans for a baby? ";
+ next;
+ mes "[Lhimetorra]";
+ mes " That's why it is the future. Unexpected things happen every once in a while in the future. Lala~ ";
+ next;
+ }
+ if (.@card_1_future == 34) {
+ cutin "�����ī��",4;
+ mes "[Lhimetorra]";
+ mes " There are rare and precious treasures in the sand. The Sandman says that in the vast sand of the world, a treasure, will be discovered. That treasure is you young one.";
+ next;
+ mes "[Lhimetorra]";
+ mes " Hmm... Expecting a lot. Hehe~ ";
+ next;
+ }
+ if (.@card_1_future == 35) {
+ cutin "����ī��",4;
+ mes "[Lhimetorra]";
+ mes " Do you know what a Sohee thinks the most pitiful thing is? The future. It is because she was not able to live her future. ";
+ mes " That is why you cannot bring up the subject of future in front of Sohee. I'm very sorry I cannot help. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " But isn't it better than a curse. Just think of it as that and forget about it. ";
+ next;
+ }
+ if (.@card_1_future == 36) {
+ cutin "���̿�Ŀī��",4;
+ mes "[Lhimetorra]";
+ mes " Even in darkness you will shine for your goal. ";
+ mes " The Skeleton is encouraging you to not lose your light even in a life in dark and damp places. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " You must feel good, getting a word of encouragement from the Skeleton. Lala~ ";
+ next;
+ }
+ if (.@card_1_future == 37) {
+ cutin "���̿�Ŀī��",4;
+ mes "[Lhimetorra]";
+ mes " The story I heard from the skeleton goes like this. I am the king of the future. What in the world is that supposed to mean? ";
+ next;
+ mes "[Lhimetorra]";
+ mes " I don't know. Maybe it is saying that a scrawny person will do something great in the future? ";
+ next;
+ }
+ if (.@card_1_future == 38) {
+ cutin "���̿�Ŀī��",4;
+ mes "[Lhimetorra]";
+ mes " If you want to do something great in the future, you must express your thankfulness to the Skeleton. ";
+ mes " Then the Skeleton will help you. How do you express your thankfulness? ";
+ next;
+ mes "[Lhimetorra]";
+ mes " If you see someone that resembles the Skeleton, help them. ";
+ mes " Then the Skeleton will think that you helped itself and be happy. What a silly monster. Haha. ";
+ next;
+ }
+ if (.@card_1_future == 39) {
+ cutin "���̿�Ŀī��",4;
+ mes "[Lhimetorra]";
+ mes " The Skeleton has the ability to dig where it feels the future, rather than looking into it. ";
+ mes " It is digging in the east right now. How about it, won't you try going there? ";
+ next;
+ mes "[Lhimetorra]";
+ mes " Who knows, the key to the future may be lying in the east. ";
+ next;
+ }
+ if (.@card_1_future == 40) {
+ cutin "���̳���Ʈī��",4;
+ mes "[Lhimetorra]";
+ mes " A knight's future leads to death. An honorable death on the battlefield. ";
+ mes " One cannot live as a knight without being proud of that type of future. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " The knight wants you to be proud of yourself. ";
+ mes " It says what you need is pride. Not honor, wealth, or love.. but pride. ";
+ next;
+ }
+ if (.@card_1_future == 41) {
+ cutin "���̳���Ʈī��",4;
+ mes "[Lhimetorra]";
+ mes " A knight commenting about a person's future is very rare. ";
+ mes " It says nothing for you in particular. Nothing ominous. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " It is a very good thing. Means a bright and clear future. Hohoho~ ";
+ next;
+ }
+ if (.@card_1_future == 42) {
+ cutin "���̳���Ʈī��",4;
+ mes "[Lhimetorra]";
+ mes " A knight commenting about a person's future is very rare. ";
+ mes " It says it will say one thing for you. Dark clouds can be seen beyond the clear skies. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " You must find out for yourself what those clouds mean. Anyways, you must be careful. ";
+ next;
+ }
+ if (.@card_1_future == 43) {
+ cutin "���̳���Ʈī��",4;
+ mes "[Lhimetorra]";
+ mes " It is necessary to reflect upon the past and present in order to look into the future. This card says to look carefully into your past. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " ..with the attitude of reflecting upon yourself. What do you think? Don't you think you lived too much looking into the future? ";
+ next;
+ }
+ if (.@card_1_future == 44) {
+ cutin "�ƴ���ī��",4;
+ mes "[Lhimetorra]";
+ mes " What does the god of death want to say about the future? It is definitely an ominous sign. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " It is trying to warn something about the future. Be careful. ";
+ next;
+ }
+ if (.@card_1_future == 45) {
+ cutin "�ƴ���ī��",4;
+ mes "[Lhimetorra]";
+ mes " The Anubis likes comedy despite people's expectations. It looks forward to comedy. Comedy must be important in the future. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " In your case, it would be wise to grow your sense of humor. ";
+ next;
+ }
+ if (.@card_1_future == 46) {
+ cutin "�ƴ���ī��",4;
+ mes "[Lhimetorra]";
+ mes " The Anubis is the god of death, but it expresses more interest in the future than death. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " Even the Anubis doesn't think about death, so why should you be thinking about it? Expect a good future young one. ";
+ next;
+ }
+ if (.@card_1_future == 47) {
+ cutin "�ƴ���ī��",4;
+ mes "[Lhimetorra]";
+ mes " The Anubis says it has no interest in you. It is a good sign. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " What can be better than being ignored by the god of death? ";
+ next;
+ }
+ if (.@card_1_future == 48) {
+ cutin "��ũ�ε�ī��",4;
+ mes "[Lhimetorra]";
+ mes " The Orc Lord says that dairy farming will develop in the future. Why don't you invest in it as well? ";
+ next;
+ mes "[Lhimetorra]";
+ mes " A business looking into the future? ";
+ next;
+ }
+ if (.@card_1_future == 49) {
+ cutin "��ũ�ε�ī��",4;
+ mes "[Lhimetorra]";
+ mes " The Orc Lord says you need great strength in the future. Strength that is three, four times greater than now. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " Make yourself stronger in any form. In the future, you will need it. ";
+ next;
+ }
+ if (.@card_1_future == 50) {
+ cutin "��ũ�ε�ī��",4;
+ mes "[Lhimetorra]";
+ mes " The Orc Lord says that love for your companions will become great strength in the future. ";
+ mes " Your strength is not enough. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " To become a Lord, you will need colleagues. You should take the Orc Lord's advice! ";
+ next;
+ }
+ if (.@card_1_future == 51) {
+ cutin "��ũ�ε�ī��",4;
+ mes "[Lhimetorra]";
+ mes " The Orc Lord is expressing opposition in being too curious about the future. ";
+ mes " Pay a little more attention to the present. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " Respect his opinion young one. You have nothing to lose. ";
+ next;
+ }
+ if (.@card_1_future == 52) {
+ cutin "��ī��",4;
+ mes "[Lhimetorra]";
+ mes " Jack says something interesting will happen in the future. According to him, the future will be more fun than the present. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " Are you looking forward to it? ";
+ next;
+ }
+ if (.@card_1_future == 53) {
+ cutin "��ī��",4;
+ mes "[Lhimetorra]";
+ mes " Jack says, in order to prepare for the future, a delightful preparation is necessary. ";
+ mes " Delightful preparation? I don't understand.. I suppose I am too old. Maybe young ones get it.. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " What do you think? Any assumptions? ";
+ next;
+ }
+ if (.@card_1_future == 54) {
+ cutin "��ī��",4;
+ mes "[Lhimetorra]";
+ mes " Jack is jealous because a splendid person is headed your way in the future. ";
+ mes " I wonder what type of person it is to make that Jack jealous! ";
+ next;
+ mes "[Lhimetorra]";
+ mes " One thing for sure is that you will be very happy! Congratulations young one! ";
+ next;
+ }
+ if (.@card_1_future == 56) {
+ cutin "��ī��",4;
+ mes "[Lhimetorra]";
+ mes " Jack says you may be frustrated in the future. ";
+ mes " He says to overcome the frustration, it is necessary to think of happy thoughts. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " Meaning your future will become a battle between happiness and frustration.. ";
+ next;
+ }
+ if (.@card_1_future == 57) {
+ cutin "��Ŀī��",4;
+ mes "[Lhimetorra]";
+ mes " The Joker is trying to trick you. This card has all different types of ominous fortunes. ";
+ mes " He wants to enjoy watching you tremble with anxiety. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " Sadness, failure, darkness, loneliness.. you may feel all of these emotions, but they are not fatal. Don't worry. ";
+ next;
+ }
+ if (.@card_1_future == 58) {
+ cutin "��Ŀī��",4;
+ mes "[Lhimetorra]";
+ mes " Jokers don't just appear and go away. They come back in the future. ";
+ mes " They will seduce you numerous times. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " So train yourself not to be tempted. ";
+ mes " Or else you will face frustration or commit a blunder. ";
+ next;
+ }
+ if (.@card_1_future == 59) {
+ cutin "��Ŀī��",4;
+ mes "[Lhimetorra]";
+ mes " Do you see the thing that looks like a leaf flying around the Joker? That is the spade mark. ";
+ mes " Spades means death. Jokers leave those kinds of marks on purpose. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " Don't get disturbed by the mark of death. It's merely a Joker's joke. ";
+ next;
+ }
+ if (.@card_1_future == 60) {
+ cutin "��Ŀī��",4;
+ mes "[Lhimetorra]";
+ mes " Joker offers a nice insurance and says to prepare for the future, but most of it is a waste of time. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " Don't prepare for the future carelessly. A loose measure is worse than a prepared adventure. ";
+ next;
+ }
+ if (.@card_1_future == 61) {
+ cutin "ȣ��ī��",4;
+ mes "[Lhimetorra]";
+ mes " Hodes do not know about tomorrow. But though they are quiet, they endanger other living things. ";
+ mes " Effort into oneself puts great power into the mere existence of one. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " Don't forget that you must think about yorsrelf the most. ";
+ next;
+ }
+ if (.@card_1_future == 62) {
+ cutin "ȣ��ī��",4;
+ mes "[Lhimetorra]";
+ mes " Hodes do not know about tomorrow, but they still know about death. ";
+ mes " Even though you may be honest and simple, in a time of a crisis, you must be alert. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " Or else you will really be a simple and honest fool. That may be troublesome. ";
+ next;
+ }
+ if (.@card_1_future == 62) {
+ cutin "ȣ��ī��",4;
+ mes "[Lhimetorra]";
+ mes " Hodes do not ponder about life, but their will to live is very strong.";
+ mes " You can gain a lot simply through the will to hold on to life. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " Be thankful that you are alive. Thankfullness itself should help greatly. ";
+ next;
+ }
+ if (.@card_1_future == 63) {
+ cutin "ȣ��ī��",4;
+ mes "[Lhimetorra]";
+ mes " Hodes are afraid of crises. You should try not to be afraid of crises either. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " Don't think of them too much. A crisis is simply a crisis. ";
+ next;
+ }
+ if (.@card_1_future == 64) {
+ cutin "Ȳ��ī��",4;
+ mes "[Lhimetorra]";
+ mes " Before, bulls used to be thought of as foolishly honest workers, but these days bulls are great strong fighters. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " Finding different sides of oneself is the way to improve. Study about yourself. ";
+ next;
+ }
+ if (.@card_1_future == 65) {
+ cutin "Ȳ��ī��",4;
+ mes "[Lhimetorra]";
+ mes " Do bulls leave leather when they pass away? Or was it the tiger? ";
+ mes " Anyways, he is jealous of the humans that leave their name in history. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " If you don't leave your name, he may bear hatred against you for wasting your life. ";
+ mes " So, to not be cursed, make an effort to leave your name in history. ";
+ next;
+ }
+ if (.@card_1_future == 66) {
+ cutin "Ȳ��ī��",4;
+ mes "[Lhimetorra]";
+ mes " It might seem funny that a bull will look into the future, but the bull is looking into your future right now. ";
+ mes " He says your future is mixed with storms and fall weather. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " It may be difficult if you are caught up with one situation. In good times, prepare for the bad, and in bad times look forward to good luck. ";
+ next;
+ }
+ if (.@card_1_future == 67) {
+ cutin "ȣ��ī��",4;
+ mes "[Lhimetorra]";
+ mes " The bull thinks of the happiness awaiting in the future, but it doesn't like reduced efficiency because of that happiness. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " Even though happiness may be on its way, don't let it affect your work right now. ";
+ mes " This is the bull's thought and your fortune. ";
+ next;
+ }
+ mes "[Lhimetorra]";
+ mes " Speaking of the future is as dangerous act. ";
+ mes " Humans may face disaster if speaking of the future carelessly. That's why we ask cards about the future. ";
+ next;
+ cutin "���̾ƽ�ī��",255;
+ mes "[Lhimetorra]";
+ mes " Your fortune is a rather good one. There are some in this world who get more horrible fortunes. ";
+ mes " Use this fortune as a support in your life. Ok? ";
+ break;
+ //================================================================= Warning ===
+ case 4:
+ mes "[Lhimetorra]";
+ mes " Someone that knows of the dangers you do not, will warn you in the form of cards... so listen carefully-! ";
+ next;
+ set .@card_1_warning,rand(1,70);
+ if (.@card_1_warning == 1) {
+ cutin "���̾ƽ�ī��",4;
+ mes "[Lhimetorra]";
+ mes " Do you see the forbidden mark on its shoulder? It is telling you to not do something. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " If you are thinking of something right now, stop your movement. Or else disaster may be headed your way. ";
+ next;
+ }
+ if (.@card_1_warning == 2) {
+ cutin "���̾ƽ�ī��",4;
+ mes "[Lhimetorra]";
+ mes " Someone is after you. The person is very strong like the picture. They might be holding grudges against you. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " Look around you. Of course, look for anyone you might have spited.. ";
+ next;
+ }
+ if (.@card_1_warning == 3) {
+ cutin "���̾ƽ�ī��",4;
+ mes "[Lhimetorra]";
+ mes " It is saying to be careful not to burn your mustache with a cigarette. When you do something, something is always at risk.. It is probably warning about that. ";
+ next;
+ }
+ if (.@card_1_warning == 4) {
+ cutin "���̾ƽ�ī��",4;
+ mes "[Lhimetorra]";
+ mes " 'Be careful of shoveling'.. You might get hit by a shovel. Should you be careful around a construction site? ";
+ next;
+ }
+ if (.@card_1_warning == 5) {
+ cutin "����Ƽ�׽�ī��",4;
+ mes "[Lhimetorra]";
+ mes " The sound of a moth's wings fluttering means chaos. A chaotic event may occur around you. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " The moth is warning you of this. You should be careful. ";
+ next;
+ }
+ if (.@card_1_warning == 6) {
+ cutin "����Ƽ�׽�ī��",4;
+ mes "[Lhimetorra]";
+ mes " Be aware of the wings. Wings symbolize flight, adventure, and fickleness of a player. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " If a word strikes you, be wary of that. Maybe.. a player? ";
+ next;
+ }
+ if (.@card_1_warning == 7) {
+ cutin "����Ƽ�׽�ī��",4;
+ mes "[Lhimetorra]";
+ mes " The teeth of Dustiness are very strong. This means.. Someone may attempt to bite you with their teeth?! ";
+ next;
+ }
+ if (.@card_1_warning == 8) {
+ cutin "����Ƽ�׽�ī��",4;
+ mes "[Lhimetorra]";
+ mes " The moth's warning: 'Dangerous!'. A very simple, yet obvious warning. ";
+ next;
+ }
+ if (.@card_1_warning == 9) {
+ cutin "���ť��ī��",4;
+ mes "[Lhimetorra]";
+ mes " Dracula says, 'Be careful in the streets at night.' ";
+ next;
+ }
+ if (.@card_1_warning == 10) {
+ cutin "���ť��ī��",4;
+ mes "[Lhimetorra]";
+ mes " Dracula says, 'Don't be too picky.' ";
+ next;
+ }
+ if (.@card_1_warning == 11) {
+ cutin "���ť��ī��",4;
+ mes "[Lhimetorra]";
+ mes " Dracula says, 'Brush your teeth 3 times a day.' Make sure you brush your teeth! ";
+ next;
+ }
+ if (.@card_1_warning == 12) {
+ cutin "���ť��ī��",4;
+ mes "[Lhimetorra]";
+ mes " Dracula says, 'Study the important points first.' Cramming will not work! ";
+ next;
+ }
+ if (.@card_1_warning == 13) {
+ cutin "�巹��ũī��",4;
+ mes "[Lhimetorra]";
+ mes " If you see the flag of a pirate, either run or do as they say. Pirates do not give more than one warning. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " It is the same in life. ";
+ next;
+ }
+ if (.@card_1_warning == 14) {
+ cutin "�巹��ũī��",4;
+ mes "[Lhimetorra]";
+ mes " Pirates give warnings about many things. But right now, this card is speaking of betrayal. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " To pirates, betrayal means tragic death. Be careful of betrayals. ";
+ next;
+ }
+ if (.@card_1_warning == 15) {
+ cutin "�巹��ũī��",4;
+ mes "[Lhimetorra]";
+ mes " The pirate is warning you of your beauty. Don't show off your beauty too much. Pirates are very jealous of appearance, as well. ";
+ next;
+ }
+ if (.@card_1_warning == 16) {
+ cutin "������ī��",4;
+ mes "[Lhimetorra]";
+ mes " The Marina is warning of a hot stinging poison. Be cautious of poison. ";
+ next;
+ }
+ if (.@card_1_warning == 17) {
+ cutin "������ī��",4;
+ mes "[Lhimetorra]";
+ mes " The Marina is warning about a lazy lifestyle. It says such a lifestyle will lead to something like itself. ";
+ next;
+ }
+ if (.@card_1_warning == 18) {
+ cutin "������ī��",4;
+ mes "[Lhimetorra]";
+ mes " The Marina doesn't really think about anything else.. But it will say one thing. Food. The Marina loves food. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " Eating is happiness. Same goes for humans as well. Value food and enjoy eating. ";
+ next;
+ }
+ if (.@card_1_warning == 19) {
+ cutin "������ī��",4;
+ mes "[Lhimetorra]";
+ mes " The Marina is warning about a big belly. It's not happy because it resembles itself.. How about losing some weight? ";
+ next;
+ }
+ if (.@card_1_warning == 20) {
+ cutin "��������Ʈī��",4;
+ mes "[Lhimetorra]";
+ mes " The Marionette says that you must not rely on violence and to use a different method. ";
+ mes " I'm not quite sure, but it may become an important word of advice to you..? ";
+ next;
+ }
+ if (.@card_1_warning == 21) {
+ cutin "��������Ʈī��",4;
+ mes "[Lhimetorra]";
+ mes " The Marionette is warning about ominous activities. If you did something recently, you should settle it soon. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " A bad result may come your way. ";
+ next;
+ }
+ if (.@card_1_warning == 22) {
+ cutin "��������Ʈī��",4;
+ mes "[Lhimetorra]";
+ mes " The Marionette's eyes are warning about your falsehood. Lies, deceit, fake calculations and actions.. The Marionette is warning about all of them. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " This is all for you young one. Therefore, follow this fortune and rid yourself of falsehood. ";
+ next;
+ }
+ if (.@card_1_warning == 23) {
+ cutin "��������Ʈī��",4;
+ mes "[Lhimetorra]";
+ mes " The Marionette is emphasizing a proper diet. Don't rely too much on meat. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " Take the Marionette's advice. She never says anything wrong. Hoho... ";
+ next;
+ }
+ if (.@card_1_warning == 24) {
+ cutin "�޵λ�ī��",4;
+ mes "[Lhimetorra]";
+ mes " The Medusa punishes those who challenge it without warning. Unexpected punishment. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " That is a Medusa. You should be careful. The warning ended a long time ago. ";
+ next;
+ }
+ if (.@card_1_warning == 25) {
+ cutin "�޵λ�ī��",4;
+ mes "[Lhimetorra]";
+ mes " The Medusa is warning you to be nice to others, or else it will turn you into stone.";
+ next;
+ mes "[Lhimetorra]";
+ mes " What a rightful Medusa. Hmm... ";
+ next;
+ }
+ if (.@card_1_warning == 26) {
+ cutin "�޵λ�ī��",4;
+ mes "[Lhimetorra]";
+ mes " The Medusa is warning you to return anything you borrow on time. ";
+ mes " Saying it will not forgive those who use other's things like a black hole.. borrowing and never returning ";
+ next;
+ mes "[Lhimetorra]";
+ mes " Are you sure you returned everything you have borrowed? Better take care of everything before you get punished. ";
+ next;
+ }
+ if (.@card_1_warning == 27) {
+ cutin "�޵λ�ī��",4;
+ mes "[Lhimetorra]";
+ mes " The Medusa is warning about a person near you. Of their existence.. and the relationship, ";
+ next;
+ mes "[Lhimetorra]";
+ mes " The Medusa's warning is very stern. Take a close look around you. ";
+ next;
+ }
+ if (.@card_1_warning == 28) {
+ cutin "������Ʈī��",4;
+ mes "[Lhimetorra]";
+ mes " The Baphomet says to beware when intervening with others' issues. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " He is very angry about intruding in others' spaces. Accept the Baphomet's warning. ";
+ next;
+ }
+ if (.@card_1_warning == 29) {
+ cutin "������Ʈī��",4;
+ mes "[Lhimetorra]";
+ mes " The Baphomet is warning about arrogance. Even a strong and wise warrior must show respect to a Baphomet, ";
+ mes " Arrogance takes away that respect. The Baphomet hates that type of arrogance. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " Maybe it means he sees that type of arrogance in you? Since the Baphomet is warning you.. ";
+ next;
+ }
+ if (.@card_1_warning == 30) {
+ cutin "������Ʈī��",4;
+ mes "[Lhimetorra]";
+ mes " The Baphomet is warning about the laziness that stops one from sharpening the scythe. ";
+ mes " That laziness will cause you to lose your life in an instant. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " Laziness is more dangerous than the monster in front of you. Don't forget about this warning. ";
+ next;
+ }
+ if (.@card_1_warning == 31) {
+ cutin "������Ʈī��",4;
+ mes "[Lhimetorra]";
+ mes " The Baphomet says it has nothing to say. I wonder why? Isn't it a very good sign?!! ";
+ next;
+ }
+ if (.@card_1_warning == 32) {
+ cutin "�����ī��",4;
+ mes "[Lhimetorra]";
+ mes " Sand is an instant cure of athlete's foot. He says to beware of athlete's foot and that he hates those rubbing their infected feet into his body. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " A Sandman's warning is very stern. Wash your feet regularly, young one. ";
+ next;
+ }
+ if (.@card_1_warning == 33) {
+ cutin "�����ī��",4;
+ mes "[Lhimetorra]";
+ mes " A chicken puts sand in its mouth to aid its insufficient digestion system. ";
+ mes " The Sandman says to watch out before you become like a chicken. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " And don't eat too much spicy and salty food, alcohol, etc. What a thoughtful Sandman. ";
+ next;
+ }
+ if (.@card_1_warning == 34) {
+ cutin "�����ī��",4;
+ mes "[Lhimetorra]";
+ mes " The Sandman says over-sleepers will be punished by society! ";
+ next;
+ mes "[Lhimetorra]";
+ mes " Oooh, a stern warning about the future! Young one, bear this in mind. ";
+ next;
+ }
+ if (.@card_1_warning == 35) {
+ cutin "�����ī��",4;
+ mes "[Lhimetorra]";
+ mes " One warning from the Sandman, respect your parents. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " If you don't, you will end up like him. Listen to the Sandman. ";
+ next;
+ }
+ if (.@card_1_warning == 36) {
+ cutin "����ī��",4;
+ mes "[Lhimetorra]";
+ mes " Sohee dislikes stinky feet. Don't forget to wash your feet. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " Bah, don't laugh about it! This is a solemn warning. ";
+ next;
+ }
+ if (.@card_1_warning == 37) {
+ cutin "����ī��",4;
+ mes "[Lhimetorra]";
+ mes " Sohee stands on the tip of her toes. It is because her toes are very strong. ";
+ mes " No matter what a person does, physical strength is the most important. Exercise and get stronger. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " If you sit around all day, even the things that were going to work won't. Got it? Exercise, exercise! ";
+ next;
+ }
+ if (.@card_1_warning == 38) {
+ cutin "����ī��",4;
+ mes "[Lhimetorra]";
+ mes " Look at Sohee's hairstyle. Isn't it splendid. ";
+ mes " Sohee likes to take care of her appearance. If you don't, Sohee will get mad at you. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " Making yourself look presentable is just as important as keeping a good heart. ";
+ mes " Take care of your appearance. And get that pepper out from between your teeth! ";
+ next;
+ }
+ if (.@card_1_warning == 39) {
+ cutin "����ī��",4;
+ mes "[Lhimetorra]";
+ mes " Once, Sohee didn't get her change back when she asked a baby ghost to run an errand. ";
+ mes " No can do! Always return the change. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " No matter how little the amount, you must not just keep it. Sohee greatly dislikes it. ";
+ next;
+ }
+ if (.@card_1_warning == 40) {
+ cutin "���̿�Ŀī��",4;
+ mes "[Lhimetorra]";
+ mes " Even though it is a skeleton with only bones, it has all the safety gear needed. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " What the skeleton wants to say is, be aware of 'safety'. Being ignorant about safety is dangerous. ";
+ next;
+ }
+ if (.@card_1_warning == 41) {
+ cutin "���̿�Ŀī��",4;
+ mes "[Lhimetorra]";
+ mes " The skeleton card has a gray tone. If you read the grey, you can see the darkness. ";
+ mes " It seems like darkness is on its way. Be careful, this darkness isn't ordinary. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " Hmm.. would you like an amulet? ";
+ next;
+ }
+ if (.@card_1_warning == 42) {
+ cutin "���̿�Ŀī��",4;
+ mes "[Lhimetorra]";
+ mes " The skeleton is warning you about an irregular eating pattern. ";
+ mes " It says it became like that because of a bad eating habit. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " Eat the right food at the right time. That's the only way your body will survive. You can't afford to become like a skeleton. ";
+ next;
+ }
+ if (.@card_1_warning == 43) {
+ cutin "���̿�Ŀī��",4;
+ mes "[Lhimetorra]";
+ mes " The skeleton's pickaxe is very strong. Even though its body seems weak, with the right tools, it can do great things. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " So don't blame your body right now and go search for the right tools. Then you will have a good result. ";
+ next;
+ }
+ if (.@card_1_warning == 44) {
+ cutin "���̳���Ʈī��",4;
+ mes "[Lhimetorra]";
+ mes " The knight is warning you of reckless driving. Do you ride a Pecopeco by any chance? ";
+ mes " Anyhow, you should avoid reckless driving.. If a knight is saying that, it is a big problem. ";
+ next;
+ }
+ if (.@card_1_warning == 45) {
+ cutin "���̳���Ʈī��",4;
+ mes "[Lhimetorra]";
+ mes " The knight is warning you of cruelty. It could be yours or that of someone around you. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " Anyhow, cruelty will harm you for sure. Be cautious of it. ";
+ next;
+ }
+ if (.@card_1_warning == 46) {
+ cutin "���̳���Ʈī��",4;
+ mes "[Lhimetorra]";
+ mes " The misfortune shown in the knight card is hastiness. That is also what takes away a knight's life, too. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " This knight is warning you from the bottom of his heart, ";
+ mes " so that you don't repeat his mistake. Be ware of hastiness. ";
+ next;
+ }
+ if (.@card_1_warning == 47) {
+ cutin "���̳���Ʈī��",4;
+ mes "[Lhimetorra]";
+ mes " This knight is warning you of loneliness. He doesn't have a person to help his horse, ";
+ mes " nor a lover awaiting him, so loneliness hits him in the heart. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " Loneliness is not simply sadness. It is a formless devil eating your life. Stay away from loneliness. ";
+ next;
+ }
+ if (.@card_1_warning == 48) {
+ cutin "�ƴ���ī��",4;
+ mes "[Lhimetorra]";
+ mes " The warning of the god of death is death itself. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " Be cautious of death.. death that can be your turn, or maybe someone else. ";
+ next;
+ }
+ if (.@card_1_warning == 49) {
+ cutin "�ƴ���ī��",4;
+ mes "[Lhimetorra]";
+ mes " The Anubis says to be careful of darkness. In darkness, death lingers in the dark. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " Take the Anubis's advice and avoid the dark. That is the wisest choice. ";
+ next;
+ }
+ if (.@card_1_warning == 50) {
+ cutin "�ƴ���ī��",4;
+ mes "[Lhimetorra]";
+ mes " The Anubis doesn't like foul language. You don't have a foul mouth, do you? ";
+ mes " Watch your mouth. The Anubis is after those that say foul language.";
+ next;
+ mes "[Lhimetorra]";
+ mes " Humans have a problem with their mouths. Mmm~ Agh. Me, too?! ";
+ next;
+ }
+ if (.@card_1_warning == 51) {
+ cutin "�ƴ���ī��",4;
+ mes "[Lhimetorra]";
+ mes " The Anubis is warning you of hatred. Hatred only brings upon death. ";
+ mes " The Anubis must not like being busy these days. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " Seeing that he is warning about hatred. Don't you think it's a good idea to avoid his eyes at a time like this? ";
+ next;
+ }
+ if (.@card_1_warning == 52) {
+ cutin "��ũ�ε�ī��",4;
+ mes "[Lhimetorra]";
+ mes " The Orc Lord is warning you of self-righteousness. It is the most dangerous noxious bug that will feed on you. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " Learn how to accept others' opinions. How about starting from accepting the Orc Lord's? ";
+ next;
+ }
+ if (.@card_1_warning == 53) {
+ cutin "��ũ�ε�ī��",4;
+ mes "[Lhimetorra]";
+ mes " The Orc Lord is warning you about freedom. Isn't freedom a good thing? ";
+ mes " Not always! Too much freedom can lead to self-indulgence! ";
+ next;
+ mes "[Lhimetorra]";
+ mes " He knows about the danger of freedom as a lord. ";
+ next;
+ }
+ if (.@card_1_warning == 54) {
+ cutin "��ũ�ε�ī��",4;
+ mes "[Lhimetorra]";
+ mes " The Orc Lord warning you of the opposite sex. Yes. They are poisonous. Keep your distance. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " Especially a young one like you... You are too close to one. Cough. ";
+ next;
+ }
+ if (.@card_1_warning == 55) {
+ cutin "��ũ�ε�ī��",4;
+ mes "[Lhimetorra]";
+ mes " The Orc Lord is warning about destruction. He knows destruction very well because he is a master of destruction. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " That's why he knows about the danger and misfortune destruction brings. Don't destroy thoughtlessly. You will end up destroying yourself as well. ";
+ next;
+ }
+ if (.@card_1_warning == 56) {
+ cutin "��ī��",4;
+ mes "[Lhimetorra]";
+ mes " Jack is warning you of lame jokes. When he finds one saying them, he tends to hit them with his stick. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " If you don't want to be hit, stop your lame jokes! ";
+ next;
+ }
+ if (.@card_1_warning == 57) {
+ cutin "��ī��",4;
+ mes "[Lhimetorra]";
+ mes " Jack is warning you about others' anger and that anger takes away happiness and kills a joke. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " Anger only exhausts you. Keep your distance from anger and befriend jokes. Jack's word. ";
+ next;
+ }
+ if (.@card_1_warning == 58) {
+ cutin "��ī��",4;
+ mes "[Lhimetorra]";
+ mes " It seems like Jack is worried about excessive jokes. ";
+ mes " Jokes are fun, but too much will turn you into a ghost like him. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " Be careful. When Jack speaks like this, he playfulness is gone. ";
+ next;
+ }
+ if (.@card_1_warning == 59) {
+ cutin "��Ŀī��",4;
+ mes "[Lhimetorra]";
+ mes " Jokers enjoy giving opposite warnings. He says to enjoy sleeping in.";
+ next;
+ mes "[Lhimetorra]";
+ mes " I think you should wake up early. ";
+ next;
+ }
+ if (.@card_1_warning == 60) {
+ cutin "��Ŀī��",4;
+ mes "[Lhimetorra]";
+ mes " Jokers enjoy giving opposite warnings. He says to enjoy a midnight snack. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " Don't eat anything at night. Your stomach will hurt. ";
+ next;
+ }
+ if (.@card_1_warning == 61) {
+ cutin "��Ŀī��",4;
+ mes "[Lhimetorra]";
+ mes " Jokers enjoy giving opposite warnings. ";
+ mes " He says if someone has something you want, make it yours. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " Need I say more? That's a dangerous thought!! ";
+ next;
+ }
+ if (.@card_1_warning == 62) {
+ cutin "��Ŀī��",4;
+ mes "[Lhimetorra]";
+ mes " Joker enjoys giving opposite warnings. ";
+ mes " What he is telling you is to not fear death. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " If a Joker is saying this, be careful. There is no cure for thoughtless fools. ";
+ next;
+ }
+ if (.@card_1_warning == 63) {
+ cutin "ȣ��ī��",4;
+ mes "[Lhimetorra]";
+ mes " The Hode can forgive others, but not those who hurt it. ";
+ mes " You should also only not forgive those who hurt you. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " A small territory will ensure great happiness. ";
+ next;
+ }
+ if (.@card_1_warning == 64) {
+ cutin "ȣ��ī��",4;
+ mes "[Lhimetorra]";
+ mes " The Hode is warning you of voracious eating that made it sluggish. ";
+ mes " Eating is good, but the wild is a dangerous place. Leave your stomach partially empty. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " So you can quickly respond to crises. ";
+ next;
+ }
+ if (.@card_1_warning == 65) {
+ cutin "ȣ��ī��",4;
+ mes "[Lhimetorra]";
+ mes " The Hode is warning you of voracious eating that made it sluggish. ";
+ mes " Eating is good, but the wild is a dangerous place. Leave your stomach partially empty.";
+ next;
+ mes "[Lhimetorra]";
+ mes " So you can quickly respond to crises. ";
+ next;
+ }
+ if (.@card_1_warning == 66) {
+ cutin "ȣ��ī��",4;
+ mes "[Lhimetorra]";
+ mes " If you are to the point of being warned by a Hode.. you must be one considerable person. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " It says to do better.. I have no idea what it means. ";
+ next;
+ }
+ if (.@card_1_warning == 67) {
+ cutin "ȣ��ī��",4;
+ mes "[Lhimetorra]";
+ mes " The Bull warns of corruption. A lazy hedonist that is not diligent. ";
+ mes " He believes that is like a cancer cell that can't be removed. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " Be careful to not have that kind of cell stuck on you. ";
+ next;
+ }
+ if (.@card_1_warning == 68) {
+ cutin "Ȳ��ī��",4;
+ mes "[Lhimetorra]";
+ mes " The bull is warning about ignorance about a crisis. ";
+ mes " Not knowing that a crisis is a crisis is the most dangerous of all. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " You will need to learn how to read danger. Accept the bull's advice. ";
+ next;
+ }
+ if (.@card_1_warning == 69) {
+ cutin "Ȳ��ī��",4;
+ mes "[Lhimetorra]";
+ mes " The bull is warning of something that will make life sad. ";
+ mes " Sadness is a natural feeling, but don't let that put you down. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " A bull is an honest worker that cries even while it works. It knows that it must not be lazy about what it needs to do, even when expressing sadness. ";
+ mes " It seems like he wants to tell you this. ";
+ next;
+ }
+ if (.@card_1_warning == 70) {
+ cutin "Ȳ��ī��",4;
+ mes "[Lhimetorra]";
+ mes " The bull is warning about meat from watered cows. ";
+ mes " Saying that, that type of behavior will surely bring upon monsters' curses. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " I don't know why he would warn you about it.. Do you raise cattle by any chance? ";
+ next;
+ }
+ mes "[Lhimetorra]";
+ mes " A warning is always a useful fortune. You can never lose anything. ";
+ next;
+ cutin "���̾ƽ�ī��",255;
+ mes "[Lhimetorra]";
+ mes " I hope you will be able to avoid misfortune with this warning. Then... ";
+ close;
+ }
+ close;
+ case 2:
+ mes "[Lhimetorra]";
+ mes " Ok then. Young adventurer, may luck be with you... ";
+ close;
+ }
+ close;
+ case 2:
+ mes "[Lhimetorra]";
+ mes " Monster card reading uses the cards of familiar monsters around us to get advice about our future, love, and many other things. ";
+ mes " A fortuneteller like me takes a question from a person and asks the card. The card answers and I tell the person. ";
+ next;
+ mes "[Lhimetorra]";
+ mes " You should not get more than one card reading a day, and don't get one often since the card can get angry or confused. ";
+ mes " Also, it can have a bad influence on your life, too! ";
+ next;
+ mes "[Lhimetorra]";
+ mes " And... one more thing. ";
+ mes " A card reading is only a reading... No matter how extraordinary the result may be, don't get too caught up with it. Bear that in mind. ";
+ close;
+ }
+}
+
+payon_in03,75,129,5 script Poring Fortune Teller 704,{
+ mes "[Chocarle]";
+ mes " Welcome, welcome~!! " +strcharinfo(0)+ "~!";
+ mes " What brings you here today!? ";
+ next;
+ switch(select(" I would like a Poring card reading. : What is a Poring card reading? ")) {
+ case 1:
+ mes "[Chocarle]";
+ mes " Ah~ is that so! ";
+ mes " Solving the wonders of the future with these cute and adorable Poring cards! ";
+ mes " It is 1000z for each fortune! Shall we begin? ";
+ next;
+ switch(select(" Yes. : I would like to think about it once more. ")) {
+ //=================================================================Fortune Teller ===
+ case 1:
+ if (Zeny < 1000) {
+ mes "[Chocarle]";
+ mes "You don't even have 1000 zeny!";
+ mes "Nope, I can read cards for you!";
+ mes "Nope!";
+ close;
+ }
+ set zeny,zeny-1000;
+ mes "[Chocarle]";
+ mes " Thank you~! Then we shall look into your fortune! ";
+ mes " First, clear your mind! Just like washing when you wash dishes! ";
+ next;
+ mes "[Chocarle]";
+ mes " Then~ gently think of your wish! ";
+ next;
+ switch(select(" (I'm curious about love!) : (I would like to do well in school!) : (Will my friendship be intact?) : (I want to know about my future self!) : (Will I make a lot of money?) ")) {
+ //=================================================================Love ===
+ case 1:
+ mes "[Chocarle]";
+ mes " Ohh! Cute love fortune! Heh! Lets look at the cards! ";
+ next;
+ mes "[Chocarle]";
+ set .@card_2_love,rand(1,33);
+ if (.@card_2_love == 1) {
+ cutin "���Ʈ��ī��",4;
+ mes " Oh! Your lover is about to leave your side! Hold on tight! ";
+ }
+ if (.@card_2_love == 2) {
+ cutin "���Ʈ��ī��",4;
+ mes " Agh! You're about to give your soul to your loved one! Take it down a notch! ";
+ }
+ if (.@card_2_love == 3) {
+ cutin "���Ʈ��ī��",4;
+ mes " No! Your heart is about to leave your love! Catch it! ";
+ }
+ if (.@card_2_love == 4) {
+ cutin "�������ī��",4;
+ mes " Love is like juice in the forest! It is refreshing! Take care of your loved one! ";
+ }
+ if (.@card_2_love == 5) {
+ cutin "�������ī��",4;
+ mes " Uh! You didn't share your juice with your loved one! What a shame! Take care of your loved one! ";
+ }
+ if (.@card_2_love == 6) {
+ cutin "�������ī��",4;
+ mes " Why not share with your loved one? Don't be too greedy and try to keep it all! ";
+ }
+ if (.@card_2_love == 7) {
+ cutin "��Ƽ��ī��",4;
+ mes " Your love is going to have a crisis! Protect your love! ";
+ }
+ if (.@card_2_love == 8) {
+ cutin "��Ƽ��ī��",4;
+ mes " Hee! Go after your love like a mole! Puhahaha! ";
+ }
+ if (.@card_2_love == 9) {
+ cutin "��Ƽ��ī��",4;
+ mes " Oh no! Your love is in danger! Run away from the menace! ";
+ }
+ if (.@card_2_love == 10) {
+ cutin "����ī��",4;
+ mes " Oh no! You lost your loved one. And, nobody similar around you. Cheer up! ";
+ }
+ if (.@card_2_love == 11) {
+ cutin "����ī��",4;
+ mes " Ah! A sexy rival has appeared! Don't get sidetracked! ";
+ }
+ if (.@card_2_love == 12) {
+ cutin "����ī��",4;
+ mes " You are desperately searching for love! If you go beyond this desert, you can find love! ";
+ }
+ if (.@card_2_love == 13) {
+ cutin "��Ÿ����ī��",4;
+ mes " Prepare an event of love! They will be flying with happiness! ";
+ }
+ if (.@card_2_love == 14) {
+ cutin "��Ÿ����ī��",4;
+ mes " Love is sweet! Be careful not to get cavities! ";
+ }
+ if (.@card_2_love == 15) {
+ cutin "��Ÿ����ī��",4;
+ mes " Prepare a present for your love! They might get a heart attack because they will be overwhelmed with happiness! ";
+ }
+ if (.@card_2_love == 16) {
+ cutin "����������ī��",4;
+ mes " Don't be shy in front of your loved one! Love transcends everything! ";
+ }
+ if (.@card_2_love == 17) {
+ cutin "����������ī��",4;
+ mes " Embrace every aspect of your loved one! That is true love! ";
+ }
+ if (.@card_2_love == 18) {
+ cutin "����������ī��",4;
+ mes " Love will blossom with a totally different person! Wow, so cool! ";
+ }
+ if (.@card_2_love == 19) {
+ cutin "���̷���ī��",4;
+ mes " No matter what other people say, run towards your loved one! One-track love! ";
+ }
+ if (.@card_2_love == 20) {
+ cutin "���̷���ī��",4;
+ mes " Go to your loved one with a present! They will be very happy! ";
+ }
+ if (.@card_2_love == 21) {
+ cutin "���̷���ī��",4;
+ mes " Love requires health and strength! Exercise to become stronger! Power and love! ";
+ }
+ if (.@card_2_love == 22) {
+ cutin "���尡ī��",4;
+ mes " Even if you wish to approach your loved one, your body is discomforted! Take a break and rest! ";
+ }
+ if (.@card_2_love == 23) {
+ cutin "���尡ī��",4;
+ mes " Love is bending yourself for someone! Service! Sacrifice! ";
+ }
+ if (.@card_2_love == 24) {
+ cutin "���尡ī��",4;
+ mes " You will be meeting your lover's parents! Prepare well! ";
+ }
+ if (.@card_2_love == 25) {
+ cutin "������ī��",4;
+ mes " Your relationship must be very happy as it seems you two are flying amongst the clouds! Very jealous! ";
+ }
+ if (.@card_2_love == 26) {
+ cutin "������ī��",4;
+ mes " Make an opportunity to be alone with each other! It will bring much happiness! ";
+ }
+ if (.@card_2_love == 27) {
+ cutin "������ī��",4;
+ mes " Uh oh! Someone is peeping at your love! Go scold them! ";
+ }
+ if (.@card_2_love == 28) {
+ cutin "����ī��",4;
+ mes " Love blossoms from the foundation! Be true to the basics! ";
+ }
+ if (.@card_2_love == 29) {
+ cutin "����ī��",4;
+ mes " When your loved one is hurt, be by them! They will be very happy! ";
+ }
+ if (.@card_2_love == 30) {
+ cutin "����ī��",4;
+ mes " One day, when you wake up, your loved one will leave a present! Be happy! ";
+ }
+ if (.@card_2_love == 31) {
+ cutin "������ī��",4;
+ mes " Give lots~~ of presents to your loved one! Then you will experience many~ many good things! ";
+ }
+ if (.@card_2_love == 32) {
+ cutin "������ī��",4;
+ mes " Lean against a wall and await your love! *Boom* Love will appear! ";
+ }
+ if (.@card_2_love == 33) {
+ cutin "������ī��",4;
+ mes " You must be lonely! It's ok, cheer up! ";
+ }
+ next;
+ mes "[Chocarle]";
+ mes " A fortune of love was told! What do you think! Do you like it? ";
+ mes " Even if you did not get the fortune you wished for, don't be do upset and simply go for your love! ";
+ cutin "���̾ƽ�ī��",255;
+ next;
+ mes "[Chocarle]";
+ mes " Then, see you next time~~~~~ ";
+ break;
+ //=================================================================Study ===
+ case 2:
+ mes "[Chocarle]";
+ mes " Issues about studying is a serious matter! Lets take a look! Yap! ";
+ next;
+ mes "[Chocarle]";
+ set .@card_2_study,rand(1,33);
+ if (.@card_2_study == 1) {
+ cutin "���Ʈ��ī��",4;
+ mes " Agh! Don't die from studying! Take breaks while you're at it! You need some rest! ";
+ }
+ if (.@card_2_study == 2) {
+ cutin "���Ʈ��ī��",4;
+ mes " Oh, no! You're missing the main points! Figure out the essentials! ";
+ }
+ if (.@card_2_study == 3) {
+ cutin "���Ʈ��ī��",4;
+ mes " Mmph! You're dying not to study! At times like this, a break is the best! ";
+ }
+ if (.@card_2_study == 4) {
+ cutin "�������ī��",4;
+ mes " Studying is just like hunting a monster in the desert. Resting for a little is the best. Understand? ";
+ }
+ if (.@card_2_study == 5) {
+ cutin "�������ī��",4;
+ mes " A nice cup of cold juice under the hot sun! Studying should be done like that, too! ";
+ }
+ if (.@card_2_study == 6) {
+ cutin "�������ī��",4;
+ mes " Even though it is the desert, you seem to have a relaxed smile! Maybe you need to relax like this when studying as well! ";
+ }
+ if (.@card_2_study == 7) {
+ cutin "��Ƽ��ī��",4;
+ mes " Your grades are in danger! You must study harder! ";
+ }
+ if (.@card_2_study == 8) {
+ cutin "��Ƽ��ī��",4;
+ mes " There may be a big crisis! Don't get too stressed just because you can't study! ";
+ }
+ if (.@card_2_study == 9) {
+ cutin "��Ƽ��ī��",4;
+ mes " It is saying studying in the dark night can be dangerous! Careful when studying at night! ";
+ }
+ if (.@card_2_study == 10) {
+ cutin "����ī��",4;
+ mes " Studying came to a strange place! It needs to find its original path! You can do it! ";
+ }
+ if (.@card_2_study == 11) {
+ cutin "����ī��",4;
+ mes " You're gazing at a smart friend with the eyes of a Poring! Heehee! Doing good! ";
+ }
+ if (.@card_2_study == 12) {
+ cutin "����ī��",4;
+ mes " Eh? You're too smart! You're at a much higher level than your friends! Take a break! ";
+ }
+ if (.@card_2_study == 13) {
+ cutin "��Ÿ����ī��",4;
+ mes " You will be rewarded for your accomplishments! It was worth the effort! ";
+ }
+ if (.@card_2_study == 14) {
+ cutin "��Ÿ����ī��",4;
+ mes " Forget about studying for a moment and enjoy the party! It should be refreshing~! ";
+ }
+ if (.@card_2_study == 15) {
+ cutin "��Ÿ����ī��",4;
+ mes " Study something that will make people happy! Future set! ";
+ }
+ if (.@card_2_study == 16) {
+ cutin "����������ī��",4;
+ mes " If you're not sure of something, ask a friend! It's not something to be ashamed about! You can do it! ";
+ }
+ if (.@card_2_study == 17) {
+ cutin "����������ī��",4;
+ mes " Don't think that your head is empty! Because, you are smart! You can do it! ";
+ }
+ if (.@card_2_study == 18) {
+ cutin "����������ī��",4;
+ mes " There's a phenomenon you don't understand! Do a little more research! You'll be able to figure it out soon! ";
+ }
+ if (.@card_2_study == 19) {
+ cutin "���̷���ī��",4;
+ mes " Don't get lazy about studying wherever you go! Seek the road of truth and go down it to find the answer! ";
+ }
+ if (.@card_2_study == 20) {
+ cutin "���̷���ī��",4;
+ mes " You need strength to study! Get stronger! Running is a start! ";
+ }
+ if (.@card_2_study == 21) {
+ cutin "���̷���ī��",4;
+ mes " You will become an admirable person because of all the effort put into studying! You must feel very worth while! ";
+ }
+ if (.@card_2_study == 22) {
+ cutin "���尡ī��",4;
+ mes " Try studying the history of our country! From when the tiger started smoking! ";
+ }
+ if (.@card_2_study == 23) {
+ cutin "���尡ī��",4;
+ mes " You must be having a hard time studying because of all the pressure! Go out and get some fresh air! ";
+ }
+ if (.@card_2_study == 24) {
+ cutin "���尡ī��",4;
+ mes " Your head seems to be heavy because of studying! You need a diversion! Put studying aside for a moment! ";
+ }
+ if (.@card_2_study == 25) {
+ cutin "������ī��",4;
+ mes " Try studying aerospace or meteorology! Don't you think it would be fun? ";
+ }
+ if (.@card_2_study == 26) {
+ cutin "������ī��",4;
+ mes " How about studying theology? You even get to study about angels! ";
+ }
+ if (.@card_2_study == 27) {
+ cutin "������ī��",4;
+ mes " Study little by little and make yourself feel lighter! You can't study if you're overloaded with words! ";
+ }
+ if (.@card_2_study == 28) {
+ cutin "����ī��",4;
+ mes " When studying, you should have a snack! It may seem trivial, but it is rather important! ";
+ }
+ if (.@card_2_study == 29) {
+ cutin "����ī��",4;
+ mes " Even when you are sick, don't forget about studying! Where there is effort, there is bound to be good results! ";
+ }
+ if (.@card_2_study == 30) {
+ cutin "����ī��",4;
+ mes " Newton discovered gravity through a falling apple! Be wary of even the little things in your surroundings! ";
+ }
+ if (.@card_2_study == 31) {
+ cutin "������ī��",4;
+ mes " Green is good for studying! Color your walls green or get a green drink! The lucky color! Green! ";
+ }
+ if (.@card_2_study == 32) {
+ cutin "������ī��",4;
+ mes " There is a jewel in your mind! You need to bring all the wisdom to life! Don't study bad things! ";
+ }
+ if (.@card_2_study == 33) {
+ cutin "������ī��",4;
+ mes " You will receive good results from studying! You can focus on your current studies! ";
+ }
+ next;
+ mes "[Chocarle]";
+ mes " You've been told your study fortune! Was it a good one? ";
+ mes " But in studying, effort is more important than any type of fortune! ";
+ next;
+ cutin "",255;
+ mes "[Chocarle]";
+ mes " Try your best. Then, see you again! Byyyyyyyyyyyyyyyyeeeee~~byyyyeeee~ ";
+ break;
+ //=================================================================Friends ===
+ case 3:
+ mes "[Chocarle]";
+ mes " Relationships among friends is more difficult than people think! Let's use the cards to try and solve this complicated puzzle of friendship! ";
+ next;
+ mes "[Chocarle]";
+ set .@card_2_buddy,rand(1,33);
+ if (.@card_2_buddy == 1) {
+ cutin "���Ʈ��ī��",4;
+ mes " Ah! Your friend has gone crazy! They need the heal of friendship! ";
+ }
+ if (.@card_2_buddy == 2) {
+ cutin "���Ʈ��ī��",4;
+ mes " Mmm! You both have gone crazy. You must overcome it through conversations! ";
+ }
+ if (.@card_2_buddy == 3) {
+ cutin "���Ʈ��ī��",4;
+ mes " Agh! You are suffering because of your friend! Try opening your heart and be more lenient! ";
+ }
+ if (.@card_2_buddy == 4) {
+ cutin "�������ī��",4;
+ mes " You even split a pea between friends! Don't be so cruel. Reflect upon yourself and apologize! ";
+ }
+ if (.@card_2_buddy == 5) {
+ cutin "�������ī��",4;
+ mes " Oh no! Your friend is ignoring you! Offer a bottle of juice to your friend! Your friendship may come back? ";
+ }
+ if (.@card_2_buddy == 6) {
+ cutin "�������ī��",4;
+ mes " Eh!? What kind of friendship is this?! Hurry up and make up! ";
+ }
+ if (.@card_2_buddy == 7) {
+ cutin "��Ƽ��ī��",4;
+ mes "Oh no?! This person is not your friend, but an enemy! You must be careful! ";
+ }
+ if (.@card_2_buddy == 8) {
+ cutin "��Ƽ��ī��",4;
+ mes " Your friend is in danger! You must help your friend! ";
+ }
+ if (.@card_2_buddy == 9) {
+ cutin "��Ƽ��ī��",4;
+ mes " Your friendship is on the verge of falling apart! Cast a shield around your friendship! ";
+ }
+ if (.@card_2_buddy == 10) {
+ cutin "����ī��",4;
+ mes " One person is left out amongst your friends! Be more friendly! ";
+ }
+ if (.@card_2_buddy == 11) {
+ cutin "����ī��",4;
+ mes " Your friend hit you! Don't cry even if it may hurt! Hurry and make up! ";
+ }
+ if (.@card_2_buddy == 12) {
+ cutin "����ī��",4;
+ mes " You must be alone! It must be hard to make friends! Try putting on a brighter face! ";
+ }
+ if (.@card_2_buddy == 13) {
+ cutin "��Ÿ����ī��",4;
+ mes " Give your friends a present! Your friendship will become deeper! ";
+ }
+ if (.@card_2_buddy == 14) {
+ cutin "��Ÿ����ī��",4;
+ mes " Prepare a hat to cover your friend's large head! They will be moved by your care! ";
+ }
+ if (.@card_2_buddy == 15) {
+ cutin "��Ÿ����ī��",4;
+ mes " A friend is waiting for you! Be nice to your friend! ";
+ }
+ if (.@card_2_buddy == 16) {
+ cutin "����������ī��",4;
+ mes " Being close friends despite differences is true friendship! Shelter each other's differences! ";
+ }
+ if (.@card_2_buddy == 17) {
+ cutin "����������ī��",4;
+ mes " Your misunderstandings will be removed if you take the time to talk! Go have a conversation with your friend! ";
+ }
+ if (.@card_2_buddy == 18) {
+ cutin "����������ī��",4;
+ mes " When a friend is sick, visit them! They will be happy! For sure! ";
+ }
+ if (.@card_2_buddy == 19) {
+ cutin "���̷���ī��",4;
+ mes " Go out and have some fun with your friend! Your friendship will surely get stronger! ";
+ }
+ if (.@card_2_buddy == 20) {
+ cutin "���̷���ī��",4;
+ mes " Give your friend a present! They'll go bragging around town?! ";
+ }
+ if (.@card_2_buddy == 21) {
+ cutin "���̷���ī��",4;
+ mes " Share your bone with your friend! Sacrifices in friendship are beautiful! ";
+ }
+ if (.@card_2_buddy == 22) {
+ cutin "���尡ī��",4;
+ mes " Do anything for your friend! With all your heart and soul! Your friend will be delighted! ";
+ }
+ if (.@card_2_buddy == 23) {
+ cutin "���尡ī��",4;
+ mes " No smoking, even with a friend! Stop smoking for your health! ";
+ }
+ if (.@card_2_buddy == 24) {
+ cutin "���尡ī��",4;
+ mes " You and your friend will encounter hardships! Combine your powers and overcome it! ";
+ }
+ if (.@card_2_buddy == 25) {
+ cutin "������ī��",4;
+ mes " Go on a trip with your friend! Friendship can get stronger in new environments! ";
+ }
+ if (.@card_2_buddy == 26) {
+ cutin "������ī��",4;
+ mes " Give your friend a ride in a plane! They'll probably fly with joy!? ";
+ }
+ if (.@card_2_buddy == 27) {
+ cutin "������ī��",4;
+ mes " Don't forget your friend in heaven! Friendship is eternal! ";
+ }
+ if (.@card_2_buddy == 28) {
+ cutin "����ī��",4;
+ mes " Help your friend's scar. Your friend would greatly appreciate it! ";
+ }
+ if (.@card_2_buddy == 29) {
+ cutin "����ī��",4;
+ mes " You even split a slice of an apple among friends! Share more things with your friend! Something good will happen! ";
+ }
+ if (.@card_2_buddy == 30) {
+ cutin "����ī��",4;
+ mes " When your friend is sleeping, think of them! Then there will be progress in your friendship! What do you think~ it means~?! ";
+ }
+ if (.@card_2_buddy == 31) {
+ cutin "������ī��",4;
+ mes " Don't measure friendship with money! If you do, be careful for there will be a crack in your friendship! ";
+ }
+ if (.@card_2_buddy == 32) {
+ cutin "������ī��",4;
+ mes " It seems as if your friend will give you many presents! Look forward to it! ";
+ }
+ if (.@card_2_buddy == 33) {
+ cutin "������ī��",4;
+ mes " You must be lonely without a friend! A good friend will come along soon! ";
+ }
+ next;
+ mes "[Chocarle]";
+ mes " Poring fortunetelling works very well when it is about friendship! ";
+ mes " It is the heart of the poring card that earnestly hopes for good friendships! ";
+ next;
+ cutin "",255;
+ mes "[Chocarle]";
+ mes " Did you like it? Next time invite your friend! Then byebye!! ";
+ break;
+ //=================================================================Future ===
+ case 4:
+ mes "[Chocarle]";
+ mes " If you say fortunetelling! Of course it is about the future! Let's try to figure this out! ";
+ next;
+ mes "[Chocarle]";
+ set .@card_2_future,rand(1,33);
+ if (.@card_2_future == 1) {
+ cutin "���Ʈ��ī��",4;
+ mes " Oh no! You are not confident about the future! Trust yourself a little more! Hope! ";
+ }
+ if (.@card_2_future == 2) {
+ cutin "���Ʈ��ī��",4;
+ mes " Oh! Do you keep on thinking about your death in the future! First, forget about death and live your life! ";
+ }
+ if (.@card_2_future == 3) {
+ cutin "���Ʈ��ī��",4;
+ mes " Cut! You are filled with uncertainty about the future! Let's get rid of this! Wee! It's gone! ";
+ }
+ if (.@card_2_future == 4) {
+ cutin "�������ī��",4;
+ mes " Life may seem like a hot and dry desert, but in the future, delicious juice and rest awaits you! ";
+ }
+ if (.@card_2_future == 5) {
+ cutin "�������ī��",4;
+ mes " Even in a hot and dry desert, isn't the future happier since you can encounter sweet juice? Put forth your strength! ";
+ }
+ if (.@card_2_future == 6) {
+ cutin "�������ī��",4;
+ mes " Don't your troubles disappear watching a poring smile? Your future must be filled with good things! ";
+ }
+ if (.@card_2_future == 7) {
+ cutin "��Ƽ��ī��",4;
+ mes " There is danger waiting ahead! You should avoid it for now! Take care of yourself! ";
+ }
+ if (.@card_2_future == 8) {
+ cutin "��Ƽ��ī��",4;
+ mes " You must be fearing your future!? Don't worry too much! Think of happy thoughts! ";
+ }
+ if (.@card_2_future == 9) {
+ cutin "��Ƽ��ī��",4;
+ mes " You may endanger someone in the future! Don't become a bad person~! ";
+ }
+ if (.@card_2_future == 10) {
+ cutin "����ī��",4;
+ mes " You may have to stand alone in the future! Prepare yourself right now! ";
+ }
+ if (.@card_2_future == 11) {
+ cutin "����ī��",4;
+ mes " Many hardships await you in the future! But you can overcome them! ";
+ }
+ if (.@card_2_future == 12) {
+ cutin "����ī��",4;
+ mes " You might not even be able to buy summer clothes in the future! Don't waste your money! ";
+ }
+ if (.@card_2_future == 13) {
+ cutin "��Ÿ����ī��",4;
+ mes " Something exciting may happen! What can it be? Fun! Fun! ";
+ }
+ if (.@card_2_future == 14) {
+ cutin "��Ÿ����ī��",4;
+ mes " Something good might happen on this nice day! You can look forward to it! Yay! ";
+ }
+ if (.@card_2_future == 15) {
+ cutin "��Ÿ����ī��",4;
+ mes " A splendid event will be held! Go get ready! Look forward to it! ";
+ }
+ if (.@card_2_future == 16) {
+ cutin "����������ī��",4;
+ mes " You will meet someone new! It will be very interesting! ";
+ }
+ if (.@card_2_future == 17) {
+ cutin "����������ī��",4;
+ mes " If you go little by little, something good will happen! Sit and take a look around you! ";
+ }
+ if (.@card_2_future == 18) {
+ cutin "����������ī��",4;
+ mes " You get a headache from thinking about the future? Empty your mind! You will feel refreshed! ";
+ }
+ if (.@card_2_future == 19) {
+ cutin "���̷���ī��",4;
+ mes " You will become a respectable person in the future! Good job! ";
+ }
+ if (.@card_2_future == 20) {
+ cutin "���̷���ī��",4;
+ mes " I can see you working hard in the future! What a lively future! ";
+ }
+ if (.@card_2_future == 21) {
+ cutin "���̷���ī��",4;
+ mes " You have a very busy future! Take care of your health! ";
+ }
+ if (.@card_2_future == 22) {
+ cutin "���尡ī��",4;
+ mes " Pick a job where you can work with other people! It will be very rewarding, right? ";
+ }
+ if (.@card_2_future == 23) {
+ cutin "���尡ī��",4;
+ mes " Try doing some volunteer work! It is worthwhile and you will feel good about it, too! ";
+ }
+ if (.@card_2_future == 24) {
+ cutin "���尡ī��",4;
+ mes " You may become a commander! Mmm~! Kind of scary! ";
+ }
+ if (.@card_2_future == 25) {
+ cutin "������ī��",4;
+ mes " Choose a job that involves flying! You show potential! ";
+ }
+ if (.@card_2_future == 26) {
+ cutin "������ī��",4;
+ mes " Scrumptious ice cream that could even be eaten in heaven! Challenge yourself and get involved in a job making things of that sort! ";
+ }
+ if (.@card_2_future == 27) {
+ cutin "������ī��",4;
+ mes " In the future, things that cannot be done right now will be accomplished! You can look forward to it! ";
+ }
+ if (.@card_2_future == 28) {
+ cutin "����ī��",4;
+ mes " Little things in life will bring you happiness and joy in the future! Even more than now! ";
+ }
+ if (.@card_2_future == 29) {
+ cutin "����ī��",4;
+ mes " Do what you have to do. Live life to the fullest, even though the world may end tomorrow! ";
+ }
+ if (.@card_2_future == 30) {
+ cutin "����ī��",4;
+ mes " You will deal with fruits in the future! How about preparing yourself? ";
+ }
+ if (.@card_2_future == 31) {
+ cutin "������ī��",4;
+ mes " Your future self will encounter a high wall! Although, I'm not sure what type of building it may be! ";
+ }
+ if (.@card_2_future == 32) {
+ cutin "������ī��",4;
+ mes " Green symbolizes peace! Your future seems as if it will be very peaceful! It's a good thing, right? ";
+ }
+ if (.@card_2_future == 33) {
+ cutin "������ī��",4;
+ mes " Romance lays ahead in your future! Relax yourself and prepare yourself! ";
+ }
+ next;
+ mes "[Chocarle]";
+ mes " What do you think? Has your anxiety been relieved after hearing your fortune? ";
+ mes " This is only a small part of your future! You must discover the rest! ";
+ next;
+ cutin "",255;
+ mes "[Chocarle]";
+ mes " Am I cheesy? I'm just like that! Then, bye~~~~ye~~~ye~~~~!! ";
+ break;
+
+ //=================================================================Fortune ===
+ case 5:
+ mes "[Chocarle]";
+ mes " Mmm! The long awaited time has come! Asking a question about money to the cute Poring! ";
+ mes " Ok! Let's try it! ";
+ next;
+ mes "[Chocarle]";
+ set .@card_2_fortune,rand(1,33);
+ if (.@card_2_fortune == 1) {
+ cutin "���Ʈ��ī��",4;
+ mes " Uh oh! You're about to be robbed! You must save a little first! ";
+ }
+ if (.@card_2_fortune == 2) {
+ cutin "���Ʈ��ī��",4;
+ mes " Kek! Your mind goes blank when you think about money! Think of other thoughts! Forget about money for a while! ";
+ }
+ if (.@card_2_fortune == 3) {
+ cutin "���Ʈ��ī��",4;
+ mes " Bah! This isn't a time to think about money. Calm down and put your mind at ease! ";
+ }
+ if (.@card_2_fortune == 4) {
+ cutin "�������ī��",4;
+ mes " If you look carefully, it is not drinking juice, but underground water through a straw in the ground! Money is hidden where nobody expects! Good luck searching! ";
+ }
+ if (.@card_2_fortune == 5) {
+ cutin "�������ī��",4;
+ mes " As you can quench your thirst in the dry desert, you can gather money even in this difficult world! ";
+ }
+ if (.@card_2_fortune == 6) {
+ cutin "�������ī��",4;
+ mes " Just like the juice inside the needles of a cactus, you can still gather wealth though you may be in anguish. You can do it! ";
+ }
+ if (.@card_2_fortune == 7) {
+ cutin "��Ƽ��ī��",4;
+ mes "Agh! Someone is after your possessions! Be careful! ";
+ }
+ if (.@card_2_fortune == 8) {
+ cutin "��Ƽ��ī��",4;
+ mes " Uh oh! Someone is after your money! Take good care of it! ";
+ }
+ if (.@card_2_fortune == 9) {
+ cutin "��Ƽ��ī��",4;
+ mes " It says you might be tempted to do something bad to gather money! Don't forget about a kind heart! ";
+ }
+ if (.@card_2_fortune == 10) {
+ cutin "����ī��",4;
+ mes " You have hidden money in your clothes! Hidden rich one! Be careful not to be caught! ";
+ }
+ if (.@card_2_fortune == 11) {
+ cutin "����ī��",4;
+ mes " In the future, it seems like you will be kicking money around with your feet like those Porings! Congratulations! ";
+ }
+ if (.@card_2_fortune == 12) {
+ cutin "����ī��",4;
+ mes " You must be exhausted! Making money is not the easiest thing to do! But it will be that much more valuable! ";
+ }
+ if (.@card_2_fortune == 13) {
+ cutin "��Ÿ����ī��",4;
+ mes " Your tendency to spend money is growing! Be careful! Don't be left empty-handed! ";
+ }
+ if (.@card_2_fortune == 14) {
+ cutin "��Ÿ����ī��",4;
+ mes " Use your money to buy something fun! Then good luck will be headed your way! ";
+ }
+ if (.@card_2_fortune == 15) {
+ cutin "��Ÿ����ī��",4;
+ mes " Use your money on something exciting! It looks as if good luck will be headed your way! ";
+ }
+ if (.@card_2_fortune == 16) {
+ cutin "����������ī��",4;
+ mes " It seems like you will have two lucky offerings! Don't miss these two opportunities! ";
+ }
+ if (.@card_2_fortune == 17) {
+ cutin "����������ī��",4;
+ mes " Doesn't it seem like there should be money in the small wallet? You will have some small income! Save money wisely! ";
+ }
+ if (.@card_2_fortune == 18) {
+ cutin "����������ī��",4;
+ mes " So~ empty. Upsetting, but don't worry too much about money! Something better ought to happen! ";
+ }
+ if (.@card_2_fortune == 19) {
+ cutin "���̷���ī��",4;
+ mes " Someone will return something you lost! What a relief! ";
+ }
+ if (.@card_2_fortune == 20) {
+ cutin "���̷���ī��",4;
+ mes " No need to worry about osteoporosis! Wasn't it a good thing to eat so much calcium? Oops! This isn't about money?! ";
+ }
+ if (.@card_2_fortune == 21) {
+ cutin "���̷���ī��",4;
+ mes " Seeing that you work so hard, seems like you will make lots of money! Congratz~! ";
+ }
+ if (.@card_2_fortune == 22) {
+ cutin "���尡ī��",4;
+ mes " Even if you save money, it disappears like smoke. Don't get too caught up with it! ";
+ }
+ if (.@card_2_fortune == 23) {
+ cutin "���尡ī��",4;
+ mes " It's hard to make money, isn't it? But don't forget the good deeds in life! ";
+ }
+ if (.@card_2_fortune == 24) {
+ cutin "���尡ī��",4;
+ mes " Going around to collect money might lead you to a scary person! Be very careful! ";
+ }
+ if (.@card_2_fortune == 25) {
+ cutin "������ī��",4;
+ mes " Forget about money and fly~fly! You will feel very refreshed! ";
+ }
+ if (.@card_2_fortune == 26) {
+ cutin "������ī��",4;
+ mes " Money is like clouds! Instead of money, think about a happy life! ";
+ }
+ if (.@card_2_fortune == 27) {
+ cutin "������ī��",4;
+ mes " Even if it may seem pointless, if you persist, you will be able to make lots of money! You can do it! ";
+ }
+ if (.@card_2_fortune == 28) {
+ cutin "����ī��",4;
+ mes " Don't neglect the trivial things on the floor! If you keep an open heart like that, you will be able to collect money! ";
+ }
+ if (.@card_2_fortune == 29) {
+ cutin "����ī��",4;
+ mes " If you work with something that is related to mushrooms or apples, a good fortune awaits you! What kind of work would that be? ";
+ }
+ if (.@card_2_fortune == 30) {
+ cutin "����ī��",4;
+ mes " How can you think of money looking at such a peaceful card! That's not nice! Sniff..sniffles! Anyhow, it seems like you will gather much fortune! ";
+ }
+ if (.@card_2_fortune == 31) {
+ cutin "������ī��",4;
+ mes " You have many fine stones! You will prosper if you are involved in this industry! ";
+ }
+ if (.@card_2_fortune == 32) {
+ cutin "������ī��",4;
+ mes " It is an indication that you will prosper! No need to worry now! ";
+ }
+ if (.@card_2_fortune == 33) {
+ cutin "������ī��",4;
+ mes " You will collect many treasures! But the problem is protecting all of it! ";
+ }
+ next;
+ mes "[Chocarle]";
+ mes " There is something you need to keep in mind after being told a fortune about wealth! ";
+ mes " Money does not automatically come to one without effort! No matter how good the fortune, you must work diligently! ";
+ next;
+ cutin "",255;
+ mes "[Chocarle]";
+ mes " Bear that in mind! Then, until we meet again.. *poof*! ";
+ break;
+ }
+ break;
+ case 2:
+ mes "[Chocarle]";
+ mes " Ok then! Come again next time! We'll do a good job! Bye-bye~! ";
+ break;
+ }
+ break;
+ case 2:
+ mes "[Chocarle]";
+ mes " Poring card readings focus on cards with cute Porings..! ";
+ mes " Poke~poke~ they tell you your fortune! It is not traditional, but the liveliness is the best! ";
+ next;
+ mes "[Chocarle]";
+ mes " The fortunes are simple and refreshing. It is perfect when you would like your fortune told with a light heart and not be burdensome! ";
+ break;
+ }
+ close;
+}
+
+payon_in03,118,119,1 script Ascetic 101,2,2,{
+ mes "[Kissy-Kissy]";
+ mes "NyangNyangNyang~";
+ mes "NyaNyangNyaNyag~";
+ next;
+ mes "[Kissy-Kissy]";
+ mes "I decided to become a fortuneteller";
+ mes "when I was young and came to the city";
+ mes "and devoted myself to training.";
+ mes "I was in agony because of my slow progress.";
+ next;
+ mes "[Kissy-Kissy]";
+ mes "I came because I heard many ";
+ mes "fortunetellers gather here in Payon,";
+ mes "but nobody will tell me anything~";
+ mes "Waaah~ so sad~";
+ next;
+ mes "[Kissy-Kissy]";
+ mes "NyangNyangNyang~";
+ mes "NyaNyangNyaNyang~";
+ next;
+ mes "[Kissy-Kissy]";
+ mes "Kiss me~~";
+ close;
+
+OnTouch:
+ mes "[Kissy-Kissy]";
+ mes "NyangNyangNyang~";
+ mes "NyaNyangNyaNyang~";
+ mes "Kissy me~";
+ close;
+}
+
diff --git a/npc/pre-re/other/guildpvp.txt b/npc/pre-re/other/guildpvp.txt
new file mode 100644
index 000000000..34143b748
--- /dev/null
+++ b/npc/pre-re/other/guildpvp.txt
@@ -0,0 +1,55 @@
+//===== rAthena Script =======================================
+//= Guild Battle NPC
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.1
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Guild Battle with PVP mechanics.
+//===== Additional Comments: =================================
+//= 1.0 First version. [L0ne_W0lf]
+//= 1.1 Optimized. [Euphy]
+//============================================================
+
+pvp_y_room,77,85,4 script Guild Battle Guide 105,{
+
+ setarray .@map1X[1],7,9,16,8,20;
+ setarray .@map2X[1],91,90,83,91,79;
+ setarray .@mapY[1],49,49,50,49,50;
+
+ mes "[Guild Battle Guide]";
+ mes "How are you doing?";
+ mes "I'm the Guild Battle Guide";
+ mes "for the new PvP maps.";
+ mes "Let me know to which map";
+ mes "you want me to move you.";
+ next;
+ set .@i, select("Map 1:Map 2:Map 3:Map 4:Map 5");
+ mes "[Guild Battle Guide]";
+ mes "You've chosen Map "+.@i+".";
+ mes "Now, which team are";
+ mes "you on? You can choose";
+ mes "either Team 1 or Team 2.";
+ next;
+ set .@j, select("Team 1:Team 2");
+ mes "[Guild Battle Guide]";
+ mes "Alright, I'll move you";
+ mes "to Map "+.@i+" as a member";
+ mes "of Team "+.@j+". Are you ready";
+ mes "to be transported there now?";
+ next;
+ if(select("Yes:No")==2) {
+ mes "[Guild Battle Guide]";
+ mes "Alright, I hope to";
+ mes "see you again on";
+ mes "the PvP fields!";
+ close; }
+ mes "[Guild Battle Guide]";
+ mes "Great! Have a good time~";
+ close2;
+ warp "guild_vs"+.@i,getd(".@map"+.@j+"X["+.@i+"]"),.@mapY[.@i];
+ end;
+} \ No newline at end of file
diff --git a/npc/pre-re/other/gympass.txt b/npc/pre-re/other/gympass.txt
new file mode 100644
index 000000000..40bba2437
--- /dev/null
+++ b/npc/pre-re/other/gympass.txt
@@ -0,0 +1,150 @@
+//===== rAthena Script =======================================
+//= Gym Pass Cash Item NPC
+//===== By: ==================================================
+//= Kisuka
+//===== Current Version: =====================================
+//= 1.3
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Exchange Gym Passes to learn "Enlarge Weight Limit"
+//= iRO NPC situated in Payon beside Kafra Shop.
+//===== Additional Comments: =================================
+//= 1.0 First version [L0ne_W0lf]
+//= 1.1 Fixed the NPC saying you "00" [L0ne_W0lf]
+//= 1.2 Replaced effect numerics with constants. [Samuray22]
+//= 1.3 Updated script, and fixed potential errors. [L0ne_W0lf]
+//============================================================
+
+payon,173,141,4 script Ripped Cabus#GymPass 899,{
+ mes "[Ripped]";
+ mes "Hey, there. People aren't";
+ mes "as physically active as they";
+ mes "used to be. Even if you fight";
+ mes "for a living, your body might";
+ mes "be weak and flabby in some";
+ mes "areas. Know what I mean?";
+ next;
+ mes "[Ripped]";
+ mes "Hey, train with me, and I can";
+ mes "guarantee that you'll be able";
+ mes "to lift and carry more of your";
+ mes "stuff. Just gimme your";
+ mes "^FF0000Gym Pass^000000 each time,";
+ mes "and we'll be good to go.";
+ next;
+ mes "[Ripped]";
+ mes "But don't get too excited:";
+ mes "no matter how much training";
+ mes "I take you through, you can";
+ mes "overdo it. You ever hear of";
+ mes "anyone that got too buff?";
+ mes "That's cuz they're dead. See?";
+ next;
+ mes "[Ripped]";
+ mes "I'd say that it'd be safe";
+ mes "for you to seriously train";
+ mes "with me and increase your";
+ mes "item carrying capacity ^FF000010 times^000000.";
+ mes "So... Are you ready to sweat?";
+ next;
+ switch(select("Yes:No:Um, my workouts wore off.")) {
+ case 1:
+ if (gympassmemory < 10) {
+ set .@add_carry,gympassmemory + 1;
+ set .@remain_carry,10 - .@add_carry;
+ if (countitem(7776) > 0) {
+ mes "[Ripped]";
+ mes "Oh, awesome, I see you";
+ mes "brought your Gym Pass.";
+ mes "Alright, just do what I do,";
+ mes "and try to feel the burn.";
+ mes "Ready? Let's do this.";
+ next;
+ specialeffect2 EF_EARTHSPIKE;
+ next;
+ specialeffect2 EF_DEVIL;
+ next;
+ specialeffect2 EF_COIN;
+ next;
+ specialeffect2 EF_SIGHTRASHER;
+ next;
+ mes "[Ripped]";
+ mes "There, you should be able";
+ mes "to carry more stuff with you.";
+ mes "Let's see, we can increase";
+ mes "your item carrying capacity";
+ mes "^FF00000" + .@remain_carry + "^000000 more times if we continue";
+ mes "training together like this.";
+ delitem 7776,1; //Max_Weight_Up_Scroll
+ set gympassmemory,.@add_carry;
+ skill "ALL_INCCARRY",.@add_carry,0;
+ close;
+ }
+ else {
+ mes "[Ripped]";
+ mes "Dude, what'd I tell you?";
+ mes "You gotta bring me your";
+ mes "^FF0000Gym Pass^000000 if you wanna";
+ mes "work out, and build up your";
+ mes "item carrying muscles.";
+ close;
+ }
+ }
+ else {
+ mes "[Ripped]";
+ mes "Dude, I don't think we can";
+ mes "build up your item carrying";
+ mes "muscles anymore than that.";
+ mes "It's too dangerous for your";
+ mes "body if we even tried! C'mon,";
+ mes "I told you about the limits.";
+ close;
+ }
+ case 2:
+ mes "[Ripped]";
+ mes "Aw, that's too bad.";
+ mes "Well, come back if you";
+ mes "change your mind. Tell";
+ mes "your friends about me:";
+ mes "if they're flabby, I'll help";
+ mes "get them in shape.";
+ close;
+ case 3:
+ if (gympassmemory > 0) {
+ mes "[Ripped]";
+ mes "What happened?";
+ mes "You let your item carrying";
+ mes "muscles just atrophy? Lucky";
+ mes "for you, there's such a thing";
+ mes "as muscle memory. It's won't take";
+ mes "as long to build 'em back up...";
+ next;
+ specialeffect2 EF_EARTHSPIKE;
+ next;
+ specialeffect2 EF_DEVIL;
+ next;
+ specialeffect2 EF_COIN;
+ next;
+ specialeffect2 EF_SIGHTRASHER;
+ next;
+ mes "[Ripped]";
+ mes "How about that?";
+ mes "Your item carrying";
+ mes "muscles grew back,";
+ mes "just like that! Try not to";
+ mes "wimp out again, okay?";
+ skill "ALL_INCCARRY",gympassmemory,0;
+ close;
+ }
+ else {
+ mes "[Ripped]";
+ mes "Uhh...";
+ mes "We didn't work out";
+ mes "together before.";
+ mes "I'm sure about that.";
+ close;
+ }
+ }
+}
diff --git a/npc/pre-re/other/hugel_bingo.txt b/npc/pre-re/other/hugel_bingo.txt
new file mode 100644
index 000000000..483ba7f52
--- /dev/null
+++ b/npc/pre-re/other/hugel_bingo.txt
@@ -0,0 +1,1166 @@
+//===== rAthena Script =======================================
+//= Hugel Bingo script
+//===== By: ==================================================
+//= SinSloth
+//===== Current Version: =====================================
+//= 1.8
+//===== Compatible With: =====================================
+//= Any rAthena Version
+//===== Description: =========================================
+//= Hugel Bingo game
+//===== Additional Comments: =================================
+//= 1.0 - First version. Please report bugs you find out. [SinSloth]
+//= 1.1 - Fixed a minor bug. [SinSloth]
+//= 1.2 - Added some Bingo Staff NPCs. [SinSloth]
+//= 1.3 - Fixed a bug where an AFK-player wasn't warped out of the game,
+//= preventing players from launching another. [SinSloth]
+//= 1.4 - Fixed a minor bug added in the last revision. [SinSloth]
+//= 1.5 - Applied a fix to players locations which were not rotating properly. [SinSloth]
+//= 1.6 - Removed nescesity to win to proceed with quest [Yommy]
+//= 1.7 - Replaced effect numerics with constants. [Samuray22]
+//= 1.8 Updated 'waitingroom' to support required zeny/lvl. [Kisuka]
+//============================================================
+
+que_bingo,48,84,5 script Bingo Waiting Room 124,{
+ end;
+
+OnInit:
+ set $hu_bingoa,0;
+ set $hu_bingob,0;
+ waitingroom "Bingo Waiting Room - 5 People",50,"Bingo Waiting Room::OnWarp",5,1000;
+ end;
+
+OnWarp:
+ warpwaitingpc "que_bingo",46,141;
+ donpcevent "start#bingo::OnStart";
+ enablenpc "plate1#bingo";
+ enablenpc "plate2#bingo";
+ enablenpc "plate3#bingo";
+ enablenpc "plate4#bingo";
+ enablenpc "plate5#bingo";
+ disablewaitingroomevent;
+ end;
+
+OnStart:
+ enablewaitingroomevent;
+ end;
+}
+
+que_bingo,49,125,0 script plate1#bingo 139,1,1,{
+
+OnInit:
+ disablenpc "plate1#bingo";
+ disablenpc "plate2#bingo";
+ disablenpc "plate3#bingo";
+ disablenpc "plate4#bingo";
+ disablenpc "plate5#bingo";
+ end;
+
+OnTouch:
+ if ( zeny < 1000 ) {
+ mapannounce "que_bingo","Eukran: Oh it looks like "+strcharinfo(0)+" doesn't have enough money. I'm sorry but I must cancel the game~",1,0xFFAB54;
+ setnpctimer 201999,"start#bingo"; // manual reset
+ end;
+ }
+ set Zeny,Zeny -1000;
+ set @bingo_a1$,0;
+ set @bingo_a2$,0;
+ set @bingo_a3$,0;
+ set @bingo_a4$,0;
+ set @bingo_a5$,0;
+ set @bingo_b1$,0;
+ set @bingo_b2$,0;
+ set @bingo_b3$,0;
+ set @bingo_b4$,0;
+ set @bingo_b5$,0;
+ set @bingo_c1$,0;
+ set @bingo_c2$,0;
+ set @bingo_c3$,0;
+ set @bingo_c4$,0;
+ set @bingo_c5$,0;
+ set @bingo_d1$,0;
+ set @bingo_d2$,0;
+ set @bingo_d3$,0;
+ set @bingo_d4$,0;
+ set @bingo_d5$,0;
+ set @bingo_e1$,0;
+ set @bingo_e2$,0;
+ set @bingo_e3$,0;
+ set @bingo_e4$,0;
+ set @bingo_e5$,0;
+ set @bingo_case,1;
+L_Fill:
+ set @bingo_fill,callfunc("Func_Bingo",@bingo_case);
+ if(!@bingo_fill)
+ {
+ mes "The numbers you have entered";
+ mes "exceed the limit, or you have";
+ mes "already entered these numbers.";
+ mes "Please enter your numbers again.";
+ next;
+ }
+ else if(@bingo_fill)
+ {
+ if(@bingoplate[25] < 10) set @bingo_e5$,"0"+@bingoplate[25]+""; else set @bingo_e5$,@bingoplate[25];
+ donpcevent "start#bingo::OnEnter";
+ mes "["+@bingo_a1$+"] ["+@bingo_a2$+"] ["+@bingo_a3$+"] ["+@bingo_a4$+"] ["+@bingo_a5$+"]";
+ mes "["+@bingo_b1$+"] ["+@bingo_b2$+"] ["+@bingo_b3$+"] ["+@bingo_b4$+"] ["+@bingo_b5$+"]";
+ mes "["+@bingo_c1$+"] ["+@bingo_c2$+"] ["+@bingo_c3$+"] ["+@bingo_c4$+"] ["+@bingo_c5$+"]";
+ mes "["+@bingo_d1$+"] ["+@bingo_d2$+"] ["+@bingo_d3$+"] ["+@bingo_d4$+"] ["+@bingo_d5$+"]";
+ mes "["+@bingo_e1$+"] ["+@bingo_e2$+"] ["+@bingo_e3$+"] ["+@bingo_e4$+"] ["+@bingo_e5$+"]";
+ close;
+
+ }
+ goto L_Fill;
+
+}
+
+que_bingo,53,121,0 duplicate(plate1#bingo) plate2#bingo 139,1,1
+que_bingo,51,116,0 duplicate(plate1#bingo) plate3#bingo 139,1,1
+que_bingo,46,116,0 duplicate(plate1#bingo) plate4#bingo 139,1,1
+que_bingo,45,121,0 duplicate(plate1#bingo) plate5#bingo 139,1,1
+
+que_bingo,51,51,0 script start#bingo 139,{
+
+OnStart:
+ initnpctimer;
+ end;
+
+OnEnter:
+ if($hu_bingoa == 4)
+ {
+ set $hu_bingoa,5;
+ donpcevent "start2#bingo::OnStart";
+ stopnpctimer;
+ end;
+ }
+ set $hu_bingoa,$hu_bingoa +1;
+ end;
+
+OnTimer1000:
+ mapannounce "que_bingo","Eukran: Hello, everyone! I'm Eukran, your Bingo Guide~",1,0xFFAB54;
+ end;
+
+OnTimer6000:
+ mapannounce "que_bingo","Eukran: Game participants, please enter the Warp Portal at the bottom of your screen and choose a Bingo Plate by entering a number.",1,0xFFAB54;
+ end;
+
+OnTimer11000:
+ mapannounce "que_bingo","Eukran: All participants must choose their Bingo Plates within 3 minutes, or the game will be canceled.",1,0xFFAB54;
+ end;
+
+OnTimer192000:
+ mapannounce "que_bingo","Eukran: Please enter a number in 5 seconds, or the game will be canceled.",1,0xFFAB54;
+ end;
+
+OnTimer200000:
+ mapannounce "que_bingo","Eukran: I'm sorry, but the game has been canceled. Please come again and enjoy a game of Bingo with us!",1,0xFFAB54;
+ end;
+
+OnTimer202000:
+ disablenpc "plate1#bingo";
+ disablenpc "plate2#bingo";
+ disablenpc "plate3#bingo";
+ disablenpc "plate4#bingo";
+ disablenpc "plate5#bingo";
+ end;
+
+OnTimer203000:
+ areawarp "que_bingo",44,115,54,126,"que_bingo",40,124;
+ enablenpc "out3#bingo";
+ end;
+
+OnTimer204000:
+ disablenpc "out3#bingo";
+ set $hu_bingoa,0;
+ set $hu_bingob,0;
+ donpcevent "Bingo Waiting Room::OnStart";
+ end;
+}
+
+que_bingo,52,52,0 script start2#bingo 139,{
+
+OnStop:
+ stopnpctimer;
+ end;
+
+OnStart:
+ initnpctimer;
+ end;
+
+OnTimer2000:
+ mapannounce "que_bingo","Eukran: Great, everyone seems to be ready~",1,0xFFAB54;
+ disablenpc "plate1#bingo";
+ disablenpc "plate2#bingo";
+ disablenpc "plate3#bingo";
+ disablenpc "plate4#bingo";
+ disablenpc "plate5#bingo";
+ end;
+
+OnTimer5000:
+ mapannounce "que_bingo","Eukran: Now, let the game begin!",1,0xFFAB54;
+ setarray $@bingoarray[0],1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25;
+ set .@max_index, 24;
+ for(set .@i,0; .@i < 25; set .@i,.@i +1)
+ {
+ set $@bingo0,rand(0,.@max_index);
+ set $bingo[.@i],$@bingoarray[$@bingo0];
+ set $@bingoarray[$@bingo0], $@bingoarray[.@max_index];
+ set .@max_index, .@max_index - 1;
+ }
+ end;
+
+OnTimer8000:
+ mapannounce "que_bingo","Eukran: I'll announce the Bingo Numbers. If you get 5 lines by matching 5 Bingo Numbers in a straight line on your Bingo Plate, yell out ''Bingo'' to win~",1,0xFFAB54;
+ end;
+
+OnTimer10000:
+ set $@bingoresult,1;
+ callfunc "Func_BingoResult",$@bingoresult;
+ end;
+
+OnTimer15000:
+ donpcevent "1a#bingo::OnInit";
+ end;
+
+OnTimer20000:
+ callfunc "Func_BingoResult",$@bingoresult;
+ end;
+
+OnTimer25000:
+ donpcevent "1a#bingo::OnInit";
+ end;
+
+OnTimer30000:
+ callfunc "Func_BingoResult",$@bingoresult;
+ end;
+
+OnTimer35000:
+ donpcevent "1a#bingo::OnInit";
+ end;
+
+OnTimer40000:
+ callfunc "Func_BingoResult",$@bingoresult;
+ end;
+
+OnTimer45000:
+ donpcevent "1a#bingo::OnInit";
+ end;
+
+OnTimer50000:
+ callfunc "Func_BingoResult",$@bingoresult;
+ end;
+
+OnTimer55000:
+ donpcevent "1a#bingo::OnInit";
+ end;
+
+OnTimer60000:
+ callfunc "Func_BingoResult",$@bingoresult;
+ end;
+
+OnTimer65000:
+ donpcevent "1a#bingo::OnInit";
+ end;
+
+OnTimer70000:
+ callfunc "Func_BingoResult",$@bingoresult;
+ end;
+
+OnTimer75000:
+ donpcevent "1a#bingo::OnInit";
+ end;
+
+OnTimer80000:
+ callfunc "Func_BingoResult",$@bingoresult;
+ end;
+
+OnTimer85000:
+ donpcevent "1a#bingo::OnInit";
+ end;
+
+OnTimer90000:
+ callfunc "Func_BingoResult",$@bingoresult;
+ end;
+
+OnTimer95000:
+ donpcevent "1a#bingo::OnInit";
+ end;
+
+OnTimer100000:
+ callfunc "Func_BingoResult",$@bingoresult;
+ end;
+
+OnTimer105000:
+ donpcevent "1a#bingo::OnInit";
+ end;
+
+OnTimer110000:
+ callfunc "Func_BingoResult",$@bingoresult;
+ end;
+
+OnTimer115000:
+ donpcevent "1a#bingo::OnInit";
+ end;
+
+OnTimer120000:
+ callfunc "Func_BingoResult",$@bingoresult;
+ end;
+
+OnTimer125000:
+ donpcevent "1a#bingo::OnInit";
+ end;
+
+OnTimer130000:
+ callfunc "Func_BingoResult",$@bingoresult;
+ end;
+
+OnTimer135000:
+ donpcevent "1a#bingo::OnInit";
+ end;
+
+OnTimer140000:
+ callfunc "Func_BingoResult",$@bingoresult;
+ end;
+
+OnTimer145000:
+ donpcevent "1a#bingo::OnInit";
+ end;
+
+OnTimer150000:
+ callfunc "Func_BingoResult",$@bingoresult;
+ end;
+
+OnTimer155000:
+ donpcevent "1a#bingo::OnInit";
+ end;
+
+OnTimer160000:
+ callfunc "Func_BingoResult",$@bingoresult;
+ end;
+
+OnTimer179000:
+ donpcevent "1a#bingo::OnInit";
+ end;
+
+OnTimer180000:
+ callfunc "Func_BingoResult",$@bingoresult;
+ end;
+
+OnTimer199000:
+ donpcevent "1a#bingo::OnInit";
+ end;
+
+OnTimer200000:
+ callfunc "Func_BingoResult",$@bingoresult;
+ end;
+
+OnTimer219000:
+ donpcevent "1a#bingo::OnInit";
+ end;
+
+OnTimer220000:
+ callfunc "Func_BingoResult",$@bingoresult;
+ end;
+
+OnTimer239000:
+ donpcevent "1a#bingo::OnInit";
+ end;
+
+OnTimer240000:
+ callfunc "Func_BingoResult",$@bingoresult;
+ end;
+
+OnTimer259000:
+ donpcevent "1a#bingo::OnInit";
+ end;
+
+OnTimer260000:
+ callfunc "Func_BingoResult",$@bingoresult;
+ end;
+
+OnTimer279000:
+ donpcevent "1a#bingo::OnInit";
+ end;
+
+OnTimer280000:
+ callfunc "Func_BingoResult",$@bingoresult;
+ end;
+
+OnTimer299000:
+ donpcevent "1a#bingo::OnInit";
+ end;
+
+OnTimer300000:
+ callfunc "Func_BingoResult",$@bingoresult;
+ end;
+
+OnTimer319000:
+ donpcevent "1a#bingo::OnInit";
+ end;
+
+OnTimer320000:
+ callfunc "Func_BingoResult",$@bingoresult;
+ end;
+
+OnTimer339000:
+ donpcevent "1a#bingo::OnInit";
+ end;
+
+OnTimer340000:
+ callfunc "Func_BingoResult",$@bingoresult;
+ end;
+
+OnTimer440000:
+ mapannounce "que_bingo","Eukran: I've announced all of the selected numbers, but I haven't heard anyone yell ''Bingo.''",1,0xFFAB54;
+ end;
+
+OnTimer445000:
+ mapannounce "que_bingo","Eukran: I'll give you all 10 seconds to check if any of you have won. If no one can yell ''Bingo'' in 10 seconds, this game will end without a winner.",1,0xFFAB54;
+ end;
+
+OnTimer460000:
+ mapannounce "que_bingo","Eukran: I'm sorry, but this game has ended without a winner. Thanks for playing, everyone~",1,0xFFAB54;
+ donpcevent "1a#bingo::OnInit";
+ donpcevent "player1#bingo::OnOut";
+ donpcevent "player2#bingo::OnOut";
+ donpcevent "player3#bingo::OnOut";
+ donpcevent "player4#bingo::OnOut";
+ donpcevent "player5#bingo::OnOut";
+ set $hu_bingoa,0;
+ donpcevent "Bingo Waiting Room::OnStart";
+ end;
+}
+
+que_bingo,49,125,0 script 1a#bingo 139,1,1,{
+ end;
+
+OnInit:
+ disablenpc "1a#bingo";
+ disablenpc "2a#bingo";
+ disablenpc "3a#bingo";
+ disablenpc "4a#bingo";
+ disablenpc "5a#bingo";
+ disablenpc "6a#bingo";
+ disablenpc "7a#bingo";
+ disablenpc "8a#bingo";
+ disablenpc "9a#bingo";
+ disablenpc "10a#bingo";
+ disablenpc "11a#bingo";
+ disablenpc "12a#bingo";
+ disablenpc "13a#bingo";
+ disablenpc "14a#bingo";
+ disablenpc "15a#bingo";
+ disablenpc "16a#bingo";
+ disablenpc "17a#bingo";
+ disablenpc "18a#bingo";
+ disablenpc "19a#bingo";
+ disablenpc "20a#bingo";
+ disablenpc "21a#bingo";
+ disablenpc "22a#bingo";
+ disablenpc "23a#bingo";
+ disablenpc "24a#bingo";
+ disablenpc "25a#bingo";
+ disablenpc "1b#bingo";
+ disablenpc "2b#bingo";
+ disablenpc "3b#bingo";
+ disablenpc "4b#bingo";
+ disablenpc "5b#bingo";
+ disablenpc "6b#bingo";
+ disablenpc "7b#bingo";
+ disablenpc "8b#bingo";
+ disablenpc "9b#bingo";
+ disablenpc "10b#bingo";
+ disablenpc "11b#bingo";
+ disablenpc "12b#bingo";
+ disablenpc "13b#bingo";
+ disablenpc "14b#bingo";
+ disablenpc "15b#bingo";
+ disablenpc "16b#bingo";
+ disablenpc "17b#bingo";
+ disablenpc "18b#bingo";
+ disablenpc "19b#bingo";
+ disablenpc "20b#bingo";
+ disablenpc "21b#bingo";
+ disablenpc "22b#bingo";
+ disablenpc "23b#bingo";
+ disablenpc "24b#bingo";
+ disablenpc "25b#bingo";
+ disablenpc "1c#bingo";
+ disablenpc "2c#bingo";
+ disablenpc "3c#bingo";
+ disablenpc "4c#bingo";
+ disablenpc "5c#bingo";
+ disablenpc "6c#bingo";
+ disablenpc "7c#bingo";
+ disablenpc "8c#bingo";
+ disablenpc "9c#bingo";
+ disablenpc "10c#bingo";
+ disablenpc "11c#bingo";
+ disablenpc "12c#bingo";
+ disablenpc "13c#bingo";
+ disablenpc "14c#bingo";
+ disablenpc "15c#bingo";
+ disablenpc "16c#bingo";
+ disablenpc "17c#bingo";
+ disablenpc "18c#bingo";
+ disablenpc "19c#bingo";
+ disablenpc "20c#bingo";
+ disablenpc "21c#bingo";
+ disablenpc "22c#bingo";
+ disablenpc "23c#bingo";
+ disablenpc "24c#bingo";
+ disablenpc "25c#bingo";
+ disablenpc "1d#bingo";
+ disablenpc "2d#bingo";
+ disablenpc "3d#bingo";
+ disablenpc "4d#bingo";
+ disablenpc "5d#bingo";
+ disablenpc "6d#bingo";
+ disablenpc "7d#bingo";
+ disablenpc "8d#bingo";
+ disablenpc "9d#bingo";
+ disablenpc "10d#bingo";
+ disablenpc "11d#bingo";
+ disablenpc "12d#bingo";
+ disablenpc "13d#bingo";
+ disablenpc "14d#bingo";
+ disablenpc "15d#bingo";
+ disablenpc "16d#bingo";
+ disablenpc "17d#bingo";
+ disablenpc "18d#bingo";
+ disablenpc "19d#bingo";
+ disablenpc "20d#bingo";
+ disablenpc "21d#bingo";
+ disablenpc "22d#bingo";
+ disablenpc "23d#bingo";
+ disablenpc "24d#bingo";
+ disablenpc "25d#bingo";
+ disablenpc "1e#bingo";
+ disablenpc "2e#bingo";
+ disablenpc "3e#bingo";
+ disablenpc "4e#bingo";
+ disablenpc "5e#bingo";
+ disablenpc "6e#bingo";
+ disablenpc "7e#bingo";
+ disablenpc "8e#bingo";
+ disablenpc "9e#bingo";
+ disablenpc "10e#bingo";
+ disablenpc "11e#bingo";
+ disablenpc "12e#bingo";
+ disablenpc "13e#bingo";
+ disablenpc "14e#bingo";
+ disablenpc "15e#bingo";
+ disablenpc "16e#bingo";
+ disablenpc "17e#bingo";
+ disablenpc "18e#bingo";
+ disablenpc "19e#bingo";
+ disablenpc "20e#bingo";
+ disablenpc "21e#bingo";
+ disablenpc "22e#bingo";
+ disablenpc "23e#bingo";
+ disablenpc "24e#bingo";
+ disablenpc "25e#bingo";
+ end;
+
+OnTouch:
+ if(@bingoplate[1] == $bingo[$@bingoresult -1]){ set @bingo_a1$,"^ff0000- -^000000"; setarray @bingoplate[1],99; }
+ else if(@bingoplate[2] == $bingo[$@bingoresult -1]){ set @bingo_a2$,"^ff0000- -^000000"; setarray @bingoplate[2],99; }
+ else if(@bingoplate[3] == $bingo[$@bingoresult -1]){ set @bingo_a3$,"^ff0000- -^000000"; setarray @bingoplate[3],99; }
+ else if(@bingoplate[4] == $bingo[$@bingoresult -1]){ set @bingo_a4$,"^ff0000- -^000000"; setarray @bingoplate[4],99; }
+ else if(@bingoplate[5] == $bingo[$@bingoresult -1]){ set @bingo_a5$,"^ff0000- -^000000"; setarray @bingoplate[5],99; }
+ else if(@bingoplate[6] == $bingo[$@bingoresult -1]){ set @bingo_b1$,"^ff0000- -^000000"; setarray @bingoplate[6],99; }
+ else if(@bingoplate[7] == $bingo[$@bingoresult -1]){ set @bingo_b2$,"^ff0000- -^000000"; setarray @bingoplate[7],99; }
+ else if(@bingoplate[8] == $bingo[$@bingoresult -1]){ set @bingo_b3$,"^ff0000- -^000000"; setarray @bingoplate[8],99; }
+ else if(@bingoplate[9] == $bingo[$@bingoresult -1]){ set @bingo_b4$,"^ff0000- -^000000"; setarray @bingoplate[9],99; }
+ else if(@bingoplate[10] == $bingo[$@bingoresult -1]){ set @bingo_b5$,"^ff0000- -^000000"; setarray @bingoplate[10],99; }
+ else if(@bingoplate[11] == $bingo[$@bingoresult -1]){ set @bingo_c1$,"^ff0000- -^000000"; setarray @bingoplate[11],99; }
+ else if(@bingoplate[12] == $bingo[$@bingoresult -1]){ set @bingo_c2$,"^ff0000- -^000000"; setarray @bingoplate[12],99; }
+ else if(@bingoplate[13] == $bingo[$@bingoresult -1]){ set @bingo_c3$,"^ff0000- -^000000"; setarray @bingoplate[13],99; }
+ else if(@bingoplate[14] == $bingo[$@bingoresult -1]){ set @bingo_c4$,"^ff0000- -^000000"; setarray @bingoplate[14],99; }
+ else if(@bingoplate[15] == $bingo[$@bingoresult -1]){ set @bingo_c5$,"^ff0000- -^000000"; setarray @bingoplate[15],99; }
+ else if(@bingoplate[16] == $bingo[$@bingoresult -1]){ set @bingo_d1$,"^ff0000- -^000000"; setarray @bingoplate[16],99; }
+ else if(@bingoplate[17] == $bingo[$@bingoresult -1]){ set @bingo_d2$,"^ff0000- -^000000"; setarray @bingoplate[17],99; }
+ else if(@bingoplate[18] == $bingo[$@bingoresult -1]){ set @bingo_d3$,"^ff0000- -^000000"; setarray @bingoplate[18],99; }
+ else if(@bingoplate[19] == $bingo[$@bingoresult -1]){ set @bingo_d4$,"^ff0000- -^000000"; setarray @bingoplate[19],99; }
+ else if(@bingoplate[20] == $bingo[$@bingoresult -1]){ set @bingo_d5$,"^ff0000- -^000000"; setarray @bingoplate[20],99; }
+ else if(@bingoplate[21] == $bingo[$@bingoresult -1]){ set @bingo_e1$,"^ff0000- -^000000"; setarray @bingoplate[21],99; }
+ else if(@bingoplate[22] == $bingo[$@bingoresult -1]){ set @bingo_e2$,"^ff0000- -^000000"; setarray @bingoplate[22],99; }
+ else if(@bingoplate[23] == $bingo[$@bingoresult -1]){ set @bingo_e3$,"^ff0000- -^000000"; setarray @bingoplate[23],99; }
+ else if(@bingoplate[24] == $bingo[$@bingoresult -1]){ set @bingo_e4$,"^ff0000- -^000000"; setarray @bingoplate[24],99; }
+ else if(@bingoplate[25] == $bingo[$@bingoresult -1]){ set @bingo_e5$,"^ff0000- -^000000"; setarray @bingoplate[25],99; }
+ set @bingowin,0;
+ if(@bingoplate[1] == @bingoplate[2] && @bingoplate[1] == @bingoplate[3] && @bingoplate[1] == @bingoplate[4] && @bingoplate[1] == @bingoplate[5]) set @bingowin,@bingowin +1;
+ if(@bingoplate[6] == @bingoplate[7] && @bingoplate[6] == @bingoplate[8] && @bingoplate[6] == @bingoplate[9] && @bingoplate[6] == @bingoplate[10]) set @bingowin,@bingowin +1;
+ if(@bingoplate[11] == @bingoplate[12] && @bingoplate[11] == @bingoplate[13] && @bingoplate[11] == @bingoplate[14] && @bingoplate[11] == @bingoplate[15]) set @bingowin,@bingowin +1;
+ if(@bingoplate[16] == @bingoplate[17] && @bingoplate[16] == @bingoplate[18] && @bingoplate[16] == @bingoplate[19] && @bingoplate[16] == @bingoplate[20]) set @bingowin,@bingowin +1;
+ if(@bingoplate[21] == @bingoplate[22] && @bingoplate[21] == @bingoplate[23] && @bingoplate[21] == @bingoplate[24] && @bingoplate[21] == @bingoplate[25]) set @bingowin,@bingowin +1;
+ if(@bingoplate[1] == @bingoplate[6] && @bingoplate[1] == @bingoplate[11] && @bingoplate[1] == @bingoplate[16] && @bingoplate[1] == @bingoplate[21]) set @bingowin,@bingowin +1;
+ if(@bingoplate[2] == @bingoplate[7] && @bingoplate[2] == @bingoplate[12] && @bingoplate[2] == @bingoplate[17] && @bingoplate[2] == @bingoplate[22]) set @bingowin,@bingowin +1;
+ if(@bingoplate[3] == @bingoplate[8] && @bingoplate[3] == @bingoplate[13] && @bingoplate[3] == @bingoplate[18] && @bingoplate[3] == @bingoplate[23]) set @bingowin,@bingowin +1;
+ if(@bingoplate[4] == @bingoplate[9] && @bingoplate[4] == @bingoplate[14] && @bingoplate[4] == @bingoplate[19] && @bingoplate[4] == @bingoplate[24]) set @bingowin,@bingowin +1;
+ if(@bingoplate[5] == @bingoplate[10] && @bingoplate[5] == @bingoplate[15] && @bingoplate[5] == @bingoplate[20] && @bingoplate[5] == @bingoplate[25]) set @bingowin,@bingowin +1;
+ if(@bingoplate[1] == @bingoplate[7] && @bingoplate[1] == @bingoplate[13] && @bingoplate[1] == @bingoplate[19] && @bingoplate[1] == @bingoplate[25]) set @bingowin,@bingowin +1;
+ if(@bingoplate[5] == @bingoplate[9] && @bingoplate[5] == @bingoplate[13] && @bingoplate[5] == @bingoplate[17] && @bingoplate[5] == @bingoplate[21]) set @bingowin,@bingowin +1;
+ if($@bingoresult == 1 || $@bingoresult == 21) mes "[ "+$@bingoresult+"st Number - "+$bingo[$@bingoresult -1]+" ]";
+ else if($@bingoresult == 2 || $@bingoresult == 22) mes "[ "+$@bingoresult+"nd Number - "+$bingo[$@bingoresult -1]+" ]";
+ else if($@bingoresult == 3 || $@bingoresult == 23) mes "[ "+$@bingoresult+"rd Number - "+$bingo[$@bingoresult -1]+" ]";
+ else mes "[ "+$@bingoresult+"th Number - "+$bingo[$@bingoresult -1]+" ]";
+ mes "["+@bingo_a1$+"] ["+@bingo_a2$+"] ["+@bingo_a3$+"] ["+@bingo_a4$+"] ["+@bingo_a5$+"]";
+ mes "["+@bingo_b1$+"] ["+@bingo_b2$+"] ["+@bingo_b3$+"] ["+@bingo_b4$+"] ["+@bingo_b5$+"]";
+ mes "["+@bingo_c1$+"] ["+@bingo_c2$+"] ["+@bingo_c3$+"] ["+@bingo_c4$+"] ["+@bingo_c5$+"]";
+ mes "["+@bingo_d1$+"] ["+@bingo_d2$+"] ["+@bingo_d3$+"] ["+@bingo_d4$+"] ["+@bingo_d5$+"]";
+ mes "["+@bingo_e1$+"] ["+@bingo_e2$+"] ["+@bingo_e3$+"] ["+@bingo_e4$+"] ["+@bingo_e5$+"]";
+ mes "[Currently Finished Lines - "+@bingowin+" ]";
+ if($@bingoresult > 15)
+ {
+ if(@bingowin > 4)
+ {
+ next;
+ mes "We just have made 5 lines!";
+ mes "Say ^ff0000Bingo^000000!";
+ mes "W-we just matched";
+ mes "5 numbers in a row!";
+ mes "Quickly, say ''^FF0000Bingo^000000!''";
+ mes "Remember, you'll only";
+ mes "have one chance to say it!";
+ input @bingoyell$;
+ if(@bingoyell$ == "Bingo")
+ {
+ if($hu_bingoa == 5)
+ {
+ set $hu_bingoa,6;
+ donpcevent "start2#bingo::OnStop";
+ set $@bingowinner$,strcharinfo(0);
+ donpcevent "win1a#bingo::OnWin";
+ close;
+
+ }
+ else if($hu_bingoa == 6)
+ {
+ next;
+ mes "Oh no! I'm sorry, but";
+ mes "someone already yelled";
+ mes "''bingo'' before you did.";
+ mes "I'm sorry, but you missed";
+ mes "your chance! Better luck,";
+ mes "next time, alright?";
+ close;
+ }
+ }
+ else
+ {
+ next;
+ mes "I'm sorry, but you";
+ mes "said it wrong. Next time,";
+ mes "make sure that you yell";
+ mes "out the word, ''^FF0000Bingo^000000,'' okay?";
+ close;
+ }
+ }
+ close;
+ }
+ close;
+}
+
+que_bingo,49,125,0 duplicate(1a#bingo) 2a#bingo 139,1,1
+que_bingo,49,125,0 duplicate(1a#bingo) 3a#bingo 139,1,1
+que_bingo,49,125,0 duplicate(1a#bingo) 4a#bingo 139,1,1
+que_bingo,49,125,0 duplicate(1a#bingo) 5a#bingo 139,1,1
+que_bingo,49,125,0 duplicate(1a#bingo) 6a#bingo 139,1,1
+que_bingo,49,125,0 duplicate(1a#bingo) 7a#bingo 139,1,1
+que_bingo,49,125,0 duplicate(1a#bingo) 8a#bingo 139,1,1
+que_bingo,49,125,0 duplicate(1a#bingo) 9a#bingo 139,1,1
+que_bingo,49,125,0 duplicate(1a#bingo) 10a#bingo 139,1,1
+que_bingo,49,125,0 duplicate(1a#bingo) 11a#bingo 139,1,1
+que_bingo,49,125,0 duplicate(1a#bingo) 12a#bingo 139,1,1
+que_bingo,49,125,0 duplicate(1a#bingo) 13a#bingo 139,1,1
+que_bingo,49,125,0 duplicate(1a#bingo) 14a#bingo 139,1,1
+que_bingo,49,125,0 duplicate(1a#bingo) 15a#bingo 139,1,1
+que_bingo,49,125,0 duplicate(1a#bingo) 16a#bingo 139,1,1
+que_bingo,49,125,0 duplicate(1a#bingo) 17a#bingo 139,1,1
+que_bingo,49,125,0 duplicate(1a#bingo) 18a#bingo 139,1,1
+que_bingo,49,125,0 duplicate(1a#bingo) 19a#bingo 139,1,1
+que_bingo,49,125,0 duplicate(1a#bingo) 20a#bingo 139,1,1
+que_bingo,49,125,0 duplicate(1a#bingo) 21a#bingo 139,1,1
+que_bingo,49,125,0 duplicate(1a#bingo) 22a#bingo 139,1,1
+que_bingo,49,125,0 duplicate(1a#bingo) 23a#bingo 139,1,1
+que_bingo,49,125,0 duplicate(1a#bingo) 24a#bingo 139,1,1
+que_bingo,49,125,0 duplicate(1a#bingo) 25a#bingo 139,1,1
+que_bingo,53,121,0 duplicate(1a#bingo) 1b#bingo 139,1,1
+que_bingo,53,121,0 duplicate(1a#bingo) 2b#bingo 139,1,1
+que_bingo,53,121,0 duplicate(1a#bingo) 3b#bingo 139,1,1
+que_bingo,53,121,0 duplicate(1a#bingo) 4b#bingo 139,1,1
+que_bingo,53,121,0 duplicate(1a#bingo) 5b#bingo 139,1,1
+que_bingo,53,121,0 duplicate(1a#bingo) 6b#bingo 139,1,1
+que_bingo,53,121,0 duplicate(1a#bingo) 7b#bingo 139,1,1
+que_bingo,53,121,0 duplicate(1a#bingo) 8b#bingo 139,1,1
+que_bingo,53,121,0 duplicate(1a#bingo) 9b#bingo 139,1,1
+que_bingo,53,121,0 duplicate(1a#bingo) 10b#bingo 139,1,1
+que_bingo,53,121,0 duplicate(1a#bingo) 11b#bingo 139,1,1
+que_bingo,53,121,0 duplicate(1a#bingo) 12b#bingo 139,1,1
+que_bingo,53,121,0 duplicate(1a#bingo) 13b#bingo 139,1,1
+que_bingo,53,121,0 duplicate(1a#bingo) 14b#bingo 139,1,1
+que_bingo,53,121,0 duplicate(1a#bingo) 15b#bingo 139,1,1
+que_bingo,53,121,0 duplicate(1a#bingo) 16b#bingo 139,1,1
+que_bingo,53,121,0 duplicate(1a#bingo) 17b#bingo 139,1,1
+que_bingo,53,121,0 duplicate(1a#bingo) 18b#bingo 139,1,1
+que_bingo,53,121,0 duplicate(1a#bingo) 19b#bingo 139,1,1
+que_bingo,53,121,0 duplicate(1a#bingo) 20b#bingo 139,1,1
+que_bingo,53,121,0 duplicate(1a#bingo) 21b#bingo 139,1,1
+que_bingo,53,121,0 duplicate(1a#bingo) 22b#bingo 139,1,1
+que_bingo,53,121,0 duplicate(1a#bingo) 23b#bingo 139,1,1
+que_bingo,53,121,0 duplicate(1a#bingo) 24b#bingo 139,1,1
+que_bingo,53,121,0 duplicate(1a#bingo) 25b#bingo 139,1,1
+que_bingo,51,116,0 duplicate(1a#bingo) 1c#bingo 139,1,1
+que_bingo,51,116,0 duplicate(1a#bingo) 2c#bingo 139,1,1
+que_bingo,51,116,0 duplicate(1a#bingo) 3c#bingo 139,1,1
+que_bingo,51,116,0 duplicate(1a#bingo) 4c#bingo 139,1,1
+que_bingo,51,116,0 duplicate(1a#bingo) 5c#bingo 139,1,1
+que_bingo,51,116,0 duplicate(1a#bingo) 6c#bingo 139,1,1
+que_bingo,51,116,0 duplicate(1a#bingo) 7c#bingo 139,1,1
+que_bingo,51,116,0 duplicate(1a#bingo) 8c#bingo 139,1,1
+que_bingo,51,116,0 duplicate(1a#bingo) 9c#bingo 139,1,1
+que_bingo,51,116,0 duplicate(1a#bingo) 10c#bingo 139,1,1
+que_bingo,51,116,0 duplicate(1a#bingo) 11c#bingo 139,1,1
+que_bingo,51,116,0 duplicate(1a#bingo) 12c#bingo 139,1,1
+que_bingo,51,116,0 duplicate(1a#bingo) 13c#bingo 139,1,1
+que_bingo,51,116,0 duplicate(1a#bingo) 14c#bingo 139,1,1
+que_bingo,51,116,0 duplicate(1a#bingo) 15c#bingo 139,1,1
+que_bingo,51,116,0 duplicate(1a#bingo) 16c#bingo 139,1,1
+que_bingo,51,116,0 duplicate(1a#bingo) 17c#bingo 139,1,1
+que_bingo,51,116,0 duplicate(1a#bingo) 18c#bingo 139,1,1
+que_bingo,51,116,0 duplicate(1a#bingo) 19c#bingo 139,1,1
+que_bingo,51,116,0 duplicate(1a#bingo) 20c#bingo 139,1,1
+que_bingo,51,116,0 duplicate(1a#bingo) 21c#bingo 139,1,1
+que_bingo,51,116,0 duplicate(1a#bingo) 22c#bingo 139,1,1
+que_bingo,51,116,0 duplicate(1a#bingo) 23c#bingo 139,1,1
+que_bingo,51,116,0 duplicate(1a#bingo) 24c#bingo 139,1,1
+que_bingo,51,116,0 duplicate(1a#bingo) 25c#bingo 139,1,1
+que_bingo,46,116,0 duplicate(1a#bingo) 1d#bingo 139,1,1
+que_bingo,46,116,0 duplicate(1a#bingo) 2d#bingo 139,1,1
+que_bingo,46,116,0 duplicate(1a#bingo) 3d#bingo 139,1,1
+que_bingo,46,116,0 duplicate(1a#bingo) 4d#bingo 139,1,1
+que_bingo,46,116,0 duplicate(1a#bingo) 5d#bingo 139,1,1
+que_bingo,46,116,0 duplicate(1a#bingo) 6d#bingo 139,1,1
+que_bingo,46,116,0 duplicate(1a#bingo) 7d#bingo 139,1,1
+que_bingo,46,116,0 duplicate(1a#bingo) 8d#bingo 139,1,1
+que_bingo,46,116,0 duplicate(1a#bingo) 9d#bingo 139,1,1
+que_bingo,46,116,0 duplicate(1a#bingo) 10d#bingo 139,1,1
+que_bingo,46,116,0 duplicate(1a#bingo) 11d#bingo 139,1,1
+que_bingo,46,116,0 duplicate(1a#bingo) 12d#bingo 139,1,1
+que_bingo,46,116,0 duplicate(1a#bingo) 13d#bingo 139,1,1
+que_bingo,46,116,0 duplicate(1a#bingo) 14d#bingo 139,1,1
+que_bingo,46,116,0 duplicate(1a#bingo) 15d#bingo 139,1,1
+que_bingo,46,116,0 duplicate(1a#bingo) 16d#bingo 139,1,1
+que_bingo,46,116,0 duplicate(1a#bingo) 17d#bingo 139,1,1
+que_bingo,46,116,0 duplicate(1a#bingo) 18d#bingo 139,1,1
+que_bingo,46,116,0 duplicate(1a#bingo) 19d#bingo 139,1,1
+que_bingo,46,116,0 duplicate(1a#bingo) 20d#bingo 139,1,1
+que_bingo,46,116,0 duplicate(1a#bingo) 21d#bingo 139,1,1
+que_bingo,46,116,0 duplicate(1a#bingo) 22d#bingo 139,1,1
+que_bingo,46,116,0 duplicate(1a#bingo) 23d#bingo 139,1,1
+que_bingo,46,116,0 duplicate(1a#bingo) 24d#bingo 139,1,1
+que_bingo,46,116,0 duplicate(1a#bingo) 25d#bingo 139,1,1
+que_bingo,45,121,0 duplicate(1a#bingo) 1e#bingo 139,1,1
+que_bingo,45,121,0 duplicate(1a#bingo) 2e#bingo 139,1,1
+que_bingo,45,121,0 duplicate(1a#bingo) 3e#bingo 139,1,1
+que_bingo,45,121,0 duplicate(1a#bingo) 4e#bingo 139,1,1
+que_bingo,45,121,0 duplicate(1a#bingo) 5e#bingo 139,1,1
+que_bingo,45,121,0 duplicate(1a#bingo) 6e#bingo 139,1,1
+que_bingo,45,121,0 duplicate(1a#bingo) 7e#bingo 139,1,1
+que_bingo,45,121,0 duplicate(1a#bingo) 8e#bingo 139,1,1
+que_bingo,45,121,0 duplicate(1a#bingo) 9e#bingo 139,1,1
+que_bingo,45,121,0 duplicate(1a#bingo) 10e#bingo 139,1,1
+que_bingo,45,121,0 duplicate(1a#bingo) 11e#bingo 139,1,1
+que_bingo,45,121,0 duplicate(1a#bingo) 12e#bingo 139,1,1
+que_bingo,45,121,0 duplicate(1a#bingo) 13e#bingo 139,1,1
+que_bingo,45,121,0 duplicate(1a#bingo) 14e#bingo 139,1,1
+que_bingo,45,121,0 duplicate(1a#bingo) 15e#bingo 139,1,1
+que_bingo,45,121,0 duplicate(1a#bingo) 16e#bingo 139,1,1
+que_bingo,45,121,0 duplicate(1a#bingo) 17e#bingo 139,1,1
+que_bingo,45,121,0 duplicate(1a#bingo) 18e#bingo 139,1,1
+que_bingo,45,121,0 duplicate(1a#bingo) 19e#bingo 139,1,1
+que_bingo,45,121,0 duplicate(1a#bingo) 20e#bingo 139,1,1
+que_bingo,45,121,0 duplicate(1a#bingo) 21e#bingo 139,1,1
+que_bingo,45,121,0 duplicate(1a#bingo) 22e#bingo 139,1,1
+que_bingo,45,121,0 duplicate(1a#bingo) 23e#bingo 139,1,1
+que_bingo,45,121,0 duplicate(1a#bingo) 24e#bingo 139,1,1
+que_bingo,45,121,0 duplicate(1a#bingo) 25e#bingo 139,1,1
+
+
+que_bingo,79,19,0 script win1a#bingo 139,4,4,{
+ end;
+
+OnWin:
+ initnpctimer;
+ end;
+
+OnTimer1000:
+ donpcevent "1a#bingo::OnInit";
+ enablenpc "win2a#bingo";
+ enablenpc "win2b#bingo";
+ enablenpc "win2c#bingo";
+ enablenpc "win2d#bingo";
+ enablenpc "win2e#bingo";
+ end;
+}
+
+que_bingo,49,125,0 script win2a#bingo 139,1,1,{
+ end;
+
+OnInit:
+ disablenpc "win2a#bingo";
+ disablenpc "win2b#bingo";
+ disablenpc "win2c#bingo";
+ disablenpc "win2d#bingo";
+ disablenpc "win2e#bingo";
+ end;
+
+OnTouch:
+ if($@bingowinner$ != strcharinfo(0)) end;
+ specialeffect EF_SUI_EXPLOSION;
+ soundeffect "tming_success.wav",1;
+ if($@bingoresult == 16) getitem 7515,50;
+ else getitem 7515,1;
+ initnpctimer;
+ end;
+
+OnTimer1000:
+ mapannounce "que_bingo","Eukran: Wow, Bingo! It's Bingo!",1,0xFFAB54;
+ end;
+
+OnTimer5000:
+ mapannounce "que_bingo","Eukran: "+$@bingowinner$+" has said Bingo!",1,0xFFAB54;
+ end;
+
+OnTimer10000:
+ if($@bingoresult == 16) mapannounce "que_bingo","Eukran: Congratulations, "+$@bingowinner$+"! You will be rewarded with 50 Marvelous Medals.",1,0xFFAB54;
+ else mapannounce "que_bingo","Eukran: Congratulations, "+$@bingowinner$+"! You will be rewarded with 1 Marvelous Medal.",1,0xFFAB54;
+ end;
+
+OnTimer15000:
+ mapannounce "que_bingo","Eukran: Thank you all for participating in the game. See you next time!",1,0xFFAB54;
+ end;
+
+OnTimer20000:
+ donpcevent "end#bingo::OnEnd";
+ donpcevent "win2a#bingo::OnInit";
+ end;
+}
+
+que_bingo,53,121,0 duplicate(win2a#bingo) win2b#bingo 139,1,1
+que_bingo,51,116,0 duplicate(win2a#bingo) win2c#bingo 139,1,1
+que_bingo,46,116,0 duplicate(win2a#bingo) win2d#bingo 139,1,1
+que_bingo,45,121,0 duplicate(win2a#bingo) win2e#bingo 139,1,1
+
+que_bingo,89,59,0 script end#bingo 139,4,4,{
+ end;
+
+OnEnd:
+ initnpctimer;
+ end;
+
+OnTimer1000:
+ enablenpc "end1a#bingo";
+ enablenpc "end1b#bingo";
+ enablenpc "end1c#bingo";
+ enablenpc "end1d#bingo";
+ enablenpc "end1e#bingo";
+ end;
+
+OnTimer5000:
+ disablenpc "end1a#bingo";
+ disablenpc "end1b#bingo";
+ disablenpc "end1c#bingo";
+ disablenpc "end1d#bingo";
+ disablenpc "end1e#bingo";
+ set $hu_bingoa,0;
+ donpcevent "Bingo Waiting Room::OnStart";
+ areawarp "que_bingo",69,108,30,135,"hugel",59,207;
+ end;
+}
+
+que_bingo,49,125,0 script end1a#bingo 139,1,1,{
+
+OnInit:
+ disablenpc "end1a#bingo";
+ disablenpc "end1b#bingo";
+ disablenpc "end1c#bingo";
+ disablenpc "end1d#bingo";
+ disablenpc "end1e#bingo";
+ end;
+
+OnTouch:
+ if(hg_ma1 == 6) warp "que_bingo",45,186;
+ else warp "que_bingo",40,121;
+ end;
+}
+
+que_bingo,53,121,0 duplicate(end1a#bingo) end1b#bingo 139,1,1
+que_bingo,51,116,0 duplicate(end1a#bingo) end1c#bingo 139,1,1
+que_bingo,46,116,0 duplicate(end1a#bingo) end1d#bingo 139,1,1
+que_bingo,45,121,0 duplicate(end1a#bingo) end1e#bingo 139,1,1
+
+que_bingo,50,138,1 script out3#bingo 139,5,8,{
+
+OnInit:
+ disablenpc "out3#bingo";
+ end;
+
+OnTouch:
+ warp "que_bingo",40,121;
+ end;
+}
+
+que_bingo,49,136,0 script go3#bingo 45,1,1,{
+
+OnTouch:
+ switch($hu_bingob)
+ {
+ case 0: warp "que_bingo",49,125; break;
+ case 1: warp "que_bingo",53,121; break;
+ case 2: warp "que_bingo",51,116; break;
+ case 3: warp "que_bingo",46,116; break;
+ case 4: warp "que_bingo",45,121; break;
+ }
+ set $hu_bingob,$hu_bingob +1;
+ if($hu_bingob == 5) set $hu_bingob,0;
+ end;
+}
+
+function script Func_Bingo {
+
+
+ for( set .@i,getarg(0); .@i < 26; set .@i,.@i +1)
+ {
+ if(@bingoplate[1] < 10) set @bingo_a1$,"0"+@bingoplate[1]+""; else set @bingo_a1$,@bingoplate[1];
+ if(@bingoplate[2] < 10) set @bingo_a2$,"0"+@bingoplate[2]+""; else set @bingo_a2$,@bingoplate[2];
+ if(@bingoplate[3] < 10) set @bingo_a3$,"0"+@bingoplate[3]+""; else set @bingo_a3$,@bingoplate[3];
+ if(@bingoplate[4] < 10) set @bingo_a4$,"0"+@bingoplate[4]+""; else set @bingo_a4$,@bingoplate[4];
+ if(@bingoplate[5] < 10) set @bingo_a5$,"0"+@bingoplate[5]+""; else set @bingo_a5$,@bingoplate[5];
+ if(.@i > 5) mes "["+@bingo_a1$+"] ["+@bingo_a2$+"] ["+@bingo_a3$+"] ["+@bingo_a4$+"] ["+@bingo_a5$+"]";
+ else
+ {
+ switch(.@i)
+ {
+ case 1: mes "^ff0000[__]^000000 [ ] [ ] [ ] [ ]"; break;
+ case 2: mes "["+@bingo_a1$+"] ^ff0000[__]^000000 [ ] [ ] [ ]"; break;
+ case 3: mes "["+@bingo_a1$+"] ["+@bingo_a2$+"] ^ff0000[__]^000000 [ ] [ ]"; break;
+ case 4: mes "["+@bingo_a1$+"] ["+@bingo_a2$+"] ["+@bingo_a3$+"] ^ff0000[__]^000000 [ ]"; break;
+ case 5: mes "["+@bingo_a1$+"] ["+@bingo_a2$+"] ["+@bingo_a3$+"] ["+@bingo_a4$+"] ^ff0000[__]^000000"; break;
+ }
+ }
+ if(@bingoplate[6] < 10) set @bingo_b1$,"0"+@bingoplate[6]+""; else set @bingo_b1$,@bingoplate[6];
+ if(@bingoplate[7] < 10) set @bingo_b2$,"0"+@bingoplate[7]+""; else set @bingo_b2$,@bingoplate[7];
+ if(@bingoplate[8] < 10) set @bingo_b3$,"0"+@bingoplate[8]+""; else set @bingo_b3$,@bingoplate[8];
+ if(@bingoplate[9] < 10) set @bingo_b4$,"0"+@bingoplate[9]+""; else set @bingo_b4$,@bingoplate[9];
+ if(@bingoplate[10] < 10) set @bingo_b5$,"0"+@bingoplate[10]+""; else set @bingo_b5$,@bingoplate[10];
+ if(.@i > 10) mes "["+@bingo_b1$+"] ["+@bingo_b2$+"] ["+@bingo_b3$+"] ["+@bingo_b4$+"] ["+@bingo_b5$+"]";
+ else if(.@i < 6) mes "[ ] [ ] [ ] [ ] [ ]";
+ else
+ {
+ switch(.@i)
+ {
+ case 6: mes "^ff0000[__]^000000 [ ] [ ] [ ] [ ]"; break;
+ case 7: mes "["+@bingo_b1$+"] ^ff0000[__]^000000 [ ] [ ] [ ]"; break;
+ case 8: mes "["+@bingo_b1$+"] ["+@bingo_b2$+"] ^ff0000[__]^000000 [ ] [ ]"; break;
+ case 9: mes "["+@bingo_b1$+"] ["+@bingo_b2$+"] ["+@bingo_b3$+"] ^ff0000[__]^000000 [ ]"; break;
+ case 10: mes "["+@bingo_b1$+"] ["+@bingo_b2$+"] ["+@bingo_b3$+"] ["+@bingo_b4$+"] ^ff0000[__]^000000"; break;
+ }
+ }
+ if(@bingoplate[11] < 10) set @bingo_c1$,"0"+@bingoplate[11]+""; else set @bingo_c1$,@bingoplate[11];
+ if(@bingoplate[12] < 10) set @bingo_c2$,"0"+@bingoplate[12]+""; else set @bingo_c2$,@bingoplate[12];
+ if(@bingoplate[13] < 10) set @bingo_c3$,"0"+@bingoplate[13]+""; else set @bingo_c3$,@bingoplate[13];
+ if(@bingoplate[14] < 10) set @bingo_c4$,"0"+@bingoplate[14]+""; else set @bingo_c4$,@bingoplate[14];
+ if(@bingoplate[15] < 10) set @bingo_c5$,"0"+@bingoplate[15]+""; else set @bingo_c5$,@bingoplate[15];
+ if(.@i > 15) mes "["+@bingo_c1$+"] ["+@bingo_c2$+"] ["+@bingo_c3$+"] ["+@bingo_c4$+"] ["+@bingo_c5$+"]";
+ else if(.@i < 11) mes "[ ] [ ] [ ] [ ] [ ]";
+ else
+ {
+ switch(.@i)
+ {
+ case 11: mes "^ff0000[__]^000000 [ ] [ ] [ ] [ ]"; break;
+ case 12: mes "["+@bingo_c1$+"] ^ff0000[__]^000000 [ ] [ ] [ ]"; break;
+ case 13: mes "["+@bingo_c1$+"] ["+@bingo_c2$+"] ^ff0000[__]^000000 [ ] [ ]"; break;
+ case 14: mes "["+@bingo_c1$+"] ["+@bingo_c2$+"] ["+@bingo_c3$+"] ^ff0000[__]^000000 [ ]"; break;
+ case 15: mes "["+@bingo_c1$+"] ["+@bingo_c2$+"] ["+@bingo_c3$+"] ["+@bingo_c4$+"] ^ff0000[__]^000000"; break;
+ }
+ }
+ if(@bingoplate[16] < 10) set @bingo_d1$,"0"+@bingoplate[16]+""; else set @bingo_d1$,@bingoplate[16];
+ if(@bingoplate[17] < 10) set @bingo_d2$,"0"+@bingoplate[17]+""; else set @bingo_d2$,@bingoplate[17];
+ if(@bingoplate[18] < 10) set @bingo_d3$,"0"+@bingoplate[18]+""; else set @bingo_d3$,@bingoplate[18];
+ if(@bingoplate[19] < 10) set @bingo_d4$,"0"+@bingoplate[19]+""; else set @bingo_d4$,@bingoplate[19];
+ if(@bingoplate[20] < 10) set @bingo_d5$,"0"+@bingoplate[20]+""; else set @bingo_d5$,@bingoplate[20];
+ if(.@i > 20) mes "["+@bingo_d1$+"] ["+@bingo_d2$+"] ["+@bingo_d3$+"] ["+@bingo_d4$+"] ["+@bingo_d5$+"]";
+ else if(.@i < 16) mes "[ ] [ ] [ ] [ ] [ ]";
+ else
+ {
+ switch(.@i)
+ {
+ case 16: mes "^ff0000[__]^000000 [ ] [ ] [ ] [ ]"; break;
+ case 17: mes "["+@bingo_d1$+"] ^ff0000[__]^000000 [ ] [ ] [ ]"; break;
+ case 18: mes "["+@bingo_d1$+"] ["+@bingo_d2$+"] ^ff0000[__]^000000 [ ] [ ]"; break;
+ case 19: mes "["+@bingo_d1$+"] ["+@bingo_d2$+"] ["+@bingo_d3$+"] ^ff0000[__]^000000 [ ]"; break;
+ case 20: mes "["+@bingo_d1$+"] ["+@bingo_d2$+"] ["+@bingo_d3$+"] ["+@bingo_d4$+"] ^ff0000[__]^000000"; break;
+ }
+ }
+ if(@bingoplate[21] < 10) set @bingo_e1$,"0"+@bingoplate[21]+""; else set @bingo_e1$,@bingoplate[21];
+ if(@bingoplate[22] < 10) set @bingo_e2$,"0"+@bingoplate[22]+""; else set @bingo_e2$,@bingoplate[22];
+ if(@bingoplate[23] < 10) set @bingo_e3$,"0"+@bingoplate[23]+""; else set @bingo_e3$,@bingoplate[23];
+ if(@bingoplate[24] < 10) set @bingo_e4$,"0"+@bingoplate[24]+""; else set @bingo_e4$,@bingoplate[24];
+ if(.@i < 21) mes "[ ] [ ] [ ] [ ] [ ]";
+ else
+ {
+ switch(.@i)
+ {
+ case 21: mes "^ff0000[__]^000000 [ ] [ ] [ ] [ ]"; break;
+ case 22: mes "["+@bingo_e1$+"] ^ff0000[__]^000000 [ ] [ ] [ ]"; break;
+ case 23: mes "["+@bingo_e1$+"] ["+@bingo_e2$+"] ^ff0000[__]^000000 [ ] [ ]"; break;
+ case 24: mes "["+@bingo_e1$+"] ["+@bingo_e2$+"] ["+@bingo_e3$+"] ^ff0000[__]^000000 [ ]"; break;
+ case 25: mes "["+@bingo_e1$+"] ["+@bingo_e2$+"] ["+@bingo_e3$+"] ["+@bingo_e4$+"] ^ff0000[__]^000000"; break;
+ }
+ }
+ next;
+ input .@bingoinput;
+ if(.@bingoinput < 1 || .@bingoinput > 25) { set @bingo_case,.@i; return 0; }
+ if(.@i > 1)
+ {
+ for(set .@j,.@i; .@j > 0; set .@j,.@j -1)
+ {
+ if(.@bingoinput == @bingoplate[.@j -1]) { set @bingo_case,.@i; return 0; }
+ }
+ }
+ setarray @bingoplate[.@i],.@bingoinput;
+ }
+ return 1;
+}
+
+function script Func_BingoResult {
+
+ if(getarg(0) == 1 || getarg(0) == 21) mapannounce "que_bingo","Eukran: The "+getarg(0)+"st number is "+$bingo[getarg(0) -1]+". Please check your Bingo Plate.",4,0xFFAB54;
+ else if(getarg(0) == 2 || getarg(0) == 22) mapannounce "que_bingo","Eukran: The "+getarg(0)+"nd number is "+$bingo[getarg(0) -1]+". Please check your Bingo Plate.",4,0xFFAB54;
+ else if(getarg(0) == 3 || getarg(0) == 23) mapannounce "que_bingo","Eukran: The "+getarg(0)+"rd number is "+$bingo[getarg(0) -1]+". Please check your Bingo Plate.",4,0xFFAB54;
+ else mapannounce "que_bingo","Eukran: The "+getarg(0)+"th number is "+$bingo[getarg(0) -1]+". Please check your Bingo Plate.",4,0xFFAB54;
+ enablenpc ""+getarg(0)+"a#bingo";
+ enablenpc ""+getarg(0)+"b#bingo";
+ enablenpc ""+getarg(0)+"c#bingo";
+ enablenpc ""+getarg(0)+"d#bingo";
+ enablenpc ""+getarg(0)+"e#bingo";
+ set getarg(0),getarg(0) +1;
+ end;
+}
+
+que_bingo,49,31,4 script Arcade Helper#1 47,{
+
+ mes "[Helper]";
+ mes "If you'd like to play";
+ mes "a game of bingo, then";
+ mes "please proceed this way.";
+ close;
+}
+
+que_bingo,42,31,4 script Arcade Helper#2 66,{
+
+ mes "[Helper]";
+ mes "If you'd like to spectate";
+ mes "a game of bingo, then";
+ mes "please proceed this way.";
+ close;
+
+}
+
+que_bingo,54,17,5 script Arcade Owner 712,{
+
+ mes "[Arcade Owner]";
+ mes "Welcome to the";
+ mes "Bingo Game Arcade.";
+ mes "Care to play a game of";
+ mes "bingo? If you have any";
+ mes "questions, feel free to ask.";
+ next;
+ switch( select( "Rules for Bingo:Bingo Room:Marvelous Medals" ) )
+ {
+ case 1:
+ mes "[Arcade Owner]";
+ mes "The rules for playing bingo";
+ mes "are simple. First, take a board";
+ mes "with 25 boxes organized so that";
+ mes "there are five rows and five";
+ mes "columns. Then, number the";
+ mes "boxes in any order you like.";
+ next;
+ mes "[Arcade Owner]";
+ mes "Of course, you must use";
+ mes "the numbers 1 through 25.";
+ mes "When everyone's bingo board";
+ mes "is ready, the game will begin.";
+ mes "Our game coordinator will call out a number from 1 to 25 at random.";
+ next;
+ mes "[Arcade Owner]";
+ mes "Each time the coordinator";
+ mes "calls out a number, make sure";
+ mes "that you mark the corresponding";
+ mes "numbered square on your bingo";
+ mes "board. Now, these are the";
+ mes "conditions for winning...";
+ next;
+ mes "[Arcade Owner]";
+ mes "If you can make a line of";
+ mes "5 squares in a row, horizontally, vertically, or diagonally, using";
+ mes "the numbers called out by the";
+ mes "coordinator, you quickly yell";
+ mes "the word, ''Bingo.''";
+ next;
+ mes "[Arcade Owner]";
+ mes "If you are the first to yell";
+ mes "the word, ''Bingo,'' you'll";
+ mes "win! But if someone beats you";
+ mes "to it, then it can't be helped.";
+ mes "Anyway, it costs 1,000 zeny";
+ mes "to play each bingo game~";
+ close;
+ break;
+ case 2:
+ mes "[Arcade Owner]";
+ mes "Ah, if you want to join a";
+ mes "bingo game, enter the right";
+ mes "door. There must be at least";
+ mes "5 people to play a game, so";
+ mes "you may need to wait until";
+ mes "that requirement is fulfilled.";
+ next;
+ mes "[Arcade Owner]";
+ mes "If you just want to";
+ mes "watch the bingo game,";
+ mes "then you may enter the";
+ mes "left door as a spectator";
+ mes "in the Bingo Room.";
+ close;
+ break;
+ case 3:
+ mes "[Arcade Owner]";
+ mes "When you win a bingo";
+ mes "game, you will be rewarded";
+ mes "with ''Marvelous Medals,''";
+ mes "which can only be used within";
+ mes "this arcade. You also can't^FFFFFF ^000000 trade medals with other players.";
+ next;
+ mes "[Arcade Owner]";
+ mes "You usually get 1 Marvelous";
+ mes "Medal for winning a bingo game,";
+ mes "but you can win 50 at one time";
+ mes "under special conditions. You";
+ mes "can also play Monster Racing";
+ mes "games to win more medals.";
+ next;
+ mes "[Arcade Owner]";
+ mes "Collect as many Marvelous";
+ mes "Medals as you can, and trade";
+ mes "them for products in the Monster^FFFFFF ^000000 Racing Arena. I hear there's also";
+ mes "a place in Einbroch where you can^FFFFFF ^000000 use them, but I wouldn't know.";
+ close;
+ break;
+ }
+
+}
diff --git a/npc/pre-re/other/mail.txt b/npc/pre-re/other/mail.txt
new file mode 100644
index 000000000..8d98f87e2
--- /dev/null
+++ b/npc/pre-re/other/mail.txt
@@ -0,0 +1,141 @@
+//===== rAthena Script =======================================
+//= Mail Boxes
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.7
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Pickup and write mail from/to players in game.
+//===== Additional Comments: =================================
+//= 1.0 First version, place holders only. [L0ne_W0lf]
+//= 1.1 Dialog updated to Official. [L0ne_W0lf]
+//= 1.2 Swapped "atcommand" for "Openmail". [L0ne_W0lf]
+//= 1.3 Added Veins mail box. [L0ne_W0lf]
+//= 1.3a Corrected a typo error. (bugreport:798) [Samuray22]
+//= 1.4 Added a Mapflag to prevent mail operations in other maps [Zephyrus]
+//= 1.5 Moved Morroc Mail boxes to Morroc Ruins. [L0ne_W0lf]
+//= 1.6 Duplicates now spawn from floating NPCs. [L0ne_W0lf]
+//= 1.7 Updated Script from the Official. [Elias]
+//============================================================
+
+// Floating mailbox npc that all NPCs duplicate from.
+//============================================================
+- script Mailbox#dummy::MailBox -1,{
+ mes "[Mailbox]";
+ mes "To use the mailbox service, you are required";
+ mes "to pay 130 zeny.";
+ mes "Would you like to use the service?";
+ next;
+ switch(select("Yes.","No.")) {
+ case 1:
+ if (Zeny < 130) {
+ mes "[Mailbox]";
+ mes "I am sorry, but you do not have enough money.";
+ mes "To use the mailbox service, you are required";
+ mes "to pay 130 zeny.";
+ break;
+ } else {
+ mes "[Mailbox]";
+ mes "Thank you, please come again.";
+ set Zeny,(Zeny - 130);
+ openmail;
+ break;
+ }
+
+ case 2:
+ mes "[Mailbox]";
+ mes "Thank you, please come again.";
+ break;
+ }
+close;
+}
+
+// Prontera
+//============================================================
+prontera,146,86,0 duplicate(MailBox) Mailbox#prt 888
+prontera,275,213,0 duplicate(MailBox) Mailbox#2prt 888
+prontera,34,212,0 duplicate(MailBox) Mailbox#3prt 888
+
+// Izlude
+//============================================================
+izlude,136,94,0 duplicate(MailBox) Mailbox#iz 888
+
+// Morroc
+//============================================================
+moc_ruins,72,166,0 duplicate(MailBox) Mailbox#1moc 888
+moc_ruins,156,52,0 duplicate(MailBox) Mailbox#2moc 888
+
+// Geffen
+//============================================================
+geffen,115,67,0 duplicate(MailBox) Mailbox#gef 888
+geffen,199,125,0 duplicate(MailBox) Mailbox#2gef 888
+
+// Payon
+//============================================================
+payon,191,104,0 duplicate(MailBox) Mailbox#pay 888
+payon,171,226,0 duplicate(MailBox) Mailbox#2pay 888
+pay_arche,55,127,0 duplicate(MailBox) Mailbox#3pay 888
+
+// Alberta
+//============================================================
+alberta,90,60,0 duplicate(MailBox) Mailbox#alb 888
+alberta,30,240,0 duplicate(MailBox) Mailbox#2alb 888
+
+// Al De Baran
+//============================================================
+aldebaran,135,122,0 duplicate(MailBox) Mailbox#alde 888
+
+// Juno
+//============================================================
+yuno,148,187,0 duplicate(MailBox) Mailbox#yuno 888
+yuno,332,108,0 duplicate(MailBox) Mailbox#2yuno 888
+
+// Lightalzen
+//============================================================
+lighthalzen,164,85,0 duplicate(MailBox) Mailbox#lht 888
+lighthalzen,196,320,0 duplicate(MailBox) Mailbox#2lht 888
+
+// Einbroch and Einbech
+//============================================================
+einbroch,231,215,0 duplicate(MailBox) Mailbox#ein 888
+einbroch,77,202,0 duplicate(MailBox) Mailbox#2ein 888
+einbech,182,124,0 duplicate(MailBox) Mailbox#3ein 888
+
+// Comodo
+//============================================================
+comodo,200,150,0 duplicate(MailBox) Mailbox#cmd 888
+
+// Umbala
+//============================================================
+umbala,104,155,0 duplicate(MailBox) Mailbox#um 888
+
+// Amatsu
+//============================================================
+amatsu,102,146,0 duplicate(MailBox) Mailbox#ama 888
+
+// Gonryun
+//============================================================
+gonryun,152,117,0 duplicate(MailBox) Mailbox#gon 888
+
+// Ayothaya
+//============================================================
+ayothaya,205,169,0 duplicate(MailBox) Mailbox#ayo 888
+
+// Louyang
+//============================================================
+louyang,204,100,0 duplicate(MailBox) Mailbox#lou 888
+
+// Hugel
+//============================================================
+hugel,86,168,0 duplicate(MailBox) Mailbox#hu 111
+
+// Rachel
+//============================================================
+rachel,122,146,0 duplicate(MailBox) Post Box#ra 888
+
+// Veins
+//============================================================
+veins,218,123,0 duplicate(MailBox) Post Box#ve 888
diff --git a/npc/pre-re/other/marriage.txt b/npc/pre-re/other/marriage.txt
new file mode 100644
index 000000000..8d6b3f349
--- /dev/null
+++ b/npc/pre-re/other/marriage.txt
@@ -0,0 +1,815 @@
+//===== rAthena Script =======================================
+//= Player Marriage
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.2
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Official Marriage script.
+//= Added isloggedin() check, even though Aegis doesn't do it.
+//= Currently does not support same-sex marriages.
+//= Old script located in: npc/custom/marriage.txt
+//= - Variable in use: wedding_sign (max 1)
+//= - Variable in use: $Wedding (max 1)
+//= - Variab;e in use: $wed_groom$ $wed_bride$
+//===== Additional Comments: =================================
+//= 1.0 First version. [L0ne_W0lf]
+//= 1.1 Fixed a missing ")" [L0ne_W0lf]
+//= 1.2 Corrected duration of Wedding status. [L0ne_W0lf]
+//============================================================
+
+prt_church,97,100,4 script Wedding Staff#w 71,{
+ cutin "wedding_marry01",2;
+ if (Upper == 2) {
+ mes "[Marry Happy]";
+ mes "Hello~";
+ mes "My name is Marry Happy";
+ mes "and I'm here to provide you";
+ mes "with information related to";
+ mes "marriage. Now, did you";
+ mes "have any questions?";
+ next;
+ if (select("I want to get married.:I don't need your help!") == 1) {
+ mes "[Marry Happy]";
+ mes "Oh, I'm sorry, but";
+ mes "adopted characters";
+ mes "aren't allowed to get";
+ mes "married. For now, why";
+ mes "don't you enjoy the simple";
+ mes "pleasures of childhood?";
+ goto L_End;
+ }
+ mes "[Marry Happy]";
+ mes "Oh, of course you";
+ mes "don't! Little children";
+ mes "can't get married-- there";
+ mes "are too many laws against";
+ mes "that~ Aren't you the most";
+ mes "adorable little thing?";
+ goto L_End;
+ }
+ mes "[Marry Happy]";
+ mes "Marriage is the beautiful";
+ mes "union of two souls that have";
+ mes "chosen to be together forever,";
+ mes "to share their joy and lives.";
+ mes "Is there a special someone";
+ mes "like that in your life?";
+ next;
+ switch(select("Ask about Wedding Ceremony:Ask about Procedure:Apply for Wedding:We are the Invincible Single Army!")) {
+ case 1:
+ mes "[Marry Happy]";
+ mes "Wise and benevolent";
+ mes "King Tristram III used to";
+ mes "conduct wedding ceremonies,";
+ mes "but he's no longer able to do";
+ mes "so because of his royal duties";
+ mes "and freneticly paced schedule.";
+ next;
+ mes "[Marry Happy]";
+ mes "Bishop Vomars, the bishop";
+ mes "of love, is now the officiator";
+ mes "of the marriage ceremony.";
+ mes "He is truly a treasure to the";
+ mes "Rune-Midgarts Kingdom.";
+ next;
+ mes "[Marry Happy]";
+ mes "When you marry someone,";
+ mes "it's for the rest of your life, so think carefully before making or";
+ mes "accepting a marriage proposal.";
+ mes "Keep in mind that a man can only";
+ mes "marry a woman and vice versa.";
+ next;
+ mes "[Marry Happy]";
+ mes "If you're lucky enough to";
+ mes "find someone that you really";
+ mes "want to spend the rest of your";
+ mes "life with, you might want to pop the question. I hope everyone";
+ mes "finds their perfect match~";
+ break;
+
+ case 2:
+ mes "[Marry Happy]";
+ mes "The first part of the";
+ mes "wedding procedure is to";
+ mes "complete the application.";
+ mes "Once the bride and bridegroom";
+ mes "have finished applying, they";
+ mes "must form a party of two.";
+ next;
+ mes "[Marry Happy]";
+ mes "After forming a party of two,";
+ mes "the couple must then speak to";
+ mes "Bishop Vomars. The bridegroom";
+ mes "speaks first and must tell his";
+ mes "bride's exact name to the Bishop. Otherwise, the ceremony will stop.";
+ next;
+ mes "[Marry Happy]";
+ mes "Afterwards, the bride will";
+ mes "speak to the Bishop and tell";
+ mes "him the name of her groom.";
+ mes "If these names are correctly";
+ mes "told to the Biship, they will";
+ mes "be able to exchange rings.";
+ next;
+ mes "[Marry Happy]";
+ mes "Once the wedding rings are";
+ mes "exchanged, the couple is forever bound in matrimony. Of course,";
+ mes "before this point, there are many chances to change your mind, so...";
+ next;
+ mes "[Marry Happy]";
+ mes "If there are too many";
+ mes "couples who want to get";
+ mes "married at one time, please";
+ mes "form a line and speak to Bishop";
+ mes "Vomars in order since only one couple can be married at a time.";
+ next;
+ mes "[Marry Happy]";
+ mes "Finally, be sure to tell";
+ mes "Bishop Vomars your partner's";
+ mes "exact name without wasting too much time. If you take too long,";
+ mes "the ceremony will automatically stop and you'll have to try again.";
+ next;
+ mes "[Marry Happy]";
+ mes "Brides need to remember";
+ mes "that they only have 3 minutes";
+ mes "to finish speaking to Bishop";
+ mes "Vomars after their grooms";
+ mes "have finished speaking to him.";
+ next;
+ if (select("Thanks, that helps a lot!:Easiest way to say my partner's name?") == 1) {
+ mes "[Marry Happy]";
+ mes "Well, I'm here to help";
+ mes "weddings proceed as";
+ mes "smoothly as possible.";
+ mes "If there was something";
+ mes "you didn't understand,";
+ mes "feel free to ask me again.";
+ goto L_End;
+ }
+ mes "[Marry Happy]";
+ mes "The easiest way to write";
+ mes "your partner's name for the";
+ mes "bishop is to send a private";
+ mes "message to your partner, and";
+ mes "then left-click the name section that is left of the chat prompt.";
+ next;
+ mes "[Marry Happy]";
+ mes "Press the ''Ctrl'' and ''C''";
+ mes "keys to copy the name. Then,";
+ mes "you can paste the name into";
+ mes "the input prompt by pressing";
+ mes "the ''Insert'' and ''Shift'' keys. That sounds easy, right?";
+ next;
+ mes "[Marry Happy]";
+ mes "Alright, now let's try";
+ mes "it. Practice giving me the";
+ mes "name of your partner using";
+ mes "the method I just described.";
+ next;
+ input .@partner$;
+ mes "[Marry Happy]";
+ mes "Alright, after you've";
+ mes "decided to get married,";
+ mes "come back to me and";
+ mes "submit your application.";
+ mes "I'll see you later, adventurer~";
+ break;
+
+ case 3:
+ cutin "wedding_marry02",2;
+ if (sex) {
+ mes "[Marry Happy]";
+ mes "So you'd like to get married?";
+ mes "As a groom, you need to prepare";
+ mes "^3377FF1 Tuxedo^000000 and pay ^3377FF1,300,000 zeny^000000.";
+ mes "Brides have to provide their own Wedding Dresses and pay a fee";
+ mes "of 1,200,000 zeny.";
+ }
+ else {
+ mes "[Marry Happy]";
+ mes "So you'd like to get married?";
+ mes "As a bride, you need to prepare";
+ mes "1 Wedding Dress and pay a fee";
+ mes "of 1,200,000 zeny. Grooms must";
+ mes "bring a Tuxedo and pay 1,300,000 zeny to get married.";
+ }
+ next;
+ mes "[Marry Happy]";
+ mes "Brides and grooms also need";
+ mes "to have ^3377FF1 Diamond Ring^000000 to be";
+ mes "exchanged with their partners.";
+ mes "You'll need all of these items";
+ mes "prepared when you submit your";
+ mes "wedding ceremony application.";
+ next;
+ mes "[Marry Happy]";
+ mes "The prospective bride and";
+ mes "groom must both complete";
+ mes "application process before";
+ mes "the wedding can take place.";
+ mes "Now, would you like to";
+ mes "apply for marriage?";
+ next;
+ if (select("Yes:No") == 1) {
+ if (getpartnerid()) {
+ cutin "wedding_marry02",2;
+ mes "[Marry Happy]";
+ mes "I'm sorry, but you can't";
+ mes "apply for another marriage!";
+ mes "I can't allow you to betray";
+ mes "your spouse like that, and";
+ mes "besides, polygamy isn't";
+ mes "legal here in Rune-Midgarts.";
+ break;
+ }
+ else if (wedding_sign == 1) {
+ mes "[Marry Happy]";
+ mes "Didn't you already";
+ mes "complete the application?";
+ mes "Hmm, make sure that your";
+ mes "partner also finished the";
+ mes "application process, and";
+ mes "then talk to Bishop Vomars.";
+ break;
+ }
+ else if (BaseLevel < 45) {
+ mes "[Marry Happy]";
+ mes "Hmm, you need to be";
+ mes "strong enough to protect";
+ mes "the one that you love before";
+ mes "you can consider marriage.";
+ mes "After you grow stronger,";
+ mes "come and talk to me again.";
+ goto L_End;
+ }
+ else if (countitem(2613) < 1) {
+ mes "[Marry Happy]";
+ mes "Mm? Did you forget to";
+ mes "bring the Diamond Ring";
+ mes "to exchange with your partner";
+ mes "during the wedding ceremony?";
+ mes "Look for it carefully and come";
+ mes "back after you find it, okay?";
+ goto L_End;
+ }
+ else if (sex) {
+ if (zeny < 1300000) {
+ mes "[Marry Happy]";
+ mes "I'm sorry, but you don't";
+ mes "have the 1,300,000 zeny";
+ mes "that all grooms must pay";
+ mes "for the wedding ceremony.";
+ mes "Did you misplace your money?";
+ goto L_End;
+ }
+ else if (countitem(7170) < 1) {
+ mes "[Marry Happy]";
+ mes "Where's your Tuxedo?";
+ mes "You absolutely have to";
+ mes "wear it during the wedding";
+ mes "ceremony! Find it, bring it";
+ mes "to me, and then we can finally";
+ mes "begin the wedding, okay?";
+ goto L_End;
+ }
+ }
+ else if (sex == 0) {
+ if (zeny < 1200000) {
+ mes "[Marry Happy]";
+ mes "I'm sorry, but all brides";
+ mes "must pay the 1,200,000";
+ mes "zeny fee to proceed with the";
+ mes "wedding ceremony. Perhaps";
+ mes "you could ask your partner";
+ mes "to help you with the funds?";
+ goto L_End;
+ }
+ else if (countitem(2338) < 1) {
+ mes "[Marry Happy]";
+ mes "Oh dear, did you forget";
+ mes "your Wedding Dress?";
+ mes "Hurry and find it, then";
+ mes "bring it to me-- you";
+ mes "absolutely need it";
+ mes "for the wedding!";
+ goto L_End;
+ }
+ }
+ mes "[Marry Happy]";
+ mes "Well, it looks like you";
+ mes "have everything ready.";
+ mes "Although I'm not sure who";
+ mes "your partner is, let me be";
+ mes "the first to congratulate you";
+ mes "on your upcoming wedding~";
+ next;
+ mes "[Marry Happy]";
+ mes "Now, let's begin the";
+ mes "application. Please write";
+ mes "down your exact name here.";
+ next;
+ while(1) {
+ input .@name$;
+ if (.@name$ != strcharinfo(0)) {
+ mes "[Marry Happy]";
+ mes "Hmmm, you have to write";
+ mes "down your name exactly as";
+ mes "it is displayed. Maybe you";
+ mes "need to copy and paste it?";
+ mes "Anyway, let's try it again.";
+ next;
+ }
+ else
+ break;
+ }
+ mes "[Marry Happy]";
+ mes "Great, it looks like we";
+ mes "finished your application.";
+ mes "Remember that you'll need";
+ mes "to tell Bishop Vomars your";
+ mes "partner's exact name when";
+ mes "you talk to him later, okay?";
+ next;
+ mes "[Marry Happy]";
+ mes "When your partner is";
+ mes "finished with the application";
+ mes "process, both of you should";
+ mes "speak to the Bishop to begin";
+ mes "the wedding ceremony.";
+ Emotion e_lv;
+ next;
+ mes "[Marry Happy]";
+ if (sex) {
+ mes "Since you're the groom,";
+ mes "you need to speak to the";
+ mes "Bishop first. When you're";
+ mes "finished, it will be your";
+ mes "bride's turn to speak to";
+ mes "Bishop Vomars.";
+ set zeny,zeny-1300000;
+ delitem 7170,1; //Tuxedo
+ }
+ else {
+ mes "Since you're the bride,";
+ mes "you need to wait for the";
+ mes "groom to speak to Bishop";
+ mes "Vomars first. When he's";
+ mes "finished, it'll be your turn";
+ mes "to speak to Bishop Vomars.";
+ set zeny,zeny-1200000;
+ delitem 2338,1; //Wedding_Dress
+ }
+ delitem 2613,1; //Diamond_Ring
+ set wedding_sign,1;
+ goto L_End;
+ }
+ mes "[Marry Happy]";
+ mes "No...?";
+ mes "Well, when you're";
+ mes "ready for marriage,";
+ mes "feel free to come back to";
+ mes "me so that you can apply,";
+ mes "okay? Have a good day~";
+ break;
+
+ case 4:
+ cutin "wedding_marry02",2;
+ donpcevent "Single Army#Prontera::OnEnable";
+ donpcevent "Single Army#Geffen::OnEnable";
+ donpcevent "Single Army#Morocc::OnEnable";
+ donpcevent "Single Army#Payon::OnEnable";
+ donpcevent "Single Army#Amatsu::OnEnable";
+ donpcevent "Single Army#Gonryun::OnEnable";
+ Emotion e_omg;
+ mes "[Single Army]";
+ mes "^CC9933You have to refine";
+ mes "items on your own to";
+ mes "make great equipment!^000000";
+ emotion e_rock,0,"Single Army#Prontera";
+ next;
+ mes "[Single Army]";
+ mes "^330099It's a waste to";
+ mes "form parties in";
+ mes "dungeons! I can";
+ mes "make it on my own!^000000";
+ emotion e_rock,0,"Single Army#Geffen";
+ next;
+ mes "[Single Army]";
+ mes "^666666Hell, I've trained";
+ mes "all by myself since";
+ mes "birth, all the way";
+ mes "to my job change!^000000";
+ emotion e_rock,0,"Single Army#Morocc";
+ next;
+ mes "[Single Army]";
+ mes "^666600I CHOOSE to spend";
+ mes "Christmas alone...";
+ mes "playing Solitaire and";
+ mes "doing crossword puzzles!^000000";
+ emotion e_rock,0,"Single Army#Payon";
+ next;
+ mes "[Single Army]";
+ mes "^CC9966Women may break my";
+ mes "spirit, but they'll never";
+ mes "take... my FREEDOM!^000000";
+ emotion e_rock,0,"Single Army#Amatsu";
+ next;
+ mes "[Single Army]";
+ mes "^669900...We're the free! We're";
+ mes "the Invincible Single Army!^000000";
+ emotion e_rock,0,"Single Army#Gonryun";
+ close2;
+ cutin "wedding_marry01",255;
+ Emotion e_swt;
+ donpcevent "Single Army#Prontera::OnInit";
+ donpcevent "Single Army#Geffen::OnInit";
+ donpcevent "Single Army#Morocc::OnInit";
+ donpcevent "Single Army#Payon::OnInit";
+ donpcevent "Single Army#Amatsu::OnInit";
+ donpcevent "Single Army#Gonryun::OnInit";
+ end;
+ }
+ close2;
+ cutin "wedding_marry01",255;
+ end;
+
+L_End:
+ close2;
+ cutin "",255;
+ end;
+}
+
+prt_church,97,102,0 script Single Army#Prontera 105,{
+ mes "[Single Army]";
+ mes "^CC9933You have to refine";
+ mes "items on your own to";
+ mes "make great equipment!^000000";
+ close;
+
+OnInit:
+ hideonnpc "Single Army#Prontera";
+ end;
+
+OnEnable:
+ hideoffnpc "Single Army#Prontera";
+ emotion e_go;
+ end;
+}
+
+prt_church,98,102,0 script Single Army#Geffen 705,{
+ mes "[Single Army]";
+ mes "^330099It's a waste to";
+ mes "form parties in";
+ mes "dungeons! I can";
+ mes "make it on my own!^000000";
+ close;
+
+OnInit:
+ hideonnpc "Single Army#Geffen";
+ end;
+
+OnEnable:
+ hideoffnpc "Single Army#Geffen";
+ emotion e_go;
+ end;
+}
+
+prt_church,99,102,0 script Single Army#Morocc 707,{
+ mes "[Single Army]";
+ mes "^666666Hell, I've trained";
+ mes "all by myself since";
+ mes "birth, all the way";
+ mes "to my job change!^000000";
+ close;
+
+OnInit:
+ hideonnpc "Single Army#Morocc";
+ end;
+
+OnEnable:
+ hideoffnpc "Single Army#Morocc";
+ emotion e_go;
+ end;
+}
+
+prt_church,100,102,0 script Single Army#Payon 708,{
+ mes "[Single Army]";
+ mes "^666600I CHOOSE to spend";
+ mes "Christmas alone...";
+ mes "playing Solitaire and";
+ mes "doing crossword puzzles!^000000";
+ close;
+
+OnInit:
+ hideonnpc "Single Army#Payon";
+ end;
+
+OnEnable:
+ hideoffnpc "Single Army#Payon";
+ emotion e_go;
+ end;
+}
+
+prt_church,101,102,0 script Single Army#Amatsu 767,{
+ mes "[Single Army]";
+ mes "^CC9966Women may break my";
+ mes " spirit, but they'll never";
+ mes "take... my FREEDOM!^000000";
+ close;
+
+OnInit:
+ hideonnpc "Single Army#Amatsu";
+ end;
+
+OnEnable:
+ hideoffnpc "Single Army#Amatsu";
+ emotion e_go;
+ end;
+}
+
+prt_church,102,102,0 script Single Army#Gonryun 780,{
+ mes "[Single Army]";
+ mes "^669900...We're the free! We're";
+ mes "the Invincible Single Army!^000000";
+ close;
+
+OnInit:
+ hideonnpc "Single Army#Gonryun";
+ end;
+
+OnEnable:
+ hideoffnpc "Single Army#Gonryun";
+ emotion e_go;
+ end;
+}
+
+prt_church,100,128,4 script Bishop#w 60,{
+ cutin "wedding_bomars01",2;
+ if (Upper == 2) {
+ mes "[Vomars]";
+ mes "Greetings, child.";
+ mes "Are you lost? Hmmm.";
+ mes "Do you know where your";
+ mes "mommy and daddy are?";
+ close2;
+ cutin "wedding_bomars01",255;
+ end;
+ }
+
+ if (!getpartnerid()) {
+ if (!$wedding) {
+ if (wedding_sign == 1) {
+ getpartymember(getcharid(1));
+ set .@partymembercount,$@partymembercount;
+ if (.@partymembercount == 2) {
+ if (sex) {
+ set $wedding,1;
+ initnpctimer;
+ mes "[Vomars]";
+ mes "Young lovers, please";
+ mes "remember this moment for";
+ mes "the rest of your lives. May your future be blessed with peace";
+ mes "and joy. May the love you share";
+ mes "grow with each passing day.";
+ next;
+ mapannounce "prt_church","It's the marriage proposal from the groom, Mr. " + strcharinfo(0) + "...",bc_map;
+ mes "[Vomars]";
+ mes "Until the end of the";
+ mes "world, may you stand";
+ mes "by the side of the one";
+ mes "whom you love, to support";
+ mes "her and protect her. Now, may";
+ mes "I know the name of your bride?";
+ next;
+ input $wed_bride$;
+ mes "[Vomars]";
+ mes "Mr. " + strcharinfo(0) + "...";
+ mes "Do you swear on your life";
+ mes "that you will forever cherish";
+ mes "and care for your bride,";
+ mes "Miss " + $wed_bride$ + "?";
+ next;
+ select("I do.");
+ set $wed_groom$,strcharinfo(0);
+ mes "[Vomars]";
+ mes "Now, it is time for";
+ mes "your bride to make";
+ mes "her wedding vows.";
+ mes "If she will come forward...";
+ close2;
+ mapannounce "prt_church","The groom, Mr. " + strcharinfo(0) + ", has made his vows to Miss " + $wed_bride$ + "...",bc_map;
+ cutin "",255;
+ end;
+ }
+ mes "[Vomars]";
+ mes "I'm sorry, but the groom";
+ mes "must speak to me first in";
+ mes "order to begin the wedding.";
+ mes "It's old fashioned protocol,";
+ mes "but I'll admit that it does";
+ mes "keep things running smoothly.";
+ goto L_End;
+ }
+ mes "[Vomars]";
+ mes "Before you can be";
+ mes "married, you must";
+ mes "first form a party of";
+ mes "two with your partner.";
+ mes "Then, we can proceed";
+ mes "with the ceremony.";
+ goto L_End;
+ }
+ mes "[Vomars]";
+ mes "You must apply for";
+ mes "marriage with Happy Marry";
+ mes "before you can get married.";
+ mes "Happy Marry will let you know";
+ mes "what else you'll need to do";
+ mes "to prepare for marriage.";
+ goto L_End;
+ }
+ else if ($wedding == 1) {
+ if (wedding_sign == 1) {
+ getpartymember(getcharid(1));
+ set .@partymembercount,$@partymembercount;
+ if (.@partymembercount == 2) {
+ if (sex == 0) {
+ if (strcharinfo(0) == $wed_bride$) {
+ mes "[Vomars]";
+ mes "Young lovers, please";
+ mes "remember this moment for";
+ mes "the rest of your lives. May your future be blessed with peace";
+ mes "and joy. May the love you share";
+ mes "grow with each passing day.";
+ next;
+ mapannounce "prt_church","Let's hear what the bride, Miss "+$wed_bride$+", has to say...",bc_map;
+ mes "[Vomars]";
+ mes "Miss "+$wed_bride$+"...";
+ mes "Do you swear to stay";
+ mes "true to "+$wed_groom$+",";
+ mes "to be by his side, no matter";
+ mes "what the dangers may be?";
+ next;
+ if (select("^FF0000No.^000000:I do.") == 1) {
+ cutin "wedding_bomars03",2;
+ mapannounce "prt_church","Next couple, please proceed...",bc_map;
+ mes "[Vomars]";
+ mes "So "+$wed_groom$;
+ mes "isn't the one you";
+ mes "want to marry? Hmm.";
+ mes "I'm truly sorry for this";
+ mes "misunderstanding...";
+ set $wedding,0;
+ close2;
+ stopnpctimer;
+ cutin "",255;
+ end;
+ }
+ mes "[Vomars]";
+ mes "Do you truly swear";
+ mes "fidelity and patience?";
+ mes "Will you marry "+$wed_groom$+"?";
+ next;
+ if (select("Yes, I do.:^FF0000No.^000000") == 1) {
+ if (isloggedin(getcharid(3,$wed_groom$))) {
+ if (marriage($wed_groom$)) {
+ //Call Wedding effect
+ wedding;
+ //Give ring to Bride, and change to wedding sprite.
+ sc_start SC_Wedding,3600000,1;
+ getitem 2635,1; //Bride_Ring
+ //Give ring to Groom, and change to wedding sprite.
+ attachrid(getcharid(3,$wed_groom$));
+ sc_start SC_Wedding,3600000,1;
+ getitem 2634,1; //Bridegroom_Ring
+ detachrid;
+ //Switch Script progression back to Bride
+ attachrid(getcharid(3,$wed_bride$));
+ cutin "wedding_bomars02",2;
+ mapannounce "prt_church","I now pronounce you, "+$wed_groom$+" and "+$wed_bride$+", husband and wife.",bc_map;
+ mes "[Vomars]";
+ mes "By the power invested";
+ mes "in me as Royal Bishop of";
+ mes "the Rune-Midgarts Kingdom,";
+ mes "I now pronounce you husband";
+ mes "and wife. May your future be";
+ mes "blessed with many great joys.";
+ next;
+ mes "[Vomars]";
+ mes "And lastly...";
+ mes "Always be happy,";
+ mes "dear "+$wed_bride$+"...";
+ set $wed_groom$,"";
+ set $wed_bride$,"";
+ set $wedding,0;
+ close2;
+ stopnpctimer;
+ cutin "",255;
+ detachrid;
+ end;
+ }
+ }
+ cutin "wedding_bomars03",2;
+ mes "[Vomars]";
+ mes "Hm. It seems that";
+ mes "your groom left before";
+ mes "the ceremony has finished";
+ mes "Please try again once he's";
+ mes "returned.";
+ goto L_End;
+ }
+ else {
+ cutin "wedding_bomars03",2;
+ mapannounce "prt_church","Alas! "+$wed_bride$+" has rejected "+$wed_groom$+"'s marriage proposal!",bc_map;
+ mes "[Vomars]";
+ mes "Hm. It seems that";
+ mes "you've changed your";
+ mes "mind. Although I feel";
+ mes "sorry for the groom, you";
+ mes "must do what your heart";
+ mes "tells you is right. Now, run!";
+ }
+ set $wed_groom$,"";
+ set $wed_bride$,"";
+ set $wedding,0;
+ close2;
+ stopnpctimer;
+ cutin "",255;
+ end;
+ }
+ callsub S_Busy;
+ }
+ callsub S_Busy;
+ }
+ callsub S_Busy;
+ }
+ if (strcharinfo(0) == $wed_bride$) {
+ mes "[Vomars]";
+ mes "Hm? It appears that";
+ mes "Happy Marry still hasn't";
+ mes "received your marriage";
+ mes "application. Please speak";
+ mes "to her so that we can begin";
+ mes "the wedding ceremony.";
+ goto L_End;
+ }
+ callsub S_Busy;
+ }
+ callsub S_Busy;
+ }
+ mes "[Vomars]";
+ mes "I wish you eternal";
+ mes "happiness. No matter";
+ mes "how dark the present may";
+ mes "be, always stand by your";
+ mes "loved one's side and look";
+ mes "to the future with hope.";
+
+L_End:
+ close2;
+ cutin "",255;
+ end;
+
+S_Busy:
+ if ($wed_groom$ != "" && $wed_bride$ != "") {
+ mes "[Vomars]";
+ mes "The wedding of";
+ mes "Miss "+ $wed_bride$ +" and";
+ mes "Mister "+ $wed_groom$;
+ mes "is currently in progress.";
+ mes "Please keep your voice down.";
+ goto L_End;
+ }
+ mes "[Vomars]";
+ mes "I'm conducting a wedding";
+ mes "for another couple now, so";
+ mes "please wait patiently for your";
+ mes "turn. Thanks for understanding... ^FFFFFF ^000000";
+ goto L_End;
+
+OnInit:
+ set $wedding,0;
+ end;
+
+OnStop:
+ stopnpctimer;
+ end;
+
+OnReset:
+ set $wed_groom$,"";
+ set $wed_bride$,"";
+ set $wedding,0;
+ end;
+
+OnTimer180000:
+ mapannounce "prt_church","You've responded too slowly... Next couple, please proceed.",bc_map;
+ set $wed_groom$,"";
+ set $wed_bride$,"";
+ set $wedding,0;
+ stopnpctimer;
+ end;
+}
diff --git a/npc/pre-re/other/mercenary_rent.txt b/npc/pre-re/other/mercenary_rent.txt
new file mode 100644
index 000000000..834321f42
--- /dev/null
+++ b/npc/pre-re/other/mercenary_rent.txt
@@ -0,0 +1,786 @@
+//===== rAthena Script =======================================
+//= Mercenary related NPCs
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.3
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Sells Lancer, Sword, and Archer mercenaries,
+//= along with related mercenary items.
+//===== Additional Comments: =================================
+//= 1.0 First version. [L0ne_W0lf]
+//= 1.1 Optimization. [Zephyrus]
+//= 1.2 Removed redundent input. [L0ne_W0lf]
+//= 1.3 Duplicates now spawned from floating NPCs. [L0ne_W0lf]
+//============================================================
+
+prontera,41,337,5 script Mercenary Manager#Spear 105,{
+ set .@faith_lancer, mercenary_get_faith(SPEAR_MERC_GUILD);
+ mes "[Mercenary Manager]";
+ mes "Welcome to the";
+ mes "Spear Mercenary Guild.";
+ mes "What can I do for you?";
+ next;
+ switch( select("Hire Mercenary:Mercenary Info:Nothing:10th Grade Mercenaries") )
+ {
+ case 1:
+ mes "[Mercenary Manager]";
+ mes "You want to hire a";
+ mes "Spear Mercenary?";
+ mes "Which Grade were you";
+ mes "interested in hiring?";
+ next;
+ set .@Grade, select("1st Grade Spear Mercenary:2nd Grade Spear Mercenary:3rd Grade Spear Mercenary:4th Grade Spear Mercenary:5th Grade Spear Mercenary:6th Grade Spear Mercenary:7th Grade Spear Mercenary:8th Grade Spear Mercenary:9th Grade Spear Mercenary");
+ set .@BaseLevel, 5 + (.@Grade * 10);
+ if( .@BaseLevel > 90 )
+ set .@BaseLevel, 90;
+
+ set .@ZenyCost, 7 * .@Grade;
+
+ if( .@Grade == 7 )
+ set .@FaithCost, 50;
+ else if( .@Grade == 8 )
+ set .@FaithCost, 100;
+ else if( .@Grade == 9 )
+ set .@FaithCost, 300;
+ else
+ set .@FaithCost, 0;
+
+ mes "[Mercenary Manager]";
+ if( .@Grade == 1 )
+ mes "So you want to hire a 1st";
+ else if( .@Grade == 2 )
+ mes "So you want to hire a 2nd";
+ else if( .@Grade == 3 )
+ mes "So you want to hire a 3rd";
+ else
+ mes "So you want to hire a " + .@Grade + "th";
+
+ mes "Grade Spear Mercenary?";
+ mes "You need to have attained";
+ mes "Base Level " + .@BaseLevel + " or higher, and";
+ mes "must pay the " + .@ZenyCost + ",000 zeny fee.";
+ next;
+ if( select("Yes:No") == 2 )
+ {
+ mes "[Mercenary Manager]";
+ mes "Oh, really? Well, now";
+ mes "might not be a good time";
+ mes "for you to consider hiring";
+ mes "a Mercenary, but please feel";
+ mes "free to come back if your";
+ mes "needs change. Thank you~";
+ }
+ else if( .@FaithCost && .@faith_lancer < .@FaithCost )
+ {
+ mes "[Mercenary Manager]";
+ mes "Oh... Your Loyalty rating";
+ mes "with the Spear Mercenary";
+ mes "Guild isn't high enough to";
+ mes "hire this Mercenary. Please";
+ mes "come back after you earn";
+ mes "" + .@FaithCost + " or more Loyalty with us.";
+ }
+ else if( BaseLevel < .@BaseLevel )
+ {
+ mes "[Mercenary Manager]";
+ mes "I'm sorry, but your Base";
+ mes "Level isn't high enough";
+ mes "to hire this Mercenary.";
+ mes "Please come back to me";
+ mes "once you reach Base Level " + .@BaseLevel + ".";
+ }
+ else if( Zeny < .@ZenyCost * 1000 )
+ {
+ mes "[Mercenary Manager]";
+ mes "I'm sorry, but you";
+ mes "don't have enough zeny";
+ mes "to hire this Mercenary.";
+ mes "The hiring fee is " + .@ZenyCost + ",000 zeny.";
+ }
+ else
+ {
+ mes "[Mercenary Manager]";
+ mes "Great! Our Mercenaries";
+ mes "are sincere and devoted";
+ mes "to protecting their clients.";
+ mes "Summoned Mercenaries will";
+ mes "offer their support to you for";
+ mes "30 minutes. Take care now.";
+ set Zeny, Zeny - (.@ZenyCost * 1000);
+ getitem 12172 + .@Grade, 1;
+ }
+ close;
+ case 2:
+ mes "[Mercenary Manager]";
+ mes "Mercenaries are soldiers";
+ mes "that will fight at your side";
+ mes "on the battlefield, but there";
+ mes "are a few terms and conditions";
+ mes "you must fulfill to hire them.";
+ next;
+ mes "[Mercenary Manager]";
+ mes "You must fulfill a level";
+ mes "requirement and pay a zeny";
+ mes "fee to hire a Mercenary.";
+ mes "Higher grade Mercenaries";
+ mes "will also require that you";
+ mes "build a Loyalty rating with us.";
+ next;
+ mes "[Mercenary Manager]";
+ mes "Mercenary contracts can't be";
+ mes "transferred to other people,";
+ mes "and we only allow a 5 Base Level difference between the Mercenary";
+ mes "and client so you can't hire one much stronger than you.";
+ next;
+ mes "[Mercenary Manager]";
+ mes "Well, you can figure out the";
+ mes "details when you actually form";
+ mes "a contract with one of our";
+ mes "Mercenaries, and receive";
+ mes "the Summon Scroll that will";
+ mes "call a Mercenary to your side.";
+ next;
+ mes "[Mercenary Manager]";
+ mes "You can't give this scroll";
+ mes "to anyone else, and the";
+ mes "Mercenary will only remain";
+ mes "with you for 30 minutes after";
+ mes "you summon him. Don't forget";
+ mes "about the time limit, okay?";
+ close;
+ case 3:
+ mes "[Mercenary Manager]";
+ mes "No? You didn't need any";
+ mes "help? Well, feel free to";
+ mes "ask me if you have any";
+ mes "questions about Mercenaries.";
+ close;
+ case 4:
+ mes "[Mercenary Manager]";
+ mes "10th Grade Mercenaries are";
+ mes "the best we have to offer,";
+ mes "and we use different criteria";
+ mes "for our clients to hire them.";
+ mes "There's no zeny fee, but you";
+ mes "must have 500 Loyalty.";
+ next;
+ mes "[Mercenary Manager]";
+ mes "Once you make a contract";
+ mes "with a 10th Grade Mercenary,";
+ mes "your Loyalty rating will be";
+ mes "decreased by 400. In other";
+ mes "words, you pay 400 Loyalty";
+ mes "to hire a 10th Grade Mercenary.";
+ next;
+ mes "[Mercenary Manager]";
+ mes "You must also be at";
+ mes "Base Level 90 or higher to";
+ mes "hire a 10th Grade Mercenary.";
+ mes "Are you still interested in";
+ mes "forming this contract?";
+ next;
+ if( select("Yes:No") == 2 )
+ {
+ mes "[Mercenary Manager]";
+ mes "I understand... It takes";
+ mes "hard work and sacrifice to";
+ mes "even reach the point where";
+ mes "you can hire a 10th Grade";
+ mes "Mercenary. Have you considered";
+ mes "hiring a lower grade Mercenary?";
+ }
+ else if( .@faith_lancer < 500 )
+ {
+ mes "[Mercenary Manager]";
+ mes "I'm sorry, but your";
+ mes "Loyalty rating is too";
+ mes "low to hire a 10th Grade";
+ mes "Mercenary. You must have";
+ mes "500 or more Loyalty to";
+ mes "form a contract with one.";
+ }
+ else if( BaseLevel < 90 )
+ {
+ mes "[Mercenary Manager]";
+ mes "I'm sorry, but you must";
+ mes "be at Base Level 90 or";
+ mes "higher to form a contract";
+ mes "with a 10th Grade Mercenary.";
+ }
+ else
+ {
+ mes "[Mercenary Manager]";
+ mes "Congratulations! It looks";
+ mes "like you're planning in taking";
+ mes "on some very dangerous work";
+ mes "since you're hiring a 10th";
+ mes "Grade Mercenary. I wish you";
+ mes "the best of luck with him.";
+
+ mercenary_set_faith SPEAR_MERC_GUILD,-400;
+ getitem 12182,1;
+ }
+ close;
+ }
+}
+
+izlude,47,139,5 script Mercenary Manager#Sword 734,{
+ set .@faith_sword, mercenary_get_faith(SWORD_MERC_GUILD);
+ mes "[Mercenary Manager]";
+ mes "Welcome to the";
+ mes "Sword Mercenary Guild.";
+ mes "Did you have any questions?";
+ next;
+ switch( select("Hire Mercenary:Mercenary Info:Nothing:10th Grade Mercenaries") )
+ {
+ case 1:
+ mes "[Mercenary Manager]";
+ mes "You want to hire a";
+ mes "Sword Mercenary?";
+ mes "Which Grade were you";
+ mes "interested in hiring?";
+ next;
+ set .@Grade, select("1st Grade Sword Mercenary:2nd Grade Sword Mercenary:3rd Grade Sword Mercenary:4th Grade Sword Mercenary:5th Grade Sword Mercenary:6th Grade Sword Mercenary:7th Grade Sword Mercenary:8th Grade Sword Mercenary:9th Grade Sword Mercenary");
+ set .@BaseLevel, 5 + (.@Grade * 10);
+ if( .@BaseLevel > 90 )
+ set .@BaseLevel, 90;
+
+ set .@ZenyCost, 7 * .@Grade;
+
+ if( .@Grade == 7 )
+ set .@FaithCost, 50;
+ else if( .@Grade == 8 )
+ set .@FaithCost, 100;
+ else if( .@Grade == 9 )
+ set .@FaithCost, 300;
+ else
+ set .@FaithCost, 0;
+
+ mes "[Mercenary Manager]";
+ if( .@Grade == 1 )
+ mes "So you want to hire a 1st";
+ else if( .@Grade == 2 )
+ mes "So you want to hire a 2nd";
+ else if( .@Grade == 3 )
+ mes "So you want to hire a 3rd";
+ else
+ mes "So you want to hire a " + .@Grade + "th";
+
+ mes "Grade Sword Mercenary?";
+ mes "You need to have attained";
+ mes "Base Level " + .@BaseLevel + " or higher, and";
+ mes "must pay the " + .@ZenyCost + ",000 zeny fee.";
+ next;
+ if( select("Yes:No") == 2 )
+ {
+ mes "[Mercenary Manager]";
+ mes "Oh, really? Well, now";
+ mes "might not be a good time";
+ mes "for you to consider hiring";
+ mes "a Mercenary, but please feel";
+ mes "free to come back if your";
+ mes "needs change. Thank you~";
+ }
+ else if( .@FaithCost && .@faith_sword < .@FaithCost )
+ {
+ mes "[Mercenary Manager]";
+ mes "Oh... Your Loyalty rating";
+ mes "with the Sword Mercenary";
+ mes "Guild isn't high enough to";
+ mes "hire this Mercenary. Please";
+ mes "come back after you earn";
+ mes "" + .@FaithCost + " or more Loyalty with us.";
+ }
+ else if( BaseLevel < .@BaseLevel )
+ {
+ mes "[Mercenary Manager]";
+ mes "I'm sorry, but your Base";
+ mes "Level isn't high enough";
+ mes "to hire this Mercenary.";
+ mes "Please come back to me";
+ mes "once you reach Base Level " + .@BaseLevel + ".";
+ }
+ else if( Zeny < .@ZenyCost * 1000 )
+ {
+ mes "[Mercenary Manager]";
+ mes "I'm sorry, but you";
+ mes "don't have enough zeny";
+ mes "to hire this Mercenary.";
+ mes "The hiring fee is " + .@ZenyCost + ",000 zeny.";
+ }
+ else
+ {
+ mes "[Mercenary Manager]";
+ mes "Great! Our Mercenaries";
+ mes "are sincere and devoted";
+ mes "to protecting their clients.";
+ mes "Summoned Mercenaries will";
+ mes "offer their support to you for";
+ mes "30 minutes. Take care now.";
+ set Zeny, Zeny - (.@ZenyCost * 1000);
+ getitem 12162 + .@Grade, 1;
+ }
+ close;
+ case 2:
+ mes "[Mercenary Manager]";
+ mes "Mercenaries are soldiers";
+ mes "that will fight at your side";
+ mes "on the battlefield, but there";
+ mes "are a few terms and conditions";
+ mes "you must fulfill to hire them.";
+ next;
+ mes "[Mercenary Manager]";
+ mes "You must fulfill a level";
+ mes "requirement and pay a zeny";
+ mes "fee to hire a Mercenary.";
+ mes "Higher grade Mercenaries";
+ mes "will also require that you";
+ mes "build a Loyalty rating with us.";
+ next;
+ mes "[Mercenary Manager]";
+ mes "Mercenary contracts can't be";
+ mes "transferred to other people,";
+ mes "and we only allow a 5 Base Level difference between the Mercenary";
+ mes "and client so you can't hire one much stronger than you.";
+ next;
+ mes "[Mercenary Manager]";
+ mes "Well, you can figure out the";
+ mes "details when you actually form";
+ mes "a contract with one of our";
+ mes "Mercenaries, and receive";
+ mes "the Summon Scroll that will";
+ mes "call a Mercenary to your side.";
+ next;
+ mes "[Mercenary Manager]";
+ mes "You can't give this scroll";
+ mes "to anyone else, and the";
+ mes "Mercenary will only remain";
+ mes "with you for 30 minutes after";
+ mes "you summon him. Don't forget";
+ mes "about the time limit, okay?";
+ close;
+ case 3:
+ mes "[Mercenary Manager]";
+ mes "No? You didn't need any";
+ mes "help? Well, feel free to";
+ mes "ask me if you have any";
+ mes "questions about Mercenaries.";
+ close;
+ case 4:
+ mes "[Mercenary Manager]";
+ mes "10th Grade Mercenaries are";
+ mes "the best we have to offer,";
+ mes "and we use different criteria";
+ mes "for our clients to hire them.";
+ mes "There's no zeny fee, but you";
+ mes "must have 500 Loyalty.";
+ next;
+ mes "[Mercenary Manager]";
+ mes "Once you make a contract";
+ mes "with a 10th Grade Mercenary,";
+ mes "your Loyalty rating will be";
+ mes "decreased by 400. In other";
+ mes "words, you pay 400 Loyalty";
+ mes "to hire a 10th Grade Mercenary.";
+ next;
+ mes "[Mercenary Manager]";
+ mes "You must also be at";
+ mes "Base Level 90 or higher to";
+ mes "hire a 10th Grade Mercenary.";
+ mes "Are you still interested in";
+ mes "forming this contract?";
+ next;
+ if( select("Yes:No") == 2 )
+ {
+ mes "[Mercenary Manager]";
+ mes "I understand... It takes";
+ mes "hard work and sacrifice to";
+ mes "even reach the point where";
+ mes "you can hire a 10th Grade";
+ mes "Mercenary. Have you considered";
+ mes "hiring a lower grade Mercenary?";
+ }
+ else if( .@faith_sword < 500 )
+ {
+ mes "[Mercenary Manager]";
+ mes "I'm sorry, but your";
+ mes "Loyalty rating is too";
+ mes "low to hire a 10th Grade";
+ mes "Mercenary. You must have";
+ mes "500 or more Loyalty to";
+ mes "form a contract with one.";
+ }
+ else if( BaseLevel < 90 )
+ {
+ mes "[Mercenary Manager]";
+ mes "I'm sorry, but you must";
+ mes "be at Base Level 90 or";
+ mes "higher to form a contract";
+ mes "with a 10th Grade Mercenary.";
+ }
+ else
+ {
+ mes "[Mercenary Manager]";
+ mes "Congratulations! It looks";
+ mes "like you're planning in taking";
+ mes "on some very dangerous work";
+ mes "since you're hiring a 10th";
+ mes "Grade Mercenary. I wish you";
+ mes "the best of luck with him.";
+
+ mercenary_set_faith SWORD_MERC_GUILD,-400;
+ getitem 12172,1;
+ }
+ close;
+ }
+}
+
+pay_arche,99,167,4 script Mercenary Manager#Bow 732,{
+ set .@faith_archer, mercenary_get_faith(ARCH_MERC_GUILD);
+ mes "[Mercenary Manager]";
+ mes "Welcome to the";
+ mes "Bow Mercenary Guild.";
+ mes "How can I be of service?";
+ next;
+ switch( select("Hire Mercenary:Mercenary Info:Nothing:10th Grade Mercenaries") )
+ {
+ case 1:
+ mes "[Mercenary Manager]";
+ mes "You want to hire";
+ mes "a Bow Mercenary?";
+ mes "Which Grade were you";
+ mes "interested in hiring?";
+ next;
+
+ set .@Grade, select("1st Grade Bow Mercenary:2nd Grade Bow Mercenary:3rd Grade Bow Mercenary:4th Grade Bow Mercenary:5th Grade Bow Mercenary:6th Grade Bow Mercenary:7th Grade Bow Mercenary:8th Grade Bow Mercenary:9th Grade Bow Mercenary");
+ set .@BaseLevel, 5 + (.@Grade * 10);
+ if( .@BaseLevel > 90 )
+ set .@BaseLevel, 90;
+
+ set .@ZenyCost, 7 * .@Grade;
+
+ if( .@Grade == 7 )
+ set .@FaithCost, 50;
+ else if( .@Grade == 8 )
+ set .@FaithCost, 100;
+ else if( .@Grade == 9 )
+ set .@FaithCost, 300;
+ else
+ set .@FaithCost, 0;
+
+ mes "[Mercenary Manager]";
+ if( .@Grade == 1 )
+ mes "So you want to hire a 1st";
+ else if( .@Grade == 2 )
+ mes "So you want to hire a 2nd";
+ else if( .@Grade == 3 )
+ mes "So you want to hire a 3rd";
+ else
+ mes "So you want to hire a " + .@Grade + "th";
+
+ mes "Grade Bow Mercenary?";
+
+ mes "You need to have attained";
+ mes "Base Level " + .@BaseLevel + " or higher, and";
+ mes "must pay the " + .@ZenyCost + ",000 zeny fee.";
+ next;
+ if( select("Yes:No") == 2 )
+ {
+ mes "[Mercenary Manager]";
+ mes "Oh, really? Well, now";
+ mes "might not be a good time";
+ mes "for you to consider hiring";
+ mes "a Mercenary, but please feel";
+ mes "free to come back if your";
+ mes "needs change. Thank you~";
+ }
+ else if( .@FaithCost && .@faith_archer < .@FaithCost )
+ {
+ mes "[Mercenary Manager]";
+ mes "I'm sorry, but your";
+ mes "Loyalty rating is too";
+ mes "low to hire this Bow";
+ mes "Mercenary. Come back";
+ mes "again when you have";
+ mes "" + .@FaithCost + " or more Loyalty.";
+ }
+ else if( BaseLevel < .@BaseLevel )
+ {
+ mes "[Mercenary Manager]";
+ mes "I'm sorry, but your Base";
+ mes "Level isn't high enough";
+ mes "to hire this Mercenary.";
+ mes "Please come back to me";
+ mes "once you reach Base Level " + .@BaseLevel + ".";
+ }
+ else if( Zeny < .@ZenyCost * 1000 )
+ {
+ mes "[Mercenary Manager]";
+ mes "I'm sorry, but you";
+ mes "don't have enough zeny";
+ mes "to hire this Mercenary.";
+ mes "The hiring fee is " + .@ZenyCost + ",000 zeny.";
+ }
+ else
+ {
+ mes "[Mercenary Manager]";
+ mes "Great! Our Mercenaries";
+ mes "are sincere and devoted";
+ mes "to protecting their clients.";
+ mes "Summoned Mercenaries will";
+ mes "offer their support to you for";
+ mes "30 minutes. Take care now.";
+ set Zeny, Zeny - (.@ZenyCost * 1000);
+ getitem 12152 + .@Grade, 1;
+ }
+ close;
+ case 2:
+ mes "[Mercenary Manager]";
+ mes "Mercenaries are soldiers";
+ mes "that will fight at your side";
+ mes "on the battlefield, but there";
+ mes "are a few terms and conditions";
+ mes "you must fulfill to hire them.";
+ next;
+ mes "[Mercenary Manager]";
+ mes "You must fulfill a level";
+ mes "requirement and pay a zeny";
+ mes "fee to hire a Mercenary.";
+ mes "Higher grade Mercenaries";
+ mes "will also require that you";
+ mes "build a Loyalty rating with us.";
+ next;
+ mes "[Mercenary Manager]";
+ mes "Mercenary contracts can't be";
+ mes "transferred to other people,";
+ mes "and we only allow a 5 Base Level difference between the Mercenary";
+ mes "and client so you can't hire one much stronger than you.";
+ next;
+ mes "[Mercenary Manager]";
+ mes "Well, you can figure out the";
+ mes "details when you actually form";
+ mes "a contract with one of our";
+ mes "Mercenaries, and receive";
+ mes "the Summon Scroll that will";
+ mes "call a Mercenary to your side.";
+ next;
+ mes "[Mercenary Manager]";
+ mes "You can't give this scroll";
+ mes "to anyone else, and the";
+ mes "Mercenary will only remain";
+ mes "with you for 30 minutes after";
+ mes "you summon him. Don't forget";
+ mes "about the time limit, okay?";
+ close;
+ case 3:
+ mes "[Mercenary Manager]";
+ mes "No? You didn't need any";
+ mes "help? Well, feel free to";
+ mes "ask me if you have any";
+ mes "questions about Mercenaries.";
+ close;
+ case 4:
+ mes "[Mercenary Manager]";
+ mes "10th Grade Mercenaries are";
+ mes "the best we have to offer,";
+ mes "and we use different criteria";
+ mes "for our clients to hire them.";
+ mes "There's no zeny fee, but you";
+ mes "must have 500 Loyalty.";
+ next;
+ mes "[Mercenary Manager]";
+ mes "Once you make a contract";
+ mes "with a 10th Grade Mercenary,";
+ mes "your Loyalty rating will be";
+ mes "decreased by 400. In other";
+ mes "words, you pay 400 Loyalty";
+ mes "to hire a 10th Grade Mercenary.";
+ next;
+ mes "[Mercenary Manager]";
+ mes "You must also be at";
+ mes "Base Level 90 or higher to";
+ mes "hire a 10th Grade Mercenary.";
+ mes "Are you still interested in";
+ mes "forming this contract?";
+ next;
+ if( select("Yes:No") == 2 )
+ {
+ mes "[Mercenary Manager]";
+ mes "I understand... It takes";
+ mes "hard work and sacrifice to";
+ mes "even reach the point where";
+ mes "you can hire a 10th Grade";
+ mes "Mercenary. Have you considered";
+ mes "hiring a lower grade Mercenary?";
+ }
+ else if( .@faith_archer < 500 )
+ {
+ mes "[Mercenary Manager]";
+ mes "I'm sorry, but your";
+ mes "Loyalty rating is too";
+ mes "low to hire a 10th Grade";
+ mes "Mercenary. You must have";
+ mes "500 or more Loyalty to";
+ mes "form a contract with one.";
+ }
+ else if( BaseLevel < 90 )
+ {
+ mes "[Mercenary Manager]";
+ mes "I'm sorry, but you must";
+ mes "be at Base Level 90 or";
+ mes "higher to form a contract";
+ mes "with a 10th Grade Mercenary.";
+ }
+ else
+ {
+ mes "[Mercenary Manager]";
+ mes "Congratulations! It looks";
+ mes "like you're planning in taking";
+ mes "on some very dangerous work";
+ mes "since you're hiring a 10th";
+ mes "Grade Mercenary. I wish you";
+ mes "the best of luck with him.";
+
+ mercenary_set_faith ARCH_MERC_GUILD,-400;
+ getitem 12162,1;
+ }
+ close;
+ }
+}
+
+// Mercenary Merchant NPCs
+//============================================================
+- script Mercenary Merchant#dummy::MercMerchant -1,{
+ mes "[Mercenary Goods Merchant]";
+ mes "Hello, I sell goods";
+ mes "that Mercenaries can";
+ mes "use. Is there anything";
+ mes "in particular that";
+ mes "you're looking for?";
+ next;
+ switch(select("Mercenary Red Potion:Mercenary Blue Potion:Mercenary Concentration Potion:Mercenary Awakening Potion:Mercenary Berserk Potion")) {
+ case 1:
+ mes "[Mercenary Goods Merchant]";
+ mes "Mercenary Red Potions";
+ mes "each cost 1,750 zeny.";
+ mes "How many would you like?";
+ next;
+ callfunc "F_PurchaseMercItem",12184,1750;
+ case 2:
+ mes "[Mercenary Goods Merchant]";
+ mes "Mercenary Blue Potions";
+ mes "each cost 3,500 zeny.";
+ mes "How many would you like?";
+ next;
+ callfunc "F_PurchaseMercItem",12185,3000;
+ case 3:
+ mes "[Mercenary Goods Merchant]";
+ mes "Mercenary Concentration";
+ mes "Potions each cost 560 zeny.";
+ mes "How many would you like?";
+ next;
+ callfunc "F_PurchaseMercItem",12241,560;
+ case 4:
+ mes "[Mercenary Goods Merchant]";
+ mes "Mercenary Awakening";
+ mes "Potions each cost 1,050 zeny.";
+ mes "How many would you like?";
+ next;
+ callfunc "F_PurchaseMercItem",12242,1050;
+ case 5:
+ mes "[Mercenary Goods Merchant]";
+ mes "Mercenary Beserk Potions";
+ mes "each cost 2,100 zeny.";
+ mes "How many would you like?";
+ next;
+ callfunc "F_PurchaseMercItem",12243,2100;
+ }
+ close;
+}
+
+prontera,30,337,4 duplicate(MercMerchant) Mercenary Merchant#Spear 700
+izlude,56,139,4 duplicate(MercMerchant) Mercenary Merchant#Sword 892
+pay_arche,102,167,5 duplicate(MercMerchant) Mercenary Merchant#Bow 879
+
+// Function for selling items.
+//============================================================
+function script F_PurchaseMercItem {
+ input .@input;
+ if( .@input == 0 )
+ {
+ mes "[Mercenary Goods Merchant]";
+ mes "You changed your mind?";
+ mes "Alright, feel free to come";
+ mes "back to me whenever you want";
+ mes "to buy any Mercenary Potions.";
+ }
+ else if( .@input < 0 || .@input > 10000 )
+ {
+ mes "[Mercenary Goods Merchant]";
+ mes "I'm sorry, but you";
+ mes "can only buy up to";
+ mes "10,000 of these potions";
+ mes "at a time. Please enter";
+ mes "a number from 1 to 10,000.";
+ }
+ else if( set(.@total_po, .@input * getarg(1)) > Zeny )
+ {
+ mes "[Mercenary Goods Merchant]";
+ mes "I'm sorry, but you don't";
+ mes "have enough zeny for this";
+ mes "many potions. Well, I'll be";
+ mes "be here when you're ready";
+ mes "to purchase something";
+ mes "for your Mercenaries.";
+ }
+ else if( checkweight(getarg(0), .@input) == 0 )
+ {
+ mes "[Mercenary Goods Merchant]";
+ mes "If I gave you that many";
+ mes "potions, you wouldn't be";
+ mes "able to carry them with you.";
+ mes "Please come back after";
+ mes "you free up some space";
+ mes "in your Inventory.";
+ }
+ else
+ {
+ mes "[Mercenary Goods Merchant]";
+ if( .@input == 1 )
+ {
+ mes "Here's your Mercenary";
+ switch( getarg(0) )
+ {
+ case 12148: mes "Red Potion. Thank you, and"; break;
+ case 12149: mes "Blue Potion. Thank you, and"; break;
+ case 12241: mes "Concentration Potion."; break;
+ case 12242: mes "Awakening Potion."; break;
+ case 12243: mes "Berserk Potion. Thank"; break;
+ }
+ mes "please come again when";
+ mes "you need more potions";
+ mes "for your Mercenaries.";
+ }
+ else
+ {
+ mes "Here you are, this is exactly";
+ switch( getarg(0) )
+ {
+ case 12148: mes "" + .@input + " Mercenary Red Potions."; mes "Thank you, and please come"; break;
+ case 12149: mes "" + .@input + " Mercenary Blue Potions."; mes "Thank you, and please come"; break;
+ case 12241: mes "" + .@input + " Mercenary Concentration"; mes "Potions. Thank you, and please"; break;
+ case 12242: mes "" + .@input + " Mercenary Awakening"; mes "Potions. Thank you, and please"; break;
+ case 12243: mes "" + .@input + " Mercenary Berserk Potions."; mes "Thank you, and please come"; break;
+ }
+ mes "again when you need more";
+ mes "potions for your Mercenaries.";
+ }
+ set Zeny, Zeny - .@total_po;
+ getitem getarg(0), .@input;
+ }
+ close;
+}
diff --git a/npc/pre-re/other/monster_museum.txt b/npc/pre-re/other/monster_museum.txt
new file mode 100644
index 000000000..4f042f41f
--- /dev/null
+++ b/npc/pre-re/other/monster_museum.txt
@@ -0,0 +1,732 @@
+//===== rAthena Script =======================================
+//= Juno Monster Museum
+//===== By: ==================================================
+//= Muad_Dib (The Prometheus Project)
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.4
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Juno Monster Museum - Non Player Character Locations
+//= - Information about various monsters
+//===== Additional Comments: =================================
+// 07/06/05 : Added 1st Version. [Muad_Dib]
+//= Adapted to rAthena Scripting Language by [Lance]
+//= 1.1a Fixed typos [Haplo]
+//= 1.2 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
+//= 1.3 Added a Missing "case 1:". [Samuray22]
+// -Thanks to Dr.Evil
+//= 1.4 Corrected a few typos. (bugreport:1077) [L0ne_W0lf]
+//= 1.4a "S_BonusREward" -> "S_BonusReward" [Paradox924X]
+//============================================================
+
+yuno_in03,32,15,3 script Museum Guide 67,{
+ mes "[Cenia]";
+ mes "Welcome to the Monster Museum.";
+ next;
+ switch(select("Monster Museum?:Tips")) {
+ case 1:
+ mes "[Cenia]";
+ mes "The Monster Museum was founded by";
+ mes "the Sages of the Schweicherbil";
+ mes "Magic Academy after researching";
+ mes "every creature dwelling in the";
+ mes "Rune-Midgard continent.";
+ next;
+ mes "[Cenia]";
+ mes "In this museum, you can see every";
+ mes "single monster in Rune-Midgard,";
+ mes "even the ones you hardly ever encounter.";
+ next;
+ mes "[Cenia]";
+ mes "The glass tubes holding monsters";
+ mes "was developed with the latest";
+ mes "technology as a part of the";
+ mes "Schwartz Project. Rest assured,";
+ mes "you'll be well protected.";
+ next;
+ break;
+ case 2:
+ mes "[Cenia]";
+ mes "Please check on the Opaque option";
+ mes "on your option windows by";
+ mes "pressing ALT + O, if you want to";
+ mes "see the monsters better.";
+ next;
+ break;
+ }
+ mes "[Cenia]";
+ mes "Feel free to talk to me anytime.";
+ close;
+}
+
+yuno_in03,36,21,3 script Deviace#yuno 1108,{
+ end;
+}
+yuno_in03,33,21,1 script #DEVIACE 111,{
+ mes " ";
+ mes "Scientific name : Deviace";
+ mes "Size : Medium";
+ mes "Attribute : Water";
+ next;
+ mes "Explanation :";
+ mes "This monster dwells under the deep";
+ mes "sea and has a round body with a";
+ mes "acetabulum on its dorsal side.";
+ mes "Although its sharp teeth are";
+ mes "intimidating, it has a very mellow";
+ mes "character.";
+ next;
+ mes "Therefore, it never initiates";
+ mes "attack on an undersea traveler";
+ mes "unless it's attacked first.";
+ mes "However, once it becomes upset, it";
+ mes "uses high level magic skills. So";
+ mes "it's better to be careful with this monster.";
+ close;
+}
+
+yuno_in03,36,27,3 script Seal#yuno 1317,{
+ end;
+}
+yuno_in03,33,27,1 script #FUR_SEAL 111,{
+ mes " ";
+ mes "Scientific name : Seal";
+ mes "Size : Medium";
+ mes "Attribute : Water";
+ next;
+ mes "Explanation :";
+ mes "When you take a look at this";
+ mes "monster carefully, you will find";
+ mes "that it's not actually a seal but";
+ mes "an unidentified monster hiding";
+ mes "inside the seal-like leather";
+ mes "clothing.";
+ next;
+ mes "It is rumored that the monster";
+ mes "wears this clothing in order";
+ mes "to protect its sensitive skin";
+ mes "from the weather. The Seal's";
+ mes "clothing is a very good material";
+ mes "for people to produce winter coats.";
+ close;
+}
+
+yuno_in03,36,33,3 script Sage Worm#yuno 1281,{
+ end;
+}
+yuno_in03,33,33,1 script #SAGEWORM 111,{
+ mes " ";
+ mes "Scientific name : Sage Worm";
+ mes "Size : Small";
+ mes "Attribute : Neutral";
+ next;
+ mes "Explanation :";
+ mes "A strange beast with the head of";
+ mes "an old scholar and the tail of a";
+ mes "worm. Although it is physically";
+ mes "weak, it has the intelligence";
+ mes "to support its comrades with";
+ mes "magic skills.";
+ next;
+ mes "As its scholarly appearance";
+ mes "indicates, it's usually seen near books or book shelves.";
+ close;
+}
+
+yuno_in03,39,39,3 script Penomena#yuno 1216,{
+ end;
+}
+yuno_in03,38,39,1 script #PENOMANA 111,{
+ mes " ";
+ mes "Scientific name : Penomena";
+ mes "Size : Medium";
+ mes "Attribute : Poison";
+ next;
+ mes "Explanation :";
+ mes "This monster dwells inside the";
+ mes "deepest part of caves where there";
+ mes "is enough moisture to keep it from";
+ mes "getting dried up.";
+ next;
+ mes "Unlike Hydra, a similar looking";
+ mes "creature, it can move itself";
+ mes "towards its enemy using many";
+ mes "small appendixes on its acetabulum.";
+ next;
+ mes "The long, thin tentacles on the";
+ mes "body shoot deadly poison which is";
+ mes "enough to kill its enemy at once.";
+ close;
+}
+
+yuno_in03,39,44,3 script Galapago#yuno 1391,{
+ end;
+}
+yuno_in03,37,44,3 script #GALAPAGO 111,{
+ mes " ";
+ mes "Scientific name : Galapago";
+ mes "Size : Small";
+ mes "Attribute : Earth";
+ next;
+ mes "Explanation :";
+ mes "It's a kind of bird, but sadly, its body is too heavy to fly.";
+ mes "It's very sensitive to sunlight so it carries a water bottle and wears sunglasses all the time.";
+ next;
+ mes "Although gluttonous, it will";
+ mes "always cooperate to attack";
+ mes "prey, as well as predators.";
+ mes "Otherwise, Galapago is a";
+ mes "generally laid back monster.";
+ close;
+}
+
+yuno_in03,15,21,5 script Raydric#yuno 1163,{
+ end;
+}
+yuno_in03,19,21,1 script #RAYDRIC 111,{
+ mes " ";
+ mes "Scientific name : Raydric";
+ mes "Size : Large";
+ mes "Attribute : Shadow";
+ next;
+ mes "Explanation :";
+ mes "A suit of armor animated by the";
+ mes "spirit of a castle guard. The";
+ mes "spirit is bound to this armor by";
+ mes "a powerful curse.";
+ next;
+ mes "Since Raydric used to be a castle";
+ mes "guard, it possesses fast movements";
+ mes "and powerful attack strength.";
+ close;
+}
+
+yuno_in03,15,27,5 script Chepet#yuno 1250,{
+ end;
+}
+yuno_in03,19,27,1 script #CHEPET 111,{
+ mes " ";
+ mes " Scientific name : Chepet";
+ mes " Size : Medium";
+ mes " Attribute : Fire";
+ next;
+ mes "Explanation :";
+ mes "An evil creature hiding in a";
+ mes "pretty doll. It attacks passersby";
+ mes "by striking matchsticks held in";
+ mes "the doll's hand. A very rare";
+ mes "monster since it dwells in";
+ mes "only a few places.";
+ close;
+}
+
+yuno_in03,15,33,5 script Violy#yuno 1390,{
+ end;
+}
+yuno_in03,19,33,1 script #VIOLY 111,{
+ mes " ";
+ mes " Scientific name : Violy";
+ mes " Size : Medium";
+ mes " Attribute : Neutral";
+ next;
+ mes "Explanation :";
+ mes "A pretty doll looking creature with beautiful golden hair.";
+ mes "Since It plays violin all the time with a peaceful look on its face, people don't realize at first that it's a monster.";
+ next;
+ mes "Exercise extreme caution upon encountering a Violy. Otherwise, it will snatch your soul in no time with its charming song.";
+ close;
+}
+
+yuno_in03,10,39,5 script Alice#yuno 1275,{
+ end;
+}
+yuno_in03,12,39,1 script #ALICE 111,{
+ mes " ";
+ mes " Scientific name : Alice ";
+ mes " Size : Medium";
+ mes " Attribute : Neutral";
+ next;
+ mes "Explanation :";
+ mes "Alice is a robot made to assist as";
+ mes "a castle housemaid. They've been";
+ mes "known to remain and automatically";
+ mes "do their tasks long after the";
+ mes "castle has been abandoned.";
+ next;
+ mes "Without any discernable power";
+ mes "source, how it moves and operates";
+ mes "is still a scientific mystery.";
+ close;
+}
+
+yuno_in03,10,45,5 script Assulter#yuno 1315,{
+ end;
+}
+yuno_in03,12,45,1 script #ASSULTER 111,{
+ mes " ";
+ mes " Scientific name : Assulter";
+ mes " Size : Medium";
+ mes " Attribute : Wind";
+ next;
+ mes "Explanation :";
+ mes "Unlike other turtles on Turtle";
+ mes "Island, this turtle stands on two";
+ mes "legs and attacks passersby with";
+ mes "the other two legs, wielding a";
+ mes "big shuriken from its back.";
+ next;
+ mes "Interestingly, it creates a clone";
+ mes "to do more damage when it";
+ mes "encounters dangerous enemies.";
+ mes "It does very powerful damage using";
+ mes "its shuriken, but its nail attack";
+ mes "is more threatening.";
+ close;
+}
+
+yuno_in03,38,50,3 script PecoPeco Egg#yuno 1047,{
+ end;
+}
+yuno_in03,34,54,3 script Thief Bug Egg#yuno 1048,{
+ end;
+}
+yuno_in03,12,50,3 script Ant Egg#yuno 1097,{
+ end;
+}
+
+yuno_in03,18,96,5 script Wanderer#yuno 1208,{
+ end;
+}
+yuno_in03,20,96,1 script #WANDER_MAN 111,{
+ mes " ";
+ mes " Scientific name : Wanderer";
+ mes " Size : Medium";
+ mes " Attribute : Wind";
+ next;
+ mes "Explanation :";
+ mes "Undead warrior who came back to";
+ mes "life through a curse. Considering";
+ mes "its technical fencing skill, he";
+ mes "must have been a very honorable";
+ mes "warrior as a living human.";
+ next;
+ mes "Wanderer can move amazingly fast";
+ mes "and can slay enemies with a single";
+ mes "stroke of its sword.";
+ close;
+}
+
+yuno_in03,16,100,5 script Caterpillar#yuno 1300,{
+ end;
+}
+yuno_in03,18,100,1 script #CATERPILLAR 111,{
+ mes " ";
+ mes " Scientific name : Caterpillar";
+ mes " Size : Small";
+ mes " Attribute : Earth";
+ next;
+ mes "Explanation :";
+ mes "Although the eyes of this creature";
+ mes "have atrophied due to living under";
+ mes "the earth, it uses a feeler and";
+ mes "appendices on its body to sense";
+ mes "objects in its dark surroundings.";
+ next;
+ mes "Caterpillar is rumored to be the";
+ mes "larva of Creamy Fear, the advanced";
+ mes "Creamy.";
+ close;
+}
+
+yuno_in03,16,104,5 script Male Thiefbug#yuno 1054,{
+ end;
+}
+yuno_in03,18,104,1 script #THIEF_BUG__ 111,{
+ mes " ";
+ mes " Scientific name : Thief Bug";
+ mes " ^FFFFFFScientific name :^000000 (Male)";
+ mes " Size : Medium";
+ mes " Attribute : Shadow";
+ next;
+ mes "Explanation :";
+ mes "Although it has a big blue body,";
+ mes "it's also fast and voracious, just like other Thief Bugs.";
+ next;
+ mes "However, it is stronger than other Thief Bugs because it's designated to protect the females and babies from danger.";
+ close;
+}
+
+yuno_in03,16,108,5 script Tri Joint#yuno 1279,{
+ end;
+}
+yuno_in03,18,108,1 script #TRI_JOINT 111,{
+ mes " ";
+ mes " Scientific name : Tri Joint";
+ mes " Size : Small";
+ mes " Attribute : Earth";
+ next;
+ mes "Explanation :";
+ mes "Tri Joint is a prehistoric";
+ mes "monster that is covered with";
+ mes "a hard shell, and uses a feeler";
+ mes "instead of eyes so that it can";
+ mes "live in dark places.";
+ next;
+ mes "Recently, since many Tri Joints have been discovered inside many caves, Sages are very excited to study them to learn more about the evolution of monsters in Rune-Midgard.";
+ close;
+}
+
+yuno_in03,16,111,5 script Arclouz#yuno 1194,{
+ end;
+}
+yuno_in03,18,111,1 script #ARCLOUSE 111,{
+ mes " ";
+ mes " Scientific name : Arclouz";
+ mes " Size : Medium";
+ mes " Attribute : Earth";
+ next;
+ mes "Explanation :";
+ mes "Hard shelled monster that coils";
+ mes "its body to attack its enemy.";
+ mes "Arclouz tend to stay in groups";
+ mes "and are very aggressive";
+ mes "creatures.";
+ next;
+ mes "They have incredibly fast";
+ mes "movement speed, contrary to";
+ mes "their looks, and are often";
+ mes "compared to PecoPecos.";
+ close;
+}
+
+yuno_in03,16,117,5 script Dragon Tail#yuno 1321,{
+ end;
+}
+yuno_in03,18,116,1 script #DRAGON_TAIL 111,{
+ mes " ";
+ mes " Scientific name : Dragon Tail";
+ mes " Size : Medium";
+ mes " Attribute : Wind";
+ next;
+ mes "Explanation :";
+ mes "An insect which is considered as";
+ mes "a Libelluidae, or Dragon Fly. It";
+ mes "uses its strong tail to suck the";
+ mes "blood out of an enemy, or to put";
+ mes "the enemy to sleep by shooting";
+ mes "a sleeping poison.";
+ close;
+}
+
+yuno_in03,46,96,3 script Owl Duke#yuno 1320,{
+ end;
+}
+yuno_in03,44,96,1 script #OWL_DUKE 111,{
+ mes " ";
+ mes " Scientific name : Owl Duke";
+ mes " Size : Large";
+ mes " Attribute : Neutral ";
+ next;
+ mes "Explanation:";
+ mes "An owl that wears a count costume.";
+ mes "It's very intimidating looking";
+ mes "with its dark, yet suave look.";
+ mes "Owl Duke is not actually an owl,";
+ mes "but a devil with very sharp claws";
+ mes "on its big feet.";
+ next;
+ mes "It's skillful at using many";
+ mes "lightning magic spells. When";
+ mes "you see it attacking an enemy,";
+ mes "you can sense the Owl Duke's";
+ mes "aristocratic pompousness.";
+ close;
+}
+
+yuno_in03,48,100,3 script Marine Sphere#yuno 1142,{
+ end;
+}
+yuno_in03,46,101,1 script #MARINE_SPHERE 111,{
+ mes " ";
+ mes " Scientific name : Marine Sphere";
+ mes " Size : Small";
+ mes " Attribute : Water";
+ next;
+ mes "Explanation :";
+ mes "A strange creature that wanders";
+ mes "in the deep oceans. It explodes";
+ mes "with great power when it's";
+ mes "touched, earning it the name";
+ mes "'The Sea Bomb.'";
+ next;
+ mes "If there is a Marine Sphere";
+ mes "caught in the explosion of";
+ mes "another, a trigger explosion";
+ mes "will result, and can lead to";
+ mes "a dangerous chain reaction.";
+ close;
+}
+
+yuno_in03,48,104,3 script Mandragora#yuno 1020,{
+ end;
+}
+yuno_in03,46,105,1 script #MANDRAGORA 111,{
+ mes " ";
+ mes " Scientific name : Mandragora";
+ mes " Size : Medium";
+ mes " Attribute : Earth";
+ next;
+ mes "Explanation :";
+ mes "An insectivore that swallows";
+ mes "anything alive. When it finds";
+ mes "its prey, it strikes it first";
+ mes "with a long tentacle to";
+ mes "to paralyze it.";
+ next;
+ mes "Once paralyzed, its prey is";
+ mes "put in a large tube attached";
+ mes "to its body where it is slowly";
+ mes "digested. Although this tube";
+ mes "has a skull mark, Mandragora";
+ mes "does not actually contain any";
+ mes "poison.";
+ next;
+ mes "This digestive tube";
+ mes "apparatus also has a very unique,";
+ mes "but disgusting smell that is far";
+ mes "from useful in attracting prey.";
+ close;
+}
+
+yuno_in03,48,108,3 script Geographer#yuno 1368,{
+ end;
+}
+yuno_in03,46,108,1 script #GEOGRAPHER 111,{
+ mes " ";
+ mes " Scientific name : Geographer";
+ mes " Size : Medium";
+ mes " Attribute : Earth";
+ next;
+ mes "Explanation :";
+ mes "An insectivore that looks like";
+ mes "a sunflower. It uses the petal";
+ mes "like tentacles around its";
+ mes "mouth to attract and snare";
+ mes "its prey.";
+ next;
+ mes "Unlike Mandragora, Geographer";
+ mes "does not have a tube to";
+ mes "store its prey. So it slowly";
+ mes "eats it's prey, little by little.";
+ next;
+ mes "Although Geographer has small";
+ mes "and short roots, the roots are";
+ mes "tough and strong enough to";
+ mes "bear the weight of the upper body.";
+ next;
+ mes "The namesake of this monster, a";
+ mes "human geographer that was";
+ mes "promptly eaten upon discovering";
+ mes "this species of beast, will";
+ mes "never be forgotten...";
+ close;
+}
+
+yuno_in03,48,112,3 script Rafflesia#yuno 1162,{
+ end;
+}
+yuno_in03,46,112,1 script #RAFFLESIA 111,{
+ mes " ";
+ mes " Scientific name : Rafflesia";
+ mes " Size : Small";
+ mes " Attribute : Earth";
+ next;
+ mes "Explanation :";
+ mes "A puffy, leafy monster";
+ mes "threatened with extinction.";
+ mes "Rafflesia is the rarest";
+ mes "monster in Rune-Midgard and";
+ mes "is thus protected by law.";
+ next;
+ mes "Due to this situation, most Sages";
+ mes "are having a hard time to";
+ mes "research this monster.";
+ mes "However, a few Sages are";
+ mes "currently seeking methods to";
+ mes "cultivate and save the Rafflesias.";
+ close;
+}
+
+yuno_in03,48,116,3 script Stem Worm#yuno 1215,{
+ end;
+}
+yuno_in03,45,116,1 script #STEM_WORM 111,{
+ mes " ";
+ mes " Scientific name : Stem Worm";
+ mes " Size : Medium";
+ mes " Attribute : Wind";
+ next;
+ mes "Explanation :";
+ mes "A mutated Worm Tail that has a";
+ mes "round, brownish grey body with";
+ mes "a small head. It is covered";
+ mes "with scales and has a long";
+ mes "stem-like tail which is used";
+ mes "as a whip in attacks.";
+ close;
+}
+
+yuno_in03,24,124,3 script Blazzer#yuno 1367,{
+ end;
+}
+yuno_in03,24,122,1 script #BLAZZER 111,{
+ mes " ";
+ mes " Scientific name : Blazzer";
+ mes " Size : Medium";
+ mes " Attribute : Fire";
+ next;
+ mes "Explanation :";
+ mes "This is a fire ball that has been";
+ mes "seen near volcanic zones.";
+ mes "Because of this monster's sudden";
+ mes "appearance, Sages believe that";
+ mes "volcanic activity may occur";
+ mes "sooner or later near Juno.";
+ next;
+ mes "Blazzer blows out noxious gas";
+ mes "which harm passersby. It is";
+ mes "unknown whether or not these";
+ mes "are attacks or the Blazzer's";
+ mes "form of communication.";
+ close;
+}
+
+yuno_in03,28,124,5 script Ride Word#yuno 1195,{
+ end;
+}
+yuno_in03,28,122,1 script #RIDEWORD 111,{
+ mes " ";
+ mes " Scientific name : Ride Word";
+ mes " Size : Small";
+ mes " Attribute : Neutral";
+ next;
+ mes "Explanation :";
+ mes "It's a cursed magic book with";
+ mes "sharp teeth. It exists to attack any living thing nearby.";
+ close;
+}
+
+yuno_in03,31,124,3 script Megalodon#yuno 1064,{
+ end;
+}
+yuno_in03,31,122,1 script #MEGALODON 111,{
+ mes " ";
+ mes " Scientific name : Megalodon";
+ mes " Size : Medium";
+ mes " Attribute : Undead";
+ next;
+ mes "Explanation :";
+ mes "A skeleton fish that was brought";
+ mes "back to life by a curse. Although";
+ mes "It looks very threatening, it's";
+ mes "benign and will not attack";
+ mes "undersea travellers outright.";
+ close;
+}
+
+yuno_in03,35,124,3 script Sleeper#yuno 1386,{
+ end;
+}
+yuno_in03,35,122,1 script #SLEEPER 111,{
+ mes " ";
+ mes " Scientific name : Sleeper";
+ mes " Size : Medium";
+ mes " Attribute : Earth";
+ next;
+ mes "Explanation :";
+ mes "Unidentified sand creature.";
+ mes "Usually it stays under the earth,";
+ mes "but when travellers step on the";
+ mes "sand, it may abruptly";
+ mes "appear to attack them.";
+ next;
+ mes "It's smaller than Sandman and can";
+ mes "cause indirect attacks by causing a sand storm.";
+ close;
+}
+
+yuno_in03,39,124,3 script Ancient Mummy#yuno 1297,{
+ end;
+}
+yuno_in03,39,122,1 script #ANCIENT_MUMMY 111,{
+ mes " ";
+ mes " Scientific name : Ancient Mummy";
+ mes " Size : Medium";
+ mes " Attribute : Undead";
+ next;
+ mes "Explanation :";
+ mes "A mummy cursed with eternal life.";
+ mes "Although wrapped in decaying";
+ mes "bandages, Ancient Mummy also";
+ mes "wears a splendid hair ornament";
+ mes "adorned with a snake.";
+ next;
+ mes "This kind of head ornament";
+ mes "indicates that the Ancient";
+ mes "Mummy was a person of high rank";
+ mes "while he was still alive.";
+ next;
+ mes "Since Ancient Mummy has";
+ mes "been wandering the underworld";
+ mes "for a long time, it does not have";
+ mes "any consciousness and will";
+ mes "attack any living thing nearby.";
+ close;
+}
+
+yuno_in03,18,122,5 script Incubus#yuno 1374,{
+ end;
+}
+yuno_in03,19,120,1 script #INCUBUS 111,{
+ mes " ";
+ mes " Scientific name : Incubus";
+ mes " Size : Medium";
+ mes " Attribute : Shadow";
+ next;
+ mes "Explanation :";
+ mes "This demon attracts humans";
+ mes "with its stunningly beautiful";
+ mes "appearance. When it poses as a";
+ mes "male human, we call it Incubus.";
+ mes "As a female, we call it Succubus.";
+ next;
+ mes "This devil targets people with";
+ mes "mental vulnerabilities so that";
+ mes "it can eventually take them to hell.";
+ close;
+}
+
+yuno_in03,44,120,3 script Succubus#yuno 1370,{
+ end;
+}
+yuno_in03,42,120,1 script #SUCCUBUS 111,{
+ mes " ";
+ mes " Scientific name : Succubus";
+ mes " Size : Medium";
+ mes " Attribute : Shadow";
+ next;
+ mes "Explanation :";
+ mes "This demon attracts humans";
+ mes "with its stunningly beautiful";
+ mes "appearance. When it poses as a";
+ mes "female human, we call it Succubus.";
+ mes "As a male, we call it Incubus.";
+ next;
+ mes "This devil targets people with";
+ mes "mental vulnerabilities so that";
+ mes "it can eventually take them to hell.";
+ close;
+}
diff --git a/npc/pre-re/other/monster_race.txt b/npc/pre-re/other/monster_race.txt
new file mode 100644
index 000000000..aa82efbbe
--- /dev/null
+++ b/npc/pre-re/other/monster_race.txt
@@ -0,0 +1,12851 @@
+//===== rAthena Script =======================================
+//= Hugel Monster Races
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.6
+//===== Compatible With: =====================================
+//= rAthena SVN (Trunk, r12752+)
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= - Hugel Monster Races (Single and Double)
+//= - Prize Medal Exchanging, and Monster Track NPCs.
+//= - Contains both euRO and iRO dialog.
+//= - There are no permenent variables.
+//===== Additional Comments: =================================
+//= 1.0 First version. Please report bugs. [L0ne_W0lf]
+//= 1.1 Corrected a minor typo. [L0ne_W0lf]
+//= 1.2 Replaced effect numerics with constants. [L0ne_W0lf]
+//= 1.3 Ei'felle now gives Exercise. (Bugreport:4092) [L0ne_W0lf]
+//= 1.4 Fixed call to a non-existant event. [L0ne_W0lf]
+//= 1.5 Updated Dialog. [L0ne_W0lf]
+//= 1.6 Updated experience rewards. [L0ne_W0lf]
+//============================================================
+
+//============================================================
+// Monstrer Race - Single Monster Race
+//============================================================
+hugel,51,61,0 script #race_timer1-1 -1,{
+OnInit:
+ enablenpc "#race_timer1-1";
+ set $@mon_time_1_1,2;
+ initnpctimer;
+ end;
+
+OnEnable:
+ enablenpc "#race_timer1-1";
+ set $@mon_time_1_1,2;
+ initnpctimer;
+ end;
+
+OnDisable:
+ disablenpc "#race_timer1-1";
+ stopnpctimer;
+ end;
+
+OnTimer10000:
+ mapannounce "hugel","The Single Monster Race will soon begin. We hope to see many of you participate!",bc_map,"0x87ceeb";
+ end;
+
+OnTimer30000:
+ mapannounce "hugel","The Single Monster Race Arena has just opened.",bc_map,"0x87ceeb";
+ set $@mon_time_1_1,1;
+ donpcevent "Race Progress Timer::OnEnable";
+ end;
+
+OnTimer90000:
+ mapannounce "hugel","The Single Monster Race arena is now open. Participants should enter the Arena as soon as they can.",bc_map,"0x87ceeb";
+ end;
+
+OnTimer210000:
+ mapannounce "hugel","The entrance to the Single Monster Race Arena will close shortly. Participants, please enter the arena now.",bc_map,"0x87ceeb";
+ end;
+
+OnTimer270000:
+ mapannounce "hugel","The Single Monster Race Arena's entrance will soon close.",bc_map,"0x87ceeb";
+ end;
+
+OnTimer272000:
+ mapannounce "hugel","Participants, please enter the Arena before the doors close.",bc_map,"0x87ceeb";
+ end;
+
+OnTimer330000:
+ mapannounce "hugel","The race is now starting. If you missed your chance to enter this race, please try again next time~!",bc_map,"0x87ceeb";
+ set $@mon_time_1_1,0;
+ donpcevent "#race_timer1-1::OnDisable";
+ stopnpctimer;
+
+ end;
+}
+
+p_track01,58,0,0 script Race Progress Timer -1,{
+OnInit:
+ disablenpc "Race Progress Timer";
+ end;
+
+OnEnable:
+ enablenpc "Race Progress Timer";
+ initnpctimer;
+ enablenpc "starting#1";
+ enablenpc "starting#2";
+ enablenpc "starting#3";
+ enablenpc "starting#4";
+ enablenpc "starting#5";
+ enablenpc "starting#6";
+
+ set .@1st_line,rand(1,70);
+ if ((.@1st_line > 0) && (.@1st_line < 11)) {
+ set $@mr_1_luk1,.@1st_line;
+ enablenpc "Luk#5";
+ enablenpc "Luk#6";
+ set .@tired1,rand(50,60);
+ if (.@tired1 > 49) && (.@tired1 < 61) {
+ set $@mr_1_tire1,.@tired1;
+ enablenpc "Tire#1";
+ }
+ }
+ else if ((.@1st_line > 10) && (.@1st_line < 31)) {
+ set $@mr_1_luk1,.@1st_line;
+
+ enablenpc "Luk#5";
+ set .@tired1,rand(40,60);
+ if (.@tired1 > 49) && (.@tired1 < 61) {
+ set $@mr_1_tire1,.@tired1;
+ enablenpc "Tire#1";
+ }
+ else {
+ set $@mr_1_tire1,.@tired1;
+ enablenpc "Tire#1";
+ enablenpc "Tire#2";
+ }
+ }
+ else if ((.@1st_line > 20) && (.@1st_line < 41)) {
+ set $@mr_1_luk1,.@1st_line;
+ enablenpc "Luk#1";
+ set .@tired1,rand(30,50);
+ if (.@tired1 > 39) && (.@tired1 < 51) {
+ set $@mr_1_tire1,.@tired1;
+ enablenpc "Tire#1";
+ enablenpc "Tire#2";
+ }
+ else {
+ set $@mr_1_tire1,.@tired1;
+ enablenpc "Tire#1";
+ enablenpc "Tire#2";
+ enablenpc "Tire#3";
+ }
+ }
+ else if ((.@1st_line > 40) && (.@1st_line < 51)) {
+ set $@mr_1_luk1,.@1st_line;
+ enablenpc "Luk#1";
+ enablenpc "Luk#2";
+ set .@tired1,rand(20,40);
+ if (.@tired1 > 29) && (.@tired1 < 41) {
+ set $@mr_1_tire1,.@tired1;
+ enablenpc "Tire#1";
+ enablenpc "Tire#2";
+ enablenpc "Tire#3";
+ }
+ else {
+ set $@mr_1_tire1,.@tired1;
+ enablenpc "Tire#1";
+ enablenpc "Tire#2";
+ enablenpc "Tire#3";
+ enablenpc "Tire#4";
+ }
+ }
+ else if ((.@1st_line > 50) && (.@1st_line < 61)) {
+ set $@mr_1_luk1,.@1st_line;
+ enablenpc "Luk#1";
+ enablenpc "Luk#2";
+ enablenpc "Luk#3";
+ set .@tired1,rand(10,30);
+ if (.@tired1 > 19) && (.@tired1 < 31) {
+ set $@mr_1_tire1,.@tired1;
+ enablenpc "Tire#1";
+ enablenpc "Tire#2";
+ enablenpc "Tire#3";
+ enablenpc "Tire#4";
+ }
+ else {
+ set $@mr_1_tire1,.@tired1;
+ enablenpc "Tire#1";
+ enablenpc "Tire#2";
+ enablenpc "Tire#3";
+ enablenpc "Tire#4";
+ enablenpc "Tire#5";
+ }
+ }
+ else if ((.@1st_line > 60) && (.@1st_line < 71)) {
+ set $@mr_1_luk1,.@1st_line;
+ enablenpc "Luk#1";
+ enablenpc "Luk#2";
+ enablenpc "Luk#3";
+ enablenpc "Luk#4";
+ set .@tired1,rand(0,20);
+ if (.@tired1 > 9) && (.@tired1 < 21) {
+ set $@mr_1_tire1,.@tired1;
+ enablenpc "Tire#1";
+ enablenpc "Tire#2";
+ enablenpc "Tire#3";
+ enablenpc "Tire#4";
+ enablenpc "Tire#5";
+ }
+ else {
+ set $@mr_1_tire1,.@tired1;
+ enablenpc "Tire#1";
+ enablenpc "Tire#2";
+ enablenpc "Tire#3";
+ enablenpc "Tire#4";
+ enablenpc "Tire#5";
+ enablenpc "Tire#6";
+ }
+ }
+ else {
+ set $@mr_1_luk1,.@1st_line;
+ enablenpc "Luk#1";
+ enablenpc "Luk#2";
+ enablenpc "Luk#3";
+ enablenpc "Luk#4";
+ set .@tired1,rand(0,20);
+ if (.@tired1 > 9) && (.@tired1 < 21) {
+ set $@mr_1_tire1,.@tired1;
+ enablenpc "Tire#1";
+ enablenpc "Tire#2";
+ enablenpc "Tire#3";
+ enablenpc "Tire#4";
+ enablenpc "Tire#5";
+ }
+ else {
+ set $@mr_1_tire1,.@tired1;
+ enablenpc "Tire#1";
+ enablenpc "Tire#2";
+ enablenpc "Tire#3";
+ enablenpc "Tire#4";
+ enablenpc "Tire#5";
+ enablenpc "Tire#6";
+ }
+ }
+ set .@2nd_line,rand(1,70);
+ if ((.@2nd_line > 0) && (.@2nd_line < 11)) {
+ set $@mr_1_luk2,.@2nd_line;
+ enablenpc "Luk2#5";
+ enablenpc "Luk2#6";
+ set .@tired2,rand(50,60);
+ if (.@tired2 > 49) && (.@tired2 < 61) {
+ set $@mr_1_tire2,.@tired2;
+ enablenpc "Tire2#2";
+ }
+ }
+ else if ((.@2nd_line > 10) && (.@2nd_line < 31)) {
+ set $@mr_1_luk2,.@2nd_line;
+ enablenpc "Luk2#5";
+ set .@tired2,rand(40,60);
+ if (.@tired2 > 49) && (.@tired2 < 61) {
+ set $@mr_1_tire2,.@tired2;
+ enablenpc "Tire2#1";
+ }
+ else {
+ set $@mr_1_tire2,.@tired2;
+ enablenpc "Tire2#1";
+ enablenpc "Tire2#2";
+ }
+ }
+ else if ((.@2nd_line > 20) && (.@2nd_line < 41)) {
+ set $@mr_1_luk2,.@2nd_line;
+ enablenpc "Luk2#1";
+ set .@tired2,rand(30,50);
+ if (.@tired2 > 39) && (.@tired2 < 51) {
+ set $@mr_1_tire2,.@tired2;
+ enablenpc "Tire2#1";
+ enablenpc "Tire2#2";
+ }
+ else {
+ set $@mr_1_tire2,.@tired2;
+ enablenpc "Tire2#1";
+ enablenpc "Tire2#2";
+ enablenpc "Tire2#3";
+ }
+ }
+ else if ((.@2nd_line > 40) && (.@2nd_line < 51)) {
+ set $@mr_1_luk2,.@2nd_line;
+ enablenpc "Luk2#1";
+ enablenpc "Luk2#2";
+ set .@tired2,rand(20,40);
+ if (.@tired2 > 29) && (.@tired2 < 41) {
+ set $@mr_1_tire2,.@tired2;
+ enablenpc "Tire2#1";
+ enablenpc "Tire2#2";
+ enablenpc "Tire2#3";
+ }
+ else {
+ set $@mr_1_tire2,.@tired2;
+ enablenpc "Tire2#1";
+ enablenpc "Tire2#2";
+ enablenpc "Tire2#3";
+ enablenpc "Tire2#4";
+ }
+ }
+ else if ((.@2nd_line > 50) && (.@2nd_line < 61)) {
+ set $@mr_1_luk2,.@2nd_line;
+ enablenpc "Luk2#1";
+ enablenpc "Luk2#2";
+ enablenpc "Luk2#3";
+ set .@tired2,rand(10,30);
+ if (.@tired2 > 19) && (.@tired2 < 31) {
+ set $@mr_1_tire2,.@tired2;
+ enablenpc "Tire2#1";
+ enablenpc "Tire2#2";
+ enablenpc "Tire2#3";
+ enablenpc "Tire2#4";
+ }
+ else {
+ set $@mr_1_tire2,.@tired2;
+ enablenpc "Tire2#1";
+ enablenpc "Tire2#2";
+ enablenpc "Tire2#3";
+ enablenpc "Tire2#4";
+ enablenpc "Tire2#5";
+ }
+ }
+ else if ((.@2nd_line > 60) && (.@2nd_line < 71)) {
+ set $@mr_1_luk2,.@2nd_line;
+ enablenpc "Luk2#1";
+ enablenpc "Luk2#2";
+ enablenpc "Luk2#3";
+ enablenpc "Luk2#4";
+ set .@tired2,rand(0,20);
+ if (.@tired2 > 9) && (.@tired2 < 21) {
+ set $@mr_1_tire2,.@tired2;
+ enablenpc "Tire2#1";
+ enablenpc "Tire2#2";
+ enablenpc "Tire2#3";
+ enablenpc "Tire2#4";
+ enablenpc "Tire2#5";
+ }
+ else {
+ set $@mr_1_tire2,.@tired2;
+ enablenpc "Tire2#1";
+ enablenpc "Tire2#2";
+ enablenpc "Tire2#3";
+ enablenpc "Tire2#4";
+ enablenpc "Tire2#5";
+ enablenpc "Tire2#6";
+ }
+ }
+ else {
+ set $@mr_1_luk2,.@2nd_line;
+ enablenpc "Luk2#1";
+ enablenpc "Luk2#2";
+ enablenpc "Luk2#3";
+ enablenpc "Luk2#4";
+ set .@tired2,rand(0,20);
+ if (.@tired2 > 9) && (.@tired2 < 21) {
+ set $@mr_1_tire2,.@tired2;
+ enablenpc "Tire2#1";
+ enablenpc "Tire2#2";
+ enablenpc "Tire2#3";
+ enablenpc "Tire2#4";
+ enablenpc "Tire2#5";
+ }
+ else {
+ set $@mr_1_tire2,.@tired2;
+ enablenpc "Tire2#1";
+ enablenpc "Tire2#2";
+ enablenpc "Tire2#3";
+ enablenpc "Tire2#4";
+ enablenpc "Tire2#5";
+ enablenpc "Tire2#6";
+ }
+ }
+ set .@3rd_line,rand(1,70);
+ if ((.@3rd_line > 0) && (.@3rd_line < 11)) {
+ set $@mr_1_luk3,.@3rd_line;
+ enablenpc "Luk3#5";
+ enablenpc "Luk3#6";
+ set .@tired3,rand(50,60);
+ if (.@tired3 > 49) && (.@tired3 < 61) {
+ set $@mr_1_tire3,.@tired3;
+ enablenpc "Tire3#1";
+ }
+
+ }
+ else if ((.@3rd_line > 10) && (.@3rd_line < 31)) {
+ set $@mr_1_luk3,.@3rd_line;
+ enablenpc "Luk3#5";
+ set .@tired3,rand(40,60);
+ if (.@tired3 > 49) && (.@tired3 < 61) {
+ set $@mr_1_tire3,.@tired3;
+ enablenpc "Tire3#1";
+ }
+ else {
+ set $@mr_1_tire3,.@tired3;
+ enablenpc "Tire3#1";
+ enablenpc "Tire3#2";
+ }
+
+ }
+ else if ((.@3rd_line > 20) && (.@3rd_line < 41)) {
+ set $@mr_1_luk3,.@3rd_line;
+ enablenpc "Luk3#1";
+ set .@tired3,rand(30,50);
+ if (.@tired3 > 39) && (.@tired3 < 51) {
+ set $@mr_1_tire3,.@tired3;
+ enablenpc "Tire3#1";
+ enablenpc "Tire3#2";
+ }
+ else {
+ set $@mr_1_tire3,.@tired3;
+ enablenpc "Tire3#1";
+ enablenpc "Tire3#2";
+ enablenpc "Tire3#3";
+ }
+ }
+ else if ((.@3rd_line > 40) && (.@3rd_line < 51)) {
+ set $@mr_1_luk3,.@3rd_line;
+ enablenpc "Luk3#1";
+ enablenpc "Luk3#2";
+ set .@tired3,rand(20,40);
+ if (.@tired3 > 29) && (.@tired3 < 41) {
+ set $@mr_1_tire3,.@tired3;
+ enablenpc "Tire3#1";
+ enablenpc "Tire3#2";
+ enablenpc "Tire3#3";
+ }
+ else {
+ set $@mr_1_tire3,.@tired3;
+ enablenpc "Tire3#1";
+ enablenpc "Tire3#2";
+ enablenpc "Tire3#3";
+ enablenpc "Tire3#4";
+ }
+ }
+ else if ((.@3rd_line > 50) && (.@3rd_line < 61)) {
+ set $@mr_1_luk3,.@3rd_line;
+ enablenpc "Luk3#1";
+ enablenpc "Luk3#2";
+ enablenpc "Luk3#3";
+ set .@tired3,rand(10,30);
+ if (.@tired3 > 19) && (.@tired3 < 31) {
+ set $@mr_1_tire3,.@tired3;
+ enablenpc "Tire3#1";
+ enablenpc "Tire3#2";
+ enablenpc "Tire3#3";
+ enablenpc "Tire3#4";
+ }
+ else {
+ set $@mr_1_tire3,.@tired3;
+ enablenpc "Tire#1";
+ enablenpc "Tire#2";
+ enablenpc "Tire#3";
+ enablenpc "Tire#4";
+ enablenpc "Tire#5";
+ }
+ }
+ else if ((.@3rd_line > 60) && (.@3rd_line < 71)) {
+ set $@mr_1_luk3,.@3rd_line;
+ enablenpc "Luk3#1";
+ enablenpc "Luk3#2";
+ enablenpc "Luk3#3";
+ enablenpc "Luk3#4";
+ set .@tired3,rand(0,20);
+ if (.@tired3 > 9) && (.@tired3 < 21) {
+ set $@mr_1_tire3,.@tired3;
+ enablenpc "Tire3#1";
+ enablenpc "Tire3#2";
+ enablenpc "Tire3#3";
+ enablenpc "Tire3#4";
+ enablenpc "Tire3#5";
+ }
+ else {
+ set $@mr_1_tire3,.@tired3;
+ enablenpc "Tire3#1";
+ enablenpc "Tire3#2";
+ enablenpc "Tire3#3";
+ enablenpc "Tire3#4";
+ enablenpc "Tire3#5";
+ enablenpc "Tire3#6";
+ }
+ }
+ else {
+ set $@mr_1_luk3,.@3rd_line;
+ enablenpc "Luk3#1";
+ enablenpc "Luk3#2";
+ enablenpc "Luk3#3";
+ enablenpc "Luk3#4";
+ set .@tired3,rand(0,20);
+ if (.@tired3 > 9) && (.@tired3 < 21) {
+ set $@mr_1_tire3,.@tired3;
+ enablenpc "Tire3#1";
+ enablenpc "Tire3#2";
+ enablenpc "Tire3#3";
+ enablenpc "Tire3#4";
+ enablenpc "Tire3#5";
+ }
+ else {
+ set $@mr_1_tire3,.@tired3;
+ enablenpc "Tire3#1";
+ enablenpc "Tire3#2";
+ enablenpc "Tire3#3";
+ enablenpc "Tire3#4";
+ enablenpc "Tire3#5";
+ enablenpc "Tire3#6";
+ }
+ }
+ set .@4th_line,rand(1,70);
+ if ((.@4th_line > 0) && (.@4th_line < 11)) {
+ set $@mr_1_luk4,.@4th_line;
+ enablenpc "Luk4#5";
+ enablenpc "Luk4#6";
+ set .@tired4,rand(50,60);
+ if (.@tired4 > 49) && (.@tired4 < 61) {
+ set $@mr_1_tire4,.@tired4;
+ enablenpc "Tire4#1";
+ }
+ }
+ else if ((.@4th_line > 10) && (.@4th_line < 31)) {
+ set $@mr_1_luk4,.@4th_line;
+ enablenpc "Luk4#5";
+ set .@tired4,rand(40,60);
+ if (.@tired4 > 49) && (.@tired4 < 61) {
+ set $@mr_1_tire4,.@tired4;
+ enablenpc "Tire#1";
+ }
+ else {
+ set $@mr_1_tire4,.@tired4;
+ enablenpc "Tire#1";
+ enablenpc "Tire#2";
+ }
+ }
+ else if ((.@4th_line > 20) && (.@4th_line < 41)) {
+ set $@mr_1_luk4,.@4th_line;
+ enablenpc "Luk4#1";
+ set .@tired4,rand(30,50);
+ if (.@tired4 > 39) && (.@tired4 < 51) {
+ set $@mr_1_tire4,.@tired4;
+ enablenpc "Tire4#1";
+ enablenpc "Tire4#2";
+ }
+ else {
+ set $@mr_1_tire4,.@tired4;
+ enablenpc "Tire4#1";
+ enablenpc "Tire4#2";
+ enablenpc "Tire4#3";
+ }
+ }
+ else if ((.@4th_line > 40) && (.@4th_line < 51)) {
+ set $@mr_1_luk4,.@4th_line;
+ enablenpc "Luk4#1";
+ enablenpc "Luk4#2";
+ set .@tired4,rand(20,40);
+ if (.@tired4 > 29) && (.@tired4 < 41) {
+ set $@mr_1_tire4,.@tired4;
+ enablenpc "Tire4#1";
+ enablenpc "Tire4#2";
+ enablenpc "Tire4#3";
+ }
+ else {
+ set $@mr_1_tire4,.@tired4;
+ enablenpc "Tire4#1";
+ enablenpc "Tire4#2";
+ enablenpc "Tire4#3";
+ enablenpc "Tire4#4";
+ }
+ }
+ else if ((.@4th_line > 50) && (.@4th_line < 61)) {
+ set $@mr_1_luk4,.@4th_line;
+ enablenpc "Luk#1";
+ enablenpc "Luk#2";
+ enablenpc "Luk#3";
+ set .@tired4,rand(10,30);
+ if (.@tired4 > 19) && (.@tired4 < 31) {
+ set $@mr_1_tire4,.@tired4;
+ enablenpc "Tire4#1";
+ enablenpc "Tire4#2";
+ enablenpc "Tire4#3";
+ enablenpc "Tire4#4";
+ }
+ else {
+ set $@mr_1_tire4,.@tired4;
+ enablenpc "Tire4#1";
+ enablenpc "Tire4#2";
+ enablenpc "Tire4#3";
+ enablenpc "Tire4#4";
+ enablenpc "Tire4#5";
+ }
+ }
+ else if ((.@4th_line > 60) && (.@4th_line < 71)) {
+ set $@mr_1_luk4,.@4th_line;
+ enablenpc "Luk4#1";
+ enablenpc "Luk4#2";
+ enablenpc "Luk4#3";
+ enablenpc "Luk4#4";
+ set .@tired4,rand(0,20);
+ if (.@tired4 > 9) && (.@tired4 < 21) {
+ set $@mr_1_tire4,.@tired4;
+ enablenpc "Tire4#1";
+ enablenpc "Tire4#2";
+ enablenpc "Tire4#3";
+ enablenpc "Tire4#4";
+ enablenpc "Tire4#5";
+ }
+ else {
+ set $@mr_1_tire4,.@tired4;
+ enablenpc "Tire4#1";
+ enablenpc "Tire4#2";
+ enablenpc "Tire4#3";
+ enablenpc "Tire4#4";
+ enablenpc "Tire4#5";
+ enablenpc "Tire4#6";
+ }
+ }
+ else {
+ set $@mr_1_luk4,.@4th_line;
+ enablenpc "Luk4#1";
+ enablenpc "Luk4#2";
+ enablenpc "Luk4#3";
+ enablenpc "Luk4#4";
+ set .@tired4,rand(0,20);
+ if (.@tired4 > 9) && (.@tired4 < 21) {
+ set $@mr_1_tire4,.@tired4;
+ enablenpc "Tire4#1";
+ enablenpc "Tire4#2";
+ enablenpc "Tire4#3";
+ enablenpc "Tire4#4";
+ enablenpc "Tire4#5";
+ }
+ else {
+ set $@mr_1_tire4,.@tired4;
+ enablenpc "Tire4#1";
+ enablenpc "Tire4#2";
+ enablenpc "Tire4#3";
+ enablenpc "Tire4#4";
+ enablenpc "Tire4#5";
+ enablenpc "Tire4#6";
+ }
+ }
+ set .@5th_line,rand(1,70);
+ if ((.@5th_line > 0) && (.@5th_line < 11)) {
+ set $@mr_1_luk5,.@5th_line;
+ enablenpc "Luk5#5";
+ enablenpc "Luk5#6";
+ set .@tired5,rand(50,60);
+ if (.@tired5 > 49) && (.@tired5 < 61) {
+ set $@mr_1_tire5,.@tired5;
+ enablenpc "Tire5#1";
+ }
+ }
+ else if ((.@5th_line > 10) && (.@5th_line < 31)) {
+ set $@mr_1_luk5,.@5th_line;
+ enablenpc "Luk5#5";
+ set .@tired5,rand(40,60);
+ if (.@tired5 > 49) && (.@tired5 < 61) {
+ set $@mr_1_tire5,.@tired5;
+ enablenpc "Tire5#1";
+ }
+ else {
+ set $@mr_1_tire5,.@tired5;
+ enablenpc "Tire5#1";
+ enablenpc "Tire5#2";
+ }
+ }
+ else if ((.@5th_line > 20) && (.@5th_line < 41)) {
+ set $@mr_1_luk5,.@5th_line;
+ enablenpc "Luk5#1";
+ set .@tired5,rand(30,50);
+ if (.@tired5 > 39) && (.@tired5 < 51) {
+ set $@mr_1_tire5,.@tired5;
+ enablenpc "Tire5#1";
+ enablenpc "Tire5#2";
+ }
+ else {
+ set $@mr_1_tire5,.@tired5;
+ enablenpc "Tire5#1";
+ enablenpc "Tire5#2";
+ enablenpc "Tire5#3";
+ }
+ }
+ else if ((.@5th_line > 40) && (.@5th_line < 51)) {
+ set $@mr_1_luk5,.@5th_line;
+ enablenpc "Luk5#1";
+ enablenpc "Luk5#2";
+ set .@tired5,rand(20,40);
+ if (.@tired5 > 29) && (.@tired5 < 41) {
+ set $@mr_1_tire5,.@tired5;
+ enablenpc "Tire5#1";
+ enablenpc "Tire5#2";
+ enablenpc "Tire5#3";
+ }
+ else {
+ set $@mr_1_tire5,.@tired5;
+ enablenpc "Tire5#1";
+ enablenpc "Tire5#2";
+ enablenpc "Tire5#3";
+ enablenpc "Tire5#4";
+ }
+ }
+ else if ((.@5th_line > 50) && (.@5th_line < 61)) {
+ set $@mr_1_luk5,.@5th_line;
+ enablenpc "Luk5#1";
+ enablenpc "Luk5#2";
+ enablenpc "Luk5#3";
+ set .@tired5,rand(10,30);
+ if (.@tired5 > 19) && (.@tired5 < 31) {
+ set $@mr_1_tire5,.@tired5;
+ enablenpc "Tire5#1";
+ enablenpc "Tire5#2";
+ enablenpc "Tire5#3";
+ enablenpc "Tire5#4";
+ }
+ else {
+ set $@mr_1_tire5,.@tired5;
+ enablenpc "Tire5#1";
+ enablenpc "Tire5#2";
+ enablenpc "Tire5#3";
+ enablenpc "Tire5#4";
+ enablenpc "Tire5#5";
+ }
+ }
+ else if ((.@5th_line > 60) && (.@5th_line < 71)) {
+ set $@mr_1_luk5,.@5th_line;
+ enablenpc "Luk5#1";
+ enablenpc "Luk5#2";
+ enablenpc "Luk5#3";
+ enablenpc "Luk5#4";
+ set .@tired5,rand(0,20);
+ if (.@tired5 > 9) && (.@tired5 < 21) {
+ set $@mr_1_tire5,.@tired5;
+ enablenpc "Tire5#1";
+ enablenpc "Tire5#2";
+ enablenpc "Tire5#3";
+ enablenpc "Tire5#4";
+ enablenpc "Tire5#5";
+ }
+ else {
+ set $@mr_1_tire5,.@tired5;
+ enablenpc "Tire5#1";
+ enablenpc "Tire5#2";
+ enablenpc "Tire5#3";
+ enablenpc "Tire5#4";
+ enablenpc "Tire5#5";
+ enablenpc "Tire5#6";
+ }
+ }
+ else {
+ set $@mr_1_luk5,.@5th_line;
+ enablenpc "Luk5#1";
+ enablenpc "Luk5#2";
+ enablenpc "Luk5#3";
+ enablenpc "Luk5#4";
+ set .@tired5,rand(0,20);
+ if (.@tired5 > 9) && (.@tired5 < 21) {
+ set $@mr_1_tire5,.@tired5;
+ enablenpc "Tire5#1";
+ enablenpc "Tire5#2";
+ enablenpc "Tire5#3";
+ enablenpc "Tire5#4";
+ enablenpc "Tire5#5";
+ }
+ else {
+ set $@mr_1_tire5,.@tired5;
+ enablenpc "Tire5#1";
+ enablenpc "Tire5#2";
+ enablenpc "Tire5#3";
+ enablenpc "Tire5#4";
+ enablenpc "Tire5#5";
+ enablenpc "Tire5#6";
+ }
+ }
+ set .@6th_line,rand(1,70);
+ if ((.@6th_line > 0) && (.@6th_line < 11)) {
+ set $@mr_1_luk6,.@6th_line;
+ enablenpc "Luk6#5";
+ enablenpc "Luk6#6";
+ set .@tired6,rand(50,60);
+ if (.@tired6 > 49) && (.@tired6 < 61) {
+ set $@mr_1_tire6,.@tired6;
+ enablenpc "Tire6#1";
+ }
+ }
+ else if ((.@6th_line > 10) && (.@6th_line < 31)) {
+ set $@mr_1_luk6,.@6th_line;
+ enablenpc "Luk6#5";
+ set .@tired6,rand(40,60);
+ if (.@tired6 > 49) && (.@tired6 < 61) {
+ set $@mr_1_tire6,.@tired6;
+ enablenpc "Tire6#1";
+ }
+ else {
+ set $@mr_1_tire6,.@tired6;
+ enablenpc "Tire6#1";
+ enablenpc "Tire6#2";
+ }
+ }
+ else if ((.@6th_line > 20) && (.@6th_line < 41)) {
+ set $@mr_1_luk6,.@6th_line;
+ enablenpc "Luk6#1";
+ set .@tired6,rand(30,50);
+ if (.@tired6 > 39) && (.@tired6 < 51) {
+ set $@mr_1_tire6,.@tired6;
+ enablenpc "Tire6#1";
+ enablenpc "Tire6#2";
+ }
+ else {
+ set $@mr_1_tire6,.@tired6;
+ enablenpc "Tire6#1";
+ enablenpc "Tire6#2";
+ enablenpc "Tire6#3";
+ }
+ }
+ else if ((.@6th_line > 40) && (.@6th_line < 51)) {
+ set $@mr_1_luk6,.@6th_line;
+ enablenpc "Luk6#1";
+ enablenpc "Luk6#2";
+ set .@tired6,rand(20,40);
+ if (.@tired6 > 29) && (.@tired6 < 41) {
+ set $@mr_1_tire6,.@tired6;
+ enablenpc "Tire6#1";
+ enablenpc "Tire6#2";
+ enablenpc "Tire6#3";
+ }
+ else {
+ set $@mr_1_tire6,.@tired6;
+ enablenpc "Tire6#1";
+ enablenpc "Tire6#2";
+ enablenpc "Tire6#3";
+ enablenpc "Tire6#4";
+ }
+ }
+ else if ((.@6th_line > 50) && (.@6th_line < 61)) {
+ set $@mr_1_luk6,.@6th_line;
+ enablenpc "Luk6#1";
+ enablenpc "Luk6#2";
+ enablenpc "Luk6#3";
+ set .@tired6,rand(10,30);
+ if (.@tired6 > 19) && (.@tired6 < 31) {
+ set $@mr_1_tire6,.@tired6;
+ enablenpc "Tire6#1";
+ enablenpc "Tire6#2";
+ enablenpc "Tire6#3";
+ enablenpc "Tire6#4";
+ }
+ else {
+ set $@mr_1_tire6,.@tired6;
+ enablenpc "Tire6#1";
+ enablenpc "Tire6#2";
+ enablenpc "Tire6#3";
+ enablenpc "Tire6#4";
+ enablenpc "Tire6#5";
+ }
+ }
+ else if ((.@6th_line > 60) && (.@6th_line < 71)) {
+ set $@mr_1_luk6,.@6th_line;
+ enablenpc "Luk6#1";
+ enablenpc "Luk6#2";
+ enablenpc "Luk6#3";
+ enablenpc "Luk6#4";
+ set .@tired6,rand(0,20);
+ if (.@tired6 > 9) && (.@tired6 < 21) {
+ set $@mr_1_tire6,.@tired6;
+ enablenpc "Tire6#1";
+ enablenpc "Tire6#2";
+ enablenpc "Tire6#3";
+ enablenpc "Tire6#4";
+ enablenpc "Tire6#5";
+ }
+ else {
+ set $@mr_1_tire6,.@tired6;
+ enablenpc "Tire6#1";
+ enablenpc "Tire6#2";
+ enablenpc "Tire6#3";
+ enablenpc "Tire6#4";
+ enablenpc "Tire6#5";
+ enablenpc "Tire6#6";
+ }
+ }
+ else {
+ set $@mr_1_luk6,.@6th_line;
+ enablenpc "Luk6#1";
+ enablenpc "Luk6#2";
+ enablenpc "Luk6#3";
+ enablenpc "Luk6#4";
+ set .@tired6,rand(0,20);
+ if (.@tired6 > 9) && (.@tired6 < 21) {
+ set $@mr_1_tire6,.@tired6;
+ enablenpc "Tire6#1";
+ enablenpc "Tire6#2";
+ enablenpc "Tire6#3";
+ enablenpc "Tire6#4";
+ enablenpc "Tire6#5";
+ }
+ else {
+ set $@mr_1_tire6,.@tired6;
+ enablenpc "Tire6#1";
+ enablenpc "Tire6#2";
+ enablenpc "Tire6#3";
+ enablenpc "Tire6#4";
+ enablenpc "Tire6#5";
+ enablenpc "Tire6#6";
+ }
+ }
+ end;
+
+OnDisable:
+ disablenpc "Race Progress Timer";
+ stopnpctimer;
+ end;
+
+OnTimer1000:
+ enablenpc "Ticket Helper#single";
+ end;
+
+OnTimer7000:
+ mapannounce "p_track01","Welcome to the Monster Race Arena.",bc_map,"0xffb6c1";
+ end;
+
+OnTimer10000:
+ mapannounce "p_track01","Feel free to inquire at the help desk whenever you have questions.",bc_map,"0xffb6c1";
+ end;
+
+OnTimer120000:
+ mapannounce "p_track01","The Single Monster Race will start in 3 minutes.",bc_map,"0xffb6c1";
+ end;
+
+OnTimer123000:
+ mapannounce "p_track01","Please ask a Ticket Helper if you wish to wager on the race.",bc_map,"0xffb6c1";
+ end;
+
+OnTimer240000:
+ mapannounce "p_track01","The Single Monster Race will start shortly.",bc_map,"0xffb6c1";
+ end;
+
+OnTimer243000:
+ mapannounce "p_track01","Please ask a Ticket Helper if you wish to wager on the race.",bc_map,"0xffb6c1";
+ end;
+
+OnTimer300000:
+ mapannounce "p_track01","The Monster Race has already begun. Good luck to all the participants.",bc_map,"0xffb6c1";
+ set $@mon_time_1_1,0;
+ set $@monster_race,0;
+ disablenpc "Ticket Helper#single";
+ donpcevent "Runner No. 1::OnEnable";
+ donpcevent "Runner No. 2::OnEnable";
+ donpcevent "Runner No. 3::OnEnable";
+ donpcevent "Runner No. 4::OnEnable";
+ donpcevent "Runner No. 5::OnEnable";
+ donpcevent "Runner No. 6::OnEnable";
+ stopnpctimer;
+ end;
+}
+
+p_track01,73,22,1 script Ticket Helper#single 899,{
+ if (checkweight(908,200) == 0) {
+ mes "[Ticket Helper]";
+ mes "Welcome to the";
+ mes "Monster Race Arena.";
+ mes "If you'd like to participate";
+ mes "in the ^3131FFSingle Monster Race^000000,";
+ mes "then please select 1 out of";
+ mes "the 6 monsters from the list.";
+ next;
+ mes "[Ticket Helper]";
+ mes "Wait, wait...";
+ mes "I can't give you";
+ mes "anything right now.";
+ mes "You're carrying way";
+ mes "too many things...";
+ close;
+ }
+ mes "[Ticket Helper]";
+ mes "Welcome to the";
+ mes "Monster Race Arena.";
+ mes "If you'd like to participate";
+ mes "in the ^3131FFSingle Monster Race^000000,";
+ mes "then please select 1 out of";
+ mes "the 6 monsters from the list.";
+ next;
+ switch(select("Monster Status:Monster 1:Monster 2:Monster 3:Monster 4:Monster 5:Monster 6")) {
+ case 1:
+ mes "Monster 1 [^CC6600Luck^000000: " + $@mr_1_luk1 + "] [^EE0000HP^000000: " + $@mr_1_tire1 + "]";
+ mes "Monster 2 [^CC6600Luck^000000: " + $@mr_1_luk2 + "] [^EE0000HP^000000: " + $@mr_1_tire2 + "]";
+ mes "Monster 3 [^CC6600Luck^000000: " + $@mr_1_luk3 + "] [^EE0000HP^000000: " + $@mr_1_tire3 + "]";
+ mes "Monster 4 [^CC6600Luck^000000: " + $@mr_1_luk4 + "] [^EE0000HP^000000: " + $@mr_1_tire4 + "]";
+ mes "Monster 5 [^CC6600Luck^000000: " + $@mr_1_luk5 + "] [^EE0000HP^000000: " + $@mr_1_tire5 + "]";
+ mes "Monster 6 [^CC6600Luck^000000: " + $@mr_1_luk6 + "] [^EE0000HP^000000: " + $@mr_1_tire6 + "]";
+ close;
+ case 2:
+ if ($@mon_time_1_1 == 1) {
+ if (monster_race_1 > 0) {
+ mes "[Ticket Helper]";
+ mes "You have selected";
+ mes "Monster ^FF0000"+ monster_race_1 +"^000000 for the";
+ mes "Single Monster Race.";
+ mes "The start of the race";
+ mes "will be announced soon,";
+ mes "so please wait. Thank you.";
+ close;
+ }
+ else {
+ mes "[Ticket Helper]";
+ mes "You've chosen Monster 1?";
+ mes "Alright then, please wait";
+ mes "until the start of the race is";
+ mes "announced. If the monster you";
+ mes "picked wins, then please use this ticket to redeem your prize.";
+ getitem 7514,1; //Monster_Ticket
+ set monster_race_1,1;
+ close;
+ }
+ }
+ else {
+ mes "[Ticket Helper]";
+ mes "I'm sorry, but a Monster";
+ mes "Race is now in progress.";
+ mes "If you'd like to participate, then please wait for the next race.";
+ close;
+ }
+ case 3:
+ if ($@mon_time_1_1 == 1) {
+ if (monster_race_1 > 0) {
+ mes "[Ticket Helper]";
+ mes "You have selected";
+ mes "Monster ^FF0000"+ monster_race_1 +"^000000 for the";
+ mes "Single Monster Race.";
+ mes "The start of the race";
+ mes "will be announced soon,";
+ mes "so please wait. Thank you.";
+ close;
+ }
+ else {
+ mes "[Ticket Helper]";
+ mes "You've chosen Monster 2?";
+ mes "Alright then, please wait";
+ mes "until the start of the race is";
+ mes "announced. If the monster you";
+ mes "picked wins, then please use";
+ mes "this ticket to redeem your prize.";
+ getitem 7514,1; //Monster_Ticket
+ set monster_race_1,2;
+ close;
+ }
+ }
+ else {
+ mes "[Ticket Helper]";
+ mes "I'm sorry, but a Monster";
+ mes "Race is now in progress.";
+ mes "If you'd like to participate, then please wait for the next race.";
+ close;
+ }
+ case 4:
+ if ($@mon_time_1_1 == 1) {
+ if (monster_race_1 > 0) {
+ mes "[Ticket Helper]";
+ mes "You have selected";
+ mes "Monster ^FF0000"+ monster_race_1 +"^000000 for the";
+ mes "Single Monster Race.";
+ mes "The start of the race";
+ mes "will be announced soon,";
+ mes "so please wait. Thank you.";
+ close;
+ }
+ else {
+ mes "[Ticket Helper]";
+ mes "You've chosen Monster 3?";
+ mes "Alright then, please wait";
+ mes "until the start of the race is";
+ mes "announced. If the monster you";
+ mes "picked wins, then please use this ticket to redeem your prize.";
+ getitem 7514,1; //Monster_Ticket
+ set monster_race_1,3;
+ close;
+ }
+ }
+ else {
+ mes "[Ticket Helper]";
+ mes "I'm sorry, but a Monster";
+ mes "Race is now in progress.";
+ mes "If you'd like to participate, then please wait for the next race.";
+ close;
+ }
+ case 5:
+ if ($@mon_time_1_1 == 1) {
+ if (monster_race_1 > 0) {
+ mes "[Ticket Helper]";
+ mes "You have selected";
+ mes "Monster ^FF0000"+ monster_race_1 +"^000000 for the";
+ mes "Single Monster Race.";
+ mes "The start of the race";
+ mes "will be announced soon,";
+ mes "so please wait. Thank you.";
+ close;
+ }
+ else {
+ mes "[Ticket Helper]";
+ mes "You've chosen Monster 4?";
+ mes "Alright then, please wait";
+ mes "until the start of the race is";
+ mes "announced. If the monster you";
+ mes "picked wins, then please use this ticket to redeem your prize.";
+ getitem 7514,1; //Monster_Ticket
+ set monster_race_1,4;
+ close;
+ }
+ }
+ else {
+ mes "[Ticket Helper]";
+ mes "I'm sorry, but a Monster";
+ mes "Race is now in progress.";
+ mes "If you'd like to participate, then please wait for the next race.";
+ close;
+ }
+ case 6:
+ if ($@mon_time_1_1 == 1) {
+ if (monster_race_1 > 0) {
+ mes "[Ticket Helper]";
+ mes "You have selected";
+ mes "Monster ^FF0000"+ monster_race_1 +"^000000 for the";
+ mes "Single Monster Race.";
+ mes "The start of the race";
+ mes "will be announced soon,";
+ mes "so please wait. Thank you.";
+ close;
+ }
+ else {
+ mes "[Ticket Helper]";
+ mes "You've chosen Monster 5?";
+ mes "Alright then, please wait";
+ mes "until the start of the race is";
+ mes "announced. If the monster you";
+ mes "picked wins, then please use this ticket to redeem your prize.";
+ getitem 7514,1; //Monster_Ticket
+ set monster_race_1,5;
+ close;
+ }
+ }
+ else {
+ mes "[Ticket Helper]";
+ mes "I'm sorry, but a Monster";
+ mes "Race is now in progress.";
+ mes "If you'd like to participate, then please wait for the next race.";
+ close;
+ }
+ case 7:
+ if ($@mon_time_1_1 == 1) {
+ if (monster_race_1 > 0) {
+ mes "[Ticket Helper]";
+ mes "You have selected";
+ mes "Monster ^FF0000"+ monster_race_1 +"^000000 for the";
+ mes "Single Monster Race.";
+ mes "The start of the race";
+ mes "will be announced soon,";
+ mes "so please wait. Thank you.";
+ close;
+ }
+ else {
+ mes "[Ticket Helper]";
+ mes "You've chosen Monster 6?";
+ mes "Alright then, please wait";
+ mes "until the start of the race is";
+ mes "announced. If the monster you";
+ mes "picked wins, then please use this ticket to redeem your prize.";
+ getitem 7514,1; //Monster_Ticket
+ set monster_race_1,6;
+ close;
+ }
+ }
+ else {
+ mes "[Ticket Helper]";
+ mes "I'm sorry, but a Monster";
+ mes "Race is now in progress.";
+ mes "If you'd like to participate, then please wait for the next race.";
+ close;
+ }
+ }
+ close;
+
+OnInit:
+ disablenpc "Ticket Helper#single";
+ end;
+}
+
+p_track01,30,38,0 script Runner No. 1 -1,1,0,{
+ end;
+
+OnInit:
+ disablenpc "Runner No. 1";
+ end;
+
+OnEnable:
+ emotion e_gasp;
+ enablenpc "Runner No. 1";
+ monster "p_track01",58,38,"The 1st Racer",1725,1,"Runner No. 1::OnMyMobDead";
+ end;
+
+OnDisable:
+ disablenpc "Runner No. 1";
+ killmonster "p_track01","Runner No. 1::OnMyMobDead";
+ end;
+
+OnTouchNPC:
+ initnpctimer;
+ set $@monster_race,1;
+ donpcevent "Runner No. 2::OnDisable";
+ donpcevent "Runner No. 3::OnDisable";
+ donpcevent "Runner No. 4::OnDisable";
+ donpcevent "Runner No. 5::OnDisable";
+ donpcevent "Runner No. 6::OnDisable";
+ end;
+
+OnTimer1000:
+ mapannounce "p_track01","We have a winner...!",bc_map,"0x33FF66";
+ end;
+
+OnTimer2000:
+ mapannounce "p_track01","Monster 1 is the winner of this race!",bc_map,"0x33FF66";
+ end;
+
+OnTimer6000:
+ mapannounce "p_track01","If you wagered on Monster 1 in this race, talk to the Medal Distributor to receive your prize!",bc_map,"0x33FF66";
+ end;
+
+OnTimer8000:
+ mapannounce "p_track01","Please remember that we can distribute Prize Medals for only 5 minutes after each race.",bc_map,"0x33FF66";
+ end;
+
+OnTimer9000:
+ donpcevent "Medal Distributor#single::OnEnable";
+ donpcevent "Runner No. 1::OnDisable";
+ killmonster "p_track01","Runner No. 1::OnMyMobDead";
+ stopnpctimer;
+ end;
+}
+
+p_track01,30,36,0 script Runner No. 2 -1,1,0,{
+ end;
+
+OnInit:
+ disablenpc "Runner No. 2";
+ end;
+
+OnEnable:
+ emotion e_gasp;
+ enablenpc "Runner No. 2";
+ monster "p_track01",58,36,"The 2nd Racer",1726,1,"Runner No. 2::OnMyMobDead";
+ end;
+
+OnDisable:
+ disablenpc "Runner No. 2";
+ killmonster "p_track01","Runner No. 2::OnMyMobDead";
+ end;
+
+OnTouchNPC:
+ initnpctimer;
+ set $@monster_race,2;
+ donpcevent "Runner No. 1::OnDisable";
+ donpcevent "Runner No. 3::OnDisable";
+ donpcevent "Runner No. 4::OnDisable";
+ donpcevent "Runner No. 5::OnDisable";
+ donpcevent "Runner No. 6::OnDisable";
+ end;
+
+OnTimer1000:
+ mapannounce "p_track01","We have a winner...!",bc_map,"0x33FF66";
+ end;
+
+OnTimer2000:
+ mapannounce "p_track01","Monster 2 is the winner of this race!",bc_map,"0x33FF66";
+ end;
+
+OnTimer6000:
+ mapannounce "p_track01","If you wagered on Monster 2 in this race, talk to the Medal Distributor to receive your prize!",bc_map,"0x33FF66";
+ end;
+
+OnTimer8000:
+ mapannounce "p_track01","Please remember that we can distribute Prize Medals for only 5 minutes after each race.",bc_map,"0x33FF66";
+ end;
+
+OnTimer9000:
+ donpcevent "Medal Distributor#single::OnEnable";
+ donpcevent "Runner No. 2::OnDisable";
+ killmonster "p_track01","Runner No. 2::OnMyMobDead";
+ stopnpctimer;
+ end;
+}
+
+p_track01,30,34,0 script Runner No. 3 -1,1,0,{
+ end;
+
+OnInit:
+ disablenpc "Runner No. 3";
+ end;
+
+OnEnable:
+ emotion e_gasp;
+ enablenpc "Runner No. 3";
+ monster "p_track01",58,34,"The 3rd Racer",1727,1,"Runner No. 3::OnMyMobDead";
+ end;
+
+OnDisable:
+ disablenpc "Runner No. 3";
+ killmonster "p_track01","Runner No. 3::OnMyMobDead";
+ end;
+
+OnTouchNPC:
+ initnpctimer;
+ set $@monster_race,3;
+ donpcevent "Runner No. 1::OnDisable";
+ donpcevent "Runner No. 2::OnDisable";
+ donpcevent "Runner No. 4::OnDisable";
+ donpcevent "Runner No. 5::OnDisable";
+ donpcevent "Runner No. 6::OnDisable";
+ end;
+
+OnTimer1000:
+ mapannounce "p_track01","We have a winner...!",bc_map,"0x33FF66";
+ end;
+
+OnTimer2000:
+ mapannounce "p_track01","Monster 3 is the winner of this race!",bc_map,"0x33FF66";
+ end;
+
+OnTimer6000:
+ mapannounce "p_track01","If you wagered on Monster 3 in this race, talk to the Medal Distributor to receive your prize!",bc_map,"0x33FF66";
+ end;
+
+OnTimer8000:
+ mapannounce "p_track01","Please remember that we can distribute Prize Medals for only 5 minutes after each race.",bc_map,"0x33FF66";
+ end;
+
+OnTimer9000:
+ donpcevent "Medal Distributor#single::OnEnable";
+ donpcevent "Runner No. 3::OnDisable";
+ killmonster "p_track01","Runner No. 3::OnMyMobDead";
+ stopnpctimer;
+ end;
+}
+
+p_track01,30,32,0 script Runner No. 4 -1,1,0,{
+ end;
+
+OnInit:
+ disablenpc "Runner No. 4";
+ end;
+
+OnEnable:
+ emotion e_gasp;
+ enablenpc "Runner No. 4";
+ monster "p_track01",58,32,"The 4th Racer",1728,1,"Runner No. 4::OnMyMobDead";
+ end;
+
+OnDisable:
+ disablenpc "Runner No. 4";
+ killmonster "p_track01","Runner No. 4::OnMyMobDead";
+ end;
+
+OnTouchNPC:
+ initnpctimer;
+ set $@monster_race,4;
+ donpcevent "Runner No. 1::OnDisable";
+ donpcevent "Runner No. 2::OnDisable";
+ donpcevent "Runner No. 3::OnDisable";
+ donpcevent "Runner No. 5::OnDisable";
+ donpcevent "Runner No. 6::OnDisable";
+ end;
+
+OnTimer1000:
+ mapannounce "p_track01","We have a winner...!",bc_map,"0x33FF66";
+ end;
+
+OnTimer2000:
+ mapannounce "p_track01","Monster 4 is the winner of this race!",bc_map,"0x33FF66";
+ end;
+
+OnTimer6000:
+ mapannounce "p_track01","If you wagered on Monster 4 in this race, talk to the Medal Distributor to receive your prize!",bc_map,"0x33FF66";
+ end;
+
+OnTimer8000:
+ mapannounce "p_track01","Please remember that we can distribute Prize Medals for only 5 minutes after each race.",bc_map,"0x33FF66";
+ end;
+
+OnTimer9000:
+ donpcevent "Medal Distributor#single::OnEnable";
+ donpcevent "Runner No. 4::OnDisable";
+ killmonster "p_track01","Runner No. 4::OnMyMobDead";
+ stopnpctimer;
+ end;
+}
+
+p_track01,30,30,0 script Runner No. 5 -1,1,0,{
+ end;
+
+OnInit:
+ disablenpc "Runner No. 5";
+ end;
+
+OnEnable:
+ emotion e_gasp;
+ enablenpc "Runner No. 5";
+ monster "p_track01",58,30,"The 5th Racer",1730,1,"Runner No. 5::OnMyMobDead";
+ end;
+
+OnDisable:
+ disablenpc "Runner No. 5";
+ killmonster "p_track01","Runner No. 5::OnMyMobDead";
+ end;
+
+OnTouchNPC:
+ initnpctimer;
+ set $@monster_race,5;
+ donpcevent "Runner No. 1::OnDisable";
+ donpcevent "Runner No. 2::OnDisable";
+ donpcevent "Runner No. 3::OnDisable";
+ donpcevent "Runner No. 4::OnDisable";
+ donpcevent "Runner No. 6::OnDisable";
+ end;
+
+OnTimer1000:
+ mapannounce "p_track01","We have a winner...!",bc_map,"0x33FF66";
+ end;
+
+OnTimer2000:
+ mapannounce "p_track01","Monster 5 is the winner of this race!",bc_map,"0x33FF66";
+ end;
+
+OnTimer6000:
+ mapannounce "p_track01","If you wagered on Monster 5 in this race, talk to the Medal Distributor to receive your prize!",bc_map,"0x33FF66";
+ end;
+
+OnTimer8000:
+ mapannounce "p_track01","Please remember that we can distribute Prize Medals for only 5 minutes after each race.",bc_map,"0x33FF66";
+ end;
+
+OnTimer9000:
+ donpcevent "Medal Distributor#single::OnEnable";
+ donpcevent "Runner No. 5::OnDisable";
+ killmonster "p_track01","Runner No. 5::OnMyMobDead";
+ stopnpctimer;
+ end;
+}
+
+p_track01,30,28,0 script Runner No. 6 -1,1,0,{
+ end;
+
+OnInit:
+ disablenpc "Runner No. 6";
+ end;
+
+OnEnable:
+ emotion e_gasp;
+ enablenpc "Runner No. 6";
+ monster "p_track01",58,28,"The 6th Racer",1729,1,"Runner No. 6::OnMyMobDead";
+ end;
+
+OnDisable:
+ disablenpc "Runner No. 6";
+ killmonster "p_track01","Runner No. 6::OnMyMobDead";
+ end;
+
+OnTouchNPC:
+ initnpctimer;
+ set $@monster_race,6;
+ donpcevent "Runner No. 1::OnDisable";
+ donpcevent "Runner No. 2::OnDisable";
+ donpcevent "Runner No. 3::OnDisable";
+ donpcevent "Runner No. 4::OnDisable";
+ donpcevent "Runner No. 5::OnDisable";
+ end;
+
+OnTimer1000:
+ mapannounce "p_track01","We have a winner...!",bc_map,"0x33FF66";
+ end;
+
+OnTimer2000:
+ mapannounce "p_track01","Monster 6 is the winner of this race!",bc_map,"0x33FF66";
+ end;
+
+OnTimer6000:
+ mapannounce "p_track01","If you wagered on Monster 6 in this race, talk to the Medal Distributor to receive your prize!",bc_map,"0x33FF66";
+ end;
+
+OnTimer8000:
+ mapannounce "p_track01","Please remember that we can distribute Prize Medals for only 5 minutes after each race.",bc_map,"0x33FF66";
+ end;
+
+OnTimer9000:
+ donpcevent "Medal Distributor#single::OnEnable";
+ donpcevent "Runner No. 6::OnDisable";
+ killmonster "p_track01","Runner No. 6::OnMyMobDead";
+ stopnpctimer;
+ end;
+}
+
+p_track01,67,45,5 script Medal Distributor#single 845,{
+ if (checkweight(908,200) == 0) {
+ mes "[Medal Distributor]";
+ mes "I'm sorry, but I can't";
+ mes "reward you with any medals";
+ mes "until you make more space";
+ mes "available in your Inventory.";
+ close;
+ }
+ set .@insa,rand(1,1000);
+ if (countitem(7514) > 0) {
+ mes "[Medal Distributor]";
+ mes "Hello there~";
+ mes "If you've wagered on the";
+ mes "winning monster in a recent";
+ mes "race, then you can exchange";
+ mes "your game ticket here for";
+ mes "some Prize Medals.";
+ next;
+ mes "[Medal Distributor]";
+ mes "Please remember that you can";
+ mes "only exchange winning Game";
+ mes "Tickets for Prize Medals right";
+ mes "after the race finishes. Prize";
+ mes "Medals may be given to Wayne";
+ mes "in Hugel in exchange for items.";
+ next;
+ if ($@monster_race == 1) {
+ if (monster_race_1 == 1) {
+ mes "[Medal Distributor]";
+ mes "Oh, congratulations, you";
+ mes "have a winning ticket for";
+ mes "a Single Monster Race! So ";
+ mes "would you like to exchange your";
+ mes "Racing Ticket for Prize Medals?";
+ next;
+ switch(select("Yes, please.:No, thanks.")) {
+ case 1:
+ mes "[Medal Distributor]";
+ mes "Let me see your ticket...";
+ mes "Oh! Congratulations, you";
+ mes "won! May I have your name?";
+ next;
+ input .@input$;
+ if (.@input$ == strcharinfo(0)) {
+ mes "[Medal Distributor]";
+ mes "Ah, "+strcharinfo(0)+".";
+ mes "You can exchange this";
+ mes "ticket for a Prize Medal by";
+ mes "entering your ticket exchange";
+ mes "number now. Your ticket";
+ mes "exchange number is ^FF0000" + .@insa + "^000000.";
+ next;
+ input .@input; //,0,1000;
+ if (.@input == 0) {
+ mes "[Medal Distributor]";
+ mes "Oh? You don't want";
+ mes "to exchange your";
+ mes "winning ticket?";
+ close;
+ }
+ else if (.@input == .@insa) {
+ mes "[Medal Distributor]";
+ mes "Thank you! You entered";
+ mes "the correct number...";
+ mes "Everything seems to";
+ mes "be in order. Alright!";
+ next;
+ }
+ else {
+ mes "[Medal Distributor]";
+ mes "I'm sorry, but it seems";
+ mes "that you entered the";
+ mes "incorrect ticket number.";
+ mes "Would you mind coming";
+ mes "back again in a while?";
+ close;
+ }
+ }
+ else {
+ mes "[Medal Distributor]";
+ mes "What's this...?";
+ mes "I think there's a problem...";
+ mes "Did you enter your name";
+ mes "incorrectly? Please check";
+ mes "your name, and then try again.";
+ close;
+ }
+ mes "[Medal Distributor]";
+ mes "Now please accept your";
+ mes "Prize Medals! You can";
+ mes "exchange these with";
+ mes "Wayne in Hugel for some";
+ mes "interesting items. Thank you~";
+ delitem 7514,1; //Monster_Ticket
+ set monster_race_1,0;
+ getitem 7515,4; //Marvelous_Medal
+ close;
+ case 2:
+ mes "[Medal Distributor]";
+ mes "Um, are you sure? You ";
+ mes "can only exchange a winning";
+ mes "Racing Ticket for Prize Medals";
+ mes "for a short time after the race. If you made a mistake, you";
+ mes "should ask me again quickly.";
+ close;
+ }
+ close;
+ }
+ else {
+ mes "[Medal Distributor]";
+ mes "You may not have wagered";
+ mes "on the winning monster in";
+ mes "the last race, but I hope that";
+ mes "you get lucky next time~";
+ close;
+ }
+ }
+ else if ($@monster_race == 2) {
+ if (monster_race_1 == 2) {
+ mes "[Medal Distributor]";
+ mes "Oh, congratulations, you";
+ mes "have a winning ticket for";
+ mes "a Single Monster Race! So ";
+ mes "would you like to exchange your";
+ mes "Racing Ticket for Prize Medals?";
+ next;
+ switch(select("Yes, please.:No, thanks.")) {
+ case 1:
+ mes "[Medal Distributor]";
+ mes "Let me see your ticket...";
+ mes "Oh! Congratulations, you";
+ mes "won! May I have your name?";
+ next;
+ input .@input$;
+ if (.@input$ == strcharinfo(0)) {
+ mes "[Medal Distributor]";
+ mes "Ah, "+strcharinfo(0)+".";
+ mes "You can exchange this";
+ mes "ticket for a Prize Medal by";
+ mes "entering your ticket exchange";
+ mes "number now. Your ticket";
+ mes "exchange number is ^FF0000" + .@insa + "^000000.";
+ next;
+ input .@input; //,0,1000;
+ if (.@input == 0) {
+ mes "[Medal Distributor]";
+ mes "Oh? You don't want";
+ mes "to exchange your";
+ mes "winning ticket?";
+ close;
+ }
+ else if (.@input == .@insa) {
+ mes "[Medal Distributor]";
+ mes "[Medal Distributor]";
+ mes "Thank you! You entered";
+ mes "the correct number...";
+ mes "Everything seems to";
+ mes "be in order. Alright!";
+ next;
+ }
+ else {
+ mes "[Medal Distributor]";
+ mes "I'm sorry, but it seems";
+ mes "that you entered the";
+ mes "incorrect ticket number.";
+ mes "Would you mind coming";
+ mes "back again in a while?";
+ close;
+ }
+ }
+ else {
+ mes "[Medal Distributor]";
+ mes "What's this...?";
+ mes "I think there's a problem...";
+ mes "Did you enter your name";
+ mes "incorrectly? Please check";
+ mes "your name, and then try again.";
+ close;
+ }
+ mes "[Medal Distributor]";
+ mes "Now please accept your";
+ mes "Prize Medals! You can";
+ mes "exchange these with";
+ mes "Wayne in Hugel for some";
+ mes "interesting items. Thank you~";
+ delitem 7514,1; //Monster_Ticket
+ set monster_race_1,0;
+ getitem 7515,4; //Marvelous_Medal
+ close;
+ case 2:
+ mes "[Medal Distributor]";
+ mes "Um, are you sure? You ";
+ mes "can only exchange a winning";
+ mes "Racing Ticket for Prize Medals";
+ mes "for a short time after the race. If you made a mistake, you";
+ mes "should ask me again quickly.";
+ close;
+ }
+ close;
+ }
+ else {
+ mes "[Medal Distributor]";
+ mes "You may not have wagered";
+ mes "on the winning monster in";
+ mes "the last race, but I hope that";
+ mes "you get lucky next time~";
+ close;
+ }
+ }
+ else if ($@monster_race == 3) {
+ if (monster_race_1 == 3) {
+ mes "[Medal Distributor]";
+ mes "Oh, congratulations, you";
+ mes "have a winning ticket for";
+ mes "a Single Monster Race! So ";
+ mes "would you like to exchange your";
+ mes "Racing Ticket for Prize Medals?";
+ next;
+ switch(select("Yes, please.:No, thanks.")) {
+ case 1:
+ mes "[Medal Distributor]";
+ mes "Let me see your ticket...";
+ mes "Oh! Congratulations, you";
+ mes "won! May I have your name?";
+ next;
+ input .@input$;
+ if (.@input$ == strcharinfo(0)) {
+ mes "[Medal Distributor]";
+ mes "Ah, "+strcharinfo(0)+".";
+ mes "You can exchange this";
+ mes "ticket for a Prize Medal by";
+ mes "entering your ticket exchange";
+ mes "number now. Your ticket";
+ mes "exchange number is ^FF0000" + .@insa + "^000000.";
+ next;
+ input .@input; //,0,1000;
+ if (.@input == 0) {
+ mes "[Medal Distributor]";
+ mes "Oh? You don't want";
+ mes "to exchange your";
+ mes "winning ticket?";
+ close;
+ }
+ else if (.@input == .@insa) {
+ mes "[Medal Distributor]";
+ mes "[Medal Distributor]";
+ mes "Thank you! You entered";
+ mes "the correct number...";
+ mes "Everything seems to";
+ mes "be in order. Alright!";
+ next;
+ }
+ else {
+ mes "[Medal Distributor]";
+ mes "I'm sorry, but it seems";
+ mes "that you entered the";
+ mes "incorrect ticket number.";
+ mes "Would you mind coming";
+ mes "back again in a while?";
+ close;
+ }
+ }
+ else {
+ mes "[Medal Distributor]";
+ mes "What's this...?";
+ mes "I think there's a problem...";
+ mes "Did you enter your name";
+ mes "incorrectly? Please check";
+ mes "your name, and then try again.";
+ close;
+ }
+ mes "[Medal Distributor]";
+ mes "Now please accept your";
+ mes "Prize Medals! You can";
+ mes "exchange these with";
+ mes "Wayne in Hugel for some";
+ mes "interesting items. Thank you~";
+ delitem 7514,1; //Monster_Ticket
+ set monster_race_1,0;
+ getitem 7515,4; //Marvelous_Medal
+ close;
+ case 2:
+ mes "[Medal Distributor]";
+ mes "Um, are you sure? You ";
+ mes "can only exchange a winning";
+ mes "Racing Ticket for Prize Medals";
+ mes "for a short time after the race. If you made a mistake, you";
+ mes "should ask me again quickly.";
+ close;
+ }
+ close;
+ }
+ else {
+ mes "[Medal Distributor]";
+ mes "You may not have wagered";
+ mes "on the winning monster in";
+ mes "the last race, but I hope that";
+ mes "you get lucky next time~";
+ close;
+ }
+ }
+ else if ($@monster_race == 4) {
+ if (monster_race_1 == 4) {
+ mes "[Medal Distributor]";
+ mes "Oh, congratulations, you";
+ mes "have a winning ticket for";
+ mes "a Single Monster Race! So ";
+ mes "would you like to exchange your";
+ mes "Racing Ticket for Prize Medals?";
+ next;
+ switch(select("Yes, please.:No, thanks.")) {
+ case 1:
+ mes "[Medal Distributor]";
+ mes "Let me see your ticket...";
+ mes "Oh! Congratulations, you";
+ mes "won! May I have your name?";
+ next;
+ input .@input$;
+ if (.@input$ == strcharinfo(0)) {
+ mes "[Medal Distributor]";
+ mes "Ah, "+strcharinfo(0)+".";
+ mes "You can exchange this";
+ mes "ticket for a Prize Medal by";
+ mes "entering your ticket exchange";
+ mes "number now. Your ticket";
+ mes "exchange number is ^FF0000" + .@insa + "^000000.";
+ next;
+ input .@input; //,0,1000;
+ if (.@input == 0) {
+ mes "[Medal Distributor]";
+ mes "Oh? You don't want";
+ mes "to exchange your";
+ mes "winning ticket?";
+ close;
+ }
+ else if (.@input == .@insa) {
+ mes "[Medal Distributor]";
+ mes "[Medal Distributor]";
+ mes "Thank you! You entered";
+ mes "the correct number...";
+ mes "Everything seems to";
+ mes "be in order. Alright!";
+ next;
+ }
+ else {
+ mes "[Medal Distributor]";
+ mes "I'm sorry, but it seems";
+ mes "that you entered the";
+ mes "incorrect ticket number.";
+ mes "Would you mind coming";
+ mes "back again in a while?";
+ close;
+ }
+ }
+ else {
+ mes "[Medal Distributor]";
+ mes "What's this...?";
+ mes "I think there's a problem...";
+ mes "Did you enter your name";
+ mes "incorrectly? Please check";
+ mes "your name, and then try again.";
+ close;
+ }
+ mes "[Medal Distributor]";
+ mes "Now please accept your";
+ mes "Prize Medals! You can";
+ mes "exchange these with";
+ mes "Wayne in Hugel for some";
+ mes "interesting items. Thank you~";
+ delitem 7514,1; //Monster_Ticket
+ set monster_race_1,0;
+ getitem 7515,4; //Marvelous_Medal
+ close;
+ case 2:
+ mes "[Medal Distributor]";
+ mes "Um, are you sure? You ";
+ mes "can only exchange a winning";
+ mes "Racing Ticket for Prize Medals";
+ mes "for a short time after the race. If you made a mistake, you";
+ mes "should ask me again quickly.";
+ close;
+ }
+ close;
+ }
+ else {
+ mes "[Medal Distributor]";
+ mes "You may not have wagered";
+ mes "on the winning monster in";
+ mes "the last race, but I hope that";
+ mes "you get lucky next time~";
+ close;
+ }
+ }
+ else if ($@monster_race == 5) {
+ if (monster_race_1 == 5) {
+ mes "[Medal Distributor]";
+ mes "Oh, congratulations, you";
+ mes "have a winning ticket for";
+ mes "a Single Monster Race! So ";
+ mes "would you like to exchange your";
+ mes "Racing Ticket for Prize Medals?";
+ next;
+ switch(select("Yes, please.:No, thanks.")) {
+ case 1:
+ mes "[Medal Distributor]";
+ mes "Let me see your ticket...";
+ mes "Oh! Congratulations, you";
+ mes "won! May I have your name?";
+ next;
+ input .@input$;
+ if (.@input$ == strcharinfo(0)) {
+ mes "[Medal Distributor]";
+ mes "Ah, "+strcharinfo(0)+".";
+ mes "You can exchange this";
+ mes "ticket for a Prize Medal by";
+ mes "entering your ticket exchange";
+ mes "number now. Your ticket";
+ mes "exchange number is ^FF0000" + .@insa + "^000000.";
+ next;
+ input .@input; //,0,1000;
+ if (.@input == 0) {
+ mes "[Medal Distributor]";
+ mes "Oh? You don't want";
+ mes "to exchange your";
+ mes "winning ticket?";
+ close;
+ }
+ else if (.@input == .@insa) {
+ mes "[Medal Distributor]";
+ mes "[Medal Distributor]";
+ mes "Thank you! You entered";
+ mes "the correct number...";
+ mes "Everything seems to";
+ mes "be in order. Alright!";
+ next;
+ }
+ else {
+ mes "[Medal Distributor]";
+ mes "I'm sorry, but it seems";
+ mes "that you entered the";
+ mes "incorrect ticket number.";
+ mes "Would you mind coming";
+ mes "back again in a while?";
+ close;
+ }
+ }
+ else {
+ mes "[Medal Distributor]";
+ mes "What's this...?";
+ mes "I think there's a problem...";
+ mes "Did you enter your name";
+ mes "incorrectly? Please check";
+ mes "your name, and then try again.";
+ close;
+ }
+ mes "[Medal Distributor]";
+ mes "Now please accept your";
+ mes "Prize Medals! You can";
+ mes "exchange these with";
+ mes "Wayne in Hugel for some";
+ mes "interesting items. Thank you~";
+ delitem 7514,1; //Monster_Ticket
+ set monster_race_1,0;
+ getitem 7515,4; //Marvelous_Medal
+ close;
+ case 2:
+ mes "[Medal Distributor]";
+ mes "Um, are you sure? You ";
+ mes "can only exchange a winning";
+ mes "Racing Ticket for Prize Medals";
+ mes "for a short time after the race. If you made a mistake, you";
+ mes "should ask me again quickly.";
+ close;
+ }
+ close;
+ }
+ else {
+ mes "[Medal Distributor]";
+ mes "You may not have wagered";
+ mes "on the winning monster in";
+ mes "the last race, but I hope that";
+ mes "you get lucky next time~";
+ close;
+ }
+ }
+ else if ($@monster_race == 6) {
+ if (monster_race_1 == 6) {
+ mes "[Medal Distributor]";
+ mes "Oh, congratulations, you";
+ mes "have a winning ticket for";
+ mes "a Single Monster Race! So ";
+ mes "would you like to exchange your";
+ mes "Racing Ticket for Prize Medals?";
+ next;
+ switch(select("Yes, please.:No, thanks.")) {
+ case 1:
+ mes "[Medal Distributor]";
+ mes "Let me see your ticket...";
+ mes "Oh! Congratulations, you";
+ mes "won! May I have your name?";
+ next;
+ input .@input$;
+ if (.@input$ == strcharinfo(0)) {
+ mes "[Medal Distributor]";
+ mes "Ah, "+strcharinfo(0)+".";
+ mes "You can exchange this";
+ mes "ticket for a Prize Medal by";
+ mes "entering your ticket exchange";
+ mes "number now. Your ticket";
+ mes "exchange number is ^FF0000" + .@insa + "^000000.";
+ next;
+ input .@input; //,0,1000;
+ if (.@input == 0) {
+ mes "[Medal Distributor]";
+ mes "Oh? You don't want";
+ mes "to exchange your";
+ mes "winning ticket?";
+ close;
+ }
+ else if (.@input == .@insa) {
+ mes "[Medal Distributor]";
+ mes "[Medal Distributor]";
+ mes "Thank you! You entered";
+ mes "the correct number...";
+ mes "Everything seems to";
+ mes "be in order. Alright!";
+ next;
+ }
+ else {
+ mes "[Medal Distributor]";
+ mes "I'm sorry, but it seems";
+ mes "that you entered the";
+ mes "incorrect ticket number.";
+ mes "Would you mind coming";
+ mes "back again in a while?";
+ close;
+ }
+ }
+ else {
+ mes "[Medal Distributor]";
+ mes "What's this...?";
+ mes "I think there's a problem...";
+ mes "Did you enter your name";
+ mes "incorrectly? Please check";
+ mes "your name, and then try again.";
+ close;
+ }
+ mes "[Medal Distributor]";
+ mes "Now please accept your";
+ mes "Prize Medals! You can";
+ mes "exchange these with";
+ mes "Wayne in Hugel for some";
+ mes "interesting items. Thank you~";
+ delitem 7514,1; //Monster_Ticket
+ set monster_race_1,0;
+ getitem 7515,4; //Marvelous_Medal
+ close;
+ case 2:
+ mes "[Medal Distributor]";
+ mes "Um, are you sure? You ";
+ mes "can only exchange a winning";
+ mes "Racing Ticket for Prize Medals";
+ mes "for a short time after the race. If you made a mistake, you";
+ mes "should ask me again quickly.";
+ close;
+ }
+ close;
+ }
+ else {
+ mes "[Medal Distributor]";
+ mes "You may not have wagered";
+ mes "on the winning monster in";
+ mes "the last race, but I hope that";
+ mes "you get lucky next time~";
+ close;
+ }
+ }
+ else {
+ mes "[Medal Distributor]";
+ mes "Hello there~";
+ mes "If you've wagered on the";
+ mes "winning monster in a recent";
+ mes "race, then you can exchange";
+ mes "your game ticket here for";
+ mes "some Prize Medals.";
+ next;
+ mes "[Medal Distributor]";
+ mes "Please remember that you can";
+ mes "only exchange winning Game";
+ mes "Tickets for Prize Medals right";
+ mes "after the race finishes. Prize";
+ mes "Medals may be given to Wayne";
+ mes "in Hugel in exchange for items.";
+ close;
+ }
+ }
+ else {
+ mes "[Medal Distributor]";
+ mes "Hello there~";
+ mes "If you've wagered on the";
+ mes "winning monster in a recent";
+ mes "race, then you can exchange";
+ mes "your game ticket here for";
+ mes "some Prize Medals.";
+ next;
+ mes "[Medal Distributor]";
+ mes "Please remember that you can";
+ mes "only exchange winning Game";
+ mes "Tickets for Prize Medals right";
+ mes "after the race finishes. Prize";
+ mes "Medals may be given to Wayne";
+ mes "in Hugel in exchange for items.";
+ close;
+ }
+ end;
+
+OnInit:
+ disablenpc "Medal Distributor#single";
+ end;
+
+OnEnable:
+ emotion e_gasp;
+ enablenpc "Medal Distributor#single";
+ initnpctimer;
+ end;
+
+OnTimer1000:
+ mapannounce "p_track01","The Monster Race is finished! Congratulations to all the winners!",bc_map,"0xFFFF00";
+ end;
+
+OnTimer4000:
+ mapannounce "p_track01","Please give your Racing Ticket to the Medal Distributor if you bet on the winning monster.",bc_map,"0xFFFF00";
+ end;
+
+OnTimer7000:
+ mapannounce "p_track01","You have 5 minutes to exchange a winning ticket for Prize Medals from the Medal Distributor.",bc_map,"0xFFFF00";
+ end;
+
+OnTimer10000:
+ mapannounce "p_track01","All tickets become void after this 5 minute period, so winners should claim their prize now.",bc_map,"0xFFFF00";
+ end;
+
+OnTimer13000:
+ mapannounce "p_track01","Please leave the Race Arena before this 5 minute period elapses. Thank you.",bc_map,"0xFFFF00";
+ end;
+
+OnTimer240000:
+ mapannounce "p_track01","Attention. We will being preparing for the next race shortly...",bc_map,"0xFFFF00";
+ end;
+
+OnTimer243000:
+ mapannounce "p_track01","We will close the Racing Arena in 1 minute to prepare for the next race.",bc_map,"0xFFFF00";
+ end;
+
+OnTimer246000:
+ mapannounce "p_track01","Participants in the last race should leave the arena as soon as possible.",bc_map,"0xFFFF00";
+ end;
+
+OnTimer249000:
+ mapannounce "p_track01","Thank you for your cooperation.",bc_map,"0xFFFF00";
+ end;
+
+OnTimer252000:
+ mapannounce "p_track01","We hope that you enjoyed the Monster Race arena. Come back again soon~",bc_map,"0xFFFF00";
+ donpcevent "starting#1::OnDisable";
+ donpcevent "starting#2::OnDisable";
+ donpcevent "starting#3::OnDisable";
+ donpcevent "starting#5::OnDisable";
+ donpcevent "starting#6::OnDisable";
+ end;
+
+OnTimer300000:
+ donpcevent "#race_timer1-1::OnEnable";
+ set $@mon_time_1_1,2;
+ set $@monster_race,0;
+ mapwarp "p_track01","hugel",63,73;
+ end;
+
+OnTimer306000:
+ donpcevent "Race Progress Timer::OnEnable";
+ end;
+
+OnTimer342000:
+ disablenpc "Medal Distributor#single";
+ stopnpctimer;
+ end;
+}
+
+p_track01,76,36,1 script Exit Guide#single 798,{
+ mes "[Exit Guide]";
+ mes "If you have a winning Racing";
+ mes "Ticket, please make sure that";
+ mes "you redeem it for Prize Medals";
+ mes "now. All Racing Tickets become";
+ mes "void once the next race begins.";
+ next;
+ mes "[Exit Guide]";
+ mes "If you wish to leave";
+ mes "the arena, then I can guide";
+ mes "you outside. Would you like";
+ mes "to leave the arena right now?";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ if (countitem(7514) == 0) {
+ mes "[Exit Guide]";
+ mes "Thank you for";
+ mes "your patronage, and";
+ mes "I hope that you come";
+ mes "visit us again soon~";
+ }
+ else {
+ mes "[Exit Guide]";
+ mes "In accordance with our";
+ mes "policies, I must take your";
+ mes "Racing Ticket before you leave.";
+ mes "Thank you for your patronage,";
+ mes "and I hope you enjoy your time";
+ mes "here in the Monster Race Arena.";
+ delitem 7514,1; //Monster_Ticket
+ }
+ set monster_race_1,0;
+ close2;
+ warp "hugel",63,73;
+ end;
+ case 2:
+ mes "[Exit Guide]";
+ mes "Alright, then.";
+ mes "Just let me know";
+ mes "whenever you're";
+ mes "ready to leave.";
+ close;
+ }
+}
+
+hugel,58,72,6 script Eckar Ellebird#single 798,{
+ mes "[Eckar Ellebird]";
+ mes "Welcome to the biggest";
+ mes "attraction in Hugel, the";
+ mes "Monster Race Arena.";
+ mes "How may I help you today?";
+ next;
+ switch(select("Monster Race Info:Enter Monster Race")) {
+ case 1:
+ mes "[Eckar Ellebird]";
+ mes "Monster Races originated from";
+ mes "simple children's games in which";
+ mes "Cute Pets would race against each other. This grew into an adult";
+ mes "pastime that is so popular, we've built a racing arena in Hugel.";
+ next;
+ mes "[Eckar Ellebird]";
+ mes "Our Monster Race Arena hosts";
+ mes "two types of monster races. First, we have the Single Monster Race,";
+ mes "in which those that wagered on the 1st place monster are rewarded.";
+ next;
+ mes "[Eckar Ellebird]";
+ mes "Then, we have the Dual Monster";
+ mes "Race in which the house odds and rewards are greater than in Single";
+ mes "Monster Races: you must wager on 2 monsters, and they must place in";
+ mes "1st and 2nd for you to win.";
+ next;
+ mes "[Eckar Ellebird]";
+ mes "Although a small entrance";
+ mes "fee is required, we only use";
+ mes "the money to give rewards to";
+ mes "participants and maintain this";
+ mes "arena. Therefore, we're not";
+ mes "profiting from this enterprise.";
+ next;
+ mes "[Eckar Ellebird]";
+ mes "Also, we prohibit others";
+ mes "from making personal bets";
+ mes "and wagers, using items and";
+ mes "zeny, based on the outcomes";
+ mes "of these races. That kind of";
+ mes "gambling is illegal here...";
+ next;
+ mes "[Eckar Ellebird]";
+ mes "Once you enter the Race Arena, you will receive a Racing Ticket.";
+ mes "Keep in mind that winning Racing Tickets can only be exchanged for";
+ mes "Prize Medals during a 5 minute window after the end of the race.";
+ next;
+ break;
+ case 2:
+ break;
+ }
+ mes "[Eckar Ellebird]";
+ mes "The entrance fee for all races";
+ mes "in the Monster Race Arena is";
+ mes "2,000 zeny. If you'd like to wager on a Dual Monster Race, then";
+ mes "please ask my brother Erenes,";
+ mes "and he will help you.";
+ next;
+ mes "[Eckar Ellebird]";
+ mes "Otherwise, I'll help get you";
+ mes "started if you're interested";
+ mes "in a Single Monster Race.";
+ mes "Would you like wager on";
+ mes "a Single Monster Race?";
+ next;
+ switch(select("Yes, please.:No, thanks.")) {
+ case 1:
+ if (checkweight(908,700) == 0) {
+ mes "[Eckar Ellebird]";
+ mes "Oh, wow. You're carrying";
+ mes "an awful lot of stuff... Yeah,";
+ mes "you better put some of it away";
+ mes "in Kafra Storage or something.";
+ close;
+ }
+ if (Zeny > 1999) {
+ if (countitem(7514) > 0) {
+ mes "[Eckar Ellebird]";
+ mes "Hm? What are you doing";
+ mes "with an expired Racing Ticket?";
+ mes "Well, I better get rid of it for you before it can get mixed up";
+ mes "with your new Racing Ticket.";
+ delitem 7514,1; //Monster_Ticket
+ next;
+ if ($@mon_time_1_1 == 1) {
+ mes "[Eckar Ellebird]";
+ mes "Alright, I think you";
+ mes "should be all set. I hope";
+ mes "that you enjoy the race~";
+ mes "Let me guide you inside";
+ mes "the Monster Race Arena now.";
+ set zeny,zeny-2000;
+ set monster_race_1,0;
+ close2;
+ warp "p_track01",75,41;
+ end;
+ }
+ else if ($@mon_time_1_1 == 2) {
+ mes "[Eckar Ellebird]";
+ mes "We're still finishing our";
+ mes "preparations for the next";
+ mes "Single Monster Race, so";
+ mes "we ask that you please";
+ mes "wait a little while longer.";
+ close;
+ }
+ else {
+ if (.@monster_race == 0) {
+ mes "[Eckar Ellebird]";
+ mes "Right now, a Monster Race";
+ mes "is in progress. It's too late to place a wager, but if you'd like";
+ mes "to watch, the fee is 500 zeny";
+ mes "for spectators. Would you like to enter the Monster Race Arena?";
+ next;
+ switch(select("Enter:Cancel")) {
+ case 1:
+ if (Zeny > 499) {
+ mes "[Eckar Ellebird]";
+ mes "Thank you~";
+ mes "I hope you enjoy";
+ mes "watching this race!";
+ set zeny,zeny-500;
+ set monster_race_1,0;
+ close2;
+ warp "p_track01",75,41;
+ end;
+ }
+ else {
+ mes "[Eckar Ellebird]";
+ mes "I'm sorry, but you don't";
+ mes "have enough money to pay";
+ mes "the 500 zeny spectator fee.";
+ close;
+ }
+ case 2:
+ mes "[Eckar Ellebird]";
+ mes "Alright, then. If you'd like";
+ mes "to wager on a monster";
+ mes "race, please wait for the";
+ mes "current race to finish. I hope";
+ mes "that you enjoy your time here";
+ mes "in the Monster Race Arena~";
+ close;
+ }
+ }
+ else {
+ mes "[Eckar Ellebird]";
+ mes "I'm sorry, but a monster";
+ mes "race has just ended, so we're";
+ mes "having the 5 minute period in";
+ mes "which the winners can claim";
+ mes "their Prize Medals. The gate";
+ mes "will open soon, so please wait.";
+ close;
+ }
+ }
+ }
+ else {
+ if ($@mon_time_1_1 == 1) {
+ mes "[Eckar Ellebird]";
+ mes "Thanks, I hope that";
+ mes "you enjoy this race.";
+ mes "Let me guide you now";
+ mes "to the Monster Race Arena.";
+ set zeny,zeny-2000;
+ set monster_race_1,0;
+ close2;
+ warp "p_track01",75,41;
+ end;
+ }
+ else if ($@mon_time_1_1 == 2) {
+ mes "[Eckar Ellebird]";
+ mes "We're still finishing our";
+ mes "preparations for the next";
+ mes "Single Monster Race, so";
+ mes "we ask that you please";
+ mes "wait a little while longer...";
+ close;
+ }
+ else {
+ if ($@monster_race == 0) {
+ mes "[Eckar Ellebird]";
+ mes "Right now, a Monster Race";
+ mes "is in progress. It's too late to place a wager, but if you'd like";
+ mes "to watch, the fee is 500 zeny";
+ mes "for spectators. Would you like to enter the Monster Race Arena?";
+ next;
+ switch(select("Enter:Cancel")) {
+ case 1:
+ if (Zeny > 499) {
+ mes "[Eckar Ellebird]";
+ mes "Thank you~";
+ mes "I hope you enjoy";
+ mes "watching this race!";
+ set zeny,zeny-500;
+ set monster_race_1,0;
+ close2;
+ warp "p_track01",75,41;
+ end;
+ }
+ else {
+ mes "[Eckar Ellebird]";
+ mes "I'm sorry, but you don't";
+ mes "have enough money to pay";
+ mes "the 500 zeny spectator fee.";
+ close;
+ }
+ case 2:
+ mes "[Eckar Ellebird]";
+ mes "Alright, then. If you'd like";
+ mes "to wager on a monster";
+ mes "race, please wait for the";
+ mes "current race to finish. I hope";
+ mes "that you enjoy your time here";
+ mes "in the Monster Race Arena~";
+ close;
+ }
+ }
+ else {
+ mes "[Eckar Ellebird]";
+ mes "I'm sorry, but a monster";
+ mes "race has just ended, so we're";
+ mes "having the 5 minute period in";
+ mes "which the winners can claim";
+ mes "their Prize Medals. The gate";
+ mes "will open soon, so please wait.";
+ close;
+ }
+ }
+ }
+ }
+ else {
+ mes "[Eckar Ellebird]";
+ mes "I'm sorry, but you";
+ mes "don't have enough";
+ mes "money to pay the";
+ mes "2,000 zeny entrance fee. ";
+ close;
+ }
+ case 2:
+ mes "[Eckar Ellebird]";
+ mes "Very well. I hope that";
+ mes "you enjoy your time here";
+ mes "in the Monster Race Arena~";
+ close;
+ }
+ close;
+}
+
+p_track01,39,49,3 script Game Guide#single 845,{
+ mes "[Game Guide]";
+ mes "Welcome to the";
+ mes "Monster Race Arena.";
+ mes "How can I help you?";
+ next;
+ switch(select("Monster Race Info:Wager Info:Ticket Redemption Info")) {
+ case 1:
+ mes "[Game Guide]";
+ mes "Monster Races originated from";
+ mes "simple children's games in which";
+ mes "Cute Pets would race against each other. This grew into an adult";
+ mes "pastime that is so popular, we've built a racing arena in Hugel.";
+ next;
+ mes "[Game Guide]";
+ mes "Our Monster Race Arena hosts";
+ mes "two types of monster races. First, we have the Single Monster Race,";
+ mes "in which those that wagered on the 1st place monster are rewarded.";
+ next;
+ mes "[Game Guide]";
+ mes "Then, we have the Dual Monster";
+ mes "Race in which the house odds and rewards are greater than in Single";
+ mes "Monster Races: you must wager on 2 monsters, and they must place in";
+ mes "1st and 2nd for you to win.";
+ next;
+ mes "[Game Guide]";
+ mes "Although a small entrance";
+ mes "fee is required, we only use";
+ mes "the money to give rewards to";
+ mes "participants and maintain this";
+ mes "arena. Therefore, we're not";
+ mes "profiting from this enterprise.";
+ next;
+ mes "[Game Guide]";
+ mes "Also, we prohibit others";
+ mes "from making personal bets";
+ mes "and wagers, using items and";
+ mes "zeny, based on the outcomes";
+ mes "of these races. That kind of";
+ mes "gambling is illegal here...";
+ next;
+ mes "[Game Guide]";
+ mes "Once you enter the Race Arena, you will receive a Racing Ticket.";
+ mes "Keep in mind that winning Racing Tickets can only be exchanged for";
+ mes "Prize Medals during a 5 minute window after the end of the race.";
+ next;
+ break;
+ case 2:
+ mes "[Game Guide]";
+ mes "Before placing a wager, you";
+ mes "must get a free Racing Ticket";
+ mes "from the Ticket Helper. There,";
+ mes "I've marked the Ticket Helper";
+ mes "on your Mini-Map, so you can";
+ mes "find him pretty easily.";
+ viewpoint 1,73,22,1,0xFF3355;
+ next;
+ break;
+ case 3:
+ mes "[Game Guide]";
+ mes "If you wagered on the winner";
+ mes "of a Single Monster Race, or";
+ mes "on the 1st or 2nd place winners";
+ mes "in a Dual Monster Race, then";
+ mes "you can exchange your Racing";
+ mes "Ticket for Prize Medals.";
+ next;
+ mes "[Game Guide]";
+ mes "However, you must exchange";
+ mes "your Racing Ticket with the";
+ mes "Medal Distributor within the";
+ mes "5 minute window after the end";
+ mes "of the race. ^FF0000Your ticket becomes^FFFFFF ^FF0000 void after these 5 minutes.^000000";
+ next;
+ mes "[Game Guide]";
+ mes "When this 5 minute window";
+ mes "elapses, you will be teleported outside, and we will immediately";
+ mes "begin preparing for the next race. Make sure that you remember this";
+ mes "information when you wager.";
+ next;
+ mes "[Game Guide]";
+ mes "If you haven't received";
+ mes "your free Racing Ticket,";
+ mes "then please visit the Ticket";
+ mes "Helper. There, I've just marked";
+ mes "his location on your Mini-Map.";
+ viewpoint 1,67,45,2,0xCE6300;
+ next;
+ break;
+ }
+ mes "[Game Guide]";
+ mes "Thank you, and";
+ mes "I hope you enjoy";
+ mes "your time here in the";
+ mes "Monster Racing Arena.";
+ close;
+}
+
+p_track01,56,38,0 script starting#1 -1,0,0,{
+ end;
+
+OnDisable:
+ enablenpc "Luk#1";
+ enablenpc "Luk#2";
+ enablenpc "Luk#3";
+ enablenpc "Luk#4";
+ enablenpc "Luk#5";
+ enablenpc "Luk#6";
+ enablenpc "Tire#1";
+ enablenpc "Tire#2";
+ enablenpc "Tire#3";
+ enablenpc "Tire#4";
+ enablenpc "Tire#5";
+ enablenpc "Tire#6";
+ set $@mr_1_luk1,0;
+ set $@mr_1_tire1,0;
+ end;
+
+OnInit:
+ disablenpc "starting#1";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 11) {
+ sc_start SC_WALKSPEED,5000,60;
+ }
+ else if (.@start > 10) && (.@start < 21) {
+ sc_start SC_WALKSPEED,5000,70;
+ }
+ else if (.@start > 20) && (.@start < 31) {
+ sc_start SC_WALKSPEED,5000,80;
+ }
+ else if (.@start > 30) && (.@start < 41) {
+ sc_start SC_WALKSPEED,5000,90;
+ }
+ else if (.@start > 40) && (.@start < 51) {
+ sc_start SC_WALKSPEED,5000,100;
+ }
+ else if (.@start > 50) && (.@start < 61) {
+ sc_start SC_WALKSPEED,5000,110;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_WALKSPEED,5000,120;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_WALKSPEED,5000,130;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_WALKSPEED,5000,140;
+ }
+ else {
+ sc_start SC_WALKSPEED,5000,150;
+ }
+ end;
+}
+
+p_track01,33,38,0 script Luk#1 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Luk#1";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_WALKSPEED,10000,110;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_WALKSPEED,10000,120;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_WALKSPEED,10000,130;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_WALKSPEED,10000,140;
+ }
+ else {
+ sc_start SC_WALKSPEED,10000,150;
+ }
+ end;
+}
+
+p_track01,37,38,0 script Luk#2 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Luk#2";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_WALKSPEED,10000,110;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_WALKSPEED,10000,120;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_WALKSPEED,10000,130;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_WALKSPEED,10000,140;
+ }
+ else {
+ sc_start SC_WALKSPEED,10000,150;
+ }
+ end;
+}
+
+p_track01,53,38,0 script Luk#3 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Luk#3";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_WALKSPEED,10000,110;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_WALKSPEED,10000,120;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_WALKSPEED,10000,130;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_WALKSPEED,10000,140;
+ }
+ else {
+ sc_start SC_WALKSPEED,10000,150;
+ }
+ end;
+}
+
+p_track01,45,38,0 script Luk#4 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Luk#4";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_WALKSPEED,10000,110;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_WALKSPEED,10000,120;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_WALKSPEED,10000,130;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_WALKSPEED,10000,140;
+ }
+ else {
+ sc_start SC_WALKSPEED,10000,150;
+ }
+ end;
+}
+
+p_track01,49,38,0 script Luk#5 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Luk#5";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_STUN,1000,0;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_STUN,2000,0;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_STUN,3000,0;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_STUN,4000,0;
+ }
+ end;
+}
+
+p_track01,41,38,0 script Luk#6 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Luk#6";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_STUN,1000,0;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_STUN,2000,0;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_STUN,3000,0;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_STUN,4000,0;
+ }
+ end;
+}
+
+p_track01,43,38,0 script Tire#1 -1,0,0,{
+ end;
+OnInit:
+ disablenpc "Tire#1";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_SLEEP,1000,0;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_SLEEP,2000,0;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_SLEEP,3000,0;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_SLEEP,4000,0;
+ }
+ end;
+}
+
+p_track01,39,38,0 script Tire#2 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Tire#2";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_SLEEP,1000,0;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_SLEEP,2000,0;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_SLEEP,3000,0;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_SLEEP,4000,0;
+ }
+ end;
+}
+
+p_track01,35,38,0 script Tire#3 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Tire#3";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_SLEEP,1000,0;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_SLEEP,2000,0;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_SLEEP,3000,0;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_SLEEP,4000,0;
+ }
+ end;
+}
+
+p_track01,55,38,0 script Tire#4 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Tire#4";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_SLEEP,1000,0;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_SLEEP,2000,0;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_SLEEP,3000,0;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_SLEEP,4000,0;
+ }
+ end;
+}
+
+p_track01,51,38,0 script Tire#5 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Tire#5";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_SLEEP,1000,0;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_SLEEP,2000,0;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_SLEEP,3000,0;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_SLEEP,4000,0;
+ }
+ end;
+}
+
+p_track01,47,38,0 script Tire#6 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Tire#6";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_SLEEP,1000,0;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_SLEEP,2000,0;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_SLEEP,3000,0;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_SLEEP,4000,0;
+ }
+ end;
+}
+
+p_track01,56,36,0 script starting#2 -1,0,0,{
+ end;
+
+OnDisable:
+ enablenpc "Luk2#1";
+ enablenpc "Luk2#2";
+ enablenpc "Luk2#3";
+ enablenpc "Luk2#4";
+ enablenpc "Luk2#5";
+ enablenpc "Luk2#6";
+ enablenpc "Tire2#1";
+ enablenpc "Tire2#2";
+ enablenpc "Tire2#3";
+ enablenpc "Tire2#4";
+ enablenpc "Tire2#5";
+ enablenpc "Tire2#6";
+ set $@mr_1_luk2,0;
+ set $@mr_1_tire2,0;
+ end;
+
+OnInit:
+ disablenpc "starting#2";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 11) {
+ sc_start SC_WALKSPEED,5000,60;
+ }
+ else if (.@start > 10) && (.@start < 21) {
+ sc_start SC_WALKSPEED,5000,70;
+ }
+ else if (.@start > 20) && (.@start < 31) {
+ sc_start SC_WALKSPEED,5000,80;
+ }
+ else if (.@start > 30) && (.@start < 41) {
+ sc_start SC_WALKSPEED,5000,90;
+ }
+ else if (.@start > 40) && (.@start < 51) {
+ sc_start SC_WALKSPEED,5000,100;
+ }
+ else if (.@start > 50) && (.@start < 61) {
+ sc_start SC_WALKSPEED,5000,110;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_WALKSPEED,5000,120;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_WALKSPEED,5000,130;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_WALKSPEED,5000,140;
+ }
+ else {
+ sc_start SC_WALKSPEED,5000,150;
+ }
+ end;
+}
+
+p_track01,33,36,0 script Luk2#1 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Luk2#1";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_WALKSPEED,10000,110;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_WALKSPEED,10000,120;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_WALKSPEED,10000,130;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_WALKSPEED,10000,140;
+ }
+ else {
+ sc_start SC_WALKSPEED,10000,150;
+ }
+ end;
+}
+
+p_track01,37,36,0 script Luk2#2 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Luk2#2";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_WALKSPEED,10000,110;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_WALKSPEED,10000,120;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_WALKSPEED,10000,130;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_WALKSPEED,10000,140;
+ }
+ else {
+ sc_start SC_WALKSPEED,10000,150;
+ }
+ end;
+}
+
+p_track01,53,36,0 script Luk2#3 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Luk2#3";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_WALKSPEED,10000,110;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_WALKSPEED,10000,120;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_WALKSPEED,10000,130;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_WALKSPEED,10000,140;
+ }
+ else {
+ sc_start SC_WALKSPEED,10000,150;
+ }
+ end;
+}
+
+p_track01,45,36,0 script Luk2#4 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Luk2#4";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_WALKSPEED,10000,110;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_WALKSPEED,10000,120;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_WALKSPEED,10000,130;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_WALKSPEED,10000,140;
+ }
+ else {
+ sc_start SC_WALKSPEED,10000,150;
+ }
+ end;
+}
+
+p_track01,49,36,0 script Luk2#5 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Luk2#5";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_STUN,1000,0;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_STUN,2000,0;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_STUN,3000,0;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_STUN,4000,0;
+ }
+ end;
+}
+
+p_track01,41,36,0 script Luk2#6 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Luk2#6";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_STUN,1000,0;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_STUN,2000,0;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_STUN,3000,0;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_STUN,4000,0;
+ }
+ end;
+}
+
+p_track01,43,36,0 script Tire2#1 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Tire2#1";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_SLEEP,1000,0;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_SLEEP,2000,0;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_SLEEP,3000,0;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_SLEEP,4000,0;
+ }
+ end;
+}
+
+p_track01,39,36,0 script Tire2#2 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Tire2#2";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_SLEEP,1000,0;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_SLEEP,2000,0;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_SLEEP,3000,0;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_SLEEP,4000,0;
+ }
+ end;
+}
+
+p_track01,35,36,0 script Tire2#3 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Tire2#3";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_SLEEP,1000,0;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_SLEEP,2000,0;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_SLEEP,3000,0;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_SLEEP,4000,0;
+ }
+ end;
+}
+
+p_track01,55,36,0 script Tire2#4 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Tire2#4";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_SLEEP,1000,0;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_SLEEP,2000,0;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_SLEEP,3000,0;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_SLEEP,4000,0;
+ }
+ end;
+}
+
+p_track01,51,36,0 script Tire2#5 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Tire2#5";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_SLEEP,1000,0;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_SLEEP,2000,0;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_SLEEP,3000,0;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_SLEEP,4000,0;
+ }
+ end;
+}
+
+p_track01,47,36,0 script Tire2#6 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Tire2#6";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_SLEEP,1000,0;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_SLEEP,2000,0;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_SLEEP,3000,0;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_SLEEP,4000,0;
+ }
+ end;
+}
+
+p_track01,56,34,0 script starting#3 -1,0,0,{
+ end;
+
+OnDisable:
+ enablenpc "Luk3#1";
+ enablenpc "Luk3#2";
+ enablenpc "Luk3#3";
+ enablenpc "Luk3#4";
+ enablenpc "Luk3#5";
+ enablenpc "Luk3#6";
+ enablenpc "Tire3#1";
+ enablenpc "Tire3#2";
+ enablenpc "Tire3#3";
+ enablenpc "Tire3#4";
+ enablenpc "Tire3#5";
+ enablenpc "Tire3#6";
+ set $@mr_1_luk3,0;
+ set $@mr_1_tire3,0;
+ end;
+
+OnInit:
+ disablenpc "starting#3";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 11) {
+ sc_start SC_WALKSPEED,5000,60;
+ }
+ else if (.@start > 10) && (.@start < 21) {
+ sc_start SC_WALKSPEED,5000,70;
+ }
+ else if (.@start > 20) && (.@start < 31) {
+ sc_start SC_WALKSPEED,5000,80;
+ }
+ else if (.@start > 30) && (.@start < 41) {
+ sc_start SC_WALKSPEED,5000,90;
+ }
+ else if (.@start > 40) && (.@start < 51) {
+ sc_start SC_WALKSPEED,5000,100;
+ }
+ else if (.@start > 50) && (.@start < 61) {
+ sc_start SC_WALKSPEED,5000,110;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_WALKSPEED,5000,120;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_WALKSPEED,5000,130;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_WALKSPEED,5000,140;
+ }
+ else {
+ sc_start SC_WALKSPEED,5000,150;
+ }
+ end;
+}
+
+p_track01,33,34,0 script Luk3#1 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Luk3#1";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_WALKSPEED,10000,110;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_WALKSPEED,10000,120;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_WALKSPEED,10000,130;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_WALKSPEED,10000,140;
+ }
+ else {
+ sc_start SC_WALKSPEED,10000,150;
+ }
+ end;
+}
+
+p_track01,37,34,0 script Luk3#2 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Luk3#2";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_WALKSPEED,10000,110;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_WALKSPEED,10000,120;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_WALKSPEED,10000,130;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_WALKSPEED,10000,140;
+ }
+ else {
+ sc_start SC_WALKSPEED,10000,150;
+ }
+ end;
+}
+
+p_track01,53,34,0 script Luk3#3 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Luk3#3";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_WALKSPEED,10000,110;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_WALKSPEED,10000,120;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_WALKSPEED,10000,130;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_WALKSPEED,10000,140;
+ }
+ else {
+ sc_start SC_WALKSPEED,10000,150;
+ }
+ end;
+}
+
+p_track01,45,34,0 script Luk3#4 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Luk3#4";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_WALKSPEED,10000,110;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_WALKSPEED,10000,120;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_WALKSPEED,10000,130;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_WALKSPEED,10000,140;
+ }
+ else {
+ sc_start SC_WALKSPEED,10000,150;
+ }
+ end;
+}
+
+p_track01,49,34,0 script Luk3#5 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Luk3#5";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_STUN,1000,0;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_STUN,2000,0;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_STUN,3000,0;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_STUN,4000,0;
+ }
+ end;
+}
+
+p_track01,41,34,0 script Luk3#6 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Luk3#6";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_STUN,1000,0;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_STUN,2000,0;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_STUN,3000,0;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_STUN,4000,0;
+ }
+ end;
+}
+
+p_track01,43,34,0 script Tire3#1 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Tire3#1";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_SLEEP,1000,0;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_SLEEP,2000,0;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_SLEEP,3000,0;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_SLEEP,4000,0;
+ }
+ end;
+}
+
+p_track01,39,34,0 script Tire3#2 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Tire3#2";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_SLEEP,1000,0;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_SLEEP,2000,0;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_SLEEP,3000,0;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_SLEEP,4000,0;
+ }
+ end;
+}
+
+p_track01,35,34,0 script Tire3#3 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Tire3#3";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_SLEEP,1000,0;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_SLEEP,2000,0;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_SLEEP,3000,0;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_SLEEP,4000,0;
+ }
+ end;
+}
+
+p_track01,55,34,0 script Tire3#4 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Tire3#4";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_SLEEP,1000,0;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_SLEEP,2000,0;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_SLEEP,3000,0;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_SLEEP,4000,0;
+ }
+ end;
+}
+
+p_track01,51,34,0 script Tire3#5 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Tire3#5";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_SLEEP,1000,0;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_SLEEP,2000,0;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_SLEEP,3000,0;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_SLEEP,4000,0;
+ }
+ end;
+}
+
+p_track01,47,34,0 script Tire3#6 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Tire3#6";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_SLEEP,1000,0;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_SLEEP,2000,0;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_SLEEP,3000,0;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_SLEEP,4000,0;
+ }
+ end;
+}
+
+p_track01,56,32,0 script starting#4 -1,0,0,{
+ end;
+
+OnDisable:
+ enablenpc "starting#4";
+ enablenpc "Luk4#1";
+ enablenpc "Luk4#2";
+ enablenpc "Luk4#3";
+ enablenpc "Luk4#4";
+ enablenpc "Luk4#5";
+ enablenpc "Luk4#6";
+ enablenpc "Tire4#1";
+ enablenpc "Tire4#2";
+ enablenpc "Tire4#3";
+ enablenpc "Tire4#4";
+ enablenpc "Tire4#5";
+ enablenpc "Tire4#6";
+ set $@mr_1_luk4,0;
+ set $@mr_1_tire4,0;
+ end;
+
+OnInit:
+ disablenpc "starting#4";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 11) {
+ sc_start SC_WALKSPEED,5000,60;
+ }
+ else if (.@start > 10) && (.@start < 21) {
+ sc_start SC_WALKSPEED,5000,70;
+ }
+ else if (.@start > 20) && (.@start < 31) {
+ sc_start SC_WALKSPEED,5000,80;
+ }
+ else if (.@start > 30) && (.@start < 41) {
+ sc_start SC_WALKSPEED,5000,90;
+ }
+ else if (.@start > 40) && (.@start < 51) {
+ sc_start SC_WALKSPEED,5000,100;
+ }
+ else if (.@start > 50) && (.@start < 61) {
+ sc_start SC_WALKSPEED,5000,110;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_WALKSPEED,5000,120;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_WALKSPEED,5000,130;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_WALKSPEED,5000,140;
+ }
+ else {
+ sc_start SC_WALKSPEED,5000,150;
+ }
+ end;
+}
+
+p_track01,33,32,0 script Luk4#1 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Luk4#1";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_WALKSPEED,10000,110;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_WALKSPEED,10000,120;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_WALKSPEED,10000,130;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_WALKSPEED,10000,140;
+ }
+ else {
+ sc_start SC_WALKSPEED,10000,150;
+ }
+ end;
+}
+
+p_track01,37,32,0 script Luk4#2 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Luk4#2";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_WALKSPEED,10000,110;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_WALKSPEED,10000,120;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_WALKSPEED,10000,130;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_WALKSPEED,10000,140;
+ }
+ else {
+ sc_start SC_WALKSPEED,10000,150;
+ }
+ end;
+}
+
+p_track01,53,32,0 script Luk4#3 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Luk4#3";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_WALKSPEED,10000,110;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_WALKSPEED,10000,120;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_WALKSPEED,10000,130;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_WALKSPEED,10000,140;
+ }
+ else {
+ sc_start SC_WALKSPEED,10000,150;
+ }
+ end;
+}
+
+p_track01,45,32,0 script Luk4#4 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Luk4#4";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_WALKSPEED,10000,110;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_WALKSPEED,10000,120;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_WALKSPEED,10000,130;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_WALKSPEED,10000,140;
+ }
+ else {
+ sc_start SC_WALKSPEED,10000,150;
+ }
+ end;
+}
+
+p_track01,49,32,0 script Luk4#5 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Luk4#5";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_STUN,1000,0;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_STUN,2000,0;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_STUN,3000,0;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_STUN,4000,0;
+ }
+ end;
+}
+
+p_track01,41,32,0 script Luk4#6 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Luk4#6";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_STUN,1000,0;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_STUN,2000,0;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_STUN,3000,0;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_STUN,4000,0;
+ }
+ end;
+}
+
+p_track01,43,32,0 script Tire4#1 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Tire4#1";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_SLEEP,1000,0;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_SLEEP,2000,0;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_SLEEP,3000,0;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_SLEEP,4000,0;
+ }
+ end;
+}
+
+p_track01,39,32,0 script Tire4#2 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Tire4#2";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_SLEEP,1000,0;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_SLEEP,2000,0;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_SLEEP,3000,0;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_SLEEP,4000,0;
+ }
+ end;
+}
+
+p_track01,35,32,0 script Tire4#3 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Tire4#3";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_SLEEP,1000,0;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_SLEEP,2000,0;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_SLEEP,3000,0;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_SLEEP,4000,0;
+ }
+ end;
+}
+
+p_track01,55,32,0 script Tire4#4 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Tire4#4";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_SLEEP,1000,0;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_SLEEP,2000,0;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_SLEEP,3000,0;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_SLEEP,4000,0;
+ }
+ end;
+}
+
+p_track01,51,32,0 script Tire4#5 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Tire4#5";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_SLEEP,1000,0;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_SLEEP,2000,0;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_SLEEP,3000,0;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_SLEEP,4000,0;
+ }
+ end;
+}
+
+p_track01,47,32,0 script Tire4#6 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Tire4#6";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_SLEEP,1000,0;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_SLEEP,2000,0;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_SLEEP,3000,0;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_SLEEP,4000,0;
+ }
+ end;
+}
+
+p_track01,56,30,0 script starting#5 -1,0,0,{
+ end;
+
+OnDisable:
+ enablenpc "Luk5#1";
+ enablenpc "Luk5#2";
+ enablenpc "Luk5#3";
+ enablenpc "Luk5#4";
+ enablenpc "Luk5#5";
+ enablenpc "Luk5#6";
+ enablenpc "Tire5#1";
+ enablenpc "Tire5#2";
+ enablenpc "Tire5#3";
+ enablenpc "Tire5#4";
+ enablenpc "Tire5#5";
+ enablenpc "Tire5#6";
+ set $@mr_1_luk5,0;
+ set $@mr_1_tire5,0;
+ end;
+
+OnInit:
+ disablenpc "starting#5";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 11) {
+ sc_start SC_WALKSPEED,5000,60;
+ }
+ else if (.@start > 10) && (.@start < 21) {
+ sc_start SC_WALKSPEED,5000,70;
+ }
+ else if (.@start > 20) && (.@start < 31) {
+ sc_start SC_WALKSPEED,5000,80;
+ }
+ else if (.@start > 30) && (.@start < 41) {
+ sc_start SC_WALKSPEED,5000,90;
+ }
+ else if (.@start > 40) && (.@start < 51) {
+ sc_start SC_WALKSPEED,5000,100;
+ }
+ else if (.@start > 50) && (.@start < 61) {
+ sc_start SC_WALKSPEED,5000,110;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_WALKSPEED,5000,120;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_WALKSPEED,5000,130;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_WALKSPEED,5000,140;
+ }
+ else {
+ sc_start SC_WALKSPEED,5000,150;
+ }
+ end;
+}
+
+p_track01,33,30,0 script Luk5#1 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Luk5#1";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_WALKSPEED,10000,110;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_WALKSPEED,10000,120;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_WALKSPEED,10000,130;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_WALKSPEED,10000,140;
+ }
+ else {
+ sc_start SC_WALKSPEED,10000,150;
+ }
+ end;
+}
+
+p_track01,37,30,0 script Luk5#2 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Luk5#2";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_WALKSPEED,10000,110;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_WALKSPEED,10000,120;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_WALKSPEED,10000,130;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_WALKSPEED,10000,140;
+ }
+ else {
+ sc_start SC_WALKSPEED,10000,150;
+ }
+ end;
+}
+
+p_track01,53,30,0 script Luk5#3 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Luk5#3";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_WALKSPEED,10000,110;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_WALKSPEED,10000,120;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_WALKSPEED,10000,130;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_WALKSPEED,10000,140;
+ }
+ else {
+ sc_start SC_WALKSPEED,10000,150;
+ }
+ end;
+}
+
+p_track01,45,30,0 script Luk5#4 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Luk5#4";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_WALKSPEED,10000,110;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_WALKSPEED,10000,120;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_WALKSPEED,10000,130;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_WALKSPEED,10000,140;
+ }
+ else {
+ sc_start SC_WALKSPEED,10000,150;
+ }
+ end;
+}
+
+p_track01,49,30,0 script Luk5#5 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Luk5#5";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_STUN,1000,0;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_STUN,2000,0;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_STUN,3000,0;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_STUN,4000,0;
+ }
+ end;
+}
+
+p_track01,41,30,0 script Luk5#6 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Luk5#6";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_STUN,1000,0;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_STUN,2000,0;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_STUN,3000,0;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_STUN,4000,0;
+ }
+ end;
+}
+
+p_track01,43,30,0 script Tire5#1 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Tire5#1";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_SLEEP,1000,0;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_SLEEP,2000,0;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_SLEEP,3000,0;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_SLEEP,4000,0;
+ }
+ end;
+}
+
+p_track01,39,30,0 script Tire5#2 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Tire5#2";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_SLEEP,1000,0;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_SLEEP,2000,0;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_SLEEP,3000,0;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_SLEEP,4000,0;
+ }
+ end;
+}
+
+p_track01,35,30,0 script Tire5#3 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Tire5#3";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_SLEEP,1000,0;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_SLEEP,2000,0;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_SLEEP,3000,0;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_SLEEP,4000,0;
+ }
+ end;
+}
+
+p_track01,55,30,0 script Tire5#4 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Tire5#4";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_SLEEP,1000,0;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_SLEEP,2000,0;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_SLEEP,3000,0;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_SLEEP,4000,0;
+ }
+ end;
+}
+
+p_track01,51,30,0 script Tire5#5 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Tire5#5";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_SLEEP,1000,0;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_SLEEP,2000,0;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_SLEEP,3000,0;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_SLEEP,4000,0;
+ }
+ end;
+}
+
+p_track01,47,30,0 script Tire5#6 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Tire5#6";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_SLEEP,1000,0;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_SLEEP,2000,0;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_SLEEP,3000,0;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_SLEEP,4000,0;
+ }
+ end;
+}
+
+p_track01,56,28,0 script starting#6 -1,0,0,{
+ end;
+
+OnDisable:
+ enablenpc "Luk6#1";
+ enablenpc "Luk6#2";
+ enablenpc "Luk6#3";
+ enablenpc "Luk6#4";
+ enablenpc "Luk6#5";
+ enablenpc "Luk6#6";
+ enablenpc "Tire6#1";
+ enablenpc "Tire6#2";
+ enablenpc "Tire6#3";
+ enablenpc "Tire6#4";
+ enablenpc "Tire6#5";
+ enablenpc "Tire6#6";
+ set $@mr_1_luk6,0;
+ set $@mr_1_tire6,0;
+ end;
+
+OnInit:
+ disablenpc "starting#6";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 11) {
+ sc_start SC_WALKSPEED,5000,60;
+ }
+ else if (.@start > 10) && (.@start < 21) {
+ sc_start SC_WALKSPEED,5000,70;
+ }
+ else if (.@start > 20) && (.@start < 31) {
+ sc_start SC_WALKSPEED,5000,80;
+ }
+ else if (.@start > 30) && (.@start < 41) {
+ sc_start SC_WALKSPEED,5000,90;
+ }
+ else if (.@start > 40) && (.@start < 51) {
+ sc_start SC_WALKSPEED,5000,100;
+ }
+ else if (.@start > 50) && (.@start < 61) {
+ sc_start SC_WALKSPEED,5000,110;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_WALKSPEED,5000,120;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_WALKSPEED,5000,130;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_WALKSPEED,5000,140;
+ }
+ else {
+ sc_start SC_WALKSPEED,5000,150;
+ }
+ end;
+}
+
+p_track01,33,28,0 script Luk6#1 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Luk6#1";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_WALKSPEED,10000,110;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_WALKSPEED,10000,120;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_WALKSPEED,10000,130;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_WALKSPEED,10000,140;
+ }
+ else {
+ sc_start SC_WALKSPEED,10000,150;
+ }
+ end;
+}
+
+p_track01,37,28,0 script Luk6#2 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Luk6#2";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_WALKSPEED,10000,110;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_WALKSPEED,10000,120;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_WALKSPEED,10000,130;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_WALKSPEED,10000,140;
+ }
+ else {
+ sc_start SC_WALKSPEED,10000,150;
+ }
+ end;
+}
+
+p_track01,53,28,0 script Luk6#3 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Luk6#3";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_WALKSPEED,10000,110;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_WALKSPEED,10000,120;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_WALKSPEED,10000,130;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_WALKSPEED,10000,140;
+ }
+ else {
+ sc_start SC_WALKSPEED,10000,150;
+ }
+ end;
+}
+
+p_track01,45,28,0 script Luk6#4 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Luk6#4";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_WALKSPEED,10000,110;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_WALKSPEED,10000,120;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_WALKSPEED,10000,130;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_WALKSPEED,10000,140;
+ }
+ else {
+ sc_start SC_WALKSPEED,10000,150;
+ }
+ end;
+}
+
+p_track01,49,28,0 script Luk6#5 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Luk6#5";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_STUN,1000,0;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_STUN,2000,0;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_STUN,3000,0;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_STUN,4000,0;
+ }
+ end;
+}
+
+p_track01,41,28,0 script Luk6#6 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Luk6#6";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_STUN,1000,0;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_STUN,2000,0;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_STUN,3000,0;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_STUN,4000,0;
+ }
+ end;
+}
+
+p_track01,43,28,0 script Tire6#1 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Tire6#1";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_SLEEP,1000,0;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_SLEEP,2000,0;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_SLEEP,3000,0;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_SLEEP,4000,0;
+ }
+ end;
+}
+
+p_track01,39,28,0 script Tire6#2 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Tire6#2";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_SLEEP,1000,0;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_SLEEP,2000,0;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_SLEEP,3000,0;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_SLEEP,4000,0;
+ }
+ end;
+}
+
+p_track01,35,28,0 script Tire6#3 -1,0,0,{
+ end;
+OnInit:
+ disablenpc "Tire6#3";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_SLEEP,1000,0;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_SLEEP,2000,0;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_SLEEP,3000,0;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_SLEEP,4000,0;
+ }
+ end;
+}
+
+p_track01,55,28,0 script Tire6#4 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Tire6#4";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_SLEEP,1000,0;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_SLEEP,2000,0;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_SLEEP,3000,0;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_SLEEP,4000,0;
+ }
+ end;
+}
+
+p_track01,51,28,0 script Tire6#5 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Tire6#5";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_SLEEP,1000,0;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_SLEEP,2000,0;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_SLEEP,3000,0;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_SLEEP,4000,0;
+ }
+ end;
+}
+
+p_track01,47,28,0 script Tire6#6 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Tire6#6";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_SLEEP,1000,0;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_SLEEP,2000,0;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_SLEEP,3000,0;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_SLEEP,4000,0;
+ }
+ end;
+}
+
+//============================================================
+// Monstrer Race - Dual Monster Race
+//============================================================
+hugel,47,56,0 script #race_timer2-1 -1,{
+OnInit:
+ enablenpc "#race_timer2-1";
+ set $@mon_time_2_1,2;
+ initnpctimer;
+ end;
+
+OnEnable:
+ enablenpc "#race_timer2-1";
+ set $@mon_time_2_1,2;
+ initnpctimer;
+ end;
+
+OnDisable:
+ disablenpc "#race_timer2-1";
+ stopnpctimer;
+ end;
+
+OnTimer10000:
+ mapannounce "hugel","The Dual Monster Race will soon begin. We hope to see many of you participate!",bc_map,"0xffb6c1";
+ end;
+
+OnTimer30000:
+ mapannounce "hugel","The Dual Monster Race Arena has just opened.",bc_map,"0xffb6c1";
+ set $@mon_time_2_1,1;
+ donpcevent "#race_timer2-2::OnEnable";
+ enablenpc "Ticket Helper#2";
+ donpcevent "TrapGlobal#race02::OnEnable";
+ end;
+
+OnTimer90000:
+ mapannounce "hugel","The Dual Monster Race arena is now open. Participants should enter the Arena as soon as they can.",bc_map,"0xffb6c1";
+ end;
+
+OnTimer210000:
+ mapannounce "hugel","The entrance to the Dual Monster Race Arena will close shortly. Participants, please enter the arena now.",bc_map,"0xffb6c1";
+ end;
+
+OnTimer270000:
+ mapannounce "hugel","The Dual Monster Race Arena's entrance will soon close.",bc_map,"0xffb6c1";
+ end;
+
+OnTimer272000:
+ mapannounce "hugel","Participants, please enter the Arena before the doors close.",bc_map,"0xffb6c1";
+ end;
+
+OnTimer330000:
+ mapannounce "hugel","The race is now starting. If you missed your chance to enter this race, please try again next time~!",bc_map,"0xffb6c1";
+ set $@mon_time_2_1,0;
+ donpcevent "#race_timer2-1::OnDisable";
+ stopnpctimer;
+ end;
+}
+
+p_track02,42,23,0 script #race_timer2-2 -1,{
+OnInit:
+ disablenpc "#race_timer2-2";
+ set $@mon_time_2_2,0;
+ end;
+
+OnEnable:
+ enablenpc "#race_timer2-2";
+ set $@mon_time_2_2,0;
+ initnpctimer;
+ end;
+
+OnDisable:
+ disablenpc "#race_timer2-2";
+ stopnpctimer;
+ end;
+
+OnTimer5000:
+ mapannounce "p_track02","Welcome to the Monster Race Arena.",bc_map,"0x87ceeb";
+ end;
+
+OnTimer7000:
+ mapannounce "p_track02","Feel free to inquire at the help desk whenever you have questions.",bc_map,"0x87ceeb";
+ end;
+
+OnTimer120000:
+ mapannounce "p_track02","The Dual Monster Race will start in 3 minutes.",bc_map,"0x87ceeb";
+ end;
+
+OnTimer122000:
+ mapannounce "p_track02","Please ask a Ticket Helper if you wish to wager on the race.",bc_map,"0x87ceeb";
+ end;
+
+OnTimer240000:
+ mapannounce "p_track02","The Dual Monster Race will start shortly.",bc_map,"0x87ceeb";
+ end;
+
+OnTimer242000:
+ mapannounce "p_track02","Please ask a Ticket Helper if you wish to wager on the race.",bc_map,"0x87ceeb";
+ end;
+
+OnTimer300000:
+ mapannounce "p_track02","The Monster Race is starting now. Good luck, everybody!",bc_map,"0x87ceeb";
+ set $@mon_time_2_2,1;
+ set $@mon_race_2_1,0;
+ set $@mon_race_2_2,0;
+ disablenpc "Ticket Helper#2";
+ donpcevent "#poring1::OnEnable";
+ donpcevent "#lunatic1::OnEnable";
+ donpcevent "#savagebebe1::OnEnable";
+ donpcevent "#desertwolf1::OnEnable";
+ donpcevent "#deviruchi1::OnEnable";
+ donpcevent "#baphomet1::OnEnable";
+ stopnpctimer;
+ end;
+}
+
+p_track02,80,43,0 script #race_timer2-3 -1,{
+OnInit:
+ disablenpc "#race_timer2-3";
+ end;
+
+OnEnable:
+ enablenpc "#race_timer2-3";
+ initnpctimer;
+ end;
+
+OnDisable:
+ disablenpc "#race_timer2-3";
+ stopnpctimer;
+ end;
+
+OnTimer3000:
+ mapannounce "p_track02","The Monster Race is finished! Congratulations to all the winners!",bc_map,"0xFFFF00";
+ end;
+
+OnTimer6000:
+ mapannounce "p_track02","Please give your Racing Ticket to the Medal Distributor if you bet on the winning monster.",bc_map,"0xFFFF00";
+ end;
+
+OnTimer9000:
+ mapannounce "p_track02","You have 5 minutes to exchange a winning ticket for Prize Medals from the Medal Distributor.",bc_map,"0xFFFF00";
+ end;
+
+OnTimer12000:
+ mapannounce "p_track02","All tickets become void after this 5 minute period, so winners should claim their prize now.",bc_map,"0xFFFF00";
+ end;
+
+OnTimer15000:
+ mapannounce "p_track02","Please leave the Race Arena before this 5 minute period elapses. Thank you.",bc_map,"0xFFFF00";
+ end;
+
+OnTimer240000:
+ mapannounce "p_track02","Attention. We will being preparing for the next race shortly...",bc_map,"0xFFFF00";
+ end;
+
+OnTimer243000:
+ mapannounce "p_track02","We will close the Racing Arena in 1 minute to prepare for the next race.",bc_map,"0xFFFF00";
+ end;
+
+OnTimer246000:
+ mapannounce "p_track02","Participants in the last race should leave the arena as soon as possible.",bc_map,"0xFFFF00";
+ end;
+
+OnTimer249000:
+ mapannounce "p_track02","Thank you for your cooperation.",bc_map,"0xFFFF00";
+ end;
+
+OnTimer252000:
+ mapannounce "p_track02","We hope that you enjoyed the Monster Race arena. Come back again soon~",bc_map,"0xFFFF00";
+ end;
+
+OnTimer300000:
+ mapwarp "p_track02","hugel",63,73;
+ enablenpc "Medal Distributor#medal";
+ donpcevent "#race_timer2-1::OnEnable";
+ set $@mon_race_2_1,0;
+ set $@mon_race_2_2,0;
+ donpcevent "#race_timer2-3::OnDisable";
+ stopnpctimer;
+ end;
+}
+
+hugel,62,69,1 script Eckar Erenes#double 798,{
+ mes "[Eckar Erenes]";
+ mes "Welcome to the";
+ mes "Monster Race Arena,";
+ mes "the pride and joy of";
+ mes "the village of Hugel!";
+ mes "How may I help you?";
+ next;
+ switch(select("Monster Race Info:Enter Monster Race")) {
+ case 1:
+ mes "[Eckar Erenes]";
+ mes "Monster Races originated from";
+ mes "simple children's games in which";
+ mes "Cute Pets would race against each other. This grew into an adult";
+ mes "pastime that is so popular, we've built a racing arena in Hugel.";
+ next;
+ mes "[Eckar Erenes]";
+ mes "Our Monster Race Arena hosts";
+ mes "two types of monster races. First, we have the Single Monster Race,";
+ mes "in which those that wagered on the 1st place monster are rewarded.";
+ next;
+ mes "[Eckar Erenes]";
+ mes "Then, we have the Dual Monster";
+ mes "Race in which the house odds and rewards are greater than in Single";
+ mes "Monster Races: you must wager on 2 monsters, and they must place in";
+ mes "1st and 2nd for you to win.";
+ next;
+ mes "[Eckar Erenes]";
+ mes "Although a small entrance";
+ mes "fee is required, we only use";
+ mes "the money to give rewards to";
+ mes "participants and maintain this";
+ mes "arena. Therefore, we're not";
+ mes "profiting from this enterprise.";
+ next;
+ mes "[Eckar Erenes]";
+ mes "Also, we prohibit others";
+ mes "from making personal bets";
+ mes "and wagers, using items and";
+ mes "zeny, based on the outcomes";
+ mes "of these races. That kind of";
+ mes "gambling is illegal here...";
+ next;
+ mes "[Eckar Erenes]";
+ mes "Once you enter the Race Arena, you will receive a Racing Ticket.";
+ mes "Keep in mind that winning Racing Tickets can only be exchanged for";
+ mes "Prize Medals during a 5 minute window after the end of the race.";
+ next;
+ break;
+ case 2:
+ break;
+ }
+ mes "[Eckar Erenes]";
+ mes "The entrance fee for all races";
+ mes "in the Monster Race Arena is";
+ mes "2,000 zeny. If you'd like to wager on a Single Monster Race,";
+ mes "then please ask my brother";
+ mes "Ellebird to help you.";
+ next;
+ mes "[Eckar Erenes]";
+ mes "Otherwise, I'll help get you";
+ mes "started if you're interested";
+ mes "in a Dual Monster Race.";
+ mes "Would you like to wager";
+ mes "on a Dual Monster Race?";
+ next;
+ switch(select("Yes, please.:No, thanks.")) {
+ case 1:
+ if (checkweight(909,700) == 0) {
+ mes "[Eckar Erenes]";
+ mes "Hmm... You're toting";
+ mes "too many things with you";
+ mes "right now. You better put";
+ mes "some of your stuff away in";
+ mes "Kafra Storage before you can";
+ mes "wager on any monster races...";
+ close;
+ }
+ if (Zeny > 1999) {
+ if (countitem(7514) > 0) {
+ mes "[Eckar Erenes]";
+ mes "Hm? What are you doing";
+ mes "with an expired Racing Ticket?";
+ mes "Well, I better get rid of it for you before it can get mixed up";
+ mes "with your new Racing Ticket.";
+ delitem 7514,1; //Monster_Ticket
+ next;
+ if ($@mon_time_2_1 == 1) {
+ mes "[Eckar Erenes]";
+ mes "Alright, I think you";
+ mes "should be all set. I hope";
+ mes "that you enjoy the race~";
+ mes "Let me guide you inside";
+ mes "the Monster Race Arena now.";
+ set zeny,zeny-2000;
+ set monster_race_2_1,0;
+ set monster_race_2_2,0;
+ close2;
+ warp "p_track02",75,41;
+ end;
+ }
+ else if ($@mon_time_2_1 == 2) {
+ mes "[Eckar Erenes]";
+ mes "We're still finishing our";
+ mes "preparations for the next";
+ mes "Double Monster Race, so";
+ mes "we ask that you please";
+ mes "wait a little while longer...";
+ close;
+ }
+ else {
+ if (($@mon_time_2_1 == 0) || ($@mon_time_2_2 == 0)) {
+ mes "[Eckar Erenes]";
+ mes "Right now, a Monster Race";
+ mes "is in progress. It's too late to place a wager, but if you'd like";
+ mes "to watch, the fee is 500 zeny";
+ mes "for spectators. Would you like to enter the Monster Race Arena?";
+ next;
+ switch(select("Enter:Cancel")) {
+ case 1:
+ if (Zeny > 499) {
+ mes "[Eckar Erenes]";
+ mes "Thank you~";
+ mes "I hope you enjoy";
+ mes "watching this race!";
+ set zeny,zeny-500;
+ set monster_race_2_1,0;
+ set monster_race_2_2,0;
+ close2;
+ warp "p_track02",75,41;
+ end;
+ }
+ else {
+ mes "[Eckar Erenes]";
+ mes "I'm sorry, but you don't";
+ mes "have enough money to pay";
+ mes "the 500 zeny spectator fee.";
+ close;
+ }
+ case 2:
+ mes "[Eckar Erenes]";
+ mes "Alright, then. If you'd like";
+ mes "to wager on a monster";
+ mes "race, please wait for the";
+ mes "current race to finish. I hope";
+ mes "that you enjoy your time here";
+ mes "in the Monster Race Arena~";
+ close;
+ }
+ }
+ else {
+ mes "[Eckar Erenes]";
+ mes "I'm sorry, but a monster";
+ mes "race has just ended, so we're";
+ mes "having the 5 minute period in";
+ mes "which the winners can claim";
+ mes "their Prize Medals. The gate";
+ mes "will open soon, so please wait.";
+ close;
+ }
+ }
+ }
+ else {
+ if ($@mon_time_2_1 == 1) {
+ mes "[Eckar Erenes]";
+ mes "Thanks, I hope that";
+ mes "you enjoy this race.";
+ mes "Let me guide you now";
+ mes "to the Monster Race Arena.";
+ set zeny,zeny-2000;
+ set monster_race_2_1,0;
+ set monster_race_2_2,0;
+ close2;
+ warp "p_track02",75,41;
+ end;
+ }
+ else if ($@mon_time_2_1 == 2) {
+ mes "[Eckar Erenes]";
+ mes "We're still finishing our";
+ mes "preparations for the next";
+ mes "Double Monster Race, so";
+ mes "we ask that you please";
+ mes "wait a little while longer...";
+ close;
+ }
+ else {
+ if (($@mon_time_2_1 == 0) || ($@mon_time_2_2 == 0)) {
+ mes "[Eckar Erenes]";
+ mes "Right now, a Monster Race";
+ mes "is in progress. It's too late to place a wager, but if you'd like";
+ mes "to watch, the fee is 500 zeny";
+ mes "for spectators. Would you like to enter the Monster Race Arena?";
+ next;
+ switch(select("Enter:Cancel")) {
+ case 1:
+ if (Zeny > 499) {
+ mes "[Eckar Erenes]";
+ mes "Thank you~";
+ mes "I hope you enjoy";
+ mes "watching this race!";
+ set zeny,zeny-500;
+ set monster_race_2_1,0;
+ set monster_race_2_2,0;
+ close2;
+ warp "p_track02",75,41;
+ end;
+ }
+ else {
+ mes "[Eckar Erenes]";
+ mes "I'm sorry, but you don't";
+ mes "have enough money to pay";
+ mes "the 500 zeny spectator fee.";
+ close;
+ }
+ case 2:
+ mes "[Eckar Erenes]";
+ mes "Alright, then. If you'd like";
+ mes "to wager on a monster";
+ mes "race, please wait for the";
+ mes "current race to finish. I hope";
+ mes "that you enjoy your time here";
+ mes "in the Monster Race Arena~";
+ close;
+ }
+ }
+ else {
+ mes "[Eckar Erenes]";
+ mes "I'm sorry, but a monster";
+ mes "race has just ended, so we're";
+ mes "having the 5 minute period in";
+ mes "which the winners can claim";
+ mes "their Prize Medals. The gate";
+ mes "will open soon, so please wait.";
+ close;
+ }
+ }
+ }
+ }
+ else {
+ mes "[Eckar Erenes]";
+ mes "I'm sorry, but you";
+ mes "don't have enough";
+ mes "money to pay the";
+ mes "2,000 zeny entrance fee. ";
+ close;
+ }
+ case 2:
+ mes "[Eckar Erenes]";
+ mes "Very well. I hope that";
+ mes "you enjoy your time here";
+ mes "in the Monster Race Arena~";
+ close;
+ }
+}
+
+p_track02,73,22,1 script Ticket Helper#2 899,{
+ if (checkweight(908,200) == 0) {
+ mes "[Ticket Helper]";
+ mes "Welcome to the";
+ mes "Monster Race Arena.";
+ mes "If you'd like to participate";
+ mes "in the ^3131FFDouble Monster Race^000000,";
+ mes "then please select 1 out of";
+ mes "the 6 monsters from the list.";
+ next;
+ mes "[Ticket Helper]";
+ mes "Wait, wait...";
+ mes "I can't give you";
+ mes "anything right now.";
+ mes "You're carrying way";
+ mes "too many things...";
+ close;
+ }
+ if ((monster_race_2_1 == 0) && (monster_race_2_2 == 0)) {
+ mes "[Ticket Helper]";
+ mes "Hello there!";
+ mes "Interested in wagering on";
+ mes "the Dual Monster Race?";
+ mes "I'm here to help you if you've";
+ mes "got any questions, or if you";
+ mes "want to place your wager.";
+ next;
+ switch(select("Check Monster Status:Wager on Race:Monster Race?:Cancel")) {
+ case 1:
+ mes "Monster 1 [^CC6600Luck^000000: " + $@mon_r02_Luk1 + "] [^EE0000HP^000000: " + $@mon_r02_tire1 + "]";
+ mes "Monster 2 [^CC6600Luck^000000: " + $@mon_r02_Luk2 + "] [^EE0000HP^000000: " + $@mon_r02_Tire2 + "]";
+ mes "Monster 3 [^CC6600Luck^000000: " + $@mon_r02_Luk3 + "] [^EE0000HP^000000: " + $@mon_r02_Tire3 + "]";
+ mes "Monster 4 [^CC6600Luck^000000: " + $@mon_r02_Luk4 + "] [^EE0000HP^000000: " + $@mon_r02_Tire4 + "]";
+ mes "Monster 5 [^CC6600Luck^000000: " + $@mon_r02_Luk5 + "] [^EE0000HP^000000: " + $@mon_r02_Tire5 + "]";
+ mes "Monster 6 [^CC6600Luck^000000: " + $@mon_r02_Luk6 + "] [^EE0000HP^000000: " + $@mon_r02_Tire6 + "]";
+ close;
+ case 2:
+ mes "[Ticket Helper]";
+ mes "Alright, please choose which";
+ mes "two monsters that you think";
+ mes "will win 1st and 2nd place.";
+ mes "If both your monsters come";
+ mes "in 1st and 2nd, in any order,";
+ mes "you'll win the wager.";
+ next;
+ mes "[Ticket Helper]";
+ mes "Now, please tell me";
+ mes "your first choice for one";
+ mes "of the monsters that";
+ mes "will win this race.";
+ next;
+ switch(select("Monster 1:Monster 2:Monster 3:Monster 4:Monster 5:Monster 6")) {
+ case 1:
+ mes "[Ticket Helper]";
+ mes "You've chosen";
+ mes "^0000FFMonster 1^000000, a friendly";
+ mes "Poring type monster.";
+ mes "Are you sure you want";
+ mes "to choose this monster?";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ mes "[Ticket Helper]";
+ mes "Now, please make";
+ mes "your second choice";
+ mes "for the monster that";
+ mes "you think will place";
+ mes "1st or 2nd in this race.";
+ next;
+ switch(select("Monster 2:Monster 3:Monster 4:Monster 5:Monster 6")) {
+ case 1:
+ mes "[Ticket Helper]";
+ mes "You've chosen";
+ mes "^0000FFMonster 2^000000, an adorable";
+ mes "Lunatic type monster.";
+ mes "Are you sure you want";
+ mes "to choose this monster?";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ if ($@mon_time_2_2 == 0) {
+ mes "[Ticket Helper]";
+ mes "You've wagered on";
+ mes "^0000FFMonster 1^000000 and ^0000FFMonster 2^000000";
+ mes "to win this race. Good luck!";
+ mes "I really hope that the odds";
+ mes "work out in your favor~";
+ emotion e_kis;
+ set monster_race_2_1,1;
+ set monster_race_2_2,2;
+ getitem 7514,1; //Monster_Ticket
+ close;
+ }
+ else {
+ mes "[Ticket Helper]";
+ mes "I'm very sorry, but a";
+ mes "monster race is underway.";
+ mes "Please wait, and then place";
+ mes "your wager for the next race.";
+ close;
+ }
+ case 2:
+ mes "[Ticket Helper]";
+ mes "You have canceled";
+ mes "your wager. Okay,";
+ mes "I understand. Perhaps";
+ mes "you'd feel more comfortable";
+ mes "checking the monsters first?";
+ close;
+ }
+ case 2:
+ mes "[Ticket Helper]";
+ mes "You've chosen";
+ mes "^0000FFMonster 3^000000, a darling";
+ mes "Savage Bebe monster.";
+ mes "Are you sure you want";
+ mes "to choose this monster?";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ if ($@mon_time_2_2 == 0) {
+ mes "[Ticket Helper]";
+ mes "You've wagered on";
+ mes "^0000FFMonster 1^000000 and ^0000FFMonster 3^000000";
+ mes "to win this race. Good luck!";
+ mes "I really hope that the odds";
+ mes "work out in your favor~";
+ emotion e_kis;
+ set monster_race_2_1,1;
+ set monster_race_2_2,3;
+ getitem 7514,1; //Monster_Ticket
+ close;
+ }
+ else {
+ mes "[Ticket Helper]";
+ mes "I'm very sorry, but a";
+ mes "monster race is underway.";
+ mes "Please wait, and then place";
+ mes "your wager for the next race.";
+ close;
+ }
+ case 2:
+ mes "[Ticket Helper]";
+ mes "You have canceled";
+ mes "your wager. Okay,";
+ mes "I understand. Perhaps";
+ mes "you'd feel more comfortable";
+ mes "checking the monsters first?";
+ close;
+ }
+ case 3:
+ mes "[Ticket Helper]";
+ mes "You've chosen";
+ mes "^0000FFMonster 4^000000, a gentle Baby";
+ mes "Desert Wolf monster.";
+ mes "Are you sure you want";
+ mes "to choose this monster?";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ if ($@mon_time_2_2 == 0) {
+ mes "[Ticket Helper]";
+ mes "You've chosen";
+ mes "^0000FFMonster 1^000000 and";
+ mes "^0000FFMonster 4^000000.";
+ mes "I wish you good luck.";
+ emotion e_kis;
+ set monster_race_2_1,1;
+ set monster_race_2_2,4;
+ getitem 7514,1; //Monster_Ticket
+ close;
+ }
+ else {
+ mes "[Ticket Helper]";
+ mes "I'm very sorry, but a";
+ mes "monster race is underway.";
+ mes "Please wait, and then place";
+ mes "your wager for the next race.";
+ close;
+ }
+ break;
+ case 2:
+ mes "[Ticket Helper]";
+ mes "You have canceled";
+ mes "your wager. Okay,";
+ mes "I understand. Perhaps";
+ mes "you'd feel more comfortable";
+ mes "checking the monsters first?";
+ close;
+ }
+ case 4:
+ mes "[Ticket Helper]";
+ mes "You've chosen";
+ mes "^0000FFMonster 5^000000, a small, yet";
+ mes "demonic, Deviruchi.";
+ mes "Are you sure you want";
+ mes "to choose this monster?";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ if ($@mon_time_2_2 == 0) {
+ mes "[Ticket Helper]";
+ mes "You've wagered on";
+ mes "^0000FFMonster 1^000000 and ^0000FFMonster 5^000000";
+ mes "to win this race. Good luck!";
+ mes "I really hope that the odds";
+ mes "work out in your favor~";
+ emotion e_kis;
+ set monster_race_2_1,1;
+ set monster_race_2_2,5;
+ getitem 7514,1; //Monster_Ticket
+ close;
+ }
+ else {
+ mes "[Ticket Helper]";
+ mes "I'm very sorry, but a";
+ mes "monster race is underway.";
+ mes "Please wait, and then place";
+ mes "your wager for the next race.";
+ close;
+ }
+ case 2:
+ mes "[Ticket Helper]";
+ mes "You have canceled";
+ mes "your wager. Okay,";
+ mes "I understand. Perhaps";
+ mes "you'd feel more comfortable";
+ mes "checking the monsters first?";
+ close;
+ }
+ case 5:
+ mes "[Ticket Helper]";
+ mes "You've chosen";
+ mes "^0000FFMonster 6^000000, a naughty";
+ mes "Baphomet Jr. monster.";
+ mes "Are you sure you want";
+ mes "to choose this monster?";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ if ($@mon_time_2_2 == 0) {
+ mes "[Ticket Helper]";
+ mes "You've wagered on";
+ mes "^0000FFMonster 1^000000 and ^0000FFMonster 6^000000";
+ mes "to win this race. Good luck!";
+ mes "I really hope that the odds";
+ mes "work out in your favor~";
+ emotion e_kis;
+ set monster_race_2_1,1;
+ set monster_race_2_2,6;
+ getitem 7514,1; //Monster_Ticket
+ close;
+ }
+ else {
+ mes "[Ticket Helper]";
+ mes "I'm very sorry, but a";
+ mes "monster race is underway.";
+ mes "Please wait, and then place";
+ mes "your wager for the next race.";
+ close;
+ }
+ case 2:
+ mes "[Ticket Helper]";
+ mes "You have canceled";
+ mes "your wager. Okay,";
+ mes "I understand. Perhaps";
+ mes "you'd feel more comfortable";
+ mes "checking the monsters first?";
+ close;
+ }
+ }
+ case 2:
+ mes "[Ticket Helper]";
+ mes "You have canceled";
+ mes "your wager. Okay,";
+ mes "I understand. Perhaps";
+ mes "you'd feel more comfortable";
+ mes "checking the monsters first?";
+ close;
+ }
+ case 2:
+ mes "[Ticket Helper]";
+ mes "You've chosen";
+ mes "^0000FFMonster 2^000000, an adorable";
+ mes "Lunatic type monster.";
+ mes "Are you sure you want";
+ mes "to choose this monster?";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ mes "[Ticket Helper]";
+ mes "Now, please make";
+ mes "your second choice";
+ mes "for the monster that";
+ mes "you think will place";
+ mes "1st or 2nd in this race.";
+ next;
+ switch(select("Monster 1:Monster 3:Monster 4:Monster 5:Monster 6")) {
+ case 1:
+ mes "[Ticket Helper]";
+ mes "You've chosen";
+ mes "^0000FFMonster 1^000000, a friendly";
+ mes "Poring type monster.";
+ mes "Are you sure you want";
+ mes "to choose this monster?";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ if ($@mon_time_2_2 == 0) {
+ mes "[Ticket Helper]";
+ mes "You've wagered on";
+ mes "^0000FFMonster 2^000000 and ^0000FFMonster 1^000000";
+ mes "to win this race. Good luck!";
+ mes "I really hope that the odds";
+ mes "work out in your favor~";
+ emotion e_kis;
+ set monster_race_2_1,2;
+ set monster_race_2_2,1;
+ getitem 7514,1; //Monster_Ticket
+ close;
+ }
+ else {
+ mes "[Ticket Helper]";
+ mes "I'm very sorry, but a";
+ mes "monster race is underway.";
+ mes "Please wait, and then place";
+ mes "your wager for the next race.";
+ close;
+ }
+ case 2:
+ mes "[Ticket Helper]";
+ mes "You have canceled";
+ mes "your wager. Okay,";
+ mes "I understand. Perhaps";
+ mes "you'd feel more comfortable";
+ mes "checking the monsters first?";
+ close;
+ }
+ case 2:
+ mes "[Ticket Helper]";
+ mes "You've chosen";
+ mes "^0000FFMonster 3^000000, a darling";
+ mes "Savage Bebe monster.";
+ mes "Are you sure you want";
+ mes "to choose this monster?.";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ if ($@mon_time_2_2 == 0) {
+ mes "[Ticket Helper]";
+ mes "You've wagered on";
+ mes "^0000FFMonster 2^000000 and ^0000FFMonster 3^000000";
+ mes "to win this race. Good luck!";
+ mes "I really hope that the odds";
+ mes "work out in your favor~";
+ emotion e_kis;
+ set monster_race_2_1,2;
+ set monster_race_2_2,3;
+ getitem 7514,1; //Monster_Ticket
+ close;
+ }
+ else {
+ mes "[Ticket Helper]";
+ mes "I'm very sorry, but a";
+ mes "monster race is underway.";
+ mes "Please wait, and then place";
+ mes "your wager for the next race.";
+ close;
+ }
+ case 2:
+ mes "[Ticket Helper]";
+ mes "You have canceled";
+ mes "your wager. Okay,";
+ mes "I understand. Perhaps";
+ mes "you'd feel more comfortable";
+ mes "checking the monsters first?";
+ close;
+ }
+ case 3:
+ mes "[Ticket Helper]";
+ mes "You've chosen";
+ mes "^0000FFMonster 4^000000, a gentle Baby";
+ mes "Desert Wolf monster.";
+ mes "Are you sure you want";
+ mes "to choose this monster?";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ if ($@mon_time_2_2 == 0) {
+ mes "[Ticket Helper]";
+ mes "You've wagered on";
+ mes "^0000FFMonster 2^000000 and ^0000FFMonster 4^000000";
+ mes "to win this race. Good luck!";
+ mes "I really hope that the odds";
+ mes "work out in your favor~";
+ emotion e_kis;
+ set monster_race_2_1,2;
+ set monster_race_2_2,4;
+ getitem 7514,1; //Monster_Ticket
+ close;
+ }
+ else {
+ mes "[Ticket Helper]";
+ mes "I'm very sorry, but a";
+ mes "monster race is underway.";
+ mes "Please wait, and then place";
+ mes "your wager for the next race.";
+ close;
+ }
+ case 2:
+ mes "[Ticket Helper]";
+ mes "You have canceled";
+ mes "your wager. Okay,";
+ mes "I understand. Perhaps";
+ mes "you'd feel more comfortable";
+ mes "checking the monsters first?";
+ close;
+ }
+ case 4:
+ mes "[Ticket Helper]";
+ mes "You've chosen";
+ mes "^0000FFMonster 5^000000, a small, yet";
+ mes "demonic, Deviruchi.";
+ mes "Are you sure you want";
+ mes "to choose this monster?";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ if ($@mon_time_2_2 == 0) {
+ mes "[Ticket Helper]";
+ mes "You've wagered on";
+ mes "^0000FFMonster 2^000000 and ^0000FFMonster 5^000000";
+ mes "to win this race. Good luck!";
+ mes "I really hope that the odds";
+ mes "work out in your favor~";
+ emotion e_kis;
+ set monster_race_2_1,2;
+ set monster_race_2_2,5;
+ getitem 7514,1; //Monster_Ticket
+ close;
+ }
+ else {
+ mes "[Ticket Helper]";
+ mes "I'm very sorry, but a";
+ mes "monster race is underway.";
+ mes "Please wait, and then place";
+ mes "your wager for the next race.";
+ close;
+ }
+ case 2:
+ mes "[Ticket Helper]";
+ mes "You have canceled";
+ mes "your wager. Okay,";
+ mes "I understand. Perhaps";
+ mes "you'd feel more comfortable";
+ mes "checking the monsters first?";
+ close;
+ }
+ case 5:
+ mes "[Ticket Helper]";
+ mes "You've chosen";
+ mes "^0000FFMonster 6^000000, a naughty";
+ mes "Baphomet Jr. monster.";
+ mes "Are you sure you want";
+ mes "to choose this monster?";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ if ($@mon_time_2_2 == 0) {
+ mes "[Ticket Helper]";
+ mes "You've wagered on";
+ mes "^0000FFMonster 2^000000 and ^0000FFMonster 6^000000";
+ mes "to win this race. Good luck!";
+ mes "I really hope that the odds";
+ mes "work out in your favor~";
+ emotion e_kis;
+ set monster_race_2_1,2;
+ set monster_race_2_2,6;
+ getitem 7514,1; //Monster_Ticket
+ close;
+ }
+ else {
+ mes "[Ticket Helper]";
+ mes "I'm very sorry, but a";
+ mes "monster race is underway.";
+ mes "Please wait, and then place";
+ mes "your wager for the next race.";
+ close;
+ }
+ case 2:
+ mes "[Ticket Helper]";
+ mes "You have canceled";
+ mes "your wager. Okay,";
+ mes "I understand. Perhaps";
+ mes "you'd feel more comfortable";
+ mes "checking the monsters first?";
+ close;
+ }
+ }
+ case 2:
+ mes "[Ticket Helper]";
+ mes "You have canceled";
+ mes "your wager. Okay,";
+ mes "I understand. Perhaps";
+ mes "you'd feel more comfortable";
+ mes "checking the monsters first?";
+ close;
+ }
+ case 3:
+ mes "[Ticket Helper]";
+ mes "You've chosen";
+ mes "^0000FFMonster 3^000000, a darling";
+ mes "Savage Bebe monster.";
+ mes "Are you sure you want";
+ mes "to choose this monster?";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ mes "[Ticket Helper]";
+ mes "Now, please make";
+ mes "your second choice";
+ mes "for the monster that";
+ mes "you think will place";
+ mes "1st or 2nd in this race.";
+ next;
+ switch(select("Monster 1:Monster 2:Monster 4:Monster 5:Monster 6")) {
+ case 1:
+ mes "[Ticket Helper]";
+ mes "You've chosen";
+ mes "^0000FFMonster 1^000000, a friendly";
+ mes "Poring type monster.";
+ mes "Are you sure you want";
+ mes "to choose this monster?";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ if ($@mon_time_2_2 == 0) {
+ mes "[Ticket Helper]";
+ mes "You've wagered on";
+ mes "^0000FFMonster 3^000000 and ^0000FFMonster 1^000000";
+ mes "to win this race. Good luck!";
+ mes "I really hope that the odds";
+ mes "work out in your favor~";
+ emotion e_kis;
+ set monster_race_2_1,3;
+ set monster_race_2_2,1;
+ getitem 7514,1; //Monster_Ticket
+ close;
+ }
+ else {
+ mes "[Ticket Helper]";
+ mes "I'm very sorry, but a";
+ mes "monster race is underway.";
+ mes "Please wait, and then place";
+ mes "your wager for the next race.";
+ close;
+ }
+ case 2:
+ mes "[Ticket Helper]";
+ mes "You have canceled";
+ mes "your wager. Okay,";
+ mes "I understand. Perhaps";
+ mes "you'd feel more comfortable";
+ mes "checking the monsters first?";
+ close;
+ }
+ case 2:
+ mes "[Ticket Helper]";
+ mes "You've chosen";
+ mes "^0000FFMonster 2^000000, an adorable";
+ mes "Lunatic type monster.";
+ mes "Are you sure you want";
+ mes "to choose this monster?";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ if ($@mon_time_2_2 == 0) {
+ mes "[Ticket Helper]";
+ mes "You've wagered on";
+ mes "^0000FFMonster 3^000000 and ^0000FFMonster 2^000000";
+ mes "to win this race. Good luck!";
+ mes "I really hope that the odds";
+ mes "work out in your favor~";
+ emotion e_kis;
+ set monster_race_2_1,3;
+ set monster_race_2_2,2;
+ getitem 7514,1; //Monster_Ticket
+ close;
+ }
+ else {
+ mes "[Ticket Helper]";
+ mes "I'm very sorry, but a";
+ mes "monster race is underway.";
+ mes "Please wait, and then place";
+ mes "your wager for the next race.";
+ close;
+ }
+ case 2:
+ mes "[Ticket Helper]";
+ mes "You have canceled";
+ mes "your wager. Okay,";
+ mes "I understand. Perhaps";
+ mes "you'd feel more comfortable";
+ mes "checking the monsters first?";
+ close;
+ }
+ case 3:
+ mes "[Ticket Helper]";
+ mes "You've chosen";
+ mes "^0000FFMonster 4^000000, a gentle Baby";
+ mes "Desert Wolf monster.";
+ mes "Are you sure you want";
+ mes "to choose this monster?";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ if ($@mon_time_2_2 == 0) {
+ mes "[Ticket Helper]";
+ mes "You've wagered on";
+ mes "^0000FFMonster 3^000000 and ^0000FFMonster 4^000000";
+ mes "to win this race. Good luck!";
+ mes "I really hope that the odds";
+ mes "work out in your favor~";
+ emotion e_kis;
+ set monster_race_2_1,3;
+ set monster_race_2_2,4;
+ getitem 7514,1; //Monster_Ticket
+ close;
+ }
+ else {
+ mes "[Ticket Helper]";
+ mes "I'm very sorry, but a";
+ mes "monster race is underway.";
+ mes "Please wait, and then place";
+ mes "your wager for the next race.";
+ close;
+ }
+ case 2:
+ mes "[Ticket Helper]";
+ mes "You have canceled";
+ mes "your wager. Okay,";
+ mes "I understand. Perhaps";
+ mes "you'd feel more comfortable";
+ mes "checking the monsters first?";
+ close;
+ }
+ case 4:
+ mes "[Ticket Helper]";
+ mes "You've chosen";
+ mes "^0000FFMonster 5^000000, a small, yet";
+ mes "demonic, Deviruchi.";
+ mes "Are you sure you want";
+ mes "to choose this monster?";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ if ($@mon_time_2_2 == 0) {
+ mes "[Ticket Helper]";
+ mes "You've wagered on";
+ mes "^0000FFMonster 3^000000 and ^0000FFMonster 5^000000";
+ mes "to win this race. Good luck!";
+ mes "I really hope that the odds";
+ mes "work out in your favor~";
+ emotion e_kis;
+ set monster_race_2_1,3;
+ set monster_race_2_2,5;
+ getitem 7514,1; //Monster_Ticket
+ close;
+ }
+ else {
+ mes "[Ticket Helper]";
+ mes "I'm very sorry, but a";
+ mes "monster race is underway.";
+ mes "Please wait, and then place";
+ mes "your wager for the next race.";
+ close;
+ }
+ case 2:
+ mes "[Ticket Helper]";
+ mes "You have canceled";
+ mes "your wager. Okay,";
+ mes "I understand. Perhaps";
+ mes "you'd feel more comfortable";
+ mes "checking the monsters first?";
+ close;
+ }
+ case 5:
+ mes "[Ticket Helper]";
+ mes "You've chosen";
+ mes "^0000FFMonster 6^000000, a naughty";
+ mes "Baphomet Jr. monster.";
+ mes "Are you sure you want";
+ mes "to choose this monster?";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ if ($@mon_time_2_2 == 0) {
+ mes "[Ticket Helper]";
+ mes "You've wagered on";
+ mes "^0000FFMonster 3^000000 and ^0000FFMonster 6^000000";
+ mes "to win this race. Good luck!";
+ mes "I really hope that the odds";
+ mes "work out in your favor~";
+ emotion e_kis;
+ set monster_race_2_1,3;
+ set monster_race_2_2,6;
+ getitem 7514,1; //Monster_Ticket
+ close;
+ }
+ else {
+ mes "[Ticket Helper]";
+ mes "I'm very sorry, but a";
+ mes "monster race is underway.";
+ mes "Please wait, and then place";
+ mes "your wager for the next race.";
+ close;
+ }
+ case 2:
+ mes "[Ticket Helper]";
+ mes "You have canceled";
+ mes "your wager. Okay,";
+ mes "I understand. Perhaps";
+ mes "you'd feel more comfortable";
+ mes "checking the monsters first?";
+ close;
+ }
+ }
+ case 2:
+ mes "[Ticket Helper]";
+ mes "You have canceled";
+ mes "your wager. Okay,";
+ mes "I understand. Perhaps";
+ mes "you'd feel more comfortable";
+ mes "checking the monsters first?";
+ close;
+ }
+ case 4:
+ mes "[Ticket Helper]";
+ mes "You've chosen";
+ mes "^0000FFMonster 4^000000, a gentle Baby";
+ mes "Desert Wolf monster.";
+ mes "Are you sure you want";
+ mes "to choose this monster?";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ mes "[Ticket Helper]";
+ mes "Now, please make";
+ mes "your second choice";
+ mes "for the monster that";
+ mes "you think will place";
+ mes "1st or 2nd in this race.";
+ next;
+ switch(select("Monster 1:Monster 2:Monster 3:Monster 5:Monster 6")) {
+ case 1:
+ mes "[Ticket Helper]";
+ mes "You've chosen";
+ mes "^0000FFMonster 1^000000, a friendly";
+ mes "Poring type monster.";
+ mes "Are you sure you want";
+ mes "to choose this monster?";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ if ($@mon_time_2_2 == 0) {
+ mes "[Ticket Helper]";
+ mes "You've wagered on";
+ mes "^0000FFMonster 4^000000 and ^0000FFMonster 1^000000";
+ mes "to win this race. Good luck!";
+ mes "I really hope that the odds";
+ mes "work out in your favor~";
+ emotion e_kis;
+ set monster_race_2_1,4;
+ set monster_race_2_2,1;
+ getitem 7514,1; //Monster_Ticket
+ close;
+ }
+ else {
+ mes "[Ticket Helper]";
+ mes "I'm very sorry, but a";
+ mes "monster race is underway.";
+ mes "Please wait, and then place";
+ mes "your wager for the next race.";
+ close;
+ }
+ case 2:
+ mes "[Ticket Helper]";
+ mes "You have canceled";
+ mes "your wager. Okay,";
+ mes "I understand. Perhaps";
+ mes "you'd feel more comfortable";
+ mes "checking the monsters first?";
+ close;
+ }
+ case 2:
+ mes "[Ticket Helper]";
+ mes "You've chosen";
+ mes "^0000FFMonster 2^000000, an adorable";
+ mes "Lunatic type monster.";
+ mes "Are you sure you want";
+ mes "to choose this monster?";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ if ($@mon_time_2_2 == 0) {
+ mes "[Ticket Helper]";
+ mes "You've wagered on";
+ mes "^0000FFMonster 4^000000 and ^0000FFMonster 2^000000";
+ mes "to win this race. Good luck!";
+ mes "I really hope that the odds";
+ mes "work out in your favor~";
+ emotion e_kis;
+ set monster_race_2_1,4;
+ set monster_race_2_2,2;
+ getitem 7514,1; //Monster_Ticket
+ close;
+ }
+ else {
+ mes "[Ticket Helper]";
+ mes "I'm very sorry, but a";
+ mes "monster race is underway.";
+ mes "Please wait, and then place";
+ mes "your wager for the next race.";
+ close;
+ }
+ case 2:
+ mes "[Ticket Helper]";
+ mes "You have canceled";
+ mes "your wager. Okay,";
+ mes "I understand. Perhaps";
+ mes "you'd feel more comfortable";
+ mes "checking the monsters first?";
+ close;
+ }
+ case 3:
+ mes "[Ticket Helper]";
+ mes "You've chosen";
+ mes "^0000FFMonster 3^000000, a darling";
+ mes "Savage Bebe monster.";
+ mes "Are you sure you want";
+ mes "to choose this monster?.";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ if ($@mon_time_2_2 == 0) {
+ mes "[Ticket Helper]";
+ mes "You've wagered on";
+ mes "^0000FFMonster 4^000000 and ^0000FFMonster 3^000000";
+ mes "to win this race. Good luck!";
+ mes "I really hope that the odds";
+ mes "work out in your favor~";
+ emotion e_kis;
+ set monster_race_2_1,4;
+ set monster_race_2_2,3;
+ getitem 7514,1; //Monster_Ticket
+ close;
+ }
+ else {
+ mes "[Ticket Helper]";
+ mes "I'm very sorry, but a";
+ mes "monster race is underway.";
+ mes "Please wait, and then place";
+ mes "your wager for the next race.";
+ close;
+ }
+ case 2:
+ mes "[Ticket Helper]";
+ mes "You have canceled";
+ mes "your wager. Okay,";
+ mes "I understand. Perhaps";
+ mes "you'd feel more comfortable";
+ mes "checking the monsters first?";
+ close;
+ }
+ break;
+ case 4:
+ mes "[Ticket Helper]";
+ mes "You've chosen";
+ mes "^0000FFMonster 5^000000, a small, yet";
+ mes "demonic, Deviruchi.";
+ mes "Are you sure you want";
+ mes "to choose this monster?";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ if ($@mon_time_2_2 == 0) {
+ mes "[Ticket Helper]";
+ mes "You've wagered on";
+ mes "^0000FFMonster 4^000000 and ^0000FFMonster 5^000000";
+ mes "to win this race. Good luck!";
+ mes "I really hope that the odds";
+ mes "work out in your favor~";
+ emotion e_kis;
+ set monster_race_2_1,4;
+ set monster_race_2_2,5;
+ getitem 7514,1; //Monster_Ticket
+ close;
+ }
+ else {
+ mes "[Ticket Helper]";
+ mes "I'm very sorry, but a";
+ mes "monster race is underway.";
+ mes "Please wait, and then place";
+ mes "your wager for the next race.";
+ close;
+ }
+ case 2:
+ mes "[Ticket Helper]";
+ mes "You have canceled";
+ mes "your wager. Okay,";
+ mes "I understand. Perhaps";
+ mes "you'd feel more comfortable";
+ mes "checking the monsters first?";
+ close;
+ }
+ case 5:
+ mes "[Ticket Helper]";
+ mes "You've chosen";
+ mes "^0000FFMonster 6^000000, a naughty";
+ mes "Baphomet Jr. monster.";
+ mes "Are you sure you want";
+ mes "to choose this monster?";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ if ($@mon_time_2_2 == 0) {
+ mes "[Ticket Helper]";
+ mes "You've wagered on";
+ mes "^0000FFMonster 4^000000 and ^0000FFMonster 6^000000";
+ mes "to win this race. Good luck!";
+ mes "I really hope that the odds";
+ mes "work out in your favor~";
+ emotion e_kis;
+ set monster_race_2_1,4;
+ set monster_race_2_2,6;
+ getitem 7514,1; //Monster_Ticket
+ close;
+ }
+ else {
+ mes "[Ticket Helper]";
+ mes "I'm very sorry, but a";
+ mes "monster race is underway.";
+ mes "Please wait, and then place";
+ mes "your wager for the next race.";
+ close;
+ }
+ case 2:
+ mes "[Ticket Helper]";
+ mes "You have canceled";
+ mes "your wager. Okay,";
+ mes "I understand. Perhaps";
+ mes "you'd feel more comfortable";
+ mes "checking the monsters first?";
+ close;
+ }
+ }
+ case 2:
+ mes "[Ticket Helper]";
+ mes "You have canceled";
+ mes "your wager. Okay,";
+ mes "I understand. Perhaps";
+ mes "you'd feel more comfortable";
+ mes "checking the monsters first?";
+ close;
+ }
+ case 5:
+ mes "[Ticket Helper]";
+ mes "You've chosen";
+ mes "^0000FFMonster 5^000000, a small, yet";
+ mes "demonic, Deviruchi.";
+ mes "Are you sure you want";
+ mes "to choose this monster?";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ mes "[Ticket Helper]";
+ mes "Now, please make";
+ mes "your second choice";
+ mes "for the monster that";
+ mes "you think will place";
+ mes "1st or 2nd in this race.";
+ next;
+ switch(select("Monster 1:Monster 2:Monster 3:Monster 4:Monster 6")) {
+ case 1:
+ mes "[Ticket Helper]";
+ mes "You've chosen";
+ mes "^0000FFMonster 1^000000, a friendly";
+ mes "Poring type monster.";
+ mes "Are you sure you want";
+ mes "to choose this monster?";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ if ($@mon_time_2_2 == 0) {
+ mes "[Ticket Helper]";
+ mes "You've wagered on";
+ mes "^0000FFMonster 5^000000 and ^0000FFMonster 1^000000";
+ mes "to win this race. Good luck!";
+ mes "I really hope that the odds";
+ mes "work out in your favor~";
+ emotion e_kis;
+ set monster_race_2_1,5;
+ set monster_race_2_2,1;
+ getitem 7514,1; //Monster_Ticket
+ close;
+ }
+ else {
+ mes "[Ticket Helper]";
+ mes "I'm very sorry, but a";
+ mes "monster race is underway.";
+ mes "Please wait, and then place";
+ mes "your wager for the next race.";
+ close;
+ }
+ case 2:
+ mes "[Ticket Helper]";
+ mes "You have canceled";
+ mes "your wager. Okay,";
+ mes "I understand. Perhaps";
+ mes "you'd feel more comfortable";
+ mes "checking the monsters first?";
+ close;
+ }
+ case 2:
+ mes "[Ticket Helper]";
+ mes "You've chosen";
+ mes "^0000FFMonster 2^000000, an adorable";
+ mes "Lunatic type monster.";
+ mes "Are you sure you want";
+ mes "to choose this monster?";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ if ($@mon_time_2_2 == 0) {
+ mes "[Ticket Helper]";
+ mes "You've wagered on";
+ mes "^0000FFMonster 5^000000 and ^0000FFMonster 2^000000";
+ mes "to win this race. Good luck!";
+ mes "I really hope that the odds";
+ mes "work out in your favor~";
+ emotion e_kis;
+ set monster_race_2_1,5;
+ set monster_race_2_2,2;
+ getitem 7514,1; //Monster_Ticket
+ close;
+ }
+ else {
+ mes "[Ticket Helper]";
+ mes "I'm very sorry, but a";
+ mes "monster race is underway.";
+ mes "Please wait, and then place";
+ mes "your wager for the next race.";
+ close;
+ }
+ case 2:
+ mes "[Ticket Helper]";
+ mes "You have canceled";
+ mes "your wager. Okay,";
+ mes "I understand. Perhaps";
+ mes "you'd feel more comfortable";
+ mes "checking the monsters first?";
+ close;
+ }
+ case 3:
+ mes "[Ticket Helper]";
+ mes "You've chosen";
+ mes "^0000FFMonster 3^000000, a darling";
+ mes "Savage Bebe monster.";
+ mes "Are you sure you want";
+ mes "to choose this monster?.";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ if ($@mon_time_2_2 == 0) {
+ mes "[Ticket Helper]";
+ mes "You've wagered on";
+ mes "^0000FFMonster 5^000000 and ^0000FFMonster 3^000000";
+ mes "to win this race. Good luck!";
+ mes "I really hope that the odds";
+ mes "work out in your favor~";
+ emotion e_kis;
+ set monster_race_2_1,5;
+ set monster_race_2_2,3;
+ getitem 7514,1; //Monster_Ticket
+ close;
+ }
+ else {
+ mes "[Ticket Helper]";
+ mes "I'm very sorry, but a";
+ mes "monster race is underway.";
+ mes "Please wait, and then place";
+ mes "your wager for the next race.";
+ close;
+ }
+ case 2:
+ mes "[Ticket Helper]";
+ mes "You have canceled";
+ mes "your wager. Okay,";
+ mes "I understand. Perhaps";
+ mes "you'd feel more comfortable";
+ mes "checking the monsters first?";
+ close;
+ }
+ case 4:
+ mes "[Ticket Helper]";
+ mes "You've chosen";
+ mes "^0000FFMonster 4^000000, a gentle Baby";
+ mes "Desert Wolf monster.";
+ mes "Are you sure you want";
+ mes "to choose this monster?";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ if ($@mon_time_2_2 == 0) {
+ mes "[Ticket Helper]";
+ mes "You've wagered on";
+ mes "^0000FFMonster 5^000000 and ^0000FFMonster 4^000000";
+ mes "to win this race. Good luck!";
+ mes "I really hope that the odds";
+ mes "work out in your favor~";
+ emotion e_kis;
+ set monster_race_2_1,5;
+ set monster_race_2_2,4;
+ getitem 7514,1; //Monster_Ticket
+ close;
+ }
+ else {
+ mes "[Ticket Helper]";
+ mes "I'm very sorry, but a";
+ mes "monster race is underway.";
+ mes "Please wait, and then place";
+ mes "your wager for the next race.";
+ close;
+ }
+ case 2:
+ mes "[Ticket Helper]";
+ mes "You have canceled";
+ mes "your wager. Okay,";
+ mes "I understand. Perhaps";
+ mes "you'd feel more comfortable";
+ mes "checking the monsters first?";
+ close;
+ }
+ case 5:
+ mes "[Ticket Helper]";
+ mes "You've chosen";
+ mes "^0000FFMonster 6^000000, a small, yet";
+ mes "demonic, Deviruchi.";
+ mes "Are you sure you want";
+ mes "to choose this monster?";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ if ($@mon_time_2_2 == 0) {
+ mes "[Ticket Helper]";
+ mes "You've wagered on";
+ mes "^0000FFMonster 5^000000 and ^0000FFMonster 6^000000";
+ mes "to win this race. Good luck!";
+ mes "I really hope that the odds";
+ mes "work out in your favor~";
+ emotion e_kis;
+ set monster_race_2_1,5;
+ set monster_race_2_2,6;
+ getitem 7514,1; //Monster_Ticket
+ close;
+ }
+ else {
+ mes "[Ticket Helper]";
+ mes "I'm very sorry, but a";
+ mes "monster race is underway.";
+ mes "Please wait, and then place";
+ mes "your wager for the next race.";
+ close;
+ }
+ case 2:
+ mes "[Ticket Helper]";
+ mes "You have canceled";
+ mes "your wager. Okay,";
+ mes "I understand. Perhaps";
+ mes "you'd feel more comfortable";
+ mes "checking the monsters first?";
+ close;
+ }
+ }
+ case 2:
+ mes "[Ticket Helper]";
+ mes "You have canceled";
+ mes "your wager. Okay,";
+ mes "I understand. Perhaps";
+ mes "you'd feel more comfortable";
+ mes "checking the monsters first?";
+ close;
+ }
+ case 6:
+ mes "[Ticket Helper]";
+ mes "You've chosen";
+ mes "^0000FFMonster 6^000000, a naughty";
+ mes "Baphomet Jr. monster.";
+ mes "Are you sure you want";
+ mes "to choose this monster?";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ mes "[Ticket Helper]";
+ mes "Then, please pick your 2nd choice.";
+ next;
+ switch(select("Monster 1:Monster 2:Monster 3:Monster 4:Monster 5")) {
+ case 1:
+ mes "[Ticket Helper]";
+ mes "You've chosen";
+ mes "^0000FFMonster 1^000000, a friendly";
+ mes "Poring type monster.";
+ mes "Are you sure you want";
+ mes "to choose this monster?";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ if ($@mon_time_2_2 == 0) {
+ mes "[Ticket Helper]";
+ mes "You've wagered on";
+ mes "^0000FFMonster 6^000000 and ^0000FFMonster 1^000000";
+ mes "to win this race. Good luck!";
+ mes "I really hope that the odds";
+ mes "work out in your favor~";
+ emotion e_kis;
+ set monster_race_2_1,6;
+ set monster_race_2_2,1;
+ getitem 7514,1; //Monster_Ticket
+ close;
+ }
+ else {
+ mes "[Ticket Helper]";
+ mes "I'm very sorry, but a";
+ mes "monster race is underway.";
+ mes "Please wait, and then place";
+ mes "your wager for the next race.";
+ close;
+ }
+ case 2:
+ mes "[Ticket Helper]";
+ mes "You have canceled";
+ mes "your wager. Okay,";
+ mes "I understand. Perhaps";
+ mes "you'd feel more comfortable";
+ mes "checking the monsters first?";
+ close;
+ }
+ case 2:
+ mes "[Ticket Helper]";
+ mes "You've chosen";
+ mes "^0000FFMonster 2^000000, an adorable";
+ mes "Lunatic type monster.";
+ mes "Are you sure you want";
+ mes "to choose this monster?";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ if ($@mon_time_2_2 == 0) {
+ mes "[Ticket Helper]";
+ mes "You've wagered on";
+ mes "^0000FFMonster 6^000000 and ^0000FFMonster 2^000000";
+ mes "to win this race. Good luck!";
+ mes "I really hope that the odds";
+ mes "work out in your favor~";
+ emotion e_kis;
+ set monster_race_2_1,6;
+ set monster_race_2_2,2;
+ getitem 7514,1; //Monster_Ticket
+ close;
+ }
+ else {
+ mes "[Ticket Helper]";
+ mes "I'm very sorry, but a";
+ mes "monster race is underway.";
+ mes "Please wait, and then place";
+ mes "your wager for the next race.";
+ close;
+ }
+ case 2:
+ mes "[Ticket Helper]";
+ mes "You have canceled";
+ mes "your wager. Okay,";
+ mes "I understand. Perhaps";
+ mes "you'd feel more comfortable";
+ mes "checking the monsters first?";
+ close;
+ }
+ case 3:
+ mes "[Ticket Helper]";
+ mes "You've chosen";
+ mes "^0000FFMonster 3^000000, a darling";
+ mes "Savage Bebe monster.";
+ mes "Are you sure you want";
+ mes "to choose this monster?";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ if ($@mon_time_2_2 == 0) {
+ mes "[Ticket Helper]";
+ mes "You've wagered on";
+ mes "^0000FFMonster 6^000000 and ^0000FFMonster 3^000000";
+ mes "to win this race. Good luck!";
+ mes "I really hope that the odds";
+ mes "work out in your favor~";
+ emotion e_kis;
+ set monster_race_2_1,6;
+ set monster_race_2_2,3;
+ getitem 7514,1; //Monster_Ticket
+ close;
+ }
+ else {
+ mes "[Ticket Helper]";
+ mes "I'm very sorry, but a";
+ mes "monster race is underway.";
+ mes "Please wait, and then place";
+ mes "your wager for the next race.";
+ close;
+ }
+ case 2:
+ mes "[Ticket Helper]";
+ mes "You have canceled";
+ mes "your wager. Okay,";
+ mes "I understand. Perhaps";
+ mes "you'd feel more comfortable";
+ mes "checking the monsters first?";
+ close;
+ }
+ case 4:
+ mes "[Ticket Helper]";
+ mes "You've chosen";
+ mes "^0000FFMonster 4^000000, a gentle Baby";
+ mes "Desert Wolf monster.";
+ mes "Are you sure you want";
+ mes "to choose this monster?";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ if ($@mon_time_2_2 == 0) {
+ mes "[Ticket Helper]";
+ mes "You've wagered on";
+ mes "^0000FFMonster 6^000000 and ^0000FFMonster 4^000000";
+ mes "to win this race. Good luck!";
+ mes "I really hope that the odds";
+ mes "work out in your favor~";
+ emotion e_kis;
+ set monster_race_2_1,6;
+ set monster_race_2_2,4;
+ getitem 7514,1; //Monster_Ticket
+ close;
+ }
+ else {
+ mes "[Ticket Helper]";
+ mes "I'm very sorry, but a";
+ mes "monster race is underway.";
+ mes "Please wait, and then place";
+ mes "your wager for the next race.";
+ close;
+ }
+ case 2:
+ mes "[Ticket Helper]";
+ mes "You have canceled";
+ mes "your wager. Okay,";
+ mes "I understand. Perhaps";
+ mes "you'd feel more comfortable";
+ mes "checking the monsters first?";
+ close;
+ }
+ case 5:
+ mes "[Ticket Helper]";
+ mes "You've chosen";
+ mes "^0000FFMonster 5^000000, a small, yet";
+ mes "demonic, Deviruchi.";
+ mes "Are you sure you want";
+ mes "to choose this monster?";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ if ($@mon_time_2_2 == 0) {
+ mes "[Ticket Helper]";
+ mes "You've wagered on";
+ mes "^0000FFMonster 6^000000 and ^0000FFMonster 5^000000";
+ mes "to win this race. Good luck!";
+ mes "I really hope that the odds";
+ mes "work out in your favor~";
+ emotion e_kis;
+ set monster_race_2_1,6;
+ set monster_race_2_2,5;
+ getitem 7514,1; //Monster_Ticket
+ close;
+ }
+ else {
+ mes "[Ticket Helper]";
+ mes "I'm very sorry, but a";
+ mes "monster race is underway.";
+ mes "Please wait, and then place";
+ mes "your wager for the next race.";
+ close;
+ }
+ case 2:
+ mes "[Ticket Helper]";
+ mes "You have canceled";
+ mes "your wager. Okay,";
+ mes "I understand. Perhaps";
+ mes "you'd feel more comfortable";
+ mes "checking the monsters first?";
+ close;
+ }
+ }
+ case 2:
+ mes "[Ticket Helper]";
+ mes "You have canceled";
+ mes "your wager. Okay,";
+ mes "I understand. Perhaps";
+ mes "you'd feel more comfortable";
+ mes "checking the monsters first?";
+ close;
+ }
+ }
+ case 3:
+ mes "[Ticket Helper]";
+ mes "Monster Races originated from";
+ mes "simple children's games in which";
+ mes "Cute Pets would race against each other. This grew into an adult";
+ mes "pastime that is so popular, we've built a racing arena in Hugel.";
+ next;
+ mes "[Ticket Helper]";
+ mes "Our Monster Race Arena hosts";
+ mes "two types of monster races. First, we have the Single Monster Race,";
+ mes "in which those that wagered on the 1st place monster are rewarded.";
+ next;
+ mes "[Eclar Ellbird]";
+ mes "Then, we have the Dual Monster";
+ mes "Race in which those that wagered on the 1st and 2nd place monsters";
+ mes "are equally rewarded. The house";
+ mes "odds and wager rewards are greater in Dual Races than Single Races.";
+ next;
+ mes "[Ticket Helper]";
+ mes "Although a small entrance";
+ mes "fee is required, we only use";
+ mes "the money to give rewards to";
+ mes "participants and maintain this";
+ mes "arena. Therefore, we're not";
+ mes "profiting from this enterprise.";
+ next;
+ mes "[Ticket Helper]";
+ mes "Also, we prohibit others";
+ mes "from making personal bets";
+ mes "and wagers, using items and";
+ mes "zeny, based on the outcomes";
+ mes "of these races. That kind of";
+ mes "gambling is illegal here...";
+ next;
+ mes "[Ticket Helper]";
+ mes "Once you enter the Race Arena, you will receive a Racing Ticket.";
+ mes "Keep in mind that winning Racing Tickets can only be exchanged for";
+ mes "Prize Medals during a 5 minute window after the end of the race.";
+ next;
+ mes "[Ticket Helper]";
+ mes "You're already here";
+ mes "inside the Monster Race";
+ mes "Arena, so you may as well";
+ mes "try placing a wager. It's";
+ mes "more fun than you'd think~";
+ close;
+ case 4:
+ mes "[Ticket Helper]";
+ mes "You have canceled";
+ mes "your wager. Okay,";
+ mes "I understand. Perhaps";
+ mes "you'd feel more comfortable";
+ mes "checking the monsters first?";
+ close;
+ }
+ }
+ else {
+ if (countitem(7514) > 0) {
+ mes "[Ticket Helper]";
+ mes "You've wagered on";
+ mes "^0000FFMonster " + monster_race_2_1 + "^000000 and ^0000FFMonster " + monster_race_2_2 + "^000000";
+ mes "for this Dual Monster Race.";
+ next;
+ mes "[Ticket Helper]";
+ mes "The start of the race will be";
+ mes "announced through a broadcast.";
+ mes "You can refer to your Mini-Map";
+ mes "to track the monsters' race";
+ mes "positions. Thank you, and";
+ mes "have a good time!";
+ viewpoint 1,43,35,0,0xFF0000;
+ close;
+ }
+ else {
+ mes "[Ticket Helper]";
+ mes "The start of the race will be";
+ mes "announced through a broadcast.";
+ mes "You can refer to your Mini-Map";
+ mes "to track the monsters' race";
+ mes "positions. Thank you, and";
+ mes "have a good time!";
+ viewpoint 1,43,35,0,0xFF0000;
+ close;
+ }
+ }
+
+OnInit:
+ disablenpc "Ticket Helper#2";
+ end;
+}
+
+p_track02,39,49,3 script Game Guide#double 845,{
+ mes "[Game Guide]";
+ mes "Welcome to the";
+ mes "Monster Race Arena.";
+ mes "How can I help you?";
+ next;
+ switch(select("Monster Race Info:Wager Info:Ticket Redemption Info")) {
+ case 1:
+ mes "[Game Guide]";
+ mes "Monster Races originated from";
+ mes "simple children's games in which";
+ mes "Cute Pets would race against each other. This grew into an adult";
+ mes "pastime that is so popular, we've built a racing arena in Hugel.";
+ next;
+ mes "[Game Guide]";
+ mes "Our Monster Race Arena hosts";
+ mes "two types of monster races. First, we have the Single Monster Race,";
+ mes "in which those that wagered on the 1st place monster are rewarded.";
+ next;
+ mes "[Game Guide]";
+ mes "Then, we have the Dual Monster";
+ mes "Race in which the house odds and rewards are greater than in Single";
+ mes "Monster Races: you must wager on 2 monsters, and they must place in";
+ mes "1st and 2nd for you to win.";
+ next;
+ mes "[Game Guide]";
+ mes "Although a small entrance";
+ mes "fee is required, we only use";
+ mes "the money to give rewards to";
+ mes "participants and maintain this";
+ mes "arena. Therefore, we're not";
+ mes "profiting from this enterprise.";
+ next;
+ mes "[Game Guide]";
+ mes "Also, we prohibit others";
+ mes "from making personal bets";
+ mes "and wagers, using items and";
+ mes "zeny, based on the outcomes";
+ mes "of these races. That kind of";
+ mes "gambling is illegal here...";
+ next;
+ mes "[Game Guide]";
+ mes "Once you enter the Race Arena, you will receive a Racing Ticket.";
+ mes "Keep in mind that winning Racing Tickets can only be exchanged for";
+ mes "Prize Medals during a 5 minute window after the end of the race.";
+ next;
+ break;
+ case 2:
+ mes "[Game Guide]";
+ mes "Before placing a wager, you";
+ mes "must get a free Racing Ticket";
+ mes "from the Ticket Helper. There,";
+ mes "I've marked the Ticket Helper";
+ mes "on your Mini-Map, so you can";
+ mes "find him pretty easily.";
+ viewpoint 1,73,22,1,0xFF3355;
+ next;
+ break;
+ case 3:
+ mes "[Game Guide]";
+ mes "If you wagered on the winner";
+ mes "of a Single Monster Race, or";
+ mes "on the 1st or 2nd place winners";
+ mes "in a Dual Monster Race, then";
+ mes "you can exchange your Racing";
+ mes "Ticket for Prize Medals.";
+ next;
+ mes "[Game Guide]";
+ mes "However, you must exchange";
+ mes "your Racing Ticket with the";
+ mes "Medal Distributor within the";
+ mes "5 minute window after the end";
+ mes "of the race. ^FF0000Your ticket becomes^FFFFFF ^FF0000 void after these 5 minutes.^000000";
+ next;
+ mes "[Game Guide]";
+ mes "When this 5 minute window";
+ mes "elapses, you will be teleported outside, and we will immediately";
+ mes "begin preparing for the next race. Make sure that you remember this";
+ mes "information when you wager.";
+ next;
+ mes "[Game Guide]";
+ mes "If you haven't received";
+ mes "your free Racing Ticket,";
+ mes "then please visit the Ticket";
+ mes "Helper. There, I've just marked";
+ mes "his location on your Mini-Map.";
+ viewpoint 1,67,45,2,0xCE6300;
+ next;
+ break;
+ }
+ mes "[Game Guide]";
+ mes "Thank you, and";
+ mes "I hope you enjoy";
+ mes "your time here in the";
+ mes "Monster Racing Arena.";
+ close;
+}
+
+p_track02,67,45,5 script Medal Distributor#medal 845,{
+ if (checkweight(909,20) == 0) {
+ mes "[Medal Distributor]";
+ mes "I'm sorry, but I can't";
+ mes "reward you with any medals";
+ mes "until you make more space";
+ mes "available in your Inventory.";
+ close;
+ }
+ if (countitem(7514) > 0) {
+ mes "[Medal Distributor]";
+ mes "Hello there~";
+ mes "If you've wagered on the";
+ mes "winning monster in a recent";
+ mes "race, then you can exchange";
+ mes "your game ticket here for";
+ mes "some Prize Medals.";
+ next;
+ mes "[Medal Distributor]";
+ mes "Please remember that you can";
+ mes "only exchange winning Game";
+ mes "Tickets for Prize Medals right";
+ mes "after the race finishes. Prize";
+ mes "Medals may be given to Wayne";
+ mes "in Hugel in exchange for items.";
+ next;
+ if (($@mon_race_2_1 == 1) && ($@mon_race_2_2 == 2)) || (($@mon_race_2_1 == 2) && ($@mon_race_2_2 == 1)) {
+ if ((monster_race_2_1 == 1) && (monster_race_2_2 == 2)) || ((monster_race_2_1 == 2) && (monster_race_2_2 == 1)) {
+ mes "[Medal Distributor]";
+ mes "Congratulations! It's really";
+ mes "difficult to guess the winners";
+ mes "of a Dual Monster Race, so you";
+ mes "must be really lucky! Would you";
+ mes "like to exchange your winning";
+ mes "Racing Ticket for Prize Medals?";
+ next;
+ switch(select("Yes, please.:No, thanks.")) {
+ case 1:
+ mes "[Medal Distributor]";
+ mes "Okay, everything looks good,";
+ mes "so here's your Prize Medals~";
+ mes "If you want to trade these";
+ mes "medals for items, please";
+ mes "visit Wayne in Hugel. We hope";
+ mes "you enjoyed the Monster Race~";
+ delitem 7514,1; //Monster_Ticket
+ set monster_race_2_1,7;
+ set monster_race_2_2,7;
+ getitem 7515,15; //Marvelous_Medal
+ close;
+ case 2:
+ mes "[Medal Distributor]";
+ mes "Um, are you sure? You ";
+ mes "can only exchange a winning";
+ mes "Racing Ticket for Prize Medals";
+ mes "for a short time after the race. If you made a mistake, you";
+ mes "should ask me again quickly.";
+ close;
+ }
+ }
+ else if ((monster_race_2_1 == 0) && (monster_race_2_2 == 0)) {
+ mes "[Medal Distributor]";
+ mes "Well, better luck next time...";
+ mes "Although you can't always";
+ mes "be lucky, it's always fun to";
+ mes "wager on the monster races!";
+ close;
+ }
+ else if ((monster_race_2_1 == 7) && (monster_race_2_2 == 7)) {
+ mes "[Medal Distributor]";
+ mes "Thanks for visiting the";
+ mes "Monster Race Arena, and";
+ mes "I hope you enjoy your time";
+ mes "here. I'll see you next time~";
+ close;
+ }
+ else {
+ mes "[Medal Distributor]";
+ mes "You may not have wagered";
+ mes "on the winning monster in";
+ mes "the last race, but I hope that";
+ mes "you get lucky next time~";
+ close;
+ }
+ }
+ else if (($@mon_race_2_1 == 1) && ($@mon_race_2_2 == 3)) || (($@mon_race_2_1 == 3) && ($@mon_race_2_2 == 1)) {
+ if ((monster_race_2_1 == 1) && (monster_race_2_2 == 3)) || ((monster_race_2_1 == 3) && (monster_race_2_2 == 1)) {
+ mes "[Medal Distributor]";
+ mes "Congratulations! It's really";
+ mes "difficult to guess the winners";
+ mes "of a Dual Monster Race, so you";
+ mes "must be really lucky! Would you";
+ mes "like to exchange your winning";
+ mes "Racing Ticket for Prize Medals?";
+ next;
+ switch(select("Yes, please.:No, thanks.")) {
+ case 1:
+ mes "[Medal Distributor]";
+ mes "Okay, everything looks good,";
+ mes "so here's your Prize Medals~";
+ mes "If you want to trade these";
+ mes "medals for items, please";
+ mes "visit Wayne in Hugel. We hope";
+ mes "you enjoyed the Monster Race~";
+ delitem 7514,1; //Monster_Ticket
+ set monster_race_2_1,7;
+ set monster_race_2_2,7;
+ getitem 7515,15; //Marvelous_Medal
+ close;
+ case 2:
+ mes "[Medal Distributor]";
+ mes "Um, are you sure? You ";
+ mes "can only exchange a winning";
+ mes "Racing Ticket for Prize Medals";
+ mes "for a short time after the race. If you made a mistake, you";
+ mes "should ask me again quickly.";
+ close;
+ }
+ }
+ else if ((monster_race_2_1 == 0) && (monster_race_2_2 == 0)) {
+ mes "[Medal Distributor]";
+ mes "Well, better luck next time...";
+ mes "Although you can't always";
+ mes "be lucky, it's always fun to";
+ mes "wager on the monster races!";
+ close;
+ }
+ else if ((monster_race_2_1 == 7) && (monster_race_2_2 == 7)) {
+ mes "[Medal Distributor]";
+ mes "Thanks for visiting the";
+ mes "Monster Race Arena, and";
+ mes "I hope you enjoy your time";
+ mes "here. I'll see you next time~";
+ close;
+ }
+ else {
+ mes "[Medal Distributor]";
+ mes "You may not have wagered";
+ mes "on the winning monster in";
+ mes "the last race, but I hope that";
+ mes "you get lucky next time~";
+ close;
+ }
+ }
+ else if (($@mon_race_2_1 == 1) && ($@mon_race_2_2 == 4)) || (($@mon_race_2_1 == 4) && ($@mon_race_2_2 == 1)) {
+ if ((monster_race_2_1 == 1) && (monster_race_2_2 == 4)) || ((monster_race_2_1 == 4) && (monster_race_2_2 == 1)) {
+ mes "[Medal Distributor]";
+ mes "Congratulations! It's really";
+ mes "difficult to guess the winners";
+ mes "of a Dual Monster Race, so you";
+ mes "must be really lucky! Would you";
+ mes "like to exchange your winning";
+ mes "Racing Ticket for Prize Medals?";
+ next;
+ switch(select("Yes, please.:No, thanks.")) {
+ case 1:
+ mes "[Medal Distributor]";
+ mes "Okay, everything looks good,";
+ mes "so here's your Prize Medals~";
+ mes "If you want to trade these";
+ mes "medals for items, please";
+ mes "visit Wayne in Hugel. We hope";
+ mes "you enjoyed the Monster Race~";
+ delitem 7514,1; //Monster_Ticket
+ set monster_race_2_1,7;
+ set monster_race_2_2,7;
+ getitem 7515,15; //Marvelous_Medal
+ close;
+ case 2:
+ mes "[Medal Distributor]";
+ mes "Um, are you sure? You ";
+ mes "can only exchange a winning";
+ mes "Racing Ticket for Prize Medals";
+ mes "for a short time after the race. If you made a mistake, you";
+ mes "should ask me again quickly.";
+ close;
+ }
+ }
+ else if ((monster_race_2_1 == 0) && (monster_race_2_2 == 0)) {
+ mes "[Medal Distributor]";
+ mes "Well, better luck next time...";
+ mes "Although you can't always";
+ mes "be lucky, it's always fun to";
+ mes "wager on the monster races!";
+ close;
+ }
+ else if ((monster_race_2_1 == 7) && (monster_race_2_2 == 7)) {
+ mes "[Medal Distributor]";
+ mes "Thanks for visiting the";
+ mes "Monster Race Arena, and";
+ mes "I hope you enjoy your time";
+ mes "here. I'll see you next time~";
+ close;
+ }
+ else {
+ mes "[Medal Distributor]";
+ mes "You may not have wagered";
+ mes "on the winning monster in";
+ mes "the last race, but I hope that";
+ mes "you get lucky next time~";
+ close;
+ }
+ }
+ else if (($@mon_race_2_1 == 1) && ($@mon_race_2_2 == 5)) || (($@mon_race_2_1 == 5) && ($@mon_race_2_2 == 1)) {
+ if ((monster_race_2_1 == 1) && (monster_race_2_2 == 5)) || ((monster_race_2_1 == 5) && (monster_race_2_2 == 1)) {
+ mes "[Medal Distributor]";
+ mes "Congratulations! It's really";
+ mes "difficult to guess the winners";
+ mes "of a Dual Monster Race, so you";
+ mes "must be really lucky! Would you";
+ mes "like to exchange your winning";
+ mes "Racing Ticket for Prize Medals?";
+ next;
+ switch(select("Yes, please.:No, thanks.")) {
+ case 1:
+ mes "[Medal Distributor]";
+ mes "Okay, everything looks good,";
+ mes "so here's your Prize Medals~";
+ mes "If you want to trade these";
+ mes "medals for items, please";
+ mes "visit Wayne in Hugel. We hope";
+ mes "you enjoyed the Monster Race~";
+ delitem 7514,1; //Monster_Ticket
+ set monster_race_2_1,7;
+ set monster_race_2_2,7;
+ getitem 7515,15; //Marvelous_Medal
+ close;
+ case 2:
+ mes "[Medal Distributor]";
+ mes "Um, are you sure? You ";
+ mes "can only exchange a winning";
+ mes "Racing Ticket for Prize Medals";
+ mes "for a short time after the race. If you made a mistake, you";
+ mes "should ask me again quickly.";
+ close;
+ }
+ }
+ else if ((monster_race_2_1 == 0) && (monster_race_2_2 == 0)) {
+ mes "[Medal Distributor]";
+ mes "Well, better luck next time...";
+ mes "Although you can't always";
+ mes "be lucky, it's always fun to";
+ mes "wager on the monster races!";
+ close;
+ }
+ else if ((monster_race_2_1 == 7) && (monster_race_2_2 == 7)) {
+ mes "[Medal Distributor]";
+ mes "Thanks for visiting the";
+ mes "Monster Race Arena, and";
+ mes "I hope you enjoy your time";
+ mes "here. I'll see you next time~";
+ close;
+ }
+ else {
+ mes "[Medal Distributor]";
+ mes "You may not have wagered";
+ mes "on the winning monster in";
+ mes "the last race, but I hope that";
+ mes "you get lucky next time~";
+ close;
+ }
+ }
+ else if (($@mon_race_2_1 == 1) && ($@mon_race_2_2 == 6)) || (($@mon_race_2_1 == 6) && ($@mon_race_2_2 == 1)) {
+ if ((monster_race_2_1 == 1) && (monster_race_2_2 == 6)) || ((monster_race_2_1 == 6) && (monster_race_2_2 == 1)) {
+ mes "[Medal Distributor]";
+ mes "Congratulations! It's really";
+ mes "difficult to guess the winners";
+ mes "of a Dual Monster Race, so you";
+ mes "must be really lucky! Would you";
+ mes "like to exchange your winning";
+ mes "Racing Ticket for Prize Medals?";
+ next;
+ switch(select("Yes, please.:No, thanks.")) {
+ case 1:
+ mes "[Medal Distributor]";
+ mes "Okay, everything looks good,";
+ mes "so here's your Prize Medals~";
+ mes "If you want to trade these";
+ mes "medals for items, please";
+ mes "visit Wayne in Hugel. We hope";
+ mes "you enjoyed the Monster Race~";
+ delitem 7514,1; //Monster_Ticket
+ set monster_race_2_1,7;
+ set monster_race_2_2,7;
+ getitem 7515,15; //Marvelous_Medal
+ close;
+ case 2:
+ mes "[Medal Distributor]";
+ mes "Um, are you sure? You ";
+ mes "can only exchange a winning";
+ mes "Racing Ticket for Prize Medals";
+ mes "for a short time after the race. If you made a mistake, you";
+ mes "should ask me again quickly.";
+ close;
+ }
+ }
+ else if ((monster_race_2_1 == 0) && (monster_race_2_2 == 0)) {
+ mes "[Medal Distributor]";
+ mes "Well, better luck next time...";
+ mes "Although you can't always";
+ mes "be lucky, it's always fun to";
+ mes "wager on the monster races!";
+ close;
+ }
+ else if ((monster_race_2_1 == 7) && (monster_race_2_2 == 7)) {
+ mes "[Medal Distributor]";
+ mes "Thanks for visiting the";
+ mes "Monster Race Arena, and";
+ mes "I hope you enjoy your time";
+ mes "here. I'll see you next time~";
+ close;
+ }
+ else {
+ mes "[Medal Distributor]";
+ mes "You may not have wagered";
+ mes "on the winning monster in";
+ mes "the last race, but I hope that";
+ mes "you get lucky next time~";
+ close;
+ }
+ }
+ else if (($@mon_race_2_1 == 2) && ($@mon_race_2_2 == 3)) || (($@mon_race_2_1 == 3) && ($@mon_race_2_2 == 2)) {
+ if ((monster_race_2_1 == 2) && (monster_race_2_2 == 3)) || ((monster_race_2_1 == 3) && (monster_race_2_2 == 2)) {
+ mes "[Medal Distributor]";
+ mes "Congratulations! It's really";
+ mes "difficult to guess the winners";
+ mes "of a Dual Monster Race, so you";
+ mes "must be really lucky! Would you";
+ mes "like to exchange your winning";
+ mes "Racing Ticket for Prize Medals?";
+ next;
+ switch(select("Yes, please.:No, thanks.")) {
+ case 1:
+ mes "[Medal Distributor]";
+ mes "Okay, everything looks good,";
+ mes "so here's your Prize Medals~";
+ mes "If you want to trade these";
+ mes "medals for items, please";
+ mes "visit Wayne in Hugel. We hope";
+ mes "you enjoyed the Monster Race~";
+ delitem 7514,1; //Monster_Ticket
+ set monster_race_2_1,7;
+ set monster_race_2_2,7;
+ getitem 7515,15; //Marvelous_Medal
+ close;
+ case 2:
+ mes "[Medal Distributor]";
+ mes "Um, are you sure? You ";
+ mes "can only exchange a winning";
+ mes "Racing Ticket for Prize Medals";
+ mes "for a short time after the race. If you made a mistake, you";
+ mes "should ask me again quickly.";
+ close;
+ }
+ }
+ else if ((monster_race_2_1 == 0) && (monster_race_2_2 == 0)) {
+ mes "[Medal Distributor]";
+ mes "Well, better luck next time...";
+ mes "Although you can't always";
+ mes "be lucky, it's always fun to";
+ mes "wager on the monster races!";
+ close;
+ }
+ else if ((monster_race_2_1 == 7) && (monster_race_2_2 == 7)) {
+ mes "[Medal Distributor]";
+ mes "Thanks for visiting the";
+ mes "Monster Race Arena, and";
+ mes "I hope you enjoy your time";
+ mes "here. I'll see you next time~";
+ close;
+ }
+ else {
+ mes "[Medal Distributor]";
+ mes "You may not have wagered";
+ mes "on the winning monster in";
+ mes "the last race, but I hope that";
+ mes "you get lucky next time~";
+ close;
+ }
+ }
+ else if (($@mon_race_2_1 == 2) && ($@mon_race_2_2 == 4)) || (($@mon_race_2_1 == 4) && ($@mon_race_2_2 == 2)) {
+ if ((monster_race_2_1 == 2) && (monster_race_2_2 == 4)) || ((monster_race_2_1 == 4) && (monster_race_2_2 == 2)) {
+ mes "[Medal Distributor]";
+ mes "Congratulations! It's really";
+ mes "difficult to guess the winners";
+ mes "of a Dual Monster Race, so you";
+ mes "must be really lucky! Would you";
+ mes "like to exchange your winning";
+ mes "Racing Ticket for Prize Medals?";
+ next;
+ switch(select("Yes, please.:No, thanks.")) {
+ case 1:
+ mes "[Medal Distributor]";
+ mes "Okay, everything looks good,";
+ mes "so here's your Prize Medals~";
+ mes "If you want to trade these";
+ mes "medals for items, please";
+ mes "visit Wayne in Hugel. We hope";
+ mes "you enjoyed the Monster Race~";
+ delitem 7514,1; //Monster_Ticket
+ set monster_race_2_1,7;
+ set monster_race_2_2,7;
+ getitem 7515,15; //Marvelous_Medal
+ close;
+ case 2:
+ mes "[Medal Distributor]";
+ mes "Um, are you sure? You ";
+ mes "can only exchange a winning";
+ mes "Racing Ticket for Prize Medals";
+ mes "for a short time after the race. If you made a mistake, you";
+ mes "should ask me again quickly.";
+ close;
+ }
+ }
+ else if ((monster_race_2_1 == 0) && (monster_race_2_2 == 0)) {
+ mes "[Medal Distributor]";
+ mes "Well, better luck next time...";
+ mes "Although you can't always";
+ mes "be lucky, it's always fun to";
+ mes "wager on the monster races!";
+ close;
+ }
+ else if ((monster_race_2_1 == 7) && (monster_race_2_2 == 7)) {
+ mes "[Medal Distributor]";
+ mes "Thanks for visiting the";
+ mes "Monster Race Arena, and";
+ mes "I hope you enjoy your time";
+ mes "here. I'll see you next time~";
+ close;
+ }
+ else {
+ mes "[Medal Distributor]";
+ mes "You may not have wagered";
+ mes "on the winning monster in";
+ mes "the last race, but I hope that";
+ mes "you get lucky next time~";
+ close;
+ }
+ }
+ else if (($@mon_race_2_1 == 2) && ($@mon_race_2_2 == 5)) || (($@mon_race_2_1 == 5) && ($@mon_race_2_2 == 2)) {
+ if ((monster_race_2_1 == 2) && (monster_race_2_2 == 5)) || ((monster_race_2_1 == 5) && (monster_race_2_2 == 2)) {
+ mes "[Medal Distributor]";
+ mes "Congratulations! It's really";
+ mes "difficult to guess the winners";
+ mes "of a Dual Monster Race, so you";
+ mes "must be really lucky! Would you";
+ mes "like to exchange your winning";
+ mes "Racing Ticket for Prize Medals?";
+ next;
+ switch(select("Yes, please.:No, thanks.")) {
+ case 1:
+ mes "[Medal Distributor]";
+ mes "Okay, everything looks good,";
+ mes "so here's your Prize Medals~";
+ mes "If you want to trade these";
+ mes "medals for items, please";
+ mes "visit Wayne in Hugel. We hope";
+ mes "you enjoyed the Monster Race~";
+ delitem 7514,1; //Monster_Ticket
+ set monster_race_2_1,7;
+ set monster_race_2_2,7;
+ getitem 7515,15; //Marvelous_Medal
+ close;
+ case 2:
+ mes "[Medal Distributor]";
+ mes "Um, are you sure? You ";
+ mes "can only exchange a winning";
+ mes "Racing Ticket for Prize Medals";
+ mes "for a short time after the race. If you made a mistake, you";
+ mes "should ask me again quickly.";
+ close;
+ }
+ }
+ else if ((monster_race_2_1 == 0) && (monster_race_2_2 == 0)) {
+ mes "[Medal Distributor]";
+ mes "Well, better luck next time...";
+ mes "Although you can't always";
+ mes "be lucky, it's always fun to";
+ mes "wager on the monster races!";
+ close;
+ }
+ else if ((monster_race_2_1 == 7) && (monster_race_2_2 == 7)) {
+ mes "[Medal Distributor]";
+ mes "Thanks for visiting the";
+ mes "Monster Race Arena, and";
+ mes "I hope you enjoy your time";
+ mes "here. I'll see you next time~";
+ close;
+ }
+ else {
+ mes "[Medal Distributor]";
+ mes "You may not have wagered";
+ mes "on the winning monster in";
+ mes "the last race, but I hope that";
+ mes "you get lucky next time~";
+ close;
+ }
+ }
+ else if (($@mon_race_2_1 == 2) && ($@mon_race_2_2 == 6)) || (($@mon_race_2_1 == 6) && ($@mon_race_2_2 == 2)) {
+ if ((monster_race_2_1 == 2) && (monster_race_2_2 == 6)) || ((monster_race_2_1 == 6) && (monster_race_2_2 == 2)) {
+ mes "[Medal Distributor]";
+ mes "Congratulations! It's really";
+ mes "difficult to guess the winners";
+ mes "of a Dual Monster Race, so you";
+ mes "must be really lucky! Would you";
+ mes "like to exchange your winning";
+ mes "Racing Ticket for Prize Medals?";
+ next;
+ switch(select("Yes, please.:No, thanks.")) {
+ case 1:
+ mes "[Medal Distributor]";
+ mes "Okay, everything looks good,";
+ mes "so here's your Prize Medals~";
+ mes "If you want to trade these";
+ mes "medals for items, please";
+ mes "visit Wayne in Hugel. We hope";
+ mes "you enjoyed the Monster Race~";
+ delitem 7514,1; //Monster_Ticket
+ set monster_race_2_1,7;
+ set monster_race_2_2,7;
+ getitem 7515,15; //Marvelous_Medal
+ close;
+ case 2:
+ mes "[Medal Distributor]";
+ mes "Um, are you sure? You ";
+ mes "can only exchange a winning";
+ mes "Racing Ticket for Prize Medals";
+ mes "for a short time after the race. If you made a mistake, you";
+ mes "should ask me again quickly.";
+ close;
+ }
+ }
+ else if ((monster_race_2_1 == 0) && (monster_race_2_2 == 0)) {
+ mes "[Medal Distributor]";
+ mes "Well, better luck next time...";
+ mes "Although you can't always";
+ mes "be lucky, it's always fun to";
+ mes "wager on the monster races!";
+ close;
+ }
+ else if ((monster_race_2_1 == 7) && (monster_race_2_2 == 7)) {
+ mes "[Medal Distributor]";
+ mes "Thanks for visiting the";
+ mes "Monster Race Arena, and";
+ mes "I hope you enjoy your time";
+ mes "here. I'll see you next time~";
+ close;
+ }
+ else {
+ mes "[Medal Distributor]";
+ mes "You may not have wagered";
+ mes "on the winning monster in";
+ mes "the last race, but I hope that";
+ mes "you get lucky next time~";
+ close;
+ }
+ }
+ else if (($@mon_race_2_1 == 3) && ($@mon_race_2_2 == 4)) || (($@mon_race_2_1 == 4) && ($@mon_race_2_2 == 3)) {
+ if ((monster_race_2_1 == 3) && (monster_race_2_2 == 4)) || ((monster_race_2_1 == 4) && (monster_race_2_2 == 3)) {
+ mes "[Medal Distributor]";
+ mes "Congratulations! It's really";
+ mes "difficult to guess the winners";
+ mes "of a Dual Monster Race, so you";
+ mes "must be really lucky! Would you";
+ mes "like to exchange your winning";
+ mes "Racing Ticket for Prize Medals?";
+ next;
+ switch(select("Yes, please.:No, thanks.")) {
+ case 1:
+ mes "[Medal Distributor]";
+ mes "Okay, everything looks good,";
+ mes "so here's your Prize Medals~";
+ mes "If you want to trade these";
+ mes "medals for items, please";
+ mes "visit Wayne in Hugel. We hope";
+ mes "you enjoyed the Monster Race~";
+ delitem 7514,1; //Monster_Ticket
+ set monster_race_2_1,7;
+ set monster_race_2_2,7;
+ getitem 7515,15; //Marvelous_Medal
+ close;
+ case 2:
+ mes "[Medal Distributor]";
+ mes "Um, are you sure? You ";
+ mes "can only exchange a winning";
+ mes "Racing Ticket for Prize Medals";
+ mes "for a short time after the race. If you made a mistake, you";
+ mes "should ask me again quickly.";
+ close;
+ }
+ }
+ else if ((monster_race_2_1 == 0) && (monster_race_2_2 == 0)) {
+ mes "[Medal Distributor]";
+ mes "Well, better luck next time...";
+ mes "Although you can't always";
+ mes "be lucky, it's always fun to";
+ mes "wager on the monster races!";
+ close;
+ }
+ else if ((monster_race_2_1 == 7) && (monster_race_2_2 == 7)) {
+ mes "[Medal Distributor]";
+ mes "Thanks for visiting the";
+ mes "Monster Race Arena, and";
+ mes "I hope you enjoy your time";
+ mes "here. I'll see you next time~";
+ close;
+ }
+ else {
+ mes "[Medal Distributor]";
+ mes "You may not have wagered";
+ mes "on the winning monster in";
+ mes "the last race, but I hope that";
+ mes "you get lucky next time~";
+ close;
+ }
+ }
+ else if (($@mon_race_2_1 == 3) && ($@mon_race_2_2 == 5)) || (($@mon_race_2_1 == 5) && ($@mon_race_2_2 == 3)) {
+ if ((monster_race_2_1 == 3) && (monster_race_2_2 == 5)) || ((monster_race_2_1 == 5) && (monster_race_2_2 == 3)) {
+ mes "[Medal Distributor]";
+ mes "Congratulations! It's really";
+ mes "difficult to guess the winners";
+ mes "of a Dual Monster Race, so you";
+ mes "must be really lucky! Would you";
+ mes "like to exchange your winning";
+ mes "Racing Ticket for Prize Medals?";
+ next;
+ switch(select("Yes, please.:No, thanks.")) {
+ case 1:
+ mes "[Medal Distributor]";
+ mes "Okay, everything looks good,";
+ mes "so here's your Prize Medals~";
+ mes "If you want to trade these";
+ mes "medals for items, please";
+ mes "visit Wayne in Hugel. We hope";
+ mes "you enjoyed the Monster Race~";
+ delitem 7514,1; //Monster_Ticket
+ set monster_race_2_1,7;
+ set monster_race_2_2,7;
+ getitem 7515,15; //Marvelous_Medal
+ close;
+ case 2:
+ mes "[Medal Distributor]";
+ mes "Um, are you sure? You ";
+ mes "can only exchange a winning";
+ mes "Racing Ticket for Prize Medals";
+ mes "for a short time after the race. If you made a mistake, you";
+ mes "should ask me again quickly.";
+ close;
+ }
+ }
+ else if ((monster_race_2_1 == 0) && (monster_race_2_2 == 0)) {
+ mes "[Medal Distributor]";
+ mes "Well, better luck next time...";
+ mes "Although you can't always";
+ mes "be lucky, it's always fun to";
+ mes "wager on the monster races!";
+ close;
+ }
+ else if ((monster_race_2_1 == 7) && (monster_race_2_2 == 7)) {
+ mes "[Medal Distributor]";
+ mes "Thanks for visiting the";
+ mes "Monster Race Arena, and";
+ mes "I hope you enjoy your time";
+ mes "here. I'll see you next time~";
+ close;
+ }
+ else {
+ mes "[Medal Distributor]";
+ mes "You may not have wagered";
+ mes "on the winning monster in";
+ mes "the last race, but I hope that";
+ mes "you get lucky next time~";
+ close;
+ }
+ }
+ else if (($@mon_race_2_1 == 3) && ($@mon_race_2_2 == 6)) || (($@mon_race_2_1 == 6) && ($@mon_race_2_2 == 3)) {
+ if ((monster_race_2_1 == 3) && (monster_race_2_2 == 6)) || ((monster_race_2_1 == 6) && (monster_race_2_2 == 3)) {
+ mes "[Medal Distributor]";
+ mes "Congratulations! It's really";
+ mes "difficult to guess the winners";
+ mes "of a Dual Monster Race, so you";
+ mes "must be really lucky! Would you";
+ mes "like to exchange your winning";
+ mes "Racing Ticket for Prize Medals?";
+ next;
+ switch(select("Yes, please.:No, thanks.")) {
+ case 1:
+ mes "[Medal Distributor]";
+ mes "Okay, everything looks good,";
+ mes "so here's your Prize Medals~";
+ mes "If you want to trade these";
+ mes "medals for items, please";
+ mes "visit Wayne in Hugel. We hope";
+ mes "you enjoyed the Monster Race~";
+ delitem 7514,1; //Monster_Ticket
+ set monster_race_2_1,7;
+ set monster_race_2_2,7;
+ getitem 7515,15; //Marvelous_Medal
+ close;
+ case 2:
+ mes "[Medal Distributor]";
+ mes "Um, are you sure? You ";
+ mes "can only exchange a winning";
+ mes "Racing Ticket for Prize Medals";
+ mes "for a short time after the race. If you made a mistake, you";
+ mes "should ask me again quickly.";
+ close;
+ }
+ }
+ else if ((monster_race_2_1 == 0) && (monster_race_2_2 == 0)) {
+ mes "[Medal Distributor]";
+ mes "Well, better luck next time...";
+ mes "Although you can't always";
+ mes "be lucky, it's always fun to";
+ mes "wager on the monster races!";
+ close;
+ }
+ else if ((monster_race_2_1 == 7) && (monster_race_2_2 == 7)) {
+ mes "[Medal Distributor]";
+ mes "Thanks for visiting the";
+ mes "Monster Race Arena, and";
+ mes "I hope you enjoy your time";
+ mes "here. I'll see you next time~";
+ close;
+ }
+ else {
+ mes "[Medal Distributor]";
+ mes "You may not have wagered";
+ mes "on the winning monster in";
+ mes "the last race, but I hope that";
+ mes "you get lucky next time~";
+ close;
+ }
+ }
+ else if (($@mon_race_2_1 == 4) && ($@mon_race_2_2 == 5)) || (($@mon_race_2_1 == 5) && ($@mon_race_2_2 == 4)) {
+ if ((monster_race_2_1 == 4) && (monster_race_2_2 == 5)) || ((monster_race_2_1 == 5) && (monster_race_2_2 == 4)) {
+ mes "[Medal Distributor]";
+ mes "Congratulations! It's really";
+ mes "difficult to guess the winners";
+ mes "of a Dual Monster Race, so you";
+ mes "must be really lucky! Would you";
+ mes "like to exchange your winning";
+ mes "Racing Ticket for Prize Medals?";
+ next;
+ switch(select("Yes, please.:No, thanks.")) {
+ case 1:
+ mes "[Medal Distributor]";
+ mes "Okay, everything looks good,";
+ mes "so here's your Prize Medals~";
+ mes "If you want to trade these";
+ mes "medals for items, please";
+ mes "visit Wayne in Hugel. We hope";
+ mes "you enjoyed the Monster Race~";
+ delitem 7514,1; //Monster_Ticket
+ set monster_race_2_1,7;
+ set monster_race_2_2,7;
+ getitem 7515,15; //Marvelous_Medal
+ close;
+ case 2:
+ mes "[Medal Distributor]";
+ mes "Um, are you sure? You ";
+ mes "can only exchange a winning";
+ mes "Racing Ticket for Prize Medals";
+ mes "for a short time after the race. If you made a mistake, you";
+ mes "should ask me again quickly.";
+ close;
+ }
+ }
+ else if ((monster_race_2_1 == 0) && (monster_race_2_2 == 0)) {
+ mes "[Medal Distributor]";
+ mes "Well, better luck next time...";
+ mes "Although you can't always";
+ mes "be lucky, it's always fun to";
+ mes "wager on the monster races!";
+ close;
+ }
+ else if ((monster_race_2_1 == 7) && (monster_race_2_2 == 7)) {
+ mes "[Medal Distributor]";
+ mes "Thanks for visiting the";
+ mes "Monster Race Arena, and";
+ mes "I hope you enjoy your time";
+ mes "here. I'll see you next time~";
+ close;
+ }
+ else {
+ mes "[Medal Distributor]";
+ mes "You may not have wagered";
+ mes "on the winning monster in";
+ mes "the last race, but I hope that";
+ mes "you get lucky next time~";
+ close;
+ }
+ }
+ else if (($@mon_race_2_1 == 4) && ($@mon_race_2_2 == 6)) || (($@mon_race_2_1 == 6) && ($@mon_race_2_2 == 4)) {
+ if ((monster_race_2_1 == 4) && (monster_race_2_2 == 6)) || ((monster_race_2_1 == 6) && (monster_race_2_2 == 4)) {
+ mes "[Medal Distributor]";
+ mes "Congratulations! It's really";
+ mes "difficult to guess the winners";
+ mes "of a Dual Monster Race, so you";
+ mes "must be really lucky! Would you";
+ mes "like to exchange your winning";
+ mes "Racing Ticket for Prize Medals?";
+ next;
+ switch(select("Yes, please.:No, thanks.")) {
+ case 1:
+ mes "[Medal Distributor]";
+ mes "Okay, everything looks good,";
+ mes "so here's your Prize Medals~";
+ mes "If you want to trade these";
+ mes "medals for items, please";
+ mes "visit Wayne in Hugel. We hope";
+ mes "you enjoyed the Monster Race~";
+ delitem 7514,1; //Monster_Ticket
+ set monster_race_2_1,7;
+ set monster_race_2_2,7;
+ getitem 7515,15; //Marvelous_Medal
+ close;
+ case 2:
+ mes "[Medal Distributor]";
+ mes "Um, are you sure? You ";
+ mes "can only exchange a winning";
+ mes "Racing Ticket for Prize Medals";
+ mes "for a short time after the race. If you made a mistake, you";
+ mes "should ask me again quickly.";
+ close;
+ }
+ }
+ else if ((monster_race_2_1 == 0) && (monster_race_2_2 == 0)) {
+ mes "[Medal Distributor]";
+ mes "Well, better luck next time...";
+ mes "Although you can't always";
+ mes "be lucky, it's always fun to";
+ mes "wager on the monster races!";
+ close;
+ }
+ else if ((monster_race_2_1 == 7) && (monster_race_2_2 == 7)) {
+ mes "[Medal Distributor]";
+ mes "Thanks for visiting the";
+ mes "Monster Race Arena, and";
+ mes "I hope you enjoy your time";
+ mes "here. I'll see you next time~";
+ close;
+ }
+ else {
+ mes "[Medal Distributor]";
+ mes "You may not have wagered";
+ mes "on the winning monster in";
+ mes "the last race, but I hope that";
+ mes "you get lucky next time~";
+ close;
+ }
+ }
+ else if (($@mon_race_2_1 == 5) && ($@mon_race_2_2 == 6)) || (($@mon_race_2_1 == 6) && ($@mon_race_2_2 == 5)) {
+ if ((monster_race_2_1 == 5) && (monster_race_2_2 == 6)) || ((monster_race_2_1 == 6) && (monster_race_2_2 == 5)) {
+ mes "[Medal Distributor]";
+ mes "Congratulations! It's really";
+ mes "difficult to guess the winners";
+ mes "of a Dual Monster Race, so you";
+ mes "must be really lucky! Would you";
+ mes "like to exchange your winning";
+ mes "Racing Ticket for Prize Medals?";
+ next;
+ switch(select("Yes, please.:No, thanks.")) {
+ case 1:
+ mes "[Medal Distributor]";
+ mes "Okay, everything looks good,";
+ mes "so here's your Prize Medals~";
+ mes "If you want to trade these";
+ mes "medals for items, please";
+ mes "visit Wayne in Hugel. We hope";
+ mes "you enjoyed the Monster Race~";
+ delitem 7514,1; //Monster_Ticket
+ set monster_race_2_1,7;
+ set monster_race_2_2,7;
+ getitem 7515,15; //Marvelous_Medal
+ close;
+ case 2:
+ mes "[Medal Distributor]";
+ mes "Um, are you sure? You ";
+ mes "can only exchange a winning";
+ mes "Racing Ticket for Prize Medals";
+ mes "for a short time after the race. If you made a mistake, you";
+ mes "should ask me again quickly.";
+ close;
+ }
+ }
+ else if ((monster_race_2_1 == 0) && (monster_race_2_2 == 0)) {
+ mes "[Medal Distributor]";
+ mes "Well, better luck next time...";
+ mes "Although you can't always";
+ mes "be lucky, it's always fun to";
+ mes "wager on the monster races!";
+ close;
+ }
+ else if ((monster_race_2_1 == 7) && (monster_race_2_2 == 7)) {
+ mes "[Medal Distributor]";
+ mes "Thanks for visiting the";
+ mes "Monster Race Arena, and";
+ mes "I hope you enjoy your time";
+ mes "here. I'll see you next time~";
+ close;
+ }
+ else {
+ mes "[Medal Distributor]";
+ mes "You may not have wagered";
+ mes "on the winning monster in";
+ mes "the last race, but I hope that";
+ mes "you get lucky next time~";
+ close;
+ }
+ }
+ else {
+ mes "[Medal Distributor]";
+ mes "Hello there~";
+ mes "If you've wagered on the";
+ mes "winning monster in a recent";
+ mes "race, then you can exchange";
+ mes "your game ticket here for";
+ mes "some Prize Medals.";
+ next;
+ mes "[Medal Distributor]";
+ mes "Please remember that you can";
+ mes "only exchange winning Game";
+ mes "Tickets for Prize Medals right";
+ mes "after the race finishes. Prize";
+ mes "Medals may be given to Wayne";
+ mes "in Hugel in exchange for items.";
+ close;
+ }
+ }
+ else {
+ mes "[Medal Distributor]";
+ mes "Hello there~";
+ mes "If you've wagered on the";
+ mes "winning monster in a recent";
+ mes "race, then you can exchange";
+ mes "your game ticket here for";
+ mes "some Prize Medals.";
+ next;
+ mes "[Medal Distributor]";
+ mes "Please remember that you can";
+ mes "only exchange winning Game";
+ mes "Tickets for Prize Medals right";
+ mes "after the race finishes. Prize";
+ mes "Medals may be given to Wayne";
+ mes "in Hugel in exchange for items.";
+ close;
+ }
+
+OnInit:
+ disablenpc "Medal Distributor#medal";
+ end;
+}
+
+p_track02,76,38,1 script Exit Guide#double 798,{
+ mes "[Exit Guide]";
+ mes "If you have a winning Racing";
+ mes "Ticket, please make sure that";
+ mes "you redeem it for Prize Medals";
+ mes "now. All Racing Tickets become";
+ mes "void once the next race begins.";
+ next;
+ mes "[Exit Guide]";
+ mes "If you wish to leave";
+ mes "the arena, then I can guide";
+ mes "you outside. Would you like";
+ mes "to leave the arena right now?";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ if (countitem(7514) == 0) {
+ mes "[Exit Guide]";
+ mes "Thank you for";
+ mes "your patronage, and";
+ mes "I hope that you come";
+ mes "visit us again soon~";
+ }
+ else {
+ mes "[Exit Guide]";
+ mes "In accordance with our";
+ mes "policies, I must take your";
+ mes "Racing Ticket before you leave.";
+ mes "Thank you for your patronage,";
+ mes "and I hope you enjoy your time";
+ mes "here in the Monster Race Arena.";
+ delitem 7514,1; //Monster_Ticket
+ }
+ set monster_race_2_1,0;
+ set monster_race_2_2,0;
+ close2;
+ warp "hugel",63,73;
+ end;
+ case 2:
+ mes "[Exit Guide]";
+ mes "Alright, then.";
+ mes "Just let me know";
+ mes "whenever you're";
+ mes "ready to leave.";
+ close;
+ }
+}
+
+p_track02,30,38,0 script #poring1 139,0,0,{
+OnInit:
+ disablenpc "#poring1";
+ end;
+
+OnEnable:
+ enablenpc "#poring1";
+ monster "p_track02",58,38,"Monster 1",1725,1,"#poring1::OnMyMobDead";
+ end;
+
+OnDisable:
+ killmonster "p_track02","#poring1::OnMyMobDead";
+ disablenpc "#poring1";
+ end;
+
+OnTouchNPC:
+ if ($@mon_race_2_1 == 0) {
+ emotion e_lv;
+ specialeffect EF_MVP;
+ mapannounce "p_track02","Monster 1 has reached the Finish Line!",bc_map,"0x66FFCC";
+ set $@mon_race_2_1,1;
+ donpcevent "#poring1::OnDisable";
+ }
+ else {
+ emotion e_lv;
+ specialeffect EF_MVP;
+ mapannounce "p_track02","The race is over! Monster 1 has reached the Finish Line!",bc_map,"0x66FFCC";
+ set $@mon_race_2_2,1;
+ donpcevent "#poring1::OnDisable";
+ donpcevent "#lunatic1::OnDisable";
+ donpcevent "#savagebebe1::OnDisable";
+ donpcevent "#desertwolf1::OnDisable";
+ donpcevent "#deviruchi1::OnDisable";
+ donpcevent "#baphomet1::OnDisable";
+ donpcevent "TrapGlobal#race02::OnDisable";
+ enablenpc "Medal Distributor#medal";
+ donpcevent "#race_timer2-3::OnEnable";
+ }
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+p_track02,30,36,0 script #lunatic1 139,0,0,{
+OnInit:
+ disablenpc "#lunatic1";
+ end;
+
+OnEnable:
+ enablenpc "#lunatic1";
+ monster "p_track02",58,36,"Monster No. 2",1726,1,"#lunatic1::OnMyMobDead";
+ end;
+
+OnDisable:
+ killmonster "p_track02","#lunatic1::OnMyMobDead";
+ disablenpc "#lunatic1";
+ end;
+
+OnTouchNPC:
+ if ($@mon_race_2_1 == 0) {
+ emotion e_ho;
+ specialeffect EF_MVP;
+ mapannounce "p_track02","Monster 2 has reached the Finish Line!",bc_map,"0x66FFCC";
+ set $@mon_race_2_1,2;
+ donpcevent "#lunatic1::OnDisable";
+ }
+ else {
+ emotion e_ho;
+ specialeffect EF_MVP;
+ mapannounce "p_track02","The race is over! Monster 2 has reached the Finish Line!",bc_map,"0x66FFCC";
+ set $@mon_race_2_2,2;
+ donpcevent "#lunatic1::OnDisable";
+ donpcevent "#poring1::OnDisable";
+ donpcevent "#savagebebe1::OnDisable";
+ donpcevent "#desertwolf1::OnDisable";
+ donpcevent "#deviruchi1::OnDisable";
+ donpcevent "#baphomet1::OnDisable";
+ donpcevent "TrapGlobal#race02::OnDisable";
+ enablenpc "Medal Distributor#medal";
+ donpcevent "#race_timer2-3::OnEnable";
+ }
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+p_track02,30,34,0 script #savagebebe1 139,0,0,{
+OnInit:
+ disablenpc "#savagebebe1";
+ end;
+
+OnEnable:
+ enablenpc "#savagebebe1";
+ monster "p_track02",58,34,"Monster No. 3",1727,1,"#savagebebe1::OnMyMobDead";
+ end;
+
+OnDisable:
+ killmonster "p_track02","#savagebebe1::OnMyMobDead";
+ disablenpc "#savagebebe1";
+ end;
+
+OnTouchNPC:
+ if ($@mon_race_2_1 == 0) {
+ emotion e_heh;
+ specialeffect EF_MVP;
+ mapannounce "p_track02","Monster 3 has reached the Finish Line!",bc_map,"0x66FFCC";
+ set $@mon_race_2_1,3;
+ donpcevent "#savagebebe1::OnDisable";
+ }
+ else {
+ emotion e_heh;
+ specialeffect EF_MVP;
+ mapannounce "p_track02","The race is over! Monster 3 has reached the Finish Line!",bc_map,"0x66FFCC";
+ set $@mon_race_2_2,3;
+ donpcevent "#savagebebe1::OnDisable";
+ donpcevent "#poring1::OnDisable";
+ donpcevent "#lunatic1::OnDisable";
+ donpcevent "#desertwolf1::OnDisable";
+ donpcevent "#deviruchi1::OnDisable";
+ donpcevent "#baphomet1::OnDisable";
+ donpcevent "TrapGlobal#race02::OnDisable";
+ enablenpc "Medal Distributor#medal";
+ donpcevent "#race_timer2-3::OnEnable";
+ }
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+p_track02,30,32,0 script #desertwolf1 139,0,0,{
+OnInit:
+ disablenpc "#desertwolf1";
+ end;
+
+OnEnable:
+ enablenpc "#desertwolf1";
+ monster "p_track02",58,32,"Monster No. 4",1728,1,"#desertwolf1::OnMyMobDead";
+ end;
+
+OnDisable:
+ killmonster "p_track02","#desertwolf1::OnMyMobDead";
+ disablenpc "#desertwolf1";
+ end;
+
+OnTouchNPC:
+ if ($@mon_race_2_1 == 0) {
+ emotion e_kis;
+ specialeffect EF_MVP;
+ mapannounce "p_track02","Monster 4 has reached the Finish Line!",bc_map,"0x66FFCC";
+ set $@mon_race_2_1,4;
+ donpcevent "#desertwolf1::OnDisable";
+ }
+ else {
+ emotion e_kis;
+ specialeffect EF_MVP;
+ mapannounce "p_track02","The race is over! Monster 4 has reached the Finish Line!",bc_map,"0x66FFCC";
+ set $@mon_race_2_2,4;
+ donpcevent "#desertwolf1::OnDisable";
+ donpcevent "#poring1::OnDisable";
+ donpcevent "#lunatic1::OnDisable";
+ donpcevent "#savagebebe1::OnDisable";
+ donpcevent "#deviruchi1::OnDisable";
+ donpcevent "#baphomet1::OnDisable";
+ donpcevent "TrapGlobal#race02::OnDisable";
+ enablenpc "Medal Distributor#medal";
+ donpcevent "#race_timer2-3::OnEnable";
+ }
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+p_track02,30,30,0 script #deviruchi1 139,0,0,{
+OnInit:
+ disablenpc "#deviruchi1";
+ end;
+
+OnEnable:
+ enablenpc "#deviruchi1";
+ monster "p_track02",58,30,"Monster No. 5",1730,1,"#deviruchi1::OnMyMobDead";
+ end;
+
+OnDisable:
+ killmonster "p_track02","#deviruchi1::OnMyMobDead";
+ disablenpc "#deviruchi1";
+ end;
+
+OnTouchNPC:
+ if ($@mon_race_2_1 == 0) {
+ emotion e_gg;
+ specialeffect EF_MVP;
+ mapannounce "p_track02","Monster 5 has reached the Finish Line!",bc_map,"0x66FFCC";
+ set $@mon_race_2_1,5;
+ donpcevent "#deviruchi1::OnDisable";
+ }
+ else {
+ emotion e_gg;
+ specialeffect EF_MVP;
+ mapannounce "p_track02","The race is over! Monster 5 has reached the Finish Line!",bc_map,"0x66FFCC";
+ set $@mon_race_2_2,5;
+ donpcevent "#deviruchi1::OnDisable";
+ donpcevent "#poring1::OnDisable";
+ donpcevent "#lunatic1::OnDisable";
+ donpcevent "#savagebebe1::OnDisable";
+ donpcevent "#desertwolf1::OnDisable";
+ donpcevent "#baphomet1::OnDisable";
+ donpcevent "TrapGlobal#race02::OnDisable";
+ enablenpc "Medal Distributor#medal";
+ donpcevent "#race_timer2-3::OnEnable";
+ }
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+p_track02,30,28,0 script #baphomet1 139,0,0,{
+OnInit:
+ disablenpc "#baphomet1";
+ end;
+
+OnEnable:
+ enablenpc "#baphomet1";
+ monster "p_track02",58,28,"Monster No. 6",1729,1,"#baphomet1::OnMyMobDead";
+ end;
+
+OnDisable:
+ killmonster "p_track02","#baphomet1::OnMyMobDead";
+ disablenpc "#baphomet1";
+ end;
+
+OnTouchNPC:
+ if ($@mon_race_2_1 == 0) {
+ emotion e_pif;
+ specialeffect EF_MVP;
+ mapannounce "p_track02","Monster 6 has reached the Finish Line!",bc_map,"0x66FFCC";
+ set $@mon_race_2_1,6;
+ donpcevent "#baphomet1::OnDisable";
+ }
+ else {
+ emotion e_pif;
+ specialeffect EF_MVP;
+ mapannounce "p_track02","The race is over! Monster 6 has reached the Finish Line!",bc_map,"0x66FFCC";
+ set $@mon_race_2_2,6;
+ donpcevent "#baphomet1::OnDisable";
+ donpcevent "#poring1::OnDisable";
+ donpcevent "#lunatic1::OnDisable";
+ donpcevent "#savagebebe1::OnDisable";
+ donpcevent "#desertwolf1::OnDisable";
+ donpcevent "#deviruchi1::OnDisable";
+ donpcevent "TrapGlobal#race02::OnDisable";
+ enablenpc "Medal Distributor#medal";
+ donpcevent "#race_timer2-3::OnEnable";
+ }
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+p_track02,19,48,0 script TrapGlobal#race02 -1,{
+OnInit:
+ set $@mon_r02_luk1,0;
+ set $@mon_r02_luk2,0;
+ set $@mon_r02_luk3,0;
+ set $@mon_r02_luk4,0;
+ set $@mon_r02_luk5,0;
+ set $@mon_r02_luk6,0;
+ set $@mon_r02_tire1,0;
+ set $@mon_r02_tire2,0;
+ set $@mon_r02_tire3,0;
+ set $@mon_r02_tire4,0;
+ set $@mon_r02_tire5,0;
+ set $@mon_r02_tire6,0;
+ end;
+
+OnEnable:
+ enablenpc "TrapGlobal#race02";
+ enablenpc "starting#race02_1";
+ enablenpc "starting#race02_2";
+ enablenpc "starting#race02_3";
+ enablenpc "starting#race02_4";
+ enablenpc "starting#race02_5";
+ enablenpc "starting#race02_6";
+ //-------------------------------------------------------------
+ // Monster No. 1, Poring
+ //-------------------------------------------------------------
+ set .@firstline,rand(1,70);
+ if ((.@firstline > 0) && (.@firstline < 11)) {
+ set $@mon_r02_luk1,.@firstline;
+ enablenpc "Luk#race02_1_5";
+ enablenpc "Luk#race02_1_6";
+ set .@firsttired,rand(50,60);
+ if (.@firsttired > 49) && (.@firsttired < 61) {
+ set $@mon_r02_tire1,.@firsttired;
+ enablenpc "Tire#race02_1_1";
+ }
+ }
+ else if ((.@firstline > 10) && (.@firstline < 31)) {
+ set $@mon_r02_luk1,.@firstline;
+ enablenpc "Luk#race02_1_5";
+ set .@firsttired,rand(40,60);
+ if (.@firsttired > 49) && (.@firsttired < 61) {
+ set $@mon_r02_tire1,.@firsttired;
+ enablenpc "Tire#race02_1_1";
+ }
+ else {
+ set $@mon_r02_tire1,.@firsttired;
+ enablenpc "Tire#race02_1_1";
+ enablenpc "Tire#race02_1_2";
+ }
+ }
+ else if ((.@firstline > 20) && (.@firstline < 41)) {
+ set $@mon_r02_luk1,.@firstline;
+ enablenpc "Luk#race02_1_1";
+ set .@firsttired,rand(30,50);
+ if (.@firsttired > 39) && (.@firsttired < 51) {
+ set $@mon_r02_tire1,.@firsttired;
+ enablenpc "Tire#race02_1_1";
+ enablenpc "Tire#race02_1_2";
+ }
+ else {
+ set $@mon_r02_tire1,.@firsttired;
+ enablenpc "Tire#race02_1_1";
+ enablenpc "Tire#race02_1_2";
+ enablenpc "Tire#race02_1_3";
+ }
+ }
+ else if ((.@firstline > 40) && (.@firstline < 51)) {
+ set $@mon_r02_luk1,.@firstline;
+ enablenpc "Luk#race02_1_1";
+ enablenpc "Luk#race02_1_2";
+ set .@firsttired,rand(20,40);
+ if (.@firsttired > 29) && (.@firsttired < 41) {
+ set $@mon_r02_tire1,.@firsttired;
+ enablenpc "Tire#race02_1_1";
+ enablenpc "Tire#race02_1_2";
+ enablenpc "Tire#race02_1_3";
+ }
+ else {
+ set $@mon_r02_tire1,.@firsttired;
+ enablenpc "Tire#race02_1_1";
+ enablenpc "Tire#race02_1_2";
+ enablenpc "Tire#race02_1_3";
+ enablenpc "Tire#race02_1_4";
+ }
+ }
+ else if ((.@firstline > 50) && (.@firstline < 61)) {
+ set $@mon_r02_luk1,.@firstline;
+ enablenpc "Luk#race02_1_1";
+ enablenpc "Luk#race02_1_2";
+ enablenpc "Luk#race02_1_3";
+ set .@firsttired,rand(10,30);
+ if (.@firsttired > 19) && (.@firsttired < 31) {
+ set $@mon_r02_tire1,.@firsttired;
+ enablenpc "Tire#race02_1_1";
+ enablenpc "Tire#race02_1_2";
+ enablenpc "Tire#race02_1_3";
+ enablenpc "Tire#race02_1_4";
+ }
+ else {
+ set $@mon_r02_tire1,.@firsttired;
+ enablenpc "Tire#race02_1_1";
+ enablenpc "Tire#race02_1_2";
+ enablenpc "Tire#race02_1_3";
+ enablenpc "Tire#race02_1_4";
+ enablenpc "Tire#race02_1_5";
+ }
+ }
+ else if ((.@firstline > 60) && (.@firstline < 71)) {
+ set $@mon_r02_luk1,.@firstline;
+ enablenpc "Luk#race02_1_1";
+ enablenpc "Luk#race02_1_2";
+ enablenpc "Luk#race02_1_3";
+ enablenpc "Luk#race02_1_4";
+ set .@firsttired,rand(0,20);
+ if (.@firsttired > 9) && (.@firsttired < 21) {
+ set $@mon_r02_tire1,.@firsttired;
+ enablenpc "Tire#race02_1_1";
+ enablenpc "Tire#race02_1_2";
+ enablenpc "Tire#race02_1_3";
+ enablenpc "Tire#race02_1_4";
+ enablenpc "Tire#race02_1_5";
+ }
+ else {
+ set $@mon_r02_tire1,.@firsttired;
+ enablenpc "Tire#race02_1_1";
+ enablenpc "Tire#race02_1_2";
+ enablenpc "Tire#race02_1_3";
+ enablenpc "Tire#race02_1_4";
+ enablenpc "Tire#race02_1_5";
+ enablenpc "Tire#race02_1_6";
+ }
+ }
+ else {
+ set $@mon_r02_luk1,.@firstline;
+ enablenpc "Luk#race02_1_1";
+ enablenpc "Luk#race02_1_2";
+ enablenpc "Luk#race02_1_3";
+ enablenpc "Luk#race02_1_4";
+ set .@firsttired,rand(0,20);
+ if (.@firsttired > 9) && (.@firsttired < 21) {
+ set $@mon_r02_tire1,.@firstline;
+ enablenpc "Tire#race02_1_1";
+ enablenpc "Tire#race02_1_2";
+ enablenpc "Tire#race02_1_3";
+ enablenpc "Tire#race02_1_4";
+ enablenpc "Tire#race02_1_5";
+ }
+ else {
+ set $@mon_r02_tire1,.@firstline;
+ enablenpc "Tire#race02_1_1";
+ enablenpc "Tire#race02_1_2";
+ enablenpc "Tire#race02_1_3";
+ enablenpc "Tire#race02_1_4";
+ enablenpc "Tire#race02_1_5";
+ enablenpc "Tire#race02_1_6";
+ }
+ }
+ //-------------------------------------------------------------
+ // Monster No. 2, Lunatic
+ //-------------------------------------------------------------
+ set .@secondline,rand(1,70);
+ if ((.@secondline > 0) && (.@secondline < 11)) {
+ set $@mon_r02_luk2,.@secondline;
+ enablenpc "Luk#race02_2_5";
+ enablenpc "Luk#race02_2_6";
+ set .@secondtired,rand(50,60);
+ if (.@secondtired > 49) && (.@secondtired < 61) {
+ set $@mon_r02_tire2,.@secondtired;
+ enablenpc "Tire#race02_2_1";
+ }
+ }
+ else if ((.@secondline > 10) && (.@secondline < 31)) {
+ set $@mon_r02_luk2,.@secondline;
+ enablenpc "Luk#race02_2_5";
+ set .@secondtired,rand(40,60);
+ if (.@secondtired > 49) && (.@secondtired < 61) {
+ set $@mon_r02_tire2,.@secondline;
+ enablenpc "Tire#race02_2_1";
+ }
+ else {
+ set $@mon_r02_tire2,.@secondline;
+ enablenpc "Tire#race02_2_1";
+ enablenpc "Tire#race02_2_2";
+ }
+ }
+ else if ((.@secondline > 20) && (.@secondline < 41)) {
+ set $@mon_r02_luk2,.@secondline;
+ enablenpc "Luk#race02_2_1";
+ set .@secondtired,rand(30,50);
+ if (.@secondtired > 39) && (.@secondtired < 51) {
+ set $@mon_r02_tire2,.@secondtired;
+ enablenpc "Tire#race02_2_1";
+ enablenpc "Tire#race02_2_2";
+ }
+ else {
+ set $@mon_r02_tire2,.@secondtired;
+ enablenpc "Tire#race02_2_1";
+ enablenpc "Tire#race02_2_2";
+ enablenpc "Tire#race02_2_3";
+ }
+ }
+ else if ((.@secondline > 40) && (.@secondline < 51)) {
+ set $@mon_r02_luk2,.@secondline;
+ enablenpc "Luk#race02_2_1";
+ enablenpc "Luk#race02_2_2";
+ set .@secondtired,rand(20,40);
+ if (.@secondtired > 29) && (.@secondtired < 41) {
+ set $@mon_r02_tire2,.@secondtired;
+ enablenpc "Tire#race02_2_1";
+ enablenpc "Tire#race02_2_2";
+ enablenpc "Tire#race02_2_3";
+ }
+ else {
+ set $@mon_r02_tire2,.@secondtired;
+ enablenpc "Tire#race02_2_1";
+ enablenpc "Tire#race02_2_2";
+ enablenpc "Tire#race02_2_3";
+ enablenpc "Tire#race02_2_4";
+ }
+ }
+ else if ((.@secondline > 50) && (.@secondline < 61)) {
+ set $@mon_r02_luk2,.@secondline;
+ enablenpc "Luk#race02_2_1";
+ enablenpc "Luk#race02_2_2";
+ enablenpc "Luk#race02_2_3";
+ set .@secondtired,rand(10,30);
+ if (.@secondtired > 19) && (.@secondtired < 31) {
+ set $@mon_r02_tire2,.@secondtired;
+ enablenpc "Tire#race02_2_1";
+ enablenpc "Tire#race02_2_2";
+ enablenpc "Tire#race02_2_3";
+ enablenpc "Tire#race02_2_4";
+ }
+ else {
+ set $@mon_r02_tire2,.@secondtired;
+ enablenpc "Tire#race02_2_1";
+ enablenpc "Tire#race02_2_2";
+ enablenpc "Tire#race02_2_3";
+ enablenpc "Tire#race02_2_4";
+ enablenpc "Tire#race02_2_5";
+ }
+ }
+ else if ((.@secondline > 60) && (.@secondline < 71)) {
+ set $@mon_r02_luk2,.@secondline;
+ enablenpc "Luk#race02_2_1";
+ enablenpc "Luk#race02_2_2";
+ enablenpc "Luk#race02_2_3";
+ enablenpc "Luk#race02_2_4";
+ set .@secondtired,rand(0,20);
+ if (.@secondtired > 9) && (.@secondtired < 21) {
+ set $@mon_r02_tire2,.@secondtired;
+ enablenpc "Tire#race02_2_1";
+ enablenpc "Tire#race02_2_2";
+ enablenpc "Tire#race02_2_3";
+ enablenpc "Tire#race02_2_4";
+ enablenpc "Tire#race02_2_5";
+ }
+ else {
+ set $@mon_r02_tire2,.@secondtired;
+ enablenpc "Tire#race02_2_1";
+ enablenpc "Tire#race02_2_2";
+ enablenpc "Tire#race02_2_3";
+ enablenpc "Tire#race02_2_4";
+ enablenpc "Tire#race02_2_5";
+ enablenpc "Tire#race02_2_6";
+ }
+ }
+ else {
+ set $@mon_r02_luk2,.@secondline;
+ enablenpc "Luk#race02_2_1";
+ enablenpc "Luk#race02_2_2";
+ enablenpc "Luk#race02_2_3";
+ enablenpc "Luk#race02_2_4";
+ set .@secondtired,rand(0,20);
+ if (.@secondtired > 9) && (.@secondtired < 21) {
+ set $@mon_r02_tire2,.@secondtired;
+ enablenpc "Tire#race02_2_1";
+ enablenpc "Tire#race02_2_2";
+ enablenpc "Tire#race02_2_3";
+ enablenpc "Tire#race02_2_4";
+ enablenpc "Tire#race02_2_5";
+ }
+ else {
+ set $@mon_r02_tire2,.@secondtired;
+ enablenpc "Tire#race02_2_1";
+ enablenpc "Tire#race02_2_2";
+ enablenpc "Tire#race02_2_3";
+ enablenpc "Tire#race02_2_4";
+ enablenpc "Tire#race02_2_5";
+ enablenpc "Tire#race02_2_6";
+ }
+ }
+ //-------------------------------------------------------------
+ // Monster No. 3, Savage Babe
+ //-------------------------------------------------------------
+ set .@thirdline,rand(1,70);
+ if ((.@thirdline > 0) && (.@thirdline < 11)) {
+ set $@mon_r02_luk3,.@thirdline;
+ enablenpc "Luk#race02_3_5";
+ enablenpc "Luk#race02_3_6";
+ set .@thridtired,rand(50,60);
+ if (.@thridtired > 49) && (.@thridtired < 61) {
+ set $@mon_r02_tire3,.@thridtired;
+ enablenpc "Tire#race02_3_1";
+ }
+ }
+ else if ((.@thirdline > 10) && (.@thirdline < 31)) {
+ set $@mon_r02_luk3,.@thirdline;
+ enablenpc "Luk#race02_3_5";
+ set .@thridtired,rand(40,60);
+ if (.@thridtired > 49) && (.@thridtired < 61) {
+ set $@mon_r02_tire3,.@thridtired;
+ enablenpc "Tire#race02_3_1";
+ }
+ else {
+ set $@mon_r02_tire3,.@thridtired;
+ enablenpc "Tire#race02_3_1";
+ enablenpc "Tire#race02_3_2";
+ }
+ }
+ else if ((.@thirdline > 20) && (.@thirdline < 41)) {
+ set $@mon_r02_luk3,.@thirdline;
+ enablenpc "Luk#race02_3_1";
+ set .@thridtired,rand(30,50);
+ if (.@thridtired > 39) && (.@thridtired < 51) {
+ set $@mon_r02_tire3,.@thridtired;
+ enablenpc "Tire#race02_3_1";
+ enablenpc "Tire#race02_3_2";
+ }
+ else {
+ set $@mon_r02_tire3,.@thridtired;
+ enablenpc "Tire#race02_3_1";
+ enablenpc "Tire#race02_3_2";
+ enablenpc "Tire#race02_3_3";
+ }
+ }
+ else if ((.@thirdline > 40) && (.@thirdline < 51)) {
+ set $@mon_r02_luk3,.@thirdline;
+ enablenpc "Luk#race02_3_1";
+ enablenpc "Luk#race02_3_2";
+ set .@thridtired,rand(20,40);
+ if (.@thridtired > 29) && (.@thridtired < 41) {
+ set $@mon_r02_tire3,.@thridtired;
+ enablenpc "Tire#race02_3_1";
+ enablenpc "Tire#race02_3_2";
+ enablenpc "Tire#race02_3_3";
+ }
+ else {
+ set $@mon_r02_tire3,.@thridtired;
+ enablenpc "Tire#race02_3_1";
+ enablenpc "Tire#race02_3_2";
+ enablenpc "Tire#race02_3_3";
+ enablenpc "Tire#race02_3_4";
+ }
+ }
+ else if ((.@thirdline > 50) && (.@thirdline < 61)) {
+ set $@mon_r02_luk3,.@thirdline;
+ enablenpc "Luk#race02_3_1";
+ enablenpc "Luk#race02_3_2";
+ enablenpc "Luk#race02_3_3";
+ set .@thridtired,rand(10,30);
+ if (.@thridtired > 19) && (.@thridtired < 31) {
+ set $@mon_r02_tire3,.@thridtired;
+ enablenpc "Tire#race02_3_1";
+ enablenpc "Tire#race02_3_2";
+ enablenpc "Tire#race02_3_3";
+ enablenpc "Tire#race02_3_4";
+ }
+ else {
+ set $@mon_r02_tire3,.@thridtired;
+ enablenpc "Tire#race02_3_1";
+ enablenpc "Tire#race02_3_2";
+ enablenpc "Tire#race02_3_3";
+ enablenpc "Tire#race02_3_4";
+ enablenpc "Tire#race02_3_5";
+ }
+ }
+ else if ((.@thirdline > 60) && (.@thirdline < 71)) {
+ set $@mon_r02_luk3,.@thirdline;
+ enablenpc "Luk#race02_3_1";
+ enablenpc "Luk#race02_3_2";
+ enablenpc "Luk#race02_3_3";
+ enablenpc "Luk#race02_3_4";
+ set .@thridtired,rand(0,20);
+ if (.@thridtired > 9) && (.@thridtired < 21) {
+ set $@mon_r02_tire3,.@thridtired;
+ enablenpc "Tire#race02_3_1";
+ enablenpc "Tire#race02_3_2";
+ enablenpc "Tire#race02_3_3";
+ enablenpc "Tire#race02_3_4";
+ enablenpc "Tire#race02_3_5";
+ }
+ else {
+ set $@mon_r02_tire3,.@thridtired;
+ enablenpc "Tire#race02_3_1";
+ enablenpc "Tire#race02_3_2";
+ enablenpc "Tire#race02_3_3";
+ enablenpc "Tire#race02_3_4";
+ enablenpc "Tire#race02_3_5";
+ enablenpc "Tire#race02_3_6";
+ }
+ }
+ else {
+ set $@mon_r02_luk3,.@thirdline;
+ enablenpc "Luk#race02_3_1";
+ enablenpc "Luk#race02_3_2";
+ enablenpc "Luk#race02_3_3";
+ enablenpc "Luk#race02_3_4";
+ set .@thridtired,rand(0,20);
+ if (.@thridtired > 9) && (.@thridtired < 21) {
+ set $@mon_r02_tire3,.@thridtired;
+ enablenpc "Tire#race02_3_1";
+ enablenpc "Tire#race02_3_2";
+ enablenpc "Tire#race02_3_3";
+ enablenpc "Tire#race02_3_4";
+ enablenpc "Tire#race02_3_5";
+ }
+ else {
+ set $@mon_r02_tire3,.@thridtired;
+ enablenpc "Tire#race02_3_1";
+ enablenpc "Tire#race02_3_2";
+ enablenpc "Tire#race02_3_3";
+ enablenpc "Tire#race02_3_4";
+ enablenpc "Tire#race02_3_5";
+ enablenpc "Tire#race02_3_6";
+ }
+ }
+ //-------------------------------------------------------------
+ // Monster No. 4, Baby Desert Wolf
+ //-------------------------------------------------------------
+ set .@fourthline,rand(1,70);
+ if ((.@fourthline > 0) && (.@fourthline < 11)) {
+ set $@mon_r02_luk4,.@fourthline;
+ enablenpc "Luk#race02_4_5";
+ enablenpc "Luk#race02_4_6";
+ set .@fourthtired,rand(50,60);
+ if (.@fourthtired > 49) && (.@fourthtired < 61) {
+ set $@mon_r02_tire4,.@fourthtired;
+ enablenpc "Tire#race02_4_1";
+ }
+ }
+ else if ((.@fourthline > 10) && (.@fourthline < 31)) {
+ set $@mon_r02_luk4,.@fourthline;
+ enablenpc "Luk#race02_4_5";
+ set .@fourthtired,rand(40,60);
+ if (.@fourthtired > 49) && (.@fourthtired < 61) {
+ set $@mon_r02_tire4,.@fourthtired;
+ enablenpc "Tire#race02_4_1";
+ }
+ else {
+ set $@mon_r02_tire4,.@fourthtired;
+ enablenpc "Tire#race02_4_1";
+ enablenpc "Tire#race02_4_2";
+ }
+ }
+ else if ((.@fourthline > 20) && (.@fourthline < 41)) {
+ set $@mon_r02_luk4,.@fourthline;
+ enablenpc "Luk#race02_4_1";
+ set .@fourthtired,rand(30,50);
+ if (.@fourthtired > 39) && (.@fourthtired < 51) {
+ set $@mon_r02_tire4,.@fourthtired;
+ enablenpc "Tire#race02_4_1";
+ enablenpc "Tire#race02_4_2";
+ }
+ else {
+ set $@mon_r02_tire4,.@fourthtired;
+ enablenpc "Tire#race02_4_1";
+ enablenpc "Tire#race02_4_2";
+ enablenpc "Tire#race02_4_3";
+ }
+ }
+ else if ((.@fourthline > 40) && (.@fourthline < 51)) {
+ set $@mon_r02_luk4,.@fourthline;
+ enablenpc "Luk#race02_4_1";
+ enablenpc "Luk#race02_4_2";
+ set .@fourthtired,rand(20,40);
+ if (.@fourthtired > 29) && (.@fourthtired < 41) {
+ set $@mon_r02_tire4,.@fourthtired;
+ enablenpc "Tire#race02_4_1";
+ enablenpc "Tire#race02_4_2";
+ enablenpc "Tire#race02_4_3";
+ }
+ else {
+ set $@mon_r02_tire4,.@fourthtired;
+ enablenpc "Tire#race02_4_1";
+ enablenpc "Tire#race02_4_2";
+ enablenpc "Tire#race02_4_3";
+ enablenpc "Tire#race02_4_4";
+ }
+ }
+ else if ((.@fourthline > 50) && (.@fourthline < 61)) {
+ set $@mon_r02_luk4,.@fourthline;
+ enablenpc "Luk#race02_4_1";
+ enablenpc "Luk#race02_4_2";
+ enablenpc "Luk#race02_4_3";
+ set .@fourthtired,rand(10,30);
+ if (.@fourthtired > 19) && (.@fourthtired < 31) {
+ set $@mon_r02_tire4,.@fourthtired;
+ enablenpc "Tire#race02_4_1";
+ enablenpc "Tire#race02_4_2";
+ enablenpc "Tire#race02_4_3";
+ enablenpc "Tire#race02_4_4";
+ }
+ else {
+ set $@mon_r02_tire4,.@fourthtired;
+ enablenpc "Tire#race02_4_1";
+ enablenpc "Tire#race02_4_2";
+ enablenpc "Tire#race02_4_3";
+ enablenpc "Tire#race02_4_4";
+ enablenpc "Tire#race02_4_5";
+ }
+ }
+ else if ((.@fourthline > 60) && (.@fourthline < 71)) {
+ set $@mon_r02_luk4,.@fourthline;
+ enablenpc "Luk#race02_4_1";
+ enablenpc "Luk#race02_4_2";
+ enablenpc "Luk#race02_4_3";
+ enablenpc "Luk#race02_4_4";
+ set .@fourthtired,rand(0,20);
+ if (.@fourthtired > 9) && (.@fourthtired < 21) {
+ set $@mon_r02_tire4,.@fourthtired;
+ enablenpc "Tire#race02_4_1";
+ enablenpc "Tire#race02_4_2";
+ enablenpc "Tire#race02_4_3";
+ enablenpc "Tire#race02_4_4";
+ enablenpc "Tire#race02_4_5";
+ }
+ else {
+ set $@mon_r02_tire4,.@fourthtired;
+ enablenpc "Tire#race02_4_1";
+ enablenpc "Tire#race02_4_2";
+ enablenpc "Tire#race02_4_3";
+ enablenpc "Tire#race02_4_4";
+ enablenpc "Tire#race02_4_5";
+ enablenpc "Tire#race02_4_6";
+ }
+ }
+ else {
+ set $@mon_r02_luk4,.@fourthline;
+ enablenpc "Luk#race02_4_1";
+ enablenpc "Luk#race02_4_2";
+ enablenpc "Luk#race02_4_3";
+ enablenpc "Luk#race02_4_4";
+ set .@fourthtired,rand(0,20);
+ if (.@fourthtired > 9) && (.@fourthtired < 21) {
+ set $@mon_r02_tire4,.@fourthtired;
+ enablenpc "Tire#race02_4_1";
+ enablenpc "Tire#race02_4_2";
+ enablenpc "Tire#race02_4_3";
+ enablenpc "Tire#race02_4_4";
+ enablenpc "Tire#race02_4_5";
+ }
+ else {
+ set $@mon_r02_tire4,.@fourthtired;
+ enablenpc "Tire#race02_4_1";
+ enablenpc "Tire#race02_4_2";
+ enablenpc "Tire#race02_4_3";
+ enablenpc "Tire#race02_4_4";
+ enablenpc "Tire#race02_4_5";
+ enablenpc "Tire#race02_4_6";
+ }
+ }
+ //-------------------------------------------------------------
+ // Monster No. 5, Deviruchi
+ //-------------------------------------------------------------
+ set .@fifthline,rand(1,70);
+ if ((.@fifthline > 0) && (.@fifthline < 11)) {
+ set $@mon_r02_luk5,.@fifthline;
+ enablenpc "Luk#race02_5_5";
+ set .@fifthtired,rand(50,60);
+ if (.@fifthtired > 49) && (.@fifthtired < 61) {
+ set $@mon_r02_tire5,.@fifthtired;
+ enablenpc "Tire#race02_5_1";
+ }
+ }
+ else if ((.@fifthline > 10) && (.@fifthline < 31)) {
+ set $@mon_r02_luk5,.@fifthline;
+ enablenpc "Luk#race02_5_5";
+ set .@fifthtired,rand(40,60);
+ if (.@fifthtired > 49) && (.@fifthtired < 61) {
+ set $@mon_r02_tire5,.@fifthtired;
+ enablenpc "Tire#race02_5_1";
+ }
+ else {
+ set $@mon_r02_tire5,.@fifthtired;
+ enablenpc "Tire#race02_5_1";
+ enablenpc "Tire#race02_5_2";
+ }
+ }
+ else if ((.@fifthline > 20) && (.@fifthline < 41)) {
+ set $@mon_r02_luk5,.@fifthline;
+ enablenpc "Luk#race02_5_1";
+ set .@fifthtired,rand(30,50);
+ if (.@fifthtired > 39) && (.@fifthtired < 51) {
+ set $@mon_r02_tire5,.@fifthtired;
+ enablenpc "Tire#race02_5_1";
+ enablenpc "Tire#race02_5_2";
+ }
+ else {
+ set $@mon_r02_tire5,.@fifthtired;
+ enablenpc "Tire#race02_5_1";
+ enablenpc "Tire#race02_5_2";
+ enablenpc "Tire#race02_5_3";
+ }
+ }
+ else if ((.@fifthline > 40) && (.@fifthline < 51)) {
+ set $@mon_r02_luk5,.@fifthline;
+ enablenpc "Luk#race02_5_1";
+ enablenpc "Luk#race02_5_2";
+ set .@fifthtired,rand(20,40);
+ if (.@fifthtired > 29) && (.@fifthtired < 41) {
+ set $@mon_r02_tire5,.@fifthtired;
+ enablenpc "Tire#race02_5_1";
+ enablenpc "Tire#race02_5_2";
+ enablenpc "Tire#race02_5_3";
+ }
+ else {
+ set $@mon_r02_tire5,.@fifthtired;
+ enablenpc "Tire#race02_5_1";
+ enablenpc "Tire#race02_5_2";
+ enablenpc "Tire#race02_5_3";
+ enablenpc "Tire#race02_5_4";
+ }
+ }
+ else if ((.@fifthline > 50) && (.@fifthline < 61)) {
+ set $@mon_r02_luk5,.@fifthline;
+ enablenpc "Luk#race02_5_1";
+ enablenpc "Luk#race02_5_2";
+ enablenpc "Luk#race02_5_3";
+ set .@fifthtired,rand(10,30);
+ if (.@fifthtired > 19) && (.@fifthtired < 31) {
+ set $@mon_r02_tire5,.@fifthtired;
+ enablenpc "Tire#race02_5_1";
+ enablenpc "Tire#race02_5_2";
+ enablenpc "Tire#race02_5_3";
+ enablenpc "Tire#race02_5_4";
+ }
+ else {
+ set $@mon_r02_tire5,.@fifthtired;
+ enablenpc "Tire#race02_5_1";
+ enablenpc "Tire#race02_5_2";
+ enablenpc "Tire#race02_5_3";
+ enablenpc "Tire#race02_5_4";
+ enablenpc "Tire#race02_5_5";
+ }
+ }
+ else if ((.@fifthline > 60) && (.@fifthline < 71)) {
+ set $@mon_r02_luk5,.@fifthline;
+ enablenpc "Luk#race02_5_1";
+ enablenpc "Luk#race02_5_2";
+ enablenpc "Luk#race02_5_3";
+ enablenpc "Luk#race02_5_4";
+ set .@fifthtired,rand(0,20);
+ if (.@fifthtired > 9) && (.@fifthtired < 21) {
+ set $@mon_r02_tire5,.@fifthtired;
+ enablenpc "Tire#race02_5_1";
+ enablenpc "Tire#race02_5_2";
+ enablenpc "Tire#race02_5_3";
+ enablenpc "Tire#race02_5_4";
+ enablenpc "Tire#race02_5_5";
+ }
+ else {
+ set $@mon_r02_tire5,.@fifthtired;
+ enablenpc "Tire#race02_5_1";
+ enablenpc "Tire#race02_5_2";
+ enablenpc "Tire#race02_5_3";
+ enablenpc "Tire#race02_5_4";
+ enablenpc "Tire#race02_5_5";
+ enablenpc "Tire#race02_5_6";
+ }
+ }
+ else {
+ set $@mon_r02_luk5,.@fifthline;
+ enablenpc "Luk#race02_5_1";
+ enablenpc "Luk#race02_5_2";
+ enablenpc "Luk#race02_5_3";
+ enablenpc "Luk#race02_5_4";
+ set .@fifthtired,rand(0,20);
+ if (.@fifthtired > 9) && (.@fifthtired < 21) {
+ set $@mon_r02_tire5,.@fifthtired;
+ enablenpc "Tire#race02_5_1";
+ enablenpc "Tire#race02_5_2";
+ enablenpc "Tire#race02_5_3";
+ enablenpc "Tire#race02_5_4";
+ enablenpc "Tire#race02_5_5";
+ }
+ else {
+ set $@mon_r02_tire5,.@fifthtired;
+ enablenpc "Tire#race02_5_1";
+ enablenpc "Tire#race02_5_2";
+ enablenpc "Tire#race02_5_3";
+ enablenpc "Tire#race02_5_4";
+ enablenpc "Tire#race02_5_5";
+ enablenpc "Tire#race02_5_6";
+ }
+ }
+ //-------------------------------------------------------------
+ // Monster No. 6, Baphomet Jr.
+ //-------------------------------------------------------------
+ set .@sixthline,rand(1,70);
+ if ((.@sixthline > 0) && (.@sixthline < 11)) {
+ set $@mon_r02_luk6,.@sixthline;
+ enablenpc "Luk#race02_6_5";
+ enablenpc "Luk#race02_6_6";
+ set .@sixthtired,rand(50,60);
+ if (.@sixthtired > 49) && (.@sixthtired < 61) {
+ set $@mon_r02_tire6,.@sixthtired;
+ enablenpc "Tire#race02_6_1";
+ }
+ }
+ else if ((.@sixthline > 10) && (.@sixthline < 31)) {
+ set $@mon_r02_luk6,.@sixthline;
+ enablenpc "Luk#race02_6_5";
+ set .@sixthtired,rand(40,60);
+ if (.@sixthtired > 49) && (.@sixthtired < 61) {
+ set $@mon_r02_tire6,.@sixthtired;
+ enablenpc "Tire#race02_6_1";
+ }
+ else {
+ set $@mon_r02_tire6,.@sixthtired;
+ enablenpc "Tire#race02_6_1";
+ enablenpc "Tire#race02_6_2";
+ }
+ }
+ else if ((.@sixthline > 20) && (.@sixthline < 41)) {
+ set $@mon_r02_luk6,.@sixthline;
+ enablenpc "Luk#race02_6_1";
+ set .@sixthtired,rand(30,50);
+ if (.@sixthtired > 39) && (.@sixthtired < 51) {
+ set $@mon_r02_tire6,.@sixthtired;
+ enablenpc "Tire#race02_6_1";
+ enablenpc "Tire#race02_6_2";
+ }
+ else {
+ set $@mon_r02_tire6,.@sixthtired;
+ enablenpc "Tire#race02_6_1";
+ enablenpc "Tire#race02_6_2";
+ enablenpc "Tire#race02_6_3";
+ }
+ }
+ else if ((.@sixthline > 40) && (.@sixthline < 51)) {
+ set $@mon_r02_luk6,.@sixthline;
+ enablenpc "Luk#race02_6_1";
+ enablenpc "Luk#race02_6_2";
+ set .@sixthtired,rand(20,40);
+ if (.@sixthtired > 29) && (.@sixthtired < 41) {
+ set $@mon_r02_tire6,.@sixthtired;
+ enablenpc "Tire#race02_6_1";
+ enablenpc "Tire#race02_6_2";
+ enablenpc "Tire#race02_6_3";
+ }
+ else {
+ set $@mon_r02_tire6,.@sixthtired;
+ enablenpc "Tire#race02_6_1";
+ enablenpc "Tire#race02_6_2";
+ enablenpc "Tire#race02_6_3";
+ enablenpc "Tire#race02_6_4";
+ }
+ }
+ else if ((.@sixthline > 50) && (.@sixthline < 61)) {
+ set $@mon_r02_luk6,.@sixthline;
+ enablenpc "Luk#race02_6_1";
+ enablenpc "Luk#race02_6_2";
+ enablenpc "Luk#race02_6_3";
+ set .@sixthtired,rand(10,30);
+ if (.@sixthtired > 19) && (.@sixthtired < 31) {
+ set $@mon_r02_tire6,.@sixthtired;
+ enablenpc "Tire#race02_6_1";
+ enablenpc "Tire#race02_6_2";
+ enablenpc "Tire#race02_6_3";
+ enablenpc "Tire#race02_6_4";
+ }
+ else {
+ set $@mon_r02_tire6,.@sixthtired;
+ enablenpc "Tire#race02_6_1";
+ enablenpc "Tire#race02_6_2";
+ enablenpc "Tire#race02_6_3";
+ enablenpc "Tire#race02_6_4";
+ enablenpc "Tire#race02_6_5";
+ }
+ }
+ else if ((.@sixthline > 60) && (.@sixthline < 71)) {
+ set $@mon_r02_luk6,.@sixthline;
+ enablenpc "Luk#race02_6_1";
+ enablenpc "Luk#race02_6_2";
+ enablenpc "Luk#race02_6_3";
+ enablenpc "Luk#race02_6_4";
+ set .@sixthtired,rand(0,20);
+ if (.@sixthtired > 9) && (.@sixthtired < 21) {
+ set $@mon_r02_tire6,.@sixthtired;
+ enablenpc "Tire#race02_6_1";
+ enablenpc "Tire#race02_6_2";
+ enablenpc "Tire#race02_6_3";
+ enablenpc "Tire#race02_6_4";
+ enablenpc "Tire#race02_6_5";
+ }
+ else {
+ set $@mon_r02_tire6,.@sixthtired;
+ enablenpc "Tire#race02_6_1";
+ enablenpc "Tire#race02_6_2";
+ enablenpc "Tire#race02_6_3";
+ enablenpc "Tire#race02_6_4";
+ enablenpc "Tire#race02_6_5";
+ enablenpc "Tire#race02_6_6";
+ }
+ }
+ else {
+ set $@mon_r02_luk6,.@sixthline;
+ enablenpc "Luk#race02_6_1";
+ enablenpc "Luk#race02_6_2";
+ enablenpc "Luk#race02_6_3";
+ enablenpc "Luk#race02_6_4";
+ set .@sixthtired,rand(0,20);
+ if (.@sixthtired > 9) && (.@sixthtired < 21) {
+ set $@mon_r02_tire6,.@sixthtired;
+ enablenpc "Tire#race02_6_1";
+ enablenpc "Tire#race02_6_2";
+ enablenpc "Tire#race02_6_3";
+ enablenpc "Tire#race02_6_4";
+ enablenpc "Tire#race02_6_5";
+ }
+ else {
+ set $@mon_r02_tire6,.@sixthtired;
+ enablenpc "Tire#race02_6_1";
+ enablenpc "Tire#race02_6_2";
+ enablenpc "Tire#race02_6_3";
+ enablenpc "Tire#race02_6_4";
+ enablenpc "Tire#race02_6_5";
+ enablenpc "Tire#race02_6_6";
+ }
+ }
+ end;
+
+OnDisable:
+ disablenpc "TrapGlobal#race02";
+ donpcevent "starting#race02_1::OnDisable";
+ donpcevent "starting#race02_2::OnDisable";
+ donpcevent "starting#race02_3::OnDisable";
+ donpcevent "starting#race02_4::OnDisable";
+ donpcevent "starting#race02_5::OnDisable";
+ donpcevent "starting#race02_6::OnDisable";
+ end;
+}
+
+p_track02,56,38,0 script starting#race02_1 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "starting#race02_1";
+ end;
+
+OnDisable:
+ disablenpc "starting#race02_1";
+ disablenpc "Luk#race02_1_1";
+ disablenpc "Luk#race02_1_2";
+ disablenpc "Luk#race02_1_3";
+ disablenpc "Luk#race02_1_4";
+ disablenpc "Luk#race02_1_5";
+ disablenpc "Luk#race02_1_6";
+ disablenpc "Tire#race02_1_1";
+ disablenpc "Tire#race02_1_2";
+ disablenpc "Tire#race02_1_3";
+ disablenpc "Tire#race02_1_4";
+ disablenpc "Tire#race02_1_5";
+ disablenpc "Tire#race02_1_6";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 11) {
+ sc_start SC_WALKSPEED,5000,60;
+ }
+ else if (.@start > 10) && (.@start < 21) {
+ sc_start SC_WALKSPEED,5000,70;
+ }
+ else if (.@start > 20) && (.@start < 31) {
+ sc_start SC_WALKSPEED,5000,80;
+ }
+ else if (.@start > 30) && (.@start < 41) {
+ sc_start SC_WALKSPEED,5000,90;
+ }
+ else if (.@start > 40) && (.@start < 51) {
+ sc_start SC_WALKSPEED,5000,100;
+ }
+ else if (.@start > 50) && (.@start < 61) {
+ sc_start SC_WALKSPEED,5000,110;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_WALKSPEED,5000,120;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_WALKSPEED,5000,130;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_WALKSPEED,5000,140;
+ }
+ else {
+ sc_start SC_WALKSPEED,5000,150;
+ }
+ end;
+}
+
+p_track02,33,38,0 script Luk#race02_1_1 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Luk#race02_1_1";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_WALKSPEED,10000,110;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_WALKSPEED,10000,120;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_WALKSPEED,10000,130;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_WALKSPEED,10000,140;
+ }
+ else {
+ sc_start SC_WALKSPEED,10000,150;
+ }
+ end;
+}
+
+p_track02,37,38,0 script Luk#race02_1_2 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Luk#race02_1_2";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_WALKSPEED,10000,110;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_WALKSPEED,10000,120;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_WALKSPEED,10000,130;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_WALKSPEED,10000,140;
+ }
+ else {
+ sc_start SC_WALKSPEED,10000,150;
+ }
+ end;
+}
+
+p_track02,53,38,0 script Luk#race02_1_3 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Luk#race02_1_3";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_WALKSPEED,10000,110;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_WALKSPEED,10000,120;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_WALKSPEED,10000,130;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_WALKSPEED,10000,140;
+ }
+ else {
+ sc_start SC_WALKSPEED,10000,150;
+ }
+ end;
+}
+
+p_track02,45,38,0 script Luk#race02_1_4 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Luk#race02_1_4";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_WALKSPEED,10000,110;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_WALKSPEED,10000,120;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_WALKSPEED,10000,130;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_WALKSPEED,10000,140;
+ }
+ else {
+ sc_start SC_WALKSPEED,10000,150;
+ }
+ end;
+}
+
+p_track02,49,38,0 script Luk#race02_1_5 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Luk#race02_1_5";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_STUN,1000,0;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_STUN,2000,0;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_STUN,3000,0;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_STUN,4000,0;
+ }
+ end;
+}
+
+p_track02,41,38,0 script Luk#race02_1_6 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Luk#race02_1_6";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_STUN,1000,0;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_STUN,2000,0;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_STUN,3000,0;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_STUN,4000,0;
+ }
+ end;
+}
+
+p_track02,43,38,0 script Tire#race02_1_1 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Tire#race02_1_1";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_SLEEP,1000,0;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_SLEEP,2000,0;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_SLEEP,3000,0;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_SLEEP,4000,0;
+ }
+ end;
+}
+
+p_track02,39,38,0 script Tire#race02_1_2 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Tire#race02_1_2";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_SLEEP,1000,0;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_SLEEP,2000,0;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_SLEEP,3000,0;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_SLEEP,4000,0;
+ }
+ end;
+}
+
+p_track02,35,38,0 script Tire#race02_1_3 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Tire#race02_1_3";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_SLEEP,1000,0;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_SLEEP,2000,0;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_SLEEP,3000,0;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_SLEEP,4000,0;
+ }
+ end;
+}
+
+p_track02,55,38,0 script Tire#race02_1_4 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Tire#race02_1_4";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_SLEEP,1000,0;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_SLEEP,2000,0;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_SLEEP,3000,0;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_SLEEP,4000,0;
+ }
+ end;
+}
+
+p_track02,51,38,0 script Tire#race02_1_5 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Tire#race02_1_5";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_SLEEP,1000,0;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_SLEEP,2000,0;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_SLEEP,3000,0;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_SLEEP,4000,0;
+ }
+ end;
+}
+
+p_track02,47,38,0 script Tire#race02_1_6 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Tire#race02_1_6";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_SLEEP,1000,0;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_SLEEP,2000,0;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_SLEEP,3000,0;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_SLEEP,4000,0;
+ }
+ end;
+}
+
+p_track02,56,36,0 script starting#race02_2 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "starting#race02_2";
+ end;
+
+OnDisable:
+ disablenpc "starting#race02_2";
+ disablenpc "Luk#race02_2_1";
+ disablenpc "Luk#race02_2_1";
+ disablenpc "Luk#race02_2_1";
+ disablenpc "Luk#race02_2_4";
+ disablenpc "Luk#race02_2_5";
+ disablenpc "Luk#race02_2_6";
+ disablenpc "Tire#race02_2_1";
+ disablenpc "Tire#race02_2_2";
+ disablenpc "Tire#race02_2_3";
+ disablenpc "Tire#race02_2_4";
+ disablenpc "Tire#race02_2_5";
+ disablenpc "Tire#race02_2_6";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 11) {
+ sc_start SC_WALKSPEED,5000,60;
+ }
+ else if (.@start > 10) && (.@start < 21) {
+ sc_start SC_WALKSPEED,5000,70;
+ }
+ else if (.@start > 20) && (.@start < 31) {
+ sc_start SC_WALKSPEED,5000,80;
+ }
+ else if (.@start > 30) && (.@start < 41) {
+ sc_start SC_WALKSPEED,5000,90;
+ }
+ else if (.@start > 40) && (.@start < 51) {
+ sc_start SC_WALKSPEED,5000,100;
+ }
+ else if (.@start > 50) && (.@start < 61) {
+ sc_start SC_WALKSPEED,5000,110;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_WALKSPEED,5000,120;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_WALKSPEED,5000,130;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_WALKSPEED,5000,140;
+ }
+ else {
+ sc_start SC_WALKSPEED,5000,150;
+ }
+ end;
+}
+
+p_track02,33,36,0 script Luk#race02_2_1 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Luk#race02_2_1";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_WALKSPEED,10000,110;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_WALKSPEED,10000,120;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_WALKSPEED,10000,130;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_WALKSPEED,10000,140;
+ }
+ else {
+ sc_start SC_WALKSPEED,10000,150;
+ }
+ end;
+}
+
+p_track02,37,36,0 script Luk#race02_2_2 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Luk#race02_2_2";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_WALKSPEED,10000,110;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_WALKSPEED,10000,120;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_WALKSPEED,10000,130;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_WALKSPEED,10000,140;
+ }
+ else {
+ sc_start SC_WALKSPEED,10000,150;
+ }
+ end;
+}
+
+p_track02,53,36,0 script Luk#race02_2_3 -1,0,0,{
+OnInit:
+ disablenpc "Luk#race02_2_3";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_WALKSPEED,10000,110;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_WALKSPEED,10000,120;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_WALKSPEED,10000,130;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_WALKSPEED,10000,140;
+ }
+ else {
+ sc_start SC_WALKSPEED,10000,150;
+ }
+ end;
+}
+
+p_track02,45,36,0 script Luk#race02_2_4 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Luk#race02_2_4";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_WALKSPEED,10000,110;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_WALKSPEED,10000,120;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_WALKSPEED,10000,130;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_WALKSPEED,10000,140;
+ }
+ else {
+ sc_start SC_WALKSPEED,10000,150;
+ }
+ end;
+}
+
+p_track02,49,36,0 script Luk#race02_2_5 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Luk#race02_2_5";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_STUN,1000,0;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_STUN,2000,0;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_STUN,3000,0;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_STUN,4000,0;
+ }
+ end;
+}
+
+p_track02,41,36,0 script Luk#race02_2_6 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Luk#race02_2_6";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_STUN,1000,0;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_STUN,2000,0;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_STUN,3000,0;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_STUN,4000,0;
+ }
+ end;
+}
+
+p_track02,43,36,0 script Tire#race02_2_1 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Tire#race02_2_1";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_SLEEP,1000,0;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_SLEEP,2000,0;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_SLEEP,3000,0;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_SLEEP,4000,0;
+ }
+ end;
+}
+
+p_track02,39,36,0 script Tire#race02_2_2 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Tire#race02_2_2";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_SLEEP,1000,0;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_SLEEP,2000,0;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_SLEEP,3000,0;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_SLEEP,4000,0;
+ }
+ end;
+}
+
+p_track02,35,36,0 script Tire#race02_2_3 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Tire#race02_2_3";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_SLEEP,1000,0;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_SLEEP,2000,0;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_SLEEP,3000,0;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_SLEEP,4000,0;
+ }
+ end;
+}
+
+p_track02,55,36,0 script Tire#race02_2_4 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Tire#race02_2_4";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_SLEEP,1000,0;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_SLEEP,2000,0;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_SLEEP,3000,0;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_SLEEP,4000,0;
+ }
+ end;
+}
+
+p_track02,51,36,0 script Tire#race02_2_5 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Tire#race02_2_5";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_SLEEP,1000,0;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_SLEEP,2000,0;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_SLEEP,3000,0;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_SLEEP,4000,0;
+ }
+ end;
+}
+
+p_track02,47,36,0 script Tire#race02_2_6 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Tire#race02_2_6";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_SLEEP,1000,0;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_SLEEP,2000,0;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_SLEEP,3000,0;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_SLEEP,4000,0;
+ }
+ end;
+}
+
+p_track02,56,34,0 script starting#race02_3 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "starting#race02_3";
+ end;
+
+OnDisable:
+ disablenpc "starting#race02_3";
+ disablenpc "Luk#race02_3_1";
+ disablenpc "Luk#race02_3_2";
+ disablenpc "Luk#race02_3_3";
+ disablenpc "Luk#race02_3_4";
+ disablenpc "Luk#race02_3_5";
+ disablenpc "Luk#race02_3_6";
+ disablenpc "Tire#race02_3_1";
+ disablenpc "Tire#race02_3_2";
+ disablenpc "Tire#race02_3_3";
+ disablenpc "Tire#race02_3_4";
+ disablenpc "Tire#race02_3_5";
+ disablenpc "Tire#race02_3_6";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 11) {
+ sc_start SC_WALKSPEED,5000,60;
+ }
+ else if (.@start > 10) && (.@start < 21) {
+ sc_start SC_WALKSPEED,5000,70;
+ }
+ else if (.@start > 20) && (.@start < 31) {
+ sc_start SC_WALKSPEED,5000,80;
+ }
+ else if (.@start > 30) && (.@start < 41) {
+ sc_start SC_WALKSPEED,5000,90;
+ }
+ else if (.@start > 40) && (.@start < 51) {
+ sc_start SC_WALKSPEED,5000,100;
+ }
+ else if (.@start > 50) && (.@start < 61) {
+ sc_start SC_WALKSPEED,5000,110;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_WALKSPEED,5000,120;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_WALKSPEED,5000,130;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_WALKSPEED,5000,140;
+ }
+ else {
+ sc_start SC_WALKSPEED,5000,150;
+ }
+ end;
+}
+
+p_track02,33,34,0 script Luk#race02_3_1 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Luk#race02_3_1";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_WALKSPEED,10000,110;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_WALKSPEED,10000,120;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_WALKSPEED,10000,130;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_WALKSPEED,10000,140;
+ }
+ else {
+ sc_start SC_WALKSPEED,10000,150;
+ }
+ end;
+}
+
+p_track02,37,34,0 script Luk#race02_3_2 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Luk#race02_3_2";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_WALKSPEED,10000,110;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_WALKSPEED,10000,120;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_WALKSPEED,10000,130;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_WALKSPEED,10000,140;
+ }
+ else {
+ sc_start SC_WALKSPEED,10000,150;
+ }
+ end;
+}
+
+p_track02,53,34,0 script Luk#race02_3_3 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Luk#race02_3_3";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_WALKSPEED,10000,110;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_WALKSPEED,10000,120;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_WALKSPEED,10000,130;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_WALKSPEED,10000,140;
+ }
+ else {
+ sc_start SC_WALKSPEED,10000,150;
+ }
+ end;
+}
+
+p_track02,45,34,0 script Luk#race02_3_4 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Luk#race02_3_4";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_WALKSPEED,10000,110;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_WALKSPEED,10000,120;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_WALKSPEED,10000,130;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_WALKSPEED,10000,140;
+ }
+ else {
+ sc_start SC_WALKSPEED,10000,150;
+ }
+ end;
+}
+
+p_track02,49,34,0 script Luk#race02_3_5 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Luk#race02_3_5";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_STUN,1000,0;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_STUN,2000,0;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_STUN,3000,0;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_STUN,4000,0;
+ }
+ end;
+}
+
+p_track02,41,34,0 script Luk#race02_3_6 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Luk#race02_3_6";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_STUN,1000,0;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_STUN,2000,0;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_STUN,3000,0;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_STUN,4000,0;
+ }
+ end;
+}
+
+p_track02,43,34,0 script Tire#race02_3_1 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Tire#race02_3_1";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_SLEEP,1000,0;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_SLEEP,2000,0;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_SLEEP,3000,0;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_SLEEP,4000,0;
+ }
+ end;
+}
+
+p_track02,39,34,0 script Tire#race02_3_2 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Tire#race02_3_2";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_SLEEP,1000,0;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_SLEEP,2000,0;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_SLEEP,3000,0;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_SLEEP,4000,0;
+ }
+ end;
+}
+
+p_track02,35,34,0 script Tire#race02_3_3 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Tire#race02_3_3";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_SLEEP,1000,0;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_SLEEP,2000,0;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_SLEEP,3000,0;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_SLEEP,4000,0;
+ }
+ end;
+}
+
+p_track02,55,34,0 script Tire#race02_3_4 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Tire#race02_3_4";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_SLEEP,1000,0;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_SLEEP,2000,0;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_SLEEP,3000,0;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_SLEEP,4000,0;
+ }
+ end;
+}
+
+p_track02,51,34,0 script Tire#race02_3_5 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Tire#race02_3_5";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_SLEEP,1000,0;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_SLEEP,2000,0;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_SLEEP,3000,0;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_SLEEP,4000,0;
+ }
+ end;
+}
+
+p_track02,47,34,0 script Tire#race02_3_6 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Tire#race02_3_6";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_SLEEP,1000,0;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_SLEEP,2000,0;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_SLEEP,3000,0;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_SLEEP,4000,0;
+ }
+ end;
+}
+
+p_track02,56,32,0 script starting#race02_4 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "starting#race02_4";
+ end;
+
+OnEnable:
+ enablenpc "starting#race02_4";
+ end;
+
+OnDisable:
+ disablenpc "starting#race02_4";
+ disablenpc "Luk#race02_4_1";
+ disablenpc "Luk#race02_4_2";
+ disablenpc "Luk#race02_4_3";
+ disablenpc "Luk#race02_4_4";
+ disablenpc "Luk#race02_4_5";
+ disablenpc "Luk#race02_4_6";
+ disablenpc "Tire#race02_4_1";
+ disablenpc "Tire#race02_4_2";
+ disablenpc "Tire#race02_4_3";
+ disablenpc "Tire#race02_4_4";
+ disablenpc "Tire#race02_4_5";
+ disablenpc "Tire#race02_4_6";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 11) {
+ sc_start SC_WALKSPEED,5000,60;
+ }
+ else if (.@start > 10) && (.@start < 21) {
+ sc_start SC_WALKSPEED,5000,70;
+ }
+ else if (.@start > 20) && (.@start < 31) {
+ sc_start SC_WALKSPEED,5000,80;
+ }
+ else if (.@start > 30) && (.@start < 41) {
+ sc_start SC_WALKSPEED,5000,90;
+ }
+ else if (.@start > 40) && (.@start < 51) {
+ sc_start SC_WALKSPEED,5000,100;
+ }
+ else if (.@start > 50) && (.@start < 61) {
+ sc_start SC_WALKSPEED,5000,110;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_WALKSPEED,5000,120;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_WALKSPEED,5000,130;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_WALKSPEED,5000,140;
+ }
+ else {
+ sc_start SC_WALKSPEED,5000,150;
+ }
+ end;
+}
+
+p_track02,33,32,0 script Luk#race02_4_1 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Luk#race02_4_1";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_WALKSPEED,10000,110;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_WALKSPEED,10000,120;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_WALKSPEED,10000,130;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_WALKSPEED,10000,140;
+ }
+ else {
+ sc_start SC_WALKSPEED,10000,150;
+ }
+ end;
+}
+
+p_track02,37,32,0 script Luk#race02_4_2 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Luk#race02_4_2";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_WALKSPEED,10000,110;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_WALKSPEED,10000,120;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_WALKSPEED,10000,130;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_WALKSPEED,10000,140;
+ }
+ else {
+ sc_start SC_WALKSPEED,10000,150;
+ }
+ end;
+}
+
+p_track02,53,32,0 script Luk#race02_4_3 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Luk#race02_4_3";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_WALKSPEED,10000,110;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_WALKSPEED,10000,120;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_WALKSPEED,10000,130;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_WALKSPEED,10000,140;
+ }
+ else {
+ sc_start SC_WALKSPEED,10000,150;
+ }
+ end;
+}
+
+p_track02,45,32,0 script Luk#race02_4_4 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Luk#race02_4_4";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_WALKSPEED,10000,110;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_WALKSPEED,10000,120;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_WALKSPEED,10000,130;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_WALKSPEED,10000,140;
+ }
+ else {
+ sc_start SC_WALKSPEED,10000,150;
+ }
+ end;
+}
+
+p_track02,49,32,0 script Luk#race02_4_5 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Luk#race02_4_5";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_STUN,1000,0;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_STUN,2000,0;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_STUN,3000,0;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_STUN,4000,0;
+ }
+ end;
+}
+
+p_track02,41,32,0 script Luk#race02_4_6 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Luk#race02_4_6";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_STUN,1000,0;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_STUN,2000,0;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_STUN,3000,0;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_STUN,4000,0;
+ }
+ end;
+}
+
+p_track02,43,32,0 script Tire#race02_4_1 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Tire#race02_4_1";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_SLEEP,1000,0;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_SLEEP,2000,0;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_SLEEP,3000,0;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_SLEEP,4000,0;
+ }
+ end;
+}
+
+p_track02,39,32,0 script Tire#race02_4_2 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Tire#race02_4_2";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_SLEEP,1000,0;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_SLEEP,2000,0;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_SLEEP,3000,0;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_SLEEP,4000,0;
+ }
+ end;
+}
+
+p_track02,35,32,0 script Tire#race02_4_3 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Tire#race02_4_3";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_SLEEP,1000,0;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_SLEEP,2000,0;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_SLEEP,3000,0;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_SLEEP,4000,0;
+ }
+ end;
+}
+
+p_track02,55,32,0 script Tire#race02_4_4 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Tire#race02_4_4";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_SLEEP,1000,0;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_SLEEP,2000,0;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_SLEEP,3000,0;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_SLEEP,4000,0;
+ }
+ end;
+}
+
+p_track02,51,32,0 script Tire#race02_4_5 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Tire#race02_4_5";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_SLEEP,1000,0;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_SLEEP,2000,0;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_SLEEP,3000,0;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_SLEEP,4000,0;
+ }
+ end;
+}
+
+p_track02,47,32,0 script Tire#race02_4_6 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Tire#race02_4_6";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_SLEEP,1000,0;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_SLEEP,2000,0;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_SLEEP,3000,0;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_SLEEP,4000,0;
+ }
+ end;
+}
+
+p_track02,56,30,0 script starting#race02_5 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "starting#race02_5";
+ end;
+
+OnEnable:
+ enablenpc "starting#race02_5";
+ end;
+
+OnDisable:
+ disablenpc "starting#race02_5";
+ disablenpc "Luk#race02_5_1";
+ disablenpc "Luk#race02_5_2";
+ disablenpc "Luk#race02_5_3";
+ disablenpc "Luk#race02_5_4";
+ disablenpc "Luk#race02_5_5";
+ disablenpc "Luk#race02_5_6";
+ disablenpc "Tire#race02_5_1";
+ disablenpc "Tire#race02_5_2";
+ disablenpc "Tire#race02_5_3";
+ disablenpc "Tire#race02_5_4";
+ disablenpc "Tire#race02_5_5";
+ disablenpc "Tire#race02_5_6";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 11) {
+ sc_start SC_WALKSPEED,5000,60;
+ }
+ else if (.@start > 10) && (.@start < 21) {
+ sc_start SC_WALKSPEED,5000,70;
+ }
+ else if (.@start > 20) && (.@start < 31) {
+ sc_start SC_WALKSPEED,5000,80;
+ }
+ else if (.@start > 30) && (.@start < 41) {
+ sc_start SC_WALKSPEED,5000,90;
+ }
+ else if (.@start > 40) && (.@start < 51) {
+ sc_start SC_WALKSPEED,5000,100;
+ }
+ else if (.@start > 50) && (.@start < 61) {
+ sc_start SC_WALKSPEED,5000,110;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_WALKSPEED,5000,120;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_WALKSPEED,5000,130;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_WALKSPEED,5000,140;
+ }
+ else {
+ sc_start SC_WALKSPEED,5000,150;
+ }
+ end;
+}
+
+p_track02,33,30,0 script Luk#race02_5_1 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Luk#race02_5_1";
+ end;
+
+OnEnable:
+ enablenpc "Luk#race02_5_1";
+ end;
+
+OnDisable:
+ disablenpc "Luk#race02_5_1";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_WALKSPEED,10000,110;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_WALKSPEED,10000,120;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_WALKSPEED,10000,130;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_WALKSPEED,10000,140;
+ }
+ else {
+ sc_start SC_WALKSPEED,10000,150;
+ }
+ end;
+}
+
+p_track02,37,30,0 script Luk#race02_5_2 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Luk#race02_5_2";
+ end;
+
+OnEnable:
+ enablenpc "Luk#race02_5_2";
+ end;
+
+OnDisable:
+ disablenpc "Luk#race02_5_2";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_WALKSPEED,10000,110;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_WALKSPEED,10000,120;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_WALKSPEED,10000,130;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_WALKSPEED,10000,140;
+ }
+ else {
+ sc_start SC_WALKSPEED,10000,150;
+ }
+ end;
+}
+
+p_track02,53,30,0 script Luk#race02_5_3 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Luk#race02_5_3";
+ end;
+
+OnEnable:
+ enablenpc "Luk#race02_5_3";
+ end;
+
+OnDisable:
+ disablenpc "Luk#race02_5_3";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_WALKSPEED,10000,110;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_WALKSPEED,10000,120;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_WALKSPEED,10000,130;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_WALKSPEED,10000,140;
+ }
+ else {
+ sc_start SC_WALKSPEED,10000,150;
+ }
+ end;
+}
+
+p_track02,45,30,0 script Luk#race02_5_4 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Luk#race02_5_4";
+ end;
+
+OnEnable:
+ enablenpc "Luk#race02_5_4";
+ end;
+
+OnDisable:
+ disablenpc "Luk#race02_5_4";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_WALKSPEED,10000,110;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_WALKSPEED,10000,120;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_WALKSPEED,10000,130;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_WALKSPEED,10000,140;
+ }
+ else {
+ sc_start SC_WALKSPEED,10000,150;
+ }
+ end;
+}
+
+p_track02,49,30,0 script Luk#race02_5_5 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Luk#race02_5_5";
+ end;
+
+OnEnable:
+ enablenpc "Luk#race02_5_5";
+ end;
+
+OnDisable:
+ disablenpc "Luk#race02_5_5";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_STUN,1000,0;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_STUN,2000,0;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_STUN,3000,0;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_STUN,4000,0;
+ }
+ end;
+}
+
+p_track02,41,30,0 script Luk#race02_5_6 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Luk#race02_5_6";
+ end;
+
+OnEnable:
+ enablenpc "Luk#race02_5_6";
+ end;
+
+OnDisable:
+ disablenpc "Luk#race02_5_6";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_STUN,1000,0;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_STUN,2000,0;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_STUN,3000,0;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_STUN,4000,0;
+ }
+ end;
+}
+
+p_track02,43,30,0 script Tire#race02_5_1 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Tire#race02_5_1";
+ end;
+
+OnEnable:
+ enablenpc "Tire#race02_5_1";
+ end;
+
+OnDisable:
+ disablenpc "Tire#race02_5_1";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_SLEEP,1000,0;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_SLEEP,2000,0;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_SLEEP,3000,0;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_SLEEP,4000,0;
+ }
+ end;
+}
+
+p_track02,39,30,0 script Tire#race02_5_2 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Tire#race02_5_2";
+ end;
+
+OnEnable:
+ enablenpc "Tire#race02_5_2";
+ end;
+
+OnDisable:
+ disablenpc "Tire#race02_5_2";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_SLEEP,1000,0;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_SLEEP,2000,0;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_SLEEP,3000,0;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_SLEEP,4000,0;
+ }
+ end;
+}
+
+p_track02,35,30,0 script Tire#race02_5_3 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Tire#race02_5_3";
+ end;
+
+OnEnable:
+ enablenpc "Tire#race02_5_3";
+ end;
+
+OnDisable:
+ disablenpc "Tire#race02_5_3";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_SLEEP,1000,0;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_SLEEP,2000,0;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_SLEEP,3000,0;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_SLEEP,4000,0;
+ }
+ end;
+}
+
+p_track02,55,30,0 script Tire#race02_5_4 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Tire#race02_5_4";
+ end;
+
+OnEnable:
+ enablenpc "Tire#race02_5_4";
+ end;
+
+OnDisable:
+ disablenpc "Tire#race02_5_4";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_SLEEP,1000,0;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_SLEEP,2000,0;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_SLEEP,3000,0;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_SLEEP,4000,0;
+ }
+ end;
+}
+
+p_track02,51,30,0 script Tire#race02_5_5 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Tire#race02_5_5";
+ end;
+
+OnEnable:
+ enablenpc "Tire#race02_5_5";
+ end;
+
+OnDisable:
+ disablenpc "Tire#race02_5_5";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_SLEEP,1000,0;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_SLEEP,2000,0;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_SLEEP,3000,0;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_SLEEP,4000,0;
+ }
+ end;
+}
+
+p_track02,47,30,0 script Tire#race02_5_6 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Tire#race02_5_6";
+ end;
+
+OnEnable:
+ enablenpc "Tire#race02_5_6";
+ end;
+
+OnDisable:
+ disablenpc "Tire#race02_5_6";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_SLEEP,1000,0;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_SLEEP,2000,0;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_SLEEP,3000,0;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_SLEEP,4000,0;
+ }
+ end;
+}
+
+p_track02,56,28,0 script starting#race02_6 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "starting#race02_6";
+ end;
+
+OnEnable:
+ enablenpc "starting#race02_6";
+ end;
+
+OnDisable:
+ disablenpc "starting#race02_6";
+ disablenpc "Luk#race02_6_1";
+ disablenpc "Luk#race02_6_2";
+ disablenpc "Luk#race02_6_3";
+ disablenpc "Luk#race02_6_4";
+ disablenpc "Luk#race02_6_5";
+ disablenpc "Luk#race02_6_6";
+ disablenpc "Tire#race02_6_1";
+ disablenpc "Tire#race02_6_2";
+ disablenpc "Tire#race02_6_3";
+ disablenpc "Tire#race02_6_4";
+ disablenpc "Tire#race02_6_5";
+ disablenpc "Tire#race02_6_6";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 11) {
+ sc_start SC_WALKSPEED,5000,60;
+ }
+ else if (.@start > 10) && (.@start < 21) {
+ sc_start SC_WALKSPEED,5000,70;
+ }
+ else if (.@start > 20) && (.@start < 31) {
+ sc_start SC_WALKSPEED,5000,80;
+ }
+ else if (.@start > 30) && (.@start < 41) {
+ sc_start SC_WALKSPEED,5000,90;
+ }
+ else if (.@start > 40) && (.@start < 51) {
+ sc_start SC_WALKSPEED,5000,100;
+ }
+ else if (.@start > 50) && (.@start < 61) {
+ sc_start SC_WALKSPEED,5000,110;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_WALKSPEED,5000,120;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_WALKSPEED,5000,130;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_WALKSPEED,5000,140;
+ }
+ else {
+ sc_start SC_WALKSPEED,5000,150;
+ }
+ end;
+}
+
+p_track02,33,28,0 script Luk#race02_6_1 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Luk#race02_6_1";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_WALKSPEED,10000,110;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_WALKSPEED,10000,120;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_WALKSPEED,10000,130;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_WALKSPEED,10000,140;
+ }
+ else {
+ sc_start SC_WALKSPEED,10000,150;
+ }
+ end;
+}
+
+p_track02,37,28,0 script Luk#race02_6_2 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Luk#race02_6_2";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_WALKSPEED,10000,110;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_WALKSPEED,10000,120;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_WALKSPEED,10000,130;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_WALKSPEED,10000,140;
+ }
+ else {
+ sc_start SC_WALKSPEED,10000,150;
+ }
+ end;
+}
+
+p_track02,53,28,0 script Luk#race02_6_3 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Luk#race02_6_3";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_WALKSPEED,10000,110;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_WALKSPEED,10000,120;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_WALKSPEED,10000,130;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_WALKSPEED,10000,140;
+ }
+ else {
+ sc_start SC_WALKSPEED,10000,150;
+ }
+ end;
+}
+
+p_track02,45,28,0 script Luk#race02_6_4 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Luk#race02_6_4";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_WALKSPEED,10000,110;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_WALKSPEED,10000,120;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_WALKSPEED,10000,130;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_WALKSPEED,10000,140;
+ }
+ else {
+ sc_start SC_WALKSPEED,10000,150;
+ }
+ end;
+}
+
+p_track02,49,28,0 script Luk#race02_6_5 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Luk#race02_6_5";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_STUN,1000,0;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_STUN,2000,0;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_STUN,3000,0;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_STUN,4000,0;
+ }
+ end;
+}
+
+p_track02,41,28,0 script Luk#race02_6_6 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Luk#race02_6_6";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_STUN,1000,0;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_STUN,2000,0;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_STUN,3000,0;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_STUN,4000,0;
+ }
+ end;
+}
+
+p_track02,43,28,0 script Tire#race02_6_1 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Tire#race02_6_1";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_SLEEP,1000,0;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_SLEEP,2000,0;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_SLEEP,3000,0;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_SLEEP,4000,0;
+ }
+ end;
+}
+
+p_track02,39,28,0 script Tire#race02_6_2 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Tire#race02_6_2";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_SLEEP,1000,0;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_SLEEP,2000,0;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_SLEEP,3000,0;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_SLEEP,4000,0;
+ }
+ end;
+}
+
+p_track02,35,28,0 script Tire#race02_6_3 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Tire#race02_6_3";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_SLEEP,1000,0;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_SLEEP,2000,0;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_SLEEP,3000,0;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_SLEEP,4000,0;
+ }
+ end;
+}
+
+p_track02,55,28,0 script Tire#race02_6_4 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Tire#race02_6_4";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_SLEEP,1000,0;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_SLEEP,2000,0;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_SLEEP,3000,0;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_SLEEP,4000,0;
+ }
+ end;
+}
+
+p_track02,51,28,0 script Tire#race02_6_5 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Tire#race02_6_5";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_SLEEP,1000,0;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_SLEEP,2000,0;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_SLEEP,3000,0;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_SLEEP,4000,0;
+ }
+ end;
+}
+
+p_track02,47,28,0 script Tire#race02_6_6 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Tire#race02_6_6";
+ end;
+
+OnTouchNPC:
+ set .@start,rand(1,100);
+ if (.@start > 0) && (.@start < 61) {
+ sc_start SC_SLEEP,1000,0;
+ }
+ else if (.@start > 60) && (.@start < 71) {
+ sc_start SC_SLEEP,2000,0;
+ }
+ else if (.@start > 70) && (.@start < 81) {
+ sc_start SC_SLEEP,3000,0;
+ }
+ else if (.@start > 80) && (.@start < 91) {
+ sc_start SC_SLEEP,4000,0;
+ }
+ end;
+}
+
+//============================================================
+// NPCs for Redeeming Price Medals (Einbroch and Hugel)
+//============================================================
+ein_in01,85,208,5 script Ei'felle#repay01 854,{
+ if (ein_medal01 < 1) {
+ mes "[Ei'felle]";
+ mes "Curses! We need to deliver";
+ mes "what our customers ordered,";
+ mes "but we've been making nothing";
+ mes "but shipshod products! If we";
+ mes "only had that metal, we could";
+ mes "pump up our product quality!";
+ next;
+ select("What metal are you talking about?");
+ mes "[Ei'felle]";
+ mes "There's a small village";
+ mes "at the outskirts of the";
+ mes "Schwaltzvalt Republic that";
+ mes "gives these special medals";
+ mes "that are made of this metal";
+ mes "which we desperately need...";
+ next;
+ mes "[Ei'felle]";
+ mes "We've sent one of our best";
+ mes "guildsmen to get some of those";
+ mes "medals for us, but he hasn't";
+ mes "reported back to us quite yet.";
+ mes "I'm getting pretty anxious...";
+ next;
+ mes "[Ei'felle]";
+ mes "I mean, we need a whole";
+ mes "lot of that metal to fill out";
+ mes "our orders and finish our";
+ mes "manufacturing research,";
+ mes "but so far, none of us have";
+ mes "been able to get any medals...";
+ next;
+ if (countitem(7515) > 0) {
+ mes "["+ strcharinfo(0) +"]";
+ mes "Oh! Are you talking";
+ mes "about the medals that";
+ mes "they give as rewards in";
+ mes "the Monster Race Arena?";
+ mes "I have some of those.";
+ next;
+ mes "[Ei'felle]";
+ mes "Huh? Show them to me...";
+ mes "Yes! That's exactly what";
+ mes "we need! Would you please";
+ mes "donate your medals so that we";
+ mes "can finally make some quality";
+ mes "products for our customers?";
+ next;
+ callsub S_Reward;
+ end;
+ }
+ else {
+ mes "[Ei'felle]";
+ mes "If you happen to obtain any";
+ mes "medals from the Monster";
+ mes "Race Arena in Hugel, then";
+ mes "please bring some of them";
+ mes "to me. I'll be sure to repay";
+ mes "you for your kindness...";
+ close;
+ }
+ }
+ else if ((ein_medal01 > 499) && (ein_medal01 < 1000)) {
+ if (checkweight(1201,1) == 0) {
+ mes "[Ei'felle]";
+ mes "Goodness, you're carrying";
+ mes "so many things with you!";
+ mes "You'd better put some of";
+ mes "it away in Kafra Storage";
+ mes "before you're overwhelmed";
+ mes "by the bulk of your items!";
+ close;
+ }
+ mes "[Ei'felle]";
+ mes "Ah, welcome back! I've finally";
+ mes "made a breakthrough in my";
+ mes "metal research! Look, I've";
+ mes "developed this Glittering";
+ mes "Jacket! It's lightweight and";
+ mes "very durable, you see?";
+ next;
+ mes "[Ei'felle]";
+ mes "I wouldn't be able to have";
+ mes "completed this without your";
+ mes "help. Now, would you like to";
+ mes "receive this Glittering Jacket";
+ mes "as my way of repaying you?";
+ next;
+ switch(select("Accept:Wait for Further Development")) {
+ case 1:
+ callsub S_BonusReward,500,2319;
+ end;
+ case 2:
+ mes "[Ei'felle]";
+ mes "Ah, I see. You'd rather wait";
+ mes "until we develop something";
+ mes "more to your liking. In that";
+ mes "case, would you please donate";
+ mes "more medals to my research?";
+ mes "We're always low on them...";
+ next;
+ break;
+ }
+ if (countitem(7515) > 0) {
+ mes "[Ei'felle]";
+ mes "The other Blacksmith";
+ mes "Guildsmen are doing their";
+ mes "best to collect Prize Medals";
+ mes "in Hugel, but they keep failing";
+ mes "to win them! If you have any";
+ mes "medals, then may I have some?";
+ next;
+ callsub S_Reward;
+ end;
+ }
+ else {
+ mes "[Ei'felle]";
+ mes "If you happen to obtain any";
+ mes "medals from the Monster";
+ mes "Race Arena in Hugel, then";
+ mes "please bring some of them";
+ mes "to me. I'll be sure to repay";
+ mes "you for your kindness...";
+ close;
+ }
+ }
+ else if ((ein_medal01 > 999) && (ein_medal01 < 1500)) {
+ if (checkweight(1201,1) == 0) {
+ mes "[Ei'felle]";
+ mes "Goodness, you're carrying";
+ mes "so many things with you!";
+ mes "You'd better put some of";
+ mes "it away in Kafra Storage";
+ mes "before you're overwhelmed";
+ mes "by the bulk of your items!";
+ close;
+ }
+ mes "[Ei'felle]";
+ mes "Oh, you're back!";
+ mes "Thanks to all the medals";
+ mes "that you've donated, I'm now";
+ mes "able to manufacture a set";
+ mes "of slotted armor imbued";
+ mes "with a property of your choice.";
+ next;
+ mes "[Ei'felle]";
+ mes "If you'd like, I can repay you";
+ mes "now by creating a set of slotted elemental armor for you, or we";
+ mes "can wait for you to donate more";
+ mes "medals until I can develop";
+ mes "something else for you.";
+ next;
+ switch(select("Accept Armor:Can I have something else?:Wait for Further Development")) {
+ case 1:
+ mes "[Ei'felle]";
+ mes "I can manufacture one set of";
+ mes "slotted Armor imbued with the";
+ mes "Fire, Earth, Wind, or Water";
+ mes "property. Which property would";
+ mes "you like your armor to have?";
+ next;
+ switch(select("Fire Property:Earth Property:Wind Property:Water Property")) {
+ case 1:
+ callsub S_BonusReward,1000,2345;
+ end;
+ case 2:
+ callsub S_BonusReward,1000,2351;
+ end;
+ case 3:
+ callsub S_BonusReward,1000,2349;
+ end;
+ case 4:
+ callsub S_BonusReward,1000,2347;
+ end;
+ }
+ case 2:
+ mes "[Ei'felle]";
+ mes "Something else...?";
+ mes "Oh, you must mean";
+ mes "the Glittering Jacket that";
+ mes "I developed earlier. After";
+ mes "all, I have any other items";
+ mes "to offer you for now...";
+ next;
+ callsub S_BonusReward,500,2319;
+ end;
+ case 3:
+ mes "[Ei'felle]";
+ mes "Ah, I see. You'd rather wait";
+ mes "until we develop something";
+ mes "more to your liking. In that";
+ mes "case, would you please donate";
+ mes "more medals to my research?";
+ mes "We're always low on them...";
+ next;
+ break;
+ }
+ if (countitem(7515) > 0) {
+ mes "[Ei'felle]";
+ mes "The other Blacksmith";
+ mes "Guildsmen are doing their";
+ mes "best to collect Prize Medals";
+ mes "in Hugel, but they keep failing";
+ mes "to win them! If you have any";
+ mes "medals, then may I have some?";
+ next;
+ callsub S_Reward;
+ end;
+ }
+ else {
+ mes "[Ei'felle]";
+ mes "If you happen to obtain any";
+ mes "medals from the Monster";
+ mes "Race Arena in Hugel, then";
+ mes "please bring some of them";
+ mes "to me. I'll be sure to repay";
+ mes "you for your kindness...";
+ close;
+ }
+ }
+ else if (ein_medal01 > 1499) {
+ if (checkweight(1201,1) == 0) {
+ mes "[Ei'felle]";
+ mes "Goodness, you're carrying";
+ mes "so many things with you!";
+ mes "You'd better put some of";
+ mes "it away in Kafra Storage";
+ mes "before you're overwhelmed";
+ mes "by the bulk of your items!";
+ close;
+ }
+ mes "[Ei'felle]";
+ mes "Ah, you're back! I've";
+ mes "extracted all the metal";
+ mes "from the medals you've";
+ mes "given me, and I think I have";
+ mes "enough to create a Level 4";
+ mes "Weapon. Isn't that incredible?";
+ next;
+ mes "[Ei'felle]";
+ mes "If you like, I can create";
+ mes "one of these weapons for you";
+ mes "as my way of repaying you for";
+ mes "your help. What do you think?";
+ next;
+ switch(select("Yes, I want a Level 4 Weapon.:Can I have something else?")) {
+ case 1:
+ mes "[Ei'felle]";
+ mes "Great, great!";
+ mes "Now, which kind of";
+ mes "Level 4 Weapon would";
+ mes "you like? It won't do";
+ mes "you much good if you";
+ mes "can't equip it, right?";
+ next;
+ switch(select("Dagger:One Handed Sword:Two Handed Sword:Axe:Mace:Bow:Staff:Book:Spear:Katar:Knuckle:Whip:Musical Instrument")) {
+ case 1:
+ mes "[Ei'felle]";
+ mes "So you want a Dagger?";
+ mes "Which Level 4 Dagger";
+ mes "would you like me to create?";
+ next;
+ switch(select("Ginnungagap:Grimtooth:Dragon Killer:Mail Breaker:Bazerald:Sword Breaker:Ice Pick:Sucsamad:Kitchen Knife:Azoth:Exorciser:Assassin Dagger:Moonlight Dagger:Weeder Knife:Cursed Dagger:Dagger of Counter:Combat Knife:Fortune Sword:Cancel")) {
+ case 1:
+ callsub S_BonusReward,1500,13002;
+ end;
+ case 2:
+ callsub S_BonusReward,1500,1237;
+ end;
+ case 3:
+ callsub S_BonusReward,1500,13001;
+ end;
+ case 4:
+ callsub S_BonusReward,1500,1225;
+ end;
+ case 5:
+ callsub S_BonusReward,1500,1231;
+ end;
+ case 6:
+ callsub S_BonusReward,1500,1224;
+ end;
+ case 7:
+ callsub S_BonusReward,1500,1230;
+ end;
+ case 8:
+ callsub S_BonusReward,1500,1236;
+ end;
+ case 9:
+ callsub S_BonusReward,1500,1229;
+ end;
+ case 10:
+ callsub S_BonusReward,1500,1235;
+ end;
+ case 11:
+ callsub S_BonusReward,1500,1233;
+ end;
+ case 12:
+ callsub S_BonusReward,1500,1232;
+ end;
+ case 13:
+ callsub S_BonusReward,1500,1234;
+ end;
+ case 14:
+ callsub S_BonusReward,1500,1227;
+ end;
+ case 15:
+ callsub S_BonusReward,1500,1241;
+ end;
+ case 16:
+ callsub S_BonusReward,1500,1242;
+ end;
+ case 17:
+ callsub S_BonusReward,1500,1228;
+ end;
+ case 18:
+ callsub S_BonusReward,1500,1223;
+ end;
+ case 19:
+ break;
+ }
+ break;
+ case 2:
+ mes "[Ei'felle]";
+ mes "So you'd like to have";
+ mes "a One Handed Sword?";
+ mes "Please choose which";
+ mes "Level 4 Weapon that";
+ mes "you want me to create.";
+ next;
+ switch(select("Nagan:Immaterial Sword:Mysteltainn:Byeollungum:Star Dust Blade:Caesar's Sword:Ice Falchion:Excalibur:Edge:Cutlus:Solar Sword:Tirfing:Fireblend:Cancel")) {
+ case 1:
+ callsub S_BonusReward,1500,1130;
+ end;
+ case 2:
+ callsub S_BonusReward,1500,1141;
+ end;
+ case 3:
+ callsub S_BonusReward,1500,1138;
+ end;
+ case 4:
+ callsub S_BonusReward,1500,1140;
+ end;
+ case 5:
+ callsub S_BonusReward,1500,1148;
+ end;
+ case 6:
+ callsub S_BonusReward,1500,1134;
+ end;
+ case 7:
+ callsub S_BonusReward,1500,1131;
+ end;
+ case 8:
+ callsub S_BonusReward,1500,1137;
+ end;
+ case 9:
+ callsub S_BonusReward,1500,1132;
+ end;
+ case 10:
+ callsub S_BonusReward,1500,1135;
+ end;
+ case 11:
+ callsub S_BonusReward,1500,1136;
+ end;
+ case 12:
+ callsub S_BonusReward,1500,1139;
+ end;
+ case 13:
+ callsub S_BonusReward,1500,1133;
+ end;
+ case 14:
+ break;
+ }
+ break;
+ case 3:
+ mes "[Ei'felle]";
+ mes "So you'd like to have";
+ mes "a Two Handed Sword?";
+ mes "Please choose which";
+ mes "Level 4 Weapon that";
+ mes "you want me to create.";
+ next;
+ switch(select("Dragon Slayer:Masamune:Muramasa:Schweizersabel:Executioner:Zweihander:Katzbalger:Cancel")) {
+ case 1:
+ callsub S_BonusReward,1500,1166;
+ end;
+ case 2:
+ callsub S_BonusReward,1500,1165;
+ end;
+ case 3:
+ callsub S_BonusReward,1500,1164;
+ end;
+ case 4:
+ callsub S_BonusReward,1500,1167;
+ end;
+ case 5:
+ callsub S_BonusReward,1500,1169;
+ end;
+ case 6:
+ callsub S_BonusReward,1500,1168;
+ end;
+ case 7:
+ callsub S_BonusReward,1500,1170;
+ end;
+ case 8:
+ break;
+ }
+ break;
+ case 4:
+ mes "[Ei'felle]";
+ mes "So you'd like to have";
+ mes "an Axe? Please choose";
+ mes "which Level 4 Weapon";
+ mes "that you want me to create.";
+ next;
+ switch(select("Great Axe:Guillotine:Light Epsilon:Bloody Axe:Sabbath:Slaughter:Cleaver:Tomahawk:Cancel")) {
+ case 1:
+ callsub S_BonusReward,1500,1364;
+ end;
+ case 2:
+ callsub S_BonusReward,1500,1369;
+ end;
+ case 3:
+ callsub S_BonusReward,1500,1366;
+ end;
+ case 4:
+ callsub S_BonusReward,1500,1363;
+ end;
+ case 5:
+ callsub S_BonusReward,1500,1365;
+ end;
+ case 6:
+ callsub S_BonusReward,1500,1367;
+ end;
+ case 7:
+ callsub S_BonusReward,1500,1305;
+ end;
+ case 8:
+ callsub S_BonusReward,1500,1368;
+ end;
+ case 9:
+ break;
+ }
+ break;
+ case 5:
+ mes "[Ei'felle]";
+ mes "So you'd like to have";
+ mes "a Mace? Please choose";
+ mes "which Level 4 Weapon";
+ mes "that you want me to create.";
+ next;
+ switch(select("Golden Mace:Grand Cross:Long Mace:Spike:Slash:Quadrille:Cancel")) {
+ case 1:
+ callsub S_BonusReward,1500,1524;
+ end;
+ case 2:
+ callsub S_BonusReward,1500,1528;
+ end;
+ case 3:
+ callsub S_BonusReward,1500,1525;
+ end;
+ case 4:
+ callsub S_BonusReward,1500,1523;
+ end;
+ case 5:
+ callsub S_BonusReward,1500,1526;
+ end;
+ case 6:
+ callsub S_BonusReward,1500,1527;
+ end;
+ case 7:
+ break;
+ }
+ break;
+ case 6:
+ mes "[Ei'felle]";
+ mes "So you'd like to have";
+ mes "a Bow? Please choose";
+ mes "which Level 4 Weapon";
+ mes "that you want me to create.";
+ next;
+ switch(select("Roguemaster's Bow:Dragon Wing:Rudra's Bow:Ballista:Cancel")) {
+ case 1:
+ callsub S_BonusReward,1500,1719;
+ end;
+ case 2:
+ callsub S_BonusReward,1500,1724;
+ end;
+ case 3:
+ callsub S_BonusReward,1500,1720;
+ end;
+ case 4:
+ callsub S_BonusReward,1500,1722;
+ end;
+ case 5:
+ break;
+ }
+ break;
+ case 7:
+ mes "[Ei'felle]";
+ mes "So you'd like to have";
+ mes "a Staff? Please choose";
+ mes "which Level 4 Weapon";
+ mes "that you want me to create.";
+ next;
+ switch(select("Wing Staff:Wizardry Staff:Cancel")) {
+ case 1:
+ callsub S_BonusReward,1500,1616;
+ end;
+ case 2:
+ callsub S_BonusReward,1500,1473;
+ end;
+ case 3:
+ break;
+ }
+ break;
+ case 8:
+ mes "[Ei'felle]";
+ mes "So you'd like to have";
+ mes "a Book? Please choose";
+ mes "which Level 4 Weapon";
+ mes "that you want me to create.";
+ next;
+ switch(select("Legacy of Dragon:Book of the Apocalypse:Girl's Diary:Hardcover Book:Cancel")) {
+ case 1:
+ callsub S_BonusReward,1500,1559;
+ end;
+ case 2:
+ callsub S_BonusReward,1500,1557;
+ end;
+ case 3:
+ callsub S_BonusReward,1500,1558;
+ end;
+ case 4:
+ callsub S_BonusReward,1500,1561;
+ end;
+ case 5:
+ break;
+ }
+ break;
+ case 9:
+ mes "[Ei'felle]";
+ mes "So you'd like to have a";
+ mes "Spear? Please choose";
+ mes "which Level 4 Weapon";
+ mes "that you want me to create.";
+ next;
+ switch(select("Gae Bolg:Gelerdria:Gungnir:Skewer:Longinus's Spear:Brionac:Bill Guisarme:Zephyrus:Crescent Scythe:Tjungkuletti:Hellfire:Cancel")) {
+ case 1:
+ callsub S_BonusReward,1500,1474;
+ end;
+ case 2:
+ callsub S_BonusReward,1500,1414;
+ end;
+ case 3:
+ callsub S_BonusReward,1500,1413;
+ end;
+ case 4:
+ callsub S_BonusReward,1500,1415;
+ end;
+ case 5:
+ callsub S_BonusReward,1500,1469;
+ end;
+ case 6:
+ callsub S_BonusReward,1500,1470;
+ end;
+ case 7:
+ callsub S_BonusReward,1500,1467;
+ end;
+ case 8:
+ callsub S_BonusReward,1500,1468;
+ end;
+ case 9:
+ callsub S_BonusReward,1500,1466;
+ end;
+ case 10:
+ callsub S_BonusReward,1500,1416;
+ end;
+ case 11:
+ callsub S_BonusReward,1500,1471;
+ end;
+ case 12:
+ break;
+ }
+ break;
+ case 10:
+ mes "[Ei'felle]";
+ mes "So you'd like to have a";
+ mes "Katar? Please choose";
+ mes "which Level 4 Weapon";
+ mes "that you want me to create.";
+ next;
+ switch(select("Infiltrator:Bloody Roar:Unholy Touch:Cancel")) {
+ case 1:
+ callsub S_BonusReward,1500,1261;
+ end;
+ case 2:
+ callsub S_BonusReward,1500,1265;
+ end;
+ case 3:
+ callsub S_BonusReward,1500,1263;
+ end;
+ case 4:
+ break;
+ }
+ break;
+ case 11:
+ mes "[Ei'felle]";
+ mes "So you'd like to have a";
+ mes "Knuckle? Please choose";
+ mes "which Level 4 Weapon";
+ mes "that you want me to create.";
+ next;
+ switch(select("Hatii Claw:Berserk:Kaiser Knuckle:Cancel")) {
+ case 1:
+ callsub S_BonusReward,1500,1815;
+ end;
+ case 2:
+ callsub S_BonusReward,1500,1814;
+ end;
+ case 3:
+ callsub S_BonusReward,1500,1813;
+ end;
+ case 4:
+ break;
+ }
+ break;
+ case 12:
+ mes "[Ei'felle]";
+ mes "So you'd like to have a";
+ mes "Whip? Please choose";
+ mes "which Level 4 Weapon";
+ mes "that you want me to create.";
+ next;
+ switch(select("Lariat:Rapture Rose:Blade Whip:Chemeti:Queen's Whip:Cancel")) {
+ case 1:
+ callsub S_BonusReward,1500,1962;
+ end;
+ case 2:
+ callsub S_BonusReward,1500,1963;
+ end;
+ case 3:
+ callsub S_BonusReward,1500,1969;
+ end;
+ case 4:
+ callsub S_BonusReward,1500,1964;
+ end;
+ case 5:
+ callsub S_BonusReward,1500,1970;
+ end;
+ case 6:
+ break;
+ }
+ break;
+ case 13:
+ mes "[Ei'felle]";
+ mes "So you'd like to have a";
+ mes "Musical Instrument? Please";
+ mes "choose which Level 4 Weapon";
+ mes "that you want me to create.";
+ next;
+ switch(select("Oriental Lute:Electric Guitar:Cancel")) {
+ case 1:
+ callsub S_BonusReward,1500,1918;
+ end;
+ case 2:
+ callsub S_BonusReward,1500,1913;
+ end;
+ case 3:
+ break;
+ }
+ break;
+ }
+ break;
+ case 2:
+ mes "[Ei'felle]";
+ mes "Something else?";
+ mes "Oh, alright then, would";
+ mes "you like to have a Glittering";
+ mes "Jacket, or a set of slotted";
+ mes "elemental Armor? Please go";
+ mes "ahead and make your choice~";
+ next;
+ switch(select("Glittering Jacket:Fire Property Armor:Earth Property Armor:Wind Property Armor:Water Property Armor:Cancel")) {
+ case 1:
+ callsub S_BonusReward,500,2319;
+ end;
+ case 2:
+ callsub S_BonusReward,1000,2345;
+ end;
+ case 3:
+ callsub S_BonusReward,1000,2351;
+ end;
+ case 4:
+ callsub S_BonusReward,1000,2349;
+ end;
+ case 5:
+ callsub S_BonusReward,1000,2347;
+ end;
+ case 6:
+ break;
+ }
+ break;
+ }
+ }
+ else {
+ mes "[Ei'felle]";
+ mes "Oh, how have you been?";
+ mes "Thank you so much for";
+ mes "donating so many medals,";
+ mes "they've been helpful in my";
+ mes "research. Still, I need more";
+ mes "and more of them everyday...";
+ next;
+ if (countitem(7515) > 0) {
+ mes "[Ei'felle]";
+ mes "The other Blacksmith";
+ mes "Guildsmen are doing their";
+ mes "best to collect Prize Medals";
+ mes "in Hugel, but they keep failing";
+ mes "to win them! If you have any";
+ mes "medals, then may I have some?";
+ next;
+ callsub S_Reward;
+ end;
+ }
+ else {
+ mes "[Ei'felle]";
+ mes "If you happen to obtain any";
+ mes "medals from the Monster";
+ mes "Race Arena in Hugel, then";
+ mes "please bring some of them";
+ mes "to me. I'll be sure to repay";
+ mes "you for your kindness...";
+ close;
+ }
+ }
+ close;
+
+S_Reward:
+ switch(select("Sure:No")) {
+ case 1:
+ mes "[Ei'felle]";
+ mes "Oh, thank you so much!";
+ mes "I can use the metal in those";
+ mes "medals to produce some high";
+ mes "quality products. Now, how";
+ mes "shall I repay you for giving me";
+ mes "some of your Prize Medals?";
+ next;
+ switch(select("Base Experience:Job Experience:No, I'm just glad to help.:How's your research progressing?")) {
+ case 1:
+ mes "[Ei'felle]";
+ mes "You just want to improve";
+ mes "yourself, huh? Well, I dunno";
+ mes "if you want to get stronger,";
+ mes "smarter, or faster, but I can";
+ mes "coach you on some visualization if you like. Now, relax with me~";
+ mes "physical development.";
+ next;
+ mes "[Ei'felle]";
+ mes "Focus... and believe.";
+ mes "Believe that you are";
+ mes "becoming what you want";
+ mes "to be! B-believe... with";
+ mes "all of your freakin' heart!";
+ emotion e_omg,1;
+ emotion e_omg;
+ next;
+ mes "[Ei'felle]";
+ mes "*Phew* How's that?";
+ mes "Now do you see the";
+ mes "power of hope?";
+ delitem 7515,1; //Marvelous_Medal
+ if (BaseLevel < 21)
+ getexp 200,0;
+ else if ((BaseLevel > 20) && (BaseLevel < 31))
+ getexp 300,0;
+ else if ((BaseLevel > 30) && (BaseLevel < 41))
+ getexp 1000,0;
+ else if ((BaseLevel > 40) && (BaseLevel < 51))
+ getexp 1800,0;
+ else if ((BaseLevel > 50) && (BaseLevel < 61))
+ getexp 2500,0;
+ else if ((BaseLevel > 60) && (BaseLevel < 71))
+ getexp 4700,0;
+ else if ((BaseLevel > 70) && (BaseLevel < 81))
+ getexp 5500,0;
+ else if ((BaseLevel > 80) && (BaseLevel < 96))
+ getexp 7000,0;
+ else if ((BaseLevel > 95) && (BaseLevel < 111))
+ getexp 8800,0;
+ else if ((BaseLevel > 110) && (BaseLevel < 126))
+ getexp 10900,0;
+ else if ((BaseLevel > 125) && (BaseLevel < 141))
+ getexp 13300,0;
+ else
+ getexp 16000,0;
+ close;
+ case 2:
+ mes "[Ei'felle]";
+ mes "You want to become more";
+ mes "competent in your job? Um...";
+ mes "Alright, we can do that. Just";
+ mes "meditate with me, and we'll go";
+ mes "do some imagery work together.";
+ mes "I'm real good at this you know.";
+ next;
+ mes "[Ei'felle]";
+ mes "J-just... visualize";
+ mes "yourself... being...";
+ mes "t-totally... awesome!";
+ mes "You've gotta see it, and";
+ mes "you've gotta feel it in your";
+ mes "freakin' heart and mind!";
+ emotion e_omg,1;
+ emotion e_omg;
+ next;
+ mes "[Ei'felle]";
+ mes "Yeap, it doesn't matter";
+ mes "if it's real or imagined...";
+ mes "Your mind will work on";
+ mes "whatever you feed it.";
+ mes "Placebos and psychosomatic symptoms-- it all ties together.";
+ delitem 7515,1; //Marvelous_Medal
+ if (BaseLevel < 21)
+ getexp 0,150;
+ else if ((BaseLevel > 20) && (BaseLevel < 31))
+ getexp 0,200;
+ else if ((BaseLevel > 30) && (BaseLevel < 41))
+ getexp 0,750;
+ else if ((BaseLevel > 40) && (BaseLevel < 51))
+ getexp 0,1800;
+ else if ((BaseLevel > 50) && (BaseLevel < 61))
+ getexp 0,2500;
+ else if ((BaseLevel > 60) && (BaseLevel < 71))
+ getexp 0,3525;
+ else if ((BaseLevel > 70) && (BaseLevel < 81))
+ getexp 0,4125;
+ else if ((BaseLevel > 80) && (BaseLevel < 96))
+ getexp 0,5250;
+ else if ((BaseLevel > 95) && (BaseLevel < 111))
+ getexp 0,6600;
+ else if ((BaseLevel > 110) && (BaseLevel < 126))
+ getexp 0,8175;
+ else if ((BaseLevel > 125) && (BaseLevel < 141))
+ getexp 0,9975;
+ else
+ getexp 0,12000;
+ close;
+ case 3:
+ mes "[Ei'felle]";
+ mes "What th--?! You sure";
+ mes "you don't want anything?";
+ mes "Hm, well, I think it's kind";
+ mes "of bad karma if I don't give";
+ mes "you anything in return, so...";
+ mes "Think of something. Quick.";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Er, just use the medals";
+ mes "to further your manufacturing";
+ mes "research, and then you can";
+ mes "pay me back if your develop";
+ mes "something new. It's, um, like";
+ mes "an investment in your work!";
+ next;
+ mes "[Ei'felle]";
+ mes "Yeah... Yeah.";
+ mes "Okay, I see where";
+ mes "you're coming from.";
+ mes "That's pretty smart.";
+ mes "Okay, I'll repay you when";
+ mes "we develop something new!";
+ next;
+ mes "[Ei'felle]";
+ mes "Anyway, I need as many";
+ mes "medals as I can get as";
+ mes "soon as I can. How many";
+ mes "medals do you think you";
+ mes "can give me right now?";
+ next;
+ switch(select("Take them all.:How about this much?:No, I changed my mind.")) {
+ case 1:
+ mes "[Ei'felle]";
+ mes "Th-thank you!";
+ mes "Thank you so much!";
+ mes "Your help will greatly";
+ mes "advance my research,";
+ mes "and I promise to repay";
+ mes "you as soon as I can!";
+ set .@medals,countitem(7515);
+ delitem 7515,.@medals; //Marvelous_Medal
+ set ein_medal01,ein_medal01+.@medals;
+ close;
+ case 2:
+ mes "[Ei'felle]";
+ mes "Alright, please enter the";
+ mes "number of medals that";
+ mes "you're willing to give me.";
+ mes "Please don't enter any";
+ mes "number greater than 100.";
+ next;
+ while(1) {
+ input .@input;
+ if (.@input == 0) {
+ mes "[Ei'felle]";
+ mes "Aw, so you've decided";
+ mes "to cancel? Well, it's your";
+ mes "choice, but I'm still so";
+ mes "disappointed. Please come";
+ mes "back if you change your mind...";
+ close;
+ }
+ else if (.@input < 0 || .@input > 100) {
+ mes "[Ei'felle]";
+ mes "Remember, you can only";
+ mes "enter a number from 1 to 100.";
+ mes "If you want to give me more";
+ mes "medals, then perhaps you";
+ mes "should just give them all to me~ ^FFFFFF ^000000";
+ next;
+ }
+ else
+ break;
+ }
+ if (countitem(7515) < .@input) {
+ mes "[Ei'felle]";
+ mes "I'm sorry, but I don't";
+ mes "think you have that many";
+ mes "medals with you. Make sure";
+ mes "that you offer me an amount of";
+ mes "medals that you actually have.";
+ emotion e_heh;
+ close;
+ }
+ else {
+ mes "[Ei'felle]";
+ mes "Th-thank you!";
+ mes "Thank you so much!";
+ mes "Your help will greatly";
+ mes "advance my research,";
+ mes "and I promise to repay";
+ mes "you as soon as I can!";
+ delitem 7515,.@input; //Marvelous_Medal
+ set ein_medal01,ein_medal01+.@input;
+ close;
+ }
+ case 3:
+ mes "[Ei'felle]";
+ mes "Oh, alright...";
+ mes "Still, I really need";
+ mes "those medals, so if you";
+ mes "change your mind, please";
+ mes "come back as soon as you can.";
+ close;
+ }
+ delitem 7515,1; //Marvelous_Medal
+ set ein_medal01,1;
+ close;
+ case 4:
+ mes "[Ei'felle]";
+ mes "Well, I've been able to";
+ mes "create a Glittering Jacket";
+ mes "using the medals that you've";
+ mes "brought to me. But I just know";
+ mes "I can make something better";
+ mes "if you'd bring me more!";
+ next;
+ mes "[Ei'felle]";
+ mes "As of now, I have the metal";
+ mes "from ^FF0000"+ ein_medal01 +"^000000 Prizes Medals that";
+ mes "you've donated to me. The more";
+ mes "that you bring, the closer I can get to making a new breakthrough!";
+ close;
+ }
+ case 2:
+ mes "[Ei'felle]";
+ mes "Oh, alright...";
+ mes "Still, I really need";
+ mes "those medals, so if you";
+ mes "change your mind, please";
+ mes "come back as soon as you can.";
+ emotion e_sob;
+ close;
+ }
+
+S_BonusReward:
+ mes "[Ei'felle]";
+ if (getarg(1) == 2319) {
+ mes "Do you really want";
+ mes "this "+getitemname(getarg(1))+"?";
+ mes "You may want to forego this";
+ mes "reward in favor of getting";
+ mes "something better later...";
+ }
+ else if ((getarg(1) == 2345) || (getarg(1) == 2347) || (getarg(1) == 2349) || (getarg(1) == 2351)) {
+ mes "Are you sure that you want";
+ mes "to accept this set of slotted";
+ if (getarg(1) == 2345)
+ mes "Fire property Armor? If you do,";
+ else if (getarg(1) == 2351)
+ mes "Earth property Armor? If you do,";
+ else if (getarg(1) == 2349)
+ mes "Wind property Armor? If you do,";
+ else if (getarg(1) == 2347)
+ mes "Water property Armor? If you do,";
+ mes "I'll need more medals from you";
+ mes "to make further advancements";
+ mes "in my manufacturing research.";
+ }
+ else {
+ mes "So you wish to have a";
+ mes getitemname(getarg(1))+"? If you choose";
+ mes "to have this Level 4 Weapon,";
+ mes "I'll need to melt many of the";
+ mes "medals that you've donated";
+ mes "to me. Shall we proceed?";
+ }
+ next;
+ switch(select("Decline:Accept")) {
+ case 1:
+ mes "["+ strcharinfo(0) +"]";
+ mes "W-wait, I changed my";
+ mes "mind. Would it be fine";
+ mes "if I asked you to give";
+ mes "me a reward later?";
+ next;
+ mes "[Ei'felle]";
+ if (!getiteminfo(getarg(1),13)) { //use item level to determine if the item is armor (no weapon level)
+ mes "Of course, of course.";
+ mes "Remember, if you donate";
+ mes "more medals to me, then";
+ mes "I'll be able to create items";
+ mes "of higher quality for you~";
+ }
+ else {
+ mes "I don't think I can develop";
+ mes "anything better than these Level 4 Weapons, but after making";
+ mes "such a big investment, you should decide on what you want carefully.";
+ }
+ close;
+ case 2:
+ mes "[Ei'felle]";
+ if (getarg(1) == 2319) {
+ mes "Here you are, I trust that";
+ mes "this "+getitemname(getarg(1))+" will";
+ mes "serve you well. Thank you";
+ mes "for your help, and I hope that";
+ mes "you'll continue to donate your";
+ mes "medals for my metal research~";
+ }
+ else if ((getarg(1) == 2345) || (getarg(1) == 2347) || (getarg(1) == 2349) || (getarg(1) == 2351)) {
+ mes "Great choice! I'm sure";
+ if (getarg(1) == 2345)
+ mes "that this set of slotted Fire";
+ else if (getarg(1) == 2351)
+ mes "that this set of slotted Earth";
+ else if (getarg(1) == 2349)
+ mes "that this set of slotted Wind";
+ else if (getarg(1) == 2347)
+ mes "that this set of slotted Water";
+ mes "property Armor will serve you";
+ mes "well. Thank you for your help,";
+ mes "and if you get more medals,";
+ mes "please donate them to me~";
+ }
+ else {
+ mes "Once again, I'd like to";
+ mes "thank you for providing";
+ mes "me with all of those medals.";
+ mes "I imagine it must have been";
+ mes "difficult. In any case, I would";
+ mes "appreciate your continued help~";
+ }
+ set ein_medal01,ein_medal01-getarg(0);
+ getitem getarg(1),1;
+ close;
+ }
+
+}
+
+hugel,71,83,4 script Wayne 900,{
+ if (checkweight(1201,1) == 0) {
+ mes "[Wayne]";
+ mes "Hold on a second...";
+ mes "If you want to exchange";
+ mes "your Prize Medals for items,";
+ mes "you'd better free up more space";
+ mes "in your Inventory first. Why don't you use your Kafra Storage?";
+ close;
+ }
+ mes "[Wayne]";
+ mes "Hello, there! Ever wonder";
+ mes "what you could do with all";
+ mes "the Prize Medals you can win";
+ mes "in Monster Race Arena? You";
+ mes "can donate them in Einbroch";
+ mes "to the Blacksmith Guild...";
+ next;
+ mes "[Wayne]";
+ mes "...Or you can exchange them";
+ mes "for items, right here and right";
+ mes "now, with me. As always, the";
+ mes "choice is really up to you.";
+ next;
+ switch(select("Prize Medal Exchange:Cancel")) {
+ case 1:
+ if (checkweight(909,550) == 0) {
+ mes "[Wayne]";
+ mes "Hold on a second...";
+ mes "If you want to exchange";
+ mes "your Prize Medals for items,";
+ mes "you'd better free up more space";
+ mes "in your Inventory first. Why don't you use your Kafra Storage?";
+ close;
+ }
+ else {
+ mes "[Wayne]";
+ mes "Now, how many Prize Medals";
+ mes "would you like to exchange?";
+ mes "It doesn't take a genius to";
+ mes "figure out that you can get";
+ mes "more valuable items by trading";
+ mes "more Prize Medals at a time.";
+ next;
+ switch(select("1 Prize Medal:3 Prize Medals:7 Prize Medals:8 Prize Medals:16 Prize Medals:25 Prize Medals:42 Prize Medals:59 Prize Medals")) {
+ case 1:
+ mes "[Wayne]";
+ mes "Now, please choose";
+ mes "which of the following item";
+ mes "sets that you'd like to receive";
+ mes "in exchange for 1 Prize Medal.";
+ next;
+ switch(select("2 Hinale Leaflets:2 Aloe Leaflets:1 Mastela Fruit:5 Witch Starsands:4 Condensed Red Potions")) {
+ case 1:
+ if (countitem(7515) < 1) {
+ mes "[Wayne]";
+ mes "Hey, you don't have";
+ mes "enough Prize Medals with";
+ mes "you. Go and get some more";
+ mes "if you want to exchange";
+ mes "them with me for anything.";
+ close;
+ }
+ else {
+ mes "[Wayne]";
+ mes "There you go~";
+ mes "Thanks for using my";
+ mes "service, and I hope that";
+ mes "you come visit me again";
+ mes "soon. Enjoy the monster";
+ mes "races, fair adventurer~";
+ delitem 7515,1; //Marvelous_Medal
+ getitem 520,2; //Leaflet_Of_Hinal
+ close;
+ }
+ case 2:
+ if (countitem(7515) < 1) {
+ mes "[Wayne]";
+ mes "Hey, you don't have";
+ mes "enough Prize Medals with";
+ mes "you. Go and get some more";
+ mes "if you want to exchange";
+ mes "them with me for anything.";
+ close;
+ }
+ else {
+ mes "[Wayne]";
+ mes "There you go~";
+ mes "Thanks for using my";
+ mes "service, and I hope that";
+ mes "you come visit me again";
+ mes "soon. Enjoy the monster";
+ mes "races, fair adventurer~";
+ delitem 7515,1; //Marvelous_Medal
+ getitem 521,2; //Leaflet_Of_Aloe
+ close;
+ }
+ case 3:
+ if (countitem(7515) < 1) {
+ mes "[Wayne]";
+ mes "Hey, you don't have";
+ mes "enough Prize Medals with";
+ mes "you. Go and get some more";
+ mes "if you want to exchange";
+ mes "them with me for anything.";
+ close;
+ }
+ else {
+ mes "[Wayne]";
+ mes "There you go~";
+ mes "Thanks for using my";
+ mes "service, and I hope that";
+ mes "you come visit me again";
+ mes "soon. Enjoy the monster";
+ mes "races, fair adventurer~";
+ delitem 7515,1; //Marvelous_Medal
+ getitem 522,1; //Fruit_Of_Mastela
+ close;
+ }
+ case 4:
+ if (countitem(7515) < 1) {
+ mes "[Wayne]";
+ mes "Hey, you don't have";
+ mes "enough Prize Medals with";
+ mes "you. Go and get some more";
+ mes "if you want to exchange";
+ mes "them with me for anything.";
+ close;
+ }
+ else {
+ mes "[Wayne]";
+ mes "There you go~";
+ mes "Thanks for using my";
+ mes "service, and I hope that";
+ mes "you come visit me again";
+ mes "soon. Enjoy the monster";
+ mes "races, fair adventurer~";
+ delitem 7515,1; //Marvelous_Medal
+ getitem 1061,5; //Starsand_Of_Witch
+ close;
+ }
+ case 5:
+ if (countitem(7515) < 1) {
+ mes "[Wayne]";
+ mes "Hey, you don't have";
+ mes "enough Prize Medals with";
+ mes "you. Go and get some more";
+ mes "if you want to exchange";
+ mes "them with me for anything.";
+ close;
+ }
+ else {
+ mes "[Wayne]";
+ mes "There you go~";
+ mes "Thanks for using my";
+ mes "service, and I hope that";
+ mes "you come visit me again";
+ mes "soon. Enjoy the monster";
+ mes "races, fair adventurer~";
+ delitem 7515,1; //Marvelous_Medal
+ getitem 545,4; //Red_Slim_Potion
+ close;
+ }
+ }
+ case 2:
+ mes "[Wayne]";
+ mes "Now, please choose";
+ mes "which of the following item";
+ mes "sets that you'd like to receive";
+ mes "in exchange for 3 Prize Medals.";
+ next;
+ switch(select("1 Royal Jelly:6 Holy Waters")) {
+ case 1:
+ if (countitem(7515) < 3) {
+ mes "[Wayne]";
+ mes "Hey, you don't have";
+ mes "enough Prize Medals with";
+ mes "you. Go and get some more";
+ mes "if you want to exchange";
+ mes "them with me for anything.";
+ close;
+ }
+ else {
+ mes "[Wayne]";
+ mes "There you go~";
+ mes "Thanks for using my";
+ mes "service, and I hope that";
+ mes "you come visit me again";
+ mes "soon. Enjoy the monster";
+ mes "races, fair adventurer~";
+ delitem 7515,3; //Marvelous_Medal
+ getitem 526,1; //Royal_Jelly
+ close;
+ }
+ case 2:
+ if (countitem(7515) < 3) {
+ mes "[Wayne]";
+ mes "Hey, you don't have";
+ mes "enough Prize Medals with";
+ mes "you. Go and get some more";
+ mes "if you want to exchange";
+ mes "them with me for anything.";
+ close;
+ }
+ else {
+ mes "[Wayne]";
+ mes "There you go~";
+ mes "Thanks for using my";
+ mes "service, and I hope that";
+ mes "you come visit me again";
+ mes "soon. Enjoy the monster";
+ mes "races, fair adventurer~";
+ delitem 7515,3; //Marvelous_Medal
+ getitem 523,6; //Holy_Water
+ close;
+ }
+ }
+ case 3:
+ mes "[Wayne]";
+ mes "Now, please choose";
+ mes "which of the following item";
+ mes "sets that you'd like to receive";
+ mes "in exchange for 7 Prize Medals.";
+ next;
+ switch(select("1 Cookie Bag:1 First Aid Kit")) {
+ case 1:
+ if (countitem(7515) < 7) {
+ mes "[Wayne]";
+ mes "Hey, you don't have";
+ mes "enough Prize Medals with";
+ mes "you. Go and get some more";
+ mes "if you want to exchange";
+ mes "them with me for anything.";
+ close;
+ }
+ else {
+ mes "[Wayne]";
+ mes "There you go~";
+ mes "Thanks for using my";
+ mes "service, and I hope that";
+ mes "you come visit me again";
+ mes "soon. Enjoy the monster";
+ mes "races, fair adventurer~";
+ delitem 7515,7; //Marvelous_Medal
+ getitem 12130,1; //Cookie_Bag
+ close;
+ }
+ case 2:
+ if (countitem(7515) < 7) {
+ mes "[Wayne]";
+ mes "Hey, you don't have";
+ mes "enough Prize Medals with";
+ mes "you. Go and get some more";
+ mes "if you want to exchange";
+ mes "them with me for anything.";
+ close;
+ }
+ else {
+ mes "[Wayne]";
+ mes "There you go~";
+ mes "Thanks for using my";
+ mes "service, and I hope that";
+ mes "you come visit me again";
+ mes "soon. Enjoy the monster";
+ mes "races, fair adventurer~";
+ delitem 7515,7; //Marvelous_Medal
+ getitem 12110,1; //First_Aid_Kit
+ close;
+ }
+ }
+ case 4:
+ mes "[Wayne]";
+ mes "Now, please choose";
+ mes "which of the following item";
+ mes "sets that you'd like to receive";
+ mes "in exchange for 8 Prize Medals. Well, we have only 1 set, but...";
+ next;
+ select("1 Gift Box");
+ if (countitem(7515) < 8) {
+ mes "[Wayne]";
+ mes "Hey, you don't have";
+ mes "enough Prize Medals with";
+ mes "you. Go and get some more";
+ mes "if you want to exchange";
+ mes "them with me for anything.";
+ close;
+ }
+ else {
+ mes "[Wayne]";
+ mes "There you go~";
+ mes "Thanks for using my";
+ mes "service, and I hope that";
+ mes "you come visit me again";
+ mes "soon. Enjoy the monster";
+ mes "races, fair adventurer~";
+ delitem 7515,8; //Marvelous_Medal
+ getitem 644,1; //Gift_Box
+ close;
+ }
+ case 5:
+ mes "[Wayne]";
+ mes "Now, please choose";
+ mes "which of the following item";
+ mes "sets that you'd like to receive";
+ mes "in exchange for 16 Prize Medals. Well, we have only 1 set, but...";
+ next;
+ select("1 Old Blue Box");
+ if (countitem(7515) < 16) {
+ mes "[Wayne]";
+ mes "Hey, you don't have";
+ mes "enough Prize Medals with";
+ mes "you. Go and get some more";
+ mes "if you want to exchange";
+ mes "them with me for anything.";
+ close;
+ }
+ else {
+ mes "[Wayne]";
+ mes "There you go~";
+ mes "Thanks for using my";
+ mes "service, and I hope that";
+ mes "you come visit me again";
+ mes "soon. Enjoy the monster";
+ mes "races, fair adventurer~";
+ delitem 7515,16; //Marvelous_Medal
+ getitem 603,1; //Old_Blue_Box
+ close;
+ }
+ case 6:
+ mes "[Wayne]";
+ mes "Now, please choose";
+ mes "which of the following item";
+ mes "sets that you'd like to receive";
+ mes "in exchange for 25 Prize Medals. Well, we have only 1 set, but...";
+ next;
+ select("1 Taming Gift Set");
+ if (countitem(7515) < 25) {
+ mes "[Wayne]";
+ mes "Hey, you don't have";
+ mes "enough Prize Medals with";
+ mes "you. Go and get some more";
+ mes "if you want to exchange";
+ mes "them with me for anything.";
+ close;
+ }
+ else {
+ mes "[Wayne]";
+ mes "There you go~";
+ mes "Thanks for using my";
+ mes "service, and I hope that";
+ mes "you come visit me again";
+ mes "soon. Enjoy the monster";
+ mes "races, fair adventurer~";
+ delitem 7515,25; //Marvelous_Medal
+ getitem 12105,1; //Set_Of_Taiming_Item
+ close;
+ }
+ case 7:
+ mes "[Wayne]";
+ mes "Now, please choose";
+ mes "which of the following item";
+ mes "sets that you'd like to receive";
+ mes "in exchange for 42 Prize Medals. Well, we have only 1 set, but...";
+ next;
+ select("1 Old Purple Box");
+ if (countitem(7515) < 42) {
+ mes "[Wayne]";
+ mes "Hey, you don't have";
+ mes "enough Prize Medals with";
+ mes "you. Go and get some more";
+ mes "if you want to exchange";
+ mes "them with me for anything.";
+ close;
+ }
+ else {
+ mes "[Wayne]";
+ mes "There you go~";
+ mes "Thanks for using my";
+ mes "service, and I hope that";
+ mes "you come visit me again";
+ mes "soon. Enjoy the monster";
+ mes "races, fair adventurer~";
+ delitem 7515,42; //Marvelous_Medal
+ getitem 617,1; //Old_Violet_Box
+ close;
+ }
+ case 8:
+ mes "[Wayne]";
+ mes "Now, please choose";
+ mes "which of the following item";
+ mes "sets that you'd like to receive";
+ mes "in exchange for 59 Prize Medals. Well, we have only 1 set, but...";
+ next;
+ select("1 Poring Box");
+ if (countitem(7515) < 59) {
+ mes "[Wayne]";
+ mes "Hey, you don't have";
+ mes "enough Prize Medals with";
+ mes "you. Go and get some more";
+ mes "if you want to exchange";
+ mes "them with me for anything.";
+ close;
+ }
+ else {
+ mes "[Wayne]";
+ mes "There you go~";
+ mes "Thanks for using my";
+ mes "service, and I hope that";
+ mes "you come visit me again";
+ mes "soon. Enjoy the monster";
+ mes "races, fair adventurer~";
+ delitem 7515,59; //Marvelous_Medal
+ getitem 12109,1; //Poring_Box
+ close;
+ }
+ }
+ }
+ case 2:
+ mes "[Wayne]";
+ mes "Well, just keep in mind";
+ mes "that you can always come";
+ mes "to me to trade in your Prize";
+ mes "Medals for consumable items.";
+ mes "That guy in Einbroch? Not sure";
+ mes "what he'd give you for them...";
+ next;
+ mes "[Wayne]";
+ mes "All I know is that he";
+ mes "needs a whole lot of medals";
+ mes "for the work that he's doing.";
+ mes "Still, I hear that he just may";
+ mes "make your donations worth";
+ mes "all your effort, you know?";
+ close;
+ }
+}
+
+//============================================================
+// Monstrer Race Affiliated NPCs
+//============================================================
+airplane,246,47,1 script Eocatt#decoy01 878,{
+ mes "[Eocatt]";
+ mes "There's an old, humble";
+ mes "village on the outskirts of";
+ mes "the Schwaltzvalt Republic.";
+ mes "It was just a tiny blip on the";
+ mes "map until they opened up";
+ mes "their Monster Race Arena!";
+ next;
+ mes "[Eocatt]";
+ mes "If you win wagers on the";
+ mes "monster race games, you'll";
+ mes "be rewarded with these Prize";
+ mes "Medals that are made of some";
+ mes "really rare metal. I hear this metal's in demand in Einbroch...";
+ next;
+ mes "[Eocatt]";
+ mes "Right, right...";
+ mes "I remember now, the";
+ mes "town was named Hugel.";
+ mes "I'm sure there's other fun";
+ mes "things to do there, but I'm sure that the Race Arena is a must!";
+ close;
+}
+
+hugel,85,93,5 script Mudie#dummy01 866,{
+ mes "[Mudie]";
+ mes "The Monster Races";
+ mes "are probably the biggest";
+ mes "attraction here in Hugel.";
+ mes "We don't have much else";
+ mes "going on here, I'm afraid.";
+ next;
+ mes "[Mudie]";
+ mes "If you want to go visit";
+ mes "the Monster Race Arena,";
+ mes "just head towards the";
+ mes "7 'o clock direction on";
+ mes "your Mini-Map, and look for";
+ mes "the hill surrounded by a fence.";
+ next;
+ mes "[Mudie]";
+ mes "You should find the arena";
+ mes "somewhere around that area.";
+ mes "Anyway, if you want to wager";
+ mes "or just watch the races, just";
+ mes "ask one of the Eckar brothers. I hope you enjoy our little town~";
+ close;
+}
+
+p_track02,32,45,5 script Eccentric Scholar#double 755,{
+ mes "[Eccentric Scholar]";
+ mes "Let's see now...";
+ mes "Monster 1's average speed";
+ mes "and luck, as affected by";
+ mes "wind resistance, fatigue...";
+ mes "What's the approximate";
+ mes "probability of winning...?";
+ next;
+ mes "[Eccentric Scholar]";
+ mes "Crunch it into my";
+ mes "algorithm... Carry the two...";
+ mes "Wait, how many significant";
+ mes "figures should I be using?";
+ mes "Ah, right, 7, to account for x,";
+ mes "a value representing--";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Excuse me, but";
+ mes "what are you doing?";
+ next;
+ mes "[Eccentric Scholar]";
+ mes "S-silence!";
+ mes "I must complete";
+ mes "my calculations!";
+ mes "Now, where was I...?";
+ specialeffect EF_CLAYMORE;
+ emotion e_an;
+ close;
+}
+
+p_track02,69,31,1 script Blacksmith Guildsman#dou 726,{
+ if ($@mon_time_2_2 == 0) {
+ mes "[Blacksmith Guildsman]";
+ mes "How many times must";
+ mes "I wager on these races?!";
+ mes "I haven't won even once!";
+ mes "Oh, I must have the worst";
+ mes "luck in wagering history!";
+ emotion e_sob;
+ next;
+ mes "[Blacksmith Guildsman]";
+ mes "I've been assigned by my";
+ mes "guild to bring back some";
+ mes "Prize Medals to Einbroch...";
+ mes "They're apparently made";
+ mes "with some rare metal, but...";
+ mes "It's too hard for me to win~!";
+ emotion e_swt2;
+ close;
+ }
+ else {
+ mes "[Blacksmith Guildsman]";
+ mes "Run! Go go go!";
+ mes "I need to win some";
+ mes "medals! Otherwise, I'll";
+ mes "be too ashamed to return";
+ mes "home to Einbroch! F-faster!";
+ emotion e_korea;
+ close;
+ }
+}
+
+p_track02,53,45,3 script Valiant Knight#double 733,{
+ mes "[Valiant Knight]";
+ mes "Hey, have you been";
+ mes "wagering on the races?";
+ mes "If you've got a hot tip, then";
+ mes "would you share it with me?";
+ mes "I've won some wagers... But";
+ mes "I really wanna win more!";
+ next;
+ mes "[Valiant Knight]";
+ mes "Hah hah! It's like I tell";
+ mes "those Blacksmiths! If they";
+ mes "don't wanna lose all the time,";
+ mes "then they should just bet on the same monster. Me? I always";
+ mes "bet on the black Deviruchi~";
+ next;
+ mes "[Valiant Knight]";
+ mes "You too...!";
+ mes "Always bet";
+ mes "on Deviruchi!";
+ emotion e_no1;
+ close;
+}
+
+p_track01,27,47,5 script Drunkard#single 853,{
+ mes "[Familiar Drunkard]";
+ mes "Grrr...! ^333333*Hiccup*^000000";
+ mes "I just gotta win this";
+ mes "next game! I hafta do it!";
+ mes "Hey, you! Which number is";
+ mes "your lucky number? Huh?";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "I, er...";
+ next;
+ mes "[Familiar Drunkard]";
+ mes "C'mon, I need your";
+ mes "lucky number cuz I ran";
+ mes "out of mine! Tell me!";
+ mes "Tell me! ^333333*Hiccup~*^000000";
+ close;
+}
+
+p_track01,69,31,1 script Blacksmith Guildsman#sin 107,{
+ mes "[Blacksmith Guildsman]";
+ mes "How can this be so hard?";
+ mes "Why can't I win at least";
+ mes "one of these races? Argh!";
+ mes "I can't go back until I get";
+ mes "at least one Prize Medal!";
+ next;
+ mes "[Blacksmith Guildsman]";
+ mes "Yeah, I've been assigned";
+ mes "by the Einbroch Factory to";
+ mes "get some Prize Medals since";
+ mes "they're made of this rare medal. But it looks like they picked";
+ mes "the wrong guy for this job...";
+ next;
+ mes "[Blacksmith Guildsman]";
+ mes "I mean, I've been here";
+ mes "forever and I haven't won";
+ mes "anything yet! Hey, do me";
+ mes "a favor and give any extra";
+ mes "Prize Medals you might have";
+ mes "to the Einbroch Factory, okay?";
+ close;
+}
+
+p_track01,45,42,3 script Absent Minded Man#single 881,{
+ mes "[Absent Minded Man]";
+ mes "Say, are you here to bet";
+ mes "on the monster races? I've";
+ mes "come all the way here, just";
+ mes "because some strange man";
+ mes "asked me to win medals. It's";
+ mes "the only reason I'm in Hugel...";
+ next;
+ mes "[Absent Minded Man]";
+ mes "But I've made more than";
+ mes "100 wagers, and haven't won";
+ mes "any of them! I mean, if I bet";
+ mes "on the same monster 6 times,";
+ mes "I should win at least once,";
+ mes "right? What's going on?!";
+ close;
+}
diff --git a/npc/pre-re/other/msg_boards.txt b/npc/pre-re/other/msg_boards.txt
new file mode 100644
index 000000000..bbe1db2bb
--- /dev/null
+++ b/npc/pre-re/other/msg_boards.txt
@@ -0,0 +1,288 @@
+//===== rAthena Script =======================================
+//= Misc. Message Boards
+//===== By: ==================================================
+//= kobra_k88
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.6
+//===== Compatible With: =====================================
+//= [Aegis Conversion]
+//= rAthena 7.15 +
+//===== Description: =========================================
+//= Misc. Message Boards for:
+//= - Prontera
+//= - Morroc
+//- - Geffen
+//= - Al De Baran
+//= - Izlude
+//= - Alberta
+//===== Additional Comments: =================================
+//= Rearranged [Lupus]
+//= Fixed spelling mistakes. [Nexon]
+//= 1.3 Removed Duplicates [Silent]
+//= 1.4 Rescripted to Aegis 10.3 standard. [L0ne_W0lf]
+//= 1.5 Removed a duplicate related to the Sign Quest. [SinSloth]
+//= 1.5 Corrected NPC names to fall within proper restrictions. [L0ne_W0lf]
+//= 1.6 COmmented out conflicting npcs. (bugreport:4093) [L0ne_W0lf]
+//============================================================
+
+// Prontera
+//============================================================
+prontera,158,213,1 script Sign Post#Prt1 111,{
+ mes "^993300- The Sign Post Reads -^000000";
+ mes "North to Prontera Castle";
+ mes "North to Al De Baran";
+ mes "Northwest to Geffen";
+ mes "East to Prontera Fields";
+ mes "South to Prontera Fields";
+ mes "Southeast to Alberta";
+ mes "Southwest to Morroc";
+ mes "Southwest to Comodo";
+ mes "West to Prontera Fields";
+ close;
+}
+
+prontera,156,197,1 script Prontera Bulletin#Prt2 111,{
+ mes "^993300- The Prontera Bulletin Reads -^000000";
+ mes "Wanted: Two Clip Accessories";
+ mes "Please contact...";
+ mes "- Name appears to be worn off -";
+ mes "Selling: Used Bastard Sword";
+ mes "Will take any offer!";
+ mes "Contact Abramulious";
+ mes "Help Wanted: Buying or selling a used Peco Peco?";
+ mes "Contact Grasisium in Morroc now!";
+ close;
+}
+
+prontera,278,212,1 script Sign#Prt3 111,{
+ mes "^993300- The Sign Reads -^000000";
+ mes "Please help keep Prontera a clean place.";
+ close;
+}
+/*
+prontera,150,326,1 script Sign#Prt4 111,{
+ mes "^993300- The Sign Reads -^000000";
+ mes "Citizens of Prontera are Welcomed in the Prontera Castle.";
+ close;
+}
+*/
+prontera,31,212,1 script Billboard#Prt5 111,{
+ mes "^993300- The Billboard Reads -^000000";
+ mes "~WANTED~";
+ mes "iROGM01";
+ mes "DEAD or ALIVE";
+ mes "*Kill Stealing in Glast Heim*";
+ mes "~REWARD~";
+ mes "50,000 Zeny ";
+ mes "Contact: iROGM02";
+ close;
+}
+
+prontera,165,305,1 script Billboard#Prt6 111,{
+ mes "^993300- The Billboard Reads -^000000";
+ mes "We hope you enjoy your stay in Prontera.";
+ close;
+}
+
+prontera,145,304,1 script Sign#Prt7 111,{
+ mes "^993300- The Sign Reads -^000000";
+ mes "Note:";
+ mes "I lost my cart in Mt. Mjolnir, if someone finds it please tell me, my life was in that bucket of goods!";
+ close;
+}
+
+// Morroc
+//============================================================
+morocc,144,84,1 script Sign#Moc1 111,{
+ mes "^993300- The Sign Reads -^000000";
+ mes "Wanted: Body guard to protect my shop from thieves";
+ mes "Please contact Butcher";
+ close;
+}
+
+morocc,145,83,1 script Sign#Moc2 111,{
+ mes "^993300- The Sign Reads -^000000";
+ mes "Selling, well groomed Peco Peco!";
+ mes "This beautiful specimen has only been ridden by myself, comes with a saddle, a harness and...";
+ close;
+}
+
+morocc,32,174,1 script Bulletin#Moc3 111,{
+ mes "^993300- The Bulletin Reads -^000000";
+ mes "^0099FFMorroc women up in arms!^000000";
+ mes "A recent study has shown that the majority of male citizens in";
+ mes "Morroc prefer the women of Geffen. 90 of the 100 male citizens";
+ mes "of Morroc claimed that they have had numerous relationships";
+ mes "with Geffen women outside of the Morroc Region.";
+ next;
+ mes "^993300- The Bulletin Continued -^000000";
+ mes "'I just prefer their company better, that's all...' said one Morroc man.";
+ mes "'it's not like I'm against Morroc women or anything, so what's the problem...'";
+ mes "Besides emotional and stressful issues in regards to the daily";
+ mes "activities of these males.";
+ mes "Hunting still seems to be their number one priority";
+ mes "over finding decent woman within the region....";
+ close;
+}
+
+morocc,168,266,1 script Sign#Moc5 111,{
+ mes "^993300- The Sign Reads -^000000";
+ mes "Welcome to Morroc.";
+ close;
+}
+
+morocc,168,264,1 script Billboard#Moc6 111,{
+ mes "^993300- The Billboard Reads -^000000";
+ mes "^CC0033Battle Royal!^000000";
+ mes "Do you have what it takes to battle someone in a no holds barred, player vs. player game of death!";
+ mes "Head to Prontera if you think you have what it takes!";
+ close;
+}
+
+morocc,298,211,1 script Sign#Moc7 111,{
+ mes "^993300- The Sign Reads -^000000";
+ mes "Welcome to Morroc.";
+ close;
+}
+
+// Geffen
+//============================================================
+geffen,116,58,1 script Geffen Bulletin#Gef1 111,{
+ mes "^993300- The Geffen Bulletin Reads -^000000";
+ mes "Remember Wizard's...It's not how many skills you know, it's the magic that counts!";
+ close;
+}
+/*
+geffen,61,174,1 script Sign#Gef2 111,{
+ mes "^993300- The Sign Reads -^000000";
+ mes "- Seems to be written in a language unfamiliar to you -";
+ close;
+}
+*/
+geffen,113,104,1 script Billboard#Gef3 111,{
+ mes "^993300- The Billboard Reads -^000000";
+ mes "Selling: Brand new Chon Chon Doll!";
+ mes "What a great gift to give to a loved one, contact me now!";
+ mes "- Name seems to be smeared -";
+ mes " ";
+ mes "Buying: Manteau!";
+ mes "I'm freezing and I have no zeny, please help me!";
+ mes "Contact Edionyus";
+ close;
+}
+
+geffen,119,190,1 script Sign Post#Gef4 111,{
+ mes "^993300- The Sign Post Reads -^000000";
+ mes "North to Geffen Fields";
+ mes "Northeast to Al De Baran";
+ mes "Northwest to Glast Heim";
+ mes "East to Geffen Fields";
+ mes "South to Morroc";
+ mes "Southeast to Prontera";
+ mes "Southeast to Alberta";
+ mes "Southwest to Comodo";
+ mes "West to Geffen Fields";
+ close;
+}
+
+geffen,168,175,1 script Sign#Gef5 111,{
+ mes "^993300- The Sign Reads -^000000";
+ mes "''Your always welcomed in Geffen''";
+ close;
+}
+
+geffen,183,61,1 script Sign#Gef6 111,{
+ mes "^993300- The Sign Reads -^000000";
+ mes "Welcome.";
+ close;
+}
+
+// Al De Baran
+//============================================================
+aldebaran,181,172,1 script Billboard#Alde1 111,{
+ mes "^993300- The Billboard Reads -^000000";
+ mes "In Search of:";
+ mes "I lost my Bongun pet, it wasn't my fault, it just ran away...";
+ mes "If you see him, please let me know. Reward to whomever finds him!";
+ close;
+}
+
+aldebaran,133,104,1 script Al De Baran Bulletin#Al2 111,{
+ mes "^993300- The Al De Baran Bulletin Reads -^000000";
+ mes "''Enjoy your stay in Al De Baran''";
+ close;
+}
+
+aldebaran,54,223,1 script Billboard#Alde3 111,{
+ mes "^993300- The Billboard Reads -^000000";
+ mes "Help Wanted:";
+ mes "We are looking for young, strong and athletic people who are";
+ mes "interested in a full time career as a Blacksmith. If your interested, please contact Altiregen";
+ mes "in Geffen!";
+ close;
+}
+
+aldebaran,197,228,1 script #Alde4 -1,1,1,{
+OnTouch:
+ mes "[Home Owner]";
+ mes "Get off my roof you no good leecher!";
+ close;
+}
+
+aldebaran,217,222,1 script Sign#Alde5 111,{
+ mes "^993300- The Sign Reads -^000000";
+ mes "I saw Santa Claus in Lutie!";
+ mes "- The rest looks like scribble -";
+ close;
+}
+
+// Izlude
+//============================================================
+izlude,54,139,1 script Sign#Iz1 111,{
+ mes "^993300- The Sign Reads -^000000";
+ mes "Welcome to the Swordsman Academy.";
+ close;
+}
+
+izlude,144,148,1 script Sign#Iz2 111,{
+ mes "^993300- The Sign Reads -^000000";
+ mes "Welcome.";
+ close;
+}
+
+// Alberta
+//============================================================
+alberta,35,241,1 script Billboard#Alb1 111,{
+ mes "^993300- The Billboard Reads -^000000";
+ mes "Welcome to Alberta, the Merchant's paradise.";
+ close;
+}
+
+alberta,37,39,1 script Billboard#Alb2 111,{
+ mes "^993300- The Billboard Reads -^000000";
+ mes "Welcome.";
+ close;
+}
+
+alberta,99,151,1 script Sign#Alb3 111,{
+ mes "^993300- The Sign Reads -^000000";
+ mes "Tools by the Cart full!";
+ mes "You need tools? We got'em!";
+ mes "Come on in, we never close!";
+ close;
+}
+
+alberta,196,152,1 script Sign#Alb4 111,{
+ mes "^993300- The Sign Reads -^000000";
+ mes "Docking and Shipment times very on load. For information regarding";
+ mes "Shipping and Receiving, please...";
+ mes "- You can't make out the rest -";
+ close;
+}
+
+alberta,149,54,1 script Sign#Alb5 111,{
+ mes "^993300- The Sign Reads -^000000";
+ mes "Welcome.";
+ close;
+}
diff --git a/npc/pre-re/other/poring_war.txt b/npc/pre-re/other/poring_war.txt
new file mode 100644
index 000000000..3df83e5a1
--- /dev/null
+++ b/npc/pre-re/other/poring_war.txt
@@ -0,0 +1,1769 @@
+//===== rAthena Script =======================================
+//= Poring War
+//===== By: ==================================================
+//= Kisuka
+//===== Current Version: =====================================
+//= 1.1a
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Poring War
+//===== Additional Comments: =================================
+//= 1.0 First version. [Kisuka][5511]
+//= 1.1 Fixed some typos/bugs. [CalciumKid]
+//= 1.1a Fixed Waiting rooms witht he default MAX_LEVEL [Slim]
+//============================================================
+
+// Poring War Recruiter
+//============================================================
+prt_fild08,159,371,3 script Poring War Recruiter#wop 909,{
+ mes "[Poring]";
+ mes "!!!!!";
+ mes "Whoa-! Humans, ring~!!";
+ mes "Gotta hide, hide, right~!";
+ mes "They're tempting us with Jellopy! Don't be fooled!";
+ next;
+ mes "[Poring]";
+ mes "Hwak!!";
+ mes "Ring, Ring~ What's wrong with you people..?";
+ mes "Hey.. Hey, there. Hu.. Humans...";
+ mes "Poring..";
+ next;
+ mes "[Poring]";
+ mes "I.. I've got some interesting work for ya.. Would you be interested?";
+ mes "We.. we porings need lots and lots of brave human worriers, ring~.";
+ next;
+ switch(select("Alright, I'm with you!:What's that?:Ignore")) {
+ case 1:
+ if (Zeny > 499) {
+ mes "[Poring]";
+ mes "Oh, and there's an entrance fee of 500 zeny, ring.";
+ mes "Have a good time, ring.";
+ delitem 7773,countitem(7773);
+ set Zeny,Zeny-500;
+ close2;
+ warp "poring_w01",112,138;
+ end;
+ }else{
+ mes "[Poring]";
+ mes "Oh, and there's an entrance fee of 500 zeny, ring.";
+ mes "...........";
+ mes "Hey, that's life, ring. We need zeny too you know~!";
+ close;
+ }
+ case 2:
+ mes "[Poring]";
+ mes "That's.. because there's been a.. slight confliction in our.. Ring Society..";
+ mes "So we've got to.............have a battle to settle this problem..";
+ mes "You'll see when you get there!";
+ close;
+ case 3:
+ mes "[Poring]";
+ mes "Huhhhh! Hu.. Humans are so cold and cruel!!!";
+ close;
+ }
+}
+
+// Poring Vending Machine
+//============================================================
+poring_w01,100,97,3 script Poring Vending Machine#w 909,{
+ if (checkweight(714,3) == 0) {
+ mes "- You are carrying too much items in order to use the Vending Machine. -";
+ close;
+ }
+ mes "It's a vending machine. You can use Poring Coints to purchase.";
+ next;
+ if(select("Purchase.:Read the descriptions of goods.") == 1) {
+ mes "You need Poring Coins to purchase items.";
+ mes "You cannot use any zeny.";
+ mes "Item name - Price Poring Coin(P.Co)";
+ next;
+ switch(select("Marvelous Medal - 4 P.Co:Union of Tribe - 20 P.Co:Poring Box - 30 P.Co:Next")) {
+ case 1:
+ callsub S_PoringVending,7515,4;
+ case 2:
+ callsub S_PoringVending,658,20;
+ case 3:
+ callsub S_PoringVending,12109,30;
+ case 4:
+ mes "This is a special item.";
+ mes "Item name - Poring Coin(P.Co)";
+ next;
+ switch(select("Wild Rose - 15 P.Co:Doppelganger - 20 P.Co:Egnigem Cenia - 20 P.Co:Collection Item")) {
+ case 1:
+ callsub S_PoringVending,12300,15;
+ case 2:
+ callsub S_PoringVending,12301,20;
+ case 3:
+ callsub S_PoringVending,12302,20;
+ case 4:
+ mes "Figures of 1st Job Class Characters including Novice are finally on sale!";
+ mes "Figures except for Novice are all ^4d4dffCharacter bound items^000000.";
+ mes "Please be aware before you make a purchase~";
+ mes "Item name - Poring Coin(P.Co)";
+ next;
+ switch(select("Novice Figure - 50 P.Co:Swordman Figure - 100 P.Co:Thief Figure - 100 P.Co:Merchant Figure - 100 P.Co:Acolyte Figure - 100 P.Co:Mage Figure - 100 P.Co:Archer Figure - 100 P.Co:Random Draw - 50 P.Co:Cancel")) {
+ case 1:
+ callsub S_PoringVending,2765,50;
+ case 2:
+ callsub S_PoringVending,2766,100;
+ case 3:
+ callsub S_PoringVending,2770,100;
+ case 4:
+ callsub S_PoringVending,2771,100;
+ case 5:
+ callsub S_PoringVending,2767,100;
+ case 6:
+ callsub S_PoringVending,2768,100;
+ case 7:
+ callsub S_PoringVending,2769,100;
+ case 8:
+ mes "You have chosen Random Draw.";
+ mes "1 of 7 diffeent kinds of figures will be selected.";
+ next;
+ if(select("Draw:Cancel") == 1) {
+ if(countitem(7539) >= 50) {
+ mes "Insert the Poring coin and pull the lever.";
+ mes "Click~ The item came out of the mouth of the Poring with a rumbling sound.";
+ mes "What could it be?";
+ next;
+ switch(rand(1,17)) {
+ case 5: set .@Random_Figure,2766; break; // Swordman_Figure
+ case 6: set .@Random_Figure,2767; break; // Acolyte_Figure
+ case 8: set .@Random_Figure,2770; break; // Thief_Figure
+ case 11: set .@Random_Figure,2771; break; // Merchant_Figure
+ case 13: set .@Random_Figure,2769; break; // Archer_Figure
+ case 14: set .@Random_Figure,2768; break; // Mage_Figure
+ default: set .@Random_Figure,2765; break; // Novice_Figure
+ }
+ mes "A nice " + getitemname(.@Random_Figure) + ".";
+ delitem 7539,50; // Poring_Coin
+ getitem .@Random_Figure,1;
+ close;
+ }else{
+ mes "Not enough coins.";
+ close;
+ }
+ }
+ mes "["+strcharinfo(0)+"]";
+ mes "... Maybe next time...";
+ close;
+ case 9:
+ mes "["+strcharinfo(0)+"]";
+ mes "... Maybe next time...";
+ close;
+ }
+ }
+ }
+ }
+ mes "Selling Item List";
+ mes "====================";
+ mes "[Marvelous Medal]";
+ mes " : A medal made of special metal only produced in Hugel.";
+ mes " ";
+ mes "[Union of Tribe]";
+ mes " : A statue with the image of a strong union of Tribes. People believe watching this statue actually helps strengthen the relationships between Tribes.";
+ mes " ";
+ mes "[Poring Box]";
+ mes " : A box wrapped with Poring patterned wrapping paper. Something's inside.";
+ mes " ";
+ mes "[Wild Rose]";
+ mes " : Your friend Wild Rose will come and help you.";
+ mes " ";
+ mes "[Mr. Doppel]";
+ mes " : A young nobe, Doppelganger will come and help you.";
+ mes " ";
+ mes "[Egnigem Cenia]";
+ mes " : A beautiful girl, Egnigem Cenia from Somatology Laboratory, is going to come and help you.";
+ mes " ";
+ mes "[Novice Figure]";
+ mes " : A fine figure of a Novice. Can be equiped as an '^4d4dffaccessory^000000'.";
+ mes " HP + 70, extra effect of HP + 30 when equipped by a Novices.";
+ mes " ";
+ mes "[Swordman Figure]";
+ mes " : A nice figure of a Swordman. Can be equipped as an '^4d4dffaccessory^000000'.";
+ mes " VIT + 1, extra effect of DEF + 2 when equipped by Swordman classes.";
+ mes " ";
+ mes "[Merchant Figure]";
+ mes " : A fine figure of a Merchant. Can be equipped as an '^4d4dffaccessory^000000'.";
+ mes " STR + 1, extra effect of CRI + 5 when equipped by Merchant classes.";
+ mes " ";
+ mes "[Thief Figure]";
+ mes " : A fine Figure of a Thief. Can be equipped as an '^4d4dffaccessory^000000'.";
+ mes " AGI + 1, extra effectASPD + 3% when equipped by Thief classes.";
+ mes " ";
+ mes "[Mage Figure]";
+ mes " : A fine figure of a Mage. Can be equipped as an '^4d4dffaccessory^000000'.";
+ mes " INT + 1, an extra SP Recovery increase by 5% when equipped by Mage classes.";
+ mes " ";
+ mes "[Acolyte Figure]";
+ mes " : A fine figure of an Acolyte. Can be equipped as an '^4d4dffaccessory^000000'.";
+ mes " INT + 1, extra effct of SP + 50 when equipped by Acolyte classes.";
+ mes " ";
+ mes "[Archer Figure]";
+ mes " : A fine figure of an Archer. Can be equipped as an '^4d4dffaccessory^000000'.";
+ mes " DEX + 1, extra effct of ATK + 10 when equipped by Archer classes.";
+ close;
+ end;
+
+S_PoringVending:
+ if(countitem(7539) >= getarg(1)) {
+ mes "Click~ The item came out of the mouth of the Poring with a rumbling sound.";
+ delitem 7539,getarg(1); // Poring_Coin
+ getitem getarg(0),1;
+ }else{
+ mes "Not enough coins.";
+ }
+ close;
+}
+
+// Information
+//============================================================
+poring_w01,96,97,3 script Sweet Devi#wop 738,{
+ if (MaxWeight-Weight < 2000 || checkweight(1201,1) == 0) {
+ mes "- Wait a minute !! -";
+ mes "- Currently you're carrying -";
+ mes "- too many items with you. -";
+ mes "- Please try again -";
+ mes "- after you loose some weight. -";
+ close;
+ }
+ mes "[Deviruchi]";
+ mes "Oh, Another Human Warrior!";
+ mes "How come so many humans want to join our Poring War these days?";
+ next;
+ mes "[Deviruchi]";
+ mes "Well, whatever, as long as I make money out of it~";
+ mes "Ok, Warriors-! Hahaha How badly have I wanted to shout it out~!!";
+ next;
+ mes "[Deviruchi]";
+ mes "You, brave warrior, are you ready to join the holy battle of Angeling and Deviling?";
+ next;
+ mes "[Deviruchi]";
+ mes "Hehehee, I feel kinda shy now.";
+ mes "Anyway, human. Do you want to join our Poring War?";
+ next;
+ switch(select("Am I qualified to join?:How do I join the war?:Cancel:Let me out of here, please!")) {
+ case 1:
+ mes "[Deviruchi]";
+ mes "No racial discrimination! Anyone can join if they're willing to fight.";
+ mes "But the weird thing is that you humans who used to be our greatest enemies are now our participants.";
+ next;
+ mes "[Deviruchi]";
+ mes "If you really want to fight in the war or whatever.. the Team recruiter's right there.";
+ mes "Also, it's totally up to you which team you want to fight for~";
+ close;
+ case 2:
+ mes "[Deviruchi]";
+ mes "It's simple. You see that Team recruiting room?";
+ mes "Each team is composed of 5 people. As soon as 5 members are collected, the battle starts.";
+ mes "You win if you kill the other team's Porings.";
+ next;
+ mes "[Deviruchi]";
+ mes "This also means that the battle needs the total of 10 members.";
+ next;
+ mes "[Deviruchi]";
+ mes "When all 10 members are collected, those participants get to choose a team. Each team then should have 5 members who are in the SAME party.";
+ next;
+ mes "[Deviruchi]";
+ mes "So, finally, half of the members joins the Angeling Team";
+ mes "and the other half joins the Deviling Team.";
+ next;
+ mes "[Deviruchi]";
+ mes "If you're a member of the Angeling Team, your goal is to kill the Devilings at the other team's base and vice versa.";
+ next;
+ mes "[Deviruchi]";
+ mes "Each team should try killing both Porings in the other team's base. After killing one Poring, you have a limited time to kill the other Poring. Otherwise, the one you killed will come back alive.";
+ next;
+ mes "[Deviruchi]";
+ mes "It's sort of like a capture the flag game but with Porings instead. Understood?";
+ mes "And you need to make sure you know who's in which party.";
+ close;
+ case 3:
+ mes "[" + strcharinfo(0) + "]";
+ mes "hmm, I see.";
+ close;
+ case 4:
+ mes "[Deviruchi]";
+ mes "Oh, Alright. I can help.";
+ mes "I'll send you back to your savepoint.";
+ close2;
+ if(WoP_SaveMap$ != "") {
+ savepoint WoP_SaveMap$,WoP_SaveMap_X,WoP_SaveMap_Y;
+ set WoP_SaveMap$,"";
+ set WoP_SaveMap_X,0;
+ set WoP_SaveMap_Y,0;
+ }
+ warp getsavepoint(0), getsavepoint(1), getsavepoint(2);
+ end;
+ }
+
+OnPCLogoutEvent:
+ getmapxy .@map$,.@x,.@y,0;
+ if (.@map$ == "poring_w02") {
+ if(WoP_SaveMap$ != "") {
+ savepoint WoP_SaveMap$,WoP_SaveMap_X,WoP_SaveMap_Y;
+ set WoP_SaveMap$,"";
+ set WoP_SaveMap_X,0;
+ set WoP_SaveMap_Y,0;
+ }
+ delitem 7773,countitem(7773);
+ set wop_team,0;
+ }
+ end;
+
+OnPCDieEvent:
+ getmapxy .@map$,.@x,.@y,0;
+ if (.@map$ == "poring_w02" && wop_team) {
+ if(getsavepoint(0) != "poring_w02" && WoP_SaveMap$ == "") {
+ set WoP_SaveMap$,getsavepoint(0);
+ set WoP_SaveMap_X,getsavepoint(1);
+ set WoP_SaveMap_Y,getsavepoint(2);
+ }
+ if (wop_team == 1) {
+ savepoint "poring_w02",rand(44,51),rand(76,87);
+ }
+ if (wop_team == 2) {
+ savepoint "poring_w02",rand(146,153),rand(76,87);
+ }
+ }
+ end;
+
+OnPCKillEvent:
+ getmapxy .@map$,.@x,.@y,0;
+ if (.@map$ == "poring_w02" && wop_team) {
+ getnameditem 7773,rid2name(killedrid);
+ }
+ end;
+
+OnInit:
+ removemapflag "poring_w02",mf_partylock;
+ removemapflag "poring_w02",mf_pvp;
+ removemapflag "poring_w02",mf_pvp_noguild;
+ removemapflag "poring_w02",mf_pvp_nocalcrank;
+ set $@wop_teamcount,0;
+ set $@wop_deadcount_a,0;
+ set $@wop_deadcount_d,0;
+ set $@wop_team_a,0;
+ set $@wop_team_d,0;
+ set $@wop_doorcount_a,0;
+ set $@wop_doorcount_d,0;
+ end;
+}
+
+// Poring Registers
+//============================================================
+poring_w01,91,97,3 script Poring#wop_door_all 1002,{
+ end;
+
+OnInit:
+ waitingroom "[Recruiting 10 Battle Participants]",10,"Poring#wop_door_all::OnStartArena",10,500,9;
+ enablewaitingroomevent;
+ end;
+
+OnStartArena:
+ warpwaitingpc "poring_w01",101,70;
+ donpcevent "#wop_warp_rtry::OnReady";
+ disablewaitingroomevent;
+ end;
+
+OnEnable:
+ enablewaitingroomevent;
+ end;
+
+OnDisable:
+ disablewaitingroomevent;
+ end;
+}
+
+poring_w01,91,68,5 script Poring#wop_door_a 1002,{
+ end;
+
+OnInit:
+ waitingroom "[Angeling Team Recruiter]",5,"Poring#wop_door_a::OnStartArena",5,0,9;
+ enablewaitingroomevent;
+ end;
+
+OnStartArena:
+ warpwaitingpc "poring_w02",26,175;
+ disablewaitingroomevent;
+ if($@wop_teamcount == 0) {
+ set $@wop_teamcount,1;
+ donpcevent "Poring#wop_door_d::OnDevilingStart";
+ donpcevent "#wop_warp_rtry::OnStop";
+ }
+ else if($@wop_teamcount == 1) {
+ donpcevent "#wop_master::OnStart";
+ donpcevent "Poring#wop_door_d::OnStop";
+ stopnpctimer;
+ }
+ end;
+
+OnEnable:
+ enablewaitingroomevent;
+ end;
+
+OnDisable:
+ disablewaitingroomevent;
+ end;
+
+OnAngelingStart:
+ initnpctimer;
+ end;
+
+OnStop:
+ stopnpctimer;
+ end;
+
+OnTimer1000:
+ mapannounce "poring_w01","The greatest battle of all time, the recruitment for the Deviling Team is over, ring!",0,0xf08080;
+ end;
+
+OnTimer4000:
+ mapannounce "poring_w01","Join the proud Angeling Team with angel wings!!",0,0xf08080;
+ end;
+
+OnTimer8000:
+ mapannounce "poring_w01","You got one minute to join the Angeling Team. The battle will be cancelled in 1 minute if not ready!!",0,0xf08080;
+ donpcevent "#wop_master::OnAngelingWarn";
+ end;
+
+OnTimer13000:
+ mapannounce "poring_w01","This is the time to join the great Angeling Team, ring!",0,0xf08080;
+ end;
+
+OnTimer20000:
+ mapannounce "poring_w01","This battle is the proud of the porings! Ring! Join the Angeling Team!!",0,0xf08080;
+ end;
+
+OnTimer30000:
+ mapannounce "poring_w01","We don't have much time, ring. Don't let the Devilings contaminate you!",0,0xf08080;
+ end;
+
+OnTimer40000:
+ mapannounce "poring_w01","Come! Join us!",0,0xf08080;
+ end;
+
+OnTimer50000:
+ mapannounce "poring_w01","What a pitty! I can't believe that brave warriors are missing!",0,0xf08080;
+ end;
+
+OnTimer55000:
+ mapannounce "poring_w01","Deviling: You can't leave us waiting for ever!! We're going to cancel the battle, ring!",0,0x33FF66;
+ end;
+
+OnTimer55100:
+ donpcevent "Poring#wop_door_a::OnDisable";
+ donpcevent "Poring#wop_door_d::OnDisable";
+ donpcevent "Poring#wop_door_all::OnDisable";
+ set $@wop_teamcount,0;
+ donpcevent "#wop_master::OnAngelingEnd";
+ donpcevent "#wop_warp_rtry::OnEnable";
+ end;
+
+OnTimer58000:
+ mapannounce "poring_w01","...There is nothing we can do, ring... Lets cheer for the next one, ring.",0,0xf08080;
+ donpcevent "#wop_master::OnReset";
+ stopnpctimer;
+ end;
+}
+
+poring_w01,112,68,3 script Poring#wop_door_d 1002,{
+ end;
+
+OnInit:
+ waitingroom "[Deviling Team Recruiter]",5,"Poring#wop_door_d::OnStartArena",5,0,9;
+ enablewaitingroomevent;
+ end;
+
+OnStartArena:
+ warpwaitingpc "poring_w02",170,175;
+ disablewaitingroomevent;
+ if($@wop_teamcount == 0) {
+ set $@wop_teamcount,1;
+ donpcevent "Poring#wop_door_a::OnAngelingStart";
+ donpcevent "#wop_warp_rtry::OnStop";
+ }
+ else if($@wop_teamcount == 1) {
+ donpcevent "#wop_master::OnStart";
+ donpcevent "Poring#wop_door_a::OnStop";
+ stopnpctimer;
+ }
+ end;
+
+OnEnable:
+ enablewaitingroomevent;
+ end;
+
+OnDisable:
+ disablewaitingroomevent;
+ end;
+
+OnDevilingStart:
+ initnpctimer;
+ end;
+
+OnStop:
+ stopnpctimer;
+ end;
+
+OnTimer1000:
+ mapannounce "poring_w01","No more good people, the recruitment for the Angeling Team is over, ring!",0,0x33FF66;
+ end;
+
+OnTimer4000:
+ mapannounce "poring_w01","Nice members of the Deviling Team! Lets gather, ring!!",0,0x33FF66;
+ end;
+
+OnTimer8000:
+ mapannounce "poring_w01","The battle will be cancelled if the members aren't recruited in one minute!!",0,0x33FF66;
+ donpcevent "#wop_master::OnDevilingWarn";
+ end;
+
+OnTimer13000:
+ mapannounce "poring_w01","This is the time to join the brave Deviling Team, ring!",0,0x33FF66;
+ end;
+
+OnTimer20000:
+ mapannounce "poring_w01","D,E,V,I,L,I,N,G! Deviling Team! Come and join us!",0,0x33FF66;
+ end;
+
+OnTimer30000:
+ mapannounce "poring_w01","There ain't much time left, ring! If you wish to became a member of Deviling Team, Come and Join!",0,0x33FF66;
+ end;
+
+OnTimer40000:
+ mapannounce "poring_w01","D,E,V,I,L,I,N,G! Deviling Team! Come and Join us!!",0,0x33FF66;
+ end;
+
+OnTimer50000:
+ mapannounce "poring_w01","What a pitty! I can't believe there aren't enough players!",0,0x33FF66;
+ end;
+
+OnTimer55000:
+ mapannounce "poring_w01","Angeling: We got no time to wait, stupid Deviling! The battle has been cancelled, ring!",0,0xf08080;
+ end;
+
+OnTimer55100:
+ donpcevent "Poring#wop_door_a::OnDisable";
+ donpcevent "Poring#wop_door_d::OnDisable";
+ donpcevent "Poring#wop_door_all::OnDisable";
+
+ set $@wop_teamcount,0;
+ donpcevent "#wop_master::OnDevilingEnd";
+ donpcevent "#wop_warp_rtry::OnEnable";
+ end;
+
+OnTimer58000:
+ mapannounce "poring_w01","...Ughhhhhh... Tell me that isn't happening, ring! Right, Be ready for the next one, ring!!",0,0x33FF66;
+ donpcevent "#wop_master::OnReset";
+ stopnpctimer;
+ end;
+}
+
+poring_w01,103,70,0 script #wop_warp_rtry 139,13,13,{
+ end;
+
+OnInit:
+ disablenpc "#wop_warp_rtry";
+ end;
+
+OnEnable:
+ enablenpc "#wop_warp_rtry";
+ end;
+
+OnDisable:
+ disablenpc "#wop_warp_rtry";
+ end;
+
+OnReady:
+ initnpctimer;
+ end;
+
+OnStop:
+ stopnpctimer;
+ end;
+
+OnTouch:
+ warp "poring_w01",112,138;
+ end;
+
+OnTimer3000:
+ mapannounce "poring_w01","Porings: I am giving you 1 minute. Choose your team, ring!",0,0xf08080;
+ end;
+
+OnTimer33000:
+ mapannounce "poring_w01","Porings: 30 seconds left! Come on, Choose a team now, ring?!!",0,0xf08080;
+ end;
+
+OnTimer58000:
+ mapannounce "poring_w01","Porings: You sure you're a warrior?!!! I'm disappointed, ring!",0,0xf08080;
+ end;
+
+OnTimer60000:
+ mapannounce "poring_w01","The battle has been canceled since not all teams are full!!",0,0xf08080;
+ end;
+
+OnTimer61000:
+ enablenpc "#wop_warp_rtry";
+ end;
+
+OnTimer65000:
+ disablenpc "#wop_warp_rtry";
+ donpcevent "#wop_master::OnReset";
+ stopnpctimer;
+ end;
+}
+
+// Mr. Doppel
+//============================================================
+poring_w02,26,181,3 script Mr. Doppel#wop_team_a 739,{
+ if (checkweight(714,3) == 0) {
+ mes "- Wait a minute !! -";
+ mes "- Currently you're carrying -";
+ mes "- too many items with you. -";
+ mes "- Please try again -";
+ mes "- after you loose some weight. -";
+ close;
+ }
+ set .@a_tname$,getpartyname($@wop_team_a);
+ set .@pname$,getpartyname(getcharid(1));
+ if($@wop_team_a != 0 && $@wop_team_a == getcharid(1)) {
+ mes "[Mr. Doppel]";
+ mes "So, everyone joined the party?";
+ mes "The name of the party is... " + .@pname$ + ", right?";
+ mes "I'll transfer you to the battle staging area.";
+ next;
+ switch(select("No! Wait!:Go to the staging area.")) {
+ case 1:
+ mes "[Mr. Doppel]";
+ mes "What is it now?";
+ mes "Can't you have a little more consideration?";
+ mes "You don't have much time. Decide now!";
+ next;
+ mes "[Mr. Doppel]";
+ mes "If you don't get there in time, you won't make it to the battle.";
+ close;
+ case 2:
+ if((getpartyleader(getcharid(1),2) == getcharid(0))) {
+ mes "[Mr. Doppel]";
+ mes "So, you are the leader. Before going to the battlefield, you should check all your members.";
+ next;
+ switch(select("Very well. I'll be the last.:I am the last. Send me to the battlefield.")) {
+ case 1:
+ mes "[Mr. Doppel]";
+ mes "First, make sure all the members are in your party.";
+ close;
+ case 2:
+ mes "[Mr. Doppel]";
+ mes "Very well. Nice you have done everything on time.";
+ delitem 7773,countitem(7773);
+ close2;
+ set wop_team,0;
+ warp "poring_w02",44,82;
+ end;
+ }
+ }
+ else {
+ mes "[Mr. Doppel]";
+ mes "Right. I'm gonna send you to the battle staging area.";
+ mes "Wait for all the other party members there.";
+ delitem 7773,countitem(7773);
+ close2;
+ set wop_team,0;
+ warp "poring_w02",44,82;
+ end;
+ }
+ }
+ }
+ else {
+ if((getpartyleader(getcharid(1),2) == getcharid(0))) {
+ if($@wop_team_a == 0) {
+ mes "[Mr. Doppel]";
+ mes "So, you are the party leader of Angeling Team.";
+ mes "Are you sure all the members are in your party?";
+ mes "First, lets register your party name, after, we'll check the members.";
+ next;
+ mes "[Mr. Doppel]";
+ mes "Lets see... The name of the party is...";
+ mes " ";
+ mes "^4d4dff " + .@pname$ + " ^000000";
+ mes " ";
+ mes "Right? That is the name you wish?";
+ next;
+ switch(select("No! You're wrong.:Yes. I would like to register that name.:Cancel")) {
+ case 1:
+ mes "[Mr. Doppel]";
+ mes "Hey, I don't have all day! Make your mind and register as fast as you can.";
+ mes "Don't forget to let all the members join the party. Only the members of a registered party can join the battle.";
+ close;
+ case 2:
+ mes "[Mr. Doppel]";
+ mes "So, I'll register your party name as - " +.@pname$ + " -.";
+ mes "Now, Tell your ^4d4dffmembers to confirm your party^000000.";
+ mes "I'll send you to the battlefield as soon as I confirm your party.";
+ set $@wop_team_a,getcharid(1);
+ mapannounce "poring_w02","The registration of the Angeling Team has been confirmed. The party members must confirm their team with Mr. Doppel.",0,0x33FF66;
+ close;
+ case 3:
+ mes "[Mr. Doppel]";
+ mes "The clock is ticking. Make up your mind and register as soon as you can.";
+ close;
+ }
+ }
+ else {
+ mes "[Mr. Doppel]";
+ mes "So, you are the leader of the party.";
+ mes "Haven't you finished the party registration yet?";
+ mes "You must stay on the one that has been registered!";
+ next;
+ mes "[Mr. Doppel]";
+ mes "The name of the party is ";
+ mes " " + .@a_tname$ + " ";
+ mes "Please, confirm.";
+ close;
+ }
+ }
+ else {
+ mes "[Mr. Doppel]";
+ mes "If you aren't a registered member of the party, you can't join the battle.";
+ next;
+ mes "[Mr. Doppel]";
+ mes "I'll check again and, after the registeration of the party name, you'll be sent to the battlefield.";
+ mes "We must stay together as a party, since this is a team game. Otherwise, we'll have problems.";
+ close;
+ }
+ }
+
+OnInit:
+ disablenpc "Mr. Doppel#wop_team_a";
+ end;
+
+OnEnable:
+ enablenpc "Mr. Doppel#wop_team_a";
+ end;
+
+OnDisable:
+ disablenpc "Mr. Doppel#wop_team_a";
+ end;
+}
+
+poring_w02,170,181,3 script Mr. Doppel#wop_team_d 739,{
+ if (checkweight(714,3) == 0) {
+ mes "- Wait a minute !! -";
+ mes "- Currently you're carrying -";
+ mes "- too many items with you. -";
+ mes "- Please try again -";
+ mes "- after you loose some weight. -";
+ close;
+ }
+ set .@d_tname$,getpartyname($@wop_team_d);
+ set .@pname$,getpartyname(getcharid(1));
+ if($@wop_team_d != 0 && $@wop_team_d == getcharid(1)) {
+ mes "[Mr. Doppel]";
+ mes "So, everyone joined the party?";
+ mes "The name of the party is... " + .@pname$ + ", right?";
+ mes "I'll transfer you to the battle staging area.";
+ next;
+ switch(select("No! Wait!:Go to the staging area.")) {
+ case 1:
+ mes "[Mr. Doppel]";
+ mes "What is it now?";
+ mes "Can't you have a little more consideration?";
+ mes "You don't have much time. Decide now!";
+ next;
+ mes "[Mr. Doppel]";
+ mes "If you don't get there in time, you won't make it to the battle.";
+ close;
+ case 2:
+ if((getpartyleader(getcharid(1),2) == getcharid(0))) {
+ mes "[Mr. Doppel]";
+ mes "So, you are the leader. Before going to the battlefield, you should check all your members.";
+ next;
+ switch(select("Very well. I'll be the last.:I am the last. Send me to the battlefield.")) {
+ case 1:
+ mes "[Mr. Doppel]";
+ mes "First, make sure all the members are in your party.";
+ close;
+ case 2:
+ mes "[Mr. Doppel]";
+ mes "Very well. Nice you have done everything on time.";
+ delitem 7773,countitem(7773);
+ close2;
+ set wop_team,0;
+ warp "poring_w02",153,82;
+ end;
+ }
+ }else{
+ mes "[Mr. Doppel]";
+ mes "Right. I'm gonna send you to the battle staging area.";
+ mes "Wait for all the other party members there.";
+ delitem 7773,countitem(7773);
+ close2;
+ set wop_team,0;
+ warp "poring_w02",153,82;
+ end;
+ }
+ }
+ }else{
+ if((getpartyleader(getcharid(1),2) == getcharid(0))) {
+ if($@wop_team_d == 0) {
+ mes "[Mr. Doppel]";
+ mes "So, you are the party leader of Deviling Team.";
+ mes "Are you sure all the members are in your party?";
+ mes "First, lets register your party name, after, we'll check the members.";
+ next;
+ mes "[Mr. Doppel]";
+ mes "Lets see... The name of the party is...";
+ mes " ";
+ mes "^4d4dff " + .@pname$ + " ^000000";
+ mes " ";
+ mes "Right? That is the name you wish?";
+ next;
+ switch(select("No! You're wrong.:Yes. I would like to register that name.:Cancel")) {
+ case 1:
+ mes "[Mr. Doppel]";
+ mes "Hey, I don't have all day! Make your mind and register as fast as you can.";
+ mes "Don't forget to let all the members join the party. Only the members of a registered party can join the battle.";
+ close;
+ case 2:
+ mes "[Mr. Doppel]";
+ mes "So, I'll register your party name as - " + .@pname$ + " -.";
+ mes "Now, Tell your ^4d4dffmembers to confirm your party^000000.";
+ mes "I'll send you to the battlefield as soon as I confirm your party.";
+ set $@wop_team_d,getcharid(1);
+ mapannounce "poring_w02","The registration of the Deviling Team has been confirmed. The party members must confirm their team with Mr. Doppel.",0,0x33FF66;
+ close;
+ case 3:
+ mes "[Mr. Doppel]";
+ mes "The clock is ticking. Make up your mind and register as soon as you can.";
+ close;
+ }
+ }else{
+ mes "[Mr. Doppel]";
+ mes "So, you are the leader of the party.";
+ mes "Haven't you finished the party registration yet?";
+ mes "You must stay on the one that has been registered!";
+ next;
+ mes "[Mr. Doppel]";
+ mes "The name of the party is ";
+ mes " " + .@d_tname$ + " ";
+ mes "Please, confirm.";
+ close;
+ }
+ }else{
+ mes "[Mr. Doppel]";
+ mes "If you aren't a registered member of the party, you can't join the battle.";
+ next;
+ mes "[Mr. Doppel]";
+ mes "I'll check again and, after the registeration of the party name, you'll be sent to the battlefield.";
+ mes "We must stay together as a party, since this is a team game. Otherwise, we'll have problems.";
+ close;
+ }
+ }
+
+OnInit:
+ disablenpc "Mr. Doppel#wop_team_d";
+ end;
+
+OnEnable:
+ enablenpc "Mr. Doppel#wop_team_d";
+ end;
+
+OnDisable:
+ disablenpc "Mr. Doppel#wop_team_d";
+ end;
+}
+
+poring_w02,1,1,0 script #wop_master -1,{
+ end;
+
+OnReset:
+ removemapflag "poring_w02",mf_partylock;
+ removemapflag "poring_w02",mf_pvp;
+ removemapflag "poring_w02",mf_pvp_noguild;
+ removemapflag "poring_w02",mf_pvp_nocalcrank;
+ mapwarp "poring_w02","poring_w01",112,138;
+ donpcevent "#wop_angellium1::OnReset";
+ donpcevent "#wop_angellium2::OnReset";
+ donpcevent "#wop_devillium1::OnReset";
+ donpcevent "#wop_devillium2::OnReset";
+ set $@wop_team_a,0;
+ set $@wop_team_d,0;
+ set $@wop_deadcount_a,0;
+ set $@wop_deadcount_d,0;
+ set $@wop_teamcount,0;
+ set $@wop_doorcount_a,0;
+ set $@wop_doorcount_d,0;
+ donpcevent "#wop_warp_a::OnDisable";
+ donpcevent "#wop_warp_d::OnDisable";
+ donpcevent "#wop_warp_rtry::OnDisable";
+ donpcevent "Poring#wop_door_a::OnEnable";
+ donpcevent "Poring#wop_door_d::OnEnable";
+ donpcevent "Poring#wop_door_all::OnEnable";
+ stopnpctimer;
+ end;
+
+Onstart:
+ initnpctimer;
+ end;
+
+OnAngelingWarn:
+ mapannounce "poring_w02","Deviling Team Recruitment is complete. The battle will be canceled automatically if the Angeling Team Recruitment isn't ready in 1 minute.",0,0xf08080;
+ end;
+
+OnDevilingWarn:
+ mapannounce "poring_w02","Angeling Team Recruitment is complete. The battle will be canceled automatically if the Deviling Team Recruitment isn't ready in 1 minute.",0,0xf08080;
+ end;
+
+OnDevilingEnd:
+ mapannounce "poring_w02","Deviling Team Recruitment failed. The battle will be canceled shortly.",0,0xf08080;
+ end;
+
+OnAngelingEnd:
+ mapannounce "poring_w02","Angeling Team Recruitment failed. The battle will be canceled shortly.",0,0xf08080;
+ end;
+
+OnStop:
+ stopnpctimer;
+ end;
+
+OnAngelingWin:
+ removemapflag "poring_w02",mf_partylock;
+ removemapflag "poring_w02",mf_pvp;
+ removemapflag "poring_w02",mf_pvp_noguild;
+ removemapflag "poring_w02",mf_pvp_nocalcrank;
+ mapannounce "poring_w02","Mr. Doppel: Angeling Team of party " + getpartyname($@wop_team_a) + " won the battle!",0,0xf08080;
+ donpcevent "Deviruchi#wop_endmaster::OnEnable";
+ stopnpctimer;
+ end;
+
+OnDevilingWin:
+ removemapflag "poring_w02",mf_partylock;
+ removemapflag "poring_w02",mf_pvp;
+ removemapflag "poring_w02",mf_pvp_noguild;
+ removemapflag "poring_w02",mf_pvp_nocalcrank;
+ mapannounce "poring_w02","Mr. Doppel: Deviling Team of party " + getpartyname($@wop_team_d) + " won the battle!",0,0xf08080;
+ donpcevent "Deviruchi#wop_endmaster::OnEnable";
+ stopnpctimer;
+ end;
+
+OnTimer5000:
+ mapannounce "poring_w02","Mr. Doppel: Welcome to all the warriors that have come to fight the battle.",0,0xf08080;
+ donpcevent "Mr. Doppel#wop_team_a::OnEnable";
+ donpcevent "Mr. Doppel#wop_team_d::OnEnable";
+ end;
+
+OnTimer8000:
+ mapannounce "poring_w02","Mr. Doppel: Each member of the team must join the group, and the leader will register their team name.",0,0xf08080;
+ end;
+
+OnTimer12000:
+ mapannounce "poring_w02","Mr. Doppel: You have 50 seconds. Join the group, register it's name and go to the battlefield.",0,0xf08080;
+ end;
+
+OnTimer32000:
+ mapannounce "poring_w02","Mr. Doppel: You still have 30 seconds. Join the group, register it's name and go to the battlefield.",0,0xf08080;
+ end;
+
+OnTimer62000:
+ mapannounce "poring_w02","Mr. Doppel: Time is up. The rules will be explained shortly before the battle.",0,0xf08080;
+ end;
+
+OnTimer70000:
+ mapannounce "poring_w02","Mr. Doppel: All ready? Let me explain the battle rules.",0,0xf08080;
+ end;
+
+OnTimer75000:
+ mapannounce "poring_w02","Mr. Doppel: The Angeling Team has to protect 2 Angelings on their bases and, at the same time, eliminate the Devilings on their Deviling Team bases, and vice-versa.",0,0xf08080;
+ end;
+
+OnTimer80000:
+ mapannounce "poring_w02","Mr. Doppel: Your team wins if you eliminate the 2 monsters of the enemy team. The rules are as simple as that.",0,0xf08080;
+ end;
+
+OnTimer85000:
+ mapannounce "poring_w02","Mr. Doppel: But the Angelings or the Devilings return to life after a certain period of time, so it's important to eliminate the other Poring quickly, after you have eliminated the first.",0,0xf08080;
+ end;
+
+OnTimer90000:
+ mapannounce "poring_w02","Mr. Doppel: Also know that those Porings are furious and will attack everybody, it doesnt matter to what team they belong.",0,0xf08080;
+ end;
+
+OnTimer95000:
+ mapannounce "poring_w02","Mr. Doppel: Basically, the Porings are natural enemies of the humans, so the attack is innevitable, even if both are on the same team.",0,0xf08080;
+ end;
+
+OnTimer100000:
+ mapannounce "poring_w02","Mr. Doppel: In certain areas, you will need War Badges that are obtained by eliminating members of the other team. Alright, lets begin!",0,0xf08080;
+ setmapflag "poring_w02",mf_partylock;
+ setmapflag "poring_w02",mf_pvp;
+ setmapflag "poring_w02",mf_pvp_noguild;
+ setmapflag "poring_w02",mf_pvp_nocalcrank;
+ donpcevent "#wop_warp_a::OnEnable";
+ donpcevent "#wop_warp_d::OnEnable";
+ donpcevent "#wop_angellium1::OnAngelingSpawn";
+ donpcevent "#wop_angellium2::OnAngelingSpawn";
+ donpcevent "#wop_devillium1::OnDevilingSpawn";
+ donpcevent "#wop_devillium2::OnDevilingSpawn";
+ end;
+
+OnTimer700000:
+ mapannounce "poring_w02","Mr. Doppel: Time is up. Soon, you will be teleported to the Winners Stage.",0,0xf08080;
+ removemapflag "poring_w02",mf_partylock;
+ removemapflag "poring_w02",mf_pvp;
+ removemapflag "poring_w02",mf_pvp_noguild;
+ removemapflag "poring_w02",mf_pvp_nocalcrank;
+ donpcevent "#wop_angellium1::OnReset";
+ donpcevent "#wop_angellium2::OnReset";
+ donpcevent "#wop_devillium1::OnReset";
+ donpcevent "#wop_devillium2::OnReset";
+ end;
+
+OnTimer703000:
+ donpcevent "Deviruchi#wop_endmaster::OnEnable";
+ stopnpctimer;
+ end;
+}
+
+poring_w02,51,82,0 script #wop_warp_a 139,1,1,{
+ end;
+
+OnInit:
+ disablenpc "#wop_warp_a";
+ end;
+
+OnEnable:
+ enablenpc "#wop_warp_a";
+ specialeffect EF_MAPPILLAR2,AREA,"#wop_warp_a";
+ end;
+
+OnDisable:
+ disablenpc "#wop_warp_a";
+ end;
+
+OnTouch:
+ set wop_team,1;
+ warp "poring_w02",57,82;
+ end;
+}
+
+poring_w02,146,82,0 script #wop_warp_d 139,1,1,{
+ end;
+
+OnInit:
+ disablenpc "#wop_warp_d";
+ end;
+
+OnEnable:
+ enablenpc "#wop_warp_d";
+ specialeffect EF_MAPPILLAR2,AREA,"#wop_warp_d";
+ end;
+
+OnDisable:
+ disablenpc "#wop_warp_d";
+ end;
+
+OnTouch:
+ set wop_team,2;
+ warp "poring_w02",140,82;
+ end;
+}
+
+// Poring Spawn
+//============================================================
+poring_w02,80,82,0 script #wop_angellium1 -1,{
+ end;
+
+OnReset:
+ killmonster "poring_w02","#wop_angellium1::OnMyMobDead";
+ stopnpctimer;
+ end;
+
+OnAngelingSpawn:
+ monster "poring_w02",80,82,"Angeling",1766,1,"#wop_angellium1::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ set $@wop_deadcount_a,$@wop_deadcount_a + 1;
+ if($@wop_deadcount_a == 1) {
+ mapannounce "poring_w02","Mr. Doppel: The Angeling on the 1st base has been killed! 1 point lost!!",0,0x00ff00;
+ initnpctimer;
+ }
+ else {
+ donpcevent "#wop_angellium1::OnReset";
+ donpcevent "#wop_angellium2::OnReset";
+ donpcevent "#wop_devillium1::OnReset";
+ donpcevent "#wop_devillium2::OnReset";
+ donpcevent "#wop_master::OnDevilingWin";
+ }
+ end;
+
+OnTimer120000:
+ set $@wop_deadcount_a,$@wop_deadcount_a - 1;
+ donpcevent "#wop_angellium1::OnAngelingSpawn";
+ mapannounce "poring_w02","Mr. Doppel: The Angeling on the 1st base has been revived! 1 point gained!!",0,0x00ff00;
+ stopnpctimer;
+}
+
+poring_w02,98,41,0 script #wop_angellium2 -1,{
+ end;
+
+OnReset:
+ killmonster "poring_w02","#wop_angellium2::OnMyMobDead";
+ stopnpctimer;
+ end;
+
+OnAngelingSpawn:
+ monster "poring_w02",98,41,"Angeling",1766,1,"#wop_angellium2::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ set $@wop_deadcount_a,$@wop_deadcount_a + 1;
+ if($@wop_deadcount_a == 1) {
+ mapannounce "poring_w02","Mr. Doppel: The Angeling on the 2nd base has been killed! 1 point lost!!",0,0x00ff00;
+ initnpctimer;
+ }
+ else {
+ donpcevent "#wop_angellium1::OnReset";
+ donpcevent "#wop_angellium2::OnReset";
+ donpcevent "#wop_devillium1::OnReset";
+ donpcevent "#wop_devillium2::OnReset";
+ donpcevent "#wop_master::OnDevilingWin";
+ }
+ end;
+
+OnTimer120000:
+ set $@wop_deadcount_a,$@wop_deadcount_a - 1;
+ donpcevent "#wop_angellium2::OnAngelingSpawn";
+ mapannounce "poring_w02","Mr. Doppel: The Angeling on the 2nd base has been revived! 1 point gained!!",0,0x00ff00;
+ stopnpctimer;
+ end;
+}
+
+poring_w02,116,82,0 script #wop_devillium1 -1,{
+ end;
+
+OnReset:
+ killmonster "poring_w02","#wop_devillium1::OnMyMobDead";
+ stopnpctimer;
+ end;
+
+OnDevilingSpawn:
+ monster "poring_w02",116,82,"Deviling",1767,1,"#wop_devillium1::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ set $@wop_deadcount_d,$@wop_deadcount_d + 1;
+ if($@wop_deadcount_d == 1) {
+ mapannounce "poring_w02","Mr. Doppel: The Deviling on the 1st base has been killed! 1 point lost!!",0,0x00ff00;
+ initnpctimer;
+ }
+ else {
+ donpcevent "#wop_devillium1::OnReset";
+ donpcevent "#wop_devillium2::OnReset";
+ donpcevent "#wop_devillium1::OnReset";
+ donpcevent "#wop_devillium2::OnReset";
+ donpcevent "#wop_master::OnAngelingWin";
+ }
+ end;
+
+OnTimer120000:
+ set $@wop_deadcount_d,$@wop_deadcount_d - 1;
+ donpcevent "#wop_devillium1::OndevilingSpawn";
+ mapannounce "poring_w02","Mr. Doppel: The Deviling on the 1st base has been revived! 1 point gained!!",0,0x00ff00;
+ stopnpctimer;
+ end;
+}
+
+poring_w02,98,124,0 script #wop_devillium2 -1,{
+ end;
+
+OnReset:
+ killmonster "poring_w02","#wop_devillium2::OnMyMobDead";
+ stopnpctimer;
+ end;
+
+OndevilingSpawn:
+ monster "poring_w02",98,124,"Deviling",1767,1,"#wop_devillium2::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ set $@wop_deadcount_d,$@wop_deadcount_d + 1;
+ if($@wop_deadcount_d == 1) {
+ mapannounce "poring_w02","Mr. Doppel: The deviling on the 2nd base has been killed! 1 point lost!!",0,0x00ff00;
+ initnpctimer;
+ }
+ else {
+ donpcevent "#wop_devillium1::OnReset";
+ donpcevent "#wop_devillium2::OnReset";
+ donpcevent "#wop_devillium1::OnReset";
+ donpcevent "#wop_devillium2::OnReset";
+ donpcevent "#wop_master::OnAngelingWin";
+ }
+ end;
+
+OnTimer120000:
+ set $@wop_deadcount_d,$@wop_deadcount_d - 1;
+ donpcevent "#wop_devillium2::OndevilingSpawn";
+ mapannounce "poring_w02","Mr. Doppel: The deviling on the 2nd base has been revived! 1 point gained!!",0,0x00ff00;
+ stopnpctimer;
+}
+
+// Deviruchi
+//============================================================
+poring_w02,99,201,3 script Deviruchi#wop_endmaster 738,{
+ if (MaxWeight-Weight < 2000 || checkweight(1201,1) == 0) {
+ mes "- Wait a minute !! -";
+ mes "- Currently you're carrying -";
+ mes "- too many items with you. -";
+ mes "- Please try again -";
+ mes "- after you loose some weight. -";
+ close;
+ }
+ set .@a_point,$@wop_deadcount_a;
+ set .@d_point,$@wop_deadcount_d;
+ if(getcharid(1) == $@wop_team_a) {
+ if(.@a_point < .@d_point) {
+ mes "[Devi]";
+ mes "Good work!";
+ mes "Thanks to you, we increased our chances of victory.";
+ mes "Please, accept these Poring Coins as a sign of our appreciation.";
+ next;
+ if(wop_team == 1) {
+ mes "[Devi]";
+ mes "Goodbye, my human friend.";
+ close2;
+ getitem 7539,3; // Poring_Coin
+ warp "prt_fild08",150,370;
+ end;
+ }
+ else {
+ mes "[Devi]";
+ mes "Wait a minute, you look suspicious!!";
+ mes "Ah, I got it! You are on the side of the Devilings?!";
+ mes "You are spying on us!";
+ mes "I will never forgive you!";
+ close2;
+ percentheal 99,0;
+ warp "prt_fild08",150,370;
+ end;
+ }
+ }
+ else if(.@a_point == .@d_point) {
+ mes "[Devi]";
+ mes "You did the best you could.";
+ mes "I' ts a shame the battle was tied...";
+ mes "Even so, thanks for coming to fight for us. Please, accept this Poring Coin.";
+ next;
+ if(wop_team == 1) {
+ mes "[Devi]";
+ mes "Goodbye, my human friend.";
+ close2;
+ getitem 7539,1; // Poring_Coin
+ warp "prt_fild08",150,370;
+ end;
+ }
+ else {
+ mes "[Devi]";
+ mes "Wait a minute, you look suspicious!!";
+ mes "Ah, I got it! You are on the side of the Devilings?!";
+ mes "You are spying on us!";
+ mes "It must have been you that made us tie the battle!!";
+ mes "I will never forgive you!";
+ close2;
+ percentheal 99,0;
+ warp "prt_fild08",150,370;
+ end;
+ }
+ }
+ else {
+ if(wop_team == 1) {
+ mes "[Devi]";
+ mes "Well, I guess we had bad luck...";
+ mes "I cant give you anything, since we lost and everything...";
+ next;
+ mes "[Devi]";
+ mes "Goodbye, my human friend.";
+ close2;
+ warp "prt_fild08",150,370;
+ end;
+ }
+ else {
+ mes "[Devi]";
+ mes "Wait a minute... There is a traitor here!";
+ mes "Ah, I got it! You are on the side of the Devilings?!";
+ mes "You are spying on us, Angelings!";
+ next;
+ mes "[Devi]";
+ mes "You should be ashamed!";
+ close2;
+ percentheal 99,0;
+ warp "prt_fild08",150,370;
+ end;
+ }
+ }
+ }
+ else if(getcharid(1) == $@wop_team_d) {
+ if (.@a_point > .@d_point) {
+ mes "[Devi]";
+ mes "Good work!";
+ mes "Thanks to you, we increased our chances of victory.";
+ mes "Please, accept these Poring Coins as a sign of our appreciation.";
+ next;
+ if (wop_team == 2) {
+ mes "[Devi]";
+ mes "Goodbye, my human friend.";
+ close2;
+ getitem 7539,3; // Poring_Coin
+ warp "prt_fild08",150,370;
+ end;
+ }
+ else {
+ mes "[Devi]";
+ mes "Wait a minute, you look suspicious!!";
+ mes "Ah, I got it! You are on the side of the Angelings?!";
+ mes "You are spying on us!!";
+ mes "I will never forgive you!";
+ close2;
+ percentheal 99,0;
+ warp "prt_fild08",150,370;
+ end;
+ }
+ }
+ else if(.@a_point == .@d_point) {
+ mes "[Devi]";
+ mes "You did the best you could.";
+ mes "It's a shame the battle was tied...";
+ mes "Even so, thanks for coming to fight for us. Please, accept this Poring Coin.";
+ next;
+ if(wop_team == 2) {
+ mes "[Devi]";
+ mes "Goodbye, my human friend.";
+ close2;
+ getitem 7539,1; // Poring_Coin
+ warp "prt_fild08",150,370;
+ end;
+ }
+ else {
+ mes "[Devi]";
+ mes "Wait a minute, you look suspicious!!";
+ mes "Ah, I got it! You are on the side of the Angelings?!";
+ mes "You are spying on us!";
+ mes "It must have been you that made us tie the battle!!";
+ mes "I will never forgive you!";
+ close2;
+ percentheal 99,0;
+ warp "prt_fild08",150,370;
+ end;
+ }
+ }
+ else {
+ if(wop_team == 2) {
+ mes "[Devi]";
+ mes "Well, I guess we had bad luck...";
+ mes "I cant give you anything, since we lost and everything...";
+ next;
+ mes "[Devi]";
+ mes "I will allow you to return to your human world.";
+ close2;
+ warp "prt_fild08",150,370;
+ end;
+ }
+ else {
+ mes "[Devi]";
+ mes "Wait a minute, you look suspicious!!";
+ mes "Ah, I got it! You are on the side of the Angelings?!";
+ mes "You are spying on us, Devilings!";
+ next;
+ mes "[Devi]";
+ mes "You should be ashamed!";
+ close2;
+ percentheal 99,0;
+ warp "prt_fild08",150,370;
+ end;
+ }
+ }
+ }
+ else {
+ mes "[Devi]";
+ mes "This is weird...Your party name ain't registered.";
+ mes "Im sorry, but rules are rules. I can't help you if your party ain't registered.";
+ close;
+ }
+OnInit:
+ disablenpc "Deviruchi#wop_endmaster";
+ end;
+
+OnEnable:
+ enablenpc "Deviruchi#wop_endmaster";
+ initnpctimer;
+ end;
+
+OnDisable:
+ disablenpc "Deviruchi#wop_endmaster";
+ end;
+
+OnTimer3000:
+ mapwarp "poring_w02","poring_w02",99,196;
+ end;
+
+OnTimer5000:
+ mapannounce "poring_w02","Mr. Doppel: Allow me to offer a souvenir to the humans that fought bravely for the Porings! Please, speak to Devi.",0,0x00ff00;
+ end;
+
+OnTimer65000:
+ mapannounce "poring_w02","Mr. Doppel: Time is up! Let me teleport you.",0,0x00ff00;
+ end;
+
+OnTimer68000:
+ mapwarp "poring_w02","poring_w01",112,138;
+ end;
+
+OnTimer68100:
+ donpcevent "#wop_master::OnStop";
+ donpcevent "#wop_devillium1::OnReset";
+ donpcevent "#wop_devillium2::OnReset";
+ donpcevent "#wop_angellium1::OnReset";
+ donpcevent "#wop_angellium2::OnReset";
+ set $@wop_team_a,0;
+ set $@wop_team_d,0;
+ set $@wop_deadcount_a,0;
+ set $@wop_deadcount_d,0;
+ set $@wop_teamcount,0;
+ set $@wop_doorcount_a,0;
+ set $@wop_doorcount_d,0;
+ donpcevent "#wop_warp_a::OnDisable";
+ donpcevent "#wop_warp_d::OnDisable";
+ donpcevent "Mr. Doppel#wop_team_a::OnDisable";
+ donpcevent "Mr. Doppel#wop_team_d::OnDisable";
+ donpcevent "#wop_warp_rtry::OnDisable";
+ donpcevent "Poring#wop_door_a::OnReset";
+ donpcevent "Poring#wop_door_d::OnReset";
+ donpcevent "Poring#wop_door_all::OnReset";
+ stopnpctimer;
+ end;
+}
+
+// Gate Guardian
+//============================================================
+poring_w02,99,52,0 script Angeling Guardian#wop_da 111,{
+ cutin "wop_emb0" + $@wop_doorcount_a,1;
+ if($@wop_doorcount_a < 4) {
+ if (wop_team == 2) {
+ mes "There is a device to equip the War Badges.";
+ mes "I can see the empty slots to equip the Badges.";
+ next;
+ switch(select("Equip War Badge.:Cancel.")) {
+ case 1:
+ if(countitem(7773)) {
+ if($@wop_doorcount_a < 4) {
+ mes "War Badge equipped.";
+ delitem 7773,1; // War_Badge
+ set $@wop_doorcount_a,$@wop_doorcount_a + 1;
+ cutin "wop_emb0" + $@wop_doorcount_a,1;
+ if($@wop_doorcount_a == 4) {
+ next;
+ mes "Gate Activated.";
+ donpcevent "#aroom_ingate_wop::OnEnable";
+ donpcevent "#aroom_outgate_wop::OnEnable";
+ }
+ close2;
+ }
+ else {
+ mes "All War Badges equipped.";
+ mes "No need to equip any more.";
+ close2;
+ }
+ }
+ else {
+ mes "^4d4dff - War Badge missing. You can obtain a War badge by killing members of the other team. - ^000000";
+ close2;
+ }
+ break;
+ case 2:
+ mes "Cancel.";
+ close2;
+ }
+ }
+ else {
+ mes "There is a device to equip a War Badge.";
+ mes "Be carefull to not allow the enemy to take and equip your War Badge here.";
+ close2;
+ }
+ }
+ else {
+ mes "All War Badges have been equipped.";
+ close2;
+ }
+ cutin "",255;
+ end;
+
+OnInit:
+ set $@wop_doorcount_a,0;
+ end;
+}
+
+poring_w02,103,52,0 script #aroom_ingate_wop 139,1,1,{
+ end;
+
+OnInit:
+ disablenpc "#aroom_ingate_wop";
+ end;
+
+OnEnable:
+ enablenpc "#aroom_ingate_wop";
+ end;
+
+OnDisable:
+ disablenpc "#aroom_ingate_wop";
+ end;
+
+OnTouch:
+ warp "poring_w02",99,49;
+ end;
+}
+
+poring_w02,93,51,0 script #aroom_outgate_wop 139,1,1,{
+ end;
+
+OnInit:
+ disablenpc "#aroom_outgate_wop";
+ end;
+
+OnEnable:
+ enablenpc "#aroom_outgate_wop";
+ end;
+
+OnDisable:
+ disablenpc "#aroom_outgate_wop";
+ end;
+
+OnTouch:
+ warp "poring_w02",99,54;
+ end;
+}
+
+poring_w02,98,113,0 script Deviling Guardian#wop_dd 111,{
+ cutin "wop_emb0" + $@wop_doorcount_d,1;
+ if($@wop_doorcount_d < 4) {
+ if (wop_team == 1) {
+ mes "There is a device to equip the War Badges.";
+ mes "I can see the empty slots to equip the Badges.";
+ next;
+ switch(select("Equip War Badge.:Cancel.")) {
+ case 1:
+ if(countitem(7773)) {
+ if($@wop_doorcount_d < 4) {
+ mes "War Badge equipped.";
+ delitem 7773,1; // War_Badge
+ set $@wop_doorcount_d,$@wop_doorcount_d + 1;
+ cutin "wop_emb0" + $@wop_doorcount_d,1;
+ if($@wop_doorcount_d == 4) {
+ next;
+ mes "Gate Activated.";
+ donpcevent "#droom_ingate_wop::OnEnable";
+ donpcevent "#droom_outgate_wop::OnEnable";
+ }
+ close2;
+ }
+ else {
+ mes "All War Badges equipped.";
+ mes "No need to equip any more.";
+ close2;
+ }
+ }
+ else {
+ mes "^4d4dff - War Badge missing. You can obtain a War badge by killing members of the other team. - ^000000";
+ close2;
+ }
+ break;
+ case 2:
+ mes "Cancel.";
+ close2;
+ }
+ }
+ else {
+ mes "There is a device to equip a War Badge.";
+ mes "Be carefull to not allow the enemy to take and equip your War Badge here.";
+ close2;
+ }
+ }
+ else {
+ mes "All War Badges have been equipped.";
+ close2;
+ }
+ cutin "",255;
+ end;
+
+OnInit:
+ set $@wop_doorcount_d,0;
+ end;
+}
+
+poring_w02,93,113,0 script #droom_ingate_wop 139,1,1,{
+ end;
+
+OnInit:
+ disablenpc "#droom_ingate_wop";
+ end;
+
+OnEnable:
+ enablenpc "#droom_ingate_wop";
+ end;
+
+OnDisable:
+ disablenpc "#droom_ingate_wop";
+ end;
+
+OnTouch:
+ warp "poring_w02",98,116;
+ end;
+}
+
+poring_w02,103,114,0 script #droom_outgate_wop 139,1,1,{
+ end;
+
+OnInit:
+ disablenpc "#droom_outgate_wop";
+ end;
+
+OnEnable:
+ enablenpc "#droom_outgate_wop";
+ end;
+
+OnDisable:
+ disablenpc "#droom_outgate_wop";
+ end;
+
+OnTouch:
+ warp "poring_w02",98,111;
+ end;
+}
+
+// Other NPCs
+//============================================================
+- script Angeling Side Poring#wpa -1,{
+ end;
+}
+
+- script Deviling Side Marin#wpd -1,{
+ end;
+}
+
+poring_w01,79,102,5 duplicate(Angeling Side Poring#wpa) Angeling Side Poring#wa1 1002
+poring_w01,80,107,5 duplicate(Angeling Side Poring#wpa) Angeling Side Poring#wa2 1002
+poring_w01,84,108,5 duplicate(Angeling Side Poring#wpa) Angeling Side Poring#wa3 1002
+poring_w01,84,112,5 duplicate(Angeling Side Poring#wpa) Angeling Side Poring#wa4 1002
+poring_w01,88,112,5 duplicate(Angeling Side Poring#wpa) Angeling Side Poring#wa5 1002
+
+poring_w01,114,112,3 duplicate(Deviling Side Marin#wpd) Deviling Side Marin#wd1 1242
+poring_w01,117,111,3 duplicate(Deviling Side Marin#wpd) Deviling Side Marin#wd2 1242
+poring_w01,117,108,3 duplicate(Deviling Side Marin#wpd) Deviling Side Marin#wd3 1242
+poring_w01,122,108,3 duplicate(Deviling Side Marin#wpd) Deviling Side Marin#wd4 1242
+poring_w01,121,105,3 duplicate(Deviling Side Marin#wpd) Deviling Side Marin#wd5 1242
+
+poring_w01,84,108,3 script #wop_ex_1 139,3,3,{
+ end;
+
+OnTouch:
+ mes "[Porings]";
+ mes "P~ooooooooo -!!!";
+ mes "Let's teach them a lesson, ring!";
+ mes "We are no longer betting our lives for Jellopies, ring!!!";
+ next;
+ mes "[Porings]";
+ mes "Let's go! Let's fight! Let's win, win, win!!!";
+ emotion e_go,0,"Angeling Side Poring#wa1";
+ emotion e_go,0,"Angeling Side Poring#wa2";
+ emotion e_go,0,"Angeling Side Poring#wa3";
+ emotion e_go,0,"Angeling Side Poring#wa4";
+ emotion e_go,0,"Angeling Side Poring#wa5";
+ next;
+ if(wop_team == 1) {
+ mes "[Porings]";
+ mes "Ohhhhhh, there he is, the warrior that fought for us!!";
+ mes "Oh my god... Nice, ring!";
+ mes "Poring~ Poring~ Poooooo~";
+ mes "Party of Angeling~ Popopo, Poring!";
+ }
+ else if(wop_team == 2) {
+ mes "[Porings]";
+ mes "Wait, YOU! Aren't you on the side of the Devilings?!";
+ mes "Get out now! Leave!!";
+ mes "Booooo~ Boo~ Boooo~";
+ emotion e_omg,0,"Angeling Side Poring#wa1";
+ emotion e_an,0,"Angeling Side Poring#wa2";
+ emotion e_omg,0,"Angeling Side Poring#wa3";
+ emotion e_an,0,"Angeling Side Poring#wa4";
+ emotion e_gasp,0,"Angeling Side Poring#wa5";
+ }
+ else {
+ mes "[Porings]";
+ mes "Hey, human. How about fighting for us Porings on Angeling's side??!";
+ emotion e_hlp,0,"Angeling Side Poring#wa1";
+ emotion e_go,0,"Angeling Side Poring#wa2";
+ emotion e_hlp,0,"Angeling Side Poring#wa3";
+ emotion e_go,0,"Angeling Side Poring#wa4";
+ emotion e_go,0,"Angeling Side Poring#wa5";
+ }
+ next;
+ mes "[Porings]";
+ mes "Party of Angeling~ Popopo, Poring!";
+ mes "Victory~ Victory~ Pooooooo~";
+ next;
+ mes "- Porings are cheerfully shouting for the victory. -";
+ close;
+}
+
+poring_w01,119,107,3 script #wop_ex_2 139,3,3,{
+ end;
+
+OnTouch:
+ mes "[Marins]";
+ mes "Woooooaaaaaaaaaaa!";
+ mes "Finally, it's time for us to teach those stupid pigs a lesson!!";
+ mes "Those Porings with low-grades are all idiots!!";
+ next;
+ mes "[Marins]";
+ mes "Let's go! Let's fight! Fight for Triumph!!!!";
+ emotion e_go,0,"Deviling Side Marin#wd1";
+ emotion e_go,0,"Deviling Side Marin#wd2";
+ emotion e_go,0,"Deviling Side Marin#wd3";
+ emotion e_go,0,"Deviling Side Marin#wd4";
+ emotion e_go,0,"Deviling Side Marin#wd5";
+ next;
+ if(wop_team == 2) {
+ mes "[Marins]";
+ mes "Ohhhh... Here is the warrior that fought for us!!";
+ mes "Amazing!";
+ mes "This proves that humans recognize us as true monsters!!";
+ }
+ else if(wop_team == 1) {
+ mes "[Marins]";
+ mes "Wait, YOU! Aren't you on the side of the Angelings?!";
+ mes "Get out now! Leave!!";
+ mes "Booooo~ Boo~ Boooo~";
+ emotion e_omg,0,"Deviling Side Marin#wd1";
+ emotion e_an,0,"Deviling Side Marin#wd2";
+ emotion e_omg,0,"Deviling Side Marin#wd3";
+ emotion e_an,0,"Deviling Side Marin#wd4";
+ emotion e_gasp,0,"Deviling Side Marin#wd5";
+ }
+ else {
+ mes "[Marins]";
+ mes "Hey, human. Don't you wanna fight for Deviling, the noble of darkness? What do you say?!";
+ emotion e_hlp,0,"Deviling Side Marin#wd1";
+ emotion e_go,0,"Deviling Side Marin#wd2";
+ emotion e_hlp,0,"Deviling Side Marin#wd3";
+ emotion e_go,0,"Deviling Side Marin#wd4";
+ emotion e_go,0,"Deviling Side Marin#wd5";
+ }
+ next;
+ mes "[Marins]";
+ mes "The world's Best Miraculous Poring! Deviling has it all! Go, Deviling, Go-!!";
+ next;
+ mes "- Marins are cheerfully shouting for the victory. -";
+ close;
+}
diff --git a/npc/pre-re/other/powernpc.txt b/npc/pre-re/other/powernpc.txt
new file mode 100644
index 000000000..a563a190f
--- /dev/null
+++ b/npc/pre-re/other/powernpc.txt
@@ -0,0 +1,293 @@
+//===== rAthena Script =======================================
+//= Official Gonryun Power Arena
+//===== By: ==================================================
+//= KarLaeda
+//===== Current Version: =====================================
+//= 1.1
+//===== Compatible With: =====================================
+//= Athena SVN 9000+
+//===== Additional Comments: =================================
+//= [Aegis Conversion]
+//= 1.1 Corrected NPC names to fall within proper restrictions. [L0ne_W0lf]
+//= 1.2 Cleaning. [Euphy]
+//============================================================
+
+gonryun,180,118,4 script Iron man#gnp 85,{
+ if (checkweight(1201,1) == 0) {
+ mes "- Wait a minute !! -";
+ mes "- Currently you're carrying -";
+ mes "- too many items with you. -";
+ mes "- Please try again -";
+ mes "- after you lose some weight. -";
+ close;
+ }
+ if (BaseJob == Job_Novice) {
+ mes "[Songmoodoo]";
+ mes "Children are not allowed in here.";
+ close;
+ }
+ if (in_battle == 3) set in_battle,1;
+ if (in_battle < 1) {
+ mes "[Songmoodoo]";
+ mes "Hey hey~ This is not something";
+ mes "you can see everyday.";
+ mes "Oh~ you look strong!";
+ mes "Wanna try?";
+ next;
+ switch(select("Why not?:?????:No thanks.")){
+ case 1:
+ mes "[Songmoodoo]";
+ mes "Haha~ I knew you would try.";
+ mes "If you could lift this up,";
+ mes "I'll tell you something interesting.";
+ mes "Ready?";
+ next;
+ mes "^0000FFSongmoodoo points to a rock";
+ mes "and asks you to lift it.";
+ if (BaseJob < Job_Knight) callsub L_Lifting,690;
+ else if (BaseClass == Job_Swordman || BaseClass == Job_Thief || BaseClass == Job_Merchant || BaseJob == Job_Monk) callsub L_Lifting,1100;
+ else callsub L_Lifting,730;
+ break;
+ case 2:
+ mes "[Songmoodoo]";
+ mes "That's not a big deal.";
+ mes "If you believe you're strong,";
+ mes "this might be a good chance to experience";
+ mes "something new. Wanna try??";
+ break;
+ case 3:
+ mes "[Songmoodoo]";
+ mes "I guess not...";
+ emotion e_pif;
+ break;
+ }
+ } else if (in_battle == 1) {
+ mes "[Songmoodoo]";
+ mes "Good to see you again!";
+ mes "Wanna go??";
+ next;
+ if (select("Sure:Maybe next time") == 1) {
+ mes "[Songmoodoo]";
+ mes "Good! Haha.";
+ mes "I like your confidence.";
+ mes "Good luck to you~";
+ close2;
+ warp "gon_test",53,6;
+ end;
+ } else {
+ mes "[Songmoodoo]";
+ mes "Well... alright.";
+ mes "I'll see you next time then.";
+ }
+ } else {
+ mes "[Songmoodoo]";
+ mes "You ran away from there?";
+ mes "Guess you're not strong enough!";
+ mes "I'll give you another chance.";
+ mes "See you again.";
+ emotion e_pif;
+ set in_battle,1;
+ }
+ close;
+
+L_Lifting:
+ if (checkweight(7049,getarg(0))) {
+ mes "You lifted the Stone lightly.^000000";
+ set in_battle,1;
+ getitem 7049, getarg(0); // Stone
+ next;
+ emotion e_no1;
+ mes "[Songmoodoo]";
+ mes "Wow~ Excellent~";
+ mes "I'll take you to someplace nice";
+ mes "next time I see you.";
+ mes "See ya~";
+ } else {
+ mes "Looks too heavy for you.^000000";
+ next;
+ mes "[Songmoodoo]";
+ mes "You lack training.";
+ mes "Come back after more practice.";
+ }
+ return;
+}
+
+gon_test,50,14,4 script Administrator#gnp 780,{
+ mes "[Administrator]";
+ if (BaseJob == Job_Novice) {
+ mes "Children are not allowed in here.";
+ close;
+ }
+ if ($@in_battle) {
+ mes "Sorry, the field of fight";
+ mes "is occupied right now.";
+ mes "Try again later.";
+ close;
+ }
+ mes "Are you ready?";
+ mes " ";
+ mes "Remember, you have to pay";
+ mes "500z to fight.";
+ next;
+ if (select("Yes, let me fight!:One moment, please.") == 2) {
+ mes "[Administrator]";
+ mes "Ok, see you later.";
+ close;
+ }
+ if (Zeny < 500) {
+ mes "[Administrator]";
+ mes "I'm sorry but you don't have enough zeny.";
+ close;
+ }
+ set Zeny,Zeny - 500;
+ set in_battle,1;
+ warp "gon_test",42,86;
+ set $@in_battle,1;
+ setnpctimer 0,"Summoner#gnp";
+ startnpctimer "Summoner#gnp";
+ end;
+}
+
+gon_test,42,89,4 script Summoner#gnp 774,{
+ mes "[SongYeunWoo]";
+ if (in_battle == 3) {
+ mes "Please come back after registration.";
+ close;
+ } else if (in_battle == 2) {
+ mes "You had a single match already.";
+ mes "You can have a match once at a time.";
+ mes "Please re-enter if you want a match";
+ mes "with other monsters.";
+ close;
+ }
+ mes "Welcome.";
+ mes "Which monster will you recall?";
+ next;
+ set @gnpGroup,select("Group 1:Group 2:Group 3:Group 4:Group 5:Group 6:Group 7:Group 8:Group 9:Group 10:Group 11");
+ set @gnpGroupMob$,.gnpMobsName$[(@gnpGroup-1)*6];
+ for (set @i,1; @i < 6; set @i, @i+1)
+ set @gnpGroupMob$, @gnpGroupMob$ + ":" + .gnpMobsName$[(@gnpGroup-1)*6 + @i];
+ set @gnpMob,select(@gnpGroupMob$);
+ mes "[SongYeunWoo]";
+ mes "Let the fight begin!";
+ close2;
+ set in_battle,2;
+ if (getnpctimer(0) < 180000) monster "gon_test",56,86,.gnpMobsName$[(@gnpGroup-1)*6 + @gnpMob - 1],.gnpMobsId[(@gnpGroup-1)*6 + @gnpMob - 1],1,"Summoner#gnp::OnGnpMobDead";
+ end;
+OnInit:
+ initnpctimer;
+ stopnpctimer;
+ setarray .gnpMobsName$[0],"Leather ribbon","Sitotoxism","Certificate of blood donation","Tarantulla","DangRangKwon","Molar of Desert";
+ setarray .gnpMobsId[0],1419,1428,1434,1430,1457,1432;
+ setarray .gnpMobsName$[6],"Hog Skeleton","Cannibal Bear","Miner","Fighting Dog","Mermaid Princess","Only Son";
+ setarray .gnpMobsId[6],1462,1442,1469,1460,1425,1472;
+ setarray .gnpMobsName$[12],"SamYeupchoom","Hunting Dog","Nutcracker","Sea Horse","JAKK","Corpse";
+ setarray .gnpMobsId[12],1454,1455,1443,1426,1436,1423;
+ setarray .gnpMobsName$[18],"Marduk","Onion Stem","Worm","Autodoll","Girl with Matches","Red Evil";
+ setarray .gnpMobsId[18],1458,1440,1429,1459,1444,1422;
+ setarray .gnpMobsName$[24],"Naga","Mold","Tracing Missiles","Aryong","Abiryong","Bacterium";
+ setarray .gnpMobsId[24],1421,1481,1424,1465,1466,1433;
+ setarray .gnpMobsName$[30],"Winning System","Fat Archer","Little black goat","Perverted","Treasure Box","Greenhorn";
+ setarray .gnpMobsId[30],1427,1473,1431,1446,1474,1471;
+ setarray .gnpMobsName$[36],"Hurricane","External Hog","Landlord of Maze","Knight of grudge","Archer of grudge","Papillon";
+ setarray .gnpMobsId[36],1450,1439,1461,1467,1453,1479;
+ setarray .gnpMobsName$[42],"Lip","Wendigo","E Card","Tentacle Monster","Muscular Alarm","Devil Cross";
+ setarray .gnpMobsId[42],1451,1475,1437,1441,1476,1435;
+ setarray .gnpMobsName$[48],"Maggot","Large Frame","Season of reading","Shining Fingers","Handbag","Major knight of grudge";
+ setarray .gnpMobsId[48],1477,1448,1478,1489,1488,1438;
+ setarray .gnpMobsName$[54],"Queen","Man of Fire","Sword of Executor","Mutant Dragon","Mixed Soup","Great Sword";
+ setarray .gnpMobsId[54],1482,1464,1487,1449,1456,1486;
+ setarray .gnpMobsName$[60],"Monster Bird","Torturer","Warrior","Vice-Torturer","Huge Sword";
+ setarray .gnpMobsId[60],1447,1483,1490,1484,1485;
+ end;
+
+OnTimer120000:
+ areaannounce "gon_test",41,81,74,92,"1 min. left",0;
+ end;
+
+OnTimer180000:
+ killmonster "gon_test","Summoner#gnp::OnGnpMobDead";
+ end;
+
+OnTimer182000:
+ areaannounce "gon_test",41,81,74,92,"Time Over.",0;
+ end;
+
+OnGnpMobDead:
+ setnpctimer 0;
+ set in_battle,1;
+ areaannounce "gon_test",41,81,74,92,"Thank you. Please come again.",0;
+ sleep 4000;
+OnTimer184000:
+ stopnpctimer;
+ areawarp "gon_test",41,81,74,92,"gon_test",44,4;
+ set $@in_battle,0;
+ end;
+}
+
+gon_test,46,14,3 script Guide of field of fight 770,{
+ mes "[SongHeeYeon]";
+ mes ".....";
+ mes "Hi, there~";
+ mes "This is a field of fight.";
+ mes "Got any questions?";
+ next;
+ switch(select("A field of fight?:You got a minute lady?:Get in.:Out.:Nope.")){
+ case 1:
+ mes "[SongHeeYeon]";
+ mes "Just like the name of this place,";
+ mes "it is a field for matches.";
+ mes "We have various monsters";
+ mes "in different levels.";
+ next;
+ mes "[SongHeeYeon]";
+ mes "1st Class Boss Monsters are in middle of preparation yet.";
+ mes "We charge you a small fee to enter here.";
+ break;
+ case 2:
+ mes "[SongHeeYeon]";
+ mes "Eh.... excuse me?";
+ mes "Ah, I'm afraid I have to work right now...";
+ mes "Sorry...";
+ break;
+ case 3:
+ mes "[SongHeeYeon]";
+ mes "Yes, thank you.";
+ mes "Have a good time.";
+ close2;
+ set in_battle,3;
+ warp "gon_test",25,98;
+ end;
+ case 4:
+ mes "[SongHeeYeon]";
+ mes "Thank you.";
+ mes "Please come again.";
+ close2;
+ warp "gonryun",177,112;
+ end;
+ case 5:
+ mes "[SongHeeYeon]";
+ mes "........";
+ mes "Goodbye...";
+ break;
+ }
+ close;
+}
+
+gon_test,70,103,3 script ChowAnAn#gnp 773,{
+ mes "[ChowAnAn]";
+ mes "Want to go back?";
+ next;
+ if (select("Yes.:No.") == 1) {
+ mes "[ChowAnAn]";
+ mes "Thank you.";
+ mes "Please come again.";
+ close2;
+ set in_battle,1;
+ warp "gon_test",44,4;
+ end;
+ }
+ mes "[ChowAnAn]";
+ mes "Thank you.";
+ close;
+}
diff --git a/npc/pre-re/other/pvp.txt b/npc/pre-re/other/pvp.txt
new file mode 100644
index 000000000..6dfc0631b
--- /dev/null
+++ b/npc/pre-re/other/pvp.txt
@@ -0,0 +1,540 @@
+//===== rAthena Script =======================================
+//= PvP NPCs
+//===== By: ==================================================
+//= kobra_k88; L0ne_W0lf, Elias (og2)
+//===== Current Version: =====================================
+//= 2.0
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= PvP NPCs that are found in the Inns in major cities.
+//= Includes Yoyo Mode, Nightmare Mode, and Event Mode
+//===== Additional Comments: =================================
+//= 2.0 Narrators/GateKeepers,etc. Translated from the Official 2011 [Elias]
+//= 2.1 Changed PVP Narrator and GateKeeper to Floating NPC [Elias]
+//============================================================
+
+- script PVP Narrator::pvpe -1,{
+ mes "[PVP Narrator]";
+ mes "Hello and welcome!";
+ mes "I am in charge of";
+ mes "explaining the PVP Mode.";
+ mes "I am the PVP Narrator!";
+ next;
+ switch(select("What is PVP?","What are the PVP Modes?","What are the rules for PVP?","Save Position.","End Dialog."))
+ {
+ case 1:
+ mes "[PVP Narrator]";
+ mes "In short form";
+ mes "PVP means,";
+ mes "' Player VS Player Mode '";
+ mes "It's a unique place for people";
+ mes "To duel with each other.";
+ next;
+ mes "[PVP Narrator]";
+ mes "Just tell the";
+ mes "^3355FFGate Keeper^000000";
+ mes "That you want to try. He will";
+ mes "let you into the PVP square.";
+ next;
+ mes "[PVP Narrator]";
+ mes "But, You need to be at";
+ mes "least level 31. And you";
+ mes "must pay the 500 zeny";
+ mes "entrance fee in order to";
+ mes "To enter a PVP Fight Square.";
+ break;
+ case 2:
+ mes "[PVP Narrator]";
+ mes "When you are qualified, You";
+ mes "can choose one of two Modes.";
+ mes "Yoyo Mode, Or";
+ mes "Nightmare Mode.";
+ next;
+ mes "[PVP Narrator]";
+ mes "Yoyo Mode is risk free.";
+ mes "You can experience PVP";
+ mes "without any restriction or";
+ mes "punishment. It is recommended";
+ mes "that you practice your skills";
+ mes "here before you move on.";
+ next;
+ mes "[PVP Narrator]";
+ mes "Nightmare Mode is very";
+ mes "dangerous! Please use caution.";
+ mes "You will lose some of your real";
+ mes "EXP when you are defeated. And";
+ mes "There is a small chance that";
+ mes "you will drop some equipment.";
+ next;
+ mes "[PVP Narrator]";
+ mes "However, if you win, the";
+ mes "rewards can be great!";
+ mes "To avoid misunderstanding.";
+ mes "You should think it over";
+ mes "twice before you go there...";
+ mes "Good Luck!";
+ break;
+ case 3:
+ mes "[PVP Narrator]";
+ mes "Each of the Fight squares";
+ mes "have a row of Narrators to";
+ mes "choose from based on your";
+ mes "qualifications.";
+ next;
+ mes "[PVP Narrator]";
+ mes "Each Narrator will ask";
+ mes "which of the five PVP maps";
+ mes "you wish to go to.";
+ mes "Choose, and go in!";
+ next;
+ mes "[PVP Narrator]";
+ mes "Each map has a limitation on";
+ mes "the number of people who can";
+ mes "participate. So you will see";
+ mes "figures in the corner showing";
+ mes "'Attendee/total'.";
+ next;
+ mes "[PVP Narrator]";
+ mes "Also, there is a hidden EXP";
+ mes "value in PVP mode. This EXP";
+ mes "score will only apply inside";
+ mes "of the PVP zone, so do not";
+ mes "worry.";
+ next;
+ mes "[PVP Narrator]";
+ mes "Every player's EXP at the";
+ mes "beginning is usually 5 points.";
+ mes "If you win, you will";
+ mes "increse your EXP by 1 point";
+ next;
+ mes "[PVP Narrator]";
+ mes "In the same way, when you";
+ mes "lose... Your EXP will";
+ mes "drop by 5 points.";
+ mes "So be careful!";
+ next;
+ mes "[PVP Narrator]";
+ mes "When you are defeated";
+ mes "And your EXP is equal";
+ mes "to or less than 0,";
+ mes "You will be removed from PVP";
+ mes "And your duel is finished!";
+ next;
+ mes "[PVP Narrator]";
+ mes "However, If your EXP is more";
+ mes "than 0. You can still get help";
+ mes "Through other players healing...";
+ mes "Do you get it?";
+ next;
+ mes "[PVP Narrator]";
+ mes "The fighting commands inside of";
+ mes "PVP Are the same as the normal.";
+ mes "All the basic controls are the";
+ mes "same.";
+ next;
+ mes "[PVP Narrator]";
+ mes "However, there is one thing...";
+ mes "Within the PVP fight square,";
+ mes "And in the PVP fighting zones";
+ mes "You cannot save your position.";
+ mes "Remember well... These rules";
+ mes "can help to ensure your victory.";
+ break;
+ case 4:
+ mes "[PVP Narrator]";
+ mes "Position saved...";
+ mes "Successfully.";
+ mes "Thank you very much, We";
+ mes "will see you again soon.";
+ if(strnpcinfo(4) == "morocc_in") { savepoint "morocc_in",141,139; }
+ if(strnpcinfo(4) == "alberta_in") { savepoint "alberta_in",22,148; }
+ if(strnpcinfo(4) == "prt_in") { savepoint "prt_in",54,137; }
+ if(strnpcinfo(4) == "geffen_in") { savepoint "geffen_in",70,59; }
+ if(strnpcinfo(4) == "payon_in01") { savepoint "payon_in01",142,46; }
+ break;
+ case 5:
+ mes "[PVP Narrator]";
+ mes "In this war between Monsters";
+ mes "and Humans. This competition";
+ mes "between people, The PVP Mode!";
+ mes "Encourages us all to become";
+ mes "stronger. Come again.";
+ mes "We welcome your challenge!";
+ break;
+ }
+close;
+}
+
+//PVP Narrator's Duplicates
+morocc_in,144,138,4 duplicate(pvpe) PVP Narrator#pe1 84
+alberta_in,22,146,4 duplicate(pvpe) PVP Narrator#pe2 84
+prt_in,56,140,4 duplicate(pvpe) PVP Narrator#pe3 84
+geffen_in,67,63,4 duplicate(pvpe) PVP Narrator#pe4 84
+payon_in01,142,50,4 duplicate(pvpe) PVP Narrator#pe5 84
+geffen_in,67,63,4 duplicate(pvpe) PVP Narrator#pe6 84
+
+//Gate Keeper (Floating NPC, Locations below)
+- script Gate Keeper::gkut -1,{
+ mes "[Gate Keeper]";
+ mes "Glad to be of service.";
+ mes "I will open the PVP fight";
+ mes "square for you! If you have";
+ mes "any questions about the PVP";
+ mes "modes or rules, Please ask";
+ mes "the Narrator...";
+ next;
+ switch(select("^FF5533' PvP Nightmare Mode'^000000","^3355FF' PvP Yoyo Mode'^000000","^3355FF' PvP Event Mode'^000000","Quit"))
+ {
+ case 1:
+ mes "[Gate Keeper]";
+ mes "I am sorry, but currently the Nightmare mode service is not available.";
+ mes "Please use the Yoyo mode instead. We apologize for the inconvenience.";
+ break;
+ case 2:
+ mes "[Gate Keeper]";
+ mes "The admission fee is 500 Zeny.";
+ mes "Do you want to move";
+ mes "to the Yoyo Mode";
+ mes "fight square?";
+ next;
+ switch(select("Move","Cancel")) {
+ case 1:
+ if ((Zeny > 499) && (BaseLevel > 30)) {
+ set Zeny, Zeny - 500;
+ warp "pvp_y_room",51,23;
+ }
+ else {
+ mes "[Gate Keeper]";
+ mes "Excuse me, but";
+ mes "did you not come prepared?";
+ mes "Double check that you have the";
+ mes "500 Zeny entrance fee, and";
+ mes "that you are at least level 31!";
+ }
+ break;
+ case 2:
+ mes "[Gate Keeper]";
+ mes "In this war between Monsters";
+ mes "and Humans. This competition";
+ mes "between people, The PVP Mode!";
+ mes "Encourages us all to become";
+ mes "stronger. Come again.";
+ mes "We welcome your challenge!";
+ break;
+ }
+ break;
+ case 3:
+ mes "[Gate Keeper]";
+ mes "Welcome";
+ mes "Please double check";
+ mes "That you have the admission or viewing ticket!";
+ next;
+ if ((countitem(7028) == 0) && (countitem(7029) == 0))
+ {
+ mes "[Gate Keeper]";
+ mes "Eh? You don't have it? Then I";
+ mes "am sorry, this fight square is";
+ mes "only for people who have";
+ mes "admission or viewing tickets.";
+ mes "You cannot come in without it.";
+ close;
+ }
+ mes "[Gate Keeper]";
+ mes "Yes, thank you for participating. Have fun!";
+ warp "pvp_room",51,23;
+ break;
+ case 4:
+ mes "[Gate Keeper]";
+ mes "In this war between Monsters";
+ mes "and Humans. This competition";
+ mes "between people, The PVP Mode!";
+ mes "Encourages us all to become";
+ mes "stronger. Come again.";
+ mes "We welcome your challenge!";
+ break;
+ }
+close;
+}
+
+//Gate Keeper's Duplicates
+morocc_in,144,142,4 duplicate(gkut) Gate Keeper#gke1 83
+alberta_in,26,146,4 duplicate(gkut) Gate Keeper#gke2 83
+prt_in,52,140,4 duplicate(gkut) Gate Keeper#gke3 83
+geffen_in,63,63,4 duplicate(gkut) Gate Keeper#gke4 83
+payon_in01,140,53,4 duplicate(gkut) Gate Keeper#gke5 83
+
+//Fight square Reception Staff (Locations below)
+- script FSRS::fsr -1,{
+if(strnpcinfo(4) == "pvp_y_room") {
+ set .@mapc1, getmapusers("pvp_y_8-1");
+ set .@mapc2, getmapusers("pvp_y_8-2");
+ set .@mapc3, getmapusers("pvp_y_8-3");
+ set .@mapc4, getmapusers("pvp_y_8-4");
+ set .@mapc5, getmapusers("pvp_y_8-5");
+ set .@showc1$, "Prontera [ "+.@mapc1+" / 128 ]";
+ set .@showc2$, "Izlude [ "+.@mapc2+" / 128 ]";
+ set .@showc3$, "Payon [ "+.@mapc3+" / 128 ]";
+ set .@showc4$, "Alberta [ "+.@mapc4+" / 128 ]";
+ set .@showc5$, "Morroc [ "+.@mapc5+" / 128 ]";
+ set .@showcexit$, "Cancel.";
+ switch(select(.@showc1$,.@showc2$,.@showc3$,.@showc4$,.@showc5$,.@showcexit$)) {
+ case 1:
+ if (.@mapc1 >= 128) {
+ mes "[PVP Fight Square Reception Staff]";
+ mes "This map is currently full.";
+ } else { warp "pvp_y_8-1",0,0; }
+ break;
+ case 2:
+ if (.@mapc2 >= 128) {
+ mes "[PVP Fight Square Reception Staff]";
+ mes "This map is currently full.";
+ } else { warp "pvp_y_8-2",0,0; }
+ break;
+ case 3:
+ if (.@mapc3 >= 128) {
+ mes "[PVP Fight Square Reception Staff]";
+ mes "This map is currently full.";
+ } else { warp "pvp_y_8-3",0,0; }
+ break;
+ case 4:
+ if (.@mapc4 >= 128) {
+ mes "[PVP Fight Square Reception Staff]";
+ mes "This map is currently full.";
+ } else { warp "pvp_y_8-4",0,0; }
+ break;
+ case 5:
+ if (.@mapc5 >= 128) {
+ mes "[PVP Fight Square Reception Staff]";
+ mes "This map is currently full.";
+ } else { warp "pvp_y_8-5",0,0; }
+ break;
+ case 6:
+ break;
+ }
+close;
+ } else {
+ set .@mapc1, getmapusers("pvp_n_8-1");
+ set .@mapc2, getmapusers("pvp_n_8-2");
+ set .@mapc3, getmapusers("pvp_n_8-3");
+ set .@mapc4, getmapusers("pvp_n_8-4");
+ set .@mapc5, getmapusers("pvp_n_8-5");
+ set .@showc1$, "Sandwich [ "+.@mapc1+" / 64 ]";
+ set .@showc2$, "Lock on [ "+.@mapc2+" / 32 ]";
+ set .@showc3$, "Four Room [ "+.@mapc3+" / 32 ]";
+ set .@showc4$, "Under cross [ "+.@mapc4+" / 32 ]";
+ set .@showc5$, "Compass Room [ "+.@mapc5+" / 32 ]";
+ set .@showcexit$, "Cancel.";
+ switch(select(.@showc1$,.@showc2$,.@showc3$,.@showc4$,.@showc5$,.@showcexit$)) {
+ case 1:
+ if (.@mapc1 >= 64) {
+ mes "[PVP Fight Square Reception Staff]";
+ mes "This map is currently full.";
+ } else { warp "pvp_n_8-1",0,0; }
+ break;
+ case 2:
+ if (.@mapc2 >= 64) {
+ mes "[PVP Fight Square Reception Staff]";
+ mes "This map is currently full.";
+ } else { warp "pvp_n_8-2",0,0; }
+ break;
+ case 3:
+ if (.@mapc3 >= 64) {
+ mes "[PVP Fight Square Reception Staff]";
+ mes "This map is currently full.";
+ } else { warp "pvp_n_8-3",0,0; }
+ break;
+ case 4:
+ if (.@mapc4 >= 64) {
+ mes "[PVP Fight Square Reception Staff]";
+ mes "This map is currently full.";
+ } else { warp "pvp_n_8-4",0,0; }
+ break;
+ case 5:
+ if (.@mapc5 >= 64) {
+ mes "[PVP Fight Square Reception Staff]";
+ mes "This map is currently full.";
+ } else { warp "pvp_n_8-5",0,0; }
+ break;
+ case 6:
+ break;
+ }
+close;
+}
+
+OnInit:
+ waitingroom "Free for all",0;
+end;
+}
+
+//Fight Square Reception Staff
+pvp_y_room,86,85,4 duplicate(fsr) Fight SQ Reception#f1 105
+pvp_n_room,30,85,4 duplicate(fsr) Fight SQ Reception#f2 105
+
+pvp_n_8-4,33,122,0 warp Link_1-11 0,2,pvp_n_8-4,0,0
+pvp_n_8-4,62,84,0 warp Link_1-12 1,1,pvp_n_8-4,0,0
+pvp_n_8-4,49,71,0 warp Link_1-21 1,1,pvp_n_8-4,0,0
+pvp_n_8-4,56,166,0 warp Link_1-22 1,1,pvp_n_8-4,0,0
+pvp_n_8-4,99,180,0 warp Link_1-31 2,1,pvp_n_8-4,0,0
+pvp_n_8-4,137,84,0 warp Link_1-32 1,1,pvp_n_8-4,0,0
+pvp_n_8-4,150,71,0 warp Link_1-41 1,1,pvp_n_8-4,0,0
+pvp_n_8-4,144,166,0 warp Link_1-42 1,1,pvp_n_8-4,0,0
+pvp_n_8-5,30,30,0 warp Link_1-99 3,3,pvp_n_8-5,100,100
+
+// Event Contestant Entrance
+//============================================================
+pvp_room,54,85,4 script Registration Staff#1 105,{
+ if (countitem(7028) == 0) {
+ mes "[PVP Combat Square Register Staff]";
+ mes "Eh? How did you get in here?";
+ mes "This is the entrance for players only.";
+ mes "For details about viewers please proceed to the Register Staff on your right.";
+ close;
+ }
+
+ if (.pvp_close_n_room == 1 && .pvp_close_s_room == 1 && .pvp_close_w_room == 1 && .pvp_close_e_room == 1) {
+ Set .pvp_close_n_room,0;
+ Set .pvp_close_s_room,0;
+ Set .pvp_close_w_room,0;
+ Set .pvp_close_e_room,0;
+ }
+
+ if (select("Combat Square one :Cancel") == 1) {
+ mes "[PVP Combat Square Register Staff]";
+ mes "'"+ strcharinfo(0) +"'";
+ mes "Are you ready?!";
+ next;
+ if (select("Yes!:No!") == 1) {
+ mes "[PVP Combat Square Register Staff]";
+ mes "OK! I will send you inside";
+ mes "Good luck!";
+ close2;
+ delitem 7028,1; //Invite_For_Duel
+ while(1) {
+ switch(rand(1,4)) {
+ case 1:
+ if (.pvp_close_n_room == 0) {
+ set .pvp_close_n_room,1;
+ warp "pvp_2vs2",40,59;
+ end;
+ }
+ case 2:
+ if (.pvp_close_s_room == 0) {
+ set .pvp_close_s_room,1;
+ warp "pvp_2vs2",59,40;
+ end;
+ }
+ case 3:
+ if (.pvp_close_w_room == 0) {
+ set .pvp_close_w_room,1;
+ warp "pvp_2vs2",20,40;
+ end;
+ }
+ case 4:
+ if (.pvp_close_e_room == 0) {
+ set .pvp_close_e_room,1;
+ warp "pvp_2vs2",40,20;
+ end;
+ }
+ }
+ }
+ }
+ mes "[PVP Combat Square Register Staff]";
+ mes "Come back anytime you are ready.";
+ close;
+ }
+ close;
+
+OnInit:
+ Set .pvp_close_n_room,0;
+ Set .pvp_close_s_room,0;
+ Set .pvp_close_w_room,0;
+ Set .pvp_close_e_room,0;
+ waitingroom "Combat Square players entrance only",0;
+ end;
+}
+
+// Spectator Entrance
+//============================================================
+- script Spectator's Entrance#dum::PVPSpectator -1,{
+ if (countitem(7029) == 0) {
+ mes "[PVP Compete Square Register Staff]";
+ mes "This is the entrance for viewers.";
+ mes "For details about players entrance please proceed to the Register Staff on your left.";
+ close;
+ }
+
+ if (select("Compete Square one:Cancel") == 1) {
+ mes "[PVP Combat Square Register Staff]";
+ mes "You got it, thanks for participating. Have fun!";
+ close2;
+ delitem 7029,1; //Admission_For_Duel
+ switch(rand(1,4)) {
+ case 1: warp "pvp_2vs2",39,7; end;
+ case 2: warp "pvp_2vs2",39,73; end;
+ case 3: warp "pvp_2vs2",7,39; end;
+ case 4: warp "pvp_2vs2",73,39; end;
+ }
+ }
+ close;
+
+OnInit:
+ waitingroom "Compete Square viewer's entrance",0;
+ end;
+}
+
+pvp_room,62,85,4 duplicate(PVPSpectator) Spectator's Entrance#1 105
+pvp_room,70,85,4 duplicate(PVPSpectator) Spectator's Entrance#2 105
+pvp_room,78,85,4 duplicate(PVPSpectator) Spectator's Entrance#3 105
+pvp_room,86,85,4 duplicate(PVPSpectator) Spectator's Entrance#4 105
+
+// Spectator Warps
+//============================================================
+- script Combat Square Staff#dum::PVPSpecWarp -1,{
+OnTouch:
+ mes "[Combat Square Staff]";
+ mes "May I help you?";
+ if (select("To the center viewer seat.:Leave Combat Square.") == 1) {
+ warp "pvp_2vs2",38,38;
+ end;
+ }
+ warp "pvp_room",84,39;
+ end;
+}
+
+pvp_2vs2,5,4,0 duplicate(PVPSpecWarp) Combat Square Staff#1 45,1,1,{
+pvp_2vs2,5,74,0 duplicate(PVPSpecWarp) Combat Square Staff#2 45,1,1
+pvp_2vs2,74,74,0 duplicate(PVPSpecWarp) Combat Square Staff#3 45,1,1
+pvp_2vs2,74,5,0 duplicate(PVPSpecWarp) Combat Square Staff#4 45,1,1
+pvp_2vs2,40,40,0 script Combat Square Staff#5 45,1,1,{
+ mes "[Combat Square Staff]";
+ mes "May I help you?";
+ if (select("To the side viewer seat.:Leave Combat Square.") == 1) {
+ switch(rand(1,4)) {
+ case 1: warp "pvp_2vs2",39,7; end;
+ case 2: warp "pvp_2vs2",39,73; end;
+ case 3: warp "pvp_2vs2",7,39; end;
+ case 4: warp "pvp_2vs2",73,39; end;
+ }
+ }
+ warp "pvp_c_room",84,39;
+ end;
+}
+
+// PVP Area Exit warp
+//============================================================
+pvp_room,51,19,0 script out#eventpvp 45,4,2,{
+OnTouch:
+ mes "[Combat Square Staff]";
+ mes "Did you have fun in Combat Square?";
+ mes "May I ask where you want to go?";
+ next;
+ switch(select("prontera.:morocc.:geffen.:payon.:alberta.:Cancel.")) {
+ case 1: warp "prontera",107,60; end;
+ case 2: warp "morocc",157,96; end;
+ case 3: warp "geffen",120,36; end;
+ case 4: warp "payon",96,100; end;
+ case 5: warp "alberta",41,243; end;
+ case 6: close;
+ }
+}
diff --git a/npc/pre-re/other/resetskill.txt b/npc/pre-re/other/resetskill.txt
new file mode 100644
index 000000000..10e63fa0f
--- /dev/null
+++ b/npc/pre-re/other/resetskill.txt
@@ -0,0 +1,143 @@
+//===== rAthena Script =======================================
+//= Hypnotist
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis conversion]
+//= Permenent first class, base level 40 and under skill resetter.
+//= First Class characters and expanded classes only.
+//= Baby Classes and First Class trans can't use this service.
+//===== Additional Comments: =================================
+//= 1.0 First version. [L0ne_W0lf]
+//============================================================
+prontera,146,232,4 script Hypnotist#2 124,{
+ mes "[Hypnotist]";
+ mes "Greetings, adventurer.";
+ mes "I'm a member of the Hypnotist";
+ mes "Academy sent here to Prontera";
+ mes "to provide Skill Reset services";
+ mes "to certain First Class characters for a really good price: free!";
+ next;
+ mes "[Hypnotist]";
+ mes "Although I offer unlimited";
+ mes "skill resets for now, I have";
+ mes "two conditions that must be";
+ mes "fulfilled. First, you must be";
+ mes "lower than ^FF0000Base Level 40^000000.";
+ next;
+ mes "[Hypnotist]";
+ mes "Second, you must be a";
+ mes "^FF0000Swordman, Acolyte, Mage,";
+ mes "Thief, Archer, Merchant,";
+ mes "Taekwon Boy, Taekwon Girl, Gunslinger and Ninja^000000";
+ mes "Job character to qualify.";
+ mes "Now, do you have any questions?";
+ next;
+ switch(select("Skill Reset?:I want a Skill Reset:Nothing")) {
+
+ case 1:
+ mes "[Hypnotist]";
+ mes "Skill Resets allow adventuers";
+ mes "to redistribute their Skill";
+ mes "Points if they are unhappy";
+ mes "with their current skills.";
+ next;
+ mes "[Hypnotist]";
+ mes "Before proceeding with";
+ mes "a Skill Reset, you must";
+ mes "reduce all of the weight";
+ mes "of all carried items on your";
+ mes "character to 0. You can put";
+ mes "extra items in Kafra Storage.";
+ next;
+ mes "[Hypnotist]";
+ mes "Ah, it's also important";
+ mes "to remove your ^FF0000Pushcart^000000";
+ mes "if you have one equipped.";
+ mes "Otherwise, hypnosis won't";
+ mes "work, or will backfire...";
+ close;
+
+ case 2:
+ mes "[Hypnotist]";
+ mes "Are you sure that you";
+ mes "want to proceed with";
+ mes "my ^FF0000Skill Reset^000000 service?";
+ next;
+ if (select("Yes:Cancel") == 1) {
+ if (BaseLevel > 40) {
+ mes "[Hypnotist]";
+ mes "I'm sorry, but characters";
+ mes "with Base Levels higher";
+ mes "than 40 are ineligible for the";
+ mes "Skill Reset service I provide.";
+ close;
+ }
+ if ((Class > 0 && Class < 7 && Upper == 0) || (Class == Job_Gunslinger) || (Class == Job_Ninja) || (Class == Job_Taekwon)) {
+ if (checkcart()) {
+ mes "[Hypnotist]";
+ mes "Oh! Please remove your";
+ mes "Pushcart before proceeding";
+ mes "with the Skill Reset service.";
+ mes "Thanks for cooperating~";
+ close;
+ }
+ if (Weight) {
+ mes "[Hypnotist]";
+ mes "If you're here for my Skill";
+ mes "Reset service, please";
+ mes "remember that you can't";
+ mes "reset your skills until the";
+ mes "^FF0000weight of your carried items in";
+ mes "your Inventory is reduced to 0^000000.";
+ next;
+ mes "[Hypnotist]";
+ mes "Why don't you place your";
+ mes "things into the Kafra Storage";
+ mes "for now? That way, you can";
+ mes "safely keep all of your goods.";
+ close;
+ }
+ mes "[Hypnotist]";
+ mes "Thank you for using";
+ mes "my Skill Redistribution";
+ mes "services. Oh, and best";
+ mes "of luck to you on your";
+ mes "travels, adventurer.";
+ ResetSkill;
+ close;
+ }
+ mes "[Hypnotist]";
+ mes "I'm sorry, but your";
+ mes "Job Class doesn't qualify";
+ mes "for the Skill Reset service";
+ mes "that I provide. I can only";
+ mes "offer Skill Resets to the";
+ mes "following Jobs...";
+ next;
+ mes "[Hypnotist]";
+ mes "^FF0000Swordman, Acolyte,";
+ mes "Mage, Thief, Archer,";
+ mes "Merchant, Taekwon";
+ mes "Boy, Taekwon Girl, Gunslinger and Ninja^000000.";
+ close;
+ }
+ mes "[Hypnotist]";
+ mes "Thank you, and good";
+ mes "luck on your adventures.";
+ mes "Please travel in safety~";
+ close;
+
+ case 3:
+ mes "[Hypnotist]";
+ mes "Thank you, and good";
+ mes "luck on your adventures.";
+ mes "Please travel in safety~";
+ close;
+ }
+
+}
diff --git a/npc/pre-re/other/sealstatus.txt b/npc/pre-re/other/sealstatus.txt
new file mode 100644
index 000000000..74cae182e
--- /dev/null
+++ b/npc/pre-re/other/sealstatus.txt
@@ -0,0 +1,37 @@
+//===== rAthena Script =======================================
+//= God Item Seal Status
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.2
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= Goid Item Seal Status.
+//===== Additional Comments: =================================
+//= 1.0 Translated from the official. [L0ne_W0lf]
+//= 1.1 Now checks proper char vars. [L0ne_W0lf]
+//= 1.2 Cleaning. [Euphy]
+//============================================================
+
+prontera,113,294,3 script Sign Post 837,{
+ mes "======== God Seal Status ========";
+ setarray .@n$[1], "Sleipnir","Megingjard","Brisingamen","Mjolnir";
+ for(set .@i,1; .@i<5; set .@i,.@i+1) {
+ if (getd("$god"+.@i) == 0) mes .@n$[.@i]+" Seal: Unseen";
+ else if (getd("$god"+.@i) < 50) mes .@n$[.@i]+" Seal: Active";
+ else if (getd("$god"+.@i) < 100) mes .@n$[.@i]+" Seal: Appeared";
+ else mes .@n$[.@i]+" Seal: Released";
+ }
+ mes " ";
+ mes "======= Your Seal Status ========";
+ if (god_sl_1 < 51) mes "^ff0000Sleipnir Seal: Not Completed^000000";
+ else mes "^00ff00Sleipnir Seal: Completed^000000";
+ if (god_eremes < 28) mes "^ff0000Megingjard Seal: Not Completed^000000";
+ else mes "^00ff00Megingjard Seal: Completed^000000";
+ if (god_brising < 50) mes "^ff0000Brisingamen Seal: Not Completed^000000";
+ else mes "^00ff00Brisingamen Seal: Completed^000000";
+ if (god_mjo_0 < 11) mes "^ff0000Mjolnir Seal: Not Completed^000000";
+ else mes "^00ff00Mjolnir Seal: Completed^000000";
+ close;
+} \ No newline at end of file
diff --git a/npc/pre-re/other/turbotrack/Expert_16.txt b/npc/pre-re/other/turbotrack/Expert_16.txt
new file mode 100644
index 000000000..7c2652d8a
--- /dev/null
+++ b/npc/pre-re/other/turbotrack/Expert_16.txt
@@ -0,0 +1,1487 @@
+//===== rAthena Script =======================================
+//= Turbo Track - Expert - 16 Person
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.5
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= Turbo Track Course: Expert (PVP) - 16 Person
+//===== Additional Comments: =================================
+//= 1.0 Translated from the Official. [L0ne_W0lf]
+//= 1.1 Fixed small official bug. [L0ne_W0lf]
+//= 1.2 Fixed a little mistake [akrus]
+//= 1.3 Corrected issue with top record setting. [L0ne_W0lf]
+//= 1.4 Updated 'waitingroom' to support required zeny/lvl. [Kisuka]
+//= 1.5 Fixed variable typo [Elias]
+//============================================================
+
+turbo_room,124,135,3 script Expert mode - 16 person 124,{
+ end;
+
+OnInit:
+ waitingroom "Expert mode - 16 person",60,"Expert mode - 16 person::OnStartArena",16,1000,10,99;
+ enablewaitingroomevent "Expert mode - 16 person";
+ end;
+
+OnEnable:
+ enablenpc "Expert mode - 16 person";
+ enablewaitingroomevent "Expert mode - 16 person";
+ end;
+
+OnStartArena:
+ warpwaitingpc "turbo_e_16",298,161;
+ donpcevent "Broadcast#e16::OnEnable";
+ disablewaitingroomevent "Expert mode - 16 person";
+ end;
+}
+
+turbo_e_16,298,167,3 script Helper#e16_F 124,{
+ mes "[Helper]";
+ mes "You are now in the";
+ mes "Waiting Room. You will";
+ mes "be guided to the Starting Line";
+ mes "after 30 seconds, so please use";
+ mes "this time to prepare your items";
+ mes "and equipment. Thank you.";
+ close;
+}
+
+turbo_e_16,298,167,0 script Point Give-Away Guy#e16 -1,15,15,{
+OnInit:
+ disablenpc "Point Give-Away Guy#e16";
+ end;
+
+OnTouch:
+ if (tt_point < 28999) {
+ set tt_point,tt_point+2;
+ warp "turbo_e_16",59,364;
+ }
+ else
+ warp "turbo_e_16",59,364;
+ end;
+}
+
+turbo_e_16,167,3,0 script Broadcast#e16 -1,{
+OnInit:
+ disablenpc "Broadcast#e16";
+ end;
+
+OnEnable:
+ enablenpc "Broadcast#e16";
+ initnpctimer;
+ end;
+
+OnTimer2000:
+ mapannounce "turbo_e_16","You are now in the Waiting Room where you can check your items and prepare for the race.",bc_map,"0x33FF66";
+ end;
+
+OnTimer7000:
+ mapannounce "turbo_e_16","You will have 30 seconds before you are transported to the Starting Line.",bc_map,"0x33FF66";
+ end;
+
+OnTimer10000:
+ mapannounce "turbo_e_16","Please make sure that you have suitable equipment and items with you.",bc_map,"0x33FF66";
+ end;
+
+OnTimer15000:
+ mapannounce "turbo_e_16","The 30 second countdown will begin shortly.",bc_map,"0x33FF66";
+ end;
+
+OnTimer17000:
+ mapannounce "turbo_e_16","30 seconds remaining.",bc_map,"0x33FF66";
+ end;
+
+OnTimer27000:
+ mapannounce "turbo_e_16","20 seconds remaining.",bc_map,"0x33FF66";
+ end;
+
+OnTimer37000:
+ mapannounce "turbo_e_16","10 seconds remaining.",bc_map,"0x33FF66";
+ end;
+
+OnTimer42000:
+ mapannounce "turbo_e_16","5 seconds remaining.",bc_map,"0x33FF66";
+ end;
+
+OnTimer43000:
+ mapannounce "turbo_e_16","4 seconds remaining.",bc_map,"0x33FF66";
+ end;
+
+OnTimer44000:
+ mapannounce "turbo_e_16","3 seconds remaining.",bc_map,"0x33FF66";
+ end;
+
+OnTimer45000:
+ mapannounce "turbo_e_16","2 seconds remaining.",bc_map,"0x33FF66";
+ end;
+
+OnTimer46000:
+ mapannounce "turbo_e_16","1 second remaining.",bc_map,"0x33FF66";
+ end;
+
+OnTimer47000:
+ mapannounce "turbo_e_16","You will be transported to the Starting Line shortly.",bc_map,"0x33FF66";
+ end;
+
+OnTimer49000:
+ enablenpc "Point Give-Away Guy#e16";
+ donpcevent "Master#e16::OnEnable";
+ end;
+
+OnTimer50000:
+ donpcevent "snake#e16::OnEnable";
+ donpcevent "hunting#e16::OnEnable";
+ disablenpc "bing#e16";
+ end;
+
+OnTimer57000:
+ disablenpc "Point Give-Away Guy#e16";
+ end;
+}
+
+turbo_e_16,167,3,0 script Master#e16 -1,{
+OnInit:
+ disablenpc "Master#e16";
+ end;
+
+OnEnable:
+ enablenpc "Master#e16";
+ initnpctimer;
+ end;
+
+OnDisable:
+ stopnpctimer;
+ disablenpc "Master#e8";
+ end;
+
+OnTimer7000:
+ mapannounce "turbo_e_16","Welcome to the Turbo Track.",bc_map,"0x33FF66";
+ end;
+
+OnTimer9000:
+ mapannounce "turbo_e_16","The game will be hosted for 15 minutes and at least one person must complete the entire course.",bc_map,"0x33FF66";
+ end;
+
+OnTimer11000:
+ mapannounce "turbo_e_16","We hope you will do your best.",bc_map,"0x33FF66";
+ end;
+
+OnTimer13000:
+ mapannounce "turbo_e_16","The game will begin after a 5 second countdown. Everyone, please take your positions behind the Starting Line.",bc_map,"0x33FF66";
+ end;
+
+OnTimer15000:
+ mapannounce "turbo_e_16","The countdown will commence shortly.",bc_map,"0x33FF66";
+ end;
+
+OnTimer17000:
+ mapannounce "turbo_e_16","- 5 -",bc_map,"0x33FF66";
+ end;
+
+OnTimer18000:
+ mapannounce "turbo_e_16","- 4 -",bc_map,"0x33FF66";
+ end;
+
+OnTimer19000:
+ mapannounce "turbo_e_16","- 3 -",bc_map,"0x33FF66";
+ end;
+
+OnTimer20000:
+ mapannounce "turbo_e_16","- 2 -",bc_map,"0x33FF66";
+ end;
+
+OnTimer21000:
+ mapannounce "turbo_e_16","- 1 -",bc_map,"0x33FF66";
+ end;
+
+OnTimer22000:
+ mapannounce "turbo_e_16","- 0 -",bc_map,"0x33FF66";
+ end;
+
+OnTimer23000:
+ mapannounce "turbo_e_16","Now! The race has begun! Go Go Go!!",bc_map,"0x33FF66";
+ disablenpc "No_Unfair_Start#e16-1";
+ disablenpc "No_Unfair_Start#e16-2";
+ end;
+
+OnTimer30000:
+ mapannounce "turbo_e_16","Remember that this is a 15 minute race. After 15 minutes, everyone will be transported out of the race track.",bc_map,"0x33FF66";
+ end;
+
+OnTimer83000:
+ mapannounce "turbo_e_16","You have 14 minutes left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer143000:
+ mapannounce "turbo_e_16","You have 13 minutes left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer203000:
+ mapannounce "turbo_e_16","You have 12 minutes left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer263000:
+ mapannounce "turbo_e_16","You have 11 minutes left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer323000:
+ mapannounce "turbo_e_16","You have 10 minutes left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer383000:
+ mapannounce "turbo_e_16","You have 9 minutes left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer443000:
+ mapannounce "turbo_e_16","You have 8 minutes left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer503000:
+ mapannounce "turbo_e_16","You have 7 minutes left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer563000:
+ mapannounce "turbo_e_16","You have 6 minutes left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer623000:
+ mapannounce "turbo_e_16","You have 5 minutes left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer683000:
+ mapannounce "turbo_e_16","You have 4 minutes left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer743000:
+ mapannounce "turbo_e_16","You have 3 minutes left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer803000:
+ mapannounce "turbo_e_16","You have 2 minutes left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer863000:
+ mapannounce "turbo_e_16","You have 1 minute left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer893000:
+ mapannounce "turbo_e_16","You have 30 seconds left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer903000:
+ mapannounce "turbo_e_16","You have 20 seconds left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer913000:
+ mapannounce "turbo_e_16","You have 10 seconds left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer918000:
+ mapannounce "turbo_e_16","You have 5 seconds left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer919000:
+ mapannounce "turbo_e_16","You have 4 seconds left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer920000:
+ mapannounce "turbo_e_16","You have 3 seconds left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer921000:
+ mapannounce "turbo_e_16","You have 2 seconds left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer922000:
+ mapannounce "turbo_e_16","You have 1 second left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer923000:
+ mapannounce "turbo_e_16","Time's up!",bc_map,"0x33FF66";
+ end;
+
+OnTimer925000:
+ mapannounce "turbo_e_16","The race is over.",bc_map,"0x33FF66";
+ end;
+
+OnTimer927000:
+ mapannounce "turbo_e_16","[Everyone will be transported to a Waiting Room.]",bc_map,"0x33FF66";
+ mapwarp "turbo_e_16","turbo_room",71,89;
+ // all NPC OFF
+ disablenpc "Broadcast#e16";
+ donpcevent "Master#e16::OnDisable";
+ donpcevent "Expert Mode - 16 Person#e16::OnEnable";
+ // start line NPC ON
+ enablenpc "No_Unfair_Start#e16-1";
+ enablenpc "No_Unfair_Start#e16-2";
+ // monster reset
+ donpcevent "snake#e16::Onreset";
+ donpcevent "hunting#e16::Onreset";
+ disablenpc "bing2#e16";
+ // NPC
+ disablenpc "Winner Helper#TBT_e_16";
+ enablenpc "cos_e_16_end";
+ enablenpc "cos_e_16_end2";
+ enablenpc "cos_e_16_end3";
+ enablenpc "Notice_Maker1#TBT_e_16";
+ enablenpc "Notice_Maker3#TBT_e_16";
+ enablenpc "Notice_Maker4#TBT_e_16";
+ enablenpc "Disposable_Switch#e16";
+ disablenpc "Flasher_Exit_1#e16";
+ disablenpc "Flasher_Exit_2#e16";
+ end;
+}
+
+turbo_e_16,62,379,0 script No_Unfair_Start#e16-1 -1,0,31,{
+OnTouch:
+ warp "turbo_e_16",59,364;
+ end;
+}
+
+turbo_e_16,68,379,0 script No_Unfair_Start#e16-2 -1,5,31,{
+OnTouch:
+ warp "turbo_e_16",59,364;
+ end;
+}
+
+// Turbo Track: Expert Mode - 16 Players (Log Race)
+turbo_e_16,118,377,0 script trap_a#e16-1::TurboLogRace_e_16 -1,44,1,{
+OnTouch:
+ set .@dropuser,rand(1,3);
+ if (.@dropuser == 1)
+ warp "turbo_e_16",72,372;
+ else if (.@dropuser == 2)
+ warp "turbo_e_16",72,365;
+ else
+ warp "turbo_e_16",72,357;
+ end;
+}
+turbo_e_16,77,375,0 duplicate(TurboLogRace_e_16) trap_a#e16-2 -1,3,1
+turbo_e_16,82,375,0 duplicate(TurboLogRace_e_16) trap_a#e16-3 -1,1,1
+turbo_e_16,82,372,0 duplicate(TurboLogRace_e_16) trap_a#e16-4 -1,0,2
+turbo_e_16,83,372,0 duplicate(TurboLogRace_e_16) trap_a#e16-5 -1,0,2
+turbo_e_16,97,374,0 duplicate(TurboLogRace_e_16) trap_a#e16-6 -1,1,2
+turbo_e_16,98,374,0 duplicate(TurboLogRace_e_16) trap_a#e16-7 -1,1,2
+turbo_e_16,122,372,0 duplicate(TurboLogRace_e_16) trap_a#e16-8 -1,2,4
+turbo_e_16,125,374,0 duplicate(TurboLogRace_e_16) trap_a#e16-9 -1,0,4
+turbo_e_16,132,374,0 duplicate(TurboLogRace_e_16) trap_a#e16-10 -1,7,2
+turbo_e_16,156,374,0 duplicate(TurboLogRace_e_16) trap_a#e16-11 -1,6,2
+turbo_e_16,163,375,0 duplicate(TurboLogRace_e_16) trap_a#e16-12 -1,0,3
+turbo_e_16,164,377,0 duplicate(TurboLogRace_e_16) trap_a#e16-13 -1,1,1
+turbo_e_16,76,369,0 duplicate(TurboLogRace_e_16) trap_b#e16-1 -1,2,2
+turbo_e_16,79,369,0 duplicate(TurboLogRace_e_16) trap_b#e16-2 -1,0,2
+turbo_e_16,77,366,0 duplicate(TurboLogRace_e_16) trap_b#e16-3 -1,3,0
+turbo_e_16,85,366,0 duplicate(TurboLogRace_e_16) trap_b#e16-4 -1,5,1
+turbo_e_16,87,363,0 duplicate(TurboLogRace_e_16) trap_b#e16-5 -1,2,1
+turbo_e_16,88,368,0 duplicate(TurboLogRace_e_16) trap_b#e16-6 -1,2,5
+turbo_e_16,92,370,0 duplicate(TurboLogRace_e_16) trap_b#e16-7 -1,1,3
+turbo_e_16,98,368,0 duplicate(TurboLogRace_e_16) trap_b#e16-8 -1,4,1
+turbo_e_16,109,371,0 duplicate(TurboLogRace_e_16) trap_b#e16-9 -1,7,2
+turbo_e_16,110,368,0 duplicate(TurboLogRace_e_16) trap_b#e16-10 -1,7,0
+turbo_e_16,113,366,0 duplicate(TurboLogRace_e_16) trap_b#e16-11 -1,3,2
+turbo_e_16,117,368,0 duplicate(TurboLogRace_e_16) trap_b#e16-12 -1,0,5
+turbo_e_16,123,364,0 duplicate(TurboLogRace_e_16) trap_b#e16-13 -1,6,1
+turbo_e_16,136,368,0 duplicate(TurboLogRace_e_16) trap_b#e16-14 -1,8,1
+turbo_e_16,136,366,0 duplicate(TurboLogRace_e_16) trap_b#e16-15 -1,8,0
+turbo_e_16,144,370,0 duplicate(TurboLogRace_e_16) trap_b#e16-16 -1,2,3
+turbo_e_16,147,370,0 duplicate(TurboLogRace_e_16) trap_b#e16-17 -1,0,3
+turbo_e_16,155,369,0 duplicate(TurboLogRace_e_16) trap_b#e16-18 -1,7,0
+turbo_e_16,155,368,0 duplicate(TurboLogRace_e_16) trap_b#e16-19 -1,7,0
+turbo_e_16,151,367,0 duplicate(TurboLogRace_e_16) trap_b#e16-20 -1,3,0
+turbo_e_16,153,366,0 duplicate(TurboLogRace_e_16) trap_b#e16-21 -1,1,0
+turbo_e_16,155,367,0 duplicate(TurboLogRace_e_16) trap_b#e16-22 -1,0,1
+turbo_e_16,78,362,0 duplicate(TurboLogRace_e_16) trap_c#e16-1 -1,4,1
+turbo_e_16,78,359,0 duplicate(TurboLogRace_e_16) trap_c#e16-2 -1,4,1
+turbo_e_16,83,362,0 duplicate(TurboLogRace_e_16) trap_c#e16-3 -1,0,1
+turbo_e_16,88,359,0 duplicate(TurboLogRace_e_16) trap_c#e16-4 -1,5,1
+turbo_e_16,89,357,0 duplicate(TurboLogRace_e_16) trap_c#e16-5 -1,1,1
+turbo_e_16,92,390,0 duplicate(TurboLogRace_e_16) trap_c#e16-6 -1,1,1
+turbo_e_16,92,357,0 duplicate(TurboLogRace_e_16) trap_c#e16-7 -1,1,1
+turbo_e_16,98,364,0 duplicate(TurboLogRace_e_16) trap_c#e16-8 -1,6,1
+turbo_e_16,98,362,0 duplicate(TurboLogRace_e_16) trap_c#e16-9 -1,6,0
+turbo_e_16,106,364,0 duplicate(TurboLogRace_e_16) trap_c#e16-10 -1,2,2
+turbo_e_16,107,360,0 duplicate(TurboLogRace_e_16) trap_c#e16-11 -1,1,2
+turbo_e_16,109,360,0 duplicate(TurboLogRace_e_16) trap_c#e16-12 -1,0,2
+turbo_e_16,112,361,0 duplicate(TurboLogRace_e_16) trap_c#e16-13 -1,3,1
+turbo_e_16,116,359,0 duplicate(TurboLogRace_e_16) trap_c#e16-14 -1,0,2
+turbo_e_16,117,359,0 duplicate(TurboLogRace_e_16) trap_c#e16-15 -1,0,2
+turbo_e_16,116,356,0 duplicate(TurboLogRace_e_16) trap_c#e16-16 -1,0,2
+turbo_e_16,117,356,0 duplicate(TurboLogRace_e_16) trap_c#e16-17 -1,0,2
+turbo_e_16,129,360,0 duplicate(TurboLogRace_e_16) trap_c#e16-18 -1,12,1
+turbo_e_16,129,358,0 duplicate(TurboLogRace_e_16) trap_c#e16-19 -1,12,0
+turbo_e_16,132,357,0 duplicate(TurboLogRace_e_16) trap_c#e16-20 -1,2,1
+turbo_e_16,137,357,0 duplicate(TurboLogRace_e_16) trap_c#e16-21 -1,2,1
+turbo_e_16,147,363,0 duplicate(TurboLogRace_e_16) trap_c#e16-22 -1,16,1
+turbo_e_16,149,365,0 duplicate(TurboLogRace_e_16) trap_c#e16-23 -1,1,0
+turbo_e_16,158,362,0 duplicate(TurboLogRace_e_16) trap_c#e16-24 -1,1,4
+turbo_e_16,154,360,0 duplicate(TurboLogRace_e_16) trap_c#e16-25 -1,2,2
+turbo_e_16,161,360,0 duplicate(TurboLogRace_e_16) trap_c#e16-26 -1,1,2
+turbo_e_16,161,365,0 duplicate(TurboLogRace_e_16) trap_c#e16-27 -1,1,0
+turbo_e_16,160,366,0 duplicate(TurboLogRace_e_16) trap_c#e16-28 -1
+turbo_e_16,79,353,0 duplicate(TurboLogRace_e_16) trap_d#e16-1 -1,5,2
+turbo_e_16,85,354,0 duplicate(TurboLogRace_e_16) trap_d#e16-2 -1,0,1
+turbo_e_16,99,353,0 duplicate(TurboLogRace_e_16) trap_d#e16-3 -1,14,0
+turbo_e_16,99,352,0 duplicate(TurboLogRace_e_16) trap_d#e16-4 -1,14,0
+turbo_e_16,99,356,0 duplicate(TurboLogRace_e_16) trap_d#e16-5 -1,3,3
+turbo_e_16,103,356,0 duplicate(TurboLogRace_e_16) trap_d#e16-6 -1,0,3
+turbo_e_16,108,354,0 duplicate(TurboLogRace_e_16) trap_d#e16-7 -1,5,1
+turbo_e_16,112,356,0 duplicate(TurboLogRace_e_16) trap_d#e16-8 -1,0,1
+turbo_e_16,113,356,0 duplicate(TurboLogRace_e_16) trap_d#e16-9 -1,0,1
+turbo_e_16,123,353,0 duplicate(TurboLogRace_e_16) trap_d#e16-10 -1,3,2
+turbo_e_16,127,353,0 duplicate(TurboLogRace_e_16) trap_d#e16-11 -1,0,2
+turbo_e_16,145,352,0 duplicate(TurboLogRace_e_16) trap_d#e16-12 -1,17,1
+turbo_e_16,152,354,0 duplicate(TurboLogRace_e_16) trap_d#e16-13 -1,10,1
+turbo_e_16,145,357,0 duplicate(TurboLogRace_e_16) trap_d#e16-14 -1,1,2
+turbo_e_16,148,357,0 duplicate(TurboLogRace_e_16) trap_d#e16-15 -1,1,2
+
+// Turbo Track: Expert Mode - 16 Players (Sand Hill)
+turbo_e_16,322,354,0 script #TBT_trap_e16-1::TurboSandHill_e16 -1,3,3,{
+OnTouch:
+ switch(rand(1,10)) {
+ case 1:
+ case 9:
+ sc_start SC_CONFUSION,8000,0;
+ emotion e_swt2,1;
+ end;
+ case 2:
+ sc_start SC_STONE,4000,0;
+ end;
+ case 4:
+ sc_start SC_SLEEP,4000,0;
+ end;
+ case 6:
+ sc_start SC_FREEZE,4000,0;
+ emotion e_swt2,1;
+ end;
+ case 8:
+ sc_start SC_STUN,4000,0;
+ end;
+ case 10:
+ sc_start SC_CURSE,80000,0;
+ end;
+ }
+}
+turbo_e_16,323,360,0 duplicate(TurboSandHill_e16) #TBT_trap_e16-2 -1,3,3
+turbo_e_16,324,365,0 duplicate(TurboSandHill_e16) #TBT_trap_e16-3 -1,1,1
+turbo_e_16,325,370,0 duplicate(TurboSandHill_e16) #TBT_trap_e16-4 -1,3,3
+turbo_e_16,325,375,0 duplicate(TurboSandHill_e16) #TBT_trap_e16-5 -1,1,1
+turbo_e_16,329,377,0 duplicate(TurboSandHill_e16) #TBT_trap_e16-6 -1,3,3
+turbo_e_16,338,372,0 duplicate(TurboSandHill_e16) #TBT_trap_e16-7 -1,3,3
+turbo_e_16,341,364,0 duplicate(TurboSandHill_e16) #TBT_trap_e16-8 -1,3,3
+turbo_e_16,325,359,0 duplicate(TurboSandHill_e16) #TBT_trap_e16-9 -1,2,2
+turbo_e_16,341,355,0 duplicate(TurboSandHill_e16) #TBT_trap_e16-10 -1,1,1
+turbo_e_16,350,355,0 duplicate(TurboSandHill_e16) #TBT_trap_e16-11 -1,3,3
+turbo_e_16,348,363,0 duplicate(TurboSandHill_e16) #TBT_trap_e16-12 -1,1,1
+turbo_e_16,347,370,0 duplicate(TurboSandHill_e16) #TBT_trap_e16-13 -1,2,2
+turbo_e_16,349,377,0 duplicate(TurboSandHill_e16) #TBT_trap_e16-14 -1,9,9
+turbo_e_16,362,372,0 duplicate(TurboSandHill_e16) #TBT_trap_e16-15 -1,3,3
+turbo_e_16,364,365,0 duplicate(TurboSandHill_e16) #TBT_trap_e16-16 -1,1,1
+turbo_e_16,363,357,0 duplicate(TurboSandHill_e16) #TBT_trap_e16-17 -1,3,3
+turbo_e_16,374,358,0 duplicate(TurboSandHill_e16) #TBT_trap_e16-18 -1,2,2
+turbo_e_16,371,367,0 duplicate(TurboSandHill_e16) #TBT_trap_e16-19 -1,3,3
+turbo_e_16,371,376,0 duplicate(TurboSandHill_e16) #TBT_trap_e16-20 -1,1,1
+turbo_e_16,379,375,0 duplicate(TurboSandHill_e16) #TBT_trap_e16-21 -1,3,3
+turbo_e_16,382,363,0 duplicate(TurboSandHill_e16) #TBT_trap_e16-22 -1,2,2
+turbo_e_16,381,354,0 duplicate(TurboSandHill_e16) #TBT_trap_e16-23 -1,1,1
+turbo_e_16,355,362,0 script #TBT_trap_e16-24 -1,3,3,{
+OnTouch:
+ if (rand(1,3) == 1) {
+ cutin "kafra_03",2;
+ mes "^4d4dffAl De Baran";
+ mes "Turbo Track";
+ mes "is brought to you by";
+ mes "the ^800000Kafra Corporation^4d4dff.^000000";
+ next;
+ mes "^4d4dffWe wish the best of luck to all";
+ mes "Turbo Track participants today";
+ mes "and thank everyone for using the Kafra Services with all our hearts.^000000";
+ next;
+ mes "^800000Kafra Corporation^4d4dff has been providing Storage Services,";
+ mes "Save Point Services and Teleport Services^4d4dff to our valued customers for years. Just listen to these real customers...^000000";
+ next;
+ mes "^4d4dff[Union Staff Kay]";
+ mes "Of course I love 'em, especially their Pushcart Service~";
+ mes " ";
+ mes "[Santa Claus]";
+ mes "Ho ho ho!";
+ mes "Such Merry Prices!";
+ next;
+ mes "^ff0000Turbo Track";
+ mes "^ff0000Traps in the Cursed Desert!";
+ mes "^4d4dffSponsored by ^800000Kafra Corporation^4d4dff";
+ mes "''We are always by your side.''^000000";
+ close2;
+ cutin "kafra_03",255;
+ end;
+ }
+ else
+ sc_start SC_CONFUSION,4000,0;
+ end;
+}
+
+// Turbo Track: Expert Mode - 16 Players (Water Maze)
+turbo_e_16,13,266,0 script flasher#e16-01::TurboWaterMaze_e_16 -1,0,2,{
+OnTouch:
+ sc_start SC_BLIND,60000,0;
+ end;
+}
+turbo_e_16,24,268,0 duplicate(TurboWaterMaze_e_16) flasher#e16-02 -1,1,0
+turbo_e_16,20,258,0 duplicate(TurboWaterMaze_e_16) flasher#e16-03 -1,1,0
+turbo_e_16,23,251,0 duplicate(TurboWaterMaze_e_16) flasher#e16-04 -1,0,1
+turbo_e_16,36,270,0 duplicate(TurboWaterMaze_e_16) flasher#e16-05 -1,1,0
+turbo_e_16,22,239,0 duplicate(TurboWaterMaze_e_16) flasher#e16-06 -1,1,0
+turbo_e_16,38,239,0 duplicate(TurboWaterMaze_e_16) flasher#e16-07 -1,0,1
+turbo_e_16,37,237,0 duplicate(TurboWaterMaze_e_16) flasher#e16-08 -1,1,0
+turbo_e_16,55,247,0 duplicate(TurboWaterMaze_e_16) flasher#e16-09 -1,0,1
+turbo_e_16,55,246,0 duplicate(TurboWaterMaze_e_16) flasher#e16-10 -1,1,0
+turbo_e_16,63,253,0 duplicate(TurboWaterMaze_e_16) flasher#e16-11 -1,0,1
+turbo_e_16,36,216,0 duplicate(TurboWaterMaze_e_16) flasher#e16-12 -1,1,0
+turbo_e_16,20,209,0 duplicate(TurboWaterMaze_e_16) flasher#e16-13 -1,1,0
+turbo_e_16,28,195,0 duplicate(TurboWaterMaze_e_16) flasher#e16-14 -1,1,0
+turbo_e_16,82,264,0 duplicate(TurboWaterMaze_e_16) flasher#e16-15 -1,1,0
+turbo_e_16,47,185,0 duplicate(TurboWaterMaze_e_16) flasher#e16-16 -1,0,1
+turbo_e_16,53,207,0 duplicate(TurboWaterMaze_e_16) flasher#e16-17 -1,1,0
+turbo_e_16,54,208,0 duplicate(TurboWaterMaze_e_16) flasher#e16-18 -1,0,1
+turbo_e_16,81,247,0 duplicate(TurboWaterMaze_e_16) flasher#e16-19 -1,0,1
+turbo_e_16,105,257,0 duplicate(TurboWaterMaze_e_16) flasher#e16-20 -1,0,1
+turbo_e_16,95,242,0 duplicate(TurboWaterMaze_e_16) flasher#e16-21 -1,0,1
+turbo_e_16,77,232,0 duplicate(TurboWaterMaze_e_16) flasher#e16-22 -1,2,0
+turbo_e_16,67,222,0 duplicate(TurboWaterMaze_e_16) flasher#e16-23 -1,2,0
+turbo_e_16,83,206,0 duplicate(TurboWaterMaze_e_16) flasher#e16-24 -1,0,1
+turbo_e_16,95,224,0 duplicate(TurboWaterMaze_e_16) flasher#e16-25 -1,0,1
+turbo_e_16,106,220,0 duplicate(TurboWaterMaze_e_16) flasher#e16-26 -1,2,0
+turbo_e_16,93,191,0 duplicate(TurboWaterMaze_e_16) flasher#e16-27 -1,1,0
+turbo_e_16,94,192,0 duplicate(TurboWaterMaze_e_16) flasher#e16-28a -1,0,1
+turbo_e_16,46,214,0 duplicate(TurboWaterMaze_e_16) flasher#e16-28b -1,0,1
+turbo_e_16,16,247,0 duplicate(TurboWaterMaze_e_16) flasher#e16-29 -1,1,0
+turbo_e_16,58,268,0 duplicate(TurboWaterMaze_e_16) flasher#e16-30 -1,1,1
+turbo_e_16,36,253,0 duplicate(TurboWaterMaze_e_16) flasher#e16-31 -1,1,0
+turbo_e_16,69,238,0 duplicate(TurboWaterMaze_e_16) flasher#e16-32 -1,1,1
+turbo_e_16,58,268,0 duplicate(TurboWaterMaze_e_16) flasher#e16-33 -1,1,1
+turbo_e_16,74,188,0 duplicate(TurboWaterMaze_e_16) flasher#e16-34 -1,2,0
+turbo_e_16,99,207,0 duplicate(TurboWaterMaze_e_16) flasher#e16-35 -1,1,1
+turbo_e_16,74,188,0 duplicate(TurboWaterMaze_e_16) flasher#e16-36 -1,2,0
+turbo_e_16,111,188,0 duplicate(TurboWaterMaze_e_16) flasher#e16-37a -1,1,0
+turbo_e_16,51,232,0 duplicate(TurboWaterMaze_e_16) flasher#e16-37b -1,1,1
+turbo_e_16,30,232,0 duplicate(TurboWaterMaze_e_16) flasher#e16-38 -1,1,1
+turbo_e_16,92,256,0 duplicate(TurboWaterMaze_e_16) flasher#e16-39 -1,1,1
+turbo_e_16,79,220,0 duplicate(TurboWaterMaze_e_16) flasher#e16-40 -1,1,1
+turbo_e_16,51,192,0 duplicate(TurboWaterMaze_e_16) flasher#e16-41 -1,1,1
+turbo_e_16,22,227,0 duplicate(TurboWaterMaze_e_16) flasher#e16-42 -1,1,1
+turbo_e_16,51,232,0 duplicate(TurboWaterMaze_e_16) flasher#e16-43 -1,1,1
+turbo_e_16,42,258,0 duplicate(TurboWaterMaze_e_16) flasher#e16-44 -1,1,0
+turbo_e_16,45,271,0 duplicate(TurboWaterMaze_e_16) flasher#e16-45 -1,2,1
+turbo_e_16,72,207,0 duplicate(TurboWaterMaze_e_16) flasher#e16-46 -1,1,1
+turbo_e_16,33,192,0 duplicate(TurboWaterMaze_e_16) flasher#e16-47 -1,0,1
+turbo_e_16,90,241,0 duplicate(TurboWaterMaze_e_16) flasher#e16-48a -1,1,0
+turbo_e_16,236,3,0 duplicate(TurboWaterMaze_e_16) flasher#e16-48b -1,3,0
+
+// Turbo Track: Expert Mode - 16 Players (Snake Dice course)
+turbo_e_16,324,279,0 script snake01#e16 45,1,1,{
+OnTouch:
+ set .@turbo2,rand(1,7);
+ if (.@turbo2 > 0) && (.@turbo2 < 3)
+ warp "turbo_e_16",370,292;
+ else if (.@turbo2 > 2) && (.@turbo2 < 5)
+ warp "turbo_e_16",295,293;
+ else if (.@turbo2 > 4) && (.@turbo2 < 7)
+ warp "turbo_e_16",355,292;
+ else
+ warp "turbo_e_16",279,292;
+ end;
+}
+
+turbo_e_16,332,279,0 script snake02#e16 45,1,1,{
+OnTouch:
+ set .@turbo2,rand(1,8);
+ if (.@turbo2 > 0) && (.@turbo2 < 3)
+ warp "turbo_e_16",287,256;
+ else if (.@turbo2 > 2) && (.@turbo2 < 5)
+ warp "turbo_e_16",303,256;
+ else if (.@turbo2 > 4) && (.@turbo2 < 7)
+ warp "turbo_e_16",347,256;
+ else
+ warp "turbo_e_16",363,256;
+ end;
+}
+
+turbo_e_16,324,270,0 script snake03#e16 45,1,1,{
+OnTouch:
+ set .@turbo2,rand(1,8);
+ if (.@turbo2 > 0) && (.@turbo2 < 3)
+ warp "turbo_e_16",279,292;
+ else if (.@turbo2 > 2) && (.@turbo2 < 5)
+ warp "turbo_e_16",311,292;
+ else if (.@turbo2 > 4) && (.@turbo2 < 7)
+ warp "turbo_e_16",347,256;
+ else
+ warp "turbo_e_16",370,292;
+ end;
+}
+
+turbo_e_16,332,270,0 script snake04#e16 45,1,1,{
+OnTouch:
+ set .@turbo2,rand(1,7);
+ if (.@turbo2 > 0) && (.@turbo2 < 3)
+ warp "turbo_e_16",363,256;
+ else if (.@turbo2 > 2) && (.@turbo2 < 5)
+ warp "turbo_e_16",295,293;
+ else if (.@turbo2 > 4) && (.@turbo2 < 7)
+ warp "turbo_e_16",355,292;
+ else
+ warp "turbo_e_16",287,256;
+ end;
+}
+
+//monsters
+turbo_e_16,389,288,0 script snake#e16 111,{
+Onreset:
+ killmonsterall "turbo_e_16";
+ end;
+
+OnEnable:
+ monster "turbo_e_16",279,284,"Archer Skeleton",1420,1;
+ monster "turbo_e_16",279,280,"Archer Skeleton",1420,1;
+ monster "turbo_e_16",279,268,"Archer Skeleton",1420,1;
+ monster "turbo_e_16",279,264,"Archer Skeleton",1420,1;
+ monster "turbo_e_16",279,260,"Archer Skeleton",1420,1;
+ monster "turbo_e_16",287,288,"Archer Skeleton",1420,1;
+ monster "turbo_e_16",287,284,"Archer Skeleton",1420,1;
+ monster "turbo_e_16",287,280,"Archer Skeleton",1420,1;
+ monster "turbo_e_16",287,268,"Archer Skeleton",1420,1;
+ monster "turbo_e_16",287,264,"Archer Skeleton",1420,1;
+ monster "turbo_e_16",295,284,"Archer Skeleton",1420,1;
+ monster "turbo_e_16",295,280,"Archer Skeleton",1420,1;
+ monster "turbo_e_16",295,268,"Archer Skeleton",1420,1;
+ monster "turbo_e_16",295,264,"Archer Skeleton",1420,1;
+ monster "turbo_e_16",295,260,"Archer Skeleton",1420,1;
+ monster "turbo_e_16",303,288,"Archer Skeleton",1420,1;
+ monster "turbo_e_16",303,284,"Archer Skeleton",1420,1;
+ monster "turbo_e_16",303,280,"Archer Skeleton",1420,1;
+ monster "turbo_e_16",303,268,"Archer Skeleton",1420,1;
+ monster "turbo_e_16",303,264,"Archer Skeleton",1420,1;
+ monster "turbo_e_16",311,284,"Archer Skeleton",1420,1;
+ monster "turbo_e_16",311,280,"Archer Skeleton",1420,1;
+ monster "turbo_e_16",311,268,"Archer Skeleton",1420,1;
+ monster "turbo_e_16",311,264,"Archer Skeleton",1420,1;
+ monster "turbo_e_16",311,260,"Archer Skeleton",1420,1;
+ monster "turbo_e_16",347,288,"Archer Skeleton",1420,1;
+ monster "turbo_e_16",347,284,"Archer Skeleton",1420,1;
+ monster "turbo_e_16",347,280,"Archer Skeleton",1420,1;
+ monster "turbo_e_16",347,268,"Archer Skeleton",1420,1;
+ monster "turbo_e_16",347,264,"Archer Skeleton",1420,1;
+ monster "turbo_e_16",355,284,"Archer Skeleton",1420,1;
+ monster "turbo_e_16",355,280,"Archer Skeleton",1420,1;
+ monster "turbo_e_16",355,268,"Archer Skeleton",1420,1;
+ monster "turbo_e_16",355,264,"Archer Skeleton",1420,1;
+ monster "turbo_e_16",355,260,"Archer Skeleton",1420,1;
+ monster "turbo_e_16",363,288,"Archer Skeleton",1420,1;
+ monster "turbo_e_16",363,284,"Archer Skeleton",1420,1;
+ monster "turbo_e_16",363,280,"Archer Skeleton",1420,1;
+ monster "turbo_e_16",363,268,"Archer Skeleton",1420,1;
+ monster "turbo_e_16",363,264,"Archer Skeleton",1420,1;
+ monster "turbo_e_16",371,284,"Archer Skeleton",1420,1;
+ monster "turbo_e_16",371,280,"Archer Skeleton",1420,1;
+ monster "turbo_e_16",371,268,"Archer Skeleton",1420,1;
+ monster "turbo_e_16",371,264,"Archer Skeleton",1420,1;
+ monster "turbo_e_16",371,260,"Archer Skeleton",1420,1;
+ monster "turbo_e_16",379,288,"Archer Skeleton",1420,1;
+ monster "turbo_e_16",379,284,"Archer Skeleton",1420,1;
+ monster "turbo_e_16",379,280,"Archer Skeleton",1420,1;
+ monster "turbo_e_16",379,268,"Archer Skeleton",1420,1;
+ monster "turbo_e_16",379,264,"Archer Skeleton",1420,1;
+ end;
+}
+
+turbo_e_16,90,46,0 script hunting#e16 111,{
+Onreset:
+ killmonsterall "turbo_e_16";
+ end;
+
+OnEnable:
+ monster "turbo_e_16",47,87,"Munak",1610,1;
+ monster "turbo_e_16",47,87,"Bongun",1611,1;
+ monster "turbo_e_16",47,87,"Munak",1610,1;
+ monster "turbo_e_16",24,74,"Munak",1610,1;
+ monster "turbo_e_16",24,74,"Bongun",1611,1;
+ monster "turbo_e_16",24,74,"Munak",1610,1;
+ monster "turbo_e_16",67,42,"Munak",1610,1;
+ monster "turbo_e_16",67,42,"Bongun",1611,1;
+ monster "turbo_e_16",67,42,"Munak",1610,1;
+ monster "turbo_e_16",60,70,"Munak",1610,1;
+ monster "turbo_e_16",60,70,"Bongun",1611,1;
+ monster "turbo_e_16",60,70,"Munak",1610,1;
+ monster "turbo_e_16",32,51,"Munak",1610,1;
+ monster "turbo_e_16",32,51,"Bongun",1611,1;
+ monster "turbo_e_16",32,51,"Munak",1610,1;
+ monster "turbo_e_16",30,25,"Munak",1610,1;
+ monster "turbo_e_16",30,25,"Bongun",1611,1;
+ monster "turbo_e_16",30,25,"Munak",1610,1;
+ monster "turbo_e_16",68,56,"Munak",1610,1;
+ monster "turbo_e_16",68,56,"Munak",1610,1;
+ monster "turbo_e_16",68,56,"Yao Jun",1612,1;
+ monster "turbo_e_16",26,46,"Munak",1610,1;
+ monster "turbo_e_16",26,46,"Munak",1610,1;
+ monster "turbo_e_16",26,46,"Yao Jun",1612,1;
+ monster "turbo_e_16",62,20,"Munak",1610,1;
+ monster "turbo_e_16",62,20,"Bongun",1611,1;
+ monster "turbo_e_16",62,20,"Munak",1610,1;
+ monster "turbo_e_16",216,378,"Munak",1610,1;
+ monster "turbo_e_16",218,360,"Munak",1610,1;
+ monster "turbo_e_16",223,361,"Munak",1610,1;
+ monster "turbo_e_16",243,342,"Munak",1610,1;
+ monster "turbo_e_16",247,364,"Munak",1610,1;
+ end;
+}
+
+// Turbo Track: Expert Mode - 16 Players (Water Maze)
+turbo_e_16,179,55,0 script #e16Intersectiona::TurboHint_e16_1 -1,1,1,{
+OnTouch:
+ emotion e_what,1;
+ end;
+}
+turbo_e_16,184,45,0 duplicate(TurboHint_e16_1) #e16Intersectionb -1,1,1
+turbo_e_16,181,30,0 duplicate(TurboHint_e16_1) #e16Intersectionc -1,1,1
+turbo_e_16,186,28,0 duplicate(TurboHint_e16_1) #e16Intersectiond -1,1,1
+turbo_e_16,183,19,0 duplicate(TurboHint_e16_1) #e16Intersectione -1,1,1
+turbo_e_16,191,37,0 duplicate(TurboHint_e16_1) #e16Intersectionf -1,1,1
+turbo_e_16,173,25,0 duplicate(TurboHint_e16_1) #e16Intersectiong -1,1,1
+turbo_e_16,201,21,0 duplicate(TurboHint_e16_1) #e16Intersectionh -1,1,1
+turbo_e_16,222,21,0 duplicate(TurboHint_e16_1) #e16Intersectioni -1,1,1
+turbo_e_16,214,39,0 duplicate(TurboHint_e16_1) #e16Intersectionj -1,1,1
+turbo_e_16,222,48,0 duplicate(TurboHint_e16_1) #e16Intersectionk -1,1,1
+turbo_e_16,214,60,0 duplicate(TurboHint_e16_1) #e16Intersectionl -1,1,1
+turbo_e_16,209,61,0 duplicate(TurboHint_e16_1) #e16Intersectionm -1,1,1
+turbo_e_16,208,56,0 duplicate(TurboHint_e16_1) #e16Intersectionn -1,1,1
+
+turbo_e_16,178,63,0 script #e16CorrectPath1::TurboHint_e16_2 -1,1,1,{
+OnTouch:
+ emotion e_gasp,1;
+}
+turbo_e_16,182,40,0 duplicate(TurboHint_e16_2) #e16CorrectPath2 -1,1,1
+turbo_e_16,176,29,0 duplicate(TurboHint_e16_2) #e16CorrectPath3 -1,1,1
+turbo_e_16,180,25,0 duplicate(TurboHint_e16_2) #e16CorrectPath4 -1,1,1
+turbo_e_16,201,157,0 duplicate(TurboHint_e16_2) #e16CorrectPath5 -1,1,1
+turbo_e_16,203,65,0 duplicate(TurboHint_e16_2) #e16CorrectPath6 -1,1,1
+turbo_e_16,208,52,0 duplicate(TurboHint_e16_2) #e16CorrectPath7 -1,1,1
+turbo_e_16,208,26,0 duplicate(TurboHint_e16_2) #e16CorrectPath8 -1,1,1
+turbo_e_16,191,30,0 duplicate(TurboHint_e16_2) #e16CorrectPath9 -1,1,1
+
+turbo_e_16,187,55,0 script #e16NoWayOut1::TurboHint_e16_3 -1,1,1,{
+OnTouch:
+ emotion e_swt2,1;
+ if (rand(1,4) == 3)
+ emotion e_gasp;
+ end;
+}
+turbo_e_16,176,45,0 duplicate(TurboHint_e16_3) #e16NoWayOut2 -1,1,1
+turbo_e_16,222,26,0 duplicate(TurboHint_e16_3) #e16NoWayOut3 -1,1,1
+turbo_e_16,219,39,0 duplicate(TurboHint_e16_3) #e16NoWayOut4 -1,1,1
+turbo_e_16,222,45,0 script #e16NoWayOut5 -1,1,1,{
+OnTouch:
+ emotion e_swt2,1;
+ end;
+}
+turbo_e_16,222,61,0 duplicate(TurboHint_e16_3) #e16NoWayOut6 -1,1,1
+turbo_e_16,222,65,0 duplicate(TurboHint_e16_3) #e16NoWayOut7 -1,1,1
+
+// Turbo Track: Expert Mode - 16 Players (Course-clear broadcasters, and exits?)
+turbo_e_16,168,363,0 script cos_e_16_1 45,1,1,{
+OnTouch:
+ mapannounce "turbo_e_16","" + strcharinfo(0) +" has just passed the Log Bridge course!",bc_map,"0x70DBDB";
+ set .@move1,rand(1,3);
+ if (.@move1 == 1)
+ warp "turbo_e_16",210,369;
+ else if (.@move1 == 2)
+ warp "turbo_e_16",210,361;
+ else
+ warp "turbo_e_16",210,354;
+ end;
+}
+
+turbo_e_16,258,364,0 script cos_e_16_2 45,1,1,{
+OnTouch:
+ mapannounce "turbo_e_16","" + strcharinfo(0) +" has just passed the Cube Hills course!",bc_map,"0x70DBDB";
+ warp "turbo_e_16",316,365;
+ end;
+}
+
+turbo_e_16,316,365,0 script Disposable_Switch#e16 -1,1,1,{
+OnInit:
+ enablenpc "Disposable_Switch#e16";
+ end;
+
+OnTouch:
+ if (rand(1,2) == 1)
+ enablenpc "Flasher_Exit_1#e16";
+ else
+ enablenpc "Flasher_Exit_2#e16";
+ disablenpc "Disposable_Switch#e16";
+ end;
+}
+
+turbo_e_16,385,365,0 script cos_e_16_3 45,1,1,{
+OnTouch:
+ set .@to_miro,rand(1,4);
+ mapannounce "turbo_e_16","" + strcharinfo(0) +" has just passed the Cursed Desert!",bc_map,"0x70DBDB";
+ if (.@to_miro == 1)
+ warp "turbo_e_16",46,254;
+ else if (.@to_miro == 2)
+ warp "turbo_e_16",76,227;
+ else if (.@to_miro == 3)
+ warp "turbo_e_16",42,197;
+ else
+ warp "turbo_e_16",86,220;
+ end;
+}
+
+turbo_e_16,11,266,0 script Flasher_Exit_1#e16 45,1,1,{
+OnInit:
+ disablenpc "Flasher_Exit_1#e16";
+ end;
+
+OnTouch:
+ mapannounce "turbo_e_16","" + strcharinfo(0) +" has just passed the Flasher Maze!",bc_map,"0x70DBDB";
+ warp "turbo_e_16",185,227;
+ end;
+}
+
+turbo_e_16,114,190,0 script Flasher_Exit_2#e16 45,1,1,{
+OnInit:
+ disablenpc "Flasher_Exit_2#e16";
+ end;
+
+OnTouch:
+ mapannounce "turbo_e_16","" + strcharinfo(0) +" has just passed the Flasher Maze!",bc_map,"0x70DBDB";
+ warp "turbo_e_16",185,227;
+ end;
+}
+
+turbo_e_16,250,200,0 script cos_e_16_5 45,1,1,{
+OnTouch:
+ mapannounce "turbo_e_16","" + strcharinfo(0) +" has just passed the Single Snail course!",bc_map,"0x70DBDB";
+ warp "turbo_e_16",268,275;
+ end;
+}
+
+turbo_e_16,389,275,0 script cos_e_16_6 45,1,1,{
+OnTouch:
+ mapannounce "turbo_e_16","" + strcharinfo(0) +" has just passed the Snake Dice course!",bc_map,"0x70DBDB";
+ warp "turbo_e_16",5,91;
+ end;
+}
+
+turbo_e_16,93,19,0 script cos_e_16_7 45,1,1,{
+OnTouch:
+ mapannounce "turbo_e_16","" + strcharinfo(0) +" has just passed the Small Cave course!",bc_map,"0x70DBDB";
+ warp "turbo_e_16",167,55;
+ end;
+}
+
+turbo_e_16,232,14,0 script cos_e_16_8 45,1,1,{
+OnTouch:
+ mapannounce "turbo_e_16","" + strcharinfo(0) +" has just passed the Invisible Maze! Hurry, you're almost at the finish!",bc_map,"0x70DBDB";
+ set .@move1,rand(1,3);
+ if (.@move1 == 1)
+ warp "turbo_e_16",307,52;
+ else if (.@move1 == 2)
+ warp "turbo_e_16",307,46;
+ else
+ warp "turbo_e_16",307,40;
+ end;
+}
+
+turbo_e_16,371,47,0 script cos_e_16_end 45,1,1,{
+OnInit:
+ enablenpc "cos_e_16_end";
+ end;
+
+OnTouch:
+ mapannounce "turbo_e_16","" + strcharinfo(0) +" has just arrived at the Finish Line! Congratulations!",bc_map,"0xFFFF00";
+ set $ttnames$[6],strcharinfo(0);
+ donpcevent "TBT_Guide#Broadcast::Onwin_e16";
+ if (tt_point < 28941)
+ set tt_point,tt_point+60;
+ warp "turbo_e_16",384,161;
+ enablenpc "Winner Helper#TBT_e_16";
+ disablenpc "cos_e_16_end";
+ enablenpc "cos_e_16_end2";
+ end;
+}
+
+turbo_e_16,371,51,0 script cos_e_16_end2 45,1,1,{
+OnInit:
+ disablenpc "cos_e_16_end2";
+ end;
+
+OnTouch:
+ mapannounce "turbo_e_16","" + strcharinfo(0) +" is Second to arrive at the Finish Line! Congratulations!",bc_map,"0xFFFF00";
+ if (tt_point < 28951)
+ set tt_point,tt_point+50;
+ warp "turbo_room",72,89;
+ disablenpc "cos_e_16_end2";
+ enablenpc "cos_e_16_end3";
+ end;
+}
+
+turbo_e_16,371,43,0 script cos_e_16_end3 45,1,1,{
+OnInit:
+ disablenpc "cos_e_16_end3";
+ end;
+
+OnTouch:
+ mapannounce "turbo_e_16","" + strcharinfo(0) +" is Third to arrive at the Finish Line! Congratulations!",bc_map,"0xFFFF00";
+ if (tt_point < 28961)
+ set tt_point,tt_point+40;
+ warp "turbo_room",72,89;
+ donpcevent "Winner Helper#TBT_e_16::OnEnable";
+ donpcevent "Master#e16::OnDisable";
+ disablenpc "Broadcast#e16";
+ disablenpc "cos_e_16_end3";
+ end;
+}
+
+turbo_e_16,384,167,1 script Winner Helper#TBT_e_16 47,{
+ if (tt_rank < 29999) {
+ mes "[Guide]";
+ mes "Congratulations!";
+ mes "As the winner, your reward";
+ mes "is 40 Turbo Track Points,";
+ mes ""+ strcharinfo(0) +"~";
+ next;
+ mes "[Guide]";
+ mes "However, you cannot receive";
+ mes "any points if you exceed the";
+ mes "point limit. You now have a total of " + my_point + " Turbo Track points.";
+ set tt_rank,tt_rank+1;
+ next;
+ if (tt_rank > $ttranks[1]) {
+ setarray $ttranks[0],$ttranks[0],tt_rank,$ttranks[1],$ttranks[2],$ttranks[3],$ttranks[4];
+ setarray $ttnames$[9],strcharinfo(0);
+ mes "[Guide]";
+ mes "Congratulations!";
+ mes "You are ranked as";
+ mes "the top player for";
+ mes "winning the most games!";
+ donpcevent "TBT_Guide#Broadcast::Onnew_top1";
+ if (tt_rank == 29999) {
+ if ($ttnames$[7] == "Breezy Havana") {
+ set $ttnames$[7],strcharinfo(0);
+ mes "You've secured your place in";
+ mes "the Turbo Track Hall of Honor!";
+ announce "" + strcharinfo(0) + " has joined the Turbo Track Hall of Honor!",bc_all,"FF0000";
+ }
+ else if ($ttnames$[8] == "RS125") {
+ set $ttnames$[8],strcharinfo(0);
+ mes "You've secured your place in";
+ mes "the Turbo Track Hall of Honor!";
+ //broadcastserver "FF0000" FW_NORMAL 10 0 0 " " + strcharinfo(0) + " has joined the Turbo Track Hall of Honor!"
+ }
+ }
+ }
+ else if (tt_rank > $ttranks[2]) {
+ setarray $ttranks[0],$ttranks[0],$ttranks[1],tt_rank,$ttranks[3],$ttranks[4],$ttranks[5];
+ setarray $ttnames$[10],strcharinfo(0);
+ mes "[Guide]";
+ mes "Congratulations!";
+ mes "You've ranked Second";
+ mes "among the Top Five Players";
+ mes "who've won the most games!";
+ donpcevent "TBT_Guide#Broadcast::Onnew_top2";
+ if (tt_rank == 29999) {
+ if ($ttnames$[7] == "Breezy Havana") {
+ set $ttnames$[7],strcharinfo(0);
+ mes "You've secured your place in";
+ mes "the Turbo Track Hall of Honor!";
+ announce "" + strcharinfo(0) + " has joined the Turbo Track Hall of Honor!",bc_all,"FF0000";
+ }
+ else if ($ttnames$[8] == "RS125") {
+ set $ttnames$[8],strcharinfo(0);
+ mes "You've secured your place in";
+ mes "the Turbo Track Hall of Honor!";
+ announce "" + strcharinfo(0) + " has joined the Turbo Track Hall of Honor!",bc_all,"FF0000";
+ }
+ }
+ }
+ else if (tt_rank > $ttranks[3]) {
+ setarray $ttranks[0],$ttranks[0],$ttranks[1],$ttranks[2],tt_rank,$ttranks[4],$ttranks[5];
+ setarray $ttnames$[11],strcharinfo(0);
+ mes "[Guide]";
+ mes "Congratulations!";
+ mes "You've ranked Third";
+ mes "among the Top Five Players";
+ mes "who've won the most games!";
+ donpcevent "TBT_Guide#Broadcast::Onnew_top3";
+ if (tt_rank == 29999) {
+ if ($ttnames$[7] == "Breezy Havana") {
+ set $ttnames$[7],strcharinfo(0);
+ mes "You've secured your place in";
+ mes "the Turbo Track Hall of Honor!";
+ announce "" + strcharinfo(0) + " has joined the Turbo Track Hall of Honor!",bc_all,"FF0000";
+ }
+ else if ($ttnames$[8] == "RS125") {
+ set $ttnames$[8],strcharinfo(0);
+ mes "You've secured your place in";
+ mes "the Turbo Track Hall of Honor!";
+ announce "" + strcharinfo(0) + " has joined the Turbo Track Hall of Honor!",bc_all,"FF0000";
+ }
+ }
+ }
+ else if (tt_rank > $ttranks[4]) {
+ setarray $ttranks[0],$ttranks[0],$ttranks[1],$ttranks[2],$ttranks[3],tt_rank,$ttranks[5];
+ setarray $ttnames$[12],strcharinfo(0);
+ mes "[Guide]";
+ mes "Congratulations!";
+ mes "You've ranked Fourth";
+ mes "among the Top Five Players";
+ mes "who've won the most games!";
+ donpcevent "TBT_Guide#Broadcast::Onnew_top4";
+ if (tt_rank == 29999) {
+ if ($ttnames$[7] == "Breezy Havana") {
+ set $ttnames$[7],strcharinfo(0);
+ mes "You've secured your place in";
+ mes "the Turbo Track Hall of Honor!";
+ announce "" + strcharinfo(0) + " has joined the Turbo Track Hall of Honor!",bc_all,"FF0000";
+ }
+ else if ($ttnames$[8] == "RS125") {
+ set $ttnames$[8],strcharinfo(0);
+ mes "You've secured your place in";
+ mes "the Turbo Track Hall of Honor!";
+ announce "" + strcharinfo(0) + " has joined the Turbo Track Hall of Honor!",bc_all,"FF0000";
+ }
+ }
+ }
+ else if (tt_rank > $ttranks[5]) {
+ setarray $ttranks[0],$ttranks[0],$ttranks[1],$ttranks[2],$ttranks[3],$ttranks[4],tt_rank;
+ setarray $ttnames$[13],strcharinfo(0);
+ mes "[Guide]";
+ mes "Congratulations!";
+ mes "You've ranked Fifth";
+ mes "among the Top Five Players";
+ mes "who've won the most games!";
+ donpcevent "TBT_Guide#Broadcast::Onnew_top5";
+ if (tt_rank == 29999) {
+ if ($ttnames$[7] == "Breezy Havana") {
+ set $ttnames$[7],strcharinfo(0);
+ mes "You've secured your place in";
+ mes "the Turbo Track Hall of Honor!";
+ announce "" + strcharinfo(0) + " has joined the Turbo Track Hall of Honor!",bc_all,"FF0000";
+ }
+ else if ($ttnames$[8] == "RS125") {
+ set $ttnames$[8],strcharinfo(0);
+ mes "You've secured your place in";
+ mes "the Turbo Track Hall of Honor!";
+ announce "" + strcharinfo(0) + " has joined the Turbo Track Hall of Honor!",bc_all,"FF0000";
+ }
+ }
+ }
+ else {
+ mes "[Guide]";
+ mes "If you can win more games";
+ mes "than everybody else, your";
+ mes "name will be registered in";
+ mes "our Top Five Player Ranking.";
+ next;
+ mes "[Guide]";
+ mes "What do you";
+ mes "think, " + strcharinfo(0) +"?";
+ mes "Glory can be yours if";
+ mes "you can achieve victory!";
+ }
+ next;
+ mes "[Guide]";
+ mes "Thank you for";
+ mes "participating in";
+ mes "the Turbo Track.";
+ mes "You will be transported";
+ mes "to a Waiting Room shortly.";
+ close2;
+ warp "turbo_room",72,89;
+ end;
+ }
+ else {
+ if ($ttnames$[7] == strcharinfo(0)) {
+ mes "[Guide]";
+ mes "Oh wow!";
+ mes "You're a member";
+ mes "in our Hall of Honor,";
+ mes "aren't you? This is great!";
+ mes "I'm talking to a living legend!";
+ next;
+ mes "[Guide]";
+ mes "Oh, I'm sorry! You're";
+ mes "here so that I can tell you";
+ mes "how many Turbo Track Points";
+ set my_point,tt_point;
+ mes "you have, right? You've got a total of " + my_point + " Turbo Track Points, "+ strcharinfo(0) +".";
+ next;
+ mes "[Guide]";
+ mes "Oh, and thanks for";
+ mes "participating in the";
+ mes "Turbo Track! You'll be sent";
+ mes "to the Waiting Room soon~";
+ close2;
+ warp "turbo_room",72,89;
+ end;
+ }
+ else if ($ttnames$[8] == strcharinfo(0)) {
+ mes "[Guide]";
+ mes "Hey, aren't you";
+ mes "in our Hall of Honor?";
+ mes "I've been watching your";
+ mes "races... You're pretty quick";
+ mes "on your feet, hotshot~";
+ next;
+ mes "[Guide]";
+ mes "Oh right, your current";
+ set my_point,tt_point;
+ mes "Turbo Track Point total!";
+ mes "You've got a total of";
+ mes "" + my_point + " Turbo Track points,";
+ mes "" + strcharinfo(0) + ".";
+ next;
+ mes "[Guide]";
+ mes "Oh, and thanks for";
+ mes "participating in the";
+ mes "Turbo Track! You'll be sent";
+ mes "to the Waiting Room soon~";
+ close2;
+ warp "turbo_room",72,89;
+ end;
+ }
+ else {
+ mes "[Guide]";
+ mes "Awwww~";
+ mes "You were almost able";
+ mes "to join our Hall of Honor...!";
+ mes "But don't let that get you";
+ mes "down. Maybe next time!";
+ next;
+ mes "[Guide]";
+ mes "Oh, right.";
+ mes "Currently, you";
+ mes "have a total of";
+ mes "" + tt_point + " Turbo Track points.";
+ next;
+ mes "[Guide]";
+ mes "Thank you for";
+ mes "participating in";
+ mes "the Turbo Track.";
+ mes "You will be transported";
+ mes "to a Waiting Room shortly.";
+ close2;
+ warp "turbo_room",72,89;
+ end;
+ }
+ }
+
+OnInit:
+ disablenpc "Winner Helper#TBT_e_16";
+ end;
+
+OnEnable:
+ enablenpc "Winner Helper#TBT_e_16";
+ initnpctimer;
+ end;
+
+OnTimer5000:
+ mapannounce "turbo_e_16","This is the ending broadcast for Turbo Track Expert Mode - 16 person.",bc_map,"0x33FF66";
+ end;
+
+OnTimer10000:
+ mapannounce "turbo_e_16","For smooth game play, the game will end in approximately 1 minute.",bc_map,"0x33FF66";
+ end;
+
+OnTimer15000:
+ mapannounce "turbo_e_16","At that time, a Warp portal will open.",bc_map,"0x33FF66";
+ end;
+
+OnTimer20000:
+ mapannounce "turbo_e_16","Players in the arena must be ready to leave through the Warp Portal.",bc_map,"0x33FF66";
+ end;
+
+OnTimer25000:
+ mapannounce "turbo_e_16","In the meantime, winners must proceed to receive their rewards as soon as possible.",bc_map,"0x33FF66";
+ end;
+
+OnTimer30000:
+ mapannounce "turbo_e_16","Thank you for visiting Al De Baran Turbo Track.",bc_map,"0x33FF66";
+ end;
+
+OnTimer35000:
+ mapannounce "turbo_e_16","Al De Baran Turbo Track is brought to you by...",bc_map,"0x33FF66";
+ end;
+
+OnTimer40000:
+ mapannounce "turbo_e_16","[Al De Baran Kafra Corporation Headquarters]",bc_map,"0x33FF66";
+ end;
+
+OnTimer45000:
+ mapannounce "turbo_e_16","[Al De Baran Guild Castle Management Luina]",bc_map,"0x33FF66";
+ end;
+
+OnTimer50000:
+ mapannounce "turbo_e_16","[Blacksmith Union]",bc_map,"0x33FF66";
+ end;
+
+OnTimer55000:
+ mapannounce "turbo_e_16","And [Comodo Casino].",bc_map,"0x33FF66";
+ end;
+
+OnTimer60000:
+ mapannounce "turbo_e_16","Once again, we'd like to thank our sponsors.",bc_map,"0x33FF66";
+ end;
+
+OnTimer65000:
+ mapannounce "turbo_e_16","Have a good day.",bc_map,"0x33FF66";
+ end;
+
+//--- warp all players to turbo room
+OnTimer70000:
+ mapwarp "turbo_e_16","turbo_room",72,89;
+ end;
+
+//----end game, reset all
+OnTimer71000:
+ disablenpc "Winner Helper#TBT_e_16";
+ enablenpc "cos_e_16_end";
+ enablenpc "cos_e_16_end2";
+ enablenpc "cos_e_16_end3";
+ disablenpc "Notice_Maker1#TBT_e_16";
+ disablenpc "Notice_Maker3#TBT_e_16";
+ disablenpc "Notice_Maker4#TBT_e_16";
+ enablenpc "Disposable_Switch#e16";
+ enablenpc "Flasher_Exit_1#e16";
+ enablenpc "Flasher_Exit_2#e16";
+ enablenpc "No_Unfair_Start#e16-1";
+ enablenpc "No_Unfair_Start#e16-2";
+ donpcevent "snake#e16::Onreset";
+ donpcevent "hunting#e16::Onreset";
+ donpcevent "Expert Mode - 16 Person#e16::OnEnable";
+ disablenpc "bing2#e16";
+ stopnpctimer;
+ end;
+}
+
+turbo_e_16,11,91,0 script Notice_Maker1#TBT_e_16 -1,3,3,{
+OnInit:
+ enablenpc "Notice_Maker1#TBT_e_16";
+ end;
+
+OnTouch:
+ mapannounce "turbo_e_16","" + strcharinfo(0) +" is now entering the Small Cave! Currently, "+ strcharinfo(0) +" is in the lead!",bc_map,"0xFFFF00";
+ donpcevent "TBT_Guide#Broadcast::Onend_e16";
+ disablenpc "Notice_Maker1#TBT_e_16";
+ end;
+}
+
+turbo_e_16,234,223,0 script Notice_Maker3#TBT_e_16 -1,2,2,{
+OnInit:
+ enablenpc "Notice_Maker3#TBT_e_16";
+ end;
+
+OnTouch:
+ mapannounce "turbo_e_16","" + strcharinfo(0) +" is now entering the Single Snail! Currently, "+ strcharinfo(0) +" is in the lead!",bc_map,"0xFFFF00";
+ disablenpc "Notice_Maker3#TBT_e_16";
+ end;
+}
+
+turbo_e_16,226,15,0 script Notice_Maker4#TBT_e_16 -1,1,1,{
+OnInit:
+ enablenpc "Notice_Maker4#TBT_e_16";
+ end;
+
+OnTouch:
+ mapannounce "turbo_e_16","" + strcharinfo(0) +" is currently in First Place!",bc_map,"0xFFFF00";
+ disablenpc "Notice_Maker4#TBT_e_16";
+ end;
+}
+
+turbo_e_16,227,379,0 script Warp#e_16_1::Warp_e_16 -1,1,1,{
+OnTouch:
+ set .@warprand,rand(1,20);
+ if (.@warprand == 1)
+ warp "turbo_e_16",216,378;
+ else if (.@warprand == 2)
+ warp "turbo_e_16",218,360;
+ else if (.@warprand == 4)
+ warp "turbo_e_16",223,361;
+ else if (.@warprand == 5)
+ warp "turbo_e_16",243,342;
+ else if (.@warprand == 6)
+ warp "turbo_e_16",247,364;
+ end;
+}
+turbo_e_16,237,380,0 duplicate(Warp_e_16) Warp#e_16_2 -1,1,1
+turbo_e_16,227,367,0 duplicate(Warp_e_16) Warp#e_16_3 -1,1,1
+turbo_e_16,231,360,0 duplicate(Warp_e_16) Warp#e_16_4 -1,1,1
+turbo_e_16,225,349,0 duplicate(Warp_e_16) Warp#e_16_5 -1,1,1
+turbo_e_16,249,352,0 duplicate(Warp_e_16) Warp#e_16_6 -1,1,1
+turbo_e_16,253,364,0 duplicate(Warp_e_16) Warp#e_16_7 -1,2,2
+
+turbo_e_16,307,55,0 script trap_e16#F1::TurboTrap_e16 -1,1,1,{
+OnTouch:
+ specialeffect EF_BLASTMINEBOMB;
+ set .@HitTrap,10;
+ if (.@HitTrap > 0 && .@HitTrap < 4)
+ percentheal -1,0;
+ else if (.@HitTrap > 4 && .@HitTrap < 8)
+ percentheal -5,0;
+ else
+ percentheal -2,0;
+ end;
+}
+
+turbo_e_16,307,51,0 duplicate(TurboTrap_e16) trap_e16#F2 139,1,1
+turbo_e_16,307,47,0 duplicate(TurboTrap_e16) trap_e16#F3 139,1,1
+turbo_e_16,307,43,0 duplicate(TurboTrap_e16) trap_e16#F4 139,1,1
+turbo_e_16,307,39,0 duplicate(TurboTrap_e16) trap_e16#F5 139,1,1
+turbo_e_16,307,39,0 duplicate(TurboTrap_e16) trap_e16#F96 139,1,1
+turbo_e_16,312,56,0 duplicate(TurboTrap_e16) trap_e16#F6 139,1,1
+turbo_e_16,312,52,0 duplicate(TurboTrap_e16) trap_e16#F7 139,1,1
+turbo_e_16,312,48,0 duplicate(TurboTrap_e16) trap_e16#F8 139,1,1
+turbo_e_16,312,44,0 duplicate(TurboTrap_e16) trap_e16#F9 139,1,1
+turbo_e_16,312,40,0 duplicate(TurboTrap_e16) trap_e16#F10 139,1,1
+turbo_e_16,312,36,0 duplicate(TurboTrap_e16) trap_e16#F11 139,1,1
+turbo_e_16,316,55,0 duplicate(TurboTrap_e16) trap_e16#F12 139,1,1
+turbo_e_16,316,51,0 duplicate(TurboTrap_e16) trap_e16#F13 139,1,1
+turbo_e_16,316,47,0 duplicate(TurboTrap_e16) trap_e16#F14 139,1,1
+turbo_e_16,316,43,0 duplicate(TurboTrap_e16) trap_e16#F15 139,1,1
+turbo_e_16,316,39,0 duplicate(TurboTrap_e16) trap_e16#F16 139,1,1
+turbo_e_16,316,36,0 duplicate(TurboTrap_e16) trap_e16#F17 139,1,1
+turbo_e_16,320,56,0 duplicate(TurboTrap_e16) trap_e16#F18 139,1,1
+turbo_e_16,320,52,0 duplicate(TurboTrap_e16) trap_e16#F19 139,1,1
+turbo_e_16,320,48,0 duplicate(TurboTrap_e16) trap_e16#F20 139,1,1
+turbo_e_16,320,44,0 duplicate(TurboTrap_e16) trap_e16#F21 139,1,1
+turbo_e_16,320,40,0 duplicate(TurboTrap_e16) trap_e16#F22 139,1,1
+turbo_e_16,320,36,0 duplicate(TurboTrap_e16) trap_e16#F23 139,1,1
+turbo_e_16,324,55,0 duplicate(TurboTrap_e16) trap_e16#F24 139,1,1
+turbo_e_16,324,51,0 duplicate(TurboTrap_e16) trap_e16#F25 139,1,1
+turbo_e_16,324,47,0 duplicate(TurboTrap_e16) trap_e16#F26 139,1,1
+turbo_e_16,324,43,0 duplicate(TurboTrap_e16) trap_e16#F27 139,1,1
+turbo_e_16,324,39,0 duplicate(TurboTrap_e16) trap_e16#F28 139,1,1
+turbo_e_16,324,36,0 duplicate(TurboTrap_e16) trap_e16#F29 139,1,1
+turbo_e_16,328,56,0 duplicate(TurboTrap_e16) trap_e16#F30 139,1,1
+turbo_e_16,328,52,0 duplicate(TurboTrap_e16) trap_e16#F31 139,1,1
+turbo_e_16,328,48,0 duplicate(TurboTrap_e16) trap_e16#F32 139,1,1
+turbo_e_16,328,44,0 duplicate(TurboTrap_e16) trap_e16#F33 139,1,1
+turbo_e_16,328,40,0 duplicate(TurboTrap_e16) trap_e16#F34 139,1,1
+turbo_e_16,328,36,0 duplicate(TurboTrap_e16) trap_e16#F35 139,1,1
+turbo_e_16,332,55,0 duplicate(TurboTrap_e16) trap_e16#F36 139,1,1
+turbo_e_16,332,51,0 duplicate(TurboTrap_e16) trap_e16#F37 139,1,1
+turbo_e_16,332,47,0 duplicate(TurboTrap_e16) trap_e16#F38 139,1,1
+turbo_e_16,332,43,0 duplicate(TurboTrap_e16) trap_e16#F39 139,1,1
+turbo_e_16,332,39,0 duplicate(TurboTrap_e16) trap_e16#F40 139,1,1
+turbo_e_16,332,36,0 duplicate(TurboTrap_e16) trap_e16#F41 139,1,1
+
+turbo_e_16,336,56,0 script trap_e16#F42::TurboTrap_e16_2 139,1,1,{
+OnTouch:
+ specialeffect EF_FREEZING;
+ set .@HitTrap,10;
+ if (.@HitTrap > 0 && .@HitTrap < 4)
+ percentheal -1,0;
+ else if (.@HitTrap > 4 && .@HitTrap < 8) {
+ percentheal -5,0;
+ sc_start SC_FREEZE,3000,0;
+ }
+ else {
+ sc_start SC_FREEZE,4000,0;
+ percentheal -2,0;
+ }
+}
+turbo_e_16,336,52,0 duplicate(TurboTrap_e16_2) trap_e16#F43 139,1,1
+turbo_e_16,336,48,0 duplicate(TurboTrap_e16_2) trap_e16#F44 139,1,1
+turbo_e_16,336,44,0 duplicate(TurboTrap_e16_2) trap_e16#F45 139,1,1
+turbo_e_16,336,50,0 duplicate(TurboTrap_e16_2) trap_e16#F46 139,1,1
+turbo_e_16,336,36,0 duplicate(TurboTrap_e16_2) trap_e16#F47 139,1,1
+turbo_e_16,340,55,0 duplicate(TurboTrap_e16_2) trap_e16#F48 139,1,1
+
+turbo_e_16,340,51,0 duplicate(TurboTrap_e16) trap_e16#F49 139,1,1
+turbo_e_16,340,47,0 duplicate(TurboTrap_e16) trap_e16#F50 139,1,1
+turbo_e_16,340,43,0 duplicate(TurboTrap_e16) trap_e16#F51 139,1,1
+turbo_e_16,340,39,0 duplicate(TurboTrap_e16) trap_e16#F52 139,1,1
+turbo_e_16,340,36,0 duplicate(TurboTrap_e16) trap_e16#F53 139,1,1
+turbo_e_16,344,56,0 duplicate(TurboTrap_e16) trap_e16#F54 139,1,1
+turbo_e_16,344,52,0 duplicate(TurboTrap_e16) trap_e16#F55 139,1,1
+turbo_e_16,344,48,0 duplicate(TurboTrap_e16) trap_e16#F56 139,1,1
+turbo_e_16,344,44,0 duplicate(TurboTrap_e16) trap_e16#F57 139,1,1
+turbo_e_16,344,40,0 duplicate(TurboTrap_e16) trap_e16#F58 139,1,1
+turbo_e_16,344,36,0 duplicate(TurboTrap_e16) trap_e16#F59 139,1,1
+turbo_e_16,348,55,0 duplicate(TurboTrap_e16) trap_e16#F60 139,1,1
+turbo_e_16,348,51,0 duplicate(TurboTrap_e16) trap_e16#F61 139,1,1
+turbo_e_16,348,47,0 duplicate(TurboTrap_e16) trap_e16#F62 139,1,1
+turbo_e_16,348,43,0 duplicate(TurboTrap_e16) trap_e16#F63 139,1,1
+turbo_e_16,348,39,0 duplicate(TurboTrap_e16) trap_e16#F64 139,1,1
+turbo_e_16,348,36,0 duplicate(TurboTrap_e16) trap_e16#F65 139,1,1
+turbo_e_16,352,56,0 duplicate(TurboTrap_e16) trap_e16#F66 139,1,1
+turbo_e_16,352,52,0 duplicate(TurboTrap_e16) trap_e16#F67 139,1,1
+turbo_e_16,352,48,0 duplicate(TurboTrap_e16) trap_e16#F68 139,1,1
+turbo_e_16,352,44,0 duplicate(TurboTrap_e16) trap_e16#F69 139,1,1
+turbo_e_16,352,40,0 duplicate(TurboTrap_e16) trap_e16#F70 139,1,1
+turbo_e_16,352,36,0 duplicate(TurboTrap_e16) trap_e16#F71 139,1,1
+turbo_e_16,356,55,0 duplicate(TurboTrap_e16) trap_e16#F72 139,1,1
+turbo_e_16,356,51,0 duplicate(TurboTrap_e16) trap_e16#F73 139,1,1
+turbo_e_16,356,47,0 duplicate(TurboTrap_e16) trap_e16#F74 139,1,1
+turbo_e_16,356,43,0 duplicate(TurboTrap_e16) trap_e16#F75 139,1,1
+turbo_e_16,356,39,0 duplicate(TurboTrap_e16) trap_e16#F76 139,1,1
+turbo_e_16,356,36,0 duplicate(TurboTrap_e16) trap_e16#F77 139,1,1
+turbo_e_16,360,56,0 duplicate(TurboTrap_e16) trap_e16#F78 139,1,1
+turbo_e_16,360,52,0 duplicate(TurboTrap_e16) trap_e16#F79 139,1,1
+turbo_e_16,360,48,0 duplicate(TurboTrap_e16) trap_e16#F80 139,1,1
+turbo_e_16,360,44,0 duplicate(TurboTrap_e16) trap_e16#F81 139,1,1
+turbo_e_16,360,40,0 duplicate(TurboTrap_e16) trap_e16#F82 139,1,1
+turbo_e_16,360,36,0 duplicate(TurboTrap_e16) trap_e16#F83 139,1,1
+turbo_e_16,364,55,0 duplicate(TurboTrap_e16) trap_e16#F84 139,1,1
+turbo_e_16,364,51,0 duplicate(TurboTrap_e16) trap_e16#F85 139,1,1
+turbo_e_16,364,47,0 duplicate(TurboTrap_e16) trap_e16#F86 139,1,1
+turbo_e_16,364,43,0 duplicate(TurboTrap_e16) trap_e16#F87 139,1,1
+turbo_e_16,364,39,0 duplicate(TurboTrap_e16) trap_e16#F88 139,1,1
+turbo_e_16,364,36,0 duplicate(TurboTrap_e16) trap_e16#F89 139,1,1
+turbo_e_16,368,56,0 duplicate(TurboTrap_e16) trap_e16#F90 139,1,1
+turbo_e_16,368,52,0 duplicate(TurboTrap_e16) trap_e16#F91 139,1,1
+turbo_e_16,368,48,0 duplicate(TurboTrap_e16) trap_e16#F92 139,1,1
+turbo_e_16,368,44,0 duplicate(TurboTrap_e16) trap_e16#F93 139,1,1
+turbo_e_16,368,40,0 duplicate(TurboTrap_e16) trap_e16#F94 139,1,1
+turbo_e_16,368,36,0 duplicate(TurboTrap_e16) trap_e16#F95 139,1,1
+
+turbo_e_16,217,214,0 script bing#e16 45,3,3,{
+OnTouch:
+ set .@bing1,rand(1,10);
+ if (.@bing1 > 0 && .@bing1 < 4)
+ warp "turbo_e_16",217,232;
+ else if (.@bing1 == 6)
+ warp "turbo_e_16",233,207;
+ else if (.@bing1 == 7)
+ warp "turbo_e_16",208,219;
+ else if (.@bing1 == 8)
+ warp "turbo_e_16",219,202;
+ else if (.@bing1 == 9)
+ warp "turbo_e_16",218,228;
+ disablenpc "bing#e16";
+ enablenpc "bing2#e16";
+ end;
+}
+
+turbo_e_16,217,214,0 script bing2#e16 45,3,3,{
+OnInit:
+ disablenpc "bing2#e8";
+ end;
+
+OnTouch:
+ set .@bing1,rand(1,10);
+ if (.@bing1 == 1)
+ warp "turbo_e_16",217,232;
+ else if (.@bing1 == 2)
+ warp "turbo_e_16",233,207;
+ else if (.@bing1 == 3)
+ warp "turbo_e_16",208,219;
+ else if (.@bing1 == 4)
+ warp "turbo_e_16",219,202;
+ else if (.@bing1 == 5)
+ warp "turbo_e_16",218,228;
+ else if (.@bing1 == 6)
+ warp "turbo_e_16",220,195;
+ end;
+}
diff --git a/npc/pre-re/other/turbotrack/Expert_4.txt b/npc/pre-re/other/turbotrack/Expert_4.txt
new file mode 100644
index 000000000..20187f0da
--- /dev/null
+++ b/npc/pre-re/other/turbotrack/Expert_4.txt
@@ -0,0 +1,1405 @@
+//===== rAthena Script =======================================
+//= Turbo Track - Expert - 4 Person
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.5
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= Turbo Track Course: Expert (PVP) - 4 Person
+//===== Additional Comments: =================================
+//= 1.0 Translated from the Official [L0ne_W0lf]
+//= 1.1 Fixed small official bug. [L0ne_W0lf]
+//= 1.2 Fixed a little mistake [akrus]
+//= 1.3 Corrected issue with top record setting. [L0ne_W0lf]
+//= 1.4 Updated 'waitingroom' to support required zeny/lvl. [Kisuka]
+//= 1.5 Fixed variable typo [Elias]
+//============================================================
+
+turbo_room,110,135,3 script Expert mode - 4 person 124,{
+ end;
+
+OnInit:
+ waitingroom "Expert mode - 4 person",60,"Expert mode - 4 person::OnStartArena",4,1000,10,99;
+ enablewaitingroomevent "Expert mode - 4 person";
+ end;
+
+OnEnable:
+ enablenpc "Expert mode - 4 person";
+ enablewaitingroomevent "Expert mode - 4 person";
+ end;
+
+OnStartArena:
+ warpwaitingpc "turbo_e_4",298,161;
+ donpcevent "Broadcast#e4::OnEnable";
+ disablewaitingroomevent "Expert mode - 4 person";
+ end;
+}
+
+turbo_e_4,298,167,3 script Helper#e4_F 124,{
+ mes "[Helper]";
+ mes "You are now in the";
+ mes "Waiting Room. You will";
+ mes "be guided to the Starting Line";
+ mes "after 30 seconds, so please use";
+ mes "this time to prepare your items";
+ mes "and equipment. Thank you.";
+ close;
+}
+
+turbo_e_4,298,167,0 script Point Give-Away Guy#e4 -1,15,15,{
+OnInit:
+ disablenpc "Point Give-Away Guy#e4";
+ end;
+
+OnTouch:
+ if (tt_point < 28999) {
+ set tt_point,tt_point+2;
+ warp "turbo_e_4",59,364;
+ }
+ else
+ warp "turbo_e_4",59,364;
+ end;
+}
+
+turbo_e_4,167,3,0 script Broadcast#e4 -1,{
+OnInit:
+ disablenpc "Broadcast#e4";
+ end;
+
+OnEnable:
+ enablenpc "Broadcast#e4";
+ initnpctimer;
+ end;
+
+OnTimer2000:
+ mapannounce "turbo_e_4","You are now in the Waiting Room where you can check your items and prepare for the race.",bc_map,"0x33FF66";
+ end;
+
+OnTimer7000:
+ mapannounce "turbo_e_4","You will have 30 seconds before you are transported to the Starting Line.",bc_map,"0x33FF66";
+ end;
+
+OnTimer10000:
+ mapannounce "turbo_e_4","Please make sure that you have suitable equipment and items with you.",bc_map,"0x33FF66";
+ end;
+
+OnTimer15000:
+ mapannounce "turbo_e_4","The 30 second countdown will begin shortly.",bc_map,"0x33FF66";
+ end;
+
+OnTimer17000:
+ mapannounce "turbo_e_4","30 seconds remaining.",bc_map,"0x33FF66";
+ end;
+
+OnTimer27000:
+ mapannounce "turbo_e_4","20 seconds remaining.",bc_map,"0x33FF66";
+ end;
+
+OnTimer37000:
+ mapannounce "turbo_e_4","10 seconds remaining.",bc_map,"0x33FF66";
+ end;
+
+OnTimer42000:
+ mapannounce "turbo_e_4","5 seconds remaining.",bc_map,"0x33FF66";
+ end;
+
+OnTimer43000:
+ mapannounce "turbo_e_4","4 seconds remaining.",bc_map,"0x33FF66";
+ end;
+
+OnTimer44000:
+ mapannounce "turbo_e_4","3 seconds remaining.",bc_map,"0x33FF66";
+ end;
+
+OnTimer45000:
+ mapannounce "turbo_e_4","2 seconds remaining.",bc_map,"0x33FF66";
+ end;
+
+OnTimer46000:
+ mapannounce "turbo_e_4","1 second remaining.",bc_map,"0x33FF66";
+ end;
+
+OnTimer47000:
+ mapannounce "turbo_e_4","You will be transported to the Starting Line shortly.",bc_map,"0x33FF66";
+ end;
+
+OnTimer49000:
+ enablenpc "Point Give-Away Guy#e4";
+ donpcevent "Master#e4::OnEnable";
+ end;
+
+OnTimer50000:
+ donpcevent "snake#e4::OnEnable";
+ donpcevent "hunting#e4::OnEnable";
+ enablenpc "bing#e4";
+ end;
+
+OnTimer57000:
+ disablenpc "Point Give-Away Guy#e4";
+ end;
+}
+
+turbo_e_4,167,3,0 script Master#e4 -1,{
+OnInit:
+ disablenpc "Master#e4";
+ end;
+
+OnEnable:
+ enablenpc "Master#e4";
+ initnpctimer;
+ end;
+
+OnDisable:
+ stopnpctimer;
+ disablenpc "Master#e4";
+ end;
+
+OnTimer7000:
+ mapannounce "turbo_e_4","Welcome to the Turbo Track.",bc_map,"0x33FF66";
+ end;
+
+OnTimer9000:
+ mapannounce "turbo_e_4","The game will be hosted for 15 minutes and at least one person must complete the entire course.",bc_map,"0x33FF66";
+ end;
+
+OnTimer11000:
+ mapannounce "turbo_e_4","We hope you will do your best.",bc_map,"0x33FF66";
+ end;
+
+OnTimer13000:
+ mapannounce "turbo_e_4","The game will begin after a 5 second countdown. Everyone, please take your positions behind the Starting Line.",bc_map,"0x33FF66";
+ end;
+
+OnTimer15000:
+ mapannounce "turbo_e_4","The countdown will commence shortly.",bc_map,"0x33FF66";
+ end;
+
+OnTimer17000:
+ mapannounce "turbo_e_4","- 5 -",bc_map,"0x33FF66";
+ end;
+
+OnTimer18000:
+ mapannounce "turbo_e_4","- 4 -",bc_map,"0x33FF66";
+ end;
+
+OnTimer19000:
+ mapannounce "turbo_e_4","- 3 -",bc_map,"0x33FF66";
+ end;
+
+OnTimer20000:
+ mapannounce "turbo_e_4","- 2 -",bc_map,"0x33FF66";
+ end;
+
+OnTimer21000:
+ mapannounce "turbo_e_4","- 1 -",bc_map,"0x33FF66";
+ end;
+
+OnTimer22000:
+ mapannounce "turbo_e_4","- 0 -",bc_map,"0x33FF66";
+ end;
+
+OnTimer23000:
+ mapannounce "turbo_e_4","Now! The race has begun! Go Go Go!!",bc_map,"0x33FF66";
+ disablenpc "No_Unfair_Start#e4-1";
+ disablenpc "No_Unfair_Start#e4-2";
+ end;
+
+OnTimer30000:
+ mapannounce "turbo_e_4","Remember that this is a 15 minute race. After 15 minutes, everyone will be transported out of the race track.",bc_map,"0x33FF66";
+ end;
+
+OnTimer83000:
+ mapannounce "turbo_e_4","You have 14 minutes left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer143000:
+ mapannounce "turbo_e_4","You have 13 minutes left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer203000:
+ mapannounce "turbo_e_4","You have 12 minutes left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer263000:
+ mapannounce "turbo_e_4","You have 11 minutes left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer323000:
+ mapannounce "turbo_e_4","You have 10 minutes left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer383000:
+ mapannounce "turbo_e_4","You have 9 minutes left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer443000:
+ mapannounce "turbo_e_4","You have 8 minutes left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer503000:
+ mapannounce "turbo_e_4","You have 7 minutes left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer563000:
+ mapannounce "turbo_e_4","You have 6 minutes left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer623000:
+ mapannounce "turbo_e_4","You have 5 minutes left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer683000:
+ mapannounce "turbo_e_4","You have 4 minutes left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer743000:
+ mapannounce "turbo_e_4","You have 3 minutes left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer803000:
+ mapannounce "turbo_e_4","You have 2 minutes left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer863000:
+ mapannounce "turbo_e_4","You have 1 minute left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer893000:
+ mapannounce "turbo_e_4","You have 30 seconds left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer903000:
+ mapannounce "turbo_e_4","You have 20 seconds left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer913000:
+ mapannounce "turbo_e_4","You have 10 seconds left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer918000:
+ mapannounce "turbo_e_4","You have 5 seconds left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer919000:
+ mapannounce "turbo_e_4","You have 4 seconds left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer920000:
+ mapannounce "turbo_e_4","You have 3 seconds left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer921000:
+ mapannounce "turbo_e_4","You have 2 seconds left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer922000:
+ mapannounce "turbo_e_4","You have 1 second left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer923000:
+ mapannounce "turbo_e_4","Time's up!",bc_map,"0x33FF66";
+ end;
+
+OnTimer925000:
+ mapannounce "turbo_e_4","The race is over.",bc_map,"0x33FF66";
+ end;
+
+OnTimer927000:
+ mapannounce "turbo_e_4","[Everyone will be transported to a Waiting Room.]",bc_map,"0x33FF66";
+ mapwarp "turbo_e_4","turbo_room",71,89;
+ // all NPC OFF
+ disablenpc "Broadcast#e4";
+ donpcevent "Master#e4::OnDisable";
+ donpcevent "Expert mode - 4 person::OnEnable";
+ // start line NPC ON
+ enablenpc "No_Unfair_Start#e4-1";
+ enablenpc "No_Unfair_Start#e4-2";
+ // monster reset
+ donpcevent "snake#e4::Onreset";
+ donpcevent "hunting#e4::Onreset";
+ disablenpc "bing2#e4";
+ // NPC
+ disablenpc "Winner Helper#TBT_e_4";
+ enablenpc "cos_e_4_end";
+ enablenpc "Notice_Maker1#TBT_e_4";
+ enablenpc "Notice_Maker3#TBT_e_4";
+ enablenpc "Notice_Maker4#TBT_e_4";
+ enablenpc "Disposable_Switch#e4";
+ disablenpc "Flasher_Exit_1#e4";
+ disablenpc "Flasher_Exit_2#e4";
+ end;
+}
+
+turbo_e_4,62,379,0 script No_Unfair_Start#e4-1 -1,0,31,{
+OnTouch:
+ warp "turbo_e_4",59,364;
+ end;
+}
+
+turbo_e_4,68,379,5 script No_Unfair_Start#e4-2 -1,5,31,{
+OnTouch:
+ warp "turbo_e_4",59,364;
+ end;
+}
+
+// Turbo Track: Expert Mode - 4 Players (Log Race)
+turbo_e_4,118,377,0 script trap_a#e_4-1::TurboLogRace_e_4 -1,44,1,{
+OnTouch:
+ set .@dropuser,rand(1,3);
+ if (.@dropuser == 1)
+ warp "turbo_e_4",72,372;
+ else if (.@dropuser == 2)
+ warp "turbo_e_4",72,365;
+ else
+ warp "turbo_e_4",72,357;
+ end;
+}
+turbo_e_4,77,375,0 duplicate(TurboLogRace_e_4) trap_a#e_4-2 -1,3,1
+turbo_e_4,82,375,0 duplicate(TurboLogRace_e_4) trap_a#e_4-3 -1,1,1
+turbo_e_4,82,372,0 duplicate(TurboLogRace_e_4) trap_a#e_4-4 -1,0,2
+turbo_e_4,83,372,0 duplicate(TurboLogRace_e_4) trap_a#e_4-5 -1,0,2
+turbo_e_4,97,374,0 duplicate(TurboLogRace_e_4) trap_a#e_4-6 -1,1,2
+turbo_e_4,98,374,0 duplicate(TurboLogRace_e_4) trap_a#e_4-7 -1,1,2
+turbo_e_4,122,372,0 duplicate(TurboLogRace_e_4) trap_a#e_4-8 -1,2,4
+turbo_e_4,125,374,0 duplicate(TurboLogRace_e_4) trap_a#e_4-9 -1,0,4
+turbo_e_4,132,374,0 duplicate(TurboLogRace_e_4) trap_a#e_4-10 -1,7,2
+turbo_e_4,156,374,0 duplicate(TurboLogRace_e_4) trap_a#e_4-11 -1,6,2
+turbo_e_4,163,375,0 duplicate(TurboLogRace_e_4) trap_a#e_4-12 -1,0,3
+turbo_e_4,164,377,0 duplicate(TurboLogRace_e_4) trap_a#e_4-13 -1,1,1
+// second line
+turbo_e_4,76,369,0 duplicate(TurboLogRace_e_4) trap_b#e_4-1 -1,2,2
+turbo_e_4,79,369,0 duplicate(TurboLogRace_e_4) trap_b#e_4-2 -1,0,2
+turbo_e_4,77,366,0 duplicate(TurboLogRace_e_4) trap_b#e_4-3 -1,3,0
+turbo_e_4,85,366,0 duplicate(TurboLogRace_e_4) trap_b#e_4-4 -1,5,1
+turbo_e_4,87,363,0 duplicate(TurboLogRace_e_4) trap_b#e_4-5 -1,2,1
+turbo_e_4,88,368,0 duplicate(TurboLogRace_e_4) trap_b#e_4-6 -1,2,5
+turbo_e_4,92,370,0 duplicate(TurboLogRace_e_4) trap_b#e_4-7 -1,1,3
+turbo_e_4,98,368,0 duplicate(TurboLogRace_e_4) trap_b#e_4-8 -1,4,1
+turbo_e_4,109,371,0 duplicate(TurboLogRace_e_4) trap_b#e_4-9 -1,7,2
+turbo_e_4,110,368,0 duplicate(TurboLogRace_e_4) trap_b#e_4-10 -1,7,0
+turbo_e_4,113,366,0 duplicate(TurboLogRace_e_4) trap_b#e_4-11 -1,3,2
+turbo_e_4,117,368,0 duplicate(TurboLogRace_e_4) trap_b#e_4-12 -1,0,5
+turbo_e_4,123,364,0 duplicate(TurboLogRace_e_4) trap_b#e_4-13 -1,6,1
+turbo_e_4,136,368,0 duplicate(TurboLogRace_e_4) trap_b#e_4-14 -1,8,1
+turbo_e_4,136,366,0 duplicate(TurboLogRace_e_4) trap_b#e_4-15 -1,8,0
+turbo_e_4,144,370,0 duplicate(TurboLogRace_e_4) trap_b#e_4-16 -1,2,3
+turbo_e_4,147,370,0 duplicate(TurboLogRace_e_4) trap_b#e_4-17 -1,0,3
+turbo_e_4,155,369,0 duplicate(TurboLogRace_e_4) trap_b#e_4-18 -1,7,0
+turbo_e_4,155,368,0 duplicate(TurboLogRace_e_4) trap_b#e_4-19 -1,7,0
+turbo_e_4,151,367,0 duplicate(TurboLogRace_e_4) trap_b#e_4-20 -1,3,0
+turbo_e_4,153,366,0 duplicate(TurboLogRace_e_4) trap_b#e_4-21 -1,1,0
+turbo_e_4,155,367,0 duplicate(TurboLogRace_e_4) trap_b#e_4-22 -1,0,1
+//third line
+turbo_e_4,78,362,0 duplicate(TurboLogRace_e_4) trap_c#e_4-1 -1,4,1
+turbo_e_4,78,359,0 duplicate(TurboLogRace_e_4) trap_c#e_4-2 -1,4,1
+turbo_e_4,83,362,0 duplicate(TurboLogRace_e_4) trap_c#e_4-3 -1,0,1
+turbo_e_4,88,359,0 duplicate(TurboLogRace_e_4) trap_c#e_4-4 -1,5,1
+turbo_e_4,89,357,0 duplicate(TurboLogRace_e_4) trap_c#e_4-5 -1,1,1
+turbo_e_4,92,390,0 duplicate(TurboLogRace_e_4) trap_c#e_4-6 -1,1,1
+turbo_e_4,92,357,0 duplicate(TurboLogRace_e_4) trap_c#e_4-7 -1,1,1
+turbo_e_4,98,364,0 duplicate(TurboLogRace_e_4) trap_c#e_4-8 -1,6,1
+turbo_e_4,98,362,0 duplicate(TurboLogRace_e_4) trap_c#e_4-9 -1,6,0
+turbo_e_4,106,364,0 duplicate(TurboLogRace_e_4) trap_c#e_4-10 -1,2,2
+turbo_e_4,107,360,0 duplicate(TurboLogRace_e_4) trap_c#e_4-11 -1,1,2
+turbo_e_4,109,360,0 duplicate(TurboLogRace_e_4) trap_c#e_4-12 -1,0,2
+turbo_e_4,112,361,0 duplicate(TurboLogRace_e_4) trap_c#e_4-13 -1,3,1
+turbo_e_4,116,359,0 duplicate(TurboLogRace_e_4) trap_c#e_4-14 -1,0,2
+turbo_e_4,117,359,0 duplicate(TurboLogRace_e_4) trap_c#e_4-15 -1,0,2
+turbo_e_4,116,356,0 duplicate(TurboLogRace_e_4) trap_c#e_4-16 -1,0,2
+turbo_e_4,117,356,0 duplicate(TurboLogRace_e_4) trap_c#e_4-17 -1,0,2
+turbo_e_4,129,360,0 duplicate(TurboLogRace_e_4) trap_c#e_4-18 -1,12,1
+turbo_e_4,129,358,0 duplicate(TurboLogRace_e_4) trap_c#e_4-19 -1,12,0
+turbo_e_4,132,357,0 duplicate(TurboLogRace_e_4) trap_c#e_4-20 -1,2,1
+turbo_e_4,137,357,0 duplicate(TurboLogRace_e_4) trap_c#e_4-21 -1,2,1
+turbo_e_4,147,363,0 duplicate(TurboLogRace_e_4) trap_c#e_4-22 -1,16,1
+turbo_e_4,149,365,0 duplicate(TurboLogRace_e_4) trap_c#e_4-23 -1,1,0
+turbo_e_4,158,362,0 duplicate(TurboLogRace_e_4) trap_c#e_4-24 -1,1,4
+turbo_e_4,154,360,0 duplicate(TurboLogRace_e_4) trap_c#e_4-25 -1,2,2
+turbo_e_4,161,360,0 duplicate(TurboLogRace_e_4) trap_c#e_4-26 -1,1,2
+turbo_e_4,161,365,0 duplicate(TurboLogRace_e_4) trap_c#e_4-27 -1,1,0
+turbo_e_4,160,366,0 duplicate(TurboLogRace_e_4) trap_c#e_4-28 -1
+//fourth line
+turbo_e_4,79,353,0 duplicate(TurboLogRace_e_4) trap_d#e_4-1 -1,5,2
+turbo_e_4,85,354,0 duplicate(TurboLogRace_e_4) trap_d#e_4-2 -1,0,1
+turbo_e_4,99,353,0 duplicate(TurboLogRace_e_4) trap_d#e_4-3 -1,14,0
+turbo_e_4,99,352,0 duplicate(TurboLogRace_e_4) trap_d#e_4-4 -1,14,0
+turbo_e_4,99,356,0 duplicate(TurboLogRace_e_4) trap_d#e_4-5 -1,3,3
+turbo_e_4,103,356,0 duplicate(TurboLogRace_e_4) trap_d#e_4-6 -1,0,3
+turbo_e_4,108,354,0 duplicate(TurboLogRace_e_4) trap_d#e_4-7 -1,5,1
+turbo_e_4,112,356,0 duplicate(TurboLogRace_e_4) trap_d#e_4-8 -1,0,1
+turbo_e_4,113,356,0 duplicate(TurboLogRace_e_4) trap_d#e_4-9 -1,0,1
+turbo_e_4,123,353,0 duplicate(TurboLogRace_e_4) trap_d#e_4-10 -1,3,2
+turbo_e_4,127,353,0 duplicate(TurboLogRace_e_4) trap_d#e_4-11 -1,0,2
+turbo_e_4,145,352,0 duplicate(TurboLogRace_e_4) trap_d#e_4-12 -1,17,1
+turbo_e_4,152,354,0 duplicate(TurboLogRace_e_4) trap_d#e_4-13 -1,10,1
+turbo_e_4,145,357,0 duplicate(TurboLogRace_e_4) trap_d#e_4-14 -1,1,2
+turbo_e_4,148,357,0 duplicate(TurboLogRace_e_4) trap_d#e_4-15 -1,1,2
+
+// Turbo Track: Expert Mode - 4 Players (Sand Hill)
+turbo_e_4,322,354,0 script #TBT_trap_e4-::TurboSandHill_e4 -1,3,3,{
+OnTouch:
+ switch(rand(1,10)) {
+ case 1:
+ case 9:
+ sc_start SC_CONFUSION,8000,0;
+ emotion e_swt2,1;
+ end;
+ case 2:
+ sc_start SC_STONE,4000,0;
+ end;
+ case 4:
+ sc_start SC_SLEEP,4000,0;
+ end;
+ case 6:
+ sc_start SC_FREEZE,4000,0;
+ emotion e_swt2,1;
+ end;
+ case 8:
+ sc_start SC_STUN,4000,0;
+ end;
+ case 10:
+ sc_start SC_CURSE,80000,0;
+ end;
+ }
+}
+
+turbo_e_4,323,360,0 duplicate(TurboSandHill_e4) #TBT_trap_e4-2 -1,3,3
+turbo_e_4,324,365,0 duplicate(TurboSandHill_e4) #TBT_trap_e4-3 -1,1,1
+turbo_e_4,325,370,0 duplicate(TurboSandHill_e4) #TBT_trap_e4-4 -1,3,3
+turbo_e_4,325,375,0 duplicate(TurboSandHill_e4) #TBT_trap_e4-5 -1,1,1
+turbo_e_4,329,377,0 duplicate(TurboSandHill_e4) #TBT_trap_e4-6 -1,3,3
+turbo_e_4,338,372,0 duplicate(TurboSandHill_e4) #TBT_trap_e4-7 -1,3,3
+turbo_e_4,341,364,0 duplicate(TurboSandHill_e4) #TBT_trap_e4-8 -1,3,3
+turbo_e_4,325,359,0 duplicate(TurboSandHill_e4) #TBT_trap_e4-9 -1,2,2
+turbo_e_4,341,355,0 duplicate(TurboSandHill_e4) #TBT_trap_e4-10 -1,1,1
+turbo_e_4,350,355,0 duplicate(TurboSandHill_e4) #TBT_trap_e4-11 -1,3,3
+turbo_e_4,348,363,0 duplicate(TurboSandHill_e4) #TBT_trap_e4-12 -1,1,1
+turbo_e_4,347,370,0 duplicate(TurboSandHill_e4) #TBT_trap_e4-13 -1,2,2
+turbo_e_4,349,377,0 duplicate(TurboSandHill_e4) #TBT_trap_e4-14 -1,9,9
+turbo_e_4,362,372,0 duplicate(TurboSandHill_e4) #TBT_trap_e4-15 -1,3,3
+turbo_e_4,364,365,0 duplicate(TurboSandHill_e4) #TBT_trap_e4-16 -1,1,1
+turbo_e_4,363,357,0 duplicate(TurboSandHill_e4) #TBT_trap_e4-17 -1,3,3
+turbo_e_4,374,358,0 duplicate(TurboSandHill_e4) #TBT_trap_e4-18 -1,2,2
+turbo_e_4,371,367,0 duplicate(TurboSandHill_e4) #TBT_trap_e4-19 -1,3,3
+turbo_e_4,371,376,0 duplicate(TurboSandHill_e4) #TBT_trap_e4-20 -1,1,1
+turbo_e_4,379,375,0 duplicate(TurboSandHill_e4) #TBT_trap_e4-21 -1,3,3
+turbo_e_4,382,363,0 duplicate(TurboSandHill_e4) #TBT_trap_e4-22 -1,2,2
+turbo_e_4,381,354,0 duplicate(TurboSandHill_e4) #TBT_trap_e4-23 -1,1,1
+turbo_e_4,355,362,0 script #TBT_trap_e4-24 -1,3,3,{
+OnTouch:
+ if (rand(1,3) == 1) {
+ cutin "kafra_03",2;
+ mes "^4d4dffAl De Baran";
+ mes "Turbo Track";
+ mes "is brought to you by";
+ mes "the ^800000Kafra Corporation^4d4dff.^000000";
+ next;
+ mes "^4d4dffWe wish the best of luck to all";
+ mes "Turbo Track participants today";
+ mes "and thank everyone for using the Kafra Services with all our hearts.^000000";
+ next;
+ mes "^800000Kafra Corporation^4d4dff has been providing Storage Services,";
+ mes "Save Point Services and Teleport Services^4d4dff to our valued customers for years. Just listen to these real customers...^000000";
+ next;
+ mes "^4d4dff[Kachua]";
+ mes "Oh yes, they provide the best Storage! There's even enough";
+ mes "room for my Diaaaamonds!";
+ mes " ";
+ mes "[Chief Mahnsoo]";
+ mes "I looove you Kafra!^000000";
+ next;
+ mes "^ff0000Turbo Track";
+ mes "^ff0000Traps in the Cursed Desert!";
+ mes "^4d4dffSponsored by ^800000Kafra Corporation^4d4dff";
+ mes "''We are always by your side.''^000000";
+ close2;
+ cutin "kafra_03",255;
+ end;
+ }
+ else {
+ sc_start SC_CONFUSION,4000,0;
+ end;
+ }
+}
+
+// Turbo Track: Expert Mode - 4 Players (Water Maze)
+turbo_e_4,13,266,0 script flasher#e_4-01#turbo::TurboWaterMaze_e_4 -1,0,2,{
+OnTouch:
+ sc_start SC_BLIND,60000,0;
+ end;
+}
+turbo_e_4,24,268,0 duplicate(TurboWaterMaze_e_4) flasher#e_4-02 -1,1,0
+turbo_e_4,20,258,0 duplicate(TurboWaterMaze_e_4) flasher#e_4-03 -1,1,0
+turbo_e_4,23,251,0 duplicate(TurboWaterMaze_e_4) flasher#e_4-04 -1,0,1
+turbo_e_4,36,270,0 duplicate(TurboWaterMaze_e_4) flasher#e_4-05 -1,1,0
+turbo_e_4,22,239,0 duplicate(TurboWaterMaze_e_4) flasher#e_4-06 -1,1,0
+turbo_e_4,38,239,0 duplicate(TurboWaterMaze_e_4) flasher#e_4-07 -1,0,1
+turbo_e_4,37,237,0 duplicate(TurboWaterMaze_e_4) flasher#e_4-08 -1,1,0
+turbo_e_4,55,247,0 duplicate(TurboWaterMaze_e_4) flasher#e_4-09 -1,0,1
+turbo_e_4,55,246,0 duplicate(TurboWaterMaze_e_4) flasher#e_4-10 -1,1,0
+turbo_e_4,63,253,0 duplicate(TurboWaterMaze_e_4) flasher#e_4-11 -1,0,1
+turbo_e_4,36,216,0 duplicate(TurboWaterMaze_e_4) flasher#e_4-12 -1,1,0
+turbo_e_4,20,209,0 duplicate(TurboWaterMaze_e_4) flasher#e_4-13 -1,1,0
+turbo_e_4,28,195,0 duplicate(TurboWaterMaze_e_4) flasher#e_4-14 -1,1,0
+turbo_e_4,82,264,0 duplicate(TurboWaterMaze_e_4) flasher#e_4-15 -1,1,0
+turbo_e_4,47,185,0 duplicate(TurboWaterMaze_e_4) flasher#e_4-16 -1,0,1
+turbo_e_4,53,207,0 duplicate(TurboWaterMaze_e_4) flasher#e_4-17 -1,1,0
+turbo_e_4,54,208,0 duplicate(TurboWaterMaze_e_4) flasher#e_4-18 -1,0,1
+turbo_e_4,81,247,0 duplicate(TurboWaterMaze_e_4) flasher#e_4-19 -1,0,1
+turbo_e_4,105,257,0 duplicate(TurboWaterMaze_e_4) flasher#e_4-20 -1,0,1
+turbo_e_4,95,242,0 duplicate(TurboWaterMaze_e_4) flasher#e_4-21 -1,0,1
+turbo_e_4,77,232,0 duplicate(TurboWaterMaze_e_4) flasher#e_4-22 -1,2,0
+turbo_e_4,67,222,0 duplicate(TurboWaterMaze_e_4) flasher#e_4-23 -1,2,0
+turbo_e_4,83,206,0 duplicate(TurboWaterMaze_e_4) flasher#e_4-24 -1,0,1
+turbo_e_4,95,224,0 duplicate(TurboWaterMaze_e_4) flasher#e_4-25 -1,0,1
+turbo_e_4,106,220,0 duplicate(TurboWaterMaze_e_4) flasher#e_4-26 -1,2,0
+turbo_e_4,93,191,0 duplicate(TurboWaterMaze_e_4) flasher#e_4-27 -1,1,0
+turbo_e_4,94,192,0 duplicate(TurboWaterMaze_e_4) flasher#e_4-28a -1,0,1
+turbo_e_4,46,214,0 duplicate(TurboWaterMaze_e_4) flasher#e_4-28b -1,0,1
+turbo_e_4,16,247,0 duplicate(TurboWaterMaze_e_4) flasher#e_4-29 -1,1,0
+turbo_e_4,58,268,0 duplicate(TurboWaterMaze_e_4) flasher#e_4-30 -1,1,1
+turbo_e_4,36,253,0 duplicate(TurboWaterMaze_e_4) flasher#e_4-31 -1,1,0
+turbo_e_4,69,238,0 duplicate(TurboWaterMaze_e_4) flasher#e_4-32 -1,1,1
+turbo_e_4,58,268,0 duplicate(TurboWaterMaze_e_4) flasher#e_4-33 -1,1,1
+turbo_e_4,74,188,0 duplicate(TurboWaterMaze_e_4) flasher#e_4-34 -1,2,0
+turbo_e_4,99,207,0 duplicate(TurboWaterMaze_e_4) flasher#e_4-35 -1,1,1
+turbo_e_4,74,188,0 duplicate(TurboWaterMaze_e_4) flasher#e_4-36 -1,2,0
+turbo_e_4,111,188,0 duplicate(TurboWaterMaze_e_4) flasher#e_4-37a -1,1,0
+turbo_e_4,51,232,0 duplicate(TurboWaterMaze_e_4) flasher#e_4-37b -1,1,1
+turbo_e_4,30,232,0 duplicate(TurboWaterMaze_e_4) flasher#e_4-38 -1,1,1
+turbo_e_4,92,256,0 duplicate(TurboWaterMaze_e_4) flasher#e_4-39 -1,1,1
+turbo_e_4,79,220,0 duplicate(TurboWaterMaze_e_4) flasher#e_4-40 -1,1,1
+turbo_e_4,51,192,0 duplicate(TurboWaterMaze_e_4) flasher#e_4-41 -1,1,1
+turbo_e_4,22,227,0 duplicate(TurboWaterMaze_e_4) flasher#e_4-42 -1,1,1
+turbo_e_4,51,232,0 duplicate(TurboWaterMaze_e_4) flasher#e_4-43 -1,1,1
+turbo_e_4,42,258,0 duplicate(TurboWaterMaze_e_4) flasher#e_4-44 -1,1,0
+turbo_e_4,45,271,0 duplicate(TurboWaterMaze_e_4) flasher#e_4-45 -1,2,1
+turbo_e_4,72,207,0 duplicate(TurboWaterMaze_e_4) flasher#e_4-46 -1,1,1
+turbo_e_4,33,192,0 duplicate(TurboWaterMaze_e_4) flasher#e_4-47 -1,0,1
+turbo_e_4,90,241,0 duplicate(TurboWaterMaze_e_4) flasher#e_4-48a -1,1,0
+turbo_e_4,236,3,0 duplicate(TurboWaterMaze_e_4) flasher#e_4-48b -1,3,0
+
+// Turbo Track: Expert Mode - 4 Players (Snake Dice course)
+turbo_e_4,324,279,0 script snake01#e4 45,1,1,{
+OnTouch:
+ set .@turbo2,rand(1,7);
+ if (.@turbo2 > 0) && (.@turbo2 < 3)
+ warp "turbo_e_4",370,292;
+ else if (.@turbo2 > 2) && (.@turbo2 < 5)
+ warp "turbo_e_4",295,293;
+ else if (.@turbo2 > 4) && (.@turbo2 < 7)
+ warp "turbo_e_4",355,292;
+ else
+ warp "turbo_e_4",279,292;
+ end;
+}
+
+turbo_e_4,332,279,0 script snake02#e4 45,1,1,{
+OnTouch:
+ set .@turbo2,rand(1,8);
+ if (.@turbo2 > 0) && (.@turbo2 < 3)
+ warp "turbo_e_4",287,256;
+ else if (.@turbo2 > 2) && (.@turbo2 < 5)
+ warp "turbo_e_4",303,256;
+ else if (.@turbo2 > 4) && (.@turbo2 < 7)
+ warp "turbo_e_4",347,256;
+ else
+ warp "turbo_e_4",363,256;
+ end;
+}
+
+turbo_e_4,324,270,0 script snake03#e4 45,1,1,{
+OnTouch:
+ set .@turbo2,rand(1,8);
+ if (.@turbo2 > 0) && (.@turbo2 < 3)
+ warp "turbo_e_4",279,292;
+ else if (.@turbo2 > 2) && (.@turbo2 < 5)
+ warp "turbo_e_4",311,292;
+ else if (.@turbo2 > 4) && (.@turbo2 < 7)
+ warp "turbo_e_4",347,256;
+ else
+ warp "turbo_e_4",370,292;
+ end;
+}
+
+turbo_e_4,332,270,0 script snake04#e4 45,1,1,{
+OnTouch:
+ set .@turbo2,rand(1,7);
+ if (.@turbo2 > 0) && (.@turbo2 < 3)
+ warp "turbo_e_4",363,256;
+ else if (.@turbo2 > 2) && (.@turbo2 < 5)
+ warp "turbo_e_4",295,293;
+ else if (.@turbo2 > 4) && (.@turbo2 < 7)
+ warp "turbo_e_4",355,292;
+ else
+ warp "turbo_e_4",287,256;
+ end;
+}
+
+//monsters
+turbo_e_4,389,288,0 script snake#e4 111,{
+Onreset:
+ killmonsterall "turbo_e_4";
+ end;
+
+OnEnable:
+ monster "turbo_e_4",279,284,"Archer Skeleton",1420,1;
+ monster "turbo_e_4",279,268,"Archer Skeleton",1420,1;
+ monster "turbo_e_4",279,260,"Archer Skeleton",1420,1;
+ monster "turbo_e_4",287,288,"Archer Skeleton",1420,1;
+ monster "turbo_e_4",287,280,"Archer Skeleton",1420,1;
+ monster "turbo_e_4",287,264,"Archer Skeleton",1420,1;
+ monster "turbo_e_4",295,284,"Archer Skeleton",1420,1;
+ monster "turbo_e_4",295,268,"Archer Skeleton",1420,1;
+ monster "turbo_e_4",295,260,"Archer Skeleton",1420,1;
+ monster "turbo_e_4",303,288,"Archer Skeleton",1420,1;
+ monster "turbo_e_4",303,280,"Archer Skeleton",1420,1;
+ monster "turbo_e_4",303,264,"Archer Skeleton",1420,1;
+ monster "turbo_e_4",311,284,"Archer Skeleton",1420,1;
+ monster "turbo_e_4",311,268,"Archer Skeleton",1420,1;
+ monster "turbo_e_4",311,260,"Archer Skeleton",1420,1;
+ monster "turbo_e_4",347,288,"Archer Skeleton",1420,1;
+ monster "turbo_e_4",347,280,"Archer Skeleton",1420,1;
+ monster "turbo_e_4",347,264,"Archer Skeleton",1420,1;
+ monster "turbo_e_4",355,284,"Archer Skeleton",1420,1;
+ monster "turbo_e_4",355,268,"Archer Skeleton",1420,1;
+ monster "turbo_e_4",355,260,"Archer Skeleton",1420,1;
+ monster "turbo_e_4",363,288,"Archer Skeleton",1420,1;
+ monster "turbo_e_4",363,280,"Archer Skeleton",1420,1;
+ monster "turbo_e_4",363,264,"Archer Skeleton",1420,1;
+ monster "turbo_e_4",371,284,"Archer Skeleton",1420,1;
+ monster "turbo_e_4",371,268,"Archer Skeleton",1420,1;
+ monster "turbo_e_4",371,260,"Archer Skeleton",1420,1;
+ monster "turbo_e_4",379,288,"Archer Skeleton",1420,1;
+ monster "turbo_e_4",379,280,"Archer Skeleton",1420,1;
+ monster "turbo_e_4",379,264,"Archer Skeleton",1420,1;
+ end;
+}
+
+// �����ڽ�
+turbo_e_4,90,46,0 script hunting#e4 111,{
+Onreset:
+ killmonsterall "turbo_e_4";
+ end;
+
+OnEnable:
+ monster "turbo_e_4",47,87,"Munak",1610,1;
+ monster "turbo_e_4",47,87,"Bongun",1611,1;
+ monster "turbo_e_4",47,87,"Munak",1610,1;
+ monster "turbo_e_4",24,74,"Munak",1610,1;
+ monster "turbo_e_4",24,74,"Bongun",1611,1;
+ monster "turbo_e_4",24,74,"Munak",1610,1;
+ monster "turbo_e_4",67,42,"Munak",1610,1;
+ monster "turbo_e_4",67,42,"Bongun",1611,1;
+ monster "turbo_e_4",67,42,"Munak",1610,1;
+ monster "turbo_e_4",60,70,"Munak",1610,1;
+ monster "turbo_e_4",60,70,"Bongun",1611,1;
+ monster "turbo_e_4",60,70,"Munak",1610,1;
+ monster "turbo_e_4",32,51,"Munak",1610,1;
+ monster "turbo_e_4",32,51,"Bongun",1611,1;
+ monster "turbo_e_4",32,51,"Munak",1610,1;
+ monster "turbo_e_4",30,25,"Munak",1610,1;
+ monster "turbo_e_4",30,25,"Bongun",1611,1;
+ monster "turbo_e_4",30,25,"Munak",1610,1;
+ monster "turbo_e_4",68,56,"Yao Jun",1612,1;
+ monster "turbo_e_4",26,46,"Yao Jun",1612,1;
+ monster "turbo_e_4",62,20,"Munak",1610,1;
+ monster "turbo_e_4",62,20,"Bongun",1611,1;
+ monster "turbo_e_4",62,20,"Munak",1610,1;
+ monster "turbo_e_4",216,378,"Munak",1610,1;
+ monster "turbo_e_4",218,360,"Munak",1610,1;
+ monster "turbo_e_4",223,361,"Munak",1610,1;
+ monster "turbo_e_4",243,342,"Munak",1610,1;
+ monster "turbo_e_4",247,364,"Munak",1610,1;
+ end;
+}
+
+
+// Turbo Track: Expert Mode - 4 Players (Course-clear broadcasters, and exits?)
+turbo_e_4,168,363,0 script cos_e_4_1 45,1,1,{
+OnTouch:
+ mapannounce "turbo_e_4","" + strcharinfo(0) +" has just passed the Log Bridge course!",bc_map,"0x70DBDB";
+ set .@move1,rand(1,3);
+ if (.@move1 == 1)
+ warp "turbo_e_4",210,369;
+ else if (.@move1 == 2)
+ warp "turbo_e_4",210,361;
+ else
+ warp "turbo_e_4",210,354;
+ end;
+}
+
+turbo_e_4,258,364,0 script cos_e_4_2 45,1,1,{
+OnTouch:
+ mapannounce "turbo_e_4","" + strcharinfo(0) +" has just passed the Cube Hills course!",bc_map,"0x70DBDB";
+ warp "turbo_e_4",316,365;
+ end;
+}
+
+turbo_e_4,316,365,0 script Disposable_Switch#e4 -1,1,1,{
+OnTouch:
+ if (rand(1,2) == 1)
+ enablenpc "Flasher_Exit_1#e4";
+ else
+ enablenpc "Flasher_Exit_2#e4";
+ disablenpc "Disposable_Switch#e4";
+ end;
+}
+
+turbo_e_4,385,365,0 script cos_e_4_3 45,1,1,{
+OnTouch:
+ set .@to_miro,rand(1,4);
+ mapannounce "turbo_e_4","" + strcharinfo(0) +" has just passed the Cursed Desert!",bc_map,"0x70DBDB";
+ if (.@to_miro == 1)
+ warp "turbo_e_4",46,254;
+ else if (.@to_miro == 2)
+ warp "turbo_e_4",76,227;
+ else if (.@to_miro == 3)
+ warp "turbo_e_4",42,197;
+ else
+ warp "turbo_e_4",86,220;
+ end;
+}
+
+turbo_e_4,11,266,0 script Flasher_Exit_1#e4 45,1,1,{
+OnInit:
+ disablenpc "Flasher_Exit_1#e4";
+ end;
+
+OnTouch:
+ mapannounce "turbo_e_4","" + strcharinfo(0) +" has just passed the Flasher Maze!",bc_map,"0x70DBDB";
+ warp "turbo_e_4",185,227;
+ end;
+}
+
+turbo_e_4,114,190,0 script Flasher_Exit_2#e4 45,1,1,{
+OnInit:
+ disablenpc "Flasher_Exit_2#e4";
+ end;
+
+OnTouch:
+ mapannounce "turbo_e_4","" + strcharinfo(0) +" has just passed the Flasher Maze!",bc_map,"0x70DBDB";
+ warp "turbo_e_4",185,227;
+ end;
+}
+
+turbo_e_4,250,200,0 script cos_e_4_5 45,1,1,{
+OnTouch:
+ mapannounce "turbo_e_4","" + strcharinfo(0) +" has just passed the Single Snail course!",bc_map,"0x70DBDB";
+ warp "turbo_e_4",268,275;
+ end;
+}
+
+turbo_e_4,389,275,0 script cos_e_4_6 45,1,1,{
+OnTouch:
+ mapannounce "turbo_e_4","" + strcharinfo(0) +" has just passed the Snake Dice course!",bc_map,"0x70DBDB";
+ warp "turbo_e_4",5,91;
+ end;
+}
+
+turbo_e_4,93,19,0 script cos_e_4_7 45,1,1,{
+OnTouch:
+ mapannounce "turbo_e_4","" + strcharinfo(0) +" has just passed the Small Cave course! Hurry, you're almost at the finish!",bc_map,"0x70DBDB";
+ set .@move1,rand(1,3);
+ if (.@move1 == 1)
+ warp "turbo_e_4",307,52;
+ else if (.@move1 == 2)
+ warp "turbo_e_4",307,46;
+ else
+ warp "turbo_e_4",307,40;
+ end;
+}
+
+turbo_e_4,371,47,0 script cos_e_4_end 45,1,1,{
+OnInit:
+ enablenpc "cos_e_4_end";
+ end;
+
+OnTouch:
+ mapannounce "turbo_e_4","" + strcharinfo(0) +" has just arrived at the Finish Line! Congratulations!",bc_map,"0xFFFF00";
+ set $ttnames$[4],strcharinfo(0);
+ donpcevent "TBT_Guide#Broadcast::Onwin_e4";
+ warp "turbo_e_4",384,161;
+ donpcevent "Winner Helper#TBT_e_4::OnEnable";
+ donpcevent "Master#e4::OnDisable";
+ disablenpc "Broadcast#e4";
+ disablenpc "cos_e_4_end";
+ end;
+}
+
+turbo_e_4,384,167,1 script Winner Helper#TBT_e_4 47,{
+//---reward points & record player name
+ if (tt_rank < 29999) {
+ mes "[Guide]";
+ mes "Congratulations!";
+ if (tt_point < 28961) {
+ mes "As the winner, your reward";
+ mes "is 40 Turbo Track Points~";
+ set tt_point,tt_point+40;
+ set my_point,tt_point;
+ mes "You now have a total of";
+ mes "" + tt_point + " Turbo Track points,";
+ mes "" + strcharinfo(0) +".";
+ }
+ else {
+ mes "Unfortunately, I can't give";
+ mes "you any Turbo Track Points";
+ mes "since you would exceed the";
+ mes "maximum limit. Sorry,";
+ mes "" + strcharinfo(0) +"...";
+ }
+ set tt_rank,tt_rank+1;
+ next;
+ if (tt_rank > $ttranks[1]) {
+ setarray $ttranks[0],$ttranks[0],tt_rank,$ttranks[1],$ttranks[2],$ttranks[3],$ttranks[4];
+ setarray $ttnames$[9],strcharinfo(0);
+ mes "[Guide]";
+ mes "Congratulations!";
+ mes "You are ranked as";
+ mes "the top player for";
+ mes "winning the most games!";
+ donpcevent "TBT_Guide#Broadcast::Onnew_top1";
+ if (tt_rank == 29999) {
+ if ($ttnames$[7] == "Breezy Havana") {
+ set $ttnames$[7],strcharinfo(0);
+ mes "You've secured your place in";
+ mes "the Turbo Track Hall of Honor!";
+ announce "" + strcharinfo(0) + " has joined the Turbo Track Hall of Honor!",bc_all,"FF0000";
+ }
+ else if ($ttnames$[8] == "RS125") {
+ set $ttnames$[8],strcharinfo(0);
+ mes "You've secured your place in";
+ mes "the Turbo Track Hall of Honor!";
+ announce " " + strcharinfo(0) + " has joined the Turbo Track Hall of Honor!",bc_all,"FF0000";
+ }
+ }
+ }
+ else if (tt_rank > $ttranks[2]) {
+ setarray $ttranks[0],$ttranks[0],$ttranks[1],tt_rank,$ttranks[3],$ttranks[4],$ttranks[5];
+ setarray $ttnames$[10],strcharinfo(0);
+ mes "[Guide]";
+ mes "Congratulations!";
+ mes "You've ranked Second";
+ mes "among the Top Five Players";
+ mes "who've won the most games!";
+ donpcevent "TBT_Guide#Broadcast::Onnew_top2";
+ if (tt_rank == 29999) {
+ if ($ttnames$[7] == "Breezy Havana") {
+ set $ttnames$[7],strcharinfo(0);
+ mes "You've secured your place in";
+ mes "the Turbo Track Hall of Honor!";
+ announce "" + strcharinfo(0) + " has joined the Turbo Track Hall of Honor!",bc_all,"FF0000";
+ }
+ else if ($ttnames$[8] == "RS125") {
+ set $ttnames$[8],strcharinfo(0);
+ mes "You've secured your place in";
+ mes "the Turbo Track Hall of Honor!";
+ announce "" + strcharinfo(0) + " has joined the Turbo Track Hall of Honor!",bc_all,"FF0000";
+ }
+ }
+ }
+ else if (tt_rank > $ttranks[3]) {
+ setarray $ttranks[0],$ttranks[0],$ttranks[1],$ttranks[2],tt_rank,$ttranks[4],$ttranks[5];
+ setarray $ttnames$[11],strcharinfo(0);
+ mes "[Guide]";
+ mes "Congratulations!";
+ mes "You've ranked Third";
+ mes "among the Top Five Players";
+ mes "who've won the most games!";
+ donpcevent "TBT_Guide#Broadcast::Onnew_top3";
+ if (tt_rank == 29999) {
+ if ($ttnames$[7] == "Breezy Havana") {
+ set $ttnames$[7],strcharinfo(0);
+ mes "You've secured your place in";
+ mes "the Turbo Track Hall of Honor!";
+ announce "" + strcharinfo(0) + " has joined the Turbo Track Hall of Honor!",bc_all,"FF0000";
+ }
+ else if ($ttnames$[8] == "RS125") {
+ set $ttnames$[8],strcharinfo(0);
+ mes "You've secured your place in";
+ mes "the Turbo Track Hall of Honor!";
+ announce "" + strcharinfo(0) + " has joined the Turbo Track Hall of Honor!",bc_all,"FF0000";
+ }
+ }
+ }
+ else if (tt_rank > $ttranks[4]) {
+ setarray $ttranks[0],$ttranks[0],$ttranks[1],$ttranks[2],$ttranks[3],tt_rank,$ttranks[5];
+ setarray $ttnames$[12],strcharinfo(0);
+ mes "[Guide]";
+ mes "Congratulations!";
+ mes "You've ranked Fourth";
+ mes "among the Top Five Players";
+ mes "who've won the most games!";
+ donpcevent "TBT_Guide#Broadcast::Onnew_top4";
+ if (tt_rank == 29999) {
+ if ($ttnames$[7] == "Breezy Havana") {
+ set $ttnames$[7],strcharinfo(0);
+ mes "You've secured your place in";
+ mes "the Turbo Track Hall of Honor!";
+ announce "" + strcharinfo(0) + " has joined the Turbo Track Hall of Honor!",bc_all,"FF0000";
+ }
+ else if ($ttnames$[8] == "RS125") {
+ set $ttnames$[8],strcharinfo(0);
+ mes "You've secured your place in";
+ mes "the Turbo Track Hall of Honor!";
+ announce "" + strcharinfo(0) + " has joined the Turbo Track Hall of Honor!",bc_all,"FF0000";
+ }
+ }
+ }
+ else if (tt_rank > $ttranks[5]) {
+ setarray $ttranks[0],$ttranks[0],$ttranks[1],$ttranks[2],$ttranks[3],$ttranks[4],tt_rank;
+ setarray $ttnames$[13],strcharinfo(0);
+ mes "[Guide]";
+ mes "Congratulations!";
+ mes "You've ranked Fifth";
+ mes "among the Top Five Players";
+ mes "who've won the most games!";
+ donpcevent "TBT_Guide#Broadcast::Onnew_top5";
+ if (tt_rank == 29999) {
+ if ($ttnames$[7] == "Breezy Havana") {
+ set $ttnames$[7],strcharinfo(0);
+ mes "You've secured your place in";
+ mes "the Turbo Track Hall of Honor!";
+ announce "" + strcharinfo(0) + " has joined the Turbo Track Hall of Honor!",bc_all,"FF0000";
+ }
+ else if ($ttnames$[8] == "RS125") {
+ set $ttnames$[8],strcharinfo(0);
+ mes "You've secured your place in";
+ mes "the Turbo Track Hall of Honor!";
+ announce "" + strcharinfo(0) + " has joined the Turbo Track Hall of Honor!",bc_all,"FF0000";
+ }
+ }
+ }
+ else {
+ mes "[Guide]";
+ mes "If you can win more games";
+ mes "than everybody else, your";
+ mes "name will be registered in";
+ mes "our Top Five Player Ranking.";
+ next;
+ mes "[Guide]";
+ mes "What do you";
+ mes "think, " + strcharinfo(0) +"?";
+ mes "Glory can be yours if";
+ mes "you can achieve victory!";
+ }
+ next;
+ mes "[Guide]";
+ mes "Thank you for";
+ mes "participating in";
+ mes "the Turbo Track.";
+ mes "You will be transported";
+ mes "to a Waiting Room shortly.";
+ close2;
+ warp "turbo_room",72,89;
+ end;
+ }
+ else {
+ if ($ttnames$[7] == strcharinfo(0)) {
+ mes "[Guide]";
+ mes "Oh wow!";
+ mes "You're a member";
+ mes "in our Hall of Honor,";
+ mes "aren't you? This is great!";
+ mes "I'm talking to a living legend!";
+ next;
+ mes "[Guide]";
+ mes "Right, your reward...";
+ if (tt_point < 28961) {
+ mes "40 Turbo Track Points!";
+ set tt_point,tt_point+40;
+ mes "You now have a total of";
+ mes ""+ tt_point +" Turbo Track Points.";
+ }
+ else {
+ mes "Unfortunately, I can't give";
+ mes "you any Turbo Track Points";
+ mes "since you would exceed the";
+ mes "maximum limit. Sorry,";
+ mes "" + strcharinfo(0) +"...";
+ }
+ next;
+ mes "[Guide]";
+ mes "Oh, and thanks for";
+ mes "participating in the";
+ mes "Turbo Track! You'll be sent";
+ mes "to the Waiting Room soon~";
+ close2;
+ warp "turbo_room",72,89;
+ end;
+ }
+ else if ($ttnames$[8] == strcharinfo(0)) {
+ mes "[Guide]";
+ mes "Hey, aren't you";
+ mes "in our Hall of Honor?";
+ mes "I've been watching your";
+ mes "races... You're pretty quick";
+ mes "on your feet, hotshot~";
+ next;
+ mes "[Guide]";
+ mes "Right, your reward...";
+ if (tt_point < 28961) {
+ mes "40 Turbo Track Points!";
+ set tt_point,tt_point+40;
+ mes "You now have a total of";
+ mes ""+ tt_point +" Turbo Track Points.";
+ }
+ else {
+ mes "Unfortunately, I can't give";
+ mes "you any Turbo Track Points";
+ mes "since you would exceed the";
+ mes "maximum limit. Sorry...";
+ }
+ next;
+ mes "[Guide]";
+ mes "Oh, and thanks for";
+ mes "participating in the";
+ mes "Turbo Track! You'll be sent";
+ mes "to the Waiting Room soon~";
+ close2;
+ warp "turbo_room",72,89;
+ end;
+ }
+ else {
+ mes "[Guide]";
+ mes "Awwww~";
+ mes "You were almost able";
+ mes "to join our Hall of Honor...!";
+ mes "But don't let that get you";
+ mes "down. Maybe next time!";
+ next;
+ mes "[Guide]";
+ mes "Right, your reward...";
+ mes "40 Turbo Track Points!";
+ if (tt_point < 28961) {
+ set tt_point,tt_point+40;
+ set my_point,tt_point;
+ mes "You now have a total of";
+ mes ""+ tt_point +" Turbo Track Points.";
+ }
+ else {
+ mes "Unfortunately, I can't give";
+ mes "you any Turbo Track Points";
+ mes "since you would exceed the";
+ mes "maximum limit. Sorry...";
+ }
+ next;
+ mes "[Guide]";
+ mes "Thank you for";
+ mes "participating in";
+ mes "the Turbo Track.";
+ mes "You will be transported";
+ mes "to a Waiting Room shortly.";
+ close2;
+ warp "turbo_room",72,89;
+ end;
+ }
+ }
+
+OnInit:
+ disablenpc "Winner Helper#TBT_e_4";
+ end;
+
+OnEnable:
+ enablenpc "Winner Helper#TBT_e_4";
+ initnpctimer;
+ end;
+
+OnTimer4000:
+ mapannounce "turbo_e_4","This is the ending broadcast for Turbo Track Expert Mode - 4 person.",bc_map,"0x33FF66";
+ end;
+
+OnTimer8000:
+ mapannounce "turbo_e_4","For smooth game play, the game will end in approximately 1 minute.",bc_map,"0x33FF66";
+ end;
+
+OnTimer12000:
+ mapannounce "turbo_e_4","At that time, a Warp portal will open.",bc_map,"0x33FF66";
+ end;
+
+OnTimer16000:
+ mapannounce "turbo_e_4","Players in the arena must be ready to leave through the Warp Portal.",bc_map,"0x33FF66";
+ end;
+
+OnTimer20000:
+ mapannounce "turbo_e_4","In the meantime, winners must proceed to receive their rewards as soon as possible.",bc_map,"0x33FF66";
+ end;
+
+OnTimer24000:
+ mapannounce "turbo_e_4","Thank you for visiting Al De Baran Turbo Track.",bc_map,"0x33FF66";
+ end;
+
+OnTimer28000:
+ mapannounce "turbo_e_4","Al De Baran Turbo Track is brought to you by...",bc_map,"0x33FF66";
+ end;
+
+OnTimer32000:
+ mapannounce "turbo_e_4","[Al De Baran Kafra Corporation Headquarters]",bc_map,"0x33FF66";
+ end;
+
+OnTimer36000:
+ mapannounce "turbo_e_4","[Al De Baran Guild Castle Management Luina]",bc_map,"0x33FF66";
+ end;
+
+OnTimer40000:
+ mapannounce "turbo_e_4","[Blacksmith Union]",bc_map,"0x33FF66";
+ end;
+
+OnTimer44000:
+ mapannounce "turbo_e_4","And [Comodo Casino].",bc_map,"0x33FF66";
+ end;
+
+OnTimer48000:
+ mapannounce "turbo_e_4","Once again, we'd like to thank our sponsors.",bc_map,"0x33FF66";
+ end;
+
+OnTimer52000:
+ mapannounce "turbo_e_4","Have a good day.",bc_map,"0x33FF66";
+ end;
+
+//--- warp all players to turbo room
+OnTimer58000:
+ mapwarp "turbo_e_4","turbo_room",72,89;
+ end;
+
+//----end game, reset all
+OnTimer60000:
+ enablenpc "Notice_Maker1#TBT_e_4";
+ enablenpc "Notice_Maker3#TBT_e_4";
+ enablenpc "Notice_Maker4#TBT_e_4";
+ enablenpc "Disposable_Switch#e4";
+ disablenpc "Flasher_Exit_1#e4";
+ disablenpc "Flasher_Exit_2#e4";
+ enablenpc "No_Unfair_Start#e4-1";
+ enablenpc "No_Unfair_Start#e4-2";
+ donpcevent "snake#e4::Onreset";
+ donpcevent "hunting#e4::Onreset";
+ donpcevent "Expert mode - 4 person::OnEnable";
+ disablenpc "bing2#e4";
+ enablenpc "cos_e_4_end";
+ stopnpctimer;
+ end;
+}
+
+turbo_e_4,11,91,0 script Notice_Maker1#TBT_e_4 -1,3,3,{
+OnInit:
+ enablenpc "Notice_Maker1#TBT_e_4";
+ end;
+
+OnTouch:
+ mapannounce "turbo_e_4","" + strcharinfo(0) +" is now entering the Small Cave! " + strcharinfo(0) +" is now in the lead!",bc_map,"0xFFFF00";
+ donpcevent "TBT_Guide#Broadcast::Onend_e4";
+ disablenpc "Notice_Maker1#TBT_e_4";
+ end;
+}
+
+turbo_e_4,234,223,0 script Notice_Maker3#TBT_e_4 -1,2,2,{
+OnInit:
+ enablenpc "Notice_Maker3#TBT_e_4";
+ end;
+
+OnTouch:
+ mapannounce "turbo_e_4","" + strcharinfo(0) +" is now entering the Single Snail! " + strcharinfo(0) +" is now in the lead!",bc_map,"0xFFFF00";
+ disablenpc "Notice_Maker3#TBT_e_4";
+ end;
+}
+
+turbo_e_4,226,15,0 script Notice_Maker4#TBT_e_4 -1,1,1,{
+OnInit:
+ enablenpc "Notice_Maker4#TBT_e_4";
+ end;
+
+OnTouch:
+ mapannounce "turbo_e_4","" + strcharinfo(0) +" is currently in First Place!",bc_map,"0xFFFF00";
+ disablenpc "Notice_Maker4#TBT_e_4";
+ end;
+}
+
+turbo_e_4,227,379,0 script Warp#e_4_1::Warp_e_4 -1,1,1,{
+OnTouch:
+ set .@warprand,rand(1,20);
+ if (.@warprand == 1)
+ warp "turbo_e_4",216,378;
+ else if (.@warprand == 2)
+ warp "turbo_e_4",218,360;
+ else if (.@warprand == 4)
+ warp "turbo_e_4",223,361;
+ else if (.@warprand == 5)
+ warp "turbo_e_4",243,342;
+ else if (.@warprand == 6)
+ warp "turbo_e_4",247,364;
+ end;
+}
+turbo_e_4,237,380,0 duplicate(Warp_e_4) Warp#e_4_2 -1,1,1,{
+turbo_e_4,227,367,0 duplicate(Warp_e_4) Warp#e_4_3 -1,1,1,{
+turbo_e_4,231,360,0 duplicate(Warp_e_4) Warp#e_4_4 -1,1,1,{
+turbo_e_4,225,349,0 duplicate(Warp_e_4) Warp#e_4_5 -1,1,1,{
+turbo_e_4,249,352,0 duplicate(Warp_e_4) Warp#e_4_6 -1,1,1,{
+turbo_e_4,253,364,0 duplicate(Warp_e_4) Warp#e_4_7 -1,2,2,{
+
+turbo_e_4,307,55,0 script trap_e4#F1::TurboTrap_e4 139,1,1,{
+OnTouch:
+ specialeffect EF_BLASTMINEBOMB;
+ set .@HitTrap,10;
+ if (.@HitTrap > 0 && .@HitTrap < 4)
+ percentheal -1,0;
+ else if (.@HitTrap > 4 && .@HitTrap < 8)
+ percentheal -5,0;
+ else
+ percentheal -2,0;
+ end;
+}
+
+turbo_e_4,307,51,0 duplicate(TurboTrap_e4) trap_e4#F2 139,1,1
+turbo_e_4,307,47,0 duplicate(TurboTrap_e4) trap_e4#F3 139,1,1
+turbo_e_4,307,43,0 duplicate(TurboTrap_e4) trap_e4#F4 139,1,1
+turbo_e_4,307,39,0 duplicate(TurboTrap_e4) trap_e4#F5 139,1,1
+turbo_e_4,307,39,0 duplicate(TurboTrap_e4) trap_e4#F96 139,1,1
+turbo_e_4,312,56,0 duplicate(TurboTrap_e4) trap_e4#F6 139,1,1
+turbo_e_4,312,52,0 duplicate(TurboTrap_e4) trap_e4#F7 139,1,1
+turbo_e_4,312,48,0 duplicate(TurboTrap_e4) trap_e4#F8 139,1,1
+turbo_e_4,312,44,0 duplicate(TurboTrap_e4) trap_e4#F9 139,1,1
+turbo_e_4,312,40,0 duplicate(TurboTrap_e4) trap_e4#F10 139,1,1
+turbo_e_4,312,36,0 duplicate(TurboTrap_e4) trap_e4#F11 139,1,1
+turbo_e_4,316,55,0 duplicate(TurboTrap_e4) trap_e4#F12 139,1,1
+turbo_e_4,316,51,0 duplicate(TurboTrap_e4) trap_e4#F13 139,1,1
+turbo_e_4,316,47,0 duplicate(TurboTrap_e4) trap_e4#F14 139,1,1
+turbo_e_4,316,43,0 duplicate(TurboTrap_e4) trap_e4#F15 139,1,1
+turbo_e_4,316,39,0 duplicate(TurboTrap_e4) trap_e4#F16 139,1,1
+turbo_e_4,316,36,0 duplicate(TurboTrap_e4) trap_e4#F17 139,1,1
+turbo_e_4,320,56,0 duplicate(TurboTrap_e4) trap_e4#F18 139,1,1
+turbo_e_4,320,52,0 duplicate(TurboTrap_e4) trap_e4#F19 139,1,1
+turbo_e_4,320,48,0 duplicate(TurboTrap_e4) trap_e4#F20 139,1,1
+turbo_e_4,320,44,0 duplicate(TurboTrap_e4) trap_e4#F21 139,1,1
+turbo_e_4,320,40,0 duplicate(TurboTrap_e4) trap_e4#F22 139,1,1
+turbo_e_4,320,36,0 duplicate(TurboTrap_e4) trap_e4#F23 139,1,1
+turbo_e_4,324,55,0 duplicate(TurboTrap_e4) trap_e4#F24 139,1,1
+turbo_e_4,324,51,0 duplicate(TurboTrap_e4) trap_e4#F25 139,1,1
+turbo_e_4,324,47,0 duplicate(TurboTrap_e4) trap_e4#F26 139,1,1
+turbo_e_4,324,43,0 duplicate(TurboTrap_e4) trap_e4#F27 139,1,1
+turbo_e_4,324,39,0 duplicate(TurboTrap_e4) trap_e4#F28 139,1,1
+turbo_e_4,324,36,0 duplicate(TurboTrap_e4) trap_e4#F29 139,1,1
+turbo_e_4,328,56,0 duplicate(TurboTrap_e4) trap_e4#F30 139,1,1
+turbo_e_4,328,52,0 duplicate(TurboTrap_e4) trap_e4#F31 139,1,1
+turbo_e_4,328,48,0 duplicate(TurboTrap_e4) trap_e4#F32 139,1,1
+turbo_e_4,328,44,0 duplicate(TurboTrap_e4) trap_e4#F33 139,1,1
+turbo_e_4,328,40,0 duplicate(TurboTrap_e4) trap_e4#F34 139,1,1
+turbo_e_4,328,36,0 duplicate(TurboTrap_e4) trap_e4#F35 139,1,1
+turbo_e_4,332,55,0 duplicate(TurboTrap_e4) trap_e4#F36 139,1,1
+turbo_e_4,332,51,0 duplicate(TurboTrap_e4) trap_e4#F37 139,1,1
+turbo_e_4,332,47,0 duplicate(TurboTrap_e4) trap_e4#F38 139,1,1
+turbo_e_4,332,43,0 duplicate(TurboTrap_e4) trap_e4#F39 139,1,1
+turbo_e_4,332,39,0 duplicate(TurboTrap_e4) trap_e4#F40 139,1,1
+turbo_e_4,332,36,0 duplicate(TurboTrap_e4) trap_e4#F41 139,1,1
+
+turbo_e_4,336,56,0 script trap_e4#F42::TurboTrap_e4_2 -1,1,1,{
+OnTouch:
+ specialeffect EF_FREEZING;
+ set .@HitTrap,10;
+ if (.@HitTrap > 0 && .@HitTrap < 4)
+ percentheal -1,0;
+ else if (.@HitTrap > 4 && .@HitTrap < 8) {
+ percentheal -5,0;
+ sc_start SC_FREEZE,3000,0;
+ }
+ else {
+ sc_start SC_FREEZE,4000,0;
+ percentheal -2,0;
+ }
+}
+turbo_e_4,336,52,0 duplicate(TurboTrap_e4_2) trap_e4#F43 139,1,1
+turbo_e_4,336,48,0 duplicate(TurboTrap_e4_2) trap_e4#F44 139,1,1
+turbo_e_4,336,44,0 duplicate(TurboTrap_e4_2) trap_e4#F45 139,1,1
+turbo_e_4,336,50,0 duplicate(TurboTrap_e4_2) trap_e4#F46 139,1,1
+turbo_e_4,336,36,0 duplicate(TurboTrap_e4_2) trap_e4#F47 139,1,1
+turbo_e_4,340,55,0 duplicate(TurboTrap_e4_2) trap_e4#F48 139,1,1
+
+turbo_e_4,340,51,0 duplicate(TurboTrap_e4) trap_e4#F49 139,1,1
+turbo_e_4,340,47,0 duplicate(TurboTrap_e4) trap_e4#F50 139,1,1
+turbo_e_4,340,43,0 duplicate(TurboTrap_e4) trap_e4#F51 139,1,1
+turbo_e_4,340,39,0 duplicate(TurboTrap_e4) trap_e4#F52 139,1,1
+turbo_e_4,340,36,0 duplicate(TurboTrap_e4) trap_e4#F53 139,1,1
+turbo_e_4,344,56,0 duplicate(TurboTrap_e4) trap_e4#F54 139,1,1
+turbo_e_4,344,52,0 duplicate(TurboTrap_e4) trap_e4#F55 139,1,1
+turbo_e_4,344,48,0 duplicate(TurboTrap_e4) trap_e4#F56 139,1,1
+turbo_e_4,344,44,0 duplicate(TurboTrap_e4) trap_e4#F57 139,1,1
+turbo_e_4,344,40,0 duplicate(TurboTrap_e4) trap_e4#F58 139,1,1
+turbo_e_4,344,36,0 duplicate(TurboTrap_e4) trap_e4#F59 139,1,1
+turbo_e_4,348,55,0 duplicate(TurboTrap_e4) trap_e4#F60 139,1,1
+turbo_e_4,348,51,0 duplicate(TurboTrap_e4) trap_e4#F61 139,1,1
+turbo_e_4,348,47,0 duplicate(TurboTrap_e4) trap_e4#F62 139,1,1
+turbo_e_4,348,43,0 duplicate(TurboTrap_e4) trap_e4#F63 139,1,1
+turbo_e_4,348,39,0 duplicate(TurboTrap_e4) trap_e4#F64 139,1,1
+turbo_e_4,348,36,0 duplicate(TurboTrap_e4) trap_e4#F65 139,1,1
+turbo_e_4,352,56,0 duplicate(TurboTrap_e4) trap_e4#F66 139,1,1
+turbo_e_4,352,52,0 duplicate(TurboTrap_e4) trap_e4#F67 139,1,1
+turbo_e_4,352,48,0 duplicate(TurboTrap_e4) trap_e4#F68 139,1,1
+turbo_e_4,352,44,0 duplicate(TurboTrap_e4) trap_e4#F69 139,1,1
+turbo_e_4,352,40,0 duplicate(TurboTrap_e4) trap_e4#F70 139,1,1
+turbo_e_4,352,36,0 duplicate(TurboTrap_e4) trap_e4#F71 139,1,1
+turbo_e_4,356,55,0 duplicate(TurboTrap_e4) trap_e4#F72 139,1,1
+turbo_e_4,356,51,0 duplicate(TurboTrap_e4) trap_e4#F73 139,1,1
+turbo_e_4,356,47,0 duplicate(TurboTrap_e4) trap_e4#F74 139,1,1
+turbo_e_4,356,43,0 duplicate(TurboTrap_e4) trap_e4#F75 139,1,1
+turbo_e_4,356,39,0 duplicate(TurboTrap_e4) trap_e4#F76 139,1,1
+turbo_e_4,356,36,0 duplicate(TurboTrap_e4) trap_e4#F77 139,1,1
+turbo_e_4,360,56,0 duplicate(TurboTrap_e4) trap_e4#F78 139,1,1
+turbo_e_4,360,52,0 duplicate(TurboTrap_e4) trap_e4#F79 139,1,1
+turbo_e_4,360,48,0 duplicate(TurboTrap_e4) trap_e4#F80 139,1,1
+turbo_e_4,360,44,0 duplicate(TurboTrap_e4) trap_e4#F81 139,1,1
+turbo_e_4,360,40,0 duplicate(TurboTrap_e4) trap_e4#F82 139,1,1
+turbo_e_4,360,36,0 duplicate(TurboTrap_e4) trap_e4#F83 139,1,1
+turbo_e_4,364,55,0 duplicate(TurboTrap_e4) trap_e4#F84 139,1,1
+turbo_e_4,364,51,0 duplicate(TurboTrap_e4) trap_e4#F85 139,1,1
+turbo_e_4,364,47,0 duplicate(TurboTrap_e4) trap_e4#F86 139,1,1
+turbo_e_4,364,43,0 duplicate(TurboTrap_e4) trap_e4#F87 139,1,1
+turbo_e_4,364,39,0 duplicate(TurboTrap_e4) trap_e4#F88 139,1,1
+turbo_e_4,364,36,0 duplicate(TurboTrap_e4) trap_e4#F89 139,1,1
+turbo_e_4,368,56,0 duplicate(TurboTrap_e4) trap_e4#F90 139,1,1
+turbo_e_4,368,52,0 duplicate(TurboTrap_e4) trap_e4#F91 139,1,1
+turbo_e_4,368,48,0 duplicate(TurboTrap_e4) trap_e4#F92 139,1,1
+turbo_e_4,368,44,0 duplicate(TurboTrap_e4) trap_e4#F93 139,1,1
+turbo_e_4,368,40,0 duplicate(TurboTrap_e4) trap_e4#F94 139,1,1
+turbo_e_4,368,36,0 duplicate(TurboTrap_e4) trap_e4#F95 139,1,1
+
+turbo_e_4,217,214,0 script bing#e4 45,3,3,{
+OnTouch:
+ set .@bing1,rand(1,10);
+ if (.@bing1 > 0 && .@bing1 < 4)
+ warp "turbo_e_4",217,232;
+ else if (.@bing1 == 6)
+ warp "turbo_e_4",233,207;
+ else if (.@bing1 == 7)
+ warp "turbo_e_4",208,219;
+ else if (.@bing1 == 8)
+ warp "turbo_e_4",219,202;
+ else if (.@bing1 == 9)
+ warp "turbo_e_4",218,228;
+ disablenpc "bing#e4";
+ enablenpc "bing2#e4";
+ end;
+}
+
+turbo_e_4,217,214,0 script bing2#e4 45,3,3,{
+OnInit:
+ disablenpc "bing2#e4";
+ end;
+
+OnTouch:
+ set .@bing1,rand(1,10);
+ if (.@bing1 == 1)
+ warp "turbo_e_4",217,232;
+ else if (.@bing1 == 2)
+ warp "turbo_e_4",233,207;
+ else if (.@bing1 == 3)
+ warp "turbo_e_4",208,219;
+ else if (.@bing1 == 4)
+ warp "turbo_e_4",219,202;
+ else if (.@bing1 == 5)
+ warp "turbo_e_4",218,228;
+ else if (.@bing1 == 6)
+ warp "turbo_e_4",220,195;
+ end;
+}
diff --git a/npc/pre-re/other/turbotrack/Expert_8.txt b/npc/pre-re/other/turbotrack/Expert_8.txt
new file mode 100644
index 000000000..1dcb2cc23
--- /dev/null
+++ b/npc/pre-re/other/turbotrack/Expert_8.txt
@@ -0,0 +1,1409 @@
+//===== rAthena Script =======================================
+//= Turbo Track - Expert - 8 Person
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.5
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= Turbo Track Course: Expert (PVP) - 8 Person
+//===== Additional Comments: =================================
+//= 1.0 Translated from the Official. [L0ne_W0lf]
+//= 1.1 Fixed small official bug. [L0ne_W0lf]
+//= 1.2 Fixed a little mistake [akrus]
+//= 1.3 Corrected issue with top record setting. [L0ne_W0lf]
+//= 1.4 Updated 'waitingroom' to support required zeny/lvl. [Kisuka]
+//= 1.5 Fixed variable typo [Elias]
+//============================================================
+
+turbo_room,117,135,3 script Expert mode - 8 person 124,{
+ end;
+
+OnInit:
+ waitingroom "Expert mode - 8 person",60,"Expert mode - 8 person::OnStartArena",8,1000,10,99;
+ enablewaitingroomevent "Expert mode - 8 person";
+ end;
+
+OnEnable:
+ enablenpc "Expert mode - 8 person";
+ enablewaitingroomevent "Expert mode - 8 person";
+ end;
+
+OnStartArena:
+ warpwaitingpc "turbo_e_8",298,161;
+ donpcevent "Broadcast#e8::OnEnable";
+ disablewaitingroomevent "Expert mode - 8 person";
+ end;
+}
+
+turbo_e_8,298,167,3 script Helper#e8_F 124,{
+ mes "[Helper]";
+ mes "You are now in the";
+ mes "Waiting Room. You will";
+ mes "be guided to the Starting Line";
+ mes "after 30 seconds, so please use";
+ mes "this time to prepare your items";
+ mes "and equipment. Thank you.";
+ close;
+}
+
+turbo_e_8,298,167,0 script Point Give-Away Guy#e8 -1,15,15,{
+OnInit:
+ disablenpc "Point Give-Away Guy#e8";
+ end;
+
+OnTouch:
+ if (tt_point < 28999) {
+ set tt_point,tt_point+2;
+ warp "turbo_e_8",59,364;
+ }
+ else
+ warp "turbo_e_8",59,364;
+ end;
+}
+
+turbo_e_8,167,3,0 script Broadcast#e8 -1,{
+OnInit:
+ disablenpc "Broadcast#e8";
+ end;
+
+OnEnable:
+ enablenpc "Broadcast#e8";
+ initnpctimer;
+ end;
+
+OnTimer2000:
+ mapannounce "turbo_e_8","You are now in the Waiting Room where you can check your items and prepare for the race.",bc_map,"0x33FF66";
+ end;
+
+OnTimer7000:
+ mapannounce "turbo_e_8","You will have 30 seconds before you are transported to the Starting Line.",bc_map,"0x33FF66";
+ end;
+
+OnTimer10000:
+ mapannounce "turbo_e_8","Please make sure that you have suitable equipment and items with you.",bc_map,"0x33FF66";
+ end;
+
+OnTimer15000:
+ mapannounce "turbo_e_8","The 30 second countdown will begin shortly.",bc_map,"0x33FF66";
+ end;
+
+OnTimer17000:
+ mapannounce "turbo_e_8","30 seconds remaining.",bc_map,"0x33FF66";
+ end;
+
+OnTimer27000:
+ mapannounce "turbo_e_8","20 seconds remaining.",bc_map,"0x33FF66";
+ end;
+
+OnTimer37000:
+ mapannounce "turbo_e_8","10 seconds remaining.",bc_map,"0x33FF66";
+ end;
+
+OnTimer42000:
+ mapannounce "turbo_e_8","5 seconds remaining.",bc_map,"0x33FF66";
+ end;
+
+OnTimer43000:
+ mapannounce "turbo_e_8","4 seconds remaining.",bc_map,"0x33FF66";
+ end;
+
+OnTimer44000:
+ mapannounce "turbo_e_8","3 seconds remaining.",bc_map,"0x33FF66";
+ end;
+
+OnTimer45000:
+ mapannounce "turbo_e_8","2 seconds remaining.",bc_map,"0x33FF66";
+ end;
+
+OnTimer46000:
+ mapannounce "turbo_e_8","1 second remaining.",bc_map,"0x33FF66";
+ end;
+
+OnTimer47000:
+ mapannounce "turbo_e_8","You will be transported to the Starting Line shortly.",bc_map,"0x33FF66";
+ end;
+
+OnTimer49000:
+ enablenpc "Point Give-Away Guy#e8";
+ donpcevent "Master#e8::OnEnable";
+ end;
+
+OnTimer50000:
+ donpcevent "snake#e8::OnEnable";
+ donpcevent "hunting#e8::OnEnable";
+ enablenpc "bing#e8";
+ end;
+
+OnTimer57000:
+ disablenpc "Point Give-Away Guy#e8";
+ end;
+}
+
+turbo_e_8,167,3,0 script Master#e8 -1,{
+OnInit:
+ disablenpc "Master#e8";
+ end;
+
+OnEnable:
+ enablenpc "Master#e8";
+ initnpctimer;
+ end;
+
+OnDisable:
+ stopnpctimer;
+ disablenpc "Master#e8";
+ end;
+
+OnTimer7000:
+ mapannounce "turbo_e_8","Welcome to the Turbo Track.",bc_map,"0x33FF66";
+ end;
+
+OnTimer9000:
+ mapannounce "turbo_e_8","The game will be hosted for 15 minutes and at least one person must complete the entire course.",bc_map,"0x33FF66";
+ end;
+
+OnTimer11000:
+ mapannounce "turbo_e_8","We hope you will do your best.",bc_map,"0x33FF66";
+ end;
+
+OnTimer13000:
+ mapannounce "turbo_e_8","The game will begin after a 5 second countdown. Everyone, please take your positions behind the Starting Line.",bc_map,"0x33FF66";
+ end;
+
+OnTimer15000:
+ mapannounce "turbo_e_8","The countdown will commence shortly.",bc_map,"0x33FF66";
+ end;
+
+OnTimer17000:
+ mapannounce "turbo_e_8","- 5 -",bc_map,"0x33FF66";
+ end;
+
+OnTimer18000:
+ mapannounce "turbo_e_8","- 4 -",bc_map,"0x33FF66";
+ end;
+
+OnTimer19000:
+ mapannounce "turbo_e_8","- 3 -",bc_map,"0x33FF66";
+ end;
+
+OnTimer20000:
+ mapannounce "turbo_e_8","- 2 -",bc_map,"0x33FF66";
+ end;
+
+OnTimer21000:
+ mapannounce "turbo_e_8","- 1 -",bc_map,"0x33FF66";
+ end;
+
+OnTimer22000:
+ mapannounce "turbo_e_8","- 0 -",bc_map,"0x33FF66";
+ end;
+
+OnTimer23000:
+ mapannounce "turbo_e_8","Now! The race has begun! Go Go Go!!",bc_map,"0x33FF66";
+ disablenpc "No_Unfair_Start#e8-1";
+ disablenpc "No_Unfair_Start#e8-2";
+ end;
+
+OnTimer30000:
+ mapannounce "turbo_e_8","Remember that this is a 15 minute race. After 15 minutes, everyone will be transported out of the race track.",bc_map,"0x33FF66";
+ end;
+
+OnTimer83000:
+ mapannounce "turbo_e_8","You have 14 minutes left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer143000:
+ mapannounce "turbo_e_8","You have 13 minutes left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer203000:
+ mapannounce "turbo_e_8","You have 12 minutes left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer263000:
+ mapannounce "turbo_e_8","You have 11 minutes left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer323000:
+ mapannounce "turbo_e_8","You have 10 minutes left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer383000:
+ mapannounce "turbo_e_8","You have 9 minutes left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer443000:
+ mapannounce "turbo_e_8","You have 8 minutes left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer503000:
+ mapannounce "turbo_e_8","You have 7 minutes left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer563000:
+ mapannounce "turbo_e_8","You have 6 minutes left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer623000:
+ mapannounce "turbo_e_8","You have 5 minutes left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer683000:
+ mapannounce "turbo_e_8","You have 4 minutes left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer743000:
+ mapannounce "turbo_e_8","You have 3 minutes left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer803000:
+ mapannounce "turbo_e_8","You have 2 minutes left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer863000:
+ mapannounce "turbo_e_8","You have 1 minute left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer893000:
+ mapannounce "turbo_e_8","You have 30 seconds left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer903000:
+ mapannounce "turbo_e_8","You have 20 seconds left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer913000:
+ mapannounce "turbo_e_8","You have 10 seconds left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer918000:
+ mapannounce "turbo_e_8","You have 5 seconds left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer919000:
+ mapannounce "turbo_e_8","You have 4 seconds left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer920000:
+ mapannounce "turbo_e_8","You have 3 seconds left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer921000:
+ mapannounce "turbo_e_8","You have 2 seconds left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer922000:
+ mapannounce "turbo_e_8","You have 1 second left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer923000:
+ mapannounce "turbo_e_8","Time's up!",bc_map,"0x33FF66";
+ end;
+
+OnTimer925000:
+ mapannounce "turbo_e_8","The race is over.",bc_map,"0x33FF66";
+ end;
+
+OnTimer927000:
+ mapannounce "turbo_e_8","[Everyone will be transported to a Waiting Room.]",bc_map,"0x33FF66";
+ mapwarp "turbo_e_8","turbo_room",71,89;
+ // all NPC OFF
+ disablenpc "Broadcast#e8";
+ donpcevent "Master#e8::OnDisable";
+ donpcevent "Expert mode - 8 person::OnEnable";
+ disablenpc "Point Give-Away Guy#e8";
+ // start line NPC ON
+ enablenpc "No_Unfair_Start#e8-1";
+ enablenpc "No_Unfair_Start#e8-2";
+ // monster reset
+ donpcevent "snake#e8::Onreset";
+ donpcevent "hunting#e8::Onreset";
+ disablenpc "bing2#e8";
+ // NPC
+ disablenpc "Winner Helper#TBT_e_8";
+ enablenpc "cos_e_8_end";
+ enablenpc "cos_e_8_end2";
+ enablenpc "cos_e_8_end3";
+ enablenpc "Notice_Maker1#TBT_e_8";
+ enablenpc "Notice_Maker3#TBT_e_8";
+ enablenpc "Notice_Maker4#TBT_e_8";
+ enablenpc "Disposable_Switch#e8";
+ disablenpc "Flasher_Exit_1#e8";
+ disablenpc "Flasher_Exit_2#e8";
+ end;
+}
+
+turbo_e_8,62,379,0 script No_Unfair_Start#e8-1 -1,0,31,{
+OnTouch:
+ warp "turbo_e_8",59,364;
+ end;
+}
+
+turbo_e_8,68,379,5 script No_Unfair_Start#e8-2 -1,5,31,{
+OnTouch:
+ warp "turbo_e_8",59,364;
+ end;
+}
+
+// Turbo Track: Expert Mode - 8 Players (Log Race)
+turbo_e_8,118,377,0 script trap_a#e8-1::TurboLogRace_e_8 -1,44,1,{
+OnTouch:
+ set .@dropuser,rand(1,3);
+ if (.@dropuser == 1)
+ warp "turbo_e_8",72,372;
+ else if (.@dropuser == 2)
+ warp "turbo_e_8",72,365;
+ else
+ warp "turbo_e_8",72,357;
+ end;
+}
+turbo_e_8,77,375,0 duplicate(TurboLogRace_e_8) trap_a#e8-2 -1,3,1
+turbo_e_8,82,375,0 duplicate(TurboLogRace_e_8) trap_a#e8-3 -1,1,1
+turbo_e_8,82,372,0 duplicate(TurboLogRace_e_8) trap_a#e8-4 -1,0,2
+turbo_e_8,83,372,0 duplicate(TurboLogRace_e_8) trap_a#e8-5 -1,0,2
+turbo_e_8,97,374,0 duplicate(TurboLogRace_e_8) trap_a#e8-6 -1,1,2
+turbo_e_8,98,374,0 duplicate(TurboLogRace_e_8) trap_a#e8-7 -1,1,2
+turbo_e_8,122,372,0 duplicate(TurboLogRace_e_8) trap_a#e8-8 -1,2,4
+turbo_e_8,125,374,0 duplicate(TurboLogRace_e_8) trap_a#e8-9 -1,0,4
+turbo_e_8,132,374,0 duplicate(TurboLogRace_e_8) trap_a#e8-10 -1,7,2
+turbo_e_8,156,374,0 duplicate(TurboLogRace_e_8) trap_a#e8-11 -1,6,2
+turbo_e_8,163,375,0 duplicate(TurboLogRace_e_8) trap_a#e8-12 -1,0,3
+turbo_e_8,164,377,0 duplicate(TurboLogRace_e_8) trap_a#e8-13 -1,1,1
+// second line
+turbo_e_8,76,369,0 duplicate(TurboLogRace_e_8) trap_b#e8-1 -1,2,2
+turbo_e_8,79,369,0 duplicate(TurboLogRace_e_8) trap_b#e8-2 -1,0,2
+turbo_e_8,77,366,0 duplicate(TurboLogRace_e_8) trap_b#e8-3 -1,3,0
+turbo_e_8,85,366,0 duplicate(TurboLogRace_e_8) trap_b#e8-4 -1,5,1
+turbo_e_8,87,363,0 duplicate(TurboLogRace_e_8) trap_b#e8-5 -1,2,1
+turbo_e_8,88,368,0 duplicate(TurboLogRace_e_8) trap_b#e8-6 -1,2,5
+turbo_e_8,92,370,0 duplicate(TurboLogRace_e_8) trap_b#e8-7 -1,1,3
+turbo_e_8,98,368,0 duplicate(TurboLogRace_e_8) trap_b#e8-8 -1,4,1
+turbo_e_8,109,371,0 duplicate(TurboLogRace_e_8) trap_b#e8-9 -1,7,2
+turbo_e_8,110,368,0 duplicate(TurboLogRace_e_8) trap_b#e8-10 -1,7,0
+turbo_e_8,113,366,0 duplicate(TurboLogRace_e_8) trap_b#e8-11 -1,3,2
+turbo_e_8,117,368,0 duplicate(TurboLogRace_e_8) trap_b#e8-12 -1,0,5
+turbo_e_8,123,364,0 duplicate(TurboLogRace_e_8) trap_b#e8-13 -1,6,1
+turbo_e_8,136,368,0 duplicate(TurboLogRace_e_8) trap_b#e8-14 -1,8,1
+turbo_e_8,136,366,0 duplicate(TurboLogRace_e_8) trap_b#e8-15 -1,8,0
+turbo_e_8,144,370,0 duplicate(TurboLogRace_e_8) trap_b#e8-16 -1,2,3
+turbo_e_8,147,370,0 duplicate(TurboLogRace_e_8) trap_b#e8-17 -1,0,3
+turbo_e_8,155,369,0 duplicate(TurboLogRace_e_8) trap_b#e8-18 -1,7,0
+turbo_e_8,155,368,0 duplicate(TurboLogRace_e_8) trap_b#e8-19 -1,7,0
+turbo_e_8,151,367,0 duplicate(TurboLogRace_e_8) trap_b#e8-20 -1,3,0
+turbo_e_8,153,366,0 duplicate(TurboLogRace_e_8) trap_b#e8-21 -1,1,0
+turbo_e_8,155,367,0 duplicate(TurboLogRace_e_8) trap_b#e8-22 -1,0,1
+//third line
+turbo_e_8,78,362,0 duplicate(TurboLogRace_e_8) trap_c#e8-1 -1,4,1
+turbo_e_8,78,359,0 duplicate(TurboLogRace_e_8) trap_c#e8-2 -1,4,1
+turbo_e_8,83,362,0 duplicate(TurboLogRace_e_8) trap_c#e8-3 -1,0,1
+turbo_e_8,88,359,0 duplicate(TurboLogRace_e_8) trap_c#e8-4 -1,5,1
+turbo_e_8,89,357,0 duplicate(TurboLogRace_e_8) trap_c#e8-5 -1,1,1
+turbo_e_8,92,390,0 duplicate(TurboLogRace_e_8) trap_c#e8-6 -1,1,1
+turbo_e_8,92,357,0 duplicate(TurboLogRace_e_8) trap_c#e8-7 -1,1,1
+turbo_e_8,98,364,0 duplicate(TurboLogRace_e_8) trap_c#e8-8 -1,6,1
+turbo_e_8,98,362,0 duplicate(TurboLogRace_e_8) trap_c#e8-9 -1,6,0
+turbo_e_8,106,364,0 duplicate(TurboLogRace_e_8) trap_c#e8-10 -1,2,2
+turbo_e_8,107,360,0 duplicate(TurboLogRace_e_8) trap_c#e8-11 -1,1,2
+turbo_e_8,109,360,0 duplicate(TurboLogRace_e_8) trap_c#e8-12 -1,0,2
+turbo_e_8,112,361,0 duplicate(TurboLogRace_e_8) trap_c#e8-13 -1,3,1
+turbo_e_8,116,359,0 duplicate(TurboLogRace_e_8) trap_c#e8-14 -1,0,2
+turbo_e_8,117,359,0 duplicate(TurboLogRace_e_8) trap_c#e8-15 -1,0,2
+turbo_e_8,116,356,0 duplicate(TurboLogRace_e_8) trap_c#e8-16 -1,0,2
+turbo_e_8,117,356,0 duplicate(TurboLogRace_e_8) trap_c#e8-17 -1,0,2
+turbo_e_8,129,360,0 duplicate(TurboLogRace_e_8) trap_c#e8-18 -1,12,1
+turbo_e_8,129,358,0 duplicate(TurboLogRace_e_8) trap_c#e8-19 -1,12,0
+turbo_e_8,132,357,0 duplicate(TurboLogRace_e_8) trap_c#e8-20 -1,2,1
+turbo_e_8,137,357,0 duplicate(TurboLogRace_e_8) trap_c#e8-21 -1,2,1
+turbo_e_8,147,363,0 duplicate(TurboLogRace_e_8) trap_c#e8-22 -1,16,1
+turbo_e_8,149,365,0 duplicate(TurboLogRace_e_8) trap_c#e8-23 -1,1,0
+turbo_e_8,158,362,0 duplicate(TurboLogRace_e_8) trap_c#e8-24 -1,1,4
+turbo_e_8,154,360,0 duplicate(TurboLogRace_e_8) trap_c#e8-25 -1,2,2
+turbo_e_8,161,360,0 duplicate(TurboLogRace_e_8) trap_c#e8-26 -1,1,2
+turbo_e_8,161,365,0 duplicate(TurboLogRace_e_8) trap_c#e8-27 -1,1,0
+turbo_e_8,160,366,0 duplicate(TurboLogRace_e_8) trap_c#e8-28 -1
+//fourth line
+turbo_e_8,79,353,0 duplicate(TurboLogRace_e_8) trap_d#e8-1 -1,5,2
+turbo_e_8,85,354,0 duplicate(TurboLogRace_e_8) trap_d#e8-2 -1,0,1
+turbo_e_8,99,353,0 duplicate(TurboLogRace_e_8) trap_d#e8-3 -1,14,0
+turbo_e_8,99,352,0 duplicate(TurboLogRace_e_8) trap_d#e8-4 -1,14,0
+turbo_e_8,99,356,0 duplicate(TurboLogRace_e_8) trap_d#e8-5 -1,3,3
+turbo_e_8,103,356,0 duplicate(TurboLogRace_e_8) trap_d#e8-6 -1,0,3
+turbo_e_8,108,354,0 duplicate(TurboLogRace_e_8) trap_d#e8-7 -1,5,1
+turbo_e_8,112,356,0 duplicate(TurboLogRace_e_8) trap_d#e8-8 -1,0,1
+turbo_e_8,113,356,0 duplicate(TurboLogRace_e_8) trap_d#e8-9 -1,0,1
+turbo_e_8,123,353,0 duplicate(TurboLogRace_e_8) trap_d#e8-10 -1,3,2
+turbo_e_8,127,353,0 duplicate(TurboLogRace_e_8) trap_d#e8-11 -1,0,2
+turbo_e_8,145,352,0 duplicate(TurboLogRace_e_8) trap_d#e8-12 -1,17,1
+turbo_e_8,152,354,0 duplicate(TurboLogRace_e_8) trap_d#e8-13 -1,10,1
+turbo_e_8,145,357,0 duplicate(TurboLogRace_e_8) trap_d#e8-14 -1,1,2
+turbo_e_8,148,357,0 duplicate(TurboLogRace_e_8) trap_d#e8-15 -1,1,2
+
+// Turbo Track: Expert Mode - 8 Players (Sand Hill)
+turbo_e_8,322,354,0 script #TBT_trap_e8-1::TurboSandHill_e8 -1,3,3,{
+OnTouch:
+ switch(rand(1,10)) {
+ case 1:
+ case 9:
+ sc_start SC_CONFUSION,8000,0;
+ emotion e_swt2,1;
+ end;
+ case 2:
+ sc_start SC_STONE,4000,0;
+ end;
+ case 4:
+ sc_start SC_SLEEP,4000,0;
+ end;
+ case 6:
+ sc_start SC_FREEZE,4000,0;
+ emotion e_swt2,1;
+ end;
+ case 8:
+ sc_start SC_STUN,4000,0;
+ end;
+ case 10:
+ sc_start SC_CURSE,80000,0;
+ end;
+ }
+}
+turbo_e_8,323,360,0 duplicate(TurboSandHill_e8) #TBT_trap_e8-2 -1,3,3
+turbo_e_8,324,365,0 duplicate(TurboSandHill_e8) #TBT_trap_e8-3 -1,1,1
+turbo_e_8,325,370,0 duplicate(TurboSandHill_e8) #TBT_trap_e8-4 -1,3,3
+turbo_e_8,325,375,0 duplicate(TurboSandHill_e8) #TBT_trap_e8-5 -1,1,1
+turbo_e_8,329,377,0 duplicate(TurboSandHill_e8) #TBT_trap_e8-6 -1,3,3
+turbo_e_8,338,372,0 duplicate(TurboSandHill_e8) #TBT_trap_e8-7 -1,3,3
+turbo_e_8,341,364,0 duplicate(TurboSandHill_e8) #TBT_trap_e8-8 -1,3,3
+turbo_e_8,325,359,0 duplicate(TurboSandHill_e8) #TBT_trap_e8-9 -1,2,2
+turbo_e_8,341,355,0 duplicate(TurboSandHill_e8) #TBT_trap_e8-10 -1,1,1
+turbo_e_8,350,355,0 duplicate(TurboSandHill_e8) #TBT_trap_e8-11 -1,3,3
+turbo_e_8,348,363,0 duplicate(TurboSandHill_e8) #TBT_trap_e8-12 -1,1,1
+turbo_e_8,347,370,0 duplicate(TurboSandHill_e8) #TBT_trap_e8-13 -1,2,2
+turbo_e_8,349,377,0 duplicate(TurboSandHill_e8) #TBT_trap_e8-14 -1,9,9
+turbo_e_8,362,372,0 duplicate(TurboSandHill_e8) #TBT_trap_e8-15 -1,3,3
+turbo_e_8,364,365,0 duplicate(TurboSandHill_e8) #TBT_trap_e8-16 -1,1,1
+turbo_e_8,363,357,0 duplicate(TurboSandHill_e8) #TBT_trap_e8-17 -1,3,3
+turbo_e_8,374,358,0 duplicate(TurboSandHill_e8) #TBT_trap_e8-18 -1,2,2
+turbo_e_8,371,367,0 duplicate(TurboSandHill_e8) #TBT_trap_e8-19 -1,3,3
+turbo_e_8,371,376,0 duplicate(TurboSandHill_e8) #TBT_trap_e8-20 -1,1,1
+turbo_e_8,379,375,0 duplicate(TurboSandHill_e8) #TBT_trap_e8-21 -1,3,3
+turbo_e_8,382,363,0 duplicate(TurboSandHill_e8) #TBT_trap_e8-22 -1,2,2
+turbo_e_8,381,354,0 duplicate(TurboSandHill_e8) #TBT_trap_e8-23 -1,1,1
+turbo_e_8,355,362,0 script #TBT_trap_e8-24 -1,3,3,{
+OnTouch:
+ if (rand(1,3) == 1) {
+ cutin "kafra_03",2;
+ mes "^4d4dffAl De Baran";
+ mes "Turbo Track";
+ mes "is brought to you by";
+ mes "the ^800000Kafra Corporation^4d4dff.^000000";
+ next;
+ mes "^4d4dffWe wish the best of luck to all";
+ mes "Turbo Track participants today";
+ mes "and thank everyone for using the Kafra Services with all our hearts.^000000";
+ next;
+ mes "^800000Kafra Corporation^4d4dff has been providing Storage Services,";
+ mes "Save Point Services and Teleport Services^4d4dff to our valued customers for years. Just listen to these real customers...^000000";
+ next;
+ mes "^4d4dff[Errende]";
+ mes "Kafra Ladies? Exquisite! Oh, and their service is good too~!^000000";
+ mes " ";
+ mes "[Tristram III]";
+ mes "By my crown! Such low prices!";
+ next;
+ mes "^ff0000Turbo Track";
+ mes "^ff0000Traps in the Cursed Desert!";
+ mes "^4d4dffSponsored by ^800000Kafra Corporation^4d4dff";
+ mes "''We are always by your side.''^000000";
+ close2;
+ cutin "kafra_03",255;
+ end;
+ }
+ else
+ sc_start SC_CONFUSION,4000,0;
+ end;
+}
+
+// Turbo Track: Expert Mode - 4 Players (Water Maze)
+turbo_e_8,13,266,0 script flasher#e_8-01#turbo::TurboWaterMaze_e_8 -1,0,2,{
+OnTouch:
+ sc_start SC_BLIND,60000,0;
+ end;
+}
+turbo_e_8,24,268,0 duplicate(TurboWaterMaze_e_8) flasher#e_8-02 -1,1,0
+turbo_e_8,20,258,0 duplicate(TurboWaterMaze_e_8) flasher#e_8-03 -1,1,0
+turbo_e_8,23,251,0 duplicate(TurboWaterMaze_e_8) flasher#e_8-04 -1,0,1
+turbo_e_8,36,270,0 duplicate(TurboWaterMaze_e_8) flasher#e_8-05 -1,1,0
+turbo_e_8,22,239,0 duplicate(TurboWaterMaze_e_8) flasher#e_8-06 -1,1,0
+turbo_e_8,38,239,0 duplicate(TurboWaterMaze_e_8) flasher#e_8-07 -1,0,1
+turbo_e_8,37,237,0 duplicate(TurboWaterMaze_e_8) flasher#e_8-08 -1,1,0
+turbo_e_8,55,247,0 duplicate(TurboWaterMaze_e_8) flasher#e_8-09 -1,0,1
+turbo_e_8,55,246,0 duplicate(TurboWaterMaze_e_8) flasher#e_8-10 -1,1,0
+turbo_e_8,63,253,0 duplicate(TurboWaterMaze_e_8) flasher#e_8-11 -1,0,1
+turbo_e_8,36,216,0 duplicate(TurboWaterMaze_e_8) flasher#e_8-12 -1,1,0
+turbo_e_8,20,209,0 duplicate(TurboWaterMaze_e_8) flasher#e_8-13 -1,1,0
+turbo_e_8,28,195,0 duplicate(TurboWaterMaze_e_8) flasher#e_8-14 -1,1,0
+turbo_e_8,82,264,0 duplicate(TurboWaterMaze_e_8) flasher#e_8-15 -1,1,0
+turbo_e_8,47,185,0 duplicate(TurboWaterMaze_e_8) flasher#e_8-16 -1,0,1
+turbo_e_8,53,207,0 duplicate(TurboWaterMaze_e_8) flasher#e_8-17 -1,1,0
+turbo_e_8,54,208,0 duplicate(TurboWaterMaze_e_8) flasher#e_8-18 -1,0,1
+turbo_e_8,81,247,0 duplicate(TurboWaterMaze_e_8) flasher#e_8-19 -1,0,1
+turbo_e_8,105,257,0 duplicate(TurboWaterMaze_e_8) flasher#e_8-20 -1,0,1
+turbo_e_8,95,242,0 duplicate(TurboWaterMaze_e_8) flasher#e_8-21 -1,0,1
+turbo_e_8,77,232,0 duplicate(TurboWaterMaze_e_8) flasher#e_8-22 -1,2,0
+turbo_e_8,67,222,0 duplicate(TurboWaterMaze_e_8) flasher#e_8-23 -1,2,0
+turbo_e_8,83,206,0 duplicate(TurboWaterMaze_e_8) flasher#e_8-24 -1,0,1
+turbo_e_8,95,224,0 duplicate(TurboWaterMaze_e_8) flasher#e_8-25 -1,0,1
+turbo_e_8,106,220,0 duplicate(TurboWaterMaze_e_8) flasher#e_8-26 -1,2,0
+turbo_e_8,93,191,0 duplicate(TurboWaterMaze_e_8) flasher#e_8-27 -1,1,0
+turbo_e_8,94,192,0 duplicate(TurboWaterMaze_e_8) flasher#e_8-28a -1,0,1
+turbo_e_8,46,214,0 duplicate(TurboWaterMaze_e_8) flasher#e_8-28b -1,0,1
+turbo_e_8,16,247,0 duplicate(TurboWaterMaze_e_8) flasher#e_8-29 -1,1,0
+turbo_e_8,58,268,0 duplicate(TurboWaterMaze_e_8) flasher#e_8-30 -1,1,1
+turbo_e_8,36,253,0 duplicate(TurboWaterMaze_e_8) flasher#e_8-31 -1,1,0
+turbo_e_8,69,238,0 duplicate(TurboWaterMaze_e_8) flasher#e_8-32 -1,1,1
+turbo_e_8,58,268,0 duplicate(TurboWaterMaze_e_8) flasher#e_8-33 -1,1,1
+turbo_e_8,74,188,0 duplicate(TurboWaterMaze_e_8) flasher#e_8-34 -1,2,0
+turbo_e_8,99,207,0 duplicate(TurboWaterMaze_e_8) flasher#e_8-35 -1,1,1
+turbo_e_8,74,188,0 duplicate(TurboWaterMaze_e_8) flasher#e_8-36 -1,2,0
+turbo_e_8,111,188,0 duplicate(TurboWaterMaze_e_8) flasher#e_8-37a -1,1,0
+turbo_e_8,51,232,0 duplicate(TurboWaterMaze_e_8) flasher#e_8-37b -1,1,1
+turbo_e_8,30,232,0 duplicate(TurboWaterMaze_e_8) flasher#e_8-38 -1,1,1
+turbo_e_8,92,256,0 duplicate(TurboWaterMaze_e_8) flasher#e_8-39 -1,1,1
+turbo_e_8,79,220,0 duplicate(TurboWaterMaze_e_8) flasher#e_8-40 -1,1,1
+turbo_e_8,51,192,0 duplicate(TurboWaterMaze_e_8) flasher#e_8-41 -1,1,1
+turbo_e_8,22,227,0 duplicate(TurboWaterMaze_e_8) flasher#e_8-42 -1,1,1
+turbo_e_8,51,232,0 duplicate(TurboWaterMaze_e_8) flasher#e_8-43 -1,1,1
+turbo_e_8,42,258,0 duplicate(TurboWaterMaze_e_8) flasher#e_8-44 -1,1,0
+turbo_e_8,45,271,0 duplicate(TurboWaterMaze_e_8) flasher#e_8-45 -1,2,1
+turbo_e_8,72,207,0 duplicate(TurboWaterMaze_e_8) flasher#e_8-46 -1,1,1
+turbo_e_8,33,192,0 duplicate(TurboWaterMaze_e_8) flasher#e_8-47 -1,0,1
+turbo_e_8,90,241,0 duplicate(TurboWaterMaze_e_8) flasher#e_8-48a -1,1,0
+turbo_e_8,236,3,0 duplicate(TurboWaterMaze_e_8) flasher#e_8-48b -1,3,0
+
+// Turbo Track: Expert Mode - 8 Players (Snake Dice course)
+turbo_e_8,324,279,0 script snake01#e8 45,1,1,{
+OnTouch:
+ set .@turbo2,rand(1,7);
+ if (.@turbo2 > 0) && (.@turbo2 < 3)
+ warp "turbo_e_8",370,292;
+ else if (.@turbo2 > 2) && (.@turbo2 < 5)
+ warp "turbo_e_8",295,293;
+ else if (.@turbo2 > 4) && (.@turbo2 < 7)
+ warp "turbo_e_8",355,292;
+ else
+ warp "turbo_e_8",279,292;
+ end;
+}
+
+turbo_e_8,332,279,0 script snake02#e8 45,1,1,{
+OnTouch:
+ set .@turbo2,rand(1,8);
+ if (.@turbo2 > 0) && (.@turbo2 < 3)
+ warp "turbo_e_8",287,256;
+ else if (.@turbo2 > 2) && (.@turbo2 < 5)
+ warp "turbo_e_8",303,256;
+ else if (.@turbo2 > 4) && (.@turbo2 < 7)
+ warp "turbo_e_8",347,256;
+ else
+ warp "turbo_e_8",363,256;
+ end;
+}
+
+turbo_e_8,324,270,0 script snake03#e8 45,1,1,{
+OnTouch:
+ set .@turbo2,rand(1,8);
+ if (.@turbo2 > 0) && (.@turbo2 < 3)
+ warp "turbo_e_8",279,292;
+ else if (.@turbo2 > 2) && (.@turbo2 < 5)
+ warp "turbo_e_8",311,292;
+ else if (.@turbo2 > 4) && (.@turbo2 < 7)
+ warp "turbo_e_8",347,256;
+ else
+ warp "turbo_e_8",370,292;
+ end;
+}
+
+turbo_e_8,332,270,0 script snake04#e8 45,1,1,{
+OnTouch:
+ set .@turbo2,rand(1,7);
+ if (.@turbo2 > 0) && (.@turbo2 < 3)
+ warp "turbo_e_8",363,256;
+ else if (.@turbo2 > 2) && (.@turbo2 < 5)
+ warp "turbo_e_8",295,293;
+ else if (.@turbo2 > 4) && (.@turbo2 < 7)
+ warp "turbo_e_8",355,292;
+ else
+ warp "turbo_e_8",287,256;
+ end;
+}
+
+//monsters
+turbo_e_8,389,288,0 script snake#e8 111,{
+Onreset:
+ killmonsterall "turbo_e_8";
+ end;
+
+OnEnable:
+ monster "turbo_e_8",279,284,"Archer Skeleton",1420,1;
+ monster "turbo_e_8",279,268,"Archer Skeleton",1420,1;
+ monster "turbo_e_8",279,260,"Archer Skeleton",1420,1;
+ monster "turbo_e_8",287,288,"Archer Skeleton",1420,1;
+ monster "turbo_e_8",287,280,"Archer Skeleton",1420,1;
+ monster "turbo_e_8",287,264,"Archer Skeleton",1420,1;
+ monster "turbo_e_8",295,284,"Archer Skeleton",1420,1;
+ monster "turbo_e_8",295,268,"Archer Skeleton",1420,1;
+ monster "turbo_e_8",295,260,"Archer Skeleton",1420,1;
+ monster "turbo_e_8",303,288,"Archer Skeleton",1420,1;
+ monster "turbo_e_8",303,280,"Archer Skeleton",1420,1;
+ monster "turbo_e_8",303,264,"Archer Skeleton",1420,1;
+ monster "turbo_e_8",311,284,"Archer Skeleton",1420,1;
+ monster "turbo_e_8",311,268,"Archer Skeleton",1420,1;
+ monster "turbo_e_8",311,260,"Archer Skeleton",1420,1;
+ monster "turbo_e_8",347,288,"Archer Skeleton",1420,1;
+ monster "turbo_e_8",347,280,"Archer Skeleton",1420,1;
+ monster "turbo_e_8",347,264,"Archer Skeleton",1420,1;
+ monster "turbo_e_8",355,284,"Archer Skeleton",1420,1;
+ monster "turbo_e_8",355,268,"Archer Skeleton",1420,1;
+ monster "turbo_e_8",355,260,"Archer Skeleton",1420,1;
+ monster "turbo_e_8",363,288,"Archer Skeleton",1420,1;
+ monster "turbo_e_8",363,280,"Archer Skeleton",1420,1;
+ monster "turbo_e_8",363,264,"Archer Skeleton",1420,1;
+ monster "turbo_e_8",371,284,"Archer Skeleton",1420,1;
+ monster "turbo_e_8",371,268,"Archer Skeleton",1420,1;
+ monster "turbo_e_8",371,260,"Archer Skeleton",1420,1;
+ monster "turbo_e_8",379,288,"Archer Skeleton",1420,1;
+ monster "turbo_e_8",379,280,"Archer Skeleton",1420,1;
+ monster "turbo_e_8",379,264,"Archer Skeleton",1420,1;
+ end;
+}
+
+turbo_e_8,90,46,0 script hunting#e8 111,{
+Onreset:
+ killmonsterall "turbo_e_8";
+ end;
+
+OnEnable:
+ monster "turbo_e_8",47,87,"Munak",1610,1;
+ monster "turbo_e_8",47,87,"Bongun",1611,1;
+ monster "turbo_e_8",47,87,"Munak",1610,1;
+ monster "turbo_e_8",24,74,"Munak",1610,1;
+ monster "turbo_e_8",24,74,"Bongun",1611,1;
+ monster "turbo_e_8",24,74,"Munak",1610,1;
+ monster "turbo_e_8",67,42,"Munak",1610,1;
+ monster "turbo_e_8",67,42,"Bongun",1611,1;
+ monster "turbo_e_8",67,42,"Munak",1610,1;
+ monster "turbo_e_8",60,70,"Munak",1610,1;
+ monster "turbo_e_8",60,70,"Bongun",1611,1;
+ monster "turbo_e_8",60,70,"Munak",1610,1;
+ monster "turbo_e_8",32,51,"Munak",1610,1;
+ monster "turbo_e_8",32,51,"Bongun",1611,1;
+ monster "turbo_e_8",32,51,"Munak",1610,1;
+ monster "turbo_e_8",30,25,"Munak",1610,1;
+ monster "turbo_e_8",30,25,"Bongun",1611,1;
+ monster "turbo_e_8",30,25,"Munak",1610,1;
+ monster "turbo_e_8",68,56,"Yao Jun",1612,1;
+ monster "turbo_e_8",26,46,"Yao Jun",1612,1;
+ monster "turbo_e_8",62,20,"Munak",1610,1;
+ monster "turbo_e_8",62,20,"Bongun",1611,1;
+ monster "turbo_e_8",62,20,"Munak",1610,1;
+ monster "turbo_e_8",216,378,"Munak",1610,1;
+ monster "turbo_e_8",218,360,"Munak",1610,1;
+ monster "turbo_e_8",223,361,"Munak",1610,1;
+ monster "turbo_e_8",243,342,"Munak",1610,1;
+ monster "turbo_e_8",247,364,"Munak",1610,1;
+ end;
+}
+
+// Turbo Track: Expert Mode - 4 Players (Course-clear broadcasters, and exits?)
+turbo_e_8,168,363,0 script cos_e_8_1 45,1,1,{
+OnTouch:
+ mapannounce "turbo_e_8","" + strcharinfo(0) +" has just passed the Log Bridge course!",bc_map,"0x70DBDB";
+ set .@move1,rand(1,3);
+ if (.@move1 == 1)
+ warp "turbo_e_8",210,369;
+ else if (.@move1 == 2)
+ warp "turbo_e_8",210,361;
+ else
+ warp "turbo_e_8",210,354;
+ end;
+}
+
+turbo_e_8,258,364,0 script cos_e_8_2 45,1,1,{
+OnTouch:
+ mapannounce "turbo_e_8","" + strcharinfo(0) +" has just passed the Cube Hills course!",bc_map,"0x70DBDB";
+ warp "turbo_e_8",316,365;
+ end;
+}
+
+turbo_e_8,316,365,0 script Disposable_Switch#e8 -1,1,1,{
+OnInit:
+ enablenpc "Disposable_Switch#e16";
+ end;
+
+OnTouch:
+ if (rand(1,2) == 1)
+ enablenpc "Flasher_Exit_1#e8";
+ else
+ enablenpc "Flasher_Exit_2#e8";
+ disablenpc "Disposable_Switch#e8";
+ end;
+}
+
+turbo_e_8,385,365,0 script cos_e_8_3 45,1,1,{
+OnTouch:
+ set .@to_miro,rand(1,4);
+ mapannounce "turbo_e_8","" + strcharinfo(0) +" has just passed the Cursed Desert!",bc_map,"0x70DBDB";
+ if (.@to_miro == 1)
+ warp "turbo_e_8",46,254;
+ else if (.@to_miro == 2)
+ warp "turbo_e_8",76,227;
+ else if (.@to_miro == 3)
+ warp "turbo_e_8",42,197;
+ else
+ warp "turbo_e_8",86,220;
+ end;
+}
+
+turbo_e_8,11,266,0 script Flasher_Exit_1#e8 45,1,1,{
+OnInit:
+ disablenpc "Flasher_Exit_1#e8";
+ end;
+
+OnTouch:
+ mapannounce "turbo_e_8","" + strcharinfo(0) +" has just passed the Flasher Maze!",bc_map,"0x70DBDB";
+ warp "turbo_e_8",185,227;
+ end;
+}
+
+turbo_e_8,114,190,0 script Flasher_Exit_2#e8 45,1,1,{
+OnInit:
+ disablenpc "Flasher_Exit_2#e8";
+ end;
+
+OnTouch:
+ mapannounce "turbo_e_8","" + strcharinfo(0) +" has just passed the Flasher Maze!",bc_map,"0x70DBDB";
+ warp "turbo_e_8",185,227;
+ end;
+}
+
+turbo_e_8,250,200,0 script cos_e_8_5 45,1,1,{
+OnTouch:
+ mapannounce "turbo_e_8","" + strcharinfo(0) +" has just passed the Single Snail course!",bc_map,"0x70DBDB";
+ warp "turbo_e_8",268,275;
+ end;
+}
+
+turbo_e_8,389,275,0 script cos_e_8_6 45,1,1,{
+OnTouch:
+ mapannounce "turbo_e_8","" + strcharinfo(0) +" has just passed the Snake Dice course!",bc_map,"0x70DBDB";
+ warp "turbo_e_8",5,91;
+ end;
+}
+
+turbo_e_8,93,19,0 script cos_e_8_7 45,1,1,{
+OnTouch:
+ mapannounce "turbo_e_8","" + strcharinfo(0) +" has just passed the Small Cave course! You're getting closer to the finish!",bc_map,"0x70DBDB";
+ set .@move1,rand(1,3);
+ if (.@move1 == 1)
+ warp "turbo_e_8",307,52;
+ else if (.@move1 == 2)
+ warp "turbo_e_8",307,46;
+ else
+ warp "turbo_e_8",307,40;
+ end;
+}
+
+turbo_e_8,371,47,0 script cos_e_8_end 45,1,1,{
+OnInit:
+ enablenpc "cos_e_8_end";
+ end;
+
+OnTouch:
+ mapannounce "turbo_e_8","" + strcharinfo(0) +" has just arrived at the Finish Line! Congratulations!",bc_map,"0xFFFF00";
+ set $ttnames$[5],strcharinfo(0);
+ donpcevent "TBT_Guide#Broadcast::Onwin_e8";
+ if (tt_point < 28951)
+ set tt_point,tt_point+50;
+ warp "turbo_e_8",384,161;
+ enablenpc "Winner Helper#TBT_e_8";
+ disablenpc "cos_e_8_end";
+ enablenpc "cos_e_8_end2";
+ end;
+}
+
+turbo_e_8,371,51,0 script cos_e_8_end2 45,1,1,{
+OnInit:
+ disablenpc "cos_e_8_end2";
+ end;
+
+OnTouch:
+ mapannounce "turbo_e_8","" + strcharinfo(0) +" is second to reach the Finish Line! Congratulations!",bc_map,"0xFFFF00";
+ if (tt_point < 28961)
+ set tt_point,tt_point+40;
+ warp "turbo_room",72,89;
+ disablenpc "cos_e_8_end2";
+ enablenpc "cos_e_8_end3";
+ end;
+}
+
+turbo_e_8,371,43,0 script cos_e_8_end3 45,1,1,{
+OnInit:
+ disablenpc "cos_e_8_end3";
+ end;
+
+OnTouch:
+ mapannounce "turbo_e_8","" + strcharinfo(0) +" is third to reach the Finish Line! Congratulations!",bc_map,"0xFFFF00";
+ if (tt_point < 28971)
+ set tt_point,tt_point+30;
+ warp "turbo_room",72,89;
+ donpcevent "Winner Helper#TBT_e_8::OnEnable";
+ donpcevent "Master#e8::OnDisable";
+ disablenpc "Broadcast#e8";
+ disablenpc "cos_e_8_end3";
+ end;
+}
+
+turbo_e_8,384,167,1 script Winner Helper#TBT_e_8 47,{
+//---reward points & record player name
+ if (tt_rank < 29999) {
+ mes "[Guide]";
+ mes "Congratulations!";
+ mes "As the winner, your reward";
+ mes "is 50 Turbo Track Points,";
+ mes ""+ strcharinfo(0) +"~";
+ next;
+ mes "[Guide]";
+ mes "However, you cannot receive";
+ mes "any points if you exceed the";
+ mes "point limit. You now have a total of " + my_point + " Turbo Track points.";
+ set tt_rank,tt_rank+1;
+ next;
+ if (tt_rank > $ttranks[1]) {
+ setarray $ttranks[0],$ttranks[0],tt_rank,$ttranks[1],$ttranks[2],$ttranks[3],$ttranks[4];
+ setarray $ttnames$[9],strcharinfo(0);
+ mes "[Guide]";
+ mes "Congratulations!";
+ mes "You are ranked as";
+ mes "the top player for";
+ mes "winning the most games!";
+ donpcevent "TBT_Guide#Broadcast::Onnew_top1";
+ if (tt_rank == 29999) {
+ if ($ttnames$[7] == "Breezy Havana") {
+ set $ttnames$[7],strcharinfo(0);
+ mes "You've secured your place in";
+ mes "the Turbo Track Hall of Honor!";
+ announce "" + strcharinfo(0) + " has joined the Turbo Track Hall of Honor!",bc_all,"FF0000";
+ }
+ else if ($ttnames$[8] == "RS125") {
+ set $ttnames$[8],strcharinfo(0);
+ mes "You've secured your place in";
+ mes "the Turbo Track Hall of Honor!";
+ //broadcastserver "FF0000" FW_NORMAL 10 0 0 " " + strcharinfo(0) + " has joined the Turbo Track Hall of Honor!"
+ }
+ }
+ }
+ else if (tt_rank > $ttranks[2]) {
+ setarray $ttranks[0],$ttranks[0],$ttranks[1],tt_rank,$ttranks[3],$ttranks[4],$ttranks[5];
+ setarray $ttnames$[10],strcharinfo(0);
+ mes "[Guide]";
+ mes "Congratulations!";
+ mes "You've ranked Second";
+ mes "among the Top Five Players";
+ mes "who've won the most games!";
+ donpcevent "TBT_Guide#Broadcast::Onnew_top2";
+ if (tt_rank == 29999) {
+ if ($ttnames$[7] == "Breezy Havana") {
+ set $ttnames$[7],strcharinfo(0);
+ mes "You've secured your place in";
+ mes "the Turbo Track Hall of Honor!";
+ announce "" + strcharinfo(0) + " has joined the Turbo Track Hall of Honor!",bc_all,"FF0000";
+ }
+ else if ($ttnames$[8] == "RS125") {
+ set $ttnames$[8],strcharinfo(0);
+ mes "You've secured your place in";
+ mes "the Turbo Track Hall of Honor!";
+ announce "" + strcharinfo(0) + " has joined the Turbo Track Hall of Honor!",bc_all,"FF0000";
+ }
+ }
+ }
+ else if (tt_rank > $ttranks[3]) {
+ setarray $ttranks[0],$ttranks[0],$ttranks[1],$ttranks[2],tt_rank,$ttranks[4],$ttranks[5];
+ setarray $ttnames$[11],strcharinfo(0);
+ mes "[Guide]";
+ mes "Congratulations!";
+ mes "You've ranked Third";
+ mes "among the Top Five Players";
+ mes "who've won the most games!";
+ donpcevent "TBT_Guide#Broadcast::Onnew_top3";
+ if (tt_rank == 29999) {
+ if ($ttnames$[7] == "Breezy Havana") {
+ set $ttnames$[7],strcharinfo(0);
+ mes "You've secured your place in";
+ mes "the Turbo Track Hall of Honor!";
+ announce "" + strcharinfo(0) + " has joined the Turbo Track Hall of Honor!",bc_all,"FF0000";
+ }
+ else if ($ttnames$[8] == "RS125") {
+ set $ttnames$[8],strcharinfo(0);
+ mes "You've secured your place in";
+ mes "the Turbo Track Hall of Honor!";
+ announce "" + strcharinfo(0) + " has joined the Turbo Track Hall of Honor!",bc_all,"FF0000";
+ }
+ }
+ }
+ else if (tt_rank > $ttranks[4]) {
+ setarray $ttranks[0],$ttranks[0],$ttranks[1],$ttranks[2],$ttranks[3],tt_rank,$ttranks[5];
+ setarray $ttnames$[12],strcharinfo(0);
+ mes "[Guide]";
+ mes "Congratulations!";
+ mes "You've ranked Fourth";
+ mes "among the Top Five Players";
+ mes "who've won the most games!";
+ donpcevent "TBT_Guide#Broadcast::Onnew_top4";
+ if (tt_rank == 29999) {
+ if ($ttnames$[7] == "Breezy Havana") {
+ set $ttnames$[7],strcharinfo(0);
+ mes "You've secured your place in";
+ mes "the Turbo Track Hall of Honor!";
+ announce "" + strcharinfo(0) + " has joined the Turbo Track Hall of Honor!",bc_all,"FF0000";
+ }
+ else if ($ttnames$[8] == "RS125") {
+ set $ttnames$[8],strcharinfo(0);
+ mes "You've secured your place in";
+ mes "the Turbo Track Hall of Honor!";
+ announce "" + strcharinfo(0) + " has joined the Turbo Track Hall of Honor!",bc_all,"FF0000";
+ }
+ }
+ }
+ else if (tt_rank > $ttranks[5]) {
+ setarray $ttranks[0],$ttranks[0],$ttranks[1],$ttranks[2],$ttranks[3],$ttranks[4],tt_rank;
+ setarray $ttnames$[13],strcharinfo(0);
+ mes "[Guide]";
+ mes "Congratulations!";
+ mes "You've ranked Fifth";
+ mes "among the Top Five Players";
+ mes "who've won the most games!";
+ donpcevent "TBT_Guide#Broadcast::Onnew_top5";
+ if (tt_rank == 29999) {
+ if ($ttnames$[7] == "Breezy Havana") {
+ set $ttnames$[7],strcharinfo(0);
+ mes "You've secured your place in";
+ mes "the Turbo Track Hall of Honor!";
+ announce "" + strcharinfo(0) + " has joined the Turbo Track Hall of Honor!",bc_all,"FF0000";
+ }
+ else if ($ttnames$[8] == "RS125") {
+ set $ttnames$[8],strcharinfo(0);
+ mes "You've secured your place in";
+ mes "the Turbo Track Hall of Honor!";
+ announce "" + strcharinfo(0) + " has joined the Turbo Track Hall of Honor!",bc_all,"FF0000";
+ }
+ }
+ }
+ else {
+ mes "[Guide]";
+ mes "If you can win more games";
+ mes "than everybody else, your";
+ mes "name will be registered in";
+ mes "our Top Five Player Ranking.";
+ next;
+ mes "[Guide]";
+ mes "What do you";
+ mes "think, " + strcharinfo(0) +"?";
+ mes "Glory can be yours if";
+ mes "you can achieve victory!";
+ }
+ next;
+ mes "[Guide]";
+ mes "Thank you for";
+ mes "participating in";
+ mes "the Turbo Track.";
+ mes "You will be transported";
+ mes "to a Waiting Room shortly.";
+ close2;
+ warp "turbo_room",72,89;
+ end;
+ }
+ else {
+ if ($ttnames$[7] == strcharinfo(0)) {
+ mes "[Guide]";
+ mes "Oh wow!";
+ mes "You're a member";
+ mes "in our Hall of Honor,";
+ mes "aren't you? This is great!";
+ mes "I'm talking to a living legend!";
+ next;
+ mes "[Guide]";
+ mes "Oh, I'm sorry! You're";
+ mes "here so that I can tell you";
+ mes "how many Turbo Track Points";
+ set my_point,tt_point;
+ mes "you have, right? You've got a total of " + my_point + " Turbo Track Points, "+ strcharinfo(0) +".";
+ next;
+ mes "[Guide]";
+ mes "Oh, and thanks for";
+ mes "participating in the";
+ mes "Turbo Track! You'll be sent";
+ mes "to the Waiting Room soon~";
+ close2;
+ warp "turbo_room",72,89;
+ end;
+ }
+ else if ($ttnames$[8] == strcharinfo(0)) {
+ mes "[Guide]";
+ mes "Hey, aren't you";
+ mes "in our Hall of Honor?";
+ mes "I've been watching your";
+ mes "races... You're pretty quick";
+ mes "on your feet, hotshot~";
+ next;
+ mes "[Guide]";
+ mes "Oh right, your current";
+ set my_point,tt_point;
+ mes "Turbo Track Point total!";
+ mes "You've got a total of";
+ mes "" + my_point + " Turbo Track points,";
+ mes "" + strcharinfo(0) + ".";
+ next;
+ mes "[Guide]";
+ mes "Oh, and thanks for";
+ mes "participating in the";
+ mes "Turbo Track! You'll be sent";
+ mes "to the Waiting Room soon~";
+ close2;
+ warp "turbo_room",72,89;
+ end;
+ }
+ else {
+ mes "[Guide]";
+ mes "Awwww~";
+ mes "You were almost able";
+ mes "to join our Hall of Honor...!";
+ mes "But don't let that get you";
+ mes "down. Maybe next time!";
+ next;
+ mes "[Guide]";
+ mes "Oh, right.";
+ mes "Currently, you";
+ mes "have a total of";
+ mes "" + tt_point + " Turbo Track points.";
+ next;
+ mes "[Guide]";
+ mes "Thank you for";
+ mes "participating in";
+ mes "the Turbo Track.";
+ mes "You will be transported";
+ mes "to a Waiting Room shortly.";
+ close2;
+ warp "turbo_room",72,89;
+ end;
+ }
+ }
+
+OnInit:
+ disablenpc "Winner Helper#TBT_e_8";
+ end;
+
+OnEnable:
+ enablenpc "Winner Helper#TBT_e_8";
+ initnpctimer;
+ end;
+
+OnTimer5000:
+ mapannounce "turbo_e_8","This is the ending broadcast for Turbo Track Expert Mode - 8 person.",bc_map,"0x33FF66";
+ end;
+
+OnTimer10000:
+ mapannounce "turbo_e_8","For smooth game play, the game will be end in approximately 1 minute from now.",bc_map,"0x33FF66";
+ end;
+
+OnTimer15000:
+ mapannounce "turbo_e_8","At that time, the warp portal will open.",bc_map,"0x33FF66";
+ end;
+
+OnTimer20000:
+ mapannounce "turbo_e_8","Players within the arena must be in ready to enter the warp.",bc_map,"0x33FF66";
+ end;
+
+OnTimer25000:
+ mapannounce "turbo_e_8","In the meantime, winners must procceed to receive their rewards as soon as possible.",bc_map,"0x33FF66";
+ end;
+
+OnTimer30000:
+ mapannounce "turbo_e_8","Thank you for visiting Al De Baran Turbo Track.",bc_map,"0x33FF66";
+ end;
+
+OnTimer35000:
+ mapannounce "turbo_e_8","Al De Baran Turbo Track is brought to you by...",bc_map,"0x33FF66";
+ end;
+
+OnTimer40000:
+ mapannounce "turbo_e_8","[Al De Baran Kafra Corporation Headquarters]",bc_map,"0x33FF66";
+ end;
+
+OnTimer45000:
+ mapannounce "turbo_e_8","[Al De Baran Guild Castle Management Luina]",bc_map,"0x33FF66";
+ end;
+
+OnTimer50000:
+ mapannounce "turbo_e_8","[Blacksmith Union]",bc_map,"0x33FF66";
+ end;
+
+OnTimer55000:
+ mapannounce "turbo_e_8","And [Comodo Casino].",bc_map,"0x33FF66";
+ end;
+
+OnTimer60000:
+ mapannounce "turbo_e_8","Once again, we'd like to thank our sponsors.",bc_map,"0x33FF66";
+ end;
+
+OnTimer65000:
+ mapannounce "turbo_e_8","Have a good day.",bc_map,"0x33FF66";
+ end;
+
+//--- warp all players to turbo room
+OnTimer70000:
+ mapwarp "turbo_e_8","turbo_room",72,89;
+ end;
+
+//----end game, reset all
+OnTimer71000:
+ disablenpc "Winner Helper#TBT_e_8";
+ enablenpc "cos_e_8_end";
+ enablenpc "cos_e_8_end2";
+ enablenpc "cos_e_8_end3";
+ disablenpc "Notice_Maker1#TBT_e_8";
+ disablenpc "Notice_Maker3#TBT_e_8";
+ disablenpc "Notice_Maker4#TBT_e_8";
+ enablenpc "Disposable_Switch#e8";
+ enablenpc "Flasher_Exit_1#e8";
+ enablenpc "Flasher_Exit_2#e8";
+ enablenpc "No_Unfair_Start#e8-1";
+ enablenpc "No_Unfair_Start#e8-2";
+ donpcevent "snake#e8::Onreset";
+ donpcevent "hunting#e8::Onreset";
+ donpcevent "Expert mode - 8 person::OnEnable";
+ disablenpc "bing2#e8";
+ stopnpctimer;
+ end;
+}
+
+turbo_e_8,11,91,0 script Notice_Maker1#TBT_e_8 -1,3,3,{
+OnInit:
+ enablenpc "Notice_Maker1#TBT_e_8";
+ end;
+
+OnTouch:
+ mapannounce "turbo_e_8","" + strcharinfo(0) +" is now entering the Small Cave! "+ strcharinfo(0) +" is now in the lead!",bc_map,"0xFFFF00";
+ donpcevent "TBT_Guide#Broadcast::Onend_e8";
+ disablenpc "Notice_Maker1#TBT_e_8";
+ end;
+}
+
+turbo_e_8,234,223,0 script Notice_Maker3#TBT_e_8 -1,2,2,{
+OnInit:
+ enablenpc "Notice_Maker3#TBT_e_8";
+ end;
+
+OnTouch:
+ mapannounce "turbo_e_8","" + strcharinfo(0) +" is now entering the Single Snail! "+ strcharinfo(0) +" is now in the lead!",bc_map,"0xFFFF00";
+ disablenpc "Notice_Maker3#TBT_e_8";
+ end;
+}
+
+turbo_e_8,226,15,0 script Notice_Maker4#TBT_e_8 -1,1,1,{
+OnInit:
+ enablenpc "Notice_Maker4#TBT_e_8";
+ end;
+
+OnTouch:
+ mapannounce "turbo_e_8","" + strcharinfo(0) +" is currently in First Place!",bc_map,"0xFFFF00";
+ disablenpc "Notice_Maker4#TBT_e_8";
+ end;
+}
+
+turbo_e_8,227,379,0 script Warp#e_8_1::Warp_e_8 -1,1,1,{
+OnTouch:
+ set .@warprand,rand(1,20);
+ if (.@warprand == 1)
+ warp "turbo_e_8",216,378;
+ else if (.@warprand == 2)
+ warp "turbo_e_8",218,360;
+ else if (.@warprand == 4)
+ warp "turbo_e_8",223,361;
+ else if (.@warprand == 5)
+ warp "turbo_e_8",243,342;
+ else if (.@warprand == 6)
+ warp "turbo_e_8",247,364;
+ end;
+}
+turbo_e_8,237,380,0 duplicate(Warp_e_8) Warp#e_8_2 -1,1,1
+turbo_e_8,227,367,0 duplicate(Warp_e_8) Warp#e_8_3 -1,1,1
+turbo_e_8,231,360,0 duplicate(Warp_e_8) Warp#e_8_4 -1,1,1
+turbo_e_8,225,349,0 duplicate(Warp_e_8) Warp#e_8_5 -1,1,1
+turbo_e_8,249,352,0 duplicate(Warp_e_8) Warp#e_8_6 -1,1,1
+turbo_e_8,253,364,0 duplicate(Warp_e_8) Warp#e_8_7 -1,2,2
+
+turbo_e_8,307,55,0 script trap_e8#F1::TurboTrap_e8 -1,1,1,{
+OnTouch:
+ specialeffect EF_BLASTMINEBOMB;
+ set .@HitTrap,10;
+ if (.@HitTrap > 0 && .@HitTrap < 4)
+ percentheal -1,0;
+ else if (.@HitTrap > 4 && .@HitTrap < 8)
+ percentheal -5,0;
+ else
+ percentheal -2,0;
+ end;
+}
+
+turbo_e_8,307,51,0 duplicate(TurboTrap_e8) trap_e8#F2 139,1,1
+turbo_e_8,307,47,0 duplicate(TurboTrap_e8) trap_e8#F3 139,1,1
+turbo_e_8,307,43,0 duplicate(TurboTrap_e8) trap_e8#F4 139,1,1
+turbo_e_8,307,39,0 duplicate(TurboTrap_e8) trap_e8#F5 139,1,1
+turbo_e_8,307,39,0 duplicate(TurboTrap_e8) trap_e8#F96 139,1,1
+turbo_e_8,312,56,0 duplicate(TurboTrap_e8) trap_e8#F6 139,1,1
+turbo_e_8,312,52,0 duplicate(TurboTrap_e8) trap_e8#F7 139,1,1
+turbo_e_8,312,48,0 duplicate(TurboTrap_e8) trap_e8#F8 139,1,1
+turbo_e_8,312,44,0 duplicate(TurboTrap_e8) trap_e8#F9 139,1,1
+turbo_e_8,312,40,0 duplicate(TurboTrap_e8) trap_e8#F10 139,1,1
+turbo_e_8,312,36,0 duplicate(TurboTrap_e8) trap_e8#F11 139,1,1
+turbo_e_8,316,55,0 duplicate(TurboTrap_e8) trap_e8#F12 139,1,1
+turbo_e_8,316,51,0 duplicate(TurboTrap_e8) trap_e8#F13 139,1,1
+turbo_e_8,316,47,0 duplicate(TurboTrap_e8) trap_e8#F14 139,1,1
+turbo_e_8,316,43,0 duplicate(TurboTrap_e8) trap_e8#F15 139,1,1
+turbo_e_8,316,39,0 duplicate(TurboTrap_e8) trap_e8#F16 139,1,1
+turbo_e_8,316,36,0 duplicate(TurboTrap_e8) trap_e8#F17 139,1,1
+turbo_e_8,320,56,0 duplicate(TurboTrap_e8) trap_e8#F18 139,1,1
+turbo_e_8,320,52,0 duplicate(TurboTrap_e8) trap_e8#F19 139,1,1
+turbo_e_8,320,48,0 duplicate(TurboTrap_e8) trap_e8#F20 139,1,1
+turbo_e_8,320,44,0 duplicate(TurboTrap_e8) trap_e8#F21 139,1,1
+turbo_e_8,320,40,0 duplicate(TurboTrap_e8) trap_e8#F22 139,1,1
+turbo_e_8,320,36,0 duplicate(TurboTrap_e8) trap_e8#F23 139,1,1
+turbo_e_8,324,55,0 duplicate(TurboTrap_e8) trap_e8#F24 139,1,1
+turbo_e_8,324,51,0 duplicate(TurboTrap_e8) trap_e8#F25 139,1,1
+turbo_e_8,324,47,0 duplicate(TurboTrap_e8) trap_e8#F26 139,1,1
+turbo_e_8,324,43,0 duplicate(TurboTrap_e8) trap_e8#F27 139,1,1
+turbo_e_8,324,39,0 duplicate(TurboTrap_e8) trap_e8#F28 139,1,1
+turbo_e_8,324,36,0 duplicate(TurboTrap_e8) trap_e8#F29 139,1,1
+turbo_e_8,328,56,0 duplicate(TurboTrap_e8) trap_e8#F30 139,1,1
+turbo_e_8,328,52,0 duplicate(TurboTrap_e8) trap_e8#F31 139,1,1
+turbo_e_8,328,48,0 duplicate(TurboTrap_e8) trap_e8#F32 139,1,1
+turbo_e_8,328,44,0 duplicate(TurboTrap_e8) trap_e8#F33 139,1,1
+turbo_e_8,328,40,0 duplicate(TurboTrap_e8) trap_e8#F34 139,1,1
+turbo_e_8,328,36,0 duplicate(TurboTrap_e8) trap_e8#F35 139,1,1
+turbo_e_8,332,55,0 duplicate(TurboTrap_e8) trap_e8#F36 139,1,1
+turbo_e_8,332,51,0 duplicate(TurboTrap_e8) trap_e8#F37 139,1,1
+turbo_e_8,332,47,0 duplicate(TurboTrap_e8) trap_e8#F38 139,1,1
+turbo_e_8,332,43,0 duplicate(TurboTrap_e8) trap_e8#F39 139,1,1
+turbo_e_8,332,39,0 duplicate(TurboTrap_e8) trap_e8#F40 139,1,1
+turbo_e_8,332,36,0 duplicate(TurboTrap_e8) trap_e8#F41 139,1,1
+
+turbo_e_8,336,56,0 script trap_e8#F42::TurboTrap_e8_2 -1,1,1,{
+OnTouch:
+ specialeffect EF_FREEZING;
+ set .@HitTrap,10;
+ if (.@HitTrap > 0 && .@HitTrap < 4)
+ percentheal -1,0;
+ else if (.@HitTrap > 4 && .@HitTrap < 8) {
+ percentheal -5,0;
+ sc_start SC_FREEZE,3000,0;
+ }
+ else {
+ sc_start SC_FREEZE,4000,0;
+ percentheal -2,0;
+ }
+}
+turbo_e_8,336,52,0 duplicate(TurboTrap_e8_2) trap_e8#F43 139,1,1
+turbo_e_8,336,48,0 duplicate(TurboTrap_e8_2) trap_e8#F44 139,1,1
+turbo_e_8,336,44,0 duplicate(TurboTrap_e8_2) trap_e8#F45 139,1,1
+turbo_e_8,336,50,0 duplicate(TurboTrap_e8_2) trap_e8#F46 139,1,1
+turbo_e_8,336,36,0 duplicate(TurboTrap_e8_2) trap_e8#F47 139,1,1
+turbo_e_8,340,55,0 duplicate(TurboTrap_e8_2) trap_e8#F48 139,1,1
+
+turbo_e_8,340,51,0 duplicate(TurboTrap_e8) trap_e8#F49 139,1,1
+turbo_e_8,340,47,0 duplicate(TurboTrap_e8) trap_e8#F50 139,1,1
+turbo_e_8,340,43,0 duplicate(TurboTrap_e8) trap_e8#F51 139,1,1
+turbo_e_8,340,39,0 duplicate(TurboTrap_e8) trap_e8#F52 139,1,1
+turbo_e_8,340,36,0 duplicate(TurboTrap_e8) trap_e8#F53 139,1,1
+turbo_e_8,344,56,0 duplicate(TurboTrap_e8) trap_e8#F54 139,1,1
+turbo_e_8,344,52,0 duplicate(TurboTrap_e8) trap_e8#F55 139,1,1
+turbo_e_8,344,48,0 duplicate(TurboTrap_e8) trap_e8#F56 139,1,1
+turbo_e_8,344,44,0 duplicate(TurboTrap_e8) trap_e8#F57 139,1,1
+turbo_e_8,344,40,0 duplicate(TurboTrap_e8) trap_e8#F58 139,1,1
+turbo_e_8,344,36,0 duplicate(TurboTrap_e8) trap_e8#F59 139,1,1
+turbo_e_8,348,55,0 duplicate(TurboTrap_e8) trap_e8#F60 139,1,1
+turbo_e_8,348,51,0 duplicate(TurboTrap_e8) trap_e8#F61 139,1,1
+turbo_e_8,348,47,0 duplicate(TurboTrap_e8) trap_e8#F62 139,1,1
+turbo_e_8,348,43,0 duplicate(TurboTrap_e8) trap_e8#F63 139,1,1
+turbo_e_8,348,39,0 duplicate(TurboTrap_e8) trap_e8#F64 139,1,1
+turbo_e_8,348,36,0 duplicate(TurboTrap_e8) trap_e8#F65 139,1,1
+turbo_e_8,352,56,0 duplicate(TurboTrap_e8) trap_e8#F66 139,1,1
+turbo_e_8,352,52,0 duplicate(TurboTrap_e8) trap_e8#F67 139,1,1
+turbo_e_8,352,48,0 duplicate(TurboTrap_e8) trap_e8#F68 139,1,1
+turbo_e_8,352,44,0 duplicate(TurboTrap_e8) trap_e8#F69 139,1,1
+turbo_e_8,352,40,0 duplicate(TurboTrap_e8) trap_e8#F70 139,1,1
+turbo_e_8,352,36,0 duplicate(TurboTrap_e8) trap_e8#F71 139,1,1
+turbo_e_8,356,55,0 duplicate(TurboTrap_e8) trap_e8#F72 139,1,1
+turbo_e_8,356,51,0 duplicate(TurboTrap_e8) trap_e8#F73 139,1,1
+turbo_e_8,356,47,0 duplicate(TurboTrap_e8) trap_e8#F74 139,1,1
+turbo_e_8,356,43,0 duplicate(TurboTrap_e8) trap_e8#F75 139,1,1
+turbo_e_8,356,39,0 duplicate(TurboTrap_e8) trap_e8#F76 139,1,1
+turbo_e_8,356,36,0 duplicate(TurboTrap_e8) trap_e8#F77 139,1,1
+turbo_e_8,360,56,0 duplicate(TurboTrap_e8) trap_e8#F78 139,1,1
+turbo_e_8,360,52,0 duplicate(TurboTrap_e8) trap_e8#F79 139,1,1
+turbo_e_8,360,48,0 duplicate(TurboTrap_e8) trap_e8#F80 139,1,1
+turbo_e_8,360,44,0 duplicate(TurboTrap_e8) trap_e8#F81 139,1,1
+turbo_e_8,360,40,0 duplicate(TurboTrap_e8) trap_e8#F82 139,1,1
+turbo_e_8,360,36,0 duplicate(TurboTrap_e8) trap_e8#F83 139,1,1
+turbo_e_8,364,55,0 duplicate(TurboTrap_e8) trap_e8#F84 139,1,1
+turbo_e_8,364,51,0 duplicate(TurboTrap_e8) trap_e8#F85 139,1,1
+turbo_e_8,364,47,0 duplicate(TurboTrap_e8) trap_e8#F86 139,1,1
+turbo_e_8,364,43,0 duplicate(TurboTrap_e8) trap_e8#F87 139,1,1
+turbo_e_8,364,39,0 duplicate(TurboTrap_e8) trap_e8#F88 139,1,1
+turbo_e_8,364,36,0 duplicate(TurboTrap_e8) trap_e8#F89 139,1,1
+turbo_e_8,368,56,0 duplicate(TurboTrap_e8) trap_e8#F90 139,1,1
+turbo_e_8,368,52,0 duplicate(TurboTrap_e8) trap_e8#F91 139,1,1
+turbo_e_8,368,48,0 duplicate(TurboTrap_e8) trap_e8#F92 139,1,1
+turbo_e_8,368,44,0 duplicate(TurboTrap_e8) trap_e8#F93 139,1,1
+turbo_e_8,368,40,0 duplicate(TurboTrap_e8) trap_e8#F94 139,1,1
+turbo_e_8,368,36,0 duplicate(TurboTrap_e8) trap_e8#F95 139,1,1
+
+turbo_e_8,217,214,0 script bing#e8 45,3,3,{
+OnTouch:
+ set .@bing1,rand(1,10);
+ if (.@bing1 > 0 && .@bing1 < 4)
+ warp "turbo_e_8",217,232;
+ else if (.@bing1 == 6)
+ warp "turbo_e_8",233,207;
+ else if (.@bing1 == 7)
+ warp "turbo_e_8",208,219;
+ else if (.@bing1 == 8)
+ warp "turbo_e_8",219,202;
+ else if (.@bing1 == 9)
+ warp "turbo_e_8",218,228;
+ disablenpc "bing#e8";
+ enablenpc "bing2#e8";
+ end;
+}
+
+turbo_e_8,217,214,0 script bing2#e8 45,3,3,{
+OnInit:
+ disablenpc "bing2#e8";
+ end;
+
+OnTouch:
+ set .@bing1,rand(1,10);
+ if (.@bing1 == 1)
+ warp "turbo_e_8",217,232;
+ else if (.@bing1 == 2)
+ warp "turbo_e_8",233,207;
+ else if (.@bing1 == 3)
+ warp "turbo_e_8",208,219;
+ else if (.@bing1 == 4)
+ warp "turbo_e_8",219,202;
+ else if (.@bing1 == 5)
+ warp "turbo_e_8",218,228;
+ else if (.@bing1 == 6)
+ warp "turbo_e_8",220,195;
+ end;
+}
diff --git a/npc/pre-re/other/turbotrack/Normal_16.txt b/npc/pre-re/other/turbotrack/Normal_16.txt
new file mode 100644
index 000000000..e0be9bf5c
--- /dev/null
+++ b/npc/pre-re/other/turbotrack/Normal_16.txt
@@ -0,0 +1,1489 @@
+//===== rAthena Script =======================================
+//= Turbo Track - Normal - 16 Person
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.7
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= Turbo Track Course: Normal (Non-PVP) - 16 Person
+//===== Additional Comments: =================================
+//= 1.0 Translated from the Official. [L0ne_W0lf]
+//= 1.1 Fixed small official bug. [L0ne_W0lf]
+//= 1.2 Replaced effect numerics with constants. [L0ne_W0lf]
+//= 1.3 Fixed a little mistake [akrus]
+//= 1.4 Corrected issue with top record setting. [L0ne_W0lf]
+//= 1.5 Fixed name being saved under expert mode. (bugreport:4433) [L0ne_W0lf]
+//= 1.6 Updated 'waitingroom' to support required zeny/lvl. [Kisuka]
+//= 1.7 Fixed variable typo [Elias]
+//============================================================
+
+turbo_room,91,135,3 script Normal mode - 16 person 124,{
+ end;
+
+OnInit:
+ waitingroom "Normal mode - 16 person",60,"Normal mode - 16 person::OnStartArena",16,1000,10,99;
+ enablewaitingroomevent "Normal mode - 16 person";
+ end;
+
+OnEnable:
+ enablenpc "Normal mode - 16 person";
+ enablewaitingroomevent "Normal mode - 16 person";
+ end;
+
+OnStartArena:
+ warpwaitingpc "turbo_n_16",298,161;
+ donpcevent "Broadcast#n16::OnEnable";
+ disablewaitingroomevent "Normal mode - 16 person";
+ end;
+}
+
+turbo_n_16,298,167,3 script Helper#n16_F 124,{
+ mes "[Helper]";
+ mes "You are now in the";
+ mes "Waiting Room. You will";
+ mes "be guided to the Starting Line";
+ mes "after 30 seconds, so please use";
+ mes "this time to prepare your items";
+ mes "and equipment. Thank you.";
+ close;
+}
+
+turbo_n_16,298,167,0 script Point Give-Away Guy#n16 -1,15,15,{
+OnInit:
+ disablenpc "Point Give-Away Guy#n16";
+ end;
+
+OnTouch:
+ if (tt_point < 28999) {
+ set tt_point,tt_point+2;
+ warp "turbo_n_16",59,364;
+ }
+ else
+ warp "turbo_n_16",59,364;
+ end;
+}
+
+turbo_n_16,167,3,0 script Broadcast#n16 -1,{
+OnInit:
+ disablenpc "Broadcast#n16";
+ end;
+
+OnEnable:
+ enablenpc "Broadcast#n16";
+ initnpctimer;
+ end;
+
+OnTimer2000:
+ mapannounce "turbo_n_16","You are now in the Waiting Room where you can check your items and prepare for the race.",bc_map,"0x33FF66";
+ end;
+
+OnTimer7000:
+ mapannounce "turbo_n_16","You will have 30 seconds before you are transported to the Starting Line.",bc_map,"0x33FF66";
+ end;
+
+OnTimer10000:
+ mapannounce "turbo_n_16","Please make sure that you have suitable equipment and items with you.",bc_map,"0x33FF66";
+ end;
+
+OnTimer15000:
+ mapannounce "turbo_n_16","The 30 second countdown will begin shortly.",bc_map,"0x33FF66";
+ end;
+
+OnTimer17000:
+ mapannounce "turbo_n_16","30 seconds remaining.",bc_map,"0x33FF66";
+ end;
+
+OnTimer27000:
+ mapannounce "turbo_n_16","20 seconds remaining.",bc_map,"0x33FF66";
+ end;
+
+OnTimer37000:
+ mapannounce "turbo_n_16","10 seconds remaining.",bc_map,"0x33FF66";
+ end;
+
+OnTimer42000:
+ mapannounce "turbo_n_16","5 seconds remaining.",bc_map,"0x33FF66";
+ end;
+
+OnTimer43000:
+ mapannounce "turbo_n_16","4 seconds remaining.",bc_map,"0x33FF66";
+ end;
+
+OnTimer44000:
+ mapannounce "turbo_n_16","3 seconds remaining.",bc_map,"0x33FF66";
+ end;
+
+OnTimer45000:
+ mapannounce "turbo_n_16","2 seconds remaining.",bc_map,"0x33FF66";
+ end;
+
+OnTimer46000:
+ mapannounce "turbo_n_16","1 second remaining.",bc_map,"0x33FF66";
+ end;
+
+OnTimer47000:
+ mapannounce "turbo_n_16","You will be transported to the Starting Line shortly.",bc_map,"0x33FF66";
+ end;
+
+OnTimer49000:
+ enablenpc "Point Give-Away Guy#n16";
+ donpcevent "Master#n16::OnEnable";
+ end;
+
+OnTimer50000:
+ donpcevent "snake#n16::OnEnable";
+ donpcevent "hunting#n16::OnEnable";
+ disablenpc "bing#n16";
+ end;
+
+OnTimer57000:
+ disablenpc "Point Give-Away Guy#n16";
+ end;
+}
+
+turbo_n_16,167,3,0 script Master#n16 -1,{
+OnInit:
+ disablenpc "Master#n16";
+ end;
+
+OnEnable:
+ enablenpc "Master#n16";
+ initnpctimer;
+ end;
+
+OnDisable:
+ stopnpctimer;
+ disablenpc "Master#e8";
+ end;
+
+OnTimer7000:
+ mapannounce "turbo_n_16","Welcome to the Turbo Track.",bc_map,"0x33FF66";
+ end;
+
+OnTimer9000:
+ mapannounce "turbo_n_16","The game will be hosted for 15 minutes and at least one person must complete the entire course.",bc_map,"0x33FF66";
+ end;
+
+OnTimer11000:
+ mapannounce "turbo_n_16","We hope you will do your best.",bc_map,"0x33FF66";
+ end;
+
+OnTimer13000:
+ mapannounce "turbo_n_16","The game will begin after a 5 second countdown. Everyone, please take your positions behind the Starting Line.",bc_map,"0x33FF66";
+ end;
+
+OnTimer15000:
+ mapannounce "turbo_n_16","The countdown will commence shortly.",bc_map,"0x33FF66";
+ end;
+
+OnTimer17000:
+ mapannounce "turbo_n_16","- 5 -",bc_map,"0x33FF66";
+ end;
+
+OnTimer18000:
+ mapannounce "turbo_n_16","- 4 -",bc_map,"0x33FF66";
+ end;
+
+OnTimer19000:
+ mapannounce "turbo_n_16","- 3 -",bc_map,"0x33FF66";
+ end;
+
+OnTimer20000:
+ mapannounce "turbo_n_16","- 2 -",bc_map,"0x33FF66";
+ end;
+
+OnTimer21000:
+ mapannounce "turbo_n_16","- 1 -",bc_map,"0x33FF66";
+ end;
+
+OnTimer22000:
+ mapannounce "turbo_n_16","- 0 -",bc_map,"0x33FF66";
+ end;
+
+OnTimer23000:
+ mapannounce "turbo_n_16","Now! The race has begun! Go Go Go!!",bc_map,"0x33FF66";
+ disablenpc "No_Unfair_Start#n16-1";
+ disablenpc "No_Unfair_Start#n16-2";
+ end;
+
+OnTimer30000:
+ mapannounce "turbo_n_16","Remember that this is a 15 minute race. After 15 minutes, everyone will be transported out of the race track.",bc_map,"0x33FF66";
+ end;
+
+OnTimer83000:
+ mapannounce "turbo_n_16","You have 14 minutes left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer143000:
+ mapannounce "turbo_n_16","You have 13 minutes left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer203000:
+ mapannounce "turbo_n_16","You have 12 minutes left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer263000:
+ mapannounce "turbo_n_16","You have 11 minutes left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer323000:
+ mapannounce "turbo_n_16","You have 10 minutes left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer383000:
+ mapannounce "turbo_n_16","You have 9 minutes left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer443000:
+ mapannounce "turbo_n_16","You have 8 minutes left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer503000:
+ mapannounce "turbo_n_16","You have 7 minutes left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer563000:
+ mapannounce "turbo_n_16","You have 6 minutes left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer623000:
+ mapannounce "turbo_n_16","You have 5 minutes left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer683000:
+ mapannounce "turbo_n_16","You have 4 minutes left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer743000:
+ mapannounce "turbo_n_16","You have 3 minutes left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer803000:
+ mapannounce "turbo_n_16","You have 2 minutes left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer863000:
+ mapannounce "turbo_n_16","You have 1 minute left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer893000:
+ mapannounce "turbo_n_16","You have 30 seconds left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer903000:
+ mapannounce "turbo_n_16","You have 20 seconds left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer913000:
+ mapannounce "turbo_n_16","You have 10 seconds left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer918000:
+ mapannounce "turbo_n_16","You have 5 seconds left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer919000:
+ mapannounce "turbo_n_16","You have 4 seconds left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer920000:
+ mapannounce "turbo_n_16","You have 3 seconds left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer921000:
+ mapannounce "turbo_n_16","You have 2 seconds left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer922000:
+ mapannounce "turbo_n_16","You have 1 second left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer923000:
+ mapannounce "turbo_n_16","Time's up!",bc_map,"0x33FF66";
+ end;
+
+OnTimer925000:
+ mapannounce "turbo_n_16","The race is over.",bc_map,"0x33FF66";
+ end;
+
+OnTimer927000:
+ mapannounce "turbo_n_16","[Everyone will be transported to a Waiting Room.]",bc_map,"0x33FF66";
+ mapwarp "turbo_n_16","turbo_room",71,89;
+ // all NPC OFF
+ disablenpc "Broadcast#n16";
+ donpcevent "Master#n16::OnDisable";
+ donpcevent "Normal Mode - 16 Person#n16::OnEnable";
+ // start line NPC ON
+ enablenpc "No_Unfair_Start#n16-1";
+ enablenpc "No_Unfair_Start#n16-2";
+ // monster reset
+ donpcevent "snake#n16::Onreset";
+ donpcevent "hunting#n16::Onreset";
+ disablenpc "bing2#n16";
+ // NPC
+ disablenpc "Winner Helper#TBT_n_16";
+ enablenpc "cos_n_16_end";
+ enablenpc "cos_n_16_end2";
+ enablenpc "cos_n_16_end3";
+ enablenpc "Notice_Maker1#TBT_n_16";
+ enablenpc "Notice_Maker3#TBT_n_16";
+ enablenpc "Notice_Maker4#TBT_n_16";
+ enablenpc "Disposable_Switch#n16";
+ disablenpc "Flasher_Exit_1#n16";
+ disablenpc "Flasher_Exit_2#n16";
+ end;
+}
+
+turbo_n_16,62,379,0 script No_Unfair_Start#n16-1 -1,0,31,{
+OnTouch:
+ warp "turbo_n_16",59,364;
+ end;
+}
+
+turbo_n_16,68,379,0 script No_Unfair_Start#n16-2 -1,5,31,{
+OnTouch:
+ warp "turbo_n_16",59,364;
+ end;
+}
+
+// Turbo Track: Normal Mode - 16 Players (Log Race)
+turbo_n_16,118,377,0 script trap_a#n16-1::TurboLogRace_n_16 -1,44,1,{
+OnTouch:
+ set .@dropuser,rand(1,3);
+ if (.@dropuser == 1)
+ warp "turbo_n_16",72,372;
+ else if (.@dropuser == 2)
+ warp "turbo_n_16",72,365;
+ else
+ warp "turbo_n_16",72,357;
+ end;
+}
+turbo_n_16,77,375,0 duplicate(TurboLogRace_n_16) trap_a#n16-2 -1,3,1
+turbo_n_16,82,375,0 duplicate(TurboLogRace_n_16) trap_a#n16-3 -1,1,1
+turbo_n_16,82,372,0 duplicate(TurboLogRace_n_16) trap_a#n16-4 -1,0,2
+turbo_n_16,83,372,0 duplicate(TurboLogRace_n_16) trap_a#n16-5 -1,0,2
+turbo_n_16,97,374,0 duplicate(TurboLogRace_n_16) trap_a#n16-6 -1,1,2
+turbo_n_16,98,374,0 duplicate(TurboLogRace_n_16) trap_a#n16-7 -1,1,2
+turbo_n_16,122,372,0 duplicate(TurboLogRace_n_16) trap_a#n16-8 -1,2,4
+turbo_n_16,125,374,0 duplicate(TurboLogRace_n_16) trap_a#n16-9 -1,0,4
+turbo_n_16,132,374,0 duplicate(TurboLogRace_n_16) trap_a#n16-10 -1,7,2
+turbo_n_16,156,374,0 duplicate(TurboLogRace_n_16) trap_a#n16-11 -1,6,2
+turbo_n_16,163,375,0 duplicate(TurboLogRace_n_16) trap_a#n16-12 -1,0,3
+turbo_n_16,164,377,0 duplicate(TurboLogRace_n_16) trap_a#n16-13 -1,1,1
+turbo_n_16,76,369,0 duplicate(TurboLogRace_n_16) trap_b#n16-1 -1,2,2
+turbo_n_16,79,369,0 duplicate(TurboLogRace_n_16) trap_b#n16-2 -1,0,2
+turbo_n_16,77,366,0 duplicate(TurboLogRace_n_16) trap_b#n16-3 -1,3,0
+turbo_n_16,85,366,0 duplicate(TurboLogRace_n_16) trap_b#n16-4 -1,5,1
+turbo_n_16,87,363,0 duplicate(TurboLogRace_n_16) trap_b#n16-5 -1,2,1
+turbo_n_16,88,368,0 duplicate(TurboLogRace_n_16) trap_b#n16-6 -1,2,5
+turbo_n_16,92,370,0 duplicate(TurboLogRace_n_16) trap_b#n16-7 -1,1,3
+turbo_n_16,98,368,0 duplicate(TurboLogRace_n_16) trap_b#n16-8 -1,4,1
+turbo_n_16,109,371,0 duplicate(TurboLogRace_n_16) trap_b#n16-9 -1,7,2
+turbo_n_16,110,368,0 duplicate(TurboLogRace_n_16) trap_b#n16-10 -1,7,0
+turbo_n_16,113,366,0 duplicate(TurboLogRace_n_16) trap_b#n16-11 -1,3,2
+turbo_n_16,117,368,0 duplicate(TurboLogRace_n_16) trap_b#n16-12 -1,0,5
+turbo_n_16,123,364,0 duplicate(TurboLogRace_n_16) trap_b#n16-13 -1,6,1
+turbo_n_16,136,368,0 duplicate(TurboLogRace_n_16) trap_b#n16-14 -1,8,1
+turbo_n_16,136,366,0 duplicate(TurboLogRace_n_16) trap_b#n16-15 -1,8,0
+turbo_n_16,144,370,0 duplicate(TurboLogRace_n_16) trap_b#n16-16 -1,2,3
+turbo_n_16,147,370,0 duplicate(TurboLogRace_n_16) trap_b#n16-17 -1,0,3
+turbo_n_16,155,369,0 duplicate(TurboLogRace_n_16) trap_b#n16-18 -1,7,0
+turbo_n_16,155,368,0 duplicate(TurboLogRace_n_16) trap_b#n16-19 -1,7,0
+turbo_n_16,151,367,0 duplicate(TurboLogRace_n_16) trap_b#n16-20 -1,3,0
+turbo_n_16,153,366,0 duplicate(TurboLogRace_n_16) trap_b#n16-21 -1,1,0
+turbo_n_16,155,367,0 duplicate(TurboLogRace_n_16) trap_b#n16-22 -1,0,1
+turbo_n_16,78,362,0 duplicate(TurboLogRace_n_16) trap_c#n16-1 -1,4,1
+turbo_n_16,78,359,0 duplicate(TurboLogRace_n_16) trap_c#n16-2 -1,4,1
+turbo_n_16,83,362,0 duplicate(TurboLogRace_n_16) trap_c#n16-3 -1,0,1
+turbo_n_16,88,359,0 duplicate(TurboLogRace_n_16) trap_c#n16-4 -1,5,1
+turbo_n_16,89,357,0 duplicate(TurboLogRace_n_16) trap_c#n16-5 -1,1,1
+turbo_n_16,92,390,0 duplicate(TurboLogRace_n_16) trap_c#n16-6 -1,1,1
+turbo_n_16,92,357,0 duplicate(TurboLogRace_n_16) trap_c#n16-7 -1,1,1
+turbo_n_16,98,364,0 duplicate(TurboLogRace_n_16) trap_c#n16-8 -1,6,1
+turbo_n_16,98,362,0 duplicate(TurboLogRace_n_16) trap_c#n16-9 -1,6,0
+turbo_n_16,106,364,0 duplicate(TurboLogRace_n_16) trap_c#n16-10 -1,2,2
+turbo_n_16,107,360,0 duplicate(TurboLogRace_n_16) trap_c#n16-11 -1,1,2
+turbo_n_16,109,360,0 duplicate(TurboLogRace_n_16) trap_c#n16-12 -1,0,2
+turbo_n_16,112,361,0 duplicate(TurboLogRace_n_16) trap_c#n16-13 -1,3,1
+turbo_n_16,116,359,0 duplicate(TurboLogRace_n_16) trap_c#n16-14 -1,0,2
+turbo_n_16,117,359,0 duplicate(TurboLogRace_n_16) trap_c#n16-15 -1,0,2
+turbo_n_16,116,356,0 duplicate(TurboLogRace_n_16) trap_c#n16-16 -1,0,2
+turbo_n_16,117,356,0 duplicate(TurboLogRace_n_16) trap_c#n16-17 -1,0,2
+turbo_n_16,129,360,0 duplicate(TurboLogRace_n_16) trap_c#n16-18 -1,12,1
+turbo_n_16,129,358,0 duplicate(TurboLogRace_n_16) trap_c#n16-19 -1,12,0
+turbo_n_16,132,357,0 duplicate(TurboLogRace_n_16) trap_c#n16-20 -1,2,1
+turbo_n_16,137,357,0 duplicate(TurboLogRace_n_16) trap_c#n16-21 -1,2,1
+turbo_n_16,147,363,0 duplicate(TurboLogRace_n_16) trap_c#n16-22 -1,16,1
+turbo_n_16,149,365,0 duplicate(TurboLogRace_n_16) trap_c#n16-23 -1,1,0
+turbo_n_16,158,362,0 duplicate(TurboLogRace_n_16) trap_c#n16-24 -1,1,4
+turbo_n_16,154,360,0 duplicate(TurboLogRace_n_16) trap_c#n16-25 -1,2,2
+turbo_n_16,161,360,0 duplicate(TurboLogRace_n_16) trap_c#n16-26 -1,1,2
+turbo_n_16,161,365,0 duplicate(TurboLogRace_n_16) trap_c#n16-27 -1,1,0
+turbo_n_16,160,366,0 duplicate(TurboLogRace_n_16) trap_c#n16-28 -1
+turbo_n_16,79,353,0 duplicate(TurboLogRace_n_16) trap_d#n16-1 -1,5,2
+turbo_n_16,85,354,0 duplicate(TurboLogRace_n_16) trap_d#n16-2 -1,0,1
+turbo_n_16,99,353,0 duplicate(TurboLogRace_n_16) trap_d#n16-3 -1,14,0
+turbo_n_16,99,352,0 duplicate(TurboLogRace_n_16) trap_d#n16-4 -1,14,0
+turbo_n_16,99,356,0 duplicate(TurboLogRace_n_16) trap_d#n16-5 -1,3,3
+turbo_n_16,103,356,0 duplicate(TurboLogRace_n_16) trap_d#n16-6 -1,0,3
+turbo_n_16,108,354,0 duplicate(TurboLogRace_n_16) trap_d#n16-7 -1,5,1
+turbo_n_16,112,356,0 duplicate(TurboLogRace_n_16) trap_d#n16-8 -1,0,1
+turbo_n_16,113,356,0 duplicate(TurboLogRace_n_16) trap_d#n16-9 -1,0,1
+turbo_n_16,123,353,0 duplicate(TurboLogRace_n_16) trap_d#n16-10 -1,3,2
+turbo_n_16,127,353,0 duplicate(TurboLogRace_n_16) trap_d#n16-11 -1,0,2
+turbo_n_16,145,352,0 duplicate(TurboLogRace_n_16) trap_d#n16-12 -1,17,1
+turbo_n_16,152,354,0 duplicate(TurboLogRace_n_16) trap_d#n16-13 -1,10,1
+turbo_n_16,145,357,0 duplicate(TurboLogRace_n_16) trap_d#n16-14 -1,1,2
+turbo_n_16,148,357,0 duplicate(TurboLogRace_n_16) trap_d#n16-15 -1,1,2
+
+// Turbo Track: Normal Mode - 16 Players (Sand Hill)
+turbo_n_16,322,354,0 script #TBT_trap_n16-1::TurboSandHill_n16 -1,3,3,{
+OnTouch:
+ switch(rand(1,10)) {
+ case 1:
+ case 9:
+ sc_start SC_CONFUSION,8000,0;
+ emotion e_swt2,1;
+ end;
+ case 2:
+ sc_start SC_STONE,4000,0;
+ end;
+ case 4:
+ sc_start SC_SLEEP,4000,0;
+ end;
+ case 6:
+ sc_start SC_FREEZE,4000,0;
+ emotion e_swt2,1;
+ end;
+ case 8:
+ sc_start SC_STUN,4000,0;
+ end;
+ case 10:
+ sc_start SC_CURSE,80000,0;
+ end;
+ }
+}
+turbo_n_16,323,360,0 duplicate(TurboSandHill_n16) #TBT_trap_n16-2 -1,3,3
+turbo_n_16,324,365,0 duplicate(TurboSandHill_n16) #TBT_trap_n16-3 -1,1,1
+turbo_n_16,325,370,0 duplicate(TurboSandHill_n16) #TBT_trap_n16-4 -1,3,3
+turbo_n_16,325,375,0 duplicate(TurboSandHill_n16) #TBT_trap_n16-5 -1,1,1
+turbo_n_16,329,377,0 duplicate(TurboSandHill_n16) #TBT_trap_n16-6 -1,3,3
+turbo_n_16,338,372,0 duplicate(TurboSandHill_n16) #TBT_trap_n16-7 -1,3,3
+turbo_n_16,341,364,0 duplicate(TurboSandHill_n16) #TBT_trap_n16-8 -1,3,3
+turbo_n_16,325,359,0 duplicate(TurboSandHill_n16) #TBT_trap_n16-9 -1,2,2
+turbo_n_16,341,355,0 duplicate(TurboSandHill_n16) #TBT_trap_n16-10 -1,1,1
+turbo_n_16,350,355,0 duplicate(TurboSandHill_n16) #TBT_trap_n16-11 -1,3,3
+turbo_n_16,348,363,0 duplicate(TurboSandHill_n16) #TBT_trap_n16-12 -1,1,1
+turbo_n_16,347,370,0 duplicate(TurboSandHill_n16) #TBT_trap_n16-13 -1,2,2
+turbo_n_16,349,377,0 duplicate(TurboSandHill_n16) #TBT_trap_n16-14 -1,9,9
+turbo_n_16,362,372,0 duplicate(TurboSandHill_n16) #TBT_trap_n16-15 -1,3,3
+turbo_n_16,364,365,0 duplicate(TurboSandHill_n16) #TBT_trap_n16-16 -1,1,1
+turbo_n_16,363,357,0 duplicate(TurboSandHill_n16) #TBT_trap_n16-17 -1,3,3
+turbo_n_16,374,358,0 duplicate(TurboSandHill_n16) #TBT_trap_n16-18 -1,2,2
+turbo_n_16,371,367,0 duplicate(TurboSandHill_n16) #TBT_trap_n16-19 -1,3,3
+turbo_n_16,371,376,0 duplicate(TurboSandHill_n16) #TBT_trap_n16-20 -1,1,1
+turbo_n_16,379,375,0 duplicate(TurboSandHill_n16) #TBT_trap_n16-21 -1,3,3
+turbo_n_16,382,363,0 duplicate(TurboSandHill_n16) #TBT_trap_n16-22 -1,2,2
+turbo_n_16,381,354,0 duplicate(TurboSandHill_n16) #TBT_trap_n16-23 -1,1,1
+turbo_n_16,355,362,0 script #TBT_trap_n16-24 -1,3,3,{
+OnTouch:
+ if (rand(1,3) == 1) {
+ cutin "kafra_03",2;
+ mes "^4d4dffAl De Baran";
+ mes "Turbo Track";
+ mes "is brought to you by";
+ mes "the ^800000Kafra Corporation^4d4dff.^000000";
+ next;
+ mes "^4d4dffWe wish the best of luck to all";
+ mes "Turbo Track participants today";
+ mes "and thank everyone for using the Kafra Services with all our hearts.^000000";
+ next;
+ mes "^800000Kafra Corporation^4d4dff has been providing Storage Services,";
+ mes "Save Point Services and Teleport Services^4d4dff to our valued customers for years. Just listen to these real customers...^000000";
+ next;
+ mes "^4d4dff[Union Staff Kay]";
+ mes "Of course I love 'em, especially their Pushcart Service~";
+ mes " ";
+ mes "[Santa Claus]";
+ mes "Ho ho ho!";
+ mes "Such Merry Prices!";
+ next;
+ mes "^ff0000Turbo Track";
+ mes "^ff0000Traps in the Cursed Desert!";
+ mes "^4d4dffSponsored by ^800000Kafra Corporation^4d4dff";
+ mes "''We are always by your side.''^000000";
+ close2;
+ cutin "kafra_03",255;
+ end;
+ }
+ else
+ sc_start SC_CONFUSION,4000,0;
+ end;
+}
+
+// Turbo Track: Normal Mode - 16 Players (Water Maze)
+turbo_n_16,13,266,0 script flasher#n16-01::TurboWaterMaze_n_16 -1,0,2,{
+OnTouch:
+ sc_start SC_BLIND,60000,0;
+ end;
+}
+turbo_n_16,24,268,0 duplicate(TurboWaterMaze_n_16) flasher#n16-02 -1,1,0
+turbo_n_16,20,258,0 duplicate(TurboWaterMaze_n_16) flasher#n16-03 -1,1,0
+turbo_n_16,23,251,0 duplicate(TurboWaterMaze_n_16) flasher#n16-04 -1,0,1
+turbo_n_16,36,270,0 duplicate(TurboWaterMaze_n_16) flasher#n16-05 -1,1,0
+turbo_n_16,22,239,0 duplicate(TurboWaterMaze_n_16) flasher#n16-06 -1,1,0
+turbo_n_16,38,239,0 duplicate(TurboWaterMaze_n_16) flasher#n16-07 -1,0,1
+turbo_n_16,37,237,0 duplicate(TurboWaterMaze_n_16) flasher#n16-08 -1,1,0
+turbo_n_16,55,247,0 duplicate(TurboWaterMaze_n_16) flasher#n16-09 -1,0,1
+turbo_n_16,55,246,0 duplicate(TurboWaterMaze_n_16) flasher#n16-10 -1,1,0
+turbo_n_16,63,253,0 duplicate(TurboWaterMaze_n_16) flasher#n16-11 -1,0,1
+turbo_n_16,36,216,0 duplicate(TurboWaterMaze_n_16) flasher#n16-12 -1,1,0
+turbo_n_16,20,209,0 duplicate(TurboWaterMaze_n_16) flasher#n16-13 -1,1,0
+turbo_n_16,28,195,0 duplicate(TurboWaterMaze_n_16) flasher#n16-14 -1,1,0
+turbo_n_16,82,264,0 duplicate(TurboWaterMaze_n_16) flasher#n16-15 -1,1,0
+turbo_n_16,47,185,0 duplicate(TurboWaterMaze_n_16) flasher#n16-16 -1,0,1
+turbo_n_16,53,207,0 duplicate(TurboWaterMaze_n_16) flasher#n16-17 -1,1,0
+turbo_n_16,54,208,0 duplicate(TurboWaterMaze_n_16) flasher#n16-18 -1,0,1
+turbo_n_16,81,247,0 duplicate(TurboWaterMaze_n_16) flasher#n16-19 -1,0,1
+turbo_n_16,105,257,0 duplicate(TurboWaterMaze_n_16) flasher#n16-20 -1,0,1
+turbo_n_16,95,242,0 duplicate(TurboWaterMaze_n_16) flasher#n16-21 -1,0,1
+turbo_n_16,77,232,0 duplicate(TurboWaterMaze_n_16) flasher#n16-22 -1,2,0
+turbo_n_16,67,222,0 duplicate(TurboWaterMaze_n_16) flasher#n16-23 -1,2,0
+turbo_n_16,83,206,0 duplicate(TurboWaterMaze_n_16) flasher#n16-24 -1,0,1
+turbo_n_16,95,224,0 duplicate(TurboWaterMaze_n_16) flasher#n16-25 -1,0,1
+turbo_n_16,106,220,0 duplicate(TurboWaterMaze_n_16) flasher#n16-26 -1,2,0
+turbo_n_16,93,191,0 duplicate(TurboWaterMaze_n_16) flasher#n16-27 -1,1,0
+turbo_n_16,94,192,0 duplicate(TurboWaterMaze_n_16) flasher#n16-28a -1,0,1
+turbo_n_16,46,214,0 duplicate(TurboWaterMaze_n_16) flasher#n16-28b -1,0,1
+turbo_n_16,16,247,0 duplicate(TurboWaterMaze_n_16) flasher#n16-29 -1,1,0
+turbo_n_16,58,268,0 duplicate(TurboWaterMaze_n_16) flasher#n16-30 -1,1,1
+turbo_n_16,36,253,0 duplicate(TurboWaterMaze_n_16) flasher#n16-31 -1,1,0
+turbo_n_16,69,238,0 duplicate(TurboWaterMaze_n_16) flasher#n16-32 -1,1,1
+turbo_n_16,58,268,0 duplicate(TurboWaterMaze_n_16) flasher#n16-33 -1,1,1
+turbo_n_16,74,188,0 duplicate(TurboWaterMaze_n_16) flasher#n16-34 -1,2,0
+turbo_n_16,99,207,0 duplicate(TurboWaterMaze_n_16) flasher#n16-35 -1,1,1
+turbo_n_16,74,188,0 duplicate(TurboWaterMaze_n_16) flasher#n16-36 -1,2,0
+turbo_n_16,111,188,0 duplicate(TurboWaterMaze_n_16) flasher#n16-37a -1,1,0
+turbo_n_16,51,232,0 duplicate(TurboWaterMaze_n_16) flasher#n16-37b -1,1,1
+turbo_n_16,30,232,0 duplicate(TurboWaterMaze_n_16) flasher#n16-38 -1,1,1
+turbo_n_16,92,256,0 duplicate(TurboWaterMaze_n_16) flasher#n16-39 -1,1,1
+turbo_n_16,79,220,0 duplicate(TurboWaterMaze_n_16) flasher#n16-40 -1,1,1
+turbo_n_16,51,192,0 duplicate(TurboWaterMaze_n_16) flasher#n16-41 -1,1,1
+turbo_n_16,22,227,0 duplicate(TurboWaterMaze_n_16) flasher#n16-42 -1,1,1
+turbo_n_16,51,232,0 duplicate(TurboWaterMaze_n_16) flasher#n16-43 -1,1,1
+turbo_n_16,42,258,0 duplicate(TurboWaterMaze_n_16) flasher#n16-44 -1,1,0
+turbo_n_16,45,271,0 duplicate(TurboWaterMaze_n_16) flasher#n16-45 -1,2,1
+turbo_n_16,72,207,0 duplicate(TurboWaterMaze_n_16) flasher#n16-46 -1,1,1
+turbo_n_16,33,192,0 duplicate(TurboWaterMaze_n_16) flasher#n16-47 -1,0,1
+turbo_n_16,90,241,0 duplicate(TurboWaterMaze_n_16) flasher#n16-48a -1,1,0
+turbo_n_16,236,3,0 duplicate(TurboWaterMaze_n_16) flasher#n16-48b -1,3,0
+
+// Turbo Track: Normal Mode - 16 Players (Snake Dice course)
+turbo_n_16,324,279,0 script snake01#n16 45,1,1,{
+OnTouch:
+ set .@turbo2,rand(1,7);
+ if (.@turbo2 > 0) && (.@turbo2 < 3)
+ warp "turbo_n_16",370,292;
+ else if (.@turbo2 > 2) && (.@turbo2 < 5)
+ warp "turbo_n_16",295,293;
+ else if (.@turbo2 > 4) && (.@turbo2 < 7)
+ warp "turbo_n_16",355,292;
+ else
+ warp "turbo_n_16",279,292;
+ end;
+}
+
+turbo_n_16,332,279,0 script snake02#n16 45,1,1,{
+OnTouch:
+ set .@turbo2,rand(1,8);
+ if (.@turbo2 > 0) && (.@turbo2 < 3)
+ warp "turbo_n_16",287,256;
+ else if (.@turbo2 > 2) && (.@turbo2 < 5)
+ warp "turbo_n_16",303,256;
+ else if (.@turbo2 > 4) && (.@turbo2 < 7)
+ warp "turbo_n_16",347,256;
+ else
+ warp "turbo_n_16",363,256;
+ end;
+}
+
+turbo_n_16,324,270,0 script snake03#n16 45,1,1,{
+OnTouch:
+ set .@turbo2,rand(1,8);
+ if (.@turbo2 > 0) && (.@turbo2 < 3)
+ warp "turbo_n_16",279,292;
+ else if (.@turbo2 > 2) && (.@turbo2 < 5)
+ warp "turbo_n_16",311,292;
+ else if (.@turbo2 > 4) && (.@turbo2 < 7)
+ warp "turbo_n_16",347,256;
+ else
+ warp "turbo_n_16",370,292;
+ end;
+}
+
+turbo_n_16,332,270,0 script snake04#n16 45,1,1,{
+OnTouch:
+ set .@turbo2,rand(1,7);
+ if (.@turbo2 > 0) && (.@turbo2 < 3)
+ warp "turbo_n_16",363,256;
+ else if (.@turbo2 > 2) && (.@turbo2 < 5)
+ warp "turbo_n_16",295,293;
+ else if (.@turbo2 > 4) && (.@turbo2 < 7)
+ warp "turbo_n_16",355,292;
+ else
+ warp "turbo_n_16",287,256;
+ end;
+}
+
+//monsters
+turbo_n_16,389,288,0 script snake#n16 111,{
+Onreset:
+ killmonsterall "turbo_n_16";
+ end;
+
+OnEnable:
+ monster "turbo_n_16",279,284,"Archer Skeleton",1420,1;
+ monster "turbo_n_16",279,280,"Archer Skeleton",1420,1;
+ monster "turbo_n_16",279,268,"Archer Skeleton",1420,1;
+ monster "turbo_n_16",279,264,"Archer Skeleton",1420,1;
+ monster "turbo_n_16",279,260,"Archer Skeleton",1420,1;
+ monster "turbo_n_16",287,288,"Archer Skeleton",1420,1;
+ monster "turbo_n_16",287,284,"Archer Skeleton",1420,1;
+ monster "turbo_n_16",287,280,"Archer Skeleton",1420,1;
+ monster "turbo_n_16",287,268,"Archer Skeleton",1420,1;
+ monster "turbo_n_16",287,264,"Archer Skeleton",1420,1;
+ monster "turbo_n_16",295,284,"Archer Skeleton",1420,1;
+ monster "turbo_n_16",295,280,"Archer Skeleton",1420,1;
+ monster "turbo_n_16",295,268,"Archer Skeleton",1420,1;
+ monster "turbo_n_16",295,264,"Archer Skeleton",1420,1;
+ monster "turbo_n_16",295,260,"Archer Skeleton",1420,1;
+ monster "turbo_n_16",303,288,"Archer Skeleton",1420,1;
+ monster "turbo_n_16",303,284,"Archer Skeleton",1420,1;
+ monster "turbo_n_16",303,280,"Archer Skeleton",1420,1;
+ monster "turbo_n_16",303,268,"Archer Skeleton",1420,1;
+ monster "turbo_n_16",303,264,"Archer Skeleton",1420,1;
+ monster "turbo_n_16",311,284,"Archer Skeleton",1420,1;
+ monster "turbo_n_16",311,280,"Archer Skeleton",1420,1;
+ monster "turbo_n_16",311,268,"Archer Skeleton",1420,1;
+ monster "turbo_n_16",311,264,"Archer Skeleton",1420,1;
+ monster "turbo_n_16",311,260,"Archer Skeleton",1420,1;
+ monster "turbo_n_16",347,288,"Archer Skeleton",1420,1;
+ monster "turbo_n_16",347,284,"Archer Skeleton",1420,1;
+ monster "turbo_n_16",347,280,"Archer Skeleton",1420,1;
+ monster "turbo_n_16",347,268,"Archer Skeleton",1420,1;
+ monster "turbo_n_16",347,264,"Archer Skeleton",1420,1;
+ monster "turbo_n_16",355,284,"Archer Skeleton",1420,1;
+ monster "turbo_n_16",355,280,"Archer Skeleton",1420,1;
+ monster "turbo_n_16",355,268,"Archer Skeleton",1420,1;
+ monster "turbo_n_16",355,264,"Archer Skeleton",1420,1;
+ monster "turbo_n_16",355,260,"Archer Skeleton",1420,1;
+ monster "turbo_n_16",363,288,"Archer Skeleton",1420,1;
+ monster "turbo_n_16",363,284,"Archer Skeleton",1420,1;
+ monster "turbo_n_16",363,280,"Archer Skeleton",1420,1;
+ monster "turbo_n_16",363,268,"Archer Skeleton",1420,1;
+ monster "turbo_n_16",363,264,"Archer Skeleton",1420,1;
+ monster "turbo_n_16",371,284,"Archer Skeleton",1420,1;
+ monster "turbo_n_16",371,280,"Archer Skeleton",1420,1;
+ monster "turbo_n_16",371,268,"Archer Skeleton",1420,1;
+ monster "turbo_n_16",371,264,"Archer Skeleton",1420,1;
+ monster "turbo_n_16",371,260,"Archer Skeleton",1420,1;
+ monster "turbo_n_16",379,288,"Archer Skeleton",1420,1;
+ monster "turbo_n_16",379,284,"Archer Skeleton",1420,1;
+ monster "turbo_n_16",379,280,"Archer Skeleton",1420,1;
+ monster "turbo_n_16",379,268,"Archer Skeleton",1420,1;
+ monster "turbo_n_16",379,264,"Archer Skeleton",1420,1;
+ end;
+}
+
+turbo_n_16,90,46,0 script hunting#n16 111,{
+Onreset:
+ killmonsterall "turbo_n_16";
+ end;
+
+OnEnable:
+ monster "turbo_n_16",47,87,"Munak",1610,1;
+ monster "turbo_n_16",47,87,"Bongun",1611,1;
+ monster "turbo_n_16",47,87,"Munak",1610,1;
+ monster "turbo_n_16",24,74,"Munak",1610,1;
+ monster "turbo_n_16",24,74,"Bongun",1611,1;
+ monster "turbo_n_16",24,74,"Munak",1610,1;
+ monster "turbo_n_16",67,42,"Munak",1610,1;
+ monster "turbo_n_16",67,42,"Bongun",1611,1;
+ monster "turbo_n_16",67,42,"Munak",1610,1;
+ monster "turbo_n_16",60,70,"Munak",1610,1;
+ monster "turbo_n_16",60,70,"Bongun",1611,1;
+ monster "turbo_n_16",60,70,"Munak",1610,1;
+ monster "turbo_n_16",32,51,"Munak",1610,1;
+ monster "turbo_n_16",32,51,"Bongun",1611,1;
+ monster "turbo_n_16",32,51,"Munak",1610,1;
+ monster "turbo_n_16",30,25,"Munak",1610,1;
+ monster "turbo_n_16",30,25,"Bongun",1611,1;
+ monster "turbo_n_16",30,25,"Munak",1610,1;
+ monster "turbo_n_16",68,56,"Munak",1610,1;
+ monster "turbo_n_16",68,56,"Munak",1610,1;
+ monster "turbo_n_16",68,56,"Yao Jun",1612,1;
+ monster "turbo_n_16",26,46,"Munak",1610,1;
+ monster "turbo_n_16",26,46,"Munak",1610,1;
+ monster "turbo_n_16",26,46,"Yao Jun",1612,1;
+ monster "turbo_n_16",62,20,"Munak",1610,1;
+ monster "turbo_n_16",62,20,"Bongun",1611,1;
+ monster "turbo_n_16",62,20,"Munak",1610,1;
+ monster "turbo_n_16",216,378,"Munak",1610,1;
+ monster "turbo_n_16",218,360,"Munak",1610,1;
+ monster "turbo_n_16",223,361,"Munak",1610,1;
+ monster "turbo_n_16",243,342,"Munak",1610,1;
+ monster "turbo_n_16",247,364,"Munak",1610,1;
+ end;
+}
+
+// Turbo Track: Normal Mode - 16 Players (Water Maze)
+turbo_n_16,179,55,0 script #n16Intersectiona::TurboHint_n16_1 -1,1,1,{
+OnTouch:
+ emotion e_what,1;
+ end;
+}
+turbo_n_16,184,45,0 duplicate(TurboHint_n16_1) #n16Intersectionb -1,1,1
+turbo_n_16,181,30,0 duplicate(TurboHint_n16_1) #n16Intersectionc -1,1,1
+turbo_n_16,186,28,0 duplicate(TurboHint_n16_1) #n16Intersectiond -1,1,1
+turbo_n_16,183,19,0 duplicate(TurboHint_n16_1) #n16Intersectione -1,1,1
+turbo_n_16,191,37,0 duplicate(TurboHint_n16_1) #n16Intersectionf -1,1,1
+turbo_n_16,173,25,0 duplicate(TurboHint_n16_1) #n16Intersectiong -1,1,1
+turbo_n_16,201,21,0 duplicate(TurboHint_n16_1) #n16Intersectionh -1,1,1
+turbo_n_16,222,21,0 duplicate(TurboHint_n16_1) #n16Intersectioni -1,1,1
+turbo_n_16,214,39,0 duplicate(TurboHint_n16_1) #n16Intersectionj -1,1,1
+turbo_n_16,222,48,0 duplicate(TurboHint_n16_1) #n16Intersectionk -1,1,1
+turbo_n_16,214,60,0 duplicate(TurboHint_n16_1) #n16Intersectionl -1,1,1
+turbo_n_16,209,61,0 duplicate(TurboHint_n16_1) #n16Intersectionm -1,1,1
+turbo_n_16,208,56,0 duplicate(TurboHint_n16_1) #n16Intersectionn -1,1,1
+
+turbo_n_16,178,63,0 script #n16CorrectPath1::TurboHint_n16_2 -1,1,1,{
+OnTouch:
+ emotion e_gasp,1;
+}
+turbo_n_16,182,40,0 duplicate(TurboHint_n16_2) #n16CorrectPath2 -1,1,1
+turbo_n_16,176,29,0 duplicate(TurboHint_n16_2) #n16CorrectPath3 -1,1,1
+turbo_n_16,180,25,0 duplicate(TurboHint_n16_2) #n16CorrectPath4 -1,1,1
+turbo_n_16,201,157,0 duplicate(TurboHint_n16_2) #n16CorrectPath5 -1,1,1
+turbo_n_16,203,65,0 duplicate(TurboHint_n16_2) #n16CorrectPath6 -1,1,1
+turbo_n_16,208,52,0 duplicate(TurboHint_n16_2) #n16CorrectPath7 -1,1,1
+turbo_n_16,208,26,0 duplicate(TurboHint_n16_2) #n16CorrectPath8 -1,1,1
+turbo_n_16,191,30,0 duplicate(TurboHint_n16_2) #n16CorrectPath9 -1,1,1
+
+turbo_n_16,187,55,0 script #n16NoWayOut1::TurboHint_n16_3 -1,1,1,{
+OnTouch:
+ emotion e_swt2,1;
+ if (rand(1,4) == 3)
+ emotion e_gasp;
+ end;
+}
+turbo_n_16,176,45,0 duplicate(TurboHint_n16_3) #n16NoWayOut2 -1,1,1
+turbo_n_16,222,26,0 duplicate(TurboHint_n16_3) #n16NoWayOut3 -1,1,1
+turbo_n_16,219,39,0 duplicate(TurboHint_n16_3) #n16NoWayOut4 -1,1,1
+turbo_n_16,222,45,0 script #n16NoWayOut5 -1,1,1,{
+OnTouch:
+ emotion e_swt2,1;
+ end;
+}
+turbo_n_16,222,61,0 duplicate(TurboHint_n16_3) #n16NoWayOut6 -1,1,1
+turbo_n_16,222,65,0 duplicate(TurboHint_n16_3) #n16NoWayOut7 -1,1,1
+
+// Turbo Track: Normal Mode - 16 Players (Course-clear broadcasters, and exits?)
+turbo_n_16,168,363,0 script cos_n_16_1 45,1,1,{
+OnTouch:
+ mapannounce "turbo_n_16","" + strcharinfo(0) +" has just passed the Log Bridge course!",bc_map,"0x70DBDB";
+ set .@move1,rand(1,3);
+ if (.@move1 == 1)
+ warp "turbo_n_16",210,369;
+ else if (.@move1 == 2)
+ warp "turbo_n_16",210,361;
+ else
+ warp "turbo_n_16",210,354;
+ end;
+}
+
+turbo_n_16,258,364,0 script cos_n_16_2 45,1,1,{
+OnTouch:
+ mapannounce "turbo_n_16","" + strcharinfo(0) +" has just passed the Cube Hills course!",bc_map,"0x70DBDB";
+ warp "turbo_n_16",316,365;
+ end;
+}
+
+turbo_n_16,316,365,0 script Disposable_Switch#n16 -1,1,1,{
+OnInit:
+ enablenpc "Disposable_Switch#n16";
+ end;
+
+OnTouch:
+ if (rand(1,2) == 1)
+ enablenpc "Flasher_Exit_1#n16";
+ else
+ enablenpc "Flasher_Exit_2#n16";
+ disablenpc "Disposable_Switch#n16";
+ end;
+}
+
+turbo_n_16,385,365,0 script cos_n_16_3 45,1,1,{
+OnTouch:
+ set .@to_miro,rand(1,4);
+ mapannounce "turbo_n_16","" + strcharinfo(0) +" has just passed the Cursed Desert!",bc_map,"0x70DBDB";
+ if (.@to_miro == 1)
+ warp "turbo_n_16",46,254;
+ else if (.@to_miro == 2)
+ warp "turbo_n_16",76,227;
+ else if (.@to_miro == 3)
+ warp "turbo_n_16",42,197;
+ else
+ warp "turbo_n_16",86,220;
+ end;
+}
+
+turbo_n_16,11,266,0 script Flasher_Exit_1#n16 45,1,1,{
+OnInit:
+ disablenpc "Flasher_Exit_1#n16";
+ end;
+
+OnTouch:
+ mapannounce "turbo_n_16","" + strcharinfo(0) +" has just passed the Flasher Maze!",bc_map,"0x70DBDB";
+ warp "turbo_n_16",185,227;
+ end;
+}
+
+turbo_n_16,114,190,0 script Flasher_Exit_2#n16 45,1,1,{
+OnInit:
+ disablenpc "Flasher_Exit_2#n16";
+ end;
+
+OnTouch:
+ mapannounce "turbo_n_16","" + strcharinfo(0) +" has just passed the Flasher Maze!",bc_map,"0x70DBDB";
+ warp "turbo_n_16",185,227;
+ end;
+}
+
+turbo_n_16,250,200,0 script cos_n_16_5 45,1,1,{
+OnTouch:
+ mapannounce "turbo_n_16","" + strcharinfo(0) +" has just passed the Single Snail course!",bc_map,"0x70DBDB";
+ warp "turbo_n_16",268,275;
+ end;
+}
+
+turbo_n_16,389,275,0 script cos_n_16_6 45,1,1,{
+OnTouch:
+ mapannounce "turbo_n_16","" + strcharinfo(0) +" has just passed the Snake Dice course!",bc_map,"0x70DBDB";
+ warp "turbo_n_16",5,91;
+ end;
+}
+
+turbo_n_16,93,19,0 script cos_n_16_7 45,1,1,{
+OnTouch:
+ mapannounce "turbo_n_16","" + strcharinfo(0) +" has just passed the Small Cave course!",bc_map,"0x70DBDB";
+ warp "turbo_n_16",167,55;
+ end;
+}
+
+turbo_n_16,232,14,0 script cos_n_16_8 45,1,1,{
+OnTouch:
+ mapannounce "turbo_n_16","" + strcharinfo(0) +" has just passed the Invisible Maze! Hurry, you're almost at the finish!",bc_map,"0x70DBDB";
+ set .@move1,rand(1,3);
+ if (.@move1 == 1)
+ warp "turbo_n_16",307,52;
+ else if (.@move1 == 2)
+ warp "turbo_n_16",307,46;
+ else
+ warp "turbo_n_16",307,40;
+ end;
+}
+
+turbo_n_16,371,47,0 script cos_n_16_end 45,1,1,{
+OnInit:
+ enablenpc "cos_n_16_end";
+ end;
+
+OnTouch:
+ mapannounce "turbo_n_16","" + strcharinfo(0) +" has just arrived at the Finish Line! Congratulations!",bc_map,"0xFFFF00";
+ set $ttnames$[3],strcharinfo(0);
+ donpcevent "TBT_Guide#Broadcast::Onwin_n16";
+ if (tt_point < 28941)
+ set tt_point,tt_point+60;
+ warp "turbo_n_16",384,161;
+ enablenpc "Winner Helper#TBT_n_16";
+ disablenpc "cos_n_16_end";
+ enablenpc "cos_n_16_end2";
+ end;
+}
+
+turbo_n_16,371,51,0 script cos_n_16_end2 45,1,1,{
+OnInit:
+ disablenpc "cos_n_16_end2";
+ end;
+
+OnTouch:
+ mapannounce "turbo_n_16","" + strcharinfo(0) +" is Second to arrive at the Finish Line! Congratulations!",bc_map,"0xFFFF00";
+ if (tt_point < 28951)
+ set tt_point,tt_point+50;
+ warp "turbo_room",72,89;
+ disablenpc "cos_n_16_end2";
+ enablenpc "cos_n_16_end3";
+ end;
+}
+
+turbo_n_16,371,43,0 script cos_n_16_end3 45,1,1,{
+OnInit:
+ disablenpc "cos_n_16_end3";
+ end;
+
+OnTouch:
+ mapannounce "turbo_n_16","" + strcharinfo(0) +" is Third to arrive at the Finish Line! Congratulations!",bc_map,"0xFFFF00";
+ if (tt_point < 28961)
+ set tt_point,tt_point+40;
+ warp "turbo_room",72,89;
+ donpcevent "Winner Helper#TBT_n_16::OnEnable";
+ donpcevent "Master#n16::OnDisable";
+ disablenpc "Broadcast#n16";
+ disablenpc "cos_n_16_end3";
+ end;
+}
+
+turbo_n_16,384,167,1 script Winner Helper#TBT_n_16 47,{
+ if (tt_rank < 29999) {
+ mes "[Guide]";
+ mes "Congratulations!";
+ mes "As the winner, your reward";
+ mes "is 40 Turbo Track Points,";
+ mes ""+ strcharinfo(0) +"~";
+ next;
+ mes "[Guide]";
+ mes "However, you cannot receive";
+ mes "any points if you exceed the";
+ mes "point limit. You now have a total of " + my_point + " Turbo Track points.";
+ set tt_rank,tt_rank+1;
+ next;
+ if (tt_rank > $ttranks[1]) {
+ setarray $ttranks[0],$ttranks[0],tt_rank,$ttranks[1],$ttranks[2],$ttranks[3],$ttranks[4];
+ setarray $ttnames$[9],strcharinfo(0);
+ mes "[Guide]";
+ mes "Congratulations!";
+ mes "You are ranked as";
+ mes "the top player for";
+ mes "winning the most games!";
+ donpcevent "TBT_Guide#Broadcast::Onnew_top1";
+ if (tt_rank == 29999) {
+ if ($ttnames$[7] == "Breezy Havana") {
+ set $ttnames$[7],strcharinfo(0);
+ mes "You've secured your place in";
+ mes "the Turbo Track Hall of Honor!";
+ announce "" + strcharinfo(0) + " has joined the Turbo Track Hall of Honor!",bc_all,"FF0000";
+ }
+ else if ($ttnames$[8] == "RS125") {
+ set $ttnames$[8],strcharinfo(0);
+ mes "You've secured your place in";
+ mes "the Turbo Track Hall of Honor!";
+ //broadcastserver "FF0000" FW_NORMAL 10 0 0 " " + strcharinfo(0) + " has joined the Turbo Track Hall of Honor!"
+ }
+ }
+ }
+ else if (tt_rank > $ttranks[2]) {
+ setarray $ttranks[0],$ttranks[0],$ttranks[1],tt_rank,$ttranks[3],$ttranks[4],$ttranks[5];
+ setarray $ttnames$[10],strcharinfo(0);
+ mes "[Guide]";
+ mes "Congratulations!";
+ mes "You've ranked Second";
+ mes "among the Top Five Players";
+ mes "who've won the most games!";
+ donpcevent "TBT_Guide#Broadcast::Onnew_top2";
+ if (tt_rank == 29999) {
+ if ($ttnames$[7] == "Breezy Havana") {
+ set $ttnames$[7],strcharinfo(0);
+ mes "You've secured your place in";
+ mes "the Turbo Track Hall of Honor!";
+ announce "" + strcharinfo(0) + " has joined the Turbo Track Hall of Honor!",bc_all,"FF0000";
+ }
+ else if ($ttnames$[8] == "RS125") {
+ set $ttnames$[8],strcharinfo(0);
+ mes "You've secured your place in";
+ mes "the Turbo Track Hall of Honor!";
+ announce "" + strcharinfo(0) + " has joined the Turbo Track Hall of Honor!",bc_all,"FF0000";
+ }
+ }
+ }
+ else if (tt_rank > $ttranks[3]) {
+ setarray $ttranks[0],$ttranks[0],$ttranks[1],$ttranks[2],tt_rank,$ttranks[4],$ttranks[5];
+ setarray $ttnames$[11],strcharinfo(0);
+ mes "[Guide]";
+ mes "Congratulations!";
+ mes "You've ranked Third";
+ mes "among the Top Five Players";
+ mes "who've won the most games!";
+ donpcevent "TBT_Guide#Broadcast::Onnew_top3";
+ if (tt_rank == 29999) {
+ if ($ttnames$[7] == "Breezy Havana") {
+ set $ttnames$[7],strcharinfo(0);
+ mes "You've secured your place in";
+ mes "the Turbo Track Hall of Honor!";
+ announce "" + strcharinfo(0) + " has joined the Turbo Track Hall of Honor!",bc_all,"FF0000";
+ }
+ else if ($ttnames$[8] == "RS125") {
+ set $ttnames$[8],strcharinfo(0);
+ mes "You've secured your place in";
+ mes "the Turbo Track Hall of Honor!";
+ announce "" + strcharinfo(0) + " has joined the Turbo Track Hall of Honor!",bc_all,"FF0000";
+ }
+ }
+ }
+ else if (tt_rank > $ttranks[4]) {
+ setarray $ttranks[0],$ttranks[0],$ttranks[1],$ttranks[2],$ttranks[3],tt_rank,$ttranks[5];
+ setarray $ttnames$[12],strcharinfo(0);
+ mes "[Guide]";
+ mes "Congratulations!";
+ mes "You've ranked Fourth";
+ mes "among the Top Five Players";
+ mes "who've won the most games!";
+ donpcevent "TBT_Guide#Broadcast::Onnew_top4";
+ if (tt_rank == 29999) {
+ if ($ttnames$[7] == "Breezy Havana") {
+ set $ttnames$[7],strcharinfo(0);
+ mes "You've secured your place in";
+ mes "the Turbo Track Hall of Honor!";
+ announce "" + strcharinfo(0) + " has joined the Turbo Track Hall of Honor!",bc_all,"FF0000";
+ }
+ else if ($ttnames$[8] == "RS125") {
+ set $ttnames$[8],strcharinfo(0);
+ mes "You've secured your place in";
+ mes "the Turbo Track Hall of Honor!";
+ announce "" + strcharinfo(0) + " has joined the Turbo Track Hall of Honor!",bc_all,"FF0000";
+ }
+ }
+ }
+ else if (tt_rank > $ttranks[5]) {
+ setarray $ttranks[0],$ttranks[0],$ttranks[1],$ttranks[2],$ttranks[3],$ttranks[4],tt_rank;
+ setarray $ttnames$[13],strcharinfo(0);
+ mes "[Guide]";
+ mes "Congratulations!";
+ mes "You've ranked Fifth";
+ mes "among the Top Five Players";
+ mes "who've won the most games!";
+ donpcevent "TBT_Guide#Broadcast::Onnew_top5";
+ if (tt_rank == 29999) {
+ if ($ttnames$[7] == "Breezy Havana") {
+ set $ttnames$[7],strcharinfo(0);
+ mes "You've secured your place in";
+ mes "the Turbo Track Hall of Honor!";
+ announce "" + strcharinfo(0) + " has joined the Turbo Track Hall of Honor!",bc_all,"FF0000";
+ }
+ else if ($ttnames$[8] == "RS125") {
+ set $ttnames$[8],strcharinfo(0);
+ mes "You've secured your place in";
+ mes "the Turbo Track Hall of Honor!";
+ announce "" + strcharinfo(0) + " has joined the Turbo Track Hall of Honor!",bc_all,"FF0000";
+ }
+ }
+ }
+ else {
+ mes "[Guide]";
+ mes "If you can win more games";
+ mes "than everybody else, your";
+ mes "name will be registered in";
+ mes "our Top Five Player Ranking.";
+ next;
+ mes "[Guide]";
+ mes "What do you";
+ mes "think, " + strcharinfo(0) +"?";
+ mes "Glory can be yours if";
+ mes "you can achieve victory!";
+ }
+ next;
+ mes "[Guide]";
+ mes "Thank you for";
+ mes "participating in";
+ mes "the Turbo Track.";
+ mes "You will be transported";
+ mes "to a Waiting Room shortly.";
+ close2;
+ warp "turbo_room",72,89;
+ end;
+ }
+ else {
+ if ($ttnames$[7] == strcharinfo(0)) {
+ mes "[Guide]";
+ mes "Oh wow!";
+ mes "You're a member";
+ mes "in our Hall of Honor,";
+ mes "aren't you? This is great!";
+ mes "I'm talking to a living legend!";
+ next;
+ mes "[Guide]";
+ mes "Oh, I'm sorry! You're";
+ mes "here so that I can tell you";
+ mes "how many Turbo Track Points";
+ set my_point,tt_point;
+ mes "you have, right? You've got a total of " + my_point + " Turbo Track Points, "+ strcharinfo(0) +".";
+ next;
+ mes "[Guide]";
+ mes "Oh, and thanks for";
+ mes "participating in the";
+ mes "Turbo Track! You'll be sent";
+ mes "to the Waiting Room soon~";
+ close2;
+ warp "turbo_room",72,89;
+ end;
+ }
+ else if ($ttnames$[8] == strcharinfo(0)) {
+ mes "[Guide]";
+ mes "Hey, aren't you";
+ mes "in our Hall of Honor?";
+ mes "I've been watching your";
+ mes "races... You're pretty quick";
+ mes "on your feet, hotshot~";
+ next;
+ mes "[Guide]";
+ mes "Oh right, your current";
+ set my_point,tt_point;
+ mes "Turbo Track Point total!";
+ mes "You've got a total of";
+ mes "" + my_point + " Turbo Track points,";
+ mes "" + strcharinfo(0) + ".";
+ next;
+ mes "[Guide]";
+ mes "Oh, and thanks for";
+ mes "participating in the";
+ mes "Turbo Track! You'll be sent";
+ mes "to the Waiting Room soon~";
+ close2;
+ warp "turbo_room",72,89;
+ end;
+ }
+ else {
+ mes "[Guide]";
+ mes "Awwww~";
+ mes "You were almost able";
+ mes "to join our Hall of Honor...!";
+ mes "But don't let that get you";
+ mes "down. Maybe next time!";
+ next;
+ mes "[Guide]";
+ mes "Oh, right.";
+ mes "Currently, you";
+ mes "have a total of";
+ mes "" + tt_point + " Turbo Track points.";
+ next;
+ mes "[Guide]";
+ mes "Thank you for";
+ mes "participating in";
+ mes "the Turbo Track.";
+ mes "You will be transported";
+ mes "to a Waiting Room shortly.";
+ close2;
+ warp "turbo_room",72,89;
+ end;
+ }
+ }
+
+OnInit:
+ disablenpc "Winner Helper#TBT_n_16";
+ end;
+
+OnEnable:
+ enablenpc "Winner Helper#TBT_n_16";
+ initnpctimer;
+ end;
+
+OnTimer5000:
+ mapannounce "turbo_n_16","This is the ending broadcast for Turbo Track Normal Mode - 16 person.",bc_map,"0x33FF66";
+ end;
+
+OnTimer10000:
+ mapannounce "turbo_n_16","For smooth game play, the game will end in approximately 1 minute.",bc_map,"0x33FF66";
+ end;
+
+OnTimer15000:
+ mapannounce "turbo_n_16","At that time, a Warp portal will open.",bc_map,"0x33FF66";
+ end;
+
+OnTimer20000:
+ mapannounce "turbo_n_16","Players in the arena must be ready to leave through the Warp Portal.",bc_map,"0x33FF66";
+ end;
+
+OnTimer25000:
+ mapannounce "turbo_n_16","In the meantime, winners must proceed to receive their rewards as soon as possible.",bc_map,"0x33FF66";
+ end;
+
+OnTimer30000:
+ mapannounce "turbo_n_16","Thank you for visiting Al De Baran Turbo Track.",bc_map,"0x33FF66";
+ end;
+
+OnTimer35000:
+ mapannounce "turbo_n_16","Al De Baran Turbo Track is brought to you by...",bc_map,"0x33FF66";
+ end;
+
+OnTimer40000:
+ mapannounce "turbo_n_16","[Al De Baran Kafra Corporation Headquarters]",bc_map,"0x33FF66";
+ end;
+
+OnTimer45000:
+ mapannounce "turbo_n_16","[Al De Baran Guild Castle Management Luina]",bc_map,"0x33FF66";
+ end;
+
+OnTimer50000:
+ mapannounce "turbo_n_16","[Blacksmith Union]",bc_map,"0x33FF66";
+ end;
+
+OnTimer55000:
+ mapannounce "turbo_n_16","And [Comodo Casino].",bc_map,"0x33FF66";
+ end;
+
+OnTimer60000:
+ mapannounce "turbo_n_16","Once again, we'd like to thank our sponsors.",bc_map,"0x33FF66";
+ end;
+
+OnTimer65000:
+ mapannounce "turbo_n_16","Have a good day.",bc_map,"0x33FF66";
+ end;
+
+//--- warp all players to turbo room
+OnTimer70000:
+ mapwarp "turbo_n_16","turbo_room",72,89;
+ end;
+
+//----end game, reset all
+OnTimer71000:
+ disablenpc "Winner Helper#TBT_n_16";
+ enablenpc "cos_n_16_end";
+ enablenpc "cos_n_16_end2";
+ enablenpc "cos_n_16_end3";
+ disablenpc "Notice_Maker1#TBT_n_16";
+ disablenpc "Notice_Maker3#TBT_n_16";
+ disablenpc "Notice_Maker4#TBT_n_16";
+ enablenpc "Disposable_Switch#n16";
+ enablenpc "Flasher_Exit_1#n16";
+ enablenpc "Flasher_Exit_2#n16";
+ enablenpc "No_Unfair_Start#n16-1";
+ enablenpc "No_Unfair_Start#n16-2";
+ donpcevent "snake#n16::Onreset";
+ donpcevent "hunting#n16::Onreset";
+ donpcevent "Normal Mode - 16 Person#n16::OnEnable";
+ disablenpc "bing2#n16";
+ stopnpctimer;
+ end;
+}
+
+turbo_n_16,11,91,0 script Notice_Maker1#TBT_n_16 -1,3,3,{
+OnInit:
+ enablenpc "Notice_Maker1#TBT_n_16";
+ end;
+
+OnTouch:
+ mapannounce "turbo_n_16","" + strcharinfo(0) +" is now entering the Small Cave! Currently, "+ strcharinfo(0) +" is in the lead!",bc_map,"0xFFFF00";
+ donpcevent "TBT_Guide#Broadcast::Onend_n16";
+ disablenpc "Notice_Maker1#TBT_n_16";
+ end;
+}
+
+turbo_n_16,234,223,0 script Notice_Maker3#TBT_n_16 -1,2,2,{
+OnInit:
+ enablenpc "Notice_Maker3#TBT_n_16";
+ end;
+
+OnTouch:
+ mapannounce "turbo_n_16","" + strcharinfo(0) +" is now entering the Single Snail! Currently, "+ strcharinfo(0) +" is in the lead!",bc_map,"0xFFFF00";
+ disablenpc "Notice_Maker3#TBT_n_16";
+ end;
+}
+
+turbo_n_16,226,15,0 script Notice_Maker4#TBT_n_16 -1,1,1,{
+OnInit:
+ enablenpc "Notice_Maker4#TBT_n_16";
+ end;
+
+OnTouch:
+ mapannounce "turbo_n_16","" + strcharinfo(0) +" is currently in First Place!",bc_map,"0xFFFF00";
+ disablenpc "Notice_Maker4#TBT_n_16";
+ end;
+}
+
+turbo_n_16,227,379,0 script Warp#n_16_1::Warp_n_16 -1,1,1,{
+OnTouch:
+ set .@warprand,rand(1,20);
+ if (.@warprand == 1)
+ warp "turbo_n_16",216,378;
+ else if (.@warprand == 2)
+ warp "turbo_n_16",218,360;
+ else if (.@warprand == 4)
+ warp "turbo_n_16",223,361;
+ else if (.@warprand == 5)
+ warp "turbo_n_16",243,342;
+ else if (.@warprand == 6)
+ warp "turbo_n_16",247,364;
+ end;
+}
+turbo_n_16,237,380,0 duplicate(Warp_n_16) Warp#n_16_2 -1,1,1
+turbo_n_16,227,367,0 duplicate(Warp_n_16) Warp#n_16_3 -1,1,1
+turbo_n_16,231,360,0 duplicate(Warp_n_16) Warp#n_16_4 -1,1,1
+turbo_n_16,225,349,0 duplicate(Warp_n_16) Warp#n_16_5 -1,1,1
+turbo_n_16,249,352,0 duplicate(Warp_n_16) Warp#n_16_6 -1,1,1
+turbo_n_16,253,364,0 duplicate(Warp_n_16) Warp#n_16_7 -1,2,2
+
+turbo_n_16,307,55,0 script trap_n16#F1::TurboTrap_n16 -1,1,1,{
+OnTouch:
+ specialeffect EF_BLASTMINEBOMB;
+ set .@HitTrap,10;
+ if (.@HitTrap > 0 && .@HitTrap < 4)
+ percentheal -1,0;
+ else if (.@HitTrap > 4 && .@HitTrap < 8)
+ percentheal -5,0;
+ else
+ percentheal -2,0;
+ end;
+}
+
+turbo_n_16,307,51,0 duplicate(TurboTrap_n16) trap_n16#F2 139,1,1
+turbo_n_16,307,47,0 duplicate(TurboTrap_n16) trap_n16#F3 139,1,1
+turbo_n_16,307,43,0 duplicate(TurboTrap_n16) trap_n16#F4 139,1,1
+turbo_n_16,307,39,0 duplicate(TurboTrap_n16) trap_n16#F5 139,1,1
+turbo_n_16,307,39,0 duplicate(TurboTrap_n16) trap_n16#F96 139,1,1
+turbo_n_16,312,56,0 duplicate(TurboTrap_n16) trap_n16#F6 139,1,1
+turbo_n_16,312,52,0 duplicate(TurboTrap_n16) trap_n16#F7 139,1,1
+turbo_n_16,312,48,0 duplicate(TurboTrap_n16) trap_n16#F8 139,1,1
+turbo_n_16,312,44,0 duplicate(TurboTrap_n16) trap_n16#F9 139,1,1
+turbo_n_16,312,40,0 duplicate(TurboTrap_n16) trap_n16#F10 139,1,1
+turbo_n_16,312,36,0 duplicate(TurboTrap_n16) trap_n16#F11 139,1,1
+turbo_n_16,316,55,0 duplicate(TurboTrap_n16) trap_n16#F12 139,1,1
+turbo_n_16,316,51,0 duplicate(TurboTrap_n16) trap_n16#F13 139,1,1
+turbo_n_16,316,47,0 duplicate(TurboTrap_n16) trap_n16#F14 139,1,1
+turbo_n_16,316,43,0 duplicate(TurboTrap_n16) trap_n16#F15 139,1,1
+turbo_n_16,316,39,0 duplicate(TurboTrap_n16) trap_n16#F16 139,1,1
+turbo_n_16,316,36,0 duplicate(TurboTrap_n16) trap_n16#F17 139,1,1
+turbo_n_16,320,56,0 duplicate(TurboTrap_n16) trap_n16#F18 139,1,1
+turbo_n_16,320,52,0 duplicate(TurboTrap_n16) trap_n16#F19 139,1,1
+turbo_n_16,320,48,0 duplicate(TurboTrap_n16) trap_n16#F20 139,1,1
+turbo_n_16,320,44,0 duplicate(TurboTrap_n16) trap_n16#F21 139,1,1
+turbo_n_16,320,40,0 duplicate(TurboTrap_n16) trap_n16#F22 139,1,1
+turbo_n_16,320,36,0 duplicate(TurboTrap_n16) trap_n16#F23 139,1,1
+turbo_n_16,324,55,0 duplicate(TurboTrap_n16) trap_n16#F24 139,1,1
+turbo_n_16,324,51,0 duplicate(TurboTrap_n16) trap_n16#F25 139,1,1
+turbo_n_16,324,47,0 duplicate(TurboTrap_n16) trap_n16#F26 139,1,1
+turbo_n_16,324,43,0 duplicate(TurboTrap_n16) trap_n16#F27 139,1,1
+turbo_n_16,324,39,0 duplicate(TurboTrap_n16) trap_n16#F28 139,1,1
+turbo_n_16,324,36,0 duplicate(TurboTrap_n16) trap_n16#F29 139,1,1
+turbo_n_16,328,56,0 duplicate(TurboTrap_n16) trap_n16#F30 139,1,1
+turbo_n_16,328,52,0 duplicate(TurboTrap_n16) trap_n16#F31 139,1,1
+turbo_n_16,328,48,0 duplicate(TurboTrap_n16) trap_n16#F32 139,1,1
+turbo_n_16,328,44,0 duplicate(TurboTrap_n16) trap_n16#F33 139,1,1
+turbo_n_16,328,40,0 duplicate(TurboTrap_n16) trap_n16#F34 139,1,1
+turbo_n_16,328,36,0 duplicate(TurboTrap_n16) trap_n16#F35 139,1,1
+turbo_n_16,332,55,0 duplicate(TurboTrap_n16) trap_n16#F36 139,1,1
+turbo_n_16,332,51,0 duplicate(TurboTrap_n16) trap_n16#F37 139,1,1
+turbo_n_16,332,47,0 duplicate(TurboTrap_n16) trap_n16#F38 139,1,1
+turbo_n_16,332,43,0 duplicate(TurboTrap_n16) trap_n16#F39 139,1,1
+turbo_n_16,332,39,0 duplicate(TurboTrap_n16) trap_n16#F40 139,1,1
+turbo_n_16,332,36,0 duplicate(TurboTrap_n16) trap_n16#F41 139,1,1
+
+turbo_n_16,336,56,0 script trap_n16#F42::TurboTrap_n16_2 139,1,1,{
+OnTouch:
+ specialeffect EF_FREEZING;
+ set .@HitTrap,10;
+ if (.@HitTrap > 0 && .@HitTrap < 4)
+ percentheal -1,0;
+ else if (.@HitTrap > 4 && .@HitTrap < 8) {
+ percentheal -5,0;
+ sc_start SC_FREEZE,3000,0;
+ }
+ else {
+ sc_start SC_FREEZE,4000,0;
+ percentheal -2,0;
+ }
+}
+turbo_n_16,336,52,0 duplicate(TurboTrap_n16_2) trap_n16#F43 139,1,1
+turbo_n_16,336,48,0 duplicate(TurboTrap_n16_2) trap_n16#F44 139,1,1
+turbo_n_16,336,44,0 duplicate(TurboTrap_n16_2) trap_n16#F45 139,1,1
+turbo_n_16,336,50,0 duplicate(TurboTrap_n16_2) trap_n16#F46 139,1,1
+turbo_n_16,336,36,0 duplicate(TurboTrap_n16_2) trap_n16#F47 139,1,1
+turbo_n_16,340,55,0 duplicate(TurboTrap_n16_2) trap_n16#F48 139,1,1
+
+turbo_n_16,340,51,0 duplicate(TurboTrap_n16) trap_n16#F49 139,1,1
+turbo_n_16,340,47,0 duplicate(TurboTrap_n16) trap_n16#F50 139,1,1
+turbo_n_16,340,43,0 duplicate(TurboTrap_n16) trap_n16#F51 139,1,1
+turbo_n_16,340,39,0 duplicate(TurboTrap_n16) trap_n16#F52 139,1,1
+turbo_n_16,340,36,0 duplicate(TurboTrap_n16) trap_n16#F53 139,1,1
+turbo_n_16,344,56,0 duplicate(TurboTrap_n16) trap_n16#F54 139,1,1
+turbo_n_16,344,52,0 duplicate(TurboTrap_n16) trap_n16#F55 139,1,1
+turbo_n_16,344,48,0 duplicate(TurboTrap_n16) trap_n16#F56 139,1,1
+turbo_n_16,344,44,0 duplicate(TurboTrap_n16) trap_n16#F57 139,1,1
+turbo_n_16,344,40,0 duplicate(TurboTrap_n16) trap_n16#F58 139,1,1
+turbo_n_16,344,36,0 duplicate(TurboTrap_n16) trap_n16#F59 139,1,1
+turbo_n_16,348,55,0 duplicate(TurboTrap_n16) trap_n16#F60 139,1,1
+turbo_n_16,348,51,0 duplicate(TurboTrap_n16) trap_n16#F61 139,1,1
+turbo_n_16,348,47,0 duplicate(TurboTrap_n16) trap_n16#F62 139,1,1
+turbo_n_16,348,43,0 duplicate(TurboTrap_n16) trap_n16#F63 139,1,1
+turbo_n_16,348,39,0 duplicate(TurboTrap_n16) trap_n16#F64 139,1,1
+turbo_n_16,348,36,0 duplicate(TurboTrap_n16) trap_n16#F65 139,1,1
+turbo_n_16,352,56,0 duplicate(TurboTrap_n16) trap_n16#F66 139,1,1
+turbo_n_16,352,52,0 duplicate(TurboTrap_n16) trap_n16#F67 139,1,1
+turbo_n_16,352,48,0 duplicate(TurboTrap_n16) trap_n16#F68 139,1,1
+turbo_n_16,352,44,0 duplicate(TurboTrap_n16) trap_n16#F69 139,1,1
+turbo_n_16,352,40,0 duplicate(TurboTrap_n16) trap_n16#F70 139,1,1
+turbo_n_16,352,36,0 duplicate(TurboTrap_n16) trap_n16#F71 139,1,1
+turbo_n_16,356,55,0 duplicate(TurboTrap_n16) trap_n16#F72 139,1,1
+turbo_n_16,356,51,0 duplicate(TurboTrap_n16) trap_n16#F73 139,1,1
+turbo_n_16,356,47,0 duplicate(TurboTrap_n16) trap_n16#F74 139,1,1
+turbo_n_16,356,43,0 duplicate(TurboTrap_n16) trap_n16#F75 139,1,1
+turbo_n_16,356,39,0 duplicate(TurboTrap_n16) trap_n16#F76 139,1,1
+turbo_n_16,356,36,0 duplicate(TurboTrap_n16) trap_n16#F77 139,1,1
+turbo_n_16,360,56,0 duplicate(TurboTrap_n16) trap_n16#F78 139,1,1
+turbo_n_16,360,52,0 duplicate(TurboTrap_n16) trap_n16#F79 139,1,1
+turbo_n_16,360,48,0 duplicate(TurboTrap_n16) trap_n16#F80 139,1,1
+turbo_n_16,360,44,0 duplicate(TurboTrap_n16) trap_n16#F81 139,1,1
+turbo_n_16,360,40,0 duplicate(TurboTrap_n16) trap_n16#F82 139,1,1
+turbo_n_16,360,36,0 duplicate(TurboTrap_n16) trap_n16#F83 139,1,1
+turbo_n_16,364,55,0 duplicate(TurboTrap_n16) trap_n16#F84 139,1,1
+turbo_n_16,364,51,0 duplicate(TurboTrap_n16) trap_n16#F85 139,1,1
+turbo_n_16,364,47,0 duplicate(TurboTrap_n16) trap_n16#F86 139,1,1
+turbo_n_16,364,43,0 duplicate(TurboTrap_n16) trap_n16#F87 139,1,1
+turbo_n_16,364,39,0 duplicate(TurboTrap_n16) trap_n16#F88 139,1,1
+turbo_n_16,364,36,0 duplicate(TurboTrap_n16) trap_n16#F89 139,1,1
+turbo_n_16,368,56,0 duplicate(TurboTrap_n16) trap_n16#F90 139,1,1
+turbo_n_16,368,52,0 duplicate(TurboTrap_n16) trap_n16#F91 139,1,1
+turbo_n_16,368,48,0 duplicate(TurboTrap_n16) trap_n16#F92 139,1,1
+turbo_n_16,368,44,0 duplicate(TurboTrap_n16) trap_n16#F93 139,1,1
+turbo_n_16,368,40,0 duplicate(TurboTrap_n16) trap_n16#F94 139,1,1
+turbo_n_16,368,36,0 duplicate(TurboTrap_n16) trap_n16#F95 139,1,1
+
+turbo_n_16,217,214,0 script bing#n16 45,3,3,{
+OnTouch:
+ set .@bing1,rand(1,10);
+ if (.@bing1 > 0 && .@bing1 < 4)
+ warp "turbo_n_16",217,232;
+ else if (.@bing1 == 6)
+ warp "turbo_n_16",233,207;
+ else if (.@bing1 == 7)
+ warp "turbo_n_16",208,219;
+ else if (.@bing1 == 8)
+ warp "turbo_n_16",219,202;
+ else if (.@bing1 == 9)
+ warp "turbo_n_16",218,228;
+ disablenpc "bing#n16";
+ enablenpc "bing2#n16";
+ end;
+}
+
+turbo_n_16,217,214,0 script bing2#n16 45,3,3,{
+OnInit:
+ disablenpc "bing2#e8";
+ end;
+
+OnTouch:
+ set .@bing1,rand(1,10);
+ if (.@bing1 == 1)
+ warp "turbo_n_16",217,232;
+ else if (.@bing1 == 2)
+ warp "turbo_n_16",233,207;
+ else if (.@bing1 == 3)
+ warp "turbo_n_16",208,219;
+ else if (.@bing1 == 4)
+ warp "turbo_n_16",219,202;
+ else if (.@bing1 == 5)
+ warp "turbo_n_16",218,228;
+ else if (.@bing1 == 6)
+ warp "turbo_n_16",220,195;
+ end;
+}
diff --git a/npc/pre-re/other/turbotrack/Normal_4.txt b/npc/pre-re/other/turbotrack/Normal_4.txt
new file mode 100644
index 000000000..861361a3c
--- /dev/null
+++ b/npc/pre-re/other/turbotrack/Normal_4.txt
@@ -0,0 +1,1405 @@
+//===== rAthena Script =======================================
+//= Turbo Track - Normal - 4 Person
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.6
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= Turbo Track Course: Normal (Non-PVP) - 4 Person
+//===== Additional Comments: =================================
+//= 1.0 Translated from the Official. [L0ne_W0lf]
+//= 1.1 Fixed small official bug. [L0ne_W0lf]
+//= 1.2 Replaced effect numerics with constants. [L0ne_W0lf]
+//= 1.3 Fixed a little mistake [akrus]
+//= 1.4 Corrected issue with top record setting. [L0ne_W0lf]
+//= 1.5 Updated 'waitingroom' to support required zeny/lvl. [Kisuka]
+//= 1.6 Fixed variable typo [Elias]
+//============================================================
+
+turbo_room,77,135,3 script Normal mode - 4 person 124,{
+ end;
+
+OnInit:
+ waitingroom "Normal mode - 4 person",60,"Normal mode - 4 person::OnStartArena",4,1000,10,99;
+ enablewaitingroomevent "Normal mode - 4 person";
+ end;
+
+OnEnable:
+ enablenpc "Normal mode - 4 person";
+ enablewaitingroomevent "Normal mode - 4 person";
+ end;
+
+OnStartArena:
+ warpwaitingpc "turbo_n_4",298,161;
+ donpcevent "Broadcast#n4::OnEnable";
+ disablewaitingroomevent "Normal mode - 4 person";
+ end;
+}
+
+turbo_n_4,298,167,3 script Helper#4_F 124,{
+ mes "[Helper]";
+ mes "You are now in the";
+ mes "Waiting Room. You will";
+ mes "be guided to the Starting Line";
+ mes "after 30 seconds, so please use";
+ mes "this time to prepare your items";
+ mes "and equipment. Thank you.";
+ close;
+}
+
+turbo_n_4,298,167,0 script Point Give-Away Guy#n4 -1,15,15,{
+OnInit:
+ disablenpc "Point Give-Away Guy#n4";
+ end;
+
+OnTouch:
+ if (tt_point < 28999) {
+ set tt_point,tt_point+2;
+ warp "turbo_n_4",59,364;
+ }
+ else
+ warp "turbo_n_4",59,364;
+ end;
+}
+
+turbo_n_4,167,3,0 script Broadcast#n4 -1,{
+OnInit:
+ disablenpc "Broadcast#n4";
+ end;
+
+OnEnable:
+ enablenpc "Broadcast#n4";
+ initnpctimer;
+ end;
+
+OnTimer2000:
+ mapannounce "turbo_n_4","You are now in the Waiting Room where you can check your items and prepare for the race.",bc_map,"0x33FF66";
+ end;
+
+OnTimer7000:
+ mapannounce "turbo_n_4","You will have 30 seconds before you are transported to the Starting Line.",bc_map,"0x33FF66";
+ end;
+
+OnTimer10000:
+ mapannounce "turbo_n_4","Please make sure that you have suitable equipment and items with you.",bc_map,"0x33FF66";
+ end;
+
+OnTimer15000:
+ mapannounce "turbo_n_4","The 30 second countdown will begin shortly.",bc_map,"0x33FF66";
+ end;
+
+OnTimer17000:
+ mapannounce "turbo_n_4","30 seconds remaining.",bc_map,"0x33FF66";
+ end;
+
+OnTimer27000:
+ mapannounce "turbo_n_4","20 seconds remaining.",bc_map,"0x33FF66";
+ end;
+
+OnTimer37000:
+ mapannounce "turbo_n_4","10 seconds remaining.",bc_map,"0x33FF66";
+ end;
+
+OnTimer42000:
+ mapannounce "turbo_n_4","5 seconds remaining.",bc_map,"0x33FF66";
+ end;
+
+OnTimer43000:
+ mapannounce "turbo_n_4","4 seconds remaining.",bc_map,"0x33FF66";
+ end;
+
+OnTimer44000:
+ mapannounce "turbo_n_4","3 seconds remaining.",bc_map,"0x33FF66";
+ end;
+
+OnTimer45000:
+ mapannounce "turbo_n_4","2 seconds remaining.",bc_map,"0x33FF66";
+ end;
+
+OnTimer46000:
+ mapannounce "turbo_n_4","1 second remaining.",bc_map,"0x33FF66";
+ end;
+
+OnTimer47000:
+ mapannounce "turbo_n_4","You will be transported to the Starting Line shortly.",bc_map,"0x33FF66";
+ end;
+
+OnTimer49000:
+ enablenpc "Point Give-Away Guy#n4";
+ donpcevent "Master#n4::OnEnable";
+ end;
+
+OnTimer50000:
+ donpcevent "snake#n4::OnEnable";
+ donpcevent "hunting#n4::OnEnable";
+ enablenpc "bing#n4";
+ end;
+
+OnTimer57000:
+ disablenpc "Point Give-Away Guy#n4";
+ end;
+}
+
+turbo_n_4,167,3,0 script Master#n4 -1,{
+OnInit:
+ disablenpc "Master#n4";
+ end;
+
+OnEnable:
+ enablenpc "Master#n4";
+ initnpctimer;
+ end;
+
+OnDisable:
+ stopnpctimer;
+ disablenpc "Master#n4";
+ end;
+
+OnTimer7000:
+ mapannounce "turbo_n_4","Welcome to the Turbo Track.",bc_map,"0x33FF66";
+ end;
+
+OnTimer9000:
+ mapannounce "turbo_n_4","The game will be hosted for 15 minutes and at least one person must complete the entire course.",bc_map,"0x33FF66";
+ end;
+
+OnTimer11000:
+ mapannounce "turbo_n_4","We hope you will do your best.",bc_map,"0x33FF66";
+ end;
+
+OnTimer13000:
+ mapannounce "turbo_n_4","The game will begin after a 5 second countdown. Everyone, please take your positions behind the Starting Line.",bc_map,"0x33FF66";
+ end;
+
+OnTimer15000:
+ mapannounce "turbo_n_4","The countdown will commence shortly.",bc_map,"0x33FF66";
+ end;
+
+OnTimer17000:
+ mapannounce "turbo_n_4","- 5 -",bc_map,"0x33FF66";
+ end;
+
+OnTimer18000:
+ mapannounce "turbo_n_4","- 4 -",bc_map,"0x33FF66";
+ end;
+
+OnTimer19000:
+ mapannounce "turbo_n_4","- 3 -",bc_map,"0x33FF66";
+ end;
+
+OnTimer20000:
+ mapannounce "turbo_n_4","- 2 -",bc_map,"0x33FF66";
+ end;
+
+OnTimer21000:
+ mapannounce "turbo_n_4","- 1 -",bc_map,"0x33FF66";
+ end;
+
+OnTimer22000:
+ mapannounce "turbo_n_4","- 0 -",bc_map,"0x33FF66";
+ end;
+
+OnTimer23000:
+ mapannounce "turbo_n_4","Now! The race has begun! Go Go Go!!",bc_map,"0x33FF66";
+ disablenpc "No_Unfair_Start#n4-1";
+ disablenpc "No_Unfair_Start#n4-2";
+ end;
+
+OnTimer30000:
+ mapannounce "turbo_n_4","Remember that this is a 15 minute race. After 15 minutes, everyone will be transported out of the race track.",bc_map,"0x33FF66";
+ end;
+
+OnTimer83000:
+ mapannounce "turbo_n_4","You have 14 minutes left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer143000:
+ mapannounce "turbo_n_4","You have 13 minutes left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer203000:
+ mapannounce "turbo_n_4","You have 12 minutes left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer263000:
+ mapannounce "turbo_n_4","You have 11 minutes left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer323000:
+ mapannounce "turbo_n_4","You have 10 minutes left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer383000:
+ mapannounce "turbo_n_4","You have 9 minutes left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer443000:
+ mapannounce "turbo_n_4","You have 8 minutes left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer503000:
+ mapannounce "turbo_n_4","You have 7 minutes left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer563000:
+ mapannounce "turbo_n_4","You have 6 minutes left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer623000:
+ mapannounce "turbo_n_4","You have 5 minutes left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer683000:
+ mapannounce "turbo_n_4","You have 4 minutes left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer743000:
+ mapannounce "turbo_n_4","You have 3 minutes left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer803000:
+ mapannounce "turbo_n_4","You have 2 minutes left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer863000:
+ mapannounce "turbo_n_4","You have 1 minute left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer893000:
+ mapannounce "turbo_n_4","You have 30 seconds left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer903000:
+ mapannounce "turbo_n_4","You have 20 seconds left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer913000:
+ mapannounce "turbo_n_4","You have 10 seconds left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer918000:
+ mapannounce "turbo_n_4","You have 5 seconds left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer919000:
+ mapannounce "turbo_n_4","You have 4 seconds left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer920000:
+ mapannounce "turbo_n_4","You have 3 seconds left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer921000:
+ mapannounce "turbo_n_4","You have 2 seconds left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer922000:
+ mapannounce "turbo_n_4","You have 1 second left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer923000:
+ mapannounce "turbo_n_4","Time's up!",bc_map,"0x33FF66";
+ end;
+
+OnTimer925000:
+ mapannounce "turbo_n_4","The race is over.",bc_map,"0x33FF66";
+ end;
+
+OnTimer927000:
+ mapannounce "turbo_n_4","[Everyone will be transported to a Waiting Room.]",bc_map,"0x33FF66";
+ mapwarp "turbo_n_4","turbo_room",71,89;
+ // all NPC OFF
+ disablenpc "Broadcast#n4";
+ donpcevent "Master#n4::OnDisable";
+ donpcevent "Normal mode - 4 person::OnEnable";
+ // start line NPC ON
+ enablenpc "No_Unfair_Start#n4-1";
+ enablenpc "No_Unfair_Start#n4-2";
+ // monster reset
+ donpcevent "snake#n4::Onreset";
+ donpcevent "hunting#n4::Onreset";
+ disablenpc "bing2#n4";
+ // NPC
+ disablenpc "Winner Helper#TBT_n_4";
+ enablenpc "cos_n_4_end";
+ enablenpc "Notice_Maker1#TBT_n_4";
+ enablenpc "Notice_Maker3#TBT_n_4";
+ enablenpc "Notice_Maker4#TBT_n_4";
+ enablenpc "Disposable_Switch#n4";
+ disablenpc "Flasher_Exit_1#n4";
+ disablenpc "Flasher_Exit_2#n4";
+ end;
+}
+
+turbo_n_4,62,379,0 script No_Unfair_Start#n4-1 -1,0,31,{
+OnTouch:
+ warp "turbo_n_4",59,364;
+ end;
+}
+
+turbo_n_4,68,379,5 script No_Unfair_Start#n4-2 -1,5,31,{
+OnTouch:
+ warp "turbo_n_4",59,364;
+ end;
+}
+
+// Turbo Track: Normal Mode - 4 Players (Log Race)
+turbo_n_4,118,377,0 script trap_a#n_4-1::TurboLogRace_n_4 -1,44,1,{
+OnTouch:
+ set .@dropuser,rand(1,3);
+ if (.@dropuser == 1)
+ warp "turbo_n_4",72,372;
+ else if (.@dropuser == 2)
+ warp "turbo_n_4",72,365;
+ else
+ warp "turbo_n_4",72,357;
+ end;
+}
+turbo_n_4,77,375,0 duplicate(TurboLogRace_n_4) trap_a#n_4-2 -1,3,1
+turbo_n_4,82,375,0 duplicate(TurboLogRace_n_4) trap_a#n_4-3 -1,1,1
+turbo_n_4,82,372,0 duplicate(TurboLogRace_n_4) trap_a#n_4-4 -1,0,2
+turbo_n_4,83,372,0 duplicate(TurboLogRace_n_4) trap_a#n_4-5 -1,0,2
+turbo_n_4,97,374,0 duplicate(TurboLogRace_n_4) trap_a#n_4-6 -1,1,2
+turbo_n_4,98,374,0 duplicate(TurboLogRace_n_4) trap_a#n_4-7 -1,1,2
+turbo_n_4,122,372,0 duplicate(TurboLogRace_n_4) trap_a#n_4-8 -1,2,4
+turbo_n_4,125,374,0 duplicate(TurboLogRace_n_4) trap_a#n_4-9 -1,0,4
+turbo_n_4,132,374,0 duplicate(TurboLogRace_n_4) trap_a#n_4-10 -1,7,2
+turbo_n_4,156,374,0 duplicate(TurboLogRace_n_4) trap_a#n_4-11 -1,6,2
+turbo_n_4,163,375,0 duplicate(TurboLogRace_n_4) trap_a#n_4-12 -1,0,3
+turbo_n_4,164,377,0 duplicate(TurboLogRace_n_4) trap_a#n_4-13 -1,1,1
+// second line
+turbo_n_4,76,369,0 duplicate(TurboLogRace_n_4) trap_b#n_4-1 -1,2,2
+turbo_n_4,79,369,0 duplicate(TurboLogRace_n_4) trap_b#n_4-2 -1,0,2
+turbo_n_4,77,366,0 duplicate(TurboLogRace_n_4) trap_b#n_4-3 -1,3,0
+turbo_n_4,85,366,0 duplicate(TurboLogRace_n_4) trap_b#n_4-4 -1,5,1
+turbo_n_4,87,363,0 duplicate(TurboLogRace_n_4) trap_b#n_4-5 -1,2,1
+turbo_n_4,88,368,0 duplicate(TurboLogRace_n_4) trap_b#n_4-6 -1,2,5
+turbo_n_4,92,370,0 duplicate(TurboLogRace_n_4) trap_b#n_4-7 -1,1,3
+turbo_n_4,98,368,0 duplicate(TurboLogRace_n_4) trap_b#n_4-8 -1,4,1
+turbo_n_4,109,371,0 duplicate(TurboLogRace_n_4) trap_b#n_4-9 -1,7,2
+turbo_n_4,110,368,0 duplicate(TurboLogRace_n_4) trap_b#n_4-10 -1,7,0
+turbo_n_4,113,366,0 duplicate(TurboLogRace_n_4) trap_b#n_4-11 -1,3,2
+turbo_n_4,117,368,0 duplicate(TurboLogRace_n_4) trap_b#n_4-12 -1,0,5
+turbo_n_4,123,364,0 duplicate(TurboLogRace_n_4) trap_b#n_4-13 -1,6,1
+turbo_n_4,136,368,0 duplicate(TurboLogRace_n_4) trap_b#n_4-14 -1,8,1
+turbo_n_4,136,366,0 duplicate(TurboLogRace_n_4) trap_b#n_4-15 -1,8,0
+turbo_n_4,144,370,0 duplicate(TurboLogRace_n_4) trap_b#n_4-16 -1,2,3
+turbo_n_4,147,370,0 duplicate(TurboLogRace_n_4) trap_b#n_4-17 -1,0,3
+turbo_n_4,155,369,0 duplicate(TurboLogRace_n_4) trap_b#n_4-18 -1,7,0
+turbo_n_4,155,368,0 duplicate(TurboLogRace_n_4) trap_b#n_4-19 -1,7,0
+turbo_n_4,151,367,0 duplicate(TurboLogRace_n_4) trap_b#n_4-20 -1,3,0
+turbo_n_4,153,366,0 duplicate(TurboLogRace_n_4) trap_b#n_4-21 -1,1,0
+turbo_n_4,155,367,0 duplicate(TurboLogRace_n_4) trap_b#n_4-22 -1,0,1
+//third line
+turbo_n_4,78,362,0 duplicate(TurboLogRace_n_4) trap_c#n_4-1 -1,4,1
+turbo_n_4,78,359,0 duplicate(TurboLogRace_n_4) trap_c#n_4-2 -1,4,1
+turbo_n_4,83,362,0 duplicate(TurboLogRace_n_4) trap_c#n_4-3 -1,0,1
+turbo_n_4,88,359,0 duplicate(TurboLogRace_n_4) trap_c#n_4-4 -1,5,1
+turbo_n_4,89,357,0 duplicate(TurboLogRace_n_4) trap_c#n_4-5 -1,1,1
+turbo_n_4,92,390,0 duplicate(TurboLogRace_n_4) trap_c#n_4-6 -1,1,1
+turbo_n_4,92,357,0 duplicate(TurboLogRace_n_4) trap_c#n_4-7 -1,1,1
+turbo_n_4,98,364,0 duplicate(TurboLogRace_n_4) trap_c#n_4-8 -1,6,1
+turbo_n_4,98,362,0 duplicate(TurboLogRace_n_4) trap_c#n_4-9 -1,6,0
+turbo_n_4,106,364,0 duplicate(TurboLogRace_n_4) trap_c#n_4-10 -1,2,2
+turbo_n_4,107,360,0 duplicate(TurboLogRace_n_4) trap_c#n_4-11 -1,1,2
+turbo_n_4,109,360,0 duplicate(TurboLogRace_n_4) trap_c#n_4-12 -1,0,2
+turbo_n_4,112,361,0 duplicate(TurboLogRace_n_4) trap_c#n_4-13 -1,3,1
+turbo_n_4,116,359,0 duplicate(TurboLogRace_n_4) trap_c#n_4-14 -1,0,2
+turbo_n_4,117,359,0 duplicate(TurboLogRace_n_4) trap_c#n_4-15 -1,0,2
+turbo_n_4,116,356,0 duplicate(TurboLogRace_n_4) trap_c#n_4-16 -1,0,2
+turbo_n_4,117,356,0 duplicate(TurboLogRace_n_4) trap_c#n_4-17 -1,0,2
+turbo_n_4,129,360,0 duplicate(TurboLogRace_n_4) trap_c#n_4-18 -1,12,1
+turbo_n_4,129,358,0 duplicate(TurboLogRace_n_4) trap_c#n_4-19 -1,12,0
+turbo_n_4,132,357,0 duplicate(TurboLogRace_n_4) trap_c#n_4-20 -1,2,1
+turbo_n_4,137,357,0 duplicate(TurboLogRace_n_4) trap_c#n_4-21 -1,2,1
+turbo_n_4,147,363,0 duplicate(TurboLogRace_n_4) trap_c#n_4-22 -1,16,1
+turbo_n_4,149,365,0 duplicate(TurboLogRace_n_4) trap_c#n_4-23 -1,1,0
+turbo_n_4,158,362,0 duplicate(TurboLogRace_n_4) trap_c#n_4-24 -1,1,4
+turbo_n_4,154,360,0 duplicate(TurboLogRace_n_4) trap_c#n_4-25 -1,2,2
+turbo_n_4,161,360,0 duplicate(TurboLogRace_n_4) trap_c#n_4-26 -1,1,2
+turbo_n_4,161,365,0 duplicate(TurboLogRace_n_4) trap_c#n_4-27 -1,1,0
+turbo_n_4,160,366,0 duplicate(TurboLogRace_n_4) trap_c#n_4-28 -1
+//fourth line
+turbo_n_4,79,353,0 duplicate(TurboLogRace_n_4) trap_d#n_4-1 -1,5,2
+turbo_n_4,85,354,0 duplicate(TurboLogRace_n_4) trap_d#n_4-2 -1,0,1
+turbo_n_4,99,353,0 duplicate(TurboLogRace_n_4) trap_d#n_4-3 -1,14,0
+turbo_n_4,99,352,0 duplicate(TurboLogRace_n_4) trap_d#n_4-4 -1,14,0
+turbo_n_4,99,356,0 duplicate(TurboLogRace_n_4) trap_d#n_4-5 -1,3,3
+turbo_n_4,103,356,0 duplicate(TurboLogRace_n_4) trap_d#n_4-6 -1,0,3
+turbo_n_4,108,354,0 duplicate(TurboLogRace_n_4) trap_d#n_4-7 -1,5,1
+turbo_n_4,112,356,0 duplicate(TurboLogRace_n_4) trap_d#n_4-8 -1,0,1
+turbo_n_4,113,356,0 duplicate(TurboLogRace_n_4) trap_d#n_4-9 -1,0,1
+turbo_n_4,123,353,0 duplicate(TurboLogRace_n_4) trap_d#n_4-10 -1,3,2
+turbo_n_4,127,353,0 duplicate(TurboLogRace_n_4) trap_d#n_4-11 -1,0,2
+turbo_n_4,145,352,0 duplicate(TurboLogRace_n_4) trap_d#n_4-12 -1,17,1
+turbo_n_4,152,354,0 duplicate(TurboLogRace_n_4) trap_d#n_4-13 -1,10,1
+turbo_n_4,145,357,0 duplicate(TurboLogRace_n_4) trap_d#n_4-14 -1,1,2
+turbo_n_4,148,357,0 duplicate(TurboLogRace_n_4) trap_d#n_4-15 -1,1,2
+
+// Turbo Track: Normal Mode - 4 Players (Sand Hill)
+turbo_n_4,322,354,0 script #TBT_trap_n4-::TurboSandHill_n4 -1,3,3,{
+OnTouch:
+ switch(rand(1,10)) {
+ case 1:
+ case 9:
+ sc_start SC_CONFUSION,8000,0;
+ emotion e_swt2,1;
+ end;
+ case 2:
+ sc_start SC_STONE,4000,0;
+ end;
+ case 4:
+ sc_start SC_SLEEP,4000,0;
+ end;
+ case 6:
+ sc_start SC_FREEZE,4000,0;
+ emotion e_swt2,1;
+ end;
+ case 8:
+ sc_start SC_STUN,4000,0;
+ end;
+ case 10:
+ sc_start SC_CURSE,80000,0;
+ end;
+ }
+}
+
+turbo_n_4,323,360,0 duplicate(TurboSandHill_n4) #TBT_trap_n4-2 -1,3,3
+turbo_n_4,324,365,0 duplicate(TurboSandHill_n4) #TBT_trap_n4-3 -1,1,1
+turbo_n_4,325,370,0 duplicate(TurboSandHill_n4) #TBT_trap_n4-4 -1,3,3
+turbo_n_4,325,375,0 duplicate(TurboSandHill_n4) #TBT_trap_n4-5 -1,1,1
+turbo_n_4,329,377,0 duplicate(TurboSandHill_n4) #TBT_trap_n4-6 -1,3,3
+turbo_n_4,338,372,0 duplicate(TurboSandHill_n4) #TBT_trap_n4-7 -1,3,3
+turbo_n_4,341,364,0 duplicate(TurboSandHill_n4) #TBT_trap_n4-8 -1,3,3
+turbo_n_4,325,359,0 duplicate(TurboSandHill_n4) #TBT_trap_n4-9 -1,2,2
+turbo_n_4,341,355,0 duplicate(TurboSandHill_n4) #TBT_trap_n4-10 -1,1,1
+turbo_n_4,350,355,0 duplicate(TurboSandHill_n4) #TBT_trap_n4-11 -1,3,3
+turbo_n_4,348,363,0 duplicate(TurboSandHill_n4) #TBT_trap_n4-12 -1,1,1
+turbo_n_4,347,370,0 duplicate(TurboSandHill_n4) #TBT_trap_n4-13 -1,2,2
+turbo_n_4,349,377,0 duplicate(TurboSandHill_n4) #TBT_trap_n4-14 -1,9,9
+turbo_n_4,362,372,0 duplicate(TurboSandHill_n4) #TBT_trap_n4-15 -1,3,3
+turbo_n_4,364,365,0 duplicate(TurboSandHill_n4) #TBT_trap_n4-16 -1,1,1
+turbo_n_4,363,357,0 duplicate(TurboSandHill_n4) #TBT_trap_n4-17 -1,3,3
+turbo_n_4,374,358,0 duplicate(TurboSandHill_n4) #TBT_trap_n4-18 -1,2,2
+turbo_n_4,371,367,0 duplicate(TurboSandHill_n4) #TBT_trap_n4-19 -1,3,3
+turbo_n_4,371,376,0 duplicate(TurboSandHill_n4) #TBT_trap_n4-20 -1,1,1
+turbo_n_4,379,375,0 duplicate(TurboSandHill_n4) #TBT_trap_n4-21 -1,3,3
+turbo_n_4,382,363,0 duplicate(TurboSandHill_n4) #TBT_trap_n4-22 -1,2,2
+turbo_n_4,381,354,0 duplicate(TurboSandHill_n4) #TBT_trap_n4-23 -1,1,1
+turbo_n_4,355,362,0 script #TBT_trap_n4-24 -1,3,3,{
+OnTouch:
+ if (rand(1,3) == 1) {
+ cutin "kafra_03",2;
+ mes "^4d4dffAl De Baran";
+ mes "Turbo Track";
+ mes "is brought to you by";
+ mes "the ^800000Kafra Corporation^4d4dff.^000000";
+ next;
+ mes "^4d4dffWe wish the best of luck to all";
+ mes "Turbo Track participants today";
+ mes "and thank everyone for using the Kafra Services with all our hearts.^000000";
+ next;
+ mes "^800000Kafra Corporation^4d4dff has been providing Storage Services,";
+ mes "Save Point Services and Teleport Services^4d4dff to our valued customers for years. Just listen to these real customers...^000000";
+ next;
+ mes "^4d4dff[Xenophon Zolotas]";
+ mes "I wouldn't be able to do business without the Kafra Services. Thank you, Kafra!";
+ mes " ";
+ mes "[Chief Mahnsoo]";
+ mes "I looove you Kafra!^000000";
+ next;
+ mes "^ff0000Turbo Track";
+ mes "^ff0000Traps in the Cursed Desert!";
+ mes "^4d4dffSponsored by ^800000Kafra Corporation^4d4dff";
+ mes "''We are always by your side.''^000000";
+ close2;
+ cutin "kafra_03",255;
+ end;
+ }
+ else {
+ sc_start SC_CONFUSION,4000,0;
+ end;
+ }
+}
+
+// Turbo Track: Normal Mode - 4 Players (Water Maze)
+turbo_n_4,13,266,0 script flasher#n_4-01#turbo::TurboWaterMaze_n_4 -1,0,2,{
+OnTouch:
+ sc_start SC_BLIND,60000,0;
+ end;
+}
+turbo_n_4,24,268,0 duplicate(TurboWaterMaze_n_4) flasher#n_4-02 -1,1,0
+turbo_n_4,20,258,0 duplicate(TurboWaterMaze_n_4) flasher#n_4-03 -1,1,0
+turbo_n_4,23,251,0 duplicate(TurboWaterMaze_n_4) flasher#n_4-04 -1,0,1
+turbo_n_4,36,270,0 duplicate(TurboWaterMaze_n_4) flasher#n_4-05 -1,1,0
+turbo_n_4,22,239,0 duplicate(TurboWaterMaze_n_4) flasher#n_4-06 -1,1,0
+turbo_n_4,38,239,0 duplicate(TurboWaterMaze_n_4) flasher#n_4-07 -1,0,1
+turbo_n_4,37,237,0 duplicate(TurboWaterMaze_n_4) flasher#n_4-08 -1,1,0
+turbo_n_4,55,247,0 duplicate(TurboWaterMaze_n_4) flasher#n_4-09 -1,0,1
+turbo_n_4,55,246,0 duplicate(TurboWaterMaze_n_4) flasher#n_4-10 -1,1,0
+turbo_n_4,63,253,0 duplicate(TurboWaterMaze_n_4) flasher#n_4-11 -1,0,1
+turbo_n_4,36,216,0 duplicate(TurboWaterMaze_n_4) flasher#n_4-12 -1,1,0
+turbo_n_4,20,209,0 duplicate(TurboWaterMaze_n_4) flasher#n_4-13 -1,1,0
+turbo_n_4,28,195,0 duplicate(TurboWaterMaze_n_4) flasher#n_4-14 -1,1,0
+turbo_n_4,82,264,0 duplicate(TurboWaterMaze_n_4) flasher#n_4-15 -1,1,0
+turbo_n_4,47,185,0 duplicate(TurboWaterMaze_n_4) flasher#n_4-16 -1,0,1
+turbo_n_4,53,207,0 duplicate(TurboWaterMaze_n_4) flasher#n_4-17 -1,1,0
+turbo_n_4,54,208,0 duplicate(TurboWaterMaze_n_4) flasher#n_4-18 -1,0,1
+turbo_n_4,81,247,0 duplicate(TurboWaterMaze_n_4) flasher#n_4-19 -1,0,1
+turbo_n_4,105,257,0 duplicate(TurboWaterMaze_n_4) flasher#n_4-20 -1,0,1
+turbo_n_4,95,242,0 duplicate(TurboWaterMaze_n_4) flasher#n_4-21 -1,0,1
+turbo_n_4,77,232,0 duplicate(TurboWaterMaze_n_4) flasher#n_4-22 -1,2,0
+turbo_n_4,67,222,0 duplicate(TurboWaterMaze_n_4) flasher#n_4-23 -1,2,0
+turbo_n_4,83,206,0 duplicate(TurboWaterMaze_n_4) flasher#n_4-24 -1,0,1
+turbo_n_4,95,224,0 duplicate(TurboWaterMaze_n_4) flasher#n_4-25 -1,0,1
+turbo_n_4,106,220,0 duplicate(TurboWaterMaze_n_4) flasher#n_4-26 -1,2,0
+turbo_n_4,93,191,0 duplicate(TurboWaterMaze_n_4) flasher#n_4-27 -1,1,0
+turbo_n_4,94,192,0 duplicate(TurboWaterMaze_n_4) flasher#n_4-28a -1,0,1
+turbo_n_4,46,214,0 duplicate(TurboWaterMaze_n_4) flasher#n_4-28b -1,0,1
+turbo_n_4,16,247,0 duplicate(TurboWaterMaze_n_4) flasher#n_4-29 -1,1,0
+turbo_n_4,58,268,0 duplicate(TurboWaterMaze_n_4) flasher#n_4-30 -1,1,1
+turbo_n_4,36,253,0 duplicate(TurboWaterMaze_n_4) flasher#n_4-31 -1,1,0
+turbo_n_4,69,238,0 duplicate(TurboWaterMaze_n_4) flasher#n_4-32 -1,1,1
+turbo_n_4,58,268,0 duplicate(TurboWaterMaze_n_4) flasher#n_4-33 -1,1,1
+turbo_n_4,74,188,0 duplicate(TurboWaterMaze_n_4) flasher#n_4-34 -1,2,0
+turbo_n_4,99,207,0 duplicate(TurboWaterMaze_n_4) flasher#n_4-35 -1,1,1
+turbo_n_4,74,188,0 duplicate(TurboWaterMaze_n_4) flasher#n_4-36 -1,2,0
+turbo_n_4,111,188,0 duplicate(TurboWaterMaze_n_4) flasher#n_4-37a -1,1,0
+turbo_n_4,51,232,0 duplicate(TurboWaterMaze_n_4) flasher#n_4-37b -1,1,1
+turbo_n_4,30,232,0 duplicate(TurboWaterMaze_n_4) flasher#n_4-38 -1,1,1
+turbo_n_4,92,256,0 duplicate(TurboWaterMaze_n_4) flasher#n_4-39 -1,1,1
+turbo_n_4,79,220,0 duplicate(TurboWaterMaze_n_4) flasher#n_4-40 -1,1,1
+turbo_n_4,51,192,0 duplicate(TurboWaterMaze_n_4) flasher#n_4-41 -1,1,1
+turbo_n_4,22,227,0 duplicate(TurboWaterMaze_n_4) flasher#n_4-42 -1,1,1
+turbo_n_4,51,232,0 duplicate(TurboWaterMaze_n_4) flasher#n_4-43 -1,1,1
+turbo_n_4,42,258,0 duplicate(TurboWaterMaze_n_4) flasher#n_4-44 -1,1,0
+turbo_n_4,45,271,0 duplicate(TurboWaterMaze_n_4) flasher#n_4-45 -1,2,1
+turbo_n_4,72,207,0 duplicate(TurboWaterMaze_n_4) flasher#n_4-46 -1,1,1
+turbo_n_4,33,192,0 duplicate(TurboWaterMaze_n_4) flasher#n_4-47 -1,0,1
+turbo_n_4,90,241,0 duplicate(TurboWaterMaze_n_4) flasher#n_4-48a -1,1,0
+turbo_n_4,236,3,0 duplicate(TurboWaterMaze_n_4) flasher#n_4-48b -1,3,0
+
+// Turbo Track: Normal Mode - 4 Players (Snake Dice course)
+turbo_n_4,324,279,0 script snake01#n4 45,1,1,{
+OnTouch:
+ set .@turbo2,rand(1,7);
+ if (.@turbo2 > 0) && (.@turbo2 < 3)
+ warp "turbo_n_4",370,292;
+ else if (.@turbo2 > 2) && (.@turbo2 < 5)
+ warp "turbo_n_4",295,293;
+ else if (.@turbo2 > 4) && (.@turbo2 < 7)
+ warp "turbo_n_4",355,292;
+ else
+ warp "turbo_n_4",279,292;
+ end;
+}
+
+turbo_n_4,332,279,0 script snake02#n4 45,1,1,{
+OnTouch:
+ set .@turbo2,rand(1,8);
+ if (.@turbo2 > 0) && (.@turbo2 < 3)
+ warp "turbo_n_4",287,256;
+ else if (.@turbo2 > 2) && (.@turbo2 < 5)
+ warp "turbo_n_4",303,256;
+ else if (.@turbo2 > 4) && (.@turbo2 < 7)
+ warp "turbo_n_4",347,256;
+ else
+ warp "turbo_n_4",363,256;
+ end;
+}
+
+turbo_n_4,324,270,0 script snake03#n4 45,1,1,{
+OnTouch:
+ set .@turbo2,rand(1,8);
+ if (.@turbo2 > 0) && (.@turbo2 < 3)
+ warp "turbo_n_4",279,292;
+ else if (.@turbo2 > 2) && (.@turbo2 < 5)
+ warp "turbo_n_4",311,292;
+ else if (.@turbo2 > 4) && (.@turbo2 < 7)
+ warp "turbo_n_4",347,256;
+ else
+ warp "turbo_n_4",370,292;
+ end;
+}
+
+turbo_n_4,332,270,0 script snake04#n4 45,1,1,{
+OnTouch:
+ set .@turbo2,rand(1,7);
+ if (.@turbo2 > 0) && (.@turbo2 < 3)
+ warp "turbo_n_4",363,256;
+ else if (.@turbo2 > 2) && (.@turbo2 < 5)
+ warp "turbo_n_4",295,293;
+ else if (.@turbo2 > 4) && (.@turbo2 < 7)
+ warp "turbo_n_4",355,292;
+ else
+ warp "turbo_n_4",287,256;
+ end;
+}
+
+//monsters
+turbo_n_4,389,288,0 script snake#n4 111,{
+Onreset:
+ killmonsterall "turbo_n_4";
+ end;
+
+OnEnable:
+ monster "turbo_n_4",279,284,"Archer Skeleton",1420,1;
+ monster "turbo_n_4",279,268,"Archer Skeleton",1420,1;
+ monster "turbo_n_4",279,260,"Archer Skeleton",1420,1;
+ monster "turbo_n_4",287,288,"Archer Skeleton",1420,1;
+ monster "turbo_n_4",287,280,"Archer Skeleton",1420,1;
+ monster "turbo_n_4",287,264,"Archer Skeleton",1420,1;
+ monster "turbo_n_4",295,284,"Archer Skeleton",1420,1;
+ monster "turbo_n_4",295,268,"Archer Skeleton",1420,1;
+ monster "turbo_n_4",295,260,"Archer Skeleton",1420,1;
+ monster "turbo_n_4",303,288,"Archer Skeleton",1420,1;
+ monster "turbo_n_4",303,280,"Archer Skeleton",1420,1;
+ monster "turbo_n_4",303,264,"Archer Skeleton",1420,1;
+ monster "turbo_n_4",311,284,"Archer Skeleton",1420,1;
+ monster "turbo_n_4",311,268,"Archer Skeleton",1420,1;
+ monster "turbo_n_4",311,260,"Archer Skeleton",1420,1;
+ monster "turbo_n_4",347,288,"Archer Skeleton",1420,1;
+ monster "turbo_n_4",347,280,"Archer Skeleton",1420,1;
+ monster "turbo_n_4",347,264,"Archer Skeleton",1420,1;
+ monster "turbo_n_4",355,284,"Archer Skeleton",1420,1;
+ monster "turbo_n_4",355,268,"Archer Skeleton",1420,1;
+ monster "turbo_n_4",355,260,"Archer Skeleton",1420,1;
+ monster "turbo_n_4",363,288,"Archer Skeleton",1420,1;
+ monster "turbo_n_4",363,280,"Archer Skeleton",1420,1;
+ monster "turbo_n_4",363,264,"Archer Skeleton",1420,1;
+ monster "turbo_n_4",371,284,"Archer Skeleton",1420,1;
+ monster "turbo_n_4",371,268,"Archer Skeleton",1420,1;
+ monster "turbo_n_4",371,260,"Archer Skeleton",1420,1;
+ monster "turbo_n_4",379,288,"Archer Skeleton",1420,1;
+ monster "turbo_n_4",379,280,"Archer Skeleton",1420,1;
+ monster "turbo_n_4",379,264,"Archer Skeleton",1420,1;
+ end;
+}
+
+// �����ڽ�
+turbo_n_4,90,46,0 script hunting#n4 111,{
+Onreset:
+ killmonsterall "turbo_n_4";
+ end;
+
+OnEnable:
+ monster "turbo_n_4",47,87,"Munak",1610,1;
+ monster "turbo_n_4",47,87,"Bongun",1611,1;
+ monster "turbo_n_4",47,87,"Munak",1610,1;
+ monster "turbo_n_4",24,74,"Munak",1610,1;
+ monster "turbo_n_4",24,74,"Bongun",1611,1;
+ monster "turbo_n_4",24,74,"Munak",1610,1;
+ monster "turbo_n_4",67,42,"Munak",1610,1;
+ monster "turbo_n_4",67,42,"Bongun",1611,1;
+ monster "turbo_n_4",67,42,"Munak",1610,1;
+ monster "turbo_n_4",60,70,"Munak",1610,1;
+ monster "turbo_n_4",60,70,"Bongun",1611,1;
+ monster "turbo_n_4",60,70,"Munak",1610,1;
+ monster "turbo_n_4",32,51,"Munak",1610,1;
+ monster "turbo_n_4",32,51,"Bongun",1611,1;
+ monster "turbo_n_4",32,51,"Munak",1610,1;
+ monster "turbo_n_4",30,25,"Munak",1610,1;
+ monster "turbo_n_4",30,25,"Bongun",1611,1;
+ monster "turbo_n_4",30,25,"Munak",1610,1;
+ monster "turbo_n_4",68,56,"Yao Jun",1612,1;
+ monster "turbo_n_4",26,46,"Yao Jun",1612,1;
+ monster "turbo_n_4",62,20,"Munak",1610,1;
+ monster "turbo_n_4",62,20,"Bongun",1611,1;
+ monster "turbo_n_4",62,20,"Munak",1610,1;
+ monster "turbo_n_4",216,378,"Munak",1610,1;
+ monster "turbo_n_4",218,360,"Munak",1610,1;
+ monster "turbo_n_4",223,361,"Munak",1610,1;
+ monster "turbo_n_4",243,342,"Munak",1610,1;
+ monster "turbo_n_4",247,364,"Munak",1610,1;
+ end;
+}
+
+
+// Turbo Track: Normal Mode - 4 Players (Course-clear broadcasters, and exits?)
+turbo_n_4,168,363,0 script cos_n_4_1 45,1,1,{
+OnTouch:
+ mapannounce "turbo_n_4","" + strcharinfo(0) +" has just passed the Log Bridge course!",bc_map,"0x70DBDB";
+ set .@move1,rand(1,3);
+ if (.@move1 == 1)
+ warp "turbo_n_4",210,369;
+ else if (.@move1 == 2)
+ warp "turbo_n_4",210,361;
+ else
+ warp "turbo_n_4",210,354;
+ end;
+}
+
+turbo_n_4,258,364,0 script cos_n_4_2 45,1,1,{
+OnTouch:
+ mapannounce "turbo_n_4","" + strcharinfo(0) +" has just passed the Cube Hills course!",bc_map,"0x70DBDB";
+ warp "turbo_n_4",316,365;
+ end;
+}
+
+turbo_n_4,316,365,0 script Disposable_Switch#n4 -1,1,1,{
+OnTouch:
+ if (rand(1,2) == 1)
+ enablenpc "Flasher_Exit_1#n4";
+ else
+ enablenpc "Flasher_Exit_2#n4";
+ disablenpc "Disposable_Switch#n4";
+ end;
+}
+
+turbo_n_4,385,365,0 script cos_n_4_3 45,1,1,{
+OnTouch:
+ set .@to_miro,rand(1,4);
+ mapannounce "turbo_n_4","" + strcharinfo(0) +" has just passed the Cursed Desert!",bc_map,"0x70DBDB";
+ if (.@to_miro == 1)
+ warp "turbo_n_4",46,254;
+ else if (.@to_miro == 2)
+ warp "turbo_n_4",76,227;
+ else if (.@to_miro == 3)
+ warp "turbo_n_4",42,197;
+ else
+ warp "turbo_n_4",86,220;
+ end;
+}
+
+turbo_n_4,11,266,0 script Flasher_Exit_1#n4 45,1,1,{
+OnInit:
+ disablenpc "Flasher_Exit_1#n4";
+ end;
+
+OnTouch:
+ mapannounce "turbo_n_4","" + strcharinfo(0) +" has just passed the Flasher Maze!",bc_map,"0x70DBDB";
+ warp "turbo_n_4",185,227;
+ end;
+}
+
+turbo_n_4,114,190,0 script Flasher_Exit_2#n4 45,1,1,{
+OnInit:
+ disablenpc "Flasher_Exit_2#n4";
+ end;
+
+OnTouch:
+ mapannounce "turbo_n_4","" + strcharinfo(0) +" has just passed the Flasher Maze!",bc_map,"0x70DBDB";
+ warp "turbo_n_4",185,227;
+ end;
+}
+
+turbo_n_4,250,200,0 script cos_n_4_5 45,1,1,{
+OnTouch:
+ mapannounce "turbo_n_4","" + strcharinfo(0) +" has just passed the Single Snail course!",bc_map,"0x70DBDB";
+ warp "turbo_n_4",268,275;
+ end;
+}
+
+turbo_n_4,389,275,0 script cos_n_4_6 45,1,1,{
+OnTouch:
+ mapannounce "turbo_n_4","" + strcharinfo(0) +" has just passed the Snake Dice course!",bc_map,"0x70DBDB";
+ warp "turbo_n_4",5,91;
+ end;
+}
+
+turbo_n_4,93,19,0 script cos_n_4_7 45,1,1,{
+OnTouch:
+ mapannounce "turbo_n_4","" + strcharinfo(0) +" has just passed the Small Cave course! Hurry, you're so close to the finish!",bc_map,"0x70DBDB";
+ set .@move1,rand(1,3);
+ if (.@move1 == 1)
+ warp "turbo_n_4",307,52;
+ else if (.@move1 == 2)
+ warp "turbo_n_4",307,46;
+ else
+ warp "turbo_n_4",307,40;
+ end;
+}
+
+turbo_n_4,371,47,0 script cos_n_4_end 45,1,1,{
+OnInit:
+ enablenpc "cos_n_4_end";
+ end;
+
+OnTouch:
+ mapannounce "turbo_n_4","" + strcharinfo(0) +" has just arrived at the Finish Line! Congratulations!",bc_map,"0xFFFF00";
+ set $ttnames$[1],strcharinfo(0);
+ donpcevent "TBT_Guide#Broadcast::Onwin_n4";
+ warp "turbo_n_4",384,161;
+ donpcevent "Winner Helper#TBT_n_4::OnEnable";
+ donpcevent "Master#n4::OnDisable";
+ disablenpc "Broadcast#n4";
+ disablenpc "cos_n_4_end";
+ end;
+}
+
+turbo_n_4,384,167,1 script Winner Helper#TBT_n_4 47,{
+//---reward points & record player name
+ if (tt_rank < 29999) {
+ mes "[Guide]";
+ mes "Congratulations!";
+ if (tt_point < 28961) {
+ mes "As the winner, your reward";
+ mes "is 40 Turbo Track Points~";
+ set tt_point,tt_point+40;
+ set my_point,tt_point;
+ mes "You now have a total of";
+ mes "" + tt_point + " Turbo Track points,";
+ mes "" + strcharinfo(0) +".";
+ }
+ else {
+ mes "Unfortunately, I can't give";
+ mes "you any Turbo Track Points";
+ mes "since you would exceed the";
+ mes "maximum limit. Sorry,";
+ mes "" + strcharinfo(0) +"...";
+ }
+ set tt_rank,tt_rank+1;
+ next;
+ if (tt_rank > $ttranks[1]) {
+ setarray $ttranks[0],$ttranks[0],tt_rank,$ttranks[1],$ttranks[2],$ttranks[3],$ttranks[4];
+ setarray $ttnames$[9],strcharinfo(0);
+ mes "[Guide]";
+ mes "Congratulations!";
+ mes "You are ranked as";
+ mes "the top player for";
+ mes "winning the most games!";
+ donpcevent "TBT_Guide#Broadcast::Onnew_top1";
+ if (tt_rank == 29999) {
+ if ($ttnames$[7] == "Breezy Havana") {
+ set $ttnames$[7],strcharinfo(0);
+ mes "You've secured your place in";
+ mes "the Turbo Track Hall of Honor!";
+ announce "" + strcharinfo(0) + " has joined the Turbo Track Hall of Honor!",bc_all,"FF0000";
+ }
+ else if ($ttnames$[8] == "RS125") {
+ set $ttnames$[8],strcharinfo(0);
+ mes "You've secured your place in";
+ mes "the Turbo Track Hall of Honor!";
+ //broadcastserver "FF0000" FW_NORMAL 10 0 0 " " + strcharinfo(0) + " has joined the Turbo Track Hall of Honor!"
+ }
+ }
+ }
+ else if (tt_rank > $ttranks[2]) {
+ setarray $ttranks[0],$ttranks[0],$ttranks[1],tt_rank,$ttranks[3],$ttranks[4],$ttranks[5];
+ setarray $ttnames$[10],strcharinfo(0);
+ mes "[Guide]";
+ mes "Congratulations!";
+ mes "You've ranked Second";
+ mes "among the Top Five Players";
+ mes "who've won the most games!";
+ donpcevent "TBT_Guide#Broadcast::Onnew_top2";
+ if (tt_rank == 29999) {
+ if ($ttnames$[7] == "Breezy Havana") {
+ set $ttnames$[7],strcharinfo(0);
+ mes "You've secured your place in";
+ mes "the Turbo Track Hall of Honor!";
+ announce "" + strcharinfo(0) + " has joined the Turbo Track Hall of Honor!",bc_all,"FF0000";
+ }
+ else if ($ttnames$[8] == "RS125") {
+ set $ttnames$[8],strcharinfo(0);
+ mes "You've secured your place in";
+ mes "the Turbo Track Hall of Honor!";
+ announce "" + strcharinfo(0) + " has joined the Turbo Track Hall of Honor!",bc_all,"FF0000";
+ }
+ }
+ }
+ else if (tt_rank > $ttranks[3]) {
+ setarray $ttranks[0],$ttranks[0],$ttranks[1],$ttranks[2],tt_rank,$ttranks[4],$ttranks[5];
+ setarray $ttnames$[11],strcharinfo(0);
+ mes "[Guide]";
+ mes "Congratulations!";
+ mes "You've ranked Third";
+ mes "among the Top Five Players";
+ mes "who've won the most games!";
+ donpcevent "TBT_Guide#Broadcast::Onnew_top3";
+ if (tt_rank == 29999) {
+ if ($ttnames$[7] == "Breezy Havana") {
+ set $ttnames$[7],strcharinfo(0);
+ mes "You've secured your place in";
+ mes "the Turbo Track Hall of Honor!";
+ announce "" + strcharinfo(0) + " has joined the Turbo Track Hall of Honor!",bc_all,"FF0000";
+ }
+ else if ($ttnames$[8] == "RS125") {
+ set $ttnames$[8],strcharinfo(0);
+ mes "You've secured your place in";
+ mes "the Turbo Track Hall of Honor!";
+ announce "" + strcharinfo(0) + " has joined the Turbo Track Hall of Honor!",bc_all,"FF0000";
+ }
+ }
+ }
+ else if (tt_rank > $ttranks[4]) {
+ setarray $ttranks[0],$ttranks[0],$ttranks[1],$ttranks[2],$ttranks[3],tt_rank,$ttranks[5];
+ setarray $ttnames$[12],strcharinfo(0);
+ mes "[Guide]";
+ mes "Congratulations!";
+ mes "You've ranked Fourth";
+ mes "among the Top Five Players";
+ mes "who've won the most games!";
+ donpcevent "TBT_Guide#Broadcast::Onnew_top4";
+ if (tt_rank == 29999) {
+ if ($ttnames$[7] == "Breezy Havana") {
+ set $ttnames$[7],strcharinfo(0);
+ mes "You've secured your place in";
+ mes "the Turbo Track Hall of Honor!";
+ announce "" + strcharinfo(0) + " has joined the Turbo Track Hall of Honor!",bc_all,"FF0000";
+ }
+ else if ($ttnames$[8] == "RS125") {
+ set $ttnames$[8],strcharinfo(0);
+ mes "You've secured your place in";
+ mes "the Turbo Track Hall of Honor!";
+ announce "" + strcharinfo(0) + " has joined the Turbo Track Hall of Honor!",bc_all,"FF0000";
+ }
+ }
+ }
+ else if (tt_rank > $ttranks[5]) {
+ setarray $ttranks[0],$ttranks[0],$ttranks[1],$ttranks[2],$ttranks[3],$ttranks[4],tt_rank;
+ setarray $ttnames$[13],strcharinfo(0);
+ mes "[Guide]";
+ mes "Congratulations!";
+ mes "You've ranked Fifth";
+ mes "among the Top Five Players";
+ mes "who've won the most games!";
+ donpcevent "TBT_Guide#Broadcast::Onnew_top5";
+ if (tt_rank == 29999) {
+ if ($ttnames$[7] == "Breezy Havana") {
+ set $ttnames$[7],strcharinfo(0);
+ mes "You've secured your place in";
+ mes "the Turbo Track Hall of Honor!";
+ announce "" + strcharinfo(0) + " has joined the Turbo Track Hall of Honor!",bc_all,"FF0000";
+ }
+ else if ($ttnames$[8] == "RS125") {
+ set $ttnames$[8],strcharinfo(0);
+ mes "You've secured your place in";
+ mes "the Turbo Track Hall of Honor!";
+ announce "" + strcharinfo(0) + " has joined the Turbo Track Hall of Honor!",bc_all,"FF0000";
+ }
+ }
+ }
+ else {
+ mes "[Guide]";
+ mes "If you can win more games";
+ mes "than everybody else, your";
+ mes "name will be registered in";
+ mes "our Top Five Player Ranking.";
+ next;
+ mes "[Guide]";
+ mes "What do you";
+ mes "think, " + strcharinfo(0) +"?";
+ mes "Glory can be yours if";
+ mes "you can achieve victory!";
+ }
+ next;
+ mes "[Guide]";
+ mes "Thank you for";
+ mes "participating in";
+ mes "the Turbo Track.";
+ mes "You will be transported";
+ mes "to a Waiting Room shortly.";
+ close2;
+ warp "turbo_room",72,89;
+ end;
+ }
+ else {
+ if ($ttnames$[7] == strcharinfo(0)) {
+ mes "[Guide]";
+ mes "Oh wow!";
+ mes "You're a member";
+ mes "in our Hall of Honor,";
+ mes "aren't you? This is great!";
+ mes "I'm talking to a living legend!";
+ next;
+ mes "[Guide]";
+ mes "Right, your reward...";
+ if (tt_point < 28981) {
+ mes "20 Turbo Track Points!";
+ set tt_point,tt_point+20;
+ mes "You now have a total of";
+ mes ""+ tt_point +" Turbo Track Points.";
+ }
+ else {
+ mes "Unfortunately, I can't give";
+ mes "you any Turbo Track Points";
+ mes "since you would exceed the";
+ mes "maximum limit. Sorry,";
+ mes "" + strcharinfo(0) +"...";
+ }
+ next;
+ mes "[Guide]";
+ mes "Oh, and thanks for";
+ mes "participating in the";
+ mes "Turbo Track! You'll be sent";
+ mes "to the Waiting Room soon~";
+ close2;
+ warp "turbo_room",72,89;
+ end;
+ }
+ else if ($ttnames$[8] == strcharinfo(0)) {
+ mes "[Guide]";
+ mes "Hey, aren't you";
+ mes "in our Hall of Honor?";
+ mes "I've been watching your";
+ mes "races... You're pretty quick";
+ mes "on your feet, hotshot~";
+ next;
+ mes "[Guide]";
+ mes "Right, your reward...";
+ if (tt_point < 28961) {
+ mes "40 Turbo Track Points!";
+ set tt_point,tt_point+40;
+ mes "You now have a total of";
+ mes ""+ tt_point +" Turbo Track Points.";
+ }
+ else {
+ mes "Unfortunately, I can't give";
+ mes "you any Turbo Track Points";
+ mes "since you would exceed the";
+ mes "maximum limit. Sorry...";
+ }
+ next;
+ mes "[Guide]";
+ mes "Oh, and thanks for";
+ mes "participating in the";
+ mes "Turbo Track! You'll be sent";
+ mes "to the Waiting Room soon~";
+ close2;
+ warp "turbo_room",72,89;
+ end;
+ }
+ else {
+ mes "[Guide]";
+ mes "Awwww~";
+ mes "You were almost able";
+ mes "to join our Hall of Honor...!";
+ mes "But don't let that get you";
+ mes "down. Maybe next time!";
+ next;
+ mes "[Guide]";
+ mes "Right, your reward...";
+ mes "40 Turbo Track Points!";
+ if (tt_point < 28961) {
+ set tt_point,tt_point+40;
+ set my_point,tt_point;
+ mes "You now have a total of";
+ mes ""+ tt_point +" Turbo Track Points.";
+ }
+ else {
+ mes "Unfortunately, I can't give";
+ mes "you any Turbo Track Points";
+ mes "since you would exceed the";
+ mes "maximum limit. Sorry...";
+ }
+ next;
+ mes "[Guide]";
+ mes "Thank you for";
+ mes "participating in";
+ mes "the Turbo Track.";
+ mes "You will be transported";
+ mes "to a Waiting Room shortly.";
+ close2;
+ warp "turbo_room",72,89;
+ end;
+ }
+ }
+
+OnInit:
+ disablenpc "Winner Helper#TBT_n_4";
+ end;
+
+OnEnable:
+ enablenpc "Winner Helper#TBT_n_4";
+ initnpctimer;
+ end;
+
+OnTimer4000:
+ mapannounce "turbo_n_4","This is the ending broadcast for Turbo Track Normal Mode - 4 person.",bc_map,"0x33FF66";
+ end;
+
+OnTimer8000:
+ mapannounce "turbo_n_4","For smooth game play, the game will end in approximately 1 minute.",bc_map,"0x33FF66";
+ end;
+
+OnTimer12000:
+ mapannounce "turbo_n_4","At that time, a Warp portal will open.",bc_map,"0x33FF66";
+ end;
+
+OnTimer16000:
+ mapannounce "turbo_n_4","Players in the arena must be ready to leave through the Warp Portal.",bc_map,"0x33FF66";
+ end;
+
+OnTimer20000:
+ mapannounce "turbo_n_4","In the meantime, winners must proceed to receive their rewards as soon as possible.",bc_map,"0x33FF66";
+ end;
+
+OnTimer24000:
+ mapannounce "turbo_n_4","Thank you for visiting Al De Baran Turbo Track.",bc_map,"0x33FF66";
+ end;
+
+OnTimer28000:
+ mapannounce "turbo_n_4","Al De Baran Turbo Track is brought to you by...",bc_map,"0x33FF66";
+ end;
+
+OnTimer32000:
+ mapannounce "turbo_n_4","[Al De Baran Kafra Corporation Headquarters]",bc_map,"0x33FF66";
+ end;
+
+OnTimer36000:
+ mapannounce "turbo_n_4","[Al De Baran Guild Castle Management Luina]",bc_map,"0x33FF66";
+ end;
+
+OnTimer40000:
+ mapannounce "turbo_n_4","[Blacksmith Union]",bc_map,"0x33FF66";
+ end;
+
+OnTimer44000:
+ mapannounce "turbo_n_4","And [Comodo Casino].",bc_map,"0x33FF66";
+ end;
+
+OnTimer48000:
+ mapannounce "turbo_n_4","Once again, we'd like to thank our sponsors.",bc_map,"0x33FF66";
+ end;
+
+OnTimer52000:
+ mapannounce "turbo_n_4","Have a good day.",bc_map,"0x33FF66";
+ end;
+
+//--- warp all players to turbo room
+OnTimer58000:
+ mapwarp "turbo_n_4","turbo_room",72,89;
+ end;
+
+//----end game, reset all
+OnTimer60000:
+ enablenpc "Notice_Maker1#TBT_n_4";
+ enablenpc "Notice_Maker3#TBT_n_4";
+ enablenpc "Notice_Maker4#TBT_n_4";
+ enablenpc "Disposable_Switch#n4";
+ enablenpc "cos_n_4_end";
+ disablenpc "Flasher_Exit_1#n4";
+ disablenpc "Flasher_Exit_2#n4";
+ enablenpc "No_Unfair_Start#n4-1";
+ enablenpc "No_Unfair_Start#n4-2";
+ donpcevent "snake#n4::Onreset";
+ donpcevent "hunting#n4::Onreset";
+ donpcevent "Normal mode - 4 person::OnEnable";
+ disablenpc "bing2#n4";
+ stopnpctimer;
+ end;
+}
+
+turbo_n_4,11,91,0 script Notice_Maker1#TBT_n_4 -1,3,3,{
+OnInit:
+ enablenpc "Notice_Maker1#TBT_n_4";
+ end;
+
+OnTouch:
+ mapannounce "turbo_n_4","" + strcharinfo(0) +" is now entering the Small Cave! " + strcharinfo(0) +" is now in the lead!",bc_map,"0xFFFF00";
+ donpcevent "TBT_Guide#Broadcast::Onend_n4";
+ disablenpc "Notice_Maker1#TBT_n_4";
+ end;
+}
+
+turbo_n_4,234,223,0 script Notice_Maker3#TBT_n_4 -1,2,2,{
+OnInit:
+ enablenpc "Notice_Maker3#TBT_n_4";
+ end;
+
+OnTouch:
+ mapannounce "turbo_n_4","" + strcharinfo(0) +" is now entering the Single Snail! " + strcharinfo(0) +" is now in the lead!",bc_map,"0xFFFF00";
+ disablenpc "Notice_Maker3#TBT_n_4";
+ end;
+}
+
+turbo_n_4,226,15,0 script Notice_Maker4#TBT_n_4 -1,1,1,{
+OnInit:
+ enablenpc "Notice_Maker4#TBT_n_4";
+ end;
+
+OnTouch:
+ mapannounce "turbo_n_4","" + strcharinfo(0) +" is currently in First Place!",bc_map,"0xFFFF00";
+ disablenpc "Notice_Maker4#TBT_n_4";
+ end;
+}
+
+turbo_n_4,227,379,0 script Warp#n_4_1::Warp_n_4 -1,1,1,{
+OnTouch:
+ set .@warprand,rand(1,20);
+ if (.@warprand == 1)
+ warp "turbo_n_4",216,378;
+ else if (.@warprand == 2)
+ warp "turbo_n_4",218,360;
+ else if (.@warprand == 4)
+ warp "turbo_n_4",223,361;
+ else if (.@warprand == 5)
+ warp "turbo_n_4",243,342;
+ else if (.@warprand == 6)
+ warp "turbo_n_4",247,364;
+ end;
+}
+turbo_n_4,237,380,0 duplicate(Warp_n_4) Warp#n_4_2 -1,1,1,{
+turbo_n_4,227,367,0 duplicate(Warp_n_4) Warp#n_4_3 -1,1,1,{
+turbo_n_4,231,360,0 duplicate(Warp_n_4) Warp#n_4_4 -1,1,1,{
+turbo_n_4,225,349,0 duplicate(Warp_n_4) Warp#n_4_5 -1,1,1,{
+turbo_n_4,249,352,0 duplicate(Warp_n_4) Warp#n_4_6 -1,1,1,{
+turbo_n_4,253,364,0 duplicate(Warp_n_4) Warp#n_4_7 -1,2,2,{
+
+turbo_n_4,307,55,0 script trap_n4#F1::TurboTrap_n4 139,1,1,{
+OnTouch:
+ specialeffect EF_BLASTMINEBOMB;
+ set .@HitTrap,10;
+ if (.@HitTrap > 0 && .@HitTrap < 4)
+ percentheal -1,0;
+ else if (.@HitTrap > 4 && .@HitTrap < 8)
+ percentheal -5,0;
+ else
+ percentheal -2,0;
+ end;
+}
+
+turbo_n_4,307,51,0 duplicate(TurboTrap_n4) trap_n4#F2 139,1,1
+turbo_n_4,307,47,0 duplicate(TurboTrap_n4) trap_n4#F3 139,1,1
+turbo_n_4,307,43,0 duplicate(TurboTrap_n4) trap_n4#F4 139,1,1
+turbo_n_4,307,39,0 duplicate(TurboTrap_n4) trap_n4#F5 139,1,1
+turbo_n_4,307,39,0 duplicate(TurboTrap_n4) trap_n4#F96 139,1,1
+turbo_n_4,312,56,0 duplicate(TurboTrap_n4) trap_n4#F6 139,1,1
+turbo_n_4,312,52,0 duplicate(TurboTrap_n4) trap_n4#F7 139,1,1
+turbo_n_4,312,48,0 duplicate(TurboTrap_n4) trap_n4#F8 139,1,1
+turbo_n_4,312,44,0 duplicate(TurboTrap_n4) trap_n4#F9 139,1,1
+turbo_n_4,312,40,0 duplicate(TurboTrap_n4) trap_n4#F10 139,1,1
+turbo_n_4,312,36,0 duplicate(TurboTrap_n4) trap_n4#F11 139,1,1
+turbo_n_4,316,55,0 duplicate(TurboTrap_n4) trap_n4#F12 139,1,1
+turbo_n_4,316,51,0 duplicate(TurboTrap_n4) trap_n4#F13 139,1,1
+turbo_n_4,316,47,0 duplicate(TurboTrap_n4) trap_n4#F14 139,1,1
+turbo_n_4,316,43,0 duplicate(TurboTrap_n4) trap_n4#F15 139,1,1
+turbo_n_4,316,39,0 duplicate(TurboTrap_n4) trap_n4#F16 139,1,1
+turbo_n_4,316,36,0 duplicate(TurboTrap_n4) trap_n4#F17 139,1,1
+turbo_n_4,320,56,0 duplicate(TurboTrap_n4) trap_n4#F18 139,1,1
+turbo_n_4,320,52,0 duplicate(TurboTrap_n4) trap_n4#F19 139,1,1
+turbo_n_4,320,48,0 duplicate(TurboTrap_n4) trap_n4#F20 139,1,1
+turbo_n_4,320,44,0 duplicate(TurboTrap_n4) trap_n4#F21 139,1,1
+turbo_n_4,320,40,0 duplicate(TurboTrap_n4) trap_n4#F22 139,1,1
+turbo_n_4,320,36,0 duplicate(TurboTrap_n4) trap_n4#F23 139,1,1
+turbo_n_4,324,55,0 duplicate(TurboTrap_n4) trap_n4#F24 139,1,1
+turbo_n_4,324,51,0 duplicate(TurboTrap_n4) trap_n4#F25 139,1,1
+turbo_n_4,324,47,0 duplicate(TurboTrap_n4) trap_n4#F26 139,1,1
+turbo_n_4,324,43,0 duplicate(TurboTrap_n4) trap_n4#F27 139,1,1
+turbo_n_4,324,39,0 duplicate(TurboTrap_n4) trap_n4#F28 139,1,1
+turbo_n_4,324,36,0 duplicate(TurboTrap_n4) trap_n4#F29 139,1,1
+turbo_n_4,328,56,0 duplicate(TurboTrap_n4) trap_n4#F30 139,1,1
+turbo_n_4,328,52,0 duplicate(TurboTrap_n4) trap_n4#F31 139,1,1
+turbo_n_4,328,48,0 duplicate(TurboTrap_n4) trap_n4#F32 139,1,1
+turbo_n_4,328,44,0 duplicate(TurboTrap_n4) trap_n4#F33 139,1,1
+turbo_n_4,328,40,0 duplicate(TurboTrap_n4) trap_n4#F34 139,1,1
+turbo_n_4,328,36,0 duplicate(TurboTrap_n4) trap_n4#F35 139,1,1
+turbo_n_4,332,55,0 duplicate(TurboTrap_n4) trap_n4#F36 139,1,1
+turbo_n_4,332,51,0 duplicate(TurboTrap_n4) trap_n4#F37 139,1,1
+turbo_n_4,332,47,0 duplicate(TurboTrap_n4) trap_n4#F38 139,1,1
+turbo_n_4,332,43,0 duplicate(TurboTrap_n4) trap_n4#F39 139,1,1
+turbo_n_4,332,39,0 duplicate(TurboTrap_n4) trap_n4#F40 139,1,1
+turbo_n_4,332,36,0 duplicate(TurboTrap_n4) trap_n4#F41 139,1,1
+
+turbo_n_4,336,56,0 script trap_n4#F42::TurboTrap_n4_2 -1,1,1,{
+OnTouch:
+ specialeffect EF_FREEZING;
+ set .@HitTrap,10;
+ if (.@HitTrap > 0 && .@HitTrap < 4)
+ percentheal -1,0;
+ else if (.@HitTrap > 4 && .@HitTrap < 8) {
+ percentheal -5,0;
+ sc_start SC_FREEZE,3000,0;
+ }
+ else {
+ sc_start SC_FREEZE,4000,0;
+ percentheal -2,0;
+ }
+}
+turbo_n_4,336,52,0 duplicate(TurboTrap_n4_2) trap_n4#F43 139,1,1
+turbo_n_4,336,48,0 duplicate(TurboTrap_n4_2) trap_n4#F44 139,1,1
+turbo_n_4,336,44,0 duplicate(TurboTrap_n4_2) trap_n4#F45 139,1,1
+turbo_n_4,336,50,0 duplicate(TurboTrap_n4_2) trap_n4#F46 139,1,1
+turbo_n_4,336,36,0 duplicate(TurboTrap_n4_2) trap_n4#F47 139,1,1
+turbo_n_4,340,55,0 duplicate(TurboTrap_n4_2) trap_n4#F48 139,1,1
+
+turbo_n_4,340,51,0 duplicate(TurboTrap_n4) trap_n4#F49 139,1,1
+turbo_n_4,340,47,0 duplicate(TurboTrap_n4) trap_n4#F50 139,1,1
+turbo_n_4,340,43,0 duplicate(TurboTrap_n4) trap_n4#F51 139,1,1
+turbo_n_4,340,39,0 duplicate(TurboTrap_n4) trap_n4#F52 139,1,1
+turbo_n_4,340,36,0 duplicate(TurboTrap_n4) trap_n4#F53 139,1,1
+turbo_n_4,344,56,0 duplicate(TurboTrap_n4) trap_n4#F54 139,1,1
+turbo_n_4,344,52,0 duplicate(TurboTrap_n4) trap_n4#F55 139,1,1
+turbo_n_4,344,48,0 duplicate(TurboTrap_n4) trap_n4#F56 139,1,1
+turbo_n_4,344,44,0 duplicate(TurboTrap_n4) trap_n4#F57 139,1,1
+turbo_n_4,344,40,0 duplicate(TurboTrap_n4) trap_n4#F58 139,1,1
+turbo_n_4,344,36,0 duplicate(TurboTrap_n4) trap_n4#F59 139,1,1
+turbo_n_4,348,55,0 duplicate(TurboTrap_n4) trap_n4#F60 139,1,1
+turbo_n_4,348,51,0 duplicate(TurboTrap_n4) trap_n4#F61 139,1,1
+turbo_n_4,348,47,0 duplicate(TurboTrap_n4) trap_n4#F62 139,1,1
+turbo_n_4,348,43,0 duplicate(TurboTrap_n4) trap_n4#F63 139,1,1
+turbo_n_4,348,39,0 duplicate(TurboTrap_n4) trap_n4#F64 139,1,1
+turbo_n_4,348,36,0 duplicate(TurboTrap_n4) trap_n4#F65 139,1,1
+turbo_n_4,352,56,0 duplicate(TurboTrap_n4) trap_n4#F66 139,1,1
+turbo_n_4,352,52,0 duplicate(TurboTrap_n4) trap_n4#F67 139,1,1
+turbo_n_4,352,48,0 duplicate(TurboTrap_n4) trap_n4#F68 139,1,1
+turbo_n_4,352,44,0 duplicate(TurboTrap_n4) trap_n4#F69 139,1,1
+turbo_n_4,352,40,0 duplicate(TurboTrap_n4) trap_n4#F70 139,1,1
+turbo_n_4,352,36,0 duplicate(TurboTrap_n4) trap_n4#F71 139,1,1
+turbo_n_4,356,55,0 duplicate(TurboTrap_n4) trap_n4#F72 139,1,1
+turbo_n_4,356,51,0 duplicate(TurboTrap_n4) trap_n4#F73 139,1,1
+turbo_n_4,356,47,0 duplicate(TurboTrap_n4) trap_n4#F74 139,1,1
+turbo_n_4,356,43,0 duplicate(TurboTrap_n4) trap_n4#F75 139,1,1
+turbo_n_4,356,39,0 duplicate(TurboTrap_n4) trap_n4#F76 139,1,1
+turbo_n_4,356,36,0 duplicate(TurboTrap_n4) trap_n4#F77 139,1,1
+turbo_n_4,360,56,0 duplicate(TurboTrap_n4) trap_n4#F78 139,1,1
+turbo_n_4,360,52,0 duplicate(TurboTrap_n4) trap_n4#F79 139,1,1
+turbo_n_4,360,48,0 duplicate(TurboTrap_n4) trap_n4#F80 139,1,1
+turbo_n_4,360,44,0 duplicate(TurboTrap_n4) trap_n4#F81 139,1,1
+turbo_n_4,360,40,0 duplicate(TurboTrap_n4) trap_n4#F82 139,1,1
+turbo_n_4,360,36,0 duplicate(TurboTrap_n4) trap_n4#F83 139,1,1
+turbo_n_4,364,55,0 duplicate(TurboTrap_n4) trap_n4#F84 139,1,1
+turbo_n_4,364,51,0 duplicate(TurboTrap_n4) trap_n4#F85 139,1,1
+turbo_n_4,364,47,0 duplicate(TurboTrap_n4) trap_n4#F86 139,1,1
+turbo_n_4,364,43,0 duplicate(TurboTrap_n4) trap_n4#F87 139,1,1
+turbo_n_4,364,39,0 duplicate(TurboTrap_n4) trap_n4#F88 139,1,1
+turbo_n_4,364,36,0 duplicate(TurboTrap_n4) trap_n4#F89 139,1,1
+turbo_n_4,368,56,0 duplicate(TurboTrap_n4) trap_n4#F90 139,1,1
+turbo_n_4,368,52,0 duplicate(TurboTrap_n4) trap_n4#F91 139,1,1
+turbo_n_4,368,48,0 duplicate(TurboTrap_n4) trap_n4#F92 139,1,1
+turbo_n_4,368,44,0 duplicate(TurboTrap_n4) trap_n4#F93 139,1,1
+turbo_n_4,368,40,0 duplicate(TurboTrap_n4) trap_n4#F94 139,1,1
+turbo_n_4,368,36,0 duplicate(TurboTrap_n4) trap_n4#F95 139,1,1
+
+turbo_n_4,217,214,0 script bing#n4 45,3,3,{
+OnTouch:
+ set .@bing1,rand(1,10);
+ if (.@bing1 > 0 && .@bing1 < 4)
+ warp "turbo_n_4",217,232;
+ else if (.@bing1 == 6)
+ warp "turbo_n_4",233,207;
+ else if (.@bing1 == 7)
+ warp "turbo_n_4",208,219;
+ else if (.@bing1 == 8)
+ warp "turbo_n_4",219,202;
+ else if (.@bing1 == 9)
+ warp "turbo_n_4",218,228;
+ disablenpc "bing#n4";
+ enablenpc "bing2#n4";
+ end;
+}
+
+turbo_n_4,217,214,0 script bing2#n4 45,3,3,{
+OnInit:
+ disablenpc "bing2#n4";
+ end;
+
+OnTouch:
+ set .@bing1,rand(1,10);
+ if (.@bing1 == 1)
+ warp "turbo_n_4",217,232;
+ else if (.@bing1 == 2)
+ warp "turbo_n_4",233,207;
+ else if (.@bing1 == 3)
+ warp "turbo_n_4",208,219;
+ else if (.@bing1 == 4)
+ warp "turbo_n_4",219,202;
+ else if (.@bing1 == 5)
+ warp "turbo_n_4",218,228;
+ else if (.@bing1 == 6)
+ warp "turbo_n_4",220,195;
+ end;
+}
diff --git a/npc/pre-re/other/turbotrack/Normal_8.txt b/npc/pre-re/other/turbotrack/Normal_8.txt
new file mode 100644
index 000000000..7d5133812
--- /dev/null
+++ b/npc/pre-re/other/turbotrack/Normal_8.txt
@@ -0,0 +1,1410 @@
+//===== rAthena Script =======================================
+//= Turbo Track - Normal - 8 Person
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.7
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= Turbo Track Course: Normal (Non-PVP) - 8 Person
+//===== Additional Comments: =================================
+//= 1.0 Translated from the Official. [L0ne_W0lf]
+//= 1.1 Fixed small official bug. [L0ne_W0lf]
+//= 1.2 Replaced effect numerics with constants. [L0ne_W0lf]
+//= 1.3 Fixed a little mistake [akrus]
+//= 1.4 Corrected issue with top record setting. [L0ne_W0lf]
+//= 1.5 Fixed name being saved under expert mode. (bugreport:4433) [L0ne_W0lf]
+//= 1.6 Updated 'waitingroom' to support required zeny/lvl. [Kisuka]
+//= 1.7 Fixed variable typo [Elias]
+//============================================================
+
+turbo_room,84,135,3 script Normal mode - 8 person 124,{
+ end;
+
+OnInit:
+ waitingroom "Normal mode - 8 person",60,"Normal mode - 8 person::OnStartArena",8,1000,10,99;
+ enablewaitingroomevent "Normal mode - 8 person";
+ end;
+
+OnEnable:
+ enablenpc "Normal mode - 8 person";
+ enablewaitingroomevent "Normal mode - 8 person";
+ end;
+
+OnStartArena:
+ warpwaitingpc "turbo_n_8",298,161;
+ donpcevent "Broadcast#n8::OnEnable";
+ disablewaitingroomevent "Normal mode - 8 person";
+ end;
+}
+
+turbo_n_8,298,167,3 script Helper#n8_F 124,{
+ mes "[Helper]";
+ mes "You are now in the";
+ mes "Waiting Room. You will";
+ mes "be guided to the Starting Line";
+ mes "after 30 seconds, so please use";
+ mes "this time to prepare your items";
+ mes "and equipment. Thank you.";
+ close;
+}
+
+turbo_n_8,298,167,0 script Point Give-Away Guy#n8 -1,15,15,{
+OnInit:
+ disablenpc "Point Give-Away Guy#n8";
+ end;
+
+OnTouch:
+ if (tt_point < 28999) {
+ set tt_point,tt_point+2;
+ warp "turbo_n_8",59,364;
+ }
+ else
+ warp "turbo_n_8",59,364;
+ end;
+}
+
+turbo_n_8,167,3,0 script Broadcast#n8 -1,{
+OnInit:
+ disablenpc "Broadcast#n8";
+ end;
+
+OnEnable:
+ enablenpc "Broadcast#n8";
+ initnpctimer;
+ end;
+
+OnTimer2000:
+ mapannounce "turbo_n_8","You are now in the Waiting Room where you can check your items and prepare for the race.",bc_map,"0x33FF66";
+ end;
+
+OnTimer7000:
+ mapannounce "turbo_n_8","You will have 30 seconds before you are transported to the Starting Line.",bc_map,"0x33FF66";
+ end;
+
+OnTimer10000:
+ mapannounce "turbo_n_8","Please make sure that you have suitable equipment and items with you.",bc_map,"0x33FF66";
+ end;
+
+OnTimer15000:
+ mapannounce "turbo_n_8","The 30 second countdown will begin shortly.",bc_map,"0x33FF66";
+ end;
+
+OnTimer17000:
+ mapannounce "turbo_n_8","30 seconds remaining.",bc_map,"0x33FF66";
+ end;
+
+OnTimer27000:
+ mapannounce "turbo_n_8","20 seconds remaining.",bc_map,"0x33FF66";
+ end;
+
+OnTimer37000:
+ mapannounce "turbo_n_8","10 seconds remaining.",bc_map,"0x33FF66";
+ end;
+
+OnTimer42000:
+ mapannounce "turbo_n_8","5 seconds remaining.",bc_map,"0x33FF66";
+ end;
+
+OnTimer43000:
+ mapannounce "turbo_n_8","4 seconds remaining.",bc_map,"0x33FF66";
+ end;
+
+OnTimer44000:
+ mapannounce "turbo_n_8","3 seconds remaining.",bc_map,"0x33FF66";
+ end;
+
+OnTimer45000:
+ mapannounce "turbo_n_8","2 seconds remaining.",bc_map,"0x33FF66";
+ end;
+
+OnTimer46000:
+ mapannounce "turbo_n_8","1 second remaining.",bc_map,"0x33FF66";
+ end;
+
+OnTimer47000:
+ mapannounce "turbo_n_8","You will be transported to the Starting Line shortly.",bc_map,"0x33FF66";
+ end;
+
+OnTimer49000:
+ enablenpc "Point Give-Away Guy#n8";
+ donpcevent "Master#n8::OnEnable";
+ end;
+
+OnTimer50000:
+ donpcevent "snake#n8::OnEnable";
+ donpcevent "hunting#n8::OnEnable";
+ enablenpc "bing#n8";
+ end;
+
+OnTimer57000:
+ disablenpc "Point Give-Away Guy#n8";
+ end;
+}
+
+turbo_n_8,167,3,0 script Master#n8 -1,{
+OnInit:
+ disablenpc "Master#n8";
+ end;
+
+OnEnable:
+ enablenpc "Master#n8";
+ initnpctimer;
+ end;
+
+OnDisable:
+ stopnpctimer;
+ disablenpc "Master#n8";
+ end;
+
+OnTimer7000:
+ mapannounce "turbo_n_8","Welcome to the Turbo Track.",bc_map,"0x33FF66";
+ end;
+
+OnTimer9000:
+ mapannounce "turbo_n_8","The game will be hosted for 15 minutes and at least one person must complete the entire course.",bc_map,"0x33FF66";
+ end;
+
+OnTimer11000:
+ mapannounce "turbo_n_8","We hope you will do your best.",bc_map,"0x33FF66";
+ end;
+
+OnTimer13000:
+ mapannounce "turbo_n_8","The game will begin after a 5 second countdown. Everyone, please take your positions behind the Starting Line.",bc_map,"0x33FF66";
+ end;
+
+OnTimer15000:
+ mapannounce "turbo_n_8","The countdown will commence shortly.",bc_map,"0x33FF66";
+ end;
+
+OnTimer17000:
+ mapannounce "turbo_n_8","- 5 -",bc_map,"0x33FF66";
+ end;
+
+OnTimer18000:
+ mapannounce "turbo_n_8","- 4 -",bc_map,"0x33FF66";
+ end;
+
+OnTimer19000:
+ mapannounce "turbo_n_8","- 3 -",bc_map,"0x33FF66";
+ end;
+
+OnTimer20000:
+ mapannounce "turbo_n_8","- 2 -",bc_map,"0x33FF66";
+ end;
+
+OnTimer21000:
+ mapannounce "turbo_n_8","- 1 -",bc_map,"0x33FF66";
+ end;
+
+OnTimer22000:
+ mapannounce "turbo_n_8","- 0 -",bc_map,"0x33FF66";
+ end;
+
+OnTimer23000:
+ mapannounce "turbo_n_8","Now! The race has begun! Go Go Go!!",bc_map,"0x33FF66";
+ disablenpc "No_Unfair_Start#n8-1";
+ disablenpc "No_Unfair_Start#n8-2";
+ end;
+
+OnTimer30000:
+ mapannounce "turbo_n_8","Remember that this is a 15 minute race. After 15 minutes, everyone will be transported out of the race track.",bc_map,"0x33FF66";
+ end;
+
+OnTimer83000:
+ mapannounce "turbo_n_8","You have 14 minutes left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer143000:
+ mapannounce "turbo_n_8","You have 13 minutes left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer203000:
+ mapannounce "turbo_n_8","You have 12 minutes left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer263000:
+ mapannounce "turbo_n_8","You have 11 minutes left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer323000:
+ mapannounce "turbo_n_8","You have 10 minutes left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer383000:
+ mapannounce "turbo_n_8","You have 9 minutes left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer443000:
+ mapannounce "turbo_n_8","You have 8 minutes left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer503000:
+ mapannounce "turbo_n_8","You have 7 minutes left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer563000:
+ mapannounce "turbo_n_8","You have 6 minutes left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer623000:
+ mapannounce "turbo_n_8","You have 5 minutes left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer683000:
+ mapannounce "turbo_n_8","You have 4 minutes left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer743000:
+ mapannounce "turbo_n_8","You have 3 minutes left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer803000:
+ mapannounce "turbo_n_8","You have 2 minutes left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer863000:
+ mapannounce "turbo_n_8","You have 1 minute left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer893000:
+ mapannounce "turbo_n_8","You have 30 seconds left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer903000:
+ mapannounce "turbo_n_8","You have 20 seconds left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer913000:
+ mapannounce "turbo_n_8","You have 10 seconds left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer918000:
+ mapannounce "turbo_n_8","You have 5 seconds left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer919000:
+ mapannounce "turbo_n_8","You have 4 seconds left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer920000:
+ mapannounce "turbo_n_8","You have 3 seconds left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer921000:
+ mapannounce "turbo_n_8","You have 2 seconds left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer922000:
+ mapannounce "turbo_n_8","You have 1 second left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer923000:
+ mapannounce "turbo_n_8","Time's up!",bc_map,"0x33FF66";
+ end;
+
+OnTimer925000:
+ mapannounce "turbo_n_8","The race is over.",bc_map,"0x33FF66";
+ end;
+
+OnTimer927000:
+ mapannounce "turbo_n_8","[Everyone will be transported to a Waiting Room.]",bc_map,"0x33FF66";
+ mapwarp "turbo_n_8","turbo_room",71,89;
+ // all NPC OFF
+ disablenpc "Broadcast#n8";
+ donpcevent "Master#n8::OnDisable";
+ donpcevent "Normal mode - 8 person::OnEnable";
+ // start line NPC ON
+ enablenpc "No_Unfair_Start#n8-1";
+ enablenpc "No_Unfair_Start#n8-2";
+ // monster reset
+ donpcevent "snake#n8::Onreset";
+ donpcevent "hunting#n8::Onreset";
+ disablenpc "bing2#n8";
+ // NPC
+ disablenpc "Winner Helper#TBT_n_8";
+ enablenpc "cos_n_8_end";
+ enablenpc "cos_n_8_end2";
+ enablenpc "cos_n_8_end3";
+ enablenpc "Notice_Maker1#TBT_n_8";
+ enablenpc "Notice_Maker3#TBT_n_8";
+ enablenpc "Notice_Maker4#TBT_n_8";
+ enablenpc "Disposable_Switch#n8";
+ disablenpc "Flasher_Exit_1#n8";
+ disablenpc "Flasher_Exit_2#n8";
+ end;
+}
+
+turbo_n_8,62,379,0 script No_Unfair_Start#n8-1 -1,0,31,{
+OnTouch:
+ warp "turbo_n_8",59,364;
+ end;
+}
+
+turbo_n_8,68,379,5 script No_Unfair_Start#n8-2 -1,5,31,{
+OnTouch:
+ warp "turbo_n_8",59,364;
+ end;
+}
+
+// Turbo Track: Normal Mode - 8 Players (Log Race)
+turbo_n_8,118,377,0 script trap_a#n8-1::TurboLogRace_n_8 -1,44,1,{
+OnTouch:
+ set .@dropuser,rand(1,3);
+ if (.@dropuser == 1)
+ warp "turbo_n_8",72,372;
+ else if (.@dropuser == 2)
+ warp "turbo_n_8",72,365;
+ else
+ warp "turbo_n_8",72,357;
+ end;
+}
+turbo_n_8,77,375,0 duplicate(TurboLogRace_n_8) trap_a#n8-2 -1,3,1
+turbo_n_8,82,375,0 duplicate(TurboLogRace_n_8) trap_a#n8-3 -1,1,1
+turbo_n_8,82,372,0 duplicate(TurboLogRace_n_8) trap_a#n8-4 -1,0,2
+turbo_n_8,83,372,0 duplicate(TurboLogRace_n_8) trap_a#n8-5 -1,0,2
+turbo_n_8,97,374,0 duplicate(TurboLogRace_n_8) trap_a#n8-6 -1,1,2
+turbo_n_8,98,374,0 duplicate(TurboLogRace_n_8) trap_a#n8-7 -1,1,2
+turbo_n_8,122,372,0 duplicate(TurboLogRace_n_8) trap_a#n8-8 -1,2,4
+turbo_n_8,125,374,0 duplicate(TurboLogRace_n_8) trap_a#n8-9 -1,0,4
+turbo_n_8,132,374,0 duplicate(TurboLogRace_n_8) trap_a#n8-10 -1,7,2
+turbo_n_8,156,374,0 duplicate(TurboLogRace_n_8) trap_a#n8-11 -1,6,2
+turbo_n_8,163,375,0 duplicate(TurboLogRace_n_8) trap_a#n8-12 -1,0,3
+turbo_n_8,164,377,0 duplicate(TurboLogRace_n_8) trap_a#n8-13 -1,1,1
+// second line
+turbo_n_8,76,369,0 duplicate(TurboLogRace_n_8) trap_b#n8-1 -1,2,2
+turbo_n_8,79,369,0 duplicate(TurboLogRace_n_8) trap_b#n8-2 -1,0,2
+turbo_n_8,77,366,0 duplicate(TurboLogRace_n_8) trap_b#n8-3 -1,3,0
+turbo_n_8,85,366,0 duplicate(TurboLogRace_n_8) trap_b#n8-4 -1,5,1
+turbo_n_8,87,363,0 duplicate(TurboLogRace_n_8) trap_b#n8-5 -1,2,1
+turbo_n_8,88,368,0 duplicate(TurboLogRace_n_8) trap_b#n8-6 -1,2,5
+turbo_n_8,92,370,0 duplicate(TurboLogRace_n_8) trap_b#n8-7 -1,1,3
+turbo_n_8,98,368,0 duplicate(TurboLogRace_n_8) trap_b#n8-8 -1,4,1
+turbo_n_8,109,371,0 duplicate(TurboLogRace_n_8) trap_b#n8-9 -1,7,2
+turbo_n_8,110,368,0 duplicate(TurboLogRace_n_8) trap_b#n8-10 -1,7,0
+turbo_n_8,113,366,0 duplicate(TurboLogRace_n_8) trap_b#n8-11 -1,3,2
+turbo_n_8,117,368,0 duplicate(TurboLogRace_n_8) trap_b#n8-12 -1,0,5
+turbo_n_8,123,364,0 duplicate(TurboLogRace_n_8) trap_b#n8-13 -1,6,1
+turbo_n_8,136,368,0 duplicate(TurboLogRace_n_8) trap_b#n8-14 -1,8,1
+turbo_n_8,136,366,0 duplicate(TurboLogRace_n_8) trap_b#n8-15 -1,8,0
+turbo_n_8,144,370,0 duplicate(TurboLogRace_n_8) trap_b#n8-16 -1,2,3
+turbo_n_8,147,370,0 duplicate(TurboLogRace_n_8) trap_b#n8-17 -1,0,3
+turbo_n_8,155,369,0 duplicate(TurboLogRace_n_8) trap_b#n8-18 -1,7,0
+turbo_n_8,155,368,0 duplicate(TurboLogRace_n_8) trap_b#n8-19 -1,7,0
+turbo_n_8,151,367,0 duplicate(TurboLogRace_n_8) trap_b#n8-20 -1,3,0
+turbo_n_8,153,366,0 duplicate(TurboLogRace_n_8) trap_b#n8-21 -1,1,0
+turbo_n_8,155,367,0 duplicate(TurboLogRace_n_8) trap_b#n8-22 -1,0,1
+//third line
+turbo_n_8,78,362,0 duplicate(TurboLogRace_n_8) trap_c#n8-1 -1,4,1
+turbo_n_8,78,359,0 duplicate(TurboLogRace_n_8) trap_c#n8-2 -1,4,1
+turbo_n_8,83,362,0 duplicate(TurboLogRace_n_8) trap_c#n8-3 -1,0,1
+turbo_n_8,88,359,0 duplicate(TurboLogRace_n_8) trap_c#n8-4 -1,5,1
+turbo_n_8,89,357,0 duplicate(TurboLogRace_n_8) trap_c#n8-5 -1,1,1
+turbo_n_8,92,390,0 duplicate(TurboLogRace_n_8) trap_c#n8-6 -1,1,1
+turbo_n_8,92,357,0 duplicate(TurboLogRace_n_8) trap_c#n8-7 -1,1,1
+turbo_n_8,98,364,0 duplicate(TurboLogRace_n_8) trap_c#n8-8 -1,6,1
+turbo_n_8,98,362,0 duplicate(TurboLogRace_n_8) trap_c#n8-9 -1,6,0
+turbo_n_8,106,364,0 duplicate(TurboLogRace_n_8) trap_c#n8-10 -1,2,2
+turbo_n_8,107,360,0 duplicate(TurboLogRace_n_8) trap_c#n8-11 -1,1,2
+turbo_n_8,109,360,0 duplicate(TurboLogRace_n_8) trap_c#n8-12 -1,0,2
+turbo_n_8,112,361,0 duplicate(TurboLogRace_n_8) trap_c#n8-13 -1,3,1
+turbo_n_8,116,359,0 duplicate(TurboLogRace_n_8) trap_c#n8-14 -1,0,2
+turbo_n_8,117,359,0 duplicate(TurboLogRace_n_8) trap_c#n8-15 -1,0,2
+turbo_n_8,116,356,0 duplicate(TurboLogRace_n_8) trap_c#n8-16 -1,0,2
+turbo_n_8,117,356,0 duplicate(TurboLogRace_n_8) trap_c#n8-17 -1,0,2
+turbo_n_8,129,360,0 duplicate(TurboLogRace_n_8) trap_c#n8-18 -1,12,1
+turbo_n_8,129,358,0 duplicate(TurboLogRace_n_8) trap_c#n8-19 -1,12,0
+turbo_n_8,132,357,0 duplicate(TurboLogRace_n_8) trap_c#n8-20 -1,2,1
+turbo_n_8,137,357,0 duplicate(TurboLogRace_n_8) trap_c#n8-21 -1,2,1
+turbo_n_8,147,363,0 duplicate(TurboLogRace_n_8) trap_c#n8-22 -1,16,1
+turbo_n_8,149,365,0 duplicate(TurboLogRace_n_8) trap_c#n8-23 -1,1,0
+turbo_n_8,158,362,0 duplicate(TurboLogRace_n_8) trap_c#n8-24 -1,1,4
+turbo_n_8,154,360,0 duplicate(TurboLogRace_n_8) trap_c#n8-25 -1,2,2
+turbo_n_8,161,360,0 duplicate(TurboLogRace_n_8) trap_c#n8-26 -1,1,2
+turbo_n_8,161,365,0 duplicate(TurboLogRace_n_8) trap_c#n8-27 -1,1,0
+turbo_n_8,160,366,0 duplicate(TurboLogRace_n_8) trap_c#n8-28 -1
+//fourth line
+turbo_n_8,79,353,0 duplicate(TurboLogRace_n_8) trap_d#n8-1 -1,5,2
+turbo_n_8,85,354,0 duplicate(TurboLogRace_n_8) trap_d#n8-2 -1,0,1
+turbo_n_8,99,353,0 duplicate(TurboLogRace_n_8) trap_d#n8-3 -1,14,0
+turbo_n_8,99,352,0 duplicate(TurboLogRace_n_8) trap_d#n8-4 -1,14,0
+turbo_n_8,99,356,0 duplicate(TurboLogRace_n_8) trap_d#n8-5 -1,3,3
+turbo_n_8,103,356,0 duplicate(TurboLogRace_n_8) trap_d#n8-6 -1,0,3
+turbo_n_8,108,354,0 duplicate(TurboLogRace_n_8) trap_d#n8-7 -1,5,1
+turbo_n_8,112,356,0 duplicate(TurboLogRace_n_8) trap_d#n8-8 -1,0,1
+turbo_n_8,113,356,0 duplicate(TurboLogRace_n_8) trap_d#n8-9 -1,0,1
+turbo_n_8,123,353,0 duplicate(TurboLogRace_n_8) trap_d#n8-10 -1,3,2
+turbo_n_8,127,353,0 duplicate(TurboLogRace_n_8) trap_d#n8-11 -1,0,2
+turbo_n_8,145,352,0 duplicate(TurboLogRace_n_8) trap_d#n8-12 -1,17,1
+turbo_n_8,152,354,0 duplicate(TurboLogRace_n_8) trap_d#n8-13 -1,10,1
+turbo_n_8,145,357,0 duplicate(TurboLogRace_n_8) trap_d#n8-14 -1,1,2
+turbo_n_8,148,357,0 duplicate(TurboLogRace_n_8) trap_d#n8-15 -1,1,2
+
+// Turbo Track: Normal Mode - 8 Players (Sand Hill)
+turbo_n_8,322,354,0 script #TBT_trap_n8-1::TurboSandHill_n8 -1,3,3,{
+OnTouch:
+ switch(rand(1,10)) {
+ case 1:
+ case 9:
+ sc_start SC_CONFUSION,8000,0;
+ emotion e_swt2,1;
+ end;
+ case 2:
+ sc_start SC_STONE,4000,0;
+ end;
+ case 4:
+ sc_start SC_SLEEP,4000,0;
+ end;
+ case 6:
+ sc_start SC_FREEZE,4000,0;
+ emotion e_swt2,1;
+ end;
+ case 8:
+ sc_start SC_STUN,4000,0;
+ end;
+ case 10:
+ sc_start SC_CURSE,80000,0;
+ end;
+ }
+}
+turbo_n_8,323,360,0 duplicate(TurboSandHill_n8) #TBT_trap_n8-2 -1,3,3
+turbo_n_8,324,365,0 duplicate(TurboSandHill_n8) #TBT_trap_n8-3 -1,1,1
+turbo_n_8,325,370,0 duplicate(TurboSandHill_n8) #TBT_trap_n8-4 -1,3,3
+turbo_n_8,325,375,0 duplicate(TurboSandHill_n8) #TBT_trap_n8-5 -1,1,1
+turbo_n_8,329,377,0 duplicate(TurboSandHill_n8) #TBT_trap_n8-6 -1,3,3
+turbo_n_8,338,372,0 duplicate(TurboSandHill_n8) #TBT_trap_n8-7 -1,3,3
+turbo_n_8,341,364,0 duplicate(TurboSandHill_n8) #TBT_trap_n8-8 -1,3,3
+turbo_n_8,325,359,0 duplicate(TurboSandHill_n8) #TBT_trap_n8-9 -1,2,2
+turbo_n_8,341,355,0 duplicate(TurboSandHill_n8) #TBT_trap_n8-10 -1,1,1
+turbo_n_8,350,355,0 duplicate(TurboSandHill_n8) #TBT_trap_n8-11 -1,3,3
+turbo_n_8,348,363,0 duplicate(TurboSandHill_n8) #TBT_trap_n8-12 -1,1,1
+turbo_n_8,347,370,0 duplicate(TurboSandHill_n8) #TBT_trap_n8-13 -1,2,2
+turbo_n_8,349,377,0 duplicate(TurboSandHill_n8) #TBT_trap_n8-14 -1,9,9
+turbo_n_8,362,372,0 duplicate(TurboSandHill_n8) #TBT_trap_n8-15 -1,3,3
+turbo_n_8,364,365,0 duplicate(TurboSandHill_n8) #TBT_trap_n8-16 -1,1,1
+turbo_n_8,363,357,0 duplicate(TurboSandHill_n8) #TBT_trap_n8-17 -1,3,3
+turbo_n_8,374,358,0 duplicate(TurboSandHill_n8) #TBT_trap_n8-18 -1,2,2
+turbo_n_8,371,367,0 duplicate(TurboSandHill_n8) #TBT_trap_n8-19 -1,3,3
+turbo_n_8,371,376,0 duplicate(TurboSandHill_n8) #TBT_trap_n8-20 -1,1,1
+turbo_n_8,379,375,0 duplicate(TurboSandHill_n8) #TBT_trap_n8-21 -1,3,3
+turbo_n_8,382,363,0 duplicate(TurboSandHill_n8) #TBT_trap_n8-22 -1,2,2
+turbo_n_8,381,354,0 duplicate(TurboSandHill_n8) #TBT_trap_n8-23 -1,1,1
+turbo_n_8,355,362,0 script #TBT_trap_n8-24 -1,3,3,{
+OnTouch:
+ if (rand(1,3) == 1) {
+ cutin "kafra_03",2;
+ mes "^4d4dffAl De Baran";
+ mes "Turbo Track";
+ mes "is brought to you by";
+ mes "the ^800000Kafra Corporation^4d4dff.^000000";
+ next;
+ mes "^4d4dffWe wish the best of luck to all";
+ mes "Turbo Track participants today";
+ mes "and thank everyone for using the Kafra Services with all our hearts.^000000";
+ next;
+ mes "^800000Kafra Corporation^4d4dff has been providing Storage Services,";
+ mes "Save Point Services and Teleport Services^4d4dff to our valued customers for years. Just listen to these real customers...^000000";
+ next;
+ mes "^4d4dff[Errende]";
+ mes "Kafra Ladies? Exquisite! Oh, and their service is good too~!^000000";
+ mes " ";
+ mes "[Tristram III]";
+ mes "By my crown! Such low prices!";
+ next;
+ mes "^ff0000Turbo Track";
+ mes "^ff0000Traps in the Cursed Desert!";
+ mes "^4d4dffSponsored by ^800000Kafra Corporation^4d4dff";
+ mes "''We are always by your side.''^000000";
+ close2;
+ cutin "kafra_03",255;
+ end;
+ }
+ else
+ sc_start SC_CONFUSION,4000,0;
+ end;
+}
+
+// Turbo Track: Normal Mode - 4 Players (Water Maze)
+turbo_n_8,13,266,0 script flasher#n_8-01#turbo::TurboWaterMaze_n_8 -1,0,2,{
+OnTouch:
+ sc_start SC_BLIND,60000,0;
+ end;
+}
+turbo_n_8,24,268,0 duplicate(TurboWaterMaze_n_8) flasher#n_8-02 -1,1,0
+turbo_n_8,20,258,0 duplicate(TurboWaterMaze_n_8) flasher#n_8-03 -1,1,0
+turbo_n_8,23,251,0 duplicate(TurboWaterMaze_n_8) flasher#n_8-04 -1,0,1
+turbo_n_8,36,270,0 duplicate(TurboWaterMaze_n_8) flasher#n_8-05 -1,1,0
+turbo_n_8,22,239,0 duplicate(TurboWaterMaze_n_8) flasher#n_8-06 -1,1,0
+turbo_n_8,38,239,0 duplicate(TurboWaterMaze_n_8) flasher#n_8-07 -1,0,1
+turbo_n_8,37,237,0 duplicate(TurboWaterMaze_n_8) flasher#n_8-08 -1,1,0
+turbo_n_8,55,247,0 duplicate(TurboWaterMaze_n_8) flasher#n_8-09 -1,0,1
+turbo_n_8,55,246,0 duplicate(TurboWaterMaze_n_8) flasher#n_8-10 -1,1,0
+turbo_n_8,63,253,0 duplicate(TurboWaterMaze_n_8) flasher#n_8-11 -1,0,1
+turbo_n_8,36,216,0 duplicate(TurboWaterMaze_n_8) flasher#n_8-12 -1,1,0
+turbo_n_8,20,209,0 duplicate(TurboWaterMaze_n_8) flasher#n_8-13 -1,1,0
+turbo_n_8,28,195,0 duplicate(TurboWaterMaze_n_8) flasher#n_8-14 -1,1,0
+turbo_n_8,82,264,0 duplicate(TurboWaterMaze_n_8) flasher#n_8-15 -1,1,0
+turbo_n_8,47,185,0 duplicate(TurboWaterMaze_n_8) flasher#n_8-16 -1,0,1
+turbo_n_8,53,207,0 duplicate(TurboWaterMaze_n_8) flasher#n_8-17 -1,1,0
+turbo_n_8,54,208,0 duplicate(TurboWaterMaze_n_8) flasher#n_8-18 -1,0,1
+turbo_n_8,81,247,0 duplicate(TurboWaterMaze_n_8) flasher#n_8-19 -1,0,1
+turbo_n_8,105,257,0 duplicate(TurboWaterMaze_n_8) flasher#n_8-20 -1,0,1
+turbo_n_8,95,242,0 duplicate(TurboWaterMaze_n_8) flasher#n_8-21 -1,0,1
+turbo_n_8,77,232,0 duplicate(TurboWaterMaze_n_8) flasher#n_8-22 -1,2,0
+turbo_n_8,67,222,0 duplicate(TurboWaterMaze_n_8) flasher#n_8-23 -1,2,0
+turbo_n_8,83,206,0 duplicate(TurboWaterMaze_n_8) flasher#n_8-24 -1,0,1
+turbo_n_8,95,224,0 duplicate(TurboWaterMaze_n_8) flasher#n_8-25 -1,0,1
+turbo_n_8,106,220,0 duplicate(TurboWaterMaze_n_8) flasher#n_8-26 -1,2,0
+turbo_n_8,93,191,0 duplicate(TurboWaterMaze_n_8) flasher#n_8-27 -1,1,0
+turbo_n_8,94,192,0 duplicate(TurboWaterMaze_n_8) flasher#n_8-28a -1,0,1
+turbo_n_8,46,214,0 duplicate(TurboWaterMaze_n_8) flasher#n_8-28b -1,0,1
+turbo_n_8,16,247,0 duplicate(TurboWaterMaze_n_8) flasher#n_8-29 -1,1,0
+turbo_n_8,58,268,0 duplicate(TurboWaterMaze_n_8) flasher#n_8-30 -1,1,1
+turbo_n_8,36,253,0 duplicate(TurboWaterMaze_n_8) flasher#n_8-31 -1,1,0
+turbo_n_8,69,238,0 duplicate(TurboWaterMaze_n_8) flasher#n_8-32 -1,1,1
+turbo_n_8,58,268,0 duplicate(TurboWaterMaze_n_8) flasher#n_8-33 -1,1,1
+turbo_n_8,74,188,0 duplicate(TurboWaterMaze_n_8) flasher#n_8-34 -1,2,0
+turbo_n_8,99,207,0 duplicate(TurboWaterMaze_n_8) flasher#n_8-35 -1,1,1
+turbo_n_8,74,188,0 duplicate(TurboWaterMaze_n_8) flasher#n_8-36 -1,2,0
+turbo_n_8,111,188,0 duplicate(TurboWaterMaze_n_8) flasher#n_8-37a -1,1,0
+turbo_n_8,51,232,0 duplicate(TurboWaterMaze_n_8) flasher#n_8-37b -1,1,1
+turbo_n_8,30,232,0 duplicate(TurboWaterMaze_n_8) flasher#n_8-38 -1,1,1
+turbo_n_8,92,256,0 duplicate(TurboWaterMaze_n_8) flasher#n_8-39 -1,1,1
+turbo_n_8,79,220,0 duplicate(TurboWaterMaze_n_8) flasher#n_8-40 -1,1,1
+turbo_n_8,51,192,0 duplicate(TurboWaterMaze_n_8) flasher#n_8-41 -1,1,1
+turbo_n_8,22,227,0 duplicate(TurboWaterMaze_n_8) flasher#n_8-42 -1,1,1
+turbo_n_8,51,232,0 duplicate(TurboWaterMaze_n_8) flasher#n_8-43 -1,1,1
+turbo_n_8,42,258,0 duplicate(TurboWaterMaze_n_8) flasher#n_8-44 -1,1,0
+turbo_n_8,45,271,0 duplicate(TurboWaterMaze_n_8) flasher#n_8-45 -1,2,1
+turbo_n_8,72,207,0 duplicate(TurboWaterMaze_n_8) flasher#n_8-46 -1,1,1
+turbo_n_8,33,192,0 duplicate(TurboWaterMaze_n_8) flasher#n_8-47 -1,0,1
+turbo_n_8,90,241,0 duplicate(TurboWaterMaze_n_8) flasher#n_8-48a -1,1,0
+turbo_n_8,236,3,0 duplicate(TurboWaterMaze_n_8) flasher#n_8-48b -1,3,0
+
+// Turbo Track: Normal Mode - 8 Players (Snake Dice course)
+turbo_n_8,324,279,0 script snake01#n8 45,1,1,{
+OnTouch:
+ set .@turbo2,rand(1,7);
+ if (.@turbo2 > 0) && (.@turbo2 < 3)
+ warp "turbo_n_8",370,292;
+ else if (.@turbo2 > 2) && (.@turbo2 < 5)
+ warp "turbo_n_8",295,293;
+ else if (.@turbo2 > 4) && (.@turbo2 < 7)
+ warp "turbo_n_8",355,292;
+ else
+ warp "turbo_n_8",279,292;
+ end;
+}
+
+turbo_n_8,332,279,0 script snake02#n8 45,1,1,{
+OnTouch:
+ set .@turbo2,rand(1,8);
+ if (.@turbo2 > 0) && (.@turbo2 < 3)
+ warp "turbo_n_8",287,256;
+ else if (.@turbo2 > 2) && (.@turbo2 < 5)
+ warp "turbo_n_8",303,256;
+ else if (.@turbo2 > 4) && (.@turbo2 < 7)
+ warp "turbo_n_8",347,256;
+ else
+ warp "turbo_n_8",363,256;
+ end;
+}
+
+turbo_n_8,324,270,0 script snake03#n8 45,1,1,{
+OnTouch:
+ set .@turbo2,rand(1,8);
+ if (.@turbo2 > 0) && (.@turbo2 < 3)
+ warp "turbo_n_8",279,292;
+ else if (.@turbo2 > 2) && (.@turbo2 < 5)
+ warp "turbo_n_8",311,292;
+ else if (.@turbo2 > 4) && (.@turbo2 < 7)
+ warp "turbo_n_8",347,256;
+ else
+ warp "turbo_n_8",370,292;
+ end;
+}
+
+turbo_n_8,332,270,0 script snake04#n8 45,1,1,{
+OnTouch:
+ set .@turbo2,rand(1,7);
+ if (.@turbo2 > 0) && (.@turbo2 < 3)
+ warp "turbo_n_8",363,256;
+ else if (.@turbo2 > 2) && (.@turbo2 < 5)
+ warp "turbo_n_8",295,293;
+ else if (.@turbo2 > 4) && (.@turbo2 < 7)
+ warp "turbo_n_8",355,292;
+ else
+ warp "turbo_n_8",287,256;
+ end;
+}
+
+//monsters
+turbo_n_8,389,288,0 script snake#n8 111,{
+Onreset:
+ killmonsterall "turbo_n_8";
+ end;
+
+OnEnable:
+ monster "turbo_n_8",279,284,"Archer Skeleton",1420,1;
+ monster "turbo_n_8",279,268,"Archer Skeleton",1420,1;
+ monster "turbo_n_8",279,260,"Archer Skeleton",1420,1;
+ monster "turbo_n_8",287,288,"Archer Skeleton",1420,1;
+ monster "turbo_n_8",287,280,"Archer Skeleton",1420,1;
+ monster "turbo_n_8",287,264,"Archer Skeleton",1420,1;
+ monster "turbo_n_8",295,284,"Archer Skeleton",1420,1;
+ monster "turbo_n_8",295,268,"Archer Skeleton",1420,1;
+ monster "turbo_n_8",295,260,"Archer Skeleton",1420,1;
+ monster "turbo_n_8",303,288,"Archer Skeleton",1420,1;
+ monster "turbo_n_8",303,280,"Archer Skeleton",1420,1;
+ monster "turbo_n_8",303,264,"Archer Skeleton",1420,1;
+ monster "turbo_n_8",311,284,"Archer Skeleton",1420,1;
+ monster "turbo_n_8",311,268,"Archer Skeleton",1420,1;
+ monster "turbo_n_8",311,260,"Archer Skeleton",1420,1;
+ monster "turbo_n_8",347,288,"Archer Skeleton",1420,1;
+ monster "turbo_n_8",347,280,"Archer Skeleton",1420,1;
+ monster "turbo_n_8",347,264,"Archer Skeleton",1420,1;
+ monster "turbo_n_8",355,284,"Archer Skeleton",1420,1;
+ monster "turbo_n_8",355,268,"Archer Skeleton",1420,1;
+ monster "turbo_n_8",355,260,"Archer Skeleton",1420,1;
+ monster "turbo_n_8",363,288,"Archer Skeleton",1420,1;
+ monster "turbo_n_8",363,280,"Archer Skeleton",1420,1;
+ monster "turbo_n_8",363,264,"Archer Skeleton",1420,1;
+ monster "turbo_n_8",371,284,"Archer Skeleton",1420,1;
+ monster "turbo_n_8",371,268,"Archer Skeleton",1420,1;
+ monster "turbo_n_8",371,260,"Archer Skeleton",1420,1;
+ monster "turbo_n_8",379,288,"Archer Skeleton",1420,1;
+ monster "turbo_n_8",379,280,"Archer Skeleton",1420,1;
+ monster "turbo_n_8",379,264,"Archer Skeleton",1420,1;
+ end;
+}
+
+turbo_n_8,90,46,0 script hunting#n8 111,{
+Onreset:
+ killmonsterall "turbo_n_8";
+ end;
+
+OnEnable:
+ monster "turbo_n_8",47,87,"Munak",1610,1;
+ monster "turbo_n_8",47,87,"Bongun",1611,1;
+ monster "turbo_n_8",47,87,"Munak",1610,1;
+ monster "turbo_n_8",24,74,"Munak",1610,1;
+ monster "turbo_n_8",24,74,"Bongun",1611,1;
+ monster "turbo_n_8",24,74,"Munak",1610,1;
+ monster "turbo_n_8",67,42,"Munak",1610,1;
+ monster "turbo_n_8",67,42,"Bongun",1611,1;
+ monster "turbo_n_8",67,42,"Munak",1610,1;
+ monster "turbo_n_8",60,70,"Munak",1610,1;
+ monster "turbo_n_8",60,70,"Bongun",1611,1;
+ monster "turbo_n_8",60,70,"Munak",1610,1;
+ monster "turbo_n_8",32,51,"Munak",1610,1;
+ monster "turbo_n_8",32,51,"Bongun",1611,1;
+ monster "turbo_n_8",32,51,"Munak",1610,1;
+ monster "turbo_n_8",30,25,"Munak",1610,1;
+ monster "turbo_n_8",30,25,"Bongun",1611,1;
+ monster "turbo_n_8",30,25,"Munak",1610,1;
+ monster "turbo_n_8",68,56,"Yao Jun",1612,1;
+ monster "turbo_n_8",26,46,"Yao Jun",1612,1;
+ monster "turbo_n_8",62,20,"Munak",1610,1;
+ monster "turbo_n_8",62,20,"Bongun",1611,1;
+ monster "turbo_n_8",62,20,"Munak",1610,1;
+ monster "turbo_n_8",216,378,"Munak",1610,1;
+ monster "turbo_n_8",218,360,"Munak",1610,1;
+ monster "turbo_n_8",223,361,"Munak",1610,1;
+ monster "turbo_n_8",243,342,"Munak",1610,1;
+ monster "turbo_n_8",247,364,"Munak",1610,1;
+ end;
+}
+
+// Turbo Track: Normal Mode - 4 Players (Course-clear broadcasters, and exits?)
+turbo_n_8,168,363,0 script cos_n_8_1 45,1,1,{
+OnTouch:
+ mapannounce "turbo_n_8","" + strcharinfo(0) +" has just passed the Log Bridge course!",bc_map,"0x70DBDB";
+ set .@move1,rand(1,3);
+ if (.@move1 == 1)
+ warp "turbo_n_8",210,369;
+ else if (.@move1 == 2)
+ warp "turbo_n_8",210,361;
+ else
+ warp "turbo_n_8",210,354;
+ end;
+}
+
+turbo_n_8,258,364,0 script cos_n_8_2 45,1,1,{
+OnTouch:
+ mapannounce "turbo_n_8","" + strcharinfo(0) +" has just passed the Cube Hills course!",bc_map,"0x70DBDB";
+ warp "turbo_n_8",316,365;
+ end;
+}
+
+turbo_n_8,316,365,0 script Disposable_Switch#n8 -1,1,1,{
+OnInit:
+ enablenpc "Disposable_Switch#n8";
+ end;
+
+OnTouch:
+ if (rand(1,2) == 1)
+ enablenpc "Flasher_Exit_1#n8";
+ else
+ enablenpc "Flasher_Exit_2#n8";
+ disablenpc "Disposable_Switch#n8";
+ end;
+}
+
+turbo_n_8,385,365,0 script cos_n_8_3 45,1,1,{
+OnTouch:
+ set .@to_miro,rand(1,4);
+ mapannounce "turbo_n_8","" + strcharinfo(0) +" has just passed the Cursed Desert!",bc_map,"0x70DBDB";
+ if (.@to_miro == 1)
+ warp "turbo_n_8",46,254;
+ else if (.@to_miro == 2)
+ warp "turbo_n_8",76,227;
+ else if (.@to_miro == 3)
+ warp "turbo_n_8",42,197;
+ else
+ warp "turbo_n_8",86,220;
+ end;
+}
+
+turbo_n_8,11,266,0 script Flasher_Exit_1#n8 45,1,1,{
+OnInit:
+ disablenpc "Flasher_Exit_1#n8";
+ end;
+
+OnTouch:
+ mapannounce "turbo_n_8","" + strcharinfo(0) +" has just passed the Flasher Maze!",bc_map,"0x70DBDB";
+ warp "turbo_n_8",185,227;
+ end;
+}
+
+turbo_n_8,114,190,0 script Flasher_Exit_2#n8 45,1,1,{
+OnInit:
+ disablenpc "Flasher_Exit_2#n8";
+ end;
+
+OnTouch:
+ mapannounce "turbo_n_8","" + strcharinfo(0) +" has just passed the Flasher Maze!",bc_map,"0x70DBDB";
+ warp "turbo_n_8",185,227;
+ end;
+}
+
+turbo_n_8,250,200,0 script cos_n_8_5 45,1,1,{
+OnTouch:
+ mapannounce "turbo_n_8","" + strcharinfo(0) +" has just passed the Single Snail course!",bc_map,"0x70DBDB";
+ warp "turbo_n_8",268,275;
+ end;
+}
+
+turbo_n_8,389,275,0 script cos_n_8_6 45,1,1,{
+OnTouch:
+ mapannounce "turbo_n_8","" + strcharinfo(0) +" has just passed the Snake Dice course!",bc_map,"0x70DBDB";
+ warp "turbo_n_8",5,91;
+ end;
+}
+
+turbo_n_8,93,19,0 script cos_n_8_7 45,1,1,{
+OnTouch:
+ mapannounce "turbo_n_8","" + strcharinfo(0) +" has just passed the Small Cave course! You're getting closer to the finish!",bc_map,"0x70DBDB";
+ set .@move1,rand(1,3);
+ if (.@move1 == 1)
+ warp "turbo_n_8",307,52;
+ else if (.@move1 == 2)
+ warp "turbo_n_8",307,46;
+ else
+ warp "turbo_n_8",307,40;
+ end;
+}
+
+turbo_n_8,371,47,0 script cos_n_8_end 45,1,1,{
+OnInit:
+ enablenpc "cos_n_8_end";
+ end;
+
+OnTouch:
+ mapannounce "turbo_n_8","" + strcharinfo(0) +" has just arrived at the Finish Line! Congratulations!",bc_map,"0xFFFF00";
+ set $ttnames$[2],strcharinfo(0);
+ donpcevent "TBT_Guide#Broadcast::Onwin_n8";
+ if (tt_point < 28951)
+ set tt_point,tt_point+50;
+ warp "turbo_n_8",384,161;
+ enablenpc "Winner Helper#TBT_n_8";
+ disablenpc "cos_n_8_end";
+ enablenpc "cos_n_8_end2";
+ end;
+}
+
+turbo_n_8,371,51,0 script cos_n_8_end2 45,1,1,{
+OnInit:
+ disablenpc "cos_n_8_end2";
+ end;
+
+OnTouch:
+ mapannounce "turbo_n_8","" + strcharinfo(0) +" is second to reach the Finish Line! Congratulations!",bc_map,"0xFFFF00";
+ if (tt_point < 28961)
+ set tt_point,tt_point+40;
+ warp "turbo_room",72,89;
+ disablenpc "cos_n_8_end2";
+ enablenpc "cos_n_8_end3";
+ end;
+}
+
+turbo_n_8,371,43,0 script cos_n_8_end3 45,1,1,{
+OnInit:
+ disablenpc "cos_n_8_end3";
+ end;
+
+OnTouch:
+ mapannounce "turbo_n_8","" + strcharinfo(0) +" is third to reach the Finish Line! Congratulations!",bc_map,"0xFFFF00";
+ if (tt_point < 28971)
+ set tt_point,tt_point+30;
+ warp "turbo_room",72,89;
+ donpcevent "Winner Helper#TBT_n_8::OnEnable";
+ donpcevent "Master#n8::OnDisable";
+ disablenpc "Broadcast#n8";
+ disablenpc "cos_n_8_end3";
+ end;
+}
+
+turbo_n_8,384,167,1 script Winner Helper#TBT_n_8 47,{
+//---reward points & record player name
+ if (tt_rank < 29999) {
+ mes "[Guide]";
+ mes "Congratulations!";
+ mes "As the winner, your reward";
+ mes "is 50 Turbo Track Points,";
+ mes ""+ strcharinfo(0) +"~";
+ next;
+ mes "[Guide]";
+ mes "However, you cannot receive";
+ mes "any points if you exceed the";
+ mes "point limit. You now have a total of " + my_point + " Turbo Track points.";
+ set tt_rank,tt_rank+1;
+ next;
+ if (tt_rank > $ttranks[1]) {
+ setarray $ttranks[0],$ttranks[0],tt_rank,$ttranks[1],$ttranks[2],$ttranks[3],$ttranks[4];
+ setarray $ttnames$[9],strcharinfo(0);
+ mes "[Guide]";
+ mes "Congratulations!";
+ mes "You are ranked as";
+ mes "the top player for";
+ mes "winning the most games!";
+ donpcevent "TBT_Guide#Broadcast::Onnew_top1";
+ if (tt_rank == 29999) {
+ if ($ttnames$[7] == "Breezy Havana") {
+ set $ttnames$[7],strcharinfo(0);
+ mes "You've secured your place in";
+ mes "the Turbo Track Hall of Honor!";
+ announce "" + strcharinfo(0) + " has joined the Turbo Track Hall of Honor!",bc_all,"FF0000";
+ }
+ else if ($ttnames$[8] == "RS125") {
+ set $ttnames$[8],strcharinfo(0);
+ mes "You've secured your place in";
+ mes "the Turbo Track Hall of Honor!";
+ //broadcastserver "FF0000" FW_NORMAL 10 0 0 " " + strcharinfo(0) + " has joined the Turbo Track Hall of Honor!"
+ }
+ }
+ }
+ else if (tt_rank > $ttranks[2]) {
+ setarray $ttranks[0],$ttranks[0],$ttranks[1],tt_rank,$ttranks[3],$ttranks[4],$ttranks[5];
+ setarray $ttnames$[10],strcharinfo(0);
+ mes "[Guide]";
+ mes "Congratulations!";
+ mes "You've ranked Second";
+ mes "among the Top Five Players";
+ mes "who've won the most games!";
+ donpcevent "TBT_Guide#Broadcast::Onnew_top2";
+ if (tt_rank == 29999) {
+ if ($ttnames$[7] == "Breezy Havana") {
+ set $ttnames$[7],strcharinfo(0);
+ mes "You've secured your place in";
+ mes "the Turbo Track Hall of Honor!";
+ announce "" + strcharinfo(0) + " has joined the Turbo Track Hall of Honor!",bc_all,"FF0000";
+ }
+ else if ($ttnames$[8] == "RS125") {
+ set $ttnames$[8],strcharinfo(0);
+ mes "You've secured your place in";
+ mes "the Turbo Track Hall of Honor!";
+ announce "" + strcharinfo(0) + " has joined the Turbo Track Hall of Honor!",bc_all,"FF0000";
+ }
+ }
+ }
+ else if (tt_rank > $ttranks[3]) {
+ setarray $ttranks[0],$ttranks[0],$ttranks[1],$ttranks[2],tt_rank,$ttranks[4],$ttranks[5];
+ setarray $ttnames$[11],strcharinfo(0);
+ mes "[Guide]";
+ mes "Congratulations!";
+ mes "You've ranked Third";
+ mes "among the Top Five Players";
+ mes "who've won the most games!";
+ donpcevent "TBT_Guide#Broadcast::Onnew_top3";
+ if (tt_rank == 29999) {
+ if ($ttnames$[7] == "Breezy Havana") {
+ set $ttnames$[7],strcharinfo(0);
+ mes "You've secured your place in";
+ mes "the Turbo Track Hall of Honor!";
+ announce "" + strcharinfo(0) + " has joined the Turbo Track Hall of Honor!",bc_all,"FF0000";
+ }
+ else if ($ttnames$[8] == "RS125") {
+ set $ttnames$[8],strcharinfo(0);
+ mes "You've secured your place in";
+ mes "the Turbo Track Hall of Honor!";
+ announce "" + strcharinfo(0) + " has joined the Turbo Track Hall of Honor!",bc_all,"FF0000";
+ }
+ }
+ }
+ else if (tt_rank > $ttranks[4]) {
+ setarray $ttranks[0],$ttranks[0],$ttranks[1],$ttranks[2],$ttranks[3],tt_rank,$ttranks[5];
+ setarray $ttnames$[12],strcharinfo(0);
+ mes "[Guide]";
+ mes "Congratulations!";
+ mes "You've ranked Fourth";
+ mes "among the Top Five Players";
+ mes "who've won the most games!";
+ donpcevent "TBT_Guide#Broadcast::Onnew_top4";
+ if (tt_rank == 29999) {
+ if ($ttnames$[7] == "Breezy Havana") {
+ set $ttnames$[7],strcharinfo(0);
+ mes "You've secured your place in";
+ mes "the Turbo Track Hall of Honor!";
+ announce "" + strcharinfo(0) + " has joined the Turbo Track Hall of Honor!",bc_all,"FF0000";
+ }
+ else if ($ttnames$[8] == "RS125") {
+ set $ttnames$[8],strcharinfo(0);
+ mes "You've secured your place in";
+ mes "the Turbo Track Hall of Honor!";
+ announce "" + strcharinfo(0) + " has joined the Turbo Track Hall of Honor!",bc_all,"FF0000";
+ }
+ }
+ }
+ else if (tt_rank > $ttranks[5]) {
+ setarray $ttranks[0],$ttranks[0],$ttranks[1],$ttranks[2],$ttranks[3],$ttranks[4],tt_rank;
+ setarray $ttnames$[13],strcharinfo(0);
+ mes "[Guide]";
+ mes "Congratulations!";
+ mes "You've ranked Fifth";
+ mes "among the Top Five Players";
+ mes "who've won the most games!";
+ donpcevent "TBT_Guide#Broadcast::Onnew_top5";
+ if (tt_rank == 29999) {
+ if ($ttnames$[7] == "Breezy Havana") {
+ set $ttnames$[7],strcharinfo(0);
+ mes "You've secured your place in";
+ mes "the Turbo Track Hall of Honor!";
+ announce "" + strcharinfo(0) + " has joined the Turbo Track Hall of Honor!",bc_all,"FF0000";
+ }
+ else if ($ttnames$[8] == "RS125") {
+ set $ttnames$[8],strcharinfo(0);
+ mes "You've secured your place in";
+ mes "the Turbo Track Hall of Honor!";
+ announce "" + strcharinfo(0) + " has joined the Turbo Track Hall of Honor!",bc_all,"FF0000";
+ }
+ }
+ }
+ else {
+ mes "[Guide]";
+ mes "If you can win more games";
+ mes "than everybody else, your";
+ mes "name will be registered in";
+ mes "our Top Five Player Ranking.";
+ next;
+ mes "[Guide]";
+ mes "What do you";
+ mes "think, " + strcharinfo(0) +"?";
+ mes "Glory can be yours if";
+ mes "you can achieve victory!";
+ }
+ next;
+ mes "[Guide]";
+ mes "Thank you for";
+ mes "participating in";
+ mes "the Turbo Track.";
+ mes "You will be transported";
+ mes "to a Waiting Room shortly.";
+ close2;
+ warp "turbo_room",72,89;
+ end;
+ }
+ else {
+ if ($ttnames$[7] == strcharinfo(0)) {
+ mes "[Guide]";
+ mes "Oh wow!";
+ mes "You're a member";
+ mes "in our Hall of Honor,";
+ mes "aren't you? This is great!";
+ mes "I'm talking to a living legend!";
+ next;
+ mes "[Guide]";
+ mes "Oh, I'm sorry! You're";
+ mes "here so that I can tell you";
+ mes "how many Turbo Track Points";
+ set my_point,tt_point;
+ mes "you have, right? You've got a total of " + my_point + " Turbo Track Points, "+ strcharinfo(0) +".";
+ next;
+ mes "[Guide]";
+ mes "Oh, and thanks for";
+ mes "participating in the";
+ mes "Turbo Track! You'll be sent";
+ mes "to the Waiting Room soon~";
+ close2;
+ warp "turbo_room",72,89;
+ end;
+ }
+ else if ($ttnames$[8] == strcharinfo(0)) {
+ mes "[Guide]";
+ mes "Hey, aren't you";
+ mes "in our Hall of Honor?";
+ mes "I've been watching your";
+ mes "races... You're pretty quick";
+ mes "on your feet, hotshot~";
+ next;
+ mes "[Guide]";
+ mes "Oh right, your current";
+ set my_point,tt_point;
+ mes "Turbo Track Point total!";
+ mes "You've got a total of";
+ mes "" + my_point + " Turbo Track points,";
+ mes "" + strcharinfo(0) + ".";
+ next;
+ mes "[Guide]";
+ mes "Oh, and thanks for";
+ mes "participating in the";
+ mes "Turbo Track! You'll be sent";
+ mes "to the Waiting Room soon~";
+ close2;
+ warp "turbo_room",72,89;
+ end;
+ }
+ else {
+ mes "[Guide]";
+ mes "Awwww~";
+ mes "You were almost able";
+ mes "to join our Hall of Honor...!";
+ mes "But don't let that get you";
+ mes "down. Maybe next time!";
+ next;
+ mes "[Guide]";
+ mes "Oh, right.";
+ mes "Currently, you";
+ mes "have a total of";
+ mes "" + tt_point + " Turbo Track points.";
+ next;
+ mes "[Guide]";
+ mes "Thank you for";
+ mes "participating in";
+ mes "the Turbo Track.";
+ mes "You will be transported";
+ mes "to a Waiting Room shortly.";
+ close2;
+ warp "turbo_room",72,89;
+ end;
+ }
+ }
+
+OnInit:
+ disablenpc "Winner Helper#TBT_n_8";
+ end;
+
+OnEnable:
+ enablenpc "Winner Helper#TBT_n_8";
+ initnpctimer;
+ end;
+
+OnTimer5000:
+ mapannounce "turbo_n_8","This is the ending broadcast for Turbo Track Normal Mode - 8 person.",bc_map,"0x33FF66";
+ end;
+
+OnTimer10000:
+ mapannounce "turbo_n_8","For smooth game play, the game will be end in approximately 1 minute from now.",bc_map,"0x33FF66";
+ end;
+
+OnTimer15000:
+ mapannounce "turbo_n_8","At that time, the warp portal will open.",bc_map,"0x33FF66";
+ end;
+
+OnTimer20000:
+ mapannounce "turbo_n_8","Players within the arena must be in ready to enter the warp.",bc_map,"0x33FF66";
+ end;
+
+OnTimer25000:
+ mapannounce "turbo_n_8","In the meantime, winners must procceed to receive their rewards as soon as possible.",bc_map,"0x33FF66";
+ end;
+
+OnTimer30000:
+ mapannounce "turbo_n_8","Thank you for visiting Al De Baran Turbo Track.",bc_map,"0x33FF66";
+ end;
+
+OnTimer35000:
+ mapannounce "turbo_n_8","Al De Baran Turbo Track is brought to you by...",bc_map,"0x33FF66";
+ end;
+
+OnTimer40000:
+ mapannounce "turbo_n_8","[Al De Baran Kafra Corporation Headquarters]",bc_map,"0x33FF66";
+ end;
+
+OnTimer45000:
+ mapannounce "turbo_n_8","[Al De Baran Guild Castle Management Luina]",bc_map,"0x33FF66";
+ end;
+
+OnTimer50000:
+ mapannounce "turbo_n_8","[Blacksmith Union]",bc_map,"0x33FF66";
+ end;
+
+OnTimer55000:
+ mapannounce "turbo_n_8","And [Comodo Casino].",bc_map,"0x33FF66";
+ end;
+
+OnTimer60000:
+ mapannounce "turbo_n_8","Once again, we'd like to thank our sponsors.",bc_map,"0x33FF66";
+ end;
+
+OnTimer65000:
+ mapannounce "turbo_n_8","Have a good day.",bc_map,"0x33FF66";
+ end;
+
+//--- warp all players to turbo room
+OnTimer70000:
+ mapwarp "turbo_n_8","turbo_room",72,89;
+ end;
+
+//----end game, reset all
+OnTimer71000:
+ disablenpc "Winner Helper#TBT_n_8";
+ enablenpc "cos_n_8_end";
+ enablenpc "cos_n_8_end2";
+ enablenpc "cos_n_8_end3";
+ disablenpc "Notice_Maker1#TBT_n_8";
+ disablenpc "Notice_Maker3#TBT_n_8";
+ disablenpc "Notice_Maker4#TBT_n_8";
+ enablenpc "Disposable_Switch#n8";
+ enablenpc "Flasher_Exit_1#n8";
+ enablenpc "Flasher_Exit_2#n8";
+ enablenpc "No_Unfair_Start#n8-1";
+ enablenpc "No_Unfair_Start#n8-2";
+ donpcevent "snake#n8::Onreset";
+ donpcevent "hunting#n8::Onreset";
+ donpcevent "Normal mode - 8 person::OnEnable";
+ disablenpc "bing2#n8";
+ stopnpctimer;
+ end;
+}
+
+turbo_n_8,11,91,0 script Notice_Maker1#TBT_n_8 -1,3,3,{
+OnInit:
+ enablenpc "Notice_Maker1#TBT_n_8";
+ end;
+
+OnTouch:
+ mapannounce "turbo_n_8","" + strcharinfo(0) +" is now entering the Small Cave! "+ strcharinfo(0) +" is now in the lead!",bc_map,"0xFFFF00";
+ donpcevent "TBT_Guide#Broadcast::Onend_n8";
+ disablenpc "Notice_Maker1#TBT_n_8";
+ end;
+}
+
+turbo_n_8,234,223,0 script Notice_Maker3#TBT_n_8 -1,2,2,{
+OnInit:
+ enablenpc "Notice_Maker3#TBT_n_8";
+ end;
+
+OnTouch:
+ mapannounce "turbo_n_8","" + strcharinfo(0) +" is now entering the Single Snail! "+ strcharinfo(0) +" is now in the lead!",bc_map,"0xFFFF00";
+ disablenpc "Notice_Maker3#TBT_n_8";
+ end;
+}
+
+turbo_n_8,226,15,0 script Notice_Maker4#TBT_n_8 -1,1,1,{
+OnInit:
+ enablenpc "Notice_Maker4#TBT_n_8";
+ end;
+
+OnTouch:
+ mapannounce "turbo_n_8","" + strcharinfo(0) +" is currently in First Place!",bc_map,"0xFFFF00";
+ disablenpc "Notice_Maker4#TBT_n_8";
+ end;
+}
+
+turbo_n_8,227,379,0 script Warp#n_8_1::Warp_n_8 -1,1,1,{
+OnTouch:
+ set .@warprand,rand(1,20);
+ if (.@warprand == 1)
+ warp "turbo_n_8",216,378;
+ else if (.@warprand == 2)
+ warp "turbo_n_8",218,360;
+ else if (.@warprand == 4)
+ warp "turbo_n_8",223,361;
+ else if (.@warprand == 5)
+ warp "turbo_n_8",243,342;
+ else if (.@warprand == 6)
+ warp "turbo_n_8",247,364;
+ end;
+}
+turbo_n_8,237,380,0 duplicate(Warp_n_8) Warp#n_8_2 -1,1,1
+turbo_n_8,227,367,0 duplicate(Warp_n_8) Warp#n_8_3 -1,1,1
+turbo_n_8,231,360,0 duplicate(Warp_n_8) Warp#n_8_4 -1,1,1
+turbo_n_8,225,349,0 duplicate(Warp_n_8) Warp#n_8_5 -1,1,1
+turbo_n_8,249,352,0 duplicate(Warp_n_8) Warp#n_8_6 -1,1,1
+turbo_n_8,253,364,0 duplicate(Warp_n_8) Warp#n_8_7 -1,2,2
+
+turbo_n_8,307,55,0 script trap_n8#F1::TurboTrap_n8 -1,1,1,{
+OnTouch:
+ specialeffect EF_BLASTMINEBOMB;
+ set .@HitTrap,10;
+ if (.@HitTrap > 0 && .@HitTrap < 4)
+ percentheal -1,0;
+ else if (.@HitTrap > 4 && .@HitTrap < 8)
+ percentheal -5,0;
+ else
+ percentheal -2,0;
+ end;
+}
+
+turbo_n_8,307,51,0 duplicate(TurboTrap_n8) trap_n8#F2 139,1,1
+turbo_n_8,307,47,0 duplicate(TurboTrap_n8) trap_n8#F3 139,1,1
+turbo_n_8,307,43,0 duplicate(TurboTrap_n8) trap_n8#F4 139,1,1
+turbo_n_8,307,39,0 duplicate(TurboTrap_n8) trap_n8#F5 139,1,1
+turbo_n_8,307,39,0 duplicate(TurboTrap_n8) trap_n8#F96 139,1,1
+turbo_n_8,312,56,0 duplicate(TurboTrap_n8) trap_n8#F6 139,1,1
+turbo_n_8,312,52,0 duplicate(TurboTrap_n8) trap_n8#F7 139,1,1
+turbo_n_8,312,48,0 duplicate(TurboTrap_n8) trap_n8#F8 139,1,1
+turbo_n_8,312,44,0 duplicate(TurboTrap_n8) trap_n8#F9 139,1,1
+turbo_n_8,312,40,0 duplicate(TurboTrap_n8) trap_n8#F10 139,1,1
+turbo_n_8,312,36,0 duplicate(TurboTrap_n8) trap_n8#F11 139,1,1
+turbo_n_8,316,55,0 duplicate(TurboTrap_n8) trap_n8#F12 139,1,1
+turbo_n_8,316,51,0 duplicate(TurboTrap_n8) trap_n8#F13 139,1,1
+turbo_n_8,316,47,0 duplicate(TurboTrap_n8) trap_n8#F14 139,1,1
+turbo_n_8,316,43,0 duplicate(TurboTrap_n8) trap_n8#F15 139,1,1
+turbo_n_8,316,39,0 duplicate(TurboTrap_n8) trap_n8#F16 139,1,1
+turbo_n_8,316,36,0 duplicate(TurboTrap_n8) trap_n8#F17 139,1,1
+turbo_n_8,320,56,0 duplicate(TurboTrap_n8) trap_n8#F18 139,1,1
+turbo_n_8,320,52,0 duplicate(TurboTrap_n8) trap_n8#F19 139,1,1
+turbo_n_8,320,48,0 duplicate(TurboTrap_n8) trap_n8#F20 139,1,1
+turbo_n_8,320,44,0 duplicate(TurboTrap_n8) trap_n8#F21 139,1,1
+turbo_n_8,320,40,0 duplicate(TurboTrap_n8) trap_n8#F22 139,1,1
+turbo_n_8,320,36,0 duplicate(TurboTrap_n8) trap_n8#F23 139,1,1
+turbo_n_8,324,55,0 duplicate(TurboTrap_n8) trap_n8#F24 139,1,1
+turbo_n_8,324,51,0 duplicate(TurboTrap_n8) trap_n8#F25 139,1,1
+turbo_n_8,324,47,0 duplicate(TurboTrap_n8) trap_n8#F26 139,1,1
+turbo_n_8,324,43,0 duplicate(TurboTrap_n8) trap_n8#F27 139,1,1
+turbo_n_8,324,39,0 duplicate(TurboTrap_n8) trap_n8#F28 139,1,1
+turbo_n_8,324,36,0 duplicate(TurboTrap_n8) trap_n8#F29 139,1,1
+turbo_n_8,328,56,0 duplicate(TurboTrap_n8) trap_n8#F30 139,1,1
+turbo_n_8,328,52,0 duplicate(TurboTrap_n8) trap_n8#F31 139,1,1
+turbo_n_8,328,48,0 duplicate(TurboTrap_n8) trap_n8#F32 139,1,1
+turbo_n_8,328,44,0 duplicate(TurboTrap_n8) trap_n8#F33 139,1,1
+turbo_n_8,328,40,0 duplicate(TurboTrap_n8) trap_n8#F34 139,1,1
+turbo_n_8,328,36,0 duplicate(TurboTrap_n8) trap_n8#F35 139,1,1
+turbo_n_8,332,55,0 duplicate(TurboTrap_n8) trap_n8#F36 139,1,1
+turbo_n_8,332,51,0 duplicate(TurboTrap_n8) trap_n8#F37 139,1,1
+turbo_n_8,332,47,0 duplicate(TurboTrap_n8) trap_n8#F38 139,1,1
+turbo_n_8,332,43,0 duplicate(TurboTrap_n8) trap_n8#F39 139,1,1
+turbo_n_8,332,39,0 duplicate(TurboTrap_n8) trap_n8#F40 139,1,1
+turbo_n_8,332,36,0 duplicate(TurboTrap_n8) trap_n8#F41 139,1,1
+
+turbo_n_8,336,56,0 script trap_n8#F42::TurboTrap_n8_2 -1,1,1,{
+OnTouch:
+ specialeffect EF_FREEZING;
+ set .@HitTrap,10;
+ if (.@HitTrap > 0 && .@HitTrap < 4)
+ percentheal -1,0;
+ else if (.@HitTrap > 4 && .@HitTrap < 8) {
+ percentheal -5,0;
+ sc_start SC_FREEZE,3000,0;
+ }
+ else {
+ sc_start SC_FREEZE,4000,0;
+ percentheal -2,0;
+ }
+}
+turbo_n_8,336,52,0 duplicate(TurboTrap_n8_2) trap_n8#F43 139,1,1
+turbo_n_8,336,48,0 duplicate(TurboTrap_n8_2) trap_n8#F44 139,1,1
+turbo_n_8,336,44,0 duplicate(TurboTrap_n8_2) trap_n8#F45 139,1,1
+turbo_n_8,336,50,0 duplicate(TurboTrap_n8_2) trap_n8#F46 139,1,1
+turbo_n_8,336,36,0 duplicate(TurboTrap_n8_2) trap_n8#F47 139,1,1
+turbo_n_8,340,55,0 duplicate(TurboTrap_n8_2) trap_n8#F48 139,1,1
+
+turbo_n_8,340,51,0 duplicate(TurboTrap_n8) trap_n8#F49 139,1,1
+turbo_n_8,340,47,0 duplicate(TurboTrap_n8) trap_n8#F50 139,1,1
+turbo_n_8,340,43,0 duplicate(TurboTrap_n8) trap_n8#F51 139,1,1
+turbo_n_8,340,39,0 duplicate(TurboTrap_n8) trap_n8#F52 139,1,1
+turbo_n_8,340,36,0 duplicate(TurboTrap_n8) trap_n8#F53 139,1,1
+turbo_n_8,344,56,0 duplicate(TurboTrap_n8) trap_n8#F54 139,1,1
+turbo_n_8,344,52,0 duplicate(TurboTrap_n8) trap_n8#F55 139,1,1
+turbo_n_8,344,48,0 duplicate(TurboTrap_n8) trap_n8#F56 139,1,1
+turbo_n_8,344,44,0 duplicate(TurboTrap_n8) trap_n8#F57 139,1,1
+turbo_n_8,344,40,0 duplicate(TurboTrap_n8) trap_n8#F58 139,1,1
+turbo_n_8,344,36,0 duplicate(TurboTrap_n8) trap_n8#F59 139,1,1
+turbo_n_8,348,55,0 duplicate(TurboTrap_n8) trap_n8#F60 139,1,1
+turbo_n_8,348,51,0 duplicate(TurboTrap_n8) trap_n8#F61 139,1,1
+turbo_n_8,348,47,0 duplicate(TurboTrap_n8) trap_n8#F62 139,1,1
+turbo_n_8,348,43,0 duplicate(TurboTrap_n8) trap_n8#F63 139,1,1
+turbo_n_8,348,39,0 duplicate(TurboTrap_n8) trap_n8#F64 139,1,1
+turbo_n_8,348,36,0 duplicate(TurboTrap_n8) trap_n8#F65 139,1,1
+turbo_n_8,352,56,0 duplicate(TurboTrap_n8) trap_n8#F66 139,1,1
+turbo_n_8,352,52,0 duplicate(TurboTrap_n8) trap_n8#F67 139,1,1
+turbo_n_8,352,48,0 duplicate(TurboTrap_n8) trap_n8#F68 139,1,1
+turbo_n_8,352,44,0 duplicate(TurboTrap_n8) trap_n8#F69 139,1,1
+turbo_n_8,352,40,0 duplicate(TurboTrap_n8) trap_n8#F70 139,1,1
+turbo_n_8,352,36,0 duplicate(TurboTrap_n8) trap_n8#F71 139,1,1
+turbo_n_8,356,55,0 duplicate(TurboTrap_n8) trap_n8#F72 139,1,1
+turbo_n_8,356,51,0 duplicate(TurboTrap_n8) trap_n8#F73 139,1,1
+turbo_n_8,356,47,0 duplicate(TurboTrap_n8) trap_n8#F74 139,1,1
+turbo_n_8,356,43,0 duplicate(TurboTrap_n8) trap_n8#F75 139,1,1
+turbo_n_8,356,39,0 duplicate(TurboTrap_n8) trap_n8#F76 139,1,1
+turbo_n_8,356,36,0 duplicate(TurboTrap_n8) trap_n8#F77 139,1,1
+turbo_n_8,360,56,0 duplicate(TurboTrap_n8) trap_n8#F78 139,1,1
+turbo_n_8,360,52,0 duplicate(TurboTrap_n8) trap_n8#F79 139,1,1
+turbo_n_8,360,48,0 duplicate(TurboTrap_n8) trap_n8#F80 139,1,1
+turbo_n_8,360,44,0 duplicate(TurboTrap_n8) trap_n8#F81 139,1,1
+turbo_n_8,360,40,0 duplicate(TurboTrap_n8) trap_n8#F82 139,1,1
+turbo_n_8,360,36,0 duplicate(TurboTrap_n8) trap_n8#F83 139,1,1
+turbo_n_8,364,55,0 duplicate(TurboTrap_n8) trap_n8#F84 139,1,1
+turbo_n_8,364,51,0 duplicate(TurboTrap_n8) trap_n8#F85 139,1,1
+turbo_n_8,364,47,0 duplicate(TurboTrap_n8) trap_n8#F86 139,1,1
+turbo_n_8,364,43,0 duplicate(TurboTrap_n8) trap_n8#F87 139,1,1
+turbo_n_8,364,39,0 duplicate(TurboTrap_n8) trap_n8#F88 139,1,1
+turbo_n_8,364,36,0 duplicate(TurboTrap_n8) trap_n8#F89 139,1,1
+turbo_n_8,368,56,0 duplicate(TurboTrap_n8) trap_n8#F90 139,1,1
+turbo_n_8,368,52,0 duplicate(TurboTrap_n8) trap_n8#F91 139,1,1
+turbo_n_8,368,48,0 duplicate(TurboTrap_n8) trap_n8#F92 139,1,1
+turbo_n_8,368,44,0 duplicate(TurboTrap_n8) trap_n8#F93 139,1,1
+turbo_n_8,368,40,0 duplicate(TurboTrap_n8) trap_n8#F94 139,1,1
+turbo_n_8,368,36,0 duplicate(TurboTrap_n8) trap_n8#F95 139,1,1
+
+turbo_n_8,217,214,0 script bing#n8 45,3,3,{
+OnTouch:
+ set .@bing1,rand(1,10);
+ if (.@bing1 > 0 && .@bing1 < 4)
+ warp "turbo_n_8",217,232;
+ else if (.@bing1 == 6)
+ warp "turbo_n_8",233,207;
+ else if (.@bing1 == 7)
+ warp "turbo_n_8",208,219;
+ else if (.@bing1 == 8)
+ warp "turbo_n_8",219,202;
+ else if (.@bing1 == 9)
+ warp "turbo_n_8",218,228;
+ disablenpc "bing#n8";
+ enablenpc "bing2#n8";
+ end;
+}
+
+turbo_n_8,217,214,0 script bing2#n8 45,3,3,{
+OnInit:
+ disablenpc "bing2#n8";
+ end;
+
+OnTouch:
+ set .@bing1,rand(1,10);
+ if (.@bing1 == 1)
+ warp "turbo_n_8",217,232;
+ else if (.@bing1 == 2)
+ warp "turbo_n_8",233,207;
+ else if (.@bing1 == 3)
+ warp "turbo_n_8",208,219;
+ else if (.@bing1 == 4)
+ warp "turbo_n_8",219,202;
+ else if (.@bing1 == 5)
+ warp "turbo_n_8",218,228;
+ else if (.@bing1 == 6)
+ warp "turbo_n_8",220,195;
+ end;
+}
diff --git a/npc/pre-re/other/turbotrack/Normal_Solo.txt b/npc/pre-re/other/turbotrack/Normal_Solo.txt
new file mode 100644
index 000000000..6c39bf746
--- /dev/null
+++ b/npc/pre-re/other/turbotrack/Normal_Solo.txt
@@ -0,0 +1,1293 @@
+//===== rAthena Script =======================================
+//= Turbo Track - Solo Mode
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.6
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= Turbo Track Course: Solo Mode/Time Attack
+//===== Additional Comments: =================================
+//= 1.0 Translated from the Official. [L0ne_W0lf]
+//= 1.1 Fixed small official bug. [L0ne_W0lf]
+//= 1.2 Fixed end timer not enabling warp. (bugreport:1682) [L0ne_W0lf]
+//= 1.3 Replaced effect numerics with constants. [L0ne_W0lf]
+//= 1.4 Fixed a little mistake [akrus]
+//= 1.5 Fixed variable typo (Deleted in version 1.6) [Elias]
+//= 1.6 Fixed the "bing#n1" issue. (bugreport:5050) [Elias]
+//============================================================
+
+turbo_room,72,132,3 script Solo Mode#n1 124,{
+ end;
+
+OnInit:
+ waitingroom "Solo Mode",60,"Solo Mode#n1::OnStartArena",1;
+ //SetFeeZeny 1000
+ enablewaitingroomevent "Solo Mode#n1";
+ end;
+
+OnEnable:
+ enablenpc "Solo Mode#n1";
+ enablewaitingroomevent "Solo Mode#n1";
+ end;
+
+OnStartArena:
+ warpwaitingpc "turbo_n_1",298,161;
+ donpcevent "Broadcast#n1::OnEnable";
+ disablewaitingroomevent "Solo Mode#n1";
+ end;
+}
+
+turbo_n_1,298,167,3 script Helper#n1_F 124,{
+ mes "[Helper]";
+ mes "You are now in the";
+ mes "Waiting Room. You will";
+ mes "be guided to the Starting Line";
+ mes "after 30 seconds, so please use";
+ mes "this time to prepare your items";
+ mes "and equipment. Thank you.";
+ close;
+}
+
+turbo_n_1,298,167,0 script Point Give-Away Guy#n1 -1,15,15,{
+OnInit:
+ disablenpc "Point Give-Away Guy#n1";
+ end;
+
+OnTouch:
+ if (tt_point < 28999) {
+ set tt_point,tt_point+2;
+ warp "turbo_n_1",59,364;
+ }
+ else
+ warp "turbo_n_1",59,364;
+ end;
+}
+
+turbo_n_1,167,3,0 script Broadcast#n1 -1,{
+OnInit:
+ disablenpc "Broadcast#n1";
+ end;
+
+OnEnable:
+ enablenpc "Broadcast#n1";
+ initnpctimer;
+ end;
+
+OnTimer2000:
+ mapannounce "turbo_n_1","You are now in the Waiting Room where you can check your items and prepare for the race.",bc_map,"0x33FF66";
+ end;
+
+OnTimer7000:
+ mapannounce "turbo_n_1","You will have 30 seconds before you are transported to the Starting Line.",bc_map,"0x33FF66";
+ end;
+
+OnTimer10000:
+ mapannounce "turbo_n_1","Please make sure that you have suitable equipment and items with you.",bc_map,"0x33FF66";
+ end;
+
+OnTimer15000:
+ mapannounce "turbo_n_1","The 30 second countdown will begin shortly.",bc_map,"0x33FF66";
+ end;
+
+OnTimer17000:
+ mapannounce "turbo_n_1","30 seconds remaining.",bc_map,"0x33FF66";
+ end;
+
+OnTimer27000:
+ mapannounce "turbo_n_1","20 seconds remaining.",bc_map,"0x33FF66";
+ end;
+
+OnTimer37000:
+ mapannounce "turbo_n_1","10 seconds remaining.",bc_map,"0x33FF66";
+ end;
+
+OnTimer42000:
+ mapannounce "turbo_n_1","5 seconds remaining.",bc_map,"0x33FF66";
+ end;
+
+OnTimer43000:
+ mapannounce "turbo_n_1","4 seconds remaining.",bc_map,"0x33FF66";
+ end;
+
+OnTimer44000:
+ mapannounce "turbo_n_1","3 seconds remaining.",bc_map,"0x33FF66";
+ end;
+
+OnTimer45000:
+ mapannounce "turbo_n_1","2 seconds remaining.",bc_map,"0x33FF66";
+ end;
+
+OnTimer46000:
+ mapannounce "turbo_n_1","1 second remaining.",bc_map,"0x33FF66";
+ end;
+
+OnTimer47000:
+ mapannounce "turbo_n_1","You will be transported to the Starting Line shortly.",bc_map,"0x33FF66";
+ end;
+
+OnTimer49000:
+ enablenpc "Point Give-Away Guy#n1";
+ donpcevent "Master#n1::OnEnable";
+ end;
+
+OnTimer50000:
+ donpcevent "snake#n1::OnEnable";
+ donpcevent "hunting#n1::OnEnable";
+ end;
+
+OnTimer57000:
+ disablenpc "Point Give-Away Guy#n1";
+ end;
+}
+
+turbo_n_1,167,3,0 script Master#n1 -1,{
+OnInit:
+ disablenpc "Master#n1";
+ end;
+
+OnEnable:
+ enablenpc "Master#n1";
+ initnpctimer;
+ end;
+
+OnDisable:
+ stopnpctimer;
+ disablenpc "Master#n1";
+ end;
+
+OnTimer7000:
+ mapannounce "turbo_n_1","Welcome to the Turbo Track.",bc_map,"0x33FF66";
+ end;
+
+OnTimer9000:
+ mapannounce "turbo_n_1","The game will be hosted for 15 minutes and at least one person must complete the entire course.",bc_map,"0x33FF66";
+ end;
+
+OnTimer11000:
+ mapannounce "turbo_n_1","We hope you will do your best.",bc_map,"0x33FF66";
+ end;
+
+OnTimer13000:
+ mapannounce "turbo_n_1","The game will begin after a 5 second countdown. Everyone, please take your positions behind the Starting Line.",bc_map,"0x33FF66";
+ end;
+
+OnTimer15000:
+ mapannounce "turbo_n_1","The countdown will commence shortly.",bc_map,"0x33FF66";
+ end;
+
+OnTimer17000:
+ mapannounce "turbo_n_1","- 5 -",bc_map,"0x33FF66";
+ end;
+
+OnTimer18000:
+ mapannounce "turbo_n_1","- 4 -",bc_map,"0x33FF66";
+ end;
+
+OnTimer19000:
+ mapannounce "turbo_n_1","- 3 -",bc_map,"0x33FF66";
+ end;
+
+OnTimer20000:
+ mapannounce "turbo_n_1","- 2 -",bc_map,"0x33FF66";
+ end;
+
+OnTimer21000:
+ mapannounce "turbo_n_1","- 1 -",bc_map,"0x33FF66";
+ end;
+
+OnTimer22000:
+ mapannounce "turbo_n_1","- 0 -",bc_map,"0x33FF66";
+ end;
+
+OnTimer23000:
+ mapannounce "turbo_n_1","Now! The race has begun! Go Go Go!!",bc_map,"0x33FF66";
+ disablenpc "No_Unfair_Start#n1-1";
+ disablenpc "No_Unfair_Start#n1-2";
+ set $@start_time,gettimetick(0);
+ end;
+
+OnTimer30000:
+ mapannounce "turbo_n_1","Remember that this is a 15 minute race. After 15 minutes, everyone will be transported out of the race track.",bc_map,"0x33FF66";
+ end;
+
+OnTimer83000:
+ mapannounce "turbo_n_1","You have 14 minutes left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer143000:
+ mapannounce "turbo_n_1","You have 13 minutes left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer203000:
+ mapannounce "turbo_n_1","You have 12 minutes left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer263000:
+ mapannounce "turbo_n_1","You have 11 minutes left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer323000:
+ mapannounce "turbo_n_1","You have 10 minutes left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer383000:
+ mapannounce "turbo_n_1","You have 9 minutes left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer443000:
+ mapannounce "turbo_n_1","You have 8 minutes left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer503000:
+ mapannounce "turbo_n_1","You have 7 minutes left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer563000:
+ mapannounce "turbo_n_1","You have 6 minutes left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer623000:
+ mapannounce "turbo_n_1","You have 5 minutes left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer683000:
+ mapannounce "turbo_n_1","You have 4 minutes left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer743000:
+ mapannounce "turbo_n_1","You have 3 minutes left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer803000:
+ mapannounce "turbo_n_1","You have 2 minutes left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer863000:
+ mapannounce "turbo_n_1","You have 1 minute left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer893000:
+ mapannounce "turbo_n_1","You have 30 seconds left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer903000:
+ mapannounce "turbo_n_1","You have 20 seconds left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer913000:
+ mapannounce "turbo_n_1","You have 10 seconds left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer918000:
+ mapannounce "turbo_n_1","You have 5 seconds left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer919000:
+ mapannounce "turbo_n_1","You have 4 seconds left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer920000:
+ mapannounce "turbo_n_1","You have 3 seconds left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer921000:
+ mapannounce "turbo_n_1","You have 2 seconds left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer922000:
+ mapannounce "turbo_n_1","You have 1 second left.",bc_map,"0x33FF66";
+ end;
+
+OnTimer923000:
+ mapannounce "turbo_n_1","Time's up!",bc_map,"0x33FF66";
+ end;
+
+OnTimer925000:
+ mapannounce "turbo_n_1","The race is over.",bc_map,"0x33FF66";
+ end;
+
+OnTimer927000:
+ mapannounce "turbo_n_1","[Everyone will be transported to a Waiting Room.]",bc_map,"0x33FF66";
+ mapwarp "turbo_n_1","turbo_room",71,89;
+ // all NPC OFF
+ disablenpc "Broadcast#n1";
+ donpcevent "Master#n1::OnDisable";
+ donpcevent "Solo Mode#n1::OnEnable";
+ // start line NPC ON
+ enablenpc "No_Unfair_Start#n1-1";
+ enablenpc "No_Unfair_Start#n1-2";
+ // monster reset
+ donpcevent "snake#n1::Onreset";
+ donpcevent "hunting#n1::Onreset";
+ // NPC
+ disablenpc "Guide#TBT_n_1";
+ enablenpc "cos_n_1_end";
+ enablenpc "Notice_Maker1#TBT_n_1";
+ enablenpc "Notice_Maker3#TBT_n_1";
+ enablenpc "Notice_Maker4#TBT_n_1";
+ enablenpc "Disposable_Switch#n1";
+ disablenpc "Flasher_Exit_1#n1";
+ disablenpc "Flasher_Exit_2#n1";
+ end;
+}
+
+turbo_n_1,62,379,0 script No_Unfair_Start#n1-1 -1,0,31,{
+OnTouch:
+ warp "turbo_n_1",59,364;
+ end;
+}
+
+turbo_n_1,68,379,5 script No_Unfair_Start#n1-2 -1,5,31,{
+OnTouch:
+ warp "turbo_n_1",59,364;
+ end;
+}
+
+// Turbo Track: Expert Mode - 4 Players (Log Race)
+turbo_n_1,118,377,0 script trap_a#n_1-1::TurboLogRace_n_1 -1,44,1,{
+OnTouch:
+ set .@dropuser,rand(1,3);
+ if (.@dropuser == 1)
+ warp "turbo_n_1",72,372;
+ else if (.@dropuser == 2)
+ warp "turbo_n_1",72,365;
+ else
+ warp "turbo_n_1",72,357;
+ end;
+}
+turbo_n_1,77,375,0 duplicate(TurboLogRace_n_1) trap_a#n_1-2 -1,3,1
+turbo_n_1,82,375,0 duplicate(TurboLogRace_n_1) trap_a#n_1-3 -1,1,1
+turbo_n_1,82,372,0 duplicate(TurboLogRace_n_1) trap_a#n_1-4 -1,0,2
+turbo_n_1,83,372,0 duplicate(TurboLogRace_n_1) trap_a#n_1-5 -1,0,2
+turbo_n_1,97,374,0 duplicate(TurboLogRace_n_1) trap_a#n_1-6 -1,1,2
+turbo_n_1,98,374,0 duplicate(TurboLogRace_n_1) trap_a#n_1-7 -1,1,2
+turbo_n_1,122,372,0 duplicate(TurboLogRace_n_1) trap_a#n_1-8 -1,2,4
+turbo_n_1,125,374,0 duplicate(TurboLogRace_n_1) trap_a#n_1-9 -1,0,4
+turbo_n_1,132,374,0 duplicate(TurboLogRace_n_1) trap_a#n_1-10 -1,7,2
+turbo_n_1,156,374,0 duplicate(TurboLogRace_n_1) trap_a#n_1-11 -1,6,2
+turbo_n_1,163,375,0 duplicate(TurboLogRace_n_1) trap_a#n_1-12 -1,0,3
+turbo_n_1,164,377,0 duplicate(TurboLogRace_n_1) trap_a#n_1-13 -1,1,1
+// second line
+turbo_n_1,76,369,0 duplicate(TurboLogRace_n_1) trap_b#n_1-1 -1,2,2
+turbo_n_1,79,369,0 duplicate(TurboLogRace_n_1) trap_b#n_1-2 -1,0,2
+turbo_n_1,77,366,0 duplicate(TurboLogRace_n_1) trap_b#n_1-3 -1,3,0
+turbo_n_1,85,366,0 duplicate(TurboLogRace_n_1) trap_b#n_1-4 -1,5,1
+turbo_n_1,87,363,0 duplicate(TurboLogRace_n_1) trap_b#n_1-5 -1,2,1
+turbo_n_1,88,368,0 duplicate(TurboLogRace_n_1) trap_b#n_1-6 -1,2,5
+turbo_n_1,92,370,0 duplicate(TurboLogRace_n_1) trap_b#n_1-7 -1,1,3
+turbo_n_1,98,368,0 duplicate(TurboLogRace_n_1) trap_b#n_1-8 -1,4,1
+turbo_n_1,109,371,0 duplicate(TurboLogRace_n_1) trap_b#n_1-9 -1,7,2
+turbo_n_1,110,368,0 duplicate(TurboLogRace_n_1) trap_b#n_1-10 -1,7,0
+turbo_n_1,113,366,0 duplicate(TurboLogRace_n_1) trap_b#n_1-11 -1,3,2
+turbo_n_1,117,368,0 duplicate(TurboLogRace_n_1) trap_b#n_1-12 -1,0,5
+turbo_n_1,123,364,0 duplicate(TurboLogRace_n_1) trap_b#n_1-13 -1,6,1
+turbo_n_1,136,368,0 duplicate(TurboLogRace_n_1) trap_b#n_1-14 -1,8,1
+turbo_n_1,136,366,0 duplicate(TurboLogRace_n_1) trap_b#n_1-15 -1,8,0
+turbo_n_1,144,370,0 duplicate(TurboLogRace_n_1) trap_b#n_1-16 -1,2,3
+turbo_n_1,147,370,0 duplicate(TurboLogRace_n_1) trap_b#n_1-17 -1,0,3
+turbo_n_1,155,369,0 duplicate(TurboLogRace_n_1) trap_b#n_1-18 -1,7,0
+turbo_n_1,155,368,0 duplicate(TurboLogRace_n_1) trap_b#n_1-19 -1,7,0
+turbo_n_1,151,367,0 duplicate(TurboLogRace_n_1) trap_b#n_1-20 -1,3,0
+turbo_n_1,153,366,0 duplicate(TurboLogRace_n_1) trap_b#n_1-21 -1,1,0
+turbo_n_1,155,367,0 duplicate(TurboLogRace_n_1) trap_b#n_1-22 -1,0,1
+//third line
+turbo_n_1,78,362,0 duplicate(TurboLogRace_n_1) trap_c#n_1-1 -1,4,1
+turbo_n_1,78,359,0 duplicate(TurboLogRace_n_1) trap_c#n_1-2 -1,4,1
+turbo_n_1,83,362,0 duplicate(TurboLogRace_n_1) trap_c#n_1-3 -1,0,1
+turbo_n_1,88,359,0 duplicate(TurboLogRace_n_1) trap_c#n_1-4 -1,5,1
+turbo_n_1,89,357,0 duplicate(TurboLogRace_n_1) trap_c#n_1-5 -1,1,1
+turbo_n_1,92,390,0 duplicate(TurboLogRace_n_1) trap_c#n_1-6 -1,1,1
+turbo_n_1,92,357,0 duplicate(TurboLogRace_n_1) trap_c#n_1-7 -1,1,1
+turbo_n_1,98,364,0 duplicate(TurboLogRace_n_1) trap_c#n_1-8 -1,6,1
+turbo_n_1,98,362,0 duplicate(TurboLogRace_n_1) trap_c#n_1-9 -1,6,0
+turbo_n_1,106,364,0 duplicate(TurboLogRace_n_1) trap_c#n_1-10 -1,2,2
+turbo_n_1,107,360,0 duplicate(TurboLogRace_n_1) trap_c#n_1-11 -1,1,2
+turbo_n_1,109,360,0 duplicate(TurboLogRace_n_1) trap_c#n_1-12 -1,0,2
+turbo_n_1,112,361,0 duplicate(TurboLogRace_n_1) trap_c#n_1-13 -1,3,1
+turbo_n_1,116,359,0 duplicate(TurboLogRace_n_1) trap_c#n_1-14 -1,0,2
+turbo_n_1,117,359,0 duplicate(TurboLogRace_n_1) trap_c#n_1-15 -1,0,2
+turbo_n_1,116,356,0 duplicate(TurboLogRace_n_1) trap_c#n_1-16 -1,0,2
+turbo_n_1,117,356,0 duplicate(TurboLogRace_n_1) trap_c#n_1-17 -1,0,2
+turbo_n_1,129,360,0 duplicate(TurboLogRace_n_1) trap_c#n_1-18 -1,12,1
+turbo_n_1,129,358,0 duplicate(TurboLogRace_n_1) trap_c#n_1-19 -1,12,0
+turbo_n_1,132,357,0 duplicate(TurboLogRace_n_1) trap_c#n_1-20 -1,2,1
+turbo_n_1,137,357,0 duplicate(TurboLogRace_n_1) trap_c#n_1-21 -1,2,1
+turbo_n_1,147,363,0 duplicate(TurboLogRace_n_1) trap_c#n_1-22 -1,16,1
+turbo_n_1,149,365,0 duplicate(TurboLogRace_n_1) trap_c#n_1-23 -1,1,0
+turbo_n_1,158,362,0 duplicate(TurboLogRace_n_1) trap_c#n_1-24 -1,1,4
+turbo_n_1,154,360,0 duplicate(TurboLogRace_n_1) trap_c#n_1-25 -1,2,2
+turbo_n_1,161,360,0 duplicate(TurboLogRace_n_1) trap_c#n_1-26 -1,1,2
+turbo_n_1,161,365,0 duplicate(TurboLogRace_n_1) trap_c#n_1-27 -1,1,0
+turbo_n_1,160,366,0 duplicate(TurboLogRace_n_1) trap_c#n_1-28 -1
+//fourth line
+turbo_n_1,79,353,0 duplicate(TurboLogRace_n_1) trap_d#n_1-1 -1,5,2
+turbo_n_1,85,354,0 duplicate(TurboLogRace_n_1) trap_d#n_1-2 -1,0,1
+turbo_n_1,99,353,0 duplicate(TurboLogRace_n_1) trap_d#n_1-3 -1,14,0
+turbo_n_1,99,352,0 duplicate(TurboLogRace_n_1) trap_d#n_1-4 -1,14,0
+turbo_n_1,99,356,0 duplicate(TurboLogRace_n_1) trap_d#n_1-5 -1,3,3
+turbo_n_1,103,356,0 duplicate(TurboLogRace_n_1) trap_d#n_1-6 -1,0,3
+turbo_n_1,108,354,0 duplicate(TurboLogRace_n_1) trap_d#n_1-7 -1,5,1
+turbo_n_1,112,356,0 duplicate(TurboLogRace_n_1) trap_d#n_1-8 -1,0,1
+turbo_n_1,113,356,0 duplicate(TurboLogRace_n_1) trap_d#n_1-9 -1,0,1
+turbo_n_1,123,353,0 duplicate(TurboLogRace_n_1) trap_d#n_1-10 -1,3,2
+turbo_n_1,127,353,0 duplicate(TurboLogRace_n_1) trap_d#n_1-11 -1,0,2
+turbo_n_1,145,352,0 duplicate(TurboLogRace_n_1) trap_d#n_1-12 -1,17,1
+turbo_n_1,152,354,0 duplicate(TurboLogRace_n_1) trap_d#n_1-13 -1,10,1
+turbo_n_1,145,357,0 duplicate(TurboLogRace_n_1) trap_d#n_1-14 -1,1,2
+turbo_n_1,148,357,0 duplicate(TurboLogRace_n_1) trap_d#n_1-15 -1,1,2
+
+// Turbo Track: Expert Mode - 4 Players (Sand Hill)
+turbo_n_1,322,354,0 script #TBT_trap_n1-::TurboSandHill_n1 -1,3,3,{
+OnTouch:
+ switch(rand(1,10)) {
+ case 1:
+ case 9:
+ sc_start SC_CONFUSION,8000,0;
+ emotion e_swt2,1;
+ end;
+ case 2:
+ sc_start SC_STONE,4000,0;
+ end;
+ case 4:
+ sc_start SC_SLEEP,4000,0;
+ end;
+ case 6:
+ sc_start SC_FREEZE,4000,0;
+ emotion e_swt2,1;
+ end;
+ case 8:
+ sc_start SC_STUN,4000,0;
+ end;
+ case 10:
+ sc_start SC_CURSE,80000,0;
+ end;
+ }
+}
+
+turbo_n_1,323,360,0 duplicate(TurboSandHill_n1) #TBT_trap_n1-2 -1,3,3
+turbo_n_1,324,365,0 duplicate(TurboSandHill_n1) #TBT_trap_n1-3 -1,1,1
+turbo_n_1,325,370,0 duplicate(TurboSandHill_n1) #TBT_trap_n1-4 -1,3,3
+turbo_n_1,325,375,0 duplicate(TurboSandHill_n1) #TBT_trap_n1-5 -1,1,1
+turbo_n_1,329,377,0 duplicate(TurboSandHill_n1) #TBT_trap_n1-6 -1,3,3
+turbo_n_1,338,372,0 duplicate(TurboSandHill_n1) #TBT_trap_n1-7 -1,3,3
+turbo_n_1,341,364,0 duplicate(TurboSandHill_n1) #TBT_trap_n1-8 -1,3,3
+turbo_n_1,325,359,0 duplicate(TurboSandHill_n1) #TBT_trap_n1-9 -1,2,2
+turbo_n_1,341,355,0 duplicate(TurboSandHill_n1) #TBT_trap_n1-10 -1,1,1
+turbo_n_1,350,355,0 duplicate(TurboSandHill_n1) #TBT_trap_n1-11 -1,3,3
+turbo_n_1,348,363,0 duplicate(TurboSandHill_n1) #TBT_trap_n1-12 -1,1,1
+turbo_n_1,347,370,0 duplicate(TurboSandHill_n1) #TBT_trap_n1-13 -1,2,2
+turbo_n_1,349,377,0 duplicate(TurboSandHill_n1) #TBT_trap_n1-14 -1,9,9
+turbo_n_1,362,372,0 duplicate(TurboSandHill_n1) #TBT_trap_n1-15 -1,3,3
+turbo_n_1,364,365,0 duplicate(TurboSandHill_n1) #TBT_trap_n1-16 -1,1,1
+turbo_n_1,363,357,0 duplicate(TurboSandHill_n1) #TBT_trap_n1-17 -1,3,3
+turbo_n_1,374,358,0 duplicate(TurboSandHill_n1) #TBT_trap_n1-18 -1,2,2
+turbo_n_1,371,367,0 duplicate(TurboSandHill_n1) #TBT_trap_n1-19 -1,3,3
+turbo_n_1,371,376,0 duplicate(TurboSandHill_n1) #TBT_trap_n1-20 -1,1,1
+turbo_n_1,379,375,0 duplicate(TurboSandHill_n1) #TBT_trap_n1-21 -1,3,3
+turbo_n_1,382,363,0 duplicate(TurboSandHill_n1) #TBT_trap_n1-22 -1,2,2
+turbo_n_1,381,354,0 duplicate(TurboSandHill_n1) #TBT_trap_n1-23 -1,1,1
+turbo_n_1,355,362,0 script #TBT_trap_n1-24 -1,3,3,{
+OnTouch:
+ if (rand(1,3) == 1) {
+ cutin "kafra_03",2;
+ mes "^4d4dffAl De Baran";
+ mes "Turbo Track";
+ mes "is brought to you by";
+ mes "the ^800000Kafra Corporation^4d4dff.^000000";
+ next;
+ mes "^4d4dffWe wish the best of luck to all";
+ mes "Turbo Track participants today";
+ mes "and thank everyone for using the Kafra Services with all our hearts.^000000";
+ next;
+ mes "^800000Kafra Corporation^4d4dff has been providing Storage Services,";
+ mes "Save Point Services and Teleport Services^4d4dff to our valued customers for years. Just listen to these real customers...^000000";
+ next;
+ mes "^4d4dff[Karkatan]";
+ mes "My land suffered from poor customer service...until Kafra came along!";
+ mes " ";
+ mes "[Curator Guiss]";
+ mes "Oh, Kafra is simply the best!^000000";
+ next;
+ mes "^ff0000Turbo Track";
+ mes "^ff0000Traps in the Cursed Desert!";
+ mes "^4d4dffSponsored by ^800000Kafra Corporation^4d4dff";
+ mes "''We are always by your side.''^000000";
+ close2;
+ cutin "kafra_03",255;
+ end;
+ }
+ else {
+ sc_start SC_CONFUSION,4000,0;
+ end;
+ }
+}
+
+// Turbo Track: Expert Mode - 4 Players (Water Maze)
+turbo_n_1,13,266,0 script flasher#n_1-01#turbo::TurboWaterMaze_n_1 -1,0,2,{
+OnTouch:
+ sc_start SC_BLIND,60000,0;
+ end;
+}
+turbo_n_1,24,268,0 duplicate(TurboWaterMaze_n_1) flasher#n_1-02 -1,1,0
+turbo_n_1,20,258,0 duplicate(TurboWaterMaze_n_1) flasher#n_1-03 -1,1,0
+turbo_n_1,23,251,0 duplicate(TurboWaterMaze_n_1) flasher#n_1-04 -1,0,1
+turbo_n_1,36,270,0 duplicate(TurboWaterMaze_n_1) flasher#n_1-05 -1,1,0
+turbo_n_1,22,239,0 duplicate(TurboWaterMaze_n_1) flasher#n_1-06 -1,1,0
+turbo_n_1,38,239,0 duplicate(TurboWaterMaze_n_1) flasher#n_1-07 -1,0,1
+turbo_n_1,37,237,0 duplicate(TurboWaterMaze_n_1) flasher#n_1-08 -1,1,0
+turbo_n_1,55,247,0 duplicate(TurboWaterMaze_n_1) flasher#n_1-09 -1,0,1
+turbo_n_1,55,246,0 duplicate(TurboWaterMaze_n_1) flasher#n_1-10 -1,1,0
+turbo_n_1,63,253,0 duplicate(TurboWaterMaze_n_1) flasher#n_1-11 -1,0,1
+turbo_n_1,36,216,0 duplicate(TurboWaterMaze_n_1) flasher#n_1-12 -1,1,0
+turbo_n_1,20,209,0 duplicate(TurboWaterMaze_n_1) flasher#n_1-13 -1,1,0
+turbo_n_1,28,195,0 duplicate(TurboWaterMaze_n_1) flasher#n_1-14 -1,1,0
+turbo_n_1,82,264,0 duplicate(TurboWaterMaze_n_1) flasher#n_1-15 -1,1,0
+turbo_n_1,47,185,0 duplicate(TurboWaterMaze_n_1) flasher#n_1-16 -1,0,1
+turbo_n_1,53,207,0 duplicate(TurboWaterMaze_n_1) flasher#n_1-17 -1,1,0
+turbo_n_1,54,208,0 duplicate(TurboWaterMaze_n_1) flasher#n_1-18 -1,0,1
+turbo_n_1,81,247,0 duplicate(TurboWaterMaze_n_1) flasher#n_1-19 -1,0,1
+turbo_n_1,105,257,0 duplicate(TurboWaterMaze_n_1) flasher#n_1-20 -1,0,1
+turbo_n_1,95,242,0 duplicate(TurboWaterMaze_n_1) flasher#n_1-21 -1,0,1
+turbo_n_1,77,232,0 duplicate(TurboWaterMaze_n_1) flasher#n_1-22 -1,2,0
+turbo_n_1,67,222,0 duplicate(TurboWaterMaze_n_1) flasher#n_1-23 -1,2,0
+turbo_n_1,83,206,0 duplicate(TurboWaterMaze_n_1) flasher#n_1-24 -1,0,1
+turbo_n_1,95,224,0 duplicate(TurboWaterMaze_n_1) flasher#n_1-25 -1,0,1
+turbo_n_1,106,220,0 duplicate(TurboWaterMaze_n_1) flasher#n_1-26 -1,2,0
+turbo_n_1,93,191,0 duplicate(TurboWaterMaze_n_1) flasher#n_1-27 -1,1,0
+turbo_n_1,94,192,0 duplicate(TurboWaterMaze_n_1) flasher#n_1-28a -1,0,1
+turbo_n_1,46,214,0 duplicate(TurboWaterMaze_n_1) flasher#n_1-28b -1,0,1
+turbo_n_1,16,247,0 duplicate(TurboWaterMaze_n_1) flasher#n_1-29 -1,1,0
+turbo_n_1,58,268,0 duplicate(TurboWaterMaze_n_1) flasher#n_1-30 -1,1,1
+turbo_n_1,36,253,0 duplicate(TurboWaterMaze_n_1) flasher#n_1-31 -1,1,0
+turbo_n_1,69,238,0 duplicate(TurboWaterMaze_n_1) flasher#n_1-32 -1,1,1
+turbo_n_1,58,268,0 duplicate(TurboWaterMaze_n_1) flasher#n_1-33 -1,1,1
+turbo_n_1,74,188,0 duplicate(TurboWaterMaze_n_1) flasher#n_1-34 -1,2,0
+turbo_n_1,99,207,0 duplicate(TurboWaterMaze_n_1) flasher#n_1-35 -1,1,1
+turbo_n_1,74,188,0 duplicate(TurboWaterMaze_n_1) flasher#n_1-36 -1,2,0
+turbo_n_1,111,188,0 duplicate(TurboWaterMaze_n_1) flasher#n_1-37a -1,1,0
+turbo_n_1,51,232,0 duplicate(TurboWaterMaze_n_1) flasher#n_1-37b -1,1,1
+turbo_n_1,30,232,0 duplicate(TurboWaterMaze_n_1) flasher#n_1-38 -1,1,1
+turbo_n_1,92,256,0 duplicate(TurboWaterMaze_n_1) flasher#n_1-39 -1,1,1
+turbo_n_1,79,220,0 duplicate(TurboWaterMaze_n_1) flasher#n_1-40 -1,1,1
+turbo_n_1,51,192,0 duplicate(TurboWaterMaze_n_1) flasher#n_1-41 -1,1,1
+turbo_n_1,22,227,0 duplicate(TurboWaterMaze_n_1) flasher#n_1-42 -1,1,1
+turbo_n_1,51,232,0 duplicate(TurboWaterMaze_n_1) flasher#n_1-43 -1,1,1
+turbo_n_1,42,258,0 duplicate(TurboWaterMaze_n_1) flasher#n_1-44 -1,1,0
+turbo_n_1,45,271,0 duplicate(TurboWaterMaze_n_1) flasher#n_1-45 -1,2,1
+turbo_n_1,72,207,0 duplicate(TurboWaterMaze_n_1) flasher#n_1-46 -1,1,1
+turbo_n_1,33,192,0 duplicate(TurboWaterMaze_n_1) flasher#n_1-47 -1,0,1
+turbo_n_1,90,241,0 duplicate(TurboWaterMaze_n_1) flasher#n_1-48a -1,1,0
+turbo_n_1,236,3,0 duplicate(TurboWaterMaze_n_1) flasher#n_1-48b -1,3,0
+
+// Turbo Track: Expert Mode - 4 Players (Snake Dice course)
+turbo_n_1,324,279,0 script snake01#n1 45,1,1,{
+OnTouch:
+ set .@turbo2,rand(1,7);
+ if (.@turbo2 > 0) && (.@turbo2 < 3)
+ warp "turbo_n_1",370,292;
+ else if (.@turbo2 > 2) && (.@turbo2 < 5)
+ warp "turbo_n_1",295,293;
+ else if (.@turbo2 > 4) && (.@turbo2 < 7)
+ warp "turbo_n_1",355,292;
+ else
+ warp "turbo_n_1",279,292;
+ end;
+}
+
+turbo_n_1,332,279,0 script snake02#n1 45,1,1,{
+OnTouch:
+ set .@turbo2,rand(1,8);
+ if (.@turbo2 > 0) && (.@turbo2 < 3)
+ warp "turbo_n_1",287,256;
+ else if (.@turbo2 > 2) && (.@turbo2 < 5)
+ warp "turbo_n_1",303,256;
+ else if (.@turbo2 > 4) && (.@turbo2 < 7)
+ warp "turbo_n_1",347,256;
+ else
+ warp "turbo_n_1",363,256;
+ end;
+}
+
+turbo_n_1,324,270,0 script snake03#n1 45,1,1,{
+OnTouch:
+ set .@turbo2,rand(1,8);
+ if (.@turbo2 > 0) && (.@turbo2 < 3)
+ warp "turbo_n_1",279,292;
+ else if (.@turbo2 > 2) && (.@turbo2 < 5)
+ warp "turbo_n_1",311,292;
+ else if (.@turbo2 > 4) && (.@turbo2 < 7)
+ warp "turbo_n_1",347,256;
+ else
+ warp "turbo_n_1",370,292;
+ end;
+}
+
+turbo_n_1,332,270,0 script snake04#n1 45,1,1,{
+OnTouch:
+ set .@turbo2,rand(1,7);
+ if (.@turbo2 > 0) && (.@turbo2 < 3)
+ warp "turbo_n_1",363,256;
+ else if (.@turbo2 > 2) && (.@turbo2 < 5)
+ warp "turbo_n_1",295,293;
+ else if (.@turbo2 > 4) && (.@turbo2 < 7)
+ warp "turbo_n_1",355,292;
+ else
+ warp "turbo_n_1",287,256;
+ end;
+}
+
+//monsters
+turbo_n_1,389,288,0 script snake#n1 111,{
+Onreset:
+ killmonsterall "turbo_n_1";
+ end;
+
+OnEnable:
+ monster "turbo_n_1",279,284,"Archer Skeleton",1420,1;
+ monster "turbo_n_1",279,268,"Archer Skeleton",1420,1;
+ monster "turbo_n_1",279,260,"Archer Skeleton",1420,1;
+ monster "turbo_n_1",287,288,"Archer Skeleton",1420,1;
+ monster "turbo_n_1",287,280,"Archer Skeleton",1420,1;
+ monster "turbo_n_1",287,264,"Archer Skeleton",1420,1;
+ monster "turbo_n_1",295,284,"Archer Skeleton",1420,1;
+ monster "turbo_n_1",295,268,"Archer Skeleton",1420,1;
+ monster "turbo_n_1",295,260,"Archer Skeleton",1420,1;
+ monster "turbo_n_1",303,288,"Archer Skeleton",1420,1;
+ monster "turbo_n_1",303,280,"Archer Skeleton",1420,1;
+ monster "turbo_n_1",303,264,"Archer Skeleton",1420,1;
+ monster "turbo_n_1",311,284,"Archer Skeleton",1420,1;
+ monster "turbo_n_1",311,268,"Archer Skeleton",1420,1;
+ monster "turbo_n_1",311,260,"Archer Skeleton",1420,1;
+ monster "turbo_n_1",347,288,"Archer Skeleton",1420,1;
+ monster "turbo_n_1",347,280,"Archer Skeleton",1420,1;
+ monster "turbo_n_1",347,264,"Archer Skeleton",1420,1;
+ monster "turbo_n_1",355,284,"Archer Skeleton",1420,1;
+ monster "turbo_n_1",355,268,"Archer Skeleton",1420,1;
+ monster "turbo_n_1",355,260,"Archer Skeleton",1420,1;
+ monster "turbo_n_1",363,288,"Archer Skeleton",1420,1;
+ monster "turbo_n_1",363,280,"Archer Skeleton",1420,1;
+ monster "turbo_n_1",363,264,"Archer Skeleton",1420,1;
+ monster "turbo_n_1",371,284,"Archer Skeleton",1420,1;
+ monster "turbo_n_1",371,268,"Archer Skeleton",1420,1;
+ monster "turbo_n_1",371,260,"Archer Skeleton",1420,1;
+ monster "turbo_n_1",379,288,"Archer Skeleton",1420,1;
+ monster "turbo_n_1",379,280,"Archer Skeleton",1420,1;
+ monster "turbo_n_1",379,264,"Archer Skeleton",1420,1;
+ end;
+}
+
+// �����ڽ�
+turbo_n_1,90,46,0 script hunting#n1 111,{
+Onreset:
+ killmonsterall "turbo_n_1";
+ end;
+
+OnEnable:
+ monster "turbo_n_1",47,87,"Munak",1610,1;
+ monster "turbo_n_1",47,87,"Bongun",1611,1;
+ monster "turbo_n_1",47,87,"Munak",1610,1;
+ monster "turbo_n_1",24,74,"Munak",1610,1;
+ monster "turbo_n_1",24,74,"Bongun",1611,1;
+ monster "turbo_n_1",24,74,"Munak",1610,1;
+ monster "turbo_n_1",67,42,"Munak",1610,1;
+ monster "turbo_n_1",67,42,"Bongun",1611,1;
+ monster "turbo_n_1",67,42,"Munak",1610,1;
+ monster "turbo_n_1",60,70,"Munak",1610,1;
+ monster "turbo_n_1",60,70,"Bongun",1611,1;
+ monster "turbo_n_1",60,70,"Munak",1610,1;
+ monster "turbo_n_1",32,51,"Munak",1610,1;
+ monster "turbo_n_1",32,51,"Bongun",1611,1;
+ monster "turbo_n_1",32,51,"Munak",1610,1;
+ monster "turbo_n_1",30,25,"Munak",1610,1;
+ monster "turbo_n_1",30,25,"Bongun",1611,1;
+ monster "turbo_n_1",30,25,"Munak",1610,1;
+ monster "turbo_n_1",68,56,"Yao Jun",1612,1;
+ monster "turbo_n_1",26,46,"Yao Jun",1612,1;
+ monster "turbo_n_1",62,20,"Munak",1610,1;
+ monster "turbo_n_1",62,20,"Bongun",1611,1;
+ monster "turbo_n_1",62,20,"Munak",1610,1;
+ monster "turbo_n_1",216,378,"Munak",1610,1;
+ monster "turbo_n_1",218,360,"Munak",1610,1;
+ monster "turbo_n_1",223,361,"Munak",1610,1;
+ monster "turbo_n_1",243,342,"Munak",1610,1;
+ monster "turbo_n_1",247,364,"Munak",1610,1;
+ end;
+}
+
+
+// Turbo Track: Expert Mode - 16 Players (Water Maze)
+turbo_n_1,179,55,0 script #n1Intersectiona::TurboHint_n1_1 -1,1,1,{
+OnTouch:
+ emotion e_what,1;
+ end;
+}
+turbo_n_1,184,45,0 duplicate(TurboHint_n1_1) #n1Intersectionb -1,1,1
+turbo_n_1,181,30,0 duplicate(TurboHint_n1_1) #n1Intersectionc -1,1,1
+turbo_n_1,186,28,0 duplicate(TurboHint_n1_1) #n1Intersectiond -1,1,1
+turbo_n_1,183,19,0 duplicate(TurboHint_n1_1) #n1Intersectione -1,1,1
+turbo_n_1,191,37,0 duplicate(TurboHint_n1_1) #n1Intersectionf -1,1,1
+turbo_n_1,173,25,0 duplicate(TurboHint_n1_1) #n1Intersectiong -1,1,1
+turbo_n_1,201,21,0 duplicate(TurboHint_n1_1) #n1Intersectionh -1,1,1
+turbo_n_1,222,21,0 duplicate(TurboHint_n1_1) #n1Intersectioni -1,1,1
+turbo_n_1,214,39,0 duplicate(TurboHint_n1_1) #n1Intersectionj -1,1,1
+turbo_n_1,222,48,0 duplicate(TurboHint_n1_1) #n1Intersectionk -1,1,1
+turbo_n_1,214,60,0 duplicate(TurboHint_n1_1) #n1Intersectionl -1,1,1
+turbo_n_1,209,61,0 duplicate(TurboHint_n1_1) #n1Intersectionm -1,1,1
+turbo_n_1,208,56,0 duplicate(TurboHint_n1_1) #n1Intersectionn -1,1,1
+
+turbo_n_1,178,63,0 script #n1CorrectPath1::TurboHint_n1_2 -1,1,1,{
+OnTouch:
+ emotion e_gasp,1;
+}
+turbo_n_1,182,40,0 duplicate(TurboHint_n1_2) #n1CorrectPath2 -1,1,1
+turbo_n_1,176,29,0 duplicate(TurboHint_n1_2) #n1CorrectPath3 -1,1,1
+turbo_n_1,180,25,0 duplicate(TurboHint_n1_2) #n1CorrectPath4 -1,1,1
+turbo_n_1,201,157,0 duplicate(TurboHint_n1_2) #n1CorrectPath5 -1,1,1
+turbo_n_1,203,65,0 duplicate(TurboHint_n1_2) #n1CorrectPath6 -1,1,1
+turbo_n_1,208,52,0 duplicate(TurboHint_n1_2) #n1CorrectPath7 -1,1,1
+turbo_n_1,208,26,0 duplicate(TurboHint_n1_2) #n1CorrectPath8 -1,1,1
+turbo_n_1,191,30,0 duplicate(TurboHint_n1_2) #n1CorrectPath9 -1,1,1
+
+turbo_n_1,187,55,0 script #n1NoWayOut1::TurboHint_n1_3 -1,1,1,{
+OnTouch:
+ emotion e_swt2,1;
+ if (rand(1,4) == 3)
+ emotion e_gasp;
+ end;
+}
+turbo_n_1,176,45,0 duplicate(TurboHint_n1_3) #n1NoWayOut2 -1,1,1
+turbo_n_1,222,26,0 duplicate(TurboHint_n1_3) #n1NoWayOut3 -1,1,1
+turbo_n_1,219,39,0 duplicate(TurboHint_n1_3) #n1NoWayOut4 -1,1,1
+turbo_n_1,222,45,0 script #n1NoWayOut5 -1,1,1,{
+OnTouch:
+ emotion e_swt2,1;
+ end;
+}
+turbo_n_1,222,61,0 duplicate(TurboHint_n1_3) #n1NoWayOut6 -1,1,1
+turbo_n_1,222,65,0 duplicate(TurboHint_n1_3) #n1NoWayOut7 -1,1,1
+
+
+// Turbo Track: Expert Mode - 4 Players (Course-clear broadcasters, and exits?)
+turbo_n_1,168,363,0 script cos_n_1_1 45,1,1,{
+OnTouch:
+ mapannounce "turbo_n_1","" + strcharinfo(0) +" has just passed the Log Bridge course!",bc_map,"0x70DBDB";
+ set .@move1,rand(1,3);
+ if (.@move1 == 1)
+ warp "turbo_n_1",210,369;
+ else if (.@move1 == 2)
+ warp "turbo_n_1",210,361;
+ else
+ warp "turbo_n_1",210,354;
+ end;
+}
+
+turbo_n_1,258,364,0 script cos_n_1_2 45,1,1,{
+OnTouch:
+ mapannounce "turbo_n_1","" + strcharinfo(0) +" has just passed the Cube Hills course!",bc_map,"0x70DBDB";
+ warp "turbo_n_1",316,365;
+ end;
+}
+
+turbo_n_1,316,365,0 script Disposable_Switch#n1 -1,1,1,{
+OnTouch:
+ if (rand(1,2) == 1)
+ enablenpc "Flasher_Exit_1#n1";
+ else
+ enablenpc "Flasher_Exit_2#n1";
+ disablenpc "Disposable_Switch#n1";
+ end;
+}
+
+turbo_n_1,385,365,0 script cos_n_1_3 45,1,1,{
+OnTouch:
+ set .@to_miro,rand(1,4);
+ mapannounce "turbo_n_1","" + strcharinfo(0) +" has just passed the Cursed Desert!",bc_map,"0x70DBDB";
+ if (.@to_miro == 1)
+ warp "turbo_n_1",46,254;
+ else if (.@to_miro == 2)
+ warp "turbo_n_1",76,227;
+ else if (.@to_miro == 3)
+ warp "turbo_n_1",42,197;
+ else
+ warp "turbo_n_1",86,220;
+ end;
+}
+
+turbo_n_1,11,266,0 script Flasher_Exit_1#n1 45,1,1,{
+OnInit:
+ disablenpc "Flasher_Exit_1#n1";
+ end;
+
+OnTouch:
+ mapannounce "turbo_n_1","" + strcharinfo(0) +" has just passed the Flasher Maze!",bc_map,"0x70DBDB";
+ warp "turbo_n_1",185,227;
+ end;
+}
+
+turbo_n_1,114,190,0 script Flasher_Exit_2#n1 45,1,1,{
+OnInit:
+ disablenpc "Flasher_Exit_2#n1";
+ end;
+
+OnTouch:
+ mapannounce "turbo_n_1","" + strcharinfo(0) +" has just passed the Flasher Maze!",bc_map,"0x70DBDB";
+ warp "turbo_n_1",185,227;
+ end;
+}
+
+turbo_n_1,250,200,0 script cos_n_1_5 45,1,1,{
+OnTouch:
+ mapannounce "turbo_n_1","" + strcharinfo(0) +" has just passed the Single Snail course!",bc_map,"0x70DBDB";
+ warp "turbo_n_1",268,275;
+ end;
+}
+
+turbo_n_1,389,275,0 script cos_n_1_6 45,1,1,{
+OnTouch:
+ mapannounce "turbo_n_1","" + strcharinfo(0) +" has just passed the Snake Dice course!",bc_map,"0x70DBDB";
+ warp "turbo_n_1",5,91;
+ end;
+}
+
+turbo_n_1,93,19,0 script cos_n_1_7 45,1,1,{
+OnTouch:
+ mapannounce "turbo_n_1","" + strcharinfo(0) +" has just passed the Small Cave course! Hurry, you're so close to the finish!",bc_map,"0x70DBDB";
+ warp "turbo_n_1",167,55;
+ end;
+}
+
+turbo_n_1,232,14,0 script cos_n_1_8 45,1,1,{
+OnTouch:
+ mapannounce "turbo_n_1","" + strcharinfo(0) +" has just passed the Invisible Maze! Speed up, you're getting closer to the finish!",bc_map,"0x70DBDB";
+ set .@move1,rand(1,3);
+ if (.@move1 == 1)
+ warp "turbo_n_1",307,52;
+ else if (.@move1 == 2)
+ warp "turbo_n_1",307,46;
+ else
+ warp "turbo_n_1",307,40;
+}
+
+turbo_n_1,371,47,0 script cos_n_1_end 45,1,1,{
+OnInit:
+ enablenpc "cos_n_1_end";
+ end;
+
+OnTouch:
+ set $@end_time,gettimetick(0);
+ mapannounce "turbo_n_1","" + strcharinfo(0) +" has just arrived at the Finish Line! Congratulations!",bc_map,"0xFFFF00";
+ donpcevent "TBT_Guide#Broadcast::Onwin_n1";
+ warp "turbo_n_1",384,161;
+ donpcevent "Guide#TBT_n_1::OnEnable";
+ donpcevent "Master#n1::OnDisable";
+ disablenpc "Broadcast#n1";
+ disablenpc "cos_n_1_end";
+ end;
+}
+
+turbo_n_1,384,167,1 script Guide#TBT_n_1 47,{
+ set .@hour_start,$@start_time / 10000;
+ set .@min_start,(($@start_time % 10000) / 100);
+ set .@sec_start,$@start_time % 100;
+
+ //----- ���� ���� �ð��� �ú��� �κ����� ���� -------
+ set .@hour_end,$@end_time / 10000;
+ set .@min_end,(($@end_time % 10000) / 100);
+ set .@sec_end,$@end_time % 100;
+
+ //----- 24�� -> 0�÷� �Ѿ�� �� üũ
+ if (hour_start == 23 && hour_end == 0)
+ set .@hour_end,24;
+
+ //----- ����,���� �ð��� �ʴ����� �ٲ��� -------------
+ set .@st_to_sec,((.@hour_start * 3600) + (.@min_start * 60) + (.@sec_start));
+ set .@et_to_sec,((.@hour_end * 3600) + (.@min_end * 60) + (.@sec_end));
+ //----- �����ؼ� �����ϴµ� �ɸ� �ð� -----------
+
+ set .@record_time,(.@et_to_sec - .@st_to_sec);
+ set .@record_hour,.@record_time / 3600;
+ set .@record_min,((.@record_time % 3600) / 60);
+ set .@record_sec,.@record_time % 60;
+
+ if (.@record_min < 0) {
+ mes "[Guide]";
+ mes "Good work! Maybe you didn't";
+ mes "set any new records, but you";
+ mes "went the distance. Now, let";
+ mes "me relieve you of your fatigue~";
+ percentheal 100,100;
+ next;
+ mes "[Guide]";
+ if (tt_point < 28991) {
+ mes "You will be rewarded";
+ mes "with 10 Turbo Track points~!";
+ set tt_point,tt_point+10;
+ set my_point,tt_point;
+ mes "You now have a total of";
+ mes "" + tt_point + " Turbo Track points.";
+ }
+ else {
+ mes "Unfortunately, I can't give";
+ mes "you any Turbo Track Points";
+ mes "since you would exceed the";
+ mes "maximum limit. Sorry,";
+ mes ""+ strcharinfo(0) +"...";
+ }
+ next;
+ mes "[Guide]";
+ mes "Thank you for";
+ mes "participating in";
+ mes "in Turbo Track.";
+ mes "You will be guided";
+ mes "to a Waiting Room soon.";
+ close2;
+ warp "turbo_room",72,89;
+ end;
+ }
+ else {
+ set .@topbun,(($ttranks[0] % 3600) / 60 );
+ set .@topcho,$ttranks[0] % 60;
+ set .@gap,$ttranks[0] - .@record_time;
+ if (.@gap < 0) {
+ mes "[Guide]";
+ mes "Good work! Maybe you didn't";
+ mes "set any new records, but you";
+ mes "went the distance. Now, let";
+ mes "me relieve you of your fatigue~";
+ percentheal 100,100;
+ next;
+ mes "[Guide]";
+ if (tt_point < 28991) {
+ mes "You will be rewarded";
+ mes "with 10 Turbo Track points~!";
+ set tt_point,tt_point+10;
+ set my_point,tt_point;
+ mes "You now have a total of";
+ mes "" + tt_point + " Turbo Track points.";
+ }
+ else {
+ mes "Unfortunately, I can't give";
+ mes "you any Turbo Track Points";
+ mes "since you would exceed the";
+ mes "maximum limit. Sorry,";
+ mes ""+ strcharinfo(0) +"...";
+ }
+ next;
+ mes "[Guide]";
+ mes "Thank you for";
+ mes "participating in";
+ mes "in Turbo Track.";
+ mes "You will be guided";
+ mes "to a Waiting Room soon.";
+ close2;
+ warp "turbo_room",72,89;
+ end;
+ }
+ else {
+ mes "[Guide]";
+ mes "Congratulations!";
+ mes "You ranked as the";
+ mes "top player in Solo Mode!";
+ mes "Your name will be entered";
+ mes "into our records, "+ strcharinfo(0) +"~";
+ setarray $ttranks[0],.@record_time;
+ setarray $ttnames$[0],strcharinfo(0);
+ next;
+ if (tt_point < 28961) {
+ mes "[Guide]";
+ mes "Since you've set";
+ mes "a new record, you";
+ mes "will be rewarded with";
+ mes "40 Turbo Track Points!";
+ set tt_point,tt_point+40;
+ mes "You now have a total of";
+ mes "" + tt_point + " Turbo Track points.";
+ }
+ else {
+ mes "[Guide]";
+ mes "Unfortunately, I can't give";
+ mes "you any Turbo Track Points";
+ mes "since you would exceed the";
+ mes "maximum limit. Sorry,";
+ mes ""+ strcharinfo(0) +"...";
+ }
+ next;
+ mes "[Guide]";
+ mes "Thank you for";
+ mes "participating in";
+ mes "in Turbo Track.";
+ mes "You will be guided";
+ mes "to a Waiting Room soon.";
+ close2;
+ warp "turbo_room",72,89;
+ end;
+ }
+ }
+
+OnInit:
+ disablenpc "Guide#TBT_n_1";
+ end;
+
+OnEnable:
+ enablenpc "Guide#TBT_n_1";
+ initnpctimer;
+ end;
+
+OnTimer4000:
+ mapannounce "turbo_n_1","This is the ending broadcast of Turbo Track Solo Mode.",bc_map,"0x33FF66";
+ end;
+
+OnTimer8000:
+ mapannounce "turbo_n_1","For smooth game play, the game will end in approximately 1 minute from now.",bc_map,"0x33FF66";
+ end;
+
+OnTimer12000:
+ mapannounce "turbo_n_1","At this time, the warp portal will open.",bc_map,"0x33FF66";
+ end;
+
+OnTimer16000:
+ mapannounce "turbo_n_1","Players within the arena must be ready for this.",bc_map,"0x33FF66";
+ end;
+
+OnTimer20000:
+ mapannounce "turbo_n_1","In the meantime, the winner must procceed to receive rewards as soon as possible.",bc_map,"0x33FF66";
+ end;
+
+OnTimer24000:
+ mapannounce "turbo_n_1","Thank you for visiting Al De Baran Turbo Track.",bc_map,"0x33FF66";
+ end;
+
+OnTimer28000:
+ mapannounce "turbo_n_1","Al De Baran Turbo Track is brought to you by...",bc_map,"0x33FF66";
+ end;
+
+OnTimer32000:
+ mapannounce "turbo_n_1","[Al De Baran Kafra Corporation Headquarters]",bc_map,"0x33FF66";
+ end;
+
+OnTimer36000:
+ mapannounce "turbo_n_1","[Al De Baran Guild Castle Management Luina]",bc_map,"0x33FF66";
+ end;
+
+OnTimer40000:
+ mapannounce "turbo_n_1","[Blacksmith Union]",bc_map,"0x33FF66";
+ end;
+
+OnTimer44000:
+ mapannounce "turbo_n_1","And [Comodo Casino].",bc_map,"0x33FF66";
+ end;
+
+OnTimer48000:
+ mapannounce "turbo_n_1","Once again, we'd like to thank our sponsors.",bc_map,"0x33FF66";
+ end;
+
+OnTimer52000:
+ mapannounce "turbo_n_1","Have a good day.",bc_map,"0x33FF66";
+ end;
+
+//--- warp all players to turbo room
+OnTimer56000:
+ mapwarp "turbo_n_1","turbo_room",72,89;
+ end;
+
+//----end game, reset all
+OnTimer60000:
+ disablenpc "Guide#TBT_n_1";
+ enablenpc "cos_n_1_end";
+ enablenpc "Notice_Maker1#TBT_n_1";
+ enablenpc "Notice_Maker3#TBT_n_1";
+ enablenpc "Notice_Maker4#TBT_n_1";
+ enablenpc "Disposable_Switch#n1";
+ disablenpc "Flasher_Exit_1#n1";
+ disablenpc "Flasher_Exit_2#n1";
+ enablenpc "No_Unfair_Start#n1-1";
+ enablenpc "No_Unfair_Start#n1-2";
+ donpcevent "snake#n1::Onreset";
+ donpcevent "hunting#n1::Onreset";
+ donpcevent "Solo Mode#n1::OnEnable";
+ stopnpctimer;
+ end;
+}
+
+turbo_n_1,11,91,0 script Notice_Maker1#TBT_n_1 -1,3,3,{
+OnInit:
+ enablenpc "Notice_Maker1#TBT_n_1";
+ end;
+
+OnTouch:
+ mapannounce "turbo_n_1","" + strcharinfo(0) +" is now entering the Small Cave! " + strcharinfo(0) +" is now in the lead!",bc_map,"0xFFFF00";
+ donpcevent "TBT_Guide#Broadcast::Onend_n1";
+ disablenpc "Notice_Maker1#TBT_n_1";
+ end;
+}
+
+turbo_n_1,234,223,0 script Notice_Maker3#TBT_n_1 -1,2,2,{
+OnInit:
+ enablenpc "Notice_Maker3#TBT_n_1";
+ end;
+
+OnTouch:
+ mapannounce "turbo_n_1","" + strcharinfo(0) +" is now entering the Single Snail! " + strcharinfo(0) +" is now in the lead!",bc_map,"0xFFFF00";
+ disablenpc "Notice_Maker3#TBT_n_1";
+ end;
+}
+
+turbo_n_1,226,15,0 script Notice_Maker4#TBT_n_1 -1,1,1,{
+OnInit:
+ enablenpc "Notice_Maker4#TBT_n_1";
+ end;
+
+OnTouch:
+ mapannounce "turbo_n_1","" + strcharinfo(0) +" is currently in First Place!",bc_map,"0xFFFF00";
+ disablenpc "Notice_Maker4#TBT_n_1";
+ end;
+}
+
+turbo_n_1,227,379,0 script Warp#n_1_1::Warp_n_1 -1,1,1,{
+OnTouch:
+ set .@warprand,rand(1,20);
+ if (.@warprand == 1)
+ warp "turbo_n_1",216,378;
+ else if (.@warprand == 2)
+ warp "turbo_n_1",218,360;
+ else if (.@warprand == 4)
+ warp "turbo_n_1",223,361;
+ else if (.@warprand == 5)
+ warp "turbo_n_1",243,342;
+ else if (.@warprand == 6)
+ warp "turbo_n_1",247,364;
+ end;
+}
+turbo_n_1,237,380,0 duplicate(Warp_n_1) Warp#n_1_2 -1,1,1,{
+turbo_n_1,227,367,0 duplicate(Warp_n_1) Warp#n_1_3 -1,1,1,{
+turbo_n_1,231,360,0 duplicate(Warp_n_1) Warp#n_1_4 -1,1,1,{
+turbo_n_1,225,349,0 duplicate(Warp_n_1) Warp#n_1_5 -1,1,1,{
+turbo_n_1,249,352,0 duplicate(Warp_n_1) Warp#n_1_6 -1,1,1,{
+turbo_n_1,253,364,0 duplicate(Warp_n_1) Warp#n_1_7 -1,2,2,{
+
+turbo_n_1,307,55,0 script trap_n1#F1::TurboTrap_n1 139,1,1,{
+OnTouch:
+ specialeffect EF_BLASTMINEBOMB;
+ set .@HitTrap,10;
+ if (.@HitTrap > 0 && .@HitTrap < 4)
+ percentheal -1,0;
+ else if (.@HitTrap > 4 && .@HitTrap < 8)
+ percentheal -5,0;
+ else
+ percentheal -2,0;
+ end;
+}
+
+turbo_n_1,307,51,0 duplicate(TurboTrap_n1) trap_n1#F2 139,1,1
+turbo_n_1,307,47,0 duplicate(TurboTrap_n1) trap_n1#F3 139,1,1
+turbo_n_1,307,43,0 duplicate(TurboTrap_n1) trap_n1#F4 139,1,1
+turbo_n_1,307,39,0 duplicate(TurboTrap_n1) trap_n1#F5 139,1,1
+turbo_n_1,307,39,0 duplicate(TurboTrap_n1) trap_n1#F96 139,1,1
+turbo_n_1,312,56,0 duplicate(TurboTrap_n1) trap_n1#F6 139,1,1
+turbo_n_1,312,52,0 duplicate(TurboTrap_n1) trap_n1#F7 139,1,1
+turbo_n_1,312,48,0 duplicate(TurboTrap_n1) trap_n1#F8 139,1,1
+turbo_n_1,312,44,0 duplicate(TurboTrap_n1) trap_n1#F9 139,1,1
+turbo_n_1,312,40,0 duplicate(TurboTrap_n1) trap_n1#F10 139,1,1
+turbo_n_1,312,36,0 duplicate(TurboTrap_n1) trap_n1#F11 139,1,1
+turbo_n_1,316,55,0 duplicate(TurboTrap_n1) trap_n1#F12 139,1,1
+turbo_n_1,316,51,0 duplicate(TurboTrap_n1) trap_n1#F13 139,1,1
+turbo_n_1,316,47,0 duplicate(TurboTrap_n1) trap_n1#F14 139,1,1
+turbo_n_1,316,43,0 duplicate(TurboTrap_n1) trap_n1#F15 139,1,1
+turbo_n_1,316,39,0 duplicate(TurboTrap_n1) trap_n1#F16 139,1,1
+turbo_n_1,316,36,0 duplicate(TurboTrap_n1) trap_n1#F17 139,1,1
+turbo_n_1,320,56,0 duplicate(TurboTrap_n1) trap_n1#F18 139,1,1
+turbo_n_1,320,52,0 duplicate(TurboTrap_n1) trap_n1#F19 139,1,1
+turbo_n_1,320,48,0 duplicate(TurboTrap_n1) trap_n1#F20 139,1,1
+turbo_n_1,320,44,0 duplicate(TurboTrap_n1) trap_n1#F21 139,1,1
+turbo_n_1,320,40,0 duplicate(TurboTrap_n1) trap_n1#F22 139,1,1
+turbo_n_1,320,36,0 duplicate(TurboTrap_n1) trap_n1#F23 139,1,1
+turbo_n_1,324,55,0 duplicate(TurboTrap_n1) trap_n1#F24 139,1,1
+turbo_n_1,324,51,0 duplicate(TurboTrap_n1) trap_n1#F25 139,1,1
+turbo_n_1,324,47,0 duplicate(TurboTrap_n1) trap_n1#F26 139,1,1
+turbo_n_1,324,43,0 duplicate(TurboTrap_n1) trap_n1#F27 139,1,1
+turbo_n_1,324,39,0 duplicate(TurboTrap_n1) trap_n1#F28 139,1,1
+turbo_n_1,324,36,0 duplicate(TurboTrap_n1) trap_n1#F29 139,1,1
+turbo_n_1,328,56,0 duplicate(TurboTrap_n1) trap_n1#F30 139,1,1
+turbo_n_1,328,52,0 duplicate(TurboTrap_n1) trap_n1#F31 139,1,1
+turbo_n_1,328,48,0 duplicate(TurboTrap_n1) trap_n1#F32 139,1,1
+turbo_n_1,328,44,0 duplicate(TurboTrap_n1) trap_n1#F33 139,1,1
+turbo_n_1,328,40,0 duplicate(TurboTrap_n1) trap_n1#F34 139,1,1
+turbo_n_1,328,36,0 duplicate(TurboTrap_n1) trap_n1#F35 139,1,1
+turbo_n_1,332,55,0 duplicate(TurboTrap_n1) trap_n1#F36 139,1,1
+turbo_n_1,332,51,0 duplicate(TurboTrap_n1) trap_n1#F37 139,1,1
+turbo_n_1,332,47,0 duplicate(TurboTrap_n1) trap_n1#F38 139,1,1
+turbo_n_1,332,43,0 duplicate(TurboTrap_n1) trap_n1#F39 139,1,1
+turbo_n_1,332,39,0 duplicate(TurboTrap_n1) trap_n1#F40 139,1,1
+turbo_n_1,332,36,0 duplicate(TurboTrap_n1) trap_n1#F41 139,1,1
+
+turbo_n_1,336,56,0 script trap_n1#F42::TurboTrap_n1_2 -1,1,1,{
+OnTouch:
+ specialeffect EF_FREEZING;
+ set .@HitTrap,10;
+ if (.@HitTrap > 0 && .@HitTrap < 4)
+ percentheal -1,0;
+ else if (.@HitTrap > 4 && .@HitTrap < 8) {
+ percentheal -5,0;
+ sc_start SC_FREEZE,3000,0;
+ }
+ else {
+ sc_start SC_FREEZE,4000,0;
+ percentheal -2,0;
+ }
+}
+turbo_n_1,336,52,0 duplicate(TurboTrap_n1_2) trap_n1#F43 139,1,1
+turbo_n_1,336,48,0 duplicate(TurboTrap_n1_2) trap_n1#F44 139,1,1
+turbo_n_1,336,44,0 duplicate(TurboTrap_n1_2) trap_n1#F45 139,1,1
+turbo_n_1,336,50,0 duplicate(TurboTrap_n1_2) trap_n1#F46 139,1,1
+turbo_n_1,336,36,0 duplicate(TurboTrap_n1_2) trap_n1#F47 139,1,1
+turbo_n_1,340,55,0 duplicate(TurboTrap_n1_2) trap_n1#F48 139,1,1
+
+turbo_n_1,340,51,0 duplicate(TurboTrap_n1) trap_n1#F49 139,1,1
+turbo_n_1,340,47,0 duplicate(TurboTrap_n1) trap_n1#F50 139,1,1
+turbo_n_1,340,43,0 duplicate(TurboTrap_n1) trap_n1#F51 139,1,1
+turbo_n_1,340,39,0 duplicate(TurboTrap_n1) trap_n1#F52 139,1,1
+turbo_n_1,340,36,0 duplicate(TurboTrap_n1) trap_n1#F53 139,1,1
+turbo_n_1,344,56,0 duplicate(TurboTrap_n1) trap_n1#F54 139,1,1
+turbo_n_1,344,52,0 duplicate(TurboTrap_n1) trap_n1#F55 139,1,1
+turbo_n_1,344,48,0 duplicate(TurboTrap_n1) trap_n1#F56 139,1,1
+turbo_n_1,344,44,0 duplicate(TurboTrap_n1) trap_n1#F57 139,1,1
+turbo_n_1,344,40,0 duplicate(TurboTrap_n1) trap_n1#F58 139,1,1
+turbo_n_1,344,36,0 duplicate(TurboTrap_n1) trap_n1#F59 139,1,1
+turbo_n_1,348,55,0 duplicate(TurboTrap_n1) trap_n1#F60 139,1,1
+turbo_n_1,348,51,0 duplicate(TurboTrap_n1) trap_n1#F61 139,1,1
+turbo_n_1,348,47,0 duplicate(TurboTrap_n1) trap_n1#F62 139,1,1
+turbo_n_1,348,43,0 duplicate(TurboTrap_n1) trap_n1#F63 139,1,1
+turbo_n_1,348,39,0 duplicate(TurboTrap_n1) trap_n1#F64 139,1,1
+turbo_n_1,348,36,0 duplicate(TurboTrap_n1) trap_n1#F65 139,1,1
+turbo_n_1,352,56,0 duplicate(TurboTrap_n1) trap_n1#F66 139,1,1
+turbo_n_1,352,52,0 duplicate(TurboTrap_n1) trap_n1#F67 139,1,1
+turbo_n_1,352,48,0 duplicate(TurboTrap_n1) trap_n1#F68 139,1,1
+turbo_n_1,352,44,0 duplicate(TurboTrap_n1) trap_n1#F69 139,1,1
+turbo_n_1,352,40,0 duplicate(TurboTrap_n1) trap_n1#F70 139,1,1
+turbo_n_1,352,36,0 duplicate(TurboTrap_n1) trap_n1#F71 139,1,1
+turbo_n_1,356,55,0 duplicate(TurboTrap_n1) trap_n1#F72 139,1,1
+turbo_n_1,356,51,0 duplicate(TurboTrap_n1) trap_n1#F73 139,1,1
+turbo_n_1,356,47,0 duplicate(TurboTrap_n1) trap_n1#F74 139,1,1
+turbo_n_1,356,43,0 duplicate(TurboTrap_n1) trap_n1#F75 139,1,1
+turbo_n_1,356,39,0 duplicate(TurboTrap_n1) trap_n1#F76 139,1,1
+turbo_n_1,356,36,0 duplicate(TurboTrap_n1) trap_n1#F77 139,1,1
+turbo_n_1,360,56,0 duplicate(TurboTrap_n1) trap_n1#F78 139,1,1
+turbo_n_1,360,52,0 duplicate(TurboTrap_n1) trap_n1#F79 139,1,1
+turbo_n_1,360,48,0 duplicate(TurboTrap_n1) trap_n1#F80 139,1,1
+turbo_n_1,360,44,0 duplicate(TurboTrap_n1) trap_n1#F81 139,1,1
+turbo_n_1,360,40,0 duplicate(TurboTrap_n1) trap_n1#F82 139,1,1
+turbo_n_1,360,36,0 duplicate(TurboTrap_n1) trap_n1#F83 139,1,1
+turbo_n_1,364,55,0 duplicate(TurboTrap_n1) trap_n1#F84 139,1,1
+turbo_n_1,364,51,0 duplicate(TurboTrap_n1) trap_n1#F85 139,1,1
+turbo_n_1,364,47,0 duplicate(TurboTrap_n1) trap_n1#F86 139,1,1
+turbo_n_1,364,43,0 duplicate(TurboTrap_n1) trap_n1#F87 139,1,1
+turbo_n_1,364,39,0 duplicate(TurboTrap_n1) trap_n1#F88 139,1,1
+turbo_n_1,364,36,0 duplicate(TurboTrap_n1) trap_n1#F89 139,1,1
+turbo_n_1,368,56,0 duplicate(TurboTrap_n1) trap_n1#F90 139,1,1
+turbo_n_1,368,52,0 duplicate(TurboTrap_n1) trap_n1#F91 139,1,1
+turbo_n_1,368,48,0 duplicate(TurboTrap_n1) trap_n1#F92 139,1,1
+turbo_n_1,368,44,0 duplicate(TurboTrap_n1) trap_n1#F93 139,1,1
+turbo_n_1,368,40,0 duplicate(TurboTrap_n1) trap_n1#F94 139,1,1
+turbo_n_1,368,36,0 duplicate(TurboTrap_n1) trap_n1#F95 139,1,1 \ No newline at end of file
diff --git a/npc/pre-re/other/turbotrack/Turbo_Track.txt b/npc/pre-re/other/turbotrack/Turbo_Track.txt
new file mode 100644
index 000000000..3201d18c5
--- /dev/null
+++ b/npc/pre-re/other/turbotrack/Turbo_Track.txt
@@ -0,0 +1,1108 @@
+//===== rAthena Script =======================================
+//= Turbo Track NPCs
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.4
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= General Turbo Track NPCs, includes Kafra and Tool Merchant
+//===== Additional Comments: =================================
+//= 1.0 Translated from the Official. [L0ne_W0lf]
+//= 1.1 Fixed exp rewarding working backwards.[L0ne_W0lf]
+//= Fixed a bug in the while loop in the guide.
+//= 1.2 Fix to prevent point converter from hanging. [L0ne_W0lf]
+//= 1.3 Slight optimization to the point exchanger. [L0ne_W0lf]
+//= 1.4 Added missing checkweights. [L0ne_W0lf]
+//============================================================
+
+turbo_room,130,92,3 script Kafra Staff#tt 115,{
+ cutin "kafra_03",2;
+ mes "[Kafra Staff]";
+ mes "Welcome~ The Kafra Services";
+ mes "are always on your side. Let me";
+ mes "remind you that using the Save";
+ mes "Service here will change your";
+ mes "Respawn Point to Al De Baran.";
+ mes "Now, how may I assist you?";
+ callfunc "F_Kafra",5,8,1,40,0;
+
+ M_Save:
+ savepoint "aldebaran",168,112;
+ callfunc "F_KafEnd",0,1,"in Al De Baran";
+
+}
+
+//Turbo Track Shop
+turbo_room,124,86,0 shop Turbo Track Merchant 90,501:-1,502:-1,503:-1,504:-1,645:-1,656:-1,1065:-1,1750:-1
+
+//This is the name on iRO as well. [Confirmed]
+turbo_room,99,120,4 script TBT_Guide#Broadcast 124,{
+ mes "[Turbo Track Guide]";
+ mes "Good day~";
+ mes "Is there anything that";
+ mes "you would like to know";
+ mes "about the Turbo Track?";
+ mes "Feel free to ask me";
+ mes "any questions.";
+ next;
+ while(1) {
+ switch(select("Race Rules:Game Courses:Game Modes:Prohibited Items and Skills:Cancel")) {
+ case 1:
+ mes "[Turbo Track Guide]";
+ mes "The rules for all the races";
+ mes "are pretty simple. Just get";
+ mes "past all the obstacles and";
+ mes "try to get to the Finish Line";
+ mes "as quickly as you can.";
+ next;
+ mes "[Turbo Track Guide]";
+ mes "Of course, some of the courses";
+ mes "in the races may present a few";
+ mes "unexpected situations, but I can't really illustrate an example...";
+ mes "Just know that there will";
+ mes "be traps lying about.";
+ next;
+ mes "[Turbo Track Guide]";
+ mes "Classes that can mount";
+ mes "a Peco Peco, such as Knight,";
+ mes "Lord Knight, Crusader and";
+ mes "Paladin, must get off their";
+ mes "Peco Pecos before entering";
+ mes "the Turbo Track Arena.";
+ next;
+ mes "[Turbo Track Guide]";
+ mes "Well, more accurately,";
+ mes "someone at the Turbo Track";
+ mes "entrance will ask you to get";
+ mes "off and will give you a ticket";
+ mes "so that you can rent your";
+ mes "Peco again free of charge.";
+ next;
+ mes "[Turbo Track Guide]";
+ mes "Now, the winner of the race";
+ mes "is the person who reaches the";
+ mes "Finish Line first. Once someone";
+ mes "crosses the Finish Line, the race ends and everyone is automatically transported to a Waiting Room.";
+ next;
+ mes "[Turbo Track Guide]";
+ mes "Keep in mind that every";
+ mes "race is only 15 minutes long.";
+ mes "If no one can reach the Finish";
+ mes "Line within that time, the race";
+ mes "will end without a winner.";
+ next;
+ mes "[Turbo Track Guide]";
+ mes "There are no character";
+ mes "class or level requirements";
+ mes "to participate in the Turbo";
+ mes "Track. However, there is a";
+ mes "participation fee of 1,000 zeny. ^FFFFFFcobo^000000";
+ next;
+ break;
+ case 2:
+ mes "[Turbo Track Guide]";
+ mes "Races in the Turbo Track";
+ mes "consist of various courses:";
+ mes "^4d4dffLog Bridge, Cube Hills, the";
+ mes "Single Snail, Snake Dice, Small";
+ mes "Cave and the Invisible Maze.";
+ next;
+ mes "[Turbo Track Guide]";
+ mes "The availability of specific";
+ mes "courses is determined by the";
+ mes "game mode. Would you like to";
+ mes "learn more about a certain course? ^FFFFFFcobo^000000";
+ next;
+ set .@exitloop,1;
+ while (.@exitloop) {
+ switch(select("Log Bridge and Cube Hills:Cursed Desert and Flasher Maze:Single Snail and Invisible Maze:Snake Dice and Small Cave:No, thanks.")) {
+ case 1:
+ mes "[Turbo Track Guide]";
+ mes "In the Log Bridge";
+ mes "course, you must cross";
+ mes "over a single log. If you";
+ mes "fall off, you'll be brought";
+ mes "back to the beginning of";
+ mes "the Log Bridge.";
+ next;
+ mes "[Turbo Track Guide]";
+ mes "The Cube Hills is a maze";
+ mes "consisting of piles and piles";
+ mes "of boxes. You can climb over";
+ mes "some boxes, but cannot pass";
+ mes ",through others. You'll have to navigate and find the best path.";
+ next;
+ break;
+ case 2:
+ mes "[Turbo Track Guide]";
+ mes "The Cursed Desert is";
+ mes "a short course that is full";
+ mes "of surprises. If you're really";
+ mes "unlucky, you may find yourself";
+ mes "confused or even cursed!";
+ next;
+ mes "[Turbo Track Guide]";
+ mes "The Flasher Maze";
+ mes "is full of traps that will";
+ mes "blind so you better be extra";
+ mes "careful in navigating this maze. It might be wiser to try to slow down and avoid the traps...";
+ next;
+ break;
+ case 3:
+ mes "[Turbo Track Guide]";
+ mes "The Single Snail is";
+ mes "a narrow, spiral path";
+ mes "shaped like a snail's shell.";
+ mes "There aren't many obstacles,";
+ mes "but it will be tough to race at your top speed in this course.";
+ next;
+ mes "[Turbo Track Guide]";
+ mes "The Invisible Maze";
+ mes "looks like a huge, open";
+ mes "room, but it's actually full";
+ mes "of invisible walls. You'll";
+ mes "be given some hints, so";
+ mes "it's not impossible.";
+ next;
+ break;
+ case 4:
+ mes "[Turbo Track Guide]";
+ mes "The Snake Dice course";
+ mes "offers winding paths, much";
+ mes "like the body of a snake. The";
+ mes "factor of luck also plays a role in this course, which you'll";
+ mes "have to see for yourself.";
+ next;
+ mes "[Turbo Track Guide]";
+ mes "The Small Cave is simply";
+ mes "a replica of the Payon Cave.";
+ mes "This part should be a breeze";
+ mes "if you're pretty comfortable with hunting in the Payon Cave.";
+ next;
+ break;
+ case 5:
+ mes "[Turbo Track Guide]";
+ mes "I see.";
+ mes "Okay then,";
+ mes "best of luck to";
+ mes "you in the races!";
+ next;
+ set .@exitloop,0;
+ }
+ }
+ mes "[Turbo Track Guide]";
+ mes "Would you like to";
+ mes "know anything else";
+ mes "about Turbo Track?";
+ next;
+ break;
+ case 3:
+ mes "[Turbo Track Guide]";
+ mes "There are three different";
+ mes "game modes available for";
+ mes "races in the Turbo Track:";
+ mes "Normal, Expert and Solo.";
+ next;
+ mes "[Turbo Track Guide]";
+ mes "Unlike the other game";
+ mes "modes, ^4d4dffExpert Mode";
+ mes "allows players to PvP^000000. This mode";
+ mes "is ideal for races between";
+ mes "parties or guilds.";
+ next;
+ mes "[Turbo Track Guide]";
+ mes "Now, the Invisible Maze is";
+ mes "a special course that is only";
+ mes "available in 16 person races";
+ mes "in ^4d4dffNormal^000000 and ^4D4DFFExpert^000000 modes.";
+ next;
+ mes "[Turbo Track Guide]";
+ mes "If you play Solo Mode,";
+ mes "you can experience every";
+ mes "course, and the name of time";
+ mes "of the fastest player will be";
+ mes "recorded in our Hall of Honor.";
+ next;
+ break;
+ case 4:
+ mes "[Turbo Track Guide]";
+ mes "Now in Turbo Track, the";
+ mes "following items are prohibited";
+ mes "from use: Green Potion, Panacea";
+ mes "and Fly Wing. If you do try to use them, they won't work until after you leave the race track.";
+ next;
+ mes "[Turbo Track Guide]";
+ mes "The following skills cannot";
+ mes "be used during Turbo Track";
+ mes "races: Snatch, Teleport, Warp";
+ mes "Portal, Hiding, Cloaking, Stealth, Cure, Ice Wall, Berserk, Basilica, Sheltering Bless and Spear Dynamo.";
+ next;
+ //this aopears to suposed to fall through.
+ case 5:
+ mes "[Turbo Track Guide]";
+ mes "Please enjoy your";
+ mes "time in the Al De Baran";
+ mes "Turbo Track. Thank you~";
+ close;
+ }
+ }
+
+OnInit:
+ // This will only ever be run ONCE!
+ // Unless you eradicate the variable.
+ //
+ // This OnInit initiallizes and sets the starting
+ // data for the Turbo Track's "Record" Logs.
+ // WARNING/ATTENTION: DO NOT MODIFY ANY OF THE DATA.
+ // DOING SO WILL CAUSE INTERNAL PROBLEMS IN THE SCRIPT.
+ if ($ttnames$[0] == "") {
+ setarray $ttnames$[0],"Breezy Havana"; // Solo Mode/Time Attack
+ setarray $ttnames$[1],"RS125"; // Normal 4 Player
+ setarray $ttnames$[2],"Hollgrehenn"; // Normal 8 Players
+ setarray $ttnames$[3],"Antonio"; // Noomal 16 Players
+
+ setarray $ttnames$[4],"Aragham"; // Expert 4 Players
+ setarray $ttnames$[5],"Kafra Jasmine"; // Expert 8 Players
+ setarray $ttnames$[6],"Chris"; // Expert 16 Players
+
+ setarray $ttnames$[7],"Breezy Havana"; // Honor Place 1
+ setarray $ttnames$[8],"RS125"; // Honor Place 2
+
+ setarray $ttnames$[9],"Breezy Havana"; // Top 1
+ setarray $ttnames$[10],"Nari"; // Top 2
+ setarray $ttnames$[11],"Senorita Sylvia"; // Top 3
+ setarray $ttnames$[12],"Joo Jahk"; // Top 4
+ setarray $ttnames$[13],"RS125"; // Top 5
+
+ setarray $ttranks[0],999999,0,0,0,0,0;
+ }
+ end;
+
+Onend_n1:
+ mapannounce "turbo_room","A [Normal Mode - Solo] game will end shortly.",bc_map,"0xadff2f";
+ end;
+
+Onend_n4:
+ mapannounce "turbo_room","A [Normal Mode - 4 Person] game will end shortly.",bc_map,"0xadff2f";
+ end;
+
+Onend_n8:
+ mapannounce "turbo_room","A [Normal Mode - 8 Person] game will end shortly.",bc_map,"0xadff2f";
+ end;
+
+Onend_n16:
+ mapannounce "turbo_room","A [Normal Mode - 16 Person] game will end shortly.",bc_map,"0xadff2f";
+ end;
+
+Onend_e4:
+ mapannounce "turbo_room","A [Expert Mode - 4 Person] game will end shortly.",bc_map,"0xadff2f";
+ end;
+
+Onend_e8:
+ mapannounce "turbo_room","A [Expert Mode - 8 Person] game will end shortly.",bc_map,"0xadff2f";
+ end;
+
+Onend_e16:
+ mapannounce "turbo_room","A [Expert Mode - 16 Person] game will end shortly.",bc_map,"0xadff2f";
+ end;
+
+Onnew_top1:
+ mapannounce "turbo_room","Congratulations! " + $ttnames$[9] + " has ranked Number One in the Turbo Track Hall of Honor!",bc_map,"0x00ff00";
+ end;
+
+Onnew_top2:
+ mapannounce "turbo_room","Congratulations! " + $ttnames$[10] + " has ranked Second in the Turbo Track Hall of Honor!",bc_map,"0x00ff00";
+ end;
+
+Onnew_top3:
+ mapannounce "turbo_room","Congratulations! " + $ttnames$[11] + " has ranked Third in the Turbo Track Hall of Honor!",bc_map,"0x00ff00";
+ end;
+
+Onnew_top4:
+ mapannounce "turbo_room","Congratulations! " + $ttnames$[12] + " has ranked Fourth in the Turbo Track Hall of Honor!",bc_map,"0x00ff00";
+ end;
+
+Onnew_top5:
+ mapannounce "turbo_room","Congratulations! " + $ttnames$[13] + " has ranked Fifth in the Turbo Track Hall of Honor!",bc_map,"0x00ff00";
+ end;
+
+Onwin_n4:
+ mapannounce "turbo_room","Congratulations! " + $ttnames$[1] + " just won a [Normal Mode - 4 Person] game!",bc_map,"0x70DBDB";
+ end;
+
+Onwin_n8:
+ mapannounce "turbo_room","Congratulations! " + $ttnames$[2] + " just won a [Normal Mode - 8 Person] game!",bc_map,"0x70DBDB";
+ end;
+
+Onwin_n16:
+ mapannounce "turbo_room","Congratulations! " + $ttnames$[3] + " just won a [Normal Mode - 16 Person] game!",bc_map,"0x70DBDB";
+ end;
+
+Onwin_e4:
+ mapannounce "turbo_room","Congratulations! " + $ttnames$[4] + " just won an [Expert Mode - 4 Person] game!",bc_map,"0x70DBDB";
+ end;
+
+Onwin_e8:
+ mapannounce "turbo_room","Congratulations! " + $ttnames$[5] + " just won an [Expert Mode - 8 Person] game!",bc_map,"0x70DBDB";
+ end;
+
+Onwin_e16:
+ mapannounce "turbo_room","Congratulations! " + $ttnames$[6] + " just won an [Expert Mode - 16 Person] game!",bc_map,"0x70DBDB";
+ end;
+}
+
+turbo_room,102,117,3 script Hall of Honor#tt 857,{
+ mes "^2F4F4FTurbo Track Hall of Honor^000000";
+ mes " ";
+ mes "The First:";
+ mes "^4d4dff" + $ttnames$[7] + "^000000";
+ mes " ";
+ mes "The Last:";
+ mes "^4d4dff" + $ttnames$[8] + "^000000";
+ close;
+}
+
+turbo_room,77,115,5 script Solo Mode#tt::TurboSoloNames 857,{
+ mes "^2F4F4FSolo Mode Record^000000";
+ mes " ";
+ mes "The best player";
+ mes "in Solo Mode...";
+ mes "^4d4dff" + $ttnames$[0] + "^000000 !";
+ close;
+}
+
+turbo_room,87,114,5 script Normal Mode Record#tt::TurboNormalNames 857,{
+ mes "<<Recent Top Players>>";
+ mes "Winners of Normal Mode - 4 Person";
+ mes "^4d4dff" + $ttnames$[1] + "^000000";
+ mes "Winners of Normal Mode - 8 Person";
+ mes "^4d4dff" + $ttnames$[2] + "^000000";
+ mes "Winners of Normal Mode - 16 Person";
+ mes "^4d4dff" + $ttnames$[3] + "^000000";
+ close;
+}
+
+turbo_room,112,114,3 script Expert Mode Record::TurboExpertNames 857,{
+ mes "<<Recent Top Players>>";
+ mes "Winners of Expert Mode - 4 Person";
+ mes "^4d4dff" + $ttnames$[4] + "^000000";
+ mes "Winners of Expert Mode - 8 Person";
+ mes "^4d4dff" + $ttnames$[5] + "^000000";
+ mes "Winners of Expert Mode - 16 Person";
+ mes "^4d4dff" + $ttnames$[6] + "^000000";
+ close;
+}
+
+turbo_room,97,117,5 script Hall of Honor#tt2 857,{
+ mes "^2F4F4FTurbo Track Hall of Honor^000000";
+ mes " ";
+ mes "1st: ^4d4dff" + $ttnames$[9] + "^000000";
+ mes "2nd: ^4d4dff" + $ttnames$[10] + "^000000";
+ mes "3rd: ^4d4dff" + $ttnames$[11] + "^000000";
+ mes "4th: ^4d4dff" + $ttnames$[12] + "^000000";
+ mes "5th: ^4d4dff" + $ttnames$[13] + "^000000";
+ close;
+}
+
+turbo_room,75,95,5 duplicate(TurboSoloNames) Solo Mode#1 857
+turbo_room,67,95,5 duplicate(TurboNormalNames) Normal Mode Records#1 857
+turbo_room,71,95,5 duplicate(TurboExpertNames) Expert Mode Records#1 857
+
+// Turbo Track Item Exchanger
+turbo_room,93,117,5 script Point Exchange Helper 125,{
+ if ((MaxWeight-Weight) < 2000 || checkweight(1201,1) == 0) {
+ mes "^3355FFWait a second!";
+ mes "Right now, you're carrying";
+ mes "too many items with you.";
+ mes "Please come back after";
+ mes "putting storing some of your";
+ mes "things using the Kafra Service.^000000";
+ close;
+ }
+ if (tt_point < 10) {
+ mes "[Item Exchange Helper]";
+ mes "Good day,";
+ mes "" + strcharinfo(0) + ".";
+ mes "You've got a total of";
+ mes "" + tt_point + " Turbo Track Points.";
+ next;
+ mes "[Item Exchange Helper]";
+ mes "If you have at least";
+ mes "10 Turbo Track Points,";
+ mes "you can exchange these";
+ mes "points for items. Would";
+ mes "you like to see the Turbo";
+ mes "Track Point exchange list?";
+ next;
+ if (select("Yes.:Cancel.") == 1) {
+ mes "[Item Exchange Helper]";
+ mes "^3355FF10 TTP^000000: 1 Free Ticket";
+ mes "for Kafra Transportation";
+ mes "^3355FF12 TTP^000000: 1 Level 5 Magic Scroll";
+ mes "^3355FF40 TTP^000000: Experience Points";
+ next;
+ mes "[Item Exchange Helper]";
+ mes "^3355FF150 TTP^000000: 1 3 Carat Diamond";
+ mes "^3355FF300 TTP^000000: 1 Gift Box";
+ mes "^3355FF400 TTP^000000: 1 Speed Potion";
+ next;
+ mes "[Item Exchange Helper]";
+ mes "You can also convert Turbo Track Points into Arena Points. For more information, please speak to the Arena Point Manager. Thank you.";
+ close;
+ }
+ mes "[Item Exchange Helper]";
+ mes "We hope that you enjoy";
+ mes "Al De Baran's Turbo Track.";
+ mes "Try to earn as many points";
+ mes "as you can so that you can";
+ mes "exchange them for useful";
+ mes "stuff later. Happy racing~";
+ close;
+ }
+ else {
+ mes "[Item Exchange Helper]";
+ mes "Good day,";
+ mes "" + strcharinfo(0) + ".";
+ mes "You've got a total of";
+ mes "" + tt_point + " Turbo Track Points.";
+ mes "Would you like to exchange";
+ mes "these points for items?";
+ next;
+ switch(select("Exchange.:Cancel.")) {
+ case 1:
+ mes "[Item Exchange Helper]";
+ mes "Please choose the item for";
+ mes "which you'd like to exchange";
+ mes "your Turbo Track Points.";
+ next;
+ switch(select("Free Ticket for Kafra Transportation:Level 5 Magic Scroll:Experience Points:3 Carat Diamond:Gift Box:Speed Potion:Cancel.")) {
+ case 1:
+ mes "[Item Exchange Helper]";
+ mes "Each Free Ticket for";
+ mes "Kafra Transportation";
+ mes "costs 10 Turbo Track Points.";
+ mes "Please enter the amount that";
+ mes "you wish to have. To cancel,";
+ mes "please enter ''^3355FF0^000000.''";
+ next;
+ input .@input;
+ if (.@input == 0) {
+ mes "[Item Exchange Helper]";
+ mes "You have";
+ mes "canceled";
+ mes "your request.";
+ close;
+ }
+ else if (.@input < 0 || .@input > 50) {
+ mes "[Item Exchange Helper]";
+ mes "Your request exceeds";
+ mes "the maximum limit. You";
+ mes "can only receive a maximum";
+ mes "of 50 tickets at once.";
+ close;
+ }
+ else {
+ set .@total_point,10 * .@input;
+ if (.@total_point > tt_point) {
+ mes "[Item Exchange Helper]";
+ mes "I'm sorry, but you do";
+ mes "not have enough Turbo";
+ mes "Track Points. Please check";
+ mes "the amount of Turbo Track";
+ mes "Points you have earned before";
+ mes "redeeming your points again.";
+ close;
+ }
+ set tt_point,tt_point-.@total_point;
+ getitem 7060,.@input; //Warp_Free_Ticket
+ mes "[Item Exchange Helper]";
+ mes "Thank you for";
+ mes "your patronage.";
+ mes "We hope you enjoy";
+ mes "your time here in";
+ mes "the Turbo Track~";
+ close;
+ }
+ case 2:
+ mes "[Item Exchange Helper]";
+ mes "Each Magic Scroll costs";
+ mes "12 Turbo Track Points. Please";
+ mes "select the Magic Scroll you would like to receive. Each scroll enables a one time use of a Level 5 spell or skill.";
+ next;
+ switch(select("Earth Spike:Cold Bolt:Fire Bolt:Lightning Bolt:Soul Strike:Fire Ball:Fire Wall:Frost Diver:Heal")) {
+ case 1:
+ set .@scroll,687; //Earth_Scroll_1_5
+ set .@name$,"Earth Spike";
+ break;
+ case 2:
+ set .@scroll,689; //Cold_Scroll_1_5
+ set .@name$,"Cold Boltl";
+ break;
+ case 3:
+ set .@scroll,691; //Fire_Scroll_1_5
+ set .@name$,"Fire Bolt";
+ break;
+ case 4:
+ set .@scroll,693; //Wind_Scroll_1_5
+ set .@name$,"Lightning Bolt";
+ break;
+ case 5:
+ set .@scroll,695; //Ghost_Scroll_1_5
+ set .@name$,"Soul Strike";
+ break;
+ case 6:
+ set .@scroll,697; //Fire_Scroll_2_5
+ set .@name$,"Fire Ball";
+ break;
+ case 7:
+ set .@scroll,699; //Fire_Scroll_3_5
+ set .@name$,"Fire Wall";
+ break;
+ case 8:
+ set .@scroll,12000; //Cold_Scroll_2_5
+ set .@name$,"Frost Diver";
+ break;
+ case 9:
+ set .@scroll,12002; //Holy_Scroll_1_5
+ set .@name$,"Heal";
+ break;
+ }
+ mes "[Item Exchange Helper]";
+ mes "Please enter the number";
+ mes "of ^4d4dff"+.@name$+"^000000 Magic Scrolls that";
+ mes "you would like to receive.";
+ mes "To cancel, enter ''^3355FF0^000000.''";
+ next;
+ input .@input;
+ if (.@input == 0) {
+ mes "[Item Exchange Helper]";
+ mes "You have";
+ mes "canceled";
+ mes "your request.";
+ close;
+ }
+ else if (.@input < 0 || .@input > 50) {
+ mes "[Item Exchange Helper]";
+ mes "I'm sorry, but your";
+ mes "request has exceeded the";
+ mes "maximum limit. You can only";
+ mes "request up to 50 scrolls at once. ^FFFFFFcobo^000000";
+ close;
+ }
+ else {
+ set .@total_point,12 * .@input;
+ if (.@total_point > tt_point) {
+ mes "[Item Exchange Helper]";
+ mes "I'm sorry, but you do";
+ mes "not have enough Turbo";
+ mes "Track Points. Please check";
+ mes "the amount of Turbo Track";
+ mes "Points you have earned before";
+ mes "redeeming your points again.";
+ close;
+ }
+ set tt_point,tt_point-.@total_point;
+ getitem .@scroll,.@input;
+ mes "[Item Exchange Helper]";
+ mes "Thank you for";
+ mes "your patronage.";
+ mes "We hope you enjoy";
+ mes "your time here in";
+ mes "the Turbo Track~";
+ close;
+ }
+ case 3:
+ mes "[Item Exchange Helper]";
+ mes "You can exchange";
+ mes "40 Turbo Track Points";
+ mes "to receive Base Level";
+ mes "Experience. Would you";
+ mes "like to exchange your Turbo";
+ mes "Track Points for Experience?";
+ next;
+ if (select("No:Yes") == 2) {
+ if (tt_point < 40) {
+ mes "[Item Exchange Helper]";
+ mes "I'm sorry, but you do";
+ mes "not have enough Turbo";
+ mes "Track Points. Please check";
+ mes "the amount of Turbo Track";
+ mes "Points you have earned before";
+ mes "redeeming your points again.";
+ close;
+
+ }
+ set tt_point,tt_point-40;
+ if (BaseLevel < 70)
+ getexp 300,0;
+ else if (BaseLevel < 80)
+ getexp 900,0;
+ else if (BaseLevel < 90)
+ getexp 1000,0;
+ else if (BaseLevel < 151)
+ getexp 3000,0;
+ mes "[Item Exchange Helper]";
+ mes "Thank you, your";
+ mes "Turbo Track Points";
+ mes "have been converted into";
+ mes "Base Level Experience.";
+ close;
+ }
+ mes "[Item Exchange Helper]";
+ mes "You have";
+ mes "canceled";
+ mes "your request.";
+ close;
+ case 4:
+ mes "[Item Exchange Helper]";
+ mes "You can exchange";
+ mes "150 Turbo Track Points";
+ mes "for ^3131FF1 3 Carat Diamond^000000.";
+ mes "Please enter the number of";
+ mes "diamonds you would like to receive.";
+ mes "To cancel, enter ''^3355FF0^000000.''";
+ next;
+ input .@input;
+ if (.@input == 0) {
+ mes "[Item Exchange Helper]";
+ mes "You have";
+ mes "canceled";
+ mes "your request.";
+ close;
+ }
+ else if (.@input < 0 || .@input > 10) {
+ mes "[Item Exchange Helper]";
+ mes "Your request exceeds";
+ mes "the maximum limit. You";
+ mes "can only receive a maximum";
+ mes "of 10 diamonds at once.";
+ close;
+ }
+ else {
+ set .@total_point,150 * .@input;
+ if (.@total_point > tt_point) {
+ mes "[Item Exchange Helper]";
+ mes "I'm sorry, but you do";
+ mes "not have enough Turbo";
+ mes "Track Points. Please check";
+ mes "the amount of Turbo Track";
+ mes "Points you have earned before";
+ mes "redeeming your points again.";
+ close;
+ }
+ set tt_point,tt_point-.@total_point;
+ getitem 732,.@input; //Crystal_Jewel__
+ mes "[Item Exchange Helper]";
+ mes "Thank you for";
+ mes "your patronage.";
+ mes "We hope you enjoy";
+ mes "your time here in";
+ mes "the Turbo Track~";
+ close;
+ }
+ case 5:
+ mes "[Item Exchange Helper]";
+ mes "You can exchange";
+ mes "300 Turbo Track Points";
+ mes "for ^3131FF1 Gift Box^000000. Please enter";
+ mes "the number of Gift Boxes";
+ mes "that you'd like to receive.";
+ mes "To cancel, enter ''^3355FF0^000000.''";
+ next;
+ input .@input;
+ if (.@input == 0) {
+ mes "[Item Exchange Helper]";
+ mes "You have";
+ mes "canceled";
+ mes "your request.";
+ close;
+ }
+ else if (.@input < 0 || .@input > 10) {
+ mes "[Item Exchange Helper]";
+ mes "Your request exceeds";
+ mes "the maximum limit. You";
+ mes "can only receive a maximum";
+ mes "of 10 Gift Boxes at once.";
+ close;
+ }
+ else {
+ set .@total_point,300 * .@input;
+ if (.@total_point > tt_point) {
+ mes "[Item Exchange Helper]";
+ mes "I'm sorry, but you do";
+ mes "not have enough Turbo";
+ mes "Track Points. Please check";
+ mes "the amount of Turbo Track";
+ mes "Points you have earned before";
+ mes "redeeming your points again.";
+ close;
+ }
+ set tt_point,tt_point-.@total_point;
+ getitem 644,.@input; //Gift_Box
+ mes "[Item Exchange Helper]";
+ mes "Thank you for";
+ mes "your patronage.";
+ mes "We hope you enjoy";
+ mes "your time here in";
+ mes "the Turbo Track~";
+ close;
+ }
+ case 6:
+ mes "[Item Exchange Helper]";
+ mes "You can exchange";
+ mes "400 Turbo Track Points";
+ mes "for ^3131FF1 Speed Potion^000000. Please";
+ mes "enter the number of potions";
+ mes "that you'd like to receive.";
+ mes "To cancel, enter ''^3355FF0^000000.''";
+ next;
+ input .@input;
+ if (.@input == 0) {
+ mes "[Item Exchange Helper]";
+ mes "You have";
+ mes "canceled";
+ mes "your request.";
+ close;
+ }
+ else if (.@input < 0 || .@input > 10) {
+ mes "[Item Exchange Helper]";
+ mes "Your request exceeds";
+ mes "the maximum limit. You";
+ mes "can only receive a maximum";
+ mes "of 10 potions at once.";
+ close;
+ }
+ else {
+ set .@total_point,400 * .@input;
+ if (.@total_point > tt_point) {
+ mes "[Item Exchange Helper]";
+ mes "I'm sorry, but you do";
+ mes "not have enough Turbo";
+ mes "Track Points. Please check";
+ mes "the amount of Turbo Track";
+ mes "Points you have earned before";
+ mes "redeeming your points again.";
+ close;
+ }
+ set tt_point,tt_point-.@total_point;
+ getitem 12016,.@input; //Speed_Up_Potion
+ mes "[Item Exchange Helper]";
+ mes "Thank you for";
+ mes "your patronage.";
+ mes "We hope you enjoy";
+ mes "your time here in";
+ mes "the Turbo Track~";
+ close;
+ }
+ case 7:
+ mes "[Item Exchange Helper]";
+ mes "This Item Exchange";
+ mes "Service is brought";
+ mes "to you by...";
+ next;
+ mes "[Item Exchange Helper]";
+ mes "This Item Exchange Service";
+ mes "is brought to you by the Kafra";
+ mes "Corporation, Blacksmith Guild";
+ mes "and the Comodo Casino and";
+ mes "the Al De Baran Guild Castle";
+ mes "Management Luina.";
+ close;
+ }
+ case 2:
+ mes "[Item Exchange Helper]";
+ mes "Turbo Track Points can be";
+ mes "converted into Arena Points.";
+ mes "You can save a maximum of";
+ mes "^4D4DFF29,000 Turbo Track Points.";
+ next;
+ mes "[Item Exchange Helper]";
+ mes "Before reaching the maximum";
+ mes "amount of Turbo Track Points,";
+ mes "you might want to spend some";
+ mes "of them so that you can keep";
+ mes "getting your point rewards after winning Turbo Track races.";
+ close;
+ }
+ }
+}
+
+turbo_room,106,117,3 script Point Manager#tt 833,{
+ mes "[Turbo Track Point Manager]";
+ mes "Good day.";
+ mes "Did you enjoy your";
+ mes "time in Turbo Track?";
+ mes "How may I be of";
+ mes "assistance?";
+ next;
+ switch(select("Check Points:Convert Points:^660000Conversion Info^000000")) {
+ case 1:
+ mes "[Turbo Track Point Manager]";
+ mes "" + strcharinfo(0) + ",";
+ mes "you currently have";
+ mes "" + tt_point + " Turbo Track Points";
+ mes "and " + arena_point + " Arena Points.";
+ close;
+ case 2:
+ mes "[Turbo Track Point Manager]";
+ mes "" + strcharinfo(0) + ",";
+ mes "you currently have";
+ mes "" + tt_point + " Turbo Track Points";
+ mes "and " + arena_point + " Arena Points.";
+ next;
+ mes "[Turbo Track Point Manager]";
+ mes "Please choose from among the following Arena Point conversions. When converting more than";
+ mes "10 Arena Points at once, you";
+ mes "can only convert Arena Points";
+ mes "in ^4D4DFFmultiples of 10^000000.";
+ next;
+ switch(select("2 AP -> 1 TTP:4 AP -> 2 TTP:6 AP -> 3 TTP:8 AP -> 4 TTP:10 AP or more:Cancel")) {
+ case 1:
+ callsub S_ExchangePoints,28999,2,1;
+ case 2:
+ callsub S_ExchangePoints,28998,4,2;
+ case 3:
+ callsub S_ExchangePoints,28997,6,2;
+ case 4:
+ callsub S_ExchangePoints,28996,8,4;
+ case 5:
+ mes "[Turbo Track Point Manager]";
+ mes "Please enter the number of times you wish to convert 10 Arena Points into Turbo Track Points. The largest value you may enter";
+ mes "is 20. To cancel, enter '^3355FF0^000000.'";
+ next;
+ input .@input;
+ if (.@input == 0) {
+ mes "[Turbo Track Point Manager]";
+ mes "You have";
+ mes "canceled";
+ mes "your request.";
+ close;
+ }
+ else if (.@input > 20) {
+ mes "[Turbo Track Point Manager]";
+ mes "Your request exceeds";
+ mes "the maximum limit. Please";
+ mes "enter a value no greater than 20.";
+ close;
+ }
+ else {
+ set .@want_point1,10 * .@input;
+ set .@want_point,5 * .@input;
+ set .@my_turbo_all,tt_point+.@want_point;
+ set .@my_arena_all,arena_point-.@want_point1;
+ if (.@my_turbo_all > 28999) {
+ mes "[Turbo Track Point Manager]";
+ mes "Unfortunately, your Turbo Track Points will exceed the maximum limit if we proceed with point conversion. Please spend more";
+ mes "of your Turbo Track Points before using this service. Thank you.";
+ close;
+ }
+ if (.@my_arena_all < 0) {
+ mes "[Turbo Track Point Manager]";
+ mes "I am sorry, but you do";
+ mes "not have enough Arena Points";
+ mes "to perform this Turbo Track";
+ mes "Point conversion.";
+ close;
+ }
+ else {
+ mes "[Turbo Track Point Manager]";
+ mes "You have converted";
+ mes "10 Arena Points into";
+ mes "Turbo Track Points " + .@input + " times.";
+ mes "A total of " + .@want_point1 + " Arena Points";
+ mes "has been converted into";
+ mes "" + .@want_point +" Turbo Track Points.";
+ set arena_point,.@my_arena_all; //arena_point
+ set tt_point,.@my_turbo_all;
+ next;
+ mes "[Turbo Track Point Manager]";
+ mes "" + strcharinfo(0) + ",";
+ mes "you now have";
+ mes "^00688B" + tt_point + "^000000 Turbo Track Points";
+ mes "and ^4682B4" + arena_point + "^000000 Arena Points.";
+ mes "Thank you for your patronage.";
+ close;
+ }
+ }
+ case 6:
+ mes "[Turbo Track Point Manager]";
+ mes "You have";
+ mes "canceled";
+ mes "your request.";
+ close;
+ }
+ case 3:
+ // There is no dialog for this option.
+ // It's possible it's missing, or maybe
+ // the dialog was never translated. XD
+ //??
+ close;
+ }
+
+S_ExchangePoints:
+ if (tt_point > getarg(0)) {
+ mes "[Turbo Track Point Manager]";
+ mes "Unfortunately, your Turbo Track Points will exceed the maximum limit if we proceed with point conversion. Please spend more";
+ mes "of your Turbo Track Points before using this service. Thank you.";
+ close;
+ }
+ if (arena_point >= getarg(1)) {
+ mes "[Turbo Track Point Manager]";
+ mes "As requested,";
+ mes "2 Arena Points";
+ mes "have been converted";
+ mes "into 1 Turbo Track Point.";
+ set arena_point,arena_point-getarg(1);
+ set tt_point,tt_point+getarg(2);
+ next;
+ mes "[Turbo Track Point Manager]";
+ mes "" + strcharinfo(0) + ",";
+ mes "you now have";
+ mes "^00688B" + tt_point + "^000000 Turbo Track Points";
+ mes "and ^4682B4" + arena_point + "^000000 Arena Points.";
+ mes "Thank you for your patronage.";
+ close;
+ }
+ else {
+ mes "[Turbo Track Point Manager]";
+ mes "I'm sorry, but you do not have enough Arena Points. You need";
+ mes "at least 2 Arena Points in order";
+ mes "to use this service.";
+ close;
+ }
+}
+
+alde_gld,183,204,0 script en_turbo 45,1,1,{
+OnTouch:
+ if (checkweight(1201,1) == 0) {
+ mes "^3355FFWait a second!";
+ mes "Right now, you're carrying";
+ mes "too many items with you.";
+ mes "Please come back after";
+ mes "putting storing some of your";
+ mes "things using the Kafra Service.^000000";
+ close;
+ }
+ set .@now_weight,MaxWeight-Weight;
+ if ((BaseJob == Job_Knight || BaseJob == Job_Crusader) && checkriding()) {
+ if (.@now_weight < 20000) {
+ mes "[Helper]";
+ mes "Peco Pecos are prohibited";
+ mes "in the Turbo Track Arena.";
+ mes "Please dismount from your";
+ mes "Peco Peco and you will receive";
+ mes "a Free Ticket for Peco Ride";
+ mes "for retrieving your Peco Peco.";
+ close2;
+ warp "alde_gld",183,199;
+ end;
+ }
+ else {
+ setriding 0;
+ getitem 7310,1; //Free_Peco_Ticket
+ warp "turbo_room",100,65;
+ }
+ }
+ else
+ warp "turbo_room",100,65;
+ end;
+}
+
+alde_gld,186,199,3 script Turbo Track Guide#Entran 845,{
+ mes "[Guide]";
+ mes "Welcome to";
+ mes "the Al De Baran";
+ mes "Turbo Track~";
+ next;
+ mes "[Guide]";
+ mes "Peco Pecos are prohibited inside the Turbo Track Arena. But anyone riding on a Peco Peco will receive a Free Peco Peco Mount Ticket at the Turbo Track Entrance and automatically dismount.";
+ next;
+ mes "[Guide]";
+ mes "Well then,";
+ mes "enjoy your time";
+ mes "in Turbo Track~!";
+ close;
+}
+
+alde_gld,181,199,5 script Peco Peco Manager 845,{
+ mes "[Peco Peco Manager]";
+ if (BaseJob == Job_Knight || BaseJob == Job_Crusader) {
+ mes "Welcome, would you like";
+ mes "to retrieve your Peco Peco?";
+ mes "Please show me your Free";
+ mes "Ticket for Peco Ride. You";
+ mes "may also pay a rental fee";
+ mes "of 2,500 zeny.";
+ next;
+ switch(select("Use:Cancel")) {
+ case 1:
+ if (getskilllv(63) == 0) {
+ mes "[Peco Peco Manager]";
+ mes "I'm sorry, but you're";
+ mes "not eligible for this";
+ mes "service. Please go learn";
+ mes "the Peco Peco Ride skill first.";
+ close;
+ }
+ else {
+ if (checkriding()) {
+ mes "[Peco Peco Manager]";
+ mes "You're already";
+ mes "mounted on a";
+ mes "Peco Peco.";
+ mes "Thank you~";
+ close;
+ }
+ else {
+ if (countitem(7310) < 1 && Zeny < 2500) {
+ mes "[Peco Peco Manager]";
+ mes "I'm sorry, but you";
+ mes "don't have a Free Ticket";
+ mes "for Peco Ride or 2,500 zeny.";
+ mes "to use the Peco rental service.";
+ close;
+ }
+ else {
+ if (countitem(7310) > 0)
+ delitem 7310,1; //Free_Peco_Ticket
+ else
+ set zeny,zeny-2500;
+ setriding;
+ mes "[Peco Peco Manager]";
+ mes "Thank you for";
+ mes "your patronage~";
+ close;
+ }
+ }
+ }
+ case 2:
+ mes "[Peco Peco Manager]";
+ mes "Are you going";
+ mes "back to race in";
+ mes "the Turbo Track?";
+ mes "Good luck!";
+ close;
+ }
+ }
+ else {
+ mes "Thank you for";
+ mes "visiting Al De Baran's";
+ mes "Turbo Track~";
+ close;
+ }
+}
+
+alde_gld,178,180,0 script Sign#TBT 837,{
+ mes "[Al De Baran Turbo Track]";
+ mes "This way...";
+ mes "to the Al De Baran";
+ mes "Turbo Track Arena!";
+ next;
+ mes "[Al De Baran Turbo Track]";
+ mes "Turbo Track is";
+ mes "an arena where";
+ mes "participants compete to be the first to reach the Finish Line! Don't miss the chance to race against your friends!";
+ close;
+}
diff --git a/npc/pre-re/quests/2007_relay.txt b/npc/pre-re/quests/2007_relay.txt
new file mode 100644
index 000000000..31dea6319
--- /dev/null
+++ b/npc/pre-re/quests/2007_relay.txt
@@ -0,0 +1,3507 @@
+//===== rAthena Script =======================================
+//= Party Relay Quest
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Party Relay Quest.
+//===== Additional Comments: =================================
+//= 1.0 First version. [L0ne_W0lf]
+//= 1.1 Fixed a couple typos, npcs check area for PCs. [L0ne_W0lf]
+//============================================================
+
+payon,103,113,3 script Ledrion#payon::RelayLedrion 109,{
+ getpartymember(getcharid(1));
+ set .@partymembercount,$@partymembercount;
+ set .@partyleader,getpartyleader(getcharid(1),2);
+ if (checkweight(907,300) == 0) {
+ mes "^3355FFWait a minute! You're";
+ mes "carrying too many items";
+ mes "right now: store some of";
+ mes "your extra things in Kafra";
+ mes "Storage, and then come back.^000000";
+ close;
+ }
+ if ((countitem(7731) > 0) || (countitem(7732) > 0) || (countitem(7735) > 0) || (countitem(7736) > 0) || (countitem(7739) > 0) || (countitem(7740) > 0)) {
+ mes "[Ledrion]";
+ mes "Hm? I'm afraid that you've";
+ mes "misunderstood me earlier...";
+ mes "You're not ready to see";
+ mes "me until you bring enough";
+ mes "of your group members with you.";
+ close;
+ }
+ if ((countitem(7741) > 0) && (.@partyleader == getcharid(0)) && (getcharid(2) > 0) && (.@partymembercount > 5)) {
+ mes "[Ledrion]";
+ mes "Ah, you've brought the";
+ mes "last ticket from Rospii.";
+ mes "Now I'm convinced that";
+ mes "you and your group really";
+ mes "work well together. Good";
+ mes "job on passing the trials!";
+ next;
+ mes "[Ledrion]";
+ mes "Your group must truly";
+ mes "understand the value of";
+ mes "teamwork. And thanks to";
+ mes "you, I've won the bet! Er, but";
+ mes "what's more important is you";
+ mes "proving my faith in you guys.";
+ next;
+ mes "[Ledrion]";
+ mes "I'm really proud of";
+ mes "you guys for your great";
+ mes "accomplishment. Here...";
+ mes "You deserve a real reward!";
+ next;
+ set .@present,rand(1,7);
+ delitem 7741,1; //Mission_Certificate12
+ set party_relay,0;
+ getitem 644,6; //Gift_Box
+ getitem 603,3; //Old_Blue_Box
+ if (.@present == 2) {
+ getitem 1365,1; //Sabbath
+ }
+ else if (.@present == 4) {
+ getitem 1367,1; //Slaughter
+ }
+ else if (.@present == 6) {
+ getitem 1527,1; //Quadrille
+ }
+ else {
+ getitem 617,3; //Old_Violet_Box
+ }
+ if (BaseLevel > 94) {
+ getexp 104760,0;
+ }
+ else if (BaseLevel > 89) {
+ getexp 85920,0;
+ }
+ else if (BaseLevel > 79) {
+ getexp 38520,0;
+ }
+ else if (BaseLevel > 69) {
+ getexp 19560,0;
+ }
+ else if (BaseLevel > 59) {
+ getexp 67200,0;
+ }
+ else if (BaseLevel > 49) {
+ getexp 28800,0;
+ }
+ else {
+ getexp 1080,0;
+ }
+ mes "[Ledrion]";
+ mes "Well, I hope you like it!";
+ mes "If you can't use it, then";
+ mes "why don't you share it with";
+ mes "someone in your guild? Feel";
+ mes "free to come back if you want";
+ mes "to try my trials again, okay?";
+ next;
+ mes "[Ledrion]";
+ mes "Once again, I'd like to";
+ mes "thank you. I'm not sure";
+ mes "if we'll ever meet again,";
+ mes "but I'll be praying for you as";
+ mes "you go on your adventures.";
+ close;
+ }
+ if (countitem(7741) > 0) {
+ mes "[Ledrion]";
+ mes "Hm? Why aren't your";
+ mes "comrades with you?";
+ mes "You must bring your";
+ mes "group members here to";
+ mes "proceed with these trials.";
+ close;
+ }
+ if (party_relay == 23) {
+ mes "[Ledrion]";
+ mes "Aren't you supposed to";
+ mes "ask one a Swordman or";
+ mes "Mage Class member of ";
+ mes "your group to bring a ticket";
+ mes "over to Gatan right now?";
+ close;
+ }
+ if ((countitem(7737) > 0) && (.@partyleader == getcharid(0)) && (getcharid(2) > 0) && (.@partymembercount > 5)) {
+ mes "[Ledrion]";
+ mes "Great, you've brought";
+ mes "me the eighth ticket from";
+ mes "Lospii. Your group must";
+ mes "work pretty well together,";
+ mes "eh? It usually isn't easy to";
+ mes "gather people like that...";
+ next;
+ mes "[Ledrion]";
+ mes "Please keep up the good";
+ mes "work until you finish all";
+ mes "of the trials, okay? Here's";
+ mes "a little reward for your";
+ mes "effort thus far, and the";
+ mes "nineth ticket for your guild.";
+ delitem 7737,1; //Mission_Certificate8
+ set party_relay,23;
+ getitem 603,3; //Old_Blue_Box
+ getitem 617,1; //Old_Violet_Box
+ getitem 7738,1; //Mission_Certificate9
+ if (BaseLevel > 94) {
+ getexp 104760,0;
+ }
+ else if (BaseLevel > 89) {
+ getexp 85920,0;
+ }
+ else if (BaseLevel > 79) {
+ getexp 38520,0;
+ }
+ else if (BaseLevel > 69) {
+ getexp 19560,0;
+ }
+ else if (BaseLevel > 59) {
+ getexp 67200,0;
+ }
+ else if (BaseLevel > 49) {
+ getexp 28800,0;
+ }
+ else {
+ getexp 1080,0;
+ }
+ next;
+ mes "[Ledrion]";
+ mes "Please give that ticket";
+ mes "to someone in your guild";
+ mes "that's a Swordman or Mage";
+ mes "Class character, and tell";
+ mes "him to deliver it to Gatan.";
+ mes "Okay? I'll be seeing you.";
+ close;
+ }
+ if (countitem(7737) > 0) {
+ mes "[Ledrion]";
+ mes "Hm? Why aren't your";
+ mes "comrades with you?";
+ mes "You must bring your";
+ mes "group members here to";
+ mes "proceed with these trials.";
+ close;
+ }
+ if (party_relay == 12) {
+ mes "[Ledrion]";
+ mes "Hm? Aren't you supposed to";
+ mes "ask a Mage Class character";
+ mes "in your group to deliver";
+ mes "a ticket to Gatan?";
+ close;
+ }
+ if ((countitem(7733) > 0) && (.@partyleader == getcharid(0)) && (getcharid(2) > 0) && (.@partymembercount > 5)) {
+ mes "[Ledrion]";
+ mes "I see that you've brought";
+ mes "me the fourth ticket from";
+ mes "Lospii. Good work, good work.";
+ mes "Please hang in there, and";
+ mes "finish all the trials we've";
+ mes "set before you guys, alright?";
+ next;
+ mes "[Ledrion]";
+ mes "Here's a little something";
+ mes "to reward you for your";
+ mes "efforts for now. Now, please";
+ mes "give this ticket to a Mage";
+ mes "Class character, and tell";
+ mes "him to bring it to Gatan.";
+ delitem 7733,1; //Mission_Certificate4
+ set party_relay,12;
+ getitem 644,3; //Gift_Box
+ getitem 603,1; //Old_Blue_Box
+ getitem 7734,1; //Mission_Certificate5
+ if (BaseLevel > 94) {
+ getexp 104760,0;
+ }
+ else if (BaseLevel > 89) {
+ getexp 85920,0;
+ }
+ else if (BaseLevel > 79) {
+ getexp 38520,0;
+ }
+ else if (BaseLevel > 69) {
+ getexp 19560,0;
+ }
+ else if (BaseLevel > 59) {
+ getexp 67200,0;
+ }
+ else if (BaseLevel > 49) {
+ getexp 28800,0;
+ }
+ else {
+ getexp 1080,0;
+ }
+ close;
+ }
+ if (countitem(7733) > 0) {
+ mes "[Ledrion]";
+ mes "Hm? Why aren't your";
+ mes "comrades with you?";
+ mes "You must bring your";
+ mes "group members here to";
+ mes "proceed with these trials.";
+ close;
+ }
+ if (party_relay == 2) {
+ mes "[Ledrion]";
+ mes "You didn't finish what";
+ mes "I asked you to do, did you?";
+ mes "It's not time for you to";
+ mes "come to me, not yet.";
+ close;
+ }
+ if ((BaseLevel > 39) && (.@partyleader == getcharid(0)) && (getcharid(2) > 0) && (.@partymembercount > 5) && (party_relay == 1)) {
+ mes "[Ledrion]";
+ mes "As I mentioned earlier,";
+ mes "I'm challenging guild";
+ mes "parties with missions";
+ mes "that will require ";
+ mes "cooperation between";
+ mes "the group members.";
+ next;
+ mes "[Ledrion]";
+ mes "These challenges are";
+ mes "something of a relay";
+ mes "race, where we'll ask";
+ mes "for an item to be passed";
+ mes "to a member of a specific";
+ mes "Class to deliver for us.";
+ next;
+ mes "[Ledrion]";
+ mes "Of course, we, the";
+ mes "administrators of this";
+ mes "test, might add our own";
+ mes "little challenges here and";
+ mes "there to see just how";
+ mes "capable your group is.";
+ next;
+ mes "[Ledrion]";
+ mes "Why don't you give it";
+ mes "a shot? You won't lose";
+ mes "anything by trying our";
+ mes "test. I guarantee that";
+ mes "you'll benefit from";
+ mes "our little exercise.";
+ next;
+ mes "[Ledrion]";
+ mes "Heh! Let's start with you!";
+ mes "Here, take this ticket, and";
+ mes "give it to a Swordman Class";
+ mes "member of your guild, and";
+ mes "ask him to bring it to Gatan.";
+ mes "The relay has started~";
+ next;
+ set party_relay,2;
+ getitem 7730,1; //Mission_Certificate1
+ mes "[Ledrion]";
+ mes "Now, since you're the";
+ mes "one that started the relay,";
+ mes "you'll have to come back";
+ mes "to me later on. Don't";
+ mes "worry, we'll let you know";
+ mes "once the time is right.";
+ close;
+ }
+ if ((.@partyleader == getcharid(0)) && (getcharid(2) > 0) && (.@partymembercount > 5) && (party_relay > 0)) {
+ mes "[Ledrion]";
+ mes "As leader of your";
+ mes "Party, you should";
+ mes "always think of what";
+ mes "would be best for all";
+ mes "of your partners.";
+ close;
+ }
+ if ((.@partyleader != getcharid(0)) && (getcharid(2) > 0)) {
+ mes "[Ledrion]";
+ mes "I'm sorry, but there's";
+ mes "nothing I can really offer";
+ mes "you... Unless you formed";
+ mes "a Party and became its";
+ mes "leader, there's absolutely";
+ mes "nothing I can do for you...";
+ close;
+ }
+ mes "[Ledrion]";
+ mes "Ah, pleased to make your";
+ mes "acquaintance, adventurer.";
+ mes "I am Ledrion, a man of great";
+ mes "intelligence, mystery, and";
+ mes "most importantly, wealth.";
+ mes "Yes, I'm a philanthropist.";
+ next;
+ mes "[Ledrion]";
+ mes "I'm always working to make";
+ mes "a meaningful contribution";
+ mes "to all of Rune Midgard, which";
+ mes "brings me to why I am here.";
+ mes "There are many adventurers^FFFFFF ^000000 like you, but we have a problem.";
+ next;
+ mes "[Ledrion]";
+ mes "So many adventurers have";
+ mes "chosen the ways of greed,";
+ mes "and have forgotten how to";
+ mes "work well together with their";
+ mes "colleagues. Such selfishness";
+ mes "sickens me to no end! Ugh!";
+ next;
+ mes "[Ledrion]";
+ mes "I may not be an adventurer,";
+ mes "but I have the money to do";
+ mes "something. I am hosting";
+ mes "my own little challenge";
+ mes "to adventurers to encourage";
+ mes "camaraderie and teamwork.";
+ next;
+ mes "[Ledrion]";
+ mes "Please, I invite you to";
+ mes "give it a try! Allow me to";
+ mes "state some of my conditions.";
+ mes "Firstly, you must be part of";
+ mes "a group of 6 or more members,";
+ mes "such as a Party or a Guild.";
+ next;
+ mes "[Ledrion]";
+ mes "Secondly, only the leader";
+ mes "of the group can begin the";
+ mes "first part of my challenge.";
+ mes "If you are not the leader,";
+ mes "let him know that he should";
+ mes "speak to me for the challenge.";
+ next;
+ mes "[Ledrion]";
+ mes "Thirdly, you must have a";
+ mes "Swordman Class, Mage Class,";
+ mes "Acolyte Class, Archer Class,";
+ mes "Thief Class, and Merchant";
+ mes "Class character to complete";
+ mes "the challenges you'll receive.";
+ next;
+ mes "[Ledrion]";
+ mes "Transcended characters";
+ mes "are good too. Fourthly, all";
+ mes "group members must be";
+ mes "at least Base Level 40.";
+ mes "Everything else, well,";
+ mes "you'll learn along the way.";
+ next;
+ mes "[Ledrion]";
+ mes "Don't fret, I won't have you";
+ mes "jumping through hoops for";
+ mes "no reason at all. I'll provide";
+ mes "plenty of rewards as an";
+ mes "incentive for your group.";
+ mes "Would you like to participate?";
+ next;
+ switch(select("Sure!:No.")) {
+ case 1:
+ if ((BaseLevel > 39) && (.@partyleader == getcharid(0)) && (getcharid(2) > 0) && (.@partymembercount > 5)) {
+ mes "[Ledrion]";
+ mes "Great! Let's see...";
+ mes "Well, you meet all the";
+ mes "requirements. It looks";
+ mes "like I'll win the bet! Er, let";
+ mes "me give you your first";
+ mes "set of instructions.";
+ next;
+ set party_relay,1;
+ mes "[Ledrion]";
+ mes "Just--^666666*Cough!*^000000";
+ mes "Lemme clear my";
+ mes "throat for a second...";
+ close;
+ }
+ else {
+ mes "[Ledrion]";
+ mes "That's great! Still,";
+ mes "you're not ready to tackle";
+ mes "my little challenge until";
+ mes "you fulfill all of my";
+ mes "conditions. Come back";
+ mes "once you do that, alright?";
+ close;
+ }
+ case 2:
+ mes "[Ledrion]";
+ mes "Really? Trust me, this";
+ mes "little challenge will be";
+ mes "worthwhile for you, and it";
+ mes "would bring a greater sense";
+ mes "of solidarity and teamwork";
+ mes "to Rune Midgard. It's win-win!";
+ close;
+ }
+}
+
+payon,83,327,3 script Gatan#payon::RelayGatan 86,{
+ getpartymember(getcharid(1));
+ set .@partymembercount,$@partymembercount;
+ set .@partyleader,getpartyleader(getcharid(1),2);
+ if (checkweight(907,300) == 0) {
+ mes "^3355FFWait a minute! You're";
+ mes "carrying too many items";
+ mes "right now: store some of";
+ mes "your extra things in Kafra";
+ mes "Storage, and then come back.^000000";
+ close;
+ }
+ if ((countitem(7732) > 0) || (countitem(7733) > 0) || (countitem(7736) > 0) || (countitem(7737) > 0) || (countitem(7740) > 0) || (countitem(7741) > 0)) {
+ mes "[Gatan]";
+ mes "Say, aren't you forgetting";
+ mes "something? Try to remember...";
+ mes "Earlier, you received some";
+ mes "instructions, didn't you?";
+ close;
+ }
+ set .@relaytime,gettime(3);
+ if (party_relay == 28) {
+ mes "[Gatan]";
+ mes "Say, I don't think it's";
+ mes "your turn to meet up with";
+ mes "me. I think you need to ask a";
+ mes "Thief or Acolyte Class member";
+ mes "of your group to bring the";
+ mes "tenth ticket to Bafhail.";
+ close;
+ }
+ if (party_relay == 27) {
+ mes "[Gatan]";
+ mes "Ah, very nice! Please";
+ mes "give this ticket to a Thief";
+ mes "or Acolyte Class member";
+ mes "of your group, and ask him";
+ mes "to bring it to Bafhail. Ah, and";
+ mes "here's a little reward for you~";
+ set party_relay,28;
+ getitem 7739,1; //Mission_Certificate10
+ getitem 610,2; //Leaf_Of_Yggdrasil
+ getitem 607,2; //Yggdrasilberry
+ if (BaseLevel > 94) {
+ getexp 104760,0;
+ }
+ else if (BaseLevel > 89) {
+ getexp 85920,0;
+ }
+ else if (BaseLevel > 79) {
+ getexp 38520,0;
+ }
+ else if (BaseLevel > 69) {
+ getexp 19560,0;
+ }
+ else if (BaseLevel > 59) {
+ getexp 67200,0;
+ }
+ else if (BaseLevel > 49) {
+ getexp 28800,0;
+ }
+ else {
+ getexp 1080,0;
+ }
+ next;
+ mes "[Gatan]";
+ mes "Alright, get that done.";
+ mes "I'll see you around.";
+ close;
+ }
+ if ((party_relay == 26) && (BaseLevel > (party_relay_lv + 2)) && (.@relaytime >= 14) && (.@relaytime < 17)) {
+ mes "[Gatan]";
+ mes "Great, you gained some";
+ mes "levels, just like I asked.";
+ mes "Let me find your next--I swore";
+ mes "I left it around somewhere--";
+ mes "and I'll give you your next set";
+ mes "of instructions. Hang on...";
+ set party_relay,27;
+ close;
+ }
+ else if ((party_relay == 26) && (BaseLevel > (party_relay_lv + 2)) && (.@relaytime >= 18) && (.@relaytime < 21)) {
+ mes "[Gatan]";
+ mes "Great, you gained some";
+ mes "levels, just like I asked.";
+ mes "Let me find your next--I swore";
+ mes "I left it around somewhere--";
+ mes "and I'll give you your next set";
+ mes "of instructions. Hang on...";
+ set party_relay,27;
+ close;
+ }
+ if (party_relay == 26) {
+ mes "[Gatan]";
+ mes "Your mission is to";
+ mes "gain 3 more Base Levels.";
+ mes "Come see me during my";
+ mes "working hours once you";
+ mes "accomplish that, alright?";
+ next;
+ mes "[Gatan]";
+ mes "I can't tell you exactly";
+ mes "when I work, but my work";
+ mes "hours are in the afternoon...";
+ mes "Pacific Standard Time, anyway.";
+ mes "I might not be here if you";
+ mes "come here too late, alright?";
+ close;
+ }
+ if ((party_relay == 25) && (BaseLevel > (party_relay_lv + 1)) && (.@relaytime >= 14) && (.@relaytime < 17)) {
+ mes "[Gatan]";
+ mes "Great, you gained some";
+ mes "levels, just like I asked.";
+ mes "Let me find your next--I swore";
+ mes "I left it around somewhere--";
+ mes "and I'll give you your next set";
+ mes "of instructions. Hang on...";
+ set party_relay,27;
+ close;
+ }
+ else if ((party_relay == 25) && (BaseLevel > (party_relay_lv + 1)) && (.@relaytime >= 18) && (.@relaytime < 21)) {
+ mes "[Gatan]";
+ mes "Great, you gained some";
+ mes "levels, just like I asked.";
+ mes "Let me find your next--I swore";
+ mes "I left it around somewhere--";
+ mes "and I'll give you your next set";
+ mes "of instructions. Hang on...";
+ set party_relay,27;
+ close;
+ }
+ if (party_relay == 25) {
+ mes "[Gatan]";
+ mes "Your mission is to";
+ mes "gain 2 more Base Levels.";
+ mes "Come see me during my";
+ mes "working hours once you";
+ mes "accomplish that, alright?";
+ next;
+ mes "[Gatan]";
+ mes "I can't tell you exactly";
+ mes "when I work, but my work";
+ mes "hours are in the afternoon...";
+ mes "Pacific Standard Time, anyway.";
+ mes "I might not be here if you";
+ mes "come here too late, alright?";
+ close;
+ }
+ if ((party_relay == 24) && (BaseLevel > party_relay_lv) && (.@relaytime >= 14) && (.@relaytime < 17)) {
+ mes "[Gatan]";
+ mes "Great, you gained a";
+ mes "level, just like I asked.";
+ mes "Let me find your next--I swore";
+ mes "I left it around somewhere--";
+ mes "and I'll give you your next set";
+ mes "of instructions. Hang on...";
+ set party_relay,27;
+ close;
+ }
+ else if ((party_relay == 24) && (BaseLevel > party_relay_lv) && (.@relaytime >= 18) && (.@relaytime < 21)) {
+ mes "[Gatan]";
+ mes "Great, you gained a";
+ mes "level, just like I asked.";
+ mes "Let me find your next--I swore";
+ mes "I left it around somewhere--";
+ mes "and I'll give you your next set";
+ mes "of instructions. Hang on...";
+ set party_relay,27;
+ close;
+ }
+ if (party_relay == 24) {
+ mes "[Gatan]";
+ mes "Your mission is to";
+ mes "gain 1 more Base Level.";
+ mes "Come see me during my";
+ mes "working hours once you";
+ mes "accomplish that, alright?";
+ next;
+ mes "[Gatan]";
+ mes "I can't tell you exactly";
+ mes "when I work, but my work";
+ mes "hours are in the afternoon...";
+ mes "Pacific Standard Time, anyway.";
+ mes "I might not be here if you";
+ mes "come here too late, alright?";
+ close;
+ }
+ if ((countitem(7738) > 0) && ((BaseClass == Job_Swordman) || (BaseClass == Job_Mage))) {
+ mes "[Gatan]";
+ mes "Oh, um... Is that...?";
+ mes "That's a ticket from";
+ mes "Ledrion, huh? (^666666Nuts! I've";
+ mes "got to work now?^000000) It's nice";
+ mes "to meet you. I'm Gatan.";
+ next;
+ mes "[Gatan]";
+ mes "Well, now I've got a little";
+ mes "test for you. You ready?";
+ mes "Your objective is to gain";
+ mes "more levels! Let's see...";
+ mes "What would be fair?";
+ next;
+ if (BaseLevel > 94) {
+ mes "[Gatan]";
+ mes "Actually, you're already";
+ mes "pretty strong. I don't feel";
+ mes "like doing much work either,";
+ mes "so we'll just say that you";
+ mes "finished my test, alright?";
+ mes "Just don't tell anyone!";
+ next;
+ delitem 7738,1; //Mission_Certificate9
+ set party_relay,27;
+ mes "[Gatan]";
+ mes "Hold on a second...";
+ mes "I'm supposed to tell";
+ mes "you something... Give";
+ mes "me a minute, will you?";
+ close;
+ }
+ else if (BaseLevel > 89) {
+ mes "[Gatan]";
+ mes "You're pretty strong,";
+ mes "but it wouldn't kill";
+ mes "you to gain 1 more";
+ mes "Base Level. Go ahead";
+ mes "and do that, alright?";
+ next;
+ delitem 7738,1; //Mission_Certificate9
+ set party_relay,24;
+ set party_relay_lv,BaseLevel;
+ mes "[Gatan]";
+ mes "I'll go ahead and take";
+ mes "your ticket now. Come";
+ mes "back after you finish what";
+ mes "I've asked, and then we can";
+ mes "move on to the next part.";
+ close;
+ }
+ else if (BaseLevel > 79) {
+ mes "[Gatan]";
+ mes "You're pretty strong,";
+ mes "but it wouldn't kill";
+ mes "you to gain 1 more";
+ mes "Base Level. Go ahead";
+ mes "and do that, alright?";
+ next;
+ delitem 7738,1; //Mission_Certificate9
+ set party_relay,24;
+ set party_relay_lv,BaseLevel;
+ mes "[Gatan]";
+ mes "I'll go ahead and take";
+ mes "your ticket now. Come";
+ mes "back after you finish what";
+ mes "I've asked, and then we can";
+ mes "move on to the next part.";
+ close;
+ }
+ else if (BaseLevel > 69) {
+ mes "[Gatan]";
+ mes "You're pretty strong,";
+ mes "but it wouldn't kill";
+ mes "you to gain 2 more";
+ mes "Base Levels. Go ahead";
+ mes "and do that, alright?";
+ next;
+ delitem 7738,1; //Mission_Certificate9
+ set party_relay,25;
+ set party_relay_lv,BaseLevel;
+ mes "[Gatan]";
+ mes "I'll go ahead and take";
+ mes "your ticket now. Come";
+ mes "back after you finish what";
+ mes "I've asked, and then we can";
+ mes "move on to the next part.";
+ close;
+ }
+ else if (BaseLevel > 59) {
+ mes "[Gatan]";
+ mes "You're pretty strong,";
+ mes "but it wouldn't kill";
+ mes "you to gain 2 more";
+ mes "Base Levels. Go ahead";
+ mes "and do that, alright?";
+ next;
+ delitem 7738,1; //Mission_Certificate9
+ set party_relay,25;
+ set party_relay_lv,BaseLevel;
+ mes "[Gatan]";
+ mes "I'll go ahead and take";
+ mes "your ticket now. Come";
+ mes "back after you finish what";
+ mes "I've asked, and then we can";
+ mes "move on to the next part.";
+ close;
+ }
+ else if (BaseLevel > 49) {
+ mes "[Gatan]";
+ mes "You know, you'd probably";
+ mes "benefit from being just";
+ mes "a little bit stronger. Now";
+ mes "go out and gain 3 Base";
+ mes "Levels for me, okay?";
+ next;
+ delitem 7738,1; //Mission_Certificate9
+ set party_relay,26;
+ set party_relay_lv,BaseLevel;
+ mes "[Gatan]";
+ mes "I'll go ahead and take";
+ mes "your ticket now. Come";
+ mes "back after you finish what";
+ mes "I've asked, and then we can";
+ mes "move on to the next part.";
+ close;
+ }
+ else if (BaseLevel > 39) {
+ mes "[Gatan]";
+ mes "You know, you'd probably";
+ mes "benefit from being just";
+ mes "a little bit stronger. Now";
+ mes "go out and gain 3 Base";
+ mes "Levels for me, okay?";
+ next;
+ delitem 7738,1; //Mission_Certificate9
+ set party_relay,26;
+ set party_relay_lv,BaseLevel;
+ mes "[Gatan]";
+ mes "I'll go ahead and take";
+ mes "your ticket now. Come";
+ mes "back after you finish what";
+ mes "I've asked, and then we can";
+ mes "move on to the next part.";
+ close;
+ }
+ }
+ else if ((countitem(7738) > 0) && ((BaseClass == Job_Swordman) || (BaseClass == Job_Mage))) {
+ mes "[Gatan]";
+ mes "Oh, um... Is that...?";
+ mes "That's a ticket from";
+ mes "Ledrion, huh? (^666666Nuts! I've";
+ mes "got to work now?^000000) It's nice";
+ mes "to meet you. I'm Gatan.";
+ next;
+ mes "[Gatan]";
+ mes "Well, now I've got a little";
+ mes "test for you. You ready?";
+ mes "Your objective is to gain";
+ mes "more levels! Let's see...";
+ mes "What would be fair?";
+ next;
+ if (BaseLevel > 94) {
+ mes "[Gatan]";
+ mes "Actually, you're already";
+ mes "pretty strong. I don't feel";
+ mes "like doing much work either,";
+ mes "so we'll just say that you";
+ mes "finished my test, alright?";
+ mes "Just don't tell anyone!";
+ next;
+ delitem 7738,1; //Mission_Certificate9
+ set party_relay,27;
+ mes "[Gatan]";
+ mes "Hold on a second...";
+ mes "I'm supposed to tell";
+ mes "you something... Give";
+ mes "me a minute, will you?";
+ close;
+ }
+ else if (BaseLevel > 89) {
+ mes "[Gatan]";
+ mes "You're pretty strong,";
+ mes "but it wouldn't kill";
+ mes "you to gain 1 more";
+ mes "Base Level. Go ahead";
+ mes "and do that, alright?";
+ next;
+ delitem 7738,1; //Mission_Certificate9
+ set party_relay,24;
+ set party_relay_lv,BaseLevel;
+ mes "[Gatan]";
+ mes "I'll go ahead and take";
+ mes "your ticket now. Come";
+ mes "back after you finish what";
+ mes "I've asked, and then we can";
+ mes "move on to the next part.";
+ close;
+ }
+ else if (BaseLevel > 79) {
+ mes "[Gatan]";
+ mes "You're pretty strong,";
+ mes "but it wouldn't kill";
+ mes "you to gain 1 more";
+ mes "Base Level. Go ahead";
+ mes "and do that, alright?";
+ next;
+ delitem 7738,1; //Mission_Certificate9
+ set party_relay,24;
+ set party_relay_lv,BaseLevel;
+ mes "[Gatan]";
+ mes "I'll go ahead and take";
+ mes "your ticket now. Come";
+ mes "back after you finish what";
+ mes "I've asked, and then we can";
+ mes "move on to the next part.";
+ close;
+ }
+ else if (BaseLevel > 69) {
+ mes "[Gatan]";
+ mes "You're pretty strong,";
+ mes "but it wouldn't kill";
+ mes "you to gain 2 more";
+ mes "Base Levels. Go ahead";
+ mes "and do that, alright?";
+ next;
+ delitem 7738,1; //Mission_Certificate9
+ set party_relay,25;
+ set party_relay_lv,BaseLevel;
+ mes "[Gatan]";
+ mes "I'll go ahead and take";
+ mes "your ticket now. Come";
+ mes "back after you finish what";
+ mes "I've asked, and then we can";
+ mes "move on to the next part.";
+ close;
+ }
+ else if (BaseLevel > 59) {
+ mes "[Gatan]";
+ mes "You're pretty strong,";
+ mes "but it wouldn't kill";
+ mes "you to gain 2 more";
+ mes "Base Levels. Go ahead";
+ mes "and do that, alright?";
+ next;
+ delitem 7738,1; //Mission_Certificate9
+ set party_relay,25;
+ set party_relay_lv,BaseLevel;
+ mes "[Gatan]";
+ mes "I'll go ahead and take";
+ mes "your ticket now. Come";
+ mes "back after you finish what";
+ mes "I've asked, and then we can";
+ mes "move on to the next part.";
+ close;
+ }
+ else if (BaseLevel > 49) {
+ mes "[Gatan]";
+ mes "You know, you'd probably";
+ mes "benefit from being just";
+ mes "a little bit stronger. Now";
+ mes "go out and gain 3 Base";
+ mes "Levels for me, okay?";
+ next;
+ delitem 7738,1; //Mission_Certificate9
+ set party_relay,26;
+ set party_relay_lv,BaseLevel;
+ mes "[Gatan]";
+ mes "I'll go ahead and take";
+ mes "your ticket now. Come";
+ mes "back after you finish what";
+ mes "I've asked, and then we can";
+ mes "move on to the next part.";
+ close;
+ }
+ else if (BaseLevel > 39) {
+ mes "[Gatan]";
+ mes "You know, you'd probably";
+ mes "benefit from being just";
+ mes "a little bit stronger. Now";
+ mes "go out and gain 3 Base";
+ mes "Levels for me, okay?";
+ next;
+ delitem 7738,1; //Mission_Certificate9
+ set party_relay,26;
+ set party_relay_lv,BaseLevel;
+ mes "[Gatan]";
+ mes "I'll go ahead and take";
+ mes "your ticket now. Come";
+ mes "back after you finish what";
+ mes "I've asked, and then we can";
+ mes "move on to the next part.";
+ close;
+ }
+ }
+ if ((countitem(7738) > 0) && ((BaseClass == Job_Swordman) || (BaseClass == Job_Mage))) {
+ mes "[Gatan]";
+ mes "Oh, um... Is that...?";
+ mes "That's a ticket from";
+ mes "Ledrion, huh? It's nice";
+ mes "to meet you. I'm Gatan.";
+ next;
+ mes "[Gatan]";
+ mes "I'm not on shift right";
+ mes "now, though: even I need";
+ mes "to take some off time to";
+ mes "avoid getting swamped with";
+ mes "work. Come back to me during";
+ mes "my work hours, alright?";
+ next;
+ mes "[Gatan]";
+ mes "I can't tell you exactly";
+ mes "when I'm working (^666666well,";
+ mes "I just want to avoid working";
+ mes "altogether to be honest^000000) but";
+ mes "come back in the afternoon,";
+ mes "Pacific Standard Time, that is.";
+ close;
+ }
+ if (party_relay == 17) {
+ mes "[Gatan]";
+ mes "Say, it's not time for";
+ mes "you to meet up with me";
+ mes "just yet. I think you need";
+ mes "to ask an Acolyte Class";
+ mes "member in your group to bring";
+ mes "your sixth ticket to Bafhail.";
+ close;
+ }
+ if (party_relay == 16) {
+ mes "[Gatan]";
+ mes "Ah, very nice! Please";
+ mes "give this ticket to an";
+ mes "Acolyte Class member";
+ mes "of your group, and ask him";
+ mes "to bring it to Bafhail. Ah, and";
+ mes "here's a little reward for you~";
+ set party_relay,17;
+ getitem 7735,1; //Mission_Certificate6
+ getitem 610,2; //Leaf_Of_Yggdrasil
+ if (BaseLevel > 94) {
+ getexp 104760,0;
+ }
+ else if (BaseLevel > 89) {
+ getexp 85920,0;
+ }
+ else if (BaseLevel > 79) {
+ getexp 38520,0;
+ }
+ else if (BaseLevel > 69) {
+ getexp 19560,0;
+ }
+ else if (BaseLevel > 59) {
+ getexp 67200,0;
+ }
+ else if (BaseLevel > 49) {
+ getexp 28800,0;
+ }
+ else {
+ getexp 1080,0;
+ }
+ next;
+ mes "[Gatan]";
+ mes "Alright, get that done.";
+ mes "I'll see you around.";
+ close;
+ }
+ if ((party_relay == 15) && (BaseLevel > (party_relay_lv + 2)) && (.@relaytime >= 8) && (.@relaytime < 11)) {
+ mes "[Gatan]";
+ mes "Great, you gained some";
+ mes "levels, just like I asked.";
+ mes "Let me find your next--I swore";
+ mes "I left it around somewhere--";
+ mes "and I'll give you your next set";
+ mes "of instructions. Hang on...";
+ set party_relay,16;
+ close;
+ }
+ else if ((party_relay == 15) && (BaseLevel > (party_relay_lv + 2)) && (.@relaytime >= 21) && (.@relaytime < 1)) {
+ mes "[Gatan]";
+ mes "Great, you gained some";
+ mes "levels, just like I asked.";
+ mes "Let me find your next--I swore";
+ mes "I left it around somewhere--";
+ mes "and I'll give you your next set";
+ mes "of instructions. Hang on...";
+ set party_relay,16;
+ close;
+ }
+ if (party_relay == 15) {
+ mes "[Gatan]";
+ mes "Your mission is to";
+ mes "gain 3 more Base Levels.";
+ mes "Come see me during my";
+ mes "working hours once you";
+ mes "accomplish that, alright?";
+ next;
+ mes "[Gatan]";
+ mes "Now I work three hours";
+ mes "just before I have lunch,";
+ mes "and three hours around";
+ mes "midnight. Go ahead and";
+ mes "look me up around those";
+ mes "times. A bit confusing, I know~";
+ close;
+ }
+ if ((party_relay == 14) && (BaseLevel > (party_relay_lv + 1)) && (.@relaytime >= 8)) {
+ mes "[Gatan]";
+ mes "Great, you gained some";
+ mes "levels, just like I asked.";
+ mes "Let me find your next--I swore";
+ mes "I left it around somewhere--";
+ mes "and I'll give you your next set";
+ mes "of instructions. Hang on...";
+ set party_relay,16;
+ close;
+ }
+ else if ((party_relay == 14) && (BaseLevel > (party_relay_lv + 1)) && (.@relaytime >= 21)) {
+ mes "[Gatan]";
+ mes "Great, you gained some";
+ mes "levels, just like I asked.";
+ mes "Let me find your next--I swore";
+ mes "I left it around somewhere--";
+ mes "and I'll give you your next set";
+ mes "of instructions. Hang on...";
+ set party_relay,16;
+ close;
+ }
+ if (party_relay == 14) {
+ mes "[Gatan]";
+ mes "Your mission is to";
+ mes "gain 2 more Base Levels.";
+ mes "Come see me during my";
+ mes "working hours once you";
+ mes "accomplish that, alright?";
+ next;
+ mes "[Gatan]";
+ mes "Now I work three hours";
+ mes "just before I have lunch,";
+ mes "and three hours around";
+ mes "midnight. Go ahead and";
+ mes "look me up around those";
+ mes "times. A bit confusing, I know~";
+ close;
+ }
+ if ((party_relay == 13) && (BaseLevel > party_relay_lv) && (.@relaytime >= 8) && (.@relaytime < 11)) {
+ mes "[Gatan]";
+ mes "Great, you gained some";
+ mes "levels, just like I asked.";
+ mes "Let me find your next--I swore";
+ mes "I left it around somewhere--";
+ mes "and I'll give you your next set";
+ mes "of instructions. Hang on...";
+ set party_relay,16;
+ close;
+ }
+ else if ((party_relay == 13) && (BaseLevel > party_relay_lv) && (.@relaytime >= 21)) {
+ mes "[Gatan]";
+ mes "Great, you gained some";
+ mes "levels, just like I asked.";
+ mes "Let me find your next--I swore";
+ mes "I left it around somewhere--";
+ mes "and I'll give you your next set";
+ mes "of instructions. Hang on...";
+ set party_relay,16;
+ close;
+ }
+ if (party_relay == 13) {
+ mes "[Gatan]";
+ mes "Your mission is to";
+ mes "gain 1 more Base Level.";
+ mes "Come see me during my";
+ mes "working hours once you";
+ mes "accomplish that, alright?";
+ next;
+ mes "[Gatan]";
+ mes "Now I work three hours";
+ mes "just before I have lunch,";
+ mes "and three hours around";
+ mes "midnight. Go ahead and";
+ mes "look me up around those";
+ mes "times. A bit confusing, I know~";
+ close;
+ }
+ if ((BaseLevel > 39) && (countitem(7734) > 0) && (.@relaytime >= 8) && (.@relaytime < 11) && (BaseClass == Job_Mage)) {
+ mes "[Gatan]";
+ mes "Oh, um... Is that...?";
+ mes "That's a ticket from";
+ mes "Ledrion, huh? (^666666Nuts! I've";
+ mes "got to work now?^000000) It's nice";
+ mes "to meet you. I'm Gatan.";
+ next;
+ mes "[Gatan]";
+ mes "Well, now I've got a little";
+ mes "test for you. You ready?";
+ mes "Your objective is to gain";
+ mes "more levels! Let's see...";
+ mes "What would be fair?";
+ next;
+ if (BaseLevel > 94) {
+ mes "[Gatan]";
+ mes "Actually, you're already";
+ mes "pretty strong. I don't feel";
+ mes "like doing much work either,";
+ mes "so we'll just say that you";
+ mes "finished my test, alright?";
+ mes "Just don't tell anyone!";
+ next;
+ delitem 7734,1; //Mission_Certificate5
+ set party_relay,16;
+ mes "[Gatan]";
+ mes "Hold on a second...";
+ mes "I'm supposed to tell";
+ mes "you something... Give";
+ mes "me a minute, will you?";
+ close;
+ }
+ else if (BaseLevel > 89) {
+ mes "[Gatan]";
+ mes "You're pretty strong,";
+ mes "but it wouldn't kill";
+ mes "you to gain 1 more";
+ mes "Base Level. Go ahead";
+ mes "and do that, alright?";
+ next;
+ delitem 7734,1; //Mission_Certificate5
+ set party_relay,13;
+ set party_relay_lv,BaseLevel;
+ mes "[Gatan]";
+ mes "I'll go ahead and take";
+ mes "your ticket now. Come";
+ mes "back after you finish what";
+ mes "I've asked, and then we can";
+ mes "move on to the next part.";
+ close;
+ }
+ else if (BaseLevel > 79) {
+ mes "[Gatan]";
+ mes "You're pretty strong,";
+ mes "but it wouldn't kill";
+ mes "you to gain 1 more";
+ mes "Base Level. Go ahead";
+ mes "and do that, alright?";
+ next;
+ delitem 7734,1; //Mission_Certificate5
+ set party_relay,13;
+ set party_relay_lv,BaseLevel;
+ mes "[Gatan]";
+ mes "I'll go ahead and take";
+ mes "your ticket now. Come";
+ mes "back after you finish what";
+ mes "I've asked, and then we can";
+ mes "move on to the next part.";
+ close;
+ }
+ else if (BaseLevel > 69) {
+ mes "[Gatan]";
+ mes "You're pretty strong,";
+ mes "but it wouldn't kill";
+ mes "you to gain 2 more";
+ mes "Base Levels. Go ahead";
+ mes "and do that, alright?";
+ next;
+ delitem 7734,1; //Mission_Certificate5
+ set party_relay,14;
+ set party_relay_lv,BaseLevel;
+ mes "[Gatan]";
+ mes "I'll go ahead and take";
+ mes "your ticket now. Come";
+ mes "back after you finish what";
+ mes "I've asked, and then we can";
+ mes "move on to the next part.";
+ close;
+ }
+ else if (BaseLevel > 59) {
+ mes "[Gatan]";
+ mes "You're pretty strong,";
+ mes "but it wouldn't kill";
+ mes "you to gain 2 more";
+ mes "Base Levels. Go ahead";
+ mes "and do that, alright?";
+ next;
+ delitem 7734,1; //Mission_Certificate5
+ set party_relay,14;
+ set party_relay_lv,BaseLevel;
+ mes "[Gatan]";
+ mes "I'll go ahead and take";
+ mes "your ticket now. Come";
+ mes "back after you finish what";
+ mes "I've asked, and then we can";
+ mes "move on to the next part.";
+ close;
+ }
+ else if (BaseLevel > 49) {
+ mes "[Gatan]";
+ mes "You know, you'd probably";
+ mes "benefit from being just";
+ mes "a little bit stronger. Now";
+ mes "go out and gain 3 Base";
+ mes "Levels for me, okay?";
+ next;
+ delitem 7734,1; //Mission_Certificate5
+ set party_relay,15;
+ set party_relay_lv,BaseLevel;
+ mes "[Gatan]";
+ mes "I'll go ahead and take";
+ mes "your ticket now. Come";
+ mes "back after you finish what";
+ mes "I've asked, and then we can";
+ mes "move on to the next part.";
+ close;
+ }
+ else if (BaseLevel > 39) {
+ mes "[Gatan]";
+ mes "You know, you'd probably";
+ mes "benefit from being just";
+ mes "a little bit stronger. Now";
+ mes "go out and gain 3 Base";
+ mes "Levels for me, okay?";
+ next;
+ delitem 7734,1; //Mission_Certificate5
+ set party_relay,15;
+ set party_relay_lv,BaseLevel;
+ mes "[Gatan]";
+ mes "I'll go ahead and take";
+ mes "your ticket now. Come";
+ mes "back after you finish what";
+ mes "I've asked, and then we can";
+ mes "move on to the next part.";
+ close;
+ }
+ }
+ else if ((BaseLevel > 39) && (countitem(7734) > 0) && (.@relaytime >= 21) && (BaseClass == Job_Mage)) {
+ mes "[Gatan]";
+ mes "Oh, um... Is that...?";
+ mes "That's a ticket from";
+ mes "Ledrion, huh? (^666666Nuts! I've";
+ mes "got to work now?^000000) It's nice";
+ mes "to meet you. I'm Gatan.";
+ next;
+ mes "[Gatan]";
+ mes "Well, now I've got a little";
+ mes "test for you. You ready?";
+ mes "Your objective is to gain";
+ mes "more levels! Let's see...";
+ mes "What would be fair?";
+ next;
+ if (BaseLevel > 94) {
+ mes "[Gatan]";
+ mes "Actually, you're already";
+ mes "pretty strong. I don't feel";
+ mes "like doing much work either,";
+ mes "so we'll just say that you";
+ mes "finished my test, alright?";
+ mes "Just don't tell anyone!";
+ next;
+ delitem 7734,1; //Mission_Certificate5
+ set party_relay,16;
+ mes "[Gatan]";
+ mes "Hold on a second...";
+ mes "I'm supposed to tell";
+ mes "you something... Give";
+ mes "me a minute, will you?";
+ close;
+ }
+ else if (BaseLevel > 89) {
+ mes "[Gatan]";
+ mes "You're pretty strong,";
+ mes "but it wouldn't kill";
+ mes "you to gain 1 more";
+ mes "Base Level. Go ahead";
+ mes "and do that, alright?";
+ next;
+ delitem 7734,1; //Mission_Certificate5
+ set party_relay,13;
+ set party_relay_lv,BaseLevel;
+ mes "[Gatan]";
+ mes "I'll go ahead and take";
+ mes "your ticket now. Come";
+ mes "back after you finish what";
+ mes "I've asked, and then we can";
+ mes "move on to the next part.";
+ close;
+ }
+ else if (BaseLevel > 79) {
+ mes "[Gatan]";
+ mes "You're pretty strong,";
+ mes "but it wouldn't kill";
+ mes "you to gain 1 more";
+ mes "Base Level. Go ahead";
+ mes "and do that, alright?";
+ next;
+ delitem 7734,1; //Mission_Certificate5
+ set party_relay,13;
+ set party_relay_lv,BaseLevel;
+ mes "[Gatan]";
+ mes "I'll go ahead and take";
+ mes "your ticket now. Come";
+ mes "back after you finish what";
+ mes "I've asked, and then we can";
+ mes "move on to the next part.";
+ close;
+ }
+ else if (BaseLevel > 69) {
+ mes "[Gatan]";
+ mes "You're pretty strong,";
+ mes "but it wouldn't kill";
+ mes "you to gain 2 more";
+ mes "Base Levels. Go ahead";
+ mes "and do that, alright?";
+ next;
+ delitem 7734,1; //Mission_Certificate5
+ set party_relay,14;
+ set party_relay_lv,BaseLevel;
+ mes "[Gatan]";
+ mes "I'll go ahead and take";
+ mes "your ticket now. Come";
+ mes "back after you finish what";
+ mes "I've asked, and then we can";
+ mes "move on to the next part.";
+ close;
+ }
+ else if (BaseLevel > 59) {
+ mes "[Gatan]";
+ mes "You're pretty strong,";
+ mes "but it wouldn't kill";
+ mes "you to gain 2 more";
+ mes "Base Levels. Go ahead";
+ mes "and do that, alright?";
+ next;
+ delitem 7734,1; //Mission_Certificate5
+ set party_relay,14;
+ set party_relay_lv,BaseLevel;
+ mes "[Gatan]";
+ mes "I'll go ahead and take";
+ mes "your ticket now. Come";
+ mes "back after you finish what";
+ mes "I've asked, and then we can";
+ mes "move on to the next part.";
+ close;
+ }
+ else if (BaseLevel > 49) {
+ mes "[Gatan]";
+ mes "You know, you'd probably";
+ mes "benefit from being just";
+ mes "a little bit stronger. Now";
+ mes "go out and gain 3 Base";
+ mes "Levels for me, okay?";
+ next;
+ delitem 7734,1; //Mission_Certificate5
+ set party_relay,15;
+ set party_relay_lv,BaseLevel;
+ mes "[Gatan]";
+ mes "I'll go ahead and take";
+ mes "your ticket now. Come";
+ mes "back after you finish what";
+ mes "I've asked, and then we can";
+ mes "move on to the next part.";
+ close;
+ }
+ else if (BaseLevel > 39) {
+ mes "[Gatan]";
+ mes "You know, you'd probably";
+ mes "benefit from being just";
+ mes "a little bit stronger. Now";
+ mes "go out and gain 3 Base";
+ mes "Levels for me, okay?";
+ next;
+ delitem 7734,1; //Mission_Certificate5
+ set party_relay,15;
+ set party_relay_lv,BaseLevel;
+ mes "[Gatan]";
+ mes "I'll go ahead and take";
+ mes "your ticket now. Come";
+ mes "back after you finish what";
+ mes "I've asked, and then we can";
+ mes "move on to the next part.";
+ close;
+ }
+ }
+ if ((BaseLevel > 39) && (countitem(7734) > 0) && (BaseClass == Job_Mage)) {
+ mes "[Gatan]";
+ mes "Oh, um... Is that...?";
+ mes "That's a ticket from";
+ mes "Ledrion, huh? It's nice";
+ mes "to meet you. I'm Gatan.";
+ next;
+ mes "[Gatan]";
+ mes "I'm not on shift right";
+ mes "now, though: even I need";
+ mes "to take some off time to";
+ mes "avoid getting swamped with";
+ mes "work. Come back to me during";
+ mes "my work hours, alright?";
+ next;
+ mes "[Gatan]";
+ mes "Now I work three hours";
+ mes "just before I have lunch,";
+ mes "and three hours around";
+ mes "midnight. Go ahead and";
+ mes "look me up around those";
+ mes "times. A bit confusing, I know~";
+ close;
+ }
+ if (party_relay == 6) {
+ mes "[Gatan]";
+ mes "Did you give that ticket";
+ mes "to the Thief Class member";
+ mes "of your group? ^666666*Yawn*^000000 If you";
+ mes "wanna finish all of these";
+ mes "challenges, then that's";
+ mes "what you gotta do~";
+ close;
+ }
+ if (party_relay == 5) {
+ mes "[Gatan]";
+ mes "Ah, very nice!";
+ mes "Now please give this";
+ mes "ticket to the Thief Class";
+ mes "member of the your group,";
+ mes "and ask him to deliver";
+ mes "it to Bafhail. Easy, right?";
+ next;
+ mes "[Gatan]";
+ mes "Here you are...";
+ mes "Just a little";
+ mes "something for";
+ mes "your troubles~";
+ set party_relay,6;
+ getitem 7731,1; //Mission_Certificate2
+ getitem 607,2; //Yggdrasilberry
+ if (BaseLevel > 94) {
+ getexp 104760,0;
+ }
+ else if (BaseLevel > 89) {
+ getexp 85920,0;
+ }
+ else if (BaseLevel > 79) {
+ getexp 38520,0;
+ }
+ else if (BaseLevel > 69) {
+ getexp 38520,0;
+ }
+ else if (BaseLevel > 59) {
+ getexp 67200,0;
+ }
+ else if (BaseLevel > 49) {
+ getexp 28800,0;
+ }
+ else {
+ getexp 1080,0;
+ }
+ next;
+ mes "[Gatan]";
+ mes "Don't forget to make";
+ mes "sure that Bafhail gets";
+ mes "that ticket from a Thief";
+ mes "Class character in your";
+ mes "group. I'll see you around.";
+ close;
+ }
+ if ((party_relay == 4) && (BaseLevel > (party_relay_lv + 2)) && ((.@relaytime >= 11) && (.@relaytime < 14))) {
+ mes "[Gatan]";
+ mes "Nice work. I guess";
+ mes "that Ledrion really knows";
+ mes "good adventurers when he";
+ mes "sees them. Now, you mind";
+ mes "waiting a bit? Um, there's";
+ mes "something I have to give you...";
+ set party_relay,5;
+ close;
+ }
+ else if ((party_relay == 4) && (BaseLevel > (party_relay_lv + 2)) && ((.@relaytime >= 0) && (.@relaytime < 3))) {
+ mes "[Gatan]";
+ mes "Nice work. I guess";
+ mes "that Ledrion really knows";
+ mes "good adventurers when he";
+ mes "sees them. Now, you mind";
+ mes "waiting a bit? Um, there's";
+ mes "something I have to give you...";
+ set party_relay,5;
+ close;
+ }
+ if (party_relay == 4) {
+ mes "[Gatan]";
+ mes "You didn't forget that";
+ mes "you had to gain 3 more";
+ mes "Base Levels, did you?";
+ mes "Oh, and come back during";
+ mes "my regular working hours.";
+ mes "Don't bother me when I'm off~";
+ next;
+ mes "[Gatan]";
+ mes "I'll tell you when I work";
+ mes "one more time: come from";
+ mes "11 AM to 2 PM, or 12 AM to";
+ mes "3 AM, Pacific Standard Time.";
+ mes "Good luck to you, alright?";
+ close;
+ }
+ if ((party_relay == 3) && (BaseLevel > (party_relay_lv + 1)) && ((.@relaytime >= 11) && (.@relaytime < 14))) {
+ mes "[Gatan]";
+ mes "Nice work. I guess";
+ mes "that Ledrion really knows";
+ mes "good adventurers when he";
+ mes "sees them. Now, you mind";
+ mes "waiting a bit? Um, there's";
+ mes "something I have to give you...";
+ set party_relay,5;
+ close;
+ }
+ else if ((party_relay == 3) && (BaseLevel > (party_relay_lv + 1)) && ((.@relaytime >= 0) && (.@relaytime < 3))) {
+ mes "[Gatan]";
+ mes "Nice work. I guess";
+ mes "that Ledrion really knows";
+ mes "good adventurers when he";
+ mes "sees them. Now, you mind";
+ mes "waiting a bit? Um, there's";
+ mes "something I have to give you...";
+ set party_relay,5;
+ close;
+ }
+ if (party_relay == 3) {
+ mes "[Gatan]";
+ mes "You didn't forget that";
+ mes "you had to gain 2 more";
+ mes "Base Levels, did you?";
+ mes "Oh, and come back during";
+ mes "my regular working hours.";
+ mes "Don't bother me when I'm off~";
+ next;
+ mes "[Gatan]";
+ mes "I'll tell you when I work";
+ mes "one more time: come from";
+ mes "11 AM to 2 PM, or 12 AM to";
+ mes "3 AM, Pacific Standard Time.";
+ mes "Good luck to you, alright?";
+ close;
+ }
+ if ((party_relay == 99) && (BaseLevel > party_relay_lv) && ((.@relaytime >= 11) && (.@relaytime < 14))) {
+ mes "[Gatan]";
+ mes "Nice work. I guess";
+ mes "that Ledrion really knows";
+ mes "good adventurers when he";
+ mes "sees them. Now, you mind";
+ mes "waiting a bit? Um, there's";
+ mes "something I have to give you...";
+ set party_relay,5;
+ close;
+ }
+ else if ((party_relay == 99) && (BaseLevel > party_relay_lv) && ((.@relaytime >= 0) && (.@relaytime < 3))) {
+ mes "[Gatan]";
+ mes "Nice work. I guess";
+ mes "that Ledrion really knows";
+ mes "good adventurers when he";
+ mes "sees them. Now, you mind";
+ mes "waiting a bit? Um, there's";
+ mes "something I have to give you...";
+ set party_relay,5;
+ close;
+ }
+ if (party_relay == 99) {
+ mes "[Gatan]";
+ mes "You didn't forget that";
+ mes "you had to gain 1 more";
+ mes "Base Level, did you?";
+ mes "Oh, and come back during";
+ mes "my regular working hours.";
+ mes "Don't bother me when I'm off~";
+ next;
+ mes "[Gatan]";
+ mes "I'll tell you when I work";
+ mes "one more time: come from";
+ mes "11 AM to 2 PM, or 12 AM to";
+ mes "3 AM, Pacific Standard Time.";
+ mes "Good luck to you, alright?";
+ close;
+ }
+ if ((BaseLevel > 39) && (countitem(7730) > 0) && (.@relaytime >= 11) && (.@relaytime < 14) && (BaseClass == Job_Swordman)) {
+ mes "[Gatan]";
+ mes "Oh, um... Is that...?";
+ mes "That's a ticket from";
+ mes "Ledrion, huh? (^666666Nuts! I've";
+ mes "got to work now?^000000) It's nice";
+ mes "to meet you. I'm Gatan.";
+ next;
+ mes "[Gatan]";
+ mes "Ledrion wanted me to give";
+ mes "a little test if any Swordman";
+ mes "Class guys brought me a ticket,";
+ mes "and were working with a group.";
+ mes "Ready? Increasing your Base";
+ mes "Level will be my test for you.";
+ next;
+ if (BaseLevel > 94) {
+ mes "[Gatan]";
+ mes "Actually, you're already";
+ mes "pretty strong. I don't feel";
+ mes "like doing much work either,";
+ mes "so we'll just say that you";
+ mes "finished my test, alright?";
+ mes "Just don't tell anyone!";
+ next;
+ delitem 7730,1; //Mission_Certificate1
+ set party_relay,5;
+ mes "[Gatan]";
+ mes "Hold on a second...";
+ mes "I'm supposed to tell";
+ mes "you something... Give";
+ mes "me a minute, will you?";
+ close;
+ }
+ else if (BaseLevel > 89) {
+ mes "[Gatan]";
+ mes "You're pretty strong,";
+ mes "but it wouldn't kill";
+ mes "you to gain 1 more";
+ mes "Base Level. Go ahead";
+ mes "and do that, alright?";
+ next;
+ delitem 7730,1; //Mission_Certificate1
+ set party_relay,99;
+ set party_relay_lv,BaseLevel;
+ mes "[Gatan]";
+ mes "I'll go ahead and take";
+ mes "your ticket now. Come";
+ mes "back after you finish what";
+ mes "I've asked, and then we can";
+ mes "move on to the next part.";
+ close;
+ }
+ else if (BaseLevel > 79) {
+ mes "[Gatan]";
+ mes "You're pretty strong,";
+ mes "but it wouldn't kill";
+ mes "you to gain 1 more";
+ mes "Base Level. Go ahead";
+ mes "and do that, alright?";
+ next;
+ delitem 7730,1; //Mission_Certificate1
+ set party_relay,99;
+ set party_relay_lv,BaseLevel;
+ mes "[Gatan]";
+ mes "I'll go ahead and take";
+ mes "your ticket now. Come";
+ mes "back after you finish what";
+ mes "I've asked, and then we can";
+ mes "move on to the next part.";
+ close;
+ }
+ else if (BaseLevel > 69) {
+ mes "[Gatan]";
+ mes "You're pretty strong,";
+ mes "but it wouldn't kill";
+ mes "you to gain 2 more";
+ mes "Base Levels. Go ahead";
+ mes "and do that, alright?";
+ next;
+ delitem 7730,1; //Mission_Certificate1
+ set party_relay,3;
+ set party_relay_lv,BaseLevel;
+ mes "[Gatan]";
+ mes "I'll go ahead and take";
+ mes "your ticket now. Come";
+ mes "back after you finish what";
+ mes "I've asked, and then we can";
+ mes "move on to the next part.";
+ close;
+ }
+ else if (BaseLevel > 59) {
+ mes "[Gatan]";
+ mes "You're pretty strong,";
+ mes "but it wouldn't kill";
+ mes "you to gain 2 more";
+ mes "Base Levels. Go ahead";
+ mes "and do that, alright?";
+ next;
+ delitem 7730,1; //Mission_Certificate1
+ set party_relay,3;
+ set party_relay_lv,BaseLevel;
+ mes "[Gatan]";
+ mes "I'll go ahead and take";
+ mes "your ticket now. Come";
+ mes "back after you finish what";
+ mes "I've asked, and then we can";
+ mes "move on to the next part.";
+ close;
+ }
+ else if (BaseLevel > 49) {
+ mes "[Gatan]";
+ mes "You know, you'd probably";
+ mes "benefit from being just";
+ mes "a little bit stronger. Now";
+ mes "go out and gain 3 Base";
+ mes "Levels for me, okay?";
+ next;
+ delitem 7730,1; //Mission_Certificate1
+ set party_relay,4;
+ set party_relay_lv,BaseLevel;
+ mes "[Gatan]";
+ mes "I'll go ahead and take";
+ mes "your ticket now. Come";
+ mes "back after you finish what";
+ mes "I've asked, and then we can";
+ mes "move on to the next part.";
+ close;
+ }
+ else if (BaseLevel > 39) {
+ mes "[Gatan]";
+ mes "You know, you'd probably";
+ mes "benefit from being just";
+ mes "a little bit stronger. Now";
+ mes "go out and gain 3 Base";
+ mes "Levels for me, okay?";
+ next;
+ delitem 7730,1; //Mission_Certificate1
+ set party_relay,4;
+ set party_relay_lv,BaseLevel;
+ mes "[Gatan]";
+ mes "I'll go ahead and take";
+ mes "your ticket now. Come";
+ mes "back after you finish what";
+ mes "I've asked, and then we can";
+ mes "move on to the next part.";
+ close;
+ }
+ }
+ else if ((BaseLevel > 39) && (countitem(7730) > 0) && (.@relaytime >= 0) && (.@relaytime < 3) && (BaseClass == Job_Swordman)) {
+ mes "[Gatan]";
+ mes "Oh, um... Is that...?";
+ mes "That's a ticket from";
+ mes "Ledrion, huh? (^666666Nuts! I've";
+ mes "got to work now?^000000) It's nice";
+ mes "to meet you. I'm Gatan.";
+ next;
+ mes "[Gatan]";
+ mes "Ledrion wanted me to give";
+ mes "a little test if any Swordman";
+ mes "Class guys brought me a ticket,";
+ mes "and were working with a group.";
+ mes "Ready? Increasing your Base";
+ mes "Level will be my test for you.";
+ next;
+ if (BaseLevel > 94) {
+ mes "[Gatan]";
+ mes "Actually, you're already";
+ mes "pretty strong. I don't feel";
+ mes "like doing much work either,";
+ mes "so we'll just say that you";
+ mes "finished my test, alright?";
+ mes "Just don't tell anyone!";
+ next;
+ delitem 7730,1; //Mission_Certificate1
+ set party_relay,5;
+ mes "[Gatan]";
+ mes "Hold on a second...";
+ mes "I'm supposed to tell";
+ mes "you something... Give";
+ mes "me a minute, will you?";
+ close;
+ }
+ else if (BaseLevel > 89) {
+ mes "[Gatan]";
+ mes "You're pretty strong,";
+ mes "but it wouldn't kill";
+ mes "you to gain 1 more";
+ mes "Base Level. Go ahead";
+ mes "and do that, alright?";
+ next;
+ delitem 7730,1; //Mission_Certificate1
+ set party_relay,99;
+ set party_relay_lv,BaseLevel;
+ mes "[Gatan]";
+ mes "I'll go ahead and take";
+ mes "your ticket now. Come";
+ mes "back after you finish what";
+ mes "I've asked, and then we can";
+ mes "move on to the next part.";
+ close;
+ }
+ else if (BaseLevel > 79) {
+ mes "[Gatan]";
+ mes "You're pretty strong,";
+ mes "but it wouldn't kill";
+ mes "you to gain 1 more";
+ mes "Base Level. Go ahead";
+ mes "and do that, alright?";
+ next;
+ delitem 7730,1; //Mission_Certificate1
+ set party_relay,99;
+ set party_relay_lv,BaseLevel;
+ mes "[Gatan]";
+ mes "I'll go ahead and take";
+ mes "your ticket now. Come";
+ mes "back after you finish what";
+ mes "I've asked, and then we can";
+ mes "move on to the next part.";
+ close;
+ }
+ else if (BaseLevel > 69) {
+ mes "[Gatan]";
+ mes "You're pretty strong,";
+ mes "but it wouldn't kill";
+ mes "you to gain 2 more";
+ mes "Base Levels. Go ahead";
+ mes "and do that, alright?";
+ next;
+ delitem 7730,1; //Mission_Certificate1
+ set party_relay,3;
+ set party_relay_lv,BaseLevel;
+ mes "[Gatan]";
+ mes "I'll go ahead and take";
+ mes "your ticket now. Come";
+ mes "back after you finish what";
+ mes "I've asked, and then we can";
+ mes "move on to the next part.";
+ close;
+ }
+ else if (BaseLevel > 59) {
+ mes "[Gatan]";
+ mes "You're pretty strong,";
+ mes "but it wouldn't kill";
+ mes "you to gain 2 more";
+ mes "Base Levels. Go ahead";
+ mes "and do that, alright?";
+ next;
+ delitem 7730,1; //Mission_Certificate1
+ set party_relay,3;
+ set party_relay_lv,BaseLevel;
+ mes "[Gatan]";
+ mes "I'll go ahead and take";
+ mes "your ticket now. Come";
+ mes "back after you finish what";
+ mes "I've asked, and then we can";
+ mes "move on to the next part.";
+ close;
+ }
+ else if (BaseLevel > 49) {
+ mes "[Gatan]";
+ mes "You know, you'd probably";
+ mes "benefit from being just";
+ mes "a little bit stronger. Now";
+ mes "go out and gain 3 Base";
+ mes "Levels for me, okay?";
+ next;
+ delitem 7730,1; //Mission_Certificate1
+ set party_relay,4;
+ set party_relay_lv,BaseLevel;
+ mes "[Gatan]";
+ mes "I'll go ahead and take";
+ mes "your ticket now. Come";
+ mes "back after you finish what";
+ mes "I've asked, and then we can";
+ mes "move on to the next part.";
+ close;
+ }
+ else if (BaseLevel > 39) {
+ mes "[Gatan]";
+ mes "You know, you'd probably";
+ mes "benefit from being just";
+ mes "a little bit stronger. Now";
+ mes "go out and gain 3 Base";
+ mes "Levels for me, okay?";
+ next;
+ delitem 7730,1; //Mission_Certificate1
+ set party_relay,4;
+ set party_relay_lv,BaseLevel;
+ mes "[Gatan]";
+ mes "I'll keep your ticket.";
+ mes "When you're finished, please come back.";
+ close;
+ }
+ }
+ else if ((BaseLevel > 39) && (countitem(7730) > 0) && (BaseClass == Job_Swordman)) {
+ mes "[Gatan]";
+ mes "Oh, um... Is that...?";
+ mes "That's a ticket from";
+ mes "Ledrion, huh? (^666666Nuts! I've";
+ mes "got to work now?^000000) It's nice";
+ mes "to meet you. I'm Gatan.";
+ next;
+ mes "[Gatan]";
+ mes "Hate to tell you, but";
+ mes "I'm not on duty right now.";
+ mes "You should really come back";
+ mes "and talk to me during my";
+ mes "work hours, okay? I need";
+ mes "my rest from work, you know?";
+ next;
+ mes "[Gatan]";
+ mes "I'll tell you when I work,";
+ mes "just don't forget: come from";
+ mes "11 AM to 2 PM, or 12 AM to";
+ mes "3 AM, Pacific Standard Time.";
+ mes "Good luck to you, alright?";
+ close;
+ }
+ mes "[Gatan]";
+ mes "Hey, nice meeting you.";
+ mes "I'm Gatan. I'm not up to";
+ mes "much, just helping out";
+ mes "a friend. He's loaded, but";
+ mes "he's also a really good guy.";
+ mes "Working me to the bone, though.";
+ close;
+}
+
+payon,204,221,3 script Bafhail#payon::RelayBafhail 731,{
+ getpartymember(getcharid(1));
+ set .@partymembercount,$@partymembercount;
+ set .@partyleader,getpartyleader(getcharid(1),2);
+ if (checkweight(907,300) == 0) {
+ mes "^3355FFWait a minute! You're";
+ mes "carrying too many items";
+ mes "right now: store some of";
+ mes "your extra things in Kafra";
+ mes "Storage, and then come back.^000000";
+ close;
+ }
+ if (countitem(7730) > 0) || (countitem(7733) > 0) || (countitem(7734) > 0) || (countitem(7737) > 0) || (countitem(7738) > 0) || (countitem(7741) > 0) {
+ mes "[Bafhail]";
+ mes "You must be confused...";
+ mes "It's not time for you";
+ mes "to see me just yet.";
+ mes "Have you tried meeting";
+ mes "with any of the other guys?";
+ close;
+ }
+ set .@relaytime,gettime(3);
+ if (party_relay == 30) {
+ mes "[Bafhail]";
+ mes "Did you give that ticket";
+ mes "to an Archer or Merchant";
+ mes "Class member of your group?";
+ mes "Just a reminder in case";
+ mes "you've already forgotten.";
+ close;
+ }
+ if ((party_relay == 29) && (.@relaytime >= 0) && (.@relaytime < 3) && (countitem(1012) > 19) && (countitem(1048) > 19) && (countitem(7003) > 19)) {
+ mes "[Bafhail]";
+ mes "Well, it looks like you came";
+ mes "at the right time and brought";
+ mes "everything I asked. Good work.";
+ mes "Please take your next ticket";
+ mes "and this small reward for you.";
+ next;
+ delitem 1012,20; //Lizard_Scruff
+ delitem 1048,20; //Slender_Snake
+ delitem 7003,20; //Anolian_Skin
+ set party_relay,30;
+ getitem 7740,1; //Mission_Certificate11
+ getitem 610,2; //Leaf_Of_Yggdrasil
+ getitem 607,2; //Yggdrasilberry
+ if (BaseLevel > 94) {
+ getexp 104760,0;
+ }
+ else if (BaseLevel > 89) {
+ getexp 85920,0;
+ }
+ else if (BaseLevel > 79) {
+ getexp 38520,0;
+ }
+ else if (BaseLevel > 69) {
+ getexp 38520,0;
+ }
+ else if (BaseLevel > 59) {
+ getexp 67200,0;
+ }
+ else if (BaseLevel > 49) {
+ getexp 28800,0;
+ }
+ else {
+ getexp 1080,0;
+ }
+ mes "[Bafhail]";
+ mes "Make sure that you give";
+ mes "that ticket to an Archer";
+ mes "or Merchant Class member";
+ mes "of your group, and have him";
+ mes "bring it to a boy named Lospii.";
+ mes "Goodbye now, and good luck~";
+ close;
+ }
+ else if ((party_relay == 29) && (.@relaytime >= 11) && (.@relaytime < 14) && (countitem(1012) > 19) && (countitem(1048) > 19) && (countitem(7003) > 19)) {
+ mes "[Bafhail]";
+ mes "Well, it looks like you came";
+ mes "at the right time and brought";
+ mes "everything I asked. Good work.";
+ mes "Please take your next ticket";
+ mes "and this small reward for you.";
+ next;
+ delitem 1012,20; //Lizard_Scruff
+ delitem 1048,20; //Slender_Snake
+ delitem 7003,20; //Anolian_Skin
+ set party_relay,30;
+ getitem 7740,1; //Mission_Certificate11
+ getitem 610,2; //Leaf_Of_Yggdrasil
+ getitem 607,2; //Yggdrasilberry
+ if (BaseLevel > 94) {
+ getexp 104760,0;
+ }
+ else if (BaseLevel > 89) {
+ getexp 85920,0;
+ }
+ else if (BaseLevel > 79) {
+ getexp 38520,0;
+ }
+ else if (BaseLevel > 69) {
+ getexp 38520,0;
+ }
+ else if (BaseLevel > 59) {
+ getexp 67200,0;
+ }
+ else if (BaseLevel > 49) {
+ getexp 28800,0;
+ }
+ else {
+ getexp 1080,0;
+ }
+ mes "[Bafhail]";
+ mes "Make sure that you give";
+ mes "that ticket to an Archer";
+ mes "or Merchant Class member";
+ mes "of your group, and have him";
+ mes "bring it to a boy named Lospii.";
+ mes "Goodbye now, and good luck~";
+ close;
+ }
+ if (party_relay == 29) {
+ mes "[Bafhail]";
+ mes "My mission for you is";
+ mes "to bring me some items";
+ mes "at the right time. I'll only";
+ mes "accept your items for 3 hours";
+ mes "once the day starts, and for 3";
+ mes "hours in the middle of the day.";
+ next;
+ mes "[Bafhail]";
+ mes "I need";
+ mes "^4D4DFF20 Frills^000000,";
+ mes "^4D4DFF20 Anolian Skins^000000, and";
+ mes "^4D4DFF20 Horrendous Hairs^000000.";
+ mes "Don't forget now, alright?";
+ close;
+ }
+ if ((countitem(7739) > 0) && (.@relaytime >= 11) && (.@relaytime < 14) && ((Baseclass == Job_Thief) || (BaseClass == Job_Acolyte))) {
+ mes "[Bafhail]";
+ mes "Oh, isn't that ticket...?";
+ mes "Ah, good, good. Judging";
+ mes "from your Job, Gatan must";
+ mes "have sent you, right? Nice";
+ mes "to meet you, I'm Bafhail~";
+ mes "Now, let's get to business.";
+ next;
+ mes "[Bafhail]";
+ mes "My mission is";
+ mes "for you to collect";
+ mes "^4D4DFF20 Frills^000000,";
+ mes "^4D4DFF20 Anolian Skins^000000, and";
+ mes "^4D4DFF20 Horrendous Hairs^000000.";
+ next;
+ delitem 7739,1; //Mission_Certificate10
+ set party_relay,29;
+ mes "[Bafhail]";
+ mes "Understood?";
+ mes "Alright then, if you'll";
+ mes "just hand me your ticket,";
+ mes "you can start gathering";
+ mes "those items I listed.";
+ mes "I'll see you later~";
+ close;
+ }
+ else if ((countitem(7739) > 0) && (.@relaytime >= 0) && (.@relaytime < 3) && ((Baseclass == Job_Thief) || (BaseClass == Job_Acolyte))) {
+ mes "[Bafhail]";
+ mes "Oh, isn't that ticket...?";
+ mes "Ah, good, good. Judging";
+ mes "from your Job, Gatan must";
+ mes "have sent you, right? Nice";
+ mes "to meet you, I'm Bafhail~";
+ mes "Now, let's get to business.";
+ next;
+ mes "[Bafhail]";
+ mes "My mission is";
+ mes "for you to collect";
+ mes "^4D4DFF20 Frills^000000,";
+ mes "^4D4DFF20 Anolian Skins^000000, and";
+ mes "^4D4DFF20 Horrendous Hairs^000000.";
+ next;
+ delitem 7739,1; //Mission_Certificate10
+ set party_relay,29;
+ mes "[Bafhail]";
+ mes "Understood?";
+ mes "Understood?";
+ mes "Alright then, if you'll";
+ mes "just hand me your ticket,";
+ mes "you can start gathering";
+ mes "those items I listed.";
+ mes "I'll see you later~";
+ close;
+ }
+ if ((countitem(7739) > 0) && ((Baseclass == Job_Thief) || (BaseClass == Job_Acolyte))) {
+ mes "[Bafhail]";
+ mes "Oh, isn't that ticket...?";
+ mes "Ah, good, good. Judging";
+ mes "from your Job, Gatan must";
+ mes "have sent you, right? Nice";
+ mes "to meet you, I'm Bafhail~";
+ next;
+ mes "[Bafhail]";
+ mes "Would you mind coming ";
+ mes "back to me later? Now";
+ mes "isn't the right time to talk";
+ mes "to me. I'm available for 3";
+ mes "hours at the start of the day,";
+ mes "and 3 hours in midday.";
+ close;
+ }
+ if (party_relay == 20) {
+ mes "[Bafhail]";
+ mes "Did you give that ticket";
+ mes "to an Archer or Merchant";
+ mes "Class member of your group?";
+ mes "Just a reminder in case";
+ mes "you've already forgotten.";
+ close;
+ }
+ if ((party_relay == 19) && (.@relaytime >= 14) && (.@relaytime < 17) && (countitem(1015) > 9) && (countitem(7172) > 9) && (countitem(7155) > 9)) {
+ mes "[Bafhail]";
+ mes "Well, it looks like you came";
+ mes "at the right time and brought";
+ mes "everything I asked. Good work.";
+ mes "Please take your next ticket";
+ mes "and this small reward for you.";
+ next;
+ delitem 1015,10; //Thin_N'_Long_Tongue
+ delitem 7172,10; //Leopard_Talon
+ delitem 7155,10; //Poison_Toad's_Skin
+ set party_relay,20;
+ getitem 7736,1; //Mission_Certificate7
+ getitem 610,2; //Leaf_Of_Yggdrasil
+ if (BaseLevel > 94) {
+ getexp 104760,0;
+ }
+ else if (BaseLevel > 89) {
+ getexp 85920,0;
+ }
+ else if (BaseLevel > 79) {
+ getexp 38520,0;
+ }
+ else if (BaseLevel > 69) {
+ getexp 38520,0;
+ }
+ else if (BaseLevel > 59) {
+ getexp 67200,0;
+ }
+ else if (BaseLevel > 49) {
+ getexp 28800,0;
+ }
+ else {
+ getexp 1080,0;
+ }
+ mes "[Bafhail]";
+ mes "Do me a favor and make";
+ mes "sure that the Merchant";
+ mes "Class character in your";
+ mes "group delivers that ticket";
+ mes "to Lospii. Alright, I guess";
+ mes "I'll see you later, then.";
+ close;
+ }
+ else if ((party_relay == 19) && (.@relaytime >= 18) && (.@relaytime < 21) && (countitem(1015) > 9) && (countitem(7172) > 9) && (countitem(7155) > 9)) {
+ mes "[Bafhail]";
+ mes "Well, it looks like you came";
+ mes "at the right time and brought";
+ mes "everything I asked. Good work.";
+ mes "Please take your next ticket";
+ mes "and this small reward for you.";
+ next;
+ delitem 1015,10; //Thin_N'_Long_Tongue
+ delitem 7172,10; //Leopard_Talon
+ delitem 7155,10; //Poison_Toad's_Skin
+ set party_relay,20;
+ getitem 7736,1; //Mission_Certificate7
+ getitem 610,2; //Leaf_Of_Yggdrasil
+ if (BaseLevel > 94) {
+ getexp 104760,0;
+ }
+ else if (BaseLevel > 89) {
+ getexp 85920,0;
+ }
+ else if (BaseLevel > 79) {
+ getexp 38520,0;
+ }
+ else if (BaseLevel > 69) {
+ getexp 38520,0;
+ }
+ else if (BaseLevel > 59) {
+ getexp 67200,0;
+ }
+ else if (BaseLevel > 49) {
+ getexp 28800,0;
+ }
+ else {
+ getexp 1080,0;
+ }
+ mes "[Bafhail]";
+ mes "Do me a favor and make";
+ mes "sure that the Merchant";
+ mes "Class character in your";
+ mes "group delivers that ticket";
+ mes "to Lospii. Alright, I guess";
+ mes "I'll see you later, then.";
+ close;
+ }
+ if (party_relay == 19) {
+ mes "[Bafhail]";
+ mes "Remember to bring me";
+ mes "the items I requested";
+ mes "at the right time, during";
+ mes "the 3 hours after noon or";
+ mes "3 hours in the early evening.";
+ mes "Now, I want you to bring...";
+ next;
+ mes "[Bafhail]";
+ mes "^4D4DFF10 Tongues^000000,";
+ mes "^4D4DFF10 Leopard Claws^000000, and";
+ mes "^4D4DFF10 Poisonous Toad Skins^000000.";
+ mes "I'll be waiting for you here";
+ mes "and will accept those items";
+ mes "when the time is right.";
+ close;
+ }
+ if ((party_relay == 18) && (.@relaytime >= 14) && (.@relaytime < 17) && (countitem(7157) > 9) && (countitem(1021) > 9) && (countitem(7101) >9)) {
+ mes "[Bafhail]";
+ mes "Well, it looks like you came";
+ mes "at the right time and brought";
+ mes "everything I asked. Good work.";
+ mes "Please take your next ticket";
+ mes "and this small reward for you.";
+ next;
+ delitem 7157,10; //Black_Mask
+ delitem 1021,10; //Dokkaebi_Horn
+ delitem 7101,10; //Peco_Wing_Feather
+ set party_relay,20;
+ getitem 7736,1; //Mission_Certificate7
+ getitem 610,2; //Leaf_Of_Yggdrasil
+ if (BaseLevel > 94) {
+ getexp 104760,0;
+ }
+ else if (BaseLevel > 89) {
+ getexp 85920,0;
+ }
+ else if (BaseLevel > 79) {
+ getexp 38520,0;
+ }
+ else if (BaseLevel > 69) {
+ getexp 38520,0;
+ }
+ else if (BaseLevel > 59) {
+ getexp 67200,0;
+ }
+ else if (BaseLevel > 49) {
+ getexp 28800,0;
+ }
+ else {
+ getexp 1080,0;
+ }
+ mes "[Bafhail]";
+ mes "Do me a favor and make";
+ mes "sure that the Merchant";
+ mes "Class character in your";
+ mes "group delivers that ticket";
+ mes "to Lospii. Alright, I guess";
+ mes "I'll see you later, then.";
+ close;
+ }
+ else if ((party_relay == 18) && (.@relaytime >= 18) && (.@relaytime < 21) && (countitem(7157) > 9) && (countitem(1021) > 9) && (countitem(7101) >9)) {
+ mes "[Bafhail]";
+ mes "Well, it looks like you came";
+ mes "at the right time and brought";
+ mes "everything I asked. Good work.";
+ mes "Please take your next ticket";
+ mes "and this small reward for you.";
+ next;
+ delitem 7157,10; //Black_Mask
+ delitem 1021,10; //Dokkaebi_Horn
+ delitem 7101,10; //Peco_Wing_Feather
+ set party_relay,20;
+ getitem 7736,1; //Mission_Certificate7
+ getitem 610,2; //Leaf_Of_Yggdrasil
+ if (BaseLevel > 94) {
+ getexp 104760,0;
+ }
+ else if (BaseLevel > 89) {
+ getexp 85920,0;
+ }
+ else if (BaseLevel > 79) {
+ getexp 38520,0;
+ }
+ else if (BaseLevel > 69) {
+ getexp 38520,0;
+ }
+ else if (BaseLevel > 59) {
+ getexp 67200,0;
+ }
+ else if (BaseLevel > 49) {
+ getexp 28800,0;
+ }
+ else {
+ getexp 1080,0;
+ }
+ mes "[Bafhail]";
+ mes "Do me a favor and make";
+ mes "sure that the Merchant";
+ mes "Class character in your";
+ mes "group delivers that ticket";
+ mes "to Lospii. Alright, I guess";
+ mes "I'll see you later, then.";
+ close;
+ }
+ if (party_relay == 18) {
+ mes "[Bafhail]";
+ mes "Remember that your";
+ mes "mission from me is";
+ mes "to collect some items,";
+ mes "and to bring them to";
+ mes "me at the right time.";
+ next;
+ mes "[Bafhail]";
+ mes "I'll only accept your";
+ mes "items for 3 hours after";
+ mes "the day starts, and for";
+ mes "3 hours during midday.";
+ mes "These are the items";
+ mes "that I want you to bring...";
+ next;
+ mes "[Bafhail]";
+ mes "^4D4DFF10 Dark Masks^000000,";
+ mes "^4D4DFF10 Dokebi Horns^000000, and";
+ mes "^4D4DFF10 PecoPeco Feathers^000000.";
+ mes "I'll be here waiting for";
+ mes "you during the hours";
+ mes "I just described, okay?";
+ close;
+ }
+ if ((countitem(7735) > 0) && (.@relaytime >= 14) && (.@relaytime < 17) && (BaseClass == Job_Acolyte)) {
+ mes "[Bafhail]";
+ mes "Oh, isn't that ticket...?";
+ mes "Ah, good, good. Judging";
+ mes "from your Job, Gatan must";
+ mes "have sent you, right? Nice";
+ mes "to meet you, I'm Bafhail~";
+ next;
+ mes "[Bafhail]";
+ mes "Alright, let's get down";
+ mes "to what you came for.";
+ mes "My mission is for you to";
+ mes "collect some items, and";
+ mes "for you to bring them at";
+ mes "the right time. Bring me...";
+ next;
+ mes "[Bafhail]";
+ mes "^4D4DFF10 Dark Masks^000000,";
+ mes "^4D4DFF10 Dokebi Horns^000000, and";
+ mes "^4D4DFF10 PecoPeco Feathers^000000.";
+ next;
+ delitem 7735,1; //Mission_Certificate6
+ set party_relay,18;
+ mes "[Bafhail]";
+ mes "Understood?";
+ mes "Alright then, if you'll";
+ mes "just hand me your ticket,";
+ mes "you can start gathering";
+ mes "those items I listed.";
+ mes "I'll see you later~";
+ close;
+ }
+ else if ((countitem(7735) > 0) && (.@relaytime >= 18) && (.@relaytime < 21) && (BaseClass == Job_Acolyte)) {
+ mes "[Bafhail]";
+ mes "Oh, isn't that ticket...?";
+ mes "Ah, good, good. Judging";
+ mes "from your Job, Gatan must";
+ mes "have sent you, right? Nice";
+ mes "to meet you, I'm Bafhail~";
+ next;
+ mes "[Bafhail]";
+ mes "Alright, let's get down";
+ mes "to what you came for.";
+ mes "My mission is for you to";
+ mes "collect some items, and";
+ mes "for you to bring them at";
+ mes "the right time. Bring me...";
+ next;
+ mes "[Bafhail]";
+ mes "^4D4DFF10 Tongues^000000,";
+ mes "^4D4DFF10 Leopard Claws^000000, and";
+ mes "^4D4DFF10 Poisonous Toad Skins^000000.";
+ next;
+ delitem 7735,1; //Mission_Certificate6
+ set party_relay,19;
+ mes "[Bafhail]";
+ mes "Understood?";
+ mes "Alright then, if you'll";
+ mes "just hand me your ticket,";
+ mes "you can start gathering";
+ mes "those items I listed.";
+ mes "I'll see you later~";
+ close;
+ }
+ if ((countitem(7735) > 0) && (BaseClass == Job_Acolyte)) {
+ mes "[Bafhail]";
+ mes "Oh, isn't that ticket...?";
+ mes "Ah, good, good. Judging";
+ mes "from your Job, Gatan must";
+ mes "have sent you, right? Nice";
+ mes "to meet you, I'm Bafhail~";
+ next;
+ mes "[Bafhail]";
+ mes "Would you mind coming ";
+ mes "back to me later? Now";
+ mes "isn't the right time to talk";
+ mes "to me. I'm available for 3";
+ mes "hours at the start of the day,";
+ mes "and 3 hours in midday.";
+ close;
+ }
+ if (party_relay == 9) {
+ mes "[Bafhail]";
+ mes "Oh, did you already";
+ mes "deliver the ticket that";
+ mes "I gave you? If that's the";
+ mes "case, we won't have any";
+ mes "business with each other";
+ mes "for a while, I suppose.";
+ close;
+ }
+ if ((party_relay == 8) && ((.@relaytime >= 8) && (.@relaytime < 11)) && (countitem(7196) > 9) && (countitem(7184) > 9) && (countitem(920) > 9)) {
+ mes "[Bafhail]";
+ mes "Well, it looks like you came";
+ mes "at the right time and brought";
+ mes "everything I asked. Good work.";
+ mes "Please take your next ticket";
+ mes "and this small reward for you.";
+ next;
+ delitem 7196,10; //Shoulder_Protection
+ delitem 7189,10; //Heart_Of_Tree
+ delitem 920,10; //Claw_Of_Wolves
+ set party_relay,9;
+ getitem 7732,1; //Mission_Certificate3
+ getitem 607,2; //Yggdrasilberry
+ if (BaseLevel > 94) {
+ getexp 104760,0;
+ }
+ else if (BaseLevel > 89) {
+ getexp 85920,0;
+ }
+ else if (BaseLevel > 79) {
+ getexp 38520,0;
+ }
+ else if (BaseLevel > 69) {
+ getexp 38520,0;
+ }
+ else if (BaseLevel > 59) {
+ getexp 67200,0;
+ }
+ else if (BaseLevel > 49) {
+ getexp 28800,0;
+ }
+ else {
+ getexp 1080,0;
+ }
+ mes "[Bafhail]";
+ mes "Please give that";
+ mes "ticket to the Archer";
+ mes "Class member of your";
+ mes "group, and have him";
+ mes "deliver it to Lospii, okay?";
+ mes "Good luck on your travels~";
+ close;
+ }
+ else if ((party_relay == 8) && ((.@relaytime >= 21) && (countitem(7196) > 9) && (countitem(7184) > 9) && (countitem(920) > 9))) {
+ mes "[Bafhail]";
+ mes "Well, it looks like you came";
+ mes "at the right time and brought";
+ mes "everything I asked. Good work.";
+ mes "Please take your next ticket";
+ mes "and this small reward for you.";
+ delitem 7196,10; //Shoulder_Protection
+ delitem 7189,10; //Heart_Of_Tree
+ delitem 920,10; //Claw_Of_Wolves
+ set party_relay,9;
+ getitem 7732,1; //Mission_Certificate3
+ getitem 607,2; //Yggdrasilberry
+ if (BaseLevel > 94) {
+ getexp 104760,0;
+ }
+ else if (BaseLevel > 89) {
+ getexp 85920,0;
+ }
+ else if (BaseLevel > 79) {
+ getexp 38520,0;
+ }
+ else if (BaseLevel > 69) {
+ getexp 38520,0;
+ }
+ else if (BaseLevel > 59) {
+ getexp 67200,0;
+ }
+ else if (BaseLevel > 49) {
+ getexp 28800,0;
+ }
+ else {
+ getexp 1080,0;
+ }
+ next;
+ mes "[Bafhail]";
+ mes "Please give that";
+ mes "ticket to the Archer";
+ mes "Class member of your";
+ mes "group, and have him";
+ mes "deliver it to Lospii, okay?";
+ mes "Good luck on your travels~";
+ close;
+ }
+ if (party_relay == 8) {
+ mes "[Bafhail]";
+ mes "Your mission";
+ mes "is to bring me";
+ mes "^4D4DFF10 Wooden Hearts^000000,";
+ mes "^4D4DFF10 Wolf Claws^000000, and";
+ mes "^4D4DFF10 Shoulder Protectors^000000";
+ mes "during hours I accept items.";
+ next;
+ mes "[Bafhail]";
+ mes "Remember that I only";
+ mes "accept items from 8 AM";
+ mes "to 11 AM, and from 9 PM";
+ mes "to 12 AM. That's Pacific";
+ mes "Standard Time. Don't forget!";
+ close;
+ }
+ if ((party_relay == 7) && ((.@relaytime >= 8) && (.@relaytime < 11)) && (countitem(1027) > 9) && (countitem(1040) > 9) && (countitem(1023) > 9)) {
+ mes "[Bafhail]";
+ mes "Well, it looks like you came";
+ mes "at the right time and brought";
+ mes "everything I asked. Good work.";
+ mes "Please take your next ticket";
+ mes "and this small reward for you.";
+ next;
+ delitem 1027,10; //Porcupine_Spike
+ delitem 1040,10; //Elder_Pixie's_Beard
+ delitem 1023,10; //Fish_Tail
+ set party_relay,9;
+ getitem 7732,1; //Mission_Certificate3
+ mes "[Bafhail]";
+ mes "Please give that";
+ mes "ticket to the Archer";
+ mes "Class member of your";
+ mes "group, and have him";
+ mes "deliver it to Lospii, okay?";
+ mes "Good luck on your travels~";
+ close;
+ }
+ else if ((party_relay == 7) && ((.@relaytime >= 21) && (countitem(1027) > 9) && (countitem(1040) > 9) && (countitem(1023) > 9))) {
+ mes "[Bafhail]";
+ mes "Well, it looks like you came";
+ mes "at the right time and brought";
+ mes "everything I asked. Good work.";
+ mes "Please take your next ticket";
+ mes "and this small reward for you.";
+ next;
+ delitem 1027,10; //Porcupine_Spike
+ delitem 1040,10; //Elder_Pixie's_Beard
+ delitem 1023,10; //Fish_Tail
+ set party_relay,9;
+ getitem 7732,1; //Mission_Certificate3
+ mes "[Bafhail]";
+ mes "Please give that";
+ mes "ticket to the Archer";
+ mes "Class member of your";
+ mes "group, and have him";
+ mes "deliver it to Lospii, okay?";
+ mes "Good luck on your travels~";
+ close;
+ }
+ if (party_relay == 7) {
+ mes "[Bafhail]";
+ mes "Your mission";
+ mes "is to bring me";
+ mes "^4D4DFF10 Fish Tails^000000,";
+ mes "^4D4DFF10 Porcupine Quills^000000, and";
+ mes "^4D4DFF10 Elder Pixie's Moustaches^000000";
+ mes "during hours I accept items.";
+ next;
+ mes "[Bafhail]";
+ mes "Remember that I only";
+ mes "accept items from 8 AM";
+ mes "to 11 AM, and from 9 PM";
+ mes "to 12 AM. That's Pacific";
+ mes "Standard Time. Don't forget!";
+ close;
+ }
+ if ((countitem(7731) > 0) && (BaseLevel > 39) && ((.@relaytime >= 8) && (.@relaytime < 11)) && (Baseclass == Job_Thief)) {
+ mes "[Bafhail]";
+ mes "Oh, isn't that ticket...?";
+ mes "Ah, good, good. Judging";
+ mes "from your Job, Gatan must";
+ mes "have sent you, right? Nice";
+ mes "to meet you, I'm Bafhail~";
+ next;
+ mes "[Bafhail]";
+ mes "Alright, let's get down";
+ mes "to what you came for.";
+ mes "My mission is for you to";
+ mes "collect some items, and";
+ mes "for you to bring them at";
+ mes "the right time. Bring me...";
+ next;
+ mes "[Bafhail]";
+ mes "^4D4DFF10 Wooden Hearts^000000,";
+ mes "^4D4DFF10 Wolf Claws^000000, and";
+ mes "^4D4DFF10 Shoulder Protectors^000000";
+ next;
+ delitem 7731,1; //Mission_Certificate2
+ set party_relay,8;
+ mes "[Bafhail]";
+ mes "Remember that I won't";
+ mes "accept your items, even";
+ mes "if you have everything,";
+ mes "if you don't come during";
+ mes "the hours when I accept";
+ mes "items for missions, okay?";
+ close;
+ }
+ else if ((countitem(7731) > 0) && (BaseLevel > 39) && ((.@relaytime >= 21) && (Baseclass == Job_Thief))) {
+ mes "[Bafhail]";
+ mes "Oh, isn't that ticket...?";
+ mes "Ah, good, good. Judging";
+ mes "from your Job, Gatan must";
+ mes "have sent you, right? Nice";
+ mes "to meet you, I'm Bafhail~";
+ next;
+ mes "[Bafhail]";
+ mes "Alright, let's get down";
+ mes "to what you came for.";
+ mes "My mission is for you to";
+ mes "collect some items, and";
+ mes "for you to bring them at";
+ mes "the right time. Bring me...";
+ next;
+ mes "[Bafhail]";
+ mes "^4D4DFF10 Fish Tails^000000,";
+ mes "^4D4DFF10 Porcupine Quills^000000, and";
+ mes "^4D4DFF10 Elder Pixie's Moustaches^000000";
+ next;
+ delitem 7731,1; //Mission_Certificate2
+ set party_relay,7;
+ mes "[Bafhail]";
+ mes "Remember that I won't";
+ mes "accept your items, even";
+ mes "if you have everything,";
+ mes "if you don't come during";
+ mes "the hours when I accept";
+ mes "items for missions, okay?";
+ close;
+ }
+ if ((countitem(7731) > 0) && (BaseLevel > 39) && (Baseclass == Job_Thief)) {
+ mes "[Bafhail]";
+ mes "Oh, isn't that ticket...?";
+ mes "Ah, good, good. Judging";
+ mes "from your Job, Gatan must";
+ mes "have sent you, right? Nice";
+ mes "to meet you, I'm Bafhail~";
+ next;
+ mes "[Bafhail]";
+ mes "Would you mind coming";
+ mes "back to me later? Now";
+ mes "isn't the right time to";
+ mes "talk to me. I'm available";
+ mes "from 8 AM to 11 AM, and";
+ mes "from 9 PM to 12 AM.";
+ close;
+ }
+ mes "[Bafhail]";
+ mes "...Hm? I don't think";
+ mes "we have any business";
+ mes "with each other. You mind";
+ mes "leaving me alone? I'm pretty";
+ mes "busy administering a bunch";
+ mes "of these missions for a friend.";
+ next;
+ mes "[Bafhail]";
+ mes "If we're lucky, maybe";
+ mes "you'll be one of those";
+ mes "adventurers that'll carry";
+ mes "out these fun little missions";
+ mes "for my friend Ledrion.";
+ close;
+}
+
+payon,168,314,3 script Lospii#payon::RelayLospii 706,{
+ getpartymember(getcharid(1));
+ set .@partymembercount,$@partymembercount;
+ set .@partyleader,getpartyleader(getcharid(1),2);
+ if (checkweight(907,300) == 0) {
+ mes "^3355FFWait a minute! You're";
+ mes "carrying too many items";
+ mes "right now: store some of";
+ mes "your extra things in Kafra";
+ mes "Storage, and then come back.^000000";
+ close;
+ }
+ if (countitem(7730) > 0) || (countitem(7731) > 0) || (countitem(7734) > 0) || (countitem(7735) > 0) || (countitem(7738) > 0) || (countitem(7739) > 0) {
+ mes "[Lospii]";
+ mes "Hey, didn't you figure";
+ mes "out what you need to do?";
+ mes "You're not supposed to";
+ mes "talk to me now! Mmm...";
+ mes "I don't know who you";
+ mes "have to meet either, but...";
+ close;
+ }
+ set .@relaytime,gettime(3);
+ getmapxy(.@m$,.@x,.@y,1,strnpcinfo(3));
+ set .@juwi,getareausers(.@m$,.@x-8,.@y-8,.@x+8,.@y+8);
+ if (party_relay == 32) {
+ mes "[Lospii]";
+ mes "Hey! Did you give";
+ mes "that ticket to the";
+ mes "leader of your group";
+ mes "yet? The guy that started";
+ mes "this whole relay thing!";
+ close;
+ }
+ if ((party_relay == 31) && ((.@relaytime >= 8) && (.@relaytime < 11)) && (.@juwi > 13)) {
+ mes "[Lospii]";
+ mes "Oh! You brought so many";
+ mes "friends! One... T-two...";
+ mes "You brought " + .@juwi + "?! Hmpf.";
+ mes "Maybe I gave you something";
+ mes "too easy to do. I didn't know";
+ mes "you knew this many people!";
+ next;
+ mes "[Lospii]";
+ mes "Oh well, thanks for";
+ mes "bringing everyone here.";
+ mes "For that, you get this";
+ mes "gift from me. Cool, huh?";
+ next;
+ set party_relay,32;
+ getitem 7741,1; //Mission_Certificate12
+ getitem 610,2; //Leaf_Of_Yggdrasil
+ getitem 607,2; //Yggdrasilberry
+ if (BaseLevel > 94) {
+ getexp 104760,0;
+ }
+ else if (BaseLevel > 89) {
+ getexp 85920,0;
+ }
+ else if (BaseLevel > 79) {
+ getexp 38520,0;
+ }
+ else if (BaseLevel > 69) {
+ getexp 38520,0;
+ }
+ else if (BaseLevel > 59) {
+ getexp 67200,0;
+ }
+ else if (BaseLevel > 49) {
+ getexp 28800,0;
+ }
+ else {
+ getexp 1080,0;
+ }
+ mes "[Lospii]";
+ mes "Okay, now take this";
+ mes "ticket, and give it to";
+ mes "your leader, the guy that";
+ mes "started this whole relay";
+ mes "thing. He needs to give";
+ mes "the ticket to Ledrion, okay?";
+ next;
+ mes "[Lospii]";
+ mes "You're almost done!";
+ mes "...I think. Um, I'm not";
+ mes "really sure what will";
+ mes "happen next. I can only";
+ mes "remember the parts I have";
+ mes "to do. C'mon! I'm just a kid!";
+ close;
+ }
+ else if ((party_relay == 31) && ((.@relaytime >= 21) && (.@juwi > 13))) {
+ mes "[Lospii]";
+ mes "Oh! You brought so many";
+ mes "friends! One... T-two...";
+ mes "You brought " + .@juwi + "?! Hmpf.";
+ mes "Maybe I gave you something";
+ mes "too easy to do. I didn't know";
+ mes "you knew this many people!";
+ next;
+ mes "[Lospii]";
+ mes "Oh well, thanks for";
+ mes "bringing everyone here.";
+ mes "For that, you get this";
+ mes "gift from me. Cool, huh?";
+ next;
+ set party_relay,32;
+ getitem 7741,1; //Mission_Certificate12
+ getitem 610,2; //Leaf_Of_Yggdrasil
+ getitem 607,2; //Yggdrasilberry
+ if (BaseLevel > 94) {
+ getexp 104760,0;
+ }
+ else if (BaseLevel > 89) {
+ getexp 85920,0;
+ }
+ else if (BaseLevel > 79) {
+ getexp 38520,0;
+ }
+ else if (BaseLevel > 69) {
+ getexp 38520,0;
+ }
+ else if (BaseLevel > 59) {
+ getexp 67200,0;
+ }
+ else if (BaseLevel > 49) {
+ getexp 28800,0;
+ }
+ else {
+ getexp 1080,0;
+ }
+ mes "[Lospii]";
+ mes "Okay, now take this";
+ mes "ticket, and give it to";
+ mes "your leader, the guy that";
+ mes "started this whole relay";
+ mes "thing. He needs to give";
+ mes "the ticket to Ledrion, okay?";
+ next;
+ mes "[Lospii]";
+ mes "You're almost done!";
+ mes "...I think. Um, I'm not";
+ mes "really sure what will";
+ mes "happen next. I can only";
+ mes "remember the parts I have";
+ mes "to do. C'mon! I'm just a kid!";
+ close;
+ }
+ if (party_relay == 31) {
+ mes "[Lospii]";
+ mes "Okay, you have to bring";
+ mes "me 10 of your friends when";
+ mes "I'm working, okay? That's, uh,";
+ mes "3 hours before noon, and then";
+ mes "another 3 hours after midnight.";
+ mes "Just only those times, okay?";
+ close;
+ }
+ if ((countitem(7740) > 0) && (.@relaytime >= 8) && (.@relaytime < 11) && ((BaseJob == Job_Archer) || (BaseJob == Job_Merchant))) {
+ mes "[Lospii]";
+ mes "Hi, I'm Lospii! Maybe";
+ mes "I'm younger than you, but";
+ mes "I'm in charge of this mission!";
+ mes "So you have to listen, okay?";
+ mes "Heh heh! Don't be scared~";
+ next;
+ mes "[Lospii]";
+ mes "I'm working now for this";
+ mes "mission thing so you came";
+ mes "at a good time! Let's see...";
+ mes "I need to give you... Some";
+ mes "mission for you to doooo...";
+ mes "Oh! I know! I got it!";
+ next;
+ mes "[Lospii]";
+ mes "We're seeing if you";
+ mes "know about teamwork, right?";
+ mes "Why don't you show me a lot";
+ mes "of your friends? Bring me...";
+ mes "14 of them! Yes, that's good!";
+ next;
+ mes "[Lospii]";
+ mes "I need to be able to";
+ mes "see them, you know, so";
+ mes "I know you're not lying";
+ mes "to me. Bring them reeeally";
+ mes "close so I know they're your";
+ mes "friends, not some other guys.";
+ next;
+ delitem 7740,1; //Mission_Certificate11
+ set party_relay,31;
+ mes "[Lospii]";
+ mes "Okay, I'll be right";
+ mes "here! Oh! And you have";
+ mes "to come with your friends";
+ mes "while I'm at work! That's";
+ mes "important to know!";
+ close;
+ }
+ else if ((countitem(7740) > 0) && (.@relaytime >= 21) && ((BaseClass == Job_Archer) || (BaseClass == Job_Merchant))) {
+ mes "[Lospii]";
+ mes "Hi, I'm Lospii! Maybe";
+ mes "I'm younger than you, but";
+ mes "I'm in charge of this mission!";
+ mes "So you have to listen, okay?";
+ mes "Heh heh! Don't be scared~";
+ next;
+ mes "[Lospii]";
+ mes "I'm working now for this";
+ mes "mission thing so you came";
+ mes "at a good time! Let's see...";
+ mes "I need to give you... Some";
+ mes "mission for you to doooo...";
+ mes "Oh! I know! I got it!";
+ next;
+ mes "[Lospii]";
+ mes "We're seeing if you";
+ mes "know about teamwork, right?";
+ mes "Why don't you show me a lot";
+ mes "of your friends? Bring me...";
+ mes "14 of them! Yes, that's good!";
+ next;
+ mes "[Lospii]";
+ mes "I need to be able to";
+ mes "see them, you know, so";
+ mes "I know you're not lying";
+ mes "to me. Bring them reeeally";
+ mes "close so I know they're your";
+ mes "friends, not some other guys.";
+ next;
+ delitem 7740,1; //Mission_Certificate11
+ set party_relay,31;
+ mes "[Lospii]";
+ mes "Okay, I'll be right";
+ mes "here! Oh! And you have";
+ mes "to come with your friends";
+ mes "while I'm at work! That's";
+ mes "important to know!";
+ close;
+ }
+ if ((countitem(7740) > 0) && ((Baseclass == Job_Archer) || (BaseClass == Job_Merchant))) {
+ mes "[Lospii]";
+ mes "Hi, I'm Lospii! Maybe";
+ mes "I'm younger than you, but";
+ mes "I'm in charge of this mission!";
+ mes "So you have to listen, okay?";
+ mes "Heh heh! Don't be scared~";
+ next;
+ mes "[Lospii]";
+ mes "Uh oh... I forgot";
+ mes "that I'm not supposed";
+ mes "to be working now. Come";
+ mes "back when I'm working, okay?";
+ next;
+ mes "[Lospii]";
+ mes "I... I work before";
+ mes "noon for 3 hours, and";
+ mes "then... 3 hours after";
+ mes "midnight? Yes, those";
+ mes "are the times when";
+ mes "I'm working!";
+ close;
+ }
+ if (party_relay == 22) {
+ mes "[Lospii]";
+ mes "Huh? No, no, you're";
+ mes "not supposed to be here!";
+ mes "Give the eighth ticket to";
+ mes "your leader so he can give";
+ mes "it to Ledrion! Your leader...";
+ mes "You know him, right?";
+ close;
+ }
+ if ((party_relay == 21) && ((.@relaytime >= 11) && (.@relaytime < 14)) && (.@juwi > 11)) {
+ mes "[Lospii]";
+ mes "Oh! You brought so many";
+ mes "friends! One... T-two...";
+ mes "You brought " + .@juwi + "?! Hmpf.";
+ mes "Maybe I gave you something";
+ mes "too easy to do. I didn't know";
+ mes "you knew this many people!";
+ next;
+ mes "[Lospii]";
+ mes "Oh well, thanks for";
+ mes "bringing everyone here.";
+ mes "For that, you get this";
+ mes "gift from me. Cool, huh?";
+ next;
+ set party_relay,22;
+ getitem 7737,1; //Mission_Certificate8
+ getitem 610,2; //Leaf_Of_Yggdrasil
+ if (BaseLevel > 94) {
+ getexp 104760,0;
+ }
+ else if (BaseLevel > 89) {
+ getexp 85920,0;
+ }
+ else if (BaseLevel > 79) {
+ getexp 38520,0;
+ }
+ else if (BaseLevel > 69) {
+ getexp 38520,0;
+ }
+ else if (BaseLevel > 59) {
+ getexp 67200,0;
+ }
+ else if (BaseLevel > 49) {
+ getexp 28800,0;
+ }
+ else {
+ getexp 1080,0;
+ }
+ mes "[Lospii]";
+ mes "Okay, now take this";
+ mes "ticket, and give it to";
+ mes "your leader, the guy that";
+ mes "started this whole relay";
+ mes "thing. He needs to give";
+ mes "the ticket to Ledrion, okay?";
+ next;
+ mes "[Lospii]";
+ mes "You're almost done!";
+ mes "...I think. Um, I'm not";
+ mes "really sure what will";
+ mes "happen next. I can only";
+ mes "remember the parts I have";
+ mes "to do. C'mon! I'm just a kid!";
+ close;
+ }
+ else if ((party_relay == 21) && ((.@relaytime >= 0) && (.@relaytime < 3)) && (.@juwi > 11)) {
+ mes "[Lospii]";
+ mes "Oh! You brought so many";
+ mes "friends! One... T-two...";
+ mes "You brought " + .@juwi + "?! Hmpf.";
+ mes "Maybe I gave you something";
+ mes "too easy to do. I didn't know";
+ mes "you knew this many people!";
+ next;
+ mes "[Lospii]";
+ mes "Oh well, thanks for";
+ mes "bringing everyone here.";
+ mes "For that, you get this";
+ mes "gift from me. Cool, huh?";
+ next;
+ set party_relay,22;
+ getitem 7737,1; //Mission_Certificate8
+ getitem 610,2; //Leaf_Of_Yggdrasil
+ if (BaseLevel > 94) {
+ getexp 104760,0;
+ }
+ else if (BaseLevel > 89) {
+ getexp 85920,0;
+ }
+ else if (BaseLevel > 79) {
+ getexp 38520,0;
+ }
+ else if (BaseLevel > 69) {
+ getexp 38520,0;
+ }
+ else if (BaseLevel > 59) {
+ getexp 67200,0;
+ }
+ else if (BaseLevel > 49) {
+ getexp 28800,0;
+ }
+ else {
+ getexp 1080,0;
+ }
+ mes "[Lospii]";
+ mes "Okay, now take this";
+ mes "ticket, and give it to";
+ mes "your leader, the guy that";
+ mes "started this whole relay";
+ mes "thing. He needs to give";
+ mes "the ticket to Ledrion, okay?";
+ next;
+ mes "[Lospii]";
+ mes "You're almost done!";
+ mes "...I think. Um, I'm not";
+ mes "really sure what will";
+ mes "happen next. I can only";
+ mes "remember the parts I have";
+ mes "to do. C'mon! I'm just a kid!";
+ close;
+ }
+ if (party_relay == 21) {
+ mes "[Lospii]";
+ mes "Okay, you have to bring";
+ mes "me 12 of your friends when";
+ mes "I'm working, okay? That's, uh,";
+ mes "3 hours before noon, and then";
+ mes "another 3 hours after midnight.";
+ mes "Just only those times, okay?";
+ close;
+ }
+ if ((countitem(7736) > 0) && (.@relaytime >= 11) && (.@relaytime < 14) && (BaseClass == Job_Merchant)) {
+ mes "[Lospii]";
+ mes "Hi, I'm Lospii! Maybe";
+ mes "I'm younger than you, but";
+ mes "I'm in charge of this mission!";
+ mes "So you have to listen, okay?";
+ mes "Heh heh! Don't be scared~";
+ next;
+ mes "[Lospii]";
+ mes "I'm working now for this";
+ mes "mission thing so you came";
+ mes "at a good time! Let's see...";
+ mes "I need to give you... Some";
+ mes "mission for you to doooo...";
+ mes "Oh! I know! I got it!";
+ next;
+ mes "[Lospii]";
+ mes "We're seeing if you";
+ mes "know about teamwork, right?";
+ mes "Why don't you show me a lot";
+ mes "of your friends? Bring me...";
+ mes "12 of them! Yes, that's good!";
+ next;
+ mes "[Lospii]";
+ mes "I need to be able to";
+ mes "see them, you know, so";
+ mes "I know you're not lying";
+ mes "to me. Bring them reeeally";
+ mes "close so I know they're your";
+ mes "friends, not some other guys.";
+ next;
+ delitem 7736,1; //Mission_Certificate7
+ set party_relay,21;
+ mes "[Lospii]";
+ mes "Okay, I'll be right";
+ mes "here! Oh! And you have";
+ mes "to come with your friends";
+ mes "while I'm at work! That's";
+ mes "important to know!";
+ close;
+ }
+ else if ((countitem(7736) > 0) && (.@relaytime >= 0) && (.@relaytime < 3) && (BaseClass == Job_Merchant)) {
+ mes "[Lospii]";
+ mes "Hi, I'm Lospii! Maybe";
+ mes "I'm younger than you, but";
+ mes "I'm in charge of this mission!";
+ mes "So you have to listen, okay?";
+ mes "Heh heh! Don't be scared~";
+ next;
+ mes "[Lospii]";
+ mes "I'm working now for this";
+ mes "mission thing so you came";
+ mes "at a good time! Let's see...";
+ mes "I need to give you... Some";
+ mes "mission for you to doooo...";
+ mes "Oh! I know! I got it!";
+ next;
+ mes "[Lospii]";
+ mes "We're seeing if you";
+ mes "know about teamwork, right?";
+ mes "Why don't you show me a lot";
+ mes "of your friends? Bring me...";
+ mes "12 of them! Yes, that's good!";
+ next;
+ mes "[Lospii]";
+ mes "I need to be able to";
+ mes "see them, you know, so";
+ mes "I know you're not lying";
+ mes "to me. Bring them reeeally";
+ mes "close so I know they're your";
+ mes "friends, not some other guys.";
+ next;
+ delitem 7736,1; //Mission_Certificate7
+ set party_relay,21;
+ mes "[Lospii]";
+ mes "Okay, I'll be right";
+ mes "here! Oh! And you have";
+ mes "to come with your friends";
+ mes "while I'm at work! That's";
+ mes "important to know!";
+ close;
+ }
+ if ((countitem(7736) > 0) && (BaseClass == Job_Merchant)) {
+ mes "[Lospii]";
+ mes "Hi, I'm Lospii! Maybe";
+ mes "I'm younger than you, but";
+ mes "I'm in charge of this mission!";
+ mes "So you have to listen, okay?";
+ mes "Heh heh! Don't be scared~";
+ next;
+ mes "[Lospii]";
+ mes "Uh oh... I forgot";
+ mes "that I'm not supposed";
+ mes "to be working now. Come";
+ mes "back when I'm working, okay?";
+ next;
+ mes "[Lospii]";
+ mes "I... I work before";
+ mes "noon for 3 hours, and";
+ mes "then... 3 hours after";
+ mes "midnight? Yes, those";
+ mes "are the times when";
+ mes "I'm working!";
+ close;
+ }
+ if (party_relay == 11) {
+ mes "[Lospii]";
+ mes "Umm... Did you bring";
+ mes "the fourth ticket to your";
+ mes "leader yet? You know,";
+ mes "the leader of the group.";
+ mes "The one that started this";
+ mes "whole relay test thingee.";
+ close;
+ }
+ if ((party_relay == 10) && ((.@relaytime >= 14) && (.@relaytime < 17)) && (.@juwi > 9)) {
+ mes "[Lospii]";
+ mes "Oh! You brought so many";
+ mes "friends! One... T-two...";
+ mes "You brought " + .@juwi + "?! Hmpf.";
+ mes "Maybe I gave you something";
+ mes "too easy to do. I didn't know";
+ mes "you knew this many people!";
+ next;
+ mes "[Lospii]";
+ mes "Oh well, thanks for";
+ mes "bringing everyone here.";
+ mes "For that, you get this";
+ mes "gift from me. Cool, huh?";
+ next;
+ set party_relay,11;
+ getitem 7733,1; //Mission_Certificate4
+ getitem 607,2; //Yggdrasilberry
+ if (BaseLevel > 94) {
+ getexp 104760,0;
+ }
+ else if (BaseLevel > 89) {
+ getexp 85920,0;
+ }
+ else if (BaseLevel > 79) {
+ getexp 38520,0;
+ }
+ else if (BaseLevel > 69) {
+ getexp 38520,0;
+ }
+ else if (BaseLevel > 59) {
+ getexp 67200,0;
+ }
+ else if (BaseLevel > 49) {
+ getexp 28800,0;
+ }
+ else {
+ getexp 1080,0;
+ }
+ mes "[Lospii]";
+ mes "Okay, now take this";
+ mes "ticket, and give it to";
+ mes "your leader, the guy that";
+ mes "started this whole relay";
+ mes "thing. He needs to give";
+ mes "the ticket to Ledrion, okay?";
+ next;
+ mes "[Lospii]";
+ mes "You're almost done!";
+ mes "...I think. Um, I'm not";
+ mes "really sure what will";
+ mes "happen next. I can only";
+ mes "remember the parts I have";
+ mes "to do. C'mon! I'm just a kid!";
+ close;
+ }
+ else if ((party_relay == 10) && ((.@relaytime >= 18) && (.@relaytime < 21)) && (.@juwi > 9)) {
+ mes "[Lospii]";
+ mes "Oh! You brought so many";
+ mes "friends! One... T-two...";
+ mes "You brought " + .@juwi + "?! Hmpf.";
+ mes "Maybe I gave you something";
+ mes "too easy to do. I didn't know";
+ mes "you knew this many people!";
+ next;
+ mes "[Lospii]";
+ mes "Oh well, thanks for";
+ mes "bringing everyone here.";
+ mes "For that, you get this";
+ mes "gift from me. Cool, huh?";
+ next;
+ set party_relay,11;
+ getitem 7733,1; //Mission_Certificate4
+ getitem 607,2; //Yggdrasilberry
+ if (BaseLevel > 94) {
+ getexp 104760,0;
+ }
+ else if (BaseLevel > 89) {
+ getexp 85920,0;
+ }
+ else if (BaseLevel > 79) {
+ getexp 38520,0;
+ }
+ else if (BaseLevel > 69) {
+ getexp 38520,0;
+ }
+ else if (BaseLevel > 59) {
+ getexp 67200,0;
+ }
+ else if (BaseLevel > 49) {
+ getexp 28800,0;
+ }
+ else {
+ getexp 1080,0;
+ }
+ mes "[Lospii]";
+ mes "Okay, now take this";
+ mes "ticket, and give it to";
+ mes "your leader, the guy that";
+ mes "started this whole relay";
+ mes "thing. He needs to give";
+ mes "the ticket to Ledrion, okay?";
+ next;
+ mes "[Lospii]";
+ mes "You're almost done!";
+ mes "...I think. Um, I'm not";
+ mes "really sure what will";
+ mes "happen next. I can only";
+ mes "remember the parts I have";
+ mes "to do. C'mon! I'm just a kid!";
+ close;
+ }
+ if (party_relay == 10) {
+ mes "[Lospii]";
+ mes "Bring 10 of your friends";
+ mes "here to me while I'm working,";
+ mes "okay? Umm... I work frooom...";
+ mes "2 PM to 5 PM, and 6 PM to 9 PM.";
+ mes "I think those are the times.";
+ mes "I... I can't read watches...";
+ close;
+ }
+ if ((countitem(7732) > 0) && (BaseLevel > 39) && ((.@relaytime >= 14) && (.@relaytime < 17)) && (Baseclass == Job_Archer)) {
+ mes "[Lospii]";
+ mes "Hi, I'm Lospii! Maybe";
+ mes "I'm younger than you, but";
+ mes "I'm in charge of this mission!";
+ mes "So you have to listen, okay?";
+ mes "Heh heh! Don't be scared~";
+ next;
+ mes "[Lospii]";
+ mes "I'm working now for this";
+ mes "mission thing so you came";
+ mes "at a good time! Let's see...";
+ mes "I need to give you... Some";
+ mes "mission for you to doooo...";
+ mes "Oh! I know! I got it!";
+ next;
+ mes "[Lospii]";
+ mes "We're seeing if you";
+ mes "know about teamwork, right?";
+ mes "Why don't you show me a lot";
+ mes "of your friends? Bring me...";
+ mes "10 of them! Yes, that's good!";
+ next;
+ mes "[Lospii]";
+ mes "I need to be able to";
+ mes "see them, you know, so";
+ mes "I know you're not lying";
+ mes "to me. Bring them reeeally";
+ mes "close so I know they're your";
+ mes "friends, not some other guys.";
+ next;
+ delitem 7732,1; //Mission_Certificate3
+ set party_relay,10;
+ mes "[Lospii]";
+ mes "Okay, I'll be right";
+ mes "here! Oh! And you have";
+ mes "to come with your friends";
+ mes "while I'm at work! That's";
+ mes "important to know!";
+ close;
+ }
+ else if ((countitem(7732) > 0) && (BaseLevel > 39) && ((.@relaytime >= 18) && (.@relaytime < 21)) && (Baseclass == Job_Archer)) {
+ mes "[Lospii]";
+ mes "Hi, I'm Lospii! Maybe";
+ mes "I'm younger than you, but";
+ mes "I'm in charge of this mission!";
+ mes "So you have to listen, okay?";
+ mes "Heh heh! Don't be scared~";
+ next;
+ mes "[Lospii]";
+ mes "I'm working now for this";
+ mes "mission thing so you came";
+ mes "at a good time! Let's see...";
+ mes "I need to give you... Some";
+ mes "mission for you to doooo...";
+ mes "Oh! I know! I got it!";
+ next;
+ mes "[Lospii]";
+ mes "We're seeing if you";
+ mes "know about teamwork, right?";
+ mes "Why don't you show me a lot";
+ mes "of your friends? Bring me...";
+ mes "10 of them! Yes, that's good!";
+ next;
+ mes "[Lospii]";
+ mes "I need to be able to";
+ mes "see them, you know, so";
+ mes "I know you're not lying";
+ mes "to me. Bring them reeeally";
+ mes "close so I know they're your";
+ mes "friends, not some other guys.";
+ next;
+ delitem 7732,1; //Mission_Certificate3
+ set party_relay,10;
+ mes "[Lospii]";
+ mes "Okay, I'll be right";
+ mes "here! Oh! And you have";
+ mes "to come with your friends";
+ mes "while I'm at work! That's";
+ mes "important to know!";
+ close;
+ }
+ if ((countitem(7732) > 0) && (BaseLevel > 39) && (Baseclass == Job_Archer)) {
+ mes "[Lospii]";
+ mes "Hi, I'm Lospii! Maybe";
+ mes "I'm younger than you, but";
+ mes "I'm in charge of this mission!";
+ mes "So you have to listen, okay?";
+ mes "Heh heh! Don't be scared~";
+ next;
+ mes "[Lospii]";
+ mes "Uh oh... I forgot";
+ mes "that I'm not supposed";
+ mes "to be working now. Come";
+ mes "back when I'm working, okay?";
+ next;
+ mes "[Lospii]";
+ mes "I work frooom... Uh...";
+ mes "2 PM to 5 PM? Oh!";
+ mes "And also 6 PM to 9 PM.";
+ mes "I think those are the";
+ mes "times... I mean, clocks";
+ mes "are hard to read, man!";
+ close;
+ }
+ mes "[Lospii]";
+ mes "Hi! I'm Lospii!";
+ mes "Hey, does it look like";
+ mes "I'm at work? Ha ha!";
+ mes "I got a job! I'm helping";
+ mes "my friends a lot!";
+ close;
+}
+
+// Comodo Relay
+comodo,71,137,3 duplicate(RelayLedrion) Ledrion#comodo 109
+comodo,236,197,3 duplicate(RelayGatan) Gatan#comodo 86
+comodo,152,184,3 duplicate(RelayBafhail) Bafhail#comodo 731
+comodo,64,219,3 duplicate(RelayLospii) Lospii#comodo 706
+
+// Einbroch Relay
+einbroch,107,93,3 duplicate(RelayLedrion) Ledrion#einbroch 109
+einbroch,260,128,3 duplicate(RelayGatan) Gatan#einbroch 86
+einbroch,251,178,3 duplicate(RelayBafhail) Bafhail#einbroch 731
+einbroch,173,72,3 duplicate(RelayLospii) Lospii#einbroch 706
+
+// Relay Hugel
+hugel,102,130,3 duplicate(RelayLedrion) Ledrion#hugel 109
+hugel,169,139,3 duplicate(RelayGatan) Gatan#hugel 86
+hugel,55,200,3 duplicate(RelayBafhail) Bafhail#hugel 731
+hugel,144,201,3 duplicate(RelayLospii) Lospii#hugel 706
+
+// Relay Rachel
+rachel,215,71,3 duplicate(RelayLedrion) Ledrion#rachel 109
+rachel,45,163,3 duplicate(RelayGatan) Gatan#rachel 86
+rachel,245,132,3 duplicate(RelayBafhail) Bafhail#rachel 731
+rachel,158,215,3 duplicate(RelayLospii) Lospii#rachel 706
+
+// Relay Veins
+veins,274,188,5 duplicate(RelayLedrion) Ledrion#veins 109
+veins,138,207,3 duplicate(RelayGatan) Gatan#veins 86
+veins,202,235,3 duplicate(RelayBafhail) Bafhail#veins 731
+veins,97,245,5 duplicate(RelayLospii) Lospii#veins 706
diff --git a/npc/pre-re/quests/2008_newhat_mir.txt b/npc/pre-re/quests/2008_newhat_mir.txt
new file mode 100644
index 000000000..c634bb2f0
--- /dev/null
+++ b/npc/pre-re/quests/2008_newhat_mir.txt
@@ -0,0 +1,823 @@
+//===== rAthena Script =======================================
+//= 2008 Headgear
+//===== By: ==================================================
+//= Masao
+//= Credits: Muad_Dib
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= SVN rA
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Cats Footprint, Cute Ribbon Dyer and Brides Corolla.
+//===== Additional Comments: =================================
+//= 1.0 First Version. [Masao]
+//============================================================
+
+gef_fild05,80,149,3 script Myu#08_hat 877,{
+ mes "[Myu]";
+ mes "Meow...";
+ emotion 23;
+ next;
+ if(hatcat2008 == 0) {
+ mes "[Myu]";
+ mes "Oh? Aren't you an adventurer?";
+ mes "What brings you here? Ho, you are not here to harm Wild Roses, are you?";
+ mes "(Meow!)";
+ next;
+ menu "Meow..?",-;
+ mes "[Myu]";
+ mes "Ah, Never mind that.";
+ mes "This place is the village of Deserted people.";
+ mes "Homeland of those who walk in the shadows and lay low.";
+ next;
+ mes "[Myu]";
+ mes "....And yet, our peace is being disturbed by those barking dogs.";
+ mes "That's right, Adventurer.";
+ mes "Would you be so kind and punish those Kobold Archers?";
+ next;
+ mes "[Myu]";
+ mes "They have their own territory south of here, but they're still trying to invade ours.";
+ next;
+ mes "[Myu]";
+ mes "How Impudent. I tried to talk to them in a peaceful way, or even fight them off, but it was of no use.";
+ next;
+ mes "[Myu]";
+ mes "So what I'm asking you is... to drive them out of our territory by using all means necessary..";
+ next;
+ mes "[Myu]";
+ mes "If you manage to do that, I will give you something precious which I really adore.";
+ next;
+ switch(select("That sounds troublesome..:What should I do?")){
+ case 1:
+ mes "[Myu]";
+ mes "Hmph, yeah, it was kinda funny huh.";
+ mes "Anybody who comes here....they all come to harm the Wild Roses..";
+ mes "I failed to notice that.";
+ next;
+ mes "[Myu]";
+ mes "...It was a fruitless effort Meow...";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes " (Meow again...What a weirdo.)";
+ close;
+ case 2:
+ mes "[Myu]";
+ mes "Of course take care of those Kobold Archers Meow!";
+ mes " ";
+ mes "(Meow!)";
+ next;
+ menu "Meow again?!",-;
+ mes "[Myu]";
+ mes "Hmm Hmm I told you to never mind that.";
+ mes "So as I was saying...";
+ mes "I mean... meow... er...";
+ next;
+ mes "[Myu]";
+ mes "Exactly 1,000 times no more, no less.";
+ mes "Give them 1,000 warnings and they will back off.";
+ next;
+ menu "What do you mean by 1,000 warnings...?",-;
+ mes "[Myu]";
+ mes "Hu~Do I have to spell it out for you?";
+ next;
+ mes "As she says that, Myu slides her neck mocking like she's slitting her throat.";
+ next;
+ switch(select("Isn't that too much?:That's easy")){
+ case 1:
+ mes "[Myu]";
+ mes "..But they won't give up if we dont really teach them a lesson.";
+ mes "Well If you think it's too much for you, so be it.";
+ close;
+ case 2:
+ mes "[Myu]";
+ mes "But you have to keep one thing in mind and it is";
+ mes "obiously, NEVER EVER do any harm to Wild Roses.";
+ next;
+ mes "[Myu]";
+ mes "If you do, it's all over for you.";
+ mes "So you better be careful.. ";
+ mes "Meow Meow Meow..";
+ set hatcat2008,1;
+ setquest 7054;
+ setquest 7055;
+ close;
+ }
+ }
+ } else if(hatcat2008 == 1) {
+ if(checkquest(7055,HUNTING) == 2) {
+ mes "[Myu]";
+ mes "Did you think I didn't know what you have done?";
+ mes "Huh?";
+ next;
+ mes "[Myu]";
+ mes "How..just how could you kill those precious children..?";
+ mes "And you were saying that you are on our side?!";
+ next;
+ mes "[Myu]";
+ mes "Our business is over!!!";
+ mes " ";
+ mes "(Meow..)";
+ set hatcat2008,0;
+ erasequest 7054;
+ erasequest 7055;
+ close;
+ } else if(checkquest(7054,HUNTING) == 2) {
+ mes "[Myu]";
+ mes "Oh..wow unbelievable!";
+ mes "Now, those Kobolds should have learned a lesson, haven't they?";
+ mes "Meow Meow Meow!";
+ next;
+ mes "[Myu]";
+ mes "Here, Take this.";
+ mes "This is the Seal of our 'Brave Kitty Cats'.";
+ mes "This is soooo valuable, so don't lose it.";
+ next;
+ menu "This is it?",-;
+ mes "[Myu]";
+ mes "What more did you expect?";
+ mes "That Pow is really a valuable thing!";
+ mes "Now, just take it and leave. Wild Roses feel uncomfortable with an adventurer around them.";
+ set hatcat2008,2;
+ getitem 5446,1;
+ erasequest 7054;
+ erasequest 7055;
+ close;
+ }
+ mes "[Myu]";
+ mes "You get it now, huh?";
+ mes "ONE THOUSAND TIMES! -chuckles-";
+ mes "(Meow Meow Meow~)";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "(What a weirdo.. Anyways..what's with that meow meow sound?)";
+ mes "Just keep your promises.";
+ mes "after the work is done...Ok?";
+ next;
+ mes "[Myu]";
+ mes "Of course! Don't worry about that~";
+ close;
+ } else if(hatcat2008 == 2) {
+ mes "[Myu]";
+ mes "This place is the village of Deserted people.";
+ mes "Homeland of those who walk in the shadows and lay low.";
+ next;
+ mes "[Myu]";
+ mes "Oh, Aren't you the Adventurer who took the Seal of our 'Brave Kitty Cats'.";
+ mes "What brings you here?";
+ next;
+ mes "[Myu]";
+ mes "Oh yeah, right, even after all the threats we gave the Kobolds..";
+ mes "our situation hasn't changed at all. Would you mind helping us once more?";
+ next;
+ mes "Myu slides her neck mocking like she's slitting her throat.";
+ mes "Her mouth looks like it's saying.";
+ mes " 'O.N.E. T.H.O.U.S.A.N.D.' ";
+ next;
+ switch(select("NO!:Sure.")) {
+ case 1:
+ mes "[Myu]";
+ mes "...!...";
+ mes ".. Ah.. that's too bad.";
+ mes "Well, looks like a bait has spoiled.... ";
+ mes "It's ok. That's how it is. Meow.";
+ close;
+ case 2:
+ mes "[Myu]";
+ mes "You know the drill right?";
+ mes "Never ever touch the Wild Roses, Only hunt down the Kobold Archers.";
+ mes "Give them 1,000 times despair!";
+ set hatcat2008,1;
+ setquest 7054;
+ setquest 7055;
+ close;
+ }
+ }
+ mes "[Myu]";
+ mes "Meow..";
+ mes "This Sunshine...makes me sleepy..";
+ close;
+}
+
+morocc_in,137,102,5 script Trainee#2008hat01 82,{
+ mes "[Trainee Elgo]";
+ mes "Welcome.";
+ mes "Please talk to our teacher if you are here to make a dyes.";
+ mes "And talk to my friend next to me if it is about the delivery.";
+ next;
+ switch(select("And just what are you doing?:I see.")){
+ case 1:
+ mes "[Elgo]";
+ mes "Well, I dye clothes.";
+ mes "like handkerchiefs, or ribbons.";
+ next;
+ mes "[Elgo]";
+ mes "I can dye small things really pretty..";
+ mes "Such as a ^4d4dffCute Ribbon^000000.";
+ mes "Bring me a Cute Ribbon if you want to dye it.";
+ next;
+ mes "[Elgo]";
+ mes "It'd be a good chance for me to practice one,";
+ mes "and you won't have to pay a single zeny.";
+ mes "Oh yeah, but I will at least need the required^4d4dffdyestuffs^000000.";
+ next;
+ mes "[Elgo]";
+ mes "Of course, I won't fail.";
+ mes "I will put all my efforts into it.";
+ mes "I want to challenge my skills!!";
+ next;
+ if (countitem(2250) > 0 || countitem(5441) > 0 || countitem(5439) > 0 || countitem(5440) > 0 || countitem(5438) > 0) {
+ mes "["+strcharinfo(0)+"]";
+ mes "(I have a Cute Ribbon...what should I do..?)";
+ next;
+ switch(select("Ask Elgo to dye it.:Leave it alone.")){
+ case 1:
+ mes "[Elgo]";
+ mes "Oh, So you want to dye your Cute Ribbon, aren't you?";
+ mes "What colour is your Cute Ribbon?";
+ mes "Which one is the one you want to be dyed?";
+ next;
+ switch(select("Yellow one..:White one..:Blue one..:Red one..:Green one..:Never mind.")){
+ case 1:
+ if(countitem(2250) > 0) {
+ mes "[Elgo]";
+ mes "Ok Ok, Yellow Cute Ribbon, huh?";
+ mes "What color do you want it to be dyed?";
+ next;
+ switch(select("White:Blue:Red:Green")){
+ case 1:
+ if(countitem(982) > 0) {
+ mes "[Elgo]";
+ mes "Wow, pure and innocent white!";
+ mes "Ok, let's do it.";
+ next;
+ mes "- Elgo starts to dissolve dyes and chemicals in water, then he begins to dye the Cute Ribbon. -";
+ next;
+ mes "[Elgo]";
+ mes ".. Hmm..";
+ mes "This should do it.";
+ mes "What do you think?";
+ mes "Did this color came out nicely?";
+ delitem 2250,1;
+ delitem 982,1;
+ getitem 5441,1;
+ close;
+ }
+ mes "[Elgo]";
+ mes "If you want to dye it white, bring me ^4d4dff1 White Dyestuffs^000000.";
+ close;
+ case 2:
+ if(countitem(978) > 0) {
+ mes "[Elgo]";
+ mes "Cool blue!!";
+ mes "Let's do it!";
+ next;
+ mes "- Elgo starts to dissolve dyes and chemicals in water, then he begins to dye the Cute Ribbon. -";
+ next;
+ mes "[Elgo]";
+ mes ".. Hmm..";
+ mes "This should do it.";
+ mes "What do you think?";
+ mes "Did this color came out nicely?";
+ delitem 2250,1;
+ delitem 978,1;
+ getitem 5440,1;
+ close;
+ }
+ mes "[Elgo]";
+ mes "If you want to dye it blue, bring me ^4d4dff1 Blue Dyestuffs^000000.";
+ close;
+ case 3:
+ if(countitem(975) > 0) {
+ mes "[Elgo]";
+ mes "Cute Red!";
+ mes "Let's do it!";
+ next;
+ mes "- Elgo starts to dissolve dyes and chemicals in water, then he begins to dye the Cute Ribbon. -";
+ next;
+ mes "[Elgo]";
+ mes ".. Hmm..";
+ mes "This should do it.";
+ mes "What do you think?";
+ mes "Did this color came out nicely?";
+ delitem 2250,1;
+ delitem 975,1;
+ getitem 5439,1;
+ close;
+ }
+ mes "[Elgo]";
+ mes "If you want to dye it red, bring me ^4d4dff1 Red Dyestuffs^000000.";
+ close;
+ case 4:
+ if(countitem(979) > 0) {
+ mes "[Elgo]";
+ mes "Nature's Green!";
+ mes "Let's do it!";
+ next;
+ mes "- Elgo starts to dissolve dyes and chemicals in water, then he begins to dye the Cute Ribbon. -";
+ next;
+ mes "[Elgo]";
+ mes ".. Hmm..";
+ mes "This should do it.";
+ mes "What do you think?";
+ mes "Did this color came out nicely?";
+ delitem 2250,1;
+ delitem 979,1;
+ getitem 5438,1;
+ close;
+ }
+ mes "[Elgo]";
+ mes "If you want to dye it green, bring me ^4d4dff1 Green Dyestuffs^000000.";
+ close;
+ }
+ }
+ mes "[Elgo]";
+ mes "Yellow is the basic color of a Cute Ribbon.";
+ mes "But you don't even have one.";
+ close;
+ case 2:
+ if(countitem(5441) > 0) {
+ mes "[Elgo]";
+ mes "Ok Ok, This white Cute Ribbon, huh?";
+ mes "What color do you want it to be dyed?";
+ next;
+ switch(select("Yellow:Blue:Red:Green")) {
+ case 1:
+ if(countitem(976) > 0) {
+ mes "[Elgo]";
+ mes "Basic Yellow!";
+ mes "Let's do it!";
+ next;
+ mes "- Elgo starts to dissolve dyes and chemicals in water, then he begins to dye the Cute Ribbon. -";
+ next;
+ mes "[Elgo]";
+ mes ".. Hmm..";
+ mes "This should do it.";
+ mes "What do you think?";
+ mes "Did this color came out nicely?";
+ delitem 5441,1;
+ delitem 976,1;
+ getitem 2250,1;
+ close;
+ }
+ mes "[Elgo]";
+ mes "If you want to dye it yellow, bring me ^4d4dff1 yellow Dyestuffs^000000.";
+ close;
+ case 2:
+ if(countitem(978) > 0) {
+ mes "[Elgo]";
+ mes "Cool blue!!";
+ mes "Let's do it!";
+ next;
+ mes "- Elgo starts to dissolve dyes and chemicals in water, then he begins to dye the Cute Ribbon. -";
+ next;
+ mes "[Elgo]";
+ mes ".. Hmm..";
+ mes "This should do it.";
+ mes "What do you think?";
+ mes "Did this color came out nicely?";
+ delitem 5441,1;
+ delitem 978,1;
+ getitem 5440,1;
+ close;
+ }
+ mes "[Elgo]";
+ mes "If you want to dye it blue, bring me ^4d4dff1 Blue Dyestuffs^000000.";
+ close;
+ case 3:
+ if(countitem(975) > 0) {
+ mes "[Elgo]";
+ mes "Cute Red!";
+ mes "Let's do it!";
+ next;
+ mes "- Elgo starts to dissolve dyes and chemicals in water, then he begins to dye the Cute Ribbon. -";
+ next;
+ mes "[Elgo]";
+ mes ".. Hmm..";
+ mes "This should do it.";
+ mes "What do you think?";
+ mes "Did this color came out nicely?";
+ delitem 5441,1;
+ delitem 975,1;
+ getitem 5439,1;
+ close;
+ }
+ mes "[Elgo]";
+ mes "If you want to dye it red, bring me ^4d4dff1 Red Dyestuffs^000000.";
+ close;
+ case 4:
+ if(countitem(979) > 0) {
+ mes "[Elgo]";
+ mes "Nature's Green!";
+ mes "Let's do it!";
+ next;
+ mes "- Elgo starts to dissolve dyes and chemicals in water, then he begins to dye the Cute Ribbon. -";
+ next;
+ mes "[Elgo]";
+ mes ".. Hmm..";
+ mes "This should do it.";
+ mes "What do you think?";
+ mes "Did this color came out nicely?";
+ delitem 5441,1;
+ delitem 979,1;
+ getitem 5438,1;
+ close;
+ }
+ mes "[Elgo]";
+ mes "If you want to dye it green, bring me ^4d4dff1 Green Dyestuffs^000000.";
+ close;
+ }
+ }
+ mes "[Elgo]";
+ mes "You want to dye a white Cute Ribbon, right?";
+ mes "But you don't even have one.";
+ close;
+ case 3:
+ if(countitem(5440) > 0) {
+ mes "[Elgo]";
+ mes "Ok Ok, This blue Cute Ribbon, huh?";
+ mes "What color do you want it to be dyed?";
+ next;
+ switch(select("White:Yellow:Red:Green")) {
+ case 1:
+ if(countitem(982) > 0) {
+ mes "[Elgo]";
+ mes "Wow, pure and innocent white!";
+ mes "Ok, let's do it.";
+ next;
+ mes "- Elgo starts to dissolve dyes and chemicals in water, then he begins to dye the Cute Ribbon. -";
+ next;
+ mes "[Elgo]";
+ mes ".. Hmm..";
+ mes "This should do it.";
+ mes "What do you think?";
+ mes "Did this color came out nicely?";
+ delitem 5440,1;
+ delitem 982,1;
+ getitem 5441,1;
+ close;
+ }
+ mes "[Elgo]";
+ mes "If you want to dye it white, bring me ^4d4dff1 White Dyestuffs^000000.";
+ close;
+ case 2:
+ if(countitem(976) > 0) {
+ mes "[Elgo]";
+ mes "Basic Yellow!";
+ mes "Let's do it!";
+ next;
+ mes "- Elgo starts to dissolve dyes and chemicals in water, then he begins to dye the Cute Ribbon. -";
+ next;
+ mes "[Elgo]";
+ mes ".. Hmm..";
+ mes "This should do it.";
+ mes "What do you think?";
+ mes "Did this color came out nicely?";
+ delitem 5440,1;
+ delitem 976,1;
+ getitem 2250,1;
+ close;
+ }
+ mes "[Elgo]";
+ mes "If you want to dye it yellow, bring me ^4d4dff1 yellow Dyestuffs^000000.";
+ close;
+ case 3:
+ if(countitem(975) > 0) {
+ mes "[Elgo]";
+ mes "Cute Red!";
+ mes "Let's do it!";
+ next;
+ mes "- Elgo starts to dissolve dyes and chemicals in water, then he begins to dye the Cute Ribbon. -";
+ next;
+ mes "[Elgo]";
+ mes ".. Hmm..";
+ mes "This should do it.";
+ mes "What do you think?";
+ mes "Did this color came out nicely?";
+ delitem 5440,1;
+ delitem 975,1;
+ getitem 5439,1;
+ close;
+ }
+ mes "[Elgo]";
+ mes "If you want to dye it red, bring me ^4d4dff1 Red Dyestuffs^000000.";
+ close;
+ case 4:
+ if(countitem(979) > 0) {
+ mes "[Elgo]";
+ mes "Nature's Green!";
+ mes "Let's do it!";
+ next;
+ mes "- Elgo starts to dissolve dyes and chemicals in water, then he begins to dye the Cute Ribbon. -";
+ next;
+ mes "[Elgo]";
+ mes ".. Hmm..";
+ mes "This should do it.";
+ mes "What do you think?";
+ mes "Did this color came out nicely?";
+ delitem 5440,1;
+ delitem 979,1;
+ getitem 5438,1;
+ close;
+ }
+ mes "[Elgo]";
+ mes "If you want to dye it green, bring me ^4d4dff1 Green Dyestuffs^000000.";
+ close;
+ }
+ }
+ mes "[Elgo]";
+ mes "You want to dye a blue Cute Ribbon, right?";
+ mes "But you don't even have one.";
+ close;
+ case 4:
+ if(countitem(5439) > 0) {
+ mes "[Elgo]";
+ mes "Ok Ok, This Red Cute Ribbon, huh?";
+ mes "What color do you want it to be dyed?";
+ next;
+ switch(select("White:Blue:Yellow:Green")){
+ case 1:
+ if (countitem(982) > 0){
+ mes "[Elgo]";
+ mes "Wow, pure and innocent white!";
+ mes "Ok, let's do it.";
+ next;
+ mes "- Elgo starts to dissolve dyes and chemicals in water, then he begins to dye the Cute Ribbon. -";
+ next;
+ mes "[Elgo]";
+ mes ".. Hmm..";
+ mes "This should do it.";
+ mes "What do you think?";
+ mes "Did this color came out nicely?";
+ delitem 5439,1;
+ delitem 982,1;
+ getitem 5441,1;
+ close;
+ }
+ mes "[Elgo]";
+ mes "If you want to dye it white, bring me ^4d4dff1 White Dyestuffs^000000.";
+ close;
+ case 2:
+ if(countitem(978) > 0) {
+ mes "[Elgo]";
+ mes "Cool blue!!";
+ mes "Let's do it!";
+ next;
+ mes "- Elgo starts to dissolve dyes and chemicals in water, then he begins to dye the Cute Ribbon. -";
+ next;
+ mes "[Elgo]";
+ mes ".. Hmm..";
+ mes "This should do it.";
+ mes "What do you think?";
+ mes "Did this color came out nicely?";
+ delitem 5439,1;
+ delitem 978,1;
+ getitem 5440,1;
+ close;
+ }
+ mes "[Elgo]";
+ mes "If you want to dye it blue, bring me ^4d4dff1 Blue Dyestuffs^000000.";
+ close;
+ case 3:
+ if(countitem(976) > 0) {
+ mes "[Elgo]";
+ mes "Basic Yellow!";
+ mes "Let's do it!";
+ next;
+ mes "- Elgo starts to dissolve dyes and chemicals in water, then he begins to dye the Cute Ribbon. -";
+ next;
+ mes "[Elgo]";
+ mes ".. Hmm..";
+ mes "This should do it.";
+ mes "What do you think?";
+ mes "Did this color came out nicely?";
+ delitem 5439,1;
+ delitem 976,1;
+ getitem 2250,1;
+ close;
+ }
+ mes "[Elgo]";
+ mes "If you want to dye it yellow, bring me ^4d4dff1 yellow Dyestuffs^000000.";
+ close;
+ case 4:
+ if(countitem(979) > 0) {
+ mes "[Elgo]";
+ mes "Nature's Green!";
+ mes "Let's do it!";
+ next;
+ mes "- Elgo starts to dissolve dyes and chemicals in water, then he begins to dye the Cute Ribbon. -";
+ next;
+ mes "[Elgo]";
+ mes ".. Hmm..";
+ mes "This should do it.";
+ mes "What do you think?";
+ mes "Did this color came out nicely?";
+ delitem 5439,1;
+ delitem 979,1;
+ getitem 5438,1;
+ close;
+ }
+ mes "[Elgo]";
+ mes "If you want to dye it green, bring me ^4d4dff1 Green Dyestuffs^000000.";
+ close;
+ }
+ }
+ mes "[Elgo]";
+ mes "You want to dye a red Cute Ribbon, right?";
+ mes "But you don't even have one.";
+ close;
+ case 5:
+ if(countitem(5438) > 0) {
+ mes "[Elgo]";
+ mes "Ok Ok, This Green Cute Ribbon, huh?";
+ mes "What color do you want it to be dyed?";
+ next;
+ switch(select("White:Blue:Red:Yellow")) {
+ case 1:
+ if(countitem(982) > 0) {
+ mes "[Elgo]";
+ mes "Wow, pure and innocent white!";
+ mes "Ok, let's do it.";
+ next;
+ mes "- Elgo starts to dissolve dyes and chemicals in water, then he begins to dye the Cute Ribbon. -";
+ next;
+ mes "[Elgo]";
+ mes ".. Hmm..";
+ mes "This should do it.";
+ mes "What do you think?";
+ mes "Did this color came out nicely?";
+ delitem 5438,1;
+ delitem 982,1;
+ getitem 5441,1;
+ close;
+ }
+ mes "[Elgo]";
+ mes "If you want to dye it white, bring me ^4d4dff1 White Dyestuffs^000000.";
+ close;
+ case 2:
+ if(countitem(978) > 0) {
+ mes "[Elgo]";
+ mes "Cool blue!!";
+ mes "Let's do it!";
+ next;
+ mes "- Elgo starts to dissolve dyes and chemicals in water, then he begins to dye the Cute Ribbon. -";
+ next;
+ mes "[Elgo]";
+ mes ".. Hmm..";
+ mes "This should do it.";
+ mes "What do you think?";
+ mes "Did this color came out nicely?";
+ delitem 5438,1;
+ delitem 978,1;
+ getitem 5440,1;
+ close;
+ }
+ mes "[Elgo]";
+ mes "If you want to dye it blue, bring me ^4d4dff1 Blue Dyestuffs^000000.";
+ close;
+ case 3:
+ if(countitem(975) > 0) {
+ mes "[Elgo]";
+ mes "Cute Red!";
+ mes "Let's do it!";
+ next;
+ mes "- Elgo starts to dissolve dyes and chemicals in water, then he begins to dye the Cute Ribbon. -";
+ next;
+ mes "[Elgo]";
+ mes ".. Hmm..";
+ mes "This should do it.";
+ mes "What do you think?";
+ mes "Did this color came out nicely?";
+ delitem 5438,1;
+ delitem 975,1;
+ getitem 5439,1;
+ close;
+ }
+ mes "[Elgo]";
+ mes "If you want to dye it red, bring me ^4d4dff1 Red Dyestuffs^000000.";
+ close;
+ case 4:
+ if(countitem(976) > 0) {
+ mes "[Elgo]";
+ mes "Basic Yellow!";
+ mes "Let's do it!";
+ next;
+ mes "- Elgo starts to dissolve dyes and chemicals in water, then he begins to dye the Cute Ribbon. -";
+ next;
+ mes "[Elgo]";
+ mes ".. Hmm..";
+ mes "This should do it.";
+ mes "What do you think?";
+ mes "Did this color came out nicely?";
+ delitem 5438,1;
+ delitem 976,1;
+ getitem 250,1;
+ close;
+ }
+ mes "[Elgo]";
+ mes "If you want to dye it yellow, bring me ^4d4dff1 yellow Dyestuffs^000000.";
+ close;
+ }
+ }
+ mes "[Elgo]";
+ mes "You want to dye a Green Cute Ribbon, right?";
+ mes "But you don't even have one.";
+ close;
+ case 6:
+ mes "["+strcharinfo(0)+"]";
+ mes "Ah, I'm not sure this time. I will come back next time.";
+ mes "Take Care.";
+ next;
+ mes "[Elgo]";
+ mes "Ok. It's fine. I will see you later~ Bye Bye~!";
+ close;
+ }
+ case 2:
+ mes "["+strcharinfo(0)+"]";
+ mes "Hmm, I will bring you one next time.";
+ mes "Take Care.";
+ next;
+ mes "[Elgo]";
+ mes "Ok, Good bye!";
+ close;
+ }
+ }
+ case 2:
+ mes "[Elgo]";
+ mes "Uh..Would you please leave?";
+ mes "I need to get back to work...";
+ close;
+ }
+}
+
+in_orcs01,119,106,3 script Orc Lady#2008hat03 1273,2,2,{
+
+OnTouch:
+ mes "["+strcharinfo(0)+"]";
+ mes "This Orc Lady is absorbed in something.";
+ mes "I don't know what she's making...but she wouldn't notice me even I walk up on her.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Should I talk to her?...Uh..Do we even understand eachother?";
+ next;
+ mes "THe Orc Lady suddenly turns around looking surprised.";
+ mes "A Maneater Blossom fell on the ground out of her hands.";
+ next;
+ switch(select("Pick up the flowers for Orc Lady.:Run away!")) {
+ case 1:
+ mes "[Orc Lady]";
+ mes ".. ...";
+ mes "Adventurer with weapon helps Orc?";
+ mes "You weirdo.";
+ mes "My name is Aite-Nah-Zir-Be.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Surprisingly the Orc Lady introduced herself to me.";
+ mes "How should I react?";
+ next;
+ switch(select("Ask her what she was up to.:Say good bye.")){
+ case 1:
+ mes "[Aite]";
+ mes "I'm making a Corolla.";
+ mes "Weaving the flower...with a ribbon..";
+ mes "Brides...wear...Corollas..";
+ next;
+ menu "Would you make one for me?",-;
+ if((countitem(10007) > 0) && (countitem(1032) > 999)) {
+ mes "[Aite]";
+ mes ".. Materials..you..have..";
+ mes "..Too much time to make one.";
+ next;
+ mes "[Aite]";
+ mes "Trade with you.. the one I just made.";
+ mes "But you, weirdo.";
+ mes "You humans are hard...to...understand.";
+ delitem 10007,1;
+ delitem 1032,1000;
+ getitem 5436,1;
+ close;
+ }
+ mes "[Aite]";
+ mes "I need... Silk... Ribbon.";
+ mes "1,000 Maneater Blossoms..";
+ mes "Bring me....";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "(^4d4dff Silk Ribbon and 1,000 Maneater Blossoms^000000, huh..)";
+ mes "Got it. I will go and bring back the materials.";
+ close;
+ case 2:
+ mes "["+strcharinfo(0)+"]";
+ mes "I nodded goodbye to her with a smile on my face saying nothing.";
+ mes "She nodded back to be as if she understood that was my good bye.";
+ close;
+ }
+ case 2:
+ mes "["+strcharinfo(0)+"]";
+ mes "Let's run away while she's still in shock.";
+ close2;
+ warp "gef_fild10",223,203;
+ end;
+ }
+ end;
+}
diff --git a/npc/pre-re/quests/Bard_Quest.txt b/npc/pre-re/quests/Bard_Quest.txt
new file mode 100644
index 000000000..abba818b7
--- /dev/null
+++ b/npc/pre-re/quests/Bard_Quest.txt
@@ -0,0 +1,3013 @@
+//===== rAthena Script =======================================
+//= Wandering Minstrel Quest
+//===== By: ==================================================
+//= Riotblade and L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.4
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= Help the bard remember how his song goes.
+//===== Comments: ============================================
+//= [Aegis Conversion]
+//= Needs optimizing.
+//= Reconverted with iRO Dialogs.
+//= Possible NPC conflict with "Representative"
+//===== Additional Comments: =================================
+//= 1.0 First version, needs testing. [L0ne_W0lf]
+//= 1.1 Fixed bug, optimized. Not yet final version [Lupus]
+//=
+//= Variables:
+//= .@random : temp var
+//= .@inputstr$ : temp var
+//=
+//= This Quest has relation with brisingamen_seal.txt (Seals)
+//= 1.2 Changed variable to "gef_bards_q" to avoid job quest conflict. [L0ne_W0lf]
+//= Progress prior to the 5th+ step will be lost. Job quest takes priority.
+//= 1.3 Fixed experience gains to match upcoming rate adjustments. [SinSloth]
+//= 1.4 Replaced effect numerics with constants. [L0ne_W0lf]
+//============================================================
+
+geffen,132,38,3 script Bard#2 51,{
+ if (bard_q > 5) set gef_bard_q,bard_q;
+ set @name$,strcharinfo(0);
+ if (gef_bard_q > 29) {
+ cutin "bard_eland02",2;
+ mes "[Errende]";
+ mes "Why, hello there~";
+ mes "Isn't the weather";
+ mes "especially pleasant today?";
+ next;
+ mes "[Errende]";
+ mes "Ah~ There are only two things that can make this picturesque moment even more beautiful: story and song. Now then, which would you like to hear?";
+ callsub S_StorySong,1;
+
+ } else if (gef_bard_q == 15) {
+ cutin "bard_eland01",2;
+ mes "[Errende]";
+ mes "Ah, so how did it go?";
+ mes "Wait, you already found it?";
+ mes "Yes, this is it! Great!";
+ mes "This is so amazing!!";
+ mes "Ah, yes, right.";
+ mes "Right.";
+ next;
+ mes "[Errende]";
+ mes "I would like to express my gratitute. But, what would be appropriate for an adventurer";
+ mes "like yourself?";
+ next;
+ mes "[Errende]";
+ mes "Oh~! I have just the thing. Alright, please make yourself comfortable, and listen to my song.";
+ next;
+ cutin "bard_eland03",2;
+ mes "^483D8BEvery god never grows old";
+ mes "Because of beautiful";
+ mes "Goddess, Idun.";
+ mes "Keeper of the apples of youth";
+ mes "Goddess of immortality.^000000";
+ specialeffect2 EF_STEAL;
+ next;
+ mes "^483D8BEvery god never grows old.";
+ mes "Idun, the wife of Bragi,";
+ mes "Idun, Odin's daughter in law~";
+ mes "The apples she keeps";
+ mes "In her basket.^000000";
+ next;
+ mes "^483D8BWithout Idun,";
+ mes "Every god would";
+ mes "have succumbed to age.";
+ mes "Even Thor, the strongest of gods,";
+ mes "would grow frail, Megingjard would";
+ mes "slip from his waist, and Mjolnir";
+ mes "would never fly again.^000000";
+ next;
+ mes "^483D8BWithout Idun,";
+ mes "Every god would";
+ mes "have succumbed to age.";
+ mes "Loki was careless once,";
+ mes "and made her lost to the gods.";
+ mes "He was forced to get her back.^000000";
+ specialeffect2 EF_STEAL;
+ next;
+ mes "^483D8BMy goddess stands";
+ mes "In the field of Asgard";
+ mes "She hands me fruit from heaven.";
+ mes "You will be loved by every god...";
+ mes "You will be blessed";
+ mes "By every god...^000000";
+ next;
+ specialeffect EF_BEGINSPELL6;
+ mes "^483D8BIf you share the";
+ mes "Apple of youth with me";
+ mes "Even a bite of it with";
+ mes "This poor poet.";
+ mes "You will be loved by every god...";
+ mes "You will be blessed";
+ mes "By every god...^000000";
+ next;
+ specialeffect2 EF_RESURRECTION;
+ mes "^3355FFWhile listening to his song, you feel at ease, and your thoughts become clearer. You believe that you see the vision of an angel, and you gain some experience points.^000000";
+ set gef_bard_q,31;
+ if (BaseLevel < 56) getexp 450,0;
+ else if ((BaseLevel > 55) && (BaseLevel < 61)) getexp 550,0;
+ else if ((BaseLevel > 60) && (BaseLevel < 66)) getexp 968,0;
+ else if ((BaseLevel > 65) && (BaseLevel < 71)) getexp 1341,0;
+ else if ((BaseLevel > 70) && (BaseLevel < 76)) getexp 3576,0;
+ else if ((BaseLevel > 75) && (BaseLevel < 81)) getexp 6025,0;
+ else if ((BaseLevel > 80) && (BaseLevel < 86)) getexp 7034,0;
+ else if ((BaseLevel > 85) && (BaseLevel < 91)) getexp 9205,0;
+ else if (BaseLevel > 90) getexp 15679,0;
+ next;
+ cutin "bard_eland02",2;
+ mes "[Errende]";
+ mes "So, how do you feel now? I hope my song has refreshed you. I'm afraid it may not be enough to repay you, but please understand that this is the best way for me to express my gratitude.";
+ next;
+ mes "[Errende]";
+ mes "Besides, I've been thinking of you now as my friend, with whom I may candidly speak without any worry. And I think you have a beautiful smile. Am I wrong~? Hahaha~";
+ next;
+ mes "[Errende]";
+ mes "I hope that you'll always remain honest and respectful towards other people, and that you continue to ignore greed for fortune or power.";
+ goto L_End;
+
+ } else if (gef_bard_q == 14) {
+ cutin "bard_eland04",2;
+ mes "[Errende]";
+ mes "Hmmm?";
+ mes "Is that the seal of black...? Huh. Kino Kitty removed the one he gave me without a trace, so I surmise that he likes you a lot. Otherwise...";
+ next;
+ mes "^3355FFYou give Errende the letter";
+ mes "you have received from Kino Kitty.^000000";
+ next;
+ cutin "bard_eland01",2;
+ mes "[Errende]";
+ mes "Er, he knows everything already? From this spot of blood, I think he still has health problems. He should stop torturing himself...";
+ next;
+ mes "[Errende]";
+ mes "Thank you, I really appreciate what you've done for me. But, what would be an appropriate way to express my gratitude for an adventurer like yourself?";
+ next;
+ mes "[Errende]";
+ mes "Oh~! I have just the thing. Alright, please make yourself comfortable, and listen";
+ mes "to my song.";
+ next;
+ cutin "bard_eland03",2;
+ mes "^483D8BEvery god never grows old";
+ mes "Because of beautiful";
+ mes "Goddess, Idun.";
+ mes "Keeper of the apples of youth";
+ mes "Goddess of immortality.^000000";
+ specialeffect2 EF_STEAL;
+ next;
+ mes "^483D8BEvery god never grows old.";
+ mes "Idun, the wife of Bragi,";
+ mes "Idun, Odin's daughter in law~";
+ mes "The apples she keeps";
+ mes "In her basket.^000000";
+ next;
+ mes "^483D8BWithout Idun,";
+ mes "Every god would";
+ mes "have succumbed to age.";
+ mes "Even Thor, the strongest of gods,";
+ mes "would grow frail, Megingjard would";
+ mes "slip from his waist, and Mjolnir";
+ mes "would never fly again.^000000";
+ next;
+ mes "^483D8BWithout Idun,";
+ mes "Every god would";
+ mes "have succumbed to age.";
+ mes "Loki was careless once,";
+ mes "and made her lost to the gods.";
+ mes "He was forced to get her back.^000000";
+ specialeffect2 EF_STEAL;
+ next;
+ mes "^483D8BMy goddess stands";
+ mes "In the field of Asgard";
+ mes "She hands me fruit from heaven.";
+ mes "You will be loved by every god...";
+ mes "You will be blessed";
+ mes "By every god...^000000";
+ next;
+ specialeffect EF_BEGINSPELL6;
+ mes "^483D8BIf you share the";
+ mes "Apple of youth with me";
+ mes "Even a bite of it with";
+ mes "This poor poet.";
+ mes "You will be loved by every god...";
+ mes "You will be blessed";
+ mes "By every god...^000000";
+ next;
+ specialeffect2 EF_RESURRECTION;
+ mes "^3355FFWhile listening to his song, you feel at ease, and your thoughts become clearer. You believe that you see the vision of an angel, and you gain some experience points.^000000";
+ set gef_bard_q,30;
+ if (BaseLevel < 56) getexp 450,0;
+ else if ((BaseLevel > 55) && (BaseLevel < 61)) getexp 550,0;
+ else if ((BaseLevel > 60) && (BaseLevel < 66)) getexp 968,0;
+ else if ((BaseLevel > 65) && (BaseLevel < 71)) getexp 1341,0;
+ else if ((BaseLevel > 70) && (BaseLevel < 76)) getexp 3576,0;
+ else if ((BaseLevel > 75) && (BaseLevel < 81)) getexp 6025,0;
+ else if ((BaseLevel > 80) && (BaseLevel < 86)) getexp 7034,0;
+ else if ((BaseLevel > 85) && (BaseLevel < 91)) getexp 9205,0;
+ else if (BaseLevel > 90) getexp 15679,0;
+ next;
+ cutin "bard_eland02",2;
+ mes "[Errende]";
+ mes "So, how do you feel now? I hope my song has refreshed you. I'm afraid it may not be enough to repay you, but please understand that this is the best way for me to express my gratitude.";
+ next;
+ mes "[Errende]";
+ mes "Besides, I've been thinking of you now as my friend, with whom I may candidly speak without any worry. And I think you have a beautiful smile. Am I wrong~? Hahaha~";
+ next;
+ mes "[Errende]";
+ mes "I hope that you'll always remain honest and respectful towards other people, and that you continue to ignore greed for fortune or power.";
+ goto L_End;
+
+ } else if (gef_bard_q > 11 && gef_bard_q < 14) {
+ cutin "bard_eland02",2;
+ mes "[Errende]";
+ mes "It seems you haven't found it yet. Well, take your time, I can wait as long as you want. It doesn't really bore me, since waiting seems to be a part of my profession.";
+ goto L_End;
+
+ } else if (gef_bard_q == 11) {
+ cutin "bard_eland01",2;
+ mes "[Errende]";
+ mes "Mr. Skezti has a small book store on the book street at the right side of Mineta in Juno. If you show him the seal, he'll help you out.";
+ goto L_End;
+
+ } else if (gef_bard_q == 10) {
+ cutin "bard_eland01",2;
+ mes "[Errende]";
+ mes "So, have you met Mr. Kitty?";
+ mes "Ah, in Morroc? He has a chronic disease, but obviously doesn't";
+ mes "seem to care about it.";
+ mes "So what did he say?";
+ next;
+ mes "[Errende]";
+ mes "Hm? In Juno?";
+ mes "Then that must be it.";
+ mes "It won't be easy if you want to go visit Mr. Sketzi's book store. Here, let me mark you with";
+ mes "^483D8BThe Seal of Friendship^000000.";
+ next;
+ cutin "bard_eland03",2;
+ mes "[Errende]";
+ mes "Give me your left hand.";
+ mes "Now, let me cast a spell...";
+ mes "*Mumble mumble...*";
+ next;
+ specialeffect2 EF_CONE;
+ mes "^3355FFOn your left wrist, a crescent shaped mark glowing with a silver light appeared. It's only noticeable when you concentrate on finding it, but it might clearly appear under the moonlight.^000000";
+ next;
+ mes "[Errende]";
+ mes "There you go. Now, you may go to Mr. Sketzi. Remember, you must";
+ mes "show him the Seal of Friendship.";
+ mes "Good luck, now~";
+ set gef_bard_q,11;
+ goto L_End;
+
+ } else if (gef_bard_q == 20) {
+ cutin "bard_eland03",2;
+ mes "[Bard]";
+ mes "^483D8BWhat day is";
+ mes "best for drinking?";
+ mes "La la la~";
+ mes "It's the day of";
+ mes "the earth, the sun";
+ mes "And the moon~";
+ mes "La la la~^000000";
+ next;
+ mes "^483D8BLa la la~";
+ mes "I'll only";
+ mes "drink on one day~";
+ mes "So if you'll tell me";
+ mes "when you'll drink";
+ mes "I'll tell you when";
+ mes "I'll drink with you~^000000";
+ next;
+ mes "^483D8BLet's get together";
+ mes "Yea yea ye-^000000 Hmmmmm...?";
+ next;
+ mes "[Bard]";
+ mes "Why, hello there. Oh, have you come to listen to my song and forget your worries?";
+ next;
+
+ if(select("Who are you?:Ignore him.")==1) {
+ cutin "bard_eland04",2;
+ mes "[" + @name$ + "]";
+ mes "You seem to be";
+ mes "new around here...";
+ mes "Who are you?";
+ next;
+ cutin "bard_eland02",2;
+ mes "[Errende]";
+ mes "Mm? Ah yes. I am merely another wandering poet who goes where the wind takes him. Please call me ^483D8BErrende^000000, the Bard who wishes to please you.";
+ next;
+ mes "[Errende]";
+ mes "If you will let me, I will tell you of my travels. By your leave,";
+ mes "I will play a song that will help you forget your troubles.";
+ set gef_bard_q,21;
+ callsub S_StorySong,2;
+
+ } else {
+ cutin "bard_eland01",2;
+ mes "[Errende]";
+ mes "Waaah, wah~";
+ mes "You can't just ignore me like that! Where's your sense of merriment, your sense of romance?";
+ goto L_End;
+ }
+
+ } else if (gef_bard_q == 27) {
+ cutin "bard_eland01",2;
+ mes "[Errende]";
+ mes "How could I forget the song?";
+ mes "I'm worthless as a Bard~!";
+ mes "Please... Just...";
+ mes "Please just leave";
+ mes "me alone.";
+ next;
+
+ if(select("No problem~:Is there any way I can help you?")==1) {
+ cutin "bard_eland04",2;
+ mes "[Errende]";
+ mes "Waaaah~! You're so mean!";
+ mes "You're supposed to say, 'Errende, what's wrong? Maybe I can help?'";
+ next;
+ mes "[Errende]";
+ mes "I mean, we're supposed";
+ mes "to know each other better";
+ mes "than that. But...";
+ mes "Maybe I was wrong!";
+ next;
+ mes "[Errende]";
+ mes "*Sob...*";
+ mes "Who made this poor Bard cry by neglecting him? *Sniff* I do believe it was you!";
+ } else {
+ mes "[Errende]";
+ mes "Help me?";
+ mes "Hmmm...";
+ mes "That's it!";
+ mes "Gunther!";
+ next;
+ mes "[Errende]";
+ mes "Let me ask you a favor.";
+ mes "If perchance you happen to meet ^483D8BGunther Doubleharmony^000000, please inform him of my dilemna.";
+ next;
+ mes "[Errende]";
+ mes "Tell him that ^483D8BMinty Errende^000000 happened to forget a line of the song, ^483D8BAt One, I Fall in Love^000000. The line is called ^483D8B8th love^000000.";
+ next;
+ mes "[Errende]";
+ mes "I beseech you, if you meet him, please ask him of the 8th love and inform me of that lyric immediately~";
+ set gef_bard_q,22;
+ }
+ goto L_End;
+
+ } else if (gef_bard_q == 26) {
+ cutin "bard_eland01",2;
+ mes "[Errende]";
+ mes "Argh...!";
+ mes "Who changed the words of this song anyway? It's really difficult to understand. I wish I could ask the person who changed the words.";
+ next;
+ mes "[Errende]";
+ mes "This is so frustrating!";
+ mes "Now, I've lost the passion";
+ mes "to sing or play...";
+ next;
+ mes "[" + @name$ + "]";
+ mes "Don't you think...";
+ mes "The person would be...";
+ input .@inputstr$;
+ mes .@inputstr$ + "?";
+ next;
+
+ if (.@inputstr$ == "Kino Kitty") {
+ cutin "bard_eland04",2;
+ mes "[Errende]";
+ mes "Ah! Of course!";
+ mes "I think you're right!";
+ mes "How could I not think of that?";
+ next;
+ mes "[Errende]";
+ mes "It all makes sense now. After all, he used to be a member of the Invincible Single Army. His changes might have been a little mean, since this song used to be about a happy couple...";
+ next;
+ cutin "bard_eland01",2;
+ mes "[Errende]";
+ mes "Ummm...";
+ mes "I'm sorry to ask a favor of you again, but in your travels, do you think you could find the original lyrics for this song? I can wait for it...";
+ next;
+
+ if(select("No, thanks.:I can, so stop crying.")==1) {
+ mes "[Errende]";
+ mes "Ah, I guess it was too much to ask of you. My apologies. Don't worry about it, I'll find out some other way.";
+ set gef_bard_q,25;
+
+ } else {
+ mes "[Errende]";
+ mes "Are you serious?";
+ mes "Oh, thank you so much!";
+ mes "You must be an angel!";
+ mes "An angel that truly understands the heart of a poet!";
+ next;
+ mes "[Errende]";
+ mes "I'll pay you back somehow!";
+ mes "Thank you for your trouble";
+ mes "in advance~";
+ set gef_bard_q,24;
+ }
+ goto L_End;
+
+ } else if (.@inputstr$ == "Gunther") {
+ mes "[Errende]";
+ mes "Gunther? I don't think he would do this. He always puts lines in his songs like 'doubleharmony for you.' Plus, he's too silly for that.";
+ goto L_End;
+
+ } else if (.@inputstr$ == "Gunther Doubleharmony") {
+ mes "[Errende]";
+ mes "Gunther? I don't think he would do this. He always puts lines in his songs like 'doubleharmony for you.' Plus, he's too silly for that.";
+ goto L_End;
+
+ } else if (.@inputstr$ == "Errende") {
+ cutin "bard_eland04",2;
+ mes "[Errende]";
+ mes "Surely you jest!";
+ mes "If I did, why would";
+ mes "I not know what";
+ mes "this song is about?";
+ goto L_End;
+
+ } else {
+ mes "[Errende]";
+ mes "" + .@inputstr$ +"...?";
+ mes "I don't think I know that person. Maybe you misunderstood";
+ mes "something? *Sigh...*";
+ next;
+ mes "[Errende]";
+ mes "What was the line...?";
+ mes "How could I forget";
+ mes "the 8th love?";
+ set gef_bard_q,26;
+ goto L_End;
+ }
+
+ } else if (gef_bard_q == 25) {
+ cutin "bard_eland04",2;
+ mes "[Errende]";
+ mes "Oh...!";
+ mes "These tears just won't stop!";
+ mes "Wh-why must people always treat Bards like this?";
+ next;
+ mes "^483D8BWho made";
+ mes "this poor Bard cry?";
+ mes "Who broke his";
+ mes "tender heart of glass?";
+ mes "Shattering his dreams...^000000";
+ next;
+ mes "^483D8BNo dreams,";
+ mes "No heart,";
+ mes "No love,";
+ mes "No hope";
+ mes "No....^000000";
+ set .@random,rand(1,50);
+ next;
+
+ if (.@random > 27 && .@random < 37 ) {
+ mes "^3355FFErrende continues to sing about his personal despair. He seems to be disappointed in your refusal to help him. Of course, you begin to feel sorry for him.^000000";
+ next;
+
+ if(select("Well, I should help him then...:Ignore him anyway.")==1) {
+ mes "[" + @name$ + "]";
+ mes "Hey. Hey, Errende. Stop singing this song. It's embarassing, okay? Alright, I'll go find the original song for you.";
+ next;
+ mes "[Errende]";
+ mes "*Gasp!* Really! Are you sure? Thank you! Thank you so much!";
+ mes "You really do care about";
+ mes "the sadness of a Bard!";
+ next;
+ mes "[Errende]";
+ mes "I promise to pay you back as best as I can! I'll wait for you here until you return!";
+ set gef_bard_q,24;
+ } else {
+ cutin "bard_eland04",2;
+ mes "^3355FFYou ignore his";
+ mes "heart wrenching song.";
+ mes "But at what cost to your soul?^000000";
+ }
+ goto L_End;
+
+ } else {
+ cutin "bard_eland01",2;
+ mes "[Errende]";
+ mes "You don't have anything you want to ask me, do you? If not, would you like to listen to my song...?";
+ next;
+ mes "^483D8BMiiiiserable...";
+ mes "Noboooody looooves meee";
+ mes "Friends foooooor never...";
+ mes "Ooooooooh wah!^000000";
+ goto L_End;
+ }
+
+ } else if (gef_bard_q == 24) {
+ cutin "bard_eland02",2;
+ mes "[Errende]";
+ mes "Umm...";
+ mes "I am not sure exactly where Mr. Kitty is. Maybe you might be able to find out at the Monster Museum in Juno? I think he's a member of the Monster Research Organization.";
+ next;
+ mes "[Errende]";
+ mes "If you're experienced in exploration, you'd know the Monster Research Organization. Recently, many scholars have been wounded as a result of researching monsters.";
+ next;
+ cutin "bard_eland01",2;
+ mes "[Errende]";
+ mes "Because of the dangers of monster research, adventurers are needed to gather the information for the researchers.";
+ next;
+ mes "[Errende]";
+ mes "For wanderers like myself, it's a great way to earn money. We give them the information they need, and they give us financial support to live the way we please.";
+ next;
+ mes "[Errende]";
+ mes "Anyway, you should visit the Monster Museum in Juno to find out about Mr. Kitty. It's pretty far from here, but when you get to Juno, the Museum is West of the central plaza.";
+ next;
+ mes "[Errende]";
+ mes "Once again,";
+ mes "thank you so much";
+ mes "for your help.";
+ goto L_End;
+
+ } else if (gef_bard_q == 22) {
+ mes "[Errende]";
+ mes "*Sigh...*";
+ mes "Where can";
+ mes "I find the 8th love...?";
+ mes "Have you met Gunther?";
+ mes "Ah, perhaps not yet.";
+ next;
+ cutin "bard_eland04",2;
+ mes "[Errende]";
+ mes "*Sigh* I've lost the heart to sing ever since I've forgotten that line to the song. I just... can't. My spirit is unmoved. There's no inspiration.";
+ next;
+ mes "[Errende]";
+ mes "Please ask ^483D8BGunther^000000 about the ^483D8B8th love^000000 in ^483D8BAt One, I Fall in Love^000000. Thank you in advance.";
+ goto L_End;
+
+ } else if (gef_bard_q == 23) {
+ cutin "bard_eland02",2;
+ mes "[Errende]";
+ mes "So...";
+ mes "Have you";
+ mes "seen Gunther?";
+ next;
+ mes "^3355FFYou turn around";
+ mes "to show him your back.^000000";
+ next;
+ mes "[Errende]";
+ mes "Huh...?!";
+ mes "Isn't that?!";
+ mes "Is that the line of the song written on your back? Wait, don't move! The 8th love is...";
+ mes "Now I see!";
+ next;
+ mes "[Errende]";
+ mes "At One, I fall in love.";
+ mes "At Two, you give me your smile.";
+ mes "At Three, I adore your touch.";
+ mes "At Four, a tender kiss.";
+ next;
+ mes "[Errende]";
+ mes "At Five, we change our minds.";
+ mes "A petal scatters through the air.";
+ mes "At Six, I fall in love~";
+ mes "At Seven, you fall in love~";
+ next;
+ mes "[Errende]";
+ mes "At Eight we turn away...";
+ mes "At Nine, love is reborn.";
+ mes "At Ten, my Love is gone.";
+ mes "At Eleven I find out why.";
+ if (sex)
+ mes "At Twelve I see his new girlfriend?";
+ else
+ mes "At Twelve I see her new boyfriend?";
+ next;
+ mes "[Errende]";
+ mes "...";
+ next;
+ mes "[Errende]";
+ mes "...";
+ mes "......";
+ next;
+ cutin "bard_eland04",2;
+ mes "[Errende]";
+ mes "This...";
+ mes "This cannot be.";
+ mes "This song is supposed to be about love, not a romantic travesty!";
+ next;
+ mes "[Errende]";
+ mes "The lyrics. They must have been changed. Did Gunther say anything about this?! Hmmm, but who would change the lyrics...?";
+ next;
+ cutin "bard_eland01",2;
+ input .@inputstr$;
+
+ if (.@inputstr$ == "Kino Kitty") {
+ mes "[Errende]";
+ mes "Ah! Of course!";
+ mes "I think you're right!";
+ mes "How could I not think of that?";
+ next;
+ mes "[Errende]";
+ mes "It all makes sense now. After all, he used to be a member of the Invincible Single Army. His changes might have been a little mean, since this song used to be about a happy couple...";
+ next;
+ mes "[Errende]";
+ mes "Ummm...";
+ mes "I'm sorry to ask a favor of you again, but in your travels, do you think you could find the original lyrics for this song? I can wait for it...";
+ next;
+
+ if(select("No, thanks.:I can, so stop crying.")==1) {
+ mes "[Errende]";
+ mes "Ah, I guess it was too much to ask of you. My apologies. Don't worry about it, I'll find out some other way.";
+ set gef_bard_q,25;
+ } else {
+ mes "[Errende]";
+ mes "Are you serious?";
+ mes "Oh, thank you so much!";
+ mes "You must be an angel!";
+ mes "An angel that truly understands the heart of a poet!";
+ next;
+ mes "[Errende]";
+ mes "I'll pay you back somehow!";
+ mes "Thank you for your trouble";
+ mes "in advance~";
+ set gef_bard_q,24;
+ }
+ goto L_End;
+
+ } else if (.@inputstr$ == "Gunther") {
+ mes "[Errende]";
+ mes "Gunther? I don't think he would do this. He always puts lines in his songs like 'doubleharmony for you.' Plus, he's too silly for that.";
+ set gef_bard_q,26;
+ goto L_End;
+
+ } else if (.@inputstr$ == "Gunther Doubleharmony") {
+ mes "[Errende]";
+ mes "Gunther? I don't think he would do this. He always puts lines in his songs like 'doubleharmony for you.' Plus, he's too silly for that.";
+ set gef_bard_q,26;
+ goto L_End;
+
+ } else if (.@inputstr$ == "Errende") {
+ cutin "bard_eland04",2;
+ mes "[Errende]";
+ mes "Surely you jest!";
+ mes "If I did, why would";
+ mes "I not know what this";
+ mes "song is about?";
+ set gef_bard_q,26;
+ goto L_End;
+
+ } else {
+ mes "[Errende]";
+ mes "" + .@inputstr$ +"...?";
+ mes "I don't think I know that person. Maybe you misunderstood";
+ mes "something? *Sigh...*";
+ next;
+ mes "[Errende]";
+ mes "What was the line...?";
+ mes "How could I forget";
+ mes "the 8th love?";
+ set gef_bard_q,26;
+ goto L_End;
+ }
+
+ } else if (gef_bard_q == 21) {
+ cutin "bard_eland01",2;
+ mes "[Errende]";
+ mes "Welcome back,";
+ mes "" + @name$ + "~";
+ mes "What would you like";
+ mes "me to do for you?";
+ mes "Would you like to hear";
+ mes "a tale or listen to a song?";
+ callsub S_StorySong,3;
+
+ } else if (gef_bard_q == 7) {
+ cutin "bard_eland04",2;
+ mes "[Errende]";
+ mes "How could I forget the song?";
+ mes "I'm worthless as a Bard~! Please... Just... Please just leave me alone.";
+ next;
+
+ if(select("No problem.:Is there any way I can help you?")==1){
+ mes "[Errende]";
+ mes "Waaaah~! You're so mean!";
+ mes "You're supposed to say, 'Errende, what's wrong? Maybe I can help?'";
+ next;
+ mes "[Errende]";
+ mes "I mean, we're supposed to know each other better than that. But, but maybe I was wrong!";
+ next;
+ mes "[Errende]";
+ mes "*Sob...*";
+ mes "Who made this poor Bard cry by neglecting him? *Sniff* I do believe it was you!";
+ } else {
+ cutin "bard_eland01",2;
+ mes "[Errende]";
+ mes "Help me?";
+ mes "Hmmmmmmm...";
+ mes "That's it!";
+ mes "Gunther!";
+ next;
+ mes "[Errende]";
+ mes "Let me ask you a favor. If perchance you happen to meet ^3355FFGunther Doubleharmony^000000, please inform him of my dilemna.";
+ next;
+ mes "[Errende]";
+ mes "Tell him that ^483D8BMinty Errende^000000 happened to forget a line of the song, ^483D8BAt One, I Fall in Love^000000. The line is called ^483D8B8th love^000000.";
+ next;
+ mes "[Errende]";
+ mes "I beseech you, if you meet him, please ask him of the 8th love and inform me of that lyric immediately~";
+ set gef_bard_q,2;
+ }
+ goto L_End;
+
+ } else if (gef_bard_q == 6) {
+ cutin "bard_eland04",2;
+ mes "[Errende]";
+ mes "Who could have changed the lyrics to the song? I can't understand why such a thing would happen. I really wish I could ask the person who changed the words...";
+ next;
+ mes "[Errende]";
+ mes "*Sigh* I'm so frustrated I can't even sing. I just... can't. My spirit is unmoved. There's no inspiration.";
+ next;
+ mes "[" + @name$ + "]";
+ mes "Could it be that";
+ mes "the person who";
+ mes "changed the song is...";
+ input .@inputstr$;
+ mes "" + .@inputstr$ + "?";
+ next;
+
+ if (.@inputstr$ == "Kino Kitty") {
+ cutin "bard_eland01",2;
+ mes "[Errende]";
+ mes "Ah! Of course!";
+ mes "I think you're right!";
+ mes "How could I not think of that?";
+ next;
+ mes "[Errende]";
+ mes "It all makes sense now. After all, he used to be a member of the Invincible Single Army. His changes might have been a little mean, since this song used to be about a happy couple...";
+ next;
+ mes "[Errende]";
+ mes "Ummm...";
+ mes "I'm sorry to ask a favor of you again, but in your travels, do you think you could find the original lyrics for this song? I can wait for it...";
+ next;
+ if(select("No, thanks.:I can, so stop crying.")==1) {
+ mes "[Errende]";
+ mes "Ah, I guess it was too much to ask of you. My apologies. Don't worry about it, I'll find out some other way.";
+ set gef_bard_q,5;
+ } else {
+ mes "[Errende]";
+ mes "Are you serious? Oh, thank you so much! You must be an angel! An angel that truly understands the heart of a poet!";
+ next;
+ mes "[Errende]";
+ mes "I'll pay you back somehow! Thank you for your trouble in advance~";
+ set gef_bard_q,4;
+ }
+ goto L_End;
+
+ } else if (.@inputstr$ == "Gunther") {
+ mes "[Errende]";
+ mes "Gunther? I don't think he would do this. He always puts lines in his songs like 'doubleharmony for you.' Plus, he's too silly for that.";
+ goto L_End;
+
+ } else if (.@inputstr$ == "Gunther Doubleharmony") {
+ mes "[Errende]";
+ mes "Gunther? I don't think he would do this. He always puts lines in his songs like 'doubleharmony for you.' Plus, he's too silly for that.";
+ goto L_End;
+
+ } else if (.@inputstr$ == "Errende") {
+ cutin "bard_eland04",2;
+ mes "[Errende]";
+ mes "Surely you jest! If I did, why would I not know what this song is about?";
+ goto L_End;
+
+ } else {
+ mes "[Errende]";
+ mes "" + .@inputstr$ +"...?";
+ mes "I don't think I know that person. Maybe you misunderstood something? *Sigh...*";
+ next;
+ mes "[Errende]";
+ mes "What was the line...?";
+ mes "How could I forget";
+ mes "the 8th love?";
+ set gef_bard_q,6;
+ goto L_End;
+ }
+
+ } else if (gef_bard_q == 5) {
+ cutin "bard_eland04",2;
+ mes "[Errende]";
+ mes "Oh...!";
+ mes "These tears just won't stop!";
+ mes "Wh-why must people always treat Bards like this?";
+ next;
+ mes "^483D8BWho made this poor Bard cry?";
+ mes "Who broke his tender heart of glass?";
+ mes "Shattering his dreams...";
+ mes "No dreams, no heart, no love, no hope, no...^000000";
+ next;
+ set .@random,rand(1,50);
+
+ if (.@random > 27 && .@random < 37) {
+ mes "^3355FFErrende continues to sing about his personal despair. He seems to be disappointed in your refusal to help him. Of course, you begin to feel sorry for him.^000000";
+ next;
+
+ if(select("Well, I should help him then...:Ignore him anyway.")==1) {
+ mes "[" + @name$ + "]";
+ mes "Hey. Hey, Errende. Stop singing this song. It's embarassing, okay? Alright, I'll go find the original song for you.";
+ next;
+ cutin "bard_eland01",2;
+ mes "[Errende]";
+ mes "*Gasp!* Really! Are you sure? Thank you! Thank you so much! You really do care about the sadness of a Bard!";
+ next;
+ mes "[Errende]";
+ mes "I promise to pay you back as best as I can! I'll wait for you here until you return!";
+ set gef_bard_q,4;
+ } else {
+ mes "^3355FFYou ignore his";
+ mes "heart wrenching song.";
+ mes "But at what cost to your soul?^000000";
+ }
+ goto L_End;
+
+ } else {
+ cutin "bard_eland01",2;
+ mes "[Errende]";
+ mes "You don't have anything you want to ask me, do you? If not, would you like to listen to my song...?";
+ next;
+ mes "^483D8BMiiiiserable...";
+ mes "Noboooody looooves meee";
+ mes "Friends foooooor never...";
+ mes "Ooooooooooh wah!^000000";
+ goto L_End;
+ }
+
+ } else if (gef_bard_q == 4) {
+ cutin "bard_eland01",2;
+ mes "[Errende]";
+ mes "Umm...";
+ mes "I am not sure exactly where Mr. Kitty is. Maybe you might be able to find out at the Monster Museum in Juno? I think he's a member of the Monster Research Organization.";
+ next;
+ mes "[Errende]";
+ mes "If you're experienced in exploration, you'd know the Monster Research Organization. Recently, many scholars have been wounded as a result of researching monsters.";
+ next;
+ mes "[Errende]";
+ mes "Because of the dangers of monster research, adventurers are needed to gather the information for the researchers.";
+ next;
+ mes "[Errende]";
+ mes "For wanderers like myself, it's a great way to earn money. We give them the information they need, and they give us financial support to live the way we please.";
+ next;
+ mes "[Errende]";
+ mes "Anyway, you should visit the Monster Museum in Juno to find out about Mr. Kitty. It's pretty far from here, but when you get to Juno, the Museum is West of the central plaza.";
+ next;
+ mes "[Errende]";
+ mes "Once again,";
+ mes "thank you so much";
+ mes "for your help.";
+ goto L_End;
+
+ } else if (gef_bard_q == 2) {
+ cutin "bard_eland04",2;
+ mes "[Errende]";
+ mes "*Sigh...* Where can I find the 8th love...? Have you met Gunther?";
+ mes "Ah, perhaps not yet.";
+ next;
+ mes "[Errende]";
+ mes "*Sigh* I've lost the heart to sing ever since I forgotten that line to the song. I just... can't. My spirit is unmoved. There's no inspiration.";
+ next;
+ mes "[Errende]";
+ mes "Please ask ^483D8BGunther^000000 about the ^483D8B8th love^000000 in ^483D8BAt One, I Fall in Love^000000. Thank you in advance.";
+ goto L_End;
+
+ } else if (gef_bard_q == 3) {
+ cutin "bard_eland02",2;
+ mes "[Errende]";
+ mes "So...";
+ mes "Have you";
+ mes "seen Gunther?";
+ next;
+ mes "^3355FFYou turn around";
+ mes "to show him your back.^000000";
+ next;
+ cutin "bard_eland03",2;
+ mes "[Errende]";
+ mes "Huh...?!";
+ mes "Isn't that?!";
+ mes "Is that the line of the song written on your back? Wait, don't move! The 8th love is...";
+ mes "Now I see!";
+ next;
+ mes "[Errende]";
+ mes "At One, I fall in love.";
+ mes "At Two, you give me your smile.";
+ mes "At Three, I adore your touch.";
+ mes "At Four, a tender kiss.";
+ next;
+ mes "[Errende]";
+ mes "At Five, we change our minds.";
+ mes "A petal scatters through the air.";
+ mes "At Six, I fall in love~";
+ mes "At Seven, you fall in love~";
+ next;
+ mes "[Errende]";
+ mes "At Eight we turn away...";
+ mes "At Nine, love is reborn.";
+ mes "At Ten, my Love is gone.";
+ mes "At Eleven I find out why.";
+ if (sex)
+ mes "At Twelve I see her new boyfriend?";
+ else
+ mes "At Twelve I see his new girlfriend?";
+ next;
+ mes "[Errende]";
+ mes "...";
+ next;
+ mes "[Errende]";
+ mes "...";
+ mes "......";
+ next;
+ cutin "bard_eland04",2;
+ mes "[Errende]";
+ mes "This...";
+ mes "This cannot be.";
+ mes "This song is supposed to be about love, not a romantic travesty!";
+ next;
+ mes "[Errende]";
+ mes "The lyrics. They must have been changed. Did Gunther say anything about this?! Hmmm, but who would change the lyrics...?";
+ next;
+ input .@inputstr$;
+ if (.@inputstr$ == "Kino Kitty") {
+ cutin "bard_eland01",2;
+ mes "[Errende]";
+ mes "Ah! Of course!";
+ mes "I think you're right!";
+ mes "How could I not think of that?";
+ next;
+ mes "[Errende]";
+ mes "It all makes sense now. After all, he used to be a member of the Invincible Single Army. His changes might have been a little mean, since this song used to be about a happy couple...";
+ next;
+ mes "[Errende]";
+ mes "Ummm...";
+ mes "I'm sorry to ask a favor of you again, but in your travels, do you think you could find the original lyrics for this song? I can wait for it...";
+ next;
+
+ if(select("No, thanks.:I can, so stop crying.")==1) {
+ mes "[Errende]";
+ mes "Ah, I guess it was too much to ask of you. My apologies. Don't worry about it, I'll find out some other way.";
+ set gef_bard_q,5;
+ } else {
+ mes "[Errende]";
+ mes "Are you serious? Oh, thank you so much! You must be an angel! An angel that truly understands the heart of a poet!";
+ next;
+ mes "[Errende]";
+ mes "I'll pay you back somehow! Thank you for your trouble in advance~";
+ set gef_bard_q,4;
+ }
+ goto L_End;
+
+ } else if (.@inputstr$ == "Gunther") {
+ mes "[Errende]";
+ mes "Gunther? I don't think he would do this. He always puts lines in his songs like 'doubleharmony for you.' Plus, he's too silly for that.";
+ set gef_bard_q,6;
+ goto L_End;
+ }
+
+ else if (.@inputstr$ == "Gunther Doubleharmony") {
+ mes "[Errende]";
+ mes "Gunther? I don't think he would do this. He always puts lines in his songs like 'doubleharmony for you.' Plus, he's too silly for that.";
+ set gef_bard_q,6;
+ goto L_End;
+
+ } else if (.@inputstr$ == "Errende") {
+ cutin "bard_eland04",2;
+ mes "[Errende]";
+ mes "Surely you jest! If I did, why would I not know what this song is about?";
+ set gef_bard_q,6;
+ goto L_End;
+
+ } else {
+ mes "[Errende]";
+ mes "" + .@inputstr$ +"...?";
+ mes "I don't think I know that person. Maybe you misunderstood something? *Sigh...*";
+ next;
+ mes "[Errende]";
+ mes "What was the line...?";
+ mes "How could I forget";
+ mes "the 8th love?";
+ set gef_bard_q,6;
+ goto L_End;
+ }
+
+ } else if (gef_bard_q == 1) {
+ cutin "bard_eland01",2;
+ mes "[Errende]";
+ mes "Welcome back,";
+ mes "" + @name$ + "~";
+ mes "What would you like";
+ mes "me to do for you?";
+ mes "Would you like to hear";
+ mes "a tale or listen to a song?";
+ callsub S_StorySong,4;
+
+ } else {
+ cutin "bard_eland03",2;
+ mes "^483D8BWhat day is";
+ mes "best for drinking?";
+ mes "La la la~";
+ mes "It's the day of";
+ mes "the earth, the sun";
+ mes "And the moon~";
+ mes "La la la~^000000";
+ next;
+ mes "^483D8BLa la la~";
+ mes "I'll only";
+ mes "drink on one day~";
+ mes "So if you'll tell me";
+ mes "when you'll drink";
+ mes "I'll tell you when";
+ mes "I'll drink with you~^000000";
+ next;
+ mes "^483D8BLet's get together";
+ mes "Yea yea ye-^000000 Hmmmmm...?";
+ next;
+ mes "[Bard]";
+ mes "Why, hello there. Oh, have you come to listen to my song and forget your worries?";
+ next;
+
+ if(select("Who are you?:Ignore him.")==1) {
+ cutin "bard_eland04",2;
+ mes "[" + @name$ + "]";
+ mes "You seem to be";
+ mes "new around here...";
+ mes "Who are you?";
+ next;
+ cutin "bard_eland02",2;
+ mes "[Errende]";
+ mes "Mm? Ah yes. I am merely another wandering poet who goes where the wind takes him. Please call me ^483D8BErrende^000000, the Bard who wishes to please you.";
+ next;
+ mes "[Errende]";
+ mes "If you will let me, I will tell you of my travels. By your leave,";
+ mes "I will play a song that will help you forget your troubles.";
+ set gef_bard_q,1;
+ callsub S_StorySong,5;
+
+ } else {
+ mes "[Errende]";
+ mes "Waaah, wah~";
+ mes "You can't just ignore me like that! Where's your sense of merriment, your sense of romance?";
+ }
+
+ }
+
+L_End:
+ close2;
+ cutin "",255;
+ end;
+
+// SubRoutine for 5 similiar dialogues of the quest
+
+S_StorySong:
+ next;
+ switch(select("Tell me a story.:Would you play a song?:Eh, maybe later.")) {
+ case 1:
+ mes "[Errende]";
+ mes "You like stories, huh? What kind of story would you like me to tell? I'll you whatever I know... Just for you, of course. *Grins*";
+ next;
+
+ if(select("News and rumors~:Cancel.")==1) {
+ cutin "bard_eland01",2;
+ mes "[Errende]";
+ set .@random,rand(1,3);
+ if (.@random == 1) {
+ mes "Hmmm. Then shall we talk about this town, Geffen? Have you ever been to the Pub or the Inn here?";
+ next;
+ mes "[Errende]";
+ mes "I'd be lying if I didn't say that the sisters that work the Pub and Inn are... ^FF6699sensuously captivating^000000.";
+ next;
+ mes "[Errende]";
+ mes "The elder one is gorgeous, graceful and carries with her an air of refinement. And the younger one is so cheerful, energetic and so... ^FF6699nubile^000000.";
+ next;
+ mes "[Errende]";
+ mes "But I digress.";
+ mes "Sometimes though,";
+ mes "just sometimes mind you,";
+ mes "they're not as sexy as usual.";
+ next;
+ mes "[Errende]";
+ mes "It seems the spirit of their late father, God bless his soul for siring such hot women, possesses them from time to time.";
+ next;
+ cutin "bard_eland02",2;
+ mes "[Errende]";
+ mes "I guess when someone acts even";
+ mes "a little flirtacious towards those girls, their father's spirit takes over. I should know.";
+ next;
+ mes "[Errende]";
+ mes "I guess a father's love endures forever, even into the afterlife. Of course, I wouldn't know.";
+ next;
+ mes "[Errende]";
+ cutin "bard_eland01",2;
+ mes "Let's see...";
+ mes "Look out for this really shady Merchant that hangs out behind";
+ mes "the Pub in Geffen.";
+ next;
+ mes "[Errende]";
+ mes "Judging from his clothes, he must be from Morroc, which is a lot warmer. That's why he's got a Hood, even though it has no drawstrings, for the cooler weather over here.";
+ next;
+ mes "[Errende]";
+ mes "I must warn you, don't let him talk you into buying that Hood of his since he's selling it for an outrageous price. He's definitely not trustworthy.";
+ next;
+ mes "[Errende]";
+ mes "Lastly, I want to mention the lost city of Geffenia, hidden under the Geffen Tower. I hear some kind of condition is required to enter Geffenia, but I'm not sure.";
+ next;
+ mes "[Errende]";
+ mes "Geffenia is related to the two attractive ladies I mentioned earlier. It seems their father, William, entered Geffen Tower with a party to exterminate monsters, but he never returned.";
+ next;
+ mes "[Errende]";
+ mes "It's tragic that he left his family behind in that way. But perhaps, it is more tragic that his spirit scares away anyone interested in those girls.";
+
+ } else if (.@random == 2) {
+ mes "Okay, let me tell you a story about Morroc, city of the desert. Adventurers worth their salt are expected to have explored the city and its surrounding desert.";
+ next;
+ mes "[Errende]";
+ mes "The Sphinx and the Pyramids are especially popular areas of exploration for adventurers. Have you been there before? I haven't yet, but perhaps someday I'll go.";
+ next;
+ mes "[Errende]";
+ mes "While I was in Morroc, I found a Merchant that sells Sword Maces to Priests and Priestess. Aside from those, Priests are prohibited from using any kind of weapon with blades.";
+ next;
+ mes "[Errende]";
+ mes "I also saw an energetic little boy who kept begging his father to tame a Munak for him. I heard the father speak a bit, and it seems that one of his friends from Morroc is lost in Alberta.";
+ next;
+ cutin "bard_eland02",2;
+ mes "[Errende]";
+ mes "In any case, I helped the father with an errand, and he gave me a mysterious box in return. When I opened that box, I found a strange feather. I'm unaware of how it works, though...";
+ next;
+ mes "[Errende]";
+ mes "I wonder if that man's friend, Pandger Mayer, ever found";
+ mes "his way back home...";
+
+ } else if (.@random == 3) {
+ mes "Why don't we talk about Alberta? There is a sunken ship developed by an event agency as a place where adventurers may go on expeditions. It seems they're making a lot of money.";
+ next;
+ mes "[Errende]";
+ mes "When the sunken ship first drifted near Alberta, it was immediately found by one of the Alberta Security Knights.";
+ next;
+ mes "[Errende]";
+ mes "That Security Knight ventured inside and found an infant deep inside one of the rooms. Next to the baby was a music box.";
+ next;
+ mes "[Errende]";
+ mes "This baby was the one and only survivor from the sunken ship. He was brought up in Alberta, although he was treated with contempt when he was a child. He's fine now, but I digress.";
+ next;
+ mes "[Errende]";
+ mes "As for the sunken ship, I'm unsure of whether or not it was a pirate ship. It is said that skeleton monsters wearing pirate costumes roam its remains.";
+ next;
+ mes "[Errende]";
+ mes "One of Alberta's other mysteries is the elusive Turtle Island. It seems that one seafarer has found a dependable route to that place and is giving passage to adventurers.";
+ next;
+ mes "[Errende]";
+ mes "Still, it seems Turtle Island is not quite safe. Two squads of Alberta Security Knights have already traveled there, but have not yet returned. Verily, this is cause for concern.";
+ next;
+ mes "[Errende]";
+ mes "Still, that didn't stop me from visiting that place. By sheer accident, I found the journal of an adventurer who had already been there. It seems he's a famous scholar now.";
+ next;
+ cutin "bard_eland02",2;
+ mes "[Errende]";
+ mes "In that journal are details about an ultimate swordsman, and the exploration of Turtle Island. I'm sure that anyone seeking treasure in that place will find exciting adventure.";
+ }
+
+ } else {
+ cutin "bard_eland01",2;
+ mes "[Errende]";
+ mes "Oh, how disappointing. But promise me that you will drop by later, so that we can share stories and merriment.";
+ }
+ goto L_End;
+
+ case 2:
+ mes "[Errende]";
+ if(getarg(0) < 3)
+ mes "You recognize my talent, so you deserve to listen to my songs! Now, what would you like to hear? I can play anything you want, you know.";
+ else
+ mes "At last, I've met someone who recognizes my talent! You deserve to listen to my songs! Now, what would you like to hear? I can play anything you want, you know.";
+ next;
+
+ switch(select("Hmm, any song will do.:Play an upbeat song~!:Never mind...")) {
+
+ case 1:
+ mes "[Errende]";
+ if (zeny > 499) {
+ set zeny,zeny-500;
+ cutin "bard_eland03",2;
+ mes "Alright.";
+ mes "Here we go~";
+
+ set .@random,rand(1,3);
+ if (.@random == 1)
+ soundeffect "ring_of_nibelungen.wav",0;
+ else if (.@random == 2)
+ soundeffect "dont_forget_me_not.wav",0;
+ else
+ soundeffect "in_to_the_abyss.wav",0;
+
+ } else {
+ cutin "bard_eland04",2;
+ mes "Ahahaha~";
+ mes "My apologies,";
+ mes "But I cannot offer my services for free. Even a Bard needs zeny to live, wouldn't you agree?";
+ }
+ goto L_End;
+
+ case 2:
+ cutin "bard_eland03",2;
+ mes "[Errende]";
+ mes "An upbeat song...?";
+ mes "Hmmm... Let's see.";
+ mes "An upbeat song,";
+ mes "An upbeat song...";
+ mes "Okay, here we go~";
+ next;
+ //for 3 and 4 variants, we need higher chance
+ if(getarg(0) == 3 || getarg(0) == 4)
+ set .@random,rand(1,5);
+ else
+ set .@random,rand(1,3);
+ if (.@random == 1) {
+ mes "^483D8BValhalla dazzles in gold";
+ mes "The fifth as we know";
+ mes "Is old Glast Heim!";
+ mes "Glorious warriors answer";
+ mes "The summons of Odin.^000000";
+ next;
+ mes "^483D8BPalace of the dead";
+ mes "With a silver roof~";
+ mes "The third as we know...";
+ mes "Valaskjalf!";
+ mes "Glorious warriors answer";
+ mes "The summons of Odin.^000000";
+ next;
+ mes "^483D8BFive hundred forty doors";
+ mes "In the grand halls of Valhalla";
+ mes "Fling open to the heart of a hero.";
+ mes "Eight hundred warriors gather";
+ mes "Under the will of God, and";
+ mes "Charge as one out through";
+ mes "Those doors.^000000";
+ next;
+ mes "^483D8BGodly warriors";
+ mes "Step into Yggdrassil";
+ mes "Towards their fate.";
+ mes "With pride and honor,";
+ mes "They accept Valyrie's";
+ mes "Welcome.^000000";
+ next;
+ mes "^483D8BWarriors fallen in battle";
+ mes "In glorious clashes of red";
+ mes "Death may have come,";
+ mes "But your fame lives on";
+ mes "and your spirit will be";
+ mes "led to Valhalla.^000000";
+ //Expanded version for 2nd variant
+ if(getarg(0) == 2){
+ next;
+ mes "[Errende]";
+ mes "...";
+ next;
+ mes "[Errende]";
+ mes "...";
+ mes "......";
+ next;
+ mes "[Errende]";
+ mes "You know this song is about a legend regarding Valhalla don't you? Supposedly, more than one place was used as the sacred Hall of Honor.";
+ next;
+ mes "[Errende]";
+ mes "But only the gods will know if this was true or not. Was a place like Glast Heim really the fifth Valhalla? We humans";
+ mes "may never know";
+ mes "with certainty.";
+ }
+ goto L_End;
+
+ } else if (.@random == 2) {
+
+ mes "^483D8BThe sounds of galloping";
+ mes "Echo in the distance.";
+ mes "A cloud of hazy dust";
+ mes "Fills the setting sun.";
+ mes "Thousands of eyes open";
+ mes "Torches on the castle";
+ mes "Flare like thousands of Ifrits.";
+ next;
+ mes "^483D8BHear the throbbing of my heart,";
+ mes "The blood flowing in my veins.";
+ mes "Feeling the heaviness of my armor.";
+ mes "The enemy has appeared before us.^000000";
+ next;
+ mes "^483D8BBeat the drums hard, harder!";
+ mes "Courage, soldiers, march forward!";
+ mes "Shout loud, soldiers, louder!";
+ mes "Today will never come back!^000000";
+ next;
+ mes "^483D8BStun the sky";
+ mes "Provoke the earth.";
+ mes "I feel my heartbeat again.";
+ mes "Blow the bugle to";
+ mes "Sway the fortress.";
+ mes "Today will never come back!^000000";
+ next;
+ mes "[Errende]";
+ mes "Ah, this is called 'Drumming in the Battlefield,' which was written by Mr. Iolo. Yes, I rather like this song.";
+
+ } else {
+ // For 3 and 4 cases we set more chance earlier on .@random
+ if(getarg(0) == 3 || getarg(0) == 4){
+ mes "[Errende]";
+ if (sex)
+ mes "Heroic warrior,";
+ else
+ mes "My fair lady,";
+ mes "Please listen to my song. If you have a flower in hand and are in love, let's count the flower petals as we go along.";
+ next;
+ mes "^483D8BAt One, I fall in love.";
+ mes "At Two, you give me your smile.";
+ mes "At Three, I adore your touch.";
+ mes "At Four, a tender kiss.";
+ mes "At Five, we change our minds.";
+ mes "A petal scatters through the air.^000000";
+ next;
+ cutin "bard_eland04",2;
+ mes "^483D8BAt Six, I fall in love~";
+ mes "At Seven, you fall in love~";
+ mes "At Eight~^000000";
+ next;
+ mes "[Errende]";
+ mes "At eight~";
+ mes "At... Eight...";
+ mes "What was next...?";
+ next;
+ mes "[Errende]";
+ mes "Oh my...!";
+ mes "What was the next part?!";
+ mes "What was the 8th love?!";
+ mes "How shameful for a Bard";
+ mes "to forget the words";
+ mes "to a song!";
+ next;
+ mes "[Errende]";
+ mes "I...";
+ mes "I can't bear the humiliation!";
+ mes "Or the suspense of what";
+ mes "happens next...!";
+ next;
+ mes "[Errende]";
+ mes "You're an adventurer, aren't you? So you must travel quite a bit? It's embarassing for me to ask,";
+ mes "but I have a favor to ask...!";
+ next;
+
+ if(select("Sure, no problem.:I ain't gonna help you.")==1) {
+ cutin "bard_eland01",2;
+ mes "[Errende]";
+ mes "Thank you, so much!";
+ mes "Let's see, who would know?";
+ mes "I've got it! Gunther!";
+ next;
+ mes "[Errende]";
+ mes "If perchance you happen to meet ^483D8BGunther Doubleharmony^000000, please inform him of my dilemna.";
+ next;
+ mes "[Errende]";
+ mes "Tell him that ^483D8BMinty Errende^000000 happened to forget a line of the song, ^483D8BAt One, I Fall in Love^000000. The line is called ^483D8B8th love^000000.";
+ next;
+ mes "[Errende]";
+ mes "I beseech you, if you meet him, please ask him of the 8th love and inform me of that lyric immediately~";
+ if(gef_bard_q==1) set gef_bard_q,2;
+ if(gef_bard_q==21) set gef_bard_q,22;
+
+ } else {
+ mes "[Errende]";
+ mes "*Sigh...*";
+ mes "I can't remember the 8th part of this song if my life depended on it. And it does~! *Wahhhh~*";
+ if(gef_bard_q==1) set gef_bard_q,7;
+ if(gef_bard_q==21) set gef_bard_q,27;
+ }
+ goto L_End;
+
+ }
+ mes "^483D8BA good Bard sings";
+ mes "To please his listener.";
+ mes "So do not expect a sad song";
+ mes "That deepens your anguish.^000000";
+ next;
+ mes "^483D8BA good Dancer dances";
+ mes "To please her audience.";
+ mes "Shall we dance together?";
+ mes "Just hold my hands.";
+ mes "La la la~ La la la~^000000";
+ next;
+ mes "[" + @name$ + "]";
+ mes "By the way...";
+ mes "Why do you guys play";
+ mes "discords sometimes?";
+ mes "It sounds weird";
+ mes "when you do that.";
+ next;
+ mes "[Errende]";
+ mes "H-how can you say such a thing, "+ @name$ +"? Have you ever been a Bard before? It's difficult to come up with fresh, original melodies!";
+ }
+ goto L_End;
+
+ case 3:
+ cutin "bard_eland01",2;
+ mes "[Errende]";
+ mes "But of course.";
+ mes "Merriment is best";
+ mes "enjoyed when you";
+ mes "are in the mood for it.";
+ mes "Please come again.";
+ goto L_End;
+
+ }
+
+ case 3:
+ cutin "bard_eland01",2;
+ mes "[Errende]";
+ mes "Hmm~?";
+ mes "Well, alright. Though, listening to a good story or cheerful song can really do you some good. Alright then, see you later.";
+ goto L_End;
+ }
+}
+
+morocc,134,111,3 script Bard#3 741,{
+ set @name$,strcharinfo(0);
+ if (gef_bard_q == 31) {
+ mes "[Kino Kitty]";
+ mes "Everything will be";
+ mes "fine in the end, right?";
+ mes "I'll be okay, Jorti will be okay, and she'll be... Oh.";
+ next;
+ mes "[Kino Kitty]";
+ mes "I'm sorry, I was just";
+ mes "muttering to myself.";
+ mes "Is there anything";
+ mes "you want from me?";
+ next;
+
+ switch(select("Tell me a story...:Your voice is...:No thanks, I appreciate it though.")) {
+ case 1:
+ set .@random,rand(1,3);
+ if (.@random == 1) {
+ mes "[Kino Kitty]";
+ mes "Many legends have been passed down as songs. Stories of Gods and tales of brave warriors have all been written as songs.";
+ next;
+ mes "[Kino Kitty]";
+ mes "Many people love to listen to those songs because they dream of the romantic past. To sing these kinds of songs is the reason people like me exist.";
+ next;
+ mes "^3355FFKino Kitty adjusted the strings on his guitar, and began to sing in a low voice.^000000";
+ next;
+ mes "^D43D1ARheingold...";
+ mes "Hidden in the Rhein river.";
+ mes "If made into a ring,";
+ mes "Could rule the world~^000000";
+ next;
+ mes "^D43D1AProtected by a spell";
+ mes "Cursing its thief";
+ mes "To never find love.";
+ mes "Alberich had known";
+ mes "Nonetheless stole it.";
+ mes "Love was forsaken for power.^000000";
+ next;
+ mes "^D43D1AGiants built beautiful Valhalla";
+ mes "Matrimony with Freya";
+ mes "Goddess of beauty";
+ mes "Their supposed payment.";
+ mes "In not receiving it";
+ mes "They forcefully took her.^000000";
+ next;
+ mes "^D43D1AThe gods would";
+ mes "give Alberich's treasure";
+ mes "To the Giants for Freya's return.";
+ mes "Loki tricked Alberich,";
+ mes "Stealing his ring or power.^000000";
+ next;
+ mes "^D43D1ABut Alberich cursed his ring";
+ mes "Before it was returned to him,";
+ mes "Envy and death would";
+ mes "befall its wearers.^000000";
+ next;
+ mes "^D43D1AThe ring was given to the giants";
+ mes "Freya was returned to the gods";
+ mes "The giants killed themselves";
+ mes "Fighting over the rheingold,";
+ mes "Victims of";
+ mes "Alberich's curse~^000000";
+ next;
+ mes "[Kino Kitty]";
+ mes "Hmm...";
+ mes "^333333*Cough Cough*^000000";
+ mes "This old song";
+ mes "is about the ring";
+ mes "of the Nibelungs.";
+ next;
+ mes "[Kino Kitty]";
+ mes "^333333*Cough Cough*^000000";
+ mes "Hah... I can't sing more than one song nowadays. But did you like it? ^333333*Cough Cough*^000000";
+ close;
+
+ } else if (.@random == 2) {
+ mes "[Kino Kitty]";
+ mes "Ah...";
+ mes "I do feel like singing a song. You know, every song has its own story. ^333333*Cough Cough*^000000";
+ next;
+ mes "^3355FFKino Kitty coughed a few times, wiping his mouth with his sleeve. As he adjusts the guitar strings, you notice small stains of blood on his sleeve. Then, he began to sing.^000000";
+ next;
+ mes "^D43D1ABrave hero Siegfried ";
+ mes "Vanquished a mighty dragon ";
+ mes "Its blood coated his skin";
+ mes "Making it impenetrable";
+ mes "Save for one tender spot";
+ mes "Blocked by a single leaf";
+ mes "From a linden tree.^000000";
+ next;
+ mes "^D43D1ASiegfried was powerful";
+ mes "Clearly invincible, save for";
+ mes "those who knew of his secret.";
+ mes "In the end he was killed, by";
+ mes "A spear flung into his back";
+ mes "set into motion by the wrath";
+ mes "And jealousy of a woman.^000000";
+ next;
+ mes "[Jorti]";
+ mes "Bravo, Bravo~!";
+ mes "Uncle Kino is the best Bard in the world~! Jorti likes Uncle Kino's singing!";
+ next;
+ mes "[Kino Kitty]";
+ mes "Thank you, Jorti.";
+ mes "Anytime for my";
+ mes "little princess.";
+ next;
+ mes "[Kino Kitty]";
+ mes "This song is about Sigfried, who was invincible, except for a single spot on his back. Just singing this reminds me of the influence women have over the world.";
+ close;
+
+ } else {
+ mes "[Kino Kitty]";
+ mes "You want to";
+ mes "listen to a story?";
+ mes "Mmm, let me think...";
+ next;
+ mes "[Kino Kitty]";
+ mes "When you go venture Southwest from Morroc, you will arrive at Fortress Sandarman. Did you know that the fortress is built on a sand hill, which serves as a natural defense?";
+ next;
+ mes "[Kino Kitty]";
+ mes "When you go South of Sandarman, you will see Paros Lighthouse. East from the Lighthouse, you will see Kokomo Beach. North of the beach is Papuchica Forest.";
+ next;
+ mes "[Kino Kitty]";
+ mes "I'm not boring you, am I? I just wanted to tell you about the village of Umbala, which is above that last place I was telling you about. Have you ever been there?";
+ next;
+ mes "[Kino Kitty]";
+ mes "Umbala itself is a pretty interesting place. But I'm really interested in this giant tree in Umbala. I've heard that it leads to Niffheim...";
+ next;
+ mes "[Kino Kitty]";
+ mes "I wonder...";
+ mes "Could that tree be Yggdrasil? Is it possible that I could meet her in the Niffheim, realm of the dead?";
+ close;
+ }
+
+ case 2:
+ mes "[Kino Kitty]";
+ mes "Oh... Well, I have a chronic disease so I can't speak out loud. I, um, even cough up a little blood. But aside from that, I'm perfectly healthy.";
+ next;
+ mes "^3355FFA look of bitterness momentarily flashed across Kino Kitty's face. He then adjusted his guitar strings and began to play, humming a low tune.^000000";
+ soundeffect "humming.wav",0;
+ close;
+
+ case 3:
+ mes "[Kino Kitty]";
+ mes "Hmm...?";
+ mes "I wish everyone in the world were as kind and honest as you. If that were the case, there'd be no selfish fights. Hahahahaha~";
+ close;
+ }
+
+ } else if (gef_bard_q == 30) {
+ mes "[Kino Kitty]";
+ mes "Everything will be";
+ mes "fine in the end, right?";
+ mes "I'll be okay, Jorti will be okay, and she'll be... Oh.";
+ next;
+ mes "[Kino Kitty]";
+ mes "I'm sorry, I was just";
+ mes "muttering to myself.";
+ mes "Is there anything";
+ mes "you want from me?";
+ next;
+
+ switch(select("Tell me a story, or sing something~:Your voice is...:No thanks. I appreciate it, though.")) {
+ case 1:
+ set .@random,rand(1,3);
+ if (.@random == 1) {
+ mes "[Kino Kitty]";
+ mes "Ah...";
+ mes "I do feel like singing a song. You know, every song has its own story. ^333333*Cough Cough*^000000";
+ next;
+ mes "^3355FFKino Kitty coughed a few times, wiping his mouth with his sleeve. As he adjusts the guitar strings, you notice small stains of blood on his sleeve. Then, he began to sing.^000000";
+ next;
+ mes "^D43D1ABrave hero Siegfried ";
+ mes "Vanquished a mighty dragon";
+ mes "Its blood coated his skin";
+ mes "Making it impenetrable";
+ mes "Save for one tender spot";
+ mes "Blocked by a single leaf";
+ mes "From a linden tree.^000000";
+ next;
+ mes "^D43D1ASiegfried was powerful";
+ mes "Clearly invincible, save for";
+ mes "those who knew of his secret.";
+ mes "In the end he was killed, by";
+ mes "A spear flung into his back";
+ mes "set into motion by the wrath";
+ mes "And jealousy of a woman.^000000";
+ next;
+ mes "[Jorti]";
+ mes "Bravo, Bravo~!";
+ mes "Uncle Kino is the best Bard in the world~! Jorti likes Uncle Kino's singing!";
+ next;
+ mes "[Kino Kitty]";
+ mes "Thank you, Jorti.";
+ mes "Anytime for my";
+ mes "little princess.";
+ next;
+ mes "[Kino Kitty]";
+ mes "This song is about Sigfried, who was invincible, except for a single spot on his back. Just singing this reminds me of the influence women have over the world.";
+ close;
+
+ } else if (.@random == 2) {
+ mes "[Kino Kitty]";
+ mes "Ah...";
+ mes "I do feel like singing a song. You know, every song has its own story. ^333333*Cough Cough*^000000";
+ next;
+ mes "^3355FFKino Kitty coughed a few times, wiping his mouth with his sleeve. As he adjusts the guitar strings, you notice small stains of blood on his sleeve. Then, he began to sing.^000000";
+ next;
+ mes "^D43D1AI still remember feeling";
+ mes "Your shoulder's warmth";
+ mes "As I leaned on it.";
+ mes "You held my hands";
+ mes "until the final moment.^000000";
+ next;
+ mes "^D43D1ACrying on the inside,";
+ mes "I saw you off with a smile.";
+ mes "Things would never be the same,";
+ mes "But I'd remember every single";
+ mes "Moment we shared.^000000";
+ next;
+ mes "^D43D1AI still remember the clear chimes";
+ mes "Of the Prontera Church Bells";
+ mes "The ice cream we shared in Morroc,";
+ mes "Being chased by bats";
+ mes "In Payon dungeon.^000000";
+ next;
+ mes "^D43D1AGazing together at";
+ mes "Comodo's fireworks";
+ mes "Snuggles under the";
+ mes "Gently falling Lutie";
+ mes "Snowflakes...^000000";
+ next;
+ mes "^D43D1AYour beautiful soul";
+ mes "Will be with Odin.";
+ mes "When the day";
+ mes "Of the dusk comes,";
+ mes "A brand new place";
+ mes "Will be before your eyes.^000000";
+ next;
+ mes "^D43D1AI will remember you forever.";
+ mes "Forget me not, call my name.";
+ mes "I'll hear you, and look to the skies.^000000";
+ next;
+ mes "[Jorti]";
+ mes "Ah, Uncle Kino, isn't this the song my mom always sang? Sing more songs, please! Please~!";
+ next;
+ mes "[Kino Kitty]";
+ mes "You're right...";
+ mes "She always used to sing this song... ^333333*Cough*^000000 There are always people waiting for their beloved to return...";
+ next;
+ mes "[Kino Kitty]";
+ mes "If you have someone who you've left behind, someone that is waiting for you, make sure you come back to that person. You'll regret it if you don't.";
+ close;
+
+ } else {
+ mes "[Kino Kitty]";
+ mes "You want to";
+ mes "listen to a story?";
+ mes "Mmm, let me think...";
+ next;
+ mes "[Kino Kitty]";
+ mes "When you go venture Southwest from Morroc, you will arrive at Fortress Sandarman. Did you know that the fortress is built on a sand hill, which serves as a natural defense?";
+ next;
+ mes "[Kino Kitty]";
+ mes "When you go South of Sandarman, you will see Paros Lighthouse. East from the Lighthouse, you will see Kokomo Beach. North of the beach is Papuchica Forest.";
+ next;
+ mes "[Kino Kitty]";
+ mes "I'm not boring you, am I? I just wanted to tell you about the village of Umbala, which is above that last place I was telling you about. Have you ever been there?";
+ next;
+ mes "[Kino Kitty]";
+ mes "Umbala itself is a pretty interesting place. But I'm really interested in this giant tree in Umbala. I've heard that it leads to Niffheim...";
+ next;
+ mes "[Kino Kitty]";
+ mes "I wonder...";
+ mes "Could that tree be Yggdrasil? Is it possible that I could meet her in the Niffheim, realm of the dead?";
+ close;
+ }
+
+ case 2:
+ mes "[Kino Kitty]";
+ mes "Oh... Well, I have a chronic disease so I can't speak out loud. I, um, even cough up a little blood. But aside from that, I'm perfectly healthy.";
+ next;
+ mes "^3355FFA look of bitterness momentarily flashed across Kino Kitty's face. He then adjusted his guitar strings and began to play, humming a low tune.^000000";
+ soundeffect "humming.wav",0;
+ close;
+
+ case 3:
+ mes "[Kino Kitty]";
+ mes "Hmm...?";
+ mes "I wish everyone in the world were as kind and honest as you. If that were the case, there'd be no selfish fights. Hahahahaha~";
+ close;
+ }
+
+ } else if (gef_bard_q > 12 && gef_bard_q < 16) {
+ mes "[Kino Kitty]";
+ mes "Errende must be waiting for you. Although others would be in anguish if they were made to wait, and people like Errende and me wouldn't mind, it's still more polite to hurry when you can.";
+ close;
+
+ } else if (gef_bard_q == 12) {
+ mes "[Kino Kitty]";
+ mes "I guess you've met Mr. Sketzi.";
+ mes "By the way, why do you have that look on your face? Didn't find what you were looking for? Haha, would you show me your left hand?";
+ next;
+
+ if(select("Here you go.:Um... No!")==1) {
+ mes "[Kino Kitty]";
+ mes "Well, while you were gone,";
+ mes "I remembered the original lyrics to the song. I guess they really are important.";
+ next;
+ mes "[Kino Kitty]";
+ mes "Here, let me give you a letter with the lyrics to Errende. I should also give you my seal so that Errende will know it's me. You don't mind, do you?";
+ next;
+
+ switch(select("Yes, I mind!:No, I don't mind.")) {
+
+ case 1:
+ mes "[Kino Kitty]";
+ mes "Ah, right.";
+ mes "You already have a seal marked by Errende. Oh well, if you don't want it, what can I do?";
+ set gef_bard_q,13;
+ close;
+
+ case 2:
+ mes "[Kino Kitty]";
+ mes "Now, let's see...";
+ mes "How is it supposed to go?";
+ mes "...Lu lu lu...";
+ mes "...La la la...";
+ next;
+ mes "^D43D1AAt One, I fall in love.";
+ mes "At Two, you give me your smile.";
+ mes "At Three, I adore your touch.";
+ mes "At Four, a tender kiss.";
+ mes "At Five, we change our minds.";
+ mes "A petal scatters through the air.^000000";
+ next;
+ mes "^D43D1AAt Six, I fall in love~";
+ mes "At Seven, you fall in love~";
+ mes "At Eight, we're both in love.";
+ mes "At Nine, you know my heart.";
+ mes "At Ten, I know you've";
+ mes "been waiting for me.^000000";
+ next;
+ mes "^D43D1AAt Eleven, a precious";
+ mes "Whisper: 'Will you marry me?'";
+ mes "At Twelve, our two hearts";
+ mes "Are one. 12 petals, our";
+ mes "Love finally blossoms.^000000";
+ next;
+ specialeffect2 EF_POISONREACT2;
+ mes "^3355FFAfter the song, Kino smiles at you. You feel a sharp pain on your wrist. On the spot where the silver crescent was, you see a tiny black cross.^000000";
+ next;
+ mes "[Kino Kitty]";
+ mes "So, how do you like it? Well, I'm certain that Errende will love it for sure. Hahahahaha~ ^333333*Cough Cough*^000000";
+ next;
+ mes "[Kino Kitty]";
+ mes "I want to apologize.";
+ mes "I didn't mean to make you wait, but I just remembered the old lyrics to the song. Now, hurry to Errende, I'm sure he's waiting.";
+ next;
+ mes "^3355FFKino Kitty hands you a letter that is labeled 'Dear Errende'";
+ mes "on the front.^000000";
+ set gef_bard_q,14;
+ close;
+ }
+
+ } else {
+ mes "[Kino Kitty]";
+ mes "Hmmm...?";
+ mes "There's no reason to be scared.";
+ mes "I mean, I won't bite or anything.";
+ close;
+ }
+
+ } else if (gef_bard_q == 10) {
+ mes "[Kino Kitty]";
+ mes "Didn't you leave already?";
+ mes "I'm sure you can find the lyrics in a bookstore in Juno.";
+ next;
+ mes "[Kino Kitty]";
+ mes "Well, I'm sure Errende knows more about bookstores, so he can probably tell you where to look in Juno. Why don't you ask Errende?";
+ next;
+ mes "[Kino Kitty]";
+ mes "If you don't mind, please come again and listen to this poor Bard's songs. I'll prepare a song just for you.";
+ next;
+ mes "[Kino Kitty]";
+ mes "Don't worry about my health. I'm a Bard at heart, and I can't help but sing for my audience.";
+ next;
+ mes "[Kino Kitty]";
+ mes "Also, I'd like to thank you for helping Errende. He may be a little whiny, but he's a good person.";
+ close;
+
+ } else if (gef_bard_q == 11) {
+ mes "[Kino Kitty]";
+ mes "A silver seal...?";
+ mes "Well, welcome to the wanderer's club. I must say, the silver crescent suits you.";
+ next;
+ mes "[Kino Kitty]";
+ mes "If you have that seal, Mr. Sketzi will permit you to read his books full of Norse songs.";
+ close;
+
+ } else if (gef_bard_q > 19 && gef_bard_q < 28) {
+ mes "[Kino Kitty]";
+ mes "What business";
+ mes "do you have with me,";
+ mes "my friend?";
+ next;
+ if (gef_bard_q == 24) {
+ mes "^3355FFYou gave candy to the crying little girl, and relate the problem with the lyrics to Kino Kitty.^000000";
+ next;
+ mes "[Kino Kitty]";
+ mes "Hmm...";
+ mes "I'm insulted that Errende does not like the words I wrote for 'At One, I Fall in Love.' But, I suppose he is a romantic at heart.";
+ next;
+ mes "[" + @name$ + "]";
+ mes "So...";
+ mes "Do you know the";
+ mes "original words";
+ mes "for the song?";
+ next;
+ mes "[Kino Kitty]";
+ mes "The original lyrics were horrible. There's not enough room in my mind to remember so romantic nonsense. ^333333*Cries*...^000000";
+ next;
+ mes "[Kino Kitty]";
+ mes "Romance is for foolish dreamers!";
+ mes "I refuse to sing or even remember such vapid lyrics!";
+ next;
+ mes "[Jorti]";
+ mes "U-uncle Kino";
+ mes "You're scaring me.";
+ mes "Please don't yell!";
+ mes "It makes me want";
+ mes "to cry...";
+ next;
+ mes "[Kino Kitty]";
+ mes "Oh...";
+ mes "I'm sorry, princess.";
+ mes "It won't happen again.";
+ mes "Your Unclde Kino will";
+ mes "try to be good";
+ mes "from now on.";
+ next;
+ mes "[Kino Kitty]";
+ mes "*Sigh...*";
+ mes "Alright, listen.";
+ next;
+ mes "[Kino Kitty]";
+ mes "You'll need an old book of edda lyrics for the original words to the song. All the new books no longer contain the original version.";
+ next;
+ mes "[Kino Kitty]";
+ mes "I wonder...";
+ mes "How did Errende happen to know the original lyrics? In any case, I'm sorry about all this. I suppose I'm a little jaded.";
+ next;
+ mes "[Kino Kitty]";
+ mes "You know, maybe you should go to Juno. There's a small book store on the book street, and you can probably find the song in that store.";
+ next;
+ mes "[Kino Kitty]";
+ mes "^333333^333333*Cough Cough*^000000^000000";
+ mes "Wh-why do I have to suffer? Are my final days as a Bard on this earth soon approaching? I feel so pathetic...";
+ set gef_bard_q,10;
+ close;
+
+ } else {
+ switch(select("Tell me a story.:Sing a song.:Nothing.")) {
+
+ case 1:
+ mes "[Kino Kitty]";
+ mes "A story? Mmmm...";
+ mes "My throat hurts,";
+ mes "but if you listen,";
+ mes "I will do my best";
+ mes "to relate a tale.";
+ next;
+ mes "[Kino Kitty]";
+ mes "Do you know how Baldur, son of Odin, died? There is a story involving his obsessive mother";
+ mes "and the wicked god, Loki.";
+ next;
+ mes "[Kino Kitty]";
+ mes "One night, Baldur had a nightmare where he was cast into the pit of Hell. Upon hearing of this, Baldur's mother Frigg was stricken with panic.";
+ next;
+ mes "[Kino Kitty]";
+ mes "To prevent tragedy from befalling her son, she made every single object on earth to agree to an oath where they would not harm Baldur.";
+ next;
+ mes "[Kino Kitty]";
+ mes "^333333*Cough Cough*^000000 And they all got together to ^333333*Wheeeeze*^000000 celebr--^333333^333333*Cough*^000000^000000...";
+ next;
+ mes "[Jorti]";
+ mes "Uncle Kino...?";
+ mes "Are you okay?....?";
+ next;
+ mes "[Kino Kitty]";
+ mes "...Hah...";
+ mes "...Hah...";
+ mes "I'm sorry, but I don't think I can speak for much longer.";
+ close;
+
+ case 2:
+ mes "[Kino Kitty]";
+ mes "Sorry, but I don't feel like singing at the moment. I hope you understand. I want to sing the last song of my life for Jorti...";
+ close;
+
+ case 3:
+ mes "[Kino Kitty]";
+ mes "You have no";
+ mes "business with me?";
+ mes "What a shame.";
+ close;
+ }
+ }
+
+ } else {
+ mes "^D43D1AEven in the sandy wind,";
+ mes "Even in the pouring rain,";
+ mes "Even in the falling snow,";
+ mes "I know it's you~^000000";
+ next;
+ mes "[Mysterious Bard]";
+ mes "...";
+ next;
+ mes "[Mysterious Bard]";
+ mes "...";
+ mes "......";
+ next;
+ mes "[Mysterious Bard]";
+ mes "My apologies,";
+ mes "^333333*Cough*^000000 but this is";
+ mes "a private performance";
+ mes "for my little";
+ mes "princess.";
+ next;
+
+ if(select("Um, was that a love song?:I'm sorry for interrupting you.")==1) {
+ mes "[Mysterious Bard]";
+ mes "A...";
+ mes "Love song?!";
+ next;
+ mes "[Mysterious Bard]";
+ mes "Love songs are for fools who have never known true love, or never had their hearts broken. Happy songs are fine, but I refuse to sing nonsense!";
+ next;
+ mes "[Jorti]";
+ mes "Waaaah~!";
+ mes "Uncle Kino,";
+ mes "I'm scared!";
+ mes "I wanna see";
+ mes "my mommy...!";
+ mes "*Cries*";
+ next;
+ mes "[Mysterious Bard]";
+ mes "There, there,";
+ mes "princess. Don't cry.";
+ mes "Everything's okay.";
+ next;
+ mes "[Mysterious Bard]";
+ if (BaseClass == Job_Swordman) {
+ mes "There's no reason to be scared. The scary people with swords only use them on monsters, okay?";
+ } else if (BaseClass == Job_Acolyte) {
+ mes "You don't need to be scared, that person is a servant of God, okay?";
+ } else if (Class == Job_Thief || Class == Job_Rogue) {
+ mes "There's no reason to be afraid of this riffraff, your Uncle Kino is here, okay?";
+ } else if (BaseClass == Job_Assassin) {
+ mes "There's no reason to be afraid. I know that person looks scary, but you're a good girl, so you'll be okay.";
+ } else if (BaeClass == Job_Blacksmith) {
+ mes "There's no reason to be scared, honey. It's just a Blacksmith.";
+ } else {
+ mes "There's no reason to be scared. See...? That person won't hurt you.";
+ }
+ next;
+ mes "[" + @name$ + "]";
+ mes "Um...";
+ mes "^333333(Wasn't the little girl";
+ mes "scared by your outburst...?)^000000";
+ close;
+
+ } else {
+ if (gef_bard_q == 2) {
+ mes "[Mysterious Bard]";
+ mes "You're such a kind, young person. I will remember your name. I would much appreciate it if you would also remember mine.";
+ next;
+ mes "[Mysterious Bard]";
+ mes "I am known as Kino Kitty. I am a wandering poet who wishes to rediscover wishes and dreams.";
+ next;
+ mes "[Kino Kitty]";
+ mes "When next we meet, I will tell you what I have heard and experienced. That is, I am willing to spend my time with you.";
+ set gef_bard_q,22;
+ close;
+
+ } else if (gef_bard_q == 3) {
+ mes "[Mysterious Bard]";
+ mes "You're such a kind, young person. I will remember your name. I would much appreciate it if you would also remember mine.";
+ next;
+ mes "[Mysterious Bard]";
+ mes "I am known as Kino Kitty. I am a wandering poet who wishes to rediscover wishes and dreams.";
+ next;
+ mes "[Kino Kitty]";
+ mes "When next we meet, I will tell you what I have heard and experienced. That is, I am willing to spend my time with you.";
+ set gef_bard_q,23;
+ close;
+
+ } else if (gef_bard_q == 4) {
+ mes "[Mysterious Bard]";
+ mes "Oh, you're most admirable. You truly do respect Bards, don't you?";
+ next;
+ mes "[Mysterious Bard]";
+ mes "Now that I think about it, are you look for anything, or is there a reason you wish to speak to me?";
+ next;
+
+ if(select("I'm looking for Kino Kitty...:Nothing, really.")==1) {
+ mes "[Kino Kitty]";
+ mes "How do you";
+ mes "know my name?";
+ mes "Ah, I'm flattered";
+ mes "that my reputation";
+ mes "precedes me.";
+ next;
+ mes "^3355FFYou give some candy to the crying girl and relate your tale regarding the lyrics for the song 'At One, I Fall in Love.'^000000";
+ next;
+ mes "[Kino Kitty]";
+ mes "Hmm...";
+ mes "I'm insulted that Errende does not like the words I wrote for 'At One, I Fall in Love.' But, I suppose he is a romantic at heart.";
+ next;
+ mes "[" + @name$ + "]";
+ mes "So...";
+ mes "Do you know the";
+ mes "original words";
+ mes "for the song?";
+ next;
+ mes "[Kino Kitty]";
+ mes "The original lyrics were horrible. There's not enough room in my mind to remember so romantic nonsense. ^333333*Cries*...^000000";
+ next;
+ mes "[Kino Kitty]";
+ mes "Romance is for foolish dreamers! I refuse to sing or even remember such vapid lyrics!";
+ next;
+ mes "[Jorti]";
+ mes "U-uncle Kino";
+ mes "You're scaring me.";
+ mes "Please don't yell!";
+ mes "It makes me want";
+ mes "to cry...";
+ next;
+ mes "[Kino Kitty]";
+ mes "Oh...";
+ mes "I'm sorry, princess. It won't happen again. Your Unclde Kino will try to be good from now on.";
+ next;
+ mes "[Kino Kitty]";
+ mes "*Sigh...*";
+ mes "Alright, listen.";
+ next;
+ mes "[Kino Kitty]";
+ mes "You'll need an old book of edda lyrics for the original words to the song. All the new books no longer contain the original version.";
+ next;
+ mes "[Kino Kitty]";
+ mes "I wonder...";
+ mes "How did Errende happen to know the original lyrics? In any case, I'm sorry about all this. I supposed I'm a little jaded.";
+ next;
+ mes "[Kino Kitty]";
+ mes "You know, maybe you should go to Juno. There's a small book store on the book street, and you can probably find the song in that store.";
+ next;
+ mes "[Kino Kitty]";
+ mes "^333333^333333*Cough Cough*^000000^000000";
+ mes "Wh-why do I have to suffer? Are my final days as a Bard on this earth soon approaching? I feel so pathetic...";
+ set gef_bard_q,10;
+ close;
+
+ } else {
+ mes "[Mysterious Bard]";
+ mes "Really now?";
+ mes "That's strange.";
+ mes "You adventurers are always one some kind of adventure, aren't you? I mean, that's the very definition of the word.";
+ close;
+ }
+
+ } else {
+ if (sex) {
+ mes "[Kino Kitty]";
+ mes "You're such a nice young man. I will remember your name. I would much appreciate it if you would also remember mine.";
+ next;
+ mes "[Mysterious Bard]";
+ mes "I am known as Kino Kitty. I am a wandering poet who wishes to rediscover wishes and dreams.";
+ next;
+ mes "[Kino Kitty]";
+ mes "When next we meet, I will tell you what I have heard and experienced. That is, I am willing to spend my time with you.";
+ set gef_bard_q,20;
+ close;
+
+ } else {
+ mes "[Mysterious Bard]";
+ mes "Ah, it is a privilege to meet a noble woman such as yourself. By your leave, I shall give you my name.";
+ next;
+ mes "[Mysterious Bard]";
+ mes "My lady, fair as wisteria, whose beauty rivals that of the goddess Freya, let me introduce myself as the poor poet who wanders the earth, Kino Kitty. I hope you remember me.";
+ set gef_bard_q,20;
+ close;
+ }
+ }
+ }
+ }
+}
+
+morocc,132,111,3 script Little Girl#Jorti 703,{
+ if (gef_bard_q > 9 && gef_bard_q < 30) {
+ mes "[Jorti]";
+ mes "Jorti tries not to cry anymore because it hurts Uncle Kino and then he coughs up more blood.";
+ next;
+ mes "[Jorti]";
+ mes "I miss my mommy a lot, but I'm worried, it makes Uncle Kino worry a lot too.";
+ next;
+ mes "[Jorti]";
+ mes "I don't see my mommy and daddy aren't here anymore, and I don't want Uncle Jorti to go away either.";
+ next;
+ mes "[Jorti]";
+ mes "Um, I don't remember my daddy, but mommy lives far away, somewhere near the sky. That's what Uncle Kino says.";
+ next;
+ mes "[Jorti]";
+ mes "U-Uncle Kino says we can't go see her yet because there are no flying boats yet...";
+ close;
+
+ } else if (gef_bard_q == 30) {
+ mes "[Jorti]";
+ mes "La la la...";
+ mes "La la la...";
+ mes "Jorti doesn't cry anymore!";
+ mes "Jorti is going to enjoy Uncle Kino's songs and stories for as long as she can!";
+ next;
+ mes "[Jorti]";
+ mes "The songs Uncle Kino sings are ones that my mommy used to sing. She's not here, but maybe we can visit her someday!";
+ next;
+ mes "[Jorti]";
+ mes "Hey... The shiny black cross on your hand means you're a friend of Uncle Kino's. So that means, you're my friend too!";
+ close;
+
+ } else if (gef_bard_q > 30) {
+ mes "[Jorti]";
+ mes "Jorti tries not to cry anymore because it hurts Uncle Kino and then he coughs up more blood.";
+ mes "I miss my mommy a lot, but when I'm worried, it makes Uncle Kino worry a lot too.";
+ next;
+ mes "[Jorti]";
+ mes "My mommy and daddy aren't here anymore, and I don't want Uncle Jorti to go away either.";
+ next;
+ mes "[Jorti]";
+ mes "Um, I don't remember my daddy, but mommy lives far away, somewhere near the sky. That's what Uncle Kino says.";
+ next;
+ mes "[Jorti]";
+ mes "U-Uncle Kino says we can't go see her yet because there are no flying boats yet...";
+ close;
+
+ } else {
+ mes "[Mysterious Bard]";
+ mes "Even in the sandy wind,";
+ mes "Even in the pouring rain,";
+ mes "Even in the falling snow,";
+ mes "I know it's--";
+ mes "........";
+ next;
+ mes "[Jorti]";
+ mes "Uncle...?";
+ mes "Are you okay?";
+ next;
+ mes "[Mysterious Bard]";
+ mes "Hmmm...";
+ mes "I'm sorry, but this is a private performance. This song is only intended for my little Jorti.";
+ close;
+ }
+}
+
+yuno_in01,172,100,3 script Old Man#bq1 712,{
+ if (gef_bard_q > 11 && gef_bard_q < 20) {
+ mes "[Sketzi Bundin]";
+ mes "Well, did you find what you were seeking for? Although all we have are old, dusty books, I hope you come by to visit. And please give my regards to your Bard friends.";
+ close;
+
+ } else if (gef_bard_q == 30) {
+ mes "[Sketzi Bundin]";
+ mes "Interesting...";
+ mes "You have a black cross seal on your hand. Is Kitty still around? I'm glad to see he's still alive. If you're a friend of his, then you are most welcome here.";
+ close;
+
+ } else if (gef_bard_q == 31) {
+ mes "[Sketzi Bundin]";
+ mes "Well, well, well. You're here again. So, what kind of books are you seeking today? Of course, all we have are old, dusty tomes full of eddas. Hahahaha~";
+ close;
+
+ } else if (gef_bard_q == 11) {
+ mes "[Sketzi Bundin]";
+ mes "Welcome.";
+ mes "You must be looking for something special. Well, we have almost every Norse poem, or 'edda.' This is the only place where you can find those kinds of old songs.";
+ next;
+ mes "[Sketzi Bundin]";
+ mes "However, I cannot show these fragile books to just anybody. For the sake of preservation, I can only show these works to preferred customers.";
+ next;
+
+ if(select("Show him your left hand.:Show him your right hand.")==1) {
+ mes "[Sketzi Bundin]";
+ mes "Ah~! You must be the friend of a high ranking Bard! I see, I see. You must be a friend of Minty Errende.";
+ next;
+ mes "[Sketzi Bundin]";
+ mes "So, what is it that you're looking for? Well, I suppose I don't really need to ask that. Hahahaha~";
+ next;
+ mes "[Sketzi Bundin]";
+ mes "Please...";
+ mes "Take your time.";
+ mes "I hope you find";
+ mes "what you're";
+ mes "looking for.";
+ set gef_bard_q,12;
+ close;
+
+ } else {
+ mes "[Sketzi Bundin]";
+ mes "Let's see... Okay.";
+ mes "Well, your heartbeat is a little faster than normal. You might want to look into that. You know, for the sake of your health?";
+ next;
+ mes "[Sketzi Bundin]";
+ mes "You're not looking for any medical or health related books, are you? I'm sorry, but we don't carry any of those.";
+ close;
+ }
+
+ } else {
+ mes "[Sketzi Bundin]";
+ mes "Welcome.";
+ mes "You must be looking for something special and rare. But we only carry one kind of book around here.";
+ next;
+ mes "[Sketzi Bundin]";
+ mes "If you're looking for monster information, why don't you check the Pronrera Library or the Monster Museum here in Juno?";
+ close;
+ }
+}
+
+yuno_in01,163,101,0 script Old Book#bq 111,{
+ set @name$,strcharinfo(0);
+ if ((gef_bard_q > 11) && (gef_bard_q < 14)) {
+ if (!rand(5)) {
+ mes "^3355FFYou opened the book. There's a crisp brittleness to the pages, and the letters are faded and barely readable. You can't even identify the author's name.^000000";
+ next;
+ mes "[Collection of Eddas]";
+ mes "This is a love song. Everyone suffers from unrequited love at least once in their lifetime.";
+ next;
+ mes "[Collection of Eddas]";
+ mes "At One, I fall in love.";
+ mes "At Two, you give me your smile.";
+ mes "At Three, I adore your touch.";
+ mes "At Four, a tender kiss...";
+ next;
+ mes "[Collection of Eddas]";
+ mes "At Five, we change our minds.";
+ mes "A petal scatters through the air.";
+ mes "At Six, I fall in love~";
+ mes "At Seven, you fall in love...";
+ next;
+ mes "[" + @name$ + "]";
+ mes "I think this is it...!";
+ mes "I better write it down.";
+ next;
+ mes "[Collection of Eddas]";
+ mes "At Eight, we're both in love.";
+ mes "At Nine, you know my heart.";
+ mes "At Ten, I know you've";
+ mes "been waiting for me.";
+ next;
+ mes "[Collection of Eddas]";
+ mes "At Eleven, a precious";
+ mes "Whisper: 'Will you marry me?'";
+ mes "At Twelve, our two hearts";
+ mes "Are one. 12 petals, our";
+ mes "Love finally blossoms.";
+ next;
+ mes "^3355FFYou copy down the final lines, and keep them in a note inside your pocket.";
+ set gef_bard_q,15;
+ close;
+
+ } else {
+ mes "[" + @name$ + "]";
+ mes "*Sigh* I can barely read this book. Maybe I should try flipping through another one.";
+ close;
+ }
+
+ } else {
+ mes "[Sketzi Bundin]";
+ mes "I'm sorry, but that book is too fragile for handling. Only special customers can peruse these books.";
+ close;
+ }
+}
+
+
+yuno_in01,173,96,0 script Luke's Songs Vol.1 111,{
+ if (gef_bard_q > 11) {
+ mes "[Preface]";
+ mes "I, Luke of Izlude, greatest of Bards in my time, leave the lyrics of my essential songs for posterity.";
+ mes " ";
+ mes "Contents";
+ next;
+
+ switch(select("Wedding Song:Life is a Water Mill:We")) {
+
+ case 1:
+ mes "[Wedding Song]";
+ mes "Prontera Sanctuary";
+ mes "Is where all are heading";
+ mes "To celebrate your union";
+ mes "At your most happy wedding.";
+ next;
+ mes "[Wedding Song]";
+ mes "With joy I strum my Lute";
+ mes "As that is my trade";
+ mes "To bring cheerful song";
+ mes "To your wedding parade.";
+ next;
+ mes "[Wedding Song]";
+ mes "For my songs, pay me";
+ mes "Not Zeny or Gold,";
+ mes "But the smile of the";
+ mes "Bride, if I may";
+ mes "be so bold.";
+ next;
+ mes "[Wedding Song]";
+ mes "The glistening eyes";
+ mes "Of a beautiful lass";
+ mes "Those lustrous locks";
+ mes "And that firm, supple--";
+ next;
+ mes "[Wedding Song]";
+ mes "Forgive me, groom!";
+ mes "But she's just so beautiful!";
+ mes "May your union be blessed!";
+ mes "Er, may your wife be dutiful.";
+ next;
+ mes "[Luke's Note]";
+ mes "This song is about a certain Bard who was invited to a wedding ceremony and could not resist the bride's beauty. He ended up singing a song of seduction.";
+ next;
+ mes "[Luke's Note]";
+ mes "The lyrics, of course, are fictional, and are in no way anecdotal.";
+ close;
+
+ case 2:
+ mes "[Life is a Water Mill]";
+ mes "I chased after fame.";
+ mes "It eluded me.";
+ mes "I ran after happiness";
+ mes "But never caught it.";
+ next;
+ mes "[Life is a Water Mill]";
+ mes "But tomorrow will still";
+ mes "Be there, I'm sure.";
+ mes "Like the Water Mill";
+ mes "In Al De Baran";
+ mes "Which turns as";
+ mes "Life goes on.";
+ next;
+ mes "[Life is a Water Mill]";
+ mes "Cheer up! Life goes on.";
+ mes "As surely as the Water";
+ mes "Mill turns, tomorrow";
+ mes "Will come.";
+ next;
+ mes "[Luke's Note]";
+ mes "This song was";
+ mes "made to give comfort";
+ mes "to people in despair.";
+ close;
+
+ case 3:
+ mes "[We]";
+ mes "A good Bard sings";
+ mes "To please his listener.";
+ mes "So do not expect a sad song";
+ mes "That deepens your anguish.";
+ next;
+ mes "[We]";
+ mes "A good Dancer dances";
+ mes "To please her audience.";
+ mes "Shall we dance together?";
+ mes "Just hold my hands.";
+ mes "La la la~ La la la~";
+ next;
+ mes "[We]";
+ mes "Towner: 'Then why the hell do you guys make discords sometimes?!'";
+ mes "Bard: 'Well... Nobody's perfect!";
+ next;
+ mes "[Luke's Note]";
+ mes "This song is good to be sung during festivals, as the intentional discord encourages the audience to participate. Aside from that, this song is pretty meaningless.";
+ close;
+ }
+
+ } else {
+ mes "[Sketzi Bundin]";
+ mes "I'm sorry, but that book is not available for public exhibition.";
+ close;
+ }
+}
+
+yuno_in01,173,94,0 script Battle Songs 111,{
+ if (gef_bard_q > 11) {
+ mes "[Drumming in the battlefield]";
+ mes "This song was written to give courage to soldiers on the battlefield.";
+ next;
+ mes "[Drumming in the battlefield]";
+ mes "The sounds of galloping";
+ mes "Echo in the distance.";
+ mes "A cloud of hazy dust";
+ next;
+ mes "[Drumming in the battlefield]";
+ mes "Fills the setting sun.";
+ mes "Thousands of eyes open";
+ mes "Torches on the castle";
+ mes "Flare like thousands of Ifrits.";
+ next;
+ mes "[Drumming in the battlefield]";
+ mes "Hear the throbbing of my heart,";
+ mes "The blood flowing in my veins.";
+ mes "Feeling the heaviness of my armor.";
+ mes "The enemy has appeared before us.";
+ next;
+ mes "[Drumming in the battlefield]";
+ mes "Beat the drums hard, harder!";
+ mes "Courage, soldiers, march forward!";
+ mes "Shout loud, soldiers, louder!";
+ mes "Today will never come back!";
+ next;
+ mes "[Drumming in the battlefield]";
+ mes "Stun the sky";
+ mes "Provoke the earth,";
+ mes "I feel my heartbeat again.";
+ mes "Blow the bugle to";
+ mes "Sway the fortress.";
+ mes "Today will never come back!";
+ close;
+
+ } else {
+ mes "[Sketzi Bundin]";
+ mes "I'm sorry, but that book is not available for public exhibition.";
+ close;
+ }
+}
+
+
+yuno_in01,173,92,0 script Apple of Idun 111,{
+ if (gef_bard_q > 11) {
+ mes "[Apple of Idun]";
+ mes "This song praises the golden apples of the goddess Idun. These were the source of the God's power, as it prevented them from growing old.";
+ next;
+ mes "[Apple of Idun]";
+ mes "Every god never grows old";
+ mes "Because of beautiful";
+ mes "Goddess, Idun.";
+ mes "Keeper of the apples of youth";
+ mes "Goddess of immortality.";
+ next;
+ mes "[Apple of Idun]";
+ mes "Every god never grows old.";
+ mes "Idun, the wife of Bragi,";
+ mes "Idun, Odin's daughter in law~";
+ mes "The apples she keeps";
+ mes "In her basket.";
+ next;
+ mes "[Apple of Idun]";
+ mes "Without Idun,";
+ mes "Every god would";
+ mes "have succumbed to age.";
+ next;
+ mes "[Apple of Idun]";
+ mes "Even Thor, the strongest of gods,";
+ mes "would grow frail, Megingjard would";
+ mes "slip from his waist, and Mjolnir";
+ mes "would never fly again.";
+ next;
+ mes "[Apple of Idun]";
+ mes "Without Idun,";
+ mes "Every god would";
+ mes "have succumbed to age.";
+ mes "Loki was careless once,";
+ mes "and made her lost to the gods.";
+ mes "Loki was forced to get her back.";
+ next;
+ mes "[Apple of Idun]";
+ mes "My goddess stands";
+ mes "In the field of Asgard";
+ mes "She hands me fruit from heaven.";
+ mes "You will be loved by every god...";
+ mes "You will be blessed";
+ mes "By every god...";
+ next;
+ mes "[Apple of Idun]";
+ mes "If you share the";
+ mes "Apple of youth with me";
+ mes "Even a bite of it with";
+ mes "This poor poet.";
+ next;
+ mes "[Apple of Idun]";
+ mes "You will be loved by every god...";
+ mes "You will be blessed";
+ mes "By every god...";
+ close;
+
+ } else {
+ mes "[Sketzi Bundin]";
+ mes "I'm sorry, but that book is not available for public exhibition.";
+ close;
+ }
+}
+
+payon,181,172,3 script Bard#4 51,{
+ set @name$,strcharinfo(0);
+ if (gef_bard_q == 2 || gef_bard_q == 22) {
+ mes "[Gunther Doubleharmony]";
+ mes "Hahaha~!";
+ mes "Listen, listen!";
+ next;
+ mes "[Gunther Doubleharmony]";
+ mes "I was told this song from one of my friends about this Merchant who lives in Payon and everyone loves this song, especially because I'm singing it and you know that...";
+ next;
+ mes "[" + @name$ + "]";
+ mes "Excuse me.";
+ mes "Are you...";
+ mes "Gunther Doubleharmony?";
+ next;
+ mes "[Gunther Doubleharmony]";
+ mes "...the Merchant was so poor he didn't even have--eh? Oh yeah, right. That's me. What's up?";
+ next;
+ mes "^3355FFYou explain that you have come to him, seeking lost song lyrics.^000000";
+ next;
+ mes "[Gunther Doubleharmony]";
+ mes "Ahhhhhhh, I see.";
+ mes "Now, what was the";
+ mes "name of the song again?";
+ next;
+ input .@inputstr$;
+ if (.@inputstr$ == "At One, I Fall in Love") {
+ mes "[Gunther Doubleharmony]";
+ mes "Ah~ that song...?";
+ mes "By the way, who asked you";
+ mes "to find out about the song?";
+ next;
+ input .@inputstr$;
+ if (.@inputstr$ == "Minty Errende") {
+ mes "[Gunther Doubleharmony]";
+ mes "Yes, that's my friend! Minty Errende! We used to so close to each other, so I'll write every word of the song for my friend Minty Errende, so turn around please!";
+ next;
+ mes "^3355FFGunther furiously scribbled something upon your back.^000000";
+ next;
+ mes "[Gunther Doubleharmony]";
+ mes "There you go! Now you can go back to Minty Errende and show him your back and he will see what I wrote and then remember the lyrics!";
+ if (gef_bard_q == 2) set gef_bard_q,3;
+ if (gef_bard_q == 22) set gef_bard_q,23;
+ close;
+
+ } else {
+ mes "[Gunther Doubleharmony]";
+ mes "No no no, I don't know anyone with that name, so you better go and check the name of the person asking again, okay?";
+ close;
+ }
+
+ } else {
+ mes "[Gunther Doubleharmony]";
+ mes "No no no no, I don't know any song with that title, it might not even exist, so you should go and check the name of the song again and tell me, okay?";
+ close;
+ }
+
+ } else if (gef_bard_q == 6 || gef_bard_q == 26) {
+ mes "[Gunther Doubleharmony]";
+ mes "You came back again!";
+ mes "Huh, the song I wrote on your back? Hold on, hold on, let me think let me--ah, right, I got it!";
+ next;
+ mes "[Gunther Doubleharmony]";
+ mes "The words I wrote down on your back were written by Mr. Kitty, my idol, my hero! That song is the art of ^228B22Kino Kitty^000000!";
+ next;
+ mes "[Gunther Doubleharmony]";
+ mes "I wish that someday I could be as great a Bard as him!";
+ close;
+
+ } else {
+ mes "[Gunther Doubleharmony]";
+ mes "Hahaha~!";
+ mes "Listen, listen!";
+ next;
+ mes "[Gunther Doubleharmony]";
+ mes "I was told this song from one of my friends about this Merchant who lives in Payon and everyone loves this song, especially because I'm singing it and you know that...";
+ next;
+ mes "[Gunther Doubleharmony]";
+ mes "Oh, right...!";
+ mes "Do you wanna listen";
+ mes "to my song or a story?";
+ mes "I know you want to!";
+ mes "Right, right?";
+ next;
+
+ if(select("Show some interest.:Ignore him.")==1) {
+ mes "[Gunther Doubleharmony]";
+ mes "Yay~! I knew it!";
+ mes "So you wanna hear";
+ mes "a song or a story?";
+ next;
+ switch(select("A song:A story:Maybe some other time")) {
+ case 1:
+ set @song_random,rand(1,3);
+ if (@song_random == 1) {
+ mes "[Gunther Doubleharmony]";
+ mes "Gunther sings!";
+ mes "Gunther dances!";
+ mes "The tile of this song is~";
+ mes "'The Rich Mr. Kim~!'";
+ next;
+ mes "^228B22Merchant of Payon";
+ mes "So poooooooor~";
+ mes "No money for armor";
+ mes "No money to make.";
+ next;
+ mes "^228B22Sold the";
+ mes "Cotton Shirt";
+ mes "Off his back";
+ mes "No pity he'll take.^000000";
+ next;
+ mes "^228B22First he only sold Red Pots";
+ mes "At first, he only sold red pots.";
+ mes "Then he moved up to Carrots, whoohoo~";
+ mes "He could afford new armor";
+ mes "and even wear it,";
+ mes "whoohoo~^000000";
+ next;
+ mes "^228B22But one day, he was scammed";
+ mes "Scammed by a wicked guild.";
+ mes "Made poor once again.";
+ mes "He decided to go to Ant Hell";
+ mes "Right there";
+ mes "And right then.";
+ next;
+ mes "^228B22Bats, Dwarves, Eggs, Ants!";
+ mes "He battled them all~";
+ mes "Worm Peelings, Jellopy!";
+ mes "He gathered loot great and small.";
+ next;
+ mes "^228B22Then the glorious day came";
+ mes "When he found a valuable card";
+ mes "That'd bring great wealth to his naaaame~^000000";
+ next;
+ mes "^228B22But he kept it dear to him";
+ mes "To remember his times of";
+ mes "working so hard.";
+ mes "He never sold it, never sold";
+ mes "his precious card~^000000";
+ next;
+ mes "[Gunther Doubleharmony]";
+ mes "That's a very old story about rich Mr. Kim, and his rise from rags to riches to rags to riches. Is it true or is it fiction? Oh, please don't ask me! I've no clue!";
+ close;
+
+ } else if (@song_random == 2) {
+ mes "[Gunther Doubleharmony]";
+ mes "*Ahem*";
+ mes "Gunther sings ";
+ mes "of Yggdrasil~";
+ next;
+ mes "^228B22Evergreen Yggdrasil~";
+ mes "Giant ashen tree";
+ mes "reaching for the sky.";
+ mes "Crystal, morning dew";
+ mes "From its leaves";
+ mes "Formed Urd's Pond.^000000";
+ next;
+ mes "^228B22Three wise girls.";
+ mes "Seated beneath its boughs.";
+ mes "Urd of the past,";
+ mes "Belldandy of the present";
+ mes "Skuld the future.^000000";
+ next;
+ mes "^228B22Spinning, weaving";
+ mes "Threads of destiny.";
+ mes "Evergreen Yggdrasil~";
+ mes "Giant ashen tree";
+ mes "reaching for the sky.";
+ mes "Its roots soaked with tears.^000000";
+ next;
+ mes "^228B22Death in Hvergelmir.";
+ mes "An evil dragon";
+ mes "Burning its roots";
+ mes "With eternal flame.";
+ mes "The evil dragon Nidhogg";
+ mes "Living between Yggdrasil";
+ mes "and Niffheim.^000000";
+ next;
+ mes "^228B22Evergreen Yggdrasil~";
+ mes "Giant ashen tree";
+ mes "reaching for the sky.";
+ mes "Wisdom in its roots";
+ mes "Roots reaching";
+ mes "Mimir's pond.^000000";
+ next;
+ mes "^228B22Guarded by a wise giant.";
+ mes "Odin sacrificed one";
+ mes "of his eyes for the wisdom.";
+ mes "Heimdall's horn hidden";
+ mes "In Yggdrasil's roots";
+ mes "Will sound one last time";
+ mes "Signaling Ragnarok.^000000";
+ next;
+ mes "[Gunther Doubleharmony]";
+ mes "This is a very old story...";
+ mes "Is it truth or fiction? But please don't ask me, I have no idea~!";
+ close;
+
+ } else {
+ mes "[Gunther Doubleharmony]";
+ mes "I will sing one of Luke's songs, you know, Luke, one of the greatest Bards of his time? But I changed the words a little bit.";
+ next;
+ mes "^228B22I found it in a drawer.";
+ mes "Old, worn letters";
+ mes "Forming elaborate words.";
+ mes "Sincere reflection";
+ mes "Of a sincere mind.^000000";
+ next;
+ mes "^228B22I found it in a drawer.";
+ mes "Was I really like that once?";
+ mes "Was I really that childish?";
+ mes "My memories are tarnished.";
+ next;
+ mes "^228B22I found it in a drawer.";
+ mes "Love I had forgotten.";
+ mes "She never got this letter.";
+ mes "But both of us were too shy.";
+ next;
+ mes "^228B22I found it in a drawer.";
+ mes "Love I had forgotten.";
+ mes "I never gave her this letter.";
+ mes "But both of us were too proud.";
+ next;
+ mes "[Gunther Doubleharmony]";
+ mes "Do you have anyone in mind? Do you? If you ever write a love letter, you must send it and express yourself.";
+ next;
+ mes "[Gunther Doubleharmony]";
+ mes "If you've written love letters that you'll never send, throw them away. Throw your goddamn pride away.";
+ close;
+ }
+
+ case 2:
+ set @story,rand(1,3);
+ if (story == 1) {
+ mes "[Gunther Doubleharmony]";
+ mes "Um, have you ever";
+ mes "tasted Comodo cheese?";
+ next;
+ mes "[Gunther Doubleharmony]";
+ mes "You can only taste it in Comodo, but you need to have a good strong stomach to digest it. Oh! And the cheese has a secret!";
+ next;
+ mes "[Gunther Doubleharmony]";
+ mes "You ^228B22might^000000 be invulnerable to the power of the doomed swords, which come from the other world, if you eat it!";
+ next;
+ mes "[Gunther Doubleharmony]";
+ mes "Why don't you go taste it if you haven't yet? I tried to taste it once. It was kind of yummy, but then I fainted. Hahahaha~!";
+ close;
+
+ } else if (story == 2) {
+ mes "[Gunther Doubleharmony]";
+ mes "I was passing Prontera the other day at the place where it used to be the Swordman training ground.";
+ next;
+ mes "[Gunther Doubleharmony]";
+ mes "I saw some kid training really really hard and he didn't notice me watching him, so I guess he was really really serious!";
+ next;
+ mes "[Gunther Doubleharmony]";
+ mes "He looked like he wanted to be a professional Swordman, but he was also giving his gear away to other Novices.";
+ next;
+ mes "[Gunther Doubleharmony]";
+ mes "I got bored watching him do the same thing over and over and over again, but I think the Monster Research Organization would like him if I introduced him.";
+ close;
+
+ } else {
+ mes "[Gunther Doubleharmony]";
+ mes "Have you ever been in Lutie,";
+ mes "land of year round snow?";
+ next;
+ mes "[Gunther Doubleharmony]";
+ mes "There is a snowman named";
+ mes "SnowySnow and if you met him, you'd know all sorts of things about him like he can talk! It's so strange and mysterious~!";
+ next;
+ mes "[Gunther Doubleharmony]";
+ mes "He has a mysterious bag where endless gifts come out, and he's got a mysterious past involving some colder town and something about a nasty witch.";
+ next;
+ mes "[Gunther Doubleharmony]";
+ mes "But it's okay because he was rescued by some Alchemist and came back to life, but you should go to Lutie if you wanna know more about him, okay?";
+ close;
+ }
+
+ case 3:
+ mes "[Gunther Doubleharmony]";
+ mes "You're gonna leave right now and not even listen to me a little bit? Okay, I'm cool, but promise you'll come back and listen to just one of my songs, okay?";
+ close;
+
+ }
+
+ } else {
+ mes "[" + @name$ + "]";
+ mes "...";
+ next;
+ mes "[Gunther Doubleharmony]";
+ mes "Wow, you're ignoring me, huh? Alright, that's fine by me! Unless you have some kind of problem where you can't talk, then I'm really really sorry.";
+ close;
+ }
+
+ }
+
+}
+
+yuno_in04,20,123,7 script Representative#bq 95,{
+//set @check = GetGlobalVar "040708_god2"
+ mes "[Marlin Putiur]";
+ if (god_brising == 3) {
+ mes "Welcome to the";
+ mes "Monster Research";
+ mes "Organization.";
+ next;
+ mes "[Marlin Putiur]";
+ mes "We are researching monsters based upon information from adventurers in order to efficiently cope with monsters out in the wild.";
+ next;
+ mes "[Marlin Putiur]";
+ mes "We're accepting any kind of information related to monsters,";
+ mes "so if you have any news or info, please don't hesitate to submit it to me.";
+ next;
+ mes "[Marlin Putiur]";
+ mes "You can use the report documentation form in";
+ mes "this room at your convenience.";
+ next;
+ mes "[Marlin Putiur]";
+ mes "Eh...?";
+ mes "Did you just say";
+ mes "you're looking for";
+ mes "someone? Well...";
+ next;
+ mes "[Marlin Putiur]";
+ mes "Well, if he's a registered";
+ mes "member of this organization,";
+ mes "I can help you.";
+ next;
+ mes "[Marlin Putiur]";
+ mes "What was the name?";
+ mes "Hermite Charles...?";
+ next;
+ mes "[Marlin Putiur]";
+ mes "Oh, I found him.";
+ mes "Errr, but he didn't submit all of the required information when he applied for membership...";
+ next;
+ mes "[Marlin Putiur]";
+ mes "Oh. He's a Rogue.";
+ mes "Well, that explains everything. Anyway, did you want to see all";
+ mes "the information we have?";
+ next;
+ mes "^3355FFMarlin shows you";
+ mes "the membership";
+ mes "application card.^000000";
+ next;
+ mes "[Membership Card]";
+ mes "Name: Hermite Charles";
+ mes "Job: Rogue";
+ mes "Sex: Rogue";
+ mes "Address: Yo Mama Street, Prontera";
+ next;
+ mes "[Marlin Putiur]";
+ mes "Unfortunately, we don't have any more information. But I hope this will be helpful to you in some way.";
+ next;
+ mes "[Marlin Putiur]";
+ mes "Still, it may be a good idea to visit the Rogue Guild. Perhaps";
+ mes "they can help you.";
+ close;
+ }
+
+ mes "Welcome to the";
+ mes "Monster Research";
+ mes "Organization.";
+ next;
+ mes "[Marlin Putiur]";
+ mes "We are researching monsters based on information from adventurers in order to efficiently cope with monsters out in the wild.";
+ next;
+ mes "[Marlin Putiur]";
+ mes "We're accepting any kind of information related to monsters, so if you have any news or info, please don't hesitate to submit it to me.";
+ next;
+ mes "[Marlin Putiur]";
+ mes "You can use the report documentation form in this room at your convenience.";
+ if (gef_bard_q == 4 || gef_bard_q == 24) {
+ next;
+ mes "[Marlin Putiur]";
+ mes "Hmmm?";
+ mes "Adventurers of this organization? Ah, you say you're looking for a Bard?";
+ next;
+ mes "[Marlin Putuir]";
+ mes "Yes, we have a few Bard members who regularly send us information related to monsters.";
+ next;
+ mes "[Marlin Putiur]";
+ mes "I also hear the Bards have been helping scholars instill bulletin boards in fields which indicate the location for new adventurers. Would you let me know the full name of the person you're looking for?";
+ next;
+ input .@inputstr$;
+ if (.@inputstr$ == "Minty Errende") {
+ mes "[Marlin Putiur]";
+ mes "Minty Errende...";
+ mes "Oh yes, I remember him. He told me a while ago that he's heading South, and that he's staying in Geffen now.";
+ next;
+ mes "[Marlin Putiur]";
+ mes "He's a very kind, friendly person. Errende's always doing his best to provide us with the information we need. When you get a chance, would you please give him my regards?";
+ close;
+
+ } else if (.@inputstr$ == "Kino Kitty") {
+ mes "[Marlin Putiur]";
+ mes "Kino Kitty, Kino Kitty... Oh, here we are. He sent us a letter that says, 'I will stay in the desert until I find my real self.'";
+ next;
+ mes "[Marlin Putiur]";
+ mes "He doesn't seem healthy, but I guess he's still traveling. Trying seeking him out in Morroc, and give my regards to him if you get the chance.";
+ close;
+
+ } else if (.@inputstr$ == "Gunther Doubleharmony") {
+ mes "[Marlin Putiur]";
+ mes "Ah, are you a friend of Gunther's? Haha, he's a very funny guy, if a little excitable. Let's see, Gunther, Gunther...";
+ next;
+ mes "[Marlin Putiur]";
+ mes "Ah, it says here that he wanted to look around Payon and Alberta. So he'll be at one of those places. I'm sorry I can't be more specific.";
+ close;
+
+ } else {
+ mes "[Marlin Putiur]";
+ mes " " + .@inputstr$ + "...?";
+ mes "Ummm hmm...";
+ mes "I'm sorry, but we don't have any records for that person.";
+ close;
+ }
+
+ } else {
+ next;
+ mes "[Marlin Putiur]";
+ mes "We are endeavoring to research monsters in this world with the intent to aid each and every adventurer on their journeys.";
+ close;
+ }
+}
+
+yuno_in04,33,119,3 script Adventurer#1 828,{
+ mes "...";
+ next;
+ mes "...";
+ mes ".......";
+ next;
+ mes "^3355FF*Scribble Scribble*^000000";
+ next;
+ mes "[Energetic Young Man]";
+ mes "Err...?";
+ mes "What is it?";
+ next;
+ if (!sex) {
+ emotion e_heh;
+ mes "[Energetic Young Man]";
+ mes "Oh...!";
+ mes "A beautiful,";
+ mes "young lady~!";
+ next;
+ mes "[Energetic Young Man]";
+ mes "Hello there~";
+ mes "My name is Pane.";
+ mes "May I ask yours?";
+ set @name$,strcharinfo(0);
+ input .@inputstr$;
+ next;
+ mes "[Energetic Young Man]";
+ mes "Oh...";
+ mes "" +.@inputstr$+ "...";
+ if (@name$ == .@inputstr$) {
+ next;
+ mes "[Energetic Young Man]";
+ mes "^FF6699"+.@inputstr$+"!";
+ mes "Such a wonderful name!";
+ next;
+ mes "[Energetic Young Man]";
+ mes "I shall remember your name, my lady. Oh, but I'm so sorry. I'm kind of busy right now. Would you come back later? I'll do my best to please you next time.";
+ emotion e_kis;
+ close;
+
+ } else {
+ mes "That's your name?";
+ next;
+ mes "[Energetic Young Man]";
+ mes "Eh, whatever. Oh, but I'm so sorry. I'm kind of busy right now. Would you come back later? I'll do my best to please you next time.";
+ emotion e_heh;
+ close;
+ }
+
+ } else {
+ mes "[Energetic Young Man]";
+ mes "What, man...!";
+ mes "Leave me alone.";
+ mes "Can't you see I'm busy?";
+ close;
+ }
+}
diff --git a/npc/pre-re/quests/Dandelion_Request.txt b/npc/pre-re/quests/Dandelion_Request.txt
new file mode 100644
index 000000000..60af8ace2
--- /dev/null
+++ b/npc/pre-re/quests/Dandelion_Request.txt
@@ -0,0 +1,10290 @@
+//===== rAthena Script =======================================
+//= Dandelion's Request / Morocc Invasion quest
+//===== By: ==================================================
+//= SinSloth
+//===== Current Version: =====================================
+//= 1.2
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= A Morroc quest that is no longer used.
+//===== Additional Comments: =================================
+//= 1.1 Fixed a small bug in Dandelion's Request. [SinSloth]
+//= 1.2 Moved Dandelion's Request to its own file.
+//============================================================
+
+izlude,103,106,3 script Guildsman#1 48,3,3,{
+
+ if(checkweight(7416,1) != 1)
+ {
+ mes "^3355FFWait a second!";
+ mes "Right now, you're carrying";
+ mes "too many things with you.";
+ mes "Please come back after";
+ mes "using the Kafra Service";
+ mes "to store some of your items.^000000";
+ close;
+ }
+ if(!(BaseLevel > 59) || !(BaseJob == Job_Novice || BaseJob == Job_SuperNovice || BaseClass == Job_Swordman))
+ {
+ mes "[Guildsman]";
+ mes "There are rumors";
+ mes "going around about";
+ mes "the disappearances of";
+ mes "children in the Morroc";
+ mes "area. Some guilds believe";
+ mes "these are actually kidnappings.";
+ next;
+ mes "[Guildsman]";
+ mes "Those poor kids...";
+ mes "If I could do something";
+ mes "to help them, by George,";
+ mes "I would do it in a flash.";
+ close;
+ }
+ if(!mao_request)
+ {
+ if ((BaseJob == Job_Novice) || (BaseJob == Job_SuperNovice))
+ {
+ mes "[Guildsman]";
+ mes "Excuse me? "+strcharinfo(0)+"?";
+ mes "Hi there, I've been waiting for";
+ mes "you to wander past me for such";
+ mes "a long time, you know that?";
+ mes "Novices and Super Novices";
+ mes "are so hard to track down...";
+ next;
+ mes "[Guildsman]";
+ mes "Anyway, I don't know if you";
+ mes "know this, but a lot of kids are missing from Morroc recently.";
+ mes "We're not sure, but we think it's related to the latest assignment";
+ mes "for our Assassin Guild.";
+ next;
+ mes "[Guildsman]";
+ mes "Anyway, the client for this";
+ mes "assignment needs all the help";
+ mes "he can get. Now, I've heard";
+ mes "about you, and I think that";
+ mes "you could be really helpful to";
+ mes "us in this specific situation.";
+ next;
+ mes "[Guildsman]";
+ mes "Look, just do me a favor";
+ mes "and do the right thing like";
+ mes "you always do, okay? Here's";
+ mes "a letter of recommendation";
+ mes "to get you started on this";
+ mes "mission, alright?";
+ set mao_request,1;
+ getitem 7416,1;
+ close;
+ }
+ else if((BaseJob == Job_Swordman) || (BaseJob == Job_Swordman_High))
+ {
+ mes "[Guildsman]";
+ mes "Hey, " + strcharinfo(0) + "!";
+ mes "Great, I knew you'd";
+ mes "show up sooner or later.";
+ mes "Listen, I'm working here";
+ mes "as a representative of the";
+ mes "Swordman Assocation.";
+ next;
+ mes "[Guildsman]";
+ mes "Listen, there's something";
+ mes "big going on, and I think it's";
+ mes "the most important thing the";
+ mes "Swordman Association has ever";
+ mes "been involved in. Pack your bags and head to Morroc right now!";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "All the way to Morroc...?";
+ mes "Why, what's going on?";
+ next;
+ mes "[Guildsman]";
+ mes "I don't know all the details,";
+ mes "but the Assassin Guild is";
+ mes "working on some missing";
+ mes "children's case, and they've";
+ mes "requested help from us and";
+ mes "all the other guilds...";
+ next;
+ mes "[Guildsman]";
+ mes "Rogues, Bards, Novices,";
+ mes "Super Novices, Priests...";
+ mes "You name it. This is gonna be";
+ mes "huge. Listen, if you're going";
+ mes "to help, then let me give you this letter of recommendation...";
+ set mao_request,1;
+ getitem 7416,1;
+ close;
+ }
+ else if((Class == Job_Knight) || (Class == Job_Lord_Knight))
+ {
+ mes "[Guildsman]";
+ mes "" + strcharinfo(0) +"...?";
+ mes "I knew you'd show up if";
+ mes "Listen, I have a notice for";
+ mes "you from the Prontera Chivalry.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "For me? That sounds";
+ mes "strange, but would you";
+ mes "please read it to me?";
+ next;
+ mes "[Guildsman]";
+ mes "''RE: "+ strcharinfo(0) +"";
+ mes "As leader of the Prontera";
+ mes "Chivalry, I formally request";
+ mes "you to represent the Knights of";
+ mes "Rune-Midgarts in cooperation";
+ mes "with the Assassin Guild.''";
+ next;
+ mes "[Guildsman]";
+ mes "Please assist the Assassin";
+ mes "Guild in any way befitting of";
+ mes "the Knighthood in a special";
+ mes "mission to rescue children";
+ mes "missing from Morroc.";
+ mes "-- Captain Herman''";
+ next;
+ mes "[Guildsman]";
+ mes "There, that's all it says.";
+ mes "Here, I think you'll need";
+ mes "this letter of recommendation";
+ mes "if you plan to follow these";
+ mes "orders. I hope you take that";
+ mes "mission for those kids' sake...";
+ set mao_request,1;
+ getitem 7416,1;
+ close;
+ }
+ else if((Class == Job_Crusader) || (Class == Job_Paladin))
+ {
+ mes "[Guildsman]";
+ mes "Excuse me...?";
+ mes ""+strcharinfo(0)+"...?";
+ mes "I'm sorry to bother you, but";
+ mes "I've got an urgent communique";
+ mes "for you from Sir Michael Halig";
+ mes "of the Crusaders...";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "They usually don't";
+ mes "send messages. I guess";
+ mes "whatever he has to say";
+ mes "must be really important.";
+ mes "What does it say?";
+ next;
+ mes "[Guildsman]";
+ mes "Let's see here... Something";
+ mes "about a missing children's case";
+ mes "the the Assassin Guild is working on... Ah! The Assassin Guild has";
+ mes "requested help from the Crusaders. So I guess you were recommended.";
+ next;
+ mes "[Guildsman]";
+ mes "Look, here's the letter of";
+ mes "recommendation that I'm";
+ mes "supposed to give you if you";
+ mes "plan on taking the mission.";
+ mes "For the sake of those missing kids, I really hope that you do.";
+ set mao_request,1;
+ getitem 7416,1;
+ close;
+ }
+ }
+ else if(mao_request == 1)
+ {
+ if ((BaseJob == Job_Novice) || (BaseJob == Job_SuperNovice))
+ {
+ mes "[Guildsman]";
+ mes "Ah, I forgot to tell you";
+ mes "exactly where you need to";
+ mes "go for the mission details!";
+ mes "Let's see... You're supposed";
+ mes "to... Ah, now I remember~";
+ next;
+ mes "[Guildsman]";
+ mes "If you check out the";
+ mes "west side of the Oasis";
+ mes "inside Morroc, you'll find";
+ mes "a very suspicious looking";
+ mes "hut. Your contact from the";
+ mes "Assassin Guild is near there.";
+ next;
+ mes "[Guildsman]";
+ mes "I'm sure you'll find it if";
+ mes "you keep your eyes open.";
+ mes "Anyway, that's all I know.";
+ mes "Why don't you go check it out?";
+ close;
+ }
+ else if((BaseJob == Job_Swordman) || (BaseJob == Job_Swordman_High))
+ {
+ mes "[Guildsman]";
+ mes "Right, for this mission,";
+ mes "you'll need to meet with your";
+ mes "contact from the Assassin";
+ mes "Guild near a hut at the west";
+ mes "side of the Oasis inside Morroc.^FFFFFF ^000000 So keep an eye out for him.";
+ next;
+ mes "[Guildsman]";
+ mes "I doubt you'll have";
+ mes "trouble finding the guy,";
+ mes "even if all Thieves and";
+ mes "Assassins are starting";
+ mes "to look the same. You";
+ mes "know what I mean, right?";
+ close;
+ }
+ else if((Class == Job_Knight) || (Class == Job_Lord_Knight) || (Class == Job_Crusader) || (Class == Job_Paladin))
+ {
+ mes "[Guildsman]";
+ mes "Are you thinking of taking";
+ mes "the mission? That's great!";
+ mes "Now, you need to meet your";
+ mes "contact from the Assassin";
+ mes "Guild outside a hut on the west side of the Oasis inside Morroc.";
+ next;
+ mes "[Guildsman]";
+ mes "I know those directions";
+ mes "aren't very clear, but this";
+ mes "is supposedly a top secret";
+ mes "location that's usually only";
+ mes "known to the Assassins...";
+ close;
+ }
+ }
+ else if(((mao_request > 2) && (mao_request < 27)) || ((mao_request > 102) && (mao_request < 125)))
+ {
+ mes "[Guildsman]";
+ mes "It looks like you're";
+ mes "working well with the";
+ mes "Assassin Guild. Still,";
+ mes "be careful. There might";
+ mes "be more to this mission";
+ mes "than meets the eye, you know?";
+ close;
+ }
+ else
+ {
+ mes "[Guildsman]";
+ mes "It's a nice day, isn't it?";
+ mes "Though, I hope something";
+ mes "exciting happens soon. Peace";
+ mes "is great and all, but I prefer";
+ mes "to have my life shook up";
+ mes "every now and then.";
+ close;
+ }
+
+OnTouch:
+ if(checkweight(7416,1) != 1)
+ {
+ mes "^3355FFWait a second!";
+ mes "Right now, you're carrying";
+ mes "too many things with you.";
+ mes "Please come back after";
+ mes "using the Kafra Service";
+ mes "to store some of your items.^000000";
+ close;
+ }
+ if(BaseLevel > 59)
+ {
+ if(!mao_request)
+ {
+ if ((BaseJob == Job_Novice) || (BaseJob == Job_SuperNovice))
+ {
+ mes "[Guildsman]";
+ mes "Excuse me? "+strcharinfo(0)+"?";
+ mes "Hi there, I've been waiting for";
+ mes "you to wander past me for such";
+ mes "a long time, you know that?";
+ mes "Novices and Super Novices";
+ mes "are so hard to track down...";
+ next;
+ mes "[Guildsman]";
+ mes "Anyway, I don't know if you";
+ mes "know this, but a lot of kids are missing from Morroc recently.";
+ mes "We're not sure, but we think it's related to the latest assignment";
+ mes "for our Assassin Guild.";
+ next;
+ mes "[Guildsman]";
+ mes "Anyway, the client for this";
+ mes "assignment needs all the help";
+ mes "he can get. Now, I've heard";
+ mes "about you, and I think that";
+ mes "you could be really helpful to";
+ mes "us in this specific situation.";
+ next;
+ mes "[Guildsman]";
+ mes "Look, just do me a favor";
+ mes "and do the right thing like";
+ mes "you always do, okay? Here's";
+ mes "a letter of recommendation";
+ mes "to get you started on this";
+ mes "mission, alright?";
+ set mao_request,1;
+ getitem 7416,1;
+ close;
+ }
+ else if((BaseJob == Job_Swordman) || (BaseJob == Job_Swordman_High))
+ {
+ mes "[Guildsman]";
+ mes "Hey, " + strcharinfo(0) + "!";
+ mes "Great, I knew you'd";
+ mes "show up sooner or later.";
+ mes "Listen, I'm working here";
+ mes "as a representative of the";
+ mes "Swordman Assocation.";
+ next;
+ mes "[Guildsman]";
+ mes "Listen, there's something";
+ mes "big going on, and I think it's";
+ mes "the most important thing the";
+ mes "Swordman Association has ever";
+ mes "been involved in. Pack your bags and head to Morroc right now!";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "All the way to Morroc...?";
+ mes "Why, what's going on?";
+ next;
+ mes "[Guildsman]";
+ mes "I don't know all the details,";
+ mes "but the Assassin Guild is";
+ mes "working on some missing";
+ mes "children's case, and they've";
+ mes "requested help from us and";
+ mes "all the other guilds...";
+ next;
+ mes "[Guildsman]";
+ mes "Rogues, Bards, Novices,";
+ mes "Super Novices, Priests...";
+ mes "You name it. This is gonna be";
+ mes "huge. Listen, if you're going";
+ mes "to help, then let me give you this letter of recommendation...";
+ set mao_request,1;
+ getitem 7416,1;
+ close;
+ }
+ else if((Class == Job_Knight) || (Class == Job_Lord_Knight))
+ {
+ mes "[Guildsman]";
+ mes "" + strcharinfo(0) +"...?";
+ mes "I knew you'd show up if";
+ mes "Listen, I have a notice for";
+ mes "you from the Prontera Chivalry.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "For me? That sounds";
+ mes "strange, but would you";
+ mes "please read it to me?";
+ next;
+ mes "[Guildsman]";
+ mes "''RE: "+ strcharinfo(0) +"";
+ mes "As leader of the Prontera";
+ mes "Chivalry, I formally request";
+ mes "you to represent the Knights of";
+ mes "Rune-Midgarts in cooperation";
+ mes "with the Assassin Guild.''";
+ next;
+ mes "[Guildsman]";
+ mes "Please assist the Assassin";
+ mes "Guild in any way befitting of";
+ mes "the Knighthood in a special";
+ mes "mission to rescue children";
+ mes "missing from Morroc.";
+ mes "-- Captain Herman''";
+ next;
+ mes "[Guildsman]";
+ mes "There, that's all it says.";
+ mes "Here, I think you'll need";
+ mes "this letter of recommendation";
+ mes "if you plan to follow these";
+ mes "orders. I hope you take that";
+ mes "mission for those kids' sake...";
+ set mao_request,1;
+ getitem 7416,1;
+ close;
+ }
+ else if((Class == Job_Crusader) || (Class == Job_Paladin))
+ {
+ mes "[Guildsman]";
+ mes "Excuse me...?";
+ mes ""+strcharinfo(0)+"...?";
+ mes "I'm sorry to bother you, but";
+ mes "I've got an urgent communique";
+ mes "for you from Sir Michael Halig";
+ mes "of the Crusaders...";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "They usually don't";
+ mes "send messages. I guess";
+ mes "whatever he has to say";
+ mes "must be really important.";
+ mes "What does it say?";
+ next;
+ mes "[Guildsman]";
+ mes "Let's see here... Something";
+ mes "about a missing children's case";
+ mes "the the Assassin Guild is working on... Ah! The Assassin Guild has";
+ mes "requested help from the Crusaders. So I guess you were recommended.";
+ next;
+ mes "[Guildsman]";
+ mes "Look, here's the letter of";
+ mes "recommendation that I'm";
+ mes "supposed to give you if you";
+ mes "plan on taking the mission.";
+ mes "For the sake of those missing kids, I really hope that you do.";
+ set mao_request,1;
+ getitem 7416,1;
+ close;
+ }
+ }
+ }
+}
+
+prontera,237,313,3 script Nun#moc 79,3,3,{
+
+ if(checkweight(7416,1) != 1)
+ {
+ mes "^3355FFWait a second!";
+ mes "Right now, you're carrying";
+ mes "too many things with you.";
+ mes "Please come back after";
+ mes "using the Kafra Service";
+ mes "to store some of your items.^000000";
+ close;
+ }
+ if(!(BaseLevel > 59))
+ {
+ mes "[Nun]";
+ mes "Oh, hello there~";
+ mes "Peace be with you,";
+ mes "adventurer. Remember";
+ mes "that no matter how different";
+ mes "people may be, all of us are";
+ mes "united in our humanity.";
+ close;
+ }
+ if(!(BaseClass == Job_Acolyte))
+ {
+ mes "[Nun]";
+ mes "Ah, hello. Would you ask";
+ mes "anyone that you know";
+ mes "to be affiliated with the";
+ mes "Prontera Church to talk to";
+ mes "me? Acolytes, Priests, Monks...";
+ mes "Any of those would be fine.";
+ next;
+ mes "[Nun]";
+ mes "I have something very";
+ mes "important to tell them,";
+ mes "but it's almost impossible";
+ mes "to gather all the clergy";
+ mes "in an emergency situation...";
+ close;
+ }
+ if(!mao_request)
+ {
+ mes "[Nun]";
+ mes "Oh, " + strcharinfo(0) + "!";
+ mes "It must be an act of";
+ mes "divine providence that";
+ mes "we finally meet. Actually,";
+ mes "I have something very";
+ mes "important to ask you.";
+ next;
+ mes "[Nun]";
+ mes "You may have heard that";
+ mes "there's been a recent influx";
+ mes "of missing child reports from";
+ mes "Morroc. Apparently, someone";
+ mes "has hired the Assassin Guild";
+ mes "to investigate these cases.";
+ next;
+ mes "[Nun]";
+ mes "Since this is such a huge";
+ mes "issue, the Assassin Guild has";
+ mes "even gone so far as to request";
+ mes "the Prontera Church for help, so I'd like you to aid the Assassin";
+ mes "Guild in this mission.";
+ next;
+ mes "[Nun]";
+ mes "However, I believe that";
+ mes "the Assassin Guild's client";
+ mes "may have other intentions,";
+ mes "so I also want you to keep";
+ mes "an eye out and see if their";
+ mes "client can be trusted.";
+ next;
+ mes "[Nun]";
+ mes "Please visit Morroc";
+ mes "as soon as you can.";
+ mes "When you arrive, you";
+ mes "will need the Bishop's";
+ mes "letter of recommendation,";
+ mes "so please take it now.";
+ set mao_request,1;
+ getitem 7416,1;
+ close;
+ }
+ else if(mao_request == 1)
+ {
+ mes "[Nun]";
+ mes "Now, for this mission, you";
+ mes "will need to meet your contact";
+ mes "from the Assassin Guild near";
+ mes "a hut on the west side of the";
+ mes "Oasis inside Morroc. I wonder";
+ mes "why they chose that location?";
+ next;
+ mes "[Nun]";
+ mes "Normally, a representative";
+ mes "of the Prontera Church would";
+ mes "simply visit the Assassin Guild itself. Be careful. The Assassins";
+ mes "must be being extra secret because of extraordinary circumstances...";
+ close;
+ }
+ else if((mao_request > 2 && mao_request < 27) || (mao_request > 102 && mao_request < 125))
+ {
+ mes "[Nun]";
+ mes "It pleases me to see that";
+ mes "you're working well with the";
+ mes "Assassin Guild. They operate";
+ mes "on a different methodology";
+ mes "than the Prontera Church, but";
+ mes "I still greatly respect them.";
+ next;
+ mes "[Nun]";
+ mes "Remember that you're";
+ mes "representing the Prontera";
+ mes "Church in this effort, so be";
+ mes "sure to demonstrate your";
+ mes "best for the Assassins, okay?";
+ close;
+ }
+ else
+ {
+ mes "[Nun]";
+ mes "Although it is a time";
+ mes "of peace, I can't help";
+ mes "but feel this lingering";
+ mes "anxiety. It's almost as if";
+ mes "some monumental event";
+ mes "is just over the horizon...";
+ close;
+ }
+
+OnTouch:
+ if(checkweight(7416,1) != 1)
+ {
+ mes "^3355FFWait a second!";
+ mes "Right now, you're carrying";
+ mes "too many things with you.";
+ mes "Please come back after";
+ mes "using the Kafra Service";
+ mes "to store some of your items.^000000";
+ close;
+ }
+ if(BaseLevel > 59)
+ {
+ if(!mao_request)
+ {
+ if(BaseClass == Job_Acolyte)
+ {
+ mes "[Nun]";
+ mes "Oh, " + strcharinfo(0) + "!";
+ mes "It must be an act of";
+ mes "divine providence that";
+ mes "we finally meet. Actually,";
+ mes "I have something very";
+ mes "important to ask you.";
+ next;
+ mes "[Nun]";
+ mes "You may have heard that";
+ mes "there's been a recent influx";
+ mes "of missing child reports from";
+ mes "Morroc. Apparently, someone";
+ mes "has hired the Assassin Guild";
+ mes "to investigate these cases.";
+ next;
+ mes "[Nun]";
+ mes "Since this is such a huge";
+ mes "issue, the Assassin Guild has";
+ mes "even gone so far as to request";
+ mes "the Prontera Church for help, so I'd like you to aid the Assassin";
+ mes "Guild in this mission.";
+ next;
+ mes "[Nun]";
+ mes "However, I believe that";
+ mes "the Assassin Guild's client";
+ mes "may have other intentions,";
+ mes "so I also want you to keep";
+ mes "an eye out and see if their";
+ mes "client can be trusted.";
+ next;
+ mes "[Nun]";
+ mes "Please visit Morroc";
+ mes "as soon as you can.";
+ mes "When you arrive, you";
+ mes "will need the Bishop's";
+ mes "letter of recommendation,";
+ mes "so please take it now.";
+ set mao_request,1;
+ getitem 7416,1;
+ close;
+ }
+ }
+ }
+}
+
+alberta,129,59,3 script Guildsman#2 49,3,3,{
+
+ if(checkweight(7416,1) != 1)
+ {
+ mes "^3355FFWait a second!";
+ mes "Right now, you're carrying";
+ mes "too many things with you.";
+ mes "Please come back after";
+ mes "using the Kafra Service";
+ mes "to store some of your items.^000000";
+ close;
+ }
+ if(!(BaseLevel > 59))
+ {
+ mes "[Guildsman]";
+ mes "Say, have you heard";
+ mes "what's happening in";
+ mes "Morroc recently? There's";
+ mes "something major going on...";
+ close;
+ }
+ if(!(Class == Job_Soul_Linker || BaseClass == Job_Merchant))
+ {
+ mes "[Guildsman]";
+ mes "Goodness, there's so";
+ mes "many Merchants here.";
+ mes "Wow... Hopefully I can";
+ mes "find who I'm looking for...";
+ close;
+ }
+ if(!mao_request)
+ {
+ if (Class == Job_Soul_Linker)
+ {
+ mes "[Guildsman]";
+ mes "^71637DHold it right there!";
+ mes "I've got a proposition";
+ mes "for you, so listen up!^000000";
+ mes " ";
+ mes "...N-no, you're doing it again!";
+ mes "Damn, g-get out of my head!";
+ next;
+ mes "[Guildsman]";
+ mes "^71637DShut up, this is important!^000000";
+ mes " ";
+ mes "No, you shut up, this is";
+ mes "my freaking body! Look,";
+ mes "just gimme a little control!";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "I... I can sense two";
+ mes "different souls within";
+ mes "your body. I don't mind";
+ mes "listening to what you have";
+ mes "to say. But if you both keep";
+ mes "talking, I'll get confused...";
+ next;
+ mes "[Guildsman]";
+ mes "Fine, whatever.";
+ mes " ";
+ mes "^71637DAlright, so the Assassin";
+ mes "Guild is looking for outside";
+ mes "help in one of their missions.";
+ mes "Preeeeetty important stuff.^000000";
+ next;
+ mes "[Guildman]";
+ mes "^71637DThey've been hired by some";
+ mes "client to... to... um, you know...^000000";
+ mes " ";
+ mes "...Investigate missing children? ";
+ mes "^71637DYeah, yeah. That.^000000";
+ next;
+ mes "[Guildman]";
+ mes "^71637DAnyway, this is a pretty";
+ mes "big mission, so the Assassin";
+ mes "Guild has been soliciting for";
+ mes "help. I think you'd be perfect";
+ mes "to represent the Soul Linkers,";
+ mes "so I've decided to choose you.^000000";
+ next;
+ mes "[Guildsman]";
+ mes "^71637DSo, go and help the Assassins!^000000";
+ mes " ";
+ mes "Wait, don't forget the";
+ mes "letter of recommendation!";
+ mes " ";
+ mes "^71637DOh, right! Here, take this!^000000";
+ set mao_request,1;
+ getitem 7416,1;
+ next;
+ mes "[Guildsman]";
+ mes "Alright, I did what you wanted.";
+ mes "You can leave my body now...";
+ mes " ";
+ mes "^71637DEh, I'll think about it.^000000";
+ mes " ";
+ mes "NOOOOOOO! PLEEEEEASE~!";
+ close;
+ }
+ else if((BaseJob == Job_Merchant) || (BaseJob == Job_Merchant_High))
+ {
+ mes "[Guildsman]";
+ mes "Well, if it isn't";
+ mes ""+ strcharinfo(0) +". Hey,";
+ mes "would you wait a minute?";
+ mes "I've got a message for you";
+ mes "from the Merchant Guild.";
+ next;
+ mes "[Guildsman]";
+ mes "I'm not sure why, but";
+ mes "the Assassin Guild has";
+ mes "been requesting help from";
+ mes "someone in the Merchant";
+ mes "Guild. Would you go help";
+ mes "them and represent us?";
+ next;
+ mes "[Guildsman]";
+ mes "I think they're working for";
+ mes "a client, investigating these";
+ mes "children that are missing";
+ mes "from Morroc. If you want to";
+ mes "help them, you'll need this";
+ mes "letter of recommendation, okay?";
+ set mao_request,1;
+ getitem 7416,1;
+ close;
+ }
+ else if((Class == Job_Blacksmith) || (Class == Job_Whitesmith))
+ {
+ mes "[Guildsman]";
+ mes "Oh, "+ strcharinfo(0) +"...!";
+ mes "I'm so glad that I finally";
+ mes "ran into you. I know this is";
+ mes "sudden, but the Blacksmith";
+ mes "Guild has an assignment";
+ mes "for you over in Morroc.";
+ next;
+ mes "[Guildsman]";
+ mes "You see, the Assassin Guild";
+ mes "has formally requested for our";
+ mes "help in a mission regarding";
+ mes "children that have been missing";
+ mes "from Morroc recently. Here, take this letter of recommendation...";
+ next;
+ mes "[Guildsman]";
+ mes "If the Assassin Guild";
+ mes "is asking for help, I have";
+ mes "no doubt that this will be";
+ mes "a very difficult mission.";
+ mes "You should prepare yourself";
+ mes "if you plan to get involved...";
+ set mao_request,1;
+ getitem 7416,1;
+ close;
+ }
+ else if((Class == Job_Alchemist) || (Class == Job_Creator))
+ {
+ mes "[Guildsman]";
+ mes "Hey, " + strcharinfo(0) + "?";
+ mes "I've got a message for";
+ mes "you from the Alchemist";
+ mes "Guild. Well, they're more";
+ mes "like orders than a message.";
+ mes "I'm so lucky to have found you.";
+ next;
+ mes "[Guildsman]";
+ mes "The Assassin Guild has";
+ mes "officially asked our guild";
+ mes "for help in a mission regarding";
+ mes "children that have been missing";
+ mes "from Morroc, and they want us";
+ mes "to send somebody... you!";
+ next;
+ mes "[Guildsman]";
+ mes "Or... At least, you're";
+ mes "one of the people that the";
+ mes "Alchemist Guild wants to send";
+ mes "to represent us. So why don't";
+ mes "you go? You know, do it for the";
+ mes "children. Just think about it.";
+ next;
+ mes "[Guildsman]";
+ mes "Here, take this letter of";
+ mes "recommendation with you and";
+ mes "head over to Morroc as soon";
+ mes "as you can. If even the Assassin Guild needs help, I'm sure that";
+ mes "spells really big trouble...";
+ set mao_request,1;
+ getitem 7416,1;
+ close;
+ }
+ }
+ else if(mao_request == 1)
+ {
+ if (Class == Job_Soul_Linker)
+ {
+ mes "[Guildsman]";
+ mes "^71637DGood, you came back! This";
+ mes "guy kept distracting me from";
+ mes "telling you something important. ";
+ mes " ";
+ mes "^000000What are you talking about?";
+ mes "That's your own damn fault!";
+ next;
+ mes "[Guildsman]";
+ mes "^71637DYou know the oasis inside";
+ mes "Morroc? To the west of that,";
+ mes "you'll find your contact from";
+ mes "the Assassin Guild.^000000";
+ mes " ";
+ mes "That... that's it?";
+ next;
+ mes "[Guildsman]";
+ mes "So now will you leave my";
+ mes "body?! Having to share it";
+ mes "with you is ruining my life!";
+ mes " ";
+ mes "^71637DRight. Okay. So where am";
+ mes "I gonna go, huh? You need me!^000000";
+ close;
+ }
+ else if((BaseJob == Job_Merchant) || (BaseJob == Job_Merchant_High))
+ {
+ mes "[Guildsman]";
+ mes "So you're gonna represent";
+ mes "the Merchants and help out";
+ mes "the Assassin Guild? Great!";
+ mes "You can meet your contact";
+ mes "on the west side of the oasis,";
+ mes "next to a hut, inside Morroc.";
+ next;
+ mes "[Guildsman]";
+ mes "Hey, good luck and";
+ mes "be careful, okay?";
+ mes "I think something";
+ mes "major is behind the";
+ mes "mission that they";
+ mes "have for you...";
+ close;
+ }
+ else if((Class == Job_Blacksmith) || (Class == Job_Whitesmith))
+ {
+ mes "[Guildsman]";
+ mes "So have you decided to";
+ mes "aid the Assassin Guild on";
+ mes "behalf of the Blacksmiths?";
+ mes "Then please meet your contact";
+ mes "at the west side of the Oasis";
+ mes "inside Morroc. Good luck~";
+ close;
+ }
+ else if((Class == Job_Alchemist) || (Class == Job_Creator))
+ {
+ mes "[Guildsman]";
+ mes "Ah, I almost forgot to";
+ mes "tell you that your contact";
+ mes "from the Assassin Guild";
+ mes "will be waiting for you";
+ mes "at the west side of the";
+ mes "Oasis inside Morroc.";
+ next;
+ mes "[Guildsman]";
+ mes "Please help the";
+ mes "Assassin Guild as";
+ mes "much as you can on";
+ mes "behalf of the Alchemists,";
+ mes "and watch out for trouble...";
+ close;
+ }
+ }
+ else if(((mao_request > 2) && (mao_request < 27)) || ((mao_request > 102) && (mao_request < 125)))
+ {
+ if (Class == Job_Soul_Linker)
+ {
+ mes "[Guildsman]";
+ mes "^71637DBe careful in your mission...";
+ mes "There's something major";
+ mes "going on behind all of this,";
+ mes "I just know it. Keep an eye out. ";
+ mes "Yeah, uh, good luck!";
+ close;
+ }
+ else if((BaseJob == Job_Merchant) || (BaseJob == Job_Merchant_High))
+ {
+ mes "[Guildsman]";
+ mes "So you've been working";
+ mes "well with the Assassins?";
+ mes "That's good news. This is a";
+ mes "great chance for us to show";
+ mes "the strength of Merchants!";
+ mes "Still, be on your guard.";
+ close;
+ }
+ else if((Class == Job_Blacksmith) || (Class == Job_Whitesmith))
+ {
+ mes "[Guildsman]";
+ mes "I trust that you've been of";
+ mes "great help to the Assassins.";
+ mes "Stay on your guard: it seems";
+ mes "that there may be powerful";
+ mes "influences behind all of this... ";
+ close;
+ }
+ else if((Class == Job_Alchemist) || (Class == Job_Creator))
+ {
+ mes "[Guildsman]";
+ mes "I'm glad to hear that";
+ mes "you're getting along with";
+ mes "the Assassins. Working ";
+ mes "together, I'm sure that you'll";
+ mes "be able to accomplish the";
+ mes "mission, whatever it may be.";
+ close;
+ }
+ }
+ else
+ {
+ if (Class == Job_Soul_Linker)
+ {
+ mes "[Guildsman]";
+ mes "Hey, it's you!";
+ mes "I guess that spirit left my";
+ mes "body as soon as you finished";
+ mes "your mission. I thought that";
+ mes "guy was never gonna leave...";
+ mes "Whoever he was in life.";
+ next;
+ mes "[Guildsman]";
+ mes "But yeah, if it weren't for";
+ mes "you, that spirit would never";
+ mes "have been appeased, and";
+ mes "I might have been stuck with";
+ mes "him forever! So... thanks, man.";
+ close;
+ }
+ else if((BaseJob == Job_Merchant) || (BaseJob == Job_Merchant_High) || (Class == Job_Blacksmith) || (Class == Job_Whitesmith))
+ {
+ mes "[Guildsman]";
+ mes "It's a nice, quiet";
+ mes "day, but the stillness";
+ mes "in the air is unsettling.";
+ mes "It's almost as if... I feel";
+ mes "like something incredible";
+ mes "may happen soon, you know?";
+ close;
+ }
+ else if((Class == Job_Alchemist) || (Class == Job_Creator))
+ {
+ mes "[Guildsman]";
+ mes "Ah, it's a nice day...";
+ mes "Sometimes, though, I wish";
+ mes "that something big would";
+ mes "happen to break the monotony.";
+ close;
+ }
+ }
+
+OnTouch:
+ if(checkweight(7416,1) != 1)
+ {
+ mes "^3355FFWait a second!";
+ mes "Right now, you're carrying";
+ mes "too many things with you.";
+ mes "Please come back after";
+ mes "using the Kafra Service";
+ mes "to store some of your items.^000000";
+ close;
+ }
+ if(BaseLevel > 59)
+ {
+ if(!mao_request)
+ {
+ if (Class == Job_Soul_Linker)
+ {
+ mes "[Guildsman]";
+ mes "^71637DHold it right there!";
+ mes "I've got a proposition";
+ mes "for you, so listen up!^000000";
+ mes " ";
+ mes "...N-no, you're doing it again!";
+ mes "Damn, g-get out of my head!";
+ next;
+ mes "[Guildsman]";
+ mes "^71637DShut up, this is important!^000000";
+ mes " ";
+ mes "No, you shut up, this is";
+ mes "my freaking body! Look,";
+ mes "just gimme a little control!";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "I... I can sense two";
+ mes "different souls within";
+ mes "your body. I don't mind";
+ mes "listening to what you have";
+ mes "to say. But if you both keep";
+ mes "talking, I'll get confused...";
+ next;
+ mes "[Guildsman]";
+ mes "Fine, whatever.";
+ mes " ";
+ mes "^71637DAlright, so the Assassin";
+ mes "Guild is looking for outside";
+ mes "help in one of their missions.";
+ mes "Preeeeetty important stuff.^000000";
+ next;
+ mes "[Guildman]";
+ mes "^71637DThey've been hired by some";
+ mes "client to... to... um, you know...^000000";
+ mes " ";
+ mes "...Investigate missing children? ";
+ mes "^71637DYeah, yeah. That.^000000";
+ next;
+ mes "[Guildman]";
+ mes "^71637DAnyway, this is a pretty";
+ mes "big mission, so the Assassin";
+ mes "Guild has been soliciting for";
+ mes "help. I think you'd be perfect";
+ mes "to represent the Soul Linkers,";
+ mes "so I've decided to choose you.^000000";
+ next;
+ mes "[Guildsman]";
+ mes "^71637DSo, go and help the Assassins!^000000";
+ mes " ";
+ mes "Wait, don't forget the";
+ mes "letter of recommendation!";
+ mes " ";
+ mes "^71637DOh, right! Here, take this!^000000";
+ set mao_request,1;
+ getitem 7416,1;
+ next;
+ mes "[Guildsman]";
+ mes "Alright, I did what you wanted.";
+ mes "You can leave my body now...";
+ mes " ";
+ mes "^71637DEh, I'll think about it.^000000";
+ mes " ";
+ mes "NOOOOOOO! PLEEEEEASE~!";
+ close;
+ }
+ else if((BaseJob == Job_Merchant) || (BaseJob == Job_Merchant_High))
+ {
+ mes "[Guildsman]";
+ mes "Well, if it isn't";
+ mes ""+ strcharinfo(0) +". Hey,";
+ mes "would you wait a minute?";
+ mes "I've got a message for you";
+ mes "from the Merchant Guild.";
+ next;
+ mes "[Guildsman]";
+ mes "I'm not sure why, but";
+ mes "the Assassin Guild has";
+ mes "been requesting help from";
+ mes "someone in the Merchant";
+ mes "Guild. Would you go help";
+ mes "them and represent us?";
+ next;
+ mes "[Guildsman]";
+ mes "I think they're working for";
+ mes "a client, investigating these";
+ mes "children that are missing";
+ mes "from Morroc. If you want to";
+ mes "help them, you'll need this";
+ mes "letter of recommendation, okay?";
+ set mao_request,1;
+ getitem 7416,1;
+ close;
+ }
+ else if((Class == Job_Blacksmith) || (Class == Job_Whitesmith))
+ {
+ mes "[Guildsman]";
+ mes "Oh, "+ strcharinfo(0) +"...!";
+ mes "I'm so glad that I finally";
+ mes "ran into you. I know this is";
+ mes "sudden, but the Blacksmith";
+ mes "Guild has an assignment";
+ mes "for you over in Morroc.";
+ next;
+ mes "[Guildsman]";
+ mes "You see, the Assassin Guild";
+ mes "has formally requested for our";
+ mes "help in a mission regarding";
+ mes "children that have been missing";
+ mes "from Morroc recently. Here, take this letter of recommendation...";
+ next;
+ mes "[Guildsman]";
+ mes "If the Assassin Guild";
+ mes "is asking for help, I have";
+ mes "no doubt that this will be";
+ mes "a very difficult mission.";
+ mes "You should prepare yourself";
+ mes "if you plan to get involved...";
+ set mao_request,1;
+ getitem 7416,1;
+ close;
+ }
+ else if((Class == Job_Alchemist) || (Class == Job_Creator))
+ {
+ mes "[Guildsman]";
+ mes "Hey, " + strcharinfo(0) + "?";
+ mes "I've got a message for";
+ mes "you from the Alchemist";
+ mes "Guild. Well, they're more";
+ mes "like orders than a message.";
+ mes "I'm so lucky to have found you.";
+ next;
+ mes "[Guildsman]";
+ mes "The Assassin Guild has";
+ mes "officially asked our guild";
+ mes "for help in a mission regarding";
+ mes "children that have been missing";
+ mes "from Morroc, and they want us";
+ mes "to send somebody... you!";
+ next;
+ mes "[Guildsman]";
+ mes "Or... At least, you're";
+ mes "one of the people that the";
+ mes "Alchemist Guild wants to send";
+ mes "to represent us. So why don't";
+ mes "you go? You know, do it for the";
+ mes "children. Just think about it.";
+ next;
+ mes "[Guildsman]";
+ mes "Here, take this letter of";
+ mes "recommendation with you and";
+ mes "head over to Morroc as soon";
+ mes "as you can. If even the Assassin Guild needs help, I'm sure that";
+ mes "spells really big trouble...";
+ set mao_request,1;
+ getitem 7416,1;
+ close;
+ }
+ }
+ }
+}
+
+geffen,123,109,3 script Academy Staff 742,3,3,{
+
+ if(checkweight(7416,1) != 1)
+ {
+ mes "^3355FFWait a second!";
+ mes "Right now, you're carrying";
+ mes "too many things with you.";
+ mes "Please come back after";
+ mes "using the Kafra Service";
+ mes "to store some of your items.^000000";
+ close;
+ }
+ if(!(BaseLevel > 59) || !(BaseClass == Job_Mage))
+ {
+ mes "[Academy Staff]";
+ mes "Are you headed to the";
+ mes "Geffen Tower Dungeon?";
+ mes "If you run into any magic";
+ mes "users, would please tell";
+ mes "them to come and see me?";
+ next;
+ mes "[Academy Staff]";
+ mes "It's difficult to gather";
+ mes "the members of the magic";
+ mes "community, and I have an";
+ mes "urgent message for Mages,";
+ mes "Wizards and Sages to hear...";
+ close;
+ }
+ if(!mao_request)
+ {
+ mes "[Academy Staff]";
+ mes "Whoa, would you wait";
+ mes "a minute? Actually, you";
+ mes "might be just right for";
+ mes "this special mission...";
+ next;
+ mes "[Academy Staff]";
+ mes "The Assassin Guild has";
+ mes "sent a formal request to the";
+ mes "Mage and Wizard Guilds, and";
+ mes "the Schweicherbil Academy for";
+ mes "aid in completing a mission";
+ mes "involving missing children...";
+ next;
+ mes "[Academy Staff]";
+ mes "" + strcharinfo(0) + "...";
+ mes "I'd like you to represent";
+ mes "the magic community by";
+ mes "assisting the Assassins";
+ mes "in this mission. Please take";
+ mes "this letter of recommendation.";
+ set mao_request,1;
+ getitem 7416,1;
+ next;
+ mes "[Academy Staff]";
+ mes "If you choose to assist";
+ mes "the Assassin Guild on our";
+ mes "behalf, please let me know";
+ mes "so I can tell you where";
+ mes "you can meet your contact.";
+ mes "I shall be waiting here...";
+ close;
+ }
+ else if(mao_request == 1)
+ {
+ mes "[Academy Staff]";
+ mes "Have you decided to help";
+ mes "the Assassin Guild? Then";
+ mes "please, head to Morroc and";
+ mes "meet your contact that will";
+ mes "be waiting for you west of";
+ mes "the Oasis inside of the city.";
+ next;
+ mes "[Academy Staff]";
+ mes "The Assassins don't ask";
+ mes "for help very often, so I'm";
+ mes "sure that this must be a very";
+ mes "serious matter. Be careful";
+ mes "and bring pride to the magic";
+ mes "community. Good luck...";
+ close;
+ }
+ else if((mao_request > 2 && mao_request < 27) || (mao_request > 102 && mao_request < 125))
+ {
+ mes "[Academy Staff]";
+ mes "I've heard that the";
+ mes "Assassins are very";
+ mes "impressed with your use";
+ mes "of magic. Cooperate with";
+ mes "them to finish the mission,";
+ mes "and remember to be careful.";
+ close;
+ }
+ else
+ {
+ mes "[Academy Staff]";
+ mes "The weather is certainly";
+ mes "pleasant right now, but the";
+ mes "worst storms come when the";
+ mes "winds are at their calmest.";
+ mes "Verily, the peacefulness";
+ mes "in the air disturbs me...";
+ close;
+ }
+
+OnTouch:
+ if(checkweight(7416,1) != 1)
+ {
+ mes "^3355FFWait a second!";
+ mes "Right now, you're carrying";
+ mes "too many things with you.";
+ mes "Please come back after";
+ mes "using the Kafra Service";
+ mes "to store some of your items.^000000";
+ close;
+ }
+ if(BaseLevel > 59)
+ {
+ if(!mao_request)
+ {
+ if(BaseClass == Job_Mage)
+ {
+ mes "[Academy Staff]";
+ mes "Whoa, would you wait";
+ mes "a minute? Actually, you";
+ mes "might be just right for";
+ mes "this special mission...";
+ next;
+ mes "[Academy Staff]";
+ mes "The Assassin Guild has";
+ mes "sent a formal request to the";
+ mes "Mage and Wizard Guilds, and";
+ mes "the Schweicherbil Academy for";
+ mes "aid in completing a mission";
+ mes "involving missing children...";
+ next;
+ mes "[Academy Staff]";
+ mes "" + strcharinfo(0) + "...";
+ mes "I'd like you to represent";
+ mes "the magic community by";
+ mes "assisting the Assassins";
+ mes "in this mission. Please take";
+ mes "this letter of recommendation.";
+ set mao_request,1;
+ getitem 7416,1;
+ next;
+ mes "[Academy Staff]";
+ mes "If you choose to assist";
+ mes "the Assassin Guild on our";
+ mes "behalf, please let me know";
+ mes "so I can tell you where";
+ mes "you can meet your contact.";
+ mes "I shall be waiting here...";
+ close;
+ }
+ }
+ }
+}
+
+morocc,155,56,3 script Miya 93,3,3,{
+
+ if(checkweight(7416,1) != 1)
+ {
+ mes "^3355FFWait a second!";
+ mes "Right now, you're carrying";
+ mes "too many things with you.";
+ mes "Please come back after";
+ mes "using the Kafra Service";
+ mes "to store some of your items.^000000";
+ close;
+ }
+ if(!(BaseLevel > 59))
+ {
+ mes "[Girl]";
+ mes "Hey little kid...";
+ mes "What are you doing";
+ mes "hanging around here?";
+ mes "You know children like";
+ mes "you have been missing";
+ mes "from this city, right?";
+ next;
+ mes "[Girl]";
+ mes "You had better leave";
+ mes "and play someplace safer,";
+ mes "like Prontera or Alberta.";
+ mes "Run along now and stay";
+ mes "away from strangers, okay?";
+ close;
+ }
+ if(!(Class == Job_Star_Gladiator || BaseClass == Job_Thief))
+ {
+ mes "[Girl]";
+ mes "...............................";
+ mes "Huh? What the hell";
+ mes "do you want? Buzz off";
+ mes "and don't talk to me,";
+ mes "unless you want a fat lip!";
+ close;
+ }
+ if(!mao_request)
+ {
+ if (Class == Job_Star_Gladiator)
+ {
+ mes "[Miya]";
+ mes "Wait! Wait up! You're";
+ mes "a Taekwon Master, right?";
+ mes "Remember Moohyun? He";
+ mes "helped you job change...?";
+ mes "He wrote this letter for you.";
+ next;
+ mes "[Miya]";
+ mes "Listen, "+ strcharinfo(0) +"...";
+ mes "He's asking you to help";
+ mes "the Assassin Guild on a";
+ mes "special mission. I think";
+ mes "it's pretty serious business.";
+ next;
+ mes "[Miya]";
+ mes "If you're interested in";
+ mes "assisting the Assassins,";
+ mes "then meet with your contact to";
+ mes "the west, somewhere around";
+ mes "here in this city. Well, that's";
+ mes "all he told me, so I'll seeya~";
+ set mao_request,1;
+ getitem 7416,1;
+ close;
+ }
+ else if((BaseJob == Job_Thief) || (BaseJob == Job_Thief_High) || (Class == Job_Rogue) || (Class == Job_Stalker))
+ {
+ mes "[Miya]";
+ mes "Hey, " + strcharinfo(0) + ",";
+ mes "I've got some important";
+ mes "work for you. The Assassin";
+ mes "Guild actually asked the Thief";
+ mes "and Rogue Guilds for help!";
+ mes "Can you believe that?";
+ next;
+ mes "[Miya]";
+ mes "Anyway, all of us ruffians";
+ mes "are supposed to help out if";
+ mes "we can. Here, take this letter";
+ mes "of recommendation and talk to";
+ mes "Jack, our contact west in this city. You better go right away...";
+ set mao_request,1;
+ getitem 7416,1;
+ close;
+ }
+ else if((Class == Job_Assassin) || (Class == Job_Assassin_Cross))
+ {
+ mes "[Miya]";
+ mes "" + strcharinfo(0) + "!";
+ mes "The Assassin Guild Master";
+ mes "wants you right away. Do you";
+ mes "know where the secret pub is?";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Ah, h-hi, Miya,";
+ mes "it's been a while.";
+ mes "What secret pub?";
+ next;
+ mes "[Miya]";
+ mes "I figured you might not";
+ mes "have heard of it. Just talk";
+ mes "to Jack, west of the Oasis";
+ mes "in this city, and he'll let you";
+ mes "in. From now on, you'll be";
+ mes "spending plenty of time there.";
+ next;
+ mes "[Miya]";
+ mes "That pub is probably the";
+ mes "only place where Assassins";
+ mes "like us can relax. But yeah,";
+ mes "this mission is pretty major.";
+ mes "We'll need all the help that";
+ mes "we can possibly get...";
+ set mao_request,1;
+ getitem 7416,1;
+ close;
+ }
+ }
+ else if(mao_request == 1)
+ {
+ if (Class == Job_Star_Gladiator)
+ {
+ mes "[Miya]";
+ mes "If you're interested in";
+ mes "assisting the Assassins,";
+ mes "then meet with your contact to";
+ mes "the west, somewhere around";
+ mes "here in this city. Well, that's";
+ mes "all he told me, so I'll seeya~";
+ close;
+ }
+ else if((BaseJob == Job_Thief) || (BaseJob == Job_Thief_High) || (Class == Job_Rogue) || (Class == Job_Stalker))
+ {
+ mes "[Miya]";
+ mes "There's supposed to be";
+ mes "some private pub to the";
+ mes "west of the Oasis in this";
+ mes "city. Ah, you're supposed";
+ mes "to talk to our contact, Jack,";
+ mes "who's right outside of the pub.";
+ close;
+ }
+ else if((Class == Job_Assassin) || (Class == Job_Assassin_Cross))
+ {
+ mes "[Miya]";
+ mes "Look west of the Oasis";
+ mes "here in Morroc to find Jack,";
+ mes "who will let you go inside the";
+ mes "pub. Our guildmaster will be";
+ mes "waiting for you inside...";
+ close;
+ }
+ }
+ else if(((mao_request > 2) && (mao_request < 27)) || ((mao_request > 102) && (mao_request < 125)))
+ {
+ if((Class == Job_Star_Gladiator) || (BaseJob == Job_Thief) || (BaseJob == Job_Thief_High) || (Class == Job_Rogue) || (Class == Job_Stalker))
+ {
+ mes "[Miya]";
+ mes "So how's it been going?";
+ mes "I think the assignment you're";
+ mes "working on must be pretty";
+ mes "important. I mean, if it's";
+ mes "giving Kidd and Lin trouble...";
+ close;
+ }
+ else if((Class == Job_Assassin) || (Class == Job_Assassin_Cross))
+ {
+ mes "[Miya]";
+ mes "How's your current";
+ mes "assignment coming along?";
+ mes "The guildmaster must have";
+ mes "given you something really";
+ mes "weird or almost impossible";
+ mes "to do again, didn't he?";
+ close;
+ }
+ }
+ else
+ {
+ mes "[Miya]";
+ mes "It's been way too";
+ mes "quiet lately. I really";
+ mes "hope that something crazy";
+ mes "happens soon. Otherwise,";
+ mes "I think I'll die of boredom!";
+ close;
+ }
+
+OnTouch:
+ if(checkweight(7416,1) != 1)
+ {
+ mes "^3355FFWait a second!";
+ mes "Right now, you're carrying";
+ mes "too many things with you.";
+ mes "Please come back after";
+ mes "using the Kafra Service";
+ mes "to store some of your items.^000000";
+ close;
+ }
+ if(BaseLevel > 59)
+ {
+ if(!mao_request)
+ {
+ if (Class == Job_Star_Gladiator)
+ {
+ mes "[Miya]";
+ mes "Wait! Wait up! You're";
+ mes "a Taekwon Master, right?";
+ mes "Remember Moohyun? He";
+ mes "helped you job change...?";
+ mes "He wrote this letter for you.";
+ next;
+ mes "[Miya]";
+ mes "Listen, "+ strcharinfo(0) +"...";
+ mes "He's asking you to help";
+ mes "the Assassin Guild on a";
+ mes "special mission. I think";
+ mes "it's pretty serious business.";
+ next;
+ mes "[Miya]";
+ mes "If you're interested in";
+ mes "assisting the Assassins,";
+ mes "then meet with your contact to";
+ mes "the west, somewhere around";
+ mes "here in this city. Well, that's";
+ mes "all he told me, so I'll seeya~";
+ set mao_request,1;
+ getitem 7416,1;
+ close;
+ }
+ else if((BaseJob == Job_Thief) || (BaseJob == Job_Thief_High) || (Class == Job_Rogue) || (Class == Job_Stalker))
+ {
+ mes "[Miya]";
+ mes "Hey, " + strcharinfo(0) + ",";
+ mes "I've got some important";
+ mes "work for you. The Assassin";
+ mes "Guild actually asked the Thief";
+ mes "and Rogue Guilds for help!";
+ mes "Can you believe that?";
+ next;
+ mes "[Miya]";
+ mes "Anyway, all of us ruffians";
+ mes "are supposed to help out if";
+ mes "we can. Here, take this letter";
+ mes "of recommendation and talk to";
+ mes "Jack, our contact west in this city. You better go right away...";
+ set mao_request,1;
+ getitem 7416,1;
+ close;
+ }
+ else if((Class == Job_Assassin) || (Class == Job_Assassin_Cross))
+ {
+ mes "[Miya]";
+ mes "" + strcharinfo(0) + "!";
+ mes "The Assassin Guild Master";
+ mes "wants you right away. Do you";
+ mes "know where the secret pub is?";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Ah, h-hi, Miya,";
+ mes "it's been a while.";
+ mes "What secret pub?";
+ next;
+ mes "[Miya]";
+ mes "I figured you might not";
+ mes "have heard of it. Just talk";
+ mes "to Jack, west of the Oasis";
+ mes "in this city, and he'll let you";
+ mes "in. From now on, you'll be";
+ mes "spending plenty of time there.";
+ next;
+ mes "[Miya]";
+ mes "That pub is probably the";
+ mes "only place where Assassins";
+ mes "like us can relax. But yeah,";
+ mes "this mission is pretty major.";
+ mes "We'll need all the help that";
+ mes "we can possibly get...";
+ set mao_request,1;
+ close;
+ }
+ }
+ }
+}
+
+payon,231,323,3 script Guildsman#3 59,3,3,{
+
+ if(checkweight(7416,1) != 1)
+ {
+ mes "^3355FFWait a second!";
+ mes "Right now, you're carrying";
+ mes "too many things with you.";
+ mes "Please come back after";
+ mes "using the Kafra Service";
+ mes "to store some of your items.^000000";
+ close;
+ }
+ if(!(BaseLevel > 59))
+ {
+ mes "[Guildsman]";
+ mes "Please be careful if you're";
+ mes "planning to travel through";
+ mes "Morroc. Recently, there have";
+ mes "been reports of missing";
+ mes "children there...";
+ close;
+ }
+ if(!(Class == Job_Taekwon) || !(BaseClass == Job_Archer))
+ {
+ mes "[Guildsman]";
+ mes "Excuse me, but if you happen";
+ mes "to encounter any bowmen, or";
+ mes "people with any archery skill,";
+ mes "would you ask them to come to";
+ mes "me? I have an urgent message";
+ mes "that I should tell them.";
+ close;
+ }
+ if(!mao_request)
+ {
+ if (Class == Job_Taekwon)
+ {
+ mes "[Guildsman]";
+ mes "Ah... Finally!";
+ mes "Another practitioner";
+ mes "of Taekwon Do! You're...";
+ mes "Let's see... You must";
+ mes "be " + strcharinfo(0) + ", yes?";
+ next;
+ mes "[Guildsman]";
+ mes "Mr. Phoenix has charged";
+ mes "me with the task of notifying";
+ mes "all Taekwon Do practitioners";
+ mes "of the request sent to us by";
+ mes "the Assassin Guild. Apparently,";
+ mes "they need aid for a mission...";
+ next;
+ mes "[Guildsman]";
+ mes "If you are interested in";
+ mes "assisting them, please take";
+ mes "this Letter of Recommendation";
+ mes "and bring it to the contact from the Assassin Guild in Morroc.";
+ set mao_request,1;
+ getitem 7416,1;
+ next;
+ mes "[Guildsman]";
+ mes "You can meet the";
+ mes "Assassin Guildsman near";
+ mes "some hut on the west side";
+ mes "of the Oasis inside Morroc.";
+ mes "Good luck, my friend, and please represent Taekwon Do with pride.";
+ close;
+ }
+ else if((BaseJob == Job_Archer) || (BaseJob == Job_Archer_High) || (Class == Job_Hunter) || (Class == Job_Sniper))
+ {
+ mes "[Guildsman]";
+ mes "" + strcharinfo(0) + "...?";
+ mes "Oh, wow, I'm so lucky to";
+ mes "have finally found you!";
+ mes "Listen, I've got a message";
+ mes "for you from the Icarus Guild.";
+ next;
+ mes "[Guildsman]";
+ mes "It looks like the Assassin";
+ mes "Guild has formally asked them";
+ mes "for help in some mission, so";
+ mes "Icarus has decided to send you.";
+ mes "I hope you choose to represent";
+ mes "us and help those Assassins.";
+ next;
+ mes "[Guildsman]";
+ mes "Here, please take this";
+ mes "letter of recommendation";
+ mes "and meet with our Asssasin";
+ mes "Guild contact to the west";
+ mes "of the Oasis in Morroc.";
+ mes "Well, good luck, pal~";
+ set mao_request,1;
+ getitem 7416,1;
+ close;
+ }
+ else if((Class == Job_Bard) || (Class == Job_Clown))
+ {
+ mes "[Guildsman]";
+ mes "Hey, " + strcharinfo(0) + "!";
+ mes "I've been looking all over";
+ mes "for you! I've got a message";
+ mes "for you from Lalo. You...";
+ mes "You remember him, right?";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Sure, I do! I owe";
+ mes "Lalo so much... If it";
+ mes "weren't for him, I'd never";
+ mes "have job changed to a Bard";
+ mes "in the first place. So what";
+ mes "exactly does he need?";
+ next;
+ mes "[Guildsman]";
+ mes "Well, I'm not too sure. All";
+ mes "I heard was something about";
+ mes "a request from the Assassin";
+ mes "Guild and a recommendation";
+ mes "that you help them. Yeah.";
+ mes "Here's the letter he wrote.";
+ set mao_request,1;
+ getitem 7416,1;
+ next;
+ mes "[Guildsman]";
+ mes "Just... Just meet with the";
+ mes "contact from the Assassin";
+ mes "Guild just west of the Oasis";
+ mes "inside Morroc. I'm sure he";
+ mes "can explain everything better.";
+ close;
+ }
+ else if((Class == Job_Dancer) || (Class == Job_Gypsy))
+ {
+ mes "[Guildsman]";
+ mes "Hey... Th-That face!";
+ mes "Just like Aile described!";
+ mes "You're " + strcharinfo(0) + ", right?";
+ mes "This is great, I've been";
+ mes "looking all over for you!";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Aile? Oh, that's right,";
+ mes "she was there during my";
+ mes "job change test and helped";
+ mes "me become a Dancer. Sure,";
+ mes "I remember her now...";
+ mes "So what did you need?";
+ next;
+ mes "[Guildsman]";
+ mes "Ah, right. From what";
+ mes "I know, the Assassin Guild";
+ mes "asked Aile to recommend";
+ mes "a Dancer that might be able";
+ mes "to help them in a mission";
+ mes "of pretty major importance.";
+ next;
+ mes "[Guildsman]";
+ mes "Anyway, Aile then sent me";
+ mes "out to look for you and give";
+ mes "this letter of recommendation.";
+ mes "I guess she thinks you'll do";
+ mes "the best job. So, um, congrats~";
+ set mao_request,1;
+ getitem 7416,1;
+ next;
+ mes "[Guildsman]";
+ mes "For now, your cooperation";
+ mes "with the Assassin Guild is";
+ mes "probably your biggest priority.";
+ mes "Head over to Morroc and look";
+ mes "for your contact to the west";
+ mes "of the Oasis inside town.";
+ next;
+ mes "[Guildsman]";
+ mes "Alright, then.";
+ mes "Good luck! Ah, I almost";
+ mes "forgot. Aile wants you to";
+ mes "remember that you'll be a";
+ mes "representative of Dancers";
+ mes "everywhere, so do a good job!";
+ close;
+ }
+ }
+ else if(mao_request == 1)
+ {
+ if (Class == Job_Taekwon)
+ {
+ mes "[Guildsman]";
+ mes "You can meet the";
+ mes "Assassin Guildsman near";
+ mes "some hut on the west side";
+ mes "of the Oasis inside Morroc.";
+ mes "Good luck, my friend, and please represent Taekwon Do with pride.";
+ close;
+ }
+ else if((BaseJob == Job_Archer) || (BaseJob == Job_Archer_High) || (Class == Job_Hunter) || (Class == Job_Sniper))
+ {
+ mes "[Guildsman]";
+ mes "Please take your";
+ mes "letter of recommendation";
+ mes "and meet with our Asssasin";
+ mes "Guild contact to the west";
+ mes "of the Oasis in Morroc.";
+ mes "Well, good luck, pal~";
+ close;
+ }
+ else if((Class == Job_Bard) || (Class == Job_Clown))
+ {
+ mes "[Guildsman]";
+ mes "Just... Just meet with the";
+ mes "contact from the Assassin";
+ mes "Guild just west of the Oasis";
+ mes "inside Morroc. I'm sure he";
+ mes "can explain everything better.";
+ close;
+ }
+ else if((Class == Job_Dancer) || (Class == Job_Gypsy))
+ {
+ mes "[Guildsman]";
+ mes "For now, your cooperation";
+ mes "with the Assassin Guild is";
+ mes "probably your biggest priority.";
+ mes "Head over to Morroc and look";
+ mes "for your contact to the west";
+ mes "of the Oasis inside town.";
+ next;
+ mes "[Guildsman]";
+ mes "Alright, then.";
+ mes "Good luck! Ah, I almost";
+ mes "forgot. Aile wants you to";
+ mes "remember that you'll be a";
+ mes "representative of Dancers";
+ mes "everywhere, so do a good job!";
+ close;
+ }
+ }
+ else if(((mao_request > 2) && (mao_request < 27)) || ((mao_request > 102) && (mao_request < 125)))
+ {
+ if(Class == Job_Taekwon)
+ {
+ mes "[Guildsman]";
+ mes "I'm glad to see that you";
+ mes "are working well together";
+ mes "with the Assassins. But don't";
+ mes "drop your guard, not until the";
+ mes "mission is accomplished.";
+ close;
+ }
+ else if((BaseJob == Job_Thief) || (BaseJob == Job_Thief_High) || (Class == Job_Rogue) || (Class == Job_Stalker))
+ {
+ mes "[Guildsman]";
+ mes "It's good to see that";
+ mes "you showing pretty good";
+ mes "teamwork with the Assassins.";
+ mes "I hope that you're giving them";
+ mes "a good impression of bowmen...";
+ close;
+ }
+ else if((Class == Job_Bard) || (Class == Job_Clown))
+ {
+ mes "[Guildsman]";
+ mes "Lalo will be pleased to";
+ mes "know that you've been an";
+ mes "asset to the Assassins.";
+ mes "But until the mission is";
+ mes "accomplished, remember that";
+ mes "you're representing all Bards!";
+ close;
+ }
+ else if((Class == Job_Dancer) || (Class == Job_Gypsy))
+ {
+ mes "[Guildsman]";
+ mes "I think Aile will be";
+ mes "very happy to know that";
+ mes "the Assassins are pleased";
+ mes "with your assistance. But";
+ mes "until the mission is over,";
+ mes "be careful out there, okay?";
+ close;
+ }
+ }
+ else
+ {
+ mes "[Guildsman]";
+ mes "It's a very beautiful day";
+ mes "today--let's drink in as much";
+ mes "of the beauty of the day as we";
+ mes "can. Good days and bad days";
+ mes "pass, but each one is unique";
+ mes "in itself... just because.";
+ close;
+ }
+
+OnTouch:
+ if(checkweight(7416,1) != 1)
+ {
+ mes "^3355FFWait a second!";
+ mes "Right now, you're carrying";
+ mes "too many things with you.";
+ mes "Please come back after";
+ mes "using the Kafra Service";
+ mes "to store some of your items.^000000";
+ close;
+ }
+ if(BaseLevel > 59)
+ {
+ if(!mao_request)
+ {
+ if (Class == Job_Taekwon)
+ {
+ mes "[Guildsman]";
+ mes "Ah... Finally!";
+ mes "Another practitioner";
+ mes "of Taekwon Do! You're...";
+ mes "Let's see... You must";
+ mes "be " + strcharinfo(0) + ", yes?";
+ next;
+ mes "[Guildsman]";
+ mes "Mr. Phoenix has charged";
+ mes "me with the task of notifying";
+ mes "all Taekwon Do practitioners";
+ mes "of the request sent to us by";
+ mes "the Assassin Guild. Apparently,";
+ mes "they need aid for a mission...";
+ next;
+ mes "[Guildsman]";
+ mes "If you are interested in";
+ mes "assisting them, please take";
+ mes "this Letter of Recommendation";
+ mes "and bring it to the contact from the Assassin Guild in Morroc.";
+ set mao_request,1;
+ getitem 7416,1;
+ next;
+ mes "[Guildsman]";
+ mes "You can meet the";
+ mes "Assassin Guildsman near";
+ mes "some hut on the west side";
+ mes "of the Oasis inside Morroc.";
+ mes "Good luck, my friend, and please represent Taekwon Do with pride.";
+ close;
+ }
+ else if((BaseJob == Job_Archer) || (BaseJob == Job_Archer_High) || (Class == Job_Hunter) || (Class == Job_Sniper))
+ {
+ mes "[Guildsman]";
+ mes "" + strcharinfo(0) + "...?";
+ mes "Oh, wow, I'm so lucky to";
+ mes "have finally found you!";
+ mes "Listen, I've got a message";
+ mes "for you from the Icarus Guild.";
+ next;
+ mes "[Guildsman]";
+ mes "It looks like the Assassin";
+ mes "Guild has formally asked them";
+ mes "for help in some mission, so";
+ mes "Icarus has decided to send you.";
+ mes "I hope you choose to represent";
+ mes "us and help those Assassins.";
+ next;
+ mes "[Guildsman]";
+ mes "Here, please take this";
+ mes "letter of recommendation";
+ mes "and meet with our Asssasin";
+ mes "Guild contact to the west";
+ mes "of the Oasis in Morroc.";
+ mes "Well, good luck, pal~";
+ set mao_request,1;
+ getitem 7416,1;
+ close;
+ }
+ else if((Class == Job_Bard) || (Class == Job_Clown))
+ {
+ mes "[Guildsman]";
+ mes "Hey, " + strcharinfo(0) + "!";
+ mes "I've been looking all over";
+ mes "for you! I've got a message";
+ mes "for you from Lalo. You...";
+ mes "You remember him, right?";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Sure, I do! I owe";
+ mes "Lalo so much... If it";
+ mes "weren't for him, I'd never";
+ mes "have job changed to a Bard";
+ mes "in the first place. So what";
+ mes "exactly does he need?";
+ next;
+ mes "[Guildsman]";
+ mes "Well, I'm not too sure. All";
+ mes "I heard was something about";
+ mes "a request from the Assassin";
+ mes "Guild and a recommendation";
+ mes "that you help them. Yeah.";
+ mes "Here's the letter he wrote.";
+ set mao_request,1;
+ getitem 7416,1;
+ next;
+ mes "[Guildsman]";
+ mes "Just... Just meet with the";
+ mes "contact from the Assassin";
+ mes "Guild just west of the Oasis";
+ mes "inside Morroc. I'm sure he";
+ mes "can explain everything better.";
+ close;
+ }
+ else if((Class == Job_Dancer) || (Class == Job_Gypsy))
+ {
+ mes "[Guildsman]";
+ mes "Hey... Th-That face!";
+ mes "Just like Aile described!";
+ mes "You're " + strcharinfo(0) + ", right?";
+ mes "This is great, I've been";
+ mes "looking all over for you!";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Aile? Oh, that's right,";
+ mes "she was there during my";
+ mes "job change test and helped";
+ mes "me become a Dancer. Sure,";
+ mes "I remember her now...";
+ mes "So what did you need?";
+ next;
+ mes "[Guildsman]";
+ mes "Ah, right. From what";
+ mes "I know, the Assassin Guild";
+ mes "asked Aile to recommend";
+ mes "a Dancer that might be able";
+ mes "to help them in a mission";
+ mes "of pretty major importance.";
+ next;
+ mes "[Guildsman]";
+ mes "Anyway, Aile then sent me";
+ mes "out to look for you and give";
+ mes "this letter of recommendation.";
+ mes "I guess she thinks you'll do";
+ mes "the best job. So, um, congrats~";
+ set mao_request,1;
+ getitem 7416,1;
+ next;
+ mes "[Guildsman]";
+ mes "For now, your cooperation";
+ mes "with the Assassin Guild is";
+ mes "probably your biggest priority.";
+ mes "Head over to Morroc and look";
+ mes "for your contact to the west";
+ mes "of the Oasis inside town.";
+ next;
+ mes "[Guildsman]";
+ mes "Alright, then.";
+ mes "Good luck! Ah, I almost";
+ mes "forgot. Aile wants you to";
+ mes "remember that you'll be a";
+ mes "representative of Dancers";
+ mes "everywhere, so do a good job!";
+ close;
+ }
+ }
+ }
+}
+
+morocc,43,108,5 script Sharp-Looking Kid 82,{
+
+ if((Class == Job_Assassin) || (Class == Job_Assassin_Cross))
+ {
+ if(mao_request == 1)
+ {
+ mes "[Jack]";
+ mes "I've been waiting for";
+ mes "you. Erm, why don't you";
+ mes "go inside? Ah, this must";
+ mes "be your first time here.";
+ next;
+ mes "[Jack]";
+ mes "Hey, you shouldn't worry,";
+ mes "this bar is just for people";
+ mes "like us. Besides, you'll be";
+ mes "coming more often from now";
+ mes "on. Anyway, the Bar Master";
+ mes "is waiting for you inside.";
+ close;
+ }
+ else if(mao_request > 1)
+ {
+ mes "[Jack]";
+ mes "Hey, it looks like";
+ mes "you've been keeping";
+ mes "busy. Good for you~";
+ mes "Hey, I'll see you around.";
+ close;
+ }
+ else
+ {
+ mes "[Jack]";
+ mes "Whoa, whoa...";
+ mes "Wait. I dunno if I can";
+ mes "let you in just yet. Ah,";
+ mes "whatever, you're one of";
+ mes "us. If it's just for a drink,";
+ mes "I shouldn't get in trouble...";
+ close;
+ }
+ }
+ if(mao_request == 1 && countitem(7416))
+ {
+ mes "[Jack]";
+ mes "Oh, hey, you must be the";
+ mes "one I've been waiting for.";
+ mes "Yeah, alright, come on in,";
+ mes "and don't forget to show";
+ mes "the letter of recommendation";
+ mes "to the Bar Master, okay?";
+ close;
+ }
+ else if(mao_request > 1)
+ {
+ mes "[Jack]";
+ mes "It's a little weird since";
+ mes "you're not really part of";
+ mes "our guild, but you're allowed";
+ mes "to enter our secret hideaway";
+ mes "from now on. But don't you";
+ mes "dare tell anybody about this!";
+ close;
+ }
+ else
+ {
+ mes "[Jack]";
+ mes "What? I don't have";
+ mes "anything to talk to";
+ mes "you about. Move along,";
+ mes "adventurer, and don't";
+ mes "bother me anymore.";
+ close;
+ }
+}
+
+morocc,45,110,1 script #maobar1 45,2,2,{
+
+OnTouch:
+ if(mao_request || Class == Job_Assassin || Class == Job_Assassin_Cross) warp "que_job01",9,94;
+ else
+ {
+ set .@mao_pass,rand(1,3);
+ if(.@mao_pass == 2)
+ {
+ mes "[Jack]";
+ mes "Oh, man...";
+ mes "How did you find this";
+ mes "place? This bar is one of";
+ mes "the Assassin Guild's most";
+ mes "closely guarded secrets! Well, the cat's out of the bag...";
+ next;
+ mes "[Jack]";
+ mes "But I still can't";
+ mes "let you in. No matter";
+ mes "what. Yeah, my mind's";
+ mes "made up. But if you really";
+ mes "want to go in, maybe you";
+ mes "could, I dunno... distract me.";
+ next;
+ switch( select( "Pay 1,000 Zeny","Cancel" ) )
+ {
+ case 1:
+ if(Zeny > 999)
+ {
+ mes "[Jack]";
+ mes "Oh man... I'm sooo";
+ mes "tired. Let me take a";
+ mes "freakin' 20 second yawn.";
+ mes "*Yaaaaaaaaaaaaaaaaaaaaaaaaaawn*";
+ set Zeny,Zeny - 1000;
+ close2;
+ warp "que_job01",9,94;
+ end;
+ }
+ mes "[Jack]";
+ mes "What the...?";
+ mes "That's not a lot of";
+ mes "money at all. I doubt";
+ mes "you can even afford just";
+ mes "one drink at this joint.";
+ mes "Just drink at home, willya?";
+ close;
+
+ case 2:
+ mes "[Jack]";
+ mes "Hmm...";
+ mes "You... You didn't know";
+ mes "what I meant, did you?";
+ mes "Oh well. You better scram.";
+ close2;
+ warp "morocc",45,103;
+ end;
+ }
+ }
+ mes "[Jack]";
+ mes "Hey...";
+ mes "You're crowding my";
+ mes "personal space. Step";
+ mes "back before I get violent.";
+ mes "You wouldn't like me when";
+ mes "I'm violent, ya creep.";
+ close2;
+ warp "morocc",45,103;
+ end;
+ }
+}
+
+que_job01,6,94,1 script #maobar2 45,2,2,{
+
+OnTouch:
+ warp "morocc",45,103;
+ end;
+}
+
+que_job01,17,48,1 script #maobar3 45,2,2,{
+
+OnTouch:
+ warp "que_job01",68,92;
+ end;
+}
+
+que_job01,68,96,1 script #maobar4 45,2,2,{
+
+OnTouch:
+ warp "que_job01",17,53;
+ end;
+}
+
+que_job01,80,77,1 script #maobar5 45,2,2,{
+
+OnTouch:
+ if(mao_request > 1) warp "que_job01",61,50;
+ else
+ {
+ mes "[Litheron]";
+ mes "Whoa, you're not";
+ mes "allowed to be in here.";
+ mes "Hey, master! Do you";
+ mes "know this guy?";
+ next;
+ if(prt_curse == 24)
+ {
+ mes "[" + strcharinfo(0) + "]";
+ mes "I, um, I'm looking";
+ mes "for somebody named";
+ mes "Marjana? I learned";
+ mes "that she's around";
+ mes "here somewhere?";
+ next;
+ mes "[Litheron]";
+ mes "Marjana? How did you";
+ mes "know that? Hey master,";
+ mes "what do I do with this guy?";
+ next;
+ mes "[Master]";
+ mes "Hmm. I sense no ill intent";
+ mes "from this adventurer. I've";
+ mes "also heard a rumor that the";
+ mes "Prontera Church needs to";
+ mes "investigate poison for";
+ mes "some reason.";
+ next;
+ mes "[Master]";
+ mes "However, there is no";
+ mes "way to tell if this person";
+ mes "has been sent by Prontera";
+ mes "Church. I suppose whether";
+ mes "this person can enter is";
+ mes "really up to you, Litheron.";
+ next;
+ mes "[Litheron]";
+ mes "Hah! Did you hear that?";
+ mes "Alright, how about this?";
+ mes "I'll let you in if you buy me";
+ mes "a drink. Besides, you can't risk making trouble here: this place";
+ mes "is full of deadly Assassins.";
+ next;
+ switch( select( "Sure","Why should I?!" ) )
+ {
+ case 1:
+ if (Zeny > 999)
+ {
+ mes "[Litheron]";
+ mes "Heh, that's what";
+ mes "I'm talking about!";
+ mes "Hey, bartender! Gimme";
+ mes "the usual! I like your";
+ mes "style, adventurer...";
+ set Zeny,Zeny - 1000;
+ next;
+ mes "[Litheron]";
+ mes "Alright, you can come";
+ mes "on in. But don't you dare";
+ mes "breathe a word about this";
+ mes "bar to another living soul.";
+ close2;
+ warp "que_job01",61,50;
+ end;
+ }
+ mes "[Litheron]";
+ mes "Huh...";
+ mes "Oh, you don't even";
+ mes "have enough zeny to";
+ mes "buy water here. Oh boy...";
+ mes "If you really want to enter,";
+ mes "make sure you have the cash!";
+ close2;
+ warp "que_job01",85,77;
+ end;
+
+ case 2:
+ mes "[Litheron]";
+ mes "Not the saavy type,";
+ mes "are you...? Fine, fine.";
+ mes "If you're not gonna do";
+ mes "me any favors, then why";
+ mes "should I help you? Go away!";
+ close2;
+ warp "que_job01",85,77;
+ end;
+ }
+ }
+ mes "[Master]";
+ mes "Not at all.";
+ mes "Make sure that this";
+ mes "one isn't allowed";
+ mes "to enter.";
+ next;
+ mes "[Litheron]";
+ mes "You heard the man.";
+ mes "You better retreat";
+ mes "from this place while";
+ mes "you still have legs...";
+ close2;
+ warp "que_job01",85,77;
+ end;
+ }
+}
+
+que_job01,65,50,1 script #maobar4-2 45,2,2,{
+
+OnTouch:
+ warp "que_job01",84,77;
+ end;
+}
+
+que_job01,81,79,5 script Idle Knight 733,{
+
+ mes "[Litheron]";
+ mes "What's the matter?";
+ mes "Oh, I see... You're";
+ mes "probably wondering why";
+ mes "a Knight like me is in a";
+ mes "secret Assassin's pub.";
+ if (Class == Job_Knight || Class == Job_Lord_Knight) mes "What about you, huh?";
+ next;
+ mes "[Litheron]";
+ mes "It just so happens that";
+ mes "I'm really old friends with";
+ mes "the owner of the pub. I do";
+ mes "favors for him, and he does";
+ mes "favors for me. That's how";
+ mes "we do it around here.";
+ close;
+}
+
+que_job01,82,95,3 script Bar Master 46,{
+
+ if(checkweight(12112,1) != 1)
+ {
+ mes "^3355FFWait a second!";
+ mes "Right now, you're carrying";
+ mes "too many things with you.";
+ mes "Please come back after";
+ mes "using the Kafra Service";
+ mes "to store some of your items.^000000";
+ close;
+ }
+ if(Class == Job_Assassin || Class == Job_Assassin_Cross)
+ {
+ mes "[Master]";
+ mes "Welcome to my";
+ mes "little pub. What";
+ mes "will you be having?";
+ }
+ else if(BaseJob == Job_Thief || BaseJob == Job_Thief_High || Class == Job_Rogue || Class == Job_Stalker)
+ {
+ mes "[Master]";
+ mes "Huh. How did";
+ mes "a ruffian like you";
+ mes "get in here? Well, if";
+ mes "Jack let you in, I guess";
+ mes "you must be alright. So";
+ mes "what do you wanna drink?";
+ }
+ else
+ {
+ mes "[Master]";
+ mes "This place is supposed";
+ mes "to be Assassins only, but";
+ mes "I guess I'll make an exception";
+ mes "for you. Hell, you must have";
+ mes "had a rough time just getting";
+ mes "in. So what are you drinking?";
+ }
+ next;
+ switch( select( "Order a Drink","Ask about Mission","Cancel" ) )
+ {
+ case 1:
+ mes "[Master]";
+ mes "In this place, I only";
+ mes "serve two drinks. You";
+ mes "want a Tropical Sograt or";
+ mes "a Vermilion on the Beach?";
+ next;
+ switch( select( "Tropical Sograt","Vermilion on the Beach","Do you have anything cheaper?" ) )
+ {
+ case 1:
+ set .@maodrink,1;
+
+ case 2:
+ if(checkweight(12112,1) != 1)
+ {
+ mes "[Master]";
+ mes "Hey, why did you bring";
+ mes "so much stuff with you?";
+ mes "I can't give you anything";
+ mes "to drink if you don't have";
+ mes "the room to carry it around.";
+ mes "Clear out your inventory!";
+ close;
+ }
+ if(Class == Job_Assassin || Class == Job_Assassin_Cross)
+ {
+ if (Zeny < 800)
+ {
+ mes "[Master]";
+ mes "You know...";
+ mes "I was going to charge you";
+ mes "800 zeny for this drink, but";
+ mes "it looks like you can't afford";
+ mes "it right now. Come back when";
+ mes "you have the zeny, alright?";
+ close;
+ }
+ mes "[Master]";
+ mes "Most bartenders would";
+ mes "usually charge 1,000 zeny";
+ mes "for this stuff, but I'll only";
+ mes "ask you for 800. Enjoy it,";
+ mes "my friend, and drink it as";
+ mes "deeply as you would life.";
+ set Zeny,Zeny - 800;
+ if(.@maodrink) getitem 12112,1;
+ else getitem 12113,1;
+ close;
+ }
+ if (Zeny < 1000)
+ {
+ mes "[Master]";
+ mes "Hey, you don't have";
+ mes "the zeny for this drink.";
+ mes "Make sure you come back";
+ mes "with 1,000 zeny if you want";
+ mes "me to fix you something, okay?";
+ close;
+ }
+ mes "[Master]";
+ mes "For Assassins, I charge";
+ mes "800 zeny, but for you, I'm";
+ mes "gonna charge 1,000. No";
+ mes "hard feelings, but you're";
+ mes "already lucky to be here.";
+ mes "Hey, enjoy your drink~";
+ set Zeny,Zeny - 1000;
+ if(.@maodrink) getitem 12112,1;
+ else getitem 12113,1;
+ close;
+
+ case 3:
+ mes "[Master]";
+ mes "What are you...?";
+ mes "I just told you";
+ mes "I only serve two";
+ mes "drinks. If you want";
+ mes "water, you oughtta";
+ mes "go someplace else.";
+ close;
+ }
+
+ case 2:
+ if(mao_request == 1)
+ {
+ if(Class == Job_Assassin || Class == Job_Assassin_Cross)
+ {
+ mes "[Master]";
+ mes "Ah, you must be here on";
+ mes "the orders of the guildmaster.";
+ mes "Alright, just go inside. Hey,";
+ mes "but be careful. This won't be";
+ mes "easy like most assignments...";
+ set mao_request,2;
+ close;
+ }
+ mes "[Master]";
+ mes "Mission...?";
+ mes "Come on, what are";
+ mes "you talking about?";
+ mes "Stop talking crazy and";
+ mes "order something to drink.";
+ next;
+ switch( select( "Show Letter of Recommendation" ) )
+ {
+ case 1:
+ break;
+ }
+ if (countitem(7416))
+ {
+ mes "[Master]";
+ mes "Ah, I see you that you";
+ mes "came prepared. Sorry about";
+ mes "that, but we've got protocols";
+ mes "about secrecy that I'm sworn";
+ mes "to upkeep. Alright, do see that";
+ mes "Knight over there? Litheron!";
+ next;
+ mes "[Master]";
+ mes "Hey Litheron! Let this";
+ mes "guy go through, willya?";
+ mes "Yeah, just talk to Litheron,";
+ mes "and he'll show you where to go.";
+ next;
+ mes "[Litheron]";
+ mes "Hey, since when did";
+ mes "I become your doorman?!";
+ mes "Eh, ah well. You got it.";
+ set mao_request,2;
+ close;
+ }
+ mes "^3355FFYou forgot to bring your";
+ mes "Letter of Recommendation.^000000";
+ next;
+ mes "[Master]";
+ mes "Alright...";
+ mes "You're looking way";
+ mes "too suspicious now.";
+ mes "Maybe I'm wrong, but";
+ mes "I don't like taking chances.";
+ mes "Boys, show this guy the door!";
+ close2;
+ warp "morocc",45,106;
+ end;
+ }
+ else if(mao_request == 2)
+ {
+ if(Class == Job_Assassin || Class == Job_Assassin_Cross)
+ {
+ mes "[Master]";
+ mes "Just go through the";
+ mes "door behind Litheron.";
+ mes "You know the drill, so";
+ mes "hurry it up, willya?";
+ close;
+ }
+ mes "[Master]";
+ mes "Go through the door";
+ mes "behind Litheron if you";
+ mes "wanna learn more about";
+ mes "your secret mission.";
+ close;
+ }
+ else if(mao_request > 2)
+ {
+ if(Class == Job_Assassin || Class == Job_Assassin_Cross)
+ {
+ mes "[Master]";
+ mes "How's your asssignment";
+ mes "coming along? Sometimes,";
+ mes "you need to relax and take a";
+ mes "break. When that time comes,";
+ mes "I'll have a drink ready for you.";
+ close;
+ }
+ mes "[Master]";
+ mes "How are you doing";
+ mes "with the mission? It's";
+ mes "good to see you getting";
+ mes "along with the Assasssins.";
+ mes "Anyway, best of luck, pal.";
+ close;
+ }
+ else if(mao_request == 30 || mao_request == 128)
+ {
+ if(Class == Job_Assassin || Class == Job_Assassin_Cross)
+ {
+ mes "[Master]";
+ mes "Hey, thanks for all";
+ mes "of your hard work, pal.";
+ mes "I'll see you around.";
+ close;
+ }
+ mes "[Master]";
+ mes "Thanks for all of your";
+ mes "help, even if you did go";
+ mes "through a little more trouble";
+ mes "than you should have. Anyway,";
+ mes "you seem alright, so go ahead and come back whenever you want.";
+ close;
+ }
+ else
+ {
+ if(Class == Job_Assassin || Class == Job_Assassin_Cross)
+ {
+ mes "[Master]";
+ mes "So you haven't been";
+ mes "assigned any missions";
+ mes "from this joint, eh? By the";
+ mes "way, you like this place?";
+ mes "I happen to really love";
+ mes "this little pub of mine.";
+ next;
+ mes "[Master]";
+ mes "If you want, I'll recommend";
+ mes "you to the guildmaster for";
+ mes "a mission. Until then, you've";
+ mes "got to focus on your training.";
+ mes "And until you train... Why";
+ mes "don't you enjoy a drink?";
+ close;
+ }
+ mes "[Master]";
+ mes "Mission...?";
+ mes "Come on, what are";
+ mes "you talking about?";
+ mes "Stop talking crazy and";
+ mes "order something to drink.";
+ close;
+ }
+
+ case 3:
+ mes "[Master]";
+ mes "...";
+ close;
+ }
+}
+
+que_job01,49,49,5 script Tao 877,{
+
+ if(mao_request == 28 || mao_request == 29 || mao_request == 126 || mao_request == 127)
+ {
+ mes "[Tao]";
+ mes "Meow, what the hell";
+ mes "happened to you? Kidd";
+ mes "brought you in here, all";
+ mes "beat up and asked me to";
+ mes "take care of you till you woke";
+ mes "up. Are you alright, meow?";
+ next;
+ mes "[Tao]";
+ mes "Oh yes, as soon as you";
+ mes "feel better, Kidd wants you";
+ mes "to go to the commanding";
+ mes "officer's room that's over";
+ mes "to the left, meow. Okay?";
+ close;
+ }
+ mes "[Tao]";
+ mes "Mm...?";
+ mes "What do you";
+ mes "need, meow?";
+ next;
+ switch( select( "Ask about Mission","M-meow?" ) )
+ {
+ case 1:
+ if (mao_request > 1)
+ {
+ mes "[Tao]";
+ mes "The mission...?";
+ mes "Just enter the room";
+ mes "to the left. You can tell";
+ mes "left from right, meow?";
+ close;
+ }
+ mes "[Tao]";
+ mes "Good luck, meow.";
+ mes "Tao keeps this place";
+ mes "safe from people that";
+ mes "don't belong here, meow.";
+ close;
+
+ case 2:
+ mes "[Tao]";
+ mes "Meow, meow.";
+ mes "It's a long story, meow.";
+ mes "Something about wanting";
+ mes "a Big Ribbon and hunting";
+ mes "Wild Roses, meow. It all started when meow, meow, meow, meow...";
+ close;
+ }
+}
+
+que_job01,51,55,1 script #roombar1 45,1,1,{
+
+OnInit:
+ set $maobar_room,0;
+ end;
+
+OnTouch:
+ if(mao_request == 2 || mao_request == 24 || mao_request == 28 || mao_request == 29 || mao_request == 123 || mao_request == 126 || mao_request == 127 || prt_curse == 24)
+ {
+ if(!$maobar_room)
+ {
+ set $maobar_room,1;
+ donpcevent "#maobartimer1::OnEnter";
+ if(mao_request == 2 || mao_request == 28 || mao_request == 29 || mao_request == 126 || mao_request == 127)
+ {
+ donpcevent "Valdes#1::OnEnter";
+ donpcevent "Lin#1::OnEnter";
+ donpcevent "Kidd#1::OnEnter";
+ }
+ else if(mao_request == 24)
+ {
+ donpcevent "Valdes#2::OnEnter";
+ donpcevent "Kidd#2::OnEnter";
+ donpcevent "#mao_table::OnEnter";
+ }
+ else if(mao_request == 123)
+ {
+ donpcevent "Valdes#2::OnEnter";
+ donpcevent "Lin#2::OnEnter";
+ donpcevent "#mao_table::OnEnter";
+ }
+ else if(prt_curse == 24) donpcevent "Marjana#poison::OnEnable";
+ mes "[Tao]";
+ mes "Ah, that place is protected";
+ mes "by security magic, so you'll";
+ mes "only have ^4D4DFF4 minutes^000000 to remain";
+ mes "there. Don't waste time, meow!";
+ close2;
+ if(mao_request == 24 || mao_request == 123) warp "que_job01",15,8;
+ else warp "que_job01",11,7;
+ end;
+ }
+ mes "[Tao]";
+ mes "Sooo sorry, meow~";
+ mes "Someone else is already";
+ mes "inside. Just come back";
+ mes "again later, meow?";
+ close2;
+ warp "que_job01",52,50;
+ end;
+ }
+ mes "[Tao]";
+ mes "Wh-who are you?";
+ mes "This is a restricted";
+ mes "area, meow! If you don't";
+ mes "have permission, then get";
+ mes "out of there right meow!";
+ close2;
+ warp "que_job01",52,50;
+ end;
+}
+
+que_job01,1,1,1 script #maobartimer1 -1,{
+
+OnEnter:
+ initnpctimer;
+ mapannounce "que_job01","You will now enter the Master Zone, Area 1.",1,0x70DBDB;
+ end;
+
+OnStop:
+ mapannounce "que_job01","The security magic in the Master Zone, Area 1 is deactivated.",1,0x70DBDB;
+ donpcevent "#maobar6::OnInit";
+ donpcevent "Valdes#1::OnInit";
+ donpcevent "Valdes#2::OnInit";
+ donpcevent "Lin#1::OnInit";
+ donpcevent "Lin#2::OnInit";
+ donpcevent "Kidd#1::OnInit";
+ donpcevent "Kidd#2::OnInit";
+ donpcevent "Marjana#poison::OnInit";
+ donpcevent "#mao_table::OnInit";
+ donpcevent "#roombar1::OnInit";
+ stopnpctimer;
+ end;
+
+OnTimer240000:
+ donpcevent "#maobar6::OnEnter";
+ end;
+
+OnTimer245000:
+ donpcevent "#maobar6::OnInit";
+ donpcevent "Valdes#1::OnInit";
+ donpcevent "Valdes#2::OnInit";
+ donpcevent "Lin#1::OnInit";
+ donpcevent "Lin#2::OnInit";
+ donpcevent "Kidd#1::OnInit";
+ donpcevent "Kidd#2::OnInit";
+ donpcevent "Marjana#poison::OnInit";
+ donpcevent "#mao_table::OnInit";
+ end;
+
+OnTimer250000:
+ mapannounce "que_job01","The security magic in the Master Zone, Area 1 is deactivated.",1,0x70DBDB;
+ donpcevent "#roombar1::OnInit";
+ stopnpctimer;
+ end;
+}
+
+que_job01,12,13,1 script #maobar6 139,1,1,{
+
+OnInit:
+ disablenpc "#maobar7";
+ end;
+
+OnEnter:
+ enablenpc "#maobar7";
+ end;
+
+OnTouch:
+ warp "que_job01",52,50;
+ end;
+}
+
+que_job01,51,44,1 script #roombar2 45,1,1,{
+
+OnInit:
+ set $maobar_room2,0;
+ end;
+
+OnTouch:
+ if(mao_request == 25 || (mao_request > 102 && mao_request < 123))
+ {
+ if(mao_request == 121)
+ {
+ mes "[" + strcharinfo(0) + "]";
+ mes "I can't go back to";
+ mes "Lin yet... I still need";
+ mes "to fully investigate";
+ mes "Thanatos Tower...";
+ close2;
+ warp "que_job01",52,50;
+ end;
+ }
+ if(!$maobar_room2)
+ {
+ set $maobar_room2,1;
+ donpcevent "#maobartimer2::OnEnter";
+ if(mao_request == 25)
+ {
+ donpcevent "Valdes#3::OnEnter";
+ donpcevent "Kidd#3::OnEnter";
+ donpcevent "#Rabsent::OnEnter";
+ }
+ else if(mao_request == 122)
+ {
+ donpcevent "#mao_empty::OnEnter";
+ }
+ mes "[Tao]";
+ mes "Ah, that place is protected";
+ mes "by security magic, so you'll";
+ mes "only have ^4D4DFF4 minutes^000000 to remain";
+ mes "there. Don't waste time, meow!";
+ close2;
+ if(mao_request > 102 && mao_request < 122) warp "que_job01",80,21;
+ else warp "que_job01",144,57;
+ end;
+ }
+ mes "^3355FFThe door is locked.^000000";
+ if(mao_request > 102 && mao_request < 122)
+ {
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Hey, R! It's me!";
+ mes "Would you please";
+ mes "open the door?";
+ next;
+ mes "[R.]";
+ mes "I-I'm sorry, but now's";
+ mes "not a good time. Come";
+ mes "back here later, please!";
+ close2;
+ warp "que_job01",52,50;
+ end;
+ }
+ close2;
+ warp "que_job01",52,50;
+ end;
+ }
+ mes "[Tao]";
+ mes "This is a restricted area,";
+ mes "so if you don't have any";
+ mes "permission, then get out";
+ mes "of here, right meow!";
+ close2;
+ warp "que_job01",52,50;
+ end;
+}
+
+que_job01,1,2,1 script #maobartimer2 -1,{
+
+OnEnter:
+ initnpctimer;
+ mapannounce "que_job01","Security Level in the Master Zone, Area 2 has activated.",1,0x70DBDB;
+ end;
+
+OnStop:
+ mapannounce "que_job01","Security Level in the Master Zone, Area 2 deactivated.",1,0x70DBDB;
+ donpcevent "#maobar7::OnInit";
+ donpcevent "#maobar8::OnInit";
+ donpcevent "Valdes#3::OnInit";
+ donpcevent "Lin#3::OnInit";
+ donpcevent "Kidd#3::OnInit";
+ donpcevent "#Rabsent::OnInit";
+ donpcevent "#mao_empty::OnInit";
+ donpcevent "#roombar2::OnInit";
+ stopnpctimer;
+ end;
+
+OnTimer240000:
+ donpcevent "#maobar7::OnEnter";
+ donpcevent "#maobar8::OnEnter";
+ end;
+
+OnTimer245000:
+ donpcevent "#maobar7::OnInit";
+ donpcevent "#maobar8::OnInit";
+ donpcevent "Valdes#3::OnInit";
+ donpcevent "Lin#3::OnInit";
+ donpcevent "Kidd#3::OnInit";
+ donpcevent "#Rabsent::OnInit";
+ donpcevent "#mao_empty::OnInit";
+ donpcevent "#roombar2::OnInit";
+ end;
+
+OnTimer250000:
+ mapannounce "que_job01","Security Level in the Master Zone, Area 2 deactivated.",1,0x70DBDB;
+ donpcevent "#roombar2::OnInit";
+ stopnpctimer;
+ end;
+}
+
+que_job01,80,17,1 script #maobar7 45,1,1,{
+
+OnInit:
+ disablenpc "#maobar7";
+ end;
+
+OnEnter:
+ enablenpc "#maobar7";
+ end;
+
+OnTouch:
+ warp "que_job01",52,50;
+ end;
+}
+
+que_job01,144,51,1 script #maobar8 45,1,1,{
+
+OnInit:
+ disablenpc "#maobar8";
+ end;
+
+OnEnter:
+ enablenpc "#maobar8";
+ end;
+
+OnTouch:
+ warp "que_job01",52,50;
+ end;
+}
+
+que_job01,11,4,1 script #maoexit1 45,1,1,{
+
+OnTouch:
+ warp "que_job01",52,50;
+ donpcevent "#maobartimer1::OnStop";
+ end;
+}
+
+que_job01,80,27,1 script #maoexit2 45,1,1,{
+
+OnTouch:
+ warp "que_job01",52,50;
+ donpcevent "#maobartimer2::OnStop";
+ end;
+}
+
+que_job01,144,61,1 script #maoexit3 45,1,1,{
+
+OnTouch:
+ warp "que_job01",52,50;
+ donpcevent "#maobartimer2::OnStop";
+ end;
+}
+
+que_job01,16,21,5 script Valdes#1 55,{
+
+ if(checkweight(7417,1) != 1)
+ {
+ mes "^3355FFWait a second!";
+ mes "Right now, you're carrying";
+ mes "too many things with you.";
+ mes "Please come back after";
+ mes "using the Kafra Service";
+ mes "to store some of your items.^000000";
+ close;
+ }
+ if(mao_request == 2)
+ {
+ if(Class == Job_Assassin || Class == Job_Assassin_Cross)
+ {
+ mes "[Valdes]";
+ mes "Welcome. Ah, this must be";
+ mes "your first assignment here.";
+ mes "I'm the commanding officer";
+ mes "of these missions, so please";
+ mes "listen to me very closely.";
+ next;
+ mes "[Valdes]";
+ mes "The Assassin Guild agreed to";
+ mes "perform two missions that are";
+ mes "supposed to be related to the";
+ mes "missing children in Morroc.";
+ mes "You must choose one mission";
+ mes "in which you will participate.";
+ next;
+ }
+ else
+ {
+ mes "[Valdes]";
+ mes "Good, good, I've been";
+ mes "waiting for you. Since our";
+ mes "time is limited, I'll be brief.";
+ mes "I'm the commanding officer";
+ mes "for these two missions that the Assassin Guild has agreed to take.";
+ next;
+ mes "[Valdes]";
+ mes "Due to the nature of these";
+ mes "missions and their objectives,";
+ mes "we have decided to recruit help";
+ mes "from outside. We recognize that";
+ mes "Assassins may not be suited";
+ mes "for some of the objectives...";
+ next;
+ }
+ mes "[Valdes]";
+ mes "The client for the first";
+ mes "mission is the Dandelion";
+ mes "organization. If you accept,";
+ mes "then you will work under Kidd";
+ mes "and both of you will search and";
+ mes "pursue a specified target.";
+ next;
+ mes "[Valdes]";
+ mes "The client for the other";
+ mes "mission is an academic that";
+ mes "has identified himself as ''R.'' His credentials check out,";
+ mes "and it seems that all he has";
+ mes "requested special protection.";
+ next;
+ mes "[Valdes]";
+ mes "I'll be honest: both of our";
+ mes "clients strike me as suspicious, but if working with them brings";
+ mes "us closer to helping those lost";
+ mes "children, we've got to take that chance. I hope you understand.";
+ next;
+ mes "[Valdes]";
+ mes "Will you work as a hunter for the Dandelion organization, or will";
+ mes "you work as Mr. R's bodyguard?";
+ mes "Please choose the client whose";
+ mes "job best suits your skills and";
+ mes "abilities before anything else.";
+ next;
+ switch( select( "Dandelion Organization","Mr. R" ) )
+ {
+ case 1:
+ mes "[Valdes]";
+ mes "So you're choosing to";
+ mes "work for the Dandelion";
+ mes "organization? In that case, Kidd is your immediate superior.";
+ mes "I trust the two of you will work well together to finish this.";
+ next;
+ mes "[Kidd]";
+ mes "Hey there~";
+ mes "I'm Kidd.";
+ mes "Nice to meet you.";
+ emotion e_ok,0,"Kidd#1";
+ cutin "mocseal_kid01.bmp",2;
+ next;
+ mes "[Valdes]";
+ mes "Alright, please take this";
+ mes "written request and meet";
+ mes "the Dandelion representative";
+ mes "in the pub. He'll brief you";
+ mes "further on your mission.";
+ set mao_request,3;
+ getitem 7417,1;
+ next;
+ cutin "",255;
+ mes "[Valdes]";
+ mes "Well then, Lin, I will";
+ mes "assign you to bodyguard";
+ mes "duty over Mr. R. Make sure";
+ mes "to keep a close eye on him.";
+ mes "That is all. Dismissed!";
+ close2;
+ break;
+
+ case 2:
+ mes "[Valdes]";
+ mes "Alright. Lin will be";
+ mes "your immediate superior";
+ mes "in this mission. You'll be";
+ mes "working with her to ensure";
+ mes "that no harm befalls Mr. R.";
+ next;
+ mes "[Lin]";
+ mes "Heya, I'm Lin.";
+ mes "I'm lookin' forward";
+ mes "to working together";
+ mes "with you. Heh heh~";
+ emotion e_ok,0,"Lin#1";
+ cutin "mocseal_rin01.bmp",2;
+ next;
+ mes "[Valdes]";
+ mes "Here, take this written";
+ mes "request to Mr. R who will";
+ mes "be waiting in the next room.";
+ mes "This document will prove to";
+ mes "him that you have been assigned";
+ mes "as his personal bodyguard.";
+ set mao_request,103;
+ getitem 7418,1;
+ close2;
+ break;
+ }
+ }
+ else if(mao_request == 3 || mao_request == 103)
+ {
+ if(Class == Job_Assassin || Class == Job_Assassin_Cross)
+ {
+ mes "[Valdes]";
+ mes "We're running out of";
+ mes "time. Hurry and meet the";
+ mes "Dandelion representative";
+ mes "in the pub so that you can";
+ mes "proceed with the mission.";
+ close;
+ }
+ mes "[Valdes]";
+ mes "Please meet with the";
+ mes "representative from";
+ mes "Dandelion in the pub as";
+ mes "soon as possible. We can't";
+ mes "afford to waste time when";
+ mes "children's lives are at stake.";
+ close;
+ }
+ else if(mao_request > 3 && mao_request < 5)
+ {
+ mes "[Valdes]";
+ mes "Your first priority is";
+ mes "to speak to Kidd, your";
+ mes "immediate superior in the";
+ mes "mission that you've accepted.";
+ mes "I trust that your work will please the Dandelion organization.";
+ close;
+ }
+ else if(mao_request > 103 && mao_request < 105)
+ {
+ mes "[Valdes]";
+ mes "Your first priority is";
+ mes "to speak to Lin, your";
+ mes "immediate superior in the";
+ mes "mission that you've accepted.";
+ mes "Please do your best to protect Mr. R. as his personal bodyguard.";
+ close;
+ }
+ else if(mao_request == 28 || mao_request == 29)
+ {
+ mes "[Valdes]";
+ mes "So how do you feel?";
+ mes "Although this mission";
+ mes "is technically a failure,";
+ mes "we shouldn't feel too bad.";
+ mes "Considering all the unknowns,";
+ mes "we did surprisingly well.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "W-wait; a minute...";
+ mes "Are you saying we stopped";
+ mes "Satan Morroc's revival, but";
+ mes "Raiyan Moore escaped?";
+ next;
+ mes "[Lin]";
+ mes "Yeah...";
+ mes "That snake managed";
+ mes "to get away in all of";
+ mes "that confusion.";
+ cutin "mocseal_rin01.bmp",2;
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "L-Lin...?";
+ next;
+ mes "[Lin]";
+ mes "Not only did he play";
+ mes "me for a fool, but he";
+ mes "escaped right before";
+ mes "my eyes! Don't bother";
+ mes "chasing him... I'll be";
+ mes "the one who turns him in!";
+ next;
+ mes "[Kidd]";
+ mes "Lin, I understand how";
+ mes "you must feel, but don't";
+ mes "be so hard on yourself.";
+ mes "Lin, you did your job";
+ mes "perfectly, and there's no";
+ mes "way we could have known...";
+ cutin "mocseal_kid01.bmp",0;
+ next;
+ mes "[Valdes]";
+ mes "Although I agree with Kidd,";
+ mes "I will entrust with the task";
+ mes "of bringing back Raiyan, Lin,";
+ mes "if that's what you really want.";
+ mes "Everyone else must feel very exhausted, so let's take a break.";
+ next;
+ mes "[Lin]";
+ mes "...I'm sorry, Valdes,";
+ mes "but I don't want to lose";
+ mes "Moore's trail. I'd better";
+ mes "go now while I can...";
+ cutin "mocseal_rin01.bmp",2;
+ next;
+ cutin "mocseal_rin01.bmp",255;
+ donpcevent "Lin#1::OnInit";
+ mes "[" + strcharinfo(0) + "]";
+ mes "She seems upset....";
+ next;
+ mes "[Valdes]";
+ if(Class == Job_Assassin || Class == Job_Assassin_Cross)
+ {
+ mes "Well, as a fellow Assassin,";
+ mes "I'm sure you can understand";
+ mes "what's she going through.";
+ mes "We have too much pride to";
+ mes "take this kind of failure lightly. ";
+ }
+ else
+ {
+ mes "Well, she's an Assassin.";
+ mes "All of us have too much pride";
+ mes "to accept any kind of failure.";
+ mes "It's just... It's just not in";
+ mes "our vocabulary, you see?";
+ }
+ delitem 7416,countitem(7416);
+ delitem 7417,countitem(7417);
+ if(mao_request == 28) getexp 1050000,0;
+ else if(mao_request == 29) getexp 1280000,0;
+ set mao_request,30;
+ getitem 12107,1;
+ next;
+ mes "[Valdes]";
+ if(Class == Job_Assassin || Class == Job_Assassin_Cross)
+ {
+ mes "Regardless of our";
+ mes "original objective,";
+ mes "I must say that you";
+ mes "did a good job. We";
+ mes "didn't save the children,";
+ mes "but we stopped Satan Morroc.";
+ }
+ else
+ {
+ mes "We failed our original";
+ mes "objective to save those kids,";
+ mes "but we did stop Satan Morroc.";
+ mes "You did a good job, and we'll";
+ mes "notify your guild of your good";
+ mes "work. Thanks for your help.";
+ next;
+ mes "[Valdes]";
+ mes "Take care of yourself,";
+ mes "and take pride in the fact";
+ mes "that the Assassin Guild";
+ mes "considers you a valuable";
+ mes "ally. Be safe, adventurer...";
+ }
+ next;
+ mes "[Valdes]";
+ mes "Kidd, when you're";
+ mes "ready, I have another";
+ mes "assignment for you in";
+ mes "Prontera. But for now,";
+ mes "I want you to take it easy.";
+ next;
+ mes "[Kidd]";
+ mes "Heh. Alright,";
+ mes "Valdes. I guess";
+ mes "my work is never";
+ mes "finished~";
+ close2;
+ donpcevent "Kidd#1::OnInit";
+ }
+ else if(mao_request == 126 || mao_request == 127)
+ {
+ if(Class == Job_Assassin || Class == Job_Assassin_Cross)
+ {
+ mes "[Valdes]";
+ mes "How are you feeling?";
+ mes "I've got some bad news:";
+ mes "All of us, every member of";
+ mes "the Assassin Guild... We";
+ mes "were tricked by Raiyan Moore...";
+ }
+ else
+ {
+ mes "[Valdes]";
+ mes "How are you feeling?";
+ mes "I've got some bad news:";
+ mes "these missions we were";
+ mes "assigned... They were all";
+ mes "part of an elaborate scheme";
+ mes "that all of us fell for...";
+ }
+ next;
+ mes "[Lin]";
+ mes "We were fooled by that";
+ mes "damned bastard. Everything";
+ mes "that Raiyan Moore wanted us";
+ mes "to do was for the sake of";
+ mes "Satan Morroc's reincarnation.";
+ mes "He almost got away with it...";
+ cutin "mocseal_rin01.bmp",2;
+ next;
+ mes "[Lin]";
+ mes "He got away from us";
+ mes "this time... I'm sorry.";
+ mes "I should have caught him,";
+ mes "but he had help. I failed you.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Lin...";
+ next;
+ mes "[Kidd]";
+ mes "Lin, you don't gotta";
+ mes "apologize. There's no";
+ mes "way you could've known.";
+ mes "C'mon, we understand";
+ mes "how you feel, but it's not";
+ mes "your fault at all.";
+ cutin "mocseal_kid01.bmp",0;
+ next;
+ mes "[Valdes]";
+ mes "Kidd is right. We shouldn't";
+ mes "be blaming ourselves or ";
+ mes "each other. For now, we can";
+ mes "be satisfied with preventing";
+ mes "Satan Morroc's revival, and";
+ mes "then focus on Raiyan Moore.";
+ cutin "mocseal_kid01.bmp",255;
+ next;
+ mes "[Lin]";
+ mes "Don't worry, Valdes.";
+ mes "I'm going to take care of";
+ mes "Raiyan Moore. He's not going";
+ mes "to get away from me again.";
+ cutin "mocseal_rin01.bmp",2;
+ next;
+ mes "[Valdes]";
+ mes "Well, Lin...";
+ mes "Although I'd prefer for";
+ mes "you to rest for now, I can";
+ mes "respect your conviction.";
+ mes "Alright, I'll entrust you with";
+ mes "the task of finding Moore.";
+ next;
+ mes "[Valdes]";
+ if(Class == Job_Assassin || Class == Job_Assassin_Cross)
+ {
+ mes "Ah, and before I forget,";
+ mes "let me give you your fee";
+ mes "for taking this mission.";
+ mes "We may have technically";
+ mes "failed our original objective,";
+ mes "but you did very good work.";
+ }
+ else
+ {
+ mes "Ah, and before I forget,";
+ mes "let me give you your fee";
+ mes "for taking this mission.";
+ mes "I thank you on behalf of";
+ mes "the Assassin Guild for";
+ mes "your efforts and hard work.";
+ }
+ delitem 7416,countitem(7416);
+ delitem 7418,countitem(7418);
+ if(mao_request == 126) getexp 1050000,0;
+ else if(mao_request == 127) getexp 1280000,0;
+ set mao_request,128;
+ getitem 12106,1;
+ next;
+ mes "[Valdes]";
+ mes "Technically, we failed to";
+ mes "achieve our original mission";
+ mes "objective, but I will notify your guild and tell them that you were";
+ mes "instrumental in preventing";
+ mes "a worldwide catastrophe.";
+ next;
+ mes "[Lin]";
+ mes "Valdes...";
+ mes "I'm leaving now.";
+ mes "Wish me luck, "+ strcharinfo(0) +".";
+ next;
+ cutin "mocseal_rin01.bmp",255;
+ donpcevent "Lin#1::OnInit";
+ mes "[Valdes]";
+ if(Class == Job_Assassin || Class == Job_Assassin_Cross)
+ {
+ mes "Alright, then.";
+ mes "You're dismissed.";
+ mes "I'll see you next time.";
+ }
+ else
+ {
+ mes "Alright, then.";
+ mes "You're dismissed.";
+ mes "Once again, thank you";
+ mes "for helping us. You've";
+ mes "been a valuable ally to the";
+ mes "Assassin Guild, so be proud.";
+ }
+ next;
+ mes "[Valdes]";
+ mes "Kidd, when you're";
+ mes "ready, I have another";
+ mes "assignment for you in";
+ mes "Prontera. But for now,";
+ mes "I want you to take it easy.";
+ next;
+ mes "[Kidd]";
+ mes "Heh. Alright,";
+ mes "Valdes. I guess";
+ mes "my work is never";
+ mes "finished~";
+ close2;
+ donpcevent "Kidd#1::OnInit";
+ }
+ else if(mao_request == 30 || mao_request == 128)
+ {
+ if(Class == Job_Assassin || Class == Job_Assassin_Cross)
+ {
+ mes "[Valdes]";
+ mes "You may go ahead";
+ mes "and take a rest. The";
+ mes "last mission you took";
+ mes "was so critical, you";
+ mes "can afford to take";
+ mes "a short vacation.";
+ }
+ else
+ {
+ mes "[Valdes]";
+ mes "You've been of great";
+ mes "help to the Assassin";
+ mes "Guild. Your aid will";
+ mes "always be welcome here.";
+ mes "If it weren't for you, then";
+ mes "Satan Morroc would have...";
+ }
+ close2;
+ }
+ cutin "",255;
+ end;
+
+OnInit:
+ disablenpc "Valdes#1";
+ end;
+
+OnEnter:
+ enablenpc "Valdes#1";
+ end;
+}
+
+que_job01,17,11,3 script Valdes#2 55,{
+
+OnInit:
+ disablenpc "Valdes#2";
+ end;
+
+OnEnter:
+ disablenpc "Valdes#2";
+ end;
+}
+
+que_job01,142,56,5 script Valdes#3 55,{
+
+OnInit:
+ disablenpc "Valdes#3";
+ end;
+
+OnEnter:
+ disablenpc "Valdes#3";
+ end;
+}
+
+que_job01,19,18,3 script Lin#1 885,{
+
+ cutin "mocseal_rin01.bmp",2;
+ if (mao_request < 3)
+ {
+ mes "[Lin]";
+ mes "Hmm... If you're here";
+ mes "for the reason that I think";
+ mes "you're here, you should talk";
+ mes "to our boss Valdes first.";
+ close2;
+ }
+ else if(mao_request == 3)
+ {
+ mes "[Lin]";
+ mes "Hey. You're working";
+ mes "with Kidd, right? He's";
+ mes "right over there. Anyway,";
+ mes "don't worry, he's pretty";
+ mes "easy to get along with.";
+ close2;
+ }
+ else if(mao_request == 103)
+ {
+ mes "[Lin]";
+ mes "First things first.";
+ mes "We need to talk to our";
+ mes "client, R, over in the next";
+ mes "room. I'll meet you there.";
+ close2;
+ disablenpc "Lin#1";
+ }
+ else if(mao_request == 28 || mao_request == 29)
+ {
+ mes "[Lin]";
+ mes "...";
+ mes "......";
+ mes ".........";
+ next;
+ mes "^3355FFLin seems extremely";
+ mes "exhausted and depressed.";
+ mes "For now, let's go talk to Valdes, the commanding officer.^000000";
+ close2;
+ }
+ else if(mao_request == 126 || mao_request == 127)
+ {
+ mes "[Lin]";
+ mes "H-hey...";
+ mes "I hear that";
+ mes "Kidd saved you.";
+ mes "...............................";
+ mes "Sorry, "+ strcharinfo(0) +"...";
+ mes "I l-let you down...";
+ next;
+ mes "^3355FFLin seems extremely";
+ mes "exhausted and depressed.";
+ mes "For now, let's go talk to Valdes, the commanding officer.^000000";
+ close2;
+ }
+ cutin "",255;
+ end;
+
+OnInit:
+ disablenpc "Lin#1";
+ end;
+
+OnEnter:
+ enablenpc "Lin#1";
+ end;
+}
+
+que_job01,13,9,7 script Lin#2 885,{
+
+OnInit:
+ disablenpc "Lin#2";
+ end;
+
+OnEnter:
+ disablenpc "Lin#2";
+ end;
+}
+
+que_job01,84,17,3 script Lin#2-1 885,{
+
+ if (mao_request == 103)
+ {
+ cutin "mocseal_rin01.bmp",2;
+ mes "[Lin]";
+ mes "What...?";
+ mes "I thought we're";
+ mes "only supposed to";
+ mes "protect you? What";
+ mes "exactly is going on?";
+ next;
+ mes "[R.]";
+ mes "I'm sorry, but it is";
+ mes "imperative that I leave";
+ mes "for the Juno Library...";
+ cutin "mocseal_dan01.bmp",0;
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Excuse me, but";
+ mes "what are you guys";
+ mes "talking about...?";
+ next;
+ mes "[Lin]";
+ mes "Ah, this is "+ strcharinfo(0) +",";
+ mes "my partner for this assignment.";
+ if(Sex == 1) mes "Don't worry, you can trust him.";
+ else mes "Don't worry, you can trust her.";
+ next;
+ mes "[R.]";
+ mes "Ah, I see. Please,";
+ mes "for the sake of anonymity,";
+ mes "call me Mr. R. If it will help";
+ mes "you in your task, you may want";
+ mes "to ask Lin to explain everything that I just told her. Excuse me...";
+ next;
+ mes "^3355FFMr. R pulled out a pendant";
+ mes "from his necklace, placed it";
+ mes "against his forehead, and then";
+ mes "quickly mumbled something";
+ mes "before raising his head.^000000";
+ set mao_request,104;
+ close2;
+ }
+ else if(mao_request == 104)
+ {
+ mes "[" + strcharinfo(0) + "]";
+ mes "Um...";
+ mes "What was that?";
+ mes "Mr. R just took out";
+ mes "that strange pendant";
+ mes "and starting praying";
+ mes "or... something.";
+ next;
+ cutin "mocseal_rin01.bmp",2;
+ mes "[Lin]";
+ mes "I guess he was praying...";
+ mes "Though whatever religion";
+ mes "it is, I've never heard of it.";
+ mes "Anyway, it's not a big deal.";
+ mes "Let me explain our current";
+ mes "objective for this assignment.";
+ next;
+ mes "[Lin]";
+ mes "Our client, Mr. R, was attacked";
+ mes "while researching important";
+ mes "documents in the Juno Library.";
+ mes "He escaped with his life, but";
+ mes "he wasn't able to bring all of";
+ mes "the documents along with him.";
+ next;
+ mes "[R.]";
+ mes "The information in those";
+ mes "documents is vital for my";
+ mes "research, and may provide";
+ mes "clues to finding those children";
+ mes "that have been missing from";
+ mes "Morroc. Please retrieve them!";
+ cutin "mocseal_dan01.bmp",0;
+ next;
+ mes "[Lin]";
+ mes "Well, I guess that's that.";
+ mes "I suppose that if we retrieve";
+ mes "those documents, we'll be one";
+ mes "step closer to finding those";
+ mes "lost kids. So let's do this.";
+ cutin "mocseal_rin01.bmp",2;
+ next;
+ switch( select( "Wait!","Won't they attack again?" ) )
+ {
+ case 1:
+ mes "[" + strcharinfo(0) + "]";
+ mes "Wait! It's too risky!";
+ mes "What if Mr. R is attacked";
+ mes "again? I mean, isn't that";
+ mes "why we're here? To protect";
+ mes "him from those attackers?";
+ next;
+ mes "[Lin]";
+ mes "Good point. I guess";
+ mes "we should split up.";
+ mes "One of us will stay here";
+ mes "to guard Mr. R, and the other";
+ mes "will go to the Juno Library to";
+ mes "find his research documents.";
+ break;
+
+ case 2:
+ mes "[" + strcharinfo(0) + "]";
+ mes "Won't they attack";
+ mes "again? Shouldn't both";
+ mes "of us guard Mr. R here?";
+ next;
+ mes "[Lin]";
+ mes "I agree with you, but";
+ mes "I think one of us should";
+ mes "be enough to ensure Mr. R's";
+ mes "safety. Besides, we should be";
+ mes "doing all that we can to save";
+ mes "those missing children.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "I think you're right.";
+ mes "But I think we should";
+ mes "see if that's alright";
+ mes "with Mr. R first.";
+ break;
+ }
+ next;
+ mes "[Lin]";
+ mes "Okay, okay...";
+ mes "So what do you";
+ mes "think about that, Mr. R?";
+ mes "That alright with you?";
+ next;
+ cutin "mocseal_dan01.bmp",0;
+ mes "[R.]";
+ mes "Of course, I'd like my";
+ mes "safety to be guaranteed,";
+ mes "but the information in those";
+ mes "documents is more important";
+ mes "than my life. Do whatever it";
+ mes "takes--please get them back.";
+ next;
+ cutin "mocseal_rin01.bmp",2;
+ mes "[Lin]";
+ mes "Well then. Mr. R, you'll";
+ mes "stay here where I can protect";
+ mes "you. This place is also shielded";
+ mes "with security magic, so you'll";
+ mes "be just fine. Now, as for you,";
+ mes ""+ strcharinfo(0) +"...";
+ next;
+ mes "[Lin]";
+ mes "Your priority is to go";
+ mes "to the Juno Library and";
+ mes "bring Mr. R's documents";
+ mes "back over here. Hey, Mr. R,";
+ mes "how can we tell which are";
+ mes "your documents, anyway?";
+ next;
+ mes "[R.]";
+ mes "They're, um...";
+ mes "They're labeled with";
+ mes "the name, ''Moore.''";
+ mes "Just... another psuedonym.";
+ next;
+ mes "[Lin]";
+ mes "Once you're in the";
+ mes "Juno Library, find a";
+ mes "girl named ^4D4DFFYunia^000000. She'll";
+ mes "help make your job a lot";
+ mes "easier. Okay then, good luck~";
+ mes "Good luck!";
+ set mao_request,105;
+ close2;
+ }
+ else if(mao_request == 105)
+ {
+ cutin "mocseal_rin01.bmp",0;
+ mes "[Lin]";
+ mes "Head over to Juno";
+ mes "Library and speak to";
+ mes "a girl there named Yunia.";
+ mes "If anyone gets in your way,";
+ mes "just dispose of 'em. Punks";
+ mes "deserve whatever you give 'em!";
+ next;
+ mes "[Lin]";
+ mes "Er, but that's completely";
+ mes "up to you. Just wanted to let";
+ mes "you know that you wouldn't get";
+ mes "in trouble for assassinating when you're working with Assassins";
+ mes "is all I'm saying. Okay, seeya~";
+ close2;
+ }
+ else if(mao_request == 106)
+ {
+ cutin "mocseal_rin01.bmp",0;
+ mes "[Lin]";
+ mes "Ah, were you able to";
+ mes "find Yunia? Wait a sec,";
+ mes "did you bring the documents?";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Uh oh...";
+ mes "I guess I better";
+ mes "go back and talk";
+ mes "to Yunia once again!";
+ cutin "mocseal_dan01.bmp",0;
+ close2;
+ }
+ else if(mao_request == 107)
+ {
+ cutin "mocseal_rin01.bmp",2;
+ mes "[Lin]";
+ mes "Yunia gave you the";
+ mes "documents that Mr. R";
+ mes "wanted? Great, now go";
+ mes "bring them to him and";
+ mes "see what he wants us";
+ mes "to do for him next.";
+ set mao_request,108;
+ next;
+ cutin "mocseal_dan01.bmp",0;
+ mes "[R. Moore]";
+ mes "Ah yes, these are exactly";
+ mes "what I wanted! Thank you so";
+ mes "much for your hard work. Wow,";
+ mes "these are so well organized...";
+ close2;
+ }
+ else if(mao_request == 108)
+ {
+ mes "[Lin]";
+ mes "Huh. Now that we brought";
+ mes "him these documents, he's";
+ mes "probably gonna ask us to";
+ mes "do something else for him.";
+ mes "That's how it always works...";
+ close2;
+ }
+ else if(mao_request == 109)
+ {
+ cutin "mocseal_dan01.bmp",0;
+ mes "[Lin]";
+ mes "I guess we should do as";
+ mes "Mr. R asks. Go ahead and";
+ mes "check the field west of Morroc";
+ mes "for one of those artifacts or";
+ mes "crests, and I'll remain here";
+ mes "to guard Mr. R, just in case.";
+ next;
+ cutin "mocseal_rin01.bmp",2;
+ mes "[Lin]";
+ mes "I'm sorry that ^A9A9A9WAIT^000000 you've";
+ mes "got to do ^A9A9A9FOR^000000 this ^A9A9A9ME^000000 alone,";
+ mes "^A9A9A9AT^000000 but this situation can't";
+ mes "be ^A9A9A9THE^000000 helped. ^A9A9A9STAIRS^000000";
+ close2;
+ }
+ else if(mao_request > 109 && mao_request < 115)
+ {
+ cutin "mocseal_rin01.bmp",2;
+ mes "[Lin]";
+ mes "I don't really know";
+ mes "what's going on, but";
+ mes "it looks like we have";
+ mes "no choice but to do as";
+ mes "Mr. R. Moore asks for now...";
+ close2;
+ }
+ else if(mao_request == 115)
+ {
+ cutin "mocseal_rin01.bmp",2;
+ mes "[Lin]";
+ mes "Hey... I need to talk to";
+ mes "you alone. This R. Moore guy...";
+ mes "I don't like him! Something's";
+ mes "not adding up quite right!";
+ mes "I've been going through his";
+ mes "research notes, you know?";
+ next;
+ mes "[Lin]";
+ mes "There's all this mention";
+ mes "of Morroc, Morroc Satan,";
+ mes "and Thanatos Tower... How";
+ mes "is this all connected to the";
+ mes "missing children? If you ask";
+ mes "me, it's pretty morbid stuff.";
+ next;
+ mes "[Lin]";
+ mes "Hey, I want you to find out";
+ mes "what you can from our local";
+ mes "historian in Morroc about Morroc Satan and all that. There's";
+ mes "too much we don't know, and";
+ mes "I don't wanna take chances.";
+ set mao_request,116;
+ next;
+ cutin "mocseal_dan01.bmp",0;
+ mes "[R. Moore]";
+ mes "Hm...?";
+ mes "What were you";
+ mes "talking about so";
+ mes "excitedly over there?";
+ next;
+ cutin "mocseal_rin01.bmp",2;
+ mes "[Lin]";
+ mes "Oh, we were just";
+ mes "talking about the those";
+ mes "elemental crests and how";
+ mes "they're now taken care of.";
+ next;
+ cutin "mocseal_dan01.bmp",0;
+ mes "[R. Moore]";
+ mes "Say, " + strcharinfo(0) + ",";
+ mes "were you about to leave?";
+ mes "I had another reques--";
+ next;
+ cutin "mocseal_rin01.bmp",2;
+ mes "[Lin]";
+ mes "I'm sending "+ strcharinfo(0) +"";
+ mes "on a snack errand and it won't";
+ if(Sex == 1) mes "take too long. Did you want him";
+ else mes "take too long. Did you want her";
+ mes "to bring you back anything?";
+ next;
+ cutin "mocseal_dan01.bmp",0;
+ mes "[R. Moore]";
+ mes "Oh, yes. On your way";
+ mes "back, would you bring";
+ mes "me a Tropical Sograt?";
+ mes "I'm very fond of those.";
+ next;
+ cutin "mocseal_rin01.bmp",2;
+ mes "[Lin]";
+ mes "Well, "+ strcharinfo(0) +",";
+ mes "you heard the ^A9A9A9GO^000000 man.";
+ mes "^A9A9A9TO^000000 Come back ^A9A9A9THE^000000 as soon";
+ mes "as ^A9A9A9HISTORIAN^000000 can, ^A9A9A9NOW^000000 alright?";
+ close2;
+ }
+ else if(mao_request == 116)
+ {
+ cutin "mocseal_rin01.bmp",2;
+ mes "[Lin]";
+ mes "Back so soon?";
+ mes "Did you forget what";
+ mes "I asked you to do?";
+ next;
+ cutin "mocseal_dan01.bmp",0;
+ mes "[R. Moore]";
+ mes "You were going";
+ mes "on a snack errand,";
+ mes "weren't you?";
+ next;
+ cutin "mocseal_rin01.bmp",2;
+ mes "[Lin]";
+ mes "Right. I ^A9A9A9GO^000000 guess ^A9A9A9FIND^000000 you";
+ mes "^A9A9A9THE^000000 came back because you";
+ mes "^A9A9A9HISTORIAN^000000 forgot something. ";
+ mes "Now hurry ^A9A9A9IN^000000 up, we're going to";
+ mes "need ^A9A9A9MORROC^000000 snacks ^A9A9A9NOW^000000 soon.";
+ close2;
+ }
+ else if(mao_request == 117)
+ {
+ mes "[" + strcharinfo(0) + "]";
+ mes "Well, I'm back...";
+ next;
+ cutin "mocseal_rin01.bmp",2;
+ mes "[Lin]";
+ mes "I'm sorry, ^A9A9A9MEET^000000 partner,";
+ mes "but I forgot to ask you to";
+ mes "bring me a snack ^A9A9A9ME^000000 too.";
+ mes "Do you think you ^A9A9A9AT^000000 can";
+ mes "^A9A9A9THE^000000 get me a glass of, um...";
+ mes "^A9A9A9STAIRS^000000 Vermilion on the Beach?";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Snack? Um... That's";
+ mes "more of a drink, isn't it?";
+ mes "But if that's what you want,";
+ mes "then I'll be back soon.";
+ mes "(^333333This is so cloak and dagger!";
+ mes "How does she talk like that?^000000)";
+ close2;
+ }
+ else if(mao_request == 118)
+ {
+ cutin "mocseal_rin01.bmp",2;
+ mes "[Lin]";
+ mes "Oh, good.";
+ mes "You're finally back~";
+ next;
+ cutin "mocseal_dan01.bmp",0;
+ mes "[R. Moore]";
+ mes "Ah! You've finally returned.";
+ mes "I have another request that";
+ mes "I must ask of you that pertains";
+ mes "to the missing children.";
+ next;
+ cutin "mocseal_rin01.bmp",2;
+ mes "[Lin]";
+ mes "Yeah, alright.";
+ mes "Depending on what";
+ mes "it is, maybe we'll do it.";
+ mes "But if it's some crazy";
+ mes "nonsense errand, we won't.";
+ next;
+ cutin "mocseal_dan01.bmp",0;
+ mes "[R. Moore]";
+ mes "For the sake of my";
+ mes "research, I want you to";
+ mes "investigate Thanatos Tower.";
+ mes "Learn more about its origin";
+ mes "through any means possible. I didn't want to say this, but...";
+ next;
+ mes "[R. Moore]";
+ mes "I think it's possible that the";
+ mes "missing children were kidnapped";
+ mes "to revive an ancient evil, Satan Morroc. I believe we can learn";
+ mes "more about the kidnappers by";
+ mes "learning about Satan Morroc.";
+ next;
+ mes "[R. Moore]";
+ mes "I know this all sounds";
+ mes "crazy, but please trust me.";
+ mes "Thanatos Tower is somehow";
+ mes "related to Satan Morroc, so";
+ mes "if you could tell me what";
+ mes "you can learn from there...";
+ next;
+ cutin "mocseal_rin01.bmp",2;
+ mes "[Lin]";
+ mes "Thanatos Tower, huh?";
+ mes "Alright, it's not like we don't";
+ mes "believe you, but we need some";
+ mes "time to consider your request";
+ mes "before we can go ahead with the investigation you're asking for...";
+ set mao_request,119;
+ close2;
+ }
+ else if(mao_request == 119)
+ {
+ cutin "mocseal_rin01.bmp",2;
+ mes "[Lin]";
+ mes "Alright... Before";
+ mes "we go and do this, we";
+ mes "need to make absolutely";
+ mes "sure of a few things.";
+ next;
+ cutin "mocseal_dan01.bmp",0;
+ mes "[R. Moore]";
+ mes "Of course.";
+ mes "What is it that";
+ mes "you want to ask me?";
+ next;
+ cutin "mocseal_rin01.bmp",2;
+ mes "[Lin]";
+ mes "First, those men that";
+ mes "attacked you. Are they";
+ mes "trying to revive Satan";
+ mes "Morroc? And those crests...";
+ mes "Were they built to break Satan";
+ mes "Morroc's seal or protect it?";
+ next;
+ cutin "mocseal_dan01.bmp",1;
+ mes "[R. Moore]";
+ mes "Oh, my attackers. I have no";
+ mes "idea what they could want.";
+ mes "As for the elemental crests,";
+ mes "they were originally built by";
+ mes "a madman to revive Satan Morroc. ";
+ next;
+ mes "[R. Moore]";
+ mes "However, once that crazed";
+ mes "man's plot was discovered,";
+ mes "the crests were modified to";
+ mes "further shield the seal that";
+ mes "contains Satan Morroc.";
+ next;
+ mes "[R. Moore]";
+ mes "But as a historian...";
+ mes "These stories about Satan";
+ mes "Morroc and seals are just";
+ mes "conjecture. I need concrete";
+ mes "proof that the threat of";
+ mes "Satan Morroc truly exists.";
+ next;
+ mes "[R. Moore]";
+ mes "If I can obtain that,";
+ mes "people would be able to";
+ mes "take Satan Morroc's threat";
+ mes "more seriously. And Thanatos^FFFFFF ^000000 Tower wouldn't be a tourist area.";
+ next;
+ mes "[R. Moore]";
+ mes "I'm begging you, please";
+ mes "go to Thanatos Tower and";
+ mes "try to find some sort of solid";
+ mes "historical record that proves";
+ mes "that Satan Morroc really";
+ mes "existed in our world.";
+ set mao_request,120;
+ close2;
+ }
+ else if(mao_request == 120)
+ {
+ cutin "mocseal_rin01.bmp",2;
+ mes "[Lin]";
+ mes "I'm not sure what to";
+ mes "believe, but investigating";
+ mes "Thanatos Tower seems to be";
+ mes "our best course of action now.";
+ next;
+ mes "[Lin]";
+ mes "While you work on that,";
+ mes "I will be trying to piece";
+ mes "together the information that";
+ mes "we've collected so far, as well";
+ mes "as keep an eye on Mr. R. Moore.";
+ mes "Good luck, and be careful.";
+ set mao_request,121;
+ close2;
+ }
+ else if(mao_request == 121)
+ {
+ mes "^3355FFLin seems to be lost";
+ mes "in thought, carefully";
+ mes "weighing your mission's";
+ mes "options. For now, you";
+ mes "better do your part and";
+ mes "investigate Thanatos Tower.^000000";
+ close2;
+ }
+ cutin "",255;
+ end;
+}
+
+que_job01,79,15,1 script R 880,{
+
+ if(mao_request == 103)
+ {
+ cutin "mocseal_dan01.bmp",0;
+ mes "[R.]";
+ mes "Right now, my life isn't";
+ mes "so important! Please let";
+ mes "me finish my research!";
+ next;
+ cutin "mocseal_rin01.bmp",2;
+ mes "[Lin]";
+ mes "What...?";
+ mes "I thought we're";
+ mes "only supposed to";
+ mes "protect you? What";
+ mes "exactly is going on?";
+ next;
+ mes "[R.]";
+ mes "I'm sorry, but it is";
+ mes "imperative that I leave";
+ mes "for the Juno Library...";
+ cutin "mocseal_dan01.bmp",0;
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Excuse me, but";
+ mes "what are you guys";
+ mes "talking about...?";
+ next;
+ mes "[Lin]";
+ mes "Ah, this is "+ strcharinfo(0) +",";
+ mes "my partner for this assignment.";
+ if(Sex == 1) mes "Don't worry, you can trust him.";
+ else mes "Don't worry, you can trust her.";
+ next;
+ mes "[R.]";
+ mes "Ah, I see. Please, for";
+ mes "for the sake of anonymity,";
+ mes "call me Mr. R. If it will help";
+ mes "you in your task, you may want";
+ mes "to ask Lin to explain everything that I just told her. Excuse me...";
+ next;
+ mes "^3355FFMr. R pulled out a pendant";
+ mes "from his necklace, placed it";
+ mes "against his forehead, and then";
+ mes "quickly mumbled something";
+ mes "before raising his head.^000000";
+ set mao_request,104;
+ close2;
+ }
+ else if(mao_request == 104)
+ {
+ cutin "mocseal_dan01.bmp",1;
+ mes "[R.]";
+ mes "Your partner should be";
+ mes "able to relate everything";
+ mes "that I've already told her,";
+ mes "as well as any details that";
+ mes "you might need to know for";
+ mes "your job. Please excuse me...";
+ next;
+ mes "^3355FFMr. R pulled out a pendant";
+ mes "from his necklace, placed it";
+ mes "against his forehead, and then";
+ mes "quickly mumbled something";
+ mes "before raising his head.^000000";
+ close2;
+ }
+ else if(mao_request == 105)
+ {
+ cutin "mocseal_dan01.bmp",1;
+ mes "[R.]";
+ mes "The Juno Library is";
+ mes "divided into 3 sections:";
+ mes "2 sections are used to store";
+ mes "books, and the other section";
+ mes "is dedicated for use as a";
+ mes "reading room or study hall.";
+ next;
+ mes "[R.]";
+ mes "You should be able to";
+ mes "find Yunia in that study";
+ mes "hall. Hopefully, by that";
+ mes "time, she'll be finished";
+ mes "organizing my documents...";
+ close2;
+ }
+ else if(mao_request == 106)
+ {
+ cutin "mocseal_dan01.bmp",0;
+ mes "[R. Moore]";
+ mes "So were you able to find";
+ mes "Yunia and get my research";
+ mes "documents from her? If you've";
+ mes "forgotten, then please go back";
+ mes "to Juno Library and bring them";
+ mes "back here... Thanks again.";
+ close2;
+ }
+ else if(mao_request == 107)
+ {
+ mes "[" + strcharinfo(0) + "]";
+ mes "These are the documents";
+ mes "that I received from Yunia.";
+ mes "Is this what you needed?";
+ next;
+ cutin "mocseal_dan01.bmp",0;
+ mes "[R. Moore]";
+ mes "Ah yes, these are exactly";
+ mes "what I wanted! Thank you so";
+ mes "much for your hard work. Wow,";
+ mes "these are so well organized...";
+ next;
+ cutin "mocseal_rin01.bmp",2;
+ mes "[Lin]";
+ mes "Alright. You need to tell";
+ mes "us how your research is";
+ mes "related to our next job...";
+ mes "We need to protect you, but";
+ mes "we still want to help those";
+ mes "missing children if we can.";
+ set mao_request,108;
+ close2;
+ }
+ else if(mao_request == 108)
+ {
+ cutin "mocseal_dan01.bmp",1;
+ mes "[R. Moore]";
+ mes "The information in these";
+ mes "documents is related to my";
+ mes "next request for you. As your";
+ mes "client, I hope you will carry";
+ mes "out this task and consider it";
+ mes "part of your assignment.";
+ next;
+ cutin "mocseal_rin01.bmp",2;
+ mes "[Lin]";
+ mes "Yeah, yeah, you don't";
+ mes "have to remind me. Besides,";
+ mes "we Assassins don't like leaving";
+ mes "any job unfinished. So what do";
+ mes "you need us to do this time?";
+ next;
+ cutin "mocseal_dan01.bmp",1;
+ mes "[R. Moore]";
+ mes "There are four crests";
+ mes "hidden in four different";
+ mes "directions around Morroc";
+ mes "which regulate the power";
+ mes "of the Water, Wind, Earth";
+ mes "and Fire elements in the area.";
+ next;
+ mes "[R. Moore]";
+ mes "The stability of these";
+ mes "elements in Morroc is in";
+ mes "currently in question, so";
+ mes "I want you to ^4D4DFFuse enchanted";
+ mes "stones^000000 to strengthen the power";
+ mes "of these elemental crests.";
+ next;
+ cutin "mocseal_rin01.bmp",2;
+ mes "[Lin]";
+ mes "Wait... We can honor";
+ mes "requests regarding your";
+ mes "safety, or anything that";
+ mes "will help us find those";
+ mes "missing kids, but we're your";
+ mes "bodyguards, not your servants.";
+ next;
+ cutin "mocseal_dan01.bmp",0;
+ mes "[R. Moore]";
+ mes "I know, I know...";
+ mes "But whatever force has";
+ mes "been tampering with these";
+ mes "artifacts is probably responsible for kidnapping those children.";
+ mes "It's worth investigating...";
+ next;
+ mes "[R. Moore]";
+ mes "Regardless, those men";
+ mes "attacked me because they";
+ mes "did not want me to repair";
+ mes "Morroc's elemental equilibrium.";
+ mes "At least, that's what I believe. ^FFFFFF ^000000";
+ set mao_request,109;
+ next;
+ mes "[R. Moore]";
+ mes "You can't possibly";
+ mes "understand now, but";
+ mes "trust me... You don't want";
+ mes "those crests to weaken.";
+ close2;
+ }
+ else if(mao_request == 109)
+ {
+ cutin "mocseal_dan01.bmp",0;
+ mes "[R. Moore]";
+ mes "Why don't you search West";
+ mes "Morroc first for one of the";
+ mes "elemental artifacts since it";
+ mes "is closer? It should be where";
+ mes "the pyramids are located.";
+ next;
+ cutin "mocseal_rin01.bmp",2;
+ mes "[Lin]";
+ mes "Please go ahead";
+ mes "and do as he says.";
+ mes "In the meantime, I'll";
+ mes "stay here and make sure";
+ mes "no one attacks Mr. R again.";
+ next;
+ mes "[Lin]";
+ mes "I'm sorry that ^A9A9A9WAIT^000000 you've";
+ mes "got to do ^A9A9A9FOR^000000 this ^A9A9A9ME^000000 alone,";
+ mes "^A9A9A9AT^000000 but this situation can't";
+ mes "be ^A9A9A9THE^000000 helped. ^A9A9A9STAIRS^000000";
+ close2;
+ }
+ else if(mao_request > 109 && mao_request < 112)
+ {
+ cutin "mocseal_dan01.bmp",1;
+ mes "[R. Moore]";
+ mes "You should be able to find";
+ mes "the element regulation device";
+ mes "behind one of the pyramids in";
+ mes "the field west of Morroc. Please^FFFFFF ^000000";
+ mes "use an enchanted stone to";
+ mes "boost the crest's power.";
+ close2;
+ }
+ else if(mao_request == 112)
+ {
+ cutin "mocseal_dan01.bmp",1;
+ mes "[R. Moore]";
+ mes "Alright, now, I don't know";
+ mes "the locations of the other";
+ mes "crests. I wish I had the";
+ mes "chance to search for them";
+ mes "before I was attacked. I'm";
+ mes "sorry I can't be of more help.";
+ next;
+ mes "[R. Moore]";
+ mes "I didn't know asking for";
+ mes "protection would require";
+ mes "me to live like a prisoner...";
+ mes "I feel... I feel trapped.";
+ next;
+ cutin "mocseal_rin01.bmp",2;
+ mes "[Lin]";
+ mes "Hey, what's your problem,";
+ mes "Mr. R?! You're snug as a rug";
+ mes "in here, next to freakin' pub";
+ mes "for goodness sake, while we're";
+ mes "running around doing all of";
+ mes "your dirty work for you!";
+ next;
+ cutin "mocseal_dan01.bmp",0;
+ mes "[R. Moore]";
+ mes "This much is";
+ mes "true, I suppose...";
+ next;
+ cutin "mocseal_dan01.bmp",255;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Well, I guess I'll go out";
+ mes "and try to activate those";
+ mes "other elemental crests";
+ mes "just outside of Morroc.";
+ close2;
+ }
+ else if(mao_request > 112 && mao_request < 115)
+ {
+ cutin "mocseal_dan01.bmp",1;
+ mes "[R. Moore]";
+ mes "Thank you so much";
+ mes "for all of your hard";
+ mes "work. Future generations";
+ mes "will praise what you have";
+ mes "done. Rest assured...";
+ next;
+ mes "[Lin]";
+ mes "What...?";
+ mes "What did you";
+ mes "say just now?";
+ next;
+ mes "[R. Moore]";
+ mes "Oh nothing...";
+ mes "Just giving " + strcharinfo(0) + "";
+ mes "due credit. That's all.";
+ close2;
+ }
+ else if(mao_request == 115)
+ {
+ cutin "mocseal_dan01.bmp",0;
+ mes "[R. Moore]";
+ mes "Good, you've arrived.";
+ mes "Now, to ensure the safety";
+ mes "of all of those poor children,";
+ mes "I need you to complete ano--";
+ next;
+ cutin "mocseal_rin01.bmp",2;
+ mes "[Lin]";
+ mes "Excuse me, I don't mean";
+ mes "to butt in, but I need to";
+ mes "talk to you alone. It's";
+ mes "a very urgent issue that";
+ mes "I need to discuss here";
+ mes "with "+ strcharinfo(0) +".";
+ next;
+ cutin "mocseal_dan01.bmp",0;
+ mes "[R. Moore]";
+ mes "...Very well.";
+ mes "Then I shall next;";
+ mes "until you return.";
+ close2;
+ }
+ else if(mao_request == 116)
+ {
+ cutin "mocseal_dan01.bmp",0;
+ mes "[R. Moore]";
+ mes "Hmmm...?";
+ mes "Weren't you going";
+ mes "out on an errand to";
+ mes "pick up some snacks";
+ mes "and drinks for us?";
+ close2;
+ }
+ else if(mao_request == 117)
+ {
+ cutin "mocseal_dan01.bmp",0;
+ mes "[R. Moore]";
+ mes "Oh good, you've";
+ mes "returned. Never mind";
+ mes "the snacks, I want to";
+ mes "talk to you about my";
+ mes "next request if you wo--";
+ next;
+ cutin "mocseal_rin01.bmp",2;
+ mes "[Lin]";
+ mes "I'm sorry, ^A9A9A9MEET^000000 partner,";
+ mes "but I forgot to ask you to";
+ mes "bring me a snack ^A9A9A9ME^000000 too.";
+ mes "Do you think you ^A9A9A9AT^000000 can";
+ mes "^A9A9A9THE^000000 get me a glass of, um...";
+ mes "^A9A9A9STAIRS^000000 Vermilion on the Beach?";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Snack? Um... That's";
+ mes "more of a drink, isn't it?";
+ mes "But if that's what you want,";
+ mes "then I'll be back soon.";
+ mes "(^333333This is so cloak and dagger!";
+ mes "How does she talk like that?^000000)";
+ close2;
+ }
+ else if(mao_request == 118)
+ {
+ cutin "mocseal_dan01.bmp",0;
+ mes "[R. Moore]";
+ mes "Ah, you've finally returned.";
+ mes "I have another request that";
+ mes "I must ask of you that pertains";
+ mes "to the missing children.";
+ next;
+ cutin "mocseal_rin01.bmp",2;
+ mes "[Lin]";
+ mes "Yeah, alright.";
+ mes "Depending on what";
+ mes "it is, maybe we'll do it.";
+ mes "But if it's some crazy";
+ mes "nonsense errand, we won't.";
+ next;
+ cutin "mocseal_dan01.bmp",0;
+ mes "[R. Moore]";
+ mes "For the sake of my";
+ mes "research, I want you to";
+ mes "investigate Thanatos Tower.";
+ mes "Learn more about its origin";
+ mes "through any means possible. I didn't want to say this, but...";
+ next;
+ mes "[R. Moore]";
+ mes "I think it's possible that the";
+ mes "missing children were kidnapped";
+ mes "to revive an ancient evil, Satan Morroc. I believe we can learn";
+ mes "more about the kidnappers by";
+ mes "learning about Satan Morroc.";
+ next;
+ mes "[R. Moore]";
+ mes "I know this all sounds";
+ mes "crazy, but please trust me.";
+ mes "Thanatos Tower is somehow";
+ mes "related to Satan Morroc, so";
+ mes "if you could tell me what";
+ mes "you can learn from there...";
+ next;
+ cutin "mocseal_rin01.bmp",2;
+ mes "[Lin]";
+ mes "Thanatos Tower, huh?";
+ mes "Alright, it's not like we don't";
+ mes "believe you, but we need some";
+ mes "time to consider your request";
+ mes "before we can go ahead with the investigation you're asking for...";
+ set mao_request,119;
+ close2;
+ }
+ else if(mao_request == 119)
+ {
+ cutin "mocseal_dan01.bmp",1;
+ mes "[R. Moore]";
+ mes "Lin has something to ask";
+ mes "me, so I should probably";
+ mes "answer her questions before";
+ mes "requesting you to do anything.";
+ close2;
+ }
+ else if(mao_request == 120)
+ {
+ cutin "mocseal_dan01.bmp",1;
+ mes "[R. Moore]";
+ mes "I'm begging you, please";
+ mes "go to Thanatos Tower and";
+ mes "try to find some sort of solid";
+ mes "historical record that proves";
+ mes "that Satan Morroc really";
+ mes "existed in our world.";
+ close2;
+ }
+ else if(mao_request == 121)
+ {
+ cutin "mocseal_dan01.bmp",1;
+ mes "[R. Moore]";
+ mes "You'll be investigating";
+ mes "Thanatos Tower, then?";
+ mes "Good, good, I'll soon be";
+ mes "able to complete my work.";
+ next;
+ mes "^3355FFMr. R pulled out a pendant";
+ mes "from his necklace, placed it";
+ mes "against his forehead, and then";
+ mes "quickly mumbled something";
+ mes "before raising his head.^000000";
+ close2;
+ }
+ cutin "",255;
+ end;
+}
+
+que_job01,147,54,3 script Lin#3 885,{
+
+OnInit:
+ disablenpc "Lin#3";
+ end;
+
+OnEnter:
+ disablenpc "Lin#3";
+ end;
+}
+
+que_job01,13,17,5 script Kidd#1 884,{
+
+ cutin "mocseal_kid01.bmp",2;
+ if (mao_request < 3)
+ {
+ mes "[Kidd]";
+ mes "...";
+ mes "......";
+ mes "Um. Hey.";
+ close2;
+ }
+ else if(mao_request > 102 && mao_request < 126)
+ {
+ mes "[Kidd]";
+ mes "Oh hey, you're the one who's";
+ mes "working with Lin, right? We're";
+ mes "all glad you came on board for";
+ mes "that mission. I mean, we can't do everything ourselves, you know?";
+ close2;
+ }
+ else if(mao_request == 3)
+ {
+ mes "[Kidd]";
+ mes "The representative from";
+ mes "the Dandelion organization";
+ mes "is waiting for us in the hall,";
+ mes "so you better hustle over to";
+ mes "him. Don't worry, I'll meet you";
+ mes "as soon as you get there.";
+ close2;
+ disablenpc "Kidd#1";
+ }
+ else if(mao_request == 28 || mao_request == 29)
+ {
+ mes "[Kidd]";
+ mes "Oh, hey...";
+ mes "You're here,";
+ mes "you really came back.";
+ next;
+ mes "[Valdes]";
+ mes "Excuse me...";
+ mes "But can we";
+ mes "talk for a second?";
+ close2;
+ }
+ else if(mao_request == 126 || mao_request == 127)
+ {
+ mes "[Kidd]";
+ mes "Oh, hey...";
+ mes "You're here,";
+ mes "you really came back.";
+ next;
+ mes "[Valdes]";
+ mes "Excuse me...";
+ mes "But can we";
+ mes "talk for a second?";
+ close2;
+ }
+ cutin "",255;
+ end;
+
+OnInit:
+ disablenpc "Kidd#1";
+ end;
+
+OnEnter:
+ enablenpc "Kidd#1";
+ end;
+}
+
+que_job01,12,8,7 script Kidd#2 884,{
+
+OnInit:
+ disablenpc "Kidd#2";
+ end;
+
+OnEnter:
+ disablenpc "Kidd#2";
+ end;
+}
+
+que_job01,148,54,3 script Kidd#3 884,{
+
+OnInit:
+ disablenpc "Kidd#3";
+ end;
+
+OnEnter:
+ disablenpc "Kidd#3";
+ end;
+}
+
+que_job01,91,83,3 script Kidd#hall 884,{
+
+ if (mao_request == 124)
+ {
+ mes "[Kidd]";
+ mes "Something major is going";
+ mes "to happen... You've got to";
+ mes "call the other members of";
+ mes "Dandelion, and I've got to";
+ mes "contact everyone in my guild!";
+ next;
+ mes "[Dandelion Member]";
+ mes "Let me go, I can feel";
+ mes "something happening in";
+ mes "Morroc Castle! We have";
+ mes "to go over there right now!";
+ close2;
+ }
+ else if(mao_request < 3 || (mao_request > 102 && mao_request < 124))
+ {
+ mes "[Kidd]";
+ mes "......";
+ mes ".........";
+ close2;
+ }
+ else if(mao_request == 3)
+ {
+ cutin "mocseal_kid01.bmp",2;
+ mes "[Kidd]";
+ mes "Oh good, you're here";
+ mes "just in time. This member";
+ mes "from Dandelion is going to";
+ mes "explain our mission to us.";
+ mes "Now, if you'll give him";
+ mes "your full attention...";
+ next;
+ cutin "mocseal_dan01.bmp",0;
+ mes "[Dandelion Member]";
+ mes "Ah, so you're the one";
+ mes "working with Kidd on this";
+ mes "mission? I'm your client,";
+ mes "the representative of the";
+ mes "Dandelion Organization.";
+ next;
+ mes "[Dandelion Member]";
+ mes "If you don't already know,";
+ mes "we're a public service group";
+ mes "that does great volunteer work.";
+ mes "However, one of our projects,";
+ mes "a child daycare center, was";
+ mes "ruined by a Mr. Raiyan Moore.";
+ next;
+ mes "[Dandelion Member]";
+ mes "It's horrible what he did:";
+ mes "Raiyan Moore kidnapped all";
+ mes "of the children at our daycare";
+ mes "center! We can't help but feel";
+ mes "responsible, and we're doing";
+ mes "all that we can to find them...";
+ next;
+ mes "[Dandelion Member]";
+ mes "However, the people of";
+ mes "our organization don't have";
+ mes "the skills to find him, much";
+ mes "less deal with this dangerous";
+ mes "man. That's why we're asking";
+ mes "for your help in this matter.";
+ next;
+ cutin "mocseal_kid01.bmp",2;
+ mes "[Kidd]";
+ mes "That's how the children";
+ mes "have been disappearing?";
+ mes "Hmm. According to Raiyan";
+ mes "Moore's profile, he's more";
+ mes "of an academic or a scholar";
+ mes "than a dangerous kidnapper...";
+ next;
+ cutin "mocseal_dan01.bmp",0;
+ mes "[Dandelion Member]";
+ mes "Yes, he would appear";
+ mes "innocuous according to";
+ mes "the file we've given you,";
+ mes "but I do not think that";
+ mes "Raiyan Moore is a person";
+ mes "that we should underestimate.";
+ next;
+ mes "^3355FFThe representative from";
+ mes "the Dandelion Organization";
+ mes "pulled out a necklace pendant";
+ mes "from under his shirt, pressed";
+ mes "it to his forehead, and then";
+ mes "quickly mumbled some words.^000000";
+ set mao_request,4;
+ close2;
+ }
+ else if(mao_request == 4)
+ {
+ mes "[" + strcharinfo(0) + "]";
+ mes "(^333333Kidd? What...";
+ mes "What is he doing";
+ mes "with that pendant?^000000)";
+ next;
+ cutin "mocseal_kid01.bmp",2;
+ mes "[Kidd]";
+ mes "I've seen him do that";
+ mes "a couple of times. I dunno,";
+ mes "I guess he's just praying.";
+ mes "Though, I doubt it's to any";
+ mes "deity or god or whatever";
+ mes "that I'm familiar with...";
+ next;
+ mes "[Kidd]";
+ mes "Anyway, back to the task at";
+ mes "hand. All we know is that our";
+ mes "target was last seen checking";
+ mes "out the Morroc ruins. Now, I think that we should begin our search ";
+ mes "by visiting the Juno Library.";
+ next;
+ switch( select( "Why should we go there?","Right, I understand!" ) )
+ {
+ case 1:
+ mes "[Kidd]";
+ mes "Our target, Raiyan Moore";
+ mes "is a scholar, an academic.";
+ mes "If he was researching the";
+ mes "Morroc Ruins, there's a good";
+ mes "chance that he went to the";
+ mes "Juno Library beforehand.";
+ next;
+ mes "[Kidd]";
+ mes "If we're lucky, we might";
+ mes "find some clue as to what";
+ mes "Raiyan Moore is trying to do,";
+ mes "and where he might be now.";
+ mes "Pretty good idea, huh?";
+ break;
+
+ case 2:
+ mes "[Kidd]";
+ mes "I know that Juno is pretty";
+ mes "far, but I think it's the";
+ mes "best lead to follow for now.";
+ mes "It's not an easy journey to";
+ mes "make, so I wanna thank you";
+ mes "for being so understanding.";
+ break;
+ }
+ next;
+ mes "[Kidd]";
+ mes "Anyway, if we're lucky,";
+ mes "maybe someone there might";
+ mes "be familiar with Raiyan's work";
+ mes "and could point us in the right";
+ mes "direction. Alright then, I'll meet up with you in the Juno Library.";
+ set mao_request,5;
+ close2;
+ }
+ else if(mao_request > 4 && mao_request < 8)
+ {
+ mes "[Kidd]";
+ mes "Hmm...? What are you still";
+ mes "doing here? There's no need";
+ mes "to wait up for me, I'll just catch up with you at the Juno Library.";
+ mes "Besides, I've got a few other";
+ mes "things to take care of first...";
+ close2;
+ }
+ else if(mao_request == 8)
+ {
+ cutin "mocseal_kid01.bmp",2;
+ mes "[Kidd]";
+ mes "Hey you, Dandelion guy,";
+ mes "you know why these four";
+ mes "directions in Morroc are";
+ mes "so important to Moore?";
+ mes "He wrote something about";
+ mes "it in his research journal.";
+ next;
+ cutin "mocseal_dan01.bmp",0;
+ mes "[Dandelion Member]";
+ mes "Hm? No, not really.";
+ mes "In fact, it's even more";
+ mes "baffling. What could be";
+ mes "here in Morroc, and how";
+ mes "can it possibly relate";
+ mes "to the missing children?";
+ next;
+ mes "[Kidd]";
+ mes "Yeah, well, it's all we";
+ mes "have to go on for now.";
+ mes "Although he's probably";
+ mes "gone by now, we need to";
+ mes "follow through on this lead... If we're lucky, we'll catch Moore.";
+ set mao_request,9;
+ close2;
+ }
+ else if(mao_request == 9)
+ {
+ mes "[" + strcharinfo(0) + "]";
+ mes "So...";
+ mes "How should we go";
+ mes "about investigating the";
+ mes "four directions in Morroc?";
+ next;
+ cutin "mocseal_kid01.bmp",2;
+ mes "[Kidd]";
+ mes "Hmm... Why don't we try";
+ mes "this? I'll check the south";
+ mes "part of Morroc for anything";
+ mes "out of the ordinary, while you";
+ mes "check the west part of Morroc.";
+ next;
+ mes "[Kidd]";
+ mes "Since Moore was performing";
+ mes "historical research, it would";
+ mes "probably be best for you to";
+ mes "investigate the pyramids west";
+ mes "of Morroc. If you happen to find anything, then meet me back here.";
+ set mao_request,10;
+ next;
+ cutin "mocseal_dan01.bmp",0;
+ mes "[Dandelion Member]";
+ mes "Good luck to the";
+ mes "two of you. Although";
+ mes "I have no idea what you";
+ mes "might find, I hope that it";
+ mes "will lead you to Raiya Moore...";
+ close2;
+ }
+ else if(mao_request == 10)
+ {
+ cutin "mocseal_kid01.bmp",2;
+ mes "[Kidd]";
+ mes "For now, investigate";
+ mes "the west part of Morroc";
+ mes "where the pyramids are";
+ mes "located. If you find anything";
+ mes "that may interest Moore, come";
+ mes "back and report it to me here.";
+ close2;
+ }
+ else if(mao_request == 11)
+ {
+ cutin "mocseal_kid01.bmp",2;
+ mes "[Kidd]";
+ mes "Ah, you've returned.";
+ mes "I found some sort of";
+ mes "elemental crest over in";
+ mes "the south part of Morroc.";
+ mes "It was full of Earth magic...";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Really? I actually found the";
+ mes "Wind elemental crest west";
+ mes "of Morroc. Do you think this";
+ mes "means that there's elemental";
+ mes "crests in the fields north and";
+ mes "east of Morroc as well?";
+ next;
+ cutin "mocseal_kid01.bmp",2;
+ mes "[Kidd]";
+ mes "I'm not sure, but I can tell";
+ mes "that there's some serious power";
+ mes "in those elemental crests. Now,";
+ mes "from what we read in Moore's";
+ mes "research, the four directions";
+ mes "in Morroc have to be balanced.";
+ next;
+ cutin "mocseal_dan01.bmp",0;
+ mes "[Dandelion Member]";
+ mes "Hmm. Although your mission";
+ mes "is to find Raiyan Moore and";
+ mes "rescue the missing children,";
+ mes "we cannot allow Moore to cause";
+ mes "more harm. We can't ignore the crests, and should check them...";
+ next;
+ cutin "mocseal_kid01.bmp",2;
+ mes "[Kidd]";
+ mes "I agree... In fact, the";
+ mes "Earth crest seemed pretty";
+ mes "unstable when I found it.";
+ mes "For now, go and stabilize";
+ mes "all four elemental crests";
+ mes "located just outside of Morroc.";
+ next;
+ mes "[Kidd]";
+ mes "While you're doing that,";
+ mes "I'm going to visit Morroc's";
+ mes "local historian and see what";
+ mes "I can learn about those crests";
+ mes "and Raiyan Moore's intentions.";
+ set mao_request,12;
+ close2;
+ }
+ else if(mao_request == 12)
+ {
+ cutin "mocseal_kid01.bmp",2;
+ mes "[Kidd]";
+ mes "Hmm... If you want to";
+ mes "stabilize the crests, you'll";
+ mes "probably need to counter the";
+ mes "the element of a crest with the";
+ mes "opposing, superior element,";
+ mes "to balance them out, I guess.";
+ next;
+ mes "[Kidd]";
+ mes "You'll need all four";
+ mes "types of those elemental";
+ mes "stones. Anyway, you already";
+ mes "know where the west crest is.";
+ mes "The south crest is in the lowest^FFFFFF ^000000 part of the field south of Morroc.";
+ next;
+ mes "[Kidd]";
+ mes "As for the north and east";
+ mes "crest locations, you're on";
+ mes "your own. Anyway, don't forget";
+ mes "to bring a Flame Heart, Mystic";
+ mes "Frozen, Great Nature and";
+ mes "Rough Wind with you, okay?";
+ close2;
+ }
+ else if(mao_request > 12 && mao_request < 16)
+ {
+ cutin "mocseal_kid01.bmp",2;
+ mes "[Kidd]";
+ mes "Have you been able to";
+ mes "find the other elemental";
+ mes "crests? Don't forget to";
+ mes "stabilize them by using";
+ mes "elemental stones of a";
+ mes "superior, opposing element.";
+ close2;
+ }
+ else if(mao_request == 16)
+ {
+ cutin "mocseal_dan01.bmp",0;
+ mes "[Dandelion Member]";
+ mes "Is that what happened?";
+ mes "I can't believe the historian";
+ mes "would do that, Kidd. Did you";
+ mes "explain why you needed to";
+ mes "speak to him, and let him";
+ mes "know that it was urgent?";
+ next;
+ cutin "mocseal_kid01.bmp",2;
+ mes "[Kidd]";
+ mes "Hell, yeah...!";
+ mes "Well, you know.";
+ mes "In my usual way...";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "I just came back";
+ mes "from stabilizing those";
+ mes "elemental crests. Wait,";
+ mes "did something happen?";
+ next;
+ cutin "mocseal_dan01.bmp",0;
+ mes "[Dandelion Member]";
+ mes "I'm not sure...";
+ mes "Kidd seems very upset";
+ mes "for some reason. I'm";
+ mes "guessing something must";
+ mes "have happened when he";
+ mes "went to visit that historian.";
+ set mao_request,17;
+ close2;
+ }
+ else if(mao_request == 17)
+ {
+ cutin "mocseal_kid01.bmp",2;
+ mes "[Kidd]";
+ mes "Alright...";
+ mes "So you know how";
+ mes "I was supposed to";
+ mes "visit our historian?";
+ mes "He, um, refused to see me...";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "What...?!";
+ mes "Why would he do";
+ mes "something like that?";
+ next;
+ mes "[Kidd]";
+ mes "I have no idea!";
+ mes "But I personally think";
+ mes "that he's got something";
+ mes "against Assassins. So";
+ mes "I want you to go and";
+ mes "try talking to him...";
+ next;
+ if (Class == Job_Assassin || Class == Job_Assassin_Cross)
+ {
+ mes "[" + strcharinfo(0) + "]";
+ mes "Wait a second.";
+ mes "I'm an Assassin too!";
+ next;
+ mes "[Kidd]";
+ mes "Yeah, but he already";
+ mes "recognizes me. At least";
+ mes "you can go in disguise...";
+ mes "You know, wear one of";
+ mes "those cute hats or whatever.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Alright, alright.";
+ mes "I'll try talking";
+ mes "to him for you...";
+ set mao_request,18;
+ close2;
+ }
+ else
+ {
+ mes "[" + strcharinfo(0) + "]";
+ mes "Alright, alright.";
+ mes "I'll try talking";
+ mes "to him for you...";
+ set mao_request,18;
+ close2;
+ }
+ }
+ else if(mao_request == 18)
+ {
+ cutin "mocseal_kid01.bmp",2;
+ mes "[Kidd]";
+ mes "You should be able to";
+ mes "find our local historian in";
+ mes "the Morroc Inn. If you can, ask";
+ mes "him about the crests around";
+ mes "Morroc and their importance.";
+ next;
+ mes "[Kidd]";
+ mes "We need to gather as";
+ mes "many clues as we can";
+ mes "about Raiyan Moore's";
+ mes "research so that we can";
+ mes "better understand his motives.";
+ close2;
+ }
+ else if(mao_request == 19)
+ {
+ cutin "mocseal_kid01.bmp",2;
+ mes "[Kidd]";
+ mes "Hey, you're back.";
+ mes "So were you able to";
+ mes "talk to the historian?";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Say, what's that";
+ mes "you're drinking?";
+ next;
+ cutin "mocseal_dan01.bmp",0;
+ mes "[Dandelion Member]";
+ mes "Oh, this?";
+ mes "It's a Tropical Sograt.";
+ mes "Trust me, it's delicious.";
+ mes "Here, let me buy you a glass.";
+ mes "Master! Let me have another";
+ mes "glass of Tropical Sograt!";
+ next;
+ mes "[Master]";
+ mes "Alright, alright~";
+ mes "Coming right up.";
+ mes "Here you are, enjoy.";
+ mes "Take this.";
+ set mao_request,20;
+ getitem 12112,1;
+ next;
+ cutin "mocseal_kid01.bmp",2;
+ mes "[Kidd]";
+ mes "Hey, drink that later.";
+ mes "Did you figure out why";
+ mes "the historian refused to";
+ mes "see me? Gimme your report~";
+ close2;
+ }
+ else if(mao_request == 20)
+ {
+ cutin "mocseal_kid01.bmp",2;
+ mes "[Kidd]";
+ mes "Alright, now tell me.";
+ mes "Were you able to talk";
+ mes "to the historian? Also,";
+ mes "did you figure out why";
+ mes "he didn't wanna talk to me?";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Oh, that? I never got to";
+ mes "speak to the historian, but";
+ mes "I did talk to his assistant.";
+ mes "It turns out that you scared";
+ mes "him off by brandishing your";
+ mes "blades in front of him...";
+ next;
+ mes "[Kidd]";
+ mes "You gotta be kidding me!";
+ mes "I'm an Assassin! What am";
+ mes "I supposed to be doing if";
+ mes "not looking cool and totally";
+ mes "hardcore, huh? Damn babies...";
+ mes "So what else did you learn?";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Well, those elemental crests";
+ mes "are supposed to protect some";
+ mes "seal beneath Morroc Castle";
+ mes "that keeps this monster, Satan";
+ mes "Morroc, from invading our world.^FFFFFF ^000000 It might be just a legend, but...";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "The assistant told me that";
+ mes "Thanatos Tower was actually";
+ mes "a place originally used by";
+ mes "Satan Morroc to summon his";
+ mes "minions. Now, demons or angels";
+ mes "or whatever inhabit that tower.";
+ next;
+ mes "[Kidd]";
+ mes "Alright...";
+ mes "But what does all";
+ mes "this have to do with";
+ mes "the missing children?";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Well... Let's say that";
+ mes "Raiyan Moore's goal is to";
+ mes "revive Satan Morroc, if it";
+ mes "truly exists. It might be";
+ mes "possible to do that by";
+ mes "offering a blood sacrifice.";
+ set mao_request,21;
+ next;
+ mes "[Kidd]";
+ mes "Then that would mean";
+ mes "that the children were";
+ mes "kidnapped to-- No way!";
+ mes "That's... That's sick!";
+ close2;
+ }
+ else if(mao_request == 21)
+ {
+ cutin "mocseal_kid01.bmp",2;
+ mes "[Kidd]";
+ mes "You know... I've been";
+ mes "thinking about what we";
+ mes "should do next. If Satan";
+ mes "Morroc really exists, then";
+ mes "that would be a worldwide";
+ mes "catastrophe, right?";
+ next;
+ mes "[Kidd]";
+ mes "However, we don't really";
+ mes "know if such a powerful";
+ mes "monster really does exist.";
+ mes "I don't want to believe it,";
+ mes "but we gotta investigate the";
+ mes "possibility, find some proof.";
+ next;
+ cutin "mocseal_dan01.bmp",0;
+ mes "[Dandelion Member]";
+ mes "There are those seals";
+ mes "around Morroc, but we're";
+ mes "not sure if they help keep";
+ mes "Satan Morroc sealed, or if";
+ mes "their magic makes it easier for humans to live in that desert.";
+ next;
+ cutin "mocseal_kid01.bmp",2;
+ mes "[Kidd]";
+ mes "Yeah, yeah, I know. Okay,";
+ mes "this is what we'll do. You go";
+ mes "to Thanatos Tower and see if";
+ mes "you can find those kids, Raiyan";
+ mes "Moore, or concrete proof of";
+ mes "Satan Morroc's existence.";
+ set mao_request,22;
+ next;
+ mes "[Kidd]";
+ mes "If you're lucky enough to";
+ mes "encounter Raiyan Moore";
+ mes "while you're there, bring him";
+ mes "back, dead or alive, it doesn't";
+ mes "matter. In the meantime, I'll talk to the historian's assistant...";
+ close2;
+ }
+ else if(mao_request == 22)
+ {
+ cutin "mocseal_kid01.bmp",2;
+ mes "[Kidd]";
+ mes "So how's the investigation of";
+ mes "Thanatos Tower coming along?";
+ mes "Did you learn anything about";
+ mes "Raiyan Moore or Satan Morroc?";
+ next;
+ switch( select( "Yes, I did.","No, not yet..." ) )
+ {
+ case 1:
+ if(thana_quest > 1)
+ {
+ mes "[" + strcharinfo(0) + "]";
+ mes "Well, I found some old log";
+ mes "entries about Satan Morroc.";
+ mes "They pretty much confirm that";
+ mes "Satan Morroc is real, and that";
+ mes "it's sealed under Morroc Castle. ";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "The Rekenber Corporation";
+ mes "is also responsible for the";
+ mes "tower's reconstruction, and";
+ mes "they ultimately plan to repair";
+ mes "all twelve of its levels.";
+ next;
+ cutin "mocseal_kid01.bmp",2;
+ mes "[Kidd]";
+ mes "So it's true...";
+ mes "Satan Morroc does exist.";
+ mes "If Raiyan Moore kidnapped";
+ mes "those children, then he must";
+ mes "be planning to sacrifice them";
+ mes "to revive that monster.";
+ next;
+ cutin "mocseal_dan01.bmp",0;
+ mes "[Dandelion Member]";
+ mes "I wish we could say that we";
+ mes "were jumping to conclusions,";
+ mes "but Moore's research results";
+ mes "and his behavior... He can't be";
+ mes "planning anything else. This";
+ mes "is the worst case scenario...";
+ next;
+ cutin "mocseal_kid01.bmp",2;
+ mes "[Kidd]";
+ mes "Damn it!";
+ mes "We have to find";
+ mes "Raiyan Moore now!";
+ mes "We're running out of";
+ mes "time! What'll we do?!";
+ set mao_request,23;
+ close2;
+ }
+ else
+ {
+ cutin "mocseal_kid01.bmp",2;
+ mes "[Kidd]";
+ mes "Hmm... Your investigation";
+ mes "wasn't thorough enough. You";
+ mes "need to find concrete proof about Satan Morroc's existence or Raiyan";
+ mes "Moore's intentions. Hurry back to Thanatos Tower and find it!";
+ close2;
+ }
+ break;
+
+ case 2:
+ cutin "mocseal_kid01.bmp",2;
+ mes "[Kidd]";
+ mes "Alright. Come back";
+ mes "as soon as you finish";
+ mes "your investigation. I'm";
+ mes "getting the feeling that we";
+ mes "no longer have the luxury";
+ mes "of time, so please hurry!";
+ close2;
+ break;
+ }
+ }
+ else if(mao_request == 23)
+ {
+ cutin "mocseal_kid01.bmp",2;
+ mes "[Kidd]";
+ mes "We need to calm down...";
+ mes "We're no good to those";
+ mes "kids if we let ourselves";
+ mes "get frustrated. Okay, did";
+ mes "you find any trace of Raiyan";
+ mes "Moore over at Thanatos Tower?";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Not at all. I've been";
+ mes "asking around, but haven't";
+ mes "been able to get any clue as";
+ mes "to where he can be right now.";
+ mes "How can we possibly find him?";
+ next;
+ cutin "mocseal_dan01.bmp",0;
+ mes "[Dandelion Member]";
+ mes "This is bad... Not only";
+ mes "are the missing children in";
+ mes "danger, but if Raiyan may even";
+ mes "revive Satan Morroc. We cannot";
+ mes "allow that to happen at any cost.";
+ next;
+ cutin "mocseal_kid01.bmp",2;
+ mes "[Kidd]";
+ mes "I know, I've been";
+ mes "searching places where";
+ mes "the children might have";
+ mes "been hidden, but there's";
+ mes "just so many of them. We";
+ mes "really got to think of ou--";
+ next;
+ cutin "mocseal_kid01.bmp",255;
+ cutin "mocseal_dan01.bmp",255;
+ mes "[Litheron]";
+ mes "Um? I'm really sorry to";
+ mes "interrupt. I know I'm not";
+ mes "supposed to bother you guys";
+ mes "on assignment, but I overheard";
+ mes "you and wanted to ask about";
+ mes "the guy you're looking for.";
+ next;
+ mes "[Dandelion Member]";
+ mes "You mean...";
+ mes "Raiyan Moore?";
+ next;
+ mes "[Litheron]";
+ mes "Yeah. Does he wear";
+ mes "the same uniform as you?";
+ mes "If he does, I think I saw him";
+ mes "here earlier going by the name";
+ mes "of ''Mr. R.'' Also, I think he";
+ mes "might also be Lin's client...";
+ next;
+ cutin "mocseal_kid01.bmp",2;
+ mes "[Kidd]";
+ mes "What, Lin's client?!";
+ mes "Wait, "+ strcharinfo(0) +", do you recall";
+ mes "what Lin's assignent was?";
+ next;
+ switch( select( "Well, um...","Bodyguard, right?" ) )
+ {
+ case 1:
+ mes "[Kidd]";
+ mes "Damn it!";
+ mes "I don't remember";
+ mes "it either! But I've got";
+ mes "a bad feeling about this!";
+ mes "We gotta go talk to our";
+ mes "commanding officer!";
+ set mao_request,24;
+ break;
+
+ case 2:
+ mes "[Kidd]";
+ mes "That's right! She's";
+ mes "supposed to be a bodyguard";
+ mes "for someone called ''Mr. R!''";
+ mes "How could we overlook this?!";
+ mes "Damn it, we need to talk to our";
+ mes "commanding officer right now!";
+ set mao_request,24;
+ break;
+ }
+ next;
+ mes "[Litheron]";
+ mes "Hey, hey...";
+ mes "What's going on?";
+ mes "Was I not supposed to";
+ mes "tell that to you guys?";
+ next;
+ mes "[Kidd]";
+ mes "No, no...";
+ mes "You were actually";
+ mes "a really great help!";
+ mes "Thanks, Litheron, ";
+ mes "I'll buy you a drink later~";
+ close2;
+ }
+ else if(mao_request == 24)
+ {
+ cutin "mocseal_kid01.bmp",2;
+ mes "[Kidd]";
+ mes "Now I remember...!";
+ mes "Lin is supposed to work";
+ mes "as a bodyguard for someone";
+ mes "named, ''Mr. R!'' We're looking";
+ mes "for Raiyan Moore--if they're the same person-- then that means--";
+ next;
+ mes "[Kidd]";
+ mes "Hurry, we need to tell";
+ mes "our commanding officer,";
+ mes "Valdes! I'll meet you there";
+ mes "in a flash, so just get over";
+ mes "there as quickly as you can!";
+ close2;
+ }
+ else if(mao_request == 25)
+ {
+ cutin "mocseal_kid01.bmp",2;
+ mes "[Kidd]";
+ mes "Raiyan Moore's supposed";
+ mes "to be in the room on the other";
+ mes "side of the commanding officer's room. Check it, quickly! Once";
+ mes "I get my hands on that guy...";
+ close2;
+ }
+ else if(mao_request == 26 || mao_request == 27)
+ {
+ cutin "mocseal_kid01.bmp",2;
+ mes "[Kidd]";
+ mes "Something huge is going";
+ mes "on at Morroc Castle. If that's";
+ mes "where Satan Morroc is sealed,";
+ mes "then the demon is beginning";
+ mes "to revive. We gotta stop it before Satan Morroc can enter our world!";
+ close2;
+ }
+ else if(mao_request == 28 || mao_request == 29 || mao_request == 126 || mao_request == 127)
+ {
+ cutin "mocseal_kid01.bmp",2;
+ mes "[Kidd]";
+ mes "Man, that was close!";
+ mes "We got really lucky.";
+ mes "Yeah... Let's talk about this";
+ mes "some more with Valdes in";
+ mes "the commanding officer's room.";
+ next;
+ cutin "mocseal_dan01.bmp",0;
+ mes "[Dandelion Member]";
+ mes "I still can't believe it...";
+ mes "Those poor, poor children...";
+ emotion e_hmm,1;
+ close2;
+ }
+ else if(mao_request > 102 && mao_request < 126)
+ {
+ cutin "mocseal_kid01.bmp",2;
+ mes "[Kidd]";
+ mes "Hey, you're...";
+ mes "You're Lin's partner,";
+ mes "aren't you? Good luck";
+ mes "working with her-- she";
+ mes "can be pretty bossy.";
+ close2;
+ }
+ else
+ {
+ cutin "mocseal_kid01.bmp",1;
+ mes "[Kidd]";
+ mes "Damn it, I feel like";
+ mes "we all failed. I can";
+ mes "understand how Lin feels.";
+ mes "Still, I hate standing by";
+ mes "and waiting around...";
+ close2;
+ }
+ cutin "mocseal_kid01.bmp",255;
+ cutin "mocseal_dan01.bmp",255;
+ end;
+}
+
+que_job01,89,85,5 script Dandelion Member 880,{
+
+ if(checkweight(12112,1) != 1)
+ {
+ mes "^3355FFWait a second!";
+ mes "Right now, you're carrying";
+ mes "too many things with you.";
+ mes "Please come back after";
+ mes "using the Kafra Service";
+ mes "to store some of your items.^000000";
+ close;
+ }
+ if (mao_request == 124)
+ {
+ mes "[Dandelion Member]";
+ mes "H-hey...!";
+ mes "Did you feel that?";
+ mes "That eerie vibration";
+ mes "of incredibly dark power...";
+ next;
+ mes "[Kidd]";
+ mes "Something major is going";
+ mes "to happen... You've got to";
+ mes "call the other members of";
+ mes "Dandelion, and I've got to";
+ mes "contact everyone in my guild!";
+ next;
+ mes "[Dandelion Member]";
+ mes "Let me go, I can feel";
+ mes "something happening in";
+ mes "Morroc Castle! We have";
+ mes "to go over there right now!";
+ close2;
+ }
+ else if(mao_request < 3 || (mao_request > 102 && mao_request < 124))
+ {
+ mes "[Dandelion Member]";
+ mes "Have you ever heard of";
+ mes "the Dandelion organization?";
+ next;
+ switch( select( "Yes","No" ) )
+ {
+ case 1:
+ mes "[Dandelion Member]";
+ mes "Ah, so you already know";
+ mes "about us? I feel so ashamed...";
+ mes "We let that Raiyan Moore kidnap";
+ mes "the children that were entrusted^FFFFFF ^000000 to our care. I don't know if we";
+ mes "can ever forgive ourselves.";
+ close2;
+ break;
+
+ case 2:
+ mes "[Dandelion Member]";
+ mes "You really haven't?";
+ mes "Well, I suppose we're";
+ mes "not a very popular or";
+ mes "glamorous group. Basically,";
+ mes "we're a non-profit organization working to improve public welfare.";
+ next;
+ mes "[Dandelion Member]";
+ mes "We volunteer to clean the";
+ mes "streets, repair homes for";
+ mes "lower income households, and";
+ mes "even operated a day care center.";
+ mes "However, Raiyan Moore kidnapped^FFFFFF ^000000 all the children under our care...";
+ next;
+ mes "[Dandelion Member]";
+ mes "I can only imagine the";
+ mes "suffering those poor kids";
+ mes "must be going through. I hope";
+ mes "that we can save them soon!";
+ close2;
+ break;
+ }
+ }
+ else if(mao_request == 3)
+ {
+ cutin "mocseal_dan01.bmp",0;
+ mes "[Dandelion Member]";
+ mes "Ah, so you're the one";
+ mes "working with Kidd on this";
+ mes "mission? I'm your client,";
+ mes "the representative of the";
+ mes "Dandelion Organization.";
+ next;
+ mes "[Dandelion Member]";
+ mes "If you don't already know,";
+ mes "we're a public service group";
+ mes "that does great volunteer work.";
+ mes "However, one of our projects,";
+ mes "a child daycare center, was";
+ mes "ruined by a Mr. Raiyan Moore.";
+ next;
+ mes "[Dandelion Member]";
+ mes "It's horrible what he did:";
+ mes "Raiyan Moore kidnapped all";
+ mes "of the children at our daycare";
+ mes "center! We can't help but feel";
+ mes "responsible, and we're doing";
+ mes "all that we can to find them...";
+ next;
+ mes "[Dandelion Member]";
+ mes "However, the people of";
+ mes "our organization don't have";
+ mes "the skills to find him, much";
+ mes "less deal with this dangerous";
+ mes "man. That's why we're asking";
+ mes "for your help in this matter.";
+ next;
+ cutin "mocseal_kid01.bmp",2;
+ mes "[Kidd]";
+ mes "That's how the children";
+ mes "have been disappearing?";
+ mes "Hmm. According to Raiyan";
+ mes "Moore's profile, he's more";
+ mes "of an academic or a scholar";
+ mes "than a dangerous kidnapper...";
+ next;
+ cutin "mocseal_dan01.bmp",0;
+ mes "[Dandelion Member]";
+ mes "Yes, he would appear";
+ mes "innocuous according to";
+ mes "the file we've given you,";
+ mes "but I do not think that";
+ mes "Raiyan Moore is a person";
+ mes "that we should underestimate.";
+ next;
+ mes "^3355FFThe representative from";
+ mes "the Dandelion Organization";
+ mes "pulled out a necklace pendant";
+ mes "from under his shirt, pressed";
+ mes "it to his forehead, and then";
+ mes "quickly mumbled some words.^000000";
+ set mao_request,4;
+ close2;
+ }
+ else if(mao_request == 4)
+ {
+ cutin "mocseal_dan01.bmp",1;
+ mes "[Dandelion Member]";
+ mes "All we know is that";
+ mes "Raiyan Moore has last";
+ mes "been spotted investigating";
+ mes "the ruins around Morroc.";
+ mes "For now, I suggest that you plan your next action with Kidd.";
+ next;
+ mes "^3355FFThe representative from";
+ mes "the Dandelion Organization";
+ mes "pulled out a necklace pendant";
+ mes "from under his shirt, pressed";
+ mes "it to his forehead, and then";
+ mes "quickly mumbled some words.^000000";
+ close2;
+ }
+ else if(mao_request > 4 && mao_request < 8)
+ {
+ cutin "mocseal_dan01.bmp",1;
+ mes "[Dandelion Member]";
+ mes "Are you leaving now?";
+ mes "I hope that you catch";
+ mes "Raiyan Moore and that";
+ mes "you can rescue those";
+ mes "poor kids. Only a monster";
+ mes "would stoop to kidnapping...";
+ close2;
+ }
+ else if(mao_request == 8)
+ {
+ cutin "mocseal_dan01.bmp",1;
+ mes "[Dandelion Member]";
+ mes "So you found some";
+ mes "sort of clue as to where";
+ mes "Raiyan would be? I agree";
+ mes "that it sounds like a long";
+ mes "shot, but we've got to try";
+ mes "everything that we can!";
+ close2;
+ }
+ else if(mao_request == 9)
+ {
+ cutin "mocseal_dan01.bmp",1;
+ mes "[Dandelion Member]";
+ mes "Raiyan seems to have";
+ mes "been conducting some very";
+ mes "peculiar research. What could";
+ mes "the meaning of ''Morroc's four";
+ mes "directions'' be? How can it";
+ mes "possibly be of significance?";
+ close2;
+ }
+ else if(mao_request == 10)
+ {
+ cutin "mocseal_dan01.bmp",1;
+ mes "[Dandelion Member]";
+ mes "So you're really going to";
+ mes "check the four directions";
+ mes "in Morroc... What could";
+ mes "possibly interest Raiyan";
+ mes "Moore in Morroc? Perhaps";
+ mes "he is not just a kidnapper...";
+ close2;
+ }
+ else if(mao_request == 11)
+ {
+ cutin "mocseal_dan01.bmp",1;
+ mes "[Dandelion Member]";
+ mes "You found a crest shaped";
+ mes "like the Wind? Ah, Kidd";
+ mes "mentioned that he found an";
+ mes "elemental crest imbued with";
+ mes "the power of Earth. You should";
+ mes "share your findings with him...";
+ close2;
+ }
+ else if(mao_request > 11 && mao_request < 16)
+ {
+ cutin "mocseal_dan01.bmp",1;
+ mes "[Dandelion Member]";
+ mes "I don't understand what";
+ mes "could be so important about";
+ mes "these elemental crest devices";
+ mes "hidden in Morroc. What could";
+ mes "Raiyan Moore be planning...?";
+ close2;
+ }
+ else if(mao_request == 16)
+ {
+ cutin "mocseal_dan01.bmp",0;
+ mes "[Dandelion Member]";
+ mes "Is that what happened?";
+ mes "I can't believe the historian";
+ mes "would do that, Kidd. Did you";
+ mes "explain why you needed to";
+ mes "speak to him, and let him";
+ mes "know that it was urgent?";
+ next;
+ cutin "mocseal_kid01.bmp",2;
+ mes "[Kidd]";
+ mes "Hell, yeah...!";
+ mes "Well, you know.";
+ mes "In my usual way...";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "I just came back";
+ mes "from stabilizing those";
+ mes "elemental crests. Wait,";
+ mes "did something happen?";
+ next;
+ cutin "mocseal_dan01.bmp",0;
+ mes "[Dandelion Member]";
+ mes "I'm not sure...";
+ mes "Kidd seems very upset";
+ mes "for some reason. I'm";
+ mes "guessing something must";
+ mes "have happened when he";
+ mes "went to visit that historian.";
+ set mao_request,17;
+ close2;
+ }
+ else if(mao_request == 17)
+ {
+ cutin "mocseal_dan01.bmp",0;
+ mes "[Dandelion Member]";
+ mes "Now why would Morroc's";
+ mes "local historian refuse to see";
+ mes "Kidd? Maybe he didn't fully";
+ mes "understand the importance";
+ mes "of this mission? How strange...";
+ close2;
+ }
+ else if(mao_request == 18)
+ {
+ cutin "mocseal_dan01.bmp",0;
+ mes "[Dandelion Member]";
+ mes "We have so very few leads";
+ mes "to finding Raiyan Moore, it's";
+ mes "completely frustrating. I know";
+ mes "that we have no choice, but";
+ mes "I'm worried to death about";
+ mes "those kidnapped children...";
+ next;
+ cutin "mocseal_kid01.bmp",2;
+ mes "[Kidd]";
+ mes "Try not to worry";
+ mes "so much. We'll just";
+ mes "do what we always do:";
+ mes "everything we can. I only";
+ mes "hope it'll be enough this time.";
+ close2;
+ }
+ else if(mao_request == 19)
+ {
+ cutin "mocseal_dan01.bmp",1;
+ mes "[Dandelion Member]";
+ mes "Oh, you've returned?";
+ mes "Were you able to talk to";
+ mes "the historian? Heh, while you";
+ mes "were gone, I've been helping";
+ mes "myself to some of these drinks~";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Say, what's that";
+ mes "you're drinking?";
+ next;
+ cutin "mocseal_dan01.bmp",0;
+ mes "[Dandelion Member]";
+ mes "Oh, this?";
+ mes "It's a Tropical Sograt.";
+ mes "Trust me, it's delicious.";
+ mes "Here, let me buy you a glass.";
+ mes "Master! Let me have another";
+ mes "glass of Tropical Sograt!";
+ next;
+ mes "[Master]";
+ mes "Alright, alright~";
+ mes "Coming right up.";
+ mes "Here you are, enjoy.";
+ mes "Take this.";
+ set mao_request,20;
+ getitem 12112,1;
+ next;
+ cutin "mocseal_kid01.bmp",2;
+ mes "[Kidd]";
+ mes "Hey, drink that later.";
+ mes "Did you figure out why";
+ mes "the historian refused to";
+ mes "see me? Gimme your report~";
+ close2;
+ }
+ else if(mao_request == 20)
+ {
+ cutin "mocseal_dan01.bmp",0;
+ mes "[Dandelion Member]";
+ mes "Isn't Tropical Sograt";
+ mes "so good? I can't believe";
+ mes "Assassins can enjoy this";
+ mes "drink whenever they want~";
+ next;
+ cutin "mocseal_kid01.bmp",2;
+ mes "[Kidd]";
+ mes "Don't forget that";
+ mes "we've got a mission";
+ mes "to finish! Come on,";
+ mes "gimme your report now.";
+ mes "What'd you learn exactly?";
+ close2;
+ }
+ else if(mao_request == 21)
+ {
+ cutin "mocseal_dan01.bmp",1;
+ mes "[Dandelion Member]";
+ mes "Raiyan Moore...";
+ mes "The missing children...";
+ mes "Satan Morroc and Thanatos";
+ mes "Tower. They couldn't all be";
+ mes "connected somehow, can they?";
+ close2;
+ }
+ else if(mao_request == 22)
+ {
+ cutin "mocseal_dan01.bmp",1;
+ mes "[Dandelion Member]";
+ mes "I hope that you'll be";
+ mes "able to find Raiyan Moore";
+ mes "at Thanatos Tower. Though,";
+ mes "it's a public place, so I don't";
+ mes "think he'd linger there for";
+ mes "too long. Good luck...";
+ close2;
+ }
+ else if(mao_request == 23)
+ {
+ cutin "mocseal_dan01.bmp",1;
+ mes "[Dandelion Member]";
+ mes "That monster...";
+ mes "So he kidnapped the";
+ mes "children to-- to sacrifice";
+ mes "them?! That's... unthinkable.";
+ mes "All to bring back some dead";
+ mes "demon? Why would he do that?!";
+ close2;
+ }
+ else if(mao_request == 24)
+ {
+ cutin "mocseal_dan01.bmp",0;
+ mes "[Dandelion Member]";
+ mes "Raiyan Moore kidnapped";
+ mes "the children to revive Satan";
+ mes "Morroc, and had the nerve";
+ mes "to hire the Assassin Guild";
+ mes "to protect him?! He's truly";
+ mes "a devious mastermind...";
+ next;
+ cutin "mocseal_kid01.bmp",2;
+ mes "[Kidd]";
+ mes "Being duped by that guy...";
+ mes "I've never been so insulted!";
+ mes "It's decided: that Raiyan";
+ mes "Moore doesn't deserve";
+ mes "to take another breath.";
+ close2;
+ }
+ else if(mao_request == 25)
+ {
+ cutin "mocseal_dan01.bmp",0;
+ mes "[Dandelion Member]";
+ mes "I can't believe that";
+ mes "Raiyan Moore was under";
+ mes "our noses this whole time...";
+ mes "Do you know where he is now?";
+ next;
+ cutin "mocseal_kid01.bmp",2;
+ mes "[Kidd]";
+ mes "Yeah. Yeah...";
+ mes "Don't get too";
+ mes "worked up, he'll";
+ mes "be right here soon.";
+ close2;
+ }
+ else if(mao_request == 26 || mao_request == 27)
+ {
+ cutin "mocseal_dan01.bmp",1;
+ mes "[Dandelion Member]";
+ mes "This is bad news...";
+ mes "It looks like Raiyan Moore";
+ mes "is performing the ritual to";
+ mes "revive Satan Morroc. We need";
+ mes "to go to Morroc Castle, where";
+ mes "Satan Morroc is sealed...";
+ close2;
+ }
+ else if(mao_request == 28 || mao_request == 29 || mao_request == 126 || mao_request == 127)
+ {
+ cutin "mocseal_dan01.bmp",1;
+ mes "[Dandelion Member]";
+ mes "Well, we've sent some";
+ mes "people to purse Raiyan,";
+ mes "though I honestly doubt";
+ mes "that they'll be able to get";
+ mes "him. Luckily, though, you";
+ mes "seem to be alright...";
+ close2;
+ }
+ else if(mao_request > 102 && mao_request < 126)
+ {
+ cutin "mocseal_dan01.bmp",1;
+ mes "[Dandelion Member]";
+ mes "I'm sorry...";
+ mes "But I'm far too busy";
+ mes "to speak with you now.";
+ mes "This matter requires";
+ mes "my full attention!";
+ close2;
+ }
+ else
+ {
+ cutin "mocseal_dan01.bmp",0;
+ mes "[Dandelion Member]";
+ mes "Those poor children...";
+ mes "And what are we going";
+ mes "to tell their parents?";
+ mes "Still, perhaps this is";
+ mes "the will of ^4D4DFFFreya^000000.";
+ next;
+ mes "[Dandelion Member]";
+ mes "Their deaths may have";
+ mes "been horrific, but I believe";
+ mes "that those children are now";
+ mes "safe in Freya's loving arms.";
+ mes "Who can understand the ";
+ mes "divine will of Freya?";
+ next;
+ cutin "mocseal_kid01.bmp",2;
+ mes "[Kidd]";
+ mes "Freya...?";
+ mes "I thought most";
+ mes "people around here";
+ mes "prayed to Odin. Well,";
+ mes "I suppose that explains";
+ mes "a couple things.";
+ close2;
+ }
+ cutin "mocseal_dan01.bmp",255;
+ cutin "mocseal_kid01.bmp",255;
+ end;
+}
+
+yuno_in04,180,106,3 script Reading Girl 73,{
+
+ if (mao_request == 5)
+ {
+ mes "[" + strcharinfo(0) + "]";
+ mes "Excuse me, but may I ask";
+ mes "you a question? I'm hoping";
+ mes "that you might be able to";
+ mes "help me with something.";
+ next;
+ mes "[Yunia]";
+ mes "Eh? Oh, I'm sorry, I was";
+ mes "so busy reading this book!";
+ mes "So, uh, what exactly did";
+ mes "you want to ask me?";
+ next;
+ switch( select( "Do you know Raiyan Moore?","What are you reading?" ) )
+ {
+ case 1:
+ mes "[Yunia]";
+ mes "Raiyan Moore?";
+ mes "I don't know any--";
+ mes "Oh, you must mean";
+ mes "Mr. R. Moore. Yes,";
+ mes "I suppose I do if his";
+ mes "first name is Raiyan.";
+ next;
+ mes "[Yunia]";
+ mes "I'm Yunia, Mr. Moore's";
+ mes "temporary assistant while";
+ mes "he's working on his current";
+ mes "research project. I can't make";
+ mes "heads or tails out of whatever";
+ mes "he's been studying, though...";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Great, when was the";
+ mes "last time you've seen";
+ mes "him? You see, we're";
+ mes "actually looking for him...";
+ next;
+ mes "[Yunia]";
+ mes "I actually saw him here";
+ mes "everyday in the library up";
+ mes "until a couple days ago. That's";
+ mes "when these strange men tried";
+ mes "to capture him, but luckily he";
+ mes "was able to escape.";
+ next;
+ mes "[Yunia]";
+ mes "I remember that things";
+ mes "were so crazy that day,";
+ mes "and Mr. Moore even forgot";
+ mes "to bring his documents with";
+ mes "him while he was running away.";
+ next;
+ switch( select( "Documents?","Where did he go?" ) )
+ {
+ case 1:
+ mes "[Yunia]";
+ mes "Yes, he was perusing";
+ mes "some historic documents";
+ mes "before he ran off. They're";
+ mes "all about history, so I couldn't really understand them at all...";
+ set mao_request,6;
+ close;
+
+ case 2:
+ mes "[Yunia]";
+ mes "Mm... I really don't";
+ mes "know? But I did keep and";
+ mes "organize the documents that";
+ mes "he was researching so that";
+ mes "they'll be ready when he";
+ mes "comes back to the library.";
+ set mao_request,6;
+ close;
+ }
+
+ case 2:
+ mes "[Yunia]";
+ mes "Oh... you know.";
+ mes "It's just this novel";
+ mes "About a boy who becomes.";
+ mes "a slave and he needs to";
+ mes "pay off his parents' debts.";
+ mes "But then, he falls in love...";
+ next;
+ mes "[Yunia]";
+ mes "And the girl he falls";
+ mes "in love with? He doesn't";
+ mes "know it yet, but she's the";
+ mes "dark overlord of darkness!";
+ mes "At least, I think she is. They";
+ mes "keep hinting at it, though.";
+ close;
+ }
+ }
+ else if(mao_request == 6)
+ {
+ mes "[" + strcharinfo(0) + "]";
+ mes "I was wondering if";
+ mes "I could look through";
+ mes "that Mr. Moore was studying...";
+ next;
+ mes "[Yunia]";
+ mes "Well, I gave most of the";
+ mes "documents that I organized";
+ mes "to someone else already, but";
+ mes "now that I think about it, there are a few leftover, unorganized";
+ mes "files that you can check out.";
+ next;
+ mes "[Yunia]";
+ mes "Actually, the person that took";
+ mes "the organized documents did";
+ mes "so on Mr. Moore's behalf. Then,";
+ mes "she quickly vanished before";
+ mes "I could ask her for her name or^FFFFFF ^000000 Mr. Moore's contact information.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Damn! That information";
+ mes "would have been really";
+ mes "helpful! (^333333I better not let";
+ mes "her know that I'm actually";
+ mes "trying to hunt Raiyan Moore^FFFFFF ^333333 down, or that he's a kidnapper.^000000)";
+ next;
+ mes "[Yunia]";
+ mes "I hope Mr. Moore is";
+ mes "alright. Oh, why don't";
+ mes "you try reading his notes";
+ mes "and his journal on his desk?";
+ mes "That might be really helpful.";
+ set mao_request,7;
+ close;
+ }
+ else if(mao_request == 7)
+ {
+ mes "[Yunia]";
+ mes "Mr. Moore's desk?";
+ mes "Just go upstairs and";
+ mes "look for it in the corner.";
+ mes "You should be able to";
+ mes "easily find his notes and";
+ mes "journal right on top of it.";
+ close;
+ }
+ else if(mao_request == 105)
+ {
+ mes "[" + strcharinfo(0) + "]";
+ mes "Excuse me, but I'm";
+ mes "looking for a Ms. Yunia?";
+ next;
+ mes "[Yunia]";
+ mes "Oh, that's me!";
+ mes "So how can I help you?";
+ next;
+ switch( select( "Mr. R's Documents","What are you reading?" ) )
+ {
+ case 1:
+ mes "[Yunia]";
+ mes "Mr. R? Ohhhh...";
+ mes "Mr. R. Moore. Is...";
+ mes "Is he alright? I was";
+ mes "so scared when those";
+ mes "strange men attacked him";
+ mes "right here in Juno Library!";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Oh, he's perfectly safe.";
+ mes "We've got a professional to";
+ mes "ensure nothing happens to him.";
+ mes "But yes, he wanted me to come";
+ mes "here to pick up some research documents. Do you know about that?";
+ next;
+ mes "[Yunia]";
+ mes "Ah, yes, I do!";
+ mes "I've been organizing";
+ mes "them for his return.";
+ mes "Would you like to take";
+ mes "a look before delivering";
+ mes "them to Mr. R. Moore?";
+ next;
+ switch( select( "May I?","No, thanks..." ) )
+ {
+ case 1:
+ break;
+ case 2:
+ break;
+ }
+ mes "[Yunia]";
+ mes "Heh heh~ Alright~";
+ mes "First you should make sure";
+ mes "that the documents you're";
+ mes "delivering are the ones";
+ mes "that he needs, am I right?";
+ set mao_request,106;
+ close;
+
+ case 2:
+ mes "[Yunia]";
+ mes "Oh... You know. Just this";
+ mes "story about this guy who's";
+ mes "cursed so that he transforms";
+ mes "into a fat dork around beautiful girls, and into a svelte, handsome";
+ mes "man around dorky women.";
+ next;
+ mes "[Yunia]";
+ mes "So then he gets into this";
+ mes "crazy love triangle, and now";
+ mes "I'm at the part when he has to";
+ mes "go on a date with both a gorgeous girl AND a geeky girl. How's";
+ mes "he going to transform next...?";
+ close;
+ }
+ }
+ else if(mao_request == 106)
+ {
+ mes "[Yunia]";
+ mes "Okay, these should";
+ mes "be the documents that";
+ mes "Mr. Moore wants to read.";
+ mes "Just read through them";
+ mes "quickly to make sure that";
+ mes "I gave you the right ones.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Let's see here...";
+ mes "Some of these sentences";
+ mes "are underlined... Ah, and here";
+ mes "are some notes in the margins.";
+ mes "Maybe this'll tell me about";
+ mes "Mr. R. Moore's research...";
+ next;
+ mes "^4d4dffSatan Morroc appeared,";
+ mes "turning the world into a";
+ mes "living hell. Somehow, the";
+ mes "monster was sealed, and a";
+ mes "castle and town was built over^FFFFFF ^4d4dff its prison. This place is Morroc.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Whoa, that's actually";
+ mes "pretty interesting. But";
+ mes "I need to do my job first.";
+ mes "Perhaps I'll ask Mr. R. Moore";
+ mes "about this later. Hey, Yunia,";
+ mes "thanks for all of your help.";
+ next;
+ mes "[Yunia]";
+ mes "You're welcome~";
+ mes "Oh, and please give";
+ mes "my regards to Mr. Moore";
+ mes "when you see him, okay?";
+ set mao_request,107;
+ close;
+ }
+ else
+ {
+ mes "["+ strcharinfo(0) +"]";
+ mes "Excuse me...";
+ mes "But what are";
+ mes "you reading?";
+ next;
+ mes "[Yunia]";
+ mes "Oh... You know.";
+ mes "This story about this girl";
+ mes "who becomes a princess.";
+ mes "And then she owns this harem";
+ mes "of handsome boys, see? But";
+ mes "then, she meets this one boy...";
+ next;
+ mes "[Yunia]";
+ mes "This boy refuses to join";
+ mes "her harem, and it's, like, so";
+ mes "ironic because he's the one she";
+ mes "really wants. Even though any";
+ mes "other boy in the world would";
+ mes "join her harem ^FF0000willingly^000000.";
+ next;
+ mes "[Yunia]";
+ mes "Anyway, I'm reading the part";
+ mes "where he-- his name's Extopher-- has to defeat Count Guillermo";
+ mes "in a sword duel for the right";
+ mes "to ride the unicorn pegasus.";
+ mes "Ooh, what'll happen next?";
+ close;
+ }
+}
+
+yuno_in04,175,129,0 script Workbook#mao 111,{
+
+ if (mao_request == 7)
+ {
+ if(!.mao_book)
+ {
+ set .mao_book,.mao_book +1;
+ donpcevent "#maobooktimer::OnEnter";
+ mes "^3355FFYou find a crumpled piece";
+ mes "of paper filled with scribbles.";
+ mes "Apparently, this was ripped";
+ mes "from Moore's journal.^000000";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Nuts...";
+ mes "I came all the";
+ mes "way to Juno to look";
+ mes "through some trash?";
+ next;
+ cutin "mocseal_kid01.bmp",0;
+ mes "[Kidd]";
+ mes "For the sake of those";
+ mes "missing kids, we're duty";
+ mes "bound to sift through every";
+ mes "piece of possible evidence,";
+ mes "not matter how useless it may";
+ mes "look! Don't throw it away yet!";
+ donpcevent "Kidd#book::OnEnter";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Holy--!";
+ mes "You just came";
+ mes "out of nowhere!";
+ next;
+ mes "[Kidd]";
+ mes "Sorry. I did tell";
+ mes "you I'd meet you here";
+ mes "in Juno. Anyway, let's";
+ mes "both take a careful look at";
+ mes "this paper from Moore's desk.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "...Morroc...";
+ mes "Were summoned...";
+ mes "Through the tower...?";
+ mes "This handwriting is so";
+ mes "bad, it's barely legible.";
+ mes "Can you read any of this?";
+ next;
+ mes "[Kidd]";
+ mes "Uhhh... Tower...";
+ mes "Prontera... Impact created...";
+ mes "Desert? Must... four directions";
+ mes "in Morroc... Oh! Balance the";
+ mes "four directions in Morroc";
+ mes "to prevent a great evil.";
+ next;
+ mes "[Kidd]";
+ mes "Sorry, that's all I can read, but it must be important: if Moore";
+ mes "spent the time to write that";
+ mes "part clearly, then he must be";
+ mes "planning to investigate the";
+ mes "four directions in Morroc.";
+ next;
+ mes "[Kidd]";
+ mes "I'm not sure what it";
+ mes "could all mean, but I'm";
+ mes "gonna bring this part of";
+ mes "his journal with me. I'll";
+ mes "meet you back in Morroc.";
+ set mao_request,8;
+ close2;
+ cutin "mocseal_kid01.bmp",255;
+ donpcevent "Kidd#book::OnInit";
+ donpcevent "#maobooktimer::OnStop";
+ end;
+ }
+ else
+ {
+ mes "^3355FFYou find a journal filled";
+ mes "with illegible scribbles.";
+ mes "It's impossible for you to";
+ mes "decipher the writing inside.^000000";
+ close;
+ }
+ }
+ else if(mao_request > 7)
+ {
+ mes "^3355FFYou find a journal that is";
+ mes "missing many of its pages";
+ mes "and filled with illegible";
+ mes "scribbles. It's impossible";
+ mes "for you to decipher what";
+ mes "could be written inside.^000000";
+ close;
+ }
+ else
+ {
+ mes "^3355FFYou find what appears to";
+ mes "be somebody's research";
+ mes "journal. It's best not to";
+ mes "touch it for now.^000000";
+ close;
+ }
+
+OnInit:
+ set .mao_book,0;
+ end;
+}
+
+yuno_in04,174,130,5 script Kidd#book 884,{
+
+ mes "[Kidd]";
+ mes "......";
+ mes ".........";
+ close;
+
+OnInit:
+ disablenpc "Kidd#book";
+ end;
+
+OnEnter:
+ enablenpc "Kidd#book";
+ end;
+}
+
+yuno_in04,1,1,1 script #maobooktimer -1,{
+
+OnEnter:
+ initnpctimer;
+ end;
+
+OnStop:
+ donpcevent "Workbook#mao::OnInit";
+ stopnpctimer;
+
+OnTimer180000:
+ donpcevent "Workbook#mao::OnInit";
+ stopnpctimer;
+}
+
+que_job01,6,79,5 script Lin#stairs 885,{
+
+OnInit:
+ disablenpc "Lin#stairs";
+ end;
+
+OnEnter:
+ enablenpc "Lin#stairs";
+ end;
+}
+
+que_job01,8,77,1 script #linstairs 139,3,3,{
+
+ if (mao_request == 109)
+ {
+ cutin "mocseal_rin01.bmp",2;
+ mes "[Lin]";
+ mes "Alright, we need";
+ mes "to talk for a second";
+ mes "about this assignment.";
+ donpcevent "Lin#stairs::OnEnter";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Waaa-!";
+ mes "You came out";
+ mes "of nowhere!";
+ next;
+ mes "[Lin]";
+ mes "Sorry for scaring you.";
+ mes "We don't have time, so I'll";
+ mes "get straight to the point.";
+ mes "I don't trust our client.";
+ mes "However, for the time being,";
+ mes "we should do what he says.";
+ next;
+ mes "[Lin]";
+ mes "In the meantime, keep";
+ mes "an eye out. If you find";
+ mes "anything that might suggest";
+ mes "that Mr. R isn't telling us the";
+ mes "truth for some reason, let";
+ mes "me know. I'll see you soon.";
+ set mao_request,110;
+ close2;
+ cutin "mocseal_rin01.bmp",255;
+ donpcevent "Lin#stairs::OnInit";
+ end;
+ }
+ else if(mao_request == 115)
+ {
+ cutin "mocseal_rin01.bmp",2;
+ mes "[Lin]";
+ mes "Hey, I gotta talk to you";
+ mes "real quick without Mr. R";
+ mes "overhearing... I'm not";
+ mes "taking any chances with him!";
+ donpcevent "Lin#stairs::OnEnter";
+ next;
+ mes "[Lin]";
+ mes "I tried to visit our local";
+ mes "historian to learn more about";
+ mes "Mr. R's research. To do that,";
+ mes "I left Mr. R alone for a little";
+ mes "while under our magic security system. However, I kinda failed.";
+ next;
+ mes "[Lin]";
+ mes "I got a little peeved at";
+ mes "the historian guy, and he";
+ mes "got a little intimidated. Now";
+ mes "he's holed up somewhere";
+ mes "in the Morroc Inn, and I don't";
+ mes "think he's seeing anybody.";
+ next;
+ mes "[Lin]";
+ mes "I want you to find Morroc's";
+ mes "historian and find out what";
+ mes "you can about Satan Morroc,";
+ mes "Morroc, and Thanatos Tower.";
+ mes "We need to know how they're";
+ mes "linked to the missing kids.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "I guess since he hasn't";
+ mes "met me yet, maybe he'll";
+ mes "talk to me. Alright, I'll do it. ";
+ next;
+ mes "[Lin]";
+ mes "Great, thanks a lot.";
+ mes "Okay then, I'll see";
+ mes "you later. Remember,";
+ mes "the Morroc Inn, alright?";
+ set mao_request,116;
+ close2;
+ cutin "mocseal_rin01.bmp",255;
+ donpcevent "Lin#stairs::OnInit";
+ end;
+ }
+ else if(mao_request == 117)
+ {
+ cutin "mocseal_rin01.bmp",2;
+ mes "[" + strcharinfo(0) + "]";
+ mes "L-Lin...?";
+ mes "You there?";
+ donpcevent "Lin#stairs::OnEnter";
+ next;
+ mes "[Lin]";
+ mes "Yeah, I'm here.";
+ mes "So, were you able";
+ mes "to find that historian?";
+ mes "What exactly did you learn?";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Well, I was only able to";
+ mes "speak to the historian's";
+ mes "asssistant. Let's see...";
+ mes "I found out about the";
+ mes "origin of this city's name...";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Thanatos Tower was used";
+ mes "by Morroc Satan to summon";
+ mes "his own monsters into our";
+ mes "world. Now, it's being rebuilt,";
+ mes "even though it houses these";
+ mes "demons that look like angels...";
+ next;
+ mes "[Lin]";
+ mes "Huh. That's strange.";
+ mes "I heard that those are";
+ mes "actually real angels that";
+ mes "are guarding the tower for";
+ mes "some reason. Hm. What else";
+ mes "did you manage to learn?";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Well, Satan Morroc, if it";
+ mes "exists, might be able to";
+ mes "come back into our world";
+ mes "if the seal is broken by";
+ mes "sacrificing children...";
+ next;
+ mes "[Lin]";
+ mes "That... That sounds";
+ mes "really bad, especially";
+ mes "with all of those children";
+ mes "missing from Morroc lately.";
+ mes "What'll be our next move?";
+ mes "I guess we'll talk to Mr. R.";
+ set mao_request,118;
+ next;
+ mes "[Lin]";
+ mes "The way things are going,";
+ mes "he's probably gonna ask us";
+ mes "to investigate Thanatos Tower.";
+ mes "For now, we'll see what he wants. Ah, and not a word of anything";
+ mes "that we've discussed out here.";
+ close2;
+ cutin "mocseal_rin01.bmp",255;
+ donpcevent "Lin#stairs::OnInit";
+ end;
+ }
+ else if(mao_request == 121 && thana_quest > 1)
+ {
+ cutin "mocseal_rin01.bmp",2;
+ mes "[Lin]";
+ mes "Report to me first.";
+ mes "Did you learn anything";
+ mes "about Thanatos Tower?";
+ donpcevent "Lin#stairs::OnEnter";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Well, I found some old log";
+ mes "entries about Satan Morroc.";
+ mes "They pretty much confirm that";
+ mes "Satan Morroc is real, and that";
+ mes "it's sealed under Morroc Castle. ";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "The Rekenber Corporation";
+ mes "is also responsible for the";
+ mes "tower's reconstruction, and";
+ mes "they ultimately plan to repair";
+ mes "all tweleve of its levels.";
+ next;
+ mes "[Lin]";
+ mes "Why would they want to do";
+ mes "something crazy like that?";
+ mes "If Mr. R is really preventing";
+ mes "Morroc Satan's return, then";
+ mes "his attackers must want";
+ mes "to revive Morroc Satan...";
+ next;
+ mes "[Lin]";
+ mes "But if he's lying, and";
+ mes "he's trying to bring Morroc";
+ mes "Satan into our world, then";
+ mes "he's wanted by the Dandelion";
+ mes "group... meaning, he may be";
+ mes "the target for Kidd's mission.";
+ next;
+ mes "[Lin]";
+ mes "Crap! This could be";
+ mes "really bad. I need to";
+ mes "talk about this to our";
+ mes "commanding officer Valdes";
+ mes "about this. While I do that,";
+ mes "you go and check on Mr. R.";
+ next;
+ mes "[Lin]";
+ mes "Why did Valdes accept";
+ mes "both of these missions?!";
+ mes "In the worst case scenario,";
+ mes "we might be the ones who'll";
+ mes "have to keep Satan Morroc";
+ mes "from returning to this world...";
+ set mao_request,122;
+ close2;
+ cutin "mocseal_rin01.bmp",255;
+ donpcevent "Lin#stairs::OnInit";
+ end;
+ }
+}
+
+moc_fild10,281,148,1 script Upturned Spot#water 111,{
+
+ if (mao_request == 14)
+ {
+ cutin "mocseal_ice01.bmp",2;
+ mes "^3355FFYou find a gleaming";
+ mes "crest that looks like a";
+ mes "splashing wave of water.^000000";
+ if(countitem(996))
+ {
+ mes "^3355FFYou take out a Rough Wind";
+ mes "to counter the crest's power.^000000";
+ next;
+ mes "^3355FFThe crest responds to";
+ mes "the Rough Wind, and both";
+ mes "objects violent glow in";
+ mes "conflict against each other.^000000";
+ specialeffect EF_BEGINSPELL2;
+ specialeffect EF_BEGINSPELL4;
+ next;
+ cutin "mocseal_ice02.bmp",2;
+ mes "^3355FFSuddenly, the crest sprayed";
+ mes "some water which evaporated";
+ mes "quickly in mid-air: it seems";
+ mes "the Wind element neutralized";
+ mes "this crest's Water element.^000000";
+ specialeffect EF_SPHERE;
+ delitem 996,1;
+ set mao_request,15;
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Alright...";
+ mes "Now I should look for";
+ mes "the crest hidden in the";
+ mes "field north of Morroc.";
+ close2;
+ }
+ else
+ {
+ mes "^3355FFYou probably need a Rough";
+ mes "Wind to counter its power.^000000";
+ close2;
+ }
+ }
+ else if(mao_request > 14 && mao_request < 100)
+ {
+ mes "^3355FFYou find a gleaming";
+ mes "crest that looks like a";
+ mes "splashing wave of water.^000000";
+ mes "^3355FFHowever, you don't sense";
+ mes "anything strange about it.^000000";
+ cutin "mocseal_ice02.bmp",2;
+ close2;
+ }
+ else if(mao_request == 113)
+ {
+ mes "^3355FFYou find a gleaming";
+ mes "crest that looks like a";
+ mes "splashing wave of water.^000000";
+ cutin "mocseal_ice02.bmp",2;
+ if (countitem(995))
+ {
+ mes "^3355FFYou bring out a Mystic Frozen";
+ mes "to enhance the crest's power.^000000";
+ next;
+ cutin "mocseal_ice01.bmp",2;
+ mes "^3355FFThe crest resonates";
+ mes "with the Mystic Frozen,";
+ mes "suddenly causing the air";
+ mes "to chill and raising the";
+ mes "waves in the oasis.^000000";
+ specialeffect EF_BEGINSPELL2;
+ delitem 995,1;
+ set mao_request,114;
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Alright...";
+ mes "Now I should look for";
+ mes "the crest hidden in the";
+ mes "field north of Morroc.";
+ close2;
+ }
+ else
+ {
+ mes "^3355FFYou probably need a Mystic";
+ mes "Frozen to enhance its power.";
+ close2;
+ }
+ }
+ else if(mao_request > 112)
+ {
+ mes "^3355FFYou find a gleaming";
+ mes "crest that looks like a";
+ mes "splashing wave of water.^000000";
+ cutin "mocseal_ice01.bmp",2;
+ close2;
+ }
+ cutin "mocseal_ice01.bmp",255;
+ cutin "mocseal_ice02.bmp",255;
+ end;
+}
+
+moc_fild19,21,33,1 script Unturned Spot#wind 111,{
+
+ if (mao_request == 10)
+ {
+ cutin "mocseal_wind01.bmp",2;
+ mes "^3355FFYou find a shining crest";
+ mes "that looks like a symbol of";
+ mes "the Wind. As you approach it,";
+ mes "you can feel the wind blowing";
+ mes "strongly against your skin.^000000";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "This must be what";
+ mes "Raiyan Moore is so";
+ mes "interested in. Well,";
+ mes "I better go inform Kidd";
+ mes "about what I found here.";
+ set mao_request,11;
+ close2;
+ }
+ else if(mao_request == 11)
+ {
+ cutin "mocseal_wind01.bmp",2;
+ mes "^3355FFYou find a shining crest";
+ mes "that looks like a symbol of";
+ mes "the Wind. As you approach it,";
+ mes "you can feel the wind blowing";
+ mes "strongly against your skin.^000000";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Great, now that I found";
+ mes "this, I really need to tell";
+ mes "Kidd about it. Hopefully, he";
+ mes "found something just like this.";
+ close2;
+ }
+ else if(mao_request == 12)
+ {
+ if(countitem(997))
+ {
+ cutin "mocseal_wind01.bmp",2;
+ mes "^3355FFYou find a shining crest";
+ mes "that looks like a symbol of";
+ mes "the Wind. As you approach it,";
+ mes "you can feel the wind blowing";
+ mes "strongly against your skin.^000000";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Okay, the power of the";
+ mes "Earth counteracts the ";
+ mes "Wind. I'll just pull out this";
+ mes "Great Nature and... Eh?";
+ next;
+ mes "^3355FFThe Wind elemental crest";
+ mes "quickly responds to the";
+ mes "Great Nature stone.^000000";
+ specialeffect EF_BEGINSPELL4;
+ specialeffect EF_BEGINSPELL5;
+ next;
+ cutin "mocseal_wind02.bmp",2;
+ mes "^3355FFThe Wind and Earth";
+ mes "neutralized each other,";
+ mes "causing the power of the";
+ mes "Wind in this area to stabilize.^000000";
+ specialeffect EF_SPHERE;
+ delitem 997,1;
+ set mao_request,13;
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Great, now that I'm done";
+ mes "with this crest, I need to";
+ mes "find the next one. Let's see,";
+ mes "I need to find the one to the";
+ mes "south that Kidd already found.";
+ close2;
+ }
+ else
+ {
+ cutin "mocseal_wind01.bmp",2;
+ mes "^3355FFYou find a shining crest";
+ mes "that looks like a symbol of";
+ mes "the Wind. As you approach it,";
+ mes "you can feel the wind blowing";
+ mes "strongly against your skin.^000000";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Wind, wind, wind...";
+ mes "What do I use to counteract";
+ mes "the Wind property? It was...";
+ next;
+ switch( select( "Fire","Ice","Wind","Earth" ) )
+ {
+ case 1:
+ mes "[" + strcharinfo(0) + "]";
+ mes "Fire...? No, that's...";
+ mes "Wind and Fire sort of";
+ mes "go together, don't they?";
+ close2;
+ break;
+
+ case 2:
+ mes "[" + strcharinfo(0) + "]";
+ mes "Ice...? No...";
+ mes "The power of Wind, of";
+ mes "lightning, supercedes";
+ mes "the power of Ice and water...";
+ close2;
+ break;
+
+ case 3:
+ mes "[" + strcharinfo(0) + "]";
+ mes "I got it...!";
+ mes "I'll fight Wind";
+ mes "with Wind! No...";
+ mes "Don't be ridiculous.";
+ close2;
+ break;
+
+ case 4:
+ mes "[" + strcharinfo(0) + "]";
+ mes "Earth...?";
+ mes "That's it! I need a";
+ mes "Great Nature to use";
+ mes "on this Wind crest!";
+ close2;
+ break;
+ }
+ }
+ }
+ else if (mao_request > 12 && mao_request < 100)
+ {
+ mes "^3355FFYou find a shining crest";
+ mes "that looks like a symbol of";
+ mes "the Wind. However, you don't";
+ mes "think that it's particularly";
+ mes "worthy of an investigation.^000000";
+ cutin "mocseal_wind02.bmp",2;
+ close2;
+ }
+ else if(mao_request == 110)
+ {
+ cutin "mocseal_wind02.bmp",2;
+ mes "^3355FFYou find a shining crest";
+ mes "that looks like a symbol of";
+ mes "the Wind. However, the air";
+ mes "flow around it seems weak.^000000";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "This must be what I'm looking";
+ mes "for. It looks like an artifact of the Wind element, but the wind";
+ mes "around here isn't as strong as it should be. I think I might need";
+ mes "to bring a ^4D4DFFRough Wind^000000 here...";
+ set mao_request,111;
+ close2;
+ }
+ else if(mao_request == 111)
+ {
+ if (countitem(996))
+ {
+ cutin "mocseal_wind02.bmp",2;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Let's see...";
+ mes "Hopefully this";
+ mes "Rough Wind will do";
+ mes "the trick. Whoa. Um...";
+ mes "Something's happening...";
+ next;
+ mes "^3355FFThe elemental crest";
+ mes "quickly responds to the";
+ mes "Rough Wind, causing the";
+ mes "crest to shine brighter and";
+ mes "the wind to blow stronger.^000000";
+ specialeffect EF_BEGINSPELL4;
+ delitem 996,1;
+ set mao_request,112;
+ next;
+ cutin "mocseal_wind01.bmp",2;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Well, I guess that's that.";
+ mes "Now I need to talk to Lin";
+ mes "and figure out if there are";
+ mes "more of these things to be";
+ mes "found outside of Morroc.";
+ close2;
+ }
+ else
+ {
+ mes "^3355FFYou need to bring";
+ mes "a Rough Wind to activate";
+ mes "this Wind elemental crest.^000000";
+ cutin "mocseal_wind02.bmp",2;
+ close2;
+ }
+ }
+ else if(mao_request > 111)
+ {
+ mes "^3355FFYou find a shining crest";
+ mes "that looks like a symbol of";
+ mes "the Wind. As you approach it,";
+ mes "you can feel the wind blowing";
+ mes "strongly against your skin.^000000";
+ cutin "mocseal_wind01.bmp",2;
+ close2;
+ }
+ cutin "mocseal_wind01.bmp",255;
+ cutin "mocseal_wind02.bmp",255;
+ end;
+}
+
+moc_fild12,280,36,1 script Unturned Spot#earth 111,{
+
+ if (mao_request == 13)
+ {
+ if (countitem(994))
+ {
+ mes "^3355FFYou find a shimmering";
+ mes "crest that symbolizes";
+ mes "the power of the Earth.^000000";
+ cutin "mocseal_earth01.bmp",2;
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Let's see...";
+ mes "I should use this";
+ mes "Flame Heart to";
+ mes "stabilize this crest.";
+ next;
+ mes "^3355FFAs soon as you pull out";
+ mes "the Flame Heart, the stone";
+ mes "and the crest begin to glow";
+ mes "intensely, as if their powers";
+ mes "were conflicting.^000000";
+ specialeffect EF_BEGINSPELL5;
+ specialeffect EF_BEGINSPELL3;
+ next;
+ mes "^3355FFThe Flame Heart then";
+ mes "quickly vanishes with";
+ mes "a burst of heated vapor.";
+ mes "This power of this crest";
+ mes "is now stabilized.^000000";
+ cutin "mocseal_earth02.bmp",2;
+ specialeffect EF_SPHERE;
+ delitem 994,1;
+ set mao_request,14;
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "That was simple.";
+ mes "Alright, now I should";
+ mes "try to find the crest";
+ mes "hidden east of Morroc.";
+ close2;
+ }
+ else
+ {
+ mes "^3355FFYou find a shimmering";
+ mes "crest that symbolizes";
+ mes "the power of the Earth.^000000";
+ cutin "mocseal_earth01.bmp",2;
+ next;
+ mes "^3355FFTo counteract the";
+ mes "crest's Earth power,";
+ mes "you'll probably need";
+ mes "a Flame Heart stone.^000000";
+ close2;
+ }
+ }
+ else if(mao_request > 13 && mao_request < 100)
+ {
+ mes "^3355FFYou find a shimmering";
+ mes "crest that symbolizes";
+ mes "the power of the Earth.";
+ mes "However, you don't sense";
+ mes "anything peculiar from it.";
+ cutin "mocseal_earth02.bmp",2;
+ close2;
+ }
+ else if(mao_request == 112)
+ {
+ mes "^3355FFYou find a shimmering";
+ mes "crest that symbolizes";
+ mes "the power of the Earth.";
+ mes "You'll need a Great Nature";
+ mes "stone to enhance its power.^000000";
+ cutin "mocseal_earth02.bmp",2;
+ next;
+ if (countitem(997))
+ {
+ mes "^3355FFYou pull out a";
+ mes "Great Nature, which";
+ mes "causes tremors in the";
+ mes "ground and sand to flow";
+ mes "towards the crest.^000000";
+ specialeffect EF_BEGINSPELL5;
+ delitem 997,1;
+ set mao_request,113;
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Great, I think that actually";
+ mes "worked! Now, I should try";
+ mes "to find the crest hidden to";
+ mes "the east of Morroc.";
+ cutin "mocseal_earth01.bmp",2;
+ close2;
+ }
+ else
+ {
+ mes "[" + strcharinfo(0) + "]";
+ mes "The next time that";
+ mes "I come here, I better";
+ mes "have a Great Nature ready...";
+ close2;
+ }
+ }
+ else if(mao_request > 111)
+ {
+ mes "^3355FFYou find a shimmering";
+ mes "crest that symbolizes";
+ mes "the power of the Earth.^000000";
+ cutin "mocseal_earth01.bmp",2;
+ close2;
+ }
+ cutin "mocseal_earth01.bmp",255;
+ cutin "mocseal_earth02.bmp",255;
+}
+
+moc_fild07,192,166,1 script Unturned Spot#fire 111,{
+
+ if (mao_request == 15)
+ {
+ if(countitem(995))
+ {
+ mes "^3355FFYou find a gleaming";
+ mes "crest that symbolizes Fire.^000000";
+ cutin "mocseal_fire01.bmp",2;
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "This crest must be";
+ mes "imbued with the Fire";
+ mes "element. I better see";
+ mes "if this Mystic Frozen";
+ mes "can stabilize it.";
+ next;
+ mes "^3355FFAs soon as you take";
+ mes "out the Mystic Frozen,";
+ mes "it begins to pulse with";
+ mes "light as the crest glows";
+ mes "brighter and brighter.^000000";
+ specialeffect EF_BEGINSPELL3;
+ specialeffect EF_BEGINSPELL2;
+ next;
+ mes "^3355FFThe air in the area";
+ mes "suddenly chills, and";
+ mes "your Mystic Frozen";
+ mes "bursts into cold vapor.^000000";
+ cutin "mocseal_fire02.bmp",2;
+ specialeffect EF_SPHERE;
+ delitem 995,1;
+ set mao_request,16;
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "It looks like my work";
+ mes "here is done. Now, I better";
+ mes "go back and report to Kidd.";
+ close2;
+ }
+ else
+ {
+ cutin "mocseal_fire01.bmp",2;
+ mes "^3355FFYou find a gleaming";
+ mes "crest that symbolizes Fire.";
+ mes "You'll need a Mystic Frozen";
+ mes "to stabilize its power.^000000";
+ close2;
+ }
+ }
+ else if(mao_request > 15 && mao_request < 100)
+ {
+ mes "^3355FFYou find a gleaming";
+ mes "crest that symbolizes Fire.";
+ mes "However, you don't think it's";
+ mes "worth investigating for now.^000000";
+ cutin "mocseal_fire02.bmp",2;
+ close2;
+ }
+ else if(mao_request == 114)
+ {
+ cutin "mocseal_fire02.bmp",2;
+ mes "^3355FFYou find a gleaming";
+ mes "crest that symbolizes Fire.";
+ if (countitem(994))
+ {
+ mes "You'll need a Flame Heart";
+ mes "in order to enhance its power.^000000";
+ next;
+ mes "^3355FFYou pull out a Flame";
+ mes "Heart, and the crest";
+ mes "begins to shine as the";
+ mes "air around you heats up.^000000";
+ specialeffect EF_BEGINSPELL3;
+ cutin "mocseal_fire01.bmp",2;
+ delitem 994,1;
+ set mao_request,115;
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Well, that's the";
+ mes "last elemental crest.";
+ mes "Now I better go back";
+ mes "and report to Lin.";
+ close2;
+ }
+ else
+ {
+ mes "You'll need a Flame Heart";
+ mes "in order to enhance its power.^000000";
+ close2;
+ }
+ }
+ else if(mao_request > 113)
+ {
+ mes "^3355FFYou find a gleaming";
+ mes "crest that symbolizes Fire.^000000";
+ cutin "mocseal_fire01.bmp",2;
+ close2;
+ }
+ cutin "mocseal_fire01.bmp",255;
+ cutin "mocseal_fire02.bmp",255;
+}
+
+morocc_in,46,125,5 script Assistant 729,{
+
+ if (mao_request > 18 && mao_request < 100)
+ {
+ mes "[Sephit]";
+ mes "Hopefully, I was able to";
+ mes "help you with whatever";
+ mes "information that you needed.";
+ mes "Morroc has a much richer";
+ mes "history than most people";
+ mes "realize, don't you think?";
+ close;
+ }
+ else if(mao_request > 116)
+ {
+ mes "[Sephit]";
+ mes "Hopefully, I was able to";
+ mes "help you with whatever";
+ mes "information that you needed.";
+ mes "Morroc has a much richer";
+ mes "history than most people";
+ mes "realize, don't you think?";
+ next;
+ mes "[Sephit]";
+ mes "When I get some time,";
+ mes "I really want to investigate";
+ mes "that Thanatos Tower. I get";
+ mes "the feeling that there's so";
+ mes "much I can learn there~";
+ close;
+ }
+ else if(mao_request == 18)
+ {
+ mes "[Sephit]";
+ mes "Oh, we usually don't";
+ mes "have many visitors here.";
+ mes "Are you here to speak to";
+ mes "our local historian? He's";
+ mes "pretty busy right now, so";
+ mes "I hope you can come back later.";
+ next;
+ mes "[Sephit]";
+ mes "Though, to be honest,";
+ mes "he's kind of hiding under";
+ mes "the covers at the moment.";
+ mes "Some Assassin came to";
+ mes "request some information,";
+ mes "but he scared him off...";
+ next;
+ mes "[Sephit]";
+ mes "It was pretty funny, actually.";
+ mes "The guy walked in, flashed";
+ mes "his dagger, and declared that";
+ mes "he needed some important";
+ mes "information. I guess my boss";
+ mes "was pretty intimidated by him.";
+ next;
+ mes "[Sephit]";
+ mes "If it's really important,";
+ mes "then I might be able to";
+ mes "answer your questions if";
+ mes "they're about Morroc's most";
+ mes "ancient histories and legends.";
+ next;
+ mes "^3355FFYou ask Sephit about the";
+ mes "four elemental crests around";
+ mes "Morroc, their significance, and";
+ mes "about Raiyan Moore. You also";
+ mes "inform her that you've already";
+ mes "stabilized the crests' power.^000000";
+ next;
+ mes "[Sephit]";
+ mes "Moore... Moore...";
+ mes "His work sounds really";
+ mes "important, so I'm surprised";
+ mes "I haven't heard of him. I'd ask";
+ mes "my boss, but I can't disturb";
+ mes "him right now. Ah, well...";
+ next;
+ mes "[Sephit]";
+ mes "Oh, first of all, not too";
+ mes "many people know about";
+ mes "those crests. Still, you did";
+ mes "a great service by stabilizing";
+ mes "them. Otherwise, the seal under";
+ mes "Morroc Castle would break.";
+ next;
+ mes "[Sephit]";
+ mes "The seal beneath Morroc";
+ mes "Castle actually keeps Satan";
+ mes "Morroc from entering our world.";
+ mes "If he ever returned, he might";
+ mes "repeat the mass destruction";
+ next;
+ mes "[Sephit]";
+ mes "When Satan Morroc";
+ mes "was terrorizing the human";
+ mes "world, he used Thanatos";
+ mes "Tower as his power base.";
+ mes "There, he would summon";
+ mes "countless hordes of minions.";
+ next;
+ mes "[Sephit]";
+ mes "That tower has been in ruins";
+ mes "for years, but recently some";
+ mes "company started reconstructing";
+ mes "it, even though demons, well,";
+ mes "disguised as angels, still";
+ mes "roam that place freely.";
+ next;
+ mes "[Sephit]";
+ mes "Satan Morroc may have been";
+ mes "unimaginably powerful, but";
+ mes "it would take a lot of work";
+ mes "to bring him back into our";
+ mes "world. Let's see, you could";
+ mes "destroy Morroc's seal...";
+ next;
+ mes "[Sephit]";
+ mes "There was also... Oh, God.";
+ mes "Long ago, someone actually";
+ mes "sacrificed children in a failed";
+ mes "attempt to revive Morroc Satan.";
+ mes "The children missing here in";
+ mes "Morroc-- Y-you don't think...";
+ next;
+ mes "[Sephit]";
+ mes "But who really knows?";
+ mes "I mean we have historical";
+ mes "records of Satan Morroc, ";
+ mes "but maybe it's just a legend.";
+ mes "Aside from that, we have no";
+ mes "proof that he really exists.";
+ next;
+ mes "[Sephit]";
+ mes "...Well, aside from those";
+ mes "elemental crests, I mean.";
+ mes "Then again, maybe they just";
+ mes "regulate this region's elements";
+ mes "to make it possible for people";
+ mes "to live here in the desert.";
+ set mao_request,19;
+ close;
+ }
+ else if(mao_request == 116)
+ {
+ mes "[Sephit]";
+ mes "Oh, we usually don't";
+ mes "have many visitors here.";
+ mes "Are you here to speak to";
+ mes "our local historian? He's";
+ mes "pretty busy right now, so";
+ mes "I hope you can come back later.";
+ next;
+ mes "[Sephit]";
+ mes "Though, to be honest,";
+ mes "he's kind of hiding under";
+ mes "the covers at the moment.";
+ mes "Some Assassin came to";
+ mes "request some information,";
+ mes "but she scared him off...";
+ next;
+ mes "[Sephit]";
+ mes "If it's really important,";
+ mes "then I might be able to";
+ mes "answer your questions if";
+ mes "they're about Morroc's most";
+ mes "ancient histories and legends.";
+ next;
+ mes "^3355FFYou ask Sephit for any";
+ mes "information related to";
+ mes "Satan Morroc and Thanatos";
+ mes "Tower, particularly their";
+ mes "significance and how";
+ mes "they might be related.^000000";
+ next;
+ mes "^3355FFYou also inform her";
+ mes "about Moore's research,";
+ mes "and about the elemental";
+ mes "crests hidden throughout";
+ mes "Morroc that you've balanced.^000000";
+ next;
+ mes "[Sephit]";
+ mes "Moore... Moore...";
+ mes "His work sounds really";
+ mes "important, so I'm surprised";
+ mes "I haven't heard of him. I'd ask";
+ mes "my boss, but I can't disturb";
+ mes "him right now. Ah, well...";
+ next;
+ mes "[Sephit]";
+ mes "Oh, first of all, not too";
+ mes "many people know about";
+ mes "those crests. Still, you did";
+ mes "a great service by stabilizing";
+ mes "them. Otherwise, the seal under";
+ mes "Morroc Castle would break.";
+ next;
+ mes "[Sephit]";
+ mes "The seal beneath Morroc";
+ mes "Castle actually keeps Satan";
+ mes "Morroc from entering our world.";
+ mes "If he ever returned, he might";
+ mes "repeat the mass destruction";
+ mes "that he caused in the past.";
+ next;
+ mes "[Sephit]";
+ mes "It's funny that you should ask";
+ mes "about Thanatos Tower. When";
+ mes "Satan Morroc was terrorizing";
+ mes "our world, he used that place";
+ mes "to summon hordes of minions";
+ mes "that would menace us humans.";
+ next;
+ mes "[Sephit]";
+ mes "That tower has been in ruins";
+ mes "for years, but recently some";
+ mes "company started reconstructing";
+ mes "it, even though demons, well,";
+ mes "disguised as angels, still";
+ mes "roam that place freely.";
+ next;
+ mes "[Sephit]";
+ mes "Satan Morroc may have been";
+ mes "unimaginably powerful, but";
+ mes "it would take a lot of work";
+ mes "to bring him back into our";
+ mes "world. Let's see, you could";
+ mes "destroy Morroc's seal...";
+ next;
+ mes "[Sephit]";
+ mes "There was also... Oh, God.";
+ mes "Long ago, someone actually";
+ mes "sacrificed children in a failed";
+ mes "attempt to revive Morroc Satan.";
+ mes "The children missing here in";
+ mes "Morroc-- Y-you don't think...";
+ next;
+ mes "[Sephit]";
+ mes "But who really knows?";
+ mes "I mean we have historical";
+ mes "records of Satan Morroc, ";
+ mes "but maybe it's just a legend.";
+ mes "Aside from that, we have no";
+ mes "proof that he really exists.";
+ next;
+ mes "[Sephit]";
+ mes "...Well, aside from those";
+ mes "elemental crests, I mean.";
+ mes "Then again, maybe they just";
+ mes "regulate this region's elements";
+ mes "to make it possible for people";
+ mes "to live here in the desert.";
+ set mao_request,117;
+ close;
+ }
+ else
+ {
+ mes "[Sephit]";
+ mes "Oh, we usually don't";
+ mes "have many visitors here.";
+ mes "Are you here to speak to";
+ mes "our local historian? He's";
+ mes "pretty busy right now, so";
+ mes "I hope you can come back later.";
+ next;
+ mes "[Sephit]";
+ mes "Lately, I've been";
+ mes "digging through some";
+ mes "old historical records and";
+ mes "learned something about";
+ mes "a monster called Satan Morroc.";
+ next;
+ mes "[Sephit]";
+ mes "According to the legends,";
+ mes "he's sealed beneath Morroc";
+ mes "Castle, and our town gets its";
+ mes "name from him. That sounds";
+ mes "pretty grotesque, don't you";
+ mes "think? Too weird to be true...";
+ close;
+ }
+}
+
+que_job01,15,8,1 script #mao_table 139,1,1,{
+
+OnTouch:
+ if (mao_request == 24)
+ {
+ mes "[Valdes]";
+ mes "That's grave news...";
+ mes "I had my suspicions";
+ mes "about Mr. R, but I never";
+ mes "thought he was capable";
+ mes "of such audacity...";
+ next;
+ mes "[Kidd]";
+ mes "Damn it! I know you had";
+ mes "to accept both Mr. R and";
+ mes "the Dandelion Organization";
+ mes "because we didn't know the";
+ mes "truth beforehand, but does";
+ mes "Lin know about this now?!";
+ next;
+ mes "[Valdes]";
+ mes "I doubt it. I only learned";
+ mes "that Mr. R was the true";
+ mes "kidnapper when you told";
+ mes "me just now. But to sacrifice";
+ mes "them in order to revive Satan";
+ mes "Morroc... That's beyond evil.";
+ next;
+ mes "[Valdes]";
+ mes "Mr. R... If he is Raiyan";
+ mes "Moore, then you can find him";
+ mes "in the other room. Go and";
+ mes "interrogate him, confirm";
+ mes "everything you have learned.";
+ next;
+ mes "[Valdes]";
+ mes "Come...";
+ mes "This way.";
+ next;
+ donpcevent "Valdes#2::OnInit";
+ mes "[Kidd]";
+ mes "This is getting";
+ mes "too serious. Valdes,";
+ mes "wait, I'm coming with you!";
+ mes ""+ strcharinfo(0) +", come on, quickly!";
+ set mao_request,25;
+ close2;
+ donpcevent "Kidd#2::OnInit";
+ end;
+ }
+ else if(mao_request == 123)
+ {
+ mes "[Lin]";
+ mes "Master, did you know";
+ mes "from the beginning?!";
+ mes "You knew that the person";
+ mes "I was supposed to protect";
+ mes "is the same person that";
+ mes "Kidd is supposed to find?!";
+ next;
+ mes "[Valdes]";
+ mes "Lin, calm down. Yes,";
+ mes "I suspected as such from";
+ mes "the start. However, I did";
+ mes "know whether to trust Mr. R";
+ mes "or the Dandelion organization.";
+ next;
+ mes "[Valdes]";
+ mes "Since both parties claimed";
+ mes "to be able to help the missing";
+ mes "children, I took the chance.";
+ mes "For now, the best thing to";
+ mes "do would be to ask if Mr. R's";
+ mes "attackers are from Dandelion...";
+ next;
+ mes "[Lin]";
+ mes "Alright... I can't believe";
+ mes "it... Mr. R. Moore... Kidd";
+ mes "is supposed to hunt down";
+ mes "Raiyan Moore... It's too";
+ mes "much of a coincidence...";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Lin! I'm sorry to";
+ mes "interrupt, but Mr. R";
+ mes "is missing... I don't";
+ mes "know where he is!";
+ next;
+ mes "[Lin]";
+ mes "What?! What do yo--";
+ mes "Wh-what's going on?!";
+ mes "What's this noise in";
+ mes "my f-freakin' head?!";
+ mapannounce "que_job01","...Blood... is the currency... of the soul...",1,0x7B68EE;
+ next;
+ mes "[Lin]";
+ mes "Oh no...";
+ mes "This is what";
+ mes "I feared the most...";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "What's...";
+ mes "What's going on?";
+ mapannounce "que_job01","...We... need... blood... of... innocence...",1,0x7B68EE;
+ next;
+ mes "[Lin]";
+ mes "I think...";
+ mes "I think it's the";
+ mes "ceremony to revive";
+ mes "Satan Morroc! Mr. R must";
+ mes "have went there to stop";
+ mes "them... or to join them!";
+ next;
+ mes "[Valdes]";
+ mes "Lin, go call everyone";
+ mes "in the guild! And you,";
+ mes "try to find the source";
+ mes "of that weird echo!";
+ mes "Hurry, there's no time!";
+ mapannounce "que_job01","...Grant... us... immortality... Satan Morocc...",1,0x7B68EE;
+ next;
+ mes "[Lin]";
+ mes "Yes, sir!";
+ next;
+ donpcevent "Lin#2::OnInit";
+ mes "[Valdes]";
+ mes "No matter what the ";
+ mes "cost, we can't let";
+ mes "that ritual finish...!";
+ mes "If Satan Morroc really";
+ mes "exists, we can't let";
+ mes "him enter our world!";
+ set mao_request,124;
+ close2;
+ warp "que_job01",11,4;
+ end;
+ }
+
+OnInit:
+ disablenpc "#mao_table";
+ end;
+
+OnEnter:
+ enablenpc "#mao_table";
+ end;
+}
+
+que_job01,147,55,1 script #mao_empty 139,1,1,{
+
+OnTouch:
+ if (mao_request == 122)
+ {
+ mes "^333333...........No........";
+ mes "This.........can't...^000000";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Huh?! That sounds";
+ mes "like Lin's voice...";
+ mes "Where are they?";
+ mes "Where have they gone?!";
+ set mao_request,123;
+ close;
+ }
+
+OnInit:
+ disablenpc "#mao_empty";
+ end;
+
+OnEnter:
+ enablenpc "#mao_empty";
+ end;
+}
+
+que_job01,144,57,1 script #Rabsent 139,1,1,{
+
+OnTouch:
+ if(mao_request == 25)
+ {
+ mes "[Kidd]";
+ mes "Raiyan Moore...!";
+ mes "Wh-where is he?!";
+ next;
+ mes "[Valdes]";
+ mes "What the deuce?";
+ mes "He should be just";
+ mes "in this room. Wait,";
+ mes "how could he get past";
+ mes "our security magic...?";
+ next;
+ mes "[Kidd]";
+ mes "Where's Lin?";
+ mes "Lin?! Lin, where";
+ mes "are you? Answer me!";
+ mapannounce "que_job01","...Blood... is the currency... of the soul...",1,0x7B68EE;
+ next;
+ mes "[Kidd]";
+ mes "God! Wh-what's";
+ mes "that--where is that";
+ mes "voice coming from?!";
+ mes "My head feels like";
+ mes "it's gonna split open!";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "What...";
+ mes "What's happening?";
+ mapannounce "que_job01","...We... need... holier... blood... the ritual...",1,0x7B68EE;
+ next;
+ mes "[Kidd]";
+ mes "Damn, that has to be him!";
+ mes "He's trying to revive Satan";
+ mes "Morroc right now! And where's";
+ mes "Lin?! What happened to her?";
+ next;
+ mes "[Valdes]";
+ mes ""+ strcharinfo(0) +", I'm going";
+ mes "to call every member of the";
+ mes "Assassin Guild. You and Kidd";
+ mes "go try to find the source of";
+ mes "that voice and stop this!";
+ mapannounce "que_job01","...By Satan Morroc's blessings... Grant me... Immortality!",1,0x7B68EE;
+ next;
+ mes "[Kidd]";
+ mes "Yes, sir!";
+ next;
+ donpcevent "Kidd#3::OnInit";
+ mes "[Valdes]";
+ mes "I only hope that";
+ mes "we're not too late";
+ mes "to stop this from";
+ mes "happening. Hurry,";
+ mes "the fate of the world";
+ mes "hangs in the balance!";
+ set mao_request,26;
+ close2;
+ warp "que_job01",144,61;
+ end;
+ }
+OnInit:
+ disablenpc "#Rabsent";
+ end;
+
+OnEnter:
+ enablenpc "#Rabsent";
+ end;
+}
+
+moc_castle,40,20,3 script Man 849,{
+
+ if ((mao_request > 27 && mao_request < 31) || (mao_request > 125 && mao_request < 129))
+ {
+ mes "^3355FFYou find the body";
+ mes "of a dead man.^000000";
+ emotion e_hmm,1;
+ close;
+ }
+ mes "^3355FFYou find a man lying";
+ mes "on the floor. He seems";
+ mes "very close to dying, and";
+ mes "is mumbling deliriously.^000000";
+ if (mao_request == 26 || mao_request == 27)
+ {
+ next;
+ mes "[Man]";
+ mes "Ghhhk~! Fr-fresh...";
+ mes "B-blood! Hee hee hee~";
+ mes "For th-the ritual, I-I'll";
+ mes "d-dedicate... Myself...";
+ mes "For the s-sacrifice!";
+ mes "^333333*Cough Cough!*^000000";
+ if(!$mao_gate1)
+ {
+ close2;
+ warp "que_job02",14,182;
+ set $mao_gate1,1;
+ end;
+ }
+ }
+ else if(mao_request == 124 || mao_request == 125)
+ {
+ next;
+ mes "[Man]";
+ mes "Ghhhk~! Fr-fresh...";
+ mes "B-blood! Hee hee hee~";
+ mes "For th-the ritual, I-I'll";
+ mes "d-dedicate... Myself...";
+ mes "For the s-sacrifice!";
+ mes "^333333*Cough Cough!*^000000";
+ if(!$mao_gate2)
+ {
+ close2;
+ warp "que_job03",14,182;
+ set $mao_gate2,1;
+ end;
+ }
+ }
+ close;
+
+OnInit:
+ set $mao_gate1,0;
+ set $mao_gate2,0;
+ end;
+}
+
+que_job02,14,182,1 script #maogate1 139,1,1,{
+
+OnEnter:
+ enablenpc "#maogate1";
+ end;
+
+OnStop:
+ disablenpc "#maogate1";
+ end;
+
+OnTouch:
+ if (mao_request == 26 || mao_request == 27)
+ {
+ initnpctimer;
+ disablenpc "#maogate1";
+ donpcevent "#maogate1_talk1::OnEnter";
+ }
+ else
+ {
+ mes "^3355FFYou will now be";
+ mes "teleported outside.^000000";
+ close2;
+ warp "morocc",100,100;
+ set $mao_gate1,0;
+ }
+ end;
+
+OnTimer580000:
+ mapannounce "que_job02","...Need... more blood... before... gate closes...",1,0xDDA0DD;
+ end;
+
+OnTimer590000:
+ mapannounce "que_job02","...Grrrr... can't... fail this time... must revive...",1,0xDDA0DD;
+ end;
+
+OnTimer595000:
+ mapwarp "que_job02","morocc",160,129;
+ end;
+
+OnTimer596000:
+ donpcevent "#maogate1_talk1::OnInit";
+ donpcevent "#maogate1_talk2::OnEnter";
+ donpcevent "#maogate1_talk3::OnEnter";
+ donpcevent "#maogate1_talk4::OnEnter";
+ donpcevent "#maogate1_talk5::OnEnter";
+ donpcevent "#maogate1_talk6::OnEnter";
+ donpcevent "#maogate1_talk7::OnEnter";
+ donpcevent "Kidd#maogate1_1::OnInit";
+ donpcevent "Kidd#maogate1_2::OnInit";
+ donpcevent "Lin#maogate1_1::OnInit";
+ donpcevent "Lin#maogate1_2::OnInit";
+ donpcevent "R#maogate1::OnInit";
+ donpcevent "#maogate1_end::OnStop";
+ donpcevent "#maogate1_end::OnInit";
+ donpcevent "#maogate1_end2::OnInit";
+ donpcevent "Dandelion#maogate1_1::OnInit";
+ donpcevent "Dandelion#maogate1_2::OnInit";
+ donpcevent "Dandelion#maogate1_3::OnInit";
+ donpcevent "Dandelion#maogate1_4::OnInit";
+ donpcevent "#maogate1_setting::OnEnter";
+ donpcevent "Dandelion Member#1_bt::OnInit";
+ donpcevent "#maogate1_battle::OnStop2";
+ donpcevent "#maogate1_battle::OnEnter";
+ end;
+
+OnTimer597000:
+ enablenpc "#maogate1";
+ set $mao_gate1,0;
+ stopnpctimer;
+ end;
+}
+
+que_job02,14,181,1 script #maogate1_talk1 139,2,2,{
+
+OnInit:
+ disablenpc "#maogate1_talk1";
+ end;
+
+OnEnter:
+ enablenpc "#maogate1_talk1";
+ end;
+
+OnTouch:
+ mes "^333333Holy... ritual... of...";
+ mes "blood... I am proud...";
+ mes "to b-be... the last...";
+ mes "sacrifice... Heh heh heh...^000000";
+ next;
+ mes "^3355FFThe maniacial laughter";
+ mes "from that strange voice";
+ mes "echoes in your head as you";
+ mes "wake up in some strage place.^000000";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Where am I...?";
+ mes "What is this place?";
+ mes "Arrgh, my head hurts,";
+ mes "but I've got to stop";
+ mes "Satan Morroc's revival...";
+ mapannounce "que_job02","...Blood... is the currency... of the soul...",1,0x7B68EE;
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "There's that voice";
+ mes "again! Kidd? Valdes?";
+ mes "Are any of you here?";
+ mes "Damn, I must be all alone.";
+ mes "I guess I have to stop this";
+ mes "weird ritual all by myself!";
+ close2;
+ disablenpc "#maogate1_talk1";
+ end;
+}
+
+que_job02,17,150,1 script #maogate1_talk2 139,2,2,{
+
+OnStop:
+ disablenpc "#maogate1_talk2";
+ end;
+
+OnEnter:
+ enablenpc "#maogate1_talk2";
+ end;
+
+OnTouch:
+ mes "...";
+ mes "......";
+ mes ".........";
+ next;
+ soundeffect "wander_man_move.wav",0;
+ sc_start SC_Blind,60000,0;
+ mes "[?????]";
+ mes "...Isn't the moon";
+ mes "so beautiful tonight?";
+ next;
+ mes "[?????]";
+ mes "...But I wonder...";
+ mes "Why are there twice as many";
+ mes "guards when the moon is full?";
+ next;
+ mes "[???????]";
+ mes "The moon is so red...";
+ mes "Yes, it's been a year...";
+ next;
+ mes "......";
+ mes ".........";
+ mes "............";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "What's going on?";
+ mes "Who's there? Kidd?";
+ mes "Valdes? Anybody?";
+ mes "What was that?";
+ close2;
+ soundeffect "wander_man_move.wav",0;
+ sc_end SC_All;
+ disablenpc "#maogate1_talk2";
+ end;
+}
+
+que_job02,16,97,1 script #maogate1_talk3 139,2,2,{
+
+OnStop:
+ disablenpc "#maogate1_talk3";
+ end;
+
+OnEnter:
+ enablenpc "#maogate1_talk3";
+ end;
+
+OnTouch:
+ mes "......";
+ mes ".........";
+ mes "............";
+ next;
+ soundeffect "wander_man_move.wav",0;
+ sc_start SC_Blind,60000,0;
+ mes "[?????]";
+ mes "So, you telling me you";
+ mes "don't know how this town";
+ mes "got its name? Well, it's";
+ mes "kind of a scary tale...";
+ next;
+ mes "[?????]";
+ mes "An evil demon invaded our";
+ mes "world, summoning troops of";
+ mes "his minions from the darkness.";
+ mes "However, he was defeated and";
+ mes "sealed beneath this castle";
+ mes "by a legendary hero.";
+ next;
+ mes "[???????]";
+ mes "But the hatred of Satan";
+ mes "Morroc has not ebbed with";
+ mes "time. If you look at the full";
+ mes "moon from here, it is colored";
+ mes "red with Satan Morroc's rage...";
+ next;
+ mes "......";
+ mes ".........";
+ mes "............";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "...I keep hearing";
+ mes "things! Where the hell";
+ mes "is it all coming from?!";
+ next;
+ mes "......";
+ mes ".........";
+ mes "............";
+ close2;
+ soundeffect "wander_man_move.wav",0;
+ sc_end SC_All;
+ disablenpc "#maogate1_talk3";
+ end;
+}
+
+que_job02,44,33,1 script #maogate1_talk4 139,2,2,{
+
+OnStop:
+ disablenpc "#maogate1_talk4";
+ end;
+
+OnEnter:
+ enablenpc "#maogate1_talk4";
+ end;
+
+OnTouch:
+ mes "......";
+ mes ".........";
+ mes "............";
+ next;
+ soundeffect "wander_man_move.wav",0;
+ sc_start SC_Blind,60000,0;
+ mes "[?????]";
+ mes "Hmpf.";
+ mes "It has begun.";
+ next;
+ mes "[?????]";
+ mes "That smoke...?";
+ mes "What exactly is going";
+ mes "on over there every";
+ mes "full moon?";
+ next;
+ mes "[???????]";
+ mes "Well...";
+ mes "Who's to say?";
+ next;
+ mes "[????]";
+ mes "B-boss...!";
+ next;
+ mes "......";
+ mes ".........";
+ mes "............";
+ mapannounce "que_job02","...Moooore... Give me... more blood...",1,0xDDA0DD;
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "These voices...";
+ mes "They're like past";
+ mes "memories of something";
+ mes "that's happened here";
+ mes "in Castle Morroc...";
+ close2;
+ soundeffect "wander_man_move.wav",0;
+ sc_end SC_All;
+ disablenpc "#maogate1_talk4";
+ end;
+}
+
+que_job02,93,21,1 script #maogate1_talk5 139,2,2,{
+
+OnStop:
+ disablenpc "#maogate1_talk5";
+ end;
+
+OnEnter:
+ enablenpc "#maogate1_talk5";
+ end;
+
+OnTouch:
+ mes "......";
+ mes ".........";
+ mes "............";
+ next;
+ soundeffect "wander_man_move.wav",0;
+ sc_start SC_Blind,60000,0;
+ mes "[?????]";
+ mes "Sir, our investigation has";
+ mes "turned something up. Every";
+ mes "15 days, a carriage secretly";
+ mes "transports about 20 to 30";
+ mes "children into the castle.";
+ mes "However, they never come out...";
+ next;
+ mes "[?????]";
+ mes "Are you serious...?";
+ mes "What the hell could";
+ mes "they be doing in there?!";
+ mes "Come on, let's go...";
+ close2;
+ soundeffect "wander_man_move.wav",0;
+ sc_end SC_All;
+ disablenpc "#maogate1_talk5";
+ end;
+}
+
+que_job02,93,21,1 script #maogate1_talk6 139,3,3,{
+
+OnStop:
+ disablenpc "#maogate1_talk6";
+ end;
+
+OnEnter:
+ enablenpc "#maogate1_talk6";
+ end;
+
+OnTouch:
+ mes "......";
+ mes ".........";
+ mes "............";
+ next;
+ soundeffect "wander_man_move.wav",0;
+ sc_start SC_Blind,60000,0;
+ mes "[?????]";
+ mes "Wh-what's with";
+ mes "all of this noise?";
+ next;
+ mes "[?????]";
+ mes "Sorry, m'lord.";
+ mes "It's nothing, but";
+ mes "we'll take care of";
+ mes "it as soon as possible.";
+ mes "Shut up, children. Silence!";
+ next;
+ mes "..............";
+ next;
+ mes "......";
+ mes ".........";
+ mes "............";
+ next;
+ mes "[???????]";
+ mes "This place is so hot...";
+ mes "Where's my daddy? I don't...";
+ mes "I don't wanna go to Thanatos...";
+ next;
+ mes "......";
+ mes ".........";
+ mes "............";
+ next;
+ mes "[??????]";
+ mes "Make sure that";
+ mes "nothing interferes";
+ mes "with our plan. Nothing...";
+ mapannounce "que_job02","..Blood... is the currency...of the soul... Six more to go...",1,0x7B68EE;
+ next;
+ mes "[????]";
+ mes "I don't wanna";
+ mes "wear these chains!";
+ mes "G-get them off, please!";
+ mes "I'm sorry, I'm sorry, I'm s--";
+ next;
+ mes "......";
+ mes ".........";
+ mes "............";
+ mapannounce "que_job02","...Morroc Satan... needs... fresher blood...",1,0x7B68EE;
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "I can't...";
+ mes "I can't endure";
+ mes "listening to this";
+ mes "much longer. Where";
+ mes "the hell is Raiyan Moore?!";
+ close2;
+ soundeffect "wander_man_move.wav",0;
+ sc_end SC_All;
+ disablenpc "#maogate1_talk6";
+ end;
+}
+
+que_job02,180,144,1 script #maogate1_talk7 139,2,2,{
+
+OnStop:
+ disablenpc "#maogate1_talk7";
+ end;
+
+OnEnter:
+ enablenpc "#maogate1_talk7";
+ end;
+
+OnTouch:
+ mes "......";
+ mes ".........";
+ mes "............";
+ next;
+ soundeffect "wander_man_move.wav",0;
+ sc_start SC_Blind,60000,0;
+ mes "[?????]";
+ mes "Jeez, what's going";
+ mes "on? Where the heck";
+ mes "are all the guards?";
+ next;
+ mes "......";
+ mes ".........";
+ mes "............";
+ next;
+ mes "[????]";
+ mes "What?! Why would";
+ mes "anyone do something";
+ mes "so stupid, so foolhardy,";
+ mes "as revive Satan Morroc?!";
+ next;
+ mes "[????]";
+ mes "Why...?";
+ mes "You can't possibly";
+ mes "understand. Now die...!";
+ next;
+ mes "......";
+ mes ".........";
+ mes "............";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Where is that voice";
+ mes "coming from? Wait...";
+ mes "That's... That's happening";
+ mes "right now! Please... Please";
+ mes "don't let me be too late!";
+ close2;
+ soundeffect "wander_man_move.wav",0;
+ sc_end SC_All;
+ disablenpc "#maogate1_talk7";
+ end;
+}
+
+que_job02,77,179,1 script #maogate1_talk8 139,2,2,{
+
+OnStop:
+ disablenpc "#maogate1_talk8";
+ end;
+
+OnEnter:
+ enablenpc "#maogate1_talk8";
+ end;
+
+OnStop2:
+ stopnpctimer;
+ end;
+
+OnTouch:
+ initnpctimer;
+ disablenpc "#maogate1_talk8";
+ end;
+
+OnTimer1000:
+ mapannounce "que_job02","...Blood... is the currency... of the soul...",1,0x7B68EE;
+ end;
+
+OnTimer4000:
+ mapannounce "que_job02","...Offer six souls and ...Receive seven in return...",1,0x7B68EE;
+ end;
+
+OnTimer8000:
+ mapannounce "que_job02","...Blood... is the currency... of the soul...",1,0x7B68EE;
+ end;
+
+OnTimer12000:
+ mapannounce "que_job02","...In payment, I give... the most honest... the holiest... dedication...",1,0x7B68EE;
+ end;
+
+OnTimer16000:
+ mapannounce "que_job02","...Please... Let the tornado of blood, the pile of bodies... rival the mountains!",1,0x7B68EE;
+ end;
+
+OnTimer20000:
+ mapannounce "que_job02","...Ha... Ha... Muhahahahaha!",1,0x7B68EE;
+ end;
+
+OnTimer20100:
+ stopnpctimer;
+ end;
+}
+
+que_job02,73,82,1 script #maogate1_battle 139,2,2,{
+
+OnStop:
+ disablenpc "#maogate1_battle";
+ end;
+
+OnEnter:
+ enablenpc "#maogate1_battle";
+ end;
+
+OnStop2:
+ stopnpctimer;
+ killmonster "que_job02","#maogate1_battle::OnMyMobDead";
+ end;
+
+OnTouch:
+ initnpctimer;
+ emotion e_wah,1;
+ disablenpc "#maogate1_battle";
+ end;
+
+OnTimer500:
+ monster "que_job02",71,85,"Mummy",1041,1,"#maogate1_battle::OnMyMobDead";
+ monster "que_job02",79,85,"Mummy",1041,1,"#maogate1_battle::OnMyMobDead";
+ monster "que_job02",71,80,"Mummy",1041,1,"#maogate1_battle::OnMyMobDead";
+ monster "que_job02",79,80,"Mummy",1041,1,"#maogate1_battle::OnMyMobDead";
+ end;
+
+OnTimer5000:
+ mapannounce "que_job02","Watch out!",1,0x90EE90;
+ donpcevent "Dandelion Member#1_bt::OnEnter";
+ end;
+
+OnTimer6000:
+ specialeffect EF_LORD;
+ end;
+
+OnTimer6500:
+ killmonster "que_job02","#maogate1_battle::OnMyMobDead";
+ stopnpctimer;
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_job02,66,85,5 script Dandelion Member#1_bt 880,{
+
+ if(mao_request == 26 || mao_request == 27)
+ {
+ mes "[Dandelion Member]";
+ mes "Hey... Are";
+ mes "you alright?";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Thanks...";
+ mes "I think you just";
+ mes "saved my life. What's";
+ mes "going on? Are you alone?";
+ next;
+ mes "[Dandelion Member]";
+ mes "It took me a while, but";
+ mes "I gathered as many members";
+ mes "of Dandelion as I could. From";
+ mes "the looks of it, I wouldn't be";
+ mes "surprised if Satan Morroc was";
+ mes "almost unsealed by now...";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Wait...";
+ mes "What about Kidd?";
+ mes "Where did he go?";
+ next;
+ mes "[Dandelion Member]";
+ mes "Kidd? He already";
+ mes "went in before any";
+ mes "of us. It sounds pretty";
+ mes "dangerous in there...";
+ next;
+ mes "[Kidd's Voice]";
+ mes "...I said--!";
+ mes "...That's...";
+ mes "Why I oughta--!";
+ emotion e_gasp,0;
+ next;
+ mes "[Dandelion Member]";
+ mes "Yeah, that's him again.";
+ mes "Now that you're awake,";
+ mes "I better do something.";
+ mes "You stay here and gather";
+ mes "your strength while I go";
+ mes "in there and help him...";
+ close2;
+ emotion e_gasp,1;
+ set mao_request,27;
+ disablenpc "Dandelion Member#1_bt";
+ end;
+ }
+
+OnInit:
+ disablenpc "Dandelion Member#1_bt";
+ end;
+
+OnEnter:
+ enablenpc "Dandelion Member#1_bt";
+ end;
+}
+
+que_job02,87,83,1 script #maogate1_setting 139,2,2,{
+
+OnStop:
+ disablenpc "#maogate1_setting";
+ end;
+
+OnEnter:
+ enablenpc "#maogate1_setting";
+ end;
+
+OnTouch:
+ if (mao_request == 27)
+ {
+ donpcevent "#maogate1_end::OnEnter";
+ donpcevent "Kidd#maogate1_1::OnEnter";
+ donpcevent "Lin#maogate1_1::OnEnter";
+ donpcevent "R#maogate1::OnEnter";
+ donpcevent "Dandelion#maogate1_1::OnEnter";
+ donpcevent "Dandelion#maogate1_2::OnEnter";
+ end;
+ }
+}
+
+que_job02,117,101,1 script #maogate1_end 139,3,3,{
+
+OnInit:
+ disablenpc "#maogate1_end";
+ end;
+
+OnReset:
+ killmonster "que_job02","#maogate1_end::OnMyMobDead";
+ end;
+
+OnStop:
+ killmonster "que_job02","#maogate1_end::OnMyMobDead";
+ stopnpctimer;
+ end;
+
+OnEnter:
+ enablenpc "#maogate1_end";
+ end;
+
+OnTouch:
+ donpcevent "#maogate1_setting::OnStop";
+ mes "[" + strcharinfo(0) + "]";
+ mes "Hey, what's going";
+ mes "on here? Kidd! Lin?";
+ mes "A-and who's that guy?";
+ mes "Could it possibly be...";
+ emotion e_gasp,1;
+ next;
+ cutin "mocseal_kid01.bmp",0;
+ mes "[Kidd]";
+ mes ""+ strcharinfo(0) +"...";
+ mes "Stay back and don't come";
+ mes "near me! Lin, why are you";
+ mes "doing this! Give up your";
+ mes "mission, you don't know";
+ mes "who your client really is!";
+ next;
+ cutin "mocseal_rin01.bmp",2;
+ mes "[Lin]";
+ mes "What are you talking";
+ mes "about, Kidd? I just found";
+ mes "out that the people you're";
+ mes "working for, the Dandelion";
+ mes "Organization, have been";
+ mes "hunting Mr. Moore down...";
+ emotion e_wah,0,"Lin#maogate1_1";
+ next;
+ cutin "mocseal_kid01.bmp",0;
+ mes "[Kidd]";
+ mes "Yes, of course they're";
+ mes "hunting him down. Your client,";
+ mes "Mr. R. Moore, is none other";
+ mes "than Raiyan Moore-- and he";
+ mes "plans to revive Satan Morroc!";
+ next;
+ cutin "mocseal_rin01.bmp",2;
+ mes "[Lin]";
+ mes "What?! But how can that";
+ mes "be? I've been with Moore";
+ mes "for a few days! If he's the one";
+ mes "who kidnapped the children,";
+ mes "then who is taking them hostage? ";
+ next;
+ mes "[Lin]";
+ mes "No, you should tell";
+ mes "me everything you know";
+ mes "about your own client,";
+ mes "the Dandelion Organization...";
+ emotion e_hmm,0,"R#maogate1";
+ next;
+ cutin "mocseal_rin01.bmp",255;
+ cutin "mocseal_kid01.bmp",255;
+ mes "[R. Moore]";
+ mes "Thanks for your";
+ mes "concern, Lin. But really...";
+ mes "It's unnecessary. Heh heh...";
+ mes "I don't need to worry about the Dandelion Organization any longer.";
+ next;
+ mes "[R. Moore]";
+ mes "Prepare yourself";
+ mes "and be accepted into";
+ mes "this sacrifice... Lin...";
+ mes "Your blood will be used";
+ mes "to revive Morroc Satan!";
+ donpcevent "R#maogate1::OnSpell";
+ emotion e_gasp,0,"Kidd#maogate1_1";
+ emotion e_gasp,1;
+ next;
+ mes "[Kidd]";
+ mes "Watch out!";
+ donpcevent "Kidd#maogate1_1::OnInit";
+ donpcevent "Lin#maogate1_1::OnInit";
+ donpcevent "Kidd#maogate1_2::OnEnter";
+ donpcevent "Lin#maogate1_2::OnEnter";
+ donpcevent "#maogate1_end2::OnSpell";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Kidd! Lin!";
+ next;
+ mes "[Lin]";
+ mes "Wh-why...?";
+ mes "Mr. Moore, you said";
+ mes "that you were trying to";
+ mes "stop Satan Morroc's revival...";
+ next;
+ mes "[Kidd]";
+ mes "Can't you see...?";
+ mes "He was lying! He";
+ mes "tricked all of us!";
+ next;
+ mes "[R. Moore]";
+ mes "So...";
+ mes "You're resisting?";
+ mes "Fine, you leave me";
+ mes "no choice. Feel the";
+ mes "power of Morroc Satan!";
+ emotion e_gg,0,"R#maogate1";
+ next;
+ donpcevent "R#maogate1::OnInit";
+ initnpctimer;
+ monster "que_job02",121,118,"Mummy",1041,1,"#maogate1_end::OnMyMobDead";
+ monster "que_job02",121,115,"Mummy",1041,1,"#maogate1_end::OnMyMobDead";
+ monster "que_job02",121,112,"Mummy",1041,1,"#maogate1_end::OnMyMobDead";
+ monster "que_job02",107,106,"Mummy",1041,1,"#maogate1_end::OnMyMobDead";
+ monster "que_job02",111,106,"Mummy",1041,1,"#maogate1_end::OnMyMobDead";
+ monster "que_job02",115,106,"Mummy",1041,1,"#maogate1_end::OnMyMobDead";
+ monster "que_job02",135,105,"Mummy",1041,1,"#maogate1_end::OnMyMobDead";
+ monster "que_job02",132,105,"Mummy",1041,1,"#maogate1_end::OnMyMobDead";
+ monster "que_job02",128,105,"Mummy",1041,1,"#maogate1_end::OnMyMobDead";
+ mes "[" + strcharinfo(0) + "]";
+ mes "Bastard, what";
+ mes "are you doing?";
+ mes "Holy crap, m-monsters!";
+ next;
+ mes "[Lin]";
+ mes "Damn it!";
+ mes "Let me go!";
+ mes "I'm gonna chase";
+ mes "Moore myself!";
+ set mao_request,28;
+ close2;
+ donpcevent "Lin#maogate1_2::OnInit";
+ disablenpc "#maogate1_end";
+ end;
+
+OnTimer500:
+ mapannounce "que_job02","I'll back you up!",1,0x90EE90;
+ donpcevent "Dandelion#maogate1_3::OnEnter";
+ donpcevent "Dandelion#maogate1_4::OnEnter";
+ emotion e_go,0,"Dandelion#maogate1_1";
+ emotion e_go,0,"Dandelion#maogate1_2";
+ emotion e_go,0,"Dandelion#maogate1_3";
+ emotion e_go,0,"Dandelion#maogate1_4";
+ end;
+
+OnTimer3000:
+ donpcevent "Dandelion#maogate1_3::OnSpell";
+ donpcevent "Dandelion#maogate1_2::OnSpell";
+ end;
+
+OnTimer4000:
+ donpcevent "Dandelion#maogate1_4::OnSpell";
+ donpcevent "Dandelion#maogate1_2::OnSpell2";
+ end;
+
+OnTimer5000:
+ killmonster "que_job02","#maogate1_end::OnMyMobDead";
+ end;
+
+OnTimer5500:
+ set $@maogate1mobs,3;
+ monster "que_job02",128,105,"Mummy",1041,1,"Kidd#maogate1_2::OnMyMobDead";
+ monster "que_job02",115,106,"Mummy",1041,1,"Kidd#maogate1_2::OnMyMobDead";
+ monster "que_job02",121,112,"Mummy",1041,1,"Kidd#maogate1_2::OnMyMobDead";
+ end;
+
+OnTimer7000:
+ mapannounce "que_job02","Dandelions, don't let Raiyan Moore escape!",1,0x90EE90;
+ end;
+
+OnTimer10000:
+ mapannounce "que_job02","Kidd, we're leaving the rest to you...!",1,0x90EE90;
+ donpcevent "Dandelion#maogate1_4::OnInit";
+ donpcevent "Dandelion#maogate1_3::OnInit";
+ donpcevent "Dandelion#maogate1_2::OnInit";
+ donpcevent "Dandelion#maogate1_1::OnInit";
+ stopnpctimer;
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_job02,116,108,5 script Kidd#maogate1_1 884,{
+
+OnInit:
+ disablenpc "Kidd#maogate1_1";
+ end;
+
+OnEnter:
+ enablenpc "Kidd#maogate1_1";
+ end;
+}
+
+que_job02,126,103,5 script Kidd#maogate1_2 884,{
+
+ end;
+
+OnInit:
+ disablenpc "Kidd#maogate1_2";
+ end;
+
+OnEnter:
+ enablenpc "Kidd#maogate1_2";
+ end;
+
+OnMyMobDead:
+ set $@maogate1mobs,$@maogate1mobs -1;
+ if($@maogate1mobs < 1) donpcevent "#maogate1_end2::OnEnter";
+ end;
+}
+
+que_job02,121,106,1 script Lin#maogate1_1 885,{
+
+OnInit:
+ disablenpc "Lin#maogate1_1";
+ end;
+
+OnEnter:
+ enablenpc "Lin#maogate1_1";
+ end;
+}
+
+que_job02,127,101,1 script Lin#maogate1_2 885,{
+
+OnInit:
+ disablenpc "Lin#maogate1_2";
+ end;
+
+OnEnter:
+ enablenpc "Lin#maogate1_2";
+ end;
+}
+
+que_job02,124,109,3 script R#maogate1 880,{
+
+OnInit:
+ disablenpc "R#maogate1";
+ end;
+
+OnEnter:
+ enablenpc "R#maogate1";
+ end;
+
+OnSpell:
+ specialeffect EF_BEGINSPELL2;
+ end;
+}
+
+que_job02,113,107,5 script Dandelion#maogate1_1 880,{
+
+OnInit:
+ disablenpc "Dandelion#maogate1_1";
+ end;
+
+OnEnter:
+ enablenpc "Dandelion#maogate1_1";
+ end;
+}
+
+que_job02,121,100,7 script Dandelion#maogate1_2 880,{
+
+OnInit:
+ disablenpc "Dandelion#maogate1_2";
+ end;
+
+OnEnter:
+ enablenpc "Dandelion#maogate1_2";
+ end;
+
+OnSpell:
+ specialeffect EF_BEGINSPELL2;
+ end;
+
+OnSpell2:
+ specialeffect EF_LORD;
+ end;
+}
+
+que_job02,122,98,1 script Dandelion#maogate1_3 880,{
+
+OnInit:
+ disablenpc "Dandelion#maogate1_3";
+ end;
+
+OnEnter:
+ enablenpc "Dandelion#maogate1_3";
+ end;
+
+OnSpell:
+ specialeffect EF_BEGINSPELL2;
+ end;
+}
+
+que_job02,122,111,5 script Dandelion#maogate1_4 880,{
+
+OnInit:
+ disablenpc "Dandelion#maogate1_4";
+ end;
+
+OnEnter:
+ enablenpc "Dandelion#maogate1_4";
+ end;
+
+OnSpell:
+ specialeffect EF_LORD;
+ end;
+}
+
+que_job02,122,106,1 script #maogate1_end2 139,15,15,{
+
+OnInit:
+ disablenpc "#maogate1_end2";
+ end;
+
+OnEnter:
+ enablenpc "#maogate1_end2";
+ end;
+
+OnTouch:
+ if (mao_request == 28)
+ {
+ cutin "mocseal_kid01.bmp",2;
+ mes "[Kidd]";
+ mes "" + strcharinfo(0) + "!";
+ mes "Hey, you alright?";
+ mes "Come on, let's head";
+ mes "back, the other members";
+ mes "of the Assassin Guild";
+ mes "will take care of this...";
+ set mao_request,29;
+ close2;
+ mapwarp "que_job02","que_job01",59,49;
+ donpcevent "#maogate1_talk1::OnInit";
+ donpcevent "#maogate1_talk2::OnEnter";
+ donpcevent "#maogate1_talk3::OnEnter";
+ donpcevent "#maogate1_talk4::OnEnter";
+ donpcevent "#maogate1_talk5::OnEnter";
+ donpcevent "#maogate1_talk6::OnEnter";
+ donpcevent "#maogate1_talk7::OnEnter";
+ donpcevent "Kidd#maogate1_1::OnInit";
+ donpcevent "Kidd#maogate1_2::OnInit";
+ donpcevent "Lin#maogate1_1::OnInit";
+ donpcevent "Lin#maogate1_2::OnInit";
+ donpcevent "R#maogate1::OnInit";
+ donpcevent "#maogate1_end::OnStop";
+ donpcevent "#maogate1_end::OnInit";
+ donpcevent "#maogate1_end2::OnInit";
+ donpcevent "Dandelion#maogate1_1::OnInit";
+ donpcevent "Dandelion#maogate1_2::OnInit";
+ donpcevent "Dandelion#maogate1_3::OnInit";
+ donpcevent "Dandelion#maogate1_4::OnInit";
+ donpcevent "#maogate1_setting::OnEnter";
+ donpcevent "Dandelion Member#1_bt::OnInit";
+ donpcevent "#maogate1_battle::OnStop";
+ donpcevent "#maogate1_battle::OnEnter";
+ enablenpc "#maogate1";
+ set $mao_gate1,0;
+ end;
+ }
+}
+
+que_job03,14,182,1 script #maogate2 139,1,1,{
+
+OnEnter:
+ enablenpc "#maogate2";
+ end;
+
+OnStop:
+ disablenpc "#maogate2";
+ end;
+
+OnTouch:
+ if (mao_request == 124 || mao_request == 125)
+ {
+ initnpctimer;
+ disablenpc "#maogate2";
+ donpcevent "#maogate2_talk1::OnEnter";
+ }
+ else
+ {
+ mes "^3355FFYou will now be";
+ mes "teleported outside.^000000";
+ close2;
+ warp "morocc",100,100;
+ set $mao_gate2,0;
+ }
+ end;
+
+OnTimer580000:
+ mapannounce "que_job02","...Need... more blood... before... gate closes...",1,0xDDA0DD;
+ end;
+
+OnTimer590000:
+ mapannounce "que_job02","...Grrrr... can't... fail this time... must revive...",1,0xDDA0DD;
+ end;
+
+OnTimer595000:
+ mapwarp "que_job02","morocc",160,129;
+ end;
+
+OnTimer596000:
+ donpcevent "#maogate2_talk1::OnInit";
+ donpcevent "#maogate2_talk2::OnEnter";
+ donpcevent "#maogate2_talk3::OnEnter";
+ donpcevent "#maogate2_talk4::OnEnter";
+ donpcevent "#maogate2_talk5::OnEnter";
+ donpcevent "#maogate2_talk6::OnEnter";
+ donpcevent "#maogate2_talk7::OnEnter";
+ donpcevent "Kidd#maogate2_1::OnInit";
+ donpcevent "Kidd#maogate2_2::OnInit";
+ donpcevent "Lin#maogate2_1::OnInit";
+ donpcevent "Lin#maogate2_2::OnInit";
+ donpcevent "R#maogate2::OnInit";
+ donpcevent "#maogate2_end::OnStop";
+ donpcevent "#maogate2_end::OnInit";
+ donpcevent "#maogate2_end2::OnInit";
+ donpcevent "Dandelion#maogate2_1::OnInit";
+ donpcevent "Dandelion#maogate2_2::OnInit";
+ donpcevent "Dandelion#maogate2_3::OnInit";
+ donpcevent "Dandelion#maogate2_4::OnInit";
+ donpcevent "#maogate2_setting::OnEnter";
+ donpcevent "Dandelion Member#2_bt::OnInit";
+ donpcevent "#maogate2_battle::OnStop2";
+ donpcevent "#maogate2_battle::OnEnter";
+ end;
+
+OnTimer597000:
+ enablenpc "#maogate2";
+ set $mao_gate2,0;
+ stopnpctimer;
+ end;
+}
+
+que_job03,14,181,1 script #maogate2_talk1 139,2,2,{
+
+OnInit:
+ disablenpc "#maogate2_talk1";
+ end;
+
+OnEnter:
+ enablenpc "#maogate2_talk1";
+ end;
+
+OnTouch:
+ mes "^333333Holy... ritual... of...";
+ mes "blood... I am proud...";
+ mes "to b-be... the last...";
+ mes "sacrifice... Heh heh heh...^000000";
+ next;
+ mes "^3355FFThe maniacial laughter";
+ mes "from that strange voice";
+ mes "echoes in your head as you";
+ mes "wake up in some strage place.^000000";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Where am I...?";
+ mes "What is this place?";
+ mes "Arrgh, my head hurts,";
+ mes "but I've got to stop";
+ mes "Satan Morroc's revival...";
+ mapannounce "que_job03","...Blood... is the currency... of the soul...",1,0x7B68EE;
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "There's that voice";
+ mes "again! Kidd? Valdes?";
+ mes "Are any of you here?";
+ mes "Damn, I must be all alone.";
+ mes "I guess I have to stop this";
+ mes "weird ritual all by myself!";
+ close2;
+ disablenpc "#maogate2_talk1";
+ end;
+}
+
+que_job03,17,150,1 script #maogate2_talk2 139,2,2,{
+
+OnStop:
+ disablenpc "#maogate2_talk2";
+ end;
+
+OnEnter:
+ enablenpc "#maogate2_talk2";
+ end;
+
+OnTouch:
+ mes "...";
+ mes "......";
+ mes ".........";
+ next;
+ soundeffect "wander_man_move.wav",0;
+ sc_start SC_Blind,60000,0;
+ mes "[?????]";
+ mes "...Isn't the moon";
+ mes "so beautiful tonight?";
+ next;
+ mes "[?????]";
+ mes "...But I wonder...";
+ mes "Why are there twice as many";
+ mes "guards when the moon is full?";
+ next;
+ mes "[???????]";
+ mes "The moon is so red...";
+ mes "Yes, it's been a year...";
+ next;
+ mes "......";
+ mes ".........";
+ mes "............";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "What's going on?";
+ mes "Who's there? Kidd?";
+ mes "Valdes? Anybody?";
+ mes "What was that?";
+ close2;
+ soundeffect "wander_man_move.wav",0;
+ sc_end SC_All;
+ disablenpc "#maogate2_talk2";
+ end;
+}
+
+que_job03,16,97,1 script #maogate2_talk3 139,2,2,{
+
+OnStop:
+ disablenpc "#maogate2_talk3";
+ end;
+
+OnEnter:
+ enablenpc "#maogate2_talk3";
+ end;
+
+OnTouch:
+ mes "......";
+ mes ".........";
+ mes "............";
+ next;
+ soundeffect "wander_man_move.wav",0;
+ sc_start SC_Blind,60000,0;
+ mes "[?????]";
+ mes "So, you telling me you";
+ mes "don't know how this town";
+ mes "got its name? Well, it's";
+ mes "kind of a scary tale...";
+ next;
+ mes "[?????]";
+ mes "An evil demon invaded our";
+ mes "world, summoning troops of";
+ mes "his minions from the darkness.";
+ mes "However, he was defeated and";
+ mes "sealed beneath this castle";
+ mes "by a legendary hero.";
+ next;
+ mes "[???????]";
+ mes "But the hatred of Satan";
+ mes "Morroc has not ebbed with";
+ mes "time. If you look at the full";
+ mes "moon from here, it is colored";
+ mes "red with Satan Morroc's rage...";
+ next;
+ mes "......";
+ mes ".........";
+ mes "............";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "...I keep hearing";
+ mes "things! Where the hell";
+ mes "is it all coming from?!";
+ next;
+ mes "......";
+ mes ".........";
+ mes "............";
+ close2;
+ soundeffect "wander_man_move.wav",0;
+ sc_end SC_All;
+ disablenpc "#maogate2_talk3";
+ end;
+}
+
+que_job03,44,33,1 script #maogate2_talk4 139,2,2,{
+
+OnStop:
+ disablenpc "#maogate2_talk4";
+ end;
+
+OnEnter:
+ enablenpc "#maogate2_talk4";
+ end;
+
+OnTouch:
+ mes "......";
+ mes ".........";
+ mes "............";
+ next;
+ soundeffect "wander_man_move.wav",0;
+ sc_start SC_Blind,60000,0;
+ mes "[?????]";
+ mes "Hmpf.";
+ mes "It has begun.";
+ next;
+ mes "[?????]";
+ mes "That smoke...?";
+ mes "What exactly is going";
+ mes "on over there every";
+ mes "full moon?";
+ next;
+ mes "[???????]";
+ mes "Well...";
+ mes "Who's to say?";
+ next;
+ mes "[????]";
+ mes "B-boss...!";
+ next;
+ mes "......";
+ mes ".........";
+ mes "............";
+ mapannounce "que_job03","...Moooore... Give me... more blood...",1,0xDDA0DD;
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "These voices...";
+ mes "They're like past";
+ mes "memories of something";
+ mes "that's happened here";
+ mes "in Castle Morroc...";
+ close2;
+ soundeffect "wander_man_move.wav",0;
+ sc_end SC_All;
+ disablenpc "#maogate2_talk4";
+ end;
+}
+
+que_job03,93,21,1 script #maogate2_talk5 139,2,2,{
+
+OnStop:
+ disablenpc "#maogate2_talk5";
+ end;
+
+OnEnter:
+ enablenpc "#maogate2_talk5";
+ end;
+
+OnTouch:
+ mes "......";
+ mes ".........";
+ mes "............";
+ next;
+ soundeffect "wander_man_move.wav",0;
+ sc_start SC_Blind,60000,0;
+ mes "[?????]";
+ mes "Sir, our investigation has";
+ mes "turned something up. Every";
+ mes "15 days, a carriage secretly";
+ mes "transports about 20 to 30";
+ mes "children into the castle.";
+ mes "However, they never come out...";
+ next;
+ mes "[?????]";
+ mes "Are you serious...?";
+ mes "What the hell could";
+ mes "they be doing in there?!";
+ mes "Come on, let's go...";
+ close2;
+ soundeffect "wander_man_move.wav",0;
+ sc_end SC_All;
+ disablenpc "#maogate2_talk5";
+ end;
+}
+
+que_job03,93,21,1 script #maogate2_talk6 139,3,3,{
+
+OnStop:
+ disablenpc "#maogate2_talk6";
+ end;
+
+OnEnter:
+ enablenpc "#maogate2_talk6";
+ end;
+
+OnTouch:
+ mes "......";
+ mes ".........";
+ mes "............";
+ next;
+ soundeffect "wander_man_move.wav",0;
+ sc_start SC_Blind,60000,0;
+ mes "[?????]";
+ mes "Wh-what's with";
+ mes "all of this noise?";
+ next;
+ mes "[?????]";
+ mes "Sorry, m'lord.";
+ mes "It's nothing, but";
+ mes "we'll take care of";
+ mes "it as soon as possible.";
+ mes "Shut up, children. Silence!";
+ next;
+ mes "..............";
+ next;
+ mes "......";
+ mes ".........";
+ mes "............";
+ next;
+ mes "[???????]";
+ mes "This place is so hot...";
+ mes "Where's my daddy? I don't...";
+ mes "I don't wanna go to Thanatos...";
+ next;
+ mes "......";
+ mes ".........";
+ mes "............";
+ next;
+ mes "[??????]";
+ mes "Make sure that";
+ mes "nothing interferes";
+ mes "with our plan. Nothing...";
+ mapannounce "que_job03","..Blood... is the currency...of the soul... Six more to go...",1,0x7B68EE;
+ next;
+ mes "[????]";
+ mes "I don't wanna";
+ mes "wear these chains!";
+ mes "G-get them off, please!";
+ mes "I'm sorry, I'm sorry, I'm s--";
+ next;
+ mes "......";
+ mes ".........";
+ mes "............";
+ mapannounce "que_job03","...Morroc Satan... needs... fresher blood...",1,0x7B68EE;
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "I can't...";
+ mes "I can't endure";
+ mes "listening to this";
+ mes "much longer. Where";
+ mes "the hell is Raiyan Moore?!";
+ close2;
+ soundeffect "wander_man_move.wav",0;
+ sc_end SC_All;
+ disablenpc "#maogate2_talk6";
+ end;
+}
+
+que_job03,180,144,1 script #maogate2_talk7 139,2,2,{
+
+OnStop:
+ disablenpc "#maogate2_talk7";
+ end;
+
+OnEnter:
+ enablenpc "#maogate2_talk7";
+ end;
+
+OnTouch:
+ mes "......";
+ mes ".........";
+ mes "............";
+ next;
+ soundeffect "wander_man_move.wav",0;
+ sc_start SC_Blind,60000,0;
+ mes "[?????]";
+ mes "Jeez, what's going";
+ mes "on? Where the heck";
+ mes "are all the guards?";
+ next;
+ mes "......";
+ mes ".........";
+ mes "............";
+ next;
+ mes "[????]";
+ mes "What?! Why would";
+ mes "anyone do something";
+ mes "so stupid, so foolhardy,";
+ mes "as revive Satan Morroc?!";
+ next;
+ mes "[????]";
+ mes "Why...?";
+ mes "You can't possibly";
+ mes "understand. Now die...!";
+ next;
+ mes "......";
+ mes ".........";
+ mes "............";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Where is that voice";
+ mes "coming from? Wait...";
+ mes "That's... That's happening";
+ mes "right now! Please... Please";
+ mes "don't let me be too late!";
+ close2;
+ soundeffect "wander_man_move.wav",0;
+ sc_end SC_All;
+ disablenpc "#maogate2_talk7";
+ end;
+}
+
+que_job03,77,179,1 script #maogate2_talk8 139,2,2,{
+
+OnStop:
+ disablenpc "#maogate2_talk8";
+ end;
+
+OnEnter:
+ enablenpc "#maogate2_talk8";
+ end;
+
+OnStop2:
+ stopnpctimer;
+ end;
+
+OnTouch:
+ initnpctimer;
+ disablenpc "#maogate2_talk8";
+ end;
+
+OnTimer1000:
+ mapannounce "que_job03","...Blood... is the currency... of the soul...",1,0x7B68EE;
+ end;
+
+OnTimer4000:
+ mapannounce "que_job03","...Offer six souls and ...Receive seven in return...",1,0x7B68EE;
+ end;
+
+OnTimer8000:
+ mapannounce "que_job03","...Blood... is the currency... of the soul...",1,0x7B68EE;
+ end;
+
+OnTimer12000:
+ mapannounce "que_job03","...In payment, I give... the most honest... the holiest... dedication...",1,0x7B68EE;
+ end;
+
+OnTimer16000:
+ mapannounce "que_job03","...Please... Let the tornado of blood, the pile of bodies... rival the mountains!",1,0x7B68EE;
+ end;
+
+OnTimer20000:
+ mapannounce "que_job03","...Ha... Ha... Muhahahahaha!",1,0x7B68EE;
+ end;
+
+OnTimer20100:
+ stopnpctimer;
+ end;
+}
+
+que_job03,73,82,1 script #maogate2_battle 139,2,2,{
+
+OnStop:
+ disablenpc "#maogate2_battle";
+ end;
+
+OnEnter:
+ enablenpc "#maogate2_battle";
+ end;
+
+OnStop2:
+ stopnpctimer;
+ killmonster "que_job03","#maogate2_battle::OnMyMobDead";
+ end;
+
+OnTouch:
+ initnpctimer;
+ emotion e_wah,1;
+ disablenpc "#maogate2_battle";
+ end;
+
+OnTimer500:
+ monster "que_job03",71,85,"Mummy",1041,1,"#maogate2_battle::OnMyMobDead";
+ monster "que_job03",79,85,"Mummy",1041,1,"#maogate2_battle::OnMyMobDead";
+ monster "que_job03",71,80,"Mummy",1041,1,"#maogate2_battle::OnMyMobDead";
+ monster "que_job03",79,80,"Mummy",1041,1,"#maogate2_battle::OnMyMobDead";
+ end;
+
+OnTimer5000:
+ mapannounce "que_job03","Watch out!",1,0x90EE90;
+ donpcevent "Dandelion Member#2_bt::OnEnter";
+ end;
+
+OnTimer6000:
+ specialeffect EF_LORD;
+ end;
+
+OnTimer6500:
+ killmonster "que_job03","#maogate2_battle::OnMyMobDead";
+ stopnpctimer;
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_job03,66,85,5 script Dandelion Member#2_bt 880,{
+
+ if(mao_request == 124 || mao_request == 125)
+ {
+ mes "[Dandelion Member]";
+ mes "Hey, are you alright?";
+ mes "That was a pretty huge";
+ mes "explosion just now!";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Mr. R...?";
+ mes "Oh. You're not him.";
+ mes "Thanks, I think you";
+ mes "just saved my life. Hey...";
+ mes "Have you seen a female";
+ mes "Assassin around here?";
+ next;
+ mes "[Dandelion Member]";
+ mes "No, I don't think";
+ mes "so, but there's another";
+ mes "Assassin, Kidd, who's just";
+ mes "in the area. Wait, were you the";
+ mes "one who was duped by Raiyan";
+ mes "Moore? He's your client, right?";
+ next;
+ mes "[Dandelion Member]";
+ mes "I'm a member of the";
+ mes "Dandelion Organization,";
+ mes "and we've been trying to find";
+ mes "him. It turns out that we were";
+ mes "right about Moore: he's really planning to revive Satan Morroc.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Huh? What are you";
+ mes "talking about? Wait,";
+ mes "Raiyan Moore? Do you";
+ mes "mean Mr. R. Moore?";
+ mes "No! Then this means...";
+ next;
+ mes "[Dandelion Member]";
+ mes "Right. He managed to";
+ mes "trick all of us. Now, if you'd";
+ mes "excuse me, I better go help";
+ mes "Kidd now that you're awake.";
+ next;
+ mes "[Lin's Voice]";
+ mes "...S-stop...";
+ mes "...This is...";
+ mes "This is all insane!";
+ emotion e_gasp,0;
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "That's... That's Lin's";
+ mes "voice! I better walk";
+ mes "through this darkness";
+ mes "and try to find her as";
+ mes "soon as I can!";
+ close2;
+ set mao_request,125;
+ disablenpc "Dandelion Member#2_bt";
+ end;
+ }
+
+OnInit:
+ disablenpc "Dandelion Member#2_bt";
+ end;
+
+OnEnter:
+ enablenpc "Dandelion Member#2_bt";
+ end;
+}
+
+que_job03,87,83,1 script #maogate2_setting 139,2,2,{
+
+OnStop:
+ disablenpc "#maogate2_setting";
+ end;
+
+OnEnter:
+ enablenpc "#maogate2_setting";
+ end;
+
+OnTouch:
+ if (mao_request == 125)
+ {
+ donpcevent "#maogate2_end::OnEnter";
+ donpcevent "Kidd#maogate2_1::OnEnter";
+ donpcevent "Lin#maogate2_1::OnEnter";
+ donpcevent "R#maogate2::OnEnter";
+ donpcevent "Dandelion#maogate2_1::OnEnter";
+ donpcevent "Dandelion#maogate2_2::OnEnter";
+ end;
+ }
+}
+
+que_job03,117,101,1 script #maogate2_end 139,3,3,{
+
+OnInit:
+ disablenpc "#maogate2_end";
+ end;
+
+OnReset:
+ killmonster "que_job03","#maogate2_end::OnMyMobDead";
+ end;
+
+OnStop:
+ killmonster "que_job03","#maogate2_end::OnMyMobDead";
+ stopnpctimer;
+ end;
+
+OnEnter:
+ enablenpc "#maogate2_end";
+ end;
+
+OnTouch:
+ donpcevent "#maogate2_setting::OnStop";
+ mes "[" + strcharinfo(0) + "]";
+ mes "Hey, what's going";
+ mes "on here? Kidd! Lin?";
+ mes "A-and who's that guy?";
+ mes "Could it possibly be...";
+ emotion e_gasp,1;
+ next;
+ cutin "mocseal_kid01.bmp",0;
+ mes "[Kidd]";
+ mes ""+ strcharinfo(0) +"...";
+ mes "Stay back and don't come";
+ mes "near me! Lin, why are you";
+ mes "doing this! Give up your";
+ mes "mission, you don't know";
+ mes "who your client really is!";
+ next;
+ cutin "mocseal_rin01.bmp",2;
+ mes "[Lin]";
+ mes "What are you talking";
+ mes "about, Kidd? I just found";
+ mes "out that the people you're";
+ mes "working for, the Dandelion";
+ mes "Organization, have been";
+ mes "hunting Mr. Moore down...";
+ emotion e_wah,0,"Lin#maogate2_1";
+ next;
+ cutin "mocseal_kid01.bmp",0;
+ mes "[Kidd]";
+ mes "Yes, of course they're";
+ mes "hunting him down. Your client,";
+ mes "Mr. R. Moore, is none other";
+ mes "than Raiyan Moore-- and he";
+ mes "plans to revive Satan Morroc!";
+ next;
+ cutin "mocseal_rin01.bmp",2;
+ mes "[Lin]";
+ mes "What?! But how can that";
+ mes "be? I've been with Moore";
+ mes "for a few days! If he's the one";
+ mes "who kidnapped the children,";
+ mes "then who is taking them hostage? ";
+ next;
+ mes "[Lin]";
+ mes "No, you should tell";
+ mes "me everything you know";
+ mes "about your own client,";
+ mes "the Dandelion Organization...";
+ emotion e_hmm,0,"R#maogate2";
+ next;
+ cutin "mocseal_rin01.bmp",255;
+ cutin "mocseal_kid01.bmp",255;
+ mes "[R. Moore]";
+ mes "Thanks for your";
+ mes "concern, Lin. But really...";
+ mes "It's unnecessary. Heh heh...";
+ mes "I don't need to worry about the Dandelion Organization any longer.";
+ next;
+ mes "[R. Moore]";
+ mes "Prepare yourself";
+ mes "and be accepted into";
+ mes "this sacrifice... Lin...";
+ mes "Your blood will be used";
+ mes "to revive Morroc Satan!";
+ donpcevent "R#maogate2::OnSpell";
+ emotion e_gasp,0,"Kidd#maogate2_1";
+ emotion e_gasp,1;
+ next;
+ mes "[Kidd]";
+ mes "Watch out!";
+ donpcevent "Kidd#maogate2_1::OnInit";
+ donpcevent "Lin#maogate2_1::OnInit";
+ donpcevent "Kidd#maogate2_2::OnEnter";
+ donpcevent "Lin#maogate2_2::OnEnter";
+ donpcevent "#maogate2_end2::OnSpell";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Kidd! Lin!";
+ next;
+ mes "[Lin]";
+ mes "Wh-why...?";
+ mes "Mr. Moore, you said";
+ mes "that you were trying to";
+ mes "stop Satan Morroc's revival...";
+ next;
+ mes "[Kidd]";
+ mes "Can't you see...?";
+ mes "He was lying! He";
+ mes "tricked all of us!";
+ next;
+ mes "[R. Moore]";
+ mes "So...";
+ mes "You're resisting?";
+ mes "Fine, you leave me";
+ mes "no choice. Feel the";
+ mes "power of Morroc Satan!";
+ emotion e_gg,0,"R#maogate2";
+ next;
+ donpcevent "R#maogate2::OnInit";
+ initnpctimer;
+ monster "que_job03",121,118,"Mummy",1041,1,"#maogate2_end::OnMyMobDead";
+ monster "que_job03",121,115,"Mummy",1041,1,"#maogate2_end::OnMyMobDead";
+ monster "que_job03",121,112,"Mummy",1041,1,"#maogate2_end::OnMyMobDead";
+ monster "que_job03",107,106,"Mummy",1041,1,"#maogate2_end::OnMyMobDead";
+ monster "que_job03",111,106,"Mummy",1041,1,"#maogate2_end::OnMyMobDead";
+ monster "que_job03",115,106,"Mummy",1041,1,"#maogate2_end::OnMyMobDead";
+ monster "que_job03",135,105,"Mummy",1041,1,"#maogate2_end::OnMyMobDead";
+ monster "que_job03",132,105,"Mummy",1041,1,"#maogate2_end::OnMyMobDead";
+ monster "que_job03",128,105,"Mummy",1041,1,"#maogate2_end::OnMyMobDead";
+ mes "[" + strcharinfo(0) + "]";
+ mes "Bastard, what";
+ mes "are you doing?";
+ mes "Holy crap, m-monsters!";
+ next;
+ mes "[Lin]";
+ mes "Damn it!";
+ mes "Let me go!";
+ mes "I'm gonna chase";
+ mes "Moore myself!";
+ set mao_request,126;
+ set $maoattack,$maoattack +1;
+ close2;
+ donpcevent "Lin#maogate2_2::OnInit";
+ disablenpc "#maogate2_end";
+ end;
+
+OnTimer500:
+ mapannounce "que_job03","I'll back you up!",1,0x90EE90;
+ donpcevent "Dandelion#maogate2_3::OnEnter";
+ donpcevent "Dandelion#maogate2_4::OnEnter";
+ emotion e_go,0,"Dandelion#maogate2_1";
+ emotion e_go,0,"Dandelion#maogate2_2";
+ emotion e_go,0,"Dandelion#maogate2_3";
+ emotion e_go,0,"Dandelion#maogate2_4";
+ end;
+
+OnTimer3000:
+ donpcevent "Dandelion#maogate2_3::OnSpell";
+ donpcevent "Dandelion#maogate2_2::OnSpell";
+ end;
+
+OnTimer4000:
+ donpcevent "Dandelion#maogate2_4::OnSpell";
+ donpcevent "Dandelion#maogate2_2::OnSpell2";
+ end;
+
+OnTimer5000:
+ killmonster "que_job03","#maogate2_end::OnMyMobDead";
+ end;
+
+OnTimer5500:
+ set $@maogate2mobs,3;
+ monster "que_job03",128,105,"Mummy",1041,1,"Kidd#maogate2_2::OnMyMobDead";
+ monster "que_job03",115,106,"Mummy",1041,1,"Kidd#maogate2_2::OnMyMobDead";
+ monster "que_job03",121,112,"Mummy",1041,1,"Kidd#maogate2_2::OnMyMobDead";
+ end;
+
+OnTimer7000:
+ mapannounce "que_job03","Dandelions, don't let Raiyan Moore escape!",1,0x90EE90;
+ end;
+
+OnTimer10000:
+ mapannounce "que_job03","Kidd, we're leaving the rest to you...!",1,0x90EE90;
+ donpcevent "Dandelion#maogate2_4::OnInit";
+ donpcevent "Dandelion#maogate2_3::OnInit";
+ donpcevent "Dandelion#maogate2_2::OnInit";
+ donpcevent "Dandelion#maogate2_1::OnInit";
+ stopnpctimer;
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_job03,116,108,5 script Kidd#maogate2_1 884,{
+
+OnInit:
+ disablenpc "Kidd#maogate2_1";
+ end;
+
+OnEnter:
+ enablenpc "Kidd#maogate2_1";
+ end;
+}
+
+que_job03,126,103,5 script Kidd#maogate2_2 884,{
+
+ end;
+
+OnInit:
+ disablenpc "Kidd#maogate2_2";
+ end;
+
+OnEnter:
+ enablenpc "Kidd#maogate2_2";
+ end;
+
+OnMyMobDead:
+ set $@maogate2mobs,$@maogate2mobs -1;
+ if($@maogate2mobs < 1) donpcevent "#maogate2_end2::OnEnter";
+ end;
+}
+
+que_job03,121,106,1 script Lin#maogate2_1 885,{
+
+OnInit:
+ disablenpc "Lin#maogate2_1";
+ end;
+
+OnEnter:
+ enablenpc "Lin#maogate2_1";
+ end;
+}
+
+que_job03,127,101,1 script Lin#maogate2_2 885,{
+
+OnInit:
+ disablenpc "Lin#maogate2_2";
+ end;
+
+OnEnter:
+ enablenpc "Lin#maogate2_2";
+ end;
+}
+
+que_job03,124,109,3 script R#maogate2 880,{
+
+OnInit:
+ disablenpc "R#maogate2";
+ end;
+
+OnEnter:
+ enablenpc "R#maogate2";
+ end;
+
+OnSpell:
+ specialeffect EF_BEGINSPELL2;
+ end;
+}
+
+que_job03,113,107,5 script Dandelion#maogate2_1 880,{
+
+OnInit:
+ disablenpc "Dandelion#maogate2_1";
+ end;
+
+OnEnter:
+ enablenpc "Dandelion#maogate2_1";
+ end;
+}
+
+que_job03,121,100,7 script Dandelion#maogate2_2 880,{
+
+OnInit:
+ disablenpc "Dandelion#maogate2_2";
+ end;
+
+OnEnter:
+ enablenpc "Dandelion#maogate2_2";
+ end;
+
+OnSpell:
+ specialeffect EF_BEGINSPELL2;
+ end;
+
+OnSpell2:
+ specialeffect EF_LORD;
+ end;
+}
+
+que_job03,122,98,1 script Dandelion#maogate2_3 880,{
+
+OnInit:
+ disablenpc "Dandelion#maogate2_3";
+ end;
+
+OnEnter:
+ enablenpc "Dandelion#maogate2_3";
+ end;
+
+OnSpell:
+ specialeffect EF_BEGINSPELL2;
+ end;
+}
+
+que_job03,122,111,5 script Dandelion#maogate2_4 880,{
+
+OnInit:
+ disablenpc "Dandelion#maogate2_4";
+ end;
+
+OnEnter:
+ enablenpc "Dandelion#maogate2_4";
+ end;
+
+OnSpell:
+ specialeffect EF_LORD;
+ end;
+}
+
+que_job03,122,106,1 script #maogate2_end2 139,15,15,{
+
+OnInit:
+ disablenpc "#maogate2_end2";
+ end;
+
+OnEnter:
+ enablenpc "#maogate2_end2";
+ end;
+
+OnTouch:
+ if (mao_request == 126)
+ {
+ cutin "mocseal_kid01.bmp",2;
+ mes "[Kidd]";
+ mes "" + strcharinfo(0) + "...!";
+ mes "Can you hear me? Oh man...";
+ mes "You don't look so hot. Come";
+ mes "on, we gotta get you back";
+ mes "to the guild for now...";
+ set mao_request,127;
+ close2;
+ mapwarp "que_job03","que_job01",59,49;
+ donpcevent "#maogate2_talk1::OnInit";
+ donpcevent "#maogate2_talk2::OnEnter";
+ donpcevent "#maogate2_talk3::OnEnter";
+ donpcevent "#maogate2_talk4::OnEnter";
+ donpcevent "#maogate2_talk5::OnEnter";
+ donpcevent "#maogate2_talk6::OnEnter";
+ donpcevent "#maogate2_talk7::OnEnter";
+ donpcevent "Kidd#maogate2_1::OnInit";
+ donpcevent "Kidd#maogate2_2::OnInit";
+ donpcevent "Lin#maogate2_1::OnInit";
+ donpcevent "Lin#maogate2_2::OnInit";
+ donpcevent "R#maogate2::OnInit";
+ donpcevent "#maogate2_end::OnStop";
+ donpcevent "#maogate2_end::OnInit";
+ donpcevent "#maogate2_end2::OnInit";
+ donpcevent "Dandelion#maogate2_1::OnInit";
+ donpcevent "Dandelion#maogate2_2::OnInit";
+ donpcevent "Dandelion#maogate2_3::OnInit";
+ donpcevent "Dandelion#maogate2_4::OnInit";
+ donpcevent "#maogate2_setting::OnEnter";
+ donpcevent "Dandelion Member#2_bt::OnInit";
+ donpcevent "#maogate2_battle::OnStop";
+ donpcevent "#maogate2_battle::OnEnter";
+ enablenpc "#maogate2";
+ set $mao_gate2,0;
+ end;
+ }
+}
+
+morocc,30,29,5 script Member#mao1 880,10,15,{
+
+ mes "[Chairman]";
+ mes "So it's agreed.";
+ mes "Tomorrow we'll clean";
+ mes "the pond near the south";
+ mes "gate tomorrow. I hope";
+ mes "that everyone can make it.";
+ next;
+ mes "[Members]";
+ mes "Sure, no problem.";
+ mes "When are we planning";
+ mes "on reconstructing the";
+ mes "daycare facilities?";
+ next;
+ mes "[Chairman]";
+ mes "Hmmm...";
+ mes "I guess that's an";
+ mes "issue that we can";
+ mes "save for tomorrow's";
+ mes "meeting. I'll see you then.";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Is this some";
+ mes "sort of volunteer";
+ mes "service group?";
+ close;
+
+OnStop:
+ disablenpc "Member#mao1";
+ end;
+
+OnEnter:
+ enablenpc "Member#mao1";
+ end;
+
+OnTouch:
+ if (mao_request == 30 || mao_request == 128)
+ {
+ mes "[?????]";
+ mes "...That's what";
+ mes "happened... Worked";
+ mes "hard... This time...";
+ next;
+ mes "[???]";
+ mes "There is just one";
+ mes "regret... Was that...";
+ mes "...tan... was... better...";
+ next;
+ mes "[????????]";
+ mes "I know, I know that!";
+ mes "But we still accomplished";
+ mes "what we set out to do, right?";
+ next;
+ mes "[??????]";
+ mes "Quiet!";
+ mes "You're too loud.";
+ next;
+ mes "[?????]";
+ mes "I'm pretty sure...";
+ mes "...is... not going to";
+ mes "be quiet about this.";
+ mes "Perhaps... it'll happen.";
+ next;
+ mes "[???]";
+ mes "Shh. Act naturally!";
+ mes "Someone's listening";
+ mes "to us! Get out of here!";
+ close2;
+ donpcevent "Member#mao1::OnStop";
+ donpcevent "Member#mao2::OnStop";
+ donpcevent "Member#mao3::OnStop";
+ donpcevent "Member#mao4::OnStop";
+ if($maoattack > 49)
+ {
+ donpcevent "#mao_manager::OnStart";
+ set $maoattack,0;
+ }
+ else donpcevent "#mao_timer::OnStart";
+ end;
+ }
+}
+
+morocc,29,26,0 script Member#mao2 880,{
+
+ mes "[Chairman]";
+ mes "So it's agreed.";
+ mes "Tomorrow we'll clean";
+ mes "the pond near the south";
+ mes "gate tomorrow. I hope";
+ mes "that everyone can make it.";
+ next;
+ mes "[Members]";
+ mes "Sure, no problem.";
+ mes "When are we planning";
+ mes "on reconstructing the";
+ mes "daycare facilities?";
+ next;
+ mes "[Chairman]";
+ mes "Hmmm...";
+ mes "I guess that's an";
+ mes "issue that we can";
+ mes "save for tomorrow's";
+ mes "meeting. I'll see you then.";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Is this some";
+ mes "sort of volunteer";
+ mes "service group?";
+ close;
+
+OnStop:
+ disablenpc "Member#mao2";
+ end;
+
+OnEnter:
+ enablenpc "Member#mao2";
+ end;
+}
+
+morocc,33,27,1 script Member#mao3 880,{
+
+ mes "[Chairman]";
+ mes "So it's agreed.";
+ mes "Tomorrow we'll clean";
+ mes "the pond near the south";
+ mes "gate tomorrow. I hope";
+ mes "that everyone can make it.";
+ next;
+ mes "[Members]";
+ mes "Sure, no problem.";
+ mes "When are we planning";
+ mes "on reconstructing the";
+ mes "daycare facilities?";
+ next;
+ mes "[Chairman]";
+ mes "Hmmm...";
+ mes "I guess that's an";
+ mes "issue that we can";
+ mes "save for tomorrow's";
+ mes "meeting. I'll see you then.";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Is this some";
+ mes "sort of volunteer";
+ mes "service group?";
+ close;
+
+OnStop:
+ disablenpc "Member#mao3";
+ end;
+
+OnEnter:
+ enablenpc "Member#mao3";
+ end;
+}
+
+morocc,34,30,3 script Member#mao4 880,{
+
+ mes "[Chairman]";
+ mes "So it's agreed.";
+ mes "Tomorrow we'll clean";
+ mes "the pond near the south";
+ mes "gate tomorrow. I hope";
+ mes "that everyone can make it.";
+ next;
+ mes "[Members]";
+ mes "Sure, no problem.";
+ mes "When are we planning";
+ mes "on reconstructing the";
+ mes "daycare facilities?";
+ next;
+ mes "[Chairman]";
+ mes "Hmmm...";
+ mes "I guess that's an";
+ mes "issue that we can";
+ mes "save for tomorrow's";
+ mes "meeting. I'll see you then.";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Is this some";
+ mes "sort of volunteer";
+ mes "service group?";
+ close;
+
+OnStop:
+ disablenpc "Member#mao4";
+ end;
+
+OnEnter:
+ enablenpc "Member#mao4";
+ end;
+}
+
+morocc,1,1,1 script #mao_timer -1,{
+
+OnStart:
+ initnpctimer;
+ end;
+
+OnTimer300000:
+OnStop:
+ donpcevent "Member#mao1::OnEnter";
+ donpcevent "Member#mao2::OnEnter";
+ donpcevent "Member#mao3::OnEnter";
+ donpcevent "Member#mao4::OnEnter";
+ stopnpctimer;
+ end;
+}
+
+morocc,1,2,1 script #mao_manager -1,{
+
+OnStart:
+ initnpctimer;
+ end;
+
+OnStop:
+ killmonster "morocc","#mao_manager::OnMyMobDead";
+ donpcevent "Member#mao1::OnEnter";
+ donpcevent "Member#mao2::OnEnter";
+ donpcevent "Member#mao3::OnEnter";
+ donpcevent "Member#mao4::OnEnter";
+ stopnpctimer;
+ end;
+
+OnTimer300000:
+ mapannounce "morocc","How dare... you... interrupt... the holy ritual...",1,0x7B68EE;
+ end;
+
+OnTimer305000:
+ mapannounce "morocc","...The seal... no... it won't... it's not...",1,0x7B68EE;
+ end;
+
+OnTimer310000:
+ mapannounce "morocc","...Accursed humans... interfering with... my revival...",1,0x7B68EE;
+ end;
+
+OnTimer315000:
+ mapannounce "morocc","...Take this... blessing... of blood... Accept your.... death...",1,0x7B68EE;
+ end;
+
+OnTimer320000:
+ mapannounce "morocc","...Beg for... my forgiveness... in the afterlife...!",1,0x7B68EE;
+ end;
+
+OnTimer325000:
+ mapannounce "morocc","???: Morroc Satan's angry! Oh Freya, please protect us from the evil being...",1,0x7B68EE;
+ monster "morocc",163,185,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
+ monster "morocc",161,185,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
+ monster "morocc",159,185,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
+ monster "morocc",157,185,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
+ monster "morocc",155,185,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
+ monster "morocc",163,191,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
+ monster "morocc",161,191,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
+ monster "morocc",159,191,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
+ monster "morocc",157,191,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
+ monster "morocc",155,191,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
+ end;
+
+OnTimer327000:
+ monster "morocc",163,194,"Satan's Despair",1041,1,"#mao_manager::OnMyMobDead";
+ monster "morocc",161,194,"Satan's Despair",1041,1,"#mao_manager::OnMyMobDead";
+ monster "morocc",159,194,"Satan's Despair",1041,1,"#mao_manager::OnMyMobDead";
+ monster "morocc",157,194,"Satan's Despair",1041,1,"#mao_manager::OnMyMobDead";
+ monster "morocc",155,194,"Satan's Despair",1041,1,"#mao_manager::OnMyMobDead";
+ monster "morocc",163,197,"Satan's Despair",1041,1,"#mao_manager::OnMyMobDead";
+ monster "morocc",161,197,"Satan's Despair",1041,1,"#mao_manager::OnMyMobDead";
+ monster "morocc",159,197,"Satan's Despair",1041,1,"#mao_manager::OnMyMobDead";
+ monster "morocc",157,197,"Satan's Despair",1041,1,"#mao_manager::OnMyMobDead";
+ monster "morocc",155,197,"Satan's Despair",1041,1,"#mao_manager::OnMyMobDead";
+ monster "morocc",163,200,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
+ monster "morocc",161,200,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
+ monster "morocc",159,200,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
+ monster "morocc",157,200,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
+ monster "morocc",155,200,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
+ end;
+
+OnTimer329000:
+ announce "Kafra Pavianne: This is the Morroc Kafra Branch! The m-monsters are... Aaaaahhh!",bc_all,0x70DBDB;
+ monster "morocc",163,203,"Satan's Wrath",1154,1,"#mao_manager::OnMyMobDead";
+ monster "morocc",161,203,"Satan's Wrath",1154,1,"#mao_manager::OnMyMobDead";
+ monster "morocc",159,203,"Satan's Wrath",1154,1,"#mao_manager::OnMyMobDead";
+ monster "morocc",157,203,"Satan's Wrath",1154,1,"#mao_manager::OnMyMobDead";
+ monster "morocc",155,203,"Satan's Wrath",1154,1,"#mao_manager::OnMyMobDead";
+ monster "morocc",163,206,"Satan's Wrath",1154,1,"#mao_manager::OnMyMobDead";
+ monster "morocc",161,206,"Satan's Wrath",1154,1,"#mao_manager::OnMyMobDead";
+ monster "morocc",159,206,"Satan's Wrath",1154,1,"#mao_manager::OnMyMobDead";
+ monster "morocc",157,206,"Satan's Wrath",1154,1,"#mao_manager::OnMyMobDead";
+ monster "morocc",155,206,"Satan's Wrath",1154,1,"#mao_manager::OnMyMobDead";
+ monster "morocc",163,209,"Satan's Wrath",1154,1,"#mao_manager::OnMyMobDead";
+ monster "morocc",161,209,"Satan's Wrath",1154,1,"#mao_manager::OnMyMobDead";
+ monster "morocc",159,209,"Satan's Wrath",1154,1,"#mao_manager::OnMyMobDead";
+ monster "morocc",157,209,"Satan's Wrath",1154,1,"#mao_manager::OnMyMobDead";
+ monster "morocc",155,209,"Satan's Wrath",1154,1,"#mao_manager::OnMyMobDead";
+ end;
+
+OnTimer331000:
+ monster "morocc",163,212,"Satan's Wrath",1154,1,"#mao_manager::OnMyMobDead";
+ monster "morocc",161,212,"Satan's Wrath",1154,1,"#mao_manager::OnMyMobDead";
+ monster "morocc",159,212,"Satan's Wrath",1154,1,"#mao_manager::OnMyMobDead";
+ monster "morocc",157,212,"Satan's Wrath",1154,1,"#mao_manager::OnMyMobDead";
+ monster "morocc",155,212,"Satan's Wrath",1154,1,"#mao_manager::OnMyMobDead";
+ monster "morocc",163,212,"Satan's Wrath",1154,1,"#mao_manager::OnMyMobDead";
+ monster "morocc",161,212,"Satan's Wrath",1154,1,"#mao_manager::OnMyMobDead";
+ monster "morocc",159,212,"Satan's Wrath",1154,1,"#mao_manager::OnMyMobDead";
+ monster "morocc",157,212,"Satan's Wrath",1154,1,"#mao_manager::OnMyMobDead";
+ monster "morocc",155,212,"Satan's Wrath",1154,1,"#mao_manager::OnMyMobDead";
+ end;
+
+OnTimer333000:
+ monster "morocc",138,162,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
+ monster "morocc",140,162,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
+ monster "morocc",142,162,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
+ monster "morocc",146,162,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
+ monster "morocc",148,162,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
+ monster "morocc",150,162,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
+ monster "morocc",152,162,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
+ monster "morocc",154,162,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
+ monster "morocc",156,162,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
+ monster "morocc",158,162,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
+ monster "morocc",160,162,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
+ monster "morocc",162,162,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
+ monster "morocc",164,162,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
+ monster "morocc",166,162,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
+ monster "morocc",168,162,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
+ monster "morocc",170,162,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
+ monster "morocc",172,162,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
+ monster "morocc",174,162,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
+ monster "morocc",176,162,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
+ monster "morocc",178,162,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
+ monster "morocc",180,162,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
+ monster "morocc",138,160,"Satan's Despair",1154,1,"#mao_manager::OnMyMobDead";
+ monster "morocc",140,160,"Satan's Despair",1154,1,"#mao_manager::OnMyMobDead";
+ monster "morocc",142,160,"Satan's Despair",1154,1,"#mao_manager::OnMyMobDead";
+ monster "morocc",146,160,"Satan's Despair",1154,1,"#mao_manager::OnMyMobDead";
+ monster "morocc",148,160,"Satan's Despair",1154,1,"#mao_manager::OnMyMobDead";
+ monster "morocc",150,160,"Satan's Despair",1154,1,"#mao_manager::OnMyMobDead";
+ monster "morocc",152,160,"Satan's Despair",1154,1,"#mao_manager::OnMyMobDead";
+ monster "morocc",154,160,"Satan's Despair",1154,1,"#mao_manager::OnMyMobDead";
+ monster "morocc",156,160,"Satan's Despair",1154,1,"#mao_manager::OnMyMobDead";
+ monster "morocc",158,160,"Satan's Despair",1154,1,"#mao_manager::OnMyMobDead";
+ monster "morocc",160,160,"Satan's Wrath",1154,1,"#mao_manager::OnMyMobDead";
+ monster "morocc",162,160,"Satan's Wrath",1154,1,"#mao_manager::OnMyMobDead";
+ monster "morocc",162,160,"Satan's Wrath",1154,1,"#mao_manager::OnMyMobDead";
+ monster "morocc",164,160,"Satan's Wrath",1154,1,"#mao_manager::OnMyMobDead";
+ monster "morocc",166,160,"Satan's Wrath",1154,1,"#mao_manager::OnMyMobDead";
+ monster "morocc",168,160,"Satan's Wrath",1154,1,"#mao_manager::OnMyMobDead";
+ monster "morocc",170,160,"Satan's Wrath",1154,1,"#mao_manager::OnMyMobDead";
+ monster "morocc",172,160,"Satan's Wrath",1154,1,"#mao_manager::OnMyMobDead";
+ monster "morocc",174,160,"Satan's Wrath",1154,1,"#mao_manager::OnMyMobDead";
+ monster "morocc",176,160,"Satan's Wrath",1154,1,"#mao_manager::OnMyMobDead";
+ monster "morocc",178,160,"Satan's Wrath",1154,1,"#mao_manager::OnMyMobDead";
+ monster "morocc",180,160,"Satan's Wrath",1154,1,"#mao_manager::OnMyMobDead";
+ end;
+
+OnTimer335000:
+ monster "morocc",138,158,"Satan's Despair",1041,1,"#mao_manager::OnMyMobDead";
+ monster "morocc",140,158,"Satan's Despair",1041,1,"#mao_manager::OnMyMobDead";
+ monster "morocc",142,158,"Satan's Despair",1041,1,"#mao_manager::OnMyMobDead";
+ monster "morocc",146,158,"Satan's Despair",1041,1,"#mao_manager::OnMyMobDead";
+ monster "morocc",148,158,"Satan's Despair",1041,1,"#mao_manager::OnMyMobDead";
+ monster "morocc",150,158,"Satan's Despair",1041,1,"#mao_manager::OnMyMobDead";
+ monster "morocc",152,158,"Satan's Despair",1041,1,"#mao_manager::OnMyMobDead";
+ monster "morocc",154,158,"Satan's Despair",1041,1,"#mao_manager::OnMyMobDead";
+ monster "morocc",156,158,"Satan's Despair",1041,1,"#mao_manager::OnMyMobDead";
+ monster "morocc",158,158,"Satan's Despair",1041,1,"#mao_manager::OnMyMobDead";
+ monster "morocc",160,158,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
+ monster "morocc",162,158,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
+ monster "morocc",164,158,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
+ monster "morocc",166,158,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
+ monster "morocc",168,158,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
+ monster "morocc",170,158,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
+ monster "morocc",172,158,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
+ monster "morocc",174,158,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
+ monster "morocc",176,158,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
+ monster "morocc",178,158,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
+ monster "morocc",180,158,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
+ monster "morocc",0,0,"Satan's Despair",1041,20,"#mao_manager::OnMyMobDead";
+ monster "morocc",0,0,"Satan's Wrath",1041,20,"#mao_manager::OnMyMobDead";
+ end;
+
+OnTimer1800000:
+ killmonster "morocc","#mao_manager::OnMyMobDead";
+ donpcevent "Member#mao1::OnEnter";
+ donpcevent "Member#mao2::OnEnter";
+ donpcevent "Member#mao3::OnEnter";
+ donpcevent "Member#mao4::OnEnter";
+ stopnpctimer;
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_job01,68,88,5 script Simon#mao 881,{
+
+ mes "[Simon]";
+ mes "...No. How many";
+ mes "times must I tell you?";
+ mes "I'm not going back.";
+ emotion e_swt,0,"Simon#mao";
+ next;
+ mes "[Kimmie]";
+ mes "Please...";
+ mes "We really need";
+ mes "you back home...";
+ emotion e_sob,0,"Kimmie";
+ next;
+ mes "[Simon]";
+ mes "I'm sorry, Kimmie.";
+ mes "I have to follow my";
+ mes "own path. You'll have";
+ mes "to make do without me.";
+ mes "Besides, you're strong";
+ mes "and don't really need me...";
+ next;
+ mes "[Kimmie]";
+ mes "Y-you can't do this!";
+ mes "Why did you leave us?";
+ mes "I d-didn't want to tell you";
+ mes "this, but Jimmy's been getting";
+ mes "in trouble with the law and...";
+ emotion e_wah,0,"Kimmie";
+ next;
+ mes "[Simon]";
+ mes "Then it's his own";
+ mes "fault. I don't care, I'm";
+ mes "still not going home...";
+ mes "I've got to be responsible";
+ mes "for myself before I can even";
+ mes "think of taking care of others.";
+ next;
+ mes "[Kimmie]";
+ mes "Shut up! Shut up!";
+ mes "Come back to us!";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "I have no idea what's";
+ mes "going on, but it seems";
+ mes "pretty bad. Sometimes it's";
+ mes "good not to get involved";
+ mes "with other people's problems.";
+ close;
+}
+
+que_job01,70,84,1 duplicate(Simon#mao) Kimmie 882,0,0
+
+sec_in02,38,162,0 script Morroc Invasion Manager 882,{
+
+ if(getgmlevel() < 80) end;
+
+ mes "A total of " + $maoattack + " users completed";
+ mes "the Satan Morroc: Lin Quest.";
+ mes "There are 2 requirements to";
+ mes "summon Satan Morroc's troops.";
+ mes "1) 50 users must complete";
+ mes "this Satan Morroc: Lin Quest.";
+ next;
+ mes "2) One of these users that";
+ mes "completed the Lin Quest must";
+ mes "approach the Dandelion Org";
+ mes "NPCs at the outskirts of Morroc to trigger the monster invasion.";
+ mes "Change the GlobalVar to affect status of Satan Morroc invasation?";
+ next;
+ switch( select( "Set Globalvar","Cancel" ) )
+ {
+ case 1:
+ mes "Please choose the number";
+ mes "of times that the Lin Quest";
+ mes "will be recorded as completed";
+ mes "on the server. 0 is essentially";
+ mes "a reset; 50 will immediately";
+ mes "make the invasion available.";
+ next;
+ switch( select( "49","50","0" ) )
+ {
+ case 1:
+ mes "The GlobalVar has been";
+ mes "set to 49. The Lin Quest";
+ mes "must be completed 1 more";
+ mes "time before the Satan Morroc";
+ mes "invasion can be triggered.";
+ set $maoattack,49;
+ close;
+
+ case 2:
+ mes "The GlobalVar has been";
+ mes "set to 50. The Satan Morroc";
+ mes "invasion can now be triggered.";
+ set $maoattack,50;
+ close;
+
+ case 3:
+ mes "The GlobalVar has been";
+ mes "set to 0. The Lin Quest";
+ mes "must be completed 1 more";
+ mes "time before the Satan Morroc";
+ mes "invasion can be triggered.";
+ set $maoattack,0;
+ close;
+ }
+
+ case 2:
+ mes "You have canceled.";
+ close;
+ }
+}
diff --git a/npc/pre-re/quests/Kiel_Hyre_Quest.txt b/npc/pre-re/quests/Kiel_Hyre_Quest.txt
new file mode 100644
index 000000000..65ee64ec4
--- /dev/null
+++ b/npc/pre-re/quests/Kiel_Hyre_Quest.txt
@@ -0,0 +1,7241 @@
+//===== rAthena Script =======================================
+//= Kiel Hyre Quest
+//===== By: ==================================================
+//= L0ne_W0lf (Script), DZeroX (Timer)
+//===== Current Version: =====================================
+//= 4.6
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= Quest for opening Robot Factory first and second floors.
+//===== Comments: ============================================
+//= See below
+//===== Additional Comments: =================================
+//= 1.0 First version, needs testing [Playtester]
+//= 1.1 Copied over some changes made by -Tsuyuki- [L0ne_W0lf]
+//= Reworked variables slightly so that the permenents ones aside from the
+//= main tracking variable, are deleted when no longer needed. Renamed
+//= several variables that handle strings to @KHInput$. [L0ne_W0lf]
+//= 1.2 Removed duplicate NPCs. [Toms]
+//= 1.3 More Bug fixes, fixed typo. Updated Additional comments. [L0ne_W0lf]
+//= 1.4 Fixed doors not resetting in kh_kiehl01 after 30 second timer is up. [L0ne_W0lf]
+//= 1.5 Another bug fixed (&& instead of ||). [L0ne_W0lf]
+//= 1.6 More squashed bugs with if checking. [L0ne_W0lf]
+//= 1.7 Corrected some spelling mistakes. [Balish]
+// Corrected Exploit with the pub man, giving infinite wine and money.
+// Corrected pool and map not showing text for some states of the quest.
+// Corrected Elly showing cutin but not text for some states of the quest (causing players to log off to continue).
+// Let fisherman talk to you when you have 10 fishes OR MORE.
+// Corrected not letting you enter the tombstone after finishing the quest.
+//= 1.8 Elly now deletes the Iron_Box, and Kiel Hyre deletes the Pin. [L0ne_W0lf]
+//= More security on the 5th Big Door, now makes sure no one outside of who-
+//= acticated it initially can use it. Resets after 10 minutes to make it.
+//= Made it so that you need to be at least step 84 to activate the final door.
+//= Corrected not deleting Allysia's Ring from inventory.
+//= 1.9 Exit will now enable if you are just retrieving the Ring, keeps you from getting stuck. [L0ne_W0lf]
+//= Corrected "KH_Kielh02", was setting off a debug, invalid map index. Should have been "kh_Kiehl02"
+//= Made .KHQuestBusy$ into a temp global variable. $@KHQuestBusy$.
+//= 2.0 Changed the labels on the "Big Doors" to "Identifier Names" to prevent an error with using getvariableofnpc [L0ne_W0lf]
+//= 2.1 Fifth door now checks for a variable HIGHER or EQUAL to 74 not 84, as pointed out by Stollen. [L0ne_W0lf]
+//= 2.2 Another fix for Elly, no longer RESETS to 26 when you talk to her. [L0ne_W0lf]
+//= 2.3 Should NOT have been setting .KHQuestBusy at all. It's not used or accessed anymore. Removed. [L0ne_W0lf]
+//= 2.4 Lots of fixes (4ish) from Valandi. [L0ne_W0lf]
+//= Added a getmapuser check to the mapwarp in KHTimerEnd so it's not trying to warp out 0 users. [L0ne_W0lf]
+//= 2.5 Fixed several small issues (and large one) such as typos in cutins, typos in dialog, etc. [L0ne_W0lf]
+//= Added some of the missing dialogs for several NPCs, and fixed a few NPC locations.
+//= ALL books can now trigger the wall.
+//= Allysia will now summon 4 (was 2) G_CONSTANTS instead of REGULAR constants.
+//= Fixed where Golden_Key and Kiel_Button are deleted.
+//= Removed KHTimerEnd, and instead use OnReset.
+//= Fixed typo in the second NPC that gives Black Keycards.
+//= Added Monster Warps. (Keeps monsters from being in dungeon quest area.) [Non-functional]
+//= 2.6 Stupid mistake, accidentally had 4 copies of the same script in 1... [L0ne_W0lf the bonehead]
+//= 2.7 Fixed the wrong name being displayed for Kiel Hyre in one dialog.
+//= Removed $@KH_DoorInvoker entirely. The quest is now working like it should according to iRO.
+//= Fixed up a few more NPC headers. Facing direction fixes mostly this time.
+//= More progression changes to Kiehl Hyre. He no longer stops dialog after the agents appear.
+//= 2.8 Fixed the weight checking in Vandt, and added official dialog. [L0ne_W0lf]
+//= Added weight checks for all NPCs that give items. Semi-official dialog.
+//= Got the missing portion of dialog for Mills'.
+//= Will add further proper dialogs as I get to them on the second runthrough of the quest.
+//= 2.8a minor optimization with extra goto, else or empty switch [Lupus]
+//= 2.9 Fixed the "enablenpc" problem with the missing spaces. No idea how it happened. [L0ne_W0lf]
+//= 3.0 Fixed a typo in Elly, in her room. (was <= should have been <) [L0ne_W0lf]
+//= Added an 'end;' to the cookie basket. Kiel Hyre's final dialog will now delete all quest-related items.
+//= 3.1 Moved the "delitem" for all related quest items to the proper NPC. [L0ne_W0lf]
+//= 3.2 Fixed error with Allysia teling you to "Go away." maybe. [L0ne_W0lf]
+//= 3.2b Fixed some typos and grammar mistakes. [SinSloth]
+//= 3.3 Fixed the receiver log out bugs. [L0ne_W0lf]
+//= 3.4 Fixed bug when u can't get a Yellow Keycard if u got the Blue one at first [Lupus]
+//= Note: There are many condition checks that should be omitted in the future fixed item names in item_db.txt / txt resources according the quest
+//= for items, should be used bitwise methods in a single variable. So let's fix the rest possible bugs (if they exist) and then optimize ^_-
+//= 3.5 Changed the way the Black Keycard distibuting NPCs work slighty. [L0ne_W0lf]
+//= 3.6 Keil Hyre removes ALL outstanding quest items when he is talked [L0ne_W0lf]
+//= to after finishing the quest.
+//= 3.7 Corrected NPC names to fall within proper restrictions. [L0ne_W0lf]
+//= 3.8 Corrected some delitems. (bugreport:690) [Samuray22]
+//= 3.9 Fixed a cutin not being erased. (bugreport:1539) [L0ne_W0lf]
+//= 4.0 A whole bunch-a-updates to various npcs. [L0ne_W0lf]
+//= Corrected condition checks throughout the quest.
+//= Npcs no longer make use of the goto command.
+//= Uses temp npc vars now instead of temp char.
+//= Reduced the amount of variables used.
+//= Corrected some of the cutins in npcs with them.
+//= Added the missing dialogs and weight checks.
+//= Fixed many typos, and grammatical errors.
+//= NPC now names use '#<name>' instead of labels.
+//= Updated some NPC positions, and facings.
+//= Changed the way some NPCs work.
+//= Updated comments for get/delitem commands.
+//= 4.1 Added an 'end;' to Kiel Hyre's dialog for the "Yes" option for if you want to confront Kiehl.
+//= 4.2 Fixed some issues reported in bugreport:2129. [L0ne_W0lf]
+//= 4.2a Follow up to last update. [L0ne_W0lf]
+//= 4.2b Missed a condition, fixed it though. [L0ne_W0lf]
+//= 4.2c More various fixes :D [L0ne_W0lf]
+//= 4.3 Fixed improper condition in the Elly NPC. [L0ne_W0lf]
+//= Corrected some typos in the dialogs.
+//= 4.4 Updated reviecer and robots NPC to use mobcount. (bugreport:2380) [L0ne_W0lf]
+//= 4.5 Removed a delitem that was no logner needed. [L0en_W0lf]
+//= 4.6 Fixed impossible condition for security guard. [L0ne_W0lf]
+//============================================================
+
+//============================================================================
+// Kiel Hyre Quest/Robotic Lab Dungeon
+//
+// Script Dialog Obtained and Copied Down by L0ne_W0lf
+// Timer work and some variable dances by DZeroX
+// Based on [iRO Sakray] as of [03/29/2007]
+//============================================================================
+//----------------------------------------------------------------------------
+// [Notes]
+// - Let it be noted that ALL DIALOG IS OFFICIAL TO IRO UNLESS SPECIFIED.
+// - I've fixed a few of iRO's mistakes, but I'm sure I made some of my own.
+// - Will probably require a major optimizing.
+// - Not going to list ALL of the more usless NPCs. (Doors + Empty "Beautiful Ladies")
+// - Parties are *NOT REQUIRED* as per Doddler's Wiki information.
+//
+//----------------------------------------------------------------------------
+// [Maps] [Use]
+// yuno_in01 ........... Start quest in pub
+// kh_school ........... Deliver Wine here, Meet Elly
+// yuno ................ Get Delivery for/from "Little Kid"
+// lighthalzen ......... Get Delivery package for "Little Kid"
+// kh_vila ............. Kiel Hyre cottage.
+// kh_dun01 ............ Robot Factory; Save Kiel Hyre
+// kh_mansion .......... Kiel Hyre's Mansion in Lighthalzen
+// kh_kiehl01 .......... Kiehl's room/Cave
+// kh_kiehl02 .......... Kiehl's room/Boss Room
+//
+//----------------------------------------------------------------------------
+// [Variables in Use]
+// KielHyreQuest - Main quest tracking variable (Quest finished at 106)
+//
+// KHToastGirlEnd - Pick up delivery if set to 1,
+// - picked up delivery if set to 2
+// - finished if set to 3
+// - Deleted once no longer needed.
+//
+// KHCottagePoem1 - Tracks Poem 1 quest in cottage. (finished = 5)
+// - Deleted once no longer needed.
+//
+// KHCottagePoem2 - Tracks Poem 2 quest in cottage. (finished = 3)
+// - Deleted once no longer needed.
+//
+// .@KHInput$ - Used with "Security Guard"
+// - Used with "Test Tube"
+// - Used when "Elly" (inputing string in attempt to wake her)
+// - Used with "Grave", (twice)
+// - Used with "Heavy Door"
+// - Used with "Mechanical Device"
+// - Used for opening various doors in Kiehl's area.
+//
+// .@KHFirstKeyhole - Holds 1 (green keycard) or 2 (cottage key)
+// .@KHSecondKeyhole - Holds 1 (green keycard) or 2 (cottage key)
+//
+// .@KHPotionColor$ - Holds 'red', 'green', or 'yellow' depending on what wrong potion is selected.
+//
+// .@KHSwords - Used with "Sword Hilt"
+//
+// .@KHQRead - Make sure player has asked questions to Kiel Hyre
+//
+// .@KHTitle$ - Holds "Mr", "Mrs", or "Miss"
+//
+// .@KHDoorPushAttempt - Keeps track of how many times a person has attmepted to push the door open.
+//
+// .@KHPryingItem$ - Used for incorrect options when prying open last door.
+//
+// .KHKilled - Tracks how many monsters have been killed. Used with "Receiver", "Robots", and "Kiehl" NPCs
+//
+// .KHDoor1Open - 0/1 Depending on if the first door is opened.
+// .KHDoor2Open - 0/1 Depending on if the second door is opened.
+// .KHDoor3Open - 0/1 Depending on if the third door is opened.
+// .KHDoor4Open - 0/1 Depending on if the fourth door is opened.
+// .KHDoor5Open - 0/1 Depending on if the fifth door is opened.
+//
+// .KHKilledBoss - 0/1 depending on if the boss has been killed.
+//
+// $@KHQuestBusy - 0/1 depending on if the boss room has been set in motion.
+//
+//----------------------------------------------------------------------------
+// [NPCs] [Location]
+// Pub Master .................. yuno_in01 [ 35,178]
+// Hanie ....................... yuno_fild08 [196,196]
+// Security Guard .............. yuno_fild08 [158,194]
+// Security Guard .............. yuno_fild08 [158,183]
+// Student ..................... kh_school [ 57,142]
+// Student ..................... kh_school [ 57,139]
+// Lady ........................ kh_school [176, 60]
+// Cute Student ................ kh_school [179, 39]
+// Little Kid .................. yuno [217,114]
+// Windmill Owner .............. lighthalzen [365,300]
+// Cottage Keeper .............. yuno_fild02 [ 93,210]
+// Door ........................ yuno_fild02 [ 75,218]
+// Door ........................ yuno_fild02 [109,218]
+// Wall ........................ kh_vila [191, 14]
+// Book ........................ kh_vila [184, 20]
+// Book ........................ kh_vila [181, 20]
+// Book ........................ kh_vila [178, 20]
+// Book ........................ kh_vila [175, 19]
+// Letter ...................... kh_vila [179, 11]
+// Box ......................... kh_vila [ 16,175]
+// Apple Box ................... kh_vila [ 30,184]
+// Map ......................... kh_vila [ 44,125]
+// Pot ......................... kh_vila [ 33,148]
+// Calabash .................... kh_vila [ 14, 55]
+// Pool ........................ kh_vila [ 39, 39]
+// Vicious Dog ................. kh_vila [180,178]
+// Drawer ...................... kh_vila [115,186]
+// Box ......................... kh_vila [107,126]
+// Bookshelf ................... kh_vila [181,138]
+// Sword Hilt .................. kh_vila [136, 69]
+// Test Tube ................... kh_vila [179, 69]
+// Test Tube ................... kh_vila [185, 69]
+// Window ...................... yuno_fild08 [ 69,185]
+// Elly ........................ kh_school [178,180]
+// Cookie Basket ............... kh_school [175,175]
+// Window ...................... kh_school [188,185]
+// Grave ....................... yuno_fild08 [ 72,170]
+// Heavy Door .................. kh_dun01 [236, 48]
+// Beautiful lady .............. kh_school [119,149]
+// Beautiful lady .............. kh_school [122,186]
+// Signboard ................... kh_dun01 [163,223]
+// Mechanical Device ........... kh_dun01 [166,223]
+// Mechanical Device ........... kh_dun01 [162,206]
+// Kiel_Hyre_Door .............. kh_dun01 [224,232]
+// Steward ..................... kh_mansion [ 78, 55]
+// Kiel Hyre ................... kh_mansion [ 22, 27]
+// Allysia ..................... kh_mansion [ 22, 27]
+// Abduction_trigger ........... lighthalzen [188,200]
+// Mysterious Woman ............ kh_mansion [ 25, 79]
+// Odd Granma .................. yuno [250,132]
+// Old Lady .................... yuno [250,132]
+// Rosimmir_Entrance ........... yuno [273,141]
+// Table ....................... kh_rossi [ 23, 23]
+// Shelf ....................... kh_rossi [ 92, 40]
+// Desk ........................ kh_rossi [144,146]
+// Bookshelf ................... kh_rossi [144,146]
+// Bed ......................... kh_rossi [154,286]
+// Old Fisherman ............... yuno_fild12 [232,222]
+// Wooden Board ................ yuno_fild09 [158,217]
+// Kiehl_Room_Warp ............. kh_mansion [ 29, 27]
+// Entrance Device#KHEntry1 .... kh_dun01 [ 44, 20]
+// Entrance Device#KHEntry2 .... kh_dun01 [ 44,203]
+// Security Guard .............. yuno_fild08 [158,194]
+// Receiver .................... kh_kiehl01 [ 17, 39]
+// Flower Vase ................. kh_kiehl01 [ 13, 40]
+// Box ......................... kh_kiehl01 [ 19, 25]
+// Big Door .................... kh_kiehl01 [ 44, 33]
+// Big_Door_1_Warp ............. kh_kiehl01 [ 43, 33]
+// Big Door .................... kh_kiehl01 [174, 40]
+// Big_Door_2_Warp ............. kh_kiehl01 [174, 39]
+// Big Door .................... kh_kiehl01 [ 77,108]
+// Big_Door_3_Warp ............. kh_kiehl01 [ 68,108]
+// Big Door .................... kh_kiehl01 [ 41,177]
+// Big_Door_4_Warp ............. kh_kiehl01 [ 78,177]
+// Robots ...................... kh_kiehl01 [ 15,181]
+// Big Door .................... kh_kiehl01 [166,187]
+// Big_Door_5_Warp ............. kh_kiehl01 [166,186]
+// Kiehl_Room_Trap ............. kh_kiehl02 [ 49, 15]
+// Kiehl#Original .............. kh_kiehl02 [ 50, 52]
+// KiehlRoom ................... kh_kiehl02 [ 1, 1]
+// Mitchell#KiehlRoom .......... kh_kiehl02 [ 49, 55]
+// Agent#KHAgent1 .... ....... kh_kiehl02 [ 53, 52]
+// Agent#KHAgent2 .............. kh_kiehl02 [ 51, 49]
+// Agent#KHAgent3 .............. kh_kiehl02 [ 47, 50]
+// Agent#KHAgent4 .............. kh_kiehl02 [ 46, 53]
+// Kiehl#Copy .................. kh_kiehl02 [ 48, 53]
+// Kiehl_Roomn_Exit ............ kh_kiehl01 [ 50, 59]
+//
+//----------------------------------------------------------------------------
+// [Functions]
+// None
+//
+//----------------------------------------------------------------------------
+// [Conflicts]
+// Resolved
+//
+//============================================================================
+
+//============================================================================
+// Affiliated NPCs
+//============================================================================
+
+//----------------------------------------------------------------------------
+// Juno Pub Master/Starting point.
+//----------------------------------------------------------------------------
+yuno_in01,35,179,4 script Pub Master#kh 46,5,5,{
+ if (checkweight(7487,1) == 0) {
+ mes "[Vandt]";
+ mes "Just a second! You're";
+ mes "carrying too many items";
+ mes "right now. You'd better";
+ mes "put your stuff in Kafra";
+ mes "Storage or you won't be";
+ mes "able to pick up anything new...";
+ close;
+ }
+ if (KielHyreQuest == 0) {
+ mes "[Vandt]";
+ mes "Hi there, welcome";
+ mes "to my pub. So what";
+ mes "would you like to have?";
+ next;
+ switch(select("Beer, please.","A cocktail, please.","Soju, please.","Maybe later.")) {
+ case 1:
+ mes "[Vandt]";
+ mes "Alright, let me get";
+ mes "you a glass of beer on";
+ mes "tap. There you are, this";
+ mes "is out special Schwaltz Beer.";
+ next;
+ mes "^3355FF*Gulp gulp gulp*^000000";
+ percentheal 5,-5;
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Ahhh, it's really";
+ mes "good! That really";
+ mes "hits the spot!";
+ close;
+ case 2:
+ mes "[Vandt]";
+ mes "I'm sorry, but I have to";
+ mes "deliver all of our cocktail";
+ mes "ingredients to other customers.";
+ mes "Maybe I'll have enough to make";
+ mes "you something next time, okay?";
+ close;
+ case 3:
+ mes "[Vandt]";
+ mes "S-soju? I'm sorry,";
+ mes "but we don't serve that";
+ mes "here. It's too much of";
+ mes "a tough guy drink for me...";
+ close;
+ case 4:
+ mes "[Vandt]";
+ mes "Sure, just take";
+ mes "your time, relax,";
+ mes "and order something";
+ mes "when you're ready.";
+ close;
+ }
+ }
+ if (KielHyreQuest == 1) {
+ mes "[Vandt]";
+ mes "Hi there, welcome";
+ mes "to my pub. So what";
+ mes "would you like to have?";
+ next;
+ switch(select("Beer, please:A cocktail, please:Soju, please.:You look worried, what's up?:Cancel")) {
+ case 1:
+ mes "[Vandt]";
+ mes "Alright, let me get";
+ mes "you a glass of beer on";
+ mes "tap. There you are, this";
+ mes "is out special Schwaltz Beer.";
+ next;
+ mes "^3355FF*Gulp gulp gulp*^000000";
+ percentheal 5,-5;
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Ahhh, it's really";
+ mes "good! That really";
+ mes "hits the spot!";
+ close;
+ case 2:
+ mes "[Vandt]";
+ mes "I'm sorry, but I have to";
+ mes "deliver all of our cocktail";
+ mes "ingredients to other customers.";
+ mes "Maybe I'll have enough to make";
+ mes "you something next time, okay?";
+ close;
+ case 3:
+ mes "[Vandt]";
+ mes "S-soju? I'm sorry,";
+ mes "but we don't serve that";
+ mes "here. It's too much of";
+ mes "a tough guy drink for me...";
+ close;
+ case 4:
+ mes "[Vandt]";
+ mes "Oh, did you overhear?";
+ mes "I'm sorry, it's just that one";
+ mes "of my employees had an";
+ mes "accident and was pretty hurt,";
+ mes "so I have nodoby that can";
+ mes "deliver this merchandise.";
+ next;
+ mes "[Vandt]";
+ mes "I have an urgent order";
+ mes "that I need to send to";
+ mes "the Kiel Hyre Academy,";
+ mes "but I can't find anyone";
+ mes "that's available for this";
+ mes "kind of temporary job.";
+ next;
+ switch(select("I'm sorry to hear that:Do you want me to help you?")) {
+ case 1:
+ mes "[Vandt]";
+ mes "Well, I'm sure that I'll";
+ mes "figure something out.";
+ mes "Do you know anyone";
+ mes "that'd be interested in";
+ mes "some part time work?";
+ close;
+ case 2:
+ mes "[Vandt]";
+ mes "Really? That's great!";
+ mes "But first, I think it's fair to";
+ mes "tell you that this job may not";
+ mes "be as simple as you'd think.";
+ mes "I expect you to complete the";
+ mes "delivery, no matter what.";
+ next;
+ switch(select("Sure I'll do it:Wait, let me think about it...")) {
+ case 1:
+ mes "[Vandt]";
+ mes "I'm glad to hear that.";
+ mes "Well then, please take this";
+ mes "bottle of Culinary Wine to";
+ mes "Mrs. ^ff0000Lecollane^000000 in the Kiel";
+ mes "Hyre Academy. I'll pay you";
+ mes "once you finish the job, okay?";
+ getitem 7487,1; //Tavern_Wine
+ set KielHyreQuest,2;
+ close;
+ case 2:
+ mes "[Vandt]";
+ mes "Sure thing. I really need";
+ mes "to get this done, so if you";
+ mes "can't do it, but know any";
+ mes "capable, responsible";
+ mes "people that can, then please";
+ mes "tell them about my situation.";
+ close;
+ }
+ }
+ case 5:
+ mes "[Vandt]";
+ mes "Sure, just take";
+ mes "your time, relax,";
+ mes "and order something";
+ mes "when you're ready.";
+ close;
+ }
+ }
+ else if ((KielHyreQuest >= 2) && (KielHyreQuest < 6)) {
+ mes "[Vandt]";
+ mes "Please deliver that bottle";
+ mes "of Wine I gave you to Mrs.";
+ mes "Mrs. ^ff0000Lecollane^000000, who should be";
+ mes "inside the Kiel Hyre Academy.";
+ mes "Hurry and get it to her before she";
+ mes "can complain about the delivery.";
+ close;
+ }
+ else if (KielHyreQuest == 6) {
+ if (countitem(7487) == 0) {
+ mes "[Vandt]";
+ mes "Oh, you're back.";
+ mes "Thanks for making that";
+ mes "delivery. Just give me";
+ mes "a moment, and then I can";
+ mes "pay you in zeny, okay?";
+ next;
+ select("I need more wine...");
+ mes "[Vandt]";
+ mes "Oh, you need to deliver";
+ mes "another bottle? Alright,";
+ mes "let me look around, and";
+ mes "I'll give you the wine";
+ mes "and your payment.";
+ next;
+ mes "^3355FFRummage Rummage^000000";
+ mes "^3355FFRummage Rummage^000000";
+ next;
+ mes "[Vandt]";
+ mes "There you go!";
+ mes "Thank you so much";
+ mes "for helping me out~";
+ getitem 7487,1; //Tavern_Wine
+ set zeny,zeny+1000;
+ close;
+ }
+ else {
+ mes "[Vandt]";
+ mes "Hey, thanks a lot";
+ mes "for helping me out that";
+ mes "last time. I knew I asked";
+ mes "you out of the blue, but";
+ mes "you ended up being a life";
+ mes "saver! I really appreciate it!";
+ close;
+ }
+ }
+ else {
+ mes "[Vandt]";
+ mes "You're a really good";
+ mes "worker, you know that?";
+ mes "Dependable, responsible,";
+ mes "willing to help others, and";
+ mes "proactive too! I think you'll";
+ mes "go far in life, kid, I really do~";
+ close;
+ }
+
+//OnTouch2:
+OnTouch:
+ if (KielHyreQuest < 1) {
+ mes "[Vandt]";
+ mes "Arrrggghhh...";
+ mes "This can't be good...";
+ mes "This isn't good at all!";
+ mes "What am I suposed to do?";
+ set KielHyreQuest,1;
+ close;
+ }
+}
+
+//----------------------------------------------------------------------------
+// Juno Toast Sales Girl.
+//----------------------------------------------------------------------------
+yuno,217,114,6 script Little Kid#kh 96,{
+ if (KielHyreQuest < 6) {
+ mes "[Cezu]";
+ mes "Fresh, crunchy toast!";
+ mes "If you want some, come";
+ mes "and get some tooooast~";
+ close;
+ }
+ else if (KielHyreQuest == 6) {
+ if (KHToastGirlEnd < 1) {
+ mes "[Cezu]";
+ mes "Fresh, crunchy toast!";
+ mes "If you want some, come";
+ mes "and get some tooooast~";
+ mes "Oh! Hi hi~ Did you want";
+ mes "to buy some yummy toast?";
+ next;
+ switch(select("I'm here for Elly:No, thanks")) {
+ case 1:
+ mes "[Cezu]";
+ mes "Oh, I see. Elly must have";
+ mes "wasted another batch of";
+ mes "ingredients again. Well,";
+ mes "she's a regular customer,";
+ mes "so I really want to help, but";
+ mes "I can't really do anything.";
+ next;
+ mes "[Cezu]";
+ mes "You see, I just ran";
+ mes "out of ingredients too!";
+ mes "But I can't really leave";
+ mes "to get some more. What if";
+ mes "people need to buy toast?";
+ mes "Listen, can you help me out?";
+ next;
+ mes "[Cezu]";
+ mes "Would you please go get";
+ mes "some flour and eggs for me";
+ mes "from the ^3355FFLighthalzen Windmill^000000";
+ mes "Then, when you come back, I can";
+ mes "divide the ingredients, and you";
+ mes "can deliver some to Elly.";
+ next;
+ mes "[Cezu]";
+ mes "I know that I'm basically";
+ mes "making you do everything";
+ mes "on your own, but please try";
+ mes "to understand that my hands";
+ mes "are tied. D-don't ask me";
+ mes "why, they just are!";
+ set KHToastGirlEnd,1;
+ close;
+ case 2:
+ mes "[Cezu]";
+ mes "Okay okay~";
+ mes "Please come again!";
+ close;
+ }
+ }
+ else if (KHToastGirlEnd == 1) {
+ mes "[Cezu]";
+ mes "Would you please go to";
+ mes "the Lighthalzen Windmill";
+ mes "and tell them that Cezu needs";
+ mes "lots of flour and lots of eggs!";
+ mes "Then, bring all the stuff over";
+ mes "to me as soon as you can~";
+ close;
+ }
+ else if (KHToastGirlEnd == 2) {
+ mes "[Cezu]";
+ mes "Hey, you're back with the";
+ mes "ingredients! Thank you so";
+ mes "much, I really needed these!";
+ mes "Now please give this flour";
+ mes "and these eggs to Elly, and";
+ mes "send her my regards. See you~";
+ delitem 7488,1; //Delivery_Package
+ getitem 7488,1; //Delivery_Package
+ set KHToastGirlEnd,3;
+ close;
+ }
+ }
+ else if ((KielHyreQuest >= 6) || (KHToastGirlEnd == 3)) {
+ //KHToastGirlEnd no longer needed-- deleting.
+ set KHToastGirlEnd,0;
+ mes "[Cezu]";
+ mes "Hot, fresh and";
+ mes "cruuuunchy toast!";
+ mes "Come and get some!";
+ close;
+ }
+}
+
+//----------------------------------------------------------------------------
+// Lighthalzen WindMill Owner.
+//----------------------------------------------------------------------------
+lighthalzen,366,299,4 script Windmill Owner#kh 46,{
+ if (checkweight(7488,1) == 0) {
+ mes "[Mills]";
+ mes "Hey, you've got too much";
+ mes "stuff on you right now. ";
+ mes "Put your junk in Kafra Storage";
+ mes "if you expect me to give you";
+ mes "anything. That's why you came";
+ mes "here to the miss, didn't you?";
+ close;
+ }
+ if (KHToastGirlEnd < 1) {
+ mes "[Mills]";
+ mes "Hey, whaddya want?";
+ mes "I'm pretty busy right";
+ mes "now, so you mind coming";
+ mes "back later? Then we'll talk.";
+ close;
+ }
+ else if (KHToastGirlEnd == 1) {
+ mes "[Mills]";
+ mes "Hey, whaddya want?";
+ mes "You just happened to";
+ mes "catch me at a good time,";
+ mes "but if you need anything,";
+ mes "you'd better spit it out quick";
+ mes "before things get hectic again.";
+ next;
+ switch(select("I'm here for Cezu:......")) {
+ case 1:
+ mes "[Mills]";
+ mes "Oh, Cezu from the";
+ mes "toast stand? Okay,";
+ mes "I've got everything";
+ mes "that kid needs right";
+ mes "here. There's eggs inside,";
+ mes "so be really careful with it.";
+ mes "It's ready for you...";
+ next;
+ mes "[Mills]";
+ mes "Kid's one of my regular";
+ mes "customers, so you don't";
+ mes "have to pay me, or run any";
+ mes "extra errands on my end. Yeah,";
+ mes "I know how other people treat";
+ mes "you adventurers. Well, see ya.";
+ getitem 7488,1; //Delivery_Package
+ set KHToastGirlEnd,2;
+ close;
+ case 2:
+ mes "[Mills]";
+ mes "......";
+ mes "Um, okay, well, if";
+ mes "you need something,";
+ mes "just hollar, I guess.";
+ mes "Cuts, Cutz where are you?";
+ mes "You'd better not be goofing off!";
+ close;
+ }
+ }
+ else if (KHToastGirlEnd >= 2) {
+ mes "[Mills]";
+ mes "That Cutz is such";
+ mes "a lazy rascal. The guy";
+ mes "thinks he can fool around";
+ mes "when he's on the clock...!";
+ mes "Ah well, he knows I can't find";
+ mes "a better assistant. He'll learn...";
+ close;
+ }
+}
+
+lighthalzen,366,289,2 script Windmill Owner's Helper 97,{
+ if (KHToastGirlEnd < 1) {
+ mes "[Cutz]";
+ mes "Man, why are we";
+ mes "always so busy?";
+ mes "Why does Mills have";
+ mes "to work me to the bone?";
+ mes "Eh, it's a living, I suppose...";
+ close;
+ }
+ else if (KHToastGirlEnd >= 2) {
+ mes "[Cutz]";
+ mes "Wh-what makes you";
+ mes "think I'm goofing off,";
+ mes "Mills? L-look, look,";
+ mes "my hands are moving,";
+ mes "I'm busy, I'm working!";
+ close;
+ }
+ else {
+ mes "[Cutz]";
+ mes "Hey, you're from";
+ mes "Cezu's toast stand,";
+ mes "right? How is cute";
+ mes "little Cezu doing?";
+ close;
+ }
+}
+
+//============================================================================
+//Kiel Hyre Academy NPCs
+//============================================================================
+
+//----------------------------------------------------------------------------
+// Girl (Talks about the academy)
+//----------------------------------------------------------------------------
+yuno_fild08,196,196,5 script Hanie#kh1 102,{
+ mes "[Hanie]";
+ mes "Oh, I wish I could study";
+ mes "at the Kiel Hyre Academy...";
+ mes "All of the graduates get";
+ mes "really nice jobs! I'm almost";
+ mes "jealous of the students!";
+ next;
+ select("Kiel Hyre Academy?");
+ mes "[Hanie]";
+ mes "Oh, the Kiel Hyre Academy";
+ mes "is a school founded by Kiel";
+ mes "Hyre, an inventor that became";
+ mes "rich from his strange machines.";
+ mes "He decided to give back to society";
+ mes "by building this private academy.";
+ next;
+ mes "[Hanie]";
+ mes "However, the school will";
+ mes "only accept orphans that are";
+ mes "too poor to enroll in any other";
+ mes "schools. Sometimes, it makes";
+ mes "me wish that I was an orphan too!";
+ mes "Well, not really, but you know...";
+ close;
+}
+
+
+//----------------------------------------------------------------------------
+// Academy Security Guards
+//----------------------------------------------------------------------------
+yuno_fild08,158,194,6 script Security Guard#1::KHAGuard 852,{
+ if ((KielHyreQuest < 2) || (KielHyreQuest > 31)) {
+ mes "[Security Guard]";
+ mes "I'm sorry, but if you aren't";
+ mes "associated with this institution,";
+ mes "then you're not authorized to";
+ mes "enter the ^FF0000Kiel Hyre Academy^000000.";
+ mes "Please leave if you don't have";
+ mes "an appointment with the staff.";
+ close;
+ }
+ else if (KielHyreQuest == 2) {
+ mes "[Security Guard]";
+ mes "I'm sorry, but if you aren't";
+ mes "associated with this institution,";
+ mes "then you're not authorized to";
+ mes "enter the ^FF0000Kiel Hyre Academy^000000.";
+ mes "Please leave if you don't have";
+ mes "an appointment with the staff.";
+ next;
+ switch(select("I'm here for a delivery.:......")) {
+ case 1:
+ mes "[Security Guard]";
+ mes "You're here to deliver";
+ mes "something? Okay, just give";
+ mes "me the recipient's ^FF0000name^000000,";
+ mes "followed by the ^FF0000item^000000 being";
+ mes "delivered, and I'll verify it";
+ mes "before letting you inside.";
+ next;
+ input .@KHDelivery$;
+ if (.@KHDelivery$ != "Lecollane") {
+ mes "[Security Guard]";
+ mes "You're here to deliver some";
+ mes "Wine to...to who? What was";
+ mes "the name? I...I don't think";
+ mes "we have anybody in the";
+ mes "academy named "+.@KHDelivery$+"";
+ close;
+ }
+ input .@KHDelivery$ ;
+ if (.@KHDelivery$ != "Culinary Wine") {
+ mes "[Security Guard]";
+ mes "So you're here to make";
+ mes "a delivery to Mrs. Lecollane?";
+ mes "What is it you've brought for";
+ mes "her? Some ^3355FF"+.@KHDelivery$+"^000000?";
+ next;
+ mes "[Security Guard]";
+ mes "Let me buzz her first,";
+ mes "and check to make sure";
+ mes "that she's been expecting";
+ mes "you. Let's see now...";
+ next;
+ mes "......";
+ mes ".........";
+ mes "............";
+ next;
+ mes "[Security Guard]";
+ mes "Huh. Mrs Lecollane";
+ mes "is expecting a delivery,";
+ mes "but not the item that you";
+ mes "say that you've brought for";
+ mes "her. You might want to check";
+ mes "to see if there's been a mixup...";
+ close;
+ }
+ mes "[Security Guard]";
+ mes "Alright....";
+ mes "So you're here to";
+ mes "deliver a bottle of";
+ mes "Wine to Mrs. Lecollane?";
+ mes "Let me buzz her, and get";
+ mes "this confirmed real quickly.";
+ next;
+ mes "......";
+ mes ".........";
+ mes "............";
+ next;
+ mes "[Security Guard]";
+ mes "Okay, everything looks";
+ mes "good. Mrs. Lecollane";
+ mes "has been expecting you.";
+ mes "I guess you can enter.";
+ close2;
+ warp "kh_school",71,155;
+ end;
+ case 2:
+ mes "[Security Guard]";
+ mes "If you don't have";
+ mes "an appoointment, then";
+ mes "don't loiter around in";
+ mes "front of the academy!";
+ close;
+ }
+ }
+ else if (KielHyreQuest < 32) {
+ mes "[Security Guard]";
+ mes "Oh, did you have";
+ mes "other business inside";
+ mes "the academy? I remember";
+ mes "you from before, so there";
+ mes "shouldn't be any problems";
+ mes "letting you back inside...";
+ close2;
+ warp "kh_school",71,155;
+ end;
+ }
+}
+
+yuno_fild08,158,183,7 duplicate(KHAGuard) Security Guard#2 852
+
+//----------------------------------------------------------------------------
+// Gossiping Teenagers/Story NPCs
+//----------------------------------------------------------------------------
+kh_school,57,142,6 script Student#kha 893,3,3,{
+ mes "[Laci]";
+ mes "Oh, wow! We usually";
+ mes "don't get visitors on";
+ mes "campus! Um, you're not";
+ mes "a new faculty member, are you?";
+ close;
+
+OnTouch:
+ mes "[Laci]";
+ mes "Hey, Nesha...!";
+ mes "have you heard why";
+ mes "Aaci hasn't been coming";
+ mes "to class for awhile?";
+ next;
+ mes "[Gui Nesha]";
+ mes "That's right, I haven't";
+ mes "seen Aaci in awhile.";
+ mes "Did something happen?";
+ next;
+ mes "[Laci]";
+ mes "It's because....";
+ mes "Aaci saw a freakin' ghost!";
+ mes "It's one hundred percent";
+ mes "true! I heard about it from,";
+ mes "well, you know, my sources.";
+ next;
+ mes "[Gui Nesha]";
+ mes "...Wha...?";
+ mes "Oh, come on,";
+ mes "get outta town.";
+ close;
+}
+
+kh_school,57,139,0 script Student#khb 893,{
+ mes "[Gui Nesha]";
+ mes "Aren't we a little";
+ mes "old to be talking about";
+ mes "this kind of stuff? You";
+ mes "know, rumors and ghost";
+ mes "stories that make no sense?";
+ mes "C'mon, Laci, knock it off!";
+ emotion e_swt2;
+ close;
+}
+
+//----------------------------------------------------------------------------
+// Mrs. Lecollane
+//----------------------------------------------------------------------------
+kh_school,176,60,4 script Lady#kh 101,{
+ if (KielHyreQuest < 2) {
+ mes "[Mrs. Lecollane]";
+ mes "Is there a problem?";
+ mes "Outsiders are not allowed to come";
+ mes "in here, please leave.";
+ close;
+ }
+ else if (KielHyreQuest == 2) {
+ mes "[Mrs. Lecollane]";
+ mes "Oh, hello. Ah!";
+ mes "have you come to";
+ mes "deliver my wine? The";
+ mes "security guard called and";
+ mes "mentioned you were coming.";
+ next;
+ switch(select("Yes, that's right!:Er, s-sorry!")) {
+ case 1:
+ mes "[Mrs. Lecollane]";
+ mes "Well, you've come a little";
+ mes "later than I thought, but";
+ mes "I suppose it can't be helped.";
+ mes "I guess the waiting has just";
+ mes "heightened my anticipation";
+ mes "for this bottle of wi--";
+ next;
+ mes "^3355FF*Cling! Crrrack!*^000000";
+ next;
+ mes "[Mrs. Lecollane]";
+ mes "Elly? Elly did you";
+ mes "break something again?!";
+ mes "You've got to be more careful!";
+ mes "If you don't finish baking those";
+ mes "cookies by the end of today, your";
+ mes "semester grades will suffer!";
+ next;
+ mes "[Elly]";
+ mes "B-but I just...";
+ next;
+ mes "[Mrs. Lecollane]";
+ mes "^FF0000Elly^000000!!";
+ next;
+ mes "[Elly]";
+ mes "......";
+ mes "Yes, Mrs. Lecollane.";
+ next;
+ mes "[Mrs. Lecollane]";
+ mes "*Ahem* Excuse me.";
+ mes "Would you please leave";
+ mes "the wine over there? You";
+ mes "may go now, and please";
+ mes "don't wander needlessly";
+ mes "around the academy.";
+ delitem 7487,1; //Tavern_Wine
+ set KielHyreQuest,4;
+ close;
+ case 2:
+ mes "[Mrs. Lecollane]";
+ mes "Hm...?";
+ mes "I guess I must";
+ mes "be mistaken. I'm";
+ mes "sorry, I thought you";
+ mes "were somebody else.";
+ close;
+ }
+ }
+ else if (KielHyreQuest == 4) {
+ mes "[Mrs Lecollane]";
+ mes "Well, our business is";
+ mes "completed, so would you";
+ mes "please leave the campus";
+ mes "as soon as you can? *Sigh*";
+ mes "I can't believe our future";
+ mes "is in these girls' hands...";
+ close;
+ }
+}
+
+//----------------------------------------------------------------------------
+// Elly (In school)
+//----------------------------------------------------------------------------
+kh_school,179,39,0 script Cute Student#kh 895,{
+ if (checkweight(908,200) == 0) {
+ mes "[Elly]";
+ mes "I'm sorry, but would you";
+ mes "put some of your things in";
+ mes "your Kafra Storage first or";
+ mes "something? I can't really";
+ mes "help you when you're ";
+ mes "carrying so much stuff.";
+ close;
+ }
+ cutin "kh_elly01",2;
+ if (KielHyreQuest < 4) {
+ cutin "kh_elly03",2;
+ mes "[Elly]";
+ mes "W-wah! Oh...!";
+ mes "^333333*Phew*^000000 That was close,";
+ mes "I almost dropped them ";
+ mes "again! Why do I have so much";
+ mes "trouble handling ingredients?";
+ }
+ else if (KielHyreQuest == 4) {
+ cutin "kh_elly03",2;
+ mes "[Elly]";
+ mes "Oh no, what should";
+ mes "I do? ^333333*Sob*^000000 Wh-what";
+ mes "am I going to do? ^333333*Sniff*^000000";
+ next;
+ switch(select("What happened?:......")) {
+ case 1:
+ mes "[Elly]";
+ mes "I... I have to finish baking";
+ mes "this batch of cookies by the";
+ mes "end of today, but then I spilled";
+ mes "all of the ingredients on the";
+ mes "floor. I don't know how I can";
+ mes "bake those cookies now...";
+ next;
+ switch(select("What can I do to help you?:Oh, I'm so sorry.")) {
+ case 1:
+ cutin "kh_elly02",2;
+ mes "[Elly]";
+ mes "What was that...?";
+ mes "You'll really help";
+ mes "me? That's wonderful!";
+ mes "Thank you! Thanks so much!";
+ next;
+ break;
+ Case 2:
+ mes "[Elly]";
+ mes "Wait, you don't go";
+ mes "to this school, don't";
+ mes "you? Y-you're one of";
+ mes "those adventurers, right?";
+ next;
+ select("Yeah, that's right.");
+ mes "Listen, I know you";
+ mes "probably have your own";
+ mes "plans, but do you think";
+ mes "you can help me with this";
+ mes "huge problem that I have?";
+ next;
+ switch(select("Accept:Decline")) {
+ case 1:
+ cutin "kh_elly02",2;
+ mes "How Wonderful!";
+ mes "Thank you! Thank you";
+ mes "so much! I'm supposed to";
+ mes "finish baking this batch of";
+ mes "cookies soon, but I spilled";
+ mes "all of the ingredients...";
+ next;
+ break;
+ case 2:
+ mes "["+strcharinfo(0)+"]";
+ mes "I'm outta here.";
+ next;
+ cutin "kh_elly04",2;
+ mes "[Elly]";
+ mes "W-wait...!";
+ mes "Come back, you";
+ mes "d-don't...! I really";
+ mes "need some help!";
+ emotion e_sob;
+ close2;
+ cutin "",255;
+ end;
+ }
+ }
+ cutin "kh_elly01",2;
+ mes "[Elly]";
+ mes "Well, I guess the only way";
+ mes "I can bake these cookies is";
+ mes "to get some new ingredients.";
+ mes "I'm sorry to be such a burden,";
+ mes "but if you didn't offer to help";
+ mes "me, then I'd have no one to ask!";
+ next;
+ cutin "kh_elly04",2;
+ mes "[Elly]";
+ mes "You don't understand how";
+ mes "important it is that I bake";
+ mes "these cookies... If I don't";
+ mes "finish this assignment, then";
+ mes "Mrs. Crank will fail me for";
+ mes "the entire semester!";
+ next;
+ mes "[Elly]";
+ cutin "kh_elly01",2;
+ mes "Okay, I need to calm";
+ mes "down. I think I can do";
+ mes "this with your help.";
+ mes "Would you please do me";
+ mes "this huge favor and bring";
+ mes "all of these ingredients?";
+ next;
+ mes "[Elly]";
+ mes "^3355FF1 Wine^000000,";
+ mes "^3355FF7 Milks^000000,";
+ mes "^3355FF5 Cacaos^000000,";
+ mes "^3355FF2 Cheeses^000000,";
+ mes "^3355FF1 Egg^000000, and";
+ mes "^3355FF1 Bag of Flour^000000.";
+ next;
+ mes "[Elly]";
+ mes "Let's see... You can";
+ mes "get Wine from a pub in";
+ mes "Juno, Cacaos from hunting";
+ mes "Yoyos, and you can get flour";
+ mes "and Eggs from the girl that";
+ mes "runs the Toast Stand in Juno.";
+ next;
+ mes "[Elly]";
+ mes "Good luck, getting";
+ mes "everything, and I hope";
+ mes "you hurry back here with";
+ mes "those cookie ingredients";
+ mes "as quickly as you can, okay?";
+ set KielHyreQuest,6;
+ break;
+ case 2:
+ mes "[Elly]";
+ mes "*Sob*...";
+ break;
+ }
+ }
+ else if (KielHyreQuest == 6) {
+ if ((countitem(519) < 7) || (countitem(548) < 2) || (countitem(7182) < 5) || (countitem(7487) < 1) || (countitem(7488) < 1)) {
+ mes "[Elly]";
+ mes "Let's see, would you";
+ mes "like me to remind you";
+ mes "which ingredients I need?";
+ mes "Please bring these things as";
+ mes "soon as you can so that I can";
+ mes "quickly bake some cookies~";
+ next;
+ mes "[Elly]";
+ mes "^3355FF1 Wine^000000,";
+ mes "^3355FF7 Milks^000000,";
+ mes "^3355FF5 Cacaos^000000,";
+ mes "^3355FF2 Cheeses^000000,";
+ mes "^3355FF1 Egg^000000, and";
+ mes "^3355FF1 Bag of Flour^000000.";
+ next;
+ cutin "kh_elly01",2;
+ mes "[Elly]";
+ mes "Let's see... You can";
+ mes "get Wine from a pub in";
+ mes "Juno, Cacaos from hunting";
+ mes "Yoyos, and you can get flour";
+ mes "and Eggs from the girl that";
+ mes "runs the Toast Stand in Juno.";
+ }
+ else {
+ cutin "kh_elly02",2;
+ mes "[Elly]";
+ mes "Hooray! Finally, I have";
+ mes "everything I need! This is";
+ mes "great! Oh, would you please";
+ mes "give me a moment while I bake";
+ mes "these cookies? It shouldn't take";
+ mes "long, so hold on just a bit.";
+ delitem 519,7; //Milk
+ delitem 548,2; //Cheese
+ delitem 7182,5; //Cacao
+ delitem 7487,1; //Tavern_Wine
+ delitem 7488,1; //Delivery_Package
+ set KielHyreQuest,8;
+ //KHPubMasterEnd no longer needed-- deleting.
+ set KHPubMasterEnd,0;
+ set KHToastGirlEnd,0;
+ emotion e_ho;
+ }
+ }
+ else if (KielHyreQuest == 8) {
+ mes "[Elly]";
+ mes "Tadah! I did it!";
+ mes "They're finally done!";
+ mes "Elly's special cookies.";
+ mes "I'd like you to have some";
+ mes "as thanks for helping me out.";
+ next;
+ mes "[Elly]";
+ mes "I'm sorry, but I was so";
+ mes "preoccupied with baking";
+ mes "these cookies that I didn't";
+ mes "even ask for your name. I'm";
+ mes "^FF0000Ellyja^000000, but everybody calls me,";
+ mes "''Elly.'' What's your name?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "^3355FF"+strcharinfo(0)+"^000000.";
+ mes "It's ^3355FF"+strcharinfo(0)+"^000000.";
+ next;
+ cutin "kh_elly02",2;
+ mes "[Elly]";
+ mes ""+strcharinfo(0)+"?";
+ mes "...that name! It's wonderful!";
+ getitem 538,5; //Well_Baked_Cookie
+ set KielHyreQuest,10;
+ }
+ else if (KielHyreQuest == 10) {
+ mes "[Elly]";
+ mes "I'm sorry, but I have";
+ mes "another favor to ask you";
+ mes "if you don't mind helping";
+ mes "me out again. Don't worry,";
+ mes "you won't have to hurry as";
+ mes "quickly as you did last time.";
+ next;
+ switch(select("What do you need?:Sorry, but I'm pretty busy...")) {
+ case 1:
+ mes "[Elly]";
+ mes "You know how you helped";
+ mes "me bake those cookies?";
+ mes "It's the first time I was able";
+ mes "to do it without burning them!";
+ mes "I just know Grandfather'd";
+ mes "be so proud of me!";
+ next;
+ mes "[Elly]";
+ mes "I really want Grandfather";
+ mes "to taste the cookies I baked,";
+ mes "but the cookies will be stale";
+ mes "by the time I'm able to leave";
+ mes "campus. Would you deliver these";
+ mes "cookies to my grandfather for me?";
+ next;
+ switch(select("Sure:I'm busy.")) {
+ case 1:
+ cutin "kh_elly02",2;
+ mes "[Elly]";
+ mes "Oh, "+strcharinfo(0)+"!";
+ mes "Thank you so much, I knew";
+ mes "you'd understand! Would you";
+ mes "please bring the cookies to";
+ mes "him at ^FF0000Kiel Hyre's cottage^000000?";
+ next;
+ mes "[Elly]";
+ mes "Oh, right! They're really";
+ mes "careful about visitors and";
+ mes "keeping strangers off the";
+ mes "property, but if you mention";
+ mes "my name, they'll let you in.";
+ mes "Alright then, see you~";
+ set KielHyreQuest,12;
+ break;
+ case 2:
+ cutin "kh_elly03",2;
+ mes "[Elly]";
+ mes "Oh, um...";
+ mes "Okay, I'm sorry to";
+ mes "have bothered you...";
+ break;
+ }
+ break;
+ case 2:
+ cutin "kh_elly03",2;
+ mes "[Elly]";
+ mes "Oh, um...";
+ mes "Okay, I'm sorry to";
+ mes "have bothered you...";
+ break;
+ }
+ }
+ else if (KielHyreQuest == 12) {
+ mes "[Elly]";
+ mes "Oh, you don't know where";
+ mes "to find Kiel Hyre's cottage?";
+ mes "It's just north from this";
+ mes "academy. Please deliver my";
+ mes "cookies to Grandfather, and";
+ mes "let him know I really miss him.";
+ }
+ else if (KielHyreQuest == 14) {
+ cutin "kh_elly03",2;
+ mes "[Elly]";
+ mes "Hm? Grandfather's not";
+ mes "home? That's strange, he";
+ mes "didn't mention anything about";
+ mes "any business trips. I thought";
+ mes "he'd be at home all day...";
+ next;
+ cutin "kh_elly04",2;
+ mes "[Elly]";
+ mes "Would you go back to his";
+ mes "cottage one more time? Here,";
+ mes "you can use this Cottage Key.";
+ mes "That way, you can just go";
+ mes "inside and talk to him~";
+ getitem 7489,1; //Villa_Spare_Key
+ set KielHyreQuest,16;
+ }
+ else if ((KielHyreQuest >= 14) && (KielHyreQuest < 20)) {
+ mes "[Elly]";
+ mes "That's so weird...";
+ mes "I thought Grandfather";
+ mes "said that he'd be at";
+ mes "home all day today...";
+ }
+ else if (KielHyreQuest == 20) {
+ mes "[Elly]";
+ mes "Hmm...?";
+ mes "What's this,";
+ mes "a letter for me?";
+ next;
+ mes "^3355FFElly opened the envelope";
+ mes "and started reading the letter.^000000";
+ next;
+ mes "^333333Dearest Elly,";
+ mes " ";
+ mes "I have something to discuss";
+ mes "with my son Kiehl, so I am";
+ mes "leaving to meet with him.";
+ mes "If you don't hear from me";
+ mes "after 7 days after I've written";
+ mes "this letter, then you must";
+ mes "escape the academy as soon";
+ mes "as possible, and retrieve";
+ mes "something inside our ";
+ mes "cottage's study.";
+ mes " ";
+ mes "If you have a friend you";
+ mes "can trust, please ask him";
+ mes "to follow my traces in the";
+ mes "cottage. I might be in danger,";
+ mes "and in dire need of rescue.";
+ mes " ";
+ mes "Elly, don't trust anyone";
+ mes "in the academy, even your";
+ mes "classmates, since they may";
+ mes "be influenced by Kiehl.";
+ mes " ";
+ mes "Be careful, and I love you.";
+ mes " ";
+ mes "--Grandpa^000000";
+ next;
+ cutin "kh_elly03",2;
+ mes "[Elly]";
+ mes "What? Oh no, it's been";
+ mes "ten days since he wrote";
+ mes "this letter! Ah, does this";
+ mes "mean that he's in danger?!";
+ mes "Oh no, what should I do?";
+ delitem 7490,1; //Letter_to_Elly
+ set KielHyreQuest,22;
+ }
+ else if (KielHyreQuest == 22) {
+ cutin "kh_elly03",2;
+ mes "[Elly]";
+ mes "......";
+ mes ".........";
+ mes "............";
+ next;
+ switch(select("About your grandpa:Tell me about Kiehl:What's with this academy?")) {
+ case 1:
+ mes "[Elly]";
+ mes "Oh! My grandfather is";
+ mes "Kiel Hyre, founder and";
+ mes "CEO of the Kiel Hyre";
+ mes "foundation. He looks";
+ mes "strict and cold hearted,";
+ mes "but he's actually very nice!";
+ next;
+ mes "[Elly]";
+ mes "We're not related by";
+ mes "blood, but he's taken";
+ mes "care of me ever since";
+ mes "I lost my parents. Oh,";
+ mes "Grandapa, where are you?";
+ mes "I'm getting so worried!";
+ break;
+ case 2:
+ mes "[Elly]";
+ mes "Kiehl? That's my";
+ mes "grandfather's son...";
+ mes "I don't know him that";
+ mes "well, and only saw him";
+ mes "once at an academy event.";
+ next;
+ mes "[Elly]";
+ mes "Mmm, he's a good looking";
+ mes "guy with pale skin, silver";
+ mes "hair, and this cold, fierce";
+ mes "stare. A lot of my classmates";
+ mes "worship Kiehl because he's";
+ mes "also a business genius~";
+ next;
+ mes "[Elly]";
+ mes "It's weird though...";
+ mes "I have no idea why my";
+ mes "grandpa and Kiehl don't";
+ mes "get along. They're both";
+ mes "really good at what they do...";
+ break;
+ case 3:
+ mes "[Elly]";
+ mes "Well, I know the security";
+ mes "here is really tight, but";
+ mes "that's because everything";
+ mes "here is so luxurious and";
+ mes "expensive, you know~";
+ next;
+ mes "[Elly]";
+ mes "We also have a very";
+ mes "special curriculum where";
+ mes "you learn more of what you";
+ mes "want. Personally, I want to";
+ mes "become a great career woman";
+ mes "like ^0000FFMs. Allysia^000000. Heh heh~";
+ next;
+ mes "[Elly]";
+ mes "This place certainly";
+ mes "isn't like other schools.";
+ //mes "You already know that only";
+ mes "Yeah, everything is made to";
+ mes "fit each of the student's needs.";
+ next;
+ mes "[Elly]";
+ mes "Recently, though?";
+ mes "Some really weird stuff";
+ mes "has been happening. All of";
+ mes "my classmates are afraid of";
+ mes "going out alone by themselves.";
+ next;
+ cutin "kh_elly02",2;
+ mes "[Elly]";
+ mes "But I'll be okay!";
+ mes "You'll be there to";
+ mes "rescue me from danger,";
+ mes "right, "+strcharinfo(0)+"?";
+ next;
+ switch(select("Who is Ms. Allysia?:Strange incidents?")) {
+ case 1:
+ mes "[Elly]";
+ mes "Oh, Ms. Allysia is";
+ mes "Grandfather's secretary~";
+ mes "She's so beautiful, and";
+ mes "my grandfather really";
+ mes "trusts her with everything!";
+ break;
+ case 2:
+ cutin "kh_elly04",2;
+ mes "[Elly]";
+ mes "Well, "+strcharinfo(0)+"...";
+ mes "I'm not supposed to tell";
+ mes "anyone outside of the school,";
+ mes "but I can trust you! You see...";
+ mes "We're haunted by a ghost!";
+ next;
+ mes "[Elly]";
+ mes "I know it sounds crazy,";
+ mes "but this ghost wanders the";
+ mes "campus, and curses its victims,";
+ mes "making them so cold and lifeless.";
+ mes "It happened to my roommate,";
+ mes "Mayo. It's like she's a statue...";
+ next;
+ mes "[Elly]";
+ mes "I snuck into the medical";
+ mes "office to see her, and she...";
+ mes "She couldn't do anything!";
+ mes "What would happen if the";
+ mes "ghost decided to curse me?!";
+ next;
+ cutin "kh_elly02",2;
+ mes "[Elly]";
+ mes "You know what...?";
+ mes "If I ever got cursed";
+ mes "by that ghost, just yell";
+ mes "''^FF0000Wake up, Elly!^000000''";
+ mes "That'll wake me up for sure!";
+ set KielHyreQuest,24;
+ break;
+ }
+ }
+ }
+ else if (KielHyreQuest >= 24 && KielHyreQuest <= 26) {
+ cutin "kh_elly04",2;
+ mes "[Elly]";
+ mes "Argh, I'm in a fix!";
+ mes "I have to finish my";
+ mes "homework before it's due!";
+ mes "Yeah, I've got to go see";
+ mes "Mrs. Lecollane now.";
+ next;
+ mes "[Elly]";
+ mes "Say, "+strcharinfo(0)+",";
+ mes "if it's okay, would you";
+ mes "please go find what my";
+ mes "grandpa left for me in";
+ mes "the ^FF0000cottage study^000000? You're";
+ mes "the only one I can trust!";
+ next;
+ mes "[Elly]";
+ mes "Anyway, I'll see you later";
+ mes "in the evening! Please come";
+ mes "by my ^FF0000dorm room^000000. Um, the";
+ mes "dorms are in the church just";
+ mes "behind the academy, okay?";
+ next;
+ mes "[Elly]";
+ mes "My room is in the back,";
+ mes "and it's on the ^FF0000second floor^000000";
+ mes "^FF0000on the left side^000000. Please use";
+ mes "a ladder to come up, okay?";
+ mes "I'll leave my window open";
+ mes "for you, so just come, okay?";
+ next;
+ mes "[Elly]";
+ mes "Hurry, hurry, the";
+ mes "teacher's coming!";
+ set KielHyreQuest,26;
+ }
+ else {
+ mes "[Elly]";
+ mes "Hurry, hurry, the";
+ mes "teacher's coming!";
+ }
+ close2;
+ cutin "",255;
+ end;
+}
+
+//----------------------------------------------------------------------------
+// Elly's Window
+//----------------------------------------------------------------------------
+yuno_fild08,69,185,0 script Window#kh 111,{
+ if (KielHyreQuest < 29) {
+ mes "^3355FFYou can see a curtain";
+ mes "decorated with a cute";
+ mes "design through the";
+ mes "window of this room,";
+ mes "which is probably";
+ mes "used by a young girl.^000000";
+ close;
+ }
+ else if (KielHyreQuest== 29) {
+ mes "^3355FFThis must be Elly's room.";
+ mes "It doesn't sound like anyone";
+ mes "is inside, so she probably";
+ mes "isn't back yet. For now, you";
+ mes "should try to find what her";
+ mes "grandfather left for her";
+ mes "in their cottage's Study.^000000";
+ close;
+ }
+ else if ((KielHyreQuest >= 30) && (KielHyreQuest <= 45)) {
+ mes "^3355FFThis slightly open window";
+ mes "must lead into Elly's room.";
+ mes "Although she asked you to";
+ mes "find a ladder to enter her";
+ mes "window, you probably won't";
+ mes "find one. You might be able";
+ mes "to climb up that water pipe...^000000";
+ next;
+ switch(select("Climb Water Pipe:Find Another Way")) {
+ case 1:
+ if (rand(1,3) == 2) {
+ mes "^3355FFYou climbed up the";
+ mes "water pipe, and sneaked";
+ mes "into Elly's room successfully.^000000";
+ close2;
+ warp "kh_school",185,185;
+ end;
+ }
+ else {
+ mes "^3355FFYou tried to climb";
+ mes "the water pipe, but";
+ mes "you ended up falling";
+ mes "and bumping your head.^000000";
+ percentheal -10,0;
+ close;
+ }
+ case 2:
+ mes "^3355FFThere must be some";
+ mes "other way to get into";
+ mes "Elly's room, aside from";
+ mes "climbing up this water pipe...^000000";
+ close;
+
+ }
+ }
+ else {
+ mes "^3355FFYou can't go up into";
+ mes "that open window.^000000";
+ close;
+ }
+}
+
+//----------------------------------------------------------------------------
+// Elly (In Dormitory)
+//----------------------------------------------------------------------------
+kh_school,178,180,4 script Elly 895,{
+ if (checkweight(908,200) == 0) {
+ mes "^3355FFJust a second...";
+ mes "You're carrying too";
+ mes "many items with you";
+ mes "right now, so you'll";
+ mes "need to free up more";
+ mes "Inventory space first...^000000";
+ close;
+ }
+ if (KielHyreQuest < 30) {
+ mes "[Elly]";
+ mes "Who the heck are you?";
+ mes "Y-you're not supposed";
+ mes "to be able to get inside!";
+ mes "Get out of here right now!";
+ close2;
+ percentheal -99,0;
+ warp "yuno_fild08",100,100;
+ end;
+ }
+ else if (KielHyreQuest < 32) {
+ mes "[Elly]";
+ mes "......";
+ mes ".........";
+ mes "............";
+ close;
+ }
+ else if (KielHyreQuest == 32) {
+ mes "[Elly]";
+ mes "......";
+ mes ".........";
+ mes "............";
+ next;
+ mes "^3355FFElly seems to have";
+ mes "been cursed, and is";
+ mes "completely still and";
+ mes "lifeless. You've got to";
+ mes "try something, but what?^000000";
+ next;
+ switch(select("Wake her up by shaking.:Wake her up by yelling.:Ignore")) {
+ case 1:
+ mes "^3355FFYou grab Elly by the";
+ mes "shoulders, and try to get";
+ mes "her to respond by violently";
+ mes "shaking her entire body.^000000";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Elly? Elly! No!";
+ mes "Come back to us!";
+ next;
+ mes "^3355FFElly's not responding...^000000";
+ close;
+ case 2:
+ input .@KHInput$;
+ if (.@KHInput$ == "Wake up, Elly!") {
+ mes "[Elly]";
+ mes ".............";
+ next;
+ mes "^3355FFAs soon as you said those";
+ mes "words, a ^000000Small Golden Key^3355FF";
+ mes "and a ^000000Button^3355FF drop from Elly's";
+ mes "hands. It looks like she woke";
+ mes "up, but only for an instant.^000000";
+ getitem 7493,1; //Golden_Key
+ getitem 7494,1; //Kiel_Button
+ set KielHyreQuest,34;
+ close;
+ }
+ else {
+ mes "[Elly]";
+ mes "......";
+ mes ".........";
+ mes "............";
+ next;
+ mes "^3355FFElly's not responding...^000000";
+ close;
+ }
+ case 3:
+ mes "^3355FFAlright...";
+ mes "But sooner or later,";
+ mes "you should try to break";
+ mes "the curse placed on Elly.^000000";
+ close;
+ }
+ }
+ else if (KielHyreQuest == 34) {
+ if (countitem(7491) < 1) {
+ //Missing text, needs another run through.
+ mes "^3355FFMaybe the golden key^000000";
+ mes "unlocks something in the^000000";
+ mes "Cottage. Let's take another look.^000000";
+ close;
+ }
+ else {
+ mes "^3355FFIt looks like Elly's";
+ mes "Golden Key might fit";
+ mes "into the keyhole on the";
+ mes "Grey Box you found inside";
+ mes "Kiel Hyre's Cottage.^000000";
+ next;
+ mes "^3355FFYou successfully open the";
+ mes "Grey Box with the Golden Key,";
+ mes "and find a Blue Keycard, along";
+ mes "with a folded note, inside the";
+ mes "Grey Box. You quickly read";
+ mes "the note's contents...^000000";
+ next;
+ mes "Dearest Elly,";
+ mes "Kiehl finally broke the taboo,";
+ mes "and tried to transform you guys";
+ mes "into something horrible.";
+ mes "^FFFFFF_^000000";
+ mes "By the time you read this,";
+ mes "my life is probably in danger.";
+ mes "Whether I live depends on you.";
+ mes "^FFFFFF_^000000";
+ mes "You'll already learn if you";
+ mes "meet Puppet, but I want to tell";
+ mes "you myself: you're not human.";
+ mes "You'll learn the details if you";
+ mes "enter the factory by using the";
+ mes "entrance near the grave next";
+ mes "to the church. Then, I want";
+ mes "you to find Allysia inside";
+ mes "the factory's secret room.";
+ mes "I've registered your name in";
+ mes "her security system, so don't";
+ mes "worry. Hopefully, Allysia will";
+ mes "then come to save me...";
+ mes "^FFFFFF_^000000";
+ mes "Sorry about that,";
+ mes "Grandpa";
+ getitem 7495,1; //Blue_Key_Card
+ delitem 7491,1; //Iron_Box
+ set KielHyreQuest,36;
+ close;
+ }
+ }
+ else if (KielHyreQuest >= 36) {
+ mes "^3355FFThis is where you";
+ mes "discovered the note";
+ mes "locked inside the Grey Box.";
+ mes "The following message was";
+ mes "written in the note by Elly's";
+ mes "grandfather, Kiel Hyre.^000000";
+ next;
+ mes "Dearest Elly,";
+ mes "Kiehl finally broke the taboo,";
+ mes "and tried to transform you guys";
+ mes "into something horrible.";
+ mes "^FFFFFF_^000000";
+ mes "By the time you read this,";
+ mes "my life is probably in danger.";
+ mes "Whether I live depends on you.";
+ mes "^FFFFFF_^000000";
+ mes "You'll already learn if you";
+ mes "meet Puppet, but I want to tell";
+ mes "you myself: you're not human.";
+ mes "You'll learn the details if you";
+ mes "enter the factory by using the";
+ mes "entrance near the grave next";
+ mes "to the church. Then, I want";
+ mes "you to find Allysia inside";
+ mes "the factory's secret room.";
+ mes "I've registered your name in";
+ mes "her security system, so don't";
+ mes "worry. Hopefully, Allysia will";
+ mes "then come to save me...";
+ mes "^FFFFFF_^000000";
+ mes "Sorry about that,";
+ mes "Grandpa";
+ close;
+ }
+}
+
+//----------------------------------------------------------------------------
+// Cookie Basket
+//----------------------------------------------------------------------------
+kh_school,175,176,0 script Cookie Basket#kh 111,{
+ if (KielHyreQuest < 30) {
+ mes "^3355FFIt's a cookie";
+ mes "basket filled with";
+ mes "delicious cookies.^000000";
+ close;
+ }
+ else if (KielHyreQuest == 30) {
+ mes "^3355FFThis must be";
+ mes "Elly's cookie basket.";
+ mes "There appears to be";
+ mes "a folded note wedged";
+ mes "between the cookies.^000000";
+ next;
+ switch(select("Read Note:Ignore")) {
+ case 1:
+ mes ""+strcharinfo(0)+", help!";
+ mes "There's this guy dressed in";
+ mes "black who's walking around,";
+ mes "and casting this weird spell!";
+ mes "He's the one that's been making";
+ mes "people cold and lifeless as";
+ mes "puppets! I'm getting scared!";
+ mes "^FFFFFF_^000000";
+ mes "I hope you get this note...";
+ mes "He ran after me, but I locked";
+ mes "myself in my room. I'm going";
+ mes "to leave my window open so that";
+ mes "you can still find me. I hope he";
+ mes "doesn't cast his curse on me!";
+ set KielHyreQuest,32;
+ close;
+ case 2:
+ mes "^3355FFThat note probably";
+ mes "wasn't written just";
+ mes "for you, anyway.^000000";
+ close;
+ }
+ }
+ else if (KielHyreQuest < 108) {
+ mes "^3355FFThese cookies aren't";
+ mes "stale yet, but they're no";
+ mes "longer warm. If they're";
+ mes "not at room temperature,";
+ mes "then they're a little cold.^000000";
+ close;
+ }
+ else if (KielHyreQuest == 108) {
+ mes "^3355FFAs you stare at the";
+ mes "cookie basket, the wind";
+ mes "from the window jostles";
+ mes "it, revealing a letter that";
+ mes "was placed underneath.";
+ mes "It was probably written";
+ mes "by Elly for you to read.^000000";
+ next;
+ mes "^333333Dearest "+strcharinfo(0)+",";
+ mes " ";
+ mes "My teachers usually yell at me";
+ mes "since I make so many mistakes,";
+ mes "but today Mrs. Lecollane gave me";
+ mes "praise for my yummy cookies!";
+ mes "It's all thanks to you, my friend.";
+ mes "I'm very happy we've met:";
+ mes "you've taught me that there";
+ mes "are good people in the world.";
+ mes "And I know Grandpa will like";
+ mes "you, though, I don't know";
+ mes "where he could be...";
+ mes " ";
+ mes "Someday, I hope to become";
+ mes "as nice a person as you are.";
+ mes "Let's keep in touch and be";
+ mes "really good friends, okay?";
+ mes " ";
+ mes "Yours, Elly^000000";
+ next;
+ mes "^3355FFIt feels like you can";
+ mes "still sense Elly's warmth";
+ mes "and kindness from her";
+ mes "cookie basket. You picked";
+ mes "out a cookie, and put it";
+ mes "in your mouth. It was";
+ mes "deliciously bittersweet.";
+ set KielHyreQuest,109;
+ next;
+ input .@input$;
+ mes "["+strcharinfo(0)+"]";
+ mes ""+.@input$+"";
+ mes "It's time to go back. I can't";
+ mes "stay here much longer.";
+ close2;
+ warp "yuno_fild08",69,183;
+ end;
+ }
+ else {
+ mes "^3355FFAll the cookies";
+ mes "in this basket are";
+ mes "stale! Well, it shouldn't";
+ mes "come as a surprise.";
+ mes "It's been a long time";
+ mes "since they were baked.^000000";
+ close;
+ }
+ end;
+}
+
+//----------------------------------------------------------------------------
+// Elly's Window (In Dormitory)
+//----------------------------------------------------------------------------
+kh_school,188,185,0 script Window#kh2 111,{
+ warp "yuno_fild08",69,183;
+ end;
+}
+
+//----------------------------------------------------------------------------
+// Grave/Kiel Hyre dungeon entry
+//----------------------------------------------------------------------------
+yuno_fild08,71,170,0 script Grave#kh 111,{
+ if (KielHyreQuest < 36) {
+ mes "^3355FFIt's just a grave.";
+ mes "It might be important";
+ mes "to you later, but now";
+ mes "it's not really all that";
+ mes "helpful to you.^000000";
+ close;
+ }
+ else if (KielHyreQuest == 36) {
+ if (countitem(7492) < 1) {
+ mes "^3355FFIt's just a grave.";
+ mes "It might be important";
+ mes "to you later, but now";
+ mes "it's not really all that";
+ mes "helpful to you.^000000";
+ close;
+ }
+ else {
+ mes "^3355FFThere's a secret door";
+ mes "near this grave. It looks";
+ mes "like there's some kind of";
+ mes "slot and a number pad";
+ mes "installed on the door.^000000";
+ next;
+ mes "^3355FFWhat should you";
+ mes "insert into the slot?^000000";
+ next;
+ input .@KHInput$;
+ if (.@KHInput$ == "Yellow Keycard") {
+ mes "^3355FFAn electronic confirmation";
+ mes "chime sounds once you insert";
+ mes "the Yellow Keycard, followed by";
+ mes "an automated voice that asks:^000000";
+ next;
+ mes "[Security System]";
+ mes "Please enter the password.";
+ next;
+ input .@KHInput$;
+ next;
+ if (.@KHInput$ == "4772961") {
+ mes "[Security System]";
+ mes "Password confirmed.";
+ mes "Welcome, Kiel Hyre.";
+ next;
+ mes "^3355FFYou hear another ";
+ mes "pleasant beep, and";
+ mes "a secret path opens.^000000";
+ set KielHyreQuest,38;
+ close;
+ }
+ else {
+ mes "[Security System]";
+ mes "Incorrect password.";
+ mes "Please try again.";
+ close;
+ }
+ }
+ else {
+ mes "^3355FFWhatever you're trying";
+ mes "to insert into the slot";
+ mes "isn't working at all...^000000";
+ close;
+ }
+ }
+ }
+ else if ((KielHyreQuest >= 38) && (KielHyreQuest < 106)) {
+ mes "^3355FFThe door to the";
+ mes "factory is wide open.^000000";
+ next;
+ switch(select("Enter:Cancel")) {
+ case 1:
+ warp "kh_dun01",3,230;
+ end;
+ case 2:
+ mes "......";
+ mes ".........";
+ mes "............";
+ close;
+ }
+ }
+
+ else if (KielHyreQuest >= 106) {
+ if (countitem(7509) < 1) {
+ mes "^3355FFThe secret entrance";
+ mes "has now been sealed.^000000";
+ close;
+ }
+ else {
+ mes "As you aproach the";
+ mes "grave, it begins to";
+ mes "emit flashes of light.^000000";
+ next;
+ switch(select("Use the ^0000FFLuxurious Keycard^000000:Ignore")) {
+ case 1:
+ mes "Once you use the";
+ mes "Luxurious Keycard,";
+ mes "a secret path opens^000000";
+ next;
+ switch(select("Enter:cancel")) {
+ case 1:
+ warp "kh_dun01",3,230;
+ end;
+ case 2:
+ mes "......";
+ mes ".........";
+ mes "............";
+ close;
+ }
+ case 2:
+ mes "......";
+ mes ".........";
+ mes "............";
+ close;
+ }
+ }
+ }
+}
+
+//============================================================================
+
+//============================================================================
+//Kiel Hyre Cottage NPCs
+//============================================================================
+
+//----------------------------------------------------------------------------
+// Cottage Keeper
+//----------------------------------------------------------------------------
+yuno_fild02,93,210,4 script Cottage Keeper#kh 85,{
+ if ((KielHyreQuest < 12) || (KielHyreQuest > 12)) {
+ mes "[Cottage Keeper]";
+ mes "This is private property,";
+ mes "so please do not enter this";
+ mes "area unless you're authorized.";
+ close;
+ }
+ else if (KielHyreQuest == 12) {
+ mes "[Cottage Keeper]";
+ mes "This is private property,";
+ mes "so please do not enter this";
+ mes "area unless you're authorized.";
+ next;
+ switch(select("I have an appointment with Kiel Hyre.:Alright.")) {
+ case 1:
+ mes "[Cottage Keeper]";
+ mes "You have an";
+ mes "appointment with";
+ mes "Master Kiel Hyre?";
+ mes "Um, are you sure?";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ mes "[Cottage Keeper]";
+ mes "There must be some sort";
+ mes "of mistake. Mister Hyre";
+ mes "wouldn't have left if he";
+ mes "was supposed to keep";
+ mes "an appointment...";
+ set KielHyreQuest,14;
+ close;
+ case 2:
+ mes "[Cottage Keeper]";
+ mes "Well unless you have";
+ mes "an appointment, I don't";
+ mes "think you'll be able to";
+ mes "meet with Mister Hyre.";
+ close;
+ }
+ case 2:
+ mes "[Cottage Keeper]";
+ mes "Goodbye.";
+ close;
+ }
+ }
+}
+
+//----------------------------------------------------------------------------
+// Cottage Door (left)
+//----------------------------------------------------------------------------
+yuno_fild02,75,218,0 script Door#kh2 111,{
+ if (KielHyreQuest < 16) {
+ mes "^3355FFThis door is locked.";
+ mes "If someone inside won't";
+ mes "open it for you, then you'll";
+ mes "need the right key to unlock it.";
+ close;
+ }
+ if (KielHyreQuest == 16) {
+ mes "^3355FFThis door is locked.";
+ mes "If someone inside won't";
+ mes "open it for you, then you'll";
+ mes "need the right key to unlock it.";
+ next;
+ switch(select("Unlock:Cancel")) {
+ case 1:
+ mes "^3355FFYou unlock the door with the";
+ mes "key that Elly gave you, and";
+ mes "as you push it open, a folded";
+ mes "note dropped from top of the";
+ mes "door. The following words";
+ mes "are written on this crude note.";
+ next;
+ mes "6 Forward,";
+ mes "3 Left,";
+ mes "3 Forward,";
+ mes "4 Left";
+ close2;
+ set KielHyreQuest,18;
+ warp "kh_vila",188,18;
+ end;
+ case 2:
+ mes "......";
+ mes ".........";
+ mes "............";
+ close;
+ }
+ }
+ else {
+ mes "^3355FFThe door is open.^000000";
+ next;
+ switch(select("Enter:Cancel")) {
+ case 1:
+ warp "kh_vila",188,18;
+ end;
+ case 2:
+ close;
+ }
+ }
+}
+
+//----------------------------------------------------------------------------
+// Cottage Door (Right)
+//----------------------------------------------------------------------------
+yuno_fild02,109,218,0 script Door#kh1 111,{
+ if (KielHyreQuest != 16) {
+ mes "^3355FFThis door is locked.";
+ mes "If someone inside won't";
+ mes "open it for you, then you'll";
+ mes "need the right key to unlock it.";
+ close;
+ }
+ if (KielHyreQuest == 16) {
+ mes "^3355FFThis door is locked.";
+ mes "If someone inside won't";
+ mes "open it for you, then you'll";
+ mes "need the right key to unlock it.";
+ next;
+ switch(select("Open:Cancel")) {
+ case 1:
+ mes "^3355FFYou don't have";
+ mes "the key that can";
+ mes "unlock this door.^000000";
+ close;
+ case 2:
+ mes "......";
+ mes ".........";
+ mes "............";
+ close;
+ }
+ }
+}
+
+
+//----------------------------------------------------------------------------
+// Store room interior; Wall
+//----------------------------------------------------------------------------
+kh_vila,191,14,0 script Wall#kh 139,1,1,{
+ if (KielHyreQuest < 28) {
+ mes "^3355FFIt's just a wall.";
+ mes "It's not particularly";
+ mes "standing in your way.^000000";
+ close;
+ }
+ if (KielHyreQuest >= 28) {
+ mes "^3355FFThe wall is now";
+ mes "open, revealing";
+ mes "a secret path.^000000";
+ next;
+ switch(select("Enter:Cancel")) {
+ case 1:
+ warp "kh_vila",17,177;
+ end;
+ case 2:
+ close;
+ }
+ }
+
+OnOpenDoor:
+ misceffect 316;
+ end;
+}
+
+//----------------------------------------------------------------------------
+// Store room interior; books
+//----------------------------------------------------------------------------
+kh_vila,184,20,0 script Book#kh1::BookKHQ1 111,{
+ if (KielHyreQuest != 26) {
+ mes "^3355FFThis bookshelf is^000000";
+ mes "^3355FFcrammed with many^000000";
+ mes "^3355FFlarge, hardcover books^000000";
+ close;
+ }
+ else if (KielHyreQuest == 26) {
+ if (rand(1,10) == 8) {
+ mes "^3355FFWithout thinking, you";
+ mes "reach for a book from";
+ mes "the bookshelf. As you";
+ mes "pull it towards you, the";
+ mes "wall slides opens open";
+ mes "to reveal a secret path.^000000";
+ donpcevent "Wall#kh::OnOpenDoor";
+ set KielHyreQuest,28;
+ close;
+ }
+ else {
+ mes "^3355FFThis bookshelf is";
+ mes "crammed with many";
+ mes "large, hardcover books.^000000";
+ close;
+ }
+
+ }
+
+}
+
+kh_vila,181,20,0 duplicate(BookKHQ1) Book#kh2 111
+
+kh_vila,178,20,0 duplicate(BookKHQ1) Book#kh3 111
+
+kh_vila,175,19,0 duplicate(BookKHQ1) Book#kh4 111
+
+//----------------------------------------------------------------------------
+// Store room interior; Letter to Elly on the floor.
+//----------------------------------------------------------------------------
+kh_vila,179,11,0 script Letter#kh -1,1,1,{
+//OnTouch2:
+OnTouch:
+ if (KielHyreQuest == 18) {
+ if (checkweight(7490,1) == 0) {
+ mes "^3355FFJust a minute...!";
+ mes "There's something on";
+ mes "the floor here, but you";
+ mes "can't pick it up since";
+ mes "you're carrying too";
+ mes "many items now.^000000";
+ close;
+ }
+ mes "^3355FFYou've found a letter";
+ mes "on the floor. Naturally,";
+ mes "you pick it up, despite";
+ mes "the fact that it's not";
+ mes "addressed to you.^000000";
+ getitem 7490,1; //Kyll_Hire_Letter
+ set KielHyreQuest,20;
+ close;
+ }
+ else{
+ mes "^3355FFYou entered the room.^000000";
+ close;
+ }
+ end;
+}
+
+//----------------------------------------------------------------------------
+// Cottage interior, kitchen; Box (Pet Food vending machine)
+//----------------------------------------------------------------------------
+kh_vila,16,175,0 script Box#khp1 111,{
+ mes "^FFFFFF##^000000*Tasty-Nutricious-Delicious*";
+ mes "*Cute Pet Doof Vending Machine*";
+ mes "The best food for your Cute Pets";
+ mes "that is superior to the Pet Food";
+ mes "you can buy in the market!";
+ mes "^FFFFFF_^000000";
+ mes "Price: 1,100 zeny (cheap!)";
+ next;
+ switch(select("Buy!:Cancel")) {
+ case 1:
+ if (zeny < 1100) {
+ mes "^3355FFUnfortunately, you";
+ mes "don't have enough";
+ mes "zeny to insert into";
+ mes "the vending machine.^000000";
+ close;
+ }
+ else {
+ mes "^3355FFOh no...!^000000";
+ mes "^3355FF1,100 zeny seems kind";
+ mes "of expensive for Pet Food,";
+ mes "but if it's better than the";
+ mes "normal stuff, it might";
+ mes "be worth a shot.^000000";
+ next;
+ mes "^3355FFOh no...!";
+ mes "There's nothing";
+ mes "special about it";
+ mes "at all! It's just";
+ mes "normal Pet Food!";
+ set zeny,zeny-1100;
+ getitem 537,1; //Pet_Food
+ close;
+ }
+ case 2:
+ mes "^3355FFThis vending machine";
+ mes "seems really shady and";
+ mes "suspicious for some reason.^000000";
+ close;
+ }
+}
+
+//----------------------------------------------------------------------------
+// Cottage interior, kitchen; Apple Box (Useless?)
+//----------------------------------------------------------------------------
+kh_vila,30,184,0 script Apple Box#khp1 111,{
+ mes "^3355FFYou find a box filled with";
+ mes "ripe, delicious apples.^000000";
+ next;
+ switch(select("Take the box:Leave it")) {
+ case 1:
+ mes "^3355FFNo...! Wait!";
+ mes "Something's wrong!";
+ mes "Whatever you do,";
+ mes "don't take this box!^000000";
+ next;
+ mes "^3355FFAnd so, your inner";
+ mes "voice, your Jungian";
+ mes "shadow if you will,";
+ mes "prevented you from";
+ mes "taking the box.^000000";
+ close;
+ case 2:
+ mes "^3355FFSomething is wrong";
+ mes "with this box of apples.^000000";
+ close;
+ }
+}
+
+//----------------------------------------------------------------------------
+// Cottage interior, dining room; Map
+//----------------------------------------------------------------------------
+kh_vila,44,126,0 script Map#khp1 111,{
+ if ((KHCottagePoem1 < 2) && (KielHyreQuest < 30)) {
+ mes "^3355FFA magnificent world map,";
+ mes "detailing the Rune-Midgarts";
+ mes "Kingdom, Schwaltzvalt Republic,";
+ mes "as well as another country to the";
+ mes "west whose name is unfamiliar";
+ mes "to you, is pasted to this wall.^000000";
+ next;
+ mes "^3355FFAs you examine the";
+ mes "world map more closely,";
+ mes "you find that something has";
+ mes "been hidden underneath it.^000000";
+ switch(select("Ignore:Examine")) {
+ case 1:
+ mes "^3355FFWhatever might be";
+ mes "hidden beneath this";
+ mes "map probably isn't";
+ mes "important enough for";
+ mes "you to investigate.^000000";
+ close;
+ case 2:
+ mes "^3355FFUnfortunately, you can't";
+ mes "see what's under the map";
+ mes "since it's pasted to the wall.";
+ mes "You'll need to find some";
+ mes "way to loosen the glue";
+ mes "without damaging the map...^000000";
+ set KHCottagePoem1,1;
+ close;
+ }
+ }
+ else if ((KHCottagePoem1 == 2) && (KielHyreQuest < 30)) {
+ mes "^3355FFYou bring the pot of";
+ mes "steaming hot liquid";
+ mes "close to the world map.";
+ mes "As the paste on the wall";
+ mes "moistens, the map slowly";
+ mes "begins to peel back.^000000";
+ next;
+ mes "^3355FFThe peeling map reveals";
+ mes "a folded piece of paper";
+ mes "hidden beneath it. You";
+ mes "take the paper, and smooth";
+ mes "the map out to adhere it to the";
+ mes "wall once again. A message is";
+ mes "written on the piece of paper.^000000";
+ next;
+ mes "^0000FFShe will be in a place";
+ mes "as cold as the poles.";
+ mes "When the well is dried";
+ mes "and the earth is cracked,";
+ mes "the path to her heart, a";
+ mes "heart as transparent as";
+ mes "crystal, will be open.^000000";
+ next;
+ mes "^3355FFI'll have to fight four";
+ mes "snakes with four swords";
+ mes "to find her. The first sword";
+ mes "is love. The second sword";
+ mes "is despair. The third sword";
+ mes "is rage. The fourth sword is";
+ mes "hope. To find her, to rescue her.^000000";
+ next;
+ mes "^3355FF...............................";
+ mes "The deeper meaning";
+ mes "of this poem, if it even";
+ mes "exists, eludes you.^000000";
+ set KHCottagePoem1,3;
+ close;
+ }
+ else if ((KHCottagePoem1 > 2) || (KielHyreQuest >= 30)) {
+ mes "^3355FFThis is were you found";
+ mes "the paper on which the";
+ mes "poem was written. Perhaps";
+ mes "it would be a good idea to";
+ mes "refresh your memory and";
+ mes "read that poem again.^000000";
+ next;
+ switch(select("Read:Cancel")) {
+ case 1:
+ mes "^0000FFShe will be in a place";
+ mes "as cold as the poles.";
+ mes "When the well is dried";
+ mes "and the earth is cracked,";
+ mes "the path to her heart, a";
+ mes "heart as transparent as";
+ mes "crystal, will be open.^000000";
+ next;
+ mes "^3355FFI'll have to fight four";
+ mes "snakes with four swords";
+ mes "to find her. The first sword";
+ mes "is love. The second sword";
+ mes "is despair. The third sword";
+ mes "is rage. The fourth sword is";
+ mes "hope. To find her, to rescue her.^000000";
+ next;
+ mes "^3355FF...............................";
+ mes "The deeper meaning";
+ mes "of this poem, if it even";
+ mes "exists, eludes you.^000000";
+ close;
+ case 2:
+ mes "^3355FFThere's no need for";
+ mes "you to reread this poem.";
+ mes "You're a freakin' genius!^000000";
+ close;
+ }
+ }
+}
+
+//----------------------------------------------------------------------------
+// Cottage interior, kitchen; Pot
+//----------------------------------------------------------------------------
+kh_vila,33,184,0 script Pot#khp1 111,{
+ if (KHCottagePoem1 < 1) {
+ mes "^3355FFYou've found a pot";
+ mes "filled with boiling,";
+ mes "steaming liquid.^000000";
+ close;
+ }
+ else if (KHCottagePoem1 == 1) {
+ mes "^3355FFYou've found a pot";
+ mes "filled with boiling,";
+ mes "steaming liquid.";
+ mes "Steam... That you could";
+ mes "use to loosen the glue on";
+ mes "the map... You're a genius!^000000";
+ next;
+ switch(select("Try it.:That? That won't work!")) {
+ case 1:
+ mes "^3355FFYou picked up the";
+ mes "boiling pot, but";
+ mes "slightly burned your";
+ mes "hands by accident.";
+ set KHCottagePoem1,2;
+ close;
+
+ case 2:
+ mes "^3355FFNo, no...";
+ mes "We'd better try";
+ mes "something else.^000000";
+ close;
+ }
+ }
+ else if ((KHCottagePoem1 > 1) || (KielHyreQuest >= 30)){
+ mes "^3355FFThis is where you";
+ mes "picked up the pot filled";
+ mes "with steaming hot liquid.^000000";
+ close;
+ }
+}
+
+//----------------------------------------------------------------------------
+// Cottage interior, fire place; Calabash
+//----------------------------------------------------------------------------
+kh_vila,14,55,0 script Calabash#khp1 111,{
+ if ((countitem(7329) < 1) && (countitem(7516) < 1) && (countitem(7491) < 1) && (KielHyreQuest < 38)) {
+ if (checkweight(7329,1) == 0) {
+ mes "^3355FFThat's a nice looking";
+ mes "calabash. You might even";
+ mes "get something from it...";
+ mes "But first you better get";
+ mes "rid of all your extra weight.";
+ mes "And by weight, I mean items.^000000";
+ close;
+ }
+ mes "^3355FFIt's an expensive";
+ mes "looking calabash--";
+ mes "or in less fancy";
+ mes "words, a ''gourd.''";
+ mes "Would do you do?^000000";
+ next;
+ switch(select("Break Open Calabash:Look Inside Calabash:Ignore")) {
+ case 1:
+ mes "^3355FFYou can't break";
+ mes "open that calabash...";
+ mes "You're a hero, not a vandal.";
+ mes "Now, if this act of vandalism";
+ mes "can be considered an act of";
+ mes "heroism, then it'd be okay.^000000";
+ close;
+ case 2:
+ mes "^3355FFYou tenderly place";
+ mes "your hand into the";
+ mes "calabash, and gently";
+ mes "feel around with your";
+ mes "fingers until you retrieve";
+ mes "an Old Bronze Key.^000000";
+ getitem 7329,1; //Old_Bronze_Key
+ close;
+ case 3:
+ mes "^3355FFThere's probably";
+ mes "nothing inside anyway.^000000";
+ close;
+ }
+ }
+ else {
+ mes "^3355FFThis is the expensive";
+ mes "looking calabash from";
+ mes "which you've obtained";
+ mes "the Old Bronze Key.";
+ mes "It's useless to you now.^000000";
+ close;
+ }
+}
+
+//----------------------------------------------------------------------------
+// Cottage interior, garden; Pool
+//----------------------------------------------------------------------------
+kh_vila,39,41,0 script Pool#khp1 111,{
+ if ((KHCottagePoem1 < 3) && (KielHyreQuest < 30)) {
+ mes "^3355FFYou find a fancy pool";
+ mes "filled with fresh water.^000000";
+ close;
+ }
+ else if ((KHCottagePoem1 == 3) && (KielHyreQuest < 30)) {
+ mes "^3355FFYou find a fancy pool";
+ mes "filled with fresh water,";
+ mes "along with a conscpicuous";
+ mes "lion statue with two handles.^000000";
+ next;
+ switch(select("Pull Handles:Cancel")) {
+ case 1:
+ mes "Which handle would";
+ mes "you like to pull first?";
+ next;
+ switch(select("Right Handle:Left Handle")) {
+ case 1:
+ mes "^3355FFYou pull the right";
+ mes "handle, causing water";
+ mes "to gush out of the lion's";
+ mes "mouth. It looks pretty cool~^000000";
+ close;
+ case 2:
+ mes "^3355FFAs soon as you pull the";
+ mes "left handle, the water in";
+ mes "the pool drains away. The";
+ mes "pool empties, and you can";
+ mes "see a layer of green moss";
+ mes "covering the pool's bottom.^000000";
+ next;
+ switch(select("Ignore:Investigate")) {
+ case 1:
+ mes "^3355FFYou decide that";
+ mes "a pool is little more";
+ mes "than a hole without";
+ mes "any water to fill it.^000000";
+ close;
+ case 2:
+ mes "^3355FFAs you look through";
+ mes "the wet moss at the";
+ mes "bottom of the pool,";
+ mes "you stumble upon a";
+ mes "small, peculiar button.^000000";
+ next;
+ switch(select("Press button:Don't Press Button")) {
+ case 1:
+ mes "^3355FFYou press the button,";
+ mes "which seems to trigger";
+ mes "a strange sound coming";
+ mes "from the stairs at the hallway.^000000";
+ set KHCottagePoem1,4;
+ close;
+ case 2:
+ mes "^3355FFYou'd better not push";
+ mes "this button. Your enemies";
+ mes "must have hidden it carefully";
+ mes "for you to find: it must be";
+ mes "some sort of nefarious trap.^000000";
+ close;
+ }
+ }
+ }
+ case 2:
+ mes "^3355FFYou decided not";
+ mes "to pull any handles.^000000";
+ close;
+ }
+ }
+ else if ((KHCottagePoem1 > 3) || (KielHyreQuest >= 30)) {
+ mes "^3355FFThis is where you pressed";
+ mes "the small button that caused";
+ mes "some strange sound to come";
+ mes "from the stairs near the hallway.";
+ close;
+ }
+}
+
+//----------------------------------------------------------------------------
+// Cottage interior, upstairs; Vicious Dog
+//----------------------------------------------------------------------------
+kh_vila,181,178,4 script Vicious Dog#khp1 81,7,3,{
+//OnTouch2:
+OnTouch:
+ mes "*Grrr~*";
+ next;
+ mes "^3355FFAn extremely vicious";
+ mes "looking dog is glaring";
+ mes "at you. Can you really";
+ mes "pass by this creature";
+ mes "without getting hurt?^000000";
+ next;
+ switch(select("March forward:Run away")) {
+ case 1:
+ if (countitem(537) >= 1) {
+ mes "^3355FFWait! Perhaps you can";
+ mes "use food to soothe the";
+ mes "savage beast. Why don't";
+ mes "you feed it some of your Pet";
+ mes "Food and see what happens?^000000";
+ next;
+ switch(select("Give Pet Food:It won't work!")) {
+ case 1:
+ mes "^3355FFYou gingerly throw the";
+ mes "Pet Food towards the dog.";
+ mes "Its tail shakes violently as";
+ mes "it devours the food. You'd";
+ mes "better pass this dog now";
+ mes "while you have the chance!^000000";
+ delitem 537,1; //Pet_Food
+ close2;
+ warp "kh_vila",173,182;
+ end;
+ case 2:
+ break;
+ }
+ }
+ mes "^3355FFYou slowly approach";
+ mes "the dog, but it won't";
+ mes "stop snarling at you.";
+ mes "You try to run past the";
+ mes "dog, but it blocks all of";
+ mes "your moves. What to do?^000000";
+ next;
+ mes "[Vicious Dog]";
+ mes "BOW WOW!";
+ mes "BOW WOW!";
+ mes "BOW WOW WOW!";
+ next;
+ mes "^3355FFThe dog chased you";
+ mes "downstairs like the";
+ mes "suckah chump you are.^000000";
+ close2;
+ warp "kh_vila",126,70;
+ end;
+ case 2:
+ mes "^3355FFLet's get out of here!^000000";
+ close2;
+ warp "kh_vila",126,70;
+ end;
+ }
+}
+
+//----------------------------------------------------------------------------
+// Cottage interior, upstairs; Drawer, first room nightstand
+//----------------------------------------------------------------------------
+kh_vila,115,186,0 script Drawer#khp1 111,{
+ if (checkweight(7492,1) == 0) {
+ mes "^3355FFThere's something inside";
+ mes "this drawer, but you can't";
+ mes "take it since you're carrying";
+ mes "to many items with you. Maybe";
+ mes "you should pay a visit to your";
+ mes "trusty Kafra Storage first.^000000";
+ close;
+ }
+ if ((countitem(7492) < 1) && (KielHyreQuest <= 36)) {
+ mes "^3355FFYou find an old drawer";
+ mes "^that has been closed.";
+ mes "^If you open it, then you";
+ mes "^might find something";
+ mes "^inside. Or could it be";
+ mes "^empty. Who knows?^000000";
+ next;
+ switch(select("Open Drawer:Ignore")) {
+ case 1:
+ mes "^3355FFYou obtain a Yellow";
+ mes "Keycard from inside the";
+ mes "drawer. Opening that drawer";
+ mes "turned out to be worthwhile.^000000";
+ getitem 7492,1; //Yellow_Key_Card
+ close;
+ case 2:
+ mes "^3355FFForget opening that";
+ mes "drawer. I mean, come on,";
+ mes "what would be the point?^000000";
+ close;
+ }
+ }
+ else {
+ mes "^3355FFThis is where you";
+ mes "found the Yellow Keycard.";
+ mes "This drawer is now empty.^000000";
+ close;
+ }
+}
+
+//----------------------------------------------------------------------------
+// Cottage interior, upstairs; Box
+//----------------------------------------------------------------------------
+kh_vila,107,126,0 script Box#khp2 111,{
+ if ((countitem(7329) < 1) && (countitem(7516) < 1) && (countitem(7491) < 1) && (KielHyreQuest < 38)) {
+ mes "^3355FFA solid box is laid";
+ mes "on the floor in which";
+ mes "a smaller, locked box";
+ mes "has been placed inside.^000000";
+ close;
+ }
+ else if ((countitem(7329) >= 1) && (countitem(7516) < 1) && (countitem(7491) < 1) && (KielHyreQuest < 38)) {
+ mes "^3355FFA solid box is laid";
+ mes "on the floor in which";
+ mes "a smaller, locked box";
+ mes "has been placed inside.";
+ mes "Perhaps you can use your";
+ mes "Old Bronze Key to unlock it.^000000";
+ next;
+ switch(select("Use Old Bronze Key:No, it'll never work.")) {
+ case 1:
+ mes "^3355FFYour hunch paid off!";
+ mes "The Old Bronze Key really";
+ mes "did unlock that box! You";
+ mes "open the inner box and";
+ mes "obtain the Green Keycard";
+ mes "that was locked inside.";
+ getitem 7516,1; //Green_Key_Card
+ delitem 7329,1; //Old_Bronze_Key
+ close;
+ case 2:
+ mes "^3355FFWhat...?";
+ mes "What? Using a key";
+ mes "to unlock a lock?";
+ mes "Come on, that's";
+ mes "freakin' crazy talk!^000000";
+ close;
+ }
+ }
+ else {
+ mes "^3355FFThis is the box from";
+ mes "which you've obtained";
+ mes "the Green Keycard.^000000";
+ close;
+ }
+}
+
+//----------------------------------------------------------------------------
+// Cottage interior, upstairs; Bookshelf.
+//----------------------------------------------------------------------------
+kh_vila,181,138,0 script Bookshelf#khp1 111,{
+ if ((countitem(7491) < 1) && (countitem(7329) >= 1) || (countitem(7516) >= 1)) {
+ mes "^3355FFOne of the books on";
+ mes "this crammed bookshelf";
+ mes "is labeled with the note,";
+ mes "''To Elly.'' It must have been";
+ mes "left behind by her grandfather.^000000";
+ next;
+ switch(select("Examine Book:Ignore")) {
+ case 1:
+ mes "^3355FFYou skim through the";
+ mes "book's pages, and don't";
+ mes "find anything particularly";
+ mes "interesting. However, you";
+ mes "notice a steel surface behind the";
+ mes "shelf as you place the book back.^000000";
+ next;
+ switch(select("Examine the steel surface:Ignore")) {
+ case 1:
+ mes "^3355FFYou remove more of the";
+ mes "shelf's books to reveal";
+ mes "that the steel surface is";
+ mes "part of a safe hidden behind";
+ mes "the bookshelf. There are two";
+ mes "keyholes on the steel safe.^000000";
+ next;
+ switch(select("Try all your keys:Cancel")) {
+ case 1:
+ mes "^3355FFWhich key will";
+ mes "you insert into";
+ mes "the first keyhole?^000000";
+ next;
+ if (countitem(7329) >= 1) {
+ select("Old Bronze Key:Cottage Key");
+ mes "^3355FFWhich key will";
+ mes "you insert into";
+ mes "the second keyhole?^000000";
+ next;
+ select("Old Bronze Key:Cottage Key");
+ }
+ else if (countitem(7516) >= 1) {
+ switch(select("Green Keycard:Cottage Key")) {
+ case 1:
+ set .@KHFirstKeyhole,1;
+ break;
+ case 2:
+ set .@KHFirstKeyhole,2;
+ break;
+ }
+ mes "^3355FFWhich key will";
+ mes "you insert into";
+ mes "the second keyhole?^000000";
+ next;
+ switch(select("Green Keycard:Cottage Key")) {
+ case 1:
+ set .@KHSecondKeyhole,1;
+ break;
+
+ case 2:
+ set .@KHSecondKeyhole,2;
+ break;
+
+ }
+ if (.@KHFirstKeyhole == 2) && (.@KHSecondKeyhole == 1) {
+ mes "^3355FFThe safe opens with";
+ mes "a click, and you see";
+ mes "a Grey Box inside.";
+ mes "You take the Grey Box";
+ mes "with you, hoping that it";
+ mes "will come in handy later.^000000";
+ delitem 7489,1; //Villa_Spare_Key
+ delitem 7516,1; //Green_Key_Card
+ getitem 7491,1; //Iron_Box
+ close;
+ }
+
+ }
+ mes "^3355FFThe safe won't open.^000000";
+ close;
+ case 2:
+ mes "^3355FFIt's probably a better";
+ mes "idea to investigate the";
+ mes "cottage for the keys that";
+ mes "will open up this safe...^000000";
+ close;
+ }
+ case 2:
+ mes "^3355FFYou place the books";
+ mes "back on the bookshelf.^000000";
+ close;
+ }
+ case 2:
+ mes "^3355FFYou can probably";
+ mes "find better clues";
+ mes "somewhere else";
+ mes "around here.^000000";
+ close;
+ }
+ }
+ else {
+ mes "^3355FFYou've found a";
+ mes "bookshelf that's";
+ mes "crammed with books.^000000";
+ close;
+ }
+}
+
+//----------------------------------------------------------------------------
+// Cottage interior, upstairs; Desk
+//----------------------------------------------------------------------------
+kh_vila,118,144,0 script Desk#khp1 111,{
+ if (KHCottagePoem2 < 1) {
+ mes "^3355FFThere are piles of papers";
+ mes "and books stacked on top";
+ mes "of the desk covering topics";
+ mes "like artificial power, Sage";
+ mes "Varmundt's research, factory";
+ mes "robotization, and magic scrolls...^000000";
+ next;
+ mes "^3355FFWhile rummaging through";
+ mes "the books and papers, you";
+ mes "find a piece of paper with";
+ mes "the Kiel Hyre Foundation's";
+ mes "official seal. You decide that";
+ mes "it might come in handy someday.^000000";
+ next;
+ mes "^3355FFYou've obtained";
+ mes "a blank piece of";
+ mes "paper with the Kiel";
+ mes "Hyre Foundation seal.^000000";
+ set KHCottagePoem2,1;
+ close;
+ }
+ else if (KHCottagePoem2 >= 1) {
+ mes "^3355FFThere are piles of papers";
+ mes "and books, covering various";
+ mes "scientific and magic topics,";
+ mes "stacked on top of this desk.^000000";
+ close;
+ }
+}
+
+//----------------------------------------------------------------------------
+// Cottage interior, upstairs; Medicine Chest
+//----------------------------------------------------------------------------
+kh_vila,123,170,0 script Medicine Chest#khp1 111,{
+ if ((KHCottagePoem2 < 1) && (KielHyreQuest < 30)) {
+ mes "^3355FFThis medicine cabinet";
+ mes "is filled with bottles of";
+ mes "various colors. What kind";
+ mes "of medicine can be found here?^000000";
+ close;
+ }
+ else if ((KHCottagePoem2 == 1) && (KielHyreQuest < 30)) {
+ mes "^3355FFThis medicine cabinet";
+ mes "is filled with bottles of";
+ mes "various colors. What kind";
+ mes "of medicine can be found here?^000000";
+ next;
+ mes "^3355FFWait, you have a blank piece";
+ mes "of paper with the Kiel Hyre";
+ mes "Foundation seal! It's strange";
+ mes "that the seal was put on a blank";
+ mes "piece of paper. Maybe something";
+ mes "is written on it with special ink?^000000";
+ next;
+ mes "^3355FFIt's a crazy hunch, but";
+ mes "maybe, just maybe, you can";
+ mes "use something inside this";
+ mes "medicine cabinet that will";
+ mes "reveal any invisible ink";
+ mes "written on this document!^000000";
+ next;
+ switch(select("What? That's crazy!:Of course! Let's try it!")) {
+ case 1:
+ mes "^3355FFSorry.";
+ mes "I thought it";
+ mes "was a good idea...^000000";
+ close;
+ case 2:
+ switch(select("Try Red Liquid:Try Blue Liquid:Try Yellow Liquid:Try Green Liquid:Cancel")) {
+ case 1:
+ set .@KHPotionColor$,"red";
+ break;
+ case 2:
+ mes "^3355FFIt works!";
+ mes "The blue liquid is";
+ mes "revealing small text";
+ mes "written on the paper.";
+ mes "It looks like some";
+ mes "kind of long poem...^000000";
+ next;
+ mes "[Poem]";
+ mes "The first snake is made of";
+ mes "steel, but I used my rage";
+ mes "to destroy it. The second";
+ mes "snake is made of magic,";
+ mes "but my love pierced its heart.";
+ next;
+ mes "[Poem]";
+ mes "The third snake is flesh";
+ mes "and blood, but my hope";
+ mes "defeated it in the end.";
+ mes "However, the fourth and";
+ mes "final snake is formless, and";
+ mes "no one knows its appearance.";
+ next;
+ mes "[Poem]";
+ mes "I cast my despair to the air,";
+ mes "but nobody knows if it killed";
+ mes "the snake. I am merely ^0000FFa little";
+ mes "lost devil^000000 with four swords and";
+ mes "four snakes, searching for that";
+ mes "girl in the darkness.";
+ next;
+ mes "^3355FFThis is a very";
+ mes "strange poem. What";
+ mes "could it possibly mean?^000000";
+ set KHCottagePoem2,2;
+ close;
+ case 3:
+ set .@KHPotionColor$,"yellow";
+ break;
+ case 4:
+ set .@KHPotionColor$,"green";
+ break;
+ case 5:
+ mes "^3355FFNever mind.";
+ mes "This idea sounds";
+ mes "too crazy to work...";
+ mes "like puttting a man";
+ mes "on the moon. Can you";
+ mes "believe that hogwash?^000000";
+ close;
+ }
+ mes "^3355FFYou tried sprinkling";
+ mes "the "+.@KHPotionColor$+" liquid from the";
+ mes "medicine cabinet onto";
+ mes "the blank paper with the";
+ mes "Kiel Hyre Foundation seal.";
+ mes "However, nothing happened...^000000";
+ close;
+ }
+ }
+ else if ((KHCottagePoem2 >= 2) || (KielHyreQuest >= 30)) {
+ mes "^3355FFThis is where you poured";
+ mes "some blue liquid to read";
+ mes "a poem written in invisible";
+ mes "ink on the blank piece of paper";
+ mes "with the Kiel Hyre Foundation";
+ mes "seal. Would you like read it?^000000";
+ next;
+ switch(select("No time!:Read")) {
+ case 1:
+ mes "^3355FFYou're running out of";
+ mes "time! For now, it would";
+ mes "be best for you to search";
+ mes "every inch of this cottage.^000000";
+ close;
+ case 2:
+ mes "[Poem]";
+ mes "The first snake is made of";
+ mes "steel, but I used my rage";
+ mes "to destroy it. The second";
+ mes "snake is made of magic,";
+ mes "but my love pierced its heart.";
+ next;
+ mes "[Poem]";
+ mes "The third snake is flesh";
+ mes "and blood, but my hope";
+ mes "defeated it in the end.";
+ mes "However, the fourth and";
+ mes "final snake is formless, and";
+ mes "no one knows it's appearance.";
+ next;
+ mes "[Poem]";
+ mes "I cast my despair to the air,";
+ mes "but nobody knows if it killed";
+ mes "the snake. I am merely a ^3355FFlittle^000000";
+ mes "^3355FFlost devil^000000 with four swords and";
+ mes "four snakes, searching for that";
+ mes "girl in the darkness.";
+ close;
+
+ }
+ }
+}
+
+//----------------------------------------------------------------------------
+// Cottage interior, stair case; Sword hilt
+//----------------------------------------------------------------------------
+kh_vila,136,68,0 script Sword Hilt#kh 111,{
+ if ((KHCottagePoem1 < 3) || (KHCottagePoem2 < 2) && (KielHyreQuest < 30)) {
+ mes "^3355FFThere are four elaborately";
+ mes "designed swords positioned";
+ mes "next to four creepy looking";
+ mes "snake sculptures.^000000";
+ close;
+ }
+ else if ((KHCottagePoem1 <= 4) || (KHCottagePoem2 <= 2) && (KielHyreQuest < 30)) {
+ mes "^3355FFThere are four elaborately";
+ mes "designed swords positioned";
+ mes "next to four creepy looking";
+ mes "snake sculptures. Wait!";
+ mes "Perhaps they're related to";
+ mes "that poem you read earlier...";
+ next;
+ switch(select("No way!:Of course!")) {
+ case 1:
+ mes "^3355FFImpossible...";
+ mes "It must be some";
+ mes "kind of coincidence...^000000";
+ close;
+ case 2:
+ mes "^3355FFOf course! And look!";
+ mes "There's a hole on top";
+ mes "of the head of each snake";
+ mes "sculpture. These holes seem";
+ mes "big enough to insert each of";
+ mes "the ornamental swords nearby...^000000";
+ next;
+ switch(select("Ignore:Insert Ornamental Swords")) {
+ case 1:
+ mes "^3355FFImposible...^000000";
+ mes "^3355FFIt must be some^000000";
+ mes "^3355FFkind of coincidence...^000000";
+ close;
+ case 2:
+ if (KHCottagePoem1 != 4) {
+ mes "^3355FFCan't... Pull out...";
+ mes "Sword! It must be";
+ mes "locked into place";
+ mes "somehow, or sealed";
+ mes "by some strange force!^000000";
+ close;
+ }
+ else {
+ mes "^3355FFYou should probably";
+ mes "try to insert each sword";
+ mes "into the correct snake.";
+ mes "First, please select the";
+ mes "snake in which you will";
+ mes "insert the first sword.^000000";
+ next;
+ switch(select("First Snake:Second Snake:Third Snake:Fourth Snake")) {
+ default:
+ break;
+ case 2:
+ set .@KHSwords,.@KHSwords+1;
+ break;
+ }
+ next;
+ mes "^3355FFNow, please choose";
+ mes "the snake in which you";
+ mes "will insert the second sword.^000000";
+ next;
+ switch(select("First Snake:Second Snake:Third Snake:Fourth Snake")) {
+ default:
+ break;
+ case 4:
+ set .@KHSwords,.@KHSwords+1;
+ break;
+ }
+ next;
+ mes "^3355FFNext, please select";
+ mes "the snake in which you";
+ mes "will insert the third sword.^000000";
+ next;
+ switch(select("First Snake:Second Snake:Third Snake:Fourth Snake")) {
+ case 1:
+ set .@KHSwords,.@KHSwords+1;
+ break;
+ default:
+ break;
+ }
+ next;
+ mes "^3355FFLastly, please select";
+ mes "the snake in which you";
+ mes "will insert the fourth sword.^000000";
+ next;
+ switch(select("First Snake:Second Snake:Third Snake:Fourth Snake")) {
+ default:
+ break;
+ case 3:
+ set .@KHSwords,.@KHSwords+1;
+ break;
+ }
+
+ if (.@KHSwords == 4) {
+ mes "^3355FFYour ears are suddenly";
+ mes "filled with a low buzzing";
+ mes "noise, and your mind";
+ mes "and body feel as if they";
+ mes "are being swept away...^000000";
+ set KHCottagePoem1,5;
+ set KHCottagePoem2,3;
+ close2;
+ warp "kh_vila",178,72;
+ end;
+ }
+
+ else {
+ mes "^3355FFNothing happened...";
+ mes "You probably didn't";
+ mes "insert the swords into";
+ mes "the correct snakes. For now,";
+ mes "you should return the swords,";
+ mes "and then try this again later.^000000";
+ close;
+ }
+ }
+ }
+ }
+ }
+ else if ((KHCottagePoem1 == 5) && (KHCottagePoem2 == 3) || (KielHyreQuest >= 30)) {
+ mes "^3355FFHere is a hidden";
+ mes "path that leads to";
+ mes "the secret laboratory.^000000";
+ next;
+ switch(select("Enter:Cancel")) {
+ case 1:
+ warp "kh_vila",178,72;
+ end;
+ case 2:
+ close;
+ }
+ }
+}
+
+//----------------------------------------------------------------------------
+// Cottage interior, Secret Room; left test tube
+//----------------------------------------------------------------------------
+kh_vila,179,68,0 script Test Tube#khp2 111,{
+ mes "^3355FFThis test tube contains";
+ mes "a young man dressed in";
+ mes "a Kiel Hyre Academy";
+ mes "uniform. Somehow, you";
+ mes "get the feeling that you've";
+ mes "seen him somewhere before.^000000";
+ close;
+}
+
+
+//----------------------------------------------------------------------------
+// Cottage interior, Secret Room; Right test tube
+//----------------------------------------------------------------------------
+kh_vila,185,68,0 script Test Tube::TestTubeKHQ2 111,{
+ if (KielHyreQuest > 28) {
+ mes "^3355FFA strange looking,";
+ mes "wizened old man is";
+ mes "held within this test tube.^000000";
+ close;
+ }
+ else if (KielHyreQuest == 28) {
+ mes "^3355FFA strange looking,";
+ mes "wizened old man is";
+ mes "held within this test tube.";
+ mes "There is a small red button";
+ mes "right underneath the test tube.^000000";
+ next;
+ switch(select("Press Button:Investigate Further")) {
+ case 1:
+ mes "[???]";
+ mes "H-hello...? C-can you";
+ mes "hear me? I don't recognize";
+ mes "you... But... Maybe I forgot?";
+ mes "Wait, wait. If you're my friend,";
+ mes "then you know what to call me,";
+ mes "right? Do you know what I am?";
+ next;
+ input .@KHInput$;
+ if (.@KHInput$ == "little lost devil") {
+ mes "[???]";
+ mes "Heh... Heh heh...";
+ mes "He knows... Hey, you";
+ mes "have to remember these";
+ mes "numbers, okay? D-don't";
+ mes "forget, they'll be important...";
+ mes "^FF00004^000000, ^FF00007^000000, ^FF00007^000000, ^FF00002^000000, ^FF00009^000000, ^FF00006^000000, ^FF00001^000000. That's all...";
+ next;
+ mes "^3355FF4772961^000000";
+ mes "^3355FFWhat could^000000";
+ mes "^3355FFthose numbers^000000";
+ mes "^3355FFpossibly mean?^000000";
+ //KHCottagePoem1 and KHCottagePoem2 no longer needed-- deleting
+ set KHCottagePoem1,0;
+ set KHCottagePoem2,0;
+ set KielHyreQuest,30;
+ close;
+ }
+ else {
+ mes "[???]";
+ mes "No... No...";
+ mes "That's not right.";
+ mes "I don't think we";
+ mes "were friends. No...";
+ close;
+ }
+ case 2:
+ mes "^3355FFLet's investigate";
+ mes "this area a little";
+ mes "more first.^000000";
+ close;
+ }
+ }
+ else if (KielHyreQuest >= 30) {
+ if ((countitem(7491) > 0) && (countitem(7492) > 0)){
+ mes "^3355FFWhat could the";
+ mes "number 4772961";
+ mes "mean? For now, you've";
+ mes "found everything that";
+ mes "you need from this place,";
+ mes "so you should return to Elly.^000000";
+ close;
+ }
+ else {
+ mes "^3355FFWhat could the";
+ mes "number 4772961";
+ mes "mean? For now, you'd";
+ mes "better search this cottage";
+ mes "for any clues you can find...^000000";
+ close;
+ }
+ }
+ end;
+}
+
+//============================================================================
+
+//============================================================================
+// Robot Factory NPCs
+//============================================================================
+
+//----------------------------------------------------------------------------
+// Robotic's Factory; Heavy Door
+//----------------------------------------------------------------------------
+kh_dun01,235,48,0 script Heavy Door#kh1::HeavyDoorKHQ1 111,{
+ if (KielHyreQuest < 38) {
+ mes "^3355FFThere is a large, heavy";
+ mes "door infront of you.^000000";
+ next;
+ switch(select("Open Door:Cancel")) {
+ case 1:
+ input .@KHInput$;
+ mes "^3355FFYou try to push the";
+ mes "door open with all";
+ mes "your might, but fail";
+ mes "to make it budge.^000000";
+ close;
+ case 2:
+ mes "^3355FFyou decided to leave";
+ mes "this door alone until";
+ mes "you can figure out";
+ mes "how to open it^000000";
+ close;
+ }
+ }
+ else if ((KielHyreQuest >= 38) && (KielHyreQuest < 46)) {
+ mes "^3355FFThere is a large, heavy";
+ mes "door in front of you.^000000";
+ next;
+ switch(select("Open Door:Cancel")) {
+ case 1:
+ input .@KHInput$;
+ if (.@KHInput$ == "Blue Keycard") {
+ mes "^3355FFYou've successfully";
+ mes "opened the door.";
+ close2;
+ warp "kh_school",119,144;
+ end;
+ }
+ else {
+ mes "^3355FFYou try to push the";
+ mes "door open with all";
+ mes "your might, but fail";
+ mes "to make it budge.^000000";
+ close;
+ }
+ case 2:
+ mes "^3355FFYou decided to leave";
+ mes "this door alone until";
+ mes "you can figure out";
+ mes "how you can open it.^000000";
+ close;
+ }
+ }
+ else {
+ mes "^3355FFThis is an incredibly";
+ mes "heavy door that is tightly";
+ mes "closed. You won't be able to";
+ mes "open it through brute force.^000000";
+ close;
+ }
+}
+
+//----------------------------------------------------------------------------
+// Robotic's Factory; Heavy Door (These doors don't seem to serve any purpose)
+//----------------------------------------------------------------------------
+kh_dun01,76,233,0 script Heavy Door::HeavyDoorKHQ2 111,{
+ if ((KielHyreQuest >= 38) && (KielHyreQuest < 46)) {
+ mes "^3355FFThere is a large, heavy";
+ mes "door infront of you.^000000";
+ next;
+ switch(select("Open Door:Cancel")) {
+ case 1:
+ input .@KHInput$;
+ mes "^3355FFYou try to push the";
+ mes "door open with all";
+ mes "your might, but fail";
+ mes "to make it budge.^000000";
+ close;
+ case 2:
+ mes "^3355FFyou decided to leave";
+ mes "this door alone until";
+ mes "you can figure out";
+ mes "how to open it^000000";
+ close;
+ }
+ }
+ else {
+ mes "^3355FFThere is a large, heavy";
+ mes "door infront of you^000000";
+ close;
+ }
+}
+
+kh_dun01,106,233,0 duplicate(HeavyDoorKHQ2) Heavy Door#kh3 111
+kh_dun01,6,164,0 duplicate(HeavyDoorKHQ2) Heavy Door#kh4 111
+kh_dun01,6,133,0 duplicate(HeavyDoorKHQ2) Heavy Door#kh5 111
+kh_dun01,6,60,0 duplicate(HeavyDoorKHQ2) Heavy Door#kh6 111
+kh_dun01,6,30,0 duplicate(HeavyDoorKHQ2) Heavy Door#kh7 111
+kh_dun01,6,18,0 duplicate(HeavyDoorKHQ2) Heavy Door#kh8 111
+kh_dun01,235,70,0 duplicate(HeavyDoorKHQ2) Heavy Door#kh9 111
+kh_dun01,235,92,0 duplicate(HeavyDoorKHQ2) Heavy Door#kh10 111
+kh_dun01,235,114,0 duplicate(HeavyDoorKHQ2) Heavy Door#kh11 111
+
+//----------------------------------------------------------------------------
+// Beautiful Lady and Beautiful Lady copies.
+//----------------------------------------------------------------------------
+kh_school,119,149,4 script Beautiful Lady#kh1::BeatifulLadyKHQ1 894,{
+ cutin "kh_ellisia",2;
+ if (KielHyreQuest < 40) {
+ mes "[Allysia]";
+ mes "Hm? I don't think";
+ mes "I know you. Kiel Hyre";
+ mes "has only authorized Elly,";
+ mes "and a trusted friend that";
+ mes "may be helping her, to";
+ mes "be admitted to this area.";
+ next;
+ mes "[Allysia]";
+ mes "I cannot see ^FF0000Elly^000000.";
+ mes "Has she been attacked as well?";
+ mes "Are you ^FF0000Elly's friend^000000?";
+ next;
+ mes "[Allysia]";
+ mes "I don't see Elly anywhere";
+ mes "around here. I can only let";
+ mes "you enter if you can identify";
+ mes "yourself as Elly's friend.";
+ mes "Is there anything that you";
+ mes "can present to me as proof?";
+ next;
+ switch(select("Yellow Keycard:Blue Keycard:Golden Key:Carved Button:...?")) {
+ default:
+ break;
+ case 3:
+ mes "[Allysia]";
+ mes "Ah, isn't this the";
+ mes "key that Kiel Hyre gave";
+ mes "to Elly? Yes, I'm convinced";
+ mes "that you've been helping her.";
+ mes "I've been waiting for you, so";
+ mes "let me guide you to my room.";
+ close2;
+ cutin "",255;
+ warp "kh_school",120,180;
+ end;
+ case 4:
+ mes "[Allysia]";
+ mes "Th-that's Kiehl's";
+ mes "seal! Did he send you";
+ mes "here to get me?! I'm";
+ mes "not taking any chances!";
+ close2;
+ cutin "",255;
+ monster "kh_school",117,144,"Bomb",1745,1;
+ monster "kh_school",117,144,"Bomb",1745,1;
+ monster "kh_school",117,144,"Bomb",1745,1;
+ monster "kh_school",117,144,"Bomb",1745,1;
+ end;
+ case 5:
+ mes "[Allysia]";
+ mes "......";
+ mes "........";
+ mes "...........";
+ close2;
+ cutin "",255;
+ end;
+ }
+ mes "[Allysia]";
+ mes "Hm? This doesn't prove";
+ mes "that Elly really trusts you...";
+ close2;
+ cutin "",255;
+ end;
+ }
+ else if (KielHyreQuest >= 40) {
+ mes "[Allysia]";
+ mes "Please follow me.";
+ close2;
+ cutin "",255;
+ warp "kh_school",120,180;
+ end;
+ }
+}
+
+
+kh_school,117,149,4 script Beautiful lady#kh2::BeatifulLadyKHQ2 894,{
+ end;
+}
+kh_school,118,149,4 duplicate(BeatifulLadyKHQ2) Beautiful lady#kh3 894
+kh_school,120,149,4 duplicate(BeatifulLadyKHQ2) Beautiful lady#kh4 894
+kh_school,121,149,4 duplicate(BeatifulLadyKHQ1) Beautiful lady#kh5 894
+
+//----------------------------------------------------------------------------
+// Beautiful Lady "Allysia"
+//----------------------------------------------------------------------------
+kh_school,122,186,4 script Beautiful Lady#kh6 894,{
+ if (checkweight(7496,1) == 0) {
+ mes "^3355FFJust a second...";
+ mes "You're carrying too";
+ mes "many items with you";
+ mes "right now, so you'll";
+ mes "need to free up more";
+ mes "Inventory space first...^000000";
+ close;
+ }
+ cutin "kh_ellisia",2;
+ if (KielHyreQuest < 38) {
+ mes "[??????]";
+ mes "This is private property.";
+ mes "Please leave immediately!";
+ close2;
+ cutin "kh_ellisia",255;
+ warp "yuno_fild08",73,172;
+ end;
+ }
+ else if (KielHyreQuest <= 38) {
+ mes "[Allysia]";
+ mes "Friend of prototype Elly,";
+ mes "I welcome you. As you may";
+ mes "have figured out, I need your";
+ mes "help. Kiel Hyre is being held";
+ mes "somewhere inside this factory.";
+ next;
+ mes "[Allysia]";
+ mes "It is imperative that";
+ mes "you search for Kiel Hyre";
+ mes "and rescue him as soon";
+ mes "as you possibly can!";
+ next;
+ switch(select("What is this factory?:What happened to ^FF0000Kiel Hyre^000000?")) {
+ case 1:
+ mes "[Allysia]";
+ mes "This factory is part of";
+ mes "the Kiel Hyre Foundation's";
+ mes "secret business where humanoid";
+ mes "robots are manufactured. Myself,";
+ mes "and all of the academy's students";
+ mes "are actually robots, not humans.";
+ next;
+ mes "[Allysia]";
+ mes "The Kiel Hyre Foundation's";
+ mes "ultimate goal is to develop";
+ mes "superior robots that will help";
+ mes "human society. As robots, we";
+ mes "can handle tasks that are too";
+ mes "dangerous or difficult for humans.";
+ break;
+ case 2:
+ mes "[Allysia]";
+ mes "^3355FFKiehl^000000 has proceeded to";
+ mes "perform abnormal modifications";
+ mes "to the humanoid robots. This";
+ mes "has been reported to Kiel Hyre,";
+ mes "who has left to stop Kiehl.";
+ mes "However, Hyre hasn't returned.";
+ next;
+ mes "[Allysia]";
+ mes "Fearing that Kiehl would";
+ mes "break me, Kiel Hyre brought";
+ mes "a copy of me instead. I can still";
+ mes "detect Kiel Hyre's heartbeat,";
+ mes "so he should be alright, but his";
+ mes "own son might harm him soon.";
+ next;
+ mes "[Allysia]";
+ mes "Take this Keycard";
+ mes "which will enable you";
+ mes "to enter the secret areas";
+ mes "inside this factory. If you";
+ mes "locate Kiel Hyre, please";
+ mes "let me know right away.";
+ getitem 7496,1; //Red_Key_Card
+ set KielHyreQuest,40;
+ break;
+ }
+ close2;
+ cutin "",255;
+ end;
+ }
+ else if (KielHyreQuest == 40) {
+ mes "[Allysia]";
+ mes "I can still detect";
+ mes "Kiel Hyre's heartbeat,";
+ mes "but his sone Kiehl might";
+ mes "do something desperate to";
+ mes "him soon. Please locate Kiel";
+ mes "Hyre before that can happen!";
+ close2;
+ cutin "",255;
+ warp "kh_dun01",22,216;
+ end;
+ }
+ else if (KielHyreQuest == 42) {
+ mes "[Allysia]";
+ mes "Have you already";
+ mes "located Kiel Hyre?";
+ next;
+ mes "^3355FFYou tell Allysia where^000000";
+ mes "^3355FFKiel Hyre has been locked^000000";
+ mes "^3355FFup, and give her the metal^000000";
+ mes "^3355FFfragment that Kiel Hyre handed^000000";
+ mes "^3355FFto you. She took fragment^000000";
+ mes "^3355FFand wore it around her wrist.^000000";
+ next;
+ mes "[Allysia]";
+ mes "...Kiel Hyre's secret code";
+ mes "confirmed. B_2_3 area.";
+ mes "Vital signs are normal.";
+ mes "Envelope received. Sending";
+ mes "modified Puppet Designs...";
+ next;
+ mes "[Allysia]";
+ mes "Alright, I've recieved";
+ mes "Kiel Hyre's orders, and";
+ mes "must carry them out...";
+ delitem 7497,1; //Steel_Piece
+ set KielHyreQuest,44;
+ close2;
+ cutin "",255;
+ end;
+ }
+ else if (KielHyreQuest == 44) {
+ mes "[Allysia]";
+ mes "Alright, I have a mission";
+ mes "to carry out for Kiel Hyre,";
+ mes "and I don't have much time.";
+ mes "Let me give you some specific";
+ mes "instructions very quickly.";
+ next;
+ mes "[Allysia]";
+ mes "Firstly, I need to take your";
+ mes "keycards for security reasons.";
+ mes "Secondly, meet me at the Kiel";
+ mes "Hyre Mansion in Lighthalzen.";
+ mes "Present the Golden Key to";
+ mes "be admitted to the premises.";
+ delitem 7492,1; //Yellow_Key_Card
+ delitem 7495,1; //Blue_Key_Card
+ delitem 7496,1; //Red_Key_Card
+ set KielHyreQuest,46;
+ next;
+ mes "[Allysia]";
+ mes "I understand that this";
+ mes "is sudden, and I'm not";
+ mes "giving you a thorough";
+ mes "explanation, but something";
+ mes "horrible will happen if I don't";
+ mes "hurry as quickly as possible.";
+ close2;
+ warp "yuno_fild08",73,172;
+ cutin "",255;
+ end;
+ }
+ else if (KielHyreQuest >= 44) {
+ mes "[Allysia]";
+ mes "I understand that this";
+ mes "is sudden, and I'm not";
+ mes "giving you a thorough";
+ mes "explanation, but something";
+ mes "horrible will happen if i don't";
+ mes "hurry as quickly as possible.";
+ close2;
+ warp "yuno_fild08",73,172;
+ cutin "",255;
+ end;
+ }
+}
+
+//----------------------------------------------------------------------------
+// Signboard (another useless NPC?)
+//----------------------------------------------------------------------------
+kh_dun01,163,223,4 script Signboard#kh 857,{
+ mes "[Notice]";
+ mes "Cute Pets are prohibited";
+ mes "in this area. (Cute Pets that";
+ mes "provide special assistance";
+ mes "to the visually impaired are";
+ mes "exempt from this rule.)";
+ close;
+}
+
+//----------------------------------------------------------------------------
+// Mechanical Devices for accessing restricted area
+//----------------------------------------------------------------------------
+kh_dun01,166,223,0 script Mechanical Device#kh::KHKeyardReader 111,{
+ if ((KielHyreQuest <= 38) || (KielHyreQuest >= 44)) {
+ mes "^3355FFYou encounter";
+ mes "a mechanical device.";
+ mes "It looks like it can be";
+ mes "operated by inserting the";
+ mes "correct keycard into the slot.^000000";
+ close;
+ }
+ else if ((KielHyreQuest == 40) && (countitem(7496) >= 1)) {
+ mes "^3355FFYou encounter";
+ mes "a mechanical device.";
+ mes "It looks like it can be";
+ mes "operated by inserting the";
+ mes "correct keycard into the slot.^000000";
+ next;
+ input .@KHInput$;
+ if (.@KHInput$ == "Red Keycard") {
+ mes "^3355FFThe door opens once";
+ mes "you insert the Red Keycard.^000000";
+ close2;
+ warp "kh_dun01",170,227;
+ end;
+ }
+ else {
+ mes "^3355FFNothing happened.^000000";
+ close;
+ }
+ }
+}
+
+kh_dun01,162,206,0 duplicate(KHKeyardReader) Mechanical Device 111
+
+//----------------------------------------------------------------------------
+// Keep monsters out of the quest area.
+// Silly really since the rest of it's a dungeon
+//----------------------------------------------------------------------------
+//kh_dun01,180,220,0 script Monster Warp#kh1::KHMobWarp -1,5,20,{
+//OnTouchNPC:
+// warp "kh_dun01",178,138;
+// end;
+//}
+
+//kh_dun01,190,220,0 duplicate(KHMobWarp) Monster Warp#kh2 -1,5,20
+//kh_dun01,200,250,0 duplicate(KHMobWarp) Monster Warp#kh3 -1,5,20
+//kh_dun01,210,220,0 duplicate(KHMobWarp) Monster Warp#kh4 -1,5,20
+//kh_dun01,220,220,0 duplicate(KHMobWarp) Monster Warp#kh5 -1,5,10
+
+//----------------------------------------------------------------------------
+// Kiel Hyre - OnTouch
+//----------------------------------------------------------------------------
+kh_dun01,224,233,0 script Factory B Area Door -1,5,5,{
+//OnTouch2:
+OnTouch:
+ if (KielHyreQuest == 40) {
+ if (checkweight(7497,1) == 0) {
+ mes "^3355FFJust a second...";
+ mes "You're carrying too";
+ mes "many items with you";
+ mes "right now, so you'll";
+ mes "need to free up more";
+ mes "Inventory space first...^000000";
+ close;
+ }
+ mes "^3355FFYou can faintly hear";
+ mes "a voice from the other";
+ mes "side of this door.^000000";
+ next;
+ mes "[????]";
+ mes "^333333...Kiehl...";
+ mes "...How dare you...!^000000";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Mister Kiel Hyre?";
+ mes "Is that you in there?";
+ next;
+ mes "[Kiel Hyre]";
+ mes "Wh-who's there?";
+ mes "Identify yourself!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I'm... I'm...";
+ next;
+ mes "^3355FFYou explain your story";
+ mes "to the voice behind the";
+ mes "door, and tell him what";
+ mes "happened to Elly and Allysia.^000000";
+ next;
+ mes "[Kiel Hyre]";
+ mes "^333333...Yes... It's me.";
+ mes "I'm Kiel Hyre, trapped";
+ mes "in here. He went so far";
+ mes "as to modify Elly, eh?";
+ mes "...............................^000000";
+ next;
+ mes "[Kiel Hyre]";
+ mes "^333333Hurry, take this";
+ mes "module to Allysia!";
+ mes "She'll know what to do";
+ mes "with it. If you're really";
+ mes "helping us, then she'll have";
+ mes "some instructions for you too.^000000 ";
+ next;
+ mes "^3355FFKiel Hyre slid";
+ mes "a strange metal";
+ mes "fragment through";
+ mes "the gap between the";
+ mes "door and the floor.^000000";
+ getitem 7497,1; //Steel_Piece
+ set KielHyreQuest,42;
+ close;
+ }
+
+ else if (KielHyreQuest >= 42) {
+ mes "[Kiel Hyre]";
+ mes "......";
+ close;
+ }
+}
+
+//----------------------------------------------------------------------------
+// Robot Factory Second Floor Entrances
+//----------------------------------------------------------------------------
+kh_dun01,44,203,0 script Entrance Device#khd2::KHAccess 111,{
+ if (countitem(7509) < 1) {
+ mes "^3355FFYou encounter";
+ mes "a mechanical device.";
+ mes "It looks like it can be";
+ mes "operated by inserting the";
+ mes "correct keycard into the slot.^000000";
+ close;
+ }
+ else {
+ mes "^3355FFYou encounter";
+ mes "a mechanical device.";
+ mes "It looks like it can be";
+ mes "operated by inserting the";
+ mes "correct keycard into the slot.^000000";
+ next;
+ input .@KHInput$;
+ if (.@KHInput$ == "Luxurious Keycard") {
+ mes "^3355FFAs you insert the";
+ mes "Luxurious Keycard";
+ mes "into the keycard slot,";
+ mes "the door swings open";
+ mes "to reveal a long flight";
+ mes "of descending stairs.^000000";
+ next;
+ switch(select("Descend Stairs:Cancel")) {
+ case 1:
+ warp "kh_dun02",41,198;
+ end;
+ case 2:
+ mes "^3355FFIt looks like this door";
+ mes "has automatically closed";
+ mes "after the preprogrammed";
+ mes "time limit has elapsed.^000000";
+ close;
+ }
+ }
+ else {
+ mes "^3355FFYou try to push the";
+ mes "door open with all";
+ mes "your might, but fail";
+ mes "to make it budge.^000000";
+ close;
+ }
+ }
+}
+
+kh_dun01,36,195,0 duplicate(KHAccess) Entrance Device#khd1 111
+
+//============================================================================
+
+//============================================================================
+// Kiel Hyre Mansion NPCs, and Kiehl's Room NPCs
+//============================================================================
+
+//----------------------------------------------------------------------------
+// Kiel's Steward
+//----------------------------------------------------------------------------
+kh_mansion,78,55,5 script Steward#kh 109,{
+ if (KielHyreQuest < 46) {
+ mes "[Steward]";
+ mes "This is a private residence,";
+ mes "please leave.";
+ close2;
+ warp "lighthalzen",188,201;
+ end;
+ }
+ if ((KielHyreQuest >= 46) && (KielHyreQuest < 50)) {
+ mes "[Steward]";
+ mes "Greetings.";
+ mes "Have you been invited";
+ mes "by the master of";
+ mes "this mansion?";
+ next;
+ switch(select("Present Golden Key:????")) {
+ case 1:
+ mes "[Steward]";
+ mes "Ah, Master "+strcharinfo(0)+".";
+ mes "I've been expecting your";
+ mes "arrival. Please, this way.";
+ close2;
+ warp "kh_mansion",21,14;
+ end;
+ case 2:
+ mes "[Steward]";
+ mes "If you have not been";
+ mes "invited by the master of";
+ mes "this mansion, then I'm";
+ mes "afraid that I must insist on";
+ mes "your immediate departure!";
+ close2;
+ warp "lighthalzen",188,201;
+ end;
+ }
+ }
+ if ((KielHyreQuest >= 50) && (KielHyreQuest < 64) || (KielHyreQuest >= 70)) {
+ mes "[Steward]";
+ mes "Ah, Master "+strcharinfo(0)+".";
+ mes "It is a pleasure to";
+ mes "receive your company";
+ mes "once again. Would you";
+ mes "like to see my master?";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ mes "[Steward]";
+ mes "Very well.";
+ mes "Right this way~";
+ close2;
+ warp "kh_mansion",21,14;
+ end;
+ case 2:
+ mes "[Steward]";
+ mes "Very well.";
+ mes "Please make";
+ mes "yourself at home.";
+ close;
+ }
+ }
+ if ((KielHyreQuest == 52) || (KielHyreQuest == 54) || (KielHyreQuest >= 64) && (KielHyreQuest <= 70)) {
+ mes "[Steward]";
+ mes "Ah, Master "+strcharinfo(0)+".";
+ mes "It is a pleasure to";
+ mes "receive your company";
+ mes "once again. Would you";
+ mes "like to see my master, or...?";
+ next;
+ switch(select("^FF0000Kiel Hyre^000000:^3355FFMitchell^000000")) {
+ case 1:
+ mes "[Steward]";
+ mes "Very well.";
+ mes "Right this way~";
+ close2;
+ warp "kh_mansion",21,14;
+ end;
+ case 2:
+ mes "[Steward]";
+ mes "Oh...? You must.";
+ mes "be here to deliver";
+ mes "good news. Excuse me...";
+ next;
+ mes "^3355FFThe Steward furtively^000000";
+ mes "^3355FFlooked around to check^000000";
+ mes "^3355FFif anyone is watching him.^000000";
+ next;
+ mes "[Steward]";
+ mes "I believe it should";
+ mes "be safe enough to let";
+ mes "you go see him now...";
+ mes "Please, hurry this way.";
+ close2;
+ warp "kh_mansion",20,87;
+ end;
+ }
+ }
+}
+
+//----------------------------------------------------------------------------
+// Kiel Hyre
+//----------------------------------------------------------------------------
+kh_mansion,22,28,4 script Kiel Hyre#kh 903,{
+ if (checkweight(908,200) == 0) {
+ mes "^3355FFJust a second...";
+ mes "You're carrying too";
+ mes "many items with you";
+ mes "right now, so you'll";
+ mes "need to free up more";
+ mes "inventory space first...^000000";
+ close;
+ }
+
+ cutin "kh_kyel01",2;
+ if (KielHyreQuest < 46) {
+ mes "[Kiel Hyre]";
+ mes ".........";
+ mes ".........";
+ mes "............";
+ close2;
+ cutin "",255;
+ end;
+ }
+
+ else if (KielHyreQuest == 46) {
+ cutin "kh_kyel01",2;
+ mes "[Kiel Hyre]";
+ mes "Ah, you must be "+strcharinfo(0)+".";
+ mes "I'd like to thank you for saving";
+ mes "my life. You must have many";
+ mes "questions to ask me, so I'll";
+ mes "do my best to give you answers.";
+ next;
+ while(1) {
+ switch(select("Robots?:^3355FFKiehl^000000?:^FF0000Elly^000000's button?")) {
+ case 1:
+ mes "[Kiel Hyre]";
+ mes "I've been researching";
+ mes "robotics for thirty-two";
+ mes "years now. I'm proud to";
+ mes "say that I've succeeded";
+ mes "where the great Sage";
+ mes "Varmundt did not.";
+ next;
+ mes "[Kiel Hyre]";
+ mes "It's been my dream to";
+ mes "develop humanoid robots";
+ mes "from humans. Those Guardians";
+ mes "might be robots too, but they";
+ mes "don't operate using free will.";
+ next;
+ mes "[Kiel Hyre]";
+ mes "If you'd like to know more";
+ mes "of the specifics concerning";
+ mes "robotics, why don't you speak";
+ mes "with ^3355FFAllysia^000000? She can explain";
+ mes "everything much more succinctly";
+ mes "than I can. I tend to ramble...";
+ set .@KHQRead,.@KHQRead+1;
+ next;
+ break;
+ case 2:
+ mes "[Kiel Hyre]";
+ mes "^3355FFKiehl^000000 is my only son,";
+ mes "but the love of my life";
+ mes "died after giving birth to";
+ mes "him. I'll admit that he's";
+ mes "a genius in mechanical";
+ mes "design and development.";
+ next;
+ mes "[Kiel Hyre]";
+ mes "He's largely responsible";
+ mes "for the creation of Third";
+ mes "Generation robots like Elly.";
+ mes "Unfortunately, he's trying to";
+ mes "modify his creations for";
+ mes "some sinister purpose.";
+ next;
+ mes "[Kiel Hyre]";
+ mes "I tried to stop him,";
+ mes "but I ended up getting";
+ mes "locked inside the factory.";
+ mes "I don't know why he wants";
+ mes "to do this. I still have";
+ mes "absolutely no clue...";
+ set .@KHQRead,.@KHQRead+1;
+ next;
+ break;
+ case 3:
+ mes "[Kiel Hyre]";
+ mes "That button Elly was";
+ mes "holding has ^3355FFKiehl's emblem^000000";
+ mes "engraved on it. Ah, and that";
+ mes "man in black menacing the";
+ mes "students? That was probably";
+ mes "^3355FFKaiser^000000, Kiehl's bodyguard.";
+ next;
+ mes "[Kiel Hyre]";
+ mes "Kaiser...";
+ mes "I don't know";
+ mes "anything about him.";
+ mes "I've never even seen";
+ mes "his face! Kiehl just hired";
+ mes "him without letting me know...";
+ set .@KHQRead,.@KHQRead+1;
+ next;
+ break;
+ }
+ if (.@KHQRead == 3) {
+ mes "[Kiel Hyre]";
+ mes "If you don't have";
+ mes "anymore questions for me,";
+ mes "then would you please";
+ mes "let me rest?? I'm still not";
+ mes "feeling well from the time";
+ mes "I was locked up in the factory.";
+ delitem 7493,1; //Golden_Key
+ delitem 7494,1; //Kiel_Button
+ set KielHyreQuest,48;
+ break;
+ }
+ }
+ }
+ else if (KielHyreQuest == 48) {
+ mes "[Kiel Hyre]";
+ mes "Ah, I almost forgot.";
+ mes "Please, take this as";
+ mes "a little reward for";
+ mes "saving my life.";
+ getitem 12105,1; //Taming_Gift_Set
+ getexp 70000,0;
+ set KielHyreQuest,50;
+ }
+ else if ((KielHyreQuest >= 50) && (KielHyreQuest < 64)) {
+ mes "[Kiel Hyre]";
+ mes "If you don't have";
+ mes "anymore questions for me,";
+ mes "then would you please";
+ mes "let me rest?? I'm still not";
+ mes "feeling well from the time";
+ mes "I was locked up in the factory.";
+ }
+ else if (KielHyreQuest == 64) {
+ cutin "kh_kyel01",2;
+ mes "[Kiel Hyre]";
+ mes "Hm? Did you";
+ mes "have something";
+ mes "that you wanted";
+ mes "to ask me?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I don't have enough";
+ mes "concrete evidence yet,";
+ mes "but I might have some";
+ mes "questions soon enough.";
+ }
+ else if (KielHyreQuest == 68) {
+ cutin "kh_kyel02",2;
+ mes "[Kiel Hyre]";
+ mes "Ah, "+strcharinfo(0)+".";
+ mes "It's you. So how can";
+ mes "I help you today?";
+ next;
+ select("About ^3355FFAllysia^000000...");
+ mes "["+strcharinfo(0)+"]";
+ mes "You know, I was looking";
+ mes "through this deserted house";
+ mes "in Juno, and discovered";
+ mes "an old portrait of a woman";
+ mes "that looks just like Allysia.";
+ next;
+ cutin "kh_kyel02",2;
+ mes "[Kiel Hyre]";
+ mes "Oh...";
+ mes "Is that all?";
+ mes "I thought you had";
+ mes "a robotics question.";
+ next;
+ cutin "kh_Kyel03",2;
+ mes "[Kiel Hyre]";
+ mes "Anyway, that's a";
+ mes "strange coincidence.";
+ mes "Well, I suppose it's";
+ mes "not so strange to find";
+ mes "look-a-likes for other people...";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I don't think it's just";
+ mes "a coincidence. The woman";
+ mes "in that thirty year old portrait";
+ mes "was also named Allysia, and she";
+ mes "worked at Orsimier street";
+ mes "in Juno. Does that ring a bell?";
+ next;
+ cutin "kh_kyel02",2;
+ mes "[Kiel Hyre]";
+ mes "......";
+ mes ".........";
+ mes "............";
+ next;
+ cutin "kh_kyel01",2;
+ mes "["+strcharinfo(0)+"]";
+ mes "Then I thought that this";
+ mes "Allysia must have been the";
+ mes "woman that you loved, and";
+ mes "that you based your robot's";
+ mes "apperance on her.";
+ next;
+ cutin "kh_kyel02",2;
+ mes "[Kiel Hyre]";
+ mes "............";
+ next;
+ cutin "kh_kyel01",2;
+ mes "["+strcharinfo(0)+"]";
+ mes "I think this is what happened:";
+ mes "when you were a young, poor";
+ mes "man, you fell in love with";
+ mes "Allysia. However, she was";
+ mes "in love with Rosimier, who";
+ mes "was rich and powerful.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "However, Rosimier was";
+ mes "betrothed to some other";
+ mes "woman, and he ended up";
+ mes "marrying his fiancee, thus";
+ mes "breaking Allysia's heart.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Feeling betrayed, her";
+ mes "heart broken, Allysia jumped";
+ mes "into a river. Then, you decided";
+ mes "to get revenge on Rosimier, so";
+ mes "you ended up joining";
+ mes "Rekenber Corporation!";
+ next;
+ cutin "kh_Kyel03",2;
+ mes "[Kiel Hyre]";
+ mes "Hahahahahahaha!";
+ mes "Oh, what an imagination~";
+ mes "That's very ridiculous...";
+ mes "Though, I admit, maybe";
+ mes "I did design Allysia after";
+ mes "seeing that woman long ago.";
+ next;
+ mes "[Kiel Hyre]";
+ mes "I'd almost forgotten";
+ mes "about her! I think we";
+ mes "were friends... Though,";
+ mes "where did you get the idea";
+ mes "that I might have";
+ mes "been in love with her?";
+ next;
+ select("Reveal Kiel's Portrait from Hut");
+ cutin "kh_kyel02",2;
+ mes "[Kiel Hyre]";
+ mes "Wh-what...";
+ mes "How did...";
+ mes "Where did you...?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Kiel Hyre, I found this";
+ mes "portrait of you as a young";
+ mes "man from the house of the";
+ mes "man that bought Allysia's ring.";
+ mes "I even spoke to the fisherman";
+ mes "that discovered Allysia's body.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "You paid an awful lot";
+ mes "of money to buy Allysia's";
+ mes "ring. How can you not tell";
+ mes "me that you didn't love her?";
+ next;
+ cutin "kh_Kyel03",2;
+ mes "[Kiel Hyre]";
+ mes "*Sigh...*";
+ mes "You got me, you got me.";
+ mes "I didn't want you to learn";
+ mes "the truth. You are correct.";
+ mes "I loved Allysia, and designed";
+ mes "my robot to look just like her.";
+ next;
+ mes "[Kiel Hyre]";
+ mes "I could never forget her.";
+ mes "Ever. But I would never";
+ mes "do anything to harm the";
+ mes "Rosimiers! I'm a scientist!";
+ mes "I hated him when I was young,";
+ mes "but things are different now!";
+ next;
+ mes "[Kiel Hyre]";
+ mes "I shed no tears when the";
+ mes "Rosimiers fell, but I wasn't";
+ mes "responsible. Besides, I didn't";
+ mes "have the resources or the";
+ mes "capability to cause it...";
+ next;
+ cutin "kh_kyel02",2;
+ mes "["+strcharinfo(0)+"]";
+ mes "I'm afraid that the";
+ mes "evidence shows otherwise.";
+ next;
+ select("Reveal Portrait of Rosimiers");
+ mes "["+strcharinfo(0)+"]";
+ mes "Take a good look";
+ mes "at this portrait that";
+ mes "I found at the Rosimiers'";
+ mes "old house. Do you see";
+ mes "anything... incriminating?";
+ next;
+ cutin "kh_Kyel03",2;
+ mes "[Kiel Hyre]";
+ mes "Aside from that";
+ mes "James Rosimier, you";
+ mes "mean? No! I don't see";
+ mes "anything wrong with";
+ mes "this picture at all.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Take a good look";
+ mes "at the pocketwatch";
+ mes "in the portrait. That's";
+ mes "the pocketwatch you";
+ mes "wear today, isn't it?";
+ next;
+ cutin "kh_kyel02",2;
+ mes "[Kiel Hyre]";
+ mes "...!!!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "You might not have caused";
+ mes "the downfall of the Rosimiers";
+ mes "yourself, but with the aid of";
+ mes "the Rekenber Corporation, I'd";
+ mes "say it was entirely possible!";
+ next;
+ cutin "kh_Kyel03",2;
+ mes "[Kiel Hyre]";
+ mes "Well played, adventurer.";
+ mes "Well played. I don't regret";
+ mes "what I did: they killed my";
+ mes "Allysia! If James didn't betray";
+ mes "her, if only he didn't drive";
+ mes "her to commit suicide...";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "That's where you're wrong!";
+ mes "Allysia was killed, she didn't";
+ mes "commit suicide. Take a good";
+ mes "look at this note right here!";
+ next;
+ mes "[Kiel Hyre]";
+ mes "What?!";
+ next;
+ select("Show James's Note");
+ mes "[Kiel Hyre]";
+ mes "What does this prove?";
+ mes "This doesn't show that";
+ mes "James didn't betray Allysia.";
+ mes "How does this change anything?";
+ mes "She's dead, nothing I can do";
+ mes "will bring her back to me!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I never said James didn't";
+ mes "betray her. Look at the date";
+ mes "on the note. James made plans";
+ mes "to run away with her on August";
+ mes "20th. However, her body was";
+ mes "found on the same day.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Ergo, Allysia must have";
+ mes "died on August 19th. If she";
+ mes "was planning to run away with";
+ mes "her love on the next day, then";
+ mes "she had no reason to kill herself!";
+ next;
+ mes "[Kiel Hyre]";
+ mes "No, that's not right!";
+ mes "She probably couldn't";
+ mes "trust me! She must have";
+ mes "realized she was nothing";
+ mes "but another toy to him!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Oh yeah? I say she jumped";
+ mes "into the river because you";
+ mes "met her on that day. Now,";
+ mes "take a good look at this!";
+ next;
+ select("Show K.H.'s note");
+ mes "["+strcharinfo(0)+"]";
+ mes "This note was written by";
+ mes "a man with your initials,";
+ mes "K.H. These initials were also";
+ mes "signed on her portrait. You";
+ mes "must have written this note:";
+ mes "there's too many coincidences!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "According to this note,";
+ mes "you told Allysia that you";
+ mes "wanted to see her again";
+ mes "at the place you first met.";
+ mes "I think you did see her again...";
+ mes "on August 19th, the day she died!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I'm assuming the place you";
+ mes "two first met was near the";
+ mes "river. No more of your lies:";
+ mes "Tell me what really happened!";
+ next;
+ cutin "kh_kyel02",2;
+ mes "[Kiel Hyre]";
+ mes "............";
+ mes ".........";
+ mes "......";
+ next;
+ cutin "kh_Kyel03",2;
+ mes "[Kiel Hyre]";
+ mes "Hah... Ha ha ha...";
+ mes "Yes... That's right...";
+ mes "That horrible night.";
+ mes "I remember it well...";
+ mes ".....................";
+ next;
+ cutin "kh_kyel02",2;
+ mes "[Kiel Hyre]";
+ mes "That night, when she came";
+ mes "to the river to meet me as";
+ mes "I had asked, I begged her to";
+ mes "run away with me, instead";
+ mes "of waiting for that James.";
+ next;
+ mes "[Kiel Hyre]";
+ mes "She insisted that James";
+ mes "never betrayed her, and he";
+ mes "promised to take her away";
+ mes "with him the next day. Can";
+ mes "you imagine how that made";
+ mes "me feel? I was nothing to her.";
+ next;
+ mes "[Kiel Hyre]";
+ mes "My feelings didn't matter to";
+ mes "her at all! She kept fidgeting";
+ mes "with that ring...I lost control";
+ mes "and tried to take that damned";
+ mes "thing away from her, and";
+ mes "throw it into the river...";
+ next;
+ mes "[Kiel Hyre]";
+ mes "But you know what?";
+ mes "She struggled, she actually";
+ mes "fought me! It was just a small";
+ mes "fight, but then, before I knew";
+ mes "it, the ground underneath us";
+ mes "collapsed and... the rains...";
+ next;
+ select(".........");
+ mes "[Kiel Hyre]";
+ mes "I'm not sure what it";
+ mes "was. The rain weakened";
+ mes "the ground, something went";
+ mes "wrong... and she just... just...";
+ mes "The river swallowed her...";
+ mes "I felt empty. She was gone. ";
+ delitem 7499,1; //Family_Portrait
+ delitem 7500,1; //Elysia_Portrait
+ delitem 7501,1; //Kyll_Hyre_Letter2
+ delitem 7502,1; //Piece_Memo_Of_James
+ delitem 7503,1; //Man_Portrait
+ set KielHyreQuest,70;
+ close2;
+ cutin "",255;
+ end;
+ }
+ else if (KielHyreQuest <= 70) {
+ cutin "kh_kyel01",2;
+ mes "[Kiel Hyre]";
+ mes "You already know that";
+ mes "she was found dead the";
+ mes "next day. But what really";
+ mes "broke my heart was that";
+ mes "she held that ring so tightly";
+ mes "in her hand, even in death...";
+ next;
+ cutin "kh_kyel03",2;
+ mes "[Kiel Hyre]";
+ mes "His family had everything";
+ mes "while I had nothing. And";
+ mes "he had the audacity to take";
+ mes "Allysia away from me?!";
+ mes "How could that be right?";
+ next;
+ mes "[Kiel Hyre]";
+ mes "Even though she had passed";
+ mes "away, I still wanted to prove";
+ mes "to Allysia what kind of ugly";
+ mes "person James really was.";
+ mes "That was when I joined the";
+ mes "Rekenber Corporation.";
+ next;
+ mes "[Kiel Hyre]";
+ mes "I designed the very first";
+ mes "First Generation Robot, which";
+ mes "I named Allysia, and sold the";
+ mes "designs to Rekenber. I gave them";
+ mes "robots, and they gave me money,";
+ mes "power, obedient subordinates.";
+ next;
+ mes "[Kiel Hyre]";
+ mes "Of course I knew they'd use";
+ mes "my robots for spying and killing!";
+ mes "But you know what? It didn't";
+ mes "matter so long as they gave me";
+ mes "the means to my revenge. It was";
+ mes "the perfect partnership, really.";
+ next;
+ mes "[Kiel Hyre]";
+ mes "You've got me right";
+ mes "where you want me.";
+ mes "Who are you working";
+ mes "for, and what exactly";
+ mes "do you want? My designs?";
+ mes "My death? Everything...?";
+ next;
+ cutin "kh_kyel01",2;
+ mes "["+strcharinfo(0)+"]";
+ mes "Actually, I just want";
+ mes "to ask about the nature";
+ mes "of your professional";
+ mes "relationship with the";
+ mes "Rekenber Corporation.";
+ mes "And about Kiehl.";
+ next;
+ mes "[Kiel Hyre]";
+ mes "Kiehl, eh? After hearing";
+ mes "my crazy story, I'm guessing";
+ mes "that you already suspect the";
+ mes "truth about him... He's also";
+ mes "a robot, specifically the first";
+ mes "of the Second Generation models.";
+ next;
+ mes "[Kiel Hyre]";
+ mes "His mind was developed using.";
+ mes "an experimental, and unstable,";
+ mes "form of the Condensed Magic";
+ mes "Spell Scrolls. He was the only";
+ mes "Second Generation robot that";
+ mes "I was allowed to keep.";
+ next;
+ mes "[Kiel Hyre]";
+ mes "I've become very attached";
+ mes "to Kiehl. It's not surprising,";
+ mes "seeing that robotics have";
+ mes "become my life. I even raised";
+ mes "him as my own son, and taught";
+ mes "him everything about robotics";
+ next;
+ mes "[Kiel Hyre]";
+ mes "Kiehl is now a genius,";
+ mes "and has even developed the";
+ mes "Third Generation of robots.";
+ mes "Unfortunately, I failed to";
+ mes "properly raise him with";
+ mes "human morals and ethics.";
+ next;
+ select("......");
+ mes "[Kiel Hyre]";
+ mes "He's been transforming";
+ mes "the Third Generation robots";
+ mes "into killing machines. That's";
+ mes "why I tried to put them all";
+ mes "into the academy, so they";
+ mes "could learn human behavior.";
+ next;
+ mes "[Kiel Hyre]";
+ mes "Although the academy";
+ mes "has delayed Kiehl's plans,";
+ mes "he has succeeded into";
+ mes "converting all of the robots";
+ mes "into uncontrollable engines";
+ mes "of mass destruction.";
+ next;
+ mes "[Kiel Hyre]";
+ mes "Yes, he's been working";
+ mes "closely with Rekenber.";
+ mes "Their true objective is to";
+ mes "create killing machines";
+ mes "for Rekenber's use.";
+ next;
+ mes "[Kiel Hyre]";
+ mes "You know all the secrets";
+ mes "of my past now. I'm not";
+ mes "upset with you or anything,";
+ mes "but I do have something";
+ mes "that I want to ask of you.";
+ next;
+ mes "[Kiel Hyre]";
+ mes "Please! Stop Kiehl!";
+ mes "I don't want his madness";
+ mes "to destroy any more robots!";
+ mes "I see each and every one";
+ mes "of them as one of my children!";
+ next;
+ mes "[Kiel Hyre]";
+ mes "I know that I must take";
+ mes "full responsibility for all";
+ mes "that has happened. I promise";
+ mes "to take any punishment for";
+ mes "my actions once everything";
+ mes "has been resolved.";
+ next;
+ select("Accept:Okay:Nod");
+ mes "[Kiel Hyre]";
+ mes "Thank you so much!";
+ mes "You can find Kiehl";
+ mes "in the underground";
+ mes "level in this mansion.";
+ next;
+ mes "[Kiel Hyre]";
+ mes "He stays in the old room";
+ mes "where he was created, but";
+ mes "he reconstructed it as some";
+ mes "kind of cave to keep everyone";
+ mes "out, including me. Yes, he";
+ mes "doesn't trust anyone anymore...";
+ next;
+ mes "[Kiel Hyre]";
+ mes "When you find him, I want";
+ mes "you to take Allysia's ring";
+ mes "out of his heart. If you";
+ mes "remove it, that should stop";
+ mes "him from going berserk.";
+ next;
+ select("Allysia's Ring?");
+ mes "[Kiel Hyre]";
+ mes "Yes... Her ring is the";
+ mes "beginning of everything";
+ mes "I put that in his heart so";
+ mes "that I'd never forget what";
+ mes "the Rosimiers did to me.";
+ next;
+ mes "[Kiel Hyre]";
+ mes "I think Kiehl's grown";
+ mes "so powerful that normal";
+ mes "weapons might not work";
+ mes "on him anymore. Use this";
+ mes "device that will cause his";
+ mes "power supply to fluctuate.";
+ getitem 7504,1; //Toy_Motor
+ next;
+ cutin "kh_kyel03",2;
+ mes "[Kiel Hyre]";
+ mes "If you successfully attach";
+ mes "this to Kiehl's body, then";
+ mes "he won't be able to use his";
+ mes "body's full power. While he's";
+ mes "weakened, open up his chest";
+ mes "and get the ring from his heart.";
+ next;
+ mes "[Kiel Hyre]";
+ mes "Let me know once";
+ mes "you're ready. Then, I'll";
+ mes "guide you Kiehl's room.";
+ set KielHyreQuest,74;
+ }
+ else if ((KielHyreQuest >= 74) && (KielHyreQuest <= 104)) {
+ mes "[Kiel Hyre]";
+ mes "Are you ready";
+ mes "to confront";
+ mes "Kiehl now?";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ mes "[Kiel Hyre]";
+ mes "There... the secret";
+ mes "passage is open now.";
+ mes "Just go to the right of";
+ mes "me, but be careful. Kiehl";
+ mes "is extremely dangerous.";
+ close2;
+ enablenpc "Kiehl_Room_Warp";
+ donpcevent "Kiehl_Room_Warp::OnEnable";
+ cutin "",255;
+ end;
+ break;
+ case 2:
+ mes "[Kiel Hyre]";
+ mes "Please take your";
+ mes "time. I imagine that";
+ mes "it won't be easy.";
+ break;
+ }
+ }
+ else if ((KielHyreQuest >= 74) && (KielHyreQuest <= 106)) {
+ cutin "kh_kyel01",2;
+ mes "[Kiel Hyre]";
+ mes "You're back...!";
+ mes "So were you able";
+ mes "to retrieve Allysia's";
+ mes "Ring from Kiehl's heart?";
+ next;
+ if (countitem(7508) < 1) {
+ mes "[Kiel Hyre]";
+ mes "You mean... You don't have it?";
+ mes "Please, retrieve Allysia's Ring";
+ mes "from Kiehl's heart!";
+ next;
+ enablenpc "Kiehl_Room_Warp";
+ donpcevent "Kiehl_Room_Warp::OnEnable";
+ close2;
+ cutin "",255;
+ end;
+ }
+ mes "[Kiel Hyre]";
+ mes "Wh-what happened...?";
+ mes "Kiehl developed a new";
+ mes "body for himself? Th-that";
+ mes "would make him a Fourth";
+ mes "Generation robot. I had";
+ mes "no idea he was this smart.";
+ next;
+ mes "[Kiel Hyre]";
+ mes "Wait, now that I think about";
+ mes "it, I did see robot bodies that";
+ mes "looked like Kiehl when I was";
+ mes "locked in the factory. So he";
+ mes "was using those copies to";
+ mes "develop personal upgrades.";
+ next;
+ mes "[Kiel Hyre]";
+ mes "Here, please take this";
+ mes "Keycard which will let you";
+ mes "enter and investigate the";
+ mes "deepest levels of the factory.";
+ mes "I'll investigate Kiehl's room.";
+ getitem 7509,1; //Fancy_Key_Card
+ set KielHyreQuest,108;
+ next;
+ if (sex == 0) {
+ if (getpartnerid() == 0) set .@KHTitle$,"Miss";
+ else set .@KHSTitle$,"Mrs";
+ }
+ else set .@KHTitle$,"Mr";
+ mes "[Kiel Hyre]";
+ mes "Kiehl is my responsibility...";
+ mes "No matter what the cost may";
+ mes "be, I've got to stop him! Oh,";
+ mes "and here, please take this";
+ mes "with my thanks for all of";
+ mes "your help, "+.@KHTitle$+" "+strcharinfo(0)+".";
+ getitem 616,1; //Old card Album
+ delitem 7508,1; //Elysia_Ring
+ getexp 100000,0;
+ }
+ else if (KielHyreQuest >= 108) {
+ mes "[Kiel Hyre]";
+ mes "......";
+ mes ".........";
+ mes "............";
+ }
+ close2;
+ cutin "",255;
+ end;
+}
+
+
+//----------------------------------------------------------------------------
+// Allysia
+//----------------------------------------------------------------------------
+kh_mansion,18,30,4 script Allysia 894,{
+ if (KielHyreQuest < 46) {
+ mes "[Allysia]";
+ mes "Who are you?";
+ mes "How did you get here?";
+ mes "Go away";
+ close;
+ }
+ cutin "kh_ellisia",2;
+ if (KielHyreQuest < 70) {
+ mes "[Allysia]";
+ mes "You must be surprised";
+ mes "by everything that's been";
+ mes "happening. Maybe everything";
+ mes "would be easier to understand";
+ mes "if I explained about robots?";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ mes "[Allysia]";
+ mes "The robots you've been";
+ mes "encountering are automated";
+ mes "mechanical puppets that can";
+ mes "independantly think and operate.";
+ mes "Many sages have tried to develop";
+ mes "their own robots, but have failed.";
+ next;
+ mes "[Allysia]";
+ mes "My master, Kiel Hyre, has";
+ mes "been studying robotics since";
+ mes "he was twenty years old, and";
+ mes "has developed three different";
+ mes "generations of robots, the first,";
+ mes "second, and third generations.";
+ next;
+ switch(select("First Generation:Second Generation:Third Generation")) {
+ case 1:
+ mes "[Allysia]";
+ mes "I am a good example of one";
+ mes "of Kiel Hyre's First Generation";
+ mes "robots. I was constructed using";
+ mes "a heavy mechanical framework,";
+ mes "a robotic heart, and chemically";
+ mes "synthesized skin covering.";
+ next;
+ mes "[Allysia]";
+ mes "My central processing unit,";
+ mes "equivalent to your brain, is";
+ mes "essentially a Memory Scroll";
+ mes "based on the design of the";
+ mes "Magic Spell Scrolls that you";
+ mes "adventurers use in battle.";
+ next;
+ mes "[Allysia]";
+ mes "I'm the oldest type of";
+ mes "humanoid robot, so I weigh";
+ mes "a lot, and my mind can only";
+ mes "process a limited amount of";
+ mes "data. Therefore, I can't express";
+ mes "emotion similarly to a human.";
+ next;
+ break;
+ case 2:
+ mes "[Allysia]";
+ mes "The First Generation robots";
+ mes "were developed from mostly";
+ mes "mechanical parts, but the";
+ mes "Second Generation robots";
+ mes "incorporated Homunculus";
+ mes "science and technology.";
+ next;
+ mes "[Allysia]";
+ mes "Second Generation robots";
+ mes "are more life-like since they";
+ mes "have artifically created skin";
+ mes "and flesh, although they still";
+ mes "are constructed from a heavy";
+ mes "mechanical framework.";
+ next;
+ mes "[Allysia]";
+ mes "Sage elemental scroll";
+ mes "technology was also used";
+ mes "to develop the Condensed";
+ mes "Memory Scroll, a central";
+ mes "processing unit superior to that";
+ mes "used in First Generation robots.";
+ next;
+ mes "[Allysia]";
+ mes "Although Condensed Memory";
+ mes "Scrolls were 100,000 times";
+ mes "more powerful than ordinary";
+ mes "Memory Scrolls, they were";
+ mes "problematic and were prone";
+ mes "to too many error problems.";
+ next;
+ mes "[Allysia]";
+ mes "Second Generation robots";
+ mes "were capable of expressing";
+ mes "human-like emotion, but their";
+ mes "production halted after six";
+ mes "years because they were";
+ mes "considered faulty.";
+ next;
+ break;
+ case 3:
+ mes "[Allysia]";
+ mes "Third Generation robots";
+ mes "were mostly designed by";
+ mes "Kiel Hyre's son, Kiehl,";
+ mes "and don't use a mechanical";
+ mes "framework at all: the entire";
+ mes "body is basically a homunculus.";
+ next;
+ mes "[Allysia]";
+ mes "With their organic bodies";
+ mes "and advanced artificial hearts";
+ mes "made from imitation Ymir Heart";
+ mes "Pieces, they can experience";
+ mes "physiologic phenomena";
+ mes "just like ordinary humans.";
+ next;
+ mes "[Allysia]";
+ mes "Kiehl was able to develop";
+ mes "a more stable form of the";
+ mes "Condensed Memory Scroll";
+ mes "which does not suffer from";
+ mes "critical errors, and can be";
+ mes "cheaply mass processed.";
+ next;
+ mes "[Allysia]";
+ mes "Elly is actually a Third";
+ mes "Generation prototype. Once";
+ mes "we optimize the prototypes,";
+ mes "we will begin mass production.";
+ mes "In fact, the academy is our";
+ mes "prototype testing ground.";
+ next;
+ mes "[Allysia]";
+ mes "The fact that out prototype";
+ mes "robots can interact just like";
+ mes "real humans is proof of our";
+ mes "success in robotics.";
+ next;
+ break;
+ }
+ case 2:
+ mes "[Allysia]";
+ mes "Please let me know if";
+ mes "you'd like to learn more";
+ mes "about Kiel Hyre's robots.";
+ break;
+ }
+ }
+ else {
+ mes "[Allysia]";
+ mes "......";
+ mes ".........";
+ mes "............";
+ }
+ close2;
+ cutin "",255;
+ end;
+}
+
+//----------------------------------------------------------------------------
+// Abduction triggering NPC
+//----------------------------------------------------------------------------
+lighthalzen,188,200,0 script Abduction_trigger -1,3,1,{
+//OnTouch2:
+OnTouch:
+ if (KielHyreQuest == 50) {
+ mes "^3355FFAs you walked out of";
+ mes "the mansion, something";
+ mes "smashed the top of your";
+ mes "head, and you instantly";
+ mes "lose consciousness...";
+ close2;
+ percentheal -99,0;
+ warp "kh_mansion",30,75;
+ }
+ end;
+}
+
+//----------------------------------------------------------------------------
+// Mysterious Woman "Mitchell Layla"
+//----------------------------------------------------------------------------
+kh_mansion,25,79,4 script Mysterious Woman#kh 727,3,3,{
+
+//OnTouch2:
+OnTouch:
+ if (KielHyreQuest == 50) {
+ mes "^3355FFYou awaken with your";
+ mes "head painfully throbbing,";
+ mes "and a mysterious woman";
+ mes "standing in front of you.^000000";
+ next;
+ mes "[??????]";
+ mes "Hm? Oh, you're awake";
+ mes "earlier than I thought.";
+ mes "You must feel confused,";
+ mes "but listen carefully. If you";
+ mes "don't, then I can't guarantee";
+ mes "your safety, okay? Alright.";
+ next;
+ mes "[??????]";
+ mes "All you need to know it";
+ mes "that I'm a secret agent for";
+ mes "the Schwaltzvalt Republic";
+ mes "government. We're investigating";
+ mes "abnormal activity between Kiel";
+ mes "Hyre and the Rekenber Corporation.";
+ next;
+ mes "[??????]";
+ mes "We saw you enter the";
+ mes "mansion and speak to";
+ mes "Kiel Hyre, so basically";
+ mes "you're here for questioning.";
+ mes "Now tell me the truth. How";
+ mes "do you know Kiel Hyre?";
+ next;
+ switch(select("I'll tell you everything!:I don't know nuthin'!")) {
+ case 2:
+ mes "[??????]";
+ mes "Don't...know...nuthin'?";
+ mes "You sure about that? Only";
+ mes "a select few can even speak";
+ mes "with Kiel Hyre in person. You";
+ mes "must have some connection";
+ mes "to him. I'm right, aren't it?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "......";
+ mes ".........";
+ mes "............";
+ next;
+ mes "[??????]";
+ mes "Are you trying to protect";
+ mes "him? I think that you might";
+ mes "not understand what kind of";
+ mes "person you're really dealing";
+ mes "with here. I'll tell you what";
+ mes "I've learned about him...";
+ next;
+ mes "[??????]";
+ mes "Kiel Hyre. CEO of the";
+ mes "Kiel Hyre Foundation,";
+ mes "manufacturer of various";
+ mes "machinery. His company started";
+ mes "as a small Einbroch store whose";
+ mes "technology slowly grew famous.";
+ next;
+ mes "[??????]";
+ mes "Rekenber Corperation offered";
+ mes "a merger with the Kiel Hyre";
+ mes "Foundation. We're still not";
+ mes "sure why they wanted Kiel";
+ mes "Hyre in particular to repair";
+ mes "and develop their Guardians...";
+ next;
+ mes "[??????]";
+ mes "We're also not sure why";
+ mes "they wanted to suddenly";
+ mes "focus more on Guardian";
+ mes "development. Then, all";
+ mes "of a sudden, Kiel Hyre's son";
+ mes "appears from out of nowehre.";
+ next;
+ mes "[??????]";
+ mes "It's very suspicious.";
+ mes "There's no records of his";
+ mes "birth or anything. Still, maybe";
+ mes "Kiel Hyre really did have him";
+ mes "with his secretary, Allysia.";
+ mes "Well, no one is really sure.";
+ next;
+ mes "[??????]";
+ mes "In any case, Kiel Hyre's";
+ mes "son and heir, Kiehl, helped";
+ mes "his father establish this";
+ mes "special academy as their";
+ mes "way of giving back to society.";
+ next;
+ mes "[??????]";
+ mes "Almost every corporation and";
+ mes "organization tried to get their";
+ mes "spies to enter this academy,";
+ mes "but all of them were rejected.";
+ mes "it's strange. At least one of";
+ mes "them should have made it in.";
+ next;
+ mes "[??????]";
+ mes "And recently, Kiehl Hyre";
+ mes "has held a secret meeting with";
+ mes "Rekenber executives to announce";
+ mes "his new project. He intends to";
+ mes "create advanced humanoid robots";
+ mes "that will replace guardians!";
+ next;
+ mes "[??????]";
+ mes "Our spies reported that";
+ mes "Kiel Hyre was nowhere to";
+ mes "be seen at that meeting,";
+ mes "as well as his trusted";
+ mes "secretary, Allysia. He...";
+ mes "He just disappeared!";
+ next;
+ mes "[??????]";
+ mes "Then, Kiel Hyre pops back";
+ mes "in his mansion after all";
+ mes "this time as if nothing";
+ mes "happened! At the same time,";
+ mes "Kiehl disappears, under the";
+ mes "excuse of conducting research.";
+ next;
+ mes "[??????]";
+ mes "Rekenber is sponsoring";
+ mes "both Kiehl and Kiel, but";
+ mes "there's some kind of conflict";
+ mes "going on between father and";
+ mes "son, I just know it! Now tell";
+ mes "me, what's going on?";
+ next;
+ mes "[??????]";
+ mes "I'm not sure how well you";
+ mes "know this country, but the";
+ mes "fact that Rekenber is invoved";
+ mes "must tell you that these aren't";
+ mes "good people. Tell me what";
+ mes "you know about them!";
+ next;
+ case 1:
+ mes "^3355FFYou tell the woman^000000";
+ mes "^3355FFeverything you know^000000";
+ mes "^3355FFabout Kiel Hyre. Your^000000";
+ mes "^3355FFvoice quivers with sadness^000000";
+ mes "^3355FFwhenever you mention Elly.^000000";
+ next;
+ mes "[??????]";
+ mes "I see, I see...";
+ mes "That poor girl... So...";
+ mes "Your involvement in this";
+ mes "is a coincidence? In that";
+ mes "case, I want your help";
+ mes "in our investigation.";
+ next;
+ switch(select("Okay:......")) {
+ case 2:
+ mes "[??????]";
+ mes "If you don't cooperate,";
+ mes "then I can't guarantee";
+ mes "your safety, adventurer";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Huh? What...?";
+ mes "What does that mean?";
+ mes "Are you threatening me?";
+ next;
+ select("Just do what she says.");
+ case 1:
+ mes "[??????]";
+ mes "Great.";
+ mes "I'm Agent Mitchell Layla.";
+ mes "From here on, you're working";
+ mes "for the Schwaltzvalt Republic!";
+ set KielHyreQuest,52;
+ close;
+ }
+ }
+ }
+ else if (KielHyreQuest == 52) {
+ mes "[Mitchell]";
+ mes "I've got some new";
+ mes "information for you.";
+ mes "There's an old lady in";
+ mes "Juno that knew a woman";
+ mes "named Allysia 30 years ago.";
+ next;
+ mes "[Mitchell]";
+ mes "The clincher is that this";
+ mes "Allysia from 30 years ago";
+ mes "commited suicide, and is";
+ mes "identical to Kiel Hyre's";
+ mes "secretary, who is also";
+ mes "named Allysia.";
+ next;
+ mes "[Mitchell]";
+ mes "This is too much of a";
+ mes "coincidence. I want you to";
+ mes "go to Juno and investigate.";
+ mes "When you're done, talk to";
+ mes "Kiel Hyre's steward, and";
+ mes "he'll send you over to me.";
+ next;
+ mes "[Mitchell]";
+ mes "Yeah, I know.";
+ mes "That guy actually";
+ mes "works for me. Anyway,";
+ mes "when you're ready to go";
+ mes "to Juno, let me know, and you";
+ mes "can board the federal airship.";
+ set KielHyreQuest,54;
+ close;
+ }
+ else if (KielHyreQuest == 54) {
+ mes "[Mitchell]";
+ mes "Are you ready?";
+ mes "I'll let you board";
+ mes "the federal Airship so";
+ mes "you can get to Juno, and";
+ mes "finish your mission quickly.";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ mes "[Mitchell]";
+ mes "Good luck. Once you";
+ mes "complete your mission,";
+ mes "make sure that you report";
+ mes "to Kiel Hyre's steward so";
+ mes "that he can send you to me.";
+ close2;
+ warp "yuno",54,209;
+ end;
+ case 2:
+ mes "[Mitchell]";
+ mes "Take your time...";
+ mes "But keep in mind that";
+ mes "I'm not a patient woman!";
+ close;
+ }
+ }
+ else if (KielHyreQuest == 64) {
+ mes "[Mitchell]";
+ mes "Ah, you're back.";
+ mes "What do you have";
+ mes "to report from your";
+ mes "investigation?";
+ next;
+ mes "[Mitchell]";
+ mes ".....................";
+ mes "Ah, I see. Good work.";
+ mes "Why don't you go speak to Kiel";
+ mes "Hyre and confront him with";
+ mes "what you've learned about";
+ mes "his past? Yeah, grill him.";
+ next;
+ mes "[Mitchell]";
+ mes "Wear this hidden mic,";
+ mes "so we can send help if";
+ mes "you're endangered. I want";
+ mes "you to find out who Kiel";
+ mes "really is, and what's his";
+ mes "relationship to Rekenber.";
+ set KielHyreQuest,68;
+ next;
+ warp "kh_mansion",83,50;
+ end;
+ }
+ else if (KielHyreQuest >= 68) {
+ mes "[Mitchell]";
+ mes "Shouldn't you be";
+ mes "leaving about now?";
+ next;
+ warp "kh_mansion",83,50;
+ end;
+ }
+}
+
+//----------------------------------------------------------------------------
+// Warp portal into Kiehl's 'Room'
+// - Anyone can enter
+// - After 30-40 seonds this NPC should be disabled.
+//----------------------------------------------------------------------------
+kh_mansion,29,27,0 script Kiehl_Room_Warp 45,2,2,{
+OnTouch:
+ warp "kh_kiehl01",10,31;
+ end;
+
+OnEnable:
+ initnpctimer;
+ misceffect 215;
+ end;
+
+OnTimer30000:
+ stopnpctimer;
+ misceffect 215;
+ disablenpc "Kiehl_Room_Warp";
+ end;
+
+OnInit:
+ disablenpc "Kiehl_Room_Warp";
+ end;
+}
+
+//============================================================================
+
+//============================================================================
+// Rosimier NPCs and other Related NPCs
+//============================================================================
+
+//----------------------------------------------------------------------------
+// Odd Grandma
+//----------------------------------------------------------------------------
+yuno,257,140,4 script Odd Grandma 846,{
+ if (KielHyreQuest < 54) {
+ mes "[Grandma]";
+ mes "Where did you go,";
+ mes "my darling? Where";
+ mes "are you, my little dear?";
+ close;
+ }
+ else if (KielHyreQuest == 54) {
+ mes "[Grandma]";
+ mes "Lullabye...";
+ mes "Say goodnight...";
+ mes "Hush little baby...";
+ mes "Go to sleeeeep~";
+ next;
+ switch(select("What are you doing?:Um, I don't see a baby...")) {
+ case 1:
+ mes "[Grandma]";
+ mes "Oh? My baby won't stop";
+ mes "crying and can't seem";
+ mes "to sleep. She needs to";
+ mes "rest, so I can go to work.";
+ mes "The house is so messy,";
+ mes "and the boss is unhappy...";
+ set KielHyreQuest,56;
+ next;
+ select("Um, I don't see a baby...");
+ mes "[Grandma]";
+ mes "What, she's right--";
+ mes "Well. Darling, what";
+ mes "are you doing? Don't";
+ mes "misbehave in front of";
+ mes "our friend! Shhh, be";
+ mes "good, my little girl.";
+ //GetHEALTHSTATE VAR_CURSE 30
+ close;
+ case 2:
+ mes "[Grandma]";
+ mes "What are you...?";
+ mes "Oh, look at that.";
+ mes "You made my little";
+ mes "darling cry! Shhh,";
+ mes "hush, little ^0000FFAllysia^000000.";
+ mes "Go to sleeeeeeep~";
+ close;
+ }
+ }
+ else if ((KielHyreQuest >= 56) && (KielHyreQuest < 60)) {
+ mes "[Grandma]";
+ mes "Allysia...?!";
+ mes "Allysia, where did";
+ mes "you go? You were";
+ mes "supposed to come";
+ mes "home a while ago!";
+ if (countitem(7500) < 1) {
+ close;
+ }
+ else {
+ next;
+ switch(select("Allysia? Isn't she...")) {
+ case 1:
+ cutin "kh_ellisia_port",1;
+ mes "^3355FFYou show Allysia's";
+ mes "portrait to the old woman.^000000";
+ next;
+ cutin "",255;
+ mes "[Grandma]";
+ mes "Oh, do you know";
+ mes "Allysia? She's been";
+ mes "missing! She left home";
+ mes "yesterday and hasn't";
+ mes "come back! C-can you";
+ mes "tell me where she is?!";
+ close;
+ }
+ }
+ }
+ else if (KielHyreQuest >= 60) {
+ mes "[Grandma]";
+ mes "Don't worry, Allysia...";
+ mes "Mommy will always be";
+ mes "here for you. There's no";
+ mes "need to be sad...";
+ close;
+ }
+}
+
+//----------------------------------------------------------------------------
+// Old Lady; gives you the key to the Rosimier Mansion
+//----------------------------------------------------------------------------
+yuno,250,132,0 script Old Lady#kh 711,{
+ if (KielHyreQuest < 56) {
+ mes "[Old Lady]";
+ mes "Oooh, my legs and back";
+ mes "are so sore. These old";
+ mes "bones ache all over...";
+ close;
+ }
+ else if (KielHyreQuest == 56) {
+ if (checkweight(7498,1) == 0) {
+ mes "^3355FFJust a second...";
+ mes "You're carrying too";
+ mes "many items with you";
+ mes "right now, so you'll";
+ mes "need to free up more";
+ mes "Inventory space first...^000000";
+ close;
+ }
+ mes "[Old Lady]";
+ mes "Goodness, I hate this";
+ mes "weather! Reminds me";
+ mes "of how old I've gotten!";
+ mes "It chills my bones, it does!";
+ next;
+ switch(select("......:Do you know that grandma?")) {
+ case 1:
+ mes "[Old Lady]";
+ mes "Damn it! If only I didn't";
+ mes "have all those adventures";
+ mes "in my youth! Then maybe";
+ mes "I wouldn't suffer so in";
+ mes "my advanced age!";
+ close;
+ case 2:
+ mes "[Old Lady]";
+ mes "Oh... Yes. She was";
+ mes "the mother of my best";
+ mes "friend, ^3355FFAllysia^000000. Ever since";
+ mes "she commited suicide, things";
+ mes "haven't been the same. Her";
+ mes "mother lost her sanity...";
+ next;
+ select("Was ^3355FFAllysia^000000...?");
+ mes "[Old Lady]";
+ mes "Oh, Allysia was such";
+ mes "a beautiful girl. So many";
+ mes "men wanted her, especially";
+ mes "that dashing James Rosimier.";
+ mes "I remember hearing that they";
+ mes "were going to get married...";
+ next;
+ mes "[Old Lady]";
+ mes "I was so happy for her!";
+ mes "But then, all of a sudden,";
+ mes "she killed herself. Well,";
+ mes "that's what they all say.";
+ mes "Even today, I'm still not";
+ mes "sure what happened.";
+ next;
+ select("Wait, who's James Rosimier?");
+ mes "[Old Lady]";
+ mes "Oh, James belonged to";
+ mes "one of the oldest and richest";
+ mes "families in Juno. Everything";
+ mes "was going great for them, but";
+ mes "some time after Allysia died,";
+ mes "the family went bankrupt.";
+ next;
+ mes "[Old Lady]";
+ mes "The city manages their";
+ mes "old residence now. For";
+ mes "some reason, they decided";
+ mes "to entrust me with the master";
+ mes "key to the Rosimier Mansion.";
+ next;
+ select("May I borrow the Master Key?");
+ mes "[Old Lady]";
+ mes "Well, I'm really not";
+ mes "supposed to give it to just";
+ mes "anyone, but I can tell that";
+ mes "you're working with Allysia's";
+ mes "best interests at heart.";
+ next;
+ mes "[Old Lady]";
+ mes "However, you've got to";
+ mes "make sure that you return";
+ mes "it to me before the people";
+ mes "from City Hall ask me for it.";
+ mes "Alright then, I hope you find";
+ mes "what you're looking for.";
+ getitem 7498,1; //Rosimier_Key
+ set KielHyreQuest,58;
+ close;
+ }
+ }
+
+ else if ((KielHyreQuest == 58) &&
+ (countitem(7499) < 1) ||
+ (countitem(7500) < 1) ||
+ (countitem(7501) < 1) ||
+ (countitem(7502) < 1)) {
+ mes "[Old Lady]";
+ mes "Please hurry and find";
+ mes "whatever you're searching";
+ mes "for in the Rosimier Mansion.";
+ mes "I might get in trouble if";
+ mes "the people from City Hall";
+ mes "come and ask me for the key...";
+ close;
+ }
+
+ else if ((KielHyreQuest == 58) &&
+ (countitem(7499) == 1) &&
+ (countitem(7500) == 1) &&
+ (countitem(7501) == 1) &&
+ (countitem(7502) == 1)) {
+ mes "[Old Lady]";
+ mes "Oh, you're finished";
+ mes "searching the mansion?";
+ mes "Depressing, isn't it?";
+ mes "The creditors basically";
+ mes "ransacked everything";
+ mes "a very long time ago.";
+ next;
+ select("Why did ^3355FFAllysia^000000...?");
+ mes "[Old Lady]";
+ mes "Well, I know that James";
+ mes "and Allysia were in love,";
+ mes "and he promised to marry";
+ mes "her. Now, supposedly his";
+ mes "family already betrothed";
+ mes "him to another woman.";
+ next;
+ mes "[Old Lady]";
+ mes "Time went by, and he";
+ mes "was forced to marry his";
+ mes "fiancee. Allysia was pretty";
+ mes "devastated. I think maybe";
+ mes "that's what she... you know...";
+ next;
+ mes "[Old Lady]";
+ mes "Listen, if you want to learn";
+ mes "more about what happened,";
+ mes "then I think you should talk";
+ mes "to the ^3355FFfisherman that lives^000000";
+ mes "^3355FFsouth of the Kiel Hyre Academy.^000000";
+ next;
+ mes "[Old Lady]";
+ mes "He's the one that found";
+ mes "Allysia's body in the river,";
+ mes "so he might have a better";
+ mes "idea of what had happened.";
+ delitem 7498,1; //Rosimier_Key
+ set KielHyreQuest,60;
+ close;
+ }
+ else if (KielHyreQuest >= 60) {
+ mes "[Old Lady]";
+ mes "Yep, Rain's coming.";
+ mes "Can feel it in my bones.";
+ close;
+ }
+}
+
+
+//----------------------------------------------------------------------------
+// Warp portal into Rosimier Mansion
+//----------------------------------------------------------------------------
+yuno,273,141,0 script Rosimmir_Entrance 45,2,2,{
+OnTouch:
+ if (countitem(7498) < 1) {
+ mes "That mansion seems to have";
+ mes "been destroyed by the time.";
+ mes "However, the door looks like";
+ mes "it'd be still operational if";
+ mes "you had the right key.";
+ close;
+ }
+ else {
+ warp "kh_rossi",20,92;
+ }
+ end;
+}
+
+//----------------------------------------------------------------------------
+// Rosimier Mansion, first floor; Table
+//----------------------------------------------------------------------------
+kh_rossi,23,23,0 script Table#khr2 111,{
+ if (checkweight(7499,1) == 0) {
+ mes "^3355FFJust a second...";
+ mes "You're carrying too";
+ mes "many items with you";
+ mes "right now, so you'll";
+ mes "need to free up more";
+ mes "Inventory space first...^000000";
+ close;
+ }
+ if (KielHyreQuest < 58) {
+ mes "^3355FFThere's nothing here";
+ mes "of importance to you.^000000";
+ close;
+ }
+ else if (KielHyreQuest < 60) {
+ if (countitem(7499) < 1) {
+ cutin "kh_family_port",1;
+ mes "^3355FFYou examine the table,";
+ mes "and find a framed portrait";
+ mes "inside the open drawer.^000000";
+ getitem 7499,1; //Family_Portrait
+ }
+ else {
+ mes "^3355FFThe open drawer of";
+ mes "this desk is now empty.^000000";
+ }
+ }
+ else{
+ mes "^3355FFThis was the desk in";
+ mes "which you obtained the";
+ mes "Rosimier family portrait.";
+ mes "Its drawers are empty now.^000000";
+ close;
+ }
+ close2;
+ cutin "",255;
+ end;
+}
+
+//----------------------------------------------------------------------------
+// Rosimier Mansion, first floor; Shelf
+//----------------------------------------------------------------------------
+kh_rossi,92,40,0 script Shelf#khr 111,{
+ if (checkweight(7500,1) == 0) {
+ mes "^3355FFJust a second...";
+ mes "You're carrying too";
+ mes "many items with you";
+ mes "right now, so you'll";
+ mes "need to free up more";
+ mes "Inventory space first...^000000";
+ close;
+ }
+ if (KielHyreQuest < 58) {
+ mes "^3355FFThere's nothing here";
+ mes "of importance to you.^000000";
+ close;
+ }
+ else if (KielHyreQuest < 60) {
+ if (countitem(7500) < 1) {
+ mes "^3355FFThere are locked";
+ mes "boxes on these bookshelves.";
+ mes "Perhaps if you used this";
+ mes "mansions's Master Key, you";
+ mes "might be able to open them.^000000";
+ next;
+ switch(select("Use Key:Pass")) {
+ case 1:
+ mes "^3355FFWhich box do you";
+ mes "want to try to open?^000000";
+ next;
+ switch(select("First Box:Second Box")) {
+ case 1:
+ mes "^3355FFYou use the Master Key to";
+ mes "unlock the box, and obtain";
+ mes "a portait of a woman that";
+ mes "looks just like Kiel Hyre's";
+ mes "assistant, Allysia.^000000";
+ next;
+ cutin "kh_ellisia_port",2;
+ mes "^3355FFThe message, ''To my love,";
+ mes "Allysia. From James.'' is";
+ mes "written on the back.^000000";
+ getitem 7500,1; //Elysia_Portrait
+ close2;
+ cutin "",255;
+ end;
+ case 2:
+ mes "^3355FFThis box is empty.^000000";
+ close;
+ }
+ case 2:
+ mes "^3355FFThis box is empty.^000000";
+ close;
+ }
+ }
+ else {
+ mes "^3355FFYou've found a woman's";
+ mes "portrait in one of the";
+ mes "boxes on this shelf.^000000";
+ close;
+ }
+ }
+ else {
+ mes "^3355FFYou've found a woman's";
+ mes "portrait in one of the";
+ mes "boxes on this shelf.";
+ mes "This box is now empty.^000000";
+ close;
+ }
+}
+
+
+//----------------------------------------------------------------------------
+// Rosimier Mansion, top floor; Desk
+//----------------------------------------------------------------------------
+kh_rossi,144,286,0 script Desk#khr3 111,{
+ if (checkweight(7501,1) == 0) {
+ mes "^3355FFJust a second...";
+ mes "You're carrying too";
+ mes "many items with you";
+ mes "right now, so you'll";
+ mes "need to free up more";
+ mes "Inventory space first...^000000";
+ close;
+ }
+ if (KielHyreQuest < 58) {
+ mes "^3355FFIt's just a desk.^000000";
+ close;
+ }
+ else if (KielHyreQuest < 60) {
+ mes "^3355FFThe desk has";
+ mes "three drawers.^000000";
+ next;
+ switch(select("First Drawer:Second Drawer:Third Drawer:Cancel")) {
+ case 1:
+ mes "^3355FFThe first drawer is locked.^000000";
+ close;
+ case 2:
+ if (countitem(7501) < 1) {
+ mes "^3355FFThere is a letter inside";
+ mes "this second drawer. It";
+ mes "was sent by a person";
+ mes "with the initials, K.H.,";
+ mes "and addressed to Allysia.^000000";
+ getitem 7501,1; //Kyll_Hyre_Letter2
+ close;
+ }
+ else {
+ mes "^3355FFThis drawer is now empty.^000000";
+ close;
+ }
+ case 3:
+ mes "^3355FFThere is a small note";
+ mes "inside this third drawer.";
+ mes "It's written by James, and";
+ mes "mentions that he wants to";
+ mes "marry Allysia, and that she";
+ mes "received an engagement ring.^000000";
+ close;
+ case 4:
+ mes "......";
+ mes ".........";
+ mes "............";
+ close;
+ }
+ }
+ else{
+ mes "^3355FFThis is the desk where";
+ mes "you found a letter written";
+ mes "by K.H., and a note scribbled";
+ mes "by James Rosimier. Both of";
+ mes "these are addressed to";
+ mes "the same woman, Allysia.^000000";
+ close;
+ }
+}
+
+//----------------------------------------------------------------------------
+// Rosimier Mansion, top floor; Bookshelf
+//----------------------------------------------------------------------------
+kh_rossi,148,288,0 script Bookshelf#khr 111,{
+ if (checkweight(7502,1) == 0) {
+ mes "^3355FFJust a second...";
+ mes "You're carrying too";
+ mes "many items with you";
+ mes "right now, so you'll";
+ mes "need to free up more";
+ mes "Inventory space first...^000000";
+ close;
+ }
+ if (KielHyreQuest < 58) {
+ mes "^3355FFYou encounter a dusty";
+ mes "bookshelf filled with";
+ mes "numerous books.^000000";
+ close;
+ }
+ else if (KielHyreQuest < 60) {
+ if (countitem(7502) < 1) {
+ mes "^3355FFYou encounter a dusty";
+ mes "bookshelf filled with";
+ mes "numerous books. You";
+ mes "find a folded note between";
+ mes "the books as you examine them.^000000";
+ getitem 7502,1; //Piece_Memo_Of_James
+ close;
+ }
+ else {
+ mes "^3355FFYou encounter a dusty";
+ mes "bookshelf filled with";
+ mes "numerous books.^000000";
+ close;
+ }
+ }
+ else{
+ mes "^3355FFYou encounter a dusty";
+ mes "bookshelf filled with";
+ mes "numerous books.^000000";
+ close;
+ }
+}
+
+//----------------------------------------------------------------------------
+// Rosimier Mansion, top floor; Bed
+//----------------------------------------------------------------------------
+kh_rossi,154,286,0 script Bed#khr 111,{
+ if (KielHyreQuest < 58) {
+ mes "^3355FFYou found a well made";
+ mes "bed that has collected";
+ mes "a thick layer of dust";
+ mes "after years of disuse.^000000";
+ close;
+ }
+ else if (KielHyreQuest < 60) {
+ mes "^3355FFYou found a well made";
+ mes "bed that has collected";
+ mes "a thick layer of dust";
+ mes "after years of disuse.^000000";
+ next;
+ switch(select("Check Bedsheets:Check Under Bed")) {
+ case 1:
+ mes "^3355FFYou brush the bed's";
+ mes "surface with your hand,";
+ mes "causing a cloud of nasty";
+ mes "dust to irritate your nose";
+ mes "and throat. Eww, yucky!^000000";
+ percentheal -10,0;
+ close;
+ case 2:
+ mes "^3355FFYou search underneath";
+ mes "the bed, and find an empty";
+ mes "engagement ring box.^000000";
+ close;
+ }
+ }
+ else {
+ mes "^3355FFThis is a dirty bed.^000000";
+ close;
+ }
+}
+
+//----------------------------------------------------------------------------
+// Fisherman
+//----------------------------------------------------------------------------
+yuno_fild12,232,222,0 script Old Fisherman 709,{
+ if (KielHyreQuest < 60) {
+ mes "[Fisherman]";
+ mes "These days, it's much";
+ mes "harder to catch and fish.";
+ mes "Ever since they built";
+ mes "this factory, the fish";
+ mes "have started to change,";
+ mes "and they look different too...";
+ close;
+ }
+ else if (KielHyreQuest == 60) {
+ mes "[Fisherman]";
+ mes "Eh? You want something?";
+ mes "Heh, youngsters! I know";
+ mes "how much you love handouts,";
+ mes "but you're not getting any.";
+ mes "Now, if you bring me some";
+ mes "Raw Fish, I'd be more friendly~";
+ if (countitem(544) >= 10) {
+ next;
+ mes "[Fisherman]";
+ mes "Oh, is all this fish";
+ mes "for me? Heh, how very";
+ mes "generous of you. If you're";
+ mes "going to be so kind, then";
+ mes "I suppose I have to repay";
+ mes "the favor. Ask me anything~";
+ next;
+ select("30 years ago, a woman killed herself...");
+ mes "[Fisherman]";
+ mes "Oh? Ohh. Oh yeah.";
+ mes "I remember that. Yeah.";
+ mes "it was August 20th, my";
+ mes "wife's birthday. That day,";
+ mes "instead of catching fish,";
+ mes "I caught a dead woman.";
+ next;
+ mes "[Fisherman]";
+ mes "Of course, I reported it";
+ mes "to the Juno Police! They told";
+ mes "me she killed herself since";
+ mes "she was betrayed by her lover,";
+ mes "who also happened to be her";
+ mes "employer. Really tragic stuff.";
+ next;
+ mes "[Fisherman]";
+ mes "Anyway, when they were";
+ mes "moving her body out of the";
+ mes "river, her hand dropped";
+ mes "some ring. I picked it up,";
+ mes "hoping to sell it later for";
+ mes "some zeny. I know, I know...";
+ next;
+ mes "[Fisherman]";
+ mes "I was pretty lucky the";
+ mes "police didn't see me take";
+ mes "it. Later that day, some guy";
+ mes "came up to me and offered";
+ mes "me a lot of money for it.";
+ mes "I guess it was my lucky day!";
+ next;
+ mes "[Fisherman]";
+ mes "I found out later that he was";
+ mes "some mechanical repairman--";
+ mes "something. He sold everything";
+ mes "to buy that ring, so I guess";
+ mes "he wanted it desperately.";
+ mes "Then he just dissapeared.";
+ next;
+ select("Do you remember his name?");
+ mes "[Fisherman]";
+ mes "His name...?";
+ mes "It was something like...";
+ mes "Heil? Hyre? Anyway, it";
+ mes "was a long time ago. Oh,";
+ mes "his old house is still around.";
+ next;
+ mes "[Fisherman]";
+ mes "If you're going to be";
+ mes "that curious, you might";
+ mes "as well check it out.";
+ mes "Let's see, he lived in";
+ mes "a hut near the northeast";
+ mes "forest guard camp.";
+ delitem 544,10; //Fish_Slice
+ set KielHyreQuest,62;
+ close;
+ }
+ else {
+ close;
+ }
+ }
+ else if (KielHyreQuest >= 62) {
+ mes "[Fisherman]";
+ mes "Don't you remember";
+ mes "what I told you? That";
+ mes "guy lived in a hut near";
+ mes "the northeast forest";
+ mes "guard camp! Why don't";
+ mes "you check that place out?";
+ close;
+ }
+}
+
+//----------------------------------------------------------------------------
+// Kiel Hyre's hut; Wooden Board
+//----------------------------------------------------------------------------
+yuno_fild09,158,217,0 script Wooden Board#kh 111,{
+ if (checkweight(7503,1) == 0) {
+ mes "^3355FFJust a second...";
+ mes "You're carrying too";
+ mes "many items with you";
+ mes "right now, so you'll";
+ mes "need to free up more";
+ mes "Inventory space first...^000000";
+ close;
+ }
+ if ((KielHyreQuest < 62) || (KielHyreQuest >= 64)) {
+ mes "^3355FFIt's a useless";
+ mes "wooden board";
+ mes "in the bushes.^000000";
+ close;
+ }
+ else if (KielHyreQuest == 62) {
+ mes "^3355FFYou found a long";
+ mes "wooden board carved";
+ mes "with the initials, ''K.H.''^000000";
+ next;
+ cutin "kh_kyel_port",2;
+ mes "^3355FFYou find a portrait of";
+ mes "a young man, that looks";
+ mes "like a younger version";
+ mes "of Kiel Hyre, in a broken";
+ mes "picture frame underneath";
+ mes "the old wooden board.^000000";
+ getitem 7503,1; //Man_Portrait
+ set KielHyreQuest,64;
+ next;
+ cutin "",255;
+ mes "^3355FFYou have enough";
+ mes "information by now,";
+ mes "so you should report";
+ mes "back to Mitchell.^000000";
+ close;
+ }
+}
+
+//============================================================================
+// Kiehl Hyre's Room and Boss NPCs
+//============================================================================
+// Beyond here the NPC for the final areas.
+// Now, this area is not someplace you wanna slow down so
+// you can pick up dialog. I used packet logging to pull
+// what I could and for the sake of the two people with me,
+// did not bother doing all the proper NPC positioning
+// or some of the 'error/wrong option' dialogs.
+// All the doors are kind of weird.
+//============================================================================
+
+//----------------------------------------------------------------------------
+// Kiehl's Room; Receiver (Gives black keycards upon killing mobs)
+//----------------------------------------------------------------------------
+kh_kiehl01,17,39,0 script Receiver#kh 111,{
+ if (mobcount("kh_kiehl01","Receiver#kh::OnMyMobDead") < 1) {
+ mes "^333333*BBBZZZ*^000000";
+ if (KielHyreQuest == 74) {
+ next;
+ mes "[????]";
+ mes "^333333*Bzzzz...*";
+ mes "I've never seen you";
+ mes "before. Did Father send";
+ mes "you to kill me? We'll just";
+ mes "see about that! Go ahead,";
+ mes "try to find me, adventurer.^000000.";
+ set KielHyreQuest,76;
+ }
+ close2;
+ monster "kh_kiehl01",16,32,"Alicel",1739,1,"Receiver#kh::OnMyMobDead";
+ monster "kh_kiehl01",18,31,"Aliot",1740,1,"Receiver#kh::OnMyMobDead";
+ end;
+ }
+
+ else {
+ end;
+ }
+
+OnMyMobDead:
+ if (mobcount("kh_kiehl01","Receiver#kh::OnMyMobDead") <1) {
+ makeitem 7506,1,"this",19,36;
+ }
+ end;
+}
+
+//----------------------------------------------------------------------------
+// Kiehl's Room; Flower Vase (Gives...password...for Box)
+//----------------------------------------------------------------------------
+kh_kiehl01,13,40,0 script Flower Vase#kh1 111,{
+ if (KielHyreQuest < 74) {
+ mes "^3355FFYou found";
+ mes "a flower vase.^000000";
+ close;
+ }
+ if (KielHyreQuest >= 74) {
+ mes "^3355FFYou found";
+ mes "a flower vase.^000000";
+ next;
+ switch(select("Pick Up Vase:Break Vase:Turn Vase Upside-down")) {
+ case 1:
+ mes "^3355FFThe vase is empty.^000000";
+ close;
+ case 2:
+ mes "^3355FFYou can't destroy";
+ mes "this vase, even by";
+ mes "striking it with all your";
+ mes "might. It must have been";
+ mes "specially manufactured by";
+ mes "the Rekenber Corporation.^000000";
+ close;
+ case 3:
+ mes "^3355FFThe following words";
+ mes "are written at the";
+ mes "bottom of the vase.^000000";
+ next;
+ mes "[Vase Message]";
+ mes "''The rabbit often";
+ mes "observes the door";
+ mes "The night eats the";
+ mes "pickled orange.''";
+ close;
+ }
+ }
+ else{
+ mes "^3355FFThe following words";
+ mes "are written at the";
+ mes "bottom of the vase.^000000";
+ next;
+ mes "[Vase Message]";
+ mes "''The rabbit often";
+ mes "observes the door.";
+ mes "The night eats the";
+ mes "pickled orange.''";
+ close;
+ }
+}
+
+
+//----------------------------------------------------------------------------
+// Kiehl's Room; Box
+//----------------------------------------------------------------------------
+kh_kiehl01,19,25,0 script Box#kh1 111,{
+ if (checkweight(7505,1) == 0) {
+ mes "^3355FFJust a second...";
+ mes "You're carrying too";
+ mes "many items with you";
+ mes "right now, so you'll";
+ mes "need to free up more";
+ mes "Inventory space first...^000000";
+ close;
+ }
+ if (KielHyreQuest < 74) {
+ mes "^3355FFYou found a box with";
+ mes "a button for each letter";
+ mes "of the alphabet on top of it.^000000";
+ next;
+ input .@KHInput$;
+ mes "^3355FFNothing happened.^000000";
+ close;
+ }
+ if (KielHyreQuest >= 74) {
+ if (countitem(7505) < 1) {
+ mes "^3355FFYou found a box with";
+ mes "a button for each letter";
+ mes "of the alphabet on top of it.^000000";
+ next;
+ input .@KHInput$;
+ if (.@KHInput$ == "open the door") {
+ mes "^3355FFAs soon as you enter the";
+ mes "password, the nearby door";
+ mes "emits a pleasant chiming";
+ mes "sound, and the box pops";
+ mes "open to reveal a small key.^000000";
+ getitem 7505,1; //Toy_Key
+ close;
+ }
+ else {
+ mes "^3355FFNothing happened.^000000";
+ close;
+ }
+ }
+ else {
+ mes "^3355FFThis is where you";
+ mes "found the Toy key^000000";
+ close;
+ }
+ }
+ else{
+ mes "^3355FFThe box is wide";
+ mes "open, and there";
+ mes "is nothing in it.^000000";
+ close;
+ }
+}
+
+//----------------------------------------------------------------------------
+// Kiehl's Room; Big Door, (First)
+// - Anyone can pass through this door
+// - Consume one Black KeyCard when opened.
+// - Only one person actually needs to open it.
+//----------------------------------------------------------------------------
+kh_kiehl01,44,33,0 script Big Door#BigDoorKHQ1 111,{
+ if (.KHDoor1Opened == 0) {
+ mes "^3355FFThe door is locked,";
+ mes "but there is a narrow";
+ mes "slot next to the doorknob.^000000";
+ next;
+ input .@KHInput$;
+ if (.@KHInput$ == "Black Keycard") {
+ if (countitem(7506) >= 1) {
+ mes "^3355FFYou insert the";
+ mes "Black Keycard into the";
+ mes "slot, and successfully";
+ mes "unlock and open the door.^000000";
+ delitem 7506,1; //Black_Key_Card
+ donpcevent "Big_Door_1_Warp::OnEnable";
+ enablenpc "Big_Door_1_Warp";
+ set .KHDoor1Opened,1;
+ close;
+ }
+
+ }
+ mes "^3355FFYou try to push the";
+ mes "door open with all";
+ mes "your might, but fail";
+ mes "to make it budge.^000000";
+ close;
+ }
+
+ else {
+ mes "^3355FFThe door is open.^000000";
+ close;
+ }
+}
+
+kh_kiehl01,43,33,0 script Big_Door_1_Warp 45,1,1,{
+OnEnable:
+ initnpctimer;
+ misceffect 215;
+ end;
+
+OnInit:
+ disablenpc "Big_Door_1_Warp";
+ end;
+
+OnTimer30000:
+ stopnpctimer;
+ misceffect 215;
+ disablenpc "Big_Door_1_Warp";
+ set getvariableofnpc(.KHDoor1Opened,"Big Door#BigDoorKHQ1"),0;
+ end;
+
+OnTouch:
+ warp "kh_kiehl01",55,33;
+ end;
+}
+
+//----------------------------------------------------------------------------
+// Kiehl's Room; Big Door, (second)
+// - Consume Toy Key when opened.
+// - Only one person actually needs to open it.
+//----------------------------------------------------------------------------
+kh_kiehl01,174,40,0 script Big Door#BigDoorKHQ2 111,{
+ if (.KHDoor2Opened == 0) {
+ mes "^3355FFThe door is locked,";
+ mes "but there is a small";
+ mes "keyhole next to the knob.^000000";
+ next;
+ input .@KHInput$;
+ if (.@KHInput$ == "Toy Key") {
+ if (countitem(7505) >= 1) {
+ mes "^3355FFYou insert the key into";
+ mes "the keyhole, and the door";
+ mes "unlocks with a click as";
+ mes "you turn the key.^000000";
+ delitem 7505,1; //Toy_Key
+ donpcevent "Big_Door_2_Warp::OnEnable";
+ enablenpc "Big_Door_2_Warp";
+ set .KHDoor2Opened,1;
+ close;
+ }
+
+ }
+ mes "^3355FFYou try to push the";
+ mes "door open with all";
+ mes "your might, but fail";
+ mes "to make it budge.^000000";
+ close;
+ }
+ else {
+ mes "^3355FFThe door is open.^000000";
+ close;
+ }
+}
+
+kh_kiehl01,174,39,0 script Big_Door_2_Warp 45,1,1,{
+OnEnable:
+ initnpctimer;
+ misceffect 215;
+ end;
+
+OnInit:
+ disablenpc "Big_Door_2_Warp";
+ end;
+
+OnTimer30000:
+ stopnpctimer;
+ misceffect 215;
+ disablenpc "Big_Door_2_Warp";
+ set getvariableofnpc(.KHDoor2Opened,"Big Door#BigDoorKHQ2"),0;
+ end;
+
+OnTouch:
+ warp "kh_kiehl01",173,52;
+ end;
+}
+
+//----------------------------------------------------------------------------
+// Kiehl's Room; Big Door, (Third)
+// - Consume one Black KeyCard when opened.
+// - Only one person actually needs to open it.
+//----------------------------------------------------------------------------
+kh_kiehl01,77,108,0 script Big Door#BigDoorKHQ3 111,{
+ if (.KHDoor3Opened == 0) {
+ mes "^3355FFThe door is locked,";
+ mes "but there is a narrow";
+ mes "slot next to the doorknob.^000000";
+ next;
+ input .@KHInput$;
+ if (.@KHInput$ == "Black Keycard") {
+ if (countitem(7506) >= 1) {
+ mes "^3355FFYou insert the";
+ mes "Black Keycard into the";
+ mes "slot, and successfully";
+ mes "unlock and open the door.^000000";
+ delitem 7506,1; //Black_Key_Card
+ donpcevent "Big_Door_3_Warp::OnEnable";
+ enablenpc "Big_Door_3_Warp";
+ set .KHDoor3Opened,1;
+ close;
+ }
+
+ }
+ mes "^3355FFYou try to push the";
+ mes "door open with all";
+ mes "your might, but fail";
+ mes "to make it budge.^000000";
+ close;
+ }
+ else {
+ mes "^3355FFThe door is open.^000000";
+ close;
+ }
+}
+
+kh_kiehl01,78,108,0 script Big_Door_3_Warp 45,1,1,{
+OnEnable:
+ initnpctimer;
+ misceffect 215;
+ end;
+
+OnInit:
+ disablenpc "Big_Door_3_Warp";
+ end;
+
+OnTimer30000:
+ stopnpctimer;
+ misceffect 215;
+ disablenpc "Big_Door_3_Warp";
+ set getvariableofnpc(.KHDoor3Opened,"Big Door#BigDoorKHQ3"),0;
+ end;
+
+OnTouch:
+ warp "kh_kiehl01",68,108;
+ end;
+}
+
+//----------------------------------------------------------------------------
+// Kiehl's Room; Big Door, (Fourth)
+// - Consume TWO Black KeyCard when opened.
+// - Only one person actually needs to open it.
+//----------------------------------------------------------------------------
+kh_kiehl01,42,177,0 script Big Door#BigDoorKHQ4 111,{
+ if (.KHDoor4Opened == 0) {
+ mes "^3355FFThe door is locked,";
+ mes "but there is a narrow";
+ mes "slot next to the doorknob.^000000";
+ next;
+ input .@KHInput$;
+ if (.@KHInput$ == "Black Keycard") {
+ if (countitem(7506) >= 2) {
+ mes "^3355FFYou insert the";
+ mes "Black Keycard into the";
+ mes "slot, and successfully";
+ mes "unlock and open the door.^000000";
+ delitem 7506,2; //Black_Key_Card
+ donpcevent "Big_Door_4_Warp::OnEnable";
+ enablenpc "Big_Door_4_Warp";
+ set .KHDoor4Opened,1;
+ close;
+ }
+ }
+ mes "^3355FFYou try to push the";
+ mes "door open with all";
+ mes "your might, but fail";
+ mes "to make it budge.^000000";
+ close;
+ }
+
+ else {
+ mes "^3355FFThe door is open.^000000";
+ close;
+ }
+}
+
+kh_kiehl01,41,177,0 script Big_Door_4_Warp 45,1,1,{
+OnEnable:
+ initnpctimer;
+ misceffect 215;
+ end;
+
+OnInit:
+ disablenpc "Big_Door_4_Warp";
+ end;
+
+OnTimer30000:
+ stopnpctimer;
+ misceffect 215;
+ disablenpc "Big_Door_4_Warp";
+ set getvariableofnpc(.KHDoor4Opened,"Big Door#BigDoorKHQ4"),0;
+ end;
+
+OnTouch:
+ warp "kh_kiehl01",49,177;
+ end;
+}
+
+//----------------------------------------------------------------------------
+// Kiehl's Room; Robots
+//----------------------------------------------------------------------------
+kh_kiehl01,15,179,0 script Robots#kh1 111,{
+ if (mobcount("kh_kiehl01","Robots#kh1::OnMyMobDead") < 1) {
+ mes "^3355FFAs soon as you";
+ mes "touch the test tube,";
+ mes "a bunch of robots";
+ mes "suddenly appeared.^000000.";
+ close2;
+ monster "kh_kiehl01",18,181,"Aliot",1740,1,"Robots#kh1::OnMyMobDead";
+ monster "kh_kiehl01",18,180,"Alicel",1739,1,"Robots#kh1::OnMyMobDead";
+ monster "kh_kiehl01",18,179,"Aliot",1740,1,"Robots#kh1::OnMyMobDead";
+ monster "kh_kiehl01",18,178,"Alicel",1739,1,"Robots#kh1::OnMyMobDead";
+ end;
+ }
+ else {
+ end;
+ }
+
+OnMyMobDead:
+ if (mobcount("kh_kiehl01","Robots#kh1::OnMyMobDead") < 1) {
+ makeitem 7506,1,"this",18,180;
+ }
+ end;
+}
+
+//----------------------------------------------------------------------------
+// Kiehl's Room; Dummy Robots
+//----------------------------------------------------------------------------
+kh_kiehl01,15,177,0 script Robots#kh2::RobotsKHQ 111,{
+ end;
+}
+kh_kiehl01,15,180,0 duplicate(RobotsKHQ) Robots#kh3 111
+kh_kiehl01,15,182,0 duplicate(RobotsKHQ) Robots#kh4 111
+kh_kiehl01,35,187,0 duplicate(RobotsKHQ) Robots#kh5 111
+kh_kiehl01,37,187,0 duplicate(RobotsKHQ) Robots#kh6 111
+kh_kiehl01,39,187,0 duplicate(RobotsKHQ) Robots#kh7 111
+kh_kiehl01,41,187,0 duplicate(RobotsKHQ) Robots#kh8 111
+
+//----------------------------------------------------------------------------
+// Kiehl's Room; Big Door, (Fifth, and final)
+// - Anyone can pass through this door
+// - Consumes 4 Solid Iron Pieces
+//----------------------------------------------------------------------------
+kh_kiehl01,166,187,0 script Big Door#BigDoorKHQ5 111,{
+ if (($@KHQuestBusy == 0) && (KielHyreQuest >= 74) && (KielHyreQuest <= 106)) {
+ if (KielHyreQuest < 86) {
+ mes "^3355FFThis large door..";
+ mes "is closed shut.";
+ mes "If you listen carefully,";
+ mes "you can hear the door";
+ mes "hinges slightly squeak.^000000";
+ next;
+ select("Push Door:Kick Door:Shake Door:Pull Door:Lift Door");
+ mes "^3355FFA group of monsters";
+ mes "suddenly appeared as";
+ mes "soon as you applied";
+ mes "pressure to the door.";
+ mes "This must be some";
+ mes "kind of security device.^000000";
+ close2;
+ set @KHDoorPushAttempt,@KHDoorPushAttempt+1;
+ monster "kh_kiehl01",163,183,"Alicel",1739,1;
+ monster "kh_kiehl01",163,179,"Aliot",1740,1;
+ monster "kh_kiehl01",169,183,"Alicel",1739,1;
+ monster "kh_kiehl01",169,179,"Aliot",1740,1;
+ if (@KHDoorPushAttempt >= 3) {
+ set KielHyreQuest,86;
+ }
+ end;
+ }
+ else if ((KielHyreQuest > 84) && (KielHyreQuest < 94)) {
+ mes "^3355FFYou apply some";
+ mes "pressure to the door,";
+ mes "and find that you can";
+ mes "budge it slightly, but";
+ mes "you can't fully open it.^000000";
+ next;
+ mes "^3355FFIf you wedged something";
+ mes "into the gap between the";
+ mes "door and its frame, and";
+ mes "fully leveraged it, then you";
+ mes "should be able to open it.^000000";
+ next;
+ switch(select("Steel:Rusty Iron Piece:Solid Iron Piece:Iron Piece:Screw:Cancel")) {
+ case 1:
+ set .@KHPryingItem$,"Steel";
+ break;
+ case 2:
+ set .@KHPryingItem$,"Rusty Iron Piece";
+ break;
+ case 3:
+ if (countitem(7507) >= 1) {
+ if (KielHyreQuest < 92) {
+ mes "^3355FFYou insert one end of";
+ mes "a Solid Iron Piece into the";
+ mes "door's gap in a strenuous";
+ mes "effort to pry the door open";
+ mes "The gap widens a little bit,";
+ mes "but you break one of your";
+ mes "Solid Iron Pieces.^000000";
+ delitem 7507,1; //Hard_Piece_of_Steel
+ set KielHyreQuest,KielHyreQuest+2;
+ close;
+ }
+ else if (KielHyreQuest == 92) {
+ mes "^3355FFWith a mighty heave,";
+ mes "you pry a Solid Iron";
+ mes "Piece into the door jamb,";
+ mes "and fling the door wide open";
+ mes "Unable the withstand the";
+ mes "awesome force, this Solid";
+ mes "Iron Piece shatters into dust.^000000";
+ delitem 7507,1; //Hard_Piece_of_Steel
+ set KielHyreQuest,94;
+ close;
+ }
+ }
+ else {
+ mes "^3355FFIf only you had a Solid";
+ mes "Iron Piece you could use to";
+ mes "pry open this door.^000000";
+ close;
+ }
+ case 4:
+ set .@KHPryingItem$,"Iron Piece";
+ break;
+ case 5:
+ set .@KHPryingItem$,"Screw";
+ break;
+ case 6:
+ mes "^3355FFLet's look for something";
+ mes "heavy we can use to pry";
+ mes "open this door.^000000";
+ close;
+ }
+
+ mes "^3355FFThis "+.@KHPryingItem$+" is far";
+ mes "to weak for what you're using it for";
+ mes "and breaks.^000000";
+ close;
+ }
+ else if ((KielHyreQuest >= 94) && (KielHyreQuest <= 104)) {
+ if (.KHDoor5Opened == 0) {
+ mes "^3355FFThe large door";
+ mes "is wide open, and.";
+ mes "you may now enter.^000000";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ close2;
+ donpcevent "Big_Door_5_Warp::OnEnable";
+ enablenpc "Big_Door_5_Warp";
+ set .KHDoor5Opened,1;
+ end;
+ case 2:
+ mes "^3355FFWho knows what is on the";
+ mes "other side of this door. Let's";
+ mes "think about it before barging in..^000000";
+ close;
+ }
+ }
+ else {
+ mes "^3355FFThe door is open.^000000";
+ close;
+ }
+ }
+ else {
+ mes "^3355FFThis large door..";
+ mes "is closed shut.";
+ mes "If you listen carefully,";
+ mes "you can hear the door";
+ mes "hinges slightly squeak.^000000";
+ close;
+ }
+ }
+ else {
+ mes "^3355FFThis large door..";
+ mes "is closed shut.";
+ mes "If you listen carefully,";
+ mes "you can hear the door";
+ mes "hinges slightly squeak.^000000";
+ close;
+ }
+}
+
+kh_kiehl01,166,186,0 script Big_Door_5_Warp 45,1,1,{
+ end;
+
+OnEnable:
+ initnpctimer;
+ misceffect 215;
+ end;
+
+OnTimer30000:
+ stopnpctimer;
+ misceffect 215;
+ disablenpc "Big_Door_5_Warp";
+ set getvariableofnpc(.KHDoor5Opened,"Big Door#BigDoorKHQ5"),0;
+ end;
+
+OnInit:
+ disablenpc "Big_Door_5_Warp";
+ end;
+
+OnTouch:
+ if (KielHyreQuest >= 46)
+ warp "kh_kiehl02",50,7;
+ else
+ warp "kh_kiehl01",166,183;
+ end;
+}
+
+//----------------------------------------------------------------------------
+// Kiehl's Room; Kiehl_Room_Trap (Entry way trap)
+//----------------------------------------------------------------------------
+kh_kiehl02,49,10,0 script Kiehl_Room_Trap -1,5,3,{
+ end;
+
+OnTouch:
+ if (.KHTrapSprung < 1) {
+ set .KHTrapSprung,1;
+ set $@KHQuestBusy,1;
+ initnpctimer;
+ monster "kh_kiehl02",47,13,"Aliot",1740,1;
+ monster "kh_kiehl02",45,13,"Alicel",1739,1;
+ monster "kh_kiehl02",49,13,"Constant",1745,1;
+ monster "kh_kiehl02",51,13,"Aliot",1740,1;
+ monster "kh_kiehl02",53,13,"Alicel",1739,1;
+ monster "kh_kiehl02",49,13,"Constant",1745,1;
+ }
+ end;
+
+OnTimer300000:
+OnTimer600000:
+OnTimer900000:
+ if (getmapusers("kh_kiehl02") == 0) {
+ donpcevent "KiehlRoom::OnReset";
+ stopnpctimer;
+ }
+ end;
+
+OnTimer1200000:
+ donpcevent "KiehlRoom::OnReset";
+ stopnpctimer;
+ end;
+
+OnGlobalTimerOff:
+ stopnpctimer;
+ end;
+}
+
+//----------------------------------------------------------------------------
+// Kiehl's Room; Kiehl
+// - Timer will drop to 3 minutes once Kiehl is defeated.
+//----------------------------------------------------------------------------
+kh_kiehl02,50,52,4 script Kiehl#Original 902,{
+ if (checkweight(908,200) == 0) {
+ mes "^3355FFJust a second...";
+ mes "You're carrying too";
+ mes "many items with you";
+ mes "right now, so you'll";
+ mes "need to free up more";
+ mes "Inventory space first...^000000";
+ close;
+ }
+ cutin "kh_kiel01",2;
+ if ((KielHyreQuest < 94) || (KielHyreQuest >= 106)) {
+ mes "[Kiehl]";
+ mes "......";
+ mes ".........";
+ mes "............";
+ close2;
+ cutin "",255;
+ end;
+ }
+ if ((KielHyreQuest == 94) && (getvariableofnpc(.KHKilled,"KiehlRoom") < 5)) {
+ mes "[Kiehl]";
+ mes "I'm surprised you made";
+ mes "it this far, adventurer~";
+ mes "I bid you welcome to my";
+ mes "humble room. I assume that";
+ mes "you've come for the Condensed";
+ mes "Memory Scroll... my mind.";
+ next;
+ mes "[Kiehl]";
+ mes "You can understand";
+ mes "why I can't let you have it,";
+ mes "so if you really want the";
+ mes "Condensed Memory Scroll,";
+ mes "then show me what you've got!";
+ close2;
+ cutin "",255;
+ set getvariableofnpc(.KHKilled,"KiehlRoom"),0;
+ monster "kh_kiehl02",50,52,"Aliot",1740,1,"KiehlRoom::OnKiehlMobDead";
+ monster "kh_kiehl02",50,52,"Alicel",1739,1,"KiehlRoom::OnKiehlMobDead";
+ monster "kh_kiehl02",50,52,"Constant",1745,1,"KiehlRoom::OnKiehlMobDead";
+ monster "kh_kiehl02",50,52,"Aliot",1740,1,"KiehlRoom::OnKiehlMobDead";
+ monster "kh_kiehl02",50,52,"Alicel",1739,1,"KiehlRoom::OnKiehlMobDead";
+ monster "kh_kiehl02",50,52,"Constant",1745,1,"KiehlRoom::OnKiehlMobDead";
+ monster "kh_kiehl02",50,52,"Aliot",1740,1,"KiehlRoom::OnKiehlMobDead";
+ hideonnpc "Kiehl#Original";
+ end;
+ }
+ else if ((KielHyreQuest == 94) && (getvariableofnpc(.KHKilled,"KiehlRoom") >= 5)) {
+ cutin "kh_kiel03",2;
+ mes "[Kiehl]";
+ mes "Hmpf! You're pretty good.";
+ mes "Father must have spent";
+ mes "a lot of money to hire";
+ mes "you. So has he sent";
+ mes "you to kill me?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Kiel Hyre sent me to ask";
+ mes "you to stop turning all of";
+ mes "the Third Generation robots";
+ mes "into killing machines! How";
+ mes "can do something like that";
+ mes "to other robots like you?";
+ next;
+ cutin "kh_kiel01",2;
+ mes "[Kiehl]";
+ mes "Why not? It's said that man";
+ mes "was made in the image of God.";
+ mes "Well, robots were made in the";
+ mes "image of man. You humans kill";
+ mes "each other as much as you";
+ mes "like, as far as I can tell.";
+ next;
+ mes "[Kiehl]";
+ mes "It might not be ethical";
+ mes "for me to provide weapons";
+ mes "to humans that need them...";
+ mes "But that's what they are.";
+ mes "Weapons. It's more humane";
+ mes "for robots to fight than humans.";
+ next;
+ mes "[Kiehl]";
+ mes "Robots don't naturally";
+ mes "feel pain or emotions...";
+ mes "Not unless they're specially";
+ mes "programmed. Sorry, but I don't";
+ mes "plans to stop what I'm doing.";
+ next;
+ cutin "kh_kiel04",2;
+ mes "[Kiehl]";
+ mes "I am sorry, but I don't have a plan to stop what I am doing.";
+ mes "Aside from that, my father showed me a great example of";
+ mes "how far a human could go for his own selfinishness by destroying a family.";
+ mes "And therefore I don't think that he could create better robots than mine.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Humankind may not be";
+ mes "perfect, but think about";
+ mes "who you're working with!";
+ mes "Rekenber is the epitome of";
+ mes "human evil! How can you";
+ mes "support them like this?";
+ next;
+ cutin "kh_kiel02",2;
+ mes "[Kiehl]";
+ mes "I've had a long relationship";
+ mes "with Rekenber. I'm fully aware";
+ mes "of their capabilities. Do you";
+ mes "remember the first room you";
+ mes "passed on your way here, the";
+ mes "one with all the toys?";
+ next;
+ mes "[Kiehl]";
+ mes "I bet you didn't know that there";
+ mes "were 5 Second Generation";
+ mes "robots. Me, and my four other";
+ mes "brothers and sisters. Father";
+ mes "built that room so that all";
+ mes "five of us could live together.";
+ next;
+ cutin "kh_kiel03",2;
+ mes "[Kiehl]";
+ mes "I was the only one to";
+ mes "survive. I returned to";
+ mes "Father and even got a";
+ mes "name. But yes, I know";
+ mes "how bad Rekenber really is...";
+ next;
+ mes "[Kiehl]";
+ mes "I don't... I don't want";
+ mes "to talk about this any more.";
+ mes "You've made me... Just leave.";
+ mes "I think I will let you live.";
+ next;
+ cutin "",255;
+ mes "[Mitchell]";
+ mes "Freeze!";
+ mes "Kiehl Hyre, you're";
+ mes "under arrest for creating";
+ mes "and trading illegal weapons!";
+ set KielHyreQuest,100;
+ hideoffnpc "Mitchell#KiehlRoom";
+ hideoffnpc "Agent#KHAgent1";
+ hideoffnpc "Agent#KHAgent2";
+ hideoffnpc "Agent#KHAgent3";
+ hideoffnpc "Agent#KHAgent4";
+ next;
+ }
+ if ((KielHyreQuest == 100) && (getvariableofnpc(.KHKilledBoss,"KiehlRoom") < 1)) {
+ set getvariableofnpc(.KHKilledBoss,"KiehlRoom"),0;
+ cutin "kh_kiel01",2;
+ mes "[Kiehl]";
+ mes "Ah, Schwaltzvalt Republic";
+ mes "agents. Heh. I haven't had";
+ mes "this many guests before.";
+ mes "Well, I guess this means";
+ mes "we'll have to fight after";
+ mes "all, you and I. *Sigh* Pity.";
+ next;
+ mes "[Kiehl]";
+ mes "First, in all fairness,";
+ mes "let me take care of these";
+ mes "nuisances. They're just";
+ mes "mindlessly doing their";
+ mes "jobs--sort of like robots-- but";
+ mes "don't worry, they won't be hurt.";
+ next;
+ donpcevent "::OnKHSpiderWeb";
+ mes "[Mitchell]";
+ mes "Nooooo!";
+ next;
+ cutin "kh_kiel03",2;
+ mes "[Kiehl]";
+ mes "And now, you and I can";
+ mes "have a proper duel, human.";
+ mes "I'm interested in seeing just";
+ mes "how strong you really are~";
+ close2;
+ cutin "",255;
+ monster "kh_kiehl02",50,52,"Kiehl",1733,1,"KiehlRoom::OnKiehlDead";
+ hideonnpc "Kiehl#Original";
+ end;
+ }
+ else if ((KielHyreQuest == 100) && (getvariableofnpc(.KHKilledBoss,"KiehlRoom") == 1)) {
+ cutin "kh_kiel02",2;
+ mes "[Kiehl]";
+ mes "D-damn...!";
+ mes "Well played, adventurer.";
+ mes "Well played. I should have";
+ mes "known that Father would send";
+ mes "the very best after me. Still,";
+ mes "you've failed to truly defeat me.";
+ next;
+ cutin "kh_kiel03",2;
+ mes "[Kiehl]";
+ mes "I still have a few";
+ mes "trump cards left";
+ mes "I think... I'll take you";
+ mes "to hell with me... Well,";
+ mes "if robots can go there~";
+ next;
+ mapannounce "kh_kiehl02","*Jeeeezzzgggg~ Geezzz~ Grrrr~ Clank~*",bc_map,"0xFF0000";
+ mes "[Mitchell]";
+ mes "No...! We're locked";
+ mes "in the room! We're...";
+ mes "We're trapped in here!";
+ next;
+ mes "[Kiehl]";
+ mes "Yay~ Let's burn";
+ mes "everything down~";
+ next;
+ mes "[Mitchell]";
+ mes "Quick, "+strcharinfo(0)+",";
+ mes "use Kiel Hyre's power";
+ mes "device, the one that's";
+ mes "supposed to mess with";
+ mes "Kiehl's power supply!";
+ mes "Hurry, use it right now!";
+ next;
+ mapannounce "kh_kiehl02","*Gzzzz~ Gzzzz~*",bc_map,"0xFF0000";
+ mes "[Kiehl]";
+ mes "Wh-what? I c-can't";
+ mes "move! This day is just";
+ mes "full of surprises. Oh, well.";
+ mes "I guess it's time for me to";
+ mes "use my other trump card.";
+ next;
+ mes "[Mitchell]";
+ mes "What...?";
+ mes "How many trump";
+ mes "cards do you have?";
+ next;
+ mes "[????]";
+ mes "I'm so disappointed...";
+ mes "I can't believe none";
+ mes "of you thought of this.";
+ next;
+ mes "[Mitchell]";
+ mes "Who are you...?";
+ mes "Show yourself!";
+ next;
+ mes "[????]";
+ mes "Please.";
+ mes "Don't insult me.";
+ mes "You know this voice.";
+ mes "It's been talking to";
+ mes "you this entire time~";
+ next;
+ mes "[Mitchell]";
+ mes "Impossible...";
+ mes "How can there";
+ mes "be two of you...?!";
+ next;
+ hideoffnpc "Kiehl#Copy";
+ next;
+ cutin "kh_kiel01",0;
+ mes "[Kiehl]";
+ mes "Hahahahaha!";
+ mes "I'm a robot!";
+ mes "I can make extra";
+ mes "bodies, switch brains";
+ mes "with them. It's awfully";
+ mes "convenient, let me tell you.";
+ next;
+ cutin "kh_kiel03",2;
+ mes "[Kiehl]";
+ mes "Anyway, I don't mean to show";
+ mes "off, but I suppose I better";
+ mes "reveal to you my final trump";
+ mes "card. First of all, I know all";
+ mes "about you, Ms. Mitchell Layla~";
+ next;
+ mes "[Mitchell]";
+ mes "What? How do you";
+ mes "know my name?";
+ next;
+ mes "[Kiehl]";
+ mes "Well, I have a few";
+ mes "spies of my own...";
+ mes "I'll allow him to explain...";
+ next;
+ mes "[Masked Man]";
+ mes "Mitchell...";
+ mes "I'm sorry that";
+ mes "you had to get";
+ mes "involved in all this...";
+ next;
+ mes "[Mitchell]";
+ mes "Wolkeus? Wolkeus Kaiser?!";
+ mes "You're the spy?! But you risked";
+ mes "your life to save our president!";
+ mes "No! Oh, God! How can this be";
+ mes "happening?! Everything's just...";
+ mes "This is all crazy! All of it!";
+ next;
+ mes "[Wolkeus]";
+ mes "This is just the result";
+ mes "of elaborate plans that";
+ mes "were made years ago. I didn't";
+ mes "expect you to be this surprised,";
+ mes "Mitchell. It's the way the game";
+ mes "is played. You know that.";
+ next;
+ mes "[Mitchell]";
+ mes "Mister President...";
+ mes "I failed you... I'm sorry...";
+ next;
+ mes "[Kiehl]";
+ mes "Well, Kaiser, she took";
+ mes "it pretty badly, but at least";
+ mes "you're being gentlemanly";
+ mes "about it. Well, I'd like for";
+ mes "all of us to get better";
+ mes "acquainted, but...";
+ next;
+ cutin "kh_kiel01",2;
+ mes "[Kiehl]";
+ mes "We'd better say our";
+ mes "farewells here. This";
+ mes "place will be gone in";
+ mes "five minutes. Ah, and";
+ mes "Ms. Layla, you're coming";
+ mes "with us. We have questions~";
+ next;
+ mes "[Kiehl]";
+ mes "I'm curious as to what";
+ mes "the president's plans are.";
+ mes "Mister Kaiser, if you'll";
+ mes "escort Ms. Layla, please...";
+ next;
+ mes "[Wolkeus Kaiser]";
+ mes "...............................";
+ mes "Sorry, Mitchell.";
+ mes "I gotta do it.";
+ next;
+ mes "[Mitchell]";
+ mes "No, get away! Let me go!";
+ mes "Let go of me, Wolkeus!";
+ hideonnpc "Mitchell#KiehlRoom";
+ hideonnpc "Agent#KHAgent1";
+ hideonnpc "Agent#KHAgent2";
+ hideonnpc "Agent#KHAgent3";
+ hideonnpc "Agent#KHAgent4";
+ next;
+ cutin "kh_kiel02",2;
+ mes "[Kiehl]";
+ mes "Great, we're done with";
+ mes "that ugly business. Now,";
+ mes "where was I? Ah, right.";
+ mes "Yes. I'm sorry. We don't";
+ mes "have any more time to play.";
+ next;
+ mes "[Kiehl]";
+ mes "Here, adventurer.";
+ mes "I'm aware that my father";
+ mes "sent you here to get this.";
+ mes "Consider it my final gift";
+ mes "to him. I'm surprised he left";
+ mes "this ring inside me, though...";
+ next;
+ cutin "kh_kiel04",2;
+ mes "[Kiehl]";
+ mes "I imagine that it must";
+ mes "be precious to him. But";
+ mes "I wonder why he placed";
+ mes "it inside me? Well, anyway,";
+ mes "I have a message I'd like";
+ mes "for you to deliver to him.";
+ next;
+ cutin "kh_kiel01",2;
+ mes "[Kiehl]";
+ mes "First... I guess we";
+ mes "should get rid of this";
+ mes "old thing. It was a good";
+ mes "body, and it's served me";
+ mes "well for 23 years. I'll miss";
+ mes "it. Rest well, old Kiehl.";
+ next;
+ specialeffect EF_DEVIL;
+ next;
+ mes "[Kiehl]";
+ mes "Now, this was the body";
+ mes "that my father made.";
+ mes "Please tell him that";
+ mes "this means that we're";
+ mes "no longer related to";
+ mes "each other at all.";
+ next;
+ mes "[Kiehl]";
+ mes "The body I'm using right now?";
+ mes "I made it myself with the most";
+ mes "advanced technology. Consider";
+ mes "it... a Fourth Generation robot";
+ mes "body if you will. Father will";
+ mes "understand what I mean.";
+ next;
+ mes "[Kiehl]";
+ mes "Anyway, please tell him";
+ mes "that, and get his old ring";
+ mes "out of my old robot body,";
+ mes "and then give it to him. For";
+ mes "now, let's get out of here: we";
+ mes "just have 3 minutes to evacuate.";
+ next;
+ mes "[Kiehl]";
+ mes "You're a worthy opponent,";
+ mes "and a human I respect.";
+ mes "I don't know if we'll meet";
+ mes "again, but who knows?";
+ mes "Anyway, I'll open up the";
+ mes "exit for you. Farewell~";
+ delitem 7504,1; //Toy_Motor
+ set KielHyreQuest,104;
+ hideonnpc "Kiehl#Copy";
+ donpcevent "Kiehl_Room_Exit::OnEnable";
+ enablenpc "Kiehl_Room_Exit";
+ initnpctimer;
+ cutin "",255;
+ close;
+ }
+ if (KielHyreQuest == 104) {
+ cutin "kh_kiel02",2;
+ mes "^3355FFYou retrieve the";
+ mes "ring from the heart of";
+ mes "Kiehl's old robotic body.^000000";
+ getitem 7508,1; //Elysia_Ring
+ set KielHyreQuest,106;
+ close2;
+ cutin "",255;
+ end;
+ }
+ else{
+ cutin "kh_kiel02",2;
+ mes "^3355FFKiehl's old";
+ mes "robotic body";
+ mes "stands alone,";
+ mes "lifeless and silent.^000000";
+ close2;
+ cutin "",255;
+ end;
+ }
+
+
+OnTimer180000:
+ stopnpctimer;
+ mapannounce "kh_kiehl02","Beeeeeeeeeeeeep~",bc_npc,0xFF0000;
+ donpcevent "KiehlRoom::OnReset";
+ end;
+
+OnTimer179000:
+ mapannounce "kh_kiehl02","1 second remaining until detonation",bc_npc,0xFF0000;
+ end;
+
+OnTimer178000:
+ mapannounce "kh_kiehl02","2 seconds remaining until detonation",bc_npc,0xFF0000;
+ end;
+
+OnTimer177000:
+ mapannounce "kh_kiehl02","3 seconds remaining until detonation",bc_npc,0xFF0000;
+ end;
+
+OnTimer176000:
+ mapannounce "kh_kiehl02","4 seconds remaining until detonation",bc_npc,0xFF0000;
+ end;
+
+OnTimer175000:
+ mapannounce "kh_kiehl02","5 seconds remaining until detonation",bc_npc,0xFF0000;
+ end;
+
+OnTimer170000:
+ mapannounce "kh_kiehl02","10 seconds remaining until detonation",bc_npc,0xFF0000;
+ end;
+
+OnTimer160000:
+ mapannounce "kh_kiehl02","20 seconds remaining until detonation",bc_npc,0xFF0000;
+ end;
+
+OnTimer150000:
+ mapannounce "kh_kiehl02","30 seconds remaining until detonation",bc_npc,0xFF0000;
+ end;
+
+OnTimer120000:
+ mapannounce "kh_kiehl02","1 minute remaining until detonation.",bc_npc,0xFF0000;
+ end;
+
+OnTimer60000:
+ mapannounce "kh_kiehl02","2 minutes remaining until detonation.",bc_npc,0xFF0000;
+ end;
+
+OnTimer1000:
+ mapannounce "kh_kiehl02","3 minutes remaining until detonation.",bc_npc,0xFF0000;
+ end;
+}
+
+//----------------------------------------------------------------------------
+// Kiehl's Room; NPC for mob control, timers, and other junk.
+//----------------------------------------------------------------------------
+kh_kiehl02,1,1,0 script KiehlRoom -1,{
+ end;
+
+OnKiehlMobDead:
+ set .KHKilled,.KHKilled+1;
+ if (.KHKilled == 5) {
+ hideoffnpc "Kiehl#Original";
+ }
+ end;
+
+OnKiehlDead:
+ set .KHKilledBoss,1;
+ hideoffnpc "Kiehl#Original";
+ end;
+
+OnReset:
+ donpcevent "Kiehl_Room_Trap::OnGlobalTimerOff";
+ if (getmapusers("kh_kiehl02") > 0)
+ mapwarp "kh_kiehl02","lighthalzen",192,200;
+ killmonsterall "kh_kiehl02";
+ disablenpc "Kiehl_Room_Exit";
+ hideonnpc "Mitchell#KiehlRoom";
+ hideonnpc "Agent#KHAgent1";
+ hideonnpc "Agent#KHAgent2";
+ hideonnpc "Agent#KHAgent3";
+ hideonnpc "Agent#KHAgent4";
+ hideonnpc "Kiehl#Copy";
+ hideoffnpc "Kiehl#Original";
+ set .KHKilledBoss,0;
+ set .KHKilled,0;
+ set getvariableofnpc(.KHTrapSprung,"Kiehl_Room_Trap"),0;
+ set $@KHQuestBusy,0;
+ end;
+}
+
+//----------------------------------------------------------------------------
+// Kiehl's Room; Mitchell and Agents. (Floating NPC + Duplicates)
+//----------------------------------------------------------------------------
+kh_kiehl02,49,55,6 script Mitchell#KiehlRoom 727,{
+ end;
+OnInit:
+ hideonnpc "Mitchell#KiehlRoom";
+ end;
+
+OnKHSpiderWeb:
+ misceffect 404;
+ end;
+}
+
+kh_kiehl02,53,52,4 script Agent#KHAgent1 880,{
+ end;
+OnInit:
+ hideonnpc "Agent#KHAgent1";
+ end;
+
+OnKHSpiderWeb:
+ misceffect 404;
+ end;
+}
+
+kh_kiehl02,51,49,1 script Agent#KHAgent2 880,{
+ end;
+OnInit:
+ hideonnpc "Agent#KHAgent2";
+ end;
+
+OnKHSpiderWeb:
+ misceffect 404;
+ end;
+}
+
+kh_kiehl02,47,50,0 script Agent#KHAgent3 880,{
+ end;
+OnInit:
+ hideonnpc "Agent#KHAgent3";
+ end;
+
+OnKHSpiderWeb:
+ misceffect 404;
+ end;
+}
+
+kh_kiehl02,46,53,6 script Agent#KHAgent4 880,{
+ end;
+OnInit:
+ hideonnpc "Agent#KHAgent4";
+ end;
+
+OnKHSpiderWeb:
+ misceffect 404;
+ end;
+}
+
+
+//----------------------------------------------------------------------------
+// Kiehl's Room; Copy of Kiehl.
+//----------------------------------------------------------------------------
+kh_kiehl02,48,53,6 script Kiehl#Copy 902,{
+ end;
+
+OnInit:
+ hideonnpc "Kiehl#Copy";
+ end;
+}
+
+//----------------------------------------------------------------------------
+// Kiehl's Room; Kiehl_Room_Exit
+//----------------------------------------------------------------------------
+kh_kiehl02,50,59,0 script Kiehl_Room_Exit 45,1,1,{
+OnTouch:
+ if (getmapusers("kh_kiehl02") < 1)
+ donpcevent "KiehlRoom::OnReset";
+ warp "lighthalzen",193,202;
+ end;
+
+OnEnable:
+ misceffect 215;
+ end;
+
+OnInit:
+ disablenpc "Kiehl_Room_Exit";
+ end;
+}
+
+//============================================================================
diff --git a/npc/pre-re/quests/Lvl4_weapon_quest.txt b/npc/pre-re/quests/Lvl4_weapon_quest.txt
new file mode 100644
index 000000000..58945768a
--- /dev/null
+++ b/npc/pre-re/quests/Lvl4_weapon_quest.txt
@@ -0,0 +1,3509 @@
+//===== rAthena Script =======================================
+//= Grade A and Grade S weapon quests
+//===== By: ==================================================
+//= Vicious_Pucca, Reddozen & MasterOfMuppets
+//===== Current Version: =====================================
+//= 1.6
+//===== Compatible With: =====================================
+//= rAthena SVN 3422+(Requires jA Script System)
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Grade A and Grade S weapon quests
+//===== Additional Comments: =================================
+//= 1.0 First Version, Credits goes to Vicious_Pucca for converting [MasterOfMuppets]
+//= the quest from aegis format to eA format. Also thanks to
+//= reddozen for fixing bugs.
+//= 1.1 Many fixes to spelling, grammar, and sentence order. [Silent]
+//= 1.2 A small fix, thanks to vicious_pucca [MasterOfMuppets]
+//= 1.21 Fixing MoM's typos (Citrin -> Citrine) [erKURITA]
+//= 1.3 Redirected error message for "LV_16" to "LV_16_NOGEM" (Gepard) [L0ne_W0lf]
+//= 1.4 Fixed bad NPC header data to comply with rev. 11603. [L0ne_W0lf]
+//= 1.5 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
+//= 1.6 Was using the wrong IDs for the ores needed. [L0ne_W0lf]
+//============================================================
+
+umbala,117,285,3 script Bazo#lv4 85,{
+ if (checkweight(908,300) == 0) {
+ mes "^3355FFWait a second! Right now, you're carrying too many items with you. Please come back after putting some of your things into Kafra Storage.^000000";
+ close;
+ }
+ if (lv4_weapon == 0) {
+ mes "[Bazo]";
+ mes "Hello...";
+ mes "Not from around";
+ mes "here, are you?";
+ next;
+ mes "[Bazo]";
+ mes "My name is Bazo Heburiech. I'm pleased to make your acquaintance. As you can see, I'm also not from around here either. I feel as if... We were meant to meet.";
+ next;
+ mes "[Bazo]";
+ mes "If you don't mind, let me tell you a little about this place. When I first got here, I could tell there was something different about";
+ mes "this village.";
+ next;
+ mes "[Bazo]";
+ mes "For one thing, Umbala is close";
+ mes "to Niflheim, realm of the dead. Because it's so near, some of the people here can actually draw evil power from that realm.";
+ next;
+ mes "[Bazo]";
+ mes "Don't worry, the locals here only use this power to produce specialty items. During my stay here, I too have learned some of those crafting methods.";
+ next;
+ mes "[Bazo]";
+ mes "If you like, I'd be willing to show you my skills. Now how does that sound?";
+ next;
+ switch(select("Sounds good~:No, thanks.")) {
+ case 1:
+ if (BaseLevel < 70) {
+ mes "[Bazo]";
+ mes "Hmm. For now, you should level";
+ mes "up and get stronger first. Please understand that I mean well when I say that I don't think you're quite ready for my goods.";
+ next;
+ mes "[Bazo]";
+ mes "Like I said before, these";
+ mes "goods have some evil power. If you're not strong or experienced enough, you'd be driven insane.";
+ next;
+ mes "[Bazo]";
+ mes "Once you're ready,";
+ mes "I'll gladly make you";
+ mes "something great~";
+ close;
+ }
+ mes "[Bazo]";
+ mes "Excellent! Let me tell you what materials I'll need. There's not that many, but you might want to write them down.";
+ next;
+ mes "[Bazo]";
+ mes "First, I'll need";
+ mes "some basic materials.";
+ mes "10 Gold,";
+ mes "50 Steel and";
+ mes "10 Emperium.";
+ next;
+ mes "[Bazo]";
+ mes "Then, I'll need some rare ore to enchant this product. The product's trait will depend on the ore that you use.";
+ next;
+ mes "[Bazo]";
+ mes "Please bring me 30 of either Citrin, Turquoise or Agate. Well then, I wish you luck in finding those things and I'll be waiting for you~";
+ set lv4_weapon,1;
+ close;
+ case 2:
+ mes "[Bazo]";
+ mes "Oh, okay.";
+ mes "That's fine with me.";
+ mes "But I'll be right here if you";
+ mes "ever change your mind.";
+ close;
+ }
+ }
+ if (lv4_weapon > 7) {
+ mes "[Bazo]";
+ mes "Hmm...";
+ mes "I sense something different about you. I can't quite describe it, but I get the distince feeling that there's nothing I can do for you.";
+ next;
+ mes "[Bazo]";
+ mes "In any case, I wish you safety in your travels, adventurer.";
+ close;
+ }
+ if ((lv4_weapon >= 5) && (lv4_weapon <= 7)) {
+ mes "[Bazo]";
+ mes "Great...!";
+ mes "Now, let's do this!";
+ mes "Oh, and you should know";
+ mes "now that I can't tell what kind of thing we might get. But let's hope that it'll be good.";
+ next;
+ mes "^3355FFYou feel a mysterious energy gathering around the materials";
+ mes "and the air around them begins to crackle. It seems as if the materials were absorbing";
+ mes "all of the ambient energy.^000000";
+ next;
+ mes "^3355FFWithout any discernable action from Bazo, the materials began to fuse into each other.^000000";
+ next;
+ mes "[Bazo]";
+ mes "Can you feel that? The materials are now gathering power on their own. It's out of my hands now. All we can do now is wait and pray.";
+ next;
+ mes "^3355FFThe materials finish melding";
+ mes "and the air grows calm.^000000";
+ next;
+ mes "[Bazo]";
+ mes "Ooooooh! It's done!";
+ mes "We've succeeded! Ah,";
+ mes "this is amazing! Our prayers";
+ mes "must have been answered!";
+ next;
+ mes "[Bazo]";
+ mes "It looks like all those materials turned into some kind of weapon. That ought to be quite useful to you. Now let's see...";
+ next;
+ mes "[Bazo]";
+ if (lv4_weapon == 5) {
+ mes "Immaterial Sword!";
+ mes "This sword was born to be yours!";
+ mes "Congratulations and hopefully it will be useful to you.";
+ set lv4_weapon,0;
+ getitem 1141,1; //Immaterial_Sword
+ }
+ else if (lv4_weapon == 6) {
+ mes "Slash!";
+ mes "This mace was born to be yours!";
+ mes "Congratulations and hopefully it will be useful to you.";
+ set lv4_weapon,0;
+ getitem 1526,1; //Slash
+ }
+ else if (lv4_weapon == 7) {
+ mes "Quadrille!";
+ mes "This mace was born to be yours!";
+ mes "Congratulations and hopefully it will be useful to you.";
+ set lv4_weapon,0;
+ getitem 1527,1; //Quadrille
+ }
+ next;
+ mes "[Bazo]";
+ mes "Ah, I'm very satisfied with these results. If you wish to have another one, please feel free to visit me anytime. Alright then, enjoy your travels~";
+ close;
+ }
+ if (((lv4_weapon == 2) && (countitem(7295) > 29)) || ((lv4_weapon == 3) && (countitem(7294) > 29)) || ((lv4_weapon == 4) && (countitem(7291) > 29))) {
+ if (lv4_weapon == 2) {
+ set .@itemreq,7295; // Citrine
+ }
+ else if (lv4_weapon == 3) {
+ set .@itemreq,7294; //Turqoise
+ }
+ else if (lv4_weapon == 4) {
+ set .@itemreq,7291; // Agate
+ }
+ mes "[Bazo]";
+ mes "Okay, it seems like you're";
+ mes "ready so let's get started. Now, my favorite monsters are Poring, Hode, Obeaune and Minorous.";
+ next;
+ for( set .@i, 1; .@i <= 5; set .@i,.@i+1 ) {
+ setarray .@mons[.@i],rand(1,4);
+ mes "[Bazo]";
+ if (.@i == 1) {
+ mes "Here's the first question.";
+ mes "What monster am I thinking";
+ mes "of right now?";
+ }
+ else if (.@i == 2) {
+ mes "Alright...";
+ mes "Now guess which monster";
+ mes "I'm thinking about right... Now!";
+ }
+ else if (.@i == 3) {
+ mes "Now what monster";
+ mes "am I thinking about?";
+ }
+ else if (.@i == 4) {
+ mes "Which monster am";
+ mes "I thinking about right now?";
+ }
+ else if (.@i == 5) {
+ mes "Okay, one last time.";
+ mes "Guess which monster I'm";
+ mes "thinking about right now.";
+ }
+ next;
+ set .@answer,select("Poring:Hode:Obeaune:Minorous");
+ if (.@answer == .@mons[.@i]) {
+ set .@dap,.@dap + 1;
+ }
+ }
+ mes "[Bazo]";
+ mes "Okay, let me give you the answers for the questions in the order I was thinking. Now, it might seem like I'm making them up right now, but I'm not. We gotta trust each other on this.";
+ next;
+ mes "[Bazo]";
+ for( set .@i, 1; .@i <= 5; set .@i,.@i+1 ) {
+ if (.@mons[.@i] == 1) {
+ mes "Poring";
+ }
+ else if (.@mons[.@i] == 1) {
+ mes "Hode";
+ }
+ else if (.@mons[.@i] == 2) {
+ mes "Obeaune";
+ }
+ else if (.@mons[.@i] == 3) {
+ mes "Minorous";
+ }
+ }
+ if (.@dap > 0) {
+ delitem .@itemreq,30;
+ set lv4_weapon,lv4_weapon+3;
+ }
+ else if (.@dap < 1) {
+ delitem .@itemreq,10;
+ }
+ next;
+ if (.@dap > 0) {
+ mes "[Bazo]";
+ mes "You got the right answer " + .@dap + " times! Incredible! As promised, I shall create a specialty Umbala item for you. Give me a little time to get ready, and then we'll get started.";
+ close;
+ }
+ else if (.@dap < 1) {
+ mes "[Bazo]";
+ mes "Huh. You must not be able to";
+ mes "read minds, or you've got really bad luck. Either way, we can't try this until we drive away the ill fortune around you.";
+ next;
+ mes "[Bazo]";
+ mes "Hm, we need at least";
+ mes "10 "+getitemname(.@itemreq)+" to try this";
+ mes "again, so go ahead";
+ mes "and give me that.";
+ next;
+ mes "[Bazo]";
+ mes "Well, if you want to try this mind reading game again, just come";
+ mes "back with the materials. I'll be waiting to gauge your luck.";
+ close;
+ }
+ }
+ if ((lv4_weapon == 2) || (lv4_weapon == 3) || (lv4_weapon == 4)) {
+ mes "[Bazo]";
+ mes "Hmm. Something doesn't";
+ mes "feel right. We must be missing";
+ mes "something. Would you check the";
+ mes "materials you've brought again?";
+ close;
+ }
+ if ((lv4_weapon == 1) && (countitem(969) > 9) && (countitem(999) > 49) && (countitem(714) > 9)) {
+ mes "[Bazo]";
+ mes "Oh, you've brought all the basic materials. Now, let me check to see if you brought any of the rare ores I asked for...";
+ next;
+ if ((countitem(7295) > 29) || (countitem(7294) > 29) || (countitem(7291) > 29)) {
+ if ((countitem(7295) > 29) && (countitem(7294) > 29) && (countitem(7291) > 29)) {
+ mes "[Bazo]";
+ mes "Hahaha, I asked you to";
+ mes "bring one kind of ore, not all of them. So which one would you";
+ mes "like to use?";
+ next;
+ switch(select("Citrin:Turquoise:Agate")) {
+ case 1:
+ set .@itemreq,7295; // Citrine
+ break;
+ case 2:
+ set .@itemreq,7294; //Turqoise
+ break;
+ case 3:
+ set .@itemreq,7291; // Agate
+ break;
+ }
+ }
+ else if ((countitem(7295) > 29) && (countitem(7294) > 29)) {
+ mes "Hahaha, I asked you to";
+ mes "bring one kind of ore, not";
+ mes "two. So which one would";
+ mes "you like to use?";
+ switch(select("Citrin:Turquoise")) {
+ case 1:
+ set .@itemreq,7295; // Citrine
+ break;
+ case 2:
+ set .@itemreq,7294; //Turqoise
+ break;
+ }
+ }
+ else if ((countitem(7295) > 29) && (countitem(7291) > 29)) {
+ mes "Hahaha, I asked you to";
+ mes "bring one kind of ore, not";
+ mes "two. So which one would";
+ mes "you like to use?";
+ switch(select("Citrin:Agate")) {
+ case 1:
+ set .@itemreq,7295; // Citrine
+ break;
+ case 2:
+ set .@itemreq,7291; // Agate
+ break;
+ }
+ }
+ else if ((countitem(7294) > 29) && (countitem(7291) > 29)) {
+ mes "Hahaha, I asked you to";
+ mes "bring one kind of ore, not";
+ mes "two. So which one would";
+ mes "you like to use?";
+ switch(select("Turquoise:Agate")) {
+ case 1:
+ set .@itemreq,7294; //Turqoise
+ break;
+ case 2:
+ set .@itemreq,7291; // Agate
+ break;
+ }
+ }
+ else {
+ if (countitem(7295) > 29) {
+ set .@itemreq,7295; // Citrine
+ }
+ if (countitem(7294) > 29) {
+ set .@itemreq,7294; //Turqoise
+ }
+ if (countitem(7291) > 29) {
+ set .@itemreq,7291; // Agate
+ }
+ }
+ mes "[Bazo]";
+ mes getitemname(.@itemreq)+", huh?";
+ mes "Alright then. Before we start, we must first test your luck. As you may have guessed, item crafting in Umbala is a very delicate process.";
+ next;
+ mes "[Bazo]";
+ mes "But if we do this during a time when your luck is high, we'll have a good chance of succeeding in creating something great. That makes sense, right?";
+ next;
+ mes "[Bazo]";
+ mes "Now, we'll test your luck by playing a simple mind reading";
+ mes "game. I'll think of a specific monster, and you'll have to";
+ mes "guess what it is from among";
+ mes "my favorites.";
+ next;
+ mes "[Bazo]";
+ mes "I'll give you five different chances, and if you can guess right once, we'll go ahead and craft the item. But if you get all of them wrong, we've got to drive away all the bad luck!";
+ next;
+ mes "[Bazo]";
+ mes "In order to drive away ill fortune, I'll be taking 10 of the special ore you've brought along. I know it sounds bad, but it's a lot better than losing 30 ores if we failed to create the item, right?";
+ next;
+ mes "[Bazo]";
+ mes "Okay, now I need";
+ mes "some time to preprare...";
+ mes "Talk to you later!";
+ delitem 969,10; //Gold
+ delitem 999,50; //Steel
+ delitem 714,10; //Emperium
+ if (.@itemreq == 7295) {
+ set lv4_weapon,2;
+ }
+ else if (.@itemreq == 7294) {
+ set lv4_weapon,3;
+ }
+ else if (.@itemreq == 7291) {
+ set lv4_weapon,4;
+ }
+ close;
+ }
+ else {
+ mes "[Bazo]";
+ mes "Please bring me 30 Citrin, Turquoise or Agate. You must";
+ mes "have forgotten to bring any of those, so please go back and get them so we can begin.";
+ close;
+ }
+ }
+ if (lv4_weapon == 1) {
+ mes "[Bazo]";
+ mes "If you'd like me to make you one of Umbala's specialty items, I'll need you to bring me some stuff so I can craft it for you.";
+ next;
+ mes "[Bazo]";
+ mes "First, I'll need";
+ mes "some basic materials.";
+ mes "10 Gold,";
+ mes "50 Steel and";
+ mes "10 Emperium.";
+ next;
+ mes "[Bazo]";
+ mes "Then, I'll need some rare ore to enchant this product. The product's trait will depend on the ore that you use.";
+ next;
+ mes "[Bazo]";
+ mes "Please bring me 30 of either Citrin, Turquoise or Agate. Well then, I wish you luck in finding those things and I'll be waiting for you~";
+ close;
+ }
+ mes "[Bazo]";
+ mes "Hello...";
+ mes "Not from around";
+ mes "here, are you?";
+ next;
+ mes "[Bazo]";
+ mes "My name is Bazo Heburiech. I'm pleased to make your acquaintance. As you can see, I'm also not from around here either. I feel as if... We were meant to meet.";
+ next;
+ mes "[Bazo]";
+ mes "If you don't mind, let me tell you a little about this place. When I first got here, I could tell there was something different about";
+ mes "this village.";
+ next;
+ mes "[Bazo]";
+ mes "For one thing, Umbala is close";
+ mes "to Niflheim, realm of the dead. Because it's so near, some of the people here can actually draw evil power from that realm.";
+ next;
+ mes "[Bazo]";
+ mes "Don't worry, the locals here only use this power to produce specialty items. During my stay here, I too have learned some of those crafting methods.";
+ next;
+ mes "[Bazo]";
+ mes "If you like, I'd be willing to show you my skills. Now how does that sound?";
+ next;
+ switch(select("Sounds good~:No, thanks.")) {
+ case 1:
+ if (BaseLevel < 70) {
+ mes "[Bazo]";
+ mes "Hmm. For now, you should level";
+ mes "up and get stronger first. Please understand that I mean well when I say that I don't think you're quite ready for my goods.";
+ next;
+ mes "[Bazo]";
+ mes "Like I said before, these";
+ mes "goods have some evil power. If you're not strong or experienced enough, you'd be driven insane.";
+ next;
+ mes "[Bazo]";
+ mes "Once you're ready,";
+ mes "I'll gladly make you";
+ mes "something great~";
+ close;
+ }
+ mes "[Bazo]";
+ mes "Excellent! Let me tell you what materials I'll need. There's not that many, but you might want to write them down.";
+ next;
+ mes "[Bazo]";
+ mes "First, I'll need";
+ mes "some basic materials.";
+ mes "10 Gold,";
+ mes "50 Steel and";
+ mes "10 Emperium.";
+ next;
+ mes "[Bazo]";
+ mes "Then, I'll need some rare ore to enchant this product. The product's trait will depend on the ore that you use.";
+ next;
+ mes "[Bazo]";
+ mes "Please bring me 30 of either Citrin, Turquoise or Agate. Well then, I wish you luck in finding those things and I'll be waiting for you~";
+ set lv4_weapon,1;
+ close;
+ case 2:
+ mes "[Bazo]";
+ mes "Oh, okay.";
+ mes "That's fine with me.";
+ mes "But I'll be right here if you";
+ mes "ever change your mind.";
+ close;
+ }
+}
+
+umbala,163,257,3 script Hibilaithan#lv4 785,{
+ if (checkweight(908,300) == 0) {
+ mes "^3355FFWait a second! Right now, you're carrying too many items with you. Please come back after putting some of your things into Kafra Storage.^000000";
+ close;
+ }
+ if (event_umbala < 3) {
+ mes "[Hibilaithan]";
+ mes "Umba! Umbaba...umum! Baumba!";
+ mes "Umumumbababaumumbabaumba!";
+ mes "Umbaumbaumbaumbaumhah!";
+ mes "Umumumumumbababababab!";
+ close;
+ }
+ if (lv4_weapon == 0) {
+ mes "[Hibilaithan]";
+ mes "Eh heh heh...";
+ mes "At long last, this";
+ mes "day has come. Finally,";
+ mes "I've earned recognition as";
+ mes "Umbala's greatest artisan!";
+ next;
+ mes "[Hibilaithan]";
+ mes "Yes yes, I'm ^802A2Athat^000000 Hibilaithan.";
+ mes "And if you bring me the materials, I shall deign to craft one of my masterpieces for you. Bwahahaha~!";
+ next;
+ mes "[Hibilaithan]";
+ mes "Hm? What was that?";
+ mes "Never heard of me?";
+ mes "Please, enough jesting!";
+ mes "I mean, even though I may be a maestro at my craft, there's no need to feel intimidated.";
+ next;
+ mes "[Hibilaithan]";
+ mes "Now be honest...";
+ mes "Do you want to be";
+ mes "the recipient of my";
+ mes "inspired and oft imitated";
+ mes "handiwork or not?";
+ next;
+ switch(select("Yes. Yes, I do.:Sorry, I don't need it!")) {
+ case 1:
+ if (BaseLevel < 70) {
+ mes "[Hibilaithan]";
+ mes "Ooh...";
+ mes "Your mind is too weak to handle the power of my creations. I'm sorry, but you need more training.";
+ next;
+ mes "[Hibilaithan]";
+ mes "I know it must be unbearable, waiting to own one of my creations. But for your own sake, get stronger first and then come back to me.";
+ close;
+ }
+ mes "[Hibilaithan]";
+ mes "Hahahaha!";
+ mes "Of course you do!";
+ mes "That was a rhetorical question!";
+ mes "But I like your attitude. Now I'm going to tell you what you need";
+ mes "to bring me, so don't forget.";
+ next;
+ mes "[Hibilaithan]";
+ mes "Now, I'll need";
+ mes "10 Gold,";
+ mes "50 Steel and";
+ mes "10 Emperium";
+ mes "for the basic materials.";
+ next;
+ mes "[Hibilaithan]";
+ mes "I'll also need some rare ore to endow my creation with power. Muscovite, Biotite or Pyroxene. Just bring me 30 of one of those kinds of ores.";
+ next;
+ mes "[Hibilaithan]";
+ mes "Okay, I wish you good luck! In the meantime, I shall relax here and wait for your return.";
+ set lv4_weapon,8;
+ close;
+ case 2:
+ mes "[Hibilaithan]";
+ mes "Hahahahaha~!";
+ mes "There's no need";
+ mes "to be modest!";
+ mes "Oh, you adventurers";
+ mes "can be so silly sometimes.";
+ next;
+ mes "[Hibilaithan]";
+ mes "Well, if you ever muster up the courage to ask me of this favor, come back anytime. Give me the chance to show you my genius!";
+ close;
+ }
+ }
+ if ((lv4_weapon < 8) || (lv4_weapon > 14)) {
+ mes "[Hibilaithan]";
+ mes "...";
+ mes "Ah... I don't feel";
+ mes "like doing ^820A2Aanything^000000";
+ mes "right now. Come back later, alright?";
+ close;
+ }
+ if ((lv4_weapon == 12) || (lv4_weapon == 13) || (lv4_weapon == 14)) {
+ mes "[Hibilaithan]";
+ mes "Ah, I sense that all is in readiness. Good, good,";
+ mes "I can begin! Now, don't peek.";
+ mes "I can't risk sharing my";
+ mes "awesome secrets!";
+ next;
+ mes "^3355FFHibilaithan picked up all the materials and turned his back to you. Although you couldn't get a clear look at what he was doing, his motions were deceptively simple and clumsy looking as you feel a strange energy gather around him.^000000";
+ next;
+ mes "[Hibilaithan]";
+ mes "Umm~ umm~ umm~";
+ mes "Aww~ aww~ aww~";
+ mes "Phew~ phew~ phew~";
+ mes "Woo~ woo~ woo~";
+ mes "Ho~ ho~ ho~";
+ next;
+ mes "[Hibilaithan]";
+ mes "Haha, it's done!";
+ mes "^333333*Phew*^000000 That was pretty tough, but I'm sure you can't wait to see what we've made. Okay, let's take a look...";
+ next;
+ mes "[Hibilaithan]";
+ if (lv4_weapon == 12) {
+ mes "Ooh, this is a huge success! But of course, since it's my handiwork, that goes without saying. Hey, this is a weapon... Some sort of... Mailbreaker!";
+ set lv4_weapon,0;
+ getitem 1225,1; //Mail_Breaker
+ }
+ else if (lv4_weapon == 13) {
+ mes "Ooh, this is a huge success! But of course, since it's my handiwork, that goes without saying. Hey, this is a weapon... Some sort of... Swordbreaker!";
+ set lv4_weapon,0;
+ getitem 1224,1; //Sword_Breaker
+ }
+ else if (lv4_weapon == 14) {
+ mes "Ooh, this is a huge success! But of course, since it's my handiwork, that goes without saying. Hey, this is a weapon... Some sort of... Slaughter!";
+ set lv4_weapon,0;
+ getitem 1367,1; //Slaughter
+ }
+ next;
+ mes "[Hibilaithan]";
+ mes "Ah, yet another creation that's a testament to my awesome skills! Come back to me whenever you want me to make something truly great for you. See you around~";
+ close;
+ }
+ if (((lv4_weapon == 9) && (countitem(7292) > 29)) || ((lv4_weapon == 10) && (countitem(7297) > 29)) || ((lv4_weapon == 11) && (countitem(7296) > 29))) {
+ if (lv4_weapon == 9) {
+ set .@itemreq,7292; //Muscovite
+ }
+ else if (lv4_weapon == 10) {
+ set .@itemreq,7297; // Biotite
+ }
+ else if (lv4_weapon == 11) {
+ set .@itemreq,7296; // Pyroxene
+ }
+ mes "[Hibilaithan]";
+ mes "Okay, let's get started!";
+ mes "First, we're going to see how";
+ mes "lucky you are today. We'll play this simple game where you guess";
+ mes "which monster I'm thinking of.";
+ next;
+ mes "[Hibilaithan]";
+ mes "Don't worry, I'll tell you which monsters are my favorite, so this game isn't impossible. If you can guess just one of them right, we'll know your luck is good today!";
+ next;
+ for( set .@i, 1; .@i <= 5; set .@i,.@i+1 ) {
+ setarray .@mons[.@i],rand(1,4);
+ mes "[Hibilaithan]";
+ if (.@i == 1) {
+ mes "Alright...";
+ mes "My favorite monsters are";
+ mes "Zealotus, Alice, Munak and";
+ mes "Isis. Now... Guess which one";
+ mes "I'm thinking about right now!";
+ }
+ else if (.@i == 2) {
+ mes "Okay...";
+ mes "Now I'm thinking about a different monster. Or am I? Guess which one!";
+ }
+ else if (.@i == 3) {
+ mes "Now...";
+ mes "Which monster am";
+ mes "I thinking about?";
+ }
+ else if (.@i == 4) {
+ mes "Can you guess which";
+ mes "monster is on my mind now?";
+ }
+ else if (.@i == 5) {
+ mes "One more time!";
+ mes "What monster";
+ mes "am I thinking of?";
+ }
+ next;
+ set .@answer,select("Zealotus:Alice:Munak:Isis");
+ if (.@answer == .@mons[.@i]) {
+ set .@dap,.@dap + 1;
+ }
+ }
+ mes "[Hibilaithan]";
+ mes "Alright, that's it!";
+ mes "Now, this is the order";
+ mes "of the monsters that";
+ mes "I was thinking about...";
+ next;
+ mes "[Hibilaithan]";
+ for( set .@i, 1; .@i <= 5; set .@i,.@i+1 ) {
+ if (.@mons[.@i] == 1) {
+ mes "Zealotus";
+ }
+ else if (.@mons[.@i] == 1) {
+ mes "Alice";
+ }
+ else if (.@mons[.@i] == 2) {
+ mes "Munak";
+ }
+ else if (.@mons[.@i] == 3) {
+ mes "Isis";
+ }
+ }
+ if (.@dap > 0) {
+ delitem .@itemreq,30;
+ set lv4_weapon,lv4_weapon+3;
+ }
+ else if (.@dap < 1) {
+ delitem .@itemreq,10;
+ }
+ next;
+ mes "[Hibilaithan]";
+ if (.@dap > 0) {
+ mes "Amazing...";
+ mes "You must have mental powers or something. You answered correctly";
+ mes "" + .@dap + " times! Wow, you must have really good luck today!";
+ next;
+ mes "[Hibilaithan]";
+ mes "In that case, there's no reason";
+ mes "to delay. Give me a little time to prepare, and then we'll get started on making you something, okay?";
+ close;
+ }
+ else if (.@dap < 1) {
+ mes "Oooh...";
+ mes "This isn't good.";
+ mes "You got all of them ^660000wrong^000000.";
+ mes "We better drive away all of your bad luck with 10 "+getitemname(.@itemreq)+".";
+ next;
+ mes "[Hibilaithan]";
+ mes "We can't get started until your luck is strong enough, so we'll need to play this game again. If you don't have enough ores, just get some more before coming back.";
+ next;
+ mes "[Hibilaithan]";
+ mes "I'm not going anywhere,";
+ mes "so there's no rush. Take";
+ mes "your time, I'll be waiting!";
+ close;
+ }
+ }
+ if ((lv4_weapon == 9) || (lv4_weapon == 10) || (lv4_weapon == 11)) {
+ mes "[Hibilaithan]";
+ mes "Hmm. Something doesn't";
+ mes "feel right. We must be missing";
+ mes "something. Would you check the";
+ mes "materials you've brought again?";
+ close;
+ }
+ if ((lv4_weapon == 8) && (countitem(969) > 9) && (countitem(999) > 49) && (countitem(714) > 9)) {
+ mes "[Hibilaithan]";
+ mes "Ooh, you're back earlier than I expected. I see that you have all the basic materials, but did you bring the most important thing...?";
+ next;
+ if ((countitem(7292) > 29) || (countitem(7297) > 29) || (countitem(7296) > 29)) {
+ if ((countitem(7292) > 29) && (countitem(7297) > 29) && (countitem(7296) > 29)) {
+ mes "[Hibilaithan]";
+ mes "Whoa, you brought all three kinds of those ores I asked for? Haha, we can only use one of them, so go ahead and choose.";
+ next;
+ switch(select("Muscovite:Biotite:Pyroxene")) {
+ case 1:
+ set .@itemreq,7292; //Muscovite
+ break;
+ case 2:
+ set .@itemreq,7297; // Biotite
+ break;
+ case 3:
+ set .@itemreq,7296; // Pyroxene
+ break;
+ }
+ }
+ else if ((countitem(7292) > 29) && (countitem(7297) > 29)) {
+ mes "[Hibilaithan]";
+ mes "Hahaha, you only needed to bring one kind of ore, not two. Now, which ore would you like to use?";
+ next;
+ switch(select("Muscovite:Biotite")) {
+ case 1:
+ set .@itemreq,7292; //Muscovite
+ break;
+ case 2:
+ set .@itemreq,7297; // Biotite
+ break;
+ }
+ }
+ else if ((countitem(7292) > 29) && (countitem(7296) > 29)) {
+ mes "[Hibilaithan]";
+ mes "Hahaha, you only needed to bring one kind of ore, not two. Now, which ore would you like to use?";
+ next;
+ switch(select("Muscovite:Pyroxene")) {
+ case 1:
+ set .@itemreq,7292; //Muscovite
+ break;
+ case 2:
+ set .@itemreq,7296; // Pyroxene
+ break;
+ }
+ }
+ else if ((countitem(7297) > 29) && (countitem(7296) > 29)) {
+ mes "[Hibilaithan]";
+ mes "Hahaha, you only needed to bring one kind of ore, not two. Now, which ore would you like to use?";
+ next;
+ switch(select("Biotite:Pyroxene")) {
+ case 1:
+ set .@itemreq,7297; // Biotite
+ break;
+ case 2:
+ set .@itemreq,7296; // Pyroxene
+ break;
+ }
+ }
+ else {
+ if (countitem(7292) > 29) {
+ set .@itemreq,7292; //Muscovite
+ }
+ else if (countitem(7297) > 29) {
+ set .@itemreq,7297; // Biotite
+ }
+ else if (countitem(7296) > 29) {
+ set .@itemreq,7296; // Pyroxene
+ }
+ }
+ mes "[Hibilaithan]";
+ mes getitemname(.@itemreq)+", eh?";
+ mes "Alright, before we start, we need to minimize as much of your negative fortune as we can.";
+ next;
+ mes "[Hibilaithan]";
+ mes "We're investing a lot of material and energy into this, so it'd be a pity if we fail, right?";
+ next;
+ mes "[Hibilaithan]";
+ mes "Now, if I can craft you something on a day on which your fortune is strong, it should be okay. In order to measure your luck, we'll play a mind reading game.";
+ next;
+ mes "[Hibilaithan]";
+ mes "It's simple. You simply guess the name of the monster I'm thinking about among four choices. If you guess correctly once, then we can get started!";
+ next;
+ mes "[Hibilaithan]";
+ mes "I'll be giving you five chances. However, if you get all five wrong, I need to take 10 of the special ore that you brought in order to drive away your misfortune.";
+ next;
+ mes "[Hibilaithan]";
+ mes "Sure, that might sound bad,";
+ mes "but it's a small price to pay for insuring success in crafting your special item, right?";
+ next;
+ mes "[Hibilaithan]";
+ mes "Okay, I'll need some time to get ready. Come back to me a little later so that I can judge your";
+ mes "luck today~";
+ delitem 969,10; //Gold
+ delitem 999,50; //Steel
+ delitem 714,10; //Emperium
+ if (countitem(7292) > 29) {
+ set lv4_weapon,9;
+ }
+ else if (countitem(7297) > 29) {
+ set lv4_weapon,10;
+ }
+ else if (countitem(7296) > 29) {
+ set lv4_weapon,11;
+ }
+ close;
+ }
+ else {
+ mes "[Hibilaithan]";
+ mes "Hm...?";
+ mes "It looks like you didn't";
+ mes "bring any of that special";
+ mes "ore I asked for.";
+ next;
+ mes "[Hibilaithan]";
+ mes "Please bring 30 of";
+ mes "either, Biotite, Muscovite";
+ mes "or Pyroxene since we need";
+ mes "one of those kinds of ores";
+ mes "for me to start crafting.";
+ close;
+ }
+ }
+ if (lv4_weapon == 8) {
+ mes "[Hibilaithan]";
+ mes "Now, I'll need";
+ mes "10 Gold,";
+ mes "50 Steel and";
+ mes "10 Emperium";
+ mes "for the basic materials.";
+ next;
+ mes "[Hibilaithan]";
+ mes "I'll also need some rare ore to endow my creation with power. Muscovite, Biotite or Pyroxene. Just bring me 30 of one of those kinds of ores.";
+ next;
+ mes "[Hibilaithan]";
+ mes "Okay, I wish you good luck! In the meantime, I shall relax here and wait for your return.";
+ close;
+ }
+ mes "[Hibilaithan]";
+ mes "Eh heh heh...";
+ mes "At long last, this";
+ mes "day has come. Finally,";
+ mes "I've earned recognition as";
+ mes "Umbala's greatest artisan!";
+ next;
+ mes "[Hibilaithan]";
+ mes "Yes yes, I'm ^802A2Athat^000000 Hibilaithan.";
+ mes "And if you bring me the materials, I shall deign to craft one of my masterpieces for you. Bwahahaha~!";
+ next;
+ mes "[Hibilaithan]";
+ mes "Hm? What was that?";
+ mes "Never heard of me?";
+ mes "Please, enough jesting!";
+ mes "I mean, even though I may be a maestro at my craft, there's no need to feel intimidated.";
+ next;
+ mes "[Hibilaithan]";
+ mes "Now be honest...";
+ mes "Do you want to be";
+ mes "the recipient of my";
+ mes "inspired and oft imitated";
+ mes "handiwork or not?";
+ next;
+ switch(select("Yes. Yes, I do.:Sorry, I don't need it!")) {
+ case 1:
+ if (BaseLevel < 70) {
+ mes "[Hibilaithan]";
+ mes "Ooh...";
+ mes "Your mind is too weak to handle the power of my creations. I'm sorry, but you need more training.";
+ next;
+ mes "[Hibilaithan]";
+ mes "I know it must be unbearable, waiting to own one of my creations. But for your own sake, get stronger first and then come back to me.";
+ close;
+ }
+ mes "[Hibilaithan]";
+ mes "Hahahaha!";
+ mes "Of course you do!";
+ mes "That was a rhetorical question!";
+ mes "But I like your attitude. Now I'm going to tell you what you need";
+ mes "to bring me, so don't forget.";
+ next;
+ mes "[Hibilaithan]";
+ mes "Now, I'll need";
+ mes "10 Gold,";
+ mes "50 Steel and";
+ mes "10 Emperium";
+ mes "for the basic materials.";
+ next;
+ mes "[Hibilaithan]";
+ mes "I'll also need some rare ore to endow my creation with power. Muscovite, Biotite or Pyroxene. Just bring me 30 of one of those kinds of ores.";
+ next;
+ mes "[Hibilaithan]";
+ mes "Okay, I wish you good luck! In the meantime, I shall relax here and wait for your return.";
+ set lv4_weapon,8;
+ close;
+ case 2:
+ mes "[Hibilaithan]";
+ mes "Hahahahaha~!";
+ mes "There's no need";
+ mes "to be modest!";
+ mes "Oh, you adventurers";
+ mes "can be so silly sometimes.";
+ next;
+ mes "[Hibilaithan]";
+ mes "Well, if you ever muster up the courage to ask me of this favor, come back anytime. Give me the chance to show you my genius!";
+ close;
+ }
+}
+
+um_in,156,77,5 script Tabezthan#lv4 788,{
+ if (checkweight(908,300) == 0) {
+ mes "^3355FFWait a second! Right now, you're carrying too many items with you. Please come back after putting some of your things into Kafra Storage.^000000";
+ close;
+ }
+ if (event_umbala < 3) {
+ mes "[Tabezthan]";
+ mes "Umba! Umbaba...umum! Baumba!";
+ mes "Umumumbababaumumbabaumba!";
+ mes "Umbaumbaumbaumbaumhah!";
+ mes "Umumumumumbababababab!";
+ close;
+ }
+ if (lv4_weapon == 0) {
+ mes "[Tabezthan]";
+ mes "Hmm...";
+ mes "I feel something different from you. You are a stranger around here, are you not?";
+ next;
+ mes "[Tabezthan]";
+ mes "Allow me to introduce myself. I am Tabezthan, a veritable fountain of knowledge and a renown genius in Umbala. Ha ha ha!";
+ next;
+ mes "[Tabezthan]";
+ mes "I have two disciples: Hibilaithan, who is a fool, and Bazo, who is quite intelligent and shows potential.";
+ next;
+ mes "[Tabezthan]";
+ mes "Of course, both are very talented and skilled, but I worry about Hibilaithan. He makes many stupid mistakes but he is fairly shameless about his errors.";
+ next;
+ mes "[Tabezthan]";
+ mes "I have taught them how to manipulate the ambient energy";
+ mes "here in Umbala in order to create objects. I hear that there is a similar skill in the outside world known to you as alchemy.";
+ next;
+ mes "[Tabezthan]";
+ mes "In any case, do have any use";
+ mes "for my skills? If so, please bring me the materials that I need so that I may be of service to you.";
+ next;
+ switch(select("Yes, please.:No, thank you.")) {
+ case 1:
+ if (BaseLevel < 70) {
+ mes "[Tabezthan]";
+ mes "I regret to say that you are not yet capable of handling my crafts. Please train and acquire greater strength before returning to me. I wish you safety in your travels.";
+ close;
+ }
+ mes "[Tabezthan]";
+ mes "Good. I ask that you";
+ mes "remember what you need";
+ mes "to bring me so that I may craft something for you. I shall need...";
+ next;
+ mes "[Tabezthan]";
+ mes "10 Gold,";
+ mes "50 Steel";
+ mes "and 10 Emperium";
+ mes "for the basic materials.";
+ mes "I'll also need a rare ore to enchant my creation.";
+ next;
+ mes "[Tabezthan]";
+ mes "In addition, please bring me 30 of either Phlogopite, Peridot or Rose Quartz. Depending on the ore that you choose, my creation will possess a different trait.";
+ next;
+ mes "[Tabezthan]";
+ mes "Please be aware that I do not know exactly what item will be produced. There are too many factors in alchemy and there is a limit to anyone's knowledge.";
+ next;
+ mes "[Tabezthan]";
+ mes "In other words, we will have to trust to luck. However, we'll have time to talk about that later. For now, please go and gather the necessary materials. I shall be waiting here.";
+ set lv4_weapon,15;
+ close;
+ case 2:
+ mes "[Tabezthan]";
+ mes "Oh... I see.";
+ mes "It is a little disappointing to hear that, but please return";
+ mes "if you believe that I can be";
+ mes "of service to you.";
+ close;
+ }
+ }
+ if ((lv4_weapon < 15) || (lv4_weapon > 21)) {
+ mes "[Tabezthan]";
+ mes "Hm...?";
+ mes "You don't have any";
+ mes "business with me, do you?";
+ next;
+ mes "[Tabezthan]";
+ mes "Please do not disregard me as merely an old fool. When a man gets older, he can see more clearly into the hearts of others. Please continue what you have been doing, and I wish you good fortune on your journeys.";
+ close;
+ }
+ if ((lv4_weapon == 19) || (lv4_weapon == 20) || (lv4_weapon == 21)) {
+ mes "[Tabezthan]";
+ mes "Great, I'm ready to begin. Give me a minute to arrange these materials into a mystic circle.";
+ next;
+ mes "^3355FFHe arranged the materials in a strange circle and began chanting. The air around Tabezthan grew ominously heavy and the materials seemed to surge with newfound energy.^000000";
+ next;
+ mes "[Tabezthan]";
+ mes "Please understand that this power is not coming from me. I am merely using my skills to gather power from the realm of the dead and infusing them into these materials.";
+ next;
+ mes "[Tabezthan]";
+ mes "Let us pray for good results.";
+ mes "All we can do now is leave the";
+ mes "final result to fate.";
+ next;
+ mes "^3355FFThe materials slowly melded";
+ mes "into each other, combining into a completely new object. It is only";
+ mes "a matter of time before we learn whether you and Tabezthan have succeeded or failed.^000000";
+ next;
+ mes "[Tabezthan]";
+ if (lv4_weapon == 19) {
+ mes "I don't believe it!";
+ mes "This is such an incredibly rare weapon! Yes, I remember its name from what my late father told me. This is... Caesar's Sword!";
+ set lv4_weapon,0;
+ getitem 1134,1; //Scissores_Sword
+ }
+ else if (lv4_weapon == 20) {
+ mes "I don't believe it!";
+ mes "This is such an incredibly rare weapon! Yes, I remember its name from what my late father told me. This is... Tirfing!";
+ set lv4_weapon,0;
+ getitem 1139,1; //Tale_Fing_
+ }
+ else if (lv4_weapon == 21) {
+ mes "I don't believe it!";
+ mes "This is such an incredibly rare weapon! Yes, I remember its name from what my late father told me. This is... Sabbath!";
+ set lv4_weapon,0;
+ getitem 1365,1; //Sabbath
+ }
+ next;
+ mes "[Tabezthan]";
+ mes "This mighty weapon is yours to keep. Feel free to come back to me";
+ mes "if you think that I can be of service to you once again.";
+ mes "Farewell for now, brave adventurer.";
+ close;
+ }
+ if (((lv4_weapon == 16) && (countitem(7290))) || ((lv4_weapon == 17) && (countitem(7289))) || ((lv4_weapon == 18) && (countitem(7293)))) {
+ if (lv4_weapon == 16) {
+ set .@itemreq,7290; //Phlogopite
+ }
+ else if (lv4_weapon == 17) {
+ set .@itemreq,7289; //Olivine
+ }
+ else if (lv4_weapon == 18) {
+ set .@itemreq,7293; //Rose_Quartz
+ }
+ mes "[Tabezthan]";
+ mes "Shall we begin?";
+ mes "I will tell you the names of 4 different monsters. You will be given five chances to predict which monster I am thinking about.";
+ next;
+ mes "[Tabezthan]";
+ mes "This mind reading game is an effective method of determining whether your fortune is good or bad. Get ready now...";
+ next;
+ for( set .@i, 1; .@i <= 5; set .@i,.@i+1 ) {
+ setarray .@mons[.@i],rand(1,4);
+ mes "[Tabezthan]";
+ if (.@i == 1) {
+ mes "My favorite monsters are";
+ mes "Baphomet, Dark Lord, Bloody";
+ mes "Knight and Stormy Knight. Now,";
+ mes "try to guess which one I am";
+ mes "thinking about.";
+ }
+ else if (.@i == 2) {
+ mes "Please try to determine";
+ mes "which monster I'm thinking";
+ mes "of right this moment.";
+ }
+ else if (.@i == 3) {
+ mes "Now, try to sense";
+ mes "which monster I am";
+ mes "visualizing in my mind.";
+ }
+ else if (.@i == 4) {
+ mes "Once again, try";
+ mes "and guess what monster";
+ mes "I'm thinking about right now.";
+ }
+ else if (.@i == 5) {
+ mes "Alright, this is";
+ mes "your last chance to";
+ mes "correctly guess which";
+ mes "monster I'm thinking of.";
+ }
+ next;
+ set .@answer,select("Baphomet:Dark Lord:Bloody Knight:Stormy Knight");
+ if (.@answer == .@mons[.@i]) {
+ set .@dap,.@dap + 1;
+ }
+ }
+ mes "[Tabezthan]";
+ mes "That's the end of the game. Now, this is the order of the monsters that I had in mind...";
+ next;
+ mes "[Tabezthan]";
+ for( set .@i, 1; .@i <= 5; set .@i,.@i+1 ) {
+ if (.@mons[.@i] == 1) {
+ mes "Baphomet";
+ }
+ else if (.@mons[.@i] == 2) {
+ mes "Dark Lord";
+ }
+ else if (.@mons[.@i] == 3) {
+ mes "Bloody Knight";
+ }
+ else if (.@mons[.@i] == 4) {
+ mes "Stormy Knight";
+ }
+ }
+ if (.@dap > 0) {
+ delitem .@itemreq,30;
+ set lv4_weapon,lv4_weapon+3;
+ }
+ else if (.@dap < 1) {
+ delitem .@itemreq,10;
+ }
+ next;
+ mes "[Tabezthan]";
+ if (.@dap > 0) {
+ mes "You have answered " + .@dap + " times correctly. It appears that your luck is at a high point, and it is an ideal time for me to craft something for you. Give me a little time to prepare, and return to me.";
+ close;
+ }
+ else if (.@dap < 1) {
+ mes "Unfortunately, you weren't able to guess any of them correctly. It seems that your luck is charged with negative energy. We'll need to expel this bad luck with 10 of your Phologopite.";
+ next;
+ mes "[Tabezthan]";
+ mes "Do not be disheartened. Losing 10 "+getitemname(.@itemreq)+" is much better than losing 30 on a failed crafting attempt.";
+ next;
+ mes "[Tabezthan]";
+ mes "Please come back with 30 Phologopite, and we shall try this mind reading game once again. I shall be waiting for you right here.";
+ close;
+ }
+ }
+ if ((lv4_weapon == 16) || (lv4_weapon == 17) || (lv4_weapon == 18)) {
+ mes "[Tabezthan]";
+ mes "Umm...";
+ mes "You do not seem to";
+ mes "have enough Rose Quartz.";
+ mes "Please try to gather at";
+ mes "least 30 of them and then";
+ mes "return to me.";
+ close;
+ }
+ if ((lv4_weapon == 15) && (countitem(969) > 9) && (countitem(999) > 49) && (countitem(714) > 9)) {
+ mes "[Tabezthan]";
+ mes "You've returned to me earlier than I've expected. I sense that you've brought all the basic materials, but did you bring enough special ore as well?";
+ next;
+ if ((countitem(7290) > 29) || (countitem(7289) > 29) || (countitem(7293) > 29)) {
+ if ((countitem(7290) > 29) && (countitem(7289) > 29) && (countitem(7293) > 29)) {
+ mes "[Tabezthan]";
+ mes "Ah, you've brought all three. However, we can only use one kind of ore at a time, so please choose just one.";
+ next;
+ switch(select("Phlogopite:Peridot:Rose Quartz")) {
+ case 1:
+ set .@itemreq,7290; //Phlogopite
+ break;
+ case 2:
+ set .@itemreq,7289; //Olivine
+ break;
+ case 3:
+ set .@itemreq,7293; //Rose_Quartz
+ break;
+ }
+ }
+ else if ((countitem(7290) > 29) && (countitem(7289) > 29)) {
+ mes "[Tabezthan]";
+ mes "Hahaha, you didn't need";
+ mes "to bring more than one kind";
+ mes "of ore. Now, which one would";
+ mes "you like to use?";
+ next;
+ switch(select("Phlogopite:Peridot")) {
+ case 1:
+ set .@itemreq,7290; //Phlogopite
+ break;
+ case 2:
+ set .@itemreq,7289; //Olivine
+ break;
+ }
+ }
+ else if ((countitem(7290) > 29) && (countitem(7293) > 29)) {
+ mes "[Tabezthan]";
+ mes "Hahaha, you didn't need";
+ mes "to bring more than one kind";
+ mes "of ore. Now, which one would";
+ mes "you like to use?";
+ next;
+ switch(select("Phlogopite:Rose Quartz")) {
+ case 1:
+ set .@itemreq,7290; //Phlogopite
+ break;
+ case 2:
+ set .@itemreq,7293; //Rose_Quartz
+ break;
+ }
+ }
+ else if ((countitem(7289) > 29) && (countitem(7293) > 29)) {
+ mes "[Tabezthan]";
+ mes "Hahaha, you didn't need";
+ mes "to bring more than one kind";
+ mes "of ore. Now, which one would";
+ mes "you like to use?";
+ next;
+ switch(select("Peridot:Rose Quartz")) {
+ case 1:
+ set .@itemreq,7289; //Olivine
+ break;
+ case 2:
+ set .@itemreq,7293; //Rose_Quartz
+ break;
+ }
+ }
+ else {
+ if (countitem(7290) > 29) {
+ set .@itemreq,7290; //Phlogopite
+ }
+ else if (countitem(7289) > 29) {
+ set .@itemreq,7289; //Olivine
+ }
+ else if (countitem(7293) > 29) {
+ set .@itemreq,7293; //Rose_Quartz
+ }
+ }
+ mes "[Tabezthan]";
+ mes "Good, "+getitemname(.@itemreq)+".";
+ mes "Now, before I can begin crafting,";
+ mes "I must first determine whether or not you have enough luck for me";
+ mes "to proceed.";
+ next;
+ mes "[Tabezthan]";
+ mes "We will play a mind reading game";
+ mes "so that I can measure your luck and see if it is high enough to avoid the possibility of crafting failure.";
+ next;
+ mes "[Tabezthan]";
+ mes "You will have 5 chances to guess which one of my four favorite monsters that I am thinking of. If you can answer correctly even just once, I can begin crafting.";
+ next;
+ mes "[Tabezthan]";
+ mes "However, if you answer incorrectly all five times, I must take 10 of your special ore in order to expel your misfortune.";
+ next;
+ mes "[Tabezthan]";
+ mes "Now, please give me a little time to finish my preparations. I shall speak to you later.";
+ delitem 999,50; //Steel
+ delitem 969,10; //Gold
+ delitem 714,10; //Emperium
+ if (countitem(7290) > 29) {
+ set lv4_weapon,16;
+ }
+ else if (countitem(7289) > 29) {
+ set lv4_weapon,17;
+ }
+ else if (countitem(7293) > 29) {
+ set lv4_weapon,18;
+ }
+ close;
+ }
+ else {
+ mes "[Tabezthan]";
+ mes "Hmmm...";
+ mes "It doesn't look like it. Remember, I need 30 of either Phlogopite, Peridot or Rose Quartz before I can begin crafting.";
+ close;
+ }
+ }
+ if (lv4_weapon == 15) {
+ mes "[Tabezthan]";
+ mes "[Tabezthan]";
+ mes "Bring me...";
+ mes "10 Gold,";
+ mes "50 Steel";
+ mes "and 10 Emperium.";
+ mes "I'll also need a rare ore to enchant my creation.";
+ next;
+ mes "[Tabezthan]";
+ mes "In addition, please bring me 30 of either Phlogopite, Peridot or Rose Quartz. Depending on the ore that you choose, my creation will possess a different trait.";
+ close;
+ }
+ mes "[Tabezthan]";
+ mes "Hmm...";
+ mes "I feel something different from you. You are a stranger around here, are you not?";
+ next;
+ mes "[Tabezthan]";
+ mes "Allow me to introduce myself. I am Tabezthan, a veritable fountain of knowledge and a renown genius in Umbala. Ha ha ha!";
+ next;
+ mes "[Tabezthan]";
+ mes "I have two disciples: Hibilaithan, who is a fool, and Bazo, who is quite intelligent and shows potential.";
+ next;
+ mes "[Tabezthan]";
+ mes "Of course, both are very talented and skilled, but I worry about Hibilaithan. He makes many stupid mistakes but he is fairly shameless about his errors.";
+ next;
+ mes "[Tabezthan]";
+ mes "I have taught them how to manipulate the ambient energy";
+ mes "here in Umbala in order to create objects. I hear that there is a similar skill in the outside world known to you as alchemy.";
+ next;
+ mes "[Tabezthan]";
+ mes "In any case, do have any use";
+ mes "for my skills? If so, please bring me the materials that I need so that I may be of service to you.";
+ next;
+ switch(select("Yes, please.:No, thank you.")) {
+ case 1:
+ if (BaseLevel < 70) {
+ mes "[Tabezthan]";
+ mes "I regret to say that you are not yet capable of handling my crafts. Please train and acquire greater strength before returning to me. I wish you safety in your travels.";
+ close;
+ }
+ mes "[Tabezthan]";
+ mes "Good. I ask that you";
+ mes "remember what you need";
+ mes "to bring me so that I may craft something for you. I shall need...";
+ next;
+ mes "[Tabezthan]";
+ mes "10 Gold,";
+ mes "50 Steel";
+ mes "and 10 Emperium";
+ mes "for the basic materials.";
+ mes "I'll also need a rare ore to enchant my creation.";
+ next;
+ mes "[Tabezthan]";
+ mes "In addition, please bring me 30 of either Phlogopite, Peridot or Rose Quartz. Depending on the ore that you choose, my creation will possess a different trait.";
+ next;
+ mes "[Tabezthan]";
+ mes "Please be aware that I do not know exactly what item will be produced. There are too many factors in alchemy and there is a limit to anyone's knowledge.";
+ next;
+ mes "[Tabezthan]";
+ mes "In other words, we will have to trust to luck. However, we'll have time to talk about that later. For now, please go and gather the necessary materials. I shall be waiting here.";
+ set lv4_weapon,15;
+ close;
+ case 2:
+ mes "[Tabezthan]";
+ mes "Oh... I see.";
+ mes "It is a little disappointing to hear that, but please return";
+ mes "if you believe that I can be";
+ mes "of service to you.";
+ close;
+ }
+}
+
+aldebaran,178,239,3 script Bill Thayer#lv4 712,{
+ if (lv4_weapon == 55) {
+ mes "[Bill Thayer]";
+ mes "Hmm...";
+ mes "You'll need 30 Pyroxene, Turquoise and Phlogopite. I'm sure those are the materials you need, but I have no idea what the end product is supposed to be...";
+ next;
+ mes "[Bill Thayer]";
+ mes "^333333*Sniff*^000000";
+ mes "All of my sons passed away";
+ mes "before they could finish their research. I should have been the one to have died. They were still so young...";
+ close;
+ }
+ if (lv4_weapon == 54) {
+ mes "[Bill Thayer]";
+ mes "Hmm...";
+ mes "You'll need 30 Citrin, Agate";
+ mes "and Muscovite. I'm sure those are the materials you need, but I have no idea what the end product is supposed to be...";
+ next;
+ mes "[Bill Thayer]";
+ mes "^333333*Sniff*^000000";
+ mes "All of my sons passed away";
+ mes "before they could finish their research. I should have been the one to have died. They were still so young...";
+ close;
+ }
+ if (lv4_weapon == 53) {
+ mes "[Bill Thayer]";
+ mes "What...?";
+ mes "Waltboughst's research?";
+ next;
+ mes "[Bill Thayer]";
+ mes "How do you know him?";
+ mes "Were you a friend of his while";
+ mes "he was still alive? This must be";
+ mes "an act of providence...";
+ next;
+ if (rand(1,2) == 1) {
+ mes "[Bill Thayer]";
+ mes "Hmm...";
+ mes "You'll need 30 Citrin, Agate";
+ mes "and Muscovite. I'm sure those are the materials you need, but I have no idea what the end product is supposed to be...";
+ next;
+ mes "[Bill Thayer]";
+ mes "^333333*Sniff*^000000";
+ mes "All of my sons passed away";
+ mes "before they could finish their research. I should have been the one to have died. They were still so young...";
+ set lv4_weapon,54;
+ close;
+ }
+ else {
+ mes "[Bill Thayer]";
+ mes "Hmm...";
+ mes "You'll need 30 Pyroxene, Turquoise and Phlogopite. I'm sure those are the materials you need, but I have no idea what the end product is supposed to be...";
+ next;
+ mes "[Bill Thayer]";
+ mes "^333333*Sniff*^000000";
+ mes "All of my sons passed away";
+ mes "before they could finish their research. I should have been the one to have died. They were still so young...";
+ set lv4_weapon,55;
+ close;
+ }
+ }
+ if ((lv4_weapon == 49) || (lv4_weapon == 50)) {
+ mes "[Bill Thayer]";
+ mes "Don't you have anything better to do? Quit bothering me and do your best to reach your own goals.";
+ next;
+ mes "[Bill Thayer]";
+ mes "^333333*Sigh...*^000000";
+ mes "Still, trying your";
+ mes "best won't always result";
+ mes "in success though.";
+ next;
+ mes "[Bill Thayer]";
+ mes "^660000But that's no excuse!^000000";
+ mes "Every successful man in";
+ mes "history has tried his best!";
+ next;
+ mes "[Bill Thayer]";
+ mes "I hope you remember that. It's something I used to tell my sons when they were alive. Ha ha ha~";
+ set lv4_weapon,50;
+ close;
+ }
+ if (lv4_weapon == 45) {
+ mes "[Bill Thayer]";
+ mes "Hmm...";
+ mes "You'll need 30 Turquoise,";
+ mes "Biotite and Rose Quartz. I'm sure those are the materials you need, but I have no idea what the end product is supposed to be...";
+ next;
+ mes "[Bill Thayer]";
+ mes "^333333*Sniff*^000000";
+ mes "All of my sons passed away";
+ mes "before they could finish their research. I should have been the one to have died. They were still so young...";
+ set lv4_weapon,45;
+ close;
+ }
+ if (lv4_weapon == 46) {
+ mes "[Bill Thayer]";
+ mes "Hmm...";
+ mes "You'll need 30 Phlogopite,";
+ mes "Citrine and Pyroxene. I'm sure those are the materials you need, but I have no idea what the end product is supposed to be...";
+ next;
+ mes "[Bill Thayer]";
+ mes "^333333*Sniff*^000000";
+ mes "All of my sons passed away";
+ mes "before they could finish their research. I should have been the one to have died. They were still so young...";
+ set lv4_weapon,46;
+ close;
+ }
+ if (lv4_weapon == 44) {
+ mes "[Bill Thayer]";
+ mes "What...?";
+ mes "Hein's research?";
+ next;
+ mes "[Bill Thayer]";
+ mes "How do you know him?";
+ mes "Were you a friend of his while";
+ mes "he was still alive? This must be";
+ mes "an act of providence...";
+ next;
+ if (rand(1,2) == 1) {
+ mes "[Bill Thayer]";
+ mes "Hmm...";
+ mes "You'll need 30 Turquoise,";
+ mes "Biotite and Rose Quartz. I'm sure those are the materials you need, but I have no idea what the end product is supposed to be...";
+ next;
+ mes "[Bill Thayer]";
+ mes "^333333*Sniff*^000000";
+ mes "All of my sons passed away";
+ mes "before they could finish their research. I should have been the one to have died. They were still so young...";
+ set lv4_weapon,45;
+ close;
+ }
+ else {
+ mes "[Bill Thayer]";
+ mes "Hmm...";
+ mes "You'll need 30 Phlogopite,";
+ mes "Citrine and Pyroxene. I'm sure those are the materials you need, but I have no idea what the end product is supposed to be...";
+ next;
+ mes "[Bill Thayer]";
+ mes "^333333*Sniff*^000000";
+ mes "All of my sons passed away";
+ mes "before they could finish their research. I should have been the one to have died. They were still so young...";
+ set lv4_weapon,46;
+ close;
+ }
+ }
+ if ((lv4_weapon == 40) || (lv4_weapon == 41)) {
+ mes "[Bill Thayer]";
+ mes "No matter how much you're willing to pay me, I'm not going to forge you any weapons.";
+ next;
+ mes "[Bill Thayer]";
+ mes "Even during my weapon making days,";
+ mes "I never accepted money from any of";
+ mes "my clients. Do you know why?";
+ next;
+ mes "[Bill Thayer]";
+ mes "I always told my sons: 'Never accept payment to forge a good weapon. ^333333It brings bad luck.^000000' Don't ask me how that works. It just is.";
+ set lv4_weapon,41;
+ next;
+ mes "[Bill Thayer]";
+ mes "Even if you offer me something more precious than money, I won't do any weapon smithing for you. Although I might have back when my sons were still alive...";
+ close;
+ }
+ if (lv4_weapon == 37) {
+ mes "[Bill Thayer]";
+ mes "Hmm...";
+ mes "You'll need 30 Biotite,";
+ mes "Agate and Citrin. I'm sure those are the materials you need, but I have no idea what the end product is supposed to be...";
+ next;
+ mes "[Bill Thayer]";
+ mes "^333333*Sniff*^000000";
+ mes "All of my sons passed away";
+ mes "before they could finish their research. I should have been the one to have died. They were still so young...";
+ close;
+ }
+ if (lv4_weapon == 36) {
+ mes "[Bill Thayer]";
+ mes "Hmm...";
+ mes "You'll need 30 Muscovite,";
+ mes "Peridot and Rose Quartz. I'm sure those are the materials you need, but I have no idea what the end product is supposed to be...";
+ next;
+ mes "[Bill Thayer]";
+ mes "^333333*Sniff*^000000";
+ mes "All of my sons passed away";
+ mes "before they could finish their research. I should have been the one to have died. They were still so young...";
+ close;
+ }
+ if (lv4_weapon == 35) {
+ mes "[Bill Thayer]";
+ mes "What...?";
+ mes "Reyghema's research?";
+ next;
+ mes "[Bill Thayer]";
+ mes "How do you know him?";
+ mes "Were you a friend of his while";
+ mes "he was still alive? This must be";
+ mes "an act of providence...";
+ next;
+ if (rand(1,2) == 1) {
+ mes "[Bill Thayer]";
+ mes "Hmm...";
+ mes "You'll need 30 Muscovite,";
+ mes "Peridot and Rose Quartz. I'm sure those are the materials you need, but I have no idea what the end product is supposed to be...";
+ next;
+ mes "[Bill Thayer]";
+ mes "^333333*Sniff*^000000";
+ mes "All of my sons passed away";
+ mes "before they could finish their research. I should have been the one to have died. They were still so young...";
+ set lv4_weapon,36;
+ close;
+ }
+ else {
+ mes "[Bill Thayer]";
+ mes "Hmm...";
+ mes "You'll need 30 Biotite,";
+ mes "Agate and Citrin. I'm sure those are the materials you need, but I have no idea what the end product is supposed to be...";
+ next;
+ mes "[Bill Thayer]";
+ mes "^333333*Sniff*^000000";
+ mes "All of my sons passed away";
+ mes "before they could finish their research. I should have been the one to have died. They were still so young...";
+ set lv4_weapon,37;
+ close;
+ }
+ }
+ if ((lv4_weapon == 31) || (lv4_weapon == 32)) {
+ mes "[Bill Thayer]";
+ mes "All of my sons broke my heart by dying too young. I remember that I always used to tell them: 'Enjoy your youth. ^333333Live without regret.^000000'";
+ set lv4_weapon,32;
+ next;
+ mes "[Bill Thayer]";
+ mes "But I never suspected that their lives would be cut so short. Please remember to live life in such a way that regret won't haunt you later. That's the best advice I can give to you.";
+ close;
+ }
+ if (lv4_weapon == 27) {
+ mes "[Bill Thayer]";
+ mes "Hmm...";
+ mes "You'll need 30 Turquoise,";
+ mes "Peridot and Agate. I'm sure those are the materials you need, but I have no idea what the end product is supposed to be...";
+ next;
+ mes "[Bill Thayer]";
+ mes "^333333*Sniff*^000000";
+ mes "All of my sons passed away";
+ mes "before they could finish their research. I should have been the one to have died. They were still so young...";
+ close;
+ }
+ if (lv4_weapon == 28) {
+ mes "[Bill Thayer]";
+ mes "Hmm...";
+ mes "You'll need 30 Phlogopite,";
+ mes "Pyroxene and Rose Quartz. I'm sure those are the materials you need, but I have no idea what the end product is supposed to be...";
+ next;
+ mes "[Bill Thayer]";
+ mes "^333333*Sniff*^000000";
+ mes "All of my sons passed away";
+ mes "before they could finish their research. I should have been the one to have died. They were still so young...";
+ close;
+ }
+ if (lv4_weapon == 26) {
+ mes "[Bill Thayer]";
+ mes "What...?";
+ mes "Kayron's research?";
+ next;
+ mes "[Bill Thayer]";
+ mes "How do you know him?";
+ mes "Were you a friend of his while";
+ mes "he was still alive? This must be";
+ mes "an act of providence...";
+ next;
+ if (rand(1,2) == 1) {
+ mes "[Bill Thayer]";
+ mes "Hmm...";
+ mes "You'll need 30 Turquoise,";
+ mes "Peridot and Agate. I'm sure those are the materials you need, but I have no idea what the end product is supposed to be...";
+ next;
+ mes "[Bill Thayer]";
+ mes "^333333*Sniff*^000000";
+ mes "All of my sons passed away";
+ mes "before they could finish their research. I should have been the one to have died. They were still so young...";
+ set lv4_weapon,27;
+ close;
+ }
+ else {
+ mes "[Bill Thayer]";
+ mes "Hmm...";
+ mes "You'll need 30 Phlogopite,";
+ mes "Pyroxene and Rose Quartz. I'm sure those are the materials you need, but I have no idea what the end product is supposed to be...";
+ next;
+ mes "[Bill Thayer]";
+ mes "^333333*Sniff*^000000";
+ mes "All of my sons passed away";
+ mes "before they could finish their research. I should have been the one to have died. They were still so young...";
+ set lv4_weapon,28;
+ close;
+ }
+ }
+ if ((lv4_weapon == 22) || (lv4_weapon == 23)) {
+ mes "[Bill Thayer]";
+ mes "Listen, I told you...";
+ mes "There's nothing I can do.";
+ mes "^333333I'm utterly helpless here.^000000";
+ set lv4_weapon,23;
+ next;
+ mes "[Bill Thayer]";
+ mes "There's no point in asking me to do anything. Ever since my sons passed away, I haven't been able to function. Please leave me alone.";
+ close;
+ }
+ mes "[Bill Thayer]";
+ mes "Leave me alone...";
+ mes "I'm just a broken old man.";
+ next;
+ mes "[Bill Thayer]";
+ mes "I don't make weapons anymore for anyone. Maybe I was a well known weaponsmith once, but I just can't bring myself to do any work ever since my sons passed away...";
+ close;
+}
+
+geffen,203,146,5 script Citizen#lv4-1 97,{
+ mes "[Citizen]";
+ mes "There was a skillful";
+ mes "weaponsmith in Al De Baran";
+ mes "who had 4 sons. All of them were known throughout the land for their skill in weapon crafting.";
+ next;
+ mes "[Citizen]";
+ mes "Tragically, all of the sons died in their attempt to create a powerful weapon. Only the father survived the accident.";
+ next;
+ mes "[Citizen]";
+ mes "Because of that incident, the weaponsmith retired and went into hiding. No one ever saw the weapon he and his sons were developing.";
+ next;
+ mes "[Citizen]";
+ mes "I don't think his sons";
+ mes "were able to peacefully enter the afterlife after sacrificing so much and having to leave their goal unfulfilled...";
+ close;
+}
+
+morocc,289,230,3 script Citizen#lv4-2 92,{
+ mes "[Citizen]";
+ mes "Meeting a person in the realm of the dead is impossible. But I've heard that if you were able to meet a dead person, you'd find that he wouldn't have all of his memories.";
+ next;
+ mes "[Citizen]";
+ mes "But if you brought him something that reminded him of his life, he'd get his memories back for a little while. Of course, you'd have to actually meet someone in the netherworld to find out for sure.";
+ next;
+ mes "[Citizen]";
+ mes "Huh...";
+ mes "I know what I'm talking about might be a little morbid, but even the most trivial information might come in handy someday, right?";
+ close;
+}
+
+niflheim,240,193,3 script Kayron#lv4 794,{
+ if (checkweight(908,300) == 0) {
+ mes "^3355FFWait a second! Right now, you're carrying too many items with you. Please come back after putting some of your things into Kafra Storage.^000000";
+ close;
+ }
+ if (BaseLevel < 80) {
+ mes "[Kayron]";
+ mes "Hey...";
+ mes "How did somebody like";
+ mes "you get all the way over here?";
+ next;
+ mes "[Kayron]";
+ mes "Just by looking at that tender face of yours, I can tell you're a little weak. You better get out of here and get real strong in a hurry before you even think of coming back.";
+ close;
+ }
+ if (lv4_weapon == 0) {
+ mes "[Kayron]";
+ mes "In life, I was known as Kayron.";
+ mes "But now I'm just another ghost wandering around this realm of";
+ mes "the dead. Without a body, I feel";
+ mes "so useless.";
+ next;
+ switch(select("Show interest.:Ignore him.")) {
+ case 1:
+ mes "[Kayron]";
+ mes "Huh...?";
+ mes "I can't remember what I was going to say. M-my memories! I... I can't seem to recollect...";
+ set lv4_weapon,22;
+ close;
+ case 2:
+ mes "[Kayron]";
+ mes "Useless...";
+ mes "Absolutely useless...";
+ close;
+ }
+ }
+ if ((lv4_weapon < 22) || (lv4_weapon > 30)) {
+ mes "[Kayron]";
+ mes "I sense something from";
+ mes "you. Almost as if you were";
+ mes "here with some sort of goal.";
+ next;
+ mes "[Kayron]";
+ mes "I'm surprised...";
+ mes "And a little envious.";
+ mes "It can be said that most";
+ mes "in Niflheim come here with";
+ mes "little or no purpose.";
+ close;
+ }
+ if ((lv4_weapon == 29) || (lv4_weapon == 30)) {
+ mes "[Kayron]";
+ mes "Heh heh heh...";
+ mes "You're just in time.";
+ mes "The time has come for";
+ mes "me to reveal the results";
+ mes "of my work...";
+ next;
+ if (rand(1,2) == 1) {
+ mes "[Kayron]";
+ mes "It's a success!";
+ mes "I completed the experiment";
+ mes "that got me killed! I almost";
+ mes "can't believe it! I created";
+ if (lv4_weapon == 29) {
+ mes "this... Great Axe!";
+ getitem 1364,1; //Great_Axe
+ }
+ else {
+ mes "this... Longinus's Spear!";
+ getitem 1469,1; //Longinus's_Spear
+ }
+ set lv4_weapon,0;
+ next;
+ mes "[Kayron]";
+ mes "I'm so glad that my years of research haven't been wasted.";
+ mes "If only Father were able to see this, he'd be really happy for me.";
+ next;
+ mes "[Kayron]";
+ mes "Oh no...";
+ mes "^333333*Sigh*^000000 I can feel my memories beginning to fade again. If you ever see me, please let me";
+ mes "remember my past again.";
+ mes "Thank you...";
+ close;
+ }
+ else {
+ mes "[Kayron]";
+ mes "It's a success!";
+ mes "I completed the experiment";
+ mes "that got me killed! I almost";
+ mes "can't believe it! I created";
+ if (lv4_weapon == 29) {
+ mes "this... Guillotine!";
+ getitem 1369,1; //Guillotine
+ }
+ else {
+ mes "this... Brionac!";
+ getitem 1470,1; //Brionac
+ }
+ set lv4_weapon,0;
+ next;
+ mes "[Kayron]";
+ mes "I'm so glad that my years of research haven't been wasted.";
+ mes "If only Father were able to see this, he'd be really happy for me.";
+ next;
+ mes "[Kayron]";
+ mes "Oh no...";
+ mes "^333333*Sigh*^000000 I can feel my memories beginning to fade again. If you ever see me, please let me";
+ mes "remember my past again.";
+ mes "Thank you...";
+ close;
+ }
+ }
+ if (((lv4_weapon == 27) && (countitem(7289) > 29) && (countitem(7294) > 29) && (countitem(7291) > 29)) || ((lv4_weapon == 28) && (countitem(7290) > 29) && (countitem(7296) > 29) && (countitem(7293) > 29))) {
+ mes "[Kayron]";
+ mes "What's this?";
+ mes "The stuff you're carrying";
+ mes "around looks awfully familiar.";
+ mes "Hm, let me take a look, please...";
+ next;
+ mes "[Kayron]";
+ mes "Yes, I was right!";
+ mes "I can use these to smith a weapon! How did you know these were the materials I need? In any case, this is great!";
+ next;
+ mes "[Kayron]";
+ mes "Oh, but first, we need to test your luck. No matter how good my skills may be, we need to make sure your luck is good today, or else we can't proceed.";
+ next;
+ mes "[Kayron]";
+ mes "We're gonna play '^660000Rock, Paper, Scissors^000000.' We can go ahead and";
+ mes "make the item if you win 2 out of 3 matches.";
+ next;
+ mes "[Kayron]";
+ mes "But if you lose 2 out of 3, your luck isn't strong enough for me to even attempt smithing. We'll need to dump a huge amount of one of the materials you brought to repel your bad luck.";
+ next;
+ mes "[Kayron]";
+ mes "Here's a piece of paper.";
+ mes "You'll write 'Rock,' 'Paper,' or 'Scissors,' and I'll do the same. Then we'll compare our results and see what happens. Alright, let's do the first match!";
+ next;
+ set .@npchand1,rand(1,3);
+ set .@myhand1,select("Scissors:Rock:Paper");
+ if (((.@myhand1 == 1) && (.@npchand1 == 3)) || ((.@myhand1 == 2) && (.@npchand1 == 1)) || ((.@myhand1 == 3) && (.@npchand1 == 2))) {
+ set .@shobu,.@shobu+1;
+ }
+ mes "[Kayron]";
+ mes "Now...";
+ mes "Let's play";
+ mes "the second match~";
+ next;
+ set .@npchand2,rand(1,3);
+ set .@myhand2,select("Scissors:Rock:Paper");
+ if (((.@myhand2 == 1) && (.@npchand2 == 3)) || ((.@myhand2 == 2) && (.@npchand2 == 1)) || ((.@myhand2 == 3) && (.@npchand2 == 2))) {
+ set .@shobu,.@shobu+1;
+ }
+ mes "[Kayron]";
+ mes "Alright...";
+ mes "One last time.";
+ mes "Write down 'Rock,'";
+ mes "'Paper' or 'Scissors.'";
+ next;
+ set .@npchand3,rand(1,3);
+ set .@myhand3,select("Scissors:Rock:Paper");
+ if (((.@myhand3 == 1) && (.@npchand3 == 3)) || ((.@myhand3 == 2) && (.@npchand3 == 1)) || ((.@myhand3 == 3) && (.@npchand3 == 2))) {
+ set .@shobu,.@shobu+1;
+ }
+ set .@aekddam,rand(1,3);
+ if (.@shobu > 1) {
+ if (lv4_weapon == 27) {
+ delitem 7289,30; //Olivine
+ delitem 7294,30; //Turquoise
+ delitem 7291,30; //Agate
+ }
+ else {
+ delitem 7290,30; //Phlogopite
+ delitem 7296,30; //Pyroxene
+ delitem 7293,30; //Rose_Quartz
+ }
+ set lv4_weapon,lv4_weapon+2;
+ }
+ else if (.@shobu < 2) {
+ if (.@aekddam == 1) {
+ if (lv4_weapon == 27) {
+ delitem 7289,30; //Olivine
+ }
+ else {
+ delitem 7290,30; //Phlogopite
+ }
+ }
+ else if (.@aekddam == 2) {
+ if (lv4_weapon == 27) {
+ delitem 7294,30; //Turquoise
+ }
+ else {
+ delitem 7296,30; //Pyroxene
+ }
+ }
+ else if (.@aekddam == 3) {
+ if (lv4_weapon == 27) {
+ delitem 7291,30; //Agate
+ }
+ else {
+ delitem 7293,30; //Rose_Quartz
+ }
+ }
+ }
+ mes "[Kayron]";
+ mes "We're done!";
+ mes "Now, I wrote down...";
+ if (.@npchand1 == 1) {
+ mes "Scissors";
+ }
+ else if (.@npchand1 == 2) {
+ mes "Rock";
+ }
+ else if (.@npchand1 == 3) {
+ mes "Paper";
+ }
+ if (.@npchand2 == 1) {
+ mes "Scissors";
+ }
+ else if (.@npchand2 == 2) {
+ mes "Rock";
+ }
+ else if (.@npchand2 == 3) {
+ mes "Paper";
+ }
+ if (.@npchand3 == 1) {
+ mes "Scissors";
+ }
+ else if (.@npchand3 == 2) {
+ mes "Rock";
+ }
+ else if (.@npchand3 == 3) {
+ mes "Paper";
+ }
+ next;
+ mes "[Kayron]";
+ mes "You wrote down...";
+ if (.@myhand1 == 1) {
+ mes "Scissors";
+ }
+ else if (.@myhand1 == 2) {
+ mes "Rock";
+ }
+ else if (.@myhand1 == 3) {
+ mes "Paper";
+ }
+ if (.@myhand2 == 1) {
+ mes "Scissors";
+ }
+ else if (.@myhand2 == 2) {
+ mes "Rock";
+ }
+ else if (.@myhand2 == 3) {
+ mes "Paper";
+ }
+ if (.@myhand3 == 1) {
+ mes "Scissors";
+ }
+ else if (.@myhand3 == 2) {
+ mes "Rock";
+ }
+ else if (.@myhand3 == 3) {
+ mes "Paper";
+ }
+ next;
+ if (.@shobu > 1) {
+ mes "[Kayron]";
+ mes "Let's see...";
+ mes "You won " + shobu + " times.";
+ mes "You must be really";
+ mes "Without a doubt, you've";
+ mes "got some pretty good luck~";
+ next;
+ mes "[Kayron]";
+ mes "Alright, I'll keep my end of the bargain. Give me the materials";
+ mes "and some time to finish preparing. I'll talk to you later, okay?";
+ close;
+ }
+ else if (.@shobu < 2) {
+ mes "[Kayron]";
+ mes "Well, I'm sorry to say that you lost. We have no choice but to drive away your bad luck with";
+ mes "some of the ore you brought!";
+ next;
+ mes "[Kayron]";
+ mes "Alright, let's try this again. Go and get the materials we need";
+ mes "and come back to me.";
+ close;
+ }
+ }
+ if ((lv4_weapon == 26) || (lv4_weapon == 27) || (lv4_weapon == 28)) {
+ mes "[Kayron]";
+ mes "I can't seem to recall the rest";
+ mes "of the materials I need. This is beginning to get really frustrating.";
+ next;
+ mes "[Kayron]";
+ mes "I mean, me and my father used to know this stuff like it was second nature. What's wrong with me...?";
+ close;
+ }
+ if ((lv4_weapon == 25) && (countitem(1005) > 1) && (countitem(989) > 0) && (countitem(710) > 0) && (countitem(969) > 19)) {
+ mes "[Kayron]";
+ mes "Oh...!";
+ mes "I had no idea you were such a reliable person! You brought the things I've asked for pretty quickly!";
+ next;
+ mes "[Kayron]";
+ mes "But I still can't remember the rest of the things that I'll be needing. I'm really sorry...";
+ next;
+ mes "[Kayron]";
+ mes "Is there any way to get more of my memory back? In the meantime, let me keep these materials. I promise they'll be used to make a good weapon for you.";
+ delitem 1005,2; //Hammer_Of_Blacksmith
+ delitem 989,1; //Emperium_Anvil
+ delitem 710,1; //Illusion_Flower
+ delitem 969,20; //Gold
+ set lv4_weapon,26;
+ close;
+ }
+ if (lv4_weapon == 25) {
+ mes "[Kayron]";
+ mes "I'll need a lot of materials, but let me remind you of some of";
+ mes "the necessary things that I can actually remember.";
+ next;
+ mes "[Kayron]";
+ mes "So far, I know I'll need";
+ mes "2 Hammer of Blacksmith";
+ mes "1 Emperium Anvil";
+ mes "1 Illusion Flower and";
+ mes "20 Gold.";
+ next;
+ mes "[Kayron]";
+ mes "I know there were a few more";
+ mes "things that are crucial to this weapon's construction, but...";
+ mes "I can't seem to concentrate hard enough to remember.";
+ close;
+ }
+ if (lv4_weapon == 24) {
+ mes "[Kayron]";
+ mes "Alright...";
+ mes "I just remembered";
+ mes "most of the things";
+ mes "I need to make you";
+ mes "a great weapon.";
+ next;
+ mes "[Kayron]";
+ mes "I believe it's fair to let you know that I can't guarantee what weapon will be produced from this work since, quite frankly, I can't remember.";
+ next;
+ mes "[Kayron]";
+ mes "So far, I know I'll need";
+ mes "2 Hammer of Blacksmith";
+ mes "1 Emperium Anvil";
+ mes "1 Illusion Flower and";
+ mes "20 Gold.";
+ next;
+ mes "[Kayron]";
+ mes "Bring those items to me first. I'm pretty sure there was something else I'll be needing, but I can't seem to remember. This memory";
+ mes "of mine is beginning to worry me a little bit...";
+ next;
+ mes "[Kayron]";
+ mes "Anyway, I'll be waiting for you here while you go out and collect those things. Be careful, alright?";
+ set lv4_weapon,25;
+ close;
+ }
+ if (lv4_weapon == 23) {
+ mes "[Kayron]";
+ mes "In life, I was known as Kayron.";
+ mes "But now I'm just another ghost wandering around this realm of";
+ mes "the dead. Without a body, I feel";
+ mes "so useless.";
+ next;
+ mes "[Kayron]";
+ mes "There's nothing I can do.";
+ mes "I'm... Um... I'm...?";
+ input .@input$;
+ next;
+ if (.@input$ == "I'm utterly helpless here.") {
+ mes "[Kayron]";
+ mes "I'm utterly helpless here.";
+ mes "Right, right! My father always used to say that! I guess my brothers and I take after our father in a lot of ways.";
+ next;
+ mes "[Kayron]";
+ mes "My mind's been so hazy.";
+ mes "I forgot that I even used";
+ mes "to be a living human.";
+ mes "^333333*Sigh...*^000000";
+ next;
+ mes "[Kayron]";
+ mes "Still, that little memory has brought me a little peace of";
+ mes "mind. I really appreciate that.";
+ next;
+ mes "[Kayron]";
+ mes "I used to be a weaponsmith";
+ mes "when I was alive, so if you like, I can forge something nice for you. You'll have to bring me the materials, though.";
+ next;
+ mes "[Kayron]";
+ mes "You understand that being";
+ mes "dead sort of restricts my mobility. Still, it's actually useful to be stuck in Niflheim. This place is filled with some strange energy that will help in my smithing.";
+ next;
+ mes "[Kayron]";
+ mes "Even though experimental";
+ mes "smithing got me killed, I won't have to worry about it this time. After all, I'm already dead! Hahahah~";
+ next;
+ mes "[Kayron]";
+ mes "Alright, just give me a little time so that I can try to remember the things that I'll need, alright?";
+ set lv4_weapon,24;
+ close;
+ }
+ else {
+ mes "[Kayron]";
+ mes "Huh...?";
+ mes "What did you just say?";
+ mes "I'm sorry, I'm trying to remember something my father always used";
+ mes "to say...";
+ close;
+ }
+ }
+ if (lv4_weapon == 22) {
+ mes "[Kayron]";
+ mes "In life, I was known as Kayron.";
+ mes "But now I'm just another ghost wandering around this realm of";
+ mes "the dead. Without a body, I feel";
+ mes "so useless.";
+ next;
+ mes "[Kayron]";
+ mes "Huh...?";
+ mes "I can't remember what I was going to say. M-my memories! I... I can't seem to recollect...";
+ close;
+ }
+ mes "[Kayron]";
+ mes "In life, I was known as Kayron.";
+ mes "But now I'm just another ghost wandering around this realm of";
+ mes "the dead. Without a body, I feel";
+ mes "so useless.";
+ next;
+ switch(select("Show interest.:Ignore him.")) {
+ case 1:
+ mes "[Kayron]";
+ mes "Huh...?";
+ mes "I can't remember what I was going to say. M-my memories! I... I can't seem to recollect...";
+ set lv4_weapon,22;
+ close;
+ case 2:
+ mes "[Kayron]";
+ mes "Useless...";
+ mes "Absolutely useless...";
+ close;
+ }
+}
+
+niflheim,99,268,5 script Reyghema#lv4 794,{
+ set .@now_weight,MaxWeight-Weight;
+ if (.@now_weight < 3000) {
+ mes "^3355FFWait a second! Right now, you're carrying too many items with you. Please come back after putting some of your things into Kafra Storage.^000000";
+ close;
+ }
+ if (BaseLevel < 80) {
+ mes "[Reyghema]";
+ mes "How...";
+ mes "the hell...?";
+ next;
+ mes "[Reyghema]";
+ mes "What's a living person doing here? Stick around and I guarantee that you won't be alive much longer. Come on, you don't want to end up like me. Hurry and get out of here!";
+ close;
+ }
+ if (lv4_weapon == 0) {
+ mes "[Reyghema]";
+ mes "Damn it...";
+ mes "I didn't want to die!";
+ next;
+ mes "[Reyghema]";
+ mes "Well, nothing that's alive really wants to die, but I was so close to finishing what I wanted to do. Ah, youth...";
+ next;
+ mes "[Reyghema]";
+ mes "Youth...";
+ mes "Enjoy your youth...";
+ mes "I remember hearing";
+ mes "something like that,";
+ mes "but there was more to it...";
+ next;
+ switch(select("Show interest.:Ignore him.")) {
+ case 1:
+ mes "[Reyghema]";
+ mes "Enjoy your youth...";
+ mes "Enjoy your youth...";
+ mes "...What came after that?";
+ next;
+ mes "[Reyghema]";
+ mes "Argh!";
+ mes "I can't remember!";
+ mes "Everything in my";
+ mes "head is so cloudy!";
+ set lv4_weapon,31;
+ close;
+ case 2:
+ mes "[Reyghema]";
+ mes "Enjoy your youth...";
+ mes "Enjoy your youth...";
+ mes "...What came after that?";
+ close;
+ }
+ }
+ if ((lv4_weapon < 31) || (lv4_weapon > 39)) {
+ mes "[Reyghema]";
+ mes "Hey...";
+ mes "It feels like you came";
+ mes "here to finish something.";
+ mes "Yeah, there's a complete difference between someone who's aimless and someone with a purpose.";
+ next;
+ mes "[Reyghema]";
+ mes "I almost feel sorry for you though, if you have business to finish in a place like Niflheim.";
+ close;
+ }
+ if ((lv4_weapon == 38) || (lv4_weapon == 39)) {
+ mes "[Reyghema]";
+ mes "...";
+ mes "...Finally.";
+ next;
+ if (rand(1,2) == 1) {
+ mes "[Reyghema]";
+ mes "I did it!";
+ mes "I died trying to make this,";
+ mes "but I finally finished it!";
+ if (lv4_weapon == 38) {
+ mes "This is... Berserk!";
+ getitem 1814,1; //Berserk
+ }
+ else {
+ mes "This is... Tjungkuletti!";
+ getitem 1416,1; //Tjungkuletti
+ }
+ set lv4_weapon,0;
+ next;
+ mes "[Reyghema]";
+ mes "^333333*Sigh*^000000 I can feel it happening again. My memories are starting to slip away. Can't I be allowed to hold on to this memory?";
+ next;
+ mes "[Reyghema]";
+ mes "I guess the dead aren't supposed to remember their past. But thank you for letting achieve my life long desire, even if this moment is short lived.";
+ next;
+ mes "[Reyghema]";
+ mes "If you ever get the chance, come back and help me remember my";
+ mes "past so that I can experience the joy of weapon crafting again. Farewell, adventurer...";
+ close;
+ }
+ else {
+ mes "[Reyghema]";
+ mes "I did it!";
+ mes "I died trying to make this,";
+ mes "but I finally finished it!";
+ if (lv4_weapon == 38) {
+ mes "This is... the Rudra Bow!";
+ getitem 1720,1; //Bow_Of_Rudra
+ }
+ else {
+ mes "This is... Brocca! Weee~ I made it!";
+ getitem 1415,1; //Skewer
+ }
+ set lv4_weapon,0;
+ next;
+ mes "[Reyghema]";
+ mes "^333333*Sigh*^000000 I can feel it happening again. My memories are starting to slip away. Can't I be allowed to hold on to this memory?";
+ next;
+ mes "[Reyghema]";
+ mes "I guess the dead aren't supposed to remember their past. But thank you for letting achieve my life long desire, even if this moment is short lived.";
+ next;
+ mes "[Reyghema]";
+ mes "If you ever get the chance, come back and help me remember my";
+ mes "past so that I can experience the joy of weapon crafting again. Farewell, adventurer...";
+ close;
+ }
+ }
+ if (((lv4_weapon == 36) && (countitem(7292) > 29) && (countitem(7293) > 29) && (countitem(7289) > 29)) || ((lv4_weapon == 37) && (countitem(7297) > 29) && (countitem(7291) > 29) && (countitem(7295) > 29))) {
+ mes "[Reyghema]";
+ mes "Wait...";
+ mes "The stuff that you have. Those are things I'll need for my creation! Let me take a look...";
+ next;
+ mes "[Reyghema]";
+ mes "Yes, this is perfect!";
+ mes "But how did you know exactly what materials I needed? Oh, it doesn't matter, I guess.";
+ next;
+ mes "[Reyghema]";
+ mes "Now it's time for the hardest,";
+ mes "or easiest, part. It's time to test your luck. We can't go through with this if your luck is too weak.";
+ next;
+ mes "[Reyghema]";
+ mes "Alright, we're going to play '^660000Rock, Paper, Scissors^000000.' You've gotta win 2 out of 3 for us to go ahead with the forging.";
+ next;
+ mes "[Reyghema]";
+ mes "If your luck is bad and you lose, we'll need to dump a bunch of one of the ores your brought to get rid of your bad luck. That's how it works.";
+ next;
+ mes "[Reyghema]";
+ mes "Alright, here's a piece of paper. When I say so, you write down 'Rock,' 'Paper' or 'Scissors.' Alright? Let's start.";
+ next;
+ set .@npchand1,rand(1,3);
+ set .@myhand1,select("Scissors:Rock:Paper");
+ if (((.@myhand1 == 1) && (.@npchand1 == 3)) || ((.@myhand1 == 2) && (.@npchand1 == 1)) || ((.@myhand1 == 3) && (.@npchand1 == 2))) {
+ set .@shobu,.@shobu+1;
+ }
+ mes "[Reyghema]";
+ mes "Okay, now let's";
+ mes "try this again.";
+ next;
+ set .@npchand2,rand(1,3);
+ set .@myhand2,select("Scissors:Rock:Paper");
+ if (((.@myhand2 == 1) && (.@npchand2 == 3)) || ((.@myhand2 == 2) && (.@npchand2 == 1)) || ((.@myhand2 == 3) && (.@npchand2 == 2))) {
+ set .@shobu,.@shobu+1;
+ }
+ mes "[Reyghema]";
+ mes "Last time.";
+ mes "Write down 'Rock,'";
+ mes "'Paper' or 'Scissors.'";
+ next;
+ set .@npchand3,rand(1,3);
+ set .@myhand3,select("Scissors:Rock:Paper");
+ if (((.@myhand3 == 1) && (.@npchand3 == 3)) || ((.@myhand3 == 2) && (.@npchand3 == 1)) || ((.@myhand3 == 3) && (.@npchand3 == 2))) {
+ set .@shobu,.@shobu+1;
+ }
+ set .@aekddam,rand(1,3);
+ if (.@shobu > 1) {
+ if (lv4_weapon == 36) {
+ delitem 7292,30; //Muscovite
+ delitem 7293,30; //Rose_Quartz
+ delitem 7289,30; //Olivine
+ }
+ else {
+ delitem 7297,30; //Biotite
+ delitem 7291,30; //Agate
+ delitem 7295,30; //Citrine
+ }
+ set lv4_weapon,lv4_weapon+2;
+ }
+ else if (.@shobu < 2) {
+ if (.@aekddam == 1) {
+ if (lv4_weapon == 36) {
+ delitem 7292,30; //Muscovite
+ }
+ else {
+ delitem 7297,30; //Biotite
+ }
+ }
+ else if (.@aekddam == 2) {
+ if (lv4_weapon == 36) {
+ delitem 7293,30; //Rose_Quartz
+ }
+ else {
+ delitem 7291,30; //Agate
+ }
+ }
+ else if (.@aekddam == 3) {
+ if (lv4_weapon == 36) {
+ delitem 7289,30; //Olivine
+ }
+ else {
+ delitem 7295,30; //Citrine
+ }
+ }
+ }
+ mes "[Reyghema]";
+ mes "Alright, now";
+ mes "I wrote down...";
+ if (.@npchand1 == 1) {
+ mes "Scissors";
+ }
+ else if (.@npchand1 == 2) {
+ mes "Rock";
+ }
+ else if (.@npchand1 == 3) {
+ mes "Paper";
+ }
+ if (.@npchand2 == 1) {
+ mes "Scissors";
+ }
+ else if (.@npchand2 == 2) {
+ mes "Rock";
+ }
+ else if (.@npchand2 == 3) {
+ mes "Paper";
+ }
+ if (.@npchand3 == 1) {
+ mes "Scissors";
+ }
+ else if (.@npchand3 == 2) {
+ mes "Rock";
+ }
+ else if (.@npchand3 == 3) {
+ mes "Paper";
+ }
+ next;
+ mes "[Reyghema]";
+ mes "You wrote down...";
+ if (.@myhand1 == 1) {
+ mes "Scissors";
+ }
+ else if (.@myhand1 == 2) {
+ mes "Rock";
+ }
+ else if (.@myhand1 == 3) {
+ mes "Paper";
+ }
+ if (.@myhand2 == 1) {
+ mes "Scissors";
+ }
+ else if (.@myhand2 == 2) {
+ mes "Rock";
+ }
+ else if (.@myhand2 == 3) {
+ mes "Paper";
+ }
+ if (.@myhand3 == 1) {
+ mes "Scissors";
+ }
+ else if (.@myhand3 == 2) {
+ mes "Rock";
+ }
+ else if (.@myhand3 == 3) {
+ mes "Paper";
+ }
+ next;
+ if (.@shobu > 1) {
+ mes "[Reyghema]";
+ mes "Nice. You won " + .@shobu + " times. Your luck is really good, so now we're finally finished with this nonsense.";
+ next;
+ mes "[Reyghema]";
+ mes "Give me some time to get some things ready. Hand me the ores";
+ mes "now, and talk to me a little later, alright?";
+ close;
+ }
+ else if (.@shobu < 2) {
+ mes "[Reyghema]";
+ mes "Damn...";
+ mes "I should be happy I won, but that just means your luck is bad and";
+ mes "we need to do this again.";
+ next;
+ mes "[Reyghema]";
+ mes "I'm sorry, but I'll need to take a bunch of one of your ores to get rid of your bad luck. Come back with all of the ore we'll need so we can test your luck again, alright?";
+ close;
+ }
+ }
+ if ((lv4_weapon == 35) || (lv4_weapon == 36) || (lv4_weapon == 37)) {
+ mes "[Reyghema]";
+ mes "Arrrgh!";
+ mes "I still can't";
+ mes "remember what";
+ mes "I need yet! I swear,";
+ mes "this is killing me!";
+ next;
+ mes "[Reyghema]";
+ mes "...";
+ next;
+ mes "[Reyghema]";
+ mes "...";
+ mes "......";
+ next;
+ mes "[Reyghema]";
+ mes "Damn.";
+ mes "Damn, damn, damn!";
+ mes "'Killing me?!' I'm already dead!";
+ close;
+ }
+ if ((lv4_weapon == 34) && (countitem(1005) > 1) && (countitem(989) > 0) && (countitem(710) > 0) && (countitem(969) > 19)) {
+ mes "[Reyghema]";
+ mes "Good work, you've brought everything I asked for. However, there's been a bit of a snafu in the plans...";
+ next;
+ mes "[Reyghema]";
+ mes "The original plan was that I'd remember everything else I need once you came back with this stuff. But I didn't.";
+ next;
+ mes "[Reyghema]";
+ mes "Just give me some time to think about it some more. For now, let";
+ mes "me hold on to the things you've brought. You've got my word that I'll be using these to make a weapon for you.";
+ delitem 1005,2; //Hammer_Of_Blacksmith
+ delitem 989,1; //Emperium_Anvil
+ delitem 710,1; //Illusion_Flower
+ delitem 969,20; //Gold
+ set lv4_weapon,35;
+ close;
+ }
+ if (lv4_weapon == 34) {
+ mes "[Reyghema]";
+ mes "I better remind";
+ mes "you what things I'll";
+ mes "be needing. If you need";
+ mes "to, write it all down.";
+ next;
+ mes "[Reyghema]";
+ mes "1 Emperium Anvil,";
+ mes "2 Hammer of Blacksmith,";
+ mes "1 Illusion Flower";
+ mes "and 20 Gold...";
+ next;
+ mes "[Reyghema]";
+ mes "There were a few more critically important things, but I can't seem to recall them right now...";
+ close;
+ }
+ if (lv4_weapon == 33) {
+ mes "[Reyghema]";
+ mes "Alright, you're back. I remember most of the things I'll be needing. Go ahead and note this down.";
+ next;
+ mes "[Reyghema]";
+ mes "1 Emperium Anvil,";
+ mes "2 Hammer of Blacksmith,";
+ mes "1 Illusion Flower";
+ mes "and 20 Gold...";
+ next;
+ mes "[Reyghema]";
+ mes "There were a few other";
+ mes "important things, but I can't seem to remember what they were. Hopefully, by the time you come back with the items I'll know by then.";
+ next;
+ mes "[Reyghema]";
+ mes "For now, just go and bring back the things I asked for. The sooner, the better. Hurry, I don't know how long my memories will last...";
+ set lv4_weapon,34;
+ close;
+ }
+ if (lv4_weapon == 32) {
+ mes "[Reyghema]";
+ mes "Damn it...";
+ mes "I didn't want to die!";
+ next;
+ mes "[Reyghema]";
+ mes "Well, nothing that's alive really wants to die, but I was so close to finishing what I wanted to do. Ah, youth...";
+ next;
+ mes "[Reyghema]";
+ mes "Youth...";
+ mes "Enjoy your youth...";
+ mes "I remember hearing";
+ mes "something like that,";
+ mes "but there was more to it...";
+ next;
+ input .@input$;
+ if (.@input$ == "Live without regret.") {
+ mes "[Reyghema]";
+ mes "...";
+ next;
+ mes "[Reyghema]";
+ mes "...";
+ mes ".......";
+ mes "Enjoy your youth.";
+ mes "Live without regret.";
+ next;
+ mes "[Reyghema]";
+ mes "Of course...";
+ mes "My father, Bill Thayer used to say that all the time! That's right!";
+ next;
+ mes "[Reyghema]";
+ mes "Hey you, thanks for refreshing my memory. It's all coming back to me. I used to be a weaponsmith, but I regret never finishing my final project...";
+ next;
+ mes "[Reyghema]";
+ mes "You just gotta help me realize";
+ mes "my final goal. Even if I am dead,";
+ mes "I really wanna complete the experiment that got me killed.";
+ next;
+ mes "[Reyghema]";
+ mes "All you need to do for now is bring me the things I need. I don't think I'll be able to gather much, being here in Niflheim and all.";
+ next;
+ mes "[Reyghema]";
+ mes "Come back a little later.";
+ mes "By then, I should remember what kinds of things I'll need.";
+ set lv4_weapon,33;
+ close;
+ }
+ else {
+ mes "[Reyghema]";
+ mes "What...?";
+ mes "You playin' games";
+ mes "with me or what?";
+ mes "Get outta my face~";
+ close;
+ }
+ }
+ if (lv4_weapon == 31) {
+ mes "[Reyghema]";
+ mes "Damn it...";
+ mes "I didn't want to die!";
+ next;
+ mes "[Reyghema]";
+ mes "Well, nothing that's alive really wants to die, but I was so close to finishing what I wanted to do. Ah, youth...";
+ next;
+ mes "[Reyghema]";
+ mes "Youth...";
+ mes "Enjoy your youth...";
+ mes "I remember hearing";
+ mes "something like that,";
+ mes "but there was more to it...";
+ next;
+ mes "[Reyghema]";
+ mes "Enjoy your youth...";
+ mes "Enjoy your youth...";
+ mes "...What came after that?";
+ next;
+ mes "[Reyghema]";
+ mes "Argh!";
+ mes "I can't remember!";
+ mes "Everything in my";
+ mes "head is so cloudy!";
+ close;
+ }
+ mes "[Reyghema]";
+ mes "Damn it...";
+ mes "I didn't want to die!";
+ next;
+ mes "[Reyghema]";
+ mes "Well, nothing that's alive really wants to die, but I was so close to finishing what I wanted to do. Ah, youth...";
+ next;
+ mes "[Reyghema]";
+ mes "Youth...";
+ mes "Enjoy your youth...";
+ mes "I remember hearing";
+ mes "something like that,";
+ mes "but there was more to it...";
+ next;
+ switch(select("Show interest.:Ignore him.")) {
+ case 1:
+ mes "[Reyghema]";
+ mes "Enjoy your youth...";
+ mes "Enjoy your youth...";
+ mes "...What came after that?";
+ next;
+ mes "[Reyghema]";
+ mes "Argh!";
+ mes "I can't remember!";
+ mes "Everything in my";
+ mes "head is so cloudy!";
+ set lv4_weapon,31;
+ close;
+ case 2:
+ mes "[Reyghema]";
+ mes "Enjoy your youth...";
+ mes "Enjoy your youth...";
+ mes "...What came after that?";
+ close;
+ }
+}
+
+niflheim,187,280,3 script Hein#lv4 795,{
+ if (checkweight(908,300) == 0) {
+ mes "^3355FFWait a second! Right now, you're carrying too many items with you. Please come back after putting some of your things into Kafra Storage.^000000";
+ close;
+ }
+ if (lv4_weapon == 0) {
+ mes "[Hein]";
+ mes "It looks like you want to ask me something. Heh, my customers used to have that look on that faces too when I worked as a weaponsmith...";
+ next;
+ mes "[Hein]";
+ mes "Back during those days,";
+ mes "I never accepted money for my work. Father always used to say, 'Never accept payment to forge a good weapon. It... It...'";
+ next;
+ switch(select("Show interest.:Ignore him.")) {
+ case 1:
+ mes "[Hein]";
+ mes "What was the rest of it?";
+ mes "Why can't I remember the";
+ mes "rest of that saying?!";
+ next;
+ mes "[Hein]";
+ mes "It's so weird.";
+ mes "How could I forget";
+ mes "something I used to";
+ mes "say all the time? I...";
+ mes "I hate being dead!";
+ set lv4_weapon,40;
+ close;
+ case 2:
+ mes "[Hein]";
+ mes "Nuts! Why can't I remember";
+ mes "the rest of that saying?!";
+ close;
+ }
+ }
+ if ((lv4_weapon < 40) || (lv4_weapon > 48)) {
+ mes "[Hein]";
+ mes "Mm? I can tell you've here because you've got something to do. It's weird enough to see a living being here, and weirder still to see one who's here for a good reason.";
+ next;
+ mes "[Hein]";
+ mes "Do me a favor";
+ mes "and stay alive.";
+ mes "Take it from me,";
+ mes "there's no pleasure";
+ mes "at all in being dead.";
+ close;
+ }
+ if ((lv4_weapon == 47) || (lv4_weapon == 48)) {
+ mes "[Hein]";
+ mes "You're here!";
+ mes "I just finished my work!";
+ mes "You want to see it, don't you?";
+ mes "Now, take a deep breath...";
+ next;
+ if (rand(1,2) == 1) {
+ mes "[Hein]";
+ mes "Haha~!";
+ mes "This is great!";
+ mes "Finally, my life's";
+ mes "work is complete!";
+ mes "This weapon's name";
+ if (lv4_weapon == 47) {
+ mes "is Edge!";
+ getitem 1132,1; //Edge
+ }
+ else {
+ mes "is Dragon Slayer!";
+ getitem 1166,1; //Dragon_Slayer
+ }
+ set lv4_weapon,0;
+ next;
+ }
+ else {
+ mes "[Hein]";
+ mes "Haha~!";
+ mes "This is great!";
+ mes "Finally, my life's";
+ mes "work is complete!";
+ mes "This weapon's name";
+ if (lv4_weapon == 47) {
+ mes "is Excalibur!";
+ getitem 1137,1; //Excalibur
+ }
+ else {
+ mes "is Schweizersabel!";
+ getitem 1167,1; //Schweizersabel
+ }
+ set lv4_weapon,0;
+ next;
+ }
+ mes "[Hein]";
+ mes "Well...";
+ mes "It looks like this is goodbye for now. I can already feel my memory getting hazier. Haha, being dead is definitely not good.";
+ next;
+ mes "[Hein]";
+ mes "Thank you for your help. If you come back and help me retrieve";
+ mes "my memories again, I'll try to help you as well. So long, adventurer...";
+ close;
+ }
+ if (((lv4_weapon == 45) && (countitem(7294) > 29) && (countitem(7297) > 29) && (countitem(7293) > 29)) || ((lv4_weapon == 46) && (countitem(7295) > 29) && (countitem(7296) > 29) && (countitem(7290) > 29))) {
+ mes "[Hein]";
+ mes "Mm...?";
+ mes "The stuff you brought seems to be just what I need to finish my work. Let me have a look at them...";
+ next;
+ mes "[Hein]";
+ mes "Wow...";
+ mes "How did you know the materials";
+ mes "I needed? It's almost too good to be true! Alright, we're that much closer to finishing my life's work!";
+ next;
+ mes "[Hein]";
+ mes "Oh, that's right. Skill alone isn't enough to create this. We'll also need your luck. First of all, we need to test if your luck is good today.";
+ next;
+ mes "[Hein]";
+ mes "We're going to play '^660000Rock, Paper, Scissors^000000.' If you win at least 2 out of 3, we'll go ahead and start crafting this thing!";
+ next;
+ mes "[Hein]";
+ mes "But if you fail in this game, I'll have to expel your negative luck by throwing out a lot of one of the ores you've brought along.";
+ next;
+ mes "[Hein]";
+ mes "Here's a piece of paper.";
+ mes "When I tell you to, write down 'Rock,' 'Paper' or 'Scissors.' I'll do the same thing, and we'll compare our results at the end, okay? Let's begin!";
+ next;
+ set .@npchand1,rand(1,3);
+ set .@myhand1,select("Scissors:Rock:Paper");
+ if (((.@myhand1 == 1) && (.@npchand1 == 3)) || ((.@myhand1 == 2) && (.@npchand1 == 1)) || ((.@myhand1 == 3) && (.@npchand1 == 2))) {
+ set .@shobu,.@shobu+1;
+ }
+ mes "[Hein]";
+ mes "Okay, let's play";
+ mes "the second round!";
+ next;
+ set .@npchand2,rand(1,3);
+ set .@myhand2,select("Scissors:Rock:Paper");
+ if (((.@myhand2 == 1) && (.@npchand2 == 3)) || ((.@myhand2 == 2) && (.@npchand2 == 1)) || ((.@myhand2 == 3) && (.@npchand2 == 2))) {
+ set .@shobu,.@shobu+1;
+ }
+ mes "[Hein]";
+ mes "Okay...";
+ mes "Last round.";
+ mes "After this, we";
+ mes "compare our results.";
+ next;
+ set .@npchand3,rand(1,3);
+ set .@myhand3,select("Scissors:Rock:Paper");
+ set .@aekddam,rand(1,3);
+ if (((.@myhand3 == 1) && (.@npchand3 == 3)) || ((.@myhand3 == 2) && (.@npchand3 == 1)) || ((.@myhand3 == 3) && (.@npchand3 == 2))) {
+ set .@shobu,.@shobu+1;
+ }
+ if (.@shobu > 1) {
+ if (lv4_weapon == 45) {
+ delitem 7294,30; //Turquoise
+ delitem 7297,30; //Biotite
+ delitem 7293,30; //Rose_Quartz
+ }
+ else {
+ delitem 7295,30; //Citrine
+ delitem 7296,30; //Pyroxene
+ delitem 7290,30; //Phlogopite
+ }
+ set lv4_weapon,lv4_weapon+2;
+ }
+ else if (.@shobu < 2) {
+ if (.@aekddam == 1) {
+ if (lv4_weapon == 45) {
+ delitem 7294,30; //Turquoise
+ }
+ else {
+ delitem 7295,30; //Citrine
+ }
+ }
+ else if (.@aekddam == 2) {
+ if (lv4_weapon == 45) {
+ delitem 7297,30; //Biotite
+ }
+ else {
+ delitem 7296,30; //Pyroxene
+ }
+ }
+ else if (.@aekddam == 3) {
+ if (lv4_weapon == 45) {
+ delitem 7293,30; //Rose_Quartz
+ }
+ else {
+ delitem 7290,30; //Phlogopite
+ }
+ }
+ }
+ mes "[Hein]";
+ mes "Ready? This is";
+ mes "what I wrote down...";
+ if (.@npchand == 1) {
+ mes "Scissors";
+ }
+ else if (.@npchand == 2) {
+ mes "Rock";
+ }
+ else if (.@npchand == 3) {
+ mes "Paper";
+ }
+ if (.@npchand2 == 1) {
+ mes "Scissors";
+ }
+ else if (.@npchand2 == 2) {
+ mes "Rock";
+ }
+ else if (.@npchand2 == 3) {
+ mes "Paper";
+ }
+ if (.@npchand3 == 1) {
+ mes "Scissors";
+ }
+ else if (.@npchand3 == 2) {
+ mes "Rock";
+ }
+ else if (.@npchand3 == 3) {
+ mes "Paper";
+ }
+ next;
+ mes "[Hein]";
+ mes "You wrote down";
+ mes "these answers in";
+ mes "this order...";
+ if (.@myhand1 == 1) {
+ mes "Scissors";
+ }
+ else if (.@myhand1 == 2) {
+ mes "Rock";
+ }
+ else if (.@myhand1 == 3) {
+ mes "Paper";
+ }
+ if (.@myhand2 == 1) {
+ mes "Scissors";
+ }
+ else if (.@myhand2 == 2) {
+ mes "Rock";
+ }
+ else if (.@myhand2 == 3) {
+ mes "Paper";
+ }
+ if (.@myhand3 == 1) {
+ mes "Scissors";
+ }
+ else if (.@myhand3 == 2) {
+ mes "Rock";
+ }
+ else if (.@myhand3 == 3) {
+ mes "Paper";
+ }
+ next;
+ if (.@shobu > 1) {
+ mes "[Hein]";
+ mes "Let's see...";
+ mes "You won " + shobu + " times.";
+ mes "You're really good at game!";
+ mes "Yes, your luck is at its highest!";
+ next;
+ mes "[Hein]";
+ mes "As promised, I will craft a weapon for you. Give me the materials now, and come back when I'm finished preparing.";
+ close;
+ }
+ else if (.@shobu < 2) {
+ mes "[Hein]";
+ mes "Well, you lost.";
+ mes "I'm sorry, but we";
+ mes "need to expel the";
+ mes "misfortune around you";
+ mes "with the ore you've brought...";
+ next;
+ mes "[Hein]";
+ mes "Okay, I'll wait here.";
+ mes "Come back with the materials";
+ mes "I need and we'll try this again.";
+ close;
+ }
+ }
+ if ((lv4_weapon == 44) || (lv4_weapon == 45) || (lv4_weapon == 46)) {
+ mes "[Hein]";
+ mes "Would you give me more time to remember the materials? I can't seem to focus very well. It might have to do with the fact that I'm dead...";
+ next;
+ mes "[Hein]";
+ mes "I had a much better memory when I was alive I'm sure. My father would quiz me on this stuff all the time...";
+ close;
+ }
+ if ((lv4_weapon == 43) && (countitem(1005) > 1) && (countitem(989) > 0) && (countitem(710) > 0) && (countitem(969) > 19)) {
+ mes "[Hein]";
+ mes "Hey, you brought everything I asked for already. You must be ready to get started!";
+ next;
+ mes "[Hein]";
+ mes "Sadly, we can't begin until";
+ mes "I remember the rest of the things we need. I can't for the life of me remember the most important materials...";
+ next;
+ mes "[Hein]";
+ mes "Well, for now, let me keep the things you've brought to me. I promise that I'll use this stuff to make you a good weapon once everything is ready.";
+ delitem 1005,2; //Hammer_Of_Blacksmith
+ delitem 989,1; //Emperium_Anvil
+ delitem 710,1; //Illusion_Flower
+ delitem 969,20; //Gold
+ set lv4_weapon,44;
+ close;
+ }
+ if (lv4_weapon == 43) {
+ mes "[Hein]";
+ mes "For sure I'll need";
+ mes "2 Hammer of Blacksmith,";
+ mes "1 Emperium Anvil,";
+ mes "1 Illusion Flower and";
+ mes "20 Gold...";
+ next;
+ mes "[Hein]";
+ mes "So for now,";
+ mes "go ahead and";
+ mes "bring that stuff";
+ mes "to me, please.";
+ close;
+ }
+ if (lv4_weapon == 42) {
+ mes "[Hein]";
+ mes "I take it that you";
+ mes "really want me to make";
+ mes "you a weapon. For a former";
+ mes "weaponsmith like me, that in";
+ mes "itself is a great compliment.";
+ next;
+ mes "[Hein]";
+ mes "Alright, I'll need...";
+ mes "1 Emperium Anvil,";
+ mes "2 Hammer of Blacksmith,";
+ mes "1 Illusion Flower and";
+ mes "20 Gold...";
+ next;
+ mes "[Hein]";
+ mes "There were 3 other things,";
+ mes "but I'm not too sure what they were. I guess a bunch of memories from my life are still missing.";
+ next;
+ mes "[Hein]";
+ mes "^333333*Sigh*^000000 I'm sorry to ask this of you, but would you please go out and figure out what those things are? I'm sure you can find some clue in the land of the living.";
+ next;
+ mes "[Hein]";
+ mes "While you do that, I'll try my best to remember what else I need to make this weapon.";
+ set lv4_weapon,43;
+ close;
+ }
+ if (lv4_weapon == 41) {
+ mes "[Hein]";
+ mes "It looks like you want to ask me something. Heh, my customers used to have that look on that faces too when I worked as a weaponsmith...";
+ next;
+ mes "[Hein]";
+ mes "Back during those days,";
+ mes "I never accepted money for my work. Father always used to say, 'Never accept payment to forge a good weapon. It... It...'";
+ next;
+ input .@input$;
+ if (.@input$ == "It brings bad luck.") {
+ mes "[Hein]";
+ mes "That's right!";
+ mes "And you need luck when you're creating high quality weapons!";
+ next;
+ mes "[Hein]";
+ mes "Oh... crap.";
+ mes "I'm a dead man.";
+ mes "I just realized.";
+ mes "Or remembered.";
+ mes "Perhaps I'm brain";
+ mes "dead too, huh?";
+ set lv4_weapon,42;
+ next;
+ mes "[Hein]";
+ mes "Well, I must be a lucky dead man for remembering some of my past, right? Hahahaha!";
+ next;
+ mes "[Hein]";
+ mes "Right, I died while trying to finish my weapon research. Maybe this is fate's way of allowing me to finish my uncompleted work?";
+ next;
+ mes "[Hein]";
+ mes "Hey, let me ask you a favor. Would you bring the materials I need to finish my research? If I succeed, the finished product is yours to keep. All yours!";
+ next;
+ mes "[Hein]";
+ mes "Take your time";
+ mes "and think about it.";
+ mes "It can't be that bad";
+ mes "of a deal... Right?";
+ close;
+ }
+ else {
+ mes "[Hein]";
+ mes "Wha...?";
+ mes "What are you talking about?";
+ mes "What was I going to say?";
+ mes "Oww... My head hurts!";
+ close;
+ }
+ }
+ if (lv4_weapon == 40) {
+ mes "[Hein]";
+ mes "It looks like you want to ask me something. Heh, my customers used to have that look on that faces too when I worked as a weaponsmith...";
+ next;
+ mes "[Hein]";
+ mes "Back during those days,";
+ mes "I never accepted money for my work. Father always used to say, 'Never accept payment to forge a good weapon. It... It...'";
+ next;
+ mes "[Hein]";
+ mes "What was the rest of it?";
+ mes "Why can't I remember the";
+ mes "rest of that saying?!";
+ next;
+ mes "[Hein]";
+ mes "It's so weird.";
+ mes "How could I forget";
+ mes "something I used to";
+ mes "say all the time? I...";
+ mes "I hate being dead!";
+ close;
+ }
+ mes "[Hein]";
+ mes "It looks like you want to ask me something. Heh, my customers used to have that look on that faces too when I worked as a weaponsmith...";
+ next;
+ mes "[Hein]";
+ mes "Back during those days,";
+ mes "I never accepted money for my work. Father always used to say, 'Never accept payment to forge a good weapon. It... It...'";
+ next;
+ switch(select("Show interest.:Ignore him.")) {
+ case 1:
+ mes "[Hein]";
+ mes "What was the rest of it?";
+ mes "Why can't I remember the";
+ mes "rest of that saying?!";
+ next;
+ mes "[Hein]";
+ mes "It's so weird.";
+ mes "How could I forget";
+ mes "something I used to";
+ mes "say all the time? I...";
+ mes "I hate being dead!";
+ set lv4_weapon,40;
+ close;
+ case 2:
+ mes "[Hein]";
+ mes "Nuts! Why can't I remember";
+ mes "the rest of that saying?!";
+ close;
+ }
+}
+
+niflheim,331,72,3 script Waltboughst#lv4 795,{
+ if (checkweight(908,300) == 0) {
+ mes "^3355FFWait a second! Right now, you're carrying too many items with you. Please come back after putting some of your things into Kafra Storage.^000000";
+ close;
+ }
+ if (BaseLevel < 80) {
+ mes "[Waltboughst]";
+ mes "Hah...!";
+ mes "A living person!";
+ mes "But not for long!";
+ next;
+ mes "[Waltboughst]";
+ mes "I hope you came here with some strong allies. Judging from your strength, there's no way you'll survive in this kind of place on";
+ mes "your own, you know.";
+ close;
+ }
+ if (lv4_weapon == 0) {
+ mes "[Waltboughst]";
+ mes "It's so frustrating being dead.";
+ mes "I can't do anything without a body, no matter how hard I try.";
+ next;
+ mes "[Waltboughst]";
+ mes "It's funny, you know. My father always used to say, 'Trying your best won't always result in success...' Um, that's ... Huh? There was more, I think.";
+ next;
+ switch(select("Show interest.:Ignore him.")) {
+ case 1:
+ mes "[Waltboughst]";
+ mes "Let me try it again.";
+ mes "'Trying your best won't";
+ mes "always result in success...'";
+ mes "I'm sure that's not all of it...";
+ next;
+ mes "[Waltboughst]";
+ mes "I...";
+ mes "I can't think!";
+ mes "What was supposed";
+ mes "to come after that part?";
+ set lv4_weapon,49;
+ close;
+ case 2:
+ mes "[Waltboughst]";
+ mes "Let me try it again.";
+ mes "'Trying your best won't";
+ mes "always result in success...'";
+ mes "I'm sure that's not all of it...";
+ close;
+ }
+ }
+ if ((lv4_weapon < 49) || (lv4_weapon > 57)) {
+ mes "[Waltboughst]";
+ mes "It doesn't look like you're just wandering around. You're here for something specific, aren't you? But what does the realm of the dead have to offer the living?";
+ close;
+ }
+ if ((lv4_weapon == 56) || (lv4_weapon == 57)) {
+ mes "[Waltboughst]";
+ mes "Take a look at this!";
+ mes "In just a short time, I made something with the materials you've given me. You're curious what the result is, aren't you?";
+ next;
+ if (rand(1,2) == 1) {
+ mes "[Waltboughst]";
+ mes "Waltboughst never fails!";
+ if (lv4_weapon == 56) {
+ mes "With my skill and your luck, there was zero probability for failure. Behold... Byeollungum!";
+ getitem 1140,1; //Byeorrun_Gum
+ }
+ else {
+ mes "With my skill and your luck, there was zero probability for failure. Behold... Exorcise!";
+ getitem 1233,1; //Exercise
+ }
+ set lv4_weapon,0;
+ next;
+ mes "[Waltboughst]";
+ mes "I'm a genius!";
+ mes "Hahahahahahahaha!";
+ mes "I succeeded where my brothers";
+ mes "could not! Mwahahahaha ha ha ...ha?";
+ next;
+ mes "[Waltboughst]";
+ mes "Damn, I can feel that fuzziness in my head again. This can't be good. But still, I was able to prove my genius even after I died.";
+ next;
+ mes "[Waltboughst]";
+ mes "I'm sure that if you come back and help me retrieve my memories, I can be of service to you again. But for now, I must thank you, even if I do end up forgetting everything...";
+ next;
+ mes "[Waltboughst]";
+ mes "Yes...";
+ mes "It will be your job to remember the accomplishments of Waltboughst, and that he was a weaponsmith ahead of his time. Good bye for now, adventurer...";
+ close;
+ }
+ else {
+ mes "[Waltboughst]";
+ mes "Waltboughst never fails!";
+ if (lv4_weapon == 56) {
+ mes "With my skill and your luck, there was zero probability for failure. Behold... Combat Knife!";
+ getitem 1228,1; //Combat_Knife
+ }
+ else {
+ mes "With my skill and your luck, there was zero probability for failure. Behold...Grand Cross!!";
+ getitem 1528,1; //Grand_Cross
+ }
+ set lv4_weapon,0;
+ next;
+ mes "[Waltboughst]";
+ mes "I'm a genius!";
+ mes "Hahahahahahahaha!";
+ mes "I succeeded where my brothers";
+ mes "could not! Mwahahahaha ha ha ...ha?";
+ next;
+ mes "[Waltboughst]";
+ mes "Damn, I can feel that fuzziness in my head again. This can't be good. But still, I was able to prove my genius even after I died.";
+ next;
+ mes "[Waltboughst]";
+ mes "I'm sure that if you come back and help me retrieve my memories, I can be of service to you again. But for now, I must thank you, even if I do end up forgetting everything...";
+ next;
+ mes "[Waltboughst]";
+ mes "Yes...";
+ mes "It will be your job to remember the accomplishments of Waltboughst, and that he was a weaponsmith ahead of his time. Good bye for now, adventurer...";
+ close;
+ }
+ }
+ if (((lv4_weapon == 54) && (countitem(7292) > 29) && (countitem(7291) > 29) && (countitem(7295) > 29)) || ((lv4_weapon == 55) && (countitem(7296) > 29) && (countitem(7294) > 29) && (countitem(7290) > 29))) {
+ mes "[Waltboughst]";
+ mes "Wait, what's that you're holding?";
+ mes "I think those are the exact things we need for me to make you a weapon...";
+ next;
+ mes "[Waltboughst]";
+ mes "Yes...!";
+ mes "This is perfect.";
+ mes "It looks like I'll";
+ mes "be able to start work";
+ mes "on this really soon.";
+ next;
+ mes "[Waltboughst]";
+ mes "Now we need to test your luck. And to do that, we need to play '^660000Rock, Paper, Scissors^000000.' I'm serious about this...";
+ next;
+ mes "[Waltboughst]";
+ mes "If your luck is strong today, there'll be less risk of failing the weapon creation process. You need to win 2 out of 3 times for us to begin.";
+ next;
+ mes "[Waltboughst]";
+ mes "But if you lose...";
+ mes "We'll need to expel your bad luck by getting rid of a good amount of one of the ores you brought.";
+ next;
+ mes "[Waltboughst]";
+ mes "Take this piece of paper.";
+ mes "Now, when I tell you to, write down 'Rock,' 'Paper' or 'Scissors.' Let's begin...!";
+ next;
+ set .@npchand1,rand(1,3);
+ set .@myhand1,select("Scissors:Rock:Paper");
+ if (((.@myhand1 == 1) && (.@npchand1 == 3)) || ((.@myhand1 == 2) && (.@npchand1 == 1)) || ((.@myhand1 == 3) && (.@npchand1 == 2))) {
+ set .@shobu,.@shobu+1;
+ }
+ mes "[Waltboughst]";
+ mes "Alright...";
+ mes "Now, let's play";
+ mes "a second time.";
+ next;
+ set .@npchand2,rand(1,3);
+ set .@myhand2,select("Scissors:Rock:Paper");
+ if (((.@myhand2 == 1) && (.@npchand2 == 3)) || ((.@myhand2 == 2) && (.@npchand2 == 1)) || ((.@myhand2 == 3) && (.@npchand2 == 2))) {
+ set .@shobu,.@shobu+1;
+ }
+ mes "[Waltboughst]";
+ mes "One last time.";
+ mes "After this, we";
+ mes "compare results";
+ mes "and check your luck.";
+ next;
+ set .@npchand3,rand(1,3);
+ set .@myhand3,select("Scissors:Rock:Paper");
+ if (((.@myhand3 == 1) && (.@npchand3 == 3)) || ((.@myhand3 == 2) && (.@npchand3 == 1)) || ((.@myhand3 == 3) && (.@npchand3 == 2))) {
+ set .@shobu,.@shobu+1;
+ }
+ set .@aekddam,rand(1,3);
+ if (.@shobu > 1) {
+ if (lv4_weapon == 54) {
+ delitem 7292,30; //Muscovite
+ delitem 7295,30; //Citrine
+ delitem 7291,30; //Agate
+ }
+ else {
+ delitem 7296,30; //Pyroxene
+ delitem 7294,30; //Turquoise
+ delitem 7290,30; //Phlogopite
+ }
+ set lv4_weapon,lv4_weapon+2;
+ }
+ else if (.@shobu < 2) {
+ if (.@aekddam == 1) {
+ if (lv4_weapon == 54) {
+ delitem 7292,30; //Muscovite
+ }
+ else {
+ delitem 7296,30; //Pyroxene
+ }
+ }
+ else if (.@aekddam == 2) {
+ if (lv4_weapon == 54) {
+ delitem 7295,30; //Citrine
+ }
+ else {
+ delitem 7294,30; //Turquoise
+ }
+ }
+ else if (.@aekddam == 3) {
+ if (lv4_weapon == 54) {
+ delitem 7291,30; //Agate
+ }
+ else {
+ delitem 7290,30; //Phlogopite
+ }
+ }
+ }
+ mes "[Waltboughst]";
+ mes "Okay...";
+ mes "I wrote down...";
+ if (.@npchand == 1) {
+ mes "Scissors";
+ }
+ else if (.@npchand == 2) {
+ mes "Rock";
+ }
+ else if (.@npchand == 3) {
+ mes "Paper";
+ }
+ if (.@npchand2 == 1) {
+ mes "Scissors";
+ }
+ else if (.@npchand2 == 2) {
+ mes "Rock";
+ }
+ else if (.@npchand2 == 3) {
+ mes "Paper";
+ }
+ if (.@npchand3 == 1) {
+ mes "Scissors";
+ }
+ else if (.@npchand3 == 2) {
+ mes "Rock";
+ }
+ else if (.@npchand3 == 3) {
+ mes "Paper";
+ }
+ next;
+ mes "[Waltboughst]";
+ mes "Now, you wrote...";
+ if (.@myhand1 == 1) {
+ mes "Scissors";
+ }
+ else if (.@myhand1 == 2) {
+ mes "Rock";
+ }
+ else if (.@myhand1 == 3) {
+ mes "Paper";
+ }
+ if (.@myhand2 == 1) {
+ mes "Scissors";
+ }
+ else if (.@myhand2 == 2) {
+ mes "Rock";
+ }
+ else if (.@myhand2 == 3) {
+ mes "Paper";
+ }
+ if (.@myhand3 == 1) {
+ mes "Scissors";
+ }
+ else if (.@myhand3 == 2) {
+ mes "Rock";
+ }
+ else if (.@myhand3 == 3) {
+ mes "Paper";
+ }
+ next;
+ if (.@shobu > 1) {
+ mes "[Waltboughst]";
+ mes "Excellent. You won " + shobu + " times,";
+ mes "so your luck must be really high.";
+ mes "That means we can begin~!";
+ next;
+ mes "[Waltboughst]";
+ mes "Leave the ores here and give";
+ mes "me some time to complete my preparations. Come back later, and I should be finished.";
+ close;
+ }
+ else if (.@shobu < 2) {
+ mes "[Waltboughst]";
+ mes "You lost...";
+ mes "I'm sorry, but we";
+ mes "need to repel the bad";
+ mes "luck by throwing away";
+ mes "some of your ores...";
+ next;
+ mes "[Waltboughst]";
+ mes "Gather the required ores again,";
+ mes "and come back to me so we can test your luck. I'll be waiting right here.";
+ close;
+ }
+ }
+ if ((lv4_weapon == 53) || (lv4_weapon == 54) || (lv4_weapon == 55)) {
+ mes "[Waltboughst]";
+ mes "Why can't I remember...?!";
+ mes "A good weaponsmith is supposed";
+ mes "to know these things by heart!";
+ mes "When I was alive, I had no such recall problems...";
+ next;
+ mes "[Waltboughst]";
+ mes "If Father were";
+ mes "to see me now, I'm";
+ mes "sure he'd be ashamed...";
+ close;
+ }
+ if ((lv4_weapon == 52) && (countitem(1005) > 1) && (countitem(989) > 0) && (countitem(710) > 0) && (countitem(969) > 19)) {
+ mes "[Waltboughst]";
+ mes "You brought everything I needed already? That's great, but somehow, I can't still remember the other materials I need...";
+ next;
+ mes "[Waltboughst]";
+ mes "Tell you what. Let me hold on to these things, and I promise you that I'll use them to create a weapon for you. In the meantime, we need to figure out the rest of the necessary materials...";
+ delitem 1005,2; //Hammer_Of_Blacksmith
+ delitem 989,1; //Emperium_Anvil
+ delitem 710,1; //Illusion_Flower
+ delitem 969,20; //Gold
+ set lv4_weapon,53;
+ close;
+ }
+ if (lv4_weapon == 52) {
+ mes "[Waltboughst]";
+ mes "For now, bring";
+ mes "the basic things...";
+ mes "1 Emperium Anvil,";
+ mes "2 Hammer of Blacksmith,";
+ mes "1 Illusion Flower and";
+ mes "20 Gold...";
+ close;
+ }
+ if (lv4_weapon == 51) {
+ mes "[Waltboughst]";
+ mes "I just remembered some of the most basic materials we need for me to make a weapon for you.";
+ next;
+ mes "[Waltboughst]";
+ mes "For now, bring";
+ mes "the basic things...";
+ mes "1 Emperium Anvil,";
+ mes "2 Hammer of Blacksmith,";
+ mes "1 Illusion Flower and";
+ mes "20 Gold...";
+ next;
+ mes "[Waltboughst]";
+ mes "There were a few other necessary materials, but I need some time to focus and remember what they were.";
+ set lv4_weapon,52;
+ close;
+ }
+ if (lv4_weapon == 50) {
+ mes "[Waltboughst]";
+ mes "It's so frustrating being dead.";
+ mes "I can't do anything without a body, no matter how hard I try.";
+ next;
+ mes "[Waltboughst]";
+ mes "It's funny, you know. My father always used to say, 'Trying your best won't always result in success...' Um, that's ... Huh? There was more, I think.";
+ next;
+ input .@input$;
+ if (.@input$ == "But that's no excuse!") {
+ mes "[Waltboughst]";
+ mes "Yes! That was it!";
+ mes "But that's no excuse!";
+ mes "Every successful man in";
+ mes "history has tried his best!";
+ set lv4_weapon,51;
+ next;
+ mes "[Waltboughst]";
+ mes "I remember now...";
+ mes "I got myself killed trying to make some kind of special weapon.";
+ mes "Heh heh, but not this time!";
+ next;
+ mes "[Waltboughst]";
+ mes "We must have been fated to meet. Yes, adventurers of great strength and men of genius naturally attract each other.";
+ next;
+ mes "[Waltboughst]";
+ mes "Lend me your power.";
+ mes "Help me complete the experiment";
+ mes "I left unfinished in life, and I will let you keep the finished product. All I wish to do is complete my life's work.";
+ next;
+ mes "[Waltboughst]";
+ mes "It seems that being deceased has impaired my rententive faculties. Give me some time to remember the things I'll need to conduct my experiment. We shall talk later.";
+ close;
+ }
+ else {
+ mes "[Waltboughst]";
+ mes "What...?";
+ mes "No, no. That";
+ mes "wasn't it at all...";
+ mes "Hmmm.";
+ close;
+ }
+ }
+ if (lv4_weapon == 49) {
+ mes "[Waltboughst]";
+ mes "It's so frustrating being dead.";
+ mes "I can't do anything without a body, no matter how hard I try.";
+ next;
+ mes "[Waltboughst]";
+ mes "It's funny, you know. My father always used to say, 'Trying your best won't always result in success...' Um, that's ... Huh? There was more, I think.";
+ next;
+ mes "[Waltboughst]";
+ mes "Let me try it again.";
+ mes "'Trying your best won't";
+ mes "always result in success...'";
+ mes "I'm sure that's not all of it...";
+ next;
+ mes "[Waltboughst]";
+ mes "I...";
+ mes "I can't think!";
+ mes "What was supposed";
+ mes "to come after that part?";
+ close;
+ }
+ mes "[Waltboughst]";
+ mes "It's so frustrating being dead.";
+ mes "I can't do anything without a body, no matter how hard I try.";
+ next;
+ mes "[Waltboughst]";
+ mes "It's funny, you know. My father always used to say, 'Trying your best won't always result in success...' Um, that's ... Huh? There was more, I think.";
+ next;
+ switch(select("Show interest.:Ignore him.")) {
+ case 1:
+ mes "[Waltboughst]";
+ mes "Let me try it again.";
+ mes "'Trying your best won't";
+ mes "always result in success...'";
+ mes "I'm sure that's not all of it...";
+ next;
+ mes "[Waltboughst]";
+ mes "I...";
+ mes "I can't think!";
+ mes "What was supposed";
+ mes "to come after that part?";
+ set lv4_weapon,49;
+ close;
+ case 2:
+ mes "[Waltboughst]";
+ mes "Let me try it again.";
+ mes "'Trying your best won't";
+ mes "always result in success...'";
+ mes "I'm sure that's not all of it...";
+ close;
+ }
+}
diff --git a/npc/pre-re/quests/The_Sign_Quest.txt b/npc/pre-re/quests/The_Sign_Quest.txt
new file mode 100644
index 000000000..e5cd814b5
--- /dev/null
+++ b/npc/pre-re/quests/The_Sign_Quest.txt
@@ -0,0 +1,12600 @@
+//===== rAthena Script =======================================
+//= The Sign Quest
+//===== By: ==================================================
+//= SinSloth(Most of the NPCs), MasterOfMuppets(Some of the NPCs + bug fixes) & Kargha(The quiz NPCs)
+//===== Current Version: =====================================
+//= 3.7
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Quest for opening the doors to Geffenia.
+//= This script uses sign_01.bmp - sign_04.bmp, these will be
+//= found in the language of your client.
+//===== Additional Comments: =================================
+//= 3.0 Rewritten based on most recent Aegis script. [L0ne_W0lf]
+//= Due to the incompatabity of the old script with this
+//= version, variables will attmept to be translated to the
+//= new version, however it is untested.
+//= 3.1 Corrected time check for Sir Jore. [L0ne_W0lf]
+//= 3.2 Removed mapannounce used while debugging. [L0ne_W0lf]
+//= Moved the disablewaitingroomevent in dancing portion.
+//= 3.3 Applied Kazukin's fix for the dancing portion. (bugreport:3966) [L0ne_W0lf]
+//= 3.4 Added Renewal Changes. [Kisuka]
+//= 3.4 Updated 'waitingroom' to support required zeny/lvl. [Kisuka]
+//= 3.5 Fixed two bugs. 4230 & 4404 [CalciumKid]
+//= 3.6 Corrected the Level Requirements for 'Standby Room' [tr0n]
+//= 3.7 Massive cleaning/optimization (more can still be done). [Euphy]
+//============================================================
+
+//============================================================
+// The Sign (Part 1)
+//============================================================
+- script Sign::TheSign 111,{
+ callfunc "F_UpdateSignVars";
+ cutin "sign_01",4;
+ mes "^3355FFNext^000000";
+ next;
+ cutin "sign_01",255;
+ cutin "sign_02",4;
+ mes "^3355FFNext^000000";
+ next;
+ cutin "sign_02",255;
+ cutin "sign_03",4;
+ mes "^3355FFNext^000000";
+ next;
+ cutin "sign_03",255;
+ cutin "sign_04",4;
+ if (!sign_q) set sign_q,1;
+ mes "^3355FFClose^000000";
+ close2;
+ cutin "sign_04",255;
+ end;
+
+OnInit:
+ // Remove old depreciated settings.
+ set $signbmps,0;
+ set $signmazemonster,0;
+
+ // Set the time zone of the server.
+ // - Not official but seemed like a nice way to handle it.
+ set $timezonestring$,"^FF0000GMT^000000";
+ end;
+}
+
+prontera,147,305,0 duplicate(TheSign) Sign#prontera 111
+geffen,168,175,0 duplicate(TheSign) Sign#geffen 111
+morocc,168,265,0 duplicate(TheSign) Sign#morroc 111
+payon,160,183,0 duplicate(TheSign) Sign#payon 111
+aldebaran,54,223,0 duplicate(TheSign) Sign#aldebaran 111
+alberta,35,241,0 duplicate(TheSign) Sign#alberta 111
+
+prt_in,227,45,0 script Archeologist#sign 804,{
+ callfunc "F_UpdateSignVars";
+ cutin "mets_alpha",2;
+ mes "[Metz]";
+ if (sign_q < 1) {
+ mes "Although you need everlasting patience in an archaeological excavation, the feeling you get when you find something makes";
+ mes "all those long hours of study and research worth it.";
+ }
+ else if (sign_q < 4) {
+ switch(sign_q) {
+ case 1:
+ mes "Hm...?";
+ mes "Can I help you?";
+ next;
+ switch(select("I've been following these signs and...:I was just passing by...")) {
+ case 1:
+ mes "[Metz]";
+ mes "Great...!";
+ mes "Welcome to my";
+ mes "humble lodgings.";
+ mes "Hmm, let me see...";
+ next;
+ if (BaseLevel < 50) {
+ mes "[Metz]";
+ mes "Uh, it pains me to say this, but I don't think you qualified to help me out. Once you gain enough experience though, I'll be happy to have you on board~";
+ break;
+ }
+ else {
+ mes "[Metz]";
+ mes "Hey, I think you might";
+ mes "be well suited for the job!";
+ mes "But do you think you could come back later? I've got my hands full with some other business.";
+ next;
+ mes "[Metz]";
+ mes "Oh right, would you tell";
+ mes "me your name? "+ strcharinfo(0) +"?";
+ mes "Okay then, I'll remember that.";
+ mes "Talk to you later, alright?";
+ set sign_q,2;
+ break;
+ }
+ case 2:
+ mes "[Metz]";
+ mes "Oh really?";
+ mes "I see, I thought you";
+ mes "were an applicant for";
+ mes "the position I'm offering";
+ mes "to brave adventurers.";
+ break;
+ }
+ break;
+ case 2:
+ mes "I'm sorry I made you wait,";
+ mes "but I had some research to finish and it took longer than I expected. Now, before I tell you more about the job, I want to test your competency.";
+ next;
+ mes "[Metz]";
+ mes "The job I'm offering is";
+ mes "pretty risky and not just";
+ mes "anybody can handle it.";
+ mes "You'll actually go through";
+ mes "a series of tests conducted";
+ mes "by my trusted friends.";
+ next;
+ mes "[Metz]";
+ mes "Now, the first person";
+ mes "you must visit is ^FF0000Arian^000000";
+ mes "in Morroc. Please speak";
+ mes "to him and he'll give you";
+ mes "all the details about his";
+ mes "examination... I hope.";
+ next;
+ mes "[Metz]";
+ mes "Once you're finished with";
+ mes "the test, Arian will tell you";
+ mes "what to do next. Afterwards,";
+ mes "come back to me so that we";
+ mes "can finally talk business.";
+ next;
+ mes "[Metz]";
+ mes "Ah, almost forgot.";
+ mes "Arian won't talk to anybody";
+ mes "unless he knows them or";
+ mes "receives a message from me.";
+ mes "So if he's snubbed you in the past, just understand that's his way.";
+ set sign_q,3;
+ break;
+ case 3:
+ mes "Hm...?";
+ mes "Shouldn't you leave";
+ mes "for Morroc to see Arian?";
+ mes "You better hurry in case";
+ mes "somebody else applies";
+ mes "for this little job.";
+ break;
+ }
+ }
+ else if (sign_q < 13) {
+ mes "I don't know if you realize";
+ mes "it, but I'm offering a golden";
+ mes "opportunity for the adventurer";
+ mes "who works for me. So don't";
+ mes "hesitate to see Arian.";
+ next;
+ mes "[Metz]";
+ mes "And just so you know,";
+ mes "it's not a good idea to";
+ mes "judge Arian by his looks.";
+ mes "He's more than meets";
+ mes "the eye, you know.";
+ }
+ else if (sign_q < 15) {
+ mes "I'm impressed that";
+ mes "you managed to get";
+ mes "Arian's approval! Oh,";
+ mes "and how's Daewoon?";
+ mes "He's a character, isn't he?";
+ }
+ else if (sign_q < 20) {
+ mes "I'm not surprised";
+ mes "that Daewoon likes";
+ mes "you. Ah, but Jore is";
+ mes "always busy. Still, if you";
+ mes "know his schedule, you";
+ mes "should be alright.";
+ }
+ else if (sign_q < 25) {
+ mes "Jesqurienne is";
+ mes "a brilliant woman.";
+ mes "Although I worry a";
+ mes "little bit about her";
+ mes "overconfidence, she's";
+ mes "a good friend of mine.";
+ }
+ else if (sign_q < 35) {
+ mes "Dearles...?";
+ mes "Ah yes, he's one";
+ mes "of my shadier friends.";
+ mes "He's difficult to find";
+ mes "and he's only truly kind";
+ mes "to a select few, so...";
+ next;
+ mes "[Metz]";
+ mes "It certainly doesn't";
+ mes "help that he's hopelessly";
+ mes "addicted to gambling...";
+ }
+ else if (sign_q < 53) {
+ mes "Ah, Bakerlan~";
+ mes "I've heard that he's";
+ mes "been quite busy lately.";
+ mes "But that's how all big";
+ mes "businessmen are, I suppose.";
+ }
+ else if (sign_q == 53) {
+ mes "Congratulations~";
+ mes "You managed to pass";
+ mes "all of the tests! You seem";
+ mes "to be the perfect person";
+ mes "to carry out this special";
+ mes "assignment!";
+ next;
+ mes "[Metz]";
+ mes "By now, you must have";
+ mes "six Sobbing Starlight pieces.";
+ mes "I'm sure that you want to know";
+ mes "more about these fragments.";
+ next;
+ mes "[Metz]";
+ mes "I remember last summer,";
+ mes "I found the wholly formed";
+ mes "Sobbing Starlight north";
+ mes "of Mount Mjolnir during";
+ mes "one of my expeditions...";
+ next;
+ mes "[Metz]";
+ mes "Although it was in perfect";
+ mes "shape, once it was exposed";
+ mes "to the air, it began to crack";
+ mes "and shattered into the pieces";
+ mes "you now hold in your hand.";
+ next;
+ mes "[Metz]";
+ mes "Now, an ordinary artisan";
+ mes "can't put the Sobbing Starlight";
+ mes "back together. This mysterious stone has some strange properties. But it's imperative for me to get this stone reassembled.";
+ next;
+ mes "[Metz]";
+ mes "Once restored, a strange";
+ mes "pattern can be seen within";
+ mes "the Sobbing Starlight. I guess";
+ mes "that the pattern is a message";
+ mes "written in an ancient language.";
+ next;
+ mes "[Metz]";
+ mes "Would you let me borrow";
+ mes "the pieces for a second?";
+ mes "I'll show you something";
+ mes "quite interesting...";
+ next;
+ mes "^3355FFOnce you hand the pieces";
+ mes "of the Sobbing Starlight to";
+ mes "Metz, he pulls out a seventh";
+ mes "piece. Once gathered, they";
+ mes "begin to emit a strange light.^000000";
+ specialeffect EF_TELEPORTATION2;
+ next;
+ mes "[Metz]";
+ mes "Since the pieces still";
+ mes "respond to each other,";
+ mes "I believe that it's possible";
+ mes "for the Sobbing Starlight";
+ mes "to be restored to its";
+ mes "original form.";
+ next;
+ mes "[Metz]";
+ mes "We're still seeking";
+ mes "an artisan of great";
+ mes "skill for this task. Once";
+ mes "know right away. For now,";
+ mes "please hold on to these pieces.";
+ set sign_q,54;
+ getitem 7177,1; //Part_Of_Star's_Sob
+ }
+ else if (sign_q == 54) {
+ if (rand(1,5) == 4) {
+ mes "Ah, you've come";
+ mes "just in the nick of time!";
+ mes "I just found someone who";
+ mes "may be capable of restoring";
+ mes "the Sobbing Starlight.";
+ next;
+ mes "[Metz]";
+ mes "His name is";
+ mes "^FF0000Engel Howard^000000,";
+ mes "a legendary Blacksmith";
+ mes "in Rune-Midgard. I don't";
+ mes "know where he is, but maybe";
+ mes "his family in Geffen may know.";
+ next;
+ mes "[Metz]";
+ mes "Unfortunately, that's all";
+ mes "the information that I have";
+ mes "to give you for now. You'll";
+ mes "have to investigate this lead";
+ mes "on your own, "+ strcharinfo(0) +".";
+ }
+ else {
+ mes "Although I've made";
+ mes "some progress, I still";
+ mes "haven't found an artisan";
+ mes "capable of restoring the";
+ mes "Sobbing Starlight. Please";
+ mes "give me a little more time.";
+ }
+ }
+ else if (sign_q < 71) {
+ mes "Keep up the good work.";
+ mes "I'm sorry that I don't have";
+ mes "have much information for";
+ mes "you to follow, but someone";
+ mes "with your abilities should";
+ mes "be able to find a way.";
+ next;
+ mes "[Metz]";
+ mes "While you work things";
+ mes "out with Engel Howard";
+ mes "and his family in Geffen,";
+ mes "I'll continue my research";
+ mes "on the Sobbing Starlight.";
+ }
+ else if (sign_q == 71) {
+ mes "Amazing...! You've";
+ mes "managed to restore";
+ mes "the Sobbing Starlight!";
+ mes "Now, I recently learned that";
+ mes "this stone can lead you to";
+ mes "an ancient place...";
+ next;
+ mes "[Metz]";
+ mes "That's why we need to";
+ mes "know what the message in";
+ mes "the Sobbing Starlight means.";
+ mes "First, we need a Wizard that";
+ mes "is skilled in unlocking the";
+ mes "messages stored in gems...";
+ next;
+ mes "[Metz]";
+ mes "Hmm. It would probably";
+ mes "be best to visit the Wizards";
+ mes "on the top floor of the Geffen";
+ mes "Tower. There's someone I know";
+ mes "there who might just be up for";
+ mes "this task...";
+ set sign_q,72;
+ }
+ else if (sign_q == 72) {
+ mes "Now that the";
+ mes "Sobbing Starlight";
+ mes "is restored, we need";
+ mes "to find someone who can";
+ mes "break the seal on the";
+ mes "gem's message...";
+ next;
+ mes "[Metz]";
+ mes "For now, please visit";
+ mes "the Wizards at the top";
+ mes "floor of the Geffen Tower.";
+ mes "I know that one of them is";
+ mes "capable of getting the gem's";
+ mes "text on to paper...";
+ }
+ else if (sign_q < 76) {
+ mes "The Wizard we're looking";
+ mes "for isn't in Geffen? Hm, at least we know he's near Comodo. Now,";
+ mes "while you investigate that lead, I'll continue to gather more";
+ mes "information on this gem...";
+ }
+ else if (sign_q == 76) {
+ mes "Great...!";
+ mes "You were able to get the";
+ mes "text in the gem printed on a";
+ mes "Record of Ancient Language?";
+ next;
+ mes "[Metz]";
+ mes "Just as I thought.";
+ mes "This language isn't";
+ mes "one I recognize. It's";
+ mes "probably ^333333too^000000 ancient.";
+ next;
+ mes "[Metz]";
+ mes "Fortunately, I know";
+ mes "one person who may";
+ mes "be able to translate this.";
+ mes "If he's not able to do it...";
+ mes "We'll have to give up.";
+ next;
+ mes "[Metz]";
+ mes "Bring this Record";
+ mes "of Ancient Language";
+ mes "to a man named Frank.";
+ mes "I hope he'll be able to";
+ mes "understand what it says...";
+ next;
+ while(1) {
+ switch(select("Who is Frank?:Where is he?:I see.")) {
+ case 1:
+ mes "[Metz]";
+ mes "Frank Franklin has lived";
+ mes "in seclusion and only a few";
+ mes "people are aware of his skill.";
+ mes "But I can assure you that his";
+ mes "knowledge of ancient languages";
+ mes "is unrivaled by any mortal.";
+ next;
+ mes "[Metz]";
+ mes "I suppose his interest";
+ mes "in history is what drives";
+ mes "him in work. Still, I've";
+ mes "heard that he doesn't like";
+ mes "meeting people. I hope you";
+ mes "can convince him to help us...";
+ next;
+ break;
+ case 2:
+ mes "[Metz]";
+ mes "It's said that";
+ mes "Frank Franklin lives";
+ mes "on the Alberta Sunken Ship";
+ mes "where he devotes his time";
+ mes "to his research. He may not";
+ mes "always be home though...";
+ set sign_q,77;
+ next;
+ break;
+ case 3:
+ mes "[Metz]";
+ mes "Good luck, then.";
+ mes "I hope that you can";
+ mes "find a way to get Frank";
+ mes "Franklin to help us...";
+ close2;
+ cutin "mets_alpha",255;
+ end;
+ }
+ }
+ }
+ else if (sign_q < 80) {
+ mes "Frank Franklin has lived";
+ mes "in seclusion and only a few";
+ mes "people are aware of his skill.";
+ mes "But I can assure you that his";
+ mes "knowledge of ancient languages";
+ mes "is unrivaled by any mortal.";
+ next;
+ mes "[Metz]";
+ mes "I suppose his interest";
+ mes "in history is what drives";
+ mes "him in work. Still, I've";
+ mes "heard that he doesn't like";
+ mes "meeting people. I hope you";
+ mes "can convince him to help us...";
+ }
+ else if (sign_q < 82) {
+ mes "So far, I've learned";
+ mes "from my research that";
+ mes "the gem's message has";
+ mes "details about a certain";
+ mes "location and an item that";
+ mes "serves as some kind of key...";
+ next;
+ mes "[Metz]";
+ mes "While I investigate,";
+ mes "please try to have Frank";
+ mes "Franklin translate the";
+ mes "message in the Record of";
+ mes "Ancient Language. Keep up";
+ mes "the good work, "+ strcharinfo(0) +".";
+ }
+ else if (sign_q == 82) {
+ mes "I get it now!";
+ mes "The 'skyscraper'";
+ mes "in this text refers to";
+ mes "the Geffen Tower!";
+ mes "Alright, let's see...";
+ next;
+ mes "[Metz]";
+ mes "Hmm...";
+ mes "''The town where the";
+ mes "rejected are left behind.''";
+ mes "What does that mean";
+ mes "and where could it be...?";
+ }
+ else if (sign_q < 98) {
+ mes "I'm sure the town";
+ mes "where the rejected";
+ mes "live means something,";
+ mes "but I'm unable to figure";
+ mes "out the answer to this";
+ mes "little riddle...";
+ }
+ else if ((sign_q > 100) && (sign_q < 105)) {
+ mes "Angrboda...?!";
+ mes "According to legend,";
+ mes "her soul was split into";
+ mes "pieces and placed behind";
+ mes "seals created by the gods!";
+ next;
+ mes "[Metz]";
+ mes "You'll need a stout,";
+ mes "heavy or really sharp";
+ mes "weapon. Of course, I'm";
+ mes "told that such weapons";
+ mes "are truly rare...";
+ next;
+ mes "[Metz]";
+ mes "Supposedly, normal";
+ mes "Blacksmiths can't even";
+ mes "forge those kinds of rare";
+ mes "weapons. But if you manage";
+ mes "to get one, you might have a";
+ mes "chance of breaking the seals.";
+ next;
+ mes "[Metz]";
+ mes "Of course, I'm worried";
+ mes "that may be violating the";
+ mes "will of the gods by releasing";
+ mes "Angrboda, but we've already";
+ mes "gone this far...";
+ }
+ else if (sign_q < 137) {
+ mes "I think you're";
+ mes "almost there. All";
+ mes "of our efforts will";
+ mes "soon come to fruition!";
+ }
+ else if (sign_q == 137) {
+ mes "This is it...!";
+ mes "You've brought me,";
+ mes "'The Sign!' I've finally";
+ mes "proven its existence!";
+ mes "Please let me handle";
+ mes "this and come back later~";
+ delitem 7314,1; //The_Sign
+ set sign_q,138;
+ set .@stime_s,gettime(3);
+ if (.@stime_s < 1) set sign_sq,1;
+ else if (.@stime_s < 3) set sign_sq,2;
+ else if (.@stime_s < 5) set sign_sq,3;
+ else if (.@stime_s < 7) set sign_sq,4;
+ else if (.@stime_s < 9) set sign_sq,5;
+ else if (.@stime_s < 11) set sign_sq,6;
+ else if (.@stime_s < 13) set sign_sq,7;
+ else if (.@stime_s < 15) set sign_sq,8;
+ else if (.@stime_s < 17) set sign_sq,9;
+ else if (.@stime_s < 19) set sign_sq,10;
+ else if (.@stime_s < 21) set sign_sq,11;
+ else set sign_sq,12;
+ }
+ else if (sign_q == 138) {
+ set .@stime_s1,gettime(3);
+ if (.@stime_s1 < 1) {
+ if (sign_sq == 11) {
+ set .@pass_s,1;
+ }
+ }
+ else if (.@stime_s1 < 3) {
+ if (sign_sq == 12) {
+ set .@pass_s,1;
+ }
+ }
+ else if (.@stime_s1 < 5) {
+ if (sign_sq == 1) {
+ set .@pass_s,1;
+ }
+ }
+ else if (.@stime_s1 < 7) {
+ if (sign_sq == 2) {
+ set .@pass_s,1;
+ }
+ }
+ else if (.@stime_s1 < 9) {
+ if (sign_sq == 3) {
+ set .@pass_s,1;
+ }
+ }
+ else if (.@stime_s1 < 11) {
+ if (sign_sq == 4) {
+ set .@pass_s,1;
+ }
+ }
+ else if (.@stime_s1 < 13) {
+ if (sign_sq == 5) {
+ set .@pass_s,1;
+ }
+ }
+ else if (.@stime_s1 < 15) {
+ if (sign_sq == 6) {
+ set .@pass_s,1;
+ }
+ }
+ else if (.@stime_s1 < 17) {
+ if (sign_sq == 7) {
+ set .@pass_s,1;
+ }
+ }
+ else if (.@stime_s1 < 19) {
+ if (sign_sq == 8) {
+ set .@pass_s,1;
+ }
+ }
+ else if (.@stime_s1 < 21) {
+ if (sign_sq == 9) {
+ set .@pass_s,1;
+ }
+ }
+ else {
+ if (sign_sq == 10) {
+ set .@pass_s,1;
+ }
+ }
+ if (.@pass_s == 1) {
+ mes "Fascinating...";
+ mes "This was made with";
+ mes "a material outside of";
+ mes "Rune-Midgard! See this";
+ mes "blue lens? That must be";
+ mes "its incredible power source!";
+ next;
+ mes "[Metz]";
+ mes "I've found that the runes";
+ mes "around the lens control some";
+ mes "kind of seals placed at the Geffen Tower and Geffen Fountain. But with this in your hands, the seals should be broken...";
+ next;
+ mes "[Metz]";
+ mes "I... I think";
+ mes "you can even use this";
+ mes "to enter Valhalla. There";
+ mes "may be even other applications";
+ mes "using the power of this item...";
+ next;
+ mes "[Metz]";
+ mes "I can only think of";
+ mes "one person who can";
+ mes "handle working with";
+ mes "this: Engel Howard,";
+ mes "Rune-Midgard's best";
+ mes "Blacksmith.";
+ set sign_q,139;
+ set sign_sq,0;
+ getitem 7314,1; //The_Sign
+ }
+ else {
+ mes "I'm sorry, but I'm";
+ mes "still examining the";
+ mes "artifact you've lent to";
+ mes "me. Would you please";
+ mes "give me some more time?";
+ }
+ }
+ else if (sign_q < 141) {
+ mes "Have you visited";
+ mes "Engel Howard yet?";
+ mes "He's the only one";
+ mes "who can unlock the";
+ mes "Sign's power for you...";
+ }
+ else if (sign_q == 141) {
+ if (countitem(2644) == 1) {
+ mes "Ah, you're finally";
+ mes "here. I've been waiting";
+ mes "to speak with you. First,";
+ mes "let me thank you again";
+ mes "for all of your help.";
+ next;
+ mes "[Metz]";
+ mes "Thanks to you, my wish";
+ mes "of proving the existence";
+ mes "of the Sign has finally been";
+ mes "fulfilled. Its power is now";
+ mes "yours to do as you wish.";
+ next;
+ mes "[Metz]";
+ mes "You may have had your doubts,";
+ mes "but I'm happy enough to confirm that the Sign really exists. Thanks again, and I hope you stop by and chat from time to time.";
+ set sign_q,142;
+ getexp 200000,0;
+ }
+ else {
+ mes "Have you visited";
+ mes "Engel Howard yet?";
+ mes "He's the only one";
+ mes "who can unlock the";
+ mes "the Sign's power for you...";
+ }
+ }
+ else if (sign_q == 201) {
+ mes "You failed?";
+ mes "It's disappointing,";
+ mes "but I know that you";
+ mes "did your best. Let";
+ mes "me thank you for";
+ mes "all your work.";
+ next;
+ mes "[Metz]";
+ mes "Although I need to";
+ mes "take back the Sobbing";
+ mes "Starlight, I hope you";
+ mes "accept this as a token";
+ mes "of my gratitude. Good luck";
+ mes "on your travels, adventurer.";
+ if (checkweight(7178,1) == 0) {
+ next;
+ mes "^3355FFWait a second! Right now,";
+ mes "you have too many items in your inventory. Please come back after you've freed up more inventory space.^000000";
+ close;
+ }
+ delitem 7178,1; //Star's_Sob
+ set sign_q,202;
+ getexp 10000,0;
+ getitem 617,1; //Old_Violet_Box
+ }
+ else if (sign_q > 201) {
+ if (countitem(7178) == 1) {
+ mes "I'm sorry...";
+ mes "But I'm taking";
+ mes "back the Sobbing";
+ mes "Starlight from you.";
+ mes "Apparently, you weren't";
+ mes "worthy of the task...";
+ next;
+ mes "[Metz]";
+ mes "......";
+ mes "Farewell.";
+ delitem 7178,1; //Star's_Sob
+ }
+ else {
+ mes "I guess I can't";
+ mes "really blame you";
+ mes "since I didn't provide";
+ mes "you with that much help...";
+ }
+ }
+ else {
+ mes "Thank you so much";
+ mes "for helping me make";
+ mes "my dream come true.";
+ mes "can work on another";
+ mes "project together.";
+ next;
+ mes "[Metz]";
+ mes "Well then...";
+ mes "Good luck on";
+ mes "your journeys,";
+ mes "brave "+ strcharinfo(0) +".";
+ }
+ close2;
+ cutin "mets_alpha",255;
+ end;
+}
+
+prt_in,228,26,5 script Steward#sign 55,{
+ callfunc "F_UpdateSignVars";
+ mes "[Vandez]";
+ if (sign_q < 3) {
+ mes "Welcome to the";
+ mes "Brayde Estate. How";
+ mes "may I be of service?";
+ next;
+ switch(select("Nothing.:I'm here to see Metz.:Gimmie your cash!")) {
+ case 1:
+ mes "[Vandez]";
+ mes "If you do not have";
+ mes "any business to conduct";
+ mes "with Master Metz, please";
+ mes "leave immediately.";
+ close;
+ case 2:
+ mes "[Vandez]";
+ mes "Very good, "+((Sex)?"sir.":"madam.");
+ mes "Please wait a moment";
+ mes "while I consult with";
+ mes "the master in his study.";
+ close;
+ case 3:
+ mes "[Vandez]";
+ mes "My apologies,";
+ mes "but I insist that";
+ mes "you leave the premises";
+ mes "^FF0000immediately^000000.";
+ close2;
+ percentheal -30,0;
+ warp "prontera",150,150;
+ end;
+ }
+ }
+ else if (sign_q < 14) {
+ mes "Ah, Master "+ strcharinfo(0) +".";
+ mes "Welcome. How may I be";
+ mes "of service today?";
+ next;
+ switch(select("Who is Arian?:What is Metz doing?:How is Elle?")) {
+ case 1:
+ mes "[Vandez]";
+ mes "Ah yes, Arian.";
+ mes "I consider him to be";
+ mes "a man of few words. The";
+ mes "words he does choose to";
+ mes "use are rather harsh and";
+ mes "brutish, you might say.";
+ close;
+ case 2:
+ mes "[Vandez]";
+ mes "Although I've served";
+ mes "the Brayde family for years,";
+ mes "I'm unfamiliar with Master";
+ mes "Metz's work. My apologies, but";
+ mes "I simply cannot even begin to fathom his research...";
+ close;
+ case 3:
+ mes "[Vandez]";
+ mes "Ah, Mistress Elle";
+ mes "has been working here";
+ mes "since she was a very young";
+ mes "girl. She is almost like";
+ mes "a granddaughter to me.";
+ mes "Ha ha-^333333*Ahem*^000000";
+ close;
+ }
+ }
+ else if (sign_q < 13) {
+ mes "I recall that";
+ mes "Master Arian visited";
+ mes "the master a while ago.";
+ mes "They spent all night";
+ mes "discussing something";
+ mes "related to the master's work.";
+ next;
+ mes "[Vandez]";
+ mes "Goodness, it sounded";
+ mes "dreadfully serious. The";
+ mes "term, 'ancient power' is";
+ mes "usually not mentioned";
+ mes "quite often in conversation.";
+ close;
+ }
+ else if (sign_q < 15) {
+ mes "Sometimes I worry";
+ mes "about Mistress Elle.";
+ mes "She's one of the most";
+ mes "beautiful girls in Prontera,";
+ mes "but does not have a boyfriend.";
+ next;
+ mes "[Vandez]";
+ mes "Many men have given her";
+ mes "a great deal of attention, but";
+ mes "she always manages to reject";
+ mes "every single suitor...";
+ close;
+ }
+ else if (sign_q < 20) {
+ mes "Many travellers have";
+ mes "begun to visit the master";
+ mes "lastly. Apparently, they've";
+ mes "been led here by the sign";
+ mes "boards we've posted.";
+ next;
+ mes "[Vandez]";
+ mes "Take heed and";
+ mes "do not let anyone";
+ mes "else take the opportunity";
+ mes "the master has presented";
+ mes "away from you.";
+ close;
+ }
+ else if (sign_q < 25) {
+ mes "It's most curious,";
+ mes "but Elle seems to";
+ mes "consider that unrefined";
+ mes "Jesqurienne as her rival.";
+ mes "Women are truly difficult";
+ mes "for me to understand...";
+ close;
+ }
+ else if (sign_q < 35) {
+ mes "Avarice knows no bounds.";
+ mes "The pastime of gambling";
+ mes "seems to best represent";
+ mes "mankind's greed.";
+ next;
+ mes "[Vandez]";
+ mes "Winning or losing, some";
+ mes "gamblers always seem to find";
+ mes "some reason to continue when";
+ mes "it's smarter to stop. Then again, the mind usually doesn't take precedence over the heart...";
+ close;
+ }
+ else if (sign_q < 54) {
+ mes "Bakerlan is a young,";
+ mes "brilliant man. Although";
+ mes "he inherited his company,";
+ mes "it takes talent to continue";
+ mes "his father's successes.";
+ next;
+ mes "[Vandez]";
+ mes "It's amazing that Bakerlan";
+ mes "is also managing to expand";
+ mes "his business even further.";
+ mes "Of course, Master Metz has";
+ mes "had a role in Bakerlan's";
+ mes "success...";
+ close;
+ }
+ else if (sign_q == 54) {
+ mes "Oh, congratulations~";
+ mes "You finally passed all";
+ mes "of the tests. I know they";
+ mes "must have been incredibly";
+ mes "taxing and challenging.";
+ next;
+ mes "[Vandez]";
+ mes "Master Metz has informed";
+ mes "me that he wishes for you";
+ mes "to restore find someone";
+ mes "to restore the Sobbing";
+ mes "Starlight. I wish you luck";
+ mes "in that endeavor.";
+ close;
+ }
+ else if (sign_q == 97 || sign_q == 98) {
+ mes "Although humans make";
+ mes "mistakes, there are those";
+ mes "times when failing cannot";
+ mes "be an option.";
+ next;
+ mes "[Vandez]";
+ mes "There will always";
+ mes "be situations where";
+ mes "you won't be getting";
+ mes "any second chances.";
+ mes "Anyways remember that.";
+ close;
+ }
+ else {
+ mes "There will always";
+ mes "be situations where";
+ mes "you won't be getting";
+ mes "any second chances.";
+ mes "Anyways remember that.";
+ close;
+ }
+}
+
+prt_in,248,23,3 script Maid#sign 1275,{
+ end;
+}
+prt_in,248,23,0 script Maid#sign2 111,{
+ callfunc "F_UpdateSignVars";
+ mes "[Elle]";
+ if (sign_q < 3) {
+ mes "Wh-what are you";
+ mes "doing in Master Metz's";
+ mes "room? Please leave";
+ mes "immediately!";
+ close;
+ }
+ else if (sign_q < 14) {
+ mes "Oh...?";
+ mes ""+ strcharinfo(0) +"?";
+ mes "Is there anything that";
+ mes "I can help you with?";
+ next;
+ if (Sex == 1) {
+ switch(select("You wanna have coffee sometime?:Tell me about Metz.")) {
+ case 1:
+ mes "[Elle]";
+ mes "...?";
+ mes "*Blush~*";
+ mes "Oh~ A-are you";
+ mes "asking me out";
+ mes "on a date?";
+ next;
+ mes "[Elle]";
+ mes "Weeeell~";
+ mes "Do I have the time";
+ mes "to go out with you or";
+ mes "not? Hm, maybe if";
+ mes "you're really nice";
+ mes "to me, , "+ strcharinfo(0) +".";
+ close;
+ case 2:
+ mes "[Elle]";
+ mes "Umm....";
+ mes "I don't know";
+ mes "what to say?";
+ next;
+ mes "[Elle]";
+ mes "He's my employer and";
+ mes "I have an opinion of him,";
+ mes "but if I told you, it might";
+ mes "look unprofessional. But";
+ mes "if you have time later, I just";
+ mes "might tell you. Ho ho~";
+ close;
+ }
+ }
+ else {
+ switch(select("You have nice skin, Miss Elle.:Tell me about Metz.")) {
+ case 1:
+ mes "[Elle]";
+ mes "Eh...?";
+ mes "Why, thank you!";
+ mes "Maybe it's because";
+ mes "I don't go out too";
+ mes "often. You have nice";
+ mes "I don't go out too, "+ strcharinfo(0) +"~";
+ close;
+ case 2:
+ mes "[Elle]";
+ mes "Umm....";
+ mes "I don't know";
+ mes "what to say?";
+ next;
+ mes "[Elle]";
+ mes "He's my employer and";
+ mes "I have an opinion of him,";
+ mes "but if I told you, it might";
+ mes "look unprofessional. But";
+ mes "if you have time later, I just";
+ mes "might tell you.";
+ close;
+ }
+ }
+ }
+ else if (sign_q < 13) {
+ mes "I'm not so busy";
+ mes "nowadays, but I was";
+ mes "working hard for a while";
+ mes "so my body aches. Oh, what";
+ mes "am I saying? Please ignore";
+ mes "that--! Ho ho ho~";
+ emotion e_swt2;
+ close;
+ }
+ else if (sign_q < 15) {
+ mes "Guys never understand";
+ mes "what a girl really wants!";
+ mes "They're always too afraid";
+ mes "of showing their interest~";
+ next;
+ mes "[Elle]";
+ mes "Well, even when they";
+ mes "do ask me on dates, I never";
+ mes "accept their proposals that";
+ mes "easily. Hmph, there's not";
+ mes "too many boys I like out";
+ mes "there, anyway.";
+ emotion e_pif;
+ close;
+ }
+ else if (sign_q < 20) {
+ mes "^333333*Phew....*^000000";
+ mes "I'm so tired, even";
+ mes "though I didn't work";
+ mes "that much today. Some";
+ mes "days I feel exhausted";
+ mes "for no reason at all...";
+ next;
+ mes "[Elle]";
+ mes "I should take";
+ mes "the day off and";
+ mes "rest. If I had some";
+ mes "refreshment, that";
+ mes "would be perfect...";
+ close2;
+ if (countitem(504) > 0) {
+ select("Why don't you take this?");
+ mes "[Elle]";
+ mes "Oh, you didn't";
+ mes "need to do this,";
+ mes "but that you soooo";
+ mes "much! Ahhhhhhh~";
+ delitem 504,1; //White_Potion
+ close2;
+ emotion e_kis2;
+ end;
+ }
+ end;
+ }
+ else if (sign_q < 25) {
+ mes "Jesqurienne?";
+ mes "Well, she's beautiful";
+ mes "and talented. She's actually";
+ mes "really great. That's why...";
+ next;
+ mes "[Elle]";
+ mes "I consider her";
+ mes "my rival! She might";
+ mes "be smarter than me,";
+ mes "but maybe I can become";
+ mes "more beautiful than her...";
+ emotion e_dots;
+ close;
+ }
+ else if (sign_q < 35) {
+ mes "Have you been";
+ mes "in Comodo before?";
+ mes "It's such a beautiful";
+ mes "place with so many";
+ mes "things to do!";
+ next;
+ mes "[Elle]";
+ mes "I like gambling in";
+ mes "Comodo, but I think";
+ mes "it's a little addictive.";
+ mes "I've even seen people";
+ mes "who seem to live for it...";
+ close;
+ }
+ else if (sign_q < 54) {
+ mes "I remember that";
+ mes "there was a lady";
+ mes "working for Master";
+ mes "Bakerlan named Seylin.";
+ mes "I hear she's from some";
+ mes "distant country...";
+ next;
+ mes "[Elle]";
+ mes "I've seen her";
+ mes "once and I think";
+ mes "she has a unique";
+ mes "style of beauty. Well,";
+ mes "different than mine or";
+ mes "Jesquienne's anyway...";
+ close;
+ }
+ else if (sign_q == 54) {
+ emotion e_ho;
+ mes "La la la~~";
+ mes "Oh, hello.";
+ mes "Long time no see.";
+ mes "La la la~~";
+ next;
+ switch(select("What's up?:What happened?")) {
+ case 1:
+ mes "[Elle]";
+ mes "Oh...?";
+ mes "Oops...!";
+ mes "Do I really";
+ mes "look that excited?";
+ next;
+ mes "[Elle]";
+ mes "I just started";
+ mes "going out with someone!";
+ mes "He's a tall handsome boy";
+ mes "and I'm so in love with";
+ mes "him and he's so....";
+ next;
+ mes "^3355FFElle continued";
+ mes "talking about how";
+ mes "much she loves her";
+ mes "new boyfriend, even";
+ mes "after you leave the room.^000000";
+ close;
+ case 2:
+ mes "[Elle]";
+ mes "Umm....";
+ mes "Yes, something";
+ mes "very good happened";
+ mes "to me. Ho ho ho ho!";
+ mes "But it's a secret~";
+ close;
+ }
+ }
+ else if (sign_q == 97) {
+ mes "Ah~ Hello!";
+ mes "Nice to see";
+ mes "you again~";
+ next;
+ mes "[Elle]";
+ mes "Er, I'm sorry, but I heard that something bad happened to you. But don't worry, maybe you'll have better luck next time~";
+ close;
+ }
+ else {
+ mes "^333333*Sigh...*^000000";
+ mes "Lately, there've";
+ mes "been too many guests";
+ mes "visiting Master Metz.";
+ mes "Why can't they leave their";
+ mes "dirt outside of the manor?";
+ emotion e_pif;
+ close;
+ }
+}
+
+morocc_in,115,154,5 script Rogue#sign 810,{
+ callfunc "F_UpdateSignVars";
+ if (checkweight(1201,1) == 0) {
+ mes "^3355FFWait a second! Right now,";
+ mes "you have too many items in your inventory. Please come back after you've freed up more inventory space.^000000";
+ close;
+ }
+ if (sign_q < 3) {
+ emotion e_dots;
+ end;
+ }
+ else if (sign_q == 3) {
+ mes "[Arian]";
+ mes "...";
+ mes "Who the hell";
+ mes "are you, jerkface?";
+ next;
+ switch(select("Metz sent me here.:^0000FF"+ strcharinfo(0) +"^000000.:Who are you then?")) {
+ case 1:
+ mes "[Arian]";
+ mes "Oh yeah...?";
+ mes "Well, I'm sending you";
+ mes "back! No way I'm fallin'";
+ mes "for that trick, chump!";
+ close2;
+ warp "morocc",279,173;
+ end;
+ case 2:
+ mes "[Arian]";
+ mes "Wha...?";
+ mes "^0000FF"+ strcharinfo(0) +"^000000?";
+ mes "Yeah, okay. Metz did";
+ mes "mention something about";
+ mes "about you. You're here";
+ mes "for the test, right?";
+ next;
+ mes "[Arian]";
+ mes "Alright, this";
+ mes "test is simple.";
+ mes "I tell you to bring me";
+ mes "a bunch of items and";
+ mes "you go get them.";
+ next;
+ mes "[Arian]";
+ mes "I know you jerkward adventurers";
+ mes "are always talking and you share the answers for any test some dude is givin' out. 'Course, it doesn't help that I use the same test";
+ mes "every frickin' time...";
+ next;
+ mes "[Arian]";
+ mes "Now, you gotta bring and only";
+ mes "have the item I ask you for when you come to me. If you know that I'll be asking for something later and you happen to have it, I'll straight up ^FF0000jack it^000000.";
+ next;
+ mes "[Arian]";
+ mes "The first item?";
+ mes "Gimme ^FF0000100 Fluff^000000.";
+ mes "Bring that and I'll";
+ mes "tell you what to";
+ mes "bring next.";
+ set sign_q,4;
+ close;
+ case 3:
+ mes "[Arian]";
+ mes "...";
+ mes "......";
+ next;
+ mes "[Arian]";
+ mes "...";
+ mes "......";
+ mes "Your mom.";
+ mes "Now get the";
+ mes "hell outta here!";
+ specialeffect EF_FIREHIT;
+ percentheal -50,0;
+ close;
+ }
+ }
+ else if (sign_q < 15) {
+ switch(sign_q) {
+ case 4:
+ mes "[Arian]";
+ mes "...";
+ if (countitem(914) > 99) {
+ delitem 914,100; //Fluff
+ if (countitem(7033) > 49) {
+ delitem 7033,50; //Poison_Spore
+ if (countitem(904) > 29) {
+ delitem 904,30; //Scorpion's_Tail
+ if (countitem(930) > 19) {
+ delitem 930,20; //Rotten_Bandage
+ if (countitem(1038) > 14) {
+ delitem 1038,15; //Petite_DiablOfs_Horn
+ if (countitem(7013) > 9) {
+ delitem 7013,10; //Coral_Reef
+ }
+ }
+ }
+ }
+ }
+ }
+ else {
+ mes "Hey. What the hell's wrong";
+ mes "with you? Hurry and get me";
+ mes "^FF0000100 Fluff^000000, ya slacker.";
+ close;
+ }
+ mes "Alright, that looks like";
+ mes "enough Fluff. Now, go and";
+ mes "get me ^FF000050 Poison Spores^000000.";
+ set sign_q,5;
+ close;
+ case 5:
+ mes "[Arian]";
+ mes "...";
+ if (countitem(7033) > 49) {
+ delitem 7033,50; //Poison_Spore
+ if (countitem(904) > 29) {
+ delitem 904,30; //Scorpion's_Tail
+ if (countitem(930) > 19) {
+ delitem 930,20; //Rotten_Bandage
+ if (countitem(1038) > 14) {
+ delitem 1038,15; //Petite_DiablOfs_Horn
+ if (countitem(7013) > 9) {
+ delitem 7013,10; //Coral_Reef
+ }
+ }
+ }
+ }
+ }
+ else {
+ mes "Hey. What part of 'Get me";
+ mes "^FF000050 Poison Spores^000000 or I'll";
+ mes "kick your ass,' don't";
+ mes "you understand?";
+ close;
+ }
+ mes "It's about time you";
+ mes "got here with those";
+ mes "Poison Spores. Now, go";
+ mes "and get ^FF000030 Scorpion Tails^000000.";
+ set sign_q,6;
+ close;
+ case 6:
+ mes "[Arian]";
+ mes "...";
+ if (countitem(904) > 29) {
+ delitem 904,30; //Scorpion's_Tail
+ if (countitem(930) > 19) {
+ delitem 930,20; //Rotten_Bandage
+ if (countitem(1038) > 14) {
+ delitem 1038,15; //Petite_DiablOfs_Horn
+ if (countitem(7013) > 9) {
+ delitem 7013,10; //Coral_Reef
+ }
+ }
+ }
+ }
+ else {
+ mes "What, your mom drop you on the";
+ mes "head right after you were born?";
+ mes "Stop bein' stupid and get me";
+ mes "^FF000030 Scorpion Tails^000000, nimrod.";
+ close;
+ }
+ mes "Damn, you sure took your";
+ mes "sweet time bringing over this";
+ mes "over this crap. Okay, now bring";
+ mes "^FF000020 Rotten Bandages^000000.";
+ set sign_q,7;
+ close;
+ case 7:
+ mes "[Arian]";
+ mes "...";
+ if (countitem(930) > 19) {
+ delitem 930,20; //Rotten_Bandage
+ if (countitem(1038) > 14) {
+ delitem 1038,15; //Petite_DiablOfs_Horn
+ if (countitem(7013) > 9) {
+ delitem 7013,10; //Coral_Reef
+ }
+ }
+ }
+ else {
+ mes "Is it really that hard to get";
+ mes "^FF000020 Rotten Bandages^000000? Cuz if it";
+ mes "is, then you must really blow.";
+ mes "Now hustle it up, punk!";
+ close;
+ }
+ mes "You brought the bandages.";
+ mes "Okay short stuff, go and get";
+ mes "me ^FF000015 Little Evil Horn^000000. What";
+ mes "are you waiting for, a memo?";
+ mes "Get outta here~!";
+ set sign_q,8;
+ close;
+ case 8:
+ mes "[Arian]";
+ mes "...";
+ if (countitem(1038) > 14) {
+ delitem 1038,15; //Petite_DiablOfs_Horn
+ if (countitem(7013) > 9) {
+ delitem 7013,10; //Coral_Reef
+ }
+ }
+ else {
+ mes "I don't get it.";
+ mes "You don't have the";
+ mes "^FF000015 Little Evil Horn^000000";
+ mes "I told you to get.";
+ next;
+ mes "[Arian]";
+ mes "I see, so it's my";
+ mes "fault for not telling you";
+ mes "not to bring your crap face";
+ mes "back without 'em. ^333333*A-hem*^000000";
+ mes "Don't bring your crap face here without 15 Little Evil Horns!!";
+ close;
+ }
+ mes "My grandma coulda grown";
+ mes "out her beard in the time";
+ mes "it tookyou to come back.";
+ mes "Now hurry it up and get";
+ mes "me ^FF000010 Coral Reefs^000000!";
+ set sign_q,9;
+ close;
+ case 9:
+ mes "[Arian]";
+ if (countitem(7013) > 9) {
+ delitem 7013,10; //Coral_Reef
+ }
+ else {
+ mes "I don't care how pretty";
+ mes "they are or if you're ruining";
+ mes "the ecosystem! When I say";
+ mes "''bring ^FF000010 Coral Reefs^000000,'' you";
+ mes "better have them! All the";
+ mes "fish can die for all I care.";
+ close;
+ }
+ mes "Finally you're back.";
+ mes "Gimme a sec to count";
+ mes "all this stuff so I can make";
+ mes "sure you're not trying to";
+ mes "cheat. God help you if you";
+ mes "try to pull a fast one on me...!";
+ set sign_q,10;
+ close;
+ case 10:
+ mes "[Arian]";
+ mes "...";
+ mes "Alright. Go talk";
+ mes "to the guy to my left.";
+ mes "The dude at the counter.";
+ mes "What's-his-face, Ganaan.";
+ set sign_q,11;
+ close;
+ case 11:
+ mes "[Arian]";
+ mes "...";
+ mes "Alright. Go talk";
+ mes "to the guy to my left.";
+ mes "The dude at the counter.";
+ mes "What's-his-face, Ganaan.";
+ next;
+ mes "[Arian]";
+ mes "You wanna leave me";
+ mes "alone now and gimme";
+ mes "a little personal space?!";
+ mes "I need a break from looking";
+ mes "at your ugly mug, you know?";
+ close;
+ case 12:
+ mes "[Arian]";
+ mes "Let's see...";
+ mes "I'm looking at your";
+ mes "answers and they totally";
+ mes "suck. Take the test again";
+ mes "and do it right this time!";
+ next;
+ mes "[Arian]";
+ mes "Geez...";
+ mes "You're givin' Ganaan";
+ mes "a hard time. You hear";
+ mes "me? That's my job!";
+ set sign_q,11;
+ close;
+ case 13:
+ mes "[Arian]";
+ mes "Alright. The answers";
+ mes "you gave Ganaan tell me";
+ mes "you're not a total dumbass.";
+ mes "Now you're supposed to go see Daewoon in Payon. And don't forget to show him this Star thingee.";
+ if (BaseLevel < 60) getexp 300,0;
+ else if (BaseLevel < 70) getexp 750,0;
+ else if (BaseLevel < 80) getexp 1000,0;
+ else if (BaseLevel < 90) getexp 1300,0;
+ else if (BaseLevel < 150) getexp 1800,0;
+ set sign_q,14;
+ getitem 7177,1; //Part_Of_Star's_Sob
+ close;
+ case 14:
+ mes "[Arian]";
+ mes "...........";
+ mes "Payon...?";
+ mes "Daewoon?";
+ mes "Any of it ring a bell?";
+ mes "Cuz it really oughtta!";
+ close;
+ }
+ }
+ else {
+ mes "[Arian]";
+ mes "...";
+ mes "Shaddup and";
+ mes "lemme alone!";
+ mes "I'm thinking about";
+ mes "solving world hunger";
+ mes "here! Or somethin' like that.";
+ emotion e_dots;
+ close;
+ }
+}
+
+morocc_in,114,162,4 script Young Man#sign 118,{
+ callfunc "F_UpdateSignVars";
+ mes "[Gaanan]";
+ if (sign_q < 11) {
+ mes "The weather here in";
+ mes "Morocc is too hot for me.";
+ mes "I'm having a hard time just";
+ mes "trying to live here. Do you";
+ mes "know a nice and cool place";
+ mes "where I can work?";
+ emotion e_swt2;
+ close;
+ }
+ else if (sign_q == 11) {
+ mes "Oh, Arian sent you to me,";
+ mes "right? I'm sorry, but he takes";
+ mes "a little getting used to. Even";
+ mes "though I still have to get used";
+ mes "to his... mannerisms.";
+ next;
+ mes "[Gaanan]";
+ mes "Anyway, since he thinks it's";
+ mes "boring, Arian put me in charge";
+ mes "of the quiz portion of your test. Please carefully choose an";
+ mes "answer when I ask you a";
+ mes "question. Are you ready?";
+ next;
+ mes "[Gaanan]";
+ mes "Now, the first question.";
+ mes "Let's say that you just";
+ mes "found yourself on a deserted";
+ mes "island. What is the very first";
+ mes "thing that you should do?";
+ next;
+ switch(select("Look for fresh water.:Just wait for rescue.:Forage for food.:Explore the island.")) {
+ case 1:
+ set .@point_s,.@point_s+7;
+ break;
+ case 2:
+ set .@point_s,.@point_s+1;
+ break;
+ case 3:
+ set .@point_s,.@point_s+4;
+ break;
+ case 4:
+ set .@point_s,.@point_s+10;
+ break;
+ }
+ mes "[Gaanan]";
+ mes "The second question is...";
+ mes "You happen to be stuck in";
+ mes "a narrow place inside some";
+ mes "collapsed building. What";
+ mes "do you plan to do first?";
+ next;
+ switch(select("Scream for help.:Stay quiet.:Wait for death to come.:Find a way out.")) {
+ case 1:
+ set .@point_s,.@point_s+3;
+ break;
+ case 2:
+ set .@point_s,.@point_s+7;
+ break;
+ case 3:
+ set .@point_s,.@point_s+1;
+ break;
+ case 4:
+ set .@point_s,.@point_s+7;
+ break;
+ }
+ mes "[Gaanan]";
+ mes "Now, the third question.";
+ mes "You're on some dungeon";
+ mes "expedition with your friends,";
+ mes "but you got lost somehow.";
+ mes "How do you handle it?";
+ next;
+ switch(select("Try to find my friends.:Find a way out.:Stay put.:Continue exploring the dungeon.")) {
+ case 1:
+ break;
+ case 2:
+ set .@point_s,.@point_s+5;
+ break;
+ case 3:
+ set .@point_s,.@point_s+10;
+ break;
+ case 4:
+ set .@point_s,.@point_s+1;
+ break;
+ }
+ mes "[Ganaan]";
+ mes "Here's the fourth question.";
+ mes "You're with your friends inside";
+ mes "a mansion with no exit. What do";
+ mes "you do first when a murder happens inside the mansion?";
+ next;
+ switch(select("Wait for the case to get solved.:Try to find my friends first.:Find a way out.:Solve the murder case on my own.:Kill the others before they kill me.")) {
+ case 1:
+ set .@point_s,.@point_s+5;
+ break;
+ case 2:
+ set .@point_s,.@point_s+7;
+ break;
+ case 3:
+ set .@point_s,.@point_s+3;
+ break;
+ case 4:
+ set .@point_s,.@point_s+1;
+ break;
+ case 5:
+ set .@point_s,.@point_s+1;
+ break;
+ }
+ mes "[Gaanan]";
+ mes "The fifth question is...";
+ mes "You hear that the end of";
+ mes "the world is in one week.";
+ mes "So what do you do during";
+ mes "this final week?";
+ next;
+ switch(select("Wait to see the end.:Plant an apple tree.:Look to move to a different world.:What else? Save the world.:What else? Go on a crime spree.")) {
+ case 1:
+ set .@point_s,.@point_s+5;
+ break;
+ case 2:
+ set .@point_s,.@point_s+3;
+ break;
+ case 3:
+ set .@point_s,.@point_s+7;
+ break;
+ case 4:
+ set .@point_s,.@point_s+10;
+ break;
+ case 5:
+ set .@point_s,.@point_s+1;
+ break;
+ }
+ mes "[Gaanan]";
+ mes "Oh! We're done!";
+ mes "Okay, let me give";
+ mes "these answers to Arian.";
+ mes "Sooo... Talk to him and";
+ mes "he'll let you know how";
+ mes "you did.";
+ if (.@point_s > 33) set sign_q,13;
+ else set sign_q,12;
+ close;
+ }
+ else if (sign_q < 14) {
+ mes "Hm...?";
+ mes "Arian is the one";
+ mes "who's grading your";
+ mes "test. But I understand.";
+ mes "If you failed, I'd want";
+ mes "to avoid him too...";
+ close;
+ }
+ else {
+ mes "^333333*Sigh...*^000000";
+ mes "I wish the weather'd";
+ mes "cool down, even just a little.";
+ mes "While I'm asking for miracles,";
+ mes "I may as well wish for a billion kajillion zeny. And maybe a yacht.";
+ close;
+ }
+}
+
+payon,154,170,3 script Hagin#sign 78,{
+ mes "[Hagin]";
+ mes "Have you heard?";
+ mes "Payon's most eligible";
+ mes "bachelor is back home!";
+ next;
+ mes "[Hagin]";
+ mes "He was a little brat";
+ mes "back when he was a kid,";
+ mes "but now he's grown up to";
+ mes "be the manliest of men!";
+ mes "No wonder all the ladies";
+ mes "just can't resist him!";
+ next;
+ mes "[Hagin]";
+ mes "Heh heh...";
+ mes "With this beautiful";
+ mes "face and charming figure...";
+ mes "I'm gonna seduce him.";
+ next;
+ switch(select("Who are you talking about?:You're freaking me out!")) {
+ case 1:
+ mes "[Hagin]";
+ mes "You don't know";
+ mes "Daewoon, the most";
+ mes "beautiful man in all";
+ mes "of Payon and maybe";
+ mes "even the world?";
+ next;
+ mes "[Hagin]";
+ mes "He left home to become stronger";
+ mes "when he was just a boy. I had no idea he would come back as such ";
+ mes "a fine specimen of a man...";
+ next;
+ select("I'd like to meet this Daewoon.");
+ mes "[Hagin]";
+ mes "Oh, I see~";
+ if (Sex) {
+ mes "You plan to ask him";
+ mes "to show you some fighting";
+ mes "pointers, do you? You men";
+ mes "are all the same: not as";
+ mes "cool or tough as Daewoon!";
+ }
+ else {
+ mes "Interested, are you?";
+ mes "Well, you'll have to get";
+ mes "in line. So many women";
+ mes "and only one Daewoon...";
+ mes "^333333*Sigh*^000000";
+ }
+ next;
+ mes "[Hagin]";
+ mes "Anyway, Daewoon";
+ mes "is staying in the annex";
+ mes "to the Payon Castle. If you";
+ mes "want to see him for yourself,";
+ mes "why don't you go there?";
+ close;
+ case 2:
+ mes "[Hagin]";
+ mes "Freaking you out?";
+ mes "Excuuuuse me~!";
+ mes "I'll have you know that";
+ mes "a flower's life is brief.";
+ mes "I better snag Daewoon";
+ mes "while I still can~";
+ emotion e_an;
+ close;
+ }
+}
+
+payon_in03,81,22,4 script Maid#a1 1170,{
+ end;
+}
+
+payon_in03,81,22,4 script Maid#a2 111,{
+ mes "[Maid]";
+ mes "Welcome to the";
+ mes "Payon Castle annex";
+ mes "where Master Daewoon";
+ mes "is staying.";
+ close;
+}
+
+payon_in03,79,22,4 script Maid#b1 1404,{
+ end;
+}
+
+payon_in03,79,22,4 script Maid#b2 111,{
+ mes "[Maid]";
+ mes "Welcome.";
+ mes "Are you another";
+ mes "visitor for Master";
+ mes "Daewoon?";
+ close;
+}
+
+payon_in03,81,15,1 script Maid#c1 1170,{
+ end;
+}
+
+payon_in03,81,15,1 script Maid#c2 111,{
+ mes "[Maid]";
+ mes "Greetings.";
+ mes "Welcome to the";
+ mes "Annex to Payon Castle.";
+ mes "Have you come here to";
+ mes "see Master Daewoon?";
+ close;
+}
+
+payon_in03,79,15,1 script Maid#d1 1404,{
+ end;
+}
+
+payon_in03,79,15,1 script Maid#d2 111,{
+ mes "[Maid]";
+ mes "Welcome to the";
+ mes "Payon Castle Annex.";
+ mes "Master Daewoon is";
+ mes "currently lodging here.";
+ mes "Have you come to see him?";
+ close;
+}
+
+payon_in03,8,31,4 script Maid#e1 1416,{
+ end;
+}
+
+payon_in03,8,31,4 script Maid#e2 111,{
+ mes "[Chamberlain]";
+ mes "Please refrain";
+ mes "from attacking";
+ mes "the servants.";
+ next;
+ mes "[Chamberlain]";
+ mes "Although you may recognize";
+ mes "us as monsters, we have";
+ mes "all been properly hired and";
+ mes "faithfully serve our master,";
+ mes "Daewoon. So there's no";
+ mes "need to feel uneasy.";
+ close;
+}
+
+payon_in03,13,31,4 script Maid#f1 1416,{
+ end;
+}
+
+payon_in03,13,31,4 script Maid#f2 111,{
+ mes "[Chamberlain]";
+ mes "Master Daewoon~!";
+ mes "Please try this too!";
+ mes "It's Tiger Foot Skin soup,";
+ mes "boiled with nine kinds of";
+ mes "exotic, potent herbs.";
+ next;
+ mes "[Chamberlain]";
+ mes "It's famous for easing";
+ mes "sores and fatigure, preventing";
+ mes "cold and ^333333*Ahem*^000000 enhancing male vigor. Now, open wide, master~";
+ close;
+}
+
+payon_in03,11,31,4 script Daewoon#sign 808,{
+ callfunc "F_UpdateSignVars";
+ mes "[Daewoon]";
+ mes "Mwah ah hah!";
+ mes "Feasting and merriment,";
+ mes "wine, women and song!";
+ mes "I could ask for nothing more!";
+ next;
+ mes "[Daewoon]";
+ mes "The most scrumptious";
+ mes "delicacies are all mine to";
+ mes "taste! And I'm not just talking about the food. Mwah ah hah!";
+ mes "I'm the king of the world!";
+ next;
+ if (sign_q == 14) {
+ mes "[Daewoon]";
+ mes "Oh, a visitor?";
+ mes "I'm sorry, but I believe";
+ mes "you're an uninvited guest~";
+ if (Sex) {
+ mes "You'll have to forgive me";
+ mes "if I wish to spend my time with maidens as opposed to men.";
+ }
+ else {
+ mes "No matter, a beauty is a beauty, whether or not I know her name.";
+ mes "Come and drink with me~";
+ }
+ next;
+ if (countitem(7177) > 0) {
+ set .@pay_point,1;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Sure...";
+ mes "But first, would you";
+ mes "take a look at this?";
+ next;
+ mes "^3355FFYou carefully take";
+ mes "out the small, lucid";
+ mes "jewel that Arian gave";
+ mes "you and reveal it to";
+ mes "Daewoon's roving eyes.^000000";
+ next;
+ emotion e_gasp;
+ mes "[Daewoon]";
+ mes "Eh? Why that's...";
+ mes "I see now, Arian must";
+ mes "have sent you! Oh you";
+ mes "should have said so";
+ mes "at the very beginning~";
+ next;
+ mes "[Daewoon]";
+ mes "My apologies~";
+ mes "Lately I've been attracting";
+ mes "all sorts of strange attention like some kind of teen celebrity. I've gotten used to being too careful in screening out the dangerous sort.";
+ next;
+ mes "[Daewoon]";
+ mes "Now then.";
+ mes "Do you have any";
+ mes "idea what that jewel";
+ mes "you're holding actually is?";
+ next;
+ switch(select("Kind of?:How the hell would I know?:No, but would you tell me?")) {
+ case 1:
+ mes "[Daewoon]";
+ mes "Oh...!";
+ mes "You must be much";
+ mes "smarter than I expected.";
+ mes "So tell me, what do you";
+ mes "understand about this jewel?";
+ next;
+ switch(select("It's handy.:I actually don't know...")) {
+ case 1:
+ set .@pay_point,.@pay_point+2;
+ mes "[Daewoon]";
+ emotion e_dots;
+ mes "Mmm...?";
+ mes "Handy? If you truly";
+ mes "understood, I don't";
+ mes "think you'd describe this";
+ mes "jewel as merely 'handy.'";
+ next;
+ break;
+ case 2:
+ set .@pay_point,.@pay_point+4;
+ emotion e_pif;
+ mes "[Daewoon]";
+ mes "Really?";
+ mes "Mm. At least you";
+ mes "admit it. *Sigh*";
+ next;
+ break;
+ }
+ break;
+ case 2:
+ mes "[Daewoon]";
+ emotion e_dots;
+ mes "...";
+ mes "A rather crass way";
+ mes "of speaking, but perhaps";
+ mes "you picked it up from Arian.";
+ mes "In any case, let me explain.";
+ next;
+ break;
+ case 3:
+ set .@pay_point,.@pay_point+5;
+ mes "[Daewoon]";
+ mes "Didn't Arian tell you";
+ mes "anything? I appreciate";
+ mes "your honesty. And I don't";
+ mes "mind chatting a while, I much";
+ mes "prefer speaking to honest people rather than foolish know-it-alls.";
+ next;
+ break;
+ }
+ mes "[Daewoon]";
+ mes "That ^31009CSobbing Starlight^000000";
+ mes "is no mere jewel. It is a key";
+ mes "item for unlocking some incredible power. I believe Metz happened to obtain a piece, though I am";
+ mes "unsure how...";
+ next;
+ mes "[Daewoon]";
+ mes "Metz has asked me and";
+ mes "some other friends who";
+ mes "hold the fragments of the";
+ mes "Sobbing Starlight to entrust";
+ mes "them to someone worthy of";
+ mes "finding the power it leads to.";
+ next;
+ mes "[Daewoon]";
+ mes "Of course, we all agreed";
+ mes "and now you're here for me";
+ mes "to judge whether or not you're";
+ mes "qualified for this task. Now,";
+ mes "are you ready for my test?";
+ next;
+ switch(select("I'M READY! YEEAH!:I'll do my best!:To hell with this!:Fine. Let's get it over with.")) {
+ case 1:
+ set .@pay_point,.@pay_point+5;
+ mes "[Daewoon]";
+ mes "Ooh~";
+ mes "Such unbridled";
+ mes "enthusiasm usually";
+ mes "does more good than harm.";
+ next;
+ break;
+ case 2:
+ set .@pay_point,.@pay_point+7;
+ emotion e_ok;
+ mes "[Daewoon]";
+ mes "Mwah ah hah!";
+ mes "That's exactly what";
+ mes "I wanted to hear! That";
+ mes "kind of quiet and careful";
+ mes "confidence will help you";
+ mes "in the future, you'll see~";
+ next;
+ break;
+ case 3:
+ emotion e_an;
+ set .@pay_point,.@pay_point+2;
+ mes "[Daewoon]";
+ mes "E...";
+ mes "Excuse me?";
+ next;
+ emotion e_ag;
+ mes "[Daewoon]";
+ mes "How can you be";
+ mes "so ridiculous at";
+ mes "at time like this?";
+ mes "Either mind your manners";
+ mes "or don't take this test at";
+ mes "all! ^333333*SLAP--!!*^000000";
+ percentheal -10,0;
+ next;
+ break;
+ case 4:
+ set .@pay_point,.@pay_point+4;
+ emotion e_dots;
+ mes "[Daewoon]";
+ mes "Hmm. That kind of half-hearted";
+ mes "attitude won't get you very far on your adventures. Still, so long as you don't get overly negative, you should have a decent chance of surviving your challenges.";
+ next;
+ break;
+ }
+ mes "[Daewoon]";
+ mes "Now, Metz expects me to ask";
+ mes "some rather serious questions,";
+ mes "but that really isn't my style. For this test, why don't we just talk?";
+ mes "Just answer me honestly and";
+ mes "light heartedly, alright?";
+ emotion e_hmm;
+ next;
+ mes "[Daewoon]";
+ mes "So...";
+ mes "Do you have a lot";
+ mes "of friends that you can";
+ mes "constantly party with?";
+ next;
+ switch(select("Yes, I do.:I prefer soloing.:I am lonely.")) {
+ case 1:
+ set .@pay_point,.@pay_point+5;
+ emotion e_omg;
+ mes "[Daewoon]";
+ mes "Oh, that's great~!";
+ mes "To have many friends";
+ mes "is a priceless blessing.";
+ mes "Friends bring us joy and";
+ mes "aid when we find ourselves";
+ mes "suffering from difficulties.";
+ next;
+ mes "[Daewoon]";
+ mes "Wouldn't you";
+ mes "agree that being";
+ mes "really close friends";
+ mes "with someone can be";
+ mes "a life long benefit?";
+ next;
+ break;
+ case 2:
+ set .@pay_point,.@pay_point+4;
+ mes "[Daewoon]";
+ mes "Well, everybody";
+ mes "needs to be alone once";
+ mes "in a while. And there are";
+ mes "some battles you must";
+ mes "fight all on your own.";
+ next;
+ mes "[Daewoon]";
+ mes "Also, if you never";
+ mes "deal with other people,";
+ mes "you may grow selfish or";
+ mes "needy. It's better to go";
+ mes "out and meet people,";
+ mes "don't you think?";
+ next;
+ break;
+ case 3:
+ set .@pay_point,.@pay_point+3;
+ mes "[Daewoon]";
+ mes "You don't have any";
+ mes "friends at all? Well,";
+ mes "you better learn how";
+ mes "to get along with others";
+ mes "as soon as you can...!";
+ next;
+ break;
+ }
+ mes "[Daewoon]";
+ mes "Now, what's your opinion";
+ mes "on purposely getting lots";
+ mes "of monsters to follow you";
+ mes "around. I believe this is";
+ mes "called ''Mob Training...''";
+ next;
+ switch(select("Awesome~!:I hate people who do that.:I do it sometimes...")) {
+ case 1:
+ emotion e_an;
+ mes "[Daewoon]";
+ mes "But...";
+ mes "Wouldn't that be really";
+ mes "rude to anyone else hunting";
+ mes "on that same map? I think";
+ mes "it would even interfere with";
+ mes "someone else's gameplay...";
+ next;
+ emotion e_an;
+ mes "[Daewoon]";
+ mes "Perhaps you should try";
+ mes "to consider other people's";
+ mes "feelings. Mob Training seems";
+ mes "to only be good at getting other";
+ mes "people angry with you...";
+ next;
+ break;
+ case 2:
+ set .@pay_point,.@pay_point+5;
+ mes "[Daewoon]";
+ mes "Really?";
+ mes "I do too!";
+ next;
+ mes "[Daewoon]";
+ mes "Just the other day, I've";
+ mes "heard some ruffians boasting";
+ mes "of their mob training activities. But personally, I feel they were compensating for their own shortcomings. ";
+ next;
+ emotion e_an;
+ mes "[Daewoon]";
+ mes "Such behavior truly";
+ mes "bothers me. Although I have";
+ mes "spent years in developing an";
+ mes "unflappable personality, I find";
+ mes "myself irked when encountering";
+ mes "such troublemakers.";
+ next;
+ emotion e_no1;
+ mes "[Daewoon]";
+ mes "When you face obstacles";
+ mes "in your own training, never give in to weakness. Assert yourself and find the determination to overcome your tribulations with honor!";
+ next;
+ break;
+ case 3:
+ set .@pay_point,.@pay_point+3;
+ mes "[Daewoon]";
+ mes "At least you're honest.";
+ mes "But let me say that I cannot";
+ mes "condone that sort of weak willed behavior. True strength can only";
+ mes "be found through honor.";
+ mes "Remember that.";
+ next;
+ mes "[Daewoon]";
+ mes "In the face of overwhelming";
+ mes "odds, do not despair. After all, what is achievement if it is not earned without difficulty? The greater the challenge, the";
+ mes "greater the glory.";
+ next;
+ mes "[Daewoon]";
+ mes "Even if you are having hard time,";
+ mes "try to take a firm stand.";
+ mes "One day, you will realise how strong you have become.";
+ next;
+ mes "[Daewoon]";
+ mes "And...";
+ mes "Don't ever partake in";
+ mes "mob training again, okay?";
+ next;
+ break;
+ }
+ mes "[Daewoon]";
+ mes "Anyway, I'm sure you're";
+ mes "aware of the War of Emperium";
+ mes "in which mighty guilds all across Rune-Midgard battle for guild castle dominion. It's actually quite popular, really.";
+ next;
+ mes "[Daewoon]";
+ mes "Now imagine that both of us";
+ mes "are in the midst of a heated guild war. The sounds of explosions and earth shaking magic spells are all we can hear. At any time, we can";
+ mes "be lost in that mindless chaos.";
+ next;
+ mes "[Daewoon]";
+ mes "Finally, through incredible";
+ mes "good fortune, we manage to";
+ mes "infiltrate the enemy guild castle and reach their Emperium. If we destroy that Emperium, that castle will belong to our guild.";
+ next;
+ mes "[Daewoon]";
+ mes "However...! This is";
+ mes "no ordinary Emperium!";
+ mes "It is a masterful sculpture";
+ mes "of a gorgeous Priestess!";
+ mes "Answer me, adventurer!";
+ mes "Would you still destroy it?!";
+ next;
+ switch(select("Destroy it!:I can't destroy such beauty...:I'd close my eyes, then destroy it.")) {
+ case 1:
+ set .@pay_point,.@pay_point+3;
+ mes "[Daewoon]";
+ mes "Hmm. You have a truly";
+ mes "strong will. Then again,";
+ if (Sex == 1) {
+ mes "perhaps you lack a true";
+ mes "appreciation for beauty.";
+ mes "Even in Emperium form, how";
+ mes "could you harm a Priestess?";
+ }
+ else {
+ mes "perhaps you cannot appreciate";
+ mes "a Priestess's beauty in the";
+ mes "way that a man would.";
+ }
+ break;
+ case 2:
+ set .@pay_point,.@pay_point+5;
+ mes "[Daewoon]";
+ mes "Ah yes! I felt you would answer that way! We must cherish and protect what is beautiful in this world. I would never be able to harm a Priestess, even in";
+ mes "statue form...";
+ break;
+ case 3:
+ set .@pay_point,.@pay_point+6;
+ mes "[Daewoon]";
+ mes "Interesting...!";
+ mes "Although you cherish";
+ mes "the beauty of the Priestess,";
+ mes "your loyalty to your guild";
+ mes "proves stronger. A most";
+ mes "admirable attitude!";
+ break;
+ }
+ next;
+ mes "[Daewoon]";
+ mes "But yes, if it were";
+ mes "me, I would protect that";
+ mes "Priestess shaped Emperium";
+ mes "until the end of the guild war.";
+ mes "Mwah ah hah~!";
+ next;
+ mes "[Daewoon]";
+ mes "While we're on the topic";
+ mes "of guilds, let me present";
+ mes "another guild related scenario. Let's say that you joined a very popular guild with many allies,";
+ mes "as well as formidable enemies.";
+ next;
+ mes "[Daewoon]";
+ mes "Now, during one of your.";
+ mes "hunts, you happen to meet";
+ mes "a member of one of your enemy guilds. The two of you are the only people on that map. Suddenly, he finds himself in mortal danger!";
+ next;
+ mes "[Daewoon]";
+ mes "This enemy guild member";
+ mes "begins to yell for help. Now,";
+ mes "would you give your enemy";
+ mes "the help that he needs?";
+ next;
+ switch(select("Yes, of course!:I'd pretend not to hear anything.:I'd make fun of him, then run off.")) {
+ case 1:
+ set .@pay_point,.@pay_point+6;
+ mes "[Daewoon]";
+ mes "Ah, you would help him!";
+ mes "Good, good. I'm glad to see";
+ mes "that you understand that such pettiness should not get in the way of doing what is good and right.";
+ break;
+ case 2:
+ set .@pay_point,.@pay_point+5;
+ mes "[Daewoon]";
+ mes "True, you're not really";
+ mes "obligated to help your";
+ mes "enemy. Besides, you may";
+ mes "hurt his feelings once he";
+ mes "realizes that he's had to";
+ mes "depend on his rival for help.";
+ break;
+ case 3:
+ set .@pay_point,.@pay_point+4;
+ mes "[Daewoon]";
+ mes "Even though he is";
+ mes "your enemy, I still";
+ mes "believe it's important";
+ mes "that you treat him with";
+ mes "respect. Where is your honor?";
+ break;
+ }
+ next;
+ mes "[Daewoon]";
+ mes "Well, there's one";
+ mes "last thing I want to";
+ mes "know about you. It's the";
+ mes "most important question";
+ mes "in the world once you";
+ mes "think about it.";
+ next;
+ mes "[Daewoon]";
+ mes "...";
+ mes "......";
+ mes "Do you enjoy life?";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ mes "[Daewoon]";
+ emotion e_heh;
+ mes "I'm glad.";
+ mes "When you don't live";
+ mes "with zeal, it's easy to";
+ mes "forget your goals and your";
+ mes "purpose for living. Don't have";
+ mes "any? Then make some up.";
+ next;
+ mes "[Daewoon]";
+ mes "I hope you always enjoy";
+ mes "life as much as you can.";
+ mes "As for me, I'm always happy";
+ mes "with my wine, women and song~";
+ mes "Mwah ah hah~!";
+ next;
+ break;
+ case 2:
+ mes "[Daewoon]";
+ mes "I understand.";
+ mes "People cannot be happy";
+ mes "all the time. Sometimes";
+ mes "it's easy to forget your";
+ mes "goals and purpose in life.";
+ next;
+ mes "[Daewoon]";
+ mes "But you know what? If you";
+ mes "have just one dream, one goal";
+ mes "to strive towards, things shall get better. If you think you don't have dreams, look back to your past. What you remember may surprise you.";
+ next;
+ mes "[Daewoon]";
+ mes "It's important to look forward,";
+ mes "but first you must find what is truly precious to you before you can define your happiness. That's why I think it's good to experience new things as well as reflect.";
+ next;
+ emotion e_no1;
+ mes "[Daewoon]";
+ mes "Now, what's precious to me?";
+ mes "Three things, actually...";
+ mes "Wine. Women. And song!";
+ mes "Though, if I had to rank them,";
+ mes "women would top that list.";
+ mes "Mwah ah hah~!";
+ next;
+ break;
+ }
+ if (.@pay_point > 29) {
+ set sign_q,15;
+ getitem 7177,1; //Part_Of_Star's_Sob
+ if (BaseLevel < 60) getexp 300,0;
+ else if (BaseLevel < 70) getexp 700,0;
+ else if (BaseLevel < 80) getexp 1000,0;
+ else if (BaseLevel < 90) getexp 1300,0;
+ else if (BaseLevel < 150) getexp 1800,0;
+ emotion e_heh;
+ mes "[Daewoon]";
+ mes "Well, I must say that I've";
+ mes "grown quite fond of you. Of";
+ mes "course, it helps that we have so much in common. Mwah ah hah~!";
+ mes "It was an honor to meet you~";
+ next;
+ mes "[Daewoon]";
+ mes "Oh yes! Your next test";
+ mes "examiner is ^CE0000Sir Jore^000000, also";
+ mes "known as the Ghost of Al de Baran. Although he's always sick, he has great passion for his research.";
+ next;
+ mes "[Daewoon]";
+ mes "Alright, then.";
+ mes "Good luck in";
+ mes "Al de Baran~!";
+ close;
+ }
+ else if (.@pay_point < 20) {
+ mes "[Daewoon]";
+ mes "It pains me to say this,";
+ mes "but I do not think you're";
+ mes "worthy of holding my fragment";
+ mes "of the Sobbing Starlight. But";
+ mes "I am willing to give you";
+ mes "another chance~";
+ close;
+ }
+ else if ((.@pay_point > 26) && (.@pay_point < 30)) {
+ set sign_q,15;
+ getitem 7177,1; //Part_Of_Star's_Sob
+ if (BaseLevel < 60) getexp 300,0;
+ else if (BaseLevel < 70) getexp 700,0;
+ else if (BaseLevel < 80) getexp 1000,0;
+ else if (BaseLevel < 90) getexp 1300,0;
+ else if (BaseLevel < 150) getexp 1800,0;
+ mes "[Daewoon]";
+ mes "You know, after talking with";
+ mes "you for a while, I now feel fairly comfortable with leaving you this piece of the Sobbing Starlight. Somehow, I think you're strong enough to get all the pieces.";
+ next;
+ mes "[Daewoon]";
+ mes "I hope you will pass the rest of the test";
+ mes "and acquire the power.";
+ next;
+ mes "[Daewoon]";
+ mes "Oh yes! Your next test";
+ mes "examiner is ^CE0000Sir Jore^000000, also";
+ mes "known as the Ghost of Al de Baran. Although he's always sick, he has great passion for his research.";
+ next;
+ mes "[Daewoon]";
+ mes "Alright, then.";
+ mes "Good luck in";
+ mes "Al de Baran~!";
+ close;
+ }
+ else {
+ mes "[Daewoon]";
+ mes "It pains me to say this,";
+ mes "but I do not think you're";
+ mes "worthy of holding my fragment";
+ mes "of the Sobbing Starlight. But";
+ mes "I am willing to give you";
+ mes "another chance~";
+ close;
+ }
+ close;
+ }
+ else {
+ mes "[Daewoon]";
+ mes "I wonder...";
+ mes "Someone should have";
+ mes "passed Arian's test by now.";
+ mes "I can't wait to see who was";
+ mes "actually able to impress him...";
+ close;
+ }
+ }
+ else if (sign_q < 14) {
+ mes "[Daewoon]";
+ mes "Mwah ah hah~!";
+ mes "I couldn't be happier!";
+ mes "What more do I need?";
+ mes "Gourmet food, fine wine,";
+ mes "nubile women...!";
+ close;
+ }
+ else if (sign_q == 98) {
+ mes "[Daewoon]";
+ mes "I'm sorry, but ";
+ mes "no price can make";
+ mes "me change my mind.";
+ mes "You... You've failed.";
+ mes "I'm sorry, friend.";
+ close;
+ }
+ else if (sign_q == 99) {
+ emotion e_gasp;
+ mes "[Daewoon]";
+ mes "Oh~! It's you!";
+ mes "It has been a while since";
+ mes "we last conversed. Now that";
+ mes "you've accessed the power";
+ mes "behind the Sobbing Starlight,";
+ mes "do you like it?";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ mes "[Daewoon]";
+ mes "Ah, how great~!";
+ mes "Just remember that";
+ mes "power can be addictive.";
+ mes "Even if you don't agree,";
+ mes "it's still wise to avoid";
+ mes "greedy tendencies, yes?";
+ next;
+ mes "[Daewoon]";
+ mes "Please make good use of";
+ mes "the power you have obtained.";
+ mes "I am counting on you to be";
+ mes "responsbile and to never lose";
+ mes "that smile on your face, okay?";
+ mes "Mwah ah hah~!";
+ close;
+ case 2:
+ emotion e_hmm;
+ mes "[Daewoon]";
+ mes "Eh...?";
+ mes "That's quite a surprise.";
+ mes "Perhaps Metz didn't know";
+ mes "enough about it? Still, I'm";
+ mes "sorry to hear you don't like it.";
+ next;
+ mes "[Daewoon]";
+ mes "But in the end, keep in mind";
+ mes "that you must have learned some great lesson from this experience. Anyway, please do your best to use the power responsibly, okay?";
+ mes "Mwah ah hah~!";
+ close;
+ }
+ }
+ else if (sign_q == 15) {
+ mes "[Daewoon]";
+ mes "Hm...?";
+ mes "Weren't you on";
+ mes "your way to find";
+ mes "^CE0000Sir Jore^000000 in Al de Baran?";
+ next;
+ mes "[Daewoon]";
+ mes "Oh, having trouble";
+ mes "finding him, are you?";
+ mes "Well, he's fairly shy, but";
+ mes "I'm sure he's hiding some";
+ mes "place in that town.";
+ close;
+ }
+ else {
+ mes "[Daewoon]";
+ mes "Ah, I feel so...";
+ mes "Satiated. The food was ";
+ mes "stupendous and the women";
+ mes "have been even more so.";
+ mes "Servants! Fan me please~";
+ next;
+ mes "[Daewoon]";
+ mes "^333333*Yawn...*";
+ mes "...z...z...Z....ZZzZZ^000000";
+ close;
+ }
+ close;
+}
+
+aldeba_in,139,103,5 script Monograph#sign 111,{
+ mes "[Sir Jore]";
+ mes "Uwah~!";
+ mes "Stop reading my";
+ mes "research monograph!";
+ mes "Put that back now!";
+ close;
+}
+
+aldeba_in,155,101,3 script Sir Jore#sign 805,7,7,{
+ callfunc "F_UpdateSignVars";
+ if ((gettime(3) > 16) && (gettime(3) < 22)) {
+ if (sign_q == 15) {
+ mes "["+ strcharinfo(0) +"]";
+ mes "Excuse me...";
+ next;
+ emotion e_omg;
+ mes "^313FFF*Clink*^000000";
+ next;
+ mes "[Sir Jore]";
+ mes "...";
+ mes "......";
+ next;
+ emotion e_swt2;
+ mes "[Sir Jore]";
+ mes "...";
+ mes "......";
+ mes "...No!";
+ mes "Look what";
+ mes "you made me do!";
+ next;
+ emotion e_sob;
+ mes "[Sir Jore]";
+ mes "I've been fiddling";
+ mes "with this sample for";
+ mes "five hours. And now";
+ mes "it's ruined! ^333333*Sob*^000000";
+ next;
+ emotion e_sob;
+ mes "[Sir Jore]";
+ mes "^333333*Sob*^000000";
+ mes "I came to this town";
+ mes "so I could focus on";
+ mes "my research without";
+ mes "any interruptions. So";
+ mes "why are you here?";
+ next;
+ switch(select("Daewoon sent me.:Oops, sorry. Later~")) {
+ case 1:
+ emotion e_swt;
+ mes "[Sir Jore]";
+ mes "O-oh!";
+ mes "That's right.";
+ mes "You're here to be";
+ mes "tested for the piece";
+ mes "of the Sobbing Starlight.";
+ next;
+ emotion e_swt2;
+ mes "[Sir Jore]";
+ mes "So...";
+ mes "Er. Then, what...";
+ mes "W-what's your name?";
+ next;
+ select(strcharinfo(0) +", thanks.");
+ mes "[Sir Jore]";
+ mes "N-nice to meet you.";
+ mes "My name is Jore. Just";
+ mes "a normal person who loves";
+ mes "research. S-sorry if I seem";
+ mes "a little nervous! I'm actually";
+ mes "quite... shy around people.";
+ next;
+ mes "[Sir Jore]";
+ mes "Oh no...!";
+ mes "If you were able to";
+ mes "find me, there will be";
+ mes "others! When would I get";
+ mes "the time to do my research?!";
+ mes "N-no! I h-h-hate people!!";
+ next;
+ mes "[Sir Jore]";
+ mes "Still, I did promise";
+ mes "M-M-Metz and he is my";
+ mes "friend. So I must accept";
+ mes "some guests. Even if hundreds";
+ mes "of them knock on my door...";
+ next;
+ mes "[Sir Jore]";
+ mes "But first of all,";
+ mes "I'm going to need";
+ mes "a new research sample.";
+ mes "I think it's only fair that";
+ mes "you get it for me since you";
+ mes "made me ruin the last one.";
+ next;
+ mes "[Sir Jore]";
+ mes "N-now, d-don't worry.";
+ mes "The items are actually";
+ mes "quite easy to get. It's";
+ mes "five hours part that's";
+ mes "hard. Now, let's see...";
+ next;
+ set sign_q,16;
+ mes "[Sir Jore]";
+ mes "Just bring me";
+ mes "10 Empty Test Tubes,";
+ mes "10 Green Herbs and";
+ mes "2 Yggdrasil Leafs.";
+ next;
+ mes "[Sir Jore]";
+ mes "You see, l-lately I've";
+ mes "been studying Biology. ";
+ mes "I think the secret to life";
+ mes "can be found in the Leaf of";
+ mes "Yggdrasil. They can be used";
+ mes "to revive the dead, after all.";
+ next;
+ emotion e_swt;
+ mes "[Sir Jore]";
+ mes "Oh, and make sure to";
+ mes "bring those things to me";
+ mes "me before I go to bed at";
+ mes "precisely 10:00 PM PST.";
+ mes "I do have a regular sleeping";
+ mes "schedule, you know.";
+ close;
+ case 2:
+ emotion e_sob;
+ mes "[Sir Jore]";
+ mes "I spent five hours";
+ mes "observing the changes";
+ mes "in that research sample.";
+ mes "All of that hard work lost!";
+ mes "^333333*Wah~!*^000000";
+ close;
+ }
+ }
+ else if (sign_q == 16) {
+ if ((countitem(1092) > 9) && (countitem(610) > 1) && (countitem(511) > 9)) {
+ delitem 1092,10; //Empty_Cylinder
+ delitem 610,2; //Leaf_Of_Yggdrasil
+ delitem 511,10; //Green_Herb
+ set sign_q,17;
+ emotion e_thx;
+ mes "[Sir Jore]";
+ mes "Ah! Th-thank you for";
+ mes "bringing what I need.";
+ mes "Now I can continue my";
+ mes "research. Oh, and see if";
+ mes "you're worthy of obtaining";
+ mes "the Sobbing Starlight.";
+ next;
+ mes "[Sir Jore]";
+ mes "Now, for your assignment.";
+ mes "Have you ever heard about";
+ mes "the ^CE3131Stone of Sage^000000? Rumors about";
+ mes "it have been spreading around, but no one has confirmed the truth about it, "+ strcharinfo(0) +".";
+ next;
+ mes "[Sir Jore]";
+ mes "Although I have no clue";
+ mes "what the Stone of S-S-age";
+ mes "may actually be, I have a gut";
+ mes "feeling that I need it to bring";
+ mes "my Biology research to the next step. This is how you'll help me.";
+ next;
+ set sign_q,17;
+ mes "[Sir Jore]";
+ mes "I need you to investigate";
+ mes "this Stone of Sage by finding";
+ mes "a father and daughter who were";
+ mes "famous for being great Alchemists. They vanished deep into a forest, but I believe they know something.";
+ close;
+ }
+ else {
+ mes "[Sir Jore]";
+ mes "Please bring m-me";
+ mes "10 Empty Test Tube,";
+ mes "10 Green Herb and";
+ mes "2 Leaf of Yggdrasil";
+ mes "so that I can make a";
+ mes "new research sample.";
+ close;
+ }
+ }
+ else if (sign_q == 17) {
+ mes "[Sir Jore]";
+ mes "I want you to find two";
+ mes "Alchemists, a father and";
+ mes "daughter, who have gone into";
+ mes "seclusion deep in some forest";
+ mes "so that I can learn more about";
+ mes "the Stone of Sage.";
+ next;
+ mes "[Sir Jore]";
+ mes "Of course, this will";
+ mes "possibly further my";
+ mes "research, but it's also";
+ mes "how I'll judge whether or";
+ mes "not you're qualified for my";
+ mes "piece of the Sobbing Starlight.";
+ close;
+ }
+ else if (sign_q < 15) {
+ mes "[Sir Jore]";
+ mes "The mystery of life.";
+ mes "The desire to discover its";
+ mes "secrets drives me through";
+ mes "all the research and sacrifice.";
+ next;
+ mes "[Sir Jore]";
+ mes "I-I'm not that confident in";
+ mes "my abilities, but I do believe that everything in this world is created by certain rules. Still, would I be punished by God for trying to create life he did not intend?";
+ next;
+ mes "[Sir Jore]";
+ mes "But I can't stop now.";
+ mes "One of these days, someone";
+ mes "will reveal the secret of life.";
+ mes "Why not me? That knowledge";
+ mes "would make humans greater";
+ mes "than any other race...";
+ close;
+ }
+ else if (sign_q == 19) {
+ mes "[Sir Jore]";
+ mes "Ah, you've returned.";
+ mes "So, did you learn what";
+ mes "exactly is the Stone of Sage?";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Well, I'm not sure,";
+ mes "but I was told that it's";
+ mes "red and can cure people.";
+ mes "But it might be something";
+ mes "we're already familiar with.";
+ next;
+ mes "[Sir Jore]";
+ mes "That's all...?";
+ mes "Maybe it was nothing";
+ mes "but a rumor after all.";
+ mes "A-anyway, please tell me";
+ mes "what you think it might be.";
+ next;
+ input .@input$;
+ if (compare(.@input$,"red gemstone")) {
+ mes "[Sir Jore]";
+ mes "What...! Huh.";
+ mes "Perhaps I should just";
+ mes "forget about the Stone of";
+ mes "Sage and just research.";
+ mes "Still, I'm so ashamed of";
+ mes "relying on a rumor...";
+ next;
+ set sign_q,20;
+ getitem 7177,1; //Part_Of_Star's_Sob
+ mes "[Sir Jore]";
+ mes "Thank you very much";
+ mes "for helping me. Now I can";
+ mes "go back to my studies and";
+ mes "hope that nobody bothers me.";
+ mes "But that'll never happen.";
+ mes "^333333*Sigh...*^000000";
+ next;
+ mes "[Sir Jore]";
+ mes "W-well, you've earned this";
+ mes "piece of the Sobbing Starlight.";
+ mes "For the next piece, you must visit ^0063FFLady Jesqurienne^000000 in Geffen, the city of magic. Since she travels often, she's probably in the Inn.";
+ next;
+ mes "[Sir Jore]";
+ mes "O-o-okay then.";
+ mes "Good luck getting";
+ mes "all the pieces of ";
+ mes "Sobbing Starlight,";
+ mes ""+ strcharinfo(0) +". Farewell~";
+ close;
+ }
+ else {
+ mes "[Sir Jore]";
+ mes "Err...?";
+ mes "I don't think";
+ mes "I quite understood";
+ mes "you. What did you say?";
+ close;
+ }
+ }
+ else if (sign_q == 20) {
+ mes "[Sir Jore]";
+ mes "Now you must visit";
+ mes "^0063FFLady Jesqurienne^000000 in";
+ mes "Geffen. Good luck";
+ mes "passing her test.";
+ close;
+ }
+ else {
+ mes "[Sir Jore]";
+ mes "H-how is this supposed";
+ mes "to work? Like this? No!";
+ mes "No, that's not right!";
+ mes "Think, Jore, think...";
+ mes "What's the answer?!";
+ close;
+ }
+ }
+ else if ((gettime(3) > 6) && (gettime(3) < 17)) {
+ mes "^3355FFYou find a tense man";
+ mes "holding test tubes between";
+ mes "his fingers, standing in a pile";
+ mes "of books. He seems to be in";
+ mes "agony for some reason.";
+ next;
+ switch(select("Speak to him.:Ignore him.")) {
+ case 1:
+ mes "["+ strcharinfo(0) +"]";
+ mes "Excuse me...";
+ next;
+ mes "[Sir Jore]";
+ mes "...";
+ mes "......";
+ next;
+ mes "^3355FFToo preoccupied with";
+ mes "his thoughts, this strange";
+ mes "man is unable to hear you.^000000";
+ next;
+ switch(select("Try again.:Ignore him.")) {
+ case 1:
+ mes "["+ strcharinfo(0) +"]";
+ mes "EXCUSE ME!";
+ next;
+ mes "[Sir Jore]";
+ mes "...!";
+ mes "Oh, h-h-hello.";
+ mes "Sorry, but I'm kind of";
+ mes "busy right now. Yes, yes,";
+ mes "would you come back at";
+ mes "precisely 5:00 PM PST?";
+ next;
+ mes "[Sir Jore]";
+ mes "Let's see...";
+ mes "Now if I recalibrated";
+ mes "the faust exhaust, then";
+ mes "the bioneutron analyzer";
+ mes "would need to be adjusted";
+ mes "for cytoplasmic balance...";
+ close;
+ case 2:
+ mes "^3355FFYou decide to leave";
+ mes "him alone and let him";
+ mes "continue mumbling to";
+ mes "himself and playing";
+ mes "with his test tubes.^000000";
+ close;
+ }
+ case 2:
+ mes "^3355FFYou decide to leave";
+ mes "him alone and let him";
+ mes "continue mumbling to";
+ mes "himself and playing";
+ mes "with his test tubes.^000000";
+ close;
+ }
+ }
+ else {
+ mes "[Sir Jore]";
+ mes "...z...z...Z";
+ close;
+ }
+ close;
+
+OnTouch:
+ if (rand(2)) {
+ emotion e_ic;
+ specialeffect EF_PHARMACY_OK;
+ }
+ else {
+ emotion e_omg;
+ specialeffect EF_PHARMACY_FAIL;
+ }
+ end;
+}
+
+aldeba_in,156,118,4 script Piru Piru#sign 102,{
+ callfunc "F_UpdateSignVars";
+ mes "[Piru Piru]";
+ if ((gettime(3) >= 12) && (gettime(3) <= 24)) { //235959
+ if (sign_q == 17) {
+ emotion e_sob;
+ mes "Oh, I'm sooo tired~";
+ mes "But we can't sleep yet.";
+ mes "*Sob* Master, can't we";
+ mes "just call it a day already?";
+ next;
+ switch(select("What do you do in here?:About vanished Alchemists:What is the Stone of Sage?")) {
+ case 1:
+ mes "[Piru Piru]";
+ mes "My master, Sir Jore,";
+ mes "is researching a way to";
+ mes "create artificial life! Still,";
+ mes "it's not easy and we haven't";
+ mes "accomplished anything yet...";
+ next;
+ mes "[Piru Piru]";
+ mes "It doesn't help that my";
+ mes "master spends all of his";
+ mes "time on research. He hasn't";
+ mes "been taking care of himself";
+ mes "and is losing a lot of weight.";
+ mes "I'm really worried about him.";
+ close;
+ case 2:
+ mes "[Piru Piru]";
+ mes "Oh, the father and daughter";
+ mes "who were both Alchemists, right? Did you know they vanished because they invented the monster potion summoning skill?";
+ next;
+ mes "[Piru Piru]";
+ mes "Their discovery caused";
+ mes "such great hysteria in the";
+ mes "scientific community. In the";
+ mes "end they had no choice but";
+ mes "to live in seclusion deep";
+ mes "in the ^CE3131forest to the south^000000.";
+ next;
+ mes "[Piru Piru]";
+ mes "They devoted their lives";
+ mes "to their research, just like";
+ mes "my master. If he makes a major";
+ mes "breakthrough, we'll have to";
+ mes "disappear like they did...";
+ close;
+ case 3:
+ mes "[Piru Piru]";
+ mes "Hmm? Well, I wouldn't";
+ mes "know anything about that.";
+ mes "In fact, I'm always staying";
+ mes "in this lab, so I never hear";
+ mes "any rumors or news outside.";
+ close;
+ }
+ }
+ else {
+ emotion e_sob;
+ mes "Oh, I'm sooo tired~";
+ mes "But we can't sleep yet.";
+ mes "*Sob* Master, can't we";
+ mes "just call it a day already?";
+ next;
+ select("What do you do in here?");
+ mes "[Piru Piru]";
+ mes "My master, Sir Jore,";
+ mes "is researching a way to";
+ mes "create artificial life! Still,";
+ mes "it's not easy and we haven't";
+ mes "accomplished anything yet...";
+ next;
+ mes "[Piru Piru]";
+ mes "It doesn't help that my";
+ mes "master spends all of his";
+ mes "time on research. He hasn't";
+ mes "been taking care of himself";
+ mes "and is losing a lot of weight.";
+ mes "I'm really worried about him.";
+ close;
+ }
+ }
+ else if ((gettime(3) >= 6) && (gettime(3) < 12)) {
+ mes "Everyday we study and";
+ mes "take notes and test and";
+ mes "experiment and record";
+ mes "results and... Horrible!";
+ next;
+ mes "[Piru Piru]";
+ mes "Although my master and I are the only ones who use this lab, we do have a set working schedule. We work from 10 AM to 5 PM and have our free time from 5 PM to 10 PM, which is when Master goes to bed.";
+ next;
+ mes "[Piru Piru]";
+ mes "Of course, Master";
+ mes "is happy if he can";
+ mes "just do more research.";
+ mes "In any case, please visit";
+ mes "us after 5 PM if you have";
+ mes "any business with us.";
+ close;
+ }
+ else {
+ mes "....Zzz...Zzz...";
+ mes "Zzz....Zzz......";
+ next;
+ switch(select("Wake her up:Leave her sleep")) {
+ case 1:
+ mes "[Piru Piru]";
+ mes "Wh-wha...?";
+ mes "Why do you gotta";
+ mes "wake me up? Come back";
+ mes "after 10:00 AM tomorrow, kay?";
+ close;
+ case 2:
+ mes "[Piru Piru]";
+ mes "Zzzz.....Zzzzz...";
+ close;
+ }
+ }
+}
+
+prt_maze02,57,151,1 script Pleur#warp 91,{
+ mes "^3355FFYou catch a glimpse";
+ mes "of a girl heading directly";
+ mes "into a deep forest. You decide";
+ mes "to follow her and see if you can";
+ mes "learn more.^000000";
+ close2;
+ set .@warp_s,rand(1,10);
+ if (.@warp_s < 5) warp "prt_maze02",11,146;
+ if (.@warp_s > 7) warp "prt_maze03",55,8;
+ if ((.@warp_s > 4) && (.@warp_s < 8)) warp "prt_maze01",62,129;
+ end;
+}
+
+prt_maze02,58,150,0 script #movesign -1,5,5,{
+OnTouch:
+ mes "^3355FFYou catch a glimpse";
+ mes "of a girl heading directly";
+ mes "into a deep forest. You decide";
+ mes "to follow her and see if you can";
+ mes "learn more.^000000";
+ close2;
+ set .@warp_s,rand(1,10);
+ if (.@warp_s < 5) warp "prt_maze02",11,146;
+ if (.@warp_s > 7) warp "prt_maze03",55,8;
+ if ((.@warp_s > 4) && (.@warp_s < 8)) warp "prt_maze01",62,129;
+ end;
+}
+
+prt_maze02,18,126,0 script #mazewarp -1,3,3,{
+OnTouch:
+ warp "prt_maze02",90,170;
+ end;
+}
+
+//prt_maze02,25,161,0 script #music -1,7,7,{
+//OnTouch:
+// soundeffect "effect\\������ ��ؽ�.wav",1;
+// end;
+//}
+
+prt_maze02,132,132,0 script #skill -1,{
+OnEnable:
+ monster "prt_maze02",14,177,"Flora",1118,1,"#skill::OnMyMobDead";
+ monster "prt_maze02",17,171,"Flora",1118,1,"#skill::OnMyMobDead";
+ monster "prt_maze02",24,173,"Flora",1118,1,"#skill::OnMyMobDead";
+ monster "prt_maze02",17,175,"Marine Sphere",1142,1,"#skill::OnMyMobDead";
+ monster "prt_maze02",17,168,"Marine Sphere",1142,1,"#skill::OnMyMobDead";
+ end;
+
+OnDisable:
+ killmonster "prt_maze02","#skill::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+prt_maze02,16,183,3 script Pleur#sign 91,{
+ callfunc "F_UpdateSignVars";
+ mes "[Pleur]";
+ if (sign_q < 19) {
+ mes "La la la~";
+ mes "La la la~";
+ }
+ else {
+ mes "Hmmm...?";
+ mes "The Stone of Sage...";
+ }
+ close;
+
+OnHo:
+ emotion e_ho;
+ end;
+OnKis2:
+ emotion e_kis2;
+ end;
+OnGasp:
+ emotion e_gasp;
+ end;
+OnOmg:
+ emotion e_omg;
+ end;
+}
+
+prt_maze02,14,183,4 script Gordon#sign 51,{
+ callfunc "F_UpdateSignVars";
+ mes "[Gordon]";
+ if (sign_q < 18) {
+ emotion e_ho;
+ mes "Hello darling.";
+ mes "What did you do today?";
+ next;
+ donpcevent "Pleur#sign::OnHo";
+ mes "[Pleur]";
+ mes "I played Hide-and-Seek";
+ mes "with a white bear and a";
+ mes "blue bear, father.";
+ next;
+ emotion e_ho;
+ mes "[Gordon]";
+ mes "Darling...";
+ mes "Aren't you tired";
+ mes "of playing with the";
+ mes "animals? We've lived";
+ mes "in this forest for so long...";
+ next;
+ donpcevent "Pleur#sign::OnKis2";
+ mes "[Pleur]";
+ mes "Don't worry father, I understand. For now, this is the only place where we can relax and live inpeace. I think we deserve to rest after accomplishing our goals...";
+ next;
+ emotion e_sob;
+ mes "[Gordon]";
+ mes "Thank you, Pluer.";
+ mes "I have no regrets about";
+ mes "our work, but sometimes";
+ mes "I do wish for a more";
+ mes "carefree life for you...";
+ if (sign_q < 17) close;
+ else if (sign_q == 17) {
+ next;
+ switch(select("Roar~!:Excuse me.")) {
+ case 1:
+ set sign_q,18;
+ donpcevent "#skill::OnEnable";
+ emotion e_omg;
+ donpcevent "Pleur#sign::OnOMG";
+ mes "[Pleur]";
+ mes "No no no!";
+ mes "Summon Flora!";
+ next;
+ mes "[Gordon]";
+ mes "Great Schott!";
+ mes "Summon... Marine Sphere!";
+ close;
+ case 2:
+ emotion e_gasp;
+ donpcevent "Pleur#sign::OnGasp";
+ mes "[Gordon]";
+ mes "Eh?! Don't you know";
+ mes "how dangerous this place";
+ mes "is? What are you doing";
+ mes "here in the middle of";
+ mes "this forest?";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Actually, I think";
+ mes "I've been looking for";
+ mes "you. I've been sent on";
+ mes "an errand to find these";
+ mes "two famous Alchemists.";
+ next;
+ mes "[Gordon]";
+ mes "Mm...?";
+ mes "Well, we're retired";
+ mes "now, but I suppose it'd";
+ mes "do no harm if you had";
+ mes "something to ask us...";
+ next;
+ switch(select("Ask about Stone of Sage:Ask about Alchemy:Quit")) {
+ case 1:
+ set sign_q,19;
+ mes "[Gordon]";
+ mes "Stone of Sage?";
+ mes "Huh. To be honest,";
+ mes "I don't know anything";
+ mes "about it at all. I guess";
+ mes "its existence is pretty";
+ mes "much just a rumor, really.";
+ next;
+ mes "[Gordon]";
+ mes "All I've heard is that";
+ mes "the Stone of Sage might";
+ mes "be a catylst to transmute";
+ mes "materials into gold. If it";
+ mes "really existed, it would be";
+ mes "the ultimate alchemic item.";
+ next;
+ mes "[Pleur]";
+ mes "However, I've also heard";
+ mes "it's red, can make humans";
+ mes "immortal and can cure any";
+ mes "sort of disease or ailment.";
+ mes "Just where do these rumors";
+ mes "come from? It's crazy...";
+ next;
+ mes "[Gordon]";
+ mes "Now, I even hear that some";
+ mes "people are working on trying";
+ mes "to create the stone themselves.";
+ mes "If they succeed, it'll have a huge effect on the entire world!";
+ next;
+ mes "[Gordon]";
+ mes "I'm sorry that you've gone";
+ mes "through the trouble of finding";
+ mes "us for this kind of information. We're retired after all, so we";
+ mes "may be out of the loop.";
+ next;
+ mes "[Pleur]";
+ mes "Although we're retired, we";
+ mes "would be much interested in";
+ mes "knowing if someone does manage";
+ mes "to create such a stone. If that";
+ mes "happens, would you tell us?";
+ next;
+ mes "[Gordon]";
+ mes "Now let me guide you";
+ mes "on a safe path back out";
+ mes "of this maze. I've lived here";
+ mes "quite a while, so I can find";
+ mes "the exit with my eyes closed.";
+ mes "Farewell, adventurer~";
+ close2;
+ warp "mjolnir_12",44,23;
+ end;
+ case 2:
+ mes "[Pleur]";
+ mes "I hope you understand that";
+ mes "my father and I devoted and sacrificed so much for our work. Finally, we discovered a way to summon monsters using potions.";
+ next;
+ mes "[Pleur]";
+ mes "However, too many Alchemists";
+ mes "hounded us for our information";
+ mes "once we announced the results";
+ mes "of our research. It was more";
+ mes "than we could handle...";
+ next;
+ mes "[Gordon]";
+ mes "I'm sorry, but if you have any";
+ mes "questions about Alchemy, there";
+ mes "are many qualified researchers and practitioners out there. We came to this forest to find peace...";
+ close;
+ case 3:
+ mes "[Gordon]";
+ mes "Hah hah hah~";
+ mes "Did you forget";
+ mes "what you were";
+ mes "going to ask me?";
+ close;
+ }
+ }
+ }
+ }
+ else if (sign_q == 18) {
+ emotion e_pif;
+ mes "Oh...!";
+ mes "You scared us!";
+ mes "Roaring like some";
+ mes "animal! What do you";
+ mes "think you were doing?";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Actually, I think";
+ mes "I've been looking for";
+ mes "you. I've been sent on";
+ mes "an errand to find these";
+ mes "two famous Alchemists.";
+ next;
+ mes "[Gordon]";
+ mes "Mm...?";
+ mes "Well, we're retired";
+ mes "now, but I suppose it'd";
+ mes "do no harm if you had";
+ mes "something to ask us...";
+ next;
+ switch(select("Ask about Stone of Sage:Ask about Alchemy:Quit")) {
+ case 1:
+ set sign_q,19;
+ mes "[Gordon]";
+ mes "Stone of Sage?";
+ mes "Huh. To be honest,";
+ mes "I don't know anything";
+ mes "about it at all. I guess";
+ mes "its existence is pretty";
+ mes "much just a rumor, really.";
+ next;
+ mes "[Gordon]";
+ mes "All I've heard is that";
+ mes "the Stone of Sage might";
+ mes "be a catylst to transmute";
+ mes "materials into gold. If it";
+ mes "really existed, it would be";
+ mes "the ultimate alchemic item.";
+ next;
+ mes "[Pleur]";
+ mes "However, I've also heard";
+ mes "it's red, can make humans";
+ mes "immortal and can cure any";
+ mes "sort of disease or ailment.";
+ mes "Just where do these rumors";
+ mes "come from? It's crazy...";
+ next;
+ mes "[Gordon]";
+ mes "Now, I even hear that some";
+ mes "people are working on trying";
+ mes "to create the stone themselves.";
+ mes "If they succeed, it'll have a huge effect on the entire world!";
+ next;
+ mes "[Gordon]";
+ mes "I'm sorry that you've gone";
+ mes "through the trouble of finding";
+ mes "us for this kind of information. We're retired after all, so we";
+ mes "may be out of the loop.";
+ next;
+ mes "[Pleur]";
+ mes "Although we're retired, we";
+ mes "would be much interested in";
+ mes "knowing if someone does manage";
+ mes "to create such a stone. If that";
+ mes "happens, would you tell us?";
+ next;
+ mes "[Gordon]";
+ mes "Now let me guide you";
+ mes "on a safe path back out";
+ mes "of this maze. I've lived here";
+ mes "quite a while, so I can find";
+ mes "the exit with my eyes closed.";
+ mes "Farewell, adventurer~";
+ close2;
+ warp "mjolnir_12",44,23;
+ end;
+ case 2:
+ mes "[Pleur]";
+ mes "I hope you understand that";
+ mes "my father and I devoted and sacrificed so much for our work. Finally, we discovered a way to summon monsters using potions.";
+ next;
+ mes "[Pleur]";
+ mes "However, too many Alchemists";
+ mes "hounded us for our information";
+ mes "once we announced the results";
+ mes "of our research. It was more";
+ mes "than we could handle...";
+ next;
+ mes "[Gordon]";
+ mes "I'm sorry, but if you have any";
+ mes "questions about Alchemy, there";
+ mes "are many qualified researchers and practitioners out there. We came to this forest to find peace...";
+ close;
+ case 3:
+ mes "[Gordon]";
+ mes "Hah hah hah~";
+ mes "Did you forget";
+ mes "what you were";
+ mes "going to ask me?";
+ close;
+ }
+ }
+ else if (sign_q > 18) {
+ mes "Sometimes I miss";
+ mes "being an alchemist.";
+ mes "But then again, a man";
+ mes "of my brilliance and genius";
+ mes "would put all those newbie";
+ mes "scientists to shame~";
+ next;
+ emotion e_swt;
+ mes "[Pleur]";
+ mes "D...";
+ mes "D...Daddy!!";
+ next;
+ emotion e_heh;
+ mes "[Gordon]";
+ mes "Heh heh~";
+ mes "Am I being";
+ mes "too arrogant?";
+ close;
+ }
+}
+
+geffen_in,59,74,4 script Jesqurienne#sign 803,{
+ callfunc "F_UpdateSignVars";
+ mes "[Jesqurienne]";
+ if (sign_q < 21) {
+ mes "Bartender~?";
+ mes "Give me another drink.";
+ if (sign_q < 20) close;
+ else if (sign_q == 20) {
+ next;
+ mes "[Jesqurienne]";
+ mes "Ahhhhhh~";
+ mes "Hm? Why hello there,";
+ if (Sex) mes "you fine speciman of a man~";
+ else mes "you precious, adorable girl~";
+ mes "I'm Jesqurienne. You've heard";
+ mes "of me, haven't you? Aren't you surprised to see me?";
+ next;
+ switch(select("I've never heard of you.:Oh gosh, it's Jesqurienne!")) {
+ case 1:
+ mes "[Jesqurienne]";
+ emotion e_swt;
+ mes "Ho ho ho~!";
+ mes "Surely you";
+ mes "must be joking~";
+ next;
+ switch(select("You got me, you got me.:Nope. Doesn't ring a bell.")) {
+ case 1:
+ emotion e_pif;
+ mes "[Jesqurienne]";
+ mes "Ohohohohoho~!";
+ mes "I knew it! I knew it!";
+ mes "Then again, there's little";
+ mes "that a famous genius like";
+ mes "myself does ^333333not^000000 know!";
+ next;
+ mes "[Jesqurienne]";
+ mes "Gah--!";
+ mes "My glass is";
+ mes "already empty?";
+ mes "Bartender, another";
+ mes "drink please~";
+ next;
+ break;
+ case 2:
+ emotion e_dots;
+ mes "[Jesqurienne]";
+ mes "...";
+ mes "......";
+ mes "Now I understand.";
+ mes "You've been living";
+ mes "under a rock for all";
+ mes "this time, haven't you?";
+ next;
+ mes "[Jesqurienne]";
+ mes "But I guess someone";
+ mes "as simple minded as you";
+ mes "wouldn't recognize a famous,";
+ mes "brilliant genius once you";
+ mes "saw her, wouldn't you?";
+ next;
+ break;
+ }
+ break;
+ case 2:
+ mes "[Jesqurienne]";
+ mes "Ohohohohoho~!";
+ mes "I knew it! I knew it!";
+ mes "Then again, there's little";
+ mes "that a famous genius like";
+ mes "myself does ^333333not^000000 know!";
+ next;
+ mes "[Jesqurienne]";
+ mes "Gah--!";
+ mes "My glass is";
+ mes "already empty?";
+ mes "Bartender, another";
+ mes "drink please~";
+ next;
+ break;
+ }
+ mes "[Jesqurienne]";
+ mes "Anyway, I'm so proud";
+ mes "of my supreme intelligence!";
+ mes "I may be somewhat obsessive";
+ mes "about studying, but that's just another reason to admire me~";
+ next;
+ mes "[Jesqurienne]";
+ mes "The Wizard and Sage";
+ mes "exams? No problem~";
+ mes "Even the Alchemist test";
+ mes "was fairly simple. So far";
+ mes "I haven't met anyone";
+ mes "smarter than me~";
+ next;
+ switch(select("^333333Stuck-up chick.^000000:Take it easy on the drinks...")) {
+ case 1:
+ emotion e_an;
+ mes "[Jesqurienne]";
+ mes "What...?";
+ mes "What did you say?";
+ mes "No one has ever";
+ mes "said anything like";
+ mes "that to me before!";
+ mes "H-how dare you...";
+ next;
+ emotion e_ag;
+ mes "[Jesqurienne]";
+ mes "Prove that you can";
+ mes "hold a candle to my";
+ mes "superior intellect and";
+ mes "I'll be willing to accept";
+ mes "your little insult! It's time";
+ mes "for a Quiz Challenge!";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Quiz... Challenge?";
+ mes "Like a trivia game?";
+ mes "But who's going to";
+ mes "ask us the questions?";
+ next;
+ donpcevent "Aaron#sign::onSmile";
+ emotion e_gasp;
+ emotion e_gasp,1;
+ mes "[Aaron]";
+ mes "Did someone say";
+ mes "''Quiz Challenge?''";
+ mes "I believe I can be";
+ mes "of assistance.";
+ next;
+ set sign_q,21;
+ emotion e_gg;
+ mes "[Jesqurienne]";
+ mes "Professor Aaron?";
+ mes "Ho ho~ If he's asking";
+ mes "the questions, it looks";
+ mes "like your chances of";
+ mes "beating me are zero!";
+ close;
+ case 2:
+ mes "[Jesqurienne]";
+ mes "Ho ho ho~";
+ mes "Plenty of people have";
+ mes "told me not to drink so";
+ mes "much. But once I start";
+ mes "I can't stop. I love to";
+ mes "drink that much!";
+ next;
+ mes "[Jesqurienne]";
+ mes "And...";
+ mes "Sometimes I'd rather";
+ mes "look at the world through";
+ mes "these hazy eyes. See things";
+ mes "the way I want to see them...";
+ close;
+ }
+ }
+ }
+ else if ((sign_q == 21) || (sign_q == 22)) {
+ mes "It amuses me that";
+ mes "you think that you'd";
+ mes "stand a chance against";
+ mes "me in a Quiz Challenge.";
+ mes "Ho ho ho ho ho~!";
+ next;
+ mes "[Jesqurienne]";
+ mes "Professor Aaron";
+ mes "is waiting for you";
+ mes "to ask him to begin.";
+ mes "And I'm waiting for the";
+ mes "moment when you realize";
+ mes "you have no hope of winning!";
+ close;
+ }
+ else if (sign_q == 23) {
+ mes "Bwahahahaha!";
+ mes "You should have known";
+ mes "from the beginning that you";
+ mes "never had a chance! Of course,";
+ mes "I did, but you know, I guess you had to learn for yourself.";
+ next;
+ emotion e_an;
+ mes "[Jesqurienne]";
+ mes "I'd insult you if it weren't for the fact that you embarassed yourself enough during the Quiz Challenge. As a matter of fact, I'll even forgive you for wounding my pride earlier.";
+ next;
+ emotion e_gg;
+ mes "[Jesqurienne]";
+ mes "Can you believe it?";
+ mes "Even drunk I can beat";
+ mes "you in a test of intelligence!";
+ mes "Bwahaha! I can't believe how";
+ mes "simple minded you are...!";
+ next;
+ switch(select("I can't let you win!:Darn it...")) {
+ case 1:
+ set sign_q,22;
+ mes "[Jesqurienne]";
+ mes "You're a slow learner,";
+ mes "aren't you? Well, I welcome";
+ mes "your ''challenge'' anytime!";
+ mes "Bwah hah hah hah hah~!";
+ close;
+ case 2:
+ mes "[Jesqurienne]";
+ mes "Just now you realize";
+ mes "how pitiful your intellect";
+ mes "is compared to mine? Ho ho ho!";
+ mes "There's hope for every fool!";
+ close;
+ }
+ }
+ else if (sign_q == 24) {
+ mes "What...?";
+ mes "I... I...";
+ mes "I don't b-believe it.";
+ next;
+ mes "[Jesqurienne]";
+ mes "I lost...";
+ mes "M-maybe you were right.";
+ mes "I am arrogant after all...";
+ mes "I should stop drinking so";
+ mes "much. Travel around and";
+ mes "broaden my knowledge...";
+ next;
+ mes "[Jesqurienne]";
+ mes "You're the only";
+ mes "one who has been";
+ mes "able to beat me in";
+ mes "a battle of minds.";
+ mes "W-who are you...?";
+ next;
+ input .@input$;
+ mes "[Jesqurienne]";
+ mes ""+.@input$+"...";
+ mes "I will remember that.";
+ next;
+ mes "[Jesqurienne]";
+ set sign_q,25;
+ getitem 7177,1; //Part_Of_Star's_Sob
+ mes "Here...";
+ mes "My old friend, Metz, told";
+ mes "me to give this to someone";
+ mes "who is worthy. I was going";
+ mes "to keep it, but I suppose";
+ mes "you're its true owner...";
+ next;
+ mes "[Jesqurienne]";
+ mes "If you want to know more about the Sobbing Starlight, find a man named ^3131CEDearles^000000. It may be hard to find him since he wanders from place to place, but it might help to know that he loves gambling...";
+ next;
+ mes "[Jesqurienne]";
+ mes "Good luck finding";
+ mes "Dearles. I'm taking";
+ mes "this loss pretty badly,";
+ mes "so I think I'll stay here";
+ mes "and have another drink.";
+ mes "Farewell, "+.@input$+".";
+ close;
+ }
+ else if (sign_q == 25) {
+ mes "Ooooh...";
+ mes "My head...";
+ mes "Oh...! It's you...!";
+ mes "So did you find Dearles?";
+ next;
+ mes "[Jesqurienne]";
+ mes "Hmm...";
+ mes "He's addicted to";
+ mes "gambling, so maybe you";
+ mes "can find him some place";
+ mes "where you can do that...";
+ close;
+ }
+ else {
+ mes "OoOooOhh~";
+ mes "Sooooo dizzy.";
+ mes "Maybe I drank";
+ mes "too much again~";
+ close;
+ }
+
+OnOmg:
+ emotion e_omg;
+ end;
+
+OnHo:
+ emotion e_ho;
+ end;
+}
+
+geffen_in,61,72,7 script Aaron#sign 754,{
+ callfunc "F_UpdateSignVars";
+ mes "[Aaron]";
+ if (sign_q == 21) {
+ mes "Alright, before";
+ mes "we begin, let me";
+ mes "tell you the rules...";
+ next;
+ emotion e_swt2;
+ mes "[Aaron]";
+ mes "I'm going to give you";
+ mes "ten multiple choice questions.";
+ mes "Since this is an impromptu";
+ mes "exhibition bout, I'm going to";
+ mes "use questions that I use";
+ mes "in teaching my class.";
+ next;
+ set sign_q,22;
+ mes "[Aaron]";
+ mes "Alright...";
+ mes "I'm almost finished";
+ mes "compiling the questions.";
+ mes "We're ready to go when";
+ mes "you're ready to begin!";
+ close;
+ }
+ else if (sign_q == 22) {
+ switch(rand(1,3)) {
+ case 1:
+ mes "1. Which NPC is";
+ mes "not relevant to the";
+ mes "Blacksmith Job Quest?";
+ next;
+ if (select("Baisulist:Wickebine:Barcardi:Krongast") == 3) set .@user_p,.@user_p+1;
+ break;
+ case 2:
+ mes "1. Which item is not";
+ mes "relevant to the creation";
+ mes "of a Counteragent?";
+ next;
+ if (select("Karvodailnirol:Detrimindexta:Alcohol") != 1) set .@user_p,.@user_p+1;
+ break;
+ case 3:
+ mes "1. Choose the";
+ mes "monster that is";
+ mes "a different size";
+ mes "than the others.";
+ next;
+ if (select("Giant Whisper:Marine:Cornutus:Kobold Archer") == 2) set .@user_p,.@user_p+1;
+ break;
+ }
+ if (rand(1,10) < 9 ) {
+ donpcevent "Jesqurienne#sign::OnHo";
+ mes "[Jesqurienne]";
+ mes "Heh heh...";
+ mes "The first question";
+ mes "is always too easy!";
+ set .@npc_p,.@npc_p+1;
+ }
+ else {
+ donpcevent "Jesqurienne#sign::OnOmg";
+ mes "[Jesqurienne]";
+ mes "Huh...?";
+ mes "How can I not know";
+ mes "the answer to this?!";
+ }
+ next;
+ switch(rand(1,3)) {
+ case 1:
+ mes "[Aaron]";
+ mes "2. Choose the skill";
+ mes "related to the Priest's";
+ mes "B.S. Sacramenti from the";
+ mes "ones displayed in the list.";
+ next;
+ if (select("Lex Divina:Gloria:Recovery:Sanctuary") == 2) set .@user_p,.@user_p+1;
+ break;
+ case 2:
+ mes "[Aaron]";
+ mes "2. Choose the material that";
+ mes "is not related to the creation";
+ mes "of a Condensed White Potion.";
+ next;
+ if (select("Medicine Bowl:Witch Starsand:Empty Bottle:Empty Potion Bottle") == 3) set .@user_p,.@user_p+1;
+ break;
+ case 3:
+ mes "[Aaron]";
+ mes "2. Choose the item that is";
+ mes "necessary for a Blacksmith";
+ mes "to create a Gladius.";
+ next;
+ if (select("Sapphire:Zircon:Topaz:Cursed Ruby") == 1) set .@user_p,.@user_p+1;
+ break;
+ }
+ if (rand(1,10) < 8 ) {
+ donpcevent "Jesqurienne#sign::OnHo";
+ mes "[Jesqurienne]";
+ mes "Ho ho ho ho~!";
+ mes "I know the answer.";
+ mes "Any fool should know";
+ mes "this. But do you?";
+ set .@npc_p,.@npc_p+1;
+ }
+ else {
+ donpcevent "Jesqurienne#sign::OnOmg";
+ mes "[Jesqurienne]";
+ mes "Oh...";
+ mes "I knew the answer";
+ mes "to this just yesterday!";
+ mes "Why can't I think of it now?!";
+ }
+ next;
+ switch(rand(1,3)) {
+ case 1:
+ mes "[Aaron]";
+ mes "3. Choose the";
+ mes "property that is";
+ mes "unrelated to the";
+ mes "Mage's Bolt type skills.";
+ next;
+ if (select("Water:Earth:Fire:Wind") == 2) set .@user_p,.@user_p+1;
+ break;
+ case 2:
+ mes "[Aaron]";
+ mes "3. What is the";
+ mes "Bunny Band's DEF";
+ mes "and its added ability?";
+ next;
+ if (select("1 / LUK +2:1 / LUK +5:2 / LUK +2:2 / LUK +5") == 3) set .@user_p,.@user_p+1;
+ break;
+ case 3:
+ mes "[Aaron]";
+ mes "3. Choose the prefix or";
+ mes "suffix that is incorrectly";
+ mes "matched with its Monster";
+ mes "Card name.";
+ next;
+ if (select("Hornet Card - Martyr:Requiem - Chaos:Wormtail - Clever:Golem - Immortal") == 4) set .@user_p,.@user_p+1;
+ break;
+ }
+ if (rand(1,10) < 8 ) {
+ donpcevent "Jesqurienne#sign::OnHo";
+ mes "[Jesqurienne]";
+ mes "Ah...";
+ mes "That's another";
+ mes "point for me!";
+ set .@npc_p,.@npc_p+1;
+ }
+ else {
+ donpcevent "Jesqurienne#sign::OnOmg";
+ mes "[Jesqurienne]";
+ mes "z...z...Z";
+ mes "W-what? Oh!";
+ mes "Well, I won't need";
+ mes "that point anyway...";
+ }
+ next;
+ mes "[Jesqurienne]";
+ mes "Let's check our";
+ mes "scores, shall we?";
+ mes ".................";
+ next;
+ if (.@npc_p > .@user_p) {
+ mes "[Jesqurienne]";
+ mes "Heh heh...";
+ mes "It looks like";
+ mes "I'm beating you!";
+ mes "But you shouldn't";
+ mes "be surprised...";
+ }
+ else if (.@npc_p == .@user_p) {
+ mes "[Jesqurienne]";
+ mes "Still, you're";
+ mes "smarter than";
+ mes "I thought you'd be...";
+ }
+ else {
+ mes "[Jesqurienne]";
+ mes "W-wait a minute!";
+ mes "H-how could you";
+ mes "have more points";
+ mes "than me?! I better";
+ mes "get serious!";
+ }
+ next;
+ mes "[Aaron]";
+ mes "^333333*Ahem!*^000000";
+ mes "Question";
+ mes "number four!";
+ next;
+ switch(rand(1,2)) {
+ case 1:
+ mes "[Aaron]";
+ mes "4. Choose the correct";
+ mes "name of the ruler of the";
+ mes "Rune-Midgarts Kingdom.";
+ next;
+ if (select("Tristan lll:Tristram lll:Tristar lll:Trust lll") == 2) set .@user_p,.@user_p+1;
+ break;
+ case 2:
+ mes "[Aaron]";
+ mes "4. Choose the monster";
+ mes "that is a different type";
+ mes "than the others.";
+ next;
+ if (select("Penomena:Hatii:Pest:Explosion") == 1) set .@user_p,.@user_p+1;
+ break;
+ }
+ if (rand(1,10) < 8 ) {
+ donpcevent "Jesqurienne#sign::OnHo";
+ mes "[Jesqurienne]";
+ mes "That counts as";
+ mes "a question? You're";
+ mes "being too easy!";
+ set .@npc_p,.@npc_p+1;
+ }
+ else {
+ donpcevent "Jesqurienne#sign::OnOmg";
+ mes "[Jesqurienne]";
+ mes "I know the";
+ mes "answer! W-why";
+ mes "can't I think of";
+ mes "it right now?!";
+ }
+ next;
+ if (.@npc_p > .@user_p) {
+ mes "[Jesqurienne]";
+ mes "Heh heh~ It looks";
+ mes "like I have the lead.";
+ mes "But that's only natural for";
+ mes "someone as brilliant as me~";
+ }
+ else if (.@npc_p == .@user_p) {
+ mes "[Jesqurienne]";
+ mes "Up till now";
+ mes "you've managed";
+ mes "to keep up with";
+ mes "me. Huh. So you're";
+ mes "not a total idiot...";
+ }
+ else {
+ mes "[Jesqurienne]";
+ mes "Heh heh~ It looks";
+ mes "like I have the lead.";
+ mes "But that's only natural for";
+ mes "someone as brilliant a--";
+ mes "Wait. How do you have";
+ mes "more points than me?!";
+ }
+ next;
+ switch(rand(1,3)) {
+ case 1:
+ mes "[Aaron]";
+ mes "5. Choose the monster";
+ mes "which does not drop the";
+ mes "'Yggdrasil Leaf' item.";
+ next;
+ if (select("Marduk:Baphomet Jr.:Angeling:Wanderer") == 1) set .@user_p,.@user_p+1;
+ break;
+ case 2:
+ mes "[Aaron]";
+ mes "5. Choose the job class";
+ mes "that cannot equip Silk Robe.";
+ next;
+ if (select("Swordman:Merchant:Hunter:Mage") == 3) set .@user_p,.@user_p+1;
+ break;
+ case 3:
+ mes "[Aaron]";
+ mes "5. Choose the level";
+ mes "requirement for entering";
+ mes "the PvP Room.";
+ next;
+ if (select("30:31:32:33") == 2) set .@user_p,.@user_p+1;
+ break;
+ }
+ set zis_5,rand(1,10);
+ if (rand(1,10) < 9 ) {
+ donpcevent "Jesqurienne#sign::OnHo";
+ mes "[Jesqurienne]";
+ mes "I didn't have";
+ mes "to think very hard";
+ mes "to know the answer.";
+ mes "Are you still thinking?";
+ mes "I wouldn't think you'd know!";
+ set .@npc_p,.@npc_p+1;
+ }
+ else {
+ donpcevent "Jesqurienne#sign::OnOmg";
+ mes "[Jesqurienne]";
+ mes "I...";
+ mes "Hold on,";
+ mes "I know this one...";
+ mes "(Oh craaaaaap!)";
+ }
+ next;
+ if (.@npc_p > .@user_p) {
+ mes "[Jesqurienne]";
+ mes "Oh? What a surprise.";
+ mes "I'm in the lead. I know";
+ mes "the suspense must be";
+ mes "killing you, but I'm pretty";
+ mes "sure who the winner will";
+ mes "be. Me me me meee~";
+ }
+ else if (.@npc_p == .@user_p) {
+ mes "[Jesqurienne]";
+ mes "Are you copying";
+ mes "my answers? Because";
+ mes "there's no way we can";
+ mes "be tied right now...";
+ }
+ else {
+ mes "[Jesqurienne]";
+ mes "I...";
+ mes "I must be more";
+ mes "drunk than I thought";
+ mes "if I'm losing right now...";
+ }
+ next;
+ switch(rand(1,3)) {
+ case 1:
+ mes "[Aaron]";
+ mes "6. What is the";
+ mes "correct weight";
+ mes "for 1 Empty Bottle?";
+ next;
+ if (select("1:2:3") == 2) set .@user_p,.@user_p+1;
+ break;
+ case 2:
+ mes "[Aaron]";
+ mes "6. Choose the";
+ mes "correct DEF for";
+ mes "the Indian Filet item.";
+ next;
+ if (select("0:1:2:3") == 4) set .@user_p,.@user_p+1;
+ break;
+ case 3:
+ mes "[Aaron]";
+ mes "6. What is the";
+ mes "city closest to";
+ mes "Turtle Island?";
+ next;
+ if (select("Al De Baran:Alberta:Comodo:Izlude") == 2) set .@user_p,.@user_p+1;
+ break;
+ }
+ if (rand(1,10) < 9 ) {
+ donpcevent "Jesqurienne#sign::OnHo";
+ mes "[Jesqurienne]";
+ mes "^333333*Sigh...*^000000";
+ mes "Simple questions,";
+ mes "simple answers.";
+ mes "Did you get it?";
+ set .@npc_p,.@npc_p+1;
+ }
+ else {
+ donpcevent "Jesqurienne#sign::OnOmg";
+ mes "[Jesqurienne]";
+ mes "W-wait...!";
+ mes "I know the";
+ mes "answer to this";
+ mes "one! Just let me";
+ mes "th-think...!";
+ }
+ next;
+ if (.@npc_p > .@user_p) {
+ mes "[Jesqurienne]";
+ mes "Oh, look at that.";
+ mes "I have more points";
+ mes "than you. I know, it";
+ mes "must be frustrating";
+ mes "trying to keep up.";
+ }
+ else if (.@npc_p == .@user_p) {
+ mes "[Jesqurienne]";
+ mes "Mmm...?";
+ mes "How are you cheating?!";
+ mes "You having the same score";
+ mes "as me must be impossible!";
+ }
+ else {
+ mes "[Jesqurienne]";
+ mes "I don't understand.";
+ mes "You have a higher sco--";
+ mes "I don't-- How can yo--";
+ mes "Why is this happening?";
+ }
+ next;
+ switch(rand(1,3)) {
+ case 1:
+ mes "[Aaron]";
+ mes "7. Fifty-one multiplied";
+ mes "by fifteen, divided by three,";
+ mes "plus five is equal to...?";
+ next;
+ if (select("250:255:260:265") == 3) set .@user_p,.@user_p+1;
+ break;
+ case 2:
+ mes "[Aaron]";
+ mes "7. Four thousand five hundred sixty divided by four, divided by two, plus three is equal to...?";
+ next;
+ if (select("573:574:575:576") == 1) set .@user_p,.@user_p+1;
+ break;
+ case 3:
+ mes "[Aaron]";
+ mes "7. Three thousand one hundred";
+ mes "two added to five hundred, plus four, divided by six equals...";
+ next;
+ if (select("600:601:602") == 2) set .@user_p,.@user_p+1;
+ break;
+ }
+ if (rand(1,10) < 9 ) {
+ donpcevent "Jesqurienne#sign::OnHo";
+ mes "[Jesqurienne]";
+ mes "Math?";
+ mes "My mind is";
+ mes "a veritable";
+ mes "calculator!";
+ mes "Ho ho ho~!";
+ set .@npc_p,.@npc_p+1;
+ }
+ else {
+ donpcevent "Jesqurienne#sign::OnOmg";
+ mes "[Jesqurienne]";
+ mes "What the--?!";
+ mes "Why is all the math";
+ mes "written out in words";
+ mes "instead of the traditional";
+ mes "numerics and symbols?!";
+ mes "A-answer me--!!";
+ }
+ next;
+ if (.@npc_p > .@user_p) {
+ mes "[Jesqurienne]";
+ mes "Ah. Did I tell you";
+ mes "I was in the lead";
+ mes "right now? Well, let";
+ mes "me remind you, in case";
+ mes "I forget. Ho ho ho ho~!";
+ }
+ else if (.@npc_p == .@user_p) {
+ mes "[Jesqurienne]";
+ mes "That's it.";
+ mes "I don't understand";
+ mes "how your score is";
+ mes "equal to mine. Are";
+ mes "you getting bonus";
+ mes "points somehow?!";
+ }
+ else {
+ mes "[Jesqurienne]";
+ mes "There's no other";
+ mes "explanation! You've";
+ mes "got to be using some";
+ mes "sort of crib sheet! But";
+ mes "where are you hiding it?";
+ }
+ next;
+ switch(rand(1,2)) {
+ case 1:
+ mes "[Aaron]";
+ mes "8. Choose the building";
+ mes "that is the closest to the";
+ mes "Item Upgrade Place in Juno.";
+ next;
+ if (select("Tavern:Monster Library:Tool Shop:Weapon Shop") == 4) set .@user_p,.@user_p+1;
+ break;
+ case 2:
+ mes "[Aaron]";
+ mes "8. Choose the Hunter's";
+ mes "Trap skill which does not";
+ mes "inflict Property Damage.";
+ next;
+ if (select("Claymore Trap:Freezing Trap:Shockwave Trap:Land Mine") == 3) set .@user_p,.@user_p+1;
+ break;
+ }
+ if ( rand(1,10) < 9 ) {
+ donpcevent "Jesqurienne#sign::OnHo";
+ mes "[Jesqurienne]";
+ mes "Hah hah~!";
+ mes "That was a";
+ mes "piece of cake!";
+ set .@npc_p,.@npc_p+1;
+ }
+ else {
+ donpcevent "Jesqurienne#sign::OnOmg";
+ mes "[Jesqurienne]";
+ mes "Grrr...";
+ mes "Why don't";
+ mes "I know this one?!";
+ }
+ next;
+ if (.@npc_p > .@user_p) {
+ mes "[Jesqurienne]";
+ mes "I know, you're wondering";
+ mes "how such an intelligent";
+ mes "person can exist. Well,";
+ mes "I guess my intellect sort";
+ mes "of balances the stupidity";
+ mes "of the rest of the world...";
+ }
+ else if (.@npc_p == .@user_p) {
+ mes "[Jesqurienne]";
+ mes "How can our scores";
+ mes "be equal? No... No...";
+ mes "Think, Jesqurienne...";
+ mes "Time travel isn't possible.";
+ mes "But why would you time travel";
+ mes "for the answers to a quiz?";
+ }
+ else {
+ mes "[Jesqurienne]";
+ mes "I... I don't";
+ mes "get it. H-how are";
+ mes "you w-winning? M-my";
+ mes "whole perception of";
+ mes "reality is starting t-to...";
+ }
+ next;
+ switch(rand(1,2)) {
+ case 1:
+ mes "[Aaron]";
+ mes "9. Which monster would";
+ mes "receive the most damage";
+ mes "from a Fire Property Dagger?";
+ next;
+ if (select("Dagger Goblin:Mace Goblin:Morning Star Goblin:Hammer Goblin") == 4) set .@user_p,.@user_p+1;
+ break;
+ case 2:
+ mes "[Aaron]";
+ mes "9. Choose the monster";
+ mes "on which the Mage skill,";
+ mes "''Stone Curse,'' is ineffective. ^FFFFFFaaaaaa aaaaaaa aaaaaa aaaaaaa aaaaaaaaa^000000";
+ next;
+ if (select("Elder Willow:Evil Druid:Magnolia:Marc") == 2) set .@user_p,.@user_p+1;
+ break;
+ }
+ if ( rand(1,10) < 9 ) {
+ donpcevent "Jesqurienne#sign::OnHo";
+ mes "[Jesqurienne]";
+ mes "Ahhh...";
+ mes "I'm just breezing";
+ mes "through this Quiz Challenge!";
+ mes "Aren't you having a hard time?";
+ set .@npc_p,.@npc_p+1;
+ }
+ else {
+ donpcevent "Jesqurienne#sign::OnOmg";
+ mes "[Jesqurienne]";
+ mes "Huh...?";
+ mes "I don't understand";
+ mes "why I don't know this...";
+ }
+ next;
+ if (.@npc_p > .@user_p) {
+ mes "[Jesqurienne]";
+ mes "Bwahahaha!";
+ mes "Only one question";
+ mes "left! You have to get";
+ mes "this one right or I'll";
+ mes "call you stupid forever!";
+ }
+ else if (.@npc_p == .@user_p) {
+ mes "[Jesqurienne]";
+ mes "We're tied?!";
+ mes "Oh no... I better";
+ mes "get this last question";
+ mes "right. (And I hope that";
+ mes "you get it wrong!)";
+ }
+ else {
+ mes "[Jesqurienne]";
+ mes "I'm losing?!";
+ mes "And we're at the";
+ mes "last question already?!";
+ }
+ next;
+ switch(rand(1,2)) {
+ case 1:
+ mes "[Aaron]";
+ mes "10. Choose the NPC";
+ mes "that looks different";
+ mes "than all the others.";
+ next;
+ if (select("Prontera Hollgrehenn:Prontera Doll Merchant:Izlude Meat Merchant:Morroc Meat Merchant") == 3) set .@user_p,.@user_p+1;
+ break;
+ case 2:
+ mes "[Aaron]";
+ mes "10. Choose the item";
+ mes "that cannot be equipped";
+ mes "by Novice class characters.";
+ next;
+ if (select("Funeral Hat:Shackles:Wooden Mail:Pantie") == 3) set .@user_p,.@user_p+1;
+ break;
+ }
+ if ( rand(1,10) < 9 ) {
+ donpcevent "Jesqurienne#sign::OnHo";
+ mes "[Jesqurienne]";
+ mes "As usual, I got";
+ mes "the last question";
+ mes "absolutely right~";
+ set .@npc_p,.@npc_p+1;
+ }
+ else {
+ donpcevent "Jesqurienne#sign::OnOmg";
+ mes "[Jesqurienne]";
+ mes "Huh...";
+ mes "Wh-what was";
+ mes "the question again?";
+ mes "Nooo, I missed it!";
+ }
+ next;
+ mes "[Aaron]";
+ mes "Okay, the quiz";
+ mes "is over! Now, I'll";
+ mes "reveal the results";
+ mes "of the competitors...";
+ next;
+ mes "[Aaron]";
+ mes "Umm...";
+ mes ""+ strcharinfo(0) +":";
+ mes ""+.@user_p+" points!";
+ next;
+ mes "[Aaron]";
+ mes "Jesqurienne...";
+ mes ""+.@npc_p+" points!";
+ next;
+ if (.@npc_p > .@user_p) {
+ set sign_q,23;
+ emotion e_gg;
+ mes "[Jesqurienne]";
+ mes "Bwahahaha!";
+ mes "I win! I knew it!";
+ mes "Ho ho ho ho ho ho~";
+ }
+ else if (.@npc_p == .@user_p) {
+ set sign_q,24;
+ mes "[Jesqurienne]";
+ mes "Tied?! ";
+ mes "Alright, I'm impressed.";
+ mes "I'll admit, you're much";
+ mes "smarter than I thought...";
+ }
+ else {
+ set sign_q,24;
+ mes "[Jesqurienne]";
+ mes "No...!";
+ mes "I can't...";
+ mes "Believe this...";
+ }
+ next;
+ mes "[Aaron]";
+ mes "Thank you";
+ mes "for playing!";
+ mes ".......................";
+ mes "...........................";
+ mes "Alright, back to drinking!";
+ close;
+ }
+ else {
+ emotion e_omg;
+ mes "Goodness...!";
+ mes "Either these beer";
+ mes "goggles are on too tight,";
+ mes "or you're the most gorgeous";
+ mes "woman I've seen in my life!";
+ next;
+ if (Sex == 1) {
+ select("Um, I'm a dude...");
+ emotion e_sob;
+ mes "[Aaron]";
+ mes "N-no...!";
+ mes "M-maybe I should";
+ mes "take it easy on the";
+ mes "alcohol. I do have classes";
+ mes "to teach tomorrow anyway...";
+ }
+ else {
+ select("Why, thank you~");
+ emotion e_no1;
+ mes "[Aaron]";
+ mes "Ah, yes. Your";
+ mes "sense of style, your";
+ mes "magnificent body. Everything";
+ mes "about you is beautiful! Not just that, but you're also intelligent!";
+ next;
+ emotion e_lv2;
+ mes "[Aaron]";
+ mes "I should know!";
+ mes "Not only do I teach";
+ mes "classes, but I'm also";
+ mes "a Quiz Challenge moderater";
+ mes "master in my spare time~";
+ mes "You're truly a jewel...";
+ }
+ close;
+ }
+OnSmile:
+ emotion e_heh;
+ end;
+}
+
+cmd_in02,88,51,4 script Strange Guy#sign 806,{
+ callfunc "F_UpdateSignVars";
+ mes "[Dearles]";
+ if (sign_q < 25) {
+ mes "No...! Damn it,";
+ mes "not again! When's";
+ mes "my lucky streak";
+ mes "gonna start?";
+ next;
+ mes "[Dearles]";
+ mes "Hey, you've got that look";
+ mes "like you want something from";
+ if (Zeny < 10000) {
+ mes "me. Hah! You are poor!";
+ emotion e_pif;
+ mes "It also looks like you're low on cash~! Well, this is what guys like me to do to shameless";
+ mes "moochers like you!";
+ percentheal -10,0;
+ close;
+ }
+ else {
+ mes "me. It also looks like you got zeny to spare! I think I'll help myself and borrow some of your cash!";
+ mes "^FF0000Yoink!^000000";
+ set zeny,zeny-10000;
+ specialeffect EF_COIN;
+ close;
+ }
+ }
+ else if (sign_q == 25) {
+ mes "No...! Damn it,";
+ mes "not again! When's";
+ mes "my lucky streak";
+ mes "gonna start?";
+ next;
+ switch(select("Excuse me...:Just pass by.")) {
+ case 1:
+ mes "[Dearles]";
+ mes "What is it?!";
+ mes "I'm not in the mood";
+ mes "for chatting with complete";
+ mes "and total strangers, so";
+ mes "get to the point~!";
+ next;
+ switch(select("Oh, nothing.:I'm here for Metz...?")) {
+ case 1:
+ mes "[Dearles]";
+ mes "Wha...? You bother";
+ mes "me and make lose this";
+ mes "game for nothing? For that,";
+ mes "I'll freakin' beat you to near";
+ mes "freakin' death! Bam bam bam!";
+ close2;
+ percentheal -100,0;
+ soundeffect "effect\\sign_noise.wav",1;
+ percentheal -99,0;
+ warp "comodo",122,100;
+ end;
+ case 2:
+ mes "[Dearles]";
+ mes "Oh. You're here for";
+ mes "the Sobbing Starlight, huh? If you wanna take my test, there's *ahem* a fee of 30,000 zeny. So take it or leave it, capish?";
+ next;
+ mes "[Dearles]";
+ mes "I'll have nothing";
+ mes "to do with you if you";
+ mes "can't pay up. Just think";
+ mes "of the fee as a preliminary";
+ mes "for my test. You know, to";
+ mes "weed out the riffraff.";
+ set sign_q,26;
+ close;
+ }
+ case 2:
+ mes "[Dearles]";
+ mes "Crap...!";
+ mes "I'm almost broke!";
+ mes "But I gotta win all";
+ mes "my cash back! How can";
+ mes "I raise more money fast";
+ mes "without actually working...";
+ close;
+ }
+ }
+ else if (sign_q == 26) {
+ mes "Eh heh heh~";
+ mes "Soooooo, did you";
+ mes "bring the money?";
+ next;
+ switch(select("Here you are...:Not yet...")) {
+ case 1:
+ mes "[Dearles]";
+ mes "Ummm.......";
+ if (Zeny < 30000) {
+ mes "When I say 30,000 zeny,";
+ mes "I mean 30,000 zeny! I'll let";
+ mes "you off on account of you looking like you're not smart enough to know how to count. But pull this";
+ mes "on me again and I'll...!";
+ }
+ else {
+ mes "Heh heh~";
+ mes "That's thirty grand,";
+ mes "alright! Okay, come back";
+ mes "to me tomorrow night and";
+ mes "we'll start your test...";
+ set sign_q,27;
+ set zeny,zeny-30000;
+ }
+ close;
+ case 2:
+ mes "[Dearles]";
+ mes "Huh...?";
+ mes "Alright, but you";
+ mes "better hurry. I can";
+ mes "change my mind at";
+ mes "any time, you know!";
+ close;
+ }
+ }
+ else if (sign_q == 27) {
+ if ((gettime(3) > 18) && (gettime(3) < 23)) {
+ mes "Nice, you're here";
+ mes "just in time. Well,";
+ mes "all that matters is that";
+ mes "you come during the night.";
+ next;
+ mes "[Dearles]";
+ mes "You're wondering how";
+ mes "a guy like me is pals with";
+ mes "Metz, but that's none of your";
+ mes "business. I guess I gotta keep";
+ mes "this promise to him, so when";
+ mes "you're ready, say the word.";
+ set sign_q,28;
+ close;
+ }
+ else {
+ mes "Hey... When I say";
+ mes "''tomorrow night,'' I mean,";
+ mes "come and talk to me at nighttime! Don't you know anything about shady dealings?! Pfft! Adventurers...";
+ close;
+ }
+ }
+ else if (sign_q== 28) {
+ mes "Alright! I want you to";
+ mes "bring me a bunch of items!";
+ mes "Yeah, I know, you're a real";
+ mes "pro at this, but let me set";
+ mes "you straight before you blow";
+ mes "this off as a piece of cake...";
+ next;
+ mes "[Dearles]";
+ mes "I'm not gonna give you an";
+ mes "exact list of items I want. Oh";
+ mes "no, what you gotta do is bring";
+ mes "me artsy crafts. This test is";
+ mes "gonna judge your appreciation";
+ mes "for... Craftsmanship~";
+ next;
+ mes "[Dearles]";
+ mes "Since I'm seeing whether";
+ mes "or not you got good taste,";
+ mes "variety is the important thing";
+ mes "here. So don't bring freakin'";
+ mes "a hundred of the same object.";
+ mes "Just one of each kind'll do.";
+ next;
+ mes "[Dearles]";
+ mes "What are you";
+ mes "standin' around";
+ mes "waiting for? Bring";
+ mes "those collection items!";
+ set sign_q,29;
+ close;
+ }
+ else if (sign_q < 35) {
+ switch(sign_q) {
+ case 29:
+ mes "Ah, so is this";
+ mes "the stuff you brought?";
+ mes "Lemme take a look-see...";
+ if (countitem(734)) set .@diaris_t,.@diaris_t+1;
+ if (countitem(735)) set .@diaris_t,.@diaris_t+1;
+ if (countitem(736)) set .@diaris_t,.@diaris_t+1;
+ if (countitem(7149)) set .@diaris_t,.@diaris_t+1;
+ if (countitem(747)) set .@diaris_t,.@diaris_t+2;
+ if (countitem(749)) set .@diaris_t,.@diaris_t+4;
+ if (countitem(740)) set .@diaris_t,.@diaris_t+1;
+ if (countitem(741)) set .@diaris_t,.@diaris_t+1;
+ if (countitem(742)) set .@diaris_t,.@diaris_t+2;
+ if (countitem(743)) set .@diaris_t,.@diaris_t+3;
+ if (countitem(752)) set .@diaris_t,.@diaris_t+3;
+ if (countitem(753)) set .@diaris_t,.@diaris_t+4;
+ if (countitem(754)) set .@diaris_t,.@diaris_t+4;
+ if (countitem(750)) set .@diaris_t,.@diaris_t+7;
+ if (countitem(751)) set .@diaris_t,.@diaris_t+7;
+ next;
+ if (.@diaris_t > 10) {
+ mes "[Dearles]";
+ mes "Nice, nice~";
+ mes "These'll sell for--";
+ mes "Er, I'm glad to say";
+ mes "that you pass for now.";
+ next;
+ mes "[Dearles]";
+ mes "I think you're ready";
+ mes "for the next step. Now,";
+ mes "I'm gonna send you to";
+ mes "Lamadin for Part Two";
+ mes "of my test. Yeah, I know...";
+ if (countitem(734)) delitem 734,1; //Red_Frame
+ if (countitem(735)) delitem 735,1; //Blue_Porcelain
+ if (countitem(736)) delitem 736,1; //White_Platter
+ if (countitem(7149)) delitem 7149,1; //Yellow_Plate
+ if (countitem(747)) delitem 747,1; //Crystal_Mirror
+ if (countitem(749)) delitem 749,1; //Frozen_Rose
+ if (countitem(740)) delitem 740,1; //Stuffed_Doll
+ if (countitem(741)) delitem 741,1; //Poring_Doll
+ if (countitem(742)) delitem 742,1; //Chonchon_Doll
+ if (countitem(743)) delitem 743,1; //Spore_Doll
+ if (countitem(752)) delitem 752,1; //Grasshopper_Doll
+ if (countitem(753)) delitem 753,1; //Monkey_Doll
+ if (countitem(754)) delitem 754,1; //Raccoondog_Doll
+ if (countitem(750)) delitem 750,1; //Baphomet_Doll
+ if (countitem(751)) delitem 751,1; //Osiris_Doll
+ set sign_q,30;
+ if (BaseLevel < 60) getexp 300,0;
+ else if (BaseLevel < 70) getexp 500,0;
+ else if (BaseLevel < 80) getexp 800,0;
+ else if (BaseLevel < 90) getexp 1000,0;
+ else if (BaseLevel < 150) getexp 1300,0;
+ next;
+ warp "cmd_in01",33,29;
+ end;
+ }
+ else if ((.@diaris_t > 0) && (.@diaris_t < 11)) {
+ mes "[Dearles]";
+ mes "Hmm... Some of this";
+ mes "stuff looks good, but";
+ mes "there isn't enough variety";
+ mes "here that proves your eye for";
+ mes "craftsmanship. Come back";
+ mes "with more stuff, alright?";
+ close;
+ }
+ else {
+ mes "[Dearles]";
+ mes "Hmm...";
+ mes "All the stuff you're";
+ mes "carrying? Worthless junk!";
+ mes "Go and find stuff that was";
+ mes "skillfully crafted, okay?";
+ next;
+ mes "[Dearles]";
+ mes "And by crafts I don't mean";
+ mes "potions, weapons, equipment,";
+ mes "none of that. Just think of, well, stuff you'd show off in your rooom and you'll be on the right track. Remember, variety!";
+ close;
+ }
+ case 30:
+ case 31:
+ mes "Hey, you gotta";
+ mes "finish Part Two of";
+ mes "my test. I'm gonna send";
+ mes "you to Lamadin now...";
+ close2;
+ warp "cmd_in01",33,29;
+ end;
+ case 32:
+ mes "You failed Part Two,";
+ mes "the rhythm portion of";
+ mes "my freakin' test?! If you";
+ mes "wanna try again, you're";
+ mes "welcome to another chance...";
+ next;
+ switch(select("Yes.:Maybe later.")) {
+ case 1:
+ mes "[Dearles]";
+ mes "Okay...";
+ mes "Just keep in mind";
+ mes "that Part Two was ";
+ mes "supposed to be";
+ mes "the easy part...";
+ close2;
+ warp "cmd_in01",33,29;
+ end;
+ case 2:
+ mes "[Dearles]";
+ mes "What...?";
+ mes "Alright, but you";
+ mes "really shouldn't give";
+ mes "up. I mean, Part Two is";
+ mes "supposed to be ridiculously";
+ mes "easy. I made it that way...";
+ close;
+ }
+ case 33:
+ mes "Alright, Lamadin";
+ mes "tells me you passed.";
+ mes "Not the best performance,";
+ mes "but it's good enough.";
+ next;
+ mes "[Dearles]";
+ mes "Alright, take this chunk";
+ mes "of Sobbing Starlight and";
+ mes "go find someone named,";
+ mes "um, ''Bakerlan'' in Alberta.";
+ set sign_q,35;
+ getitem 7177,1; //Part_Of_Star's_Sob
+ if (BaseLevel < 60) getexp 300,0;
+ else if (BaseLevel < 70) getexp 700,0;
+ else if (BaseLevel < 80) getexp 1900,0;
+ else if (BaseLevel < 90) getexp 1200,0;
+ else if (BaseLevel < 150) getexp 1700,0;
+ next;
+ mes "[Dearles]";
+ mes "Well, that's it.";
+ mes "There's no reason";
+ mes "for you to ever see";
+ mes "me again. But yeah,";
+ mes "good luck with that";
+ mes "Sobbing Starlight business.";
+ close;
+ case 34:
+ mes "Lamadin tells me";
+ mes "you passed. Since you";
+ mes "did so good, I'm gonna";
+ mes "give you ^333333some^000000 of your money";
+ mes "back. Not all, but most of it.";
+ mes "Isn't that reward enough?";
+ next;
+ mes "[Dearles]";
+ mes "Alright, take this chunk";
+ mes "of Sobbing Starlight and";
+ mes "go find someone named,";
+ mes "um, ''Bakerlan'' in Alberta.";
+ set sign_q,35;
+ getitem 7177,1; //Part_Of_Star's_Sob
+ set zeny,zeny+20000;
+ if (BaseLevel < 60) getexp 300,0;
+ else if (BaseLevel < 70) getexp 700,0;
+ else if (BaseLevel < 80) getexp 1000,0;
+ else if (BaseLevel < 90) getexp 1400,0;
+ else if (BaseLevel < 150) getexp 1900,0;
+ next;
+ mes "[Dearles]";
+ mes "Well, that's it.";
+ mes "There's no reason";
+ mes "for you to ever see";
+ mes "me again. But yeah,";
+ mes "good luck with that";
+ mes "Sobbing Starlight business.";
+ close;
+ }
+ }
+ else if (sign_q == 97) {
+ mes "No...! Damn it,";
+ mes "not again! When's";
+ mes "my lucky streak";
+ mes "gonna start?";
+ next;
+ mes "[Dearles]";
+ mes "Hey, you've got that look";
+ mes "like you want something from";
+ if (Zeny < 10000) {
+ mes "me. It also looks like you're low on cash~! Well, this is what guys like me to do to shameless";
+ mes "moochers like you!";
+ emotion e_pif;
+ percentheal -10,0;
+ close;
+ }
+ else {
+ mes "me. It also looks like you got zeny to spare! I think I'll help myself and borrow some of your cash!";
+ mes "^FF0000Yoink!^000000";
+ mes "Giggle giggle..";
+ set zeny,zeny-10000;
+ close;
+ }
+ }
+ else if (sign_q == 98) {
+ mes "Whaaaaaaaaaat are";
+ mes "you doing back here?";
+ if (Zeny > 9999) {
+ mes "Fine, since we know each";
+ mes "other, I'm borrowing some";
+ mes "cash. You know, for old";
+ mes "time's sake. ^FF0000Yoink!^000000";
+ emotion e_gg;
+ set zeny,zeny-10000;
+ }
+ else {
+ mes "I got nothin' for you and";
+ mes "you obviously have nothing";
+ mes "for me! Now lemme gamble!";
+ emotion e_pif;
+ }
+ close;
+ }
+ else {
+ mes "Hey, why are you";
+ mes "still talkin' to me?";
+ mes "You finished my test.";
+ mes "It's over. Not get outta";
+ mes "here before I jack some";
+ mes "more of your cash!";
+ emotion e_gg;
+ next;
+ switch(select("Okay.:I want to take Part Two again.")) {
+ case 1:
+ mes "[Dearles]";
+ mes "Fine, fine.";
+ mes "Geez, why do";
+ mes "these guys always";
+ mes "come and bother me?";
+ emotion e_pif;
+ close;
+ case 2:
+ mes "[Dearles]";
+ mes "Wha...?";
+ mes "Part Two";
+ mes "was really";
+ mes "that fun? Fine,";
+ mes "knock yourself out.";
+ next;
+ warp "cmd_in01",33,29;
+ end;
+ }
+ }
+}
+
+cmd_in01,33,25,5 script Examiner#sign 724,{
+ callfunc "F_UpdateSignVars";
+ mes "[Lamadin]";
+ if (sign_q == 30) {
+ mes "Welcome to";
+ mes "Part Two of Dearles'";
+ mes "exam where your sense";
+ mes "of rhythm will be tested~";
+ next;
+ mes "[Lamadin]";
+ mes "Please click on the";
+ mes "Chat Room to enter the";
+ mes "Standby Room. When it's";
+ mes "your turn, the test will begin!";
+ next;
+ mes "[Lamadin]";
+ mes "The top left pole";
+ mes "means 'Up,' and there";
+ mes "are a total of four marks";
+ mes "designated as Upper, Lower";
+ mes "Left and Right. Hitting each";
+ mes "mark will produce a sound.";
+ next;
+ mes "[Lamadin]";
+ mes "During the test,";
+ mes "you must hit the marks";
+ mes "according to the given";
+ mes "instructions in order to";
+ mes "play music. Nifty, huh?";
+ next;
+ mes "[Lamadin]";
+ mes "I'm in charge of grading";
+ mes "your performance and determining your qualification. Please do your best and come back to me when";
+ mes "you finish the test. Good luck~";
+ mes "Please do your best.";
+ close;
+ }
+ else if (sign_q == 31) {
+ set sign_q,30;
+ mes "Please click on the";
+ mes "Chat Room to enter the";
+ mes "Standby Room. When it's";
+ mes "your turn, the test will begin!";
+ next;
+ mes "[Lamadin]";
+ mes "The top left pole";
+ mes "means 'Up,' and there";
+ mes "are a total of four marks";
+ mes "designated as Upper, Lower";
+ mes "Left and Right. Hitting each";
+ mes "mark will produce a sound.";
+ next;
+ mes "[Lamadin]";
+ mes "During the test,";
+ mes "you must hit the marks";
+ mes "according to the given";
+ mes "instructions in order to";
+ mes "play music. Nifty, huh?";
+ next;
+ mes "[Lamadin]";
+ mes "I'm in charge of grading";
+ mes "your performance and determining your qualification. Please do your best and come back to me when";
+ mes "you finish the test. Good luck~";
+ mes "Please do your best.";
+ close;
+ }
+ else if (sign_q == 32) {
+ mes "Let's see...";
+ mes "You're "+ strcharinfo(0) +"?";
+ mes "Oh, what a shame!";
+ mes "You failed this time.";
+ mes "But don't you worry...";
+ next;
+ mes "[Lamadin]";
+ mes "You're welcome to";
+ mes "try again whenever";
+ mes "you want, alright?";
+ mes "Thank you~";
+ set sign_q,30;
+ close;
+ }
+ else if (sign_q == 33) {
+ mes "Let's see...";
+ mes "You're "+ strcharinfo(0) +"?";
+ mes "Congratulations!";
+ mes "You passed the test!";
+ next;
+ mes "[Lamadin]";
+ mes "I'll send a message to";
+ mes "Mister Dearles right away,";
+ mes "so please go speak to him";
+ mes "again. Once again, great job~ ";
+ close;
+ }
+ else if (sign_q == 34) {
+ mes "Let's see...";
+ mes "You're "+ strcharinfo(0) +"?";
+ mes "Congratulations!";
+ mes "You got a perfect";
+ mes "score on this test!";
+ next;
+ mes "[Lamadin]";
+ mes "I'll send a message to";
+ mes "Mister Dearles right away,";
+ mes "so please go speak to him";
+ mes "again. He may even give";
+ mes "you a reward since you";
+ mes "did such a great job~";
+ close;
+ }
+ else {
+ mes "H-how did you";
+ mes "find your way here?";
+ mes "This is private property,";
+ mes "owned by Mister Dearles.";
+ mes "Please leave immediately!";
+ next;
+ warp "comodo",187,164;
+ end;
+ }
+}
+
+cmd_in01,16,24,0 script Emergency Exit 111,{
+ mes "[Exit]";
+ mes "Would you like to go out?";
+ next;
+ switch(select("Yes.:No.")) {
+ case 1:
+ mes "[Exit]";
+ mes "Farewell.";
+ next;
+ warp "comodo",187,163;
+ end;
+ case 2:
+ mes "[Exit]";
+ mes "..........";
+ close;
+ }
+}
+
+cmd_in01,33,33,1 script Standby Room#sign 66,{
+ end;
+
+OnInit:
+ waitingroom "DANCE~ DANCE~",20,"Standby Room#sign::OnStartArena",1,0,50;
+ enablewaitingroomevent;
+ end;
+
+OnStartArena:
+ donpcevent "s_dance_timer::Onbutton_off";
+ donpcevent "Examiner#sd::OnDisable";
+ warpwaitingpc "cmd_in01",16,15,1;
+ donpcevent "s_dance_timer::OnEnable";
+ disablewaitingroomevent;
+ end;
+
+Onreset:
+ enablewaitingroomevent;
+ end;
+}
+
+cmd_in01,1,1,0 script s_dance_timer -1,{
+OnEnable:
+ initnpctimer;
+ end;
+
+OnDisable:
+ stopnpctimer;
+ end;
+
+Onbutton_off:
+ callsub OnDisableAll;
+ end;
+
+OnDisableAll:
+ donpcevent "s_dance#up::OnDisable";
+ donpcevent "s_dance#down::OnDisable";
+ donpcevent "s_dance#left::OnDisable";
+ donpcevent "s_dance#right::OnDisable";
+ donpcevent "s_dance#cen::OnDisable";
+ return;
+
+OnTimer2000:
+ mapannounce "cmd_in01","The test will be begin shortly. Please do your best~",bc_map,"0xFFFF00";
+ end;
+
+OnTimer4000:
+ mapannounce "cmd_in01"," UP LEFT",bc_map,"0xFFFF00";
+ donpcevent "s_dance#up::Onup";
+ donpcevent "s_dance#up::OnEnable";
+ end;
+
+OnTimer6000:
+ callsub OnDisableAll;
+ mapannounce "cmd_in01"," DOWN RIGHT",bc_map,"0xFFFF00";
+ donpcevent "s_dance#down::Onup";
+ donpcevent "s_dance#down::OnEnable";
+ end;
+
+OnTimer8000:
+ callsub OnDisableAll;
+ mapannounce "cmd_in01"," DOWN LEFT & UP RIGHT",bc_map,"0xFFFF00";
+ donpcevent "s_dance#left::Onup";
+ donpcevent "s_dance#left::OnEnable";
+ end;
+
+OnTimer11000:
+ callsub OnDisableAll;
+ mapannounce "cmd_in01"," DOWN RIGHT",bc_map,"0xFFFF00";
+ donpcevent "s_dance#down::Onup";
+ donpcevent "s_dance#down::OnEnable";
+ end;
+
+OnTimer13000:
+ callsub OnDisableAll;
+ mapannounce "cmd_in01"," DOWN LEFT & UP RIGHT & UP LEFT & STAY CENTER",bc_map,"0xFFFF00";
+ donpcevent "s_dance#left::Onup";
+ donpcevent "s_dance#left::OnEnable";
+ end;
+
+OnTimer18000:
+ callsub OnDisableAll;
+ mapannounce "cmd_in01"," DOWN LEFT & DOWN RIGHT & DOWN LEFT",bc_map,"0xFFFF00";
+ donpcevent "s_dance#left::Onup";
+ donpcevent "s_dance#left::OnEnable";
+ end;
+
+OnTimer21000:
+ callsub OnDisableAll;
+ mapannounce "cmd_in01"," DOWN RIGHT & CENTER & DOWN RIGHT",bc_map,"0xFFFF00";
+ donpcevent "s_dance#down::Onup";
+ donpcevent "s_dance#down::OnEnable";
+ end;
+
+OnTimer24000:
+ callsub OnDisableAll;
+ mapannounce "cmd_in01"," DOWN LEFT & UP LEFT & UP RIGHT & DOWN RIGHT & CENTER",bc_map,"0xFFFF00";
+ donpcevent "s_dance#left::Onup";
+ donpcevent "s_dance#left::OnEnable";
+ end;
+
+OnTimer30000:
+ callsub OnDisableAll;
+ mapannounce "cmd_in01"," DOWN LEFT & UP RIGHT & UP LEFT & DOWN RIGHT",bc_map,"0xFFFF00";
+ donpcevent "s_dance#left::Onup";
+ donpcevent "s_dance#left::OnEnable";
+ end;
+
+OnTimer34000:
+ callsub OnDisableAll;
+ mapannounce "cmd_in01"," UP RIGHT & DOWN RIGHT & UP RIGHT & DOWN RIGHT",bc_map,"0xFFFF00";
+ donpcevent "s_dance#right::Onup";
+ donpcevent "s_dance#right::OnEnable";
+ end;
+
+OnTimer38000:
+ callsub OnDisableAll;
+ mapannounce "cmd_in01"," UP LEFT & UP RIGHT & CENTER & UP RIGHT & DOWN LEFT & DOWN RIGHT",bc_map,"0xFFFF00";
+ donpcevent "s_dance#up::Onup";
+ donpcevent "s_dance#up::OnEnable";
+ end;
+
+OnTimer44000:
+ stopnpctimer;
+ donpcevent "s_dance#up::Onreset";
+ donpcevent "s_dance#down::Onreset";
+ donpcevent "s_dance#left::Onreset";
+ donpcevent "s_dance#right::Onreset";
+ donpcevent "s_dance#cen::Onreset";
+ mapannounce "cmd_in01","Well done.",bc_map,"0xFFFF00";
+ enablenpc "Examiner#sd";
+ donpcevent "Standby Room#sign::Onreset";
+ end;
+}
+
+cmd_in01,16,21,0 script s_dance#up 139,1,3,{
+OnInit:
+ disablenpc "s_dance#up";
+ end;
+
+OnEnable:
+ specialeffect EF_SUMMONSLAVE;
+ enablenpc "s_dance#up";
+ end;
+
+OnDisable:
+ //specialeffect EF_SUMMONSLAVE;
+ disablenpc "s_dance#up";
+ end;
+
+Onup:
+ set .s_up,.s_up + 1;
+ end;
+
+Onreset:
+ set .s_up,0;
+ end;
+
+OnTouch:
+ soundeffect "effect\\sign_up.wav",1;
+ if (.s_up == 1) {
+ donpcevent "Examiner#sd::Onup";
+ donpcevent "s_dance#up::OnDisable";
+ }
+ else if (.s_up == 2) {
+ donpcevent "Examiner#sd::Onup";
+ donpcevent "s_dance#cen::Onup";
+ donpcevent "s_dance#cen::OnEnable";
+ donpcevent "s_dance#up::OnDisable";
+ }
+ else if (.s_up == 3) {
+ donpcevent "Examiner#sd::Onup";
+ donpcevent "s_dance#right::Onup";
+ donpcevent "s_dance#right::OnEnable";
+ donpcevent "s_dance#up::OnDisable";
+ }
+ else if (.s_up == 4) {
+ donpcevent "Examiner#sd::Onup";
+ donpcevent "s_dance#down::Onup";
+ donpcevent "s_dance#down::OnEnable";
+ donpcevent "s_dance#up::OnDisable";
+ }
+ else if (.s_up == 5) {
+ donpcevent "Examiner#sd::Onup";
+ donpcevent "s_dance#right::Onup";
+ donpcevent "s_dance#right::OnEnable";
+ donpcevent "s_dance#up::OnDisable";
+ }
+ end;
+}
+
+cmd_in01,16,11,0 script s_dance#down 139,1,3,{
+OnInit:
+ donpcevent "s_dance#down::OnDisable";
+ end;
+
+OnEnable:
+ specialeffect EF_SUMMONSLAVE;
+ enablenpc "s_dance#down";
+ end;
+
+OnDisable:
+ //specialeffect EF_SUMMONSLAVE;
+ disablenpc "s_dance#down";
+ end;
+
+Onup:
+ set .s_down,.s_down + 1;
+ end;
+
+Onreset:
+ set .s_down,0;
+ end;
+
+OnTouch:
+ soundeffect "effect\\sign_down.wav",1;
+ if (.s_down == 1) {
+ donpcevent "Examiner#sd::Onup";
+ donpcevent "s_dance#down::OnDisable";
+ }
+ else if (.s_down == 2) {
+ donpcevent "Examiner#sd::Onup";
+ donpcevent "s_dance#down::OnDisable";
+ }
+ else if (.s_down == 3) {
+ donpcevent "Examiner#sd::Onup";
+ donpcevent "s_dance#left::Onup";
+ donpcevent "s_dance#left::OnEnable";
+ donpcevent "s_dance#down::OnDisable";
+ }
+ else if (.s_down == 4) {
+ donpcevent "Examiner#sd::Onup";
+ donpcevent "s_dance#cen::Onup";
+ donpcevent "s_dance#cen::OnEnable";
+ donpcevent "s_dance#down::OnDisable";
+ }
+ else if (.s_down == 5) {
+ donpcevent "Examiner#sd::Onup";
+ donpcevent "s_dance#down::OnDisable";
+ }
+ else if (.s_down == 6) {
+ donpcevent "Examiner#sd::Onup";
+ donpcevent "s_dance#cen::Onup";
+ donpcevent "s_dance#cen::OnEnable";
+ donpcevent "s_dance#down::OnDisable";
+ }
+ else if (.s_down == 7) {
+ donpcevent "Examiner#sd::Onup";
+ donpcevent "s_dance#down::OnDisable";
+ }
+ else if (.s_down == 8) {
+ donpcevent "Examiner#sd::Onup";
+ donpcevent "s_dance#right::Onup";
+ donpcevent "s_dance#right::OnEnable";
+ donpcevent "s_dance#down::OnDisable";
+ }
+ else if (.s_down == 9) {
+ donpcevent "Examiner#sd::Onup";
+ donpcevent "s_dance#down::OnDisable";
+ }
+ else if (.s_down == 10) {
+ donpcevent "Examiner#sd::Onup";
+ donpcevent "s_dance#down::OnDisable";
+ }
+ end;
+}
+
+cmd_in01,11,16,0 script s_dance#left 139,3,1,{
+OnInit:
+ donpcevent "s_dance#left::OnDisable";
+ end;
+
+
+OnEnable:
+ specialeffect EF_SUMMONSLAVE;
+ enablenpc "s_dance#left";
+ end;
+
+OnDisable:
+ //specialeffect EF_SUMMONSLAVE;
+ disablenpc "s_dance#left";
+ end;
+
+Onup:
+ set .s_left,.s_left + 1;
+ end;
+
+Onreset:
+ set .s_left,0;
+ end;
+
+OnTouch:
+ soundeffect "effect\\sign_left.wav",1;
+ if (.s_left == 1) {
+ donpcevent "Examiner#sd::Onup";
+ donpcevent "s_dance#right::Onup";
+ donpcevent "s_dance#right::OnEnable";
+ donpcevent "s_dance#left::OnDisable";
+ }
+ else if (.s_left == 2) {
+ donpcevent "Examiner#sd::Onup";
+ donpcevent "s_dance#right::Onup";
+ donpcevent "s_dance#right::OnEnable";
+ donpcevent "s_dance#left::OnDisable";
+ }
+ else if (.s_left == 3) {
+ donpcevent "Examiner#sd::Onup";
+ donpcevent "s_dance#down::Onup";
+ donpcevent "s_dance#down::OnEnable";
+ donpcevent "s_dance#left::OnDisable";
+ }
+ else if (.s_left == 4) {
+ donpcevent "Examiner#sd::Onup";
+ donpcevent "s_dance#left::OnDisable";
+ }
+ else if (.s_left == 5) {
+ donpcevent "Examiner#sd::Onup";
+ donpcevent "s_dance#up::Onup";
+ donpcevent "s_dance#up::OnEnable";
+ donpcevent "s_dance#left::OnDisable";
+ }
+ else if (.s_left == 6) {
+ donpcevent "Examiner#sd::Onup";
+ donpcevent "s_dance#right::Onup";
+ donpcevent "s_dance#right::OnEnable";
+ donpcevent "s_dance#left::OnDisable";
+ }
+ else if (.s_left == 7) {
+ donpcevent "Examiner#sd::Onup";
+ donpcevent "s_dance#down::Onup";
+ donpcevent "s_dance#down::OnEnable";
+ donpcevent "s_dance#left::OnDisable";
+ }
+ end;
+}
+
+cmd_in01,21,16,0 script s_dance#right 139,3,1,{
+OnInit:
+ donpcevent "s_dance#right::OnDisable";
+ end;
+
+OnEnable:
+ specialeffect EF_SUMMONSLAVE;
+ enablenpc "s_dance#right";
+ end;
+
+OnDisable:
+ //specialeffect EF_SUMMONSLAVE;
+ disablenpc "s_dance#right";
+ end;
+
+Onup:
+ set .s_right,.s_right + 1;
+ end;
+
+Onreset:
+ set .s_right,0;
+ end;
+
+OnTouch:
+ soundeffect "effect\\sign_right.wav",1;
+ if (.s_right == 1) {
+ donpcevent "Examiner#sd::Onup";
+ donpcevent "s_dance#right::OnDisable";
+ }
+ else if (.s_right == 2) {
+ donpcevent "Examiner#sd::Onup";
+ donpcevent "s_dance#up::Onup";
+ donpcevent "s_dance#up::OnEnable";
+ donpcevent "s_dance#right::OnDisable";
+ }
+ else if (.s_right == 3) {
+ donpcevent "Examiner#sd::Onup";
+ donpcevent "s_dance#down::Onup";
+ donpcevent "s_dance#down::OnEnable";
+ donpcevent "s_dance#right::OnDisable";
+ }
+ else if (.s_right == 4) {
+ donpcevent "Examiner#sd::Onup";
+ donpcevent "s_dance#up::Onup";
+ donpcevent "s_dance#up::OnEnable";
+ donpcevent "s_dance#right::OnDisable";
+ }
+ else if (.s_right == 5) {
+ donpcevent "Examiner#sd::Onup";
+ donpcevent "s_dance#down::Onup";
+ donpcevent "s_dance#down::OnEnable";
+ donpcevent "s_dance#right::OnDisable";
+ }
+ else if (.s_right == 6) {
+ donpcevent "Examiner#sd::Onup";
+ donpcevent "s_dance#down::Onup";
+ donpcevent "s_dance#down::OnEnable";
+ donpcevent "s_dance#right::OnDisable";
+ }
+ else if (.s_right == 7) {
+ donpcevent "Examiner#sd::Onup";
+ donpcevent "s_dance#cen::Onup";
+ donpcevent "s_dance#cen::OnEnable";
+ donpcevent "s_dance#right::OnDisable";
+ }
+ else if (.s_right == 8) {
+ donpcevent "Examiner#sd::Onup";
+ donpcevent "s_dance#left::Onup";
+ donpcevent "s_dance#left::OnEnable";
+ donpcevent "s_dance#right::OnDisable";
+ }
+ end;
+}
+
+cmd_in01,16,16,0 script s_dance#cen 139,1,1,{
+OnInit:
+ donpcevent "s_dance#cen::OnDisable";
+ end;
+
+OnEnable:
+ specialeffect EF_SUMMONSLAVE;
+ enablenpc "s_dance#cen";
+ end;
+
+OnDisable:
+ //specialeffect EF_SUMMONSLAVE;
+ disablenpc "s_dance#cen";
+ end;
+
+Onup:
+ set .s_center,.s_center + 1;
+ end;
+
+Onreset:
+ set .s_center,0;
+ end;
+
+OnTouch:
+ soundeffect "effect\\sign_center.wav",1;
+ if (.s_center == 1) {
+ donpcevent "Examiner#sd::Onup";
+ donpcevent "s_dance#cen::OnDisable";
+ }
+ else if (.s_center == 2) {
+ donpcevent "Examiner#sd::Onup";
+ donpcevent "s_dance#down::Onup";
+ donpcevent "s_dance#down::OnEnable";
+ donpcevent "s_dance#cen::OnDisable";
+ }
+ else if (.s_center == 3) {
+ donpcevent "Examiner#sd::Onup";
+ donpcevent "s_dance#cen::OnDisable";
+ }
+ else if (.s_center == 4) {
+ donpcevent "Examiner#sd::Onup";
+ donpcevent "s_dance#right::Onup";
+ donpcevent "s_dance#right::OnEnable";
+ donpcevent "s_dance#cen::OnDisable";
+ }
+ end;
+}
+
+cmd_in01,14,14,0 script Examiner#sd -1,6,6,{
+OnInit:
+ disablenpc "Examiner#sd";
+ end;
+
+OnTouch:
+ if (.s_check < 30) {
+ if (sign_q == 30) {
+ set sign_q,32;
+ }
+ }
+ else if (.s_check < 34) {
+ if (sign_q == 30) {
+ set sign_q,33;
+ }
+ }
+ else if (.s_check == 34) {
+ if (sign_q == 30) {
+ set sign_q,34;
+ }
+ }
+ warp "cmd_in01",29,33;
+ donpcevent "Examiner#sd::OnDisable";
+ end;
+
+Onup:
+ set .s_check,.s_check + 1;
+ end;
+
+OnDisable:
+ set .s_check,0;
+ disablenpc "Examiner#sd";
+ end;
+}
+
+alberta_in,125,101,5 script Wealthy-looking Merchant 807,{
+ callfunc "F_UpdateSignVars";
+ mes "[Bakerlan]";
+ if (sign_q < 35) {
+ mes "Umm...well then...";
+ mes "I shall take the action for Prontera...";
+ mes "And for Juno...";
+ mes "Awww....";
+ mes "Gosh, this is such a pain in the ass...";
+ mes "Mumble mumble...";
+ close;
+ }
+ else if (sign_q == 35) {
+ mes "Gosh.....";
+ mes "I do not know what I should do about Juno...";
+ mes "?";
+ mes "Who are you?";
+ next;
+ switch(select("Nothing.:Mr. Metz sent me.")) {
+ case 1:
+ mes "[Bakerlan]";
+ mes "Hmm...";
+ mes "I am pretty busy at this moment. So please do not interrupt me any further.";
+ mes "If you are looking for a job,";
+ mes "please inquire of my steward.";
+ close;
+ case 2:
+ mes "[Bakerlan]";
+ mes "Ah....";
+ mes "He did?....Hmmm..";
+ mes "Unfortunately I am kind of busy...";
+ mes "will you please come back later?";
+ mes "Thank you.";
+ set sign_q,36;
+ close;
+ }
+ }
+ else if (sign_q == 36) {
+ mes "Hmm...? You've";
+ mes "finished all of the";
+ mes "tests up until Dearle's";
+ mes "challenge? Prove it to me";
+ mes "with your pieces of the";
+ mes "Sobbing Starlight...";
+ next;
+ switch(select("Give me a minute...:Here...")) {
+ case 1:
+ mes "[Bakerlan]";
+ mes "Well, you better";
+ mes "come back soon. I'm";
+ mes "a busy businessman, so";
+ mes "my time is quite precious.";
+ close;
+ case 2:
+ if (countitem(7177) < 5) {
+ mes "[Bakerlan]";
+ mes "Hmm, I suppose you";
+ mes "still haven't completed";
+ mes "all the tests. These aren't";
+ mes "enough pieces of the Sobbing";
+ mes "Starlight, you know...";
+ close;
+ }
+ else if (countitem(7177) == 5) {
+ mes "[Bakerlan]";
+ mes "Ah, now I see that";
+ mes "you speak the truth.";
+ mes "Alright, we can begin my test.";
+ next;
+ mes "[Bakerlan]";
+ mes "First, I wish for you to make";
+ mes "a delivery. The object I want you to deliver is expensive and must be handled with care. Don't lose it or you will fail. Now, speak to my steward for more information.";
+ set sign_q,37;
+ close;
+ }
+ else {
+ mes "[Bakerlan]";
+ mes "Hm? It's not possible for";
+ mes "you to have this many pieces";
+ mes "of the Sobbing Starlight!";
+ mes "These must be fakes. How";
+ mes "dare you! Leave me!";
+ close;
+ }
+ }
+ }
+ else if (sign_q < 40) {
+ mes "Please speak to my";
+ mes "steward for all matters";
+ mes "related to the delivery";
+ mes "that you must complete";
+ mes "for my test.";
+ close;
+ }
+ else if (sign_q == 40) {
+ mes "Ah yes, Mahatra tells";
+ mes "me that you've completed";
+ mes "the delivery. Well, um, he now";
+ mes "has another assignment for";
+ mes "for you to complete. So";
+ mes "please talk to him again.";
+ set sign_q,41;
+ close;
+ }
+ else if (sign_q < 52) {
+ mes "You have not finished yet.";
+ mes "Why don't you go finish them first?";
+ mes "I am a busy businessman.";
+ close;
+ }
+ else if (sign_q == 52) {
+ mes "Ah, I was informed about you.";
+ mes "Well, although you have your goal,";
+ mes "that does not necessarily mean to help that kid.";
+ mes "Metz must have an eye for a right person, I assume.";
+ next;
+ mes "[Bakerlan]";
+ mes "Well, I wanted to assign you some various tasks";
+ mes "on my own plan, but recently I am very busy";
+ mes "to take care of tradings with Kunlun and Amatsu.";
+ next;
+ mes "[Bakerlan]";
+ mes "I found Seyling while I was trading with Amatsu few years ago.";
+ mes "I introduced her brother to the royal family of Prontera, too.";
+ mes "But anyways,";
+ next;
+ mes "[Bakerlan]";
+ mes "I want to test you longer, but";
+ mes "I am too busy for that. Also I don't think it is good for you.";
+ mes "Let's finish the test now.";
+ mes "You are qualified enough already.";
+ next;
+ mes "[Bakerlan]";
+ mes "There you go.";
+ mes "I am the last one who tested your qualification.";
+ mes "Now bring all of the stone pieces to Metz.";
+ mes "He will tell you what you need to do next.";
+ set sign_q,53;
+ getitem 7177,1; //Part_Of_Star's_Sob
+ if (BaseLevel < 60) getexp 500,0;
+ else if (BaseLevel < 70) getexp 800,0;
+ else if (BaseLevel < 80) getexp 1100,0;
+ else if (BaseLevel < 90) getexp 1500,0;
+ else if (BaseLevel < 150) getexp 2000,0;
+ close;
+ }
+ else if (sign_q == 97) {
+ mes "Umm....";
+ mes "Did I see you wrong? Or did Metz do?";
+ mes "...I do not have any more business with you.";
+ mes "Take care now.";
+ close;
+ }
+ else if (sign_q == 98) {
+ mes "Umm...well then...";
+ mes "I shall take the action for Prontera...";
+ mes "And for Juno...";
+ mes "Awww....";
+ mes "Gosh, this is such a pain in the ass...";
+ mes "Mumble mumble...";
+ close;
+ }
+ else {
+ mes "How is it going?";
+ mes "In fact, we want to do it on our own...";
+ mes "but we are too preoccupied with our works...";
+ mes "I hope you will keep up the good work.";
+ mes "I am also curious what that stone is.";
+ close;
+ }
+}
+
+alberta_in,154,171,5 script Maid#s10 758,{
+ callfunc "F_UpdateSignVars";
+ mes "[Seylin]";
+ if (sign_q < 38) {
+ mes "I'm sorry, but I'm";
+ mes "busy cleaning the manor";
+ mes "right now so I don't have";
+ mes "time to talk. Oh, and would";
+ mes "you please wipe your shoes";
+ mes "on the mat before coming in?";
+ close;
+ }
+ else if (sign_q == 38) {
+ mes "Leibech...?";
+ mes "I remember that he's";
+ mes "a regular customer who";
+ mes "orders the strangest things.";
+ mes "Last I heard, he was traveling";
+ mes "near Mount Mjolnir.";
+ next;
+ mes "[Seylin]";
+ mes "Yes, that was where";
+ mes "his last order was sent";
+ mes "to. Hm, I wonder. Do you";
+ mes "think he could have been";
+ mes "heading towards the";
+ mes "Schwaltzvalt Republic?";
+ close;
+ }
+ else if (sign_q < 42) {
+ mes "Ooooh...";
+ mes "What am I going";
+ mes "to do?! Oh-- You";
+ mes "startled me!";
+ next;
+ mes "[Seylin]";
+ mes "I'm sorry, but";
+ mes "I was just thinking";
+ mes "about something. I hope";
+ mes "I didn't bother you. ^333333*Sigh*^000000";
+ close;
+ }
+ else if (sign_q == 42) {
+ mes "Ooooh...";
+ mes "What am I going";
+ mes "to do?! Oh-- You";
+ mes "startled me!";
+ next;
+ mes "[Seylin]";
+ mes "I'm sorry, but";
+ mes "I was just thinking";
+ mes "about something. I hope";
+ mes "I didn't bother you. ^333333*Sigh*^000000";
+ set sign_q,43;
+ close;
+ }
+ else if (sign_q < 51) {
+ switch(sign_q) {
+ case 43:
+ mes "^333333*Sigh...*^000000";
+ mes "Oh dear...";
+ mes "What can I do";
+ mes "about this...?";
+ next;
+ switch(select("Ignore her.:Excuse me, but Mahatra sent me...")) {
+ case 1:
+ mes "[Seylin]";
+ mes "Oh, it's no use";
+ mes "worrying about";
+ mes "something I can do";
+ mes "nothing about. I better";
+ mes "get back to work...";
+ close;
+ case 2:
+ mes "[Seylin]";
+ mes "Mister Mahatra";
+ mes "sent you to me?";
+ mes "Hm? Does he need";
+ mes "me for anything?";
+ next;
+ switch(select("Actually, he wants me to help you.")) {
+ case 1:
+ mes "[Seylin]";
+ mes "Oh, how very kind!";
+ mes "Yes, yes, I could use";
+ mes "some help right now!";
+ mes "You see, it'll be my brother's";
+ mes "birthday, but I'm so busy with";
+ mes "work that I can't see him.";
+ emotion e_thx;
+ next;
+ mes "[Seylin]";
+ mes "The last time I saw him,";
+ mes "he looked so tired and weak";
+ mes "so it's worrying me. Now, I've";
+ mes "heard there's some new medicine";
+ mes "called ^FF0000Vigorgra^000000. I don't know much about it, but it should help him!";
+ next;
+ mes "[Seylin]";
+ mes "Do you think you could";
+ mes "find that medicine and";
+ mes "bring it to me? If you don't";
+ mes "want to, I understand. Plus,";
+ mes "I don't know if the master";
+ mes "would approve of this...";
+ next;
+ switch(select("I can't do it.:Let me think about it.:Sure, why not?")) {
+ case 1:
+ mes "[Seylin]";
+ mes "Oh, really?";
+ mes "Alright, I can";
+ mes "understand. I'm";
+ mes "very sorry to bother";
+ mes "you with my problems.";
+ set sign_q,44;
+ close;
+ case 2:
+ mes "[Seylin]";
+ mes "Oh okay.";
+ mes "Take your time.";
+ mes "If you can help";
+ mes "me, I'd really";
+ mes "appreciate it~";
+ set sign_q,45;
+ close;
+ case 3:
+ mes "[Seylin]";
+ mes "Oh, thank you so much!";
+ mes "Now, I remember hearing";
+ mes "that you can find Vigorgra";
+ mes "somewhere in Al de Baran.";
+ mes "Somebody in the Alchemist";
+ mes "Guild makes it, I think.";
+ next;
+ mes "[Seylin]";
+ mes "I'm sorry, but I don't";
+ mes "know much about the medicine.";
+ mes "Well, aside from the fact that";
+ mes "it makes men feel young again.";
+ mes "So that must be good, right?";
+ mes "Thanks again for your help~";
+ set sign_q,46;
+ close;
+ }
+ }
+ }
+ case 44:
+ mes "Hello there~";
+ mes "Oh, have you";
+ mes "changed your mind";
+ mes "about helping me?";
+ mes "I'll repay you,";
+ mes "of course.";
+ next;
+ switch(select("No.:Yes.")) {
+ case 1:
+ mes "[Seylin]";
+ mes "Oh really?";
+ mes "I'm sorry, I...";
+ mes "I just thought";
+ mes "that maybe...";
+ close2;
+ emotion e_dots;
+ end;
+ case 2:
+ mes "[Seylin]";
+ mes "Oh, thank you so much!";
+ mes "Now, I remember hearing";
+ mes "that you can find Vigorgra";
+ mes "somewhere in Al de Baran.";
+ mes "Somebody in the Alchemist";
+ mes "Guild makes it, I think.";
+ next;
+ mes "[Seylin]";
+ mes "I'm sorry, but I don't";
+ mes "know much about the medicine.";
+ mes "Well, aside from the fact that";
+ mes "it makes men feel young again.";
+ mes "So that must be good, right?";
+ mes "Thanks again for your help~";
+ set sign_q,46;
+ close;
+ }
+ case 45:
+ mes "Hello there~";
+ mes "So have you decided";
+ mes "yet? If you help me,";
+ mes "I'll be sure to pay";
+ mes "you back somehow.";
+ next;
+ switch(select("Um, I'm still thinking.:Yes.")) {
+ case 1:
+ mes "[Seylin]";
+ mes "Oh okay.";
+ mes "But please hurry~";
+ mes "My brother's birthday";
+ mes "is coming up soon!";
+ close;
+ case 2:
+ mes "[Seylin]";
+ mes "Oh, thank you so much!";
+ mes "Now, I remember hearing";
+ mes "that you can find Vigorgra";
+ mes "somewhere in Al de Baran.";
+ mes "Somebody in the Alchemist";
+ mes "Guild makes it, I think.";
+ next;
+ mes "[Seylin]";
+ mes "I'm sorry, but I don't";
+ mes "know much about the medicine.";
+ mes "Well, aside from the fact that";
+ mes "it makes men feel young again.";
+ mes "So that must be good, right?";
+ mes "Thanks again for your help~";
+ set sign_q,46;
+ close;
+ }
+ case 46:
+ case 47:
+ mes "I know that you might";
+ mes "be able to find Vigorgra";
+ mes "in the Alchemist's Guild";
+ mes "in Al de Baran. Aside from";
+ mes "that, I don't know much...";
+ next;
+ mes "[Seylin]";
+ mes "Once you get it,";
+ mes "would you bring";
+ mes "the Vigorgra to me?";
+ close;
+ case 48:
+ if (countitem(7044) < 1) {
+ mes "Oh, you know where";
+ mes "you can get Vigorgra?";
+ mes "That's great news!";
+ mes "Oh, when you have it,";
+ mes "bring to me, okay?";
+ close;
+ }
+ else {
+ mes "Hurray~!";
+ mes "You brought the";
+ mes "Vigorgra! I hope";
+ mes "my brother will";
+ mes "be happy with this!";
+ next;
+ mes "[Seylin]";
+ mes "Oh! Would you please";
+ mes "bring this Vigorgra to my";
+ mes "brother? His name is Maruin";
+ mes "and he's working over at";
+ mes "the Prontera Castle.";
+ next;
+ mes "[Seylin]";
+ mes "Ah, I almost forgot!";
+ mes "I just finished writing";
+ mes "him this letter, so would";
+ mes "you also make sure he gets";
+ mes "this? Thank you so much!";
+ set sign_q,49;
+ getitem 7183,1; //Sister_Letter
+ close;
+ }
+ case 49:
+ mes "Would you please";
+ mes "deliver the Vigorgra";
+ mes "and my letter to my brother";
+ mes "Maruin in the Prontera Castle?";
+ mes "And wish him 'Happy Birthday~'";
+ close;
+ case 50:
+ mes "Thanks so much";
+ mes "for your help again!";
+ mes "I want you to have this";
+ mes "as a token of my gratitude.";
+ mes "You really are a kind person~";
+ set sign_q,51;
+ getitem 525,3; //Panacea
+ next;
+ emotion e_kis2;
+ close;
+ }
+ }
+ else if (sign_q == 97) {
+ mes "Oh no~!";
+ mes "Please don't";
+ mes "drag your muddy";
+ mes "feet over the carpet!";
+ mes "Would you please leave?";
+ close;
+ }
+ else if (sign_q == 98) {
+ mes "I'm sorry, but I'm";
+ mes "busy cleaning the manor";
+ mes "right now so I don't have";
+ mes "time to talk. Oh, and would";
+ mes "you please wipe your shoes";
+ mes "on the mat before coming in?";
+ close;
+ }
+ else {
+ mes "Although the master isn't";
+ mes "a messy person, he's pretty";
+ mes "unorganized. I wish he'd make";
+ mes "it easier for me to tell which";
+ mes "papers are documents and ";
+ mes "which ones are trash...";
+ next;
+ mes "[Seylin]";
+ mes "So how have you been?";
+ mes "Is everything okay with you?";
+ mes "I hope you have a lot of good";
+ mes "experiences in your adventures~";
+ close;
+ }
+}
+
+prt_castle,107,58,5 script Soldier#s11 105,{
+ callfunc "F_UpdateSignVars";
+ mes "[Maruin]";
+ if (sign_q < 49) {
+ mes "Welcome to";
+ mes "Prontera Castle.";
+ mes "Please be careful";
+ mes "and avoid getting lost.";
+ next;
+ mes "[Maruin]";
+ mes "Oh man...";
+ mes "I'm so tired~!";
+ mes "Enervated, even~";
+ mes "If I only had some";
+ mes "kind of refreshment...";
+ close;
+ }
+ else if (sign_q == 49) {
+ if ((countitem(7044) < 1) && (countitem(7183) < 1)) {
+ mes "Welcome to";
+ mes "Prontera Castle.";
+ mes "Please be careful";
+ mes "and avoid getting lost.";
+ next;
+ mes "[Maruin]";
+ mes "Oh man...";
+ mes "I'm so tired~!";
+ mes "Enervated, even~";
+ mes "If I only had some";
+ mes "kind of refreshment...";
+ close;
+ }
+ else {
+ mes "Welcome to";
+ mes "Prontera Castle.";
+ mes "Please be careful";
+ mes "and avoid getting los--";
+ next;
+ mes "[Maruin]";
+ mes "What's that?";
+ mes "You're here for";
+ mes "my sister? Um, did";
+ mes "something happen...?";
+ next;
+ select("Oh no, she sent you a birthday gift.");
+ mes "[Maruin]";
+ mes "Birthday...?";
+ mes "What are you sm--";
+ mes "OH. It is my birthday.";
+ mes "Ha! I completely forgot!";
+ next;
+ mes "[Maruin]";
+ mes "Thanks for coming";
+ mes "all the way out here";
+ mes "to deliver my present!";
+ mes "Wow, I wonder what she";
+ mes "got for me this year?";
+ next;
+ emotion e_gasp;
+ mes "[Maruin]";
+ mes "Th-this is--!";
+ mes "Oh. Snap. That's right.";
+ mes "She's been worried about";
+ mes "me being tired lately. But";
+ mes "does she even know what";
+ mes "Vigorgra is supposed to...?";
+ next;
+ mes "[Maruin]";
+ mes "Never mind. It's the";
+ mes "thought that counts.";
+ mes "But for the record, it's";
+ mes "not like I need this stuff.";
+ mes "I mean, I have, you know,";
+ mes "a girlfr--you know what I mean.";
+ next;
+ mes "[Maruin]";
+ mes "I'd like to pay you";
+ mes "back, but since I'm";
+ mes "on duty, all I can do";
+ mes "is replenish your health.";
+ mes "I'm not really supposed to,";
+ mes "but no one will say anything.";
+ delitem 7044,1; //Vigorgra
+ delitem 7183,1; //Sister_Letter
+ set sign_q,50;
+ percentheal 100,100;
+ next;
+ mes "[Maruin]";
+ mes "Well, thanks for";
+ mes "the letter and the";
+ mes "male supplement, I guess.";
+ mes "I'll send a message to my";
+ mes "sister. Good luck on your";
+ mes "travels, alright?";
+ close;
+ }
+ }
+ else if (sign_q == 97 || sign_q == 98) {
+ mes "Welcome to";
+ mes "Prontera Castle.";
+ mes "Please be careful";
+ mes "and avoid getting lost.";
+ next;
+ mes "[Maruin]";
+ mes "Oh man...";
+ mes "I'm so tired~!";
+ mes "Enervated, even~";
+ mes "If I only had some";
+ mes "kind of refreshment...";
+ close;
+ }
+ else {
+ mes "Oh hey, how's";
+ mes "it going? Thanks";
+ mes "again for helping";
+ mes "out my sister, we";
+ mes "really appreciate it.";
+ if (Sex == 1) {
+ if (rand(1,5) == 5) {
+ next;
+ mes "[Maruin]";
+ mes "Oh...";
+ mes "And just between you";
+ mes "and me, that Vigorgra";
+ mes "really came in handy!";
+ mes "That stuff's amazing!";
+ }
+ }
+ close;
+ }
+}
+
+alde_alche,169,162,7 script Alchemist#sign 749,{
+ callfunc "F_UpdateSignVars";
+ mes "[Melkaba]";
+ if (sign_q < 46) {
+ mes "Most Alchemists seek out the";
+ mes "Stone of Sage, but in my opinion, their goals are too short sighted. There are more important studies";
+ mes "to be conducted in the name of science for the good of mankind...";
+ next;
+ switch(select("...:So what are you studying?")) {
+ case 1:
+ mes "[Melkaba]";
+ mes "In the end, the ";
+ mes "Stone of Sage may";
+ mes "just be a simple rumor.";
+ mes "After all, thousands of";
+ mes "Alchemists have already";
+ mes "failed to create it.";
+ close;
+ case 2:
+ mes "[Melkaba]";
+ mes "What am I studying?";
+ mes "Well, my expertise is...";
+ mes "Different. If you must";
+ mes "know, it's a secret~";
+ mes "If any man found out";
+ mes "about my research...";
+ close;
+ }
+ }
+ else if (sign_q == 46) {
+ mes "Eh...?";
+ mes "What do you need?";
+ mes "If it's not important,";
+ mes "please leave my";
+ mes "laboratory!";
+ next;
+ switch(select("Vigorgra?:Oh, I'm sorry.")) {
+ case 1:
+ mes "[Melkaba]";
+ mes "What?! Who told you";
+ mes "that I could make that?!";
+ mes "Oh, no matter. I suppose";
+ mes "you want me to get some";
+ mes "ready for you. Now tell me...";
+ mes "Why do you want it?";
+ next;
+ switch(select("No, I don't want it!:I need Vigorgra for... a friend.")) {
+ case 1:
+ mes "[Melkaba]";
+ mes "You immature--!";
+ mes "You come all this";
+ mes "way to bother me?";
+ mes "Don't bring your";
+ mes "shame into my lab!";
+ close;
+ case 2:
+ mes "[Melkaba]";
+ mes "Oh right.";
+ mes "Your friend.";
+ mes "I understand you.";
+ mes "Crystal clear.";
+ next;
+ mes "[Melkaba]";
+ mes "Well, since you know";
+ mes "about my secret research,";
+ mes "I'll do you a favor so long as";
+ mes "you don't tell anyone else!";
+ mes "Of course, I can't just give";
+ mes "you Vigorgra for free...";
+ next;
+ mes "[Melkaba]";
+ mes "Now, write this";
+ mes "down. These are the";
+ mes "ingredients I need to";
+ mes "make a bottle of Vigorgra.";
+ next;
+ mes "[Melkaba]";
+ mes "^ff00001 Ment";
+ mes "20 Honey";
+ mes "10 Royal Jelly";
+ mes "30 Bear's Footskin";
+ mes "1 Hinalle Leaflet";
+ mes "1 Empty Bottle.^000000";
+ next;
+ mes "[Melkaba]";
+ mes "Alright.";
+ mes "Now go and";
+ mes "bring all those";
+ mes "items to me. I'll";
+ mes "be seeing you later.";
+ set sign_q,47;
+ close;
+ }
+ case 2:
+ mes "[Melkaba]";
+ mes "There's no need";
+ mes "to apologize. But";
+ mes "I'd appreciate it if";
+ mes "you'd let me work";
+ mes "in peace.";
+ close;
+ }
+ }
+ else if (sign_q == 47) {
+ mes "Hmmm...";
+ mes "So did you";
+ mes "bring everything";
+ mes "you need for the";
+ mes "Vigorgra...?";
+ next;
+ switch(select("Not yet...:Yes.")) {
+ case 1:
+ mes "[Melkaba]";
+ mes "Well, let me";
+ mes "remind you of";
+ mes "what you need to";
+ mes "bring to me in case";
+ mes "you forgot already...";
+ next;
+ mes "[Melkaba]";
+ mes "^ff00001 Ment";
+ mes "20 Honey";
+ mes "10 Royal Jelly";
+ mes "30 Bear's Footskin";
+ mes "1 Hinalle Leaflet";
+ mes "1 Empty Bottle.^000000";
+ next;
+ mes "[Melkaba]";
+ mes "Take your time...";
+ mes "In the end, you're";
+ mes "the one who's got";
+ mes "the need for it, anyway.";
+ close;
+ case 2:
+ mes "[Melkaba]";
+ mes "Great...!";
+ mes "Now let me check";
+ mes "to see if you have";
+ mes "everything ready...";
+ next;
+ mes "[Melkaba]";
+ if ((countitem(526) < 10) || (countitem(518) < 20) || (countitem(948) < 30) || (countitem(520) < 1) || (countitem(708) < 1) || (countitem(713) < 1)) {
+ mes "Hmm, you're still";
+ mes "missing some of the";
+ mes "ingredients. Now, listen";
+ mes "carefully. I need you to get...";
+ next;
+ mes "[Melkaba]";
+ mes "^ff00001 Ment";
+ mes "20 Honey";
+ mes "10 Royal Jelly";
+ mes "30 Bear's Footskin";
+ mes "1 Hinalle Leaflet";
+ mes "1 Empty Bottle.^000000";
+ close;
+ }
+ else {
+ mes "Good work.";
+ mes "Everything's here.";
+ mes "Alright, just this once";
+ mes "I'll make you a bottle";
+ mes "of Vigorgra.";
+ next;
+ mes "[Melkaba]";
+ mes "If you ask me again,";
+ mes "I won't speak to you!";
+ mes "And I'll need to charge";
+ mes "you 10,000 zeny.";
+ next;
+ mes "[Melkaba]";
+ if (Zeny < 10000) {
+ mes "Huh...";
+ mes "It doesn't look like";
+ mes "you have enough zeny";
+ mes "right now. No matter,";
+ mes "I can wait until you";
+ mes "bring it all to me.";
+ }
+ else {
+ mes "Alright, I'll be";
+ mes "taking my fee from";
+ mes "you now. It's not that";
+ mes "expensive when you";
+ mes "consider Vigorgra's";
+ mes "numerous benefits.";
+ next;
+ mes "^3355FFMelkaba placed";
+ mes "all the ingredients";
+ mes "into a test tube and";
+ mes "began processing it";
+ mes "through some strange";
+ mes "electronic equipment.^000000";
+ next;
+ mes "...";
+ mes "......";
+ next;
+ mes "...";
+ mes "......";
+ mes ".........";
+ next;
+ mes "[Melkaba]";
+ if (rand(1,100) < 98) {
+ specialeffect EF_PHARMACY_OK;
+ mes "Ah! Success!";
+ mes "A lifetime's supply";
+ mes "of Vigorgra! I know it's";
+ mes "just one bottle, but this";
+ mes "stuff is extremely potent!";
+ next;
+ set zeny,zeny-10000;
+ delitem 526,10; //Royal_Jelly
+ delitem 518,20; //Honey
+ delitem 948,30; //Bear's_Foot
+ delitem 520,1; //Leaflet_Of_Hinal
+ delitem 708,1; //Ment
+ delitem 713,1; //Empty_Bottle
+ set sign_q,48;
+ getitem 7044,1; //Vigorgra
+ mes "[Melkaba]";
+ mes "Um, just remember";
+ mes "not to take too much";
+ mes "at one time. Can't have";
+ mes "you getting crazy high";
+ mes "blood pressure~";
+ close;
+ }
+ else {
+ specialeffect EF_PHARMACY_FAIL;
+ delitem 526,10; //Royal_Jelly
+ delitem 518,20; //Honey
+ delitem 948,30; //Bear's_Foot
+ delitem 520,1; //Leaflet_Of_Hinal
+ delitem 708,1; //Ment
+ delitem 713,1; //Empty_Bottle
+ mes "It failed?!";
+ mes "Of course, the mixture";
+ mes "was too vigorous, even";
+ mes "for the machinery! I'm sorry,";
+ mes "but would you bring the things";
+ mes "we need to make Vigorgra again?";
+ close;
+ }
+ }
+ }
+ }
+ }
+ else if (sign_q == 97) {
+ mes "Most Alchemists seek out the";
+ mes "Stone of Sage, but in my opinion, their goals are too short sighted. There are more important studies";
+ mes "to be conducted in the name of science for the good of mankind...";
+ next;
+ switch(select("...:So what are you studying?")) {
+ case 1:
+ mes "[Melkaba]";
+ mes "In the end, the";
+ mes "Stone of Sage may";
+ mes "just be a simple rumor.";
+ mes "After all, thousands of";
+ mes "Alchemists have already";
+ mes "failed to create it.";
+ close;
+ case 2:
+ mes "[Melkaba]";
+ mes "What am I studying?";
+ mes "Well, my expertise is...";
+ mes "Different. If you must";
+ mes "know, it's a secret~";
+ mes "If any man found out";
+ mes "about my research...";
+ close;
+ }
+ }
+ else if (sign_q == 98) {
+ mes "Most Alchemists seek out the";
+ mes "Stone of Sage, but in my opinion, their goals are too short sighted. There are more important studies";
+ mes "to be conducted in the name of science for the good of mankind...";
+ next;
+ switch(select("...:So what are you studying?")) {
+ case 1:
+ mes "[Melkaba]";
+ mes "In the end, the";
+ mes "Stone of Sage may";
+ mes "just be a simple rumor.";
+ mes "After all, thousands of";
+ mes "Alchemists have already";
+ mes "failed to create it.";
+ close;
+ case 2:
+ mes "[Melkaba]";
+ mes "What am I studying?";
+ mes "Well, my expertise is...";
+ mes "Different. If you must";
+ mes "know, it's a secret~";
+ mes "If any man found out";
+ mes "about my research...";
+ close;
+ }
+ }
+ else {
+ mes "Vigorgra is";
+ mes "a miracle of";
+ mes "modern science,";
+ mes "but it can do more";
+ mes "harm than good if";
+ mes "you're not careful!";
+ close;
+ }
+}
+
+alberta_in,114,178,5 script Refined Steward 109,{
+ callfunc "F_UpdateSignVars";
+ mes "[Mahatra]";
+ if (sign_q < 37) {
+ mes "Welcome to the";
+ mes "Alchesh Estate.";
+ mes "The Alcheshs are the";
+ mes "most esteemed family";
+ mes "in all of Alberta.";
+ next;
+ mes "[Mahatra]";
+ mes "I am Mahatra Mornen,";
+ mes "steward of this family.";
+ mes "Feel free to ask me if";
+ mes "you need anything and";
+ mes "I shall do my best";
+ mes "to assist you.";
+ close;
+ }
+ else if (sign_q == 37) {
+ mes "Ah yes, the master informed";
+ mes "me that you would be taking";
+ mes "care of an urgent delivery for";
+ mes "him. Please take this to a";
+ mes "man named ^3355FFLeibech^000000.";
+ next;
+ mes "[Mahatra]";
+ mes "It may be difficult";
+ mes "to find him since he";
+ mes "travels around the world.";
+ mes "Ah yes, I have heard that";
+ mes "he was in some other country...";
+ next;
+ mes "[Mahatra]";
+ mes "Now, the item I am";
+ mes "about to give you is";
+ mes "one of a kind. Don't lose";
+ mes "it or you will fall out of favor with the master...";
+ next;
+ mes "^3355FFMahatra gives you";
+ mes "a unique stone that has";
+ mes "your name attached to it.^000000";
+ set sign_q,38;
+ getnameditem 7049,strcharinfo(0);
+ close;
+ }
+ else if (sign_q == 38 || (sign_q == 39 && countitem(7181) < 1)) {
+ mes "You haven't delivered";
+ mes "the Stone yet? Please take";
+ mes "good care of it since it's very";
+ mes "rare. Don't use it or lose it.";
+ mes "before it's delivered!";
+ mes "Take care, now...";
+ close;
+ }
+ else if (sign_q == 39) {
+ mes "Ah, you've returned.";
+ mes "And I see you already";
+ mes "delivered the Stone. Great,";
+ mes "well done. Let me send a";
+ mes "message to the master, so";
+ mes "please visit him later.";
+ delitem 7181,1; //Receipt_01
+ set sign_q,40;
+ close;
+ }
+ else if (sign_q == 40) {
+ mes "Thank you very";
+ mes "much for the trouble";
+ mes "you've gone through";
+ mes "on our behalf.";
+ close;
+ }
+ else if (sign_q == 41) {
+ mes "Greetings. Hm?";
+ mes "Did the master ask";
+ mes "you to perform another";
+ mes "task for him already?";
+ next;
+ switch(select("No.:You have another assignment for me.")) {
+ case 1:
+ mes "[Mahatra]";
+ mes "Very well.";
+ mes "Then we shall";
+ mes "converse later~";
+ close;
+ case 2:
+ mes "[Mahatra]";
+ mes "I... I do...?";
+ mes "The master didn't";
+ mes "leave me any instructions.";
+ mes "Hmmm. Oh, I know what you can";
+ mes "do! Why don't you help ^FF0000Seylin^000000? She seems bothered by something...";
+ set sign_q,42;
+ close;
+ }
+ }
+ else if (sign_q < 51) {
+ mes "Although you may only";
+ mes "be doing it for the Sobbing";
+ mes "Starlight, I really appreciate";
+ mes "all your help. Seylin's a very";
+ mes "nice girl and doesn't deserve";
+ mes "to feel down...";
+ close;
+ }
+ else if (sign_q == 51) {
+ mes "Yes.";
+ mes "I heard from Seylin.";
+ mes "I did not know she was worried about her brother.";
+ mes "Ahem ahem...";
+ mes "Thank you for helping her.";
+ mes "I will send a message to my master.";
+ next;
+ mes "Mahatra]";
+ mes "If there is anything else, he will let you pass the test.";
+ mes "Good luck.";
+ set sign_q,52;
+ close;
+ }
+ else if (sign_q == 98) {
+ mes "I'm very disappointed";
+ mes "in you. We put our trust";
+ mes "in you and you really";
+ mes "let us down.";
+ next;
+ mes "[Mahatra]";
+ mes "Well, I suppose";
+ mes "that's the nature";
+ mes "of the testing. They're";
+ mes "designed so that only";
+ mes "the best of the best";
+ mes "can pass them.";
+ close;
+ }
+ else {
+ mes "I hope the master listens";
+ mes "to me and dresses more like";
+ mes "a man in his position. Even if";
+ mes "he thinks he's just a merchant,";
+ mes "he's the master of this estate!";
+ mes "But please don't tell him that~";
+ close;
+ }
+}
+
+alberta,98,202,5 script Guard#s10 105,{
+ mes "[Hurubu]";
+ mes "Welcome to the";
+ mes "Alchesh Estate.";
+ if (sign_q < 35) {
+ mes "If you have any business";
+ mes "with the master, please";
+ mes "let me know.";
+ close;
+ }
+ else if (sign_q < 52) {
+ mes "If you have any business";
+ mes "with the master, please";
+ mes "let me know.";
+ next;
+ switch(select("I'd like to see Mr. Bakerlan.:Have a nice day.")) {
+ case 1:
+ mes "[Hurubu]";
+ mes "Ah, you've";
+ mes "come to speak";
+ mes "to the master?";
+ mes "He's not out on";
+ mes "business, so you";
+ mes "can probably see him.";
+ close;
+ case 2:
+ mes "[Hurubu]";
+ mes "Ah...";
+ mes "Good day.";
+ close;
+ }
+ }
+ else if (sign_q == 97 || sign_q == 98) {
+ mes "Please leave if";
+ mes "you do not have";
+ mes "any business here.";
+ close;
+ }
+ else {
+ mes "Lately, it seems that";
+ mes "the master is in a good";
+ mes "mood. I believe that we";
+ mes "have you to thank for that.";
+ close;
+ }
+}
+
+alberta,43,49,5 script Poor-looking Merchant 89,{
+ callfunc "F_UpdateSignVars";
+ mes "[Machen]";
+ if (sign_q < 35) {
+ mes "Why...?";
+ mes "How did my";
+ mes "family's wealth";
+ mes "and prestige just";
+ mes "go down the drain?";
+ next;
+ mes "[Machen]";
+ mes "Ever since the";
+ mes "Alcheshs came to Alberta,";
+ mes "they quickly took our place";
+ mes "as the biggest business owners";
+ mes "here. It's our biggest shame...";
+ close;
+ }
+ else if ((sign_q < 52) || (sign_q ==98)) {
+ mes "^333333*Sigh...*^000000";
+ mes "How did it happen?";
+ mes "How did the Alcheshs";
+ mes "become so rich so quickly?";
+ next;
+ switch(select("Alchesh family?:Do you know where Mr. Bakerlan is?")) {
+ case 1:
+ mes "[Machen]";
+ mes "My family, the Tudas,";
+ mes "used to run the biggest";
+ mes "trading company in Alberta.";
+ mes "But when the Alcheshs came";
+ mes "fifty years ago, they started";
+ mes "to outdo us in everything...";
+ next;
+ mes "[Machen]";
+ mes "It's like they're financial";
+ mes "geniuses or something!";
+ mes "Under Bakerlan's guidance,";
+ mes "their estate has grown to be";
+ mes "one of the richest in Alberta,";
+ mes "if not all of Rune-Midgard...";
+ close;
+ case 2:
+ mes "[Machen]";
+ mes "Bakerlan...?";
+ mes "Oh, he's probably";
+ mes "in his ten story money";
+ mes "vault, swimming in his";
+ mes "money by now. You";
+ mes "know rich people.";
+ next;
+ select(".........");
+ mes "[Machen]";
+ mes "It-was-a-joke!";
+ mes "You see that big";
+ mes "mansion to the north?";
+ mes "That's the Alchesh Estate.";
+ mes "He should be home now.";
+ next;
+ mes "[Machen]";
+ mes "He usually travels";
+ mes "a lot on business,";
+ mes "but if you're lucky you";
+ mes "should be able to catch him.";
+ close;
+ }
+ }
+ else if (sign_q == 97) {
+ mes "Why...?";
+ mes "How did my";
+ mes "family's wealth";
+ mes "and prestige just";
+ mes "go down the drain?";
+ next;
+ mes "[Machen]";
+ mes "Ever since the";
+ mes "Alcheshs came to Alberta,";
+ mes "they quickly took our place";
+ mes "as the biggest business owners";
+ mes "here. It's our biggest shame...";
+ close;
+ }
+ else {
+ mes "You know, if the Alcheshs";
+ mes "were greedy, they actually";
+ mes "wouldn't be as big as they";
+ mes "are today. They've contributed";
+ mes "to a lot of social causes and";
+ mes "that won them a lot of support.";
+ next;
+ mes "[Machen]";
+ mes "I gotta admit...";
+ mes "The whole family";
+ mes "is a bunch of financial";
+ mes "geniuses, alright.";
+ close;
+ }
+}
+
+yuno,330,100,4 script Knight#ss 734,{
+ callfunc "F_UpdateSignVars";
+ mes "[Leibech]";
+ if (sign_q < 38) {
+ mes "I have a great";
+ mes "interest in collecting";
+ mes "unique and uncommon";
+ mes "goods. You know, things";
+ mes "that most people see just";
+ mes "once in their lifetimes.";
+ next;
+ mes "[Leibech]";
+ mes "I usually use the";
+ mes "Alchesh Trading Company";
+ mes "to help add to my collection.";
+ mes "Their prices aren't the cheapest, but their service is very reliable.";
+ close;
+ }
+ else if (sign_q == 38) {
+ if (countitem(7049) < 1) {
+ mes "Excuse me...";
+ mes "Are you from the Alchesh";
+ mes "Trading Company? I've been";
+ mes "waiting for my order and they";
+ next;
+ switch(select("No, I'm not.:They must be busy.:Yes, I have your order.")) {
+ case 1:
+ mes "[Leibech]";
+ mes "Oh, I'm sorry.";
+ mes "My mistake. Well";
+ mes "then, be safe in";
+ mes "your travels.";
+ close;
+ case 2:
+ mes "[Leibech]";
+ mes "I suppose you're";
+ mes "right. I mean, Juno";
+ mes "is pretty far from";
+ mes "Alberta. Maybe I'm";
+ mes "just overly excited";
+ mes "about my delivery...";
+ close;
+ case 3:
+ mes "[Leibech]";
+ mes "Really?!";
+ mes "That's great!";
+ mes "Do you have the";
+ mes "item I ordered?";
+ mes "Where is it?";
+ next;
+ switch(select("I put it somewhere.:Sorry, I lost it.")) {
+ case 1:
+ mes "[Leibech]";
+ mes "Oh, alright. ";
+ mes "So long as you didn't";
+ mes "lose it, that's fine. I'll wait";
+ mes "here, so would you bring it";
+ mes "to me as soon as you can?";
+ close;
+ case 2:
+ mes "[Leibech]";
+ mes "What...?";
+ mes "Hey, man.";
+ mes "That's not funny!";
+ mes "You're joking, right?";
+ next;
+ switch(select("No. I'm not joking.:Okay, you got me~")) {
+ case 1:
+ mes "[Leibech]";
+ mes "I don't believe it!";
+ mes "I think I'm going to";
+ mes "write a letter to your";
+ mes "boss, Mister Bakerlan.";
+ mes "What do you think ";
+ mes "about that?";
+ close;
+ case 2:
+ mes "[Leibech]";
+ mes "Oh, thank goodness!";
+ mes "I thought you might have";
+ mes "really lost it! Say, would you";
+ mes "bring it to me as soon as";
+ mes "can? I'll wait for you here.";
+ close;
+ }
+ }
+ }
+ }
+ else {
+ set .@signid,getcharid(0,strcharinfo(0));
+ set .@sign3, .@signid & 65535;
+ set .@sign4, .@signid >> 16;
+ set .@sign1,254;
+ set .@sign2,0;
+ if (!countitem2(7049,1,0,0,.@sign1,.@sign2,.@sign3,.@sign4)) {
+ mes "Hm...?";
+ mes "There must be some";
+ mes "mistake. This isn't what";
+ mes "I ordered. Well, I can wait... ";
+ next;
+ mes "[Leibech]";
+ mes "Just come back and";
+ mes "bring me what I actually";
+ mes "ordered, alright? And this";
+ mes "time, don't make any mistakes.";
+ mes "Thanks, I appreciate it~";
+ close;
+ }
+ else {
+ mes "Finally, it's here!";
+ mes "Yes, this is what I ordered.";
+ mes "Thanks for the delivery!";
+ next;
+ mes "[Leibech]";
+ mes "Well, here's your";
+ mes "receipt. Please take";
+ mes "this to Mister Bakerlan";
+ mes "so he knows you did";
+ mes "a good job for me.";
+ mes "Thanks again!";
+ delitem2 7049,1,1,0,0,.@sign1,.@sign2,.@sign3,.@sign4;
+ set sign_q,39;
+ getitem 7181,1; //Receipt_01
+ if (BaseLevel < 60) getexp 100,0;
+ else if (BaseLevel < 70) getexp 200,0;
+ else if (BaseLevel < 80) getexp 400,0;
+ else if (BaseLevel < 90) getexp 700,0;
+ else if (BaseLevel < 150) getexp 1100,0;
+ close;
+ }
+ }
+ }
+ else if (sign_q == 97) {
+ mes "I have a great";
+ mes "interest in collecting";
+ mes "unique and uncommon";
+ mes "goods. You know, things";
+ mes "that most people see just";
+ mes "once in their lifetimes.";
+ next;
+ mes "[Leibech]";
+ mes "I usually use the";
+ mes "Alchesh Trading Company";
+ mes "to help add to my collection.";
+ mes "Their prices aren't the cheapest, but their service is very reliable.";
+ close;
+ }
+ else if (sign_q == 98) {
+ mes "I am interested in collecting uncommon stuffs.";
+ mes "For that, I need to find something that I cannot see around here.";
+ next;
+ mes "[Leibech]";
+ mes "Usually, I am using Alchesh Trading Company for that.";
+ mes "Although the price is little bit higher than I wish,";
+ mes "they are very reliable.";
+ close;
+ }
+ else {
+ mes "Hey, thanks for";
+ mes "delivering my order";
+ mes "for me. It was a great";
+ mes "addition to my collection!";
+ next;
+ mes "[Leibech]";
+ mes "It's really tough to";
+ mes "find unique and oddball";
+ mes "items, but I find great pride";
+ mes "in expanding my collection~";
+ close;
+ }
+}
+
+//============================================================
+// The Sign (Part 2)
+//============================================================
+
+geffen_in,159,48,5 script Lonely-looking Woman 711,{
+ callfunc "F_UpdateSignVars";
+ mes "[Brenda Howard]";
+ if (sign_q < 54) {
+ mes "Hmm...";
+ mes "What should I make for";
+ mes "dinner today? Pickled cabbage?";
+ mes "I learned how to make it a while ago, but I've never gotten the chance to make it yet...";
+ close;
+ }
+ else if (sign_q == 54) {
+ mes "Hey, who are you anyhow?";
+ mes "Don't you know it's rude to";
+ mes "enter someone's house without";
+ mes "being invited? Besides, I don't have the time to help strangers while I'm busy making dinner...";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "W-wait!";
+ mes "I'm here to see...";
+ next;
+ input .@input$;
+ if (.@input$ != "Engel Howard") {
+ mes "[Brenda Howard]";
+ mes "Huh?";
+ mes "What are you";
+ mes "talking about?";
+ next;
+ mes "[Brenda Howard]";
+ mes "Hmm...";
+ mes "I wonder";
+ mes "how my pickled";
+ mes "cabbage will turn out?";
+ emotion e_ho;
+ close;
+ }
+ else {
+ mes "[Brenda Howard]";
+ mes "Ah... I see.";
+ mes "You're looking for my husband.";
+ mes "My husband, my daughter and";
+ mes "I just moved to Geffen from";
+ mes "Prontera a while ago.";
+ next;
+ mes "[Brenda Howard]";
+ mes "We moved to Geffen for the sake of my husband's business. Apparently, this town is closest to something he really seems to need. Whatever it is, it must be really important to his smithing work.";
+ next;
+ mes "[Brenda Howard]";
+ mes "Oh, and if you're going to look";
+ mes "for my husband, please talk to my daughter before you go. I think she has something that she wants to give to her father...";
+ set sign_q,55;
+ close;
+ }
+ }
+ else if (sign_q < 57) {
+ mes "Ho-ho~!";
+ mes "Crisp and delicious pickled";
+ mes "cabbage~ My kid loves this stuff and finished it all by herself the last time I made it.";
+ close;
+ }
+ else if (sign_q == 57) {
+ mes "Ah...";
+ mes "So you've seen my husband.";
+ mes "How is he doing? I worry about";
+ mes "whether or not he's taking care";
+ mes "of himself enough...";
+ next;
+ mes "[Brenda Howard]";
+ mes "Oh, I can't help but worry!";
+ mes "Thank you for letting me know";
+ mes "how he's doing. Still, he should";
+ mes "be doing a better job of keeping";
+ mes "in touch with us. ^333333*Sigh*^000000";
+ emotion e_dots;
+ close;
+ }
+ else if (sign_q < 62) {
+ if (countitem(7278) > 0) {
+ mes "Thank you so much for bringing";
+ mes "this to me. I'm so happy to hear that he's fine and doing well.";
+ mes "Although he's not here often enough, it's good to know";
+ mes "that he loves his job.";
+ next;
+ mes "[Brenda Howard]";
+ mes "Even so, I should start letting";
+ mes "him know that I want him to spend";
+ mes "a little more time at home. Oh, and why don't you talk to Liana? She's been waiting to tell you something.";
+ delitem 7278,1; //Wellbeing_Letter
+ set sign_q,sign_q+4;
+ close;
+ }
+ else {
+ mes "Liana's daddy needs to come home more often. ^333333*Sigh*^000000 Even though he's away for long periods of time, I suppose it's for the best...";
+ close2;
+ emotion e_dots;
+ end;
+ }
+ }
+ else if (sign_q < 67) {
+ mes "So how have you been?";
+ mes "So how have you been?";
+ mes "As usual, Liana misses";
+ mes "her daddy, but I suppose";
+ mes "it can't be helped...";
+ next;
+ mes "I may be no expert, but I'm";
+ mes "certain that my husband is";
+ mes "the best blacksmith in the world! Did you know Hollgrehenn and Aragham used to be his apprentices? Ho ho ho~";
+ close;
+ }
+ else {
+ mes "Try to cherish your";
+ mes "family, especially through the";
+ mes "hard times. Even when you're angry with them, try to be more understanding. I know it's hard...";
+ close;
+ }
+}
+
+geffen_in,171,42,3 script Cute Girl 703,{
+ callfunc "F_UpdateSignVars";
+ if (checkweight(908,200) == 0) {
+ mes "^3355FFWait a second! Right now,";
+ mes "you have too many items in your inventory. Please come back after you've made more available inventory space.^000000";
+ close;
+ }
+ mes "[Liana]";
+ if (sign_q < 54) {
+ mes "*Pout*";
+ mes "When's my daddy";
+ mes "coming home?!";
+ mes "I... I miss him so much~";
+ mes "*Cries*";
+ emotion e_sob;
+ close;
+ }
+ else if (sign_q == 54) {
+ mes "Oh, my mom said she's gonna cook me something good today.";
+ mes "I wonder what she's gonna make?";
+ mes "I hope it's pickled cabbage again!";
+ emotion e_heh;
+ close;
+ }
+ else if (sign_q == 55) {
+ mes "Everyone says that daddy is the best blacksmith in the whole world! But now he lets his apprentices do";
+ mes "the work so he can go around the world to find a rare ore~ Isn't that amazing?";
+ next;
+ switch(select("What are you drawing by the way?:Apprentices?")) {
+ case 1:
+ mes "[Liana]";
+ mes "Oh, this?";
+ mes "It's a letter for my daddy.";
+ mes "Mom said that some "+((Sex)?"guy":"lady")+" is gonna try to find my dad, so I'm making this so "+((Sex)?"":"s")+"he can take it him~";
+ close;
+ case 2:
+ mes "[Liana]";
+ mes "Yeah, Uncle Hollegrehenn and Aragham come to visit sometimes and we all play. But, it's more fun to see my dad, even though he's not back yet. ^333333*Pout*^000000";
+ next;
+ switch(select("Don't you miss your dad?:He also misses you a lot.")) {
+ case 1:
+ mes "[Liana]";
+ mes "I miss him sooo much!";
+ mes "^333333*Cries*^000000 But Mom always";
+ mes "says that he's too busy.";
+ mes "^333333*Pouts*^000000";
+ close;
+ case 2:
+ mes "[Liana]";
+ mes "I hope so...";
+ mes "But I hate it when";
+ mes "he doesn't have enough";
+ mes "time to come home and";
+ mes "see me. Sooooooooo~";
+ mes "I wrote this letter!";
+ emotion e_dots;
+ next;
+ switch(select("....:I'll bring this to him.")) {
+ case 1:
+ mes "[Brenda Howard]";
+ mes "Liana~";
+ mes "This nice "+((Sex)?"man":"lady")+" is going to look for your dad. Why don't you ask "+((Sex)?"him":"her")+" to take your letter to him for you?";
+ next;
+ mes "[Liana]";
+ mes "You are...?";
+ mes "Really, really?";
+ mes "H-hooray!";
+ next;
+ mes "[Liana]";
+ mes "Okay then, don't";
+ mes "forget to give this to";
+ mes "my dad, okay? Promise?";
+ emotion e_ho;
+ set sign_q,56;
+ getitem 7276,1; //Picture_Letter
+ close;
+ case 2:
+ mes "[Liana]";
+ mes "Mmmm...";
+ mes "But I don't know you!";
+ mes "Mom says I should never";
+ mes "ask for anything from strangers.";
+ close;
+ }
+ }
+ }
+ }
+ else if (sign_q < 62) {
+ if (rand(1,10) < 6) {
+ mes "My dad never broke anything";
+ mes "his customers gave him. And my uncle Hollgrehenn and Aragham wouldn't let anything like that";
+ mes "happen, would they?";
+ close;
+ }
+ else {
+ mes "Would you please bring my letter over to my dad? Heh heh, he'll be";
+ mes "so happy to hear from me!";
+ close;
+ }
+ }
+ else if (sign_q < 66) {
+ mes "Yay~!";
+ mes "Thank you for bringing my letter to my dad. Here, here!";
+ mes "You have to share my treasure with me, 'kay?";
+ set sign_q,sign_q+4;
+ getitem 529,10; //Candy
+ close;
+ }
+ else {
+ mes "I never saw my dad fail to upgrade a weapon or armor. Mmm? But maybe if he had something really really old and rare and special...";
+ close;
+ }
+}
+
+mjo_dun02,88,295,4 script Flaming Spirit Man 85,{
+ callfunc "F_UpdateSignVars";
+ if (checkweight(908,200) == 0) {
+ mes "^3355FFWait a second! Right now,";
+ mes "you have too many items in your inventory. Please come back after you've freed up more inventory space.^000000";
+ close;
+ }
+ mes "[Engel]";
+ if ((sign_q > 1) && (sign_q < 54)) {
+ if(countitem(1002) > 0) {
+ mes "Just as I suspected...";
+ mes "I didn't bring enough of them.";
+ mes "Hmm, this is serious. What";
+ mes "am I going to do about this?";
+ next;
+ mes "[Engel]";
+ mes "Oh great! I see that you're";
+ mes "carrying some Iron Ores with you. Would you be so kind as to lend me 1 Iron Ore? Please, I beg of you...";
+ next;
+ switch(select("Sure, why not?:Sorry, I can't.")) {
+ case 1:
+ mes "[Engel]";
+ mes "Thank you so much!";
+ mes "If it weren't for your help,";
+ mes "I'd be in big trouble. I really appreciate you stepping in and volunteering your materials like this.";
+ delitem 1002,1; //Iron_Ore
+ getexp 1,0;
+ close;
+ case 2:
+ mes "[Engel]";
+ mes "I suppose I understand.";
+ mes "However, you're lucky that I don't kick you out of my forge right here and right now~";
+ close2;
+ emotion e_pif;
+ end;
+ }
+ }
+ else {
+ mes "I hope you understand that";
+ mes "this forge isn't really open to the public. I'm doing some intensive training,so I'd appreciate it if you would just leave now.";
+ emotion e_pif;
+ close2;
+ warp "mjo_dun02",372,346;
+ end;
+ }
+ }
+ else if (sign_q < 56) {
+ mes "I hope you understand that";
+ mes "this forge isn't really open to the public. I'm doing some intensive training,so I'd appreciate it if you would just leave now.";
+ close2;
+ emotion e_pif;
+ end;
+ }
+ else if (sign_q == 56) {
+ if (countitem(7276) > 0) {
+ mes "^333333*Sigh*^000000";
+ mes "It's been a long";
+ mes "time since I've seen";
+ mes "my family. I really should let them know how I'm doing sooner or later. Hmmm....";
+ next;
+ mes "[Engel]";
+ mes "...?";
+ mes "Were you looking for me?";
+ mes "I'm sorry, but I'm busy at the moment. Please don't disturb me while I try to get my work done.";
+ next;
+ switch(select("I need your help.:Here is a letter for you.:I am leaving, leaving.")) {
+ case 1:
+ mes "[Engel]";
+ mes "Well, I'd like to help you,";
+ mes "but now isn't a good for me.";
+ mes "plenty of other good smiths out there who can help you with the work that you want done. Farewell.";
+ close;
+ case 2:
+ mes "[Engel]";
+ mes "Oh, are you serious?";
+ mes "Let me read it first.";
+ next;
+ mes "[Engel]";
+ mes "Yes, yes.";
+ mes "...Hahaha!";
+ mes "It's so good to hear from";
+ mes "my darling daughter.";
+ next;
+ mes "[Engel]";
+ mes "Thanks, I really appreciate that you've delivered this letter for me. Now, is there anything you'd like to ask of me? If it's not a big favor, I can probably help you.";
+ next;
+ switch(select("Please look at this.")) {
+ case 1:
+ mes "[Engel]";
+ mes "Oh?";
+ mes "Isn't this...?";
+ mes "I see, I see!";
+ next;
+ mes "[Engel]";
+ mes "Long ago, my old master told me that there are these strange ores that have fallen from the sky. The most beautiful and mysterious is the one shines just like a star.";
+ next;
+ mes "[Engel]";
+ mes "Most people may know it as Sobbing Starlight, but my master used to call it God's Tear Drop.";
+ next;
+ mes "[Engel]";
+ mes "However, this ore has been shattered into pieces. Judging from the smoothness of the edges, its inner power must have caused it to break apart. So you want me to put this back together, don't you?";
+ next;
+ mes "[Engel]";
+ mes "This will be a good challenge";
+ mes "for me! However, I'll need some";
+ mes "special tools and materials to repair this kind of ore. Now, I want you to bring me the following things...";
+ next;
+ mes "[Engel]";
+ mes "^FF00005 Mini Furnace^000000,";
+ mes "^FF00002 Oridecon Hammer^000000,";
+ mes "and ^ff00001 good quality Anvil^000000.";
+ mes "Now keep in mind that ordinary anvils won't be good enough for";
+ mes "this kind of work.";
+ next;
+ mes "[Engel]";
+ mes "Now, an Emperium Anvil would be ideal for this job. I used to have one, but a while back I ended up giving it to someone. Anyway, I'll wait here for you while you gather everything you need.";
+ next;
+ mes "[Engel]";
+ mes "Right. Let me guide you to a shortcut to the exit of these mines, just in case you don't know your way out of here. Good luck~";
+ delitem 7276,1; //Picture_Letter
+ delitem 7177,7; //Part_Of_Star's_Sob
+ set sign_q,57;
+ close2;
+ warp "mjo_dun02",371,344;
+ end;
+ }
+ case 3:
+ mes "[Engel]";
+ mes "Alright, then.";
+ mes "Take care.";
+ close;
+ }
+ }
+ else {
+ mes "^333333*Sigh*^000000";
+ mes "It's been a long";
+ mes "time since I've seen";
+ mes "my family. I really should let them know how I'm doing sooner or later. Hmmm....";
+ next;
+ mes "[Engel]";
+ mes "...?";
+ mes "Do you have any business";
+ mes "me? I'm sorry, but right";
+ mes "now I'm very busy. Please leave";
+ mes "me alone to my research.";
+ close;
+ }
+ }
+ else if (sign_q == 57) {
+ mes "As I've told you before, I'm more likely to succeed in my work if I'm able to use a higher quality anvil. Let's me see what you've brought...";
+ next;
+ if ((countitem(612) > 4) && (countitem(615) > 1) && ((countitem(986) > 0) || (countitem(987) > 0) || (countitem(988) > 0) || (countitem(989) > 0))) {
+ mes "[Engel]";
+ if (countitem(986) > 0) {
+ mes "A...";
+ mes "Regular Anvil?";
+ mes "Alright, I guess I'll try it.";
+ mes "But I can't guarantee success.";
+ set .@anvil,0;
+ }
+ else if (countitem(987) > 0) {
+ mes "Ah...";
+ mes "An Oridecon Avil.";
+ mes "This isn't too bad,";
+ mes "but there's a good risk";
+ mes "that this might not work.";
+ set .@anvil,1;
+ }
+ else if (countitem(988) > 0) {
+ mes "Ah...";
+ mes "A Golden Anvil.";
+ mes "This just might be able to do the job. This might take a while, so I have something to ask of you.";
+ set .@anvil,2;
+ }
+ else if (countitem(989) > 0) {
+ mes "Oh wow, an Emperium Anvil!";
+ mes "And this looks like one I might have actually made. Great, I should be able to do this so long as I don't make any critical mistakes~";
+ set .@anvil,3;
+ }
+ next;
+ mes "[Engel]";
+ mes "While I'm working on this, would you deliver a letter to my family for me? I'm sorry, but please consider that I'm waiving the fee for restoring this Sobbing Starlight.";
+ next;
+ mes "[Engel]";
+ mes "Well then...";
+ mes "I wish you safety";
+ mes "in your travels.";
+ delitem 612,5; //Portable_Furnace
+ delitem 615,2; //Oridecon_Hammer
+ delitem (986+.@anvil),1; //Anvil-Oridecon_Anvil-Golden_Anvil-Emperium_Anvil
+ set sign_q, (58+.@anvil);
+ getitem 7278,1; //Wellbeing_Letter
+ close;
+ }
+ else {
+ if (rand(1,6) == 3) {
+ mes "[Engel]";
+ mes "Oh, you don't have everything ready yet? Take your time, so long as you didn't forget what you needed to bring. You do remember, right?";
+ next;
+ mes "[Engel]";
+ mes "^FF00005 Mini Furnace^000000,";
+ mes "^FF00002 Oridecon Hammer^000000,";
+ mes "and ^ff00001 good quality Anvil^000000.";
+ mes "That's all you need!";
+ next;
+ mes "[Engel]";
+ mes "Remember that I have a greater chance of repairing the Sobbing Starlight if I have access to a higher quality Anvil. Otherwise...";
+ close;
+ }
+ else {
+ mes "[Engel]";
+ mes "Still don't have everything ready? That's fine, just take your time. So long as you haven't forgotten all the things that you need. I mean, how can you forget when you have such an important ore on you?";
+ close;
+ }
+ }
+ }
+ else if (sign_q < 66) {
+ mes "Are you back already?";
+ mes "Sorry, but I haven't quite finished yet. I won't be done for a while, so why don't you deliver that letter to my family?";
+ close;
+ }
+ else if (sign_q < 70) {
+ if ((sign_q == 66 && rand(1,100) < 38) || (sign_q == 67 && rand(1,100) < 67) || (sign_q == 68 && rand(1,100) < 91) || (sign_q== 69)) {
+ mes "Are you back already?";
+ mes "While you were gone, I managed to restore this Sobbing Starlight. Why don't you go ahead and take a look?";
+ next;
+ set sign_q,71;
+ getitem 7178,1; //Star's_Sob
+ specialeffect2 EF_YUFITELHIT;
+ next;
+ mes "[Engel]";
+ mes "This was one of the most difficult jobs I've ever done. But look! It was beautiful when broken in fragments but now it's absolutely dazzling! This was really worth my effort.";
+ next;
+ mes "[Engel]";
+ mes "In any case, I worked really hard to do a good job on this, so I hope you treasure this Sobbling Starlight, young adventurer.";
+ close;
+ }
+ else switch(sign_q) {
+ case 66:
+ case 67:
+ mes "You've returned?";
+ mes "Well, I don't know how to put this, but once you hear it, don't take it the wrong way...";
+ emotion e_swt2;
+ next;
+ mes "[Engel]";
+ mes "^333333*Ahem*^000000";
+ mes "Just as I've warned you, this attempt to restore the Sobbling Starlight failed because the anvil you gave me wasn't up to the job. I'm sorry about that.";
+ next;
+ mes "[Engel]";
+ mes "However, I only";
+ mes "broke all of the tools";
+ mes "and the ore pieces are still intact. Now, if you bring me the tools one more time, I can try this again.";
+ next;
+ mes "[Engel]";
+ mes "Since I'm a bit more familiar with this material, I won't take so much time. Once again, let me tell you which things you need to bring...";
+ next;
+ mes "[Engel]";
+ mes "^FF00005 Mini Furnace^000000,";
+ mes "^FF00002 Oridecon Hammer^000000,";
+ mes "and ^ff00001 good quality Anvil^000000.";
+ mes "And this time, bring";
+ mes "me a better anvil, huh?";
+ next;
+ mes "[Engel]";
+ mes "Although it'd be perfect if I had an Emperium Anvil, I'm pretty sure it'll be alright if we used a Golden Anvil.";
+ set sign_q,70;
+ close;
+ case 68:
+ mes "Oh good, you're back.";
+ mes "I've got some bad news,";
+ mes "so please don't overreact~";
+ mes "Um, are you ready?";
+ emotion e_swt2;
+ next;
+ mes "[Engel]";
+ mes "While I was trying to restore the ";
+ mes "Sobbling Starlight, I was attacked ";
+ mes "by monsters all of a sudden. If only";
+ mes "I paid more attention to my";
+ mes "surroundings...";
+ next;
+ mes "[Engel]";
+ mes "Please understand that I get very deeply engrossed in my smithing work. If you don't mind, I'll try this again you'll bring all the tools just like the last time.";
+ next;
+ mes "[Engel]";
+ mes "^FF00005 Mini Furnace^000000 and";
+ mes "^FF00002 Oridecon Hammer^000000.";
+ mes "Don't forget the ^FF0000Golden Anvil^000000! But if you can get your hands on one, an ^FF0000Emperium Anvil^000000 would be better.";
+ set sign_q,70;
+ close;
+ }
+ }
+ else if (sign_q == 70) {
+ if ((countitem(612) > 4) && (countitem(615) > 1) && ((countitem(986) > 0) || (countitem(987) > 0) || (countitem(988) > 0) || (countitem(989) > 0))) {
+ if ((countitem(986) > 0) || (countitem(987) > 0)) {
+ mes "Didn't I tell you to bring me a Golden Anvil or an Emperium Anvil? Anything less isn't good enough to do any restoration work on this Sobbing Starlight.";
+ next;
+ mes "[Engel]";
+ mes "Next time you come";
+ mes "here, bring a Golden or Emperium Anvil and make sure to leave all of your other anvils in Kafra Storage or something, okay?";
+ close;
+ }
+ else if (countitem(988) > 0) {
+ mes "Good, good.";
+ mes "I see that you've brought a Golden Anvil. Now I can get started right away! Still, I'm a little about those monsters showing up again, so would you keep a lookout?";
+ }
+ else if (countitem(989) > 0) {
+ mes "Excellent! You've brought an Emperium Anvil! Now, keep a lookout for monsters while I repair these ore fragments. We can't have those beasts ruin my work again, right? Thank you.";
+ }
+ next;
+ mes "^3355FF*Clink*";
+ mes "*Clink Clink Clink*";
+ mes "*Clink Clink Clink*";
+ mes "*Cliiiiiiiiiiiiink*^000000";
+ next;
+ specialeffect EF_REPAIRWEAPON;
+ next;
+ mes "^3355FF*Clink*";
+ mes "*Clink-Clink*";
+ mes "*Clink-Clink-Clink*";
+ mes "*Claaaaaaaaaaack*^000000";
+ next;
+ specialeffect EF_REPAIRWEAPON;
+ next;
+ mes "[Engel]";
+ mes "It's almost done.";
+ mes "Just be a bit more patient...";
+ next;
+ specialeffect EF_REPAIRWEAPON;
+ next;
+ mes "^3355FF*Tink Tink*^000000";
+ mes " ";
+ mes "...*Tonk*^000000";
+ next;
+ specialeffect EF_REPAIRWEAPON;
+ next;
+ specialeffect EF_FLASHER;
+ next;
+ mes "[Engel]";
+ mes "Finally... Completed.";
+ mes "^333333*Phew!*^000000 That was one of the toughest jobs I've ever done, but this was well worth all of our efforts. Just look at the dazzling beauty of this Sobbing Starlight!";
+ next;
+ mes "[Engel]";
+ mes "We've both gone through a lot of trouble to make this, so I hope you treasure your Sobbing Starlight. Good luck on your adventures...";
+ if (countitem(988) > 0) delitem 988,1; //Golden_Anvil
+ else if (countitem(989) > 0) delitem 989,1; //Emperium_Anvil
+ set sign_q,71;
+ getitem 7178,1; //Star's_Sob
+ specialeffect2 EF_YUFITELHIT;
+ close;
+ }
+ else {
+ if (rand(1,6) == 3) {
+ mes "Oh, you don't have everything ready yet? Take your time, so long as you didn't forget what you needed to bring. You do remember, right?";
+ next;
+ mes "[Engel]";
+ mes "^FF00005 Mini Furnace^000000,";
+ mes "^FF00002 Oridecon Hammer^000000,";
+ mes "and ^ff00001 good quality Anvil^000000.";
+ mes "That's all you need!";
+ next;
+ mes "[Engel]";
+ mes "Remember that I have a greater chance of repairing the Sobbing Starlight if I have access to a higher quality Anvil. Otherwise...";
+ close;
+ }
+ else {
+ mes "Still don't have everything ready? That's fine, just take your time. So long as you haven't forgotten all the things that you need. I mean, how can you forget when you have such an important ore on you?";
+ close;
+ }
+ }
+ }
+ else if (sign_q < 139) {
+ mes "How have you been doing lately? Feel free to ask me if you ever think that you need my expertise, alright?";
+ close;
+ }
+ else if (sign_q == 139) {
+ mes "How have you been";
+ mes "doing lately? You seem";
+ mes "quite well. So is there anything";
+ mes "I can help you with today?";
+ next;
+ select("I need your help again.");
+ mes "[Engel]";
+ mes "Haha, so what have";
+ mes "you brought me this time?";
+ mes "It must be fairly important if you've brought it all the way";
+ mes "down here.";
+ next;
+ select("Please look at this.");
+ mes "[Engel]";
+ mes "Isn't this...?!";
+ mes "Amazing, just by looking at it,";
+ mes "I can feel its power! You really";
+ mes "are something! How do you come across all of this amazing stuff?";
+ next;
+ mes "[Engel]";
+ mes "You know, I consider myself";
+ mes "lucky to even see this kind of stuff. Most smiths might be able to see this kind of thing only once in their entire lives. And to be able to work on it...";
+ next;
+ mes "[Engel]";
+ mes "Hmmm...";
+ mes "It's going to take quite";
+ mes "a while to work on this. Unfortunately, I can't even";
+ mes "give you a time estimate...";
+ mes "But I'll do my best for you.";
+ delitem 7314,1; //The_Sign
+ set sign_q,140;
+ set .@stime_e,gettime(3);
+ if (.@stime_e < 2) set sign_sq,1;
+ else if (.@stime_e < 4) set sign_sq,2;
+ else if (.@stime_e < 6) set sign_sq,3;
+ else if (.@stime_e < 8) set sign_sq,4;
+ else if (.@stime_e < 10) set sign_sq,5;
+ else if (.@stime_e < 12) set sign_sq,6;
+ else if (.@stime_e < 14) set sign_sq,7;
+ else if (.@stime_e < 16) set sign_sq,8;
+ else if (.@stime_e < 18) set sign_sq,9;
+ else if (.@stime_e < 20) set sign_sq,10;
+ else if (.@stime_e < 22) set sign_sq,11;
+ else set sign_sq,12;
+ close;
+ }
+ else if (sign_q == 140) {
+ set .@stime_e1,gettime(3);
+ if (.@stime_e1 < 2) {
+ if (sign_sq == 11) {
+ set .@pass_s1,1;
+ }
+ }
+ else if (.@stime_e1 < 4) {
+ if (sign_sq == 12) {
+ set .@pass_s1,1;
+ }
+ }
+ else if (.@stime_e1 < 6) {
+ if (sign_sq == 1) {
+ set .@pass_s1,1;
+ }
+ }
+ else if (.@stime_e1 < 8) {
+ if (sign_sq == 2) {
+ set .@pass_s1,1;
+ }
+ }
+ else if (.@stime_e1 < 10) {
+ if (sign_sq == 3) {
+ set .@pass_s1,1;
+ }
+ }
+ else if (.@stime_e1 < 12) {
+ if (sign_sq == 4) {
+ set .@pass_s1,1;
+ }
+ }
+ else if (.@stime_e1 < 14) {
+ if (sign_sq == 5) {
+ set .@pass_s1,1;
+ }
+ }
+ else if (.@stime_e1 < 16) {
+ if (sign_sq == 6) {
+ set .@pass_s1,1;
+ }
+ }
+ else if (.@stime_e1 < 18) {
+ if (sign_sq == 7) {
+ set .@pass_s1,1;
+ }
+ }
+ else if (.@stime_e1 < 20) {
+ if (sign_sq == 8) {
+ set .@pass_s1,1;
+ }
+ }
+ else if (.@stime_e1 < 22) {
+ if (sign_sq == 9) {
+ set .@pass_s1,1;
+ }
+ }
+ else {
+ if (sign_sq == 10) {
+ set .@pass_s1,1;
+ }
+ }
+ if (.@pass_s1 == 1) {
+ mes "It's so...";
+ mes "Beautiful! I don't know";
+ mes "if I'll ever see anything";
+ mes "like this again in my life...";
+ next;
+ mes "[Engel]";
+ mes "Oh, you're back just in time.";
+ mes "Although it was one of my most difficult jobs, I believe you'll be pleased with my work. Only a few smiths are privileged enough to work with this, even just once.";
+ next;
+ mes "[Engel]";
+ mes "This is now yours to keep.";
+ mes "Thank you for giving me the";
+ mes "honor of working on a worthy";
+ mes "smithing challenge.";
+ set sign_q,141;
+ getitem 2644,1; //The_Sign_
+ close;
+ }
+ else {
+ mes "I haven't completed it yet, but please understand that I've got to be really careful when working with something so valuable. But don't worry, its inner power will be revealed when I'm finished.";
+ close;
+ }
+ }
+ else {
+ mes "Sometimes, you can only";
+ mes "improve yourself by training in solitude. But don't ever forget about the ones who really care about you. It's those people who make everything worth it.";
+ close2;
+ emotion e_dots;
+ end;
+ }
+}
+
+gef_tower,118,36,4 script Annoyed Man 64,{
+ callfunc "F_UpdateSignVars";
+ mes "[Dhota]";
+ if (sign_q < 72) {
+ mes "Hmmm...";
+ mes "That can't be right...";
+ mes "What could possibly be";
+ mes "the answer I'm looking";
+ mes "for? ^333333*Sigh...*^000000";
+ emotion e_pif;
+ close;
+ }
+ else if (sign_q == 72) {
+ if (BaseClass == Job_Mage) {
+ mes "Wah~";
+ mes "Why the hell did he even go there...!";
+ }
+ else {
+ mes "You're not even a Mage,";
+ mes "much less a Wizard, Sage, Warlock or a Sorcerer.";
+ mes "Why bother climbing this tower?";
+ }
+ mes "What are you doing here?!";
+ emotion e_pif;
+ next;
+ input .@input$;
+ if ((.@input$ == "Metz Brayde") || (.@input$ == "Sobbing Starlight")) {
+ mes "[Dhota]";
+ mes "Eh?";
+ if (.@input$ == "Metz Brayde") {
+ mes "Did you just say you're";
+ mes "here for Metz Brayde?";
+ }
+ if (.@input$ == "Sobbing Starlight") {
+ mes "For that Sobbing Starlight, is that right?";
+ }
+ next;
+ mes "[Dhota]";
+ mes "...";
+ emotion e_dots;
+ next;
+ mes "[Dhota]";
+ mes "...";
+ mes "......";
+ emotion e_dots;
+ next;
+ mes "[Dhota]";
+ mes "...";
+ mes "......";
+ mes "BWAAAAH~!";
+ emotion e_ag;
+ next;
+ mes "[Dhota]";
+ mes "Right, he wants that guy";
+ mes "who's good at working with";
+ mes "gems and stuff. Eh, he's not";
+ mes "here right now. Went somewhere";
+ mes "near Comodo to investigate some";
+ mes "tribal people or whatever.";
+ set sign_q,73;
+ emotion e_pif;
+ close;
+ }
+ else {
+ mes "[Dhota]";
+ mes "Say what...?";
+ mes "I have no idea what";
+ mes "you're talking about!";
+ mes "If you've got nothing";
+ mes "to say, then leave me alone!";
+ close;
+ }
+ }
+ else {
+ mes "Hmmm...";
+ mes "That can't be right...";
+ mes "What could possibly be";
+ mes "the answer I'm looking";
+ mes "for? ^333333*Sigh...*^000000";
+ emotion e_pif;
+ close;
+ }
+}
+
+umbala,163,256,3 script Native#_s 781,{
+ callfunc "F_UpdateSignVars";
+ if (event_umbala >= 3) {
+ mes "[Laotan]";
+ if (sign_q < 73) {
+ mes "Oh, I wish I had";
+ mes "a Mr. Smile mask!";
+ mes "But where can I get";
+ mes "one of those? Well, I'd";
+ mes "be happy if I had some";
+ mes "Meat to eat, I guess!";
+ emotion e_ho;
+ close;
+ }
+ else if (sign_q == 73) {
+ mes "Mmm...?";
+ mes "A new guy in our village?";
+ mes "I think I know him! Yea, I do!";
+ next;
+ mes "[Laotan]";
+ if (countitem(2278) > 0) {
+ mes "Oh my gosh!";
+ mes "You've got a Mr. Smile mask!";
+ mes "Would you give that to me?";
+ mes "Pretty please...?";
+ next;
+ switch(select("Sure~:^FF0000No.^000000")) {
+ case 1:
+ mes "[Laotan]";
+ mes "Hooooray!";
+ mes "Thank you thank you";
+ mes "thank you thank you";
+ mes "soooooooooo much!";
+ next;
+ mes "[Laotan]";
+ mes "Oh right~!";
+ mes "The weird man in the funny clothes was in our village for a while, but ever since he went into that big tree, nobody's seen him!";
+ delitem 2278,1; //Mr_Smile
+ set sign_q,74;
+ close;
+ case 2:
+ mes "[Laotan]";
+ mes "I...";
+ mes "I was...";
+ mes "I just...";
+ mes "Waaaaaaahhhh!";
+ close;
+ }
+ }
+ else {
+ mes "Waaaait.";
+ mes "I knooow~!";
+ mes "I know if you get";
+ mes "me a Mr. Smile, okay?";
+ close;
+ }
+ }
+ else {
+ mes "I love my Mr. Smile mask";
+ mes "soooo much! I'm gonna show";
+ mes "it to all my friends! Thank you";
+ mes "so much again! You're really";
+ mes "really nice, you know that?";
+ close;
+ }
+ }
+ else {
+ mes "[??????]";
+ mes "Chuuuba?";
+ mes "Chu-chu-chu-chu-chaba?";
+ mes "Oom oom oom daba. Blip blip?";
+ mes "Sabaloo koombah Solo. Ho ho~";
+ close;
+ }
+}
+
+um_in,27,23,3 script Fastidious-Looking Guy 121,{
+ callfunc "F_UpdateSignVars";
+ if (checkweight(908,200) == 0) {
+ mes "^3355FFWait a second! Right now,";
+ mes "you have too many items in your inventory. Please come back after you've freed up more inventory space.^000000";
+ close;
+ }
+ if (sign_q < 74) {
+ mes "^333333*Giggle*^000000";
+ mes "So if I do this,";
+ mes "then that and then...";
+ mes "Ooh, these calculations";
+ mes "are absolutely perfect!";
+ emotion e_gg;
+ next;
+ mes "[Cyon]";
+ mes "Wh-what?!";
+ mes "Who are you?";
+ mes "H-how did you get";
+ mes "in here? I demand";
+ mes "that you leave, right now!";
+ emotion e_an;
+ close2;
+ warp "umbala",111,121;
+ end;
+ }
+ else if (sign_q == 74) {
+ mes "[Cyon]";
+ mes "^333333*Giggle*^000000";
+ mes "So if I do this,";
+ mes "then that and then...";
+ mes "Ooh, these calculations";
+ mes "are absolutely perfect!";
+ emotion e_gg;
+ next;
+ mes "[Cyon]";
+ mes "Wh-what?!";
+ mes "Who are you?";
+ mes "H-how did you get";
+ mes "in here? I demand";
+ mes "that you leave, right now!";
+ emotion e_an;
+ next;
+ switch(select("I'm here for Metz Brayde.:My apologies.:Would you look at this?:...")) {
+ case 1:
+ mes "[Cyon]";
+ mes "Huh? Brayde?";
+ mes "Do you expect me";
+ mes "to just trust you without";
+ mes "a single shred of proof that";
+ mes "he sent you? Get out now!";
+ close;
+ case 2:
+ mes "[Cyon]";
+ mes "If you're so sorry,";
+ mes "then hurry up and get";
+ mes "out of here! Not just anyone";
+ mes "is allowed here! Leave!";
+ emotion e_pif;
+ close;
+ case 3:
+ mes "[Cyon]";
+ mes "What could be so";
+ mes "special about what";
+ mes "you've brought here?!";
+ mes "Fine, you've piqued my";
+ mes "scientific curiosity...";
+ next;
+ emotion e_omg;
+ next;
+ mes "[Cyon]";
+ mes "Sweet lord...";
+ mes "This is 'God's Tear Drop!'";
+ mes "The Sobbling Starlight!";
+ mes "He finally made it....";
+ next;
+ mes "[Cyon]";
+ mes "^333333*Giggle*^000000";
+ mes "Well, since he's kept his promise, I suppose that I should keep mine";
+ mes "as well. Now, within this Sobbing Starlight are these tiny letters... ^FFFFFFcobo^000000";
+ next;
+ mes "[Cyon]";
+ mes "The text is so small that even Hunters skilled in Vulture's Eye are unable to read them. However, I've read that this Sobbing";
+ mes "Starlight will respond";
+ mes "to really old papers...";
+ next;
+ mes "[Cyon]";
+ mes "Now, if we want to figure out";
+ mes "what's written in the Sobbing";
+ mes "Starlight, we'd need at least";
+ mes "10 ancient pieces of paper...";
+ set sign_q,75;
+ close;
+ case 4:
+ specialeffect EF_VENOMDUST;
+ mes "[Cyon]";
+ mes "Not listening, eh?";
+ mes "Fine, if you don't";
+ mes "understand words, then";
+ mes "I'll have to use force!";
+ mes "Get out here right now!";
+ close2;
+ percentheal -30,0;
+ specialeffect2 EF_MAGNUMBREAK;
+ end;
+ }
+ }
+ else if (sign_q == 75) {
+ mes "[Cyon]";
+ mes "You've come back.";
+ mes "I hope you were able";
+ mes "to find some ancient";
+ mes "or really aged paper...";
+ next;
+ if (countitem(1097) > 9) {
+ mes "[Cyon]";
+ mes "How did you find these";
+ mes "Worn Out Pages? This is great,";
+ mes "I'm sure the Sobbing Starlight";
+ mes "will respond to these!";
+ next;
+ mes "[Cyon]";
+ mes "Yes. Yes...";
+ mes "This should be enough.";
+ mes "Now give them to me";
+ mes "and wait here while";
+ mes "I try a few things...";
+ next;
+ specialeffect EF_SPHERE;
+ next;
+ mes "[Cyon]";
+ mes "Just as I thought!";
+ mes "The Sobbing Starlight is responding to these Worn Out Pages! Excellent! I've finally fulfilled my promise to Metz! Now he can leave";
+ mes "me alone!";
+ delitem 1097,10; //Worn_Out_Page
+ set sign_q,76;
+ getitem 7275,1; //Ancient_Document
+ close;
+ }
+ else if (countitem(1097) > 0) {
+ mes "[Cyon]";
+ mes "How did you find these";
+ mes "^FF0000Worn Out Pages^000000? This is great,";
+ mes "I'm sure the Sobbing Starlight";
+ mes "will respond to these!";
+ next;
+ mes "[Cyon]";
+ mes "Wait, we don't have enough";
+ mes "of them to make the Sobbing";
+ mes "Starlight respond. Find more";
+ mes "of these papers and bring";
+ mes "them all to me!";
+ close;
+ }
+ else {
+ mes "[Cyon]";
+ mes "You haven't found anything?";
+ mes "What kind of scientist are you?";
+ mes "Now go out and find some old and ancient papers so that we can learn what's written in the Sobbing Starlight! Go!";
+ next;
+ mes "[Cyon]";
+ mes "...?";
+ mes "Why are you still here?";
+ mes "Leave and do what I told";
+ mes "you to do, alright?! Don't";
+ mes "make me get violent...";
+ next;
+ percentheal -30,0;
+ specialeffect2 EF_MAGNUMBREAK;
+ next;
+ warp "umbala",111,121;
+ end;
+ }
+ }
+ else if (sign_q == 76) {
+ mes "[Cyon]";
+ mes "My business with you is finished, so you go along on your way now. And tell Metz not to bother me anymore! I'm done doing favors!";
+ close;
+ }
+ else {
+ mes "[Cyon]";
+ mes "How dare you intrude";
+ mes "on my property?! Now,";
+ mes "get out now before I get";
+ mes "violent! Didn't you hear me?";
+ mes "GET OUT OF HERE!";
+ close;
+ }
+}
+
+alberta,165,83,4 script Fastidious Old Man 755,{
+ callfunc "F_UpdateSignVars";
+ if (checkweight(908,200) == 0) {
+ mes "^3355FFWait a second! Right now,";
+ mes "you have too many items in your inventory. Please come back after you've freed up more inventory space.^000000";
+ close;
+ }
+ mes "[Frank]";
+ if (sign_q < 77) {
+ mes "My back~";
+ mes "It's so sore!";
+ mes "And my eyes are";
+ mes "hurting worse and worse.";
+ mes "^333333*Sigh*^000000 I'm getting old...";
+ close;
+ }
+ else if (sign_q == 77) {
+ mes "My vision's getting";
+ mes "blurrier and I get headaches";
+ mes "when I read. I guess this old";
+ mes "man's got no choice but to get";
+ mes "some sort of seeing aid...";
+ set sign_q,78;
+ close;
+ }
+ else if (sign_q == 78) {
+ if ((countitem(2203) > 0) && (countitem(7275) > 0)) {
+ mes "My vision's getting";
+ mes "blurrier and I get headaches";
+ mes "when I read. I guess this old";
+ mes "man's got no choice but to get";
+ mes "some sort of seeing aid...";
+ next;
+ switch(select("Wait, I've got a pair of glasses...:Pass on by.")) {
+ case 1:
+ mes "[Frank]";
+ mes "Oh, you've brought me";
+ mes "these Glasses? Thanks";
+ mes "so much, youngster. Now that";
+ mes "I can see better, what can";
+ mes "I do for you in return?";
+ next;
+ while(1) {
+ switch(select("About Geffen's Hidden Power:About Sobbing Starlight:Interpret Ancient Document")) {
+ case 1:
+ mes "[Frank]";
+ mes "Geffen's hidden power?";
+ mes "I don't know much about it, but I'm sure that Geffen Tower is more than just a simple building. I'm sure it was created to restrain or contain some powerful force.";
+ next;
+ mes "[Frank]";
+ mes "It's even possible that the fountain in front of Geffen Tower also plays the same role, but I've got no hard evidence. Since I'm not too interested in Geffen, I haven't really investigated...";
+ next;
+ mes "[Frank]";
+ mes "Still...";
+ mes "There's a strong possibility that some enormous power is being sealed beneath the Geffen Tower.";
+ next;
+ break;
+ case 2:
+ mes "[Frank]";
+ mes "The Sobbing Starlight?";
+ mes "To the experts, it's known as God's Tear Drop. Now, some believe it was created from the voice of God.";
+ next;
+ mes "[Frank]";
+ mes "Of course, it probably isn't made from God's voice or tear drops, but who knows? In any case, it's said that something's written in the Sobbing Starlight. What ever it is, it must be something important...";
+ next;
+ break;
+ case 3:
+ mes "[Frank]";
+ mes "I don't believe it!";
+ mes "This is... I see. You want me to translate this ancient language. Ah, you're rather fortunate. I'm probably the only person in the world who can translate this.";
+ next;
+ mes "[Frank]";
+ mes "Hmm, as far as I can tell, this is a sophisticated language spoken by the ancient gods. It's complex and confusing, but I'll do my best for you. Come back to me later, and I'll what I've learned.";
+ delitem 2203,1; //Glasses
+ delitem 7275,1; //Ancient_Document
+ set sign_q,79;
+ close;
+ }
+ }
+ case 2:
+ mes "[Frank]";
+ mes "Oooh~";
+ mes "How will I ever";
+ mes "be able to continue";
+ mes "my life's work? I'm";
+ mes "helpless if I can't read...";
+ close;
+ }
+ }
+ else {
+ mes "My vision's getting";
+ mes "blurrier and I get headaches";
+ mes "when I read. I guess this old";
+ mes "man's got no choice but to get";
+ mes "some sort of seeing aid...";
+ close;
+ }
+ }
+ else if (sign_q == 79) {
+ if (rand(1,50) == 9) {
+ mes "I've finally completed the translation. It was a challenge deciphering the meaning of some";
+ mes "of these words. Even translated in our own language, this contents of this text are fairly ambiguous.";
+ next;
+ mes "[Frank]";
+ mes "Well, I've written down the best translation that I could for you. It's been a long time since I've had this kind of challenge. Thanks, youngster.";
+ mes "Ha ha ha~";
+ set sign_q,80;
+ getitem 7274,1; //Ancient_Translator
+ close;
+ }
+ else {
+ mes "I'm sorry, but I haven't finished translating this text. It's taking quite a long time since I don't have any reference material for this particular language. Why";
+ mes "don't you come back later?";
+ close;
+ }
+ }
+ else {
+ mes "There are many things out";
+ mes "there that defy our understanding of the world and are beyond our imagination. Many fear the unknown, but the truly brave will always seek out the truth.";
+ close;
+ }
+}
+
+gef_fild07,182,241,0 script #Valkyrie Warp 111,1,1,{
+ callfunc "F_UpdateSignVars";
+ if ((sign_q == 80) && (countitem(907) > 3) && (countitem(953) > 11) && (countitem(7013) > 364)) {
+ mes "^6B8E23It seems that";
+ mes "something in the";
+ mes "vicinity is reacting";
+ mes "with the Sobbing Starlight";
+ mes "in your possession. Perhaps";
+ mes "you can find it nearby...^000000";
+ close;
+ }
+
+OnTouch:
+ if ((sign_q == 80) && (countitem(907) > 3) && (countitem(953) > 11) && (countitem(7013) > 364)) {
+ mes "["+strcharinfo(0)+"]";
+ mes "What the...?";
+ mes "What's happening?!";
+ specialeffect2 EF_BEGINSPELL6;
+ next;
+ mes "^3355FFFor some reason, in";
+ mes "this particular spot, the";
+ mes "Sobbing Starlight is reacting";
+ mes "with the Resin, Stone Hearts";
+ mes "and Coral Reefs that you're";
+ mes "holding. All the objects are";
+ mes "violently resonating...^000000";
+ specialeffect2 EF_ENHANCE;
+ next;
+ mes "^3355FFAll of a sudden these";
+ mes "objects emit a bright flash";
+ mes "of light that envelops your";
+ mes "entire body, then you gently";
+ mes "fall into unconsciousness...^000000";
+ specialeffect2 EF_FLASHER;
+ next;
+ delitem 907,4; //Resin
+ delitem 953,12; //Stone_Heart
+ delitem 7013,365; //Coral_Reef
+ set sign_q,81;
+ warp "himinn",49,10;
+ end;
+ }
+ else if (sign_q == 203) {
+ mes "^3355FFNothing seems to";
+ mes "happen when you";
+ mes "approach this area now.^000000";
+ close;
+ }
+ else if (sign_q > 80) {
+ warp "himinn",49,10;
+ }
+ end;
+}
+
+himinn,48,86,5 script Valkyrie#sign 811,{
+ callfunc "F_UpdateSignVars";
+ mes "[Valkyrie Sandra]";
+ if (sign_q < 81) {
+ mes "Only the chosen";
+ mes "can enter this place.";
+ mes "I will not ask how you've";
+ mes "gained entrance, but I will";
+ mes "require you to leave.";
+ close2;
+ warp "gef_fild07",180,242;
+ end;
+ }
+ else if (sign_q == 81) {
+ mes "Welcome, "+strcharinfo(0)+",";
+ mes "to this realm of holiness.";
+ mes "You have endured great difficulty and tested your courage to obtain the Sobbing Starlight, which will be the certificate for your test.";
+ next;
+ select("Test...?");
+ mes "[Valkyrie Sandra]";
+ mes "The gods have decided that";
+ mes "you are worthy of undergoing";
+ mes "a special test that will judge";
+ mes "your merits. If you are a true";
+ mes "hero who is pure of heart,";
+ mes "you will certainly succeed...";
+ next;
+ mes "[Valkyrie Sandra]";
+ mes "Now, there is a critical";
+ mes "situation in the ^FF0000realm where";
+ mes "the fallen warriors dwell^000000. The";
+ mes "gods wish for you to restore the balance by quelling a specific";
+ mes "evil influence in that place.";
+ next;
+ mes "[Valkyrie Sandra]";
+ mes "There will be many obstacles.";
+ mes "First, the fallen, who will target their anger and hatred towards";
+ mes "you. Where they have failed to";
+ mes "enter Valhalla, you have a rare";
+ mes "and wondrous opportunity...";
+ next;
+ mes "[Valkyrie Sandra]";
+ mes "Secondly, and more";
+ mes "importantly, you must find";
+ mes "this evil influence on your";
+ mes "own. This will judge your";
+ mes "ability to discern good from evil. Do not trust appearances...";
+ next;
+ mes "[Valkyrie Sandra]";
+ mes "This is your task.";
+ mes "I cannot tell you more.";
+ mes "It is now your duty to";
+ mes "travel there and ferret";
+ mes "out true darkness from";
+ mes "one of the hearts there...";
+ set sign_q,82;
+ percentheal 100,100;
+ if (BaseLevel < 56) getexp 900,0;
+ else if ((BaseLevel > 55) && (BaseLevel < 61)) getexp 1200,0;
+ else if ((BaseLevel > 60) && (BaseLevel < 66)) getexp 2000,0;
+ else if ((BaseLevel > 65) && (BaseLevel < 71)) getexp 3500,0;
+ else if ((BaseLevel > 70) && (BaseLevel < 76)) getexp 7000,0;
+ else if ((BaseLevel > 75) && (BaseLevel < 81)) getexp 12000,0;
+ else if ((BaseLevel > 80) && (BaseLevel < 86)) getexp 16000,0;
+ else if ((BaseLevel > 85) && (BaseLevel < 91)) getexp 21000,0;
+ else if (BaseLevel > 90) getexp 35000,0;
+ close2;
+ warp "geffen",120,100;
+ end;
+ }
+ else if (sign_q < 95) {
+ mes "I commend your ability";
+ mes "to survive in the realm";
+ mes "of the dead. I imagine it";
+ mes "must be very difficult for";
+ mes "a mortal to endure its cruelty.";
+ close;
+ }
+ else if (sign_q == 95) {
+ mes "Regrettably, I can't really";
+ mes "provide any answers for you.";
+ mes "You must overcome the ordeals";
+ mes "of the gods on your own. All I can do is offer my guidance and prayer. ^FFFFFFcobo^000000";
+ next;
+ mes "[Valkyrie Sandra]";
+ mes "Remember that the";
+ mes "demonstration of your belief,";
+ mes "rather than the decision to";
+ mes "blindly adhere to faith, is";
+ mes "what the gods want to see.";
+ next;
+ mes "[Valkyrie Sandra]";
+ mes "Always step forward";
+ mes "with wisdom and courage.";
+ mes "That is all I can tell you.";
+ set sign_q,96;
+ close;
+ }
+ else if ((sign_q == 129) || (sign_q == 130)) {
+ mes "Welcome back.";
+ mes "Not only have you passed the trials that the gods have set for you, you have tested your courage in the realm of the dead and protected Rune-Midgard from attack.";
+ next;
+ mes "[Valkyrie Sandra]";
+ mes "I'm pleased to announce that the gods have been watching you and decided to invite you to Valhalla. However, Rune-Midgard still has great need of you.";
+ next;
+ mes "[Valkyrie Sandra]";
+ mes "As a symbol of this promise to invite you to Valhalla, you shall be rewarded with 'The Sign' which will show all others that you are a great warrior whose courage was tested by the gods themselves.";
+ next;
+ mes "[Valkyrie Sandra]";
+ mes "Congratulations,";
+ mes ""+ strcharinfo(0) +". Verily,";
+ mes "you are an honorable";
+ mes "hero worthy of praise!";
+ set sign_q,137;
+ getitem 7314,1; //The_Sign
+ close;
+ }
+ else if (sign_q < 150) {
+ mes "The gods are watching";
+ mes "you. Prove your courage,";
+ mes "and at that moment, you";
+ mes "will earn the honor of being";
+ mes "selected by the gods.";
+ close;
+ }
+ else if ((sign_q > 199) && (sign_q < 202)) {
+ mes "You have yet to";
+ mes "fully prove your courage.";
+ mes "Once you do, you will be";
+ mes "summoned by the gods.";
+ close;
+ }
+ else if (sign_q == 202) {
+ mes "The gods are disappointed";
+ mes "in what you have decided to";
+ mes "do. Unfortunately, you have";
+ mes "been banished from Valhalla";
+ mes "and this place as well.";
+ next;
+ mes "[Valkyrie Sandra]";
+ mes "Although you have failed,";
+ mes "I hope that you find your";
+ mes "another way to win back";
+ mes "the favor of the gods...";
+ set sign_q,203;
+ close;
+ }
+ else {
+ if (countitem(7314) < 1) {
+ mes "Only the chosen";
+ mes "can enter this place.";
+ mes "I will not ask how you've";
+ mes "gained entrance, but I will";
+ mes "require you to leave.";
+ close2;
+ warp "gef_fild07",180,242;
+ end;
+ }
+ else {
+ mes "Great warrior,";
+ mes "your time has not yet";
+ mes "come. Please focus on";
+ mes "your training until you";
+ mes "are summoned by the gods...";
+ close;
+ }
+ }
+}
+
+//============================================================
+// The Sign (Part 3)
+//============================================================
+
+que_sign01,196,39,4 script Serin#dummy 90,{
+ end;
+
+OnDisable:
+OnInit:
+ disablenpc "Serin#dummy";
+ end;
+
+OnEnable:
+ enablenpc "Serin#dummy";
+ end;
+
+Onstart:
+ initnpctimer;
+ end;
+
+OnTimer3000:
+ specialeffect EF_GLASSWALL;
+ end;
+
+OnTimer6000:
+ specialeffect EF_CRASHEARTH;
+ end;
+
+OnTimer9000:
+ specialeffect EF_LORD;
+ end;
+
+OnTimer13000:
+ donpcevent "Serin#dummy::OnDisable";
+ donpcevent "Dark Lord#serin::OnEnable";
+ donpcevent "Serin#serin::OnEnable";
+ stopnpctimer;
+ end;
+}
+
+que_sign01,196,44,4 script Dark Lord#serin 737,{
+ end;
+
+OnDisable:
+OnInit:
+ disablenpc "Dark Lord#serin";
+ end;
+
+OnEnable:
+ enablenpc "Dark Lord#serin";
+ end;
+}
+
+que_sign01,196,39,4 script Serin#serin 90,{
+ callfunc "F_UpdateSignVars";
+ if (sign_q < 132) {
+ mes "[Serin]";
+ mes "....?";
+ close;
+ }
+ else if (sign_q == 132) {
+ mes "[Serin]";
+ mes "As its magic power grows,";
+ mes "the Magic Circle is nearing completion. The symbol which I've asked you for is the last material needed for summoning Dark Lord.";
+ next;
+ mes "[Serin]";
+ mes "However, the power of that";
+ mes "symbol can be used to complete";
+ mes "the Magic Circle or destroy it.";
+ mes "Would you hand it over to me?";
+ mes "I choose to destroy this...";
+ next;
+ mes "[Serin]";
+ mes "Please...";
+ mes "Let me have the symbol.";
+ next;
+ select("Give Serin the symbol.");
+ mes "[Serin]";
+ mes "This could be";
+ mes "pretty dangerous";
+ mes "so please step back...";
+ delitem 7305,1; //Authority_Of_Nine_World
+ set sign_q,133;
+ donpcevent "Serin#dummy::OnEnable";
+ donpcevent "Serin#dummy::Onstart";
+ donpcevent "Serin#serin::OnDisable";
+ close;
+ }
+ else if (sign_q == 133) {
+ mes "[Serin]";
+ mes "I'm sorry.";
+ mes "But I have to do this";
+ mes "to summon Dark Lord.";
+ next;
+ select("But why...?");
+ mes "[Serin]";
+ mes "It was never the witch";
+ mes "that wanted Dark Lord summoned,";
+ mes "but me. I've always wanted to return to my human form. I'm sick and tired of being bound here in Niflheim!";
+ next;
+ mes "[Serin]";
+ mes "Unfortunately, the symbol";
+ mes "which Lady Hell gave you is";
+ mes "limited to a one time use. Its";
+ mes "power wasn't enough to bring me";
+ mes "back, so summoning Dark Lord is";
+ mes "my last chance.";
+ next;
+ select("But if Dark Lord comes to Rune-Midgard...");
+ mes "[Serin]";
+ mes "Oh, I'm pretty sure of";
+ mes "what will happen if Dark Lord";
+ mes "enters the realm of the living. He'll destroy Rune-Midgard and bring death to thousands and thousands of people.";
+ next;
+ mes "[Serin]";
+ mes "So if I came back to life";
+ mes "and everyone else were dead,";
+ mes "However, by summoning Dark Lord,";
+ mes "you might be thinking it'd be pretty pointless for me to come back. But you know what? I don't care.";
+ next;
+ mes "[Serin]";
+ mes "The living don't appreciate";
+ mes "what they have, so they ought";
+ mes "to be punished. They can all go to Niflheim while I enjoy the warmth of the sun and the fresh outside air.";
+ next;
+ mes "[Serin]";
+ mes "Maybe you might not";
+ mes "pity my situation since you've";
+ mes "never been bound to Niflheim,";
+ mes "but I'm begging you. Don't get";
+ mes "in my way.";
+ next;
+ switch(select("Alright. I'll let you go.:No, you have to be stopped.")) {
+ case 1:
+ mes "[Serin]";
+ mes "Are you really willing";
+ mes "to throw so much away for";
+ mes "my sake? You do understand";
+ mes "that you'll be failing the ordeals set before you by the gods...";
+ next;
+ switch(select("I changed my mind for Rune-Midgard.:I do, and it's alright...")) {
+ case 1:
+ mes "[Serin]";
+ mes "...";
+ mes "I really don't want to fight you,";
+ mes "but I've come too far to give up now. If you insist on interfering, then you leave me no choice...";
+ next;
+ donpcevent "Dark Lord#serin::OnEnable";
+ mes "[Dark Lord]";
+ mes "^330033Insolent mortal!";
+ mes "Do you really think";
+ mes "you have a chance of";
+ mes "stopping me? Hmpf.";
+ mes "Every fool must learn.";
+ mes "Prepare to die!^000000";
+ set sign_q,134;
+ donpcevent "Serin#serin::OnDisable";
+ donpcevent "Dark Lord#serin::OnDisable";
+ donpcevent "CallMonster#serin::Oncall";
+ close;
+ case 2:
+ mes "[Serin]";
+ mes "The least I can";
+ mes "do is send you back";
+ mes "to Rune-Midgard and";
+ mes "ask the Dark Lord to spare";
+ mes "you. Thank you so much...";
+ set sign_q,200;
+ getexp 20000,0;
+ set $@sign_w2,0;
+ donpcevent "Dark Lord#serin::OnDisable";
+ close2;
+ warp "umbala",132,203;
+ end;
+ }
+ case 2:
+ mes "[Serin]";
+ mes "...";
+ mes "I really don't want to fight you,";
+ mes "but I've come too far to give up now. If you insist on interfering, then you leave me no choice...";
+ next;
+ emotion e_gg,0,"Dark Lord#serin";
+ mes "[Dark Lord]";
+ mes "^330033Insolent mortal!";
+ mes "Do you really think";
+ mes "you have a chance of";
+ mes "stopping me? Hmpf.";
+ mes "Every fool must learn.";
+ mes "Prepare to die!^000000";
+ set sign_q,134;
+ donpcevent "Serin#serin::OnDisable";
+ donpcevent "Dark Lord#serin::OnDisable";
+ donpcevent "CallMonster#serin::Oncall";
+ close;
+ }
+ }
+ else if (sign_q == 134) {
+ mes "[Serin]";
+ mes "I see now.";
+ mes "Soon, I'll lose my memories";
+ mes "and remain dead in Niflheim.";
+ mes "Just like all the others. Still,";
+ mes "may I ask you one question?";
+ next;
+ mes "[Serin]";
+ mes "With that symbol, you";
+ mes "could order the dead to do";
+ mes "whatever you want. Why didn't";
+ mes "you use it to command me to quit?";
+ next;
+ mes "[Serin]";
+ mes "...";
+ mes "......";
+ mes "..........";
+ next;
+ mes "[Serin]";
+ mes "I see it now.";
+ mes "The kindness in your eyes";
+ mes "tells me everything. You wanted to give me another chance. But in the end, I managed to destroy the";
+ mes "chance you had given me.";
+ next;
+ mes "[Serin]";
+ mes "Even though I'm nothing but";
+ mes "a spirit now, it was an honor";
+ mes "for me to meet somebody like you. Although I'll lose my memories, I'll try not to forget you.";
+ next;
+ mes "[Serin]";
+ mes "My memories of your";
+ mes "courage and kindness";
+ mes "are more precious to";
+ mes "me than life itself.";
+ next;
+ mes "[Serin]";
+ mes "Farewell, now.";
+ mes "And good luck on";
+ mes "your travels, my friend...";
+ set sign_q,135;
+ close;
+ }
+ else if (sign_q == 135) {
+ mes "^3355FFYou helped the";
+ mes "unconscious Serin";
+ mes "and returned to Niflheim.^000000";
+ close2;
+ set sign_q,136;
+ set $@sign_w2,0;
+ warp "que_sign01",117,137;
+ end;
+ }
+ else if (sign_q == 199) {
+ set .@fail_s1,rand(1,800);
+ set .@fail_s2,rand(1,700);
+ set .@fail_s3,rand(1,600);
+ set .@fail_s4,rand(1,500);
+ set .@fail_s5,rand(1,400);
+ if (countitem(2643) == 1) {
+ if (((sign_sq == 0) && (.@fail_s3 == 356)) || ((sign_sq == 1) && (.@fail_s2 == 356)) || (.@fail_s1 == 356)) {
+ set sign_q,200;
+ mes "[Serin]";
+ mes "Even though you tried";
+ mes "to stop me, I still don't wish";
+ mes "to take your life. I understand";
+ mes "that you've merely trying to";
+ mes "protect your Rune-Midgard.";
+ next;
+ mes "[Serin]";
+ mes "However...";
+ mes "I do not think you";
+ mes "have the courage to";
+ mes "overcome the ordeals ";
+ mes "of the gods. Please don't";
+ mes "come here anymore...";
+ next;
+ mes "[Serin]";
+ mes "Farewell...";
+ close2;
+ set $@sign_w2,0;
+ warp "niflheim",30,156;
+ end;
+ }
+ else {
+ mes "[Serin]";
+ mes "Haven't you";
+ mes "given up yet?";
+ mes "Please don't";
+ mes "try to stop me!";
+ close2;
+ set sign_q,134;
+ donpcevent "Serin#serin::OnDisable";
+ donpcevent "Dark Lord#serin::OnDisable";
+ donpcevent "CallMonster#serin::Oncall";
+ end;
+ }
+ }
+ else {
+ if (((sign_sq == 0) && (.@fail_s5 == 356)) || ((sign_sq == 1) && (.@fail_s4 == 356)) || (.@fail_s3 == 356)) {
+ set sign_q,200;
+ mes "[Serin]";
+ mes "Even though you tried";
+ mes "to stop me, I still don't wish";
+ mes "to take your life. I understand";
+ mes "that you've merely trying to";
+ mes "protect your Rune-Midgard.";
+ next;
+ mes "[Serin]";
+ mes "However...";
+ mes "I do not think you";
+ mes "have the courage to";
+ mes "overcome the ordeals ";
+ mes "of the gods. Please don't";
+ mes "come here anymore...";
+ next;
+ mes "[Serin]";
+ mes "Farewell...";
+ close2;
+ set $@sign_w2,0;
+ warp "niflheim",30,156;
+ end;
+ }
+ else {
+ mes "[Serin]";
+ mes "Haven't you";
+ mes "given up yet?";
+ mes "Please don't";
+ mes "try to stop me!";
+ close2;
+ set sign_q,134;
+ donpcevent "Serin#serin::OnDisable";
+ donpcevent "Dark Lord#serin::OnDisable";
+ donpcevent "CallMonster#serin::Oncall";
+ end;
+ }
+ }
+ }
+ else if (sign_q == 200) {
+ mes "[Serin]";
+ mes "Let me guide";
+ mes "you to where";
+ mes "you belong.";
+ close2;
+ warp "umbala",132,203;
+ end;
+ }
+ else {
+ mes "..........";
+ close;
+ }
+ end;
+
+OnDisable:
+ disablenpc "Serin#serin";
+ end;
+
+OnEnable:
+ enablenpc "Serin#serin";
+ end;
+}
+
+que_sign01,197,195,4 script Serin#witch 90,{
+ callfunc "F_UpdateSignVars";
+ if (sign_q < 124) {
+ mes "[Serin]";
+ mes "...";
+ mes "......";
+ emotion e_dots;
+ close;
+ }
+ else if (sign_q == 124) {
+ mes "[Serin]";
+ mes "You're finally here.";
+ mes "That witch has been watching";
+ mes "my every move, so she probably";
+ mes "knows what I'm up to by now...";
+ next;
+ select("Why are you doing this...");
+ mes "[Serin]";
+ mes "You don't understand";
+ mes "the horrific experience";
+ mes "of being bound to Niflheim.";
+ mes "I'm sick of breathing death";
+ mes "and feeding on despair.";
+ mes "I want to live again!";
+ next;
+ select("Is that why you want Dark Lord...?");
+ mes "[Serin]";
+ mes "Unfortunately, the symbol";
+ mes "which Lady Hell gave you is";
+ mes "limited to a one time use. Its";
+ mes "power wasn't enough to bring me";
+ mes "back, so summoning Dark Lord is";
+ mes "my last chance.";
+ next;
+ select("But if Dark Lord comes to Rune-Midgard...");
+ mes "[Serin]";
+ mes "Oh, I'm pretty sure of";
+ mes "what will happen if Dark Lord";
+ mes "enters the realm of the living. He'll destroy Rune-Midgard and bring death to thousands and thousands of people.";
+ next;
+ mes "[Serin]";
+ mes "So if I came back to life";
+ mes "and everyone else were dead,";
+ mes "However, by summoning Dark";
+ mes "Lord, you might be thinking it'd be pretty pointless for me to come back. But I don't care.";
+ next;
+ mes "[Serin]";
+ mes "The living don't appreciate";
+ mes "what they have, so they ought";
+ mes "to be punished. They can all go to Niflheim while I enjoy the warmth of the sun and the fresh outside air. Everyone should die...";
+ next;
+ mes "[Serin]";
+ mes "Maybe you might not";
+ mes "pity my situation since you've";
+ mes "never been bound to Niflheim,";
+ mes "but I'm begging you. Don't get";
+ mes "in my way, "+strcharinfo(0)+".";
+ next;
+ switch(select("I can't let you do this!:Okay, have it your way.")) {
+ case 1:
+ set sign_q,125;
+ close;
+ case 2:
+ mes "[Serin]";
+ mes "Are you really willing";
+ mes "to throw so much away for";
+ mes "my sake? You do understand";
+ mes "that you'll be failing the ordeals set before you by the gods...";
+ next;
+ switch(select("I changed my mind for Rune-Midgard.:I do, and it's alright...")) {
+ case 1:
+ set sign_q,125;
+ close;
+ case 2:
+ mes "[Serin]";
+ mes "The least I can";
+ mes "do is send you back";
+ mes "to Rune-Midgard and";
+ mes "ask the Dark Lord to spare";
+ mes "you. Thank you so much...";
+ set sign_q,200;
+ getexp 20000,0;
+ set $@sign_w1,0;
+ close2;
+ warp "umbala,",132,203;
+ end;
+ }
+ }
+ }
+ else if (sign_q == 125) {
+ if (countitem(2643) ==1) {
+ mes "[Serin]";
+ mes "If you think that";
+ mes "I can't summon Dark Lord";
+ mes "without the symbol, then you're";
+ mes "mistaken. I've been collecting";
+ mes "the power of despair!";
+ next;
+ mes "[Serin]";
+ mes "Do you remember what";
+ mes "happened to the dead that you";
+ mes "helped on my behalf? Even if they seemed to have found shelter at first, they cannot escape my";
+ mes "deep hollow of despair...";
+ next;
+ mes "[Serin]";
+ mes "And that poor little girl,";
+ mes "Alakina Anne? She still";
+ mes "hasn't realized that she's dead!";
+ next;
+ mes "[Serin]";
+ mes "You gave her hope,";
+ mes "but ultimately, you can't";
+ mes "keep your promise to bring her home. Oh, her disappointment";
+ mes "must be so crushing...";
+ next;
+ mes "[Serin]";
+ mes "Yes...";
+ mes "By trying to help,";
+ mes "you gave them nothing";
+ mes "but pain, just as I planned.";
+ mes "Now I have enough despair";
+ mes "to summon Dark Lord!";
+ next;
+ mes "[Serin]";
+ mes "I don't want us to fight,";
+ mes "but I can't let you stop me.";
+ mes "I've already sold my soul to";
+ mes "Dark Lord to become a living";
+ mes "human again so I can't give up";
+ mes "now! We'll have to battle!";
+ close2;
+ set sign_q,126;
+ donpcevent "CallMonster#witch::Oncall";
+ donpcevent "Serin#witch::OnDisable";
+ end;
+ }
+ else {
+ mes "[Serin]";
+ mes "If you think that";
+ mes "I can't summon Dark Lord";
+ mes "without the symbol, then you're";
+ mes "mistaken. I've been collecting";
+ mes "the power of despair!";
+ next;
+ mes "[Serin]";
+ mes "What most adventurers";
+ mes "don't know is that many of the";
+ mes "souls in Niflheim are simply";
+ mes "doomed to suffer. That's the";
+ mes "nature of this realm and one";
+ mes "of the rules of balance...";
+ next;
+ mes "[Serin]";
+ mes "It was child's play to ask";
+ mes "some adventurers to help";
+ mes "these souls. But once they learn that these souls can't be helped,";
+ mes "it's too late! In failing them, the adventurers add to their despair!";
+ next;
+ mes "[Serin]";
+ mes "And by increasing";
+ mes "the despair here, it";
+ mes "also adds to the power I'll";
+ mes "use to summon Dark Lord!";
+ next;
+ mes "[Serin]";
+ mes "I don't want us to fight,";
+ mes "but I can't let you stop me.";
+ mes "I've already sold my soul to";
+ mes "Dark Lord to become a living";
+ mes "human again so I can't give up";
+ mes "now! We'll have to battle!";
+ close2;
+ set sign_q,126;
+ donpcevent "CallMonster#witch::Oncall";
+ donpcevent "Serin#witch::OnDisable";
+ end;
+ }
+ }
+ else if (sign_q == 126) {
+ mes "[Serin]";
+ mes "I see now.";
+ mes "Soon, I'll lose my memories";
+ mes "and remain dead in Niflheim.";
+ mes "Just like all the others. Still,";
+ mes "may I ask you one question?";
+ next;
+ mes "[Serin]";
+ mes "With that symbol, you";
+ mes "could order the dead to do";
+ mes "whatever you want. Why didn't";
+ mes "you use it to command me to quit?";
+ next;
+ mes "[Serin]";
+ mes "...";
+ mes "......";
+ mes "..........";
+ next;
+ mes "[Serin]";
+ mes "I see it now.";
+ mes "The kindness in your eyes";
+ mes "tells me everything. You wanted to give me another chance. But in the end, I managed to destroy the";
+ mes "chance you had given me.";
+ next;
+ mes "[Serin]";
+ mes "Even though I'm nothing but";
+ mes "a spirit now, it was an honor";
+ mes "for me to meet somebody like you. Although I'll lose my memories, I'll try not to forget you.";
+ next;
+ mes "[Serin]";
+ mes "My memories of your";
+ mes "courage and kindness";
+ mes "are more precious to";
+ mes "me than life itself.";
+ next;
+ mes "[Serin]";
+ mes "Farewell, now.";
+ mes "And good luck on";
+ mes "your travels, my friend...";
+ delitem 7308,1; //Witch's_Potion
+ set sign_q,127;
+ close;
+ }
+ else if (sign_q == 127) {
+ mes "^3355FFYou helped the";
+ mes "unconscious Serin";
+ mes "and returned to Niflheim.^000000";
+ close2;
+ set sign_q,128;
+ set $@sign_w1,0;
+ warp "que_sign01",117,137;
+ end;
+ }
+ else if (sign_q == 198) {
+ set .@fail_s1,rand(1,1000);
+ set .@fail_s2,rand(1,900);
+ set .@fail_s3,rand(1,800);
+ set .@fail_s4,rand(1,700);
+ set .@fail_s5,rand(1,600);
+ if (countitem(2643) == 1) {
+ if (((sign_sq == 0) && (.@fail_s3 == 356)) || ((sign_sq == 1) && (.@fail_s2 == 356)) || (.@fail_s1 == 356)) {
+ delitem 7308,1; //Witch's_Potion
+ set sign_q,200;
+ mes "[Serin]";
+ mes "Even though you tried";
+ mes "to stop me, I still don't wish";
+ mes "to take your life. I understand";
+ mes "that you've merely trying to";
+ mes "protect your Rune-Midgard.";
+ next;
+ mes "[Serin]";
+ mes "However...";
+ mes "I do not think you";
+ mes "have the courage to";
+ mes "overcome the ordeals ";
+ mes "of the gods. Please don't";
+ mes "come here anymore...";
+ next;
+ mes "^3355FFSerin took";
+ mes "1 Witch's Tonic";
+ mes "from you.^000000";
+ next;
+ mes "[Serin]";
+ mes "I'm sorry...";
+ mes "But I'm taking";
+ mes "your Witch's Tonic";
+ mes "to help me summon";
+ mes "Dark Lord. Farewell...";
+ close2;
+ set $@sign_w1,0;
+ warp "niflheim",30,156;
+ end;
+ }
+ else {
+ mes "[Serin]";
+ mes "Haven't you";
+ mes "given up yet?";
+ mes "Please don't";
+ mes "try to stop me!";
+ close2;
+ set sign_q,126;
+ donpcevent "Serin#witch::OnDisable";
+ donpcevent "CallMonster#witch::Oncall";
+ end;
+ }
+ }
+ else {
+ if (((sign_sq == 0) && (.@fail_s5 == 356)) || ((sign_sq == 1) && (.@fail_s4 == 356)) || (.@fail_s3 == 356)) {
+ delitem 7308,1; //Witch's_Potion
+ set sign_q,200;
+ mes "[Serin]";
+ mes "Even though you tried";
+ mes "to stop me, I still don't wish";
+ mes "to take your life. I understand";
+ mes "that you've merely trying to";
+ mes "protect your Rune-Midgard.";
+ next;
+ mes "[Serin]";
+ mes "However...";
+ mes "I do not think you";
+ mes "have the courage to";
+ mes "overcome the ordeals ";
+ mes "of the gods. Please don't";
+ mes "come here anymore...";
+ next;
+ mes "^3355FFSerin took";
+ mes "1 Witch's Tonic";
+ mes "from you.^000000";
+ next;
+ mes "[Serin]";
+ mes "I'm sorry...";
+ mes "But I'm taking";
+ mes "your Witch's Tonic";
+ mes "to help me summon";
+ mes "Dark Lord. Farewell...";
+ close2;
+ set $@sign_w1,0;
+ warp "niflheim",30,156;
+ end;
+ }
+ else {
+ mes "[Serin]";
+ mes "Haven't you";
+ mes "given up yet?";
+ mes "Please don't";
+ mes "try to stop me!";
+ close2;
+ set sign_q,126;
+ donpcevent "Serin#witch::OnDisable";
+ donpcevent "CallMonster#witch::Oncall";
+ end;
+ }
+ }
+ }
+ else if (sign_q == 200) {
+ mes "[Serin]";
+ mes "Let me guide";
+ mes "you to where";
+ mes "you belong.";
+ mes ".......";
+ close2;
+ set $@sign_w1,0;
+ warp "umbala",132,203;
+ end;
+ }
+ else {
+ mes "[Serin]";
+ mes ".........";
+ close;
+ }
+ end;
+
+OnDisable:
+ disablenpc "Serin#witch";
+ end;
+
+OnEnable:
+ enablenpc "Serin#witch";
+ end;
+}
+
+niflheim,313,70,4 script Pleasant-Featured Lady#s 90,{
+ callfunc "F_UpdateSignVars";
+ if (sign_q < 82) {
+ mes "[Serin]";
+ mes "I'm sorry,";
+ mes "but you're not";
+ mes "the person I'm";
+ mes "looking for. No...";
+ close;
+ }
+ else if (sign_q == 82) {
+ mes "[Serin]";
+ mes "Kind adventurer...";
+ mes "You're the one I'm looking";
+ mes "for, the one who's been on";
+ mes "a long journey to prove";
+ if (Sex == 1) {
+ mes "his courage.";
+ }
+ else {
+ mes "her courage.";
+ }
+ next;
+ mes "[Serin]";
+ mes "Even in the darkness of";
+ mes "Niflheim, I can recognize";
+ mes "you. You shine out to me like";
+ mes "a star! I beg of you, please";
+ mes "listen to my story...";
+ next;
+ switch(select("I'm busy, sorry.:Sure, go ahead.")) {
+ case 1:
+ mes "[Serin]";
+ mes "I know I can't stop";
+ mes "you from pursing your";
+ mes "path to glory. But if you";
+ mes "should change your mind...!";
+ close;
+ case 2:
+ mes "[Serin]";
+ mes "Thank you...";
+ mes "Now, if you've heard";
+ mes "from the others and as";
+ mes "you can tell by my appearance,";
+ mes "I clearly don't belong here.";
+ next;
+ mes "[Serin]";
+ mes "I might not have";
+ mes "the luck to be selected";
+ mes "by Valkyrie, but I need";
+ mes "your help to get out of";
+ mes "here as soon as I can~";
+ next;
+ switch(select("Er, I'm busy, now that I think about it.:Sure, let's do it.")) {
+ case 1:
+ mes "[Serin]";
+ mes "I know I can't stop";
+ mes "you from pursing your";
+ mes "path to glory. But if you";
+ mes "should change your mind...!";
+ close;
+ case 2:
+ mes "[Serin]";
+ mes "I know I'm asking too much";
+ mes "of you, but if you'd also help";
+ mes "the other unfortunate souls in";
+ mes "this place, I'd be truly grateful. Somehow, I think solving their problems will help me get back.";
+ next;
+ switch(select("Sure, why not?:Why should I help them?")) {
+ case 1:
+ mes "[Serin]";
+ mes "I knew you'd understand!";
+ mes "You really are a kind person.";
+ mes "Now, in order to help the other";
+ mes "misfortunate in Niflheim, you've got to remember to gain their trust first and get close to them, okay?";
+ set sign_q,83;
+ close;
+ case 2:
+ mes "[Serin]";
+ mes "I... I understand.";
+ mes "Although I asked too much in asking you to help the other people here, I was hoping you'd realize that";
+ mes "would be the best way to learn clues for a way to escape for now.";
+ set sign_q,84;
+ close;
+ }
+ }
+ }
+ }
+ else if (sign_q == 83) {
+ if (sign_sq < 8) {
+ mes "[Serin]";
+ mes "Hmm...?";
+ mes "You don't know which";
+ mes "people you need to help";
+ mes "here in Niflheim? Mmm,";
+ mes "let me think about it...";
+ next;
+ mes "[Serin]";
+ mes "In this doomed place,";
+ mes "there isn't too much trust";
+ mes "amongst some of the people";
+ mes "here, but some will share their";
+ mes "problems if you ^3355FFapproach them";
+ mes "closely^000000, ^3355FFface to face^000000. Okay?";
+ next;
+ mes "[Serin]";
+ mes "In this way, if they talk";
+ mes "to you first, they might";
+ mes "be more willing to accept";
+ mes "help or tell you what you";
+ mes "really need to know.";
+ mes "I hope this helps...";
+ close;
+ }
+ else if (sign_sq == 8) {
+ mes "[Serin]";
+ mes "Thank you so much for";
+ mes "your help. This is all I have,";
+ mes "and it means a lot to me, but";
+ mes "I want you to have this ring. It's the only way I can properly express my gratitude for your aid so far.";
+ set sign_q,85;
+ set sign_sq,0;
+ getitem 2642,1; //Serin's_Gold_Ring
+ close;
+ }
+ else {
+ mes "[Serin]";
+ mes "To the dead,";
+ mes "living people";
+ mes "are either good";
+ mes "prey or good marks.";
+ close;
+ }
+ }
+ else if (sign_q == 84) {
+ mes "[Serin]";
+ mes "Hello, adventurer.";
+ mes "How have you been doing?";
+ mes "I'm surprised to still see you";
+ mes "around this dangerous town.";
+ next;
+ mes "[Serin]";
+ mes "If you wander around";
+ mes "Niflheim, you'll find that";
+ mes "some of the deceased here are";
+ mes "different than most of the others in this town. Please talk to them and see if you can be of any help.";
+ set sign_q,87;
+ close;
+ }
+ else if (sign_q == 85) {
+ mes "[Serin]";
+ mes "There's a Bard in";
+ mes "Niflheim with a very";
+ mes "sweet, yet melancholy voice.";
+ mes "He sings for strangers just";
+ mes "like you, adventurer.";
+ next;
+ mes "[Serin]";
+ mes "I think he might know";
+ mes "some useful information,";
+ mes "so it might be a good";
+ mes "idea to speak with him.";
+ set sign_q,86;
+ close;
+ }
+ else if (sign_q < 92) {
+ mes "[Serin]";
+ mes "Hello, "+strcharinfo(0)+",";
+ mes "I'm surprised that";
+ mes "you've managed to survive";
+ mes "here all this time. It's no small feat for a mortal to be able to remain alive in Niflheim...";
+ close;
+ }
+ else if (sign_q == 92) {
+ if (countitem(2642) > 0) {
+ mes "[Serin]";
+ mes "Ah, "+strcharinfo(0)+"~";
+ mes "How is everything?";
+ mes "Once again, I want to";
+ mes "thank you for helping the";
+ mes "poor souls in this place.";
+ next;
+ mes "[Serin]";
+ mes "Hmm...?";
+ mes "What's with that";
+ mes "look on your face?";
+ mes "Do you have something";
+ mes "you want to ask me?";
+ next;
+ }
+ else {
+ mes "[Serin]";
+ mes "Ah, "+strcharinfo(0)+"~";
+ mes "How is everything?";
+ next;
+ mes "[Serin]";
+ mes "Hmm...?";
+ mes "What's with that";
+ mes "look on your face?";
+ mes "Do you have something";
+ mes "you want to ask me?";
+ next;
+ }
+ switch(select("Nothing.:About the Queen of the Dead...")) {
+ case 1:
+ mes "[Serin]";
+ mes "Well, if you ever";
+ mes "need my help, please";
+ mes "don't hesitate to ask.";
+ close;
+ case 2:
+ mes "[Serin]";
+ mes "The Queen of the Dead?";
+ mes "Why, she's the ruler of Niflheim.";
+ mes "As Loki and Angrboda's last child, she was given complete control of this realm by Odin.";
+ next;
+ mes "[Serin]";
+ mes "She usually rules from her";
+ mes "castle, Hell, but sometimes she goes out to tour Niflheim. That's all I really know about her.";
+ next;
+ select("About the Symbol of Nine Realms");
+ mes "[Serin]";
+ mes "Oh that...?";
+ mes "Sometimes it's called";
+ mes "the Voucher of the Dead.";
+ mes "Odin gave it to the Queen";
+ mes "of the Dead to signify her";
+ mes "authority over Niflheim.";
+ next;
+ mes "[Serin]";
+ mes "There are many rumors";
+ mes "floating around about that";
+ mes "symbol and its abilities, but";
+ mes "all we know for sure is that it can be used to command the dead...";
+ next;
+ select("About Angrboda");
+ mes "[Serin]";
+ mes "Angrboda...?";
+ mes "She's the mother of the";
+ mes "Queen of Hell, as well as";
+ mes "some of the most powerful";
+ mes "monsters in this universe.";
+ next;
+ mes "[Serin]";
+ mes "The gods feared her monstrous";
+ mes "children so much that they bound";
+ mes "them and sealed Angrboda away.";
+ mes "Nothing has been heard";
+ mes "of her since...";
+ next;
+ select("I was told by the Witch that you're...");
+ mes "[Serin]";
+ mes "Oh, the Witch was";
+ mes "talking about me? I'm";
+ mes "aware that she doesn't";
+ mes "think very highly of me.";
+ mes "Then again, it's not like";
+ mes "I can trust her either.";
+ next;
+ mes "[Serin]";
+ mes "Well, it can't be helped.";
+ mes "At least we both agree that";
+ mes "somehow I don't really belong";
+ mes "here in Niflheim.";
+ emotion e_dots;
+ set sign_q,93;
+ close;
+ }
+ }
+ else if (sign_q == 93) {
+ mes "[Serin]";
+ mes "I'm sorry that I sort of";
+ mes "rambled on and on that last";
+ mes "time we spoke. Now that I think";
+ mes "about it, I didn't really give you any information that might have been very useful to you.";
+ next;
+ mes "[Serin]";
+ mes "But lately I've heard that the";
+ mes "Queen of the Dead is seeking her";
+ mes "mother, Angrboda. It's strange that even the queen, with all of her";
+ mes "power, is unable to find her.";
+ next;
+ mes "[Serin]";
+ mes "I have no idea how,";
+ mes "but it seems like Angrboda";
+ mes "has been sealed away in the";
+ mes "world of Rune-Midgard...";
+ emotion e_dots;
+ set sign_q,94;
+ close;
+ }
+ else if (sign_q == 94) {
+ mes "[Serin]";
+ mes "I've told you";
+ mes "everything I know.";
+ mes "But if you want to learn more";
+ mes "about Angrboda, you probably need to talk to someone who actually communicates with the gods.";
+ next;
+ mes "[Serin]";
+ mes "Perhaps Valkyrie";
+ mes "or someone who actually";
+ mes "lived in Asgard may know";
+ mes "more about where Angrboda";
+ mes "is sealed away.";
+ next;
+ mes "[Serin]";
+ mes "Also, why would you want";
+ mes "the Symbol of the Nine Realms?";
+ mes "It's a very dangerous object that could cause a lot of trouble if it fell into the wrong hands...";
+ next;
+ switch(select("What do you mean??:Don't worry, it won't.")) {
+ case 1:
+ mes "[Serin]";
+ mes "There are plenty of dead";
+ mes "people in Niflheim that are";
+ mes "driven by regret and despair.";
+ mes "The rage of being dead may result in some of them performing horrific deeds if they had the symbol.";
+ next;
+ switch(select("Then what should I do?:Thanks for the concern, but I'm not worried.")) {
+ case 1:
+ mes "[Serin]";
+ mes "I really think that you";
+ mes "should bring that symbol";
+ mes "to me before you show it to anybody else. Then, I want you to know why I really need its power.";
+ next;
+ mes "[Serin]";
+ mes "I can't explain myself";
+ mes "now, but I want to use the";
+ mes "power of the symbol to do";
+ mes "something really helpful";
+ mes "for you. You'll just need";
+ mes "to trust me on this.";
+ next;
+ select("I'll think about it.");
+ mes "[Serin]";
+ mes "Then I will";
+ mes "wait for you here.";
+ set sign_q,95;
+ close;
+ case 2:
+ mes "[Serin]";
+ mes "Alright...";
+ mes "It's your decision.";
+ set sign_q,95;
+ close;
+ }
+ case 2:
+ mes "[Serin]";
+ mes "Ah...";
+ mes "Alright, I suppose";
+ mes "that if you're worthy";
+ mes "of obtaining the symbol,";
+ mes "you should also be able";
+ mes "to protect it from abuse.";
+ set sign_q,95;
+ close;
+ }
+ }
+ else if (sign_q < 118) {
+ mes "[Serin]";
+ mes "If you obtain the";
+ mes "Symbol of Nine Realms,";
+ mes "please bring it to me";
+ mes "right away, "+strcharinfo(0)+".";
+ close;
+ }
+ else if (sign_q == 118) {
+ mes "[Serin]";
+ mes "Yes...";
+ mes "This is the Symbol of the";
+ mes "Nine Realms. It only has enough";
+ mes "power for one use, but it's still not easy to get this. Now, what were you planning to use this for?";
+ next;
+ select("Tell her your story.");
+ mes "[Serin]";
+ mes "Ah, so you're here";
+ mes "in Niflheim to overcome";
+ mes "the ordeals of the gods and";
+ mes "prove your courage to Valkyrie.";
+ next;
+ mes "[Serin]";
+ mes "So wait...";
+ mes "You've obtained that symbol";
+ mes "just for that witch? This may";
+ mes "seem rude, but I want to tell";
+ mes "you exactly how I feel about her.";
+ next;
+ mes "[Serin]";
+ mes "Isn't it suspicious that she";
+ mes "hasn't explained her intentions to you? The Symbol of Nine Realms";
+ mes "is one of the most powerful objects in Niflheim. Whatever she's planning has to be large scale.";
+ next;
+ mes "[Serin]";
+ mes "Then, there's that Metz Brayde.";
+ mes "Do you really believe that after he completes his research, he'll just give it back to you? You can't just trust someone to hold an object of enormous power and give it back!";
+ next;
+ switch(select("W-what should I do?:I can't believe this!")) {
+ case 1:
+ mes "[Serin]";
+ mes "Well, I can't really tell";
+ mes "you what to do, but I don't think it's a good idea to let that witch have the Symbol of Nine Realms. There's no telling what she'll";
+ mes "use its power for.";
+ next;
+ mes "[Serin]";
+ mes "Actually...";
+ mes "There is this rumor";
+ mes "going around, but I don't";
+ mes "know if you want to hear it...";
+ set sign_q,131;
+ close;
+ case 2:
+ mes "[Serin]";
+ mes "I'm sorry if you were offended.";
+ mes "I know I can't really convince you to believe anything, but please understand that I just don't want anyone to take advantage of you. Forgive my rudeness.";
+ close;
+ }
+ }
+ else if (sign_q < 129) {
+ mes "^3355FFThis is only";
+ mes "a lingering trace";
+ mes "of Serin, a manifestation";
+ mes "of her definitive memory.^000000";
+ close;
+ }
+ else if (sign_q == 129) {
+ mes "[Serin]";
+ mes "...";
+ mes "......";
+ next;
+ mes "[Serin]";
+ mes "...";
+ mes "......";
+ mes "..........";
+ if (countitem(2643) == 1) {
+ next;
+ switch(select("Give Serin her ring.:Keep the ring.")) {
+ case 1:
+ mes "[Serin]";
+ mes "...";
+ mes "......";
+ mes ".............";
+ next;
+ mes "[Serin]";
+ mes "...."+strcharinfo(0)+".....";
+ mes "I don't want to forget you.";
+ mes "I can forget my obsession with";
+ mes "life and all my other memories,";
+ mes "But if I can keep just one memory, I want it to be of your kindness.";
+ next;
+ mes "[Serin]";
+ mes "Even now, you're still";
+ mes "so very kind to me. Thank";
+ mes "you for giving back my ring,";
+ mes "my most precious possession.";
+ mes "Thank you, thank you...";
+ emotion e_sob;
+ next;
+ mes "^3355FFThe sound of Serin's voice";
+ mes "softened and when it grew silent, her eyes blankly stared ahead as";
+ mes "if she were in a trance. It looks like she has already forgotten";
+ mes "everything...^000000";
+ next;
+ mes "^3355FFBut Serin has also been able";
+ mes "to forget her sadness. The tears streaked across her cheeks and";
+ mes "the faint smile on her lips tell you that her memories of you";
+ mes "will always remain in her heart.^000000";
+ delitem 2643,1; //Serin's_Gold_Ring_
+ getexp 50000,0;
+ close;
+ case 2:
+ emotion e_sob;
+ close;
+ }
+ }
+ else {
+ emotion e_sob;
+ close;
+ }
+ }
+ else if (sign_q == 130) {
+ mes "[Serin]";
+ mes "...........";
+ emotion e_sob;
+ next;
+ mes "[Serin]";
+ mes "...........";
+ emotion e_dots;
+ next;
+ mes "[Serin]";
+ mes "...........";
+ emotion e_dots;
+ next;
+ mes "[Serin]";
+ mes "...........";
+ emotion e_sob;
+ close;
+ }
+ else if (sign_q == 131) {
+ mes "[Serin]";
+ mes "........";
+ next;
+ select("Tell me the rumors about the witch.");
+ next;
+ mes "[Serin]";
+ mes "Well, I've heard that the witch has been hiding deep in Niflheim and will only speak to those who pass her test. Apparently, she's been preparing some sort of ritual";
+ mes "to gain more power...";
+ next;
+ mes "[Serin]";
+ mes "It's almost too horrible";
+ mes "to believe, but I think that";
+ mes "she's preparing the ritual to";
+ mes "summon Dark Lord, ruler of";
+ mes "the Realm of Fiends.";
+ next;
+ select("Dark Lord...?");
+ mes "[Serin]";
+ mes "Well, most people don't";
+ mes "know this, but Dark Lord";
+ mes "comes from the Realm of Fiends.";
+ mes "In his own domain, he's so powerful that even the gods fear his might.";
+ next;
+ mes "[Serin]";
+ mes "Now, sometimes Dark Lord can";
+ mes "enter the world of Rune-Midgard, but only in a manifestation that represents just a small portion";
+ mes "of his full power.";
+ next;
+ mes "[Serin]";
+ mes "You see, it takes too much energy to travel from the Realm of Fiends to Rune-Midgard. And since the life force in Rune-Midgard conflicts with his powers, Dark Lord can't reach your world directly.";
+ next;
+ select("Wouldn't Lady Hell stop him?");
+ mes "[Serin]";
+ mes "Well, Dark Lord only wants";
+ mes "Rune-Midgard, so the Queen of the Dead doesn't feel threatened about her control of Niflheim.";
+ next;
+ mes "[Serin]";
+ mes "In fact, I'm sure she's aware";
+ mes "that Dark Lord will cause thousands of deaths in Rune-Midgard, meaning that there would be thousands more souls for her to rule over. So it's not to her advantage to stop him.";
+ next;
+ select("Then what should we do...?");
+ mes "[Serin]";
+ mes "No matter what the cost,";
+ mes "we've got to stop her from";
+ mes "summoning Dark Lord in order";
+ mes "to protect Rune-Midgard from";
+ mes "total annihiliation.";
+ next;
+ mes "[Serin]";
+ mes "I used to be a pretty";
+ mes "skilled Wizard, so I know";
+ mes "that she needs to draw a really huge magic circle in Niflheim if she wants to summon Dark Lord.";
+ next;
+ select("Can you tell me where?");
+ mes "[Serin]";
+ mes "Well, there are certain rules";
+ mes "and conditions to perform the summoning. There aren't any spaces wide enough in the Valley of Gyoll, and Niflheim's entrance is watched by too many people...";
+ next;
+ mes "[Serin]";
+ mes "Now, if I were to summon";
+ mes "Dark Lord, I would probably";
+ mes "do it somewhere inside town";
+ mes "to avoid attention. Hmmm...";
+ mes "I'll send you there once I figure out where the circle might be.";
+ set sign_q,132;
+ close;
+ }
+ else if (sign_q == 132) {
+ if ($@sign_w2 == 1) {
+ mes "[Serin]";
+ mes "I need to finish";
+ mes "my preparations to send";
+ mes "you to the magic circle,";
+ mes "so I need a little more time...";
+ close;
+ }
+ mes "[Serin]";
+ mes "Alright...";
+ mes "So are you";
+ mes "ready to leave?";
+ next;
+ switch(select("Yes:Not yet")) {
+ case 1:
+ mes "[Serin]";
+ mes "Okay~";
+ mes "Let's go...";
+ close2;
+ set $@sign_w2,1;
+ warp "que_sign01",199,36;
+ end;
+ case 2:
+ close;
+ }
+ }
+ else if ((sign_q < 135) || (sign_q == 199)) {
+ if ($@sign_w2 == 1) {
+ mes "[Serin]";
+ mes "My preparations";
+ mes "are taking longer";
+ mes "than I thought. Would";
+ mes "you wait a little while?";
+ close;
+ }
+ mes "^3355FFThis is just a lingering";
+ mes "trace of Serin, an impression";
+ mes "of her soul and memories that";
+ mes "you can still sense somehow.^000000";
+ next;
+ switch(select("Follow the trace.:Ignore it.")) {
+ case 1:
+ close2;
+ set sign_q,199;
+ set $@sign_w2,1;
+ warp "que_sign01",199,36;
+ end;
+ case 2:
+ close;
+ }
+ }
+ else if (sign_q < 137) {
+ mes "[Serin]";
+ mes "...";
+ mes "......";
+ mes "W-who...";
+ mes "Who are you?";
+ emotion e_dots;
+ close;
+ }
+ else if (sign_q > 199) {
+ mes "^3355FFThis is just a lingering";
+ mes "trace of Serin, an impression";
+ mes "of her soul and memories that";
+ mes "you can still sense somehow.";
+ mes "What could have happened to her?^000000";
+ if (countitem(2642) > 0) {
+ next;
+ mes "^33555FFSuddenly, Serin's";
+ mes "gold ring sparkled";
+ mes "with a soft glow and";
+ mes "faded away.^000000";
+ delitem 2642,1; //Serin's_Gold_Ring
+ close;
+ }
+ close;
+ }
+ else {
+ if (countitem(2642) > 0) {
+ mes "[Serin]";
+ mes "Thank you...";
+ emotion e_sob;
+ delitem 2642,1; //Serin's_Gold_Ring
+ next;
+ mes "^3355FFYou returned";
+ mes "Serin's gold ring.^000000";
+ close;
+ }
+ mes "[Serin]";
+ mes "...";
+ mes "......";
+ emotion e_dots;
+ close;
+ }
+}
+
+que_sign01,122,141,4 script Witch#s 792,{
+ callfunc "F_UpdateSignVars";
+ if (checkweight(1201,1) == 0) {
+ mes "- Wait a minute !! -";
+ mes "- Currently you're carrying -";
+ mes "- too many items with you. -";
+ mes "- Please try again -";
+ mes "- after you loose some weight. -";
+ close;
+ }
+ mes "[Kirkena]";
+ if ((countitem(7313) == 1) && ((sign_q != 124) || (sign_q != 125) || (sign_q != 126))) {
+ mes "That Witch's Medal...";
+ mes "You must be here to";
+ mes "help your friend take";
+ mes "care of Serin. Are you";
+ mes "ready to go, "+strcharinfo(0)+"?";
+ next;
+ switch(select("Yes.:Not yet...")) {
+ case 1:
+ switch(select("Go directly to Serin:Path Towards Serin")) {
+ case 1:
+ mes "[Kirkena]";
+ mes "Thank you";
+ mes "for your help.";
+ mes "Serin's threat may";
+ mes "be too much for just";
+ mes "one adventurer alone...";
+ close2;
+ warp "que_sign01",195,189;
+ end;
+ case 2:
+ mes "[Kirkena]";
+ mes "Thank you";
+ mes "for your help.";
+ mes "Serin's threat may";
+ mes "be too much for just";
+ mes "one adventurer alone...";
+ close2;
+ warp "que_sign02",35,313;
+ end;
+ }
+ case 2:
+ mes "[Kirkena]";
+ mes "Please hurry...";
+ mes "Time is of the essence...";
+ close;
+ }
+ }
+ if (sign_q == 90) {
+ if (countitem(2642) == 1) {
+ mes "That bastard stole";
+ mes "two spell books from me.";
+ mes "You've brought one of them";
+ mes "back, but the other book";
+ mes "is still missing.";
+ next;
+ mes "[Kirkena]";
+ mes "Would you please";
+ mes "retrieve my other";
+ mes "spell book for me,";
+ mes "adventurer?";
+ set sign_sq,0;
+ close;
+ }
+ else {
+ mes "Some bastard stole";
+ mes "two of my spell books.";
+ mes "I'd be grateful if you can";
+ mes "find him in Niflheim and";
+ mes "bring my books back to me.";
+ close;
+ }
+ }
+ else if (sign_q == 91) {
+ if (countitem(7304) > 0) {
+ mes "Once that fool stole my spell";
+ mes "books, he was cursed after he";
+ mes "cast those spells without my";
+ mes "permission. I'm so relieved to";
+ mes "finally hold these in my";
+ mes "hands again.";
+ next;
+ mes "[Kirkena]";
+ mes "Now mortal...";
+ mes "Why is it that";
+ mes "you've come to see me?";
+ mes "I'm sure that there must";
+ mes "be something you want.";
+ next;
+ select("He asked me to see you for....");
+ mes "[Kirkena]";
+ mes "As I expected,";
+ mes "there is something behind";
+ mes "all of this. Now, you may";
+ mes "know where you are, but";
+ mes "do you understand why";
+ mes "the dead are here?";
+ next;
+ mes "[Kirkena]";
+ mes "This realm is a place";
+ mes "for warriors that have failed";
+ mes "to prove their courage. Keep in";
+ mes "mind that it's not too late for";
+ mes "you to join their ranks.";
+ next;
+ mes "[Kirkena]";
+ mes "The realm of Niflheim";
+ mes "is ruled by the Queen of the";
+ mes "Dead. Sometimes she appears";
+ mes "in her shining armor and makes the rounds. Everyone who sees her is stunned by the image of authority.";
+ next;
+ mes "[Kirkena]";
+ mes "Now...";
+ mes "What I need you to do is";
+ mes "ask the Queen of the Dead";
+ mes "for the Symbol of Nine Realms.";
+ next;
+ select("What is that?");
+ mes "[Kirkena]";
+ mes "The symbol acts as";
+ mes "a voucher of the queen's";
+ mes "authority and represents her";
+ mes "undeniable right to rule over";
+ mes "the dead. But right now, I can't";
+ mes "explain why I need it.";
+ next;
+ mes "[Kirkena]";
+ mes "I'll tell you why I need";
+ mes "it once you bring me the";
+ mes "queen's symbol. Now, please";
+ mes "keep this secret and tell no one that I asked you to bring the symbol to me.";
+ next;
+ select("How am I supposed to get the symbol?");
+ mes "[Kirkena]";
+ mes "Taking the symbol";
+ mes "by force is out of the";
+ mes "question. Not even the gods";
+ mes "would consider battling the";
+ mes "Queen of the Dead.";
+ next;
+ mes "[Kirkena]";
+ mes "You will need to";
+ mes "earn the queen's favor";
+ mes "in order to even have";
+ mes "a chance of obtaining";
+ mes "the Symbol of Nine Realms.";
+ next;
+ mes "[Kirkena]";
+ mes "Now, there is a rumor";
+ mes "that the Queen of the Dead";
+ mes "is searching for her lost mother, Angrboda. Now, if you could find where Angrboda has been";
+ mes "sealed away...";
+ delitem 7304,1; //Witch's_Spell_Book
+ set sign_q,92;
+ close;
+ }
+ else {
+ mes "Hmm...?";
+ mes "Why haven't you";
+ mes "brought my books";
+ mes "back to me yet?";
+ emotion e_pif;
+ close;
+ }
+ }
+ else if (sign_q == 92) {
+ if (rand(1,10) < 9) {
+ mes "If you need to learn more";
+ mes "about Angrboda, why don't you";
+ mes "just ask around? I'm sure that";
+ mes "everyone is aware that the queen";
+ mes "is searching for her mother.";
+ next;
+ mes "[Kirkena]";
+ mes "Once again, don't let";
+ mes "anyone know that I've asked";
+ mes "you to bring me the Symbol of";
+ mes "the Nine Realms. I especially";
+ mes "don't want Serin to find out.";
+ next;
+ mes "[Kirkena]";
+ mes "If I can help it,";
+ mes "I won't tolerate";
+ mes "Serin's presense here";
+ mes "in Niflheim. If I could";
+ mes "banish her, I'd do it!";
+ close;
+ }
+ else {
+ mes "I almost hate";
+ mes "suggesting it, but";
+ mes "I think Serin might";
+ mes "have some information";
+ mes "on Angrboda's whereabouts.";
+ next;
+ mes "[Kirkena]";
+ mes "But remember to be";
+ mes "careful around her.";
+ mes "Something about that";
+ mes "Serin isn't quite right...";
+ close;
+ }
+ }
+ else if (sign_q < 118) {
+ mes "It may be almost";
+ mes "impossible to obtain";
+ mes "the Symbol of Nine Realms.";
+ mes "Still, you and I both need it.";
+ next;
+ mes "[Kirkena]";
+ mes "I hope you understand";
+ mes "that the symbol is more";
+ mes "than just a mere voucher.";
+ mes "It actually contains";
+ mes "enormous power...";
+ close;
+ }
+ else if (sign_q == 118) {
+ mes "The Symbol of Nine Realms?";
+ mes "How were you able to get that?!";
+ mes "Ah, you must have found the Queen of the Dead's mother, Angrboda, right? Great work~";
+ next;
+ mes "[Kirkena]";
+ mes "Now, if you'll just";
+ mes "hand me the symbol, I'll tell";
+ mes "you what we need to do next.";
+ next;
+ switch(select("Give the symbol.:Don't give the symbol.")) {
+ case 1:
+ mes "[Kirkena]";
+ mes "Listen carefully.";
+ mes "Since you were actually";
+ mes "able to get the symbol, I believe that you're the only person capable of performing this next task.";
+ next;
+ mes "[Kirkena]";
+ mes "We're going to use this";
+ mes "symbol to create something,";
+ mes "but we need one last item.";
+ mes "I need you to find something";
+ mes "imbued with Serin's vibes.";
+ next;
+ mes "[Kirkena]";
+ mes "Serin's already hid herself";
+ mes "deep within Niffleim, but I'm";
+ mes "sure you can find something";
+ mes "if you can find any remaining";
+ mes "trace of her.";
+ delitem 7305,1; //Authority_Of_Nine_World
+ set sign_q,119;
+ close;
+ case 2:
+ mes "[Kirkena]";
+ mes "Huh...?";
+ mes "Don't tell me that";
+ mes "you've taken that wench's";
+ mes "side! Well, I won't take the";
+ mes "symbol against your will, but";
+ mes "you better think this over...";
+ emotion e_dots;
+ close;
+ }
+ }
+ else if (sign_q == 119) {
+ if (countitem(2642) > 0) {
+ mes "This is Serin's gold ring?";
+ mes "Excellent, this has been";
+ mes "strongly infused with her";
+ mes "vibes. It's really tough to find something like this that resonates so strongly with its owner.";
+ delitem 2642,1; //Serin's_Gold_Ring
+ set sign_q,120;
+ close;
+ }
+ else {
+ mes "Hmm, you don't have";
+ mes "anything related to Serin.";
+ mes "This isn't good. She's hid";
+ mes "herself already and it might";
+ mes "be too late to find any trace of her. I'll have to do something...";
+ set sign_q,121;
+ close;
+ }
+ }
+ else if ((sign_q == 120) || (sign_q == 121)) {
+ mes "Now that the potion I'm";
+ mes "making is being processed,";
+ mes "I can finally tell you what";
+ mes "I've been trying to do with";
+ mes "the objects I've asked you";
+ mes "to get for me.";
+ next;
+ mes "[Kirkena]";
+ mes "I didn't explain the";
+ mes "reason I wanted the Symbol";
+ mes "of Nine Realms to prevent Serin";
+ mes "from getting suspicious and forcing you to reveal my plans. You see, Serin isn't fit for Niflheim.";
+ next;
+ mes "[Kirkena]";
+ mes "Although she's in the";
+ mes "world of the dead, Serin";
+ mes "has never accepted death and";
+ mes "has desired to return to life. Of course, that's the natural response for everyone that comes here...";
+ next;
+ mes "[Kirkena]";
+ mes "However, unlike the others";
+ mes "who have despaired, lost";
+ mes "hope and accepted their fate,";
+ mes "Serin has never given up her hope to return to life. With her hope, she retains her beauty and light.";
+ next;
+ mes "[Kirkena]";
+ mes "But she's only denying";
+ mes "the fate she deserves.";
+ mes "What she's trying to do";
+ mes "is wrong and we need to";
+ mes "stop her before it's too late.";
+ next;
+ while(1) {
+ switch(select("What does she want?:What is she going to do?:What should I do?")) {
+ case 1:
+ mes "[Kirkena]";
+ mes "Make no mistake:";
+ mes "Serin wants the Symbol";
+ mes "of the Nine Realms. ";
+ next;
+ mes "[Kirkena]";
+ mes "Now, if she could use it";
+ mes "multiple times, she could just";
+ mes "command the guards of Niflheim";
+ mes "to just let her pass and re-enter the world of the living. But your symbol can be used just once...";
+ next;
+ set .@kir_talk1,1;
+ if ((.@kir_talk1 == 1) && (.@kir_talk2 == 1) && (.@kir_talk3 == 1)) {
+ if (sign_q == 120) set sign_q,122;
+ else if (sign_q == 121) set sign_q,123;
+ }
+ break;
+ case 2:
+ mes "[Kirkena]";
+ mes "I believe Serin is going to";
+ mes "summon the Dark Lord. Since";
+ mes "she used to be a great wizard,";
+ mes "it's entirely possible. However, she might need the Symbol of the Nine Realms in order to do it.";
+ next;
+ mes "[Kirkena]";
+ mes "Now, you may believe that";
+ mes "Dark Lord can be defeated by";
+ mes "humans, but what you might not";
+ mes "know is that the manifestation of Dark Lord in your world is limited to a fraction of his true power.";
+ next;
+ mes "[Kirkena]";
+ mes "Sometimes Dark Lord can";
+ mes "cross over into Rune-Midgard,";
+ mes "but traveling from his world into";
+ mes "ours takes vast amounts of energy. Also the life force in your world conflicts with his dark powers.";
+ next;
+ mes "[Kirkena]";
+ mes "Now, if Dark Lord were";
+ mes "summoned into Niflheim,";
+ mes "he would have easy access";
+ mes "to Rune-Midgard and the use";
+ mes "of all of his destructive power.";
+ next;
+ mes "[Kirkena]";
+ mes "Serin plans to strike";
+ mes "a deal with Dark Lord:";
+ mes "In exchange for summoning";
+ mes "him to Niflheim, Serin will";
+ mes "be brought back to life.";
+ next;
+ mes "[Kirkena]";
+ mes "Although you've found";
+ mes "favor with Lady Hell, she";
+ mes "will probably not stop Dark";
+ mes "Lord's approach. Dark Lord";
+ mes "only wants Rune-Midgard.";
+ next;
+ mes "[Kirkena]";
+ mes "Now that I think about";
+ mes "it, massive death would";
+ mes "actually increase Lady Hell's";
+ mes "sphere of influence. I don't think she'll help Dark Lord, but she";
+ mes "also won't get in his way.";
+ next;
+ set .@kir_talk2,1;
+ if ((.@kir_talk1 == 1) && (.@kir_talk2 == 1) && (.@kir_talk3 == 1)) {
+ if (sign_q == 120) set sign_q,122;
+ else if (sign_q == 121) set sign_q,123;
+ }
+ break;
+ case 3:
+ mes "[Kirkena]";
+ mes "I need you to take";
+ mes "this tonic and have";
+ mes "Serin drink it. This";
+ mes "special potion will erase";
+ mes "most of her memories.";
+ next;
+ mes "[Kirkena]";
+ mes "Without her memories,";
+ mes "Serin should also lose";
+ mes "her twisted ambitions.";
+ mes "Now, with the Symbol of Nine Realms, Serin cannot refuse drinking this potion.";
+ next;
+ mes "[Kirkena]";
+ mes "That's why having the";
+ mes "symbol is so crucial.";
+ mes "Serin is clever enough";
+ mes "to avoid drinking this";
+ mes "for quite a while now...";
+ next;
+ set .@kir_talk3,1;
+ if ((.@kir_talk1 == 1) && (.@kir_talk2 == 1) && (.@kir_talk3 == 1)) {
+ if (sign_q == 120) set sign_q,122;
+ else if (sign_q == 121) set sign_q,123;
+ }
+ }
+ if ((sign_q == 122) || (sign_q == 123)) close;
+ }
+ close;
+ }
+ else if ((sign_q == 122) || (sign_q == 123)) {
+ mes "The potion is finally";
+ mes "completed. Now, take this";
+ mes "and command Serin to drink it.";
+ next;
+ mes "[Kirkena]";
+ if (sign_q == 122) {
+ mes "Luckily, I was able to";
+ mes "use Serin's gold ring to";
+ mes "trace her location. I'm going";
+ mes "to send you there, so please";
+ mes "do whatever it takes to stop her.";
+ next;
+ mes "[Kirkena]";
+ mes "Please take these with you";
+ mes "as they'll probably be useful";
+ mes "when you deal with her. As for";
+ mes "these vouchers, give them to your allies. They'll send them straight to where Serin is located.";
+ next;
+ mes "[Kirkena]";
+ mes "When you're finished";
+ mes "dealing with Serin, don't";
+ mes "forget to bring back all";
+ mes "of the vouchers I've";
+ mes "given you, alright?";
+ set sign_q,124;
+ getitem 7308,1; //Witch's_Potion
+ getitem 2643,1; //Serin's_Gold_Ring_
+ getitem 7313,5; //Seal_Of_Witch
+ close;
+ }
+ else if (sign_q == 123) {
+ mes "I'm not exactly sure";
+ mes "where Serin is hiding,";
+ mes "but I'll send you to her";
+ mes "general location. Do";
+ mes "everything in your";
+ mes "power to stop her.";
+ next;
+ mes "[Kirkena]";
+ mes "Now, I'm lending you";
+ mes "these Witch's Medals. You";
+ mes "may lend these to your allies";
+ mes "to help you deal with Serin.";
+ mes "Remember, if they carry more";
+ mes "than one, they won't work.";
+ next;
+ mes "[Kirkena]";
+ mes "Let your allies know";
+ mes "that they have to take";
+ mes "the secret passge through";
+ mes "the right side of the portrait";
+ mes "on the castle's second floor.";
+ mes "Then, I can send them to Serin. ";
+ next;
+ mes "[Kirkena]";
+ mes "When you're finished";
+ mes "dealing with Serin, don't";
+ mes "forget to bring back all of";
+ mes "the Witch's Medals that";
+ mes "I've lent to you, alright?";
+ set sign_q,124;
+ getitem 7308,1; //Witch's_Potion
+ getitem 7313,5; //Seal_Of_Witch
+ close;
+ }
+ }
+ else if ((sign_q == 124) || (sign_q == 125) || (sign_q == 198)) {
+ if ($@sign_w1 == 1) {
+ mes "Please wait";
+ mes "a bit. I'm still";
+ mes "trying to finish";
+ mes "these preparations...";
+ close;
+ }
+ if (countitem(2643) == 1) {
+ mes "You're finally";
+ mes "back. We might not";
+ mes "have enough time to";
+ mes "stop her, but we have";
+ mes "to try. Are you ready?";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ close2;
+ set $@sign_w1,1;
+ warp "que_sign01",195,189;
+ end;
+ case 2:
+ mes "[Kirkena]";
+ mes "Hurry up, then!";
+ mes "There's no time";
+ mes "to waste!";
+ close;
+ }
+ }
+ else {
+ mes "We've got to";
+ mes "stop Serin before";
+ mes "she does something";
+ mes "truly horrible. Are";
+ mes "you ready to go?";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ mes "[Kirkena]";
+ mes "Okay then.";
+ mes "Good luck,";
+ mes ""+strcharinfo(0)+"...";
+ close2;
+ warp "que_sign02",35,313;
+ end;
+ case 2:
+ mes "[Kirkena]";
+ mes "Hurry up, then!";
+ mes "There's no time";
+ mes "to waste!";
+ close;
+ }
+ }
+ }
+ else if ((sign_q == 127) || (sign_q == 128)) {
+ if (countitem(2643) == 1) {
+ if (countitem(7313) < 5) {
+ mes "Hmmm...?";
+ mes "Where are all the";
+ mes "vouchers I've lent to you?";
+ mes "Please retrieve them all";
+ mes "before coming back to me.";
+ close;
+ }
+ else {
+ mes "You've done well.";
+ mes "Without her memories of her";
+ mes "previous life, Serin can remain";
+ mes "here in Niflheim peacefully.";
+ next;
+ mes "[Kirkena]";
+ mes "Although she failed to return to life, I'm sure she is glad to have met you. I think she's also started to learn that life's meaning is not in living alone...";
+ next;
+ mes "[Kirkena]";
+ mes "Once again, thank";
+ mes "you so much for your";
+ mes "help. Once you finish here,";
+ mes "please visit our queen, Lady Hell. I believe she wants to see you for some reason, "+strcharinfo(0)+"...";
+ delitem 7313,5; //Seal_Of_Witch
+ set sign_q,129;
+ getexp 50000,0;
+ close;
+ }
+ }
+ else {
+ if (countitem(7313) < 5) {
+ mes "Hmmm...?";
+ mes "Where are all the";
+ mes "vouchers I've lent to you?";
+ mes "Please retrieve them all";
+ mes "before coming back to me.";
+ close;
+ }
+ else {
+ mes "You've done well.";
+ mes "Without her memories of her";
+ mes "previous life, Serin can remain";
+ mes "here in Niflheim peacefully.";
+ next;
+ mes "[Kirkena]";
+ mes "Although she failed to return to life, I'm sure she is glad to have met you. I think she's also started to learn that life's meaning is not in living alone...";
+ next;
+ mes "[Kirkena]";
+ mes "Once again, thank";
+ mes "you so much for your";
+ mes "help. Once you finish here,";
+ mes "please visit our queen, Lady Hell. I believe she wants to see you for some reason...";
+ delitem 7313,5; //Seal_Of_Witch
+ set sign_q,130;
+ getexp 30000,0;
+ close;
+ }
+ }
+ }
+ else if ((sign_q == 136) || (sign_q == 135)) {
+ mes "I'm so relieved that";
+ mes "my expectations about";
+ mes "you weren't wrong.";
+ next;
+ mes "[Kirkena]";
+ mes "You've done well.";
+ mes "Without her memories of her";
+ mes "previous life, Serin can remain";
+ mes "here in Niflheim peacefully.";
+ next;
+ mes "[Kirkena]";
+ mes "Although she failed to return to life, I'm sure she is glad to have met you. I think she's also started to learn that life's meaning is not in living alone...";
+ next;
+ mes "[Kirkena]";
+ mes "Once again, thank";
+ mes "you so much for your";
+ mes "help. Once you finish here,";
+ mes "please visit our queen, Lady Hell. I believe she wants to see you for some reason...";
+ if (countitem(2643) == 1) set sign_q,129;
+ else set sign_q,130;
+ getexp 30000,0;
+ close;
+ }
+ else if (sign_q == 200) {
+ mes "How could you fail when";
+ mes "the stakes are so high?";
+ mes "Serin almost summoned";
+ mes "the Dark Lord, but luckily,";
+ mes "somebody else stopped";
+ mes "her in the nick of time.";
+ next;
+ mes "[Kirkena]";
+ mes "Fortunately, there are many people who are coming to Niflheim as part of the ordeals set before them by the gods. It looks like you just failed that ordeal, and Valkyrie will choose someone else.";
+ next;
+ mes "[Kirkena]";
+ mes "It's over. You failed.";
+ mes "Still, consider yourself";
+ mes "lucky. Your soul could have";
+ mes "been bound to Niflheim if it";
+ mes "weren't for Serin's wish for";
+ mes "you to remain free.";
+ next;
+ mes "[Kirkena]";
+ mes "You really should thank";
+ mes "her for that. Though, it's";
+ mes "ironic that you failed your";
+ mes "ordeals for her sake...";
+ if (countitem(2642) > 0) delitem 2642,1; //Serin's_Gold_Ring
+ if (countitem(7308) > 0) delitem 7308,1; //Witch's_Potion
+ set sign_q,201;
+ getexp 20000,0;
+ close;
+ }
+ else if (sign_q > 200) {
+ mes "Hmpf.";
+ mes "I don't really";
+ mes "want to talk to";
+ mes "you anymore.";
+ close;
+ }
+ else if ((sign_q > 130) && (sign_q < 136)) {
+ mes "You've got to hurry";
+ mes "and stop Serin!";
+ close;
+ }
+ else {
+ mes "Hm? Still exploring";
+ mes "Niflheim? Although you're";
+ mes "strong enough to survive,";
+ mes "I still think you're risking";
+ mes "your life by remaining here";
+ mes "when you don't have to.";
+ close;
+ }
+}
+
+nif_in,186,168,1 script #witch -1,1,1,{
+OnTouch:
+ callfunc "F_UpdateSignVars";
+ if (sign_q == 83) {
+ if (sign_sq == 2) {
+ if (countitem(7304) > 0) {
+ mes "[Kirkena]";
+ mes "W-what's this?";
+ mes "Why is it that";
+ mes "you have one of";
+ mes "my lost spell books?";
+ next;
+ switch(select("From a cursed soul...")) {
+ case 1:
+ mes "[Kirkena]";
+ mes "Oh. That bastard must have";
+ mes "stolen my spell books and got cursed when he cast the spells without my permission. Still, it's a relief to have my spells back.";
+ next;
+ mes "[Kirkena]";
+ mes "So mortal...";
+ mes "You must be here for";
+ mes "some reason. Speak";
+ mes "your mind.";
+ next;
+ switch(select("Send me back to my world.:There's a lost child here that I want to help...")) {
+ case 1:
+ mes "[Kirkena]";
+ mes "Understood.";
+ mes "Let me send";
+ mes "you back to the";
+ mes "realm of the living";
+ mes "where you belong...";
+ close2;
+ warp "umbala",132,203;
+ end;
+ case 2:
+ mes "[Kirkena]";
+ mes "There's a living child?";
+ mes "Here in Niflheim? That's";
+ mes "most peculiar. Well, let me";
+ mes "give you this. It will send";
+ mes "a living human back to one";
+ mes "of the towns in your realm.";
+ delitem 7304,1; //Witch's_Spell_Book
+ set sign_sq,3;
+ getitem 7309,1; //Wing_Of_Crow
+ close;
+ }
+ }
+ }
+ else {
+ mes "[Kirkena]";
+ mes "A mortal? What are you doing";
+ mes "here? I'm not sure how more";
+ mes "of you are able to get here,";
+ mes "or your reasons for coming,";
+ mes "but this place is dangerous";
+ mes "for the living.";
+ next;
+ mes "[Kirkena]";
+ mes "I'm sending you back";
+ mes "to the realm of the living.";
+ mes "If you can help it, you should";
+ mes "probably avoid coming back";
+ mes "to Niflheim...";
+ close2;
+ warp "umbala",132,203;
+ end;
+ }
+ }
+ else if (sign_sq == 3) {
+ if (countitem(7309) < 1) {
+ mes "[Kirkena]";
+ mes "You lost the wing?";
+ mes "Here, let me give you";
+ mes "my last one. Now, hurry";
+ mes "up and save that lost child!";
+ set sign_sq,4;
+ getitem 7309,1; //Wing_Of_Crow
+ close;
+ }
+ else {
+ mes "[Kirkena]";
+ mes "I just gave you";
+ mes "that wing, right?";
+ mes "Hurry and save that";
+ mes "poor child stuck in";
+ mes "Niflheim!";
+ close;
+ }
+ }
+ else if (sign_sq < 6) {
+ mes "[Kirkena]";
+ mes "Hmm...";
+ mes "If you don't have";
+ mes "anything important to";
+ mes "accomplish in Niflheim,";
+ mes "you should probably return";
+ mes "to the realm of the living...";
+ close;
+ }
+ else if (sign_sq == 6) {
+ mes "[Kirkena]";
+ mes "So did you already";
+ mes "use the wing to save";
+ mes "that poor, lost child?";
+ next;
+ mes "[Kirkena]";
+ mes "What...?!";
+ mes "It didn't work?";
+ mes "That's impossible!";
+ mes "Wait, give me a moment to";
+ mes "think. What could be wrong?";
+ set sign_sq,7;
+ close;
+ }
+ else if (sign_sq == 7) {
+ mes "[Kirkena]";
+ mes "Alright.";
+ mes "Now I understand";
+ mes "why the wing didn't";
+ mes "work for that poor girl...";
+ next;
+ mes "[Kirkena]";
+ mes "She's so young that";
+ mes "she doesn't even know";
+ mes "that she's dead. It's tragic,";
+ mes "but there's no way for her";
+ mes "to get out of here...";
+ set sign_sq,8;
+ close;
+ }
+ else {
+ mes "[Kirkena]";
+ mes "When people don't fully";
+ mes "know the situation that";
+ mes "they're in, they become more";
+ mes "willing to take their chances.";
+ close;
+ }
+ }
+ else if (sign_q < 88) {
+ mes "[Kirkena]";
+ mes "When people don't fully";
+ mes "know the situation that";
+ mes "they're in, they become more";
+ mes "willing to take their chances.";
+ close;
+ }
+ else if (sign_q == 88) {
+ if (countitem(2642) > 0) {
+ mes "[Kirkena]";
+ mes "As I expected,";
+ mes "there is something behind";
+ mes "all of this. Now, you may";
+ mes "know where you are, but";
+ mes "do you understand why";
+ mes "the dead are here?";
+ next;
+ mes "[Kirkena]";
+ mes "This realm is a place";
+ mes "for warriors that have failed";
+ mes "to prove their courage. Keep in";
+ mes "mind that it's not too late for";
+ mes "you to join their ranks.";
+ next;
+ mes "[Kirkena]";
+ mes "The realm of Niflheim";
+ mes "is ruled by the Queen of the";
+ mes "Dead. Sometimes she appears";
+ mes "in her shining armor and makes the rounds. Everyone who sees her is stunned by the image of authority.";
+ next;
+ mes "[Kirkena]";
+ mes "Now...";
+ mes "What I need you to do is";
+ mes "ask the Queen of the Dead";
+ mes "for the Symbol of Nine Realms.";
+ next;
+ select("What is that?");
+ mes "[Kirkena]";
+ mes "The symbol acts as";
+ mes "a voucher of the queen's";
+ mes "authority and represents her";
+ mes "undeniable right to rule over";
+ mes "the dead. But right now, I can't";
+ mes "explain why I need it.";
+ next;
+ mes "[Kirkena]";
+ mes "I'll tell you why I need";
+ mes "it once you bring me the";
+ mes "queen's symbol. Now, please";
+ mes "keep this secret and tell no one that I asked you to bring the symbol to me.";
+ next;
+ switch(select("Alright, I understand.:How am I supposed to get the symbol?")) {
+ case 1:
+ set sign_q,89;
+ close;
+ case 2:
+ mes "[Kirkena]";
+ mes "Taking the symbol";
+ mes "by force is out of the";
+ mes "question. Not even the gods";
+ mes "would consider battling the";
+ mes "Queen of the Dead.";
+ next;
+ mes "[Kirkena]";
+ mes "You will need to";
+ mes "earn the queen's favor";
+ mes "in order to even have";
+ mes "a chance of obtaining";
+ mes "the Symbol of Nine Realms.";
+ next;
+ mes "[Kirkena]";
+ mes "Now, there is a rumor";
+ mes "that the Queen of the Dead";
+ mes "is searching for her lost mother, Angrboda. Now, if you could find where Angrboda has been";
+ mes "sealed away...";
+ next;
+ mes "[Kirkena]";
+ mes "When you need to meet";
+ mes "me from now on, go ahead";
+ mes "and take the ^FF0000secret passage";
+ mes "through the right side of the";
+ mes "portrait on the second floor^000000";
+ mes "of this castle, "+strcharinfo(0)+".";
+ set sign_q,92;
+ next;
+ mes "[Kirkena]";
+ mes "If you use that piano";
+ mes "to find me, I'll probably";
+ mes "mistake you for one of the";
+ mes "humans that need guidance";
+ mes "out of Niflheim. So don't";
+ mes "forget to use that passage.";
+ close;
+ }
+ }
+ else {
+ mes "[Kirkena]";
+ mes "Did you need my help?";
+ mes "I know that I'm one of the few in Niflheim that are sympathetic with mortals, I've got a problem of my own that I need to deal with...";
+ next;
+ switch(select("Never mind, sorry!:What happened...?")) {
+ case 1:
+ mes "[Kirkena]";
+ mes "...";
+ mes "Hrrmmmpf...";
+ emotion e_pif;
+ close;
+ case 2:
+ mes "[Kirkena]";
+ mes "Recently, I've found that";
+ mes "two of my spell books are";
+ mes "missing. They contain some";
+ mes "pretty potent spells that";
+ mes "could cause disaster in";
+ mes "incompetent hands...";
+ next;
+ mes "[Kirkena]";
+ mes "I'm pretty sure they";
+ mes "were stolen, so if you'd";
+ mes "retrieve them for me from";
+ mes "the thief, I'd be truly grateful. Then, I'd have my hands free";
+ mes "to give the help you came for.";
+ next;
+ mes "[Kirkena]";
+ mes "Oh, and next time you come";
+ mes "to see me, go ahead and use";
+ mes "the passage to the right of the portrait on the second floor";
+ mes "of the castle.";
+ set sign_q,90;
+ close;
+ }
+ }
+ }
+ else if (sign_q == 89) {
+ mes "[Kirkena]";
+ mes "...Hm?";
+ mes "Is there";
+ mes "something that";
+ mes "you need to ask me?";
+ next;
+ select("How can I get the symbol?");
+ mes "[Kirkena]";
+ mes "Taking the symbol";
+ mes "by force is out of the";
+ mes "question. Not even the gods";
+ mes "would consider battling the";
+ mes "Queen of the Dead.";
+ next;
+ mes "[Kirkena]";
+ mes "You will need to";
+ mes "earn the queen's favor";
+ mes "in order to even have";
+ mes "a chance of obtaining";
+ mes "the Symbol of Nine Realms.";
+ next;
+ mes "[Kirkena]";
+ mes "Now, there is a rumor";
+ mes "that the Queen of the Dead";
+ mes "is searching for her lost mother, Angrboda. Now, if you could find where Angrboda has been";
+ mes "sealed away...";
+ next;
+ mes "[Kirkena]";
+ mes "When you need to";
+ mes "meet me from now on,";
+ mes "go ahead and take passage";
+ mes "through the right side of the";
+ mes "portrait on the second";
+ mes "floor of this castle.";
+ set sign_q,92;
+ close;
+ }
+ end;
+}
+
+que_sign01,45,227,4 script Queen of the Dead 856,{
+ callfunc "F_UpdateSignVars";
+ mes "[Lady Hell]";
+ if (sign_q < 117) {
+ mes "^8C1717You wish to have";
+ mes "an audience with the";
+ mes "Queen of the Dead without";
+ mes "invitation? Insolent mortal!";
+ mes "Go back to where you belong!^000000";
+ close2;
+ percentheal -100,0;
+ end;
+ }
+ else if (sign_q == 117) {
+ mes "^8C1717I have been told";
+ mes "by Ganglati that you";
+ mes "are the mortal that has";
+ mes "guided Mother's soul to me.^000000";
+ next;
+ mes "[Lady Hell]";
+ mes "^8C1717Do not fear me,";
+ mes "hero of Rune-Midgard.";
+ mes "You have won the favor";
+ mes "of the Queen of the Dead";
+ mes "and may ask me of any";
+ mes "reward if I deem it fair.^000000";
+ next;
+ select("The Symbol of the Nine Realms...");
+ mes "[Lady Hell]";
+ mes "^8C1717The true Symbol of the";
+ mes "Nine Realms cannot be freely";
+ mes "given or lent. However, I sense";
+ mes "your purpose and will give you";
+ mes "a symbol imbued with enough";
+ mes "power to be used only once.^000000";
+ next;
+ mes "[Lady Hell]";
+ mes "^8C1717With the symbol I give you,";
+ mes "you can command the dead to";
+ mes "carry out your will without";
+ mes "question. However, keep in";
+ mes "mind that after one use,";
+ mes "its power will be consumed.^000000";
+ next;
+ mes "[Lady Hell]";
+ mes "^8C1717I have also decided";
+ mes "to reward you with one";
+ mes "more special permission.";
+ mes "You may now freely draw";
+ mes "water from the fountain";
+ mes "in my mansion, brave hero.^000000";
+ next;
+ mes "^3355FFYou received the";
+ mes "Symbol of the Nine Realms.^000000";
+ delitem 7307,1; //Whisper_Of_Soul
+ set sign_q,118;
+ getitem 7305,1; //Authority_Of_Nine_World
+ close;
+ }
+ else if (sign_q < 142) {
+ mes "^8C1717Greetings, mortal.";
+ mes "Make sure that you";
+ mes "use the power of the";
+ mes "symbol wisely. You will";
+ mes "be responsible for the";
+ mes "consequences...^000000";
+ close;
+ }
+ else if (sign_q == 142) {
+ mes "^8C1717Ah.";
+ mes "You are the";
+ mes "mortal called";
+ mes ""+strcharinfo(0)+", are you not?";
+ mes "Yes, you are known to me.^000000";
+ next;
+ mes "[Lady Hell]";
+ mes "^8C1717I've wanted to see you";
+ mes "as I've sensed that you";
+ mes "carry something which feels";
+ mes "very familiar to me. Do you";
+ mes "have something extraordinarily";
+ mes "special in your possession?^000000";
+ next;
+ switch(select("The Sign:Sobbing Starlight")) {
+ case 1:
+ mes "[Lady Hell]";
+ mes "^8C1717The Sign...?";
+ mes "Hmm, no, that's not";
+ mes "what I sensed. It's actually";
+ mes "something quite different...^000000";
+ close;
+ case 2:
+ mes "[Lady Hell]";
+ mes "^8C1717Yes, that's it!";
+ mes "I never expected a mortal";
+ mes "to have such an interesting";
+ mes "artifact in "+((Sex)?"his":"her")+" possession.^000000";
+ next;
+ mes "[Lady Hell]";
+ mes "^8C1717As queen of Niflheim,";
+ mes "I command you to lend the";
+ mes "Sobbing Starlight to me! Fear";
+ mes "not, I shall quickly return it. For a mortal, it must have";
+ mes "taken great pains to obtain this...^000000";
+ next;
+ switch(select("Please take it...:N-no! Don't take it!")) {
+ case 1:
+ mes "[Lady Hell]";
+ mes "^8C1717Thank you mortal.";
+ mes "Now, I shall show";
+ mes "you something truly";
+ mes "interesting...^000000";
+ delitem 7178,1; //Star's_Sob
+ set sign_q,143;
+ close;
+ case 2:
+ mes "[Lady Hell]";
+ mes "^8C1717Ha ha ha!";
+ mes "You amuse me,";
+ mes "mortal! To think,";
+ mes "you even have courage";
+ mes "to refuse the queen of";
+ mes "Niflheim! Ha ha ha!^000000";
+ next;
+ mes "[Lady Hell]";
+ mes "^8C1717Mercy is not a quality";
+ mes "that I am known for, but";
+ mes "since you are my favored";
+ mes "mortal, I shall not kill you.";
+ mes "Still, it would be unwise";
+ mes "to displease me~^000000";
+ close2;
+ warp "niflheim",29,154;
+ end;
+ }
+ }
+ }
+ else if (sign_q == 143) {
+ mes "^8C1717As queen of this realm,";
+ mes "I am unaccustomed to labor.";
+ mes "But give me a moment to finish";
+ mes "my work on this priceless";
+ mes "artifact, mortal.^000000";
+ next;
+ specialeffect EF_GLASSWALL;
+ next;
+ specialeffect EF_NAPALMBEAT;
+ next;
+ specialeffect EF_FIREPILLARBOMB;
+ next;
+ specialeffect EF_LORD;
+ next;
+ mes "[Lady Hell]";
+ mes "^8C1717It is done.";
+ mes "This is the true";
+ mes "form of the object";
+ mes "you humans call the";
+ mes "Sobbing Starlight.^000000";
+ next;
+ set sign_q,144;
+ getitem 7025,1; //Lucifer's_Lament
+ mes "[Lady Hell]";
+ mes "^8C1717Although you may also know";
+ mes "this object as God's Tear Drop, keep in mind that history, as you humans know it, may actually be different than the truth.^000000";
+ next;
+ mes "[Lady Hell]";
+ mes "^8C1717In other words, there";
+ mes "are some older tales about";
+ mes "the gods and their enemies that";
+ mes "may have been confused and twisted as they were handed down from generation to generation.^000000";
+ next;
+ mes "[Lady Hell]";
+ mes "^8C1717That is all I can tell";
+ mes "you for now, mortal. It will";
+ mes "be your job to discover the";
+ mes "truth of the legends...^000000";
+ close;
+ }
+ else {
+ mes "^8C1717Greetings, mortal.";
+ mes "Is the realm of the living";
+ mes "that boring and tedious?";
+ mes "Ha ha ha! Well, there shall";
+ mes "always be a place for you";
+ mes "here in Niflheim.^000000";
+ close;
+ }
+}
+
+niflheim,146,241,0 script Depressing Man 735,{
+ callfunc "F_UpdateSignVars";
+ if (sign_q < 80) {
+ mes "[????]";
+ mes "Leave me be,";
+ mes "ruffian! I'm disinclined";
+ mes "towards conversation";
+ mes "at the moment.";
+ close;
+ }
+ else if (sign_q < 87) {
+ mes "[????]";
+ mes "Don't go judging";
+ mes "people based on just";
+ mes "how they look. Try to look";
+ mes "inside and find the truth";
+ mes "within their hearts.";
+ close;
+ }
+ else if (sign_q == 87) {
+ if (countitem(2642) > 1) {
+ mes "[Gen]";
+ mes "You lookin' for";
+ mes "something? Crayu";
+ mes "must have sent you.";
+ mes "Alright then, let's get";
+ mes "straight to the point.";
+ next;
+ mes "[Gen]";
+ mes "So, why is it that you";
+ mes "wanna become one";
+ mes "of Valkyrie's chosen?";
+ next;
+ switch(select("To prove my courage:For honor:To help people")) {
+ case 1:
+ if (sign_sq > 2) set sign_sq,0;
+ else set sign_sq,sign_sq+1;
+ case 2:
+ break;
+ }
+ mes "[Gen]";
+ mes "Alright...";
+ mes "Now, did Crayu";
+ mes "tell you why I'm here?";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ mes "[Gen]";
+ mes "Good, then you";
+ mes "already know what";
+ mes "you need to do. Now go";
+ mes "see the witch of Niflheim.";
+ next;
+ mes "[Gen]";
+ mes "And, off the record,";
+ mes "I think you should be";
+ mes "really careful if you find";
+ mes "yourself dealing with Serin...";
+ set sign_q,88;
+ close;
+ case 2:
+ mes "[Gen]";
+ mes "You know, I was an";
+ mes "adventurer myself. In fact,";
+ mes "I even came here to Niflheim";
+ mes "for the ordeals set by the gods. However, I failed and ended up being bound to this realm...";
+ next;
+ mes "[Gen]";
+ mes "I just wanted to warn you.";
+ mes "Be careful and don't justify";
+ mes "your greed for any sort of reward using the excuse that you're just gonna prove your courage.";
+ mes "That's what I did...";
+ next;
+ mes "[Gen]";
+ mes "Anyway, I've already talked";
+ mes "too much. First, go and see";
+ mes "the witch and ask her to";
+ mes "help you out, okay?";
+ next;
+ mes "[Gen]";
+ mes "One last thing. Off the";
+ mes "record, I think you should";
+ mes "be really careful if you find";
+ mes "yourself dealing with Serin.";
+ mes "She seems nice enough, but";
+ mes "something's weird about her.";
+ next;
+ mes "[Gen]";
+ mes "She's awfully persuasive,";
+ mes "and the fact that she used";
+ mes "to be a great wizard when she";
+ mes "was alive bothers me. She's a lot different than the rest of the guys stuck in Niflheim...";
+ set sign_q,88;
+ close;
+ }
+ }
+ else {
+ mes "[Gen]";
+ mes "Are you here";
+ mes "to prove your";
+ mes "courage to the gods?";
+ next;
+ mes "[Gen]";
+ mes "You know, I was an";
+ mes "adventurer myself. In fact,";
+ mes "I even came here to Niflheim";
+ mes "for the ordeals set by the gods. However, I failed and ended up being bound to this realm...";
+ next;
+ mes "[Gen]";
+ mes "I just wanted to warn you.";
+ mes "Be careful and don't justify";
+ mes "your greed for any sort of reward using the excuse that you're just gonna prove your courage.";
+ mes "That's what I did...";
+ next;
+ mes "[Gen]";
+ mes "Anyway, I've already talked";
+ mes "too much. First, go and see";
+ mes "the witch and ask her to";
+ mes "help you out, okay?";
+ set sign_q,88;
+ close;
+ }
+ }
+ else if (sign_q < 117) {
+ mes "[Gen]";
+ mes "Huh... I hear you're";
+ mes "looking for something";
+ mes "pretty important. It's going";
+ mes "to be a dangerous search.";
+ next;
+ mes "[Gen]";
+ mes "They are plenty of";
+ mes "other parties that are";
+ mes "interested in the thing";
+ mes "which you're seeking...";
+ close;
+ }
+ else if (sign_q == 117) {
+ mes "[Gen]";
+ mes "You must be a very";
+ mes "resourceful mortal.";
+ mes "Not even Lady Hell, with";
+ mes "all her power, could find";
+ mes "the soul of her mother";
+ mes "for a long time.";
+ next;
+ mes "[Gen]";
+ mes "There's no need";
+ mes "for me to hide my";
+ mes "true identity any longer.";
+ mes "My real name is Ganglati,";
+ mes "servant of Lady Hell, the";
+ mes "ruler of Niflheim.";
+ next;
+ mes "[Gen]";
+ mes "Her highness would";
+ mes "have words with you.";
+ mes "Shall I send you to her";
+ mes "mansion, Eljudnir,";
+ mes "right now?";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ mes "[Gen]";
+ mes "Remember to be";
+ mes "careful and especially";
+ mes "polite when you speak to";
+ mes "Lady Hell. Otherwise, the";
+ mes "consequences will be severe...";
+ close2;
+ warp "que_sign01",45,20;
+ end;
+ case 2:
+ mes "[Gen]";
+ mes "I understand.";
+ mes "Meeting with a deity is";
+ mes "no small matter. However,";
+ mes "I advise you to make haste";
+ mes "as her highness is eager";
+ mes "to see you soon.";
+ close;
+ }
+ }
+ else if (sign_q == 118) {
+ mes "[Gen]";
+ mes "You must be most favored";
+ mes "to receive the Symbol of the";
+ mes "Nine Realms. Of course, it";
+ mes "can be used only once, but";
+ mes "it is still a great honor.";
+ next;
+ mes "[Gen]";
+ mes "Once again, I ask that";
+ mes "you be on guard against";
+ mes "Serin. She may already be";
+ mes "aware of what you plan to";
+ mes "do with this symbol...";
+ close;
+ }
+ else if (sign_q < 129) {
+ mes "[Gen]";
+ mes "You must hurry and";
+ mes "stop the summoning";
+ mes "before your world in";
+ mes "cast into immense peril!";
+ next;
+ mes "[Gen]";
+ mes "Although Lady Hell";
+ mes "is being rather blase";
+ mes "about this matter, I beseech";
+ mes "you to do what you can for";
+ mes "the realm of the living!";
+ close;
+ }
+ else if (sign_q > 200) {
+ mes "[Gen]";
+ mes "I should have";
+ mes "known you couldn't";
+ mes "stop her. Still, I had";
+ mes "a little hope that you'd";
+ mes "be able to do it.";
+ next;
+ mes "[Gen]";
+ mes "Perhaps I expected";
+ mes "far too much of you.";
+ mes "Goodbye for now, mortal.";
+ close;
+ }
+ else {
+ mes "[Gen]";
+ mes "You've done a great";
+ mes "job of stopping Serin.";
+ mes "Excellent! Such great";
+ mes "service on behalf of";
+ mes "the realm of the living!";
+ next;
+ mes "[Gen]";
+ mes "I'm pleased to inform";
+ mes "you that you've been";
+ mes "invited to Lady Hell's";
+ mes "mansion once again.";
+ mes "Are you ready to go?";
+ next;
+ switch(select("No, thanks.:Yes.")) {
+ case 1:
+ mes "[Gen]";
+ mes "I see.";
+ mes "Well then, come";
+ mes "back to me when you";
+ mes "feel fully prepared.";
+ close;
+ case 2:
+ mes "[Gen]";
+ mes "Good, good.";
+ mes "Don't forget to";
+ mes "speak to her highness";
+ mes "with the utmost respect!";
+ close2;
+ warp "que_sign01",45,20;
+ end;
+ }
+ close;
+ }
+}
+
+nif_in,140,177,0 script #Switch 111,{
+ callfunc "F_UpdateSignVars";
+ if (countitem(7313) == 1) {
+ warp "que_sign01",115,135;
+ end;
+ }
+ if (sign_q > 89) {
+ if (sign_q == 126) set sign_q,198;
+ warp "que_sign01",115,135;
+ end;
+ }
+ end;
+}
+
+niflheim,102,54,4 script Mad Man#s 739,{
+ callfunc "F_UpdateSignVars";
+ mes "[Laichin]";
+ if (sign_q < 82) {
+ mes "What? I look familiar to you?";
+ mes "Eh, you know what they say.";
+ mes "Everyone has a lookalike in the";
+ mes "world somewhere. Am I right";
+ mes "or am I right?";
+ close;
+ }
+ else if (sign_q < 96) {
+ mes "Niflheim ain't such a bad";
+ mes "place to live. Sure, Asgard's";
+ mes "all pretty and stuff, but there's too many rules. In this place, you";
+ mes "can enjoy a lot more freedom. After you get used to all the stink.";
+ next;
+ mes "[Laichin]";
+ mes "Did I say 'stink?'";
+ mes "I meant... 'fragrance.'";
+ mes "Alright, so the gods expelled";
+ mes "me, but I really oughtta thank";
+ mes "'em for sending me here!";
+ next;
+ mes "[Laichin]";
+ mes "What's that look for...?";
+ mes "What, you can't believe";
+ mes "that someone like me used";
+ mes "to live in Valhalla? Me neither! They really made a mistake when they put me up to live in Asgard!";
+ close;
+ }
+ else if (sign_q == 96) {
+ mes "Angrboda...?";
+ mes "Yeah, yeah!";
+ mes "I remember hearing something";
+ mes "about her when I usedta hang";
+ mes "with the gods up in Asgard.";
+ next;
+ mes "[Laichin]";
+ mes "Yeah, those guys were pretty";
+ mes "gangster about it. I mean, they took her soul, broke it in four pieces and stashed them in the deepest hole in Rune-Midgard!";
+ next;
+ mes "[Laichin]";
+ mes "Sure, she was a giant, but";
+ mes "they were pretty scared of her.";
+ mes "All her children ended up to be legendary monsters! Well, I'm";
+ mes "not sure if Lady Hell counts.";
+ next;
+ mes "[Laichin]";
+ mes "That's pretty harsh.";
+ mes "I mean, even if you die,";
+ mes "your soul has no place to";
+ mes "rest. Angrboda's soul is";
+ mes "all cut up and stuff!";
+ next;
+ select("So where are the soul pieces again?");
+ mes "[Laichin]";
+ mes "What...? I just said,";
+ mes "the deepest underground";
+ mes "place in Rune-Midgard.";
+ mes "It's a dangerous joint";
+ mes "protected by gangs";
+ mes "of monsters.";
+ next;
+ mes "[Laichin]";
+ mes "Wait, you tellin' me";
+ mes "that you're gonna find";
+ mes "all of Angrboda's soul?!";
+ mes "You're crazy! If they end up";
+ mes "missing, the gods'll know I was";
+ mes "the one who tipped you off!";
+ next;
+ mes "[Laichin]";
+ mes "If I was gonna risk my soul,";
+ mes "I'd wanna enjoy the rest of my";
+ mes "afterlife as my much as I could";
+ mes "before the gods offed me. Man,";
+ mes "I'd need at least 40,000 Zeny to even have a decent time...";
+ next;
+ switch(select("Pay Laichin 40,000 Zeny:Don't pay Laichin.")) {
+ case 1:
+ if (Zeny < 40000) {
+ mes "[Laichin]";
+ mes "Hey...";
+ mes "This is sooo";
+ mes "not enough money";
+ mes "for me to enjoy myself";
+ mes "if my soul ends up getting";
+ mes "busted by the gods.";
+ emotion e_pif;
+ close;
+ }
+ else {
+ mes "[Laichin]";
+ mes "Now we're talkin'!";
+ mes "You're a true hero!";
+ mes "Right, you gotta go to the";
+ mes "lowest part of Glast Heim to";
+ mes "find Angrboda's soul pieces.";
+ next;
+ set .@select_s,rand(1,5);
+ if (.@select_s == 1) {
+ mes "[Laichin]";
+ mes "Check out the";
+ mes "big 1 o' clock,";
+ mes "big 5 o' clock,";
+ mes "big 7 o' clock and";
+ mes "the small 6 o' clock.";
+ next;
+ }
+ else if (.@select_s == 2) {
+ mes "[Laichin]";
+ mes "Check out the";
+ mes "big 4 o' clock,";
+ mes "big 10 o' clock,";
+ mes "small 6 o' clock and the";
+ mes "very small 11 o' clock.";
+ next;
+ }
+ else if (.@select_s == 3) {
+ mes "[Laichin]";
+ mes "Check out the";
+ mes "big 5 o' clock,";
+ mes "small 11 o' clock,";
+ mes "small 6 o' clock and the";
+ mes "very small 11 o' clock.";
+ next;
+ }
+ else if (.@select_s == 4) {
+ mes "[Laichin]";
+ mes "Check out the";
+ mes "big 4 o' clock,";
+ mes "big 5 o' clock,";
+ mes "big 10 o' clock and";
+ mes "the small 11 o' clock.";
+ next;
+ }
+ else {
+ mes "[Laichin]";
+ mes "Heh heh!";
+ close;
+ }
+ mes "[Laichin]";
+ mes "Her soul pieces are really";
+ mes "well hidden, so you gotta look around, even if you know the general location. And don't";
+ mes "tell anyone else about these locations or there'll be trouble.";
+ next;
+ switch(select("I promise.:What do you mean by big and small?")) {
+ case 1:
+ mes "[Laichin]";
+ mes "Alright, kid.";
+ mes "Have fun!";
+ if (.@select_s == 1) set sign_q,97;
+ else if (.@select_s == 2) set sign_q,98;
+ else if (.@select_s == 3) set sign_q,99;
+ else if (.@select_s == 4) set sign_q,100;
+ else {
+ mes "[Laichin]";
+ mes "Heh heh!";
+ close;
+ }
+ set zeny,zeny-40000;
+ close;
+ case 2:
+ mes "[Laichin]";
+ mes "What do I mean by";
+ mes "big and small? Hey man,";
+ mes "the answer to that is worth";
+ mes "at least... 20,000 Zeny.";
+ mes "If you wanna know,";
+ mes "cough up the cash!";
+ next;
+ switch(select("Don't pay him.:Pay him.")) {
+ case 1:
+ mes "[Laichin]";
+ mes "Fine, fine.";
+ mes "Just don't come";
+ mes "crawling back when";
+ mes "you can't figure out";
+ mes "where the soul pieces are!";
+ set zeny,zeny-40000;
+ if (.@select_s == 1) set sign_q,97;
+ else if (.@select_s == 2) set sign_q,98;
+ else if (.@select_s == 3) set sign_q,99;
+ else if (.@select_s == 4) set sign_q,100;
+ else {
+ mes "[Laichin]";
+ mes "Hehehehe~";
+ close;
+ }
+ emotion e_pif;
+ close;
+ case 2:
+ if (Zeny < 60000) {
+ mes "[Laichin]";
+ mes "What is this?";
+ mes "You tryin to welch";
+ mes "me or somethin'?";
+ emotion e_pif;
+ close;
+ }
+ else {
+ mes "[Laichin]";
+ mes "Alright, listen up.";
+ mes "Big, small and very small";
+ mes "mean the distances from the";
+ mes "center of the map. So for big,";
+ mes "I mean look near the border of";
+ mes "the map. Easy, huh?";
+ next;
+ mes "[Laichin]";
+ mes "When I say small, you";
+ mes "gotta look in areas closer";
+ mes "than the borders of the map.";
+ mes "For very small, you gotta";
+ mes "look near the center. Got it?";
+ set zeny,zeny-60000;
+ if (.@select_s == 1) set sign_q,101;
+ else if (.@select_s == 2) set sign_q,102;
+ else if (.@select_s == 3) set sign_q,103;
+ else if (.@select_s == 4) set sign_q,104;
+ else {
+ mes "[Laichin]";
+ mes "Eh heh";
+ mes "heh heh heh!";
+ close;
+ }
+ close;
+ }
+ }
+ }
+ }
+ case 2:
+ mes "[Laichin]";
+ mes "Huh...?";
+ mes "Okay pal.";
+ close;
+ }
+ }
+ else if ((sign_q == 97) || (sign_q == 98) || (sign_q == 99) || (sign_q == 100)) {
+ mes "Oh yeah, about those";
+ mes "directions I gave you";
+ mes "last time? They work, but";
+ mes "you gotta know what I mean";
+ mes "by 'big' or 'small' whatever";
+ mes "o' clock means. That's right... ";
+ next;
+ mes "[Laichin]";
+ mes "Matter of fact, I'll";
+ mes "tell you all about it.";
+ mes "Right after you pay me,";
+ mes "oh, I don't know, ^FF000020,000 zeny^000000.";
+ next;
+ switch(select("Pay him.:Don't pay him.")) {
+ case 1:
+ if (Zeny < 20000) {
+ mes "[Laichin]";
+ mes "What is this?";
+ mes "You tryin to welch";
+ mes "me or somethin'?";
+ close;
+ }
+ else {
+ mes "[Laichin]";
+ mes "Alright, listen up.";
+ mes "Big, small and very small";
+ mes "mean the distances from the";
+ mes "center of the map. So for big,";
+ mes "I mean look near the border of";
+ mes "the map. Easy, huh?";
+ next;
+ mes "[Laichin]";
+ mes "When I say small, you";
+ mes "gotta look in areas closer";
+ mes "than the borders of the map.";
+ mes "For very small, you gotta";
+ mes "look near the center. Got it?";
+ set zeny,zeny-20000;
+ if (sign_q == 97) set sign_q,101;
+ else if (sign_q == 98) set sign_q,102;
+ else if (sign_q == 99) set sign_q,103;
+ else if (sign_q == 100) set sign_q,104;
+ else {
+ mes "[Laichin]";
+ mes "Bwahahaha!";
+ close;
+ }
+ close;
+ }
+ case 2:
+ mes "[Laichin]";
+ mes "Whatever, dude!";
+ mes "Freakin' cheapskate...";
+ emotion e_pif;
+ close;
+ }
+ }
+ else if (sign_q < 105) {
+ mes "Oh yeah. Uh, I forgot to tell";
+ mes "you that Angrboda's soul pieces are sealed with the power of the gods. You can't just smash them open.";
+ next;
+ mes "[Laichin]";
+ mes "...Or maybe you could.";
+ mes "Anyway, it'll be better";
+ mes "if you had a weapon that";
+ mes "was solid, heavy and powerful.";
+ next;
+ mes "[Laichin]";
+ mes "But yeah, think about";
+ mes "what it means to break";
+ mes "a godly seal. Remember there's";
+ mes "^FF0000some kinda rule^000000 that the gods imposed which you gotta follow";
+ mes "to release Angrboda's soul.";
+ next;
+ mes "[Laichin]";
+ mes "Ah, right. If you wanna";
+ mes "try different weapons for";
+ mes "breaking those seals, make";
+ mes "sure you got 'em in your";
+ mes "inventory and that they're";
+ mes "not equipped, alright?";
+ next;
+ switch(select("Thanks~!:Where am I supposed to go again?")) {
+ case 1:
+ mes "[Laichin]";
+ mes "Oh no...";
+ mes "Thank you for all";
+ mes "of this zeny! Money";
+ mes "might not be able to";
+ mes "buy happiness, but it";
+ mes "sure comes real close!";
+ close;
+ case 2:
+ mes "[Laichin]";
+ mes "Hey... You gotta";
+ mes "go to the lowest part";
+ mes "of Glast Heim to find all";
+ mes "of Angrboda's soul pieces.";
+ mes "Once you get there...";
+ next;
+ mes "[Laichin]";
+ if (sign_q == 101) {
+ mes "Check out the";
+ mes "big 1 o' clock,";
+ mes "big 5 o' clock,";
+ mes "big 7 o' clock and";
+ mes "the small 6 o' clock.";
+ }
+ else if (sign_q == 102) {
+ mes "Check out the";
+ mes "big 4 o' clock,";
+ mes "big 10 o' clock,";
+ mes "small 6 o' clock and the";
+ mes "very small 11 o' clock.";
+ }
+ else if (sign_q == 103) {
+ mes "Check out the";
+ mes "big 5 o' clock,";
+ mes "small 11 o' clock,";
+ mes "small 6 o' clock and the";
+ mes "very small 11 o' clock.";
+ }
+ else if (sign_q == 104) {
+ mes "Check out the";
+ mes "big 4 o' clock,";
+ mes "big 5 o' clock,";
+ mes "big 10 o' clock and";
+ mes "the small 11 o' clock.";
+ }
+ mes "And break those seals";
+ mes "in that order, okay?";
+ next;
+ mes "[Laichin]";
+ mes "Big, small and very small";
+ mes "mean the distances from the";
+ mes "center of the map. So for big,";
+ mes "I mean look near the border of";
+ mes "the map. Easy, huh?";
+ next;
+ mes "[Laichin]";
+ mes "When I say small, you";
+ mes "gotta look in areas closer";
+ mes "than the borders of the map.";
+ mes "For very small, you gotta";
+ mes "look near the center. Got it?";
+ close;
+ }
+ }
+ else if (sign_q < 150) {
+ mes "Dude, Niflheim rocks.";
+ mes "It's like, a million times";
+ mes "better than that boring";
+ mes "old Asgard. Hell yeah!";
+ next;
+ mes "[Laichin]";
+ mes "Eh, I don't even wanna";
+ mes "know if you manage to";
+ mes "find all of Angrboda's soul";
+ mes "pieces, but if you do, don't";
+ mes "go bringin' close to me. If the";
+ mes "gods find out you have 'em... ";
+ next;
+ mes "[Laichin]";
+ mes "But for the sake of";
+ mes "argument, let's say you";
+ mes "do happen to get them all.";
+ mes "In that case, you oughta get";
+ mes "Angrboda's soul to the Queen";
+ mes "of Hell right away, alright?";
+ next;
+ mes "[Laichin]";
+ mes "Ooh.. But not just any";
+ mes "yahoo can waltz up to her.";
+ mes "The best thing would be to";
+ mes "give it to one of her really";
+ mes "trusted retainers, I guess.";
+ mes "Now, who was he again?";
+ next;
+ mes "[Laichin]";
+ mes "I know he's always in";
+ mes "disguise as some sorta";
+ mes "really ^666666despressing guy^000000";
+ mes "and I can't remember his";
+ mes "name for the life of me, but";
+ mes "he's around here somewhere...";
+ close;
+ }
+ else if (sign_q == 200) {
+ mes "Whoa...";
+ mes ".................";
+ mes "My freakin' head hurts.";
+ close;
+ }
+ else {
+ mes "Whoa...";
+ mes ".................";
+ close;
+ }
+}
+
+niflheim,348,257,1 script #Cursed Soul -1,1,1,{
+OnTouch:
+ callfunc "F_UpdateSignVars";
+ if ((sign_q == 83) || (sign_q == 90)) {
+ if (sign_sq == 0) {
+ killmonster "niflheim","#Cursed Soul::OnMyMobDead";
+ mes "[Ashe Bruce]";
+ mes "Leave now, or I will";
+ mes "remove you by force....";
+ next;
+ mes "[Ashe Bruce]";
+ mes "....And...";
+ mes "....Whatever you do...";
+ mes "....Do NOT touch my books...";
+ next;
+ switch(select("Pick up the 1st book.:Pick up the 2nd book.:Pick up the 3rd book.:Leave immediately.")) {
+ case 1:
+ monster "niflheim",349,259,"Rideword",1478,1;
+ mes "[Ashe Bruce]";
+ mes "...!...";
+ mes "How dare you touch my books";
+ mes "when I specifically said";
+ mes "'Don't touch my books!'";
+ next;
+ mes "[Ashe Bruce]";
+ mes "....!...Grrrrr!";
+ mes "I shall tear you apart...!";
+ mes "Be bound by an eternal curse...!";
+ close;
+ break;
+ case 2:
+ mes "[Ashe Bruce]";
+ mes "...!...";
+ mes "You dare touch my books?!";
+ mes "Right after I said not";
+ mes "to touch them...?!";
+ mes "Foolish mortal!";
+ mes "...BEGONE!";
+ close;
+ warp "niflheim",34,162;
+ break;
+ case 3:
+ mes "[Ashe Bruce]";
+ mes "Muhahahaha....";
+ mes "Stubborn mortal~!";
+ mes "Fine! I will give you";
+ mes "a fighting chance and let";
+ mes "you cast a spell.";
+ next;
+ if (select("Clover:Klaatu:Kleitos") == 2) set .@spell,.@spell+1;
+ if (select("Verit:Veritas:Verata") == 3) set .@spell,.@spell+1;
+ if (select("Necktie:Necklace:Nero:^FFFFFFNictu^000000") == 4) set .@spell,.@spell+1;
+ if (.@spell == 3) {
+ if (rand(1,5) == 5) {
+ mes "[Ashe Bruce]";
+ mes "That was the right";
+ mes "spell! But nothing";
+ mes "happened. Madness!";
+ close;
+ }
+ else {
+ mes "[Ashe Bruce]";
+ mes "That spell...";
+ mes "You removed my curse?";
+ mes "I don't believe it. I'm free!";
+ next;
+ mes "[Ashe Bruce]";
+ mes "But do not underestimate";
+ mes "my awesome powers! In fact,";
+ mes "I command you to take this";
+ mes "book and give it to that";
+ mes "weak, pathetic witch!";
+ if (sign_q == 83) {
+ if(sign_sq == 0) {
+ set sign_sq,1;
+ getitem 7304,1; //Witch's_Spell_Book
+ }
+ }
+ else if (sign_q == 90) {
+ set sign_q,91;
+ getitem 7304,1; //Witch's_Spell_Book
+ }
+ close;
+ }
+ }
+ else {
+ monster "niflheim",345,259,"Orc Skeleton",1462,1,"#Cursed Soul::OnMyMobDead";
+ monster "niflheim",347,261,"Orc Skeleton",1462,1,"#Cursed Soul::OnMyMobDead";
+ monster "niflheim",344,253,"Orc Skeleton",1462,1,"#Cursed Soul::OnMyMobDead";
+ monster "niflheim",346,251,"Orc Skeleton",1462,1,"#Cursed Soul::OnMyMobDead";
+ monster "niflheim",349,249,"Orc Skeleton",1462,1,"#Cursed Soul::OnMyMobDead";
+ monster "niflheim",350,260,"Orc Skeleton",1462,1,"#Cursed Soul::OnMyMobDead";
+ monster "niflheim",353,256,"Orc Skeleton",1462,1,"#Cursed Soul::OnMyMobDead";
+ mes "[Ashe Bruce]";
+ mes "Muhahahahahaha!";
+ mes "That's not the right spell!";
+ mes "Now, death awaits you!";
+ close;
+ }
+ case 4:
+ mes "[Ashe Bruce]";
+ mes "Well then.";
+ mes "Try not to trip on";
+ mes "your feet in your";
+ mes "rush to leave.";
+ close;
+ }
+ }
+ }
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+nif_in,102,81,1 script #Crayu -1,1,1,{
+OnTouch:
+ callfunc "F_UpdateSignVars";
+ if (sign_q < 75) end;
+ else if (sign_q < 82) {
+ mes "[Crayu]";
+ mes "Mountain sunset to the west";
+ mes "Where the purple dusk falls ";
+ mes "Surrounded by beautiful melody";
+ mes "^You become the key that ignores its master";
+ close;
+ }
+ else if (sign_q == 86) {
+ mes "[Crayu]";
+ mes "Mountain sunset to the west";
+ mes "Where the purple dusk falls ";
+ mes "Surrounded by beautiful melody";
+ mes "You become the key that ignores its master";
+ next;
+ mes "[Crayu]";
+ mes "Hello adventurer.";
+ mes "I know this is rather";
+ mes "abrupt, but what do";
+ mes "you think of Serin?";
+ next;
+ select("She's good.:She's evil!:She could go either way.");
+ mes "[Crayu]";
+ mes "Hm...?";
+ mes "And why do";
+ mes "you think so?";
+ next;
+ switch(select("Just my opinion.:It's the truth!")) {
+ case 1:
+ if (sign_sq > 1) set sign_sq,0;
+ else set sign_sq,sign_sq+1;
+ case 2:
+ break;
+ }
+ mes "[Crayu]";
+ mes "Ah, I understand.";
+ mes "Now, how may I help you?";
+ next;
+ switch(select("What exactly is Niflheim?:How do I become one of the chosen?")) {
+ case 1:
+ mes "[Crayu]";
+ mes "Niflheim is commonly";
+ mes "known as the city of the";
+ mes "dead, but it's also the";
+ mes "resting place of warriors";
+ mes "who failed to enter Valhalla.";
+ next;
+ mes "[Crayu]";
+ mes "Some heroes may think";
+ mes "of Niflheim as the tragic end,";
+ mes "but it really all depends on";
+ mes "your point of view.";
+ close;
+ case 2:
+ mes "["+strcharinfo(0)+"]";
+ mes "What do I need";
+ mes "to do to become one";
+ mes "of the chosen warriors?";
+ next;
+ mes "[Crayu]";
+ mes "First and foremost,";
+ mes "you must prove your courage.";
+ mes "It will be up to you to decide";
+ mes "how you will demonstrate your";
+ mes "bravery. The gods will only";
+ mes "be watching and judging.";
+ next;
+ mes "[Crayu]";
+ mes "Hmm...";
+ mes "I think it would";
+ mes "be a good idea if";
+ mes "you talk to someone";
+ mes "in Niflheim named ^FF0000Gen^000000.";
+ set sign_q,87;
+ close;
+ }
+ }
+ else if (sign_q == 86) {
+ mes "Hmm...";
+ mes "I think it would";
+ mes "be a good idea if";
+ mes "you talk to someone";
+ mes "in Niflheim named ^FF0000Gen^000000.";
+ close;
+ }
+ end;
+}
+
+nif_in,156,91,1 script #kidniff -1,1,1,{
+OnTouch:
+ callfunc "F_UpdateSignVars";
+ if (sign_q == 83) {
+ if (sign_sq == 0) {
+ mes "[Alakina Ann]";
+ mes "^333333*Cries*^000000";
+ mes "Where am I?";
+ mes "I... I wanna go home~";
+ emotion e_sob;
+ close;
+ }
+ else if (sign_sq == 1) {
+ mes "[Alakina Ann]";
+ mes "W-will you help me get";
+ mes "back home? Please? I miss";
+ mes "my mommy and my daddy and";
+ mes "I don't know how I got here.";
+ mes "^333333*Sniff*^000000";
+ next;
+ switch(select("What can I do?:You can't go back...")) {
+ case 1:
+ mes "[Alakina Ann]";
+ mes "I dunno. I-I think a ";
+ mes "singing man told me to";
+ mes "go meet a witch, but it's";
+ mes "too scary to go outside...";
+ set sign_sq,2;
+ close;
+ case 2:
+ mes "[Alakina Ann]";
+ mes "^333333*Sniff*^000000";
+ mes "N-no...";
+ mes "I wanna go home...";
+ close2;
+ emotion e_sob;
+ end;
+ }
+ }
+ else if (sign_sq == 2) {
+ mes "[Alakina Ann]";
+ mes "^333333*Cries*^000000";
+ mes "Where am I?";
+ mes "I... I wanna go home~";
+ emotion e_sob;
+ close;
+ }
+ else if ((sign_sq == 3) || (sign_sq == 4)) {
+ if (countitem(7309) > 0) {
+ mes "[Alakina Ann]";
+ mes "I... I can use";
+ mes "this to go back home?";
+ mes "Thank you! Thank you so much!";
+ delitem 7309,countitem(7309); //Wing_Of_Crow
+ set sign_sq,5;
+ close;
+ }
+ else {
+ mes "[Alakina Ann]";
+ mes "How am I gonna";
+ mes "find that witch?";
+ mes "She's the only one";
+ mes "who knows how to";
+ mes "get me back home...";
+ mes "^333333*Cries*^000000";
+ emotion e_sob;
+ close;
+ }
+ }
+ else if (sign_sq == 5) {
+ mes "[Alakina Ann]";
+ mes "Y-you lied to me!";
+ mes "This wing doesn't do";
+ mes "anything! I-I'm still here";
+ mes "in this scary place! ^333333*Cries*^000000";
+ set sign_sq,6;
+ emotion e_sob;
+ close;
+ }
+ else {
+ mes "[Alakina Ann]";
+ mes "You said that you";
+ mes "could help me get home,";
+ mes "but you didn't help me";
+ mes "at all. Y-you lied to me!";
+ mes "I... I hate you! ^333333*Wah~!*^000000";
+ emotion e_sob;
+ close;
+ }
+ }
+ else {
+ mes "[Alakina Ann]";
+ mes "^333333*Cries*^000000";
+ mes "Where am I?";
+ mes "I... I wanna go home~";
+ emotion e_sob;
+ close;
+ }
+ end;
+}
+
+function script F_SignSeal {
+ function F_SealFail;
+ function F_SealFail {
+ mes "^3355FFYou hit the seal as hard";
+ mes "as you can with the weapon in your hand. However, the seal is merely shaken by the force of your blow. Perhaps you need something";
+ mes "more powerful to break the seal...^000000";
+ close;
+ }
+ if (countitem(1558) || countitem(1963)) {
+ if (getarg(0) < 980) F_SealFail; }
+ else if (countitem(1227) || countitem(1228) || countitem(1240) || countitem(1241) || countitem(1962) || countitem(1813)) {
+ if (getarg(0) < 960) F_SealFail; }
+ else if (countitem(1719) || countitem(1130) || countitem(1133) || countitem(1223) || countitem(1229) || countitem(1231) || countitem(1413) || countitem(1814) || countitem(1242)) {
+ if (getarg(0) < 940) F_SealFail; }
+ else if (countitem(1131) || countitem(1230) || countitem(1232)) {
+ if (getarg(0) < 920) F_SealFail; }
+ else if (countitem(1132) || countitem(1134) || countitem(1233) || countitem(1234) || countitem(1235) || countitem(1414) || countitem(1523) || countitem(1236)) {
+ if (getarg(0) < 900) F_SealFail; }
+ else if (countitem(1237) || countitem(1524) || countitem(1525) || countitem(1557) || countitem(1415) || countitem(1964)) {
+ if (getarg(0) < 880) F_SealFail; }
+ else if (countitem(1135) || countitem(1140) || countitem(1141) || countitem(1527)) {
+ if (getarg(0) < 860) F_SealFail; }
+ else if (countitem(1164) || countitem(1165) || countitem(1467) || countitem(1138) || countitem(1139) || countitem(1224) || countitem(1225) || countitem(1416) || countitem(1526)) {
+ if (getarg(0) < 840) F_SealFail; }
+ else if (countitem(1305) || countitem(1720) || countitem(1136) || countitem(1137) || countitem(1166)) {
+ if (getarg(0) < 820) F_SealFail; }
+ else if (countitem(1261) || countitem(1528) || countitem(1167)) {
+ if (getarg(0) < 800) F_SealFail; }
+ else if (countitem(1364) || countitem(1913)) {
+ if (getarg(0) < 780) F_SealFail; }
+ else if (countitem(1170) || countitem(1468) || countitem(1168) || countitem(1169)) {
+ if (getarg(0) < 760) F_SealFail; }
+ else if (countitem(1365) || countitem(1366) || countitem(1473)) {
+ if (getarg(0) < 740) F_SealFail; }
+ else if (countitem(1367) || countitem(1368) || countitem(1466) || countitem(1469)) {
+ if (getarg(0) < 720) F_SealFail; }
+ else if (countitem(1369) || countitem(1470)) {
+ if (getarg(0) < 700) F_SealFail; }
+ else if (countitem(1722) || countitem(1471)) {
+ if (getarg(0) < 680) F_SealFail; }
+ else if (countitem(1363)) {
+ if (getarg(0) < 660) F_SealFail; }
+ else if (countitem(1530)) {
+ if (getarg(0) < 500) F_SealFail; }
+ else {
+ mes "^3355FFThe weapon you're holding";
+ mes "right now doesn't look like it has any chance of breaking this seal. You'll definitely need something";
+ mes "more powerful...^000000";
+ close;
+ }
+ if (getarg(1,0)) {
+ mes "^3355FFUpon obtaining the last piece";
+ mes "of Agrboda's soul, all four soul pieces emitted a strange light, rose to the air and combined into";
+ mes "a single transparent jewel.^000000";
+ next;
+ mes "^3355FFThe jewel floated";
+ mes "down to your waiting";
+ mes "hands, and you hear its";
+ mes "voice speak directly into";
+ mes "the depths of your heart...^000000";
+ next;
+ mes "[Agrboda's Soul]";
+ mes "^333333I'm...";
+ mes "I'm leaving my soul";
+ mes "with you. Please guide";
+ mes "me to the queen of the dead...^000000";
+ delitem 7306,3; //Fragment_Of_Soul
+ set sign_q,117;
+ getitem 7307,1; //Whisper_Of_Soul
+ }
+ else {
+ mes "^3355FFOnce you strike the seal,";
+ mes "it cracks open and a flash of mysterious light floods out of it. Inside of the seal, you find a very peculiar object...^000000";
+ next;
+ mes "^3355FFYou have";
+ mes "obtained a^6E7B8B";
+ mes "Piece of Spirit^3355FF.^000000";
+ getitem 7306,1; //Fragment_Of_Soul
+ }
+ return;
+}
+
+gl_dun02,262,265,0 script Mysterious Energy#1 111,{
+ callfunc "F_UpdateSignVars";
+ set .@crash_s,rand(1,1000);
+ if (sign_q == 101) {
+ callfunc "F_SignSeal",.@crash_s;
+ set sign_q,105;
+ close;
+ }
+ else {
+ mes "^3355FFYou sense a strange,";
+ mes "mysterious energy emanating from this area. For some reason, this power strikes you with a faint feeling of sadness.^000000";
+ close;
+ }
+}
+
+// Angrboda's Seal 2 big 4 O'clock 270 198
+gl_dun02,271,100,0 script Mysterious Energy#2 111,{
+ callfunc "F_UpdateSignVars";
+ set .@crash_s,rand(1,1000);
+ if ((sign_q == 102) || (sign_q == 104)) {
+ callfunc "F_SignSeal",.@crash_s;
+ if (sign_q == 102) set sign_q,106;
+ else if (sign_q == 104) set sign_q,108;
+ close;
+ }
+ else {
+ mes "^3355FFYou sense a strange,";
+ mes "mysterious energy emanating from this area. For some reason, this power strikes you with a faint feeling of sadness.^000000";
+ close;
+ }
+}
+
+// Angrboda's Seal 3 big 5 O'clock 268 32
+gl_dun02,268,32,0 script Mysterious Energy#3 111,{
+ callfunc "F_UpdateSignVars";
+ set .@crash_s,rand(1,1000);
+ if ((sign_q == 103) || (sign_q == 105) || (sign_q == 108)) {
+ callfunc "F_SignSeal",.@crash_s;
+ if (sign_q == 103) set sign_q,107;
+ else if (sign_q == 105) set sign_q,109;
+ else if (sign_q == 108) set sign_q,112;
+ close;
+ }
+ else {
+ mes "^3355FFYou sense a strange,";
+ mes "mysterious energy emanating from this area. For some reason, this power strikes you with a faint feeling of sadness.^000000";
+ close;
+ }
+}
+
+// Angrboda's Seal 4 big 7 O'clock 16 26
+gl_dun02,16,26,0 script Mysterious Energy#4 111,{
+ callfunc "F_UpdateSignVars";
+ set .@crash_s,rand(1,1000);
+ if (sign_q == 109) {
+ callfunc "F_SignSeal",.@crash_s;
+ if (sign_q == 109) set sign_q,113;
+ close;
+ }
+ else {
+ mes "^3355FFYou sense a strange,";
+ mes "mysterious energy emanating from this area. For some reason, this power strikes you with a faint feeling of sadness.^000000";
+ close;
+ }
+}
+
+// Angrboda's Seal 5 big 11 O'clock 42 251
+gl_dun02,42,251,0 script Mysterious Energy#5 111,{
+ callfunc "F_UpdateSignVars";
+ set .@crash_s,rand(1,1000);
+ if ((sign_q == 106) || (sign_q == 112)) {
+ callfunc "F_SignSeal",.@crash_s;
+ if (sign_q == 106) set sign_q,110;
+ else if (sign_q == 112) set sign_q,116;
+ close;
+ }
+ else {
+ mes "^3355FFYou sense a strange,";
+ mes "mysterious energy emanating from this area. For some reason, this power strikes you with a faint feeling of sadness.^000000";
+ close;
+ }
+}
+
+// Angrboda's Seal 6 small 11 O'clock 123 234
+gl_dun02,123,234,0 script Mysterious Energy#6 111,{
+ callfunc "F_UpdateSignVars";
+ set .@crash_s,rand(1,1000);
+ if (sign_q == 107) {
+ callfunc "F_SignSeal",.@crash_s;
+ if (sign_q == 107) set sign_q,111;
+ close;
+ }
+ else if (sign_q == 116) {
+ callfunc "F_SignSeal",.@crash_s,1;
+ close;
+ }
+ else {
+ mes "^3355FFYou sense a strange,";
+ mes "mysterious energy emanating from this area. For some reason, this power strikes you with a faint feeling of sadness.^000000";
+ close;
+ }
+}
+
+// Angrboda's Seal 7 small 6 O'clock 140 72
+gl_dun02,140,72,0 script Mysterious Energy#7 111,{
+ callfunc "F_UpdateSignVars";
+ set .@crash_s,rand(1,1000);
+ if ((sign_q == 110) || (sign_q == 111)) {
+ callfunc "F_SignSeal",.@crash_s;
+ if (sign_q == 110) set sign_q,114;
+ else if (sign_q == 111) set sign_q,115;
+ close;
+ }
+ else if (sign_q == 113) {
+ callfunc "F_SignSeal",.@crash_s,1;
+ close;
+ }
+ else {
+ mes "^3355FFYou sense a strange,";
+ mes "mysterious energy emanating from this area. For some reason, this power strikes you with a faint feeling of sadness.^000000";
+ close;
+ }
+}
+
+// Angrboda's Seal 8 ���� small 119 182
+gl_dun02,119,182,0 script Mysterious Energy#8 111,{
+ callfunc "F_UpdateSignVars";
+ set .@crash_s,rand(1,1000);
+ if ((sign_q == 114) || (sign_q == 115)) {
+ callfunc "F_SignSeal",.@crash_s,1;
+ close;
+ }
+ else {
+ mes "^3355FFYou sense a strange,";
+ mes "mysterious energy emanating from this area. For some reason, this power strikes you with a faint feeling of sadness.^000000";
+ close;
+ }
+}
+
+que_sign01,46,56,0 script Fountain#sign 111,{
+ callfunc "F_UpdateSignVars";
+ if (sign_q < 118) {
+ mes "^3355FFThe water in this";
+ mes "fountain looks clean";
+ mes "enough to drink...^000000";
+ next;
+ switch(select("Drink.:Don't Drink.")) {
+ case 1:
+ mes "...";
+ close2;
+ percentheal -100,0;
+ end;
+ case 2:
+ mes "...";
+ close;
+ }
+ }
+ else {
+ mes "^3355FFThe water in this";
+ mes "fountain looks clean";
+ mes "enough to be bottled...^000000";
+ next;
+ switch(select("Bottle the water.:Don't bottle the water.")) {
+ case 1:
+ if (checkweight(1201,1) == 0) {
+ mes "^3355FFUnfortunately, it";
+ mes "looks like you don't";
+ mes "have enough inventory";
+ mes "space to carry any more items...^000000";
+ close;
+ }
+ else {
+ if (countitem(713) > 0) {
+ delitem 713,1; //Empty_Bottle
+ getitem 12020,1; //Water_Of_Darkness
+ close;
+ }
+ else {
+ mes "^3355FFUnfortunately, it";
+ mes "looks like you don't";
+ mes "have any Empty Bottles";
+ mes "to carry any of this water... ^000000";
+ close;
+ }
+ }
+ case 2:
+ mes "...";
+ close;
+ }
+ }
+}
+
+geffen,119,55,0 script Geffenia Warp 45,1,1,{
+OnInit:
+ disablenpc "Geffenia Warp";
+ end;
+
+OnTouch:
+ set geffenia_warp,rand(1,4);
+ if (geffenia_warp == 1) warp "gefenia01",58,169;
+ else if (geffenia_warp == 2) warp "gefenia02",116,115;
+ else if (geffenia_warp == 3) warp "gefenia03",130,206;
+ else if (geffenia_warp == 4) warp "gefenia04",133,88;
+ else warp "geffen",116,115;
+ end;
+
+OnEnable:
+ initnpctimer;
+ enablenpc "Geffenia Warp";
+ specialeffect EF_MAPPILLAR2;
+ end;
+
+OnDisable:
+ disablenpc "Geffenia Warp";
+ end;
+
+OnTimer10000:
+OnTimer20000:
+OnTimer30000:
+OnTimer40000:
+ specialeffect EF_MAPPILLAR2;
+ end;
+
+OnTimer45000:
+ donpcevent "Geffenia Warp::OnDisable";
+ mapannounce "geffen","The portal to Geffenia is now closed.",bc_map,"0x9CFF00";
+ stopnpctimer;
+ end;
+}
+
+geffen,119,48,0 script Fountain#s 111,{
+ callfunc "F_UpdateSignVars";
+ if (countitem(7025) > 0) {
+ mes "^3355FFAs you approach the fountain,";
+ mes "a strange light begins to emit from the Lucifer's Lament in your pocket and from something deep within";
+ mes "the fountain's water.^000000";
+ specialeffect EF_LEVEL99;
+ specialeffect2 EF_LEVEL99;
+ next;
+ switch(select("Throw Lucifer's Lament into the fountain.:Ignore the light.")) {
+ case 1:
+ mapannounce "geffen","With a flash of light from Geffen Fountain, the door to Geffenia has opened.",bc_map,"0x9CFF00";
+ mes "^3355FFOnce the Lucifer's Lament";
+ mes "splashes into the water, the";
+ mes "light reveals a peculiar warp";
+ mes "in front of the fountain...^000000";
+ specialeffect EF_MAPPILLAR2;
+ donpcevent "Geffenia Warp::OnEnable";
+ close;
+ case 2:
+ mes ".......";
+ close;
+ }
+ }
+ else {
+ mes "^3355FFThis is the";
+ mes "Geffen Fountain.^000000";
+ close;
+ }
+}
+
+que_sign01,196,44,0 script Starter#serin -1,32,32,{
+OnTouch:
+ donpcevent "Timer#serin::Onstart";
+ disablenpc "Starter#serin";
+ end;
+
+OnEnable:
+ enablenpc "Starter#serin";
+ end;
+}
+
+que_sign01,196,44,0 script Warp#serin -1,35,35,{
+OnDisable:
+OnInit:
+ disablenpc "Warp#serin";
+ end;
+
+OnTouch:
+ warp "niflheim",30,156;
+ end;
+
+OnEnable:
+ enablenpc "Warp#serin";
+ end;
+}
+
+que_sign01,1,0,0 script Timer#serin -1,{
+Onstart:
+ initnpctimer;
+ end;
+
+OnTimer600000:
+ donpcevent "Warp#serin::OnEnable";
+ end;
+
+OnTimer620000:
+ set $@sign_w2,0;
+ donpcevent "Starter#serin::OnEnable";
+ donpcevent "Warp#serin::OnDisable";
+ donpcevent "Serin#serin::OnEnable";
+ donpcevent "Dark Lord#serin::OnDisable";
+ donpcevent "Serin#dummy::OnDisable";
+ donpcevent "CallMonster#serin::Onreset";
+ stopnpctimer;
+ end;
+}
+
+que_sign01,50,1,0 script CallMonster#serin -1,{
+Oncall:
+ monster "que_sign01",196,44,"Dark Lord Incarnation",1605,1,"CallMonster#serin::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ if (mobcount("que_sign01","CallMonster#serin::OnMyMobDead") < 1)
+ donpcevent "Serin#serin::OnEnable";
+ end;
+
+Onreset:
+ killmonster "que_sign01","CallMonster#serin::OnMyMobDead";
+}
+
+que_sign01,197,195,0 script Starter#witch -1,32,32,{
+OnTouch:
+ donpcevent "Timer#witch::Onstart";
+ disablenpc "Starter#witch";
+ end;
+
+OnEnable:
+ enablenpc "Starter#witch";
+ end;
+}
+
+que_sign01,1,1,0 script Timer#witch -1,{
+Onstart:
+ initnpctimer;
+ end;
+
+OnTimer600000:
+ donpcevent "Warp#witch::OnEnable";
+ end;
+
+OnTimer620000:
+ donpcevent "Starter#witch::OnEnable";
+ donpcevent "Warp#witch::OnDisable";
+ donpcevent "CallMonster#witch::Onreset";
+ donpcevent "Serin#witch::OnEnable";
+ set $@sign_w1,0;
+ stopnpctimer;
+ end;
+}
+
+que_sign01,197,195,0 script Warp#witch -1,35,35,{
+OnDisable:
+OnInit:
+ disablenpc "Warp#witch";
+ end;
+
+OnEnable:
+ enablenpc "Warp#witch";
+ end;
+
+OnTouch:
+ warp "niflheim",30,156;
+ end;
+}
+
+que_sign01,1,2,0 script CallMonster#witch -1,{
+Oncall:
+ monster "que_sign01",196,195,"Dark Lord Incarnation",1605,1,"CallMonster#witch::OnMyMobDead";
+ monster "que_sign01",180,180,"Ancient Mummy",1522,1,"CallMonster#witch::OnMyMobDead";
+ monster "que_sign01",210,210,"Ancient Mummy",1522,1,"CallMonster#witch::OnMyMobDead";
+ monster "que_sign01",200,200,"Ancient Wraith",1475,1,"CallMonster#witch::OnMyMobDead";
+ monster "que_sign01",200,180,"Ancient Wraith",1475,1,"CallMonster#witch::OnMyMobDead";
+ monster "que_sign01",180,200,"Rotten Corpse",1423,1,"CallMonster#witch::OnMyMobDead";
+ monster "que_sign01",205,205,"Rotten Corpse",1423,1,"CallMonster#witch::OnMyMobDead";
+ monster "que_sign01",190,190,"Rotten Corpse",1423,1,"CallMonster#witch::OnMyMobDead";
+ monster "que_sign01",205,190,"Rotten Corpse",1423,1,"CallMonster#witch::OnMyMobDead";
+ monster "que_sign01",190,205,"Rotten Corpse",1423,1,"CallMonster#witch::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ if (mobcount("gue_sign01","CallMonster#witch::OnMyMobDead") < 1) {
+ donpcevent "Serin#witch::OnEnable";
+ }
+ end;
+
+Onreset:
+ killmonster "que_sign01","CallMonster#witch::OnMyMobDead";
+ end;
+}
+
+que_sign02,0,0,0,0 monster Ancient Mummy 1522,8,0,0,0
+que_sign02,0,0,0,0 monster Evil Druid 1435,8,0,0,0
+que_sign02,0,0,0,0 monster Ghoul 1423,20,0,0,0
+que_sign02,0,0,0,0 monster Incubus 1580,8,0,0,0
+que_sign02,0,0,0,0 monster Injustice 1446,8,0,0,0
+que_sign02,0,0,0,0 monster Skeleton Prisoner 1479,15,0,0,0
+que_sign02,0,0,0,0 monster Zombie Prisoner 1480,15,0,0,0
+que_sign02,0,0,0,0 monster Wraith 1475,15,0,0,0
+que_sign02,0,0,0,0 monster Wraith Dead 1566,8,0,0,0
+
+que_sign02,378,235,0 script sign_w6 45,1,1,{
+OnTouch:
+ callfunc "F_UpdateSignVars";
+ if ((countitem(7313) == 1) && ((sign_q != 124) || (sign_q != 125) || (sign_q != 126))) {
+ warp "que_sign01",197,190;
+ end;
+ }
+ if ($@sign_w1 == 1) {
+ mes "^3355FFSome sort of";
+ mes "strange force";
+ mes "is blocking you";
+ mes "from entering.^000000";
+ close;
+ }
+ else {
+ set $@sign_w1,1;
+ warp "que_sign01",197,190;
+ end;
+ }
+}
+
+function script F_UpdateSignVars {
+ if (!sign_q) {
+ // Attempt to save current progress, to some degree...
+ // P.S. I want to slit someone's throat.
+
+ // Attmept to save using the main (old) tracting variable
+ if (signquest <= 4) { set sign_q,signquest; }
+ // ariantest = 5-11
+ // gaanantest = 12 & 13
+ else if (signquest == 5) { set sign_q,14; }
+ else if (signquest == 6) { set sign_q,15; }
+ // SighJore = 16
+ else if (signquest == 7) { set sign_q,17; }
+ // ScareAlchSign = 18
+ else if (signquest == 8) { set sign_q,19; }
+ else if (signquest == 9) { set sign_q,20; }
+ // There is noequivilent for sign_q 21-24
+ else if (signquest == 10) { set sign_q,25; }
+ // There is noequivilent for sign_q 26
+ else if (signquest == 11) { set sign_q,27; }
+ // deales_test = 28-30
+ // 31 is not used.
+ // SignDance = 32 & 33
+ // there is no equivilent to sign_q 34
+ else if (signquest == 12) { set sign_q,35; }
+ // bakerlan_test - 36-42
+ // there is no equivilent to sign_q 43-45
+ // bakerlan_test - 46-52
+ else if (signquest == 13) { set sign_q,53; }
+ else if ((signquest >= 14) && (signquest <= 15)) { set sign_q,54; }
+ else if ((signquest >= 16) && (signquest <= 18)) { set sign_q,signquest+39; }
+ // signanvil = 58-61
+ else if ((signquest == 19) && (countitem(7278))) { set sign_q,61; }
+ // there is no equivilent to sign_q 62-64
+ else if (signquest == 20) { set sign_q,65; }
+ // there is no equivilent to sign_q 66-68
+ else if (signquest == 21) { set sign_q,69; }
+ else if ((signquest >= 22) && (signquest <= 28)) { set sign_q,signquest+48; } // 70-76
+ // there is no equivilent to sign_q 77
+ else if ((signquest >= 29) && (signquest <= 34)) { set sign_q,signquest+49; } // 78-83
+ else if (signquest == 35) { set sign_q,83; set sign_sq,1; }
+ else if (signquest == 36) { set sign_q,83; set sign_sq,1; }
+ else if (signquest == 37) { set sign_q,83; set sign_sq,2; }
+ else if (signquest == 38) { set sign_q,83; set sign_sq,3; }
+ // there is no equivilent to sign_sq 4
+ else if (signquest == 39) { set sign_q,83; set sign_sq,5; }
+ else if (signquest == 40) { set sign_q,83; set sign_sq,6; }
+ else if (signquest == 41) { set sign_q,83; set sign_sq,7; }
+ else if (signquest == 42) { set sign_q,83; set sign_sq,8; }
+ // there is no equivilent to sign_q 84
+ else if ((signquest >= 43) && (signquest <= 48)) { set sign_q,signquest+42; } // 85-90
+ // 91-92
+ else if ((signquest >= 49) && (signquest <= 52)) { set sign_q,signquest+44; } // 93-96
+ // signlaichin97-99
+ else if (signquest == 53) { set sign_q,100; }
+ // 101-116
+ else if (signquest == 54) { set sign_q,117; }
+ else if (signquest == 55) { set sign_q,118; }
+ // 119-126
+ else if (signquest == 56) { set sign_q,127; }
+ // 128
+ else if (signquest == 57) { set sign_q,129; }
+ else if (signquest == 58) { set sign_q,130; }
+ // 131-136
+ else if ((signquest >= 59) && (signquest <= 66)) { set sign_q,signquest+78; } // 137-144
+ // 144-199
+
+ // Attmept to save using the intermediate variables.
+ if (sign_fail == 1) { set sign_q,200; }
+ else if (sign_fail >= 2) { set sign_q,201; }
+
+ if (ariantest >= 2) { set sign_q,ariantest+3; }
+ if (gaanantest == 1) { set sign_q,12; }
+
+ if (SignJore == 1) { set sign_q,16; }
+ if (ScareAlchSign == 1) { set sign_q,18; }
+
+ if (dearles_test == 1) { set sign_q,28; }
+ else if (dearles_test == 2) { set sign_q,29; }
+ else if (dearles_test == 3) { set sign_q,30; }
+
+ if (SignDance == 1) { set sign_q,32; }
+ else if (SignDance == 2) { set sign_q,33; }
+
+ if ((bakerlan_test >= 1) && (bakerlan_test <= 3)) { set sign_q,bakerlan_test+35; }
+ else if ((bakerlan_test >= 4) && (bakerlan_test <= 6)) { set sign_q,bakerlan_test+36; }
+ else if ((bakerlan_test >= 7) && (bakerlan_test <= 13)) { set sign_q,bakerlan_test+39; }
+
+ if ((signanvil >= 1) && (signanvil <= 4)) { set sign_sq,signanvil+57; }
+
+ // Because of the horrible way this was scripted, it's incompatable
+ // With the new script, So I am resetting the quest to the start
+ // of this step.
+ if (signlaichin >= 1) {
+ mes "^FF0000You stumble and drop the your^000000";
+ if (countitem(7306)) {
+ mes "^FF0000"+getitemname(7306)+"^000000";
+ }
+ if (countitem(7306) && countitem(7307)) {
+ mes "^FF0000and^000000";
+ }
+ if (countitem(7307)) {
+ mes "^FF0000"+getitemname(7307)+"^000000";
+ }
+ mes "^FF0000pieces on the ground and they vanish! Perhaps you should talk to Lachin.^000000";
+ delitem 7306,countitem(7306); //Fragment_Of_Soul
+ delitem 7307,countitem(7307); //Whisper_Of_Soul
+ set sign_q,rand(97,100);
+ }
+
+ // Same BS as above, unable to save pickup time for 'The Sign' from Engel.
+ if (signengelhour) {
+ mes "^FF0000You see that Engel has forgotten to look at 'The Sign', how you got it back is a mystery too you, but you should remind Engel that he needs to look at it.^000000";
+ getitem 7314,1; //The_Sign
+ set sign_q,139;
+ }
+
+ if (Sign_Branch8A == 1) { set sign_q,119; }
+ else if (Sign_Branch8A == 2) { set sign_q,120; }
+ else if (Sign_Branch8A == 3) { set sign_q,122; }
+ else if (Sign_Branch8A == 4) { set sign_q,124; }
+ else if (Sign_Branch8A == 5) { set sign_q,134; }
+ else if ((Sign_Branch8A == 7) || (Sign_Branch8A == 8)) { set sign_q,126; }
+
+ // Incompatable with the new version.
+ if (Sign_Branch8B > 0) {
+ mes "^FF0000Something is wrong, perhaps you should go talk to Serin again.^000000";
+ set sign_q,132;
+ }
+
+ // Incompatable with the new version. Again.
+ if (Sign_Branch2B) {
+ set sign_q,91;
+ }
+
+ // Unable to save when the Sign should be picked up from Metz
+ if (signmetzhour) {
+ mes "^FF0000You see that Metz has forgotten to look at 'The Sign', how you got it back is a mystery too you, but you should remind Metz that he needs to look at it.^000000";
+ getitem 7314,1; //The_Sign
+ set sign_q,138;
+ }
+
+ // Clear old variables.
+ set signquest,0;
+ set sign_fail,0;
+ set gaananpoint,0;
+ set gaanantest,0;
+ set arianstest,0;
+ set SignJore,0;
+ set ScareAlchSign,0;
+ set dearles_test,0;
+ set SignDance,0;
+ set bakerlan_test,0;
+ set signanvil,0;
+ set signengelhour,0;
+ set signlaichin,0;
+ set Sign_Seal1,0;
+ set Sign_Seal2,0;
+ set Sign_Seal3,0;
+ set Sign_Seal4,0;
+ set Sign_Seal1$,"";
+ set Sign_Seal2$,"";
+ set Sign_Seal3$,"";
+ set Sign_Seal4$,"";
+ set brokenseal,0;
+ set Sign_Branch8A,0;
+ set Sign_Branch8B,0;
+ set Sign_Branch2B,0;
+ set serinring,0;
+ set signmetzhour,0;
+ }
+ return;
+}
+
+//============================================================
+// Old changelog
+//============================================================
+//= 1.0 First version, beware of potential nasty bugs :x [MasterOfMuppets]
+//= 1.1 Finalized for stable, might still contain bugs though. [MasterOfMuppets]
+//= 1.1a moved #aldesignwarp to fix enless warp [Lupus]
+//= 1.2 Fixed a minor bug that prevented people from advancing [MasterOfMuppets]
+//= quest at one point.
+//= 1.3 Removed duplicates [Toms]
+//= 1.4 Fixed a bug in Dearles script where it was checking for the wrong items.
+//= Fixed a major bug that was allowing players to continue before
+//= getting all the Sobbing Starlight pieces.
+//= Also moved the Alberta sign since another NPC was on top of it. [Llyr]
+//= 1.5 Fixed exploits and bugs. Plus add a removal of exttra sobbing pieces
+//= as suggested Tantarian, to let people Reborn [Lupus]
+//= 1.6 Minor fix, thanks to theultramage for pointing it out. [MasterOfMuppets]
+//= 1.7 Fixed exploit [KarLaeda]
+//= 1.7a Fixed wrong dialogue [Lupus]
+//= 1.7b Fixed possible exploit [Lupus]
+//= 1.7c Reformatted for future bughunt. WIP [Lupus]
+//= 1.8 Fixed some bugs and exploit which allowed players helping in the final
+//= fight to finish the quest as well. Completely revamped quiz system. [SinSloth]
+//= 1.9 Made some changes in last event to reflect recent bug exploit fix. [SinSloth]
+//= 2.0 Fixed some various minor bugs. [SinSloth]
+//= 2.1 Fixed experience gains to match upcoming rate adjustments. [SinSloth]
+//= 2.2 Fixed a small bug which occured when people had to return The Sign around midnight. [SinSloth]
+//= 2.3 Made some adjustments in last event with dialogs/summoning and fixed a possible exploit earlier. [SinSloth]
+//= 2.4 Optimized/simplified some poorly written code; fixed wrong quiz answers [ultramage]
+//= 2.5 Updated to fall within proper name restrictions. [L0ne_W0lf]
+//= 2.5a Corrected a Typo error ";;". [Samuray22]
+//= 2.6 Fixed Engel giving back 7 Sobbing Starlight on failing to refine it, bugreport:1473 [Brainstorm]
+//= 2.7 Replaced effect numerics with constants. [Samuray22]
+//= 2.8 Fixed some bugs with itemids and leftover questitems [Fish0r]
+//= 2.9 Made a delitem causing script to fault use countitem when deleting. [L0ne_W0lf]
+//= 2.9a Added a check for Sign_Branch8A before attempting to run a delitem on items not needed based on Path taken. [Paradox924X]
diff --git a/npc/pre-re/quests/bunnyband.txt b/npc/pre-re/quests/bunnyband.txt
new file mode 100644
index 000000000..629de4e4d
--- /dev/null
+++ b/npc/pre-re/quests/bunnyband.txt
@@ -0,0 +1,153 @@
+//===== rAthena Script =======================================
+//= Bunny Band Quest
+//===== By: ==================================================
+//= rAthena Dev Team
+//===== Current Version: =====================================
+//= 1.6
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Quest to obtain a Bunny Band headgear.
+//===== Additional Comments: =================================
+//= 1.5 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
+// Changed @BUNYBAN back to BUNYBND, it should be this way.
+// Removed duplicates. NPC is ALberta-only.
+//= 1.6 Cleaning. [Euphy]
+//============================================================
+
+alberta,26,229,0 script Kafra Employee#bunny 83,{
+ if (BUNYBND == 1) {
+ mes "[Kafra Employee]";
+ mes "Hello there~!";
+ mes "How'd you like to";
+ mes "participate in Kafra";
+ mes "Corporation's special";
+ mes "^529DFFBunny Band Event^000000?";
+ next;
+ switch(select("Sure, I brought the items.:Event Information:Cancel")) {
+ case 1:
+ mes "[Kafra Employee]";
+ mes "Alrighty~";
+ mes "Let me check to";
+ mes "see if you brought";
+ mes "all the items...";
+ next;
+ setarray .@Items[0],949,100,706,1,722,1,2213,1;
+ for(set .@i,0; .@i<8; set .@i,.@i+2)
+ if (countitem(.@Items[.@i]) < .@Items[.@i+1]) {
+ mes "[Kafra Employee]";
+ mes "Ooh, I'm sorry";
+ mes "but you need to";
+ mes "bring at least";
+ mes .@Items[.@i+1]+" "+getitemname(.@Items[.@i])+((!.@i)?"s.":".");
+ close;
+ }
+ mes "[Kafra Employee]";
+ mes "Great, I see that";
+ mes "you've gathered";
+ mes "everything I need to";
+ mes "make the Bunny Band.";
+ mes "Please wait a moment";
+ mes "while I put it together...";
+ next;
+ for(set .@i,0; .@i<8; set .@i,.@i+2)
+ if (countitem(.@Items[.@i]) < .@Items[.@i+1]) {
+ mes "[Kafra Employee]";
+ mes "Hm? I'm sorry,";
+ mes "but I actually can't";
+ mes "make this right now. You";
+ mes "need "+.@Items[.@i+1]+" "+getitemname(.@Items[.@i])+((!.@i)?"s":"");
+ mes "in order for me to put this";
+ mes "Bunny Band together...";
+ close;
+ }
+ delitem 949,100; //Feather
+ delitem 706,1; //Four_Leaf_Clover
+ delitem 722,1; //Scarlet_Jewel
+ delitem 2213,1; //Cat_Hairband
+ mes "[Kafra Employee]";
+ mes "Ah, here you go~";
+ mes "The perfect Bunny Band!";
+ mes "Well, I hope you enjoy it.";
+ getitem 2214,1; //Bunny_Band
+ set BUNYBND,0;
+ next;
+ mes "[Kafra Employee]";
+ mes "Thank you for";
+ mes "participating in this";
+ mes "special event and your";
+ mes "continued patronage";
+ mes "of the Kafra Services~";
+ close;
+ case 2:
+ goto L_Info;
+ case 3:
+ close;
+ }
+ }
+ mes "[Kafra Employee]";
+ mes "Hi there~! Would you like";
+ mes "to join our special ^529DFFBunny";
+ mes "Band Event^000000 hosted by the Kafra";
+ mes "Corporation and sponsored by";
+ mes "the Alberta Merchant Guild?";
+ next;
+ switch(select("Join the Event:Event Information:Cancel")) {
+ case 1:
+ set BUNYBND,1;
+ mes "[Kafra Employee]";
+ mes "Great! Thanks for";
+ mes "participating! If you";
+ mes "haven't already heard,";
+ mes "you need to collect these";
+ mes "items if you want me put a";
+ mes "Bunny Band together for you...";
+ next;
+ mes "[Kafra Employee]";
+ mes "100 Feathers,";
+ mes "1 Four-Leaf Clover,";
+ mes "1 Kitty Band and";
+ mes "1 Pearl. That's it!";
+ mes "Good luck and I'll be";
+ mes "waiting for you here~";
+ close;
+ case 2:
+ break;
+ case 3:
+ close;
+ }
+L_Info:
+ mes "[Kafra Employee]";
+ mes "To thank our valued";
+ mes "customers, Kafra Corporation";
+ mes "has prepared a special event";
+ mes "where Kafra Employee will assemble";
+ mes "Bunny Bands for adventurers";
+ mes "who bring the required items.";
+ next;
+ mes "[Kafra Employee]";
+ mes "For this special,";
+ mes "one of a kind item,";
+ mes "bring 100 Feathers,";
+ mes "1 Four-Leaf Clover,";
+ mes "1 Kitty Band and";
+ mes "1 Pearl.";
+ next;
+ mes "[Kafra Employee]";
+ mes "When you're ready,";
+ mes "come back and bring";
+ mes "those items to me.";
+ mes "(Sponsored by the";
+ mes "Alberta Merchant Guild).";
+ close;
+}
+
+//============================================================
+// Old changelog
+//============================================================
+//= 1.1 using duplicate command
+//= 1.2 Fixed NPC location, removed NPC dupes [Lupus]
+//= 1.3 RE-Fixed exploit V_V, also cleared used VAR [Lupus]
+//= 1.4 replaced BUNYBND with @BUNYBND [Lupus]
+//============================================================
diff --git a/npc/pre-re/quests/collection/quest_alligator.txt b/npc/pre-re/quests/collection/quest_alligator.txt
new file mode 100644
index 000000000..263ea2658
--- /dev/null
+++ b/npc/pre-re/quests/collection/quest_alligator.txt
@@ -0,0 +1,242 @@
+//===== rAthena Script =======================================
+//= iRO Repeatable EXP Quests.
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Added Monster Killing quests.
+//= Repeatable EXP Quest (Anolian Skins)
+//===== Additional Comments: =================================
+//= 1.0 First version.
+//============================================================
+
+cmd_fild01,362,256,3 script Cuir#Gator_Hunt 106,{
+ if (checkquest(60119) != -1) {
+ if (checkquest(60119,HUNTING) != 2 ) {
+ mes "[Cuir]";
+ mes "Have you finished hunting the 50 Alligators?";
+ next;
+ switch(select("Yes:No:I want to quit")) {
+ case 1:
+ mes "[Cuir]";
+ mes "Hmm, I don't think you've hunted 50 yet...";
+ close;
+ case 2:
+ mes "[Cuir]";
+ mes "Remember, I need help hunting Alligators so go and hunt 50 of them.";
+ close;
+ case 3:
+ mes "[Cuir]";
+ mes "Are you sure that you want to stop hunting?";
+ mes "Any progress that you've made will be erased";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ mes "[Cuir]";
+ mes "Ok then, well come back here if you change your mind.";
+ erasequest 60119;
+ close;
+ case 2:
+ mes "[Cuir]";
+ mes "Please kill 50 Alligators.";
+ close;
+ }
+ }
+ }
+ else {
+ mes "[Cuir]";
+ mes "Amazing, you did that with speed.";
+ getexp 68950,43300;
+ erasequest 60119;
+ close;
+ }
+ }
+ if (checkquest(60120) != -1) {
+ if (checkquest(60120,HUNTING) != 2 ) {
+ mes "[Cuir]";
+ mes "Have you finished hunting the 50 Alligators?";
+ next;
+ switch(select("Yes:No:I want to quit")) {
+ case 1:
+ mes "[Cuir]";
+ mes "Hmm, I don't think you've hunted 100 yet...";
+ close;
+ case 2:
+ mes "[Cuir]";
+ mes "Remember, I need help hunting Alligators so go and hunt 100 of them.";
+ close;
+ case 3:
+ mes "[Cuir]";
+ mes "Are you sure that you want to stop hunting?";
+ mes "Any progress that you've made will be erased";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ mes "[Cuir]";
+ mes "Ok then, well come back here if you change your mind.";
+ erasequest 60120;
+ close;
+ case 2:
+ mes "[Cuir]";
+ mes "Please kill 100 Alligators.";
+ close;
+ }
+ }
+ }
+ else {
+ mes "[Cuir]";
+ mes "Amazing, you did that with speed.";
+ getexp 68950,43300;
+ getexp 68950,43300;
+ erasequest 60120;
+ close;
+ }
+ }
+ if (checkquest(60121) != -1) {
+ if (checkquest(60121,HUNTING) != 2 ) {
+ mes "[Cuir]";
+ mes "Have you finished hunting the 150 Alligators?";
+ next;
+ switch(select("Yes:No:I want to quit")) {
+ case 1:
+ mes "[Cuir]";
+ mes "Hmm, I don't think you've hunted 150 yet...";
+ close;
+ case 2:
+ mes "[Cuir]";
+ mes "Remember, I need help hunting Alligators so go and hunt 150 of them.";
+ close;
+ case 3:
+ mes "[Cuir]";
+ mes "Are you sure that you want to stop hunting?";
+ mes "Any progress that you've made will be erased";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ mes "[Cuir]";
+ mes "Ok then, well come back here if you change your mind.";
+ erasequest 60121;
+ close;
+ case 2:
+ mes "[Cuir]";
+ mes "Please kill 150 Alligators.";
+ close;
+ }
+ }
+ }
+ else {
+ mes "[Cuir]";
+ mes "Amazing, you did that with speed.";
+ getexp 68950,43300;
+ getexp 68950,43300;
+ getexp 68950,43300;
+ erasequest 60121;
+ close;
+ }
+ }
+ //for minimum level
+ if (BaseLevel > 44) {
+ //for maximum level
+ if (BaseLevel < 81) {
+ mes "[Cuir]";
+ mes "You look like a sturdy adventurer!";
+ next;
+ mes "[Cuir]";
+ mes "I was sent here to minimize the Alligator population but the task is proving to be quite difficult for just me to complete.";
+ mes "How'd you like to help me out?";
+ next;
+ switch(select("Sure:No")) {
+ case 1:
+ mes "[Cuir]";
+ mes "You can help me out by either hunting Alligators or by gathering items for me.";
+ mes "Which would you like to do?";
+ next;
+ switch(select("Gather Items:Hunt Alligators:Cancel")) {
+ case 1:
+ // Item turn in
+ mes "[Cuir]";
+ mes "If you can bring me ^00CC0020 Anolian Skins^000000. I'll help you get stronger.";
+ next;
+ switch(select("I have the Anolian Skins:Gators bite!")) {
+ case 1:
+ /*
+ if (checkweight(503,10) == 0) {
+ mes "[Cuir]";
+ mes "Hey, it looks like that the weight on";
+ mes "your back will crush you. Come back";
+ mes "after you have lost some weight.";
+ close;
+ }
+ */
+ if (countitem(7003) > 19) {
+ mes "[Cuir]";
+ mes "Thank you for the ^00CE0020 Anolian Skins^000000!";
+ mes "I hope you can continue to help me collect these skins.";
+ mes "The armor creators around the world are clamoring for them.";
+ delitem 7003,20; //Anolian_Skin
+ getexp 68950,43300;
+ //getitem 503,10; //Yellow_Potion
+ close;
+ }
+ else {
+ mes "[Cuir]";
+ mes "I know a gator skin when I see it and I don't see ^00CE0020 Anolian Skins^000000.";
+ close;
+ }
+ case 2:
+ mes "[Cuir]";
+ mes "I need ^00CE0020 Anolian Skins^000000.";
+ close;
+ }
+ case 2:
+ // Kill Count Quest
+ mes "[Cuir]";
+ mes "Ah, ok I think you can help me out by hunting some Alligators.";
+ mes "How many would you like to hunt?";
+ next;
+ switch(select("50 Alligators:100 Alligators:150 Alligators")) {
+ case 1:
+ mes "[Cuir]";
+ mes "Come back when you've finished your task and I will give you a small reward.";
+ setquest 60119;
+ close;
+ case 2:
+ mes "[Cuir]";
+ mes "Come back when you've finished your task and I will give you a small reward.";
+ setquest 60120;
+ close;
+ case 3:
+ mes "[Cuir]";
+ mes "Come back when you've finished your task and I will give you a small reward.";
+ setquest 60121;
+ close;
+ }
+ case 3:
+ mes "[Cuir]";
+ mes "If you change your mind, please come back.";
+ close;
+ }
+ case 2:
+ mes "[Cuir]";
+ mes "If you change your mind, please come back.";
+ close;
+ }
+ }
+ else {
+ mes "[Cuir]";
+ mes "You are too powerful for this task, I need the skins in fair condition, not exploded!";
+ next;
+ close;
+ }
+ }
+ else {
+ mes "[Cuir]";
+ mes "You certainly are brave, but bravery turns to foolishness if you continue going East.";
+ mes "Perhaps when you are stronger you and I can do business.";
+ close;
+ }
+}
diff --git a/npc/pre-re/quests/collection/quest_caramel.txt b/npc/pre-re/quests/collection/quest_caramel.txt
new file mode 100644
index 000000000..4cb379b71
--- /dev/null
+++ b/npc/pre-re/quests/collection/quest_caramel.txt
@@ -0,0 +1,242 @@
+//===== rAthena Script =======================================
+//= iRO Repeatable EXP Quests.
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Added Monster Killing quests.
+//= Repeatable EXP Quest (Porcupine Quills)
+//===== Additional Comments: =================================
+//= 1.0 First version.
+//============================================================
+
+mjolnir_01,296,29,6 script Yullo#Caramel_Hunt 95,{
+ if (checkquest(60116) != -1) {
+ if (checkquest(60116,HUNTING) != 2 ) {
+ mes "[Yullo]";
+ mes "Have you finished hunting the 50 Caramels?";
+ next;
+ switch(select("Yes:No:I want to quit")) {
+ case 1:
+ mes "[Yullo]";
+ mes "Hmm, I don't think you've hunted 50 yet...";
+ close;
+ case 2:
+ mes "[Yullo]";
+ mes "Remember, I need help hunting Caramels so go and hunt 50 of them.";
+ close;
+ case 3:
+ mes "[Yullo]";
+ mes "Are you sure that you want to stop hunting?";
+ mes "Any progress that you've made will be erased";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ mes "[Yullo]";
+ mes "Ok then, well come back here if you change your mind.";
+ erasequest 60116;
+ close;
+ case 2:
+ mes "[Yullo]";
+ mes "Please kill 50 Caramels.";
+ close;
+ }
+ }
+ }
+ else {
+ mes "[Yullo]";
+ mes "Amazing, you did that with speed.";
+ getexp 10425,6272;
+ erasequest 60116;
+ close;
+ }
+ }
+ if (checkquest(60117) != -1) {
+ if (checkquest(60117,HUNTING) != 2 ) {
+ mes "[Yullo]";
+ mes "Have you finished hunting the 50 Caramels?";
+ next;
+ switch(select("Yes:No:I want to quit")) {
+ case 1:
+ mes "[Yullo]";
+ mes "Hmm, I don't think you've hunted 100 yet...";
+ close;
+ case 2:
+ mes "[Yullo]";
+ mes "Remember, I need help hunting Caramels so go and hunt 100 of them.";
+ close;
+ case 3:
+ mes "[Yullo]";
+ mes "Are you sure that you want to stop hunting?";
+ mes "Any progress that you've made will be erased";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ mes "[Yullo]";
+ mes "Ok then, well come back here if you change your mind.";
+ erasequest 60117;
+ close;
+ case 2:
+ mes "[Yullo]";
+ mes "Please kill 100 Caramels.";
+ close;
+ }
+ }
+ }
+ else {
+ mes "[Yullo]";
+ mes "Amazing, you did that with speed.";
+ getexp 10425,6272;
+ getexp 10425,6272;
+ erasequest 60117;
+ close;
+ }
+ }
+ if (checkquest(60118) != -1) {
+ if (checkquest(60118,HUNTING) != 2 ) {
+ mes "[Yullo]";
+ mes "Have you finished hunting the 150 Caramels?";
+ next;
+ switch(select("Yes:No:I want to quit")) {
+ case 1:
+ mes "[Yullo]";
+ mes "Hmm, I don't think you've hunted 150 yet...";
+ close;
+ case 2:
+ mes "[Yullo]";
+ mes "Remember, I need help hunting Caramels so go and hunt 150 of them.";
+ close;
+ case 3:
+ mes "[Yullo]";
+ mes "Are you sure that you want to stop hunting?";
+ mes "Any progress that you've made will be erased";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ mes "[Yullo]";
+ mes "Ok then, well come back here if you change your mind.";
+ erasequest 60118;
+ close;
+ case 2:
+ mes "[Yullo]";
+ mes "Please kill 150 Caramels.";
+ close;
+ }
+ }
+ }
+ else {
+ mes "[Yullo]";
+ mes "Amazing, you did that with speed.";
+ getexp 10425,6272;
+ getexp 10425,6272;
+ getexp 10425,6272;
+ erasequest 60118;
+ close;
+ }
+ }
+ //for minimum level
+ if (BaseLevel > 23) {
+ //for maximum level
+ if (BaseLevel < 61) {
+ mes "[Yullo]";
+ mes "I can't, no more and I mean it.";
+ mes "Look at me I am serious I can't kill any more of these things.";
+ next;
+ switch(select("What things?:Ignore.")) {
+ case 1:
+ mes "[Yullo]";
+ mes "You know what, here is an idea.";
+ mes "You can gather them and I can give you a reward for your efforts!";
+ next;
+ switch(select("Gather Items:Hunt Caramels:Cancel")) {
+ case 1:
+ // Item turn in
+ mes "[Yullo]";
+ mes "Ok, so I need 25 Porcupine";
+ mes "Quill's.";
+ mes "Please tell me you have some or can";
+ mes "help me";
+ next;
+ switch(select("I have Porcupine Quills:Well I don't think I can help.")) {
+ case 1:
+ /*
+ if (checkweight(501,10) == 0) {
+ mes "[Yullo]";
+ mes "Hey, it looks like that the weight on";
+ mes "your back will crush you. Come back";
+ mes "after you have lost some weight.";
+ close;
+ }
+ */
+ if (countitem(1027) > 24) {
+ mes "[Yullo]";
+ mes "Great, you have enough!";
+ mes "Just like I promised a little reward.";
+ delitem 1027,25; //Porcupine_Spike
+ getexp 10425,6272;
+ //getitem 501,10; //Red_Potion
+ close;
+ }
+ else {
+ mes "[Yullo]";
+ mes "Where are the Porcupine Quills?";
+ mes "You think I wouldn't notice?";
+ close;
+ }
+ case 2:
+ mes "[Yullo]";
+ mes "I need ^00CE0025 Porcupine Quills^000000.";
+ close;
+ }
+ case 2:
+ // Kill Count Quest
+ mes "[Yullo]";
+ mes "Ah, ok I think you can help me out by hunting some Caramels.";
+ mes "How many would you like to hunt?";
+ next;
+ switch(select("50 Caramels:100 Caramels:150 Caramels")) {
+ case 1:
+ mes "[Yullo]";
+ mes "Come back when you've finished your task and I will give you a small reward.";
+ setquest 60116;
+ close;
+ case 2:
+ mes "[Yullo]";
+ mes "Come back when you've finished your task and I will give you a small reward.";
+ setquest 60117;
+ close;
+ case 3:
+ mes "[Yullo]";
+ mes "Come back when you've finished your task and I will give you a small reward.";
+ setquest 60118;
+ close;
+ }
+ case 3:
+ mes "[Yullo]";
+ mes "If you change your mind, please come back.";
+ close;
+ }
+ case 2:
+ mes "[Yullo]";
+ mes "If you change your mind, please come back.";
+ close;
+ }
+ }
+ else {
+ mes "[Yullo]";
+ mes "Hello, my name is Yullo.";
+ mes "Now wait a minute, are you not a little too high of level for this?";
+ close;
+ }
+ }
+ else {
+ mes "[Yullo]";
+ mes "Hmm, this maybe a little much of a request for you.";
+ mes "Come back when you are taller and stronger.";
+ close;
+ }
+}
diff --git a/npc/pre-re/quests/collection/quest_coco.txt b/npc/pre-re/quests/collection/quest_coco.txt
new file mode 100644
index 000000000..0915d3988
--- /dev/null
+++ b/npc/pre-re/quests/collection/quest_coco.txt
@@ -0,0 +1,243 @@
+//===== rAthena Script =======================================
+//= iRO Repeatable EXP Quests.
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Added Monster Killing quests.
+//= Repeatable EXP Quest (Acorns)
+//===== Additional Comments: =================================
+//= 1.0 First version.
+//============================================================
+
+mjolnir_01,293,20,3 script Nutters#Coco_Hunt 779,{
+ if (checkquest(60113) != -1) {
+ if (checkquest(60113,HUNTING) != 2 ) {
+ mes "[Nutters]";
+ mes "Have you finished hunting the 50 Cocos?";
+ next;
+ switch(select("Yes:No:I want to quit")) {
+ case 1:
+ mes "[Nutters]";
+ mes "Hmm, I don't think you've hunted 50 yet...";
+ close;
+ case 2:
+ mes "[Nutters]";
+ mes "Remember, I need help hunting Cocos so go and hunt 50 of them.";
+ close;
+ case 3:
+ mes "[Nutters]";
+ mes "Are you sure that you want to stop hunting?";
+ mes "Any progress that you've made will be erased";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ mes "[Nutters]";
+ mes "Ok then, well come back here if you change your mind.";
+ erasequest 60113;
+ close;
+ case 2:
+ mes "[Nutters]";
+ mes "Please kill 50 Cocos.";
+ close;
+ }
+ }
+ }
+ else {
+ mes "[Nutters]";
+ mes "Amazing, you did that with speed.";
+ getexp 3600,3905;
+ erasequest 60113;
+ close;
+ }
+ }
+ if (checkquest(60114) != -1) {
+ if (checkquest(60114,HUNTING) != 2 ) {
+ mes "[Nutters]";
+ mes "Have you finished hunting the 50 Cocos?";
+ next;
+ switch(select("Yes:No:I want to quit")) {
+ case 1:
+ mes "[Nutters]";
+ mes "Hmm, I don't think you've hunted 100 yet...";
+ close;
+ case 2:
+ mes "[Nutters]";
+ mes "Remember, I need help hunting Cocos so go and hunt 100 of them.";
+ close;
+ case 3:
+ mes "[Nutters]";
+ mes "Are you sure that you want to stop hunting?";
+ mes "Any progress that you've made will be erased";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ mes "[Nutters]";
+ mes "Ok then, well come back here if you change your mind.";
+ erasequest 60114;
+ close;
+ case 2:
+ mes "[Nutters]";
+ mes "Please kill 100 Cocos.";
+ close;
+ }
+ }
+ }
+ else {
+ mes "[Nutters]";
+ mes "Amazing, you did that with speed.";
+ getexp 3600,3905;
+ getexp 3600,3905;
+ erasequest 60114;
+ close;
+ }
+ }
+ if (checkquest(60115) != -1) {
+ if (checkquest(60115,HUNTING) != 2 ) {
+ mes "[Nutters]";
+ mes "Have you finished hunting the 150 Cocos?";
+ next;
+ switch(select("Yes:No:I want to quit")) {
+ case 1:
+ mes "[Nutters]";
+ mes "Hmm, I don't think you've hunted 150 yet...";
+ close;
+ case 2:
+ mes "[Nutters]";
+ mes "Remember, I need help hunting Cocos so go and hunt 150 of them.";
+ close;
+ case 3:
+ mes "[Nutters]";
+ mes "Are you sure that you want to stop hunting?";
+ mes "Any progress that you've made will be erased";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ mes "[Nutters]";
+ mes "Ok then, well come back here if you change your mind.";
+ erasequest 60115;
+ close;
+ case 2:
+ mes "[Nutters]";
+ mes "Please kill 150 Cocos.";
+ close;
+ }
+ }
+ }
+ else {
+ mes "[Nutters]";
+ mes "Amazing, you did that with speed.";
+ getexp 3600,3905;
+ getexp 3600,3905;
+ getexp 3600,3905;
+ erasequest 60115;
+ close;
+ }
+ }
+ //for minimum level
+ if (BaseLevel > 17) {
+ //for maximum level
+ if (BaseLevel < 60) {
+ mes "[Nutters]";
+ mes "I..I just can't seem to find any.";
+ mes "Pesky Coco's have hidden all the Acorns.";
+ mes "Do you think you could help me?";
+ next;
+ switch(select("Sure:No")) {
+ case 1:
+ mes "[Nutters]";
+ mes "Oh, that's great! I knew I could count on you, just from looking at you!";
+ next;
+ switch(select("Gather Items:Hunt Cocos:Cancel")) {
+ case 1:
+ // Item turn in
+ mes "[Nutters]";
+ mes "Can you help me find ^00CE0025 Acorns^000000.";
+ mes "I will reward you with much if you can.";
+ next;
+ switch(select("I have 25 Acorns:Please come again?")) {
+ case 1:
+ /*
+ if (checkweight(502,5) == 0) {
+ mes "[Nutters]";
+ mes "Hey, it looks like that the weight on";
+ mes "your back will crush you. Come back";
+ mes "after you have lost some weight.";
+ close;
+ }
+ */
+ if (countitem(1026) > 24) {
+ mes "[Nutters]";
+ mes "Oh great you found out where they were hiding them.";
+ mes "Gimme Gimme!!!";
+ next;
+ mes "[Nutters]";
+ mes "Oh that's right, sorry I just love roasting Acorns. Mmm.";
+ mes "Here is what I promised you.";
+ delitem 1026,25; //Acorn
+ getexp 3600,3905;
+ //getitem 502,5; //Orange_Potion
+ close;
+ }
+ else {
+ mes "[Nutters]";
+ mes "Where are my ^00CE00Acorns^000000?";
+ mes "Hey, I'm not playing, you better not hold out on me.";
+ close;
+ }
+ case 2:
+ mes "[Nutters]";
+ mes "I need ^00CE0025 Acorns^000000.";
+ close;
+ }
+ case 2:
+ // Kill Count Quest
+ mes "[Nutters]";
+ mes "Ah, ok I think you can help me out by hunting some Cocos.";
+ mes "How many would you like to hunt?";
+ next;
+ switch(select("50 Cocos:100 Cocos:150 Cocos")) {
+ case 1:
+ mes "[Nutters]";
+ mes "Come back when you've finished your task and I will give you a small reward.";
+ setquest 60113;
+ close;
+ case 2:
+ mes "[Nutters]";
+ mes "Come back when you've finished your task and I will give you a small reward.";
+ setquest 60114;
+ close;
+ case 3:
+ mes "[Nutters]";
+ mes "Come back when you've finished your task and I will give you a small reward.";
+ setquest 60115;
+ close;
+ }
+ case 3:
+ mes "[Nutters]";
+ mes "If you change your mind, please come back.";
+ close;
+ }
+ case 2:
+ mes "[Nutters]";
+ mes "If you change your mind, please come back.";
+ close;
+ }
+ }
+ else {
+ mes "[Nutters]";
+ mes "You are much to strong to be fighting these things!";
+ close;
+ }
+ }
+ else {
+ mes "[Nutters]";
+ mes "You are just too small to fight these things for me.";
+ mes "Can you get a little taller then return?";
+ close;
+ }
+}
diff --git a/npc/pre-re/quests/collection/quest_creamy.txt b/npc/pre-re/quests/collection/quest_creamy.txt
new file mode 100644
index 000000000..4a1844719
--- /dev/null
+++ b/npc/pre-re/quests/collection/quest_creamy.txt
@@ -0,0 +1,248 @@
+//===== rAthena Script =======================================
+//= iRO Repeatable EXP Quests.
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Added Monster Killing quests. (Dialog is semi-custom)
+//= Repeatable EXP Quest (Powder of Butterfly)
+//===== Additional Comments: =================================
+//= 1.0 First version.
+//============================================================
+
+prt_fild04,356,148,3 script Laertes#Creamy_Hunt 798,{
+ if (checkquest(60122) != -1) {
+ if (checkquest(60122,HUNTING) != 2 ) {
+ mes "[Laertes]";
+ mes "Have you finished hunting the 50 Creamys?";
+ next;
+ switch(select("Yes:No:I want to quit")) {
+ case 1:
+ mes "[Laertes]";
+ mes "Hmm, I don't think you've hunted 50 yet...";
+ close;
+ case 2:
+ mes "[Laertes]";
+ mes "Remember, I need help hunting Creamys so go and hunt 50 of them.";
+ close;
+ case 3:
+ mes "[Laertes]";
+ mes "Are you sure that you want to stop hunting?";
+ mes "Any progress that you've made will be erased";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ mes "[Laertes]";
+ mes "Ok then, well come back here if you change your mind.";
+ erasequest 60122;
+ close;
+ case 2:
+ mes "[Laertes]";
+ mes "Please kill 50 Creamys.";
+ close;
+ }
+ }
+ }
+ else {
+ mes "[Laertes]";
+ mes "Amazing, you did that with speed.";
+ getexp 2950,1125;
+ erasequest 60122;
+ close;
+ }
+ }
+ if (checkquest(60123) != -1) {
+ if (checkquest(60123,HUNTING) != 2 ) {
+ mes "[Laertes]";
+ mes "Have you finished hunting the 50 Creamys?";
+ next;
+ switch(select("Yes:No:I want to quit")) {
+ case 1:
+ mes "[Laertes]";
+ mes "Hmm, I don't think you've hunted 100 yet...";
+ close;
+ case 2:
+ mes "[Laertes]";
+ mes "Remember, I need help hunting Creamys so go and hunt 100 of them.";
+ close;
+ case 3:
+ mes "[Laertes]";
+ mes "Are you sure that you want to stop hunting?";
+ mes "Any progress that you've made will be erased";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ mes "[Laertes]";
+ mes "Ok then, well come back here if you change your mind.";
+ erasequest 60123;
+ close;
+ case 2:
+ mes "[Laertes]";
+ mes "Please kill 100 Creamys.";
+ close;
+ }
+ }
+ }
+ else {
+ mes "[Laertes]";
+ mes "Amazing, you did that with speed.";
+ getexp 2950,1125;
+ getexp 2950,1125;
+ erasequest 60123;
+ close;
+ }
+ }
+ if (checkquest(60124) != -1) {
+ if (checkquest(60124,HUNTING) != 2 ) {
+ mes "[Laertes]";
+ mes "Have you finished hunting the 150 Creamys?";
+ next;
+ switch(select("Yes:No:I want to quit")) {
+ case 1:
+ mes "[Laertes]";
+ mes "Hmm, I don't think you've hunted 150 yet...";
+ close;
+ case 2:
+ mes "[Laertes]";
+ mes "Remember, I need help hunting Creamys so go and hunt 150 of them.";
+ close;
+ case 3:
+ mes "[Laertes]";
+ mes "Are you sure that you want to stop hunting?";
+ mes "Any progress that you've made will be erased";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ mes "[Laertes]";
+ mes "Ok then, well come back here if you change your mind.";
+ erasequest 60124;
+ close;
+ case 2:
+ mes "[Laertes]";
+ mes "Please kill 150 Creamys.";
+ close;
+ }
+ }
+ }
+ else {
+ mes "[Laertes]";
+ mes "Amazing, you did that with speed.";
+ getexp 2950,1125;
+ getexp 2950,1125;
+ getexp 2950,1125;
+ erasequest 60124;
+ close;
+ }
+ }
+ //for minimum level
+ if (BaseLevel > 14) {
+ //for maximum level
+ if (BaseLevel < 45) {
+ mes "[Laertes]";
+ mes "Good Morning!";
+ mes "Perhaps you could help me?";
+ next;
+ switch(select("Sure:No")) {
+ case 1:
+ mes "[Laertes]";
+ mes "I work for an apothecary in Prontera.";
+ mes "I come here to collect materials for medicine.";
+ next;
+ switch(select("Gather Items:Hunt Creamys:Cancel")) {
+ case 1:
+ // Item turn in
+ mes "[Laertes]";
+ mes "I need to have a good supply of ^FF0000Powder of Butterfly^000000";
+ next;
+ switch(select("I have Powder of Butterfly:What did you need?")) {
+ case 1:
+ /*
+ if (checkweight(502,5) == 0) {
+ mes "[Laertes]";
+ mes "Hey, it looks like that the weight on";
+ mes "your back will crush you. Come back";
+ mes "after you have lost some weight.";
+ close;
+ }
+ */
+ if (countitem(924) > 24) {
+ mes "[Laertes]";
+ mes "Hey, thank you again.";
+ mes "Here you go, as promised.";
+ delitem 924,25; //Powder_Of_Butterfly
+ getexp 2950,1125;
+ //getitem 502,5; //Orange_Potion
+ close;
+ }
+ else {
+ mes "[Laertes]";
+ mes "It doesn't look like you have enough.";
+ next;
+ mes "[Laertes]";
+ mes "If you bring me ^FF000025 Powder of Butterfly^000000,";
+ mes "I will give you some medical supplies.";
+ close;
+ }
+ case 2:
+ mes "[Laertes]";
+ mes "If you bring me ^FF000025 Powder of Butterfly^000000,";
+ mes "I will give you some medical supplies.";
+ close;
+ }
+ case 2:
+ // Kill Count Quest
+ mes "[Laertes]";
+ mes "Ah, ok I think you can help me out by hunting some Creamys.";
+ mes "How many would you like to hunt?";
+ next;
+ switch(select("50 Creamys:100 Creamys:150 Creamys")) {
+ case 1:
+ mes "[Laertes]";
+ mes "Come back when you've finished your task and I will give you a small reward.";
+ setquest 60122;
+ close;
+ case 2:
+ mes "[Laertes]";
+ mes "Come back when you've finished your task and I will give you a small reward.";
+ setquest 60123;
+ close;
+ case 3:
+ mes "[Laertes]";
+ mes "Come back when you've finished your task and I will give you a small reward.";
+ setquest 60124;
+ close;
+ }
+ case 3:
+ mes "[Laertes]";
+ mes "If you change your mind, please come back.";
+ close;
+ }
+ case 2:
+ mes "[Laertes]";
+ mes "If you change your mind, please come back.";
+ close;
+ }
+ }
+ else {
+ mes "[Laertes]";
+ mes "Good Morning!";
+ next;
+ mes "[Laertes]";
+ mes "I work for an apothecary in Prontera";
+ mes "I come here to collect materials for medicine.";
+ close;
+ }
+ }
+ else {
+ mes "[Laertes]";
+ mes "Your level is too low!";
+ next;
+ mes "[Laertes]";
+ mes "Go kill more Porings!";
+ close;
+ }
+}
diff --git a/npc/pre-re/quests/collection/quest_demonpungus.txt b/npc/pre-re/quests/collection/quest_demonpungus.txt
new file mode 100644
index 000000000..7e659e1ca
--- /dev/null
+++ b/npc/pre-re/quests/collection/quest_demonpungus.txt
@@ -0,0 +1,244 @@
+//===== rAthena Script =======================================
+//= iRO Repeatable EXP Quests.
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Added Monster Killing quests.
+//= Repeatable EXP Quest (Bacillus)
+//===== Additional Comments: =================================
+//= 1.0 First version.
+//============================================================
+
+ein_fild01,43,249,0 script Local Villager#hunt 898,{
+ if (checkquest(60125) != -1) {
+ if (checkquest(60125,HUNTING) != 2 ) {
+ mes "[Local Villager]";
+ mes "Have you finished hunting the 50 Demon Pungus?";
+ next;
+ switch(select("Yes:No:I want to quit")) {
+ case 1:
+ mes "[Local Villager]";
+ mes "Hmm, I don't think you've hunted 50 yet...";
+ close;
+ case 2:
+ mes "[Local Villager]";
+ mes "Remember, I need help hunting Demon Pungus so go and hunt 50 of them.";
+ close;
+ case 3:
+ mes "[Local Villager]";
+ mes "Are you sure that you want to stop hunting?";
+ mes "Any progress that you've made will be erased";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ mes "[Local Villager]";
+ mes "Ok then, well come back here if you change your mind.";
+ erasequest 60125;
+ close;
+ case 2:
+ mes "[Local Villager]";
+ mes "Please kill 50 Demon Pungus.";
+ close;
+ }
+ }
+ }
+ else {
+ mes "[Local Villager]";
+ mes "Amazing, you did that with speed.";
+ getexp 250266,144452;
+ erasequest 60125;
+ close;
+ }
+ }
+ if (checkquest(60126) != -1) {
+ if (checkquest(60126,HUNTING) != 2 ) {
+ mes "[Local Villager]";
+ mes "Have you finished hunting the 50 Demon Pungus?";
+ next;
+ switch(select("Yes:No:I want to quit")) {
+ case 1:
+ mes "[Local Villager]";
+ mes "Hmm, I don't think you've hunted 100 yet...";
+ close;
+ case 2:
+ mes "[Local Villager]";
+ mes "Remember, I need help hunting Demon Pungus so go and hunt 100 of them.";
+ close;
+ case 3:
+ mes "[Local Villager]";
+ mes "Are you sure that you want to stop hunting?";
+ mes "Any progress that you've made will be erased";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ mes "[Local Villager]";
+ mes "Ok then, well come back here if you change your mind.";
+ erasequest 60126;
+ close;
+ case 2:
+ mes "[Local Villager]";
+ mes "Please kill 100 Demon Pungus.";
+ close;
+ }
+ }
+ }
+ else {
+ mes "[Local Villager]";
+ mes "Amazing, you did that with speed.";
+ getexp 250266,144452;
+ getexp 250266,144452;
+ erasequest 60126;
+ close;
+ }
+ }
+ if (checkquest(60127) != -1) {
+ if (checkquest(60127,HUNTING) != 2 ) {
+ mes "[Local Villager]";
+ mes "Have you finished hunting the 150 Demon Pungus?";
+ next;
+ switch(select("Yes:No:I want to quit")) {
+ case 1:
+ mes "[Local Villager]";
+ mes "Hmm, I don't think you've hunted 150 yet...";
+ close;
+ case 2:
+ mes "[Local Villager]";
+ mes "Remember, I need help hunting Demon Pungus so go and hunt 150 of them.";
+ close;
+ case 3:
+ mes "[Local Villager]";
+ mes "Are you sure that you want to stop hunting?";
+ mes "Any progress that you've made will be erased";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ mes "[Local Villager]";
+ mes "Ok then, well come back here if you change your mind.";
+ erasequest 60127;
+ close;
+ case 2:
+ mes "[Local Villager]";
+ mes "Please kill 150 Demon Pungus.";
+ close;
+ }
+ }
+ }
+ else {
+ mes "[Local Villager]";
+ mes "Amazing, you did that with speed.";
+ getexp 250266,144452;
+ getexp 250266,144452;
+ getexp 250266,144452;
+ erasequest 60127;
+ close;
+ }
+ }
+ //for minimum level
+ if (BaseLevel > 59) {
+ //for maximum level
+ if (BaseLevel < 75) {
+ mes "[Local Villager]";
+ mes "Hey, you there. Yeah you!";
+ mes "Do you think you can help me with something?";
+ next;
+ switch(select("Sure:No")) {
+ case 1:
+ mes "[Local Villager]";
+ mes "I am trying to make my way through but I can't seem to get past these Demon Pungus.";
+ next;
+ switch(select("Gather Items:Hunt Demon Pungus:Cancel")) {
+ case 1:
+ // Item turn in
+ mes "[Local Villager]";
+ mes "Can you help by collecting ^FF0000Bacillus^000000?";
+ mes "I will reward you for helping clear this out for me.";
+ next;
+ switch(select("I have Bacillus:What did you need?")) {
+ case 1:
+ /*
+ if (checkweight(504,10) == 0) {
+ mes "[Local Villager]";
+ mes "Hey, it looks like that the weight on";
+ mes "your back will crush you. Come back";
+ mes "after you have lost some weight.";
+ close;
+ }
+ */
+ if (countitem(7119) > 49) {
+ mes "[Local Villager]";
+ mes "I had my doubts, but you have proven me wrong.";
+ delitem 7119,50; //Spawns
+ getexp 250266,144452;
+ //getitem 504,10; //White_Potion
+ close;
+ }
+ else {
+ mes "[Local Villager]";
+ mes "It doesn't look like you have enough.";
+ next;
+ mes "[Local Villager]";
+ mes "I need to see that you have gathered ^FF000050 Bacillus^000000, and then I can reward you.";
+ close;
+ }
+ case 2:
+ mes "[Local Villager]";
+ mes "I need to see that you have gathered ^FF000050 Bacillus^000000, and then I can reward you.";
+ close;
+ }
+ case 2:
+ // Kill Count Quest
+ mes "[Local Villager]";
+ mes "Ah, ok I think you can help me out by hunting some Demon Pungus.";
+ mes "How many would you like to hunt?";
+ next;
+ switch(select("50 Demon Pungus:100 Demon Pungus:150 Demon Pungus")) {
+ case 1:
+ mes "[Local Villager]";
+ mes "Come back when you've finished your task and I will give you a small reward.";
+ setquest 60125;
+ close;
+ case 2:
+ mes "[Local Villager]";
+ mes "Come back when you've finished your task and I will give you a small reward.";
+ setquest 60126;
+ close;
+ case 3:
+ mes "[Local Villager]";
+ mes "Come back when you've finished your task and I will give you a small reward.";
+ setquest 60127;
+ close;
+ }
+ case 3:
+ mes "[Local Villager]";
+ mes "If you change your mind, please come back.";
+ close;
+ }
+ case 2:
+ mes "[Local Villager]";
+ mes "If you change your mind, please come back.";
+ close;
+ }
+ }
+ else {
+ mes "[Local Villager]";
+ mes "Um, um. I don't think..";
+ next;
+ mes "[Local Villager]";
+ mes "Yeah, sorry I can't talk right now.";
+ close;
+ }
+ }
+ else {
+ mes "[Local Villager]";
+ mes "Its amazing, truly it is.";
+ mes "I just wish I could get through this all.";
+ close;
+ }
+}
+
+
diff --git a/npc/pre-re/quests/collection/quest_disguiseloliruri.txt b/npc/pre-re/quests/collection/quest_disguiseloliruri.txt
new file mode 100644
index 000000000..42ff4800c
--- /dev/null
+++ b/npc/pre-re/quests/collection/quest_disguiseloliruri.txt
@@ -0,0 +1,150 @@
+//===== rAthena Script =======================================
+//= iRO Repeatable EXP Quests.
+//===== By: ==================================================
+//= Masao
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= Custom Version.
+//= Repeatable EXP Quest : Kill 50 Disguise or Loli Ruri.
+//===== Additional Comments: =================================
+//= 1.0 First version.
+//============================================================
+
+nif_fild02,332,327,4 script Deadman 795,{
+
+ if (checkquest(60173) != -1) {
+ if (checkquest(60173,HUNTING) != 2 ) {
+ mes "[Deadman]";
+ mes "Have you finished hunting the 50 Disguise?";
+ next;
+ switch(select("Yes:No:I want to quit")) {
+ case 1:
+ mes "[Deadman]";
+ mes "Hmm, I don't think you've hunted 50 yet.";
+ close;
+ case 2:
+ mes "[Deadman]";
+ mes "Remember, I need help hunting Disguise so go and hunt 50 of them.";
+ close;
+ case 3:
+ mes "[Deadman]";
+ mes "Are you sure that you want to stop hunting?";
+ mes "Any progress that you've made will be erased";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ mes "[Deadman]";
+ mes "Ok then, well come back here if you change your mind.";
+ erasequest 60173;
+ close;
+ case 2:
+ mes "[Deadman]";
+ mes "Please kill 50 Disguise in order to make this a Place were people can go to and gather Experience.";
+ close;
+ }
+ }
+ }
+ mes "[Deadman]";
+ mes "Amazing, you did that with speed.";
+ getexp 140600,95800;
+ erasequest 60173;
+ close;
+ }
+ if (checkquest(60176) != -1) {
+ if (checkquest(60176,HUNTING) != 2 ) {
+ mes "[Deadman]";
+ mes "Have you finished hunting the 50 Loli Ruri?";
+ next;
+ switch(select("Yes:No:I want to quit")) {
+ case 1:
+ mes "[Deadman]";
+ mes "Hmm, I don't think you've hunted 50 yet.";
+ close;
+ case 2:
+ mes "[Deadman]";
+ mes "Remember, I need help hunting Loli Ruri so go and hunt 50 of them.";
+ close;
+ case 3:
+ mes "[Deadman]";
+ mes "Are you sure that you want to stop hunting?";
+ mes "Any progress that you've made will be erased";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ mes "[Deadman]";
+ mes "Ok then, well come back here if you change your mind.";
+ erasequest 60176;
+ close;
+ case 2:
+ mes "[Deadman]";
+ mes "Please kill 50 Loli Ruri in order to make this a Place were people can go to and gather Experience.";
+ close;
+ }
+ }
+ }
+ mes "[Deadman]";
+ mes "Amazing, you did that with speed.";
+ getexp 332000,239500;
+ erasequest 60176;
+ close;
+ }
+ if ((BaseLevel > 59) && (BaseLevel < 99)) {
+ mes "[Deadman]";
+ mes "Oh great!";
+ mes "You are here to help me right?";
+ mes "If not, i don't know what to do with the Monsters in this Place!";
+ next;
+ switch(select("Sure:No")) {
+ case 1:
+ mes "[Deadman]";
+ mes "Great! I knew the moment i saw you that i can count on you!";
+ mes "I need you to reduce the Amount of Monsters which are currently rampaging on this Map!";
+ mes "There are to many Disguise and Loli Ruri around, which makes it impossible for the lower level players to gain good experience here.";
+ next;
+ mes "[Deadman]";
+ mes "So, which of those Monsters would you like to hunt for me?";
+ next;
+ switch(select("Disguise:Loli Ruri:Cancel")) {
+ case 1:
+ if(BaseLevel > 90){
+ mes "[Deadman]";
+ mes "Thank you for your great help with the Disguise!";
+ mes "Currently the Situation is stable and i'm not in need of your help anymore to kill them.";
+ close;
+ }
+ mes "[Deadman]";
+ mes "Kill 50 of those Disguise and let me know when you're done. I will reward you for your efforts.";
+ setquest 60173;
+ close;
+ case 2:
+ if(BaseLevel > 98){
+ mes "[Deadman]";
+ mes "Thank you for your great help with the Loli Ruri!";
+ mes "Currently the Situation is stable and i'm not in need of your help anymore to kill them.";
+ close;
+ }
+ mes "[Deadman]";
+ mes "Kill 50 of those Loli Ruri and let me know when you're done. I will reward you for your efforts.";
+ setquest 60176;
+ close;
+ case 3:
+ mes "[Deadman]";
+ mes "If you change your mind, please come back.";
+ close;
+ }
+ case 2:
+ mes "[Deadman]";
+ mes "If you change your mind, please come back.";
+ close;
+ }
+ }
+ mes "[Deadman]";
+ mes "Oh boy, Oh boy!";
+ next;
+ mes "[Deadman]";
+ mes "Sorry I can't talk right now I am in a world of pain here, these darn Disguise and Loli Ruri are going to kill me.";
+ close;
+}
diff --git a/npc/pre-re/quests/collection/quest_dokebi.txt b/npc/pre-re/quests/collection/quest_dokebi.txt
new file mode 100644
index 000000000..3e6bcf637
--- /dev/null
+++ b/npc/pre-re/quests/collection/quest_dokebi.txt
@@ -0,0 +1,234 @@
+//===== rAthena Script =======================================
+//= iRO Repeatable EXP Quests.
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Added Monster Killing quests.
+//= Repeatable EXP Quest (Dokebi Horns)
+//===== Additional Comments: =================================
+//= 1.0 First version.
+//============================================================
+
+pay_fild10,108,357,5 script Li#Dokebi_Hunt 90,{
+ if (checkquest(60128) != -1) {
+ if (checkquest(60128,HUNTING) != 2 ) {
+ mes "[Li]";
+ mes "Have you finished hunting the 50 Dokebis?";
+ next;
+ switch(select("Yes:No:I want to quit")) {
+ case 1:
+ mes "[Li]";
+ mes "Hmm, I don't think you've hunted 50 yet...";
+ close;
+ case 2:
+ mes "[Li]";
+ mes "Remember, I need help hunting Dokebis so go and hunt 50 of them.";
+ close;
+ case 3:
+ mes "[Li]";
+ mes "Are you sure that you want to stop hunting?";
+ mes "Any progress that you've made will be erased";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ mes "[Li]";
+ mes "Ok then, well come back here if you change your mind.";
+ erasequest 60128;
+ close;
+ case 2:
+ mes "[Li]";
+ mes "Please kill 50 Dokebis.";
+ close;
+ }
+ }
+ }
+ else {
+ mes "[Li]";
+ mes "Amazing, you did that with speed.";
+ getexp 42000,36000;
+ erasequest 60128;
+ close;
+ }
+ }
+ if (checkquest(60129) != -1) {
+ if (checkquest(60129,HUNTING) != 2 ) {
+ mes "[Li]";
+ mes "Have you finished hunting the 50 Dokebis?";
+ next;
+ switch(select("Yes:No:I want to quit")) {
+ case 1:
+ mes "[Li]";
+ mes "Hmm, I don't think you've hunted 100 yet...";
+ close;
+ case 2:
+ mes "[Li]";
+ mes "Remember, I need help hunting Dokebis so go and hunt 100 of them.";
+ close;
+ case 3:
+ mes "[Li]";
+ mes "Are you sure that you want to stop hunting?";
+ mes "Any progress that you've made will be erased";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ mes "[Li]";
+ mes "Ok then, well come back here if you change your mind.";
+ erasequest 60129;
+ close;
+ case 2:
+ mes "[Li]";
+ mes "Please kill 100 Dokebis.";
+ close;
+ }
+ }
+ }
+ else {
+ mes "[Li]";
+ mes "Amazing, you did that with speed.";
+ getexp 42000,36000;
+ getexp 42000,36000;
+ erasequest 60129;
+ close;
+ }
+ }
+ if (checkquest(60130) != -1) {
+ if (checkquest(60130,HUNTING) != 2 ) {
+ mes "[Li]";
+ mes "Have you finished hunting the 150 Dokebis?";
+ next;
+ switch(select("Yes:No:I want to quit")) {
+ case 1:
+ mes "[Li]";
+ mes "Hmm, I don't think you've hunted 150 yet...";
+ close;
+ case 2:
+ mes "[Li]";
+ mes "Remember, I need help hunting Dokebis so go and hunt 150 of them.";
+ close;
+ case 3:
+ mes "[Li]";
+ mes "Are you sure that you want to stop hunting?";
+ mes "Any progress that you've made will be erased";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ mes "[Li]";
+ mes "Ok then, well come back here if you change your mind.";
+ erasequest 60130;
+ close;
+ case 2:
+ mes "[Li]";
+ mes "Please kill 150 Dokebis.";
+ close;
+ }
+ }
+ }
+ else {
+ mes "[Li]";
+ mes "Amazing, you did that with speed.";
+ getexp 42000,36000;
+ getexp 42000,36000;
+ getexp 42000,36000;
+ erasequest 60130;
+ close;
+ }
+ }
+ //for minimum level
+ if (BaseLevel > 34) {
+ //for maximum level
+ if (BaseLevel < 71) {
+ mes "[Li]";
+ mes "Hello. DO you think you could help me?";
+ next;
+ switch(select("Sure:No")) {
+ case 1:
+ mes "[Li]";
+ mes "There are so many Dokebis here...I just don't feel safe.";
+ next;
+ switch(select("Gather Items:Hunt Dokebis:Cancel")) {
+ case 1:
+ // Item turn in
+ mes "[Li]";
+ mes "My fortune teller business needs a good supply of ^FF0000Dokebi Horns^000000 to give my customers good luck.";
+ next;
+ switch(select("I have some Dokebi Horns:What did you need?")) {
+ case 1:
+ if (countitem(1021) > 49) {
+ mes "[Li]";
+ mes "Oh, great!";
+ mes "Thank you for the horns.";
+ delitem 1021,50; //Dokkaebi_Horn
+ getexp 42000,36000;
+ close;
+ }
+ else {
+ mes "[Li]";
+ mes "It doesn't look like you have enough.";
+ next;
+ mes "[Li]";
+ mes "I need ^FF000050 Dokebi Horns^000000 for my fortune telling.";
+ close;
+ }
+ case 2:
+ mes "[Li]";
+ mes "If you bring me";
+ mes "^FF000050 Dokebi Horns^000000, I can give you some good luck.";
+ close;
+ }
+ case 2:
+ // Kill Count Quest
+ mes "[Li]";
+ mes "Ah, ok I think you can help me out by hunting some Dokebis.";
+ mes "How many would you like to hunt?";
+ next;
+ switch(select("50 Dokebis:100 Dokebis:150 Dokebis")) {
+ case 1:
+ mes "[Li]";
+ mes "Come back when you've finished your task and I will give you a small reward.";
+ setquest 60128;
+ close;
+ case 2:
+ mes "[Li]";
+ mes "Come back when you've finished your task and I will give you a small reward.";
+ setquest 60129;
+ close;
+ case 3:
+ mes "[Li]";
+ mes "Come back when you've finished your task and I will give you a small reward.";
+ setquest 60130;
+ close;
+ }
+ case 3:
+ mes "[Li]";
+ mes "If you change your mind, please come back.";
+ close;
+ }
+ case 2:
+ mes "[Li]";
+ mes "If you change your mind, please come back.";
+ close;
+ }
+ }
+ else {
+ mes "[Li]";
+ mes "Hello";
+ mes "I read fortunes in Payon.";
+ close;
+ }
+ }
+ else {
+ mes "[Li]";
+ mes "This place is dangerous!";
+ next;
+ mes "[Li]";
+ mes "You should leave quickly!";
+ close;
+ }
+}
+
+
diff --git a/npc/pre-re/quests/collection/quest_dryad.txt b/npc/pre-re/quests/collection/quest_dryad.txt
new file mode 100644
index 000000000..348dc75f9
--- /dev/null
+++ b/npc/pre-re/quests/collection/quest_dryad.txt
@@ -0,0 +1,242 @@
+//===== rAthena Script =======================================
+//= iRO Repeatable EXP Quests.
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Added Monster Killing quests.
+//= Repeatable EXP Quest (Sharp Leaves)
+//===== Additional Comments: =================================
+//= 1.0 First version.
+//============================================================
+
+um_fild01,34,281,5 script Lilla#Dryad_Hunt 724,{
+ if (checkquest(60131) != -1) {
+ if (checkquest(60131,HUNTING) != 2 ) {
+ mes "[Lilla]";
+ mes "Have you finished hunting the 50 Dryads?";
+ next;
+ switch(select("Yes:No:I want to quit")) {
+ case 1:
+ mes "[Lilla]";
+ mes "Hmm, I don't think you've hunted 50 yet...";
+ close;
+ case 2:
+ mes "[Lilla]";
+ mes "Remember, I need help hunting Dryads so go and hunt 50 of them.";
+ close;
+ case 3:
+ mes "[Lilla]";
+ mes "Are you sure that you want to stop hunting?";
+ mes "Any progress that you've made will be erased";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ mes "[Lilla]";
+ mes "Ok then, well come back here if you change your mind.";
+ erasequest 60131;
+ close;
+ case 2:
+ mes "[Lilla]";
+ mes "Please kill 50 Dryads.";
+ close;
+ }
+ }
+ }
+ else {
+ mes "[Lilla]";
+ mes "Amazing, you did that with speed.";
+ getexp 262485,141835;
+ erasequest 60131;
+ close;
+ }
+ }
+ if (checkquest(60132) != -1) {
+ if (checkquest(60132,HUNTING) != 2 ) {
+ mes "[Lilla]";
+ mes "Have you finished hunting the 50 Dryads?";
+ next;
+ switch(select("Yes:No:I want to quit")) {
+ case 1:
+ mes "[Lilla]";
+ mes "Hmm, I don't think you've hunted 100 yet...";
+ close;
+ case 2:
+ mes "[Lilla]";
+ mes "Remember, I need help hunting Dryads so go and hunt 100 of them.";
+ close;
+ case 3:
+ mes "[Lilla]";
+ mes "Are you sure that you want to stop hunting?";
+ mes "Any progress that you've made will be erased";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ mes "[Lilla]";
+ mes "Ok then, well come back here if you change your mind.";
+ erasequest 60132;
+ close;
+ case 2:
+ mes "[Lilla]";
+ mes "Please kill 100 Dryads.";
+ close;
+ }
+ }
+ }
+ else {
+ mes "[Lilla]";
+ mes "Amazing, you did that with speed.";
+ getexp 262485,141835;
+ getexp 262485,141835;
+ erasequest 60132;
+ close;
+ }
+ }
+ if (checkquest(60133) != -1) {
+ if (checkquest(60133,HUNTING) != 2 ) {
+ mes "[Lilla]";
+ mes "Have you finished hunting the 150 Dryads?";
+ next;
+ switch(select("Yes:No:I want to quit")) {
+ case 1:
+ mes "[Lilla]";
+ mes "Hmm, I don't think you've hunted 150 yet...";
+ close;
+ case 2:
+ mes "[Lilla]";
+ mes "Remember, I need help hunting Dryads so go and hunt 150 of them.";
+ close;
+ case 3:
+ mes "[Lilla]";
+ mes "Are you sure that you want to stop hunting?";
+ mes "Any progress that you've made will be erased";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ mes "[Lilla]";
+ mes "Ok then, well come back here if you change your mind.";
+ erasequest 60133;
+ close;
+ case 2:
+ mes "[Lilla]";
+ mes "Please kill 150 Dryads.";
+ close;
+ }
+ }
+ }
+ else {
+ mes "[Lilla]";
+ mes "Amazing, you did that with speed.";
+ getexp 262485,141835;
+ getexp 262485,141835;
+ getexp 262485,141835;
+ erasequest 60133;
+ close;
+ }
+ }
+ //for minimum level
+ if (BaseLevel > 59) {
+ //for maximum level
+ if (BaseLevel < 86) {
+ mes "[Lilla]";
+ mes "Why hello!";
+ mes "You look like someone who is willing to help a lil thing like myself out.";
+ next;
+ switch(select("Sure:No")) {
+ case 1:
+ mes "[Lilla]";
+ mes "Really?!";
+ mes "That's great!";
+ next;
+ switch(select("Gather Items:Hunt Dryads:Cancel")) {
+ case 1:
+ // Item turn in
+ mes "[Lilla]";
+ mes "I really need to gather ^00CE0050 Sharp Leafs^000000 for my garden tea party.";
+ mes "Do you have any?";
+ next;
+ switch(select("I have some Sharp Leafs:What did you need?")) {
+ case 1:
+ /*
+ if (checkweight(504,10) == 0) {
+ mes "[Lilla]";
+ mes "Hey, it looks like that the weight on";
+ mes "your back will crush you. Come back";
+ mes "after you have lost some weight.";
+ close;
+ }
+ */
+ if (countitem(7100) > 49) {
+ mes "[Lilla]";
+ mes "Hey, your a sweet little thing.";
+ mes "Thanks so much for helping me!";
+ next;
+ mes "[Lilla]";
+ mes "Oh, I almost forgot. I have something for you ^_^";
+ mes "Thank you so much again for your help.";
+ delitem 7100,50; //Sharp_Leaf
+ getexp 262485,141835;
+ //getitem 504,10; //White_Potion
+ close;
+ }
+ else {
+ mes "[Lilla]";
+ mes "Why, I may look cute and silly but please don't play games with me.";
+ close;
+ }
+ case 2:
+ mes "[Lilla]";
+ mes "I need ^00CE0050 Sharp Leafs^000000.";
+ close;
+ }
+ case 2:
+ // Kill Count Quest
+ mes "[Lilla]";
+ mes "Ah, ok I think you can help me out by hunting some Dryads.";
+ mes "How many would you like to hunt?";
+ next;
+ switch(select("50 Dryads:100 Dryads:150 Dryads")) {
+ case 1:
+ mes "[Lilla]";
+ mes "Come back when you've finished your task and I will give you a small reward.";
+ setquest 60131;
+ close;
+ case 2:
+ mes "[Lilla]";
+ mes "Come back when you've finished your task and I will give you a small reward.";
+ setquest 60132;
+ close;
+ case 3:
+ mes "[Lilla]";
+ mes "Come back when you've finished your task and I will give you a small reward.";
+ setquest 60133;
+ close;
+ }
+ case 3:
+ mes "[Lilla]";
+ mes "If you change your mind, please come back.";
+ close;
+ }
+ case 2:
+ mes "[Lilla]";
+ mes "If you change your mind, please come back.";
+ close;
+ }
+ }
+ else {
+ mes "[Lilla]";
+ mes "Sorry but you are a little too old and scary to talk to!";
+ close;
+ }
+ }
+ else {
+ mes "[Lilla]";
+ mes "You are way too tiny to be helping me.";
+ mes "Thank you for your offer though.";
+ close;
+ }
+}
diff --git a/npc/pre-re/quests/collection/quest_fabre.txt b/npc/pre-re/quests/collection/quest_fabre.txt
new file mode 100644
index 000000000..9c0c016a1
--- /dev/null
+++ b/npc/pre-re/quests/collection/quest_fabre.txt
@@ -0,0 +1,231 @@
+//===== rAthena Script =======================================
+//= iRO Repeatable EXP Quests.
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Added Monster Killing quests.
+//= Repeatable EXP Quest (Fluffs)
+//===== Additional Comments: =================================
+//= 1.0 First version.
+//============================================================
+
+gef_fild07,321,193,4 script Langry#Fabre_Hunt 754,{
+ if (checkquest(60107) != -1) {
+ if (checkquest(60107,HUNTING) != 2 ) {
+ mes "[Langry]";
+ mes "Have you finished hunting the 50 Fabres?";
+ next;
+ switch(select("Yes:No:I want to quit")) {
+ case 1:
+ mes "[Langry]";
+ mes "Hmm, I don't think you've hunted 50 yet...";
+ close;
+ case 2:
+ mes "[Langry]";
+ mes "Remember, I need help hunting Fabres so go and hunt 50 of them.";
+ close;
+ case 3:
+ mes "[Langry]";
+ mes "Are you sure that you want to stop hunting?";
+ mes "Any progress that you've made will be erased";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ mes "[Langry]";
+ mes "Ok then, well come back here if you change your mind.";
+ erasequest 60107;
+ close;
+ case 2:
+ mes "[Langry]";
+ mes "Please kill 50 Fabres.";
+ close;
+ }
+ }
+ }
+ else {
+ mes "[Langry]";
+ mes "Amazing, you did that with speed.";
+ getexp 385,30;
+ erasequest 60107;
+ close;
+ }
+ }
+ if (checkquest(60108) != -1) {
+ if (checkquest(60108,HUNTING) != 2 ) {
+ mes "[Langry]";
+ mes "Have you finished hunting the 50 Fabres?";
+ next;
+ switch(select("Yes:No:I want to quit")) {
+ case 1:
+ mes "[Langry]";
+ mes "Hmm, I don't think you've hunted 100 yet...";
+ close;
+ case 2:
+ mes "[Langry]";
+ mes "Remember, I need help hunting Fabres so go and hunt 100 of them.";
+ close;
+ case 3:
+ mes "[Langry]";
+ mes "Are you sure that you want to stop hunting?";
+ mes "Any progress that you've made will be erased";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ mes "[Langry]";
+ mes "Ok then, well come back here if you change your mind.";
+ erasequest 60108;
+ close;
+ case 2:
+ mes "[Langry]";
+ mes "Please kill 100 Fabres.";
+ close;
+ }
+ }
+ }
+ else {
+ mes "[Langry]";
+ mes "Amazing, you did that with speed.";
+ getexp 385,30;
+ getexp 385,30;
+ erasequest 60108;
+ close;
+ }
+ }
+ if (checkquest(60109) != -1) {
+ if (checkquest(60109,HUNTING) != 2 ) {
+ mes "[Langry]";
+ mes "Have you finished hunting the 150 Fabres?";
+ next;
+ switch(select("Yes:No:I want to quit")) {
+ case 1:
+ mes "[Langry]";
+ mes "Hmm, I don't think you've hunted 150 yet...";
+ close;
+ case 2:
+ mes "[Langry]";
+ mes "Remember, I need help hunting Fabres so go and hunt 150 of them.";
+ close;
+ case 3:
+ mes "[Langry]";
+ mes "Are you sure that you want to stop hunting?";
+ mes "Any progress that you've made will be erased";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ mes "[Langry]";
+ mes "Ok then, well come back here if you change your mind.";
+ erasequest 60109;
+ close;
+ case 2:
+ mes "[Langry]";
+ mes "Please kill 150 Fabres.";
+ close;
+ }
+ }
+ }
+ else {
+ mes "[Langry]";
+ mes "Amazing, you did that with speed.";
+ getexp 385,30;
+ getexp 385,30;
+ getexp 385,30;
+ erasequest 60109;
+ close;
+ }
+ }
+ //for minimum level
+ if (BaseLevel > 1) {
+ //for maximum level
+ if (BaseLevel < 21) {
+ mes "[Langry]";
+ mes "Do you think you can help me?";
+ mes "Please?";
+ next;
+ switch(select("Sure:No")) {
+ case 1:
+ mes "[Langry]";
+ mes "Really?!";
+ mes "That's great!";
+ next;
+ switch(select("Gather Items:Hunt Fabres:Cancel")) {
+ case 1:
+ // Item turn in
+ mes "[Langry]";
+ mes "I need to collect ^0000CE25 Fluff^000000 to";
+ mes "complete this community service project.";
+ mes "You know what? I can even reward you a little for helping me.";
+ next;
+ switch(select("I have some Fluff:What was that again?")) {
+ case 1:
+ if (countitem(914) > 24) {
+ mes "[Langry]";
+ mes "Thank you for the Fluff. This helps me out greatly.";
+ mes "Oh and here you go, this should help you get stronger, faster!";
+ delitem 914,25; //Fluff
+ getexp 385,30;
+ close;
+ }
+ else {
+ mes "[Langry]";
+ mes "I see no Fluff, wait yea I do it's the lies coming from your mouth.";
+ close;
+ }
+ case 2:
+ mes "[Langry]";
+ mes "I need ^00CE0025 Fluff^000000.";
+ close;
+ }
+ case 2:
+ // Kill Count Quest
+ mes "[Langry]";
+ mes "Ah, ok I think you can help me out by hunting some Fabres.";
+ mes "How many would you like to hunt?";
+ next;
+ switch(select("50 Fabres:100 Fabres:150 Fabres")) {
+ case 1:
+ mes "[Langry]";
+ mes "Come back when you've finished your task and I will give you a small reward.";
+ setquest 60107;
+ close;
+ case 2:
+ mes "[Langry]";
+ mes "Come back when you've finished your task and I will give you a small reward.";
+ setquest 60108;
+ close;
+ case 3:
+ mes "[Langry]";
+ mes "Come back when you've finished your task and I will give you a small reward.";
+ setquest 60109;
+ close;
+ }
+ case 3:
+ mes "[Langry]";
+ mes "If you change your mind, please come back.";
+ close;
+ }
+ case 2:
+ mes "[Langry]";
+ mes "If you change your mind, please come back.";
+ close;
+ }
+ }
+ else {
+ mes "[Langry]";
+ mes "Hello, my name is Langry.";
+ mes "I have to complete this community service, but I am just too lazy.";
+ close;
+ }
+ }
+ else {
+ mes "[Langry]";
+ mes "You may just be the most unlikely person ever, recycle a few Fabres and come back.";
+ close;
+ }
+}
+
+
diff --git a/npc/pre-re/quests/collection/quest_frilldora.txt b/npc/pre-re/quests/collection/quest_frilldora.txt
new file mode 100644
index 000000000..f0306d787
--- /dev/null
+++ b/npc/pre-re/quests/collection/quest_frilldora.txt
@@ -0,0 +1,240 @@
+//===== rAthena Script =======================================
+//= iRO Repeatable EXP Quests.
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Added Monster Killing quests.
+//= Repeatable EXP Quest (Frills)
+//===== Additional Comments: =================================
+//= 1.0 First version.
+//============================================================
+
+moc_fild17,66,273,5 script Lemly#Frilldora_Hunt 725,{
+ if (checkquest(60134) != -1) {
+ if (checkquest(60134,HUNTING) != 2 ) {
+ mes "[Lemly]";
+ mes "Have you finished hunting the 50 Frilldora?";
+ next;
+ switch(select("Yes:No:I want to quit")) {
+ case 1:
+ mes "[Lemly]";
+ mes "Hmm, I don't think you've hunted 50 yet...";
+ close;
+ case 2:
+ mes "[Lemly]";
+ mes "Remember, I need help hunting Frilldora so go and hunt 50 of them.";
+ close;
+ case 3:
+ mes "[Lemly]";
+ mes "Are you sure that you want to stop hunting?";
+ mes "Any progress that you've made will be erased";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ mes "[Lemly]";
+ mes "Ok then, well come back here if you change your mind.";
+ erasequest 60134;
+ close;
+ case 2:
+ mes "[Lemly]";
+ mes "Please kill 50 Frilldora.";
+ close;
+ }
+ }
+ }
+ else {
+ mes "[Lemly]";
+ mes "Amazing, you did that with speed.";
+ getexp 30000,23000;
+ erasequest 60134;
+ close;
+ }
+ }
+ if (checkquest(60135) != -1) {
+ if (checkquest(60135,HUNTING) != 2 ) {
+ mes "[Lemly]";
+ mes "Have you finished hunting the 50 Frilldora?";
+ next;
+ switch(select("Yes:No:I want to quit")) {
+ case 1:
+ mes "[Lemly]";
+ mes "Hmm, I don't think you've hunted 100 yet...";
+ close;
+ case 2:
+ mes "[Lemly]";
+ mes "Remember, I need help hunting Frilldora so go and hunt 100 of them.";
+ close;
+ case 3:
+ mes "[Lemly]";
+ mes "Are you sure that you want to stop hunting?";
+ mes "Any progress that you've made will be erased";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ mes "[Lemly]";
+ mes "Ok then, well come back here if you change your mind.";
+ erasequest 60135;
+ close;
+ case 2:
+ mes "[Lemly]";
+ mes "Please kill 100 Frilldora.";
+ close;
+ }
+ }
+ }
+ else {
+ mes "[Lemly]";
+ mes "Amazing, you did that with speed.";
+ getexp 30000,23000;
+ getexp 30000,23000;
+ erasequest 60135;
+ close;
+ }
+ }
+ if (checkquest(60136) != -1) {
+ if (checkquest(60136,HUNTING) != 2 ) {
+ mes "[Lemly]";
+ mes "Have you finished hunting the 150 Frilldora?";
+ next;
+ switch(select("Yes:No:I want to quit")) {
+ case 1:
+ mes "[Lemly]";
+ mes "Hmm, I don't think you've hunted 150 yet...";
+ close;
+ case 2:
+ mes "[Lemly]";
+ mes "Remember, I need help hunting Frilldora so go and hunt 150 of them.";
+ close;
+ case 3:
+ mes "[Lemly]";
+ mes "Are you sure that you want to stop hunting?";
+ mes "Any progress that you've made will be erased";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ mes "[Lemly]";
+ mes "Ok then, well come back here if you change your mind.";
+ erasequest 60136;
+ close;
+ case 2:
+ mes "[Lemly]";
+ mes "Please kill 150 Frilldora.";
+ close;
+ }
+ }
+ }
+ else {
+ mes "[Lemly]";
+ mes "Amazing, you did that with speed.";
+ getexp 30000,23000;
+ getexp 30000,23000;
+ getexp 30000,23000;
+ erasequest 60136;
+ close;
+ }
+ }
+ //for minimum level
+ if (BaseLevel > 29) {
+ //for maximum level
+ if (BaseLevel < 66) {
+ mes "[Lemly]";
+ mes "Hey there cutie!";
+ next;
+ mes "[Lemly]";
+ mes "Think you could take some time to give me a hand?";
+ next;
+ switch(select("Sure:No")) {
+ case 1:
+ mes "[Lemly]";
+ mes "I am looking for lizard ^FF0000Frills^000000.";
+ next;
+ mes "[Lemly]";
+ mes "The lizards around here have a natural stealth, a property that the Assassin's Guild wants to study.";
+ next;
+ switch(select("Gather Items:Hunt Frilldora:Cancel")) {
+ case 1:
+ // Item turn in
+ switch(select("I have some Frills:What did you need?")) {
+ case 1:
+ if (countitem(1012) > 24) {
+ mes "[Lemly]";
+ mes "Hey, thank you.";
+ mes "These are pretty icky though.";
+ delitem 1012,25; //Lizard_Scruff
+ getexp 30000,23000;
+ close;
+ }
+ else {
+ mes "[Lemly]";
+ mes "Sigh,";
+ mes "Please, don't waste my time.";
+ next;
+ mes "[Lemly]";
+ mes "I need ^FF000025 Frills^000000 for the Assassin's Guild.";
+ close;
+ }
+ case 2:
+ mes "[Lemly]";
+ mes "I need ^FF000025 Frills^000000 for the Assassin's Guild.";
+ close;
+ }
+ case 2:
+ // Kill Count Quest
+ mes "[Lemly]";
+ mes "Ah, ok I think you can help me out by hunting some Frilldora.";
+ mes "How many would you like to hunt?";
+ next;
+ switch(select("50 Frilldora:100 Frilldora:150 Frilldora")) {
+ case 1:
+ mes "[Lemly]";
+ mes "Come back when you've finished your task and I will give you a small reward.";
+ setquest 60134;
+ close;
+ case 2:
+ mes "[Lemly]";
+ mes "Come back when you've finished your task and I will give you a small reward.";
+ setquest 60135;
+ close;
+ case 3:
+ mes "[Lemly]";
+ mes "Come back when you've finished your task and I will give you a small reward.";
+ setquest 60136;
+ close;
+ }
+ case 3:
+ mes "[Lemly]";
+ mes "If you change your mind, please come back.";
+ close;
+ }
+ case 2:
+ mes "[Lemly]";
+ mes "If you change your mind, please come back.";
+ close;
+ }
+ }
+ else {
+ mes "[Lemly]";
+ mes "Hey there.";
+ next;
+ mes "[Lemly]";
+ mes "These lizards are gross.";
+ next;
+ mes "[Lemly]";
+ mes "I can't believe I am stuck doing this.";
+ close;
+ }
+ }
+ else {
+ mes "[Lemly]";
+ mes "What are you doing here?";
+ mes "The desert will kill you here!";
+ close;
+ }
+}
+
+
diff --git a/npc/pre-re/quests/collection/quest_goat.txt b/npc/pre-re/quests/collection/quest_goat.txt
new file mode 100644
index 000000000..64d729386
--- /dev/null
+++ b/npc/pre-re/quests/collection/quest_goat.txt
@@ -0,0 +1,245 @@
+//===== rAthena Script =======================================
+//= iRO Repeatable EXP Quests.
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Added Monster Killing quests.
+//= Repeatable EXP Quest (Antelope Horns)
+//===== Additional Comments: =================================
+//= 1.0 First version.
+//============================================================
+
+ein_fild06,82,171,0 script Vegetable Farmer#Goat 919,{
+ if (checkquest(60137) != -1) {
+ if (checkquest(60137,HUNTING) != 2 ) {
+ mes "[Vegetable Farmer]";
+ mes "Have you finished hunting the 50 Goats?";
+ next;
+ switch(select("Yes:No:I want to quit")) {
+ case 1:
+ mes "[Vegetable Farmer]";
+ mes "Hmm, I don't think you've hunted 50 yet.";
+ close;
+ case 2:
+ mes "[Vegetable Farmer]";
+ mes "Remember, I need help hunting Goats so go and hunt 50 of them.";
+ close;
+ case 3:
+ mes "[Vegetable Farmer]";
+ mes "Are you sure that you want to stop hunting?";
+ mes "Any progress that you've made will be erased";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ mes "[Vegetable Farmer]";
+ mes "Ok then, well come back here if you change your mind.";
+ erasequest 60137;
+ close;
+ case 2:
+ mes "[Vegetable Farmer]";
+ mes "Please kill 50 Goats so I can farm my vegetables without any worries.";
+ close;
+ }
+ }
+ }
+ else {
+ mes "[Vegetable Farmer]";
+ mes "Amazing, you did that with speed.";
+ getexp 258489,155155;
+ erasequest 60137;
+ close;
+ }
+ }
+ if (checkquest(60138) != -1) {
+ if (checkquest(60138,HUNTING) != 2) {
+ mes "[Vegetable Farmer]";
+ mes "Have you finished hunting the 100 Goats?";
+ next;
+ switch(select("Yes:No:I want to quit")) {
+ case 1:
+ mes "[Vegetable Farmer]";
+ mes "Hmm, I don't think you've hunted 100 yet.";
+ close;
+ case 2:
+ mes "[Vegetable Farmer]";
+ mes "Remember, I need help hunting Goats so go and hunt 100 of them.";
+ close;
+ case 3:
+ mes "[Vegetable Farmer]";
+ mes "Are you sure that you want to stop hunting?";
+ mes "Any progress that you've made will be erased";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ mes "[Vegetable Farmer]";
+ mes "Ok then, well come back here if you change your mind.";
+ erasequest 60138;
+ close;
+ case 2:
+ mes "[Vegetable Farmer]";
+ mes "Please kill 100 Goats so I can farm my vegetables without any worries.";
+ close;
+ }
+ }
+ }
+ else {
+ mes "[Vegetable Farmer]";
+ mes "Amazing, you did that with speed.";
+ getexp 258489,155155;
+ getexp 258489,155155;
+ erasequest 60138;
+ close;
+ }
+ }
+ if (checkquest(60139) != -1) {
+ if (checkquest(60139,HUNTING) != 2) {
+ mes "[Vegetable Farmer]";
+ mes "Have you finished hunting the 150 Goats?";
+ next;
+ switch(select("Yes:No:I want to quit")) {
+ case 1:
+ mes "[Vegetable Farmer]";
+ mes "Hmm, I don't think you've hunted 150 yet.";
+ close;
+ case 2:
+ mes "[Vegetable Farmer]";
+ mes "Remember, I need help hunting Goats so go and hunt 150 of them.";
+ close;
+ case 3:
+ mes "[Vegetable Farmer]";
+ mes "Are you sure that you want to stop hunting?";
+ mes "Any progress that you've made will be erased";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ mes "[Vegetable Farmer]";
+ mes "Ok then, well come back here if you change your mind.";
+ erasequest 60139;
+ close;
+ case 2:
+ mes "[Vegetable Farmer]";
+ mes "Please kill 150 Goats so I can farm my vegetables without any worries.";
+ close;
+ }
+ }
+ }
+ else {
+ mes "[Vegetable Farmer]";
+ mes "Amazing, you did that with speed.";
+ getexp 258489,155155;
+ getexp 258489,155155;
+ getexp 258489,155155;
+ erasequest 60139;
+ close;
+ }
+ }
+ //for minimum level
+ if (BaseLevel > 69) {
+ //for maximum level
+ if (BaseLevel < 85) {
+ mes "[Vegetable Farmer]";
+ mes "Oh great!";
+ mes "You are here to help me right?";
+ mes "If not, then I am in a world of hurt.";
+ next;
+ switch(select("Sure:No")) {
+ case 1:
+ mes "[Vegetable Farmer]";
+ mes "These Goats keep eating my vegetables.";
+ mes "Can you do what you can to help me?";
+ next;
+ switch(select("Gather Items:Hunt Goats:Cancel")) {
+ case 1:
+ // Item turn in
+ mes "[Vegetable Farmer]";
+ mes "I need ^FF0000Antelope Horns^000000 to show for your hard work, and I will reward you.";
+ next;
+ switch(select("I have Antelope Horns:What did you need?")) {
+ case 1:
+ /*
+ if (checkweight(504,10) == 0) {
+ mes "[Vegetable Farmer]";
+ mes "Hey, it looks like that the weight on";
+ mes "your back will crush you. Come back";
+ mes "after you have lost some weight.";
+ close;
+ }
+ */
+ if (countitem(7106) > 49) {
+ mes "[Vegetable Farmer]";
+ mes "Amazing, you did that with speed.";
+ mes "I am truly grateful.";
+ delitem 7106,50; //Goat's_Horn
+ getexp 258489,155155;
+ //getitem 504,10; //White_Potion
+ close;
+ }
+ else {
+ mes "[Vegetable Farmer]";
+ mes "It doesn't look like you have enough.";
+ next;
+ mes "[Vegetable Farmer]";
+ mes "I need to see that you have gathered ^FF000050 Antelope Horns^000000, and then I can reward you.";
+ close;
+ }
+ case 2:
+ mes "[Vegetable Farmer]";
+ mes "I need to see that you have gathered ^FF000050 Antelope Horns^000000, and then I can reward you.";
+ close;
+ }
+ case 2:
+ // Kill Count Quest
+ mes "[Vegetable Farmer]";
+ mes "Thank you.";
+ mes "How many Goats would you like to hunt?";
+ next;
+ switch(select("50 Goats:100 Goats:150 Goats")) {
+ case 1:
+ mes "[Vegetable Farmer]";
+ mes "Kill 50 of those Goats and let me know when you're done. I will reward you for your efforts.";
+ setquest 60137;
+ close;
+ case 2:
+ mes "[Vegetable Farmer]";
+ mes "Kill 100 of those Goats and let me know when you're done. I will reward you for your efforts.";
+ setquest 60138;
+ close;
+ case 3:
+ mes "[Vegetable Farmer]";
+ mes "Kill 150 of those Goats and let me know when you're done. I will reward you for your efforts.";
+ setquest 60139;
+ close;
+ }
+ case 3:
+ mes "[Vegetable Farmer]";
+ mes "If you change your mind, please come back.";
+ close;
+ }
+ case 2:
+ mes "[Vegetable Farmer]";
+ mes "If you change your mind, please come back.";
+ close;
+ }
+ }
+ else {
+ mes "[Vegetable Farmer]";
+ mes "Oh boy, Oh boy!";
+ next;
+ mes "[Vegetable Farmer]";
+ mes "Sorry I can't talk right now I am in a world of hurt here, these darn Goats are going to kill me.";
+ close;
+ }
+ }
+ else {
+ mes "[Vegetable Farmer]";
+ mes "My vegetables, where did they all go?";
+ mes "Oh, no..no!!!";
+ close;
+ }
+}
+
diff --git a/npc/pre-re/quests/collection/quest_golem.txt b/npc/pre-re/quests/collection/quest_golem.txt
new file mode 100644
index 000000000..882d878dd
--- /dev/null
+++ b/npc/pre-re/quests/collection/quest_golem.txt
@@ -0,0 +1,232 @@
+//===== rAthena Script =======================================
+//= iRO Repeatable EXP Quests.
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Added Monster Killing quests.
+//= Repeatable EXP Quest (Stone Hearts)
+//===== Additional Comments: =================================
+//= 1.0 First version.
+//============================================================
+
+moc_fild11,57,138,0 script Private Jeremy#hunt 707,{
+ if (checkquest(60140) != -1) {
+ if (checkquest(60140,HUNTING) != 2 ) {
+ mes "[Private Jeremy]";
+ mes "Have you finished hunting the 50 Golems?";
+ next;
+ switch(select("Yes:No:I want to quit")) {
+ case 1:
+ mes "[Private Jeremy]";
+ mes "Hmm, I don't think you've hunted 50 yet...";
+ close;
+ case 2:
+ mes "[Private Jeremy]";
+ mes "Remember, I need help hunting Golems so go and hunt 50 of them.";
+ close;
+ case 3:
+ mes "[Private Jeremy]";
+ mes "Are you sure that you want to stop hunting?";
+ mes "Any progress that you've made will be erased";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ mes "[Private Jeremy]";
+ mes "Ok then, well come back here if you change your mind.";
+ erasequest 60140;
+ close;
+ case 2:
+ mes "[Private Jeremy]";
+ mes "Please kill 50 Golems.";
+ close;
+ }
+ }
+ }
+ else {
+ mes "[Private Jeremy]";
+ mes "Amazing, you did that with speed.";
+ getexp 14000,9000;
+ erasequest 60140;
+ close;
+ }
+ }
+ if (checkquest(60141) != -1) {
+ if (checkquest(60141,HUNTING) != 2 ) {
+ mes "[Private Jeremy]";
+ mes "Have you finished hunting the 50 Golems?";
+ next;
+ switch(select("Yes:No:I want to quit")) {
+ case 1:
+ mes "[Private Jeremy]";
+ mes "Hmm, I don't think you've hunted 100 yet...";
+ close;
+ case 2:
+ mes "[Private Jeremy]";
+ mes "Remember, I need help hunting Golems so go and hunt 100 of them.";
+ close;
+ case 3:
+ mes "[Private Jeremy]";
+ mes "Are you sure that you want to stop hunting?";
+ mes "Any progress that you've made will be erased";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ mes "[Private Jeremy]";
+ mes "Ok then, well come back here if you change your mind.";
+ erasequest 60141;
+ close;
+ case 2:
+ mes "[Private Jeremy]";
+ mes "Please kill 100 Golems.";
+ close;
+ }
+ }
+ }
+ else {
+ mes "[Private Jeremy]";
+ mes "Amazing, you did that with speed.";
+ getexp 14000,9000;
+ getexp 14000,9000;
+ erasequest 60141;
+ close;
+ }
+ }
+ if (checkquest(60142) != -1) {
+ if (checkquest(60142,HUNTING) != 2 ) {
+ mes "[Private Jeremy]";
+ mes "Have you finished hunting the 150 Golems?";
+ next;
+ switch(select("Yes:No:I want to quit")) {
+ case 1:
+ mes "[Private Jeremy]";
+ mes "Hmm, I don't think you've hunted 150 yet...";
+ close;
+ case 2:
+ mes "[Private Jeremy]";
+ mes "Remember, I need help hunting Golems so go and hunt 150 of them.";
+ close;
+ case 3:
+ mes "[Private Jeremy]";
+ mes "Are you sure that you want to stop hunting?";
+ mes "Any progress that you've made will be erased";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ mes "[Private Jeremy]";
+ mes "Ok then, well come back here if you change your mind.";
+ erasequest 60142;
+ close;
+ case 2:
+ mes "[Private Jeremy]";
+ mes "Please kill 150 Golems.";
+ close;
+ }
+ }
+ }
+ else {
+ mes "[Private Jeremy]";
+ mes "Amazing, you did that with speed.";
+ getexp 14000,9000;
+ getexp 14000,9000;
+ getexp 14000,9000;
+ erasequest 60142;
+ close;
+ }
+ }
+ //for minimum level
+ if (BaseLevel > 24) {
+ //for maximum level
+ if (BaseLevel < 61) {
+ mes "[Private Jeremy]";
+ mes "Greetings citizen!";
+ mes "Say, how would you like to help me?";
+ next;
+ switch(select("Sure:No")) {
+ case 1:
+ mes "[Private Jeremy]";
+ mes "Thanks! I really appreciate it.";
+ next;
+ switch(select("Gather Items:Hunt Golems:Cancel")) {
+ case 1:
+ // Item turn in
+ mes "[Private Jeremy]";
+ mes "The Morroc Guard needs ^FF0000Stone Hearts^000000 for our training regimen.";
+ next;
+ switch(select("I have Stone Hearts:What did you need?")) {
+ case 1:
+ if (countitem(953) > 24) {
+ mes "[Private Jeremy]";
+ mes "The Morroc Guard thanks you, citizen.";
+ delitem 953,25; //Stone_Heart
+ getexp 14000,9000;
+ close;
+ }
+ else {
+ mes "[Private Jeremy]";
+ mes "It doesn't look like you have enough.";
+ next;
+ mes "[Private Jeremy]";
+ mes "The Morroc Guard needs ^FF000025 Stone Hearts^000000, for our training regimen.";
+ close;
+ }
+ case 2:
+ mes "[Private Jeremy]";
+ mes "The Morroc Guard needs ^FF000025 Stone Hearts^000000, for our training regimen.";
+ close;
+ }
+ case 2:
+ // Kill Count Quest
+ mes "[Private Jeremy]";
+ mes "Ah, ok I think you can help me out by hunting some Golems.";
+ mes "How many would you like to hunt?";
+ next;
+ switch(select("50 Golems:100 Golems:150 Golems")) {
+ case 1:
+ mes "[Private Jeremy]";
+ mes "Come back when you've finished your task and I will give you a small reward.";
+ setquest 60140;
+ close;
+ case 2:
+ mes "[Private Jeremy]";
+ mes "Come back when you've finished your task and I will give you a small reward.";
+ setquest 60141;
+ close;
+ case 3:
+ mes "[Private Jeremy]";
+ mes "Come back when you've finished your task and I will give you a small reward.";
+ setquest 60142;
+ close;
+ }
+ case 3:
+ mes "[Private Jeremy]";
+ mes "If you change your mind, please come back.";
+ close;
+ }
+ case 2:
+ mes "[Private Jeremy]";
+ mes "If you change your mind, please come back.";
+ close;
+ }
+ }
+ else {
+ mes "[Private Jeremy]";
+ mes "Greetings citizen!";
+ next;
+ mes "[Private Jeremy]";
+ mes "Please do not interrupt my mission for the Morroc Guard.";
+ close;
+ }
+ }
+ else {
+ mes "[Private Jeremy]";
+ mes "It is dangerous here citizen.";
+ close;
+ }
+}
+
+
diff --git a/npc/pre-re/quests/collection/quest_hode.txt b/npc/pre-re/quests/collection/quest_hode.txt
new file mode 100644
index 000000000..342ba5fc3
--- /dev/null
+++ b/npc/pre-re/quests/collection/quest_hode.txt
@@ -0,0 +1,241 @@
+//===== rAthena Script =======================================
+//= iRO Repeatable EXP Quests.
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Added Monster Killing quests.
+//= Repeatable EXP Quest (Earthworm Peelings)
+//===== Additional Comments: =================================
+//= 1.0 First version.
+//============================================================
+
+moc_fild17,208,346,5 script Shone#Hode_Hunt 707,{
+ if (checkquest(60104) != -1) {
+ if (checkquest(60104,HUNTING) != 2 ) {
+ mes "[Shone]";
+ mes "Have you finished hunting the 50 Hodes?";
+ next;
+ switch(select("Yes:No:I want to quit")) {
+ case 1:
+ mes "[Shone]";
+ mes "Hmm, I don't think you've hunted 50 yet...";
+ close;
+ case 2:
+ mes "[Shone]";
+ mes "Remember, I need help hunting Hodes so go and hunt 50 of them.";
+ close;
+ case 3:
+ mes "[Shone]";
+ mes "Are you sure that you want to stop hunting?";
+ mes "Any progress that you've made will be erased";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ mes "[Shone]";
+ mes "Ok then, well come back here if you change your mind.";
+ erasequest 60104;
+ close;
+ case 2:
+ mes "[Shone]";
+ mes "Please kill 50 Hodes.";
+ close;
+ }
+ }
+ }
+ else {
+ mes "[Shone]";
+ mes "Amazing, you did that with speed.";
+ getexp 15775,1125;
+ erasequest 60104;
+ close;
+ }
+ }
+ if (checkquest(60105) != -1) {
+ if (checkquest(60105,HUNTING) != 2 ) {
+ mes "[Shone]";
+ mes "Have you finished hunting the 50 Hodes?";
+ next;
+ switch(select("Yes:No:I want to quit")) {
+ case 1:
+ mes "[Shone]";
+ mes "Hmm, I don't think you've hunted 100 yet...";
+ close;
+ case 2:
+ mes "[Shone]";
+ mes "Remember, I need help hunting Hodes so go and hunt 100 of them.";
+ close;
+ case 3:
+ mes "[Shone]";
+ mes "Are you sure that you want to stop hunting?";
+ mes "Any progress that you've made will be erased";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ mes "[Shone]";
+ mes "Ok then, well come back here if you change your mind.";
+ erasequest 60105;
+ close;
+ case 2:
+ mes "[Shone]";
+ mes "Please kill 100 Hodes.";
+ close;
+ }
+ }
+ }
+ else {
+ mes "[Shone]";
+ mes "Amazing, you did that with speed.";
+ getexp 15775,1125;
+ getexp 15775,1125;
+ erasequest 60105;
+ close;
+ }
+ }
+ if (checkquest(60106) != -1) {
+ if (checkquest(60106,HUNTING) != 2 ) {
+ mes "[Shone]";
+ mes "Have you finished hunting the 150 Hodes?";
+ next;
+ switch(select("Yes:No:I want to quit")) {
+ case 1:
+ mes "[Shone]";
+ mes "Hmm, I don't think you've hunted 150 yet...";
+ close;
+ case 2:
+ mes "[Shone]";
+ mes "Remember, I need help hunting Hodes so go and hunt 150 of them.";
+ close;
+ case 3:
+ mes "[Shone]";
+ mes "Are you sure that you want to stop hunting?";
+ mes "Any progress that you've made will be erased";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ mes "[Shone]";
+ mes "Ok then, well come back here if you change your mind.";
+ erasequest 60106;
+ close;
+ case 2:
+ mes "[Shone]";
+ mes "Please kill 150 Hodes.";
+ close;
+ }
+ }
+ }
+ else {
+ mes "[Shone]";
+ mes "Amazing, you did that with speed.";
+ getexp 15775,1125;
+ getexp 15775,1125;
+ getexp 15775,1125;
+ erasequest 60106;
+ close;
+ }
+ }
+ //for minimum level
+ if (BaseLevel > 24) {
+ //for maximum level
+ if (BaseLevel < 61) {
+ mes "[Shone]";
+ mes "Wait! You can see me?";
+ mes "Oh well, I haven't yet mastered my skills.";
+ next;
+ mes "[Shone]";
+ mes "Hey do you think you can help me?";
+ next;
+ switch(select("Sure:No")) {
+ case 1:
+ mes "[Shone]";
+ mes "Thanks a lot, pal!";
+ next;
+ switch(select("Gather Items:Hunt Hodes:Cancel")) {
+ case 1:
+ // Item turn in
+ mes "[Shone]";
+ mes "I am trying to collect ^00CE0025 Earthworm Peelings^000000.";
+ mes "I will reward you if you help.";
+ next;
+ switch(select("I have 25 Earthworm Peelings:What was it again?")) {
+ case 1:
+ /*
+ if (checkweight(502,10) == 0) {
+ mes "[Shone]";
+ mes "Hey, it looks like that the weight on";
+ mes "your back will crush you. Come back";
+ mes "after you have lost some weight.";
+ close;
+ }
+ */
+ if (countitem(1055) > 24) {
+ mes "Thank you for the 25 Earthworm";
+ mes "Peelings!";
+ mes "Here is that reward I promised you, I hope take this wisdom I have passed on to you and share it with others.";
+ delitem 1055,25; //Earthworm_Peeling
+ getexp 15775,1125;
+ //getitem 502,10; //Orange_Potion
+ close;
+ }
+ else {
+ mes "[Shone]";
+ mes "I don't see any ^00CE00Earthworm Peerlings^000000.";
+ mes "Are you trying to scam me?";
+ close;
+ }
+ case 2:
+ mes "[Shone]";
+ mes "I need ^00CE0025 Earthworm Peelings^000000.";
+ close;
+ }
+ case 2:
+ // Kill Count Quest
+ mes "[Shone]";
+ mes "Ah, ok I think you can help me out by hunting some Hodes.";
+ mes "How many would you like to hunt?";
+ next;
+ switch(select("50 Hodes:100 Hodes:150 Hodes")) {
+ case 1:
+ mes "[Shone]";
+ mes "Come back when you've finished your task and I will give you a small reward.";
+ setquest 60104;
+ close;
+ case 2:
+ mes "[Shone]";
+ mes "Come back when you've finished your task and I will give you a small reward.";
+ setquest 60105;
+ close;
+ case 3:
+ mes "[Shone]";
+ mes "Come back when you've finished your task and I will give you a small reward.";
+ setquest 60106;
+ close;
+ }
+ case 3:
+ mes "[Shone]";
+ mes "If you change your mind, please come back.";
+ close;
+ }
+ case 2:
+ mes "[Shone]";
+ mes "If you change your mind, please come back.";
+ close;
+ }
+ }
+ else {
+ mes "[Shone]";
+ mes "You are much too strong to be fighting these things!";
+ close;
+ }
+ }
+ else {
+ mes "[Shone]";
+ mes "You need some help, but I can't provide that for you.";
+ mes "Come back when you are stronger and have earned much more wisdom.";
+ close;
+ }
+}
diff --git a/npc/pre-re/quests/collection/quest_leafcat.txt b/npc/pre-re/quests/collection/quest_leafcat.txt
new file mode 100644
index 000000000..69f313f75
--- /dev/null
+++ b/npc/pre-re/quests/collection/quest_leafcat.txt
@@ -0,0 +1,239 @@
+//===== rAthena Script =======================================
+//= iRO Repeatable EXP Quests.
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Added Monster Killing quests.
+//= Repeatable EXP Quest (Huge Leaves)
+//===== Additional Comments: =================================
+//= 1.0 First version.
+//============================================================
+
+ayo_fild01,44,241,5 script Lella#LeafCat_Hunt 877,{
+ if (checkquest(60143) != -1) {
+ if (checkquest(60143,HUNTING) != 2 ) {
+ mes "[Lella]";
+ mes "Have you finished hunting the 50 Leaf Cats?";
+ next;
+ switch(select("Yes:No:I want to quit")) {
+ case 1:
+ mes "[Lella]";
+ mes "Hmm, I don't think you've hunted 50 yet...";
+ close;
+ case 2:
+ mes "[Lella]";
+ mes "Remember, I need help hunting Leaf Cats so go and hunt 50 of them.";
+ close;
+ case 3:
+ mes "[Lella]";
+ mes "Are you sure that you want to stop hunting?";
+ mes "Any progress that you've made will be erased";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ mes "[Lella]";
+ mes "Ok then, well come back here if you change your mind.";
+ erasequest 60143;
+ close;
+ case 2:
+ mes "[Lella]";
+ mes "Please kill 50 Leaf Cats.";
+ close;
+ }
+ }
+ }
+ else {
+ mes "[Lella]";
+ mes "Amazing, you did that with speed.";
+ getexp 25740,31512;
+ erasequest 60143;
+ close;
+ }
+ }
+ if (checkquest(60144) != -1) {
+ if (checkquest(60144,HUNTING) != 2 ) {
+ mes "[Lella]";
+ mes "Have you finished hunting the 50 Leaf Cats?";
+ next;
+ switch(select("Yes:No:I want to quit")) {
+ case 1:
+ mes "[Lella]";
+ mes "Hmm, I don't think you've hunted 100 yet...";
+ close;
+ case 2:
+ mes "[Lella]";
+ mes "Remember, I need help hunting Leaf Cats so go and hunt 100 of them.";
+ close;
+ case 3:
+ mes "[Lella]";
+ mes "Are you sure that you want to stop hunting?";
+ mes "Any progress that you've made will be erased";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ mes "[Lella]";
+ mes "Ok then, well come back here if you change your mind.";
+ erasequest 60144;
+ close;
+ case 2:
+ mes "[Lella]";
+ mes "Please kill 100 Leaf Cats.";
+ close;
+ }
+ }
+ }
+ else {
+ mes "[Lella]";
+ mes "Amazing, you did that with speed.";
+ getexp 25740,31512;
+ getexp 25740,31512;
+ erasequest 60144;
+ close;
+ }
+ }
+ if (checkquest(60145) != -1) {
+ if (checkquest(60145,HUNTING) != 2 ) {
+ mes "[Lella]";
+ mes "Have you finished hunting the 150 Leaf Cats?";
+ next;
+ switch(select("Yes:No:I want to quit")) {
+ case 1:
+ mes "[Lella]";
+ mes "Hmm, I don't think you've hunted 150 yet...";
+ close;
+ case 2:
+ mes "[Lella]";
+ mes "Remember, I need help hunting Leaf Cats so go and hunt 150 of them.";
+ close;
+ case 3:
+ mes "[Lella]";
+ mes "Are you sure that you want to stop hunting?";
+ mes "Any progress that you've made will be erased";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ mes "[Lella]";
+ mes "Ok then, well come back here if you change your mind.";
+ erasequest 60145;
+ close;
+ case 2:
+ mes "[Lella]";
+ mes "Please kill 150 Leaf Cats.";
+ close;
+ }
+ }
+ }
+ else {
+ mes "[Lella]";
+ mes "Amazing, you did that with speed.";
+ getexp 25740,31512;
+ getexp 25740,31512;
+ getexp 25740,31512;
+ erasequest 60145;
+ close;
+ }
+ }
+ //for minimum level
+ if (BaseLevel > 35) {
+ //for maximum level
+ if (BaseLevel < 66) {
+ mes "[Lella]";
+ mes "Why hello!";
+ mes "You look like someone who is willing to help someone who is slowly going mad.";
+ next;
+ mes "[Lella]";
+ switch(select("Sure:No")) {
+ case 1:
+ mes "[Lella]";
+ mes "Thanks! You're a life saver!";
+ next;
+ switch(select("Gather Items:Hunt Leaf Cats:Cancel")) {
+ case 1:
+ // Item turn in
+ mes "I really need to gather ^00CE0050 Huge Leafs^000000 for my sanity.";
+ mes "Do you have any?";
+ next;
+ switch(select("I have 50 Huge Leafs:What, sorry I was day dreaming")) {
+ case 1:
+ /*
+ if (checkweight(503,10) == 0) {
+ mes "[Lella]";
+ mes "Hey, it looks like that the weight on";
+ mes "your back will crush you. Come back";
+ mes "after you have lost some weight.";
+ close;
+ }
+ */
+ if (countitem(7198) > 49) {
+ mes "[Lella]";
+ mes "Wonderful I can tell it is just a little bit quieter around here!";
+ next;
+ mes "[Lella]";
+ mes "The more leafs I collect the quieter it seems around here.";
+ delitem 7198,50; //Great_Leaf
+ getexp 25740,31512;
+ //getitem 503,10; //Yellow_Potion
+ close;
+ }
+ else {
+ mes "[Lella]";
+ mes "Meow meow meow meow meow...";
+ mes "NOOOOOOOOOOOO.";
+ close;
+ }
+ case 2:
+ mes "[Lella]";
+ mes "I need ^00CE0050 Huge Leafs^000000.";
+ close;
+ }
+ case 2:
+ // Kill Count Quest
+ mes "[Lella]";
+ mes "Ah, ok I think you can help me out by hunting some Leaf Cats.";
+ mes "How many would you like to hunt?";
+ next;
+ switch(select("50 Leaf Cats:100 Leaf Cats:150 Leaf Cats")) {
+ case 1:
+ mes "[Lella]";
+ mes "Come back when you've finished your task and I will give you a small reward.";
+ setquest 60143;
+ close;
+ case 2:
+ mes "[Lella]";
+ mes "Come back when you've finished your task and I will give you a small reward.";
+ setquest 60144;
+ close;
+ case 3:
+ mes "[Lella]";
+ mes "Come back when you've finished your task and I will give you a small reward.";
+ setquest 60145;
+ close;
+ }
+ case 3:
+ mes "[Lella]";
+ mes "If you change your mind, please come back.";
+ close;
+ }
+ case 2:
+ mes "[Lella]";
+ mes "If you change your mind, please come back.";
+ close;
+ }
+ }
+ else {
+ mes "[Lella]";
+ mes "Not sure why you are here, but I can't offer you a bounty as there would be no effort in it for you!";
+ close;
+ }
+ }
+ else {
+ mes "[Lella]";
+ mes "Quickly escape before they get their claws into your sanity!";
+ close;
+ }
+}
diff --git a/npc/pre-re/quests/collection/quest_mantis.txt b/npc/pre-re/quests/collection/quest_mantis.txt
new file mode 100644
index 000000000..5e9249a1c
--- /dev/null
+++ b/npc/pre-re/quests/collection/quest_mantis.txt
@@ -0,0 +1,101 @@
+//===== rAthena Script =======================================
+//= iRO Repeatable EXP Quests.
+//===== By: ==================================================
+//= Masao
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= Custom Version.
+//= Repeatable EXP Quest : Kill 50 Mantis.
+//===== Additional Comments: =================================
+//= 1.0 First version.
+//============================================================
+
+lou_fild01,240,354,4 script Mantis Researcher 878,{
+
+ if (checkquest(60179) != -1) {
+ if (checkquest(60179,HUNTING) != 2 ) {
+ mes "[Mantis Researcher]";
+ mes "Have you finished hunting the 50 Mantis?";
+ next;
+ switch(select("Yes:No:I want to quit")) {
+ case 1:
+ mes "[Mantis Researcher]";
+ mes "Hmm, I don't think you've hunted 50 yet.";
+ close;
+ case 2:
+ mes "[Mantis Researcher]";
+ mes "Remember, I need help hunting Mantis so go and hunt 50 of them.";
+ close;
+ case 3:
+ mes "[Mantis Researcher]";
+ mes "Are you sure that you want to stop hunting?";
+ mes "Any progress that you've made will be erased";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ mes "[Mantis Researcher]";
+ mes "Ok then, well come back here if you change your mind.";
+ erasequest 60179;
+ close;
+ case 2:
+ mes "[Mantis Researcher]";
+ mes "Please kill 50 Mantis in order to make this a Place were people can go to and gather Experience.";
+ close;
+ }
+ }
+ }
+ mes "[Mantis Researcher]";
+ mes "Amazing, you did that with speed.";
+ getexp 18818,7527;
+ erasequest 60179;
+ close;
+ }
+ if ((BaseLevel > 34) && (BaseLevel < 71)) {
+ mes "[Mantis Researcher]";
+ mes "Oh great!";
+ mes "You are here to help me right?";
+ mes "If not, i don't know what to do with the Monsters in this Place!";
+ next;
+ switch(select("Sure:No")) {
+ case 1:
+ mes "[Mantis Researcher]";
+ mes "Great! I knew the moment i saw you that i can count on you!";
+ mes "I need you to reduce the Amount of Monsters which are currently rampaging on this Map!";
+ mes "There are to many Mantis around, which makes it impossible for the lower level players to gain good experience here.";
+ next;
+ mes "[Mantis Researcher]";
+ mes "So, would you still like to help me?";
+ next;
+ switch(select("Sure:Cancel")) {
+ case 1:
+ if(BaseLevel > 70){
+ mes "[Mantis Researcher]";
+ mes "Thank you for your great help with the Mantis!";
+ mes "Currently the Situation is stable and i'm not in need of your help anymore to kill them.";
+ close;
+ }
+ mes "[Mantis Researcher]";
+ mes "Kill 50 of those Mantis and let me know when you're done. I will reward you for your efforts.";
+ setquest 60179;
+ close;
+ case 2:
+ mes "[Mantis Researcher]";
+ mes "If you change your mind, please come back.";
+ close;
+ }
+ case 2:
+ mes "[Mantis Researcher]";
+ mes "If you change your mind, please come back.";
+ close;
+ }
+ }
+ mes "[Mantis Researcher]";
+ mes "Oh boy, Oh boy!";
+ next;
+ mes "[Mantis Researcher]";
+ mes "Sorry I can't talk right now I am in a world of pain here, these darn Mantis are going to kill me.";
+ close;
+}
diff --git a/npc/pre-re/quests/collection/quest_pecopeco.txt b/npc/pre-re/quests/collection/quest_pecopeco.txt
new file mode 100644
index 000000000..1850180e1
--- /dev/null
+++ b/npc/pre-re/quests/collection/quest_pecopeco.txt
@@ -0,0 +1,251 @@
+//===== rAthena Script =======================================
+//= iRO Repeatable EXP Quests.
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Added Monster Killing quests.
+//= Repeatable EXP Quest (Bill of Birds)
+//===== Additional Comments: =================================
+//= 1.0 First version.
+//============================================================
+
+moc_fild02,74,329,3 script Gregor#PecoPeco_Hunt 97,{
+ if (checkquest(60101) != -1) {
+ if (checkquest(60101,HUNTING) != 2 ) {
+ mes "[Gregor]";
+ mes "Have you finished hunting the 50 Peco Pecos?";
+ next;
+ switch(select("Yes:No:I want to quit")) {
+ case 1:
+ mes "[Gregor]";
+ mes "Hmm, I don't think you've hunted 50 yet...";
+ close;
+ case 2:
+ mes "[Gregor]";
+ mes "Please hurry and kill 50 of those tasty err pesky Peco Pecos.";
+ close;
+ case 3:
+ mes "[Gregor]";
+ mes "Are you sure that you want to stop hunting?";
+ mes "Any progress that you've made will be erased";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ mes "[Gregor]";
+ mes "Ok then, well come back here if you change your mind.";
+ erasequest 60101;
+ close;
+ case 2:
+ mes "[Gregor]";
+ mes "Please hurry and kill 50 of those tasty err pesky Peco Pecos.";
+ close;
+ }
+ }
+ }
+ else {
+ mes "[Gregor]";
+ mes "Oh thank you so much!";
+ mes "I think that I can rest easily now.";
+ getexp 4000,2000;
+ erasequest 60101;
+ close;
+ }
+ }
+ if (checkquest(60102) != -1) {
+ if (checkquest(60102,HUNTING) != 2 ) {
+ mes "[Gregor]";
+ mes "Have you finished hunting the 50 Peco Pecos?";
+ next;
+ switch(select("Yes:No:I want to quit")) {
+ case 1:
+ mes "[Gregor]";
+ mes "Hmm, I don't think you've hunted 100 yet...";
+ close;
+ case 2:
+ mes "[Gregor]";
+ mes "Please hurry and kill 100 of those tasty err pesky Peco Pecos.";
+ close;
+ case 3:
+ mes "[Gregor]";
+ mes "Are you sure that you want to stop hunting?";
+ mes "Any progress that you've made will be erased";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ mes "[Gregor]";
+ mes "Ok then, well come back here if you change your mind.";
+ erasequest 60102;
+ close;
+ case 2:
+ mes "[Gregor]";
+ mes "Please hurry and kill 100 of those tasty err pesky Peco Pecos.";
+ close;
+ }
+ }
+ }
+ else {
+ mes "[Gregor]";
+ mes "Oh thank you so much!";
+ mes "I think that I can rest easily now.";
+ getexp 4000,2000;
+ getexp 4000,2000;
+ erasequest 60102;
+ close;
+ }
+ }
+ if (checkquest(60103) != -1) {
+ if (checkquest(60103,HUNTING) != 2 ) {
+ mes "[Gregor]";
+ mes "Have you finished hunting the 150 Peco Pecos?";
+ next;
+ switch(select("Yes:No:I want to quit")) {
+ case 1:
+ mes "[Gregor]";
+ mes "Hmm, I don't think you've hunted 150 yet...";
+ close;
+ case 2:
+ mes "[Gregor]";
+ mes "Please hurry and kill 150 of those tasty err pesky Peco Pecos.";
+ close;
+ case 3:
+ mes "[Gregor]";
+ mes "Are you sure that you want to stop hunting?";
+ mes "Any progress that you've made will be erased";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ mes "[Gregor]";
+ mes "Ok then, well come back here if you change your mind.";
+ erasequest 60103;
+ close;
+ case 2:
+ mes "[Gregor]";
+ mes "Please hurry and kill 150 of those tasty err pesky Peco Pecos.";
+ close;
+ }
+ }
+ }
+ else {
+ mes "[Gregor]";
+ mes "Oh thank you so much!";
+ mes "I think that I can rest easily now.";
+ getexp 4000,2000;
+ getexp 4000,2000;
+ getexp 4000,2000;
+ erasequest 60103;
+ close;
+ }
+ }
+ //for minimum level
+ if (BaseLevel > 9) {
+ //for maximum level
+ if (BaseLevel < 31) {
+ mes "[Gregor]";
+ mes "Peco Pecos are fascinating.";
+ mes "I am still doing my, uh, research...";
+ mes "But now it is of a different nature.";
+ next;
+ mes "[Gregor]";
+ mes "You see I've been uh, ''researching''";
+ mes "these animals by collecting their";
+ mes "Bill of Birds but lately they seem";
+ mes "to have become hostile towards me.";
+ next;
+ mes "[Gregor]";
+ mes "Can you do me a favor please?";
+ next;
+ switch(select("What kind of favor?:No")) {
+ case 1:
+ mes "[Gregor]";
+ mes "I am so afraid that these Peco Pecos will hurt me for my, uh, researching activities.";
+ next;
+ mes "[Gregor]";
+ mes "Can you help protect me by killing them?";
+ mes "I think I'll feel safer...";
+ mes "Please...";
+ next;
+ switch(select("Gather Items:Hunt Peco Pecos:Cancel")) {
+ case 1:
+ // Item turn in
+ mes "[Gregor]";
+ mes "I need some ^FF0000Bill of Birds^000000 for my, uh, research...";
+ next;
+ switch(select("I have some Bill of Birds:What did you need?")) {
+ case 1:
+ if (countitem(925) > 24) {
+ mes "[Gregor]";
+ mes "Thank you so much.";
+ delitem 925,25; //Bill_Of_Birds
+ getexp 4000,2000;
+ next;
+ mes "[Gregor]";
+ mes "This is gonna be delicious!";
+ close;
+ }
+ else {
+ mes "[Gregor]";
+ mes "It doesn't look like you have enough.";
+ next;
+ mes "[Gregor]";
+ mes "Can you help me out and bring me ^FF000025 Bill of Birds^000000?";
+ close;
+ }
+ case 2:
+ mes "[Gregor]";
+ mes "Can you help me out and bring me ^FF000025 Bill of Birds^000000?";
+ close;
+ }
+ case 2:
+ // Kill Count Quest
+ mes "[Gregor]";
+ mes "Ah, ok I think you can help me out by hunting some Peco Pecos.";
+ mes "How many would you like to hunt?";
+ next;
+ switch(select("50 Peco Pecos:100 Peco Pecos:150 Peco Pecos")) {
+ case 1:
+ mes "[Gregor]";
+ mes "Come back when you've finished your task and I will give you a small reward.";
+ setquest 60101;
+ close;
+ case 2:
+ mes "[Gregor]";
+ mes "Come back when you've finished your task and I will give you a small reward.";
+ setquest 60102;
+ close;
+ case 3:
+ mes "[Gregor]";
+ mes "Come back when you've finished your task and I will give you a small reward.";
+ setquest 60103;
+ close;
+ }
+ case 3:
+ mes "[Gregor]";
+ mes "If you change your mind, please come back.";
+ close;
+ }
+ case 2:
+ mes "[Gregor]";
+ mes "If you change your mind, please come back.";
+ close;
+ }
+ }
+ else {
+ mes "[Gregor]";
+ mes "Hmmm... you seem to be too strong to be fighting over here.";
+ close;
+ }
+ }
+ else {
+ mes "[Gregor]";
+ mes "Hi there.";
+ next;
+ mes "[Gregor]";
+ mes "Those picky's over there seem to be about your speed.";
+ close;
+ }
+}
diff --git a/npc/pre-re/quests/collection/quest_pupa.txt b/npc/pre-re/quests/collection/quest_pupa.txt
new file mode 100644
index 000000000..b6088a49f
--- /dev/null
+++ b/npc/pre-re/quests/collection/quest_pupa.txt
@@ -0,0 +1,233 @@
+//===== rAthena Script =======================================
+//= iRO Repeatable EXP Quests.
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Added Monster Killing quests.
+//= Repeatable EXP Quest (Chrysalis)
+//===== Additional Comments: =================================
+//= 1.0 First version.
+//============================================================
+
+gef_fild04,191,54,3 script Halgus#Pupa_Hunt 123,{
+ if (checkquest(60110) != -1) {
+ if (checkquest(60110,HUNTING) != 2 ) {
+ mes "[Halgus]";
+ mes "Have you gotten rid of the Pupa?";
+ next;
+ switch(select("Yes:No:I want to quit")) {
+ case 1:
+ mes "[Halgus]";
+ mes "Hmm, I don't think you've gotten rid of 50 Pupa yet...";
+ close;
+ case 2:
+ mes "[Halgus]";
+ mes "Remember, get rid of 50 of those Pupa from the field.";
+ close;
+ case 3:
+ mes "[Halgus]";
+ mes "Are you sure that you want to stop hunting?";
+ mes "Any progress that you've made will be erased";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ mes "[Halgus]";
+ mes "Ok then, well come back here if you change your mind.";
+ erasequest 60110;
+ close;
+ case 2:
+ mes "[Halgus]";
+ mes "Remember, get rid of 50 of those Pupa from the field.";
+ close;
+ }
+ }
+ }
+ else {
+ mes "[Halgus]";
+ mes "Oh thank you so much.";
+ mes "I know that I could've probably done this myself but it's not easy to be standing here all of the time.";
+ getexp 385,30;
+ erasequest 60110;
+ close;
+ }
+ }
+ if (checkquest(60111) != -1) {
+ if (checkquest(60111,HUNTING) != 2 ) {
+ mes "[Halgus]";
+ mes "Have you gotten rid of the Pupa?";
+ next;
+ switch(select("Yes:No:I want to quit")) {
+ case 1:
+ mes "[Halgus]";
+ mes "Hmm, I don't think you've gotten rid of 100 Pupa yet...";
+ close;
+ case 2:
+ mes "[Halgus]";
+ mes "Remember, get rid of 100 of those Pupa from the field.";
+ close;
+ case 3:
+ mes "[Halgus]";
+ mes "Are you sure that you want to stop hunting?";
+ mes "Any progress that you've made will be erased";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ mes "[Halgus]";
+ mes "Ok then, well come back here if you change your mind.";
+ erasequest 60111;
+ close;
+ case 2:
+ mes "[Halgus]";
+ mes "Remember, get rid of 100 of those Pupa from the field.";
+ close;
+ }
+ }
+ }
+ else {
+ mes "[Halgus]";
+ mes "Oh thank you so much.";
+ mes "I know that I could've probably done this myself but it's not easy to be standing here all of the time.";
+ getexp 385,30;
+ getexp 385,30;
+ erasequest 60111;
+ close;
+ }
+ }
+ if (checkquest(60112) != -1) {
+ if (checkquest(60112,HUNTING) != 2 ) {
+ mes "[Halgus]";
+ mes "Have you gotten rid of the Pupa?";
+ next;
+ switch(select("Yes:No:I want to quit")) {
+ case 1:
+ mes "[Halgus]";
+ mes "Hmm, I don't think you've gotten rid of 150 Pupa yet...";
+ close;
+ case 2:
+ mes "[Halgus]";
+ mes "Remember, get rid of 150 of those Pupa from the field.";
+ close;
+ case 3:
+ mes "[Halgus]";
+ mes "Are you sure that you want to stop hunting?";
+ mes "Any progress that you've made will be erased";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ mes "[Halgus]";
+ mes "Ok then, well come back here if you change your mind.";
+ erasequest 60112;
+ close;
+ case 2:
+ mes "[Halgus]";
+ mes "Remember, get rid of 150 of those Pupa from the field.";
+ close;
+ }
+ }
+ }
+ else {
+ mes "[Halgus]";
+ mes "Oh thank you so much.";
+ mes "I know that I could've probably done this myself but it's not easy to be standing here all of the time.";
+ getexp 385,30;
+ getexp 385,30;
+ getexp 385,30;
+ erasequest 60112;
+ close;
+ }
+ }
+ //for minimum level
+ if (BaseLevel > 1) {
+ //for maximum level
+ if (BaseLevel < 21) {
+ mes "[Halgus]";
+ mes "New here are you?";
+ mes "Well look, I like helping new faces around here.";
+ mes "And lets be honest, you are not the prettiest looking face I've seen.";
+ next;
+ mes "[Halgus]";
+ mes "None-the-less my daughter thought it would be fun to gather pupa around this field and it's becoming unsightly.";
+ mes "Do you mind helping me get rid of some Pupa to clear out this field?";
+ next;
+ switch(select("Sure, I don't mind:No")) {
+ case 1:
+ mes "[Halgus]";
+ mes "Really? What would you like to do to help?";
+ next;
+ switch(select("Gather Items:Get rid of Pupa:Cancel")) {
+ case 1:
+ // Item turn in
+ mes "[Halgus]";
+ mes "Can you collect ^00CE0025 Chrysalis^000000 and return them to me, I promise to reward you well.";
+ next;
+ switch(select("I have Chrysalis:What did you need?")) {
+ case 1:
+ if (countitem(915) > 24) {
+ mes "[Halgus]";
+ mes "Amazing you found so many that fast.";
+ mes "Like I promised, give me the Chrysalis and I will reward you with my wisdom.";
+ delitem 915,25; //Chrysalis
+ getexp 385,30;
+ close;
+ }
+ else {
+ mes "[Halgus]";
+ mes "I need ^00CE0025 Chrysalis^000000 and no less please.";
+ close;
+ }
+ case 2:
+ mes "[Halgus]";
+ mes "I need ^00CE0025 Chrysalis^000000.";
+ close;
+ }
+ case 2:
+ // Kill Count Quest
+ mes "[Halgus]";
+ mes "Thank you so much!";
+ mes "How many would you like to get rid of?";
+ next;
+ switch(select("50 Pupa:100 Pupa:150 Pupa")) {
+ case 1:
+ mes "[Halgus]";
+ mes "If you can get rid of 50 of those Pupa from the field I will be grateful.";
+ setquest 60110;
+ close;
+ case 2:
+ mes "[Halgus]";
+ mes "If you can get rid of 100 of those Pupa from the field I will be grateful.";
+ setquest 60111;
+ close;
+ case 3:
+ mes "[Halgus]";
+ mes "If you can get rid of 150 of those Pupa from the field I will be grateful.";
+ setquest 60112;
+ close;
+ }
+ case 3:
+ mes "[Halgus]";
+ mes "If you change your mind, please come back.";
+ close;
+ }
+ case 2:
+ mes "[Halgus]";
+ mes "If you change your mind, please come back.";
+ close;
+ }
+ }
+ else {
+ mes "[Halgus]";
+ mes "You could probably easily help me out, but I want to give charity to those who are not as strong as you.";
+ close;
+ }
+ }
+ else {
+ mes "[Halgus]";
+ mes "Please return to me when you are a little stronger.";
+ close;
+ }
+}
diff --git a/npc/pre-re/quests/collection/quest_zhupolong.txt b/npc/pre-re/quests/collection/quest_zhupolong.txt
new file mode 100644
index 000000000..bf3999683
--- /dev/null
+++ b/npc/pre-re/quests/collection/quest_zhupolong.txt
@@ -0,0 +1,101 @@
+//===== rAthena Script =======================================
+//= iRO Repeatable EXP Quests.
+//===== By: ==================================================
+//= Masao
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= Custom Version.
+//= Repeatable EXP Quest : Kill 50 Zhu Po Long.
+//===== Additional Comments: =================================
+//= 1.0 First version.
+//============================================================
+
+lou_dun02,161,264,4 script Dragon Hunter 732,{
+
+ if (checkquest(60182) != -1) {
+ if (checkquest(60182,HUNTING) != 2 ) {
+ mes "[Dragon Hunter]";
+ mes "Have you finished hunting the 50 Zhu Po Long?";
+ next;
+ switch(select("Yes:No:I want to quit")) {
+ case 1:
+ mes "[Dragon Hunter]";
+ mes "Hmm, I don't think you've hunted 50 yet.";
+ close;
+ case 2:
+ mes "[Dragon Hunter]";
+ mes "Remember, I need help hunting Zhu Po Long so go and hunt 50 of them.";
+ close;
+ case 3:
+ mes "[Dragon Hunter]";
+ mes "Are you sure that you want to stop hunting?";
+ mes "Any progress that you've made will be erased";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ mes "[Dragon Hunter]";
+ mes "Ok then, well come back here if you change your mind.";
+ erasequest 60182;
+ close;
+ case 2:
+ mes "[Dragon Hunter]";
+ mes "Please kill 50 Zhu Po Long in order to make this a Place were people can go to and gather Experience.";
+ close;
+ }
+ }
+ }
+ mes "[Dragon Hunter]";
+ mes "Amazing, you did that with speed.";
+ getexp 151300,60520;
+ erasequest 60182;
+ close;
+ }
+ if ((BaseLevel > 49) && (BaseLevel < 91)) {
+ mes "[Dragon Hunter]";
+ mes "Oh great!";
+ mes "You are here to help me right?";
+ mes "If not, i don't know what to do with the Monsters in this Place!";
+ next;
+ switch(select("Sure:No")) {
+ case 1:
+ mes "[Dragon Hunter]";
+ mes "Great! I knew the moment i saw you that i can count on you!";
+ mes "I need you to reduce the Amount of Monsters which are currently rampaging on this Map!";
+ mes "There are to many Zhu Po Long around, which makes it impossible for the lower level players to gain good experience here.";
+ next;
+ mes "[Dragon Hunter]";
+ mes "So, would you still like to help me?";
+ next;
+ switch(select("Sure:Cancel")) {
+ case 1:
+ if(BaseLevel > 90){
+ mes "[Dragon Hunter]";
+ mes "Thank you for your great help with the Zhu Po Long!";
+ mes "Currently the Situation is stable and i'm not in need of your help anymore to kill them.";
+ close;
+ }
+ mes "[Dragon Hunter]";
+ mes "Kill 50 of those Zhu Po Long and let me know when you're done. I will reward you for your efforts.";
+ setquest 60182;
+ close;
+ case 2:
+ mes "[Dragon Hunter]";
+ mes "If you change your mind, please come back.";
+ close;
+ }
+ case 2:
+ mes "[Dragon Hunter]";
+ mes "If you change your mind, please come back.";
+ close;
+ }
+ }
+ mes "[Dragon Hunter]";
+ mes "Oh boy, Oh boy!";
+ next;
+ mes "[Dragon Hunter]";
+ mes "Sorry I can't talk right now I am in a world of pain here, these darn Zhu Po Long are going to kill me.";
+ close;
+}
diff --git a/npc/pre-re/quests/cooking_quest.txt b/npc/pre-re/quests/cooking_quest.txt
new file mode 100644
index 000000000..6387dbd21
--- /dev/null
+++ b/npc/pre-re/quests/cooking_quest.txt
@@ -0,0 +1,2440 @@
+//===== rAthena Script =======================================
+//= Cooking Quest
+//===== By: ==================================================
+//= Reddozen; L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.8
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Official Cooking Quest (10.3)
+//===== Additional Comments: =================================
+//= 1.1 Fixed wrong item ID, added missing ";, optimized [Lupus]
+//= 1.1a minor bugfix, thx 2 Irmin [Lupus]
+//= 1.2 Fixed exploit, some typos [Lupus]
+//= 1.3 Fixed wrong label [Lupus] 1.3a updated to Reddozen's changes
+//= 1.3b Fixed wrong id, fixed Puch quest, added more Pouch Quest
+//= dialogues [Lupus]
+//= 1.4 Fixed spelling, added some dialoguesm optimized
+//= fixed bugs. Tested, fully working [Lupus]
+//= 1.5 More fixes [Lupus]
+//= 1.6 Quest is now up to iRO 10.3 standards. [L0ne_W0lf]
+//= - Not sure what the EnableItemMove is for, as there is no
+//= command to disable being able to move items.
+//= 1.6a Corrected a bad cutin, a Typo error ";;" and a bad delitem (bugreport:911) [Samuray22]
+//= 1.6b Corrected a "donpcevent" missing a ":". (bugreport:962) [Samuray22]
+//= 1.7 Replaced effect numerics with constants. [L0ne_W0lf]
+//= 1.8 Renamed the variable cooking to cooking_q [ultramage]
+//============================================================
+
+prt_castle,43,30,3 script Charles Orleans#cook 878,{
+ set .@now_weight,MaxWeight-Weight;
+ if (.@now_weight < 2000) {
+ mes "[Charles Orleans]";
+ mes "Just one second.";
+ mes "You're carrying too";
+ mes "many items with you";
+ mes "right now, so you better";
+ mes "place some of your things";
+ mes "into Kafra Storage, yes?";
+ close2;
+ //EnableItemMove;
+ end;
+ }
+ if (BaseJob == Job_Novice) {
+ if (sex) {
+ cutin "orleans_5",0;
+ mes "[Charles Orleans]";
+ mes "Excuse me, monsieur?";
+ mes "Yes, you. If you're not";
+ mes "here as hired help for the";
+ mes "kitchen, then I'd like to";
+ mes "ask you to leave now.";
+ next;
+ emotion e_an;
+ mes "[Charles Orleans]";
+ mes "Please don't be";
+ mes "offended, but I can't";
+ mes "concentrate on my ";
+ mes "cooking when Novices";
+ mes "like yourself are running";
+ mes "around here like children.";
+ close;
+ }
+ cutin "orleans_1",0;
+ mes "[Charles Orleans]";
+ mes "Mademoiselle, what";
+ mes "are you doing in this";
+ mes "area of the castle?";
+ mes "Oh, you must be lost~";
+ next;
+ cutin "orleans_2",0;
+ mes "[Charles Orleans]";
+ mes "Please, use the stairs";
+ mes "to the right to exit into the";
+ mes "main structure. My dear,";
+ mes "be careful and watch your";
+ mes "step when you climb up";
+ mes "the stairs for me, alright?";
+ goto L_End;
+ }
+ else if (getequipid(1) != 5026) {
+ if (sex) {
+ cutin "orleans_5",0;
+ emotion e_an;
+ mes "[Charles Orleans]";
+ mes "Monsieur, why you look";
+ mes "at me so? Is it the Morroc";
+ mes "silk shirt I am wearing, my";
+ mes "hair styled by Madam Veronica,";
+ mes "or my brand name muffler";
+ mes "refined by Monsieur Antonio?";
+ next;
+ cutin "orleans_7",0;
+ mes "[Charles Orleans]";
+ mes "Perhaps you are in awe";
+ mes "of the latest, fashionable";
+ mes "spectacles that was designed";
+ mes "by the artists from the Rekenber Corporation? Please, do tell~";
+ next;
+ cutin "orleans_2",0;
+ mes "[Charles Orleans]";
+ mes "Wait, wait just a";
+ mes "moment. Do you know";
+ mes "anything about the latest";
+ mes "trends? You don't seem";
+ mes "to be very fashionable...";
+ next;
+ cutin "orleans_5",0;
+ cutin "orleans_4",0;
+ mes "[Charles Orleans]";
+ mes "Ugh, if I can avoid it,";
+ mes "I usually prefer not to";
+ mes "associate with ruffians.";
+ mes "But I do find that you";
+ mes "adventurers do have";
+ mes "your strong points...";
+ goto L_End;
+ }
+ cutin "orleans_1",0;
+ mes "[Charles Orleans]";
+ mes "Oh! Pardon the squalor";
+ mes "of my humble kitchen,";
+ mes "Mademoiselle. But even";
+ mes "the splendor of the Prontera";
+ mes "Castle pales to the radiance";
+ mes "of your captivating beauty.";
+ next;
+ cutin "orleans_2",0;
+ mes "[Charles Orleans]";
+ mes "Tell me, who is the";
+ mes "lovely child holding";
+ mes "the cat right next to you?";
+ mes "I know it is rude to ask,";
+ mes "but I am emboldened by";
+ mes "my, shall we say, curiosity.";
+ next;
+ switch(select("......?:She is my sister:Actually, I don't know her.")) {
+ case 1:
+ cutin "nyuang_3",2;
+ emotion e_ho,0,"Child with Cat#cook";
+ mes "[The kid with a cat]";
+ mes "Nyahahaha,";
+ mes "Nyahahaha~";
+ mes "Meow~ Meow~";
+ next;
+ cutin "orleans_2",0;
+ emotion e_heh;
+ mes "[Charles Orleans]";
+ mes "What a lovely child.";
+ mes "Be quiet like a good girl.";
+ next;
+ break;
+ case 2:
+ cutin "nyuang_1",2;
+ emotion e_what,0,"Child with Cat#cook";
+ mes "[Child with Cat]";
+ mes "...Nya?";
+ mes "...Meow?";
+ next;
+ cutin "orleans_2",0;
+ emotion e_lv2;
+ mes "[Charles Orleans]";
+ mes "She is lovely and";
+ mes "quite although she";
+ mes "doesn't look like you.";
+ mes "Even her cat looks adorable.";
+ break;
+ case 3:
+ cutin "nyuang_2",2;
+ emotion e_pif,0,"Child with Cat#cook";
+ mes "[Child with Cat]";
+ mes "Nyahahaha,";
+ mes "Nyahahaha~";
+ mes "Meow, meow~";
+ next;
+ cutin "orleans_4",0;
+ cutin "orleans_3",0;
+ emotion e_swt2;
+ mes "[Charles Orleans]";
+ mes "Ah, again, let me";
+ mes "apologize. I had believed";
+ mes "that this child was fortunate";
+ mes "enough to be a companion";
+ mes "of the mademoiselle.";
+ break;
+ }
+ next;
+ cutin "orleans_1",0;
+ mes "[Charles Orleans]";
+ mes "Allow me to introduce";
+ mes "myself to you, amour.";
+ mes "I am your ever faithful";
+ mes "servant whose heart is";
+ mes "enraptured by your gaze.";
+ mes "My name is Charles Orleans.";
+ next;
+ cutin "orleans_4",0;
+ mes "[Charles Orleans]";
+ mes "Yet there is one thing that";
+ mes "anguishes me. Ever since his";
+ mes "highness, King Tristram III,";
+ mes "has vanished, I have found no";
+ mes "one worthy of tasting my wares.";
+ mes "My life now lacks meaning...";
+ next;
+ mes "[Charles Orleans]";
+ mes "Alas, recently I have been";
+ mes "reduced to teaching mere";
+ mes "apprentices, tyros in the";
+ mes "culinary arts, my skills.";
+ mes "It is frustrating--many of";
+ mes "them do not have any talent!";
+ next;
+ cutin "orleans_3",0;
+ mes "[Charles Orleans]";
+ mes "Ah, forgive me, dear";
+ mes "Mademoiselle. I hope you";
+ mes "understand the difficulty";
+ mes "I am forced to suffer. When";
+ mes "next we meet, I would very much like to give you a sweet dessert.";
+ next;
+ cutin "orleans_1",0;
+ mes "[Charles Orleans]";
+ mes "Yes, women with your";
+ mes "beauty definitely deserve";
+ mes "the luscious flavors of the";
+ mes "treats that only I can offer.";
+ mes "Until that day comes, I shall";
+ mes "reluctantly bid you adieu.";
+ goto L_End;
+ }
+ else if (cooking_q == 0) {
+ cutin "orleans_5",0;
+ emotion e_dots;
+ mes "[Charles Orleans]";
+ mes "Oh, have you come here";
+ mes "to learn cooking? ^333333*Sigh*^000000";
+ mes "I don't feel like teaching";
+ mes "anything today--in fact,";
+ mes "I think teaching is a waste";
+ mes "of my time! ^333333*Sigh*^000000 However...";
+ next;
+ switch(select("Um, are you talking to me?:Wait, don't you remember me?:Sir Orleans?")) {
+ case 1:
+ cutin "orleans_7",0;
+ mes "[Charles Orleans]";
+ mes "Who else would";
+ mes "I be talking to?";
+ mes "To Madeleine over";
+ mes "there? Or that child";
+ mes "holding that mangy";
+ mes "cat? Sacrebleu!";
+ next;
+ cutin "nyuang_4",2;
+ mes "[Child with Cat]";
+ mes "Grrrrrrr!";
+ mes "Rrrroreow!";
+ next;
+ cutin "orleans_4",0;
+ cutin "orleans_3",0;
+ emotion e_omg;
+ mes "[Charles Orleans]";
+ mes "Goodness, you scared me!";
+ mes "What an ill natured kid!";
+ mes "Who brought this kid in?";
+ break;
+ case 2:
+ mes "[Charles Orleans]";
+ mes "I can't remember every";
+ mes "tyro who's begged me for";
+ mes "instruction in the culinary";
+ mes "arts. I could swear you've";
+ mes "come here months ago, it's";
+ mes "just--what was your name...?";
+ next;
+ cutin "orleans_7",0;
+ mes "[Charles Orleans]";
+ mes "Bah! No matter.";
+ mes "I suppose that's";
+ mes "of no importance";
+ mes "at the moment.";
+ break;
+ case 3:
+ cutin "orleans_4",0;
+ mes "[Charles Orleans]";
+ mes "E-excuse me? I may be";
+ mes "your instructor, but you";
+ mes "can call me by my first name.";
+ mes "I know that I can be strict,";
+ mes "but please: in the end, we are colleagues, even if I am superior.";
+ next;
+ cutin "orleans_1",0;
+ mes "[Charles Orleans]";
+ mes "Fine, fine...";
+ mes "If you insist on your";
+ mes "modicum of expressed";
+ mes "respect, then you may";
+ mes "call me ''Sir Charles.''";
+ next;
+ cutin "orleans_7",0;
+ mes "[Charles Orleans]";
+ mes "Ah... That does have";
+ mes "a rather fine ring to it.";
+ mes "I actually earned that title";
+ mes "from the king himself, even";
+ mes "if I'm a knight only in title and manner, rather than strength.";
+ break;
+ }
+ next;
+ cutin "orleans_7",0;
+ mes "[Charles Orleans]";
+ mes "Well then, let's get started";
+ mes "today with making a simple";
+ mes "dish. Okay, ^FF0000I don't teach recipes";
+ mes "more than once^000000, ^FF0000so make sure";
+ mes "that you write this down^000000. Now";
+ mes "then, what shall we cook?";
+ next;
+ cutin "orleans_6",0;
+ set .@cook_m1,rand(1,6);
+ if (.@cook_m1 == 1) {
+ set cooking_q,1;
+ mes "[Charles Orleans]";
+ mes "Ahhh, how about";
+ mes "'Fried Grasshopper Legs?'";
+ mes "To the uninitiated, it may";
+ mes "seem to be a disgusting dish,";
+ mes "but trust me, its exquisite taste is pure pleasure for your palate.";
+ next;
+ mes "[Charles Orleans]";
+ mes "Now, please bring";
+ mes "^4D4DFF5 Grasshopper Legs^000000,";
+ mes "^4D4DFF1 Cooking Oil^000000, and";
+ mes "^4D4DFF1 Old Frying Pan^000000.";
+ mes "Then, we can begin.";
+ goto L_End;
+ }
+ else if (.@cook_m1 == 2) {
+ set cooking_q,2;
+ mes "[Charles Orleans]";
+ mes "Ah, I've got it!";
+ mes "Let's make ''Grape Juice";
+ mes "Herbal Tea.'' The weather";
+ mes "is perfect right now for";
+ mes "a cool, refreshing drink.";
+ next;
+ mes "[Charles Orleans]";
+ mes "Please bring";
+ mes "^4D4DFF3 Grapes^000000, and";
+ mes "^4D4DFF2 Red Potions^000000";
+ mes "so that we can";
+ mes "begin the lesson~";
+ goto L_End;
+ }
+ else if (.@cook_m1 == 3) {
+ set cooking_q,3;
+ mes "[Charles Orleans]";
+ mes "I've got it~";
+ mes "We can make";
+ mes "''Honey Grape Juice.''";
+ mes "Please bring me the";
+ mes "following ingredients so";
+ mes "that we can begin the lesson.";
+ next;
+ mes "[Charles Orleans]";
+ mes "^4D4DFF1 Honey^000000,";
+ mes "^4D4DFF2 Grapes^000000, and";
+ mes "^4D4DFF1 Red Potion^000000.";
+ goto L_End;
+ }
+ else if (.@cook_m1 == 4) {
+ set cooking_q,4;
+ mes "[Charles Orleans]";
+ mes "Mmm, why don't we";
+ mes "make ''Frog Egg and";
+ mes "Squid Ink Soup?'' Those";
+ mes "bereft of gourmet taste may";
+ mes "think it's disgusting, but it's";
+ mes "actually quite scrumptious.";
+ next;
+ mes "[Charles Orleans]";
+ mes "Well then,";
+ mes "please bring me";
+ mes "^4D4DFF1 Bag of Grain^000000,";
+ mes "^4D4DFF10 Spawns^000000, and";
+ mes "^4D4DFF1 Squid Ink^000000.";
+ goto L_End;
+ }
+ else if (.@cook_m1 == 5) {
+ set cooking_q,5;
+ mes "[Charles Orleans]";
+ mes "Ah, I know what";
+ mes "would be perfect right";
+ mes "now. ''Steamed Crab";
+ mes "Nippers.'' Now, please";
+ mes "bring these ingredients";
+ mes "so we can make this soup.";
+ next;
+ mes "[Charles Orleans]";
+ mes "We'll need";
+ mes "^4D4DFF10 Green Herbs^000000,";
+ mes "^4D4DFF10 Nippers^000000, and";
+ mes "^4D4DFF1 Yellow Potion^000000.";
+ goto L_End;
+ }
+ set cooking_q,6;
+ mes "[Charles Orleans]";
+ mes "Ooh, you know what";
+ mes "would be scrumptious?";
+ mes "''Fried Monkey Tails.'' Yes,";
+ mes "that sounds perfect! Please";
+ mes "bring these ingredients so";
+ mes "that I can teach you this dish.";
+ next;
+ mes "[Charles Orleans]";
+ mes "We'll need";
+ mes "^4D4DFF1 Frying Pan^000000,";
+ mes "^4D4DFF5 Yoyo Tails^000000, and";
+ mes "^4D4DFF1 Cooking Oil^000000.";
+ goto L_End;
+ }
+ else if (cooking_q == 1) {
+ if (countitem(940) > 4 && countitem(7031) > 0 && countitem(7457) > 0) {
+ cutin "orleans_4",0;
+ emotion e_an;
+ mes "[Charles Orleans]";
+ mes "Finally, you're here! Never";
+ mes "forget: your ingredients must";
+ mes "always be as fresh as possible.";
+ mes "If not, your cuisine will be much poorer in quality. Now, let me";
+ mes "explain how to make this dish.";
+ next;
+ cutin "orleans_6",0;
+ mes "[Charles Orleans]";
+ mes "Scrub the Grasshopper Legs";
+ mes "as cleanly as you can before";
+ mes "placing them in the Frying Pan.";
+ mes "Afterwards, pour half a bottle of Cooking Oil and fry the legs at";
+ mes "high heat for about 20 minutes.";
+ next;
+ mes "[Charles Orleans]";
+ mes "Now, follow the instructions";
+ mes "that I've just given you to the";
+ mes "letter! Hmmm... Good, good.";
+ mes "That's not bad at all. Alright,";
+ mes "you're almost there...";
+ next;
+ cutin "orleans_7",0;
+ mes "[Charles Orleans]";
+ mes "There, you're done!";
+ mes "The presentation can use";
+ mes "a little work, but at least you";
+ mes "know this recipe now. That's";
+ mes "all for today, so please go";
+ mes "and practice on your own now.";
+ delitem 940,5; //Grasshopper's_Leg
+ delitem 7031,1; //Old_Frying_Pan
+ delitem 7457,1; //Cooking_Oil
+ set cooking_q,7;
+ getitem 12041,1; //Str_Dish01
+ goto L_End;
+ }
+ cutin "orleans_6",0;
+ set .@talk_j,rand(1,2);
+ if (.@talk_j == 1) {
+ mes "[Charles Orleans]";
+ mes "Hurry and bring me";
+ mes "the ingredients to make";
+ mes "Fried Grasshopper Legs!";
+ mes "If a restaurant patron had";
+ mes "ordered this, then you'd";
+ mes "already be making him wait!";
+ goto L_End;
+ }
+ mes "[Charles Orleans]";
+ mes "Just go and ambush those";
+ mes "happy-go-lucky grasshoppers";
+ mes "just playing in the fields. Hurry and smash them, then rip their";
+ mes "legs off--but be humane about it! ";
+ goto L_End;
+ }
+ else if (cooking_q == 2) {
+ if (countitem(514) > 2 && countitem(501) > 1) {
+ cutin "orleans_4",0;
+ mes "[Charles Orleans]";
+ mes "Finally, you're here! Never";
+ mes "forget: your ingredients must";
+ mes "always be as fresh as possible.";
+ mes "If not, your cuisine will be much poorer in quality. Now, let me";
+ mes "explain how to make this dish.";
+ next;
+ cutin "orleans_6",0;
+ mes "[Charles Orleans]";
+ mes "You extract the juice";
+ mes "from the Grapes like this--";
+ mes "we can't use pre-made Grape";
+ mes "Juice for the sake of freshness. Then, you need to boil the Red";
+ mes "Potions in a bain-marie...";
+ next;
+ mes "[Charles Orleans]";
+ mes "When the Red Potions";
+ mes "reach the right consistency,";
+ mes "gently stir in the juice that you just squeezed from the Grapes.";
+ mes "Now, I want you to try it. Hmm... That's not bad... Good, good...";
+ next;
+ cutin "orleans_7",0;
+ mes "[Charles Orleans]";
+ mes "There, you're done!";
+ mes "The presentation can use";
+ mes "a little work, but at least you";
+ mes "know this recipe now. That's";
+ mes "all for today, so please go";
+ mes "and practice on your own now.";
+ delitem 514,3; //Grape
+ delitem 501,2; //Red_Potion
+ set cooking_q,7;
+ getitem 12046,1; //Int_Dish01
+ goto L_End;
+ }
+ cutin "orleans_6",0;
+ set .@talk_j,rand(1,2);
+ if (.@talk_j == 1) {
+ mes "[Charles Orleans]";
+ mes "What are you doing?";
+ mes "Hurry and bring me the";
+ mes "ingredients for Grape Juice";
+ mes "Herbal Tea! At a real restaurant, you'd never be able to take your";
+ mes "time like this! Quickly, now!";
+ goto L_End;
+ }
+ mes "[Charles Orleans]";
+ mes "Having trouble finding";
+ mes "Grapes? Just pop open";
+ mes "those cute little Poporings...";
+ mes "Of course, you should try to";
+ mes "be humane when you hunt them...";
+ goto L_End;
+ }
+ else if (cooking_q == 3) {
+ if (countitem(518) > 0 && countitem(514) > 1 && countitem(501) > 0) {
+ cutin "orleans_4",0;
+ mes "[Charles Orleans]";
+ mes "Finally, you're here! Never";
+ mes "forget: your ingredients must";
+ mes "always be as fresh as possible.";
+ mes "If not, your cuisine will be much poorer in quality. Now, let me";
+ mes "explain how to make this dish.";
+ next;
+ cutin "orleans_6",0;
+ mes "[Charles Orleans]";
+ mes "First, skin the Grapes";
+ mes "and extract the seeds. Then,";
+ mes "blend the Grapes with the";
+ mes "Honey. Take this blended";
+ mes "mixture and carefully stir";
+ mes "it into the Red Potion...";
+ next;
+ mes "[Charles Orleans]";
+ mes "When the pulp is fully";
+ mes "mixed into the Red Potion,";
+ mes "you'll be finished. Now, go";
+ mes "and try making it yourself.";
+ mes "Right, that's good. Yes...";
+ mes "Wait, wait! Okay, there you go~";
+ next;
+ cutin "orleans_7",0;
+ mes "[Charles Orleans]";
+ mes "There, you're done!";
+ mes "The presentation can use";
+ mes "a little work, but at least you";
+ mes "know this recipe now. That's";
+ mes "all for today, so please go";
+ mes "and practice on your own now.";
+ delitem 518,1; //Honey
+ delitem 514,2; //Grape
+ delitem 501,1; //Red_Potion
+ set cooking_q,7;
+ getitem 12061,1; //Dex_Dish01
+ goto L_End;
+ }
+ cutin "orleans_6",0;
+ set .@talk_j,rand(1,2);
+ if (.@talk_j == 1) {
+ mes "[Charles Orleans]";
+ mes "What's taking you so";
+ mes "long? You should have";
+ mes "brought me the ingredients";
+ mes "to make Honey Grape Juice";
+ mes "a while ago. Hurry it up!";
+ goto L_End;
+ }
+ mes "[Charles Orleans]";
+ mes "You're having trouble";
+ mes "finding some Honey for the";
+ mes "Honey Grape Juice, aren't you?";
+ mes "Just go and hunt some bears,";
+ mes "they're always carrying some";
+ mes "of that Honey around.";
+ goto L_End;
+ }
+ else if (cooking_q == 4) {
+ if (countitem(577) > 0 && countitem(908) > 9 && countitem(1024) > 0) {
+ cutin "orleans_4",0;
+ mes "[Charles Orleans]";
+ mes "Finally, you're here! Never";
+ mes "forget: your ingredients must";
+ mes "always be as fresh as possible.";
+ mes "If not, your cuisine will be much poorer in quality. Now, let me";
+ mes "explain how to make this dish.";
+ next;
+ cutin "orleans_6",0;
+ mes "[Charles Orleans]";
+ mes "Mill the grain until";
+ mes "it's a fine flour, then";
+ mes "boil the Squid Ink at";
+ mes "medium heat. Once it";
+ mes "bubbles, pour in the flour.";
+ next;
+ mes "[Charles Orleans]";
+ mes "Keep stirring, slowly";
+ mes "adding the Spawns. When";
+ mes "it all boils again, reduce the";
+ mes "heat and simmer for about 10";
+ mes "minutes. Okay, now you try it.";
+ mes "That's good, good... Alright~";
+ next;
+ cutin "orleans_7",0;
+ mes "[Charles Orleans]";
+ mes "There, you're done!";
+ mes "The presentation can use";
+ mes "a little work, but at least you";
+ mes "know this recipe now. That's";
+ mes "all for today, so please go";
+ mes "and practice on your own now.";
+ delitem 577,1; //Grain
+ delitem 908,10; //Spawn
+ delitem 1024,1; //Chinese_ink
+ set cooking_q,7;
+ getitem 12056,1; //Agi_Dish01
+ goto L_End;
+ }
+ cutin "orleans_6",0;
+ set .@talk_j,rand(1,2);
+ if (.@talk_j == 1) {
+ mes "[Charles Orleans]";
+ mes "What are you doing?";
+ mes "You're supposed to be";
+ mes "preparing ingredients";
+ mes "for Frog Egg and Squid";
+ mes "Ink Soup right now!";
+ goto L_End;
+ }
+ mes "[Charles Orleans]";
+ mes "You have to be careful";
+ mes "when you're handling Frog";
+ mes "Eggs. If you feed them raw to";
+ mes "somebody, well, their flavor is";
+ mes "decidely less than magnifique.";
+ goto L_End;
+ }
+ else if (cooking_q == 5) {
+ if (countitem(960) > 9 && countitem(511) > 9 && countitem(503) > 0) {
+ cutin "orleans_4",0;
+ mes "[Charles Orleans]";
+ mes "Finally, you're here! Never";
+ mes "forget: your ingredients must";
+ mes "always be as fresh as possible.";
+ mes "If not, your cuisine will be much poorer in quality. Now, let me";
+ mes "explain how to make this dish.";
+ next;
+ cutin "orleans_6",0;
+ mes "[Charles Orleans]";
+ mes "Boil the Nippers in Yellow";
+ mes "Potion on low heat for about";
+ mes "30 minutes. Then, bring it down";
+ mes "to a simmer and carefully stir";
+ mes "in the Green Herbs one by one.";
+ next;
+ mes "[Charles Orleans]";
+ mes "This is an easy recipe, but";
+ mes "I still want you to demonstrate";
+ mes "for me. Okay, let's see now...";
+ mes "You're doing fine. Now, wait...";
+ mes "Good, good, okay, it's ready";
+ mes "for the Green Herbs now...";
+ next;
+ cutin "orleans_7",0;
+ mes "[Charles Orleans]";
+ mes "There, you're done!";
+ mes "The presentation can use";
+ mes "a little work, but at least you";
+ mes "know this recipe now. That's";
+ mes "all for today, so please go";
+ mes "and practice on your own now.";
+ delitem 960,10; //Nipper
+ delitem 511,10; //Green_Herb
+ delitem 503,1; //Yellow_Potion
+ set cooking_q,7;
+ getitem 12051,1; //Vit_Dish01
+ goto L_End;
+ }
+ cutin "orleans_6",0;
+ set .@talk_j,rand(1,2);
+ if (.@talk_j == 1) {
+ mes "[Charles Orleans]";
+ mes "Shouldn't you be";
+ mes "preparing all of the";
+ mes "ingredients for Steamed";
+ mes "Crab Nippers? You need";
+ mes "to work quickly for those";
+ mes "hungry restaurant patrons!";
+ goto L_End;
+ }
+ mes "[Charles Orleans]";
+ mes "It shouldn't be too hard";
+ mes "to gather Nippers. Just";
+ mes "find some Vadons and crush";
+ mes "them, making sure to rip off";
+ mes "their Nippers. That sounds strange, I know, but just do it.";
+ goto L_End;
+ }
+ else if (cooking_q == 6) {
+ if (countitem(942) > 4 && countitem(7031) > 0 && countitem(7457) > 0) {
+ cutin "orleans_4",0;
+ mes "[Charles Orleans]";
+ mes "Finally, you're here! Never";
+ mes "forget: your ingredients must";
+ mes "always be as fresh as possible.";
+ mes "If not, your cuisine will be much poorer in quality. Now, let me";
+ mes "explain how to make this dish.";
+ next;
+ cutin "orleans_6",0;
+ mes "[Charles Orleans]";
+ mes "Pluck the hair from the";
+ mes "tails and rinse them well";
+ mes "under cold water. Pour half";
+ mes "a bottle of Cooking Oil unto";
+ mes "a preheated pan, and then";
+ mes "quickly fry the tails.";
+ next;
+ mes "[Charles Orleans]";
+ mes "The trick is to fry the";
+ mes "tails quickly without burning";
+ mes "them, so you'll probably want";
+ mes "to cook using medium-high heat.";
+ mes "Show me what you've learned now... Alright, that's not bad... Hmmm...";
+ next;
+ cutin "orleans_7",0;
+ mes "[Charles Orleans]";
+ mes "There, you're done!";
+ mes "The presentation can use";
+ mes "a little work, but at least you";
+ mes "know this recipe now. That's";
+ mes "all for today, so please go";
+ mes "and practice on your own now.";
+ delitem 942,5; //Yoyo_Tail
+ delitem 7031,1; //Old_Frying_Pan
+ delitem 7457,1; //Cooking_Oil
+ set cooking_q,7;
+ getitem 12066,1; //Luk_Dish01
+ goto L_End;
+ }
+ cutin "orleans_6",0;
+ set .@talk_j,rand(1,2);
+ if (.@talk_j == 1) {
+ mes "[Charles Orleans]";
+ mes "You better go prepare";
+ mes "those ingredients for Fried";
+ mes "Monkey Tails are quickly as";
+ mes "you can. In a real restaurant,";
+ mes "you'd never able to take your";
+ mes "time like this. Toute allure!";
+ goto L_End;
+ }
+ mes "[Charles Orleans]";
+ mes "You need more tails?";
+ mes "Just sneak up on some";
+ mes "Yoyos, swiftly kill them,";
+ mes "and then slice off their tails.";
+ mes "You're a beginner, but I won't";
+ mes "allow you to be inhumane!";
+ goto L_End;
+ }
+ else if (cooking_q == 7) {
+ cutin "orleans_7",0;
+ mes "[Charles Orleans]";
+ mes "Oh... I'm so exhausted!";
+ mes "I have too much wisdom and";
+ mes "skills to pass on! Teaching is";
+ mes "not an endeavor I enjoy, but";
+ mes "I do realize it is necessary";
+ mes "for my cuisine to survive me...";
+ next;
+ cutin "orleans_1",0;
+ mes "[Charles Orleans]";
+ mes "Peser le bien et le mal...";
+ mes "Even though it pains me,";
+ mes "I suppose I have to continue";
+ mes "teaching until one of you can";
+ mes "become a worthy successor.";
+ mes "It will take some time...";
+ goto L_End;
+ }
+ else if (cooking_q == 8) {
+ cutin "orleans_5",0;
+ mes "[Charles Orleans]";
+ mes "Strange, strange...";
+ mes "What is that kid and";
+ mes "that cat doing here?";
+ mes "The kitchen is no place";
+ mes "for them--at the very least,";
+ mes "not for pets, you know.";
+ next;
+ cutin "orleans_4",0;
+ mes "[Charles Orleans]";
+ mes "Pardon moi, child,";
+ mes "but would you remove";
+ mes "yourself and your cat";
+ mes "from the premises? This";
+ mes "is a kitchen, and everything";
+ mes "here needs to be clean!";
+ next;
+ cutin "nyuang_1",2;
+ mes "[Child with Cat]";
+ mes "...Nyaaa?";
+ mes "...Meow?";
+ next;
+ switch(select("What's your name, kid?:Do you want to eat something?:Here, kitty~:Get out!")) {
+ case 1:
+ emotion e_ok,0,"Child with Cat#cook";
+ mes "[Child with Cat]";
+ mes "Nyaaa~";
+ mes "nyaaa~";
+ mes "(Purrrrrr)";
+ next;
+ cutin "orleans_4",0;
+ mes "[Charles Orleans]";
+ mes ".....Who told you";
+ mes "to ask her name?";
+ mes "You don't even understand what she is saying.";
+ goto L_End;
+ case 2:
+ cutin "nyuang_2",2;
+ emotion e_pif,0,"Child with Cat#cook";
+ mes "[Child with Cat]";
+ mes "Nyaaaa~";
+ mes "(Purrrrrr~)";
+ next;
+ cutin "orleans_5",0;
+ mes "[Charles Orleans]";
+ mes "That was a good idea...";
+ mes "Offering them food to get";
+ mes "them to leave. Mon dieu, if";
+ mes "the child won't talk to us...";
+ mes "Still, we need to get those";
+ mes "two out of the kitchen.";
+ goto L_End;
+ case 3:
+ cutin "nyuang_3",2;
+ emotion e_heh,0,"Child with Cat#cook";
+ mes "[Child with Cat]";
+ mes "Nyahahaha~";
+ mes "Nyhhahaha~";
+ mes "(Meow, meow~)";
+ next;
+ cutin "orleans_4",0;
+ mes "[Charles Orleans]";
+ mes "...Are you playing with that kid...?";
+ mes "...Then I don't need you to be here.";
+ goto L_End;
+ case 4:
+ emotion e_dots,0,"Child with Cat#cook";
+ mes "[Child with Cat]";
+ mes "...";
+ mes "(Meow?)";
+ next;
+ cutin "nyuang_4",2;
+ emotion e_an,0,"Child with Cat#cook";
+ specialeffect2 EF_HIT2;
+ percentheal -10,0;
+ mes "[Child with Cat]";
+ mes "Grrrrrrr!";
+ mes "(RRRrrreow!)";
+ next;
+ cutin "orleans_7",0;
+ mes "[Charles Orleans]";
+ mes "Oh, look out!";
+ mes "You should have";
+ mes "been more careful";
+ mes "handling that cat...";
+ goto L_End;
+ }
+ }
+ else if (cooking_q == 9) {
+ cutin "orleans_5",0;
+ emotion e_an;
+ mes "[Charles Orleans]";
+ mes "Alright, enough";
+ mes "is enough. We can't";
+ mes "continue to cook if we";
+ mes "have live animals in the";
+ mes "kitchen. It's a violation";
+ mes "of our sanitary standards!";
+ next;
+ cutin "orleans_6",0;
+ mes "[Charles Orleans]";
+ mes "I'm sorry, mon chere,";
+ mes "but you have to leave.";
+ mes "Child, please take your";
+ mes "cat and head out the door";
+ mes "before your feline can touch";
+ mes "or shed on any of the food!";
+ next;
+ cutin "nyuang_4",2;
+ emotion e_an,0,"Child with Cat#cook";
+ mes "[Child with Cat]";
+ mes "Grrrrrrr!";
+ mes "RRRRreow!";
+ next;
+ donpcevent "Wickebine#cook::OnEnable";
+ emotion e_omg;
+ emotion e_ho,0,"Child with Cat#cook";
+ next;
+ cutin "job_black_hucke01",1;
+ mes "[Wickebine]";
+ mes "Oh...!";
+ mes "Nyuyang, there";
+ mes "you are! What are";
+ mes "you doing here in";
+ mes "Charles's kitchen?";
+ next;
+ cutin "orleans_3",0;
+ mes "[Charles Orleans]";
+ mes "M-Madam Wickebine...!";
+ mes "Forgive me, you surprised";
+ mes "me by appearing from out";
+ mes "of nowhere. Do you happen";
+ mes "to know this young child?";
+ next;
+ cutin "job_black_hucke02",1;
+ mes "[Wickebine]";
+ mes "Oh, Nyuyang here is my";
+ mes "little sister. It may be hard";
+ mes "to see the resemblance...";
+ mes "Anyway, I've been looking";
+ mes "all over for her. Are you";
+ mes "bothering Charles, Nyuyang?";
+ next;
+ cutin "nyuang_3",2;
+ emotion e_heh,0,"Child with Cat#cook";
+ mes "[Child with Cat]";
+ mes "Nyuuuunyuuu~";
+ mes "nyuuuunyuuu~";
+ mes "Meooooow~";
+ next;
+ cutin "orleans_3",0;
+ mes "[Charles Orleans]";
+ mes "...!!!";
+ next;
+ cutin "job_black_hucke03",1;
+ mes "[Wickebine]";
+ mes "Oh, so you have";
+ mes "been bothering him!";
+ mes "You think Charles";
+ mes "wants you to leave?";
+ next;
+ cutin "orleans_3",0;
+ emotion e_swt2;
+ mes "[Charles Orleans]";
+ mes "Hahahahah, what";
+ mes "are you talking about!";
+ mes "Nonsense! How can ";
+ mes "such a cute little belle";
+ mes "be of any trouble to me?";
+ next;
+ cutin "orleans_7",0;
+ mes "[Charles Orleans]";
+ mes "As a matter of fact,";
+ mes "I was just about to treat";
+ mes "this precious petit and";
+ mes "her little cat to some";
+ mes "of my delicious cuisine.";
+ mes "So do not worry, Madam~";
+ next;
+ cutin "job_black_hucke01",1;
+ emotion e_what,0,"Wickebine#cook";
+ mes "[Wickebine]";
+ mes "Are you sure, Charles?";
+ mes "I know how serious you";
+ mes "are about your cooking,";
+ mes "and I don't want Nyuyang";
+ mes "to disturb you in any way...";
+ next;
+ cutin "job_black_hucke02",1;
+ mes "[Wickebine]";
+ mes "Oh, Charles, you've";
+ mes "been nothing but kind";
+ mes "to me. I'm glad that you're";
+ mes "also taking care of Nyuyang.";
+ mes "Well then, take care~";
+ next;
+ cutin "nyuang_3",2;
+ emotion e_heh,0,"Child with Cat#cook";
+ mes "[Child with Cat]";
+ mes "Nyahahaha~";
+ mes "Nyahahaha~";
+ mes "(Meow, meow~)";
+ next;
+ cutin "job_black_hucke02",255;
+ emotion e_ho,0,"Wickebine#cook";
+ donpcevent "Wickebine#cook::OnDisable";
+ next;
+ emotion e_dots;
+ emotion e_dots,0,"Child with Cat#cook";
+ mes "[Charles Orleans]";
+ mes "......";
+ next;
+ cutin "orleans_6",0;
+ mes "[Charles Orleans]";
+ mes "Ah...";
+ mes "There goes a true";
+ mes "lady... Madam Wickebine...";
+ goto L_End;
+ }
+ else if (cooking_q == 10) {
+ cutin "orleans_5",0;
+ mes "[Charles Orleans]";
+ mes "It's been bothering";
+ mes "me that his highness";
+ mes "has been missing for";
+ mes "a while. Why doesn't";
+ mes "anybody know where he is?";
+ next;
+ cutin "orleans_4",0;
+ cutin "orleans_3",0;
+ mes "[Charles Orleans]";
+ mes "Wise and benevolent";
+ mes "King Tristram III would";
+ mes "never abandon his subjects.";
+ mes "I dearly hope that nothing";
+ mes "serious has happened to him...";
+ next;
+ cutin "orleans_6",0;
+ mes "[Charles Orleans]";
+ mes "Can it be possible that";
+ mes "our beloved king would";
+ mes "have enemies? He's done";
+ mes "nothing but good for the";
+ mes "Rune-Midgarts Kingdom";
+ mes "and the rest of the world!";
+ next;
+ mes "[Charles Orleans]";
+ mes "I can't imagine a great";
+ mes "man like him to be in any";
+ mes "sort of trouble. It makes me";
+ mes "me laugh whenever anyone";
+ mes "suggests that he is hiding";
+ mes "in the Schwaltzvalt Republic...";
+ next;
+ emotion e_go;
+ mes "[Charles Orleans]";
+ mes "Praise the glories of the";
+ mes "Rune-Midgarts Kingdom!";
+ mes "Long live King Tristram III!";
+ goto L_End;
+ }
+ else if (cooking_q == 11) {
+ cutin "orleans_5",0;
+ emotion e_dots;
+ mes "[Charles Orleans]";
+ mes "Oh, I'm in great need of";
+ mes "some rest. Unless you ";
+ mes "have something incredibly";
+ mes "important to ask of me,";
+ mes "please let me take a break~";
+ next;
+ switch(select("I want to learn more recipes.:For whom do you cook?:I'm sorry to bother you...")) {
+ case 1:
+ cutin "orleans_7",0;
+ mes "[Charles Orleans]";
+ mes "You want to learn more";
+ mes "recipes? I suppose that";
+ mes "you should borrow another";
+ mes "cookbook then. Before that,";
+ mes "please return the cookbook";
+ mes "that you were studying, okay?";
+ next;
+ mes "[Charles Orleans]";
+ mes "Now, choose the cookbook";
+ mes "that you want to borrow by";
+ mes "entering a level from 1 to 5.";
+ mes "There are more advanced books,";
+ mes "but I'm not lending those out.";
+ mes "Oh, and enter 0 to cancel.";
+ next;
+ input .@new_book;
+ if (.@new_book < 0 || .@new_book > 5) {
+ cutin "orleans_5",0;
+ mes "[Charles Orleans]";
+ mes "Hmm...";
+ mes "I asked to you to";
+ mes "enter a level from";
+ mes "1 to 5. Those are the";
+ mes "only cookbooks that I will";
+ mes "lend out to my students.";
+ goto L_End;
+ }
+ else if (.@new_book == 0) {
+ cutin "orleans_5",0;
+ mes "[Charles Orleans]";
+ mes "So you changed your mind?";
+ mes "It would be a good idea to";
+ mes "study the recipes that you";
+ mes "have right now before trying";
+ mes "something new, I suppose.";
+ goto L_End;
+ }
+ mes "[Charles Orleans]";
+ mes "So you wanted to borrow a";
+ mes "Level " + .@new_book + " Cookbook, eh?";
+ mes "Oh, would you please tell";
+ mes "me the level of the cookbook";
+ mes "that you are returning to me?";
+ next;
+ input .@old_book;
+ if (.@old_book < 0 || .@old_book > 5) {
+ mes "[Charles Orleans]";
+ mes "There must be some";
+ mes "kind of mistake-- I only";
+ mes "lend out cookbooks from";
+ mes "levels 1 to 5. Hmm, well, ask";
+ mes "me again when you remember";
+ mes "which cookbook you have, okay?";
+ goto L_End;
+ }
+ else if (.@old_book == 0) {
+ cutin "orleans_5",0;
+ mes "[Charles Orleans]";
+ mes "So you changed your mind?";
+ mes "It would be a good idea to";
+ mes "study the recipes that you";
+ mes "have right now before trying";
+ mes "something new, I suppose.";
+ goto L_End;
+ }
+ else if (.@old_book == .@new_book) {
+ cutin "orleans_4",0;
+ mes "[Charles Orleans]";
+ mes "Wait, wait...";
+ mes "Why do you want to";
+ mes "borrow a copy of the";
+ mes "cookbook that you already";
+ mes "have? I guess you made";
+ mes "some sort of mistake?";
+ goto L_End;
+ }
+ else {
+ if (.@old_book == 1) {
+ if (countitem(7472) < 1) {
+ mes "[Charles Orleans]";
+ mes "Wait, wait...";
+ mes "Why don't you have";
+ mes "the book that you said";
+ mes "that you'd return to me?";
+ mes "Find it first, and then I can";
+ mes "lend another cookbook to you.";
+ goto L_End;
+ }
+ cutin "orleans_2",0;
+ mes "[Charles Orleans]";
+ mes "Ah, so you're done";
+ mes "with the Level 1 Cookbook.";
+ mes "That's good, that means you're";
+ mes "ready to graduate from the most";
+ mes "basic of basics. From now on,";
+ mes "the recipes will be harder...";
+ next;
+ }
+ else if (.@old_book == 2) {
+ if (countitem(7473) < 1) {
+ mes "[Charles Orleans]";
+ mes "Wait, wait...";
+ mes "Why don't you have";
+ mes "the book that you said";
+ mes "that you'd return to me?";
+ mes "Find it first, and then I can";
+ mes "lend another cookbook to you.";
+ goto L_End;
+ }
+ cutin "orleans_2",0;
+ mes "[Charles Orleans]";
+ mes "Ah, so what did you";
+ mes "think of the recipes in";
+ mes "the Level 2 Cookbook?";
+ mes "Homestyle cooking may be";
+ mes "simple, but it should never";
+ mes "be neglected by chefs.";
+ next;
+ }
+ else if (.@old_book == 3) {
+ if (countitem(7474) < 1) {
+ mes "[Charles Orleans]";
+ mes "Wait, wait...";
+ mes "Why don't you have";
+ mes "the book that you said";
+ mes "that you'd return to me?";
+ mes "Find it first, and then I can";
+ mes "lend another cookbook to you.";
+ goto L_End;
+ }
+ cutin "orleans_2",0;
+ mes "[Charles Orleans]";
+ mes "Ah, done with the Level 3";
+ mes "Cookbook already? The recipes";
+ mes "in there are really good when you're cooking romantic dinners.";
+ mes "They'll come in handy someday,";
+ mes "if you know what I mean.";
+ next;
+ }
+ else if (.@old_book == 4) {
+ if (countitem(7475) < 1) {
+ mes "[Charles Orleans]";
+ mes "Wait, wait...";
+ mes "Why don't you have";
+ mes "the book that you said";
+ mes "that you'd return to me?";
+ mes "Find it first, and then I can";
+ mes "lend another cookbook to you.";
+ goto L_End;
+ }
+ cutin "orleans_2",0;
+ mes "[Charles Orleans]";
+ mes "So you've finished the";
+ mes "Level 4 Cookbook. That's";
+ mes "no small feat! You've got to";
+ mes "use very strange ingredients";
+ mes "to create delicious cuisine!";
+ next;
+ }
+ else if (.@old_book == 5) {
+ if (countitem(7476) < 1) {
+ mes "[Charles Orleans]";
+ mes "Wait, wait...";
+ mes "Why don't you have";
+ mes "the book that you said";
+ mes "that you'd return to me?";
+ mes "Find it first, and then I can";
+ mes "lend another cookbook to you.";
+ goto L_End;
+ }
+ cutin "orleans_2",0;
+ mes "[Charles Orleans]";
+ mes "You're done with the";
+ mes "Level 5 Cookbook? Good";
+ mes "work: most beginners don't";
+ mes "even get this far. I suppose";
+ mes "you'll want to review some";
+ mes "of the easier recipes now~";
+ next;
+ }
+ }
+ cutin "orleans_1",0;
+ mes "[Charles Orleans]";
+ mes "Now, before I let you";
+ mes "borrow one of my beloved";
+ mes "cookbooks, I have a small";
+ mes "condition that you must fulfill. ";
+ next;
+ if (.@new_book == 1) {
+ cutin "orleans_7",0;
+ mes "[Charles Orleans]";
+ mes "When I was a young child,";
+ mes "my family was destitute to";
+ mes "the point where we live off";
+ mes "leftover vegetables. Even";
+ mes "Monster's Feed was a prime";
+ mes "delicacy back in those days.";
+ next;
+ mes "[Charles Orleans]";
+ mes "Back then, my father would";
+ mes "always serve us Pumpkin.";
+ mes "I grew sick of it as a boy, but";
+ mes "now it brings back memories";
+ mes "of those days of innocence.";
+ next;
+ mes "[Charles Orleans]";
+ mes "Why don't we do this?";
+ mes "If you bring me 10 Pumpkins,";
+ mes "I will let you borrow one of";
+ mes "my Level 1 Cookbooks.";
+ if (countitem(535) > 9) {
+ next;
+ if (select("Give 10 Pumpkins and Current Cookbook:Cancel") == 1) {
+ cutin "orleans_6",0;
+ mes "[Charles Orleans]";
+ mes "Perfect, you've brought";
+ mes "me 10 Pumpkins! I can't";
+ mes "want to taste these flavors";
+ mes "that I used to experience";
+ mes "everyday in my childhood.";
+ next;
+ }
+ else {
+ mes "[Charles Orleans]";
+ mes "Oh, how I miss the";
+ mes "taste of Pumpkins!";
+ mes "Ahhh, how nostalgic~";
+ goto L_End;
+ }
+ }
+ else goto L_End;
+ }
+ else if (.@new_book== 2) {
+ cutin "orleans_7",0;
+ mes "[Charles Orleans]";
+ mes "Today, I have a craving";
+ mes "for a cup of tea. Of course,";
+ mes "you cannot enjoy tea without";
+ mes "crackers or cookies. Please";
+ mes "bring me 5 Well-Baked Cookies";
+ mes "to borrow my Level 2 Cookbook.";
+ if (countitem(538) > 4) {
+ next;
+ if (select("Give Cookies and Current Cookbook:Cancel") == 1) {
+ cutin "orleans_6",0;
+ mes "[Charles Orleans]";
+ mes "Oh, you brought these";
+ mes "cookies much quicker";
+ mes "than I had expected!";
+ mes "Great, now I can put";
+ mes "the tea on, relax, then";
+ mes "enjoy a delicious snack~";
+ next;
+ }
+ else {
+ mes "[Charles Orleans]";
+ mes "Ohh...";
+ mes "I must have some tea";
+ mes "soon... But the experience";
+ mes "isn't complete without any";
+ mes "Well-Baked Cookies to munch~";
+ goto L_End;
+ }
+ }
+ else goto L_End;
+ }
+ else if (.@new_book== 3) {
+ cutin "orleans_7",0;
+ mes "[Charles Orleans]";
+ mes "You know that specialty";
+ mes "dish from Amatsu? I've";
+ mes "been craving that lately.";
+ mes "Please bring me 5 Sushi,";
+ mes "and I'll let you borrow a";
+ mes "Level 3 Cookbook, okay?";
+ if (countitem(551) > 4) {
+ next;
+ if (select("Give Sushi and Current Cookbook:Cancel")) {
+ cutin "orleans_6",0;
+ mes "[Charles Orleans]";
+ mes "Ooh, these look so fresh!";
+ mes "And the presentation is also";
+ mes "wonderful! These must have";
+ mes "been prepared by a skilled chef! ";
+ next;
+ }
+ else {
+ mes "[Charles Orleans]";
+ mes "Ahhh, Sushi...";
+ mes "It's one of the few";
+ mes "things I don't know";
+ mes "how to make extremely";
+ mes "well. Can you believe that?";
+ goto L_End;
+ }
+ }
+ else goto L_End;
+ }
+ else if (.@new_book== 4) {
+ cutin "orleans_7",0;
+ mes "[Charles Orleans]";
+ mes "Oh, I'm in the mood for";
+ mes "some cuisine from Kunlun.";
+ mes "Would you bring me some of";
+ mes "that delicious Bao? 5 would";
+ mes "be perfect. Then, I'll let you";
+ mes "borrow my Level 4 Cookbook.";
+ if (countitem(553) > 4) {
+ next;
+ if (select("Give Bao and Current Cookbook:Cancel") == 1) {
+ cutin "orleans_6",0;
+ mes "[Charles Orleans]";
+ mes "Great, you actually";
+ mes "brought them! These";
+ mes "Bao look especially";
+ mes "scrumptious! I can't";
+ mes "wait to have a taste!";
+ next;
+ }
+ else {
+ mes "[Charles Orleans]";
+ mes "Oh...";
+ mes "It's been so long";
+ mes "since I've had a taste";
+ mes "of that delicious Bao.";
+ mes "I'd cook it myself, but";
+ mes "I don't know the secret!";
+ goto L_End;
+ }
+ }
+ else goto L_End;
+ }
+ else if (.@new_book== 5) {
+ cutin "orleans_7",0;
+ mes "[Charles Orleans]";
+ mes "Lately, my pantry has been";
+ mes "in some dire need of Shoots.";
+ mes "They're a tasty ingredient with";
+ mes "unignorable health value. Bring";
+ mes "me 10 of those, and you can";
+ mes "borrow a Level 5 Cookbook.";
+ if (countitem(711) > 9) {
+ next;
+ if (select("Give Shoots and Current Cookbook:Quit") == 1) {
+ cutin "orleans_6",0;
+ mes "[Charles Orleans]";
+ mes "Goodness, these are";
+ mes "some high quality Shoots!";
+ mes "These look so good, I'm";
+ mes "sure that you you can";
+ mes "even eat them raw!";
+ next;
+ }
+ else {
+ mes "[Charles Orleans]";
+ mes "I'm going to need to";
+ mes "cook with those Shoots";
+ mes "soon, so I'd appreciate it";
+ mes "if you'd do this little favor~";
+ goto L_End;
+ }
+ }
+ else goto L_End;
+ }
+
+ if (.@old_book == 1) delitem 7472,1; //Cookbook01
+ else if (.@old_book == 2) delitem 7473,1; //Cookbook02
+ else if (.@old_book == 3) delitem 7474,1; //Cookbook03
+ else if (.@old_book == 4) delitem 7475,1; //Cookbook04
+ else if (.@old_book == 5) delitem 7476,1; //Cookbook05
+ if (.@new_book == 1) {
+ delitem 535,10; //Pumpkin
+ getitem 7472,1; //Cookbook01
+ }
+ else if (.@new_book== 2) {
+ delitem 538,5; //Well_Baked_Cookie
+ getitem 7473,1; //Cookbook02
+ }
+ else if (.@new_book== 3) {
+ delitem 551,5; //Shusi
+ getitem 7474,1; //Cookbook03
+ }
+ else if (.@new_book== 4) {
+ delitem 553,5; //Bun
+ getitem 7475,1; //Cookbook05
+ }
+ else if (.@new_book== 5) {
+ delitem 711,10; //Shoot
+ getitem 7476,1; //Cookbook05
+ }
+ mes "[Charles Orleans]";
+ mes "Well, as promised,";
+ mes "here's the cookbook";
+ mes "that you asked for. Take";
+ mes "good care of it--don't sell";
+ mes "it or lose it or anything like";
+ mes "that. Good luck cooking now~";
+ goto L_End;
+
+ case 2:
+ cutin "orleans_3",0;
+ mes "[Charles Orleans]";
+ mes "What do you mean,";
+ mes "''Who do I cook for?''";
+ mes "That's a strange question";
+ mes "with a simple answer. I'm";
+ mes "an artiste that must bring";
+ mes "more of my art into the world.";
+ next;
+ cutin "orleans_3",0;
+ mes "[Charles Orleans]";
+ mes "Wait, wait...";
+ mes "Have you been speaking";
+ mes "to Madeleine Chu? She";
+ mes "didn't say anything out";
+ mes "of the ordinary did she?";
+ mes "Because if she did, ignore her!";
+ next;
+ cutin "orleans_6",0;
+ mes "[Charles Orleans]";
+ mes "No. There is";
+ mes "no special reason";
+ mes "why my spirit to create";
+ mes "culinary masterpieces has";
+ mes "been reinvigorated lately...";
+ goto L_End;
+
+ case 3:
+ cutin "orleans_5",0;
+ mes "[Charles Orleans]";
+ mes "Please, do not worry";
+ mes "yourself about it. Just";
+ mes "let me rest for now~";
+ goto L_End;
+
+ }
+ }
+ else {
+ mes "[Charles Orleans]";
+ mes "Mon dieu!";
+ mes "An error has";
+ mes "occurred!";
+ goto L_End;
+ }
+
+L_End:
+ close2;
+ cutin "",255;
+ end;
+}
+
+prt_castle,45,35,5 script Madeleine Chu#cook 886,{
+ set .@now_weight,MaxWeight-Weight;
+ if (.@now_weight < 2000) {
+ mes "[Madeleine Chu]";
+ mes "I'm sorry, but right now";
+ mes "you're carrying too many";
+ mes "items. You should put your";
+ mes "extra things in Kafra Storage,";
+ mes "and then talk to me again, okay? ";
+ close2;
+ //EnableItemMove
+ end;
+ }
+ if (cooking_q == 0) {
+ mes "[Madeleine Chu]";
+ mes "Oh, hello~";
+ mes "I'm Madeleine Chu,";
+ mes "chef apprentice to";
+ mes "Sir Charles. May I help";
+ mes "you with anything today?";
+ next;
+ switch(select("What do you do as a chef?:Which foods can you make?:I want to learn cooking too!")) {
+ case 1:
+ mes "[Madeleine Chu]";
+ mes "What do I do as a chef?";
+ mes "Well, I'm just an apprentice now, so I'm still learning how to cook.";
+ mes "But someday, I want to become";
+ mes "a great chef and have everybody";
+ mes "recognize my culinary talents~";
+ next;
+ mes "[Madeleine Chu]";
+ mes "There's a lot of grueling";
+ mes "work that goes into cooking,";
+ mes "as well as a lot of finesse.";
+ mes "I have to control fire better";
+ mes "tham a firefighter and craft";
+ mes "my dishes like an artist.";
+ next;
+ mes "[Madeleine Chu]";
+ mes "Well, I'm exaggerating";
+ mes "a little bit, but cooking";
+ mes "at a certain level is much";
+ mes "more difficult than it appears.";
+ close;
+
+ case 2:
+ mes "[Madeleine Chu]";
+ mes "Well, I only know the basic";
+ mes "recipes for now. Sir Charles";
+ mes "says that even the best chef";
+ mes "knows how to bring out the";
+ mes "flavors of even common foods.";
+ next;
+ mes "[Madeleine Chu]";
+ mes "He says that I need to develop";
+ mes "my culinary skills until I can";
+ mes "learn more advanced recipes.";
+ mes "Someday, I'll advance and then";
+ mes "I'll know enough to create my";
+ mes "own unique, delicious dishes!";
+ next;
+ mes "[Madeleine Chu]";
+ mes "Sir Charles may be harsh to";
+ mes "his students, but his skills";
+ mes "are unequaled. I tried one of";
+ mes "his desserts once, and it was";
+ mes "the most heavenly experience.";
+ mes "I swear I saw winged hearts~!";
+ next;
+ mes "[Madeleine Chu]";
+ mes "Sadly, I'm a still long way";
+ mes "from learning how to make ";
+ mes "his specialty, Handmade";
+ mes "Chocolates. Before that, I need";
+ mes "to master these strange recipes";
+ mes "that he keeps teaching me...";
+ close;
+
+ case 3:
+ mes "[Madeleine Chu]";
+ mes "If you want to learn cooking,";
+ mes "why don't you ask Sir Charles?";
+ mes "He's fairly harsh to his students, but he does it out of tough love.";
+ mes "He demands nothing less than";
+ mes "absolute perfection, you know.";
+ next;
+ mes "[Madeleine Chu]";
+ mes "If you manage to get";
+ mes "Sir Charles to teach you";
+ mes "a recipe, you should practice";
+ mes "it over and over again to hone";
+ mes "your skills. Then, you'll find";
+ mes "yourself improving at cooking.";
+ next;
+ mes "[Madeleine Chu]";
+ mes "Now, Sir Charles will only";
+ mes "teach students that are truly";
+ mes "committed to cooking. You";
+ mes "might want to show your";
+ mes "dedication with the proper";
+ mes "attire... like a Chef Hat.";
+ next;
+ mes "[Madeleine Chu]";
+ mes "But yes, Sir Charles";
+ mes "has very little patience for";
+ mes "beginners, meaning that";
+ mes "you'll have to be patient";
+ mes "with his teaching methods...";
+ close;
+ }
+ }
+ else if (cooking_q > 0 && cooking_q < 7) {
+ mes "[Madeleine Chu]";
+ mes "Hello, is there any";
+ mes "way I can help you today?";
+ mes "Oh, if you're studying cooking";
+ mes "under Sir Charles, I can remind";
+ mes "you of the ingredients you need";
+ mes "if you've forgotten them~";
+ next;
+ switch(select("Fried Grasshopper Legs:Grape Juice Herbal Tea:Honey Grape Juice:Frog Egg and Squid Ink Soup:Steamed Crab Nippers:Fried Monkey Tails")) {
+ case 1:
+ mes "[Madeleine Chu]";
+ mes "Oh! You'll need";
+ mes "^4D4DFF5 Grasshopper Legs^000000,";
+ mes "^4D4DFF1 Cooking Oil^000000, and";
+ mes "^4D4DFF1 Old Frying Pan^000000 to make";
+ mes "fried Grasshopper Legs.";
+ break;
+
+ case 2:
+ mes "[Madeleine Chu]";
+ mes "Oh! You'll need";
+ mes "^4D4DFF3 Grapes^000000, and";
+ mes "^4D4DFF2 Red Potions^000000 for";
+ mes "Grape Juice Herbal Tea.";
+ break;
+
+ case 3:
+ mes "[Madeleine Chu]";
+ mes "Oh! You'll need";
+ mes "^4D4DFF1 Honey^000000,";
+ mes "^4D4DFF2 Grapes^000000, and";
+ mes "^4D4DFF1 Red Potion^000000.";
+ break;
+
+ case 4:
+ mes "[Madeleine Chu]";
+ mes "Oh! You'll need";
+ mes "^4D4DFF1 Bag of Grain^000000,";
+ mes "^4D4DFF10 Spawns^000000, and";
+ mes "^4D4DFF1 Squid Ink^000000 for Frog";
+ mes "Egg and Squid Ink soup.";
+ break;
+
+ case 5:
+ mes "[Madeleine Chu]";
+ mes "Oh! You'll need";
+ mes "^4D4DFF10 Green Herbs^000000,";
+ mes "^4D4DFF10 Nippers^000000, and";
+ mes "^4D4DFF1 Yellow Potion^000000 for";
+ mes "Steamed Crab Nippers.";
+ break;
+
+ case 6:
+ mes "[Madeleine Chu]";
+ mes "Oh! You'll need";
+ mes "^4D4DFF1 Frying Pan^000000,";
+ mes "^4D4DFF5 Yoyo Tails^000000, and";
+ mes "^4D4DFF1 Cooking Oil^000000 for";
+ mes "Fried Monkey Tails.";
+ break;
+ }
+ next;
+ mes "[Madeleine Chu]";
+ mes "I know that Sir Charles";
+ mes "is stubborn and won't tell";
+ mes "you the ingredients again";
+ mes "if you forget. Anyway, I hope";
+ mes "you collect them and complete";
+ mes "the recipe as soon as you can~";
+ close;
+ }
+ else if (cooking_q == 7) {
+ mes "[Madeleine Chu]";
+ mes "Sir Charles taught you";
+ mes "a recipe? That's great!";
+ mes "I hope you remember that the";
+ mes "quality of your dishes mostly";
+ mes "relies on your skills, so always remember to keep practicing.";
+ next;
+ mes "[Madeleine Chu]";
+ mes "Ah, you know what might";
+ mes "help you improve your";
+ mes "culinary skills? Why don't";
+ mes "you borrow this cookbook";
+ mes "and try some of its recipes?";
+ next;
+ mes "[Madeleine Chu]";
+ mes "Before you cook, make sure";
+ mes "that you have enough of the";
+ mes "ingredients. Oh, and keep the";
+ mes "cookbook nearby while you are";
+ mes "cooking. You'll probably need";
+ mes "to refer to it pretty often...";
+ next;
+ mes "[Madeleine Chu]";
+ mes "You might fail to make";
+ mes "edible food during your";
+ mes "first attempts, but you'll";
+ mes "improve as you practice. ";
+ mes "Please take this cookbook";
+ mes "with the basic Level 1 recipes.";
+ set cooking_q,8;
+ getitem 7472,1; //Cookbook01
+ next;
+ mes "[Madeleine Chu]";
+ mes "Once you learn all the recipes,";
+ mes "feel free to come back to me for more, okay? Also, you'll need";
+ mes "these cooking kits to practice.";
+ mes "You can have these for free, and you can buy more from me later~";
+ getitem 12125,10; //Outdoor_Cooking_Kits
+ close;
+ }
+ else if (cooking_q == 8) {
+ mes "[Madeleine Chu]";
+ mes "So how has your cooking";
+ mes "been coming along? You'll";
+ mes "need to practice to develop";
+ mes "your culinary skills. Now,";
+ mes "can I help you with anything?";
+ next;
+ switch(select("I need some Cooking Kits.:Will you try the food I cooked?:How does the food I cooked look?")) {
+ case 1:
+ mes "[Madeleine Chu]";
+ mes "Sure, which kind";
+ mes "of Cooking Kits";
+ mes "did you need?";
+ next;
+ switch(Select("Outdoor Cooking Kit - 500z:Home Cooking Kit - 1,000z:Quit")) {
+ case 1:
+ callsub S_SellSets,12125;
+ close;
+ case 2:
+ mes "[Madeleine Chu]";
+ mes "Oh, I'm sorry, but you";
+ mes "don't have enough skills";
+ mes "to use a Home Cooking Kit.";
+ mes "Please practice some more";
+ mes "with the Outdoor Cooking";
+ mes "Kits first, alright?";
+ close;
+ case 3:
+ mes "[Madeleine Chu]";
+ mes "Please come back and";
+ mes "let me know if you need";
+ mes "to purchase any Cooking";
+ mes "Kits, alright? See you later~";
+ close;
+ }
+
+ case 2:
+ if (countitem(12041) > 0 && countitem(12046) > 0 && countitem(12061) > 0 && countitem(12056) > 0 && countitem(12051) > 0 && countitem(12066) > 0) {
+ mes "[Madeleine Chu]";
+ mes "Oh, you've made a sample";
+ mes "of every recipe detailed in";
+ mes "that basic cookbook, did you?";
+ mes "That must have been very good training for your culinary skills.";
+ next;
+ mes "[Madeleine Chu]";
+ mes "I'd love to taste your";
+ mes "food and give my opinion,";
+ mes "but do you mind if I ask";
+ mes "you a favor first? I have";
+ mes "a friend in Payon who used";
+ mes "to study cooking in Prontera.";
+ next;
+ mes "[Madeleine Chu]";
+ mes "However, he became frustrated";
+ mes "with the culinary classes and";
+ mes "moved back to Prontera. Would";
+ mes "you mind asking him to taste";
+ mes "them? Here, I'll wrap your";
+ mes "food in this handy cloth...";
+ next;
+ delitem 12041,1; //Str_Dish01
+ delitem 12046,1; //Int_Dish01
+ delitem 12061,1; //Dex_Dish01
+ delitem 12056,1; //Agi_Dish01
+ delitem 12051,1; //Vit_Dish01
+ delitem 12066,1; //Luk_Dish01
+ set cooking_q,9;
+ getitem 12111,1; //Food_Package
+ mes "[Madeleine Chu]";
+ mes "There you go, it's ready";
+ mes "to be delivered. Now, make";
+ mes "sure not to open this before";
+ mes "giving it to my old friend,";
+ mes "Chulsoo. You can find him";
+ mes "somewhere around Payon...";
+ next;
+ mes "[Madeleine Chu]";
+ mes "You should be able to";
+ mes "find Chulsoo around the";
+ mes "water mill or the pub in";
+ mes "Payon. Oh, and don't";
+ mes "forget to tell him that";
+ mes "I sent you, okay? Thanks~";
+ close;
+ }
+ mes "[Madeleine Chu]";
+ mes "Hmm... I think it'd";
+ mes "be better if you tried";
+ mes "to make every recipe in";
+ mes "that basic cookbook I gave";
+ mes "you first. That way, I can more";
+ mes "accurately judge your skills.";
+ next;
+ mes "[Madeleine Chu]";
+ mes "It's not bad to focus";
+ mes "on just one recipe, but";
+ mes "as a beginner, you need";
+ mes "to cover all of the basics.";
+ mes "Please read the cookbook that I gave you very carefully, okay?";
+ close;
+
+ case 3:
+ if (countitem(12041) > 0 || countitem(12046) > 0 || countitem(12061) > 0 || countitem(12056) > 0 || countitem(12051) > 0 || countitem(12066) > 0) {
+ mes "[Madeleine Chu]";
+ mes "Oh, I see that you've";
+ mes "tried some recipes in that";
+ mes "basic cookbook that I gave";
+ mes "you. Everything you made looks";
+ mes "delicious. All that's left now";
+ mes "is for someone to taste it...";
+ close;
+ }
+ mes "[Madeleine Chu]";
+ mes "Well... I don't know...";
+ mes "I think you really should try";
+ mes "to make every recipe listed";
+ mes "in that basic cookbook that";
+ mes "I gave to you first. Then, you";
+ mes "can present your dishes~";
+ close;
+ }
+ }
+ else if (cooking_q == 9) {
+ if (countitem(12111) > 0) {
+ mes "[Madeleine Chu]";
+ mes "Please find my friend";
+ mes "Chulsoo in Payon and";
+ mes "give him the Bundle of";
+ mes "Food so that he can taste";
+ mes "the dishes you've made.";
+ close;
+ }
+ else {
+ mes "[Madeleine Chu]";
+ mes "Ah, hello~ oh, will you give me a second?";
+ mes "Right now, I am frying something so, I need to focus on this work for a while.";
+ mes "Hahahaha.";
+ next;
+ mes "[Madeleine Chu]";
+ mes "Oh, so have you met";
+ mes "my friend Chulsoo?";
+ mes "You brought him the";
+ mes "Bundle of Food, right?";
+ mes "I'd be disappointed if";
+ mes "you lost it or sold it...";
+ next;
+ if (select("I did!:I lost the Bundle of Food!") == 1) {
+ mes "[Madeleine Chu]";
+ mes "Hahaha, I suppose you";
+ mes "did. But even if you didn't";
+ mes "yet, make sure that you do";
+ mes "it soon, alright? See you~";
+ close;
+ }
+ if (countitem(7472) > 0) {
+ mes "[Madeleine Chu]";
+ mes "You lost it? Oh, that's";
+ mes "not good. How can you ";
+ mes "disrespect the culinary";
+ mes "arts in that way? I'm so";
+ mes "very ashamed of you...";
+ next;
+ delitem 7472,1; //Cookbook01
+ set cooking_q,0;
+ mes "[Madeleine Chu]";
+ mes "First of all, I'd like";
+ mes "you to return my cookbook.";
+ mes "I want you to reflect on what";
+ mes "you've done, and then learn";
+ mes "cooking skills from Sir Charles, starting from the very beginning.";
+ close;
+ }
+ mes "[Madeleine Chu]";
+ mes "Oh, you must be joking~";
+ mes "I'm sure you must have";
+ mes "hidden it somewhere.";
+ mes "Anyway, please deliver that";
+ mes "Bundle of Food to Chulsoo.";
+ close;
+ }
+ }
+ else if (cooking_q == 10) {
+ mes "[Madeleine Chu]";
+ mes "I just received a";
+ mes "message from Chulsoo";
+ mes "thanking me for having";
+ mes "you send him that food.";
+ mes "I'm guessing that he";
+ mes "really liked it a lot.";
+ next;
+ mes "[Madeleine Chu]";
+ mes "I think you're ready to use";
+ mes "higher grade cooking tools now.";
+ mes "But never forget that your own";
+ mes "skills are the most important";
+ mes "factor in quality cuisine.";
+ next;
+ set cooking_q,11;
+ getitem 12126,10; //Indoor_Cooking_Kits
+ mes "[Madeleine Chu]";
+ mes "Please try these Indoor";
+ mes "Cooking Kits to help you";
+ mes "create more delicate dishes.";
+ mes "When you run out, feel free to";
+ mes "purchase more from me, okay?";
+ next;
+ mes "[Madeleine Chu]";
+ mes "Also, if you want to";
+ mes "learn some new recipes,";
+ mes "why don't you talk to Sir";
+ mes "Charles again? Okay then,";
+ mes "good luck, and I'll see you later~ ";
+ close;
+ }
+ else if (cooking_q == 11) {
+ mes "[Madeleine Chu]";
+ mes "How are you? I hope";
+ mes "that you've been honing";
+ mes "your cooking skills since";
+ mes "the last time we've met.";
+ mes "Now, can I help you with";
+ mes "anything in particular?";
+ next;
+ switch(select("I need some Cooking Kits.:How is Sir Charles?:Um, who's that kid?")) {
+ case 1:
+ mes "[Madeleine Chu]";
+ mes "Sure, which kind";
+ mes "of Cooking Kits";
+ mes "did you need?";
+ next;
+ switch(select("Outdoor Cooking Kit - 500z:Home Cooking Kit - 1,000z:Show me a different kit.:Quit")) {
+ case 1:
+ callsub S_SellSets,12125;
+ close;
+
+ case 2:
+ callsub S_SellSets,12126;
+ close;
+
+ case 3:
+ mes "[Madeleine Chu]";
+ mes "Well, I only have two";
+ mes "types of cooking kits,";
+ mes "although there is a superior";
+ mes "Professional Cooking Kit that";
+ mes "real experts, like Sir Charles,";
+ mes "use. Amazing, isn't it?";
+ next;
+ mes "[Madeleine Chu]";
+ mes "You're still a beginner, so";
+ mes "my kits will serve you well. ";
+ mes "You know, there's a rumor about a cooking kit that can perfectly";
+ mes "make any recipe, so long as all of the ingredients are provided.";
+ next;
+ mes "[Madeleine Chu]";
+ mes "Of course, it's only";
+ mes "a rumor, probably just";
+ mes "the result of someone's";
+ mes "weird imagination. I still";
+ mes "believe skill is the most";
+ mes "important ingredient~";
+ close;
+
+ case 4:
+ mes "[Madeleine Chu]";
+ mes "Please come back and";
+ mes "let me know if you need";
+ mes "to purchase any Cooking";
+ mes "Kits, alright? See you later~";
+ close;
+ }
+
+ case 2:
+ mes "[Madeleine Chu]";
+ mes "Hm? Sir Charles is";
+ mes "fine, but lately he's been";
+ mes "getting a little upset at";
+ mes "even small things. Still,";
+ mes "I guess it's understandable.";
+ next;
+ set .@talk_j,rand(1,3);
+ if (.@talk_j == 1) {
+ mes "[Madeleine Chu]";
+ mes "You know, when I first";
+ mes "met him, I assumed he was";
+ mes "only good at cooking sweets";
+ mes "like chocolates and caramels.";
+ mes "However, he is highly skilled";
+ mes "at cooking almost everything!";
+ next;
+ mes "[Madeleine Chu]";
+ mes "I suppose he's been focusing";
+ mes "on foods other than desserts";
+ mes "ever since our king disappeared. I wonder if King Tristram III's";
+ mes "disappearance is related to Sir";
+ mes "Charles's change in mood?";
+ close;
+ }
+ else if (.@talk_j == 2) {
+ mes "[Madeleine Chu]";
+ mes "I mean, Sir Charles seems";
+ mes "to be the type that has trouble";
+ mes "opening up to other people.";
+ mes "That may explain why he's much";
+ mes "nicer to women than to men.";
+ mes "Doesn't that make sense?";
+ close;
+ }
+ mes "[Madeleine Chu]";
+ mes "Maybe it's because he's";
+ mes "been experimenting with";
+ mes "a new recipe lately. I think he";
+ mes "mentioned something about";
+ mes "wanting to treat some woman";
+ mes "to the finest food ever made.";
+ next;
+ mes "[Madeleine Chu]";
+ mes "I've never seen Sir Charles";
+ mes "so excited before. That woman";
+ mes "must be very lucky: she has the";
+ mes "chance to eat his cooking every";
+ mes "day if she wanted! I'm almost";
+ mes "jealous of her, you know that?";
+ close;
+
+ case 3:
+ mes "[Madeleine Chu]";
+ mes "Oh, you mean the";
+ mes "child with the cat?";
+ mes "I'm not sure, but I think";
+ mes "I overheard that she might";
+ mes "be the younger sister of";
+ mes "Madam Wickebine.";
+ next;
+ mes "[Madeleine Chu]";
+ mes "I wonder why Sir Charles";
+ mes "gives Madam Wickebine such";
+ mes "special treatment. Whenever";
+ mes "I ask him about it, he gets so";
+ mes "upset and doesn't say anything!";
+ next;
+ cutin "orleans_6",0;
+ mes "[Charles Orleans]";
+ mes "Mince alors!";
+ mes "I just felt a chill down my";
+ mes "spine... Could someone";
+ mes "be talking about me?";
+ close2;
+ cutin "",255;
+ end;
+ }
+ }
+ mes "[Madeleine Chu]";
+ mes "Error occurred.";
+ close;
+
+S_SellSets:
+ set .@item_cost,getiteminfo(getarg(0),0);
+ set .@item_weight,getiteminfo(getarg(0),6);
+ mes "[Madeleine Chu]";
+ mes "How many " + (getarg(0)==12125 ? "Outdoor":"Indoor");
+ mes "Cooking Kits would";
+ mes "you like to buy? If you";
+ mes "want to cancel, please";
+ mes "enter the number 0.";
+ next;
+ while(1) {
+ input .@sell;
+ if (.@sell == 0) {
+ mes "[Madeleine Chu]";
+ mes "You've changed your";
+ mes "mind? Well, if you need";
+ mes "to buy "+getitemname(getarg(0));
+ mes "Kits later, just come back";
+ mes "to me at anytime, alright?";
+ close;
+ }
+ else if (.@sell > 100) {
+ mes "[Madeleine Chu]";
+ mes "Oh, I'm sorry, but";
+ mes "I don't sell more than";
+ mes "100 "+getitemname(getarg(0));
+ mes "at a time, just to be safe.";
+ next;
+ }
+ else break;
+ }
+ set .@total_cost,.@sell * .@item_cost;
+ set .@total_weight,.@sell * .@item_weight;
+ if (zeny < .@total_cost) {
+ mes "[Madeleine Chu]";
+ mes "Oh, I'm sorry, but you";
+ mes "can't afford this many";
+ mes getitemname(getarg(0));
+ mes "Please check your zeny";
+ mes "before purchasing my kits~";
+ close;
+ }
+ if (!checkweight(getarg(0),.@sell)) {
+ mes "[Madeleine Chu]";
+ mes "I'm sorry, but you don't";
+ mes "have enough room in your";
+ mes "Inventory for this many";
+ mes getitemname(getarg(0))+"...";
+ close;
+ }
+ set zeny,zeny-.@total_cost;
+ getitem getarg(0),.@sell;
+ mes "[Madeleine Chu]";
+ mes "Here you are~";
+ mes "Best of luck with";
+ mes "your culinary training!";
+ return;
+}
+
+prt_castle,45,28,3 script Child with Cat#cook 877,{
+ set .@nyu,rand(1,2);
+ if (.@nyu == 1) {
+ cutin "nyuang_1",2;
+ emotion e_what;
+ mes "[Child with Cat]";
+ mes "...Nya?";
+ mes "(...Meow?)";
+ close2;
+ cutin "nyuang_1",255;
+ end;
+ }
+ cutin "nyuang_3",2;
+ emotion e_ho;
+ mes "[Child with Cat]";
+ mes "Nyahahahaha,";
+ mes "nyahahahaha~";
+ mes "(Meow~, meow~)";
+ close2;
+ cutin "nyuang_1",255;
+ end;
+}
+
+prt_castle,44,30,5 script Wickebine#cook 725,{
+ disablenpc "Wickebine#cook";
+ end;
+
+OnInit:
+ disablenpc "Wickebine#cook";
+ end;
+
+OnEnable:
+ enablenpc "Wickebine#cook";
+ end;
+
+OnDisable:
+ disablenpc "Wickebine#cook";
+ end;
+}
+
+payon,209,127,3 script Servant 88,{
+ if (!checkweight(555,1)) {
+ mes "[Chulsoo]";
+ mes "Hold on, you're carrying";
+ mes "too many items with you.";
+ mes "Why don't you put some of";
+ mes "your stuff in Kafra Storage";
+ mes "before coming back to me?";
+ close2;
+ //EnableItemMove;
+ end;
+ }
+ if (cooking_q == 10) {
+ mes "[Chulsoo]";
+ mes "When you get the chance,";
+ mes "please give Madeline my";
+ mes "thanks. I'll visit Prontera";
+ mes "soon to see her, as well as";
+ mes "make amends with Sir Charles.";
+ close;
+ }
+ else if (cooking_q == 9) {
+ mes "[Chulsoo]";
+ mes "How would you like";
+ mes "to buy a Rice Cake?";
+ mes "It's only 200 zeny, but";
+ mes "it's oh-so-delicious~";
+ next;
+ switch(select("Sure, I'll buy one!:No, thanks.:Actually, Madeleine sent me...")) {
+ case 1:
+ if (zeny < 200) {
+ mes "[Chulsoo]";
+ mes "Oh, I'm sorry, but";
+ mes "you don't have enough";
+ mes "money to buy a Rice Cake...";
+ mes "Still, it should be easy to";
+ mes "raise 200 zeny, right?";
+ close;
+ }
+ set zeny,zeny-200;
+ getitem 555,1; //Rice_Cake
+ mes "[Chulsoo]";
+ mes "Thank you very";
+ mes "much! I hope you";
+ mes "enjoy your Rice Cake~";
+ close;
+
+ case 2:
+ mes "[Chulsoo]";
+ mes "Are you sure about";
+ mes "that? You won't get";
+ mes "the chance to have a";
+ mes "Rice Cake this delicious";
+ mes "anywhere else. Oh well,";
+ mes "that means more for me~";
+ close;
+
+ case 3:
+ if (countitem(12111) > 0) {
+ mes "["+strcharinfo(0)+"]";
+ mes "Actually, Madeleine";
+ mes "sent me here to find";
+ mes "you. She said that you'd";
+ mes "be willing to taste test";
+ mes "the food in this bundle...";
+ next;
+ mes "[Chulsoo]";
+ mes "Madeleine? You mean";
+ mes "Madeleine Chu? Oh, I haven't";
+ mes "heard from her in such a long";
+ mes "time! Great, let me see the";
+ mes "bundle that she sent me. Ah, everything here looks appetizing!";
+ next;
+ mes "[Chulsoo]";
+ mes "Oh, wait. She even";
+ mes "included a message";
+ mes "inside this bundle.";
+ mes "Let's see, here...";
+ next;
+ mes "^333333Dear Chulsoo,";
+ mes " It's been a long time.";
+ mes "I know you left Prontera on";
+ mes "bad terms with Sir Charles,";
+ mes "but please understand that";
+ mes "he was only trying his best to";
+ mes "help improve your cooking.^000000";
+ next;
+ mes "^333333 Sir Charles always wished";
+ mes "that you'd expand your repetoire, and that you'd make these kinds";
+ mes "of foods someday. The person";
+ mes "that delivered this food also";
+ mes "cooked it. Please try it...^000000";
+ next;
+ mes "^333333 Hopefully, you'll be";
+ mes "able to understand Sir ";
+ mes "Charles a little better ";
+ mes "after tasting this food.";
+ mes " ";
+ mes " Your friend, Madeleine^000000";
+ next;
+ mes "[Chulsoo]";
+ mes "Now I get it...";
+ mes "These are the recipes";
+ mes "that Sir Charles tried";
+ mes "to teach me. But I refused";
+ mes "to learn them because I had";
+ mes "thought they were too gross...";
+ next;
+ mes "[Chulsoo]";
+ mes "......";
+ mes ".........";
+ mes "It's so delicious... Are";
+ mes "you sure you're just a";
+ mes "beginner? No... This must";
+ mes "be what I've been missing...";
+ next;
+ mes "[Chulsoo]";
+ mes "It's what my master";
+ mes "always tried to teach me,";
+ mes "but I was too impatient to";
+ mes "properly learn it. The greatest";
+ mes "ingredient of them all... ^D02090heart^000000. After all this time, I understand.";
+ next;
+ mes "[Chulsoo]";
+ mes "Thank you for bringing";
+ mes "this food to me. I will enjoy";
+ mes "it thoroughly, and reflect upon";
+ mes "what my old teacher was trying";
+ mes "to tell me. In return, please have one of my humble Rice Cakes.";
+ next;
+ delitem 12111,1; //Food_Package
+ set cooking_q,10;
+ getitem 555,1; //Rice_Cake
+ mes "[Chulsoo]";
+ mes "I better visit Prontera";
+ mes "again soon. It's been a long";
+ mes "time since I've seen Madeleine.";
+ mes "More importantly, I think that";
+ mes "I should apologize to Sir Charles. ";
+ close;
+ }
+ mes "["+strcharinfo(0)+"]";
+ mes "Actually, Madeleine";
+ mes "sent me here to find";
+ mes "you. She said that you'd";
+ mes "be willing to taste test";
+ mes "the food in this bundle...";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Wait, wait...";
+ mes "I don't have it!";
+ mes "Where did I put";
+ mes "that Bundle of Food?";
+ close;
+ }
+ }
+ else if (cooking_q == 8) {
+ mes "[Chulsoo]";
+ mes "Lately, it seems that";
+ mes "no one wants to buy my";
+ mes "Rice Cakes. It's been like";
+ mes "that ever since I left Prontera... ";
+ next;
+ mes "[Chulsoo]";
+ mes "You see, I used to study";
+ mes "in that city as one of Sir";
+ mes "Charles's apprentices. It";
+ mes "was only a few months, but";
+ mes "I was very excited to get the";
+ mes "chance to learn under him.";
+ next;
+ mes "[Chulsoo]";
+ mes "At least, I was excited";
+ mes "at first. Sir Charles really";
+ mes "frustrated me: he would";
+ mes "only teach me to make these";
+ mes "really gross sounding recipes! Like Grasshopper Legs and-- ugh!";
+ next;
+ mes "[Chulsoo]";
+ mes "He kept insisting that";
+ mes "I was forgetting the most";
+ mes "important ingredient, and that";
+ mes "it was possible to make things";
+ mes "like Fried Monkey Tails delicious. But I can't believe that nonsense!";
+ next;
+ mes "[Chulsoo]";
+ mes "In the end, I ran away.";
+ mes "For some reason, I feel";
+ mes "a little ashamed and regret";
+ mes "what I did. Still, I don't see";
+ mes "what Sir Charles meant...";
+ close;
+ }
+ else {
+ mes "[Chulsoo]";
+ mes "How would you like";
+ mes "to buy a Rice Cake?";
+ mes "It's only 200 zeny, but";
+ mes "it's oh-so-delicious~";
+ next;
+ if (select("Sure, I'll buy one!:No, thanks.") == 1) {
+ if (zeny < 200) {
+ mes "[Chulsoo]";
+ mes "Oh, I'm sorry, but";
+ mes "you don't have enough";
+ mes "money to buy a Rice Cake...";
+ mes "Still, it should be easy to";
+ mes "raise 200 zeny, right?";
+ close;
+ }
+ set zeny,zeny-200;
+ getitem 555,1; //Rice_Cake
+ mes "[Chulsoo]";
+ mes "Thank you very";
+ mes "much! I hope you";
+ mes "enjoy your Rice Cake~";
+ close;
+ }
+ mes "[Chulsoo]";
+ mes "Are you sure about";
+ mes "that? You won't get";
+ mes "the chance to have a";
+ mes "Rice Cake this delicious";
+ mes "anywhere else. Oh well,";
+ mes "that means more for me~";
+ close;
+ }
+}
diff --git a/npc/pre-re/quests/counteragent_mixture.txt b/npc/pre-re/quests/counteragent_mixture.txt
new file mode 100644
index 000000000..f5558586a
--- /dev/null
+++ b/npc/pre-re/quests/counteragent_mixture.txt
@@ -0,0 +1,595 @@
+//===== rAthena Script =======================================
+//= Counteragent and Mixture Quest(Morgenstein)
+//===== By: ==================================================
+//= kobra_k88
+//= added some dialogs for Morgenstein by Komurka
+//===== Current Version: =====================================
+//= 2.2b
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis COnversion]
+//= Counteragent and Mixtures for making dyes & Alchemist Job Quest
+//===== Additional Comments: =================================
+//= 2.2 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
+//= 2.2a A few minor fixes. (bugreport:1122) [L0ne_W0lf]
+//= 2.2b Follow up fixes to bugreport:1122 [L0ne_W0lf]
+//============================================================
+
+alberta_in,133,55,3 script Louitz#cm 84,{
+ if (molgenstain == 2) {
+ mes "[Merchant Louitz]";
+ mes "Oh, it's you again.";
+ mes "So did you try finding";
+ mes "that nutcase scientist";
+ mes "who lives over in Geffen?";
+ next;
+ if (select("Talk About Molgenstein:Cancel") == 1) {
+ mes "[Merchant Louitz]";
+ mes "You know where he lives";
+ mes "but didn't check it out? Hey,";
+ mes "he may be off his rocker, but";
+ mes "I guess most geniuses are";
+ mes "like that. Still, I think it'd be^FFFFFFss^000000 a good idea if you see him.";
+ next;
+ mes "[Merchant Louitz]";
+ mes "I mean...";
+ mes "It's only a matter";
+ mes "of time until a smart guy";
+ mes "like that creates something";
+ mes "truly miraculous, right?";
+ close;
+ }
+ mes "[Merchant Louitz]";
+ mes "...Hello?";
+ mes "Hellooo? Hey.";
+ mes "Hey! I'm talkin'";
+ mes "to you! Man, I hate";
+ mes "it when you adventurers";
+ mes "just shut up and space out...";
+ close;
+ }
+ mes "[Merchant Louitz]";
+ mes "Heya.";
+ mes "What's up?";
+ next;
+ if (countitem(971) > 0 && countitem(972) > 0) {
+ switch(select("Talk:Talk about the solutions.:Cancel")) {
+ case 1:
+ mes "[Merchant Louitz]";
+ mes "When I was in Geffen";
+ mes "looking for magic items,";
+ mes "I heard rumors of this really";
+ mes "crazy scientist guy. So I got";
+ mes "curious, asked around, and";
+ mes "eventually found this guy.";
+ next;
+ mes "[Merchant Louitz]";
+ mes "Boy, oh boy, this guy was";
+ mes "screwy. He didn't even know";
+ mes "I was there the whole time and";
+ mes "just kept mumbling this mumbo";
+ mes "jumbo while working on his";
+ mes "experiments. Words like, um...";
+ next;
+ mes "[Merchant Louitz]";
+ mes "Yeah, he kept mumbling";
+ mes "words like ''Karvodailnirol''";
+ mes "and ''Detrimindexta.'' The";
+ mes "first time I heard it, I thought";
+ mes "it was just crazy talk, you know?";
+ next;
+ mes "[Merchant Louitz]";
+ mes "But it turns out,";
+ mes "this Karvodailnirol";
+ mes "and Detrimindexta actually";
+ mes "exist. I think they're special";
+ mes "liquids that don't work quite";
+ mes "like any liquids we're used to.";
+ close;
+ case 2:
+ set molgenstain,1;
+ mes "[Merchant Louitz]";
+ mes "Hey, this is one of";
+ mes "those solutions that";
+ mes "scientist kept mentioning.";
+ mes "You were able to get one";
+ mes "of these? Huh. Now, I have";
+ mes "no idea what to do with them... ";
+ next;
+ mes "[Merchant Louitz]";
+ mes "Ah, but that crazy";
+ mes "scientist would know.";
+ mes "I don't remember exactly";
+ mes "where he lives, but I know";
+ mes "he's in Geffen and that his";
+ mes "name is ^0000FFMolgenstein^000000.";
+ next;
+ mes "[Merchant Louitz]";
+ mes "Hmm... You better";
+ mes "go around Geffen and";
+ mes "around first. I know for";
+ mes "ask around first. I know for";
+ mes "sure that somebody knows";
+ mes "where you can find Molgenstein.";
+ close;
+ case 3:
+ mes "[Merchant Louitz]";
+ mes "Um...";
+ mes "Good talking";
+ mes "to you pal. Uh,";
+ mes "see ya 'round. Take";
+ mes "care of yourself, 'kay?";
+ close;
+ }
+ }
+ if (countitem(972) > 0) {
+ switch(select("Talk:Talk about Karvodailnirol:Cancel")) {
+ case 1:
+ mes "[Merchant Louitz]";
+ mes "When I was in Geffen";
+ mes "looking for magic items,";
+ mes "I heard rumors of this really";
+ mes "crazy scientist guy. So I got";
+ mes "curious, asked around, and";
+ mes "eventually found this guy.";
+ next;
+ mes "[Merchant Louitz]";
+ mes "Boy, oh boy, this guy was";
+ mes "screwy. He didn't even know";
+ mes "I was there the whole time and";
+ mes "just kept mumbling this mumbo";
+ mes "jumbo while working on his";
+ mes "experiments. Words like, um...";
+ next;
+ mes "[Merchant Louitz]";
+ mes "Yeah, he kept mumbling";
+ mes "words like ''Karvodailnirol''";
+ mes "and ''Detrimindexta.'' The";
+ mes "first time I heard it, I thought";
+ mes "it was just crazy talk, you know?";
+ next;
+ mes "[Merchant Louitz]";
+ mes "But it turns out,";
+ mes "this Karvodailnirol";
+ mes "and Detrimindexta actually";
+ mes "exist. I think they're special";
+ mes "liquids that don't work quite";
+ mes "like any liquids we're used to.";
+ close;
+ case 2:
+ set molgenstain,1;
+ mes "[Merchant Louitz]";
+ mes "Oh hey, this is that";
+ mes "Karvodailnirol that the";
+ mes "old scientist was talking";
+ mes "about, huh? Of course, only";
+ mes "someone like that guy would";
+ mes "know what to do with it...";
+ next;
+ mes "[Merchant Louitz]";
+ mes "Hey, why don't you go";
+ mes "and ask him about it?";
+ mes "I don't remember exactly";
+ mes "where he lives, but I know";
+ mes "he's in Geffen and that his";
+ mes "name is ^0000FFMolgenstein^000000.";
+ next;
+ mes "[Merchant Louitz]";
+ mes "Hmm... You better";
+ mes "go around Geffen and";
+ mes "around first. I know for";
+ mes "ask around first. I know for";
+ mes "sure that somebody knows";
+ mes "where you can find Molgenstein.";
+ close;
+ case 3:
+ mes "[Merchant Louitz]";
+ mes "Um...";
+ mes "Good talking";
+ mes "to you pal. Uh,";
+ mes "see ya 'round. Take";
+ mes "care of yourself, 'kay?";
+ close;
+ }
+ }
+ if (countitem(971) > 0) {
+ switch(select("Talk:Talk about Detrimindexta:Cancel")) {
+ case 1:
+ mes "[Merchant Louitz]";
+ mes "When I was in Geffen";
+ mes "looking for magic items,";
+ mes "I heard rumors of this really";
+ mes "crazy scientist guy. So I got";
+ mes "curious, asked around, and";
+ mes "eventually found this guy.";
+ next;
+ mes "[Merchant Louitz]";
+ mes "Boy, oh boy, this guy was";
+ mes "screwy. He didn't even know";
+ mes "I was there the whole time and";
+ mes "just kept mumbling this mumbo";
+ mes "jumbo while working on his";
+ mes "experiments. Words like, um...";
+ next;
+ mes "[Merchant Louitz]";
+ mes "Yeah, he kept mumbling";
+ mes "words like ''Karvodailnirol''";
+ mes "and ''Detrimindexta.'' The";
+ mes "first time I heard it, I thought";
+ mes "it was just crazy talk, you know?";
+ next;
+ mes "[Merchant Louitz]";
+ mes "But it turns out,";
+ mes "this Karvodailnirol";
+ mes "and Detrimindexta actually";
+ mes "exist. I think they're special";
+ mes "liquids that don't work quite";
+ mes "like any liquids we're used to.";
+ close;
+ case 2:
+ set molgenstain,1;
+ mes "[Merchant Louitz]";
+ mes "Oh hey, this is that";
+ mes "Detrimindexta that the";
+ mes "old scientist was talking";
+ mes "about, huh? Of course, only";
+ mes "someone like that guy would";
+ mes "know what to do with it...";
+ next;
+ mes "[Merchant Louitz]";
+ mes "Hey, why don't you go";
+ mes "and ask him about it?";
+ mes "I don't remember exactly";
+ mes "where he lives, but I know";
+ mes "he's in Geffen and that his";
+ mes "name is ^0000FFMolgenstein^000000.";
+ next;
+ mes "[Merchant Louitz]";
+ mes "Hmm... You better";
+ mes "go around Geffen and";
+ mes "around first. I know for";
+ mes "ask around first. I know for";
+ mes "sure that somebody knows";
+ mes "where you can find Molgenstein.";
+ close;
+ case 3:
+ mes "[Merchant Louitz]";
+ mes "Um...";
+ mes "Good talking";
+ mes "to you pal. Uh,";
+ mes "see ya 'round. Take";
+ mes "care of yourself, 'kay?";
+ close;
+ }
+ }
+ if (select("Talk:Cancel") == 1) {
+ mes "[Merchant Louitz]";
+ mes "When I was in Geffen";
+ mes "looking for magic items,";
+ mes "I heard rumors of this really";
+ mes "crazy scientist guy. So I got";
+ mes "curious, asked around, and";
+ mes "eventually found this guy.";
+ next;
+ mes "[Merchant Louitz]";
+ mes "Boy, oh boy, this guy was";
+ mes "screwy. He didn't even know";
+ mes "I was there the whole time and";
+ mes "just kept mumbling this mumbo";
+ mes "jumbo while working on his";
+ mes "experiments. Words like, um...";
+ next;
+ mes "[Merchant Louitz]";
+ mes "Yeah, he kept mumbling";
+ mes "words like ''Karvodailnirol''";
+ mes "and ''Detrimindexta.'' The";
+ mes "first time I heard it, I thought";
+ mes "it was just crazy talk, you know?";
+ next;
+ mes "[Merchant Louitz]";
+ mes "But it turns out,";
+ mes "this Karvodailnirol";
+ mes "and Detrimindexta actually";
+ mes "exist. I think they're special";
+ mes "liquids that don't work quite";
+ mes "like any liquids we're used to.";
+ close;
+ }
+ mes "[Merchant Louitz]";
+ mes "Um...";
+ mes "Good talking";
+ mes "to you pal. Uh,";
+ mes "see ya 'round. Take";
+ mes "care of yourself, 'kay?";
+ close;
+}
+
+geffen,181,114,3 script Aure Dupon#cm 82,{
+ if (molgenstain == 2) {
+ mes "[Aure Dupon]";
+ mes "It seems that our";
+ mes "paths yet cross again.";
+ mes "Coincidence? It's more";
+ mes "than that. This is ^0000FFfate^000000.";
+ next;
+ if (select("Talk About Molgenstein:Cancel") == 1) {
+ mes "[Aure Dupon]";
+ mes "Have you not met";
+ mes "Molgenstein yet? He";
+ mes "lives on the second floor";
+ mes "of the Forge. Although we've";
+ mes "just met, I must warn you not";
+ mes "to get too close to him...";
+ close;
+ }
+ mes "[Aure Dupon]";
+ mes "Go then, and";
+ mes "may the tides of";
+ mes "destiny carry you";
+ mes "to where you must go.";
+ close;
+ }
+ mes "[Aure Dupon]";
+ mes "Time flows gently";
+ mes "and subtly, but no";
+ mes "force in this world";
+ mes "can possibly stop it.";
+ mes "Mankind is not even a";
+ mes "mote in the grand scheme.";
+ next;
+ if (molgenstain > 0) {
+ switch(select("Talk:Ask About Molgenstein:Cancel")) {
+ case 1:
+ mes "[Aure Dupon]";
+ mes "To have goals and focus";
+ mes "is good, but to be obsessive";
+ mes "about one single thing can be";
+ mes "quite destructive. Relax, empty";
+ mes "your mind, and let yourself be";
+ mes "carried by the tides of destiny.";
+ close;
+ case 2:
+ set molgenstain,2;
+ mes "[Aure Dupon]";
+ mes "Molgenstein...?";
+ mes "The man is obsessed";
+ mes "with conquering the forces";
+ mes "that control our world. But";
+ mes "you seem to be curious about";
+ mes "him for some reason. Hmmm...";
+ next;
+ mes "[Aure Dupon]";
+ mes "It would be best if you";
+ mes "were to see Molgenstein";
+ mes "and judge his character for";
+ mes "yourself. You may find him in";
+ mes "the second floor of the Geffen";
+ mes "Forge. Go: It is your destiny.";
+ close;
+ case 3:
+ mes "[Aure Dupon]";
+ mes "Go then, and";
+ mes "may the tides of";
+ mes "destiny carry you";
+ mes "to where you must go.";
+ close;
+ }
+ }
+ if (select("Talk:Cancel") == 1) {
+ mes "[Aure Dupon]";
+ mes "To have goals and focus";
+ mes "is good, but to be obsessive";
+ mes "about one single thing can be";
+ mes "quite destructive. Relax, empty";
+ mes "your mind, and let yourself be";
+ mes "carried by the tides of destiny.";
+ close;
+ }
+ mes "[Aure Dupon]";
+ mes "Go then, and";
+ mes "may the tides of";
+ mes "destiny carry you";
+ mes "to where you must go.";
+ close;
+}
+
+geffen_in,141,140,3 script Molgenstein#cm 121,{
+ if (checkweight(1201,1) == 0) {
+ mes "- Wait a minute !! -";
+ mes "- Currently you're carrying -";
+ mes "- too many items with you. -";
+ mes "- Please try again -";
+ mes "- after you loose some weight. -";
+ close;
+ }
+ if (MISC_QUEST & 4) {
+ mes "[Chemist Molgenstein]";
+ mes ".....";
+ mes "Welcome.";
+ mes "Hehehehe....";
+ mes "Heeheeheeheehee....";
+ next;
+ switch(select("Ask about his research:Ask him to make a new solution.:Cancel")) {
+ case 1:
+ mes "[Chemist Molgenstein]";
+ mes "Heeheeheeheee...";
+ mes "You must have heard the rumors about my research. Yes! But since you probably know already, I'll tell you without hiding, I mean, there's nothing to hide.";
+ next;
+ mes "[Chemist Molgenstein]";
+ mes "Actually, you can say my research is complete! Nothing's impossible for my genius! Bwahaha, it's just a matter of time!";
+ next;
+ mes "[Chemist Molgenstein]";
+ mes "Are you still here? Right, you wanted to know about my research. It's actually very simple. I was just trying to invent a super liquid that can melt everything!";
+ next;
+ mes "[Chemist Molgenstein]";
+ mes "Isn't it interesting? No matter how strong you are, you can't break apart stone or steel, but with my new liquid, you can melt those things, making them soft like puddy!";
+ next;
+ mes "[Chemist Molgenstein]";
+ mes "It can't melt everything yet, but I did find that you could combine things that you could never mix before with my invention. Heeheeheehee~!";
+ next;
+ mes "[Chemist Molgenstein]";
+ mes "You can make a whole lot of things that you'd never would have imagined possible! I can make you a lot of new things you never would have imagined using this method... as long as you want it!!";
+ next;
+ mes "[Chemist Molgenstein]";
+ mes "The endorphins are rushing to my face at least 2.1 times faster than the usual rate! Ah! I'm so excited! I... I just can't hide it!";
+ close;
+ case 2:
+ mes "[Chemist Molgenstein]";
+ mes "So...";
+ mes "You want me to make something totally new, huh? Hehhehheh! I love your sense of scientific adventure!";
+ next;
+ switch(select("Counteragent:Mixture")) {
+ case 1:
+ mes "[Chemist Molgenstein]";
+ mes "Ooh...!";
+ mes "You want to make a Counteragent? Hohohohoho, let's see what we'll need...";
+ next;
+ mes "[Chemist Molgenstein]";
+ mes "Oh, I remember, yes, Alcohol, and um, er, Detrimindexta and an Empty Bottle to put it it all in. Just these three items and 3000 zeny.";
+ next;
+ mes "[Chemist Molgenstein]";
+ mes "Bwahahahah!";
+ mes "Oh, I just can't wait to make this! Are you ready to begin?";
+ next;
+ if (select("Make:Cancel") == 1) {
+ if (countitem(970) == 0 || countitem(971) == 0 || countitem(713) == 0 || Zeny < 3000) {
+ mes "[Chemist Molgenstein]";
+ mes "Heuheuheuheuh.... not enough... not enough.. Haah...Haah... Go..... get the rest of the materials!";
+ mes "We'll postpone the fun until then... Heuheuheuheuheuh.";
+ close;
+ }
+ mes "[Chemist Molgenstein]";
+ mes "Ooooooooh...... heeheeheeheehee...... yes... like that...... yes... more... more........ heeheeheehee.";
+ mes ".... Aaah.... ahah... ha....ahahooooooooohoh!";
+ next;
+ if (countitem(970) < 1 || countitem(971) < 1 || countitem(713) < 1) {
+ mes "[Chemist Molgenstein]";
+ mes "Hohohoho.... not enough... not enough... haah...haah... go..... go get the rest of the materials!!";
+ close;
+ }
+ delitem 970,1; //Alchol
+ delitem 971,1; //Detrimindexta
+ delitem 713,1; //Empty_Bottle
+ set zeny,zeny-3000;
+ getitem 973,1; //Counteragent
+ mes "[Chemist Molgenstein]";
+ mes "Hee hee hee...";
+ mes "Haaaaah......";
+ mes "Oh? We're done already?!";
+ close;
+ }
+ mes "[Chemist Molgenstein]";
+ mes "Hee hee hee...!";
+ mes "Come back when";
+ mes "you're ready~";
+ close;
+ case 2:
+ mes "[Chemist Molgenstein]";
+ mes "Ooh...!";
+ mes "You want to make a Mixture? Hohohohoho, let's see what we'll need...";
+ next;
+ mes "[Chemist Molgenstein]";
+ mes "Ooh, I remember now, yes, Alcohol, and um, er, Karvodailnirol and an empty bottle to put all of it in. Just these three items and 4000 zeny.";
+ next;
+ mes "[Chemist Molgenstein]";
+ mes "Bwahahahah!";
+ mes "Oh, I just can't wait to make this! Are you ready to begin?";
+ next;
+ if (select("Make:Cancel") == 1) {
+ if (countitem(970) == 0 || countitem(972) == 0 || countitem(713) == 0 || Zeny < 4000) {
+ mes "[Chemist Molgenstein]";
+ mes "Hohohoho.... not enough... not enough... haah...haah... go..... go get the rest of the materials!!";
+ mes "We'll have to postpone the fun for later... Hehehehe";
+ close;
+ }
+ mes "[Chemist Molgenstein]";
+ mes "Ooooooooh... heehee...... yes... like that...... yes... more... more........ heeheeheehee";
+ mes ".... Aaah.... ahah... ha....ahah...oooooooooooooooooh!!!...!!!!!!";
+ next;
+ if (countitem(970) < 1 || countitem(972) < 1 || countitem(713) < 1) {
+ mes "[Chemist Molgenstein]";
+ mes "Hohohoho.... not enough... not enough... haah...haah... go..... go get the rest of the materials!!";
+ close;
+ }
+ delitem 970,1; //Alchol
+ delitem 972,1; //Karvodailnirol
+ delitem 713,1; //Empty_Bottle
+ set zeny,zeny-4000;
+ getitem 974,1; //Mixture
+ mes "[Chemist Molgenstein]";
+ mes "Hee hee hee...";
+ mes "Haaaaah......";
+ mes "Oh? We're done already?!";
+ close;
+ }
+ mes "[Chemist Molgenstein]";
+ mes "[Chemist Molgenstein]";
+ mes "Hee hee hee...!";
+ mes "Come back when";
+ mes "you're ready~";
+ mes "Heh... heuheuheuheh....";
+ close;
+ }
+ case 3:
+ mes "[Chemist Molgenstein]";
+ mes "Heehee....heheheheh....";
+ close;
+ }
+ }
+ if (molgenstain == 2) {
+ set MISC_QUEST,MISC_QUEST | 4;
+ set molgenstain,0;
+ mes "[Chemist Molgenstein]";
+ mes "Heeheeheehee.... welcome. Hehehehe.... heeheeheeheehee....";
+ next;
+ mes "[Chemist Molgenstein]";
+ mes "Ah...?!";
+ mes "So sorry if I weirded you out. It's just... I haven't seen a living person in soooo long. So, er, what can I do for you??";
+ next;
+ if (select("Ask about his research.:Cancel.") == 1) {
+ mes "[Chemist Molgenstein]";
+ mes "Heeheeheeheee...";
+ mes "You must have heard the rumors about my research. Yes! But since you probably know already, I'll tell you without hiding, I mean, there's nothing to hide.";
+ next;
+ mes "[Chemist Molgenstein]";
+ mes "Actually, you can say my research is complete! Nothing's impossible for my genius! Bwahaha, it's just a matter of time!";
+ next;
+ mes "[Chemist Molgenstein]";
+ mes "Are you still here? Right, you wanted to know about my research. It's actually very simple. I was just trying to invent a super liquid that can melt everything!";
+ next;
+ mes "[Chemist Molgenstein]";
+ mes "Isn't it interesting? No matter how strong you are, you can't break apart stone or steel, but with my new liquid, you can melt those things, making them soft like puddy!";
+ next;
+ mes "[Chemist Molgenstein]";
+ mes "It can't melt everything yet, but I did find that you could combine things that you could never mix before with my invention.";
+ next;
+ mes "[Chemist Molgenstein]";
+ mes "I can make you a lot of new things you never would have imagined using this method... as long as you want it!!";
+ next;
+ mes "[Chemist Molgenstein]";
+ mes "The endorphins are rushing to my face at least 2.1 times faster than the usual rate! Ah! I'm so excited! I... I just can't hide it!";
+ close;
+ }
+ close;
+ }
+ mes "[Chemist Molgenstein]";
+ mes "Heeheeheehee...";
+ mes "You're not here to be a test subject, are you? Probably not though. Not since my little 'accident.' Heeheeheeee~!";
+ close;
+}
+
+//============================================================
+// Old changelog
+//============================================================
+//= 1.0 Fully working
+//= 1.1 Update for Alchemist Quest.
+//= 1.2 added check for Empty Bottle [Lupus]
+//= 1.3 Fixed some lil thingys [Darkchild]
+//= 1.4 More li'l thing, added comments for items IDs [Lupus]
+//= 1.5 Fixed Spelling mistakes. [Nexon]
+//= 1.6 Fixed some bugs, also related to Alch Job quest [Lupus]
+//= 1,7 Fixed exploit
+//= 1.8 Got rid of 'al_morgen' var [Lupus]
+//= 2.1 now uses (MISC_QUEST & 4) bit instead of al_morgen [Lupus]
+//============================================================
diff --git a/npc/pre-re/quests/cupet.txt b/npc/pre-re/quests/cupet.txt
new file mode 100644
index 000000000..ac19d237d
--- /dev/null
+++ b/npc/pre-re/quests/cupet.txt
@@ -0,0 +1,242 @@
+//===== rAthena Script =======================================
+//= Cute Pet Manager
+//===== By: ==================================================
+//= Z3R0
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Exchanges Hunted Items for Tames
+//===== Additional Comments: =================================
+//= v1.0 First / Optimized Version
+//============================================================
+
+// 1st NPC
+- script CPM1 750,{
+
+ set .@npc$, "[Cute Pet Manager]";
+
+ setarray .@tame_id[0],619,620,622,623,624,627,628,629,630;
+ setarray .@tame_amount[0],3,3,3,3,3,3,3,3,3;
+ setarray .@hunt_id[0],909,909,705,916,935,919,919,940,921;
+ setarray .@hunt_amount[0],500,600,500,500,500,500,600,500,500;
+ setarray .@mob_id[0],1002,1113,1063,1049,1011,1167,1107,1052,1014;
+ set .@tame_gets, 3;
+
+ if (cpm_one == .@tame_gets) {
+ mes "[Cute Pet Manager]";
+ mes "You have already exchanged";
+ mes .@tame_amount + " times for a taming item.";
+ mes "You can't exchange anymore.";
+ next;
+
+ mes "[Cute Pet Manager]";
+ mes "Besides me, there are other";
+ mes "Cute Pet Managers. If you want";
+ mes "to tame other pets, I suggest";
+ mes "you go and see them.";
+ close;
+ }
+
+ callfunc "cute_pet_manager",.@tame_id,.@tame_amount,.@hunt_id,.@hunt_amount,.@mob_id,cpm_one,.@tame_gets,.@hunt_id2,.@hunt_amount2;
+
+}
+
+// 2nd NPC
+- script CPM2 750,{
+
+ set .@npc$, "[Cute Pet Manager]";
+
+ setarray .@tame_id[0],621,625,632,631,633,634,635,636,659,637,639,640;
+ setarray .@tame_amount[0],2,2,2,2,2,2,2,2,2,2,2,2;
+ setarray .@hunt_id[0],938,935,925,7033,945,942,931,901,1094,1021,936,1035;
+ setarray .@hunt_amount[0],500,600,500,300,500,500,500,500,500,500,500,500;
+ setarray .@hunt_item_count[0],1,1,1,1,1,1,1,1,1;
+ setarray .@mob_id[0],1031,1042,1019,1077,1056,1057,1023,1026,1188,1110,1029;
+ set .@tame_gets, 2;
+
+ if (cpm_two == .@tame_gets) {
+ mes "[Cute Pet Manager]";
+ mes "You have already exchanged";
+ mes .@tame_amount + " times for a taming item.";
+ mes "You can't exchange anymore.";
+ next;
+
+ mes "[Cute Pet Manager]";
+ mes "Besides me, there are other";
+ mes "Cute Pet Managers. If you want";
+ mes "to tame other pets, I suggest";
+ mes "you go and see them.";
+ close;
+ }
+
+ callfunc "cute_pet_manager",.@tame_id,.@tame_amount,.@hunt_id,.@hunt_amount,.@mob_id,cpm_two,.@tame_gets,.@hunt_id2,.@hunt_amount2;
+
+}
+
+// 3rd NPC
+- script CPM3 750,{
+
+ set .@npc$, "[Cute Pet Manager]";
+
+ setarray .@tame_id[0],638,626,641,661,660,642;
+ setarray .@tame_amount[0],1,1,1,1,1,1;
+ setarray .@hunt_id[0],1020,943,1038,7047,1970,923;
+ setarray .@hunt_amount[0],600,600,600,500,1,100;
+ setarray .@hunt_id2[0],0,0,0,0,7017,0;
+ setarray .@hunt_amount2[0],0,0,0,0,20,0;
+ setarray .@mob_id[0],1170,1035,1109,1275,1200,1101;
+ set .@tame_gets, 1;
+
+ if (cpm_three == .@tame_gets) {
+ mes "[Cute Pet Manager]";
+ mes "You have already exchanged";
+ mes .@tame_amount + " times for a taming item.";
+ mes "You can't exchange anymore.";
+ next;
+
+ mes "[Cute Pet Manager]";
+ mes "Besides me, there are other";
+ mes "Cute Pet Managers. If you want";
+ mes "to tame other pets, I suggest";
+ mes "you go and see them.";
+ close;
+ }
+
+ callfunc "cute_pet_manager",.@tame_id,.@tame_amount,.@hunt_id,.@hunt_amount,.@mob_id,cpm_three,.@tame_gets,.@hunt_id2,.@hunt_amount2;
+
+}
+
+function script cute_pet_manager {
+ // getarg(0) -> .@tame_id Array
+ // getarg(1) -> .@tame_amount Array
+ // getarg(2) -> .@hunt_id Array
+ // getarg(3) -> .@hunt_amount Array
+ // getarg(4) -> .@mob_id Array
+ // getarg(5) -> Attempt Variable
+ // getarg(6) -> .@tame_gets Variable
+ // getarg(7) -> .@hunt_id2 Array
+ // getarg(8) -> .@hunt_amount2 Array
+
+ mes "[Cute Pet Manager]";
+ mes "Hello~! I am a Cute Pet Manager";
+ mes "who is in charge of public relations";
+ mes "for the New Upgraded Cute Pet system.";
+ next;
+
+ mes "[Cute Pet Manager]";
+ mes "If you have any concerns regarding";
+ mes "the Cute Pet system I am here to guide you.";
+ mes "Let me know which taming";
+ mes "item you want,";
+ mes "then I will tell you the monster";
+ mes "that you can tame with the item.";
+ next;
+
+ mes "Also I will explain what materials";
+ mes "you need to bring in order to";
+ mes "get the taming item.";
+ next;
+
+ mes "[Cute Pet Manager]";
+ mes "If you already brought materials";
+ mes "to exchange for the taming item,";
+ mes "I can exchange it for taming items immediately.";
+ next;
+
+ mes "[Cute Pet Manager]";
+ mes "However, there is a limit";
+ mes "for exchanging taming items.";
+ mes "You can only get taming items";
+ mes getarg(6) + " times. So please make sure";
+ mes "how many times you have exchanged.";
+ next;
+
+ mes "[Cute Pet Manager]";
+ mes "So, which taming item do you want?";
+ mes "Please choose one from the list.";
+ next;
+
+ // Create Menu System
+ for (set .@a, 0; .@a < getarraysize(getarg(0)); set .@a, .@a + 1) {
+ set .@menu$, .@menu$ + (.@menu$ == "" ? "" : ":") + getitemname(getelementofarray(getarg(0), .@a));
+ }
+
+ // Query Player Choice
+ set .@choice, select(.@menu$) - 1;
+
+ // Store Variables (Less Lookup)
+ set .@tame_id, getelementofarray(getarg(0), .@choice);
+ set .@tame_amount, getelementofarray(getarg(1), .@choice);
+ set .@hunt_id, getelementofarray(getarg(2), .@choice);
+ set .@hunt_amount, getelementofarray(getarg(3), .@choice);
+ set .@mob_id, getelementofarray(getarg(4), .@choice);
+ set .@hunt_id2, getelementofarray(getarg(7), .@choice);
+ set .@hunt_amount2, getelementofarray(getarg(8), .@choice);
+
+ dispbottom "Tame ID: " + .@tame_id;
+ dispbottom "Tame Amount: " + .@tame_amount;
+ dispbottom "Hunt ID: " + .@hunt_id;
+ dispbottom "Hunt Name: " + getitemname(.@hunt_id);
+ dispbottom "Hunt Amount: " + .@hunt_amount;
+ dispbottom "Mob ID: " + .@mob_id;
+ dispbottom "Hunt ID2: " + .@hunt_id2;
+ dispbottom "Hunt Amount2: " + .@hunt_amount2;
+
+ if (.@hunt_id2) { set .@hunt2_count, countitem(.@hunt_id2); }
+ if (countitem(.@hunt_id) >= .@hunt_amount && countitem(6083) > 0 && .@hunt2_count >= .@hunt_amount2) {
+
+ mes "[Cute Pet Manager]";
+ mes "Ah, you have gathered all items";
+ mes "with your friends. You can now";
+ mes "exchange for an " + getitemname(.@tame_id) + ".";
+ mes "Do you want to exchange with me?";
+ next;
+
+ if (select("Exchange:Don't Exchange") == 2) {
+ mes "[Cute Pet Manager]";
+ mes "You don't? You will come back again.";
+ close;
+ }
+
+ delitem .@hunt_id, .@hunt_amount;
+ delitem 6083, 1;
+ set getarg(5), getarg(5) + 1;
+ getitem .@tame_id, .@tame_amount;
+
+ mes "[Cute Pet Manager]";
+ mes "Wise choice.";
+ mes "I hope you and your pet get along.";
+ close;
+ } else {
+ mes "[Cute Pet Manager]";
+ mes "You have chosen " + getitemname(.@tame_id) + ".";
+ mes "You can use it for taming";
+ mes "^FF0000" + strmobinfo(1,.@mob_id) + "^000000 monsters.";
+ next;
+ mes "[Cute Pet Manager]";
+ mes "Bring ^FF0000" + .@hunt_amount + " " + getitemname(.@hunt_id) + "^000000s " + (.@hunt_id2 ? ", ^FF0000" + .@hunt_amount2 + " " + getitemname(.@hunt_id2) : "") + " ^000000 and ^FF00001 Dolly Capsule^000000";
+ mes "then you can exchange them";
+ mes "for an " + getitemname(.@tame_id) + ".";
+ close;
+ }
+}
+
+// NPC Duplicates
+prontera,67,212,5 duplicate(CPM1) Cute Pet Manager#1 750
+prontera,242,92,3 duplicate(CPM2) Cute Pet Manager#2 750
+prontera,179,92,3 duplicate(CPM3) Cute Pet Manager#3 750
+
+geffen,180,125,5 duplicate(CPM1) Cute Pet Manager#4 750
+geffen,152,66,3 duplicate(CPM2) Cute Pet Manager#5 750
+geffen,197,95,3 duplicate(CPM3) Cute Pet Manager#6 750
+
+morocc,115,83,5 duplicate(CPM1) Cute Pet Manager#7 750
+morocc,218,130,3 duplicate(CPM2) Cute Pet Manager#8 750
+morocc,236,225,3 duplicate(CPM3) Cute Pet Manager#9 750
+
+payon,109,278,5 duplicate(CPM1) Cute Pet Manager#10 750
+payon,157,124,3 duplicate(CPM2) Cute Pet Manager#11 750
+payon,85,237,3 duplicate(CPM3) Cute Pet Manager#12 750
diff --git a/npc/pre-re/quests/doomed_swords.txt b/npc/pre-re/quests/doomed_swords.txt
new file mode 100644
index 000000000..6a5ecc20f
--- /dev/null
+++ b/npc/pre-re/quests/doomed_swords.txt
@@ -0,0 +1,1183 @@
+//===== rAthena Script =======================================
+//= Doomed Swords Quest
+//===== By: ==================================================
+//= kobra_k88; L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.4
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Doomed Swords Quest:
+//= - Quest for Doomed Swords: Grimtooth, Mysteltain, Executioner.
+//= Although this quest is enabled on iRO, the Mysteltainn
+//= portion is NOT completable as the item "Young Twig" does
+//= not drop.
+//= - Variable in use: event_magum (max 6)
+//= - Variable in use: dmdswrd_Q2 (bits 1 - 32)
+//===== Additional Comments: =================================
+//= 1.1 Fixed items count check. For all 3 swords... [Lupus]
+//= 1.3 Fixed exploit [Lupus]
+//= 1.4 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
+//= Moved all non-related NPCs to their repsective files.
+//= 1.5 Added missing checkweight. [L0ne_W0lf]
+//============================================================
+
+prt_in,162,11,2 script Ghatu#magum 86,{
+ if (event_magum == 0) {
+ if (dmdswrd_Q2 & 1 || dmdswrd_Q2 & 2 || dmdswrd_Q2 & 4 || dmdswrd_Q2 & 8 || dmdswrd_Q2 & 16 || dmdswrd_Q2 & 32) {
+ mes "[Ghatu]";
+ mes "I've heard of a strange";
+ mes "blacksmith who lives in";
+ mes "seclusion deep in the";
+ mes "Payon Forest. The man";
+ mes "was once famous for his";
+ mes "legendary smithing skill...";
+ next;
+ mes "[Ghatu]";
+ mes "Rumor has it that he's";
+ mes "hiding in the mountains";
+ mes "since too many people want^FFFFFF ^000000 to use his talents for the wrong";
+ mes "purposes. Apparently, there is^FFFFFF ^000000 a godly quality to his weapons...";
+ set event_magum,1;
+ close;
+ }
+ mes "[Ghatu]";
+ mes "Remember that blacksmith";
+ mes "I told you about last time? It";
+ mes "seems that his weapons were";
+ mes "in such great demand because";
+ mes "he would enchant them with ";
+ mes "tremendously powerful magic.";
+ next;
+ mes "[Ghatu]";
+ mes "However, the man was forced";
+ mes "by the power hungry and the";
+ mes "oppressive to create weapons";
+ mes "for selfish and immoral ends.";
+ mes "It's no surprise that he went";
+ mes "into hiding in the end...";
+ next;
+ mes "[Ghatu]";
+ mes "It's sad, really.";
+ mes "That smith used to be";
+ mes "a pretty easy going guy";
+ mes "until he was forced to work";
+ mes "against his will. Slowly, he^FFFFFF ^000000 became gloomy and intimidating...";
+ next;
+ mes "[Ghatu]";
+ mes "But I suppose blacksmiths";
+ mes "can never really give up the";
+ mes "hammer. If you can manage to";
+ mes "find him, perhaps you can ask";
+ mes "him to forge something for you?";
+ set event_magum,5;
+ close;
+
+ }
+ else if (event_magum == 1) {
+ mes "[Ghatu]";
+ mes "Remember that blacksmith";
+ mes "I told you about last time? It";
+ mes "seems that his weapons were";
+ mes "in such great demand because";
+ mes "he would enchant them with ";
+ mes "tremendously powerful magic.";
+ next;
+ mes "[Ghatu]";
+ mes "However, the man was forced";
+ mes "by the power hungry and the";
+ mes "oppressive to create weapons";
+ mes "for selfish and immoral ends.";
+ mes "It's no surprise that he went";
+ mes "into hiding in the end...";
+ next;
+ mes "[Ghatu]";
+ mes "It's sad, really.";
+ mes "That smith used to be";
+ mes "a pretty easy going guy";
+ mes "until he was forced to work";
+ mes "against his will. Slowly, he^FFFFFF ^000000 became gloomy and intimidating...";
+ next;
+ mes "[Ghatu]";
+ mes "But I suppose blacksmiths";
+ mes "can never really give up the";
+ mes "hammer. If you can manage to";
+ mes "find him, perhaps you can ask";
+ mes "him to forge something for you?";
+ set event_magum,5;
+ close;
+ }
+ mes "[Ghatu]";
+ mes "That mysterious blacksmith...";
+ mes "I wonder how he made those";
+ mes "enchanted weapons of his.";
+ mes "I've heard that he might have";
+ mes "been dabbling in the dark arts,";
+ mes "but that doesn't seem right...";
+ close;
+}
+
+prontera,197,188,2 script Veeyop#magum 50,{
+ if (dmdswrd_Q2 & 1) {
+ mes "[Veeyop]";
+ mes "You know, talking";
+ mes "about Mysteltainn and";
+ mes "the death of Baldur just...";
+ mes "It didn't occur to me until";
+ mes "now just how morbid it all";
+ mes "sounds. Yeah, yeah, I know.";
+ close;
+ }
+ mes "[Veeyop]";
+ mes "Have you heard the";
+ mes "legend of Mysteltainn?";
+ mes "It's a tree, known for being";
+ mes "the only thing able to harm";
+ mes "Baldur, god of light. In fact,";
+ mes "just a twig from it killed him.";
+ next;
+ mes "[Veeyop]";
+ mes "Now, I'm not sure if this";
+ mes "is true, but I've heard that";
+ mes "someone actually forged";
+ mes "a sword so powerful, it's";
+ mes "worthy of the name,";
+ mes "''Mysteltainn.''";
+ next;
+ mes "[Veeyop]";
+ mes "There's only one person";
+ mes "in the world who can forge";
+ mes "that Mysteltainn sword. I...";
+ mes "I think he used to live in";
+ mes "Prontera, but then he moved";
+ mes "away for some weird reason.";
+ if (event_magum == 1)
+ set event_magum,5;
+ set dmdswrd_Q2,dmdswrd_Q2 | 1;
+ close;
+}
+
+morocc,281,178,2 script Cetsu#magum 97,{
+ if (dmdswrd_Q2 & 2) {
+ mes "[Cetsu]";
+ mes "I keep thinking about";
+ mes "Grimtooth, and it occurred";
+ mes "to me that the spell used to";
+ mes "to endow that dagger with its";
+ mes "strength probably isn't magic";
+ mes "that we're familiar with.";
+ next;
+ mes "[Cetsu]";
+ mes "There's all sorts of";
+ mes "creepy stories going";
+ mes "around. I even hear";
+ mes "that the Grimtooth";
+ mes "might have some";
+ mes "sort of weird curse?";
+ close;
+ }
+ mes "[Cetsu]";
+ mes "You know, there are";
+ mes "stories of an incredibly";
+ mes "powerful dagger that's";
+ mes "stronger than steel.";
+ mes "I think it was made";
+ mes "out of ogre teeth?";
+ next;
+ mes "[Cetsu]";
+ mes "Anyway, it wasn't just";
+ mes "the ogre teeth that gave";
+ mes "the dagger its power. I think";
+ mes "it had to be enchanted with";
+ mes "a special spell or something.";
+ next;
+ mes "[Cetsu]";
+ mes "This dagger, the Grimtooth,";
+ mes "can only be made by one person";
+ mes "in the entire world. This guy used to live in Prontera, but then he";
+ mes "moved away for some reason.";
+ next;
+ mes "[Cetsu]";
+ mes "I wonder...";
+ mes "Did he go into";
+ mes "hiding? His weapons";
+ mes "did seem to be pretty";
+ mes "high in demand back then...";
+ if (event_magum == 1)
+ set event_magum,5;
+ set dmdswrd_Q2,dmdswrd_Q2 | 2;
+ close;
+}
+
+izlude_in,173,88,2 script Nain#magum 102,{
+ if (dmdswrd_Q2 == 4) {
+ mes "[Nain]";
+ mes "It doesn't matter how";
+ mes "powerful the Executioner";
+ mes "is: if it were to end up in";
+ mes "my hands, I would get rid";
+ mes "of it right away. I'd never risk losing my mind to that curse...";
+ close;
+ }
+ mes "[Nain]";
+ mes "Long ago, one sword";
+ mes "was used to behead all";
+ mes "the criminals that had been";
+ mes "sentenced to death. That";
+ mes "accursed blade is known";
+ mes "as the Executioner.";
+ next;
+ mes "[Nain]";
+ mes "As the Executioner slayed";
+ mes "more criminals, the rage and";
+ mes "bloodlust of its victims began";
+ mes "to accumulate upon the blade.";
+ mes "Although the sword gained great^FFFFFF ^000000 strength, it was tainted by evil.";
+ next;
+ mes "[Nain]";
+ mes "The last person to wield";
+ mes "the Executioner almost lost";
+ mes "his mind to the sword. He saved^FFFFFF ^000000 himself by giving it to a talented";
+ mes "blacksmith who would destroy^FFFFFF ^000000 it for him, thus saving his soul.";
+ next;
+ mes "[Nain]";
+ mes "This mysterious blacksmith";
+ mes "was never seen again in the";
+ mes "city of Prontera, but rumor has";
+ mes "it that if you can find him, he";
+ mes "can forge that accursed";
+ mes "Executioner anew...";
+ if (event_magum == 1)
+ set event_magum,5;
+ set dmdswrd_Q2,dmdswrd_Q2 | 4;
+ close;
+}
+
+pay_fild08,218,283,2 script Mysterious Man#magum 89,{
+ if (checkweight(1201,1) == 0) {
+ mes "[Mysterious Man]";
+ mes "Hold it.";
+ mes "You're carrying";
+ mes "far too many items";
+ mes "with you. Speak to me";
+ mes "after you've placed your";
+ mes "goods into Kafra Storage.";
+ close;
+ }
+ if (event_magum == 0) {
+ if (dmdswrd_Q2 & 1 || dmdswrd_Q2 & 2 || dmdswrd_Q2 & 4 || dmdswrd_Q2 & 8 || dmdswrd_Q2 & 16 || dmdswrd_Q2 & 32) {
+ mes "[Mysterious Man]";
+ mes "Well...?";
+ mes "What the hell";
+ mes "are you looking at?";
+ next;
+ if (select("Have you heard of the Doomed Swords?:I... I...") == 1) {
+ mes "[Mysterious Man]";
+ mes "...!";
+ mes "How the hell would";
+ mes "I know about that?";
+ mes "Leave me alone!";
+ close;
+ }
+ mes "[Mysterious Man]";
+ mes "...";
+ next;
+ mes "[Mysterious Man]";
+ mes "...";
+ mes "......";
+ next;
+ mes "[Mysterious Man]";
+ mes "Get lost.";
+ close;
+ }
+ else {
+ mes "[Mysterious Man]";
+ mes "Well...?";
+ mes "What the hell";
+ mes "are you looking at?";
+ next;
+ if (select("Um, er...:Nothing, sir.") == 1) {
+ mes "[Mysterious Man]";
+ mes "What...?!";
+ next;
+ mes "^3355FFThis guy is";
+ mes "really intimidating!^000000";
+ close;
+ }
+ mes "[Mysterious Man]";
+ mes "Nothing, huh?";
+ mes "Well, right now, I'm";
+ mes "looking at a bothersome";
+ mes "adventurer! Get outta here";
+ mes "and leave me the hell alone!";
+ close;
+ }
+ }
+ else if (event_magum == 1) {
+ mes "[Mysterious Man]";
+ mes "Well...?";
+ mes "What the hell";
+ mes "are you looking at?";
+ next;
+ if (select("Do you happen to be a blacksmith?:No-Nothing!") == 1) {
+ mes "[Mysterious Blacksmith]";
+ mes "Hmpf. So you're not";
+ mes "a total fool after all. Yes,";
+ mes "I used to do smithing, but";
+ mes "I don't do the simple work";
+ mes "that most Blacksmiths";
+ mes "can do nowadays...";
+ close;
+ }
+ mes "[Mysterious Blacksmith]";
+ mes "...";
+ mes "......";
+ next;
+ mes "[Mysterious Blacksmith]";
+ mes "Get outta my sight.";
+ close;
+ }
+ else if (event_magum == 5) {
+ mes "[Mysterious Blacksmith]";
+ mes "Well...?";
+ mes "What the hell";
+ mes "are you looking at?";
+ next;
+ if (select("I want you to make me a Doomed Sword.:Er, nothing!") == 1) {
+ mes "[Mysterious Blacksmith]";
+ mes "Hm. I don't know where";
+ mes "the hell you may have heard";
+ mes "of me, but I guess one of you";
+ mes "adventurers would find me soon";
+ mes "enough. Now, which doomed";
+ mes "sword did you wish to possess?";
+ next;
+ switch(select("Mysteltainn.:Grimtooth.:Executioner.:I ch-changed my mind!")) {
+ case 1:
+ if (dmdswrd_Q2 & 1) {
+ mes "[Mysterious Blacksmith]";
+ mes "You want...";
+ mes "that sword?";
+ mes "Don't speak its";
+ mes "name so lightly!";
+ next;
+ mes "[Mysterious Blacksmith]";
+ mes "Do you understand the curse";
+ mes "on that sword? The Mysteltainn";
+ mes "derives its dark power from the";
+ mes "twig that was used to kill Baldur, god of light. Let me relate the";
+ mes "story as briefly as I can...";
+ next;
+ mes "[Mysterious Blacksmith]";
+ mes "In the era of the gods,";
+ mes "the beautiful, pure and";
+ mes "joyful Baldur was loved by";
+ mes "all living creatures, save for";
+ mes "one: Loki, the god of trickery.";
+ next;
+ mes "[Mysterious Blacksmith]";
+ mes "When Loki, out of jealousy,";
+ mes "decided to kill Baldur, the";
+ mes "goddess Freyja had a dream";
+ mes "about Baldur's death. Fearing";
+ mes "the realization of her dream,";
+ mes "she counseled with the gods.";
+ next;
+ mes "[Mysterious Blacksmith]";
+ mes "To protect Baldur, the gods";
+ mes "decided to extract an oath";
+ mes "to never harm Baldur from";
+ mes "every creature, object and";
+ mes "natural force. All who were";
+ mes "asked agreed to make this oath.";
+ next;
+ mes "[Mysterious Blacksmith]";
+ mes "Of all the beings and objects";
+ mes "in the universe, Freya only";
+ mes "neglected to ask one tree to";
+ mes "make this oath: the Mysteltainn. Freyja believed it was far too";
+ mes "small and insignificant to ask.";
+ next;
+ mes "[Mysterious Blacksmith]";
+ mes "Believing that everything";
+ mes "in the universe had sworn";
+ mes "not to harm Baldur, the gods";
+ mes "made it their new pastime to";
+ mes "throw daggers and knives at";
+ mes "the now nigh invincible god.";
+ next;
+ mes "[Mysterious Blacksmith]";
+ mes "However, Loki was determined";
+ mes "to kill Baldur and, disguising";
+ mes "himself, politely asked Freyja";
+ mes "if there was any object in the";
+ mes "world that did not take the";
+ mes "oath to not harm Baldur.";
+ next;
+ mes "[Mysterious Blacksmith]";
+ mes "Freyja suspected nothing and";
+ mes "told Loki about the secret of";
+ mes "Mysteltainn. The next time the^FFFFFF ^000000 gods played their game of throwing";
+ mes "objects at Baldur, Loki was there with a small Mysteltainn twig.";
+ next;
+ mes "[Mysterious Blacksmith]";
+ mes "Then, to compound his";
+ mes "treachery, Loki tricked";
+ mes "Hod, Baldur's blind twin";
+ mes "brother, into throwing the";
+ mes "twig into Baldur's heart. And";
+ mes "so, the god of light was slain.";
+ next;
+ mes "[Mysterious Blacksmith]";
+ mes "Over the years,";
+ mes "Mysteltainn has been";
+ mes "fashioned into the sword";
+ mes "that you may be familiar";
+ mes "with today. Its power is";
+ mes "strictly forbidden by the gods.";
+ next;
+ mes "[Mysterious Blacksmith]";
+ mes "However, if you're willing";
+ mes "to risk that sword's curse";
+ mes "for the sake of its power,";
+ mes "I will forge it for you if you";
+ mes "can bring me the following";
+ mes "items. They'll make sense...";
+ next;
+ mes "[Mysterious Blacksmith]";
+ mes "^0099FF1 Young Twig^000000,";
+ mes "^0099FF1 Emperium^000000,";
+ mes "^0099FF1 Loki's Whispers^000000,";
+ mes "^0099FF1 Mother's Nightmare^000000 and";
+ mes "^0099FF1 Foolishness of the Blind^000000.";
+ mes "That is what I need.";
+ next;
+ mes "[Mysterious Blacksmith]";
+ mes "I'm not asking for much.";
+ mes "You are only bringing the raw";
+ mes "materials to forge the sword,";
+ mes "and an Emperium to prove your";
+ mes "worthiness to me. I will wait";
+ mes "for your return, adventurer.";
+ set dmdswrd_Q2,dmdswrd_Q2 | 8;
+ set event_magum,6;
+ close;
+ }
+ mes "[Mysterious Blacksmith]";
+ mes "Just by looking at you,";
+ mes "I can tell that you don't know";
+ mes "enough about the Mysteltainn";
+ mes "to fully understand all of the";
+ mes "risks that come with wielding^FFFFFF ^000000 that sword. Yes, you're too green.";
+ next;
+ mes "[Mysterious Blacksmith]";
+ mes "I can't take the risk";
+ mes "of creating that accursed";
+ mes "sword for you if you haven't";
+ mes "learned enough about it to";
+ mes "be fully prepared for any of";
+ mes "the consequences...";
+ close;
+ case 2:
+ if (dmdswrd_Q2 & 2) {
+ mes "[Mysterious Blacksmith]";
+ mes "Ah, yes. You must be";
+ mes "wondering how such a small";
+ mes "dagger can contain such power.";
+ mes "It's simple. I cast forbidden";
+ mes "curse magic to inbue the dagger^FFFFFF ^000000 with its awesome destructiveness.";
+ next;
+ mes "[Mysterious Blacksmith]";
+ mes "The curse I cast is so";
+ mes "powerful that if I use it on";
+ mes "a metal dagger, it would";
+ mes "immediately melt down. Ogre";
+ mes "tooth is the only material that";
+ mes "can withstand the curse magic.";
+ next;
+ mes "[Mysterious Blacksmith]";
+ mes "Of course, it's only";
+ mes "fair to warn you that";
+ mes "the power of the curse";
+ mes "is such that the more you";
+ mes "use the Grimtooth, the more^FFFFFF ^000000 it burns away at your very soul...";
+ next;
+ mes "[Mysterious Blacksmith]";
+ mes "I am willing to forge";
+ mes "the Grimtooth if you can";
+ mes "prove worthy to wield its";
+ mes "power and provide all of the";
+ mes "materials I need to create it.";
+ next;
+ mes "[Mysterious Blacksmith]";
+ mes "I will need...";
+ mes "^0099FF1 Emperium^000000,";
+ mes "^0099FF100 Ogre Teeth^000000,";
+ mes "^0099FF10 Blades of Darkness^000000,";
+ mes "^0099FF5 Cursed Rubies^000000 and";
+ mes "^0099FF1 Broken Sword Handle^000000.";
+ next;
+ mes "[Mysterious Blacksmith]";
+ mes "I don't need the";
+ mes "Emperium to create";
+ mes "the accursed sword, but I do";
+ mes "require you to prove that you";
+ mes "are worthy of the Grimtooth's";
+ mes "power. Can you truly handle it?";
+ set dmdswrd_Q2,dmdswrd_Q2 | 16;
+ set event_magum,6;
+ close;
+ }
+ mes "[Mysterious Blacksmith]";
+ mes "Hmpf. You don't really";
+ mes "know what you're asking";
+ mes "for, do you? I won't create";
+ mes "that kind of weapon for any";
+ mes "ignorant fool. Learn more about";
+ mes "Grimtooth before you ask again!";
+ close;
+ case 3:
+ if (dmdswrd_Q2 & 4) {
+ mes "[Mysterious Blacksmith]";
+ mes "So you're telling me that";
+ mes "you want a sword that's been";
+ mes "cursed by all the souls that've";
+ mes "died from the thousands of death sentences it has carried out?";
+ mes "Ha ha ha! Very interesting!";
+ next;
+ mes "[Mysterious Blacksmith]";
+ mes "Yes... Each time this";
+ mes "sword cut down a guilty";
+ mes "criminal, the blade was";
+ mes "cursed by the rage and";
+ mes "regret of the slain.";
+ next;
+ mes "[Mysterious Blacksmith]";
+ mes "Over time, the Executioner";
+ mes "accumulated a truly dreadful";
+ mes "power from the hatred of those";
+ mes "it had killed. However, he who";
+ mes "uses this sword risks becoming consumed by insanity and hatred.";
+ next;
+ mes "[Mysterious Blacksmith]";
+ mes "The last person for whom";
+ mes "I created this sword asked";
+ mes "me to destroy it, fearing that";
+ mes "it would corrupt his mind with";
+ mes "its bloodlust. But if you think^FFFFFF ^000000 you can endure, I may forge it...";
+ next;
+ mes "[Mysterious Blacksmith]";
+ mes "Just bring me...";
+ mes "^0099FF50 Amulets^000000,";
+ mes "^0099FF1 Emperium^000000,";
+ mes "^0099FF2 Executioner's Gloves^000000,";
+ mes "^0099FF10 Bloody Edges^000000 and";
+ mes "^0099FF3 Necklaces of Oblivion^000000.";
+ next;
+ mes "[Mysterious Blacksmith]";
+ mes "Those are the items I need";
+ mes "to create a sword imbued with";
+ mes "evil power. As for the Emperium, consider it my test to see if you";
+ mes "are truly capable of wielding";
+ mes "the accursed Executioner...";
+ set dmdswrd_Q2,dmdswrd_Q2 | 32;
+ set event_magum,6;
+ close;
+ }
+ mes "[Mysterious Blacksmith]";
+ mes "Do you even know what";
+ mes "you are asking of me...?";
+ mes "Fool! Go and learn more";
+ mes "about the Executioner! Then,";
+ mes "maybe you'll understand how";
+ mes "dangerous that sword truly is!";
+ close;
+ case 4:
+ mes "[Mysterious Blacksmith]";
+ mes "Hmm...?";
+ mes "That a fact?";
+ close;
+ }
+ }
+ close;
+ }
+ else if (event_magum == 6) {
+ mes "[Mysterious Blacksmith]";
+ mes "Hmmm...";
+ mes "Have you brought";
+ mes "the required items?";
+ mes "Or did you forget what";
+ mes "you needed to bring to me?";
+ next;
+ switch(select("Er, what were the items again?:Yes, I brought all the required items.:Oh! Um, never mind!")) {
+ case 1:
+ mes "[Mysterious Blacksmith]";
+ mes "Hmpf. I thought so.";
+ mes "Now, which sword did";
+ mes "you want me to forge?";
+ next;
+ switch(select("Mysteltainn.:Grimtooth.:Executioner.:Wait! I just remembered!")) {
+ case 1:
+ if (dmdswrd_Q2 & 1 || dmdswrd_Q2 & 8) {
+ mes "[Mysterious Blacksmith]";
+ mes "^0099FF1 Young Twig^000000,";
+ mes "^0099FF1 Emperium^000000,";
+ mes "^0099FF1 Loki's Whispers^000000,";
+ mes "^0099FF1 Mother's Nightmare^000000 and";
+ mes "^0099FF1 Foolishness of the Blind^000000.";
+ mes "That is what I need.";
+ close;
+ }
+ mes "[Mysterious Blacksmith]";
+ mes "Hmm. You don't understand";
+ mes "enough about Mysteltainn for";
+ mes "me to risk forging that sword";
+ mes "for you. Think again: which";
+ mes "sword did you ask me to create?";
+ close;
+ case 2:
+ if (dmdswrd_Q2 & 2 || dmdswrd_Q2 & 16) {
+ mes "[Mysterious Blacksmith]";
+ mes "I will need...";
+ mes "^0099FF1 Emperium^000000,";
+ mes "^0099FF100 Ogre Teeth^000000,";
+ mes "^0099FF10 Blades of Darkness^000000,";
+ mes "^0099FF5 Cursed Rubies^000000 and";
+ mes "^0099FF1 Broken Sword Handle^000000.";
+ close;
+ }
+ mes "[Mysterious Blacksmith]";
+ mes "Hmm. You don't know enough";
+ mes "about the Grimtooth for me to";
+ mes "risk forging it for you. Learn";
+ mes "more about that dagger if you";
+ mes "really want to possess it...";
+ close;
+ case 3:
+ if (dmdswrd_Q2 & 4 || dmdswrd_Q2 & 32) {
+ mes "[Mysterious Blacksmith]";
+ mes "Just bring me...";
+ mes "^0099FF50 Amulets^000000,";
+ mes "^0099FF1 Emperium^000000,";
+ mes "^0099FF2 Executioner's Gloves^000000,";
+ mes "^0099FF10 Bloody Edges^000000 and";
+ mes "^0099FF3 Necklaces of Oblivion^000000.";
+ close;
+ }
+ mes "[Mysterious Blacksmith]";
+ mes "You don't know anything";
+ mes "about the Executioner. Learn";
+ mes "more about that sword before";
+ mes "you consider asking me to";
+ mes "forge that monstrocity.";
+ close;
+ case 4:
+ mes "[Mysterious Blacksmith]";
+ mes "Fine.";
+ mes "Then bring all";
+ mes "the items I require";
+ mes "when you are ready.";
+ close;
+ }
+ case 2:
+ mes "[Mysterious Blacksmith]";
+ mes "So you think you're";
+ mes "ready. Now, which sword";
+ mes "did you want me to craft?";
+ next;
+ switch(select("Mysteltainn:Grimtooth:Executioner:I ch-changed my mind!")) {
+ case 1:
+ if (dmdswrd_Q2 & 8) {
+ mes "[Mysterious Blacksmith]";
+ mes "Mysteltainn. Hm.";
+ mes "Let me make sure";
+ mes "that you brought";
+ mes "everything I need to";
+ mes "create this sword...";
+ next;
+ if (countitem(7018) < 1) {
+ mes "[Mysterious Blacksmith]";
+ mes "Well, well.";
+ mes "You've forgotten";
+ mes "to bring ^0099FF1 Young Twig^000000,";
+ mes "the embodiment of the";
+ mes "Mysteltainn twig used to^FFFFFF ^000000 kill Baldur. Hurry and bring it...";
+ close;
+ }
+ if (countitem(7019) < 1) {
+ mes "[Mysterious Blacksmith]";
+ mes "Hm. You forgot to bring";
+ mes "^0099FF1 Loki's Whispers^000000. We need";
+ mes "that to imbue the sword with";
+ mes "immense, evil power. Go and";
+ mes "find that as quickly as you can! ^FFFFFF ^000000";
+ close;
+ }
+ if (countitem(7020) < 1) {
+ mes "[Mysterious Blacksmith]";
+ mes "Hm, you still need to";
+ mes "bring ^0099FF1 Mother's Nightmare^000000";
+ mes "to instill the power of misery";
+ mes "and grave portent to this blade... ^FFFFFF ^000000";
+ close;
+ }
+ if (countitem(7021) < 1) {
+ mes "[Mysterious Blacksmith]";
+ mes "Hm, you still need to";
+ mes "bring ^0099FF1 Foolishness";
+ mes "of the Blind^000000 to instill the";
+ mes "energy of tragic regret into";
+ mes "the curse imbued into the blade... ^FFFFFF ^000000";
+ close;
+ }
+ if (countitem(714) < 1) {
+ mes "[Mysterious Blacksmith]";
+ mes "You have everything";
+ mes "I require to forge the";
+ mes "Mysteltainn, but you must";
+ mes "still prove yourself capable";
+ mes "of wielding it. Bring ^0099FF1 Emperium^000000 and I will recognize your worth.";
+ close;
+ }
+ if (countitem(7018) > 0 && countitem(7019) > 0 && countitem(7020) > 0 && countitem(7021) > 0 && countitem(714) > 0) {
+ mes "[Mysterious Blacksmith]";
+ mes "Well done, adventurer.";
+ mes "All seems to be in readiness.";
+ mes "Give me a minute to summon";
+ mes "the dark power to forge the";
+ mes "forbidden sword, Mysteltainn.";
+ next;
+ mes "[Mysterious Blacksmith]";
+ mes "I... I never thought";
+ mes "I would ever see this";
+ mes "sword again. Take it,";
+ mes "quickly! I d-don't want";
+ mes "to touch it if I can avoid it.";
+ delitem 7018,1; //Young_Twig
+ delitem 7019,1; //Loki's_Whispers
+ delitem 7020,1; //Mother's_Nightmare
+ delitem 7021,1; //Foolishness_Of_Blind
+ delitem 714,1; //Emperium
+ getitem 1138,1; //Mysteltainn_
+ next;
+ mes "[Mysterious Blacksmith]";
+ mes "Be very careful.";
+ mes "Don't let yourself";
+ mes "be consumed by the";
+ mes "power of that sword!";
+ mes "By all means, resist";
+ mes "Mysteltainn's tragic curse!";
+ close;
+ }
+ }
+ else if (dmdswrd_Q2 & 1) {
+ mes "[Mysterious Blacksmith]";
+ mes "You want...";
+ mes "that sword?";
+ mes "Don't speak its";
+ mes "name so lightly!";
+ next;
+ mes "[Mysterious Blacksmith]";
+ mes "Do you understand the curse";
+ mes "on that sword? The Mysteltainn";
+ mes "derives its dark power from the";
+ mes "twig that was used to kill Baldur, god of light. Let me relate the";
+ mes "story as briefly as I can...";
+ next;
+ mes "[Mysterious Blacksmith]";
+ mes "In the era of the gods,";
+ mes "the beautiful, pure and";
+ mes "joyful Baldur was loved by";
+ mes "all living creatures, save for";
+ mes "one: Loki, the god of trickery.";
+ next;
+ mes "[Mysterious Blacksmith]";
+ mes "When Loki, out of jealousy,";
+ mes "decided to kill Baldur, the";
+ mes "goddess Freyja had a dream";
+ mes "about Baldur's death. Fearing";
+ mes "the realization of her dream,";
+ mes "she counseled with the gods.";
+ next;
+ mes "[Mysterious Blacksmith]";
+ mes "To protect Baldur, the gods";
+ mes "decided to extract an oath";
+ mes "to never harm Baldur from";
+ mes "every creature, object and";
+ mes "natural force. All who were";
+ mes "asked agreed to make this oath.";
+ next;
+ mes "[Mysterious Blacksmith]";
+ mes "Of all the beings and objects";
+ mes "in the universe, Freya only";
+ mes "neglected to ask one tree to";
+ mes "make this oath: the Mysteltainn. Freyja believed it was far too";
+ mes "small and insignificant to ask.";
+ next;
+ mes "[Mysterious Blacksmith]";
+ mes "Believing that everything";
+ mes "in the universe had sworn";
+ mes "not to harm Baldur, the gods";
+ mes "made it their new pastime to";
+ mes "throw daggers and knives at";
+ mes "the now nigh invincible god.";
+ next;
+ mes "[Mysterious Blacksmith]";
+ mes "However, Loki was determined";
+ mes "to kill Baldur and, disguising";
+ mes "himself, politely asked Freyja";
+ mes "if there was any object in the";
+ mes "world that did not take the";
+ mes "oath to not harm Baldur.";
+ next;
+ mes "[Mysterious Blacksmith]";
+ mes "Freyja suspected nothing and";
+ mes "told Loki about the secret of";
+ mes "Mysteltainn. The next time the^FFFFFF ^000000 gods played their game of throwing";
+ mes "objects at Baldur, Loki was there with a small Mysteltainn twig.";
+ next;
+ mes "[Mysterious Blacksmith]";
+ mes "Then, to compound his";
+ mes "treachery, Loki tricked";
+ mes "Hod, Baldur's blind twin";
+ mes "brother, into throwing the";
+ mes "twig into Baldur's heart. And";
+ mes "so, the god of light was slain.";
+ next;
+ mes "[Mysterious Blacksmith]";
+ mes "Over the years,";
+ mes "Mysteltainn has been";
+ mes "fashioned into the sword";
+ mes "that you may be familiar";
+ mes "with today. Its power is";
+ mes "strictly forbidden by the gods.";
+ next;
+ mes "[Mysterious Blacksmith]";
+ mes "However, if you're willing";
+ mes "to risk that sword's curse";
+ mes "for the sake of its power,";
+ mes "I will forge it for you if you";
+ mes "can bring me the following";
+ mes "items. They'll make sense...";
+ next;
+ mes "[Mysterious Blacksmith]";
+ mes "^0099FF1 Young Twig^000000,";
+ mes "^0099FF1 Emperium^000000,";
+ mes "^0099FF1 Loki's Whispers^000000,";
+ mes "^0099FF1 Mother's Nightmare^000000 and";
+ mes "^0099FF1 Foolishness of the Blind^000000.";
+ mes "That is what I need.";
+ next;
+ mes "[Mysterious Blacksmith]";
+ mes "I'm not asking for much.";
+ mes "You are only bringing the raw";
+ mes "materials to forge the sword,";
+ mes "and an Emperium to prove your";
+ mes "worthiness to me. I will wait";
+ mes "for your return, adventurer.";
+ set dmdswrd_Q2,dmdswrd_Q2 | 8;
+ close;
+ }
+ mes "[Mysterious Blacksmith]";
+ mes "Hm. If you truly want";
+ mes "Mysteltainn, I advise you";
+ mes "to learn more about it. You";
+ mes "must know the risks involved";
+ mes "in wielding that sort of power... ^FFFFFF ^000000";
+ close;
+ case 2:
+ if (dmdswrd_Q2 & 16) {
+ mes "[Mysterious Blacksmith]";
+ mes "You want to me";
+ mes "to forge Grimtooth.";
+ mes "First, let me check";
+ mes "if you brought all";
+ mes "the items I require.";
+ next;
+ if (countitem(7002) < 100) {
+ mes "[Mysterious Blacksmith]";
+ mes "Hm. I still need";
+ mes "^0099FF100 Ogre Teeth^000000 to";
+ mes "create a blade that can";
+ mes "withstand the might of the";
+ mes "Grimtooth's curse magic.";
+ mes "Go and bring them soon.";
+ close;
+ }
+ if (countitem(724) < 5) {
+ mes "[Mysterious Blacksmith]";
+ mes "In order to place";
+ mes "the curse that grants";
+ mes "the Grimtooth its immense";
+ mes "power, I need you to bring";
+ mes "^0099FF5 Cursed Rubies^000000. Hurry";
+ mes "and bring them to me soon.";
+ close;
+ }
+ if (countitem(7023) < 10) {
+ mes "[Mysterious Blacksmith]";
+ mes "Hm. I still need";
+ mes "^0099FF10 Blades of Darkness^000000";
+ mes "in order to for me to forge";
+ mes "the Grimtooth. Bring those";
+ mes "here as soon as you can.";
+ close;
+ }
+ if (countitem(7022) < 1) {
+ mes "[Mysterious Blacksmith]";
+ mes "Hm. You almost have";
+ mes "everything ready, but";
+ mes "I'll need ^0099FF1 Broken Sword";
+ mes "Handle^000000 in order to forge";
+ mes "the Grimtooth. Hurry and";
+ mes "bring me one of those...";
+ close;
+ }
+ if (countitem(714) < 1) {
+ mes "[Mysterious Blacksmith]";
+ mes "You have everything I need";
+ mes "to create the sword, but I won't forge it until you prove that you";
+ mes "are capable of controlling its";
+ mes "power. Bring me 1 Emperium";
+ mes "as proof of your worthiness.";
+ close;
+ }
+ if (countitem(7002) > 99 && countitem(724) > 4 && countitem(7023) > 9 && countitem(7022) > 0 && countitem(714) > 0) {
+ mes "[Mysterious Blacksmith]";
+ mes "I see that you have";
+ mes "come fully prepared.";
+ mes "Perhaps you have grave";
+ mes "need of Grimtooth's power.";
+ mes "Give me a moment as I forge";
+ mes "this accursed sword for you...";
+ next;
+ mes "[Mysterious Blacksmith]";
+ mes "There, it's finished!";
+ mes "Now hurry and take it!";
+ mes "I, I don't want to handle";
+ mes "the Grimtooth longer than";
+ mes "I have to! You'll understand";
+ mes "soon enough once you use it...";
+ delitem 7002,100; //Ogre_Tooth
+ delitem 724,5; //Cardinal_Jewel_
+ delitem 7023,10; //Blade_Lost_In_Darkness
+ delitem 7022,1; //Old_Hilt
+ delitem 714,1; //Emperium
+ getitem 1237,1; //Grimtooth_
+ next;
+ mes "[Mysterious Blacksmith]";
+ mes "I know that you might";
+ mes "have good intentions for";
+ mes "Grimtooth's power, but do";
+ mes "not overestimate yourself!";
+ mes "Always be wary of Grimtooth,";
+ mes "and don't let it eat your soul!";
+ close;
+ }
+ }
+ else if (dmdswrd_Q2 & 2) {
+ mes "[Mysterious Blacksmith]";
+ mes "Ah, yes. You must be";
+ mes "wondering how such a small";
+ mes "dagger can contain such power.";
+ mes "It's simple. I cast forbidden";
+ mes "curse magic to inbue the dagger^FFFFFF ^000000 with its awesome destructiveness.";
+ next;
+ mes "[Mysterious Blacksmith]";
+ mes "The curse I cast is so";
+ mes "powerful that if I use it on";
+ mes "a metal dagger, it would";
+ mes "immediately melt down. Ogre";
+ mes "tooth is the only material that";
+ mes "can withstand the curse magic.";
+ next;
+ mes "[Mysterious Blacksmith]";
+ mes "Of course, it's only";
+ mes "fair to warn you that";
+ mes "the power of the curse";
+ mes "is such that the more you";
+ mes "use the Grimtooth, the more^FFFFFF ^000000 it burns away at your very soul...";
+ next;
+ mes "[Mysterious Blacksmith]";
+ mes "I am willing to forge";
+ mes "the Grimtooth if you can";
+ mes "prove worthy to wield its";
+ mes "power and provide all of the";
+ mes "materials I need to create it.";
+ next;
+ mes "[Mysterious Blacksmith]";
+ mes "I will need...";
+ mes "^0099FF1 Emperium^000000,";
+ mes "^0099FF100 Ogre Teeth^000000,";
+ mes "^0099FF10 Blades of Darkness^000000,";
+ mes "^0099FF5 Cursed Rubies^000000 and";
+ mes "^0099FF1 Broken Sword Handle^000000.";
+ next;
+ mes "[Mysterious Blacksmith]";
+ mes "I don't need the";
+ mes "Emperium to create";
+ mes "the accursed sword, but I do";
+ mes "require you to prove that you";
+ mes "are worthy of the Grimtooth's";
+ mes "power. Can you truly handle it?";
+ set dmdswrd_Q2,dmdswrd_Q2 | 16;
+ close;
+ }
+ mes "[Mysterious Blacksmith]";
+ mes "Hm. I can't even consider";
+ mes "forging Grimtooth for you";
+ mes "when you know so very little";
+ mes "about it. You better learn more";
+ mes "about that sword before you";
+ mes "ask me about it again.";
+ close;
+ case 3:
+ if (dmdswrd_Q2 & 32) {
+ mes "[Mysterious Blacksmith]";
+ mes "The Executioner sword.";
+ mes "Let me see if you've come";
+ mes "prepared to wield that blade";
+ mes "with your own two hands...";
+ next;
+ if (countitem(7017) < 2) {
+ mes "[Mysterious Blacksmith]";
+ mes "Hm. In order for me";
+ mes "to forge the Executioner,";
+ mes "I need you to bring me";
+ mes "^0099FF2 Executioner's Gloves^000000.";
+ close;
+ }
+ if (countitem(7024) < 10) {
+ mes "[Mysterious Blacksmith]";
+ mes "In order to craft the";
+ mes "blade, I need at least";
+ mes "^0099FF10 Bloody Edges^000000. Find";
+ mes "those as quickly as you";
+ mes "can and bring them to me.";
+ close;
+ }
+ if (countitem(1008) < 3) {
+ mes "[Mysterious Blacksmith]";
+ mes "In order to enchant";
+ mes "the Executioner with";
+ mes "its dark power, I will";
+ mes "need you to bring me";
+ mes "^0099FF3 Necklaces of Oblivion^000000.";
+ mes "Go, hurry and get them!";
+ close;
+ }
+ if (countitem(609) < 50) {
+ mes "[Mysterious Blacksmith]";
+ mes "Hm. You've forgotten to";
+ mes "bring me ^0099FF50 Amulets^000000. I need";
+ mes "those in order to imbue the";
+ mes "incredible energies that";
+ mes "give the Executioner its";
+ mes "monstrous strength...";
+ close;
+ }
+ if (countitem(714) < 1) {
+ mes "[Mysterious Blacksmith]";
+ mes "You have everything I need";
+ mes "to forge the Executioner, but";
+ mes "I'm still unsure of whether you";
+ mes "are capable of handling its";
+ mes "power. My fears will be allayed";
+ mes "if you bring ^0099FF1 Emperium^000000.";
+ close;
+ }
+ if (countitem(7017) > 1 && countitem(7024) > 9 && countitem(1008) > 2 && countitem(609) > 49 && countitem(714) > 0) {
+ mes "[Mysterious Blacksmith]";
+ mes "Great, I see that you've";
+ mes "prepared everything that";
+ mes "I asked. Give me a moment";
+ mes "while I summon the dark";
+ mes "forces required to forge";
+ mes "the Executioner...";
+ next;
+ mes "[Mysterious Blacksmith]";
+ mes "It's been a long time";
+ mes "since I've seen this";
+ mes "terrifying sword. Now";
+ mes "take it! Be wary, and don't";
+ mes "let its bloodlust consume you!";
+ delitem 7017,2; //Executioner's_Mitten
+ delitem 7024,10; //Bloody_Edge
+ delitem 1008,3; //Frozen_Heart
+ delitem 609,50; //Amulet
+ getitem 1169,1; //Executioner_
+ close;
+ }
+ }
+ else if (dmdswrd_Q2 & 4) {
+ mes "[Mysterious Blacksmith]";
+ mes "So you're telling me that";
+ mes "you want a sword that's been";
+ mes "cursed by all the souls that've";
+ mes "died from the thousands of death sentences it has carried out?";
+ mes "Ha ha ha! Very interesting!";
+ next;
+ mes "[Mysterious Blacksmith]";
+ mes "Yes... Each time this";
+ mes "sword cut down a guilty";
+ mes "criminal, the blade was";
+ mes "cursed by the rage and";
+ mes "regret of the slain.";
+ next;
+ mes "[Mysterious Blacksmith]";
+ mes "Over time, the Executioner";
+ mes "accumulated a truly dreadful";
+ mes "power from the hatred of those";
+ mes "it had killed. However, he who";
+ mes "uses this sword risks becoming consumed by insanity and hatred.";
+ next;
+ mes "[Mysterious Blacksmith]";
+ mes "The last person for whom";
+ mes "I created this sword asked";
+ mes "me to destroy it, fearing that";
+ mes "it would corrupt his mind with";
+ mes "its bloodlust. But if you think^FFFFFF ^000000 you can endure, I may forge it...";
+ next;
+ mes "[Mysterious Blacksmith]";
+ mes "Just bring me...";
+ mes "^0099FF50 Amulets^000000,";
+ mes "^0099FF1 Emperium^000000,";
+ mes "^0099FF2 Executioner's Gloves^000000,";
+ mes "^0099FF10 Bloody Edges^000000 and";
+ mes "^0099FF3 Necklaces of Oblivion^000000.";
+ next;
+ mes "[Mysterious Blacksmith]";
+ mes "Those are the items I need";
+ mes "to create a sword imbued with";
+ mes "evil power. As for the Emperium, consider it my test to see if you";
+ mes "are truly capable of wielding";
+ mes "the accursed Executioner...";
+ set dmdswrd_Q2,dmdswrd_Q2 | 4;
+ close;
+ }
+ mes "[Mysterious Blacksmith]";
+ mes "Hmpf. I don't think";
+ mes "you understand enough";
+ mes "about the Executioner to";
+ mes "ask me to forge it. You better";
+ mes "learn more about that accursed";
+ mes "sword if you really want it...";
+ close;
+ case 4:
+ mes "[Mysterious Blacksmith]";
+ mes "Hmm...?";
+ mes "That a fact?";
+ close;
+ }
+ case 3:
+ mes "[Mysterious Blacksmith]";
+ mes "Hmpf...";
+ mes "Well then, come";
+ mes "back when you know";
+ mes "exactly what you want";
+ mes "from me, adventurer.";
+ close;
+ }
+ }
+}
diff --git a/npc/pre-re/quests/doomed_swords_quest.txt b/npc/pre-re/quests/doomed_swords_quest.txt
new file mode 100644
index 000000000..1fa85fed4
--- /dev/null
+++ b/npc/pre-re/quests/doomed_swords_quest.txt
@@ -0,0 +1,1098 @@
+//===== rAthena Script =======================================
+//= Doomed Swords Quest Part 3
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= - Creation of Doomed Swords: Grimtooth, Mysteltain, and
+//= Executioner.
+//= - Continuation of the Comodo Quest
+//= - Part 1: Found in Quests_Comodo.txt
+//= - Part 2: Found in Quests_Yuno.txt
+//= - Variable in use: dmdswrd_Q (Max 45)
+//===== Additional Comments: =================================
+//= 1.0 First version. [L0ne_W0lf]
+//============================================================
+
+mjolnir_02,186,193,4 script Middle-Aged Man#magum1 57,{
+ if (dmdswrd_Q > 30) {
+ if (dmdswrd_Q == 31) {
+ mes "[Middle-Aged Man]";
+ mes "It's been a while since";
+ mes "someone has come this";
+ mes "way. Not too many people";
+ mes "pass by here, so I rarely";
+ mes "receive visitors. Why don't";
+ mes "you relax and chat for a while?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "What are you doing out";
+ mes "here in this secluded";
+ mes "area? You don't have";
+ mes "to work here, do you?";
+ next;
+ mes "[Middle-Aged Man]";
+ mes "Well, just managing this";
+ mes "summer house gets me";
+ mes "enough income to get by.";
+ mes "Ah, I also craft various";
+ mes "things as sort of a hobby.";
+ next;
+ mes "[Middle-Aged Man]";
+ mes "Yeap, when I was younger,";
+ mes "I had my own forge in town.";
+ mes "It was a good family business,";
+ mes "and all of my siblings ended up";
+ mes "making wares for town lords";
+ mes "and even the royal family.";
+ next;
+ mes "[Middle-Aged Man]";
+ mes "But then, the accident";
+ mes "happened, and we had";
+ mes "to close shop. Well, that's";
+ mes "my story. Not a very happy";
+ mes "one, I gu ess, but otherwise";
+ mes "I've lived a long, good life.";
+ next;
+ mes "[Middle-Aged Man]";
+ mes "Now what exactly";
+ mes "brings you here?";
+ mes "Are you just exploring";
+ mes "the land, or are you";
+ mes "hunting monsters, or...?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Actually, um,";
+ mes "I was led here by";
+ mes "this thing. It's called";
+ mes "the Seal of Muriniel.";
+ next;
+ mes "[Middle-Aged Man]";
+ mes "Oh... Oh my.";
+ mes "Let me see that.";
+ mes "Oh, yes. This is the";
+ mes "real thing. So... It's";
+ mes "finally found me. Well,";
+ mes "I guess I'm at your service.";
+ next;
+ next;
+ mes "[Middle-Aged Man]";
+ mes "My name is Walker, and";
+ mes "my brothers and I were the 3";
+ mes "most talented blacksmiths";
+ mes "in Juno. Seeing as you've";
+ mes "been chosen by fate, we'll all";
+ mes "help you obtain a doomed sword.";
+ next;
+ mes "[Walker]";
+ mes "First of all, the doomed";
+ mes "swords are sealed in magic";
+ mes "scrolls as pentagrams. When";
+ mes "their true owners appear, they";
+ mes "can be released by using";
+ mes "Muriniel's Seal.";
+ next;
+ mes "[Walker]";
+ mes "Now, for my part in unsealing";
+ mes "the doomed swords, I'll need";
+ mes "the highest quality materials.";
+ mes "Give me a few minutes and";
+ mes "I'll let you know what you";
+ mes "need to bring to me.";
+ set dmdswrd_Q,32;
+ close;
+ }
+ else if (dmdswrd_Q == 32) {
+ mes "[Walker]";
+ mes "Now, I should let you";
+ mes "know that I can only form";
+ mes "a portion of the pentagram";
+ mes "that will release one of the";
+ mes "doomed swords. You need my";
+ mes "brothers' help to complete it.";
+ next;
+ mes "[Walker]";
+ mes "Once the pentagram";
+ mes "is complete and activated,";
+ mes "you will unseal the doomed";
+ mes "sword that is best suited to";
+ mes "you. I'm sorry, but I have no";
+ mes "way to predict what it may be.";
+ next;
+ mes "[Walker]";
+ mes "For now, you must take";
+ mes "the first step and bring";
+ mes "me the following items.";
+ mes "Make sure to take note";
+ mes "of what I will require...";
+ next;
+ mes "[Walker]";
+ mes "I will need";
+ mes "^FF00001 Emperium^000000,";
+ mes "^FF00003 Tentacles^000000,";
+ mes "^FF000025 Amulets^000000,";
+ mes "^FF00001 Coal^000000, and";
+ mes "^FF00001 Necklace of Oblivion^000000.";
+ set dmdswrd_Q,33;
+ close;
+ }
+ else if (dmdswrd_Q == 33) {
+ if (countitem(714) > 0 && countitem(962) > 2 && countitem(1003) > 0 && countitem(609) > 24 && countitem(1008) > 0) {
+ mes "[Walker]";
+ mes "Ah, very good.";
+ mes "You've brought";
+ mes "everything I need.";
+ mes "Now, please wait for";
+ mes "a moment while I finish";
+ mes "the preparations...";
+ delitem 714,1; //Emperium
+ delitem 962,3; //Tentacle
+ delitem 1003,1; //Coal
+ delitem 609,25; //Amulet
+ delitem 1008,1; //Frozen_Heart
+ set dmdswrd_Q,34;
+ close;
+ }
+ mes "[Walker]";
+ mes "Hmm...? You still";
+ mes "haven't brought me";
+ mes "everything I need to";
+ mes "begin the doomed sword";
+ mes "pentagram. Let me remind you";
+ mes "which materials to get for me.";
+ next;
+ mes "[Walker]";
+ mes "I will need";
+ mes "^FF00001 Emperium^000000,";
+ mes "^FF00003 Tentacles^000000,";
+ mes "^FF000025 Amulets^000000,";
+ mes "^FF00001 Coal^000000, and";
+ mes "^FF00001 Necklace of Oblivion^000000.";
+ close;
+ }
+ else if (dmdswrd_Q == 34) {
+ mes "[Walker]";
+ mes "Ah, you're back.";
+ mes "I managed to finish this";
+ mes "sooner than I expected since";
+ mes "you gave me materials of";
+ mes "exceptionally good quality.";
+ next;
+ mes "[Walker]";
+ mes "Back when I was 15, my other";
+ mes "two brothers were taught by";
+ mes "Dwarves to create the pentragram that will release a doomed sword.";
+ mes "However, they taught each of us different parts of the pentagram.";
+ next;
+ mes "[Walker]";
+ mes "I guess the Dwarves split";
+ mes "up our knowledge because";
+ mes "they wanted to prolong the";
+ mes "return of the Executioner";
+ mes "sword within our generation.";
+ next;
+ mes "[Walker]";
+ mes "Originally, Executioner";
+ mes "was one of three swords";
+ mes "that the Dwarves were";
+ mes "ordered to forge for an evil";
+ mes "organization in exchange";
+ mes "for their village's safety.";
+ next;
+ mes "[Walker]";
+ mes "Despite their incredible";
+ mes "forging skills, the Dwarves";
+ mes "had difficulty procuring the";
+ mes "rare materials required to";
+ mes "forge the weapons within";
+ mes "the 15 day deadline.";
+ next;
+ mes "[Walker]";
+ mes "Desperate for help, the";
+ mes "Dwarves traveled to meet";
+ mes "my father, a renown smith";
+ mes "and adventurer at the time. He";
+ mes "was sympathetic to their plight";
+ mes "and gave them what they needed.";
+ next;
+ mes "[Walker]";
+ mes "In gratitude for my father's";
+ mes "help, the Dwarves taught my";
+ mes "brothers how to create the";
+ mes "doomed sword pentagram,";
+ mes "but we could only complete";
+ mes "it if we all worked together.";
+ next;
+ mes "[Walker]";
+ mes "Sadly, I heard that the evil";
+ mes "organization that forced the";
+ mes "Dwarves to forge the swords";
+ mes "killed them when they refused";
+ mes "to give up their forging secrets. ";
+ next;
+ mes "[Walker]";
+ mes "However, the Dwarves could";
+ mes "not reveal that the Executioner";
+ mes "was enchanted with a terrible";
+ mes "curse powered by the Dwarves'";
+ mes "hatred which threatens the life";
+ mes "of Executioner's wielder.";
+ next;
+ mes "[Walker]";
+ mes "Oh, don't worry too much.";
+ mes "If you happen to obtain the";
+ mes "Executioner, the seal should";
+ mes "have weakened the curse";
+ mes "enough so that it won't kill";
+ mes "you that quickly. Well, then...";
+ next;
+ mes "[Walker]";
+ mes "You should visit my brother";
+ mes "Morf for the next part of the";
+ mes "doomed sword pentagram.";
+ mes "Morf should be easy to find,";
+ mes "as he's usually drinking";
+ mes "all day in Payon's tavern.";
+ next;
+ mes "[Walker]";
+ mes "Please, take this scroll";
+ mes "with the pentagram with you,";
+ mes "and give my regards to Morf";
+ mes "once you see him. If you do";
+ mes "succeed in obtaining a doomed sword, use its power responsibly.";
+ set dmdswrd_Q,35;
+ close;
+ }
+ else if (dmdswrd_Q == 35) {
+ mes "[Walker]";
+ mes "Look for my older";
+ mes "brother Morf in the";
+ mes "tavern in Payon-- He's";
+ mes "always drinking over there.";
+ mes "Hopefully, he'll help you finish the doomed sword pentagram.";
+ close;
+ }
+ else if (dmdswrd_Q == 36) {
+ mes "[Walker]";
+ mes "Ah, so you've";
+ mes "already met with";
+ mes "Morf? When you get";
+ mes "the chance, please give";
+ mes "him my regards and let";
+ mes "him know that I'm doing well.";
+ close;
+ }
+ else if (dmdswrd_Q == 37) {
+ mes "[Walker]";
+ mes "Ah, so you've";
+ mes "already met with";
+ mes "Morf? When you get";
+ mes "the chance, please give";
+ mes "him my regards and let";
+ mes "him know that I'm doing well.";
+ close;
+ }
+ else if (dmdswrd_Q == 38) {
+ mes "[Walker]";
+ mes "So how has Morf been?";
+ mes "I know he's eccentric, and";
+ mes "perhaps a little rude, but";
+ mes "he's really a very good man.";
+ close;
+ }
+ else if (dmdswrd_Q == 39) {
+ mes "[Walker]";
+ mes "It's good that Morf";
+ mes "was able to help you.";
+ mes "As for our younger brother,";
+ mes "Huey, I haven't heard from";
+ mes "him in a while. I think he's";
+ mes "travelling around in Morroc?";
+ close;
+ }
+ else if (dmdswrd_Q >= 40 && dmdswrd_Q <= 44) {
+ mes "[Walker]";
+ mes "I trust that Huey";
+ mes "is taking good care";
+ mes "of himself. If you happen";
+ mes "to see him again, would";
+ mes "you ask him to come visit";
+ mes "me one of these days?";
+ close;
+ }
+ else {
+ mes "[Walker]";
+ mes "Oh! You've completed";
+ mes "the pentagram and come";
+ mes "into possession of one of";
+ mes "the doomed swords? I'm";
+ mes "glad to hear it. If Father were";
+ mes "alive, he would be so proud.";
+ close;
+ }
+ }
+ else {
+ mes "[Middle-Aged Man]";
+ mes "It's been a while since";
+ mes "someone has come this";
+ mes "way. Not too many people";
+ mes "pass by here, so I rarely";
+ mes "receive visitors. Feel free";
+ mes "to rest and relax a while~";
+ close;
+ }
+}
+
+payon,248,159,1 script Old Man#magum1 120,{
+ if (dmdswrd_Q == 35) {
+ mes "[Old Man]";
+ mes "Wha--? Who are";
+ mes "you? Whaddya want?";
+ mes "Lemme alone so I can";
+ mes "drink in peace! ^333333*Urp*^000000";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Um, excuse me, but are";
+ mes "you Morf? I'm been sent";
+ mes "by your brother, Walker,";
+ mes "to ask if you can help";
+ mes "me with this pentagram.";
+ next;
+ mes "[Old Man]";
+ mes "Huh...? Lemme see...";
+ mes "Oh. This is Walker's";
+ mes "work alright. Y-you really";
+ mes "want a doomed sword, huh?";
+ mes "A-and that's really the Seal";
+ mes "of Muriel you have there?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Oh, the Seal!";
+ mes "Here, take a look";
+ mes "if you want. If it's";
+ mes "not the real thing, then";
+ mes "I went through a lot of";
+ mes "trouble to get a fake.";
+ next;
+ mes "[Old Man]";
+ mes "Arrrgh! That's the real";
+ mes "thing! Does this mean";
+ mes "I have to really work on";
+ mes "this now?! I'm still drunk!";
+ mes "Damn... I guess I have no";
+ mes "choice but to sober up.";
+ next;
+ mes "[Old Man]";
+ mes "Ugh... But I'm gonna";
+ mes "have such a hangover.";
+ mes "Hey! Bring me 20 Yellow";
+ mes "Potions so I can nurse";
+ mes "the headache I'm gonna";
+ mes "have! I'll need them so bad...";
+ set dmdswrd_Q,36;
+ close;
+ }
+ else if (dmdswrd_Q == 36) {
+ if (countitem(503) > 19) {
+ mes "[Old Man]";
+ mes "Oh, thank goodness you've";
+ mes "brought me the potions! Now,";
+ mes "these'll help me cope with the";
+ mes "unfamiliar sensation that you";
+ mes "people call sobriety. Ugh...";
+ mes "I can think clearly... Damn!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "......";
+ mes ".........";
+ mes "............";
+ next;
+ mes "[Old Man]";
+ mes "Gimme the scroll";
+ mes "with the pentagram.";
+ mes "Let's see, here. Hey,";
+ mes "Walker did a great job";
+ mes "on this. Alright, listen.";
+ mes "This is what I need from you...";
+ next;
+ mes "[Old Man]";
+ mes "^FF00001 Coal^000000,";
+ mes "^FF00003 Trunks^000000,";
+ mes "^FF00003 Old Hilts^000000,";
+ mes "^FF000050 Orge Teeth^000000, and";
+ mes "^FF00001 Foolishness of the Blind^000000.";
+ next;
+ mes "[Old Man]";
+ mes "You have to bring me";
+ mes "those items so that I can";
+ mes "continue forming the doomed";
+ mes "sword pentagram. I'll just be";
+ mes "waiting for you right here.";
+ delitem 503,20; //Yellow_Potion
+ set dmdswrd_Q,37;
+ close;
+ }
+ mes "[Old Man]";
+ mes "Arrrgh! Did you bring";
+ mes "me 20 Yellow Potions?";
+ mes "This hangover is getting";
+ mes "worse and worse! H-hurry";
+ mes "up and get me my meds!";
+ close;
+ }
+ else if (dmdswrd_Q == 37) {
+ if (countitem(7022) > 2 && countitem(1003) > 0 && countitem(1019) > 2 && countitem(7021) > 0 && countitem(7002) > 49) {
+ mes "[Morf]";
+ mes "Hey, you've brought";
+ mes "everything? Good, the";
+ mes "sooner I get this done,";
+ mes "the sooner I can get back";
+ mes "to drinking. All you need";
+ mes "to do now is sit and wait.";
+ next;
+ mes "[Morf]";
+ mes "Alright. Let's get...";
+ mes "Started? Where did I put";
+ mes "that thing I needed? Um...";
+ mes "Ah, there we go. Hrrrm...";
+ next;
+ mes "^3355FF*Scheeeezzzz*";
+ mes "*Clang Clang*";
+ mes "*Rattle Rattle*";
+ mes "*Th-thump thump*^000000";
+ next;
+ mes "^3355FF*Crrrrrrunch*";
+ mes "*Sh-sh-sh-shoom*";
+ mes "*Rub-rub-rub-rub*";
+ mes "*Flip ka-chink*^000000";
+ next;
+ mes ".........";
+ mes "............";
+ mes "...............";
+ mes "..................";
+ next;
+ mes "^3355FF*Scheeeezzzz*";
+ mes "*Clang Clang*";
+ mes "*Rattle Rattle*";
+ mes "*Th-thump thump*^000000";
+ next;
+ mes "^3355FF*Crrrrrrunch*";
+ mes "*Sh-sh-sh-shoom*";
+ mes "*Rub-rub-rub-rub*";
+ mes "*Flip ka-chink*^000000";
+ next;
+ mes "^3355FF*Rub Rub Rub Rub*";
+ mes "*Rub-Rub-Rub-Rub*";
+ mes "*Rub Rub Rub Rub*";
+ mes "*Rub-Rub-Rub-Rub*";
+ mes "*Rub Rub Rub Rub*";
+ mes "*Rub-Rub-Rub-Rub*^000000";
+ next;
+ mes "^3355FF*Rub-Rub-Rub-Rub*";
+ mes "*Rub Rub Rub Rub*";
+ mes "*Rub-Rub-Rub-Rub*";
+ mes "*Rub Rub Rub Rub*";
+ mes "*Rub-Rub-Rub-Rub*";
+ mes "*Rub Rub Rub Rub*^000000";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Excuse me...";
+ mes "But is it almost done?";
+ next;
+ mes ".........";
+ mes "............";
+ mes "...............";
+ mes "..................";
+ next;
+ mes "^3355FF*Scheeeezzzz*";
+ mes "*Clang Clang*";
+ mes "*Rattle Rattle*";
+ mes "*Th-thump thump*^000000";
+ next;
+ mes "^3355FF*Crrrrrrunch*";
+ mes "*Sh-sh-sh-shoom*";
+ mes "*Rub-rub-rub-rub*";
+ mes "*Flip ka-chink*^000000";
+ next;
+ mes "^3355FF*Rub Rub Rub Rub*";
+ mes "*Rub-Rub-Rub-Rub*";
+ mes "*Rub Rub Rub Rub*";
+ mes "*Rub-Rub-Rub-Rub*";
+ mes "*Rub Rub Rub Rub*";
+ mes "*Rub-Rub-Rub-Rub*^000000";
+ next;
+ mes "^3355FF*Rub-Rub-Rub-Rub*";
+ mes "*Rub Rub Rub Rub*";
+ mes "*Rub-Rub-Rub-Rub*";
+ mes "*Rub Rub Rub Rub*";
+ mes "*Rub-Rub-Rub-Rub*";
+ mes "*Rub Rub Rub Rub*^000000";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "H-hey, when is this";
+ mes "thing going to be finished?";
+ mes "Isn't it about time already?";
+ next;
+ mes "[Morf]";
+ mes "Hey! Be patient,";
+ mes "you can't rush";
+ mes "perfection. It'll";
+ mes "take as long as it";
+ mes "has to. But yeah,";
+ mes "I'm almost finished...";
+ next;
+ mes ".........";
+ mes "............";
+ mes "...............";
+ mes "..................";
+ next;
+ mes "[Morf]";
+ mes "Just...";
+ mes "Just give me a";
+ mes "few more minutes...";
+ delitem 7022,3; //Old_Hilt
+ delitem 1003,1; //Coal
+ delitem 1019,3; //Wooden_Block
+ delitem 7021,1; //Foolishness_Of_Blind
+ delitem 7002,50; //Ogre_Tooth
+ set dmdswrd_Q,38;
+ close;
+ }
+ mes "[Old Man]";
+ mes "What, did you forget";
+ mes "what I need? Grrr, I'll";
+ mes "tell you again, but you";
+ mes "better not forget this time!";
+ next;
+ mes "[Old Man]";
+ mes "^FF00001 Coal^000000,";
+ mes "^FF00003 Trunks^000000,";
+ mes "^FF00003 Old Hilts^000000,";
+ mes "^FF000050 Orge Teeth^000000, and";
+ mes "^FF00001 Foolishness of the Blind^000000.";
+ close;
+ }
+ else if (dmdswrd_Q == 38) {
+ switch(rand(1,10)) {
+ case 1:
+ case 10:
+ mes "[Morf]";
+ mes "Ooh, my back~!";
+ mes "The searing pain!";
+ mes "It looks like I have";
+ mes "no choice but to take";
+ mes "a break. That's why you";
+ mes "shouldn't be pushing me!";
+ next;
+ mes "[Morf]";
+ mes "Hey, while we've got some";
+ mes "time, let me tell you a story";
+ mes "about Mysteltainn, one of the";
+ mes "doomed swords that you may";
+ mes "receive if you manage to";
+ mes "complete the pentagram.";
+ next;
+ mes "[Morf]";
+ mes "Now, Mysteltainn is the";
+ mes "name of the tree from which";
+ mes "the twig that was used to";
+ mes "kill Baldur, god of light, was";
+ mes "obtained. It was the only";
+ mes "thing that could harm Baldur...";
+ next;
+ mes "[Morf]";
+ mes "From what I remember, the";
+ mes "god Loki plotted to kill Baldur";
+ mes "because he was jealous of";
+ mes "the god of light that every";
+ mes "living thing and inanimate";
+ mes "object seemed to adore.";
+ next;
+ mes "[Morf]";
+ mes "Loki tricked Baldur's mother";
+ mes "into revealing Baldur's secret";
+ mes "weakness. Now, the gods regularly made a game of throwing objects";
+ mes "like darts at Baldur since he was immune to everything else.";
+ next;
+ mes "[Morf]";
+ mes "When he learned that";
+ mes "Mysteltainn could be used";
+ mes "to kill Baldur, he took one of";
+ mes "its twigs and tricked Baldur's";
+ mes "blind brother into throwing it at Baldur in one of their games.";
+ next;
+ mes "[Morf]";
+ mes "And so...";
+ mes "That was how the";
+ mes "god of light was killed.";
+ mes "By Loki's trickery and the";
+ mes "foolishness of the blind.";
+ mes "That's Mysteltainn's story.";
+ next;
+ mes "[Morf]";
+ mes "Now, if you do happen to";
+ mes "get the Mysteltainn doomed";
+ mes "sword from its seal, it won't";
+ mes "be as powerful as the original";
+ mes "one that, you know, killed a";
+ mes "god. It can't be reproduced...";
+ next;
+ mes "[Morf]";
+ mes "However, the fascimile is";
+ mes "incredibly powerful, and you";
+ mes "must make sure that you wield";
+ mes "it responsibly. Now, I know";
+ mes "you must be upset that I've";
+ mes "taken so long to do this...";
+ next;
+ mes "[Morf]";
+ mes "Please understand that";
+ mes "I'm pretty old now, and that";
+ mes "pentagram work isn't exactly";
+ mes "easy. Anyway, my part is done.";
+ mes "Now you gotta find Huey,";
+ mes "my youngest brother.";
+ next;
+ mes "[Morf]";
+ mes "Huey's been traveling";
+ mes "around, but last I heard, he";
+ mes "was in Morroc. If you can";
+ mes "find him, he can complete";
+ mes "this pentagram for you. Well,";
+ mes "care now, and good luck.";
+ set dmdswrd_Q,39;
+ close;
+ case 2:
+ mes "[Morf]";
+ mes "Be patient, youngster,";
+ mes "I need more time! Don't";
+ mes "you understand that if";
+ mes "I screw up this pentagram,";
+ mes "you'll have to start all over";
+ mes "again? Yeah, that's right~";
+ close;
+ case 3:
+ mes "[Morf]";
+ mes "Not... Done... Yet.";
+ mes "It'll be done when it's";
+ mes "done, okay? Why don't you";
+ mes "take a walk or something";
+ mes "to kill the time, yeah?";
+ close;
+ case 4:
+ mes "[Morf]";
+ mes "Yeah, you know what?";
+ mes "It's time for another break.";
+ mes "Let me rest my cramped hands";
+ mes "and enjoy one of these Yellow";
+ mes "Potions that you've brought";
+ mes "me. Yep, that's a good idea.";
+ close;
+ case 5:
+ mes "[Morf]";
+ mes "Look...";
+ mes "If you're just";
+ mes "gonna stand there";
+ mes "and breathe down my";
+ mes "neck while I'm working,";
+ mes "you might as well be useful.";
+ next;
+ mes "[Mork]";
+ mes "Bring me some";
+ mes "snacks or something,";
+ mes "or get the hell out of";
+ mes "here until I'm done!";
+ close;
+ case 6:
+ mes ".........";
+ mes "............";
+ mes "...............";
+ next;
+ mes "^3355FFMorf has fallen";
+ mes "into a deep sleep.^000000";
+ close;
+ case 7:
+ mes "[Morf]";
+ mes "No...";
+ mes "Still not done.";
+ mes "Just like the last";
+ mes "time you asked.";
+ mes "Just... Wait...";
+ close;
+ case 8:
+ mes ".........";
+ mes "............";
+ mes "...............";
+ next;
+ mes "^3355FFMorf has fallen";
+ mes "into a pretty restful";
+ mes "slumber that he seems";
+ mes "to be thoroughly enjoying.^000000";
+ close;
+ case 9:
+ mes "[Morf]";
+ mes "You can see my hands, right?";
+ mes "When they're not busy trying";
+ mes "to finish this pentagram, that's probably a sign meaning that ";
+ mes "I'm finished. Lookee, they're";
+ mes "moving, still moving, see that?";
+ close;
+ }
+ }
+ else if (dmdswrd_Q == 39) {
+ mes "[Morf]";
+ mes "If you really want to";
+ mes "finish that pentagram,";
+ mes "then find my youngest";
+ mes "brother Huey in Morroc.";
+ mes "He should help you out.";
+ mes "I mean, if I did, then he will!";
+ close;
+ }
+ else if (dmdswrd_Q == 40) {
+ mes "[Morf]";
+ mes "You actually found";
+ mes "Huey? How's my little";
+ mes "baby brother doing? Well,";
+ mes "if he's fine, then make him";
+ mes "finish that pentagram. I don't want all my work to go to waste!";
+ close;
+ }
+ else if (dmdswrd_Q > 41 && dmdswrd_Q < 45) {
+ mes "[Morf]";
+ mes "It's good to hear";
+ mes "that Huey is fine and";
+ mes "that nothing's wrong with";
+ mes "his health. In that case,";
+ mes "he should be writing me";
+ mes "and Walker more often!";
+ close;
+ }
+ else if (dmdswrd_Q == 45) {
+ mes "[Morf]";
+ mes "Now that you have one";
+ mes "of those doomed swords,";
+ mes "I want you to only use it for";
+ mes "the right reasons. The curses";
+ mes "of the swords are most dangerous when your conviction wavers.";
+ close;
+ }
+ else {
+ mes "[Old Man]";
+ mes "Arrrrrrrrrghhhh~!";
+ mes "My heart freakin' hurts!";
+ mes "Times like these, I sure";
+ mes "could use a Yellow Potion to";
+ mes "help cope with my hangovers.";
+ mes "C'mon, I freakin' need my meds!";
+ close;
+ }
+}
+
+morocc,248,159,4 script Young Man#magum1 86,{
+ if (dmdswrd_Q == 39) {
+ mes "[Huey]";
+ mes "Excuse me, but...";
+ mes "Um, did you need";
+ mes "something? You";
+ mes "look like you have";
+ mes "a question for me.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Actually, I'm looking for";
+ mes "somebody named Huey.";
+ mes "I hear he's the only one";
+ mes "that can help me finish";
+ mes "this... well... Do you know";
+ mes "where I can find him?";
+ next;
+ mes "[Huey]";
+ mes "Y-yes. I-I'm Huey.";
+ mes "But why are you looking";
+ mes "for me? Oh! Are you some";
+ mes "kind of messenger from one";
+ mes "of my brothers? I haven't heard";
+ mes "from them in quite a while.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Actually, I'm trying to";
+ mes "obtain a doomed sword.";
+ mes "To do that, I've already";
+ mes "got the Seal of Muriniel,";
+ mes "and your brothers have";
+ mes "started this pentagram.";
+ next;
+ mes "[Huey]";
+ mes "Are you serious?";
+ mes "You've come this far to";
+ mes "get one of those accursed";
+ mes "blades? Mm, would you please";
+ mes "let me see the pentagram? Oh,";
+ mes "my brothers did such good work!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Ah, yes. Here.";
+ next;
+ mes "[Huey]";
+ mes "I don't know if you can";
+ mes "appreciate it, but this";
+ mes "pentagram has really good";
+ mes "craftsmanship! Now, if my";
+ mes "older brothers have already^FFFFFF ^000000 helped you, I shall do the same.";
+ next;
+ mes "[Huey]";
+ mes "My older brothers are even";
+ mes "better blacksmiths than me,";
+ mes "so if you were able to convince";
+ mes "them to aid you, I don't really";
+ mes "have the right to refuse to help you. Besides, if I don't...";
+ next;
+ mes "[Huey]";
+ mes "...Then my brother's work";
+ mes "would have been for nothing.";
+ mes "And then... They might just";
+ mes "come looking for me. Morf";
+ mes "especially. Oh, right! Materials!^FFFFFF ^000000 I need these for the pentagram!";
+ next;
+ mes "[Huey]";
+ mes "Please bring me";
+ mes "^FF00009 Rubies^000000,";
+ mes "^FF00006 Blades of Darkness^000000,";
+ mes "^FF00009 Bloody Edges^000000, and";
+ mes "^FF00001 Loki's Whisper^000000.";
+ next;
+ mes "[Huey]";
+ mes "While you gather the";
+ mes "necessary items, I'll be";
+ mes "finishing my preparations.";
+ mes "Oh, and bring me the ^FF0000exact";
+ mes "amounts^000000--^FF0000no more^000000, ^FF0000no less^000000.";
+ mes "Okay now, I'll see you later~";
+ set dmdswrd_Q,40;
+ close;
+ }
+ else if (dmdswrd_Q == 40) {
+ if (countitem(7024) == 9 && countitem(7023) == 6 && countitem(723) == 9 && countitem(7019) == 1) {
+ mes "[Huey]";
+ mes "Oh, you're back. Did";
+ mes "you bring everything";
+ mes "I need for the pentagram";
+ mes "in the exact amounts? Mmm...";
+ mes "Ah! Yes, perfect! Nice work~";
+ next;
+ mes "[Huey]";
+ mes "Would you please wait";
+ mes "while I finish this pentagram?";
+ mes "This is going to take some";
+ mes "time, but trust me, we're";
+ mes "almost done. All your hard";
+ mes "work will pay off soon~";
+ delitem 7024,9; //Bloody_Edge
+ delitem 7023,6; //Blade_Lost_In_Darkness
+ delitem 723,9; //Cardinal_Jewel
+ delitem 7019,1; //Loki's_Whispers
+ set dmdswrd_Q,41;
+ close;
+ }
+ mes "[Huey]";
+ mes "In order to finish the";
+ mes "pentagram, I'll need some";
+ mes "items in the exact quantities--";
+ mes "no more, no less. If you have";
+ mes "too many of a required item, why don't you put it in your Storage?";
+ next;
+ mes "[Huey]";
+ mes "Please bring me";
+ mes "^FF00009 Rubies^000000,";
+ mes "^FF00006 Blades of Darkness^000000,";
+ mes "^FF00009 Bloody Edges^000000, and";
+ mes "^FF00001 Loki's Whisper^000000.";
+ mes "Well, I'll be waiting~";
+ close;
+ }
+ else if (dmdswrd_Q == 41) {
+ mes "[Huey]";
+ mes "Hey there, your timing's";
+ mes "perfect! I just completed";
+ mes "the pentagram for unsealing";
+ mes "one of the doomed swords.";
+ mes "There's just one last step...";
+ next;
+ mes "[Huey]";
+ mes "Would you put the Seal of Murinel to the pentagram? That will unlock";
+ mes "the seal, causing the doomed sword best suited for you to manifest.";
+ mes "Soon, Grimtooth, Mysteltainn,";
+ mes "or Executioner will be yours...";
+ next;
+ mes "^3355FFYou carefully place the";
+ mes "Seal of Muriniel to the";
+ mes "pentagram. A few parts of";
+ mes "the pentagram immediately";
+ mes "begin to quitely pulse with";
+ mes "a soft and gentle glow.^000000";
+ next;
+ mes "[Huey]";
+ mes "It's... It's starting! The";
+ mes "sections of the pentagram";
+ mes "are activating in the order";
+ mes "in which they were completed.";
+ mes "The parts that are lit now";
+ mes "must be Walker's work...";
+ next;
+ mes "^3355FFSuddenly, another section";
+ mes "of the pentagram activates,";
+ mes "and parts of the pentagram";
+ mes "flare unstably with an";
+ mes "intense, unsteady light.^000000";
+ next;
+ mes "[Huey]";
+ mes "That must be...";
+ mes "Morf must have done";
+ mes "that part. Okay, when";
+ mes "the light stabilizes and";
+ mes "the entire pentagram is";
+ mes "glowing, it'll be ready.";
+ next;
+ mes "^3355FFThe unactivated portions";
+ mes "of the pentagram ignite,";
+ mes "and the entire pentagram";
+ mes "emits a warm, effusive glow.^000000";
+ next;
+ mes "[Huey]";
+ mes "Okay, this is important!";
+ mes "One of the doomed swords";
+ mes "is going to manifest very soon.";
+ mes "When you can see the sword";
+ mes "within the light, grab it quickly! ";
+ next;
+ mes "[Huey]";
+ mes "Wait, can you--?";
+ mes "There, I see it! Now";
+ mes "quickly, take it! It's yours!";
+ next;
+ set .@random,rand(1,10);
+ if (.@random >= 1 && .@random <= 5) {
+ callsub S_GetSword,1237,0,1,42;
+ getitem 1237,1; //Grimtooth_
+ close;
+ }
+ else if (.@random >= 6 && .@random <= 8) {
+ callsub S_GetSword,1138,1,1,43;
+ getitem 1138,1; //Mysteltainn_
+ close;
+ }
+ else {
+ callsub S_GetSword,1169,2,1,44;
+ getitem 1169,1; //Executioner_
+ close;
+ }
+ }
+ else if (dmdswrd_Q == 42) {
+ callsub S_GetSword,1237,0,0,0;
+ getitem 1237,1; //Grimtooth_
+ close;
+ }
+ else if (dmdswrd_Q == 43) {
+ callsub S_GetSword,1138,1,0,0;
+ getitem 1138,1; //Mysteltainn_
+ close;
+ }
+ else if (dmdswrd_Q == 44) {
+ callsub S_GetSword,1169,2,0,0;
+ getitem 1169,1; //Executioner_
+ close;
+ }
+ else if (dmdswrd_Q == 45) {
+ mes "[Huey]";
+ mes "So how are you handling";
+ mes "that doomed sword? Whatever";
+ mes "you do, don't abuse its power";
+ mes "and you should be fine. I've";
+ mes "got faith that you'll never";
+ mes "succumb to the blade's curse.";
+ next;
+ mes "[Huey]";
+ mes "Anyway, I really";
+ mes "should thank you for";
+ mes "the opportunity to use";
+ mes "my skills. I mean, I didn't";
+ mes "want what I had learned from";
+ mes "the Dwarves to go to waste.";
+ close;
+ }
+ else {
+ mes "[Huey]";
+ mes "You know, I've traveled";
+ mes "to all sorts of places, but";
+ mes "the heat here in Morroc";
+ mes "is the worst I've ever";
+ mes "experienced! It's so humid";
+ mes "and uncomfortable here...";
+ close;
+ }
+
+S_GetSword:
+ if (getarg(2) == 1) {
+ mes "^3355FFYou reach within the";
+ mes "blinding light and grasp";
+ mes "the sword's handle. When";
+ mes "the light dissipates, you";
+ mes "can see that you have";
+ mes "obtained a "+getitemname(getarg(0))+".^000000";
+ set magum,getarg(3);
+ next;
+ }
+ if (checkweight(getarg(0),1) == 0) {
+ mes "[Huey]";
+ mes "Hold on, you're carrying";
+ mes "too many things with you.";
+ mes "You better store some things";
+ mes "to make more of your inventory";
+ mes "space available. Then, we can finally claim your doomed sword.";
+ close;
+ }
+ mes "[Huey]";
+ if (getarg(1) == 0) {
+ mes "Th-that's the Grimtooth!";
+ mes "Ever since I've been taught";
+ mes "the pentagram techniques by";
+ mes "those Dwarves, I've never once";
+ mes "imagined that I'd see that sword. Please use that weapon wisely.";
+ }
+ else if (getarg(1) == 1) {
+ mes "I don't believe it!";
+ mes "You... You've been found";
+ mes "worthy of the Mysteltainn?";
+ mes "Be careful, and don't let";
+ mes "its power overwhelm you.";
+ mes "Wield it only for just ends...";
+ }
+ else if (getarg(1) == 2) {
+ mes "Th-that's...!";
+ mes "The Executionier has";
+ mes "chosen you to wield it?";
+ mes "You must have an extremely";
+ mes "strong will, or something...";
+ mes "Don't give in to the bloodlust.";
+ }
+ next;
+ mes "[Huey]";
+ mes "Well, it looks like my";
+ mes "work here is done. I'm glad";
+ mes "I got the chance to use these";
+ mes "ancient skills, and it's an honor to meet a worthy adventurer.";
+ mes "My brothers should be proud.";
+ next;
+ mes "[Huey]";
+ mes "Speaking of which,";
+ mes "please give Morf and";
+ mes "Walker my regards if you";
+ mes "happen to see them. Well";
+ mes "then, take care of yourself, and be cautious in using that sword.";
+ set dmdswrd_Q,45;
+ return;
+}
diff --git a/npc/pre-re/quests/eden/11-25.txt b/npc/pre-re/quests/eden/11-25.txt
new file mode 100644
index 000000000..66892ae5b
--- /dev/null
+++ b/npc/pre-re/quests/eden/11-25.txt
@@ -0,0 +1,545 @@
+//===== rAthena Script =======================================
+// Eden Group Quests - Mission [11 - 25]
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.1
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= Repetable Quests for Players between Baselevel 10 - 26 .
+//===== Additional Comments: =================================
+//= 1.0 First Version.
+//= 1.1 Some little optimization here and there. [Masao]
+//============================================================
+
+moc_para01,36,38,3 script Mission [11 - 25]#Tuto 857,{
+ if (countitem(6219) > 0) {
+ set .@hunting1,checkquest(11114,HUNTING);
+ set .@hunting2,checkquest(11115,HUNTING);
+ set .@hunting3,checkquest(11116,HUNTING);
+ set .@hunting4,checkquest(11117,HUNTING);
+ set .@hunting5,checkquest(11118,HUNTING);
+ set .@hunting6,checkquest(11119,HUNTING);
+ set .@hunting7,checkquest(11120,HUNTING);
+ set .@hunting8,checkquest(11121,HUNTING);
+ set .@hunting9,checkquest(11122,HUNTING);
+ set .@hunting10,checkquest(11123,HUNTING);
+ set .@playtime1,checkquest(11124,PLAYTIME);
+ set .@playtime2,checkquest(11125,PLAYTIME);
+ set .@playtime3,checkquest(11126,PLAYTIME);
+ set .@playtime4,checkquest(11127,PLAYTIME);
+ set .@playtime5,checkquest(11128,PLAYTIME);
+ set .@playtime6,checkquest(11129,PLAYTIME);
+ set .@playtime7,checkquest(11130,PLAYTIME);
+ set .@playtime8,checkquest(11131,PLAYTIME);
+ set .@playtime9,checkquest(11132,PLAYTIME);
+ set .@playtime10,checkquest(11133,PLAYTIME);
+ if (.@playtime1 == 2) {
+ erasequest 11124;
+ }
+ if (.@playtime2 == 2) {
+ erasequest 11125;
+ }
+ if (.@playtime3 == 2) {
+ erasequest 11126;
+ }
+ if (.@playtime4 == 2) {
+ erasequest 11127;
+ }
+ if (.@playtime5 == 2) {
+ erasequest 11128;
+ }
+ if (.@playtime6 == 2) {
+ erasequest 11129;
+ }
+ if (.@playtime7 == 2) {
+ erasequest 11130;
+ }
+ if (.@playtime8 == 2) {
+ erasequest 11131;
+ }
+ if (.@playtime9 == 2) {
+ erasequest 11132;
+ }
+ if (.@playtime10 == 2) {
+ erasequest 11133;
+ }
+ if (.@hunting1 == 0 || .@hunting2 == 0 || .@hunting3 == 0 || .@hunting4 == 0 || .@hunting5 == 0 || .@hunting6 == 0 || .@hunting7 == 0 || .@hunting8 == 0 || .@hunting9 == 0 || .@hunting10 == 0 || .@hunting1 == 1 || .@hunting2 == 1 || .@hunting3 == 1 || .@hunting4 == 1 || .@hunting5 == 1 || .@hunting6 == 1 || .@hunting7 == 1 || .@hunting8 == 1 || .@hunting9 == 1 || .@hunting10 == 1) {
+ mes " - You can only request - ";
+ mes " - one mission at a time - ";
+ mes "";
+ mes " - Manager : Spike - ";
+ close;
+ }
+ if (.@hunting1 == 2 || .@hunting2 == 2 || .@hunting3 == 2 || .@hunting4 == 2 || .@hunting5 == 2 || .@hunting6 == 2 || .@hunting7 == 2 || .@hunting8 == 2 || .@hunting9 == 2 || .@hunting10 == 2) {
+ mes " - You must collect your - ";
+ mes " - reward before starting - ";
+ mes " - a new mission. - ";
+ mes "";
+ mes " - Manager : Spike - ";
+ close;
+ }
+ if (BaseLevel < 11) {
+ mes " - There are no tasks - ";
+ mes " - open for you right now. - ";
+ close;
+ }
+ if ((BaseLevel > 10) && (BaseLevel < 26)) {
+ mes " - Mission bulletin board -";
+ mes " - for beginners. -";
+ mes "";
+ mes " - Manager : Spike -";
+ next;
+ switch (select("Hornet Hunting:Condor Hunting:Grasshopper's Leg:Worm Tail Hunting:Spore Hunting:Pest Control:Muka Hunting:Familiar Hunting:Collect Feathers:Collect Poison Spores:Cancel")) {
+ case 1:
+ if (.@playtime1 == 1) {
+ mes " - Mission ^4d4dffHornet Hunting^000000 - ";
+ mes " - is already finished for today. - ";
+ mes "";
+ mes " - Manager : Spike - ";
+ close;
+ }
+ mes " - Mission 'Hornet Hunting' - ";
+ mes " - Hunt 10 ^4d4dff'Hornets'^000000 - ";
+ mes " - northwest of Prontera. - ";
+ mes "";
+ mes " - Manager : Spike - ";
+ next;
+ switch (select("I will do this mission.:Look for other missions.")) {
+ case 1:
+ mes " - Hunt 10 ^4d4dff'Hornets'^000000 - ";
+ mes " - northwest of Prontera. - ";
+ setquest 11114;
+ close;
+ case 2:
+ mes " - Let's search for other missions.- ";
+ close;
+ }
+ case 2:
+ if (.@playtime2 == 1) {
+ mes " - Mission ^4d4dffCondor Hunting^000000 - ";
+ mes " - is already finished for today. - ";
+ mes "";
+ mes " - Manager : Spike - ";
+ close;
+ }
+ mes " - Mission 'Condor Hunting' - ";
+ mes " - Hunt 20 ^4d4dff'Condors'^000000 - ";
+ mes " - south of Morroc. - ";
+ mes "";
+ mes " - Manager : Spike - ";
+ next;
+ switch (select("I will do this mission.:Look for other missions.")) {
+ case 1:
+ mes " - Hunt 20 ^4d4dff'Condors'^000000 - ";
+ mes " - south of Morroc. - ";
+ setquest 11115;
+ close;
+ case 2:
+ mes " - Let's search for other missions.- ";
+ close;
+ }
+ case 3:
+ if (.@playtime3 == 1) {
+ mes " - Mission ^4d4dffGrasshopper's Leg^000000 - ";
+ mes " - is already finished for today. - ";
+ mes "";
+ mes " - Manager : Spike - ";
+ close;
+ }
+ mes " - Mission 'Grasshopper's Leg' - ";
+ mes " - Hunt 10 ^4d4dff'Rockers'^000000 - ";
+ mes " - southwest of Prontera and - ";
+ mes " - bring 10 ^4d4dffGrasshopper's Legs^000000. - ";
+ mes " - Manager : Spike - ";
+ next;
+ switch (select("I will do this mission.:Look for other missions.")) {
+ case 1:
+ mes " - Hunt 10 ^4d4dff'Rockers'^000000 - ";
+ mes " - southwest of Prontera and - ";
+ mes " - bring 10 ^4d4dffGrasshopper's Legs^000000. - ";
+ setquest 11116;
+ close;
+ case 2:
+ mes " - Let's search for other missions.- ";
+ close;
+ }
+ case 4:
+ if (.@playtime4 == 1) {
+ mes " - Mission ^4d4dffWorm Tail Hunting^000000 - ";
+ mes " - is already finished for today. - ";
+ mes "";
+ mes " - Manager : Spike - ";
+ close;
+ }
+ mes " - Mission 'Worm Tail Hunting' - ";
+ mes " - Hunt 20 ^4d4dff'Worm Tails'^000000 - ";
+ mes " - southeast of Payon.- ";
+ mes "";
+ mes " - Manager : Spike - ";
+ next;
+ switch (select("I will do this mission.:Look for other missions.")) {
+ case 1:
+ mes " - Hunt 20 ^4d4dff'Worm Tails'^000000 - ";
+ mes " - southeast of Payon.- ";
+ setquest 11117;
+ close;
+ case 2:
+ mes " - Let's search for other missions.- ";
+ close;
+ }
+ case 5:
+ if (.@playtime5 == 1) {
+ mes " - Mission ^4d4dffSpore Hunting^000000 - ";
+ mes " - is already finished for today. - ";
+ mes "";
+ mes " - Manager : Spike - ";
+ close;
+ }
+ mes " - Mission 'Spore Hunting' - ";
+ mes " - Hunt 30 ^4d4dff'Spores'^000000 - ";
+ mes " - around Payon. - ";
+ mes "";
+ mes " - Manager : Spike - ";
+ next;
+ switch (select("I will do this mission.:Look for other missions.")) {
+ case 1:
+ mes " - Hunt 30 ^4d4dff'Spores'^000000 - ";
+ mes " - around Payon. - ";
+ setquest 11118;
+ close;
+ case 2:
+ mes " - Let's search for other missions.- ";
+ close;
+ }
+ case 6:
+ if (.@playtime6 == 1) {
+ mes " - Mission ^4d4dffPest Control^000000 - ";
+ mes " - is already finished for today. - ";
+ mes "";
+ mes " - Manager : Spike - ";
+ close;
+ }
+ mes " - Mission 'Pest Control' - ";
+ mes " - Hunt 20 ^4d4dffThief Bug Eggs^000000 - ";
+ mes " - in the Prontera Culvert - ";
+ mes " - and bring 10 ^4d4dffChrysalis^000000. - ";
+ mes " - Manager : Spike - ";
+ next;
+ switch (select("I will do this mission.:Look for other missions.")) {
+ case 1:
+ mes " - Hunt 20 ^4d4dffThief Bug Eggs^000000 - ";
+ mes " - in the Prontera Culvert - ";
+ mes " - and bring 10 ^4d4dffChrysalis^000000. - ";
+ setquest 11119;
+ close;
+ case 2:
+ mes " - Let's search for other missions.- ";
+ close;
+ }
+ case 7:
+ if (.@playtime7 == 1) {
+ mes " - Mission ^4d4dffMuka Hunting^000000 - ";
+ mes " - is already finished for today. - ";
+ mes "";
+ mes " - Manager : Spike - ";
+ close;
+ }
+ mes " - Mission 'Muka Hunting' - ";
+ mes " - Hunt 20 ^4d4dff'Muka'^000000 - ";
+ mes " - south of Prontera. - ";
+ mes "";
+ mes " - Manager : Spike - ";
+ next;
+ switch (select("I will do this mission.:Look for other missions.")) {
+ case 1:
+ mes " - Hunt 20 ^4d4dff'Muka'^000000 - ";
+ mes " - south of Prontera. - ";
+ setquest 11120;
+ close;
+ case 2:
+ mes " - Let's search for other missions.- ";
+ close;
+ }
+ case 8:
+ if (.@playtime8 == 1) {
+ mes " - Mission ^4d4dffFamiliar Hunting^000000 - ";
+ mes " - is already finished for today. - ";
+ mes "";
+ mes " - Manager : Spike - ";
+ close;
+ }
+ mes " - Mission 'Familiar Hunting' - ";
+ mes " - Hunt 20 ^4d4dffFamiliar^000000 - ";
+ mes " - in the Culvert Sewers - ";
+ mes " - west of Prontera. - ";
+ mes " - Manager : Spike - ";
+ next;
+ switch (select("I will do this mission.:Look for other missions.")) {
+ case 1:
+ mes " - Hunt 20 ^4d4dffFamiliar^000000 - ";
+ mes " - in the Culvert Sewers - ";
+ mes " - west of Prontera. - ";
+ setquest 11121;
+ close;
+ case 2:
+ mes " - Let's search for other missions.- ";
+ close;
+ }
+ case 9:
+ if (.@playtime9 == 1) {
+ mes " - Mission ^4d4dffCollect Feathers^000000 - ";
+ mes " - is already finished for today. - ";
+ mes "";
+ mes " - Manager : Spike - ";
+ close;
+ }
+ mes " - Mission 'Collect Feathers' - ";
+ mes " - Hunt 30 ^4d4dff'Peco Pecos'^000000 - ";
+ mes " - south of Prontera. - ";
+ mes "";
+ mes " - Manager : Spike - ";
+ next;
+ switch (select("I will do this mission.:Look for other missions.")) {
+ case 1:
+ mes " - Hunt 30 ^4d4dff'Peco Pecos'^000000 - ";
+ mes " - south of Prontera. - ";
+ setquest 11122;
+ close;
+ case 2:
+ mes " - Let's search for other missions.- ";
+ close;
+ }
+ case 10:
+ if (.@playtime10 == 1) {
+ mes " - Mission ^4d4dffCollect Poison Spores^000000 - ";
+ mes " - is already finished for today. - ";
+ mes "";
+ mes " - Manager : Spike - ";
+ close;
+ }
+ mes " - Mission 'Collect Poison Spores' - ";
+ mes " - Hunt 30 ^4d4dffPoison Spores^000000 - ";
+ mes " - inside the Geffen Tower and - ";
+ mes " - bring 5 ^4d4dffPoison Spores^000000. - ";
+ mes " - Manager : Spike - ";
+ next;
+ switch (select("I will do this mission.:Look for other missions.")) {
+ case 1:
+ mes " - Hunt 30 ^4d4dffPoison Spores^000000 - ";
+ mes " - inside the Geffen Tower Dungeon - ";
+ mes " - bring 5 ^4d4dffPoison Spores^000000. - ";
+ if (.@playtime10 == 2) {
+ erasequest 11133;
+ }
+ setquest 11123;
+ close;
+ case 2:
+ mes " - Let's search for other missions.- ";
+ close;
+ }
+ case 11:
+ mes " - Stop reading the bulletin board. - ";
+ close;
+ }
+ }
+ mes " - These missions are too - ";
+ mes " - easy for your caliber - ";
+ mes " - search for a more level - ";
+ mes " - appropriate mission. - ";
+ close;
+ }
+ mes "-You need to have a-";
+ mes "-^4d4dff'Eden Group Mark'^000000-";
+ mes "-to receive these missions-";
+ close;
+}
+
+moc_para01,32,30,6 script Spike 914,{
+
+ set .@hunting1,checkquest(11114,HUNTING);
+ set .@hunting2,checkquest(11115,HUNTING);
+ set .@hunting3,checkquest(11116,HUNTING);
+ set .@hunting4,checkquest(11117,HUNTING);
+ set .@hunting5,checkquest(11118,HUNTING);
+ set .@hunting6,checkquest(11119,HUNTING);
+ set .@hunting7,checkquest(11120,HUNTING);
+ set .@hunting8,checkquest(11121,HUNTING);
+ set .@hunting9,checkquest(11122,HUNTING);
+ set .@hunting10,checkquest(11123,HUNTING);
+ if (.@hunting1 == 0 || .@hunting2 == 0 || .@hunting3 == 0 || .@hunting4 == 0 || .@hunting5 == 0 || .@hunting6 == 0 || .@hunting7 == 0 || .@hunting8 == 0 || .@hunting9 == 0 || .@hunting10 == 0 || .@hunting1 == 1 || .@hunting2 == 1 || .@hunting3 == 1 || .@hunting4 == 1 || .@hunting5 == 1 || .@hunting6 == 1 || .@hunting7 == 1 || .@hunting8 == 1 || .@hunting9 == 1 || .@hunting10 == 1) {
+ mes "[Spike]";
+ mes "You haven't finished your mission yet.";
+ mes "Keep up the good work. You are almost done.";
+ close;
+ }
+ if (.@hunting1 == 2) {
+ mes "[Spike]";
+ mes "Hmm... let me see~";
+ mes "You have completed the 'Hornet Hunting' mission.";
+ next;
+ mes "[Spike]";
+ mes "Good work~!!";
+ mes "Our client is so happy with your work. He will appreciate what you have done.";
+ mes "Please help us again. Thanks!";
+ erasequest 11114;
+ setquest 11124;
+ getexp 900,0;
+ close;
+ }
+ if (.@hunting2 == 2) {
+ mes "[Spike]";
+ mes "Hmm... let me see~";
+ mes "You have completed the 'Condor Hunting' mission.";
+ next;
+ mes "[Spike]";
+ mes "Good work~!!";
+ mes "Our client is so happy with your work. He will appreciate what you have done.";
+ mes "Please help us again. Thanks!";
+ erasequest 11115;
+ setquest 11125;
+ getexp 1800,0;
+ close;
+ }
+ if (.@hunting3 == 2) {
+ if (countitem(940) > 9) {
+ mes "[Spike]";
+ mes "Hmm... let me see~";
+ mes "You have completed the 'Grasshopper's Leg' mission.";
+ next;
+ mes "[Spike]";
+ mes "Good work~!!";
+ mes "Our client is so happy with your work. He will appreciate what you have done.";
+ mes "Please help us again. Thanks!";
+ delitem 940,10; //Grasshopper's_Leg
+ erasequest 11116;
+ setquest 11126;
+ getexp 1400,0;
+ close;
+ }
+ mes "[Spike]";
+ mes "You don't have enough Grasshopper's Legs.";
+ mes "You need to bring 10 Grasshopper's Legs.";
+ close;
+ }
+ if (.@hunting4 == 2) {
+ mes "[Spike]";
+ mes "Hmm... let me see~";
+ mes "You have completed the 'Worm Tail Hunting' mission.";
+ next;
+ mes "[Spike]";
+ mes "Good work~!!";
+ mes "Our client is so happy with your work. He will appreciate what you have done.";
+ mes "Please help us again. Thanks!";
+ erasequest 11117;
+ setquest 11127;
+ getexp 2600,0;
+ close;
+ }
+ if (.@hunting5 == 2) {
+ mes "[Spike]";
+ mes "Hmm... let me see~";
+ mes "You have completed the 'Spore Hunting' mission.";
+ next;
+ mes "[Spike]";
+ mes "Good work~!!";
+ mes "Our client is so happy with your work. He will appreciate what you have done.";
+ mes "Please help us again. Thanks!";
+ erasequest 11118;
+ setquest 11128;
+ getexp 3900,0;
+ close;
+ }
+ if (.@hunting6 == 2) {
+ if (countitem(915) > 9) {
+ mes "[Spike]";
+ mes "Hmm... let me see~";
+ mes "You have completed the 'Extirpate Insects' mission.";
+ next;
+ mes "[Spike]";
+ mes "Good work~!!";
+ mes "Our client is so happy with your work. He will appreciate what you have done.";
+ mes "Please help us again. Thanks!";
+ delitem 915,10; //Chrysalis
+ erasequest 11119;
+ setquest 11129;
+ getexp 2900,0;
+ close;
+ }
+ mes "[Spike]";
+ mes "You don't have enough Chrysalis.";
+ mes "You need to bring 10 Chrysalis.";
+ close;
+ }
+ if (.@hunting7 == 2) {
+ mes "[Spike]";
+ mes "Hmm... let me see~";
+ mes "You have completed the 'Muka Hunting' mission.";
+ next;
+ mes "[Spike]";
+ mes "Good work~!!";
+ mes "Our client is so happy with your work. He will appreciate what you have done.";
+ mes "Please help us again. Thanks!";
+ erasequest 11120;
+ setquest 11130;
+ getexp 3200,0;
+ close;
+ }
+ if (.@hunting8 == 2) {
+ mes "[Spike]";
+ mes "Hmm... let me see~";
+ mes "You have completed the 'Familiar Hunting' mission.";
+ next;
+ mes "[Spike]";
+ mes "Good work~!!";
+ mes "Our client is so happy with your work. He will appreciate what you have done.";
+ mes "Please help us again. Thanks!";
+ erasequest 11121;
+ setquest 11131;
+ getexp 3200,0;
+ close;
+ }
+ if (.@hunting9 == 2) {
+ mes "[Spike]";
+ mes "Hmm... let me see~";
+ mes "You have completed the 'Collect Feathers' mission.";
+ next;
+ mes "[Spike]";
+ mes "Good work~!!";
+ mes "Our client is so happy with your work. He will appreciate what you have done.";
+ mes "Please help us again. Thanks!";
+ erasequest 11122;
+ setquest 11132;
+ getexp 5400,0;
+ close;
+ }
+ if (.@hunting10 == 2) {
+ if (countitem(7033) > 4) {
+ mes "[Spike]";
+ mes "Hmm... let me see~";
+ mes "You have completed the 'Collect Poison Spores' mission.";
+ next;
+ mes "[Spike]";
+ mes "Good work~!!";
+ mes "Our client is so happy with your work. He will appreciate what you have done.";
+ mes "Please help us again. Thanks!";
+ delitem 7033,5; // Poison Spore
+ erasequest 11123;
+ setquest 11133;
+ getexp 6000,0;
+ close;
+ }
+ mes "[Spike]";
+ mes "You don't have enough Poison Spores.";
+ mes "You need to bring 5 Poison Spores.";
+ close;
+ }
+ mes "[Spike]";
+ mes "Are you looking for a job?";
+ mes "We always have lots of work to do.";
+ next;
+ mes "[Spike]";
+ mes "Why don't you look around and find some interesting tasks?.";
+ close;
+}
diff --git a/npc/pre-re/quests/eden/26-40.txt b/npc/pre-re/quests/eden/26-40.txt
new file mode 100644
index 000000000..cdb9fbadc
--- /dev/null
+++ b/npc/pre-re/quests/eden/26-40.txt
@@ -0,0 +1,1430 @@
+//===== rAthena Script =======================================
+// Eden Group Quests - Mission [26 - 40]
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.1
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= Repetable Quests for Players between Baselevel 25 - 41 .
+//===== Additional Comments: =================================
+//= 1.0 First Version.
+//= 1.1 Some little optimization here and there. [Masao]
+//============================================================
+
+moc_para01,38,38,3 script Mission [26 - 40] 857,{
+ if (countitem(6219) > 0) {
+ mes "[26 ~ 40 Lv. Mission Board]";
+ mes "- Many missions are -";
+ mes "- on the bulletin board. -";
+ next;
+ if ((BaseLevel > 25) && (BaseLevel < 41)) {
+ set .@checkquest1,checkquest(8266);
+ set .@checkquest2,checkquest(8267);
+ set .@checkquest3,checkquest(8268);
+ set .@checkquest4,checkquest(8269);
+ set .@checkquest5,checkquest(8270);
+ set .@checkquest6,checkquest(8271);
+ set .@checkquest7,checkquest(8272);
+ set .@checkquest8,checkquest(8273);
+ set .@checkquest9,checkquest(8274);
+ set .@checkquest10,checkquest(8275);
+ set .@checkquest11,checkquest(8276);
+ set .@checkquest12,checkquest(8277);
+ set .@checkquest13,checkquest(8278);
+ set .@checkquest14,checkquest(8279);
+ switch (select("Hunting Mission:Delivery Mission:Gathering Mission:Escort Mission")) {
+ case 1:
+ mes "[26 ~ 40 Lv. Hunting Mission Board]";
+ mes "- Hunting Mission details -";
+ mes "- are on the board. -";
+ next;
+ switch (select("Hunting Poison Spore:Hunting Smokie:Hunting Elder Willow(Above Lv.30):Hunting Coco(Above Lv.35):Hunting Thara Frog(Above Lv.38)")) {
+ case 1:
+ mes "[Hunting Poison Spore]";
+ mes "Client : Sponiac";
+ mes "Client Location : Geffen";
+ mes "Requested Mission : Hunt 10 Poison Spores";
+ mes " ";
+ mes " ";
+ mes "Will you accept this mission?";
+ next;
+ switch (select("No, I won't accept it.:Yes, I will accept it.")) {
+ case 1:
+ mes "You have declined the Hunting Poison Spore mission.";
+ close;
+ case 2:
+ if (.@checkquest1 == -1 || .@checkquest1 == 0 || .@checkquest1 == 2) {
+ setquest 8266;
+ mes "You have accepted the Hunting Poison Spore mission.";
+ mes "You can get a reward from the client after you finish the mission.";
+ next;
+ mes "For more details, please press 'Alt + U', to get more information from the Quest Window.";
+ close;
+ }
+ mes "You are already doing this mission.";
+ mes "You can get a reward from the client after you finish the mission.";
+ next;
+ mes "For more details, please press 'Alt + U', to get more information from the Quest Window.";
+ close;
+ }
+ case 2:
+ mes "[Hunting Smokie]";
+ mes "Client : Sponiac";
+ mes "Client Location : Geffen";
+ mes "Requested Mission : Hunt 10 Smokies";
+ mes " ";
+ mes "Will you accept this mission?";
+ next;
+ switch (select("No, I won't accept it.:Yes, I will accept it.")) {
+ case 1:
+ mes "You have declined the Hunting Smokie mission.";
+ close;
+ case 2:
+ if (.@checkquest2 == -1 || .@checkquest2 == 0 || .@checkquest2 == 2) {
+ setquest 8267;
+ mes "You have accepted the Hunting Smokie mission.";
+ mes "You can get a reward from the client after you finish the mission.";
+ next;
+ mes "For more details, please press 'Alt + U', to get more information from the Quest Window.";
+ close;
+ }
+ mes "You are already doing this mission.";
+ mes "You can get a reward from the client after you finish the mission.";
+ next;
+ mes "For more details, please press 'Alt + U', to get more information from the Quest Window.";
+ close;
+ }
+ case 3:
+ if (BaseLevel < 30) {
+ mes "Your level doesn't meet the requirements. You can't take the 'Hunting Elder Willow' mission.";
+ close;
+ }
+ mes "[Hunting Elder Willow !!]";
+ mes "Client : Sponiac";
+ mes "Client Location : Geffen";
+ mes "Requested Mission : Hunt 10 Elder Willows";
+ mes " ";
+ mes "Will you accept this mission?";
+ next;
+ switch (select("No, I won't accept it.:Yes, I will accept it.")) {
+ case 1:
+ mes "You have declined the Hunting Elder Willow mission.";
+ close;
+ case 2:
+ if (.@checkquest3 == -1 || .@checkquest3 == 0 || .@checkquest3 == 2) {
+ setquest 8268;
+ mes "You have accepted the Hunting Elder Willow mission.";
+ mes "You can get a reward from the client after you finish the mission.";
+ next;
+ mes "For more details, please press 'Alt + U', to get more information from the Quest Window.";
+ close;
+ }
+ mes "You are already doing this mission.";
+ mes "You can get a reward from the client after you finish the mission.";
+ next;
+ mes "For more details, please press 'Alt + U', to get more information from the Quest Window.";
+ close;
+ }
+ case 4:
+ if (BaseLevel < 35) {
+ mes "Your level doesn't meet the requirements. You can't take the 'Hunting Coco' mission.";
+ close;
+ }
+ mes "[Hunting Coco !!]";
+ mes "Client : Sponiac";
+ mes "Client Location : Geffen";
+ mes "Requested Mission : Hunt 10 Coco's.";
+ mes " ";
+ mes "Will you accept this mission?";
+ next;
+ switch (select("No, I won't accept it.:Yes, I will accept it.")) {
+ case 1:
+ mes "You have declined the Hunting Coco mission.";
+ close;
+ case 2:
+ if (.@checkquest4 || .@checkquest4 == 0 || .@checkquest4 == 2) {
+ setquest 8269;
+ mes "You have accepted the Hunting Coco mission.";
+ mes "You can get a reward from the client after you finish the mission.";
+ next;
+ mes "For more details, please press 'Alt + U', to get more information from the Quest Window.";
+ close;
+ }
+ mes "You are already doing this mission.";
+ mes "You can get a reward from the client after you finish the mission.";
+ next;
+ mes "For more details, please press 'Alt + U', to get more information from the Quest Window.";
+ close;
+ }
+ case 5:
+ if (BaseLevel < 38) {
+ mes "Your level doesn't meet the requirements. You can't take the 'Hunting Thara Frog' mission.";
+ close;
+ }
+ mes "[Hunting Thara Frog !!]";
+ mes "Client : Sponiac";
+ mes "Client Location : Geffen";
+ mes "Requested Mission : Hunt 10 Thara Frogs.";
+ mes " ";
+ mes "Will you accept this mission?";
+ next;
+ switch (select("No, I won't accept it.:Yes, I will accept it.")) {
+ case 1:
+ mes "You have declined the Hunting Thara Frog mission.";
+ close;
+ case 2:
+ if (.@checkquest5 == -1 || .@checkquest5 == 0 || .@checkquest5 == 2) {
+ setquest 8270;
+ mes "You have accepted the Hunting Thara Frog mission.";
+ mes "You can get a reward from the client after you finish the mission.";
+ next;
+ mes "For more details, please press 'Alt + U', to get more information from the Quest Window.";
+ close;
+ }
+ mes "You are already doing this mission.";
+ mes "You can get a reward from the client after you finish the mission.";
+ next;
+ mes "For more details, please press 'Alt + U', to get more information from the Quest Window.";
+ close;
+ }
+ }
+ case 2:
+ mes "[26 ~ 40 Lv. Delivery Mission Board]";
+ mes "- Delivery Mission details -";
+ mes "- are on the board. -";
+ next;
+ switch (select("Deliver an Insecticide:Deliver Honey:Deliver Blanket(Above Lv.35)")) {
+ case 1:
+ mes "[Deliver an Insecticide !!]";
+ mes "Client : Dieshin Man";
+ mes "Client Location : Morroc Ruins";
+ mes "Requested Mission : Get an 'Insecticide' from Dieshin Man and deliver it south east of Payon";
+ mes " ";
+ mes "Will you accept this mission?";
+ next;
+ switch (select("No, I won't accept it.:Yes, I will accept it.")) {
+ case 1:
+ mes "You have declined the Deliver an Insecticide mission.";
+ close;
+ case 2:
+ if (.@checkquest6 == -1 || .@checkquest6 == 0 || .@checkquest6 == 2) {
+ setquest 8271;
+ mes "You have accepted the Deliver an Insecticide mission.";
+ mes "Please obtain the delivery box from the client first.";
+ next;
+ mes "For more details, please press 'Alt + U', to get more information from the Quest Window.";
+ close;
+ }
+ mes "You are already doing this mission.";
+ mes "Please obtain the delivery box from the client first.";
+ next;
+ mes "For more details, please press 'Alt + U', to get more information from the Quest Window.";
+ close;
+ }
+ case 2:
+ mes "[Deliver Honey !!]";
+ mes "Client : Dieshin Man";
+ mes "Client Location : Morroc Ruins";
+ mes "Requested Mission : Get 'Honey' from Dieshin Man and deliver it west of St. Capitolina Abbey";
+ mes " ";
+ mes "Will you accept this mission?";
+ next;
+ switch (select("No, I won't accept it.:Yes, I will accept it.")) {
+ case 1:
+ mes "You have declined the Deliver Honey mission.";
+ close;
+ case 2:
+ if (.@checkquest7 == -1 || .@checkquest7 == 0 || .@checkquest7 == 2) {
+ setquest 8272;
+ mes "You have accepted the Deliver Honey mission.";
+ mes "Please obtain the delivery box from the client first.";
+ next;
+ mes "For more details, please press 'Alt + U', to get more information from the Quest Window.";
+ close;
+ }
+ mes "You are already doing this mission.";
+ mes "Please obtain the delivery box from the client first.";
+ next;
+ mes "For more details, please press 'Alt + U', to get more information from the Quest Window.";
+ close;
+ }
+ case 3:
+ if (BaseLevel < 35) {
+ mes "Your level doesn't meet the requirements. You can't take the 'Deliver Blanket' mission.";
+ close;
+ }
+ mes "[Deliver Blanket !!]";
+ mes "Client : Dieshin Man";
+ mes "Client Location : Morroc Ruins";
+ mes "Requested Mission : Get Blankets from Dieshin Man and deliver to the field south of Lutie";
+ mes " ";
+ mes "Will you accept this mission?";
+ next;
+ switch (select("No, I won't accept it.:Yes, I will accept it.")) {
+ case 1:
+ mes "You have declined the Deliver Blanket mission.";
+ close;
+ case 2:
+ if (.@checkquest8 == -1 || .@checkquest8 == 0 || .@checkquest8 == 2) {
+ setquest 8273;
+ mes "You have accepted the Deliver Blanket mission.";
+ mes "Please obtain the delivery box from the client first.";
+ next;
+ mes "For more details, please press 'Alt + U', to get more information from the Quest Window.";
+ close;
+ }
+ mes "You are already doing this mission.";
+ mes "Please obtain the delivery box from the client first.";
+ next;
+ mes "For more details, please press 'Alt + U', to get more information from the Quest Window.";
+ close;
+ }
+ }
+ case 3:
+ mes "[26 ~ 40 Lv. Gathering Mission Board]";
+ mes "- Gathering Mission details -";
+ mes "- are on the board. -";
+ next;
+ switch (select("Gather Bones:Gather Animal Skins:Gather Peelings(Above Lv.30):Gather Tails(Above Lv.32):Gather Cookies(Above Lv.35):Gather Mustaches(Above Lv.35)")) {
+ case 1:
+ mes "[Gather Bones !!]";
+ mes "Client : Dashia";
+ mes "Client Location : Payon";
+ mes "Requested Mission : Gather '10 Skel-Bones' and give them to Dashia";
+ mes " ";
+ mes "Will you accept this mission?";
+ next;
+ switch (select("No, I won't accept it.:Yes, I will accept it.")) {
+ case 1:
+ mes "You have declined the Gather Bones mission.";
+ close;
+ case 2:
+ if (.@checkquest9 == -1 || .@checkquest9 == 0 || .@checkquest9 == 2) {
+ setquest 8274;
+ mes "You have accepted the Gather Bones mission.";
+ mes "You can get a reward from the client after you finish the mission.";
+ next;
+ mes "For more details, please press 'Alt + U', to get more information from the Quest Window.";
+ close;
+ }
+ mes "You are already doing this mission.";
+ mes "You can get a reward from the client after you finish the mission.";
+ next;
+ mes "For more details, please press 'Alt + U', to get more information from the Quest Window.";
+ close;
+ }
+ case 2:
+ mes "[Gather Animal Skins !!]";
+ mes "Client : Dashia";
+ mes "Client Location : Payon";
+ mes "Requested Mission : Gather '10 Bear's Footskins' and '5 Animal Skins' and give them to Dashia";
+ mes " ";
+ mes "Will you accept this mission?";
+ next;
+ switch (select("No, I won't accept it.:Yes, I will accept it.")) {
+ case 1:
+ mes "You have declined the Gather Animal Skins mission.";
+ close;
+ case 2:
+ if (.@checkquest10 == -1 || .@checkquest10 == 0 || .@checkquest10 == 2) {
+ setquest 8275;
+ mes "You have accepted the Gather Animal Skins mission.";
+ mes "You can get a reward from the client after you finish the mission.";
+ next;
+ mes "For more details, please press 'Alt + U', to get more information from the Quest Window.";
+ close;
+ }
+ mes "You are already doing this mission.";
+ mes "You can get a reward from the client after you finish the mission.";
+ next;
+ mes "For more details, please press 'Alt + U', to get more information from the Quest Window.";
+ close;
+ }
+ case 3:
+ if (BaseLevel < 30) {
+ mes "Your level doesn't meet the requirements. You can't take the 'Gather Peelings' mission.";
+ close;
+ }
+ mes "[Gather Peelings !!]";
+ mes "Client : Dashia";
+ mes "Client Location : Payon";
+ mes "Requested Mission : Gather '20 Worm Peelings' and '20 Garlets' and give them to Dashia";
+ mes " ";
+ mes "Will you accept this mission?";
+ next;
+ switch (select("No, I won't accept it.:Yes, I will accept it.")) {
+ case 1:
+ mes "You have declined the Gather Peelings mission.";
+ close;
+ case 2:
+ if (.@checkquest11 == -1 || .@checkquest11 == 0 || .@checkquest11 == 2) {
+ setquest 8276;
+ mes "You have accepted the Gather Peelings mission.";
+ mes "You can get a reward from the client after you finish the mission.";
+ next;
+ mes "For more details, please press 'Alt + U', to get more information from the Quest Window.";
+ close;
+ }
+ mes "You are already doing this mission.";
+ mes "You can get a reward from the client after you finish the mission.";
+ next;
+ mes "For more details, please press 'Alt + U', to get more information from the Quest Window.";
+ close;
+ }
+ case 4:
+ if (BaseLevel < 32) {
+ mes "Your level doesn't meet the requirements. You can't take the 'Gather Tails' mission.";
+ close;
+ }
+ mes "[Gather Tails !!]";
+ mes "Client : Dashia";
+ mes "Client Location : Payon";
+ mes "Requested Mission : Gather '10 Yoyo Tails', '10 Acorns' and '10 Raccon Leafs' and give them to Dashia";
+ mes " ";
+ mes "Will you accept this mission?";
+ next;
+ switch (select("No, I won't accept it.:Yes, I will accept it.")) {
+ case 1:
+ mes "You have declined the Gather Tails mission.";
+ close;
+ case 2:
+ if (.@checkquest12 == -1 || .@checkquest12 == 0 || .@checkquest12 == 2) {
+ setquest 8277;
+ mes "You have accepted the Gather Tails mission.";
+ mes "You can get a reward from the client after you finish the mission.";
+ next;
+ mes "For more details, please press 'Alt + U', to get more information from the Quest Window.";
+ close;
+ }
+ mes "You are already doing this mission.";
+ mes "You can get a reward from the client after you finish the mission.";
+ next;
+ mes "For more details, please press 'Alt + U', to get more information from the Quest Window.";
+ close;
+ }
+ case 5:
+ if (BaseLevel < 35) {
+ mes "Your level doesn't meet the requirements. You can't take the 'Gather Cookies' mission.";
+ close;
+ }
+ mes "[Gather Cookies !!]";
+ mes "Client : Dashia";
+ mes "Client Location : Payon";
+ mes "Requested Mission : Gather '5 Well-baked Cookies' and '1 Piece of Cake' and give them to Dashia";
+ mes " ";
+ mes "Will you accept this mission?";
+ next;
+ switch (select("No, I won't accept it.:Yes, I will accept it.")) {
+ case 1:
+ mes "You have declined the Gather Cookies mission.";
+ close;
+ case 2:
+ if (.@checkquest13 == -1 || .@checkquest13 == 0 || .@checkquest13 == 2) {
+ setquest 8278;
+ mes "You have accepted the Gather Cookies mission.";
+ mes "You can get a reward from the client after you finish the mission.";
+ next;
+ mes "For more details, please press 'Alt + U', to get more information from the Quest Window.";
+ close;
+ }
+ mes "You are already doing this mission.";
+ mes "You can get a reward from the client after you finish the mission.";
+ next;
+ mes "For more details, please press 'Alt + U', to get more information from the Quest Window.";
+ close;
+ }
+ case 6:
+ if (BaseLevel < 35) {
+ mes "Your level doesn't meet the requirements. You can't take the 'Gather Mustaches' mission.";
+ close;
+ }
+ mes "[Gather Mustaches !!]";
+ mes "Client : Dashia";
+ mes "Client Location : Payon";
+ mes "Requested Mission : Gather '5 Mole Whiskers' and '3 Mole Claws' and give them to Dashia";
+ mes " ";
+ mes "Will you accept this mission?";
+ next;
+ switch (select("No, I won't accept it.:Yes, I will accept it.")) {
+ case 1:
+ mes "You have declined the Gather Mustaches mission.";
+ close;
+ case 2:
+ if (.@checkquest14 == -1 || .@checkquest14 == 0 || .@checkquest14 == 2) {
+ setquest 8279;
+ mes "You have accepted the Gather Mustaches mission.";
+ mes "You can get a reward from the client after you finish the mission.";
+ next;
+ mes "For more details, please press 'Alt + U', to get more information from the Quest Window.";
+ close;
+ }
+ mes "You are already doing this mission.";
+ mes "You can get a reward from the client after you finish the mission.";
+ next;
+ mes "For more details, please press 'Alt + U', to get more information from the Quest Window.";
+ close;
+ }
+ }
+ case 4:
+ mes "[26 ~ 40 Lv. Escort Mission Board]";
+ mes "There are currently no Escort Missions registered on the board.";
+ close;
+ }
+ }
+ mes "Your level is not qualified. You can not use the bulletin board.";
+ close;
+ }
+ mes "You are not a qualified member. You can not use the bulletin board.";
+ close;
+}
+
+geffen,103,42,5 script Sponiac 99,{
+
+ if (checkweight(1201,1) == 0 || (MaxWeight - Weight) < 3500) {
+ mes "[Sponiac]";
+ mes "Why are you carrying too many items?";
+ mes "Are you in a training course or something?";
+ close;
+ }
+ mes "[Sponiac]";
+ mes "Lu~lu~lu~lu~";
+ mes "Lu~ Huh?";
+ next;
+ mes "[Sponiac]";
+ mes "Wow, you must be a beginner, right?";
+ mes "What an innocent face! Ha~ hahaha.";
+ emotion e_gg;
+ next;
+ mes "[Sponiac]";
+ mes "Why don't you do some hunting outside instead of walking around and wasting your time?";
+ next;
+ switch (select("I am about to leave now.:I've got a Hunting Mission.")) {
+ case 1:
+ mes "[Sponiac]";
+ mes "Oh, well. Then, go figure.";
+ mes "Bye~ bye.";
+ close;
+ case 2:
+ break;
+ }
+ set .@checkquest,checkquest(8266);
+ set .@checkquest2,checkquest(8267);
+ set .@checkquest3,checkquest(8268);
+ set .@checkquest4,checkquest(8269);
+ set .@checkquest5,checkquest(8270);
+ mes "[Sponiac]";
+ mes "Oh, you are from the Eden Group?";
+ mes "What mission do you have?";
+ next;
+ switch (select("Hunting Poison Spore:Hunting Smokie:Hunting Elder Willow:Hunting Coco:Hunting Thara Frog")) {
+ case 1:
+ if (.@checkquest == 0) {
+ mes "[Sponiac]";
+ mes "Huh? Are you sure? Something is wrong...";
+ next;
+ mes "[Sponiac]";
+ mes "It is weird.";
+ mes "Please check your Quest Window by pressing 'alt + u'.";
+ close;
+ }
+ if (.@checkquest == 1) {
+ if (checkquest(8266,HUNTING) == 2) {
+ mes "[Sponiac]";
+ mes "Hunting Poison Spore!";
+ mes "Wow, I didn't expect you would do that mission. I was just about to give up. But you did good job. I appreciate it!";
+ next;
+ mes "[Sponiac]";
+ mes "Well, I requested the mission and you did an excellent job.";
+ mes "I will give you a reward as I promised.";
+ next;
+ mes "[Sponiac]";
+ mes "Here it is. Thank you very much. God bless you!";
+ getitem 569,100; //Novice_Potion
+ getexp 1000,0;
+ erasequest 8266;
+ close;
+ }
+ mes "[Sponiac]";
+ mes "Oh, you are right.";
+ next;
+ mes "[Sponiac]";
+ mes "But, you haven't done the mission yet. Why did you come to me now? You haven't completed the mission!";
+ mes "I will give you a reward if you complete the mission. Ok? Are we good?";
+ next;
+ mes "[Sponiac]";
+ mes "You can find Poison Spores on the Geffen Dungeon 1F or northeast of Prontera. There are other spots but I'll leave it up to you to find out.";
+ mes "You can check the world map by pressing 'ctrl + ~' key.";
+ next;
+ mes "[Sponiac]";
+ mes "Anyway, I will be here waiting for you. Please come back when you finish the mission!";
+ close;
+ }
+ mes "[Sponiac]";
+ mes "Huh? Are you sure? Something is wrong...";
+ next;
+ mes "[Sponiac]";
+ mes "It is weird.";
+ mes "Please check your Quest Window by pressing 'alt + u'.";
+ close;
+ case 2:
+ if (.@checkquest2 == 0) {
+ mes "[Sponiac]";
+ mes "Huh? Are you sure? Something is wrong...";
+ next;
+ mes "[Sponiac]";
+ mes "It is weird.";
+ mes "Please check your Quest Window by pressing 'alt + u'.";
+ close;
+ }
+ if (.@checkquest2 == 1) {
+ if (checkquest(8267,HUNTING) == 2) {
+ mes "[Sponiac]";
+ mes "Hunting Smokie!";
+ mes "Wow, I didn't expect you would do that mission. I was just about to give up. But you did good job. I appreciate it!";
+ next;
+ mes "[Sponiac]";
+ mes "Well, I requested the mission and you did an excellent job.";
+ mes "I will give you a reward as I promised.";
+ next;
+ mes "[Sponiac]";
+ mes "Here it is. Thank you very much. God bless you!";
+ getitem 569,100; //Novice_Potion
+ getexp 1000,0;
+ erasequest 8267;
+ close;
+ }
+ mes "[Sponiac]";
+ mes "Oh, you are right.";
+ next;
+ mes "[Sponiac]";
+ mes "But, you haven't done the mission yet. Why did you come to me now? You haven't completed the mission!";
+ mes "I will give you a reward if you complete the mission. Ok? Are we good?";
+ next;
+ mes "[Sponiac]";
+ mes "You can find Smokies northeast and northwest of Geffen. Oh, also the field east of Ayotaya is good spot to find them.";
+ mes "You can check the world map by pressing 'ctrl + ~' key.";
+ next;
+ mes "[Sponiac]";
+ mes "Anyway, I will be here waiting for you. Please come back when you finish the mission!";
+ close;
+ }
+ mes "[Sponiac]";
+ mes "Huh? Are you sure? Something is wrong...";
+ next;
+ mes "[Sponiac]";
+ mes "It is weird.";
+ mes "Please check your Quest Window by pressing 'alt + u'.";
+ close;
+ case 3:
+ if (.@checkquest3 == 0) {
+ mes "[Sponiac]";
+ mes "Huh? Are you sure? Something is wrong...";
+ next;
+ mes "[Sponiac]";
+ mes "It is weird.";
+ mes "Please check your Quest Window by pressing 'alt + u'.";
+ close;
+ }
+ if (.@checkquest3 == 1) {
+ if (checkquest(8268,HUNTING) == 2) {
+ mes "[Sponiac]";
+ mes "Hunting Elder Willow!";
+ mes "Wow, I didn't expect you would do that mission. I was just about to give up. But you did good job. I appreciate it!";
+ next;
+ mes "[Sponiac]";
+ mes "Well, I requested the mission and you did an excellent job.";
+ mes "I will give you a reward as I promised.";
+ next;
+ mes "[Sponiac]";
+ mes "Here it is. Thank you very much. God bless you!";
+ getitem 569,110; //Novice_Potion
+ getexp 1000,100;
+ erasequest 8268;
+ close;
+ }
+ mes "[Sponiac]";
+ mes "Oh, you are right.";
+ next;
+ mes "[Sponiac]";
+ mes "But, you haven't done the mission yet. Why did you come to me now? You haven't completed the mission!";
+ mes "I will give you a reward if you complete the mission. Ok? Are we good?";
+ next;
+ mes "[Sponiac]";
+ mes "You can find Elder Willows northeast of Geffen, east of payon and southwest of Prontera.";
+ mes "You can check the world map by pressing 'ctrl + ~' key.";
+ next;
+ mes "[Sponiac]";
+ mes "Anyway, I will be here waiting for you. Please come back when you finish the mission!";
+ close;
+ }
+ mes "[Sponiac]";
+ mes "Huh? Are you sure? Something is wrong...";
+ next;
+ mes "[Sponiac]";
+ mes "It is weird.";
+ mes "Please check your Quest Window by pressing 'alt + u'.";
+ close;
+ case 4:
+ if (.@checkquest4 == 0) {
+ mes "[Sponiac]";
+ mes "Huh? Are you sure? Something is wrong...";
+ next;
+ mes "[Sponiac]";
+ mes "It is weird.";
+ mes "Please check your Quest Window by pressing 'alt + u'.";
+ close;
+ }
+ if (.@checkquest4 == 1) {
+ if (checkquest(8269,HUNTING) == 2) {
+ mes "[Sponiac]";
+ mes "Hunting Coco!";
+ mes "Wow, I didn't expect you would do that mission. I was just about to give up. But you did good job. I appreciate it!";
+ next;
+ mes "[Sponiac]";
+ mes "Well, I requested the mission and you did an excellent job.";
+ mes "I will give you a reward as I promised.";
+ next;
+ mes "[Sponiac]";
+ mes "Here it is. Thank you very much. God bless you!";
+ getitem 569,150; //Novice_Potion
+ getexp 1000,200;
+ erasequest 8269;
+ close;
+ }
+ mes "[Sponiac]";
+ mes "Oh, you are right.";
+ next;
+ mes "[Sponiac]";
+ mes "But, you haven't done the mission yet. Why did you come to me now? You haven't completed the mission!";
+ mes "I will give you a reward if you complete the mission. Ok? Are we good?";
+ next;
+ mes "[Sponiac]";
+ mes "You can find Coco's around the east of Payon, southwest of Prontera and the field east of Ayotaya.";
+ mes "You can check the world map by pressing 'ctrl + ~' key.";
+ next;
+ mes "[Sponiac]";
+ mes "Anyway, I will be here waiting for you. Please come back when you finish the mission!";
+ close;
+ }
+ mes "[Sponiac]";
+ mes "Huh? Are you sure? Something is wrong...";
+ next;
+ mes "[Sponiac]";
+ mes "It is weird.";
+ mes "Please check your Quest Window by pressing 'alt + u'.";
+ close;
+ case 5:
+ if (.@checkquest5 == 0) {
+ mes "[Sponiac]";
+ mes "Huh? Are you sure? Something is wrong...";
+ next;
+ mes "[Sponiac]";
+ mes "It is weird.";
+ mes "Please check your Quest Window by pressing 'alt + u'.";
+ close;
+ }
+ if (.@checkquest5 == 1) {
+ if (checkquest(8270,HUNTING) == 2) {
+ mes "[Sponiac]";
+ mes "Hunting Thara Frog!";
+ mes "Wow, I didn't expect you would do that mission. I was just about to give up. But you did good job. I appreciate it!";
+ next;
+ mes "[Sponiac]";
+ mes "Well, I requested the mission and you did an excellent job.";
+ mes "I will give you a reward as I promised.";
+ next;
+ mes "[Sponiac]";
+ mes "Here it is. Thank you very much. God bless you!";
+ getitem 569,200; //Novice_Potion
+ getexp 1500,300;
+ erasequest 8270;
+ close;
+ }
+ mes "[Sponiac]";
+ mes "Oh, you are right.";
+ next;
+ mes "[Sponiac]";
+ mes "But, you haven't done the mission yet. Why did you come to me now? You haven't completed the mission!";
+ mes "I will give you a reward if you complete the mission. Ok? Are we good?";
+ next;
+ mes "[Sponiac]";
+ mes "You can find Thara Frogs in the Cave east of Comodo or on Turtle Island.";
+ mes "You can check the world map by pressing 'ctrl + ~' key.";
+ next;
+ mes "[Sponiac]";
+ mes "Anyway, I will be here waiting for you. Please come back when you finish the mission!";
+ close;
+ }
+ mes "[Sponiac]";
+ mes "Huh? Are you sure? Something is wrong...";
+ next;
+ mes "[Sponiac]";
+ mes "It is weird.";
+ mes "Please check your Quest Window by pressing 'alt + u'.";
+ close;
+ }
+}
+
+moc_ruins,173,55,3 script Dieshin Man 89,{
+
+ if (checkweight(1201,1) == 0 || (MaxWeight - Weight) < 3500) {
+ mes "[Dieshin Man]";
+ mes "Why are you carrying too many items?";
+ mes "Are you in a training course or something?";
+ close;
+ }
+ mes "[Dieshin Man]";
+ mes "Hu hu~~ we are delivery men~";
+ mes "We are faster than any flight~!";
+ next;
+ mes "[Dieshin Man]";
+ mes "Welcome~ welcome!";
+ mes "We are the fastest delivery company, Dieshin Corperation.";
+ next;
+ mes "[Dieshin Man]";
+ mes "How can I help you?";
+ next;
+ switch (select("I don't need help.:I've got a Delivery Mission.")) {
+ case 1:
+ mes "[Dieshin Man]";
+ mes "Oh, well. Then, go figure. Bye~!";
+ close;
+ case 2:
+ break;
+ }
+ set .@checkquest,checkquest(8271);
+ set .@checkquest2,checkquest(8272);
+ set .@checkquest3,checkquest(8273);
+ mes "[Dieshin Man]";
+ mes "Oh, you are from the Eden Group?";
+ mes "What mission do you have?";
+ next;
+ switch (select("Deliver an Insecticide.:Deliver Honey.:Deliver Blankets.")) {
+ case 1:
+ if (.@checkquest == -1 || .@checkquest == 0 || .@checkquest == 2) {
+ mes "[Dieshin Man]";
+ mes "Huh? Are you sure? Something is wrong...";
+ next;
+ mes "[Dieshin Man]";
+ mes "It is weird.";
+ mes "Please check your Quest Window by pressing 'alt + u'.";
+ close;
+ }
+ if (countitem(6218) > 0) {
+ mes "[Dieshin Man]";
+ mes "Wait, but you already have a delivery box.";
+ next;
+ mes "[Dieshin Man]";
+ mes "We can't allow you to deliver two boxes at once. So, please finish your delivery first.";
+ next;
+ mes "[Dieshin Man]";
+ mes "If you forgot where to deliver, then please check Quest Window by pressing 'alt + u'.";
+ close;
+ }
+ mes "[Dieshin Man]";
+ mes "Ah ha! I got it!";
+ mes "The insecticide? It must be the Zoologist on the southeast of Payon who ordered the Insecticide.";
+ next;
+ mes "[Dieshin Man]";
+ mes "Dieshin's cooperation motive is to give the fastest and credited delivery. So please deliver it now without any delay.";
+ next;
+ mes "[Dieshin Man]";
+ mes "If you forgot where to make the delivery, then please check the Quest Window by pressing 'alt + u'.";
+ getitem 6218,1; //Disin_Delivery_Box
+ close;
+ case 2:
+ if (.@checkquest2 == -1 || .@checkquest2 == 0 || .@checkquest2 == 2) {
+ mes "[Dieshin Man]";
+ mes "Huh? Are you sure? Something is wrong...";
+ next;
+ mes "[Dieshin Man]";
+ mes "It is weird.";
+ mes "Please check your Quest Window by pressing 'alt + u'.";
+ close;
+ }
+ if (countitem(6218) > 0) {
+ mes "[Dieshin Man]";
+ mes "Wait, but you already have a delivery box.";
+ next;
+ mes "[Dieshin Man]";
+ mes "We can't allow you to deliver two boxes at once. So, please finish your delivery first.";
+ next;
+ mes "[Dieshin Man]";
+ mes "If you forgot where to deliver, then please check Quest Window by pressing 'alt + u'.";
+ close;
+ }
+ mes "[Dieshin Man]";
+ mes "Ah ha! I got it!";
+ mes "Honey? It must be the Entomologist at the west of St. Capitolina Abbey, wich is northeast of Prontera who ordered the Honey.";
+ next;
+ mes "[Dieshin Man]";
+ mes "Dieshin's cooperation motive is to give the fastest and credited delivery. So please deliver it now without any delay.";
+ next;
+ mes "[Dieshin Man]";
+ mes "If you forgot where to make the delivery, then please check the Quest Window by pressing 'alt + u'.";
+ getitem 6218,1; //Disin_Delivery_Box
+ close;
+ case 3:
+ if (.@checkquest3 == -1 || .@checkquest3 == 0 || .@checkquest3 == 2) {
+ mes "[Dieshin Man]";
+ mes "Huh? Are you sure? Something is wrong...";
+ next;
+ mes "[Dieshin Man]";
+ mes "It is weird.";
+ mes "Please check your Quest Window by pressing 'alt + u'.";
+ close;
+ }
+ if (countitem(6218) > 0) {
+ mes "[Dieshin Man]";
+ mes "Wait, but you already have a delivery box.";
+ next;
+ mes "[Dieshin Man]";
+ mes "We can't allow you to deliver two boxes at once. So, please finish your delivery first.";
+ next;
+ mes "[Dieshin Man]";
+ mes "If you forgot where to deliver, then please check Quest Window by pressing 'alt + u'.";
+ close;
+ }
+ mes "[Dieshin Man]";
+ mes "Oh, Right!";
+ mes "The blankets! It must be the biologist in the south of Lutie field who ordered the blankets.";
+ next;
+ mes "[Dieshin Man]";
+ mes "You can can go to Lutie by asking Mr. Claus in the northeastern part of Al De Baran.";
+ next;
+ mes "[Dieshin Man]";
+ mes "Dieshin's cooperation motive is to give the fastest and credited delivery. So please deliver it now without any delay.";
+ next;
+ mes "[Dieshin Man]";
+ mes "If you forgot where to make the delivery, then please check the Quest Window by pressing 'alt + u'.";
+ getitem 6218,1; //Disin_Delivery_Box
+ close;
+ }
+}
+
+pay_fild07,83,89,7 script Zoologist 89,{
+
+ if (checkweight(1201,1) == 0 || (MaxWeight - Weight) < 3500) {
+ mes "[Zoologist]";
+ mes "Why are you carrying too many items?";
+ mes "Are you in a training course or something?";
+ close;
+ }
+ mes "[Zoologist]";
+ mes "Have you heard of a monster named Bigfoot?";
+ mes "It looks like a bear with red fur and has a 'X' shape scar on his shoulder.";
+ next;
+ mes "[Zoologist]";
+ mes "According to the recent research, flies and Bigfoot monsters have a symbiotic relationship.";
+ next;
+ mes "[Zoologist]";
+ mes "I am currently studying about it and try to prove the theory. So I plan to kill the flies around Bigfoot and observe his reaction.";
+ next;
+ switch (select("...I am not interested.:Here is the Insecticide.")) {
+ case 1:
+ mes "[Zoologist]";
+ mes "Oh, I need an Insecticide to continue the study.";
+ close;
+ case 2:
+ set .@checkquest,checkquest(8271);
+ if (.@checkquest == -1 || .@checkquest == 0 || .@checkquest == 2) {
+ mes "[Zoologist]";
+ mes "Huh?";
+ mes "You are not Dieshin's delivery man?";
+ next;
+ mes "[Zoologist]";
+ mes "I am waiting for a special delivery.";
+ close;
+ }
+ if (countitem(6218) > 0) {
+ mes "[Zoologist]";
+ mes "Oh ho! Yes! That one!";
+ next;
+ mes "[Zoologist]";
+ mes "That is the Insecticide that I ordered! You were sent by Dieshin right?";
+ next;
+ mes "[Zoologist]";
+ mes "I have been waiting for this!";
+ mes "Give it to me!";
+ next;
+ mes "[Zoologist]";
+ mes "It arrived much faster than I thought. I want to test it right away!";
+ next;
+ mes "[Zoologist]";
+ mes "Well done. Good Job! Thank you so much! Here is a little gift for you.";
+ delitem 6218,1; //Disin_Delivery_Box
+ erasequest 8271;
+ getitem 569,100; //Novice_Potion
+ getexp 1000,0;
+ close;
+ }
+ mes "[Zoologist]";
+ mes "I appreciate your kindness.";
+ mes "But, what did you bring?";
+ next;
+ mes "[Zoologist]";
+ mes "Hmm, I thought that Dieshin was fast and accurate, but you brought me an empty box. How disappointing.";
+ next;
+ mes "[Zoologist]";
+ mes "Please bring my order. Dieshin will give you my product.";
+ close;
+ }
+}
+
+prt_fild03,30,254,3 script Entomologist 83,{
+
+ if (checkweight(1201,1) == 0 || (MaxWeight - Weight) < 3500) {
+ mes "[Entomologist]";
+ mes "Why are you carrying too many items?";
+ mes "Are you in a training course or something?";
+ close;
+ }
+ mes "[Entomologist]";
+ mes "Have you heard about the Horn monster?";
+ mes "It's shaped like an insect with black sleek skin and it has a giant horn it's head.";
+ next;
+ mes "[Entomologist]";
+ mes "Recent research came out and showed that this monster can be tamed and trained by Honey.";
+ next;
+ mes "[Entomologist]";
+ mes "I am currently studying about it and trying to prove the theory. So I plan to set a Honey trap on the places he usually passes and observe his reaction.";
+ next;
+ switch (select("...I am not interested.:Here is the Honey.")) {
+ case 1:
+ mes "[Entomologist]";
+ mes "Oh, I need Honey to continue the study.";
+ close;
+ case 2:
+ set .@checkquest,checkquest(8272);
+ if (.@checkquest == -1 || .@checkquest == 0 || .@checkquest == 2) {
+ mes "[Entomologist]";
+ mes "Huh?";
+ mes "You are not Dieshin's delivery man?";
+ next;
+ mes "[Entomologist]";
+ mes "I am waiting for a special delivery.";
+ close;
+ }
+ if (countitem(6218) > 0) {
+ mes "[Entomologist]";
+ mes "Oh ho! Yes! That one!";
+ next;
+ mes "[Entomologist]";
+ mes "That is the Honey that I ordered! You were sent by Dieshin right?";
+ next;
+ mes "[Entomologist]";
+ mes "I have been waiting for this!";
+ mes "Give it to me!";
+ next;
+ mes "[Entomologist]";
+ mes "It arrived much faster than I thought. I want to test it right away!";
+ next;
+ mes "[Entomologist]";
+ mes "Well done. Good Job! Thank you so much! Here is a little gift for you.";
+ delitem 6218,1; //Disin_Delivery_Box
+ erasequest 8272;
+ getitem 569,100; //Novice_Potion
+ getexp 1000,0;
+ close;
+ }
+ mes "[Entomologist]";
+ mes "I appreciate your kindness.";
+ mes "But, what did you bring?";
+ next;
+ mes "[Entomologist]";
+ mes "Hmm, I thought that Dieshin was fast and accurate, but you brought me an empty box. How disappointing.";
+ next;
+ mes "[Entomologist]";
+ mes "Please bring my order. Dieshin will give you my product.";
+ close;
+ }
+}
+
+xmas_fild01,92,57,3 script Biologist 97,{
+
+ if (checkweight(1201,1) == 0 || (MaxWeight - Weight) < 3500) {
+ mes "[Biologist]";
+ mes "Why are you carrying too many items?";
+ mes "Are you in a training course or something?";
+ close;
+ }
+ mes "[Biologist]";
+ mes "Have you heard about the Marin monster?";
+ mes "It does look like the usual poring, but it has unique characteristic.";
+ next;
+ mes "[Biologist]";
+ mes "Porings steal items if they see them on the ground. However, Marin has no interest in dropped items. So I was wondering, how come Marin doesn't pay attention to gathering items even though they are the same kind of monster as Porings.";
+ next;
+ mes "[Biologist]";
+ mes "But, this place is freaking cold.";
+ next;
+ switch (select("...I am not interested.:Here are the blankets.")) {
+ case 1:
+ mes "[Biologist]";
+ mes "Huh, whatever. But be careful! It's very slippery here.";
+ close;
+ case 2:
+ set .@checkquest,checkquest(8273);
+ if (.@checkquest == -1 || .@checkquest == 0 || .@checkquest == 2) {
+ mes "[Biologist]";
+ mes "Huh?";
+ mes "You are not Dieshin's delivery man?";
+ next;
+ mes "[Biologist]";
+ mes "I am waiting for a special delivery.";
+ close;
+ }
+ if (countitem(6218) > 0) {
+ mes "[Biologist]";
+ mes "Oh ho! Yes! That one!";
+ next;
+ mes "[Biologist]";
+ mes "Those are the Blankets that I ordered! You were sent by Dieshin right?";
+ next;
+ mes "[Biologist]";
+ mes "I have been waiting for this!";
+ mes "Give it to me!";
+ next;
+ mes "[Biologist]";
+ mes "It arrived much faster than I thought. I want to test them right away!";
+ next;
+ mes "[Biologist]";
+ mes "Well done. Good Job! Thank you so much! Here is a little gift for you.";
+ delitem 6218,1; //Disin_Delivery_Box
+ erasequest 8273;
+ getitem 569,100; //Novice_Potion
+ getexp 1000,0;
+ close;
+ }
+ mes "[Biologist]";
+ mes "I appreciate your kindness.";
+ mes "But, what did you bring?";
+ next;
+ mes "[Biologist]";
+ mes "Hmm, I thought that Dieshin was fast and accurate, but you brought me an empty box. How disappointing.";
+ next;
+ mes "[Biologist]";
+ mes "Please bring my order. Dieshin will give you my product.";
+ close;
+ }
+}
+
+payon,179,66,3 script Dashia 931,{
+
+ if (checkweight(1201,1) == 0 || (MaxWeight - Weight) < 3500) {
+ mes "[Dashia]";
+ mes "Why are you carrying too many items?";
+ mes "Are you in a training course or something?";
+ close;
+ }
+ mes "[Dashia]";
+ mes "Here is some hair~ a broken clock~!";
+ next;
+ mes "[Dashia]";
+ mes "Broken clock..? Hu hu..";
+ next;
+ mes "[Dashia]";
+ mes "Hey~! Dude! You look like a very rich adventurer.";
+ next;
+ switch (select("I am a poor adventurer.:I have a gathering mission.")) {
+ case 1:
+ mes "[Dashia]";
+ mes "Really? Hmm, oh right. You don't look sophisticated.";
+ next;
+ mes "[Dashia]";
+ mes "You are a poor adventurer~! Good luck!";
+ close;
+ case 2:
+ break;
+ }
+ mes "[Dashia]";
+ mes "Oh, you are from the Eden Group?";
+ mes "What mission do you have?";
+ next;
+ switch (select("gather Bones:Gather Animal Skin:Gather Peelings:Gather Tails:Gather Cookies:Gather Mustaches")) {
+ case 1:
+ set .@checkquest,checkquest(8274);
+ if (.@checkquest == -1 || .@checkquest == 0 || .@checkquest == 2) {
+ mes "[Dashia]";
+ mes "Huh? Are you sure? Something is wrong...";
+ next;
+ mes "[Dashia]";
+ mes "It is weird.";
+ mes "Please check your Quest Window by pressing 'alt + u'.";
+ close;
+ }
+ if (countitem(932) > 9) {
+ mes "[Dashia]";
+ mes "Wow~ you did an excellent job!";
+ next;
+ mes "[Dashia]";
+ mes "Thank you very much. God bless you!";
+ emotion e_heh;
+ next;
+ mes "[Dashia]";
+ mes "Ha~! Ha~!";
+ mes "I will give you a reward as promised.";
+ delitem 932,10; //Skel_Bone
+ getitem 569,100; //Novice_Potion
+ getexp 1000,100;
+ erasequest 8274;
+ close;
+ }
+ mes "[Dashia]";
+ mes "I can see that you have a gathering mission.";
+ mes "But, where are the Skel-Bones?";
+ next;
+ mes "[Dashia]";
+ mes "You haven't done the mission yet. Why did you come back here?";
+ next;
+ mes "[Dashia]";
+ mes "You don't have enough 'Skel-Bones'... You can find it when you hunt Skeletons.";
+ next;
+ mes "[Dashia]";
+ mes "To find Skeletons, you better check Payon Dungeon 1F, which is located in Archer Village, north of Payon.";
+ next;
+ mes "[Dashia]";
+ mes "Anyway, I will be here waiting for you. Please come back when you finish the mission!";
+ close;
+ case 2:
+ set .@checkquest,checkquest(8275);
+ if (.@checkquest == -1 || .@checkquest == 0 || .@checkquest == 2) {
+ mes "[Dashia]";
+ mes "Huh? Are you sure? Something is wrong...";
+ next;
+ mes "[Dashia]";
+ mes "It is weird.";
+ mes "Please check your Quest Window by pressing 'alt + u'.";
+ close;
+ }
+ if ((countitem(948) > 9) && (countitem(919) > 4)) {
+ mes "[Dashia]";
+ mes "Wow~ you did an excellent job!";
+ next;
+ mes "[Dashia]";
+ mes "Thank you very much. God bless you!";
+ emotion e_heh;
+ next;
+ mes "[Dashia]";
+ mes "Ha~! Ha~!";
+ mes "I will give you a reward as promised.";
+ getitem 569,100; //Novice_Potion
+ delitem 948,10; //Bear's_Foot
+ delitem 919,5; //Animal's_Skin
+ getexp 1000,100;
+ erasequest 8275;
+ close;
+ }
+ mes "[Dashia]";
+ mes "I can see that you have a gathering mission.";
+ mes "But, where is the Bear's Footskins and Animal Skins?";
+ next;
+ mes "[Dashia]";
+ mes "You haven't done the mission yet. Why did you come back here?";
+ next;
+ mes "[Dashia]";
+ mes "You have to bring 10 Bear's Footskins' and '5 Animal Skins!";
+ mes "You can find Bear's Footskin from Bigfoot and Animal Skin from Animals.";
+ next;
+ mes "[Dashia]";
+ mes "Bigfoot is around the north of Geffen field or the southeast of Payon field.";
+ next;
+ mes "[Dashia]";
+ mes "Anyway, I will be here waiting for you. Please come back when you finish the mission!";
+ close;
+ case 3:
+ set .@checkquest,checkquest(8276);
+ if (.@checkquest == -1 || .@checkquest == 0 || .@checkquest == 2) {
+ mes "[Dashia]";
+ mes "Huh? Are you sure? Something is wrong...";
+ next;
+ mes "[Dashia]";
+ mes "It is weird.";
+ mes "Please check your Quest Window by pressing 'alt + u'.";
+ close;
+ }
+ if ((countitem(955) > 19) && (countitem(910) > 19)) {
+ mes "[Dashia]";
+ mes "Wow~ you did an excellent job!";
+ next;
+ mes "[Dashia]";
+ mes "Thank you very much. God bless you!";
+ emotion e_heh;
+ next;
+ mes "[Dashia]";
+ mes "Ha~! Ha~!";
+ mes "I will give you a reward as promised.";
+ delitem 955,20; //Worm_Peelings
+ delitem 910,20; //Garlet
+ getitem 569,100; //Novice_Potion
+ getexp 1000,100;
+ erasequest 8276;
+ close;
+ }
+ mes "[Dashia]";
+ mes "I can see that you have a gathering mission.";
+ mes "But, where are the Worm Peelings and Garlets?";
+ next;
+ mes "[Dashia]";
+ mes "You have to bring '20 Worm Peelings' and '20 Garlets' to complete the mission.";
+ next;
+ mes "[Dashia]";
+ mes "You can get those items from 'Piere', 'Andre', 'Deniro', 'Vitata', 'Thief Bug', 'Female Thief Bug' and 'Male Thief Bug'.";
+ next;
+ mes "[Dashia]";
+ mes "'Piere', 'Andre', 'Deniro' and 'Vitata' are in Ant Hell which is located near the Saint Darmain Fortress soutwest of Morroc.";
+ next;
+ mes "[Dashia]";
+ mes "'Thief Bug', 'Female Thief Bug' and 'Male Thief Bug' are int he Prontere Culvert. To get there, you need to be a volunteer of the Prontera Culvert's punitive force.";
+ next;
+ mes "[Dashia]";
+ mes "Anyway, I will be here waiting for you. Please come back when you finish the mission!";
+ close;
+ case 4:
+ set .@checkquest,checkquest(8277);
+ if (.@checkquest == -1 || .@checkquest == 0 || .@checkquest == 2) {
+ mes "[Dashia]";
+ mes "Huh? Are you sure? Something is wrong...";
+ next;
+ mes "[Dashia]";
+ mes "It is weird.";
+ mes "Please check your Quest Window by pressing 'alt + u'.";
+ close;
+ }
+ if ((countitem(942) > 9) && (countitem(1026) > 9) && (countitem(945) > 9)) {
+ mes "[Dashia]";
+ mes "Wow~ you did an excellent job!";
+ next;
+ mes "[Dashia]";
+ mes "Thank you very much. God bless you!";
+ emotion e_heh;
+ next;
+ mes "[Dashia]";
+ mes "Ha~! Ha~!";
+ mes "I will give you a reward as promised.";
+ delitem 942,10; //Yoyo_Tail
+ delitem 1026,10; //Acorn
+ delitem 945,10; //Raccoon_Leaf
+ getitem 569,150; //Novice_Potion
+ getexp 1000,200;
+ erasequest 8277;
+ close;
+ }
+ mes "[Dashia]";
+ mes "I can see that you have a gathering mission.";
+ mes "But, where are the Yoyo Tails, Acorns and Raccoon Leafs?";
+ next;
+ mes "[Dashia]";
+ mes "You haven't done the mission yet. Why did you come back here?";
+ mes "You have to bring '10 Yoyo Tails,' '10 Acorns' and '10 Raccoon Leafs' to complete the mission.";
+ next;
+ mes "[Dashia]";
+ mes "You can get Yoyo Tails from 'Yoyo's', Acorn from 'Coco's' and Raccoon Leaf from 'Smokies'.";
+ next;
+ mes "[Dashia]";
+ mes "You can find them easily around fields, but the field east of Ayothya is the best spot for hunting all 3 monsters.";
+ next;
+ mes "[Dashia]";
+ mes "To get to Ayotaya, you better go to 'Aibakthing' in Alberta and pay his fare.";
+ next;
+ mes "[Dashia]";
+ mes "Anyway, I will be here waiting for you. Please come back when you finish the mission!";
+ close;
+ case 5:
+ set .@checkquest,checkquest(8278);
+ if (.@checkquest == -1 || .@checkquest == 0 || .@checkquest == 2) {
+ mes "[Dashia]";
+ mes "Huh? Are you sure? Something is wrong...";
+ next;
+ mes "[Dashia]";
+ mes "It is weird.";
+ mes "Please check your Quest Window by pressing 'alt + u'.";
+ close;
+ }
+ if ((countitem(538) > 4) && (countitem(539) > 0)) {
+ mes "[Dashia]";
+ mes "Wow~ you did an excellent job!";
+ next;
+ mes "[Dashia]";
+ mes "Thank you very much. God bless you!";
+ emotion e_heh;
+ next;
+ mes "[Dashia]";
+ mes "Ha~! Ha~!";
+ mes "I will give you a reward as promised.";
+ delitem 538,5; //Well_Baked_Cookie
+ delitem 539,1; //Piece_Of_Cake
+ getitem 569,150; //Novice_Potion
+ getexp 1000,200;
+ erasequest 8278;
+ close;
+ }
+ mes "[Dashia]";
+ mes "I can see that you have a gathering mission.";
+ mes "But, where are the Well-baked Cookies and the Piece of Cake?";
+ next;
+ mes "[Dashia]";
+ mes "You haven't done the mission yet. Why did you come back here?";
+ mes "You have to bring '5 Well-baked Cookies' and '1 Piece of Cake' to complete the mission.";
+ next;
+ mes "[Dashia]";
+ mes "You can get Well-baked Cookie from 'Cookies' who wears red or green shirts.";
+ mes "For getting Piece of Cake, you should look for 'Mystcases'.";
+ next;
+ mes "[Dashia]";
+ mes "Both monsters canbe found in the Toy Factory Warehouse or Toy Monitoring Room. To get there, ask Mr. Claus in the northeastern part of Al De Baran.";
+ next;
+ mes "[Dashia]";
+ mes "Anyway, I will be here waiting for you. Please come back when you finish the mission!";
+ close;
+ case 6:
+ set .@checkquest,checkquest(8279);
+ if (.@checkquest == -1 || .@checkquest == 0 || .@checkquest == 2) {
+ mes "[Dashia]";
+ mes "Huh? Are you sure? Something is wrong...";
+ next;
+ mes "[Dashia]";
+ mes "It is weird.";
+ mes "Please check your Quest Window by pressing 'alt + u'.";
+ close;
+ }
+ if ((countitem(1017) > 4) && (countitem(1018) > 2)) {
+ mes "[Dashia]";
+ mes "Wow~ you did an excellent job!";
+ next;
+ mes "[Dashia]";
+ mes "Thank you very much. God bless you!";
+ emotion e_heh;
+ next;
+ mes "[Dashia]";
+ mes "Ha~! Ha~!";
+ mes "I will give you a reward as promised.";
+ delitem 1017,5; //Moustache_Of_Mole
+ delitem 1018,3; //Nail_Of_Mole
+ getitem 569,150; //Novice_Potion
+ getexp 1000,200;
+ erasequest 8279;
+ close;
+ }
+ mes "[Dashia]";
+ mes "I can see that you have a gathering mission.";
+ mes "But, where are the Mole Whiskerss and Mole Claws??";
+ next;
+ mes "[Dashia]";
+ mes "You haven't done the mission yet. Why did you come back here?";
+ mes "You have to bring '5 Mole Whiskers' and '3 Mole Claws' to complete the mission.";
+ next;
+ mes "[Dashia]";
+ mes "You can get those items from 'Martins'.";
+ mes "Martins can be found in the Mjolnir Dead Pit, but the second floor is dangerous, so be careful!";
+ next;
+ mes "[Dashia]";
+ mes "To get there, ask a Kafra Employee in Geffen, they can warp you there.";
+ next;
+ mes "[Dashia]";
+ mes "Anyway, I will be here waiting for you. Please come back when you finish the mission!";
+ close;
+ }
+}
diff --git a/npc/pre-re/quests/eden/41-55.txt b/npc/pre-re/quests/eden/41-55.txt
new file mode 100644
index 000000000..40e910cb8
--- /dev/null
+++ b/npc/pre-re/quests/eden/41-55.txt
@@ -0,0 +1,434 @@
+//===== rAthena Script =======================================
+// Eden Group Quests - Mission [41 - 55]
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.1
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= Repetable Quests for Players between Baselevel 40 - 56 .
+//===== Additional Comments: =================================
+//= 1.0 First Version.
+//= 1.1 Some little optimization here and there. [Masao]
+//============================================================
+
+moc_para01,40,38,3 script Mission [41 - 55] 857,{
+
+ if (checkweight(1201,1) == 0 || (MaxWeight - Weight) < 1000) {
+ mes "^008800Wait a sec!!";
+ mes "You cannot receive any more items because you're carrying too many items. Please try again after you lighten up.^000000";
+ close;
+ }
+ if (countitem(6219) < 1) {
+ mes "You are not an Eden group member. You are not qualified to access the bulletin board.";
+ close;
+ }
+ if (checkquest(12088) == -1) {
+ if (BaseLevel < 41 || BaseLevel > 55) {
+ mes "[41 ~ 55 Lv. Mission Board]";
+ close;
+ }
+ mes "[Mission Board]";
+ mes "Mission bulletin board.";
+ next;
+ switch (select("Check the Missions.:Cancel.")) {
+ case 1:
+ switch (select("Thara Frog Hunting:Cruiser Hunting:Kukre Hunting:Orc Baby Hunting:Orc Warrior Hunting:Vadon Hunting:Megalodon Hunting:Marse Hunting:Cornutus Hunting:Myst Hunting:Shellfish Hunting:Marine Sphere Hunting")) {
+ case 1:
+ mes "[Mission Board Memo]";
+ mes "Have you seen a red frog? It is called Thara Frog and it's very rare. We are trying to verify where it inhabits. So please hunt 20 Thara Frogs.";
+ next;
+ switch (select("Accept the mission.:Cancel.")) {
+ case 1:
+ mes "[Mission Board]";
+ mes "You have accepted the mission. For more details, please press 'alt + u' keys, you can get information from the Quest Window.";
+ setquest 12072;
+ setquest 12088;
+ close;
+ case 2:
+ close;
+ }
+ case 2:
+ mes "[Mission Board Memo]";
+ mes "I heard of some toys attacking people. It is ridiculous! Let's show them our power! We have to hunt 15 Cruisers!";
+ next;
+ switch (select("Accept the mission.:Cancel.")) {
+ case 1:
+ mes "[Mission Board]";
+ mes "You have accepted the mission. For more details, please press 'alt + u' keys, you can get information from the Quest Window.";
+ setquest 12073;
+ setquest 12088;
+ close;
+ case 2:
+ close;
+ }
+ case 3:
+ mes "[Mission Board Memo]";
+ mes "Someone got robbed near the beach! The possible suspect is a criminal monster called Kukre. Please hunt 30 Kukre.";
+ next;
+ switch (select("Accept the mission.:Cancel.")) {
+ case 1:
+ mes "[Mission Board]";
+ mes "You have accepted the mission. For more details, please press 'alt + u' keys, you can get information from the Quest Window.";
+ setquest 12074;
+ setquest 12088;
+ close;
+ case 2:
+ close;
+ }
+ case 4:
+ mes "[Mission Board Memo]";
+ mes "Orc Babies are getting more violent these days. Please hunt 15 Orc Babies.";
+ next;
+ switch (select("Accept the mission.:Cancel.")) {
+ case 1:
+ mes "[Mission Board]";
+ mes "You have accepted the mission. For more details, please press 'alt + u' keys, you can get information from the Quest Window.";
+ setquest 12075;
+ setquest 12088;
+ close;
+ case 2:
+ close;
+ }
+ case 5:
+ mes "[Mission Board Memo]";
+ mes "Orc Warriors are increasing their aggression. Please hunt 20 Orc Warriors.";
+ next;
+ switch (select("Accept the mission.:Cancel.")) {
+ case 1:
+ mes "[Mission Board]";
+ mes "You have accepted the mission. For more details, please press 'alt + u' keys, you can get information from the Quest Window.";
+ setquest 12088;
+ setquest 12076;
+ close;
+ case 2:
+ }
+ case 6:
+ mes "[Mission Board Memo]";
+ mes "Have you seen crabs with thick shells? They are Vadons. Please hunt 15 Vadons..";
+ next;
+ switch (select("Accept the mission.:Cancel.")) {
+ case 1:
+ mes "[Mission Board]";
+ mes "You have accepted the mission. For more details, please press 'alt + u' keys, you can get information from the Quest Window.";
+ setquest 12088;
+ setquest 12077;
+ close;
+ case 2:
+ close;
+ }
+ case 7:
+ mes "[Mission Board Memo]";
+ mes "Dead fish are all around the beach and it is getting worse. Please hunt 30 Megalodon.";
+ next;
+ switch (select("Accept the mission.:Cancel.")) {
+ case 1:
+ mes "[Mission Board]";
+ mes "You have accepted the mission. For more details, please press 'alt + u' keys, you can get information from the Quest Window.";
+ setquest 12088;
+ setquest 12078;
+ close;
+ case 2:
+ close;
+ }
+ case 8:
+ mes "[Mission Board Memo]";
+ mes "Can you hunt Marse? I need 15 Marse for my study. Please help me.";
+ next;
+ switch (select("Accept the mission.:Cancel.")) {
+ case 1:
+ mes "[Mission Board]";
+ mes "You have accepted the mission. For more details, please press 'alt + u' keys, you can get information from the Quest Window.";
+ setquest 12079;
+ setquest 12088;
+ close;
+ case 2:
+ close;
+ }
+ case 9:
+ mes "[Mission Board Memo]";
+ mes "An idiot Cornutus bit the Mayor's foot. The Mayor is upset so we need to hunt 20 Cornutus to make him happy!";
+ next;
+ switch (select("Accept the mission.:Cancel.")) {
+ case 1:
+ mes "[Mission Board]";
+ mes "You have accepted the mission. For more details, please press 'alt + u' keys, you can get information from the Quest Window.";
+ setquest 12088;
+ setquest 12080;
+ close;
+ case 2:
+ close;
+ }
+ case 10:
+ mes "[Mission Board Memo]";
+ mes "People are freaking out because of Myst. It looks like a ghost so, it scares people. Please hunt 15 Myst.";
+ next;
+ switch (select("Accept the mission.:Cancel.")) {
+ case 1:
+ mes "[Mission Board]";
+ mes "You have accepted the mission. For more details, please press 'alt + u' keys, you can get information from the Quest Window.";
+ setquest 12088;
+ setquest 12081;
+ close;
+ case 2:
+ close;
+ }
+ case 11:
+ mes "[Mission Board Memo]";
+ mes "Don't ask why, but please hunt 30 Shellfish. It is a secret mission!";
+ next;
+ switch (select("Accept the mission.:Cancel.")) {
+ case 1:
+ mes "[Mission Board]";
+ mes "You have accepted the mission. For more details, please press 'alt + u' keys, you can get information from the Quest Window.";
+ setquest 12088;
+ setquest 12082;
+ close;
+ case 2:
+ close;
+ }
+ case 12:
+ mes "[Mission Board Memo]";
+ mes "Marine Sphere? Do you know what a Marine Sphere is? I got a mission for you to hunt 15 Marine Sphere, so please do so.";
+ next;
+ switch (select("Accept the mission.:Cancel.")) {
+ case 1:
+ mes "[Mission Board]";
+ mes "You have accepted the mission. For more details, please press 'alt + u' keys, you can get information from the Quest Window.";
+ setquest 12088;
+ setquest 12083;
+ close;
+ case 2:
+ close;
+ }
+ case 13:
+ mes "[Mission Board Memo]";
+ mes "The mayor wants to eat a delicious fish dish. Phen will be the perfect ingredient for it. Please hunt 20 Phen!";
+ next;
+ switch (select("Accept the mission.:Cancel.")) {
+ case 1:
+ mes "[Mission Board]";
+ mes "You have accepted the mission. For more details, please press 'alt + u' keys, you can get information from the Quest Window.";
+ setquest 12088;
+ setquest 12084;
+ close;
+ case 2:
+ close;
+ }
+ case 14:
+ mes "[Mission Board Memo]";
+ mes "Dead Orc monsters got back to our town and they've revived as Orc Skeletons. We are in chaos! Please hunt 15 Orc Skeleton.";
+ next;
+ switch (select("Accept the mission.:Cancel.")) {
+ case 1:
+ mes "[Mission Board]";
+ mes "You have accepted the mission. For more details, please press 'alt + u' keys, you can get information from the Quest Window.";
+ setquest 12088;
+ setquest 12085;
+ close;
+ case 2:
+ close;
+ }
+ case 15:
+ mes "[Mission Board Memo]";
+ mes "Some weird monsters called Zenorc are attacking us. Please hunt 30 Zenorc.";
+ next;
+ switch (select("Accept the mission.:Cancel.")) {
+ case 1:
+ mes "[Mission Board]";
+ mes "You have accepted the mission. For more details, please press 'alt + u' keys, you can get information from the Quest Window.";
+ setquest 12088;
+ setquest 12086;
+ close;
+ case 2:
+ close;
+ }
+ case 16:
+ mes "[Mission Board Memo]";
+ mes "Be prepared! It is a cruel mission! Hunt 15 Mummies!! I tried once, but I couldn't succeed. It is too scary!";
+ next;
+ switch (select("Accept the mission.:Cancel.")) {
+ case 1:
+ mes "[Mission Board]";
+ mes "You have accepted the mission. For more details, please press 'alt + u' keys, you can get information from the Quest Window.";
+ setquest 12088;
+ setquest 12087;
+ close;
+ case 2:
+ close;
+ }
+ }
+ case 2:
+ mes "^000077Ok. Let's check the missions next time.^000000.";
+ close;
+ }
+ }
+ if (checkquest(12072,HUNTING) == 2) {
+ mes "[Mission Board]";
+ mes "You have completed the mission.";
+ mes "Here is your reward.";
+ erasequest 12072;
+ erasequest 12088;
+ specialeffect2 EF_STEAL;
+ getexp 9600,0;
+ close;
+ }
+ if (checkquest(12073,HUNTING) == 2) {
+ mes "[Mission Board]";
+ mes "You have completed the mission.";
+ mes "Here is your reward.";
+ erasequest 12073;
+ erasequest 12088;
+ specialeffect2 EF_STEAL;
+ getexp 7200,0;
+ close;
+ }
+ if (checkquest(12074,HUNTING) == 2) {
+ mes "[Mission Board]";
+ mes "You have completed the mission.";
+ mes "Here is your reward.";
+ erasequest 12074;
+ erasequest 12088;
+ specialeffect2 EF_STEAL;
+ getexp 15750,0;
+ close;
+ }
+ if (checkquest(12075,HUNTING) == 2) {
+ mes "[Mission Board]";
+ mes "You have completed the mission.";
+ mes "Here is your reward.";
+ erasequest 12075;
+ erasequest 12088;
+ specialeffect2 EF_STEAL;
+ getexp 7875,0;
+ close;
+ }
+ if (checkquest(12076,HUNTING) == 2) {
+ mes "[Mission Board]";
+ mes "You have completed the mission.";
+ mes "Here is your reward.";
+ erasequest 12076;
+ erasequest 12088;
+ specialeffect2 EF_STEAL;
+ getexp 11100,0;
+ close;
+ }
+ if (checkquest(12077,HUNTING) == 2) {
+ mes "[Mission Board]";
+ mes "You have completed the mission.";
+ mes "Here is your reward.";
+ erasequest 12077;
+ erasequest 12088;
+ specialeffect2 EF_STEAL;
+ getexp 8550,0;
+ close;
+ }
+ if (checkquest(12078,HUNTING) == 2) {
+ mes "[Mission Board]";
+ mes "You have completed the mission.";
+ mes "Here is your reward.";
+ erasequest 12078;
+ erasequest 12088;
+ specialeffect2 EF_STEAL;
+ getexp 17100,0;
+ close;
+ }
+ if (checkquest(12079,HUNTING) == 2) {
+ mes "[Mission Board]";
+ mes "You have completed the mission.";
+ mes "Here is your reward.";
+ erasequest 12079;
+ erasequest 12088;
+ specialeffect2 EF_STEAL;
+ getexp 9000,0;
+ close;
+ }
+ if (checkquest(12080,HUNTING) == 2) {
+ mes "[Mission Board]";
+ mes "You have completed the mission.";
+ mes "Here is your reward.";
+ erasequest 12080;
+ erasequest 12088;
+ specialeffect2 EF_STEAL;
+ getexp 12300,0;
+ close;
+ }
+ if (checkquest(12081,HUNTING) == 2) {
+ mes "[Mission Board]";
+ mes "You have completed the mission.";
+ mes "Here is your reward.";
+ erasequest 12081;
+ erasequest 12088;
+ specialeffect2 EF_STEAL;
+ getexp 9900,0;
+ close;
+ }
+ if (checkquest(12082,HUNTING) == 2) {
+ mes "[Mission Board]";
+ mes "You have completed the mission.";
+ mes "Here is your reward.";
+ erasequest 12082;
+ erasequest 12088;
+ specialeffect2 EF_STEAL;
+ getexp 20250,0;
+ close;
+ }
+ if (checkquest(12083,HUNTING) == 2) {
+ mes "[Mission Board]";
+ mes "You have completed the mission.";
+ mes "Here is your reward.";
+ erasequest 12083;
+ erasequest 12088;
+ specialeffect2 EF_STEAL;
+ getexp 10350,0;
+ close;
+ }
+ if (checkquest(12084,HUNTING) == 2) {
+ mes "[Mission Board]";
+ mes "You have completed the mission.";
+ mes "Here is your reward.";
+ erasequest 12084;
+ erasequest 12088;
+ specialeffect2 EF_STEAL;
+ getexp 13800,0;
+ close;
+ }
+ if (checkquest(12085,HUNTING) == 2) {
+ mes "[Mission Board]";
+ mes "You have completed the mission.";
+ mes "Here is your reward.";
+ erasequest 12085;
+ erasequest 12088;
+ specialeffect2 EF_STEAL;
+ getexp 11025,0;
+ close;
+ }
+ if (checkquest(12086,HUNTING) == 2) {
+ mes "[Mission Board]";
+ mes "You have completed the mission.";
+ mes "Here is your reward.";
+ erasequest 12086;
+ erasequest 12088;
+ specialeffect2 EF_STEAL;
+ getexp 22500,0;
+ close;
+ }
+ if (checkquest(12087,HUNTING) == 2) {
+ mes "[Mission Board]";
+ mes "You have completed the mission.";
+ mes "Here is your reward.";
+ erasequest 12087;
+ erasequest 12088;
+ specialeffect2 EF_STEAL;
+ getexp 11250,0;
+ close;
+ }
+ if ((checkquest(12072,HUNTING) == 0) && (checkquest(12073,HUNTING) == 0) && (checkquest(12074,HUNTING) == 0) && (checkquest(12075,HUNTING) == 0) && (checkquest(12076,HUNTING) == 0) && (checkquest(12077,HUNTING) == 0) && (checkquest(12078,HUNTING) == 0) && (checkquest(12079,HUNTING) == 0) && (checkquest(12080,HUNTING) == 0) && (checkquest(12081,HUNTING) == 0) && (checkquest(12082,HUNTING) == 0) && (checkquest(12083,HUNTING) == 0) && (checkquest(12084,HUNTING) == 0) && (checkquest(12085,HUNTING) == 0) && (checkquest(12086,HUNTING) == 0) && (checkquest(12087,HUNTING) == 0)) {
+ mes "You may now view the bulletin board.";
+ erasequest 12088;
+ close;
+ }
+ mes "There is nothing special to do.";
+ close;
+}
diff --git a/npc/pre-re/quests/eden/56-70.txt b/npc/pre-re/quests/eden/56-70.txt
new file mode 100644
index 000000000..c810aa3d3
--- /dev/null
+++ b/npc/pre-re/quests/eden/56-70.txt
@@ -0,0 +1,1439 @@
+//===== rAthena Script =======================================
+// Eden Group Quests - Mission [56 - 70]
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.1
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= Repetable Quests for Players between Baselevel 55 - 71 .
+//===== Additional Comments: =================================
+//= 1.0 First Version.
+//= 1.1 Some little optimization here and there. [Masao]
+//============================================================
+
+moc_para01,42,38,3 script Mission [56 - 70] 857,{
+
+ if (countitem(6219) > 0) {
+ if (checkquest(3259) > -1) {
+ erasequest 3259;
+ }
+ if (checkquest(3253) > -1) {
+ erasequest 3253;
+ }
+ if (checkquest(3265) > -1) {
+ erasequest 3265;
+ }
+ mes "Here is the list of various adventures for level 55~70 adventurers.";
+ next;
+ mes "Lots of missions such as a Monster Hunting, Delivery Goods, Finding People.";
+ next;
+ switch (select("Mission Numbers 1~5:Mission Numbers 6~10:Mission Numbers 11~15")) {
+ case 1:
+ switch (select("What is this Bandage?:Dangerous Alligators.:That wasn't a mermaid...:My country is calling me!")) {
+ case 1:
+ if (checkquest(3250) == 0) {
+ mes "This mission is assigned by the Rekenber corporation from Lighthalzen. Below are the details.";
+ next;
+ mes "Rekenber corporation is about to launch a new project called 'Green Medical Center'. For the first product of the project, we are preparing well-being Bandages.";
+ next;
+ mes "Regarding the project, we need to research monster's reactions when they are wrapped with Rotten Bandages.";
+ next;
+ mes "If you are interested, please hunt 30 Mummies and bring 30 Rotten Bandages. You can find them in the Pyramid West of Morroc.";
+ next;
+ mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
+ next;
+ mes "- Rekenber corporation chief director 'Julie E Delph' -";
+ next;
+ mes " ";
+ next;
+ mes "Would you like to accept this mission?";
+ next;
+ switch (select("Accept the mission.:Do not accept the mission.")) {
+ case 1:
+ if ((BaseLevel > 54) && (BaseLevel < 71)) {
+ setquest 3250;
+ mes "I have successfully accepted the mission. I have to come back and confirm my work after I complete the mission.";
+ next;
+ mes "This mission doesn't have time limits.";
+ close;
+ }
+ mes "These missions are not fit for my level. I should look for other missions.";
+ close;
+ case 2:
+ close;
+ }
+ }
+ if (checkquest(3250,HUNTING) == 1) {
+ mes "You have an on-going mission. Would you like to check the details?";
+ next;
+ switch (select("Check the details.:Cancel.")) {
+ case 1:
+ mes "This mission is assigned by the Rekenber corporation from Lighthalzen. Below are the details.";
+ next;
+ mes "Rekenber corporation is about to launch a new project called 'Green Medical Center'. For the first product of the project, we are preparing well-being Bandages.";
+ next;
+ mes "Regarding the project, we need to research monster's reactions when they are wrapped with Rotten Bandages.";
+ next;
+ mes "If you are interested, please hunt 30 Mummies and bring 30 Rotten Bandages. You can find them in the Pyramid West of Morroc.";
+ next;
+ mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
+ next;
+ mes "- Rekenber corporation chief director 'Julie E Delph' -";
+ close;
+ case 2:
+ close;
+ }
+ }
+ if ((checkquest(3250,HUNTING) == 2) && (countitem(930) > 19)) {
+ mes "I have done pretty well for the mission. Should I report it now?";
+ next;
+ switch (select("Report the mission.:Do not report it yet.")) {
+ case 1:
+ delitem 930,20; //Rotten_Bandage
+ getexp 15000,5000;
+ erasequest 3250;
+ mes "You have completed the mission. Get rewards.";
+ close;
+ case 2:
+ close;
+ }
+ }
+ if (checkquest(3250) == 2) {
+ mes "This mission is assigned by the Rekenber corporation from Lighthalzen. Below are the details.";
+ next;
+ mes "Rekenber corporation is about to launch a new project called 'Green Medical Center'. For the first product of the project, we are preparing well-being Bandages.";
+ next;
+ mes "Regarding the project, we need to research monster's reactions when they are wrapped with Rotten Bandages.";
+ next;
+ mes "If you are interested, please hunt 30 Mummies and bring 30 Rotten Bandages. You can find them in the Pyramid West of Morroc.";
+ next;
+ mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
+ next;
+ mes "- Rekenber corporation chief director 'Julie E Delph' -";
+ next;
+ mes " ";
+ next;
+ mes "Would you like to accept this mission?";
+ next;
+ switch (select("Accept the mission.:Do not accept the mission.")) {
+ case 1:
+ if ((BaseLevel > 54) && (BaseLevel < 71)) {
+ setquest 3250;
+ mes "I have successfully accepted the mission. I have to come back and confirm my work after I complete the mission.";
+ next;
+ mes "This mission doesn't have time limits.";
+ close;
+ }
+ mes "These missions are not fit for my level. I should look for other missions.";
+ close;
+ case 2:
+ close;
+ }
+ }
+ close;
+ case 2:
+ if (checkquest(3251) == 0) {
+ mes "This mission is assigned by the Comodo cooperative society. Below are the details.";
+ next;
+ mes "Alligators have gone wild these days, they attack women and drunken people who hang out near the beach.";
+ next;
+ mes "This is a very shameful situation for us, the most wonderful vacation spot in Rune-Midgard.";
+ next;
+ mes "So, it would be very helpful if you hunt 30 Alligators to clean out this situation.";
+ next;
+ mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
+ next;
+ mes " ";
+ next;
+ mes "Would you like to accept this mission?";
+ next;
+ switch (select("Accept the mission.:Do not accept the mission.")) {
+ case 1:
+ if ((BaseLevel > 54) && (BaseLevel < 71)) {
+ setquest 3251;
+ mes "I have successfully accepted the mission. I have to come back and confirm my work after I complete the mission.";
+ next;
+ mes "This mission doesn't have time limits.";
+ close;
+ }
+ mes "These missions are not fit for my level. I should look for other missions.";
+ close;
+ case 2:
+ close;
+ }
+ }
+ if (checkquest(3251,HUNTING) == 1) {
+ mes "You have an on-going mission. Would you like to check the details?";
+ next;
+ switch (select("Check the details.:Cancel.")) {
+ case 1:
+ mes "This mission is assigned by the Comodo cooperative society. Below are the details.";
+ next;
+ mes "Alligators have gone wild these days, they attack women and drunken people who hang out near the beach.";
+ next;
+ mes "This is a very shameful situation for us, the most wonderful vacation spot in Rune-Midgard.";
+ next;
+ mes "So, it would be very helpful if you hunt 30 Alligators to clean out this situation.";
+ next;
+ mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
+ close;
+ case 2:
+ close;
+ }
+ }
+ if (checkquest(3251,HUNTING) == 2) {
+ mes "I have done pretty well for the mission. Should I report it now?";
+ next;
+ switch (select("Report the mission.:Do not report it yet.")) {
+ case 1:
+ getexp 16000,6000;
+ erasequest 3251;
+ mes "You have completed the mission. Get rewards.";
+ close;
+ case 2:
+ close;
+ }
+ }
+ if (checkquest(3251) == 2) {
+ mes "This mission is assigned by the Comodo cooperative society. Below are the details.";
+ next;
+ mes "Alligators have gone wild these days, they attack women and drunken people who hang out near the beach.";
+ next;
+ mes "This is a very shameful situation for us, the most wonderful vacation spot in Rune-Midgard.";
+ next;
+ mes "So, it would be very helpful if you hunt 30 Alligators to clean out this situation.";
+ next;
+ mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
+ next;
+ mes " ";
+ next;
+ mes "Would you like to accept this mission?";
+ next;
+ switch (select("Accept the mission.:Do not accept the mission.")) {
+ case 1:
+ if ((BaseLevel > 54) && (BaseLevel < 71)) {
+ setquest 3251;
+ mes "I have successfully accepted the mission. I have to come back and confirm my work after I complete the mission.";
+ next;
+ mes "This mission doesn't have time limits.";
+ close;
+ }
+ mes "These missions are not fit for my level. I should look for other missions.";
+ close;
+ case 2:
+ close;
+ }
+ }
+ close;
+ case 3:
+ if (checkquest(3252) == 0) {
+ mes "This mission is assigned by an unknown client from Izlude.";
+ next;
+ mes "I have admired the beach of Izlude, ever since I was born.";
+ next;
+ mes "When I was young, I found a mysterious creature in the Izlude dungeon, I had never seen something like that before...";
+ next;
+ mes "I instantly thought it was a mermaid. I was so supprised, I have studied about mermaids in whole my life.";
+ next;
+ mes "But, as I studied harder, I found that the creature was not a mermaid... yes, It wasn't beautiful at all like other mermaids...";
+ next;
+ mes "I finally tracked down the fact that it was a Merman, not a Mermaid!";
+ next;
+ mes "Merman... I have wasted my life studying this monster! So please hunt 30 Mermans to make me feel better.";
+ next;
+ mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
+ next;
+ mes "-- Izlude 'The Lost dream mermaid' --";
+ next;
+ mes " ";
+ next;
+ mes "Would you like to accept this mission?";
+ next;
+ switch (select("Accept the mission.:Do not accept the mission.")) {
+ case 1:
+ if ((BaseLevel > 54) && (BaseLevel < 71)) {
+ setquest 3252;
+ mes "I have successfully accepted the mission. I have to come back and confirm my work after I complete the mission.";
+ next;
+ mes "This mission doesn't have time limits.";
+ close;
+ }
+ mes "These missions are not fit for my level. I should look for other missions.";
+ close;
+ case 2:
+ close;
+ }
+ }
+ if (checkquest(3252,HUNTING) == 1) {
+ mes "You have an on-going mission. Would you like to check the details?";
+ next;
+ switch (select("Check the details.:Cancel.")) {
+ case 1:
+ mes "This mission is assigned by an unknown client from Izlude.";
+ next;
+ mes "I have admired the beach of Izlude, ever since I was born.";
+ next;
+ mes "When I was young, I found a mysterious creature in the Izlude dungeon, I had never seen something like that before.";
+ next;
+ mes "I instantly thought it was a mermaid. I was so supprised, I have studied about mermaids in whole my life.";
+ next;
+ mes "But, as I studied harder, I found that the creature was not a mermaid... yes, It wasn't beautiful at all like other mermaids...";
+ next;
+ mes "I finally tracked down the fact that it was a Merman, not a Mermaid!";
+ next;
+ mes " Merman... I have wasted my life studying this monster! So please hunt 30 Mermans to make me feel better.";
+ next;
+ mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
+ next;
+ mes "-- Izlude 'The Lost dream mermaid' --";
+ close;
+ case 2:
+ close;
+ }
+ }
+ if (checkquest(3252,HUNTING) == 2) {
+ mes "I have done pretty well for the mission. Should I report it now?";
+ next;
+ switch (select("Report the mission.:Do not report it yet.")) {
+ case 1:
+ getexp 17000,8000;
+ erasequest 3252;
+ mes "You have completed the mission. Get rewards.";
+ close;
+ case 2:
+ close;
+ }
+ }
+ if (checkquest(3252) == 2) {
+ mes "This mission is assigned by an unknown client from Izlude.";
+ next;
+ mes "I have admired the beach of Izlude, ever since I was born.";
+ next;
+ mes "When I was young, I found a mysterious creature in the Izlude dungeon, I had never seen something like that before.";
+ next;
+ mes "I instantly thought it was a mermaid. I was so supprised, I have studied about mermaids in whole my life.";
+ next;
+ mes "But, as I studied harder, I found that the creature was not a mermaid... yes, It wasn't beautiful at all like other mermaids...";
+ next;
+ mes "I finally tracked down the fact that it was a Merman, not a Mermaid!";
+ next;
+ mes "Merman... I have wasted my life studying this monster! So please hunt 30 Mermans to make me feel better.";
+ next;
+ mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
+ next;
+ mes "-- Izlude 'The Lost dream mermaid' --";
+ next;
+ mes " ";
+ next;
+ mes "Would you like to accept this mission?";
+ next;
+ switch (select("Accept the mission.:Do not accept the mission.")) {
+ case 1:
+ if ((BaseLevel > 54) && (BaseLevel < 71)) {
+ setquest 3252;
+ mes "I have successfully accepted the mission. I have to come back and confirm my work after I complete the mission.";
+ next;
+ mes "This mission doesn't have time limits.";
+ close;
+ }
+ mes "These missions are not fit for my level. I should look for other missions.";
+ close;
+ case 2:
+ close;
+ }
+ }
+ close;
+ case 4:
+ if (checkquest(3254) == 0) {
+ mes "This mission is assigned by the government officer of the Rune-Midgarts Kingdom.";
+ next;
+ mes "To prevent a flood in Prontera, we decided to build a huge dam to regulate the water supply.";
+ next;
+ mes "But, we are shorthanded on supplies and we need to collect Fine Sand and Grit.";
+ next;
+ mes "So, we would like to ask for help. People, please bring us 10 Fine Sand and 30 Grit each so we can build the dam.";
+ next;
+ mes "You can get those materials from Sand Man, I wish you good luck!";
+ next;
+ mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
+ next;
+ mes "-- Government officer of the Rune-Midgarts Kingdom, Dufre Kent --";
+ next;
+ switch (select("Accept the mission.:Do not accept the mission.")) {
+ case 1:
+ if ((BaseLevel > 54) && (BaseLevel < 71)) {
+ setquest 3254;
+ mes "I have successfully accepted the mission. I have to come back and confirm my work after I complete the mission.";
+ next;
+ mes "This mission doesn't have time limits.";
+ close;
+ }
+ mes "These missions are not fit for my level. I should look for other missions.";
+ close;
+ case 2:
+ close;
+ }
+ }
+ if ((checkquest(3254) == 1) && (countitem(7043) < 10) && (countitem(1056) < 30)) {
+ mes "You have an on-going mission. Would you like to check the details?";
+ next;
+ switch (select("Check the details.:Cancel.")) {
+ case 1:
+ mes "This mission is assigned by the government officer of the Rune-Midgarts Kingdom.";
+ next;
+ mes "To prevent a flood in Prontera, we decided to build a huge dam to regulate the water supply.";
+ next;
+ mes "But, we are shorthanded on supplies and we need to collect Fine Sand and Grit.";
+ next;
+ mes "So, we would like to ask for help. People, please bring us 10 Fine Sand and 30 Grit each so we can build the dam.";
+ next;
+ mes "You can get those materials from Sand Man, I wish you good luck!";
+ next;
+ mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
+ next;
+ mes "-- Government officer of the Rune-Midgarts Kingdom, Dufre Kent --";
+ close;
+ case 2:
+ close;
+ }
+ }
+ if ((checkquest(3254) == 1) && (countitem(7043) > 9) && (countitem(1056) > 29)) {
+ mes "I have done pretty well for the mission. Should I report it now?";
+ next;
+ switch (select("Report the mission.:Do not report it yet.")) {
+ case 1:
+ delitem 7043,10; //Fine_Sand
+ delitem 1056,30; //Grit
+ getexp 18000,8000;
+ erasequest 3254;
+ mes "You have completed the mission. Get rewards.";
+ close;
+ case 2:
+ close;
+ }
+ }
+ if (checkquest(3254) == 2) {
+ mes "This mission is assigned by the government officer of the Rune-Midgarts Kingdom.";
+ next;
+ mes "To prevent a flood in Prontera, we decided to build a huge dam to regulate the water supply.";
+ next;
+ mes "But, we are shorthanded on supplies and we need to collect Fine Sand and Grit.";
+ next;
+ mes "So, we would like to ask for help. People, please bring us 10 Fine Sand and 30 Grit each so we can build the dam.";
+ next;
+ mes "You can get those materials from Sand Man, I wish you good luck!";
+ next;
+ mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
+ next;
+ mes "-- Government officer of the Rune-Midgarts Kingdom, Dufre Kent --";
+ next;
+ switch (select("Accept the mission.:Do not accept the mission.")) {
+ case 1:
+ if ((BaseLevel > 54) && (BaseLevel < 71)) {
+ setquest 3254;
+ mes "I have successfully accepted the mission. I have to come back and confirm my work after I complete the mission.";
+ next;
+ mes "This mission doesn't have time limits.";
+ close;
+ }
+ mes "These missions are not fit for my level. I should look for other missions.";
+ close;
+ case 2:
+ close;
+ }
+ }
+ close;
+ }
+ case 2:
+ switch (select("Hunt Wild Boar:Preparing the Summer:A Woman's Grudge:Special ingredients:Puppet Master's Agony")) {
+ case 1:
+ if (checkquest(3255) == 0) {
+ mes "This mission is assigned by the Payon town hall.";
+ next;
+ mes "Wild animals are always annoyances to farmers.";
+ next;
+ mes "They attack our farm and ruin whole crops!! We can't stand it anymore!";
+ next;
+ mes "So, we would like to ask for the help from brave adventurers.";
+ next;
+ mes "Please, hunt 30 Savages to save our crops!";
+ next;
+ mes "You can easily find those monsters around our town and field.";
+ next;
+ mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
+ next;
+ mes "-- Payon town hall members --";
+ next;
+ mes " ";
+ next;
+ switch (select("Accept the mission.:Do not accept the mission.")) {
+ case 1:
+ if ((BaseLevel > 54) && (BaseLevel < 71)) {
+ setquest 3255;
+ mes "I have successfully accepted the mission. I have to come back and confirm my work after I complete the mission.";
+ next;
+ mes "This mission doesn't have time limits.";
+ close;
+ }
+ mes "These missions are not fit for my level. I should look for other missions.";
+ close;
+ case 2:
+ close;
+ }
+ }
+ if (checkquest(3255,HUNTING) == 1) {
+ mes "You have an on-going mission. Would you like to check the details?";
+ next;
+ switch (select("Check the details.:Cancel.")) {
+ case 1:
+ mes "This mission is assigned by the Payon town hall.";
+ next;
+ mes "Wild animals are always annoyances to farmers.";
+ next;
+ mes "They attack our farm and ruin whole crops!! We can't stand it anymore!";
+ next;
+ mes "???????????????ð??????????????j??????????????????";
+ next;
+ mes "Please, hunt 30 Savages to save our crops!";
+ next;
+ mes "You can easily find those monsters around our town and field.";
+ next;
+ mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
+ next;
+ mes "-- Payon town hall members --";
+ close;
+ case 2:
+ close;
+ }
+ }
+ if (checkquest(3255,HUNTING) == 2) {
+ mes "I have done pretty well for the mission. Should I report it now?";
+ next;
+ switch (select("Report the mission.:Do not report it yet.")) {
+ case 1:
+ getexp 16000,7000;
+ erasequest 3255;
+ mes "You have completed the mission. Get rewards.";
+ close;
+ case 2:
+ close;
+ }
+ }
+ if (checkquest(3255) == 2) {
+ mes "This mission is assigned by the Payon town hall.";
+ next;
+ mes "Wild animals are always annoyances to farmers.";
+ next;
+ mes "They attack our farm and ruin whole crops!! We can't stand it anymore!";
+ next;
+ mes "???????????????ð??????????????j??????????????????";
+ next;
+ mes "Please, hunt 30 Savages to save our crops!";
+ next;
+ mes "You can easily find those monsters around our town and field.";
+ next;
+ mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
+ next;
+ mes "-- Payon town hall members --";
+ next;
+ mes " ";
+ next;
+ switch (select("Accept the mission.:Do not accept the mission.")) {
+ case 1:
+ if ((BaseLevel > 54) && (BaseLevel < 71)) {
+ setquest 3255;
+ mes "I have successfully accepted the mission. I have to come back and confirm my work after I complete the mission.";
+ next;
+ mes "This mission doesn't have time limits.";
+ close;
+ }
+ mes "These missions are not fit for my level. I should look for other missions.";
+ close;
+ case 2:
+ close;
+ }
+ }
+ close;
+ case 2:
+ if (checkquest(3256) == 0) {
+ mes "This mission is assigned by the Morroc blacksmith Aragham.";
+ next;
+ mes "Hello~~~~, Adventurers! This is Aragham, the hottest blacksmith in Morroc!";
+ next;
+ mes "Anyway, I have a son named Aragam Junior, the cute one. Haha.";
+ next;
+ mes "He will be attending summer camp this summer, but he doesn't know how to swim.";
+ next;
+ mes "I want to teach him, but as you know I am a blacksmith, a far cry from swimming! Hehe.";
+ next;
+ mes "But, I figured that if I make swim fins, it will be great for his confidence~!";
+ next;
+ mes "To make it, I need 30 Sticky Webfoots from a Roda Frog. Can you bring them to me?";
+ next;
+ mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
+ next;
+ mes "PS. Do not compare me with Hollgrehenn or Antonio!!!!";
+ next;
+ mes "-- The hottest blacksmith, Morroc blacksmith Aragham --";
+ next;
+ mes " ";
+ next;
+ switch (select("Accept the mission.:Do not accept the mission.")) {
+ case 1:
+ if ((BaseLevel > 54) && (BaseLevel < 71)) {
+ setquest 3256;
+ mes "I have successfully accepted the mission. I have to come back and confirm my work after I complete the mission.";
+ next;
+ mes "This mission doesn't have time limits.";
+ close;
+ }
+ mes "These missions are not fit for my level. I should look for other missions.";
+ close;
+ case 2:
+ close;
+ }
+ }
+ if ((checkquest(3256) == 1) && (countitem(918) < 30)) {
+ mes "You have an on-going mission. Would you like to check the details?";
+ next;
+ switch (select("Check the details.:Cancel.")) {
+ case 1:
+ mes "This mission is assigned by the Morroc blacksmith Aragham.";
+ next;
+ mes "Hello~~~~, Adventurers! This is Aragham, the hottest blacksmith in Morroc!";
+ next;
+ mes "Anyway, I have a son named Aragam Junior, the cute one. Haha.";
+ next;
+ mes "He will be attending summer camp this summer, but he doesn't know how to swim.";
+ next;
+ mes "I want to teach him, but as you know I am a blacksmith, a far cry from swimming! Hehe.";
+ next;
+ mes "But, I figured that if I make swim fins, it will be great for his confidence~!";
+ next;
+ mes "To make it, I need 30 Sticky Webfoots from a Roda Frog. Can you bring them to me?";
+ next;
+ mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
+ next;
+ mes "PS. Do not compare me with Hollgrehenn or Antonio!!!!";
+ next;
+ mes "-- The hottest blacksmith, Morroc blacksmith Aragham --";
+ close;
+ case 2:
+ close;
+ }
+ }
+ if ((checkquest(3256) == 1) && (countitem(918) > 29)) {
+ mes "I have done pretty well for the mission. Should I report it now?";
+ next;
+ switch (select("Report the mission.:Do not report it yet.")) {
+ case 1:
+ delitem 918,30; //Sticky_Webfoot
+ getexp 15000,5000;
+ erasequest 3256;
+ mes "You have completed the mission. Get rewards.";
+ close;
+ case 2:
+ close;
+ }
+ }
+ if (checkquest(3256) == 2) {
+ mes "This mission is assigned by the Morroc blacksmith Aragham.";
+ next;
+ mes "Hello~~~~, Adventurers! This is Aragham, the hottest blacksmith in Morroc!";
+ next;
+ mes "Anyway, I have a son named Aragam Junior, the cute one. Haha.";
+ next;
+ mes "He will be attending summer camp this summer, but he doesn't know how to swim.";
+ next;
+ mes "I want to teach him, but as you know I am a blacksmith, a far cry from swimming! Hehe.";
+ next;
+ mes "But, I figured that if I make swim fins, it will be great for his confidence~!";
+ next;
+ mes "To make it, I need 30 Sticky Webfoots from a Roda Frog. Can you bring them to me?";
+ next;
+ mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
+ next;
+ mes "PS. Do not compare me with Hollgrehenn or Antonio!!!!";
+ next;
+ mes "-- The hottest blacksmith, Morroc blacksmith Aragham --";
+ next;
+ mes " ";
+ next;
+ switch (select("Accept the mission.:Do not accept the mission.")) {
+ case 1:
+ if ((BaseLevel > 54) && (BaseLevel < 71)) {
+ setquest 3256;
+ mes "I have successfully accepted the mission. I have to come back and confirm my work after I complete the mission.";
+ next;
+ mes "This mission doesn't have time limits.";
+ close;
+ }
+ mes "These missions are not fit for my level. I should look for other missions.";
+ close;
+ case 2:
+ close;
+ }
+ }
+ close;
+ case 3:
+ if (checkquest(3257) == 0) {
+ mes "This mission is assigned by an inventor Dorian from Izlude.";
+ next;
+ mes "Have you heard the story that if women have a grudge on their mind, it will bring natural disasters.";
+ next;
+ mes "Wow, so guys must watch out for those sensitive women! Make sure they don't have any grudges on you.";
+ next;
+ mes "Women can bring strange phenomenons with them!";
+ next;
+ mes "I am so intrigued with that story that I'm trying to prove that it can be true.";
+ next;
+ mes "So I need to make women upset! Haha, I know what a mean idea, right?";
+ next;
+ mes "But this is seriously just for studying... So please hunt 30 Sohee's who seems to be revived from victimized souls.";
+ next;
+ mes "So I can keep observing the case.";
+ next;
+ mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
+ next;
+ mes "-- Elegance inventor Dorian --";
+ next;
+ mes " ";
+ next;
+ switch (select("Accept the mission.:Do not accept the mission.")) {
+ case 1:
+ if ((BaseLevel > 54) && (BaseLevel < 71)) {
+ setquest 3257;
+ mes "I have successfully accepted the mission. I have to come back and confirm my work after I complete the mission.";
+ next;
+ mes "This mission doesn't have time limits.";
+ close;
+ }
+ mes "These missions are not fit for my level. I should look for other missions.";
+ close;
+ case 2:
+ close;
+ }
+ }
+ if (checkquest(3257,HUNTING) == 1) {
+ mes "You have an on-going mission. Would you like to check the details?";
+ next;
+ switch (select("Check the details.:Cancel.")) {
+ case 1:
+ mes "This mission is assigned by an inventor Dorian from Izlude.";
+ next;
+ mes "Have you heard the story that if women have a grudge on their mind, it will bring natural disasters.";
+ next;
+ mes "Wow, so guys must watch out for those sensitive women! Make sure they don't have any grudges on you.";
+ next;
+ mes "Women can bring strange phenomenons with them!";
+ next;
+ mes "I am so intrigued with that story that I'm trying to prove that it can be true.";
+ next;
+ mes "So I need to make women upset! Haha, I know what a mean idea, right?";
+ next;
+ mes "But this is seriously just for studying... So please hunt 30 Sohee's who seems to be revived from victimized souls.";
+ next;
+ mes "So I can keep observing the case.";
+ next;
+ mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
+ next;
+ mes "-- Elegance inventor Dorian --";
+ close;
+ case 2:
+ close;
+ }
+ }
+ if (checkquest(3257,HUNTING) == 2) {
+ mes "I have done pretty well for the mission. Should I report it now?";
+ next;
+ switch (select("Report the mission.:Do not report it yet.")) {
+ case 1:
+ getexp 17000,8000;
+ erasequest 3257;
+ mes "You have completed the mission. Get rewards.";
+ close;
+ case 2:
+ close;
+ }
+ }
+ if (checkquest(3257) == 2) {
+ mes "This mission is assigned by an inventor Dorian from Izlude.";
+ next;
+ mes "Have you heard the story that if women have a grudge on their mind, it will bring natural disasters.";
+ next;
+ mes "Wow, so guys must watch out for those sensitive women! Make sure they don't have any grudges on you.";
+ next;
+ mes "Women can bring strange phenomenons with them!";
+ next;
+ mes "I am so intrigued with that story that I'm trying to prove that it can be true.";
+ next;
+ mes "So I need to make women upset! Haha, I know what a mean idea, right?";
+ next;
+ mes "But this is seriously just for studying... So please hunt 30 Sohee's who seems to be revived from victimized souls.";
+ next;
+ mes "So I can keep observing the case.";
+ next;
+ mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
+ next;
+ mes "-- Elegance inventor Dorian --";
+ next;
+ mes " ";
+ next;
+ switch (select("Accept the mission.:Do not accept the mission.")) {
+ case 1:
+ if ((BaseLevel > 54) && (BaseLevel < 71)) {
+ setquest 3257;
+ mes "I have successfully accepted the mission. I have to come back and confirm my work after I complete the mission.";
+ next;
+ mes "This mission doesn't have time limits.";
+ close;
+ }
+ mes "These missions are not fit for my level. I should look for other missions.";
+ close;
+ case 2:
+ close;
+ }
+ }
+ close;
+ case 4:
+ if (checkquest(3258) == 0) {
+ mes "This mission is assigned by Wallah from Payon.";
+ next;
+ mes "Hello, adventurer. How are you? How is your health?";
+ next;
+ mes "I am a pharmacist and I am having a hard time getting special ingredients lately.";
+ next;
+ mes "Because I am a little sensitive girl, how can I possibly get those things by myself.";
+ next;
+ mes "So, please help me. Just bring 40 Huge Leafs to me, that will be enough to complete my special medicine!";
+ next;
+ mes "Please bring it as soon as possible, people need my medicine.";
+ next;
+ mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
+ next;
+ mes "-- Wallah --";
+ next;
+ mes " ";
+ next;
+ switch (select("Accept the mission.:Do not accept the mission.")) {
+ case 1:
+ if ((BaseLevel > 54) && (BaseLevel < 71)) {
+ setquest 3258;
+ mes "I have successfully accepted the mission. I have to come back and confirm my work after I complete the mission.";
+ next;
+ mes "This mission doesn't have time limits.";
+ close;
+ }
+ mes "These missions are not fit for my level. I should look for other missions.";
+ close;
+ case 2:
+ close;
+ }
+ }
+ if ((checkquest(3258) == 1) && (countitem(7198) < 40)) {
+ mes "You have an on-going mission. Would you like to check the details?";
+ next;
+ switch (select("Check the details.:Cancel.")) {
+ case 1:
+ mes "This mission is assigned by Wallah from Payon.";
+ next;
+ mes "Hello, adventurer. How are you? How is your health?";
+ next;
+ mes "I am a pharmacist and I am having a hard time getting special ingredients lately.";
+ next;
+ mes "Because I am a little sensitive girl, how can I possibly get those things by myself.";
+ next;
+ mes "So, please help me. Just bring 40 Huge Leafs to me, that will be enough to complete my special medicine!";
+ next;
+ mes "Please bring it as soon as possible, people need my medicine.";
+ next;
+ mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
+ next;
+ mes "-- Wallah --";
+ close;
+ case 2:
+ close;
+ }
+ }
+ if ((checkquest(3258) == 1) && (countitem(7198) > 39)) {
+ mes "I have done pretty well for the mission. Should I report it now?";
+ next;
+ switch (select("Report the mission.:Do not report it yet.")) {
+ case 1:
+ delitem 7198,40; //Great_Leaf
+ getexp 16000,7000;
+ erasequest 3258;
+ mes "You have completed the mission. Get rewards.";
+ close;
+ case 2:
+ close;
+ }
+ }
+ if (checkquest(3258) == 2) {
+ mes "This mission is assigned by Wallah from Payon.";
+ next;
+ mes "Hello, adventurer. How are you? How is your health?";
+ next;
+ mes "I am a pharmacist and I am having a hard time getting special ingredients lately.";
+ next;
+ mes "Because I am a little sensitive girl, how can I possibly get those things by myself.";
+ next;
+ mes "So, please help me. Just bring 40 Huge Leafs to me, that will be enough to complete my special medicine!";
+ next;
+ mes "Please bring it as soon as possible, people need my medicine.";
+ next;
+ mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
+ next;
+ mes "-- Wallah --";
+ next;
+ mes " ";
+ next;
+ switch (select("Accept the mission.:Do not accept the mission.")) {
+ case 1:
+ if ((BaseLevel > 54) && (BaseLevel < 71)) {
+ setquest 3258;
+ mes "I have successfully accepted the mission. I have to come back and confirm my work after I complete the mission.";
+ next;
+ mes "This mission doesn't have time limits.";
+ close;
+ }
+ mes "These missions are not fit for my level. I should look for other missions.";
+ close;
+ case 2:
+ close;
+ }
+ }
+ close;
+ case 5:
+ if (checkquest(12217) == 0) {
+ mes "This mission is assigned by puppet master Woonute from Geffen.";
+ next;
+ mes "You know being a puppet master is kind of a hard job to satisfy people.";
+ next;
+ mes "People can search and see so many different things on their own thesedays.";
+ next;
+ mes "Their expectations are getting high, I can't satisfy them anymore.";
+ next;
+ mes "But if I can make new toy concepts, like living toys, it will be ground breaking.";
+ next;
+ mes "I heard that there are live dolls called Marionettes. Can you hunt 30 Marionettes for me? And also bring 30 Golden Hair, those will be great materials for the new toys.";
+ next;
+ mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
+ next;
+ mes "-- Puppet Master Woonute --";
+ next;
+ mes " ";
+ next;
+ switch (select("Accept the mission.:Do not accept the mission.")) {
+ case 1:
+ if ((BaseLevel > 54) && (BaseLevel < 71)) {
+ setquest 12217;
+ mes "I have successfully accepted the mission. I have to come back and confirm my work after I complete the mission.";
+ next;
+ mes "This mission doesn't have time limits.";
+ close;
+ }
+ mes "These missions are not fit for my level. I should look for other missions.";
+ close;
+ case 2:
+ close;
+ }
+ }
+ if ((checkquest(12217,HUNTING) == 1) && (countitem(1060) < 30)) {
+ mes "You have an on-going mission. Would you like to check the details?";
+ next;
+ switch (select("Check the details.:Cancel.")) {
+ case 1:
+ mes "This mission is assigned by puppet master Woonute from Geffen.";
+ next;
+ mes "You know being a puppet master is kind of a hard job to satisfy people.";
+ next;
+ mes "People can search and see so many different things on their own thesedays.";
+ next;
+ mes "Their expectations are getting high, I can't satisfy them anymore.";
+ next;
+ mes "But if I can make new toy concepts, like living toys, it will be ground breaking.";
+ next;
+ mes "I heard that there are live dolls called Marionettes. Can you hunt 30 Marionettes for me? And also bring 30 Golden Hair, those will be great materials for the new toys.";
+ next;
+ mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
+ next;
+ mes "-- Puppet Master Woonute --";
+ close;
+ case 2:
+ close;
+ }
+ }
+ if ((checkquest(12217,HUNTING) == 2) && (countitem(1060) > 29)) {
+ mes "I have done pretty well for the mission. Should I report it now?";
+ next;
+ switch (select("Report the mission.:Do not report it yet.")) {
+ case 1:
+ delitem 1060,30; //Golden_Hair
+ getexp 17000,7000;
+ erasequest 3259;
+ mes "You have completed the mission. Get rewards.";
+ close;
+ case 2:
+ close;
+ }
+ }
+ if (checkquest(12217) == 2) {
+ mes "This mission is assigned by puppet master Woonute from Geffen.";
+ next;
+ mes "You know being a puppet master is kind of a hard job to satisfy people.";
+ next;
+ mes "People can search and see so many different things on their own thesedays.";
+ next;
+ mes "Their expectations are getting high, I can't satisfy them anymore.";
+ next;
+ mes "But if I can make new toy concepts, like living toys, it will be ground breaking.";
+ next;
+ mes "I heard that there are live dolls called Marionettes. Can you hunt 30 Marionettes for me? And also bring 30 Golden Hair, those will be great materials for the new toys.";
+ next;
+ mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
+ next;
+ mes "-- Puppet Master Woonute --";
+ next;
+ mes " ";
+ next;
+ switch (select("Accept the mission.:Do not accept the mission.")) {
+ case 1:
+ if ((BaseLevel > 54) && (BaseLevel < 71)) {
+ setquest 12217;
+ mes "I have successfully accepted the mission. I have to come back and confirm my work after I complete the mission.";
+ next;
+ mes "This mission doesn't have time limits.";
+ close;
+ }
+ mes "These missions are not fit for my level. I should look for other missions.";
+ close;
+ case 2:
+ close;
+ }
+ }
+ close;
+ }
+ case 3:
+ switch (select("Tiresome Flies:Dangerous Munak:Make the World green:Magic Wand")) {
+ case 1:
+ if (checkquest(3260) == 0) {
+ mes "This mission is assigned by an exterminator from Prontera.";
+ next;
+ mes "As the weather gets warmer, insects multiply more and more. It is already out of control.";
+ next;
+ mes "People in Prontera cannot sleep because of all the bugs in their house.";
+ next;
+ mes "So, please help us, hunt 30 Hunter Flies. Then the flies can be reduced slowly.";
+ next;
+ mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
+ next;
+ mes "-- The Prontera exterminator --";
+ next;
+ switch (select("Accept the mission.:Do not accept the mission.")) {
+ case 1:
+ if ((BaseLevel > 54) && (BaseLevel < 71)) {
+ setquest 3260;
+ mes "I have successfully accepted the mission. I have to come back and confirm my work after I complete the mission.";
+ next;
+ mes "This mission doesn't have time limits.";
+ close;
+ }
+ mes "These missions are not fit for my level. I should look for other missions.";
+ close;
+ case 2:
+ close;
+ }
+ }
+ if (checkquest(3260,HUNTING) == 1) {
+ mes "You have an on-going mission. Would you like to check the details?";
+ next;
+ switch (select("Check the details.:Cancel.")) {
+ case 1:
+ mes "This mission is assigned by an exterminator from Prontera.";
+ next;
+ mes "As the weather gets warmer, insects multiply more and more. It is already out of control.";
+ next;
+ mes "People in Prontera cannot sleep because of all the bugs in their house.";
+ next;
+ mes "So, please help us, hunt 30 Hunter Flies. Then the flies can be reduced slowly.";
+ next;
+ mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
+ next;
+ mes "-- The Prontera exterminator --";
+ close;
+ case 2:
+ close;
+ }
+ }
+ if (checkquest(3260,HUNTING) == 2) {
+ mes "I have done pretty well for the mission. Should I report it now?";
+ next;
+ switch (select("Report the mission.:Do not report it yet.")) {
+ case 1:
+ getexp 16000,6000;
+ erasequest 3260;
+ mes "You have completed the mission. Get rewards.";
+ close;
+ case 2:
+ close;
+ }
+ }
+ if (checkquest(3260) == 2) {
+ mes "This mission is assigned by an exterminator from Prontera.";
+ next;
+ mes "As the weather gets warmer, insects multiply more and more. It is already out of control.";
+ next;
+ mes "People in Prontera cannot sleep because of all the bugs in their house.";
+ next;
+ mes "So, please help us, hunt 30 Hunter Flies. Then the flies can be reduced slowly.";
+ next;
+ mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
+ next;
+ mes "-- The Prontera exterminator --";
+ next;
+ switch (select("Accept the mission.:Do not accept the mission.")) {
+ case 1:
+ if ((BaseLevel > 54) && (BaseLevel < 71)) {
+ setquest 3260;
+ mes "I have successfully accepted the mission. I have to come back and confirm my work after I complete the mission.";
+ next;
+ mes "This mission doesn't have time limits.";
+ close;
+ }
+ mes "These missions are not fit for my level. I should look for other missions.";
+ close;
+ case 2:
+ close;
+ }
+ }
+ close;
+ case 2:
+ if (checkquest(3261) == 0) {
+ mes "This mission is assigned by Cheese Dongja from Payon.";
+ next;
+ mes "Have you heard about Munak?";
+ next;
+ mes "The ugly monster Munak is threatening people in Payon.";
+ next;
+ mes "So we need brave adventurers like you!";
+ next;
+ mes "Please hunt 30 Munaks then Payon will be in peace.";
+ next;
+ mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
+ next;
+ mes "- Payon Cheese Dongja -";
+ next;
+ mes " ";
+ next;
+ switch (select("Accept the mission.:Do not accept the mission.")) {
+ case 1:
+ if ((BaseLevel > 54) && (BaseLevel < 71)) {
+ setquest 3261;
+ mes "I have successfully accepted the mission. I have to come back and confirm my work after I complete the mission.";
+ next;
+ mes "This mission doesn't have time limits.";
+ close;
+ }
+ mes "These missions are not fit for my level. I should look for other missions.";
+ close;
+ case 2:
+ close;
+ }
+ }
+ if (checkquest(3261,HUNTING) == 1) {
+ mes "You have an on-going mission. Would you like to check the details?";
+ next;
+ switch (select("Check the details.:Cancel.")) {
+ case 1:
+ mes "This mission is assigned by Cheese Dongja from Payon.";
+ next;
+ mes "Have you heard about Munak?";
+ next;
+ mes "The ugly monster Munak is threatening people in Payon.";
+ next;
+ mes "So we need brave adventurers like you!";
+ next;
+ mes "Please hunt 30 Munaks then Payon will be in peace.";
+ next;
+ mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
+ next;
+ mes "- Payon Cheese Dongja -";
+ close;
+ case 2:
+ close;
+ }
+ }
+ if (checkquest(3261,HUNTING) == 2) {
+ mes "I have done pretty well for the mission. Should I report it now?";
+ next;
+ switch (select("Report the mission.:Do not report it yet.")) {
+ case 1:
+ getexp 16000,7000;
+ erasequest 3261;
+ mes "You have completed the mission. Get rewards.";
+ close;
+ case 2:
+ close;
+ }
+ }
+ if (checkquest(3261) == 2) {
+ mes "This mission is assigned by Cheese Dongja from Payon.";
+ next;
+ mes "Have you heard about Munak?";
+ next;
+ mes "The ugly monster Munak is threatening people in Payon.";
+ next;
+ mes "So we need brave adventurers like you!";
+ next;
+ mes "Please hunt 30 Munaks then Payon will be in peace.";
+ next;
+ mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
+ next;
+ mes "- Payon Cheese Dongja -";
+ next;
+ mes " ";
+ next;
+ switch (select("Accept the mission.:Do not accept the mission.")) {
+ case 1:
+ if ((BaseLevel > 54) && (BaseLevel < 71)) {
+ setquest 3261;
+ mes "I have successfully accepted the mission. I have to come back and confirm my work after I complete the mission.";
+ next;
+ mes "This mission doesn't have time limits.";
+ close;
+ }
+ mes "These missions are not fit for my level. I should look for other missions.";
+ close;
+ case 2:
+ close;
+ }
+ }
+ close;
+ case 3:
+ if (checkquest(3262) == 0) {
+ mes "This mission is assigned by a gem dealer, Ibraham from Morroc.";
+ next;
+ mes "A small beautiful flower in the barren desert... What an incredible scene it would be!";
+ next;
+ mes "Planting flowers can make the world green and it will be so pretty everywhere.";
+ next;
+ mes "I plan to plant strong flowers in the Morroc desert so the soil gets better.";
+ next;
+ mes "I need 40 Maneater Blossom from Flora, I know Maneater Blossom is an ugly flower, but still it is a plant.";
+ next;
+ mes "I hope you can hunt Flora and get me 40 Maneater Blossoms. You are making the world green! Be proud!";
+ next;
+ mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
+ next;
+ mes "-- Morroc Ibraham --";
+ next;
+ mes " ";
+ next;
+ switch (select("Accept the mission.:Do not accept the mission.")) {
+ case 1:
+ if ((BaseLevel > 54) && (BaseLevel < 71)) {
+ setquest 3262;
+ mes "I have successfully accepted the mission. I have to come back and confirm my work after I complete the mission.";
+ next;
+ mes "This mission doesn't have time limits.";
+ close;
+ }
+ mes "These missions are not fit for my level. I should look for other missions.";
+ close;
+ case 2:
+ close;
+ }
+ }
+ if ((checkquest(3262) == 1) && (countitem(1032) < 40)) {
+ mes "You have an on-going mission. Would you like to check the details?";
+ next;
+ switch (select("Check the details.:Cancel.")) {
+ case 1:
+ mes "This mission is assigned by a gem dealer, Ibraham from Morroc.";
+ next;
+ mes "A small beautiful flower in the barren desert... What an incredible scene it would be!";
+ next;
+ mes "Planting flowers can make the world green and it will be so pretty everywhere.";
+ next;
+ mes "I plan to plant strong flowers in the Morroc desert so the soil gets better.";
+ next;
+ mes "I need 40 Maneater Blossom from Flora, I know Maneater Blossom is an ugly flower, but still it is a plant.";
+ next;
+ mes "I hope you can hunt Flora and get me 40 Maneater Blossoms. You are making the world green! Be proud!";
+ next;
+ mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
+ next;
+ mes "-- Morroc Ibraham --";
+ close;
+ case 2:
+ close;
+ }
+ }
+ if ((checkquest(3262) == 1) && (countitem(1032) > 39)) {
+ mes "I have done pretty well for the mission. Should I report it now?";
+ next;
+ switch (select("Report the mission.:Do not report it yet.")) {
+ case 1:
+ delitem 1032,40; //Blossom_Of_Maneater
+ getexp 17000,7000;
+ erasequest 3262;
+ mes "You have completed the mission. Get rewards.";
+ close;
+ case 2:
+ close;
+ }
+ }
+ if (checkquest(3262) == 2) {
+ mes "This mission is assigned by a gem dealer, Ibraham from Morroc.";
+ next;
+ mes "A small beautiful flower in the barren desert... What an incredible scene it would be!";
+ next;
+ mes "Planting flowers can make the world green and it will be so pretty everywhere.";
+ next;
+ mes "I plan to plant strong flowers in the Morroc desert so the soil gets better.";
+ next;
+ mes "I need 40 Maneater Blossom from Flora, I know Maneater Blossom is an ugly flower, but still it is a plant.";
+ next;
+ mes "I hope you can hunt Flora and get me 40 Maneater Blossoms. You are making the world green! Be proud!";
+ next;
+ mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
+ next;
+ mes "-- Morroc Ibraham --";
+ next;
+ mes " ";
+ next;
+ switch (select("Accept the mission.:Do not accept the mission.")) {
+ case 1:
+ if ((BaseLevel > 54) && (BaseLevel < 71)) {
+ setquest 3262;
+ mes "I have successfully accepted the mission. I have to come back and confirm my work after I complete the mission.";
+ next;
+ mes "This mission doesn't have time limits.";
+ close;
+ }
+ mes "These missions are not fit for my level. I should look for other missions.";
+ close;
+ case 2:
+ close;
+ }
+ }
+ close;
+ case 4:
+ if (checkquest(3263) == 0) {
+ mes "This mission is assigned by the Payon blacksmith Antonio.";
+ next;
+ mes "Magic wand! Have you heard about it? It is an incredible wand!";
+ next;
+ mes "If you say the magic words and swing the wand, it will make your wishes come true.";
+ next;
+ mes "So, I decided to make it by myself. Then I will be rich and powerful~! Haha!!";
+ next;
+ mes "To make the wand, I need some special materials.";
+ next;
+ mes "Please bring me 30 Dokebi Horns and 30 Trunks. If you do so, I will lend you my magic wand once. Haha, good deal?";
+ next;
+ mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
+ next;
+ mes "-- Payon blacksmith Antonio --";
+ next;
+ mes " ";
+ next;
+ switch (select("Accept the mission.:Do not accept the mission.")) {
+ case 1:
+ if ((BaseLevel > 54) && (BaseLevel < 71)) {
+ setquest 3263;
+ mes "I have successfully accepted the mission. I have to come back and confirm my work after I complete the mission.";
+ next;
+ mes "This mission doesn't have time limits.";
+ close;
+ }
+ mes "These missions are not fit for my level. I should look for other missions.";
+ close;
+ case 2:
+ close;
+ }
+ }
+ if ((checkquest(3263) == 1) && (countitem(1021) < 30) && (countitem(7150) < 30)) {
+ mes "You have an on-going mission. Would you like to check the details?";
+ next;
+ switch (select("Check the details.:Cancel.")) {
+ case 1:
+ mes "This mission is assigned by the Payon blacksmith Antonio.";
+ next;
+ mes "Magic wand! Have you heard about it? It is an incredible wand!";
+ next;
+ mes "If you say the magic words and swing the wand, it will make your wishes come true.";
+ next;
+ mes "So, I decided to make it by myself. Then I will be rich and powerful~! Haha!!";
+ next;
+ mes "To make the wand, I need some special materials.";
+ next;
+ mes "Please bring me 30 Dokebi Horns and 30 Trunks. If you do so, I will lend you my magic wand once. Haha, good deal?";
+ next;
+ mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
+ next;
+ mes "-- Payon blacksmith Antonio --";
+ close;
+ case 2:
+ close;
+ }
+ }
+ if ((checkquest(3263) == 1) && (countitem(1021) > 29) && (countitem(7150) > 29)) {
+ mes "I have done pretty well for the mission. Should I report it now?";
+ next;
+ switch (select("Report the mission.:Do not report it yet.")) {
+ case 1:
+ delitem 1021,30; //Dokkaebi_Horn
+ delitem 7150,30; //Bamboo_Cut
+ getexp 18000,8000;
+ erasequest 3263;
+ mes "You have completed the mission. Get rewards.";
+ close;
+ case 2:
+ close;
+ }
+ }
+ if (checkquest(3263) == 2) {
+ mes "This mission is assigned by the Payon blacksmith Antonio.";
+ next;
+ mes "Magic wand! Have you heard about it? It is an incredible wand!";
+ next;
+ mes "If you say the magic words and swing the wand, it will make your wishes come true.";
+ next;
+ mes "So, I decided to make it by myself. Then I will be rich and powerful~! Haha!!";
+ next;
+ mes "To make the wand, I need some special materials.";
+ next;
+ mes "Please bring me 30 Dokebi Horns and 30 Trunks. If you do so, I will lend you my magic wand once. Haha, good deal?";
+ next;
+ mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
+ next;
+ mes "-- Payon blacksmith Antonio --";
+ next;
+ mes " ";
+ next;
+ switch (select("Accept the mission.:Do not accept the mission.")) {
+ case 1:
+ if ((BaseLevel > 54) && (BaseLevel < 71)) {
+ setquest 3263;
+ mes "I have successfully accepted the mission. I have to come back and confirm my work after I complete the mission.";
+ next;
+ mes "This mission doesn't have time limits.";
+ close;
+ }
+ mes "These missions are not fit for my level. I should look for other missions.";
+ close;
+ case 2:
+ close;
+ }
+ }
+ close;
+ }
+ }
+ }
+ mes "To get these missions, I need to Join the Eden Group first. I must find Secretary Lime Evenor and become a member.";
+ close;
+}
diff --git a/npc/pre-re/quests/eden/71-85.txt b/npc/pre-re/quests/eden/71-85.txt
new file mode 100644
index 000000000..160909c93
--- /dev/null
+++ b/npc/pre-re/quests/eden/71-85.txt
@@ -0,0 +1,940 @@
+//===== rAthena Script =======================================
+// Eden Group Quests - Mission [71 - 85]
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.1
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= Repetable Quests for Players between Baselevel 70 - 86 .
+//===== Additional Comments: =================================
+//= 1.0 First Version.
+//= 1.1 Some little optimization here and there. [Masao]
+//============================================================
+
+moc_para01,44,38,3 script Mission [71 - 85] 857,{
+ if (countitem(6219) < 1) {
+ mes "- Only members of the -";
+ mes "- Eden Group can read -";
+ mes "- this bulletin board. -";
+ close;
+ }
+ mes "- Many hunting missions -";
+ mes "- are on the bulletin board. -";
+ next;
+ if ((BaseLevel > 70) && (BaseLevel < 86)) {
+ switch (select("Sphinx Dungeon:Glast Heim:Juno Area:Clock Tower:Localized Islands")) {
+ case 1:
+ mes "- Sphinx Dungeon -";
+ mes "- I am Meidi who lives -";
+ mes "- in Morocc. I want to hunt -";
+ mes "- monsters in the Sphinx -";
+ mes "- Dungeon. I will wait for -";
+ mes "- you in front of the -";
+ mes "- western gate. -";
+ next;
+ switch (select("Accept mission.:Decline mission.")) {
+ case 1:
+ if (slv_quest == 2 || slv_quest == 3 || slv_quest == 4 || slv_quest == 5 || slv_quest == 6) {
+ mes "- You are already on -";
+ mes "- another mission. -";
+ mes "- You can't do multiple -";
+ mes "- missions. Finish your -";
+ mes "- current mission first. -";
+ close;
+ }
+ if (checkquest(10102) == -1 || checkquest(10102) == 0) {
+ setquest 10102;
+ set slv_quest,1;
+ mes "- Good. Now go find Meidi -";
+ mes "- at the western gate -";
+ mes "- in Morroc. -";
+ close;
+ }
+ mes "- You are already on -";
+ mes "- or have recently -";
+ mes "- completed a mission. -";
+ mes "- You can't do anymore -";
+ mes "- missions right now. -";
+ close;
+ case 2:
+ mes "- I don't want to do -";
+ mes "- a mission right now. -";
+ close;
+ }
+ case 2:
+ mes "- Glast Heim -";
+ mes "- I am Ancellia. -";
+ mes "- I need some help -";
+ mes "- hunting monsters -";
+ mes "- in Glast Heim.-";
+ mes "- Please help me. -";
+ next;
+ switch (select("Accept mission.:Decline mission.")) {
+ case 1:
+ if (slv_quest == 1 || slv_quest == 3 || slv_quest == 4 || slv_quest == 5 || slv_quest == 6) {
+ mes "- You are already on -";
+ mes "- another mission. -";
+ mes "- You can't do multiple -";
+ mes "- missions. Finish your -";
+ mes "- current mission first. -";
+ close;
+ }
+ if (checkquest(10103) == -1 || checkquest(10103) == 0) {
+ setquest 10103;
+ set slv_quest,2;
+ mes "- Look for Ancellia. -";
+ mes "- in Geffen. -";
+ close;
+ }
+ mes "- You are already on -";
+ mes "- or have recently -";
+ mes "- completed a mission. -";
+ mes "- You can't do anymore -";
+ mes "- missions right now. -";
+ close;
+ case 2:
+ mes "- I don't want to do -";
+ mes "- a mission right now. -";
+ close;
+ }
+ case 3:
+ mes "- Juno Area -";
+ mes "- I want to go to Juno, -";
+ mes "- but the monsters on -";
+ mes "- the way there are too -";
+ mes "- strong for me. Come -";
+ mes "- visit me in Al De Baran. -";
+ mes "- My name is Jeanbai. -";
+ next;
+ switch (select("Accept mission.:Decline mission.")) {
+ case 1:
+ if (slv_quest == 1 || slv_quest == 2 || slv_quest == 4 || slv_quest == 5 || slv_quest == 6) {
+ mes "- You are already on -";
+ mes "- another mission. -";
+ mes "- You can't do multiple -";
+ mes "- missions. Finish your -";
+ mes "- current mission first. -";
+ close;
+ }
+ if (checkquest(10104) == -1 || checkquest(10104) == 0) {
+ setquest 10104;
+ set slv_quest,3;
+ mes "- Look for Jeanbai -";
+ mes "- in Al De Baran. -";
+ close;
+ }
+ mes "- You are already on -";
+ mes "- or have recently -";
+ mes "- completed a mission. -";
+ mes "- You can't do anymore -";
+ mes "- missions right now. -";
+ close;
+ case 2:
+ mes "- I don't want to do -";
+ mes "- a mission right now. -";
+ close;
+ }
+ case 4:
+ mes "- Clock Tower -";
+ mes "- A Clock is the best thing! -";
+ mes "- I'm asking you to hunt -";
+ mes "- some monster inside of.-";
+ mes "- the Clock Tower, -";
+ mes "- Risingeter. -";
+ next;
+ switch (select("Accept mission.:Decline mission.")) {
+ case 1:
+ if (slv_quest == 1 || slv_quest == 2 || slv_quest == 4 || slv_quest == 5 || slv_quest == 6) {
+ mes "- You are already on -";
+ mes "- another mission. -";
+ mes "- You can't do multiple -";
+ mes "- missions. Finish your -";
+ mes "- current mission first. -";
+ close;
+ }
+ if (checkquest(10105) == -1 || checkquest(10105) == 0) {
+ setquest 10105;
+ set slv_quest,4;
+ mes "- Look for Risingeter -";
+ mes "- in front of the -";
+ mes "- Clock Tower. -";
+ close;
+ }
+ mes "- You are already on -";
+ mes "- or have recently -";
+ mes "- completed a mission. -";
+ mes "- You can't do anymore -";
+ mes "- missions right now. -";
+ close;
+ case 2:
+ mes "- I don't want to do -";
+ mes "- a mission right now. -";
+ close;
+ }
+ case 5:
+ mes "- Localized Islands -";
+ mes "- I need someone who -";
+ mes "- can hunt monsters -";
+ mes "- for Funfi in Alberta. -";
+ next;
+ switch (select("Accept mission.:Decline mission.")) {
+ case 1:
+ if (slv_quest == 1 || slv_quest == 2 || slv_quest == 3 || slv_quest == 4 || slv_quest == 6) {
+ mes "- You are already on -";
+ mes "- another mission. -";
+ mes "- You can't do multiple -";
+ mes "- missions. Finish your -";
+ mes "- current mission first. -";
+ close;
+ }
+ if (checkquest(10106) == -1 || checkquest(10106) == 0) {
+ setquest 10106;
+ set slv_quest,5;
+ mes "- Loof for Funfi -";
+ mes "- in Alberta. -";
+ close;
+ }
+ mes "- You are already on -";
+ mes "- or have recently -";
+ mes "- completed a mission. -";
+ mes "- You can't do anymore -";
+ mes "- missions right now. -";
+ close;
+ case 2:
+ mes "- I don't want to do -";
+ mes "- a mission right now. -";
+ close;
+ }
+ }
+ }
+ mes "- Only members of the -";
+ mes "- right level can read -";
+ mes "- this bulletin board. -";
+ mes "- Try to find a board -";
+ mes "- that suits your level. -";
+ close;
+}
+
+morocc,35,174,5 script Meidi 729,{
+
+ if ((checkquest(10107) == 2) && (checkquest(10108) == 2) && (checkquest(10109) == 2) && (slv_quest == 6)) {
+ set slv_quest,0;
+ mes "[Meidi]";
+ mes "You have completed the hunting missions.";
+ mes "I don't have anymore missions for you.";
+ mes "Thanks, you did a great job!";
+ close;
+ }
+ if (checkquest(10107) == 1 || checkquest(10108) == 1 || checkquest(10109) == 1) {
+ mes "[Meidi]";
+ mes "Wow! How did you come back so fast?";
+ mes "What monster did you hunt?";
+ next;
+ switch (select("Requiem:Marduk:Pasana")) {
+ case 1:
+ if (checkquest(10107,HUNTING) == 2) {
+ mes "[Meidi]";
+ mes "You've hunted all 10 Requim.";
+ mes "Thank you very much.";
+ next;
+ mes "[Meidi]";
+ mes "I know it isn't much but here's a small gift.";
+ mes "I hope that it will be helpfull to you.";
+ next;
+ completequest 10107;
+ getexp 48000,0;
+ mes "[Meidi]";
+ mes "Wooohoo!";
+ mes "Good luck.";
+ close;
+ }
+ mes "[Meidi]";
+ mes "You didn't hunt 10 Requim yet,";
+ mes "You should make sure that you hunt all of them.";
+ mes "Can you check again?";
+ close;
+ case 2:
+ if (checkquest(10108,HUNTING) == 2) {
+ mes "[Meidi]";
+ mes "You've hunted all 10 Marduk.";
+ mes "Thank you very much.";
+ next;
+ mes "[Meidi]";
+ mes "I know it isn't much but here's a small gift.";
+ mes "I hope that it will be helpfull to you.";
+ next;
+ completequest 10108;
+ getexp 48000,0;
+ mes "[Meidi]";
+ mes "Wooohoo!";
+ mes "Good luck.";
+ close;
+ }
+ mes "[Meidi]";
+ mes "You didn't hunt 10 Marduk yet,";
+ mes "You should make sure that you hunt all of them.";
+ mes "Can you check again?";
+ close;
+ case 3:
+ if (checkquest(10109,HUNTING) == 2) {
+ mes "[Meidi]";
+ mes "Wow, you've hunted 10 Pasana.";
+ mes "Cool.";
+ mes "Thank you very much.";
+ next;
+ mes "[Meidi]";
+ mes "I know it isn't much but here's a small gift.";
+ mes "I hope that it will be helpfull to you.";
+ next;
+ completequest 10109;
+ getexp 48000,0;
+ mes "[Meidi]";
+ mes "Wooohoo!";
+ mes "Good luck.";
+ close;
+ }
+ mes "[Meidi]";
+ mes "You didn't hunt 10 Pasana yet,";
+ mes "You should make sure that you hunt all of them.";
+ mes "Can you check again?";
+ close;
+ }
+ }
+ if (slv_quest == 6) {
+ mes "[Meidi]";
+ mes "Sphinx Dungeon... many adventurers came back with great injuries.";
+ mes "That place is very dangerous.";
+ mes "Someone should go inside an make it safer for everyone.";
+ mes "Hopefully, very soon!";
+ close;
+ }
+ mes "[Meidi]";
+ mes "Sphinx Dungeon... many adventurers came back with great injuries.";
+ mes "That place is very dangerous.";
+ mes "Someone should go inside an make it safer for everyone.";
+ mes "Hopefully, very soon!";
+ next;
+ if (slv_quest == 1) {
+ mes "[Meidi]";
+ mes "Oh! Are you from the Eden Group?";
+ mes "Are you here for my mission?";
+ mes "You came right on time.";
+ mes "I was worried that noone would accept the mission that I posted.";
+ next;
+ mes "[Meidi]";
+ mes "So, I need help hunting 3 monsters";
+ mes "inside of the Sphinx Dungeon.";
+ mes "Got it? Its too dangerous for me so that's why I posted the mission.";
+ next;
+ mes "[Meidi]";
+ mes "Requiem, Marduk and Pasana...";
+ mes "I heard they are very dangerous monsters.";
+ mes "Can you hunt 10 of those monsters?";
+ mes "10 of each sounds good enough, right?";
+ next;
+ mes "[Meidi]";
+ mes "If you succeed, I will give you a small reward for your help.";
+ next;
+ switch (select("Accept mission.:Decline mission.")) {
+ case 1:
+ mes "[Meidi]";
+ mes "Oh. Thank you so much.";
+ mes "How can I pay you backf or your effort?";
+ mes "May Freya bless you~";
+ next;
+ completequest 10102;
+ setquest 10107;
+ setquest 10108;
+ setquest 10109;
+ set slv_quest,6;
+ mes "[Meidi]";
+ mes "Requiem, Marduk and Pasana.";
+ mes "Don't forget and good luck.";
+ close;
+ case 2:
+ set slv_quest,0;
+ erasequest 10102;
+ mes "[Meidi]";
+ mes "I see. There is no other way.";
+ mes "I will send a message to the Eden Group.";
+ mes "Don't worry and nevermind.";
+ close;
+ }
+ }
+ close;
+}
+
+geffen,146,132,3 script Ancellia 906,{
+ if ((checkquest(10110 == 2)) && (checkquest(10111) == 2) && (checkquest(10112) == 2) && (checkquest(10113) == 2) && (slv_quest == 6)) {
+ set slv_quest,0;
+ mes "[Ancellia]";
+ mes "Wow. You've finished all";
+ mes "of my missions. Great!";
+ mes "You are of great help.";
+ mes "I will inform the Eden Group of your assistance.";
+ mes "You can go back, don't worry.";
+ close;
+ }
+ if (checkquest(10110) == 1 || checkquest(10111) == 1 || checkquest(10112) == 1 || checkquest(10113) == 1) {
+ mes "[Ancellia]";
+ mes "You seem to have hunted all of the monsters.";
+ mes "What monster have you hunted?";
+ mes "Do you remember its name?";
+ next;
+ switch (select("Dark Frame:Evil Druid:Wraith:Raydric Archer")) {
+ case 1:
+ if (checkquest(10110,HUNTING) == 2) {
+ mes "[Ancellia]";
+ mes "Ah, you've hunted 10 Dark Frames.";
+ mes "That was pretty difficult!";
+ mes "Thank you very much.";
+ next;
+ completequest 10110;
+ getexp 48000,0;
+ mes "[Ancellia]";
+ mes "Perhaps you can hunt the rest as well.";
+ mes "I will wait for you here.";
+ close;
+ }
+ mes "[Ancellia]";
+ mes "Hmm... maybe you were confused.";
+ mes "You didn't hunt all 10 Dark Frames.";
+ mes "Can you check again?";
+ close;
+ case 2:
+ if (checkquest(10111,HUNTING) == 2) {
+ mes "[Ancellia]";
+ mes "Ah, you've hunted 10 Evil Druids.";
+ mes "That was pretty difficult!";
+ mes "Thank you very much.";
+ next;
+ completequest 10111;
+ getexp 48000,0;
+ mes "[Ancellia]";
+ mes "Perhaps you can hunt the rest as well.";
+ mes "I will wait for you here.";
+ close;
+ }
+ mes "[Ancellia]";
+ mes "Hmm... maybe you were confused.";
+ mes "You didn't hunt all 10 Evil Druids.";
+ mes "Can you check again?";
+ close;
+ case 3:
+ if (checkquest(10112,HUNTING) == 2) {
+ mes "[Ancellia]";
+ mes "Ah, you've hunted 10 Wraith.";
+ mes "That was pretty difficult!";
+ mes "Thank you very much.";
+ next;
+ completequest 10112;
+ getexp 48000,0;
+ mes "[Ancellia]";
+ mes "Perhaps you can hunt the rest as well.";
+ mes "I will wait for you here.";
+ close;
+ }
+ mes "[Ancellia]";
+ mes "Hmm... maybe you were confused.";
+ mes "You didn't hunt all 10 Wraith.";
+ mes "Can you check again?";
+ close;
+ case 4:
+ if (checkquest(10113,HUNTING) == 2) {
+ mes "[Ancellia]";
+ mes "Ah, you've hunted 10 Raydric Archers.";
+ mes "That was pretty difficult!";
+ mes "Thank you very much.";
+ next;
+ completequest 10113;
+ getexp 48000,0;
+ mes "[Ancellia]";
+ mes "Perhaps you can hunt the rest as well.";
+ mes "I will wait for you here.";
+ close;
+ }
+ mes "[Ancellia]";
+ mes "Hmm... maybe you were confused.";
+ mes "You didn't hunt all 10 Raydric Archers.";
+ mes "Can you check again?";
+ close;
+ }
+ }
+ if (slv_quest == 6) {
+ mes "[Ancellia]";
+ mes "Go to Glast Heim and kill";
+ mes "Dark Frames, Evil Druids,";
+ mes "Wraith and Raydric Archers.";
+ mes "10 of each should do just fine.";
+ close;
+ }
+ mes "[Ancellia]";
+ mes "Glast Heim is very far away.";
+ mes "I heared that the castle was cursed by the ancient King of Prontera.";
+ mes "There is a another story.";
+ next;
+ mes "[Ancellia]";
+ mes "One day the came out of the castle and attacked a nearby village, it was terrible.";
+ mes "That's why I can't stop worrying.";
+ next;
+ if (slv_quest == 2) {
+ mes "[Ancellia]";
+ mes "Oh, you got my mission";
+ mes "from the Eden Group. Great~!";
+ mes "Thank you very much.";
+ next;
+ mes "[Ancellia]";
+ mes "I already explained.";
+ mes "So I expect you understand.";
+ mes "You need to hurry hunting";
+ mes "Dark Frames, Evil Druids,";
+ mes "Wraith and Raydric Archesr.";
+ next;
+ mes "[Ancellia]";
+ mes "You should hunt them all.";
+ mes "These are dangerous monsters so please take care of yourself.";
+ next;
+ switch (select("Accept mission.:Decline mission.")) {
+ case 1:
+ mes "[Ancellia]";
+ mes "Thanks a lot.";
+ mes "Be careful when you hunt these monsters. Good luck.";
+ next;
+ completequest 10103;
+ setquest 10110;
+ setquest 10111;
+ setquest 10112;
+ setquest 10113;
+ set slv_quest,6;
+ mes "[Ancellia]";
+ mes "Remember, Dark Frames,";
+ mes "Evil Druids, Wraiths";
+ mes "and Raydric Archers.";
+ close;
+ case 2:
+ set slv_quest,0;
+ erasequest 10103;
+ mes "[Ancellia]";
+ mes "Was the mission too hard?";
+ mes "I guess I'll just have to wait for someone else from the Eden Group to help me.";
+ close;
+ }
+ }
+ close;
+}
+
+aldebaran,144,230,3 script Jeanbai 900,{
+ if ((checkquest(10114) == 2) && (checkquest(10115) == 2) && (checkquest(10116) == 2) && (checkquest(10117) == 2) && (slv_quest == 6)) {
+ set slv_quest,0;
+ mes "[Jeanbai]";
+ mes "You've hunted all of the monsters.";
+ mes "I will inform the Eden Group.";
+ mes "Thank you.";
+ close;
+ }
+ if (checkquest(10114) == 1 || checkquest(10115) == 1 || checkquest(10116) == 1 || checkquest(10117) == 1) {
+ mes "[Jeanbai]";
+ mes "Huh? So... fast...";
+ mes "You amaze me!";
+ mes "So what monster did you hunt?";
+ next;
+ switch (select("Grand Peco:Sleeper:Goat:Harpy")) {
+ case 1:
+ if (checkquest(10114,HUNTING) == 2) {
+ mes "[Jeanbai]";
+ mes "You've hunted 20 Grand Pecos. Perfect!";
+ mes "Thanks a lot.";
+ next;
+ completequest 10114;
+ getexp 48000,0;
+ mes "[Jeanbai]";
+ mes "Please hunt the others as soon as possible.";
+ mes "I have faith in you!";
+ close;
+ }
+ mes "[Jeanbai]";
+ mes "What? Maybe you were confused.";
+ mes "You haven't hunted all 20 Grand Pecos.";
+ mes "Please check again.";
+ close;
+ case 2:
+ if (checkquest(10115,HUNTING) == 2) {
+ mes "[Jeanbai]";
+ mes "You've hunted 20 Sleepers!";
+ mes "Thanks a lot.";
+ next;
+ completequest 10115;
+ getexp 48000,0;
+ mes "[Jeanbai]";
+ mes "Please hunt the others as soon as possible.";
+ mes "I have faith in you!";
+ close;
+ }
+ mes "[Jeanbai]";
+ mes "What? Maybe you were confused.";
+ mes "You haven't hunted all 20 Sleepers.";
+ mes "Please check again.";
+ close;
+ case 3:
+ if (checkquest(10116,HUNTING) == 2) {
+ mes "[Jeanbai]";
+ mes "You've hunted 20 Goats. Perfect!";
+ mes "I checked the amounts and you're right.";
+ mes "Thanks a lot.";
+ next;
+ completequest 10116;
+ getexp 48000,0;
+ mes "[Jeanbai]";
+ mes "Please hunt the others as soon as possible.";
+ mes "I have faith in you!";
+ close;
+ }
+ mes "[Jeanbai]";
+ mes "What? Maybe you were confused.";
+ mes "You haven't hunted all 20 Goats.";
+ mes "Please check again.";
+ close;
+ case 4:
+ if (checkquest(10117,HUNTING) == 2) {
+ mes "[Jeanbai]";
+ mes "You've hunted 20 Harpies. Perfect!";
+ mes "Thanks a lot.";
+ next;
+ completequest 10117;
+ getexp 48000,0;
+ mes "[Jeanbai]";
+ mes "Please hunt the others as soon as possible.";
+ mes "I have faith in you!";
+ close;
+ }
+ mes "[Jeanbai]";
+ mes "What? Maybe you were confused.";
+ mes "You haven't hunted all 20 Harpies.";
+ mes "Please check again.";
+ close;
+ }
+ }
+ if (slv_quest == 6) {
+ mes "[Jeanbai]";
+ mes "Grand Pecos, Sleepers, Goats";
+ mes "and Harpies. Hunt 20 of each.";
+ mes "When you're finished hunting, come back to me.";
+ mes "I hope you finish as soon as you can.";
+ close;
+ }
+ mes "[Jeanbai]";
+ mes "I am traveler Jeanbai.";
+ mes "As I said I'm a traveler not a adventurer so, I am not good at fighting.";
+ mes "That's why I can't travel all over the world.";
+ next;
+ mes "[Jeanbai]";
+ mes "Monsters are increasing in numbers so travelers like me have a hard time getting around.";
+ mes "I wish I could travel around without having to worry about that.";
+ next;
+ if (slv_quest == 3) {
+ mes "[Jeanbai]";
+ mes "Oh, did you get my mission from the Eden Group?";
+ mes "Great~! We don't have a lot of time.";
+ mes "Let me explain.";
+ next;
+ mes "[Jeanbai]";
+ mes "The monsters around Juno,";
+ mes "Grand Pecos, Sleepers, Goats";
+ mes "and Harpies. Please hunt 20 of them.";
+ mes "I've been hesitating to visit Juno because of those monsters around there.";
+ next;
+ mes "[Jeanbai]";
+ mes "Will you accept this mission?";
+ mes "I hope you are the right person for the job.";
+ mes "So what do you say?";
+ next;
+ switch (select("Accept mission.:Decline mission.")) {
+ case 1:
+ mes "[Jeanbai]";
+ mes "Great!";
+ mes "You won't regret it.";
+ next;
+ completequest 10104;
+ setquest 10114;
+ setquest 10115;
+ setquest 10116;
+ setquest 10117;
+ set slv_quest,6;
+ mes "[Jeanbai]";
+ mes "When you're finished hunting, come back to me.";
+ mes "I hope you finish as soon as you can.";
+ close;
+ case 2:
+ set slv_quest,0;
+ erasequest 10104;
+ mes "[Jeanbai]";
+ mes "Too bad. I'm disappointed.";
+ mes "I should inform the Eden Group again.";
+ mes "I see, nevermind.";
+ close;
+ }
+ }
+ close;
+}
+
+aldebaran,105,116,3 script Risingeter 869,{
+ if ((checkquest(10118) == 2) && (checkquest(10119) == 2) && (checkquest(10120 == 2)) && (slv_quest == 6)) {
+ set slv_quest,0;
+ mes "[Risingeter]";
+ mes "You've completed all of my missions.";
+ mes "Amazing~! I will inform the Eden Group.";
+ mes "of your assistance. Thanks again!";
+ close;
+ }
+ if (checkquest(10118) == 1 || checkquest(10119) == 1 || checkquest(10120) == 1) {
+ mes "[Risingeter]";
+ mes "Wow. Are you done?";
+ mes "So fast~?! Unbelievable~";
+ mes "You were the right person for this mission.";
+ mes "Which monster did you hunt?";
+ next;
+ switch (select("Clock:Punk:Rideword")) {
+ case 1:
+ if (checkquest(10118,HUNTING) == 2) {
+ mes "[Risingeter]";
+ mes "Good! You've hunted 15 Clocks.";
+ mes "Ah, now I can hear the clock sound clearly...";
+ mes "Tic!! toc!! tic!! toc!!...";
+ next;
+ completequest 10118;
+ getexp 48000,0;
+ mes "[Risingeter]";
+ mes "Thanks a lot!";
+ mes "I hope you can hunt the rest as well.";
+ mes "Go as soon as you can!";
+ close;
+ }
+ mes "[Risingeter]";
+ mes "Uh? Something is wrong.";
+ mes "15 Clocks, right?";
+ mes "You better check how many you've hunted.";
+ close;
+ case 2:
+ if (checkquest(10119,HUNTING) == 2) {
+ mes "[Risingeter]";
+ mes "Good! You've hunted 15 Punks.";
+ mes "Ah, now I can hear the clock sound clearly...";
+ mes "Tic!! toc!! tic!! toc!!...";
+ next;
+ completequest 10119;
+ getexp 48000,0;
+ mes "[Risingeter]";
+ mes "Thanks a lot!";
+ mes "I hope you can hunt the rest as well.";
+ mes "Go as soon as you can!";
+ close;
+ }
+ mes "[Risingeter]";
+ mes "Uh? Something is wrong.";
+ mes "15 Punks, right?";
+ mes "You better check how many you've hunted.";
+ close;
+ case 3:
+ if (checkquest(10120,HUNTING) == 2) {
+ mes "[Risingeter]";
+ mes "Good! You've hunted 15 Ridewords.";
+ mes "Ah, now I can hear the clock sound clearly...";
+ mes "Tic!! toc!! tic!! toc!!...";
+ next;
+ completequest 10120;
+ getexp 48000,0;
+ mes "[Risingeter]";
+ mes "Thanks a lot!";
+ mes "I hope you can hunt the rest as well.";
+ mes "Go as soon as you can!";
+ close;
+ }
+ mes "[Risingeter]";
+ mes "Uh? Something is wrong.";
+ mes "15 Ridewords, right?";
+ mes "You better check how many you've hunted.";
+ close;
+ }
+ }
+ if (slv_quest == 6) {
+ mes "[Risingeter]";
+ mes "Hunt 15 Clocks, Punks, and Ridewords.";
+ mes "Please hurry.";
+ close;
+ }
+ mes "[Risingeter]";
+ mes "I like clocks so much.";
+ mes "They move with regular rhythm";
+ mes "making tic toc sounds.";
+ mes "Ahah!! Hail to the clocks!";
+ next;
+ mes "[Risingeter]";
+ mes "That's why I like the Clock Tower so much.";
+ mes "It makes a really nice sound.";
+ mes "I like it so much!";
+ next;
+ if (slv_quest == 4) {
+ mes "[Risingeter]";
+ mes "Uh? Have you come to help me solve my trouble.";
+ mes "You already know I like clocks right?";
+ mes "That's why I need your help to hunt these monsters.";
+ next;
+ mes "[Risingeter]";
+ mes "There are too many monsters inside the Clock Tower.";
+ mes "Their presence is destroying the Clock Tower.";
+ next;
+ mes "[Risingeter]";
+ mes "Anyway. Can you help me?";
+ mes "Please hunt 15 Clocks, Punks and Ridewords before it breaks down.";
+ next;
+ switch (select("Accept mission.:Decline mission.")) {
+ case 1:
+ completequest 10105;
+ setquest 10118;
+ setquest 10119;
+ setquest 10120;
+ set slv_quest,6;
+ mes "[Risingeter]";
+ mes "Ok! I expect you will do the right thing.";
+ mes "Hunt 15 Clocks, Punks and Ridewords.";
+ close;
+ case 2:
+ set slv_quest,0;
+ erasequest 10105;
+ mes "[Risingeter]";
+ mes "You don't understand my love for clocks";
+ mes "I will find another brave adventurer.";
+ mes "I will inform the Eden Group.";
+ close;
+ }
+ }
+ close;
+}
+
+alberta,215,111,5 script Funfi 828,{
+ if ((checkquest(10121) == 2) && (checkquest(10122) == 2) && (checkquest(10123) == 2) && (slv_quest == 6)) {
+ set slv_quest,0;
+ mes "[Funfi]";
+ mes "Um! Thank you so much for all your efforts!";
+ mes "I will inform, the Eden Group about your assistance, don't worry!";
+ mes "Hahahaha...";
+ close;
+ }
+ if (checkquest(10121) == 1 || checkquest(10122) == 1 || checkquest(10123) == 1) {
+ mes "[Funfi]";
+ mes "Unbelievable~! So fast~!";
+ mes "Which monster did you hunt?";
+ next;
+ switch (select("Kikimora:Miyabi Doll:Mi Gao")) {
+ case 1:
+ if (checkquest(10121,HUNTING) == 2) {
+ mes "[Funfi]";
+ mes "Ok! You've hunted 15 Kikimora!";
+ mes "You're the best!";
+ next;
+ completequest 10121;
+ getexp 48000,0;
+ mes "[Funfi]";
+ mes "Please hunt the others as well.";
+ mes "I have faith in you!";
+ close;
+ }
+ mes "[Funfi]";
+ mes "Oh~ No no~!!";
+ mes "Listen carefully! Hunt 15 Kikimora.";
+ close;
+ case 2:
+ if (checkquest(10122,HUNTING) == 2) {
+ mes "[Funfi]";
+ mes "Ok! You've hunted 15 Miyabi Dolls!";
+ mes "You're the best!";
+ next;
+ completequest 10122;
+ getexp 48000,0;
+ mes "[Funfi]";
+ mes "Please hunt the others as well.";
+ mes "I trust you!";
+ close;
+ }
+ mes "[Funfi]";
+ mes "Oh~ No no~!!";
+ mes "Listen carefully! Hunt 15 Miyabi Dolls.";
+ close;
+ case 3:
+ if (checkquest(10123,HUNTING) == 2) {
+ mes "[Funfi]";
+ mes "Ok! You've hunted 15 Mi Gaos!";
+ mes "You're the best!";
+ next;
+ completequest 10123;
+ getexp 48000,0;
+ mes "[Funfi]";
+ mes "Please hunt the others as well.";
+ mes "I trust you!";
+ close;
+ }
+ mes "[Funfi]";
+ mes "Oh~ No no~!!";
+ mes "Listen carefully! Hunt 15 Mi Gaos.";
+ close;
+ }
+ }
+ if (slv_quest == 6) {
+ mes "[Funfi]";
+ mes "Moscovia's Kikimore,";
+ mes "Miyabi Dolls from Amatsu";
+ mes "and Mi Gaos from Louyang.";
+ mes "Please hunt 15 of each of those monsters.";
+ close;
+ }
+ mes "[Funfi]";
+ mes "I am a man who wants to experience adventures. But for some reason I can't...";
+ next;
+ mes "[Funfi]";
+ mes "There are a lot of funny things in the world... Wooo!";
+ next;
+ if (slv_quest == 5) {
+ mes "[Funfi]";
+ mes "Anyway are you from the Eden Group?";
+ mes "You are? Cool! I've been waiting for you~!";
+ next;
+ mes "[Funfi]";
+ mes "No questions! Just do it now!";
+ mes "Hunt Kikimora in Moscovia,";
+ mes "Miyabi Dolls in Amatsu";
+ mes "and Mi Gaos in Louyang!";
+ mes "Hunt 15 each of those monsters!";
+ next;
+ mes "[Funfi]";
+ mes "Please~!! haha.";
+ mes "Hurry up!";
+ next;
+ switch (select("Accept mission.:Decline mission.")) {
+ case 1:
+ completequest 10106;
+ setquest 10121;
+ setquest 10122;
+ setquest 10123;
+ set slv_quest,6;
+ getitem 7167,10; //Mystery_Iron_Bit
+ mes "[Funfi]";
+ mes "Ok! Good! Hurry up.";
+ mes "Hunt the monsters on each of those 3 islands.";
+ next;
+ mes "[Funfi]";
+ mes "I will give you some materials for use in Moscovia.";
+ mes "Go as soon as you can!";
+ close;
+ case 2:
+ set slv_quest,0;
+ erasequest 10106;
+ mes "[Funfi]";
+ mes "What? You don't want to work?! Gosh!";
+ mes "I will inform the Eden Group of this!";
+ close;
+ }
+ }
+ close;
+}
diff --git a/npc/pre-re/quests/eden/86-90.txt b/npc/pre-re/quests/eden/86-90.txt
new file mode 100644
index 000000000..9aac942ba
--- /dev/null
+++ b/npc/pre-re/quests/eden/86-90.txt
@@ -0,0 +1,550 @@
+//===== rAthena Script =======================================
+// Eden Group Quests - Mission [86 - 90]
+//===== By: ==================================================
+//= Chilly
+//===== Current Version: =====================================
+//= 1.1
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= Repetable Quests for Players between Baselevel 85 - 91 .
+//===== Additional Comments: =================================
+//= 1.0 First Version. [Chilly]
+//= 1.1 Some little improvements here and there. [Masao]
+//============================================================
+
+moc_para01,48,175,3 script Mission [86 - 90] 857,{
+ if (countitem(6219) < 1) {
+ mes "- Only members of the -";
+ mes "- Eden Group can read -";
+ mes "- this bulletin board. -";
+ close;
+ }
+ if (BaseLevel < 86) {
+ mes "- This missions can only be -";
+ mes "- read by those who are -";
+ mes "- of the correct level. -";
+ mes "- There might be another -";
+ mes "- board somewhere for -";
+ mes "- my level. -";
+ close;
+ }
+ if (BaseLevel > 90) {
+ if (checkquest(4167,HUNTING) == 2) {
+ mes "You hunted all 30 Dragon Tail.";
+ mes "Thank you very much.";
+ next;
+ mes "I know it isn't much but here's a small gift.";
+ mes "I hope that it helps you at least a little bit.";
+ next;
+ erasequest 4167;
+ getexp 76000,0;
+ mes "Wooohoo!";
+ mes "Good luck.";
+ close;
+ } else if (checkquest(4168,HUNTING) == 2) {
+ mes "You hunted all 30 Spring Rabbit.";
+ mes "Thank you very much.";
+ next;
+ mes "I know it isn't much but here's a small gift.";
+ mes "I hope that it helps you at least a little bit.";
+ next;
+ erasequest 4168;
+ getexp 82000,0;
+ mes "Wooohoo!";
+ mes "Good luck.";
+ close;
+ } else if (checkquest(4169,HUNTING) == 2) {
+ mes "You hunted all 30 Pest.";
+ mes "Thank you very much.";
+ next;
+ mes "I know it isn't much but here's a small gift.";
+ mes "I hope that it helps you at least a little bit.";
+ next;
+ erasequest 4169;
+ getexp 82000,0;
+ mes "Wooohoo!";
+ mes "Good luck.";
+ close;
+ } else if (checkquest(4170,HUNTING) == 2) {
+ mes "You hunted all 30 Bathory.";
+ mes "Thank you very much.";
+ next;
+ mes "I know it isn't much but here's a small gift.";
+ mes "I hope that it helps you at least a little bit.";
+ next;
+ erasequest 4170;
+ getexp 72000,0;
+ mes "Wooohoo!";
+ mes "Good luck.";
+ close;
+ } else if (checkquest(4171,HUNTING) == 2) {
+ mes "You hunted all 30 Alarm.";
+ mes "Thank you very much.";
+ next;
+ mes "I know it isn't much but here's a small gift.";
+ mes "I hope that it helps you at least a little bit.";
+ next;
+ erasequest 4171;
+ getexp 76000,0;
+ mes "Wooohoo!";
+ mes "Good luck.";
+ close;
+ } else if (checkquest(4172,HUNTING) == 2) {
+ mes "You hunted all 30 Baba Yaga.";
+ mes "Thank you very much.";
+ next;
+ mes "I know it isn't much but here's a small gift.";
+ mes "I hope that it helps you at least a little bit.";
+ next;
+ erasequest 4172;
+ getexp 72000,0;
+ mes "Wooohoo!";
+ mes "Good luck.";
+ close;
+ } else if (checkquest(4173,HUNTING) == 2) {
+ mes "You hunted all 30 Hyegun.";
+ mes "Thank you very much.";
+ next;
+ mes "I know it isn't much but here's a small gift.";
+ mes "I hope that it helps you at least a little bit.";
+ next;
+ erasequest 4173;
+ getexp 117000,0;
+ mes "Wooohoo!";
+ mes "Good luck.";
+ close;
+ } else if (checkquest(4174,HUNTING) == 2) {
+ mes "You hunted all 30 Firelock Soldier.";
+ mes "Thank you very much.";
+ next;
+ mes "I know it isn't much but here's a small gift.";
+ mes "I hope that it helps you at least a little bit.";
+ next;
+ erasequest 4174;
+ getexp 82000,0;
+ mes "Wooohoo!";
+ mes "Good luck.";
+ close;
+ } else if (checkquest(4175,HUNTING) == 2) {
+ mes "You hunted all 30 Zipper Bear.";
+ mes "Thank you very much.";
+ next;
+ mes "I know it isn't much but here's a small gift.";
+ mes "I hope that it helps you at least a little bit.";
+ next;
+ erasequest 4175;
+ getexp 120000,0;
+ mes "Wooohoo!";
+ mes "Good luck.";
+ close;
+ } else if (checkquest(4176,HUNTING) == 2) {
+ mes "You hunted all 30 Earth Petite.";
+ mes "Thank you very much.";
+ next;
+ mes "I know it isn't much but here's a small gift.";
+ mes "I hope that it helps you at least a little bit.";
+ next;
+ erasequest 4176;
+ getexp 72000,0;
+ mes "Wooohoo!";
+ mes "Good luck.";
+ close;
+ } else if (checkquest(4177,HUNTING) == 2) {
+ mes "You hunted all 30 Rafflesia.";
+ mes "Thank you very much.";
+ next;
+ mes "I know it isn't much but here's a small gift.";
+ mes "I hope that it helps you at least a little bit.";
+ next;
+ erasequest 4177;
+ getexp 72000,0;
+ mes "Wooohoo!";
+ mes "Good luck.";
+ close;
+ } else if (checkquest(4178,HUNTING) == 2) {
+ mes "You hunted all 30 Venomous.";
+ mes "Thank you very much.";
+ next;
+ mes "I know it isn't much but here's a small gift.";
+ mes "I hope that it helps you at least a little bit.";
+ next;
+ erasequest 4178;
+ getexp 72000,0;
+ mes "Wooohoo!";
+ mes "Good luck.";
+ close;
+ } else if (checkquest(4179,HUNTING) == 2) {
+ mes "You hunted all 30 Pitman.";
+ mes "Thank you very much.";
+ next;
+ mes "I know it isn't much but here's a small gift.";
+ mes "I hope that it helps you at least a little bit.";
+ next;
+ erasequest 4179;
+ getexp 86000,0;
+ mes "Wooohoo!";
+ mes "Good luck.";
+ close;
+ } else if (checkquest(4180,HUNTING) == 2) {
+ mes "You hunted all 30 Yellow Novus.";
+ mes "Thank you very much.";
+ next;
+ mes "I know it isn't much but here's a small gift.";
+ mes "I hope that it helps you at least a little bit.";
+ next;
+ erasequest 4180;
+ getexp 80000,0;
+ mes "Wooohoo!";
+ mes "Good luck.";
+ close;
+ } else {
+ mes "- This missions can only be -";
+ mes "- read by those who are -";
+ mes "- of the correct level. -";
+ mes "- There might be another -";
+ mes "- board somewhere for -";
+ mes "- my level. -";
+ close;
+ }
+ }
+ mes "- Many hunting missions -";
+ mes "- are on the bulletin board. -";
+ next;
+ switch(select("Turtle Dungeon Area:Clock Tower Area:Local Area:Other Area")) {
+ case 1:
+ switch(select("Dragon Tail:Spring Rabbit:Pest")) {
+ case 1:
+ if (checkquest(4167,HUNTING) == 2) {
+ mes "You hunted all 30 Dragon Tail.";
+ mes "Thank you very much.";
+ next;
+ mes "I know it isn't much but here's a small gift.";
+ mes "I hope that it helps you at least a little bit.";
+ next;
+ erasequest 4167;
+ getexp 76000,0;
+ mes "Wooohoo!";
+ mes "Good luck.";
+ close;
+ }
+ if (checkquest(4167) == -1) {
+ setquest 4167;
+ mes "Please hunt 30 Dragon Tail and return here.";
+ close;
+ }
+ mes "Umm? You didn't hunt";
+ mes "all 30 Dragon Tail yet...";
+ mes "Will you check again?";
+ close;
+ case 2:
+ if (checkquest(4168,HUNTING) == 2) {
+ mes "You hunted all 30 Spring Rabbit.";
+ mes "Thank you very much.";
+ next;
+ mes "I know it isn't much but here's a small gift.";
+ mes "I hope that it helps you at least a little bit.";
+ next;
+ erasequest 4168;
+ getexp 82000,0;
+ mes "Wooohoo!";
+ mes "Good luck.";
+ close;
+ }
+ if (checkquest(4168) == -1) {
+ setquest 4168;
+ mes "Please hunt 30 Spring Rabbit and return here.";
+ close;
+ }
+ mes "Umm? You didn't hunt";
+ mes "all 30 Spring Rabbit yet...";
+ mes "Will you check again?";
+ close;
+ case 3:
+ if (checkquest(4169,HUNTING) == 2) {
+ mes "You hunted all 30 Pest.";
+ mes "Thank you very much.";
+ next;
+ mes "I know it isn't much but here's a small gift.";
+ mes "I hope that it helps you at least a little bit.";
+ next;
+ erasequest 4169;
+ getexp 82000,0;
+ mes "Wooohoo!";
+ mes "Good luck.";
+ close;
+ }
+ if (checkquest(4169) == -1) {
+ setquest 4169;
+ mes "Please hunt 30 Pest and return here.";
+ close;
+ }
+ mes "Umm? You didn't hunt";
+ mes "all 30 Pest yet...";
+ mes "Will you check again?";
+ close;
+ }
+ case 2:
+ switch(select("Bathory:Alarm")) {
+ case 1:
+ if (checkquest(4170,HUNTING) == 2) {
+ mes "You hunted all 30 Bathory.";
+ mes "Thank you very much.";
+ next;
+ mes "I know it isn't much but here's a small gift.";
+ mes "I hope that it helps you at least a little bit.";
+ next;
+ erasequest 4170;
+ getexp 72000,0;
+ mes "Wooohoo!";
+ mes "Good luck.";
+ close;
+ }
+ if (checkquest(4170) == -1) {
+ setquest 4170;
+ mes "Please hunt 30 Bathory and return here.";
+ close;
+ }
+ mes "Umm? You didn't hunt";
+ mes "all 30 Bathory yet...";
+ mes "Will you check again?";
+ close;
+ case 2:
+ if (checkquest(4171,HUNTING) == 2) {
+ mes "You hunted all 30 Alarm.";
+ mes "Thank you very much.";
+ next;
+ mes "I know it isn't much but here's a small gift.";
+ mes "I hope that it helps you at least a little bit.";
+ next;
+ erasequest 4171;
+ getexp 76000,0;
+ mes "Wooohoo!";
+ mes "Good luck.";
+ close;
+ }
+ if (checkquest(4171) == -1) {
+ setquest 4171;
+ mes "Please hunt 30 Alarm and return here.";
+ close;
+ }
+ mes "Umm? You didn't hunt";
+ mes "all 30 Alarm yet...";
+ mes "Will you check again?";
+ close;
+ }
+ case 3:
+ switch(select("Babayaga:Hyegun:Antique Firelock:Zipper Bear")) {
+ case 1:
+ if (checkquest(4172,HUNTING) == 2) {
+ mes "You hunted all 30 Babayaga.";
+ mes "Thank you very much.";
+ next;
+ mes "I know it isn't much but here's a small gift.";
+ mes "I hope that it helps you at least a little bit.";
+ next;
+ erasequest 4172;
+ getexp 72000,0;
+ mes "Wooohoo!";
+ mes "Good luck.";
+ close;
+ }
+ if (checkquest(4172) == -1) {
+ setquest 4172;
+ mes "Please hunt 30 Babayaga and return here.";
+ close;
+ }
+ mes "Umm? You didn't hunt";
+ mes "all 30 Babayaga yet...";
+ mes "Will you check again?";
+ close;
+ case 2:
+ if (checkquest(4173,HUNTING) == 2) {
+ mes "You hunted all 30 Hyegun.";
+ mes "Thank you very much.";
+ next;
+ mes "I know it isn't much but here's a small gift.";
+ mes "I hope that it helps you at least a little bit.";
+ next;
+ erasequest 4173;
+ getexp 117000,0;
+ mes "Wooohoo!";
+ mes "Good luck.";
+ close;
+ }
+ if (checkquest(4173) == -1) {
+ setquest 4173;
+ mes "Please hunt 30 Hyegun and return here.";
+ close;
+ }
+ mes "Umm? You didn't hunt";
+ mes "all 30 Hyegun yet...";
+ mes "Will you check again?";
+ close;
+ case 3:
+ if (checkquest(4174,HUNTING) == 2) {
+ mes "You hunted all 30 Antique Firelock.";
+ mes "Thank you very much.";
+ next;
+ mes "I know it isn't much but here's a small gift.";
+ mes "I hope that it helps you at least a little bit.";
+ next;
+ erasequest 4174;
+ getexp 82000,0;
+ mes "Wooohoo!";
+ mes "Good luck.";
+ close;
+ }
+ if (checkquest(4174) == -1) {
+ setquest 4174;
+ mes "Please hunt 30 Antique Firelock and return here.";
+ close;
+ }
+ mes "Umm? You didn't hunt";
+ mes "all 30 Antique Firelock yet...";
+ mes "Will you check again?";
+ close;
+ case 4:
+ if (checkquest(4175,HUNTING) == 2) {
+ mes "You hunted all 30 Zipper Bear.";
+ mes "Thank you very much.";
+ next;
+ mes "I know it isn't much but here's a small gift.";
+ mes "I hope that it helps you at least a little bit.";
+ next;
+ erasequest 4175;
+ getexp 120000,0;
+ mes "Wooohoo!";
+ mes "Good luck.";
+ close;
+ }
+ if (checkquest(4175) == -1) {
+ setquest 4175;
+ mes "Please hunt 30 Zipper Bear and return here.";
+ close;
+ }
+ mes "Umm? You didn't hunt";
+ mes "all 30 Zipper Bear yet...";
+ mes "Will you check again?";
+ close;
+ }
+ case 4:
+ switch(select("Earth Petite:Rafflesia:Venomous:Pitman:Yellow Novus")) {
+ case 1:
+ if (checkquest(4176,HUNTING) == 2) {
+ mes "You hunted all 30 Earth Petite.";
+ mes "Thank you very much.";
+ next;
+ mes "I know it isn't much but here's a small gift.";
+ mes "I hope that it helps you at least a little bit.";
+ next;
+ erasequest 4176;
+ getexp 72000,0;
+ mes "Wooohoo!";
+ mes "Good luck.";
+ close;
+ }
+ if (checkquest(4176) == -1) {
+ setquest 4176;
+ mes "Please hunt 30 Earth Petite and return here.";
+ close;
+ }
+ mes "Umm? You didn't hunt";
+ mes "all 30 Earth Petite yet...";
+ mes "Will you check again?";
+ close;
+ case 2:
+ if (checkquest(4177,HUNTING) == 2) {
+ mes "You hunted all 30 Rafflesia.";
+ mes "Thank you very much.";
+ next;
+ mes "I know it isn't much but here's a small gift.";
+ mes "I hope that it helps you at least a little bit.";
+ next;
+ erasequest 4177;
+ getexp 72000,0;
+ mes "Wooohoo!";
+ mes "Good luck.";
+ close;
+ }
+ if (checkquest(4177) == -1) {
+ setquest 4177;
+ mes "Please hunt 30 Rafflesia and return here.";
+ close;
+ }
+ mes "Umm? You didn't hunt";
+ mes "all 30 Rafflesia yet...";
+ mes "Will you check again?";
+ close;
+ case 3:
+ if (checkquest(4178,HUNTING) == 2) {
+ mes "You hunted all 30 Venomous.";
+ mes "Thank you very much.";
+ next;
+ mes "I know it isn't much but here's a small gift.";
+ mes "I hope that it helps you at least a little bit.";
+ next;
+ erasequest 4178;
+ getexp 72000,0;
+ mes "Wooohoo!";
+ mes "Good luck.";
+ close;
+ }
+ if (checkquest(4178) == -1) {
+ setquest 4178;
+ mes "Please hunt 30 Venomous and return here.";
+ close;
+ }
+ mes "Umm? You didn't hunt";
+ mes "all 30 Venomous yet...";
+ mes "Will you check again?";
+ close;
+ case 4:
+ if (checkquest(4179,HUNTING) == 2) {
+ mes "You hunted all 30 Pitman.";
+ mes "Thank you very much.";
+ next;
+ mes "I know it isn't much but here's a small gift.";
+ mes "I hope that it helps you at least a little bit.";
+ next;
+ erasequest 4179;
+ getexp 86000,0;
+ mes "Wooohoo!";
+ mes "Good luck.";
+ close;
+ }
+ if (checkquest(4179) == -1) {
+ setquest 4179;
+ mes "Please hunt 30 Pitman and return here.";
+ close;
+ }
+ mes "Umm? You didn't hunt";
+ mes "all 30 Pitman yet...";
+ mes "Will you check again?";
+ close;
+ case 5:
+ if (checkquest(4180,HUNTING) == 2) {
+ mes "You hunted all 30 Yellow Novus.";
+ mes "Thank you very much.";
+ next;
+ mes "I know it isn't much but here's a small gift.";
+ mes "I hope that it helps you at least a little bit.";
+ next;
+ erasequest 4180;
+ getexp 80000,0;
+ mes "Wooohoo!";
+ mes "Good luck.";
+ close;
+ }
+ if (checkquest(4180) == -1) {
+ setquest 4180;
+ mes "Please hunt 30 Yellow Novus and return here.";
+ close;
+ }
+ mes "Umm? You didn't hunt";
+ mes "all 30 Yellow Novus yet...";
+ mes "Will you check again?";
+ close;
+ }
+ }
+}
diff --git a/npc/pre-re/quests/eden/91-99.txt b/npc/pre-re/quests/eden/91-99.txt
new file mode 100644
index 000000000..04944a10d
--- /dev/null
+++ b/npc/pre-re/quests/eden/91-99.txt
@@ -0,0 +1,623 @@
+//===== rAthena Script =======================================
+// Eden Group Quests - Mission [91 - 99]
+//===== By: ==================================================
+//= Chilly
+//===== Current Version: =====================================
+//= 1.1
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= Repetable Quests for Players between Baselevel 90 - 100 .
+//===== Additional Comments: =================================
+//= 1.0 First Version. [Chilly]
+//= 1.1 Some little improvements here and there. [Masao]
+//============================================================
+
+moc_para01,48,177,3 script Mission [91 - 99] 857,{
+ if (countitem(6219) < 1) {
+ mes "- Only members of the -";
+ mes "- Eden Group can read -";
+ mes "- this bulletin board. -";
+ close;
+ }
+ if (BaseLevel < 91) {
+ mes "- This missions can only be -";
+ mes "- read by those who are -";
+ mes "- of the correct level. -";
+ mes "- There might be another -";
+ mes "- board somewhere for -";
+ mes "- my level. -";
+ close;
+ }
+ if (BaseLevel > 99) {
+ if (checkquest(4181,HUNTING) == 2) {
+ mes "You hunted all 30 Solider.";
+ mes "Thank you very much.";
+ next;
+ mes "I know it isn't much but here's a small gift.";
+ mes "I hope that it helps you at least a little bit.";
+ next;
+ erasequest 4181;
+ getexp 90000,311000;
+ mes "Wooohoo!";
+ mes "Good luck.";
+ close;
+ } else if (checkquest(4182,HUNTING) == 2) {
+ mes "You hunted all 30 Freezer.";
+ mes "Thank you very much.";
+ next;
+ mes "I know it isn't much but here's a small gift.";
+ mes "I hope that it helps you at least a little bit.";
+ next;
+ erasequest 4182;
+ getexp 94000,311000;
+ mes "Wooohoo!";
+ mes "Good luck.";
+ close;
+ } else if (checkquest(4183,HUNTING) == 2) {
+ mes "You hunted all 30 Heater.";
+ mes "Thank you very much.";
+ next;
+ mes "I know it isn't much but here's a small gift.";
+ mes "I hope that it helps you at least a little bit.";
+ next;
+ erasequest 4183;
+ getexp 114000,311000;
+ mes "Wooohoo!";
+ mes "Good luck.";
+ close;
+ } else if (checkquest(4184,HUNTING) == 2) {
+ mes "You hunted all 30 Injustice.";
+ mes "Thank you very much.";
+ next;
+ mes "I know it isn't much but here's a small gift.";
+ mes "I hope that it helps you at least a little bit.";
+ next;
+ erasequest 4184;
+ getexp 96000,311000;
+ mes "Wooohoo!";
+ mes "Good luck.";
+ close;
+ } else if (checkquest(4185,HUNTING) == 2) {
+ mes "You hunted all 30 Rybio.";
+ mes "Thank you very much.";
+ next;
+ mes "I know it isn't much but here's a small gift.";
+ mes "I hope that it helps you at least a little bit.";
+ next;
+ erasequest 4185;
+ getexp 96000,311000;
+ mes "Wooohoo!";
+ mes "Good luck.";
+ close;
+ } else if (checkquest(4186,HUNTING) == 2) {
+ mes "You hunted all 30 Dark Priest.";
+ mes "Thank you very much.";
+ next;
+ mes "I know it isn't much but here's a small gift.";
+ mes "I hope that it helps you at least a little bit.";
+ next;
+ erasequest 4186;
+ getexp 146000,311000;
+ mes "Wooohoo!";
+ mes "Good luck.";
+ close;
+ } else if (checkquest(4187,HUNTING) == 2) {
+ mes "You hunted all 30 Stapo.";
+ mes "Thank you very much.";
+ next;
+ mes "I know it isn't much but here's a small gift.";
+ mes "I hope that it helps you at least a little bit.";
+ next;
+ erasequest 4187;
+ getexp 96000,311000;
+ mes "Wooohoo!";
+ mes "Good luck.";
+ close;
+ } else if (checkquest(4188,HUNTING) == 2) {
+ mes "You hunted all 30 Roween.";
+ mes "Thank you very much.";
+ next;
+ mes "I know it isn't much but here's a small gift.";
+ mes "I hope that it helps you at least a little bit.";
+ next;
+ erasequest 4188;
+ getexp 102000,311000;
+ mes "Wooohoo!";
+ mes "Good luck.";
+ close;
+ } else if (checkquest(4189,HUNTING) == 2) {
+ mes "You hunted all 30 Siroma.";
+ mes "Thank you very much.";
+ next;
+ mes "I know it isn't much but here's a small gift.";
+ mes "I hope that it helps you at least a little bit.";
+ next;
+ erasequest 4189;
+ getexp 110000,311000;
+ mes "Wooohoo!";
+ mes "Good luck.";
+ close;
+ } else if (checkquest(4190,HUNTING) == 2) {
+ mes "You hunted all 30 Shinobi.";
+ mes "Thank you very much.";
+ next;
+ mes "I know it isn't much but here's a small gift.";
+ mes "I hope that it helps you at least a little bit.";
+ next;
+ erasequest 4190;
+ getexp 102000,311000;
+ mes "Wooohoo!";
+ mes "Good luck.";
+ close;
+ } else if (checkquest(4191,HUNTING) == 2) {
+ mes "You hunted all 30 Evil Nymph.";
+ mes "Thank you very much.";
+ next;
+ mes "I know it isn't much but here's a small gift.";
+ mes "I hope that it helps you at least a little bit.";
+ next;
+ erasequest 4191;
+ getexp 108000,311000;
+ mes "Wooohoo!";
+ mes "Good luck.";
+ close;
+ } else if (checkquest(4192,HUNTING) == 2) {
+ mes "You hunted all 30 Deviruchi.";
+ mes "Thank you very much.";
+ next;
+ mes "I know it isn't much but here's a small gift.";
+ mes "I hope that it helps you at least a little bit.";
+ next;
+ erasequest 4192;
+ getexp 110000,311000;
+ mes "Wooohoo!";
+ mes "Good luck.";
+ close;
+ } else if (checkquest(4193,HUNTING) == 2) {
+ mes "You hunted all 30 Mineral.";
+ mes "Thank you very much.";
+ next;
+ mes "I know it isn't much but here's a small gift.";
+ mes "I hope that it helps you at least a little bit.";
+ next;
+ erasequest 4193;
+ getexp 138000,311000;
+ mes "Wooohoo!";
+ mes "Good luck.";
+ close;
+ } else if (checkquest(4194,HUNTING) == 2) {
+ mes "You hunted all 30 Kaho.";
+ mes "Thank you very much.";
+ next;
+ mes "I know it isn't much but here's a small gift.";
+ mes "I hope that it helps you at least a little bit.";
+ next;
+ erasequest 4194;
+ getexp 118000,311000;
+ mes "Wooohoo!";
+ mes "Good luck.";
+ close;
+ } else if (checkquest(4195,HUNTING) == 2) {
+ mes "You hunted all 30 Neraid.";
+ mes "Thank you very much.";
+ next;
+ mes "I know it isn't much but here's a small gift.";
+ mes "I hope that it helps you at least a little bit.";
+ next;
+ erasequest 4195;
+ getexp 96000,311000;
+ mes "Wooohoo!";
+ mes "Good luck.";
+ close;
+ } else if (checkquest(4196,HUNTING) == 2) {
+ mes "You hunted all 30 Disguise.";
+ mes "Thank you very much.";
+ next;
+ mes "I know it isn't much but here's a small gift.";
+ mes "I hope that it helps you at least a little bit.";
+ next;
+ erasequest 4196;
+ getexp 134000,311000;
+ mes "Wooohoo!";
+ mes "Good luck.";
+ close;
+ } else {
+ mes "- This missions can only be -";
+ mes "- read by those who are -";
+ mes "- of the correct level. -";
+ mes "- There might be another -";
+ mes "- board somewhere for -";
+ mes "- my level. -";
+ close;
+ }
+ }
+ mes "- Many hunting missions -";
+ mes "- are on the bulletin board. -";
+ next;
+ switch(select("Turtle Dungeon Area:Glast Heim Area:Rachel Area:Local Area:Other Area")) {
+ case 1:
+ switch(select("Solider:Freezer:Heater")) {
+ case 1:
+ if (checkquest(4181,HUNTING) == 2) {
+ mes "You hunted all 30 Solider.";
+ mes "Thank you very much.";
+ next;
+ mes "I know it isn't much but here's a small gift.";
+ mes "I hope that it helps you at least a little bit.";
+ next;
+ erasequest 4181;
+ getexp 90000,311000;
+ mes "Wooohoo!";
+ mes "Good luck.";
+ close;
+ }
+ if (checkquest(4181) == -1) {
+ setquest 4181;
+ mes "Please hunt 30 Solider and return here.";
+ close;
+ }
+ mes "Umm? You didn't hunt";
+ mes "all 30 Solider yet...";
+ mes "Will you check again?";
+ close;
+ case 2:
+ if (checkquest(4182,HUNTING) == 2) {
+ mes "You hunted all 30 Freezer.";
+ mes "Thank you very much.";
+ next;
+ mes "I know it isn't much but here's a small gift.";
+ mes "I hope that it helps you at least a little bit.";
+ next;
+ erasequest 4182;
+ getexp 94000,311000;
+ mes "Wooohoo!";
+ mes "Good luck.";
+ close;
+ }
+ if (checkquest(4182) == -1) {
+ setquest 4182;
+ mes "Please hunt 30 Freezer and return here.";
+ close;
+ }
+ mes "Umm? You didn't hunt";
+ mes "all 30 Freezer yet...";
+ mes "Will you check again?";
+ close;
+ case 3:
+ if (checkquest(4183,HUNTING) == 2) {
+ mes "You hunted all 30 Heater.";
+ mes "Thank you very much.";
+ next;
+ mes "I know it isn't much but here's a small gift.";
+ mes "I hope that it helps you at least a little bit.";
+ next;
+ erasequest 4183;
+ getexp 114000,311000;
+ mes "Wooohoo!";
+ mes "Good luck.";
+ close;
+ }
+ if (checkquest(4183) == -1) {
+ setquest 4183;
+ mes "Please hunt 30 Heater and return here.";
+ close;
+ }
+ mes "Umm? You didn't hunt";
+ mes "all 30 Heater yet...";
+ mes "Will you check again?";
+ close;
+ }
+ case 2:
+ switch(select("Injustice:Rybio:Dark Priest")) {
+ case 1:
+ if (checkquest(4184,HUNTING) == 2) {
+ mes "You hunted all 30 Injustice.";
+ mes "Thank you very much.";
+ next;
+ mes "I know it isn't much but here's a small gift.";
+ mes "I hope that it helps you at least a little bit.";
+ next;
+ erasequest 4184;
+ getexp 96000,311000;
+ mes "Wooohoo!";
+ mes "Good luck.";
+ close;
+ }
+ if (checkquest(4184) == -1) {
+ setquest 4184;
+ mes "Please hunt 30 Injustice and return here.";
+ close;
+ }
+ mes "Umm? You didn't hunt";
+ mes "all 30 Injustice yet...";
+ mes "Will you check again?";
+ close;
+ case 2:
+ if (checkquest(4185,HUNTING) == 2) {
+ mes "You hunted all 30 Rybio.";
+ mes "Thank you very much.";
+ next;
+ mes "I know it isn't much but here's a small gift.";
+ mes "I hope that it helps you at least a little bit.";
+ next;
+ erasequest 4185;
+ getexp 96000,311000;
+ mes "Wooohoo!";
+ mes "Good luck.";
+ close;
+ }
+ if (checkquest(4185) == -1) {
+ setquest 4185;
+ mes "Please hunt 30 Rybio and return here.";
+ close;
+ }
+ mes "Umm? You didn't hunt";
+ mes "all 30 Rybio yet...";
+ mes "Will you check again?";
+ close;
+ case 3:
+ if (checkquest(4186,HUNTING) == 2) {
+ mes "You hunted all 30 Dark Priest.";
+ mes "Thank you very much.";
+ next;
+ mes "I know it isn't much but here's a small gift.";
+ mes "I hope that it helps you at least a little bit.";
+ next;
+ erasequest 4186;
+ getexp 146000,311000;
+ mes "Wooohoo!";
+ mes "Good luck.";
+ close;
+ }
+ if (checkquest(4186) == -1) {
+ setquest 4186;
+ mes "Please hunt 30 Dark Priest and return here.";
+ close;
+ }
+ mes "Umm? You didn't hunt";
+ mes "all 30 Dark Priest yet...";
+ mes "Will you check again?";
+ close;
+ }
+ case 3:
+ switch(select("Stapo:Roween:Siroma")) {
+ case 1:
+ if (checkquest(4187,HUNTING) == 2) {
+ mes "You hunted all 30 Stapo.";
+ mes "Thank you very much.";
+ next;
+ mes "I know it isn't much but here's a small gift.";
+ mes "I hope that it helps you at least a little bit.";
+ next;
+ erasequest 4187;
+ getexp 96000,311000;
+ mes "Wooohoo!";
+ mes "Good luck.";
+ close;
+ }
+ if (checkquest(4187) == -1) {
+ setquest 4187;
+ mes "Please hunt 30 Stapo and return here.";
+ close;
+ }
+ mes "Umm? You didn't hunt";
+ mes "all 30 Stapo yet...";
+ mes "Will you check again?";
+ close;
+ case 2:
+ if (checkquest(4188,HUNTING) == 2) {
+ mes "You hunted all 30 Roween.";
+ mes "Thank you very much.";
+ next;
+ mes "I know it isn't much but here's a small gift.";
+ mes "I hope that it helps you at least a little bit.";
+ next;
+ erasequest 4188;
+ getexp 102000,311000;
+ mes "Wooohoo!";
+ mes "Good luck.";
+ close;
+ }
+ if (checkquest(4188) == -1) {
+ setquest 4188;
+ mes "Please hunt 30 Roween and return here.";
+ close;
+ }
+ mes "Umm? You didn't hunt";
+ mes "all 30 Roween yet...";
+ mes "Will you check again?";
+ close;
+ case 3:
+ if (checkquest(4189,HUNTING) == 2) {
+ mes "You hunted all 30 Siroma.";
+ mes "Thank you very much.";
+ next;
+ mes "I know it isn't much but here's a small gift.";
+ mes "I hope that it helps you at least a little bit.";
+ next;
+ erasequest 4189;
+ getexp 110000,311000;
+ mes "Wooohoo!";
+ mes "Good luck.";
+ close;
+ }
+ if (checkquest(4189) == -1) {
+ setquest 4189;
+ mes "Please hunt 30 Siroma and return here.";
+ close;
+ }
+ mes "Umm? You didn't hunt";
+ mes "all 30 Siroma yet...";
+ mes "Will you check again?";
+ close;
+ }
+ case 4:
+ switch(select("Shinobi:Evil Nymph")) {
+ case 1:
+ if (checkquest(4190,HUNTING) == 2) {
+ mes "You hunted all 30 Shinobi.";
+ mes "Thank you very much.";
+ next;
+ mes "I know it isn't much but here's a small gift.";
+ mes "I hope that it helps you at least a little bit.";
+ next;
+ erasequest 4190;
+ getexp 102000,311000;
+ mes "Wooohoo!";
+ mes "Good luck.";
+ close;
+ }
+ if (checkquest(4190) == -1) {
+ setquest 4190;
+ mes "Please hunt 30 Shinobi and return here.";
+ close;
+ }
+ mes "Umm? You didn't hunt";
+ mes "all 30 Shinobi yet...";
+ mes "Will you check again?";
+ close;
+ case 2:
+ if (checkquest(4191,HUNTING) == 2) {
+ mes "You hunted all 30 Evil Nymph.";
+ mes "Thank you very much.";
+ next;
+ mes "I know it isn't much but here's a small gift.";
+ mes "I hope that it helps you at least a little bit.";
+ next;
+ erasequest 4191;
+ getexp 108000,311000;
+ mes "Wooohoo!";
+ mes "Good luck.";
+ close;
+ }
+ if (checkquest(4191) == -1) {
+ setquest 4191;
+ mes "Please hunt 30 Evil Nymph and return here.";
+ close;
+ }
+ mes "Umm? You didn't hunt";
+ mes "all 30 Evil Nymph yet...";
+ mes "Will you check again?";
+ close;
+ }
+ case 5:
+ switch(select("Deviruchi:Mineral:Kaho:Neraid:Disguise")) {
+ case 1:
+ if (checkquest(4192,HUNTING) == 2) {
+ mes "You hunted all 30 Deviruchi.";
+ mes "Thank you very much.";
+ next;
+ mes "I know it isn't much but here's a small gift.";
+ mes "I hope that it helps you at least a little bit.";
+ next;
+ erasequest 4192;
+ getexp 110000,311000;
+ mes "Wooohoo!";
+ mes "Good luck.";
+ close;
+ }
+ if (checkquest(4192) == -1) {
+ setquest 4192;
+ mes "Please hunt 30 Deviruchi and return here.";
+ close;
+ }
+ mes "Umm? You didn't hunt";
+ mes "all 30 Deviruchi yet...";
+ mes "Will you check again?";
+ close;
+ case 2:
+ if (checkquest(4193,HUNTING) == 2) {
+ mes "You hunted all 30 Mineral.";
+ mes "Thank you very much.";
+ next;
+ mes "I know it isn't much but here's a small gift.";
+ mes "I hope that it helps you at least a little bit.";
+ next;
+ erasequest 4193;
+ getexp 138000,311000;
+ mes "Wooohoo!";
+ mes "Good luck.";
+ close;
+ }
+ if (checkquest(4193) == -1) {
+ setquest 4193;
+ mes "Please hunt 30 Mineral and return here.";
+ close;
+ }
+ mes "Umm? You didn't hunt";
+ mes "all 30 Mineral yet...";
+ mes "Will you check again?";
+ close;
+ case 3:
+ if (checkquest(4194,HUNTING) == 2) {
+ mes "You hunted all 30 Kaho.";
+ mes "Thank you very much.";
+ next;
+ mes "I know it isn't much but here's a small gift.";
+ mes "I hope that it helps you at least a little bit.";
+ next;
+ erasequest 4194;
+ getexp 118000,311000;
+ mes "Wooohoo!";
+ mes "Good luck.";
+ close;
+ }
+ if (checkquest(4194) == -1) {
+ setquest 4194;
+ mes "Please hunt 30 Kaho and return here.";
+ close;
+ }
+ mes "Umm? You didn't hunt";
+ mes "all 30 Kaho yet...";
+ mes "Will you check again?";
+ close;
+ case 4:
+ if (checkquest(4195,HUNTING) == 2) {
+ mes "You hunted all 30 Neraid.";
+ mes "Thank you very much.";
+ next;
+ mes "I know it isn't much but here's a small gift.";
+ mes "I hope that it helps you at least a little bit.";
+ next;
+ erasequest 4195;
+ getexp 96000,311000;
+ mes "Wooohoo!";
+ mes "Good luck.";
+ close;
+ }
+ if (checkquest(4195) == -1) {
+ setquest 4195;
+ mes "Please hunt 30 Neraid and return here.";
+ close;
+ }
+ mes "Umm? You didn't hunt";
+ mes "all 30 Neraid yet...";
+ mes "Will you check again?";
+ close;
+ case 5:
+ if (checkquest(4196,HUNTING) == 2) {
+ mes "You hunted all 30 Disguise.";
+ mes "Thank you very much.";
+ next;
+ mes "I know it isn't much but here's a small gift.";
+ mes "I hope that it helps you at least a little bit.";
+ next;
+ erasequest 4196;
+ getexp 134000,311000;
+ mes "Wooohoo!";
+ mes "Good luck.";
+ close;
+ }
+ if (checkquest(4196) == -1) {
+ setquest 4196;
+ mes "Please hunt 30 Disguise and return here.";
+ close;
+ }
+ mes "Umm? You didn't hunt";
+ mes "all 30 Disguise yet...";
+ mes "Will you check again?";
+ close;
+ }
+ }
+}
diff --git a/npc/pre-re/quests/eden/eden_common.txt b/npc/pre-re/quests/eden/eden_common.txt
new file mode 100644
index 000000000..327b034c9
--- /dev/null
+++ b/npc/pre-re/quests/eden/eden_common.txt
@@ -0,0 +1,374 @@
+//===== rAthena Script =======================================
+// Eden Group Quests - Common NPCs
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.3
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= Eden Group Headquarter NPC's.
+//===== Additional Comments: =================================
+//= 1.0 First Version.
+//= 1.1 Removed showevent use, and use of duplicates.
+//= Commented out warps that should not be active.
+//= 1.2 Reduced 300+ copy-paste lines to 1 duplicated NPC. [Brian]
+//= 1.3 Some little optimization here and there. [Masao]
+//============================================================
+
+moc_para01,27,35,5 script Secretary Lime Evenor 952,{
+
+ if (checkweight(1201,1) == 0 || (MaxWeight - Weight) < 2000) {
+ mes "- Wait a minute !! -";
+ mes "- Currently you're carrying -";
+ mes "- too many items with you. -";
+ mes "- Please try again -";
+ mes "- after you loose some weight. -";
+ close;
+ }
+ mes "[Lime Evenor]";
+ mes "People who follow their dreams and romances listen to me. We are representatives of the paradise called 'The garden of Eden' called the Eden group . There is no place like this anywhere.";
+ mes "Hello. Can I help you?";
+ next;
+ while (1) {
+ switch (select("What is Eden group?:Join the Eden Group.:Register new mission.:Search for missions.:Cancel.")) {
+ case 1:
+ mes "[Lime Evenor]";
+ mes "Eden Group is a group that helps people who are suffering from distresses in Rune-Midgard.";
+ next;
+ mes "[Lime Evenor]";
+ mes "If people need help, we put up the case on the bulletin board and introduce it to our members who are eager to help those in need.";
+ next;
+ mes "[Lime Evenor]";
+ mes "Eden members will review the missions and help those who post them up.";
+ mes "Members do these missions for rewards.";
+ next;
+ mes "[Lime Evenor]";
+ mes "If you are not too familiar with Rune-Midgard, this is a great way to explore the world.";
+ mes "Or, if you are mature enough, you can travel the world and make new friends while doing missions. Your honorable name will be spread out among lands.";
+ next;
+ break;
+ case 2:
+ if (countitem(6219) < 1) {
+ mes "[Lime Evenor]";
+ mes "You can be a Eden's member by simply registering with me.";
+ mes "Would you like to join Eden Group?";
+ next;
+ switch (select("Yes, I want to join.:No, I don't want to join.")) {
+ case 1:
+ mes "[Lime Evenor]";
+ mes "Aright. Excellent! Please write down your name here.";
+ input .@input$;
+ next;
+ mes "[Lime Evenor]";
+ mes "Are you done?";
+ mes "Let me see.";
+ next;
+ mes "[Lime Evenor]";
+ mes "Your name is ^3131FFBo"+.@input$+"Ba^000000..? Is that right?";
+ mes "Huh? Isn't it??";
+ next;
+ emotion e_swt;
+ mes "[Lime Evenor]";
+ mes "Hmm that isn't what you wrote?.";
+ mes "Ok, hmm, it seems a bit hard to read.";
+ next;
+ mes "[Lime Evenor]";
+ mes "Would you please write your name again? Please write it ^3131FFClearly^000000.";
+ input .@input$;
+ next;
+ mes "[Lime Evenor]";
+ mes "Ah~ ha. You are ^3131FF"+strcharinfo(0)+"^000000.";
+ mes "I got it right this time.";
+ next;
+ emotion e_no1;
+ mes "[Lime Evenor]";
+ mes "We already put your name on the list.";
+ mes "Welcome to Eden's group new member!";
+ next;
+ mes "[Lime Evenor]";
+ mes "Hopefully you can do great work as an Eden's member.";
+ getitem 6219,1; //Para_Team_Mark
+ next;
+ break;
+ case 2:
+ mes "[Lime Evenor]";
+ mes "Do you still have questions about Eden Group?";
+ next;
+ break;
+ }
+ } else {
+ mes "[Lime Evenor]";
+ mes "You are already a member of Eden Group.";
+ next;
+ }
+ break;
+ case 3:
+ mes "[Lime Evenor]";
+ mes "Do you want to register some missions that you want us to do?";
+ next;
+ switch (select("Yes, I want to register.:No, I don't.")) {
+ case 1:
+ mes "[Lime Evenor]";
+ mes "Alrigh. Please write down your name on it.";
+ input .@input$;
+ next;
+ mes "[Lime Evenor]";
+ mes "^3131FF"+strcharinfo(0)+"^000000.. Is that your name?";
+ mes "Hmm, your handwriting is not clear. I can't read. it";
+ next;
+ mes "[Lime Evenor]";
+ mes "^3131FF"+strcharinfo(0)+"^000000, tell me what you want to register. for";
+ mes "Which map should we go to?";
+ input .@input$;
+ next;
+ mes "[Lime Evenor]";
+ mes "^3131FFMission Map: "+.@inputstr$+"^000000";
+ mes "hum, I will note that.";
+ next;
+ mes "[Lime Evenor]";
+ mes "Please let me know what kind of missions your are lookng for.";
+ mes "It should be briefly like 'Hunt 10 Porings.'";
+ input .@input$;
+ next;
+ mes "[Lime Evenor]";
+ mes "Are you done?";
+ mes "Let me check.";
+ next;
+ mes "[Lime Evenor]";
+ mes "Huh...........";
+ next;
+ mes "[Lime Evenor]";
+ mes "Hum.. huh??..................";
+ next;
+ emotion e_dots;
+ mes "[Lime Evenor]";
+ mes "I think you should complete one of our missions first before you take up a new mission.";
+ next;
+ emotion e_pif;
+ mes "[Lime Evenor]";
+ mes "^3131FFClient: Lime Evenor^000000";
+ mes "^3131FFMission: Practice your handwriting for one month.^000000";
+ mes "You've got really bad penmanship!";
+ next;
+ mes "[Lime Evenor]";
+ mes "^3131FFMission:"+.@input$+"^000000";
+ mes "Anyway, you are done registering for a new mission.";
+ next;
+ mes "[Lime Evenor]";
+ mes "Missions are fully booked. You have to wait for an spot to clear up.";
+ mes "Please kindly wait until your turn.";
+ next;
+ break;
+ case 2:
+ break;
+ }
+ break;
+ case 4:
+ if (countitem(6219) > 0) {
+ mes "[Lime Evenor]";
+ mes "Would like to try some missions as an Eden member?";
+ next;
+ mes "[Lime Evenor]";
+ mes "Check the right side of the bulletin board, there are various kinds of missions waiting for you.";
+ mes "Please carefully read the mission list and the qualifications and choose one of them.";
+ next;
+ }
+ else {
+ mes "[Lime Evenor]";
+ mes "You need to join Eden Group first if you want to do some missions.";
+ close;
+ }
+ break;
+ case 5:
+ mes "[Lime Evenor]";
+ mes "If you have any questions please come back again.";
+ close;
+ }
+ }
+ close;
+}
+
+- script Eden Teleport Officer#0::eto -1,{
+ mes "[Eden Teleport Officer]";
+ mes "Those who are wandering around this strange world with aimless eyes listen up and come to me!";
+ mes "Eden group is here to help you and will show you the great future.";
+ next;
+ mes "[Eden Teleport Officer]";
+ mes "You have nothing to do but waste your time?";
+ mes "You are eager to do something good but no one offers you work?";
+ mes "Would you like to be a problem solver?";
+ mes "Eden group is here to solve your problem.";
+ next;
+ switch (select("Move to Eden Group.:Don't want to talk anymore.")) {
+ case 1:
+ mes "[Eden Teleport Officer]";
+ mes "Let's go to our secret base!";
+ set nak_warp,strnpcinfo(2);
+ close2;
+ warp "moc_para01",31,14;
+ end;
+ case 2:
+ mes "[Eden Teleport Officer]";
+ mes "If you don't know what to do for your future, don't hesitate to tell me. Just drop by and talk to me! Ok?";
+ close;
+ }
+}
+
+prontera,124,76,3 duplicate(eto) Eden Teleport Officer#1 729
+moc_ruins,68,164,3 duplicate(eto) Eden Teleport Officer#2 729
+geffen,132,66,3 duplicate(eto) Eden Teleport Officer#3 729
+alberta,124,67,3 duplicate(eto) Eden Teleport Officer#4 729
+aldebaran,133,119,5 duplicate(eto) Eden Teleport Officer#5 729
+izlude_in,68,162,1 duplicate(eto) Eden Teleport Officer#6 729
+prt_church,103,78,3 duplicate(eto) Eden Teleport Officer#7 729
+geffen_in,160,104,5 duplicate(eto) Eden Teleport Officer#8 729
+moc_prydb1,53,126,3 duplicate(eto) Eden Teleport Officer#9 729
+alberta_in,75,39,3 duplicate(eto) Eden Teleport Officer#10 729
+payon_in02,58,58,1 duplicate(eto) Eden Teleport Officer#11 729
+payon,177,111,3 duplicate(eto) Eden Teleport Officer#12 729
+que_ng,33,73,3 duplicate(eto) Eden Teleport Officer#13 729
+que_ng,144,161,5 duplicate(eto) Eden Teleport Officer#14 729
+yuno,144,189,5 duplicate(eto) Eden Teleport Officer#15 729
+rachel,125,144,3 duplicate(eto) Eden Teleport Officer#16 729
+
+moc_para01,30,10,0 script #eden_out 45,1,1,{
+
+OnTouch:
+ switch (nak_warp) {
+ case 1: warp "prontera",116,72; end;
+ case 2: warp "moc_ruins",64,161; end;
+ case 3: warp "geffen",120,39; end;
+ case 4: warp "alberta",117,56; end;
+ case 5: warp "aldebaran",168,112; end;
+ case 6: warp "izlude_in",73,165; end;
+ case 7: warp "prt_church",99,78; end;
+ case 8: warp "geffen_in",162,99; end;
+ case 9: warp "moc_prydb1",51,118; end;
+ case 10: warp "alberta_in",73,43; end;
+ case 11: warp "payon_in02",64,60; end;
+ case 12: warp "payon",161,58; end;
+ case 13: warp "que_ng",33,63; end;
+ case 14: warp "que_ng",144,166; end;
+ case 15: warp "yuno",158,125; end;
+ case 16: warp "rachel",115,125; end;
+ default: warp "prontera",116,72; end;
+ }
+ end;
+}
+
+moc_para01,47,39,3 script #warp_2_pass 111,{
+ if (countitem(6219) > 0) {
+ mes "[Lime Evenor]";
+ mes "Oh, it is an exclusive place only for Eden's members.";
+ mes "If you are a member, you can come whenever you want!";
+ next;
+ switch (select("Enter.:Don't Enter.")) {
+ case 1:
+ mes "This door is beautifully decorated but seems a little bit too heavy.";
+ close2;
+ warp "moc_para01",106,14;
+ end;
+ case 2:
+ mes "[Lime Evenor]";
+ mes "Well, if you are not interested.";
+ close;
+ }
+ }
+ mes "[Lime Evenor]";
+ mes "Oh, this is an exclusive place for Eden's members only.";
+ mes "If you want to go inside, you have to join the Eden Group.";
+ close;
+}
+
+moc_para01,16,22,7 script Old Adventurer#eden 900,{
+ mes "[Old Adventurer]";
+ mes "Harsh, I am strong enough even if I look old! What is his name? Lime Evenor? He just ignores me like I am a some kind of old senile bastard.";
+ next;
+ mes "[Old Adventurer]";
+ mes "I came here to join the Eden group! I don't deserve this!";
+ mes "Do you also think I look like I'm senile?";
+ close;
+}
+
+moc_para01,182,48,3 script Eden's Chief#eden 886,{
+ set .@eggf,rand(1,118);
+ set .@eggf_1,.@eggf + 1;
+ set .@eggf_2,.@eggf + 2;
+ set .@eggf_6,.@eggf + 6;
+ mes "[Eden's Chief]";
+ mes ""+.@eggf+".. "+.@eggf_1+"... "+.@eggf_2+".... "+.@eggf_6+"..?";
+ next;
+ emotion e_sob;
+ mes "[Eden's Chief]";
+ mes "Oh, Shoot! How many eggs have I done?";
+ mes "Aww!!! I totally forgot! I have to count again!";
+ next;
+ emotion e_sob;
+ mes "[Eden's Chief]";
+ mes "Why have you asked me to do this? What kind of mission is that?";
+ next;
+ emotion e_sob;
+ mes "[Eden's Chief]";
+ mes "What are you going to with all of those fried eggs? I am sure you can't eat all of them. You just want to bother me, right?";
+ close;
+}
+
+moc_para01,172,28,5 script Eden's Intern#eden 883,{
+ mes "[Eden's Intern]";
+ mes "Actually, I realized that.";
+ next;
+ mes "[Eden's Intern]";
+ mes "We have to work really hard unless you want to fail.";
+ next;
+ mes "[Eden's Intern]";
+ mes "But, I have never learned about pharmaceuticals yet.";
+ next;
+ mes "[Eden's Intern]";
+ mes "I'm going to fail. I can't do this.";
+ close;
+}
+
+moc_para01,20,35,5 script Office Assistant Neede 814,{
+ mes "[Neede]";
+ mes "I became a Eden's member several years ago, but it feels like it was yesterday.";
+ mes "I have been doing lots of work, so I didn't even notice how many years I spent here.";
+ next;
+ mes "[Neede]";
+ mes "It reminds me that it was like a war everyday.";
+ next;
+ mes "[Neede]";
+ mes "The chief of ^3131FFthe restaurant on the right side^000000";
+ mes "uses too much seasoning every time he cooks, the smell is all over the lobby. We have to open the window regularly because we can't stand the smell!";
+ next;
+ mes "[Neede]";
+ mes "And, do you see the ^3131FFgymnasium^000000 on the cross of ^3131FFthe north side of the lobby^000000? They always shout when they exercise, I can even hear them from here!";
+ next;
+ emotion e_ag;
+ mes "[Neede]";
+ mes "Besides, the weird girl from ^3131FFthe second floor^000000 is crying all the time. Her cries drive me crazy.";
+ next;
+ mes "[Neede]";
+ mes "Ah, that weird girl is actually our boss...";
+ next;
+ mes "[Neede]";
+ mes "I don't know what she has been up to. But she cries and shouts all the time. Oh, sometimes I hear 'Bang!', loud booming sounds... I don't know where it came from.";
+ next;
+ emotion e_omg;
+ mes "[Neede]";
+ mes "Wait!";
+ mes "Shh! It is a secret, you can't tell anybody!";
+ next;
+ mes "[Neede]";
+ emotion e_sigh;
+ mes "I don't trust Evenor. She never shows her feelings... she's going to snitch on me to my boss.";
+ next;
+ emotion e_pif,0,"Secretary Lime Evenor";
+ mes "[Lime Evenor]";
+ mes "I am not that kind of guy.";
+ next;
+ emotion e_wah;
+ mes "[Neede]";
+ mes "Huh? Did you hear that? Gosh~!";
+ close;
+}
diff --git a/npc/pre-re/quests/eden/eden_quests.txt b/npc/pre-re/quests/eden/eden_quests.txt
new file mode 100644
index 000000000..dc8cacf9c
--- /dev/null
+++ b/npc/pre-re/quests/eden/eden_quests.txt
@@ -0,0 +1,6025 @@
+//===== rAthena Script =======================================
+// Eden Group Quest - Quests NPCs
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.3
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= Eden Group Headquarter NPC's.
+//===== Additional Comments: =================================
+//= 1.0 First Version.
+//= 1.1 Removed unencoded comments (Korean -> Gibberish)
+//= Readded the GM helper NPC, commented out.
+//= 1.2 Some little optimization here and there. [Masao]
+//= 1.3 Added Instructor Ur and the new Quests which come
+//= alongside him. Special thanks to Chilly for the base. [Masao]
+//============================================================
+
+moc_para01,25,35,4 script Instructor Boya#para01 469,{
+
+ if (countitem(6219) > 0) {
+ if (para_suv01 == 0) {
+ mes "[Boya]";
+ mes "What's up?";
+ mes "If you have any normal missions use the bulletin board.";
+ next;
+ switch (select("What is your responsiblily?:Don't you have equipment?:Ignore.")) {
+ case 1:
+ mes "[Boya]";
+ mes "I give training missions to members.";
+ mes "That's why they participate in it.";
+ mes "If they don't want to get in trouble, it's essential.";
+ next;
+ mes "[Boya]";
+ mes "Through battle training they can improve their real experience.";
+ mes "The members that prove themselves will even get a reward.";
+ next;
+ mes "[Boya]";
+ mes "We gave them special equipmant that we have made.";
+ mes "These gifts are for people who are really doing their best.";
+ next;
+ mes "[Boya]";
+ mes "If you are curious, you can join.";
+ mes "The training battle course is not very difficult.";
+ mes "There's nothing to worry about.";
+ next;
+ mes "[Boya]";
+ mes "If you want to join, don't hesitate.";
+ next;
+ switch (select("Participate in the training.:Ignore.")) {
+ case 1:
+ mes "[Boya]";
+ mes "Really? You already seem ready.";
+ mes "We have a total of 3 steps for the training.";
+ mes "Let me see...";
+ next;
+ if (BaseLevel < 12) {
+ mes "[Boya]";
+ mes "Umm. You should raise your level more!";
+ mes "You need to be at least level 12!";
+ mes "I'm sorry but those are the rules.";
+ close;
+ }
+ if ((BaseLevel > 11) && (BaseLevel < 20)) {
+ mes "[Boya]";
+ mes "Really? You already seem ready.";
+ mes "We have a total of 3 steps for the training.";
+ mes "Let me see...";
+ next;
+ mes "[Boya]";
+ mes "The first step is course A.";
+ mes "Course A is called 'Conquer the Desert!'.";
+ mes "It's the most proper mission for your level.";
+ next;
+ mes "[Boya]";
+ mes "^4d4dffThere is a desert town called Morroc.";
+ mes "From there go south and then east. There is small oasis in the center of that field.^000000";
+ next;
+ mes "[Boya]";
+ mes "If you go there, you will find a dog around the oasis.";
+ mes "He is really mysterious and he can speak so don't be suprised.";
+ next;
+ mes "[Boya]";
+ mes "Tell the dog ^4d4dffBoya is really great.^000000";
+ mes "If you have any questions ask that dog.";
+ next;
+ mes "[Boya]";
+ mes "Why are you staring at me?";
+ mes "I had to come up with a password right?";
+ mes "What's wrong with that password?";
+ next;
+ mes "[Boya]";
+ mes "Anyway, that place is not far from here so, it is a reasonable place for a beginner like you.";
+ mes "Ok, may Freya bless you~!";
+ set para_suv01,1;
+ setquest 7128;
+ close;
+ }
+ if ((BaseLevel > 19) && (BaseLevel < 26)) {
+ mes "[Boya]";
+ mes "I'll send you to the first step of course B.";
+ mes "Course B is called 'Conquer the Culvert!'.";
+ mes "It's the most proper mission for your level.";
+ next;
+ mes "[Boya]";
+ mes "You need to register to explore the culvert in Prontera at the Knight Guild.";
+ mes "After registering there go to the western gate of Prontera. The manager of the culvert is near the entrance.";
+ next;
+ mes "[Boya]";
+ mes "Once you enter the culvert you can find a dispatched cat. Don't be surprised if he talks to you.";
+ next;
+ mes "[Boya]";
+ mes "Tell the cat ^4d4dffBoya's help is like a giant and beautiful tuna^000000.";
+ mes "He is really mysterious and he can speak so don't be suprised.";
+ mes "He will give you a battle target when you tell him that.";
+ mes "If you have any questions ask the cat.";
+ next;
+ mes "[Boya]";
+ mes "Why are you staring at me like that?";
+ mes "It's just a password that I made up.";
+ next;
+ mes "[Boya]";
+ mes "Anyway...";
+ mes "That place is nor far from here so, it is a reasonable place for a beginner like you.";
+ mes "Ok, may Freya bless you~!";
+ set para_suv01,6;
+ setquest 7133;
+ close;
+ }
+ if ((BaseLevel > 25) && (BaseLevel < 33)) {
+ mes "[Boya]";
+ mes "Cool.";
+ mes "Let me choose a proper place for you.";
+ next;
+ mes "[Boya]";
+ mes "I'll send you to the second step of course A.";
+ mes "This course is called 'Conquer the Ghost Cave!'.";
+ mes "It's the most proper mission for your level.";
+ next;
+ mes "[Boya]";
+ mes "There is a small archer village north of Payon.";
+ mes "There is a cave on the western hill of the archer village.";
+ next;
+ mes "[Boya]";
+ mes "We have dispatched someone in front of the cave.";
+ mes "His name is... um...";
+ mes "...";
+ next;
+ mes "[Boya]";
+ mes "Anyway he is one of us so he will know me.";
+ mes "He will give you a mission.";
+ mes "If you have questions ask him.";
+ next;
+ mes "[Boya]";
+ mes "Why are you staring at me?";
+ mes "We haven't met for a long time that's why I can't remember his name!";
+ next;
+ mes "[Boya]";
+ mes "Anyway...";
+ mes "That place is not far from here so, come back quickly.";
+ mes "Ok, may Freya bless you~!";
+ set para_suv01,13;
+ setquest 7138;
+ close;
+ }
+ if ((BaseLevel > 32) && (BaseLevel < 40)) {
+ mes "[Boya]";
+ mes "I'll send you to the 2nd step of course B.";
+ mes "This course is called 'Conquer Anthell!'.";
+ mes "It's the most proper mission for your level.";
+ next;
+ mes "[Boya]";
+ mes "Travel just southwest of Morroc City.";
+ mes "There you will find a hole in the ground to a cave called Anthell.";
+ next;
+ mes "[Boya]";
+ mes "There are lots of ants in there. kk?";
+ mes "It is also covered in sand so be careful in there ok.";
+ next;
+ mes "[Boya]";
+ mes "That's why it's called ant hell.";
+ mes "One of our members will be waiting there.";
+ mes "His name is... K? M? Hmm? Anyway I can't remember.";
+ next;
+ mes "[Boya]";
+ mes "He is one of us so he will know me.";
+ mes "He will give you a mission.";
+ mes "If you have any questions ask him.";
+ next;
+ mes "[Boya]";
+ mes "Why are you staring at me?";
+ mes "We haven't met for a long time that's why I can't remember his name!";
+ next;
+ mes "[Boya]";
+ mes "Anyway...";
+ mes "That place is not far from here so, come back quickly.";
+ mes "Ok, blessing you~!!";
+ set para_suv01,17;
+ setquest 7142;
+ close;
+ }
+ if ((BaseLevel > 39) && (BaseLevel < 50)) {
+ mes "[Boya]";
+ mes "You are on the third step of course A.";
+ mes "This course is called 'Conquer Orc village!'.";
+ mes "Let me see...";
+ next;
+ mes "[Boya]";
+ mes "Go through the gate of Prontera and keep walking to the west. Orc Village is in that direction.";
+ mes "Or you can go out through the western gate of Geffen and keep heading southeast..";
+ next;
+ mes "[Boya]";
+ mes "Umm. Orc village has a Kafra Employee dispatched there so you could use the Kafra services..";
+ mes "It's up to you.";
+ next;
+ mes "[Boya]";
+ mes "One of our dispatched members is waiting in the building near the Kafra Employee.";
+ next;
+ mes "[Boya]";
+ mes "She will explain what needs to be done there.";
+ mes "If you have any questions ask her.";
+ next;
+ mes "[Boya]";
+ mes "Ok, may Freya bless you!";
+ set para_suv01,24;
+ setquest 7147;
+ close;
+ }
+ if ((BaseLevel > 49) && (BaseLevel < 60)) {
+ mes "[Boya]";
+ mes "You are on the third step of course B.";
+ mes "This course is called 'Conquer Orc dungeon!'.";
+ mes "It's the most proper mission for your level.";
+ next;
+ mes "[Boya]";
+ mes "Go through the gate of Prontera and keep walking to the west. Orc Village is in that direction.";
+ mes "Or you can go out through the western gate of Geffen and keep heading southeast..";
+ next;
+ mes "[Boya]";
+ mes "Umm. Orc village has a Kafra Employee dispatched there so you could use the Kafra services..";
+ mes "It's up to you.";
+ next;
+ mes "[Boya]";
+ mes "One of our dispatched members is waiting in the building near the Kafra Employee.";
+ next;
+ mes "[Boya]";
+ mes "She will explain what needs to be done there.";
+ mes "If you have any questions ask her.";
+ next;
+ mes "[Boya]";
+ mes "Ok, may Freya bless you!";
+ set para_suv01,29;
+ setquest 7152;
+ close;
+ }
+ if (BaseLevel > 59) {
+ mes "[Boya]";
+ mes "You are on the last step.";
+ mes "This course is called 'Conquer the Ocean City!'.";
+ mes "I don't know if it is the proper course or not, but anyway it's the last course of our training.";
+ next;
+ mes "[Boya]";
+ mes "First take a ship to to Byalan Island from Izlude!";
+ mes "There is an underground cave. Go in and get to the bottom floor where you will find a historic underwater city..";
+ next;
+ mes "[Boya]";
+ mes "Although it's underwater, you can breath so don't worry.";
+ mes "There is a dispatched trainee around the entrance of the Ocean City.";
+ next;
+ mes "[Boya]";
+ mes "Tell him that I sent you and follow his directions.";
+ mes "Ok, may Freya bless you!";
+ set para_suv01,33;
+ setquest 7156;
+ close;
+ }
+ case 2:
+ mes "[Boya]";
+ mes "It's all your decision.";
+ mes "It's not my business but you should probably reconsider.";
+ close;
+ }
+ case 2:
+ mes "[Boya]";
+ mes "Huh?";
+ mes "You are so honest!";
+ mes "Gosh. You wanted to know something about equipment?";
+ next;
+ mes "[Boya]";
+ mes "I have a uniform set which is free for our group members.";
+ mes "But, I can't give it for free.";
+ next;
+ mes "[Boya]";
+ mes "We give it to great participants who do their best in the training.";
+ next;
+ mes "-Boya eyes you from top to bottom.";
+ mes "Hmm... he seems to think something is wrong.-";
+ next;
+ mes "[Boya]";
+ mes "Due to emotion.";
+ next;
+ select("What?!");
+ mes "[Boya]";
+ mes "So, will you join the training or not?";
+ mes "I look a little bit funny, actually I am really busy I was called shining Rune Knight.";
+ mes "Make a decision, hurry.";
+ next;
+ switch (select("Participate in the training.:Refuse!!")) {
+ case 1:
+ mes "[Boya]";
+ mes "Really? You already seem ready.";
+ mes "We have a total of 3 steps for the training.";
+ mes "Let me see...";
+ next;
+ if (BaseLevel < 12) {
+ mes "[Boya]";
+ mes "Umm. You should raise your level more!";
+ mes "You need to be at least level 12!";
+ mes "I'm sorry but those are the rules.";
+ close;
+ }
+ if ((BaseLevel > 11) && (BaseLevel < 20)) {
+ mes "[Boya]";
+ mes "Really? You already seem ready.";
+ mes "We have a total of 3 steps for the training.";
+ mes "Let me see...";
+ next;
+ mes "[Boya]";
+ mes "The first step is course A.";
+ mes "Course A is called 'Conquer the Desert!'.";
+ mes "It's the most proper mission for your level.";
+ next;
+ mes "[Boya]";
+ mes "^4d4dffThere is a desert town called Morroc.";
+ mes "From there go south and then east. There is small oasis in the center of that field.^000000";
+ next;
+ mes "[Boya]";
+ mes "If you go there, you will find a dog around the oasis.";
+ mes "He is really mysterious and he can speak so don't be suprised.";
+ next;
+ mes "[Boya]";
+ mes "Tell the dog ^4d4dffBoya is really great.^000000";
+ mes "If you have any questions ask that dog.";
+ next;
+ mes "[Boya]";
+ mes "Why are you staring at me?";
+ mes "I had to come up with a password right?";
+ mes "What's wrong with that password?";
+ next;
+ mes "[Boya]";
+ mes "Anyway, that place is not far from here so, it is a reasonable place for a beginner like you.";
+ mes "Ok, may Freya bless you~!";
+ set para_suv01,1;
+ setquest 7128;
+ close;
+ }
+ if ((BaseLevel > 19) && (BaseLevel < 26)) {
+ mes "[Boya]";
+ mes "I'll send you to the first step of course B.";
+ mes "Course B is called 'Conquer the Culvert!'.";
+ mes "It's the most proper mission for your level.";
+ next;
+ mes "[Boya]";
+ mes "You need to register to explore the culvert in Prontera at the Knight Guild.";
+ mes "After registering there go to the western gate of Prontera. The manager of the culvert is near the entrance.";
+ next;
+ mes "[Boya]";
+ mes "Once you enter the culvert you can find a dispatched cat. Don't be surprised if he talks to you.";
+ next;
+ mes "[Boya]";
+ mes "Tell the cat ^4d4dffBoya's help is like a giant and beautiful tuna^000000.";
+ mes "He is really mysterious and he can speak so don't be suprised.";
+ mes "He will give you a battle target when you tell him that.";
+ mes "If you have any questions ask the cat.";
+ next;
+ mes "[Boya]";
+ mes "Why are you staring at me like that?";
+ mes "It's just a password that I made up.";
+ next;
+ mes "[Boya]";
+ mes "Anyway...";
+ mes "That place is nor far from here so, it is a reasonable place for a beginner like you.";
+ mes "Ok, may Freya bless you~!";
+ set para_suv01,6;
+ setquest 7133;
+ close;
+ }
+ if ((BaseLevel > 25) && (BaseLevel < 33)) {
+ mes "[Boya]";
+ mes "Cool.";
+ mes "Let me choose a proper place for you.";
+ next;
+ mes "[Boya]";
+ mes "I'll send you to the second step of course A.";
+ mes "This course is called 'Conquer the Ghost Cave!'.";
+ mes "It's the most proper mission for your level.";
+ next;
+ mes "[Boya]";
+ mes "There is a small archer village north of Payon.";
+ mes "There is a cave on the western hill of the archer village.";
+ next;
+ mes "[Boya]";
+ mes "We have dispatched someone in front of the cave.";
+ mes "His name is... um...";
+ mes "...";
+ next;
+ mes "[Boya]";
+ mes "Anyway he is one of us so he will know me.";
+ mes "He will give you a mission.";
+ mes "If you have questions ask him.";
+ next;
+ mes "[Boya]";
+ mes "Why are you staring at me?";
+ mes "We haven't met for a long time that's why I can't remember his name!";
+ next;
+ mes "[Boya]";
+ mes "Anyway...";
+ mes "That place is not far from here so, come back quickly.";
+ mes "Ok, may Freya bless you~!";
+ set para_suv01,13;
+ setquest 7138;
+ close;
+ }
+ if ((BaseLevel > 32) && (BaseLevel < 40)) {
+ mes "[Boya]";
+ mes "I'll send you to the 2nd step of course B.";
+ mes "This course is called 'Conquer Anthell!'.";
+ mes "It's the most proper mission for your level.";
+ next;
+ mes "[Boya]";
+ mes "Travel just southwest of Morroc City.";
+ mes "There you will find a hole in the ground to a cave called Anthell.";
+ next;
+ mes "[Boya]";
+ mes "There are lots of ants in there. kk?";
+ mes "It is also covered in sand so be careful in there ok.";
+ next;
+ mes "[Boya]";
+ mes "That's why it's called ant hell.";
+ mes "One of our members will be waiting there.";
+ mes "His name is... K? M? Hmm? Anyway I can't remember.";
+ next;
+ mes "[Boya]";
+ mes "He is one of us so he will know me.";
+ mes "He will give you a mission.";
+ mes "If you have any questions ask him.";
+ next;
+ mes "[Boya]";
+ mes "Why are you staring at me?";
+ mes "We haven't met for a long time that's why I can't remember his name!";
+ next;
+ mes "[Boya]";
+ mes "Anyway...";
+ mes "That place is not far from here so, come back quickly.";
+ mes "Ok, blessing you~!!";
+ set para_suv01,17;
+ setquest 7142;
+ close;
+ }
+ if ((BaseLevel > 39) && (BaseLevel < 50)) {
+ mes "[Boya]";
+ mes "You are on the third step of course A.";
+ mes "This course is called 'Conquer Orc village!'.";
+ mes "Let me see...";
+ next;
+ mes "[Boya]";
+ mes "Go through the gate of Prontera and keep walking to the west. Orc Village is in that direction.";
+ mes "Or you can go out through the western gate of Geffen and keep heading southeast..";
+ next;
+ mes "[Boya]";
+ mes "Umm. Orc village has a Kafra Employee dispatched there so you could use the Kafra services..";
+ mes "It's up to you.";
+ next;
+ mes "[Boya]";
+ mes "One of our dispatched members is waiting in the building near the Kafra Employee.";
+ next;
+ mes "[Boya]";
+ mes "She will explain what needs to be done there.";
+ mes "If you have any questions ask her.";
+ next;
+ mes "[Boya]";
+ mes "Ok, may Freya bless you!";
+ set para_suv01,24;
+ setquest 7147;
+ close;
+ }
+ if ((BaseLevel > 49) && (BaseLevel < 60)) {
+ mes "[Boya]";
+ mes "You are on the third step of course B.";
+ mes "This course is called 'Conquer Orc dungeon!'.";
+ mes "It's the most proper mission for your level.";
+ next;
+ mes "[Boya]";
+ mes "Go through the gate of Prontera and keep walking to the west. Orc Village is in that direction.";
+ mes "Or you can go out through the western gate of Geffen and keep heading southeast..";
+ next;
+ mes "[Boya]";
+ mes "Umm. Orc village has a Kafra Employee dispatched there so you could use the Kafra services..";
+ mes "It's up to you.";
+ next;
+ mes "[Boya]";
+ mes "One of our dispatched members is waiting in the building near the Kafra Employee.";
+ next;
+ mes "[Boya]";
+ mes "She will explain what needs to be done there.";
+ mes "If you have any questions ask her.";
+ next;
+ mes "[Boya]";
+ mes "Ok, may Freya bless you!";
+ set para_suv01,29;
+ setquest 7152;
+ close;
+ }
+ if (BaseLevel > 59) {
+ mes "[Boya]";
+ mes "You are on the last step.";
+ mes "This course is called 'Conquer the Ocean City!'.";
+ mes "I don't know if it is the proper course or not, but anyway it's the last course of our training.";
+ next;
+ mes "[Boya]";
+ mes "First take a ship to to Byalan Island from Izlude!";
+ mes "There is an underground cave. Go in and get to the bottom floor where you will find a historic underwater city..";
+ next;
+ mes "[Boya]";
+ mes "Although it's underwater, you can breath so don't worry.";
+ mes "There is a dispatched trainee around the entrance of the Ocean City.";
+ next;
+ mes "[Boya]";
+ mes "Tell him that I sent you and follow his directions.";
+ mes "Ok, may Freya bless you!";
+ set para_suv01,33;
+ setquest 7156;
+ close;
+ }
+ case 2:
+ mes "[Boya]";
+ mes "You are so rude!";
+ specialeffect2 EF_HIT1;
+ percentheal -50,0;
+ next;
+ mes "-Beats quickly and this shining Rune Knight turns invisible.";
+ mes "It hurts too much-";
+ close;
+ }
+ case 3:
+ mes "[Boya]";
+ mes "Don't bother me.";
+ close;
+ }
+ }
+ if ((para_suv01 > 0) && (para_suv01 < 5)) {
+ mes "[Boya]";
+ mes "Hey, I already talked all about the training areas.";
+ mes "I will explain again please concentrate.";
+ next;
+ mes "[Boya]";
+ mes "An oasis souteast of Morroc.";
+ mes "There is a big dog in the center.";
+ mes "The detailed story is written in the log, see?";
+ close;
+ }
+ if (para_suv01 == 5) {
+ mes "[Boya]";
+ mes "Oh you've come back.";
+ mes "Good job.";
+ mes "Now you are adapting.";
+ next;
+ mes "[Boya]";
+ mes "Completed step 1.";
+ mes "Congratulations.";
+ mes "We will give you a uniform and some equipment.";
+ next;
+ mes "[Boya]";
+ mes "Can you see a large blue gate next to the board?";
+ mes "Go inside then keep walking until the end of the right passage. There is an equipment storage there.";
+ next;
+ mes "[Boya]";
+ mes "Inform the manager that I sent you. He will give you some stuff.";
+ mes "Go go go!";
+ set para_suv01,11;
+ completequest 7132;
+ close;
+ }
+ if ((para_suv01 > 5) && (para_suv01 < 10)) {
+ mes "[Boya]";
+ mes "The training name was 'Conquer the Culvert!.";
+ mes "Did you explore the culvert fully?";
+ next;
+ mes "[Boya]";
+ mes "Come back when you've completed all the courses from the local trainer.";
+ close;
+ }
+ if (para_suv01 == 10) {
+ mes "[Boya]";
+ mes "Oh you're back.";
+ mes "Good job.";
+ mes "Now you are adapting.";
+ next;
+ mes "[Boya]";
+ mes "Completed step 1.";
+ mes "Congratulations.";
+ mes "My team will give you a uniform and some equipment.";
+ next;
+ mes "[Boya]";
+ mes "Can you see a large blue gate next to the board?";
+ mes "Go inside then keep walking until the end of the right passage. There is an equipment storage there.";
+ next;
+ mes "[Boya]";
+ mes "Inform the manager that I sent you. He will give you some stuff.";
+ mes "Go go go!";
+ set para_suv01,11;
+ completequest 7137;
+ close;
+ }
+ if (para_suv01 == 11) {
+ mes "[Boya]";
+ mes "What are you doing?";
+ mes "Get the equipment from the storage manager.";
+ mes "Our uniform is pretty awesome haha.";
+ close;
+ }
+ if (para_suv01 == 12) {
+ mes "[Boya]";
+ mes "Um, did you like the supplies?";
+ mes "I like the red hat.";
+ mes "The red ribbon is really cute.";
+ next;
+ if (BaseLevel > 25) {
+ mes "[Boya]";
+ mes "And you seem to.";
+ mes "Able to take upper class, now.";
+ mes "What about it, do you want?";
+ next;
+ switch (select("No, way.:Absolutely, I will.")) {
+ case 1:
+ mes "[Boya]";
+ mes "Really?";
+ mes "Actually I don't care but the uniform will be changed as upper class.";
+ close;
+ case 2:
+ mes "[Boya]";
+ mes "Cool.";
+ mes "Let me choose a proper place for you.";
+ next;
+ if ((BaseLevel > 25) && (BaseLevel < 33)) {
+ mes "[Boya]";
+ mes "Cool.";
+ mes "Let me choose a proper place for you.";
+ next;
+ mes "[Boya]";
+ mes "I'll send you to the second step of course A.";
+ mes "This course is called 'Conquer the Ghost Cave!'.";
+ mes "It's the most proper mission for your level.";
+ next;
+ mes "[Boya]";
+ mes "There is a small archer village north of Payon.";
+ mes "There is a cave on the western hill of the archer village.";
+ next;
+ mes "[Boya]";
+ mes "We have dispatched someone in front of the cave.";
+ mes "His name is... um...";
+ mes "...";
+ next;
+ mes "[Boya]";
+ mes "Anyway he is one of us so he will know me.";
+ mes "He will give you a mission.";
+ mes "If you have questions ask him.";
+ next;
+ mes "[Boya]";
+ mes "Why are you staring at me?";
+ mes "We haven't met for a long time that's why I can't remember his name!";
+ next;
+ mes "[Boya]";
+ mes "Anyway...";
+ mes "That place is not far from here so, come back quickly.";
+ mes "Ok, may Freya bless you~!";
+ set para_suv01,13;
+ setquest 7138;
+ close;
+ }
+ if ((BaseLevel > 32) && (BaseLevel < 40)) {
+ mes "[Boya]";
+ mes "I'll send you to the 2nd step of course B.";
+ mes "This course is called 'Conquer Anthell!'.";
+ mes "It's the most proper mission for your level.";
+ next;
+ mes "[Boya]";
+ mes "Travel just southwest of Morroc City.";
+ mes "There you will find a hole in the ground to a cave called Anthell.";
+ next;
+ mes "[Boya]";
+ mes "There are lots of ants in there. kk?";
+ mes "It is also covered in sand so be careful in there ok.";
+ next;
+ mes "[Boya]";
+ mes "That's why it's called ant hell.";
+ mes "One of our members will be waiting there.";
+ mes "His name is... K? M? Hmm? Anyway I can't remember.";
+ next;
+ mes "[Boya]";
+ mes "He is one of us so he will know me.";
+ mes "He will give you a mission.";
+ mes "If you have any questions ask him.";
+ next;
+ mes "[Boya]";
+ mes "Why are you staring at me?";
+ mes "We haven't met for a long time that's why I can't remember his name!";
+ next;
+ mes "[Boya]";
+ mes "Anyway...";
+ mes "That place is not far from here so, come back quickly.";
+ mes "Ok, blessing you~!!";
+ set para_suv01,17;
+ setquest 7142;
+ close;
+ }
+ if ((BaseLevel > 39) && (BaseLevel < 50)) {
+ mes "[Boya]";
+ mes "You are on the third step of course A.";
+ mes "This course is called 'Conquer Orc village!'.";
+ mes "Let me see...";
+ next;
+ mes "[Boya]";
+ mes "Go through the gate of Prontera and keep walking to the west. Orc Village is in that direction.";
+ mes "Or you can go out through the western gate of Geffen and keep heading southeast..";
+ next;
+ mes "[Boya]";
+ mes "Umm. Orc village has a Kafra Employee dispatched there so you could use the Kafra services..";
+ mes "It's up to you.";
+ next;
+ mes "[Boya]";
+ mes "One of our dispatched members is waiting in the building near the Kafra Employee.";
+ next;
+ mes "[Boya]";
+ mes "She will explain what needs to be done there.";
+ mes "If you have any questions ask her.";
+ next;
+ mes "[Boya]";
+ mes "Ok, may Freya bless you!";
+ set para_suv01,24;
+ setquest 7147;
+ close;
+ }
+ if ((BaseLevel > 49) && (BaseLevel < 60)) {
+ mes "[Boya]";
+ mes "You are on the third step of course B.";
+ mes "This course is called 'Conquer Orc dungeon!'.";
+ mes "It's the most proper mission for your level.";
+ next;
+ mes "[Boya]";
+ mes "Go through the gate of Prontera and keep walking to the west. Orc Village is in that direction.";
+ mes "Or you can go out through the western gate of Geffen and keep heading southeast..";
+ next;
+ mes "[Boya]";
+ mes "Umm. Orc village has a Kafra Employee dispatched there so you could use the Kafra services..";
+ mes "It's up to you.";
+ next;
+ mes "[Boya]";
+ mes "One of our dispatched members is waiting in the building near the Kafra Employee.";
+ next;
+ mes "[Boya]";
+ mes "She will explain what needs to be done there.";
+ mes "If you have any questions ask her.";
+ next;
+ mes "[Boya]";
+ mes "Ok, may Freya bless you!";
+ set para_suv01,29;
+ setquest 7152;
+ close;
+ }
+ if (BaseLevel > 59) {
+ mes "[Boya]";
+ mes "You are on the last step.";
+ mes "This course is called 'Conquer the Ocean City!'.";
+ mes "I don't know if it is the proper course or not, but anyway it's the last course of our training.";
+ next;
+ mes "[Boya]";
+ mes "First take a ship to to Byalan Island from Izlude!";
+ mes "There is an underground cave. Go in and get to the bottom floor where you will find a historic underwater city..";
+ next;
+ mes "[Boya]";
+ mes "Although it's underwater, you can breath so don't worry.";
+ mes "There is a dispatched trainee around the entrance of the Ocean City.";
+ next;
+ mes "[Boya]";
+ mes "Tell him that I sent you and follow his directions.";
+ mes "Ok, may Freya bless you!";
+ set para_suv01,33;
+ setquest 7156;
+ close;
+ }
+ }
+ }
+ mes "[Boya]";
+ mes "The battle training is organized into steps.";
+ mes "When you able to join next step come back again after leveling more.";
+ next;
+ mes "[Boya]";
+ mes "The next training step is available for those over Level 26.";
+ mes "When you reach that level, come by again. get it?";
+ close;
+ }
+ if ((para_suv01 > 12) && (para_suv01 < 16)) {
+ mes "[Boya]";
+ mes "The training area is at the north cave of Payon.";
+ mes "A staff member is already dispatched there.";
+ mes "Find him and follow his directions.";
+ close;
+ }
+ if (para_suv01 == 16) {
+ mes "[Boya]";
+ mes "You finished the second step of training.";
+ mes "Now do you understand how this world is organized?";
+ next;
+ mes "[Boya]";
+ mes "I will certify that you completed the training.";
+ mes "The person in charge of equipment storage will supply you with what you need.";
+ next;
+ mes "[Boya]";
+ mes "Choose an equipment that fits your particular set of skills.";
+ set para_suv01,22;
+ completequest 7141;
+ close;
+ }
+ if ((para_suv01 > 16) && (para_suv01 < 21)) {
+ mes "[Boya]";
+ mes "The training area is southwest of Morroc.";
+ mes "Enter the Saint Darmain Fortress to reach it directly.";
+ next;
+ mes "[Boya]";
+ mes "There's someone there named... Uh... he is waiting for you to follow his direction.";
+ close;
+ }
+ if (para_suv01 == 21) {
+ mes "[Boya]";
+ mes "You finished the second step of training.";
+ mes "Now do you understand how this world is organized?";
+ next;
+ mes "[Boya]";
+ mes "I will certify that you completed the training.";
+ mes "The person in charge of equipment storage will supply you with what you need.";
+ next;
+ mes "[Boya]";
+ mes "The person in charge of equipment storage will supply you with what you need.";
+ set para_suv01,22;
+ completequest 7146;
+ close;
+ }
+ if (para_suv01 == 22) {
+ mes "[Boya]";
+ mes "We serve trainees with equipment and armor after passing the second step of training.";
+ mes "Go to the storage and meet the person in charge there.";
+ next;
+ mes "[Boya]";
+ mes "To find the storage pass the blue gate next to the mission board then at the end of the hallway to the right side.";
+ close;
+ }
+ if (para_suv01 == 23) {
+ mes "[Boya]";
+ mes "Hey long time no see.";
+ mes "So what's up?";
+ next;
+ switch (select("I want to join training.:Nothing.")) {
+ case 1:
+ mes "[Boya]";
+ mes "Hmm... really?";
+ mes "Let me see... which step is good for you...";
+ next;
+ if ((BaseLevel > 39) && (BaseLevel < 50)) {
+ mes "[Boya]";
+ mes "You are on the third step of course A.";
+ mes "This course is called 'Conquer Orc village!'.";
+ mes "Let me see...";
+ next;
+ mes "[Boya]";
+ mes "Go through the gate of Prontera and keep walking to the west. Orc Village is in that direction.";
+ mes "Or you can go out through the western gate of Geffen and keep heading southeast..";
+ next;
+ mes "[Boya]";
+ mes "Umm. Orc village has a Kafra Employee dispatched there so you could use the Kafra services..";
+ mes "It's up to you.";
+ next;
+ mes "[Boya]";
+ mes "One of our dispatched members is waiting in the building near the Kafra Employee.";
+ next;
+ mes "[Boya]";
+ mes "She will explain what needs to be done there.";
+ mes "If you have any questions ask her.";
+ next;
+ mes "[Boya]";
+ mes "Ok, may Freya bless you!";
+ set para_suv01,24;
+ setquest 7147;
+ close;
+ }
+ if ((BaseLevel > 49) && (BaseLevel < 60)) {
+ mes "[Boya]";
+ mes "You are on the third step of course B.";
+ mes "This course is called 'Conquer Orc dungeon!'.";
+ mes "It's the most proper mission for your level.";
+ next;
+ mes "[Boya]";
+ mes "Go through the gate of Prontera and keep walking to the west. Orc Village is in that direction.";
+ mes "Or you can go out through the western gate of Geffen and keep heading southeast..";
+ next;
+ mes "[Boya]";
+ mes "Umm. Orc village has a Kafra Employee dispatched there so you could use the Kafra services..";
+ mes "It's up to you.";
+ next;
+ mes "[Boya]";
+ mes "One of our dispatched members is waiting in the building near the Kafra Employee.";
+ next;
+ mes "[Boya]";
+ mes "She will explain what needs to be done there.";
+ mes "If you have any questions ask her.";
+ next;
+ mes "[Boya]";
+ mes "Ok, may Freya bless you!";
+ set para_suv01,29;
+ setquest 7152;
+ close;
+ }
+ if (BaseLevel > 59) {
+ mes "[Boya]";
+ mes "You are on the last step.";
+ mes "This course is called 'Conquer the Ocean City!'.";
+ mes "I don't know if it is the proper course or not, but anyway it's the last course of our training.";
+ next;
+ mes "[Boya]";
+ mes "First take a ship to to Byalan Island from Izlude!";
+ mes "There is an underground cave. Go in and get to the bottom floor where you will find a historic underwater city..";
+ next;
+ mes "[Boya]";
+ mes "Although it's underwater, you can breath so don't worry.";
+ mes "There is a dispatched trainee around the entrance of the Ocean City.";
+ next;
+ mes "[Boya]";
+ mes "Tell him that I sent you and follow his directions.";
+ mes "Ok, may Freya bless you!";
+ set para_suv01,33;
+ setquest 7156;
+ close;
+ }
+ mes "[Boya]";
+ mes "Sooo sorry but to join this training You need to be at least level 40.";
+ mes "Concentrate to become higher level then come back.";
+ close;
+ case 2:
+ mes "[Boya]";
+ mes "Did you come to see me?";
+ mes "Just that? Without anything?";
+ mes "At could have least brought some chocolate...";
+ next;
+ mes "[Boya]";
+ mes "Banana roll or stripe straw... anything.";
+ mes "Oh, I don't eat snacks with cinnamon...";
+ close;
+ }
+ }
+ if ((para_suv01 > 23) && (para_suv01 < 28)) {
+ mes "[Boya]";
+ mes "Umm. Orc village has a Kafra Employee there so you can use the Kafra services.";
+ next;
+ mes "[Boya]";
+ mes "One of our dispatched members is waiting in the building near the Kafra Employee.";
+ close;
+ }
+ if (para_suv01 == 28) {
+ mes "[Boya]";
+ mes "Cool! You passed the third step of training.";
+ mes "I will certify that you completed the training.";
+ mes "The person in charge of equipment storage will supply you with some equipment.";
+ next;
+ mes "[Boya]";
+ mes "We serve trainees with equipment and armor after passing the second step of training.";
+ mes "Go to the storage and meet the person in charge there.";
+ next;
+ mes "[Boya]";
+ mes "To find the storage pass the blue gate next to the mission board then at the end of the hallway to the right side.";
+ set para_suv01,37;
+ completequest 7151;
+ close;
+ }
+ if ((para_suv01 > 28) && (para_suv01 < 32)) {
+ mes "[Boya]";
+ mes "Umm. Orc village has a Kafra Employee there so you can use the Kafra services there.";
+ next;
+ mes "[Boya]";
+ mes "One of our dispatched members is waiting in the building near the Kafra Employee.";
+ close;
+ }
+ if (para_suv01 == 32) {
+ mes "[Boya]";
+ mes "Cool! You passed the third step of training.";
+ mes "I will certify that you completed the training.";
+ mes "The person in charge of equipment storage will supply you with some equipment.";
+ next;
+ mes "[Boya]";
+ mes "We serve trainees with equipment and armor after passing the second step of training.";
+ mes "Go to the storage and meet the person in charge there.";
+ next;
+ mes "[Boya]";
+ mes "To find the storage pass the blue gate next to the mission board then at the end of the hallway to the right side.";
+ set para_suv01,37;
+ completequest 7155;
+ close;
+ }
+ if ((para_suv01 > 32) && (para_suv01 < 36)) {
+ mes "[Boya]";
+ mes "First take a ship toward to Bayalan from Izlude!";
+ mes "There is an underground cave. Go in and get to the bottom floor where you will find a historic underwater city..";
+ next;
+ mes "[Boya]";
+ mes "There is a dispatched trainee around the entrance of the Ocean City.";
+ close;
+ }
+ if (para_suv01 == 36) {
+ mes "[Boya]";
+ mes "Cool! You passed the third step of training.";
+ mes "I will certify that you completed the training.";
+ mes "The person in charge of equipment storage will supply you with some equipment.";
+ next;
+ mes "[Boya]";
+ mes "We serve trainees with equipment and armor after passing the second step of training.";
+ mes "Go to the storage and meet the person in charge there.";
+ next;
+ mes "[Boya]";
+ mes "To find the storage pass the blue gate next to the mission board then at the end of the hallway to the right side.";
+ set para_suv01,37;
+ completequest 7159;
+ close;
+ }
+ if (para_suv01 == 37) {
+ mes "[Boya]";
+ mes "If you finish all of the steps go and get your supplies.";
+ mes "We offer equipment to those who complete the training.";
+ next;
+ mes "[Boya]";
+ mes "We might serve you other things.";
+ mes "If you have any questions, ask the person in charge of the arsenal.";
+ next;
+ mes "[Boya]";
+ mes "The arsenal is past the blue gate and at the end of the right side of the passage.";
+ close;
+ }
+ if (para_suv01 >= 38) {
+ mes "[Boya]";
+ mes "My boss created all the courses for the training.";
+ mes "After he manufactured the uniform and supplies he changed his mind and said that he can't give them for free.";
+ next;
+ mes "[Boya]";
+ mes "People who show their effort for my team and the world can get some supplies.";
+ mes "That's why these courses were made.";
+ next;
+ mes "[Boya]";
+ mes "Basically we are supposed to offer these supplies for beginners";
+ mes "but if experts want to participate this training, we accept them.";
+ next;
+ mes "[Boya]";
+ mes "Although the uniform and equipment might be useless.";
+ mes "participating in this training means they want to become a member of our group.";
+ next;
+ mes "[Boya]";
+ mes "Yes that's all.";
+ mes "That's why when we decided a hat design it was really difficult.";
+ next;
+ mes "[Boya]";
+ mes "Remember this when you use the equipment.";
+ mes "But if you decide to sell or trade them off, it is none of our concern.";
+ close;
+ }
+ mes "[Boya]";
+ mes "What do you want?";
+ mes "I doubt that you need more training.";
+ next;
+ mes "[Boya]";
+ mes "There is nothing more I can teach a battle master such as yourself.";
+ close;
+ }
+ mes "[Boya]";
+ mes "You are not in my group are you?";
+ mes "I don't have anything to say to outsiders.";
+ mes "If you want something register with my group.";
+ next;
+ mes "[Boya]";
+ mes "To register with the Eden Group ask Laime Evenor next to me.";
+ close;
+}
+
+moc_fild11,180,253,5 script Talking Dog#para03 972,{
+
+ if (para_suv01 == 1) {
+ mes "[Talking Dog]";
+ mes "kkkkuuuuahhh.";
+ mes "rrrrrruuuuhh.";
+ mes "bowwow..";
+ next;
+ mes "[Talking Dog]";
+ mes "What's up?";
+ mes "You are!";
+ mes "A member of the Eden Group.";
+ mes "Have you come to give me a meal? I don't like drinks.";
+ next;
+ switch (select("Boya is really perfect.:Boya is really great.:Boya is really soft.")) {
+ case 1:
+ mes "[Talking Dog]";
+ mes "Uhh...";
+ mes "What are you saying.";
+ close;
+ case 2:
+ mes "[Talking Dog]";
+ mes "Ahh... um...";
+ mes "Gosh, did you come here to participate in the training?";
+ mes "If Boya sent you then you know that it's battle training.";
+ mes "Bow wow...";
+ next;
+ mes "[Talking Dog]";
+ mes "If so, should I start securing this oasis more clearly?";
+ mes "Can you see a Condor flying?";
+ next;
+ mes "[Talking Dog]";
+ mes "Can you scare them away for me?";
+ mes "So people can use this oasis safer and more comfortably.";
+ next;
+ mes "[Talking Dog]";
+ mes "We should hunt at least 10 Condors, ok?";
+ mes "I will sleep for a while.";
+ mes "Krrrr woo bow...";
+ set para_suv01,2;
+ changequest 7128,7129;
+ close;
+ case 3:
+ mes "[Talking Dog]";
+ mes "Are you ok?";
+ mes "Haven't you seen a talking dog before?";
+ mes "What are you talking about?";
+ close;
+ }
+ }
+ if (para_suv01 == 2) {
+ if (checkquest(7129,HUNTING) == 2) {
+ mes "[Talking Dog]";
+ mes "Woooohh...";
+ mes "Great!";
+ mes "I can feel my youth from you.";
+ next;
+ mes "[Talking Dog]";
+ mes "Nevermind.";
+ mes "Let's find the next target kk!";
+ mes "Ok. Let's drive the Desert Wolves out of here.";
+ next;
+ mes "[Talking Dog]";
+ mes "If they grow up they will become dangerous.";
+ mes "......";
+ next;
+ mes "[Talking Dog]";
+ mes "Why, why are you looking at me like that?";
+ mes "They are wolves and I am a nice dog.";
+ mes "But I haven't always been a dog my entire life.";
+ next;
+ mes "[Talking Dog]";
+ mes "I will show you that don't have to pity me at all.";
+ next;
+ mes "[Talking Dog]";
+ mes "They pee wherever and have no shame.";
+ mes "Just waving their tails when they grow up and biting people without any care!";
+ next;
+ mes "[Talking Dog]";
+ mes "You must hunt at least 10!";
+ mes "Exactly 10!";
+ mes "Go go go!";
+ set para_suv01,3;
+ changequest 7129,7130;
+ close;
+ }
+ mes "[Talking Dog]";
+ mes "First lets follow the bald and noisy bird.";
+ mes "Yes Condors.";
+ mes "Kill 10 Condors. It seems to easy, right?";
+ mes "Oh, if you are tired I will help you.";
+ next;
+ mes "-When the dog barked, your HP and SP recovered.-";
+// UseSkillToPC 28 10 99 60; // Use Skill On Player <Skill ID>,<Lvl>,<x>,<y>
+ percentheal 100,100;
+ close;
+ }
+ if (para_suv01 == 3) {
+ if (checkquest(7130,HUNTING) == 2) {
+ mes "[Talking Dog]";
+ mes "You are so perfect.";
+ next;
+ mes "[Talking Dog]";
+ mes "Or not. Hehe, anyway thanks for your help.";
+ mes "The oasis has almost been secured now.";
+ mes "Ok, it's the last step!";
+ next;
+ mes "[Talking Dog]";
+ mes "There's an annoying monster that hides in the sand and poisons people out of nowhere.";
+ next;
+ mes "[Talking Dog]";
+ mes "All beautiful things have some poison inside but these actually kill.";
+ mes "Kill Scorpions which are called the poison of the desert!";
+ next;
+ mes "[Talking Dog]";
+ mes "It's the last step so let's make it simple";
+ mes "Just hunt 5!";
+ mes "Bow wow!";
+ set para_suv01,4;
+ changequest 7130,7131;
+ close;
+ }
+ mes "[Talking Dog]";
+ mes "I don't want you to show any pity.";
+ mes "I am dog with a golden heart.";
+ next;
+ mes "[Talking Dog]";
+ mes "After hunting the 10 Desert Wolves come back again.";
+ mes "Oh, if you are tired I will help you.";
+ next;
+ mes "-When the dog barked, your HP and SP recovered.-";
+// UseSkillToPC 28 10 99 60; // Use Skill On Player <Skill ID>,<Lvl>,<x>,<y>
+ percentheal 100,100;
+ close;
+ }
+ if (para_suv01 == 4) {
+ if (checkquest(7131,HUNTING) == 2) {
+ mes "[Talking Dog]";
+ mes "Um. Excellent.";
+ mes "You are awesome!";
+ next;
+ mes "[Talking Dog]";
+ mes "Thanks to your effort the oasis is secure.";
+ mes "Don't look around!";
+ mes "If I say it's secure!";
+ mes "Uhuhuhuh aaaang!";
+ next;
+ mes "[Talking Dog]";
+ mes "Here here here.";
+ mes "If I dig more and more, I can find Scorpions but";
+ mes "this oasis will be safer for sure.";
+ next;
+ mes "[Talking Dog]";
+ mes "You can be proud and confident by yourself and do your best.";
+ mes "You've helped a lot to make my rest comfortable.";
+ next;
+ mes "[Talking Dog]";
+ mes "You've helped to conquer the desert,";
+ mes "and passed the beginner training steps so I will stamp my feet.";
+ mes "krrrrreuung. hup.";
+ next;
+ mes "[Talking Dog]";
+ mes "Go back to the Eden Group headquarters and show it to the flashy Rune Knight.";
+ mes "Let me say again that you are great!";
+ mes "Hooooohooo~";
+ set para_suv01,5;
+ changequest 7131,7132;
+ close;
+ }
+ mes "[Talking Dog]";
+ mes "Let's hunt only 5 Scorpions.";
+ mes "So we can make peace in this oasis.";
+ next;
+ mes "[Talking Dog]";
+ mes "When I take a nap they won't chew my tail any more.";
+ mes "Due to his mistake my feet won't be hurt at all.";
+ next;
+ mes "[Talking Dog]";
+ mes "You can fight.";
+ mes "I can rest more comfortably.";
+ mes "Other people are going to be safer too.";
+ next;
+ mes "[Talking Dog]";
+ mes "Everyone will think fondly of the Eden Group.";
+ mes "Oh, if you are tired I will help you.";
+ next;
+ mes "-When the dog barked, your HP and SP recovered.-";
+// UseSkillToPC 28 10 99 60; // Use Skill On Player <Skill ID>,<Lvl>,<x>,<y>
+ percentheal 100,100;
+ close;
+ }
+ if (para_suv01 == 5) {
+ mes "[Talking Dog]";
+ mes "kkkkkaaaaauuuunnng.";
+ mes "oopssss kup.";
+ next;
+ mes "[Talking Dog]";
+ mes "Why are you still here?";
+ mes "You are done here.";
+ mes "Hooooo bow wow.";
+ close;
+ }
+ if (para_suv01 > 5) {
+ mes "[Talking Dog]";
+ mes "Hey man~ What's going on?";
+ mes "What about the Rune Knight?";
+ mes "Krrrrr...";
+ mes "Hyuk huk...";
+ next;
+ mes "[Talking Dog]";
+ mes "The Eden Group is cool.";
+ mes "They're a really good group.";
+ mes "They accepted a wandering talking dog.";
+ mes "Take care and good luck.";
+ close;
+ }
+ mes "Hey look.";
+ mes "I'm a talking dog.";
+ mes "Not a wolf.";
+ mes "I wasn't a dog originally...";
+ next;
+ if (countitem(6219) > 0) {
+ mes "[Talking Dog]";
+ mes "Anyway are you a Eden Group member?";
+ mes "Oh good to see you.";
+ mes "I am also a member of Eden Group.";
+ mes "Take care and good luck.";
+ close;
+ }
+ mes "[Talking Dog]";
+ mes "Why are you looking at me like that?";
+ mes "......";
+ close;
+}
+
+prt_sewb1,131,262,3 script Timid Cat#para04 422,{
+ if (para_suv01 < 6) {
+ mes "[Timid Cat]";
+ mes "Meow...";
+ mes "Who are you meow?";
+ mes "Why are you here meow?";
+ close;
+ }
+ if (para_suv01 == 6) {
+ mes "[Timid Cat]";
+ mes "Come on meow...";
+ mes "I may be standing here and talking to you like this meow but I am a still a cat meow...";
+ next;
+ mes "[Timid Cat]";
+ mes "Dear human you are";
+ mes "a member of my group?";
+ mes "Re... really...!";
+ mes "Dear Boya's help is like a giant and...";
+ next;
+ switch (select("Beautiful Saury:Fresh Mackerel:Beautiful Tuna")) {
+ case 1:
+ mes "[Timid Cat]";
+ mes "Big and beautiful Saury...";
+ mes "I am shy.";
+ close;
+ case 2:
+ mes "[Timid Cat]";
+ mes "I want to eat mackerel.";
+ mes "Where are the big and fresh mackerel meow?";
+ close;
+ case 3:
+ mes "[Timid Cat]";
+ mes "Do you know the big and beautiful tuna?";
+ mes "Dear Boya sent you here for sure.";
+ mes "How do I explain this...?";
+ next;
+ mes "[Timid Cat]";
+ mes "Did something pass under my feet just now meow?";
+ mes "Do you want to kill a cat.";
+ mes "The environment here is terrible.";
+ next;
+ mes "[Timid Cat]";
+ mes "Anyway I'm doing what I was assigned to do.";
+ mes "So hi, hello and welcome.";
+ next;
+ mes "[Timid Cat]";
+ mes "Did you come here to have a battle?";
+ mes "Hunt those Thief Bugs, hurry up!";
+ mes "Hunt at least 10!";
+ mes "Meooow!";
+ next;
+ mes "[Timid Cat]";
+ mes "I really don't like those nasty crawlers...";
+ mes "Meow~!";
+ next;
+ mes "^4d4dffThe cat was suprised by";
+ mes "a thief bug and froze in";
+ mes "place. Hunt those";
+ mes "Thief Bugs around here.^000000";
+ set para_suv01,7;
+ changequest 7133,7134;
+ close;
+ }
+ }
+ if (para_suv01 == 7) {
+ if (checkquest(7134,HUNTING) == 2) {
+ mes "[Timid Cat]";
+ mes "Now do you understand the dirty and humid underground sewers?";
+ mes "Eeeh look what's next meow.";
+ next;
+ mes "[Timid Cat]";
+ mes "It's a symbol of dirt next to those Thief Bugs.";
+ mes "Hunt some Tarou to make the sewers cleaner.";
+ next;
+ mes "[Timid Cat]";
+ mes "For our members joining this mission.";
+ mes "Hunt 10 Tarou.";
+ mes "Easy, ain't it?";
+ next;
+ mes "[Timid Cat]";
+ mes "Why didn't I ask you at once? kkk..??";
+ mes "Umm........";
+ mes "Because it's just a training mission.";
+ next;
+ mes "[Timid Cat]";
+ mes "Training missions are hard and anoying.";
+ mes "So go hurry and hunt 10 Tarou.";
+ set para_suv01,8;
+ changequest 7134,7135;
+ close;
+ }
+ mes "[Timid Cat]";
+ mes "Clean the sewers. Now the first step is hunting Thief Bugs.";
+ mes "Isn't that simple, meow?";
+ next;
+ mes "[Timid Cat]";
+ mes "Take care to check your map so you don't get lost.";
+ mes "It's a service meeow.";
+// UseSkillToPC 28 10 99 60; // Use Skill On Player <Skill ID>,<Lvl>,<x>,<y>
+ percentheal 0,100;
+ close;
+ }
+ if (para_suv01 == 8) {
+ if (checkquest(7135,HUNTING) == 2) {
+ mes "[Timid Cat]";
+ mes "Great job~!";
+ mes "How'd you get rid of those dirty bugs and Tarou. You are brave.";
+ next;
+ mes "[Timid Cat]";
+ mes "Now have courage because I'm sending you to a stronger opponent.";
+ mes "But first in order to test your courage, hunt Familiars.";
+ next;
+ mes "[Timid Cat]";
+ mes "Familiars will bite you so be careful.";
+ mes "They are mean.";
+ mes "They scare me so just hunt 5 and that should be enough.";
+ next;
+ mes "[Timid Cat]";
+ mes "That will show me that you are brave.";
+ mes "Meow~!";
+ next;
+ mes "[Timid Cat]";
+ mes "I don't have anything...";
+ mes "......";
+ mes "What do you want meow? Familiars are waiting to fight with you, hurry up, move~!";
+ set para_suv01,9;
+ changequest 7135,7136;
+ close;
+ }
+ mes "[Timid Cat]";
+ mes "If you can't kill the Tarou you might get all kinds of dirty diseases.";
+ mes "So be proud of yourself and do your best to kill them.";
+ next;
+ mes "[Timid Cat]";
+ mes "I will help you a little.";
+ mes "Here, I have recovered your strengh meow..";
+// UseSkillToPC 28 10 99 60; // Use Skill On Player <Skill ID>,<Lvl>,<x>,<y>
+ percentheal 100,100;
+ close;
+ }
+ if (para_suv01 == 9) {
+ if (checkquest(7136,HUNTING) == 2) {
+ mes "[Timid Cat]";
+ mes "You are great meow~";
+ mes "You killed them so quickly!";
+ mes "Meow...";
+ next;
+ mes "[Timid Cat]";
+ mes "Now you are not scared of bugs and tarou at all.";
+ mes "Thanks for participating in the Conquer the Culvert training mission.";
+ next;
+ mes "[Timid Cat]";
+ mes "Now go back to the headquarters and ask Instructor Boya to make sure he has the beautiful tuna...";
+ mes "I will be waiting here.";
+ next;
+ mes "[Timid Cat]";
+ mes "Do you know how to get to the Eden Group Headquarters?";
+ mes "Prontera is the closest city from here.";
+ mes "Go to Prontera and find an Eden Group Teleporter.";
+ set para_suv01,10;
+ changequest 7136,7137;
+ close;
+ }
+ mes "[Timid Cat]";
+ mes "Familiars are really scary.";
+ mes "They're always flying.";
+ next;
+ mes "[Timid Cat]";
+ mes "It's the last course so cheer up.";
+ mes "I will help you a little.";
+ mes "Here, I have recovered your strengh meow..";
+// UseSkillToPC 28 10 99 60; // Use Skill On Player <Skill ID>,<Lvl>,<x>,<y>
+ percentheal 0,100;
+ close;
+ }
+ if (para_suv01 >= 10) {
+ mes "[Timid Cat]";
+ mes "You've completed 'Conquer the Culvert'.";
+ mes "Go back to the Eden Group headquarters to report to Boya.";
+ next;
+ mes "[Timid Cat]";
+ mes "Boya might eat my tuna while he is waiting for you.";
+ close;
+ }
+ mes "[Timid Cat]";
+ mes "How are you meeow?";
+ mes "Did you volunteer to conquer the Culvert?";
+ mes "You are a member of the Edgen Group for sure.";
+ mes "You are helping to make the world a better place.";
+ close;
+}
+
+pay_arche,41,136,3 script Eden Member Karl#para05 904,{
+ if (para_suv01 < 13) {
+ if (countitem(6219) > 0) {
+ mes "[Karl]";
+ mes "Hey, how are you?";
+ mes "Good to see you~";
+ mes "Are you going inside?";
+ close;
+ }
+ mes "[Karl]";
+ mes "Umm...?";
+ mes "You are not the one I am waiting for.";
+ close;
+ }
+ if (para_suv01 == 13) {
+ mes "[Karl]";
+ mes "Hello?";
+ mes "Since I got a report, I was waiting for you.";
+ mes "You came here to join the training mission, right?";
+ next;
+ mes "[Karl]";
+ mes "Have you ever entered this cave before?";
+ mes "I don't know if you already heard some stories in this village.";
+ next;
+ mes "[Karl]";
+ mes "There are many of dead souls that change their appearance as if they are real people and make threatening remarks.";
+ mes "It's too bad, isn't it?";
+ next;
+ mes "[Karl]";
+ mes "That's why we chose this place as step 2 of the battle training mission.";
+ mes "This step is called 'Conquer Ghost Cave~'.";
+ mes "Help people to enjoy their nights comfortably.";
+ next;
+ mes "[Karl]";
+ mes "There are many dangerous things there. Hmm...";
+ mes "To you the 1st floor is enough.";
+ next;
+ mes "[Karl]";
+ mes "Lets conquer the dangerous ghost cave...";
+ mes "Kill the bone Skeletons in there.";
+ next;
+ mes "[Karl]";
+ mes "The bones are from Skeletons.";
+ mes "Actually Skeletons or just normal bones are all the same but...";
+ next;
+ mes "[Karl]";
+ mes "Skeletons are one of the basic undead classes.";
+ mes "Undead never ever. Hunt 15 undead Skeletons.";
+ next;
+ mes "[Karl]";
+ mes "If you feel like you're in danger don't hesitate to just leave.";
+ mes "You're not worried about getting hurt are you?";
+ set para_suv01,14;
+ changequest 7138,7139;
+ close;
+ }
+ if (para_suv01 == 14) {
+ if (checkquest(7139,HUNTING) == 2) {
+ mes "[Karl]";
+ mes "Did you get how the undead work?";
+ mes "As you know undead never die so, blessing of live person it's same as curse to them.";
+ next;
+ mes "[Karl]";
+ mes "So... skills which can save people like Heal and Resurrection.";
+ mes "Those things are really strong attacks to undead class.";
+ next;
+ mes "[Karl]";
+ mes "Anyway... that's it..";
+ mes "Next... I guess you already see while you were killing Skeletons.";
+ mes "Some green things are picking up all of the stuff dropped by the dead monsters.";
+ next;
+ mes "[Karl]";
+ mes "Do you know Porings? Maybe they are related to them.";
+ mes "They look really bad, maybe they have been eating poison or something.";
+ next;
+ mes "[Karl]";
+ mes "Ok if you're ready go and kill those Poporings.";
+ mes "You should hunt 10 of them.";
+ next;
+ set para_suv01,15;
+ changequest 7139,7140;
+ close;
+ }
+ mes "[Karl]";
+ mes "Skeletons are basic undead.";
+ mes "Use the Heal or Resurrection skill.";
+ mes "If you can.";
+ next;
+ mes "[Karl]";
+ mes "Just in case I will recover all your energy.";
+ mes "It's the last step so be careful.";
+// UseSkillToPC 28 10 99 60; // Use Skill On Player <Skill ID>,<Lvl>,<x>,<y>
+ percentheal 100,100;
+ close;
+ }
+ if (para_suv01 == 15) {
+ if (checkquest(7140,HUNTING) == 2) {
+ mes "[Karl]";
+ mes "Did you get back what the Poporing stole?";
+ mes "This cave is really deep and there are lots of precious things that they could have picked up.";
+ next;
+ mes "[Karl]";
+ mes "You did really great job. Excellent.";
+ mes "The 1st floor is safer now. Thanks for helping.";
+ next;
+ mes "[Karl]";
+ mes "You've completed all of the training missions so go back to the headquarters and get approval from the flashy Rune Knight.";
+ next;
+ mes "[Karl]";
+ mes "You might get a new uniform.";
+ mes "Haha. I will keep tabs on your progression.";
+ set para_suv01,16;
+ changequest 7140,7141;
+ close;
+ }
+ mes "[Karl]";
+ mes "Poporings are stronger than you expect.";
+ mes "If you treat them the same as a normal Poring it will get you in trouble.";
+ next;
+ mes "[Karl]";
+ mes "Just in case I will recover all your energy.";
+ mes "It's the last step so be careful.";
+// UseSkillToPC 28 10 99 60; // Use Skill On Player <Skill ID>,<Lvl>,<x>,<y>
+ percentheal 0,100;
+ close;
+ }
+ if (para_suv01 >= 16) {
+ mes "[Karl]";
+ mes "I already informed Boya at the Eden Group headquarters.";
+ mes "If you go there he will give you a big welcome.";
+ next;
+ mes "[Karl]";
+ mes "You will get a new uniform, aren't you excited?";
+ mes "Hahaha..";
+ close;
+ }
+ mes "[Karl]";
+ mes "Killing undead?";
+ mes "Do your best to make the world safer.";
+ mes "It's one of the goals of the Eden Group.";
+ close;
+}
+
+anthell01,29,264,5 script Eden Member Cloud#para06 899,{
+
+ if (para_suv01 < 17) {
+ if (countitem(6219) > 0) {
+ mes "[Cloud]";
+ mes "Oops.";
+ mes "You are a member of my group.";
+ mes "Why did you come here, are you looking for danger?";
+ next;
+ mes "[Cloud]";
+ mes "One of the strongest boss monsters is in here.";
+ mes "Be careful when exploring here.";
+ close;
+ }
+ mes "[Cloud ]";
+ mes "What are you looking at?";
+ mes "We are not related to each other, are we...";
+ close;
+ }
+ if (para_suv01 == 17) {
+ mes "[Cloud]";
+ mes "Hello?";
+ mes "Why did you come here, looking for danger?";
+ next;
+ switch (select("Conquer Ant Hell:Just wanted to meet you:Where am I?")) {
+ case 1:
+ mes "[Cloud]";
+ mes "Uh. Conquer Ant Hell? Did you say that?";
+ mes "You are a trainee.";
+ mes "You have come to the right place.";
+ next;
+ mes "[Cloud]";
+ mes "At first I will explain about Ant Hell.";
+ mes "Ants dug a cave in the sand and it is linked to the surface. That's Ant Hell.";
+ next;
+ mes "[Cloud]";
+ mes "Sand flowed into the hole gradually.";
+ mes "If anyone steps on the hole they will fall into the cave through the hole in the sand..";
+ next;
+ mes "[Cloud]";
+ mes "It's hard to survive from there.";
+ mes "To us it seems like a normal happening so it isn't a matter of survival like to normal people.";
+ next;
+ mes "[Cloud]";
+ mes "Many kinds of ants have come to live here.";
+ mes "There is a boss monster named Maya so you should be more cautious.";
+ next;
+ mes "[Cloud]";
+ mes "Ok let's try to hunt the weakest ant first.";
+ mes "Pierre is the name of the weakest ant.";
+ mes "They are just down here.";
+ next;
+ mes "[Cloud]";
+ mes "In the case of ants, they assist eachother when attacked.";
+ mes "Be careful and kill 15 Pierre ants.";
+ set para_suv01,18;
+ changequest 7142,7143;
+ close;
+ case 2:
+ mes "[Cloud]";
+ mes "......";
+ mes "Haha... are you joking?";
+ mes "You are exhausted from the extremely hot weather in the desert.";
+ next;
+ mes "[Cloud]";
+ mes "I am a busy man.";
+ mes "One of the trainees was planning to visit me but that person still hasn't showed yet. I am getting nervous.";
+ close;
+ case 3:
+ mes "[Cloud]";
+ mes "Where you are?";
+ mes "You are in Anth Hell southwest of Morroc.";
+ mes "Morroc is the closest city, northeast of here.";
+ close;
+ }
+ }
+ if (para_suv01 == 18) {
+ if (checkquest(7143,HUNTING) == 2) {
+ mes "[Cloud]";
+ mes "Hey, what was it?";
+ mes "Maybe you saw an Andre when you were hunting Pierre.";
+ next;
+ mes "[Cloud]";
+ mes "Well, now let's hunt Andre aswel.";
+ mes "Ahah the way you're looking at me, ''why didn't I ask you to do this all at once'' right?";
+ next;
+ mes "[Cloud]";
+ mes "Ain't it more fun this way?";
+ mes "Hey, now your next target is 15 Andre!";
+ mes "You are strong so it will be fine!";
+ next;
+ mes "[Cloud]";
+ mes "If you can't find Andre go deeper into the cave.";
+ mes "Ah, and be careful of Maya.";
+ set para_suv01,19;
+ changequest 7143,7144;
+ close;
+ }
+ mes "[Cloud]";
+ mes "What do you think of Ant Hell?";
+ mes "Can you stay longer?";
+ mes "Ok, I will recover your strengh so, keep going.";
+// UseSkillToPC 28 10 99 60; // Use Skill On Player <Skill ID>,<Lvl>,<x>,<y>
+ percentheal 100,100;
+ close;
+ }
+ if (para_suv01 == 19) {
+ if (checkquest(7144,HUNTING) == 2) {
+ mes "[Cloud]";
+ mes "Great. You seem to have killed all of the Andre.";
+ mes "How do you think about fighting ants?";
+ mes "Was it good?";
+ next;
+ mes "[Cloud]";
+ mes "Hey, cheer up.";
+ mes "To conquer Ant Hell you have one step left.";
+ mes "You might have guessed your next target already.";
+ next;
+ mes "[Cloud]";
+ mes "Vitata!";
+ mes "How can I say... He seems like honey.";
+ mes "Pierre is a worker. Andre is a guardian and so... Vitata is like a mother.";
+ next;
+ mes "[Cloud]";
+ mes "They are really kind to kids and women but don't show any pity to ants.";
+ mes "Hunt the Vitata who takes care of the ant eggs.";
+ next;
+ mes "[Cloud]";
+ mes "If somebody falls into Ant Hell it might be a bit safer than before.";
+ mes "Now it's the last step so cheer up and let's kill 10 Vitata.";
+ next;
+ mes "[Cloud]";
+ mes "If you feel you're in too much danger. Just come back.";
+ mes "I will heal you.";
+ set para_suv01,20;
+ changequest 7144,7145;
+ close;
+ }
+ mes "[Cloud]";
+ mes "See, to cheer you up I will heal you until you finish the training.";
+ mes "Chin up and cheer up.";
+// UseSkillToPC 28 10 99 60; // Use Skill On Player <Skill ID>,<Lvl>,<x>,<y>
+ percentheal 100,100;
+ close;
+ }
+ if (para_suv01 == 20) {
+ if (checkquest(7145,HUNTING) == 2) {
+ mes "[Cloud]";
+ mes "Oh... it might have been an anoying fight.";
+ mes "You finished so fast.";
+ next;
+ mes "[Cloud]";
+ mes "Good job. Go back to the headquarters and report.";
+ mes "You've completed the training quickly.";
+ next;
+ mes "[Cloud]";
+ mes "You will get good news.";
+ mes "You did a really good job even under the hot weather.";
+ set para_suv01,21;
+ changequest 7145,7146;
+ close;
+ }
+ mes "[Cloud]";
+ mes "See, to cheer up I will heal you until you finish the training.";
+ mes "Chin up and cheer up.";
+ next;
+ mes "[Cloud]";
+ mes "Just Vitata, isn't that an easy opponent?";
+ mes "If you see Maya just run away.";
+// UseSkillToPC 28 10 99 60; // Use Skill On Player <Skill ID>,<Lvl>,<x>,<y>
+ percentheal 100,100;
+ close;
+ }
+ if (para_suv01 >= 21) {
+ mes "[Cloud]";
+ mes "It's enough to say that you've conquered Ant Hell.";
+ mes "Aren't you getting used to it here?";
+ next;
+ mes "[Cloud]";
+ mes "Go back to the headquarters and report that you completed the mission, hurry up";
+ mes "you will receive good news.";
+ mes "You will receive the Eden Group uniform aswel.";
+ close;
+ }
+ mes "[Cloud]";
+ mes "I am really proud of the Eden Group.";
+ mes "Does the uniform look good on me?";
+ mes "Haha...";
+ close;
+}
+
+in_orcs01,38,175,3 script Eden Member Hooksha 803,{
+ if (para_suv01 < 24) {
+ if (countitem(6219) > 0) {
+ mes "[Hooksha]";
+ mes "Unbelievable why did you come here?";
+ mes "Um... You are not on the third step of the training?";
+ mes "Yeeee~ I'm excited~";
+ next;
+ mes "[Hooksha]";
+ mes "I am a little bored waiting for trainees. Where are they?";
+ close;
+ }
+ mes "[Hooksha]";
+ mes "Hello.";
+ mes "Why did you come here?";
+ mes "Umm... Aaaaa...";
+ next;
+ mes "[Hooksha]";
+ mes "Why don't you join my group?";
+ mes "If you have interest in joining us,";
+ mes "you won't regret your decision.";
+ close;
+ }
+ if (para_suv01 == 24) {
+ mes "[Hooksha]";
+ mes "Hello.";
+ mes "Are you a trainee?";
+ mes "Yeah I can tell.";
+ mes "So shall we begin?";
+ next;
+ mes "[Hooksha]";
+ mes "Actually I don't like this training mission much but anyway let me explain it to you.";
+ next;
+ mes "[Hooksha]";
+ mes "As you know this is Orc Village.";
+ mes "Orcs don't like humans.";
+ mes "They don't try to communicate with us. When they see humans they immediately attack us.";
+ next;
+ mes "[Hooksha]";
+ mes "Sadly humans don't want to communicate with them either.";
+ mes "So we decided to take a strong approach towards them.";
+ mes "Actually we'd like to get rid of them all.";
+ next;
+ mes "[Hooksha]";
+ mes "We're trying to conquer Orc Village.";
+ mes "It's the proper place to finish the beginners training mission for an adventurer like you.";
+ next;
+ mes "[Hooksha]";
+ mes "That's why we've chosen this place for this mission.";
+ mes "Ok, we don't have a lot of time so let's begin.";
+ mes "First let's eliminate the weakest one.";
+ next;
+ mes "[Hooksha]";
+ mes "It's better to kill them before they grow up.";
+ mes "Hunt 10 Orc Babies.";
+ mes "Don't pity them because when they grow up they become aggressive Orc Warriors.";
+ next;
+ mes "[Hooksha]";
+ mes "Good or bad this is how it is going to be.";
+ mes "Even if they are babies don't hesitate.";
+ set para_suv01,25;
+ changequest 7147,7148;
+ close;
+ }
+ if (para_suv01 == 25) {
+ if (checkquest(7148,HUNTING) == 2) {
+ mes "[Hooksha]";
+ mes "Great. Awesome.";
+ mes "It's not very pleasant so let's move on.";
+ next;
+ mes "[Hooksha]";
+ mes "On the next step we will fight with Orc Warriors.";
+ mes "When Orc Babies grow up they become strong Orc Warriors.";
+ next;
+ mes "[Hooksha]";
+ mes "They all are powerful warriors.";
+ mes "When you were fighting Orc Babies, you probably have been attacked by them.";
+ next;
+ mes "[Hooksha]";
+ mes "Now it's time to hunt 10 Orc Warriors.";
+ mes "If you are in trouble just come back here to safety.";
+ mes "Do you understand?";
+ set para_suv01,26;
+ changequest 7148,7149;
+ close;
+ }
+ mes "[Hooksha]";
+ mes "There are Orc Warriors, Orc Ladies and Orc Babies in Orc Village.";
+ mes "They are really aggressive.";
+ next;
+ mes "[Hooksha]";
+ mes "You look tired I will recover your health.";
+ mes "If you are in trouble just come back here to safety.";
+// UseSkillToPC 28 10 99 60; // Use Skill On Player <Skill ID>,<Lvl>,<x>,<y>
+ percentheal 100,100;
+ close;
+ }
+ if (para_suv01 == 26) {
+ if (checkquest(7149,HUNTING) == 2) {
+ mes "[Hooksha]";
+ mes "Now you can move on to the next step.";
+ next;
+ mes "[Hooksha]";
+ mes "Exactly... now it's time to hunt Orc Ladies.";
+ mes "If you want to conquer Orc Village completely, you should kill them before they have more Orc Babies.";
+ next;
+ mes "[Hooksha]";
+ mes "But you don't need to kill all of them.";
+ mes "Go and hunt 10 Orc Ladies.";
+ next;
+ mes "[Hooksha]";
+ mes "You can already feel the strong power from outside...";
+ mes "Don't hesitate to attack them.";
+ set para_suv01,27;
+ changequest 7149,7150;
+ close;
+ }
+ mes "[Hooksha]";
+ mes "You should be exhausted by now.";
+ mes "But you still have more targets, understand.";
+ next;
+ mes "[Hooksha]";
+ mes "You look tired, I will recover your health.";
+ mes "If you are in trouble just come back here to safety.";
+// UseSkillToPC 28 10 99 60; // Use Skill On Player <Skill ID>,<Lvl>,<x>,<y>
+ percentheal 100,100;
+ close;
+ }
+ if (para_suv01 == 27) {
+ if (checkquest(7150,HUNTING) == 2) {
+ mes "[Hooksha]";
+ mes "Great job.";
+ mes "Now you should understand how the orc tribe works here in Orc Village.";
+ mes "You've followed the training mission well under hot and humid circumstances.";
+ mes "You have now completed the 'Conquer Orc Village!' training mission. Congratulations.";
+ next;
+ mes "[Hooksha]";
+ mes "Go back and report to the Eden Group headquarters.";
+ mes "I'm sure they will have good news for you.";
+ set para_suv01,28;
+ changequest 7150,7151;
+ close;
+ }
+ mes "[Hooksha]";
+ mes "Orc Lady is the last target.";
+ mes "Cheer up~!";
+ next;
+ mes "[Hooksha]";
+ mes "You look tired, I will recover your health.";
+ mes "If you are in trouble just come back here to safety.";
+// UseSkillToPC 28 10 99 60; // Use Skill On Player <Skill ID>,<Lvl>,<x>,<y>
+ percentheal 100,100;
+ close;
+ }
+ if (para_suv01 == 28) {
+ mes "[Hooksha]";
+ mes "You have completed the training mission.";
+ mes "Go back to the Eden Group headquarters and report there.";
+ close;
+ }
+ if (para_suv01 == 29) {
+ mes "[Hooksha]";
+ mes "Have you come here to join in the training?";
+ mes "You look like an expert.";
+ next;
+ mes "[Hooksha]";
+ mes "This isn't a good place to talk so let's hurry.";
+ mes "This place is linked with the dungeon of Orc Village.";
+ next;
+ mes "[Hooksha]";
+ mes "Can you see that way.";
+ mes "There is a cave under the ground, normal orcs don't come here.";
+ next;
+ mes "[Hooksha]";
+ mes "The safest place is in here.";
+ mes "There are many undead monsters down there.";
+ next;
+ mes "[Hooksha]";
+ mes "The undead monsters are dangerous and threatening.";
+ mes "Don't hesitate when fighting them.";
+ next;
+ mes "[Hooksha]";
+ mes "Now hunt those undead monsters down there.";
+ next;
+ mes "[Hooksha]";
+ mes "Try to hunt 20 Orc zombies in the dungeon.";
+ mes "They are really well organized.";
+ next;
+ mes "[Hooksha]";
+ mes "They will attack you anywhere without hesitating.";
+ mes "May Freya bless you.";
+ set para_suv01,30;
+ changequest 7152,7153;
+ close;
+ }
+ if (para_suv01 == 30) {
+ if (checkquest(7153,HUNTING) == 2) {
+ mes "[Hooksha]";
+ mes "It's different from what you saw in Payon, right?";
+ mes "Although you managed to kill the Orc Zombies, you can't be sure you are much stronger..";
+ next;
+ mes "[Hooksha]";
+ mes "So don't go deeper into that cave or you will die for sure.";
+ next;
+ mes "[Hooksha]";
+ mes "The next target is the Orc Skeleton who was walking next to the Orc Zombies.";
+ mes "Hunt 20 Orc Skeletons.";
+ next;
+ mes "[Hooksha]";
+ mes "It's the last step of the training mission in the Orc Dungeon.";
+ mes "It's all up to you.";
+ next;
+ mes "[Hooksha]";
+ mes "Ok, cheer up and see you again.";
+ mes "Hunt 20 Orc Skeletons.";
+ set para_suv01,31;
+ changequest 7153,7154;
+ close;
+ }
+ mes "[Hooksha]";
+ mes "Can you stay longer?";
+ mes "You look tired, I will recover your health.";
+ mes "If you are in trouble just come back here to safety.";
+// UseSkillToPC 28 10 99 60; // Use Skill On Player <Skill ID>,<Lvl>,<x>,<y>
+ percentheal 100,100;
+ close;
+ }
+ if (para_suv01 == 31) {
+ if (checkquest(7154,HUNTING) == 2) {
+ mes "[Hooksha]";
+ mes "Your training mission has been completed.";
+ mes "Go back to the Eden Group headquarters and report.";
+ mes "I would like to say more in detail but I'm getting so tired.";
+ next;
+ mes "[Hooksha]";
+ mes "Recently trainees have come here more and more so, I can't sleep at all.";
+ mes "I mean not due to you.";
+ mes "Anyway I will inform the group so go there and report.";
+ next;
+ set para_suv01,32;
+ changequest 7154,7155;
+ close;
+ }
+ mes "[Hooksha]";
+ mes "Can you stay longer?";
+ mes "You look tired I will recover your health.";
+ mes "If you are in trouble just come back here to safety.";
+// UseSkillToPC 28 10 99 60; // Use Skill On Player <Skill ID>,<Lvl>,<x>,<y>
+ percentheal 100,100;
+ close;
+ }
+ if (para_suv01 == 32) {
+ mes "[Hooksha]";
+ mes "Don't you have to report back to the Eden Group headquarters?";
+ mes "I am so tired leave me alone.";
+ close;
+ }
+ if (para_suv01 > 32) {
+ mes "[Hooksha]";
+ mes "Uh? What Orc? Explore the dungeon?";
+ mes "You are having such a hard time.";
+ next;
+ mes "[Hooksha]";
+ mes "This place is really good to take a rest because Orcs don't come here.";
+ mes "Ho hum...";
+ close;
+ }
+}
+
+iz_dun04,43,46,3 script Eden Member Callandiva 745,{
+
+ if (para_suv01 < 33) {
+ if (countitem(6219) > 0) {
+ mes "[Callandiva]";
+ mes "How did you get so deep in this ocean city?";
+ mes "Ah, that symbol is of our group.";
+ mes "You're a trainee for sure.";
+ next;
+ mes "[Callandiva]";
+ mes "What? You aren't?";
+ mes "I... see... I see...";
+ mes "Ok... keep going.";
+ close;
+ }
+ mes "[Callandiva]";
+ mes "Mysteriously although we're under the sea you can still breathe here.";
+ mes "Do you know why?";
+ next;
+ mes "[Callandiva]";
+ mes "Let's see due to the moisture my skin is so soft.";
+ mes "My fingers and toes are not attached to each other amazing.";
+ next;
+ mes "[Callandiva]";
+ mes "I was really shocked and scared when the Eden Group dispatched me here.";
+ mes "Now I love this environment so much.";
+ mes "It's really calm...";
+ close;
+ }
+ if (para_suv01 == 33) {
+ mes "[Callandiva]";
+ mes "How did you get so deep in this ocean city?";
+ mes "Ah, that symbol is of our group.";
+ mes "You're a trainee for sure.";
+ next;
+ mes "[Callandiva]";
+ mes "Good to see you!";
+ mes "Alright, look down.";
+ mes "Ancient buildings are sleeping under the water. They were actually built under the sea.";
+ next;
+ mes "[Callandiva]";
+ mes "As you know we don't have any trouble living here.";
+ mes "But if you see over there... yes right there.";
+ next;
+ mes "[Callandiva]";
+ mes "Can you see a humanoid fish with a very threatening spear?";
+ mes "He is called a Merman and is a really professional warrior.";
+ next;
+ mes "[Callandiva]";
+ mes "Okay, go and hunt 15 Merman.";
+ mes "That will be your 1st training mission here.";
+ set para_suv01,34;
+ changequest 7156,7157;
+ close;
+ }
+ if (para_suv01 == 34) {
+ if (checkquest(7157,HUNTING) == 2) {
+ mes "[Callandiva]";
+ mes "Oh, you came back~!";
+ mes "What did you think of those threatening Mermans?";
+ mes "Actually, I thought that you would chicken out~";
+ next;
+ mes "[Callandiva]";
+ mes "Good your next opponent will be...~";
+ mes "Yes, this one...";
+ mes "The monster that is holding a trident.";
+ next;
+ mes "[Callandiva]";
+ mes "His main abilities are magical.";
+ mes "The monster is called Strouf!";
+ mes "Now, it's time to fight with a real magician!";
+ next;
+ mes "[Callandiva]";
+ mes "Try avoiding the Mermans and hunt 10 Strouf, kill them.";
+ set para_suv01,35;
+ changequest 7157,7158;
+ close;
+ }
+ mes "[Callandiva]";
+ mes "Oh are you tired?";
+ mes "Mermans are not easy opponents.";
+ mes "I will help you recover so cheer up.";
+// UseSkillToPC 28 10 99 60; // Use Skill On Player <Skill ID>,<Lvl>,<x>,<y>
+ percentheal 0,100;
+ close;
+ }
+ if (para_suv01 == 35) {
+ if (checkquest(7158,HUNTING) == 2) {
+ mes "[Callandiva]";
+ mes "Did you kill all the Strouf already?";
+ mes "I wasn't counting that you'd make it.";
+ mes "I have eyes on the top of my head haha.";
+ next;
+ mes "[Callandiva]";
+ mes "Of course I'm just kidding.";
+ mes "Don't look at me like that~ it was a joke~!";
+ mes "Now you're feeling more at ease about this.";
+ next;
+ mes "[Callandiva]";
+ mes "Go back to the headquarters and report it.~";
+ mes "You will receive the last uniform from the Eden Group headquarters.";
+ next;
+ mes "[Callandiva]";
+ mes "This training mission is made for beginners.";
+ mes "So it might be useless to you or not.";
+ next;
+ mes "[Callandiva]";
+ mes "Anyway you did great job!";
+ set para_suv01,36;
+ changequest 7158,7159;
+ close;
+ }
+ mes "[Callandiva]";
+ mes "Oh are you tired?";
+ mes "Strouf are not easy opponents.";
+ mes "I can help you recover so cheer up.";
+// UseSkillToPC 28 10 99 60
+ percentheal 100,100;
+ close;
+ }
+ if (para_suv01 >= 36) {
+ mes "[Callandiva]";
+ mes "I won't give help to you anymore.";
+ mes "Go back to our headquarters and report about this training mission.";
+ close;
+ }
+ mes "[Callandiva]";
+ mes "Mysteriously although we're under the sea you can still breathe here.";
+ mes "Do you know why?";
+ next;
+ mes "[Callandiva]";
+ mes "Let's see due to the moisture my skin is so soft.";
+ mes "My fingers and toes are not attached to each other amazing.";
+ next;
+ mes "[Callandiva]";
+ mes "I was really shocked and scared when the Eden Group dispatched me here.";
+ mes "Now I love this environment so much.";
+ mes "It's really calm...";
+ close;
+}
+
+moc_para01,112,96,5 script Administrator Michael 967,{
+
+ mes "[Michael]";
+ mes "Why did you come here?";
+ next;
+ switch (select("To get supplies:Where is here?:Upgrade equipment")) {
+ case 1:
+ if (para_suv01 == 11) {
+ mes "[Michael]";
+ mes "If you've completed step 1";
+ mes "we can supply you with a Eden Group Hat, Uniform, Manteau and Boots.";
+ mes "^4d4dffCheck your inventory first.^000000";
+ next;
+ switch (select("Let me check my inventory:I have enough room.")) {
+ case 1:
+ mes "[Michael]";
+ mes "Make sure you have enough room for the supplies.";
+ close;
+ case 2:
+ mes "[Michael]";
+ mes "Two of the supplies, the ^4d4dffHat and Manteau^000000,";
+ mes "will only be given out once.";
+ mes "So treat them with caution and care.";
+ next;
+ mes "[Michael]";
+ mes "As for the Boots and the Uniforms, you will receive better quality ones based on your course grades.";
+ next;
+ mes "[Michael]";
+ mes "One Eden Group Hat.";
+ mes "One Eden Group Uniform I.";
+ mes "One pair of Eden Group Boots I.";
+ mes "One Eden Group Manteau.";
+ mes "A total of 4 supplies, that's all.";
+ set para_suv01,12;
+ set para_suv02,1;
+ getitem 5583,1; //Para_Team_Hat1
+ getitem 2560,1; //Para_Team_Manteau1
+ getitem 2456,1; //Para_Team_Boots1
+ getitem 15009,1; //Para_Team_Uniform1
+ next;
+ mes "[Michael]";
+ mes "Is that correct?";
+ mes "It is manufactured for beginners so they don't have the best effect but they're still cheaper than equipment in the shops.";
+ next;
+ mes "[Michael]";
+ mes "We made them especially for the Eden Group.";
+ close;
+ }
+ }
+ if (para_suv01 == 22) {
+ mes "[Michael]";
+ mes "If you've completed step 2, we offer extra weapons including the basic equipment.";
+ next;
+ mes "[Michael]";
+ mes "We have chosen the proper weapon for each class.";
+ mes "But we can't support some classes that can't join us.";
+ next;
+ mes "[Michael]";
+ mes "We can't manufacture all of the weapons in the world, don't you agree?";
+ next;
+ mes "[Michael]";
+ mes "We will supply 1 Weapon, Shoes and Uniform so a total of three things.";
+ mes "Also we supply extra things to consider some members who can't use some of the supplies.";
+ next;
+ mes "[Michael]";
+ mes "^4d4dffPlease check your inventory to get those items.^000000";
+ next;
+ switch (select("I will make more space.:I have got enough space.")) {
+ case 1:
+ mes "[Michael]";
+ mes "Make enough space.";
+ close;
+ case 2:
+ if (Class == Job_Swordman || Class == Job_Swordman_High || Class == Job_Knight || Class == Job_Crusader){
+ mes "[Michael]";
+ mes "What kind of weapon do you want?";
+ mes "We have one and Two-handed swords.";
+ mes "Here are the options.";
+ next;
+ mes "[Michael]";
+ mes "Eden Slayer I: Two-handed sword. attack 162.";
+ mes "Eden Saber I: One-handed sword. attack 147.";
+ mes "Both are Lv. 2 and the required level is 26.";
+ next;
+ mes "[Michael]";
+ mes "They also can't be traded with other players or be refined.";
+ next;
+ switch (select("Eden Slayer I:Eden Sabre I")) {
+ case 1:
+ mes "[Michael]";
+ mes "You've chosen the Eden Slayer I.";
+ mes "Additionally you'll receive the Eden Group Boots II and Uniform II.";
+ next;
+ if (para_suv02 == 0) {
+ mes "[Michael]";
+ mes "You don't have a record of receiving any supplies";
+ mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
+ set para_suv01,23;
+ set para_suv02,2;
+ getitem 1192,1; //P_Slayer1
+ getitem 18514,1; //Para_Team_Hat2
+ getitem 2571,1; //Para_Team_Manteau2
+ getitem 2457,1; //Para_Team_Boots2
+ getitem 15010,1; //Para_Team_Uniform2
+ next;
+ mes "[Michael]";
+ mes "Check your supplies again and look after it.";
+ close;
+ }
+ mes "[Michael]";
+ mes "A Two-handed sword, Uniform and Boots all 3 supplies.";
+ mes "Please check it again.";
+ set para_suv01,23;
+ set para_suv02,2;
+ getitem 1192,1; //P_Slayer1
+ getitem 2457,1; //Para_Team_Boots2
+ getitem 15010,1; //Para_Team_Uniform2
+ next;
+ mes "[Michael]";
+ mes "I hope they're useful to you.";
+ close;
+ case 2:
+ mes "[Michael]";
+ mes "You've chosen the Eden Sabre I.";
+ mes "Additionally you'll receive the Eden Group Boots II and Uniform II.";
+ next;
+ if (para_suv02 == 0) {
+ mes "[Michael]";
+ mes "You don't have a record of receiving any supplies";
+ mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
+ set para_suv01, 23;
+ set para_suv02, 2;
+ getitem 13423,1; //P_Sabre1
+ getitem 2457,1; //Para_Team_Boots2
+ getitem 15010,1; //Para_Team_Uniform2
+ getitem 5583,1; //Para_Team_Hat
+ getitem 2560,1; //Para_Team_Manteau
+ next;
+ mes "[Michael]";
+ mes "Check your supplies again and look after it.";
+ close;
+ }
+ mes "[Michael]";
+ mes "A One-handed sword, Uniform and Boots all 3 supplies.";
+ mes "Please check it again.";
+ set para_suv01,23;
+ set para_suv02,2;
+ getitem 13423,1; //P_Sabre1
+ getitem 2457,1; //Para_Team_Boots2
+ getitem 15010,1; //Para_Team_Uniform2
+ next;
+ mes "[Michael]";
+ mes "I hope they're useful to you.";
+ mes "This is what we strive for.";
+ close;
+ }
+ } if (Class == Job_Thief || Class == Job_Thief_High || Class == Job_Assassin || Class == Job_Rogue || Class == Job_Ninja || Class == Job_Novice || Class == Job_Novice_High) {
+ mes "[Michael]";
+ mes "We only have 1 weapon for you.";
+ next;
+ mes "[Michael]";
+ mes "Eden Dagger I: Dagger. MATK+60, attack 124.";
+ mes "It is Lv. 2 and the required level is 26.";
+ next;
+ mes "[Michael]";
+ mes "It also can't be traded with other players or be refined.";
+ next;
+ mes "[Michael]";
+ mes "You'll receive the Eden Dagger I.";
+ next;
+ mes "[Michael]";
+ mes "Additionally you'll receive the Eden Group Boots II and Uniform II.";
+ next;
+ if (para_suv02 == 0) {
+ mes "[Michael]";
+ mes "You don't have a record of receiving any supplies";
+ mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
+ set para_suv01,23;
+ set para_suv02,2;
+ getitem 13050,1; //P_Dagger1
+ getitem 2457,1; //Para_Team_Boots2
+ getitem 15010,1; //Para_Team_Uniform2
+ getitem 5583,1; //Para_Team_Hat
+ getitem 2560,1; //Para_Team_Manteau
+ next;
+ mes "[Michael]";
+ mes "Check your supplies again and look after it.";
+ close;
+ }
+ mes "[Michael]";
+ mes "A Dagger, Uniform and Boots all 3 supplies.";
+ mes "Please check it again.";
+ set para_suv01,23;
+ set para_suv02,2;
+ getitem 13050,1; //P_Dagger1
+ getitem 2457,1; //Para_Team_Boots2
+ getitem 15010,1; //Para_Team_Uniform2
+ next;
+ mes "[Michael]";
+ mes "I hope they're useful to you.";
+ mes "This is what we strive for.";
+ close;
+ }
+ if (Class == Job_Merchant || Class == Job_Merchant_High || Class == Job_Blacksmith || Class == Job_Alchemist) {
+ mes "[Michael]";
+ mes "What kind of weapon do you want?";
+ mes "We have a mace and a One-handed sword.";
+ mes "Here are the options.";
+ next;
+ mes "[Michael]";
+ mes "Eden Saber I: One-handed sword. attack 147.";
+ mes "Eden Mace I: Mace. attack 142.";
+ mes "Both are level 2 and the required level is 26.";
+ next;
+ mes "[Michael]";
+ mes "They also can't be traded with other players or be refined.";
+ next;
+ switch (select("Eden Sabre I:Eden Mace I")) {
+ case 1:
+ mes "[Michael]";
+ mes "You've chosen the Eden Sabre I.";
+ mes "Additionally you'll receive the Eden Group Boots II and Uniform II.";
+ next;
+ if (para_suv02 == 0) {
+ mes "[Michael]";
+ mes "You don't have a record of receiving any supplies";
+ mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
+ set para_suv01,23;
+ set para_suv02,2;
+ getitem 13423,1; //P_Sabre1
+ getitem 2457,1; //Para_Team_Boots2
+ getitem 15010,1; //Para_Team_Uniform2
+ getitem 5583,1; //Para_Team_Hat
+ getitem 2560,1; //Para_Team_Manteau
+ next;
+ mes "[Michael]";
+ mes "Check your supplies again and look after it.";
+ close;
+ }
+ mes "[Michael]";
+ mes "A One-handed Sword, Uniform and Boots all 3 supplies.";
+ mes "Please check it again.";
+ set para_suv01,23;
+ set para_suv02,2;
+ getitem 13423,1; //P_Sabre1
+ getitem 2457,1; //Para_Team_Boots2
+ getitem 15010,1; //Para_Team_Uniform2
+ next;
+ mes "[Michael]";
+ mes "I hope they're useful to you.";
+ mes "This is what we strive for.";
+ close;
+ case 2:
+ mes "[Michael]";
+ mes "You've chosen the Eden Mace I.";
+ mes "Additionally you'll receive the Eden Group Boots II and Uniform II.";
+ next;
+ if (para_suv02 == 0) {
+ mes "[Michael]";
+ mes "You don't have a record of receiving any supplies";
+ mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
+ set para_suv01,23;
+ set para_suv02,2;
+ getitem 16004,1; //P_Mace1
+ getitem 2457,1; //Para_Team_Boots2
+ getitem 15010,1; //Para_Team_Uniform2
+ getitem 5583,1; //Para_Team_Hat
+ getitem 2560,1; //Para_Team_Manteau
+ next;
+ mes "[Michael]";
+ mes "Check your supplies again and look after it.";
+ close;
+ }
+ mes "[Michael]";
+ mes "A Mace, Uniform and Boots all 3 supplies.";
+ mes "Please check it again.";
+ set para_suv01,23;
+ set para_suv02,2;
+ getitem 16004,1; //P_Mace1
+ getitem 2457,1; //Para_Team_Boots2
+ getitem 15010,1; //Para_Team_Uniform2
+ next;
+ mes "[Michael]";
+ mes "I hope they're useful to you.";
+ close;
+ }
+ }
+ if (Class == Job_Archer || Class == Job_Archer_High || Class == Job_Hunter || Class == Job_Dancer || Class == Job_Bard) {
+ mes "[Michael]";
+ mes "We only have 1 weapon for you.";
+ next;
+ mes "[Michael]";
+ mes "Eden Bow I: Bow. attack 82.";
+ mes "It is Lv. 2 and the required level is 26.";
+ next;
+ mes "[Michael]";
+ mes "It also can't be traded with other players or be refined.";
+ next;
+ mes "[Michael]";
+ mes "You'll receive the Eden Bow I.";
+ next;
+ mes "[Michael]";
+ mes "Additionally you'll receive the Eden Group Boots II and Uniform II.";
+ next;
+ if (para_suv02 == 0) {
+ mes "[Michael]";
+ mes "You don't have a record of receiving any supplies";
+ mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
+ set para_suv01, 23;
+ set para_suv02, 2;
+ getitem 1747,1; //P_Bow1
+ getitem 2457,1; //Para_Team_Boots2
+ getitem 15010,1; //Para_Team_Uniform2
+ getitem 5583,1; //Para_Team_Hat
+ getitem 2560,1; //Para_Team_Manteau
+ next;
+ mes "[Michael]";
+ mes "Check your supplies again and look after it.";
+ close;
+ }
+ mes "[Michael]";
+ mes "A Bow, Uniform and Boots all 3 supplies.";
+ mes "Please check it again.";
+ set para_suv01,23;
+ set para_suv02,2;
+ getitem 1747,1; //P_Bow1
+ getitem 2457,1; //Para_Team_Boots2
+ getitem 15010,1; //Para_Team_Uniform2
+ next;
+ mes "[Michael]";
+ mes "I hope they're useful to you.";
+ close;
+ }
+ if (Class == Job_Acolyte || Class == Job_Acolyte_High || Class == Job_Priest || Class == Job_Monk) {
+ mes "[Michael]";
+ mes "What kind of weapon do you want?";
+ mes "We have a mace and a staff.";
+ mes "Here are the options.";
+ next;
+ mes "[Michael]";
+ mes "Eden Mace I: Mace. attack 142.";
+ mes "Eden Staff I: Staff. INT+2, MATK+125, attack 60.";
+ mes "Both are Lv. 2 and the required level is 26.";
+ next;
+ mes "[Michael]";
+ mes "They also can't be traded with other players or be refined.";
+ next;
+ switch (select("Eden Staff I:Eden Mace I")) {
+ case 1:
+ mes "[Michael]";
+ mes "You've chosen the Eden Staff I.";
+ mes "Additionally you'll receive the Eden Group Boots II and Uniform II.";
+ next;
+ if (para_suv02 == 0) {
+ mes "[Michael]";
+ mes "You don't have a record of receiving any supplies";
+ mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
+ set para_suv01,23;
+ set para_suv02,2;
+ getitem 1650,1; //P_Staff1
+ getitem 2457,1; //Para_Team_Boots2
+ getitem 15010,1; //Para_Team_Uniform2
+ getitem 5583,1; //Para_Team_Hat
+ getitem 2560,1; //Para_Team_Manteau
+ next;
+ mes "[Michael]";
+ mes "Check your supplies again and look after it.";
+ close;
+ }
+ mes "[Michael]";
+ mes "A Staff, Uniform and Boots all 3 supplies.";
+ mes "Please check it again.";
+ set para_suv01,23;
+ set para_suv02,2;
+ getitem 1650,1; //P_Staff1
+ getitem 2457,1; //Para_Team_Boots2
+ getitem 15010,1; //Para_Team_Uniform2
+ next;
+ mes "[Michael]";
+ mes "I hope they're useful to you.";
+ close;
+ case 2:
+ mes "[Michael]";
+ mes "You've chosen the Eden Mace I.";
+ mes "Additionally you'll receive the Eden Group Boots II and Uniform II.";
+ next;
+ if (para_suv02 == 0) {
+ mes "[Michael]";
+ mes "You don't have a record of receiving any supplies";
+ mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
+ set para_suv01,23;
+ set para_suv02,2;
+ getitem 16004,1; //P_Mace1
+ getitem 2457,1; //Para_Team_Boots2
+ getitem 15010,1; //Para_Team_Uniform2
+ getitem 5583,1; //Para_Team_Hat
+ getitem 2560,1; //Para_Team_Manteau
+ next;
+ mes "[Michael]";
+ mes "Check your supplies again and look after it.";
+ close;
+ }
+ mes "[Michael]";
+ mes "A Mace, Uniform and Boots all 3 supplies.";
+ mes "Please check it again.";
+ set para_suv01,23;
+ set para_suv02,2;
+ getitem 16004,1; //P_Mace1
+ getitem 2457,1; //Para_Team_Boots2
+ getitem 15010,1; //Para_Team_Uniform2
+ next;
+ mes "[Michael]";
+ mes "I hope they're useful to you.";
+ close;
+ }
+ }
+ if (Class == Job_Mage || Class == Job_Mage_High || Class == Job_Wizard || Class == Job_Sage) {
+ mes "[Michael]";
+ mes "We only have 1 weapon for you.";
+ next;
+ mes "[Michael]";
+ mes "Eden Staff I: Staff. INT+2, MATK+125, attack 60.";
+ mes "It is Lv. 2 and the required level is 26.";
+ next;
+ mes "[Michael]";
+ mes "It also can't be traded with other players or be refined.";
+ next;
+ mes "[Michael]";
+ mes "You'll receive the Eden Staff I.";
+ next;
+ mes "[Michael]";
+ mes "Additionally you'll receive the Eden Group Boots II and Uniform II.";
+ next;
+ if (para_suv02 == 0) {
+ mes "[Michael]";
+ mes "You don't have a record of receiving any supplies";
+ mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
+ set para_suv01, 23;
+ set para_suv02, 2;
+ getitem 1650,1; //P_Staff1
+ getitem 2457,1; //Para_Team_Boots2
+ getitem 15010,1; //Para_Team_Uniform2
+ getitem 5583,1; //Para_Team_Hat
+ getitem 2560,1; //Para_Team_Manteau
+ next;
+ mes "[Michael]";
+ mes "Check your supplies again and look after it.";
+ close;
+ }
+ mes "[Michael]";
+ mes "A Staff, Uniform and Boots all 3 supplies.";
+ mes "Please check it again.";
+ set para_suv01,23;
+ set para_suv02,2;
+ getitem 1650,1; //P_Staff1
+ getitem 2457,1; //Para_Team_Boots2
+ getitem 15010,1; //Para_Team_Uniform2
+ next;
+ mes "[Michael]";
+ mes "I hope they're useful to you.";
+ close;
+ }
+ if (Class == Job_Gunslinger) {
+ mes "[Michael]";
+ mes "We only have 1 weapon for you.";
+ next;
+ mes "[Michael]";
+ mes "Eden Revolver I: Revolver. HIT-5, attack 44.";
+ mes "It is Lv. 2 and the required level is 26.";
+ next;
+ mes "[Michael]";
+ mes "It also can't be traded with other players or be refined.";
+ next;
+ mes "[Michael]";
+ mes "You'll receive the Eden Revolver I.";
+ next;
+ mes "[Michael]";
+ mes "Additionally you'll receive the Eden Group Boots II and Uniform II.";
+ next;
+ if (para_suv02 == 0) {
+ mes "[Michael]";
+ mes "You don't have a record of receiving any supplies";
+ mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
+ set para_suv01, 23;
+ set para_suv02, 2;
+ getitem 13112,1; //P_Revolver1
+ getitem 2457,1; //Para_Team_Boots2
+ getitem 15010,1; //Para_Team_Uniform2
+ getitem 5583,1; //Para_Team_Hat
+ getitem 2560,1; //Para_Team_Manteau
+ next;
+ mes "[Michael]";
+ mes "Check your supplies again and look after it.";
+ close;
+ }
+ mes "[Michael]";
+ mes "A Revolver, Uniform and Boots all 3 supplies.";
+ mes "Please check it again.";
+ set para_suv01,23;
+ set para_suv02,2;
+ getitem 13112,1; //P_Revolver1
+ getitem 2457,1; //Para_Team_Boots2
+ getitem 15010,1; //Para_Team_Uniform2
+ next;
+ mes "[Michael]";
+ mes "I hope they're useful to you.";
+ close;
+ }
+ mes "[Michael]";
+ mes "Let me see... you will receive..";
+ mes "the Eden Group Boots II and Uniform II.";
+ next;
+ if (para_suv02 == 0) {
+ mes "[Michael]";
+ mes "I don't know what weapon will suit you so, you'll get a Dagger.";
+ mes "You don't have a record of receiving any supplies";
+ mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
+ set para_suv01,23;
+ set para_suv02,2;
+ getitem 13050,1; //P_Dagger1
+ getitem 2457,1; //Para_Team_Boots2
+ getitem 15010,1; //Para_Team_Uniform2
+ getitem 5583,1; //Para_Team_Hat
+ getitem 2560,1; //Para_Team_Manteau
+ next;
+ mes "[Michael]";
+ mes "Check your supplies again and look after it.";
+ close;
+ }
+ mes "[Michael]";
+ mes "A Weapon, Uniform and Boots all 3 supplies.";
+ mes "I don't know what weapon will suit you so, you'll get a Dagger.";
+ mes "Please check it again.";
+ set para_suv01,23;
+ set para_suv02,2;
+ getitem 13050,1; //P_Dagger1
+ getitem 2457,1; //Para_Team_Boots2
+ getitem 15010,1; //Para_Team_Uniform2
+ next;
+ mes "[Michael]";
+ mes "I hope they're useful to you.";
+ close;
+ }
+ }
+ if (para_suv01 == 37) {
+ mes "[Michael]";
+ mes "You've completed the last training course.";
+ mes "It's time for you to receive a new weapon.";
+ next;
+ mes "[Michael]";
+ mes "We have more upgraded weapons, uniforms and boots.";
+ mes "Ah, in case of the weapon that was made only for 1st jobs.";
+ mes "So, I can't offer them to higher jobs.";
+ next;
+ mes "[Michael]";
+ mes "^4d4dffPlease check you inventory to get those supplies.^000000";
+ next;
+ switch (select("I'll come back.:I have enough room.")) {
+ case 1:
+ mes "[Michael]";
+ mes "Make sure you have enough room.";
+ close;
+ case 2:
+ if (Class == Job_Swordman || Class == Job_Swordman_High || Class == Job_Knight || Class == Job_Crusader) {
+ mes "[Michael]";
+ mes "What kind of weapon do you want?";
+ mes "We have one and Two-handed swords.";
+ mes "Here are the options.";
+ next;
+ mes "[Michael]";
+ mes "Eden Saber II: One-handed sword. attack 170.";
+ mes "Eden Slayer II: Two-handed sword. attack 185.";
+ mes "Both of them are Lv. 2 weapons and the required level is 40.";
+ next;
+ mes "[Michael]";
+ mes "They also can't be traded with other players or be refined.";
+ next;
+ switch (select("Eden Saber II:Eden Slayer II")) {
+ case 1:
+ mes "[Michael]";
+ mes "You've chosen the Eden Sabre II.";
+ mes "Additionally you'll receive the Eden Group Boots III and Uniform III.";
+ next;
+ if (para_suv02 == 0) {
+ mes "[Michael]";
+ mes "You don't have a record of receiving any supplies";
+ mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
+ set para_suv01, 38;
+ set para_suv02, 3;
+ getitem 13424,1; //P_Sabre2
+ getitem 2458,1; //Para_Team_Boots3
+ getitem 15011,1; //Para_Team_Uniform3
+ getitem 5583,1; //Para_Team_Hat
+ getitem 2560,1; //Para_Team_Manteau
+ next;
+ mes "[Michael]";
+ mes "Check your supplies again and look after it.";
+ close;
+ }
+ mes "[Michael]";
+ mes "A One-handed sword, Uniform, and Boots all 3 supplies.";
+ mes "Please check it again.";
+ set para_suv01,38;
+ set para_suv02,3;
+ getitem 13424,1; //P_Sabre2
+ getitem 2458,1; //Para_Team_Boots3
+ getitem 15011,1; //Para_Team_Uniform3
+ next;
+ mes "[Michael]";
+ mes "I hope they're useful to you.";
+ close;
+ case 2:
+ mes "[Michael]";
+ mes "You've chosen the Eden Slayer II.";
+ mes "Additionally you'll receive the Eden Group Boots III and Uniform III.";
+ next;
+ if (para_suv02 == 0) {
+ mes "[Michael]";
+ mes "You don't have a record of receiving any supplies";
+ mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
+ set para_suv01,38;
+ set para_suv02,3;
+ getitem 1193,1; //P_Slayer2
+ getitem 2458,1; //Para_Team_Boots3
+ getitem 15011,1; //Para_Team_Uniform3
+ getitem 5583,1; //Para_Team_Hat
+ getitem 2560,1; //Para_Team_Manteau
+ next;
+ mes "[Michael]";
+ mes "Check your supplies again and look after it.";
+ close;
+ }
+ mes "[Michael]";
+ mes "A Two-handed sword, Uniform, and Boots all 3 supplies.";
+ mes "Please check it again.";
+ set para_suv01,38;
+ set para_suv02,3;
+ getitem 1193,1; //P_Slayer2
+ getitem 2458,1; //Para_Team_Boots3
+ getitem 15011,1; //Para_Team_Uniform3
+ next;
+ mes "[Michael]";
+ mes "I hope they're useful to you.";
+ close;
+ }
+ }
+ if (Class == Job_Thief || Class == Job_Thief_High || Class == Job_Assassin || Class == Job_Rogue) {
+ mes "[Michael]";
+ mes "We only have 1 weapon for you.";
+ next;
+ mes "[Michael]";
+ mes "Eden Dagger II: Dagger. MATK+70, attack 158.";
+ mes "It is Lv. 2 and the required level is 40.";
+ next;
+ mes "[Michael]";
+ mes "It also can't be traded with other players or be refined.";
+ next;
+ mes "[Michael]";
+ mes "You'll receive the Eden Dagger II.";
+ next;
+ mes "[Michael]";
+ mes "Additionally you'll receive the Eden Group Boots III and Uniform III.";
+ next;
+ if (para_suv02 == 0) {
+ mes "[Michael]";
+ mes "You don't have a record of receiving any supplies";
+ mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
+ set para_suv02, 3;
+ getitem 13051,1; //P_Dagger2
+ getitem 2458,1; //Para_Team_Boots3
+ getitem 15011,1; //Para_Team_Uniform3
+ getitem 5583,1; //Para_Team_Hat
+ getitem 2560,1; //Para_Team_Manteau
+ next;
+ mes "[Michael]";
+ mes "Check your supplies again and look after it.";
+ close;
+ }
+ mes "[Michael]";
+ mes "A Dagger, Uniform, and Boots all 3 supplies.";
+ mes "Please check it again.";
+ set para_suv01,38;
+ set para_suv02,3;
+ getitem 13051,1; //P_Dagger2
+ getitem 2458,1; //Para_Team_Boots3
+ getitem 15011,1; //Para_Team_Uniform3
+ next;
+ mes "[Michael]";
+ mes "I hope they're useful to you.";
+ close;
+ }
+ if (Class == Job_Acolyte || Class == Job_Acolyte_High || Class == Job_Priest || Class == Job_Monk) {
+ mes "[Michael]";
+ mes "What kind of weapon do you want?";
+ mes "We have a mace and a staff.";
+ mes "Here are the options.";
+ next;
+ mes "[Michael]";
+ mes "Eden Mace II: Mace. attack 163.";
+ mes "Eden Staff II: Staff. INT+3, MATK+150, attack 60.";
+ mes "Both of them are Lv. 2 weapons and the required level is 40.";
+ next;
+ mes "[Michael]";
+ mes "They also can't be traded with other players or be refined.";
+ next;
+ switch (select("Eden Staff II:Eden Mace II")) {
+ case 1:
+ mes "[Michael]";
+ mes "You've chosen the Eden Staff II.";
+ mes "Additionally you'll receive the Eden Group Boots III and Uniform III.";
+ next;
+ if (para_suv02 == 0) {
+ mes "[Michael]";
+ mes "You don't have a record of receiving any supplies";
+ mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
+ set para_suv01,38;
+ set para_suv02,3;
+ getitem 1651,1; //P_Staff2
+ getitem 2458,1; //Para_Team_Boots3
+ getitem 15011,1; //Para_Team_Uniform3
+ getitem 5583,1; //Para_Team_Hat
+ getitem 2560,1; //Para_Team_Manteau
+ next;
+ mes "[Michael]";
+ mes "Check your supplies again and look after it.";
+ close;
+ }
+ mes "[Michael]";
+ mes "A Staff, Uniform, and Boots all 3 supplies.";
+ mes "Please check it again.";
+ set para_suv01,38;
+ set para_suv02,3;
+ getitem 1651,1; //P_Staff2
+ getitem 2458,1; //Para_Team_Boots3
+ getitem 15011,1; //Para_Team_Uniform3
+ next;
+ mes "[Michael]";
+ mes "I hope they're useful to you.";
+ close;
+ case 2:
+ mes "[Michael]";
+ mes "You've chosen the Eden Mace II.";
+ mes "Additionally you'll receive the Eden Group Boots III and Uniform III.";
+ next;
+ if (para_suv02 == 0) {
+ mes "[Michael]";
+ mes "You don't have a record of receiving any supplies";
+ mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
+ set para_suv01,38;
+ set para_suv02,3;
+ getitem 16005,1; //P_Mace2
+ getitem 2458,1; //Para_Team_Boots3
+ getitem 15011,1; //Para_Team_Uniform3
+ getitem 5583,1; //Para_Team_Hat
+ getitem 2560,1; //Para_Team_Manteau
+ next;
+ mes "[Michael]";
+ mes "Check your supplies again and look after it.";
+ close;
+ }
+ mes "[Michael]";
+ mes "A Mace, Uniform, and Boots all 3 supplies.";
+ mes "Please check it again.";
+ set para_suv01,38;
+ set para_suv02,3;
+ getitem 16005,1; //P_Mace2
+ getitem 2458,1; //Para_Team_Boots3
+ getitem 15011,1; //Para_Team_Uniform3
+ next;
+ mes "[Michael]";
+ mes "I hope they're useful to you.";
+ close;
+ }
+ }
+ if (Class == Job_Archer || Class == Job_Archer_High || Class == Job_Hunter || Class == Job_Dancer || Class == Job_Bard) {
+ mes "[Michael]";
+ mes "We only have 1 weapon for you.";
+ next;
+ mes "[Michael]";
+ mes "Eden Bow II: Bow. attack 82.";
+ mes "It is Lv. 2 and the required level is 40.";
+ next;
+ mes "[Michael]";
+ mes "It also can't be traded with other players or be refined.";
+ next;
+ mes "[Michael]";
+ mes "You'll receive the Eden Bow II.";
+ next;
+ mes "[Michael]";
+ mes "Additionally you'll receive the Eden Group Boots III and Uniform III.";
+ next;
+ if (para_suv02 == 0) {
+ mes "[Michael]";
+ mes "You don't have a record of receiving any supplies";
+ mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
+ set para_suv01,38;
+ set para_suv02,3;
+ getitem 1748,1; //P_Bow2
+ getitem 2458,1; //Para_Team_Boots3
+ getitem 15011,1; //Para_Team_Uniform3
+ getitem 5583,1; //Para_Team_Hat
+ getitem 2560,1; //Para_Team_Manteau
+ next;
+ mes "[Michael]";
+ mes "Check your supplies again and look after it.";
+ close;
+ }
+ mes "[Michael]";
+ mes "A Bow, Uniform, and Boots all 3 supplies.";
+ mes "Please check it again.";
+ set para_suv01,38;
+ set para_suv02,3;
+ getitem 1748,1; //P_Bow2
+ getitem 2458,1; //Para_Team_Boots3
+ getitem 15011,1; //Para_Team_Uniform3
+ next;
+ mes "[Michael]";
+ mes "I hope they're useful to you.";
+ close;
+ }
+ if (Class == Job_Novice || Class == Job_Novice_High || Class == Job_SuperNovice || Class == Job_Soul_Linker || Class == Job_Ninja) {
+ mes "[Michael]";
+ mes "We only have 1 weapon for you.";
+ next;
+ mes "[Michael]";
+ mes "Eden Dagger II: Dagger. MATK+70, attack 158.";
+ mes "It is Lv. 2 and the required level is 40.";
+ next;
+ mes "[Michael]";
+ mes "It also can't be traded with other players or be refined.";
+ next;
+ mes "[Michael]";
+ mes "You'll receive the Eden Dagger II.";
+ next;
+ mes "[Michael]";
+ mes "Additionally you'll receive the Eden Group Boots III and Uniform III.";
+ next;
+ if (para_suv02 == 0) {
+ mes "[Michael]";
+ mes "You don't have a record of receiving any supplies";
+ mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
+ set para_suv01,38;
+ set para_suv02,3;
+ getitem 13051,1; //P_Dagger2
+ getitem 2458,1; //Para_Team_Boots3
+ getitem 15011,1; //Para_Team_Uniform3
+ getitem 5583,1; //Para_Team_Hat
+ getitem 2560,1; //Para_Team_Manteau
+ next;
+ mes "[Michael]";
+ mes "Check your supplies again and look after it.";
+ close;
+ }
+ mes "[Michael]";
+ mes "A Dagger, Uniform, and Boots all 3 supplies.";
+ mes "Please check it again.";
+ set para_suv01, 38;
+ set para_suv02, 3;
+ getitem 13051,1; //P_Dagger2
+ getitem 2458,1; //Para_Team_Boots3
+ getitem 15011,1; //Para_Team_Uniform3
+ next;
+ mes "[Michael]";
+ mes "I hope they're useful to you.";
+ close;
+ }
+ if (Class == Job_Mage || Class == Job_Mage_High || Class == Job_Wizard || Class == Job_Sage) {
+ mes "[Michael]";
+ mes "We only have 1 weapon for you.";
+ next;
+ mes "[Michael]";
+ mes "Eden Staff II: Staff. INT+3, MATK+155, attack 60.";
+ mes "It is Lv. 2 and the required level is 40.";
+ next;
+ mes "[Michael]";
+ mes "It also can't be traded with other players or be refined.";
+ next;
+ mes "[Michael]";
+ mes "You'll receive the Eden Staff II.";
+ next;
+ mes "[Michael]";
+ mes "Additionally you'll receive the Eden Group Boots III and Uniform III.";
+ next;
+ if (para_suv02 == 0) {
+ mes "[Michael]";
+ mes "You don't have a record of receiving any supplies";
+ mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
+ set para_suv01,38;
+ set para_suv02,3;
+ getitem 1651,1; //P_Staff2
+ getitem 2458,1; //Para_Team_Boots3
+ getitem 15011,1; //Para_Team_Uniform3
+ getitem 5583,1; //Para_Team_Hat
+ getitem 2560,1; //Para_Team_Manteau
+ next;
+ mes "[Michael]";
+ mes "Check your supplies again and look after it.";
+ close;
+ }
+ mes "[Michael]";
+ mes "A Staff, Uniform, and Boots all 3 supplies.";
+ mes "Please check it again.";
+ set para_suv01,38;
+ set para_suv02,3;
+ getitem 1651,1; //P_Staff2
+ getitem 2458,1; //Para_Team_Boots3
+ getitem 15011,1; //Para_Team_Uniform3
+ next;
+ mes "[Michael]";
+ mes "I hope they're useful to you.";
+ close;
+ }
+ if (Class == Job_Merchant || Class == Job_Merchant_High || Class == Job_Blacksmith || Class == Job_Alchemist) {
+ mes "[Michael]";
+ mes "What kind of weapon do you want?";
+ mes "We have a mace and a one-handed sword.";
+ mes "Here are the options.";
+ next;
+ mes "[Michael]";
+ mes "Eden Saber II: One-handed sword. attack 170.";
+ mes "Eden Mace II: Mace. attack 163.";
+ mes "Both of them are Lv. 2 weapons and the required level is 40.";
+ next;
+ mes "[Michael]";
+ mes "They also can't be traded with other players or be refined.";
+ next;
+ switch (select("Eden Saber II:Eden Mace II")) {
+ case 1:
+ mes "[Michael]";
+ mes "You've chosen the Eden Sabre II.";
+ mes "Additionally you'll receive the Eden Group Boots III and Uniform III.";
+ next;
+ if (para_suv02 == 0) {
+ mes "[Michael]";
+ mes "You don't have a record of receiving any supplies";
+ mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
+ set para_suv01,38;
+ set para_suv02,3;
+ getitem 13424,1; //P_Sabre2
+ getitem 2458,1; //Para_Team_Boots3
+ getitem 15011,1; //Para_Team_Uniform3
+ getitem 5583,1; //Para_Team_Hat
+ getitem 2560,1; //Para_Team_Manteau
+ next;
+ mes "[Michael]";
+ mes "Check your supplies again and look after it.";
+ close;
+ }
+ mes "[Michael]";
+ mes "A One-handed sword, Uniform and Boots all 3 supplies.";
+ mes "Please check it again.";
+ set para_suv01,38;
+ set para_suv02,3;
+ getitem 13424,1; //P_Sabre2
+ getitem 2458,1; //Para_Team_Boots3
+ getitem 15011,1; //Para_Team_Uniform3
+ next;
+ mes "[Michael]";
+ mes "I hope they're useful to you.";
+ close;
+ case 2:
+ mes "[Michael]";
+ mes "You've chosen the Eden Mace II.";
+ mes "Additionally you'll receive the Eden Group Boots III and Uniform III.";
+ next;
+ if (para_suv02 == 0) {
+ mes "[Michael]";
+ mes "You don't have a record of receiving any supplies";
+ mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
+ set para_suv01, 38;
+ set para_suv02, 3;
+ getitem 16005,1; //P_Mace2
+ getitem 2458,1; //Para_Team_Boots3
+ getitem 15011,1; //Para_Team_Uniform3
+ getitem 5583,1; //Para_Team_Hat
+ getitem 2560,1; //Para_Team_Manteau
+ next;
+ mes "[Michael]";
+ mes "Check your supplies again and look after it.";
+ close;
+ }
+ mes "[Michael]";
+ mes "A Mace, Uniform and Boots all 3 supplies.";
+ mes "Please check it again.";
+ set para_suv01,38;
+ set para_suv02,3;
+ getitem 16005,1; //P_Mace2
+ getitem 2458,1; //Para_Team_Boots3
+ getitem 15011,1; //Para_Team_Uniform3
+ next;
+ mes "[Michael]";
+ mes "I hope they're useful to you.";
+ close;
+ }
+ }
+ if (Class == Job_Gunslinger) {
+ mes "[Michael]";
+ mes "We only have 1 weapon for you.";
+ next;
+ mes "[Michael]";
+ mes "Eden Revolver II: Revolver. HIT-5, attack 60.";
+ mes "It is Lv. 2 and the required level is 40.";
+ next;
+ mes "[Michael]";
+ mes "It also can't be traded with other players or be refined.";
+ next;
+ mes "[Michael]";
+ mes "You'll receive the Eden Revolver II.";
+ next;
+ mes "[Michael]";
+ mes "Additionally you'll receive the Eden Group Boots III and Uniform III.";
+ next;
+ if (para_suv02 == 0) {
+ mes "[Michael]";
+ mes "You don't have a record of receiving any supplies";
+ mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
+ set para_suv01,38;
+ set para_suv02,3;
+ getitem 13113,1; //P_Revolver2
+ getitem 2458,1; //Para_Team_Boots3
+ getitem 15011,1; //Para_Team_Uniform3
+ getitem 5583,1; //Para_Team_Hat
+ getitem 2560,1; //Para_Team_Manteau
+ next;
+ mes "[Michael]";
+ mes "Check your supplies again and look after it.";
+ close;
+ }
+ mes "[Michael]";
+ mes "A Revolver, Uniform and Boots all 3 supplies.";
+ mes "Please check it again.";
+ set para_suv01,38;
+ set para_suv02,3;
+ getitem 13113,1; //P_Revolver2
+ getitem 2458,1; //Para_Team_Boots3
+ getitem 15011,1; //Para_Team_Uniform3
+ next;
+ mes "[Michael]";
+ mes "I hope they're useful to you.";
+ close;
+ }
+ mes "[Michael]";
+ mes "Let me see... you will receive..";
+ mes "the Eden Group Boots III and Uniform III.";
+ next;
+ if (para_suv02 == 0) {
+ mes "[Michael]";
+ mes "You don't have a record of receiving any supplies";
+ mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
+ set para_suv01,38;
+ set para_suv02,3;
+ getitem 2458,1; //Para_Team_Boots3
+ getitem 15011,1; //Para_Team_Uniform3
+ getitem 5583,1; //Para_Team_Hat
+ getitem 2560,1; //Para_Team_Manteau
+ next;
+ mes "[Michael]";
+ mes "Check your supplies again and look after it.";
+ close;
+ }
+ mes "[Michael]";
+ mes "A Uniform and Boots all 2 supplies.";
+ mes "Please check it again.";
+ set para_suv01,38;
+ set para_suv02,3;
+ getitem 2458,1; //Para_Team_Boots3
+ getitem 15011,1; //Para_Team_Uniform3
+ next;
+ mes "[Michael]";
+ mes "I hope they're useful to you.";
+ close;
+ }
+ mes "[Michael]";
+ mes "Wait...I will check the record...";
+ mes "...";
+ mes "...hummmm.";
+ next;
+ mes "[Michael]";
+ mes "Sorry, but I can't find any record that you can obtain supplies.";
+ mes "Are you sure?";
+ close;
+ }
+ case 2:
+ mes "[Michael]";
+ mes "We store weapons, armor and other goods which were created by the Eden Group here.";
+ mes "We also have a lot of special stuff.";
+ next;
+ mes "[Michael]";
+ mes "To prepare for emergencies, we hav enough equipment and supplies for an entire army.";
+ mes "Frankly... we don't have a use for it now but in case soemthing happens like in Morroc.";
+ next;
+ mes "[Michael]";
+ mes "Just take a look around and don't touch anything.";
+ next;
+ mes "[Michael]";
+ mes "If I make a mistake, Reke will punish me.";
+ close;
+ case 3:
+ mes "[Michael]";
+ mes "You mean upgrading equipment, right?";
+ mes "We can only upgrade the Eden Group Hat.";
+ if (para_suv02 == 3) {
+ if (countitem(5583) > 0) {
+ mes "[Michael]";
+ mes "What status bonus do you want to upgrade?";
+ next;
+ switch (select("Upgrade STR:Upgrade AGI:Upgrade VIT:Upgrade INT:Upgrade DEX:Upgrade LUK:Nevermind.")) {
+ case 1:
+ mes "[Michael]";
+ mes "I see.";
+ mes "I will ^4d4dffUpgrade STR^000000.";
+ mes "Are you sure?";
+ next;
+ switch (select("Yes I am.:No wait.")) {
+ case 1:
+ mes "[Michael]";
+ mes "I will start to upgrade.";
+ next;
+ mes "[Michael]";
+ mes "Here you are.";
+ set para_suv02,4;
+ delitem 5583,1;
+ getitem2 5583, 1, 1, 0, 0, 0, 0, 0, 4701;
+ close;
+ case 2:
+ mes "[Michael]";
+ mes "Don't you want to upgrade?";
+ close;
+ }
+ case 2:
+ mes "[Michael]";
+ mes "I see.";
+ mes "I will ^4d4dffUpgrade AGI^000000.";
+ mes "Are you sure?";
+ next;
+ switch (select("Yes I am.:No wait.")) {
+ case 1:
+ mes "[Michael]";
+ mes "I will start to upgrade.";
+ next;
+ mes "[Michael]";
+ mes "Here you are.";
+ set para_suv02,4;
+ delitem 5583,1;
+ getitem2 5583, 1, 1, 0, 0, 0, 0, 0, 4731;
+ close;
+ case 2:
+ mes "[Michael]";
+ mes "Don't you want to upgrade?";
+ close;
+ }
+ case 3:
+ mes "[Michael]";
+ mes "I see.";
+ mes "I will ^4d4dffUpgrade VIT^000000.";
+ mes "Are you sure?";
+ next;
+ switch (select("Yes I am.:No wait.")) {
+ case 1:
+ mes "[Michael]";
+ mes "I will start to upgrade.";
+ next;
+ mes "[Michael]";
+ mes "Here you are.";
+ set para_suv02,4;
+ delitem 5583,1;
+ getitem2 5583, 1, 1, 0, 0, 0, 0, 0, 4741;
+ close;
+ case 2:
+ mes "[Michael]";
+ mes "Don't you want to upgrade?";
+ close;
+ }
+ case 4:
+ mes "[Michael]";
+ mes "I see.";
+ mes "I will ^4d4dffUpgrade INT^000000.";
+ mes "Are you sure?";
+ next;
+ switch (select("Yes I am.:No wait.")) {
+ case 1:
+ mes "[Michael]";
+ mes "I will start to upgrade.";
+ next;
+ mes "[Michael]";
+ mes "Here you are.";
+ set para_suv02,4;
+ delitem 5583,1;
+ getitem2 5583, 1, 1, 0, 0, 0, 0, 0, 4711;
+ close;
+ case 2:
+ mes "[Michael]";
+ mes "Don't you want to upgrade?";
+ close;
+ }
+ case 5:
+ mes "[Michael]";
+ mes "I see.";
+ mes "I will ^4d4dffUpgrade DEX^000000.";
+ mes "Are you sure?";
+ next;
+ switch (select("Yes I am.:No wait.")) {
+ case 1:
+ mes "[Michael]";
+ mes "I will start to upgrade.";
+ next;
+ mes "[Michael]";
+ mes "Here you are.";
+ set para_suv02, 4;
+ delitem 5583,1;
+ getitem2 5583, 1, 1, 0, 0, 0, 0, 0, 4721;
+ close;
+ case 2:
+ mes "[Michael]";
+ mes "Don't you want to upgrade?";
+ close;
+ }
+ case 6:
+ mes "[Michael]";
+ mes "I see.";
+ mes "I will ^4d4dffUpgrade LUK^000000.";
+ mes "Are you sure?";
+ next;
+ switch (select("Yes I am.:No wait.")) {
+ case 1:
+ mes "[Michael]";
+ mes "I will start to upgrade.";
+ next;
+ mes "[Michael]";
+ mes "Here you are.";
+ set para_suv02, 4;
+ delitem 5583,1;
+ getitem2 5583, 1, 1, 0, 0, 0, 0, 0, 4751;
+ close;
+ case 2:
+ mes "[Michael]";
+ mes "Don't you want to upgrade?";
+ close;
+ }
+ case 7:
+ mes "[Michael]";
+ mes "Why? It'll be beter than it is.";
+ mes "Anyway, we can only offer you one Hat.";
+ next;
+ mes "[Michael]";
+ mes "What you do with it is up to you.";
+ close;
+ }
+ }
+ mes "[Michael]";
+ mes "First come with a Hat that you want me to upgrade.";
+ mes "Make sure that it's in your inventory, got it?";
+ close;
+ }
+ if (para_suv02 == 4) {
+ mes "[Michael]";
+ mes "Umm, didn't you upgrade this already?";
+ mes "According to the records";
+ mes ""+strcharinfo(0)+": Has already upgraded their Hat.";
+ next;
+ mes "[Michael]";
+ mes "We can only offer 1 upgrade.";
+ mes "Sorry but I can't do it twice.";
+ close;
+ }
+ mes "[Michael]";
+ mes "You haven't received all the supplies up to step 3.";
+ mes "Upgrading your Hat is a special service.";
+ next;
+ mes "[Michael]";
+ mes "Sorry but I can't help you.";
+ close;
+ }
+}
+
+moc_para01,179,44,3 script Chef 820,{
+
+ mes "[Chef]";
+ mes "What's up?";
+ mes "Do you want a Meal? Or do you have other business?";
+ next;
+ switch (select("Order a meal.:Talk.")) {
+ case 1:
+ mes "[Chef]";
+ mes "Choose one of the three course meals A, B or C.";
+ mes "Do you want a explanation?";
+ next;
+ switch (select("I want a explanation.:Order course meal A:Order course meal B:Order course meal C:End Conversation.")) {
+ case 1:
+ mes "[Chef]";
+ mes "Uh? what do you want to know?";
+ next;
+ switch (select("About course meal A.:About course meal B.:About course meal C.:End Conversation.")) {
+ case 1:
+ mes "[Chef]";
+ mes "Course meal A is for nomal people.";
+ mes "It has three kinds of dishes and the main is....";
+ mes " ";
+ mes "-Chef is trying to point to a dish in the picture. There is a black roll.-";
+ next;
+ mes "[Chef]";
+ mes "It's made of sea grass so, it's dry like paper.";
+ mes "It's a roll with steamed rice, vegetables and meat inside.";
+ mes "It seems simple but it is really good and healthy.";
+ next;
+ mes "[Chef]";
+ mes "The ingredients mix well with the spicy sauce.";
+ mes "It is also mixed with chopped meat like sausages.";
+ next;
+ mes "[Chef]";
+ mes "It's simple and cheap so it is really popular with everyone.";
+ mes "Just 3,000 Zeny.";
+ mes "You will feel satisfied after eating it.";
+ close;
+ case 2:
+ mes "[Chef]";
+ mes "Um course meal B is.";
+ mes "I make a sauce with aromatic vegetables and meat in a soup.";
+ next;
+ mes "[Chef]";
+ mes "The meat is boiled so it is fork tender in the soup.";
+ mes "When the soup is almost done I add noodles for the finishing touch.";
+ next;
+ mes "[Chef]";
+ mes "It's a good dish to share with your friends.";
+ mes "It's 4,000 Zeny.";
+ mes "It's a very fun dish to enjoy.";
+ close;
+ case 3:
+ mes "[Chef]";
+ mes "Now for course meal C...";
+ mes "It's a masterpiece of meat... Legend of the meat class!";
+ next;
+ mes "[Chef]";
+ mes "Beef, bacon,";
+ mes "strip loin,";
+ mes "rib eye roll";
+ mes "...";
+ next;
+ mes "[Chef]";
+ mes "Do you need more information?";
+ mes "Don't worry.";
+ mes "I use the besk oak to smoke it.";
+ mes "Ah, it's 5,000 Zeny. Cheap isn't it? I only use the best meat so don't worry.";
+ close;
+ case 4:
+ mes "[Chef]";
+ mes "I don't have enough time to chat with you...";
+ close;
+ }
+ case 2:
+ mes "[Chef]";
+ mes "Course meal A?";
+ mes "Ah, Kim-dduck-soon.";
+ mes "It's the representative meal for normal citizens.";
+ next;
+ if (countitem(6219) > 0) {
+ if (Zeny > 2699) {
+ mes "[Chef]";
+ mes "Hey, here you are.";
+ mes "Enjoy your meal.";
+ next;
+ mes "- After eating the meal, You feel a little bit full.";
+ mes "You've recovered some HP and SP. -";
+ set Zeny, Zeny - 2700;
+ percentheal 50,0;
+ percentheal 0,50;
+ close;
+ }
+ mes "[Chef]";
+ mes "This meal costs 3,000 zeny but I will serve it for 2,700.";
+ mes "Since you are a eden member you get a 10% discount so, it's 2,700 zeny.";
+ close;
+ }
+ if (Zeny > 2999) {
+ mes "[Chef]";
+ mes "Hey, here you are.";
+ mes "Enjoy your meal.";
+ next;
+ mes "- After eating the meal, You feel a little bit full.";
+ mes "You've recovered some HP and SP. -";
+ set Zeny, Zeny - 3000;
+ percentheal 50,0;
+ percentheal 0,50;
+ close;
+ }
+ mes "[Chef]";
+ mes "This meal costs 3,000 zeny.";
+ mes "How many times do I have to tell you?";
+ close;
+ case 3:
+ mes "[Chef]";
+ mes "Course meal B?";
+ mes "This food with meat and vegetables in hot soup has it's origins from nomadic life under the cold and dry nature.";
+ next;
+ if (countitem(6219) > 0) {
+ if (Zeny > 3599) {
+ mes "[Chef]";
+ mes "Hey, here you are.";
+ mes "Enjoy your meal.";
+ next;
+ mes "- After eating the meal, You feel a little bit full.";
+ mes "You've recovered some HP and SP. -";
+ set Zeny, Zeny - 3600;
+ percentheal 75,0;
+ percentheal 0,75;
+ close;
+ }
+ mes "[Chef]";
+ mes "This meal costs 4,000 zeny but I will serve it for 3,600.";
+ mes "Since you are a eden member you get a 10% discount so, it's 3,600 zeny.";
+ close;
+ }
+ if (Zeny > 3999) {
+ mes "[Chef]";
+ mes "Hey, here you are.";
+ mes "Enjoy your meal.";
+ next;
+ mes "- After eating the meal, You feel a little bit full.";
+ mes "You've recovered some HP and SP. -";
+ set Zeny, Zeny - 4000;
+ percentheal 75,0;
+ percentheal 0,75;
+ close;
+ }
+ mes "[Chef]";
+ mes "This meal costs 4,000 zeny.";
+ mes "How many times do I have to tell you?";
+ close;
+ case 4:
+ if (countitem(6219) > 0) {
+ if (Zeny > 4499) {
+ mes "[Chef]";
+ mes "Hey, here you are.";
+ mes "Enjoy your meal.";
+ next;
+ mes "- The Rib Eye Roll is grilled on the oak.";
+ mes "- After eating the meal, You feel a little bit full.";
+ mes "You've recovered your HP and SP. -";
+ set Zeny, Zeny - 4500;
+ percentheal 100,0;
+ percentheal 0,100;
+ close;
+ }
+ mes "[Chef]";
+ mes "This meal costs 5,000 zeny but I will serve it for 4,500.";
+ mes "Since you are a eden member you get a 10% discount so, it's 4,500 zeny.";
+ close;
+ }
+ if (Zeny > 4999) {
+ mes "[Chef]";
+ mes "Hey, here you are.";
+ mes "Enjoy your meal.";
+ next;
+ mes "Hey, here you are.";
+ mes "- The Rib Eye Roll is grilled on the oak.";
+ mes "- After eating the meal, You feel a little bit full.";
+ mes "You've recovered your HP and SP. -";
+ set Zeny, Zeny - 5000;
+ percentheal 100,0;
+ percentheal 0,100;
+ close;
+ }
+ mes "[Chef]";
+ mes "This meal costs 5,000 zeny.";
+ mes "How many times do I have to tell you?";
+ close;
+ case 5:
+ mes "[Chef]";
+ mes "It's up to you.";
+ close;
+ }
+ case 2:
+ if (countitem(6219) > 0) {
+ mes "[Chef]";
+ mes "Most jobs should be managed by yourself. So it might be difficult, right?";
+ mes "Actually it's harmful so they have requested continuously.";
+ next;
+ mes "[Chef]";
+ mes "Can't we all work together by helping each other out?";
+ mes "Anyway, you...";
+ next;
+ if (para_suv01 == 0) {
+ if (BaseLevel < 41) {
+ mes "[Chef]";
+ mes "How are you?";
+ mes "Ah... now you don't look like a beginner.";
+ mes "Do you want to know some good information?";
+ next;
+ mes "[Chef]";
+ mes "The Eden Group... sometimes receives jobs.";
+ mes "But they also manufacture armor and weapons by themselves.";
+ next;
+ mes "[Chef]";
+ mes "If you want, you can get a uniform from the Eden Group.";
+ next;
+ mes "[Chef]";
+ mes "To get it you need to complete their missions.";
+ mes "If you have any interest, meet Instructor Boya at the desk.";
+ close;
+ }
+ mes "[Chef]";
+ mes "You look like an expert...";
+ mes "umm emm.. ";
+ mes "umm emm.. ummm..";
+ next;
+ mes "[Chef]";
+ mes "Yes! I found a thing that you are missing!";
+ mes "You didn't get eden group uniform?";
+ next;
+ mes "[Chef]";
+ mes "Hmm, it's not neccessary but if you remain with the eden group, it would be a good symbol.";
+ next;
+ mes "[Chef]";
+ mes "You can't get it easily but..";
+ mes "If you have an interest, ask Instructor Boya at the desk.";
+ close;
+ }
+ mes "[Chef]";
+ mes "Sure, the uniform goes well with you.";
+ mes "Oh, sure.";
+ mes "The leader makes the designs these days.";
+ next;
+ mes "[Chef]";
+ mes "Ahah..especially the hat.";
+ mes "To.. me.. the hat... um.";
+ mes "It goes well with Laime but with Luke... I don't know..";
+ next;
+ switch (select("What about the hat?:Luke?")) {
+ case 1:
+ mes "[Chef]";
+ mes "Nothing. It's so cute.";
+ mes "I am concerned about the ribbon.";
+ mes "But, it is essential that I wear this hat..";
+ next;
+ mes "[Chef]";
+ mes "Hahahah I don't care.";
+ mes "I don't care at all!";
+ mes "Hahaha.. aaaahahahaha... ";
+ close;
+ case 2:
+ mes "[Chef]";
+ mes "He is a knife expert.";
+ mes "One of our guard leaders.";
+ mes "Who is also in charge of the security in this office.";
+ next;
+ mes "[Chef]";
+ mes "Almost everyone just hired wonders about him.";
+ mes "But Laime and Luke are totally different.";
+ next;
+ mes "[Chef]";
+ mes "The leaders have worked together for a long time.";
+ mes "But the leader wants to hide his past...";
+ next;
+ mes "[Chef]";
+ mes "What I guess is... he might be a son of a rich family.";
+ mes "Rumor is that Luke was the family guard.";
+ mes "Laime was a servant? Wasn't she?";
+ mes "What do you think about my story?";
+ next;
+ select(".....");
+ mes "[Chef]";
+ mes "............";
+ mes "Ahah..hey~ even if I talked useless things don't look at me like that";
+ mes "but it's really true that three people established this Eden Group.";
+ close;
+ }
+ }
+ mes "[Chef]";
+ mes "Uh? Missions. Did you find the right place?";
+ mes "Also let me se... you are not one of our members. How can I give you work?";
+ next;
+ mes "[Chef]";
+ mes "Just eat in the restaurant.";
+ mes "We serve meals to everyone.";
+ mes "I am pretty sure they taste great!";
+ close;
+ }
+}
+
+moc_para01,23,35,4 script Instructor Ur 468,{
+ if (countitem(6219) > 0) {
+ if (BaseLevel < 60) {
+ mes "[Instructor Ur]";
+ mes "Umm. You should raise your level more!";
+ mes "You need to be at least level 60!";
+ mes "I'm sorry but those are the rules.";
+ close;
+ }
+ if ((BaseLevel >= 60) && (BaseLevel < 70) && (para_suv01 < 39)) {
+ mes "[Instructor Ur]";
+ mes "You are just in time! I have a new quest for you, would you like to start it now?";
+ next;
+ switch(select("Yes!:No, thanks.")) {
+ case 1:
+ mes "[Instructor Ur]";
+ mes "Great! I want you to go find ^0000FFRomeo in Comodo^000000.";
+ next;
+ set para_suv01,39;
+ setquest 7214;
+ mes "[Instructor Ur]";
+ mes "You should see him near the entrance to the ^0000FFNorth Cave in Comodo^000000.";
+ close;
+ case 2:
+ mes "[Instructor Ur]";
+ mes "Thats to bad. I have some nice rewards i could have given to you for helping me.";
+ close;
+ }
+ }
+ if ((para_suv01 == 39) && (romeo < 4)) {
+ mes "[Instructor Ur]";
+ mes "What are you waiting for? Go find ^0000FFRomeo in Comodo^000000.";
+ next;
+ mes "[Instructor Ur]";
+ mes "You should see him near the entrance to the ^0000FFNorth Cave in Comodo^000000.";
+ close;
+ }
+ if ((para_suv01 == 40) && (romeo == 4)) {
+ mes "[Instructor Ur]";
+ mes "Done already? Great work!";
+ next;
+ set para_suv01,41;
+ completequest 7218;
+ if (para_suv02 < 5) {
+ set para_suv02,5;
+ }
+ mes "[Instructor Ur]";
+ mes "Go to the back room and talk to ^0000FFToren^000000 for your reward!";
+ close;
+ }
+ if (para_suv01 == 41) {
+ mes "[Instructor Ur]";
+ mes "Go to the back room and talk to ^0000FFToren^000000 for your reward!";
+ close;
+ }
+ if ((para_suv01 == 42) && (BaseLevel < 70)) {
+ mes "[Instructor Ur]";
+ mes "I'm sorry, I have no new quests available for you at this time. Come back when you are at least ^FF0000Base Level 70^000000.";
+ close;
+ }
+ if ((BaseLevel >= 70) && (BaseLevel < 80) && (para_suv01 < 39 || para_suv01 == 42)) {
+ mes "[Instructor Ur]";
+ mes "You are just in time! I have a new quest for you, would you like to start it now?";
+ next;
+ switch(select("Yes!:No, thanks.")) {
+ case 1:
+ mes "[Instructor Ur]";
+ mes "Great! I want you to go find ^0000FFJohan in Glast Heim^000000.";
+ next;
+ set para_suv01,43;
+ setquest 7219;
+ mes "[Instructor Ur]";
+ mes "You should see him near the entrance of the ^0000FFGlast Heim Church^000000.";
+ close;
+ case 2:
+ mes "[Instructor Ur]";
+ mes "Thats to bad. I have some nice rewards i could have given to you for helping me.";
+ close;
+ }
+ }
+ if ((para_suv01 == 43) && (johan < 3)) {
+ mes "[Instructor Ur]";
+ mes "What are you waiting for? Go find ^0000FFJohan in Glast Heim^000000.";
+ next;
+ mes "[Instructor Ur]";
+ mes "You should see him near the entrance of the ^0000FFGlast Heim Church^000000.";
+ close;
+ }
+ if ((para_suv01 == 43) && (johan == 3)) {
+ mes "[Instructor Ur]";
+ mes "Done already? Great work!";
+ next;
+ set para_suv01,44;
+ completequest 7222;
+ if (para_suv02 < 7) {
+ set para_suv02,7;
+ }
+ mes "[Instructor Ur]";
+ mes "Go to the back room and talk to ^0000FFToren and the Weapons Expert^000000 for your rewards!";
+ close;
+ }
+ if (para_suv01 == 44) {
+ mes "[Instructor Ur]";
+ mes "Go to the back room and talk to ^0000FFToren^000000 for your reward!";
+ close;
+ }
+ if ((para_suv01 == 45) && (BaseLevel < 80)) {
+ mes "[Instructor Ur]";
+ mes "I'm sorry, I have no new quests available for you at this time. Come back when you are at least ^FF0000Base Level 80^000000.";
+ close;
+ }
+ if ((BaseLevel >= 80) && (BaseLevel < 90) && (para_suv01 < 39 || para_suv01 == 42 || para_suv01 == 45)) {
+ mes "[Instructor Ur]";
+ mes "You are just in time! I have a new quest for you, would you like to start it now?";
+ next;
+ switch(select("Yes!:No, thanks.")) {
+ case 1:
+ mes "[Instructor Ur]";
+ mes "Great! I want you to go find ^0000FFKiren in Einbroch^000000.";
+ next;
+ set para_suv01,46;
+ setquest 7223;
+ mes "[Instructor Ur]";
+ mes "You should see her near the ^0000FFSouth Enterance^000000 outside of town.";
+ close;
+ case 2:
+ mes "[Instructor Ur]";
+ mes "Thats to bad. I have some nice rewards i could have given to you for helping me.";
+ close;
+ }
+ }
+ if ((para_suv01 == 46) && (kiren < 3)) {
+ mes "[Instructor Ur]";
+ mes "What are you waiting for? Go find ^0000FFKiren in Einbroch^000000.";
+ next;
+ mes "[Instructor Ur]";
+ mes "You should see her near the ^0000FFSouth Enterance^000000 outside of town.";
+ close;
+ }
+ if ((para_suv01 == 46) && (kiren == 3)) {
+ mes "[Instructor Ur]";
+ mes "Done already? Great work!";
+ next;
+ set para_suv01,47;
+ completequest 7228;
+ if (para_suv02 < 9) {
+ set para_suv02,9;
+ }
+ mes "[Instructor Ur]";
+ mes "Go to the back room and talk to ^0000FFToren and the Weapons Expert^000000 for your rewards!";
+ close;
+ }
+ if (para_suv01 == 47) {
+ mes "[Instructor Ur]";
+ mes "Go to the back room and talk to ^0000FFToren^000000 for your reward!";
+ close;
+ }
+ if ((para_suv01 == 48) && (BaseLevel < 90)) {
+ mes "[Instructor Ur]";
+ mes "I'm sorry, I have no new quests available for you at this time. Come back when you are at least ^FF0000Base Level 90^000000.";
+ close;
+ }
+ if ((BaseLevel >= 90) && (BaseLevel < 100) && (para_suv01 < 39 || para_suv01 == 42 || para_suv01 == 45 || para_suv01 == 48)) {
+ mes "[Instructor Ur]";
+ mes "You are just in time! I have a new quest for you, would you like to start it now?";
+ next;
+ switch(select("Yes!:No, thanks.")) {
+ case 1:
+ mes "[Instructor Ur]";
+ mes "Great! I want you to go find ^0000FFNaomi in Ice Dungeon^000000.";
+ next;
+ set para_suv01,49;
+ setquest 7229;
+ mes "[Instructor Ur]";
+ mes "You should see her near the ^0000FFEnterance^000000 when you enter the dungeon.";
+ close;
+ case 2:
+ mes "[Instructor Ur]";
+ mes "Thats to bad. I have some nice rewards i could have given to you for helping me.";
+ close;
+ }
+ }
+ if ((para_suv01 == 49) && (naomi < 3)) {
+ mes "[Instructor Ur]";
+ mes "What are you waiting for? Go find ^0000FFNaomi in Ice Dungeon^000000.";
+ next;
+ mes "[Instructor Ur]";
+ mes "You should see her near the ^0000FFEnterance^000000 when you enter the dungeon.";
+ close;
+ }
+ if ((para_suv01 == 49) && (naomi == 3)) {
+ mes "[Instructor Ur]";
+ mes "Done already? Great work!";
+ next;
+ set para_suv01,50;
+ completequest 7232;
+ if (para_suv02 < 11) {
+ set para_suv02,11;
+ }
+ mes "[Instructor Ur]";
+ mes "Go to the back room and talk to ^0000FFToren and the Weapons Expert^000000 for your rewards!";
+ close;
+ }
+ if (para_suv01 == 50) {
+ mes "[Instructor Ur]";
+ mes "Go to the back room and talk to ^0000FFToren^000000 for your reward!";
+ close;
+ }
+ if ((BaseLevel >= 100) && (para_suv01 < 39 || para_suv01 == 42 || para_suv01 == 45 || para_suv01 == 48 || para_suv01 == 51)) {
+ mes "[Instructor Ur]";
+ mes "You are just in time! I have a new quest for you, would you like to start it now?";
+ next;
+ switch(select("Yes!:No, thanks.")) {
+ case 1:
+ mes "[Instructor Ur]";
+ mes "Great! I want you to go find ^0000FFMargaret in the Expedition Camp^000000.";
+ next;
+ set para_suv01,52;
+ setquest 7233;
+ mes "[Instructor Ur]";
+ mes "You should see her near the ^0000FFBuilding in the Center^000000 of the Expedition Camp.";
+ close;
+ case 2:
+ mes "[Instructor Ur]";
+ mes "Thats too bad. I had some nice rewards to give you.";
+ close;
+ }
+ }
+ if ((para_suv01 == 52) && (margaret < 7)) {
+ mes "[Instructor Ur]";
+ mes "What are you waiting for? Go find ^0000FFMargaret in the Expedition Camp^000000.";
+ next;
+ mes "[Instructor Ur]";
+ mes "You should see her near the ^0000FFBuilding in the Center^000000 of the Expedition Camp.";
+ close;
+ }
+ if ((para_suv01 == 52) && (margaret == 7)) {
+ mes "[Instructor Ur]";
+ mes "Done already? Great work!";
+ next;
+ set para_suv01,53;
+ completequest 7237;
+ if (para_suv02 < 13) {
+ set para_suv02,13;
+ }
+ mes "[Instructor Ur]";
+ mes "Go to the back room and talk to ^0000FFToren and the Weapons Expert^000000 for your rewards!";
+ close;
+ }
+ if (para_suv01 == 53) {
+ mes "[Instructor Ur]";
+ mes "Go to the back room and talk to ^0000FFToren^000000 for your reward!";
+ close;
+ }
+ if (para_suv01 > 53) {
+ mes "[Instructor Ur]";
+ mes "I'm out of rewards to give to you. But don't worry, there are much better gears out there for you to obtain.";
+ close;
+ }
+ }
+ mes "[Instructor Ur]";
+ mes "You are not in my group are you?";
+ mes "I don't have anything to say to outsiders.";
+ mes "If you want something register with my group.";
+ next;
+ mes "[Instructor Ur]";
+ mes "To register with the Eden Group ask Laime Evenor next to me.";
+ close;
+}
+
+comodo,173,354,6 script Romeo#01 55,{
+ if ((para_suv01 == 39) && (romeo < 1)) {
+ mes "[Romeo]";
+ mes "Ah, there you are.";
+ next;
+ mes "[Romeo]";
+ mes "Before we begin, I want to test you.";
+ next;
+ set romeo,1;
+ changequest 7214,7215;
+ mes "[Romeo]";
+ mes "Enter the cave and kill ^0000FF3 Stalactic Golems^000000, then return to me.";
+ close;
+ }
+ if (romeo == 1) {
+ if (checkquest(7215,HUNTING) == 2) {
+ mes "[Romeo]";
+ mes "You did it? Thats all the proof I needed.";
+ next;
+ mes "[Romeo]";
+ mes "You should then have no trouble killing ^0000FF10 more Stalactic Golems^000000, right?";
+ next;
+ getexp 10000,10000;
+ set romeo,2;
+ changequest 7215,7216;
+ mes "[Romeo]";
+ mes "^0000FFMeet me at the north-east exit of the cave^000000 when you are done, I will be waiting for you outside.";
+ close;
+ }
+ mes "[Romeo]";
+ mes "Don't give up, I'm only asking you to kill ^0000FF3 Stalactic Golems^000000.";
+ close;
+ }
+ if (romeo == 2) {
+ mes "[Romeo]";
+ mes "You should then have no trouble killing ^0000FF10 more Stalactic Golems^000000, right?";
+ next;
+ mes "[Romeo]";
+ mes "After you have killed all ^0000FF10 Stalactic Golems^000000, ^0000FFmeet me at the north-east exit of the cave^000000. I will be waiting for you outside.";
+ close;
+ }
+ mes "[Romeo]";
+ mes "The person I'm waiting for is late...";
+ close;
+}
+
+um_fild01,34,280,6 script Romeo#02 55,{
+ if (romeo == 2) {
+ if (checkquest(7216,HUNTING) == 2) {
+ mes "[Romeo]";
+ mes "Wow, you have arrived sooner than I expected.";
+ next;
+ mes "[Romeo]";
+ mes "There is only one more thing I need you to do for me.";
+ next;
+ getexp 10000,10000;
+ set romeo,3;
+ changequest 7216,7217;
+ mes "[Romeo]";
+ mes "Bring me ^0000FF5 Shoulder Pads and 7 Sharp Leafs^000000.";
+ close;
+ }
+ mes "[Romeo]";
+ mes "You are early, but you didn't kill ^0000FF10 Stalactic Golems^000000 like I asked you to do.";
+ close;
+ }
+ if (romeo == 3) {
+ if ((countitem(7196) >= 5) && (countitem(7100) >= 7)) {
+ mes "[Romeo]";
+ mes "Your work here is done my friend.";
+ next;
+ delitem 7196,5; // Shoulder Pad
+ delitem 7100,7; // Sharp Leaf
+ getexp 10000,10000;
+ set romeo,4;
+ set para_suv01,40;
+ changequest 7217,7218;
+ mes "[Romeo]";
+ mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward.";
+ close;
+ }
+ mes "[Romeo]";
+ mes "Bring me ^0000FF5 Shoulder Pads and 7 Sharp Leafs^000000.";
+ close;
+ }
+ if (romeo == 4) {
+ mes "[Romeo]";
+ mes "Thank you again for all your help.";
+ next;
+ mes "[Romeo]";
+ mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward.";
+ close;
+ }
+ mes "[Romeo]";
+ mes "What is taking so long...";
+ close;
+}
+
+glast_01,195,131,6 script Johan 95,{
+ if ((para_suv01 == 43) && (johan < 1)) {
+ mes "[Johan]";
+ mes "...";
+ next;
+ mes "[Johan]";
+ mes "I don't need to explain anything to you.";
+ next;
+ set johan,1;
+ changequest 7219,7220;
+ mes "[Johan]";
+ mes "Go kill ^0000FF20 Wraiths^000000.";
+ close;
+ }
+ if (johan == 1) {
+ if (checkquest(7220,HUNTING) == 2) {
+ mes "[Johan]";
+ mes "Good.";
+ next;
+ mes "[Johan]";
+ mes "Next I want you to kill ^0000FF10 Evil Druids^000000.";
+ next;
+ getexp 20000,20000;
+ set johan,2;
+ changequest 7220,7221;
+ mes "[Johan]";
+ mes "This time kill them quickly, I don't like to wait.";
+ close;
+ }
+ mes "[Johan]";
+ mes "... ^0000FF20 Wraiths^000000 shouldn't take this long.";
+ close;
+ }
+ if (johan == 2) {
+ if (checkquest(7221,HUNTING) == 2) {
+ mes "[Johan]";
+ mes "Hmmmm, better.";
+ next;
+ mes "[Johan]";
+ mes "Ok, I'm done with you.";
+ next;
+ getexp 20000,20000;
+ set johan,3;
+ changequest 7221,7222;
+ mes "[Johan]";
+ mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward.";
+ close;
+ }
+ mes "[Johan]";
+ mes "Hurry up, it is only ^0000FF10 Evil Druids^000000.";
+ close;
+ }
+ if (johan == 3) {
+ mes "[Johan]";
+ mes "Why are you still here?";
+ next;
+ mes "[Johan]";
+ mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward.";
+ close;
+ }
+ mes "[Johan]";
+ mes "Go away... I'm busy.";
+ close;
+}
+
+ein_fild08,172,359,4 script Kiren 989,{
+ if ((para_suv01 == 46) && (kiren < 1)) {
+ mes "[Kiren]";
+ mes "Hey there.";
+ next;
+ mes "[Kiren]";
+ mes "You must be a member of the Paradise Group, come help me for a second.";
+ next;
+ set kiren,1;
+ changequest 7223,7224;
+ mes "[kiren]";
+ mes "Can you kill ^0000FF30 Porcellios^000000 for me and then return to me?";
+ close;
+ }
+ if (kiren == 1) {
+ if (checkquest(7224,HUNTING) == 2) {
+ mes "[Kiren]";
+ mes "Wow, most people spend twice as long as you did to kill those Porcellios!";
+ next;
+ mes "[Kiren]";
+ mes "I think you need a challenge.";
+ next;
+ getexp 30000,30000;
+ set kiren,2;
+ changequest 7224,7226;
+ setquest 7227;
+ mes "[Kiren]";
+ mes "How about this: Kill ^0000FF30 Venomous and 5 Teddy Bears^000000.";
+ close;
+ }
+ mes "[Kiren]";
+ mes "Come back to me when you have killed the ^0000FF30 Porcellios^000000.";
+ close;
+ }
+ if (kiren == 2) {
+ if ((checkquest(7226,HUNTING) == 2) && (checkquest(7227,HUNTING) == 2)) {
+ mes "[Kiren]";
+ mes "Incredible, you set a new record!";
+ next;
+ mes "[Kiren]";
+ mes "I have never seen anyone kill them all so fast, you are good at this.";
+ next;
+ getexp 30000,30000;
+ set kiren,3;
+ changequest 7226,7228;
+ completequest 7227;
+ mes "[Kiren]";
+ mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward.";
+ close;
+ }
+ mes "[Kiren]";
+ mes "Remember, you need to kill ^0000FF30 Venomous and 5 Teddy Bears^000000.";
+ close;
+ }
+ if (kiren == 3) {
+ mes "[Kiren]";
+ mes "Don't worry, nobody else has beaten your record yet.";
+ next;
+ mes "[Kiren]";
+ mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward.";
+ close;
+ }
+ mes "[Kiren]";
+ mes "Be careful, there are some fast monsters around here.";
+ close;
+}
+
+ice_dun01,154,13,6 script Naomi 726,{
+ if ((para_suv01 == 49) && (naomi < 1)) {
+ mes "[Naomi]";
+ mes "It is so cold in here.";
+ next;
+ mes "[Naomi]";
+ mes "I blame those annoying Siromas.";
+ next;
+ set naomi,1;
+ changequest 7229,7230;
+ mes "[Naomi]";
+ mes "Can you kill ^0000FF30 Siromas^000000 for me, please?";
+ close;
+ }
+ if (naomi == 1) {
+ if (checkquest(7230,HUNTING) == 2) {
+ mes "[Naomi]";
+ mes "Thank you, but there are still so many Siromas here!";
+ next;
+ mes "[Naomi]";
+ mes "I need to make a special drink to stay warm, please help me make it.";
+ next;
+ getexp 40000,40000;
+ set naomi,2;
+ changequest 7230,7231;
+ mes "[Naomi]";
+ mes "Can you kill another ^0000FF30 Siromas^000000 and bring me ^0000FF30 Ice Cubics, 1 Milk and 1 Sweet Sauce^000000?";
+ close;
+ }
+ mes "[Naomi]";
+ mes "Please kill ^0000FF30 Siromas^000000, I just hate them.";
+ close;
+ }
+ if (naomi == 2) {
+ if ((checkquest(7231,HUNTING) == 2) && (countitem(7066) >= 30) && (countitem(519) >= 1) && (countitem(7453) >= 1)) {
+ mes "[Naomi]";
+ mes "Yay, you did it!";
+ next;
+ mes "[Naomi]";
+ mes "I will be fine now, don't worry about me.";
+ next;
+ delitem 7066,30; // Ice Cubic
+ delitem 519,1; // Milk
+ delitem 7453,1; // Sweet Sauce
+ getexp 40000,40000;
+ set naomi,3;
+ changequest 7231,7232;
+ mes "[Naomi]";
+ mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward.";
+ close;
+ }
+ mes "[Naomi]";
+ mes "Can you kill another ^0000FF30 Siromas^000000 and bring me ^0000FF30 Ice Cubics, 1 Milk and 1 Sweet Sauce^000000?";
+ close;
+ }
+ if (naomi == 3) {
+ mes "[Naomi]";
+ mes "I will be fine now, don't worry about me.";
+ next;
+ mes "[Naomi]";
+ mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward.";
+ close;
+ }
+ mes "[Naomi]";
+ mes "So... cold...";
+ close;
+}
+
+mid_camp,212,229,4 script Margaret 893,{
+ if ((para_suv01 == 52) && (margaret < 1)) {
+ mes "[Margaret]";
+ mes "Oh, hello there.";
+ next;
+ mes "[Margaret]";
+ mes "I have two friends here in the New World which need your help.";
+ next;
+ set margaret,1;
+ changequest 7233,7234;
+ mes "[Margaret]";
+ mes "Please start by helping the ^0000FFParadise Dispatch in Manuk Field^000000.";
+ close;
+ }
+ if (margaret == 1 || margaret == 2) {
+ mes "[Margaret]";
+ mes "Please start by helping the ^0000FFParadise Dispatch in Manuk Field^000000.";
+ close;
+ }
+ if (margaret == 3) {
+ mes "[Margaret]";
+ mes "Ah good, you were able to help him.";
+ next;
+ set margaret,4;
+ mes "[Margaret]";
+ mes "Next can you help the ^0000FFParadise Dispatch in Splendide Field^000000, please?";
+ close;
+ }
+ if (margaret == 4 || margaret == 5) {
+ mes "[Margaret]";
+ mes "Next can you help the ^0000FFParadise Dispatch in Splendide Field^000000, please?";
+ close;
+ }
+ if (margaret == 6) {
+ mes "[Margaret]";
+ mes "Haha, so he still wants a zoom out hack...";
+ next;
+ mes "[Margaret]";
+ mes "Thanks for helping them, I knew you could do it.";
+ next;
+ set margaret,7;
+ changequest 7234,7237;
+ mes "[Margaret]";
+ mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward.";
+ close;
+ }
+ mes "[Margaret]";
+ mes "The New World... What a beautiful place!";
+ close;
+}
+
+man_fild01,43,234,2 script Paradise Dispatch#01 939,{
+ if (margaret == 1) {
+ mes "[Paradise Dispatch]";
+ mes "Hey you, can you help me here?";
+ next;
+ mes "[Paradise Dispatch]";
+ mes "The plant monsters in this area have a long ranged attack.";
+ next;
+ set margaret,2;
+ changequest 7234,7235;
+ mes "[Paradise Dispatch]";
+ mes "Can you please kill ^0000FF1 Nepenthes^000000 so I can go back to the camp?";
+ close;
+ }
+ if (margaret == 2) {
+ if (checkquest(7235,HUNTING) == 2) {
+ mes "[Paradise Dispatch]";
+ mes "Thanks!";
+ next;
+ mes "[Paradise Dispatch]";
+ mes "Ok, I'm out of here.";
+ next;
+ getexp 50000,50000;
+ set margaret,3;
+ changequest 7235,7234;
+ mes "[Paradise Dispatch]";
+ mes "Head back to ^0000FFMargaret^000000 and tell her thanks for me too!";
+ close;
+ }
+ mes "[Paradise Dispatch]";
+ mes "Can you kill ^0000FF1 Nepenthes^000000 so I can go back to the camp?";
+ close;
+ }
+ if (margaret == 3) {
+ mes "[Paradise Dispatch]";
+ mes "...";
+ next;
+ mes "[Paradise Dispatch]";
+ mes "Don't rush me, just head back to ^0000FFMargaret^000000.";
+ close;
+ }
+ mes "[Paradise Dispatch]";
+ mes "Those Nepenthes are so scary!";
+ close;
+}
+
+spl_fild02,377,149,4 script Paradise Dispatch#02 946,{
+ if (margaret == 4) {
+ mes "[Paradise Dispatch]";
+ mes "So Margaret sent you to help me?";
+ next;
+ mes "[Paradise Dispatch]";
+ mes "Ok, lets get started!";
+ next;
+ set margaret,5;
+ changequest 7234,7236;
+ mes "[Paradise Dispatch]";
+ mes "Kill ^0000FF5 Pinguicula^000000 and then return to me.";
+ close;
+ }
+ if (margaret == 5) {
+ if (checkquest(7236,HUNTING) == 2) {
+ mes "[Paradise Dispatch]";
+ mes "You make it look so easy, but I couldn't even kill 1...";
+ next;
+ mes "[Paradise Dispatch]";
+ mes "Now is my chance to run to Splendide!";
+ next;
+ getexp 50000,50000;
+ set margaret,6;
+ changequest 7236,7234;
+ mes "[Paradise Dispatch]";
+ mes "Head back to ^0000FFMargaret^000000, I will be ok now.";
+ close;
+ }
+ mes "[Paradise Dispatch]";
+ mes "Kill ^0000FF5 Pinguicula^000000 and return to me.";
+ close;
+ }
+ if (margaret == 6) {
+ mes "[Paradise Dispatch]";
+ mes "Now, if only I had a hack for zooming out more...";
+ next;
+ mes "[Paradise Dispatch]";
+ mes "Head back to ^0000FFMargaret^000000, I will be ok now.";
+ close;
+ }
+ mes "[Paradise Dispatch]";
+ mes "I need a hack to zoom out more so I can see if it is safe...";
+ close;
+}
+
+moc_para01,111,83,3 script Toren 813,{
+ if (checkweight(1101,5) == 0) {
+ mes "^3355FFWait a second!";
+ mes "Right now, you're carrying";
+ mes "to many things with you.";
+ mes "Please come back after";
+ mes "using the Kafra Service";
+ mes "to store some of your items.^000000";
+ close;
+ }
+ mes "[Toren]";
+ mes "Hello adventurer, what can I do for you?";
+ next;
+ switch(select("Where is my reward?:I want an enchantment!")) {
+ case 1:
+ if (para_suv02 == 5 || para_suv02 == 7 || para_suv02 == 9 || para_suv02 == 11 || para_suv02 == 13) {
+ mes "[Toren]";
+ mes "You must be ^0000FF" + strcharinfo(0) + "^000000, right? Instructor Ur told me about you.";
+ next;
+ mes "[Toren]";
+ mes "Here is a set of our advanced gears for you to use, wear them proudly as a member of the ^33CC33Paradise Group^000000 and don't think about selling them to anyone else.";
+ next;
+ if (BaseJob == Job_Swordman || BaseJob == Job_Knight || BaseJob == Job_Crusader || BaseJob == Job_Knight2 || BaseJob == Job_Crusader2 || Class == Job_Lord_Knight || Class == Job_Paladin || Class == Job_Lord_Knight2 || Class == Job_Paladin2) {
+ mes "[Toren]";
+ mes "Swordman Class gets a choice of weapons, would you like to have a sword or a spear?";
+ next;
+ mes "[Toren]";
+ mes "Slayer: Two-handed Sword, 200 Atk.";
+ mes " ";
+ mes "Saber: One-handed Sword, 185 Atk.";
+ mes " ";
+ mes "Spear: One-handed, 165 Atk.";
+ next;
+ switch(select("Slayer.:Saber.:Spear.")) {
+ case 1:
+ getitem 1197,1; //P.Slayer III
+ break;
+ case 2:
+ getitem 13434,1; //P.Saber III
+ break;
+ case 3:
+ getitem 1434,1; //P.Spear I
+ break;
+ }
+ }
+ if (BaseJob == Job_Merchant || BaseJob == Job_Blacksmith || BaseJob == Job_Alchemist || Class == Job_Whitesmith || Class == Job_Creator) {
+ mes "[Toren]";
+ mes "Merchant Class gets a choice of weapons, would you like to have a axe, dagger or a sword?";
+ next;
+ mes "[Toren]";
+ mes "Axe: Two-handed, 195 Atk.";
+ mes " ";
+ mes "Dagger: One-handed, 165 Atk, 80 Matk.";
+ mes " ";
+ mes "Sword: One-handed, 185 Atk.";
+ next;
+ switch(select("Axe.:Dagger.:Sword.")) {
+ case 1:
+ getitem 1391,1; //P.Two-Handed Axe I
+ break;
+ case 2:
+ getitem 13066,1; //P.Dagger III
+ break;
+ case 3:
+ getitem 13434,1; //P.Saber III
+ break;
+ }
+ }
+ if (BaseJob == Job_Assassin || Class == Job_Assassin_Cross) {
+ mes "[Toren]";
+ mes "Assassin Class gets a choice of weapons, would you like to have a katar, dagger or a sword?";
+ next;
+ mes "[Toren]";
+ mes "Katar: Two-handed, 155 Atk.";
+ mes " ";
+ mes "Dagger: One-handed, 165 Atk, 80 Matk.";
+ mes " ";
+ mes "Sword: One-handed, 185 Atk.";
+ next;
+ switch(select("Katar.:Dagger.:Sword.")) {
+ case 1:
+ getitem 1289,1; //P.Katar I
+ break;
+ case 2:
+ getitem 13066,1; //P.Dagger III
+ break;
+ case 3:
+ getitem 13434,1; //P.Saber III
+ break;
+ }
+ }
+ if (BaseJob == Job_Rogue || Class == Job_Stalker) {
+ mes "[Toren]";
+ mes "Rogue Class gets a choice of weapons, would you like to have a dagger, bow or a sword?";
+ next;
+ mes "[Toren]";
+ mes "Dagger: One-handed, 165 Atk, 80 Matk.";
+ mes " ";
+ mes "Bow: Two-handed, 140 Atk.";
+ mes " ";
+ mes "Sword: One-handed, 185 Atk.";
+ next;
+ switch(select("Dagger.:Bow.:Sword")) {
+ case 1:
+ getitem 13066,1; //P.Dagger III
+ break;
+ case 2:
+ getitem 18106,1; //P.Bow III
+ break;
+ case 3:
+ getitem 13434,1; //P.Saber III
+ break;
+ }
+ }
+ if (BaseJob == Job_Thief) {
+ mes "[Toren]";
+ mes "Thief Class gets a choice of weapons, would you like to have a dagger or a sword?";
+ next;
+ mes "[Toren]";
+ mes "Dagger: One-handed, 165 Atk, 80 Matk.";
+ mes " ";
+ mes "Sword: One-handed, 185 Atk.";
+ next;
+ switch(select("Dagger.:Sword.")) {
+ case 1:
+ getitem 13066,1; //P.Dagger III
+ break;
+ case 2:
+ getitem 13434,1; //P.Saber III
+ break;
+ }
+ }
+ if (BaseJob == Job_Bard || Class == Job_Clown) {
+ mes "[Toren]";
+ mes "Bard Class gets a choice of weapons, would you like to have a guitar, bow or a dagger?";
+ next;
+ mes "[Toren]";
+ mes "Guitar: One-handed, 125 Atk.";
+ mes " ";
+ mes "Bow: Two-handed, 140 Atk.";
+ mes " ";
+ mes "Dagger: One-handed, 165 Atk, 80 Matk.";
+ next;
+ switch(select("Guitar.:Bow.:Dagger.")) {
+ case 1:
+ getitem 1931,1; //P.Guitar I
+ break;
+ case 2:
+ getitem 18106,1; //P.Bow III
+ break;
+ case 3:
+ getitem 13066,1; //P.Dagger III
+ break;
+ }
+ }
+ if (BaseJob == Job_Dancer || Class == Job_Gypsy) {
+ mes "[Toren]";
+ mes "Dancer Class gets a choice of weapons, would you like to have a whip, bow or a dagger?";
+ next;
+ mes "[Toren]";
+ mes "Whip: One-handed, 125 Atk.";
+ mes " ";
+ mes "Bow: Two-handed, 140 Atk.";
+ mes " ";
+ mes "Dagger: One-handed, 165 Atk, 80 Matk.";
+ next;
+ switch(select("Whip.:Bow.:Dagger.")) {
+ case 1:
+ getitem 1986,1; //P.Tail I
+ break;
+ case 2:
+ getitem 18106,1; //P.Bow III
+ break;
+ case 3:
+ getitem 13066,1; //P.Dagger III
+ break;
+ }
+ }
+ if (BaseJob == Job_Archer || BaseJob == Job_Hunter || Class == Job_Sniper) {
+ mes "[Toren]";
+ mes "Archer Class gets a choice of weapons, would you like to have a bow or a dagger?";
+ next;
+ mes "[Toren]";
+ mes "Bow: Two-handed, 140 Atk.";
+ mes " ";
+ mes "Dagger: One-handed, 165 Atk, 80 Matk.";
+ next;
+ switch(select("Bow.:Dagger.")) {
+ case 1:
+ getitem 18106,1; //P.Bow III
+ break;
+ case 2:
+ getitem 13066,1; //P.Dagger III
+ break;
+ }
+ }
+ if (BaseJob == Job_Priest || Class == Job_High_Priest) {
+ mes "[Toren]";
+ mes "Priest Class gets a choice of weapons, would you like to have a staff, mace or a book?";
+ next;
+ mes "[Toren]";
+ mes "Staff: One-handed, 60 Atk, 170 Matk, 4 Int.";
+ mes " ";
+ mes "Mace: One-handed, 172 Atk.";
+ mes " ";
+ mes "Book: One-handed, 135 Atk, Matk 110.";
+ next;
+ switch(select("Staff.:Mace.:Book.")) {
+ case 1:
+ getitem 1658,1; //P.Staff III
+ break;
+ case 2:
+ getitem 16014,1; //P.Mace III
+ break;
+ case 3:
+ getitem 1583,1; //P.Book I
+ break;
+ }
+ }
+ if (BaseJob == Job_Monk || Class == Job_Champion) {
+ mes "[Toren]";
+ mes "Monk Class gets a choice of weapons, would you like to have a knuckle, mace or a staff?";
+ next;
+ mes "[Toren]";
+ mes "Knuckle: One-handed, 120 Atk.";
+ mes " ";
+ mes "Mace: One-handed, 172 Atk.";
+ mes " ";
+ mes "Staff: One-handed, 60 Atk, 170 Matk, 4 Int.";
+ next;
+ switch(select("Knuckle.:Mace.:Staff.")) {
+ case 1:
+ getitem 1831,1; //P.Knuckle I
+ break;
+ case 2:
+ getitem 16014,1; //P.Mace III
+ break;
+ case 3:
+ getitem 1658,1; //P.Staff III
+ break;
+ }
+ }
+ if (BaseJob == Job_Acolyte) {
+ mes "[Toren]";
+ mes "Acolyte Class gets a choice of weapons, would you like to ave a staff or a mace?";
+ next;
+ mes "[Toren]";
+ mes "Staff: One-handed, 60 Atk, 170 Matk, 4 Int.";
+ mes " ";
+ mes "Mace: One-handed, 172 Atk.";
+ next;
+ switch(select("Staff.:Mace.")) {
+ case 1:
+ getitem 1658,1; //P.Staff III
+ break;
+ case 2:
+ getitem 16014,1; //P.Mace III
+ break;
+ }
+ }
+ if (BaseJob == Job_Sage || Class == Job_Professor) {
+ mes "[Toren]";
+ mes "Sage Class gets a choice of weapons, would you like to have a staff, book or a dagger?";
+ next;
+ mes "[Toren]";
+ mes "Staff: One-handed, 60 Atk, 170 Matk, 4 Int.";
+ mes " ";
+ mes "Book: One-handed, 135 Atk, 110 Matk.";
+ mes " ";
+ mes "Dagger: One-handed, 165 Atk, Matk 80.";
+ next;
+ switch(select("Staff.:Book.:Dagger.")) {
+ case 1:
+ getitem 1658,1; //P.Staff III
+ break;
+ case 2:
+ getitem 1583,1; //P.Book I
+ break;
+ case 3:
+ getitem 13066,1; //P.Dagger III
+ break;
+ }
+ }
+ if (BaseJob == Job_Mage || BaseJob == Job_Wizard || Class == Job_High_Wizard || Class == Job_Soul_Linker) {
+ mes "[Toren]";
+ mes "Mage and Soul Linker Class gets a choice of weapons, would you like to have a staff or a dagger?";
+ next;
+ mes "[Toren]";
+ mes "Staff: One-handed, 60 Atk, 170 Matk, 4 Int.";
+ mes " ";
+ mes "Dagger: One-handed, 165 Atk, Matk 80.";
+ next;
+ switch(select("Staff.:Dagger.")) {
+ case 1:
+ getitem 1658,1; //P.Staff III
+ break;
+ case 2:
+ getitem 13066,1; //P.Dagger III
+ break;
+ }
+ }
+ if (Class == Job_Ninja) {
+ mes "[Toren]";
+ mes "Ninja Class gets a choice of weapons, would you like to have a huuma suriken or a dagger?";
+ next;
+ mes "[Toren]";
+ mes "Huuma Suriken: Two-handed, 170 Atk, 50 Matk.";
+ mes " ";
+ mes "Dagger: One-handed, 165 Atk, Matk 80.";
+ next;
+ switch(select("Huuma Suriken.:Dagger.")) {
+ case 1:
+ getitem 13310,1; //P.Huuma Suriken I
+ break;
+ case 2:
+ getitem 13066,1; //P.Dagger III
+ break;
+ }
+ }
+ if (Class == Job_Star_Gladiator || Class == Job_Star_Gladiator2) {
+ getitem 1583,1; //P.Book I
+ }
+ if (Class == Job_Gunslinger) {
+ getitem 13114,1; //P.Revolver III
+ }
+ if (BaseJob == Job_Novice || BaseJob == Job_SuperNovice || BaseJob == Job_SuperNovice2) {
+ getitem 13066,1; //P.Dagger III
+ }
+ getitem 18514,1; //Paradise Hat II
+ getitem 2571,1; //Paradise Mantle II
+ getitem 2473,1; //Paradise Boots IV
+ getitem 15031,1; //Paradise Uniform IV
+ if(para_suv02 == 5){
+ set para_suv02,6;
+ }
+ if(para_suv02 == 7){
+ set para_suv02,8;
+ }
+ if(para_suv02 == 9){
+ set para_suv02,10;
+ }
+ if(para_suv02 == 11){
+ set para_suv02,12;
+ }
+ if(para_suv02 == 13){
+ set para_suv02,14;
+ }
+ if (Class == Job_Taekwon) {
+ mes "[Toren]";
+ mes "I'm sorry, but Teakwon Class can't wear any of our weapons...";
+ next;
+ }
+ mes "[Toren]";
+ mes "See you later, and good luck on your adventures!";
+ close;
+ }
+ if ((para_suv02 == 14) && (countitem(18514) < 1)) {
+ mes "[Toren]";
+ mes "Where is the Paradise Hat I gave you?";
+ next;
+ mes "[Toren]";
+ mes "... Fine, I will sell you another one for ^FF0000250,000 Zeny^000000. Don't lose it this time.";
+ next;
+ switch(select("Ok.","No, thanks.")) {
+ case 1:
+ if (Zeny >= 250000) {
+ set Zeny, Zeny - 250000;
+ getitem 18514,1; //Paradise Hat II
+ mes "[Toren]";
+ mes "These advanced gears are not easy to make, please take better care of this one.";
+ close;
+ }
+ mes "[Toren]";
+ mes "You dont have enough zeny.";
+ close;
+ case 2:
+ mes "[Toren]";
+ mes "Come back if you change your mind.";
+ close;
+ }
+ }
+ if ((para_suv02 == 14) && (countitem(2571) < 1)) {
+ mes "[Toren]";
+ mes "Where is the Paradise Mantle I gave you?";
+ next;
+ mes "[Toren]";
+ mes "... Fine, I will sell you another one for ^FF0000250,000 Zeny^000000. Don't lose it this time.";
+ next;
+ switch(select("Ok.","No, thanks.")) {
+ case 1:
+ if (Zeny >= 250000) {
+ set Zeny, Zeny - 250000;
+ getitem 2571,1; //Paradise Mantle II
+ mes "[Toren]";
+ mes "These advanced gears are not easy to make, please take better care of this one.";
+ close;
+ }
+ mes "[Toren]";
+ mes "You dont have enough zeny.";
+ close;
+ case 2:
+ mes "[Toren]";
+ mes "Come back if you change your mind.";
+ close;
+ }
+ }
+ if ((para_suv02 == 14) && (countitem(2473) < 1)) {
+ mes "[Toren]";
+ mes "Where is the Paradise Boots I gave you?";
+ next;
+ mes "[Toren]";
+ mes "... Fine, I will sell you another one for ^FF0000250,000 Zeny^000000. Don't lose it this time.";
+ next;
+ switch(select("Ok.","No, thanks.")) {
+ case 1:
+ if (Zeny >= 250000) {
+ set Zeny, Zeny - 250000;
+ getitem 2473,1; //Paradise Boots IV
+ mes "[Toren]";
+ mes "These advanced gears are not easy to make, please take better care of this one.";
+ close;
+ }
+ mes "[Toren]";
+ mes "You dont have enough zeny.";
+ close;
+ case 2:
+ mes "[Toren]";
+ mes "Come back if you change your mind.";
+ close;
+ }
+ }
+ if ((para_suv02 == 14) && (countitem(15031) < 1)) {
+ mes "[Toren]";
+ mes "Where is the Paradise Uniform I gave you?";
+ next;
+ mes "[Toren]";
+ mes "... Fine, I will sell you another one for ^FF0000250,000 Zeny^000000. Don't lose it this time.";
+ next;
+ switch(select("Ok.","No, thanks.")) {
+ case 1:
+ if (Zeny >= 250000) {
+ set Zeny, Zeny - 250000;
+ getitem 15031,1; //Paradise Uniform IV
+ mes "[Toren]";
+ mes "These advanced gears are not easy to make, please take better care of this one.";
+ close;
+ }
+ mes "[Toren]";
+ mes "You dont have enough zeny.";
+ close;
+ case 2:
+ mes "[Toren]";
+ mes "Come back if you change your mind.";
+ close;
+ }
+ }
+ if (para_suv02 == 14) {
+ mes "[Toren]";
+ mes "I already gave you the most advanced gears we have to offer.";
+ close;
+ }
+ mes "[Toren]";
+ mes "You need to complete quests given to you by ^0000FFInstructor Ur^000000 if you want a reward.";
+ close;
+ case 2:
+ if (para_suv02 < 14) {
+ mes "[Toren]";
+ mes "First you need the ^0000FFAdvanced Paradise Gears^000000.";
+ close;
+ }
+ if (paragearenchant < 1) {
+ mes "[Toren]";
+ mes "Alright, but I'll need a few items for the enchantment process.";
+ next;
+ if (BaseLevel >= 90) {
+ set paragearenchant,1;
+ setquest 7239;
+ mes "[Toren]";
+ mes "Just bring me ^0000FF20 Used Iron Plates^000000.";
+ close;
+ }
+ set paragearenchant,2;
+ setquest 7238;
+ mes "[Toren]";
+ mes "Just bring me ^0000FF20 Iron Ores and 10 Irons^000000.";
+ close;
+ }
+ if (paragearenchant == 1) {
+ if (countitem(7319) >= 20) {
+ mes "[Toren]";
+ mes "Thanks, that's what I needed!";
+ next;
+ delitem 7319,20; // Used Iron Plate
+ set paragearenchant,3;
+ changequest 7239,7240;
+ mes "[Toren]";
+ mes "Give me a second to prepare before I enchant your gears.";
+ close;
+ }
+ mes "[Toren]";
+ mes "Just bring me ^0000FF20 Used Iron Plates^000000.";
+ close;
+ }
+ if (paragearenchant == 2) {
+ if ((countitem(1002) >= 20) && (countitem(998) >= 10)) {
+ mes "[Toren]";
+ mes "Thanks, that's what I needed!";
+ next;
+ delitem 1002,20; // Iron Ore
+ delitem 998,10; // Iron
+ set paragearenchant,3;
+ changequest 7238,7240;
+ mes "[Toren]";
+ mes "Give me a second to prepare before I enchant your gears.";
+ close;
+ }
+ mes "[Toren]";
+ mes "Just bring me ^0000FF20 Iron Ores and 10 Irons^000000.";
+ close;
+ }
+ if (paragearenchant == 3) {
+ mes "[Toren]";
+ mes "Before we begin I would like to mention that this enchantment proccess ^FF0000can not fail^000000.";
+ next;
+ mes "[Toren]";
+ mes "I am able to add 2 enchantments at once, and if something is already enchanted I will ^FF0000re-do the current enchantments^000000 for you.";
+ next;
+ mes "[Toren]";
+ mes "Now pick which gear you would like me to enchant.";
+ next;
+ switch(select("Paradise Mantle II.:Paradise Boots IV.:Paradise Uniform IV.")) {
+ case 1:
+ if (countitem(2571) < 1) {
+ mes "[Toren]";
+ mes "Bring one and I'll enchant it.";
+ close;
+ }
+ else {
+ set .@paragearcount,2571;
+ }
+ break;
+ case 2:
+ if (countitem(2473) < 1) {
+ mes "[Toren]";
+ mes "Bring one and I'll enchant it.";
+ close;
+ }
+ else {
+ set .@paragearcount,2473;
+ }
+ break;
+ case 3:
+ if (countitem(15031) < 1) {
+ mes "[Toren]";
+ mes "Bring one and I'll enchant it.";
+ close;
+ }
+ else {
+ set .@paragearcount,15031;
+ }
+ break;
+ }
+ mes "[Toren]";
+ mes "Here we go!";
+ close2;
+ specialeffect2 EF_MAPPILLAR;
+ progressbar "ffff00",4;
+ set .@enc_paragear,rand(1,42);
+ if (.@enc_paragear == 1) {
+ set .@addpart,4763;
+ }
+ else if (.@enc_paragear == 2) {
+ set .@addpart,4765;
+ }
+ else if (.@enc_paragear == 3) {
+ set .@addpart,4790;
+ }
+ else if (.@enc_paragear == 4) {
+ set .@addpart,4794;
+ }
+ else if ((.@enc_paragear > 4) && (.@enc_paragear < 7)) {
+ set .@addpart,4762;
+ }
+ else if ((.@enc_paragear > 6) && (.@enc_paragear < 9)) {
+ set .@addpart,4764;
+ }
+ else if ((.@enc_paragear > 8) && (.@enc_paragear < 11)) {
+ set .@addpart,4789;
+ }
+ else if ((.@enc_paragear > 10) && (.@enc_paragear < 13)) {
+ set .@addpart,4793;
+ }
+ else if ((.@enc_paragear > 12) && (.@enc_paragear < 15)) {
+ set .@addpart,4701;
+ }
+ else if ((.@enc_paragear > 14) && (.@enc_paragear < 17)) {
+ set .@addpart,4711;
+ }
+ else if ((.@enc_paragear > 16) && (.@enc_paragear < 19)) {
+ set .@addpart,4721;
+ }
+ else if ((.@enc_paragear > 18) && (.@enc_paragear < 21)) {
+ set .@addpart,4731;
+ }
+ else if ((.@enc_paragear > 20) && (.@enc_paragear < 23)) {
+ set .@addpart,4741;
+ }
+ else if ((.@enc_paragear > 22) && (.@enc_paragear < 25)) {
+ set .@addpart,4751;
+ }
+ else if ((.@enc_paragear > 24) && (.@enc_paragear < 28)) {
+ set .@addpart,4788;
+ }
+ else if ((.@enc_paragear > 27) && (.@enc_paragear < 31)) {
+ set .@addpart,4792;
+ }
+ else if ((.@enc_paragear > 30) && (.@enc_paragear < 35)) {
+ set .@addpart,4787;
+ }
+ else if ((.@enc_paragear > 34) && (.@enc_paragear < 39)) {
+ set .@addpart,4791;
+ }
+ else if ((.@enc_paragear > 38) && (.@enc_paragear < 43)) {
+ set .@addpart,4786;
+ }
+ set .@enc_paragear2,rand(1,6);
+ if (.@enc_paragear2 == 1) {
+ set .@addpart2,4701;
+ }
+ else if (.@enc_paragear2 == 2) {
+ set .@addpart2,4711;
+ }
+ else if (.@enc_paragear2 == 3) {
+ set .@addpart2,4721;
+ }
+ else if (.@enc_paragear2 == 4) {
+ set .@addpart2,4731;
+ }
+ else if (.@enc_paragear2 == 5) {
+ set .@addpart2,4741;
+ }
+ else if (.@enc_paragear2 == 6) {
+ set .@addpart2,4751;
+ }
+ delitem .@paragearcount,1;
+ getitem2 .@paragearcount, 1, 1, 0, 0, 0, 0, .@addpart2, .@addpart;
+ set paragearenchant,4;
+ changequest 7240,7241;
+ mes "[Toren]";
+ mes "It is finished! Come back tomorrow if you want to enchant more.";
+ close;
+ }
+ if ((paragearenchant == 4) && (checkquest(7241,PLAYTIME) != 2)) {
+ mes "[Toren]";
+ mes "Please come back tomorrow if you want to enchant more.";
+ close;
+ }
+ if ((paragearenchant == 4) && (checkquest(7241,PLAYTIME) == 2)) {
+ set paragearenchant,0;
+ erasequest 7241;
+ mes "[Toren]";
+ mes "Another day, another piece of equipment to enchant!";
+ close;
+ }
+ }
+}
+
+moc_para01,112,79,3 script Weapons Expert 851,{
+ if (checkweight(1101,5) == 0) {
+ mes "^3355FFWait a second!";
+ mes "Right now, you are carrying";
+ mes "to many things with you.";
+ mes "Please come back after";
+ mes "using the Kafra Service";
+ mes "to store some of your items.^000000";
+ close;
+ }
+ mes "[Weapons Expert]";
+ mes "Hello adventurer, what can I do for you today?";
+ next;
+ switch(select("Where is my reward?","I want an enchantment!")) {
+ case 1:
+ if ((para_suv02 == 14) && (countitem(1197) < 1) && (countitem(1289) < 1) && (countitem(1391) < 1) && (countitem(1434) < 1) && (countitem(1583) < 1) && (countitem(1658) < 1) && (countitem(1831) < 1) && (countitem(1931) < 1) && (countitem(1986) < 1) && (countitem(13066) < 1) && (countitem(13114) < 1) && (countitem(13310) < 1) && (countitem(13434) < 1) && (countitem(16014) < 1) && (countitem(18106) < 1)) {
+ mes "[Weapons Expert]";
+ mes "Where is the Paradise Weapon I gave you?";
+ next;
+ mes "[Weapons Expert]";
+ mes "... Fine, I will sell you another one for ^FF0000250,000 Zeny^000000. Don't lose it this time.";
+ next;
+ switch(select("Ok.","No, thanks.")) {
+ case 1:
+ if (Zeny >= 250000) {
+ if (Class == Job_Taekwon) {
+ mes "[Weapons Expert]";
+ mes "Wait... Your Class doesn't have a weapon.";
+ close;
+ }
+ set Zeny, Zeny - 250000;
+ if (BaseJob == Job_Swordman || BaseJob == Job_Knight || BaseJob == Job_Crusader || BaseJob == Job_Knight2 || BaseJob == Job_Crusader2 || Class == Job_Lord_Knight || Class == Job_Paladin || Class == Job_Lord_Knight2 || Class == Job_Paladin2) {
+ mes "[Weapons Expert]";
+ mes "Swordman Class gets a choice of weapons, would you like to have a sword or a spear?";
+ next;
+ mes "[Weapons Expert]";
+ mes "Slayer: Two-handed Sword, 200 Atk.";
+ mes " ";
+ mes "Saber: One-handed Sword, 185 Atk.";
+ mes " ";
+ mes "Spear: One-handed, 165 Atk.";
+ next;
+ switch(select("Slayer.:Saber.:Spear.")) {
+ case 1:
+ getitem 1197,1; //P.Slayer III
+ break;
+ case 2:
+ getitem 13434,1; //P.Saber III
+ break;
+ case 3:
+ getitem 1434,1; //P.Spear I
+ break;
+ }
+ }
+ if (BaseJob == Job_Merchant || BaseJob == Job_Blacksmith || BaseJob == Job_Alchemist || Class == Job_Whitesmith || Class == Job_Creator) {
+ mes "[Weapons Expert]";
+ mes "Merchant Class gets a choice of weapons, would you like to have an axe, dagger or a sword?";
+ next;
+ mes "[Weapons Expert]";
+ mes "Axe: Two-handed, 195 Atk.";
+ mes " ";
+ mes "Dagger: One-handed, 165 Atk, 80 Matk.";
+ mes " ";
+ mes "Sword: One-handed, 185 Atk.";
+ next;
+ switch(select("Axe.:Dagger.:Sword.")) {
+ case 1:
+ getitem 1391,1; //P.Two-Handed Axe I
+ break;
+ case 2:
+ getitem 13066,1; //P.Dagger III
+ break;
+ case 3:
+ getitem 13434,1; //P.Saber III
+ break;
+ }
+ }
+ if (BaseJob == Job_Assassin || Class == Job_Assassin_Cross) {
+ mes "[Weapons Expert]";
+ mes "Assassin Class gets a choice of weapons, would you like to have a katar, dagger or a sword?";
+ next;
+ mes "[Weapons Expert]";
+ mes "Katar: Two-handed, 155 Atk.";
+ mes " ";
+ mes "Dagger: One-handed, 165 Atk, 80 Matk.";
+ mes " ";
+ mes "Sword: One-handed, 185 Atk.";
+ next;
+ switch(select("Katar.:Dagger.:Sword.")) {
+ case 1:
+ getitem 1289,1; //P.Katar I
+ break;
+ case 2:
+ getitem 13066,1; //P.Dagger III
+ break;
+ case 3:
+ getitem 13434,1; //P.Saber III
+ break;
+ }
+ }
+ if (BaseJob == Job_Rogue || Class == Job_Stalker) {
+ mes "[Weapons Expert]";
+ mes "Rogue Class gets a choice of weapons, would you like to have a dagger, bow or a sword?";
+ next;
+ mes "[Weapons Expert]";
+ mes "Dagger: One-handed, 165 Atk, 80 Matk.";
+ mes " ";
+ mes "Bow: Two-handed, 140 Atk.";
+ mes " ";
+ mes "Sword: One-handed, 185 Atk.";
+ next;
+ switch(select("Dagger.:Bow.:Sword")) {
+ case 1:
+ getitem 13066,1; //P.Dagger III
+ break;
+ case 2:
+ getitem 18106,1; //P.Bow III
+ break;
+ case 3:
+ getitem 13434,1; //P.Saber III
+ break;
+ }
+ }
+ if (BaseJob == Job_Thief) {
+ mes "[Weapons Expert]";
+ mes "Thief Class gets a choice of weapons, would you like to have a dagger or a sword?";
+ next;
+ mes "[Weapons Expert]";
+ mes "Dagger: One-handed, 165 Atk, 80 Matk.";
+ mes " ";
+ mes "Sword: One-handed, 185 Atk.";
+ next;
+ switch(select("Dagger.:Sword.")) {
+ case 1:
+ getitem 13066,1; //P.Dagger III
+ break;
+ case 2:
+ getitem 13434,1; //P.Saber III
+ break;
+ }
+ }
+ if (BaseJob == Job_Bard || Class == Job_Clown) {
+ mes "[Weapons Expert]";
+ mes "Bard Class gets a choice of weapons, would you like to have a guitar, bow or a dagger?";
+ next;
+ mes "[Weapons Expert]";
+ mes "Guitar: One-handed, 125 Atk.";
+ mes " ";
+ mes "Bow: Two-handed, 140 Atk.";
+ mes " ";
+ mes "Dagger: One-handed, 165 Atk, 80 Matk.";
+ next;
+ switch(select("Guitar.:Bow.:Dagger.")) {
+ case 1:
+ getitem 1931,1; //P.Guitar I
+ break;
+ case 2:
+ getitem 18106,1; //P.Bow III
+ break;
+ case 3:
+ getitem 13066,1; //P.Dagger III
+ break;
+ }
+ }
+ if (BaseJob == Job_Dancer || Class == Job_Gypsy) {
+ mes "[Weapons Expert]";
+ mes "Dancer Class gets a choice of weapons, would you like to have a whip, bow or a dagger?";
+ next;
+ mes "[Weapons Expert]";
+ mes "Whip: One-handed, 125 Atk.";
+ mes " ";
+ mes "Bow: Two-handed, 140 Atk.";
+ mes " ";
+ mes "Dagger: One-handed, 165 Atk, 80 Matk.";
+ next;
+ switch(select("Whip.:Bow.:Dagger.")) {
+ case 1:
+ getitem 1986,1; //P.Tail I
+ break;
+ case 2:
+ getitem 18106,1; //P.Bow III
+ break;
+ case 3:
+ getitem 13066,1; //P.Dagger III
+ break;
+ }
+ }
+ if (BaseJob == Job_Archer || BaseJob == Job_Hunter || Class == Job_Sniper) {
+ mes "[Weapons Expert]";
+ mes "Archer Class gets a choice of weapons, would you like to have a bow or a dagger?";
+ next;
+ mes "[Weapons Expert]";
+ mes "Bow: Two-handed, 140 Atk.";
+ mes " ";
+ mes "Dagger: One-handed, 165 Atk, 80 Matk.";
+ next;
+ switch(select("Bow.:Dagger.")) {
+ case 1:
+ getitem 18106,1; //P.Bow III
+ break;
+ case 2:
+ getitem 13066,1; //P.Dagger III
+ break;
+ }
+ }
+ if (BaseJob == Job_Priest || Class == Job_High_Priest) {
+ mes "[Weapons Expert]";
+ mes "Priest Class gets a choice of weapons, would you like to have a staff, mace or a book?";
+ next;
+ mes "[Weapons Expert]";
+ mes "Staff: One-handed, 60 Atk, 170 Matk, 4 Int.";
+ mes " ";
+ mes "Mace: One-handed, 172 Atk.";
+ mes " ";
+ mes "Book: One-handed, 135 Atk, Matk 110.";
+ next;
+ switch(select("Staff.:Mace.:Book.")) {
+ case 1:
+ getitem 1658,1; //P.Staff III
+ break;
+ case 2:
+ getitem 16014,1; //P.Mace III
+ break;
+ case 3:
+ getitem 1583,1; //P.Book I
+ break;
+ }
+ }
+ if (BaseJob == Job_Monk || Class == Job_Champion) {
+ mes "[Weapons Expert]";
+ mes "Monk Class gets a choice of weapons, would you like to have a knuckle, mace or a staff?";
+ next;
+ mes "[Weapons Expert]";
+ mes "Knuckle: One-handed, 120 Atk.";
+ mes " ";
+ mes "Mace: One-handed, 172 Atk.";
+ mes " ";
+ mes "Staff: One-handed, 60 Atk, 170 Matk, 4 Int.";
+ next;
+ switch(select("Knuckle.:Mace.:Staff.")) {
+ case 1:
+ getitem 1831,1; //P.Knuckle I
+ break;
+ case 2:
+ getitem 16014,1; //P.Mace III
+ break;
+ case 3:
+ getitem 1658,1; //P.Staff III
+ break;
+ }
+ }
+ if (BaseJob == Job_Acolyte) {
+ mes "[Weapons Expert]";
+ mes "Acolyte Class gets a choice of weapons, would you like to have a staff or a mace?";
+ next;
+ mes "[Weapons Expert]";
+ mes "Staff: One-handed, 60 Atk, 170 Matk, 4 Int.";
+ mes " ";
+ mes "Mace: One-handed, 172 Atk.";
+ next;
+ switch(select("Staff.:Mace.")) {
+ case 1:
+ getitem 1658,1; //P.Staff III
+ break;
+ case 2:
+ getitem 16014,1; //P.Mace III
+ break;
+ }
+ }
+ if (BaseJob == Job_Sage || Class == Job_Professor) {
+ mes "[Weapons Expert]";
+ mes "Sage Class gets a choice of weapons, would you like to have a staff, book or a dagger?";
+ next;
+ mes "[Weapons Expert]";
+ mes "Staff: One-handed, 60 Atk, 170 Matk, 4 Int.";
+ mes " ";
+ mes "Book: One-handed, 135 Atk, 110 Matk.";
+ mes " ";
+ mes "Dagger: One-handed, 165 Atk, Matk 80.";
+ next;
+ switch(select("Staff.:Book.:Dagger.")) {
+ case 1:
+ getitem 1658,1; //P.Staff III
+ break;
+ case 2:
+ getitem 1583,1; //P.Book I
+ break;
+ case 3:
+ getitem 13066,1; //P.Dagger III
+ break;
+ }
+ }
+ if (BaseJob == Job_Mage || BaseJob == Job_Wizard || Class == Job_High_Wizard || Class == Job_Soul_Linker) {
+ mes "[Weapons Expert]";
+ mes "Mage and Soul Linker Class gets a choice of weapons, would you like to have a staff or a dagger?";
+ next;
+ mes "[Weapons Expert]";
+ mes "Staff: One-handed, 60 Atk, 170 Matk, 4 Int.";
+ mes " ";
+ mes "Dagger: One-handed, 165 Atk, Matk 80.";
+ next;
+ switch(select("Staff.:Dagger.")) {
+ case 1:
+ getitem 1658,1; //P.Staff III
+ break;
+ case 2:
+ getitem 13066,1; //P.Dagger III
+ break;
+ }
+ }
+ if (Class == Job_Ninja) {
+ mes "[Weapons Expert]";
+ mes "Ninja Class gets a choice of weapons, would you like to have a huuma suriken or a dagger?";
+ next;
+ mes "[Weapons Expert]";
+ mes "Huuma Suriken: Two-handed, 170 Atk, 50 Matk.";
+ mes " ";
+ mes "Dagger: One-handed, 165 Atk, Matk 80.";
+ next;
+ switch(select("Huuma Suriken.:Dagger.")) {
+ case 1:
+ getitem 13310,1; //P.Huuma Suriken I
+ break;
+ case 2:
+ getitem 13066,1; //P.Dagger III
+ break;
+ }
+ }
+ if (Class == Job_Star_Gladiator || Class == Job_Star_Gladiator2) {
+ getitem 1583,1; //P.Book I
+ }
+ if (Class == Job_Gunslinger) {
+ getitem 13114,1; //P.Revolver III
+ }
+ if (BaseJob == Job_Novice || BaseJob == Job_SuperNovice || BaseJob == Job_SuperNovice2) {
+ getitem 13066,1; //P.Dagger III
+ }
+ mes "[Weapons Expert]";
+ mes "These weapons aren't easy to make, please take better care of this one.";
+ close;
+ }
+ mes "[Weapons Expert]";
+ mes "You dont have enough zeny.";
+ close;
+ case 2:
+ mes "[Weapons Expert]";
+ mes "Come back if you change your mind.";
+ close;
+ }
+ }
+ mes "[Weapons Expert]";
+ mes "My reward for you is enchantments on your ^0000FFParadise Weapon^000000.";
+ next;
+ mes "[Weapons Expert]";
+ mes "The number of enchantments I can give you depends on which level of ^0000FFAdvanced Paradise Quests^000000 you have completed.";
+ close;
+ case 2:
+ if (para_suv02 < 14) {
+ mes "[Weapons Expert]";
+ mes "First you need the ^0000FFAdvanced Paradise Gears^000000.";
+ close;
+ }
+ if ((countitem(1197) < 1) && (countitem(1289) < 1) && (countitem(1391) < 1) && (countitem(1434) < 1) && (countitem(1583) < 1) && (countitem(1658) < 1) && (countitem(1831) < 1) && (countitem(1931) < 1) && (countitem(1986) < 1) && (countitem(13066) < 1) && (countitem(13114) < 1) && (countitem(13310) < 1) && (countitem(13434) < 1) && (countitem(16014) < 1) && (countitem(18106) < 1)) {
+ mes "[Weapons Expert]";
+ mes "Did you sell your new Paradise Weapon? No enchantments for you.";
+ close;
+ }
+ if (para_suv01 < 44) {
+ mes "[Weapons Expert]";
+ mes "You haven't completed enough quests for an enchantment yet.";
+ next;
+ mes "[Weapons Expert]";
+ mes "Make sure to pick a weapon from Toren too.";
+ close;
+ }
+ if (para_suv01 == 44) {
+ mes "[Weapons Expert]";
+ mes "It seems you have earned your first weapon enchantment.";
+ next;
+ mes "[Weapons Expert]";
+ mes "There are only 2 to choose from, which one would you like?";
+ next;
+ switch(select("Atk + 3%","Matk + 3%")) {
+ case 1:
+ set paraweaponenchant,4767;
+ break;
+ case 2:
+ set paraweaponenchant,4806;
+ break;
+ }
+ if (countitem(1197) == 1) {
+ set paraweaponcount,1197;
+ }
+ if (countitem(1289) == 1) {
+ set paraweaponcount,1289;
+ }
+ if (countitem(1391) == 1) {
+ set paraweaponcount,1391;
+ }
+ if (countitem(1434) == 1) {
+ set paraweaponcount,1434;
+ }
+ if (countitem(1583) == 1) {
+ set paraweaponcount,1583;
+ }
+ if (countitem(1658) == 1) {
+ set paraweaponcount,1658;
+ }
+ if (countitem(1831) == 1) {
+ set paraweaponcount,1831;
+ }
+ if (countitem(1931) == 1) {
+ set paraweaponcount,1931;
+ }
+ if (countitem(1986) == 1) {
+ set paraweaponcount,1986;
+ }
+ if (countitem(13066) == 1) {
+ set paraweaponcount,13066;
+ }
+ if (countitem(13114) == 1) {
+ set paraweaponcount,13114;
+ }
+ if (countitem(13310) == 1) {
+ set paraweaponcount,13310;
+ }
+ if (countitem(13434) == 1) {
+ set paraweaponcount,13434;
+ }
+ if (countitem(16014) == 1) {
+ set paraweaponcount,16014;
+ }
+ if (countitem(18106) == 1) {
+ set paraweaponcount,18106;
+ }
+ mes "[Weapons Expert]";
+ mes "OK, gimmy a sec.";
+ close2;
+ specialeffect2 EF_MAPPILLAR;
+ progressbar "ffff00",4;
+ delitem paraweaponcount,1;
+ getitem2 paraweaponcount, 1, 1, 0, 0, 0, 0, 0, paraweaponenchant;
+ set para_suv01,45;
+ mes "[Weapons Expert]";
+ mes "All done.";
+ close;
+ }
+ if (para_suv01 == 47) {
+ mes "[Weapons Expert]";
+ mes "It seems you have earned your second weapon enchantment.";
+ next;
+ if (paraweaponenchant < 1) {
+ mes "[Weapons Expert]";
+ mes "Before I do the second enchantment, you need to pick the first one.";
+ next;
+ mes "[Weapons Expert]";
+ mes "There are only 2 to choose from, which one would you like?";
+ next;
+ switch(select("Atk + 3%","Matk + 3%")) {
+ case 1:
+ set paraweaponenchant,4767;
+ break;
+ case 2:
+ set paraweaponenchant,4806;
+ break;
+ }
+ if (countitem(1197) == 1) {
+ set paraweaponcount,1197;
+ }
+ if (countitem(1289) == 1) {
+ set paraweaponcount,1289;
+ }
+ if (countitem(1391) == 1) {
+ set paraweaponcount,1391;
+ }
+ if (countitem(1434) == 1) {
+ set paraweaponcount,1434;
+ }
+ if (countitem(1583) == 1) {
+ set paraweaponcount,1583;
+ }
+ if (countitem(1658) == 1) {
+ set paraweaponcount,1658;
+ }
+ if (countitem(1831) == 1) {
+ set paraweaponcount,1831;
+ }
+ if (countitem(1931) == 1) {
+ set paraweaponcount,1931;
+ }
+ if (countitem(1986) == 1) {
+ set paraweaponcount,1986;
+ }
+ if (countitem(13066) == 1) {
+ set paraweaponcount,13066;
+ }
+ if (countitem(13114) == 1) {
+ set paraweaponcount,13114;
+ }
+ if (countitem(13310) == 1) {
+ set paraweaponcount,13310;
+ }
+ if (countitem(13434) == 1) {
+ set paraweaponcount,13434;
+ }
+ if (countitem(16014) == 1) {
+ set paraweaponcount,16014;
+ }
+ if (countitem(18106) == 1) {
+ set paraweaponcount,18106;
+ }
+ mes "[Weapons Expert]";
+ mes "Gotcha, now for the second enchantment.";
+ next;
+ }
+ mes "[Weapons Expert]";
+ mes "This one is a little different, you are given the choice of which ^0000FFRace of monsters^000000 you would like to have increased damage with.";
+ next;
+ mes "[Weapons Expert]";
+ mes "You could also choose to increase your ^0000FFHealing Power^000000 too, which one would you like?";
+ next;
+ switch(select("Animal Type","Plant Type","Insect Type","Fish Type","Dragon Type","Healing Power")) {
+ case 1:
+ if (paraweaponenchant == 4767) {
+ set paraweaponenchant2,4060;
+ }
+ if (paraweaponenchant == 4806) {
+ set paraweaponenchant2,4472;
+ }
+ break;
+ case 2:
+ if (paraweaponenchant == 4767) {
+ set paraweaponenchant2,4068;
+ }
+ if (paraweaponenchant == 4806) {
+ set paraweaponenchant2,4470;
+ }
+ break;
+ case 3:
+ if (paraweaponenchant == 4767) {
+ set paraweaponenchant2,4063;
+ }
+ if (paraweaponenchant == 4806) {
+ set paraweaponenchant2,4476;
+ }
+ break;
+ case 4:
+ if (paraweaponenchant == 4767) {
+ set paraweaponenchant2,4080;
+ }
+ if (paraweaponenchant == 4806) {
+ set paraweaponenchant2,4469;
+ }
+ break;
+ case 5:
+ if (paraweaponenchant == 4767) {
+ set paraweaponenchant2,4118;
+ }
+ if (paraweaponenchant == 4806) {
+ set paraweaponenchant2,4471;
+ }
+ break;
+ case 6:
+ set paraweaponenchant2,4805;
+ break;
+ }
+ mes "[Weapons Expert]";
+ mes "OK, gimmy a sec.";
+ close2;
+ specialeffect2 EF_MAPPILLAR;
+ progressbar "ffff00",4;
+ delitem paraweaponcount,1;
+ getitem2 paraweaponcount, 1, 1, 0, 0, 0, 0, paraweaponenchant2, paraweaponenchant;
+ set para_suv01,48;
+ mes "[Weapons Expert]";
+ mes "All done.";
+ close;
+ }
+ if (para_suv01 == 50 || para_suv01 == 53) {
+ mes "[Weapons Expert]";
+ mes "It seems you have earned your third weapon enchantment.";
+ next;
+ if (paraweaponenchant < 1) {
+ mes "[Weapons Expert]";
+ mes "Before I do the other enchantments, you need to pick the first one.";
+ next;
+ mes "[Weapons Expert]";
+ mes "There are only 2 to choose from, which one would you like?";
+ next;
+ switch(select("Atk + 3%","Matk + 3%")) {
+ case 1:
+ set paraweaponenchant,4767;
+ break;
+ case 2:
+ set paraweaponenchant,4806;
+ break;
+ }
+ if (countitem(1197) == 1) {
+ set paraweaponcount,1197;
+ }
+ if (countitem(1289) == 1) {
+ set paraweaponcount,1289;
+ }
+ if (countitem(1391) == 1) {
+ set paraweaponcount,1391;
+ }
+ if (countitem(1434) == 1) {
+ set paraweaponcount,1434;
+ }
+ if (countitem(1583) == 1) {
+ set paraweaponcount,1583;
+ }
+ if (countitem(1658) == 1) {
+ set paraweaponcount,1658;
+ }
+ if (countitem(1831) == 1) {
+ set paraweaponcount,1831;
+ }
+ if (countitem(1931) == 1) {
+ set paraweaponcount,1931;
+ }
+ if (countitem(1986) == 1) {
+ set paraweaponcount,1986;
+ }
+ if (countitem(13066) == 1) {
+ set paraweaponcount,13066;
+ }
+ if (countitem(13114) == 1) {
+ set paraweaponcount,13114;
+ }
+ if (countitem(13310) == 1) {
+ set paraweaponcount,13310;
+ }
+ if (countitem(13434) == 1) {
+ set paraweaponcount,13434;
+ }
+ if (countitem(16014) == 1) {
+ set paraweaponcount,16014;
+ }
+ if (countitem(18106) == 1) {
+ set paraweaponcount,18106;
+ }
+ mes "[Weapons Expert]";
+ mes "Gotcha, on to the next one.";
+ next;
+ }
+ if (paraweaponenchant2 < 1) {
+ mes "[Weapons Expert]";
+ mes "Before I do the third enchantment, you need to pick the second one.";
+ next;
+ mes "[Weapons Expert]";
+ mes "This one is a little different, you are given the choice of which ^0000FFRace of monsters^000000 you would like to have increased damage with.";
+ next;
+ mes "[Weapons Expert]";
+ mes "You could also choose to increase your ^0000FFHealing Power^000000 too, which one would you like?";
+ next;
+ switch(select("Animal Type","Plant Type","Insect Type","Fish Type","Dragon Type","Healing Power")) {
+ case 1:
+ if (paraweaponenchant == 4767) {
+ set paraweaponenchant2,4060;
+ }
+ if (paraweaponenchant == 4806) {
+ set paraweaponenchant2,4472;
+ }
+ break;
+ case 2:
+ if (paraweaponenchant == 4767) {
+ set paraweaponenchant2,4068;
+ }
+ if (paraweaponenchant == 4806) {
+ set paraweaponenchant2,4470;
+ }
+ break;
+ case 3:
+ if (paraweaponenchant == 4767) {
+ set paraweaponenchant2,4063;
+ }
+ if (paraweaponenchant == 4806) {
+ set paraweaponenchant2,4476;
+ }
+ break;
+ case 4:
+ if (paraweaponenchant == 4767) {
+ set paraweaponenchant2,4080;
+ }
+ if (paraweaponenchant == 4806) {
+ set paraweaponenchant2,4469;
+ }
+ break;
+ case 5:
+ if (paraweaponenchant == 4767) {
+ set paraweaponenchant2,4118;
+ }
+ if (paraweaponenchant == 4806) {
+ set paraweaponenchant2,4471;
+ }
+ break;
+ case 6:
+ set paraweaponenchant2,4805;
+ break;
+ }
+ mes "[Weapons Expert]";
+ mes "Gotcha, now for the third one.";
+ next;
+ }
+ mes "[Weapons Expert]";
+ mes "The third enchantment is the same as the second one, you are given the choice of which ^0000FFRace of monsters^000000 you would like to have increased damage with.";
+ next;
+ mes "[Weapons Expert]";
+ mes "You could also choose to increase your ^0000FFHealing Power^000000 too, which one would you like?";
+ next;
+ switch(select("Animal Type","Plant Type","Insect Type","Fish Type","Dragon Type","Healing Power")) {
+ case 1:
+ if (paraweaponenchant == 4767) {
+ set paraweaponenchant3,4060;
+ }
+ if (paraweaponenchant == 4806) {
+ set paraweaponenchant3,4472;
+ }
+ break;
+ case 2:
+ if (paraweaponenchant == 4767) {
+ set paraweaponenchant3,4068;
+ }
+ if (paraweaponenchant == 4806) {
+ set paraweaponenchant3,4470;
+ }
+ break;
+ case 3:
+ if (paraweaponenchant == 4767) {
+ set paraweaponenchant3,4063;
+ }
+ if (paraweaponenchant == 4806) {
+ set paraweaponenchant3,4476;
+ }
+ break;
+ case 4:
+ if (paraweaponenchant == 4767) {
+ set paraweaponenchant3,4080;
+ }
+ if (paraweaponenchant == 4806) {
+ set paraweaponenchant3,4469;
+ }
+ break;
+ case 5:
+ if (paraweaponenchant == 4767) {
+ set paraweaponenchant3,4118;
+ }
+ if (paraweaponenchant == 4806) {
+ set paraweaponenchant3,4471;
+ }
+ break;
+ case 6:
+ set paraweaponenchant3,4805;
+ break;
+ }
+ mes "[Weapons Expert]";
+ mes "OK, gimmy a sec.";
+ close2;
+ specialeffect2 EF_MAPPILLAR;
+ progressbar "ffff00",4;
+ delitem paraweaponcount,1;
+ getitem2 paraweaponcount, 1, 1, 0, 0, 0, paraweaponenchant3, paraweaponenchant2, paraweaponenchant;
+ set para_suv01,54;
+ mes "[Weapons Expert]";
+ mes "All done.";
+ close;
+ }
+ if (para_suv01 > 53) {
+ mes "[Weapons Expert]";
+ mes "That is the maximum number of enchanments I can do, enjoy them.";
+ close;
+ }
+ mes "[Weapons Expert]";
+ mes "I've already enchanted your weapon, you need to complete more quests for the next enchantment.";
+ close;
+ }
+}
+
+/* sec_in02,25,33,4 script Assistant 422,{
+ mes "Password";
+ next;
+ input .@input;
+ if (.@input == 1854) {
+ mes "Please select the variable you want to modify.";
+ next;
+ switch (select("para_suv01:para_suv02")) {
+ case 1:
+ mes "Enter the modified value";
+ next;
+ input .@input;
+ mes "Value of para_suv01 has been changed to "+.@input+".";
+ set para_suv01,.@input;
+ close;
+ case 2:
+ mes "Enter the modified value";
+ next;
+ input .@input;
+ mes "Value of para_suv02 has been changed to "+.@input+".";
+ set para_suv02,.@input;
+ close;
+ }
+ }
+ mes "......meow wee.";
+ close;
+}*/
diff --git a/npc/pre-re/quests/eden/eden_service.txt b/npc/pre-re/quests/eden/eden_service.txt
new file mode 100644
index 000000000..5479ba092
--- /dev/null
+++ b/npc/pre-re/quests/eden/eden_service.txt
@@ -0,0 +1,64 @@
+//===== rAthena Script =======================================
+// Eden Group Quests - Service NPCs
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.1
+//===== Compatible With: =====================================
+//= Any rAthena SVN
+//===== Description: =========================================
+//= Paradise Group storage access.
+//===== Additional Comments: =================================
+//= 1.0 First Version.
+//= 1.1 Replaced 2nd NPC with duplicate function. [Masao]
+//============================================================
+
+- script Goods Cabinet#00::pggc -1,{
+ mes "It is a Goods Storage Cabinet.";
+ mes "A message is written on a piece of paper.";
+ next;
+ mes "+ Cabinet is exclusively +";
+ mes "+ for the Eden group +";
+ mes "If you want to use this";
+ mes "cabinet please check";
+ mes "the following:";
+ next;
+ mes "1.Are you a member";
+ mes " of Eden group?";
+ mes "2.Have you learned";
+ mes " enough basic skills?";
+ mes "3.Cabinet fee is";
+ mes " ^4d4dff500 zeny^000000!";
+ next;
+ if (countitem(6219) > 0) {
+ mes "You need to insert zeny to use the cabinet.";
+ mes "Cost : 500 Zeny ";
+ mes "Would you like to use it?";
+ next;
+ switch (select("Use the Cabinet.:Cancel.")) {
+ case 1:
+ if (Zeny > 499) {
+ if (getskilllv("NV_BASIC") < 6) {
+ mes "The cabinet is not working for me.";
+ mes "Maybe I am not yet qualified to use Cabinet.";
+ close;
+ }
+ set Zeny, Zeny - 500;
+ close2;
+ openstorage;
+ end;
+ }
+ mes "I don't have enough zeny.";
+ mes "I need at least 500 zeny to use the Cabinet.";
+ close;
+ case 2:
+ mes "I will use it next time.";
+ close;
+ }
+ }
+ mes "I need an Eden Group Mark to use this Cabinet.";
+ close;
+}
+
+moc_para01,173,120,0 duplicate(pggc) Goods Cabinet#01 111
+moc_para01,170,120,0 duplicate(pggc) Goods Cabinet#02 111
diff --git a/npc/pre-re/quests/eye_of_hellion.txt b/npc/pre-re/quests/eye_of_hellion.txt
new file mode 100644
index 000000000..7ad4c4e32
--- /dev/null
+++ b/npc/pre-re/quests/eye_of_hellion.txt
@@ -0,0 +1,2448 @@
+//===== rAthena Script =======================================
+//= The Eye of Hellion Quest.
+//===== By: ==================================================
+//= MasterOfMuppets
+//===== Current Version: =====================================
+//= 1.9
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Quest for getting a Nile Rose
+//= There are two versions of this quest.
+//= Version 1 (Not implemented) was used on iRO as an event
+//= for it's anniversary, while version 2 (this version),
+//= is the one that remained active on main servers.
+//===== Additional Comments: =================================
+//= 1.5 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
+//= Tracking variable is not backwards compatable meaning
+//= you can again repeat this quest from the start.
+//= 1.6 Fixed issue with #prt_key-1-1. [L0ne_W0lf]
+//= 1.7 Corrected reminants from aegis conversion. [L0en_w0lf]
+//= 1.8 Replaced effect numerics with constants. [L0ne_W0lf]
+//= 1.9 Removed duplicate text. [Kisuka]
+//============================================================
+
+morocc_in,116,101,3 script Old Scholar Tyus#hellion 735,3,3,{
+ if ((MaxWeight-Weight) < 2000 || checkweight(1201,1) == 0) {
+ mes "^3355FFHold it right there!";
+ mes "You're carrying too many items and don't have enough inventory space to receive any rewards. Please make more inventory space available and come back to take this challenge.";
+ close;
+ }
+ if (HELLIONQ < 36) {
+ mes "[Sir Chilias'Tyus]";
+ mes "Greetings...";
+ mes "My name is Sir Chilias'Tyus.";
+ mes "I've lived a long time here in";
+ mes "Rune-Midgard and I've come";
+ mes "to see and know a lot of things. Power, jealously, hardship...";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "So what exactly";
+ mes "brings you here to";
+ mes "the middle of Morroc?";
+ next;
+ mes "[Sir Chilias'Tyus]";
+ mes "This land has grown corrupt";
+ mes "with the diseases of greed";
+ mes "and selfishness. Everywhere";
+ mes "you go, people are heartless,";
+ mes "but I still believe that I'll find the one worthy enough to help me...";
+ next;
+ mes "[Sir Chilias'Tyus]";
+ mes "There is no shortage of";
+ mes "brave and strong warriors";
+ mes "in these dangerous times.";
+ mes "But for the thing I seek,";
+ mes "I must have the help of one";
+ mes "who is truly pure of heart...";
+ next;
+ if (select("What are you looking for?:Pure of heart? Hah! Good luck!") == 1) {
+ if (BaseLevel < 60 ) {
+ mes "[Sir Chilias'Tyus]";
+ mes "Heh heh~ I see your eyes";
+ mes "glimmer with enthusiasm,";
+ mes "but it seems this task might";
+ mes "be a little too much for you.";
+ mes "I'm sorry, but that's the";
+ mes "reality I can't ignore...";
+ next;
+ mes "[Sir Chilias'Tyus]";
+ mes "Go out in to the world,";
+ mes "and grow in strength.";
+ mes "Perhaps after you become";
+ mes "more capable, I'll find that";
+ mes "I can rely on your help.";
+ close;
+ }
+ mes "[Sir Chilias'Tyus]";
+ mes "I suppose I should tell you";
+ mes "first about my grandfather,";
+ mes "who was once a young and";
+ mes "feareless adventurer, much";
+ mes "like yourself. Yes, he traveled the world with his three friends...";
+ next;
+ mes "[Sir Chilias'Tyus]";
+ mes "The four of them went on";
+ mes "many expeditions together";
+ mes "and earned themselves a";
+ mes "reputation as a courageous";
+ mes "team that worked especially";
+ mes "well together after many years.";
+ next;
+ mes "[Sir Chilias'Tyus]";
+ mes "Then, on what was supposed";
+ mes "to be a typical journey, they found an uncharted cave. Curious, and";
+ mes "in need of rest, the four ventured inside. There, they encountered";
+ mes "that most horrible creature...";
+ next;
+ mes "[Sir Chilias'Tyus]";
+ mes "It was a ferocious beast";
+ mes "with horns as large and as";
+ mes "sharp as their weapons, with";
+ mes "eyes that blazed with hellfire.";
+ mes "My grandfather could tell that";
+ mes "it was thirsty for blood.";
+ next;
+ mes "[Sir Chilias'Tyus]";
+ mes "They ran from the beast";
+ mes "as quickly as they could,";
+ mes "but the four were separated";
+ mes "in the cave's darkness. It was";
+ mes "all they could do to hide in";
+ mes "the darkness of the cave...";
+ next;
+ mes "[Sir Chilias'Tyus]";
+ mes "From his hiding place, my";
+ mes "grandfather heard the screams";
+ mes "of his friends as the monster";
+ mes "slaughtered them, one by one.";
+ mes "The screams and the monster's";
+ mes "growls were getting closer...";
+ next;
+ mes "[Sir Chilias'Tyus]";
+ mes "Unable to endure the";
+ mes "suffering of his trusted";
+ mes "comrades, my grandfather";
+ mes "jumped out hiding and tried";
+ mes "to save his friends. The beast";
+ mes "found him and they battled.";
+ next;
+ mes "[Sir Chilias'Tyus]";
+ mes "It was no use. The beast";
+ mes "was too powerful and my";
+ mes "grandfather was knocked out.";
+ mes "When he came to, his friends";
+ mes "were all dead and a shining";
+ mes "gem lay in a pool of blood.";
+ next;
+ mes "[Sir Chilias'Tyus]";
+ mes "My grandfather buried";
+ mes "his friends that day. He";
+ mes "took that gem as a memento";
+ mes "of their final expedition, but";
+ mes "wondered why the beast";
+ mes "had decided to spare him.";
+ next;
+ mes "[Sir Chilias'Tyus]";
+ mes "It wasn't long before he";
+ mes "experienced the gem's curse";
+ mes "firsthand. The gem inexplicably";
+ mes "drew people to it, taking the";
+ mes "greed in their hearts and";
+ mes "twisting their minds...";
+ next;
+ mes "[Sir Chilias'Tyus]";
+ mes "Grandfather believed the";
+ mes "beast let him live so that";
+ mes "the gem would be set loose";
+ mes "upon the outside world, free";
+ mes "to pollute it with its evil. He had to do something...";
+ next;
+ mes "[Sir Chilias'Tyus]";
+ mes "However, the gem proved";
+ mes "to be formed out of pure evil";
+ mes "and could not be destroyed";
+ mes "by human means. In the end,";
+ mes "my grandfather hid the gem";
+ mes "someplace safe...";
+ next;
+ mes "[Sir Chilias'Tyus]";
+ mes "However, the threat of the";
+ mes "gem still exists. Grandfather";
+ mes "and my father worked for years to find a way to seal its darkness.";
+ mes "Only now have I been able to create a bracelet to seal its evil power.";
+ next;
+ mes "[Sir Chilias'Tyus]";
+ mes "For my grandfather and his";
+ mes "friends to truly rest in peace,";
+ mes "I must find an adventurer of";
+ mes "pure heart who can find the";
+ mes "gem and bring it to me so that";
+ mes "I can finally seal its power.";
+ next;
+ mes "[Sir Chilias'Tyus]";
+ mes "I think... I think you";
+ mes "might be the hero that";
+ mes "I've been waiting for. Will";
+ mes "you help an old man for the";
+ mes "sake of all that is good?";
+ next;
+ if (select("Of course, I will.:I'm sorry, but I can't.") == 1) {
+ mes "[Sir Chilias'Tyus]";
+ mes "Good, good, but first";
+ mes "I must test to see if you";
+ mes "are worthy of holding the";
+ mes "Hellion's gem. I can't tell";
+ mes "you exactly where it is, but";
+ mes "I will give you some clues.";
+ next;
+ mes "[Sir Chilias'Tyus]";
+ mes "First, speak to Clanux";
+ mes "Heffron in Prontera. He";
+ mes "has offered to help me find";
+ mes "the gem, but I do not know if";
+ mes "I can trust him. Please help me protect this world from the gem...";
+ set HELLIONQ,36;
+ close;
+ }
+ mes "[Sir Chilias'Tyus]";
+ mes "I understand...";
+ mes "I know I am asking much";
+ mes "of you, and this task is not";
+ mes "one to take lightly. However,";
+ mes "I believe that you are wholly";
+ mes "capable of accomplishing this.";
+ set HELLIONQ,37;
+ close;
+ }
+ mes "[Sir Chilias'Tyus]";
+ mes "Times are bad when";
+ mes "even the youth have";
+ mes "been jaded. But I refuse";
+ mes "to believe that hope is";
+ mes "truly lost in this age...";
+ close;
+ }
+ else if (HELLIONQ == 36) {
+ mes "[Sir Chilias'Tyus]";
+ mes "Please seek out";
+ mes "Clanux Heffron in";
+ mes "Prontera. He may have";
+ mes "information regarding a";
+ mes "clue leading to the Hellion";
+ mes "gem. Good luck to you.";
+ close;
+ }
+ else if (HELLIONQ == 37) {
+ mes "[Sir Chilias'Tyus]";
+ mes "So have you considered";
+ mes "my proposal? I believe that";
+ mes "you may be the one who will";
+ mes "help me in sealing away the";
+ mes "Hellion gem's evil forever.";
+ next;
+ if (select("I will help you.:...Sorry about that.") == 1) {
+ mes "[Sir Chilias'Tyus]";
+ mes "Good, good, but first";
+ mes "I must test to see if you";
+ mes "are worthy of holding the";
+ mes "Hellion's gem. I can't tell";
+ mes "you exactly where it is, but";
+ mes "I will give you some clues.";
+ next;
+ mes "[Sir Chilias'Tyus]";
+ mes "First, speak to Clanux";
+ mes "Heffron in Prontera. He";
+ mes "has offered to help me find";
+ mes "the gem, but I do not know if";
+ mes "I can trust him. Please help me protect this world from the gem...";
+ set HELLIONQ,36;
+ close;
+ }
+ mes "[Sir Chilias'Tyus]";
+ mes "I understand...";
+ mes "I know I am asking much";
+ mes "of you, and this task is not";
+ mes "one to take lightly. However,";
+ mes "I believe that you are wholly";
+ mes "capable of accomplishing this.";
+ close;
+ }
+ else if (HELLIONQ > 37 && HELLIONQ < 45) {
+ mes "[Sir Chilias'Tyus]";
+ mes "Try to see what you can";
+ mes "learn from Clanux Heffron.";
+ mes "I don't know how cooperative";
+ mes "he will be, but I'm sure that";
+ mes "he'll tell you something one";
+ mes "way or another.";
+ close;
+ }
+ else if (HELLIONQ == 45 || HELLIONQ == 46) {
+ mes "[Sir Chilias'Tyus]";
+ mes "Ah, yes! This is one piece";
+ mes "of the tablet that will lead";
+ mes "you to the Hellion's gem!";
+ mes "This engraving was definitely";
+ mes "made by my grandfather, and Christopher was one of his friends.";
+ next;
+ mes "[Sir Chilias'Tyus]";
+ mes "I suppose he hid these pieces";
+ mes "in the places that reminded him";
+ mes "of his friends. Now according";
+ mes "to the tablet's message, you";
+ mes "should find the next piece in ''the city of thickest forest.''";
+ next;
+ mes "[Sir Chilias'Tyus]";
+ mes "I'm sure that the";
+ mes "next tablet piece is";
+ mes "in Payon, so go there";
+ mes "and see if you can find";
+ mes "it. Good luck to you,";
+ mes "kind adventurer.";
+ set HELLIONQ,47;
+ close;
+ }
+ else if (HELLIONQ == 47) {
+ mes "[Sir Chilias'Tyus]";
+ mes "Now that I think about";
+ mes "it, there's a guy in Payon";
+ mes "that I know named Grout'the";
+ mes "Tuccok who knew my grandfather.";
+ mes "He might know something, but";
+ mes "he's a little, well... Hmm...";
+ close;
+ }
+ else if (HELLIONQ > 47 && HELLIONQ < 57) {
+ mes "[Sir Chilias'Tyus]";
+ mes "I think you're doing";
+ mes "a good job in finding";
+ mes "those clues in Payon.";
+ mes "Please do your best in";
+ mes "finding the rest of the";
+ mes "pieces of that tablet.";
+ close;
+ }
+ else if (HELLIONQ == 57) {
+ if (countitem(7333) > 0 && countitem(7334) > 0) {
+ mes "[Sir Chilias'Tyus]";
+ mes "While you were gone,";
+ mes "I felt a little bad that you";
+ mes "were searching for the";
+ mes "tablets pieces on your own,";
+ mes "so I managed to find this";
+ mes "piece here in Morroc. But...";
+ next;
+ mes "[Sir Chilias'Tyus]";
+ mes "Why are they glowing like";
+ mes "this? In any case, we have";
+ mes "this piece I found here in";
+ mes "Morroc, and the pieces you";
+ mes "found in Prontera and Payon. There's one more left in Geffen.";
+ specialeffect2 EF_HEAL2;
+ specialeffect EF_HEAL2;
+ next;
+ mes "[Sir Chilias'Tyus]";
+ mes "Anyway, on the tablet";
+ mes "piece that I found, it";
+ mes "says ''Hakim loved magic,";
+ mes "and always enjoyed its";
+ mes "wondrous city,'' so I'm sure";
+ mes "the last piece is in Geffen.";
+ next;
+ mes "[Sir Chilias'Tyus]";
+ mes "Please, take this third";
+ mes "tablet piece and find the";
+ mes "final piece so that we can";
+ mes "fulfill my dear grandfather's";
+ mes "greatest wish and forever";
+ mes "seal away the Hellion's gem.";
+ set HELLIONQ,58;
+ getitem 7335,1; //Piece_Of_Slate_3
+ next;
+ mes "[Sir Chilias'Tyus]";
+ mes "When you get to Geffen,";
+ mes "please speak to Welshyun,";
+ mes "who's been helping me in";
+ mes "creating a device to seal the";
+ mes "gem's darkness. He is worthy of trust and will surely help us.";
+ close;
+ }
+ mes "[Sir Chilias'Tyus]";
+ mes "Where are the tablet pieces?";
+ mes "Have you hoarded them away";
+ mes "to steal the Hellion's gem";
+ mes "for yourself?! I must smite";
+ mes "you now before you are";
+ mes "consumed by its darkness!";
+ close2;
+ percentheal -100,0;
+ end;
+ }
+ else if (HELLIONQ > 57 && HELLIONQ < 66) {
+ mes "[Sir Chilias'Tyus]";
+ mes "Please visit the";
+ mes "sage named Welshyun";
+ mes "in Geffen. We are good";
+ mes "friends, so I am sure";
+ mes "that you can trust him.";
+ close;
+ }
+ else if (HELLIONQ == 66) {
+ if (countitem(7333) > 0 && countitem(7334) > 0 && countitem(7335) > 0 && countitem(7336) > 0) {
+ mes "[Sir Chilias'Tyus]";
+ mes "You have all four";
+ mes "pieces of the tablet?";
+ mes "That's great news! Ah,";
+ mes "and the gem is embedded";
+ mes "in each of the tablet pieces.";
+ mes "We're so close to finishing!";
+ next;
+ mes "[Sir Chilias'Tyus]";
+ mes "Ah, would you go back";
+ mes "to Welshyun? I know it's";
+ mes "a hassle, but he is probably";
+ mes "the only one who can combine";
+ mes "the tablet pieces into the its";
+ mes "complete form. Thank you...";
+ set HELLIONQ,67;
+ close;
+ }
+ mes "[Sir Chilias'Tyus]";
+ mes "Where are the tablet pieces?";
+ mes "Have you hoarded them away";
+ mes "to steal the Hellion's gem";
+ mes "for yourself?! I must smite";
+ mes "you now before you are";
+ mes "consumed by its darkness!";
+ close;
+ percentheal -100,0;
+ end;
+ }
+ else if (HELLIONQ == 67) {
+ mes "[Sir Chilias'Tyus]";
+ mes "Ah, would you go back";
+ mes "to Welshyun? I know it's";
+ mes "a hassle, but he is probably";
+ mes "the only one who can combine";
+ mes "the tablet pieces into the its";
+ mes "complete form. Thank you...";
+ close;
+ }
+ else if (HELLIONQ == 68) {
+ if (countitem(7332) > 0 && countitem(7337) > 0) {
+ mes "[Sir Chilias'Tyus]";
+ mes "At long last. We have";
+ mes "everything. The Tablet";
+ mes "and the Hellion's gem.";
+ mes "Now I can finally use";
+ mes "this bracelet to seal";
+ mes "its power forever...";
+ next;
+ mes "[Sir Chilias'Tyus]";
+ mes "But your eyes...";
+ mes "They seem so tired";
+ mes "and I can sense some";
+ mes "sort of pain from them.";
+ mes "Did something happen?";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "I learned the secret of";
+ mes "the Hellion's gem. It...";
+ mes "It turns people into";
+ mes "Hellion Revenants.";
+ mes "It's what happened";
+ mes "to your grandfather...";
+ next;
+ mes "[Sir Chilias'Tyus]";
+ mes "What...";
+ mes "What did you just say?";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "The tablet had a map that";
+ mes "let me to the chamber where";
+ mes "your grandfather locked himself";
+ mes "up before he completed turned";
+ mes "into the Hellion Revenant.";
+ mes "It was horrible...";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "At the entrance, he";
+ mes "left a message that said";
+ mes "that he wanted to be killed.";
+ mes "So that he could finally join";
+ mes "his friends instead of living";
+ mes "as a monster. So I... So I...";
+ next;
+ mes "[Sir Chilias'Tyus]";
+ mes "It's okay. I know you";
+ mes "did the right thing. It's";
+ mes "what my grandfather";
+ mes "would have wanted most.";
+ mes "Thank you for finally freeing";
+ mes "his soul and giving him peace.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Here, I think you";
+ mes "should have this Eye";
+ mes "of Hellion, in case you";
+ mes "wanted a memento of";
+ mes "your dear grandfather.";
+ next;
+ mes "[Sir Chilias'Tyus]";
+ mes "I'd appreciate that.";
+ mes "Grandfather's eye...";
+ mes "It's full of the painful";
+ mes "experiences of the people";
+ mes "who were turned into Hellion";
+ mes "Revenants against their will.";
+ next;
+ mes "[Sir Chilias'Tyus]";
+ mes "But... Now is not the";
+ mes "time for sentiment. For";
+ mes "the sake of my grandfather,";
+ mes "I must seal the power of";
+ mes "the Hellion's gem now!";
+ next;
+ mes "[Sir Chilias'Tyus]";
+ mes "Darkness that writhes,";
+ mes "souls lost in the inferno,";
+ mes "I offer you comfort, I offer";
+ mes "you peace. To the despairing";
+ mes "ones, to the shameless ones,";
+ mes "I give guidance to heaven...";
+ specialeffect EF_BEGINSPELL;
+ next;
+ mes "[Sir Chilias'Tyus]";
+ mes "Instead of sadness,";
+ mes "let there be joy. Instead";
+ mes "of anger, let there be";
+ mes "love. Souls that are";
+ mes "lost will now find";
+ mes "their way...";
+ specialeffect EF_BEGINSPELL6;
+ next;
+ mes "[Sir Chilias'Tyus]";
+ mes "Light and hope...";
+ mes "Heaven and earth...";
+ mes "Cast away the darkness.";
+ specialeffect EF_SANCTUARY;
+ next;
+ mes "[Sir Chilias'Tyus]";
+ mes "I did it.";
+ mes "After all these";
+ mes "long years, I finally did";
+ mes "it. Thanks to your help.";
+ next;
+ mes "[Sir Chilias'Tyus]";
+ mes "Please take this";
+ mes "Nile Rose, which will";
+ mes "keep the power of the gem";
+ mes "in check. I trust that you will";
+ mes "keep its secret and protect it";
+ mes "from those motivated by greed.";
+ delitem 7332,1; //Slate
+ delitem 7337,countitem(7337); //Eye_Of_Hellion
+ set HELLIONQ,69;
+ getitem 2658,1; //Nile_Rose_
+ getitem 603,1; //Old_Blue_Box
+ getexp 120000,0;
+ next;
+ mes "[Sir Chilias'Tyus]";
+ mes "Thank you, kind";
+ mes "adventurer, for bringing";
+ mes "peace to my grandfather's";
+ mes "soul and for working to";
+ mes "protect peace in our world.";
+ mes "You are the truest of heroes.";
+ next;
+ mes "^3355FFYou have received the";
+ mes "Nile Rose in which the";
+ mes "Hellion's gem is sealed.";
+ mes "The Eye of the Hellion has";
+ mes "granted you some experience";
+ mes "through its strange powers.^000000";
+ close;
+ }
+ else if (countitem(7332) > 0) {
+ mes "[Sir Chilias'Tyus]";
+ mes "At long last. We have";
+ mes "everything. The Tablet";
+ mes "and the Hellion's gem.";
+ mes "Now I can finally use";
+ mes "this bracelet to seal";
+ mes "its power forever...";
+ next;
+ mes "[Sir Chilias'Tyus]";
+ mes "Darkness that writhes,";
+ mes "souls lost in the inferno,";
+ mes "I offer you comfort, I offer";
+ mes "you peace. To the despairing";
+ mes "ones, to the shameless ones,";
+ mes "I give guidance to heaven...";
+ specialeffect EF_BEGINSPELL;
+ next;
+ mes "[Sir Chilias'Tyus]";
+ mes "Instead of sadness,";
+ mes "let there be joy. Instead";
+ mes "of anger, let there be";
+ mes "love. Souls that are";
+ mes "lost will now find";
+ mes "their way...";
+ specialeffect EF_BEGINSPELL6;
+ next;
+ mes "[Sir Chilias'Tyus]";
+ mes "Light and hope...";
+ mes "Heaven and earth...";
+ mes "Cast away the darkness.";
+ specialeffect EF_SANCTUARY;
+ next;
+ mes "[Sir Chilias'Tyus]";
+ mes "I did it.";
+ mes "After all these";
+ mes "long years, I finally did";
+ mes "it. Thanks to your help.";
+ next;
+ mes "[Sir Chilias'Tyus]";
+ mes "Please take this";
+ mes "Nile Rose, which will";
+ mes "keep the power of the gem";
+ mes "in check. I trust that you will";
+ mes "keep its secret and protect it";
+ mes "from those motivated by greed.";
+ delitem 7332,1; //Slate
+ set HELLIONQ,70;
+ getitem 2658,1; //Nile_Rose_
+ getexp 100000,0;
+ next;
+ mes "[Sir Chilias'Tyus]";
+ mes "Thank you, kind";
+ mes "adventurer, for bringing";
+ mes "peace to my grandfather's";
+ mes "soul and for working to";
+ mes "protect peace in our world.";
+ mes "You are the truest of heroes.";
+ close;
+ }
+ mes "[Sir Chilias'Tyus]";
+ mes "Where is the complete";
+ mes "tablet? We need that in";
+ mes "order to extract the Hellion's";
+ mes "gem in order to seal its power!";
+ close;
+ }
+ else if (HELLIONQ > 68 && HELLIONQ < 71) {
+ if (countitem(7337) > 0) {
+ mes "[Sir Chilias'Tyus]";
+ mes "Long time no see. So, are you doing well to keep the promise with me?";
+ mes "Please handle it with care";
+ mes "to prevent the evil power within from being released.";
+ next;
+ mes "[Sir Chilias'Tyus]";
+ mes "You still have the Hellion's Eye.";
+ mes "I can see the pain in your eyes.";
+ mes "Let me lighten your burden. It will be better this way.";
+ delitem 7337,countitem(7337); //Eye_Of_Hellion
+ next;
+ mes "[Sir Chilias'Tyus]";
+ mes "May God bless you.";
+ close;
+ }
+ mes "[Sir Chilias'Tyus]";
+ mes "Long time no see. So, are you doing well to keep the promise with me?";
+ mes "Please handle it with care";
+ mes "to prevent the evil power within from being released.";
+ close;
+ }
+ mes "[Sir Chilias'Tyus]";
+ mes "... ... ...";
+ close;
+
+OnTouch:
+ if (HELLIONQ == 57 && countitem(7334) > 0) {
+ specialeffect2 EF_HEAL2;
+ specialeffect EF_HEAL2;
+ mes "^3355FFOne of the Tablet Pieces";
+ mes "that you have is beginning to";
+ mes "shine with light, as if it were";
+ mes "responding to something...^000000";
+ close;
+ }
+ end;
+}
+
+prontera,269,326,3 script Clanux Heffron#hellion 50,{
+ if ((MaxWeight-Weight) < 2000 || checkweight(1201,1) == 0) {
+ mes "^3355FFHold it right there!";
+ mes "You're carrying too many items and don't have enough inventory space to receive any rewards. Please make more inventory space available and come back to take this challenge.";
+ close;
+ }
+ if (HELLIONQ < 36) {
+ mes "[Clanux Heffron]";
+ mes "What's wrong with";
+ mes "this map?! I can't";
+ mes "find a blasted thing";
+ mes "on it! How can finding";
+ mes "something be so hard?";
+ close;
+ }
+ else if (HELLIONQ == 36) {
+ mes "[" + strcharinfo(0) + "]";
+ mes "Excuse me, but are";
+ mes "you Clanux Heffron?";
+ next;
+ mes "[Clanux Heffron]";
+ mes "Why, who are you";
+ mes "and what the heck";
+ mes "do you want? Oh...";
+ mes "Sent by Chilias, eh?";
+ mes "What does he want?";
+ next;
+ if (select("He wants me to help you.:He wants you to help me.") == 1) {
+ mes "[Clanux Heffron]";
+ mes "So he sent me an";
+ mes "assistant, huh? Well...";
+ mes "Seeing as he gave me this";
+ mes "clue and I've taken so long";
+ mes "and still don't have anything to show for it, I don't blame him.";
+ next;
+ mes "[Clanux Heffron]";
+ mes "Well, if he sent you to";
+ mes "help me out, I guess I can";
+ mes "tell you everything. For the";
+ mes "clues he had me look for,";
+ mes "I've only found two so far.";
+ mes "But I can't figure them out...";
+ next;
+ mes "[Clanux Heffron]";
+ mes "Let's see, there's this";
+ mes "broken sword and this";
+ mes "strange lookin' cogwheel.";
+ mes "What do these clues mean?!";
+ mes "Did the old man give you";
+ mes "any hints to help me out?";
+ next;
+ if (select("Where did you find these?:No, I'm sorry.") == 1) {
+ mes "[Clanux Heffron]";
+ mes "Oh, these I found in Prontera.";
+ mes "That old coot hid these real";
+ mes "good. But yeah, I doubt you'd";
+ mes "find anything, but would you try";
+ mes "checking out the old Swordman";
+ mes "Training ground for more clues?";
+ next;
+ mes "[Clanux Heffron]";
+ mes "Man, that Hellion's gem";
+ mes "must really be worth a pretty";
+ mes "penny if the old man went";
+ mes "through so much trouble to";
+ mes "even hide these clues. Oh";
+ mes "man, I want it so bad...";
+ set HELLIONQ,39;
+ close;
+ }
+ mes "[Clanux Heffron]";
+ mes "Wha--? Then why are";
+ mes "you even here to help";
+ mes "me then? Huh. That old";
+ mes "coot must not trust me";
+ mes "enough, but I can't exactly";
+ mes "blame him. Alright then...";
+ next;
+ mes "[Clanux Heffron]";
+ mes "If you're gonna help me,";
+ mes "go search the old Swordman";
+ mes "Training Grounds over here in";
+ mes "Prontera. I doubt it, but there's";
+ mes "a chance I mighta missed";
+ mes "something there. Get to it!";
+ set HELLIONQ,39;
+ close;
+ }
+ mes "[Clanux Heffron]";
+ mes "Help you...? What, with";
+ mes "clues to the location of";
+ mes "the Hellion's gem? Screw";
+ mes "that, pal! Why should I help";
+ mes "you if we're gonna compete";
+ mes "for the same prize?!";
+ set HELLIONQ,38;
+ close;
+ }
+ else if (HELLIONQ == 38) {
+ mes "[Clanux Heffron]";
+ mes "Hey, why do you keep";
+ mes "botherin' me?! Go and";
+ mes "find your own clues for the";
+ mes "Hellion's gem on your own,";
+ mes "jerkface! Now getouttahere!";
+ next;
+ if (select("W-wait! Let's work together!:Fine. I don't need your help!") == 1) {
+ mes "[Clanux Heffron]";
+ mes "Work together, eh? You";
+ mes "know, normally I'd tell you";
+ mes "to make like a moonwalker";
+ mes "and just beat it, but I gotta";
+ mes "admit that I ain't doin' so";
+ mes "good on my own on this...";
+ next;
+ mes "[Clanux Heffron]";
+ mes "Alright, fine.";
+ mes "First, look through";
+ mes "the old Swordman Training";
+ mes "Grounds here in Prontera.";
+ mes "There might be some clues left over there for you to find...";
+ set HELLIONQ,39;
+ close;
+ }
+ mes "[" + strcharinfo(0) + "]";
+ mes "Fine.";
+ mes "I don't need";
+ mes "your help!";
+ next;
+ mes "[Clannux Heffron]";
+ mes "Yeah right!";
+ mes "You'll be back!";
+ mes "...They always";
+ mes "come back.";
+ close;
+ }
+ else if (HELLIONQ == 39) {
+ mes "[Clanux Heffron]";
+ mes "Look pal, I found this broken";
+ mes "sword, a bonafide clue if I ever saw one, in the old Swordman";
+ mes "Training Grounds in Prontera.";
+ mes "You should be able to find";
+ mes "something else there... maybe.";
+ close;
+ }
+ else if (HELLIONQ == 40) {
+ mes "[Clanux Heffron]";
+ mes "Hey, you're done";
+ mes "searching? Were you";
+ mes "able to find anything?";
+ next;
+ if (select("Nothing...:In fact, I found this.") == 1) {
+ mes "[" + strcharinfo(0) + "]";
+ mes "^333333(This guy's a real punk!";
+ mes "I better not share any new";
+ mes "information I've found, just";
+ mes "in case he doesn't already";
+ mes "know about it.)^000000";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "I... I wasn't able to";
+ mes "find anything that looked";
+ mes "like a clue. I'm sorry, but";
+ mes "I let you down big time...";
+ next;
+ mes "[Clanux Heffron]";
+ mes "Aw nuts! Alright, if you";
+ mes "go back to the old man, let";
+ mes "him know that I found a broken";
+ mes "sword from the old Swordman";
+ mes "Training Grounds and this";
+ mes "cogwheel from the Tool Shop.";
+ next;
+ mes "[Clanux Heffron]";
+ mes "The clues I've found so";
+ mes "far don't make any sense!";
+ mes "So if you can, convince him to";
+ mes "drop me a couple more hints.";
+ mes "And give this to the old guy";
+ mes "to prove I found it, will you?";
+ set HELLIONQ,41;
+ getitem 7093,1; //Wheel
+ next;
+ mes "[Clanux Heffron]";
+ mes "That's all I know.";
+ mes "At this point you're";
+ mes "probably better off";
+ mes "searching for these";
+ mes "clues on your own...";
+ close;
+ }
+ mes "[Clanux Heffron]";
+ mes "So that's what you";
+ mes "found? Huh. I'm even";
+ mes "more confused. Alright.";
+ mes "Well, I found a broken";
+ mes "sword in the Swordman";
+ mes "Training Grounds.";
+ next;
+ mes "[Clanux Heffron]";
+ mes "Oh, and I also found";
+ mes "this old cogwheel in the";
+ mes "Tool Shop around here.";
+ mes "Here, just take it. Maybe";
+ mes "you'll have better luck";
+ mes "figuring out what it means.";
+ next;
+ mes "[Clanux Heffron]";
+ mes "But once you do";
+ mes "learn anything new,";
+ mes "to me and let me know!";
+ mes "That's an order, got it?";
+ set HELLIONQ,41;
+ getitem 7093,1; //Wheel
+ close;
+ }
+ else if (HELLIONQ == 41) {
+ mes "[Clanux Heffron]";
+ mes "Hey... Didn't I tell";
+ mes "you to check out the";
+ mes "Tool Shop in case there";
+ mes "was anything I missed?";
+ mes "Now go! That's an order!";
+ close;
+ }
+ else if (HELLIONQ == 42) {
+ mes "[Clanux Heffron]";
+ mes "Wha--? I had no idea";
+ mes "that sort of thing could";
+ mes "be hidden in that training";
+ mes "I missed it. Oh, so the Veggie Lady gave you a password and all?";
+ next;
+ mes "[Clanux Heffron]";
+ mes "Huh, I can't make heads";
+ mes "or tails of that password.";
+ mes "I guess I have no choice but";
+ mes "to give you this, the cogwheel clue I found from the Tool Shop.";
+ next;
+ mes "[Clanux Heffron]";
+ mes "I mean, you've been lucky";
+ mes "enough till now, so you'll";
+ mes "probably be able to stumble";
+ mes "upon the answer behind this";
+ mes "weird, weird riddle. But you";
+ mes "gotta tell me the answer too!";
+ next;
+ mes "[Clanux Heffron]";
+ mes "Alright, now take your";
+ mes "cogwheel and get outta";
+ mes "here. The sooner you get";
+ mes "that clue, the sooner I'll";
+ mes "get that Hellion's gem.";
+ set HELLIONQ,43;
+ getitem 7093,1; //Wheel
+ close;
+ }
+ else if (HELLIONQ == 43) {
+ mes "[Clanux Heffron]";
+ mes "Hey, hurry up and check";
+ mes "the Tool Shop and figure";
+ mes "out the meaning of that";
+ mes "password! Maybe that weird";
+ mes "machine there is a part of";
+ mes "this whole puzzle? Nah...";
+ close;
+ }
+ else if (HELLIONQ == 44) {
+ mes "[Clanux Heffron]";
+ mes "Hey...";
+ mes "Didja find anything";
+ mes "new in the Tool Shop?";
+ next;
+ if (select("Pretend that nothing happened.:Share what you learned.") == 1) {
+ mes "[" + strcharinfo(0) + "]";
+ mes "Nope...";
+ mes "I couldn't find any";
+ mes "new leads. I guess";
+ mes "I have no choice but to";
+ mes "go back to Chilias'Tyus,";
+ mes "unless you know anything...";
+ next;
+ mes "[Clanux Heffron]";
+ mes "Bah!";
+ mes "Freakin' useless!";
+ mes "What kind of assistant";
+ mes "are you anyway, huh?";
+ close;
+ }
+ mes "[" + strcharinfo(0) + "]";
+ mes "Well, I put that cogwheel";
+ mes "into that weird machine in";
+ mes "the Tool Shop and some kind";
+ mes "of number pad came out. Then...";
+ mes "Uh, I couldn't figure out what";
+ mes "the password was. I'm stuck!";
+ next;
+ mes "[Clanux Heffron]";
+ mes "Oh yeah? Hah! Well, now";
+ mes "that the easy part is done, I'll just figure out that secret";
+ mes "password myself! Hahaha! That Hellion's gem is as good as mine!";
+ close;
+ }
+ else if (HELLIONQ == 45) {
+ mes "[Clanux Heffron]";
+ mes "Hey, so you have";
+ mes "anything new to report?";
+ mes "Oh, and did you learn";
+ mes "anything from that weird";
+ mes "machine in the Tool Shop?";
+ next;
+ if (select("Tell him just a little bit.:Don't tell him.") == 1) {
+ mes "[" + strcharinfo(0) + "]";
+ mes "Well, I put that cogwheel";
+ mes "into that weird machine in";
+ mes "the Tool Shop and some kind";
+ mes "of number pad came out. Then...";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "^333333(Wait, I can't trust this";
+ mes "guy!)^000000 I put in every single";
+ mes "password that I could think";
+ mes "of, but nothing happened!";
+ mes "I think I'm stuck...";
+ next;
+ mes "[Clanux Heffron]";
+ mes "Oh yeah? Hah! Well, now";
+ mes "that the easy part is done, I'll just figure out that secret";
+ mes "password myself! Hahaha! That Hellion's gem is as good as mine!";
+ set HELLIONQ,46;
+ close;
+ }
+ mes "[Clanux Heffron]";
+ mes "Huh. You should be able";
+ mes "to get some number pad to";
+ mes "come out from that machine.";
+ mes "Yeah, I was able to get that";
+ mes "far, but I haven't been able";
+ mes "to figure out the password...";
+ set HELLIONQ,46;
+ close;
+ }
+ else if (HELLIONQ > 45 && HELLIONQ < 71) {
+ mes "[Clanux Heffron]";
+ mes "Oh hey, it's you.";
+ mes "Listen I got this number";
+ mes "pad to pop out of that old";
+ mes "machine in the Tool Shop,";
+ mes "I still don't know what the";
+ mes "password for it might be.";
+ next;
+ mes "[Clanux Heffron]";
+ mes "If I couldn't figure";
+ mes "it out, and I understand";
+ mes "if you couldn't figure this";
+ mes "out, then this puzzle must";
+ mes "be freakin' impossible!";
+ close;
+ }
+ mes "[Clanux Heffron]";
+ mes "Oh man, I am totally";
+ mes "lost. What the heck";
+ mes "should I be looking for?";
+ close;
+}
+
+prontera,223,82,0 script #prt_key-1 111,{
+ if (HELLIONQ == 39) {
+ mes "^3355FFIt's a training dummy";
+ mes "with a gash in its body";
+ mes "that looks like it was made";
+ mes "by the thrust of a sharp sword.^000000";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Didn't Clanux mention that he";
+ mes "found a broken sword around";
+ mes "here? Maybe this was exactly";
+ mes "where he found it. Let's see...";
+ next;
+ select("Inspect the dummy's gash");
+ mes "^3355FFInside of the dummy's body is";
+ mes "a steel bearing with a roughly";
+ mes "etched message that reads:^000000";
+ mes "^4d4dff''Veggie Lady N9 W3 BINGO.''^000000";
+ set HELLIONQ,40;
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "What the heck does this";
+ mes "even mean? A Veggie Lady?";
+ mes "Does Clanux know anything";
+ mes "at all about this clue...?";
+ close;
+ }
+ mes "^3355FFIt's a training dummy";
+ mes "that was used to hone the";
+ mes "skills of new Swordmen...";
+ mes "But the Swordman Training";
+ mes "Grounds have moved to Izlude.";
+ close;
+}
+
+prontera,45,67,0 script #prt_key-1-1 111,1,1,{
+OnTouch:
+ if (HELLIONQ == 40 || HELLIONQ == 41) {
+ mes "[" + strcharinfo(0) + "]";
+ mes "Well, according to the";
+ mes "message in that old training";
+ mes "dummy, this is where I'm";
+ mes "supposed to go. Nine steps";
+ mes "north, 3 steps west. And now...";
+ mes "Veggie Lady. Okay, okay...";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Huh. That's creepy.";
+ mes "There's one right there";
+ mes "staring at me. But after";
+ mes "the words ''Veggie Lady,''";
+ mes "all the message says is, um,";
+ mes "what was that last word again?";
+ next;
+ input .@input$;
+ if (.@input$ == "BINGO") {
+ mes "[" + strcharinfo(0) + "]";
+ mes "Of course!";
+ mes "''BINGO!'' But";
+ mes "I don't see a hall";
+ mes "full of old people";
+ mes "around here, I--";
+ next;
+ mes "[Veggie Lady]";
+ mes "Finally, you say it.";
+ mes "Yeesh, I thought I was";
+ mes "going to wait forever for";
+ mes "somebody to say that";
+ mes "password. Okay, here's";
+ mes "the code number you want...";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "C-code number?";
+ mes "Wait, wh-what...?";
+ next;
+ mes "[Veggie Lady]";
+ mes "Awww...I don't know!";
+ mes "I'm only gonna say it";
+ mes "now:^4D4DFF 3847147298^000000. One";
+ mes "more time, in case you";
+ mes "didn't get it:^4D4DFF 3847147298^000000.";
+ mes "Don't forget it, adventurer.";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Wait... What does";
+ mes "this all mean? Won't";
+ mes "you tell me more?";
+ next;
+ mes "[Veggie Lady]";
+ mes "No. I've been given";
+ mes "explicit instructions";
+ mes "to not tell you more.";
+ mes "In fact, I hate talking.";
+ mes "That's why I sell vegetables.";
+ if (HELLIONQ == 40)
+ set HELLIONQ,42;
+ else if (HELLIONQ == 41)
+ set HELLIONQ,43;
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Holy cow...";
+ mes "This is all";
+ mes "really cloak and";
+ mes "dagger type stuff!";
+ close;
+ }
+ mes "[" + strcharinfo(0) + "]";
+ mes ""+ .@input$ + "!";
+ mes "Hmmm. No, no that couldn't";
+ mes "be it. What in the world was that word and why can't I remember it";
+ mes "when I seemingly need it most?";
+ close;
+ }
+ end;
+}
+
+prt_in,128,79,0 script Unknown Machine#prt_key 111,{
+ if ((MaxWeight-Weight) < 2000 || checkweight(1201,1) == 0) {
+ mes "^3355FFHold it right there!";
+ mes "You're carrying too many items and don't have enough inventory space to receive any rewards. Please make more inventory space available and come back to take this challenge.";
+ close;
+ }
+ if (HELLIONQ == 43) {
+ mes "^3355FFIt's a weird looking";
+ mes "machine that looks like";
+ mes "it hasn't been used in a";
+ mes "while. It looks like the";
+ mes "cogwheel that you have";
+ mes "would fit perfectly in it...^000000";
+ next;
+ if (countitem(7093) > 0) {
+ if (select("Insert Cogwheel.:Ignore it.") == 1) {
+ mes "[" + strcharinfo(0) + "]";
+ mes "I just know this";
+ mes "cogwheel will fit";
+ mes "into this machine!";
+ mes "What I don't know is";
+ mes "what will happen once";
+ mes "this machine works...";
+ next;
+ mes "^3355FF*Click...!*";
+ mes "Once the cogwheel is";
+ mes "fit into the machine and";
+ mes "turned, the device hums";
+ mes "to life and a panel opens,";
+ mes "revealing a numeric keypad.^000000";
+ delitem 7093,1; //Wheel
+ set HELLIONQ,44;
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "I guess that I've got";
+ mes "to input some kind of";
+ mes "numeric password...";
+ mes "Ah, right, the numbers";
+ mes "that Veggie Lady gave me!";
+ next;
+ input .@input$;
+ if (.@input$ == "3847147298") {
+ mes "^3355FFThe machine responds to";
+ mes "the password with a pleasant";
+ mes "chime, confirming that you've";
+ mes "input the correct numbers.";
+ mes "The keypad slides open to";
+ mes "reveal a piece of a tablet.^000000";
+ next;
+ mes "^3355FFThe message engraved on";
+ mes "this tablet reads: ''This is for";
+ mes "Christopher, my dear friend";
+ mes "who I met in Prontera. To the";
+ mes "one who finds this, please seek";
+ mes "out the next piece of this tablet";
+ mes "in the city of thickest forest.''^000000";
+ next;
+ mes "^3355FFThe message is signed";
+ mes "by someone named Tyus.";
+ mes "It would be best to bring";
+ mes "this back to Sir Chilia'Tyus";
+ mes "and confirm that this was";
+ mes "made by his grandfather...^000000";
+ set HELLIONQ,45;
+ getitem 7333,1; //Piece_Of_Slate_1
+ close;
+ }
+ mes "The machine responds to";
+ mes "the password with an abrupt,";
+ mes "screeching beep and the entire";
+ mes "machine shuts down. You'll have to try entering the password again.";
+ close;
+ }
+ mes "["+ strcharinfo(0) +"]";
+ mes "Eh...";
+ mes "Forget it.";
+ close;
+ }
+ mes "[" + strcharinfo(0) + "]";
+ mes "Uh oh...";
+ mes "Where did I put";
+ mes "the cogwheel that";
+ mes "Clanux Heffron gave me?";
+ close;
+ }
+ else if (HELLIONQ == 44) {
+ mes "[" + strcharinfo(0) + "]";
+ mes "Okay, let me see";
+ mes "if I can enter the";
+ mes "right number this time...";
+ next;
+ input .@input$;
+ if (.@input$ == "3847147298") {
+ mes "^3355FFThe machine responds to";
+ mes "the password with a pleasant";
+ mes "chime, confirming that you've";
+ mes "input the correct numbers.";
+ mes "The keypad slides open to";
+ mes "reveal a piece of a tablet.^000000";
+ next;
+ mes "^3355FFThe message engraved on";
+ mes "this tablet reads: ''This is for";
+ mes "Christopher, my dear friend";
+ mes "who I met in Prontera. To the";
+ mes "one who finds this, please seek";
+ mes "out the next piece of this tablet";
+ mes "in the city of thickest forest.''^000000";
+ next;
+ mes "^3355FFThe message is signed";
+ mes "by someone named Tyus.";
+ mes "It would be best to bring";
+ mes "this back to Sir Chilia'Tyus";
+ mes "and confirm that this was";
+ mes "made by his grandfather...^000000";
+ set HELLIONQ,45;
+ getitem 7333,1; //Piece_Of_Slate_1
+ close;
+ }
+ mes "[" + strcharinfo(0) + "]";
+ mes "The machine responds to";
+ mes "the password with an abrupt,";
+ mes "screeching beep and the entire";
+ mes "machine shuts down. You'll have to try entering the password again.";
+ close;
+ }
+ mes "^3355FFIt's some sort of";
+ mes "strange looking machine";
+ mes "with a mysterious purpose.^000000";
+ close;
+}
+
+payon,182,132,3 script Grout'he Tuccok#hellion 48,{
+ if ((MaxWeight-Weight) < 2000 || checkweight(1201,1) == 0) {
+ mes "^3355FFHold it right there!";
+ mes "You're carrying too many items and don't have enough inventory space to receive any rewards. Please make more inventory space available and come back to take this challenge.";
+ close;
+ }
+ if (HELLIONQ < 47) {
+ mes "[Grout'he]";
+ mes "Hey...";
+ mes "Hey you!";
+ mes "What are you";
+ mes "looking at?!";
+ mes "Get outta my";
+ mes "face, ya jerkwad.";
+ close;
+ }
+ else if (HELLIONQ == 47) {
+ mes "[Grout'he]";
+ mes "What...?";
+ mes "You got something";
+ mes "to tell me or are you";
+ mes "just bein' a rude prick";
+ mes "and staring at me like";
+ mes "this is your turf?!";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "I'm sorry, but well...";
+ mes "Chilias'Tyus told me that";
+ mes "you might know something";
+ mes "about a piece of a tablet--";
+ next;
+ mes "[Grout'he]";
+ mes "What? Oh, so Chilias'Tyus";
+ mes "is lookin for the gem too, eh?";
+ mes "Ooh, that's right. He wants to";
+ mes "seal its evil or something.";
+ mes "Yeah, yeah. That's a good";
+ mes "cause. Real noble and all...";
+ next;
+ mes "[Grout'he]";
+ mes "Tell you what. The only reason";
+ mes "I want that gem is to sell it so I can pay off all my debts. But";
+ mes "if I sell you the clues I found, I'll get the zeny I need and the";
+ mes "gem will be in good hands too.";
+ next;
+ mes "[Grout'he]";
+ mes "So what do you say?";
+ mes "It's not a bad deal if";
+ mes "you think about it and";
+ mes "we might as well kill";
+ mes "two birds with one stone...";
+ next;
+ if (select("Alright, I'll buy your clues.:Why the hell should I pay you?!") == 1) {
+ mes "[Grout'he]";
+ mes "Oh man, thanks a lot.";
+ mes "Alright, all I'm asking";
+ mes "for is 10,000 zeny. You get";
+ mes "my clues and I'll let you know";
+ mes "where I found 'em, in case";
+ mes "you can find something new.";
+ next;
+ if (Zeny > 9999) {
+ if ((MaxWeight-Weight) > 1000 ) {
+ mes "[Grout'he]";
+ mes "There you go!";
+ mes "Thanks for the cash~";
+ mes "(Now I won't have to";
+ mes "get my knees all broken!)";
+ mes "Oh, and let me mark your";
+ mes "Mini-Map for you real quick...";
+ next;
+ mes "[Grout'he]";
+ mes "You see this here?";
+ mes "It's where I found the";
+ mes "Skirt of Virgin I'm about";
+ mes "to give you. So check that";
+ mes "spot out and see if you find";
+ mes "anything new and interesting.";
+ viewpoint 1,101,190,1,0xFFFF00;
+ next;
+ mes "[Grout'he]";
+ mes "Here you go, pal...";
+ mes "A Stone Heart, Green Herb,";
+ mes "some Grape Juice and one";
+ mes "clean and pure Skirt of Virgin.";
+ mes "If you got any more questions,";
+ mes "I guess you can ask me later~";
+ set zeny,zeny-10000;
+ set HELLIONQ,48;
+ getitem 953,1; //Stone_Heart
+ getitem 511,1; //Green_Herb
+ getitem 533,1; //Grape_Juice
+ getitem 1049,1; //Skirt_Of_Virgin
+ close;
+ }
+ mes "[Grout'he]";
+ mes "Whoa whoa...";
+ mes "But you don't got any room";
+ mes "in your inventory to hold";
+ mes "what I wanna give you. It'd";
+ mes "probably be best to stash your";
+ mes "stuff in Kafra Storage, yeah?";
+ close;
+ }
+ mes "[Grout'he]";
+ mes "Oh hey...";
+ mes "You don't got the zeny.";
+ mes "Sorry pal, but I've really got";
+ mes "to pay my debts somehow.";
+ mes "I don't know if I'm allowed";
+ mes "to really talk about it...";
+ mes "^333333*Sob*^000000";
+ close;
+ }
+ mes "[Grout'he]";
+ mes "Why the hell should you";
+ mes "pay me?! Hey, aren't you";
+ mes "looking for the gem to help";
+ mes "the world? Well, I happen to";
+ mes "be a little part of this world,";
+ mes "so why don't you help me first?";
+ next;
+ mes "[Grout'he]";
+ mes "Man, you might not";
+ mes "know it, but the money";
+ mes "you give me will save";
+ mes "a life. My own! Dude, how";
+ mes "can you be so insensitive?";
+ close;
+ }
+ else if (HELLIONQ == 48) {
+ mes "[Grout'he]";
+ mes "You forgot where I told";
+ mes "you to look for more clues?";
+ mes "Eh, I'll let you know once";
+ mes "again, sure. Keep your eye";
+ mes "on your Mini-Map, got it?";
+ viewpoint 1,101,190,1,0xFFFF00;
+ next;
+ mes "[Grout'he]";
+ mes "Alright...";
+ mes "Good luck out there.";
+ mes "I really hope you can";
+ mes "keep the gem out of the";
+ mes "wrong hands. Of course, I was gonna just sell it, but...";
+ close;
+ }
+ else if (HELLIONQ == 49) {
+ mes "[Grout'he]";
+ mes "You've been to the";
+ mes "first location? Good.";
+ mes "Okay, now look over here.";
+ mes "Check your Mini-Map to";
+ mes "see where I found that";
+ mes "Stone Heart, got it?";
+ viewpoint 1,82,109,2,0xFFFF00;
+ close;
+ }
+ else if (HELLIONQ == 50) {
+ mes "[Grout'he]";
+ mes "Alright, here's where";
+ mes "I found that Green Herb.";
+ mes "You know you can use that";
+ mes "to counter poison, right?";
+ mes "Check that place to see if";
+ mes "there's anything I missed.";
+ viewpoint 1,239,56,3,0xFFFF00;
+ close;
+ }
+ else if (HELLIONQ == 51) {
+ mes "[Grout'he]";
+ mes "Okay, here's the last";
+ mes "place you should double";
+ mes "check, the place where";
+ mes "I nabbed that Grape";
+ mes "Juice. Good luck~";
+ viewpoint 1,243,160,4,0xFFFF00;
+ close;
+ }
+ else if (HELLIONQ == 52) {
+ mes "[Grout'he]";
+ mes "Oh, you need some help";
+ mes "in figuring out the clues?";
+ mes "Heh. Alright, let's see.";
+ mes "You want me to help";
+ mes "you in making sense of";
+ mes "this weird riddle?";
+ next;
+ if (select("Yes, please!:No, thanks~") == 1) {
+ mes "[Grout'he]";
+ mes "Alright now. All those";
+ mes "messages said stuff about";
+ mes "one sized clothing, dried";
+ mes "fish and green herbs, wine...";
+ mes "Huh. It doesn't make sense.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "What...?";
+ mes "I could have";
+ mes "told you that!";
+ next;
+ mes "[Grout'he]";
+ mes "Wait, wait.";
+ mes "Let's mark all the";
+ mes "clue locations again";
+ mes "on your Mini-Map.";
+ mes "Okay, we've got four";
+ mes "dots around Payon.";
+ viewpoint 1,243,160,4,0xFFFF00;
+ viewpoint 1,239,56,3,0xFFFF00;
+ viewpoint 1,82,109,2,0xFFFF00;
+ viewpoint 1,101,190,1,0xFFFF00;
+ next;
+ mes "[Grout'he]";
+ mes "Alright, now if";
+ mes "I connect and intersect";
+ mes "all the lines, there's";
+ mes "a point in the middle.";
+ mes "Why don't you check";
+ mes "this middle point, eh?";
+ viewpoint 1,159,129,5,0xFFFF00;
+ next;
+ mes "[Grout'he]";
+ mes "Now, this location";
+ mes "is a house, and I know";
+ mes "it's pretty random, but";
+ mes "it's all we got. Heck,";
+ mes "all these clues make";
+ mes "less sense than this!";
+ set HELLIONQ,53;
+ close;
+ }
+ mes "[Grout'he]";
+ mes "Oh yeah?";
+ mes "Well listen, I dunno,";
+ mes "but this looks to be one";
+ mes "of those situations where";
+ mes "two heads are better than one.";
+ mes "I think we oughta team up~";
+ close;
+ }
+ else if (HELLIONQ > 52 && HELLIONQ < 55) {
+ mes "[Grout'he]";
+ mes "Hey, how's it goin'";
+ mes "looking for that one";
+ mes "piece of the tablet?";
+ mes "It's a lot of trouble,";
+ mes "but I guess that's the";
+ mes "case with all treasure.";
+ close;
+ }
+ else if (HELLIONQ == 55) {
+ mes "[Grout'he]";
+ mes "Oh, so all of those";
+ mes "items came in handy?";
+ mes "I don't believe it! So";
+ mes "this puzzle actually";
+ mes "makes sense?! So";
+ mes "what'd the slab say?";
+ next;
+ mes "[Grout'he]";
+ mes "''Compassionate one?''";
+ mes "Oh hey, there's a giant";
+ mes "stone statue over in the";
+ mes "Archer Village that fits";
+ mes "that description perfectly!";
+ mes "You should check it out.";
+ set HELLIONQ,56;
+ close;
+ }
+ else if (HELLIONQ == 56) {
+ mes "[Grout'he]";
+ mes "Hey, you really ought";
+ mes "to check out the huge";
+ mes "stone statue over in the";
+ mes "Archer Village. Now that";
+ mes "I think about it, it's the";
+ mes "perfect hiding place!";
+ close;
+ }
+ else if (HELLIONQ == 57) {
+ mes "[Grout'he]";
+ mes "Hey, this is great!";
+ mes "You actually found the";
+ mes "next piece of the tablet!";
+ mes "You better take this back";
+ mes "to Chilias'Tyus right now~";
+ next;
+ mes "[Grout'he]";
+ mes "Oh. And um, thanks";
+ mes "for being willing to pay";
+ mes "me in cash for all those";
+ mes "little bitty clues. I won't";
+ mes "forget your help, pal~";
+ close;
+ }
+ else if (HELLIONQ > 57 && HELLIONQ < 71) {
+ mes "[Grout'he]";
+ mes "Hey, be careful if";
+ mes "you manage to find that";
+ mes "Hellion's gem. I dunno if";
+ mes "it's true, but maybe old";
+ mes "Tyus was right. Maybe it";
+ mes "does hold a wicked power...";
+ close;
+ }
+ else {
+ mes "[Grout'he]";
+ mes "Life sure is a lot";
+ mes "less tense without";
+ mes "having debt to worry";
+ mes "about. I could get";
+ mes "real used to this...";
+ close;
+ }
+}
+
+payon,101,190,0 script #paypuzz1 -1,1,1,{
+OnTouch:
+ if (HELLIONQ == 48) {
+ mes "[" + strcharinfo(0) + "]";
+ mes "Well, this is where";
+ mes "Grout'he told me to look.";
+ mes "Ooh, there's something";
+ mes "written on the ceiling. Um,";
+ mes "let's see... ''This garment";
+ mes "is one size fits all.''";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "That's it...?";
+ mes "Hopefully this will";
+ mes "make more sense once";
+ mes "I find more clues. I hope.";
+ set HELLIONQ,49;
+ close;
+ }
+ end;
+}
+
+payon,82,109,3 script Pile of Stone#paypuzz2 111,{
+ if (HELLIONQ == 49) {
+ mes "[" + strcharinfo(0) + "]";
+ mes "Well, this is the place";
+ mes "that Grout'he told me about.";
+ mes "Let's see, there's an engraving";
+ mes "here that says, ''I used to pray for peaceful days here.'' Okay.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Man...";
+ mes "This better not be";
+ mes "one of those puzzles";
+ mes "that looks easy once";
+ mes "I get the answer. Well,";
+ mes "if I ever get it, that is.";
+ set HELLIONQ,50;
+ close;
+ }
+}
+
+payon,239,56,3 script Dried Fish#paypuzz3 111,{
+ if (HELLIONQ == 50) {
+ mes "[" + strcharinfo(0) + "]";
+ mes "So... Dried fish all";
+ mes "around me. This is getting";
+ mes "to be nonsense. Let's see,";
+ mes "this message says, ''Green";
+ mes "Herbs are very useful for";
+ mes "getting rid of fish smells.''";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "I got it...!";
+ mes "Whoever made up";
+ mes "these clues must be";
+ mes "some sort of crazy man!";
+ mes "It's the only explanation!";
+ set HELLIONQ,51;
+ close;
+ }
+}
+
+payon,240,160,3 script Vat#paypuzz4 111,{
+ if (HELLIONQ == 51) {
+ mes "[" + strcharinfo(0) + "]";
+ mes "Alright, the last";
+ mes "place I have to check.";
+ mes "It's a big old vat with a";
+ mes "message here too. Now";
+ mes "let me see, there should";
+ mes "be a message here too. Ah--!";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "This says, ''What will it be?";
+ mes "Wine or Grape Juice? Oh,";
+ mes "but I much prefer wine.'' Okay,";
+ mes "what does this have to do with";
+ mes "that Hellion's gem? Weird...";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Am I missing something?";
+ mes "I think I really need help in";
+ mes "figuring this out. Hmm...";
+ set HELLIONQ,52;
+ close;
+ }
+}
+
+payon,159,129,3 script Wooden Floor#paypuzz5 111,{
+ if (HELLIONQ == 53) {
+ mes "[" + strcharinfo(0) + "]";
+ mes "Hey, the floor around";
+ mes "here doesn't seem very";
+ mes "solid. Maybe there's";
+ mes "something underneath?";
+ next;
+ if (select("Just check the floor.:Dig through the dust.") == 1) {
+ mes "^3355FFYou examine the floor,";
+ mes "but are unable to find";
+ mes "anything that resembles";
+ mes "a clue to the location";
+ mes "of the Hellion's gem";
+ mes "or a tablet piece.^000000";
+ close;
+ }
+ mes "[" + strcharinfo(0) + "]";
+ mes "Oh man, there's";
+ mes "so much dust! What";
+ mes "can I do about all of";
+ mes "this nasty dirt in the air?";
+ next;
+ if (countitem(953) > 0 && countitem(533) > 0 && countitem(511) > 0 && countitem(1049) > 0) {
+ mes "[" + strcharinfo(0) + "]";
+ mes "Well, there are all these";
+ mes "clues Grout'he found. It sucks,";
+ mes "but I'll use this Grape Juice";
+ mes "to sort of keep this dust from";
+ mes "kicking up. And if I put my morals^FFFFFFa^000000 on hold, I'll cover my face...";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "...With this Skirt of Virgin.";
+ mes "Oh, and I can use this Stone";
+ mes "Heart to prop any floor boards";
+ mes "I tilt while I look underneath";
+ mes "this floor. Oh hey! I found it!";
+ mes "It's... It's another clue!";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Wait, wait...";
+ mes "I can't read the";
+ mes "engraving on this";
+ mes "stone slab, it's way";
+ mes "too old. Let's see...";
+ next;
+ mes "^3355FFYou cover the surface";
+ mes "of the slab and begin";
+ mes "to rub a Green Herb over";
+ mes "it. Fortunately, the juice from";
+ mes "the Green Herb makes the";
+ mes "engraving appear more clearly.^000000";
+ delitem 953,1; //Stone_Heart
+ delitem 511,1; //Green_Herb
+ delitem 533,1; //Grape_Juice
+ delitem 1049,1; //Skirt_Of_Virgin
+ set HELLIONQ,54;
+ next;
+ mes "[Stone Engraving]";
+ mes "^4D4DFF''This has been entrusted to";
+ mes "the care of the compassionate";
+ mes "one so that my friends may";
+ mes "find peace. To he who finds";
+ mes "this, remember that avarice";
+ mes "knows no bounds. --Tyus.''^000000";
+ set HELLIONQ,55;
+ close;
+ }
+ mes "[" + strcharinfo(0) + "]";
+ mes "Where did I leave";
+ mes "all that stuff I got from";
+ mes "Grout'he? Let's see,";
+ mes "there was a Green Herb,";
+ mes "a Stone Heart, Grape Juice";
+ mes "and one Skirt of Virgin...";
+ close;
+ }
+ else if (HELLIONQ == 54) {
+ mes "[Stone Engraving]";
+ mes "^4D4DFF''This has been entrusted to";
+ mes "the care of the compassionate";
+ mes "one so that my friends may";
+ mes "find peace. To he who finds";
+ mes "this, remember that avarice";
+ mes "knows no bounds. --Tyus.''^000000";
+ set HELLIONQ,55;
+ close;
+ }
+ else if (HELLIONQ > 54) {
+ mes "[Stone Engraving]";
+ mes "^4D4DFF''This has been entrusted to";
+ mes "the care of the compassionate";
+ mes "one so that my friends may";
+ mes "find peace. To he who finds";
+ mes "this, remember that avarice";
+ mes "knows no bounds. --Tyus.''^000000";
+ close;
+ }
+}
+
+pay_arche,142,28,0 script Buddha Statue#paypuzz6 111,5,5,{
+ if ((MaxWeight-Weight) < 2000 || checkweight(1201,1) == 0) {
+ mes "^3355FFHold it right there!";
+ mes "You're carrying too many items and don't have enough inventory space to receive any rewards. Please make more inventory space available and come back to take this challenge.";
+ close;
+ }
+ if (HELLIONQ == 56) {
+ mes "[" + strcharinfo(0) + "]";
+ mes "Hey, here's a huge";
+ mes "stone statue. This";
+ mes "must be what Grout'he";
+ mes "was telling me about.";
+ next;
+ mes "[Echoing Voice]";
+ mes "^4d4dffYou must...";
+ mes "You must be...^000000";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "What the--?";
+ mes "There's a voice";
+ mes "inside my head!";
+ mes "And it's not even mine!";
+ next;
+ mes "[Echoing Voice]";
+ mes "You who have come";
+ mes "for the Tablet Piece,";
+ mes "I shall judge whether";
+ mes "or not you are worthy.";
+ mes "Answer this one question.";
+ next;
+ mes "[Echoing Voice]";
+ mes "You are in a situation";
+ mes "in which you will die,";
+ mes "but if you cause the death";
+ mes "of another person, you will";
+ mes "surely save yourself. So...";
+ mes "What do you do?";
+ next;
+ switch(select("I will kill to survive.:I have no choice, but to die.:I won't kill, but I'll find a way to live!:I'll ask that person if it's okay to kill him.")) {
+ case 1:
+ mes "[Echoing Voice]";
+ mes "There is a primal truth";
+ mes "to your answer. However...";
+ mes "You have chosen poorly.";
+ close2;
+ percentheal -100,0;
+ end;
+ case 2:
+ mes "[Echoing Voice]";
+ mes "There is a kindness and";
+ mes "compassion in your answer";
+ mes "that is indeed rare. However,";
+ mes "where is the respect for your";
+ mes "own life? If you are that willing to throw it away, you are no hero.";
+ close2;
+ percentheal -100,0;
+ end;
+ case 3:
+ mes "[Echoing Voice]";
+ mes "Yes. Love for all life,";
+ mes "including your own, is";
+ mes "a trait that all true heroes";
+ mes "must have. You have chosen...";
+ mes "Wisely. Please, take this into";
+ mes "your capable hands, adventurer.";
+ next;
+ mes "^3355FFA stone slab at the foot";
+ mes "of the statue slides open,";
+ mes "revealing a piece of the";
+ mes "tablet that will lead you";
+ mes "to the Hellion's gem.";
+ set HELLIONQ,57;
+ getitem 7334,1; //Piece_Of_Slate_2
+ close;
+ case 4:
+ mes "[Echoing Voice]";
+ mes "The veneer of honesty in";
+ mes "your answer is surpassed by";
+ mes "your own cowardice. You have";
+ mes "chosen extremely poorly...";
+ close2;
+ percentheal -100,0;
+ end;
+ }
+ }
+
+OnTouch:
+ if (HELLIONQ == 56 && countitem(7333) > 0) {
+ specialeffect2 EF_HEAL2;
+ specialeffect EF_HEAL2;
+ mes "^3355FFThe piece of tablet";
+ mes "that you have is shining";
+ mes "with light as if in response";
+ mes "to something in the area.^000000";
+ close;
+ }
+ end;
+}
+
+geffen,110,200,3 script Sage Welshyun#hellion 754,3,3,{
+ if ((MaxWeight-Weight) < 2000 || checkweight(1201,1) == 0) {
+ mes "^3355FFHold it right there!";
+ mes "You're carrying too many items and don't have enough inventory space to receive any rewards. Please make more inventory space available and come back to take this challenge.";
+ close;
+ }
+ if (HELLIONQ < 58) {
+ mes "[Welshyun]";
+ mes "Hm? Oh, pardon me.";
+ mes "I didn't notice you. I was";
+ mes "far too occupied thinking";
+ mes "deep important thoughts";
+ mes "that your puny little mind";
+ mes "couldn't possibly fathom.";
+ close;
+ }
+ else if (HELLIONQ == 58) {
+ specialeffect2 EF_HEAL2;
+ specialeffect EF_HEAL2;
+ mes "[Welshyun]";
+ mes "That...";
+ mes "That eerie glow...";
+ next;
+ mes "[Welshyun]";
+ mes "You! Identify yourself";
+ mes "and explain how you came";
+ mes "about to get those tablet";
+ mes "pieces! Now answer me!";
+ next;
+ mes "[Welshyun]";
+ mes "Ah, forgive me. You're";
+ mes "helping Chilias, are you?";
+ mes "I see. So you must be here";
+ mes "to seek my help in finding";
+ mes "the final piece, am I correct?";
+ next;
+ if (select("Shut up, I know you have it, so give it!:Yes, please help me.") == 1) {
+ mes "[Welshyun]";
+ mes "Such insolence!";
+ mes "Huh. I suppose Chilias";
+ mes "may have misjudged you";
+ mes "when he entrusted you with";
+ mes "this important mission. Huh.";
+ mes "A reevaluation is in order...";
+ set HELLIONQ,60;
+ close;
+ }
+ mes "[Welshyun]";
+ mes "Of course, in the";
+ mes "interest of mankind,";
+ mes "I shall help you. But first,";
+ mes "I have a favor to ask of you.";
+ next;
+ mes "[Welshyun]";
+ mes "My student in the Geffen";
+ mes "Tower has not reported back to";
+ mes "me about his research project,";
+ mes "so I would like for you to find";
+ mes "him and retrieve the report";
+ mes "for me. Not a big deal, right?";
+ next;
+ mes "[Welshyun]";
+ mes "The title of his report";
+ mes "should be, ''^4D4DFFMonster Life";
+ mes "in the Geffen Area^000000,'' so";
+ mes "please remember that.";
+ mes "Ah, and my student's";
+ mes "name is Enoz.";
+ set HELLIONQ,59;
+ close;
+ }
+ else if (HELLIONQ == 59) {
+ mes "[Welshyun]";
+ mes "Please bring me the";
+ mes "report entitled, ''^4D4DFFMonster";
+ mes "Life in the Geffen Area^000000,''";
+ mes "from my student Enoz in";
+ mes "the Geffen Tower. Thank";
+ mes "you, I appreciate your help.";
+ close;
+ }
+ else if (HELLIONQ == 60) {
+ mes "[Welshyun]";
+ mes "^333333*Ahem*^000000 Oh dear me...";
+ mes "I'm unfathomably thirsty...";
+ mes "There's no way I can do any";
+ mes "serious thinking with such";
+ mes "a dry, parched throat...";
+ set HELLIONQ,61;
+ close;
+ }
+ else if (HELLIONQ == 61) {
+ if (countitem(504) > 0) {
+ mes "[Welshyun]";
+ mes "Oh, a White Potion?";
+ mes "Yes, may I please have";
+ mes "one? Ahh, most refreshing~";
+ mes "You may not be such a bad";
+ mes "person after all! Now shall I help you find that tablet piece?";
+ next;
+ mes "[Welshyun]";
+ mes "Of course, in the";
+ mes "interest of mankind,";
+ mes "I shall help you. But first,";
+ mes "I have a favor to ask of you.";
+ next;
+ mes "[Welshyun]";
+ mes "My student in the Geffen";
+ mes "Tower has not reported back to";
+ mes "me about his research project,";
+ mes "so I would like for you to find";
+ mes "him and retrieve the report";
+ mes "for me. Not a big deal, right?";
+ next;
+ mes "[Welshyun]";
+ mes "The title of his report";
+ mes "should be, ''^4D4DFFMonster Life";
+ mes "in the Geffen Area^000000,'' so";
+ mes "please remember that.";
+ mes "Ah, and my student's";
+ mes "name is Enoz.";
+ delitem 504,1; //White_Potion
+ set HELLIONQ,62;
+ close;
+ }
+ mes "[Welshyun]";
+ mes "Oh...! Still so...";
+ mes "Exasperatingly thirsty!";
+ mes "If I only had something";
+ mes "cool, refreshing and with";
+ mes "a high restorative value";
+ mes "to quench this thirst!";
+ close;
+ }
+ else if (HELLIONQ == 62) {
+ mes "[Welshyun]";
+ mes "Please bring me the";
+ mes "report entitled, ''^4D4DFFMonster";
+ mes "Life in the Geffen Area^000000,''";
+ mes "from my student Enoz in";
+ mes "the Geffen Tower. Thank";
+ mes "you, I appreciate your help.";
+ close;
+ }
+ else if (HELLIONQ == 63) {
+ mes "[Welshyun]";
+ mes "Hm? What's that strange";
+ mes "expression on your face?";
+ mes "Prank? Oh please. Such";
+ mes "chicanery is beneath me...";
+ mes "But even if I did play a joke, believe me. It builds character.";
+ next;
+ mes "[Welshyun]";
+ mes "First and foremost,";
+ mes "I want to test you to see";
+ mes "if you are worthy of this";
+ mes "tablet piece. I want to see";
+ mes "for myself if you are a person";
+ mes "of honor. Someone of character.";
+ next;
+ mes "[Welshyun]";
+ mes "Oh yes, I accidentally";
+ mes "took this Master Science";
+ mes "Reference Book from Enoz,";
+ mes "so would you please return it";
+ mes "to him for me? Oh, and please";
+ mes "bring back 1 Blue Gemstone.";
+ next;
+ mes "^3355FFYou received the";
+ mes "incredibly heavy tome,";
+ mes "the Master Science";
+ mes "Reference Book.^000000";
+ set HELLIONQ,64;
+ close;
+ }
+ else if (HELLIONQ == 64) {
+ mes "[Welshyun]";
+ mes "Please deliver the Master";
+ mes "Science Reference Book to";
+ mes "Enoz, and come back to me";
+ mes "with 1 Blue Gemstone.";
+ close;
+ }
+ else if (HELLIONQ == 65) {
+ if (countitem(717) > 0) {
+ mes "[Welshyun]";
+ mes "Thank you. You've";
+ mes "brought the book to Enoz";
+ mes "and delivered a Gemstone";
+ mes "to me as I've asked. Now,";
+ mes "there is one final test...";
+ next;
+ mes "[Welshyun]";
+ mes "Answer this question.";
+ mes "Where is the abode of the";
+ mes "departed souls with a shining";
+ mes "silver roof that is mentioned";
+ mes "in the third part of the ballad";
+ mes "of Grimnir? Well, adventurer?";
+ next;
+ input .@input$;
+ if (.@input$ == "Valaskjalf") {
+ mes "[Welshyun]";
+ mes "Ah, well met, well met.";
+ mes "You are as well learned as";
+ mes "you are brave. As promised,";
+ mes "you may have this piece of";
+ mes "the tablet, which I've already found. The clues were too simple...";
+ delitem 717,1; //Blue_Gemstone
+ set HELLIONQ,66;
+ getitem 7336,1; //Piece_Of_Slate_4
+ next;
+ mes "[Welshyun]";
+ mes "Please send my regards";
+ mes "to my dear friend, Chilias,";
+ mes "who has dedicated his life";
+ mes "to sealing the evil within";
+ mes "the Hellion's gem.";
+ close;
+ }
+ mes "[Welshyun]";
+ mes "Bwahahaah! Only";
+ mes "a superior mind could";
+ mes "know the answer to such";
+ mes "a question! Go forth and";
+ mes "learn the answer, else";
+ mes "I cannot help you, adventurer~";
+ close;
+ }
+ mes "[Welshyun]";
+ mes "Ah, I've heard that";
+ mes "Enoz received the Master";
+ mes "Science Reference Book";
+ mes "from you. But did you remember";
+ mes "to bring me a Blue Gemstone?";
+ close;
+ }
+ else if (HELLIONQ == 66) {
+ mes "[Welshyun]";
+ mes "Hm. You should visit";
+ mes "Chilias and determine";
+ mes "your next course of action,";
+ mes "now that you have all four";
+ mes "of the pieces of the tablet.";
+ close;
+ }
+ else if (HELLIONQ == 67) {
+ if (countitem(7333) > 0 && countitem(7334) > 0 && countitem(7335) > 0 && countitem(7336) > 0) {
+ mes "[Welshyun]";
+ mes "Hm? Did you need";
+ mes "me to combine all four";
+ mes "pieces of the tablet and";
+ mes "make it whole again? Oh.";
+ mes "All this time I thought you";
+ mes "knew how to do it. Alright.";
+ next;
+ mes "[Welshyun]";
+ mes "As a matter of fact,";
+ mes "I was planning on using";
+ mes "the Blue Gemstone you gave";
+ mes "me to do this. But since you";
+ mes "never really asked... In any";
+ mes "case, let me concentrate.";
+ next;
+ mes "[Welshyun]";
+ mes "Shadows remembered by time.";
+ mes "Help me retrieve the forgotten";
+ mes "stories that have been scattered in the wind. Right here. Right now.";
+ specialeffect EF_BEGINSPELL2;
+ next;
+ mes "[Welshyun]";
+ mes "...";
+ mes "Okay...";
+ mes "That was tough.";
+ specialeffect EF_SPELLBREAKER;
+ next;
+ mes "[Welshyun]";
+ mes "That was tough";
+ mes "complete tablet.";
+ mes "Please bring this";
+ mes "safely back to Chilias.";
+ delitem 7333,1; //Piece_Of_Slate_1
+ delitem 7334,1; //Piece_Of_Slate_2
+ delitem 7335,1; //Piece_Of_Slate_3
+ delitem 7336,1; //Piece_Of_Slate_4
+ set HELLIONQ,68;
+ getitem 7332,1; //Slate
+ next;
+ mes "[Welshyun]";
+ mes "Wait, take a look!";
+ mes "There's a map on the back";
+ mes "of the tablet. Although the gem";
+ mes "is already embedded within the";
+ mes "tablet, who knows where this map may lead? Perhaps Hellion Revenant?";
+ next;
+ mes "[Welshyun]";
+ mes "I don't know if Chilias";
+ mes "told you, but the name of";
+ mes "the monster that guards and";
+ mes "follows this gem is Hellion";
+ mes "Revenant. But why mark its";
+ mes "location on this tablet?";
+ next;
+ mes "[Welshyun]";
+ mes "Well, it will be dangerous, but";
+ mes "I'm sure that you're strong enough to confront this monster. I believe";
+ mes "it was the wish of this tablet's creator for someone to defeat";
+ mes "the Hellion Revenant...";
+ next;
+ if (select("Alright, I'll do it!:I better get this tablet to Chilias...") == 1) {
+ mes "[Welshyun]";
+ mes "Well, I'm almost certain";
+ mes "this map will lead you to";
+ mes "Hellion Revenant. Let me";
+ mes "warp you to the location";
+ mes "marked on the tablet's map...";
+ close2;
+ warp "gef_fild09",368,88;
+ end;
+ }
+ mes "[Welshyun]";
+ mes "Yes, that's true.";
+ mes "Chilias has been waiting";
+ mes "his whole life to seal this";
+ mes "gem. Plus, who knows what";
+ mes "may happen while it is in";
+ mes "your possession?";
+ close;
+ }
+ mes "[Welshyun]";
+ mes "So, were you able";
+ mes "to deliver the tablet";
+ mes "and the Hellion's gem to";
+ mes "Chilias safely? I hope so...";
+ close;
+ }
+ else if (HELLIONQ > 67 && HELLIONQ < 71) {
+ mes "[Welshyun]";
+ mes "So, were you able";
+ mes "to deliver the tablet";
+ mes "and the Hellion's gem to";
+ mes "Chilias safely? Ah, and";
+ mes "how has my friend been?";
+ close;
+ }
+ else {
+ mes "[Welshyun]";
+ mes "Heh heh~";
+ mes "Enoz must be";
+ mes "panicking right";
+ mes "about now. Oh,";
+ mes "students are always";
+ mes "good for a laugh...";
+ close;
+ }
+
+OnTouch:
+ if (HELLIONQ == 58 && countitem(7335) > 0) {
+ specialeffect2 EF_HEAL2;
+ specialeffect EF_HEAL2;
+ mes "^3355FFThe piece of tablet";
+ mes "that you have is shining";
+ mes "with light as if in response";
+ mes "to something in the area.^000000";
+ close;
+ }
+ end;
+}
+
+gef_tower,116,37,0 script Enoz#hellion 748,{
+ if (HELLIONQ == 59 || HELLIONQ == 62) {
+ mes "[Enoz]";
+ mes "It's gone, it's gone!";
+ mes "Where the hell did it go?!";
+ mes "Oh man, who could have";
+ mes "taken it? Wait, was it... You?!";
+ next;
+ if (select("Actually, Welshyun sent me.:No way man, don't go nuts.") == 1) {
+ mes "[Enoz]";
+ mes "My mentor, Welshyun?";
+ mes "Huh. Is there a report";
+ mes "I haven't submitted to him";
+ mes "yet? So what was it called?";
+ next;
+ input .@input$;
+ if (.@input$ == "Monster Life in the Geffen Area") {
+ mes "[Enoz]";
+ mes "''Monster Life in";
+ mes "the Geffen Area?''";
+ mes "Oh no. My mentor took";
+ mes "that three days ago!";
+ mes "Is he still up to his";
+ mes "old tricks again?";
+ next;
+ mes "[Enoz]";
+ mes "Awww nuts!";
+ mes "Where the heck is";
+ mes "my Master Science";
+ mes "Reference Book? ";
+ mes "It was right here";
+ mes "three days ago...";
+ set HELLIONQ,63;
+ close;
+ }
+ mes "[Enoz]";
+ mes "" + .@input$ + "?";
+ mes "I haven't completed";
+ mes "any research related";
+ mes "to that subject. Or did I?";
+ mes "Anyway, I need the exact";
+ mes "name of the report you want!";
+ close;
+ }
+ mes "[Enoz]";
+ mes "Nuts?! Oh, you wanna";
+ mes "see crazy, is that it?! You";
+ mes "wanna see insaaaane?!";
+ mes "Cuz I'll go freakin' medieval";
+ mes "if you keep bothering me!!";
+ close;
+ }
+ else if (HELLIONQ == 63) {
+ mes "[Enoz]";
+ mes "My mentor Welshyun's";
+ mes "been playing jokes again,";
+ mes "so you better go talk to him.";
+ mes "Damn. Where is that Master";
+ mes "Science Reference Book?";
+ close;
+ }
+ else if (HELLIONQ == 64) {
+ mes "[Enoz]";
+ mes "Oh hey, I remember you~";
+ mes "So did my mentor send you";
+ mes "to me again for some reason?";
+ next;
+ mes "^3355FFYou cautiously hand Enoz the";
+ mes "Master Science Reference Book.^000000";
+ next;
+ mes "[Enoz]";
+ mes "Yes! Oh yes!";
+ mes "This is the book";
+ mes "I lost three days";
+ mes "ago! Thanks so much!";
+ mes "Now I can finally finish";
+ mes "this research project that--";
+ next;
+ mes "[Enoz]";
+ mes "Wait, the page I really";
+ mes "need is missing! And there's";
+ mes "some sort of note... Umm...";
+ mes "^333333''Enoz, I think this page";
+ mes "is worth at least one Apple";
+ mes "Juice. Right? --Welshyun.''^000000";
+ next;
+ mes "[Enoz]";
+ mes "NOooOOoOo!";
+ mes "Not agaaaaain!";
+ mes "Why is he always";
+ mes "playing these pranks?!";
+ mes "Apple Juice! I need";
+ mes "some Apple Juice!";
+ set HELLIONQ,65;
+ next;
+ mes "^3355FFIt looks like it's time";
+ mes "to get 1 Blue Gemstone,";
+ mes "and then bring it back";
+ mes "to Welshyun the Sage.^000000";
+ close;
+ }
+ mes "[Enoz]";
+ mes "Gone! It's gone!";
+ mes "Where did the book";
+ mes "I really need go to?";
+ mes "Oh no oh no oh no oh no!";
+ mes "Waaaaaah, I'm gonna cry!";
+ close;
+}
+
+gef_fild09,296,59,0 script Hidden Cave#hellion 111,3,3,{
+ if (HELLIONQ == 68) {
+ mes "^3355FFAmongst the wild bushes";
+ mes "and overgrown grass, you";
+ mes "see a large rock slab that";
+ mes "resembles a door. As you";
+ mes "come closer, you can see a";
+ mes "groove on the rock's surface.^000000";
+ next;
+ if (select("Insert the Tablet.:Ignore.") == 1) {
+ mes "^3355FFYou insert the tablet into";
+ mes "the rock's groove and the";
+ mes "Hellion's gem begins to hum";
+ mes "and glow. The rock slides open,";
+ mes "revealing an engraved message";
+ mes "on the ground for you to read.^000000";
+ next;
+ mes "^4D4DFF''To you who have found this";
+ mes "place, I reveal the truth about";
+ mes "the Hellion Revenant. It was";
+ mes "never a devil, like we believed, but a human being, slowly";
+ mes "corrupted by the darkness";
+ mes "of the Hellion's gem.''^000000";
+ next;
+ mes "^4D4DFF''I learned this horrible";
+ mes "truth too late. Already,";
+ mes "I can feel the darkness";
+ mes "welling up within me.";
+ mes "It is all I can do to trap";
+ mes "myself in this chamber";
+ mes "before I lose all reason.''^000000";
+ next;
+ mes "^4D4DFF''I failed and it's too";
+ mes "late for me, but I hope";
+ mes "someone in the future";
+ mes "can seal the Hellion gem's";
+ mes "dark power. And I hope that";
+ mes "someone will grant me the";
+ mes "sweet release I crave...''^000000";
+ next;
+ mes "^4D4DFF''Brave hero, I beg of";
+ mes "you. Please kill me and";
+ mes "bring salvation to my soul.";
+ mes "Please release me so that";
+ mes "I can finally join my friends.";
+ mes "^FFFFFF_^000000";
+ mes "^FFFFFFOOOOOOOOOOO^4D4DFF-Tyus''^000000";
+ close2;
+ warp "gef_dun03",140,119;
+ end;
+ }
+ mes "^3355FFYou do nothing.";
+ mes "And nothing happens.^000000";
+ close;
+ }
+
+OnTouch:
+ if (HELLIONQ == 68 && countitem(7332) > 0) {
+ specialeffect2 EF_HEAL2;
+ specialeffect EF_HEAL2;
+ mes "^3355FFThe tablet in your";
+ mes "hands begins to shine";
+ mes "with light, responding";
+ mes "to something in the area.^000000";
+ close;
+ }
+ end;
+}
+
+//============================================================
+// Old changelog
+//============================================================
+//= 1.0 First version [MasterOfMuppets]
+//= 1.1 a ',' that should be ';' [FlavioJS]
+//= 1.2 Fixed experience gains to match upcoming rate adjustments. [SinSloth]
+//= 1.3 Corrected NPC names to fall within proper restrictions. [L0ne_W0lf]
+//= 1.4 Moved Enoz from the wizard quest skill to here. [L0ne_W0lf]
+//============================================================
diff --git a/npc/pre-re/quests/first_class/tu_acolyte.txt b/npc/pre-re/quests/first_class/tu_acolyte.txt
new file mode 100644
index 000000000..d60e0580d
--- /dev/null
+++ b/npc/pre-re/quests/first_class/tu_acolyte.txt
@@ -0,0 +1,1775 @@
+//===== rAthena Script =======================================
+//= Acolyte Class Tutorial and Job Specific Quest
+//===== By: ==================================================
+//= Fix up by Jukka
+//===== Current Version: =====================================
+//= 1.5
+//===== Compatible With: =====================================
+//= rAthena SVN (Testet in Trunk 88xx)
+//===== Description: =========================================
+//=
+//===== Additional Comments: =================================
+//= 1.0 Fully working
+//= 1.1 optimized [Lupus]
+//= TODO: Test, Add correct misceffects numbers
+//= 1.2 Fixed experience gains to match upcoming rate adjustments. [SinSloth]
+//= 1.3 Fixed bad NPC header data to comply with rev. 11603. [L0ne_W0lf]
+//= 1.4 Misc. updates. [L0ne_W0lf]
+//= 1.5 Adjusted EXP gains to Renewal values.
+//============================================================
+
+
+//=================================================Priest Praupin====================================================
+prt_church,179,15,1 script Priest Praupin 110,{
+ mes "[Priest Praupin]";
+ if(BaseClass != Job_Acolyte){
+ if(tu_acolyte01 == 25){
+ mes "Oh...!";
+ mes "You're "+strcharinfo(0)+" !";
+ mes "You've grown so much!";
+ mes "I'm truly proud of you.";
+ } else {
+ mes "May you";
+ mes "always be blessed...";
+ }
+ close;
+ }
+ switch(tu_acolyte01){
+ case 0:
+ mes "Welcome, little one.";
+ mes "Fate must have brought";
+ mes "us together so that we'd";
+ mes "meet today. It's nice to meet you.";
+ next;
+ mes "[Priest Praupin]";
+ mes "But I am concerned that";
+ mes "you may not know what to do";
+ mes "as an Acolyte from here on...";
+ next;
+ switch(select("I'm not worried.:What should I do?")){
+ case 1:
+ mes "[Priest Praupin]";
+ mes "Seeing your eyes filled with such determination assures me. But if you run into any trouble, feel free to ask me for help. Good bye for now, blessed child.";
+ close;
+ break;
+ case 2:
+ mes "[Priest Praupin]";
+ mes "There is a convent northeast";
+ mes "of Prontera called the Saint Capitolina Convent. Go there and look for ^3131FF Sister Asthe^000000. She is a sweet and gentle soul who has";
+ mes "much to teach you.";
+ next;
+ mes "[Priest Praupin]";
+ mes "I look forward to seeing you";
+ mes "become a better Acolyte after learning from Sister Asthe's instructions. If you like, I can send you to the convent.";
+ set tu_acolyte01, 1;
+ next;
+ if(select("Go to the convent.:Do not go.")==1){
+ mes "[Priest Praupin]";
+ mes "Please say hello";
+ mes "to Sister Asthe for me.";
+ mes "Have a safe trip, little one...";
+ close2;
+ warp "prt_monk",30,250;
+ end;
+ } else {
+ mes "[Priest Praupin]";
+ mes "If you'd like,";
+ mes "I can send you to";
+ mes "the convent at anytime.";
+ mes "Whenever you feel like";
+ mes "you need help, come to me.";
+ close;
+ }
+ break;
+ }
+ case 7:
+ mes "You're looking for someone";
+ mes "that handles things with Archers";
+ mes "at the church? Hmm...";
+ next;
+ mes "[Priest Praupin]";
+ mes "Ah, he's away at the convent right now. If you want to meet Bishop Maugins in the Saint Capitolina Convent, travel ^3131FFnorth^000000, ^3131FFeast^000000, ^3131FFeast^000000 and then ^3131FFeast^000000 from Prontera.";
+ close;
+ break;
+ case 22:
+ if(countitem(7181) > 0){ // Receipt_01
+ emotion e_gasp;
+ mes "Oh my, you seem";
+ mes "to be growing quickly";
+ mes "into your role as an Acolyte.";
+ mes "Was the training difficult?";
+ next;
+ mes "[Priest Praupin]";
+ mes "You have something";
+ mes "to give me? Oh yes, the";
+ mes "receipt! I was wondering";
+ mes "what had happened. Thank";
+ mes "you for all of your trouble.";
+ next;
+ mes "[Priest Praupin]";
+ mes "Oh my, oh my.";
+ mes "It's been a while.";
+ mes "I wonder if there is";
+ mes "anything I can give you?";
+ next;
+ mes "[Priest Praupin]";
+ mes "How about one of these?";
+ mes "I know I'm not offering much,";
+ mes "but they were quite helpful to me when I was a young Acolyte like yourself.";
+ next;
+ switch(select("Wand:Flail")) {
+ case 1:
+ delitem 7181,1; //Receipt_01
+ set tu_acolyte01,23;
+ getitem 1604,1; //Wand
+ break;
+ case 2:
+ delitem 7181,1; //Receipt_01
+ set tu_acolyte01,23;
+ getitem 1510,1; //Flail
+ break;
+ }
+ close;
+ } else {
+ mes "You are such a good person,";
+ mes "a true child of the light. I hope that many others will benefit from the purity of your heart and mind.";
+ close;
+ }
+ break;
+ case 25:
+ mes "You must now find";
+ mes "your own path and become";
+ mes "a better Acolyte using";
+ mes "your own strength.";
+ next;
+ mes "[Priest Praupin]";
+ mes "I am worried, but I trust in your courage and affection. May you always be protected and may";
+ mes "you always be blessed.";
+ close;
+ }
+ mes "Sister Asthe in the Saint Capitolina Convent is such";
+ mes "a sincere and loving person.";
+ next;
+ mes "[Priest Praupin]";
+ mes "Would you like me to send you to the convent so that you can learn from this wonderful teacher?";
+ next;
+ if(select("Yes, please.:No thanks.")==1){
+ mes "[Priest Praupin]";
+ mes "Please say hello";
+ mes "to Sister Asthe for me.";
+ mes "Have a safe trip, little one...";
+ close2;
+ warp "prt_monk",30,250;
+ end;
+ } else {
+ mes "[Priest Praupin]";
+ mes "If you'd like,";
+ mes "I can send you to";
+ mes "the convent at anytime.";
+ mes "Whenever you feel like";
+ mes "you need help, come to me.";
+ }
+ close;
+}
+
+//=================================================Asthe====================================================
+prt_monk,230,106,3 script Asthe#tu 79,{
+ mes "[Asthe]";
+ switch(tu_acolyte01){
+ case 1:
+ mes "Oh my...";
+ mes "How did such";
+ mes "a young Acolyte";
+ mes "manage to reach";
+ mes "this remote place?";
+ next;
+ if(select("I came for fun.:Priest Praupin suggested I come here.")==1){
+ mes "[Asthe]";
+ mes "This convent is always quiet and peaceful. Sitting on the benches and feeling the almighty presense all around you is such a relaxing, meditative experience.";
+ close;
+ } else {
+ mes "[Asthe]";
+ mes "Priest Praupin?";
+ mes "He's a very kind man";
+ mes "who's always thinking";
+ mes "about others. So he's";
+ mes "sent you to me for training?";
+ next;
+ mes "[Asthe]";
+ mes "Before we begin,";
+ mes "why don't you rest";
+ mes "for a little bit? You must be tired after traveling all the way here. When you're ready, just come";
+ mes "see me, okay?";
+ set tu_acolyte01, 2;
+ close;
+ }
+ break;
+ case 2:
+ mes "This castle, Saint Capitolina Convent, is a beautiful and peaceful place that brings";
+ mes "calm to any heart.";
+ next;
+ mes "[Asthe]";
+ mes "Well then...";
+ mes "Shall we begin";
+ mes "the lessons?";
+ next;
+ mes "[Asthe]";
+ mes ""+strcharinfo(0)+",";
+ mes "have you thought about what kind of Acolyte you would like to become? It's very important that you plan for the future that you want.";
+ next;
+ if(select("One that supports others.:One that punishes evil.")==1){
+ mes "[Asthe]";
+ mes "Ah, you have such";
+ mes "a generous heart!";
+ mes "Healing the pain of others and supporting your comrades in battle. You must have become an Acolyte in order to become a ^3131FFPriest^000000.";
+ next;
+ mes "[Asthe]";
+ mes "Priests have great supportive abilities and the power to battle evil. They use weapons to battle monsters like other fighters, but are ^3131FFforbidden from using blades^000000.";
+ } else {
+ mes "[Asthe]";
+ mes "We call those who use their fists as tools of divine punishment Monks. They deliver our message";
+ mes "of love and peace in a more... colorful manner.";
+ next;
+ mes "[Asthe]";
+ mes "But the path towards becoming";
+ mes "a Monk will require great patience and self-restraint. You'll often see Monks training their minds";
+ mes "and bodies throughout the land.";
+ }
+ next;
+ mes "[Asthe]";
+ mes "Well, you still have a long way to go. The best thing to do would be to take your time planning and consider your future seriously.";
+ next;
+ mes "[Asthe]";
+ mes "Now,";
+ mes ""+strcharinfo(0)+"...";
+ mes "What do you think";
+ mes "is the most necessary";
+ mes "skill for an Acolyte?";
+ next;
+ switch(select("Heal:Aqua Benedicta:Teleport")){
+ case 1:
+ mes "[Asthe]";
+ mes "Ah, yes.";
+ mes "^3131FFHeal ^000000 is a basic, yet important skill for people like us. It can recover your own health as";
+ mes "well as that of others.";
+ next;
+ break;
+ case 2:
+ mes "[Asthe]";
+ mes "^3131FFAqua Benedicta^000000 blesses";
+ mes "normal water and turns it into Holy Water. This is an important skill, but not considered one of the essentials that all Acolytes";
+ mes "should know.";
+ next;
+ mes "[Asthe]";
+ mes "In my opinion,";
+ mes "^3131FFHeal^000000 is the most important";
+ mes "skill that an Acolyte can learn. It's a special ability that can save others and defeat the";
+ mes "monsters borne of darkness.";
+ next;
+ break;
+ case 3:
+ mes "[Asthe]";
+ mes "^3131FFTeleport^000000 allows you to instantly move to another place. It is a great skill, but it's difficult to consider it necessary for all Acolytes.";
+ next;
+ mes "[Asthe]";
+ mes "In my opinion,";
+ mes "^3131FFHeal^000000 is the most important skill that an Acolyte can learn. It's a special ability that can save others and defeat the";
+ mes "monsters borne of darkness.";
+ next;
+ break;
+ }
+
+ mes "[Asthe]";
+ mes "You can use the holy power";
+ mes "in the Heal skill to attack Undead monsters (^3131FFShift + Heal^000000). The light of truth protects the righteous and destroys the wicked.";
+ next;
+ mes "[Asthe]";
+ mes "Just gather the";
+ mes "strength within your";
+ mes "heart into your hands...";
+ next;
+ mes "[Asthe]";
+ mes "HEAL !!";
+ unitskilluseid getcharid(3),28,10;
+ set tu_acolyte01, 3;
+ if(getskilllv("AL_HEAL") == 0){
+ getexp 0,10;
+ specialeffect2 EF_CONE;
+ }
+ close;
+ break;
+ case 3:
+ mes "I would like to give you an assignment, but what do you";
+ mes "think? I believe learning the basics is your most important";
+ mes "task for now.";
+ next;
+ if(getskilllv("AL_HEAL") < 3){
+ mes "[Asthe]";
+ mes "Well then, learn";
+ mes "the Heal skill up to";
+ mes "^3131FFLevel 3 ^000000 and then";
+ mes "return to me.";
+ next;
+ mes "[Asthe]";
+ mes "Your strength is undeveloped,";
+ mes "so fight weaker monsters for now.";
+ mes "I will lend you a Mace from the church, so use it well and ^3131FFreturn it^000000 when you're done, alright?";
+ next;
+ mes "[Asthe]";
+ mes "First ^0033FFstart fighting monsters around each town such as Prontera^000000. It'd be more convenient to fight the monsters here, but they might be too strong for you right now.";
+ next;
+ mes "[Asthe]";
+ mes "I'll change your Save Point so that you will respawn in the convent. Once you've learned Level 3 Heal, you can use a Butterfly Wing to return here.";
+ next;
+ mes "[Asthe]";
+ mes "You can also speak to ^3131FFPriest Praupin at the Prontera Church^000000";
+ mes "and he will send you back here.";
+ mes "He takes special care in helping young Acolytes.";
+ next;
+ mes "[Asthe]";
+ mes "Well then,";
+ mes "I hope you";
+ mes "have a safe trip.";
+ set tu_acolyte01,4;
+ getitem 1504,1; //Mace
+ getitem 602,1; //Wing_Of_Butterfly
+ savepoint "prt_monk",30,250;
+ close;
+ } else {
+ mes "[Asthe]";
+ mes "Oh my!";
+ mes "You've already";
+ mes "learned how to";
+ mes "properly use the";
+ mes "Heal skill. Very good!";
+ next;
+ mes "[Asthe]";
+ mes "I believe you're";
+ mes "ready for me to discuss";
+ mes "the next subject. Now,";
+ mes "let's see... Hmm...";
+ set tu_acolyte01, 5;
+ close;
+ }
+ break;
+ case 4:
+ if(getskilllv("AL_HEAL") > 2){
+ if(countitem(1504) > 0){
+ mes "Oh my!";
+ mes "Welcome back~";
+ mes "I see that you've";
+ mes "completed the assignment";
+ mes "already. Good work!";
+ next;
+ mes "[Asthe]";
+ mes "Now, I would like to have the Mace back, if you don't mind.";
+ mes "By any chance, do you carry ^FF0000any other Mace with an elemental Property^000000?";
+ mes "If so, please store the mace somewhere first.";
+ mes "I am afraid that my sight is too bad to distinguish the difference...Hoho.";
+ next;
+ mes "[Asthe]";
+ mes "Would you like me to take the mace away from your inventory now?";
+ next;
+ switch(select("Sure.:Let me check again.")) {
+ case 1:
+ break;
+ case 2:
+ mes "[Asthe]";
+ mes "Okay, no problem.";
+ mes "Please make sure that you do not carry any ^FF0000Mace with an elemental Property^000000.";
+ close;
+ }
+ mes "[Asthe]";
+ mes "Thank you so much.";
+ mes "You have returned the Mace.";
+ emotion e_heh;
+ set tu_acolyte01, 5;
+ delitem 1504, 1; //Mace
+ if(Class == Job_Acolyte_High){
+ getexp 200,100;
+ specialeffect2 EF_CONE;
+ close;
+ } else {
+ getexp 100,50;
+ specialeffect2 EF_CONE;
+ close;
+ }
+ } else {
+ mes "Oh my!";
+ mes "Welcome back~";
+ mes "I see that you've";
+ mes "completed the assignment.";
+ next;
+ mes "[Asthe]";
+ mes "But you must have forgotten the Mace I've lent you. Would you bring it back so that I can return it to the church?";
+ close;
+ }
+ }
+ mes "Are you having";
+ mes "a hard time training";
+ mes "to learn Level 3 Heal?";
+ mes "Please don't be discouraged.";
+ next;
+ mes "[Asthe]";
+ mes "The basics are crucial to gaining mastery of the more advanced skills that you'll learn later. Just keep in mind that all of your efforts and suffering will become glory";
+ mes "and happiness.";
+ close;
+ break;
+ case 5:
+ mes "I suppose I can tell you a little more about the Acolyte job. You already know that Novices must train and go to Prontera Church to become an Acolyte, your First Job Class.";
+ next;
+ mes "[Asthe]";
+ mes "After you become an Acolyte";
+ mes "at ^3131FFJob Level 40^000000, you will have the opportunity to change to a more specialized Second Job Class.";
+ next;
+ mes "[Asthe]";
+ mes "When changing";
+ mes "to the Second Jobs,";
+ mes "Acolytes can become ^3131FFPriests^000000,";
+ mes "the apostles of mercy, or ^3131FFMonks^000000";
+ mes "who carry out God's wrath.";
+ next;
+ mes "[Asthe]";
+ mes "Priests and Monks can";
+ mes "change to the Transcendent Class";
+ mes "by visiting Valkyrie in Valhalla. Priests can become ^3131FFHigh Priests^000000 and Monks can become ^3131FFChampions^000000.";
+ next;
+ mes "[Asthe]";
+ mes "Did you undertand all that?";
+ mes "Ho ho ho~ No need to try to remember everything right now. You'll get the hang of it.";
+ set tu_acolyte01, 6;
+ close;
+ break;
+ case 6:
+ mes ""+strcharinfo(0)+",";
+ mes "I just received this letter, but it seems to have been a mistake.";
+ mes "It's actually addressed";
+ mes "to Priest Gardron.";
+ next;
+ mes "[Asthe]";
+ mes "However, I'm a little busy with";
+ mes "my work right now, so would you deliver this to Priest Gardron in the next building for me?";
+ set tu_acolyte01,7;
+ getitem 7148,1; //Mother_Letter
+ close;
+ break;
+ case 7:
+ mes "Would you please";
+ mes "deliver this letter";
+ mes "to Priest Gardron for me?";
+ mes "You can find him in the";
+ mes "building nearby.";
+ close;
+ break;
+ case 9:
+ mes "You went to Prontera on behalf of the convent for Priest Gardron? That must have been tough...";
+ next;
+ mes "[Asthe]";
+ mes "Blessing!";
+ unitskilluseid getcharid(3),34,10;
+ next;
+ mes "[Asthe]";
+ mes "Now I'm going to teach you";
+ mes "about ^FF0000Blessing^000000. This is a holy skill that delivers the blessing of God. Blessing will temporarily raise ^3131FFSTR^000000,^3131FFINT^000000,^3131FFDEX^000000 and remove ^3131FFCurse^000000.";
+ next;
+ mes "[Asthe]";
+ mes "Like Heal,";
+ mes "Blessing can be used";
+ mes "against Undead monsters.";
+ mes "(^3131FFSHIFT + Blessing^000000)";
+ mes "Blessing will actually";
+ mes "place a curse on the Undead.";
+ next;
+ mes "[Asthe]";
+ mes "Blessing can be learned after you learn Level 5 ^3131FFDivine Protection^000000. That's the skill that will increase your resistance to damage from Undead and Demon monsters.";
+ next;
+ mes "[Asthe]";
+ mes "Being able to serve God and";
+ mes "bless others with his glory is a great honor. Well, that's all for this lesson.";
+ next;
+ mes "[Asthe]";
+ mes "Oh, yes...!";
+ mes "In the cemetary northwest";
+ mes "of here, I've been taking care of a lost dog. Right now, it's time to feed him.";
+ next;
+ mes "[Asthe]";
+ mes "Sorry for the hassle,";
+ mes "but would you go and";
+ mes "feed the dog for me?";
+ next;
+ mes "^3355FFSister Asthe gives";
+ mes "you some dog food.^000000";
+ set tu_acolyte01, 10;
+ close;
+ break;
+ case 11:
+ case 12:
+ mes "How to expel";
+ mes "an evil spirit?";
+ mes "Why, it's the same";
+ mes "way that you would";
+ mes "remove a curse...";
+ next;
+ mes "[Asthe]";
+ mes "Ah...";
+ mes "I believe";
+ mes "this is a test";
+ mes "given to you by God.";
+ next;
+ mes "[Asthe]";
+ mes "You already";
+ mes "know the answer.";
+ mes "Think carefully";
+ mes "and it will come.";
+ set tu_acolyte01, 12;
+ close;
+ break;
+ case 13:
+ mes "You remember that";
+ mes "you can learn Divine";
+ mes "Protection after learning";
+ mes "Blessing, right?";
+ next;
+ mes "[Asthe]";
+ mes "When you open the";
+ mes "Skill Window, you'll see that you can also learn ^3131FFDemon Bane^000000 and ^3131FFAngelus^000000, depending on your level of Divine Protection.";
+ next;
+ mes "[Asthe]";
+ mes "Now, ^3131FFDemon Bane^000000 increases your Attack Strength against Undead and Demon monsters, so it's useful for those of us who serve God by expelling evil.";
+ next;
+ mes "[Asthe]";
+ mes "Once you have learned Level 3 Demon Bane, you can learn ^3131FFSignum Crucis^000000 which decreases the defense of the targeted Undead or Ghost monster.";
+ specialeffect EF_SIGNUM;
+ next;
+ mes "[Asthe]";
+ mes "^3131FFAngelus^000000 increases the defense in your party, including yourself. It is affected by the VIT stat, so the higher your VIT, the better it works.";
+ specialeffect EF_ANGELUS;
+ next;
+ mes "[Asthe]";
+ mes "That's about it";
+ mes "for Divine Protection.";
+ mes "Let's take a break before";
+ mes "we proceed to the next lesson,";
+ mes "alright? I'll be right here.";
+ set tu_acolyte01, 14;
+ close;
+ break;
+ case 14:
+ mes "Now it's time";
+ mes "for your next lesson.";
+ mes "Let's talk about the";
+ mes "^3131FFIncrease AGI^000000 skill which is";
+ mes "part of the Heal skill tree.";
+ next;
+ mes "[Asthe]";
+ mes "You can learn Increase AGI after you learn Level 3 ^3131FFHeal^000000. True to its name, Increase AGI temporarily increases the ^3131FFagility (AGI)^000000 of its target.";
+ next;
+ mes "[Asthe]";
+ mes "Increase AGI";
+ mes "also increases";
+ mes "^3131FFDodge Rate^000000,";
+ mes "^3131FFAttack Speed^000000,";
+ mes "and ^3131FFMovement Speed^000000.";
+ next;
+ mes "[Asthe]";
+ mes "Try it for";
+ mes "yourself, okay?";
+ set tu_acolyte01, 15;
+ unitskilluseid getcharid(3),29,10;
+ close;
+ break;
+ case 15:
+ mes "Once you learn";
+ mes "Level 1 Increase AGI,";
+ mes "you can begin learning";
+ mes "^3131FFDecrease AGI^000000.";
+ next;
+ mes "[Asthe]";
+ mes "Like you'd expect, Decrease AGI slows down enemies, reducing their agility, Movement Speed, Dodge Rate and Attack Speed. Its effect is the exact reverse of Increase AGI.";
+ set tu_acolyte01, 15;
+ next;
+ mes "[Asthe]";
+ mes "The last skill in the Heal skill tree is ^3131FFCure^000000. You can learn Cure after learning Level 2 Heal.";
+ next;
+ mes "[Asthe]";
+ mes "Cure can remove irregular";
+ mes "statuses like ^3131FFSilence^000000, ^3131FFCurse^000000,";
+ mes "and ^3131FFStone Curse^000000. When used on Undead monsters, Cure will";
+ mes "actually curse them.";
+ specialeffect EF_CURE;
+ next;
+ mes "[Asthe]";
+ mes "For now, don't forget that the Increase AGI, Decrease AGI and";
+ mes "Cure skills can only be learned";
+ mes "by learning the Heal skill.";
+ set tu_acolyte01, 16;
+ close;
+ break;
+ case 16:
+ mes "You've been learning";
+ mes "really quickly. I'm glad";
+ mes "that we've gotten to this";
+ mes "point already.";
+ next;
+ mes "[Asthe]";
+ mes "Once you become";
+ mes "an Acolyte, you can";
+ mes "learn the ^3131FFRuwach^000000 skill.";
+ next;
+ mes "[Asthe]";
+ mes "Ruwach is used to detect ^3131FFhidden enemies^000000. Mages have a similar skill called Sight, but only it can only detect enemies. Ruwach will simultaneously detect and";
+ mes "damage hidden enemies.";
+ specialeffect EF_RUWACH;
+ next;
+ mes "[Asthe]";
+ mes "After you have learned Ruwach,";
+ mes "you can learn ^3131FFTeleport^000000. Teleport will instantly send you to a random spot on the map or to your Save Point.";
+ next;
+ mes "[Asthe]";
+ mes "After learning Level 2 Teleport, you can learn ^3131FFWarp Portal^000000 which will allow you to warp to a Memo Point, or saved destination, by consuming ^FF00001 Blue Gemstone^000000.";
+ next;
+ mes "[Asthe]";
+ mes "Once you have mastered Warp Portal you can ^3131FFremember three Memo Points^000000. You can't save Memo Points in in most fields or dungeons, but you can use the ^FF0000/memo^000000 command in";
+ mes "towns and certain fields.";
+ next;
+ mes "[Asthe]";
+ mes "Was that confusing?";
+ mes "Just think that Teleport";
+ mes "and Warp Portal allow servants";
+ mes "of God to move swiftly from place";
+ mes "to place.";
+ next;
+ mes "[Asthe]";
+ mes "I have my home and the convent saved as Memo Points, so I simply warp back and forth between work and home.";
+ next;
+ mes "[Asthe]";
+ mes "Now...";
+ mes "The last skill";
+ mes "of the Ruwach tree";
+ mes "is called ^3131FFPneuma^000000.";
+ next;
+ mes "[Asthe]";
+ mes "Pneuma shields characters";
+ mes "within a 3*3 block, or a 9 cell area, from ^FF0000long range attacks^000000. If you party with Archers or other Bow users, be careful since you might accidentally block their attacks.";
+ specialeffect2 EF_PNEUMA;
+ next;
+ mes "[Asthe]";
+ mes "There are some Undead monsters";
+ mes "that can attack from a distance, so protecting yourself with Pneuma and attacking with Heal would be a good strategy.";
+ next;
+ mes "[Asthe]";
+ mes "Now, we've covered some";
+ mes "pretty complicated material in this lesson. Would you like to hear this again?";
+ next;
+ if(select("Listen again.:Move to the next topic.")==1){
+ mes "[Asthe]";
+ mes "Alright,";
+ mes "give me a moment";
+ mes "to catch my breath~";
+ close;
+ } else {
+ mes "[Asthe]";
+ mes "Ho ho!";
+ mes "What a smart Acolyte~";
+ set tu_acolyte01, 17;
+ close;
+ }
+ break;
+ case 17:
+ mes "Oh dear...!";
+ mes "All of these things were delivered to me by accident! And some of these packages were supposed to";
+ mes "be sent to the Prontera Sanctuary!";
+ next;
+ mes "[Asthe]";
+ mes "Would you do another favor for me again? Please distribute the mail here and to Prontera Church since";
+ mes "I simply don't have the time.";
+ next;
+ mes "[Asthe]";
+ mes "It seems that some of these are more urgent than others, so would you please deliver them in a certain order?";
+ next;
+ mes "[Asthe]";
+ mes "The first is a package to a worker in the north. His name is ^3131FFVeiner^000000. The next delivery is for ^3131FFHedrick^000000, who's near the convent entrance.";
+ next;
+ mes "[Asthe]";
+ mes "The third one is from the Blacksmith Guild to the ^3131FFBlacksmith^000000 who makes weapons and armor for Monks. The fourth delivery goes to ^3131FFPriest Karven^000000 in the next building.";
+ next;
+ mes "[Asthe]";
+ mes "Oh, and this last delivery is a receipt for ^3131FFPriest Praupin^000000, the priest who told you about me.";
+ mes "Here you go, the letters and packages...";
+ if(MaxWeight - Weight < 2430){
+ next;
+ mes "[Asthe]";
+ mes "Oh...!";
+ mes "You don't seem to";
+ mes "have enough space";
+ mes "to carry everything.";
+ mes "Why don't you put some of your things in Kafra Storage first?";
+ } else {
+ set tu_acolyte01, 18;
+ getitem 7183,1; //Sister_Letter
+ getitem 7181,1; //Receipt_01
+ getitem 1081,2; //Merchant_Box_1
+ getitem 7148,1; //Mother_Letter
+ }
+ close;
+ break;
+ case 18:
+ case 19:
+ case 20:
+ case 21:
+ case 22:
+ mes "Okay, don't";
+ mes "forget the order";
+ mes "in which you need";
+ mes "to deliver the letters";
+ mes "and packages. That's";
+ mes "very important.";
+ next;
+ mes "[Asthe]";
+ mes "The first is a package to a worker in the north. His name is ^3131FFVeiner^000000. The next delivery is for ^3131FFHedrick^000000, who's near the convent entrance.";
+ next;
+ mes "[Asthe]";
+ mes "The third one is from the Blacksmith Guild to the ^3131FFBlacksmith^000000 who makes weapons and armor for Monks. The fourth delivery goes to ^3131FFPriest Karven^000000 in the next building.";
+ next;
+ mes "[Asthe]";
+ mes "Oh, and this last delivery is a receipt for ^3131FFPriest Praupin^000000, the priest who told you about me. Alright, have a safe trip~";
+ close;
+ break;
+ case 23:
+ mes "Ah, you're finishing";
+ mes "making all of those deliveries? Thank you very much! How was it meeting Priest Praupin after such";
+ mes "a long time?";
+ next;
+ mes "[Asthe]";
+ mes "We make relationships with other people throughout our lives and our memories of them live on in our hearts, you know.";
+ next;
+ mes "[Asthe]";
+ mes "When you feel lonely, let those memories shine through your dark gloom. Just thinking about the people you care about can heal your emotional wounds when times are rough.";
+ next;
+ mes "[Asthe]";
+ mes "Those who can cherish the present can form lasting relationships. They're the first who will embrace happiness in the future. Remember that.";
+ next;
+ mes "[Asthe]";
+ mes "I get the feeling that you have become a good friend to Priest Praupin. I hope that Priest Praupin continues to be a good friend to you as well.";
+ next;
+ mes "[Asthe]";
+ mes "Alright then,";
+ mes "the next time we";
+ mes "meet, I will give";
+ mes "you my final lesson.";
+ set tu_acolyte01, 24;
+ close;
+ break;
+ case 24:
+ mes "The last skill";
+ mes "I will teach you";
+ mes "about is ^3131FFAqua Benedicta^000000.";
+ next;
+ mes "[Asthe]";
+ mes "Water is so commonplace that";
+ mes "we forget that it's at the center of nature. It's very basic, but essential.";
+ next;
+ mes "[Asthe]";
+ mes "Place the water into a cup like so and focus all of your holy energy like this... And then...";
+ next;
+ specialeffect EF_AQUA;
+ mes "[Asthe]";
+ mes "Aqua";
+ mes "Benedicta!";
+ next;
+ mes "[Asthe]";
+ mes "This is how you create ^3131FFHoly Water^000000. Remember that your ^3131FFfeet must be touching water^000000 in order to use the Aqua Benedicta skill.";
+ next;
+ mes "[Asthe]";
+ mes "Ho ho~";
+ mes "Well, that's all";
+ mes "I have to teach you.";
+ mes "It may have been rough,";
+ mes "but you did a good job.";
+ next;
+ mes "[Asthe]";
+ mes "Oh! If you go back to the Prontera Sanctuary, I believe you can learn a secret skill. It couldn't hurt to stop by and check.";
+ next;
+ mes "[Asthe]";
+ mes "Well, please don't forget what I've taught you. I hope you look back with fondness at our time together amongst these beautiful flowers. May God bless you~";
+ set tu_acolyte01, 25;
+ getexp 500,300;
+ specialeffect2 EF_CONE;
+ close;
+ }
+ mes "If you get into an";
+ mes "argument with someone,";
+ mes "talk it over while sharing";
+ mes "a nice, warm meal.";
+ next;
+ mes "[Asthe]";
+ mes "With such warm delicious food in your body, all angry feelings will melt away like the snow.";
+ next;
+ mes "[Asthe]";
+ mes "I'm not joking!";
+ mes "If you happen to get in a fight with someone close to you, this might help. I'm speaking from life experience, you know.";
+ close;
+}
+
+
+//=================================================Priest Gardron====================================================
+monk_in,18,38,6 script Priest Gardron#tu 110,{
+ mes "[Priest Gardron]";
+ if(tu_acolyte01 == 7){
+ if(countitem(7148) >= 1){
+ mes "Hmm...?";
+ mes "What's that?";
+ mes "You have something for me?";
+ next;
+ emotion e_gasp;
+ mes "[Priest Gardron]";
+ mes "Oh! This is a letter from my mother back home. Thank you for bringing this to me, young Acolyte.";
+ next;
+ mes "[Priest Gardron]";
+ mes "I've worried about";
+ mes "her, especially since";
+ mes "she is getting old now, but I'm relieved to hear that her health";
+ mes "is good. We are truly blessed...";
+ delitem 7148,1; //Mother_Letter
+ set tu_acolyte01,8;
+ close;
+ } else {
+ mes "Hmm...?";
+ mes "What's that?";
+ mes "You have something for";
+ mes "me? A letter you say?";
+ next;
+ mes "[Priest Gardron]";
+ mes "Well, it seems that";
+ mes "you must have forgotten";
+ mes "it or misplaced it somewhere.";
+ close;
+ }
+ } else if(tu_acolyte01 == 8){
+ if(countitem(939) > 4){
+ mes "Oh..!";
+ mes "You've returned!";
+ mes "Let's see... One...";
+ mes "Two... Three...";
+ next;
+ mes "[Priest Gardron]";
+ mes "Thank you very much!";
+ mes "You've done a great job";
+ mes "on behalf of the convent,";
+ mes "not to mention the fact that";
+ mes "you've protected the citizens";
+ mes "of Prontera from danger.";
+ next;
+ mes "[Priest Gardron]";
+ mes "May you always";
+ mes "be blessed. Now, you";
+ mes "should return to Sister";
+ mes "Asthe to continue your";
+ mes "Acolyte training.";
+ set tu_acolyte01, 9;
+ percentheal 100,100;
+ getexp 200,200;
+ specialeffect2 EF_CONE;
+ //getitem 505,1; //Blue_Potion
+ close;
+ } else {
+ mes "A little while ago, a Prontere Sister sent me a message. Apparently,";
+ mes "the residents of Prontera are being plagued by Hornets.";
+
+ next;
+ mes "[Priest Gardron]";
+ mes "She has requested the convent for help, but we've got a big problem. We're running out of people here that can deal with this situation...";
+ next;
+ mes "[Priest Gardron]";
+ mes "....!";
+ emotion e_gasp;
+ next;
+ mes "[Priest Gardron]";
+ mes ""+strcharinfo(0)+",";
+ mes "may I ask";
+ mes "you to take care";
+ mes "of this task? Exterminate the Hornets west of Prontera.";
+ next;
+ mes "[Priest Gardron]";
+ mes "Since you're still in basic training, I will give you some";
+ mes "help if you return with";
+ mes "^3131FF5 Bee Stings^000000.";
+ next;
+ mes "[Priest Gardron]";
+ mes "Now then...";
+ mes "Will you go to Prontera?";
+ next;
+ if(select("Let's go to Prontera!:Um, let me get ready first.")==1){
+ mes "[Priest Gardron]";
+ mes "Good, good.";
+ mes "I shall send you";
+ mes "there to fight the monsters west of Prontera so that you can return with 5 Bee Stings. May God bless you...";
+ close2;
+ warp "prontera",116,72;
+ end;
+ }
+ close;
+ }
+ }
+ mes "May light always";
+ mes "come and illuminate";
+ mes "the darkness. In times";
+ mes "of hardship, remind us";
+ mes "that there are no miracles";
+ mes "without hope...";
+ close;
+}
+
+//=================================================Dog====================================================
+prt_monk,235,245,5 script Dog#tu 81,{
+ mes "[Dog]";
+ mes "^CDB79EBark bark!";
+ mes "Woof woof!^000000";
+ next;
+ if(tu_acolyte01 == 10){
+ set .@dog_food, 0;
+ while((1)){
+ switch(select("Give a treat.:Pet the dog.:End actions.")){
+ case 1:
+ set .@dog_food, .@dog_food + 1;
+ if(.@dog_food > 4){
+ mes "[Dog]";
+ mes "^CDB79EGrrrrrr...!^000000";
+ emotion e_an;
+ next;
+ mes "^3355FFThe dog grinds";
+ mes "its teeth and glares";
+ mes "at you menacingly.^000000";
+ next;
+ } else {
+ mes "[Dog]";
+ mes "^CDB79ERoof roof!^000000";
+ emotion e_lv;
+ next;
+ }
+ break;
+ case 2:
+ mes "[Dog]";
+ mes "^CDB79ERoof roof~^000000";
+ emotion e_lv;
+ next;
+ break;
+ case 3:
+ mes "[Dog]";
+ mes "^CDB79ERoof roof!^000000";
+ next;
+ break;
+ }
+ }
+ }
+ mes "["+strcharinfo(0)+"]";
+ mes "So cute~!";
+ close;
+}
+
+//=================================================Boy====================================================
+prt_monk,243,238,5 script Boy#boy_voi 139,5,5,{
+OnTouch_:
+ if(tu_acolyte01 != 10)end;
+ mes "[??]";
+ mes "^333333*Sniff*^000000";
+ mes "Sister...";
+ close;
+}
+
+//=================================================Ill Girl====================================================
+prt_monk,226,257,6 script Ill Girl#tu 93,{
+ mes "[Angelic]";
+ if(tu_acolyte01 > 12){
+ mes "Thanks for helping me.";
+ mes "I'm sad my older sister is no longer with me, but I oughta";
+ mes "cheer up, right? I'll try my best!";
+ emotion e_heh;
+ close;
+ }
+ mes "Sister, don't go...";
+ mes "^333333*Sniff* *Cough cough!*^000000";
+ mes "It h-hurts so... much...!";
+ mes "Sis...ter...";
+ if(tu_acolyte01 == 10){
+ next;
+ mes "[Angelic]";
+ mes "^333333*Sniff...*^000000";
+ mes "Are you from";
+ mes "the convent?";
+ next;
+ mes "[Angelic]";
+ mes "...";
+ mes "......";
+ next;
+ mes "[Angelic]";
+ mes "Save...";
+ mes "My sister...";
+ next;
+ mes "[Angelic]";
+ mes "^333333*Sniff sniff*";
+ mes "^333333*Cough cough*";
+ mes "H-hurts...";
+ next;
+ select("Are you alright?");
+
+ mes "[Angelic]";
+ mes "My sister...";
+ mes "She was so beautiful...";
+ mes "She was such a nice girl.";
+ mes "But then, one day...";
+ next;
+ mes "[Angelic]";
+ mes "This disgusting looking";
+ mes "person was coated in this icky stuff and attacked her. She was poisoned and her body became";
+ mes "colder and... ^333333*Sniff*^000000";
+ next;
+ mes "[Angelic]";
+ mes "I was with her and I got sick too. I wasn't poisoned as badly, but";
+ mes "my whole body feels heavy and I've been having these nightmares...";
+ next;
+ mes "[Angelic]";
+ mes "^333333*Cough cough!*^000000";
+ mes "Will I join my";
+ mes "sister like this?";
+ next;
+ mes "^3355FFThis girl looks";
+ mes "really sick. Maybe you";
+ mes "should take a better look";
+ mes "and see what's wrong.^000000";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Are you alright?";
+ next;
+ specialeffect EF_CURSEATTACK ;
+ soundeffectall "_curse.wav",0;
+ emotion e_omg;
+ mes "["+strcharinfo(0)+"]";
+ mes "This is....!";
+ mes "A cursed spirit";
+ mes "is tormenting this";
+ mes "poor young girl!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I'll cure you...";
+ mes "For sure.";
+ set tu_acolyte01, 11;
+ close;
+ } else
+ if(tu_acolyte01 == 11){
+ next;
+ mes "[Angelic]";
+ mes "It hurts...!";
+ mes "I... I can't...!";
+ close;
+ } else
+ if(tu_acolyte01 == 12){
+ next;
+ mes "^3355FFYou go towards";
+ mes "the girl, place your hands";
+ mes "on her back and perform";
+ mes "a holy spell...^000000";
+ next;
+ switch(select("Heal!:Blessing!:Cure!:Recovery!:Signum Crucis!:B.S Sacramenti!")){
+ case 1:
+ mes "["+strcharinfo(0)+"]";
+ mes "H...";
+ mes "Heal !!";
+ specialeffect EF_HEAL ;
+ next;
+ mes "^3355FFNothing happened.";
+ mes "It doesn't look like";
+ mes "that skill will work.^000000";
+ close;
+ break;
+ case 2:
+ if(getskilllv("AL_BLESSING") > 0){
+ mes "["+strcharinfo(0)+"]";
+ mes "B...";
+ mes "Blessing!";
+ next;
+ if(rand(100) < getskilllv("AL_BLESSING")*10){
+ specialeffect EF_BLESSING;
+ mes "["+strcharinfo(0)+"]";
+ mes "I...";
+ mes "I did it!!";
+ next;
+ mes "^3355FFWhat a great";
+ mes "chance for you to";
+ mes "practice your abilities!";
+ mes "It seemed that this good";
+ mes "deed has improved your skills.^000000";
+ set tu_acolyte01, 13;
+ getexp 0,100;
+ specialeffect2 EF_CONE;
+ next;
+ break;
+ } else {
+ mes "["+strcharinfo(0)+"]";
+ mes "Huh...?";
+ mes "It's not working...";
+ mes "Maybe it's because";
+ mes "I'm still learning?";
+ close;
+ }
+ } else {
+ mes "^3355FFYou didn't learn";
+ mes "this skill yet, so you're";
+ mes "not able to use it for now.^000000";
+ close;
+ }
+ break;
+ case 3:
+ if(getskilllv("AL_CURE") > 0){
+ mes "["+strcharinfo(0)+"]";
+ mes "C-Cure...!";
+ specialeffect EF_CURE;
+ next;
+ mes "^3355FFNothing happened.";
+ mes "It doesn't look like";
+ mes "that skill will work.^000000";
+ close;
+ } else {
+ mes "^3355FFYou didn't learn";
+ mes "this skill yet, so you're";
+ mes "not able to use it for now.^000000";
+ close;
+ }
+ break;
+ case 4:
+ mes "^3355FFThis isn't a skill";
+ mes "that Acolytes can use...^000000";
+ close;
+ break;
+ case 5:
+ if(getskilllv("AL_CRUCIS") > 0){
+ mes "["+strcharinfo(0)+"]";
+ mes "S-Signum...";
+ mes "Signum Crucis!";
+ specialeffect EF_SIGNUM;
+ next;
+ mes "^3355FFNothing happened.";
+ mes "It doesn't look like";
+ mes "that skill will work.^000000";
+ close;
+ } else {
+ mes "^3355FFYou didn't learn";
+ mes "this skill yet, so you're";
+ mes "not able to use it for now.^000000";
+ close;
+ }
+ break;
+ case 6:
+ mes "^3355FFThis isn't a skill";
+ mes "that Acolytes can use...^000000";
+ close;
+ break;
+ }
+
+ mes "[Angelic]";
+ mes "Ah...";
+ mes "I feel...";
+ mes "So relaxed.";
+ mes "So much lighter...";
+ next;
+ mes "[Angelic]";
+ mes "Did you";
+ mes "do this?";
+ mes "Is this the";
+ mes "power of God?";
+ }
+ close;
+}
+
+//=================================================Veiner====================================================
+prt_monk,197,228,3 script Veiner 89,{
+ mes "[Veiner]";
+ if(countitem(1081) && tu_acolyte01 == 18){
+ mes "So very exhausted...";
+ mes "Should I just go back home?";
+ next;
+ mes "[Veiner]";
+ mes "What's that?";
+ mes "You have a delivery";
+ mes "for me? Why, what";
+ mes "ever could it be?";
+ next;
+ mes "[Veiner]";
+ mes "This is...!";
+ mes "It's Handmade Chocolate";
+ mes "from my honey bunny!";
+ mes "Oh Bibi! You're the best!";
+ specialeffect EF_VALLENTINE;
+ specialeffect EF_HEARTCASTING;
+ next;
+ mes "[Veiner]";
+ mes "Oh right!";
+ mes "Thank you very much for delivering this to me. Sorry, but I'm always excited to hear from my cutie pie~";
+ emotion e_thx;
+ set tu_acolyte01,19;
+ delitem 1081,1; //Merchant_Box_1
+ close;
+ } else if(tu_acolyte01 > 18){
+ mes "I can't wait";
+ mes "to see her again!";
+ mes "Bibi...! I loooove you!";
+ emotion e_kis2;
+ close;
+ }
+ mes "So very";
+ mes "exhausted...";
+ mes "Would you help";
+ mes "me carry my stuff?";
+ mes "P-please...";
+ close;
+}
+
+//=================================================Hedrick====================================================
+prt_monk,28,260,5 script Hedrick 50,{
+ mes "[Hedrick]";
+ mes "^333333*Whew!*^000000";
+ mes "Man I worked hard today!";
+ mes "And so efficiently too!";
+ mes "Awesome job as usual,";
+ mes "Hedrick. You're number one!";
+ if(countitem(7148)==0 || tu_acolyte01 != 19) close;
+ next;
+ mes "[Hedrick]";
+ mes "Oh...?";
+ mes "Is this letter for me?";
+ mes "I wonder who it's from.";
+ mes "Ah, it's from my mom!";
+ next;
+ mes "[Hedrick]";
+ mes "Whoa...!";
+ mes "Holy cow!";
+ mes "This letter is";
+ mes "full of the energy";
+ mes "of motherly love!";
+ specialeffect EF_STEELBODY;
+ next;
+ mes "[Hedrick]";
+ mes "Thanks a lot!";
+ mes "Here, why don't";
+ mes "you have one of the";
+ mes "cookies she sent me?";
+ delitem 7148,1; //Mother_Letter
+ set tu_acolyte01,20;
+ getitem 538,1; //Well_Baked_Cookie
+ close;
+}
+
+//=================================================Weapon Merchant====================================================
+prt_monk,136,261,0 script Weapon Merchant#tu 139,9,9,{
+OnTouch:
+ if(tu_acolyte01 != 20 || countitem(1081)==0) end;
+ mes "[Weapon Merchant]";
+ mes "The stuff I requested from the guild is finally here!";
+ mes "It's pretty tough to keep everything in stock since this is such a remote place.";
+ next;
+ mes "[Weapon Merchant]";
+ mes "Hey, thanks so much!";
+ mes "Oh, and come here if";
+ mes "you need anything, okay?";
+ delitem 1081,1; //Merchant_Box_1
+ set tu_acolyte01,21;
+ close;
+}
+
+//=================================================Karven====================================================
+monk_in,103,176,7 script Karven 60,{
+ mes "[Karven]";
+ mes "May you rest";
+ if(tu_acolyte01 == 21 && countitem(7183)){
+ delitem 7183, 1;
+ set tu_acolyte01, 22;
+ mes "in peace forever...";
+ next;
+ mes "[Karven]";
+ mes "I'm saying prayers";
+ mes "for the recently departed.";
+ mes "If it's not urgent, please";
+ mes "come again at another time.";
+ next;
+ mes "[Karven]";
+ mes "A letter?";
+ mes "Oh. It must be from";
+ mes "my younger sister.";
+ mes "What could she want";
+ mes "this time?";
+ next;
+ mes "[Karven]";
+ mes "I hope she realizes";
+ mes "the word of God and returns";
+ mes "to living a good life once";
+ mes "again. Thank you very much.";
+ close;
+ }
+ mes "rest in peace...";
+ close;
+}
+
+//=================================================Gloria====================================================
+prt_monk,219,164,3 script Gloria#tu 95,{
+ mes "[Gloria]";
+ if(BaseJob != Job_Acolyte){
+ mes "Hi, hi~";
+ mes "I'm Gloria.";
+ mes "You wanna know";
+ mes "something neat";
+ mes "about my name?";
+ next;
+ mes "[Gloria]";
+ mes "My father was a Blacksmith in Geffen, and supposedly he finished an incredible weapon on the day";
+ mes "I was born. He thought it was a sign of good luck, so he named";
+ mes "the weapon after me!";
+ next;
+ mes "[Gloria]";
+ mes "It's a little strange knowing that there's a weapon named after";
+ mes "you, but I like my name very much. I mean, it's not like my parents named me after that weapon, right?";
+ close;
+ }
+ if(tu_acolyte01 > 0 && tu_acolyte01 < 25){
+ mes "I'm still";
+ mes "a young Acolyte";
+ mes "in training and I'm";
+ mes "always making mistakes!";
+ next;
+ mes "[Gloria]";
+ mes "^333333*Sniff*^000000";
+ mes "And I get scolded";
+ mes "almost all the time...";
+ mes "But there's one thing";
+ mes "that I can do really well!";
+ next;
+ mes "[Gloria]";
+ mes "Warp portal!";
+ mes "I know Level 2 Warp Portal!";
+ mes "One of my Memo Points is here";
+ mes "and the other is in Prontera.";
+ next;
+ mes "[Gloria]";
+ mes "Anyway, whenever";
+ mes "you need to, I can";
+ mes "send you to Prontera.";
+ mes "Just let me know, okay?";
+ next;
+ switch(select("I'm okay for now.:Send me to Prontera.")){
+ case 1:
+ mes "[Gloria]";
+ mes "In order to use";
+ mes "Warp Portal, you need";
+ mes "one ^3131FFBlue Gemstone^000000.";
+ mes "Is this to help me?";
+ mes "Wow, I'm touched!";
+ emotion e_sob;
+ close;
+ break;
+ case 2:
+ mes "[Gloria]";
+ mes "Leave it to me!";
+ mes "Here we go~!!";
+ mes "W-warp Portal!";
+ close2;
+ warp "prontera",116,72;
+ end;
+ break;
+ }
+ }
+ mes "Wow...";
+ mes "Did you learn all that from Asthe? That's so great...";
+ mes "You must be so much better than me that I can't even brag about warping to";
+ mes "Prontera anymore. ^333333*Sniff*^000000";
+ close;
+}
+
+//=================================================Cleope Verce====================================================
+prt_monk,153,210,3 script Cleope Verce 95,{
+ mes "[Cleope Verce]";
+ if(BaseJob != Job_Acolyte){
+ if (JobLevel < 40) {
+ if (BaseLevel < 26) {
+ mes "Oh my.. ";
+ mes "A newbie Acolyte?";
+ mes "It doesn't even seem";
+ mes "like you've learned";
+ mes "that many skills?";
+ next;
+ mes "[Cleope Verce]";
+ mes "Ho ho~!";
+ mes "In my days";
+ mes "as an Acolyte,";
+ switch(rand(1,4)){
+ case 1:
+ mes "I trained by attacking";
+ mes "^3131FFgreen frogs^000000 till my knuckles";
+ mes "bled from all the punching!";
+ break;
+ case 2:
+ mes "I beat up ^3131FFwooden sticks";
+ mes "about to collapse^000000 and these";
+ mes "^3131FFhuge mushrooms^000000 all the time!";
+ break;
+ case 3:
+ mes "I trained by fighting those ^3131FFdisgusting cockroaches^000000.";
+ next;
+ mes "[Cleope Verce]";
+ mes "Ugh...";
+ mes "Actually, that's not such a good memory when I think about it.";
+ break;
+ case 4:
+ mes "I trained by fighting ^3131FFZombies^000000 in the dungeon of that town with all of those trees.";
+ break;
+ }
+ next;
+ mes "[Cleope Verce]";
+ mes "You'll have to go through a lot until you reach the point where I'm at right now. Ho ho ho! You still have a looong way to go~";
+ next;
+ emotion e_gg;
+ mes "[Cleope Verce]";
+ mes "Good luck...";
+ mes "Rookie.";
+ close;
+ } else if(BaseLevel < 36){
+ mes "Oh my.. ";
+ mes "A young Acolyte?";
+ mes "You seem to have just";
+ mes "started learning your skills?";
+ next;
+ mes "[Cleope Verce]";
+ mes "Ho ho~!";
+ mes "When I was";
+ mes "around your age,";
+ switch(rand(1,5)){
+ case 1:
+ mes "I'd fight with those ^3131FFwhite";
+ mes "mice^000000 and ^3131FFbig roaches^000000~";
+ break;
+ case 2:
+ mes "I'd walk straight into the";
+ mes "^3131FFdepths of the ocean^000000 to find monsters to hunt.";
+ break;
+ case 3:
+ mes "I used to fight ^3131FFcreepy";
+ mes "looking tree monsters^000000.";
+ break;
+ case 4:
+ mes "I used to fight hundreds";
+ mes "of ^3131FFuuuuuug~ly orcs^000000.";
+ break;
+ case 5:
+ mes "I would fight the ^3131FFmonkeys";
+ mes "in front of the convent^000000.";
+ break;
+ }
+ next;
+ mes "[Cleope Verce]";
+ mes "Those were";
+ mes "bad memories.";
+ mes "If someone told me";
+ mes "to go there again,";
+ mes "I'd go insane.";
+ next;
+ mes "[Cleope Verce]";
+ mes "Still, it seems you";
+ mes "have a long way to go";
+ mes "until you become a well";
+ mes "experienced Acolyte. Ho ho~";
+ next;
+ emotion e_gg;
+ mes "[Cleope Verce]";
+ mes "Good luck,";
+ mes "young friend.";
+ close;
+ } else if(BaseLevel < 46){
+ mes "Well, well, well~";
+ mes "Hello, young Acolyte.";
+ mes "You're still kind of";
+ mes "green, but I guess you're";
+ mes "not exactly a beginner either.";
+ next;
+ mes "[Cleope Verce]";
+ mes "I remember that when";
+ mes "I was your age, I used to";
+ switch(rand(1,6)){
+ case 1:
+ mes "fight these ^3131FFfearsome evil spirits^000000 all the time in that castle ^3131FFwest of Geffen^000000. I wonder how I survived";
+ mes "all that?";
+ break;
+ case 2:
+ mes "play with these ^3131FFcute";
+ mes "Poporings^000000 all the time!";
+ next;
+ mes "[Cleope Verce]";
+ mes "Still, I had to be careful from their attacks. At that time they were pretty strong!";
+ break;
+ case 3:
+ mes "fight with ^3131FFgun shooting ghosts!^000000 Sure, they were scary, but beating them was a piece of cake if you have Pneuma!";
+ break;
+ case 4:
+ mes "beat up those ^3131FFarrow shooting devils^000000 almost everyday in the castle west of Geffen. Boy, was there a lot of them back then.";
+ break;
+ case 5:
+ mes "battle these really ^3131FFfat pigs^000000. They were pretty strong, so they always gave me a hard time.";
+ break;
+ case 6:
+ mes "beat up these ^3131FFliving chunks of";
+ mes "sand in the desert^000000. I swear, they were alive!";
+ break;
+ }
+ next;
+ mes "[Cleope Verce]";
+ mes "^333333*Sigh*^000000";
+ mes "Ah, memories~";
+ mes "Of course, if I had";
+ mes "the chance to do it all";
+ mes "over again, I don't know";
+ mes "if I would take it...";
+ next;
+ mes "[Cleope Verce]";
+ mes "Anyway, you have";
+ mes "plenty of adventures";
+ mes "waiting for you. I hope";
+ mes "you'll make many fond";
+ mes "memories when you're";
+ mes "still an Acolyte.";
+ next;
+ emotion e_gg;
+ mes "[Cleope Verce]";
+ mes "Good luck,";
+ mes "young friend~";
+ close;
+ }
+ mes "Hmmm?";
+ mes "It looks like you've";
+ mes "learned quite a lot as";
+ mes "an Acolyte! I hate to admit it,";
+ mes "but you're too good for me to";
+ mes "call you a rookie anymore~";
+ close;
+ }
+ mes "Hello hello.";
+ mes "The sun is very";
+ mes "warm today, don't";
+ mes "think? Very pleasant";
+ mes "weather today...";
+ close;
+ }
+}
+//=================================================Range NPC====================================================
+prt_monk,217,123,0 script #tu_monk 139,10,10,{
+OnTouch_:
+ if(BaseJob == Job_Acolyte){
+ switch(tu_acolyte01){
+ case 4:
+ case 10:
+ case 25:
+ mes "[Sound by Window]";
+ mes "...";
+ next;
+ mes "^3355FFThere's some kind";
+ mes "of noise coming from";
+ mes "yonder window...^000000";
+ close;
+ }
+ }
+ end;
+}
+
+//=================================================Eavesdrop====================================================
+prt_monk,223,123,3 script Eavesdrop#tu 111,{
+ if(BaseJob != Job_Acolyte){
+ mes "^3355FFThere's nothing here.^000000";
+ close;
+ }
+ if(tu_acolyte01 > 3 && tu_acolyte01 < 10){
+ mes "[Voices from Window]";
+ mes "^A68064Sir...";
+ mes "Something doesn't";
+ mes "seem right at the palace.^000000";
+ next;
+ mes "[Voices from Window]";
+ mes "^CD6600What's wrong?";
+ mes "Did something happen?^000000";
+ next;
+ mes "[Voices from Window]";
+ mes "^A68064I'm not sure.";
+ mes "I can't explain exactly what it is, but the officials seem frightened about something. Maybe there";
+ mes "was some sort of accident?^000000";
+ next;
+ mes "[Voices from Window]";
+ mes "^CD6600Hmm, I wouldn't know.";
+ mes "Why don't we just wait and see";
+ mes "what happens? I'm sure the truth will come out one way or another.^000000";
+ next;
+ mes "[Voices from Window]";
+ mes "^A68064 Alright, sir.";
+ mes "Still, I can't help";
+ mes "but feel uneasy...^000000";
+ close;
+ } else if(tu_acolyte01 > 9 && tu_acolyte01 < 25){
+ mes "[Voices from Window]";
+ mes "^A68064I heard from an";
+ mes "official at the palace";
+ mes "that they're requesting";
+ mes "us for an exorcism.^000000";
+ next;
+ mes "[Voices from Window]";
+ mes "^CD6600Exorcism?";
+ mes "Did Zombies attack";
+ mes "the kingdom or something?^000000";
+ next;
+ mes "[Voices from Window]";
+ mes "^A68064No, I don't think";
+ mes "that's the case, but";
+ mes "they are requesting";
+ mes "a highly skilled holy person...^000000";
+ next;
+ mes "[Voices from Window]";
+ mes "^CD6600Hmm...";
+ mes "I wonder what";
+ mes "exactly is going on...^000000";
+ next;
+ mes "[Voices from Window]";
+ mes "^A68064I will inform you";
+ mes "as soon as I hear";
+ mes "something.^000000";
+ next;
+ mes "[Voices from Window]";
+ mes "^CD6600Thank you...^000000";
+ close;
+ } else if(tu_acolyte01 > 24){
+ mes "[Voices from Window]";
+ mes "^A68064...Sir, do you know anything about the ^855E42curse of the Gaebolg family^A68064?^000000";
+ next;
+ mes "[Voices from Window]";
+ mes "^CD6600The Gaebolg?";
+ mes "Are you telling me";
+ mes "there's a curse on";
+ mes "the royal family?^000000";
+ next;
+ mes "[Voices from Window]";
+ mes "^A68064Yes...";
+ mes "That may be why his";
+ mes "highness, King Tristam III,";
+ mes "and his courtiers have been";
+ mes "acting strangely lately...^000000";
+ next;
+ mes "[Voices from Window]";
+ mes "^A68064You see...";
+ mes "Yormungard is";
+ mes "said to have cursed";
+ mes "the Gaebolg family when Rune-Midgarts was first established.^000000";
+ next;
+ mes "[Voices from Window]";
+ mes "^CD6600Yormungard?!";
+ mes "How can we hope";
+ mes "to combat its magic?";
+ mes "Not even the Asgardians";
+ mes "could deal with that";
+ mes "giant serpent's power!^000000";
+ next;
+ mes "[Voices from Window]";
+ mes "^A68064It's horrible...";
+ mes "Because of the curse,";
+ mes "the first child of every generation of the Gaebolg family will supposedly die an early death...^000000";
+ next;
+ mes "[Voices from Window]";
+ mes "^CD6600Are you saying that all of the first princes and princesses";
+ mes "have died to this day? If this is true, it'd cause trouble if word got out...^000000";
+ next;
+ mes "[Voices from Window]";
+ mes "^CD6600Is that what happened";
+ mes "in the palace? Did the eldest prince pass away recently?^000000";
+ next;
+ mes "[Voices from Window]";
+ mes "^A68064 No...";
+ mes "Actually, the second";
+ mes "eldest prince passed";
+ mes "away, not the first.^000000";
+ next;
+ mes "[Voices from Window]";
+ mes "^CD6600What!?^000000";
+ next;
+ mes "[Voices from Window]";
+ mes "^A68064L-lower your voice!^000000";
+ next;
+ mes "[Voices from Window]";
+ mes "^CD6600So...";
+ mes "How did it happen?";
+ mes "Was it an accident?^000000";
+ next;
+ mes "[Voices from Window]";
+ mes "^A68064 They haven't determined";
+ mes "the exact reason of the death yet. But the court officials want us to see if we can undo Yormungard's curse once and for all.^000000";
+ next;
+ mes "[Voices from Window]";
+ mes "^CD6600Yormungard's curse?";
+ mes "Is it possible to remove it after so many years? Such ancient";
+ mes "magic may be too powerful for";
+ mes "any of us in the Church...^000000";
+ next;
+ mes "[Voice from Window]";
+ mes "^A68064This task is monumentally huge!";
+ mes "And if we should fail, we'd lose the faith of our constituents. The Church and the Royal Court truly need a miracle...^000000";
+ next;
+ mes "[Voice from Window]";
+ mes "^CD6600Well, what's the Church's response? Are we really going to send someone to lift the curse of a monster that can challenge the Asgardians?^000000";
+ next;
+ mes "[Voice from Window]";
+ mes "^A68064I'm not quite sure.";
+ mes "Those that might have";
+ mes "the necessary skill are";
+ mes "too old. Still, they're";
+ mes "not giving up hope...^000000";
+ next;
+ mes "[Voice from Window]";
+ mes "^A68064This situation is very important to the reputation of the royal family and stability of the kingdom, so everyone's been very careful";
+ mes "about keeping quiet.^000000";
+ next;
+ mes "[Voice from Window]";
+ mes "^A68064For now, I'll return to the kingdom and let you know if I hear of any other news. Still, since everyone needs to be so careful, it may be";
+ mes "a while until I learn anything new.^000000";
+ next;
+ mes "[Voice from Window]";
+ mes "^CD6600Thank you very much.";
+ mes "I'll be waiting to hear";
+ mes "from you again.^000000";
+ next;
+ mes "[Voice from Window]";
+ mes "^CD6600Oh dear God.";
+ mes "Please expel the darkness that approaches the Rune-Midgarts Kingdom. Please protect us with your light and compassion.^000000";
+ close;
+ }
+}
+
+/*
+sec_in02,17,156,3 script 1st Job Quest Reset 726,{
+ mes "[1st Job Quest]";
+ mes "Which would you like to reset?";
+ next;
+ switch(select("Swordsman:Merchant:Archer:Acolyte:Thief:Mage")) {
+ case 1:
+ set tu_swordman,0;
+ break;
+ case 2:
+ set tu_merchant,0;
+ break;
+ case 3:
+ set tu_archer01,0;
+ set tu_archer02,0;
+ break;
+ case 4:
+ set tu_acolyte01,0;
+ break;
+ case 5:
+ set tu_thief01,0;
+ break;
+ case 6:
+ set tu_magician01,0;
+ break;
+ }
+ mes "Completed.";
+ close;
+}
+*/
diff --git a/npc/pre-re/quests/first_class/tu_archer.txt b/npc/pre-re/quests/first_class/tu_archer.txt
new file mode 100644
index 000000000..98554b615
--- /dev/null
+++ b/npc/pre-re/quests/first_class/tu_archer.txt
@@ -0,0 +1,1934 @@
+//===== rAthena Script =======================================
+//= Archer Class Tutorial and Job Specific Quest
+//===== By: ==================================================
+//= Fix up by Jukka
+//===== Current Version: =====================================
+//= 1.9
+//===== Compatible With: =====================================
+//= rAthena SVN (Testet in Trunk 88xx)
+//===== Description: =========================================
+//=
+//===== Additional Comments: =================================
+//= 1.0 Fully working
+//= 1.1 optimized [Lupus] 1.2 fixed Weight check
+//= TODO: Test, Add correct misceffects numbers
+//= 1.3 Moved Master Kavaruk (overlapped Phantasmic Arrow
+//= Skill quest NPC) [Lupus]
+//= 1.4 Fixed experience gains to match upcoming rate adjustments. [SinSloth]
+//= 1.5 Fixed bad NPC header data to comply with rev. 11603. [L0ne_W0lf]
+//= 1.6 Fixed infinate loop. (bugreport:2393) [L0ne_W0lf]
+//= 1.7 Added 10.3 dialog and moved Arpesto to hunter skill quest. [Kisuka]
+//= 1.8 Updated slightly, removed additional emotions from Reiden. [L0ne_W0lf]
+//= 1.9 Misc. updates. [L0ne_W0lf]
+//============================================================
+
+
+//=================================================Bard Jet====================================================
+payon_in02,67,65,3 script Bard Jet#tu 51,{
+ mes "[Jet]";
+ mes "Every god never grows old";
+ mes "Because of beautiful";
+ mes "Goddess, Idun.";
+ mes "Keeper of the apples of youth";
+ mes "Goddess of immortality.";
+ next;
+ mes "[Jet]";
+ if(Class == Job_Archer || Class == Job_Baby_Archer || Class == Job_Archer_High){
+ mes "Ooh, you're an Archer?";
+ mes "There was a time when I too";
+ mes "was an Archer. But I've changed jobs, so now I entertain the masses with my songs and humor.";
+ next;
+ mes "[Jet]";
+ mes "Speaking of which...";
+ mes "Let me tell you a joke!";
+ mes "Trust me, it's hilarious~";
+ mes "^333333*Ahem*^000000";
+ emotion e_gasp;
+ next;
+ mes "[Jet]";
+ mes "A termite walks";
+ mes "into a bar and says,";
+ mes "'Is the bar tender here?'";
+ mes "Hahahahaha!";
+ mes "Bwehehehehe!";
+ emotion e_lv;
+ next;
+ mes "[Jet]";
+ mes "Hahaha~!";
+ mes "Goodness,";
+ mes "I'm funny!";
+ mes "Now, you try!";
+ mes "Come on, make";
+ mes "up a joke~!";
+ emotion e_gg;
+ next;
+ if (Sex == 1) {
+ select("A joke, eh?");
+ specialeffect2 EF_TALK_FROSTJOKE;
+ mes "[Jet]";
+ mes "Oh...";
+ mes "My...";
+ mes "God...";
+ next;
+ mes "[Jet]";
+ mes "That was the greatest";
+ mes "joke I've ever heard in my";
+ mes "life! You really have a natural";
+ mes "talent for showmanship! You";
+ mes "just have to become a Bard!";
+ } else {
+ select("Scream!");
+ specialeffect2 EF_TALK_SCREAM;
+ mes "[Jet]";
+ mes "W-Wow...";
+ mes "I don't know why, but that was truly amazing. You must have";
+ mes "what it takes to become a Dancer...";
+ }
+ emotion e_no1;
+ next;
+ mes "[Jet]";
+ mes "But before any of that, you've got to get rid of the Archer look, no?";
+ next;
+ mes "[Jet]";
+ mes "Actually I'm a member of";
+ mes "the ^3131FFArcher's Guild^000000 'Icarus' which is to the ^3131FFleft of the job change office^000000. You should be able to";
+ mes "learn a lot from there.";
+ next;
+ mes "[Jet]";
+ mes "Now now, go learn";
+ mes "everything and change";
+ mes "jobs so that you can";
+ mes "come play with me!";
+ close;
+ } else if(Class == Job_Bard || Class == Job_Clown || Class == Job_Baby_Bard){ //CHECK
+ mes "Ooh...!";
+ mes "You're...!";
+ next;
+ specialeffect2 EF_TALK_FROSTJOKE;
+ //specialeffect EF_TALK_FROSTJOKE,"Bard Jet#tu";
+ emotion e_no1;
+ mes "[Jet]";
+ mes "Let's see...";
+ mes "I've been working";
+ mes "on a new joke here,";
+ mes "but I could use some";
+ mes "feedback. You ready?";
+ next;
+ mes "[Jet]";
+ mes "What did the male";
+ mes "Merchant say to the";
+ mes "dancing Isis? Give up?";
+ next;
+ mes "[Jet]";
+ mes "'Mammonite!'";
+ mes "Get it? 'Cuz he";
+ mes "throws money at her";
+ mes "and the word Mammonite";
+ mes "sounds-- wait. It's not funny";
+ mes "if I have to explain it, huh?";
+ close;
+ } else if(Class == Job_Dancer || Class == Job_Gypsy || Class == Job_Baby_Dancer){
+ mes "Ooh...!";
+ mes "Hello, hello!";
+ mes "Wouldn't it be";
+ mes "nice if we could";
+ mes "perform together";
+ mes "one of these days?";
+ close;
+ } else {
+ mes "You look bored...";
+ mes "Is life really that";
+ mes "mundane and tiresome?";
+ mes "Then... I shall make";
+ mes "you laugh...";
+ next;
+ mes "[Jet]";
+ mes "^333333*Ahem*^000000";
+ mes "These are the";
+ mes "famous last words";
+ mes "of a mafia hit man...";
+ next;
+ mes "[Jet]";
+ mes "'Who put the";
+ mes "violin in this";
+ mes "violin case?!'";
+ mes "Bwahahahahahahah!";
+ mes "Get the joke?";
+ }
+ close;
+}
+
+//=================================================Sign====================================================
+pay_arche,127,154,4 script Sign#arc 835,{
+ mes " ";
+ mes " Archer Job Change Office ---> ";
+ mes " <--- Icarus ";
+ mes " ";
+ close;
+}
+
+//=================================================Master Kavaruk====================================================
+payon_in02,54,13,3 script Master Kavaruk 55,{
+ mes "[Master Kavaruk]";
+ mes "Hello, young one.";
+ mes "I am Master Kavaruk";
+ mes "of the Icarus Archer Guild.";
+ mes "I bid you welcome.";
+ next;
+ switch(select("Ask about 'Icarus.':Ask about recent news.:Talk about Archers.")) {
+ case 1:
+ mes "[Master Kavaruk]";
+ mes "Have you ever";
+ mes "heard the story";
+ mes "of Icarus before?";
+ next;
+ mes "[Master Kavaruk]";
+ mes "Icarus was a brave young man who flew through the sky using wings held together by beeswax. Out of curiosity, he flew too close to the sun, his wings melted, and he fell to his death.";
+ next;
+ mes "[Master Kavaruk]";
+ mes "Although his is a tragic story, Icarus had a courageous heart";
+ mes "that we should look up to as";
+ mes "our standard.";
+ next;
+ mes "[Master Kavaruk]";
+ mes "The members of our guild are those who not only wish to be brave, but to reach out for our dreams like Icarus did. Our members are aspiring Archers, former Archers and current Archers.";
+ next;
+ mes "[Master Kavaruk]";
+ if(Class == Job_Novice || Class == Job_Baby){
+ mes "If you'd like to become an Archer, why don't you go around and learn";
+ mes "a few things about the profession? I'm sure you'll be able to hear plenty of stories around here.";
+ close;
+
+ } else if(Class == Job_Archer){
+ mes "Since you're an Archer, you might";
+ mes "benefit from going around and listening to everyone else's battle experiences. Becoming familiar with different fight scenarios will help you in the future.";
+ close;
+
+ } else if(Class == Job_Hunter || Class == Job_Sniper || Class == Job_Baby_Hunter){ //CHECK
+ mes "[Master Kavaruk]";
+ mes "Arpesto is waiting";
+ mes "outside. Since he's a";
+ mes "veteran hunter, he can";
+ mes "be of great help to you.";
+ close;
+
+ } else if(Class == Job_Dancer || Class == Job_Gypsy || Class == Job_Baby_Dancer){ //CHECK
+ mes "In fact, a few of our";
+ mes "members specialize in";
+ mes "capturing the fascination";
+ mes "of those watching with their";
+ mes "graceful dances, just like you.";
+ next;
+ mes "[Master Kavaruk]";
+ mes "...But I don't seem to see";
+ mes "any of them around here right now. They never seem to remain in one";
+ mes "place for very long. Still, I'm sure of them will turn up here";
+ mes "one of these days.";
+ close;
+
+ } else if(Class == Job_Bard || Class == Job_Clown || Class == Job_Baby_Bard){ //CHECK
+ mes "In fact, a few of our members";
+ mes "are highly skilled in singing and entertaining their allies, much in the same way you do.";
+ next;
+ mes "[Master Kavaruk]";
+ mes "...But I don't seem to see any of them around here right now. They always wander wherever the wind takes them, but I'm sure one of them will wander back here one";
+ mes "of these days.";
+ close;
+ }
+ mes "They happen to know a lot of information about jobs related to Archers. Why don't you speak to them and learn more about";
+ mes "these other jobs?";
+ close;
+ break;
+ case 2:
+ mes "[Master Kavaruk]";
+ if(Class == Job_Archer || Class == Job_Baby_Archer || Class == Job_Archer_High){
+ if(tu_archer02 == 0){
+ mes "Oh, it's a good thing";
+ mes "you're here, "+strcharinfo(0)+".";
+ mes "I've just received request for support from the Alchemist";
+ mes "Guild in Al De Baran.";
+ next;
+ mes "[Master Kavaruk]";
+ mes "They've been taking care";
+ mes "of a Flora field as a way of supplying their funds, but recently some stray cats seem to have been destroying the plants there.";
+ next;
+ mes "[Master Kavaruk]";
+ mes "Although the Alchemists have been using Alchemy to summon the Flora again to keep the field running, it's causing a strain on their resources.";
+ next;
+ mes "[Master Kavaruk]";
+ mes "They are willing to give rewards for bringing materials such as ^3131FFManeater Blossoms^000000 and ^3131FFStems^000000 which will help them restore";
+ mes "their Flora.";
+ next;
+ mes "[Master Kavaruk]";
+ mes "If you're interested, it would probably be best to speak to the Alchemist Guild member who is waiting to hear from us at the ^3131FFshop next to the road south of Icarus^000000.";
+ set tu_archer02,1;
+ close;
+
+ } else if(tu_archer02 == 1){
+ mes "Hmmm...";
+ mes "..........";
+ next;
+ select("Is something the matter?");
+ mes "[Master Kavaruk]";
+ mes "Actually, we have a problem.";
+ mes "The position of master seems to have a lot of power, but I always need to remain here. I don't have the luxury of being able to leave my post.";
+ next;
+ mes "[Master Kavaruk]";
+ mes "I asked a member of Icarus to";
+ mes "wander about the Rune-Midgarts Kingdom and gather news and information about what has been going on recenty.";
+ next;
+ mes "[Master Kavaruk]";
+ mes "He has been sending me letters containing detailed information, but all of a sudden, I've lost contact with him. I'm concerned over what may have happened.";
+ next;
+ mes "[Master Kavaruk]";
+ mes "Would you please go find";
+ mes "^3131FFArthail of the Wind^000000 for me? Although he doesn't like people, I've ordered for him to wander within the crowds to gather information.";
+ next;
+ mes "[Master Kavaruk]";
+ mes "Please find out if he is all right and help him with whatever he";
+ mes "may need. In the meantime, I will be waiting to hear from you. Thank you very much.";
+ set tu_archer02, 2;
+ close;
+
+ } else if(tu_archer02 == 2){
+ mes "Find Arthail";
+ mes "of the Wind for me.";
+ mes "He must be somewhere";
+ mes "in Prontera...";
+ close;
+
+ } else if(tu_archer02 == 9){
+ mes "Hmmm, I see. Thank you";
+ mes "for bringing me the news. As Arthail has said, I shall wait until he has more news for me.";
+ mes "You should also train and prepare for the future as well.";
+ set tu_archer02, 10;
+ getexp 200,100;
+ close;
+ }
+ }
+ mes "I don't know...";
+ mes "Recently, I haven't heard any noteworthy news. For now, the warmth of the sun seems to be protecting the peace here.";
+ next;
+ mes "[Master Kavaruk]";
+ mes "But if I hear of";
+ mes "any interesting rumors,";
+ mes "I will let you know.";
+ close;
+ break;
+
+ case 3:
+ mes "[Master Kavaruk]";
+ if(tu_archer01 < 1){
+ if(Class == Job_Novice || Class == Job_Baby){
+ mes "Ah...";
+ mes "So are you";
+ mes "interested in";
+ mes "becoming an Archer?";
+
+ } else if(BaseClass == Job_Archer){
+ mes "Although I can't deny that you're an expert, I suppose it is a good idea to review the basics of archery from time to time. Would you like to try some refresher training?";
+ } else if(Class == Job_Hunter || Class == Job_Sniper){ //CHECK
+ mes "[Master Kavaruk]";
+ mes "Arpesto is waiting";
+ mes "outside. Since he's a";
+ mes "veteran hunter, he can";
+ mes "be of great help to you.";
+ close;
+
+ } else if(Class == Job_Archer || Class == Job_Baby_Archer){
+ mes "As an Archer, I can see that you'd want to make sure that you have a strong grasp on the fundamentals";
+ mes "of our job. Would you like some specialized instruction?";
+
+ } else {
+ mes "Although you may not be able";
+ mes "to directly apply archery related knowledge, it's a good idea to understand the capabilities of";
+ mes "your Archer allies.";
+ next;
+ mes "[Master Kavaruk]";
+ mes "How would you like";
+ mes "some specialized instruction to learn more about the Archer job?";
+ }
+ next;
+ switch(select("Yes:No")){
+ case 1:
+ set tu_archer01, 1;
+ mes "[Master Kavaruk]";
+ mes "Ah yes. Well then, please";
+ mes "take this message over to ^3131FFSeisner^000000 who is in the Training Grounds west of Icarus.";
+ next;
+ mes "^3355FFYou've received";
+ mes "Kavaruk's message";
+ mes "for Seisner.^000000";
+ next;
+ mes "[Master Kavaruk]";
+ mes "Seisner is very diligent,";
+ mes "composed, intelligent and";
+ mes "extremely capable. I believe";
+ mes "that you can learn much from her.";
+ close;
+ break;
+ case 2:
+ mes "[Master Kavaruk]";
+ mes "Ah, I see. Well,";
+ mes "Icarus will always welcome";
+ mes "you with open arms. If you";
+ mes "ever change your mind, feel";
+ mes "free to come back.";
+ close;
+ break;
+ }
+ } else if(tu_archer01 == 1 || tu_archer01 == 2){
+ mes "Hmm...?";
+ mes "What are you still";
+ mes "doing here? Go to the";
+ mes "hills west of Icarus and";
+ mes "talk to ^3131FFSeisner^000000 to begin your special training.";
+ close;
+
+ } else if(tu_archer01 == 3){
+ mes "So "+strcharinfo(0)+",";
+ mes "Did you have a good experience? Learning theory alone is never too enjoyable, but it is necessary.";
+ next;
+ mes "[Master Kavaruk]";
+ if(Class == Job_Archer || Class == Job_Archer_High || Class == Job_Baby_Archer){
+ mes "Now it is time to experience the principles you've just learned firsthand. Go speak to ^3131FFReidin Corse^000000, who is just outside of this building, and he'll tell you about the different skills.";
+ set tu_archer01, 4;
+ } else {
+ mes "Still, there's no need for you to do any field training since only Archers can actually participate";
+ mes "in that.";
+ }
+ close;
+
+ } else if(tu_archer01 == 4){
+ mes "Reidin Corse is just outside of this building. Didn't you see him on your way in?";
+ close;
+
+ }
+ }
+ mes "You're great";
+ mes "just as you are now.";
+ mes "Still, if you feel like you need something, speak to any of the guild members and listen to their life experiences.";
+ close;
+}
+
+//=================================================Reidin Corse====================================================
+pay_arche,103,165,5 script Reidin Corse#tu 832,{
+ mes "[Reidin Corse]";
+ if(MaxWeight - Weight < 2000){
+ mes "Hey, you're carrying an";
+ mes "awful lot of stuff. You ought";
+ mes "to put some of your things";
+ mes "into Kafra Storage...";
+ close;
+ }
+ if(tu_archer01 > 0){
+ if(tu_archer01 == 4){
+ mes "Ah, what is it?";
+ mes "Can I help you";
+ mes "with something?";
+ next;
+ switch(select("Tell me about skills.:Er, not really...")) {
+ case 1:
+ mes "[Reidin Corse]";
+ mes "Huh. So Master";
+ mes "Kavaruk told you";
+ mes "to come to me, eh?";
+ mes "Alright. Okay.";
+ emotion e_gg;
+ next;
+ break;
+ case 2:
+ mes "[Reidin Corse]";
+ mes "Huh...?";
+ mes "Alright. You sure";
+ mes "you've got nothing";
+ mes "to ask me? You had";
+ mes "that look, you know?";
+ close;
+ break;
+ }
+ mes "[Reidin Corse]";
+ mes "Fine. I'm an incredibly";
+ mes "busy guy, but I'll make time for you. I'll teach you what I know about Archer skills... On one condition!";
+ next;
+ mes "[Reidin Corse]";
+ mes "From here on out, you gotta";
+ mes "call me ^3131FFChief^000000, got it? Stick with me and you'll become the second best archer in the world! How";
+ mes "about it, kid?";
+ next;
+ switch(select("You got it, Chief!:Ugh, no thanks~!")) {
+ case 1:
+ mes "[Reidin Corse]";
+ mes "Ho ho!";
+ mes "That's the way to go!";
+ mes "Good good~ Call me Chief";
+ mes "from now on, you hear?";
+ next;
+ break;
+ case 2:
+ mes "[Reidin Corse]";
+ mes "Huh? What kind of attitude";
+ mes "is that? Ah, I get it. You're not mature enough to recognize greatness when it's right";
+ mes "before you.";
+ next;
+ mes "[Reidin Corse]";
+ mes "Don't worry...";
+ mes "When you come crawlin'";
+ mes "back, I'll reconsider";
+ mes "teaching you.";
+ close;
+ break;
+ }
+ mes "[Reidin Corse]";
+ mes "Let's see...";
+ mes "How much do you know?";
+ mes "Mmmmmmmmmm...";
+ next;
+ mes "^3355FFReidin Corse narrows his experienced eyes and sizes you up.^000000";
+ next;
+ mes "[Reidin Corse]";
+ if(JobLevel > 39){
+ mes "Hey! You're ready to change jobs, aren't you? Don't waste time here and just get a new job already! Eh, or you can ask Master Kavaruk for something to do.";
+ close;
+ } else if(JobLevel < 5){
+ mes "Alright! We got a fresh Archer here! You're lucky you came to me, I'm the best teacher you can find! But let me warn you, I teach at a really fast pace, so try to keep";
+ mes "up. Okay? Good.";
+ next;
+ set tu_archer01, 5;
+ mes "[Reidin Corse]";
+ mes "Okay, I'm ready to begin the lessons! Come back over here once you've got your bow and arrows and everything else ready, got it?";
+ close;
+ } else {
+ mes "Okay. It looks like you know";
+ mes "some stuff. But even if you're";
+ mes "a little experienced, there's still room for you to learn. So try and keep up, got it?";
+ next;
+ set tu_archer01, 5;
+ mes "[Reidin Corse]";
+ mes "Well, I'm ready to teach whenever you're ready to learn. Come back once your bow and arrows and everything else is ready, alright?";
+ close;
+ }
+ } else if(tu_archer01 == 5){
+ mes "You ready? I think it's fair to remind you that I won't tolerate any complaining! Just do what";
+ mes "I say and you'll be the second best Archer in the world! After me, of course~";
+ next;
+ mes "[Reidin Corse]";
+ mes "If you don't like it, you can just quit! No reason to stick around";
+ mes "if you can't keep up with the Chief, anyway.";
+ next;
+ switch(select("Please teach me... Chief!:I want to quit.")) {
+ case 1:
+ mes "[Reidin Corse]";
+ mes "That's what I'm talkin' about! Yeah! Just trust me and you'll learn almost everything about Archer skills! Let's get started!";
+ next;
+ select("Yes, Chief!");
+ emotion e_ok;
+ mes "[Reidin Corse]";
+ mes "Great...!";
+ mes "I like your style!";
+ next;
+ mes "[Reidin Corse]";
+ mes "Now, open your Skill Window (Alt+S). You oughta be able to see two skills: ^FF0000Owl's Eye^000000 and ^FF0000Double Strafe^000000. First, I'll talk about Owl's Eye.";
+ next;
+ mes "[Reidin Corse]";
+ mes "We Archers need to be able to preceive the movements of our targets from far away. Now, even during the night, nothing can escape the eyes of an owl.";
+ next;
+ mes "[Reidin Corse]";
+ mes "So we gotta train our vision so that we see the way owls do. Now";
+ mes "if you can't aim at your targets, you'd be horrible at archery, right? You gotta have Accuracy!";
+ next;
+ mes "[Reidin Corse]";
+ set .@skill_owl, getskilllv("AC_OWL");
+ if(.@skill_owl < 3){
+ set tu_archer01, 6;
+ mes "Now, your first assignment";
+ mes "is to learn ^3131FFLevel 3 Owl's Eye^000000!";
+ mes "From Morroc, if you travel south, you can fight Condors for your training.";
+ next;
+ mes "[Reidin Corse]";
+ mes "You can head somewhere";
+ mes "else if you want, but if you don't know any training areas, then";
+ mes "just follow my great advice.";
+ next;
+ switch(select("I'll follow your advice, Chief!:I'll hunt somewhere else...")) {
+ case 1:
+ mes "[Reidin Corse]";
+ mes "I'll send you to";
+ mes "Morroc for now,";
+ mes "so don't forget the";
+ mes "directions I gave you.";
+ mes "Travel ^3131FFsouth^000000.";
+ next;
+ switch(select("Leave right away~:W-wait, let me get ready!")) {
+ case 1:
+ mes "[Reidin Corse]";
+ mes "When you struggle";
+ mes "through the hardships";
+ mes "of training, just think";
+ mes "about trying to become as";
+ mes "good as the greatest Archer";
+ mes "ever: me.";
+ emotion e_dots;
+ next;
+ mes "[Reidin Corse]";
+ mes "Okay...!";
+ mes "Off you go!";
+ mes "To Morroc!";
+ close2;
+ warp "morocc",156,46;
+ end;
+ break;
+ case 2:
+ mes "[Reidin Corse]";
+ mes "Hm...?";
+ mes "What do you possibly";
+ mes "need to prepare? Alright,";
+ mes "do whatever it is you";
+ mes "need to do...";
+ close;
+ break;
+ }
+ break;
+ case 2:
+ emotion e_an;
+ mes "[Reidin Corse]";
+ mes "Say what...?";
+ mes "Alright, then.";
+ mes "But the next time";
+ mes "you come here, you better";
+ mes "know Level 3 Owl's Eye!";
+ close;
+ break;
+ }
+
+ } else {
+ emotion e_ag;
+ mes "Huh. So you already know a little about Owl's Eye already, huh? Well then, I guess I oughta talk about something you don't know about!";
+ set tu_archer01, 7;
+ getexp 50,0;
+ close;
+ }
+ break;
+ case 2:
+ mes "[Reidin Corse]";
+ mes "Huh. Okay.";
+ mes "And here I was";
+ mes "getting ready to";
+ mes "teach you all my";
+ mes "archery secrets!";
+ close;
+ break;
+ }
+ } else if(tu_archer01 == 6){
+ set .@owl, getskilllv(43);
+ if(.@owl > 2){
+ mes "Ah, you're";
+ mes "finally back.";
+ mes "You've kept me";
+ mes "waiting for a while!";
+ next;
+ emotion e_gasp;
+ mes "[Reidin Corse]";
+ mes "Ah, but your eyes look a lot sharper than they used to be.";
+ mes "Here, this is a small, special reward for you.";
+ specialeffect2 EF_WIND;
+ set tu_archer01, 7;
+ getexp 50,0;
+ next;
+ emotion e_pif;
+ mes "[Reidin Corse]";
+ mes "Not bad, but you really should master Owl's Eye. That means";
+ mes "you need to learn it all the way";
+ mes "up to Level 10!";
+ next;
+ mes "[Reidin Corse]";
+ mes "Now, I guess I'll";
+ mes "talk about a different";
+ mes "skill in my next lecture, kay?";
+ mes "Come back when you're ready";
+ mes "to learn something new~";
+ close;
+ } else {
+ mes "Hey! I told";
+ mes "you to learn";
+ mes "Level 3 Owl's Eye!";
+ mes "Try not to learn something";
+ mes "else by accident, okay?";
+ close;
+ }
+ } else if(tu_archer01 == 7){
+ mes "Alright, open";
+ mes "your Skill Window.";
+ mes "Since you have Level 3";
+ mes "Owl's Eye, now you oughta be";
+ mes "able to see the Vulture's Eye";
+ mes "skill in the list too.";
+ next;
+ mes "[Reidin Corse]";
+ mes "Now when you think";
+ mes "about vultures, what";
+ mes "exactly comes to mind?";
+ next;
+ switch(select("Sharp, precise eyes.:You, Chief.")) {
+ case 1:
+ mes "[Reidin Corse]";
+ mes "Exactly!";
+ break;
+ case 2:
+ emotion e_lv2;
+ mes "[Reidin Corse]";
+ mes "Hahahaha!";
+ mes "Well, I am famous";
+ mes "for my incredible";
+ mes "vision and precision!";
+ mes "^333333*Ahem*^000000 Anyway...";
+ break;
+ }
+ next;
+ mes "[Reidin Corse]";
+ mes "Vultures circle the sky, find a target on the ground, and then very swiftly swoop down and ensnare their prey in their claws.";
+ next;
+ emotion e_lv;
+ mes "[Reidin Corse]";
+ mes "No doubt about it.";
+ mes "Vultures are awesome!";
+ next;
+ mes "[Reidin Corse]";
+ mes "The ^3131FFVulture's Eye^000000 skill allows";
+ mes "you to train your vision to be like a vulture's. You'll increase your Attack Accuracy and can target enemies from further away.";
+ next;
+ emotion e_no;
+ mes "[Reidin Corse]";
+ mes "I know that you can attack";
+ mes "from a distance now, but don't";
+ mes "be satisfied with just your current attack range. Learn Vulture's Eye so you can attack from even further distances.";
+ next;
+ mes "[Reidin Corse]";
+ mes "Now for your";
+ mes "second assignment!";
+ mes "Go hunt Mandagora!";
+ mes "Mandagora don't move,";
+ mes "so they're perfect for target";
+ mes "practice from a distance!";
+ next;
+
+ set .@eagle, getskilllv("AC_VULTURE");
+ if(.@eagle < 3){
+ mes "Alright, Mandagora usually live around Geffen. I can send you to Geffen, so just travel north from there to find";
+ mes "some of them.";
+ next;
+ mes "[Reidin Corse]";
+ mes "Remember, the most";
+ mes "important thing is to level the Vulture's Eye skill and test the distance of your attack range.";
+ if(MaxWeight - Weight < 1000){
+ mes "You've got plenty of arrows";
+ mes "for that, so go for it!";
+ set tu_archer01, 8;
+ next;
+ } else {
+ next;
+ mes "[Reidin Corse]";
+ mes "Here's a little something to encourage you. Since Mandagora are Earth property monsters, these Fire Arrows will work really well.";
+ set tu_archer01,8;
+ getitem 1752,300; //Fire_Arrow
+ next;
+ }
+ mes "[Reidin Corse]";
+ mes "Alright~";
+ mes "Ready to go?";
+ next;
+ switch(select("Let's go!:W-wait a minute!")) {
+ case 1:
+ mes "[Reidin Corse]";
+ mes "Alright...!";
+ mes "Get a move on!";
+ close2;
+ warp "geffen",120,39;
+ end;
+ break;
+ case 2:
+ mes "[Reidin Corse]";
+ mes "You still need";
+ mes "to get ready?";
+ mes "Hurry it up!";
+ close;
+ break;
+ }
+ } else {
+ mes "Eh?";
+ mes "Wait a minute...";
+ emotion e_what;
+ next;
+ mes "[Reidin Corse]";
+ mes "You already";
+ mes "learned Vulture's Eye!";
+ mes "Why did I spend so much time explaining about it? Well, I guess we're ready to move on to the next lesson...";
+ set tu_archer01,9;
+ getitem 1752,500; //Fire_Arrow
+ close;
+ }
+ } else if(tu_archer01 == 8){
+ set .@eagle, getskilllv("AC_VULTURE");
+ if(.@eagle < 3){
+ mes "Mandagora lives in the area north of Geffen. Learn up to Level 3 Vulture's Eye and get acquainted with your attack range.";
+ next;
+ mes "[Reidin Corse]";
+ mes "Okay...";
+ mes "Are you";
+ mes "ready to go?";
+ next;
+ switch(select("Go.:Wait a moment.")) {
+ case 1:
+ mes "[Reidin Corse]";
+ mes "Alright...!";
+ mes "Get a move on!";
+ close2;
+ warp "geffen",120,39;
+ end;
+ break;
+ case 2:
+ mes "[Reidin Corse]";
+ mes "You still need";
+ mes "to get ready?";
+ mes "Hurry it up!";
+ close;
+ break;
+ }
+ } else {
+ mes "Ah, so you've learned";
+ mes "a little something about Vulture's Eye! What do you think about it now? Ah, and here's a little reward for you before I start the next lesson~";
+ set tu_archer01,9;
+ getitem 1752,500; //Fire_Arrow
+ close;
+ }
+ } else if(tu_archer01 == 9){
+ mes "Okay...";
+ mes "Up till now we've";
+ mes "studied Passive Skills.";
+ mes "You know, Owl's Eye";
+ mes "and Vulture's Eye.";
+ next;
+ mes "[Reidin Corse]";
+ mes "Even though you may not be doing anything, Passive Skills are always in effect. Now, it's time for me to teach you about an Active Skill";
+ mes "for Archers. Ready?";
+ next;
+ mes "[Reidin Corse]";
+ mes "Today I'll tell";
+ mes "you all about";
+ mes "^3131FFDouble Strafe^000000!";
+ mes "Whaddya think?";
+ mes "Exciting, yes?";
+ next;
+ set .@eagle, getskilllv("AC_DOUBLE");
+ if(.@eagle > 2){
+ mes "["+strcharinfo(0)+"]";
+ mes "I...";
+ mes "I already know";
+ mes "about Double Strafe.";
+ next;
+ mes "[Reidin Corse]";
+ mes "...";
+ mes "......";
+ next;
+ mes "[Reidin Corse]";
+ mes "^333333*Sigh*^000000";
+ mes "Next lesson...";
+ set tu_archer01, 10;
+ close;
+ } else {
+ mes "[Reidin Corse]";
+ mes "Just like its name, Double Strafe allows you to attack enemies with your arrows twice in a row! Booyah~";
+ next;
+ mes "[Reidin Corse]";
+ mes "As Double Strafe's level rises, its attack strength also increases. If you master this skill, you can do a great amount of damage to your enemies!";
+ next;
+ mes "[Reidin Corse]";
+ mes "Hold your bow and arrow";
+ mes "like this, concentrate, aim,";
+ mes "then fire twice with all your";
+ mes "might! Practice Double Strafe";
+ mes "enough and you'll get used to it!";
+ next;
+ if(.@eagle == 0){
+ specialeffect2 EF_WIND;
+ set tu_archer01, 10;
+ getexp 0,50;
+ }
+ emotion e_no1;
+ next;
+ mes "[Reidin Corse]";
+ mes "Now, there's another skill known as ^FF0000Arrow Shower^000000. Where Double Strafe uses 2 Arrows, Arrow Shower fires a bunch of arrows at once.";
+ next;
+ mes "[Reidin Corse]";
+ mes "Not even I can handle";
+ mes "Arrow Shower all that well since it's really hard. Still, maybe if you trained more at it, you'd manage to pull it off?";
+ emotion e_heh;
+ close;
+ }
+ } else if(tu_archer01 == 10){
+ mes "Now, I've taught you a lot of stuff and I wanna make sure you retain all of it. That's why I want you to take this midterm. Your mission: ^FF0000Attack the Rockers^000000!";
+ emotion e_no1;
+ next;
+ mes "[Reidin Corse]";
+ mes "Rockers live just southwest of Prontera.";
+ next;
+ mes "[Reidin Corse]";
+ mes "Be aware that Rockers are earth element monsters!! ^3131FFSo they should be weak against fire^000000.";
+ next;
+ mes "[Reidin Corse]";
+ mes "Now go and bring ^3131FF10 Grasshopper's Leg^000000 from hunting Rockers.";
+ mes "Bring all of that and you pass~";
+ next;
+ mes "[Reidin Corse]";
+ mes "It's easier to find them if you pass by the southern gate of Prontera and then head west. Alright, off you go, " + strcharinfo(0) + "~";
+ set tu_archer01,11;
+ close;
+ } else if(tu_archer01 == 11){
+ if(countitem(940) > 9){
+ if(MaxWeight - Weight < 1000){
+ mes "Why are you carrying";
+ mes "so much stuff? You better put everything you don't need into Kafra Storage.";
+ close;
+ } else {
+ mes "Hey, you're back!";
+ mes "Let's see now...";
+ next;
+ emotion e_no1;
+ mes "[Reidin Corse]";
+ mes "Good! You pass.";
+ mes "Don't forget that you gotta keep training and improve your skills. Before you know it, you'll be an expert almost as good as me!";
+ specialeffect2 EF_WIND;
+ set tu_archer01, 12;
+ getexp 100,100;
+ getitem 1707,1; //Great_Bow
+ close;
+ }
+ } else {
+ mes "Hey...";
+ mes "You gotta bring";
+ mes "^3131FF10 Grasshopper's Leg^000000 to pass my midterm! Go back to the southwest area of Prontera and get them!";
+ close;
+ }
+ } else if(tu_archer01 == 12){
+ mes "Alright, now there's only";
+ mes "one more skill you need to know about. Personally, I think this one is crucial for every Archer...";
+ next;
+ mes "[Reidin Corse]";
+ mes "Open your Skill Window.";
+ mes "Make sure that you learn";
+ mes "^FF0000Increase Concentration^000000.";
+ mes "Now, how can I describe";
+ mes "how to do it?";
+ next;
+ mes "[Reidin Corse]";
+ mes "I guess that first, you gotta quiet your mind and enter a state of complete concentration. Steadily draw your bowstring back. If there's even a millisecond of imbalance, you'll miss.";
+ next;
+ mes "[Reidin Corse]";
+ mes "We use Increase Concentration";
+ mes "to keep ourselves calm and focused to ^3131FFmaximize certain abilities and stats^000000. This skill enhances our performance as Archers immensely!";
+ next;
+ mes "[Reidin Corse]";
+ mes "You might not be able";
+ mes "to see it now, but as you become more skilled, you'll eventually recognize all the benefits of this skill.";
+ set tu_archer01, 13;
+ close;
+ } else if(tu_archer01 == 13){
+ mes "^333333*Sigh*^000000";
+ mes "It was a pain in the";
+ mes "ass, but we're finally";
+ mes "done with all of your lessons.";
+ emotion e_pif;
+ next;
+ mes "[Reidin Corse]";
+ mes "Ah, but it's not time for";
+ mes "you to relax yet! Since I've given you a midterm, it's only fitting that I also give you a final!";
+ next;
+ mes "[Reidin Corse]";
+ mes "Surprised, huh?";
+ mes "Well, this test is a little harder, but I'll help you out so there's";
+ mes "no need for you to fret.";
+ next;
+ mes "[Reidin Corse]";
+ mes "Now, go into the forest east of Payon and hunt Spores and Wormtails. Your test will be to bring back ^3131FF10 Mushroom Spores^000000 and";
+ mes "^3131FF10 Pointed Scales^000000.";
+ next;
+ mes "[Reidin Corse]";
+ mes "I know it's a little dangerous,";
+ mes "but I've got a pal who'll be there to help you. Of course, she's still in training, but...";
+ next;
+ mes "[Reidin Corse]";
+ mes "Oh...";
+ mes "And one last thing.";
+ mes "Take some of these.";
+ next;
+ mes "[Reidin Corse]";
+ if(MaxWeight - Weight < 2100){
+ mes "H-hey!";
+ mes "Why are you carrying";
+ mes "so much stuff? You better put everything you don't need into Kafra Storage.";
+ close;
+ } else {
+ mes "This stuff is just a little something to encourage you, so don't take it the wrong way! Now hurry up, get what I asked for,";
+ mes "and come back!";
+ set tu_archer01,14;
+ getitem 601,10; //Wing_Of_Fly
+ getitem 501,10; //Red_Potion
+ getitem 602,1; //Wing_Of_Butterfly
+ close;
+ }
+ } else if((tu_archer01 == 14) || (tu_archer01 == 15)){
+ if((countitem(906) > 9) && (countitem(921) > 9)){
+ mes "Ha-ha~!";
+ mes "You look more like";
+ mes "a veteran than a rookie";
+ mes "now! Yeap, I can see it";
+ mes "in your eyes.";
+ next;
+ mes "[Reidin Corse]";
+ mes "Right, did you get a chance to meet my Acolyte pal, Mafra? She's pretty shy, but I hope you two got along.";
+ next;
+ mes "[Reidin Corse]";
+ mes "I'm happy to tell";
+ mes "you that you've passed";
+ mes "my final exam! Here, take";
+ mes "this little reward!";
+ specialeffect2 EF_WIND;
+ set tu_archer01,16;
+ getexp 300,300;
+ getitem 1770,500; //Iron_Arrow
+ next;
+ mes "[Reidin Corse]";
+ mes "Well, it's like you're a full fledged Archer now. Honestly,";
+ mes "I've got nothing more to teach you. Well, about archery, anyway.";
+ emotion e_heh;
+ next;
+ mes "[Reidin Corse]";
+ mes "Well, if you talk to him, Master Kavaruk might have something for you to do. He happens to have me running around to doing errands";
+ mes "for him too. That creep!";
+ emotion e_pif;
+ next;
+ mes "[Reidin Corse]";
+ mes "Well, "+ strcharinfo(0) +",";
+ mes "It'd make me really happy if you get to the point where you develop a true love for the art of archery. I'll see you sometime, okay?";
+ emotion e_no1;
+ close;
+ } else {
+ mes "Remember, you";
+ mes "need to head into";
+ mes "the forest east of Payon and get me";
+ mes "^3131FF10 Mushroom Spores^000000";
+ mes "and ^3131FF10 Pointed Scales^000000.";
+ close;
+ }
+ } else if(tu_archer01 == 16){
+ mes "I really like this town.";
+ mes "There's so much lush greenery";
+ mes "and the birds are always singing. Payon really is peaceful.";
+ next;
+ mes "[Reidin Corse]";
+ mes "Of course, I've got friends here that I can trust with my life. We always argue, but we all want what's best for each other.";
+ emotion e_pif;
+ next;
+ mes "[Reidin Corse]";
+ mes "Wouldn't you";
+ mes "agree that it's";
+ mes "wonderful to have";
+ mes "great friends?";
+ close;
+ } else {
+ mes "I really like this town.";
+ mes "Everything is green and birds singing all around.. such a peaceful place Payon is.";
+ next;
+ mes "[Reidin Corse]";
+ mes "I feel so happy laying in the grass and looking up at the sky.";
+ next;
+ mes "[Reidin Corse]";
+ mes "It might also be because I have my trustable friends here with me. Haha.";
+ mes "We always argue, but we care for each other deep down inside.";
+ emotion e_pif;
+ next;
+ mes "[Reidin Corse]";
+ mes "..'friend' is a wonderful word. Don't you agree?";
+ close;
+ }
+ }
+ mes "Allow me to introduce myself. I'm the Archer of all Archers, ^3131FFReidin Corse^000000, Master of the Icarus Guild!";
+ next;
+ emotion e_no1;
+ mes "[Reidin Corse]";
+ mes "Right now, we're having a special event! The application fee for the Icarus Guild has been slashed by 50%! Join now and there'll be no annual fees!";
+ next;
+ emotion e_lv;
+ mes "[Reidin Corse]";
+ mes "During our special event, we'll have no job class restrictions!";
+ mes "As an added bonus, all new male members will be introduced to beautiful Dancer girls!";
+ next;
+ emotion e_heh;
+ mes "[Reidin Corse]";
+ mes "And new female members will have the special opportunity to go out on a date with me! Don't miss out!";
+ next;
+ emotion e_cash;
+ mes "[Reidin Corse]";
+ mes "Join right now";
+ mes "for a one time fee of only ^3131FF1,000,000, zeny^000000! Hurry and join the Icarus Guild while";
+ mes "this offer still lasts!";
+ next;
+ emotion e_pif,"Arpesto";
+ mes "[Arpesto]";
+ mes "Reiden...";
+ mes "Stop messing around.";
+ mes "Hey there, kid. The real";
+ mes "master of the Icarus Guild";
+ mes "is in that building.";
+ next;
+ emotion e_omg;
+ mes "[Reidin Corse]";
+ mes "Arpesto...!";
+ mes "Why'd you...?!";
+ next;
+ emotion e_ag;
+ mes "[Reidin Corse]";
+ mes "^333333*Sigh*^000000";
+ mes "You got me, you got me.";
+ mes "There's no application fee.";
+ mes "But I'll still date all of";
+ mes "those cute girls...";
+ close;
+}
+
+//=================================================Seisner====================================================
+pay_arche,84,139,3 script Seisner 727,{
+ specialeffect EF_HIT2,"#Target";
+ mes "[Seisner]";
+ mes "Aaaah!";
+ mes "Double Strafe!";
+ specialeffect EF_HIT2,"#Target";
+ next;
+ mes "[Seisner]";
+ mes "I did it!";
+ mes "Only an Archer";
+ mes "could make that shot!";
+ next;
+ mes "[Seisner]";
+ mes "Now, there are some";
+ mes "Thief class people who also use arrows, but they're better suited to using Knives. We Archers are";
+ mes "the arrow specialists!";
+ if(tu_archer01 == 1 || tu_archer01 > 2){
+ next;
+ mes "^3355FFYou show Seisner";
+ mes "the letter that Master";
+ mes "Kavaruk has written";
+ mes "to her for you.^000000";
+ next;
+ mes "[Seisner]";
+ mes "So Master Kavaruk";
+ mes "wants me to teach you";
+ mes "about Archers and Archery? Alright, what would you like to know more about?";
+ next;
+ while(1){
+ switch(select("About Archers.:Stats for Archers:End Conversation.")){
+ case 1:
+ mes "[Seisner]";
+ mes "Archers specialize";
+ mes "in shooting ^3131FFarrows^000000. We usually attack from a distance, but before we increase our Dodge Rate, we're pretty weak when it comes to one on one battles.";
+ next;
+ mes "[Seisner]";
+ mes "Therefore, Archers tend to attack before the enemy gets too close.";
+ mes "We also like to party with other people who can offer close";
+ mes "range protection.";
+ next;
+ mes "[Seisner]";
+ mes "Now, only Novices can";
+ mes "become Archers after reaching";
+ mes "Job Level 10 and learning all of the Basic Skills.";
+ next;
+ mes "[Seisner]";
+ mes "Well experienced Archers can move on and change to the Second Job Class, becoming ^3131FFHunters^000000, ^3131FFBards^000000 if they are male, or ^3131FFDancers^000000 if they are female.";
+ next;
+ mes "[Seisner]";
+ mes "If you reach Level 99";
+ mes "as a Second Job Class character, you can change to a Transcendent Class with Valkyrie's help.";
+ next;
+ mes "[Seisner]";
+ mes "Hunters can ultimately transcend into ^3131FFSnipers^000000, Bards into ^3131FFMinstrels^000000, and Dancers into ^3131FFGypsies^000000. I know that's pretty complex.";
+ if(tu_archer01 == 1) set tu_archer01, 2;
+ next;
+ break;
+ case 2:
+ mes "[Seisner]";
+ mes "So you want to";
+ mes "know more about Stats";
+ mes "and how they affect Archer abilities? I'll do my best to explain.";
+ next;
+ while(1) {
+ switch(select("STR:^3131FFAGI^000000:VIT:^FF9900INT^000000:^FF3131DEX^000000:LUK:End Conversation.")) {
+ case 1:
+ mes "[Seisner]";
+ mes "STR typically increases the damage of attacks. However, Archer class characters use weapons that rely on ^FF3131DEX^000000 to increase their damage.";
+ next;
+ mes "[Seisner]";
+ mes "In a sense, STR might not be necessary for Archers, although I'm sure there are skills or situations where STR will come in handy.";
+ next;
+ mes "[Seisner]";
+ mes "For instance, if you run out of arrows (which is every Archer's nightmare) and need to equip a Knife, having some STR might";
+ mes "be helpful.";
+ next;
+ mes "[Seisner]";
+ mes "Increasing STR will also";
+ mes "increase the amount of weight";
+ mes "that any character can carry. So if you have more STR, you can carry around more arrows.";
+ next;
+ if(tu_archer01 == 1) set tu_archer01, 2;
+ break;
+ case 2:
+ mes "[Seisner]";
+ mes "^FF3131AGI^000000 as you know, ";
+ mes "^3131Ffincreases Attack Speed";
+ mes "(ASPD)^000000 and affects ^3131FF Dodge Rate^000000.";
+ next;
+ mes "[Seisner]";
+ mes "One of the drawbacks of being an Archer is having weaker strength and lower Dodge Rate. However, the Dodge Rate disadvantage is lessened by increasing your ^FF3131AGI^000000.";
+ next;
+ if(tu_archer01 == 1) set tu_archer01, 2;
+ break;
+ case 3:
+ mes "[Seisner]";
+ mes "^3131FFVIT^000000 will increase";
+ mes "your Maximum HP and";
+ mes "resistance to damage.";
+ next;
+ mes "[Seisner]";
+ mes "Although Archers don't";
+ mes "specialize in having any special kind of defense, having VIT will help alleviate the defensive weakness of the Archer class.";
+ next;
+ mes "[Seisner]";
+ mes "VIT might be helpful";
+ mes "depending on how you use it. Still, I wouldn't recommend focusing too much on increasing your VIT if you're an Archer.";
+ next;
+ if(tu_archer01 == 1) set tu_archer01, 2;
+ break;
+ case 4:
+ mes "[Seisner]";
+ mes "^FF0000INT^000000 is more";
+ mes "important to the";
+ mes "Archer class than";
+ mes "you would think~";
+ next;
+ mes "[Seisner]";
+ mes "As you increase ^FF0000INT^000000, you'll raise your Maximum SP, meaning you";
+ mes "can use special skills more often.";
+ next;
+ mes "[Seisner]";
+ mes "For Hunters, one of the Second Job Classes for Archers, having higher INT will increase the damage inflicted by ^3131FFFalcons^000000.";
+ next;
+ if(tu_archer01 == 1) set tu_archer01, 2;
+ break;
+ case 5:
+ mes "[Seisner]";
+ mes "Now DEX is almost";
+ mes "without a doubt the";
+ mes "most important stat";
+ mes "for any Archer.";
+ next;
+ mes "[Seisner]";
+ mes "^FF3131DEX^000000 ^3131Ffincreases the damage^000000";
+ mes "of Archer class weapons that fire arrows. These include ^3131FFBows^000000, ^3131FFInstruments^000000 and ^3131FFWhips^000000.";
+ next;
+ mes "[Seisner]";
+ mes "Dexterity enhances an Archer's ability to hit weak points and do more damage, which is why weapons that use arrows don't rely on STR like weapons used by other classes.";
+ next;
+ mes "[Seisner]";
+ mes "Just like any other class, ^FF3131DEX^000000 increases ^3131FFAccuracy (HIT)^000000 and slightly enhances Attack Speed (ASPD).";
+ next;
+ if(tu_archer01 == 1) set tu_archer01, 2;
+ break;
+ case 6:
+ mes "[Seisner]";
+ mes "^FF0000LUK^000000 affects your";
+ mes "Perfect Dodge rate";
+ mes "and Critical rate.";
+ next;
+ mes "[Seisner]";
+ mes "For Hunters, one of the Second Classes for the Archer, LUK increases the chance of ^3131FFBlitz Beat^000000 occurring automatically. So Hunters who rely on their Falcons might want to invest in LUK.";
+ next;
+ if(tu_archer01 == 1) set tu_archer01, 2;
+ break;
+ case 7:
+ mes "[Seisner]";
+ mes "So is there";
+ mes "anything else that";
+ mes "you want to ask me?";
+ next;
+ set .@exitwhile,1;
+ break;
+ }
+ if (.@exitwhile) break;
+ }
+ break;
+ case 3:
+ mes "[Seisner]";
+ mes "Once an Archer shoots an arrow,";
+ mes "he can't stop its flight or change his target. That's why Archers need to be level headed and really careful in battle.";
+ next;
+ mes "[Seisner]";
+ mes "Someday, I'd like to become a great Archer and use my skills for the good of Rune-Midgard.";
+ close;
+ break;
+ }
+ }
+ } else if(tu_archer01 == 2){
+ next;
+ mes "[Seisner]";
+ mes "Thanks for listening.";
+ mes "I know I gave you a lot of information, but I think it's important that everyone";
+ mes "understands archery.";
+ next;
+ mes "[Seisner]";
+ mes "If you feel comfortable enough with the knowledge I've taught you, you should go back to Master Kavaruk. But if you still have questions, you can always come and ask me.";
+ close2;
+ specialeffect2 EF_WIND;
+ set tu_archer01, 3;
+ if(JobLevel == 1){
+ getexp 0,5;
+ } else if((JobLevel > 1) && (JobLevel < 11)){
+ getexp 0,10;
+ } else if((JobLevel > 10) && (JobLevel < 21)){
+ getexp 0,25;
+ } else {
+ getexp 0,50;
+ }
+ end;
+ }
+ close;
+}
+
+//=================================================Target====================================================
+pay_arche,76,135,3 script Target#Target 111,{ end; } // empty NPC?? [Jukka]
+
+//=================================================Acolyte====================================================
+pay_fild08,40,83,5 script Acolyte#tu 95,{
+ mes "[Acolyte]";
+ if(tu_archer01 == 14){
+ if(gettime(3) >= 18 && gettime(3) < 22){
+ mes "H-hello!";
+ mes "Umm, umm...";
+ mes "Are you R-Reidin Corse's";
+ mes "friend t-too?";
+ next;
+ mes "[Acolyte]";
+ mes "M-my name is Mafra.";
+ mes "Ever since he saved my life, Reidin has a-always been a good f-friend to me. He's such a great Archer";
+ mes "and a really nice person!";
+ next;
+ mes "[Acolyte]";
+ mes "Um, and...";
+ mes "Uh... Oh no~";
+ mes "What am I supposed";
+ mes "t-to tell you...?";
+ emotion e_swt2;
+ next;
+ mes "[Acolyte]";
+ mes "Oh, since I'm training to be an Acolyte, I'm supposed to help out the people he's teaching. So...";
+ mes "Let's h-help each other train!";
+ mes "Um, is that okay?";
+ next;
+ switch(select("Sure.:No thanks.:Reidin Corse is mine!")) {
+ case 1:
+ mes "[Acolyte]";
+ mes "Wow!";
+ mes "Thank you, thank you!";
+ mes "I''ll try my very best!";
+ set tu_archer01, 15;
+ close;
+ break;
+ case 2:
+ mes "[Acolyte]";
+ mes "Oh... Oh.";
+ mes "I'm so sorry.";
+ mes "If you don't need";
+ mes "my help, I guess";
+ mes "that's alright...";
+ emotion e_sob;
+ close;
+ break;
+ case 3:
+ mes "[Acolyte]";
+ mes "Eh?!";
+ mes "R-really?";
+ mes "I guess he doesn't";
+ mes "need to tell me if";
+ mes "he already has a girlfriend...";
+ next;
+ mes "[Acolyte]";
+ if(Sex){
+ mes "W-wait!";
+ mes "Y-you're a man!";
+ mes "D-d-d-don't tease me";
+ mes "like that! I'm serious!";
+ set tu_archer01, 15;
+ close;
+ } else {
+ mes "And he's so brave";
+ mes "and funny and smart.";
+ mes "Y-you're lucky to have him.";
+ mes "^333333*Sniff*^000000 I... I...";
+ next;
+ mes "[Acolyte]";
+ mes "^333333*Sniffle*^000000";
+ mes "I'll d-do my best to help you!";
+ mes "I wish you both happiness! (Waaaaaah~!)";
+ set tu_archer01, 15;
+ close;
+ }
+ break;
+ }
+ end;
+ } else {
+ mes "^666666Zzzzz...^000000";
+ mes "Wh-wha...?";
+ mes "Who are you?";
+ specialeffect EF_SLEEPATTACK;
+ next;
+ mes "[Acolyte]";
+ mes "Wait, I know...";
+ mes "Y-you're... ^666666*Yawn*^000000";
+ mes "So sleepy. Take this for now...";
+ set .@kurae_heal, rand(1,4);
+ if(.@kurae_heal == 1){
+ unitskilluseid getcharid(3),28,3;
+ } else if(.@kurae_heal == 2){
+ unitskilluseid getcharid(3),28,9;
+ } else if(.@kurae_heal == 3){
+ unitskilluseid getcharid(3),28,10;
+ } else if(.@kurae_heal == 4){
+ }
+
+ set .@kurae_agi, rand(1,3);
+ if(.@kurae_agi == 1){
+ unitskilluseid getcharid(3),29,0;
+ } else if(.@kurae_agi == 2){
+ unitskilluseid getcharid(3),29,5;
+ } else if(.@kurae_agi == 3){
+ unitskilluseid getcharid(3),29,10;
+ }
+
+ set .@kurae_bls, rand(1,3);
+ if(.@kurae_bls == 1){
+ unitskilluseid getcharid(3),34,0;
+ } else if(.@kurae_bls == 2){
+ unitskilluseid getcharid(3),34,5;
+ } else if(.@kurae_bls == 3){
+ unitskilluseid getcharid(3),34,10;
+ }
+ close;
+ }
+ } else if(tu_archer01 == 15){
+ if((gettime(3) >= 18) && (gettime(3) < 22)){
+ mes "^666666Zzzzz...^000000";
+ mes "Wh-wha...?";
+ mes "Who are you?";
+ specialeffect EF_SLEEPATTACK;
+ next;
+ mes "[Acolyte]";
+ mes "Reidin Corse?";
+ mes "I can't believe";
+ mes "I feel asleep fo--";
+ mes "^666666Zzzzzzz...^000000";
+ next;
+ mes "[Acolyte]";
+ mes "^666666Zzzz^000000--Oooh!";
+ mes "J-just take this before";
+ mes "I fall asleep again~! ^666666*Yawn*^000000";
+
+ set .@kurae_heal, rand(1,4);
+ if(.@kurae_heal == 1){
+ unitskilluseid getcharid(3),28,3;
+ } else if(.@kurae_heal == 2){
+ unitskilluseid getcharid(3),28,10;
+ } else if(.@kurae_heal == 3){
+ unitskilluseid getcharid(3),28,8;
+ }
+
+ set .@kurae_agi, rand(1,3);
+ if(.@kurae_agi == 1){
+ unitskilluseid getcharid(3),29,0;
+ } else if(.@kurae_agi == 2){
+ unitskilluseid getcharid(3),29,5;
+ } else if(.@kurae_agi == 3){
+ unitskilluseid getcharid(3),29,10;
+ }
+
+ set .@kurae_bls, rand(1,3);
+ if(.@kurae_bls == 1){
+ unitskilluseid getcharid(3),34,0;
+ } else if(.@kurae_bls == 2){
+ unitskilluseid getcharid(3),34,5;
+ } else if(.@kurae_bls == 3){
+ unitskilluseid getcharid(3),34,10;
+ }
+ close;
+ } else {
+ mes "Okay~!";
+ mes "Let me try";
+ mes "casting a spell";
+ mes "to help you! Yaa~p!";
+
+ set .@kurae_heal, rand(1,3);
+ if(.@kurae_heal == 1){
+ unitskilluseid getcharid(3),28,3;
+ } else if(.@kurae_heal == 2){
+ unitskilluseid getcharid(3),28,10;
+ } else if(.@kurae_heal == 3){
+ unitskilluseid getcharid(3),28,8;
+ }
+
+ set .@kurae_agi, rand(1,2);
+ if(.@kurae_agi == 1){
+ unitskilluseid getcharid(3),29,10;
+ } else if(.@kurae_agi == 2){
+ unitskilluseid getcharid(3),29,5;
+ }
+
+ set .@kurae_bls, rand(1,2);
+ if(.@kurae_bls == 1){
+ unitskilluseid getcharid(3),34,10;
+ } else if(.@kurae_bls == 2){
+ unitskilluseid getcharid(3),34,5;
+ }
+ close;
+ }
+ }
+ mes "...";
+ mes "W-why does";
+ mes "traveling make";
+ mes "me sooo sleepy...?";
+ mes "^666666Zzzzzzzz...^000000";
+ specialeffect EF_SLEEPATTACK;
+ close;
+}
+
+//=================================================Alchemist Guildmember====================================================
+pay_arche,130,113,3 script Alchemist Guildmember#tu 740,{
+ mes "[Alchemist Guildmember]";
+ if(tu_archer02 > 0){
+ if((countitem(1032) > 0) || (countitem(905) > 0 )){ // Blossom_Of_Maneater & Stem
+ mes "Great...!";
+ mes "I've been waiting";
+ mes "for the Icarus Guild";
+ mes "to send somebody";
+ mes "to help us! Finally!";
+ emotion e_sob;
+ next;
+ mes "[Alchemist Guildmember]";
+ mes "Would you like to sell ^3131FFStems^000000";
+ mes "and ^3131FFManeater Blossoms^000000 to";
+ mes "the Alchemist Guild? We'll buy";
+ mes "each Stem for ^3131FF30 Zeny^000000 and each";
+ mes "Maneater Blossom for ^3131FF130 Zeny^000000.";
+ next;
+ switch(select("Sell all Stems and Maneater Blossoms:Don't sell anything.")) {
+ case 1:
+ mes "[Alchemist Guildmember]";
+ mes "Thank you very much!";
+ mes "This will really help";
+ mes "us in maintaining our";
+ mes "Flora field! I really";
+ mes "appreciate your help~";
+
+ set .@alche_f,countitem(1032); // Blossom_Of_Maneater
+ set .@alche_s,countitem(905); // Stem
+ set .@f_zeny, .@alche_f * 130;
+ set .@s_zeny, .@alche_s * 30;
+ set .@total_zeny, .@f_zeny + .@s_zeny;
+ if(countitem(1032) == 0){
+ delitem 905, .@alche_s; //Stem
+ } else if(countitem(905) == 0){
+ delitem 1032, .@alche_f; //Blossom_Of_Maneater
+ } else {
+ delitem 1032, .@alche_f; //Blossom_Of_Maneater
+ delitem 905, .@alche_s; //Stem
+ }
+ set Zeny,Zeny+.@total_zeny;
+ close;
+ break;
+ case 2:
+ mes "[Alchemist Guildmember]";
+ mes "Seriously...";
+ mes "I'm on the verge of begging!";
+ mes "The Alchemist Guild really needs lots of new supplies to keep our Flora field running!";
+ emotion e_sob;
+ close;
+ break;
+ }
+ } else {
+ mes "I don't know if you've heard";
+ mes "from Kavaruk, but our Flora field is getting ruined by stray cats.";
+ emotion e_sob;
+ next;
+ mes "[Alchemist Guildmember]";
+ mes "No matter how much we chase";
+ mes "them away, they always manage to come back. We really have no choice but to replace what they destroy.";
+ next;
+ mes "[Alchemist Guildmember]";
+ mes "We'll reward you if you can bring us ^3131FFStems^000000 and ^3131FFManeater Blossoms^000000";
+ mes "to help us in our field maintenance efforts. These Flora are crucial since they provide funds for our guild. Without them...";
+ close;
+ }
+ }
+ mes "^666666*Sigh...*^000000";
+ mes "Isn't anyone coming";
+ mes "to help us? We're facing";
+ mes "a really huge crisis here!";
+ close;
+}
+
+//=================================================Arthail====================================================
+prontera,126,335,5 script Arthail 51,{
+ mes "[Arthail]";
+ if(tu_archer02 < 3){
+ mes "I am the Bard";
+ mes "who sings only for";
+ mes "himself. The gentle";
+ mes "breeze is the only";
+ mes "audience I have.";
+ next;
+ mes "[Arthail]";
+ mes "I am Arthail";
+ mes "of the Wind.";
+ mes "I sing for no man,";
+ mes "so you had best be on";
+ mes "your way. I'm sorry, but";
+ mes "I have no songs to share.";
+ if(tu_archer02 == 2) {
+ next;
+ select("Master Kavaruk told me to find you!");
+ mes "[Arthail]";
+ mes "Really now?";
+ mes "I suppose it";
+ mes "can't be helped.";
+ mes "I really should";
+ mes "have contacted him.";
+ next;
+ mes "[Arthail]";
+ mes "However, I'm very tired from the long trip. I'm exhausted from the crowding of this city and the hundreds of talking people.";
+ mes "I can't handle it all...";
+ next;
+ mes "[Arthail]";
+ mes "Why can't I be like everyone else? It seems that as I approach people, my heart retreats further away from them. I wonder why that is?";
+ next;
+ mes "[Arthail]";
+ mes "I became a Bard to try to fix this social complex of mine, but to";
+ mes "no avail. Still, I feel much more at ease when I sing. Ah, but I've said too much already.";
+ next;
+ mes "[Arthail]";
+ mes "Master Kavaruk";
+ mes "asked you to help";
+ mes "me? Well then, I have";
+ mes "a favor to ask of you.";
+ next;
+ mes "[Arthail]";
+ mes "Here in the capital of the";
+ mes "Rune-Midgarts Kingdom, there's supposed to be a fountain in the central plaza. Everyone seems to stop and chat over there.";
+ next;
+ mes "[Arthail]";
+ mes "However, I have a fear of other people and I can't bring myself to go near the crowds of people there. It's embarassing for me to admit this as a Bard...";
+ next;
+ mes "[Arthail]";
+ mes "Would you please go and see if there's any news being spread around in that area for me?";
+ set tu_archer02, 3;
+ }
+ close;
+ } else if(tu_archer02 == 3){
+ mes "I'm ashamed to ask,";
+ mes "but would you go the fountain in Prontera's central plaza and see";
+ mes "if there's any news?";
+ close;
+
+ } else if(tu_archer02 == 4){
+ mes "I see...";
+ mes "Nothing much.";
+ mes "Another person";
+ mes "found an Emperium";
+ mes "and is starting a";
+ mes "brand new guild...";
+ next;
+ mes "[Arthail]";
+ mes "^3131FFEmperium^000000...";
+ mes "There are a lot of ambitious people in Morroc that want one of those. Even in my hometown of Payon,";
+ mes "there are people clamoring to obtain one...";
+ next;
+ mes "[Arthail]";
+ mes "Supposedly, having an Emperium";
+ mes "will give you the power to change the world. People are bound to be attracted to it.";
+ next;
+ mes "[Arthail]";
+ mes "Hmm...?";
+ mes "I sense something";
+ mes "dark and ominous...";
+ mes "I wonder what it could be?";
+ emotion e_hmm;
+ next;
+ mes "[Arthail]";
+ mes "I'm probably just stressed and exhausted. I'll feel better once";
+ mes "I get some rest. Would you like to join me and listen to the flowing water?";
+ next;
+ mes "[Arthail]";
+ mes "It's not the greatest feeling if you stay here for too long, but the sound of this water reminds me of home. Did you see the lake by the Icarus Guild? These waters remind me of that place.";
+ next;
+ mes "[Arthail]";
+ mes "^333333*Yawn...*^000000";
+ mes "I haven't talked";
+ mes "like this in so long.";
+ mes "I'm so tired, I think";
+ mes "I'll rest just a little...";
+ next;
+ mes "[Arthail]";
+ mes "..........";
+ next;
+ mes "^3355FFArthail of the Wind";
+ mes "has fallen fast asleep.^000000";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Ah...";
+ mes "So peaceful~";
+ next;
+ mes "^3355FFThe rhythm of the lapping waters gently eases you into a state of perfect relaxation. The cold, crisp water would feel so refreshing if you dipped your feet into it...^000000";
+ //sound "se_subterranean_waterwave.wav" 1 0 0
+ next;
+ mes "[???]";
+ mes "...";
+ soundeffectall "se_littlewaves02.wav",0;
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Huh?";
+ mes "What was";
+ mes "that noise?";
+ next;
+ mes "[????]";
+ mes "AAAAAAAAAAAAAAAHHHHHHHHHHH!!!!!";
+ emotion e_omg;
+ soundeffectall "se_scream_w01.wav",0;
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "What the--?!";
+ mes "That sounds like";
+ mes "screams coming from";
+ mes "inside Prontera Castle!";
+ next;
+ mes "^3355FFYou try to wake Arthail";
+ mes "but he's deeply asleep";
+ mes "and won't budge at all.^000000";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I can't help it then.";
+ mes "I'd better go check";
+ mes "this out on my own.";
+ set tu_archer02, 5;
+ close2;
+ end;
+
+ } else if(tu_archer02 > 4 && tu_archer02 < 7){
+ mes "^333333Zzzzz...^000000";
+ close;
+
+ } else if(tu_archer02 == 8){
+ mes "Where did you go?";
+ mes "I thought you might have been kidnapped since you weren't";
+ mes "here when I woke up.";
+ next;
+ mes "[Arthail]";
+ mes "So everyone said nothing";
+ mes "happened when you asked";
+ mes "about the shrieks you heard?";
+ mes "That's really peculiar...";
+ next;
+ mes "[Arthail]";
+ mes "Even the Emperium you mentioned earlier. I thought it was supposed to be a rare item, but why is it so easy for so many people to get";
+ mes "one? It's very strange...";
+ next;
+ mes "[Arthail]";
+ mes "Huh. I better investigate this";
+ mes "a little more, so I'll stay here to gather more information. For now, you should head back to Payon and let Master Kavaruk know that I'm doing alright.";
+ next;
+ mes "[Arthail]";
+ mes "And one day...";
+ mes "I guess I'll finally";
+ mes "have a song that";
+ mes "I can share with you.";
+ set tu_archer02, 9;
+ close2;
+ end;
+ }
+ mes "...";
+ mes "......";
+ close2;
+ end;
+}
+
+//=================================================New Guild Master====================================================
+prontera,167,281,3 script New Guild Master#tu 753,{
+ mes "[New Guild Master]";
+ mes "Hearken, all";
+ mes "of you who seek";
+ mes "fame and glory!";
+ next;
+ mes "[New Guild Master]";
+ mes "I hold in my hand this ^3131FFEmperium^000000, sign that I am favored by destiny! Brave ones, I bid you, lend me";
+ mes "your power!";
+ next;
+ mes "[New Guild Master]";
+ mes "Nothing can stop us!";
+ mes "So long as this jewel";
+ mes "is in my possession,";
+ mes "those who call themselves";
+ mes "my comrades will never";
+ mes "know the taste of defeat!";
+ if(tu_archer02 == 3) set tu_archer02, 4;
+ close;
+}
+
+//=================================================Mage====================================================
+prontera,144,301,5 script Mage#tu 123,{
+ mes "[Mage]";
+ mes "Did you see that";
+ mes "new guild master?";
+ mes "Talk about getting";
+ mes "on your soapbox!";
+ next;
+ emotion e_pif;
+ mes "[Mage]";
+ mes "Doesn't he know that there";
+ mes "are a lot of famous guilds around nowadays? Why would anyone want";
+ mes "to join his small no-name guild?";
+ next;
+ mes "[Mage]";
+ mes "Now, if I become a Wizard,";
+ mes "I'm going to join the best guild around. Casting spells to help the strongest Knights and the most powerful Priests would make me";
+ mes "look really cool!";
+ next;
+ mes "[Mage]";
+ mes "Bwahahah!";
+ mes "Just thinking";
+ mes "about it makes";
+ mes "me so excited!";
+ close;
+}
+
+//=================================================Minister====================================================
+prt_castle,76,165,6 script Minister#tu 55,{
+ mes "[Minister]";
+ mes "The royal family";
+ mes "is extremely busy";
+ mes "at the moment, handling";
+ mes "our nation's administration.";
+ if(tu_archer02 == 5){
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I heard screams";
+ mes "from outside! Did";
+ mes "something happen?";
+ next;
+ mes "[Minister]";
+ mes "...";
+ mes "......";
+ next;
+ mes "[Minister]";
+ mes "Ah, there are a few stray cats running around, those Wild Roses, so those noises you heard must have been them. Everything is fine here in the palace.";
+ set tu_archer02, 6;
+ close;
+ } else if(tu_archer02 == 7){
+ next;
+ mes "^3355FFThe urgency that the Minister expressed earlier has been";
+ mes "replaced with a stone cold feeling of sternness. He probably won't tell you much more information,";
+ mes "no matter how much you ask him.";
+ close;
+ } else if(tu_acolyte01 == 25){
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Um...";
+ mes "I hear that";
+ mes "the royal family";
+ mes "might be in sort of";
+ mes "trouble. Is there any";
+ mes "way I could help?";
+ next;
+ mes "[Minister]";
+ mes "...";
+ mes "......";
+ next;
+ mes "[Minister]";
+ mes "You must be mistaken.";
+ mes "The royal family is fine,";
+ mes "especially since our";
+ mes "kingdom is at peace.";
+ next;
+ mes "[Minister]";
+ mes "Perhaps you've gotten that idea because it's very difficult to meet any member of the royal family. Please understand that they're";
+ mes "all very busy trying to serve";
+ mes "the people.";
+ next;
+ mes "[Minister]";
+ mes "As a holy servant, I'm sure that you'll find plenty of other people who have need of your help and abilities outside of the palace.";
+ }
+ close;
+}
+
+//=================================================Range NPC====================================================
+prt_castle,94,150,4 script #sound_tu 139,10,10,{
+OnTouch_:
+ if(tu_archer02 == 6) {
+ mes "[Minister]";
+ mes "Contact the";
+ mes "Prontera Church.";
+ mes "Hurry, this is urgent!";
+ set tu_archer02, 7;
+ close;
+ }
+ end;
+}
+
+//=================================================Bishop Maugins====================================================
+monk_in,19,43,1 script Bishop Maugins 60,{
+ mes "[Bishop Maugins]";
+ if(tu_archer02 == 7){
+ mes "Greetings.";
+ mes "I doubt that you're here to change to the Monk job, but may I help you with something? Perhaps you're";
+ mes "here for a confession?";
+ next;
+ mes "[Bishop Maugins]";
+ mes "Hm? Work related to";
+ mes "the Palace? Yes, I'm in";
+ mes "charge of that area. So";
+ mes "how may I help you?";
+ next;
+ switch(select("Has something happened to the Kingdom?:Nothing.")) {
+ case 1:
+ mes "[Bishop Maugins]";
+ mes "...!!";
+ next;
+ mes "[Bishop Maugins]";
+ mes "...";
+ mes "......";
+ next;
+ mes "[Bishop Maugins]";
+ mes "Ho ho~";
+ mes "Of course not!";
+ mes "The king and I regularly write to each other, but I haven't heard of anything in particular. Please don't worry yourself.";
+ next;
+ set tu_archer02, 8;
+ break;
+ }
+ mes "[Bishop Maugins]";
+ mes "Good luck on";
+ mes "your journeys,";
+ mes "brave adventurer.";
+ unitskilluseid getcharid(3),29,10;
+ unitskilluseid getcharid(3),34,10;
+ close;
+ }
+ mes "I'm sorry, but I have";
+ mes "some pressing matter";
+ mes "to think about right now.";
+ mes "Would you come back later?";
+ close;
+}
diff --git a/npc/pre-re/quests/first_class/tu_ma_th01.txt b/npc/pre-re/quests/first_class/tu_ma_th01.txt
new file mode 100644
index 000000000..0399a5112
--- /dev/null
+++ b/npc/pre-re/quests/first_class/tu_ma_th01.txt
@@ -0,0 +1,1337 @@
+//===== rAthena Script =======================================
+//= Theif Mage Quest Story Mode
+//===== By: ==================================================
+//= Fix up by Jukka
+//===== Current Version: =====================================
+//= 1.3
+//===== Compatible With: =====================================
+//= rAthena SVN (Testet in Trunk 88xx)
+//===== Description: =========================================
+//=
+//===== Additional Comments: =================================
+//= 1.0 Fully working
+//= 1.1 optimized [Lupus]
+//= TODO: Test, Add correct misceffects numbers
+//= 1.2 Changed "battle_trace" to "Trace of Battle". [L0ne_W0lf]
+//= 1.3 Misc. updates. [L0ne_W0lf]
+//============================================================
+
+
+//=================================================Battle Traces 1====================================================
+moc_fild12,166,369,0 script Trace of Battle#1 844,{
+ if(BaseClass == Job_Thief){
+ if(tu_thief01 < 5){
+ mes "^3355FFYou find traces of poison";
+ mes "used in a battle. You sense";
+ mes "its potency and decide not";
+ mes "to get too close to it.^000000";
+ close;
+ } else if(tu_thief01 == 5){
+ mes "^3355FFYou find traces of poison";
+ mes "used in a battle. A feeling";
+ mes "of acute dizziness overcomes";
+ mes "you after examining the scene.^000000";
+ set tu_thief01, 6;
+ sc_start SC_Poison,60000,0;
+ specialeffect EF_VENOMDUST2;
+ close;
+ } else if(tu_thief01 == 6){
+ mes "^3355FFYou find traces of poison";
+ mes "used in a battle. A feeling";
+ mes "of acute dizziness overcomes";
+ mes "you after examining the scene.^000000";
+ sc_start SC_Poison,60000,0;
+ specialeffect EF_VENOMDUST2;
+ close;
+ } else if(tu_thief01 == 7){
+ mes "^3355FFYou find traces of poison";
+ mes "used in a battle. You sense";
+ mes "its potency and decide not";
+ mes "to get too close to it.^000000";
+ close;
+ } else if(tu_thief01 == 8){
+ mes "^3355FFThere are traces of a battle";
+ mes "that seem to be leading in";
+ mes "different directions. From the";
+ mes "peculiar smell that permeates";
+ mes "the area, it seems that some";
+ mes "kind of lethal poison was used.^000000";
+ next;
+ mes "^3355FFStill...";
+ mes "The trail of this";
+ mes "battle decidedly";
+ mes "heads southward.^000000";
+ set tu_thief01, 9;
+ close;
+ } else {
+ mes "^3355FFYou find signs of";
+ mes "a heated pursuit";
+ mes "that head south.";
+ close;
+ }
+ }
+ if(BaseClass == Job_Mage){
+ if(tu_magician01 < 8){
+ mes "^3355FFYou find traces of poison";
+ mes "used in a battle. You sense";
+ mes "its potency and decide not";
+ mes "to get too close to it.^000000";
+ specialeffect EF_VENOMDUST2;
+ close;
+ } else if(tu_magician01 == 8){
+ mes "^3355FFThere are traces of a battle";
+ mes "that seem to be leading in";
+ mes "different directions. From the";
+ mes "peculiar smell that permeates";
+ mes "the area, it seems that some";
+ mes "kind of lethal poison was used.^000000";
+ next;
+ mes "^3355FFStill...";
+ mes "The trail of this";
+ mes "battle decidedly";
+ mes "heads southward.^000000";
+ set tu_magician01, 9;
+ close;
+ } else {
+ mes "^3355FFYou find signs of";
+ mes "a heated pursuit";
+ mes "that head south.";
+ close;
+ }
+ }
+ mes "^3355FFThere are signs that show";
+ mes "that some violent scuffle";
+ mes "might have occurred here,";
+ mes "but you can't tell what had";
+ mes "happened exactly...^000000";
+ close;
+}
+
+//=================================================Battle Traces 2====================================================
+moc_fild12,173,215,0 script Trace of Battle#2 844,{
+ if(BaseClass == Job_Thief){
+ if(tu_thief01 < 9){
+ mes "^3355FFThere are signs";
+ mes "that many people";
+ mes "have traveled through";
+ mes "this particular area.^000000";
+ close;
+ } else if(tu_thief01 == 9){
+ mes "^3355FFYou've found traces";
+ mes "of the pursuit which";
+ mes "continue eastward.^000000";
+ set tu_thief01, 10;
+ close;
+ } else {
+ mes "^3355FFThese traces of";
+ mes "the pursuit lead";
+ mes "towards the east.^000000";
+ close;
+ }
+ } else if(BaseClass == Job_Mage){
+ if(tu_magician01 < 9){
+ mes "^3355FFThere are signs";
+ mes "that many people";
+ mes "have traveled through";
+ mes "this particular area.^000000";
+ close;
+ } else if(tu_magician01 == 9){
+ mes "^3355FFYou've found traces";
+ mes "of the pursuit which";
+ mes "continue eastward.^000000";
+ set tu_magician01, 10;
+ close;
+ } else {
+ mes "^3355FFThese traces of";
+ mes "the pursuit lead";
+ mes "towards the east.^000000";
+ close;
+ }
+ }
+ mes "^3355FFThere are signs that show";
+ mes "that some violent scuffle";
+ mes "might have occurred here,";
+ mes "but you can't tell what had";
+ mes "happened exactly...^000000";
+ close;
+}
+
+//=================================================Battle Traces 3====================================================
+moc_fild12,276,165,0 script Trace of Battle#3 844,{
+ if(BaseClass == Job_Thief){
+ if(tu_thief01 < 10){
+ mes "^3355FFThere are signs";
+ mes "that many people";
+ mes "have traveled through";
+ mes "this particular area.^000000";
+ close;
+ } else if(tu_thief01 == 10){
+ mes "^3355FFYou examine these traces";
+ mes "and notice that one set of";
+ mes "footprints looks almost too";
+ mes "pronounced, as if it had been";
+ mes "made for somebody to find.^000000";
+ set tu_thief01, 11;
+ close;
+ } else {
+ mes "^3355FFIt's a very";
+ mes "strange looking";
+ mes "set of footprints.^000000";
+ close;
+ }
+ } else if(BaseClass == Job_Mage){
+ if(tu_magician01 < 10){
+ mes "^3355FFThere are signs";
+ mes "that many people";
+ mes "have traveled through";
+ mes "this particular area.^000000";
+ close;
+ } else if(tu_magician01 == 10){
+ mes "^3355FFYou examine these traces";
+ mes "and notice that one set of";
+ mes "footprints looks almost too";
+ mes "pronounced, as if it had been";
+ mes "made for somebody to find.^000000";
+ set tu_magician01, 11;
+ close;
+ } else {
+ mes "^3355FFIt's a very";
+ mes "strange looking";
+ mes "set of footprints.^000000";
+ close;
+ }
+ }
+ mes "^3355FFThese look like";
+ mes "traces of some kind";
+ mes "of pursuit or battle, but";
+ mes "you can't really tell for sure.^000000";
+ close;
+}
+
+//=================================================Battle Traces 4====================================================
+moc_fild11,39,163,0 script Trace of Battle#4 844,{
+ if(BaseClass == Job_Thief){
+ if(tu_thief01 < 11){
+ mes "^3355FFThere are signs";
+ mes "that many people";
+ mes "have traveled through";
+ mes "this particular area.^000000";
+ close;
+ } else if(tu_thief01 == 11){
+ mes "^3355FFFrom these traces,";
+ mes "you see that another";
+ mes "set of footprints has";
+ mes "been added. It looks like";
+ mes "someone } else got involved.";
+ mes "These prints are distinctly";
+ mes "clearer and much smaller.^000000";
+ set tu_thief01, 12;
+ close;
+ } else {
+ mes "^3355FFFrom these traces,";
+ mes "you see that another";
+ mes "person has gotten involved";
+ mes "in this heated scuffle.^000000";
+ close;
+ }
+ } else if(BaseClass == Job_Mage){
+ if(tu_magician01 < 11){
+ mes "^3355FFThere are signs";
+ mes "that many people";
+ mes "have traveled through";
+ mes "this particular area.^000000";
+ close;
+ } else if(tu_magician01 == 11){
+ mes "^3355FFFrom these traces,";
+ mes "you see that another";
+ mes "set of footprints has";
+ mes "been added. It looks like";
+ mes "someone } else got involved.";
+ mes "These prints are distinctly";
+ mes "clearer and much smaller.^000000";
+ set tu_magician01, 12;
+ close;
+ } else {
+ mes "^3355FFFrom these traces,";
+ mes "you see that another";
+ mes "person has gotten involved";
+ mes "in this heated scuffle.^000000";
+ close;
+ }
+ }
+ mes "^3355FFThere are signs that show";
+ mes "that some violent scuffle";
+ mes "might have occurred here,";
+ mes "but you can't tell what had";
+ mes "happened exactly...^000000";
+ close;
+}
+
+//=================================================Battle Traces 5====================================================
+moc_fild11,205,52,0 script Trace of Battle#5 844,{
+ if(BaseClass == Job_Thief){
+ if(tu_thief01 < 12){
+ mes "^3355FFThere are signs";
+ mes "that many people";
+ mes "have traveled through";
+ mes "this particular area.^000000";
+ close;
+ } else if(tu_thief01 == 12){
+ mes "^3355FFThe traces of the battle";
+ mes "now split and head towards";
+ mes "the north and south. However,^000000";
+ if(countitem(506) == 0){
+ mes "^3355FFthere is a puddle of strong poison that you must neutralize before you can investigate this scene.^000000";
+ close;
+ } else {
+ mes "^3355FFthere is a puddle of strong poison that you must neutralize before you can investigate this scene.^000000";
+ next;
+ mes "^3355FFFortunately, you can";
+ mes "temporarily nullify the";
+ mes "poison by using one";
+ mes "of your Green Potions.^000000";
+ next;
+ switch(select("Use Green Potion.:Don't use it.")){
+ case 1:
+ mes "^3355FFThe poison weakens";
+ mes "and some of it evaporates,";
+ mes "revealing a piece of cloth that";
+ mes "was hidden in that puddle.^000000";
+ next;
+ switch(select("Don't investigate.:Investigate.")){
+ case 1:
+ mes "["+strcharinfo(0)+"]";
+ mes "A piece of cloth";
+ mes "is nothing to be";
+ mes "concerned about.";
+ close;
+ break;
+ case 2:
+ mes "["+strcharinfo(0)+"]";
+ mes "Hey... There's";
+ mes "blood on this cloth";
+ mes "and some writing on";
+ mes "it that I can't recognize.";
+ mes "Hopefully, this'll provide";
+ mes "some sort of clue to all this?";
+ set tu_thief01, 13;
+ next;
+ mes "^3355FFYou take the piece";
+ mes "of cloth from the puddle";
+ mes "of poison and keep it with you.^000000";
+ close;
+ break;
+ }
+ break;
+ case 2:
+ mes "["+strcharinfo(0)+"]";
+ mes "Hmm...";
+ mes "It'll probably be";
+ mes "faster if I follow this";
+ mes "trail, rather than stop to";
+ mes "investigate this scene.";
+ close;
+ break;
+ }
+ }
+ } else {
+ mes "^3355FFYou can't find";
+ mes "anything } else here,";
+ mes "aside from the traces";
+ mes "that split and lead both";
+ mes "northward and southward.^000000";
+ close;
+ }
+ } else if(BaseClass == Job_Mage){
+ if(tu_magician01 < 12){
+ mes "^3355FFThere are signs";
+ mes "that many people";
+ mes "have traveled through";
+ mes "this particular area.^000000";
+ close;
+ } else if(tu_magician01 == 12){
+ mes "^3355FFThe traces of the battle";
+ mes "now split and head towards";
+ mes "the north and south. However,^000000";
+ if(countitem(506) == 0){
+ mes "^3355FFthere is a puddle of strong poison that you must neutralize before you can investigate this scene.^000000";
+ close;
+ } else {
+ mes "^3355FFthere is a puddle of strong poison that you must neutralize before you can investigate this scene.^000000";
+ next;
+ mes "^3355FFFortunately, you can";
+ mes "temporarily nullify the";
+ mes "poison by using one";
+ mes "of your Green Potions.^000000";
+ next;
+ switch(select("Use Green Potion.:Don't use it.")){
+ case 1:
+ mes "^3355FFThe poison weakens";
+ mes "and some of it evaporates,";
+ mes "revealing a piece of cloth that";
+ mes "was hidden in that puddle.^000000";
+ next;
+ switch(select("Don't investigate.:Investigate.")){
+ case 1:
+ mes "["+strcharinfo(0)+"]";
+ mes "A piece of cloth";
+ mes "is nothing to be";
+ mes "concerned about.";
+ close;
+ break;
+ case 2:
+ mes "["+strcharinfo(0)+"]";
+ mes "Hey... There's";
+ mes "blood on this cloth";
+ mes "and some writing on";
+ mes "it that I can't recognize.";
+ mes "Hopefully, this'll provide";
+ mes "some sort of clue to all this?";
+ set tu_magician01,13;
+ next;
+ mes "^3355FFYou take the piece";
+ mes "of cloth from the puddle";
+ mes "of poison and keep it with you.^000000";
+ close;
+ break;
+ }
+ break;
+ case 2:
+ mes "["+strcharinfo(0)+"]";
+ mes "Hmm...";
+ mes "It'll probably be";
+ mes "faster if I follow this";
+ mes "trail, rather than stop to";
+ mes "investigate this scene.";
+ close;
+ break;
+ }
+ }
+ } else {
+ mes "^3355FFYou can't find";
+ mes "anything } else here,";
+ mes "aside from the traces";
+ mes "that split and lead both";
+ mes "northward and southward.^000000";
+ close;
+ }
+ }
+ mes "^3355FFThese look like";
+ mes "traces of some kind";
+ mes "of pursuit or battle, but";
+ mes "you can't really tell for sure.^000000";
+ close;
+}
+
+//=================================================Battle Traces 6====================================================
+moc_fild11,226,235,0 script Trace of Battle#6 844,{
+ if(BaseClass == Job_Thief){
+ if(tu_thief01 < 13){
+ mes "^3355FFThere are signs";
+ mes "that many people";
+ mes "have traveled through";
+ mes "this particular area.^000000";
+ close;
+ } else {
+ mes "^3355FFThese footprints";
+ mes "look like they're";
+ mes "heading towards the";
+ mes "north from the south.";
+ mes "But you can't really";
+ mes "be sure just yet.^000000";
+ close;
+ }
+ } else if(BaseClass == Job_Mage){
+ if(tu_magician01 < 13){
+ mes "^3355FFThere are signs";
+ mes "that many people";
+ mes "have traveled through";
+ mes "this particular area.^000000";
+ close;
+ } else {
+ mes "^3355FFThese footprints";
+ mes "look like they're";
+ mes "heading towards the";
+ mes "north from the south.";
+ mes "But you can't really";
+ mes "be sure just yet.^000000";
+ close;
+ }
+ }
+ mes "^3355FFThese look like";
+ mes "traces of some kind";
+ mes "of pursuit or battle, but";
+ mes "you can't really tell for sure.^000000";
+ close;
+}
+
+//=================================================Battle Traces 7====================================================
+moc_fild11,184,342,0 script Trace of Battle#7 844,{
+ if(BaseClass == Job_Thief){
+ if(tu_thief01 < 13){
+ mes "^3355FFThere are signs";
+ mes "that many people";
+ mes "have traveled through";
+ mes "this particular area.^000000";
+ close;
+ } else {
+ mes "^3355FFThe trail here looks pretty";
+ mes "muddled, since it looks like";
+ mes "they battled here for quite a";
+ mes "while. But the footprints are";
+ mes "definitely heading south.^000000";
+ close;
+ }
+ } else if(BaseClass == Job_Mage){
+ if(tu_magician01 < 13){
+ mes "^3355FFThere are signs";
+ mes "that many people";
+ mes "have traveled through";
+ mes "this particular area.^000000";
+ close;
+ } else {
+ mes "^3355FFThe trail here looks pretty";
+ mes "muddled, since it looks like";
+ mes "they battled here for quite a";
+ mes "while. But the footprints are";
+ mes "definitely heading south.^000000";
+ close;
+ }
+ }
+ mes "^3355FFThese look like";
+ mes "traces of some kind";
+ mes "of pursuit or battle, but";
+ mes "you can't really tell for sure.^000000";
+ close;
+}
+
+//=================================================Battle Traces 8====================================================
+moc_fild17,213,358,0 script Trace of Battle#8 844,{
+ if(BaseClass == Job_Thief){
+ if(tu_thief01 < 13){
+ mes "^3355FFThere are two";
+ mes "distinct sets of";
+ mes "footprints in this";
+ mes "area, but they don't";
+ mes "hold any significance";
+ mes "right about now.^000000";
+ close;
+ } else if(tu_thief01 == 13){
+ mes "^3355FFAround here, it";
+ mes "looks like there are";
+ mes "only two sets of footprints.";
+ mes "What happened to the other";
+ mes "set that you found earlier?^000000";
+ set tu_thief01, 14;
+ close;
+ } else {
+ mes "^3355FFFrom the evidence";
+ mes "that you've found here,";
+ mes "it looks like the battle";
+ mes "involves only two people";
+ mes "from this point onward.^000000";
+ close;
+ }
+ } else if(BaseClass == Job_Mage){
+ if(tu_magician01 < 13){
+ mes "^3355FFThere are two";
+ mes "distinct sets of";
+ mes "footprints in this";
+ mes "area, but they don't";
+ mes "hold any significance";
+ mes "right about now.^000000";
+ close;
+ } else if(tu_magician01 == 13){
+ mes "^3355FFAround here, it";
+ mes "looks like there are";
+ mes "only two sets of footprints.";
+ mes "What happened to the other";
+ mes "set that you found earlier?^000000";
+ set tu_magician01, 14;
+ close;
+ } else {
+ mes "^3355FFFrom the evidence";
+ mes "that you've found here,";
+ mes "it looks like the battle";
+ mes "involves only two people";
+ mes "from this point onward.^000000";
+ close;
+ }
+ }
+ mes "^3355FFThese look like";
+ mes "traces of some kind";
+ mes "of pursuit or battle, but";
+ mes "you can't really tell for sure.^000000";
+ close;
+}
+
+//=================================================Battle Traces 9====================================================
+moc_fild17,228,274,0 script Trace of Battle#9 844,{
+ if(BaseClass == Job_Thief){
+ if(tu_thief01 < 14){
+ mes "^3355FFTraces of some";
+ mes "sort of battle are";
+ mes "scattered all over";
+ mes "this particular area.^000000";
+ close;
+ } else if(tu_thief01 == 14){
+ mes "^3355FFYou follow the trail";
+ mes "and although traces from";
+ mes "the north and southeast mix";
+ mes "together, it looks like the battle continues towards the east.";
+ mes "But you should check this";
+ mes "spot a little bit more...^000000";
+ set tu_thief01, 15;
+ close;
+ } else if(tu_thief01 == 15){
+ set .@seek_tm, rand(1,10);
+ if(.@seek_tm == 7){
+ mes "^3355FFAfter investigating this";
+ mes "area more thoroughly,";
+ mes "you find another piece of";
+ mes "cloth stained with blood.";
+ mes "You decide to keep it with";
+ mes "you, hoping that it will";
+ mes "provide more clues.^000000";
+ set tu_thief01, 16;
+ close;
+ } else {
+ mes "^3355FFYou don't find anything,";
+ mes "but you still can't shake";
+ mes "the feeling that there is";
+ mes "some important clue that";
+ mes "you have to find here. It won't hurt to keep investigating here.^000000";
+ close;
+ }
+ } else {
+ mes "^3355FFYou better continue";
+ mes "following this trail";
+ mes "which leads westward.^000000";
+ close;
+ }
+ } else if(BaseClass == Job_Mage){
+ if(tu_magician01 < 14){
+ mes "^3355FFTraces of some";
+ mes "sort of battle are";
+ mes "scattered all over";
+ mes "this particular area.^000000";
+ close;
+ } else if(tu_magician01 == 14){
+ mes "^3355FFYou follow the trail";
+ mes "and although traces from";
+ mes "the north and southeast mix";
+ mes "together, it looks like the battle continues towards the east.";
+ mes "But you should check this";
+ mes "spot a little bit more...^000000";
+ set tu_magician01, 15;
+ close;
+ } else if(tu_magician01 == 15){
+ set .@seek_tm1, rand(1,10);
+ if(.@seek_tm1 == 7){
+ mes "^3355FFAfter investigating this";
+ mes "area more thoroughly,";
+ mes "you find another piece of";
+ mes "cloth stained with blood.";
+ mes "You decide to keep it with";
+ mes "you, hoping that it will";
+ mes "provide more clues.^000000";
+ set tu_magician01, 16;
+ close;
+ } else {
+ mes "^3355FFYou don't find anything,";
+ mes "but you still can't shake";
+ mes "the feeling that there is";
+ mes "some important clue that";
+ mes "you have to find here. It won't hurt to keep investigating here.^000000";
+ close;
+ }
+ } else {
+ mes "^3355FFYou better continue";
+ mes "following this trail";
+ mes "which leads westward.^000000";
+ close;
+ }
+ }
+ mes "^3355FFThese look like";
+ mes "traces of some kind";
+ mes "of pursuit or battle, but";
+ mes "you can't really tell for sure.^000000";
+ close;
+}
+
+//=================================================Battle Traces 10====================================================
+moc_fild17,34,292,0 script Trace of Battle#10 844,{
+ if(BaseClass == Job_Thief){
+ if(tu_thief01 < 16){
+ mes "^3355FFThere are signs";
+ mes "showing that a lot";
+ mes "of people were in";
+ mes "this area earlier.^000000";
+ close;
+ } else if(tu_thief01 == 16){
+ mes "^3355FFThe lead set of footprints,";
+ mes "probably belonging to the one";
+ mes "who was being pursued, look";
+ mes "more erratic, as if exhaustion";
+ mes "and desperation were setting in. These traces lead to the west.^000000";
+ set tu_thief01, 17;
+ close;
+ } else {
+ mes "^3355FFThe trail from";
+ mes "this point heads";
+ mes "towards the west.^000000";
+ close;
+ }
+ } else if(BaseClass == Job_Mage){
+ if(tu_magician01 < 16){
+ mes "^3355FFThere are signs";
+ mes "showing that a lot";
+ mes "of people were in";
+ mes "this area earlier.^000000";
+ close;
+ } else if(tu_magician01 == 16){
+ mes "^3355FFThe lead set of footprints,";
+ mes "probably belonging to the one";
+ mes "who was being pursued, look";
+ mes "more erratic, as if exhaustion";
+ mes "and desperation were setting in. These traces lead to the west.^000000";
+ set tu_magician01, 17;
+ close;
+ } else {
+ mes "^3355FFThe trail from";
+ mes "this point heads";
+ mes "towards the west.^000000";
+ close;
+ }
+ }
+ mes "^3355FFThese look like";
+ mes "traces of some kind";
+ mes "of pursuit or battle, but";
+ mes "you can't really tell for sure.^000000";
+ close;
+}
+
+//=================================================Battle Traces 11====================================================
+moc_fild18,346,296,0 script Trace of Battle#11 844,{
+ if(BaseClass == Job_Thief){
+ if(tu_thief01 < 17){
+ mes "^3355FFThere are signs";
+ mes "showing that a lot";
+ mes "of people were in";
+ mes "this area earlier.^000000";
+ close;
+ } else if(tu_thief01 == 17){
+ mes "^3355FFFollowing the";
+ mes "trail, you see signs";
+ mes "that blood was spilled";
+ mes "in this area. It looks like";
+ mes "someone was injured";
+ mes "pretty badly around here.^000000";
+ set tu_thief01, 18;
+ close;
+ } else {
+ mes "^3355FFSince someone involved";
+ mes "in this conflict was bleeding,";
+ mes "further traces of this pursuit";
+ mes "might be easier to find now.^000000";
+ close;
+ }
+ } else if(BaseClass == Job_Mage){
+ if(tu_magician01 < 17){
+ mes "^3355FFThere are signs";
+ mes "showing that a lot";
+ mes "of people were in";
+ mes "this area earlier.^000000";
+ close;
+ } else if(tu_magician01 == 17){
+ mes "^3355FFFollowing the";
+ mes "trail, you see signs";
+ mes "that blood was spilled";
+ mes "in this area. It looks like";
+ mes "someone was injured";
+ mes "pretty badly around here.^000000";
+ set tu_magician01, 18;
+ close;
+ } else {
+ mes "^3355FFSince someone involved";
+ mes "in this conflict was bleeding,";
+ mes "further traces of this pursuit";
+ mes "might be easier to find now.^000000";
+ close;
+ }
+ }
+ mes "^3355FFThese look like";
+ mes "traces of some kind";
+ mes "of pursuit or battle, but";
+ mes "you can't really tell for sure.^000000";
+ close;
+}
+
+//=================================================Battle Traces 12====================================================
+moc_fild18,309,257,0 script Trace of Battle#12 844,{
+ if(BaseClass == Job_Thief){
+ if(tu_thief01 < 18){
+ mes "^3355FFThere are signs";
+ mes "showing that a lot";
+ mes "of people were in";
+ mes "this area earlier.^000000";
+ close;
+ } else if(tu_thief01 == 18){
+ mes "^3355FFThese traces lead";
+ mes "northward and it looks";
+ mes "like whoever is doing";
+ mes "the chasing is getting";
+ mes "much closer to his prey.^000000";
+ set tu_thief01, 19;
+ close;
+ } else {
+ mes "^3355FFThe trail of this";
+ mes "pursuit now leads";
+ mes "towards the north.^000000";
+ close;
+ }
+ } else if(BaseClass == Job_Mage){
+ if(tu_magician01 < 18){
+ mes "^3355FFThere are signs";
+ mes "showing that a lot";
+ mes "of people were in";
+ mes "this area earlier.^000000";
+ close;
+ } else if(tu_magician01 == 18){
+ mes "^3355FFThese traces lead";
+ mes "northward and it looks";
+ mes "like whoever is doing";
+ mes "the chasing is getting";
+ mes "much closer to his prey.^000000";
+ set tu_magician01, 19;
+ close;
+ } else {
+ mes "^3355FFThe trail of this";
+ mes "pursuit now leads";
+ mes "towards the north.^000000";
+ close;
+ }
+ }
+ mes "^3355FFThese look like";
+ mes "traces of some kind";
+ mes "of pursuit or battle, but";
+ mes "you can't really tell for sure.^000000";
+ close;
+}
+
+//=================================================Battle Traces 13====================================================
+moc_fild18,177,333,0 script Trace of Battle#13 844,{
+ if(BaseClass == Job_Thief){
+ if(tu_thief01 < 19){
+ mes "^3355FFThere are signs";
+ mes "showing that a lot";
+ mes "of people were in";
+ mes "this area earlier.^000000";
+ close;
+ } else if(tu_thief01 == 19){
+ mes "^3355FFJudging from these";
+ mes "traces, it looks like";
+ mes "even more people have";
+ mes "joined the battle which";
+ mes "now seems to be leading";
+ mes "in the southwest direction.^000000";
+ set tu_thief01, 20;
+ close;
+ } else {
+ mes "^3355FFIt looks like";
+ mes "the battle heads";
+ mes "towards the southwest";
+ mes "from this particular point.^000000";
+ close;
+ }
+ } else if(BaseClass == Job_Mage){
+ if(tu_magician01 < 19){
+ mes "A large group of people seem to have gone by.";
+ close;
+ } else if(tu_magician01 == 19){
+ mes "^3355FFJudging from these";
+ mes "traces, it looks like";
+ mes "even more people have";
+ mes "joined the battle which";
+ mes "now seems to be leading";
+ mes "in the southwest direction.^000000";
+ set tu_magician01, 20;
+ close;
+ } else {
+ mes "^3355FFIt looks like";
+ mes "the battle heads";
+ mes "towards the southwest";
+ mes "from this particular point.^000000";
+ close;
+ }
+ }
+ mes "^3355FFThese look like";
+ mes "traces of some kind";
+ mes "of pursuit or battle, but";
+ mes "you can't really tell for sure.^000000";
+ close;
+}
+
+//=================================================Battle Traces 14====================================================
+moc_fild18,111,303,0 script Trace of Battle#14 844,{
+ if(BaseClass == Job_Thief){
+ if(tu_thief01 < 20){
+ mes "^3355FFThere are signs";
+ mes "showing that a lot";
+ mes "of people were in";
+ mes "this area earlier.^000000";
+ close;
+ } else if(tu_thief01 == 20){
+ mes "^3355FFIn this area, it looks";
+ mes "like even more people";
+ mes "joined in this battle and";
+ mes "the pursuit clearly heads";
+ mes "towards the south.^000000";
+ set tu_thief01, 21;
+ close;
+ } else {
+ mes "^3355FFThe trail of";
+ mes "this battle heads";
+ mes "towards the south.^000000";
+ close;
+ }
+ } else if(BaseClass == Job_Mage){
+ if(tu_magician01 < 20){
+ mes "^3355FFThere are signs";
+ mes "showing that a lot";
+ mes "of people were in";
+ mes "this area earlier.^000000";
+ close;
+ } else if(tu_magician01 == 20){
+ mes "^3355FFIn this area, it looks";
+ mes "like even more people";
+ mes "joined in this battle and";
+ mes "the pursuit clearly heads";
+ mes "towards the south.^000000";
+ set tu_magician01, 21;
+ close;
+ } else {
+ mes "^3355FFThe trail of";
+ mes "this battle heads";
+ mes "towards the south.^000000";
+ close;
+ }
+ }
+ mes "^3355FFThese look like";
+ mes "traces of some kind";
+ mes "of pursuit or battle, but";
+ mes "you can't really tell for sure.^000000";
+ close;
+}
+
+//=================================================Battle Traces 15====================================================
+moc_fild18,109,197,0 script Trace of Battle#15 844,{
+ if(BaseClass == Job_Thief){
+ if(tu_thief01 < 21){
+ mes "^3355FFThere are signs";
+ mes "showing that a lot";
+ mes "of people were in";
+ mes "this area earlier.^000000";
+ close;
+ } else if(tu_thief01 == 21){
+ mes "^3355FFThis area is clearly";
+ mes "marked with signs";
+ mes "of a violent battle, with";
+ mes "traces of poison strewn";
+ mes "all over the ground.^000000";
+ next;
+ switch(select("Continue following the traces.:Further investigate the area.")){
+ case 1:
+ mes "^3355FFYou examine the";
+ mes "trail, but can't really";
+ mes "discern the direction";
+ mes "in which the battle";
+ mes "continues...^000000";
+ close;
+ break;
+ case 2:
+ mes "^3355FFYou find a bunch of";
+ mes "traps that use different";
+ mes "kinds of poison. The ones";
+ mes "that have been set off are";
+ mes "mixed with the ones which";
+ mes "haven't been triggered.^000000";
+ set tu_thief01, 22;
+ close;
+ break;
+ }
+ } else if(tu_thief01 == 22){
+ set .@trap_tm, rand(1,3);
+ if(.@trap_tm == 3){
+ mes "^3355FFOne trap in particular";
+ mes "stands out to you more";
+ mes "than the rest. Perhaps";
+ mes "you should pour some";
+ mes "Green Potion on it to";
+ mes "neutralize it first.^000000";
+ next;
+ switch(select("Pour Green Potion.:Don't use Green Potion.")){
+ case 1:
+ if(countitem(506) < 1){
+ mes "^3355FFUnfortunately, you";
+ mes "don't have a Green";
+ mes "Potion that you can";
+ mes "use to pour on this trap...^000000";
+ close;
+ } else {
+ mes "^3355FFPouring that";
+ mes "Green Potion didn't";
+ mes "really make anything";
+ mes "happen. Perhaps you";
+ mes "should try something else.^000000";
+ delitem 506,1; //Green_Potion
+ set tu_thief01, 23;
+ close;
+ }
+ break;
+ case 2:
+ mes "["+strcharinfo(0)+"]";
+ mes "I guess...";
+ mes "I'll try investigating";
+ mes "this area a little more?";
+ close;
+ break;
+ }
+ } else {
+ mes "^3355FFBy sheer accident,";
+ mes "you set off one of";
+ mes "the traps in the area.^000000";
+ sc_start SC_Poison,60000,0;
+ specialeffect EF_VENOMDUST2;
+ percentheal -30,0;
+ close;
+ }
+ } else if(tu_thief01 == 23){
+ if(countitem(511) > 0 || countitem(716) > 0){
+ if(countitem(511) > 0 && countitem(716) > 0){
+ mes "^3355FFYou try grinding";
+ mes "a Green Herb and";
+ mes "sprinkling it on the";
+ mes "trap and then place";
+ mes "a Red Gemstone on it.";
+ mes "The gem glows and";
+ mes "slowly melts away...^000000";
+ next;
+ mes "^3355FFAlthough you don't";
+ mes "fully understand the";
+ mes "science of using poisons";
+ mes "or antidotes, you managed";
+ mes "to successfully dismantle";
+ mes "the trap. Now you can safely";
+ mes "check what might be inside.^000000";
+ delitem 511,1; //Green_Herb
+ delitem 716,1; //Red_Gemstone
+ set tu_thief01, 24;
+ close;
+ } else if(countitem(511) > 0){
+ mes "^3355FFYou should try to";
+ mes "dismantle this trap";
+ mes "by using other catalysts";
+ mes "related to the curing or";
+ mes "use of poison. You do have";
+ mes "a Green Herb on you, so you";
+ mes "try sprinkling it on the trap.^000000";
+ next;
+ mes "^3355FFHowever, nothing";
+ mes "happens. It seems that";
+ mes "you need another catalyst";
+ mes "in addition to the Green Herb";
+ mes "that you have in order to";
+ mes "dismantle this trap.^000000";
+ close;
+ } else {
+ mes "^3355FFYou should try to";
+ mes "dismantle this trap";
+ mes "by using other catalysts";
+ mes "related to the curing or use";
+ mes "of poison. You do have a";
+ mes "Red Gemstone, so you grind";
+ mes "it and sprinkle it on the trap.^000000";
+ next;
+ mes "^3355FFHowever, nothing";
+ mes "happens. It seems that";
+ mes "you need another catalyst to";
+ mes "use with the Red Gemstone";
+ mes "that you have in order to";
+ mes "dismantle this trap.^000000";
+ close;
+ }
+ } else {
+ mes "^3355FFYou should try to";
+ mes "dismantle this trap";
+ mes "by using other catalysts";
+ mes "related to the curing or";
+ mes "use of poison. But what";
+ mes "items should you bring?^000000";
+ close;
+ }
+ } else if(tu_thief01 == 24){
+ mes "^3355FFInside the dismantled";
+ mes "trap, you find another";
+ mes "piece of strange cloth";
+ mes "that's stained with blood.";
+ mes "You take it with you in";
+ mes "hopes that it provides";
+ mes "some kind of evidence.^000000";
+ set tu_thief01, 25;
+ close;
+ } else {
+ mes "^3355FFYou examine the area";
+ mes "a little further and guess";
+ mes "that the battle might head";
+ mes "towards the south.^000000";
+ close;
+ }
+ } else if(BaseClass == Job_Mage){
+ if(tu_magician01 < 21){
+ mes "A large group of people seem to have gone by.";
+ close;
+ } else if(tu_magician01 == 21){
+ mes "^3355FFThis area is clearly";
+ mes "marked with signs";
+ mes "of a violent battle, with";
+ mes "traces of poison strewn";
+ mes "all over the ground.^000000";
+ next;
+ switch(select("Continue following the traces.:Further investigate the area.")){
+ case 1:
+ mes "^3355FFYou examine the";
+ mes "trail, but can't really";
+ mes "discern the direction";
+ mes "in which the battle";
+ mes "continues...^000000";
+ close;
+ break;
+ case 2:
+ mes "^3355FFYou find a bunch of";
+ mes "traps that use different";
+ mes "kinds of poison. The ones";
+ mes "that have been set off are";
+ mes "mixed with the ones which";
+ mes "haven't been triggered.^000000";
+ set tu_magician01, 22;
+ close;
+ break;
+ }
+ } else if(tu_magician01 == 22){
+ set .@trap_tm, rand(1,3);
+ if(.@trap_tm == 3){
+ mes "^3355FFOne trap in particular";
+ mes "stands out to you more";
+ mes "than the rest. Perhaps";
+ mes "you should pour some";
+ mes "Green Potion on it to";
+ mes "neutralize it first.^000000";
+ next;
+ switch(select("Pour Green Potion.:Don't use Green Potion.")){
+ case 1:
+ if(countitem(506) < 1){
+ mes "^3355FFUnfortunately, you";
+ mes "don't have a Green";
+ mes "Potion that you can";
+ mes "use to pour on this trap...^000000";
+ close;
+ } else {
+ mes "^3355FFPouring that";
+ mes "Green Potion didn't";
+ mes "really make anything";
+ mes "happen. Perhaps you";
+ mes "should try something else.^000000";
+ delitem 506,1; //Green_Potion
+ set tu_magician01, 23;
+ close;
+ }
+ break;
+ case 2:
+ mes "["+strcharinfo(0)+"]";
+ mes "I guess...";
+ mes "I'll try investigating";
+ mes "this area a little more?";
+ close;
+ break;
+ }
+ } else {
+ mes "^3355FFBy sheer accident,";
+ mes "you set off one of";
+ mes "the traps in the area.^000000";
+ sc_start SC_Poison,60000,0;
+ specialeffect EF_VENOMDUST2;
+ percentheal -30,0;
+ close;
+ }
+ } else if(tu_magician01 == 23){
+ if(countitem(511) > 0 || countitem(716) > 0){
+ if(countitem(511) > 0 && countitem(716) > 0){
+ mes "^3355FFYou try grinding";
+ mes "a Green Herb and";
+ mes "sprinkling it on the";
+ mes "trap and then place";
+ mes "a Red Gemstone on it.";
+ mes "The gem glows and";
+ mes "slowly melts away...^000000";
+ next;
+ mes "^3355FFAlthough you don't";
+ mes "fully understand the";
+ mes "science of using poisons";
+ mes "or antidotes, you managed";
+ mes "to successfully dismantle";
+ mes "the trap. Now you can safely";
+ mes "check what might be inside.^000000";
+ delitem 511,1; //Green_Herb
+ delitem 716,1; //Red_Gemstone
+ set tu_magician01, 24;
+ close;
+ } else if(countitem(511) > 0){
+ mes "^3355FFYou should try to";
+ mes "dismantle this trap";
+ mes "by using other catalysts";
+ mes "related to the curing or";
+ mes "use of poison. You do have";
+ mes "a Green Herb on you, so you";
+ mes "try sprinkling it on the trap.^000000";
+ next;
+ mes "^3355FFHowever, nothing";
+ mes "happens. It seems that";
+ mes "you need another catalyst";
+ mes "in addition to the Green Herb";
+ mes "that you have in order to";
+ mes "dismantle this trap.^000000";
+ close;
+ } else {
+ mes "^3355FFYou should try to";
+ mes "dismantle this trap";
+ mes "by using other catalysts";
+ mes "related to the curing or use";
+ mes "of poison. You do have a";
+ mes "Red Gemstone, so you grind";
+ mes "it and sprinkle it on the trap.^000000";
+ next;
+ mes "^3355FFHowever, nothing";
+ mes "happens. It seems that";
+ mes "you need another catalyst to";
+ mes "use with the Red Gemstone";
+ mes "that you have in order to";
+ mes "dismantle this trap.^000000";
+ close;
+ }
+ } else {
+ mes "^3355FFYou should try to";
+ mes "dismantle this trap";
+ mes "by using other catalysts";
+ mes "related to the curing or";
+ mes "use of poison. But what";
+ mes "items should you bring?^000000";
+ close;
+ }
+ } else if(tu_magician01 == 24){
+ mes "^3355FFInside the dismantled";
+ mes "trap, you find another";
+ mes "piece of strange cloth";
+ mes "that's stained with blood.";
+ mes "You take it with you in";
+ mes "hopes that it provides";
+ mes "some kind of evidence.^000000";
+ set tu_magician01, 25;
+ close;
+ } else {
+ mes "^3355FFYou examine the area";
+ mes "a little further and guess";
+ mes "that the battle might head";
+ mes "towards the south.^000000";
+ close;
+ }
+
+ }
+ mes "^3355FFThese look like";
+ mes "traces of some kind";
+ mes "of pursuit or battle, but";
+ mes "you can't really tell for sure.^000000";
+ close;
+}
+
+//=================================================Battle Traces 16====================================================
+moc_fild18,156,96,0 script Trace of Battle#16 844,{
+ if(BaseClass == Job_Thief){
+ if(tu_thief01 < 25){
+ mes "^3355FFThere are signs";
+ mes "that a large group";
+ mes "of people have been in";
+ mes "this area for some reason.^000000";
+ close;
+ } else if(tu_thief01 == 25){
+ mes "^3355FFThese traces lead";
+ mes "to the edge of the cliff.";
+ mes "marking the end of the trail.";
+ mes "Apparently, the one who was";
+ mes "being chased met his fate here.^000000";
+ next;
+ mes "^3355FFThere are many footprints";
+ mes "leading to the edge of the";
+ mes "cliff and all of them leave";
+ mes "this scene, save for the set";
+ mes "of footprints that distinctly";
+ mes "belong to the person who";
+ mes "was pursued all this time...^3355FF";
+ next;
+ mes "^3355FFIt looks like you've";
+ mes "learned all that you can";
+ mes "from this investigation. You";
+ mes "better return and report your";
+ mes "findings to Yierhan soon.^000000";
+ set tu_thief01, 26;
+ close;
+ } else {
+ mes "^3355FFThis is the end";
+ mes "of the trail. There";
+ mes "aren't any more traces";
+ mes "of the battle left to find.^000000";
+ close;
+ }
+ } else if(BaseClass == Job_Mage){
+ if(tu_magician01 < 25){
+ mes "^3355FFThere are signs";
+ mes "that a large group";
+ mes "of people have been in";
+ mes "this area for some reason.^000000";
+ close;
+ } else if(tu_magician01 == 25){
+ mes "^3355FFThese traces lead";
+ mes "to the edge of the cliff.";
+ mes "marking the end of the trail.";
+ mes "Apparently, the one who was";
+ mes "being chased met his fate here.^000000";
+ next;
+ mes "^3355FFThere are many footprints";
+ mes "leading to the edge of the";
+ mes "cliff and all of them leave";
+ mes "this scene, save for the set";
+ mes "of footprints that distinctly";
+ mes "belong to the person who";
+ mes "was pursued all this time...^3355FF";
+ next;
+ mes "^3355FFIt looks like you've";
+ mes "learned all that you can";
+ mes "from this investigation. You";
+ mes "better return and report your";
+ mes "findings to Yierhan soon.^000000";
+ set tu_magician01, 26;
+ close;
+ } else {
+ mes "^3355FFThis is the end";
+ mes "of the trail. There";
+ mes "aren't any more traces";
+ mes "of the battle left to find.^000000";
+ close;
+ }
+ }
+ mes "^3355FFThese look like";
+ mes "traces of some kind";
+ mes "of pursuit or battle, but";
+ mes "you can't really tell for sure.^000000";
+ close;
+}
diff --git a/npc/pre-re/quests/first_class/tu_magician01.txt b/npc/pre-re/quests/first_class/tu_magician01.txt
new file mode 100644
index 000000000..f28d8cf71
--- /dev/null
+++ b/npc/pre-re/quests/first_class/tu_magician01.txt
@@ -0,0 +1,849 @@
+//===== rAthena Script =======================================
+//= Magican Class Tutorial and Job Specific Quest
+//===== By: ==================================================
+//= Fix up by Jukka
+//===== Current Version: =====================================
+//= 1.3
+//===== Compatible With: =====================================
+//= rAthena SVN (Testet in Trunk 88xx)
+//===== Description: =========================================
+//=
+//===== Additional Comments: =================================
+//= 1.0 Fully working
+//= 1.1 Optimized [Lupus]
+//= TODO: Test, Add proper misceffects
+//= 1.2 Fixed experience gains to match upcoming rate adjustments. [SinSloth]
+//= 1.3 Misc. updates. [L0ne_W0lf]
+//============================================================
+
+
+//=================================================Sign====================================================
+geffen,61,174,4 script Sign#M 111,{
+ mes "- Mage Job Change -";
+ close;
+}
+
+
+//=================================================New Mage Manager====================================================
+geffen,67,180,4 script New Mage Manager#M 102,{
+ mes "[Mana]";
+ if(Class == Job_Novice){
+ mes "[Mana]";
+ mes "You're not ready for";
+ mes "any of the training I have";
+ mes "to offer. You'll have to train";
+ mes "some more and become";
+ mes "a Mage first. Alright, dear?";
+ close;
+ }
+ if(BaseClass != Job_Mage){
+ mes "You know, sometimes";
+ mes "other jobs might look a";
+ mes "little better in some battle";
+ mes "situations, but always have";
+ mes "pride in yourself. Not just";
+ mes "anyone can do what you do~";
+ close;
+ }
+ if(eaclass()&(EAJL_UPPER|EAJL_2) && tu_magician01 < 7){
+ mes "[Mana]";
+ mes "My training isn't very helpful to those that are already skilled in magic. I'm afraid you'll have to rely on yourself to improve your skills.";
+ close;
+ }
+ switch(tu_magician01){
+ case 0:
+ mes "Ah, welcome~";
+ mes "My name is Mana,";
+ mes "a trainer in charge";
+ mes "of new recruits in the";
+ mes "Mage Guild. That means";
+ mes "I'm responsible for you~";
+ next;
+ mes "[Mana]";
+ mes "I've only been doing";
+ mes "this for just a little while,";
+ mes "but I'm here to help you if";
+ mes "you want to learn more on";
+ mes "the basics of the Mage job.";
+ next;
+ switch(select("Will you teach me?:Perhaps later...")) {
+ case 1:
+ mes "[Mana]";
+ mes "Of course!";
+ mes "And don't worry,";
+ mes "everyone is a beginner";
+ mes "at one point or another.";
+ mes "You can only get better!";
+ next;
+ break;
+ case 2:
+ mes "[Mana]";
+ mes "Well, I guess";
+ mes "it'll all work out.";
+ mes "But I look forward";
+ mes "to meeting you again";
+ mes "if you decide that you";
+ mes "do want some instruction~";
+ close;
+ }
+ mes "[Mana]";
+ mes "Alright, let's begin with";
+ mes "a general description";
+ mes "of our job, shall we?";
+ mes "What exactly are Mages?";
+ next;
+ mes "[Mana]";
+ mes "Instead of physical strength,";
+ mes "Mages use the power of the";
+ mes "elements in battle. These are";
+ mes "^ff0000Fire^000000, ^5C4033Earth^000000, ^93DB70Wind^000000, ^0000FFWater^000000.";
+ mes "We also have access to spells";
+ mes "to spells with the ^CFB53BGhost^000000 property.";
+ next;
+ mes "[Mana]";
+ mes "Now, when an enemy has";
+ mes "an elemental property, it will";
+ mes "be able to resist that element, but will be susceptible to others.";
+ mes "That's why knowing elemental properties is so important to us.";
+ next;
+ mes "[Mana]";
+ mes "Listen carefully to these";
+ mes "elemental relationships.";
+ mes "^FF0000Fire^000000 is strong against Earth,";
+ mes "but is weak against Water.";
+ mes "^5C4033Earth^000000 is strong against Wind,";
+ mes "but is weak against Fire.";
+ next;
+ mes "[Mana]";
+ mes "^0000FFWater^000000 is strong against";
+ mes "Fire, but weak against Wind.";
+ mes "Finally, ^93DB70Wind^000000 is strong against";
+ mes "Water, but weak against Earth.";
+ next;
+ mes "[Mana]";
+ mes "I can't remember";
+ mes "the last time I've";
+ mes "spoken so much in one";
+ mes "sitting! I'm bushed, so it's";
+ mes "time for a break. But we'll";
+ mes "continue this later, okay?";
+ set tu_magician01, 1;
+ getexp BaseLevel*3,BaseLevel*2;
+ //misceffect EF_HIT5;
+ close;
+ break;
+ case 1:
+ mes "Are you ready";
+ mes "to continue our";
+ mes "discussion on the";
+ mes "elemental properties?";
+ next;
+ mes "[Mana]";
+ mes "You should know that";
+ mes "each monster has an";
+ mes "elemental property and that";
+ mes "there are different levels for";
+ mes "all of these elements. It's";
+ mes "important to understand this...";
+ next;
+ mes "[Mana]";
+ mes "Let me explain to you";
+ mes "all of the nuances of";
+ mes "each element. Just ask";
+ mes "me which specific element";
+ mes "you'd like to learn more about.";
+ next;
+ mes "[Mana]";
+ mes "In other words, even the same properties";
+ mes "have different features that must be considered.";
+ mes "I will explain the properties now.";
+ next;
+ while((1)){
+ switch(select("^ff0000Fire^000000", "^5C4033Earth^000000", "^93DB70Wind^000000", "^0000FFWater^000000", "^CFB53BGhost^000000", "Quit.")){
+ case 1:
+ mes "[Mana]";
+ mes "Monsters with the ^ff0000Fire^000000";
+ mes "property tend to have strong";
+ mes "attacks. Since we Mages are";
+ mes "physically weaker, even slight";
+ mes "hits from these monsters can";
+ mes "be extremely damaging to us.";
+ next;
+ mes "[Mana]";
+ mes "So if we have to fight";
+ mes "monsters with the ^FF0000Fire^000000";
+ mes "property on our own, we";
+ mes "can use Frost Diver to";
+ mes "freeze them in their tracks.";
+ next;
+ mes "[Mana]";
+ mes "But if we use Fire";
+ mes "property skills on Fire";
+ mes "monsters, we'd do little to no";
+ mes "damage and that's not good.";
+ next;
+ mes "[Mana]";
+ mes "For reference, our Fire";
+ mes "property skills are Sight,";
+ mes "Fire Bolt, Fire Ball and Fire";
+ mes "Wall. Ooh, let me tell you";
+ mes "a little more about Fire Wall.";
+ next;
+ mes "[Mana]";
+ mes "Fire Wall is very distinctive";
+ mes "in that it can be used up to";
+ mes "3 times on one screen. Any";
+ mes "monsters that run into it will";
+ mes "get damaged, then move away";
+ mes "in the opposite direction.";
+ next;
+ mes "[Mana]";
+ mes "But if an Undead monster";
+ mes "runs into a Fire Wall, it's ";
+ mes "only slightly injured and the";
+ mes "Fire Wall won't necessarily";
+ mes "block its approach. So beware!";
+ set tu_mana,tu_mana|1;
+ next;
+ break;
+ case 2:
+ mes "[Mana]";
+ mes "Alright, ^5C4033Earth^000000 property";
+ mes "monsters usually have";
+ mes "good targeting, so even";
+ mes "if your Dodge Rate is high,";
+ mes "you might find it hard to";
+ mes "evade all of their attacks.";
+ next;
+ mes "[Mana]";
+ mes "When dealing with these";
+ mes "monsters, use Fire property";
+ mes "spells. Fire Wall is usually";
+ mes "pretty effective, since it'll";
+ mes "stop the monster and also";
+ mes "cause some good damage.";
+ next;
+ mes "[Mana]";
+ mes "It's also handy to know";
+ mes "that when you use Stone";
+ mes "Curse on a monster, that";
+ mes "monster becomes Earth";
+ mes "property while the spell";
+ mes "is in effect. Cool, huh?";
+ next;
+ mes "[Mana]";
+ mes "So if you use Stone Curse,";
+ mes "a good strategy would be to";
+ mes "use Fire property skills right";
+ mes "afterwards, like Fire Bolt and";
+ mes "Fire Ball, to take advantage of";
+ mes "the monster's Earth property.";
+ set tu_mana,tu_mana|2;
+ next;
+ break;
+ case 3:
+ mes "[Mana]";
+ mes "Now, don't be too surprised";
+ mes "if you keep missing when you";
+ mes "attack ^93DB70Wind^000000 property monsters.";
+ mes "Most of them can avoid physical";
+ mes "attacks really well because of";
+ mes "their high Dodge Rates.";
+ next;
+ mes "[Mana]";
+ mes "But since we Mages";
+ mes "mostly attack with our";
+ mes "spells, we don't need to";
+ mes "worry so much about that.";
+ mes "Still, Wind monsters tend to";
+ mes "be pretty quick, so be careful.";
+ next;
+ mes "[Mana]";
+ mes "When it comes to attacking";
+ mes "Wind monsters, it'd be ideal";
+ mes "to use Earth property skills.";
+ mes "But since only Wizards have";
+ mes "access to Earth property attacks,";
+ mes "we should settle for Fire skills.";
+ next;
+ mes "[Mana]";
+ mes "Fire property skills might";
+ mes "not do a whole lot of damage,";
+ mes "but they'll have a greater effect than Wind or Water property skills, which would do very little or no damage at all to Wind monsters.";
+ next;
+ mes "[Mana]";
+ mes "Just so you know,";
+ mes "the ^93DB70Wind^000000 property skills";
+ mes "that we Mages can use are";
+ mes "Lighning Bolt and Thunder Storm.";
+ next;
+ set tu_mana,tu_mana|4;
+ next;
+ break;
+ case 4:
+ mes "[Mana]";
+ mes "^0000FFWater^000000 property monsters";
+ mes "tend to have a lot of health,";
+ mes "so they can take more damage";
+ mes "than other monsters, making";
+ mes "battles with them longer.";
+ next;
+ mes "[Mana]";
+ mes "Now, remember how I said";
+ mes "that there are differing levels";
+ mes "for properties? Water property monsters are actually a bit more";
+ mes "sensitive to damage from their opposing element at higher levels.";
+ next;
+ mes "[Mana]";
+ mes "In other words, monsters";
+ mes "that are higher in level for";
+ mes "the Water property are going";
+ mes "to take even more damage";
+ mes "from Wind property attacks.";
+ next;
+ mes "[Mana]";
+ mes "Water property skills";
+ mes "in the Mage's repertoire";
+ mes "include Cold Bolt and Frost";
+ mes "Diver. These skills are very";
+ mes "effective against Fire monsters.";
+ next;
+ mes "[Mana]";
+ mes "Frost Diver is special in";
+ mes "that it has the chance to";
+ mes "actually freeze monsters.";
+ mes "While monsters are frozen by";
+ mes "Frost Diver, they're considered Water monsters. Interesting, huh?";
+ set tu_mana,tu_mana|8;
+ next;
+ break;
+ case 5:
+ mes "[Mana]";
+ mes "Now, there aren't many";
+ mes "^CFB53BGhost^000000 property monsters";
+ mes "around. But if you do run into";
+ mes "them, go ahead and use your";
+ mes "Ghost property skills, which";
+ mes "should be effective.";
+ next;
+ mes "[Mana]";
+ mes "The Ghost property attacks";
+ mes "that we Mages can use are";
+ mes "Napalm Beat and Soul Strike.";
+ mes "These skills generally tend";
+ mes "to work pretty well, except on";
+ mes "high Holy property monsters.";
+ next;
+ mes "[Mana]";
+ mes "Now, the Safety Wall spell";
+ mes "is sort of a Ghost property";
+ mes "skill, but it's hard to classify. Casting Safety Wall creates";
+ mes "a barrier than protects against";
+ mes "close range physical attacks.";
+ next;
+ mes "[Mana]";
+ mes "However, this barrier only";
+ mes "fits one person and doesn't";
+ mes "shield against long range";
+ mes "attacks or strong property";
+ mes "attacks, so be really careful!";
+ set tu_mana,tu_mana|16;
+ next;
+ break;
+ case 6:
+ mes "[Mana]";
+ mes "Are you sure that you've";
+ mes "heard enough about the";
+ mes "nuances of the elemental";
+ mes "properties? Because if you're";
+ mes "ready, we'll cover some new";
+ mes "material for you to learn.";
+ next;
+ switch(select("W-wait, not yet!:I'm ready to go on.")) {
+ case 1:
+ break;
+ case 2:
+ mes "[Mana]";
+ mes "Alrighty, we'll";
+ mes "move on to the next";
+ mes "subject then. Ho ho ho~!";
+ set tu_magician01,2;
+ specialeffect2 EF_HIT5;
+ if(tu_mana&1){
+ getexp 15,7;
+ }
+ if(tu_mana&2){
+ getexp 15,7;
+ }
+ if(tu_mana&4){
+ getexp 15,7;
+ }
+ if(tu_mana&8){
+ getexp 15,7;
+ }
+ if(tu_mana&16){
+ getexp 15,7;
+ }
+ set tu_mana,0;
+ }
+ close;
+ break;
+ }
+ }
+ break;
+ case 2:
+ mes "I know that the concept";
+ mes "of properties might be";
+ mes "confusing now, but over";
+ mes "time you'll get the hang";
+ mes "of it. Now it's time to talk";
+ mes "about magic skills in depth~";
+ next;
+ mes "[Mana]";
+ mes "Now, the most basic magic";
+ mes "attack spells are Fire Bolt,";
+ mes "Cold Bolt, Lightning Bolt and";
+ mes "Napalm Beat. Learning these";
+ mes "enables Mages to learn their";
+ mes "more advanced skills.";
+ specialeffect2 EF_NAPALMBEAT;
+ next;
+ mes "[Mana]";
+ mes "Increasing the levels of";
+ mes "these skills not only opens";
+ mes "access to other spells, but";
+ mes "the damage of those basic";
+ mes "attack skills is also increased.";
+ specialeffect2 EF_LIGHTBOLT;
+ next;
+ mes "[Mana]";
+ mes "Other skills that are";
+ mes "basic to the Mage class";
+ mes "are Sight, Stone Curse and";
+ mes "Increase SP Recovery. They're";
+ mes "not really attack spells, but are useful in certain situations.";
+ next;
+ specialeffect2 EF_SIGHT;
+ mes "[Mana]";
+ mes "Sight is used to";
+ mes "reveal enemies that";
+ mes "are hiding. Keep in";
+ mes "mind that this skill's";
+ mes "range doesn't go too far.";
+ next;
+ specialeffect2 EF_STONECURSE;
+ mes "[Mana]";
+ mes "Stone Curse has the chance";
+ mes "to curse a target, temporarily";
+ mes "immobilizing it and making it";
+ mes "^5C4033Earth^000000 property. However, each";
+ mes "attempt to cast Stone Curse";
+ mes "requires 1 Red Gemstone.";
+ next;
+ mes "[Mana]";
+ mes "Increase SP Recovery is";
+ mes "a passive skill which helps";
+ mes "you recover more SP while sitting down to rest. It doesn't directly affect battle, but having more SP is always better.";
+ next;
+ mes "[Mana]";
+ mes "Well, I feel like I've";
+ mes "explained the basic spells";
+ mes "enough. Now, before I talk";
+ mes "about our advanced skills,";
+ mes "there's an assignment I want";
+ mes "you to complete for training.";
+ next;
+ mes "[Mana]";
+ mes "If you head west from";
+ mes "here, you'll find a big bridge";
+ mes "bridge where you can encounter";
+ mes "these monsters called Pupa.";
+ mes "Pupa don't move and can't";
+ mes "attack to save their lives.";
+ next;
+ mes "[Mana]";
+ mes "Hunt these Pupa";
+ mes "until you've collected";
+ mes "10 Chrysalis from them.";
+ mes "Then bring them to me, okay?";
+ set tu_magician01, 3;
+ getexp 40,20;
+ specialeffect2 EF_HIT5;
+
+ close;
+ break;
+ case 3:
+ mes "Ah, you're back?";
+ mes "Let's see if you gathered";
+ mes "all 10 Chrysalis from hunting";
+ mes "all of those Pupa. Hmmmm...";
+ next;
+ if (countitem(915) < 10) {
+ mes "[Mana]";
+ mes "Aw, you don't";
+ mes "have enough of";
+ mes "them yet. Head west";
+ mes "from here and hunt Pupa";
+ mes "to get more Chrysalis, okay?";
+ mes "For now, I'll just heal you up.";
+ set tu_magician01, 4;
+ percentheal 100,100;
+ close;
+ } else {
+ mes "[Mana]";
+ mes "...Nine, ten.";
+ mes "Alright, you pass!";
+ mes "By now, you must be more";
+ mes "used to using your skills, huh?";
+ mes "Anyway, let me know when you're ready for the next lesson, okay?";
+ set tu_magician01, 5;
+ getexp 40,20;
+ specialeffect2 EF_HIT5;
+ close;
+ }
+ break;
+ case 4:
+ mes "So...";
+ mes "Did you get";
+ mes "10 Chrysalis";
+ mes "from hunting Pupa";
+ mes "like I asked? I hope so...";
+ mes "Because I'm going to check~";
+ next;
+ if(countitem(915) < 10){
+ mes "[Mana]";
+ mes "Whoa, you need";
+ mes "more than just this.";
+ mes "I know you can do it...";
+ mes "Pupas are completely";
+ mes "defenseless monsters!";
+ close;
+ } else {
+ mes "[Mana]";
+ mes "...Nine, ten.";
+ mes "Alright, you pass!";
+ mes "By now, you must be more";
+ mes "used to using your skills, huh?";
+ mes "Anyway, let me know when you're ready for the next lesson, okay?";
+ set tu_magician01, 5;
+ getexp 40,20;
+ specialeffect2 EF_HIT5;
+ close;
+ }
+ break;
+ case 5:
+ mes "Now I'll tell you";
+ mes "what I know about the";
+ mes "more advanced Mage";
+ mes "skills. Which one would";
+ mes "you like me to explain?";
+ next;
+ while(1){
+ switch(select("Soul Strike:Safety Wall:Fire Ball:Frost Diver:Thunderstorm:Fire Wall:Energy Coat:Quit.")) {
+ case 1:
+ mes "[Mana]";
+ mes "Soul Strike is a ^CFB53BGhost^000000";
+ mes "property skill that you can";
+ mes "learn after increasing the";
+ mes "Napalm Beat skill up to";
+ mes "a certain level. It attacks";
+ mes "with ancient spiritual power~";
+ next;
+ specialeffect2 EF_SOULSTRIKE;
+ next;
+ mes "[Mana]";
+ mes "As you train in the use";
+ mes "of Soul Strike and increase";
+ mes "that skill's level, it will grow in strength and you'll be able";
+ mes "to cast it much more quickly.";
+ set tu_mana,tu_mana|1;
+ next;
+ break;
+ case 2:
+ mes "[Mana]";
+ mes "You can learn Safety Wall";
+ mes "after training in the use of";
+ mes "Napalm Beat and Soul Strike.";
+ mes "Safety Wall protects against";
+ mes "most close range attacks.";
+ next;
+ specialeffect2 EF_GLASSWALL;
+ next;
+ mes "[Mana]";
+ mes "However, Safety Wall";
+ mes "has a time duration and";
+ mes "can only protect from a";
+ mes "certain number of attacks,";
+ mes "depending on the level of the";
+ mes "Safety Wall skill that you use.";
+ set tu_mana,tu_mana|2;
+ next;
+ break;
+ case 3:
+ mes "[Mana]";
+ mes "Fire Ball is a ^FF0000Fire^000000";
+ mes "property skill that you";
+ mes "can learn after training";
+ mes "in the use of Fire Bolt.";
+ next;
+ specialeffect2 EF_FIREBALL;
+ next;
+ mes "[Mana]";
+ mes "Fire Ball can actually";
+ mes "inflict damage on multiple";
+ mes "enemies if they are within";
+ mes "the range of the skill. Make";
+ mes "good use of the destructive";
+ mes "power of the Fire Ball!";
+ next;
+ set tu_mana,tu_mana|4;
+ break;
+ case 4:
+ mes "[Mana]";
+ mes "Frost Diver is a ^0000FFWater^000000";
+ mes "property skill that can be";
+ mes "learned after increasing";
+ mes "the Cold Bolt skill to";
+ mes "a certain level.";
+ specialeffect2 EF_FROSTDIVER;
+ next;
+ specialeffect2 EF_FROSTDIVER2;
+ mes "[Mana]";
+ mes "Frost Diver will damage";
+ mes "enemies and has the chance";
+ mes "to freeze them as well. Once";
+ mes "frozen, the monster will be";
+ mes "considered to be a Water";
+ mes "property creature.";
+ next;
+ mes "[Mana]";
+ mes "Now, as you increase";
+ mes "the level of the Frost Diver";
+ mes "skill, its damage and chance";
+ mes "of freezing monsters will also";
+ mes "increase. Pretty dangerous, eh? ^FFFFFFkamenriderblack^000000";
+ set tu_mana,tu_mana|8;
+ next;
+ break;
+ case 5:
+ mes "[Mana]";
+ mes "Thunderstorm is a";
+ mes "^93DB70Wind^000000 property skill";
+ mes "that you can learn after";
+ mes "increasing the Lightning";
+ mes "Bolt skill to a certain level.";
+ next;
+ specialeffect2 EF_THUNDERSTORM;
+ mes "[Mana]";
+ mes "Thunderstorm is similar";
+ mes "to Fire Ball in that it can";
+ mes "attack multiple enemies";
+ mes "within a certain range.";
+ mes "It's an incredibly potent";
+ mes "ground targeting attack.";
+ set tu_mana,tu_mana|16;
+ next;
+ break;
+ case 6:
+ mes "[Mana]";
+ mes "Fire Wall is a ^FF0000Fire^000000";
+ mes "property skill that can";
+ mes "be learned after training";
+ mes "in the use of Fire Ball and";
+ mes "Sight. Unlike other skills,";
+ mes "Fire Wall targets an area.";
+ next;
+ specialeffect2 EF_FIREWALL;
+ mes "[Mana]";
+ mes "So you can place";
+ mes "a Fire Wall in locations";
+ mes "where you think the enemy";
+ mes "will move towards. And it's";
+ mes "especially useful when";
+ mes "monsters approach you!";
+ next;
+ mes "[Mana]";
+ mes "So if you can use";
+ mes "Fire Well strategically";
+ mes "and effectively, it can";
+ mes "be a very powerful skill~";
+ set tu_mana,tu_mana|32;
+ next;
+ break;
+ case 7:
+ mes "[Mana]";
+ mes "Energy Coat is, well,";
+ mes "a unique skill that you";
+ mes "can't just learn on your own.";
+ mes "You'll have to ask Blizardis";
+ mes "inside the Mage Guild to";
+ mes "teach you how to use it.";
+ next;
+ specialeffect2 EF_ENERGYCOAT;
+ next;
+ mes "[Mana]";
+ mes "If you do decide to";
+ mes "learn Energy Coat, I'm";
+ mes "sure Blizardis will tell";
+ mes "you all you need to know.";
+ set tu_mana,tu_mana|64;
+ next;
+ break;
+ case 8:
+ mes "[Mana]";
+ mes "Did you understand";
+ mes "all of that? Good, because";
+ mes "now I have a mission to give";
+ mes "you on behalf of the Mage";
+ mes "Guild. When you're ready for";
+ mes "briefing, talk to me, okay?";
+ next;
+ mes "[Mana]";
+ mes "Oh, and please take";
+ mes "this. It's a present for";
+ mes "you to help you in your";
+ mes "training. I hope it comes";
+ mes "in handy when fighting...";
+ set tu_magician01, 6;
+ getitem 1604,1; //Wand
+ specialeffect2 EF_HIT5;
+ if(tu_mana&1){
+ getexp 30,10;
+ }
+ if(tu_mana&2){
+ getexp 30,10;
+ }
+ if(tu_mana&4){
+ getexp 30,10;
+ }
+ if(tu_mana&8){
+ getexp 30,10;
+ }
+ if(tu_mana&16){
+ getexp 30,10;
+ }
+ if(tu_mana&32){
+ getexp 30,10;
+ }
+ if(tu_mana&64){
+ getexp 30,10;
+ }
+ set tu_mana,0;
+ close;
+ default:
+ break;
+ }
+ }
+ close;
+ break;
+ case 6:
+ mes "Oh good, you're back.";
+ mes "Let me tell you about";
+ mes "your mission. Recently,";
+ mes "something has happened in";
+ mes "Morroc and the Thief Guild";
+ mes "is requesting our assistance.";
+ next;
+ mes "[Mana]";
+ mes "It's not mandatory";
+ mes "for you to do this, but";
+ mes "you will be compensated";
+ mes "for your efforts and we'll";
+ mes "give you some support.";
+ mes "So what do you think?";
+ next;
+ switch(select("I'll do it.:Sorry, but...")) {
+ case 1:
+ mes "[Mana]";
+ mes "Great! Alright,";
+ mes "I'll send you straight";
+ mes "to Morroc, then. Once you";
+ mes "get there, go to the front";
+ mes "of the Morroc Pyramid and";
+ mes "speak to Yierhan. Thanks~";
+ next;
+ mes "[Mana]";
+ mes "Oh, and when you're";
+ mes "done with what Yierhan";
+ mes "has you do, come back";
+ mes "and report to me, okay?";
+ set tu_magician01, 7;
+ emotion e_heh;
+ warp "morocc",182,286;
+ close;
+ case 2:
+ mes "[Mana]";
+ mes "Mmm...?";
+ mes "Oh, I see. Well, if";
+ mes "you happen to change";
+ mes "your mind, come back";
+ mes "and ask me later, okay?";
+ close;
+ }
+ break;
+ case 7:
+ mes "I don't know";
+ mes "what kind of work";
+ mes "Yierhan has in store";
+ mes "for you, but hopefully";
+ mes "it won't be too difficult.";
+ close;
+ break;
+ case 27:
+ mes "Yierhan just sent me";
+ mes "a message, saying that";
+ mes "you've done a great job in";
+ mes "completing your mission.";
+ mes "Very nice work, "+PcName+"~";
+ next;
+ mes "[Mana]";
+ mes "It seems like there are";
+ mes "two secret organizations";
+ mes "involved in all of this dirty";
+ mes "business. Why would they";
+ mes "be working together?";
+ next;
+ mes "[Mana]";
+ mes "Well, in any case...";
+ mes "This is some pretty";
+ mes "major business that";
+ mes "I guess the higher-ups";
+ mes "will handle, so you don't";
+ mes "need to worry about it for now.";
+ next;
+ mes "[Mana]";
+ mes "Please take this as";
+ mes "a little reward for helping";
+ mes "out both of our guilds. Once";
+ mes "again, thanks very much~";
+ set tu_magician01, 28;
+ getitem 2321,1; //Silk_Robe
+ set Zeny, Zeny + 3000;
+ getexp 300,100;
+ close;
+ break;
+ default:
+ if(tu_magician01 < 27){
+ mes "So...";
+ mes "It looks like something is";
+ mes "going on in the Rune-Midgarts";
+ mes "Kingdom for sure. No wonder";
+ mes "all the guilds are so busy...";
+ next;
+ mes "[Mana]";
+ mes "Anyway, please ";
+ mes "keep up the good";
+ mes "work. And, um, is";
+ mes "Yierhan doing well?";
+ close;
+ } else {
+ mes "You seem to be well";
+ mes "experienced now and there";
+ mes "isn't anything else that I can";
+ mes "really teach you. Now it's up";
+ mes "to you to find ways to master";
+ mes "the ways of magic on your own.";
+ close;
+ }
+ }
+}
diff --git a/npc/pre-re/quests/first_class/tu_merchant.txt b/npc/pre-re/quests/first_class/tu_merchant.txt
new file mode 100644
index 000000000..44470c483
--- /dev/null
+++ b/npc/pre-re/quests/first_class/tu_merchant.txt
@@ -0,0 +1,1432 @@
+//===== rAthena Script =======================================
+//= Merchant Class Tutorial and Job Specific Quest
+//===== By: ==================================================
+//= Fix up by Jukka
+//===== Current Version: =====================================
+//= 1.3
+//===== Compatible With: =====================================
+//= rAthena SVN (Testet in Trunk 88xx)
+//===== Description: =========================================
+//=
+//===== Additional Comments: =================================
+//= 1.0 Fully working
+//= 1.1 Fixed bugs, optimized [Lupus] 1.2 fixed Weight check
+//= TODO: Test, add missing misceffects
+//= 1.2 Fixed experience gains to match upcoming rate adjustments. [SinSloth]
+//= 1.3 Misc. updates. [L0ne_W0lf]
+//============================================================
+
+
+//=================================================Guarnien====================================================
+alberta_in,70,51,5 script Guarnien 98,{
+ mes "[Guarnien]";
+ if(Class != Job_Merchant && Class != Job_Baby_Merchant){
+ mes "Hello stranger.";
+ mes "I wish I could";
+ mes "offer you help";
+ mes "on your adventures...";
+ next;
+ mes "[Guarnien]";
+ mes "However, what I have to teach would only benefit Merchants. Trading and money making are my areas of expertise. If you have any Merchant friends, send them to me.";
+ if(Class == Job_Merchant_High){
+ next;
+ mes "[Guarnien]";
+ mes "Technically, yes, you're a Merchant, but I know an expert when I see one. You've been through the Merchant life before, I can tell!";
+ }
+ close;
+ }
+ switch(tu_merchant){
+ case 17:
+ mes "We can't even begin";
+ mes "to fathom the number";
+ mes "of markets and people";
+ mes "out there in this wide,";
+ mes "wide world of ours.";
+ next;
+ mes "[Guarnien]";
+ mes "All of them are possible customers and business partners. Of course, it'll be up to you to meet them.";
+ mes "If you can be sincerely kind to everyone that you meet, you'll";
+ mes "have no problem.";
+ close;
+ break;
+ case 16:
+ mes "So...";
+ mes "How much have";
+ mes "you learned";
+ mes "about Vending?";
+ next;
+ set .@chk_vend, getskilllv("MC_VENDING");
+ if((.@chk_vend > 3) && (.@chk_vend < 10)){
+ mes "[Guarnien]";
+ mes "Excellent!";
+ mes "You've taught yourself well. Here, you've earned this little reward~";
+ set tu_merchant, 17;
+ completequest 8240;
+ getexp 186,43;
+ next;
+ } else if(.@chk_vend == 10){
+ mes "[Guarnien]";
+ mes "Oh, I see that you're very serious about being a Merchant. I'm proud that you've managed to master this skill! Here, you deserve this reward!";
+ set tu_merchant, 17;
+ completequest 8240;
+ getexp 199,69;
+ next;
+ } else {
+ mes "[Guarnien]";
+ mes "Hmm...";
+ mes "Haven't learned Level 4 Vending yet, huh? Just keep in mind that being able to vend things is one";
+ mes "of the defining characteristics of being a Merchant!";
+ close;
+ }
+ mes "[Guarnien]";
+ mes "Ah, now you have mastered the fundamentals of the Merchant class. Just keep practicing the basic principles, like researching the market for item prices, and you should be fine.";
+ next;
+ mes "[Guarnien]";
+ mes "Although everything we do is for money, never forget customer needs and always sell your products at a suitably fair price. Otherwise, no one may buy your goods!";
+ next;
+ mes "[Guarnien]";
+ mes "Well, there's nothing more I can teach you for now. Go out into the world and make your mark as a Merchant.";
+ next;
+ mes "[Guarnien]";
+ mes "And feel free to";
+ mes "visit me whenever";
+ mes "the mood strikes you.";
+ mes "Good luck to you~";
+ close;
+ break;
+ case 15:
+ mes "I believe it's time";
+ mes "for my final lecture.";
+ mes "I'll discuss the definitive";
+ mes "skill of the Merchant: ^871F78Vending^000000. Please listen carefully.";
+ next;
+ mes "[Guarnien]";
+ mes "The Vending skill is an active skill which allows you to open your own shop where you stand. Vending allows you to do real business with other people.";
+ next;
+ mes "[Guarnien]";
+ mes "However, you can only vend items that are stored in your PushCart,";
+ mes "so you'll need one of those. The maximum price you can set for";
+ mes "each item is 99,990,000 Zeny.";
+ next;
+ mes "[Guarnien]";
+ mes "Basically, you've got to learn the Push Cart skill first before you can learn the Vending skill.";
+ next;
+ mes "[Guarnien]";
+ mes "The higher the level of the Vending skill, the more items you can vend at one time. Vending is mastered at Skill Level 10.";
+ next;
+ mes "[Guarnien]";
+ mes "Level 1 Vending allows you";
+ mes "to vend a total of 3 items at one time. Each time you level up the Vending skill, the total number of items you can vend will";
+ mes "increase by one.";
+ next;
+ set .@chk_vend, getskilllv("MC_VENDING");
+ if((.@chk_vend > 3) && (.@chk_vend < 10)){
+ mes "[Guarnien]";
+ mes "But I see that you must already know that, huh? Well, seeing as you're so clever, I think you've earned this little prize~";
+ set tu_merchant, 17;
+ completequest 8239;
+ getexp 186,60;
+ next;
+ } else if(.@chk_vend == 10){
+ mes "[Guarnien]";
+ mes "But it looks like I just put my foot in my mouth. I'm sorry, I didn't notice that you already mastered the Vending skill...";
+ next;
+ mes "[Guarnien]";
+ mes "You're such an";
+ mes "excellent student!";
+ mes "Please, take this";
+ mes "little reward for";
+ mes "all your efforts~";
+ set tu_merchant, 17;
+ completequest 8239;
+ getexp 199,69;
+
+ next;
+ } else {
+ mes "[Guarnien]";
+ mes "For your final assignment, I will ask you to learn the Vending skill up to Skill Level 4. Of course, once you do, I'll give you a little reward. I'll be waiting, so do your best~";
+ set tu_merchant, 16;
+ erasequest 8239;
+ setquest 8240;
+ close;
+ }
+
+ mes "[Guarnien]";
+ mes "Ah, now you have mastered the fundamentals of the Merchant class. Just keep practicing the basic principles, like researching the market for item prices, and you should be fine.";
+ next;
+ mes "[Guarnien]";
+ mes "Although everything we do is for money, never forget customer needs and always sell your products at a suitably fair price. Otherwise, no one may buy your goods!";
+ next;
+ mes "[Guarnien]";
+ mes "Well, there's nothing more I can teach you for now. Go out into the world and make your mark as a Merchant.";
+ next;
+ mes "[Guarnien]";
+ mes "And feel free to";
+ mes "visit me whenever";
+ mes "the mood strikes you.";
+ mes "Good luck to you~";
+ close;
+ break;
+ case 14:
+ mes "So, have you";
+ mes "learned Push Cart up";
+ mes "to Level 4 like I asked?";
+ next;
+ set .@chk_cart, getskilllv("MC_PUSHCART");
+ if(.@chk_cart > 3 && .@chk_cart < 10){
+ mes "[Guarnien]";
+ mes "Well done~";
+ mes "You've been a very";
+ mes "cooperative student.";
+ mes "You deserve a little";
+ mes "reward for your effort~";
+ set tu_merchant, 15;
+ erasequest 8238;
+ setquest 8239;
+ getexp 162,52;
+ next;
+ mes "[Guarnien]";
+ mes "Next time, I'll talk about the skill that sets Merchants apart from all the other classes: ^871F78Vending^000000. So don't miss it!";
+ close;
+ } else if(.@chk_cart == 10){
+ mes "[Guarnien]";
+ mes "Excellent!";
+ mes "You've actually went above and beyond mastered the Push Cart skill. Great work!";
+ set tu_merchant, 15;
+ erasequest 8238;
+ setquest 8239;
+ getexp 186,60;
+ next;
+ mes "[Guarnien]";
+ mes "Next time, I'll talk about the skill that sets Merchants apart from all the other classes: ^871F78Vending^000000. So don't miss it!";
+ close;
+ } else {
+ mes "[Guarnien]";
+ mes "Still not there, huh?";
+ mes "Well, remember that you need";
+ mes "Level 5 Increase Weight Limit before you can learn the Push";
+ mes "Cart skill. I hope that helps.";
+ close;
+ }
+ break;
+ case 13:
+ mes "Now to talk about";
+ mes "^871F78Push Cart^000000. First off, you need to know Level 5 Increase Weight Limit before you can even learn the Push Cart skill.";
+ next;
+ mes "[Guarnien]";
+ mes "Push Cart can be mastered at";
+ mes "Skill Level 10. This skill allows you to carry a Push Cart with you. You can carry a maximum of 100 different kinds of items that weigh less than 8,000.";
+ next;
+ mes "[Guarnien]";
+ mes "As you can see, this skill is an advanced form of the Increase Weight Limit skill. You can procure a PushCart from most Kafra Ladies for a certain fee.";
+ next;
+ mes "[Guarnien]";
+ mes "Once you have rented a Cart, you can hold on to it so long as you don't take it off. The disadvantage to using a PushCart is that your movement speed is reduced to";
+ mes "almost half! Horrible, isn't it?";
+ next;
+ mes "[Guarnien]";
+ mes "Fortunately, when you increase";
+ mes "the level of the Push Cart skill, your movement speed will slowly be restored. With Push Cart Level 10, a PushCart won't slow you";
+ mes "down at all!";
+ next;
+ set .@chk_cart, getskilllv("MC_PUSHCART");
+ if(.@chk_cart > 3 && .@chk_cart < 10){
+ mes "[Guarnien]";
+ mes "Ah, and I see that you've been focusing on learning Push Cart. Although you might still have a problem with your movement";
+ mes "speed, it shouldn't be a big deal.";
+ mes "Well done~";
+ set tu_merchant, 15;
+ erasequest 8237;
+ setquest 8238;
+ getexp 162,52;
+ next;
+ mes "[Guarnien]";
+ mes "Next time, I'll talk about the skill that sets Merchants apart from all the other classes: ^871F78Vending^000000. So don't miss it!";
+ close;
+ } else if(.@chk_cart == 10){
+ mes "[Guarnien]";
+ mes "Wonderful! You've already";
+ mes "mastered the Push Cart skill.";
+ mes "You truly deserve a little bit of a reward~";
+ set tu_merchant, 15;
+ erasequest 8237;
+ setquest 8238;
+ getexp 186,60;
+
+ next;
+ mes "[Guarnien]";
+ mes "Next time, I'll talk about the skill that sets Merchants apart from all the other classes: ^871F78Vending^000000. So don't miss it!";
+ close;
+ } else {
+ mes "[Guarnien]";
+ mes "For now, why don't";
+ mes "you learn the Push Cart";
+ mes "skill up to Level 4? Once";
+ mes "you do that, I can go on to";
+ mes "my next lecture.";
+ set tu_merchant, 14;
+ close;
+ }
+ break;
+ case 12:
+ mes "So...";
+ mes "How is it going";
+ mes "with learning that";
+ mes "^871F78Over Charge^000000 skill?";
+ next;
+ set .@chk_over, getskilllv("MC_OVERCHARGE");
+ if(.@chk_over > 3 && .@chk_over < 10){
+ mes "[Guarnien]";
+ mes "Nice work!";
+ mes "I can tell that";
+ mes "you've done just";
+ mes "as I asked. Please,";
+ mes "take this little reward~";
+ set tu_merchant, 13;
+ erasequest 8236;
+ setquest 8237;
+ getexp 126,27;
+ next;
+ mes "[Guarnien]";
+ mes "Next time, I'll discuss the Push Cart skill. Be ready for this lecture, as Push Cart is one of the more important skills for a Merchant.";
+ close;
+ } else if(.@chk_over == 10){
+ mes "[Guarnien]";
+ mes "Whoa...";
+ mes "You actually";
+ mes "mastered Over Charge?";
+ mes "Most impressive! You deserve a small reward for your work!";
+ set tu_merchant, 13;
+ erasequest 8236;
+ setquest 8237;
+ getexp 142,33;
+ next;
+ mes "[Guarnien]";
+ mes "Next time, I'll discuss the Push Cart skill. Be ready for this lecture, as Push Cart is one of the more important skills for a Merchant.";
+ close;
+ } else {
+ mes "[Guarnien]";
+ mes "Mm? You haven't";
+ mes "learned Over Charge";
+ mes "up to Skill Level 4 yet?";
+ mes "There's no rush, but I won't be able to lecture on anything until you finish this little task.";
+ close;
+ }
+ break;
+ case 11:
+ mes "Ah, ready to";
+ mes "learn already,";
+ mes "are you? Alright,";
+ mes "let me tell you";
+ mes "about ^871F78Over Charge^000000.";
+ next;
+ mes "[Guarnien]";
+ mes "Like Discount, Over Charge is a Passive skill that can be mastered at Skill Level 10. Therefore, it doesn't require SP to use it.";
+ next;
+ mes "[Guarnien]";
+ mes "Over Charge allows you to sell items to NPC shops for more Zeny. The higher your Over Charge Skill Level, the more Zeny you'll receive for items sold to NPCs.";
+ next;
+ set .@chk_over, getskilllv("MC_OVERCHARGE");
+ if(.@chk_over > 3 && .@chk_over < 10){
+ mes "[Guarnien]";
+ mes "Ah, you've already learned Level 4 Over Charge. Perfect! Let me give you a little reward~";
+ set tu_merchant, 13;
+ erasequest 8235;
+ setquest 8236;
+ getexp 126,27;
+ next;
+ mes "[Guarnien]";
+ mes "Next time, I'll discuss the";
+ mes "Push Cart skill. Be ready for this lecture, as Push Cart is one of the more important skills for a Merchant.";
+ close;
+ } else if(.@chk_over == 10){
+ mes "[Guarnien]";
+ mes "Amazing! You've already mastered the Over Charge skill! You must have wanted this reward badly~";
+ set tu_merchant, 13;
+ erasequest 8235;
+ setquest 8236;
+ getexp 142,33;
+ next;
+ mes "[Guarnien]";
+ mes "Next time, I'll discuss the";
+ mes "Push Cart skill. Be ready for this lecture, as Push Cart is one of the more important skills for a Merchant.";
+ close;
+ } else {
+ mes "[Guarnien]";
+ mes "Personally, I think you should learn this skill for sure! For your next assignment, learn Over Charge up to Level 4. It shouldn't be too difficult to do.";
+ set tu_merchant, 12;
+ erasequest 8235;
+ setquest 8236;
+ next;
+ mes "[Guarnien]";
+ mes "Once you do that,";
+ mes "we can talk about";
+ mes "more advanced stuff.";
+ mes "Do your best~";
+ close;
+ }
+ break;
+ case 10:
+ mes "Let me see those";
+ mes "Red Potions. Now,";
+ mes "how much did you";
+ mes "pay for these...?";
+ next;
+ mes "[Guarnien]";
+ mes "Ah...!";
+ mes "It looks like...";
+ mes "You were scammed!";
+ mes "D-don't worry, though,";
+ mes "I won't tell anybody.";
+ next;
+ mes "[Guarnien]";
+ mes "Oh well, it happens even to the best of us. Just think of this as an invaluable learning experience.";
+ next;
+ mes "[Guarnien]";
+ mes "Now, why don't you go to Prontera and try to buy 10 Red Potions from an NPC for the cheapest price again?";
+ set tu_merchant, rand(6,8);
+ close;
+ break;
+ case 9:
+ mes "Let me see those";
+ mes "Red Potions. Ah, it seems you researched the market and bought the cheapest ones! Great work!";
+ set tu_merchant, 11;
+ changequest 8234,8235;
+ getexp 112,22;
+ next;
+ mes "[Guarnien]";
+ mes "Alright, next time, we'll talk about the skill that you can learn after knowing how to Discount:";
+ mes "^871F78Over Charge^000000.";
+ close;
+ break;
+ case 6:
+ case 7:
+ case 8:
+ mes "Hmm...";
+ mes "You'll find some NPCs";
+ mes "selling 10 Red Potions";
+ mes "in Prontera. Your task";
+ mes "is to buy the potions";
+ mes "for the cheapest price.";
+ next;
+ mes "[Guarnien]";
+ mes "First, you'll probably want to research the market price for Red Potions. And always, be careful of scammers and cheats!";
+ close;
+ break;
+ case 5:
+ mes "Alright...";
+ mes "I've given it some thought and I've come up with a little challenge for you. Bring me... 10 Red Potions!";
+ next;
+ mes "[Guarnien]";
+ mes "It's not too hard, but the stipulation I'm adding is that you've got to find the merchant selling Red Potions for the cheapest price.";
+ next;
+ mes "[Guarnien]";
+ mes "So first, you'll need to research the market price for Red Potions. Also, be careful of scammers! If the price is too good to be true, it usually is.";
+ next;
+ mes "[Guarnien]";
+ mes "Ha ha ha, let me make your goal a bit less confusing. You will need to buy 10 Red Potions from an NPC in Prontera.";
+ next;
+ mes "[Guarnien]";
+ mes "Prontera's a bit far from here, isn't it? I'll just use this Kafra Warp-- Mahnsoo has a bunch for";
+ mes "some reason --to send you there right now. Get ready...!";
+ next;
+ set tu_merchant, rand(6,8);
+ warp "prontera",155,46;
+ end;
+ break;
+ case 4:
+ mes "So, how is it going with learning the Discount skill? Like I always say, if you can't make a bargain, you can't be a Merchant!";
+ next;
+ mes "[Guarnien]";
+ set .@chk_disc, getskilllv("MC_DISCOUNT");
+ if(.@chk_disc > 3 && .@chk_disc < 10){
+ mes "Ah, you've learned";
+ mes "how to use the Discount skill";
+ mes "well enough. Good, here's a little reward for your hard work~";
+ set tu_merchant, 5;
+ erasequest 8232;
+ setquest 8233;
+ getexp 83,11;
+ next;
+ mes "[Guarnien]";
+ mes "Alright, my next lesson will hopefully offer you a bit more of a challenge. Come back when you think you're ready, alright?";
+ close;
+ } else if(.@chk_disc == 10){
+ mes "Incredible!";
+ mes "You've actually mastered the Discount skill! You're such a great student. You deserve a bit of a reward!";
+ set tu_merchant, 5;
+ erasequest 8232;
+ setquest 8233;
+ getexp 97,18;
+ next;
+ mes "[Guarnien]";
+ mes "Alright, my next lesson will hopefully offer you a bit more of a challenge. Come back when you think you're ready, alright?";
+ close;
+ } else {
+ mes "Not yet, huh?";
+ mes "Well, you should be able to reach that goal soon. After all, it's one of the basics of being a Merchant!";
+ close;
+ }
+ break;
+ case 3:
+ mes "Ah, you're back!";
+ mes "Now, I was going";
+ mes "to tell you about";
+ mes "the Discount skill, right?";
+ next;
+ mes "[Guarnien]";
+ mes "The ^871F78Discount^000000 skill allows you to buy items at lower prices from NPC shops. It is a ^871F78Passive Skill^000000 which is always in effect and does not consume SP.";
+ next;
+ mes "[Guarnien]";
+ mes "The Discount skill is";
+ mes "mastered at ^871F78Level 10^000000. The higher the skill level, the less you have to pay for items at NPC shops.";
+ next;
+ mes "[Guarnien]";
+ set .@chk_disc, getskilllv("MC_DISCOUNT");
+ if(.@chk_disc > 3 && .@chk_disc < 10){
+ mes "Oooh, good work.";
+ mes "I see that you've";
+ mes "raised your Discount";
+ mes "to Level 4 already.";
+ mes "Here, take this";
+ mes "small reward~";
+ set tu_merchant, 5;
+ erasequest 8231;
+ setquest 8232;
+ getexp 83,11;
+ next;
+ mes "[Guarnien]";
+ mes "Alright, my next lesson will hopefully offer you a bit more of a challenge. Come back when you";
+ mes "think you're ready, alright?";
+ close;
+ } else if(.@chk_disc == 10){
+ mes "Incredible!";
+ mes "You've actually mastered the Discount skill! You're such a great student. You deserve a bit of a reward!";
+ set tu_merchant, 5;
+ erasequest 8231;
+ setquest 8232;
+ getexp 97,18;
+ next;
+ mes "[Guarnien]";
+ mes "Alright, my next lesson will hopefully offer you a bit more of a challenge. Come back when you";
+ mes "think you're ready, alright?";
+ close;
+ } else {
+ mes "Alright! Now, in order to become closer towards becoming a true Merchant, I want you to learn the Discount skill up to Level 4.";
+ next;
+ mes "[Guarnien]";
+ mes "It'd be nicer if you could";
+ mes "master it, but you might be more interested in devoting your time to other skills.";
+ next;
+ mes "[Guarnien]";
+ mes "Still, you can't ignore the fact that bargaining is an essential skill for a Merchant! Come back to me when you're ready~";
+ set tu_merchant, 4;
+ erasequest 8231;
+ setquest 8232;
+ close;
+ }
+ break;
+ case 2:
+ mes "Ah, you've come back to learn more. Let's see, what was I going to tell you about... Right, Mammonite!";
+ next;
+ mes "[Guarnien]";
+ mes "^871F78Mammonite^000000 is a skill that lets you greatly damage targets with Zeny. Money really is power!";
+ next;
+ mes "[Guarnien]";
+ mes "The upside is that it inflicts great damage and only uses a little SP. However, the downside is that it will also consume your Zeny!";
+ next;
+ mes "[Guarnien]";
+ mes "So if you use this skill too often, you might end up bankrupt! So be really careful. Also, as the Skill Level for Mammonite increases, so does the attack strength and Zeny consumption.";
+ next;
+ mes "[Guarnien]";
+ set .@chk_mam, getskilllv("MC_MAMMONITE");
+ if(.@chk_mam > 3 && .@chk_mam < 10){
+ mes "Ah, I see that you've already tried this skill. How much money have you wasted using Mammonite? Not too much, I hope.";
+ next;
+ mes "[Guarnien]";
+ mes "Well, since you're still green, I feel awfully sorry if you've wasted Zeny. Why don't you take this as compensation?";
+ set tu_merchant, 3;
+ erasequest 8230;
+ setquest 8231;
+ getexp 70,12;
+ next;
+ mes "[Guarnien]";
+ mes "Okay. Now I think we're ready for me to discuss the ^871F78Discount^000000 skill. Come back when you'd like me to tell you more about it, okay?";
+ close;
+ } else {
+ mes "Okay. Now I think we're ready for me to discuss the ^871F78Discount^000000 skill. Come back when you'd like me to tell you more about it, okay?";
+ set tu_merchant, 3;
+ erasequest 8230;
+ setquest 8231;
+ close;
+ }
+ break;
+ case 1:
+ mes "So...";
+ mes "Did you learn the";
+ mes "Increase Weight Limit";
+ mes "skill up to Level 4";
+ mes "like I asked?";
+ next;
+ mes "[Guarnien]";
+ set .@chk_soji, getskilllv("MC_INCCARRY");
+ if(.@chk_soji > 3 && .@chk_soji < 10){
+ mes "Ah. I can tell that you have. Not bad! By now you should be able to learn the ^871F78Discount^000000 skill, but I'll teach you about that later.";
+ next;
+ mes "[Guarnien]";
+ mes "There are a few other basic skills which you can learn right away that I'll talk about first. Let's not rush~";
+ next;
+ mes "[Guarnien]";
+ mes "First, there's the ^871F78Item Appraisal^000000 skill. This ability, once you've learned it, allows you to ^871F78identify unknown items^000000.";
+ next;
+ mes "[Guarnien]";
+ mes "This skill works exactly like a ^871F78Magnifier^000000, so you won't have to spend any Zeny on them. Also, this skill is mastered at ^871F78Level 1^000000.";
+ next;
+ if(getskilllv("MC_IDENTIFY")){
+ mes "[Guarnien]";
+ mes "I see in your eyes that you've already learned to appraise items. Haha, although having that knowledge is reward in itself, let me give you something extra!";
+ set tu_merchant, 2;
+ erasequest 8229;
+ setquest 8230;
+ getexp 58,11;
+ getitem 1351,1; //Battle_Axe
+ next;
+ mes "[Guarnien]";
+ mes "Alright, next time";
+ mes "I'll talk about the Mammonite skill. For now, let me take a little bit of a break from all of this arduous lecture. ^666666*Whew!*^000000";
+ close;
+ }
+ } else {
+ mes "No? That's fine.";
+ mes "But I can't teach you";
+ mes "much more if you can't grasp these simple basics, so hurry and learn those skills, okay?";
+ close;
+ }
+ mes "Alright, next time";
+ mes "I'll talk about the Mammonite skill. For now, let me take a little bit of a break from all of this arduous lecture. ^666666*Whew!*^000000";
+ set tu_merchant, 2;
+ erasequest 8229;
+ setquest 8230;
+ close;
+ }
+
+ mes "You've just started out as a Merchant, haven't you? How would you like to learn the fundamentals of business from an experienced colleague?";
+ next;
+ if(select("Sure!:I'll make it on my own!")==1){
+ set tu_merchant, 1;
+ if(getskilllv("MC_INCCARRY") < 4){
+ setquest 8229;
+ mes "[Guarnien]";
+ if(Sex == 1){
+ mes "Atta boy~!";
+ } else {
+ mes "Atta girl~!";
+ }
+ mes "But first things first!";
+ mes "You better learn the";
+ mes "^871F78Increase Weight Limit^000000 skill!";
+ next;
+ mes "[Guarnien]";
+ mes "You can't really be a Merchant if you can't even carry around goods to sell. As you increase the level of this skill, you can carry around more items.";
+ next;
+ mes "[Guarnien]";
+ mes "Why don't you upgrade your";
+ mes "Increase Weight Limit skill up to Level 4? After that, we can talk more about becoming a true Merchant.";
+ close;
+ } else {
+ mes "[Guarnien]";
+ mes "Great...!";
+ mes "Ah, and I see that you've learned the ^871F78Increase Weight Limit^000000 skill to at least Level 4. You're a real go-getter, aren't you?";
+ next;
+ mes "[Guarnien]";
+ mes "Since your Increase Weight";
+ mes "Limit skill level is high enough, you must be able to see a new skill in your Skill Window: ^871F78Discount^000000!";
+ next;
+ mes "[Guarnien]";
+ mes "But we'll discuss the Discount skill later. There are a few other basic skills which you can learn right away that I'll talk about first. Let's not rush~";
+ next;
+ mes "[Guarnien]";
+ mes "First, there's the ^871F78Item Appraisal^000000 skill. This ability, once you've learned it, allows you to ^871F78identify unknown items^000000.";
+ next;
+ mes "[Guarnien]";
+ mes "This skill works exactly like a ^871F78Magnifier^000000, so you won't have to spend any Zeny on them. Also, this skill is mastered at ^871F78Level 1^000000.";
+ next;
+ mes "[Guarnien]";
+ if(getskilllv("MC_IDENTIFY")){
+ mes "I see in your eyes that you've already learned to appraise items. Haha, although having that knowledge is reward in itself, let me give you something extra!";
+ set tu_merchant, 2;
+ erasequest 8229;
+ setquest 8230;
+ getexp 58,11;
+ getitem 1351,1; //Battle_Axe
+ next;
+ mes "[Guarnien]";
+ mes "Alright, next time";
+ mes "I'll talk about the Mammonite skill. For now, let me take a little bit of a break from all of this arduous lecture. ^666666*Whew!*^000000";
+ close;
+ }
+ mes "Alright, next time";
+ mes "I'll talk about the Mammonite skill. For now, let me take a little bit of a break from all of this arduous study.";
+ next;
+ mes "[Guarnien]";
+ mes "Oh...";
+ mes "And I'll tell you";
+ mes "more about the Discount";
+ mes "skill later. I always manage";
+ mes "to forget about that!";
+ set tu_merchant,2;
+ erasequest 8229;
+ setquest 8230;
+ close;
+ }
+ } else {
+ mes "[Guarnien]";
+ mes "On your own?";
+ mes "Hahaha, that's the spirit!";
+ mes "But still, the advice I'm giving is free. It couldn't hurt to give what I say a little bit of thought.";
+ next;
+ mes "[Guarnien]";
+ mes "Well, if you ever change your mind, stop by and talk to me anytime. And as a Merchant, you should know that free advice is the best!";
+ close;
+ }
+}
+
+//=================================================Sagle====================================================
+prontera,66,111,3 script Sagle 82,{
+ mes "[Sagle]";
+ if(tu_merchant == 8){
+ mes "Hello, hello~";
+ mes "Why don't you buy";
+ mes "some Red Potions?";
+ mes "They're essential for travel, and these Red Potions are the best for newer adventurers~";
+ next;
+ mes "[Sagle]";
+ mes "I will sell you 10 Red Potions for ^871F78420 zeny^000000. You'd better get them now while they're still here!";
+ next;
+ switch(select("Buy:Cancel")){
+ case 1:
+ mes "[Sagle]";
+ mes "Excellent!";
+ mes "You certainly have an eye for bargains. Here you go, 10 Red Potions fresh from the... Potioner...";
+ if(Zeny < 420){
+ next;
+ mes "[Sagle]";
+ mes "Whoa, hold on!";
+ mes "You can't afford";
+ mes "these potions...";
+ mes "Please come back";
+ mes "when you have enough";
+ mes "Zeny, alright?";
+ close;
+ }
+ if(MaxWeight - Weight < 71){
+ next;
+ mes "[Sagle]";
+ mes "Whoa, hold on!";
+ mes "There's no way you carry all of this! Why don't you put some of your stuff in Kafra Storage before coming back?";
+ close;
+ } else {
+ set Zeny, Zeny - 420;
+ set tu_merchant, 10;
+ getitem 501,10; //Red_Potion
+ close;
+ }
+ break;
+ case 2:
+ mes "[Sagle]";
+ mes "Alright...";
+ mes "But don't";
+ mes "complain if";
+ mes "these potions";
+ mes "are sold out!";
+ close;
+ break;
+ }
+ }
+ if(tu_merchant == 7){
+ mes "Hello, hello~";
+ mes "Why don't you buy";
+ mes "some Red Potions?";
+ mes "They're essential for travel, and these Red Potions are the best for newer adventurers~";
+ next;
+ mes "[Sagle]";
+ mes "I will sell you 10 Red Potions for ^871F78410 zeny^000000. You'd better get them now while they're still here!";
+ next;
+ switch(select("Buy:Cancel")){
+ case 1:
+ mes "[Sagle]";
+ mes "Excellent!";
+ mes "You certainly have an eye for bargains. Here you go, 10 Red Potions fresh from the... Potioner...";
+ if(Zeny < 410){
+ next;
+ mes "[Sagle]";
+ mes "Whoa, hold on!";
+ mes "You can't afford";
+ mes "these potions...";
+ mes "Please come back";
+ mes "when you have enough";
+ mes "Zeny, alright?";
+ close;
+ }
+ if(MaxWeight - Weight < 71){
+ next;
+ mes "[Sagle]";
+ mes "Whoa, hold on!";
+ mes "There's no way you carry all of this! Why don't you put some of your stuff in Kafra Storage before coming back?";
+ close2;
+ end;
+ } else {
+ set Zeny, Zeny - 410;
+ set tu_merchant, 10;
+ getitem 501,10; //Red_Potion
+ close;
+ }
+ break;
+ case 2:
+ mes "[Sagle]";
+ mes "Alright...";
+ mes "But don't";
+ mes "complain if";
+ mes "these potions";
+ mes "are sold out!";
+ close;
+ break;
+ }
+ }
+ if(tu_merchant == 6){
+ mes "Hello, hello~";
+ mes "Why don't you buy";
+ mes "some Red Potions?";
+ mes "They're essential for travel, and these Red Potions are the best for newer adventurers~";
+ next;
+ mes "[Sagle]";
+ mes "I will sell you 10 Red Potions for ^871F78390 zeny^000000. You'd better get them now while they're still here!";
+ next;
+ switch(select("Buy:Cancel")){
+ case 1:
+ mes "[Sagle]";
+ mes "Excellent!";
+ mes "You certainly have an eye for bargains. Here you go, 10 Red Potions fresh from the... Potioner...";
+ if(Zeny < 390){
+ next;
+ mes "[Sagle]";
+ mes "Whoa, hold on!";
+ mes "You can't afford";
+ mes "these potions...";
+ mes "Please come back";
+ mes "when you have enough";
+ mes "Zeny, alright?";
+ close;
+ }
+ if(MaxWeight - Weight < 71){
+ next;
+ mes "[Sagle]";
+ mes "Whoa, hold on!";
+ mes "There's no way you carry all of this! Why don't you put some of your stuff in Kafra Storage before coming back?";
+ close;
+ } else {
+ set Zeny, Zeny - 390;
+ set tu_merchant, 9;
+ getitem 501,10; //Red_Potion
+ close;
+ }
+ break;
+ case 2:
+ mes "[Sagle]";
+ mes "Alright...";
+ mes "But don't";
+ mes "complain if";
+ mes "these potions";
+ mes "are sold out!";
+ close;
+ break;
+ }
+ }
+ mes "It's on the tip";
+ mes "of my tongue, but";
+ mes "I can't quite remember...";
+ next;
+ mes "[Sagle]";
+ mes "You know, the name of the company that has all those beautiful ladies working for it. Ka... Ka-something. Anyway, I hear they're concerned about their growing competition. ";
+ next;
+ mes "[Sagle]";
+ mes "It's none of my business, but it's good to know what's going on in";
+ mes "the world, particularly if it'll affect the markets.";
+ close;
+}
+
+//=================================================Kellion====================================================
+prontera,93,330,3 script Kellion 97,{
+ mes "[Kellion]";
+ if(tu_merchant == 8){
+ mes "I'm selling sets of";
+ mes "10 Red Potions for 340 Zeny.";
+ mes "Would you like some?";
+ next;
+ switch(select("Buy:Cancel")){
+ case 1:
+ mes "[Kellion]";
+ mes "Good choice~";
+ mes "Thank you for";
+ mes "using my shop.";
+ if(Zeny < 340){
+ next;
+ mes "[Kellion]";
+ mes "Ooops!";
+ mes "I'm sorry, but you don't have enough Zeny. I've got to stay in business somehow, you know?";
+ close;
+ }
+ if(MaxWeight - Weight < 71){
+ next;
+ mes "[Kellion]";
+ mes "...Huh?";
+ mes "You better put some of your stuff in Kafra Storage, you can't carry much else!";
+ close;
+ } else {
+ set Zeny, Zeny - 340;
+ set tu_merchant, 10;
+ getitem 569,10; //Novice_Potion
+ close;
+ }
+ break;
+ case 2:
+ mes "[Kellion]";
+ mes "Well, I'm sorry";
+ mes "to hear that. But";
+ mes "I guess I'll see";
+ mes "you later.";
+ close;
+ break;
+ }
+ }
+ if(tu_merchant == 7){
+ mes "I'm selling sets of";
+ mes "10 Red Potions for 390 Zeny.";
+ mes "Would you like some?";
+ next;
+ switch(select("Buy:Cancel")){
+ case 1:
+ mes "[Kellion]";
+ mes "Good choice~";
+ mes "Thank you for";
+ mes "using my shop.";
+ if(Zeny < 390){
+ next;
+ mes "[Kellion]";
+ mes "Ooops!";
+ mes "I'm sorry, but you don't have enough Zeny. I've got to stay in business somehow, you know?";
+ close;
+ }
+ if(MaxWeight - Weight < 71){
+ next;
+ mes "[Kellion]";
+ mes "...Huh?";
+ mes "You better put some of your stuff in Kafra Storage, you can't carry much else!";
+ close;
+ } else {
+ set Zeny, Zeny - 390;
+ set tu_merchant, 9;
+ getitem 501,10; //Red_Potion
+ close;
+ }
+ break;
+ case 2:
+ mes "[Kellion]";
+ mes "Well, I'm sorry";
+ mes "to hear that. But";
+ mes "I guess I'll see";
+ mes "you later.";
+ close;
+ break;
+ }
+ }
+ if(tu_merchant == 6){
+ mes "I'm selling sets of";
+ mes "10 Red Potions for 400 Zeny.";
+ mes "Would you like some?";
+ next;
+ switch(select("Buy:Cancel")){
+ case 1:
+ mes "[Kellion]";
+ mes "Good choice~";
+ mes "Thank you for";
+ mes "using my shop.";
+ if(Zeny < 400){
+ next;
+ mes "[Kellion]";
+ mes "Ooops!";
+ mes "I'm sorry, but you don't have enough Zeny. I've got to stay in business somehow, you know?";
+ close;
+ }
+ if(MaxWeight - Weight < 71){
+ next;
+ mes "[Kellion]";
+ mes "...Huh?";
+ mes "You better put some of your stuff in Kafra Storage, you can't carry much else!";
+ close;
+ } else {
+ set Zeny, Zeny - 400;
+ set tu_merchant, 10;
+ getitem 501,10; //Red_Potion
+ close;
+ }
+ break;
+ case 2:
+ mes "[Kellion]";
+ mes "Well, I'm sorry";
+ mes "to hear that. But";
+ mes "I guess I'll see";
+ mes "you later.";
+ close;
+ break;
+ }
+ }
+ mes "Recently, I hear that something";
+ mes "has happened to the royal family.";
+ next;
+ mes "[Kellion]";
+ mes "It's probably not even a reliable rumor, but I've heard that members of the royal family have been dying from some unknown cause.";
+ next;
+ mes "[Kellion]";
+ mes "Huh.";
+ mes "Now that's some morbid news!";
+ mes "Well, hopefully, there's no truth to it whatsoever. None at all...";
+ close;
+}
+
+//=================================================Aigie====================================================
+prt_in,169,11,3 script Aigie 92,{
+ if(tu_merchant == 8){
+ mes "[Aigie]";
+ mes "Welcome to my shop.";
+ mes "I'm just a young girl who's a victim of circumstance, forced to sell potions on the street for dirt cheap prices.";
+ next;
+ mes "[Aigie]";
+ mes "Would you like";
+ mes "to buy 10 Red Potions";
+ mes "for 390 Zeny, kind adventurer?";
+ next;
+ switch(select("Buy:Cancel")){
+ case 1:
+ mes "[Aigie]";
+ mes "Thank you so much.";
+ mes "Now I can finally";
+ mes "afford food again...";
+ if(Zeny < 390){
+ next;
+ mes "[Aigie]";
+ mes "Wait, wait!";
+ mes "I am sorry, but you don't have enough money. Would you please get some more Zeny before coming back?";
+ close;
+ }
+ if(MaxWeight - Weight < 71){
+ next;
+ mes "[Aigie]";
+ mes "Wait, wait!";
+ mes "You can't possibly carry any more items. Why don't you put your things in Kafra Storage first?";
+ close;
+ } else {
+ set Zeny, Zeny - 390;
+ set tu_merchant, 9;
+ getitem 501,10; //Red_Potion
+ close;
+ }
+ break;
+ case 2:
+ mes "[Aigie]";
+ mes "I understand.";
+ mes "But I hope you";
+ mes "see that I'm offering";
+ mes "you a really good price.";
+ mes "^666666*Sniff Sniff*^000000";
+ close;
+ break;
+ }
+ }
+ if(tu_merchant == 7){
+ mes "[Aigie]";
+ mes "Welcome to my shop.";
+ mes "I'm just a young girl who's a victim of circumstance, forced to sell potions on the street for dirt cheap prices.";
+ next;
+ mes "[Aigie]";
+ mes "Would you like";
+ mes "to buy 10 Red Potions";
+ mes "for 420 Zeny, kind adventurer?";
+ next;
+ switch(select("Buy:Cancel")){
+ case 1:
+ mes "[Aigie]";
+ mes "Thank you so much.";
+ mes "Now I can finally";
+ mes "afford food again...";
+ if(Zeny < 420){
+ next;
+ mes "[Aigie]";
+ mes "Wait, wait!";
+ mes "I am sorry, but you don't have enough money. Would you please get some more Zeny before coming back?";
+ close;
+ }
+ if(MaxWeight - Weight < 71){
+ next;
+ mes "[Aigie]";
+ mes "Wait, wait!";
+ mes "You can't possibly carry any more items. Why don't you put your things in Kafra Storage first?";
+ close;
+ } else {
+ set Zeny, Zeny - 420;
+ set tu_merchant, 10;
+ getitem 501,10; //Red_Potion
+ close;
+ }
+ break;
+ case 2:
+ mes "[Aigie]";
+ mes "I understand.";
+ mes "But I hope you";
+ mes "see that I'm offering";
+ mes "you a really good price.";
+ mes "^666666*Sniff Sniff*^000000";
+ close;
+ break;
+ }
+ }
+ if(tu_merchant == 6){
+ mes "[Aigie]";
+ mes "Welcome to my shop.";
+ mes "I'm just a young girl who's a victim of circumstance, forced to sell potions on the street for dirt cheap prices.";
+ next;
+ mes "[Aigie]";
+ mes "Would you like";
+ mes "to buy 10 Red Potions";
+ mes "for 340 Zeny, kind adventurer?";
+ next;
+ switch(select("Buy:Cancel")){
+ case 1:
+ mes "[Aigie]";
+ mes "Thank you so much.";
+ mes "Now I can finally";
+ mes "afford food again...";
+ if(Zeny < 340){
+ next;
+ mes "[Aigie]";
+ mes "Wait, wait!";
+ mes "I am sorry, but you don't have enough money. Would you please get some more Zeny before coming back?";
+ close;
+ }
+ if(MaxWeight - Weight < 71){
+ next;
+ mes "[Aigie]";
+ mes "Wait, wait!";
+ mes "You can't possibly carry any more items. Why don't you put your things in Kafra Storage first?";
+ close;
+ } else {
+ set Zeny, Zeny - 340;
+ set tu_merchant, 10;
+ getitem 569,10; //Novice_Potion
+ close;
+ }
+ break;
+ case 2:
+ mes "[Aigie]";
+ mes "I understand.";
+ mes "But I hope you";
+ mes "see that I'm offering";
+ mes "you a really good price.";
+ mes "^666666*Sniff Sniff*^000000";
+ close;
+ break;
+ }
+ }
+ mes "[Aigie]";
+ mes "It's true that money isn't everything. I'm sure other things are important to have in order to be happy.";
+ next;
+ mes "[Aigie]";
+ mes "However, money can be much more dependable than some people I know. You can rely on money more than anything else in this world.";
+ close;
+}
+
+//=================================================Jayon====================================================
+prontera,247,129,3 script Jayon 85,{
+ if(tu_merchant == 8){
+ mes "[Jayon]";
+ mes "If you've checked out the market for Red Potions, you know that my price is the best. I'm offering 10 Red Potions for only 410 Zeny!";
+ next;
+ switch(select("Buy:Cancel")){
+ case 1:
+ mes "[Jayon]";
+ mes "Heh heh...!";
+ mes "It looks like";
+ mes "you know your";
+ mes "stuff. You're a";
+ mes "Merchant yourself,";
+ mes "aren't you?";
+ if(Zeny < 410){
+ next;
+ mes "[Jayon]";
+ mes "But sorry buddy.";
+ mes "Rules are rules.";
+ mes "You gotta meet my price";
+ mes "if you want these potions.";
+ close;
+ }
+ if(MaxWeight - Weight < 71){
+ next;
+ mes "[Jayon]";
+ mes "But sorry buddy. I can't let you carry more than you can handle.";
+ mes "You ought to free up some of your inventory space when you get the chance.";
+ close;
+ } else {
+ set Zeny, Zeny - 410;
+ set tu_merchant, 10;
+ getitem 501,10; //Red_Potion
+ close;
+ }
+ break;
+ case 2:
+ mes "[Jayon]";
+ mes "Just looking";
+ mes "around, eh?";
+ mes "I understand.";
+ mes "But you better take";
+ mes "advantage of a real";
+ mes "deal when you see one!";
+ close;
+ break;
+ }
+ }
+
+ if(tu_merchant == 7){
+ mes "[Jayon]";
+ mes "If you've checked out the market for Red Potions, you know that my price is the best. I'm offering 10 Red Potions for only 400 Zeny!";
+ next;
+ switch(select("Buy:Cancel")){
+ case 1:
+ mes "[Jayon]";
+ mes "Heh heh...!";
+ mes "It looks like";
+ mes "you know your";
+ mes "stuff. You're a";
+ mes "Merchant yourself,";
+ mes "aren't you?";
+ if(Zeny < 400){
+ next;
+ mes "[Jayon]";
+ mes "But sorry buddy.";
+ mes "Rules are rules.";
+ mes "You gotta meet my price";
+ mes "if you want these potions.";
+ close;
+ }
+ if(MaxWeight - Weight < 71){
+ next;
+ mes "[Jayon]";
+ mes "But sorry buddy. I can't let you carry more than you can handle.";
+ mes "You ought to free up some of your inventory space when you get the chance.";
+ close;
+ } else {
+ set Zeny, Zeny - 400;
+ set tu_merchant, 10;
+ getitem 501,10; //Red_Potion
+ close;
+ }
+ break;
+ case 2:
+ mes "[Jayon]";
+ mes "Just looking";
+ mes "around, eh?";
+ mes "I understand.";
+ mes "But you better take";
+ mes "advantage of a real";
+ mes "deal when you see one!";
+ close2;
+ end;
+ break;
+ }
+ }
+
+ if(tu_merchant == 6){
+ mes "[Jayon]";
+ mes "If you've checked out the market for Red Potions, you know that my price is the best. I'm offering 10 Red Potions for only 410 Zeny!";
+ next;
+ switch(select("Buy:Cancel")){
+ case 1:
+ mes "[Jayon]";
+ mes "Heh heh...!";
+ mes "It looks like";
+ mes "you know your";
+ mes "stuff. You're a";
+ mes "Merchant yourself,";
+ mes "aren't you?";
+ if(Zeny < 410){
+ next;
+ mes "[Jayon]";
+ mes "But sorry buddy.";
+ mes "Rules are rules.";
+ mes "You gotta meet my price";
+ mes "if you want these potions.";
+ close;
+ }
+ if(MaxWeight - Weight < 71){
+ next;
+ mes "[Jayon]";
+ mes "But sorry buddy. I can't let you carry more than you can handle.";
+ mes "You ought to free up some of your inventory space when you get the chance.";
+ close;
+ } else {
+ set Zeny, Zeny - 410;
+ set tu_merchant, 10;
+ getitem 501,10; //Red_Potion
+ close;
+ }
+ break;
+ case 2:
+ mes "[Jayon]";
+ mes "Just looking";
+ mes "around, eh?";
+ mes "I understand.";
+ mes "But you better take";
+ mes "advantage of a real";
+ mes "deal when you see one!";
+ close;
+ break;
+ }
+ }
+
+ mes "[Jayon]";
+ mes "The Schwaltzvalt Republic...";
+ mes "It's a really interesting country. There's Juno and a few other places worth looking around. ";
+ next;
+ mes "[Jayon]";
+ mes "They may not be the best places";
+ mes "for sight seeing, but I'm sure they'll offer something of interest to you adventurers.";
+ close;
+}
+
+//=================================================Maos====================================================
+prt_in,251,129,3 script Maos 709,{
+ if(tu_merchant == 8){
+ mes "[Maos]";
+ mes "Don't say anything.";
+ mes "I know what you want.";
+ mes "10 Red Potions, right?";
+ mes "I'll sell them to you";
+ mes "for the low price of 420 Zeny~";
+ next;
+ switch(select("Buy:Cancel")){
+ case 1:
+ mes "[Maos]";
+ mes "Excellent choice!";
+ mes "Good products at affordable prices! That's my ethic as a merchant.";
+ if(Zeny < 420){
+ next;
+ mes "[Maos]";
+ mes "Ooh, but you don't even have enough Zeny to purchase these potions. I'm sorry, but I can't sell these just to lose money, you know?";
+ close;
+ }
+ if(MaxWeight - Weight < 71){
+ next;
+ mes "[Maos]";
+ mes "Ooh, but it doesn't look like you've got enough inventory space to carry any more items.";
+ close;
+ } else {
+ set Zeny, Zeny - 420;
+ set tu_merchant, 10;
+ getitem 501,10; //Red_Potion
+ close;
+ }
+ break;
+ case 2:
+ mes "[Maos]";
+ mes "Well, I can't force you to buy these, but I'm telling you that you're passing up a real bargain!";
+ close;
+ break;
+ }
+ }
+ if(tu_merchant == 7){
+ mes "[Maos]";
+ mes "Don't say anything.";
+ mes "I know what you want.";
+ mes "10 Red Potions, right?";
+ mes "I'll sell them to you";
+ mes "for the low price of 340 Zeny~";
+ next;
+ switch(select("Buy:Cancel")){
+ case 1:
+ mes "[Maos]";
+ mes "Excellent choice!";
+ mes "Good products at affordable prices! That's my ethic as a merchant.";
+ if(Zeny < 340){
+ next;
+ mes "[Maos]";
+ mes "Ooh, but you don't even have enough Zeny to purchase these potions. I'm sorry, but I can't sell these just to lose money, you know?";
+ close;
+ }
+ if(MaxWeight - Weight < 71){
+ mes "[Maos]";
+ mes "Ooh, but it doesn't look like you've got enough inventory space to carry any more items.";
+ close;
+ } else {
+ set Zeny, Zeny - 340;
+ set tu_merchant, 10;
+ getitem 501,10; //Red_Potion
+ close;
+ }
+ break;
+ case 2:
+ mes "[Maos]";
+ mes "Well, I can't force you to buy these, but I'm telling you that you're passing up a real bargain!";
+ close;
+ break;
+ }
+ }
+ if(tu_merchant == 6){
+ mes "[Maos]";
+ mes "Don't say anything.";
+ mes "I know what you want.";
+ mes "10 Red Potions, right?";
+ mes "I'll sell them to you";
+ mes "for the low price of 400 Zeny~";
+ next;
+ switch(select("Buy:Cancel")){
+ case 1:
+ mes "[Maos]";
+ mes "Excellent choice!";
+ mes "Good products at affordable prices! That's my ethic as a merchant.";
+ if(Zeny < 400){
+ next;
+ mes "[Maos]";
+ mes "Ooh, but you don't even have enough Zeny to purchase these potions. I'm sorry, but I can't sell these just to lose money, you know?";
+ close;
+ }
+ if(MaxWeight - Weight < 71){
+ mes "[Maos]";
+ mes "Ooh, but it doesn't look like you've got enough inventory space to carry any more items.";
+ close;
+ } else {
+ set Zeny, Zeny - 400;
+ set tu_merchant, 10;
+ getitem 501,10; //Red_Potion
+ close;
+ }
+ break;
+ case 2:
+ mes "[Maos]";
+ mes "Well, I can't force you to buy these, but I'm telling you that you're passing up a real bargain!";
+ close;
+ break;
+ }
+ }
+ mes "[Maos]";
+ mes "I see too many people struggling to scrape every penny and put it all into their savings...";
+ next;
+ mes "[Maos]";
+ mes "Now, don't get me wrong. It's a good idea to invest in the future. But money exists to be spent! Enjoy every moment, that's what I say~";
+ next;
+ mes "[Maos]";
+ mes "Besides...";
+ mes "You can't take";
+ mes "your money with you";
+ mes "when your time's up,";
+ mes "you know?";
+ close;
+}
diff --git a/npc/pre-re/quests/first_class/tu_sword.txt b/npc/pre-re/quests/first_class/tu_sword.txt
new file mode 100644
index 000000000..2219810b4
--- /dev/null
+++ b/npc/pre-re/quests/first_class/tu_sword.txt
@@ -0,0 +1,2475 @@
+//===== rAthena Script =======================================
+//= Swordman Class Tutorial and Job Specific Quest
+//===== By: ==================================================
+//= Fix up by Jukka
+//===== Current Version: =====================================
+//= 1.4
+//===== Compatible With: =====================================
+//= rAthena SVN (Testet in Trunk 88xx)
+//===== Description: =========================================
+//=
+//===== Additional Comments: =================================
+//= 1.0 Fully working
+//= 1.1 optimized [Lupus]
+//= TODO: Test, Add correct misceffects numbers
+//= 1.2 Fixed a typo on NPC name. [SinSloth]
+//= 1.3 Fixed experience gains to match upcoming rate adjustments. [SinSloth]
+//= 1.4 Misc. updates. [L0ne_W0lf]
+//============================================================
+
+
+//=================================================Shurank====================================================
+izlude_in,82,163,3 script Shurank 733,{
+ mes "[Shurank]";
+ if(Class == Job_Novice || Class == Job_Baby){
+ mes "Still wondering";
+ mes "what to do with";
+ mes "your future, eh?";
+ next;
+ mes "[Shurank]";
+ mes "If I may be so bold,";
+ mes "I suggest that you follow";
+ mes "the path of strength.";
+ mes "Become... A Swordman.";
+ next;
+ mes "[Shurank]";
+ mes "If you wish to stake your life on the way of the sword, speak to the Swordman Association representative to the left.";
+ next;
+ mes "[Shurank]";
+ mes "Whatever you do,";
+ mes "I hope that you live out your life without any regrets. And if you do happen to become a Swordman,";
+ mes "come back to me...";
+ close;
+ }
+ if(BaseClass == Job_Swordman && eaclass()&(EAJL_2|EAJL_UPPER)){
+ mes "From your raiment,";
+ mes "I see that you are";
+ if(Sex)
+ mes "a man of the sword.";
+ else
+ mes "a woman of the sword.";
+ mes "Your eyes tell me that";
+ mes "you've seen many a battle.";
+ next;
+ mes "[Shurank]";
+ mes "There's nothing that I can actually offer to teach you. But if you know any new Swordmen that show potential, please direct them to me.";
+ close;
+ }
+ if(BaseClass != Job_Swordman){
+ mes "Greetings adventurer.";
+ mes "If you happen to know";
+ mes "any new Swordmen,";
+ mes "please direct them to me.";
+ next;
+ mes "[Shurank]";
+ mes "My specialty happens to be teaching the fundamentals of the Swordman job to green recruits that have just made the job change.";
+ next;
+ mes "[Shurank]";
+ mes "Although it would be great if everyone can wield a sword,";
+ mes "I'm afraid there's nothing I can effectively teach to you. The methods of your job are...";
+ mes "Foreign to me.";
+ close;
+ }
+ switch(tu_swordman){
+ case 23:
+ mes "Greetings, my friend.";
+ mes "There is nothing more";
+ mes "that I can teach you...";
+ next;
+ mes "[Shurank]";
+ mes "To improve your skills,";
+ mes "you must explore this vast world and experience all sorts of battle situations. And always commit yourself to your training.";
+ close;
+ break;
+ case 22:
+ mes "This will be my";
+ mes "final lecture to you.";
+ mes "Please listen carefully";
+ mes "as I tell you all about";
+ mes "Magnum Break.";
+ next;
+ mes "[Shurank]";
+ mes "Magnum Break, mastered at Skill Level 10, requires ^5D478BLevel 5 Bash^000000. When used, this skill inflicts splash damage to enemies surrounding the caster.";
+ next;
+ mes "[Shurank]";
+ mes "Enemies struck by Magnum Break";
+ mes "will be pushed back by a Fire property attack. Afterwards, your weapon will temporarily inflict 20% more damage with Fire property attacks.";
+ next;
+ mes "[Shurank]";
+ mes "Magnum Break is ideal for use";
+ mes "when surrounded by foes, but also keep in mind that it also inflicts a little damage on its caster.";
+ next;
+ set .@chk_magnum, getskilllv("SM_MAGNUM");
+ if(.@chk_magnum > 5){
+ mes "[Shurank]";
+ mes "I see that you've been training in the use of Magnum Break. Although it is an awesome skill, it's not for every Swordman. Still, there's no harm in learning it.";
+ next;
+ mes "[Shurank]";
+ mes "Here is a humble reward for";
+ mes "your great efforts. But do not let your talents allow you to grow arrogant!";
+ set tu_swordman, 23;
+ completequest 8228;
+ getexp 186,0;
+ getitem 1113,1; //Scimiter
+ next;
+ mes "[Shurank]";
+ mes "That is all I have to teach you about Swordman skills. Hopefully, I've been able to clear up anything you haven't understood about your job and skills.";
+ next;
+ mes "[Shurank]";
+ mes "As for the matter concerning";
+ mes "that murderer, it's no longer in our hands. At this time, there's nothing that we can effectively";
+ mes "do about it.";
+ next;
+ mes "[Shurank]";
+ mes "However, I'd like";
+ mes "to ask that you keep the";
+ mes "information you've learned";
+ mes "to yourself. This matter is considered highly classified...";
+ next;
+ mes "[Shurank]";
+ mes "In any case, there's no need to worry about it anymore. But if we ever need assistance, I'll remember to ask you for your help.";
+ next;
+ mes "[Shurank]";
+ mes "You've done very well. Continue training and if you reach ^5D478BJob Level 40^000000, you can be promoted to a Knight or a Crusader.";
+ next;
+ mes "[Shurank]";
+ mes "Well...";
+ mes "We Swordmen typically aren't prone to being sentimental, but I'm glad to have met you. Do your best and become a splendid Swordman.";
+ close;
+ }
+ mes "[Shurank]";
+ mes "That is all I have to teach you about Swordman skills. Hopefully, I've been able to clear up anything you haven't understood about your job and skills.";
+ next;
+ mes "[Shurank]";
+ mes "As for the matter concerning";
+ mes "that murderer, it's no longer in our hands. At this time, there's nothing that we can effectively do about it.";
+ next;
+ mes "[Shurank]";
+ mes "However, I'd like";
+ mes "to ask that you keep the";
+ mes "information you've learned";
+ mes "to yourself. This matter is considered highly classified...";
+ next;
+ mes "[Shurank]";
+ mes "In any case, there's no need to worry about it anymore. But if we ever need assistance, I'll remember to ask you for your help.";
+ next;
+ mes "[Shurank]";
+ mes "You've done very well. Continue training and if you reach ^5D478BJob Level 40^000000, you can be promoted to a Knight or a Crusader.";
+ next;
+ mes "[Shurank]";
+ mes "Well...";
+ mes "We Swordmen typically aren't prone to being sentimental, but I'm glad to have met you. Do your best and become a splendid Swordman.";
+ next;
+ mes "[Shurank]";
+ mes "Before you go, please take this.";
+ mes "I hope that you make good use of it as you train to become stronger and stronger. Good luck out there.";
+ set tu_swordman, 23;
+ completequest 8228;
+ getitem 1113,1; //Scimiter
+ close;
+ break;
+ case 21:
+ mes "Ah, you've returned. I've just received a communique from";
+ mes "Dequ'ee. It seems you've been working very hard and that you've made the most of this experience.";
+ next;
+ mes "[Shurank]";
+ mes "For now, I believe you'll benefit from learning some more about Swordman skills. First, let me tell you more about the Sword Masteries.";
+ next;
+ mes "[Shurank]";
+ mes "There are two different kinds:";
+ mes "^5D478BOne Handed Sword Mastery^000000 and";
+ mes "^5D478BTwo Handed Sword Mastery^000000. Both";
+ mes "are Passive Skills that increase your Attack Power as these skills are leveled up.";
+ next;
+ mes "[Shurank]";
+ mes "One Handed Sword Mastery";
+ mes "increases the damage of Daggers and One Handed Swords while Two Handed Sword Mastery increases the damage of Two Handed Swords.";
+ next;
+ set .@chk_hanson, getskilllv("SM_SWORD");
+ set .@chk_yangson, getskilllv("SM_TWOHAND");
+ if((.@chk_hanson > 9) || (.@chk_yangson > 9)){
+ mes "[Shurank]";
+ mes "Ah, from the way you handle your Sword, I see that you have mastered a Sword Mastery. I'm thoroughly impressed.";
+ next;
+ mes "[Shurank]";
+ mes "Let me give you";
+ mes "this small reward";
+ mes "in recognition of";
+ mes "your accomplishment.";
+ set tu_swordman, 22;
+ changequest 8227,8228;
+ getexp 186,0;
+ next;
+ mes "[Shurank]";
+ mes "Next time, I will tell you more about the Magnum Break skill.";
+ mes "I'll be here when you're ready to learn more.";
+ close;
+ }
+ mes "[Shurank]";
+ mes "Next time, I will tell you more about the Magnum Break skill.";
+ mes "I'll be here when you're ready to learn more.";
+ set tu_swordman, 22;
+ close;
+ break;
+ case 13:
+ mes "You should leave as soon as possible to meet Dequ'ee in Geffen. You do remember where to find him, don't you?";
+ close;
+ break;
+ case 12:
+ mes "So how has your";
+ mes "training for the Endure";
+ mes "skill coming along?";
+ next;
+ set .@chk_endure, getskilllv("SM_ENDURE");
+ if(.@chk_endure > 1){
+ mes "[Shurank]";
+ mes "From that gleen of toughness upon your skin, I see now that I was foolish to ask. Well done~";
+ set tu_swordman, 13;
+ erasequest 8221;
+ setquest 8222;
+ getexp 126,0;
+ next;
+ mes "[Shurank]";
+ mes "Ah, once again, I have";
+ mes "another task for you to perform. Please visit Dequ'ee in Geffen since it seems he has something";
+ mes "to ask of you.";
+ next;
+ mes "[Shurank]";
+ mes "Hurry and meet with Dequ'ee and return to me when you complete whatever it is that he wishes for you to do.";
+ close;
+ } else {
+ mes "[Shurank]";
+ mes "Hmm...";
+ mes "You're not quite";
+ mes "there yet. In the";
+ mes "meantime, I encourage";
+ mes "you to double your efforts!";
+ close;
+ }
+ break;
+ case 11:
+ mes "So have you";
+ mes "learned how to use";
+ mes "the Endure skill yet?";
+ next;
+ set .@chk_endure, getskilllv("SM_ENDURE");
+ if((.@chk_endure > 0) && (.@chk_endure < 2)){
+ mes "[Shurank]";
+ mes "I see that you";
+ mes "know how to use the";
+ mes "Endure skill. Still, it wouldn't hurt if I review the basic details regarding its use...";
+ next;
+ mes "[Shurank]";
+ mes "As you've noticed, receiving any damage causes you to reel in pain, stunning you for an instant. Thus, rapidly attacking enemies are dangerous since it's difficult to counter or escape them.";
+ next;
+ mes "[Shunrank]";
+ mes "Activating Endure enables you to shrug off attacks. You'll receive damage, but enemy attacks will not impede you as much. This means you can counter enemy attacks or escape if you need to.";
+ next;
+ mes "[Shurank]";
+ mes "Of course, you can't use Endure forever. However, the more you increase the level of the Endure";
+ mes "skill, the longer Endure's effect will last. Also, remember that Endure also has a skill delay.";
+ next;
+ mes "[Shurank]";
+ mes "Since you've learned the Endure skill already, I don't think I need to explain it any further. You've done well.";
+ erasequest 8221;
+ setquest 8222;
+ set tu_swordman, 13;
+ next;
+ mes "[Shurank]";
+ mes "Ah, once again, I have";
+ mes "another task for you to perform. Please visit Dequ'ee in Geffen since it seems he has something";
+ mes "to ask of you.";
+ next;
+ mes "[Shurank]";
+ mes "Hurry and meet with Dequ'ee and return to me when you complete whatever it is that he wishes for you to do.";
+ close2;
+ end;
+ } else if(.@chk_endure > 1){
+ mes "[Shurank]";
+ mes "From that gleen of toughness upon your skin, I see now that I was foolish to ask. Well done~";
+ set tu_swordman, 13;
+ erasequest 8221;
+ setquest 8222;
+ getexp 126,0;
+ next;
+ mes "[Shurank]";
+ mes "Ah, once again, I have";
+ mes "another task for you to perform. Please visit Dequ'ee in Geffen since it seems he has something";
+ mes "to ask of you.";
+ next;
+ mes "[Shurank]";
+ mes "Hurry and meet with Dequ'ee and return to me when you complete whatever it is that he wishes for you to do.";
+ close;
+ } else {
+ mes "[Shurank]";
+ mes "No...?";
+ mes "I recommend that you learn it as soon as you can. Endure is an invaluable skill for any Swordman to have!";
+ close;
+ }
+ break;
+ case 10:
+ mes "The time has come";
+ mes "for me to tell you";
+ mes "all I know about";
+ mes "the Endure skill.";
+ next;
+ set .@chk_endure, getskilllv("SM_ENDURE");
+ if(.@chk_endure == 0){
+ mes "[Shurank]";
+ mes "As you've noticed, receiving any damage causes you to reel in pain, stunning you for an instant. Thus, rapidly attacking enemies are dangerous since it's difficult to counter or escape them.";
+ next;
+ mes "[Shunrank]";
+ mes "Activating Endure enables you to shrug off attacks. You'll receive damage, but enemy attacks will not impede you as much. This means you can counter enemy attacks or escape if you need to.";
+ next;
+ mes "[Shurank]";
+ mes "Of course, you can't use Endure forever. However, the more you increase the level of the Endure";
+ mes "skill, the longer Endure's effect will last. Also, remember that Endure also has a skill delay.";
+ next;
+ mes "[Shurank]";
+ mes "Alright. Now I want you to train in the use of the Endure skill. You can become a great Swordman";
+ mes "if you can endure attacks";
+ mes "from your enemies!";
+ set tu_swordman, 11;
+ changequest 8220,8221;
+ close;
+ } else if((.@chk_endure > 0) && (.@chk_endure < 2)){
+ mes "[Shurank]";
+ mes "I see that you";
+ mes "know how to use the";
+ mes "Endure skill. Still, it wouldn't hurt if I review the basic details regarding its use...";
+ next;
+ mes "[Shurank]";
+ mes "As you've noticed, receiving any damage causes you to reel in pain, stunning you for an instant. Thus, rapidly attacking enemies are dangerous since it's difficult to counter or escape them.";
+ next;
+ mes "[Shurank]";
+ mes "Activating Endure enables you to shrug off attacks. You'll receive damage, but enemy attacks will not impede you as much. This means you can counter enemy attacks or escape if you need to.";
+ next;
+ mes "[Shurank]";
+ mes "Of course, you can't use Endure forever. However, the more you increase the level of the Endure";
+ mes "skill, the longer Endure's effect will last. Also, remember that Endure also has a skill delay.";
+ next;
+ mes "[Shurank]";
+ mes "Since you've learned the Endure skill already, I don't think I need to explain it any further. You've done well.";
+ set tu_swordman, 13;
+ erasequest 8221;
+ setquest 8222;
+ next;
+ mes "[Shurank]";
+ mes "Ah, once again, I have";
+ mes "another task for you to perform. Please visit Dequ'ee in Geffen since it seems he has something";
+ mes "to ask of you.";
+ next;
+ mes "[Shurank]";
+ mes "Hurry and meet with Dequ'ee and return to me when you complete whatever it is that he wishes for you to do.";
+ close;
+ } else if(.@chk_endure > 1){
+ mes "[Shurank]";
+ mes "Hm. But judging from the gleen of toughness on your skin, I suppose teaching you about Endure would be a waste of your time. Well done!";
+ set tu_swordman, 13;
+ erasequest 8221;
+ setquest 8222;
+ getexp 126,0;
+ next;
+ mes "[Shurank]";
+ mes "Ah, once again, I have";
+ mes "another task for you to perform. Please visit Dequ'ee in Geffen since it seems he has something";
+ mes "to ask of you.";
+ next;
+ mes "[Shurank]";
+ mes "Hurry and meet with Dequ'ee and return to me when you complete whatever it is that he wishes for you to do.";
+ close;
+ }
+ break;
+ case 9:
+ mes "So have you been";
+ mes "learning more about";
+ mes "the use of the Provoke skill?";
+ next;
+ set .@chk_provoke, getskilllv("SM_PROVOKE");
+ if((.@chk_provoke > 4) && (.@chk_provoke < 10)){
+ mes "[Shurank]";
+ mes "Ah, I see that you have a fairly good understanding of the Provoke skill. Let me reward you in this small way for your efforts.";
+ set tu_swordman, 10;
+ getexp 112,0;
+ next;
+ mes "[Shurank]";
+ mes "Next time we speak, I will tell you what I know about the ^5D478BEndure^000000 skill. When you're ready to learn, come back to me.";
+ close;
+ } else if(.@chk_provoke == 10){
+ mes "[Shurank]";
+ mes "Y-you've mastered";
+ mes "Provoke? Impressive!";
+ mes "I see that you've made";
+ mes "up your mind to become";
+ mes "an outstanding Swordman.";
+ mes "Here is a small reward...";
+ set tu_swordman, 10;
+ getexp 126,0;
+ next;
+ mes "[Shurank]";
+ mes "Next time we speak, I will tell you what I know about the ^5D478BEndure^000000 skill. When you're ready to learn, come back to me.";
+ close;
+ } else {
+ mes "[Shurank]";
+ mes "Hmm, I acknowledge";
+ mes "your progress, but you're not quite there yet. You've got to become more skilled in Provoke before";
+ mes "I can continue my lectures.";
+ close;
+ }
+ break;
+ case 8:
+ mes "Ah, you've returned.";
+ mes "So how has your training";
+ mes "in the use of the Provoke";
+ mes "skill been progressing?";
+ next;
+ set .@chk_provoke, getskilllv("SM_PROVOKE");
+ if((.@chk_provoke > 0) && (.@chk_provoke < 5)){
+ mes "[Shurank]";
+ mes "Ah, now I can see that you";
+ mes "know how to use it. That's a vast improvement over not being able to use it at all. Let me refesh you on Provoke's details.";
+ next;
+ mes "[Shurank]";
+ mes "In order to effectively use Provoke, you must understand";
+ mes "how it works: Provoke infuriates your opponents, making them";
+ mes "want to attack you.";
+ next;
+ mes "[Shurank]";
+ mes "When provoked, an enemy will have greater attack strength, making it more dangerous, but will also have reduced defense, making your enemy easier to defeat.";
+ next;
+ mes "[Shurank]";
+ mes "Ideally, you may wish to use Provoke on enemies when they are weakened enough so that you can finish them off more quickly. But that's up to you.";
+ next;
+ mes "[Shurank]";
+ mes "Also, the higher the level of Provoke that is used, the higher the attack increase and defense decrease of your target.";
+ next;
+ mes "[Shurank]";
+ mes "As an Active Skill, Provoke will consume a small amount of SP, just like Bash. So be careful not to run out of SP when using this skill.";
+ next;
+ mes "[Shurank]";
+ mes "Alright, come back to me when you become sufficiently skilled in the use of Provoke. In the meantime, keep training.";
+ set tu_swordman, 9;
+ close;
+ } else if((.@chk_provoke > 4) && (.@chk_provoke < 10)){
+ mes "[Shurank]";
+ mes "Ah, I see that you have a fairly good understanding of the Provoke skill. Let me reward you in this small way for your efforts.";
+ set tu_swordman, 10;
+ getexp 112,0;
+ next;
+ mes "[Shurank]";
+ mes "Next time we speak, I will tell you what I know about the ^5D478BEndure^000000 skill. When you're ready to learn, come back to me.";
+ close;
+ } else if(.@chk_provoke == 10){
+ mes "[Shurank]";
+ mes "Y-you've mastered";
+ mes "Provoke? Impressive!";
+ mes "I see that you've made";
+ mes "up your mind to become";
+ mes "an outstanding Swordman.";
+ mes "Here is a small reward...";
+ set tu_swordman, 10;
+ getexp 126,0;
+ next;
+ mes "Next time we speak, I will tell you what I know about the ^5D478BEndure^000000 skill. When you're ready to learn, come back to me.";
+ close;
+ } else {
+ mes "[Shurank]";
+ mes "Still haven't learned Provoke, eh? As a Swordman, I believe that it's important that you at least be able to use Provoke!";
+ close;
+ }
+ break;
+ case 7:
+ mes "Ah, you've returned. For a new Swordman, you are doing quite";
+ mes "well. So what is the message";
+ mes "from Dequ'ee?";
+ next;
+ mes "[Shurank]";
+ mes "I see...";
+ mes "Well, now that we taken care";
+ mes "of that, let me continue your instruction on Swordman skills. This time, we'll cover Provoke.";
+ next;
+ set .@chk_provoke, getskilllv("SM_PROVOKE");
+ if(.@chk_provoke == 0){
+ mes "[Shurank]";
+ mes "You haven't";
+ mes "learned Provoke yet?";
+ mes "Hm. All the more reason why";
+ mes "I should explain it to you then.";
+ next;
+ mes "[Shurank]";
+ mes "In order to effectively use Provoke, you must understand";
+ mes "how it works: Provoke infuriates your opponents, making them";
+ mes "want to attack you.";
+ next;
+ mes "[Shurank]";
+ mes "When provoked, an enemy will have greater attack strength, making it more dangerous, but will also have reduced defense, making your enemy easier to defeat.";
+ next;
+ mes "[Shurank]";
+ mes "Ideally, you may wish to use Provoke on enemies when they are weakened enough so that you can finish them off more quickly. But that's up to you.";
+ next;
+ mes "[Shurank]";
+ mes "Also, the higher the level of Provoke that is used, the higher the attack increase and defense decrease of your target.";
+ next;
+ mes "[Shurank]";
+ mes "As an Active Skill, Provoke will consume a small amount of SP, just like Bash. So be careful not to run out of SP when using this skill.";
+ next;
+ mes "[Shurank]";
+ mes "Now I ask that you train yourself in the use of Provoke. Come back";
+ mes "to me when you have a sufficient understanding of the use of the Provoke skill.";
+ set tu_swordman, 8;
+ changequest 8217,8218;
+ close;
+ } else if((.@chk_provoke > 0) && (.@chk_provoke < 5)){
+ mes "[Shurank]";
+ mes "Hm. You seem to have a basic understanding of Provoke, but let me give you a few details so that you can better understand the use of that skill.";
+ next;
+ mes "[Shurank]";
+ mes "In order to effectively use Provoke, you must understand";
+ mes "how it works: Provoke infuriates your opponents, making them";
+ mes "want to attack you.";
+ next;
+ mes "[Shurank]";
+ mes "When provoked, an enemy will have greater attack strength, making it more dangerous, but will also have reduced defense, making your enemy easier to defeat.";
+ next;
+ mes "[Shurank]";
+ mes "Ideally, you may wish to use Provoke on enemies when they are weakened enough so that you can finish them off more quickly. But that's up to you.";
+ next;
+ mes "[Shurank]";
+ mes "Also, the higher the level of Provoke that is used, the higher the attack increase and defense decrease of your target.";
+ next;
+ mes "[Shurank]";
+ mes "As an Active Skill, Provoke will consume a small amount of SP, just like Bash. So be careful not to run out of SP when using this skill.";
+ next;
+ mes "[Shurank]";
+ mes "Now I ask that you train yourself in the use of Provoke. Come back";
+ mes "to me when you have a sufficient understanding of the use of the Provoke skill.";
+ set tu_swordman, 9;
+ changequest 8218,8219;
+ close;
+ } else if((.@chk_provoke > 4) && (.@chk_provoke < 10)){
+ mes "[Shurank]";
+ mes "Ah, I see that you have a fairly good understanding of the Provoke skill. Let me reward you in this small way for your efforts.";
+ set tu_swordman, 10;
+ changequest 8219,8220;
+ getexp 112,0;
+ next;
+ mes "[Shurank]";
+ mes "Next time we speak, I will tell you what I know about the ^5D478BEndure^000000 skill. When you're ready to learn, come back to me.";
+ close;
+ } else if(.@chk_provoke == 10){
+ mes "[Shurank]";
+ mes "Y-you've mastered";
+ mes "Provoke? Impressive!";
+ mes "I see that you've made";
+ mes "up your mind to become";
+ mes "an outstanding Swordman.";
+ mes "Here is a small reward...";
+ set tu_swordman, 10;
+ completequest 8218;
+ completequest 8219;
+ completequest 8220;
+ setquest 8221;
+ getexp 126,0;
+ next;
+ mes "[Shurank]";
+ mes "Next time we speak, I will tell you what I know about the ^5D478BEndure^000000 skill. When you're ready to learn, come back to me.";
+ close;
+ }
+ break;
+ case 6:
+ mes "I wish for you to find a Knight named ^5D478BDequ'ee^000000 in ^5D478BGeffen^000000. Listen carefully, this is the message";
+ mes "I want you to give him.";
+ next;
+ mes "[Shurank]";
+ mes "^0000FFWhat happened";
+ mes "to the murderer?^000000";
+ mes "^0000FFDid you find out who he is? If you did, what are we supposed to do now?^000000";
+ next;
+ mes "[Shurank]";
+ mes "If you use those exact words, Dequ'ee will understand what";
+ mes "you're talking about. Remember his response and let me know his answer.";
+ next;
+ mes "[Shurank]";
+ mes "It shouldn't be too hard fighting the monsters on the way to Geffen, but if you encounter any that are too strong, there's no shame in running away.";
+ next;
+ mes "[Shurank]";
+ mes "But now that I think about it, it may take you a while to travel to Geffen. I shall send you there myself! Good luck!";
+ next;
+ warp "gef_fild07",35,192;
+ close;
+ break;
+ case 5:
+ mes "Ah, you've returned. I know I said that I would teach you what I know about the Provoke skill, but...";
+ next;
+ mes "[Shurank]";
+ mes "I actually have an important task that I'd like for you to perform. It's not very difficult: All you must do is deliver a message.";
+ next;
+ mes "[Shurank]";
+ mes "I wish for you to find a Knight named ^5D478BDequ'ee^000000 in ^5D478BGeffen^000000. Listen carefully, this is the message";
+ mes "I want you to give him.";
+ next;
+ mes "[Shurank]";
+ mes "^0000FFWhat happened";
+ mes "to the murderer?^000000";
+ mes "^0000FFDid you find out who he is? If you did, what are we supposed to do now?^000000";
+ next;
+ mes "[Shurank]";
+ mes "If you use those exact words, Dequ'ee will understand what";
+ mes "you're talking about. Remember his response and let me know his answer.";
+ next;
+ mes "[Shurank]";
+ mes "It shouldn't be too hard fighting the monsters on the way to Geffen, but if you encounter any that are too strong, there's no shame in running away.";
+ next;
+ mes "[Shurank]";
+ mes "Although there's a Warp service,";
+ mes "I recommend traveling by foot. You cannot grow strong without testing your strength and practicing your skills!";
+ set tu_swordman, 6;
+ changequest 8215,8216;
+ close;
+ break;
+ case 4:
+ mes "Since you've mastered Bash,";
+ mes "I feel that you're ready to learn more about Swordman skills.";
+ next;
+ mes "[Shurank]";
+ mes "Now, you must be familiar with the ^5D478BIncrease HP Recovery Skill^000000. When";
+ mes "it comes to damage, you must be";
+ mes "able to both take it and dish it out.";
+ next;
+ set .@chk_hp, getskilllv("SM_RECOVERY");
+ if(.@chk_hp == 0){
+ mes "[Shurank]";
+ mes "But judging from that";
+ mes "scrawny frame of yours,";
+ mes "its looks like you haven't learned the Increase HP Recovery Skill at all...!";
+ next;
+ mes "[Shurank]";
+ mes "The Increase HP Recovery Skill";
+ mes "is a passive skill that is always in effect and does not consume";
+ mes "any of your SP.";
+ next;
+ mes "[Shurank]";
+ mes "It enables you to regenerate your health twice as fast. This might not seem like a big deal, but it will reduce the time you need to rest from battles.";
+ next;
+ mes "[Shurank]";
+ mes "I strongly suggest that you";
+ mes "learn this skill! Of course, there are other Swordman skills that are just as important, though...";
+ set tu_swordman, 5;
+ next;
+ } else if(.@chk_hp == 10){
+ mes "[Shurank]";
+ mes "Ah! That healthy glow!";
+ mes "I see that you've mastered this skill already. Let me give you a little reward for your hard training!";
+ set tu_swordman, 5;
+ getexp 112,0;
+ next;
+ } else {
+ mes "[Shurank]";
+ mes "Ah, and I see that you've already learned a little bit about it. But let me briefly tell you more about Increase HP Recovery.";
+ next;
+ mes "[Shurank]";
+ mes "The Increase HP Recovery Skill";
+ mes "is a passive skill that is always in effect and does not consume";
+ mes "any of your SP.";
+ next;
+ mes "[Shurank]";
+ mes "It enables you to regenerate your health twice as fast. This might not seem like a big deal, but it will reduce the time you need to rest from battles.";
+ next;
+ mes "[Shurank]";
+ mes "Increase HP Recovery is a fairly important skill, but whether or not you want to master that is really up to you.";
+ set tu_swordman, 5;
+ next;
+ }
+ mes "[Shurank]";
+ mes "By now, I believe that you know enough about the Increase HP Recovery skill. Next time, I shall teach you what I know about the Provoke skill.";
+ close;
+ break;
+ case 3:
+ mes "If you want to be";
+ mes "able to use the full";
+ mes "power of the Bash skill,";
+ mes "you better have mastered it";
+ mes "if you want me to acknowledge";
+ mes "you as a fellow Swordman.";
+ next;
+ set .@chk_bash, getskilllv("SM_BASH");
+ if(.@chk_bash == 10){
+ mes "[Shurank]";
+ mes "Those calluses...!";
+ mes "Only a master of the Bash skill has those kinds of hands. Great work, Swordman. I'm very impressed.";
+ next;
+ mes "[Shurank]";
+ mes "Here's a small prize in recognition of your efforts thus far. But don't relax yet! You still have a long way to go before grasping";
+ mes "all of the basics.";
+ set tu_swordman, 4;
+ getexp 97,0;
+ getitem 2503,1; //Muffler
+ close;
+ } else {
+ mes "[Shurank]";
+ mes "Hmm, you might be able to";
+ mes "use Bash quite well, but you are not a master of it yet. I encourage you to master Bash in order to unleash its true potential!";
+ close;
+ }
+ break;
+ case 2:
+ mes "I hope you've been";
+ mes "training yourself in using";
+ mes "Bash. If you want to grow as a Swordman, you will have great";
+ mes "need to master this skill.";
+ next;
+ set .@chk_bash, getskilllv("SM_BASH");
+ if((.@chk_bash > 4) && (.@chk_bash < 10)){
+ mes "[Shurank]";
+ mes "Hm. It doesn't look like you've gained mastery of Bash, but it seems like you're trying hard.";
+ next;
+ mes "[Shurank]";
+ mes "Let me review the use of the Bash skill to you. If you've heard this before, it'll be a good refresher.";
+ next;
+ mes "[Shurank]";
+ mes "Bash is an active skill, mastered at Level 10, which allows you to smash your target. In essense,";
+ mes "it's a highly damaging attack!";
+ next;
+ mes "[Shurank]";
+ mes "Since it's an active skill, Bash consumes SP each time it is";
+ mes "used. If you're not careful, you'll be out of SP in no time...!";
+ next;
+ mes "[Shurank]";
+ mes "Here's a little reward for all of your hard work. I hope you realize the importance of using Bash as";
+ mes "you grow stronger.";
+ set tu_swordman, 3;
+ getexp 83,0;
+ close;
+ } else if(.@chk_bash == 10){
+ mes "[Shurank]";
+ mes "Those calluses...!";
+ mes "Only a master of the Bash skill has those kinds of hands. Great work, Swordman. I'm very impressed.";
+ next;
+ mes "[Shurank]";
+ mes "Here's a small prize in recognition of your efforts thus far. But don't relax yet! You still have a long way to go before grasping";
+ mes "all of the basics.";
+ set tu_swordman, 4;
+ getexp 97,0;
+ getitem 2503,1; //Muffler
+ close;
+ } else {
+ mes "[Shurank]";
+ mes "Hmm, you might be able to";
+ mes "use Bash quite well, but you are not a master of it yet. I encourage you to master Bash in order to unleash its true potential!";
+ close;
+ }
+ break;
+ case 1:
+ mes "Have you been learning";
+ mes "the art of using Bash? I fervently believe that the Bash skill is the essense of Swordmanship!";
+ next;
+ set .@chk_bash, getskilllv("SM_BASH");
+ if((.@chk_bash > 0) && (.@chk_bash < 5)){
+ mes "[Shurank]";
+ mes "I see that you understand";
+ mes "a little bit about the Bash skill. But still, it's not enough. Let me explain in detail...";
+ next;
+ mes "[Shurank]";
+ mes "Bash is an active skill, mastered at Level 10, which allows you to smash your target. In essense,";
+ mes "it's a highly damaging attack!";
+ next;
+ mes "[Shurank]";
+ mes "Since it's an active skill, Bash consumes SP each time it is";
+ mes "used. If you're not careful, you'll be out of SP in no time...!";
+ next;
+ mes "[Shurank]";
+ mes "Well, that's all I can tell you about Bash for now. As for its subtle nuances, you'll have to experience them for yourself";
+ mes "in battle.";
+ next;
+ mes "[Shurank]";
+ mes "Still, for your training efforts, let me give you a humble reward. But remember, we still have more";
+ mes "of the fundamentals to cover!";
+ set tu_swordman, 2;
+ getexp 58,0;
+ close;
+ } else if((.@chk_bash > 4) && (.@chk_bash < 10)){
+ mes "[Shurank]";
+ mes "Hmm...";
+ mes "Still haven't mastered Bash, eh? Well, in any case, I think you've made some progress.";
+ next;
+ mes "[Shurank]";
+ mes "Let me explain the use of the Bash skill to you. If you've heard this before, it'll be a good refresher.";
+ next;
+ mes "[Shurank]";
+ mes "I see that you understand";
+ mes "a little bit about the Bash skill. But still, it's not enough. Let me explain in detail...";
+ next;
+ mes "[Shurank]";
+ mes "Bash is an active skill, mastered at Level 10, which allows you to smash your target. In essense,";
+ mes "it's a highly damaging attack!";
+ next;
+ mes "[Shurank]";
+ mes "Since it's an active skill, Bash consumes SP each time it is";
+ mes "used. If you're not careful, you'll be out of SP in no time...!";
+ next;
+ mes "[Shurank]";
+ mes "Well, that's all I can tell you about Bash for now. As for its subtle nuances, you'll have to experience them for yourself";
+ mes "in battle.";
+ next;
+ mes "[Shurank]";
+ mes "For your efforts and patience, I offer you this small reward. Please take it and grow even stronger...";
+ set tu_swordman, 3;
+ setquest 8211;
+ getexp 83,0;
+ next;
+ mes "[Shurank]";
+ mes "I believe that every true Swordman should master the Bash skill. If you ever do master the skill as a Swordman, come back to me.";
+ close;
+ } else if(.@chk_bash == 10){
+ mes "[Shurank]";
+ mes "Those calluses...!";
+ mes "Only a master of the Bash skill has those kinds of hands. Great work, Swordman. I'm very impressed.";
+ next;
+ mes "[Shurank]";
+ mes "Here's a small prize in recognition of your efforts thus far. But don't relax yet! You still have a long way to go before grasping";
+ mes "all of the basics.";
+ set tu_swordman, 4;
+ getexp 97,0;
+ getitem 2503,1; //Muffler
+ close;
+ } else {
+ mes "[Shurank]";
+ mes "You still can't even use Bash...? What's the use of a sword if not to smash things?! Come back to me";
+ mes "once you've learned how to use";
+ mes "that skill!";
+ close;
+ }
+ break;
+ case 0:
+ mes "Ah, a comrade in arms.";
+ mes "Allow me to introduce myself. I am Shurank Chainlier, a Knight in the service of the Prontera Chivalry.";
+ next;
+ mes "[Shurank]";
+ mes "It concerns me deeply that the Swordmen of today may not truly understand the way of the sword. And to think that they may become Knights later...";
+ next;
+ mes "[Shurank]";
+ mes "Have you been training";
+ mes "to be an expert Swordman?";
+ mes "If so, you must learn the";
+ mes "fundamentals, the first of";
+ mes "which is the ^5D478BBash^000000 skill.";
+ next;
+ set .@chk_bash, getskilllv("SM_BASH");
+ if(.@chk_bash == 0){
+ mes "[Shurank]";
+ mes "^333333*Gasp*^000000";
+ mes "Those soft, delicate hands! You've never learned how to use Bash, haven't you?! How do you expect to lead battles without knowing Bash?";
+ next;
+ mes "[Shurank]";
+ mes "Now, if you wish to become a true Swordman, you must learn the Bash skill. There's no question about it: You've got to know these basics! Take this, and learn to Bash!";
+ set tu_swordman, 1;
+ getexp 49,0;
+ setquest 8211;
+ close;
+ } else if((.@chk_bash > 0) && (.@chk_bash < 5)){
+ mes "[Shurank]";
+ mes "I see that you understand";
+ mes "a little bit about the Bash skill. But still, it's not enough. Let me explain in detail...";
+ next;
+ mes "[Shurank]";
+ mes "Bash is an active skill, mastered at Level 10, which allows you to smash your target. In essense,";
+ mes "it's a highly damaging attack!";
+ next;
+ mes "[Shurank]";
+ mes "Since it's an active skill, Bash consumes SP each time it is";
+ mes "used. If you're not careful, you'll be out of SP in no time...!";
+ next;
+ mes "[Shurank]";
+ mes "Well, that's all I can tell you about Bash for now. As for its subtle nuances, you'll have to experience them for yourself";
+ mes "in battle.";
+ next;
+ mes "[Shurank]";
+ mes "Still, for your training efforts, let me give you a humble reward. But remember, we still have more";
+ mes "of the fundamentals to cover!";
+ set tu_swordman, 2;
+ changequest 8211,8212;
+ getexp 58,0;
+ close;
+ } else if((.@chk_bash > 4) && (.@chk_bash < 10)){
+ mes "[Shurank]";
+ mes "I see that you've gained some proficiency with the Bash skill. But still, it's not enough. Let me explain...";
+ next;
+ mes "[Shurank]";
+ mes "Bash is an active skill, mastered at Level 10, which allows you to smash your target. In essense,";
+ mes "it's a highly damaging attack!";
+ next;
+ mes "[Shurank]";
+ mes "Since it's an active skill, Bash consumes SP each time it is";
+ mes "used. If you're not careful, you'll be out of SP in no time...!";
+ next;
+ mes "[Shurank]";
+ mes "Well, that's all I can tell you about Bash for now. As for its subtle nuances, you'll have to experience them for yourself";
+ mes "in battle.";
+ next;
+ mes "[Shurank]";
+ mes "Still, for your training efforts, let me give you a humble reward. But remember, we still have more";
+ mes "of the fundamentals to cover!";
+ set tu_swordman, 3;
+ changequest 8212,8213;
+ getexp 83,0;
+ next;
+ mes "[Shurank]";
+ mes "But if you wish to become an expert Swordman in my eyes, you must master Bash!";
+ close;
+ } else if(.@chk_bash == 10){
+ mes "[Shurank]";
+ mes "Those calluses...!";
+ mes "Only a master of the Bash skill has those kinds of hands. Great work, Swordman. I'm very impressed.";
+ next;
+ mes "[Shurank]";
+ mes "Here's a small prize in recognition of your efforts thus far. But don't relax yet! You still have a long way to go before grasping";
+ mes "all of the basics.";
+ set tu_swordman, 4;
+ completequest 8211;
+ completequest 8212;
+ completequest 8213;
+ setquest 8214;
+ getexp 97,0;
+ getitem 2503,1; //Muffler
+ close;
+ }
+ break;
+ }
+ mes "...";
+ mes "......";
+ close;
+}
+
+//=================================================Daqu'ee====================================================
+geffen,154,143,3 script Dequ'ee 734,{
+ if(BaseJob == Job_Novice){
+ mes "[Dequ'ee]";
+ mes "Hey there.";
+ mes "Frustrated with";
+ mes "being a Novice?";
+ mes "I know, I know,";
+ mes "we've all been";
+ mes "there once.";
+ next;
+ mes "[Dequ'ee]";
+ mes "If you want to become stronger,";
+ mes "why don't you consider becoming a Swordman? It'll require discipline on your part, but that job will shape you into a tough warrior.";
+ next;
+ mes "[Dequ'ee]";
+ mes "It's ultimately your decision.";
+ mes "I don't know how you want to live your life, but you should give the Swordman job some serious thought...";
+ close;
+ }
+ if(BaseClass == Job_Swordman && eaclass()&(EAJL_2|EAJL_UPPER)){
+ mes "[Dequ'ee]";
+ mes "Ah...";
+ mes "A fellow sword wielder!";
+ mes "How have you been doing?";
+ next;
+ mes "[Dequ'ee]";
+ mes "There must be many who must";
+ mes "depend on the strength of your blade. It's an awesome responsibility, but we can never let our allies down in battle...";
+ close;
+ }
+ if(BaseClass != Job_Swordman){
+ mes "[Dequ'ee]";
+ mes "Hello there.";
+ mes "Not a fan of swords, are you?";
+ mes "Well, if you were, we'd have";
+ mes "something to talk about.";
+ next;
+ mes "[Dequ'ee]";
+ mes "Yeah.";
+ mes "Not much";
+ mes "conversation";
+ mes "happening here.";
+ mes "Pretty boring...";
+ close;
+ }
+ if(tu_swordman > 20){
+ mes "[Dequ'ee]";
+ mes "I hope you continue";
+ mes "to train yourself in";
+ mes "the ways of the sword.";
+ mes "There's an art to";
+ mes "wielding a blade...";
+ close;
+ }
+ if(tu_swordman == 20){
+ mes "[Dequ'ee]";
+ mes "Huh...?";
+ mes "Aren't you supposed";
+ mes "to keep an eye on Bankley?";
+ mes "What happened?";
+ next;
+ mes "[Dequ'ee]";
+ mes "Suicide...?";
+ mes "Are you serious?!";
+ mes "But there's no need to kill";
+ mes "himself if he suspected that he's been caught. Something shady's going on here!";
+ next;
+ mes "[Dequ'ee]";
+ mes "Well, you've done a good job.";
+ mes "As for the other three suspects, I'll make sure that they're monitored by members of the Swordman Association.";
+ next;
+ mes "[Dequ'ee]";
+ mes "Still, I don't think we'll learn anything new from those three.";
+ mes "It looks like this case is closed for now. Once again, thanks for your help.";
+ next;
+ mes "[Dequ'ee]";
+ mes "Why don't you report back to Shurank now? I guess he still";
+ mes "wants to show you the ropes of Swordmanship.";
+ set tu_swordman, 21;
+ changequest 8226,8227;
+ close2;
+ warp "izlude",35,78;
+ end;
+ }
+ if(tu_swordman == 19){
+ mes "[Dequ'ee]";
+ mes "What are still doing here?";
+ mes "Hurry and check on Bankley!";
+ mes "There's no telling what";
+ mes "he might be up to!";
+ close;
+ }
+ if((tu_swordman == 17) || (tu_swordman == 18)){
+ mes "[Dequ'ee]";
+ if(tu_swordman == 17){
+ mes "TheisWesomeof";
+ mes "ConBanfoevidehi";
+ mes "victkleyundncem";
+ mes "hekdlfiDrindkelsd";
+ next;
+ } else if(tu_swordman == 18){
+ mes "hekdlfiDrindkelsd";
+ mes "TheisWesomeof";
+ mes "ConBanfoevidehi";
+ mes "victkleyundncem";
+ next;
+ }
+ mes "[Dequ'ee]";
+ mes "I get it now!";
+ mes "This is a complex transposition cipher in which we remove one person's code from the rest of them. So who do you think is";
+ mes "the murderer?";
+ next;
+ switch(select("Hans:Bankley:Geil:Muetro")) {
+ case 1:
+ mes "[Dequ'ee]";
+ mes "Hans...?";
+ mes "That can't be right.";
+ mes "It doesn't match with";
+ mes "this algorithm I just";
+ mes "made up. You've got";
+ mes "to try it again!";
+ close;
+ break;
+ case 2:
+ mes "[Dequ'ee]";
+ mes "Bankley...?";
+ mes "Hey, you might be";
+ mes "right. Let me check...";
+ next;
+ mes "[Dequ'ee]";
+ mes "Yeah, when you take out Bankley's password from the rest of them and read it all in the right order...";
+ next;
+ mes "[Dequ'ee]";
+ mes "Alright! It looks like Bankley is the murderer! Although we can't trust this 100%, this evidence is pretty conclusive.";
+ next;
+ mes "[Dequ'ee]";
+ mes "Hurry over to Morroc and monitor Bankley in case he does anything desperate. If something happens, report to me right away!";
+ set tu_swordman, 19;
+ changequest 8224,8225;
+ getexp 162,0;
+ close2;
+ warp "moc_fild07",359,201;
+ end;
+ break;
+ case 3:
+ mes "[Dequ'ee]";
+ mes "Geil...?";
+ mes "That can't be right.";
+ mes "It doesn't match with";
+ mes "this algorithm I just";
+ mes "made up. You've got";
+ mes "to try it again!";
+ close;
+ break;
+ case 4:
+ mes "[Dequ'ee]";
+ mes "Muetro...?";
+ mes "That can't be right.";
+ mes "It doesn't match with";
+ mes "this algorithm I just";
+ mes "made up. You've got";
+ mes "to try it again!";
+ close;
+ break;
+ }
+ }
+ if(tu_swordman == 16){
+ mes "[Dequ'ee]";
+ mes "I guess these codes need to be arranged in a certain order before we can figure out its secrets.";
+ next;
+ mes "[Dequ'ee]";
+ mes "Hm, you guess the order and I'll try to formulate a cryptanalysis based on your guess.";
+ next;
+ switch(select("Muetro:Hans:Geil:Bankley")) {
+ case 1:
+ mes "[Dequ'ee]";
+ mes "Okay, Muetro's";
+ mes "code is what we'll";
+ mes "use first. Now, whose";
+ mes "code do you think";
+ mes "should go second?";
+ next;
+ switch(select("Hans:Geil:Bankley")) {
+ case 1:
+ mes "[Dequ'ee]";
+ mes "Hans...?";
+ mes "Alright, then";
+ mes "the person with";
+ mes "the third code";
+ mes "would be...?";
+ next;
+ switch(select("Geil:Bankley")) {
+ case 1:
+ mes "[Dequ'ee]";
+ mes "Muetro, Hans,";
+ mes "Geil and Bankley.";
+ mes "So then the full";
+ mes "code would be...";
+ next;
+ mes "[Dequ'ee]";
+ mes " ";
+ mes "ConBanfoevidehi";
+ mes "victkleyundncem";
+ mes "TheisWesomeof";
+ mes "hekdlfiDrindkelsd";
+ next;
+ mes "[Dequ'ee]";
+ mes "No...";
+ mes "There's no way";
+ mes "I can decode it the";
+ mes "way it is now. Let's";
+ mes "try another combination.";
+ close;
+ break;
+ case 2:
+ mes "[Dequ'ee]";
+ mes "Muetro, Hans,";
+ mes "Geil and Bankley.";
+ mes "So then the full";
+ mes "code would be...";
+ next;
+ mes "[Dequ'ee]";
+ mes " ";
+ mes "ConBanfoevidehi";
+ mes "victkleyundncem";
+ mes "hekdlfiDrindkelsd";
+ mes "TheisWesomeof";
+ next;
+ mes "[Dequ'ee]";
+ mes "No...";
+ mes "There's no way";
+ mes "I can decode it the";
+ mes "way it is now. Let's";
+ mes "try another combination.";
+ close;
+ break;
+ }
+ break;
+ case 2:
+ mes "[Dequ'ee]";
+ mes "Geil's...?";
+ mes "Alright, then";
+ mes "the person with";
+ mes "the third code";
+ mes "would be...?";
+ next;
+ switch(select("Hans:Bankley")) {
+ case 1:
+ mes "[Dequ'ee]";
+ mes "Muetro, Geil,";
+ mes "Hans and Bankley.";
+ mes "So then the full";
+ mes "code would be...";
+ next;
+ mes "[Dequ'ee]";
+ mes " ";
+ mes "ConBanfoevidehi";
+ mes "TheisWesomeof";
+ mes "victkleyundncem";
+ mes "hekdlfiDrindkelsd";
+ next;
+ mes "[Dequ'ee]";
+ mes "No...";
+ mes "There's no way";
+ mes "I can decode it the";
+ mes "way it is now. Let's";
+ mes "try another combination.";
+ close;
+ break;
+ case 2:
+ mes "[Dequ'ee]";
+ mes "Muetro, Geil,";
+ mes "Bankley and Hans.";
+ mes "So then the full";
+ mes "code would be...";
+ next;
+ mes "[Dequ'ee]";
+ mes " ";
+ mes "ConBanfoevidehi";
+ mes "TheisWesomeof";
+ mes "hekdlfiDrindkelsd";
+ mes "victkleyundncem";
+ next;
+ mes "[Dequ'ee]";
+ mes "No...";
+ mes "There's no way";
+ mes "I can decode it the";
+ mes "way it is now. Let's";
+ mes "try another combination.";
+ close;
+ break;
+ }
+ break;
+ case 3:
+ mes "[Dequ'ee]";
+ mes "Bankley's...?";
+ mes "Alright, then";
+ mes "the person with";
+ mes "the third code";
+ mes "would be...?";
+ next;
+ switch(select("Hans:Geil")) {
+ case 1:
+ mes "[Dequ'ee]";
+ mes "Muetro, Bankley,";
+ mes "Hans and Geil.";
+ mes "So then the full";
+ mes "code would be...";
+ next;
+ mes "[Dequ'ee]";
+ mes " ";
+ mes "ConBanfoevidehi";
+ mes "hekdlfiDrindkelsd";
+ mes "victkleyundncem";
+ mes "TheisWesomeof";
+ next;
+ mes "[Dequ'ee]";
+ mes "No...";
+ mes "There's no way";
+ mes "I can decode it the";
+ mes "way it is now. Let's";
+ mes "try another combination.";
+ close;
+ break;
+ case 2:
+ mes "[Dequ'ee]";
+ mes "Muetro, Bankley,";
+ mes "Geil and Hans.";
+ mes "So then the full";
+ mes "code would be...";
+ next;
+ mes "[Dequ'ee]";
+ mes " ";
+ mes "ConBanfoevidehi";
+ mes "hekdlfiDrindkelsd";
+ mes "TheisWesomeof";
+ mes "victkleyundncem";
+ next;
+ mes "[Dequ'ee]";
+ mes "No...";
+ mes "There's no way";
+ mes "I can decode it the";
+ mes "way it is now. Let's";
+ mes "try another combination.";
+ close;
+ break;
+ }
+ break;
+ }
+ break;
+ case 2:
+ mes "[Dequ'ee]";
+ mes "Okay, Hans's";
+ mes "code is what we'll";
+ mes "use first. Now, whose";
+ mes "code do you think";
+ mes "should go second?";
+ next;
+ switch(select("Muetro:Geil:Bankley")) {
+ case 1:
+ mes "[Dequ'ee]";
+ mes "Muestro's...?";
+ mes "Alright, then";
+ mes "the person with";
+ mes "the third code";
+ mes "would be...?";
+ next;
+ switch(select("Geil:Bankley")) {
+ case 1:
+ mes "[Dequ'ee]";
+ mes "Hans, Muetro,";
+ mes "Geil and Bankley.";
+ mes "So then the full";
+ mes "code would be...";
+ next;
+ mes "[Dequ'ee]";
+ mes " ";
+ mes "victkleyundncem";
+ mes "ConBanfoevidehi";
+ mes "TheisWesomeof";
+ mes "hekdlfiDrindkelsd";
+ next;
+ mes "[Dequ'ee]";
+ mes "No...";
+ mes "There's no way";
+ mes "I can decode it the";
+ mes "way it is now. Let's";
+ mes "try another combination.";
+ close;
+ break;
+ case 2:
+ mes "[Dequ'ee]";
+ mes "Hans, Muetro,";
+ mes "Bankley and Geil.";
+ mes "So then the full";
+ mes "code would be...";
+ next;
+ mes "[Dequ'ee]";
+ mes " ";
+ mes "victkleyundncem";
+ mes "ConBanfoevidehi";
+ mes "hekdlfiDrindkelsd";
+ mes "TheisWesomeof";
+ next;
+ mes "[Dequ'ee]";
+ mes "No...";
+ mes "There's no way";
+ mes "I can decode it the";
+ mes "way it is now. Let's";
+ mes "try another combination.";
+ close;
+ break;
+ }
+ break;
+ case 2:
+ mes "[Dequ'ee]";
+ mes "Geil's...?";
+ mes "Alright, then";
+ mes "the person with";
+ mes "the third code";
+ mes "would be...?";
+ next;
+ switch(select("Muetro:Bankley")) {
+ case 1:
+ mes "[Dequ'ee]";
+ mes "Hans, Geil,";
+ mes "Muetro and Bankley.";
+ mes "So then the full";
+ mes "code would be...";
+ next;
+ mes "[Dequ'ee]";
+ mes " ";
+ mes "victkleyundncem";
+ mes "TheisWesomeof";
+ mes "ConBanfoevidehi";
+ mes "hekdlfiDrindkelsd";
+ next;
+ mes "[Dequ'ee]";
+ mes "No...";
+ mes "There's no way";
+ mes "I can decode it the";
+ mes "way it is now. Let's";
+ mes "try another combination.";
+ close;
+ break;
+ case 2:
+ mes "[Dequ'ee]";
+ mes "Hans, Geil,";
+ mes "Bankley and Muetro.";
+ mes "So then the full";
+ mes "code would be...";
+ next;
+ mes "[Dequ'ee]";
+ mes " ";
+ mes "victkleyundncem";
+ mes "TheisWesomeof";
+ mes "hekdlfiDrindkelsd";
+ mes "ConBanfoevidehi";
+ next;
+ mes "[Dequ'ee]";
+ mes "No...";
+ mes "There's no way";
+ mes "I can decode it the";
+ mes "way it is now. Let's";
+ mes "try another combination.";
+ close;
+ break;
+ }
+ break;
+ case 3:
+ mes "[Dequ'ee]";
+ mes "Bankley's...?";
+ mes "Alright, then";
+ mes "the person with";
+ mes "the third code";
+ mes "would be...?";
+ next;
+ switch(select("Muetro:Geil")) {
+ case 1:
+ mes "[Dequ'ee]";
+ mes "Hans, Bankley,";
+ mes "Muetro and Geil.";
+ mes "So then the full";
+ mes "code would be...";
+ next;
+ mes "[Dequ'ee]";
+ mes " ";
+ mes "victkleyundncem";
+ mes "hekdlfiDrindkelsd";
+ mes "ConBanfoevidehi";
+ mes "TheisWesomeof";
+ next;
+ mes "[Dequ'ee]";
+ mes "No...";
+ mes "There's no way";
+ mes "I can decode it the";
+ mes "way it is now. Let's";
+ mes "try another combination.";
+ close;
+ break;
+ case 2:
+ mes "[Dequ'ee]";
+ mes "Hans, Bankley,";
+ mes "Geil and Muetro.";
+ mes "So then the full";
+ mes "code would be...";
+ next;
+ mes "[Dequ'ee]";
+ mes " ";
+ mes "victkleyundncem";
+ mes "hekdlfiDrindkelsd";
+ mes "TheisWesomeof";
+ mes "ConBanfoevidehi";
+ next;
+ mes "[Dequ'ee]";
+ mes "No...";
+ mes "There's no way";
+ mes "I can decode it the";
+ mes "way it is now. Let's";
+ mes "try another combination.";
+ close;
+ break;
+ }
+ break;
+ }
+ break;
+ case 3:
+ mes "[Dequ'ee]";
+ mes "Okay, Geil's";
+ mes "code is what we'll";
+ mes "use first. Now, whose";
+ mes "code do you think";
+ mes "should go second?";
+ next;
+ switch(select("Muetro:Hans:Bankley")) {
+ case 1:
+ mes "[Dequ'ee]";
+ mes "Muestro's...?";
+ mes "Alright, then";
+ mes "the person with";
+ mes "the third code";
+ mes "would be...?";
+ next;
+ switch(select("Hans:Bankley")) {
+ case 1:
+ mes "[Dequ'ee]";
+ mes "Geil, Muetro,";
+ mes "Hans and Bankley.";
+ mes "So then the full";
+ mes "code would be...";
+ next;
+ mes "[Dequ'ee]";
+ mes " ";
+ mes "TheisWesomeof";
+ mes "ConBanfoevidehi";
+ mes "victkleyundncem";
+ mes "hekdlfiDrindkelsd";
+ next;
+ mes "[Dequ'ee]";
+ mes "No...";
+ mes "There's no way";
+ mes "I can decode it the";
+ mes "way it is now. Let's";
+ mes "try... Wait!";
+ next;
+ mes "[Dequ'ee]";
+ mes "I think that we";
+ mes "can make sense of this";
+ mes "thing! Give me a while";
+ mes "to formulate an algorithm!";
+ set tu_swordman, 17;
+ close;
+ break;
+ case 2:
+ mes "[Dequ'ee]";
+ mes "Geil, Muetro,";
+ mes "Bankley and Hans.";
+ mes "So then the full";
+ mes "code would be...";
+ next;
+ mes "[Dequ'ee]";
+ mes " ";
+ mes "TheisWesomeof";
+ mes "ConBanfoevidehi";
+ mes "hekdlfiDrindkelsd";
+ mes "victkleyundncem";
+ next;
+ mes "[Dequ'ee]";
+ mes "No...";
+ mes "There's no way";
+ mes "I can decode it the";
+ mes "way it is now. Let's";
+ mes "try another combination.";
+ close;
+ break;
+ }
+ break;
+ case 2:
+ mes "[Dequ'ee]";
+ mes "Han's...?";
+ mes "Alright, then";
+ mes "the person with";
+ mes "the third code";
+ mes "would be...?";
+ next;
+ switch(select("Muetro:Bankley")) {
+ case 1:
+ mes "[Dequ'ee]";
+ mes "Geil, Hans,";
+ mes "Muetro and Bankley.";
+ mes "So then the full";
+ mes "code would be...";
+ next;
+ mes "[Dequ'ee]";
+ mes " ";
+ mes "TheisWesomeof";
+ mes "victkleyundncem";
+ mes "ConBanfoevidehi";
+ mes "hekdlfiDrindkelsd";
+ next;
+ mes "[Dequ'ee]";
+ mes "No...";
+ mes "There's no way";
+ mes "I can decode it the";
+ mes "way it is now. Let's";
+ mes "try another combination.";
+ close;
+ break;
+ case 2:
+ mes "[Dequ'ee]";
+ mes "Geil, Hans,";
+ mes "Bankley and Muetro.";
+ mes "So then the full";
+ mes "code would be...";
+ next;
+ mes "[Dequ'ee]";
+ mes " ";
+ mes "TheisWesomeof";
+ mes "victkleyundncem";
+ mes "hekdlfiDrindkelsd";
+ mes "ConBanfoevidehi";
+ next;
+ mes "[Dequ'ee]";
+ mes "No...";
+ mes "There's no way";
+ mes "I can decode it the";
+ mes "way it is now. Let's";
+ mes "try another combination.";
+ close;
+ break;
+ }
+ break;
+ case 3:
+ mes "[Dequ'ee]";
+ mes "Bankley's...?";
+ mes "Alright, then";
+ mes "the person with";
+ mes "the third code";
+ mes "would be...?";
+ next;
+ switch(select("Muetro:Hans")) {
+ case 1:
+ mes "[Dequ'ee]";
+ mes "Geil, Bankley,";
+ mes "Muetro and Hans.";
+ mes "So then the full";
+ mes "code would be...";
+ next;
+ mes "[Dequ'ee]";
+ mes " ";
+ mes "TheisWesomeof";
+ mes "hekdlfiDrindkelsd";
+ mes "ConBanfoevidehi";
+ mes "victkleyundncem";
+ next;
+ mes "[Dequ'ee]";
+ mes "No...";
+ mes "There's no way";
+ mes "I can decode it the";
+ mes "way it is now. Let's";
+ mes "try another combination.";
+ close;
+ break;
+ case 2:
+ mes "[Dequ'ee]";
+ mes "Geil, Bankley,";
+ mes "Hans and Muetro.";
+ mes "So then the full";
+ mes "code would be...";
+ next;
+ mes "[Dequ'ee]";
+ mes " ";
+ mes "TheisWesomeof";
+ mes "hekdlfiDrindkelsd";
+ mes "victkleyundncem";
+ mes "ConBanfoevidehi";
+ next;
+ mes "[Dequ'ee]";
+ mes "No...";
+ mes "There's no way";
+ mes "I can decode it the";
+ mes "way it is now. Let's";
+ mes "try another combination.";
+ close;
+ break;
+ }
+ break;
+ }
+ break;
+ case 4:
+ mes "[Dequ'ee]";
+ mes "Okay, Bankley's";
+ mes "code is what we'll";
+ mes "use first. Now, whose";
+ mes "code do you think";
+ mes "should go second?";
+ next;
+ switch(select("Muetro:Hans:Geil")) {
+ case 1:
+ mes "[Dequ'ee]";
+ mes "Muestro's...?";
+ mes "Alright, then";
+ mes "the person with";
+ mes "the third code";
+ mes "would be...?";
+ next;
+ switch(select("Hans:Geil")) {
+ case 1:
+ mes "[Dequ'ee]";
+ mes "Bankley, Muetro,";
+ mes "Hans and Geil.";
+ mes "So then the full";
+ mes "code would be...";
+ next;
+ mes "[Dequ'ee]";
+ mes " ";
+ mes "hekdlfiDrindkelsd";
+ mes "ConBanfoevidehi";
+ mes "victkleyundncem";
+ mes "TheisWesomeof";
+ next;
+ mes "[Dequ'ee]";
+ mes "No...";
+ mes "There's no way";
+ mes "I can decode it the";
+ mes "way it is now. Let's";
+ mes "try another combination.";
+ close;
+ break;
+ case 2:
+ mes "[Dequ'ee]";
+ mes "Bankley, Muetro,";
+ mes "Geil and Hans.";
+ mes "So then the full";
+ mes "code would be...";
+ next;
+ mes "[Dequ'ee]";
+ mes " ";
+ mes "hekdlfiDrindkelsd";
+ mes "ConBanfoevidehi";
+ mes "TheisWesomeof";
+ mes "victkleyundncem";
+ next;
+ mes "[Dequ'ee]";
+ mes "No...";
+ mes "There's no way";
+ mes "I can decode it the";
+ mes "way it is now. Let's";
+ mes "try another combination.";
+ close;
+ break;
+ }
+ break;
+ case 2:
+ mes "[Dequ'ee]";
+ mes "Hans's...?";
+ mes "Alright, then";
+ mes "the person with";
+ mes "the third code";
+ mes "would be...?";
+ next;
+ switch(select("Muetro:Geil")) {
+ case 1:
+ mes "[Dequ'ee]";
+ mes "Bankley, Hans,";
+ mes "Muetro and Geil.";
+ mes "So then the full";
+ mes "code would be...";
+ next;
+ mes "[Dequ'ee]";
+ mes " ";
+ mes "hekdlfiDrindkelsd";
+ mes "victkleyundncem";
+ mes "ConBanfoevidehi";
+ mes "TheisWesomeof";
+ next;
+ mes "[Dequ'ee]";
+ mes "No...";
+ mes "There's no way";
+ mes "I can decode it the";
+ mes "way it is now. Let's";
+ mes "try another combination.";
+ close;
+ break;
+ case 2:
+ mes "[Dequ'ee]";
+ mes "Bankley, Hans,";
+ mes "Geil and Muetro.";
+ mes "So then the full";
+ mes "code would be...";
+ mes " ";
+ mes "hekdlfiDrindkelsd";
+ mes "victkleyundncem";
+ mes "TheisWesomeof";
+ mes "ConBanfoevidehi";
+ next;
+ mes "[Dequ'ee]";
+ mes "No...";
+ mes "There's no way";
+ mes "I can decode it the";
+ mes "way it is now. Let's";
+ mes "try another combination.";
+ close;
+ break;
+ }
+ break;
+ case 3:
+ mes "[Dequ'ee]";
+ mes "Geil's...?";
+ mes "Alright, then";
+ mes "the person with";
+ mes "the third code";
+ mes "would be...?";
+ next;
+ switch(select("Muetro:Hans")) {
+ case 1:
+ mes "[Dequ'ee]";
+ mes "Bankley, Geil,";
+ mes "Muetro, and Hans.";
+ mes "So then the full";
+ mes "code would be...";
+ next;
+ mes "[Dequ'ee]";
+ mes " ";
+ mes "hekdlfiDrindkelsd";
+ mes "TheisWesomeof";
+ mes "ConBanfoevidehi";
+ mes "victkleyundncem";
+ next;
+ mes "[Dequ'ee]";
+ mes "No...";
+ mes "There's no way";
+ mes "I can decode it the";
+ mes "way it is now. Let's";
+ mes "try... Wait!";
+ next;
+ mes "[Dequ'ee]";
+ mes "I think that we";
+ mes "can make sense of this";
+ mes "thing! Give me a while";
+ mes "to formulate an algorithm!";
+ set tu_swordman, 18;
+ close;
+ break;
+ case 2:
+ mes "[Dequ'ee]";
+ mes "Bankley, Geil,";
+ mes "Hans, Muetro.";
+ mes "So then the full";
+ mes "code would be...";
+ next;
+ mes "[Dequ'ee]";
+ mes " ";
+ mes "hekdlfiDrindkelsd";
+ mes "TheisWesomeof";
+ mes "victkleyundncem";
+ mes "ConBanfoevidehi";
+ next;
+ mes "[Dequ'ee]";
+ mes "No...";
+ mes "There's no way";
+ mes "I can decode it the";
+ mes "way it is now. Let's";
+ mes "try another combination.";
+ close;
+ break;
+ }
+ break;
+ }
+ break;
+ }
+ }
+ if(tu_swordman == 15){
+ set .@hans$, "victkleyundncem";
+ set .@bang$, "hekdlfiDrindkelsd";
+ set .@mutr$, "ConBanfoevidehi";
+ set .@geil$, "TheisWesomeof";
+ mes "[Dequ'ee]";
+ mes "Ah, you're back.";
+ mes "I've just got a new";
+ mes "lead on the possible";
+ mes "identity of the killer.";
+ next;
+ mes "[Dequ'ee]";
+ mes "I've just heard that all our suspects have pieces of some";
+ mes "sort of code. If we can put the code together and decipher it, we can figure out who the murderer might be.";
+ next;
+ mes "[Dequ'ee]";
+ mes "Did you get all the codes";
+ mes "from all the suspects? First,";
+ mes "tell me the code that Hans had.";
+ next;
+ input .@inputstr$;
+ if(.@inputstr$ == .@hans$){
+ mes "[Dequ'ee]";
+ mes "victkleyundncem?";
+ mes "That's certainly";
+ mes "strange sounding.";
+ mes "Now, tell me Bankley's.";
+ next;
+ input .@inputstr$;
+ if(.@inputstr$ == .@bang$){
+ mes "[Dequ'ee]";
+ mes "hekdlfiDrindkelsd..";
+ mes "What the hell is that...?";
+ mes "It's certainly cryptic.";
+ mes "What about Muetro's?";
+ next;
+ input .@inputstr$;
+ if(.@inputstr$ == .@mutr$){
+ mes "[Dequ'ee]";
+ mes "ConBanfoevidehi.";
+ mes "This is going to";
+ mes "be tough to figure";
+ mes "out. Alright, now";
+ mes "tell me Geil's.";
+ next;
+ input .@inputstr$;
+ if(.@inputstr$ == .@geil$){
+ mes "[Dequ'ee]";
+ mes "TheisWesomeof...";
+ mes "Alright, great.";
+ mes "Now all we have to";
+ mes "do is figure out what";
+ mes "all of this means.";
+ next;
+ mes "[Dequ'ee]";
+ mes "This is going to";
+ mes "be really difficult.";
+ mes "Do you have any ideas?";
+ mes "We have to figure this";
+ mes "out, it's the only clue";
+ mes "that we have...";
+ set tu_swordman, 16;
+ changequest 8223,8224;
+ close;
+ } else {
+ mes "[Dequ'ee]";
+ mes "...Are you sure that you heard";
+ mes "him right? Why don't you go check it out again?";
+ close;
+ }
+ } else {
+
+ mes "[Dequ'ee]";
+ mes "...Are you sure that you heard";
+ mes "him right? Why don't you go check it out again?";
+ close;
+
+ }
+ } else {
+ mes "[Dequ'ee]";
+ mes "...Are you sure that you heard";
+ mes "him right? Why don't you go check it out again?";
+ close;
+ }
+ } else {
+
+ mes "[Dequ'ee]";
+ mes "Are you sure that's right?";
+ mes "No, no, I don't think it is.";
+ mes "Would you check that code and interrogate the suspects again";
+ mes "if you need to?";
+ close;
+
+ }
+ }
+ if(tu_swordman == 14){
+ mes "[Dequ'ee]";
+ mes "Didn't I ask you";
+ mes "to interrogate the";
+ mes "suspects over in Morroc?";
+ mes "We need to finish this";
+ mes "investigation as soon";
+ mes "as possible!";
+ close;
+ }
+ if(tu_swordman == 13){
+ mes "[Dequ'ee]";
+ mes "Ah, you're here!";
+ mes "Shurank must have";
+ mes "asked you to help me.";
+ mes "I really appreciate that.";
+ next;
+ mes "[Dequ'ee]";
+ mes "As you've probably figured out, I'm currently investigating a murder. Basically, I want you to help me figure out who the killer is.";
+ next;
+ mes "[Dequ'ee]";
+ mes "As for the victim, well, that's classified information. You understand, don't you?";
+ next;
+ mes "[Dequ'ee]";
+ mes "Now, I want you to go to Morroc and interrogate four suspects. Their names are ^5D478BMuetro^000000, ^5D478BGeil^000000, ^5D478BHans^000000";
+ mes "and ^5D478BBankley^000000. It shouldn't be too difficult.";
+ next;
+ mes "[Dequ'ee]";
+ mes "After you speak to all of them, come back and report to me. And it's especially important that you remember or write down any important clues you might get";
+ mes "from our suspects.";
+ next;
+ mes "[Dequ'ee]";
+ mes "Also, keep in mind that this is a special mission for the Swordman Association. So keep everything you learn a secret. Understood?";
+ next;
+ mes "[Dequ'ee]";
+ mes "Now go and see if you can learn anything from Muetro, Geil, Hans and Bankley. We've got to figure out the killer's identity as soon as we can!";
+ next;
+ mes "[Dequ'ee]";
+ mes "Oh wait...";
+ mes "Morroc is a little far. Alright, I'll drop you off somewhere";
+ mes "near that city.";
+ next;
+ set tu_swordman, 14;
+ changequest 8222,8223;
+ warp "moc_fild07",359,201;
+ close;
+ }
+ if((tu_swordman > 7) && (tu_swordman < 13)){
+ mes "[Dequ'ee]";
+ mes "Hmm...";
+ mes "Still receiving";
+ mes "special training";
+ mes "from Shurank?";
+ next;
+ mes "[Dequ'ee]";
+ mes "That's great.";
+ mes "Swordmen nowadays are getting sloppier and sloppier. Someone has to keep the new guys in line and on their toes!";
+ close;
+ }
+ if(tu_swordman == 7){
+ mes "[Dequ'ee]";
+ mes "What are you";
+ mes "still doing here?";
+ mes "Go and deliver my";
+ mes "message to Shurank.";
+ next;
+ mes "[Dequ'ee]";
+ mes "Let him now that we aren't";
+ mes "sure of the killer's identity,";
+ mes "but we have a list of suspects.";
+ mes "Sooner or later, we'll figure";
+ mes "out who he is.";
+ close;
+ }
+ if(tu_swordman == 6){
+ mes "[Dequ'ee]";
+ mes "Ah...!";
+ mes "Are you the Swordman";
+ mes "sent by Shurank? Good,";
+ mes "I've been waiting...";
+ next;
+ mes "[Dequ'ee]";
+ mes "Now tell me...";
+ mes "What message does";
+ mes "Shurank have for me?";
+ next;
+ switch(select("Killer...:Murderer...")) {
+ case 1:
+ mes "[" + strcharinfo(0) + "]";
+ mes "What happened";
+ mes "to the killer?";
+ next;
+ switch(select("Who he is...:Who is behind...")) {
+ case 1:
+ mes "[" + strcharinfo(0) + "]";
+ mes "Did you find";
+ mes "out who he is?";
+ mes "If you did...";
+ next;
+ switch(select("Why are we...:What are we...")) {
+ case 1:
+ mes "[" + strcharinfo(0) + "]";
+ mes "Why are sitting";
+ mes "around, doing nothing?!";
+ next;
+ mes "[Dequ'ee]";
+ mes "So Shurank is asking,";
+ mes "'What happened to the killer?";
+ mes "Did you find out who he is? If you did, why are we sitting around, doing nothing?'";
+ next;
+ mes "[Dequ'ee]";
+ mes "Hmm...";
+ mes "That doesn't seem to";
+ mes "be the message I'm supposed to receive from Shurack. I need his exact message or I can't send";
+ mes "a response...";
+ close;
+ break;
+ case 2:
+ mes "[" + strcharinfo(0) + "]";
+ mes "What are we";
+ mes "supposed to do now?";
+ next;
+ mes "[Dequ'ee]";
+ mes "So Shurank is asking,";
+ mes "'What happened to the killer?";
+ mes "Did you find out who he is? If you did, what are we supposed to do now?'";
+ next;
+ mes "[Dequ'ee]";
+ mes "Hmm...";
+ mes "That doesn't seem to";
+ mes "be the message I'm supposed to receive from Shurack. I need his exact message or I can't send";
+ mes "a response...";
+ close;
+ break;
+ }
+ break;
+ case 2:
+ mes "[" + strcharinfo(0) + "]";
+ mes "Did you figure out";
+ mes "who's behind all this?";
+ mes "If you did...";
+ next;
+ switch(select("Why are we...:What are we...")) {
+ case 1:
+ mes "[" + strcharinfo(0) + "]";
+ mes "Why are sitting";
+ mes "around, doing nothing?!";
+ next;
+ mes "[Dequ'ee]";
+ mes "So Shurank is asking,";
+ mes "'What happened to the killer?";
+ mes "Did you figure out who's behind all this? If you did, why are we sitting around, doing nothing?'";
+ next;
+ mes "[Dequ'ee]";
+ mes "Hmm...";
+ mes "That doesn't seem to";
+ mes "be the message I'm supposed to receive from Shurack. I need his exact message or I can't send";
+ mes "a response...";
+ close;
+ break;
+ case 2:
+ mes "[" + strcharinfo(0) + "]";
+ mes "What are we";
+ mes "supposed to do now?";
+ next;
+ mes "[Dequ'ee]";
+ mes "So Shurank is asking,";
+ mes "'What happened to the killer?";
+ mes "Did you figure out who's behind all this? If you did, what are we supposed to do now?'";
+ next;
+ mes "[Dequ'ee]";
+ mes "Hmm...";
+ mes "That doesn't seem to";
+ mes "be the message I'm supposed to receive from Shurack. I need his exact message or I can't send";
+ mes "a response...";
+ close;
+ break;
+ }
+ break;
+ }
+ break;
+ case 2:
+ mes "[" + strcharinfo(0) + "]";
+ mes "What happened";
+ mes "to the murderer?";
+ next;
+ switch(select("Who he is...:Who is behind...")) {
+ case 1:
+ mes "[" + strcharinfo(0) + "]";
+ mes "Did you find";
+ mes "out who he is?";
+ mes "If you did...";
+ next;
+ switch(select("Why are we...:What are we...")) {
+ case 1:
+ mes "[" + strcharinfo(0) + "]";
+ mes "Why are sitting";
+ mes "around, doing nothing?!";
+ next;
+ mes "[Dequ'ee]";
+ mes "So Shurank is asking,";
+ mes "'What happened to the";
+ mes "murderer? Did you find";
+ mes "out who he is? If you did,";
+ mes "why are we sitting around,";
+ mes "doing nothing?'";
+ next;
+ mes "[Dequ'ee]";
+ mes "Hmm...";
+ mes "That doesn't seem to";
+ mes "be the message I'm supposed to receive from Shurack. I need his exact message or I can't send";
+ mes "a response...";
+ close;
+ break;
+ case 2:
+ mes "[" + strcharinfo(0) + "]";
+ mes "What are we";
+ mes "supposed to do now?";
+ next;
+ mes "[Dequ'ee]";
+ mes "So Shurank is asking,";
+ mes "'What happened to the";
+ mes "murderer? Did you find";
+ mes "out who he is? If you did,";
+ mes "what are we supposed to do now?'";
+ next;
+ mes "[Dequ'ee]";
+ mes "Hmm...";
+ mes "I understand";
+ mes "his concerns.";
+ mes "Alright, now please";
+ mes "give him this answer.";
+ next;
+ mes "[Dequ'ee]";
+ mes "We haven't found";
+ mes "out who the murderer";
+ mes "is for sure. However,";
+ mes "we have a list of suspects";
+ mes "and we'll figure it out soon.";
+ next;
+ mes "[Dequ'ee]";
+ mes "Thank you for taking the trouble to come this far. Let me reward you with some experience points.";
+ set tu_swordman, 7;
+ changequest 8216,8217;
+ getexp 112,0;
+ next;
+ mes "[Dequ'ee]";
+ mes "Take care";
+ mes "of yourself,";
+ mes "brave Swordman.";
+ next;
+ warp "izlude",35,78;
+ close;
+ break;
+ }
+ break;
+ case 2:
+ mes "[" + strcharinfo(0) + "]";
+ mes "Did you figure out";
+ mes "who's behind all this?";
+ mes "If you did...";
+ next;
+ switch(select("Why are we...:What are we...")) {
+ case 1:
+ mes "[" + strcharinfo(0) + "]";
+ mes "Why are sitting";
+ mes "around, doing nothing?!";
+ next;
+ mes "[Dequ'ee]";
+ mes "So Shurank is asking,";
+ mes "'What happened to the";
+ mes "murderer? Did you figure";
+ mes "out who's behind all this?";
+ mes "If you did, why are we sitting around, doing nothing?'";
+ next;
+ mes "[Dequ'ee]";
+ mes "Hmm...";
+ mes "That doesn't seem to";
+ mes "be the message I'm supposed to receive from Shurack. I need his exact message or I can't send";
+ mes "a response...";
+ close;
+ break;
+ case 2:
+ mes "[" + strcharinfo(0) + "]";
+ mes "What are we";
+ mes "supposed to do now?";
+ next;
+ mes "[Dequ'ee]";
+ mes "So Shurank is asking,";
+ mes "'What happened to the";
+ mes "murderer? Did you figure";
+ mes "out who's behind all this?";
+ mes "If you did, what are we";
+ mes "supposed to do now?";
+ next;
+ mes "[Dequ'ee]";
+ mes "Hmm...";
+ mes "That doesn't seem to";
+ mes "be the message I'm supposed to receive from Shurack. I need his exact message or I can't send";
+ mes "a response...";
+ close;
+ break;
+ }
+ break;
+ }
+ break;
+ }
+ }
+
+ mes "Hmm...?";
+ mes "Do you have any";
+ mes "business with me?";
+ close;
+}
+
+//=================================================Geil====================================================
+morocc_in,51,101,3 script Geil 89,{
+ mes "[Geil]";
+ if(tu_swordman == 15){
+ mes "Were you sent by the authorities? Quit giving me such a hard time! I'm not the murderer! I don't even know who was killed. I'm not the one you're looking for!";
+ next;
+ mes "[Geil]";
+ mes "Sure, some weird";
+ mes "guy told me some";
+ mes "kind of code related to all this, but that's it! That's all I know! I'm not the killer, I'm not an accessory, nothing!";
+ next;
+ mes "[Geil]";
+ mes "^5D478BTheisWesomeof^000000";
+ mes "That's the code. I can't believe that I'm unable to forget this.";
+ mes "I mean, I think I was drunk";
+ mes "when that guy told me.";
+ next;
+ mes "[Geil]";
+ mes "What's so important about this code, and why do you guys keep hounding me about the murder?!";
+ close;
+ }
+ if(tu_swordman == 14){
+ mes "Were you sent by the authorities? Quit giving me such a hard time! I'm not the murderer! I don't even know who was killed. I'm not the one you're looking for!";
+ next;
+ mes "[Geil]";
+ mes "Sure, some weird";
+ mes "guy told me some";
+ mes "kind of code related to all this, but that's it! That's all I know! I'm not the killer, I'm not an accessory, nothing!";
+ next;
+ mes "[Geil]";
+ mes "^5D478BTheisWesomeof^000000";
+ mes "That's the code. I can't believe that I'm unable to forget this.";
+ mes "I mean, I think I was drunk";
+ mes "when that guy told me.";
+ next;
+ mes "[Geil]";
+ mes "What's so important about this code, and why do you guys keep hounding me about the murder?!";
+ set tu_swordman, 15;
+ close;
+ }
+ mes "We should all";
+ mes "strive to live in";
+ mes "peace and harmony";
+ mes "with our fellow man.";
+ next;
+ mes "[Geil]";
+ mes "But fear, distrust and panic always seem to get in the way and mess up world events. We've got to find it within ourselves to get along with others. Don't you agree?";
+ close;
+}
+
+//=================================================Meutro====================================================
+morocc,82,292,5 script Muetro 84,{
+ mes "[Muetro]";
+ if(tu_swordman == 15){
+ mes "You're just";
+ mes "like all the others.";
+ mes "You want the code";
+ mes "I know, right?";
+ next;
+ mes "[Muetro]";
+ mes "^5D478BConBanfoevidehi^000000";
+ mes "Happy now? Now";
+ mes "leave me alone and";
+ mes "catch the murderer.";
+ close;
+ }
+ if(tu_swordman == 14){
+ mes "You're just";
+ mes "like all the others.";
+ mes "You want the code";
+ mes "I know, right?";
+ next;
+ mes "[Muetro]";
+ mes "^5D478BConBanfoevidehi^000000";
+ mes "Happy now? Now";
+ mes "leave me alone and";
+ mes "catch the murderer.";
+ set tu_swordman, 15;
+ close;
+ }
+ mes "^666666*Sigh*^000000";
+ mes "I try and I try, but sometimes ridiculous things happen and";
+ mes "I can't do anything about them.";
+ next;
+ mes "[Muetro]";
+ mes "I suppose it's fate. There's no escaping what I can't possibly";
+ mes "hope to control or understand.";
+ close;
+}
+
+//=================================================Hans====================================================
+morocc,240,72,3 script Hans 86,{
+ mes "[Hans]";
+ if(tu_swordman == 15){
+ mes "Help me!";
+ mes "Please help me!";
+ mes "I'm no murderer!";
+ mes "I'm practically";
+ mes "harmless!";
+ next;
+ mes "[Hans]";
+ mes "^5D478Bvictkleyundncem^000000";
+ mes "This is code I know.";
+ mes "Some strange person";
+ mes "told it to me earlier and said";
+ mes "that I'd need to know it soon!";
+ next;
+ mes "[Hans]";
+ mes "He said that this code";
+ mes "would save my life. First,";
+ mes "I thought he was crazy, but for";
+ mes "some reason I can't forget it.";
+ next;
+ mes "[Hans]";
+ mes "It's like he used magic or something to make it stick out in my brain. Please leave me alone, this is all I know!";
+ close;
+ }
+ if(tu_swordman == 14){
+ mes "Help me!";
+ mes "Please help me!";
+ mes "I'm no murderer!";
+ mes "I'm practically";
+ mes "harmless!";
+ next;
+ mes "[Hans]";
+ mes "^5D478Bvictkleyundncem^000000";
+ mes "This is code I know.";
+ mes "Some strange person";
+ mes "told it to me earlier and said";
+ mes "that I'd need to know it soon!";
+ next;
+ mes "[Hans]";
+ mes "He said that this code";
+ mes "would save my life. First,";
+ mes "I thought he was crazy, but for";
+ mes "some reason I can't forget it.";
+ next;
+ mes "[Hans]";
+ mes "It's like he used magic or something to make it stick out in my brain. Please leave me alone, this is all I know!";
+ set tu_swordman, 15;
+ close;
+ }
+ mes "I'm sorry...";
+ mes "But I don't think I can be of any help to you. Right now, it seems that I've got problems of my own...";
+ close;
+}
+
+//=================================================Bankley====================================================
+morocc_in,12,156,3 script Bankley 97,{
+ if(tu_swordman > 19){
+ mes "^3355FFBankley had a pitiable";
+ mes "expression on his face.^000000";
+ mes "^3355FFHis body is completely lifeless. There's a long, deep wound in his chest, and a blood drenched knife is clenched in his right hand.^000000";
+ close;
+ }
+ if(tu_swordman == 19){
+ mes "...";
+ mes "......";
+ next;
+ mes "^3355FFHe's dead!^000000";
+ next;
+ mes "^3355FFBankley had a sad, pitiable expression on his face. Since the color is still fresh in his cheeks, he died only a little while ago.";
+ mes "^3355FFThere is a long, deep wound in his chest, and a blood drenched knife is clenched in his right hand.^000000";
+ set tu_swordman, 20;
+ changequest 8225,8226;
+ close;
+ }
+ mes "[Bankley]";
+ if(tu_swordman == 15){
+ mes "I didn't kill anybody...!";
+ mes "I'm innocent and don't";
+ mes "have anything to hide!";
+ next;
+ mes "[Bankley]";
+ mes "But look...";
+ mes "If it helps, let me give you this weird code that some strange guy gave me. I guess it's supposed to be some kind of clue.";
+ next;
+ mes "[Bankley]";
+ mes "^5D478BhekdlfiDrindkelsd^000000";
+ mes "Do you understand what";
+ mes "it means? I have no idea, but";
+ mes "I told you everything I know!";
+ next;
+ mes "[Bankley]";
+ mes "I feel so violated!";
+ mes "Once you prove I'm innocent, are you going to compensate me for";
+ mes "my mental suffering!?";
+ next;
+ mes "[Bankley]";
+ mes "Stop bothering me";
+ mes "and wasting your time.";
+ mes "You're better off hunting";
+ mes "for the real culprit!";
+ close;
+ }
+ if(tu_swordman == 14){
+ mes "I didn't kill anybody...!";
+ mes "I'm innocent and don't";
+ mes "have anything to hide!";
+ next;
+ mes "[Bankley]";
+ mes "But look...";
+ mes "If it helps, let me give you this weird code that some strange guy gave me. I guess it's supposed to be some kind of clue.";
+ next;
+ mes "[Bankley]";
+ mes "^5D478BhekdlfiDrindkelsd^000000";
+ mes "Do you understand what";
+ mes "it means? I have no idea, but";
+ mes "I told you everything I know!";
+ next;
+ mes "[Bankley]";
+ mes "I feel so violated!";
+ mes "Once you prove I'm innocent, are you going to compensate me for";
+ mes "my mental suffering!?";
+ next;
+ mes "[Bankley]";
+ mes "Stop bothering me";
+ mes "and wasting your time.";
+ mes "You're better off hunting";
+ mes "for the real culprit!";
+ set tu_swordman, 15;
+ close;
+ }
+ mes "Even though I can't afford it now, my dream is to travel around the world and visit all of its great cities!";
+ next;
+ mes "[Bankley]";
+ mes "Someday, I'm sure I'll get the chance to make my dreams";
+ mes "come true. But for now, I'll have to live as best as I can.";
+ close;
+}
diff --git a/npc/pre-re/quests/first_class/tu_thief01.txt b/npc/pre-re/quests/first_class/tu_thief01.txt
new file mode 100644
index 000000000..75d8f4ba8
--- /dev/null
+++ b/npc/pre-re/quests/first_class/tu_thief01.txt
@@ -0,0 +1,749 @@
+//===== rAthena Script =======================================
+//= Thief Class Tutorial and Job Specific Quest
+//===== By: ==================================================
+//= Fix up by Jukka
+//===== Current Version: =====================================
+//= 1.4
+//===== Compatible With: =====================================
+//= rAthena SVN (Testet in Trunk 88xx)
+//===== Description: =========================================
+//=
+//===== Additional Comments: =================================
+//= 1.0 Fully working
+//= 1.1 optimized [Lupus]
+//= TODO: Test, Add correct misceffects numbers
+//= 1.2 Fixed experience gains to match upcoming rate adjustments. [SinSloth]
+//= 1.3 Fixed a few minor mistakes [Playtester]
+//= 1.4 Misc. updates. [L0ne_W0lf]
+//============================================================
+
+//=================================================Thief Trainer====================================================
+moc_ruins,66,164,4 script Thief Trainer#T 84,{
+ mes "[Yierhan]";
+ if(Class == Job_Novice){
+ mes "Eh...?";
+ mes "A Novice?";
+ mes "Still thinking";
+ mes "what job you're";
+ mes "gonna choose...";
+ mes "Am I right?";
+ next;
+ mes "[Yierhan]";
+ mes "Listen, if you ever decide to become a Thief--a smart choice";
+ mes "I might add--come and talk to me. I'll show you the ropes!";
+ close;
+
+ } else if(Class == Job_Thief || Class == Job_Thief_High || Class == Job_Assassin || Class ==Job_Assassin_Cross || Class == Job_Rogue || Class == Job_Stalker){
+ if(Class == Job_Thief_High || Class == Job_Assassin || Class == Job_Assassin_Cross || Class == Job_Rogue || Class == Job_Stalker){
+ if(tu_thief01 < 8){
+ mes "Whaaaat are you";
+ mes "doin' here? There's";
+ mes "nothing I can teach you!";
+ mes "You're waaay beyond me!";
+ next;
+ mes "[Yierhan]";
+ mes "In fact, I think";
+ mes "you're qualified";
+ mes "to teach me some stuff!";
+ mes "Come on! I need new moves!";
+ close;
+ }
+ }
+ if(tu_thief01 == 0){
+ mes "Heya pal.";
+ mes "I'm Yierhan.";
+ mes "I happen to be";
+ mes "the guy in charge";
+ mes "of training new Thieves.";
+ next;
+ switch(select("Training?:Training? Right now?")){
+ case 1:
+ mes "[Yierhan]";
+ mes "Yeah, training. I mean, this kind of stuff is second nature to some people, but other guys need a little more help. So this is one of those 'just in case' things.";
+ next;
+ break;
+ case 2:
+ mes "[Yierhan]";
+ mes "Right now?";
+ mes "Yeah, right now!";
+ mes "But if you're not ready for some reason, I guess I can wait.";
+ close;
+ break;
+ }
+ mes "[Yierhan]";
+ mes "Alright, first of all, Thieves use melee attacks. Well, most of us do. There are a few who like using long range Bows. But all of us are good at bein' fast!";
+ next;
+ mes "[Yierhan]";
+ mes "So for melee attacks, which stat increases your damage? Come on";
+ mes "now, you should know this if you didn't skip the Novice Training Grounds.";
+ next;
+ switch(select("^6B8E23INT^000000:^2F4F2FSTR^000000:^23238EDEX^000000")){
+ case 1:
+ mes "[Yierhan]";
+ mes "Say whaaat? ^6B8E23INT^000000 affects magic damage, magic defense and some skills. Thieves don't even work with magic!";
+ next;
+ mes "[Yierhan]";
+ mes "You musta skipped the Novice Training Grounds altogether! Not that I blame you though. Anyway, it's ^2F4F2FSTR^000000 that increases your attack damage, got it?";
+ next;
+ mes "[Yierhan]";
+ mes "So if you're feeling like the damage you're making is pretty weak, you might want more stat points in ^2F4F2FSTR^000000. How high your raise your own STR is really up to you.";
+ set tu_thief01, 1;
+ getexp 20,10;
+ specialeffect2 EF_HIT5;
+ close;
+ break;
+ case 2:
+ mes "[Yierhan]";
+ mes "Yeah, that's right! If you wanna increase your damage, you need";
+ mes "to put some stat points into ^2F4F2FSTR^000000. Increasing STR also increases";
+ mes "your Max Weight Limit too.";
+ next;
+ mes "[Yierhan]";
+ mes "So if you're feeling like the damage you're making is pretty weak, you might want more stat points in ^2F4F2FSTR^000000. How high your raise your own STR is really up to you.";
+ next;
+ mes "[Yierhan]";
+ mes "Sure, ^23238EDEX^000000 and LUK can";
+ mes "also increase your attack damage, but they're insignificant compared to STR. I repeat: ^660000insignificant^000000.";
+ set tu_thief01, 1;
+ getexp 40,20;
+ specialeffect2 EF_HIT5;
+ close;
+ break;
+ case 3:
+ mes "[Yierhan]";
+ mes "Say whaaat? ^23238EDEX^000000 affects";
+ mes "your attack accuracy, not your damage! Well, unless you're using";
+ mes "a Bow. Otherwise, it increases your damage only by a tiny bit.";
+ next;
+ mes "[Yierhan]";
+ mes "You musta skipped the Novice Training Grounds altogether! Not that I blame you though. Anyway, it's ^2F4F2FSTR^000000 that increases your attack damage, got it?";
+ next;
+ mes "[Yierhan]";
+ mes "So if you're feeling like the damage you're making is pretty weak, you might want more stat points in ^2F4F2FSTR^000000. How high your raise your own STR is really up to you.";
+ set tu_thief01, 1;
+ getexp 20,10;
+ specialeffect2 EF_HIT5;
+ close;
+ break;
+ }
+ } else if(tu_thief01 == 1){
+ mes "Alright, enough about stats.";
+ mes "You know what? I think I'll just talk to you about the skills that we Thieves use.";
+ next;
+ mes "[Yierhan]";
+ mes "So level up your skills, learn a few new ones if you want, and";
+ mes "then come back over here.";
+ set tu_thief01, 2;
+ close;
+ } else if(tu_thief01 == 2){
+ mes "Okay, let me see your skills. You know you gotta change your battle strategy depending on what skills you have, right? Skills are just as important as stats!";
+ next;
+ set .@chk_th_skill1, getskilllv("TF_DOUBLE");
+ set .@chk_th_skill2, getskilllv("TF_MISS");
+ set .@chk_th_skill3, getskilllv("TF_STEAL");
+ set .@chk_th_skill4, getskilllv("TF_HIDING");
+ set .@chk_th_skill5, getskilllv("TF_POISON");
+ set .@chk_th_skill6, getskilllv("TF_DETOXIFY");
+
+ if(.@chk_th_skill1 == 0 && .@chk_th_skill2 == 0 && .@chk_th_skill3 == 0 && .@chk_th_skill4 == 0 && .@chk_th_skill5 == 0 && .@chk_th_skill6 == 0){
+ mes "[Yierhan]";
+ mes "You haven't learned any skills yet? Come on, it's your skills that'll set you apart from Novices and everyone else!";
+ close;
+ } else {
+ if(.@chk_th_skill1 > 0){
+ mes "[Yierhan]";
+ mes "Ah, so you've learned";
+ mes "Level "+.@chk_th_skill1+" Double Attack.";
+ mes "Nice! This skill gives you the chance to attack twice in one";
+ mes "attack. Wicked!";
+ next;
+ mes "[Yierhan]";
+ mes "It's a Passive skill, so it's always in effect and won't have to use any SP to use it. The higher your Double Attack skill level, the more double attacks you'll do.";
+ next;
+ }
+ if(.@chk_th_skill2 > 0){
+ mes "[Yierhan]";
+ mes "Let's see...";
+ mes "Level "+.@chk_th_skill2+" Increase Dodge?";
+ mes "That increases your Flee Rate, meaning you've got a better chance of dodging attacks from your enemies.";
+ next;
+ mes "[Yierhan]";
+ mes "Just like the Double Attack skill, Increase Dodge is a Passive skill. It won't use SP and it's always in";
+ mes "effect. If you don't like to bruise, this is your skill.";
+ next;
+ }
+ if(.@chk_th_skill3 > 0){
+ mes "[Yierhan]";
+ mes "Whoa, so you've";
+ mes "got Level "+.@chk_th_skill3+" Steal~";
+ mes "Now that's the skill which gives our job its name! You can't use";
+ mes "it against people, though...";
+ next;
+ mes "[Yierhan]";
+ mes "But you can use Steal to take items from monsters. If you're lucky, you can get some good items that way. Oh, and Steal doesn't affect monster drop rates.";
+ next;
+ }
+ if(.@chk_th_skill4 > 0){
+ mes "[Yierhan]";
+ mes "You've learned";
+ mes "Level "+.@chk_th_skill4+" Hiding?";
+ mes "Let's see, you can only learn";
+ mes "that after learning the Steal skill up to a certain level.";
+ next;
+ mes "[Yierhan]";
+ mes "Of course, you use ";
+ mes "the Hiding skill to hide underground in an emergency, like when you're surrounded by tough enemies. Be careful though...";
+ next;
+ mes "[Yierhan]";
+ mes "Certain monsters will still be able to find you, no matter how well you hide. There are even a few monsters that can flush you out of hiding!";
+ next;
+ }
+ if(.@chk_th_skill5 > 0){
+ mes "[Yierhan]";
+ mes "Alright, I see that you";
+ mes "know Level "+.@chk_th_skill5+" Envenom.";
+ mes "You like being dangerous,";
+ mes "don't you?";
+ next;
+ mes "[Yierhan]";
+ mes "This attack skill has the chance";
+ mes "to poison your enemy for a set amount of time. While poisoned, an enemy will constantly lose its HP and will have decreased defense.";
+ next;
+ mes "[Yierhan]";
+ mes "Eh, but remember.";
+ mes "If the monster's too strong for you, you might not be able to poison it. So don't go crazy.";
+ next;
+ }
+ if(.@chk_th_skill6 > 0){
+ mes "[Yierhan]";
+ mes "Level "+.@chk_th_skill6+" Detoxify.";
+ mes "If you took the trouble to learn that, you must be the cautious";
+ mes "type or something.";
+ next;
+ mes "[Yierhan]";
+ mes "You can only learn Detoxify";
+ mes "after you learn the Envenom skill. Detoxify allows you to counteract the effects of poison on a target.";
+ next;
+ }
+ }
+ mes "[Yierhan]";
+ mes "Alright, I guess";
+ mes "if you want to know";
+ mes "about any other skills,";
+ mes "I can explain real quick.";
+ set tu_thief01, 3;
+ getexp BaseLevel*3,BaseLevel*2;
+ specialeffect2 EF_HIT5;
+ close;
+ } else if(tu_thief01 == 3){
+ mes "So...";
+ mes "Are there any";
+ mes "skills you want";
+ mes "explained or is this";
+ mes "pretty much stuff you";
+ mes "already know?";
+ next;
+ while(1){
+ switch(select("Double Attack:Increase Dodge:Steal:Hiding:Envenom:Detoxify:I know enough.")) {
+ case 1:
+ mes "[Yierhan]";
+ mes "Just like its name,";
+ mes "Double Attack gives your attacks the chance to be a double attack, two strikes in one blow.";
+ next;
+ mes "[Yierhan]";
+ mes "It's a Passive skill, so it's always in effect and won't have to use any SP to use it. The higher your Double Attack skill level, the more double attacks you'll do.";
+ set .@read_d, 1;
+ next;
+ break;
+ case 2:
+ mes "[Yierhan]";
+ mes "Increase Dodge";
+ mes "gives a nice boost";
+ mes "to your Flee Rate that";
+ mes "the other jobs don't offer.";
+ mes "Why take your lumps when you";
+ mes "can avoid them altogether?";
+ next;
+ mes "[Yierhan]";
+ mes "Just like the Double Attack skill, Increase Dodge is a Passive skill. It won't use SP and it's always in";
+ mes "effect. If you don't like to bruise, this is your skill.";
+ set .@read_f, 1;
+ next;
+ break;
+ case 3:
+ mes "[Yierhan]";
+ mes "Steal is an Active Skill that has the chance of nabbing you some";
+ mes "free items! You can't use it against other people, though.";
+ next;
+ specialeffect2 EF_STEAL;
+ mes "[Yierhan]";
+ mes "But you can use Steal to take items from monsters! If you're lucky, you can get some good items that way. Oh, and Steal doesn't affect monster drop rates.";
+ set .@read_s, 1;
+ next;
+ break;
+ case 4:
+ mes "[Yierhan]";
+ mes "Hiding is an active skill where you submerge yourself underground. You can only stay hidden so long, and you can't move, but sometimes it's better than being found!";
+ next;
+ mes "[Yierhan]";
+ mes "Of course, you use ";
+ mes "the Hiding skill to hide underground in an emergency, like when you're surrounded by tough enemies. Be careful though...";
+ next;
+ mes "[Yierhan]";
+ mes "Certain monsters will still be able to find you, no matter how well you hide. There are even a few monsters that can flush you out of hiding!";
+ set .@read_p, 1;
+ next;
+ break;
+ case 5:
+ mes "[Yierhan]";
+ mes "Envenom is an offensive Active Skill that every Thief should know. But that's just what I think.";
+ next;
+ mes "[Yierhan]";
+ mes "This attack skill has the chance";
+ mes "to poison your enemy for a set amount of time. While poisoned, an enemy will constantly lose its HP and will have decreased defense.";
+ mes "Remember that.";
+ set .@read_h, 1;
+ next;
+ break;
+ case 6:
+ mes "[Yierhan]";
+ mes "Since Thieves deal";
+ mes "quite a bit with poison,";
+ mes "we've got to have a way";
+ mes "to, well, have a taste";
+ mes "of our own medicine.";
+ next;
+ mes "[Yierhan]";
+ mes "You can learn Detoxify";
+ mes "after you learn the Envenom skill. Detoxify allows you to counteract the effects of poison on a target.";
+ set .@read_r, 1;
+ next;
+ specialeffect2 EF_DETOXICATION;
+ next;
+ break;
+ case 7:
+ mes "[Yierhan]";
+ mes "Yeah...";
+ mes "I'm tired of explaining these skills anyway. Let's move on to";
+ mes "the next part of Thief training...";
+ next;
+ mes "[Yierhan]";
+ mes "Now that you're such an expert on skills, I want you to level up your skills and come back, got it?";
+ set tu_thief01, 4;
+ specialeffect2 EF_HIT5;
+ if(.@read_d){
+ getexp 30,10;
+ }
+ if(.@read_f){
+ getexp 30,10;
+ }
+ if(.@read_s){
+ getexp 30,10;
+ }
+ if(.@read_p){
+ getexp 30,10;
+ }
+ if(.@read_h){
+ getexp 30,10;
+ }
+ if(.@read_r){
+ getexp 30,10;
+ }
+ close;
+ break;
+ }
+ }
+ } else if(tu_thief01 == 4){
+ mes "Alright, we studied the skills and you've been practicing a little, right? You better have...";
+ next;
+ mes "[Yierhan]";
+ mes "Alright, now I got some actual fight training I want you to do. Here's a chance for you to figure what skills are best for which situations.";
+ next;
+ mes "[Yierhan]";
+ mes "Go and get me";
+ mes "10 ^ff0000Feather of Birds^000000.";
+ mes "You can go ahead and kill Pickies to get those. It really shouldn't be that hard. Oh, and use this Wing thingee to come back.";
+ set tu_thief01, 5;
+ savepoint "moc_ruins",80,164;
+ getitem 602,1; //Wing_Of_Butterfly
+ getexp 10,5;
+ specialeffect2 EF_HIT5;
+ close2;
+ warp "moc_fild12",158,373;
+ end;
+ } else if(tu_thief01 == 5 || tu_thief01 == 6){
+ if(countitem(916) < 10){
+ mes "'Ey, you don't have the 10 ^ff0000Feather of Birds^000000 I asked you for! You gotta apply what you know, you know.";
+ mes "Now hurry up and do it!";
+ close2;
+ warp "moc_fild07",203,38;
+ end;
+ } else {
+ mes "Alright...!";
+ mes "Nice work, pal.";
+ mes "Seeing as you got these feathers, you must be really gung-ho about becoming a good Thief.";
+ next;
+ mes "[Yierhan]";
+ mes "I hope you keep";
+ mes "putting in the work";
+ mes "to get better and better.";
+ mes "Always do your best! Oh,";
+ mes "and do you have any questions?";
+ next;
+ if(tu_thief01 == 6){
+ switch(select("About those traces...:Nope.")) {
+ case 1:
+ mes "[Yierhan]";
+ mes "You found out, eh?";
+ mes "Well, I didn't really";
+ mes "wanna tell you this, on";
+ mes "account of you bein' a brand";
+ mes "brand new Thief and all, but...";
+ next;
+ mes "[Yierhan]";
+ mes "There was this";
+ mes "fight that was in";
+ mes "the Southern part";
+ mes "of this town.";
+ next;
+ mes "[Yierhan]";
+ mes "Since it happened late at night, only a few people actually know about it. As for me, I stayed late at a guild meeting, so it was";
+ mes "dumb luck that I saw it.";
+ next;
+ mes "[Yierhan]";
+ mes "I went back to where the fight happened and I found traces that showed that the guys who were fighting went south.";
+ next;
+ mes "[Yierhan]";
+ mes "Since poison was used in";
+ mes "the fight, I'm guessing an Assassin was involved, but I can't be too sure. If you wanna check it out, follow the traces of that fight.";
+ next;
+ mes "[Yierhan]";
+ mes "Eh, but be careful";
+ mes "not to get too close";
+ mes "to the poison! That stuff";
+ mes "is pretty strong!";
+ set tu_thief01, 8;
+ getitem 1207,1; //Main_Gauche
+ getexp 100,50;
+ specialeffect2 EF_HIT5;
+ close;
+ break;
+ case 2:
+ mes "[Yierhan]";
+ mes "Good!";
+ mes "Less work for me!";
+ mes "Alright, you better get stronger the next time I see you. Oh, and you can have this stuff. You know, since you're so gangster and all.";
+ set tu_thief01, 7;
+ getitem 1207,1; //Main_Gauche
+ getexp 50,20;
+ specialeffect2 EF_HIT5;
+ close;
+ break;
+ }
+ } else {
+ switch(select("It was nice to meet you.:Nope.")) {
+ case 1:
+ mes "[Yierhan]";
+ mes "Yeah, it was pretty cool just hanging out. Keep fighting";
+ mes "monsters the way you do and";
+ mes "you'll be a great Thief in no time.";
+ next;
+ mes "[Yierhan]";
+ mes "And since I like";
+ mes "you so much, kid,";
+ mes "you can have this.";
+ mes "Take it, it's yours!";
+ set tu_thief01, 7;
+ getitem 1207,1; //Main_Gauche
+ getexp 50,20;
+ specialeffect2 EF_HIT5;
+ close;
+ break;
+ case 2:
+ mes "[Yierhan]";
+ mes "Good!";
+ mes "Less work for me!";
+ mes "Alright, you better get stronger the next time I see you. Oh, and you can have this stuff. You know, since you're so gangster and all.";
+ set tu_thief01, 7;
+ getitem 1207,1; //Main_Gauche
+ getexp 50,20;
+ specialeffect2 EF_HIT5;
+ close;
+ break;
+ }
+ }
+ }
+ } else if(tu_thief01 == 7){
+ mes "[Yierhan]";
+ mes "You know...";
+ mes "There was this";
+ mes "fight that was in";
+ mes "the Southern part";
+ mes "of this town.";
+ next;
+ mes "[Yierhan]";
+ mes "Since it happened late at night, only a few people actually know about it. As for me, I stayed late at a guild meeting, so it was";
+ mes "dumb luck that I saw it.";
+ next;
+ mes "[Yierhan]";
+ mes "I went back to where the fight happened and I found traces that showed that the guys who were fighting went south.";
+ next;
+ mes "[Yierhan]";
+ mes "Since poison was used in";
+ mes "the fight, I'm guessing an Assassin was involved, but I can't be too sure. If you wanna check it out, follow the traces of that fight.";
+ next;
+ mes "[Yierhan]";
+ mes "Eh, but be careful";
+ mes "not to get too close";
+ mes "to the poison! That stuff";
+ mes "is pretty strong!";
+ next;
+ mes "[Yierhan]";
+ mes "Hey, you might run into";
+ mes "poison, so remember that";
+ mes "Green Herbs and Green Potions";
+ mes "will counteract it. Oh, and keep in mind that Red Gemstones can";
+ mes "be used in poison attacks.";
+ next;
+ mes "[Yierhan]";
+ mes "Hey, if you do";
+ mes "decide to check it";
+ mes "out, be real careful";
+ mes "other there, okay?";
+ set tu_thief01, 8;
+ getexp 20,10;
+ specialeffect2 EF_HIT5;
+ close;
+ } else if(tu_thief01 == 8){
+ mes "Heya pal.";
+ mes "You doin' alright?";
+ next;
+ mes "[Yierhan]";
+ mes "Fighting against something";
+ mes "you know nothing about is always risky. Since I've heard there are outsiders around flaunting their power, you better be careful.";
+ next;
+ mes "[Yierhan]";
+ mes "It's a good policy to just be really careful on your adventures. Look out for monsters and look";
+ mes "out for people! Got it?";
+ close;
+ } else if(tu_thief01 < 26){
+ mes "I heard there was";
+ mes "this one Assassin";
+ mes "that went on a mission";
+ mes "and never returned.";
+ next;
+ mes "[Yierhan]";
+ mes "What's so weird about it was that the Assassin Guild reported that the mission was completed!";
+ mes "I remember hearing that guy";
+ mes "was really good...";
+ next;
+ mes "[Yierhan]";
+ mes "Crazy, isn't it?";
+ mes "Anyway, take";
+ mes "care of yourself.";
+ close;
+ } else if(tu_thief01 == 26){
+ mes "'Ey, did you";
+ mes "complete your mission?";
+ mes "I know, I know, the thing you've gotta do is pretty rough.";
+ next;
+ switch(select("I'm still investigating.:Not yet.:Yes, I did.")) {
+ case 1:
+ mes "[Yierhan]";
+ mes "Ah, gotcha. Well, that's understandable. I mean, these things take time, you know?";
+ close;
+ break;
+ case 2:
+ mes "[Yierhan]";
+ mes "Yeah...?";
+ mes "That's alright.";
+ mes "I guess these kinds of things require patience. And thinking.";
+ mes "You know, things I'm horrible at.";
+ close;
+ break;
+ case 3:
+ mes "[Yierhan]";
+ mes "Alright...!";
+ mes "So what's up?";
+ mes "Hit me up with";
+ mes "what you know~";
+ next;
+ mes "^3355FFYou explain the results of your investigation to Yierhan and tell him about the scrap of cloth you found on your mission.^000000";
+ next;
+ mes "[Yierhan]";
+ mes "Scrap of cloth?";
+ mes "Huh, alright. Say,";
+ mes "lemme have a looksee.";
+ next;
+ mes "[Yierhan]";
+ mes "Whoa!";
+ mes "You did great.";
+ mes "This is some pretty";
+ mes "important information!";
+ next;
+ mes "[Yierhan]";
+ mes "You see, the pattern on this cloth is sort of like one of the codes Assassins use. And this particular pattern looks like something from one of those higher Assassins.";
+ next;
+ mes "[Yierhan]";
+ mes "I might be able to figure out what happened that night with the new information this cloth might lead me to. Thanks a lot!";
+ next;
+ mes "[Yierhan]";
+ mes "From here on,";
+ mes "the higher ups in the";
+ mes "guild will take over this investigation. You did your job perfectly, so it's time for you to hone your skills.";
+ next;
+ mes "[Yierhan]";
+ mes "Hey, this stuff is yours. Think of it as a reward for helping us out. Take care of yourself now~";
+ set tu_thief01, 27;
+ getitem 2307,1; //Mantle
+ set Zeny, Zeny + 5000;
+ getexp 800,300;
+ close;
+ break;
+ }
+ } else {
+ mes "[Yierhan]";
+ mes "Hey...";
+ mes "You got dreams,";
+ mes "don't you? I know,";
+ mes "it's a bit of a deep";
+ mes "subject I pulled outta";
+ mes "nowhere, but...";
+ next;
+ mes "[Yierhan]";
+ mes "I just like telling people to follow their dreams. So do it. Life without anything to look forward to is pretty boring, doncha think?";
+ close2;
+ }
+ } else if(Class == Job_Mage || Class == Job_Mage_High || Class == Job_Wizard || Class == Job_High_Wizard || Class == Job_Sage || Class == Job_Professor){
+ if(tu_magician01 < 7){
+ mes "[Yierhan]";
+ mes "Heya.";
+ mes "I'm the Thief trainer around here. Sure, it looks like we don't got much in common, but...";
+ next;
+ mes "[Yierhan]";
+ mes "I actually got a few magic using friends here and there. That mystic stuff is waaay over my head, but";
+ mes "I got a lotta respect for it.";
+ close;
+ } else if(tu_magician01 == 7){
+ mes "Hm...?";
+ mes "That's weird, usually only";
+ mes "Thieves hang around this joint. What's someone like you doing";
+ mes "here? Unless...";
+ next;
+ switch(select("I'm here on behalf of 'Mana.'")) {
+ case 1:
+ mes "[Yierhan]";
+ mes "Right, you must be the help that Mana sent! You came just at the right time. You see, we found something weird in South Morroc.";
+ next;
+ mes "[Yierhan]";
+ mes "Basically, we found traces of poison that were used in a fight. We were going to investigate it, but we've been swamped with all this other work.";
+ next;
+ mes "[Yierhan]";
+ mes "That's why we've been asking";
+ mes "for help from the Mage Guild. Fortunately, I'm pals with Mana, so...";
+ next;
+ mes "[Yierhan]";
+ mes "Anyway, head over to";
+ mes "South Morroc since it seems to be a good place to start investigating. You'll see what we found right outside the South Morroc gate.";
+ set tu_magician01, 8;
+ break;
+ }
+ } else if(tu_magician01 < 26){
+ mes "I heard there was";
+ mes "this one Assassin";
+ mes "that went on a mission";
+ mes "and never returned.";
+ next;
+ mes "[Yierhan]";
+ mes "What's so weird about it was that the Assassin Guild reported that the mission was completed!";
+ mes "I remember hearing that guy";
+ mes "was really good...";
+ next;
+ mes "[Yierhan]";
+ mes "Be careful, pal.";
+ mes "It seems your";
+ mes "investigation";
+ mes "might be related to";
+ mes "that mysterious Assassin...";
+ close;
+ } else if(tu_magician01 == 26){
+ mes "So how's the";
+ mes "investigation";
+ mes "coming along?";
+ mes "I've been so busy,";
+ mes "I couldn't focus";
+ mes "on it at all...";
+ next;
+ switch(select("I'm still investigating.:I'm not done yet...:Oh, I finished~")) {
+ case 1:
+ mes "[Yierhan]";
+ mes "Ah, gotcha. Well, that's understandable. I mean, these things take time, you know?";
+ close;
+ break;
+ case 2:
+ mes "[Yierhan]";
+ mes "Yeah...?";
+ mes "That's alright.";
+ mes "I guess these kinds of things require patience. And thinking.";
+ mes "You know, things I'm horrible at.";
+ close;
+ break;
+ case 3:
+ mes "[Yierhan]";
+ mes "Alright...!";
+ mes "So what's up?";
+ mes "Hit me up with";
+ mes "what you know~";
+ next;
+ mes "^3355FFYou explain the results of your investigation to Yierhan and tell him about the scrap of cloth you found on your mission.^000000";
+ next;
+ mes "[Yierhan]";
+ mes "Scrap of cloth?";
+ mes "Huh, alright. Say,";
+ mes "lemme have a looksee.";
+ next;
+ mes "[Yierhan]";
+ mes "Whoa!";
+ mes "You did great.";
+ mes "This is some pretty";
+ mes "important information!";
+ next;
+ mes "[Yierhan]";
+ mes "You see, the pattern on this cloth is sort of like one of the codes Assassins use. And this particular pattern looks like something from one of those higher Assassins.";
+ next;
+ mes "[Yierhan]";
+ mes "I might be able to figure out what happened that night with the new information this cloth might lead me to. Thanks a lot!";
+ next;
+ mes "[Yierhan]";
+ mes "From here on,";
+ mes "the higher ups in the";
+ mes "guild will take over this investigation. You did your job perfectly, so it's time for you to hone your skills.";
+ next;
+ mes "[Yierhan]";
+ mes "Hey, this stuff is yours. Think of it as a reward for helping us out. Right, and I'll let Mana know you did a great job. Take care of yourself now~";
+ set tu_magician01, 27;
+ set Zeny, Zeny + 5000;
+ getexp 500,200;
+ close2;
+ break;
+ }
+ } else {
+ mes "Just as I thought,";
+ mes "more than one group";
+ mes "was involved in all this.";
+ mes "Huh. Something real bad";
+ mes "might happen soon...";
+ close;
+ }
+ }
+ mes "Some people think";
+ mes "the desert is just a";
+ mes "dangerous, uncomfortable";
+ mes "place where no one wants";
+ mes "to be. But there's all";
+ mes "sorts of great stuff here.";
+ next;
+ mes "[Yierhan]";
+ mes "We got the blazing heat that encourages skimpy outfits, we got... Cacti. We got more sand than the beach. Um... Sandstorms?";
+ close;
+}
diff --git a/npc/pre-re/quests/guildrelay.txt b/npc/pre-re/quests/guildrelay.txt
new file mode 100644
index 000000000..b4158c31e
--- /dev/null
+++ b/npc/pre-re/quests/guildrelay.txt
@@ -0,0 +1,3231 @@
+//===== rAthena Script =======================================
+//= Guild Relay Quest
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.1
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Guild Relay Quest.
+//= Quest designed for multiple users at once.
+//= Variable in use: guildrelay_q (Max: ??)
+//= Variable in use: guildtime (Max: ??)
+//===== Additional Comments: =================================
+//= 1.0 First version.
+//= 1.1 Fixed errors reported by NoHealing (Bugreport:3934) [L0ne_W0lf]
+//= NPCs now duplicate from FLOATING npcs instead of Luina 1 npcs.
+//============================================================
+
+// Floating NPCs to duplicate from.
+//============================================================
+- script RelayDummy1::GuildRelay1 754,{
+ set .@name$,strnpcinfo(1);
+ if (.@name$ == "Buzz") {
+ set .@name2$,"Lenya";
+ set .@name3$,"Gealuve";
+ set .@name4$,"Pariz";
+ set .@GID, GetCastleData("aldeg_cas"+strnpcinfo(2),1);
+ }
+ else if (.@name$ == "Jody") {
+ set .@name2$,"Ron Haware";
+ set .@name3$,"Vers";
+ set .@name4$,"Gen Garish";
+ set .@GID, GetCastleData("gefg_cas"+strnpcinfo(2),1);
+ }
+ else if (.@name$ == "Chungye") {
+ set .@name2$,"Dosuhlji";
+ set .@name3$,"Yayula";
+ set .@name4$,"Ashin";
+ set .@GID, GetCastleData("payg_cas"+strnpcinfo(2),1);
+ }
+ else if (.@name$ == "Hermod") {
+ set .@name2$,"Atila";
+ set .@name3$,"Cecil";
+ set .@name4$,"Diligo";
+ set .@GID, GetCastleData("prtg_cas"+strnpcinfo(2),1);
+ }
+ if (checkweight(908,630) == 0) {
+ mes "^3355FFWait a minute! You're";
+ mes "carrying too many items";
+ mes "right now: store some of";
+ mes "your extra things in Kafra";
+ mes "Storage, and then come back.^000000";
+ close;
+ }
+ if (.@GID == 0) {
+ mes "^3355FFYou're not sure why, but";
+ mes "this guy seems to be pretty";
+ mes "depressed. He briefly makes";
+ mes "eye contact with you, but then";
+ mes "breaks it off. Apparently,";
+ mes "he wants to be left alone.^000000";
+ next;
+ mes "^3355FFThere's no reason for you";
+ mes "to stick around an ownerless";
+ mes "stronghold. You may as well";
+ mes "head on your way.^000000";
+ close;
+ }
+ if (getcharid(2) == .@GID) {
+ if (strcharinfo(0) == getguildmaster(.@GID)) {
+ if (guildrelay_q == 100) {
+ if (guildtime > 22) {
+ if ((gettime(3) > 1) && (gettime(3) < guildtime)) {
+ mes "[" + .@name$ + "]";
+ mes "Oh, you're back. So did you";
+ mes "rest up enough? I'm sure the";
+ mes "other guild members are";
+ mes "feeling refreshed by now.";
+ mes "From the looks of it, you're";
+ mes "ready for your next mission.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "The next step for";
+ mes "you is to take this, the";
+ mes "''Spirit of Trust.'' If this";
+ mes "guild is going to be solid,";
+ mes "you need to think how much";
+ mes "trust there is in the guild.";
+ set guildrelay_q,8;
+ getitem 7240,1; //Soul_Of_Confidence
+ next;
+ mes "[" + .@name$ + "]";
+ mes "Your second test will be";
+ mes "to give that ^4D4DFFSpirit of Trust^000000";
+ mes "to a sage that can manipulate";
+ mes "nature's attributes. In other";
+ mes "words, a Sage or Scholar";
+ mes "must carry out this task.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "The Spirit of Trust must";
+ mes "be delivered to ^4D4DFF" + .@name3$ + "^000000,";
+ mes "so don't forget to relay";
+ mes "that information to your";
+ mes "Sage or Scholar. Very well,";
+ mes "good luck on your journey.";
+ close;
+ }
+ else {
+ mes "[" + .@name$ + "]";
+ mes "Ah, did you rest we-- Oh.";
+ mes "Why do you look so pale?";
+ mes "You can't accomplish great";
+ mes "deeds when you're overworked!";
+ mes "Rest. Your guild must be able";
+ mes "to depend on your strength.";
+ emotion e_gasp;
+ next;
+ mes "[" + .@name$ + "]";
+ mes "Your determination and";
+ mes "spirit is commendable, but";
+ mes "have the patience to recollect";
+ mes "yourself when you must. I will";
+ mes "be waiting here, so please";
+ mes "come back to me later.";
+ close;
+ }
+ }
+ else if (guildtime > 22) {
+ if ((gettime(3) > 0) && (gettime(3) < guildtime)) {
+ mes "[" + .@name$ + "]";
+ mes "Oh, you're back. So did you";
+ mes "rest up enough? I'm sure the";
+ mes "other guild members are";
+ mes "feeling refreshed by now.";
+ mes "From the looks of it, you're";
+ mes "ready for your next mission.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "The next step for";
+ mes "you is to take this, the";
+ mes "''Spirit of Trust.'' If this";
+ mes "guild is going to be solid,";
+ mes "you need to think how much";
+ mes "trust there is in the guild.";
+ set guildrelay_q,8;
+ getitem 7240,1; //Soul_Of_Confidence
+ next;
+ mes "[" + .@name$ + "]";
+ mes "Your second test will be";
+ mes "to give that ^4D4DFFSpirit of Trust^000000";
+ mes "to a sage that can manipulate";
+ mes "nature's attributes. In other";
+ mes "words, a Sage or Scholar";
+ mes "must carry out this task.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "The Spirit of Trust must";
+ mes "be delivered to ^4D4DFF" + .@name3$ + "^000000,";
+ mes "so don't forget to relay";
+ mes "that information to your";
+ mes "Sage or Scholar. Very well,";
+ mes "good luck on your journey.";
+ close;
+ }
+ else {
+ mes "[" + .@name$ + "]";
+ mes "Ah, did you rest we-- Oh.";
+ mes "Why do you look so pale?";
+ mes "You can't accomplish great";
+ mes "deeds when you're overworked!";
+ mes "Rest. Your guild must be able";
+ mes "to depend on your strength.";
+ emotion e_gasp;
+ next;
+ mes "[" + .@name$ + "]";
+ mes "Your determination and";
+ mes "spirit is commendable, but";
+ mes "have the patience to recollect";
+ mes "yourself when you must. I will";
+ mes "be waiting here, so please";
+ mes "come back to me later.";
+ close;
+ }
+ }
+ else if ((gettime(3) - guildtime) > 2) {
+ mes "[" + .@name$ + "]";
+ mes "Oh, you're back. So did you";
+ mes "rest up enough? I'm sure the";
+ mes "other guild members are";
+ mes "feeling refreshed by now.";
+ mes "From the looks of it, you're";
+ mes "ready for your next mission.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "The next step for";
+ mes "you is to take this, the";
+ mes "''Spirit of Trust.'' If this";
+ mes "guild is going to be solid,";
+ mes "you need to think how much";
+ mes "trust there is in the guild.";
+ set guildrelay_q,8;
+ getitem 7240,1; //Soul_Of_Confidence
+ next;
+ mes "[" + .@name$ + "]";
+ mes "Your second test will be";
+ mes "to give that ^4D4DFFSpirit of Trust^000000";
+ mes "to a sage that can manipulate";
+ mes "nature's attributes. In other";
+ mes "words, a Sage or Scholar";
+ mes "must carry out this task.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "The Spirit of Trust must";
+ mes "be delivered to ^4D4DFFY" + .@name3$ + "^000000,";
+ mes "so don't forget to relay";
+ mes "that information to your";
+ mes "Sage or Scholar. Very well,";
+ mes "good luck on your journey.";
+ close;
+ }
+ else {
+ mes "[" + .@name$ + "]";
+ mes "Ah, did you rest we-- Oh.";
+ mes "Why do you look so pale?";
+ mes "You can't accomplish great";
+ mes "deeds when you're overworked!";
+ mes "Rest. Your guild must be able";
+ mes "to depend on your strength.";
+ emotion e_gasp;
+ next;
+ mes "[" + .@name$ + "]";
+ mes "Your determination and";
+ mes "spirit is commendable, but";
+ mes "have the patience to recollect";
+ mes "yourself when you must. I will";
+ mes "be waiting here, so please";
+ mes "come back to me later.";
+ close;
+ }
+ }
+ else if (guildrelay_q == 150) {
+ if (((guildtime > 22) && (gettime(3) > 1) && (gettime(3) < guildtime)) || ((guildtime > 21) && (gettime(3) > 0) && (gettime(3) < guildtime)) || ((gettime(3) - guildtime) > 2)) {
+ mes "[" + .@name$ + "]";
+ mes "Ah, you look well rested,";
+ mes "master. It is now time for";
+ mes "you to proceed with the third";
+ mes "test. Let me remind you that";
+ mes "these spirits are incredibly";
+ mes "precious. Do not lose them.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "Like all the other spirits,";
+ mes "please keep this one safely.";
+ mes "This is the ^4D4DFFSpirit of Peace^000000.";
+ mes "It seems contradictive that";
+ mes "strongholds and might can";
+ mes "bring peace, but it's true.";
+ set guildrelay_q,15;
+ getitem 7246,1; //Soul_Of_Peace
+ next;
+ mes "[" + .@name$ + "]";
+ mes "If power isn't used to";
+ mes "protect the weak, then";
+ mes "some bully, in one form or";
+ mes "another, will always come";
+ mes "to exploit them. That is why";
+ mes "Tristan III built the strongholds.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "Please dispatch a Rogue";
+ mes "or Stalker to bring this";
+ mes "Spirit of Peace to ^4D4DFF" + .@name4$ + "^000000.";
+ mes "If you don't know any Rogues";
+ mes "or Stalkers, then it would be";
+ mes "prudent for you to meet one.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "Yes, there's no substitute";
+ mes "for the subterfuge and intel";
+ mes "gathering that a Rogue can";
+ mes "provide. Anyway, " + .@name4$ + " will";
+ mes "guide you on your third test.";
+ close;
+ }
+ else {
+ mes "[" + .@name$ + "]";
+ mes "Ah, did you rest we-- Oh.";
+ mes "Why do you look so pale?";
+ mes "You can't accomplish great";
+ mes "deeds when you're overworked!";
+ mes "Rest. Your guild must be able";
+ mes "to depend on your strength.";
+ emotion e_gasp;
+ next;
+ mes "[" + .@name$ + "]";
+ mes "Your determination and";
+ mes "spirit is commendable, but";
+ mes "have the patience to recollect";
+ mes "yourself when you must. I will";
+ mes "be waiting here, so please";
+ mes "come back to me later.";
+ close;
+ }
+ }
+ else if (guildrelay_q == 25) {
+ if (((guildtime > 22) && ((gettime(3) > 4) && (gettime(3) < guildtime)))
+ || ((guildtime > 21) && ((gettime(3) > 3) && (gettime(3) < guildtime)))
+ || ((guildtime > 20) && ((gettime(3) > 2) && (gettime(3) < guildtime)))
+ || ((guildtime > 19) && ((gettime(3) > 1) && (gettime(3) < guildtime)))
+ || ((guildtime > 18) && ((gettime(3) > 0) && (gettime(3) < guildtime)))
+ || ((gettime(3) - guildtime) > 5)) {
+ mes "[" + .@name$ + "]";
+ mes "Ah, have you rested well,";
+ mes "master? Please excuse my";
+ mes "manners a while ago. I had";
+ mes "to report your trial results,";
+ mes "and lost my composure for a";
+ mes "moment. It won't happen again.";
+ set guildrelay_q,999;
+ close;
+ }
+ else {
+ mes "...............................";
+ mes "...............................";
+ next;
+ mes "...............................";
+ mes "...............................";
+ mes "...............................";
+ next;
+ mes "[" + .@name$ + "]";
+ emotion e_omg;
+ mes "Oh! M-master? Wh-when";
+ mes "did you...? I'm so sorry.";
+ mes "I was busy working.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "It's only been a few days";
+ mes "since you finished the trials.";
+ mes "For now, you should rest and";
+ mes "take care of your guild, okay?";
+ mes "Please come back later.";
+ mes "I've got much to attend to...";
+ close;
+ }
+ }
+ else if (guildrelay_q == 999) {
+ mes "[" + .@name$ + "]";
+ mes "Good day, master.";
+ mes "Is something wrong?";
+ mes "You look as though";
+ mes "something is on your mind.";
+ next;
+ switch(select("N-no, nothing.:I want to take a lesson.")) {
+ case 1:
+ mes "[" + .@name$ + "]";
+ mes "Hm? That's strange.";
+ emotion e_swt;
+ mes "You didn't want to take";
+ mes "the trials again, did you?";
+ close;
+ case 2:
+ mes "[" + .@name$ + "]";
+ mes "I see. You know it won't";
+ mes "be easy, but I suppose you";
+ mes "are prepared. Here, take";
+ mes "the ^4D4DFFSpirit of Guild^000000, and";
+ mes "give it to your most trusted";
+ mes "Knight or Lord Knight.";
+ set guildrelay_q,1;
+ getitem 7234,1; //Soul_Of_Guild
+ next;
+ mes "[" + .@name$ + "]";
+ mes "This Knight should take";
+ mes "the Spirit of Guild over";
+ mes "to ^4D4DFF" + .@name2$ + "^000000. Good luck, and";
+ mes "may the gods be with you.";
+ close;
+ }
+ }
+ else if (guildrelay_q == 1) {
+ if (countitem(7234) > 0) {
+ mes "[" + .@name$ + "]";
+ mes "You still have the Spirit of";
+ mes "Guild I gave you? I suppose";
+ mes "you haven't found a Knight or";
+ mes "Lord Knight to which it can";
+ mes "be entrusted. It is imperative";
+ mes "that you find someone soon.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "For the sake of the guild, it";
+ mes "will be advantageous to have";
+ mes "a Knight or Lord Knight on";
+ mes "your side: their combat skills";
+ mes "can turn the tide of battles.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "When you do find a Knight,";
+ mes "give him the Spirit of Guild";
+ mes "and ask him to find " + .@name2$ + "";
+ mes "since he will conducting";
+ mes "the trial. Good luck";
+ mes "to you, master.";
+ close;
+ }
+ else if (countitem(7239) > 0) {
+ mes "[" + .@name$ + "]";
+ mes "Ah, is this the Spirit";
+ mes "of Advance? This must mean";
+ mes "that you completed the first";
+ mes "test. Keep up the good work.";
+ mes "Hand me the spirit, and allow";
+ mes "me to give you your guild's reward.";
+ delitem 7239,1; //Soul_Of_Proceeding
+ set guildtime,gettime(3);
+ set guildrelay_q,100;
+ set .@incen_item,rand(1,100);
+ if ((.@incen_item > 0) && (.@incen_item < 25)) {
+ getitem 608,20; //Seed_Of_Yggdrasil
+ getitem 678,2; //Poison_Bottle
+ }
+ else if ((.@incen_item > 24) && (.@incen_item < 50)) {
+ getitem 607,10; //Yggdrasilberry
+ getitem 678,2; //Poison_Bottle
+ }
+ else if ((.@incen_item > 50) && (.@incen_item < 75)) {
+ getitem 644,5; //Gift_Box
+ getitem 678,2; //Poison_Bottle
+ }
+ else if ((.@incen_item > 74) && (.@incen_item < 101)) {
+ getitem 603,3; //Old_Blue_Box
+ getitem 678,2; //Poison_Bottle
+ }
+ next;
+ mes "[" + .@name$ + "]";
+ mes "You've done well, but";
+ mes "there are more trials";
+ mes "ahead of you. For now,";
+ mes "you should rest before";
+ mes "undertaking the second test.";
+ mes "Please come when you are ready.";
+ close;
+ }
+ else {
+ mes "[" + .@name$ + "]";
+ mes "If you're not busy, then";
+ mes "why don't you spend your";
+ mes "time increasing morale";
+ mes "among your guild members?";
+ mes "Perhaps some team building";
+ mes "exercise can be of help.";
+ close;
+ }
+ }
+ else if (guildrelay_q == 8) {
+ if (countitem(7240) > 0) {
+ mes "[" + .@name$ + "]";
+ mes "You must be having";
+ mes "trouble finding " + .@name3$ + ".";
+ mes "Make sure that you have";
+ mes "a Sage or Scholar friend";
+ mes "give that Spirit of Trust to";
+ mes "him once you locate him.";
+ close;
+ }
+ else if (countitem(7245) > 0) {
+ mes "[" + .@name$ + "]";
+ mes "Ah, so you already completed";
+ mes "the test and earned the Spirit";
+ mes "of Friendship? Good work.";
+ mes "You must now recognize the";
+ mes "value of teamwork. Please give";
+ mes "the Spirit of Friendship to me.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "Now, please take this";
+ mes "reward and share it with";
+ mes "your guild members. This";
+ mes "may come in handy in future";
+ mes "challenges that you will all";
+ mes "face together. Good work!";
+ delitem 7245,1; //Soul_Of_Friendship
+ set guildtime,gettime(3);
+ set guildrelay_q,150;
+ set .@incen_item,rand(1,100);
+ if ((.@incen_item > 0) && (.@incen_item < 16)) {
+ getitem 607,10; //Yggdrasilberry
+ getitem 644,5; //Gift_Box
+ getitem 678,3; //Poison_Bottle
+ }
+ else if ((.@incen_item > 14) && (.@incen_item < 31)) {
+ getitem 607,10; //Yggdrasilberry
+ getitem 603,3; //Old_Blue_Box
+ getitem 678,3; //Poison_Bottle
+ }
+ else if ((.@incen_item > 29) && (.@incen_item < 46)) {
+ getitem 607,10; //Yggdrasilberry
+ getitem 617,3; //Old_Violet_Box
+ getitem 678,3; //Poison_Bottle
+ }
+ else if ((.@incen_item > 44) && (.@incen_item < 61)) {
+ getitem 644,4; //Gift_Box
+ getitem 603,2; //Old_Blue_Box
+ getitem 678,3; //Poison_Bottle
+ }
+ else if ((.@incen_item > 59) && (.@incen_item < 76)) {
+ getitem 644,3; //Gift_Box
+ getitem 617,2; //Old_Violet_Box
+ getitem 678,3; //Poison_Bottle
+ }
+ else if ((.@incen_item > 74) && (.@incen_item < 91)) {
+ getitem 603,2; //Old_Blue_Box
+ getitem 617,2; //Old_Violet_Box
+ getitem 678,3; //Poison_Bottle
+ }
+ else if ((.@incen_item > 89) && (.@incen_item < 101)) {
+ getitem 607,10; //Yggdrasilberry
+ getitem 644,3; //Gift_Box
+ getitem 603,2; //Old_Blue_Box
+ getitem 617,1; //Old_Violet_Box
+ }
+ next;
+ mes "[" + .@name$ + "]";
+ mes "You should rest and";
+ mes "recuperate before you";
+ mes "undertake the third test.";
+ mes "I too would benefit from";
+ mes "a brief respite. Please come";
+ mes "back to me when you are ready.";
+ close;
+ }
+ else {
+ mes "[" + .@name$ + "]";
+ mes "If you're not busy, then";
+ mes "why don't you spend your";
+ mes "time increasing morale";
+ mes "among your guild members?";
+ mes "Perhaps some team building";
+ mes "exercise can be of help.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "If it suits your fancy,";
+ mes "you may simply come here";
+ mes "and join me for a cup of tea.";
+ close;
+ }
+ }
+ else if (guildrelay_q == 15) {
+ if (countitem(7246) > 0) {
+ mes "[" + .@name$ + "]";
+ mes "You still have the";
+ mes "Spirit of Peace? If you";
+ mes "don't have any Rogues or";
+ mes "Stalkers in your guild, now";
+ mes "would be the time to recruit";
+ mes "them. Heed my advice...";
+ close;
+ }
+ else if (countitem(7251) > 0) {
+ mes "[" + .@name$ + "]";
+ mes "I see that you've completed";
+ mes "the last test and received";
+ mes "the Spirit of Victory. Heh.";
+ mes "Victory is the natural result";
+ mes "when your guild works together";
+ mes "in harmony as a united team.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "Congratulations on";
+ mes "completing all the trials.";
+ mes "Please accept this reward,";
+ mes "given on the behalf of King";
+ mes "Tristan III, and share it with";
+ mes "guild. Once again, good work.";
+ delitem 7251,1; //Soul_Of_Victory
+ set guildtime,gettime(3);
+ set guildrelay_q,25;
+ set .@incen_item,rand(1,100);
+ if ((.@incen_item > 0) && (.@incen_item < 26)) {
+ getitem 608,10; //Seed_Of_Yggdrasil
+ getitem 607,5; //Yggdrasilberry
+ getitem 644,4; //Gift_Box
+ }
+ else if ((.@incen_item > 25) && (.@incen_item < 51)) {
+ getitem 608,10; //Seed_Of_Yggdrasil
+ getitem 607,5; //Yggdrasilberry
+ getitem 603,3; //Old_Blue_Box
+ }
+ else if ((.@incen_item > 50) && (.@incen_item < 76)) {
+ getitem 608,10; //Seed_Of_Yggdrasil
+ getitem 617,2; //Old_Violet_Box
+ getitem 607,5; //Yggdrasilberry
+ }
+ else if ((.@incen_item > 75) && (.@incen_item < 91)) {
+ getitem 608,10; //Seed_Of_Yggdrasil
+ getitem 644,4; //Gift_Box
+ getitem 603,2; //Old_Blue_Box
+ getitem 617,1; //Old_Violet_Box
+ }
+ else if ((.@incen_item > 90) && (.@incen_item < 101)) {
+ getitem 5074,1; //Ear_Of_Angel's_Wing
+ }
+ next;
+ mes "[" + .@name$ + "]";
+ mes "You and your guild must be";
+ mes "quite tired now. Your rooms";
+ mes "are ready for you if you decide";
+ mes "to rest. Please visit me again";
+ mes "if you wish to take the trials";
+ mes "again. I'll see you later.";
+ close;
+ }
+ else {
+ mes "[" + .@name$ + "]";
+ mes "If you aren't particularly";
+ mes "busy, then why don't you";
+ mes "spend some time with your";
+ mes "guild members? Building";
+ mes "strong camaraderie never";
+ mes "fails to pay off. Never.";
+ close;
+ }
+ }
+ else {
+ mes "[" + .@name$ + "]";
+ mes "Greetings, master.";
+ mes "I am " + .@name$ + ", one of the four";
+ mes "Great Sages, and I am here";
+ mes "to serve you under the orders";
+ mes "of wise and benevolent";
+ mes "King Tristan III.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "We test guilds that own";
+ mes "strongholds, and see if they";
+ mes "are qualified to be considered";
+ mes "elite guilds. Our goal is to";
+ mes "train guilds to strengthen";
+ mes "our military forces.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "Although your guild has the";
+ mes "strength and courage to conquer";
+ mes "a stronghold, we want you to";
+ mes "prove that your guild has";
+ mes "a strong sense of justice,";
+ mes "honor, and compassion.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "It is up to you. Will";
+ mes "you take the test I have";
+ mes "for you? I will do my best to";
+ mes "help your guild grow stronger";
+ mes "so that you will be better";
+ mes "able to protect the weak.";
+ next;
+ switch(select("I want to take the test.:Let me think about it.")) {
+ case 1:
+ mes "[" + .@name$ + "]";
+ mes "Is that so? In this test,";
+ mes "you will be given orders";
+ mes "and special spirits. These";
+ mes "spirits will only be given";
+ mes "once: you must not lose them.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "If you lose the spirit,";
+ mes "you will be judged as";
+ mes "irresponsible, and will be";
+ mes "unable to complete the tests.";
+ mes "You must find any lost spirit to";
+ mes "proceed. There's no second chance.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "There are a few things you";
+ mes "should know. Firstly, you can";
+ mes "only take care of one spirit";
+ mes "at a time. Secondly, you need";
+ mes "to do the tests in order and";
+ mes "follow the guide's instructions.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "Thirdly, the spirit should";
+ mes "be given to the type of person";
+ mes "specified in the test. Those";
+ mes "are the rules. Remember them.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "Okay, this is the first";
+ mes "spirit that will be entrusted";
+ mes "to you. Make sure to give this";
+ mes "to a Knight or Lord Knight.";
+ mes "The test has now officially";
+ mes "begun. Good luck to you.";
+ set guildrelay_q,1;
+ getitem 7234,1; //Soul_Of_Guild
+ close;
+ case 2:
+ mes "[" + .@name$ + "]";
+ mes "I suppose it would be";
+ mes "a good idea to discuss";
+ mes "this with your guild before";
+ mes "you decide to commit to";
+ mes "taking the test. Feel free";
+ mes "free to visit me again later.";
+ close;
+ }
+ }
+ }
+ else {
+ if (countitem(7234) > 0) {
+ if (BaseJob == Job_Knight) {
+ mes "[" + .@name$ + "]";
+ mes "Hello," + strcharinfo(0) + ".";
+ mes "So you were the one chosen";
+ mes "by your guild master? I see.";
+ mes "You should deliver that Spirit";
+ mes "of Guild over to " + .@name2$ + ".";
+ mes "He'll instruct you further.";
+ close;
+ }
+ else {
+ mes "[" + .@name$ + "]";
+ mes "The Spirit of Guild is";
+ mes "useless unless it is in the";
+ mes "hands of a Knight or Lord";
+ mes "Knight. You should speak";
+ mes "to " + .@name2$ + " to learn more.";
+ close;
+ }
+ }
+ else if (countitem(7235) > 0) {
+ if ((guildrelay_q == 88) && (BaseJob == Job_Knight)) {
+ mes "[" + .@name$ + "]";
+ mes "Ah," + strcharinfo(0) + "";
+ mes "Congratulations. It looks";
+ mes "like you did a good job.";
+ mes "Please give the Spirit of";
+ mes "Charge to the next person";
+ mes "to continue the testing.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "" + .@name2$ + " should have";
+ mes "explained everything, but";
+ mes "if you forgot, then please";
+ mes "go and ask him again.";
+ close;
+ }
+ else if (BaseJob == Job_Blacksmith) {
+ mes "[" + .@name$ + "]";
+ mes "Hello," + strcharinfo(0) + ".";
+ mes "Ah, I see that you have";
+ mes "the Spirit of Charge.";
+ mes "Heh heh, it's always exciting";
+ mes "to charge into battle, isn't";
+ mes "it? Well then, do your best.";
+ close;
+ }
+ else {
+ mes "[" + .@name$ + "]";
+ mes "That spirit won't be very";
+ mes "useful if it's not in the";
+ mes "hands of the right person.";
+ mes "" + .@name2$ + " knows more about the";
+ mes "Spirit of Charge, so you should";
+ mes "ask him more about that spirit.";
+ close;
+ }
+ }
+ else if (countitem(7237) > 0) {
+ if ((guildrelay_q == 87) && (BaseJob == Job_Blacksmith)) {
+ mes "[" + .@name$ + "]";
+ mes "Hello," + strcharinfo(0) + ".";
+ mes "I commend you on your work.";
+ mes "Please give that spirit to";
+ mes "the next person so that the";
+ mes "testing can continue.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "" + .@name2$ + " should have";
+ mes "explained everything, but";
+ mes "if you forgot, then please";
+ mes "go and ask him again.";
+ close;
+ }
+ else if (BaseJob == Job_Alchemist) {
+ mes "[" + .@name$ + "]";
+ mes "Hello, " + strcharinfo(0) + ".";
+ mes "I see that you posess";
+ mes "the Spirit of Association.";
+ mes "Good luck with your test.";
+ close;
+ }
+ else {
+ mes "[" + .@name$ + "]";
+ mes "That spirit won't be very";
+ mes "useful if it's not in the";
+ mes "hands of the right person.";
+ mes "Talk to " + .@name2$ + " if you want";
+ mes "to know more about the";
+ mes "Spirit of Association.";
+ close;
+ }
+ }
+ else if (countitem(7238) > 0) {
+ if ((guildrelay_q == 86) && (BaseJob == Job_Alchemist)) {
+ mes "[" + .@name$ + "]";
+ mes "Hello," + strcharinfo(0) + ".";
+ mes "I commend you on your work.";
+ mes "Please give that spirit to";
+ mes "the next person so that the";
+ mes "testing can continue.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "" + .@name2$ + " should have";
+ mes "explained everything, but";
+ mes "if you forgot, then please";
+ mes "go and ask him again.";
+ close;
+ }
+ else if (BaseJob == Job_Hunter) {
+ mes "[" + .@name$ + "]";
+ mes "Hello, " + strcharinfo(0) + ".";
+ mes "I see that you posess";
+ mes "the Spirit of Coordination.";
+ mes "Good luck on your test.";
+ close;
+ }
+ else {
+ mes "[" + .@name$ + "]";
+ mes "That spirit won't be very";
+ mes "useful if it's not in the";
+ mes "hands of the right person.";
+ mes "" + .@name2$ + " will know more about";
+ mes "the Spirit of Coordination";
+ mes "so you should consult him.";
+ close;
+ }
+ }
+ else if (countitem(7239) > 0) {
+ if ((guildrelay_q == 85) && (BaseJob == Job_Hunter)) {
+ mes "[" + .@name$ + "]";
+ mes "Hello, " + strcharinfo(0) + ".";
+ mes "Congratulations, it looks";
+ mes "like you finished the test.";
+ mes "You may now give the Spirit of";
+ mes "Advance to your guild master.";
+ close;
+ }
+ else {
+ mes "[" + .@name$ + "]";
+ mes "That spirit won't be very";
+ mes "useful if it's not in the";
+ mes "hands of the right person.";
+ mes "" + .@name2$ + " will know more about";
+ mes "the Spirit of Advance so";
+ mes "you should consult him.";
+ close;
+ }
+ }
+ else if (countitem(7240) > 0) {
+ if (BaseJob == Job_Sage) {
+ mes "[" + .@name$ + "]";
+ mes "Hello, " + strcharinfo(0) + ".";
+ mes "I see that you possess";
+ mes "the Spirit of Trust.";
+ mes "Good luck, and do not";
+ mes "fail the trust placed in";
+ mes "you by your guild.";
+ close;
+ }
+ else {
+ mes "[" + .@name$ + "]";
+ mes "That spirit won't be very";
+ mes "useful if it's not in the";
+ mes "hands of the right person.";
+ mes "" + .@name3$ + " will know more";
+ mes "about the Spirit of Trust";
+ mes "so you should consult him.";
+ close;
+ }
+ }
+ else if (countitem(7241) > 0) {
+ if ((guildrelay_q == 71) && (BaseJob == Job_Sage)) {
+ mes "[" + .@name$ + "]";
+ mes "Hello," + strcharinfo(0) + ".";
+ mes "I commend you on your work.";
+ mes "Please give that spirit to";
+ mes "the next person so that the";
+ mes "testing can continue.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "If you don't remember";
+ mes "" + .@name3$ + "'s explanation,";
+ mes "then you might want to";
+ mes "go back to him and ask";
+ mes "him to tell you again.";
+ close;
+ }
+ else if ((BaseJob == Job_Bard) || (BaseJob == Job_Dancer)) {
+ mes "[" + .@name$ + "]";
+ mes "Ah, " + strcharinfo(0) + ",";
+ mes "I see that you have the";
+ mes "Spirit of Union. Always keep";
+ mes "in mind that the strength of";
+ mes "your guild is directly";
+ mes "related to its unity.";
+ close;
+ }
+ else {
+ mes "[" + .@name$ + "]";
+ mes "That spirit won't be very";
+ mes "useful if it's not in the";
+ mes "hands of the right person.";
+ mes "" + .@name3$ + " will know more";
+ mes "about the Spirit of Union";
+ mes "so you should consult him.";
+ close;
+ }
+ }
+ else if (countitem(7242) > 0) {
+ if ((guildrelay_q == 72) && ((BaseJob == Job_Bard) || (BaseJob == Job_Dancer))) {
+ mes "[" + .@name$ + "]";
+ mes "Hello," + strcharinfo(0) + ".";
+ mes "I commend you on your work.";
+ mes "Please give that spirit to";
+ mes "the next person so that the";
+ mes "testing can continue.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "If you don't remember";
+ mes "" + .@name3$ + "'s explanation,";
+ mes "then you might want to";
+ mes "go back to him and ask";
+ mes "him to tell you again.";
+ close;
+ }
+ else if (BaseJob == Job_Assassin) {
+ mes "[" + .@name$ + "]";
+ mes "Ah, " + strcharinfo(0) + ",";
+ mes "I see that you have the Spirit";
+ mes "of Combination. Remember that";
+ mes "working in tandem, combining";
+ mes "your guild's skills and talents,";
+ mes "will realize your true potential.";
+ close;
+ }
+ else {
+ mes "[" + .@name$ + "]";
+ mes "That spirit won't be very";
+ mes "useful if it's not in the";
+ mes "hands of the right person.";
+ mes "" + .@name3$ + " will know more about";
+ mes "the Spirit of Combination so";
+ mes "you should consult him.";
+ close;
+ }
+ }
+ else if (countitem(7244) > 0) {
+ if ((guildrelay_q == 74) && (BaseJob == Job_Assassin)) {
+ mes "[" + .@name$ + "]";
+ mes "Greetings, " + strcharinfo(0) + ",";
+ mes "did you rest well? Please";
+ mes "give that spirit to the next";
+ mes "person so that the testing";
+ mes "of your guild may continue.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "If you don't remember";
+ mes "" + .@name3$ + "'s explanation,";
+ mes "then you might want to";
+ mes "go back to him and ask";
+ mes "him to tell you again.";
+ close;
+ }
+ else if (BaseJob == Job_Wizard) {
+ mes "[" + .@name$ + "]";
+ mes "Hello, " + strcharinfo(0) + ",";
+ mes "I see that you've been";
+ mes "entrusted with the Spirit";
+ mes "of Solidarity. Do your best";
+ mes "on this test for the sake";
+ mes "of your guild, alright?";
+ close;
+ }
+ else {
+ mes "[" + .@name$ + "]";
+ mes "That spirit won't be very";
+ mes "useful if it's not in the";
+ mes "hands of the right person.";
+ mes "" + .@name3$ + " will know more";
+ mes "about the Spirit of Solidarity";
+ mes "so you should consult him.";
+ close;
+ }
+ }
+ else if (countitem(7245) > 0) {
+ if ((guildrelay_q == 75) && (BaseJob == Job_Wizard)) {
+ mes "[" + .@name$ + "]";
+ mes "Ah, " + strcharinfo(0) + ",";
+ mes "congratulations on a job";
+ mes "well done. Please give the";
+ mes "Spirit of Friendship to your";
+ mes "guild master to continue";
+ mes "the guild testing.";
+ close;
+ }
+ else {
+ mes "[" + .@name$ + "]";
+ mes "That spirit won't be very";
+ mes "useful if it's not in the";
+ mes "hands of the right person.";
+ mes "" + .@name3$ + " will know more";
+ mes "about the Spirit of Friendship";
+ mes "so you should consult him.";
+ close;
+ }
+ }
+ else if (countitem(7246) > 0) {
+ if (BaseJob == Job_Rogue) {
+ mes "[" + .@name$ + "]";
+ mes "Ah, " + strcharinfo(0) + ",";
+ mes "I see that you have the";
+ mes "Spirit of Peace. Please";
+ mes "do your best for the sake";
+ mes "of the guild, though I do not";
+ mes "doubt you'll pass this test.";
+ close;
+ }
+ else {
+ mes "[" + .@name$ + "]";
+ mes "That spirit won't be very";
+ mes "useful if it's not in the";
+ mes "hands of the right person.";
+ mes "" + .@name4$ + " will know more";
+ mes "about the Spirit of Peace";
+ mes "so you should consult him.";
+ close;
+ }
+ }
+ else if (countitem(7247) > 0) {
+ if ((guildrelay_q == 95) && (BaseJob == Job_Priest)) {
+ mes "[" + .@name$ + "]";
+ mes "Hello," + strcharinfo(0) + ".";
+ mes "I commend you on your work.";
+ mes "Please give that spirit to";
+ mes "the next person so that the";
+ mes "testing can continue.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "If you don't remember";
+ mes "" + .@name4$ + "'s explanation,";
+ mes "then you might want to";
+ mes "go back to him and ask";
+ mes "him to tell you again.";
+ close;
+ }
+ else if (BaseJob == Job_Priest) {
+ mes "[" + .@name$ + "]";
+ mes "Ah, " + strcharinfo(0) + ",";
+ mes "please take good care of";
+ mes "that Spirit of Determination.";
+ close;
+ }
+ else {
+ mes "[" + .@name$ + "]";
+ mes "That spirit won't be very";
+ mes "useful if it's not in the";
+ mes "hands of the right person.";
+ mes "" + .@name4$ + " will know more about";
+ mes "the Spirit of Determination";
+ mes "so you should consult him.";
+ close;
+ }
+ }
+ else if (countitem(7249) > 0) {
+ if ((guildrelay_q == 98) && (BaseJob == Job_Priest)) {
+ mes "[" + .@name$ + "]";
+ mes "Hello," + strcharinfo(0) + ".";
+ mes "I commend you on your work.";
+ mes "Please give that spirit to";
+ mes "the next person so that the";
+ mes "testing can continue.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "If you don't remember";
+ mes "" + .@name4$ + "'s explanation,";
+ mes "then you might want to";
+ mes "go back to him and ask";
+ mes "him to tell you again.";
+ close;
+ }
+ else if (BaseJob == Job_Crusader) {
+ mes "[" + .@name$ + "]";
+ mes "Ah, " + strcharinfo(0) + ",";
+ mes "please take good care";
+ mes "of that Spirit of Service.";
+ close;
+ }
+ else {
+ mes "[" + .@name$ + "]";
+ mes "That spirit won't be very";
+ mes "useful if it's not in the";
+ mes "hands of the right person.";
+ mes "" + .@name4$ + " will know more about";
+ mes "the Spirit of Service so";
+ mes "you should consult him.";
+ close;
+ }
+ }
+ else if (countitem(7250) > 0) {
+ if ((guildrelay_q == 96) && (BaseJob == Job_Crusader)) {
+ mes "[" + .@name$ + "]";
+ mes "Hello," + strcharinfo(0) + ".";
+ mes "I commend you on your work.";
+ mes "Please give that spirit to";
+ mes "the next person so that the";
+ mes "testing can continue.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "If you don't remember";
+ mes "" + .@name4$ + "'s explanation,";
+ mes "then you might want to";
+ mes "go back to him and ask";
+ mes "him to tell you again.";
+ close;
+ }
+ else if (BaseJob == Job_Monk) {
+ mes "[" + .@name$ + "]";
+ mes "Ah, " + strcharinfo(0) + ",";
+ mes "please take good care";
+ mes "of that Spirit of Glory.";
+ close;
+ }
+ else {
+ mes "[" + .@name$ + "]";
+ mes "That spirit won't be very";
+ mes "useful if it's not in the";
+ mes "hands of the right person.";
+ mes "" + .@name4$ + " will know more about";
+ mes "the Spirit of Glory so you";
+ mes "should consult him.";
+ close;
+ }
+ }
+ else if (countitem(7251) > 0) {
+ if ((guildrelay_q == 97) && (Class == Job_Monk)) {
+ mes "[" + .@name$ + "]";
+ mes "Ah, " + strcharinfo(0) + ",";
+ mes "congratulations on a job";
+ mes "well done. Please give";
+ mes "the Spirit of Victory to your";
+ mes "guild master. That's it for now.";
+ mes "Good luck to you in the future.";
+ close;
+ }
+ else {
+ mes "[" + .@name$ + "]";
+ mes "That spirit won't be very";
+ mes "useful if it's not in the";
+ mes "hands of the right person.";
+ mes "" + .@name4$ + " will know more about";
+ mes "the Spirit of Victory so you";
+ mes "should consult him.";
+ close;
+ }
+ }
+ else {
+ mes "[" + .@name$ + "]";
+ mes "I'm sorry, but I'm too";
+ mes "busy with my work to offer";
+ mes "you any help right now.";
+ mes "You'll have to forgive me.";
+ close;
+ }
+ }
+ }
+ else {
+ if (getcharid(2) == 0) {
+ mes "[" + .@name$ + "]";
+ mes "You haven't joined";
+ mes "a guild yet? Why don't";
+ mes "you think about joining";
+ mes "one? Well, it's your decision,";
+ mes "but I don't think you'd regret";
+ mes "being part of a strong guild.";
+ close;
+ }
+ else {
+ mes "[" + .@name$ + "]";
+ mes "Ah, I see that you are";
+ mes "affiliated with a guild.";
+ mes "Have you come here";
+ mes "as an invited guest?";
+ next;
+ switch(select("No, not really...:I was invited by the guild master.")) {
+ case 1:
+ mes "[" + .@name$ + "]";
+ mes "Oh, really?";
+ mes "That's too bad...";
+ mes "My apologies, but";
+ mes "I can't allow strangers";
+ mes "to simply come and go";
+ mes "around here. Farewell, then.";
+ next;
+ warp "alde_gld",186,157;
+ close;
+ case 2:
+ mes "[" + .@name$ + "]";
+ mes "Oh, really? Ah, now";
+ mes "I recognize you, ^4d4dff" + strcharinfo(0) + "^000000.";
+ mes "Please come in, and make";
+ mes "yourself comfortable.";
+ close;
+ }
+ }
+ }
+}
+
+- script RelayDummy2::GuildRelay2 754,{
+ set .@name$,strnpcinfo(1);
+ getmapxy(.@m$,.@x,.@x,1);
+ set .@GID, GetCastleData(.@m$,1);
+ if (checkweight(1201,1) == 0) {
+ mes "^3355FFWait a minute! You're";
+ mes "carrying too many items";
+ mes "right now: store some of";
+ mes "your extra things in Kafra";
+ mes "Storage, and then come back.^000000";
+ close;
+ }
+ if (.@GID == 0) {
+ mes "^3355FFYou're not sure why, but";
+ mes "this guy seems to be pretty";
+ mes "depressed. He briefly makes";
+ mes "eye contact with you, but then";
+ mes "breaks it off. Apparently,";
+ mes "he wants to be left alone.^000000";
+ next;
+ mes "^3355FFThere's no reason for you";
+ mes "to stick around an ownerless";
+ mes "stronghold. You may as well";
+ mes "head on your way.^000000";
+ close;
+ }
+ if (getcharid(2) == .@GID) {
+ if (strcharinfo(0) == getguildmaster(.@GID)) {
+ if (countitem(7234) > 0) {
+ mes "[" + .@name$ + "]";
+ mes "Hm. You can't just keep";
+ mes "that spirit to yourself.";
+ mes "Give it to a ^FF0000Knight^000000 or";
+ mes "a ^FF0000Lord Knight^000000. Hurry it up!";
+ mes "You need to work fast to";
+ mes "expand your guild.";
+ close;
+ }
+ else {
+ mes "[" + .@name$ + "]";
+ mes "Hm. You seem awfully";
+ mes "busy. Why don't you just";
+ mes "take a break, and relax?";
+ mes "It's alright to have fun";
+ mes "if you're feeling a lot of";
+ mes "pressure. Heh heh heh~";
+ close;
+ }
+ }
+ else {
+ if ((BaseJob == Job_Knight) && (countitem(7234) > 0)) {
+ mes "[" + .@name$ + "]";
+ mes "For your first test,";
+ mes "I'll start you off with";
+ mes "something pretty simple.";
+ mes "Just collect some items,";
+ mes "and bring them to me. Ah, and";
+ mes "your guild can help you too.";
+ next;
+ switch(rand(1,3)) {
+ case 1:
+ mes "[" + .@name$ + "]";
+ mes "^FF000030 Tongues^000000,";
+ mes "^FF000030 Dark Masks^000000, and";
+ mes "^FF000030 Shoulder Protectors^000000.";
+ mes "That shouldn't be too";
+ mes "hard now, right?";
+ delitem 7234,1; //Soul_Of_Guild
+ set guildrelay_q,2;
+ close;
+ case 2:
+ mes "[" + .@name$ + "]";
+ mes "^FF000030 Worn Out Pages^000000,";
+ mes "^FF000030 Round Shells^000000, and";
+ mes "^FF000030 Mole Whiskers^000000.";
+ mes "That shouldn't be too";
+ mes "hard now, right?";
+ delitem 7234,1; //Soul_Of_Guild
+ set guildrelay_q,3;
+ close;
+ case 3:
+ mes "[" + .@name$ + "]";
+ mes "^FF000030 Frills^000000,";
+ mes "^FF000030 Sharp Papers^000000, and";
+ mes "^FF000030 Elder Pixie's Moustaches^000000.";
+ mes "That shouldn't be too";
+ mes "hard now, right?";
+ delitem 7234,1; //Soul_Of_Guild
+ set guildrelay_q,89;
+ close;
+ }
+ }
+ if ((countitem(1015) > 29) && (countitem(7196) > 29) && (countitem(7157) > 29) && (guildrelay_q == 2)) {
+ mes "[" + .@name$ + "]";
+ mes "Huh. I didn't actually";
+ mes "expect that you'd collect";
+ mes "all these items. Good job.";
+ mes "Now, take this and give it to";
+ mes "a Blacksmith or Mastersmith.";
+ mes "Your guild's pretty good...";
+ delitem 1015,30; //Thin_N'_Long_Tongue
+ delitem 7196,30; //Shoulder_Protection
+ delitem 7157,30; //Black_Mask
+ set guildrelay_q,88;
+ getitem 7235,1; //Soul_Of_Courage
+ close;
+ }
+ if ((BaseJob == Job_Knight) && (guildrelay_q == 2)) {
+ mes "[" + .@name$ + "]";
+ mes "Did you forget what";
+ mes "to bring me? I wanted";
+ mes "^FF000030 Tongues^000000,";
+ mes "^FF000030 Dark Masks^000000, and";
+ mes "^FF000030 Shoulder Protectors^000000.";
+ mes "Don't forget this time.";
+ close;
+ }
+ if ((countitem(1097) > 29) && (countitem(1017) > 29) && (countitem(1096) > 29) && (guildrelay_q == 3)) {
+ mes "[" + .@name$ + "]";
+ mes "Huh. I didn't actually";
+ mes "expect that you'd collect";
+ mes "all these items. Good job.";
+ mes "Now, take this and give it to";
+ mes "a Blacksmith or Mastersmith.";
+ mes "Your guild's pretty good...";
+ delitem 1097,30; //Worn_Out_Page
+ delitem 1017,30; //Moustache_Of_Mole
+ delitem 1096,30; //Round_Shell
+ set guildrelay_q,88;
+ getitem 7235,1; //Soul_Of_Courage
+ close;
+ }
+ if ((BaseJob == Job_Knight) && (guildrelay_q == 3)) {
+ mes "[" + .@name$ + "]";
+ mes "Did you forget what";
+ mes "to bring me? I wanted";
+ mes "^FF000030 Worn Out Pages^000000,";
+ mes "^FF000030 Round Shells^000000, and";
+ mes "^FF000030 Mole Whiskers^000000.";
+ mes "Don't forget this time.";
+ close;
+ }
+ if ((countitem(7112) > 29) && (countitem(1012) > 29) && (countitem(1040) > 29) && (guildrelay_q == 89)) {
+ mes "[" + .@name$ + "]";
+ mes "Huh. I didn't actually";
+ mes "expect that you'd collect";
+ mes "all these items. Good job.";
+ mes "Now, take this and give it to";
+ mes "a Blacksmith or Mastersmith.";
+ mes "Your guild's pretty good...";
+ delitem 7112,30; //Fright_Paper_Blade
+ delitem 1012,30; //Lizard_Scruff
+ delitem 1040,30; //Elder_Pixie's_Beard
+ set guildrelay_q,88;
+ getitem 7235,1; //Soul_Of_Courage
+ close;
+ }
+ if ((BaseJob == Job_Knight) && (guildrelay_q == 89)) {
+ mes "[" + .@name$ + "]";
+ mes "Did you forget what";
+ mes "to bring me? I wanted";
+ mes "^FF000030 Frills^000000,";
+ mes "^FF000030 Sharp Papers^000000, and";
+ mes "^FF000030 Elder Pixie's Moustaches^000000.";
+ mes "Don't forget this time.";
+ close;
+ }
+ if ((BaseJob == Job_Blacksmith) && (countitem(7235) > 0)) {
+ mes "[" + .@name$ + "]";
+ mes "Wow, you brought the";
+ mes "items sooner than I had";
+ mes "expected. Great! Well then,";
+ mes "your next task for me will";
+ mes "be to... Wait. Wait and";
+ mes "kill some time. Easy, huh?";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "^FF0000just waiting.^000000";
+ mes "Justing wait and kill";
+ mes "some time. You can do";
+ mes "whatever you want to";
+ mes "do during that time.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "Come back after you've";
+ mes "relaxed and enjoyed yourself.";
+ mes "We can continue the testing";
+ mes "when the time is right so";
+ mes "don't you worry about it.";
+ delitem 7235,1; //Soul_Of_Courage
+ set guildrelay_q,4;
+ set guildtime,gettime(3);
+ close;
+ }
+ if ((guildtime > 22) && (guildrelay_q == 4) && (BaseJob == Job_Blacksmith)) {
+ if ((gettime(3) > 2) && (gettime(3) < guildtime)) {
+ mes "[" + .@name$ + "]";
+ mes "I guess enough time";
+ mes "has passed. You ready";
+ mes "to resume the testing?";
+ mes "Please give this to an";
+ mes "Alchemist or Biochemist.";
+ mes "Your work here is done.";
+ set guildrelay_q,87;
+ getitem 7237,1; //Soul_Of_Partnership
+ close;
+ }
+ }
+ if ((guildtime > 21) && (guildrelay_q == 4) && (BaseJob == Job_Blacksmith)) {
+ if ((gettime(3) > 0101) && (gettime(3) < guildtime)) {
+ mes "[" + .@name$ + "]";
+ mes "I guess enough time";
+ mes "has passed. You ready";
+ mes "to resume the testing?";
+ mes "Please give this to an";
+ mes "Alchemist or Biochemist.";
+ mes "Your work here is done.";
+ set guildrelay_q,87;
+ getitem 7237,1; //Soul_Of_Partnership
+ close;
+ }
+ }
+ if ((guildtime > 20) && (guildrelay_q == 4) && (BaseJob == Job_Blacksmith)) {
+ if ((gettime(3) > 0001) && (gettime(3) < guildtime)) {
+ mes "[" + .@name$ + "]";
+ mes "I guess enough time";
+ mes "has passed. You ready";
+ mes "to resume the testing?";
+ mes "Please give this to an";
+ mes "Alchemist or Biochemist.";
+ mes "Your work here is done.";
+ set guildrelay_q,87;
+ getitem 7237,1; //Soul_Of_Partnership
+ close;
+ }
+ }
+ if ((gettime(3) - guildtime > 0300) && (guildrelay_q == 4) && (BaseJob == Job_Blacksmith)) {
+ mes "[" + .@name$ + "]";
+ mes "I guess enough time";
+ mes "has passed. You ready";
+ mes "to resume the testing?";
+ mes "Please give this to an";
+ mes "Alchemist or Biochemist.";
+ mes "Your work here is done.";
+ set guildrelay_q,87;
+ getitem 7237,1; //Soul_Of_Partnership
+ close;
+ }
+ if ((guildrelay_q == 4) && (BaseJob == Job_Blacksmith)) {
+ mes "[" + .@name$ + "]";
+ mes "You must be rarin'";
+ mes "to take on the next";
+ mes "test. Please be patient,";
+ mes "kill some time, and just";
+ mes "come back to me later.";
+ close;
+ }
+ if ((BaseJob == Job_Alchemist) && (countitem(7237) > 0)) {
+ mes "[" + .@name$ + "]";
+ mes "Oh, you got it, eh?";
+ mes "You might not think this";
+ mes "will be so hard, but I'm";
+ mes "going to give you a much";
+ mes "different challenge now.";
+ mes "Are you ready for it?";
+ next;
+ if ((BaseLevel > 1) && (BaseLevel < 58)) {
+ mes "[" + .@name$ + "]";
+ mes "Your test will be to";
+ mes "grow a little stronger!";
+ mes "You'll pass once you";
+ mes "gain 3 more levels.";
+ mes "How about that, eh?";
+ delitem 7237,1; //Soul_Of_Partnership
+ set guildrelay_q,5;
+ close;
+ }
+ if ((BaseLevel > 57) && (BaseLevel < 76)) {
+ mes "[" + .@name$ + "]";
+ mes "Your test will be to";
+ mes "grow a little stronger!";
+ mes "You'll pass once you";
+ mes "gain 2 more levels.";
+ mes "How about that, eh?";
+ delitem 7237,1; //Soul_Of_Partnership
+ set guildrelay_q,6;
+ close;
+ }
+ if ((BaseLevel > 75) && (BaseLevel < 94)) {
+ mes "[" + .@name$ + "]";
+ mes "Your test will be to";
+ mes "grow a little stronger!";
+ mes "You'll pass once you";
+ mes "gain 1 more level.";
+ mes "How about that, eh?";
+ delitem 7237,1; //Soul_Of_Partnership
+ set guildrelay_q,7;
+ close;
+ }
+ if (BaseLevel > 93) {
+ mes "[" + .@name$ + "]";
+ mes "Wait a minute. Forget it!";
+ mes "I was going to ask you to";
+ mes "raise your Base Level, but";
+ mes "you're tough enough as it is.";
+ mes "Fine, fine. You pass! Give this";
+ mes "to a ^FF0000Hunter^000000 or ^FF0000Sniper^000000 now~";
+ delitem 7237,1; //Soul_Of_Partnership
+ set guildrelay_q,86;
+ getitem 7238,1; //Soul_Of_Correspondence
+ close;
+ }
+ }
+ if (((BaseLevel + 2) < (BaseLevel)) && (guildrelay_q == 5)) {
+ mes "[" + .@name$ + "]";
+ mes "You got a little stronger,";
+ mes "eh? Fine, fine. You pass.";
+ mes "Here, now take this and";
+ mes "give it to a ^FF0000Hunter^000000 or ^FF0000Sniper^000000";
+ mes "in your guild. Nice work,";
+ mes "and I'll see you around.";
+ set guildrelay_q,86;
+ getitem 7238,1; //Soul_Of_Correspondence
+ close;
+ }
+ if (((BaseLevel + 1) < (BaseLevel)) && (guildrelay_q == 6)) {
+ mes "[" + .@name$ + "]";
+ mes "You got a little stronger,";
+ mes "eh? Fine, fine. You pass.";
+ mes "Here, now take this and";
+ mes "give it to a ^FF0000Hunter^000000 or ^FF0000Sniper^000000";
+ mes "in your guild. Nice work,";
+ mes "and I'll see you around.";
+ set guildrelay_q,86;
+ getitem 7238,1; //Soul_Of_Correspondence
+ close;
+ }
+ if ((BaseLevel < (BaseLevel)) && (guildrelay_q == 7)) {
+ mes "[" + .@name$ + "]";
+ mes "You got a little stronger,";
+ mes "eh? Fine, fine. You pass.";
+ mes "Here, now take this and";
+ mes "give it to a ^FF0000Hunter^000000 or ^FF0000Sniper^000000";
+ mes "in your guild. Nice work,";
+ mes "and I'll see you around.";
+ set guildrelay_q,86;
+ getitem 7238,1; //Soul_Of_Correspondence
+ close;
+ }
+ if ((guildrelay_q == 5) || (guildrelay_q == 6) || (guildrelay_q == 7)) {
+ mes "[" + .@name$ + "]";
+ mes "You're still not strong";
+ mes "enough to pass this test.";
+ mes "Hurry up, kill some monsters,";
+ mes "and gain some ^FF0000Base Levels^000000.";
+ mes "You have to become stronger!";
+ close;
+ }
+ if ((BaseJob == Job_Hunter) && (countitem(7238) > 0)) {
+ mes "[" + .@name$ + "]";
+ mes "Ah, good, you're here.";
+ mes "Now, my request for you";
+ mes "is this: please donate";
+ mes "your Falcon for the";
+ mes "sake of your guild.";
+ next;
+ switch(select("Donate Falcon:No way!")) {
+ case 1:
+ if (checkfalcon()) {
+ mes "[" + .@name$ + "]";
+ mes "Great! Don't worry,";
+ mes "your Falcon will be safe";
+ mes "under our care, and will";
+ mes "be use to scout areas and";
+ mes "deliver mail. That's why";
+ mes "I asked you for it.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "Now, please take this";
+ mes "spirit, and give it to";
+ mes "your guild master as";
+ mes "soon as you can, alright?";
+ setfalcon;
+ delitem 7238,1; //Soul_Of_Correspondence
+ set guildrelay_q,85;
+ getitem 7239,1; //Soul_Of_Proceeding
+ close;
+ }
+ else {
+ mes "[" + .@name$ + "]";
+ mes "I'm glad that you're";
+ mes "willing to part with your";
+ mes "Falcon, but it doesn't seem";
+ mes "to be with you right now.";
+ mes "Go get one, and come back.";
+ close;
+ }
+ case 2:
+ mes "[" + .@name$ + "]";
+ mes "Well, I can't help it if you";
+ mes "really want to keep your";
+ mes "Falcon, but please come";
+ mes "back if you change your mind.";
+ mes "I can't do anything for you";
+ mes "unless you cooperate.";
+ close;
+ }
+ }
+ if ((guildrelay_q == 88) && (countitem(7235) > 0)) {
+ mes "[" + .@name$ + "]";
+ mes "Please give the";
+ mes "Spirit of Charge to";
+ mes "a ^FF0000Blacksmith^000000 or ^FF0000Mastersmith^000000.";
+ mes "It won't do any good in the";
+ mes "hands of anybody else.";
+ close;
+ }
+ if (guildrelay_q == 88) {
+ mes "[" + .@name$ + "]";
+ mes "You don't have";
+ mes "anything to do?";
+ mes "Why don't you help";
+ mes "your guild hunt monsters?";
+ mes "It'll be a good chance to";
+ mes "show them your skills~";
+ close;
+ }
+ if ((guildrelay_q == 87) && (countitem(7237) > 0)) {
+ mes "[" + .@name$ + "]";
+ mes "Please give the";
+ mes "Spirit of Association to";
+ mes "an ^FF0000Alchemist^000000 or ^FF0000Biochemist^000000.";
+ mes "It won't do any good in the";
+ mes "hands of anybody else.";
+ close;
+ }
+ if (guildrelay_q == 87) {
+ mes "[" + .@name$ + "]";
+ mes "Hm. Don't you have";
+ mes "anything to do? I suppose";
+ mes "it's better to be bored";
+ mes "than to be overwhelmed.";
+ mes "Oh well, you'll figure";
+ mes "something out.";
+ close;
+ }
+ if ((guildrelay_q == 86) && (countitem(7238) > 0)) {
+ mes "[" + .@name$ + "]";
+ mes "Please give the";
+ mes "Spirit of Coordination";
+ mes "to a ^FF0000Hunter^000000 or ^FF0000Sniper^000000.";
+ mes "It won't do any good in the";
+ mes "hands of anybody else.";
+ close;
+ }
+ if (guildrelay_q == 86) {
+ mes "[" + .@name$ + "]";
+ mes "Good work. Please";
+ mes "go ahead and take a rest,";
+ mes "and then come back to me";
+ mes "later. I'll have something";
+ mes "to give you by then.";
+ close;
+ }
+ if ((guildrelay_q == 85) && (countitem(7239) > 0)) {
+ mes "[" + .@name$ + "]";
+ mes "Please give the";
+ mes "Spirit of Advance";
+ mes "to your ^FF0000guild master^000000.";
+ mes "It won't do any good in the";
+ mes "hands of anybody else.";
+ close;
+ }
+ if (guildrelay_q == 85) {
+ mes "[" + .@name$ + "]";
+ mes "Your falcon's been";
+ mes "a great help in the";
+ mes "guild. Hm? You already";
+ mes "miss it? Hahahaha!";
+ close;
+ }
+ mes "[" + .@name$ + "]";
+ mes "Hm? What brings you";
+ mes "here? I don't think we";
+ mes "have any business to";
+ mes "conduct. Am I mistaken?";
+ close;
+ }
+ }
+ else {
+ if (strcharinfo(0) == getguildmaster(.@GID)) {
+ mes "[" + .@name$ + "]";
+ mes "Hm? What brings you";
+ mes "here? Feel free to take";
+ mes "your time and look around";
+ mes "if that's what pleases you.";
+ close;
+ }
+ else {
+ mes "[" + .@name$ + "]";
+ mes "There isn't much to see";
+ mes "around here, but you're";
+ mes "welcome to stay and look";
+ mes "around here if you wish.";
+ close;
+ }
+ }
+}
+
+- script RelayDummy3::GuildRelay3 754,{
+ set .@name$,strnpcinfo(1);
+ getmapxy(.@m$,.@x,.@x,1);
+ set .@GID, GetCastleData(.@m$,1);
+ if (checkweight(1201,1) == 0) {
+ mes "^3355FFWait a minute! You're";
+ mes "carrying too many items";
+ mes "right now: store some of";
+ mes "your extra things in Kafra";
+ mes "Storage, and then come back.^000000";
+ close;
+ }
+ if (.@GID == 0) {
+ mes "^3355FFThis exhausted man";
+ mes "notices you staring at";
+ mes "him, but chooses to leave";
+ mes "you alone. There's no one";
+ mes "else in this stronghold so";
+ mes "there's no reason to be here.^000000";
+ close;
+ }
+ if (getcharid(2) == .@GID) {
+ if (strcharinfo(0) == getguildmaster(.@GID)) {
+ if (countitem(7240) > 0) {
+ mes "[" + .@name$ + "]";
+ mes "Hm? What are you doing?";
+ mes "You're not supposed to";
+ mes "be the one holding onto";
+ mes "this soul. A Sage or a";
+ mes "Professor was supposed";
+ mes "to come here with it.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "Make sure you give";
+ mes "that soul you're holding";
+ mes "to a ^FF0000Sage^000000 or ^FF0000Professor^000000, and";
+ mes "then have him bring it to me.";
+ close;
+ }
+ else {
+ mes "[" + .@name$ + "]";
+ mes "Our business together";
+ mes "has concluded. If you're";
+ mes "not busy, why don't you try";
+ mes "helping out your guild? Yes,";
+ mes "I'm sure they'd appreciate it.";
+ close;
+ }
+ }
+ else {
+ if ((BaseJob == Job_Sage) && (countitem(7240) > 0)) {
+ mes "[" + .@name$ + "]";
+ mes "I see that you've brought";
+ mes "the ^42426FSpirit of Trust^000000. Now, the";
+ mes "first thing I want you to do is";
+ mes "to build the trust between you";
+ mes "and your guild members.";
+ mes "Spend time with them.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "I want you to build";
+ mes "up some friendly bonds";
+ mes "within your guild before";
+ mes "coming back to me. Your";
+ mes "guild must have solidarity";
+ mes "in order to be successful.";
+ delitem 7240,1; //Soul_Of_Confidence
+ set guildrelay_q,9;
+ set guildtime,gettime(3);
+ close;
+ }
+ if ((guildtime > 22) && (guildrelay_q == 9) && (BaseJob == Job_Sage)) {
+ if ((gettime(3) > 02) && (gettime(3) < guildtime)) {
+ mes "[" + .@name$ + "]";
+ mes "So did you spend some";
+ mes "quality time with your";
+ mes "guild members, and get";
+ mes "a chance to really learn";
+ mes "who they are? You must";
+ mes "love your comrades.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "Now you know how";
+ mes "important bonding truly";
+ mes "is. Please give this spirit";
+ mes "to a ^42426FBard^000000, ^42426FMinstrel^000000, ^42426FDancer^000000,";
+ mes "or ^42426FGypsy^000000. Good luck to you.";
+ set guildrelay_q,81;
+ getitem 7241,1; //Soul_Of_Agreement
+ close;
+ }
+ else {
+ mes "[" + .@name$ + "]";
+ mes "Hm? Back so soon?";
+ mes "That hasn't been enough";
+ mes "time for you to really bond";
+ mes "with your guild members.";
+ mes "Go back, ask them about their";
+ mes "dreams, passions, and goals!";
+ close;
+ }
+ }
+ else if ((guildtime > 21) && (guildrelay_q == 9) && (BaseJob == Job_Sage)) {
+ if ((gettime(3) > 01) && (gettime(3) < guildtime)) {
+ mes "[" + .@name$ + "]";
+ mes "So did you spend some";
+ mes "quality time with your";
+ mes "guild members, and get";
+ mes "a chance to really learn";
+ mes "who they are? You must";
+ mes "love your comrades.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "Now you know how";
+ mes "important bonding truly";
+ mes "is. Please give this spirit";
+ mes "to a ^42426FBard^000000, ^42426FMinstrel^000000, ^42426FDancer^000000,";
+ mes "or ^42426FGypsy^000000. Good luck to you.";
+ set guildrelay_q,71;
+ getitem 7241,1; //Soul_Of_Agreement
+ close;
+ }
+ else {
+ mes "[" + .@name$ + "]";
+ mes "Hm? Back so soon?";
+ mes "That hasn't been enough";
+ mes "time for you to really bond";
+ mes "with your guild members.";
+ mes "Go back, ask them about their";
+ mes "dreams, passions, and goals!";
+ close;
+ }
+ }
+ else if ((guildtime > 20) && (guildrelay_q == 9) && (BaseJob == Job_Sage)) {
+ if ((gettime(3) > 0) && (gettime(3) < guildtime)) {
+ mes "[" + .@name$ + "]";
+ mes "So did you spend some";
+ mes "quality time with your";
+ mes "guild members, and get";
+ mes "a chance to really learn";
+ mes "who they are? You must";
+ mes "love your comrades.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "Now you know how";
+ mes "important bonding truly";
+ mes "is. Please give this spirit";
+ mes "to a ^42426FBard^000000, ^42426FMinstrel^000000, ^42426FDancer^000000,";
+ mes "or ^42426FGypsy^000000. Good luck to you.";
+ set guildrelay_q,71;
+ getitem 7241,1; //Soul_Of_Agreement
+ close;
+ }
+ else {
+ mes "[" + .@name$ + "]";
+ mes "Hm? Back so soon?";
+ mes "That hasn't been enough";
+ mes "time for you to really bond";
+ mes "with your guild members.";
+ mes "Go back, ask them about their";
+ mes "dreams, passions, and goals!";
+ close;
+ }
+ }
+ else if ((gettime(3) - guildtime > 3) && (guildrelay_q == 9) && (BaseJob == Job_Sage)) {
+ mes "[" + .@name$ + "]";
+ mes "So did you spend some";
+ mes "quality time with your";
+ mes "guild members, and get";
+ mes "a chance to really learn";
+ mes "who they are? You must";
+ mes "love your comrades.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "You have done";
+ mes "what you had to do for now.";
+ mes "Please give it to a ^42426FBard^000000 or ^42426FClown^000000";
+ mes "You can also give it to ^42426FDancer^000000 or ^42426FGypsy^000000";
+ mes "Good luck.";
+ set guildrelay_q,71;
+ getitem 7241,1; //Soul_Of_Agreement
+ close;
+ }
+ else if ((BaseJob == Job_Sage) && (guildrelay_q == 9)) {
+ mes "[" + .@name$ + "]";
+ mes "Hm? Back so soon?";
+ mes "That hasn't been enough";
+ mes "time for you to really bond";
+ mes "with your guild members.";
+ mes "Go back, ask them about their";
+ mes "dreams, passions, and goals!";
+ close;
+ }
+ if (((BaseJob == Job_Bard) || (BaseJob == Job_Dancer)) && (countitem(7241) > 0)) {
+ mes "[" + .@name$ + "]";
+ mes "For the sake of promoting";
+ mes "teamwork amongst your guild,";
+ mes "my test will be for you to";
+ mes "gather specific items for me.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "This is a difficult task";
+ mes "to complete alone, but it";
+ mes "will be much easier if you";
+ mes "and your guild cooperate to";
+ mes "get all the items. Now listen,";
+ mes "this is what I want you to get.";
+ next;
+ switch(rand(1,3)) {
+ case 1:
+ mes "[" + .@name$ + "]";
+ mes "^8C171730 Burning Hearts^000000,";
+ mes "^8C171730 Wolf Claws^000000, and";
+ mes "^8C171730 Leopard Claws^000000.";
+ mes "You might want to write";
+ mes "these down so you don't";
+ mes "forget. Good luck to you.";
+ delitem 7241,1; //Soul_Of_Agreement
+ set guildrelay_q,10;
+ break;
+ case 2:
+ mes "[" + .@name$ + "]";
+ mes "^8C171730 Soft Blades of Grass^000000,";
+ mes "^8C171730 Wooden Hearts^000000, and";
+ mes "^8C171730 Poisonous Toad Skins^000000.";
+ mes "You might want to write";
+ mes "these down so you don't";
+ mes "forget. Good luck to you.";
+ delitem 7241,1; //Soul_Of_Agreement
+ set guildrelay_q,11;
+ break;
+ case 3:
+ mes "[" + .@name$ + "]";
+ mes "^8C171730 Antelope Horns^000000,";
+ mes "^8C171730 Honey Pots^000000, and";
+ mes "^8C171730 Porcupine Quills^000000.";
+ mes "You might want to write";
+ mes "these down so you don't";
+ mes "forget. Good luck to you.";
+ delitem 7241,1; //Soul_Of_Agreement
+ set guildrelay_q,80;
+ break;
+ }
+ next;
+ mes "[" + .@name$ + "]";
+ mes "You should be bonding";
+ mes "with your guild while you";
+ mes "gather those items I asked";
+ mes "you to bring. I know enough";
+ mes "time hasn't passed for your";
+ mes "guild to work together on this.";
+ close;
+ }
+ if ((countitem(7097) > 29) && (countitem(7172) > 29) && (countitem(920) > 29) && (guildrelay_q == 10)) {
+ mes "[" + .@name$ + "]";
+ mes "Oh, perfect! You brought";
+ mes "all the items. Well then,";
+ mes "I guess you're ready to";
+ mes "take this spirit now. Please";
+ mes "give it to an ^42426FAssassin^000000 or an";
+ mes "^42426FAssassin Cross^000000. Thank you.";
+ delitem 7097,30; //Burning_Heart
+ delitem 7172,30; //Leopard_Talon
+ delitem 920,30; //Claw_Of_Wolves
+ if (BaseJob == Job_Dancer) {
+ set guildrelay_q,72;
+ }
+ else {
+ set guildrelay_q,72;
+ }
+ getitem 7242,1; //Soul_Of_Harmony
+ close;
+ }
+ else if ((countitem(7189) > 29) && (countitem(7194) > 29) && (countitem(7155) > 29) && (guildrelay_q == 11)) {
+ mes "[" + .@name$ + "]";
+ mes "Oh, perfect! You brought";
+ mes "all the items. Well then,";
+ mes "I guess you're ready to";
+ mes "take this spirit now. Please";
+ mes "give it to an ^42426FAssassin^000000 or an";
+ mes "^42426FAssassin Cross^000000. Thank you.";
+ delitem 7189,30; //Heart_Of_Tree
+ delitem 7194,30; //Soft_Leaf
+ delitem 7155,30; //Poison_Toad's_Skin
+ if (BaseJob == Job_Dancer) {
+ set guildrelay_q,72;
+ }
+ else {
+ set guildrelay_q,72;
+ }
+ getitem 7242,1; //Soul_Of_Harmony
+ close;
+ }
+ else if ((countitem(7106) > 29) && (countitem(7121) > 29) && (countitem(1027) > 29) && (guildrelay_q == 80)) {
+ mes "[" + .@name$ + "]";
+ mes "Oh, perfect! You brought";
+ mes "all the items. Well then,";
+ mes "I guess you're ready to";
+ mes "take this spirit now. Please";
+ mes "give it to an ^42426FAssassin^000000 or an";
+ mes "^42426FAssassin Cross^000000. Thank you.";
+ delitem 7106,30; //Goat's_Horn
+ delitem 7121,30; //Honey_Jar
+ delitem 1027,30; //Porcupine_Spike
+ if (BaseJob == Job_Dancer) {
+ set guildrelay_q,72;
+ }
+ else {
+ set guildrelay_q,72;
+ }
+ getitem 7242,1; //Soul_Of_Harmony
+ close;
+ }
+ else if (guildrelay_q == 10) {
+ mes "[" + .@name$ + "]";
+ mes "Hm? You still haven't";
+ mes "gathered all the items";
+ mes "with your guild yet?";
+ mes "Let me remind you what";
+ mes "you need to bring me.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "^8C171730 Burning Hearts^000000,";
+ mes "^8C171730 Wolf Claws^000000, and";
+ mes "^8C171730 Leopard Claws^000000.";
+ mes "You might want to write";
+ mes "these down so you don't";
+ mes "forget. Good luck to you.";
+ close;
+ }
+ else if (guildrelay_q == 11) {
+ mes "[" + .@name$ + "]";
+ mes "Hm? You still haven't";
+ mes "gathered all the items";
+ mes "with your guild yet?";
+ mes "Let me remind you what";
+ mes "you need to bring me.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "^8C171730 Soft Blades of Grass^000000,";
+ mes "^8C171730 Wooden Hearts^000000, and";
+ mes "^8C171730 Poisonous Toad Skins^000000.";
+ mes "You might want to write";
+ mes "these down so you don't";
+ mes "forget. Good luck to you.";
+ close;
+ }
+ else if (guildrelay_q == 80) {
+ mes "[" + .@name$ + "]";
+ mes "Hm? You still haven't";
+ mes "gathered all the items";
+ mes "with your guild yet?";
+ mes "Let me remind you what";
+ mes "you need to bring me.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "^8C171730 Antelope Horns^000000,";
+ mes "^8C171730 Honey Pots^000000, and";
+ mes "^8C171730 Porcupine Quills^000000.";
+ mes "You might want to write";
+ mes "these down so you don't";
+ mes "forget. Good luck to you.";
+ close;
+ }
+ if ((BaseJob == Job_Assassin) && (countitem(7242) > 0)) {
+ mes "[" + .@name$ + "]";
+ mes "You brought the";
+ mes "Spirit of Combination?";
+ mes "Make sure that you give";
+ mes "that to a ^2F4F2FWizard^000000 or";
+ mes "a ^2F4F2FHigh Wizard^000000.";
+ delitem 7242,1; //Soul_Of_Harmony
+ set guildrelay_q,74;
+ getitem 7244,1; //Soul_Of_Unity
+ close;
+ }
+ if ((BaseJob == Job_Wizard) && (countitem(7244) > 0)) {
+ mes "[" + .@name$ + "]";
+ mes "For the sake of your";
+ mes "guild, you must become";
+ mes "stronger. Sometimes";
+ mes "your spells will make the";
+ mes "difference between victory";
+ mes "and defeat. Remember that.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "Hey," + strcharinfo(0) + ",";
+ mes "if you really want to become";
+ mes "strong enough to protect your";
+ mes "guild, then you must level up.";
+ mes "Come back to me once you've";
+ mes "raised your Base Level.";
+ next;
+ if ((BaseLevel > 0) && (BaseLevel < 61)) {
+ mes "[" + .@name$ + "]";
+ mes "You will be ready";
+ mes "for your task after you";
+ mes "gain ^FF00003 Base Levels^000000.";
+ mes "Don't despair: I know";
+ mes "you'll be able to reach";
+ mes "this goal. Good luck to you.";
+ delitem 7244,1; //Soul_Of_Unity
+ set guildrelay_q,12;
+ close;
+ }
+ else if ((BaseLevel > 60) && (BaseLevel < 76)) {
+ mes "[" + .@name$ + "]";
+ mes "You will be ready";
+ mes "for your task after you";
+ mes "gain ^FF00002 Base Levels^000000.";
+ mes "Don't despair: I know";
+ mes "you'll be able to reach";
+ mes "this goal. Good luck to you.";
+ delitem 7244,1; //Soul_Of_Unity
+ set guildrelay_q,13;
+ close;
+ }
+ else if ((BaseLevel > 75) && (BaseLevel < 97)) {
+ mes "[" + .@name$ + "]";
+ mes "You will be ready";
+ mes "for your task after you";
+ mes "gain ^FF00001 Base Level^000000.";
+ mes "Don't despair: I know";
+ mes "you'll be able to reach";
+ mes "this goal. Good luck to you.";
+ delitem 7244,1; //Soul_Of_Unity
+ set guildrelay_q,14;
+ close;
+ }
+ else if (BaseLevel > 96) {
+ mes "[" + .@name$ + "]";
+ mes "Hm. You're much stronger";
+ mes "that I expected. There's no";
+ mes "need for me to encourage";
+ mes "you to develop your strength.";
+ mes "I admit that you are strong.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "Acknowledge the extent and";
+ mes "limits of your strength, but";
+ mes "never allow conceit to pollute";
+ mes "your heart. Pride will always";
+ mes "shackle your power if you";
+ mes "let it. Remember humility.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "You qualified enough";
+ mes "for me to trust you.";
+ mes "Please give this spirit";
+ mes "to your ^FF0000Guild Master^000000.";
+ mes "You're done for now.";
+ delitem 7244,1; //Soul_Of_Unity
+ set guildrelay_q,75;
+ getitem 7245,1; //Soul_Of_Friendship
+ close;
+ }
+ }
+ if ((BaseLevel + 2) < (BaseLevel) && (guildrelay_q == 12)) {
+ mes "[" + .@name$ + "]";
+ mes "I see that you've";
+ mes "completed the task";
+ mes "I have given you. It may";
+ mes "have been difficult, but";
+ mes "you'll see that I had your";
+ mes "guild's best interests in mind.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "You've earned my trust.";
+ mes "Please give this spirit";
+ mes "to your ^FF0000Guild Master^000000.";
+ mes "You've done well.";
+ set guildrelay_q,75;
+ getitem 7245,1; //Soul_Of_Friendship
+ close;
+ }
+ else if ((BaseLevel + 1) < (BaseLevel) && (guildrelay_q == 13)) {
+ mes "[" + .@name$ + "]";
+ mes "I see that you've";
+ mes "completed the task";
+ mes "I have given you. It may";
+ mes "have been difficult, but";
+ mes "you'll see that I had your";
+ mes "guild's best interests in mind.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "You've earned my trust.";
+ mes "Please give this spirit";
+ mes "to your ^FF0000Guild Master^000000.";
+ mes "You've done well.";
+ set guildrelay_q,75;
+ getitem 7245,1; //Soul_Of_Friendship
+ close;
+ }
+ else if ((BaseLevel < BaseLevel) && (guildrelay_q == 14)) {
+ mes "[" + .@name$ + "]";
+ mes "I see that you've";
+ mes "completed the task";
+ mes "I have given you. It may";
+ mes "have been difficult, but";
+ mes "you'll see that I had your";
+ mes "guild's best interests in mind.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "You've earned my trust.";
+ mes "Please give this spirit";
+ mes "to your ^FF0000Guild Master^000000.";
+ mes "You've done well.";
+ set guildrelay_q,75;
+ getitem 7245,1; //Soul_Of_Friendship
+ close;
+ }
+ if ((guildrelay_q == 12) && (BaseJob == Job_Wizard)) {
+ mes "[" + .@name$ + "]";
+ mes "You're not strong enough";
+ mes "yet for your guild to fully";
+ mes "rely on you in a crisis.";
+ mes "You must level up!";
+ close;
+ }
+ else if ((guildrelay_q == 13) && (BaseJob == Job_Wizard)) {
+ mes "[" + .@name$ + "]";
+ mes "You're not strong enough";
+ mes "yet for your guild to fully";
+ mes "rely on you in a crisis.";
+ mes "You must level up!";
+ close;
+ }
+ else if ((guildrelay_q == 14) && (BaseJob == Job_Wizard)) {
+ mes "[" + .@name$ + "]";
+ mes "Hmm... I don't think you've";
+ mes "spent enough time leveling";
+ mes "up yet. Keep working on it.";
+ close;
+ }
+ }
+ }
+ else {
+ if (strcharinfo(0) == getguildmaster(.@GID)) {
+ mes "[" + .@name$ + "]";
+ mes "Hm. You're the master";
+ mes "of another guild, aren't";
+ mes "you? I have no loyalty";
+ mes "towards you. Please...";
+ mes "Leave this place.";
+ close;
+ }
+ else {
+ mes "[" + .@name$ + "]";
+ mes "Hm? You have no reason";
+ mes "to linger in this stronghold.";
+ mes "Please leave this place now.";
+ close;
+ }
+ }
+ if ((guildrelay_q == 71) && (countitem(7241) > 0)) {
+ mes "[" + .@name$ + "]";
+ mes "There's no need for you";
+ mes "to hold onto that Spirit";
+ mes "of Union. Please give it to";
+ mes "a Bard, Minstrel, Dancer";
+ mes "or Gypsy in your guild.";
+ close;
+ }
+ else if (guildrelay_q == 71) {
+ mes "[" + .@name$ + "]";
+ mes "When you improve yourself,";
+ mes "you'll also be strengthening";
+ mes "your guild. Always devote some";
+ mes "time for yourself and for your";
+ mes "team. You cannot have one";
+ mes "without the other.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "I suppose you really";
+ mes "don't have much use";
+ mes "for me anymore... But I'll";
+ mes "always offer my support.";
+ close;
+ }
+ if ((guildrelay_q == 72) && (countitem(7242) > 0)) {
+ mes "[" + .@name$ + "]";
+ mes "There's no need for you";
+ mes "to hold onto that Spirit of";
+ mes "Combination. Please give";
+ mes "it to an Assassin or Assassin";
+ mes "Cross in your guild.";
+ close;
+ }
+ else if (guildrelay_q == 72) {
+ mes "[" + .@name$ + "]";
+ mes "Your songs bolster your";
+ mes "guild's morale, and will";
+ mes "help them stand and fight,";
+ mes "no matter how deseperate";
+ mes "the situation may seem.";
+ mes "Your voice can make miracles.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "I suppose you really";
+ mes "don't have much use";
+ mes "for me anymore... But I'll";
+ mes "always offer my support.";
+ close;
+ }
+ if ((guildrelay_q == 73) && (countitem(7242) > 0)) {
+ mes "[" + .@name$ + "]";
+ mes "There's no need for you";
+ mes "to hold onto that Spirit of";
+ mes "Combination. Please give";
+ mes "it to an Assassin or Assassin";
+ mes "Cross in your guild.";
+ close;
+ }
+ else if (guildrelay_q == 73) {
+ mes "[" + .@name$ + "]";
+ mes "Your dances bolster your";
+ mes "guild's morale, and will";
+ mes "help them stand and fight,";
+ mes "no matter how deseperate";
+ mes "the situation may seem.";
+ mes "Your voice can make miracles.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "I suppose you really";
+ mes "don't have much use";
+ mes "for me anymore... But I'll";
+ mes "always offer my support.";
+ close;
+ }
+ if ((guildrelay_q == 74) && (countitem(7244) > 0)) {
+ mes "[" + .@name$ + "]";
+ mes "There's no need for you";
+ mes "to hold onto that Spirit";
+ mes "of Solidarity. Please give";
+ mes "it to a Wizard or High";
+ mes "Wizard in your guild.";
+ close;
+ }
+ else if (guildrelay_q == 74) {
+ mes "[" + .@name$ + "]";
+ mes "I suppose you really";
+ mes "don't have much use";
+ mes "for me anymore... But I'll";
+ mes "always offer my support.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "Know who your enemies are.";
+ mes "If anybody opposes your guild,";
+ mes "you must crush them without";
+ mes "any hesitation. Your justice";
+ mes "must be meted swiftly!";
+ close;
+ }
+ if ((guildrelay_q == 75) && (countitem(7245) > 0)) {
+ mes "[" + .@name$ + "]";
+ mes "There's no need for you";
+ mes "to hold onto that Spirit of";
+ mes "Friendship. Please give";
+ mes "it to your Guild Master.";
+ close;
+ }
+ else if (guildrelay_q == 75) {
+ mes "[" + .@name$ + "]";
+ mes "I can tell that you're";
+ mes "always trying to help all";
+ mes "the members of your guild.";
+ mes "Your loyalty will bring them";
+ mes "to your side in times of";
+ mes "joy and of tribulation.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "I suppose you really";
+ mes "don't have much use";
+ mes "for me anymore... But I'll";
+ mes "always offer my support.";
+ close;
+ }
+ mes "[" + .@name$ + "]";
+ mes "We have nothing to";
+ mes "do with each other.";
+ mes "Leave me be, and";
+ mes "just go on your way.";
+ close;
+}
+
+- script GuildDummy4::GuildRelay4 754,{
+ set .@name$,strnpcinfo(1);
+ getmapxy(.@m$,.@x,.@x,1);
+ set .@GID, GetCastleData(.@m$,1);
+ if (checkweight(1201,1) == 0) {
+ mes "^3355FFWait a minute! You're";
+ mes "carrying too many items";
+ mes "right now: store some of";
+ mes "your extra things in Kafra";
+ mes "Storage, and then come back.^000000";
+ close;
+ }
+ if (.@GID == 0) {
+ mes "^3355FFThis exhausted man";
+ mes "notices you staring at";
+ mes "him, but chooses to leave";
+ mes "you alone. There's no one";
+ mes "else in this stronghold so";
+ mes "there's no reason to be here.^000000";
+ close;
+ }
+ if (getcharid(2) == .@GID) {
+ if (strcharinfo(0) == getguildmaster(.@GID)) {
+ if (countitem(7246) > 0) {
+ mes "[" + .@name$ + "]";
+ mes "Hm? That spirit that";
+ mes "you've brought with you...";
+ mes "I'm sorry, but it's useless";
+ mes "for you to carry it around.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "Please give that to";
+ mes "a ^FF0000Rogue^000000 or ^FF0000Stalker^000000";
+ mes "in your guild, and then";
+ mes "ask him bring it to me.";
+ close;
+ }
+ else {
+ mes "[" + .@name$ + "]";
+ mes "Our business together";
+ mes "has concluded. If you're";
+ mes "not busy, why don't you try";
+ mes "helping out your guild? Yes,";
+ mes "I'm sure they'd appreciate it.";
+ close;
+ }
+ }
+ else {
+ if ((BaseJob == Job_Rogue) && (countitem(7246) > 0)) {
+ mes "[" + .@name$ + "]";
+ mes "So you're the one that's";
+ mes "been entrusted with the";
+ mes "Spirit of Peace? Well then...";
+ mes "My task for you is to ^FF0000form";
+ switch(rand(1,3)) {
+ case 1:
+ mes "a party with 6 members^000000.";
+ mes "No more and no less.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "This is a strange test,";
+ mes "but if you can do this, it";
+ mes "will clearly demonstrate";
+ mes "to me that your people";
+ mes "skills are up to par.";
+ delitem 7246,1; //Soul_Of_Peace
+ set guildrelay_q,91;
+ close;
+ case 2:
+ mes "a party with 8 members^000000.";
+ mes "No more and no less.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "This is a strange test,";
+ mes "but if you can do this, it";
+ mes "will clearly demonstrate";
+ mes "to me that your people";
+ mes "skills are up to par.";
+ delitem 7246,1; //Soul_Of_Peace
+ set guildrelay_q,92;
+ close;
+ case 3:
+ mes "a party with 10 members^000000.";
+ mes "No more and no less.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "This is a strange test,";
+ mes "but if you can do this, it";
+ mes "will clearly demonstrate";
+ mes "to me that your people";
+ mes "skills are up to par.";
+ delitem 7246,1; //Soul_Of_Peace
+ set guildrelay_q,93;
+ close;
+ }
+ }
+ getpartymember(getcharid(1));
+ set .@partymembercount,$@partymembercount;
+ set .@partyleader,getpartyleader(getcharid(1),2);
+ if (guildrelay_q == 91) {
+ if (.@partymembercount == 6) {
+ mes "[" + .@name$ + "]";
+ mes "I see that you've";
+ mes "formed a party with";
+ mes "the exact number of";
+ mes "people that I asked. Hmm.";
+ mes "I guess you can be trusted";
+ mes "to lead when you must.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "Here. I want you to take";
+ mes "this spirit, and then give";
+ mes "it to a Priest or High";
+ mes "Priest in your guild.";
+ set guildrelay_q,95;
+ getitem 7247,1; //Soul_Of_Spirit
+ close;
+ }
+ else {
+ mes "[" + .@name$ + "]";
+ mes "I thought I asked you to";
+ mes "^FF0000form a party of 6 members^000000?";
+ mes "No more and no less. Hmm.";
+ mes "Come back to me after you've";
+ mes "finished this simple task.";
+ close;
+ }
+ }
+ if (guildrelay_q == 92) {
+ if (.@partymembercount == 8) {
+ mes "[" + .@name$ + "]";
+ mes "I see that you've";
+ mes "formed a party with";
+ mes "the exact number of";
+ mes "people that I asked. Hmm.";
+ mes "I guess you can be trusted";
+ mes "to lead when you must.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "Here. I want you to take";
+ mes "this spirit, and then give";
+ mes "it to a Priest or High";
+ mes "Priest in your guild.";
+ set guildrelay_q,95;
+ getitem 7247,1; //Soul_Of_Spirit
+ close;
+ }
+ else {
+ mes "[" + .@name$ + "]";
+ mes "I thought I asked you to";
+ mes "^FF0000form a party of 8 members^000000?";
+ mes "No more and no less. Hmm.";
+ mes "Come back to me after you've";
+ mes "finished this simple task.";
+ close; }
+ }
+ if (guildrelay_q == 93) {
+ if (.@partymembercount == 10) {
+ mes "[" + .@name$ + "]";
+ mes "I see that you've";
+ mes "formed a party with";
+ mes "the exact number of";
+ mes "people that I asked. Hmm.";
+ mes "I guess you can be trusted";
+ mes "to lead when you must.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "Here. I want you to take";
+ mes "this spirit, and then give";
+ mes "it to a Priest or High";
+ mes "Priest in your guild.";
+ set guildrelay_q,95;
+ getitem 7247,1; //Soul_Of_Spirit
+ close;
+ }
+ else {
+ mes "[" + .@name$ + "]";
+ mes "I thought I asked you to";
+ mes "^FF0000form a party of 10 members^000000?";
+ mes "No more and no less. Hmm.";
+ mes "Come back to me after you've";
+ mes "finished this simple task.";
+ close;
+ }
+ }
+ if ((BaseJob == Job_Priest) && (countitem(7247) > 0)) {
+ mes "[" + .@name$ + "]";
+ mes "Good work getting the";
+ mes "Spirit of Determination,";
+ mes "but I want you to work on";
+ mes "getting stronger. If you";
+ mes "intend to protect others,";
+ mes "you can't afford to lose.";
+ next;
+ if ((BaseLevel > 1) && (BaseLevel < 61)) {
+ mes "[" + .@name$ + "]";
+ mes "I want you to gain";
+ mes "^FF00003 Base Levels^000000 for the";
+ mes "sake of strengthening";
+ mes "yourself and your guild.";
+ mes "This is my test for you.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "Try not to worry";
+ mes "over this task so much.";
+ mes "I'm certain you can do";
+ mes "this. Come back to me";
+ mes "when you are ready.";
+ delitem 7247,1; //Soul_Of_Spirit
+ set guildrelay_q,18;
+ close;
+ }
+ if ((BaseLevel > 60) && (BaseLevel < 76)) {
+ mes "[" + .@name$ + "]";
+ mes "I want you to gain";
+ mes "^FF00002 Base Levels^000000 for the";
+ mes "sake of strengthening";
+ mes "yourself and your guild.";
+ mes "This is my test for you.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "Try not to worry";
+ mes "over this task so much.";
+ mes "I'm certain you can do";
+ mes "this. Come back to me";
+ mes "when you are ready.";
+ delitem 7247,1; //Soul_Of_Spirit
+ set guildrelay_q,19;
+ close;
+ }
+ if ((BaseLevel > 75) && (BaseLevel < 97)) {
+ mes "[" + .@name$ + "]";
+ mes "I want you to gain";
+ mes "^FF00001 Base Level^000000 for the";
+ mes "sake of strengthening";
+ mes "yourself and your guild.";
+ mes "This is my test for you.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "Try not to worry";
+ mes "over this task so much.";
+ mes "I'm certain you can do";
+ mes "this. Come back to me";
+ mes "when you are ready.";
+ delitem 7247,1; //Soul_Of_Spirit
+ set guildrelay_q,20;
+ close;
+ }
+ if (BaseLevel > 96) {
+ mes "[" + .@name$ + "]";
+ mes "Hum, You are stronger than";
+ mes "I was expected.";
+ mes "You don't need any more quests";
+ mes "for becoming stronger.";
+ mes "But, do not be so proud of yourself.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "Alright then...";
+ mes "I entrust you with";
+ mes "this spirit. Please be";
+ mes "sure to give it to a";
+ mes "^4D4DFFCrusader^000000 or ^4D4DFFPaladin^000000";
+ mes "in your guild.";
+ delitem 7247,1; //Soul_Of_Spirit
+ set guildrelay_q,98;
+ getitem 7249,1; //Soul_Of_Service
+ close;
+ }
+ }
+ if (((BaseLevel + 2) < (BaseLevel)) && (guildrelay_q == 18)) {
+ mes "[" + .@name$ + "]";
+ mes "Huh. I see that you've";
+ mes "become much stronger,";
+ mes "just as I asked. No wonder";
+ mes "your guild mates can rely";
+ mes "on you. Congratulations";
+ mes "on a job well done.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "Alright then...";
+ mes "I entrust you with";
+ mes "this spirit. Please be";
+ mes "sure to give it to a";
+ mes "^4D4DFFCrusader^000000 or ^4D4DFFPaladin^000000";
+ mes "in your guild.";
+ set guildrelay_q,98;
+ getitem 7249,1; //Soul_Of_Service
+ close;
+ }
+ if (((BaseLevel + 1) < (BaseLevel)) && (guildrelay_q == 19)) {
+ mes "[" + .@name$ + "]";
+ mes "Huh. I see that you've";
+ mes "become much stronger,";
+ mes "just as I asked. No wonder";
+ mes "your guild mates can rely";
+ mes "on you. Congratulations";
+ mes "on a job well done.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "Alright then...";
+ mes "I entrust you with";
+ mes "this spirit. Please be";
+ mes "sure to give it to a";
+ mes "^4D4DFFCrusader^000000 or ^4D4DFFPaladin^000000";
+ mes "in your guild.";
+ set guildrelay_q,98;
+ getitem 7249,1; //Soul_Of_Service
+ close;
+ }
+ if ((BaseLevel < BaseLevel) && (guildrelay_q == 20)) {
+ mes "[" + .@name$ + "]";
+ mes "Huh. I see that you've";
+ mes "become much stronger,";
+ mes "just as I asked. No wonder";
+ mes "your guild mates can rely";
+ mes "on you. Congratulations";
+ mes "on a job well done.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "Ok, take this and give to";
+ mes "Crusader or Paladin";
+ mes "who is in our guild.";
+ mes "Good luck!";
+ set guildrelay_q,98;
+ getitem 7249,1; //Soul_Of_Service
+ close;
+ }
+ if ((BaseJob == Job_Crusader) && (countitem(7249) > 0)) {
+ mes "[" + .@name$ + "]";
+ mes "I see that you possess";
+ mes "the Spirit of Service. Hmm.";
+ mes "Good job. Now, your next";
+ mes "task will test your patience.";
+ mes "All you have to do is ^FF0000wait^000000.";
+ mes "Wait until the time is right.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "I want you to spend this";
+ mes "time to look into yourself,";
+ mes "and examine your relationship";
+ mes "with your guild members.";
+ mes "When you feel that the time";
+ mes "is right, come talk to me.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "I'm not going to tell you";
+ mes "when you should come back.";
+ mes "I'll merely confirm whether";
+ mes "you've come early or on time.";
+ mes "You'll need to really listen";
+ mes "to your feelings this time...";
+ delitem 7249,1; //Soul_Of_Service
+ set guildrelay_q,21;
+ set guildtime,gettime(3);
+ close;
+ }
+ if ((guildtime > 22) && (guildrelay_q == 21) && (BaseJob == Job_Crusader)) {
+ if ((gettime(3) > 2) && (gettime(3) < guildtime)) {
+ mes "[" + .@name$ + "]";
+ mes "Yes. You've come at just";
+ mes "the right time. Remember";
+ mes "that feeling in your heart,";
+ mes "and trust it when it comes";
+ mes "again. Now give this spirit to";
+ mes "a ^FF0000Monk^000000 or ^FF0000Champion^000000 for me...";
+ set guildrelay_q,96;
+ getitem 7250,1; //Soul_Of_Glory
+ close;
+ }
+ else {
+ mes "[" + .@name$ + "]";
+ mes "Too early.";
+ mes "Still too early.";
+ mes "Have you been listening";
+ mes "to your heart? Listen harder.";
+ close;
+ }
+ }
+ if ((guildtime > 21) && (guildrelay_q == 21) && (BaseJob == Job_Crusader)) {
+ if ((gettime(3) > 1) && (gettime(3) < guildtime)) {
+ mes "[" + .@name$ + "]";
+ mes "Yes. You've come at just";
+ mes "the right time. Remember";
+ mes "that feeling in your heart,";
+ mes "and trust it when it comes";
+ mes "again. Now give this spirit to";
+ mes "a ^FF0000Monk^000000 or ^FF0000Champion^000000 for me...";
+ set guildrelay_q,96;
+ getitem 7250,1; //Soul_Of_Glory
+ close;
+ }
+ else {
+ mes "[" + .@name$ + "]";
+ mes "Too early.";
+ mes "Still too early.";
+ mes "Have you been listening";
+ mes "to your heart? Listen harder.";
+ close;
+ }
+ }
+ if ((guildtime > 20) && (guildrelay_q == 21) && (BaseJob == Job_Crusader)) {
+ if ((gettime(3) > 0) && (gettime(3) < guildtime)) {
+ mes "[" + .@name$ + "]";
+ mes "Yes. You've come at just";
+ mes "the right time. Remember";
+ mes "that feeling in your heart,";
+ mes "and trust it when it comes";
+ mes "again. Now give this spirit to";
+ mes "a ^FF0000Monk^000000 or ^FF0000Champion^000000 for me...";
+ set guildrelay_q,96;
+ getitem 7250,1; //Soul_Of_Glory
+ close;
+ }
+ else {
+ mes "[" + .@name$ + "]";
+ mes "Too early.";
+ mes "Still too early.";
+ mes "Have you been listening";
+ mes "to your heart? Listen harder.";
+ close;
+ }
+ }
+ if ((gettime(3) - guildtime > 3) && (guildrelay_q == 21) && (BaseJob == Job_Crusader)) {
+ mes "[" + .@name$ + "]";
+ mes "Yes. You've come at just";
+ mes "the right time. Remember";
+ mes "that feeling in your heart,";
+ mes "and trust it when it comes";
+ mes "again. Now give this spirit to";
+ mes "a ^FF0000Monk^000000 or ^FF0000Champion^000000 for me...";
+ set guildrelay_q,96;
+ getitem 7250,1; //Soul_Of_Glory
+ close;
+ }
+ if ((guildrelay_q == 21) && (BaseJob == Job_Crusader)) {
+ mes "[" + .@name$ + "]";
+ mes "Not yet. Just wait";
+ mes "a little longer. Relax,";
+ mes "and come back later.";
+ close;
+ }
+ if ((BaseJob == Job_Monk) && (countitem(7250) > 0)) {
+ mes "[" + .@name$ + "]";
+ mes "Most of the souls have";
+ mes "been shared, and there is";
+ mes "but one thing I want to ask";
+ mes "you to do. Please bring me";
+ mes "some items. Having your friends";
+ mes "help you do this is acceptable.";
+ next;
+ switch(rand(1,3)) {
+ case 1:
+ mes "[" + .@name$ + "]";
+ mes "Please bring";
+ mes "^FF000030 Dokebi Horns^000000,";
+ mes "^FF000030 Fish Tails^000000, and";
+ mes "^FF000030 Celestial Robes^000000.";
+ mes "I shall be waiting";
+ mes "for you right here.";
+ delitem 7250,1; //Soul_Of_Glory
+ set guildrelay_q,23;
+ close;
+ case 2:
+ mes "[" + .@name$ + "]";
+ mes "Please bring";
+ mes "^FF000030 Rainbow Shells^000000,";
+ mes "^FF000030 Elastic Bands^000000, and";
+ mes "^FF000030 Horrendous Hairs^000000.";
+ mes "I shall be waiting";
+ mes "for you right here.";
+ delitem 7250,1; //Soul_Of_Glory
+ set guildrelay_q,24;
+ close;
+ case 3:
+ mes "[" + .@name$ + "]";
+ mes "Please bring";
+ mes "^FF000030 Worn-out Kimonos^000000,";
+ mes "^FF000030 Anolian Skins^000000, and";
+ mes "^FF000030 PecoPeco Feathers^000000.";
+ mes "I shall be waiting";
+ mes "for you right here.";
+ delitem 7250,1; //Soul_Of_Glory
+ set guildrelay_q,94;
+ close;
+ }
+ }
+ if ((countitem(7165) > 29) && (countitem(1021) > 29) && (countitem(1023) > 29) && (guildrelay_q == 23)) {
+ mes "[" + .@name$ + "]";
+ mes "Well, well. You've";
+ mes "gathered those items";
+ mes "more quickly that I thought";
+ mes "you would. Good job. Now,";
+ mes "please give this to your ^FF0000Guild";
+ mes "Master^000000 as soon as you can.";
+ delitem 7165,30; //Limpid_Celestial_Robe
+ delitem 1021,30; //Dokkaebi_Horn
+ delitem 1023,30; //Fish_Tail
+ set guildrelay_q,97;
+ getitem 7251,1; //Soul_Of_Victory
+ close;
+ }
+ if ((BaseJob == Job_Monk) && (guildrelay_q == 23)) {
+ mes "[" + .@name$ + "]";
+ mes "You have to give ^FF0000Transparent Celestial Robe ^00000030ea,";
+ mes "^FF0000Dokebi Horn ^00000030ea, ^FF0000Fish Tail ^00000030ea.";
+ mes "You know that, right?";
+ mes "Good luck~";
+ close;
+ }
+ if ((countitem(1048) > 29) && (countitem(1013) > 29) && (countitem(7200) > 29) && (guildrelay_q == 24)) {
+ mes "[" + .@name$ + "]";
+ mes "Well, well. You've";
+ mes "gathered those items";
+ mes "more quickly that I thought";
+ mes "you would. Good job. Now,";
+ mes "please give this to your ^FF0000Guild";
+ mes "Master^000000 as soon as you can.";
+ delitem 1048,30; //Slender_Snake
+ delitem 1013,30; //Colorful_Shell
+ delitem 7200,30; //Flexible_String
+ set guildrelay_q,97;
+ getitem 7251,1; //Soul_Of_Victory
+ close;
+ }
+ if ((BaseJob == Job_Monk) && (guildrelay_q == 24)) {
+ mes "[" + .@name$ + "]";
+ mes "Please bring";
+ mes "^FF000030 Rainbow Shells^000000,";
+ mes "^FF000030 Elastic Bands^000000, and";
+ mes "^FF000030 Horrendous Hairs^000000.";
+ mes "I shall be waiting";
+ mes "for you right here.";
+ close;
+ }
+ if ((countitem(7003) > 29) && (countitem(7101) > 29) && (countitem(7153) > 29) && (guildrelay_q == 94)) {
+ mes "[" + .@name$ + "]";
+ mes "Well, well. You've";
+ mes "gathered those items";
+ mes "more quickly that I thought";
+ mes "you would. Good job. Now,";
+ mes "please give this to your ^FF0000Guild";
+ mes "Master^000000 as soon as you can.";
+ delitem 7003,30; //Anolian_Skin
+ delitem 7101,30; //Peco_Wing_Feather
+ delitem 7153,30; //Old_Japaness_Clothes
+ set guildrelay_q,97;
+ getitem 7251,1; //Soul_Of_Victory
+ close;
+ }
+ if ((BaseJob == Job_Monk) && (guildrelay_q == 94)) {
+ mes "[" + .@name$ + "]";
+ mes "Please bring";
+ mes "^FF000030 Worn-out Kimonos^000000,";
+ mes "^FF000030 Anolian Skins^000000, and";
+ mes "^FF000030 PecoPeco Feathers^000000.";
+ mes "I shall be waiting";
+ mes "for you right here.";
+ close;
+ }
+ if ((guildrelay_q == 95) && (countitem(7247) > 0)) {
+ mes "[" + .@name$ + "]";
+ mes "Please give the";
+ mes "Spirit of Determination";
+ mes "to a ^FF0000Priest^000000 or ^FF0000High Priest^000000.";
+ mes "You knew that already,";
+ mes "didn't you? Please hurry";
+ mes "and deliver it soon.";
+ close;
+ }
+ if (guildrelay_q == 95) {
+ mes "[" + .@name$ + "]";
+ mes "For now, it would be";
+ mes "best for you to rest and";
+ mes "recoup your strength. Your";
+ mes "chance to help your guild";
+ mes "will come soon enough so";
+ mes "there's no need to rush.";
+ close;
+ }
+ if ((guildrelay_q == 98) && (countitem(7249) > 0)) {
+ mes "[" + .@name$ + "]";
+ mes "Please give the";
+ mes "Spirit of Service to";
+ mes "a ^FF0000Crusader^000000 or ^FF0000Paladin^000000.";
+ mes "You knew that already,";
+ mes "didn't you? Please hurry";
+ mes "and deliver it soon.";
+ close;
+ }
+ if (guildrelay_q == 98) {
+ mes "[" + .@name$ + "]";
+ mes "Hmm. You need to wait";
+ mes "for the right time to act.";
+ mes "Why don't you help out";
+ mes "your guild in the meantime?";
+ close;
+ }
+ if ((guildrelay_q == 96) && (countitem(7250) > 0)) {
+ mes "[" + .@name$ + "]";
+ mes "Please give the";
+ mes "Spirit of Glory to";
+ mes "a ^FF0000Monk^000000 or ^FF0000Champion^000000.";
+ mes "You knew that already,";
+ mes "didn't you? Please hurry";
+ mes "and deliver it soon.";
+ close;
+ }
+ if (guildrelay_q == 96) {
+ mes "[" + .@name$ + "]";
+ mes "I see that you have";
+ mes "the potential to become";
+ mes "a great leader. Be sure";
+ mes "not to waste it, and lead";
+ mes "your guild as well as you can.";
+ close;
+ }
+ if ((guildrelay_q == 97) && (countitem(7251) > 0)) {
+ mes "[" + .@name$ + "]";
+ mes "You need to give";
+ mes "the ^FF0000Spirit of Victory^000000";
+ mes "to your Guild Master.";
+ mes "Please make sure that";
+ mes "it gets delivered soon.";
+ close;
+ }
+ if (guildrelay_q == 97) {
+ mes "[" + .@name$ + "]";
+ mes "You're a nenown explorer,";
+ mes "and I see in you the potential";
+ mes "to accomplish even more";
+ mes "great things. However,";
+ mes "I doubt there is anything";
+ mes "more that you can do here.";
+ close;
+ }
+ mes "[" + .@name$ + "]";
+ mes "Hmm. You have no business";
+ mes "being here. Why don't you";
+ mes "find something productive";
+ mes "to do? There is nothing";
+ mes "for you here, I assure you.";
+ close;
+ }
+ }
+ else {
+ if (strcharinfo(0) == getguildmaster(.@GID)) {
+ mes "[" + .@name$ + "]";
+ mes "You might be the master";
+ mes "of a guild, but you and I";
+ mes "have nothing to do with";
+ mes "each other. I'm sorry.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "Then again, I suppose";
+ mes "you came here to see";
+ mes "how a real guild operates.";
+ mes "If that's the case, you're";
+ mes "welcome to stay and observe.";
+ close;
+ }
+ else {
+ mes "[" + .@name$ + "]";
+ mes ".........................";
+ next;
+ mes "[" + .@name$ + "]";
+ mes ".........................";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "What brings you here?";
+ mes "I don't think I've seen";
+ mes "you around before. Hm.";
+ close;
+ }
+ }
+}
+
+// Luina 1
+//============================================================
+aldeg_cas01,51,102,5 duplicate(GuildRelay1) Buzz#01 754,{
+aldeg_cas01,75,39,3 duplicate(GuildRelay2) Lenya#01 754,{
+aldeg_cas01,200,175,3 duplicate(GuildRelay3) Gealuve#01 754,{
+aldeg_cas01,59,224,3 duplicate(GuildRelay4) Pariz#01 754,{
+
+// Luina 2
+//============================================================
+aldeg_cas02,120,51,5 duplicate(GuildRelay1) Buzz#02 754
+aldeg_cas02,180,184,3 duplicate(GuildRelay2) Lenya#02 754
+aldeg_cas02,62,65,3 duplicate(GuildRelay3) Gealuve#02 754
+aldeg_cas02,62,201,3 duplicate(GuildRelay4) Pariz#02 754
+
+// Luina 3
+//============================================================
+aldeg_cas03,70,252,5 duplicate(GuildRelay1) Buzz#03 754
+aldeg_cas03,72,115,3 duplicate(GuildRelay2) Lenya#03 754
+aldeg_cas03,114,119,3 duplicate(GuildRelay3) Gealuve#03 754
+aldeg_cas03,188,181,3 duplicate(GuildRelay4) Pariz#03 754
+
+// Luina 4
+//============================================================
+aldeg_cas04,31,116,5 duplicate(GuildRelay1) Buzz#04 754
+aldeg_cas04,66,117,3 duplicate(GuildRelay2) Lenya#04 754
+aldeg_cas04,24,80,3 duplicate(GuildRelay3) Gealuve#04 754
+aldeg_cas04,181,97,3 duplicate(GuildRelay4) Pariz#04 754
+
+// Luina 5
+//============================================================
+aldeg_cas05,31,191,5 duplicate(GuildRelay1) Buzz#05 754
+aldeg_cas05,140,196,3 duplicate(GuildRelay2) Lenya#05 754
+aldeg_cas05,148,224,3 duplicate(GuildRelay3) Gealuve#05 754
+aldeg_cas05,165,51,3 duplicate(GuildRelay4) Pariz#05 754
+
+// Britoniah 1
+//============================================================
+gefg_cas01,85,47,4 duplicate(GuildRelay1) Jody#01 754
+gefg_cas01,67,83,3 duplicate(GuildRelay2) Ron Haware#01 754
+gefg_cas01,184,40,3 duplicate(GuildRelay3) Vers#01 754
+gefg_cas01,35,34,6 duplicate(GuildRelay4) Gen Garish#01 754
+
+// Britoniah 2
+//============================================================
+gefg_cas02,15,69,4 duplicate(GuildRelay1) Jody#02 754
+gefg_cas02,23,22,3 duplicate(GuildRelay2) Ron Haware#02 754
+gefg_cas02,178,38,3 duplicate(GuildRelay3) Vers#02 754
+gefg_cas02,18,159,5 duplicate(GuildRelay4) Gen Garish#02 754
+
+// Britoniah 3
+//============================================================
+gefg_cas03,257,41,4 duplicate(GuildRelay1) Jody#03 754
+gefg_cas03,110,91,3 duplicate(GuildRelay2) Ron Haware#03 754
+gefg_cas03,158,57,3 duplicate(GuildRelay3) Vers#03 754
+gefg_cas03,124,24,3 duplicate(GuildRelay4) Gen Garish#03 754
+
+// Britoniah 4
+//============================================================
+gefg_cas04,26,73,4 duplicate(GuildRelay1) Jody#04 754
+gefg_cas04,34,16,1 duplicate(GuildRelay2) Ron Haware#04 754
+gefg_cas04,55,70,5 duplicate(GuildRelay3) Vers#04 754
+gefg_cas04,73,38,6 duplicate(GuildRelay4) Gen Garish#04 754
+
+// Britoniah 5
+//============================================================
+gefg_cas05,47,47,4 duplicate(GuildRelay1) Jody#05 754
+gefg_cas05,65,28,3 duplicate(GuildRelay2) Ron Haware#05 754
+gefg_cas05,87,31,3 duplicate(GuildRelay3) Vers#05 754
+gefg_cas05,46,28,3 duplicate(GuildRelay4) Gen Garish#05 754
+
+// Greenwood Lake 1
+//============================================================
+payg_cas01,87,35,3 duplicate(GuildRelay1) Chungye#01 106
+payg_cas01,129,29,3 duplicate(GuildRelay2) Dosuhlji#01 754
+payg_cas01,13,146,5 duplicate(GuildRelay3) Yayula#01 741
+payg_cas01,91,49,3 duplicate(GuildRelay4) Ashin#01 59
+
+// Greenwood Lake 2
+//============================================================
+payg_cas02,34,253,3 duplicate(GuildRelay1) Chungye#02 106
+payg_cas02,77,229,3 duplicate(GuildRelay2) Dosuhlji#02 754
+payg_cas02,252,287,3 duplicate(GuildRelay3) Yayula#02 741
+payg_cas02,289,264,3 duplicate(GuildRelay4) Ashin#02 59
+
+// Greenwood Lake 3
+//============================================================
+payg_cas03,48,265,3 duplicate(GuildRelay1) Chungye#03 106
+payg_cas03,7,265,5 duplicate(GuildRelay2) Dosuhlji#03 754
+payg_cas03,16,16,5 duplicate(GuildRelay3) Yayula#03 741
+payg_cas03,10,266,3 duplicate(GuildRelay4) Ashin#03 59
+
+// Greenwood Lake 4
+//============================================================
+payg_cas04,24,285,3 duplicate(GuildRelay1) Chungye#04 106
+payg_cas04,21,16,3 duplicate(GuildRelay2) Dosuhlji#04 754
+payg_cas04,69,270,3 duplicate(GuildRelay3) Yayula#04 741
+payg_cas04,18,239,3 duplicate(GuildRelay4) Ashin#04 59
+
+// Greenwood Lake 5
+//============================================================
+payg_cas05,277,271,3 duplicate(GuildRelay1) Chungye#05 106
+payg_cas05,273,15,3 duplicate(GuildRelay2) Dosuhlji#05 754
+payg_cas05,283,24,3 duplicate(GuildRelay3) Yayula#05 741
+payg_cas05,276,287,3 duplicate(GuildRelay4) Ashin#05 59
+
+// Valkyrie Realms 1
+//============================================================
+prtg_cas01,96,205,5 duplicate(GuildRelay1) Hermod#01 754
+prtg_cas01,157,117,3 duplicate(GuildRelay2) Atila#01 728
+prtg_cas01,149,78,3 duplicate(GuildRelay3) Cecil#01 92
+prtg_cas01,125,191,3 duplicate(GuildRelay4) Diligo#01 754
+
+// Valkyrie Realms 2
+//============================================================
+prtg_cas02,73,35,5 duplicate(GuildRelay1) Hermod#02 754
+prtg_cas02,43,41,5 duplicate(GuildRelay2) Atila#02 728
+prtg_cas02,52,63,3 duplicate(GuildRelay3) Cecil#02 92
+prtg_cas02,100,62,3 duplicate(GuildRelay4) Diligo#02 754
+
+// Valkyrie Realms 3
+//============================================================
+prtg_cas03,5,68,5 duplicate(GuildRelay1) Hermod#03 754
+prtg_cas03,18,109,3 duplicate(GuildRelay2) Atila#03 728
+prtg_cas03,71,81,5 duplicate(GuildRelay3) Cecil#03 92
+prtg_cas03,183,215,3 duplicate(GuildRelay4) Diligo#03 754
+
+// Valkyrie Realms 4
+//============================================================
+prtg_cas04,39,263,3 duplicate(GuildRelay1) Hermod#04 754
+prtg_cas04,259,251,3 duplicate(GuildRelay2) Atila#04 728
+prtg_cas04,6,281,5 duplicate(GuildRelay3) Cecil#04 92
+prtg_cas04,59,282,5 duplicate(GuildRelay4) Diligo#04 754
+
+// Valkyrie Realms 5
+//============================================================
+prtg_cas05,52,70,5 duplicate(GuildRelay1) Hermod#05 754
+prtg_cas05,253,91,3 duplicate(GuildRelay2) Atila#05 728
+prtg_cas05,276,93,3 duplicate(GuildRelay3) Cecil#05 92
+prtg_cas05,211,36,3 duplicate(GuildRelay4) Diligo#05 754
diff --git a/npc/pre-re/quests/gunslinger_quests.txt b/npc/pre-re/quests/gunslinger_quests.txt
new file mode 100644
index 000000000..2f1c5b317
--- /dev/null
+++ b/npc/pre-re/quests/gunslinger_quests.txt
@@ -0,0 +1,1616 @@
+//===== rAthena Script =======================================
+//= Gunslinger quests
+//===== By: ==================================================
+//= Playtester
+//===== Current Version: =====================================
+//= 1.6c
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= Gunslinger guns and bullet quests
+//===== Additional Comments: =================================
+//= 1.0 Only Garrison Gun done yet [Playtester]
+//= 1.1 Added Garrison[2] [Playtester]
+//= 1.2 Added Drifter, Destroyer and Inferno [Playtester]
+//= 1.3 Added official Gatling quests [Playtester]
+//= 1.4 Updated Destroyer Quest - Credits to Sinoco for first
+//= official version. [SinSloth]
+//= 1.5 Updated Inferno Quest to official version [SinSloth]
+//= 1.6 Updated Garrison Quest - Credits to Lazarus^ for
+//= making the first official version. [SinSloth]
+//= 1.6a Removed .GATs [Lupus]
+//= 1.6b Changed item names to item IDs on some scripts. [Samuray22]
+//= 1.6c Corrected a bad delitem. (bugreport:763) [Samuray22]
+//============================================================
+
+
+//===================== Garrison =====================================================
+
+que_ng,182,85,3 script Garrison 109,{
+
+ if(BaseJob != Job_Gunslinger)
+ {
+ mes "[Garrison]";
+ mes "You're not a gunslinger.";
+ mes "You're distracting me from my work. Go on.";
+ close;
+ }
+ else if(BaseLevel < 55)
+ {
+ mes "[Garrison]";
+ mes "My name is Garrison. I'm a master in crafting guns.";
+ mes "The gun I make is also called the Garrison. I named it that because I think the Garrison is as cool and perfect as myself.";
+ next;
+ mes "[Garrison]";
+ mes "Why don't you commission a Garrison from me?";
+ next;
+ callsub SubGarrison;
+ }
+ switch(gun_gs)
+ {
+ case 0:
+ if(countitem(13104) < 1)
+ {
+ mes "[Garrison]";
+ mes "My name is Garrison. I'm a master in crafting guns.";
+ mes "The gun I make is also called the Garrison. I named it that because I think the Garrison is as cool and perfect as myself.";
+ next;
+ mes "[Garrison]";
+ mes "Are you here to commission a Garrison from me?";
+ next;
+ callsub SubGarrison;
+ }
+ mes "[Garrison]";
+ mes "Hmm~ What's going on?";
+ mes "Are you here because you need a weapon?";
+ next;
+ switch( select( "I need a Garrison.","Not really.","Cancel") )
+ {
+ case 1:
+ mes "[Garrison]";
+ mes "Oh~ Welcome";
+ mes "Everyone needs me~!";
+ mes "It just proves that my gun, the Garrison, is the best of the best.";
+ mes "So, are you going to ask me to make one now?";
+ next;
+ callsub SubGarrison;
+
+ case 2:
+ mes "[Garrison]";
+ mes "Hmm~ You look like you're wandering around without a mission.";
+ mes "If you've got the time, will you do me a favor?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "What is it?";
+ next;
+ mes "[Garrison]";
+ mes "Mmm~ Well, I had actually received a letter recently stating that there are many defective makes of a gun I created called the Six Shooter.";
+ next;
+ mes "[Garrison]";
+ mes "I'm a perfectionist, but due to my old age, my eyes are growing dark, and I think I may have sold defective Six Shooters.";
+ next;
+ mes "[Garrison]";
+ mes "So what I'm trying to say is, I'm hoping someone will find me spare parts which I can use to replace defective parts in the detective Six Shooters.";
+ next;
+ mes "[Garrison]";
+ mes "If you help me, I'll put a slot in that Garrison you're holding right now.";
+ mes "What do you say?";
+ next;
+ mes "[Garrison]";
+ mes "Just so you know, if I slot your Garrison, any current refine points or slotted cards will disappear. Decide carefully.";
+ next;
+ switch( select( "I don't like the sound of this.","Ok, I'll try it out.") )
+ {
+ case 1:
+ mes "[Garrison]";
+ mes "Hmm, I see.";
+ mes "I understand.";
+ mes "I guess I'll look for a different man.";
+ close;
+
+ case 2:
+ mes "[Garrison]";
+ mes "Oh, would you?";
+ mes "I'm so thankful.";
+ mes "These are the materials I need to make spare parts...";
+ next;
+ mes "[Garrison]";
+ mes "10 Steel, 1 Elunium, 10 Emveretarcon, 30 Coal, and 10 Rusty Screws.";
+ mes "I need this exact amount. Don't forget.";
+ set gun_gs,1;
+ close;
+ }
+
+ case 3:
+ mes "[Garrison]";
+ mes "Hmm... Come and see me later.";
+ close;
+ }
+
+ case 1:
+ if((countitem(999) < 10) || (countitem(7317) < 10) || (countitem(1011) < 10) || (countitem(1003) < 30) || (countitem(985) < 1))
+ {
+ mes "[Garrison]";
+ mes "10 Steel, 1 Elunium, 10 Emveretarcon, 30 Coal, and 10 Rusty Screws.";
+ mes "Don't forget -- the amount has to be exact.";
+ close;
+ }
+ mes "[Garrison]";
+ mes "Oh~ You're back with what I need~";
+ mes "I'm so grateful.";
+ mes "Oh.. there's another favor I need to have done. Err...";
+ next;
+ mes "[Garrison]";
+ mes "I need to deliver the spare parts once I make them to another person, but I've got so much work to do around here.";
+ next;
+ mes "[Garrison]";
+ mes "Sorry to ask, but I was hoping you can deliver what I make out of these materials to the next person.";
+ next;
+ mes "[Garrison]";
+ mes "While you are on delivery, I will make preparations to slot your Garrison, as promised.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "-Hmm, I don't want to do it, but I'll do it anyway.-";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Ok.";
+ next;
+ mes "[Garrison]";
+ mes "Oh, thanks a lot.";
+ mes "Then deliver this to a person called Ravey. He lives in the slums of Lighthalzen.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "You receive the delivery goods from Garrison.";
+ mes "Let's deliver them to a person named Ravey, who lives in the slums of Lighthalzen.";
+ delitem 999,10;
+ delitem 1011,10;
+ delitem 7317,10;
+ delitem 985,1;
+ delitem 1003,30;
+ set gun_gs,2;
+ close;
+
+ case 2:
+ mes "["+strcharinfo(0)+"]";
+ mes "You receive the delivery goods from Garrison.";
+ mes "Let's deliver them to a person named Ravey, who lives in the slums of Lighthalzen.";
+ close;
+
+ case 3:
+ mes "[Garrison]";
+ mes "Oh~ How was your trip?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Gyah~";
+ mes "I nearly died!!!";
+ mes "That man tried to attack me when he saw me. I barely escaped death!";
+ next;
+ mes "[Garrison]";
+ mes "Ahh~ Oh no.";
+ mes "I had no idea the person who sent the letter was actually plotting to assassinate me. He was probably sent by one of our enemy guilds...";
+ next;
+ mes "[Garrison]";
+ mes "It looks like I've sent you unintentionally on a very dangerous mission.";
+ next;
+ mes "[Garrison]";
+ mes "I'm so sorry.";
+ mes "You may also know, but there's bad guys plotting to attack the Professor and the Gunslinger Guild all over the place.";
+ next;
+ mes "[Garrison]";
+ mes "Consider this a part of your training as an Gunslinger.";
+ next;
+ mes "[Garrison]";
+ mes "I'm sorry about what happened.";
+ mes "But, as promised, I will slot your Garrison ...";
+ next;
+ if(countitem(13104) < 1)
+ {
+ mes "[Garrison]";
+ mes "Huh? Sigh.";
+ mes "Did you sell off your gun while you were gone?";
+ mes "I said I'd slot your gun, but I never said I'd slot a gun that isn't here.";
+ mes "Go and get your Garrison and then get back to me.";
+ set gun_gs,4;
+ close;
+ }
+ mes "[Garrison]";
+ mes "Let's see~";
+ mes "*tonk* *tonk* *thump* *whump*";
+ mes "Here is your modified";
+ mes "Garrison.";
+ mes "Please use it well.";
+ delitem 13104,1;
+ getitem 13105,1;
+ set gun_gs, 5;
+ close;
+ case 4:
+ if(countitem(13104) < 1)
+ {
+ mes "[Garrison]";
+ mes "Go and get your Garrison and then get back to me.";
+ close;
+ }
+ mes "[Garrison]";
+ mes "Ah, there it is.";
+ mes "Here is your modified";
+ mes "Garrison.";
+ mes "Do use it well.";
+ delitem 13104, 1;
+ getitem 13105, 1;
+ set gun_gs,5;
+ close;
+ case 5:
+ mes "[Garrison]";
+ mes "Hmm~ You're back again~";
+ mes "What's the matter?";
+ mes "Did you come back because you need a weapon?";
+ mes "What do you need?";
+ next;
+ switch( select( "Garrison","Slot a Garrison","Cancel"))
+ {
+ case 1:
+ callsub SubGarrison;
+ case 2:
+ callsub SubGarrison_;
+ case 3:
+ mes "[Garrison]";
+ mes "I'll see you when I see you~";
+ close;
+ }
+ }
+
+SubGarrison:
+ mes "[Garrison]";
+ mes "To create a Garrison, I need...";
+ mes "50 Steel, 3 Eluniums,";
+ mes "1 Oridecon, 50 Coal,";
+ mes "20 Rusty Screws, and";
+ mes "there's a fee of 30,000 Zeny.";
+ mes "Well, do you want one?.";
+ next;
+ switch( select( "Maybe later.","Yes, make it for me immediately.","Cancel") )
+ {
+ case 1:
+ mes "[Garrison]";
+ mes "Hmmm~ I got worked up for nothing~";
+ mes "Think about it. Come see me if you decide.";
+ close;
+
+ case 2:
+ if((countitem(999) < 50) || (countitem(7317) < 20) || (countitem(984) < 1) || (countitem(1003) < 50) ||(countitem(985) < 3) )
+ {
+ mes "[Garrison]";
+ mes "You didn't bring enough materials";
+ mes "To create a Garrison, I need...";
+ mes "50 Steel, 3 Eluniums,";
+ mes "1 Oridecon, 50 Coal,";
+ mes "50 Rusty Screws,";
+ mes "and there's a fee of 30,000 Zeny";
+ mes "Don't forget.";
+ close;
+ }
+ else if(Zeny < 30000)
+ {
+ mes "[Garrison]";
+ mes "You need more Zeny~!";
+ mes "More Zeny!!";
+ close;
+ }
+ else if(checkweight(13104,1) == 0)
+ {
+ mes "[Garrison]";
+ mes "There's no room in your inventory";
+ mes "for my creation.";
+ mes "Make some room";
+ mes "in your inventory, and then";
+ mes "Come and see me.";
+ close;
+ }
+ mes "[Garrison]";
+ mes "Hmm, looks like the correct amount of materials and Zeny.";
+ mes "Here's a Garrison~";
+ mes "If you need one again, come and see me~";
+ delitem 984,1; //Oridecon
+ delitem 985,3; //Elunium
+ delitem 999,50; //Steel
+ delitem 1003,50; //Coal
+ delitem 7317,20; //Rusty Screw
+ set Zeny,Zeny-30000;
+ getitem 13104,1; //Garrison
+ close;
+
+ case 3:
+ mes "[Garrison]";
+ mes "I'll see you when I see you~";
+ close;
+ }
+
+SubGarrison_:
+ mes "[Garrison]";
+ mes "In order to slot a Garrison, I need";
+ mes "10 Steel, 1 Elunium,";
+ mes "10 Emveretarcon, 30 Coal,";
+ mes "10 Rusty Screws, and";
+ mes "1 Garrison.";
+ mes "Well, do you want one?.";
+ next;
+ switch( select( "Maybe later.","Yes, make it for me immediately.","Cancel" ))
+ {
+ case 1:
+ mes "[Garrison]";
+ mes "You've got me worked up for nothing~";
+ mes "Get back to me when you've made up your mind.";
+ close;
+
+ case 2:
+ if((countitem(999) < 10) || (countitem(7317) < 10) || (countitem(1011) < 10) || (countitem(1003) < 30) || (countitem(985) < 1) || (countitem(13104) < 1))
+ {
+ mes "[Garrison]";
+ mes "You didn't bring enough materials";
+ mes "In order to slot a Garrison, I need";
+ mes "10 Steel, 1 Elunium,";
+ mes "10 Emveretarcon, 30 Coal,";
+ mes "10 Rusty Screws, and";
+ mes "1 Garrison.";
+ mes "Don't forget.";
+ close;
+ }
+ else if(checkweight(13105,1) != 1)
+ {
+ mes "[Garrison]";
+ mes "There's no room in your inventory";
+ mes "for my creation.";
+ mes "Make some room";
+ mes "in your inventory, and then";
+ mes "Come and see me.";
+ close;
+ }
+ mes "[Garrison]";
+ mes "Hmm, looks like the correct amount of materials and Zeny.";
+ mes "Here's a modified Garrison with a slot.";
+ mes "If you need one again, come and see me~";
+ delitem 999, 10;
+ delitem 1011, 10;
+ delitem 7317, 10;
+ delitem 985, 1;
+ delitem 1003, 30;
+ delitem 13104, 1;
+ getitem 13105, 1;
+ close;
+
+ case 3:
+ mes "[Garrison]";
+ mes "I'll see you when I see you~";
+ close;
+ }
+}
+
+lighthalzen,322,247,6 script Ravey 86,{
+
+ if(gun_gs == 2)
+ {
+ mes "["+strcharinfo(0)+"]";
+ mes "Excuse me. Hello.";
+ mes "I'm here to give you replacement parts for defective Gunslin...";
+ next;
+ mes "[Ravey]";
+ mes "You!!!";
+ mes "Huuut~!!";
+ mes "Die!!!";
+ set gun_gs,3;
+ percentheal 100,0;
+ percentheal -90,0;
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "- The man called Ravey suddenly attacks, as if he was waiting for the word Gunslinger...-";
+ mes "You nearly died.-";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "You run away without looking back.";
+ mes "Let's hurry back to Garrison.-";
+ close;
+ }
+ if(gun_gs == 3)
+ {
+ mes "["+strcharinfo(0)+"]";
+ mes "- The man called Ravey suddenly attacks, as if he was waiting for the word Gunslinger...-";
+ mes "You nearly died.-";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Let's hurry back to Garrison.-";
+ close;
+ }
+ mes "[Ravey]";
+ mes "Ugh...";
+ mes "Err.. Err..";
+ mes "......";
+ close;
+}
+
+
+que_ng,187,163,3 script Ingrid 744,{
+
+ if(BaseJob != Job_Gunslinger)
+ {
+ mes "[Ingrid]";
+ mes "How are you!";
+ mes "I've been appointed the new Gunslinger Weapons Creator. The name is Ingrid.";
+ next;
+ mes "[Ingrid]";
+ mes "However, you don't seem to be a member of the Gunslinger Guild, so I can't help you with anything. Sorry.";
+ close;
+ }
+ switch(gun_inf)
+ {
+ case 0:
+ mes "[Ingrid]";
+ mes "How are you!";
+ mes "I've been appointed the new Gunslinger";
+ mes "Weapons Creator. The name is Ingrid.";
+ mes "A pleasure to serve you!";
+ next;
+ mes "[Ingrid]";
+ mes "It's only been a short while";
+ mes "since I've started working,";
+ mes "But I'll try my best to";
+ mes "assist you.";
+ next;
+ mes "[Ingrid]";
+ mes "Ahh ... I feel so anxious.";
+ mes "As of now, I'm doing the job of creating a weapon called the Inferno for customers.";
+ next;
+ mes "[Ingrid]";
+ mes "The Inferno is the most advanced weapon made in our Guild laboratory.";
+ next;
+ mes "[Ingrid]";
+ mes "It features incredible power and range, and an ergonomic design so that it can be held well and significantly minimize kickback when fired.";
+ mes "It's a weapon worthy of being called the ultimate weapon for any Gunslinger.";
+ mes "huff huff...";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "You know quite a lot about it";
+ mes ".....";
+ next;
+ mes "[Ingrid]";
+ mes "Ah. Of course~";
+ mes "I am the person who designed this weapon..";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Wooow~ That's incredible~";
+ next;
+ mes "[Ingrid]";
+ mes "Ah Oops...";
+ mes "Did I end up bragging?";
+ mes "I'm still nothing compared to Professor Serena.";
+ next;
+ mes "[Ingrid]";
+ mes "Actually, I wanted to become a gunslinger too, but because of my physical shortcomings weak determination, I had to give up.";
+ next;
+ mes "[Ingrid]";
+ mes "While I was applying to become a gunslinger, I was lucky enough to have Professor Serena see my talents, and with her help, I'm where I am now helping with the manufacturing and sales of Gunslinger Weapons";
+ next;
+ mes "[Ingrid]";
+ mes "I'm still remorseful that I wasn't able to become a Gunslinger, but at least my brother, who took the Gunslinger test with me, passed and become one.";
+ next;
+ mes "[Ingrid]";
+ mes "I'm glad that even though I fell, my brother was able to fulfill our dream.";
+ next;
+ mes "[Ingrid]";
+ mes "Haha~ Look at me telling you all these things when you didn't even ask.";
+ mes "Sorry.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "No, it's ok.";
+ mes "You may not have become a Gunslinger, but I think you've become a great person.";
+ next;
+ mes "[Ingrid]";
+ mes "Really? Thank you~";
+ mes "I'll try my best.";
+ next;
+ mes "[Ingrid]";
+ mes "To produce an Inferno,";
+ mes "I need 100 Used Iron Plates, 10 Oridecons, 50 Old Rusty Screws, 100 Burning Hearts, and 200,000 Zeny.";
+ mes "Would you like to produce it for you?";
+ next;
+ switch( select( "I'll think about it.", "Yes, please." ) )
+ {
+ case 1:
+ mes "[Ingrid]";
+ mes "Ah~ I see.";
+ mes "I understand.";
+ mes "Ok, well, think about it.";
+ mes "Come back when you've made up your mind.";
+ close;
+
+ case 2:
+ mes "[Ingrid]";
+ mes "I understand.";
+ mes "Here are the materials again.";
+ next;
+ mes "[Inferno]";
+ mes "To produce an Inferno,";
+ mes "I need 100 Used Iron Plates, 10 Oridecons, 50 Rusty Old Screws, 100 Burning Hearts, and 200,000 Zeny.";
+ mes "You must bring me the correct number of materials.";
+ mes "Please don't forget that.";
+ set gun_inf,1;
+ close;
+ }
+
+ case 1:
+ callsub SubInferno;
+
+ case 2:
+ mes "[Ingrid]";
+ mes "Hello~ You're back~";
+ mes "Are you back because you need an Inferno?";
+ next;
+ switch( select( "Nah, I'm back just because..","Yes, make me an Inferno." ) )
+ {
+ case 1:
+ mes "[Ingrid]";
+ mes "Ah~ I see.";
+ mes "I understand.";
+ mes "Ok, well, think about it.";
+ mes "Come back when you've made up your mind.";
+ close;
+
+ case 2:
+ callsub SubInferno;
+ }
+ }
+
+SubInferno:
+ if ((countitem(7319) < 100) || (countitem(7317) < 50) || (countitem(984) < 10) || countitem(7097) < 100)
+ {
+ mes "[Ingrid]";
+ mes "Yeah, the required materials are 100 Used Iron Plates, 10 Oridecons, 50 Rusty Old Screws, 100 Burning Hearts, and 200,000 Zeny";
+ mes "You must bring me the correct number of materials.";
+ mes "Please don't forget that.";
+ close;
+ }
+ else if(Zeny < 200000)
+ {
+ mes "[Ingrid]";
+ mes "You've brought plenty of material,";
+ mes "but did you bring enough Zeny?";
+ mes "The price of creating an Inferno is 200,000 Zeny.";
+ mes "Please don't forget that.";
+ close;
+ }
+ else if(checkweight(13162,1) != 1)
+ {
+ mes "[Ingrid]";
+ mes "It looks like you have too many items to carry my creation, so I can't give it to you.";
+ mes "Why don't you come and see me again when you're ready to receive it?";
+ close;
+ }
+ else
+ {
+ mes "[Ingrid]";
+ mes "I see you have the proper amount of materials and Zeny.";
+ mes "Here is the Inferno I've created for you.";
+ mes "Use it well.";
+ set Zeny,Zeny-200000;
+ delitem 7319,100;
+ delitem 984,10;
+ delitem 7317,50;
+ delitem 7097,100;
+ getitem 13162,1;
+ if(gun_inf == 1) set gun_inf,2;
+ close;
+ }
+}
+
+que_ng,185,180,3 script Vanessa 726,{
+
+ if(BaseJob != Job_Gunslinger)
+ {
+ mes "[Vanessa]";
+ mes "Hah !Hah !!";
+ mes "Ballitude! Commander Sambo!";
+ mes "Wrestling!, Muye Tai!";
+ mes "Pancracion!,Lucharibre!";
+ mes "I'm going to master all the bare hand weapons in this world!!";
+ next;
+ mes "[Vanessa]";
+ mes "Hmm?!";
+ mes "Who are you? You're inturrupting my practice!";
+ mes "Get lost!";
+ close;
+ }
+ switch(gunst)
+ {
+ case 0:
+ mes "[Vanessa]";
+ mes "Ha!Hyaa!!";
+ mes "Vale Tudo!Commando Sambo!";
+ mes "Wrestling!,Muay Thai!";
+ mes "Pankration!,Mucho Libre!";
+ mes "I will master all fighting styles";
+ mes "in this world!!";
+ next;
+ mes "[Vanessa]";
+ mes "Mm?";
+ mes "You are a Gunslinger, huh?";
+ mes "Why are you disturbing";
+ mes "my exercises and me";
+ mes "standing beside me?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "It's just watching exercise";
+ mes "looks good...";
+ mes ".............";
+ next;
+ mes "[Vanessa]";
+ mes "Oh! You like martial arts?";
+ mes "Come here~ I'll lock";
+ mes "you in an arm-bar~";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "N~ No thanks~";
+ mes "it's okay~";
+ next;
+ mes "[Vanessa]";
+ mes "What's okay~";
+ mes "Come here~!";
+ mes "-Bam!Bam!-";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Aah~Ugh~ Don't do that~";
+ mes "Aa..Aaaahhhh~~!!";
+ mes "Argh~";
+ mes "-Sound of something broken-";
+ mes "Owww~~";
+ mes "*Sobs*~~";
+ next;
+ mes "[Vanessa]";
+ mes "Hmm...Did I do it too strong.";
+ mes "Mm~";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Well obviously!";
+ mes "Idiot!Idiot!!";
+ mes "*sobs*~";
+ next;
+ mes "[Vanessa]";
+ mes "Umm~umm~";
+ mes "Sorry~";
+ mes "Okay, okay,";
+ mes "Don't cry.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "*sob*~";
+ next;
+ mes "[Vanessa]";
+ mes "Okay~ okay..";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "*sob*~";
+ next;
+ mes "[Vanessa]";
+ mes "Stop! Arrgh!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "........";
+ next;
+ mes "[Vanessa]";
+ mes "Fine, okay.";
+ mes "I'm sorry what happened";
+ mes "I'll make a weapon for you";
+ mes "if you gather some";
+ mes "materials...";
+ next;
+ mes "[Vanessa]";
+ mes "I'm Vanessa Louise.";
+ mes "Originally a Martial Artist Applicant";
+ mes "but I took a wrong turn";
+ mes "and I'm stuck making weapons.";
+ mes "Oh my god~oh my~ my miserable life~";
+ next;
+ mes "[Vanessa]";
+ mes "Now onto the subject.";
+ mes "The weapon I can create is";
+ mes "called the Destroyer.";
+ next;
+ mes "[Vanessa]";
+ mes "I especially named it";
+ mes "after a technique I used in an arena";
+ mes "Hehe~";
+ mes "Take this~!Destroyer~";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "*sob*~ Please~Stop~";
+ next;
+ mes "[Vanessa]";
+ mes "Ah uh..Sorry...";
+ mes "First Destroyer needs";
+ mes "materials before creating it.";
+ next;
+ mes "[Vanessa]";
+ mes "A considerable amount of items is needed";
+ mes "so think carefully.";
+ next;
+ mes "[Vanessa]";
+ mes "How about it? This kind of";
+ mes "opportunity is not common.";
+ mes "Want to make a request?";
+ next;
+ switch( select( "Maybe next time.","Okay.") )
+ {
+ case 1:
+ mes "[Vanessa]";
+ mes "Mm~ Is that so~";
+ mes "It will be an opportunity for you.";
+ mes "You'll regret it~";
+ mes "Then see you next time~";
+ mes "Bye~Bye~";
+ close;
+
+ case 2:
+ mes "[Vanessa]";
+ mes "Mm, Okay.";
+ mes "To make a Destroyer,";
+ mes "You need 50 Used Iron Plates";
+ mes "5 Oridecons, 70 Rusty Old Screws";
+ mes "and a fee of 100,000 zeny.";
+ mes "You must bring me these exact materials. Understood?";
+ set gunst,1;
+ close;
+ }
+
+ case 1:
+ callsub SubDestroyer;
+
+ case 2:
+ mes "[Vanessa]";
+ mes "Oh~ You're back.?";
+ mes "How are you nowadays?";
+ mes "There's a new item in the store.";
+ mes "Go ahead and choose.";
+ next;
+ switch(select( "Destroyer","Slotted Destroyer","Cancel") )
+ {
+ case 1:
+ mes "[Vanessa]";
+ mes "Yeah, that's nice";
+ mes "That's a normal Destroyer.";
+ mes "It takes 50 Used Iron Plates,";
+ mes "5 Oridecons, 70 Rusty Old Screws,";
+ mes "and 100,000 Zeny to make it.";
+ mes "You have to bring me the correct amount of materials.";
+ mes "Do you want it?";
+ next;
+ switch( select( "Maybe next time.","Okay.") )
+ {
+ case 1:
+ mes "[Vanessa]";
+ mes "What~ C'mon";
+ mes "What's there to think about?";
+ mes "Ok, well, think about it";
+ mes "and come back...";
+ close;
+ case 2:
+ callsub SubDestroyer;
+ }
+
+ case 2:
+ mes "[Vanessa]";
+ mes "Oh~ The Slotted Destroyer~";
+ mes "Unlike the normal Destroyer,";
+ mes "I want you to find me one of the rare items I'm collecting.";
+ mes "Then I'll give it to you.";
+ next;
+ mes "[Vanessa]";
+ mes "I'm looking for a Finger[2].";
+ mes "I want 5 Oridecons too.";
+ mes "You have to bring me the correct amount of materials.";
+ mes "Do you still want a Slotted Destroyer?";
+ next;
+ switch( select( "I'll think about it.","OK! I do!") )
+ {
+ case 1:
+ mes "[Vanessa]";
+ mes "What~ C'mon";
+ mes "What's there to think about?";
+ mes "Ok, well, think about it";
+ mes "and come back...";
+ close;
+
+ case 2:
+ callsub SubDestroyer_;
+
+ }
+
+ case 3:
+ mes "[Vanessa]";
+ mes "Hmm~ Yeah~";
+ mes "Take your time.";
+ mes "Maybe you'd like to spar with me?";
+ close;
+ }
+ }
+
+SubDestroyer:
+
+ if ((countitem(7319) < 50) || (countitem(7317) < 70) || (countitem(984) < 5))
+ {
+ mes "[Vanessa]";
+ mes "Yeah, the required materials are 50 Used Iron Plates,";
+ mes "5 Oridecons, 70 Rusty Old Screws, and 100,000 Zeny.";
+ mes "Keep in mind that you have to bring the correct amount.";
+ close;
+ }
+ else if(Zeny < 100000)
+ {
+ mes "[Vanessa]";
+ mes "You've brought plenty of material,";
+ mes "But the fee is 100,000.";
+ mes "Keep that in mind.";
+ close;
+ }
+ else if(checkweight(13160,1) != 1)
+ {
+ mes "[Vanessa]";
+ mes "It looks like you wouldn't be able to carry my creation with you even if I made it.";
+ mes "Go and empty your inventory a bit.";
+ close;
+ }
+ else
+ {
+ mes "[Vanessa]";
+ mes "Okay~ Very well~";
+ mes "All Checked~";
+ mes "You've got the perfect materials and Zeny~";
+ mes "Here's the Destroyer I made ahead of time for you.";
+ mes "Use it well.";
+ set Zeny,Zeny-100000;
+ delitem 7319,50;
+ delitem 984,5;
+ delitem 7317,70;
+ getitem 13160,1;
+ if(gunst == 1) set gunst,2;
+ next;
+ mes "[Vanessa]";
+ mes "If you ever need one again later,";
+ mes "Come and fine me anytime~";
+ mes "Next time I'll cast a different kind of bare hand technique.";
+ close;
+ }
+
+SubDestroyer_:
+
+ if ((countitem(1812) < 1) || (countitem(984) < 5))
+ {
+ mes "[Vanessa]";
+ mes "Yeah, the required materials are 1 Finger[2]";
+ mes "and 5 Oridecons.";
+ mes "Keep in mind that the materials need to be exact.";
+ close;
+ }
+ else if(checkweight(13161,1) != 1)
+ {
+ mes "[Vanessa]";
+ mes "There's no space in your inventory.";
+ mes "Even if I made you one,";
+ mes "You wouldn't be able to carry it";
+ mes "Come back after you've cleared out your inventory.";
+ close;
+ }
+ else
+ {
+ mes "[Vanessa]";
+ mes "Okay~ Very well~";
+ mes "All Checked~";
+ mes "You've got the perfect materials and Zeny~";
+ mes "Here's the Slotted Destroyer I made ahead of time for you.";
+ mes "Use it well.";
+ delitem 1812,1;
+ delitem 984,5;
+ getitem 13161,1;
+ next;
+ mes "[Vanessa]";
+ mes "If you ever need one again later,";
+ mes "Come and fine me anytime~";
+ mes "Next time I'll cast a different kind of bare hand technique.";
+ close;
+ }
+}
+
+que_ng,149,178,4 script Lab Director 744,{
+
+ if(gun_na == 1){
+ if(countitem(1043) > 999 && countitem(932) > 999){
+ delitem 1043,1000;
+ delitem 932,1000;
+ set gun_na,2;
+ mes "[N. A]";
+ mes "Ahh, it's all here! Ahh, and I";
+ mes "was worried about that no one";
+ mes "would be able to handle my ^ff0000Butcher^000000";
+ mes "when I've finished creating it!";
+ next;
+ mes "[N. A]";
+ mes "Alright, I'll give the ^ff0000Butcher^000000 to you.";
+ mes "However, we don't do work for";
+ mes "free, so we need to charge you";
+ mes "for it. Also, you need to obtain";
+ mes "permission to use the Butcher from";
+ mes "Lady Celena.";
+ next;
+ mes "[N. A]";
+ mes "Once you get the permission, I will";
+ mes "give the Butcher to you, after paying";
+ mes "the fee of 100000 zeny.";
+ close;
+ }else{
+ mes "[N. A]";
+ mes "Have you found ^ff00001000 Orc Claw^000000 and ^ff00001000 Skel Bone^000000 yet?";
+ mes "If you think it's too difficult,";
+ mes "you can choose to give up.";
+ next;
+ if(select("I'm not giving up!:I give up...") == 1){
+ mes "[N. A]";
+ mes "Alright, I trust you.";
+ mes "Good luck.";
+ close;
+ }else{
+ mes "[N. A]";
+ mes "You're giving up huh?";
+ mes "Well, I'll admit that the";
+ mes "test is quite difficult, but";
+ mes "you can't handle this weapon";
+ mes "if you can't handle the test.";
+ mes "You may come back later to";
+ mes "take the challenge again.";
+ set gun_na,0;
+ close;
+ }
+ }
+ }
+ else if(gun_na == 2){
+ mes "[N. A]";
+ mes "I already got Lady Celena's";
+ mes "permission to let you use the";
+ mes "Butcher. You can use it once";
+ mes "you've paid me 100000 zeny.";
+ mes "Do you want to pay now?";
+ next;
+ if(select("Nope.:Yeah.") == 1){
+ mes "[N. A]";
+ mes "Alright. I await you to return";
+ mes "with the money.";
+ close;
+ }else{
+ if(Zeny < 100000){
+ mes "[N. A]";
+ mes "Huh, I don't think you have";
+ mes "enough money on you.";
+ mes "Come back with the money,";
+ mes "alright?";
+ close;
+ }
+ if(checkweight(13158,1) == 0){
+ mes "[N. A]";
+ mes "You are overweight.";
+ mes "Even if I give you the";
+ mes "weapon, you cannot carry it.";
+ mes "Please clear your inventory.";
+ close;
+ }
+ set Zeny,Zeny-100000;
+ set gun_na,0;
+ getitem 13158,1;
+ mes "[N. A]";
+ mes "One, two, three, four, five,";
+ mes "six... 99997, 99998, 99999...";
+ mes "100000. *ding~!* Very well!";
+ mes "The fee is clear now. You may";
+ mes "take the ^ff0000Butcher^000000 now!";
+ next;
+ mes "[N. A]";
+ mes "Mr. F. Harrison from Lighthalzen";
+ mes "is quite interested in your new";
+ mes "toy there. Show it to him some";
+ mes "time. He'll be glad.";
+ next;
+ mes "[N. A]";
+ mes "Make good use of it!";
+ mes "See ya!";
+ close;
+ }
+ }
+ else if(gun_na == 10){
+ if (countitem(999) > 69 && countitem(985) > 4 && countitem(984) > 2 && countitem(1003) > 69 && countitem(7317) > 49 && Zeny > 50000){
+ delitem 999,70;
+ delitem 985,5;
+ delitem 984,3;
+ delitem 1003,70;
+ delitem 7317,50;
+ set Zeny,Zeny-50000;
+ set gun_na,11;
+ mes "[N. A]";
+ mes "Aha, you got me all the";
+ mes "materials. Here, let me get down";
+ mes "to it right away! It'll take";
+ mes "some time, so wait up...";
+ close;
+ }else{
+ mes "[N. A]";
+ mes "Eh? You don't have the materials";
+ mes "with you yet?";
+ next;
+ mes "[N. A]";
+ mes "To make Drifter, I will need";
+ mes "70 Steel, 5 Elunium,";
+ mes "3 Oridecon, 70 Coal, 50 Rusty";
+ mes "Screws, and also a fee of";
+ mes "50000 zeny.";
+ mes "Come back to me once you have";
+ mes "everything ready.";
+ next;
+ mes "[N. A]";
+ mes "If you don't want it anymore,";
+ mes "you can cancel the request.";
+ next;
+ if(select("Don't cancel.:Cancel it.") == 1){
+ mes "[N. A]";
+ mes "Well, please come back with the";
+ mes "materials. I'll be waiting.";
+ close;
+ }else{
+ mes "[N. A]";
+ mes "Alright, request to make";
+ mes "a Drifter for you is cancelled.";
+ mes "I wish you good luck";
+ mes "in your future.";
+ set gun_na,0;
+ close;
+ }
+ }
+ }
+ else if(gun_na == 11){
+ if(checkweight(13157,1) == 0){
+ mes "[N. A]";
+ mes "You are overweight.";
+ mes "Even if I made you the";
+ mes "weapon, you cannot carry it.";
+ mes "Please clear your inventory.";
+ close;
+ }
+ set gun_na,0;
+ getitem 13157,1;
+ mes "[N. A]";
+ mes "Ahh, here's the completed";
+ mes "Drifter for you.";
+ next;
+ mes "[N. A]";
+ mes "Please learn to use the";
+ mes "Gatlings well. The crazy";
+ mes "destruction will definitely";
+ mes "be mentally helpful to you.";
+ close;
+ }
+ else if(gun_na == 101){
+ mes "[N. A]";
+ mes "Ah, hello?";
+ mes "I'm the Coordinator of";
+ mes "Einbroch Weapon Development.";
+ mes "My name is 'Lab Director'.";
+ mes "Do you need something?";
+ next;
+ menu "I need a Special Metal Rod.",-;
+ mes "[N. A]";
+ mes "Huh...? Hey, weren't you that guy";
+ mes "who walked out of here with a";
+ mes "Butcher a while ago? How was the";
+ mes "Butcher?";
+ next;
+ mes "[N. A]";
+ mes "...... WHAT!? YOU BROKE IT!?";
+ mes "I thought you would be able to";
+ mes "use it well... You disappoint me!!!";
+ next;
+ mes "[N. A]";
+ mes "You betrayed my faith in you!";
+ mes "You traitor! Traitor!! TRAITOR!!!!";
+ next;
+ menu "Explain everything.",-;
+ mes "[N. A]";
+ mes "...... Whew.";
+ mes "So it was Mr. F. Harrison who";
+ mes "broke it, huh? I'm sorry, I should";
+ mes "not have suspected you.";
+ next;
+ mes "[N. A]";
+ mes "Lady Celena has the special metal";
+ mes "rod that you want, but the doc is";
+ mes "not in right now, and no one else";
+ mes "knows where it is...";
+ next;
+ mes "[N. A]";
+ mes "I have other research right now";
+ mes "so I can't waste my time looking";
+ mes "for that... Grr... I need the";
+ mes "Elemental Spheres to keep going";
+ mes "with my research...";
+ next;
+ menu "Make him an offer.",-;
+ mes "[N. A]";
+ mes "An offer? Like what?";
+ next;
+ menu "We find things for each other.",-;
+ mes "[N. A]";
+ mes "Hmm... That sounds good.";
+ mes "Well, according to the offer,";
+ mes "I'll look for the rod for you,";
+ mes "while you find me those";
+ mes "Elemental Spheres.";
+ next;
+ mes "[N. A]";
+ mes "30 Poison Sphere, 30 Flare Sphere,";
+ mes "30 Lightning Sphere, 30 Blind";
+ mes "Sphere, or 30 Freezing Sphere.";
+ mes "Find me 30 of each Element.";
+ set gun_na,102;
+ close;
+ }
+ else if(gun_na == 102){
+ mes "[N. A]";
+ mes "30 Poison Sphere, 30 Flare Sphere,";
+ mes "30 Lightning Sphere, 30 Blind";
+ mes "Sphere, or 30 Freezing Sphere.";
+ mes "Find me 30 of each Element.";
+ mes "Did you find them?";
+ next;
+
+ switch(select("Nope.:I found 30 Poison Spheres.:I found 30 Flare Spheres.:I found 30 Lightning Spheres.:I found 30 Blind Spheres.:I found 30 Freezing Spheres.")){
+
+ case 1:
+ mes "[N. A]";
+ mes "Just bring me whatever type";
+ mes "you could find.";
+ close;
+ break;
+ case 2:
+ if(countitem(13205) >= 30){
+ delitem 13205,30;
+ set gun_na,103;
+ }
+ else goto L_MORE;
+ break;
+ case 3:
+ if(countitem(13203) >= 30){
+ delitem 13203,30;
+ set gun_na,103;
+ }
+ else goto L_MORE;
+ break;
+ case 4:
+ if(countitem(13204) >= 30){
+ delitem 13204,30;
+ set gun_na,103;
+ }
+ else goto L_MORE;
+ break;
+ case 5:
+ if(countitem(13206) >= 30){
+ delitem 13206,30;
+ set gun_na,103;
+ }
+ else goto L_MORE;
+ break;
+ case 6:
+ if(countitem(13207) >= 30){
+ delitem 13207,30;
+ set gun_na,103;
+ }
+ else goto L_MORE;
+ break;
+ }
+ mes "[N. A]";
+ mes "Wow, you found them all for me!";
+ mes "I had to turn Lady Celena's lab";
+ mes "over to find this rod too.";
+ mes "Let's trade then!";
+ next;
+ mes "-You gave the Elemental";
+ mes "Spheres to Research Coordinator and got";
+ mes "the Metal Rod in return.-";
+ next;
+ mes "[N. A]";
+ mes "Mr. F. Harrison is very good.";
+ mes "I'm sure he can fix your";
+ mes "Butcher for you.";
+ mes "Well, see you later!";
+ close;
+ }
+ else if(gun_na == 103 || gun_na == 104){
+ mes "[N. A]";
+ mes "Mr. F. Harrison is very good.";
+ mes "I'm sure he can fix your";
+ mes "Butcher for you.";
+ mes "Well, see you later!";
+ close;
+ }
+ mes "[N. A]";
+ mes "Ah, hello?";
+ mes "I'm the Coordinator of";
+ mes "Einbroch Weapon Development.";
+ mes "My name is 'Lab Director'.";
+ mes "Do you need something?";
+ next;
+ if (BaseJob != Job_Gunslinger){
+ menu "Talk to him.",-;
+ mes "[N. A]";
+ mes "If you see Gunslingers around,";
+ mes "please tell them that I have";
+ mes "the latest news on weapons.";
+ mes "If necessary, please send them";
+ mes "here. Heheheheh...";
+ close;
+ }
+ if (BaseLevel > 67){
+ menu "Ask about 'Butcher'.",L_BUTCHER,"Ask about the 'Drifter'.",L_DRIFTER,"Cancel",L_CANCEL;
+ }
+ else if(BaseLevel > 54){
+ menu "Ask about the 'Drifter'.",L_DRIFTER,"Cancel",L_CANCEL;
+ }
+ else{
+ menu "Talk.",-;
+ mes "[N. A]";
+ mes "... Destruction... Madness...";
+ mes "Hmm... Attack speed over 180...";
+ next;
+ mes "[N. A]";
+ mes "Ah, sorry, I'm developing some";
+ mes "new weapons. Please don't";
+ mes "disturb me.";
+ close;
+ }
+
+L_CANCEL:
+ mes "[N. A]";
+ mes "I have news on the latest";
+ mes "weapons but... I guess you're";
+ mes "too busy to hear them.";
+ mes "Maybe next time I guess.";
+ close;
+
+L_BUTCHER:
+ mes "[N. A]";
+ mes "Ah, you heard the news";
+ mes "shortly after the end";
+ mes "of the development eh?";
+ next;
+ mes "[N. A]";
+ mes "^ff0000Butcher^000000 is the newest development";
+ mes "by us, the Einbroch Firearm Lab.";
+ mes "It is the newest type of Gatling";
+ mes "we have developed. While";
+ mes "^ff0000Drifter^000000 is a good weapon";
+ mes "as well, the ^ff0000Butcher^000000 definitely has";
+ mes "a much stronger firepower!";
+ next;
+ mes "[N. A]";
+ mes "Due to its strong firepower,";
+ mes "the Butcher was also dubbed";
+ mes "as the 'Murderer'.";
+ next;
+ mes "[N. A]";
+ mes "However, even Gunslingers could";
+ mes "have troubles controlling such";
+ mes "a powerful weapon.";
+ next;
+ mes "[N. A]";
+ mes "Do you think you can handle it?";
+ next;
+ if(select("I'm not sure...:Of course I can!!") == 1){
+ mes "[N. A]";
+ mes "The ^ff0000Butcher^000000 is a weapon that you";
+ mes "can't handle without a strong";
+ mes "will. I'll see you again when";
+ mes "you have enough confidence to";
+ mes "handle this monster.";
+ close;
+ }else{
+ mes "[N. A]";
+ mes "Aha, how self-confident you";
+ mes "are! However, I see people with";
+ mes "such self-confidence everywhere.";
+ mes "You'll need to prove it...";
+ mes "But how... Hmm...";
+ next;
+ mes "[N. A]";
+ mes "Hmmm......";
+ next;
+ mes "[N. A]";
+ mes "Aha! I got it!";
+ next;
+ mes "[N. A]";
+ mes "Here, bring me ^ff00001000 Orc Claws^000000 and ^ff00001000 Skel Bone^000000.";
+ mes "If you can bring me these items,";
+ mes "I'll let you use the Butcher.";
+ next;
+ mes "[N. A]";
+ mes "Easy, ain't it? Go and prove";
+ mes "your ability then! Heheheh...";
+ set gun_na,1;
+ close;
+ }
+
+L_DRIFTER:
+ mes "[N. A]";
+ mes "Ah, you're here to learn about";
+ mes "the ^ff0000Drifter^000000 eh?";
+ next;
+ mes "[N. A]";
+ mes "The ^ff0000Drifter^000000 is one of the many";
+ mes "highest-classed weapons developed";
+ mes "by Lady Celena. It's an automatic";
+ mes "Gatling which boasts very high";
+ mes "rate of fire, which is the highest";
+ mes "among all Gunslinger weapons.";
+ next;
+ mes "[N. A]";
+ mes "Of course, you will need the Skill";
+ mes "to allow you to control Gatlings,";
+ mes "but he who contorls Gatlings well";
+ mes "will receive full aid from the";
+ mes "^ff0000Drifter^000000.";
+ next;
+ mes "[N. A]";
+ mes "Do you want to try using the ^ff0000Drifter^000000?";
+ next;
+ if(select("Um, no.:Yeah!") == 1){
+ mes "[N. A]";
+ mes "If you want to try it out";
+ mes "some time, come back here.";
+ close;
+ }else{
+ set gun_na,10;
+ mes "[N. A]";
+ mes "Since it's really hard to find";
+ mes "the materials for constructing";
+ mes "the ^ff0000Drifter^000000, we only make them";
+ mes "on requests, and we require those";
+ mes "who want to use the ^ff0000Drifter^000000 to bring";
+ mes "us the materials.";
+ next;
+ mes "[N. A]";
+ mes "I'll tell you the materials";
+ mes "needed, just bring them and";
+ mes "we'll construct it for you.";
+ next;
+ mes "[N. A]";
+ mes "To make a Drifter, we need";
+ mes "70 Steel, 5 Eluniums, 3";
+ mes "Oridecons, 70 Coal, 50 Rusty";
+ mes "Screws, and a fee of";
+ mes "50,000 zeny.";
+ mes "Come back after you found";
+ mes "them all.";
+ close;
+ }
+
+L_MORE:
+ mes "[N. A]";
+ mes "Eh? What? Am I the only";
+ mes "person who can't see them?";
+ mes "Bring me more!";
+ close;
+}
+
+lighthalzen,205,284,6 script F. Harrison 85,{
+
+ if (gun_na == 100){
+ if(checkweight(13102,1) == 0){
+ mes "[F. Harrison]";
+ mes "You are overweight.";
+ mes "Even if I gave you the";
+ mes "weapon, you cannot carry it.";
+ mes "Please clear your inventory.";
+ close;
+ }
+ mes "[F. Harrison]";
+ mes "Hmm... Oh?";
+ mes "Ahh...... Eh?";
+ next;
+ mes "[F. Harrison]";
+ mes "Heheh... Hmm... Huh...?";
+ next;
+ menu "May I have my Butcher back now?",-;
+ mes "[F. Harrison]";
+ mes "Uh? Oh, umm... Heheh...";
+ next;
+ mes "[F. Harrison]";
+ mes "Th-that, huh? Eh... Heheh...";
+ next;
+ mes "[F. Harrison]";
+ mes "Ahahahah! I uh...";
+ next;
+ mes "[F. Harrison]";
+ mes "That thing! BOOM!";
+ next;
+ mes "[F. Harrison]";
+ mes "Bam bam! I was gonna fire it!";
+ mes "Yeah!";
+ next;
+ mes "[F. Harrison]";
+ mes "But it resisted! So I went 'BAM!' with";
+ mes "my hand! MUAHAHAHAH!!";
+ next;
+ mes "[F. Harrison]";
+ mes "And it broke...... *sob sob*";
+ next;
+ mes "[F. Harrison]";
+ mes "I call myself 'Dr. Everything' and";
+ mes "I wanted to fix it myself, but I";
+ mes "don't seem to have the materials";
+ mes "to fix it... And the materials are";
+ mes "so rare too... *sob sob*";
+ next;
+ mes "[F. Harrison]";
+ mes "Umm... I'm sorry for breaking";
+ mes "it but... Could you get me the";
+ mes "materials I need for fixing it?";
+ mes "Bring me those items, and I can";
+ mes "fix it, plus I'll modify it for";
+ mes "you! I promise!!";
+ next;
+ mes "So please bring me the materials...";
+ mes "*sob sob sob*";
+ next;
+ mes "[F. Harrison]";
+ mes "The materials I need are";
+ mes "10 Steel, 2 Eluniums,";
+ mes "1 Oridecon, 20 Coal...";
+ mes "And a Special Metal Rod";
+ mes "used in the Butcher...";
+ mes "I think only Lady Celena can";
+ mes "make those rods......";
+ next;
+ mes "[F. Harrison]";
+ mes "But first, you'll need to talk";
+ mes "to Lady Celena's assistant, the 'Lab Director',";
+ mes "and ask for his help.";
+ mes "That kid's a bit hysterical, but";
+ mes "she'll be nice help if you talk";
+ mes "to her nicely...";
+ next;
+ mes "[F. Harrison]";
+ mes "I'm really sorry... Here, I'll";
+ mes "lend you my prized weapon,";
+ mes "'Crimson Bolt'. But make sure";
+ mes "you bring all those materials";
+ mes "to me once you find them all!";
+ mes "Promise me!!!";
+ set gun_na,101;
+ getitem 13102,1;
+ close;
+ }
+ else if(gun_na == 101 || gun_na == 102){
+ mes "[F. Harrison]";
+ mes "The materials I need are";
+ mes "10 Steel, 2 Eluniums,";
+ mes "1 Oridecon, 20 Coal...";
+ mes "And a Special Metal Rod";
+ mes "used in the Butcher...";
+ mes "Talk to the 'Lab Director' for his";
+ mes "assistance on the Rod.";
+ close;
+ }
+ else if(gun_na == 103){
+ if(countitem(999) >= 10 && countitem(985) >= 2 && countitem(984) >= 1 && countitem(1003) >= 20){
+ if(countitem(13102) > 0){
+ delitem 999,10;
+ delitem 985,2;
+ delitem 984,1;
+ delitem 1003,20;
+ delitem 13102,1;
+ set gun_na,104;
+ mes "[F. Harrison]";
+ mes "Aha! You got all the materials";
+ mes "for me! I'll get to the repair";
+ mes "right away, please hold on...";
+ close;
+ }
+ else{
+ mes "[F. Harrison]";
+ mes "Aha! You got all the materials";
+ mes "for me!";
+ mes "... But where's my treasured";
+ mes "'Crimson Bolt'!? I will not fix";
+ mes "your Butcher for you if you don't";
+ mes "bring it back to me!!";
+ close;
+ }
+ }
+ else{
+ mes "[F. Harrison]";
+ mes "The materials I need are";
+ mes "10 Steel, 2 Eluniums,";
+ mes "1 Oridecon, 20 Coal...";
+ mes "And a Special Metal Rod";
+ mes "used in the Butcher...";
+ mes "Good thing you found the";
+ mes "Special Metal Rod already.";
+ close;
+ }
+ }
+ else if(gun_na == 104){
+ if(checkweight(13159,1) == 0){
+ mes "-You're overweight already.-";
+ mes "-Come back after dropping some";
+ mes "stuff first.-";
+ close;
+ }
+ set gun_na,0;
+ getitem 13159,1;
+ mes "[F. Harrison]";
+ mes "Whew... Finally it's fixed, thanks";
+ mes "to your effort. I'm very sorry";
+ mes "for breaking it, and thank you";
+ mes "for your effort. I feel guilty";
+ mes "for just fixing it, so I added";
+ mes "some extra power on it. I hope";
+ mes "it'll work nicely for you.";
+ mes "Well, enjoy it.";
+ close;
+ }
+ else if(gun_na == 0){
+ if(BaseJob != Job_Gunslinger) goto L_BORED;
+ if(BaseLevel > 67 && countitem(13158) > 0){
+ mes "[F. Harrison]";
+ mes "Man, I'm so bored...";
+ mes "I wonder if there's anything";
+ mes "interesting...";
+ next;
+ mes "[F. Harrison]";
+ mes "Eh? Are you a Gunslinger?";
+ mes "I haven't seen that weapon";
+ mes "in your hand before...";
+ next;
+ mes "[F. Harrison]";
+ mes "May I take a look? Please?";
+ mes "C'mon, let me take a look!";
+ mes "I'm bored out of my mind here!";
+ mes "Pleeeeeeeeeeeease~?";
+ next;
+ if(select("No way.:Here...") == 1){
+ mes "[F. Harrison]";
+ mes "Hah! You think you're the only";
+ mes "one with a cool weapon!? Well";
+ mes "I got my beautiful Crimson Bolt!";
+ mes "Hmph!!";
+ close;
+ }
+ mes "[F. Harrison]";
+ mes "Heheh... This is the newest";
+ mes "development by Einbroch Firearms";
+ mes "Lab, the so-called uncontrollable";
+ mes "'Destroyer Butcher', eh?";
+ mes "Interesting... VERY interesting...";
+ next;
+ mes "[F. Harrison]";
+ mes "Hey, let me try it out for a";
+ mes "bit, alright? Don't worry, I";
+ mes "know how to handle weapons,";
+ mes "I won't break it!";
+ mes "That's that! Let's go~";
+ delitem 13158,1;
+ set gun_na,100;
+ close;
+ }
+ }
+
+L_BORED:
+ mes "[F. Harrison]";
+ mes "Man, I'm so bored...";
+ mes "I wonder if there's anything";
+ mes "interesting...";
+ next;
+ mes "[F. Harrison]";
+ mes "Oh well... I'll just play with my";
+ mes "beautiful 'Crimson Bolt'.";
+ close;
+}
diff --git a/npc/pre-re/quests/juice_maker.txt b/npc/pre-re/quests/juice_maker.txt
new file mode 100644
index 000000000..1a84a377e
--- /dev/null
+++ b/npc/pre-re/quests/juice_maker.txt
@@ -0,0 +1,352 @@
+//===== rAthena Script =======================================
+//= Juice Maker Quest
+//===== By: ==================================================
+//= kobra_k88
+//===== Current Version: =====================================
+//= 2.1
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis COnversion]
+//= Learn where to turn apples, bananas, carrots, and grapes
+//= into juice.
+//= Condition if done: (MISC_QUEST & 1)
+//===== Additional Comments: =================================
+//= 1.9 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
+//= Added tracking variables in, which are unset when complete.
+//= 2.0 Added missing checkweight. [L0ne_W0lf]
+//= 2.1 Fixed dialog for if your missing the needed items (He always said the dialog for grape juice). [Kisuka]
+//============================================================
+
+prt_in,49,172,3 script Marianne#juice 53,{
+ if (MISC_QUEST&1 || morison_meat == 15) {
+ mes "[Housewife Marianne]";
+ mes "Whew...!";
+ mes "Still, he won't eat anything unless it's Meat. But maybe he will eat fruit if it was cut so that it was easy to eat. Like, if it was blended into juice...";
+ next;
+ set mother_marienu,0;
+ set morison_meat,0;
+ set MISC_QUEST,MISC_QUEST | 1;
+ mes "[Housewife Marianne]";
+ mes "Ah! Come to think of it, I heard they were making fruit juice somewhere. Now where was it... Payon Village, or Morroc?";
+ close;
+ }
+ if (mother_marienu == 1) {
+ mes "[Housewife Marianne]";
+ mes "Morrison!! Eat some fruits!! You don't want to become a slobby fat pig when you grow up, do you?";
+ next;
+ if (select("Talk:Cancel") == 1) {
+ mes "[Housewife Marianne]";
+ mes "Hm? ...You!";
+ mes "You're the one who gave, my little Morrison that Meat?! Did you come here thinking I wouldn't know about it?!";
+ next;
+ mes "[Housewife Marianne]";
+ mes "Go away, get out of my house NOW!!";
+ close;
+ }
+ mes "[Housewife Marianne]";
+ mes "Morrison!! I'm going to be very very mad if you keep doing this!";
+ close;
+ }
+ if (morison_meat > 0) {
+ set mother_marienu,1;
+ mes "[Housewife Marianne]";
+ mes "Oh!!.... This...";
+ mes "what is this...??";
+ mes "How could you do something like this to my boy?!";
+ next;
+ mes "[Housewife Marianne]";
+ mes "Argh! Get out of my house right this instant!";
+ close;
+ }
+ mes "[Housewife Marianne]";
+ mes "Morrison!! Please eat some fruits!! Please~!";
+ next;
+ mes "[Housewife Marinaa]";
+ mes "Sigh~!! Like father, like son...";
+ next;
+ switch(select("Talk:Cancel")) {
+ mes "[Housewife Marianne]";
+ mes "*Sigh*... This is Morrison...";
+ mes "My one and only son.";
+ next;
+ mes "[Housewife Marianne]";
+ mes "But these days, he just won't eat fruits. His face is so dull because he refuses to eat healthy. He just wants to eat Meat. I need to find a way to feed him fruits or vegetables....";
+ close;
+ }
+ mes "[Housewife Marianne]";
+ mes "Morrison!! You're going to be in big trouble if you keep this up!";
+ close;
+}
+
+prt_in,47,173,3 script Morrison#juice 97,{
+ if (MISC_QUEST&1 || morison_meat == 15) {
+ mes "[Little Morrison]";
+ mes "Bleh... Forget it.";
+ mes "I'm just going to shrivel to death just eating fruits. Don't bother worrying about me .";
+ close;
+ }
+ if (morison_meat > 9) {
+ mes "[Little Morrison]";
+ mes "Ah... so full~";
+ mes "I think I can live now.";
+ mes "You don't have to give me any more Meat. I feel like I'm going to explode if I eat any more.";
+ if (morison_meat == 10) {
+ next;
+ set morison_meat,morison_meat+1;
+ mes "[Little Morrison]";
+ mes "Oh... and... um.";
+ mes "Take this.";
+ next;
+ mes "[Little Morrison]";
+ mes "It's a little something I've been saving to eat for later, but since you gave me Meat, I think I can pass on the sweets.";
+ close;
+ getitem 529,3; //Candy
+ getitem 530,1; //Candy_Striper
+ }
+ close;
+ }
+ mes "[Little Morrison]";
+ mes "Agh....Noooo!!!";
+ mes "No, don't make me eat it! I can't bear to taste fruits!";
+ next;
+ if (countitem(517) > 0) {
+ switch(select("Talk:Show the Meat:Cancel")) {
+ case 1:
+ mes "[Little Morrison]";
+ mes "Aaaagh!! Once or twice is enough!! I refuse to eat any more fruits! You have to peel them and there's so much juice that it makes you feel icky...";
+ next;
+ mes "[Little Morrison]";
+ mes "And they're all slippery and sour... Even if I eat it, I still feel hungry. Aaaah~! Give me Meat!";
+ close;
+ case 2:
+ mes "[Little Morrison]";
+ mes "Ooh! M-Meaaat~";
+ mes "Ah... hu...hungry...";
+ mes "The scent of Meat...";
+ mes "Excuse me...";
+ mes "C-can I please have one?";
+ next;
+ if (select("Give Meat:Don't Give Meat") == 1) {
+ delitem 517,1; //Meat
+ set morison_meat,morison_meat+1;
+ mes "[Little Morrison]";
+ mes "Wow~!!! Meat!!";
+ mes "So yummy!";
+ mes "Thank you,";
+ mes "I think I can";
+ mes "live now.";
+ mes "*Chew chew*";
+ close;
+ }
+ set morison_meat,15;
+ mes "[Little Morrison]";
+ mes "Waah...!";
+ mes "Fine, I get it now.";
+ mes "Adults are all the same!";
+ close;
+ case 3:
+ mes "[Little Morrison]";
+ mes "Aaaaah!!! No matter what, I'm not going to eat fruits and vegetables!";
+ close;
+ }
+ }
+ if (select("Talk:Cancel") == 1) {
+ mes "[Little Morrison]";
+ mes "Aaah!! I can't eat any more fruits!";
+ next;
+ mes "[Little Morrison]";
+ mes "I refuse to eat any more fruits! You have to peel them and there's so much juice that it makes you feel icky...";
+ next;
+ mes "[Little Morrison]";
+ mes "And they're all slippery and sour... Even if I eat it, I still feel hungry.";
+ mes "Aaaah~!";
+ mes "Give me Meat!";
+ close;
+ }
+ mes "[Little Morrison]";
+ mes "Aaaaah!!! No matter what, I'm not going to eat fruits and vegetables!";
+ close;
+}
+
+payon_in03,188,146,5 script Marx Hansen#juice 86,{
+ if (checkweight(1201,1) == 0) {
+ mes "- Wait a moment! -";
+ mes "- Currently you're carrying -";
+ mes "- too many items with you. -";
+ mes "- Please come back later -";
+ mes "- after you put some items into kafra storage. -";
+ close;
+ }
+ if (MISC_QUEST&1) {
+ mes "[Merchant Marx Hansen]";
+ mes "Welcome.";
+ mes "Did you come to";
+ mes "process fruits as well?";
+ next;
+ switch(select("Make Juice.:Talk and get information about fruit processing.:Cancel.")) {
+ case 1:
+ mes "[Merchant Marx Hansen]";
+ mes "What kind of fruit juice would you like to make?";
+ next;
+ switch(select("Apple Juice:Banana Juice:Carrot Juice:Grape Juice:Cancel")) {
+ case 1:
+ set .@fruit,512;
+ set .@juice,531;
+ break;
+ case 2:
+ set .@fruit,513;
+ set .@juice,532;
+ break;
+ case 3:
+ set .@fruit,515;
+ set .@juice,534;
+ break;
+ case 4:
+ set .@fruit,514;
+ set .@juice,533;
+ break;
+ case 5:
+ mes "[Merchant Marx Hansen]";
+ mes "Well then...";
+ mes "See you next time.";
+ close;
+ }
+ if (countitem(.@fruit) == 0 || countitem(713) == 0 || Zeny < 3) {
+ mes "[Merchant Marx Hansen]";
+ mes "Oh no...";
+ mes "You don't have all the necessary materials. To make "+getitemname(.@juice)+", I need 1 "+getitemname(.@fruit)+" and 1 Empty Bottle. I will also need a 3 zeny fee.";
+ next;
+ mes "[Merchant Marx Hansen]";
+ mes "When you have prepared everything, I will blend the fruit to give you delicious juice.";
+ close;
+ }
+
+ mes "[Merchant Marx Hansen]";
+ mes "How many would you like?";
+ next;
+ switch(select("As many as I can.:I want a certain amount.:Cancel.")) {
+ case 1:
+ set .@make,countitem(.@fruit);
+ if (countitem(713) < .@make) set .@make, countitem(713);
+ if (Zeny/3 < .@make) set .@make, Zeny/3;
+ break;
+ case 2:
+ mes "[Merchant Marx Hansen]";
+ mes "Choose a number less than 100. If you don't want to, put '0'. You can make up to " + countitem(.@fruit) + " bottles of juice.";
+ next;
+ while(1) {
+ input .@input;
+ if (.@input == 0) {
+ mes "[Merchant Marx Hansen]";
+ mes "Well then...";
+ mes "Come again.";
+ close;
+ }
+ else if (.@input > 100) {
+ mes "[Merchant Marx Hansen]";
+ mes "More than 100 bottles is impossible. Choose a different amount.";
+ next;
+ }
+ else {
+ break;
+ }
+ }
+ set .@make,.@input;
+ break;
+ case 3:
+ mes "[Merchant Marx Hansen]";
+ mes "Well then...";
+ mes "Come again.";
+ close;
+ }
+
+ set .@total_zeny,3 * .@make;
+
+ if (countitem(.@fruit) < .@make || countitem(713) < .@make || Zeny < .@total_zeny) {
+ mes "[Merchant Marx Hansen]";
+ mes "Oh no...";
+ mes "You don't have all the necessary materials. I can't help a situation like this. I guess you collect what you need.";
+ close;
+ }
+ delitem .@fruit,.@make;
+ delitem 713,.@make;
+ set zeny,zeny-.@total_zeny;
+ getitem .@juice,.@make;
+
+ mes "[Merchant Marx Hansen]";
+ mes "Here you go! Fresh and delicious juice as promised. It should be very refreshing and palatable.";
+ next;
+ mes "[Merchant Marx Hansen]";
+ mes "Well then...";
+ mes "Come again.";
+ close;
+ case 2:
+ mes "[Merchant Marx Hansen]";
+ mes "Before humans were able to develop such vast societies, they gathered fruit from trees to survive. Fruits may have been nature's blessing that allowed us to exist in the world.";
+ next;
+ mes "[Merchant Marx Hansen]";
+ mes "Since life became so prosperous, the younger generation seems not to eat fruit any more. So, I started thinking of ways to make fruit easier to eat.";
+ next;
+ mes "[Merchant Marx Hansen]";
+ mes "I realized that when you make fruit juice, it's more convenient to eat and has a much better taste.";
+ next;
+ mes "# Fruit Juice Information #";
+ mes "^CC4E5C- Apple Juice -^000000";
+ mes "Apple x 1 ea, Empty Bottle x 1 ea, 3 zeny.";
+ mes "";
+ mes "^E3CF57- Banana Juice -^000000";
+ mes "Banana x 1 ea, Empty Bottle x 1 ea, 3 zeny.";
+ mes "";
+ mes "^ED9121- Carrot Juice -^000000";
+ mes "Carrot x 1 ea, Empty Bottle x 1 ea, 3 zeny.";
+ mes "";
+ mes "^CC00FF- Grape Juice -^000000";
+ mes "Grape x 1 ea, Empty Bottle x 1 ea, 3 zeny.";
+ close;
+ case 3:
+ mes "[Merchant Marx Hansen]";
+ mes "Hey!";
+ mes "If you visit";
+ mes "somebody, talk to them!";
+ close;
+ }
+ }
+ else {
+ mes "[Merchant Marx Hansen]";
+ mes "Welcome.";
+ mes "How may I help you?";
+ next;
+ if (select("Talk:Cancel") == 1) {
+ mes "[Merchant Marx Hansen]";
+ mes "Before humans were able to develop such vast societies, they gathered fruit from trees to survive. Fruits may have been nature's blessing that allowed us to exist in the world.";
+ next;
+ mes "[Merchant Marx Hansen]";
+ mes "Since life became so prosperous, the younger generation seems not to eat fruit any more. So, I started thinking of ways to make fruit easier to eat.";
+ next;
+ mes "[Merchant Marx Hansen]";
+ mes "I realized that when you make fruit juice, it's more convenient to eat and has a much better taste.";
+ close;
+ }
+ mes "[Merchant Marx Hansen]";
+ mes "Hey!";
+ mes "If you vist";
+ mes "somebody, talk to them!";
+ close;
+ }
+}
+
+//============================================================
+// Old changelog
+//============================================================
+//= 1.1 fixed input number check [Lupus]
+//= 1.2 fixed misplaced Grape<->Carrot juices [Lupus]
+//= 1.3 added a loopless menu 'as many as possible' [Lupus]
+//= 1.3a Turned the juice making part of the Juicer npc into a
+//= subfunc. Changed fruit amount needed to 1.[kobra_k88]
+//= Fixed exploits [Lupus]
+//= 1.6 fixed typo (where did @ipnut came from?) [Lance]
+//= 1.8 got rid of vars: 'MEAT',"MARIANNE","MORRISON"
+//= From now, all common quests start using bits of the
+//= same variable MISC_QUEST [Lupus]
+//============================================================
diff --git a/npc/pre-re/quests/magic_books.txt b/npc/pre-re/quests/magic_books.txt
new file mode 100644
index 000000000..d85bfb0d3
--- /dev/null
+++ b/npc/pre-re/quests/magic_books.txt
@@ -0,0 +1,2161 @@
+//===== rAthena Script =======================================
+//= Magic Book Seller
+//===== By: ==================================================
+//= Masao
+//= Credits to Muad_Dib for the translation.
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= rAthena
+//===== Description: =========================================
+//= An NPC which sells you different kinds of Magic Books.
+//===== Additional Comments: =================================
+//= 1.0 First Version. [Masao]
+//============================================================
+
+geffen_in,176,105,4 script Magic Book Master Velof 64,{
+
+ if (checkweight(1201,1) == 0) {
+ mes "You're carrying too many items. Please make some room in your bag first.";
+ close;
+ }
+ if ((MaxWeight - Weight) < 1000) {
+ mes "You're overweight with items. Please lose some item weight first.";
+ close;
+ }
+ if ((Upper == 2) && (Class != Job_Baby_Warlock)) {
+ mes "[Magic Book Master Velof]";
+ mes "What are you, a baby?";
+ mes "I'm not here to babysit. Get lost!";
+ close;
+ }
+ if ((Class != Job_Warlock) && (Class != Job_Warlock_T) && (Class != Job_Baby_Warlock)) {
+ mes "[Magic Book Master Velof]";
+ mes "Ha ha, are you also seeking new knowledge?";
+ next;
+ mes "[Magic Book Master Velof]";
+ mes "I'm sorry, but my knowledge doesn't concern you.";
+ close;
+ }
+ if (getskilllv(2230) < 1) { // WL_RELEASE
+ mes "[Magic Book Master Velof]";
+ mes "Well you've met all the qualifications except one: you need the Release spell.";
+ next;
+ mes "[Magic Book Master Velof]";
+ mes "Learn the spell first. I've got so many things to tell you.";
+ close;
+ }
+ if ((getskilllv(2230) > 0) && (Class == Job_Warlock) || (Class == Job_Warlock_T) || (Class == Job_Baby_Warlock)) {
+ mes "[Magic Book Master Velof]";
+ mes "Welcome, my friend.";
+ mes "Congratulations on entering a brand new world of magic.";
+ next;
+ mes "[Magic Book Master Velof]";
+ mes "We magic practitioners are always thirsty for new knowledge and power.";
+ next;
+ mes "[Magic Book Master Velof]";
+ mes "We endure great hardship and pain to achieve what we want. When we finally do, the sense of accomplishment defies description. That's why both you and I have chosen the way of magic.";
+ next;
+ mes "[Magic Book Master Velof]";
+ mes "By the way, what brings you to me today?";
+ next;
+ switch (select("Nothing.:Do you know the Reading Spell Book?:What's the Freezing Spell?:Can I have a Magic Book?:Can I use the Reading Spell Book without the Freezing Spell?:About the Ultimate Magic Book")) {
+ case 1:
+ mes "[Magic Book Master Velof]";
+ mes "Hah! You're silly.";
+ close;
+ case 2:
+ mes "[Magic Book Master Velof]";
+ mes "Reading Spell Book literally means 'read a spell book.' Do you know how to use Magic Books?";
+ next;
+ switch (select("Yes, I do.:No, I don't.")) {
+ case 1:
+ mes "[Magic Book Master Velof]";
+ mes "Well then, you don't need an additional lecture.";
+ close;
+ case 2:
+ mes "[Magic Book Master Velof]";
+ mes "Magic Books are an advanced type of magic scroll. While spells on scrolls disappear after one use, the ones in Magic Books can be cast multiple times.";
+ next;
+ mes "[Magic Book Master Velof]";
+ mes "Let's compare a spell on a scroll to a wire. When the wire is used to open a door or do something else, it's bent and crushed, losing its original shape. A spell from a Magic Book is more like a shape memory alloy.";
+ next;
+ mes "[Magic Book Master Velof]";
+ mes "Huh, don't you now what shape memory alloy is? Eh, just remember this: a wire made from shape memory alloy restores its shape over time.";
+ next;
+ mes "[Magic Book Master Velof]";
+ mes "Like the alloy, a spell on a Magic Book remains after a use, although reusing the spell has a downtime for its restoration.";
+ next;
+ mes "[Magic Book Master Velof]";
+ mes "...Oh, I didn't mean to talk for too long. Anyways, you can use Magic Books to cast spells that you've learned. Its concept is different from normal spells.";
+ next;
+ select("What's the difference?");
+ mes "[Magic Book Master Velof]";
+ mes "Why do you have to write your existing spells in Magic Books, you asked?";
+ next;
+ mes "[Magic Book Master Velof]";
+ mes "That's a good question. It's related to Magic Binding.";
+ next;
+ mes "[Magic Book Master Velof]";
+ mes "You already learned Release, which allows you to hold the energy of the four different elements before the actual casting. Magic Binding is similar to Release.";
+ next;
+ mes "[Magic Book Master Velof]";
+ mes "Since you've learned Release, you're capable of using Magic Binding as well. Well, let's talk about that later.";
+ next;
+ mes "[Magic Book Master Velof]";
+ mes "You know how to hold an existing spell, and then cast it at a desired timing via Release.";
+ next;
+ mes "[Magic Book Master Velof]";
+ mes "Carrying the globes of the four elements is also related to Magic Binding.";
+ next;
+ mes "[Magic Book Master Velof]";
+ mes "As you know, the four elements are Fire, Water, Wind, and Earth. Being able to employ them freely is the essential principle of magic.";
+ next;
+ mes "[Magic Book Master Velof]";
+ mes "We Humans use torches to keep fire, fans to blow wind, and bowls to hold water. We also use clay to make earthenware.";
+ next;
+ mes "[Magic Book Master Velof]";
+ mes "Those activities may differ from magic, but both are the same in the sense of employing the four elements.";
+ next;
+ mes "[Magic Book Master Velof]";
+ mes "When you use complex magic spells to summon a storm, drop lightning, or burn an area, that consumes a lot of your energy, both physically and mentally.";
+ next;
+ mes "[Magic Book Master Velof]";
+ mes "When you fail to bind such powerful magic spells or fail to control them,";
+ next;
+ mes "[Magic Book Master Velof]";
+ mes "you can receive irreparable damage to your mind and body.";
+ next;
+ mes "[Magic Book Master Velof]";
+ mes "That's why we use Magic Books to reduce that burden. It helps summon pre-cast spells while you're focusing on binding their magic power.";
+ next;
+ mes "[Magic Book Master Velof]";
+ mes "There's one downside though: Magic Books cannot be used for spells that you haven't learned.";
+ next;
+ mes "[Magic Book Master Velof]";
+ mes "As I said earlier, spells in Magic Books tend to go back to what they are.";
+ next;
+ mes "[Magic Book Master Velof]";
+ mes "That said, as a Circler, you cannot change or create spells in Magic Books.";
+ next;
+ mes "[Magic Book Master Velof]";
+ mes "Even if you create one, its power will be beyond your capacity.";
+ next;
+ mes "[Magic Book Master Velof]";
+ mes "In order to use the Reading Spell Book, you must learn the Freezing Spell to bind magic.";
+ close;
+ }
+ case 3:
+ mes "[Magic Book Master Velof]";
+ mes "The Freezing Spell is used for Magic Binding. It helps you to insert a magic spell to a circle.";
+ next;
+ mes "[Magic Book Master Velof]";
+ mes "Circles of magic work organically with each other. When you use the Freezing Spell to bind a spell, the spell won't activate until you cast the release spell.";
+ next;
+ mes "[Magic Book Master Velof]";
+ mes "Of course, binding a spell continuously consumes your mana, but it consumes less mana than conventional magic spells.";
+ next;
+ mes "[Magic Book Master Velof]";
+ mes "Magic Binding becomes more difficult when you use more powerful magic spells.";
+ next;
+ mes "[Magic Book Master Velof]";
+ mes "For weak spells, you can bind two to three of them with your circle. For more powerful spells, maybe one or two is possible.";
+ next;
+ mes "[Magic Book Master Velof]";
+ mes "That all depends on your ability to control your spells. You'll have to try and experience Magic Binding after you first learn it to really understand.";
+ close;
+ case 4:
+ mes "[Magic Book Master Velof]";
+ mes "I'm sorry, but I only have Magic Books for beginners, but they're obviously not suitable for you. Do you still want one?";
+ next;
+ switch (select("Sure thing.:Where can I find advanced books?")) {
+ case 1:
+ mes "[Magic Book Master Velof]";
+ mes "Please go talk to [Lea] in the Archive. Tell her that you need one of the Magic Books that I've stored in there.";
+ next;
+ mes "[Magic Book Master Velof]";
+ mes "For your information, she won't give it to you without anything in return. Expect her to ask you for something!";
+ if (wm_book < 1) {
+ set wm_book, 1;
+ }
+ close;
+ case 2:
+ mes "[Magic Book Master Velof]";
+ mes "I'm sorry, but our management has recently decided to limit the availability of Magic Books for Multi Circlers. It's because their numbers are increasing more quickly than we expected.";
+ next;
+ mes "[Magic Book Master Velof]";
+ mes "You could find one if you try hard, but I don't have any with me.";
+ next;
+ mes "[Magic Book Master Velof]";
+ mes "If our management releases the restriction, you'll be the first one to know. Don't worry.";
+ close;
+ }
+ case 5:
+ mes "[Magic Book Master Velof]";
+ mes "Nothing will happen when you try to bind magic without using Magic Binding because you have nothing to hold magic.";
+ next;
+ mes "[Magic Book Master Velof]";
+ mes "It's like water that needs a bowl to stay in place.";
+ next;
+ mes "[Magic Book Master Velof]";
+ mes "The problem is when you try to forcefully cast a spell that you haven't learned. It'll definately backfire on you.";
+ next;
+ mes "[Magic Book Master Velof]";
+ mes "Of course, the damage won't be severe: you'll fall asleep or be thrown into confusion. This is all because there's a conflict between your Magic Book and the force of Magic Binding when you're trying to summon and hold a unlearned spell.";
+ next;
+ mes "[Magic Book Master Velof]";
+ mes "Don't try it out just to see what happens for yourself! Falling asleep while casting a spell? There's nothing more humiliating than that to magic practitioners like us.";
+ close;
+ case 6:
+ if ((BaseLevel > 139) && (getskilllv(2217) > 0) || (getskilllv(2213) > 0)) {
+ if(mac_book < 1){
+ mes "[Magic Book Master Velof]";
+ mes "I'm sorry, but could you ask someone else? I'm kind of busy right now.";
+ close;
+ }
+ if (mac_book == 1) {
+ mes "[Magic Book Master Velof]";
+ mes "Huh, are you looking for the Ultimate Magic Book? Who sent you?";
+ next;
+ select("Ms. Lea.");
+ mes "[Magic Book Master Velof]";
+ mes "I'm sorry, but there's not much information left about the Ultimate Magic Book.";
+ next;
+ mes "[Magic Book Master Velof]";
+ mes "A few scholars in the Midgard Continent once tried to collect ancient Magic Books and reproduce that book, but...";
+ next;
+ select("But what?");
+ mes "[Magic Book Master Velof]";
+ mes "Oh yes, perhaps he might know something.";
+ next;
+ select("Yes, I knew this was coming!");
+ mes "[Magic Book Master Velof]";
+ mes "My brother is just like you. He's very interested in recreating the Ultimate Magic Book.";
+ next;
+ mes "[Magic Book Master Velof]";
+ mes "His name is Galfos.";
+ mes "He's been taking a great interest in the ancient Magic Books.";
+ next;
+ mes "[Magic Book Master Velof]";
+ mes "I didn't support him or give him any advice for his research since I thought he'd give on it pretty quickly, but...";
+ next;
+ mes "[Magic Book Master Velof]";
+ mes "If he's discovered anything useful, maybe it can helpful to you.";
+ next;
+ select("Where's Galfos now?");
+ mes "[Magic Book Master Velof]";
+ mes "I've heard that he's near the Expedition Camp beyond the Dimensional Rift to seek information about the ancient Magic Books.";
+ next;
+ mes "[Magic Book Master Velof]";
+ mes "If you want to see him, you should prepare for a long journey.";
+ set mac_book,2;
+ close;
+ }
+ if (mac_book > 1) {
+ mes "[Magic Book Master Velof]";
+ mes "Galfos is near the Expedition Camp beyond the Dimensional Rift.";
+ next;
+ mes "[Magic Book Master Velof]";
+ mes "If you want to see him, you should prepare for a long journey.";
+ close;
+ }
+ }
+ mes "[Magic Book Master Velof]";
+ mes "Ha ha, I'm sorry, but you should focus on strengthening your body rather than creating Magic Books.";
+ close;
+ }
+ }
+ mes "[Magic Book Master Velof]";
+ mes "Ha ha, are you also seeking new knowledge?";
+ next;
+ mes "[Magic Book Master Velof]";
+ mes "I'm sorry, but my knowledge doesn't concern you.";
+ close;
+}
+
+geffen_in,175,112,4 script Lea 123,{
+
+ if (checkweight(1201,1) == 0) {
+ mes "You're carrying too many items. Please make some room in your bag first.";
+ close;
+ }
+ if ((MaxWeight - Weight) < 1000) {
+ mes "You're overweight with items. Please lose some item weight first.";
+ close;
+ }
+ if ((wm_book > 0) && (Class == Job_Warlock) || (Class == Job_Warlock_T) || (Class == Job_Baby_Warlock)) {
+ mes "[Lea]";
+ mes "You can only read books here. If you'd like to borrow any books, please receive an approval from 1 manager and 1 High Mage.";
+ next;
+ mes "[Lea]";
+ mes "How may I help you?";
+ next;
+ select("Master Velof asked me to bring his Magic Book.");
+ mes "[Lea]";
+ mes "Are you borrowing a book?";
+ next;
+ switch (select("Let me think.:I want the Beginner's Magic Books.:I want the Intermediate Magic Books.:I want the Superior Magic Books.:I want the Ultimate Magic Book.")) {
+ case 1:
+ mes "[Lea]";
+ mes "No problem.";
+ close;
+ case 2:
+ mes "[Lea]";
+ mes "We're in trouble because so many people want to borrow our Magic Books.";
+ next;
+ mes "[Lea]";
+ mes "Unfortunately, many of our lent books aren't returned on time. That's why we've decided to charge a security deposit.";
+ next;
+ select("A security deposit?");
+ mes "[Lea]";
+ mes "Yes. You may pay a minimum of 10,000 Rune-Midgarts zeny. Alternatively, you can bring 2 Old Magic Books or 50 Old Pages. Once you pay the deposit, I'll let you borrow some Magic Books.";
+ next;
+ switch (select("Where can I find Old Magic Books and Old Pages?:I'll pay with zeny.:I'll pay with Old Magic Books.:I'll pay with Old Pages.")) {
+ case 1:
+ mes "[Lea]";
+ mes "I heard that you can find them from Ride Words, Death Words, Bathorys, and other monsters. I ask that you please don't strain yourself to find those items.";
+ next;
+ mes "[Lea]";
+ mes "Your life is more important than anything else, you know?";
+ close;
+ case 2:
+ if (Zeny > 10000) {
+ mes "[Lea]";
+ mes "What kind of Magic Book do you want?";
+ next;
+ switch (select("Let me think.:Magic Book (Fire Bolt):Magic Book (Cold Bolt):Magic Book (Lightning Bolt)")) {
+ case 1:
+ mes "[Lea]";
+ mes "No problem.";
+ close;
+ case 2:
+ if (countitem(6189) > 0) {
+ mes "[Lea]";
+ mes "You already have that Magic Book. You can't borrow a new book until you return the current one.";
+ next;
+ mes "[Lea]";
+ mes "Don't you know how many others would want the book you already have? It's a bit selfish to want more than one, you know.";
+ close;
+ }
+ if (Zeny > 10000) {
+ mes "[Lea]";
+ mes "The book's return date is written on the lending card on the back cover of the book.";
+ next;
+ mes "[Lea]";
+ mes "Please try not to lose or damage the book to avoid paying any extra charges.";
+ set Zeny, Zeny - 10000;
+ getitem 6189,1; //Magic_Book_FB
+ close;
+ }
+ mes "[Lea]";
+ mes "I'm sorry, but you don't have enough funds.";
+ close;
+ case 3:
+ if (countitem(6190) > 0) {
+ mes "[Lea]";
+ mes "You already have that Magic Book. You can't borrow a new book until you return the current one.";
+ next;
+ mes "[Lea]";
+ mes "Don't you know how many others would want the book you already have? It's a bit selfish to want more than one, you know.";
+ close;
+ }
+ if (Zeny > 10000) {
+ mes "[Lea]";
+ mes "The book's return date is written on the lending card on the back cover of the book.";
+ next;
+ mes "[Lea]";
+ mes "Please try not to lose or damage the book to avoid paying any extra charges.";
+ set Zeny, Zeny - 10000;
+ getitem 6190,1; //Magic_Book_CB
+ close;
+ }
+ mes "[Lea]";
+ mes "I'm sorry, but you don't have enough funds.";
+ close;
+ case 4:
+ if (countitem(6191) > 0) {
+ mes "[Lea]";
+ mes "You already have that Magic Book. You can't borrow a new book until you return the current one.";
+ next;
+ mes "[Lea]";
+ mes "Don't you know how many others would want the book you already have? It's a bit selfish to want more than one, you know.";
+ close;
+ }
+ if (Zeny > 10000) {
+ mes "[Lea]";
+ mes "The book's return date is written on the lending card on the back cover of the book.";
+ next;
+ mes "[Lea]";
+ mes "Please try not to lose or damage the book to avoid paying any extra charges.";
+ set Zeny, Zeny - 10000;
+ getitem 6191,1; //Magic_Book_LB
+ close;
+ }
+ mes "[Lea]";
+ mes "I'm sorry, but you don't have enough funds.";
+ close;
+ }
+ }
+ mes "[Lea]";
+ mes "I'm sorry, but you don't have enough funds.";
+ close;
+ case 3:
+ if (countitem(1006) > 1) {
+ mes "[Lea]";
+ mes "What kind of Magic Book do you want?";
+ next;
+ switch (select("Let me think.:Magic Book (Fire Bolt):Magic Book (Cold Bolt):Magic Book (Lightning Bolt)")) {
+ case 1:
+ mes "[Lea]";
+ mes "No problem.";
+ close;
+ case 2:
+ if (countitem(6189) > 0) {
+ mes "[Lea]";
+ mes "You already have that Magic Book. You can't borrow a new book until you return the current one.";
+ next;
+ mes "[Lea]";
+ mes "Don't you know how many others would want the book you already have? It's a bit selfish to want more than one, you know.";
+ close;
+ }
+ if (countitem(1006) > 1) {
+ mes "[Lea]";
+ mes "The book's return date is written on the lending card on the back cover of the book.";
+ next;
+ mes "[Lea]";
+ mes "Please try not to lose or damage the book to avoid paying any extra charges.";
+ delitem 1006,2; //Old_Magic_Book
+ getitem 6189,1; //Magic_Book_FB
+ close;
+ }
+ mes "[Lea]";
+ mes "I'm sorry, but you don't have enough funds.";
+ close;
+ case 3:
+ if (countitem(6190) > 0) {
+ mes "[Lea]";
+ mes "You already have that Magic Book. You can't borrow a new book until you return the current one.";
+ next;
+ mes "[Lea]";
+ mes "Don't you know how many others would want the book you already have? It's a bit selfish to want more than one, you know.";
+ close;
+ }
+ if (countitem(1006) > 1) {
+ mes "[Lea]";
+ mes "The book's return date is written on the lending card on the back cover of the book.";
+ next;
+ mes "[Lea]";
+ mes "Please try not to lose or damage the book to avoid paying any extra charges.";
+ delitem 1006,2; //Old_Magic_Book
+ getitem 6190,1; //Magic_Book_CB
+ close;
+ }
+ mes "[Lea]";
+ mes "I'm sorry, but you don't have enough funds.";
+ close;
+ case 4:
+ if (countitem(6191) > 0) {
+ mes "[Lea]";
+ mes "You already have that Magic Book. You can't borrow a new book until you return the current one.";
+ next;
+ mes "[Lea]";
+ mes "Don't you know how many others would want the book you already have? It's a bit selfish to want more than one, you know.";
+ close;
+ }
+ if (countitem(1006) > 1) {
+ mes "[Lea]";
+ mes "The book's return date is written on the lending card on the back cover of the book.";
+ next;
+ mes "[Lea]";
+ mes "Please try not to lose or damage the book to avoid paying any extra charges.";
+ delitem 1006,2; //Old_Magic_Book
+ getitem 6191,1; //Magic_Book_LB
+ close;
+ }
+ mes "[Lea]";
+ mes "I'm sorry, but you don't have enough funds.";
+ close;
+ }
+ }
+ mes "[Lea]";
+ mes "I'm sorry, but you don't have enough funds.";
+ close;
+ case 4:
+ if (countitem(1097) > 49) {
+ mes "[Lea]";
+ mes "What kind of Magic Book do you want?";
+ next;
+ switch (select("Let me think.:Magic Book (Fire Bolt):Magic Book (Cold Bolt):Magic Book (Lightning Bolt)")) {
+ case 1:
+ mes "[Lea]";
+ mes "No problem.";
+ close;
+ case 2:
+ if (countitem(6189) > 0) {
+ mes "[Lea]";
+ mes "You already have that Magic Book. You can't borrow a new book until you return the current one.";
+ next;
+ mes "[Lea]";
+ mes "Don't you know how many others would want the book you already have? It's a bit selfish to want more than one, you know.";
+ close;
+ }
+ if (countitem(1097) > 49) {
+ mes "[Lea]";
+ mes "The book's return date is written on the lending card on the back cover of the book.";
+ next;
+ mes "[Lea]";
+ mes "Please try not to lose or damage the book to avoid paying any extra charges.";
+ delitem 1097,50; //Worn_Out_Page
+ getitem 6189,1; //Magic_Book_FB
+ close;
+ }
+ mes "[Lea]";
+ mes "I'm sorry, but you don't have enough funds.";
+ close;
+ case 3:
+ if (countitem(6190) > 0) {
+ mes "[Lea]";
+ mes "You already have that Magic Book. You can't borrow a new book until you return the current one.";
+ next;
+ mes "[Lea]";
+ mes "Don't you know how many others would want the book you already have? It's a bit selfish to want more than one, you know.";
+ close;
+ }
+ if (countitem(1097) > 49) {
+ mes "[Lea]";
+ mes "The book's return date is written on the lending card on the back cover of the book.";
+ next;
+ mes "[Lea]";
+ mes "Please try not to lose or damage the book to avoid paying any extra charges.";
+ delitem 1097,50; //Worn_Out_Page
+ getitem 6190,1; //Magic_Book_CB
+ close;
+ }
+ mes "[Lea]";
+ mes "I'm sorry, but you don't have enough funds.";
+ close;
+ case 4:
+ if (countitem(6191) > 0) {
+ mes "[Lea]";
+ mes "You already have that Magic Book. You can't borrow a new book until you return the current one.";
+ next;
+ mes "[Lea]";
+ mes "Don't you know how many others would want the book you already have? It's a bit selfish to want more than one, you know.";
+ close;
+ }
+ else if (countitem(1097) > 49) {
+ mes "[Lea]";
+ mes "The book's return date is written on the lending card on the back cover of the book.";
+ next;
+ mes "[Lea]";
+ mes "Please try not to lose or damage the book to avoid paying any extra charges.";
+ delitem 1097,50; //Worn_Out_Page
+ getitem 6191,1; //Magic_Book_LB
+ close;
+ }
+ mes "[Lea]";
+ mes "I'm sorry, but you don't have enough funds.";
+ close;
+ }
+ }
+ mes "[Lea]";
+ mes "I'm sorry, but you don't have enough funds.";
+ close;
+ }
+ case 3:
+ mes "[Lea]";
+ mes "Ah, so you want the Intermediate Magic Books. Please pay 50,000 Rune-Midgartian zeny, or you can bring me 2 Old Blue Boxes or 9 Eluniums to borrow the Intermediate Magic Books.";
+ next;
+ switch (select("Where can I find Old Blue Boxes and Eluniums?:I'll pay 50,000 zeny.:I'll pay with Old Blue Boxes.:I'll pay with Eluniums.")) {
+ case 1:
+ mes "[Lea]";
+ mes "Old Blue Boxes are quite rare to find, but they can be obtained from monsters everywhere in the world, including Myst Cases, Megalogons, Mimics, Nightmares, Krabens, Requiems, Nine Tails, Noxiouses, and Byorgues.";
+ mes "If you have sufficient funds, you may buy the boxes from street vendors.";
+ next;
+ mes "[Lea]";
+ mes "Eluniums can be obtained from Hyeguns, Zombie Prisoners, Teddy Bears, Obsedians, and Loli Ruris. Or you can refine Rough Eluniums to Eluniums at the Forge in town, and that may be easier.";
+ close;
+ case 2:
+ if (Zeny > 50000) {
+ mes "[Lea]";
+ mes "What kind of Magic Book do you want?";
+ next;
+ switch (select("Let me think.:Magic Book (Storm Gust):Magic Book (Lord of Vermillion):Magic Book (Meteor Storm):Magic Book (Thunderstorm):Magic Book (Jupitel Thunder):Magic Book (Water Ball):Magic Book (Heaven's Drive):Magic Book (Earth Spike)")) {
+ case 1:
+ mes "[Lea]";
+ mes "No problem.";
+ close;
+ case 2:
+ if (countitem(6192) > 0) {
+ mes "[Lea]";
+ mes "You already have that Magic Book. You can't borrow a new book until you return the current one.";
+ next;
+ mes "[Lea]";
+ mes "Don't you know how many others would want the book you already have? It's a bit selfish to want more than one, you know.";
+ close;
+ }
+ if (Zeny > 50000) {
+ mes "[Lea]";
+ mes "Thank you for your deposit. The book's return date is written on the lending card on the back cover of the book. Please try not to lose or damage the book and avoid paying compensation.";
+ next;
+ mes "[Lea]";
+ mes "The Intermediate and Superior Magic Books must be returned upon borrowing the Ultimate Magic Book. Remember that you're just borrowing them, so make sure you take good care of those books.";
+ set Zeny, Zeny - 50000;
+ getitem 6192,1; //Magic_Book_SG
+ close;
+ }
+ mes "[Lea]";
+ mes "I'm sorry, but you don't have enough funds.";
+ close;
+ case 3:
+ if (countitem(6193) > 0) {
+ mes "[Lea]";
+ mes "You already have that Magic Book. You can't borrow a new book until you return the current one.";
+ next;
+ mes "[Lea]";
+ mes "Don't you know how many others would want the book you already have? It's a bit selfish to want more than one, you know.";
+ close;
+ }
+ if (Zeny > 50000) {
+ mes "[Lea]";
+ mes "Thank you for your deposit. The book's return date is written on the lending card on the back cover of the book. Please try not to lose or damage the book and avoid paying compensation.";
+ next;
+ mes "[Lea]";
+ mes "The Intermediate and Superior Magic Books must be returned upon borrowing the Ultimate Magic Book. Remember that you're just borrowing them, so make sure you take good care of those books.";
+ set Zeny, Zeny - 50000;
+ getitem 6193,1; //Magic_Book_LOV
+ close;
+ }
+ mes "[Lea]";
+ mes "I'm sorry, but you don't have enough funds.";
+ close;
+ case 4:
+ if (countitem(6194) > 0) {
+ mes "[Lea]";
+ mes "You already have that Magic Book. You can't borrow a new book until you return the current one.";
+ next;
+ mes "[Lea]";
+ mes "Don't you know how many others would want the book you already have? It's a bit selfish to want more than one, you know.";
+ close;
+ }
+ else if (Zeny > 50000) {
+ mes "[Lea]";
+ mes "Thank you for your deposit. The book's return date is written on the lending card on the back cover of the book. Please try not to lose or damage the book and avoid paying compensation.";
+ next;
+ mes "[Lea]";
+ mes "The Intermediate and Superior Magic Books must be returned upon borrowing the Ultimate Magic Book. Remember that you're just borrowing them, so make sure you take good care of those books.";
+ set Zeny, Zeny - 50000;
+ getitem 6194,1; //Magic_Book_MS
+ close;
+ }
+ mes "[Lea]";
+ mes "I'm sorry, but you don't have enough funds.";
+ close;
+ case 5:
+ if (countitem(6197) > 0) {
+ mes "[Lea]";
+ mes "You already have that Magic Book. You can't borrow a new book until you return the current one.";
+ next;
+ mes "[Lea]";
+ mes "Don't you know how many others would want the book you already have? It's a bit selfish to want more than one, you know.";
+ close;
+ }
+ if (Zeny > 50000) {
+ mes "[Lea]";
+ mes "Thank you for your deposit. The book's return date is written on the lending card on the back cover of the book. Please try not to lose or damage the book and avoid paying compensation.";
+ next;
+ mes "[Lea]";
+ mes "The Intermediate and Superior Magic Books must be returned upon borrowing the Ultimate Magic Book. Remember that you're just borrowing them, so make sure you take good care of those books.";
+ set Zeny, Zeny - 50000;
+ getitem 6197,1; //Magic_Book_TS
+ close;
+ }
+ mes "[Lea]";
+ mes "I'm sorry, but you don't have enough funds.";
+ close;
+ case 6:
+ if (countitem(6198) > 0) {
+ mes "[Lea]";
+ mes "You already have that Magic Book. You can't borrow a new book until you return the current one.";
+ next;
+ mes "[Lea]";
+ mes "Don't you know how many others would want the book you already have? It's a bit selfish to want more than one, you know.";
+ close;
+ }
+ if (Zeny > 50000) {
+ mes "[Lea]";
+ mes "Thank you for your deposit. The book's return date is written on the lending card on the back cover of the book. Please try not to lose or damage the book and avoid paying compensation.";
+ next;
+ mes "[Lea]";
+ mes "The Intermediate and Superior Magic Books must be returned upon borrowing the Ultimate Magic Book. Remember that you're just borrowing them, so make sure you take good care of those books.";
+ set Zeny, Zeny - 50000;
+ getitem 6198,1; //Magic_Book_JT
+ close;
+ }
+ mes "[Lea]";
+ mes "I'm sorry, but you don't have enough funds.";
+ close;
+ case 7:
+ if (countitem(6199) > 0) {
+ mes "[Lea]";
+ mes "You already have that Magic Book. You can't borrow a new book until you return the current one.";
+ next;
+ mes "[Lea]";
+ mes "Don't you know how many others would want the book you already have? It's a bit selfish to want more than one, you know.";
+ close;
+ }
+ if (Zeny > 50000) {
+ mes "[Lea]";
+ mes "Thank you for your deposit. The book's return date is written on the lending card on the back cover of the book. Please try not to lose or damage the book and avoid paying compensation.";
+ next;
+ mes "[Lea]";
+ mes "The Intermediate and Superior Magic Books must be returned upon borrowing the Ultimate Magic Book. Remember that you're just borrowing them, so make sure you take good care of those books.";
+ set Zeny, Zeny - 50000;
+ getitem 6199,1; //Magic_Book_WB
+ close;
+ }
+ mes "[Lea]";
+ mes "I'm sorry, but you don't have enough funds.";
+ close;
+ case 8:
+ if (countitem(6200) > 0) {
+ mes "[Lea]";
+ mes "You already have that Magic Book. You can't borrow a new book until you return the current one.";
+ next;
+ mes "[Lea]";
+ mes "Don't you know how many others would want the book you already have? It's a bit selfish to want more than one, you know.";
+ close;
+ }
+ else if (Zeny > 50000) {
+ mes "[Lea]";
+ mes "Thank you for your deposit. The book's return date is written on the lending card on the back cover of the book. Please try not to lose or damage the book and avoid paying compensation.";
+ next;
+ mes "[Lea]";
+ mes "The Intermediate and Superior Magic Books must be returned upon borrowing the Ultimate Magic Book. Remember that you're just borrowing them, so make sure you take good care of those books.";
+ set Zeny, Zeny - 50000;
+ getitem 6200,1; //Magic_Book_HD
+ close;
+ }
+ mes "[Lea]";
+ mes "I'm sorry, but you don't have enough funds.";
+ close;
+ case 9:
+ if (countitem(6201) > 0) {
+ mes "[Lea]";
+ mes "You already have that Magic Book. You can't borrow a new book until you return the current one.";
+ next;
+ mes "[Lea]";
+ mes "Don't you know how many others would want the book you already have? It's a bit selfish to want more than one, you know.";
+ close;
+ }
+ if (Zeny > 50000) {
+ mes "[Lea]";
+ mes "Thank you for your deposit. The book's return date is written on the lending card on the back cover of the book. Please try not to lose or damage the book and avoid paying compensation.";
+ next;
+ mes "[Lea]";
+ mes "The Intermediate and Superior Magic Books must be returned upon borrowing the Ultimate Magic Book. Remember that you're just borrowing them, so make sure you take good care of those books.";
+ set Zeny, Zeny - 50000;
+ getitem 6201,1; //Magic_Book_ES
+ close;
+ }
+ mes "[Lea]";
+ mes "I'm sorry, but you don't have enough funds.";
+ close;
+ }
+ }
+ mes "[Lea]";
+ mes "I'm sorry, but you don't have enough funds.";
+ close;
+ case 3:
+ if (countitem(603) > 1) {
+ mes "[Lea]";
+ mes "What kind of Magic Book do you want?";
+ next;
+ switch (select("Let me think.:Magic Book (Storm Gust):Magic Book (Lord of Vermillion):Magic Book (Meteor Storm):Magic Book (Thunderstorm):Magic Book (Jupitel Thunder):Magic Book (Water Ball):Magic Book (Heaven's Drive):Magic Book (Earth Spike)")) {
+ case 1:
+ mes "[Lea]";
+ mes "No problem.";
+ close;
+ case 2:
+ if (countitem(6192) > 0) {
+ mes "[Lea]";
+ mes "You already have that Magic Book. You can't borrow a new book until you return the current one.";
+ next;
+ mes "[Lea]";
+ mes "Don't you know how many others would want the book you already have? It's a bit selfish to want more than one, you know.";
+ close;
+ }
+ if (countitem(603) > 1) {
+ mes "[Lea]";
+ mes "Thank you for your deposit. The book's return date is written on the lending card on the back cover of the book. Please try not to lose or damage the book and avoid paying compensation.";
+ next;
+ mes "[Lea]";
+ mes "The Intermediate and Superior Magic Books must be returned upon borrowing the Ultimate Magic Book. Remember that you're just borrowing them, so make sure you take good care of those books.";
+ delitem 603,2; //Old_Blue_Box
+ getitem 6192,1; //Magic_Book_SG
+ close;
+ }
+ mes "[Lea]";
+ mes "I'm sorry, but you don't have enough funds.";
+ close;
+ case 3:
+ if (countitem(6193) > 0) {
+ mes "[Lea]";
+ mes "You already have that Magic Book. You can't borrow a new book until you return the current one.";
+ next;
+ mes "[Lea]";
+ mes "Don't you know how many others would want the book you already have? It's a bit selfish to want more than one, you know.";
+ close;
+ }
+ if (countitem(603) > 1) {
+ mes "[Lea]";
+ mes "Thank you for your deposit. The book's return date is written on the lending card on the back cover of the book. Please try not to lose or damage the book and avoid paying compensation.";
+ next;
+ mes "[Lea]";
+ mes "The Intermediate and Superior Magic Books must be returned upon borrowing the Ultimate Magic Book. Remember that you're just borrowing them, so make sure you take good care of those books.";
+ delitem 603,2; //Old_Blue_Box
+ getitem 6193,1; //Magic_Book_LOV
+ close;
+ }
+ mes "[Lea]";
+ mes "I'm sorry, but you don't have enough funds.";
+ close;
+ case 4:
+ if (countitem(6194) > 0) {
+ mes "[Lea]";
+ mes "You already have that Magic Book. You can't borrow a new book until you return the current one.";
+ next;
+ mes "[Lea]";
+ mes "Don't you know how many others would want the book you already have? It's a bit selfish to want more than one, you know.";
+ close;
+ }
+ if (countitem(603) > 1) {
+ mes "[Lea]";
+ mes "Thank you for your deposit. The book's return date is written on the lending card on the back cover of the book. Please try not to lose or damage the book and avoid paying compensation.";
+ next;
+ mes "[Lea]";
+ mes "The Intermediate and Superior Magic Books must be returned upon borrowing the Ultimate Magic Book. Remember that you're just borrowing them, so make sure you take good care of those books.";
+ delitem 603,2; //Old_Blue_Box
+ getitem 6194,1; //Magic_Book_MS
+ close;
+ }
+ mes "[Lea]";
+ mes "I'm sorry, but you don't have enough funds.";
+ close;
+ case 5:
+ if (countitem(6197) > 0) {
+ mes "[Lea]";
+ mes "You already have that Magic Book. You can't borrow a new book until you return the current one.";
+ next;
+ mes "[Lea]";
+ mes "Don't you know how many others would want the book you already have? It's a bit selfish to want more than one, you know.";
+ close;
+ }
+ if (countitem(603) > 1) {
+ mes "[Lea]";
+ mes "Thank you for your deposit. The book's return date is written on the lending card on the back cover of the book. Please try not to lose or damage the book and avoid paying compensation.";
+ next;
+ mes "[Lea]";
+ mes "The Intermediate and Superior Magic Books must be returned upon borrowing the Ultimate Magic Book. Remember that you're just borrowing them, so make sure you take good care of those books.";
+ delitem 603,2; //Old_Blue_Box
+ getitem 6197,1; //Magic_Book_TS
+ close;
+ }
+ mes "[Lea]";
+ mes "I'm sorry, but you don't have enough funds.";
+ close;
+ case 6:
+ if (countitem(6198) > 0) {
+ mes "[Lea]";
+ mes "You already have that Magic Book. You can't borrow a new book until you return the current one.";
+ next;
+ mes "[Lea]";
+ mes "Don't you know how many others would want the book you already have? It's a bit selfish to want more than one, you know.";
+ close;
+ }
+ if (countitem(603) > 1) {
+ mes "[Lea]";
+ mes "Thank you for your deposit. The book's return date is written on the lending card on the back cover of the book. Please try not to lose or damage the book and avoid paying compensation.";
+ next;
+ mes "[Lea]";
+ mes "The Intermediate and Superior Magic Books must be returned upon borrowing the Ultimate Magic Book. Remember that you're just borrowing them, so make sure you take good care of those books.";
+ delitem 603,2; //Old_Blue_Box
+ getitem 6198,1; //Magic_Book_JT
+ close;
+ }
+ mes "[Lea]";
+ mes "I'm sorry, but you don't have enough funds.";
+ close;
+ case 7:
+ if (countitem(6199) > 0) {
+ mes "[Lea]";
+ mes "You already have that Magic Book. You can't borrow a new book until you return the current one.";
+ next;
+ mes "[Lea]";
+ mes "Don't you know how many others would want the book you already have? It's a bit selfish to want more than one, you know.";
+ close;
+ }
+ if (countitem(603) > 1) {
+ mes "[Lea]";
+ mes "Thank you for your deposit. The book's return date is written on the lending card on the back cover of the book. Please try not to lose or damage the book and avoid paying compensation.";
+ next;
+ mes "[Lea]";
+ mes "The Intermediate and Superior Magic Books must be returned upon borrowing the Ultimate Magic Book. Remember that you're just borrowing them, so make sure you take good care of those books.";
+ delitem 603,2; //Old_Blue_Box
+ getitem 6199,1; //Magic_Book_WB
+ close;
+ }
+ mes "[Lea]";
+ mes "I'm sorry, but you don't have enough funds.";
+ close;
+ case 8:
+ if (countitem(6200) > 0) {
+ mes "[Lea]";
+ mes "You already have that Magic Book. You can't borrow a new book until you return the current one.";
+ next;
+ mes "[Lea]";
+ mes "Don't you know how many others would want the book you already have? It's a bit selfish to want more than one, you know.";
+ close;
+ }
+ if (countitem(603) > 1) {
+ mes "[Lea]";
+ mes "Thank you for your deposit. The book's return date is written on the lending card on the back cover of the book. Please try not to lose or damage the book and avoid paying compensation.";
+ next;
+ mes "[Lea]";
+ mes "The Intermediate and Superior Magic Books must be returned upon borrowing the Ultimate Magic Book. Remember that you're just borrowing them, so make sure you take good care of those books.";
+ delitem 603,2; //Old_Blue_Box
+ getitem 6200,1; //Magic_Book_HD
+ close;
+ }
+ mes "[Lea]";
+ mes "I'm sorry, but you don't have enough funds.";
+ close;
+ case 9:
+ if (countitem(6201) > 0) {
+ mes "[Lea]";
+ mes "You already have that Magic Book. You can't borrow a new book until you return the current one.";
+ next;
+ mes "[Lea]";
+ mes "Don't you know how many others would want the book you already have? It's a bit selfish to want more than one, you know.";
+ close;
+ }
+ if (countitem(603) > 1) {
+ mes "[Lea]";
+ mes "Thank you for your deposit. The book's return date is written on the lending card on the back cover of the book. Please try not to lose or damage the book and avoid paying compensation.";
+ next;
+ mes "[Lea]";
+ mes "The Intermediate and Superior Magic Books must be returned upon borrowing the Ultimate Magic Book. Remember that you're just borrowing them, so make sure you take good care of those books.";
+ delitem 603,2; //Old_Blue_Box
+ getitem 6201,1; //Magic_Book_ES
+ close;
+ }
+ mes "[Lea]";
+ mes "I'm sorry, but you don't have enough funds.";
+ close;
+ }
+ }
+ mes "[Lea]";
+ mes "I'm sorry, but you don't have enough funds.";
+ close;
+ case 4:
+ if (countitem(985) > 8) {
+ mes "[Lea]";
+ mes "What kind of Magic Book do you want?";
+ next;
+ switch (select("Let me think.:Magic Book (Storm Gust):Magic Book (Lord of Vermillion):Magic Book (Meteor Storm):Magic Book (Thunderstorm):Magic Book (Jupitel Thunder):Magic Book (Water Ball):Magic Book (Heaven's Drive):Magic Book (Earth Spike)")) {
+ case 1:
+ mes "[Lea]";
+ mes "No problem.";
+ close;
+ case 2:
+ if (countitem(6192) > 0) {
+ mes "[Lea]";
+ mes "You already have that Magic Book. You can't borrow a new book until you return the current one.";
+ next;
+ mes "[Lea]";
+ mes "Don't you know how many others would want the book you already have? It's a bit selfish to want more than one, you know.";
+ close;
+ }
+ if (countitem(985) > 8) {
+ mes "[Lea]";
+ mes "Thank you for your deposit. The book's return date is written on the lending card on the back cover of the book. Please try not to lose or damage the book and avoid paying compensation.";
+ next;
+ mes "[Lea]";
+ mes "The Intermediate and Superior Magic Books must be returned upon borrowing the Ultimate Magic Book. Remember that you're just borrowing them, so make sure you take good care of those books.";
+ delitem 985,9; //Elunium
+ getitem 6192,1; //Magic_Book_SG
+ close;
+ }
+ mes "[Lea]";
+ mes "I'm sorry, but you don't have enough funds.";
+ close;
+ case 3:
+ if (countitem(6193) > 0) {
+ mes "[Lea]";
+ mes "You already have that Magic Book. You can't borrow a new book until you return the current one.";
+ next;
+ mes "[Lea]";
+ mes "Don't you know how many others would want the book you already have? It's a bit selfish to want more than one, you know.";
+ close;
+ }
+ if (countitem(985) > 8) {
+ mes "[Lea]";
+ mes "Thank you for your deposit. The book's return date is written on the lending card on the back cover of the book. Please try not to lose or damage the book and avoid paying compensation.";
+ next;
+ mes "[Lea]";
+ mes "The Intermediate and Superior Magic Books must be returned upon borrowing the Ultimate Magic Book. Remember that you're just borrowing them, so make sure you take good care of those books.";
+ delitem 985,9; //Elunium
+ getitem 6193,1; //Magic_Book_LOV
+ close;
+ }
+ mes "[Lea]";
+ mes "I'm sorry, but you don't have enough funds.";
+ close;
+ case 4:
+ if (countitem(6194) > 0) {
+ mes "[Lea]";
+ mes "You already have that Magic Book. You can't borrow a new book until you return the current one.";
+ next;
+ mes "[Lea]";
+ mes "Don't you know how many others would want the book you already have? It's a bit selfish to want more than one, you know.";
+ close;
+ }
+ if (countitem(985) > 8) {
+ mes "[Lea]";
+ mes "Thank you for your deposit. The book's return date is written on the lending card on the back cover of the book. Please try not to lose or damage the book and avoid paying compensation.";
+ next;
+ mes "[Lea]";
+ mes "The Intermediate and Superior Magic Books must be returned upon borrowing the Ultimate Magic Book. Remember that you're just borrowing them, so make sure you take good care of those books.";
+ delitem 985,9; //Elunium
+ getitem 6194,1; //Magic_Book_MS
+ close;
+ }
+ mes "[Lea]";
+ mes "I'm sorry, but you don't have enough funds.";
+ close;
+ case 5:
+ if (countitem(6197) > 0) {
+ mes "[Lea]";
+ mes "You already have that Magic Book. You can't borrow a new book until you return the current one.";
+ next;
+ mes "[Lea]";
+ mes "Don't you know how many others would want the book you already have? It's a bit selfish to want more than one, you know.";
+ close;
+ }
+ if (countitem(985) > 8) {
+ mes "[Lea]";
+ mes "Thank you for your deposit. The book's return date is written on the lending card on the back cover of the book. Please try not to lose or damage the book and avoid paying compensation.";
+ next;
+ mes "[Lea]";
+ mes "The Intermediate and Superior Magic Books must be returned upon borrowing the Ultimate Magic Book. Remember that you're just borrowing them, so make sure you take good care of those books.";
+ delitem 985,9; //Elunium
+ getitem 6197,1; //Magic_Book_TS
+ close;
+ }
+ mes "[Lea]";
+ mes "I'm sorry, but you don't have enough funds.";
+ close;
+ case 6:
+ if (countitem(6198) > 0) {
+ mes "[Lea]";
+ mes "You already have that Magic Book. You can't borrow a new book until you return the current one.";
+ next;
+ mes "[Lea]";
+ mes "Don't you know how many others would want the book you already have? It's a bit selfish to want more than one, you know.";
+ close;
+ }
+ if (countitem(985) > 8) {
+ mes "[Lea]";
+ mes "Thank you for your deposit. The book's return date is written on the lending card on the back cover of the book. Please try not to lose or damage the book and avoid paying compensation.";
+ next;
+ mes "[Lea]";
+ mes "The Intermediate and Superior Magic Books must be returned upon borrowing the Ultimate Magic Book. Remember that you're just borrowing them, so make sure you take good care of those books.";
+ delitem 985,9; //Elunium
+ getitem 6198,1; //Magic_Book_JT
+ close;
+ }
+ mes "[Lea]";
+ mes "I'm sorry, but you don't have enough funds.";
+ close;
+ case 7:
+ if (countitem(6199) > 0) {
+ mes "[Lea]";
+ mes "You already have that Magic Book. You can't borrow a new book until you return the current one.";
+ next;
+ mes "[Lea]";
+ mes "Don't you know how many others would want the book you already have? It's a bit selfish to want more than one, you know.";
+ close;
+ }
+ if (countitem(985) > 8) {
+ mes "[Lea]";
+ mes "Thank you for your deposit. The book's return date is written on the lending card on the back cover of the book. Please try not to lose or damage the book and avoid paying compensation.";
+ next;
+ mes "[Lea]";
+ mes "The Intermediate and Superior Magic Books must be returned upon borrowing the Ultimate Magic Book. Remember that you're just borrowing them, so make sure you take good care of those books.";
+ delitem 985,9; //Elunium
+ getitem 6199,1; //Magic_Book_WB
+ close;
+ }
+ mes "[Lea]";
+ mes "I'm sorry, but you don't have enough funds.";
+ close;
+ case 8:
+ if (countitem(6200) > 0) {
+ mes "[Lea]";
+ mes "You already have that Magic Book. You can't borrow a new book until you return the current one.";
+ next;
+ mes "[Lea]";
+ mes "Don't you know how many others would want the book you already have? It's a bit selfish to want more than one, you know.";
+ close;
+ }
+ if (countitem(985) > 8) {
+ mes "[Lea]";
+ mes "Thank you for your deposit. The book's return date is written on the lending card on the back cover of the book. Please try not to lose or damage the book and avoid paying compensation.";
+ next;
+ mes "[Lea]";
+ mes "The Intermediate and Superior Magic Books must be returned upon borrowing the Ultimate Magic Book. Remember that you're just borrowing them, so make sure you take good care of those books.";
+ delitem 985,9; //Elunium
+ getitem 6200,1; //Magic_Book_HD
+ close;
+ }
+ mes "[Lea]";
+ mes "I'm sorry, but you don't have enough funds.";
+ close;
+ case 9:
+ if (countitem(6201) > 0) {
+ mes "[Lea]";
+ mes "You already have that Magic Book. You can't borrow a new book until you return the current one.";
+ next;
+ mes "[Lea]";
+ mes "Don't you know how many others would want the book you already have? It's a bit selfish to want more than one, you know.";
+ close;
+ }
+ if (countitem(985) > 8) {
+ mes "[Lea]";
+ mes "Thank you for your deposit. The book's return date is written on the lending card on the back cover of the book. Please try not to lose or damage the book and avoid paying compensation.";
+ next;
+ mes "[Lea]";
+ mes "The Intermediate and Superior Magic Books must be returned upon borrowing the Ultimate Magic Book. Remember that you're just borrowing them, so make sure you take good care of those books.";
+ delitem 985,9; //Elunium
+ getitem 6201,1; //Magic_Book_ES
+ close;
+ }
+ mes "[Lea]";
+ mes "I'm sorry, but you don't have enough funds.";
+ close;
+ }
+ }
+ mes "[Lea]";
+ mes "I'm sorry, but you don't have enough funds.";
+ close;
+ }
+ case 4:
+ mes "[Lea]";
+ mes "Oh, do you want the Superior Magic Books? For your information, borrowing those Magic Books requires many conditions and restrictions. Are you sure that you want it?";
+ next;
+ select("Yes.");
+ mes "[Lea]";
+ mes "I see. If you're determined to borrow the Superior Magic Books, please choose one of the following tyes of payment for the security deposit.";
+ next;
+ mes "[Lea]";
+ mes "[12 Mystery Pieces and 100,000 zeny], [7 Oridecons and 100,000 zeny], or [1 Old Violet Box and 100,000 zeny]. Now how would you like to pay your deposit?";
+ switch (select("Where can I find those items?:Let me think.:I'll pay with 12 Mystery Pieces and 100,000 zeny.:I'll pay with 7 Oridecons and 100,000 zeny.:I'll pay with 1 Old Violet Box and 100,000 zeny.")) {
+ next;
+ case 1:
+ mes "[Lea] ";
+ mes "Mystery Pieces can be obtained from machine creatures in the Juperos Dungeon, and they're the fountain of knowledge from the ancient civilization. Ah, I get excited thinking about those artifacts.";
+ next;
+ mes "[Lea]";
+ mes "Oridecons can be obtained from Executioners, Gryphons, Jokers, and Abysmal Knights, but it'll be easier to collect Rough Oridecons than Oridecons.";
+ next;
+ mes "[Lea]";
+ mes "You can refine Rough Oridecons to Oridecons at the Forge in town.";
+ next;
+ mes "[Lea]";
+ mes "Old Violet Boxes can be obtained from Mimics, Megaliths, Orc Lords, Stormy Knights, and Osirises.";
+ next;
+ mes "[Lea]";
+ mes "The boxes are a subject worthy of serious study since they're used to test Schrodinger's pet cat.";
+ close;
+ case 2:
+ mes "[Lea]";
+ mes "If you're unable to collect the items for the security deposit, I can offer you an alternate payment method.";
+ next;
+ mes "[Lea]";
+ mes "How does 200,000 Rune-Midgartian zeny sound?";
+ switch (select("I'm sorry, but I can't pay that much.:Sounds good.")) {
+ next;
+ case 1:
+ mes "[Lea]";
+ mes "I see.";
+ close;
+ case 2:
+ if (Zeny > 199999) {
+ mes "[Lea]";
+ mes "What kind of Magic Book do you want?";
+ next;
+ switch (select("Let me think.:Magic Book (Earth Strain):Magic Book (Chain Lightning):Magic Book (Crimson Rock):Magic Book (Drain Life)")) {
+ case 1:
+ mes "[Lea]";
+ mes "No problem.";
+ close;
+ case 2:
+ if (countitem(6202) > 0) {
+ mes "[Lea]";
+ mes "You already have that Magic Book. You can't borrow a new book until you return the current one.";
+ next;
+ mes "[Lea]";
+ mes "Don't you know how many others would want the book you already have? It's a bit selfish to want more than one, you know.";
+ close;
+ }
+ if (Zeny > 199999) {
+ mes "[Lea]";
+ mes "Thank you for your deposit. The book's return date is written on the lending card on the back cover of the book. Please try not to lose or damage the book and avoid paying compensation.";
+ next;
+ mes "[Lea]";
+ mes "The Intermediate and Superior Magic Books must be returned upon borrowing the Ultimate Magic Book. Remember that you're just borrowing them, so make sure you take good care of those books.";
+ set Zeny, Zeny - 200000;
+ getitem 6202,1; //Magic_Book_ES_
+ close;
+ }
+ mes "[Lea]";
+ mes "I'm sorry, but you don't have enough funds.";
+ close;
+ case 3:
+ if (countitem(6203) > 0) {
+ mes "[Lea]";
+ mes "You already have that Magic Book. You can't borrow a new book until you return the current one.";
+ next;
+ mes "[Lea]";
+ mes "Don't you know how many others would want the book you already have? It's a bit selfish to want more than one, you know.";
+ close;
+ }
+ if (Zeny > 199999) {
+ mes "[Lea]";
+ mes "Thank you for your deposit. The book's return date is written on the lending card on the back cover of the book. Please try not to lose or damage the book and avoid paying compensation.";
+ next;
+ mes "[Lea]";
+ mes "The Intermediate and Superior Magic Books must be returned upon borrowing the Ultimate Magic Book. Remember that you're just borrowing them, so make sure you take good care of those books.";
+ set Zeny, Zeny - 200000;
+ getitem 6203,1; //Magic_Book_CL
+ close;
+ }
+ mes "[Lea]";
+ mes "I'm sorry, but you don't have enough funds.";
+ close;
+ case 4:
+ if (countitem(6204) > 0) {
+ mes "[Lea]";
+ mes "You already have that Magic Book. You can't borrow a new book until you return the current one.";
+ next;
+ mes "[Lea]";
+ mes "Don't you know how many others would want the book you already have? It's a bit selfish to want more than one, you know.";
+ close;
+ }
+ if (Zeny > 199999) {
+ mes "[Lea]";
+ mes "Thank you for your deposit. The book's return date is written on the lending card on the back cover of the book. Please try not to lose or damage the book and avoid paying compensation.";
+ next;
+ mes "[Lea]";
+ mes "The Intermediate and Superior Magic Books must be returned upon borrowing the Ultimate Magic Book. Remember that you're just borrowing them, so make sure you take good care of those books.";
+ set Zeny, Zeny - 200000;
+ getitem 6204,1; //Magic_Book_CR
+ close;
+ }
+ mes "[Lea]";
+ mes "I'm sorry, but you don't have enough funds.";
+ close;
+ case 5:
+ if (countitem(6205) > 0) {
+ mes "[Lea]";
+ mes "You already have that Magic Book. You can't borrow a new book until you return the current one.";
+ next;
+ mes "[Lea]";
+ mes "Don't you know how many others would want the book you already have? It's a bit selfish to want more than one, you know.";
+ close;
+ }
+ if (Zeny > 199999) {
+ mes "[Lea]";
+ mes "Thank you for your deposit. The book's return date is written on the lending card on the back cover of the book. Please try not to lose or damage the book and avoid paying compensation.";
+ next;
+ mes "[Lea]";
+ mes "The Intermediate and Superior Magic Books must be returned upon borrowing the Ultimate Magic Book. Remember that you're just borrowing them, so make sure you take good care of those books.";
+ set Zeny, Zeny - 200000;
+ getitem 6205,1; //Magic_Book_DL
+ close;
+ }
+ mes "[Lea]";
+ mes "I'm sorry, but you don't have enough funds.";
+ close;
+ }
+ }
+ mes "[Lea]";
+ mes "I'm sorry, but you don't have enough funds.";
+ close;
+ }
+ case 3:
+ if ((Zeny > 99999) && (countitem(7094) > 11)) {
+ mes "[Lea]";
+ mes "What kind of Magic Book do you want?";
+ next;
+ switch (select("Let me think.:Magic Book (Earth Strain):Magic Book (Chain Lightning):Magic Book (Crimson Rock):Magic Book (Drain Life)")) {
+ case 1:
+ mes "[Lea]";
+ mes "No problem.";
+ close;
+ case 2:
+ if (countitem(6202) > 0) {
+ mes "[Lea]";
+ mes "You already have that Magic Book. You can't borrow a new book until you return the current one.";
+ next;
+ mes "[Lea]";
+ mes "Don't you know how many others would want the book you already have? It's a bit selfish to want more than one, you know.";
+ close;
+ }
+ if ((Zeny > 99999) && (countitem(7094) > 11)) {
+ mes "[Lea]";
+ mes "Thank you for your deposit. The book's return date is written on the lending card on the back cover of the book. Please try not to lose or damage the book and avoid paying compensation.";
+ next;
+ mes "[Lea]";
+ mes "The Intermediate and Superior Magic Books must be returned upon borrowing the Ultimate Magic Book. Remember that you're just borrowing them, so make sure you take good care of those books.";
+ set Zeny, Zeny - 100000;
+ delitem 7094,12; //Mystery_Piece
+ getitem 6202,1; //Magic_Book_ES_
+ close;
+ }
+ mes "[Lea]";
+ mes "I'm sorry, but you don't have enough funds.";
+ close;
+ case 3:
+ if (countitem(6203) > 0) {
+ mes "[Lea]";
+ mes "You already have that Magic Book. You can't borrow a new book until you return the current one.";
+ next;
+ mes "[Lea]";
+ mes "Don't you know how many others would want the book you already have? It's a bit selfish to want more than one, you know.";
+ close;
+ }
+ if ((Zeny > 99999) && (countitem(7094) > 11)) {
+ mes "[Lea]";
+ mes "Thank you for your deposit. The book's return date is written on the lending card on the back cover of the book. Please try not to lose or damage the book and avoid paying compensation.";
+ next;
+ mes "[Lea]";
+ mes "The Intermediate and Superior Magic Books must be returned upon borrowing the Ultimate Magic Book. Remember that you're just borrowing them, so make sure you take good care of those books.";
+ set Zeny, Zeny - 100000;
+ delitem 7094,12; //Mystery_Piece
+ getitem 6203,1; //Magic_Book_CL
+ close;
+ }
+ mes "[Lea]";
+ mes "I'm sorry, but you don't have enough funds.";
+ close;
+ case 4:
+ if (countitem(6204) > 0) {
+ mes "[Lea]";
+ mes "You already have that Magic Book. You can't borrow a new book until you return the current one.";
+ next;
+ mes "[Lea]";
+ mes "Don't you know how many others would want the book you already have? It's a bit selfish to want more than one, you know.";
+ close;
+ }
+ if ((Zeny > 99999) && (countitem(7094) > 11)) {
+ mes "[Lea]";
+ mes "Thank you for your deposit. The book's return date is written on the lending card on the back cover of the book. Please try not to lose or damage the book and avoid paying compensation.";
+ next;
+ mes "[Lea]";
+ mes "The Intermediate and Superior Magic Books must be returned upon borrowing the Ultimate Magic Book. Remember that you're just borrowing them, so make sure you take good care of those books.";
+ set Zeny, Zeny - 100000;
+ delitem 7094,12; //Mystery_Piece
+ getitem 6204,1; //Magic_Book_CR
+ close;
+ }
+ mes "[Lea]";
+ mes "I'm sorry, but you don't have enough funds.";
+ close;
+ case 5:
+ if (countitem(6205) > 0) {
+ mes "[Lea]";
+ mes "You already have that Magic Book. You can't borrow a new book until you return the current one.";
+ next;
+ mes "[Lea]";
+ mes "Don't you know how many others would want the book you already have? It's a bit selfish to want more than one, you know.";
+ close;
+ }
+ if ((Zeny > 99999) && (countitem(7094) > 11)) {
+ mes "[Lea]";
+ mes "Thank you for your deposit. The book's return date is written on the lending card on the back cover of the book. Please try not to lose or damage the book and avoid paying compensation.";
+ next;
+ mes "[Lea]";
+ mes "The Intermediate and Superior Magic Books must be returned upon borrowing the Ultimate Magic Book. Remember that you're just borrowing them, so make sure you take good care of those books.";
+ set Zeny, Zeny - 100000;
+ delitem 7094,12; //Mystery_Piece
+ getitem 6205,1; //Magic_Book_DL
+ close;
+ }
+ mes "[Lea]";
+ mes "I'm sorry, but you don't have enough funds.";
+ close;
+ }
+ }
+ mes "[Lea]";
+ mes "I'm sorry, but you don't have enough funds.";
+ close;
+ case 4:
+ if ((Zeny > 99999) && (countitem(984) > 6)) {
+ mes "[Lea]";
+ mes "What kind of Magic Book do you want?";
+ next;
+ switch (select("Let me think.:Magic Book (Earth Strain):Magic Book (Chain Lightning):Magic Book (Crimson Rock):Magic Book (Drain Life)")) {
+ case 1:
+ mes "[Lea]";
+ mes "No problem.";
+ close;
+ case 2:
+ if (countitem(6202) > 0) {
+ mes "[Lea]";
+ mes "You already have that Magic Book. You can't borrow a new book until you return the current one.";
+ next;
+ mes "[Lea]";
+ mes "Don't you know how many others would want the book you already have? It's a bit selfish to want more than one, you know.";
+ close;
+ }
+ if ((Zeny > 99999) && (countitem(984) > 6)) {
+ mes "[Lea]";
+ mes "Thank you for your deposit. The book's return date is written on the lending card on the back cover of the book. Please try not to lose or damage the book and avoid paying compensation.";
+ next;
+ mes "[Lea]";
+ mes "The Intermediate and Superior Magic Books must be returned upon borrowing the Ultimate Magic Book. Remember that you're just borrowing them, so make sure you take good care of those books.";
+ set Zeny, Zeny - 100000;
+ delitem 984,7; //Oridecon
+ getitem 6202,1; //Magic_Book_ES_
+ close;
+ }
+ mes "[Lea]";
+ mes "I'm sorry, but you don't have enough funds.";
+ close;
+ case 3:
+ if (countitem(6203) > 0) {
+ mes "[Lea]";
+ mes "You already have that Magic Book. You can't borrow a new book until you return the current one.";
+ next;
+ mes "[Lea]";
+ mes "Don't you know how many others would want the book you already have? It's a bit selfish to want more than one, you know.";
+ close;
+ }
+ if ((Zeny > 99999) && (countitem(984) > 6)) {
+ mes "[Lea]";
+ mes "Thank you for your deposit. The book's return date is written on the lending card on the back cover of the book. Please try not to lose or damage the book and avoid paying compensation.";
+ next;
+ mes "[Lea]";
+ mes "The Intermediate and Superior Magic Books must be returned upon borrowing the Ultimate Magic Book. Remember that you're just borrowing them, so make sure you take good care of those books.";
+ set Zeny, Zeny - 100000;
+ delitem 984,7; //Oridecon
+ getitem 6203,1; //Magic_Book_CL
+ close;
+ }
+ mes "[Lea]";
+ mes "I'm sorry, but you don't have enough funds.";
+ close;
+ case 4:
+ if (countitem(6204) > 0) {
+ mes "[Lea]";
+ mes "You already have that Magic Book. You can't borrow a new book until you return the current one.";
+ next;
+ mes "[Lea]";
+ mes "Don't you know how many others would want the book you already have? It's a bit selfish to want more than one, you know.";
+ close;
+ }
+ if ((Zeny > 99999) && (countitem(984) > 6)) {
+ mes "[Lea]";
+ mes "Thank you for your deposit. The book's return date is written on the lending card on the back cover of the book. Please try not to lose or damage the book and avoid paying compensation.";
+ next;
+ mes "[Lea]";
+ mes "The Intermediate and Superior Magic Books must be returned upon borrowing the Ultimate Magic Book. Remember that you're just borrowing them, so make sure you take good care of those books.";
+ set Zeny, Zeny - 100000;
+ delitem 984,7; //Oridecon
+ getitem 6204,1; //Magic_Book_CR
+ close;
+ }
+ mes "[Lea]";
+ mes "I'm sorry, but you don't have enough funds.";
+ close;
+ case 5:
+ if (countitem(6205) > 0) {
+ mes "[Lea]";
+ mes "You already have that Magic Book. You can't borrow a new book until you return the current one.";
+ next;
+ mes "[Lea]";
+ mes "Don't you know how many others would want the book you already have? It's a bit selfish to want more than one, you know.";
+ close;
+ }
+ if ((Zeny > 99999) && (countitem(984) > 6)) {
+ mes "[Lea]";
+ mes "Thank you for your deposit. The book's return date is written on the lending card on the back cover of the book. Please try not to lose or damage the book and avoid paying compensation.";
+ next;
+ mes "[Lea]";
+ mes "The Intermediate and Superior Magic Books must be returned upon borrowing the Ultimate Magic Book. Remember that you're just borrowing them, so make sure you take good care of those books.";
+ set Zeny, Zeny - 100000;
+ delitem 984,7; //Oridecon
+ getitem 6205,1; //Magic_Book_DL
+ close;
+ }
+ mes "[Lea]";
+ mes "I'm sorry, but you don't have enough funds.";
+ close;
+ }
+ }
+ mes "[Lea]";
+ mes "I'm sorry, but you don't have enough funds.";
+ close;
+ case 5:
+ if ((Zeny > 99999) && (countitem(617) > 0)) {
+ mes "[Lea]";
+ mes "What kind of Magic Book do you want?";
+ next;
+ switch (select("Let me think.:Magic Book (Earth Strain):Magic Book (Chain Lightning):Magic Book (Crimson Rock):Magic Book (Drain Life)")) {
+ case 1:
+ mes "[Lea]";
+ mes "No problem.";
+ close;
+ case 2:
+ if (countitem(6202) > 0) {
+ mes "[Lea]";
+ mes "You already have that Magic Book. You can't borrow a new book until you return the current one.";
+ next;
+ mes "[Lea]";
+ mes "Don't you know how many others would want the book you already have? It's a bit selfish to want more than one, you know.";
+ close;
+ }
+ if ((Zeny > 99999) && (countitem(617) > 0)) {
+ mes "[Lea]";
+ mes "Thank you for your deposit. The book's return date is written on the lending card on the back cover of the book. Please try not to lose or damage the book and avoid paying compensation.";
+ next;
+ mes "[Lea]";
+ mes "The Intermediate and Superior Magic Books must be returned upon borrowing the Ultimate Magic Book. Remember that you're just borrowing them, so make sure you take good care of those books.";
+ set Zeny, Zeny - 100000;
+ delitem 617,1; //Old_Violet_Box
+ getitem 6202,1; //Magic_Book_ES_
+ close;
+ }
+ mes "[Lea]";
+ mes "I'm sorry, but you don't have enough funds.";
+ close;
+ case 3:
+ if (countitem(6203) > 0) {
+ mes "[Lea]";
+ mes "You already have that Magic Book. You can't borrow a new book until you return the current one.";
+ next;
+ mes "[Lea]";
+ mes "Don't you know how many others would want the book you already have? It's a bit selfish to want more than one, you know.";
+ close;
+ }
+ if ((Zeny > 99999) && (countitem(617) > 0)) {
+ mes "[Lea]";
+ mes "Thank you for your deposit. The book's return date is written on the lending card on the back cover of the book. Please try not to lose or damage the book and avoid paying compensation.";
+ next;
+ mes "[Lea]";
+ mes "The Intermediate and Superior Magic Books must be returned upon borrowing the Ultimate Magic Book. Remember that you're just borrowing them, so make sure you take good care of those books.";
+ set Zeny, Zeny - 100000;
+ delitem 617,1; //Old_Violet_Box
+ getitem 6203,1; //Magic_Book_CL
+ close;
+ }
+ mes "[Lea]";
+ mes "I'm sorry, but you don't have enough funds.";
+ close;
+ case 4:
+ if (countitem(6204) > 0) {
+ mes "[Lea]";
+ mes "You already have that Magic Book. You can't borrow a new book until you return the current one.";
+ next;
+ mes "[Lea]";
+ mes "Don't you know how many others would want the book you already have? It's a bit selfish to want more than one, you know.";
+ close;
+ }
+ if ((Zeny > 99999) && (countitem(617) > 0)) {
+ mes "[Lea]";
+ mes "Thank you for your deposit. The book's return date is written on the lending card on the back cover of the book. Please try not to lose or damage the book and avoid paying compensation.";
+ next;
+ mes "[Lea]";
+ mes "The Intermediate and Superior Magic Books must be returned upon borrowing the Ultimate Magic Book. Remember that you're just borrowing them, so make sure you take good care of those books.";
+ set Zeny, Zeny - 100000;
+ delitem 617,1; //Old_Violet_Box
+ getitem 6204,1; //Magic_Book_CR
+ close;
+ }
+ mes "[Lea]";
+ mes "I'm sorry, but you don't have enough funds.";
+ close;
+ case 5:
+ if (countitem(6205) > 0) {
+ mes "[Lea]";
+ mes "You already have that Magic Book. You can't borrow a new book until you return the current one.";
+ next;
+ mes "[Lea]";
+ mes "Don't you know how many others would want the book you already have? It's a bit selfish to want more than one, you know.";
+ close;
+ }
+ if ((Zeny > 99999) && (countitem(617) > 0)) {
+ mes "[Lea]";
+ mes "Thank you for your deposit. The book's return date is written on the lending card on the back cover of the book. Please try not to lose or damage the book and avoid paying compensation.";
+ next;
+ mes "[Lea]";
+ mes "The Intermediate and Superior Magic Books must be returned upon borrowing the Ultimate Magic Book. Remember that you're just borrowing them, so make sure you take good care of those books.";
+ set Zeny, Zeny - 100000;
+ delitem 617,1; //Old_Violet_Box
+ getitem 6205,1; //Magic_Book_DL
+ close;
+ }
+ mes "[Lea]";
+ mes "I'm sorry, but you don't have enough funds.";
+ close;
+ }
+ }
+ mes "[Lea]";
+ mes "I'm sorry, but you don't have enough funds.";
+ close;
+ }
+ case 5:
+ if ((BaseLevel > 139) && (mac_book < 1) && ((getskilllv(2217) > 0) || (getskilllv(2213) > 0))) {
+ mes "[Lea]";
+ mes "Did... Did you just say the Ultimate Magic Book?";
+ next;
+ mes "[Lea]";
+ mes "Oh, my....";
+ mes "I can't believe someone actually wants that book.";
+ next;
+ select("Please don't say that you don't have it.");
+ mes "[Lea]";
+ mes "Frankly, I've never even seen the Ultimate Magic Book.";
+ next;
+ mes "[Lea]";
+ mes "You should ask Master Velof if you want to know more about that book.";
+ next;
+ mes "[Lea]";
+ mes "I'm sorry that I can't help you more than that.";
+ set mac_book,1;
+ close;
+ }
+ if ((BaseLevel > 139) && (mac_book > 0) && ((getskilllv(2217) > 0) || (getskilllv(2213) > 0))) {
+ mes "[Lea]";
+ mes "You should ask Master Velof for some information about that book.";
+ close;
+ }
+ mes "[Lea]";
+ mes "How about practicing your magic spells for now?";
+ next;
+ mes "[Lea]";
+ mes "In order to obtain the Ultimate Magic Book, you must reach Level 140 and learn Tetera Bolt and Comet.";
+ next;
+ mes "[Lea]";
+ mes "That book can't be used by just anyone, you know?";
+ close;
+ }
+ }
+ mes "[Lea]";
+ mes "Welcome to the Magic Archive. You can read and borrow books from here under certain conditions.";
+ close;
+}
+
+mid_camp,255,244,4 script Galfos 735,{
+
+ if (checkweight(1201,1) == 0) {
+ mes "You're carrying too many items. Please make some room in your bag first.";
+ close;
+ }
+ if ((MaxWeight - Weight) < 1000) {
+ mes "You're overweight with items. Please lose some item weight first.";
+ close;
+ }
+ if (Upper == 2) {
+ mes "[Galfos]";
+ mes "What are you, a baby?";
+ mes "I'm not here to babysit. Get lost!";
+ close;
+ }
+ if ((Class != Job_Warlock) && (Class != Job_Warlock_T) && (Class != Job_Baby_Warlock)) {
+ mes "[Galfos]";
+ mes "My right arm feels hot while my left arm feels cold. I can never get used to this weird weather!";
+ close;
+ }
+ if (getskilllv(2230) < 1) {
+ mes "[Galfos]";
+ mes "Ah, I'll get myself in trouble if I stay here any longer. Maybe I'm already in...";
+ close;
+ }
+ if ((BaseLevel < 140) || (getskilllv(2217) < 1) && (getskilllv(2213) < 1)) {
+ mes "[Galfos]";
+ mes "I'm sorry, but I don't talk to people that aren't even ready for this.";
+ close;
+ }
+ if (mac_book < 2) {
+ mes "[Galfos]";
+ mes "You look strong, but you don't seem to have any business with me.";
+ close;
+ }
+ if (mac_book == 2) {
+ mes "[Galfos]";
+ mes "What brings you to me?";
+ next;
+ select("I heard that you've studied the Ultimate Magic Book.");
+ mes "[Galfos]";
+ mes "Why, are you interested too?";
+ mes "I didn't know someone would actually take an interest in that book. Yes, I'm studying that magic book. How did you find that out?";
+ next;
+ select("You're Velof's brother, right?");
+ mes "[Galfos]";
+ mes "Yes, I'm Galfos, and Velof is my brother.";
+ next;
+ mes "[Galfos]";
+ mes "Wait a minute,";
+ mes "did the old man recommend me to you?";
+ next;
+ select("That's right.");
+ mes "[Galfos]";
+ mes "Wow!";
+ mes "This is surprising. He never took my research very seriously. I'm glad that he finally changed his mind.";
+ next;
+ mes "[Galfos]";
+ mes "Heh! Your timing couldn't be better: I was looking for a test object.";
+ next;
+ select("A test object?");
+ mes "[Galfos]";
+ mes "Frankly, I'm only interested in creating the Ultimate Magic Book.";
+ next;
+ mes "[Galfos]";
+ mes "I'm not good at using magic, not to mention that I prefer fists in fighting. Nevertheless, I find Magic Books to be incredibly intriguing.";
+ next;
+ mes "[Galfos]";
+ mes "The problem is that I can't use the Ultimate Magic Book, even if I made one. That's why I can't really test it on my own.";
+ next;
+ mes "[Galfos]";
+ mes "That's why I've been waiting for a true magic practitioner like you that can help me test my Ultimate Magic Book.";
+ next;
+ select("(What is he talking about?)");
+ mes "[Galfos]";
+ mes "My research is almost done,";
+ mes "and I need to solve one last problem to create the Magic Book.";
+ next;
+ mes "[Galfos]";
+ mes "To make the ancient Ultimate Magic Book, I need an artifact and some spells to fuse into it.";
+ next;
+ mes "[Galfos]";
+ mes "I've perfectly restored the spells based on the ancient documents, but I still have no information about the necessary artifact.";
+ next;
+ mes "[Galfos]";
+ mes "Ah, but there's a silver lining!";
+ next;
+ select("(Now we're getting somewhere!)");
+ mes "[Galfos]";
+ mes "Ha ha...";
+ mes "There's a great archive in El Dicastes, the Capital City of the Evil Giants, where all knowledge in this world is stored.";
+ next;
+ mes "[Galfos]";
+ mes "Maybe that's the place to find some information about the artifact for this Ultimate Magic Book.";
+ next;
+ mes "[Galfos]";
+ mes "You know what to do, don't you? Find information about the artifact in the El Dicastes archive, using everything in your power.";
+ next;
+ mes "[Galfos]";
+ mes "Afterwards, create and bring me the artifact. We'll talk about creating the Magic Book afterwards.";
+ set mac_book,3;
+ close;
+ }
+ if (mac_book == 3) {
+ mes "[Galfos]";
+ mes "You know what to do, don't you? Find information about the artifact in the El Dicastes archive, using everything in your power.";
+ next;
+ mes "[Galfos]";
+ mes "Afterwards, create and bring me the artifact. We'll talk about creating the Magic Book afterwards.";
+ close;
+ }
+ if (mac_book == 4) {
+ mes "[Galfos]";
+ mes "Oh, did you find";
+ mes "anything useful?";
+ next;
+ switch (select("I've discovered everything about Comet.:I've mastered the zenith of Tetra Vortex.")) {
+ case 1:
+ if (countitem(6195) > 0) {
+ mes "[Galfos]";
+ mes "Are you kidding me? You already have the book!";
+ close;
+ }
+ if (checkquest(12218) == 2) {
+ mes "[Galfos]";
+ mes "Oh my, I sense incredible energy coming from you. This is great! Now we're ready to make the Ultimate Magic Book.";
+ next;
+ mes "[Galfos]";
+ mes "There's one problem, though: I'm so broke that I don't even have enough money to buy the tools to make the book.";
+ next;
+ mes "[Galfos]";
+ mes "I need at least ^0000aa1000,000 zeny^000000 to buy all the necessary tools. Do you have the money?";
+ next;
+ switch (select("Wh-what? No!:Sure.")) {
+ case 1:
+ mes "[Galfos]";
+ mes "Aw, you don't? It's disappointing, but there's nothing I can do. Come back when you have enough money, okay?";
+ close;
+ case 2:
+ if (Zeny > 1000000) {
+ mes "[Galfos]";
+ mes "Alright then, let's get started!";
+ next;
+ specialeffect2 EF_DISPELL;
+ progressbar "ffff00",4;
+ specialeffect2 EF_LORD;
+ set Zeny, Zeny - 1000000;
+ getitem 6195,1; //Magic_Book_CM
+ mes "[Galfos]";
+ mes "Man, I almost lost my control to the incredible magic energy! Here's your Magic Book.";
+ next;
+ mes "[Galfos]";
+ mes "Thank you for making my dream come true. Feel free to come back if you need another one of these books.";
+ close;
+ }
+ mes "[Galfos]";
+ mes "Hey, what did I tell you? I can't buy the tools to make the book without money!";
+ close;
+ }
+ }
+ mes "[Galfos]";
+ mes "Are you sure that you've found something? It doesn't seem like you've learned what we need...";
+ close;
+ case 2:
+ if (countitem(6196) > 0) {
+ mes "[Galfos]";
+ mes "Are you kidding me? You already have the book!";
+ close;
+ }
+ if ((checkquest(12219) == 2) && (checkquest(12220) == 2) && (checkquest(12221) == 2) && (checkquest(12222) == 2)) {
+ mes "[Galfos]";
+ mes "Oh my, I sense incredible energy coming from you. This is great! Now we're ready to make the Ultimate Magic Book.";
+ next;
+ mes "[Galfos]";
+ mes "There's one problem, though: I'm so broke that I don't even have enough money to buy the tools to make the book.";
+ next;
+ mes "[Galfos]";
+ mes "I need at least ^0000aa1000,000 zeny^000000 to buy all the necessary tools. Do you have the money?";
+ next;
+ switch (select("Wh-what? No!:Sure.")) {
+ case 1:
+ mes "[Galfos]";
+ mes "Aw, you don't? It's disappointing, but there's nothing I can do. Come back when you have enough money, okay?";
+ close;
+ case 2:
+ if (Zeny > 1000000) {
+ mes "[Galfos]";
+ mes "Alright then, let's get started!";
+ next;
+ specialeffect2 EF_DISPELL;
+ progressbar "ffff00",4;
+ specialeffect2 EF_LORD;
+ set Zeny, Zeny - 1000000;
+ getitem 6196,1; //Magic_Book_TV
+ mes "[Galfos]";
+ mes "Man, I almost lost my control to the incredible magic energy. Here's your Magic Book.";
+ next;
+ mes "[Galfos]";
+ mes "Thank you for making my dream come true. Feel free to come back if you need another one of these books.";
+ close;
+ }
+ mes "[Galfos]";
+ mes "Hey, what did I tell you? I can't buy the tools to make the book without money!";
+ close;
+ }
+ }
+ mes "[Galfos]";
+ mes "Are you sure that you've found something? It doesn't seem like you've learned what we need...";
+ close;
+ }
+ }
+ mes "[Galfos]";
+ mes "Is there anything else you need?";
+ close;
+}
+
+dic_in01,25,190,0 script Mysterious Documents 844,{
+
+ if (isequipped(2782) < 1) {
+ mes "I better not forget to equip my ring.";
+ close;
+ }
+ if (ep13_3_invite < 6) {
+ mes "When you approach the documents, an Evil Giant that looks like the archive manager tries to call Guard Galton. You should get out of here quickly.";
+ close;
+ }
+ if (checkquest(12165,"PLAYTIME") == 1) {
+ mes "The documents are making you feel nauseous. You should come back later after your stomach settles.";
+ close;
+ }
+ if (checkquest(12165,"PLAYTIME") == 2) {
+ mes "You don't feel as nauseous anymore. It should be safe to proceed now.";
+ erasequest 12165;
+ close;
+ }
+ if ((BaseLevel < 140) || (getskilllv(2217) < 1) && (getskilllv(2213) < 1)) {
+ mes "The documents in this container aren't legible. It's not use trying to read them.";
+ close;
+ }
+ specialeffect2 EF_DISPELL;
+ progressbar "ffff00",4;
+ if (mac_book < 3) {
+ mes "You have discovered records about magic, acceleration, and particle waves.";
+ close;
+ }
+ if (mac_book == 3) {
+ mes "You have discovered records about magic, acceleration, and particle waves. These documents must be the ones that Galfos is looking for.";
+ set mac_book, 4;
+ close;
+ }
+ if (mac_book == 4) {
+ if (rand(1,10) == 1) {
+ if (getskilllv(2213) > 0) {
+ if (checkquest(12218) == 1) {
+ mes "You already own this document.";
+ close;
+ }
+ mes "^660066In order to create the essence of lava, you must refine 40 Burning Hearts at the hottest place on the 2nd floor of the Thor's Volcano Dungeon.^000000";
+ mes "^660066You must do this by using the greatest power in that place. The Humans have used this method to study the acceleration of magic particles since ancient times.^000000";
+ next;
+ mes "You have discovered the ^990099Lava Essence Creation Method^000000. Please check your Quest window for more details.";
+ specialeffect2 EF_STEAL;
+ close2;
+ setquest 12218;
+ end;
+ }
+ mes "Nothing in this document looks useful.";
+ close;
+ }
+ if (rand(1,10) == 2) {
+ if (getskilllv(2217) > 0) {
+ if (checkquest(12219) == 1) {
+ mes "You already own this document.";
+ close;
+ }
+ mes "^660066The essence of flame can be refined on stable ground on the 1st floor of the Thor's Volcano Dungeon. 10 Love Coals are necessary to refine the essence.^000000";
+ mes "^660066According to Humans' information, this essence constitutes one of the four natural elements.^000000";
+ next;
+ mes "You have discovered the ^990099Flame Essence Creation Method^000000. Please check your Quest window for more details.";
+ specialeffect2 EF_STEAL;
+ close2;
+ setquest 12219;
+ end;
+ }
+ mes "Nothing in this document looks useful.";
+ close;
+ }
+ if (rand(1,10) == 3) {
+ if (getskilllv(2217) > 0) {
+ if (checkquest(12220) == 1) {
+ mes "You already own this document.";
+ close;
+ }
+ mes "^660066I succeeded in refining the essence of glacier deep inside the 3rd floor of the Ice Cave. If you'd like to try, prepare 10 Ice Hearts and go to the following location.^000000";
+ next;
+ mes "You have discovered the ^990099Glacier Essence Creation Method^000000. Please check your Quest window for more details.";
+ specialeffect2 EF_STEAL;
+ close2;
+ setquest 12220;
+ end;
+ }
+ mes "Nothing in this document looks useful.";
+ close;
+ }
+ if (rand(1,10) == 4) {
+ if (getskilllv(2217) > 0) {
+ if (checkquest(12221) == 1) {
+ mes "You already own this document.";
+ close;
+ }
+ mes "^660066I was able to refine the essence of fossil from old rocks on the 2nd floor of the Mine Dungeon. So far, that place is the most stable among all the testing grounds.";
+ mes "If you'd like to try, prepare 10 Jubilees and go to the dungeon. Good luck.^000000";
+ next;
+ mes "You have discovered the ^990099Fossil Essence Creation Method^000000. Please check your Quest window for more details.";
+ specialeffect2 EF_STEAL;
+ close2;
+ setquest 12221;
+ end;
+ }
+ mes "Nothing in this document looks useful.";
+ close;
+ }
+ if (rand(1,10) == 5) {
+ if (getskilllv(2217) > 0) {
+ if (checkquest(12222) == 1) {
+ mes "You already own this document.";
+ close;
+ }
+ mes "^660066In order to refine the essence of storm, I visited the Hermit's Checkerboard in Kunlun where the spirit of the wind resides.";
+ mes "The refining process was easy, but I had a hard time finding the catalyst, Dragon Teeth.^000000";
+ next;
+ mes "You have discovered the ^990099Storm Essence Creation Method^000000. Please check your Quest window for more details.";
+ specialeffect2 EF_STEAL;
+ close2;
+ setquest 12222;
+ end;
+ }
+ mes "Nothing in this document looks useful.";
+ close;
+ }
+ if (rand(1,10) == 10) {
+ mes "You suddenly feel sick, and this nausea won't go away easily. You should try finding the documents you need later.";
+ setquest 12165;
+ close;
+ }
+ mes "Nothing here looks special.";
+ close;
+ }
+ mes "You no longer need to search this place.";
+ close;
+}
+
+thor_v02,163,104,0 script Powerful Lava Energy#33 844,{
+
+ if ((MaxWeight - Weight) < 1000) {
+ mes "Please lighten your bag.";
+ close;
+ }
+ if ((checkquest(12218) == 1) && (countitem(7097) > 39)) {
+ specialeffect2 EF_BLIND;
+ specialeffect2 EF_BEGINSPELL;
+ progressbar "ffff00",4;
+ delitem 7097,40; //Burning_Heart
+ if (rand(1,2) == 1) {
+ mes "You have used 40 Burning Hearts to create ^999900Lava Essence^000000.";
+ next;
+ mes "^008800The Lava Essence will last permanently, unless there's a problem.^000000";
+ completequest 12218;
+ specialeffect2 EF_LORD;
+ close;
+ }
+ mes "^008888You have failed to refine the essence using 40 Burning Hearts.^000000";
+ close;
+ }
+ if (checkquest(12218) == 2) {
+ mes "You've already created Lava Essence in this area.";
+ close;
+ }
+ mes "Someone already used this area.";
+ close;
+}
+
+thor_v01,185,91,0 script Powerful Flame Energy#33 844,{
+
+ if ((MaxWeight - Weight) < 1000) {
+ mes "Please lighten your bag.";
+ close;
+ }
+ if ((checkquest(12219) == 1) && (countitem(7098) > 9)) {
+ specialeffect2 EF_BLIND;
+ specialeffect2 EF_BEGINSPELL;
+ progressbar "ffff00",4;
+ delitem 7098,10; //Live_Coal
+ if (rand(1,3) == 1) {
+ mes "You have used 10 Live Coals to create ^999900Flame Essence^000000.";
+ next;
+ mes "^008800The Flame Essence will last permanently, unless there's a problem.^000000";
+ completequest 12219;
+ specialeffect2 EF_LORD;
+ close;
+ }
+ mes "^008888You have failed to refine the essence using 10 Live Coals.^000000";
+ close;
+ }
+ if (checkquest(12219) == 2) {
+ mes "You've already created Flame Essence in this area.";
+ close;
+ }
+ mes "Someone already used this area.";
+ close;
+}
+
+ice_dun03,137,148,0 script Powerful Glacier Energy 844,{
+
+ if ((MaxWeight - Weight) < 1000) {
+ mes "Please lighten your bag.";
+ close;
+ }
+ if ((checkquest(12220) == 1) && (countitem(7561) > 9)) {
+ specialeffect2 EF_BLIND;
+ specialeffect2 EF_BEGINSPELL;
+ progressbar "ffff00",4;
+ delitem 7561,10; //Ice_Heart
+ if (rand(1,3) == 1) {
+ mes "You have used 10 Glacial Hearts to create ^999900Glacier Essence^000000.";
+ next;
+ mes "^008800The Glacier Essence will last permanently, unless there's a problem.^000000";
+ completequest 12220;
+ specialeffect2 EF_LORD;
+ close;
+ }
+ mes "^008888You have failed to refine the essence using 10 Glacial Hearts.^000000";
+ close;
+ }
+ if (checkquest(12220) == 2) {
+ mes "You've already created Glacier Essence in this area.";
+ close;
+ }
+ mes "Someone already used this area.";
+ close;
+}
+
+ein_dun02,181,124,0 script Powerful Fossil Energy 844,{
+
+ if ((MaxWeight - Weight) < 1000) {
+ mes "Please lighten your bag.";
+ close;
+ }
+ if ((checkquest(12221) == 1) && (countitem(7312) > 9)) {
+ specialeffect2 EF_BLIND;
+ specialeffect2 EF_BEGINSPELL;
+ progressbar "ffff00",4;
+ delitem 7312,10; //Jubilee
+ if (rand(1,3) == 1) {
+ mes "You have used 10 Jubilees to create ^999900Fossil Essence^000000.";
+ next;
+ mes "^008800The Fossil Essence will last permanently, unless there's a problem.^000000";
+ specialeffect2 EF_LORD;
+ completequest 12221;
+ close;
+ }
+ mes "^008888You have failed to refine the essence using 10 Jubilees.^000000";
+ close;
+ }
+ if (checkquest(12221) == 2) {
+ mes "You've already created Fossil Essence in this area.";
+ close;
+ }
+ mes "Someone already used this area.";
+ close;
+}
+
+gon_dun02,252,198,0 script Powerful Storm Energy#33 844,{
+
+ if ((MaxWeight - Weight) < 1000) {
+ mes "Please lighten your bag.";
+ close;
+ }
+ if ((checkquest(12222) == 1) && (countitem(7266) > 9)) {
+ specialeffect2 EF_BLIND;
+ specialeffect2 EF_BEGINSPELL;
+ progressbar "ffff00",4;
+ delitem 7266,10; //Dragon_Fang
+ if (rand(1,3) == 1) {
+ mes "You have used 10 Dragon Teeth to create ^999900Storm Essence^000000.";
+ next;
+ mes "^008800The Storm Essence will last permanently, unless there's a problem.^000000";
+ specialeffect2 EF_LORD;
+ completequest 12222;
+ close;
+ }
+ mes "^008888You have failed to refine the essence using 10 Dragon Teeth.^000000";
+ close;
+ }
+ if (checkquest(12222) == 2) {
+ mes "You've already created Storm Essence in this area.";
+ close;
+ }
+ mes "Someone already used this area.";
+ close;
+}
diff --git a/npc/pre-re/quests/monstertamers.txt b/npc/pre-re/quests/monstertamers.txt
new file mode 100644
index 000000000..75bc84b1b
--- /dev/null
+++ b/npc/pre-re/quests/monstertamers.txt
@@ -0,0 +1,762 @@
+//===== rAthena Script =======================================
+//= Monster Tamers
+//===== By: ==================================================
+//= kobra_k88, Darkchild, x[tsk]
+//===== Current Version: =====================================
+//= 1.4b
+//===== Compatible With: =====================================
+//= rAthena 1.0
+//===== Description: =========================================
+//= Cute pet quest items
+//===== Additional Comments: =================================
+//= May not have all of the Monster Tamers, but the ones here are fully working.
+//= 1.1 Fixed exploits [Lupus]
+//= 1.2 Removed Duplicates [Silent]
+//= 1.3 Added Bongun's taming item quest. Credits to Lone_Wolf. [SinSloth]
+//= 1.4 Updated Monster taming item quests. [L0ne_W0lf]
+//= 1.4a FIXED item requirement for stellar hairpin. [L0ne_W0lf]
+//= 1.4b Fixed the delitem assosiated with the last uptate. [L0ne_W0lf]
+//============================================================
+
+alberta_in,173,76,4 script Monster Tamer#alb 125,{
+ mes "[Iwado]";
+ mes "This is the height of the era of Monster Taming! Don't you feel the need to gather monster items to be able to connect and to communicate with the Cute Monsters!?";
+ next;
+ switch(select("^3355FF' Monster Taming '^000000 ?:Order ^3355FF' Monster Juice '^000000:Order ^3355FF' Singing Flower '^000000:Order ^3355FF' Wild Flower '^000000:Cancel")) {
+ case 1:
+ mes "[Iwado]";
+ mes "These monster items, necessary to communicate with monsters, are a must have! We, the members of the Monster Tamer Guild, have a very reasonable offer.";
+ next;
+ mes "[Iwado]";
+ mes "We have a system that allows you";
+ mes "to get your hands on these";
+ mes "cool items without burden!";
+ mes "Monster Juice !";
+ mes "Singing Flower !";
+ mes "Aaand....Wild Flower !";
+ next;
+ mes "[Iwado]";
+ mes "To make";
+ mes "Monster Juice, you need";
+ mes "^3355FF1 Animal Gore^000000 and";
+ mes "^3355FF2 Apple^000000.";
+ next;
+ mes "[Iwado]";
+ mes "For 1 Singing Flower,";
+ mes "you will need";
+ mes "^3355FF1 Singing Plant^000000.";
+ next;
+ mes "[Iwado]";
+ mes "If you want me to make";
+ mes "1 Wild Flower,";
+ mes "just give me";
+ mes "^3355FF1 Fancy Flower^000000 and";
+ mes "^3355FF1 Clover^000000.";
+ close;
+ case 2:
+ mes "[Iwado]";
+ mes "This is an item that is far beyond";
+ mes "anything we humans can drink!";
+ mes "Its name? ^3355FFMonster Juice^000000 !!";
+ mes "The extremely sour taste";
+ mes "is perfect for monsters. . .";
+ next;
+ if ((countitem(702) > 0) && (countitem(512) > 1)) {
+ mes "[Iwado]";
+ mes "Oh ! You have all the items to make 1 Monster Juice! Good, good! With all my pride as a monster tamer, I will make one for you right now.";
+ next;
+ mes "[Iwado]";
+ mes "Got to twist these apples...";
+ mes "Just right...";
+ next;
+ mes "^3355FF*Splash splash swoosh swhoosh splash splash*^000000";
+ next;
+ mes "[Iwado]";
+ mes "Okay. All done!";
+ mes "Please take it for the";
+ mes "cute monster you";
+ mes "are raising.";
+ mes "Monster Juice!";
+ delitem 512,2; //Apple
+ delitem 702,1; //Animal_Blood
+ getitem 626,1; // Monster_Juice
+ close;
+ }
+ else {
+ mes "[Iwado]";
+ mes "For the monster owner";
+ mes "that loves to use monster juice...";
+ mes "I have mastered the recipe for Monster Juice!";
+ next;
+ mes "[Iwado]";
+ mes "If you bring me";
+ mes "^3355FF1 Animal Gore^000000 and";
+ mes "^3355FF2 Apple^000000";
+ mes "With all my pride as a monster tamer, I will make it for you!";
+ close;
+ }
+ case 3:
+ mes "[Iwado]";
+ mes "A flower with a song that is";
+ mes "far beyond human comprehension!";
+ mes "Its name? ^3355FFSinging Flower^000000!!";
+ mes "A scent that makes you dizzy with pleasure. A perfect item for monsters...";
+ next;
+ if (countitem(707) > 0) {
+ mes "[Iwado]";
+ mes "Oh! You have all the items necessary to make 1 Singing Flower!! Good, good! With all my pride as a monster tamer, I will make it for you right away.";
+ next;
+ mes "[Iwado]";
+ mes "Got to...";
+ mes "Twist this...";
+ mes "Just right...";
+ next;
+ mes "^3355FF*Crumble crumble scratch scratch*^000000";
+ next;
+ mes "[Iwado]";
+ mes "Okay. All done!";
+ mes "Please take it for the";
+ mes "cute monster you";
+ mes "are raising.";
+ mes "Singing Flower!";
+ delitem 707,1; //Singing_Plant
+ getitem 629,1; // Singing_Flower
+ close;
+ }
+ else {
+ mes "[Iwado]";
+ mes "For the monster owner";
+ mes "that loves to use Singing Flower...";
+ mes "I provide a way to make";
+ mes "1 Singing Flower!";
+ next;
+ mes "[Iwado]";
+ mes "If you bring me";
+ mes "^3355FF1 Singing Plant ^000000,";
+ mes "With all my pride as a monster tamer, I will make one for you right away!";
+ close;
+ }
+ case 4:
+ mes "[Iwado]";
+ mes "This is a flower that is far beyond what humans can gaze at! Its name? ^3355FFWild Flower^000000 !! A troublesome design, but perfect for monsters!";
+ next;
+ if ((countitem(2207) > 0) && (countitem(705) > 0)) {
+ mes "[Iwado]";
+ mes "Oh! You have all the items necessary to make 1 Wild Flower! Good! Good! With all my pride as a monster tamer, I will make one for you right away.";
+ next;
+ mes "[IWado]";
+ mes "Got to twist this...";
+ mes "Just right...";
+ next;
+ mes "^3355FF*Crumble crumble rip rip*^000000";
+ next;
+ mes "[Iwado]";
+ mes "Okay. All done!";
+ mes "Please take it for the";
+ mes "cute monsters you";
+ mes "are raising.";
+ mes "Wild Flower!";
+ delitem 2207,1; //Fancy_Flower
+ delitem 705,1; //Clover
+ getitem 10009,1; // Wild_Flower
+ close;
+ }
+ else {
+ mes "[Iwado]";
+ mes "For the monster owner";
+ mes "that loves to use Wild Flower...";
+ mes "I provide a way to make";
+ mes "1 Wild Flower!";
+ next;
+ mes "[Iwado]";
+ mes "^3355FF1 Fancy Flower^000000 and";
+ mes "^3355FF1 Clover^000000";
+ mes "is all I need! If you bring those to me, I will make one for you with all my pride as a monster tamer!";
+ close;
+ }
+ case 5:
+ mes "[Iwado]";
+ mes "Ah...!";
+ mes "You must have not decided which Monster you want to raise.";
+ next;
+ mes "[Iwado]";
+ mes "Definitely not a decision to be made carelessly! Your pet monster will accompany you throughout your life. Please take your time and return when you have decided.";
+ close;
+ }
+}
+
+
+aldeba_in,168,175,4 script Monster Tamer#alde 125,{
+ mes "[YuU]";
+ mes "You must be looking for monster items! In making monster items, there is no monster tamer in Rune Midgard that's better than me.";
+ next;
+ mes "[YuU]";
+ mes "I can make all sorts of neat things for your Cute Pet monster.";
+ mes "Just ask~";
+ next;
+ switch(select("^3355FF' Monster Taming '^000000?:Order ^3355FF' Skull Helm '^000000:Order ^3355FF' Monster Oxygen Mask '^000000:Order ^3355FF' Silk Ribbon '^000000:Order ^3355FF' Stellar Hairpin '^000000:Order ^3355FF' Tiny Egg Shell '^000000:Order ^3355FF' Rocker Glasses '^000000:Cancel")) {
+ case 1:
+ mes "[YuU]";
+ mes "The monster items that are";
+ mes "necessary to communicate";
+ mes "with monsters...";
+ mes "These are a must have!";
+ mes "We Monster Tamer guild members'";
+ mes "have a very reasonable offer.";
+ next;
+ mes "[YuU]";
+ mes "We provide a system that allows you to get your hands on these cool items with less of the hassle!";
+ mes "Silk Ribbon !";
+ mes "Monster Oxygen Mask !";
+ mes "Skull Helm !";
+ next;
+ mes "[YuU]";
+ mes "Stellar Hairpin !";
+ mes "Tiny Egg Shell !!";
+ mes "Rocker Glasses !!!";
+ next;
+ mes "[YuU]";
+ mes "1 Skull Helm requires";
+ mes "1 ^3355FFBone Helm^000000";
+ next;
+ mes "[YuU]";
+ mes "1 Monster Oxygen Mask requires";
+ mes "1 ^3355FFOxygen Mask^000000.";
+ next;
+ mes "[YuU]";
+ mes "1 Silk Ribbon requires";
+ mes "1 ^3355FFRibbon^000000.";
+ next;
+ mes "[YuU]";
+ mes "1 Stellar Hairpin requires";
+ mes "1 ^3355FFStellar^000000.";
+ next;
+ mes "[YuU]";
+ mes "1 Tiny Egg Shell requires";
+ mes "1 ^3355FFEgg Shell^000000.";
+ next;
+ mes "[YuU]";
+ mes "1 Rocker Glassess requires";
+ mes "^3355FF400 Zeny^000000,";
+ mes "2 ^3355FFZargon^000000 and";
+ mes "1 ^3355FFRibbon^000000. ";
+ next;
+ mes "[YuU]";
+ mes "Try your best to find these items so that you can raise a Cute Monster! Good luck!";
+ close;
+ case 2:
+ mes "[YuU]";
+ mes "This is an item far beyond what humans can wear! Its name? ^3355FFSkull Helm^000000! Disgusting on humans, but cute on monsters.";
+ next;
+ if (countitem(5017) > 0) {
+ mes "[YuU]";
+ mes "Oh! You have all the items necessary to make Skull Helm! Good, good! With all my pride as a monster tamer, I will make it for you right away.";
+ next;
+ mes "[YuU]";
+ mes "Got to rub";
+ mes "this Bone Helm";
+ mes "just right...";
+ next;
+ mes "[YuU]";
+ mes "Okay. All done!";
+ mes "Please take this for";
+ mes "the cute monster you";
+ mes "are raising.";
+ mes "Skull Helm!";
+ delitem 5017,1; //Bone_Helm
+ getitem 10001,1; // Skull_Helm
+ close;
+ }
+ else {
+ mes "[YuU]";
+ mes "For the monster owner that loves to spoil his or her monster, we provide one way to make a Skull Helm.";
+ next;
+ mes "[YuU]";
+ mes "Just bring me...";
+ mes "^3355FF1 Bone Helm^000000!";
+ mes "With all my pride as a monster tamer, I will make it for you!";
+ close;
+ }
+ case 3:
+ mes "[YuU]";
+ mes "This item is far beyond what humans can wear. Its name? ^3355FFMonster Oxygen Mask^000000! Show your monster that you care with this special gift.";
+ next;
+ if (countitem(5004) > 0) {
+ mes "[YuU]";
+ mes "Oh! You have all the items necessary to make 1 Monster Oxygen Mask! Good, Good! With all my pride as a monster tamer, I will make it for you right away.";
+ next;
+ mes "[YuU]";
+ mes "Got to pull apart";
+ mes "this Oxygen Mask";
+ mes "just right...";
+ next;
+ mes "^3355FF*Flip flop... Zowie!*^000000";
+ next;
+ mes "[YuU]";
+ mes "Okay. All done.";
+ mes "Please take it for";
+ mes "the cute monster you";
+ mes "are raising...";
+ mes "Monster Oxygen Mask!";
+ delitem 5004,1; //Oxygen_Mask
+ getitem 10002,1; // Monster_Oxygen_Mask
+ close;
+ }
+ else {
+ mes "[YuU]";
+ mes "For the monster owner that wants to pamper his or her monster with its very own breathing apparatus, we provide a way to create 1 Monster Oxygen Mask!";
+ next;
+ mes "[YuU]";
+ mes "Bring me...";
+ mes "^3355FF1 Oxygen Mask^000000.";
+ mes "With all my pride as a monster tamer, I will make it for you right away!";
+ close;
+ }
+ case 4:
+ mes "[YuU]";
+ mes "This is not an item that a normal human would dare to wear! Its name? ^3355FFSilk Ribbon^000000! Its perfect for monsters!";
+ next;
+ if (countitem(2208) > 0) {
+ mes "[YuU]";
+ mes "Oh! You have all the items necessary to make 1 Silk Ribbon! Good, good! With all my pride as a monster tamer, I will make it for you right away!";
+ next;
+ mes "[YuU]";
+ mes "Got to unravel";
+ mes "this ribbon";
+ mes "just right...";
+ next;
+ mes "[YuU]";
+ mes "Okay. All done.";
+ mes "Please take it for";
+ mes "the cute monster you";
+ mes "are raising.";
+ mes "Silk Ribbon!";
+ delitem 2208,1; //Ribbon
+ getitem 10007,1; // Silk_Ribbon
+ close;
+ }
+ else {
+ mes "[YuU]";
+ mes "For the monster owner that is fond of elegantly dressing their pets, we provide a way to create 1 Silk Ribbon!";
+ next;
+ mes "[YuU]";
+ mes "Just bring me...";
+ mes "^3355FF1 Ribbon^000000!";
+ mes "with all my pride as a monster tamer, I will make it for you!";
+ close;
+ }
+ case 5:
+ mes "[YuU]";
+ mes "This is an item far beyond the fashion sense of humans! Its name? ^3355FFStellar Hairpin^000000! It's dangerous for humans to wear, but fashionable of monsters.";
+ next;
+ if (countitem(2294) > 0) {
+ mes "[YuU]";
+ mes "Oh! You have all the items necessary to make 1 Stellar! Good, good! With all my pride as a monster tamer, I will make it for you right away.";
+ next;
+ mes "[YuU]";
+ mes "Now, if I can";
+ mes "only peel this";
+ mes "without breaking it...";
+ next;
+ mes "^3355FF*Shine shine*^000000";
+ next;
+ mes "[YuU]";
+ mes "Okay. All done.";
+ mes "Please take it for";
+ mes "the cute monster you";
+ mes "are raising";
+ mes "Stellar Hairpin!";
+ delitem 2294,1; // Stellar
+ getitem 10011,1; // Stellar_Hairpin
+ close;
+ }
+ else {
+ mes "[YuU]";
+ mes "For the monster owner that want the best for their cute pet, we provide a wait to create 1 Stellar Hairpin!";
+ next;
+ mes "[YuU]";
+ mes "Just bring me...";
+ mes "^3355FF 1 Stellar !^000000";
+ mes "with all my pride as a monster tamer, I will make it for you!";
+ close;
+ }
+ case 6:
+ mes "[YuU]";
+ mes "This is far beyond what the headwear that humans can don. Its name? ^3355FFTiny Egg Shell^000000! It has the shine of marble and the glow of youth!";
+ next;
+ if (countitem(5015) > 0) {
+ mes "[YuU]";
+ mes "Oh! You have all the items necessary to make 1 Tiny Egg Shell! Good, good! With all my pride as a monster tamer, I will make it for you right away!";
+ next;
+ mes "[YuU]";
+ mes "Got to";
+ mes "shatter this";
+ mes "just right...";
+ next;
+ mes "^3355FF*Scrub scrub squeeze squeeze*^000000";
+ next;
+ mes "[YuU]";
+ mes "Okay. All done.";
+ mes "Please take it for";
+ mes "the cute monster you";
+ mes "are raising";
+ mes "Tiny Egg Shell!";
+ delitem 5015,1; //Egg_Shell
+ getitem 10012,1; // Tiny_Egg_Shell
+ close;
+ }
+ else {
+ mes "[YuU]";
+ mes "For the monster owner that is fond of eggs and fonder of egg shells, we provide a way to create 1 Tiny Egg Shell!";
+ next;
+ mes "[YuU]";
+ mes "Just bring me...";
+ mes "^3355FF1 Tiny Egg Shell^000000!";
+ mes "with all my pride as a monster tamer, I will make it for you!";
+ close;
+ }
+ case 7:
+ mes "[YuU]";
+ mes "Ah yes, this is eyewear far beyond the glasses of normal humans. Its name? ^3355FFRocker Glasses^000000! Suave eyewear for suave monsters~";
+ next;
+ if ((countitem(912) > 1) && (countitem(2208) > 0) && (Zeny > 399)) {
+ mes "[YuU]";
+ mes "Oh! You have all the items necessary to make 1 Rocker Glasses! Good, good! With all my pride as a monster tamer, I will make it for you right away!";
+ next;
+ mes "[YuU]";
+ mes "Okay, now all I gotta do is take this Zargon and, um, make glasses lenses out of them. Somehow.";
+ next;
+ mes "^3355FF*Squeak squeak crush snap*^000000";
+ next;
+ mes "[YuU]";
+ mes "Whew! Lucky!";
+ mes "Somehow I did it.";
+ mes "Please take this for";
+ mes "the cute monster you";
+ mes "are raising.";
+ mes "Rocker Glasses!";
+ delitem 912,2; //Zargon
+ delitem 2208,1; //Ribbon
+ set Zeny,Zeny-400;
+ getitem 10014,1; // Rocker_Glasses
+ close;
+ }
+ else {
+ mes "[YuU]";
+ mes "For the monster owner that likes monster glasses, we provide a way to make Rocker Glasses!";
+ next;
+ mes "[YuU]";
+ mes "Just bring me...";
+ mes "^3355FF2 Zargon^000000";
+ mes "^3355FF1 Ribbon^000000 and";
+ mes "^3355FF400 zeny^000000. ";
+ mes "I will make it for you, with all my pride as a monster tamer!";
+ close;
+ }
+ case 8:
+ mes "[YuU]";
+ mes "Ah...!";
+ mes "You must have not decided which Monster you want to raise.";
+ next;
+ mes "[YuU]";
+ mes "Definitely not a decision to be made carelessly! Your pet monster will accompany you throughout your life. Please take your time and return when you have decided.";
+ close;
+ }
+}
+
+izlude_in,129,64,4 script Monster Tamer#izu 125,{
+ mes "[Shogo]";
+ mes "Are you pre-occupied with";
+ mes "gathering items for monsters";
+ mes "and want a break? ";
+ mes "We will gather items";
+ mes "for your Cute Pets.";
+ next;
+ switch(select("^3355FF' Monster Taming '^000000?:Order ^3355FF' Book of Devil '^000000:Order ^3355FF' No Recipient '^000000:Order ^3355FF' Orc Trophy '^000000:Cancel")) {
+ case 1:
+ mes "[Shogo]";
+ mes "The monster taming items are necessary to communicate with the monster of your choice! We Monster Tamer guild members have a very reasonable offer...";
+ next;
+ mes "[Shogo]";
+ mes "We provide a system that allows you to get your hands on these cool items with less of the hassle!";
+ mes "Book of Devil!";
+ mes "No Recipient!";
+ mes "Orc Trophy!";
+ next;
+ mes "[Shogo]";
+ mes "For 1 Book of Devil, you can exchange:";
+ mes "^3355FF1 Old Magic Book^000000";
+ mes "^3355FF2 Horrendous Mouth^000000.";
+ next;
+ mes "[Shogo]";
+ mes "For 1 No Recipient, you can exchange ^3355FF1 Old Portrait^000000.";
+ next;
+ mes "[Shogo]";
+ mes "Lastly, you can exchange";
+ mes "^3355FF1 Chivalry Emblem^000000 and";
+ mes "^3355FF1 Scorpion Tail^000000";
+ mes "for 1 Orc Trophy.";
+ mes "Try these fantastic items!";
+ close;
+ case 2:
+ mes "[Shogo]";
+ mes "This is an item far beyond what humans can read! Its name? ^3355FFBook of Devil^000000! A very mysterious item that can supposedly summon demons...";
+ next;
+ if ((countitem(1006) > 0) && (countitem(958) > 1)) {
+ mes "[Shogo]";
+ mes "Oh! You have all the items necessary to make 1 Book of Devil! Good, good! With all my pride as a monster tamer, I will make one for you right away.";
+ next;
+ mes "[Shogo]";
+ mes "Let's see...";
+ mes "Hmm, this is going to be hard.";
+ next;
+ mes "^3355FF*Knock knock scrape scrape*^000000";
+ next;
+ mes "[Shogo]";
+ mes "Okay. All done.";
+ mes "Please take it for";
+ mes "the cute monster you";
+ mes "are raising.";
+ mes "Book of Devil!";
+ delitem 958,2; //Horrendous_Mouth
+ delitem 1006,1; //Old_Magic_Book
+ getitem 642,1; // Book_Of_Devil
+ close;
+ }
+ else {
+ mes "[Shogo]";
+ mes "For the owner that wishes to raise a monster that can be summoned using the Book of Devil, we provide a way to create 1 Book of Devil!";
+ next;
+ mes "[Shogo]";
+ mes "Just bring me...";
+ mes "^3355FF1 Old Magicbook^000000 and";
+ mes "^3355FF2 Horrendous Mouth^000000!";
+ mes "If you bring me these items, with all my pride as a monster tamer, I will make it for you!";
+ close;
+ }
+ case 3:
+ mes "[Shogo]";
+ mes "This is an item which expresses feelings beyond what a human can feel. Its name? ^3355FFNo Recipient^000000! Who sent this letter, and who was supposed to receive it?";
+ next;
+ if (countitem(7014) > 0) {
+ mes "[Shogo]";
+ mes "Oh! You have all the items necessary to make No Recipient! Good, good! With all my pride as a monster tamer, I will make one for you right away.";
+ next;
+ mes "[Shogo]";
+ mes "Got to fold this Old Portrait just right...";
+ next;
+ mes "^3355FF*Scrape scrape brush brush*^000000";
+ next;
+ mes "[Shogo]";
+ mes "Okay. All done.";
+ mes "Please take this item";
+ mes "for the cute monster";
+ mes "you are raising.";
+ mes "No Recipient!";
+ delitem 7014,1; //Old_Portrait
+ getitem 636,1; // No_Recipient
+ close;
+ }
+ else {
+ mes "[Shogo]";
+ mes "For the monster owner that is fond of No Recipient, we provide a way to create to special item!";
+ next;
+ mes "[Shogo]";
+ mes "Just bring me...";
+ mes "^3355FF1 Old Portrait^000000!";
+ mes "If you bring this to me, with all my pride as a monster tamer, I will make it for you!";
+ close;
+ }
+ case 4:
+ mes "[Shogo]";
+ mes "This is an item far beyond the pride of humans!";
+ mes "Its name?";
+ mes "^3355FFOrc Trophy^000000!";
+ next;
+ if ((countitem(1004) > 0) && (countitem(904) > 0)) {
+ mes "[Shogo]";
+ mes "Oh! You have all the items necessary to make an Orc Trophy! Good, good! With all my pride as a monster tamer, let me make one for you right away!";
+ next;
+ mes "[Shogo]";
+ mes "Got to...";
+ mes "Fit this Scorpion Tail...";
+ mes "Just right...";
+ next;
+ mes "^3355FF*Clang clang Boong*^000000";
+ next;
+ mes "[Shogo]";
+ mes "Okay. All done.";
+ mes "Please take this for";
+ mes "the cute monster";
+ mes "you are raising...";
+ mes "Orc Trophy!";
+ delitem 904,1; //Scorpion's_Tail
+ delitem 1004,1; //Patriotism_Marks
+ getitem 635,1; // Horror_Of_Tribe
+ close;
+ }
+ else {
+ mes "[Shogo]";
+ mes "For the monster owner";
+ mes "who is fond of Horror of Tribe...";
+ mes "One way to make Horror of Tribe !";
+ mes "^3355FF 1 Chivalry Emblem^000000!";
+ mes "^3355FF 1 Scorpion Tail^000000!";
+ next;
+ mes "[Shogo]";
+ mes "If you bring these items to me,";
+ mes "with all my pride as a monster";
+ mes "tamer, I will make it for you!";
+ close;
+ }
+ case 5:
+ mes "[Shogo]";
+ mes "Ah...!";
+ mes "You must have not decided which Monster you want to raise.";
+ next;
+ mes "[Shogo]";
+ mes "Definitely not a decision to be made carelessly! Your pet monster will accompany you throughout your life. Please take your time and return when you have decided.";
+ close;
+ }
+}
+
+comodo,112,182,0 script Munak's Grandma 103,{
+ if (countitem(1558) > 0) {
+ mes "[Munak's grandma]";
+ mes "Oh my...";
+ mes "Have you seen my granddaughter,";
+ if (Sex == 1) {
+ mes "boy? My poor granddaughter";
+ }
+ else {
+ mes "young lady? My poor granddaughter";
+ }
+ mes "has been missing...";
+ next;
+ mes "[Munak's Grandma]";
+ mes "I can't remember exactly when it";
+ mes "was, but when I lived in Payon, I";
+ mes "had a cute granddaughter. She";
+ mes "was really happy when I made her";
+ mes "hair like ^000077Danggie^000000...";
+ next;
+ mes "[Munak's Grandma]";
+ mes "She was alwaying working with the";
+ mes "village chief... She was such a sweet";
+ mes "girl, and always got along with";
+ mes "chief's son...";
+ next;
+ mes "[Munak's Grandma]";
+ mes "But one day our deity became angry";
+ mes "and cursed the chief's son with a";
+ mes "sickness! The village had to offer";
+ mes "my granddaughter to him as a";
+ mes "companion to lift the curse...";
+ next;
+ mes "[Munak's Grandma]";
+ mes "The chief's son regained his";
+ mes "health, but I lost my";
+ mes "granddaughter! I can't look at him";
+ mes "and not think of her, so I tried to";
+ mes "leave my misery behind and came";
+ mes "here to Comodo...";
+ next;
+ switch(select("Oh come on! Cheer up!:Um, is this diary...?")) {
+ case 1:
+ mes "[Munak's Grandma]";
+ mes "It seems my granddaughter haunts my";
+ mes "dreams every night. I believe I've";
+ mes "been trying to cheer up for years";
+ mes "now...";
+ close;
+ case 2:
+ if (countitem(901) > 0) {
+ mes "[Munak's Grandma]";
+ mes "Oh god!";
+ mes "It's my granddaughter's diary!";
+ mes "Th-This is her writing! Oh my...!";
+ next;
+ mes "[Munak's Grandma]";
+ if (Sex == 1) {
+ mes "Young man... I'll read this to you if";
+ }
+ else {
+ mes "Young lady... I'll read this to you if";
+ }
+ mes "you give it to me with a Danggie,";
+ mes "please. I no longer have anything";
+ mes "that belonged to her now...";
+ next;
+ switch(select("No way.:Ok, I will.")) {
+ case 1:
+ mes "[Munak's Grandma]";
+ mes "Oh...?";
+ if (Sex == 1) {
+ mes "Alright, young man.";
+ mes "Thank you anyway.";
+ }
+ else {
+ mes "Thank you anyway,";
+ mes "young lady";
+ }
+ next;
+ mes "[Munak's Grandma]";
+ mes "It's alright...";
+ mes "I can only hope that the deity is";
+ mes "taking good care of her!";
+ close;
+ case 2:
+ delitem 1558,1;
+ delitem 901,1;
+ mes "[Munak's Grandma]";
+ if (Sex == 1) {
+ mes "Oh!";
+ mes "Thank you,";
+ mes "young man~!";
+ }
+ else {
+ mes "Goodness!";
+ mes "Thank you,";
+ mes "young lady...";
+ }
+ next;
+ mes "[Munak's Grandma]";
+ mes "Alright...";
+ mes "I'll read this.";
+ mes "Let me see...";
+ next;
+ mes "[Munak's Grandma]";
+ mes "It seems that my granddaughter was";
+ mes "treated by the chief like his own";
+ mes "child! There are so many happy";
+ mes "memories in this book!";
+ next;
+ getitem 659,1;
+ mes "[Munak's Grandma]";
+ mes "Oh, thank you. I now have a good";
+ mes "keepsake of my granddaughter. Thank";
+ mes "you so much! May God-Poing bless";
+ mes "you!";
+ close;
+ }
+ }
+ else {
+ mes "[Munak's Grandma]";
+ mes "What? A diary? What's that diary...?";
+ mes "I don't... I can't remember, oh my...";
+ next;
+ mes "[Munak's Grandma]";
+ mes "I really wish I could make her hair";
+ mes "into a ^000077Danggie^000000 again. I really";
+ mes "wish... Oh, oh my granddaughter...";
+ close;
+ }
+ }
+ }
+ else {
+ mes "[Munak's Grandma]";
+ mes "My own granddaughter...";
+ mes "Why did she have to leave...?";
+ close;
+ }
+}
diff --git a/npc/pre-re/quests/mrsmile.txt b/npc/pre-re/quests/mrsmile.txt
new file mode 100644
index 000000000..faf2402f1
--- /dev/null
+++ b/npc/pre-re/quests/mrsmile.txt
@@ -0,0 +1,112 @@
+//===== rAthena Script =======================================
+//= Mr. Smile Quest
+//===== By: ==================================================
+//= kobra_k88, Akaru
+//===== Current Version: =====================================
+//= 1.4a
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Trade Clover, Fluff and Jellopy for a Mr. Smile mask.
+//===== Additional Comments: =================================
+//= 1.4 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
+//= 1.4a Fixed a little Typo error in duplicates. (bugreport:749) [Samuray22]
+//============================================================
+
+- script Smile Assistance::SmileHelper 92,{
+ mes "[Smile Girl]";
+ mes "Hi ~ Hi ~";
+ mes "This is Smile Assistance.";
+ mes "How may I help you ?";
+ next;
+ switch(select("^3355FFMr. Smile^000000 ?:Construct ^3355FFMr. Smile^000000 :Quit")) {
+ case 1:
+ mes "[Smile Girl]";
+ mes "National Event held by the command of ^5577FFHis majesty Tristram the 3rd^000000,";
+ mes "that intends to encourage the nation of the Rune-Midgarts Kingdom";
+ mes " to play in more enjoyable atmosphere!";
+ mes "I am ^3355FF' Smile Assistance '^000000,";
+ mes ".. who leads the national event under the name of ";
+ mes "^3355FFSmile throughout the Rune-Midgarts Kingdom~^000000";
+ next;
+ mes "[Smile Girl]";
+ mes "With simple and easy-to-get items,";
+ mes "I can provide you";
+ mes "^3355FF' Mr. Smile '^000000.";
+ mes "The requirements are followings.";
+ next;
+ mes "[Smile Girl]";
+ mes "^3355FF10 Jellopy^000000";
+ mes "^3355FF10 Fluff^000000";
+ mes "^3355FF10 Clover^000000";
+ next;
+ mes "[Smile Girl]";
+ mes "With this event";
+ mes "Everybody will be happy and smile,";
+ mes "getting together with other people,";
+ mes "And will try to make Ragnarok the most enjoyable game in the world.";
+ close;
+ case 2:
+ if (countitem(909) > 9 && countitem(914) > 9 && countitem(705) > 9) {
+ mes "[Smile Girl]";
+ mes "Congratulations !";
+ mes "Now please take this Mr.Smile.";
+ next;
+ delitem 909,10; //Jellopy
+ delitem 914,10; //Fluff
+ delitem 705,10; //Clover
+ getitem 2278,1; //Mr_Smile
+ mes "[Smile Girl]";
+ mes "His majesty,Tristram the 3rd";
+ mes "has promised to try his best to make Ragnarok better and more enjoyable.";
+ next;
+ mes "The fact mentioned above";
+ mes "was announced by";
+ mes "the Public Information Bureau of the Rune-Midgarts Kingom.";
+ close;
+ }
+ else {
+ mes "[Smile Girl]";
+ mes "Oh - unfortunately";
+ mes "You have not brought";
+ mes "enough items for Mr. Smile.";
+ mes "^3355FF10 Jellopy^000000";
+ mes "^3355FF10 Fluff^000000";
+ mes "^3355FF10 Clover^000000";
+ mes "Please check the requirements above.";
+ close;
+ }
+ case 3:
+ mes "[Smile Girl]";
+ mes "Thank you for visiting us.";
+ mes "We ..";
+ mes "The Rune-Midgarts Kingdom";
+ mes "always try to make Ragnarok";
+ mes "better and more enjoyable game.";
+ next;
+ mes "[Smile Girl]";
+ mes "We sincerely ask you";
+ mes "to cooperate.";
+ mes "The fact mentioned above";
+ mes "was announced by the Public Information Bureau of the Rune-Midgarts Kingom.";
+ close;
+ }
+}
+
+// Additional Smile Assistance staff
+alberta,113,53,4 duplicate(SmileHelper) Smile Assistance#alb 92
+aldebaran,136,135,4 duplicate(SmileHelper) Smile Assistance#alde 92
+geffen,119,107,4 duplicate(SmileHelper) Smile Assistance#gef 92
+izlude,129,118,4 duplicate(SmileHelper) Smile Assistance#iz 92
+moc_ruins,59,154,3 duplicate(SmileHelper) Smile Assistance#moc 92
+payon,186,104,5 duplicate(SmileHelper) Smile Assistance#pay 92
+prontera,157,187,4 duplicate(SmileHelper) Smile Assistance#prt 92
+
+//============================================================
+// Old changelog
+//============================================================
+//= Fully working. 1.1 Optimized
+//= 1.2 updated Payon coords [Lupus]
+//= 1.3 fixed exploit [Lupus]
+//============================================================
diff --git a/npc/pre-re/quests/newgears/2004_headgears.txt b/npc/pre-re/quests/newgears/2004_headgears.txt
new file mode 100644
index 000000000..42e5ceb12
--- /dev/null
+++ b/npc/pre-re/quests/newgears/2004_headgears.txt
@@ -0,0 +1,3641 @@
+//===== rAthena Script =======================================
+//= 2004 Headgear Quests
+//===== By: ==================================================
+//= Dj-Yhn
+//===== Current Version: =====================================
+//= 1.6
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= 2004 New Headgears. Official Quests
+//= 1) Black Cat Ears (payon 115 131)
+//= 2) X Hairpin, Band Aid, Flower Hairpin (geffen 129 148)
+//= 3) Hot-blooded Headband (yuno 300 188)
+//= 4) Red Ribbon (prontera 165 232)
+//= 5) Indian Headband (comodo 237 217)
+//= 6) Mushroom Band (geffen 67 87)
+//= 7) Angel Wing Ears, Devil Wing Ears (yuno 241 52)
+//= 8) Sea-Otter Hat (xmas 183 267)
+//= 9) Teddybear Hat (xmas 175 156)
+//= 10) Model Training Hat (payon_in03 8 193)
+//= 11) Tulip Haipin (geffen 83 189)
+//= 12) Party Hat, Straw Hat, Cowboy Hat, (xmas_in 35 30)
+//= Sombrero, Beanie
+//= 13) Decorative Golden Bell, (yuno_in03 20 18)
+//= Crown of Ancient Queen, Crown of Mistress
+//= 14) Alarm Mask (alde_alche 88 180)
+//= 15) Drooping Cat, Smokie Leaf, Lazy Smokie, (morocc 273 79)
+// Blue Fish
+//= 16) Kitsune Mask (pay_dun03 48 84)
+//= 17) Orc Hero Helm (in_orcs01 31 93 & 162 33)
+//===== Additional Comments: =================================
+//= 1.4 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
+//= 1.5 Vito'd function call for checkweight. [L0ne_W0lf]
+//= 1.6 Replaced effect numerics with constants. [L0ne_W0lf]
+//============================================================
+
+// Black Cat Ears
+//============================================================
+payon,115,131,3 script Neko Neko#1 725,{
+ if (checkweight(1201,1) == 0) {
+ mes "- Wait a minute! -";
+ mes "- Currently you're carrying -";
+ mes "- too many items with you. -";
+ mes "- Please try again after -";
+ mes "- you put some items into Kafra Storage. -";
+ close;
+ }
+ if (countitem(2213) > 0 && countitem(983) > 0 && countitem(914) > 199 && Zeny > 9999) {
+ mes "[Neko Neko]";
+ mes "Heh? You brought all the items~";
+ mes "Okay, give me some time.";
+ next;
+ mes "[Neko Neko]";
+ mes "*Squish Squish Bang Bang Bang Tap Tap Scrape Scrape*";
+ mes "*Scratch Scratch Tap Tap Tap Tap*";
+ next;
+ mes "[Neko Neko]";
+ mes "*Squish Squish Bang Bang Bang Tap Tap Scrape Scrape*";
+ mes "*Scratch Scratch Tap Tap Tap Tap*";
+ next;
+ mes "[Neko Neko]";
+ mes "Phew! There you go.";
+ mes "Now you can wear";
+ mes "Black Cat Ears";
+ mes "of your very own~";
+ delitem 2213,1; //Cat_Hairband
+ delitem 983,1; //Black_Dyestuffs
+ delitem 914,200; //Fluff
+ set zeny,zeny-10000;
+ getitem 5057,1; //Ear_Of_Black_Cat
+ next;
+ mes "[Neko Neko]";
+ mes "Thank you for using my service~!";
+ close;
+ }
+ mes "[Neko Neko]";
+ mes "Umm...?";
+ mes "Excuse me?";
+ mes "Do I know you?...";
+ mes "Oh, I know why you";
+ mes "want to talk to me.";
+ mes "Heh heh~!";
+ next;
+ mes "[Neko Neko]";
+ mes "You want to know where I got these tiny little cute black cat ears on my head, don't you? I knew it! Hahaha~!";
+ next;
+ mes "[Neko Neko]";
+ mes "Well, I made these myself.";
+ mes "If you want, I can make one for you too for a small price.";
+ mes "Heh heh heh~";
+ next;
+ mes "[Neko Neko]";
+ mes "Just bring me";
+ mes "1 ^FF0000Kitty Band^000000,";
+ mes "1 ^FF0000Black Dyestuffs^000000,";
+ mes "200 ^FF0000Fluff^000000 and";
+ mes "^FF000010,000 zeny^000000!";
+ next;
+ mes "[Neko Neko]";
+ mes "^FF0000Just remember, if you bring me any item that has a card inserted, or has been upgraded, the additional abilities of the item will disappear after I have used them. So please keep that in mind.";
+ close;
+}
+
+// X Hairpin, Band Aid, Flower Hairpin
+//============================================================
+geffen,129,148,3 script Argen#1 779,{
+ if (checkweight(1201,1) == 0) {
+ mes "[Argen]";
+ mes "Hey~ why are you carrying so many items?";
+ mes "You mind sharing them with me?";
+ close;
+ }
+ emotion e_hmm;
+ mes "[Argen]";
+ mes "Man, oh man~";
+ mes "Am I bored~!";
+ mes "If I only knew more tricks with this yo-yo. Then I could really impress the ladies.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Impress the ladies...?";
+ next;
+ emotion e_gasp;
+ if (Sex) {
+ mes "[Argen]";
+ mes "Yeah dude. There are two things chicks dig. Small, adorable presents. And suave dudes.";
+ next;
+ mes "[Argen]";
+ mes "So, I got the cutesy present junk down. You know, instead of like, spending money on like a real gift, I make these little hairpin thingees.";
+ next;
+ mes "[Argen]";
+ mes "As for being suave? Well, I do have this yo-yo...";
+ next;
+ mes "[Argen]";
+ mes "Heh. You look like you don't like wasting cash on girls either. I'm down with that. If you like, I can make you a hairpin that you can give as gifts to the ^FF3333ladies^000000.";
+ next;
+ mes "[Argen]";
+ mes "All you gotta do is bring me the stuff to make it. And if that hairpin's for yourself, well, I'm down with that jive too.";
+ }
+ else {
+ mes "[Argen]";
+ mes "Whoa~! A lady...";
+ mes "Wow, you're really cute! Tell you what...";
+ next;
+ mes "[Argen]";
+ mes "Since you're such a cutie, I'll put together a nice little hairpin for you. All you gotta do is bring me the stuff to make it.";
+ next;
+ mes "[Argen]";
+ mes "So go ahead and tell me what kinda hairpin you're interested in.";
+ }
+ next;
+ emotion e_heh;
+ switch(select("^3131FFX Hairpin^000000:^3131FFBand Aid^000000:^3131FFFlower Hairpin^000000:No thanks.")) {
+ case 1:
+ if (countitem(2294) > 0 && countitem(7220) > 399) {
+ mes "[Argen]";
+ mes "X Hairpin!";
+ mes "Nice choice~!";
+ next;
+ emotion e_gasp;
+ mes "[Argen]";
+ mes "Ah... Right.";
+ mes "About the Stellar...";
+ mes "^CE3100If you use an upgraded Stellar to make this item, any upgrades will be lost. That okay with you?^000000";
+ next;
+ switch(select("I don't mind.:I will come back later.")) {
+ case 1:
+ mes "[Argen]";
+ mes "Alright, let's get to work.";
+ next;
+ mes "^3131FF * Scrape Scrape * ^000000";
+ mes "^3131FF * Scrape Scrape * ^000000";
+ next;
+ emotion e_no1;
+ mes "[Argen]";
+ mes "Alright, I'm done!";
+ mes "So what do you think?";
+ mes "Pretty cool, eh?";
+ delitem 2294,1; //Star_Dust
+ delitem 7220,400; //Ectoplasm
+ getitem 5079,1; //Crossed_Hair_Band
+ next;
+ break;
+ case 2:
+ mes "[Argen]";
+ mes "No problem, take your time.";
+ close;
+ }
+ }
+ else {
+ mes "[Argen]";
+ mes "Oh~";
+ mes "You want a ^3131FFX Hairpin?^000000";
+ mes "That's easy!";
+ next;
+ mes "[Argen]";
+ mes "I need ^FF00001 Stellar^000000";
+ mes "and ^FF0000400 Ectoplasm^000000.";
+ mes "Tell me when you're ready!";
+ close;
+ }
+ break;
+ case 2:
+ if (countitem(970) > 0 && countitem(930) > 499) {
+ mes "[Argen]";
+ mes "Band Aid, eh?";
+ mes "Got it! Hold on";
+ mes "a sec, I'll be";
+ mes "done in a bit.";
+ next;
+ mes "^3131FF * Scrape Scrape * ^000000";
+ mes "^3131FF * Scrape Scrape * ^000000";
+ next;
+ emotion e_no1;
+ mes "[Argen]";
+ mes "*Whew~!*";
+ mes "I'm finished!";
+ mes "Pretty cool, huh?";
+ delitem 970,1; //Alchol
+ delitem 930,500; //Rotten_Bandage
+ getitem 5063,1; //Plaster
+ next;
+ }
+ else {
+ mes "[Argen]";
+ mes "Ah, a ^3131FFBand Aid^000000!";
+ mes "That stuff is great for faking injuries, or hiding a bald spot. Handy to have when you wanna ditch school.";
+ next;
+ mes "[Argen]";
+ mes "Bring me ^FF00001 Alcohol^000000 and";
+ mes "^FF0000500 Rotten Bandage^000000!";
+ mes "Tell me when you're ready, yeah?";
+ close;
+ }
+ break;
+ case 3:
+ if (countitem(2269) > 0 && countitem(999) > 9 && Zeny > 19999) {
+ mes "[Argen]";
+ mes "You wanna a Flower Hairpin~?";
+ mes "Alright, gimmie a minute, yeah?";
+ next;
+ mes "^3131FF - Scrape Scrape - ^000000";
+ mes "^3131FF - Scrape Scrape - ^000000";
+ next;
+ emotion e_no1;
+ mes "[Argen]";
+ mes "Ah... It's done!";
+ mes "Hey, that looks pretty smooth! Oh, and uh, you can keep this leftover Stem.";
+ delitem 2269,1; //Centimental_Flower
+ delitem 999,10; //Steel
+ set zeny,zeny-20000;
+ getitem 5061,1; //Flower_Hairpin
+ getitem 905,1; //Stem
+ next;
+ }
+ else {
+ mes "[Argen]";
+ mes "You wanna a ^3131FFFlower Hairpin^000000!";
+ mes "Yeah, I've noticed cuties just love walking around with flowers in their mouths, and I was always like 'Whaaaat~?' But then I got this great idea!";
+ next;
+ mes "[Argen]";
+ mes "Wouldn't some kinda... ^3131FFFlower Hairpin^000000 be a hit with chicks? So I tried making one, and it seemed to be pretty popular among my lady friends.";
+ next;
+ mes "[Argen]";
+ mes "And it's a much better way to use a flower than to put it on Pet Orc Warriors. Man, those things just look gnarly~";
+ next;
+ mes "[Argen]";
+ mes "Well, if you want one, I'll make it. But I want you should pay me some royalties for my services. It's pretty hard to attach a flower to a hairpin, you know?";
+ next;
+ mes "[Argen]";
+ mes "It takes mad skill.";
+ next;
+ mes "[Argen]";
+ mes "So, I want you to bring...";
+ mes "^FF00001 Romantic Flower^000000,";
+ mes "^FF000010 Steel^000000";
+ mes "and ^3131FF20,000 zeny^000000!";
+ mes "Got it? Cool~";
+ close;
+ }
+ break;
+ case 4:
+ mes "[Argen]";
+ mes "I'm down with that.";
+ mes "If you want some kinda hairpin, just come back. I'll just be here, looking ^FF3333suaaave^000000 with this yo-yo.";
+ close;
+ }
+ emotion e_paper;
+ mes "[Argen]";
+ mes "Feel free to come ask me if you want more hairpins. Hey, I know I look lazy, but I do like to make things for the ladies. See ya later~!";
+ close;
+}
+
+// Hot-blooded Headband
+//============================================================
+yuno,300,188,5 script Zhenbolt#1 753,{
+ if (checkweight(1201,1) == 0) {
+ mes "- Wait a minute! -";
+ mes "- Currently you're carrying -";
+ mes "- too many items with you. -";
+ mes "- Please try again after -";
+ mes "- you put some items into Kafra Storage. -";
+ close;
+ }
+ if (countitem(7216) > 299 && countitem(7097) > 299 && countitem(2211) > 0 && countitem(982) > 0) {
+ mes "[Zhenbolt]";
+ mes "What's this?!";
+ mes "You've already brought everything I've asked! Good job, hero~! Let me get to work right away...";
+ next;
+ mes "[Zhenbolt]";
+ mes "...";
+ next;
+ mes "[Zhenbolt]";
+ mes "......";
+ next;
+ mes "[Zhenbolt]";
+ mes "......*Cling*";
+ next;
+ mes "[Zhenbolt]";
+ mes "Take this...";
+ mes "It's known as the ^FF0000Hot-blooded Headband^000000, my personal symbol of fighting spirit! With this on your head, nothing can stop you!";
+ delitem 7216,300; //Red_Scarf
+ delitem 7097,300; //Burning_Heart
+ delitem 2211,1; //Bandana
+ delitem 982,1; //White_Dyestuffs
+ getitem 5070,1; //Headband_Of_Power
+ next;
+ mes "[Zhenbolt]";
+ mes "Now, go!";
+ mes "Unleash your fighting spirit upon the villains of the world!";
+ close;
+ }
+ mes "[Zhenbolt]";
+ mes "I...";
+ mes "am called ^FF0000Zhenbolt^000000!!";
+ next;
+ if (select("THE Zhenbolt!?:Oh my gosh, it's Zhenbolt!") == 1) {
+ mes "[Zhenbolt]";
+ mes "Yes, it is I, the man who has pummelled over a trillion foes and rising. Raging Hurricane Hero of Justice: Zhenbolt!";
+ next;
+ mes "[Zhenbolt]";
+ mes "I see in your eyes that you also fight with a heart of purity, a heart of passion!";
+ next;
+ mes "[Zhenbolt]";
+ mes "It is decided! If you bring me the following items, I will give you the famous symbol of battle by which villains fear Zhenbolt.";
+ next;
+ mes "[Zhenbolt]";
+ mes "Bring me...";
+ mes "300 ^FF0000Red Muffler^000000,";
+ mes "300 ^FF0000Burning Heart^000000,";
+ mes "1 ^FF0000Bandana^000000 and 1 ^FF0000White Dyestuffs^000000.";
+ mes "That's all I need.";
+ next;
+ mes "[Zhenbolt]";
+ mes "Come back soon, adventurer!";
+ mes "I expect great things of you!";
+ close;
+ }
+ mes "[Zhenbolt]";
+ mes "Yes.";
+ mes "It is I, Zhenbolt.";
+ mes "Warrior of Might!";
+ mes "Whirling Tempest";
+ mes "of Raging Passion!";
+ next;
+ mes "[Zhenbolt]";
+ mes "I see in your eyes that you have seen many a skirmish. To have survived this long, you must know the secret to victory...";
+ next;
+ mes "[Zhenbolt]";
+ mes "Pure, unbridled rage!";
+ mes "Battles are won with vigor and passion!";
+ next;
+ mes "[Zhenbolt]";
+ mes "Seeing as you understand this fundamental, I recognize you as an ally in the eternal struggle for justice! I shall bestow upon you the very symbol with which I have struck fear into evil hearts...";
+ next;
+ mes "[Zhenbolt]";
+ mes "Bring me";
+ mes "300 ^FF0000Red Muffler^000000,";
+ mes "300 ^FF0000Burning Heart^000000,";
+ mes "1 ^FF0000Bandana^000000 and 1 ^FF0000White Dyestuffs^000000.";
+ mes "That's all I need.";
+ next;
+ mes "[Zhenbolt]";
+ mes "Bring me those items...";
+ mes "And you too can become a fighting legend...";
+ close;
+}
+
+// Red Ribbon
+//============================================================
+prontera,165,232,3 script Nephia#1 744,{
+ if (checkweight(1201,1) == 0) {
+ mes "- Wait a minute! -";
+ mes "- Currently you're carrying -";
+ mes "- too many items with you. -";
+ mes "- Please try again after -";
+ mes "- you put some items into Kafra Storage. -";
+ close;
+ }
+ if (countitem(2244) > 0 && countitem(2209) > 0 && countitem(10007) > 0) {
+ mes "[Nephia]";
+ mes "Oh...";
+ mes "You've brought all these ribbons! I can't wait to tie you a new ribbon to put on your ^FF66CCbeautiful hair!^000000";
+ next;
+ mes "[Nephia]";
+ mes "...";
+ next;
+ mes "[Nephia]";
+ mes "......";
+ next;
+ mes "[Nephia]";
+ mes ".......*Cling*";
+ next;
+ mes "[Nephia]";
+ mes "That's it~! We're done! Oh, I just know you're going to look precious wearing this.";
+ delitem 2244,1; //Big_Sis'_Ribbon
+ delitem 2209,1; //Ribbon_
+ delitem 10007,1; //Silk_Ribbon
+ getitem 5083,1; //Red_Tailed_Ribbon
+ next;
+ mes "[Nephia]";
+ mes "Hopefully, we can get together and do each other's hair sometime! Wouldn't that be soooo much fun?";
+ close;
+ }
+ mes "[Nephia]";
+ mes "Wow~";
+ mes "Such beautiful hair! I'm sorry, it's just that I love pretty hairstyles, and accessories!";
+ next;
+ mes "[Nephia]";
+ mes "Ooh~! You know what would make your hair so much cuter? I think if you tied it back with a big, red ribbon, you would look sooo ^FF66CCadorable^000000!";
+ next;
+ if (Sex) {
+ if (select("Um, lady, I'm a dude.:^FF66CCOoh~! You're right!^000000") == 1) {
+ mes "["+ strcharinfo(0) +"]";
+ mes "Woman, can't you that I'm a man?";
+ next;
+ mes "[Nephia]";
+ mes "Awww...";
+ mes "But you would look so ^FF66CCpretty~!^000000";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "That...";
+ mes "Was the worst";
+ mes "compliment anyone";
+ mes "has ever given me.";
+ close;
+ }
+ mes "["+ strcharinfo(0) +"]";
+ mes "Oooh~!";
+ mes "That sounds great!";
+ next;
+ mes "[Nephia]";
+ mes "Like, oh my God! That's what I was thinking! Oh hey~! I can go ahead and tie that ribbon for you if you want!";
+ next;
+ mes "[Nephia]";
+ mes "Ooh! Bring...";
+ mes "1 ^FF0000Big Ribbon^000000,";
+ mes "1 ^FF0000slotted Ribbon^000000 and";
+ mes "1 ^FF0000Silk Ribbon^000000!";
+ next;
+ mes "[Nephia]";
+ mes "Oh, I almost forgot!";
+ mes "^FF0000If you bring me any upgraded items, or items compounded with cards, those cards and upgrades will be lost once I create the new item for you. So please don't forget that!^000000";
+ next;
+ mes "[Nephia]";
+ mes "Ooh, hurry hurry! I can't wait to accessorize your hair!";
+ close;
+ }
+ else {
+ if (select("No thanks.:^FF66CCOoh~! You're right!^000000") == 1) {
+ mes "["+ strcharinfo(0) +"]";
+ mes "Er...";
+ mes "No thanks.";
+ next;
+ mes "[Nephia]";
+ mes "Awwww~";
+ mes "But you're just the cutest little thing. I just know you would look so preeeetty!";
+ close;
+ }
+ mes "["+ strcharinfo(0) +"]";
+ mes "Oooh~!";
+ mes "That sounds great!";
+ next;
+ mes "[Nephia]";
+ mes "Like, oh my God! That's what I was thinking! Oh hey~! I can go ahead and tie a ribbon for you if you want!";
+ next;
+ mes "[Nephia]";
+ mes "Ooh! To do that I need";
+ mes "1 ^FF0000Big Ribbon^000000,";
+ mes "1 ^FF0000slotted Ribbon^000000 and";
+ mes "1 ^FF0000Silk Ribbon^000000!";
+ next;
+ mes "[Nephia]";
+ mes "Oh, I almost forgot!";
+ mes "^FF0000If you bring me any upgraded items, or items compounded with cards, those cards and upgrades will be lost once I create the new item for you. So please don't forget that!^000000";
+ next;
+ mes "[Nephia]";
+ mes "Ooh, hurry hurry! I can't wait to accessorize your hair!";
+ close;
+ }
+}
+
+// Indian Headband
+//============================================================
+comodo,237,217,5 script Meruntei#1 732,{
+ if (checkweight(1201,1) == 0) {
+ mes "- Wait a minute! -";
+ mes "- Currently you're carrying -";
+ mes "- too many items with you. -";
+ mes "- Please try again after -";
+ mes "- you put some items into Kafra Storage. -";
+ close;
+ }
+ if (countitem(5010) > 0 && countitem(5049) > 0 && countitem(7101) > 9 && Zeny > 9999) {
+ mes "[Meruntei]";
+ mes "Oh! You brought all of them! Now I shall make you an Indian Headband of your very own.";
+ next;
+ mes "[Meruntei]";
+ mes "Take this! The items you have brought will be very useful for continuing my work in spreading headbands around Rune-Midgard.";
+ delitem 5010,1; //Indian_Hair_Piece
+ delitem 5049,1; //Stripe_Band
+ delitem 7101,10; //Peco_Wing_Feather
+ set zeny,zeny-10000;
+ getitem 5071,1; //Indian_Headband
+ next;
+ mes "[Meruntei]";
+ mes "iiiyiyiyiyiyiyiiiiii~~!";
+ close;
+ }
+ mes "[Meruntei]";
+ mes "iiiyiyiyiyiyiyiiiiii~~!";
+ mes " ";
+ mes "Indian spirit, forever~!";
+ mes "On behalf of the Comodo Indians, I give reverence to all Indian Tribes!";
+ next;
+ mes "[Meruntei]";
+ mes "Would you like to have an Indian Headband? You wouldn't become an official member of my tribe, but wearing it would show your respect if you happen to encounter tribal Indians in your adventures.";
+ next;
+ mes "[Meruntei]";
+ mes "You could just bring...";
+ mes "1 ^FF0000Indian Fillet^000000,";
+ mes "1 ^FF0000Striped Hairband^000000,";
+ mes "10 ^FF0000PecoPeco Feather^000000";
+ mes "and ^FF000010,000 zeny!";
+ next;
+ mes "[Meruntei]";
+ mes "I will be using the items you've given me so I can continue my work in spreading Indian Headbands, and paying homage to the tribes of Rune-Midgard.";
+ next;
+ mes "[Meruntei]";
+ mes "^FF0000For your information, if you bring me any item that has a card inserted, or has been upgraded, the additional abilities of the item will disappear after I have used them. So please keep that in mind.^000000";
+ next;
+ mes "[Meruntei]";
+ mes "iiiyiyiyiyiyiyiiiiii~~!";
+ close;
+}
+
+// Mushroom Band
+//============================================================
+geffen,67,87,3 script Ipore#1 700,{
+ if (checkweight(1201,1) == 0) {
+ mes "- Wait a minute! -";
+ mes "- Currently you're carrying -";
+ mes "- too many items with you. -";
+ mes "- Please try again after -";
+ mes "- you put some items into Kafra Storage. -";
+ close;
+ }
+ if (countitem(921) > 299) {
+ mes "[Ipore]";
+ mes "Wow! Did you really gather these 300 Mushroom Spores all by yoruself? Nice! Now it's time to use my magic~";
+ next;
+ mes "^3355FF*Sprinkle Sprinkle*";
+ mes "Ipore pours the Mushroom Spores onto your head.^000000";
+ next;
+ mes "[Ipore]";
+ mes "Hocus pocus!";
+ next;
+ mes "[Ipore]";
+ mes ".......................";
+ mes "Phew! Success! There's a mushroom growing out of your head!";
+ next;
+ mes "[Ipore]";
+ mes "But...";
+ mes "I don't like the way it's tilting. It should have grown in the ^FF3333other^000000 direction.";
+ next;
+ mes "[Ipore]";
+ mes "I guess...";
+ mes "I guess we should make that mushroom into a headband so that you can adjust it to your style.";
+ next;
+ mes "[Ipore]";
+ mes "I know, I know...";
+ mes "It's not as cool as having the mushroom actually attached to your skull, but it's all we can do. I'm sorry I let you down.";
+ next;
+ mes "[Ipore]";
+ mes "...There.";
+ mes "It's done. But are you okay? Luckily, I don't think I scalped you.";
+ next;
+ mes "[Ipore]";
+ mes "Anyway, now you can wear that mushroom at a rakish angle, the way it's supposed to be worn. Stay cool, you fashion rebel, you.";
+ delitem 921,300; //Mushroom_Spore
+ getitem 5082,1; //Mushroom_Band
+ close;
+ }
+ mes "[Ipore]";
+ mes "Finally...";
+ mes "I've created a magic spell that can make mushrooms grow anywhere! Anyplace you can imagine, I can make a mushroom grow there.";
+ next;
+ mes "[Ipore]";
+ mes "Even...";
+ mes "On top of the human head...";
+ next;
+ mes "[Ipore]";
+ mes "Some may think it grotesque, but wouldn't you agree that sporting a mushroom, grown from your head, would start an art revolution?";
+ next;
+ mes "[Ipore]";
+ mes "Just think! It's the perfect fusion of magic and art, fashion and living life...";
+ mes "Man and mushroom?";
+ mes "Ah...I've piqued your curiosity I see.";
+ next;
+ mes "[Ipore]";
+ mes "So...";
+ mes "But in order to cast this spell, I need the magical power in ^FF0000300 Mushroom Spores^000000. So, if you bring me all of those Mushroom Spores, you can see my magic for yourself!";
+ next;
+ mes "[Ipore]";
+ mes "Now now, you do understand that I have to make the mushroom grow out of your head. Anywhere else, you could suspect that there's some kind of trick or illusion involved.";
+ next;
+ mes "[Ipore]";
+ mes "Besides, nothing says 'rebel without a cause' like a mushroom growing out of your head! You would look soooo cool, independent and countercultured!";
+ next;
+ mes "[Ipore]";
+ mes "Remember, bring me...";
+ mes "^FF0000300 Mushroom Spore^000000,";
+ mes "so that I can let you experience my amazing magic for yourself~!";
+ close;
+}
+
+// Angel Wing Ears, Devil Wing Ears
+//============================================================
+yuno,241,52,3 script Old Blacksmith#hgear 813,{
+ //DisableItemMove
+ if (checkweight(1201,1) == 0) {
+ mes "- Wait a minute! -";
+ mes "- Currently you're carrying -";
+ mes "- too many items with you. -";
+ mes "- Please try again after -";
+ mes "- you put some items into Kafra Storage. -";
+ close;
+ // close2;
+ // EnableItemMove
+ // end;
+ }
+ mes "[Skillful Looking Artisan]";
+ mes "Aha~";
+ mes "You must really like to travel! You're certainly not from around here.";
+ next;
+ mes "[Skillful Looking Artisan]";
+ mes "Allow me to introduce myself. My name is Hatbyr Mhore, a travelling Blacksmith.";
+ next;
+ if (countitem(2254) > 0 && countitem(2286) > 0) {
+ mes "[Hatbyr Mhore]";
+ mes "Oh? It seems that you're carrying some valuable stuff with you.";
+ next;
+ mes "[Hatbyr Mhore]";
+ mes "Hmm, if you like, I could make you something truly amazing with that ^4d4dffAngel Wing^000000 and ^4d4dffElven Ears^000000 that you have.";
+ next;
+ mes "[Hatbyr Mhore]";
+ mes "How does that sound?";
+ mes "Oh, and don't you worry about my skill! I'm pretty well known among Blacksmiths for my talent, and my knack of making great things out of junk.";
+ next;
+ switch(select("Umm, let me think.:Okay, make it for me then.:Can you make it with an Evil Wing..?")) {
+ case 1:
+ mes "[Hatbyr Mhore]";
+ mes "Huh. What's to think about?! I was gonna use all of my skill to create something special for you. Ah well...";
+ close;
+ case 2:
+ mes "[Hatbyr Mhore]";
+ mes "Aha~ Good good good.";
+ mes "Let's see let's see...";
+ mes "1 Angel Wing";
+ mes "1 Elven Ears...";
+ next;
+ mes "[Hatbyr Mhore]";
+ mes "Some other crap and";
+ mes "...20,000 zeny.";
+ mes "I must say this is a very cheap price to pay for such a great item. But before I start, I should tell you...";
+ next;
+ mes "[Hatbyr Mhore]";
+ mes "I don't care how many times you've upgraded the items you brought, but please ^4d4dff carry only items that you need to create this item.^000000 I can't mess up my artwork because of some mistake you might make.";
+ next;
+ if (select("I am ready.:Okay, let me go store my other items first.") == 1) {
+ set .@now_weight,MaxWeight-Weight;
+ if (.@now_weight < 2000) {
+ mes "[Hatbyr Mhore]";
+ mes "Ouch...!";
+ mes "Why are you carrying so many items with you? Leave all your extra baggage somewhere else and come back.";
+ close;
+ }
+ else {
+ if (countitem(2254) > 0 && countitem(2286) > 0 && Zeny > 19999) {
+ mes "[Hatbyr Mhore]";
+ mes "Alright...";
+ mes "Let's get a groove on!";
+ specialeffect EF_REPAIRWEAPON;
+ next;
+ mes "[Hatbyr Mhore]";
+ mes "There you go, buddy.";
+ mes "I am proud to say this is my masterpiece. Please take this item. I call it...";
+ mes "'Angel Wing Ears!'";
+ delitem 2254,1; //Angelic_Chain
+ delitem 2286,1; //Elven_Ears
+ set zeny,zeny-20000;
+ getitem 5074,1; //Ear_Of_Angel's_Wing
+ next;
+ mes "[Hatbyr Mhore]";
+ mes "There's no doubt that you'll be the talk of the town sporting these fashionable things.";
+ next;
+ mes "[Hatbyr Mhore]";
+ mes "The glamour of an angel and the cuteness of Elven Ears is almost too much goodness for one headgear~!";
+ close;
+ }
+ mes "[Hatbyr Mhore]";
+ mes "I'm sorry buddy, but I can't make this item without having the things I need. Remember, I need 1 Angel Wing, 1 Elven Ears and 20,000 zeny.";
+ close;
+ }
+ }
+ mes "[Hatbyr Mhore]";
+ mes "No problem.";
+ mes "Come back anytime you want.";
+ mes "I'll just be here enjoying the view.";
+ close;
+ case 3:
+ mes "[Hatbyr Mhore]";
+ mes "Of course, I can make an item";
+ mes "out of an Evil Wing as well!";
+ mes "That sort of thing is simple for me!";
+ next;
+ mes "[Hatbyr Mhore]";
+ mes "Okay then, I will need...?";
+ mes "1 Evil Wing,";
+ mes "1 Elven Ears,";
+ mes "...and 20,000 zeny.";
+ next;
+ mes "[Hatbyr Mhore]";
+ mes "I must say this is a very cheap price considering the item I will make for you. But before I start, I should tell you...";
+ next;
+ mes "[Hatbyr Mhore]";
+ mes "I don't care how many times you've upgraded the items you brought, but please ^4d4dff carry only items that you need to create this item.^000000 I can't mess up my artwork because of some mistake you might make.";
+ next;
+ if (select("I am ready.:Okay, let me go store my other items first.") == 1) {
+ set .@now_weight,MaxWeight-Weight;
+ if (.@now_weight < 2000) {
+ mes "[Hatbyr Mhore]";
+ mes "Ouch...!";
+ mes "Why are you carrying so many items with you? Leave all your extra baggage somewhere else and come back.";
+ close;
+ }
+ else {
+ if (countitem(2255) > 0 && countitem(2286) > 0 && Zeny > 19999) {
+ mes "[Hatbyr Mhore]";
+ mes "Alright, it's time to roll!";
+ specialeffect EF_REPAIRWEAPON;
+ next;
+ mes "[Hatbyr Mhore]";
+ mes "There you go, buddy. I am proud to say this is my masterpiece. I call it... 'Devil Wing Ears!'";
+ delitem 2255,1; //Satanic_Chain
+ delitem 2286,1; //Elven_Ears
+ set zeny,zeny-20000;
+ getitem 5068,1; //Ear_Of_Devil's_Wing
+ next;
+ mes "[Hatbyr Mhore]";
+ mes "You'll be wowing everyone on the streets with your fashionable new look that says 'It feels so good to be so bad.' Glad to be of service~!";
+ close;
+ }
+ mes "[Hatbyr Mhore]";
+ mes "I'm sorry buddy, but I can't make this item without the stuff I need. Remember I need 1 Devil Wing, 1 Elven Ears and 20,000 zeny.";
+ close;
+ }
+ }
+ mes "[Hatbyr Mhore]";
+ mes "No problem.";
+ mes "Come back anytime you want.";
+ mes "I'll just be here enjoying the view.";
+ close;
+ }
+ }
+ else if (countitem(2255) > 0 && countitem(2286) > 0) {
+ mes "[Hatbyr Mhore]";
+ mes "Oh? It seems that you're carrying some valuable stuff with you.";
+ next;
+ mes "[Hatbyr Mhore]";
+ mes "Hmm, if you like, I could make you something truly amazing with that ^4d4dffEvil Wing^000000 and ^4d4dffElven Ears^000000 that you have.";
+ next;
+ mes "[Hatbyr Mhore]";
+ mes "How does that sound?";
+ mes "Oh, and don't you worry about my skill! I'm pretty well known among Blacksmiths for my talent, and my knack of making great things out of junk.";
+ next;
+ switch(select("Umm, let me think.:Okay, make it for me then.:Can you make it with an Angel Wing..?")) {
+ case 1:
+ mes "[Hatbyr Mhore]";
+ mes "Huh. What's to think about?! I was gonna use all of my skill to create something special for you. Ah well...";
+ close;
+ case 2:
+ mes "[Hatbyr Mhore]";
+ mes "Aha~ Good good good.";
+ mes "Let's see let's see...";
+ mes "1 Devil Wing";
+ mes "1 Elven Ears...";
+ next;
+ mes "[Hatbyr Mhore]";
+ mes "Some other crap and";
+ mes "...20,000 zeny.";
+ mes "I must say this is a very cheap price to pay for such a great item. But before I start, I should tell you...";
+ next;
+ mes "[Hatbyr Mhore]";
+ mes "I don't care how many times you've upgraded the items you brought, but please ^4d4dff carry only items that you need to create this item. I can't mess up my artwork because of some mistake you might make. ^000000";
+ next;
+ if (select("I am ready.:Okay, let me go store my other items first.") == 1) {
+ set .@now_weight,MaxWeight-Weight;
+ if (.@now_weight < 2000) {
+ mes "[Hatbyr Mhore]";
+ mes "Ouch, why are you carrying";
+ mes "so many items with you?";
+ mes "Leave all your extra baggage somewhere else and come back.";
+ close;
+ }
+ else {
+ if (countitem(2255) > 0 && countitem(2286) > 0 && Zeny > 19999) {
+ mes "[Hatbyr Mhore]";
+ mes "Alright...";
+ mes "Let's get a groove on!";
+ specialeffect EF_REPAIRWEAPON;
+ next;
+ mes "[Hatbyr Mhore]";
+ mes "There you go, buddy.";
+ mes "I am proud to say this is my masterpiece. Please take this item. I call it... 'Devil Wing Ears!'";
+ delitem 2255,1; //Satanic_Chain
+ delitem 2286,1; //Elven_Ears
+ set zeny,zeny-20000;
+ getitem 5068,1; //Ear_Of_Devil's_Wing
+ next;
+ mes "[Hatbyr Mhore]";
+ mes "You'll be wowing everyone on the streets with your fashionable new look that says 'It feels so good to be so bad.' Glad to be of service~!";
+ close;
+ }
+ mes "[Hatbyr Mhore]";
+ mes "I'm sorry buddy, but I can't make this item without having the things I need. Remember, I need 1 Devil Wing, 1 Elven Ears and 20,000 zeny.";
+ close;
+ }
+ }
+ mes "[Hatbyr Mhore]";
+ mes "No problem.";
+ mes "Come back anytime you want.";
+ mes "I'll just be here enjoying the view.";
+ close;
+ case 3:
+ mes "[Hatbyr Mhore]";
+ mes "Of course, I can make an item";
+ mes "out of an Angel Wing as well!";
+ mes "That sort of thing is simple for me!";
+ next;
+ mes "[Hatbyr Mhore]";
+ mes "Okay then, then I'll need...";
+ mes "1 Angel Wing,";
+ mes "1 Elven Ears,";
+ mes "...and 20,000 zeny.";
+ next;
+ mes "[Hatbyr Mhore]";
+ mes "I must say this is a very cheap price considering the item I will make for you. But before I start, I should tell you...";
+ next;
+ mes "[Hatbyr Mhore]";
+ mes "I don't care how many times you've upgraded the items you brought, but please ^4d4dff carry only items that you need to create this item.^000000 I can't mess up my artwork because of some mistake you might make.";
+ next;
+ if (select("I am ready.:Okay, let me go store my other items first.") == 1) {
+ set .@now_weight,MaxWeight-Weight;
+ if (.@now_weight < 2000) {
+ mes "[Hatbyr Mhore]";
+ mes "Ouch, why are you carrying";
+ mes "so many items with you?";
+ mes "Leave all your extra baggage somewhere else and come back.";
+ close;
+ }
+ else {
+ if (countitem(2254) > 0 && countitem(2286) > 0 && Zeny > 19999) {
+ mes "Alright...";
+ mes "Let's get a groove on!";
+ specialeffect EF_REPAIRWEAPON;
+ next;
+ mes "[Hatbyr Mhore]";
+ mes "There you go, buddy.";
+ mes "I am proud to say this is my masterpiece. Please take this item. I call it... 'Angel Wing Ears!'";
+ delitem 2254,1; //Angelic_Chain
+ delitem 2286,1; //Elven_Ears
+ set zeny,zeny-20000;
+ getitem 5074,1; //Ear_Of_Angel's_Wing
+ next;
+ mes "[Hatbyr Mhore]";
+ mes "There's no doubt that you'll be the talk of the town sporting these fashionable things.";
+ next;
+ mes "[Hatbyr Mhore]";
+ mes "The glamour of an angel and the cuteness of Elven Ears is almost too much goodness for one headgear~!";
+ close;
+ }
+ mes "[Hatbyr Mhore]";
+ mes "I'm sorry buddy, but I can't make this item without having the things I need. Remember, I need 1 Angel Wing, 1 Elven Ears and 20,000 zeny.";
+ close;
+ }
+ }
+ mes "[Hatbyr Mhore]";
+ mes "No problem.";
+ mes "Come back anytime you want.";
+ mes " ";
+ mes "I'll just be here enjoying the view.";
+ close;
+ }
+ }
+ else {
+ mes "[Hatbyr Mhore]";
+ mes "I happened to come to Juno while I was traveling around the world. Being someplace up in the clouds makes me a little nervous, but still, the scenery looks great from up here.";
+ next;
+ mes "[Hatbyr Mhore]";
+ mes "Although I really enjoy traveling more than staying in my shop, I'm still a Blacksmith at heart and I always gotta be making something. It's been a while since I've made my last creation...";
+ next;
+ mes "[Hatbyr Mhore]";
+ mes "Hmm...";
+ mes "If I had some materials, I think I could put together some pretty amazing stuff.";
+ next;
+ mes "[Hatbyr Mhore]";
+ mes "If by any chance, you have an Angel Wing or Evil Wing, and";
+ mes "Elven Ears, would you give me a chance to smith something?";
+ next;
+ mes "[Hatbyr Mhore]";
+ mes "I was thinking...";
+ mes "Elven Ears are great...";
+ mes "And everyone loves Angel Wing or Devil Wing. Wouldn't it be totally fab if I could combine the Elven Ears with one of the wings?!";
+ next;
+ if (select("Give me more information.:Yeah, I will think about it.") == 1) {
+ mes "[Hatbyr Mhore]";
+ mes "Oh, right.";
+ mes "Let me tell";
+ mes "you exactly I need.";
+ next;
+ mes "[Hatbyr Mhore]";
+ mes "For creating Angel Wing Ears, I need 1 ^4d4dffAngel Wing^000000,";
+ mes "1 ^4d4dffElven Ears^000000 and";
+ mes "^4d4dff20,000 zeny^000000.";
+ next;
+ mes "[Hatbyr Mhore]";
+ mes "For creating Devil Wing Ears,";
+ mes "I need 1 ^4d4dffDevil Wing^000000,";
+ mes "1 ^4d4dffElven Ears^000000 and";
+ mes "^4d4dff20,000 zeny^000000.";
+ next;
+ mes "[Hatbyr Mhore]";
+ mes "Come back anytime when you have those materials.";
+ mes "I will let you have either the elegance of an angel or the charisma of a demon with the wearables only I can craft.";
+ close;
+ }
+ mes "[Hatbyr Mhore]";
+ mes "No problem.";
+ mes "I'm always here at this scenic spot so I can enjoy the view. Just come back whenever you feel like it.";
+ close;
+ }
+ //EnableItemMove
+}
+
+// Sea-Otter Hat
+//============================================================
+xmas,183,267,3 script Pretty Lindsay#1 793,{
+ if (checkweight(1201,1) == 0) {
+ mes "- Wait a minute! -";
+ mes "- Currently you're carrying -";
+ mes "- too many items with you. -";
+ mes "- Please try again after -";
+ mes "- you put some items into Kafra Storage. -";
+ close;
+ }
+ set .@now_weight,MaxWeight-Weight;
+ if (.@now_weight < 2000) {
+ mes "[Pretty Lindsay]";
+ mes "I know you brought everything you need for me to make you a hat, but you're carrying too much stuff. Why don't you put some of your things in Kafra Storage?";
+ close;
+ }
+ else if (countitem(5033) > 0 && countitem(5064) > 0) {
+ emotion e_gasp;
+ mes "[Pretty Lindsay]";
+ mes "Whoa~";
+ mes "You brought everything!";
+ mes "Okay, hold on a bit.";
+ mes "Let me make your hat.";
+ next;
+ mes "[Pretty Lindsay]";
+ mes "As my mom taught me,";
+ mes "put this down on the ground...";
+ mes "Okay, I am ready...";
+ next;
+ mes "^FF0000Lindsay put the Raccoon Hat on the ground, threw the Smokie Leaf onto the hat and mumbled some words while hugging herself.^000000";
+ next;
+ mes "^FF0000Then, suddenly with a dazzling light, the Raccoon Hat turned blue and slowly transformed into a Sea-Otter Hat.^000000";
+ specialeffect EF_FLASHER;
+ next;
+ mes "[Pretty Lindsay]";
+ mes "Phew! It's done!";
+ mes "Gosh! I think I";
+ mes "spent all my energy.";
+ mes "Okay, take this~";
+ delitem 5033,1; //Smokie_Hat
+ delitem 5064,1; //Leaf_Headgear
+ getitem 5078,1; //Sea_Otter_Cap
+ next;
+ mes "[Pretty Lindsay]";
+ mes "I made this hat with all my heart, so you gotta promise me you will take care of this, okay?";
+ close;
+ }
+ if (Sex == 1) {
+ mes "[Pretty Lindsay]";
+ mes "Hello, there?";
+ mes "Mister...?";
+ next;
+ emotion e_heh;
+ mes "[Pretty Lindsay]";
+ mes "You look like you're freezing...";
+ mes "Um, I know! How about I make you a cute, warm and fuzzy Sea-Otter hat?";
+ next;
+ mes "[Pretty Lindsay]";
+ mes "It's really really cute! Also, it's the only hat I know how to make, because I love playing with Sea Otters so much!";
+ next;
+ mes "[Pretty Lindsay]";
+ mes "I have to put together ^0000FF1 Raccoon Hat^000000 and ^0000FF1 Smokie Leaf^000000 to make a ^4D4DFFSea-Otter Hat^000000 for you, though.";
+ next;
+ if (select("Okay, I will come back with the stuff.:Um... How come you need a Raccoon Hat?") == 1) {
+ emotion e_heh;
+ mes "[Pretty Lindsay]";
+ mes "Cool~! Come back soon as you can~!";
+ close;
+ }
+ mes "[Pretty Lindsay]";
+ mes "Well, it's supposed to be a seeeecret, but my mommy taught me some magic to make Sea-Otter hats with Raccoon hats.";
+ next;
+ mes "[Pretty Lindsay]";
+ mes "It's the bestest magic ever because it comes from my heart!";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "That...";
+ mes "That still doesn't explain anything!";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Alright...";
+ mes "Yeah...";
+ mes "I'll come back later, kid.";
+ close;
+ }
+ mes "[Pretty Lindsay]";
+ mes "Hello, hello~!";
+ mes "You're such a pretty lady!";
+ next;
+ emotion e_heh;
+ mes "[Pretty Lindsay]";
+ mes "Hey hey! Can I make you a Sea-Otter hat! It's really really really really cute!";
+ next;
+ mes "[Pretty Lindsay]";
+ mes "I need ^0000FF1 Raccoon Hat^000000 and ^0000FF1 Smokie Leaf^000000 so I can make a ^4D4DFFSea-Otter Hat^000000 for you.";
+ next;
+ if (select("Okay, I will come back with the stuff.:Um, why do you want to make hats so much?") == 1) {
+ emotion e_heh;
+ mes "[Pretty Lindsay]";
+ mes "Cool~!";
+ mes "Come back as";
+ mes "soon as you can~!";
+ close;
+ }
+ mes "[Pretty Lindsay]";
+ mes "Because...!";
+ mes "If everyone in Lutie was wearing a fuzzy Sea-Otter cap, it would look so so cute!";
+ next;
+ mes "[Pretty Lindsay]";
+ mes "We could play games in the snow, and play with real Sea Otters and have them give us rides and...";
+ mes ".....";
+ close;
+}
+
+// Teddybear Hat
+//============================================================
+xmas,175,156,3 script Fuzzy Fuzz#1 712,{
+ if (checkweight(1201,1) == 0) {
+ mes "- Wait a minute! -";
+ mes "- Currently you're carrying -";
+ mes "- too many items with you. -";
+ mes "- Please try again after -";
+ mes "- you put some items into Kafra Storage. -";
+ close;
+ }
+ if (countitem(5030) > 0 && countitem(7213) > 99 && countitem(7217) > 99 && countitem(7161) > 299) {
+ if ((MaxWeight-Weight) < 2000) {
+ mes "[Fuzzy Fuzz]";
+ mes "You brought every material I need, but unfortunately you don't have enough space in your inventory. Try and place some of your items into Kafra Storage first.";
+ close;
+ }
+ mes "[Fuzzy Fuzz]";
+ mes "Excellent! You brought everything! Please make yourself comfortable while I make you your Teddybear Hat.";
+ next;
+ emotion e_ho;
+ mes "[Fuzzy Fuzz]";
+ mes "Hmm Hm Hmm...";
+ mes "Tear this off...";
+ mes "Knit this on....";
+ mes "Okay, it's almost done...";
+ next;
+ mes "[Fuzzy Fuzz]";
+ emotion e_an;
+ mes "There is an old saying, 'Everything comes to those who wait.' Oh, are you freezing? Why don't you rub your hands together?";
+ next;
+ mes "[Fuzzy Fuzz]";
+ emotion e_ic;
+ mes "It's complete! There you go. I think this one will look really good on you! Please take good care of this hat.";
+ delitem 5030,1; //Panda_Cap
+ delitem 7213,100; //Needle_Pouch
+ delitem 7217,100; //Spool
+ delitem 7161,300; //Black_Bear's_Skin
+ getitem 5059,1; //Brown_Bear_Cap
+ close;
+ }
+ emotion e_gasp;
+ mes "[Fuzzy Fuzz]";
+ mes "Hello there, young man.";
+ mes "What brings you to Lutie, town of goodwill and year round Christmas cheer?";
+ next;
+ mes "[Fuzzy Fuzz]";
+ mes "I'm a master of creating stuffed animals, which make great presents. As we all know, everyone loves to hug cute and cuddly stuffed animals.";
+ next;
+ mes "[Fuzzy Fuzz]";
+ mes "My specialty is the 'Teddybear Hat.' When it's worn, it makes you as cute as a teddy bear, and your hugs twice as warm and cuddly.";
+ next;
+ mes "[Fuzzy Fuzz]";
+ if (Sex) {
+ mes "The 'Teddybear Hat' can't be worn by just anyone, since it's cuddling powers are easily abused.";
+ next;
+ mes "[Fuzzy Fuzz]";
+ mes "But I sense that you are an adventurer with a pure heart and would not use the Teddybear Hat for selfish gain.";
+ next;
+ mes "[Fuzzy Fuzz]";
+ mes "You can learn a lot about telling good people from the naughty after working for Santa for a loooong time...";
+ }
+ else {
+ mes "[Fuzzy Fuzz]";
+ mes "I sense that you are an adventurer with a good heart, and that a sweet girl like you deserves a nice gift.";
+ next;
+ mes "[Fuzzy Fuzz]";
+ mes "You know more about such things after working for Santa for so long.";
+ }
+ next;
+ mes "[Fuzzy Fuzz]";
+ mes "Unfortunately, I don't have any material to make the headgear right now. But if you bring the materials, I will make you a 'Teddybear Hat' for free.";
+ next;
+ mes "[Fuzzy Fuzz]";
+ mes "Let's see...";
+ mes "I'll need...";
+ mes "^0000FF1 Panda Hat^000000,";
+ mes "^0000FF100 Needle Packet^000000,";
+ mes "^0000FF100 Spool^000000 and";
+ mes "^0000FF300 Black Bear Skin^000000.";
+ next;
+ mes "[Fuzzy Fuzz]";
+ mes "So, do you think you can get all of them? I will be here waiting for you.";
+ emotion e_heh;
+ close;
+}
+
+// Model Training Hat
+//============================================================
+payon_in03,8,193,4 script Nanhyang#1 77,{
+ if (checkweight(1201,1) == 0) {
+ mes "- Wait a minute! -";
+ mes "- Currently you're carrying -";
+ mes "- too many items with you. -";
+ mes "- Please try again after -";
+ mes "- you put some items into Kafra Storage. -";
+ close;
+ }
+ if ((MaxWeight-Weight) < 2430) {
+ mes "[Nanhyang]";
+ mes "Hmmm...";
+ mes "You look like you're having trouble carrying all of your things. Why don't you place some of your extra items into the Kafra Storage?";
+ close;
+ }
+ if (countitem(5073) > 0 && countitem(1750) > 0) {
+ mes "[Nanhyang]";
+ mes "Hello, there.";
+ mes "Ah, I can tell that you already have a ^8C1717'Model Training Hat'^000000. I see that using it has corrected your posture.";
+ next;
+ mes "[Nanhyang]";
+ mes "Oh...";
+ mes "I forgot to tell you that I can not only put together a 'Model Training Hat,' I can disassemble it into its original parts.";
+ next;
+ mes "[Nanhyang]";
+ mes "If you give me ^0000FF1 'Model Training Hat'^000000 and ^0000FF1 'Arrow'^000000, I give you ^8C17171 'Apple of Archer'^000000 and ^8C17171 'Book'^000000. So, would you like to disassemble the items?";
+ next;
+ if (select("Disassemble:Cancel") == 1) {
+ mes "[Nanhyang]";
+ mes "Thank you.";
+ mes "It will not take that much time to make this hat, so please wait a moment.";
+ next;
+ mes "[Nanhyang]";
+ mes " . . . . . . . . . . . . . .";
+ mes " . . . . . . . . . . . . . ";
+ mes " . . . . . . . . . . . . . .";
+ mes " . . . . . . . . . . . . . ";
+ next;
+ mes "[Nanhyang]";
+ delitem 5073,1; //Cap_Of_Concentration
+ delitem 1750,1; //Arrow
+ getitem 2285,1; //Apple_Of_Archer
+ getitem 1550,1; //Book
+ mes "There you go.";
+ next;
+ mes "[Nanhyang]";
+ mes "If you want to make a";
+ mes "'Model Training Hat' again,";
+ mes "feel free to come back.";
+ close;
+ }
+ mes "[Nanhyang]";
+ mes "I see.";
+ mes "I hope you will";
+ mes "continue to use that hat";
+ mes "to improve your posture";
+ mes "and glamorous poise.";
+ close;
+ }
+ if (countitem(2285) > 0 && countitem(1550) > 0) {
+ mes "[Nanhyang]";
+ emotion e_heh;
+ mes "You brought the materials~";
+ next;
+ mes "[Nanhyang]";
+ mes "Before I start to create the item, I'm obligated to warn you...";
+ next;
+ mes "[Nanhyang]";
+ mes "If the ^FF0000'Book' and 'Apple of Archer' items you have brought to make a 'Model Training Hat' was ^FF0000upgraded^000000, after I create the hat out of the book, ^FF0000these upgrades, including compounded cards, will be lost.^000000";
+ next;
+ mes "[Hanhyang]";
+ mes "So would you like to create the Model Training Hat right now?";
+ next;
+ if (select("Create:Cancel") == 1) {
+ mes "[Nanhyang]";
+ emotion e_ok;
+ mes "Thank you.";
+ mes "Let me create one for you right away. Please have a seat and make yourself comfortable.";
+ next;
+ mes "[Nanhyang]";
+ mes "Usually we have a zeny service charge, but since you've got ^3355FFthe look^000000, I'll waive it.";
+ next;
+ mes "[Nanhyang]";
+ mes "Please wait a moment while I put this together.";
+ next;
+ mes " . . . . . . . . . . . . . .";
+ mes " . . . . . . . . . . . . . ";
+ mes " . . . . . . . . . . . . . .";
+ mes " . . . . . . . . . . . . . ";
+ next;
+ mes "[Nanhyang]";
+ emotion e_ic;
+ mes "That wasn't too difficult. I hope you wear this hat everyday to improve your posture.";
+ next;
+ mes "[Nanhyang]";
+ mes "You may have trouble at first, keeping your balance and trying not to drop the apple. You may even feel incredible neck pain. But for the sake of beauty, it'll all be worth it.";
+ next;
+ mes "[Nanhyang]";
+ mes "Here it is.";
+ mes "Oh, right, this arrow from the Apple of Archer is left over, so you can go ahead and take that.";
+ delitem 2285,1; //Apple_Of_Archer
+ delitem 1550,1; //Book
+ getitem 5073,1; //Cap_Of_Concentration
+ next;
+ mes "[Nanhyang]";
+ mes "Also, I can disassemble the Model Training Hat into its original materials. So if you want the original items back, bring the Model Training Hat and the arrow I gave you.";
+ getitem 1750,1; //Arrow
+ next;
+ mes "[Nanhyang]";
+ mes "I hope you";
+ mes "will have a";
+ mes "good day.";
+ mes "Farewell.";
+ close;
+ }
+ mes "[Nanhyang]";
+ emotion e_dots;
+ mes "I see. You must have brought items with cards or upgrades that you didn't want to lose. Feel free to come back anytime when you are ready.";
+ close;
+ }
+ mes "[Nanhyang]";
+ emotion e_gasp;
+ mes "Hello~";
+ mes "Welcome to the Handsome Charm Modeling School. May I help you?";
+ next;
+ if (select("I want to be a model~!:Cancel") == 1) {
+ mes "[Nanhyang]";
+ mes "I see~";
+ mes "Although it's clear that you've got '^3355FFthe look^000000,' we can't accept any students at the moment.";
+ next;
+ mes "[Nanhyang]";
+ mes "Lately, our director has been gone, and we aren't sure when he'll come back. ^333333*Sigh* I can't even remember the last time we got paid.^000000";
+ next;
+ mes "[Nanhyang]";
+ mes "Hmm... Wait a minute!";
+ mes "At the very least, we could train you to improve your posture so that you can walk with regal poise.";
+ next;
+ mes "[Nanhyang]";
+ mes "Although we can't offer any classes at this time, I can create a special 'Model Training Hat' for you. That way, you can practice the glamourous way of walking down the catwalk on your own.";
+ next;
+ mes "[Nanhyang]";
+ emotion e_what;
+ mes "But since our director is gone, we can't really use our budget to give you a hat. If you want, please bring me the following items...";
+ next;
+ mes "[Nanhyang]";
+ mes "Please bring...";
+ mes "^0000FF1 Apple of Archer^000000 and";
+ mes "^0000FF1 Book^000000.";
+ mes "Then I can fashion a 'Model Training Hat' for you right away.";
+ close;
+ }
+ mes "[Nanhyang]";
+ mes "I understand.";
+ mes "Well, have a good day.";
+ mes "Thank you~";
+ close;
+}
+
+// Tulip Hairpin
+//============================================================
+geffen,83,189,5 script Seth#1 716,{
+ if (checkweight(1201,1) == 0) {
+ mes " [Seth]";
+ mes "Whoa, why are you carrying so many items with you?";
+ mes "You look so heavy...! Maybe you can walk more easily if you put some of your stuff away?";
+ close;
+ }
+ mes " [Seth]";
+ mes "Hello, my name is Seth!";
+ mes "I like folding paper and making origami. I made my mommy a big paper boat, and she gave me a big smile and patted my head!";
+ emotion e_heh;
+ next;
+ mes "[Seth]";
+ mes "Today at school, I learned how to make a paper flower! The flower was sort of hard, but now I can do it! Then I made a tiny tiny flower and put in on my head~";
+ emotion e_lv;
+ next;
+ if (countitem(2278) > 0 && countitem(975) > 0) {
+ mes "[Seth]";
+ mes "Hey~!";
+ mes "You have a Mr. Smile and Scarlet Dyestuffs! Yaaay~! I could use those and make you a paper flower. C'mon, lemme show you!";
+ emotion e_swt2;
+ next;
+ mes "[Seth]";
+ mes "Lemme make";
+ mes "one for you,";
+ mes "pwease pwease?";
+ emotion e_swt2;
+ next;
+ switch(select("Alright!:No thanks kid.:Boys aren't supposed to make flowers.")) {
+ case 1:
+ emotion e_heh;
+ mes "[Seth]";
+ mes "Yay~";
+ mes "You're the best!";
+ next;
+ mes "[Seth]";
+ mes "Let's see...";
+ mes "I cut Mr. Smile this way~.";
+ mes "*Snip Snip Snip~~*";
+ mes "*Snip...Snip...*";
+ mes "Yyyyyaaaeeep...";
+ emotion e_ho;
+ next;
+ mes "[Seth]";
+ mes "Tah dah~!";
+ next;
+ delitem 2278,1; //Mr_Smile
+ delitem 975,1; //Scarlet_Dyestuffs
+ getitem 5077,1; //Tulip_Hairpin
+ mes "[Seth]";
+ mes "Heheheh~!";
+ mes "I'm done!";
+ mes "I did a good job, didn't I?";
+ next;
+ if (BaseJob == Job_Novice && Upper != 1) {
+ mes "[Seth]";
+ mes "Oh, here's the leftovers. Mommy says that we should always save things. Heh heh~";
+ getitem 935,1; //Shell
+ next;
+ }
+ mes "[Seth]";
+ mes "I'm a good boy!";
+ mes "I'm gonna make one for my little sister~! And everybody I love!";
+ next;
+ mes "[Seth]";
+ mes "If you want to see me make another one, just bring more Scarlet Dyestuffs and Mr.Smile, okay? Bye bye~!";
+ close;
+ case 2:
+ mes "[Seth]";
+ mes "*Sniff sniff*";
+ mes "O-okay...";
+ mes "But I just wanted to show you how good I am...";
+ emotion e_sob;
+ close;
+ case 3:
+ mes "[" + strcharinfo(0) + "]";
+ mes "Hey.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Boys aren't supposed to make flowers.";
+ next;
+ mes "[Seth]";
+ mes "Waaaaaaah~!";
+ mes "But flowers are so nice and pweety!!!";
+ emotion e_sob;
+ close;
+ }
+ }
+ else {
+ mes "[Seth]";
+ mes "You want me to show you? Huh?";
+ mes "I can do it you want!";
+ next;
+ mes "[Seth]";
+ mes "Uh oh...";
+ mes "But I don't have anything to make paper flowers out of.";
+ next;
+ if (select("I'll get what you need.:Too bad!") == 1) {
+ mes "[Seth]";
+ mes "Okay okay...";
+ mes "I neeeeed...";
+ mes "^3131FF1 Mr. Smile^000000 and";
+ mes "^3131FF1 Scarlet Dyestuffs^000000.";
+ mes "Then I can make you a tiiiiny little flower.";
+ next;
+ mes "[Seth]";
+ mes "Seth will wait for you here. Promise me you'll come back?";
+ close;
+ }
+ emotion e_sob;
+ mes "[Seth]";
+ mes "Wah~~~~~!";
+ close;
+ }
+}
+
+// Party Hat, Straw Hat, Cowboy Hat, Sombrero, Beanie
+//============================================================
+xmas_in,35,30,3 script Hat Merchant#zero 797,{
+ if (checkweight(1201,1) == 0) {
+ mes "- Wait a minute !! -";
+ mes "- Currently you're carrying -";
+ mes "- too many items with you. -";
+ mes "- Please try again -";
+ mes "- after you lose some weight. -";
+ close;
+ }
+ mes "[Mad Hatter]";
+ mes "Hey there. Um...";
+ mes "I'm the 'Mad Hatter.' Well, at least that's what I call myself.";
+ next;
+ mes "[Mad Hatter]";
+ mes "If you give me some stuff, I can renovate some of your old hats so that they really show your personality. Whether you're laid back or a party animal, I'll be able to make a hat just for you!";
+ next;
+ mes "[Mad Hatter]";
+ mes "You wanna take a look at the trendy, stylish hats I can make for you?";
+ next;
+ switch(select("Party Hat:Straw Hat:Cowboy Hat:Sombrero:Beanie")) {
+ case 1:
+ if (countitem(2236) > 0 && countitem(7151) > 99 && countitem(7111) > 99) {
+ mes "[Mad Hatter]";
+ mes "Party Hat! It's a Santa Hat I've remade by adding colorful paper for a festive look. Celebrate good times with a Party Hat! Come on!";
+ next;
+ mes "[Mad Hatter]";
+ mes "Oh wait! Please check one thing before we start.";
+ next;
+ mes "[Mad Hatter]";
+ mes "If the Santa Hat you use to create this hat was upgraded or compounded with a card, all those upgrades will be lost. So, to be safe, I suggest you put everything in your inventory, other than the things to make the Party Hat, into Kafra Storage.";
+ next;
+ mes "[Mad Hatter]";
+ mes "It seems to me that you have everything. Alright! Shall I make you a Party Hat?";
+ next;
+ if (select("No thanks.:Yes.") == 1) {
+ mes "[Mad Hatter]";
+ mes "Umm, okay...";
+ mes "I guess being the life of the party is a bit too much for you, eh? Hmpf. Well, I know a good library in Juno where you can hang out...";
+ close;
+ }
+ mes "^3355FF*Rustle Rustle Splat Splat*^000000";
+ mes "^3355FF*Squick Squick Grind Grind*^000000";
+ mes "^3355FF*Swish Swish Rustle Rustle*^000000";
+ next;
+ delitem 2236,1; //Santa's_Hat
+ delitem 7151,100; //Oil_Paper
+ delitem 7111,100; //Smooth_Paper
+ mes "[Mad Hatter]";
+ mes "It's done! Your new life, as the life of the party, has officially begun. All you need to do is wear this Party Hat. Though, knowing a couple jokes would probably help too.";
+ getitem 5060,1; //Party_Hat
+ next;
+ mes "[Mad Hatter]";
+ mes "Oh by the way, there's some stuff left over. I guess you should hold onto it. You know, in case you need it later.";
+ getitem 914,10; //Fluff
+ close;
+ }
+ else {
+ mes "[Mad Hatter]";
+ mes "Oh... man. Everyone needs a Party Hat! Even boring types get jazzed with pizazz wearing one of these!";
+ next;
+ mes "[Mad Hatter]";
+ mes "You can wear them for birthday parties, Christmas parties. Um, slumber parties. P-political parties.";
+ mes "......";
+ mes "And hunting parties?";
+ next;
+ mes "[Mad Hatter]";
+ mes "Anyway, this is what I need to make a Party Hat...";
+ mes "1 ^3355FFSanta Hat^000000,";
+ mes "100 ^3355FFOil Paper^000000 and";
+ mes "100 ^3355FFSlick Paper^000000.";
+ next;
+ mes "[Mad Hatter]";
+ mes "I'll be right here when you decide to crank your life up a notch with a Party Hat.";
+ close;
+ }
+ case 2:
+ if (countitem(2280) > 0 && countitem(7197) > 299 && countitem(7150) > 299) {
+ mes "[Mad Hatter]";
+ mes "A Straw Hat! Made out of a Sakkat with bamboo and tough vines, it gives you a relaxed, rustic feeling when you wear it.";
+ next;
+ mes "[Mad Hatter]";
+ mes "Oh wait! Please check one thing before we start.";
+ mes "If the Sakkat you use to create this hat was upgraded, any cards, slots or upgrades will disappear once I make a new hat out of it.";
+ next;
+ mes "[Mad Hatter]";
+ mes "To be safe, I suggest you put everything else, other than the required hat items, into Kafra Storage.";
+ next;
+ mes "[Mad Hatter]";
+ mes "Ah! I see you brought everything. Alright! Do you want me to make you a Straw Hat now?";
+ next;
+ if (select("No thanks.:Yes.") == 1) {
+ mes "[Mad Hatter]";
+ mes "Man...";
+ mes "I think you need this hat more than I thought. You have got to learn to just chill and relax~!";
+ close;
+ }
+ mes "^3355FF*Crunch Chew Chew Chew*^000000";
+ mes "^3355FF*Squish Squish Fwsht Fwsht*^000000";
+ mes "^3355FF*Crunch Crunch Tap Tap*^000000";
+ next;
+ delitem 2280,1; //Sahkkat
+ delitem 7197,300; //Tough_Vines
+ delitem 7150,300; //Bamboo_Cut
+ mes "[Mad Hatter]";
+ mes "It's done!";
+ mes "Now you can wear this hat, feel cool, and relax with style.";
+ mes "Please come again~";
+ getitem 5062,1; //Straw_Hat
+ close;
+ }
+ else {
+ mes "[Mad Hatter]";
+ mes "A Straw Hat! It shades you from the heat of the sun and keeps farmers cool when they're working on the fields. It's a hat for cool, relaxed types and the hat of choice for some famous heroes!";
+ next;
+ mes "[Mad Hatter]";
+ mes "Anyways, I need all these to make you a Straw Hat...";
+ mes "1 ^3355FFSakkat^000000,";
+ mes "300 ^3355FFTough Vines^000000 and";
+ mes "300 ^3355FFPiece of Bamboo^000000.";
+ next;
+ mes "[Mad Hatter]";
+ mes "I'll be right here when you decide that you want the perfect hat for laid back, kick back moods. Be cool~";
+ close;
+ }
+ case 3:
+ if (countitem(2248) > 0 && countitem(7030) > 107 && countitem(7194) > 107 && countitem(7120) > 3) {
+ mes "[Mad Hatter]";
+ mes "I take a Western Grace, add some manliness, um, do some finangling, and Voila~! A Cowboy Hat!";
+ next;
+ mes "[Mad Hatter]";
+ mes "It's a hat for adventure and exploration. Although it's a manly hat like no other, with a manly factor of 9, it also looks great on girls.";
+ next;
+ mes "[Mad Hatter]";
+ mes "Oh wait! Please check one thing before we start.";
+ mes "If the Western Grace you use to create this hat was upgraded, any cards or upgrades will be lost once I make a new hat out of it.";
+ next;
+ mes "[Mad Hatter]";
+ mes "To be safe, I suggest you put everything, other than the required materials, into Kafra Storage.";
+ next;
+ mes "[Mad Hatter]";
+ mes "Ah! You brought everything already. Excellent. Do you want me to make a Cowboy Hat now?";
+ next;
+ if (select("No thanks.:Yes.") == 1) {
+ mes "[Mad Hatter]";
+ mes "Well, I see.";
+ mes "I guess you just don't appreciate the value of cowboy heroes, do you?";
+ close;
+ }
+ mes "^3355FF*Clik-clak Clik-clak Pam Pam Pam Pam*^000000";
+ mes "^3355FF*Bang Bang Ping Ping*^000000";
+ mes "^3355FF*Uk Uk Uk Uk Uhoh Uhoh*^000000";
+ next;
+ delitem 2248,1; //Western_Grace
+ delitem 7030,108; //Claw_Of_Desert_Wolf
+ delitem 7194,108; //Soft_Leaf
+ delitem 7120,4; //Burning_Horse_Shoe
+ mes "[Mad Hatter]";
+ mes "Yeeeeehaw! With this hat on, you can tame broncos, rob stagecoaches, and look really stylish in duels!";
+ getitem 5075,1; //Cowboy_Hat
+ close;
+ }
+ else {
+ mes "[Mad Hatter]";
+ mes "A Cowboy Hat! This is a very popular that brings up images of frontier life and gunplay.";
+ next;
+ mes "[Mad Hatter]";
+ mes "Wearing a Cowboy Hat will make guys look tougher and more heroic, and will add untamed cuteness to the ladies.";
+ next;
+ mes "[Mad Hatter]";
+ mes "I need these items to make a Cowboy Hat...";
+ mes "1 ^3355FFWestern Grace^000000,";
+ mes "108 ^3355FFClaw of Desert Wolf^000000,";
+ mes "108 ^3355FFSoft Blade of Grass^000000 and";
+ mes "4 ^3355FFBurning Horseshoe^000000.";
+ next;
+ mes "[Mad Hatter]";
+ mes "So when you decide to give your life a boost with rustic style, come back to me with those items so I can make you a Cowboy Hat.";
+ close;
+ }
+ case 4:
+ if (countitem(5062) > 0 && countitem(952) > 49 && countitem(1907) > 0) {
+ mes "[Mad Hatter]";
+ mes "Ah yes. Now here's a classy hat for mariachi heroes and Latin lovers. You can't deny the sex appeal that just pours from someone wearing a Sombrero.";
+ next;
+ mes "[Mad Hatter]";
+ mes "Oh wait! Please check one thing before we start.";
+ mes "If the Straw Hat you use to creating this hat was upgraded, any cards or upgrades in this hat will be lost once I make the Sombrero.";
+ next;
+ mes "[Mad Hatter]";
+ mes "To be safe, I suggest you put everything you don't need to make this hat into Kafra Storage.";
+ next;
+ mes "[Mad Hatter]";
+ mes "Ah! You brought everything already. Alright! Do you want me to make you a Sombrero right away?";
+ next;
+ if (select("No thanks.:Yes.") == 1) {
+ mes "[Mad Hatter]";
+ mes "Fine, fine.";
+ mes "But think of all the sex appeal you're missing out on. Come on, you know you need a Sombrero.";
+ close;
+ }
+ mes "^3355FFZinga Zinga Zang Zang^000000";
+ mes "^3355FFDing Ding Ding Dan Dan Dan^000000";
+ mes "^3355FFAdios Amigo^000000";
+ next;
+ delitem 5062,1; //Straw_Hat
+ delitem 952,50; //Cactus_Needle
+ delitem 1907,1; //Guitar
+ mes "[Mad Hatter]";
+ mes "With this Sombrero, you'll look like you have all kinds of style. Adios, cool guy~";
+ getitem 5067,1; //Sombrero
+ close;
+ }
+ else {
+ mes "[Mad Hatter]";
+ mes "Now, everyone needs a Sombrero. They're one of the most versatile hats in existence. You can wear them to formal events, you can wear them while napping, you can wear them just to hang out...";
+ next;
+ mes "[Mad Hatter]";
+ mes "Look, you don't need me to explain how cool a Sombrero is. It's just one of those things that everyone naturally knows. So I know you want one.";
+ next;
+ mes "[Mad Hatter]";
+ mes "So this is what I need to make a Sombrero...";
+ mes "1 ^3355FFStraw Hat^000000,";
+ mes "50 ^3355FFCactus Needle^000000 and";
+ mes "1 ^3355FFGuitar^000000.";
+ next;
+ mes "[Mad Hatter]";
+ mes "That's all you need to have the coolest hat ever.";
+ mes "(Woohoo~!)";
+ close;
+ }
+ case 5:
+ if (countitem(2226) > 0 && countitem(7038) > 499) {
+ mes "[Mad Hatter]";
+ mes "A Beanie...!";
+ mes "Whaddup, broham. This hat keeps your head toasty, but let's you play things cool with your homeys. And, um, fly girls.";
+ next;
+ mes "[Mad Hatter]";
+ mes "Oh wait! Please check one thing before we start.";
+ mes "If the Cap you use to make this Beanie was upgraded, any cards or upgrades will be lost once I make this hat!";
+ next;
+ mes "[Mad Hatter]";
+ mes "To be safe, I suggest you put everything not needed to make this hat into Kafra Storage.";
+ next;
+ mes "[Mad Hatter]";
+ mes "Ah! You brought everything already. Alright! How about I make you that Beanie right now?";
+ next;
+ if (select("No thanks.:Yes.") == 1) {
+ mes "[Mad Hatter]";
+ mes "Okay...";
+ mes "Dork. Come back When you decide to join the cool guys, word?";
+ close;
+ }
+ mes "^3355FF*Crunch Chew Chew Chew*^000000";
+ mes "^3355FF*Squish Squish Fwsht Fwsht*^000000";
+ mes "^3355FF*Crunch Crunch Tap Tap*^000000";
+ next;
+ delitem 2226,1; //Cap
+ delitem 7038,500; //Yarn
+ mes "[Mad Hatter]";
+ mes "There you go! Your very own Beanie! Cute, but still 'dope!'";
+ next;
+ mes "[Mad Hatter]";
+ mes "Uh! Uh!";
+ mes "I'm in da house!";
+ getitem 5076,1; //Fur_Hat
+ close;
+ }
+ else {
+ mes "[Mad Hatter]";
+ mes "A Beanie!";
+ mes "Whether you plan to go to a house party, get your groove back, or be as fresh as a prince, you'll be chillin' with this fly style.";
+ next;
+ mes "[Mad Hatter]";
+ mes "But well...";
+ mes "Although it can be a street fashion, Beanies also look really cute on some people.";
+ next;
+ mes "[Mad Hatter]";
+ mes "Anyway, this is what I need to make a Beanie...";
+ mes "1 ^3355FFCap^000000 and";
+ mes "500 ^3355FFYarn^000000.";
+ next;
+ mes "[Mad Hatter]";
+ mes "When you decide to represent yo' hood, come to me with the stuff. I'll hook you up.";
+ close;
+ }
+ }
+}
+
+// Decorative Golden Bell, Crown of Ancient Queen, Crown of Mistress
+//============================================================
+yuno_in03,20,18,6 script Nehris#1 726,{
+ if (checkweight(1201,1) == 0) {
+ mes "- Wait a minute! -";
+ mes "- Currently you're carrying -";
+ mes "- too many items with you. -";
+ mes "- Please try again after -";
+ mes "- you put some items into Kafra Storage. -";
+ close;
+ }
+ mes "[Nehris]";
+ mes "The Monster Museum has prepared a special event for your support~!";
+ next;
+ mes "[Nehris]";
+ mes "Accessories typically worn by monsters are now available for adventurers to wear!";
+ next;
+ mes "[Nehris]";
+ mes "Of course, since we're on a trial period, we can only provide 3 monster accessories to our fans. However, according to your response, we may add more monster accessories in the future.";
+ next;
+ mes "[Nehris]";
+ mes "Simply bring the required materials, and pay a small fee, and we will provide you with the monsters accessory of your choice.";
+ next;
+ mes "[Nehris]";
+ mes "Please choose the";
+ mes "accessory you are";
+ mes "interested in.";
+ next;
+ switch(select("Decorative Golden Bell:Crown of Ancient Queen:Crown of Mistress")) {
+ case 1:
+ mes "[Nehris]";
+ mes "This Golden Bell is fashioned after the one worn by the 'Sohee' monster. It's a cute accessory I personally recommend for us ladies. A little oversized, but I believe you'll like it a lot.";
+ next;
+ if (countitem(10016) > 0 && countitem(714) > 0 && countitem(969) > 2 && Zeny > 19999) {
+ mes "[Nehris]";
+ mes "Thank you for";
+ mes "bringing everything.";
+ mes "Please wait one moment.";
+ next;
+ mes "^3355FF* Clang Clang! Scrape Scrape! Jingle Jingle! *^000000";
+ next;
+ delitem 10016,1; //Golden_Bell
+ delitem 714,1; //Emperium
+ delitem 969,3; //Gold
+ set zeny,zeny-20000;
+ getitem 5091,1; //Big_Golden_Bell
+ mes "[Nehris]";
+ mes "Yoohoo~";
+ mes "There you go. Here's your beautiful Golden Bell. I doubt it will jingle if you shake your head, though.";
+ next;
+ mes "[Nehris]";
+ mes "Oh, one more thing, don't confuse yourself with Sohee and commit suicide!";
+ next;
+ mes "[Nehris]";
+ mes "If you'd like me to make another one, please come again. Thank you for visiting the Monster Museum.";
+ close;
+ }
+ mes "[Nehris]";
+ mes "The required materials for the Decorative Golden Bell are...";
+ mes "^3355FF1 Golden Bell, 1 Emperium, 3 Gold^000000 and";
+ mes "20,000 zeny.";
+ next;
+ mes "[Nehris]";
+ mes "Just come ask me";
+ mes "when you're ready.";
+ mes "Thank you.";
+ close;
+ case 2:
+ mes "[Nehris]";
+ mes "This crown is inspired by the the one worn by the 'Isis' monster. It has a elegant look fitting for ancient royalty.";
+ next;
+ if (countitem(10006) > 0 && countitem(714) > 0 && countitem(969) > 2 && Zeny > 19999) {
+ mes "[Nehris]";
+ mes "Thank you for";
+ mes "bringing everything.";
+ mes "Please wait one moment.";
+ next;
+ mes "^3355FF* Clang Clang! Scrape Scrape! Jingle Jingle! *^000000";
+ next;
+ delitem 10006,1; //Queen's_Hair_Ornament
+ delitem 714,1; //Emperium
+ delitem 969,3; //Gold
+ set zeny,zeny-20000;
+ getitem 5080,1; //Headgear_Of_Queen
+ mes "[Nehris]";
+ mes "Tah dah!";
+ mes "Here's your Crown of Ancient Queen! I don't know if you can get anyone to bow before you while wearing this, but at least you'll look elegant.";
+ next;
+ mes "[Nehris]";
+ mes "If you'd like me to make another one, please come again. Thank you for visiting the Monster Museum.";
+ close;
+ }
+ mes "[Nehris]";
+ mes "The required materials for the Crown of Ancient Queen are...";
+ mes "^3355FF1 Queen's Hair Ornament, 1 Emperium, 3 Gold^000000 and";
+ mes "20,000 zeny.";
+ next;
+ mes "[Nehris]";
+ mes "Just come ask me";
+ mes "when you're ready.";
+ mes "Thank you.";
+ close;
+ case 3:
+ mes "[Nehris]";
+ mes "This crown is an imitation of the one worn by the 'Mistress' monster. Wearing this will give you a look of brusque authority.";
+ next;
+ if (countitem(2249) > 0 && countitem(714) > 0 && countitem(969) > 2 && Zeny > 39999) {
+ mes "[Nehris]";
+ mes "Thank you for";
+ mes "bringing everything.";
+ next;
+ mes "[Nehris]";
+ mes "^FF0000By the way, if you use an upgraded";
+ mes "Coronet for making this item,";
+ mes "the item you create out of the Coronet";
+ mes "will not have its upgraded status.^000000";
+ next;
+ mes "[Nehris]";
+ mes "^FF0000Also, please only have one Coronet in your inventory to make the Crown of Mistress. We are not responsible for any loss.";
+ next;
+ mes "[Nehris]";
+ mes "Are you sure you want to create the Crown of Mistress?";
+ next;
+ if (select("Yes:Wait a minute...!") == 1) {
+ mes "[Nehris]";
+ mes "Please wait one moment.";
+ next;
+ mes "^3355FF* Clang Clang! Scrape Scrape! Jingle Jingle! *^000000";
+ next;
+ delitem 2249,1; //Coronet
+ delitem 714,1; //Emperium
+ delitem 969,3; //Gold
+ set zeny,zeny-40000;
+ getitem 5081,1; //Mistress_Crown
+ mes "[Nehris]";
+ mes "Yay! You've got a great looking crown!";
+ next;
+ mes "[Nehris]";
+ mes "I don't know if everyone will obey your commands while wearing this, but at least you can feel beautifully regal.";
+ next;
+ mes "[Nehris]";
+ mes "Why don't you go take a picture with Mistress? That would be funny to see if she wasn't too busy trying to maul you.";
+ next;
+ mes "[Nehris]";
+ mes "If you'd like me to make you another one, please come again. Thank you for visiting the Monster Museum.";
+ close;
+ }
+ mes "[Nehris]";
+ mes "No problem, just be sure to understand our precautions well, okay?";
+ close;
+ }
+ mes "[Nehris]";
+ mes "The required materials for the Crown of Mistress are...";
+ mes "^3355FF1 Coronet, 1 Emperium, 3 Gold^000000 and";
+ mes "40,000 zeny.";
+ next;
+ mes "[Nehris]";
+ mes "Just come ask me";
+ mes "when you're ready.";
+ mes "Thank you.";
+ close;
+ }
+}
+
+// Alarm Mask
+//============================================================
+alde_alche,88,180,0 script Muscle Man#Alarm Mask 748,{
+ if (checkweight(1201,1) == 0) {
+ mes "[Muscle Man]";
+ mes "Hmmm...";
+ mes "It's seems you're carrying too much stuff for me to give anything to you.";
+ next;
+ mes "[Muscle Man]";
+ mes "Talk to me again after you've freed up some of your inventory space by putting some of your things into the Kafra Storage.";
+ close;
+ }
+ mes "[Muscle Man]";
+ mes "Oooh yeah!";
+ mes "Sometimes, even I can't believe how much this body of mine ripples with sexy love muscles~! I can barely hold them all in...";
+ next;
+ mes "[Muscle Man]";
+ mes "It's...";
+ mes "It's sexy time!";
+ next;
+ specialeffect EF_FLASHER;
+ setnpcdisplay "Muscle Man#Alarm Mask", 1193;
+ enablenpc " #Alarm Mask Man1";
+ enablenpc " #Alarm Mask Man2";
+ enablenpc " #Alarm Mask Man3";
+ enablenpc " #Alarm Mask Man4";
+ specialeffect EF_CLAYMORE,AREA," #Alarm Mask Man1";
+ specialeffect EF_CLAYMORE,AREA," #Alarm Mask Man2";
+ specialeffect EF_CLAYMORE,AREA," #Alarm Mask Man3";
+ specialeffect EF_CLAYMORE,AREA," #Alarm Mask Man4";
+ initnpctimer;
+ if (countitem(1095) > 2999 && countitem(2288) > 0) {
+ if (select("Give him items:Cancel") == 1) {
+ mes "[Muscle Man]";
+ mes "Ooh... Finally!";
+ mes "You brought them!";
+ mes "Excellent, excellent!";
+ next;
+ mes "[Muscle Man]";
+ mes "Alright...";
+ mes "Now I can use this Mr.Scream and all these clock hands to continue my testing.";
+ next;
+ delitem 1095,3000; //Needle_Of_Alarm
+ delitem 2288,1; //Mr_Scream
+ getitem 5086,1; //Alarm_Mask
+ mes "[Muscle Man]";
+ mes "And, this is yours. All yours.";
+ next;
+ mes "[Muscle Man]";
+ mes "Well then... Farewell!";
+ mes "Don't forget to bring me more Mr.Screams and clock hands if you find more of them!";
+ close;
+ }
+ mes "[Muscle Man]";
+ mes "Hmmm...?";
+ mes "That's funny, I thought you would have that Mr. Scream mask and all those clock hands by now...";
+ close;
+ }
+ mes "[Muscle Man]";
+ mes "But...";
+ mes "Not everyone is fortunate to have a magnificent, flawless physique. There are people in this world that have tragically lost appendages in accidents.";
+ next;
+ mes "[Muscle Man]";
+ mes "When I realized this, I decided to help these people and began to research technology for artificial limbs. My studies have lead me to Alarms and their own mechanical limbs known as 'Ruimento.'";
+ next;
+ mes "[Muscle Man]";
+ mes "The Alarms, and their 'Ruimento,' are made from an ancient mysterious technology. You can only find these in the Clock Tower.";
+ next;
+ mes "[Muscle Man]";
+ mes "So I am trying to research a method to reproduce Ruimetto, except in a smaller form for the human body. If I'm successful, it would be a medical miracle!";
+ next;
+ mes "[Muscle Man]";
+ mes "However, I need help in completing my research. Hence, the reason I've told you my story, adventurer.";
+ next;
+ mes "[Muscle Man]";
+ mes "I desperately need materials to continuing testing so that I can develop a prototype. I'll need ^0000FFClock Hand^000000 from Alarms and ^0000FFMr. Scream^000000 in order to continue my research.";
+ next;
+ mes "[Muscle Man]";
+ mes "I would collect these things myself but everytime I go up to the Clock Tower, I can't bear to break the Alarms, and just stare in awe at their mechanical, masculine physiques.";
+ next;
+ mes "[Muscle Man]";
+ mes "So...";
+ mes "If you help me out, I promise to give you, um...";
+ next;
+ mes "[Muscle Man]";
+ mes "...this Alarm Mask!";
+ mes ".....";
+ next;
+ mes "[Muscle Man]";
+ mes "I'd wear it myself, if it weren't for the fact that people never look at my face anyway. Everyone I meet seems to be fixated on my chiseled form. But trust me, this mask is pretty cool.";
+ next;
+ mes "[Muscle Man]";
+ mes "Please adventurer...";
+ mes "Help me give muscles to the world.";
+ next;
+ if (select("Alright.:.........") == 1) {
+ mes "[Muscle Man]";
+ mes "Oh~~! You know how I feel about Alarm's beautiful mechanic muscle! I am glad to have met someone who shares my good sense of taste.";
+ next;
+ mes "[Muscle Man]";
+ mes "Okay, here's the deal.";
+ mes "Bring me...";
+ mes "^0000FF3000 Clock Hand^000000 and";
+ mes "^0000FF1 Mr. Scream^000000.";
+ next;
+ mes "[Muscle Man]";
+ mes "With those, I will be able to continue my research, at least for a while. As I told you, I will give you this awesome ^0000FFAlarm Mask^000000 for those items!";
+ next;
+ mes "[Muscle Man]";
+ mes "Now! Go for it!";
+ mes "Let's spread our love for muscle around the globe!";
+ close;
+ }
+ mes "[Muscle Man]";
+ mes "Oh~! I'm sorry!!";
+ mes "I guess I must have pumped one of these glorious biceps on accident.";
+ next;
+ mes "[Muscle Man]";
+ mes "I forget how breathtaking the sheer majesty of my body can be. It's alright, take your time, savor the visual pleasure...";
+ next;
+ mes "[Muscle Man]";
+ mes "But listen, I'll need:";
+ mes "^0000FF3000 Clock Hand^000000 and";
+ mes "^0000FF1 Mr. Scream^000000";
+ mes "in order to continue my research.";
+ next;
+ mes "[Muscle Man]";
+ mes "As I told you, I will give you this really nifty ^0000FFAlarm Mask^000000 for those items, as well as do any sort of pose for you.";
+ next;
+ mes "[Muscle Man]";
+ mes "Now! Go for it!";
+ mes "Let's spread our love for muscle around the globe!";
+ close;
+
+OnTimer4000:
+ specialeffect EF_FLASHER;
+ setnpcdisplay "Muscle Man#Alarm Mask", 748;
+ disablenpc " #Alarm Mask Man1";
+ disablenpc " #Alarm Mask Man2";
+ disablenpc " #Alarm Mask Man3";
+ disablenpc " #Alarm Mask Man4";
+ specialeffect EF_CLAYMORE,AREA," #Alarm Mask Man1";
+ specialeffect EF_CLAYMORE,AREA," #Alarm Mask Man2";
+ specialeffect EF_CLAYMORE,AREA," #Alarm Mask Man3";
+ specialeffect EF_CLAYMORE,AREA," #Alarm Mask Man4";
+ stopnpctimer;
+ end;
+}
+
+alde_alche,86,184,0 script #Alarm Mask Man1 1193,{
+OnInit:
+ disablenpc " #Alarm Mask Man1";
+ end;
+}
+
+alde_alche,89,184,0 script #Alarm Mask Man2 1193,{
+OnInit:
+ disablenpc " #Alarm Mask Man2";
+ end;
+}
+
+alde_alche,92,184,0 script #Alarm Mask Man3 1193,{
+OnInit:
+ disablenpc " #Alarm Mask Man3";
+ end;
+}
+
+alde_alche,95,184,0 script #Alarm Mask Man4 1193,{
+OnInit:
+ disablenpc " #Alarm Mask Man4";
+ end;
+}
+
+// Drooping Cat, Smokie Leaf, Lazy Smokie, Blue Fish
+//============================================================
+morocc,273,79,4 script Educated Traveller 99,{
+ if ((MaxWeight-Weight) < 5000 || checkweight(1201,1) == 0) {
+ mes "- Wait a minute! -";
+ mes "- Currently you're over weight -";
+ mes "- to receive more items from this NPC. -";
+ mes "- Please try again after -";
+ mes "- you put some items into Kafra Storage. -";
+ close;
+ }
+ if (countitem(7030) > 0) {
+ mes "[Lee Hester]";
+ mes "Hm...?";
+ mes "What's that";
+ mes "you have on you?";
+ mes "Ah, a Claw of Desert Wolf~!";
+ next;
+ mes "[Lee Hester]";
+ mes "You can only get one of those if you've been traveling for a long time in the desert. I guess someone like you also appreciates the beauty of my homeland.";
+ next;
+ mes "[Lee Hester]";
+ mes "Ahahaha~";
+ mes "If you've spent enough time in the Morocc desert, I'm sure you also appreciate the value of a high quality hat to beat the heat.";
+ next;
+ mes "[Lee Hester]";
+ mes "Tell you what. I've learned a lot studying about animals, so if you give me the right materials, I'll make you a ^3355FFtruly great hat^000000.";
+ next;
+ mes "[Lee Hester]";
+ mes "Just remember...";
+ mes "If you give me any equipment compounded with cards or with upgrades, ^ff0000any upgraded abilities and cards in those items will be lost after I make something out of them.^000000 So, please keep that in mind.";
+ next;
+ switch(select("Drooping Cat:Smokie Leaf:Lazy Smokie:Blue Fish:That's... okay.")) {
+ case 1:
+ if (countitem(2233) > 0 && countitem(983) > 0 && countitem(7206) > 299) {
+ mes "[Lee Hester]";
+ mes "Ah...";
+ mes "You brought everything.";
+ mes "Excellent! Okay, give me some time to create the 'Drooping Cat.'";
+ next;
+ mes "*Scratch scratch...*";
+ next;
+ mes "*Scratch scratch...*";
+ mes "*Tap tap...*";
+ next;
+ mes "*Scratch scratch...*";
+ mes "*Tap tap...*";
+ mes "*Scratch scratch...*";
+ next;
+ mes "^3355FFHmm...";
+ mes "Those don't sound like hat-making noises...^000000";
+ next;
+ mes "[Lee Hester]";
+ mes "Oh, don't worry. It's almost done.";
+ next;
+ mes "*Swish swish...*";
+ next;
+ mes "*Swish swish...*";
+ mes "*Chomp chomp...*";
+ next;
+ mes "*Swish swish...*";
+ mes "*Chomp chomp...*";
+ mes "*Chikachikachoom*";
+ next;
+ mes "[Lee Hester]";
+ mes "There you go. *Phew~*";
+ mes "Your own 'Drooping Cat' hat, powered by a scientific principle! Also, would you mind if I keep that Desert Wolf Claw? Heh heh, thanks~";
+ delitem 2233,1; //Circlet_
+ delitem 983,1; //Black_Dyestuffs
+ delitem 7206,300; //Black_Kitty_Doll
+ delitem 7030,1; //Claw_Of_Desert_Wolf
+ getitem 5058,1; //Drooping_Kitty
+ emotion e_ho;
+ close;
+ }
+ else {
+ mes "[Lee Hester]";
+ mes "Why don't I make you...";
+ mes "a 'Drooping Cat?'";
+ mes "Having a cat for a hat makes a certain sort of sense if you'll just hear me out...";
+ next;
+ mes "[Lee Hester]";
+ mes "At the Juno Library, I read in this issue of 'Funtime Kid Science' that all cats, whether they're wild or domesticated, are hunters that have mastered the art of saving their energy.";
+ next;
+ mes "[Lee Hester]";
+ mes "After investing many hours napping in the sun, they've developed the perfect position to nap in any place and in any condition: the lazy feline droop.";
+ next;
+ mes "[Lee Hester]";
+ mes "It's impossible for humans to even imitate this special feline skill without the inspiration from this hat!";
+ next;
+ mes "[Lee Hester]";
+ mes "And even if you don't manage to copy the napping cat droop, at least this'll keep the sun off the top of your head, if not out of your eyes.";
+ next;
+ mes "[Lee Hester]";
+ mes "The items I need are...";
+ mes "1 ^ff0000slotted Circlet^000000,";
+ mes "1 ^ff0000Black Dyestuffs^000000";
+ mes "and 300 ^ff0000Black Cat Doll^000000.";
+ next;
+ mes "[Lee Hester]";
+ mes "I will make a Drooping Cat right away when you bring all of those items.";
+ close;
+ }
+ case 2:
+ if (countitem(945) > 599) {
+ mes "[Lee Hester]";
+ mes "Ah...";
+ mes "You brought everything.";
+ mes "Excellent! Okay, give me some time to put this 'Smokie Leaf' together.";
+ next;
+ mes "*Scratch scratch...*";
+ next;
+ mes "*Scratch scratch...*";
+ mes "*Tap tap...*";
+ next;
+ mes "*Scratch scratch...*";
+ mes "*Tap tap...*";
+ mes "*Scratch scratch...*";
+ next;
+ mes "^3355FFHmm...";
+ mes "Those don't sound like hat-making noises...^000000";
+ next;
+ mes "[Lee Hester]";
+ mes "Oh, don't worry. It's almost done.";
+ next;
+ mes ".........";
+ next;
+ mes "*Swish swish...*";
+ next;
+ mes "*Swish swish...*";
+ mes "*Chomp chomp...*";
+ next;
+ mes "*Swish swish...*";
+ mes "*Chomp chomp...*";
+ mes "*P-peeeeeeeeep*";
+ next;
+ mes "[Lee Hester]";
+ mes "There you go. *Phew~*";
+ mes "Your own 'Smokie Leaf' hat, powered by a scientific principle! Also, would you mind if I keep that Desert Wolf Claw? Heh heh, thanks~";
+ delitem 945,600; //Raccoon_Leaf
+ delitem 7030,1; //Claw_Of_Desert_Wolf
+ getitem 5064,1; //Leaf_Headgear
+ emotion e_gasp;
+ close;
+ }
+ else {
+ mes "[Lee Hester]";
+ mes "How about...";
+ mes "a 'Smokie Leaf?'";
+ next;
+ mes "[Lee Hester]";
+ mes "I know, I know, wearing a big ol' Leaf on top of your head sounds impractical. But, it makes a certain sort of sense if you'll just hear me out.";
+ next;
+ mes "[Lee Hester]";
+ mes "Do you ever notice how on a hot day, you feel a lot cooler when you wear white, but you're a lot warmer when you wear black?";
+ next;
+ mes "[Lee Hester]";
+ mes "After some intense thinking, and reading some 'Funtime Kid Science' magazines in Juno, I realized that the color black absorbs sunlight and heat, and that the color white reflects it.";
+ next;
+ mes "[Lee Hester]";
+ mes "So...";
+ mes "What happens if you're wearing no colors? If my ^333333*ahem*^000000 hypothesis is correct, you wouldn't feel any heat if you were invisible!";
+ next;
+ mes "[Lee Hester]";
+ mes "That's why I've created this Racoon Leaf, in an attempt to imitate Smokie's uncanny invisibility powers.";
+ next;
+ mes "[Lee Hester]";
+ mes "It...";
+ mes "I haven't gotten it to work the way I want to yet. But it's a big leaf! It'll offer some shade.";
+ next;
+ mes "[Lee Hester]";
+ mes "All I need to make this is...";
+ mes "600 ^ff0000Raccoon Leaf^000000.";
+ mes "It's weird, but I need a whole lot of little leaves to make a big one.";
+ close;
+ }
+ case 3:
+ if (countitem(1026) > 999 && countitem(7065) > 99 && countitem(945) > 9) {
+ mes "[Lee Hester]";
+ mes "Ah....";
+ mes "You brought everything.";
+ mes "Excellent! Okay, give me some time to create the 'Lazy Smokie' hat.";
+ mes "....";
+ next;
+ mes "*Scratch scratch...*";
+ next;
+ mes "*Scratch scratch...*";
+ mes "*Tap tap...*";
+ next;
+ mes "*Scratch scratch...*";
+ mes "*Tap tap...*";
+ mes "*Scratch scratch...*";
+ next;
+ mes "^3355FFHmm...";
+ mes "Those don't sound like hat-making noises...^000000";
+ next;
+ next;
+ mes "[Lee Hester]";
+ mes "Oh, don't worry. It's almost done.";
+ next;
+ mes ".........";
+ next;
+ mes "*Swish swish...*";
+ next;
+ mes "*Swish swish...*";
+ mes "*Chomp chomp...*";
+ next;
+ mes "*Swish swish...*";
+ mes "*Chomp chomp...*";
+ mes "*Glunk.*";
+ next;
+ mes "[Lee Hester]";
+ mes "There you go. *Phew~*";
+ mes "Your own 'Lazy Smokie' hat, powered by a scientific principle! Also, would you mind if I keep that Desert Wolf Claw? Heh heh, thanks~";
+ delitem 1026,1000; //Acorn
+ delitem 7065,100; //Sea_Otter_Leather
+ delitem 945,10; //Raccoon_Leaf
+ delitem 7030,1; //Claw_Of_Desert_Wolf
+ getitem 5084,1; //Lazy_Raccoon
+ emotion e_heh;
+ close;
+ }
+ else {
+ mes "[Lee Hester]";
+ mes "Why don't I make...";
+ mes "a 'Lazy Smokie?'";
+ next;
+ mes "[Lee Hester]";
+ mes "I know, I know, having a Racoon on your head sounds ridiculous, but it makes a certain sort of sense if you'll just hear me out.";
+ next;
+ mes "[Lee Hester]";
+ mes "So I learned from an issue of 'Funtime Kid Science' at Juno Library that different colors absorb or reflect sunlight.";
+ next;
+ mes "[Lee Hester]";
+ mes "Wearing one color makes you feel warmer, and another makes you feel cooler on a hot day.";
+ next;
+ mes "[Lee Hester]";
+ mes "So I was thinking...";
+ mes "What if I had no colors?";
+ next;
+ mes "[Lee Hester]";
+ mes "And, as we all know, you wear no colors if you're invisible, or when you're completely nude. I've already conducted my nudity experiment with sad and pitiable results...";
+ next;
+ mes "[Lee Hester]";
+ mes "So now I'm experimenting with invisibility. I've tried using a human sized Smokie Leaf to become invisible, but it didn't really work yet. So I got to thinking...";
+ next;
+ mes "[Lee Hester]";
+ mes "If I somehow connected a Smokie to me, would I become invisible when he becomes invisible?";
+ next;
+ mes "[Lee Hester]";
+ mes "I haven't been able to try it yet, because Smokies are pretty heavy and I've got to build up my neck muscles before I can strap a Smokie to my head.";
+ next;
+ mes "[Lee Hester]";
+ mes "So of course I need a practice Smokie to wear on my head before I'm ready for the real thing.";
+ next;
+ mes "[Lee Hester]";
+ mes "And that was how I invented the 'Lazy Smokie' hat.";
+ next;
+ mes "[Lee Hester]";
+ mes "The items I need are...";
+ mes "1000 ^ff0000Acorn^000000,";
+ mes "100 ^ff0000Sea-Otter Fur^000000 and";
+ mes "10 ^ff0000Raccoon Leaf^000000.";
+ close;
+ }
+ case 4:
+ if (countitem(624) > 0 && countitem(959) > 299 && countitem(551) > 49 && countitem(1023) > 0 && countitem(938) > 99) {
+ mes "[Lee Hester]";
+ mes "Ah...";
+ mes "You brought everything.";
+ mes "Excellent! Okay, give me some time to create the 'Blue Fish' hat out of all this fish.";
+ next;
+ mes "*Scratch scratch...*";
+ next;
+ mes "*Scratch scratch...*";
+ mes "*Tap tap...*";
+ next;
+ mes "*Scratch scratch...*";
+ mes "*Tap tap...*";
+ mes "*Scratch scratch...*";
+ next;
+ mes "^3355FFHmm...";
+ mes "Those don't sound like hat-making noises...^000000";
+ next;
+ mes "[Lee Hester]";
+ mes "Oh, don't worry. It's almost done.";
+ next;
+ mes "*Swish swish...*";
+ next;
+ mes "*Swish swish...*";
+ mes "*Chomp chomp...*";
+ next;
+ mes "*Swish swish...*";
+ mes "*Chomp chomp...*";
+ mes "*Wataaaaa~!*";
+ next;
+ mes "[Lee Hester]";
+ mes "There you go. *Phew~*";
+ mes "Your own 'Blue Fish' hat, powered by a scientific principle! Also, would you mind if I keep that Desert Wolf Claw? Heh heh, thanks~";
+ delitem 624,1; //Rotten_Fish
+ delitem 959,300; //Rotten_Scale
+ delitem 551,50; //Shusi
+ delitem 1023,1; //Fish_Tail
+ delitem 938,100; //Sticky_Mucus
+ delitem 7030,1; //Claw_Of_Desert_Wolf
+ getitem 5065,1; //Fish_On_Head
+ emotion e_ic;
+ close;
+ }
+ else {
+ mes "[Lee Hester]";
+ mes "Ah! I got it!";
+ mes "How about I make you...";
+ mes "a 'Blue Fish' hat?";
+ next;
+ mes "[Lee Hester]";
+ mes "I know putting a Fish on top of your head doesn't sound like the best idea, but it makes a certain sort of sense if you'll just hear me out.";
+ next;
+ mes "[Lee Hester]";
+ mes "So I was reading some issues of 'Funtime Kid Science' at the Juno Library, and read about animals that take naps under the sun when they feel really hot.";
+ next;
+ mes "[Lee Hester]";
+ mes " So then I thought...";
+ mes "Animals that don't take naps under the sun must never feel hot?";
+ next;
+ mes "[Lee Hester]";
+ mes "I decided to make a hat of that one perfect beast that was immune to the sun, never having to succumb its power.";
+ next;
+ mes "[Lee Hester]";
+ mes "I set to work immediately, listing all the animals I know that don't take naps in the sun. Then, I removed any animals from the list that I didn't like, especially the ones with really long names.";
+ next;
+ mes "[Lee Hester]";
+ mes "Finally, I had only three creatures on my list: the Emu, the Giraffe and the Fish.";
+ next;
+ mes "[Lee Hester]";
+ mes "First, I removed Emu, because everyone kept telling me I was spelling it wrong. And as everyone knows, a Giraffe hat would just look ridiculous. So, of course, I chose the Fish.";
+ next;
+ mes "[Lee Hester]";
+ mes "And that, my friend, was how I invented the 'Blue Fish' hat.";
+ next;
+ mes "[Lee Hester]";
+ mes "The items I need are...";
+ mes "^ff00001 Rotten Fish,";
+ mes "300 Stinky Scale,";
+ mes "50 Sushi,";
+ mes "1 Fish Tail^000000 and";
+ mes "^ff0000100 Sticky Mucus^000000.";
+ close;
+ }
+ case 5:
+ mes "[Lee Hester]";
+ mes "Oh... I see.";
+ mes "I'm a little disappointed, but you probably already have a nice hat to keep the sun out of your eyes. Well, if you change your mind, I'll be here.";
+ close;
+ }
+ }
+ else {
+ mes "[Lee Hester]";
+ mes "Isn't it such";
+ mes "a beautiful day";
+ mes "today?";
+ next;
+ mes "[Lee Hester]";
+ mes "Beautiful...";
+ mes "But insanely hot.";
+ mes "I live here, I should know. Still, nothing can beat the Morroc sunset.";
+ next;
+ mes "[Lee Hester]";
+ mes "It's amazing how so many different animals can live in the desert. I've been spending some time researching the ways of animals, reading books in the Juno Library...";
+ next;
+ mes "[Lee Hester]";
+ mes "Trying to figure out the Animal Kingdom's secrets of dealing with the heat.";
+ next;
+ mes "[Lee Hester]";
+ mes "I hope you're having a good time here in Morroc. If you ever question the special abilities of animals, just think of the majestic Desert Wolf that's able to thrive in the harsh Morroc deserts.";
+ emotion e_paper;
+ close;
+ }
+}
+
+// Kitsune Mask
+//============================================================
+pay_dun03,48,84,4 script Nine Tails#Kitsune Mask 1180,1,1,{
+ end;
+
+OnInit:
+ disablenpc "Nine Tails#Kitsune Mask";
+ end;
+
+OnTouch:
+ mes "[Nine Tails]";
+ mes "Yelp! Yelp yelp!";
+ mes "Yelp! Yelp yelp!";
+ next;
+ if (select("Shake head:Nod head") == 1) {
+ mes "[Nine Tails]";
+ mes "Yelp! Yelp yelp!";
+ close2;
+ set getvariableofnpc(.MyMobs1,"SpawnManager#Kitsune"),1;
+ switch(rand(1,25)) {
+ case 1: set .@x,118; set .@y,66; break;
+ case 2: set .@x,103; set .@y,194; break;
+ case 3: set .@x,116; set .@y,50; break;
+ case 4: set .@x,49; set .@y,94; break;
+ case 5: set .@x,232; set .@y,232; break;
+ case 6: set .@x,245; set .@y,86; break;
+ case 7: set .@x,217; set .@y,133; break;
+ case 8: set .@x,50; set .@y,157; break;
+ case 9: set .@x,245; set .@y,60; break;
+ case 10: set .@x,220; set .@y,77; break;
+ case 11: set .@x,198; set .@y,62; break;
+ case 12: set .@x,158; set .@y,41; break;
+ case 13: set .@x,57; set .@y,210; break;
+ case 14: set .@x,251; set .@y,207; break;
+ case 15: set .@x,86; set .@y,130; break;
+ case 16: set .@x,216; set .@y,233; break;
+ case 17: set .@x,192; set .@y,245; break;
+ case 18: set .@x,117; set .@y,234; break;
+ case 19: set .@x,144; set .@y,255; break;
+ case 20: set .@x,190; set .@y,216; break;
+ case 21: set .@x,63; set .@y,66; break;
+ case 22: set .@x,247; set .@y,183; break;
+ case 23: set .@x,37; set .@y,225; break;
+ case 24: set .@x,247; set .@y,118; break;
+ case 25: set .@x,154; set .@y,130; break;
+ }
+ monster "pay_dun03",.@x,.@y,"Nine Tail",1180,1,"SpawnManager#Kitsune::OnMyMobDead";
+ specialeffect EF_FLASHER;
+ disablenpc "Nine Tails#Kitsune Mask";
+ end;
+ }
+ close2;
+ specialeffect EF_FLASHER;
+ disablenpc "Nine Tails#Kitsune Mask";
+ enablenpc "Nine Tails#Kitsune Man";
+ end;
+}
+
+pay_dun03,48,84,4 script Nine Tails#Kitsune Man 762,{
+ if (checkweight(1201,1) == 0) {
+ mes "- Wait a moment! -";
+ mes "- Currently you are carrying -";
+ mes "- too many items with you. -";
+ mes "- Please come back after -";
+ mes "- you put some items into Kafra Storage. -";
+ close;
+ }
+ if (countitem(1022) > 998) {
+ mes "[Nine Tails]";
+ mes "Oh! You finally brought what I've asked, human. Okay, now I can bring her back to life!";
+ next;
+ if (select("Give items:Cancel") == 1) {
+ delitem 1022,999; //Fox_Tail
+ getitem 5069,1; //Mask_Of_Fox
+ mes "[Nine Tails]";
+ mes "Now...";
+ mes "Take this";
+ mes "and get out";
+ mes "of my sight~!";
+ close;
+ }
+ close2;
+ }
+ else {
+ mes "[Nine Tails]";
+ mes "......Errr?";
+ mes "Now why am I in human form again?";
+ next;
+ mes "[Nine Tails]";
+ mes "I guess... I need to practice transformation more often. *Sigh*";
+ next;
+ mes "[Nine Tails]";
+ mes "Anyway, I've got a bone to pick with you humans. You're an aggressive and greedy race, always killing things and taking stuff. And despite all the hunting, you never seem to be satisfied.";
+ next;
+ mes "[Nine Tails]";
+ mes "You always intrude our territory to slay us foxes for our nice, soft fur. But it's not only us you harass. The Sohees always complain that you barbaric humans keep stealing their clothing!";
+ next;
+ mes "[Nine Tails]";
+ mes "My wife was killed as a victim of human greed, probably skinned for her fabulous pelt...";
+ next;
+ mes "[Nine Tails]";
+ mes "All I want is to bring her back to life, no matter what the cost. That's why I'm swallowing my pride and asking you for help.";
+ next;
+ mes "[Nine Tails]";
+ mes "I need...";
+ mes "^0000FF999^000000 ^FF0000Nine Tail^000000";
+ mes "in order to cast the Fox Resurrection spell.";
+ next;
+ mes "[Nine Tails]";
+ mes "I know how you humans think...";
+ mes "You want some sort of reward for whatever mayhem you cause. Alright then...";
+ next;
+ mes "[Nine Tails]";
+ mes "I will give you this ^0000FFKitsune Mask^000000 if you bring me what I asked. How does that sound? Remember, ^0000FF999 ^FF0000Nine Tail^000000.";
+ close;
+ }
+ set getvariableofnpc(.MyMobs2,"SpawnManager#Kitsune"),1;
+ switch(rand(1,25)) {
+ case 1: set .@x,118; set .@y,66; break;
+ case 2: set .@x,103; set .@y,194; break;
+ case 3: set .@x,116; set .@y,50; break;
+ case 4: set .@x,49; set .@y,94; break;
+ case 5: set .@x,232; set .@y,232; break;
+ case 6: set .@x,245; set .@y,86; break;
+ case 7: set .@x,217; set .@y,133; break;
+ case 8: set .@x,50; set .@y,157; break;
+ case 9: set .@x,245; set .@y,60; break;
+ case 10: set .@x,220; set .@y,77; break;
+ case 11: set .@x,198; set .@y,62; break;
+ case 12: set .@x,158; set .@y,41; break;
+ case 13: set .@x,57; set .@y,210; break;
+ case 14: set .@x,251; set .@y,207; break;
+ case 15: set .@x,86; set .@y,130; break;
+ case 16: set .@x,216; set .@y,233; break;
+ case 17: set .@x,192; set .@y,245; break;
+ case 18: set .@x,117; set .@y,234; break;
+ case 19: set .@x,144; set .@y,255; break;
+ case 20: set .@x,190; set .@y,216; break;
+ case 21: set .@x,63; set .@y,66; break;
+ case 22: set .@x,247; set .@y,183; break;
+ case 23: set .@x,37; set .@y,225; break;
+ case 24: set .@x,247; set .@y,118; break;
+ case 25: set .@x,154; set .@y,130; break;
+ }
+ monster "pay_dun03",.@x,.@y,"Nine Tail",1180,1,"SpawnManager#Kitsune::OnMyMobDead2";
+ specialeffect EF_BLASTMINEBOMB;
+ disablenpc "Nine Tails#Kitsune Man";
+ end;
+
+OnInit:
+ set getvariableofnpc(.MyMobs2,"SpawnManager#Kitsune"),1;
+ monster "pay_dun03",48,83,"Nine Tail",1180,1,"SpawnManager#Kitsune::OnMyMobDead2";
+ disablenpc "Nine Tails#Kitsune Man";
+ end;
+}
+
+pay_dun03,48,84,4 script SpawnManager#Kitsune -1,{
+OnInit:
+ set .MyMobs1,1;
+ set .MyMobs2,1;
+ end;
+
+OnMyMobDead:
+ set .MyMobs1,.MyMobs1-1;
+ if (.MyMobs1 < 1)
+ enablenpc "Nine Tails#Kitsune Man";
+ end;
+
+OnMyMobDead2:
+ set .MyMobs2,.MyMobs2-1;
+ if (.MyMobs2 < 1)
+ enablenpc "Nine Tails#Kitsune Mask";
+ end;
+
+}
+
+// Orc Hero Helmet
+//============================================================
+in_orcs01,31,93,1 script Orc Warrior#1 1023,2,2,{
+OnTouch:
+ if (checkweight(1201,1) == 0) {
+ mes "- Wait a minute !! -";
+ mes "- Currently you're carrying -";
+ mes "- too many items with you. -";
+ mes "- Please try again -";
+ mes "- after you lose some weight. -";
+ close;
+ }
+ if (orcs_hero_hat < 1) {
+ mes "[Orc Warrior]";
+ mes ".......";
+ mes ".........";
+ mes "Human, what are you doing in my home?!";
+ next;
+ mes "[Orc Warrior]";
+ mes "Hurrumph.";
+ mes "I guess you decided to come inside, thinking no one was around, to rest after killing others of my kind.";
+ next;
+ mes "[Orc Warrior]";
+ mes "Well! We Orcs are a proud race!";
+ mes "So don't expect me to talk to you.";
+ mes "Though, I must admit that you have courage to enter an Orc's home.";
+ next;
+ mes "[Orc Warrior]";
+ mes "I'm too tired to kill you today, but keep silent! If you're wounded, you can bleed quietly on the floor and die with some honor I suppose.";
+ if (rand(1,5) == 5 && BaseLevel >= 55) {
+ next;
+ if (select(".....:Come on, let's talk.") == 1) {
+ close;
+ }
+ mes "[Orc Warrior]";
+ mes "You dare invite an Orc to conversation?! We Orcs are a savage race! Born out suffering, we only live to fight and do battle!";
+ next;
+ mes "[Orc Warrior]";
+ mes "Talk with humans?!";
+ mes "Hah! The only way I will suffer such humiliation would be if you too, lost your dignity.";
+ next;
+ mes "[Orc Warrior]";
+ mes "You can bleed in my house, but I will only talk with you if...";
+ mes "You bring ^FF00001000 Jellopy^000000!";
+ next;
+ if (select("I challenge you to a duel, Orc!:1000 Jellopies it is.") == 1) {
+ mes "[Orc Warrior]";
+ mes "Humans... such annoying bastards!";
+ mes "If you want to fight, go outside!";
+ mes "So get out of my house!";
+ close2;
+ warp "gef_fild10",100,100;
+ end;
+ }
+ set orcs_hero_hat,1;
+ mes "[Orc Warrior]";
+ mes "Hah! It's a promise then!";
+ mes "Bwahahahahhahahahahahaha!";
+ mes "That's 1000 Jellopies!";
+ mes "Are all you humans so foolish?!";
+ close;
+ }
+ close;
+ }
+ else if (orcs_hero_hat == 1) {
+ if (countitem(909) > 999) {
+ mes "[Orc Warrior]";
+ mes "WHAT?!";
+ mes "That's so much Jellopy!!";
+ next;
+ mes "[Orc Warrior]";
+ mes "I do not like this joke you have played on me human. Still, I refuse to believe that you have really brought ^FF00001000 Jellopy^000000.";
+ next;
+ mes "[Orc Warrior]";
+ mes "We Orcs are a proud race and do not like to admit when we are wrong.";
+ next;
+ mes "[Orc Warrior]";
+ mes "One...";
+ next;
+ mes "[Orc Warrior]";
+ mes "One... T-two...";
+ next;
+ mes "[Orc Warrior]";
+ mes "One... T-two...";
+ mes "Three...";
+ next;
+ mes "[Orc Warrior]";
+ mes "One... T-two...";
+ mes "Three...";
+ mes "....F-f-fooooour...";
+ next;
+ mes "[Orc Warrior]";
+ mes ".......";
+ next;
+ mes "[Orc Warrior]";
+ mes ".......";
+ mes ".........";
+ next;
+ mes "[Orc Warrior]";
+ mes ".......";
+ mes ".........";
+ mes "............";
+ next;
+ mes "[Orc Warrior]";
+ mes "Nine hundred ninety-eight...";
+ next;
+ mes "[Orc Warrior]";
+ mes "Nine hundred ninety-eight...";
+ mes "Nine hundred ninety-nine...";
+ next;
+ mes "[Orc Warrior]";
+ mes "Nine hundred ninety-eight...";
+ mes "Nine hundred ninety-nine...";
+ mes "One...";
+ next;
+ mes "[Orc Warrior]";
+ mes "Nine hundred ninety-eight...";
+ mes "Nine hundred ninety-nine...";
+ mes "One... One thousand.";
+ next;
+ mes "[Orc Warrior]";
+ mes "Curse you, human.";
+ mes "You have shall your 'conversation.'";
+ next;
+ mes "[Orc Warrior]";
+ mes "I hate humans! In fact, all Orcs hate humans! Hate you hate you hate you with a passion!";
+ next;
+ delitem 909,1000; //Jellopy
+ set orcs_hero_hat,2;
+ mes "[Orc Warrior]";
+ mes "So...";
+ mes "Still in the mood to talk?!";
+ next;
+ mes "[Orc Warrior]";
+ mes "Tough!";
+ mes "If you want to";
+ mes "hear more, bring...";
+ mes "^FF00001000 Jellopy^000000!";
+ next;
+ mes "[Orc Warrior]";
+ mes "Now get out of here, you horrible stinking, poor excuse for an animal!!";
+ close;
+ }
+ mes "[Orc Warrior]";
+ mes "Did you already forget?!";
+ mes "^FF00001000 Jellopy^000000!";
+ mes "Show me your respect";
+ mes "if you want to talk.";
+ close;
+ }
+ else if (orcs_hero_hat == 2) {
+ if (countitem(909) > 999) {
+ mes "[Orc Warrior]";
+ mes "No.... Not again!!";
+ mes "What are you doing with so much Jellopy?!";
+ next;
+ mes "[Orc Warrior]";
+ mes "Damn...!";
+ mes "I refuse to speak to you until I've finished counting all of this Jellopy.";
+ next;
+ mes "[Orc Warrior]";
+ mes "...";
+ next;
+ mes "[Orc Warrior]";
+ mes "...";
+ mes ".....";
+ next;
+ mes "[Orc Warrior]";
+ mes "...";
+ mes ".....";
+ mes "ONE THOUSAND.";
+ next;
+ mes "[Orc Warrior]";
+ mes "Once again, human, you've managed to infuriate me. But we Orcs are a proud race. I shall fulfill my part of this pathetic deal.";
+ next;
+ mes "[Orc Warrior]";
+ mes "Now, where was I?";
+ mes "Oh right.";
+ mes "How much I hate humans.";
+ next;
+ mes "[Orc Warrior]";
+ mes "Humans are always invading our village, intruding on our land! They kill our warriors not out of honor, but for selfish human reasons!!";
+ next;
+ mes "[Orc Warrior]";
+ mes "Bah! Humans have built their own towns and cities. Do they keep their senseless killing amongst each other?! NO! Humans have to rampage and ravage everything!!";
+ next;
+ delitem 909,1000; //Jellopy
+ set orcs_hero_hat,3;
+ mes "[Orc Warrior]";
+ mes "Now, if you want";
+ mes "to listen to more,";
+ mes "bring me...";
+ next;
+ mes "[Orc Warrior]";
+ mes "^FF00001000 Jellopy^000000 again!";
+ mes "I do not think that you can endure much more of this torture.";
+ mes "Bwahahahahahha~!";
+ close;
+ }
+ mes "[Orc Warrior]";
+ mes "Did you already forget!?";
+ mes "^FF00001000 Jellopy^000000!";
+ mes "Show me your respect";
+ mes "if you want to talk.";
+ close;
+ }
+ else if (orcs_hero_hat == 3) {
+ if (countitem(909) > 999) {
+ mes "[Orc Warrior]";
+ mes ".....";
+ mes "Again, human, you confound me with your stubborness. I see that humans are masochists. Or just like to annoy Orcs by making them count a thousand Jellopies.";
+ next;
+ mes "[Orc Warrior]";
+ mes "*sigh* Let me count...";
+ next;
+ mes "[Orc Warrior]";
+ mes "...";
+ next;
+ mes "[Orc Warrior]";
+ mes "...";
+ mes ".......";
+ next;
+ mes "[Orc Warrior]";
+ mes "Nine hundred ninety-nine...";
+ next;
+ mes "[Orc Warrior]";
+ mes "Nine hundred ninety-nine...";
+ mes "...A thousand.";
+ next;
+ mes "[Orc Warrior]";
+ mes "Argh~!";
+ mes "Now where was I?";
+ mes "Oh right, why humans are scum.";
+ next;
+ mes "[Orc Warrior]";
+ mes "How dare humans think they're so great?! We Orcs have also made contributions to the world!";
+ next;
+ mes "[Orc Warrior]";
+ mes "Humans may have built cities and towns, but we Orcs have also created our own cave complexes and canals!";
+ next;
+ mes "[Orc Warrior]";
+ mes "We Orcs have invented many useful things! Of course, now we've had to keep these things to ourselves. Why? Because of the stupidity and greed of humans!!";
+ next;
+ mes "[Orc Warrior]";
+ mes "We Orcs have once constructed a tower for a human, but were then trapped and enslaved there. Needless to say, humans are deserving of our wrath and fury.";
+ next;
+ mes "[Orc Warrior]";
+ mes "*Sigh*";
+ mes "I don't understand why I am sharing this story about my tribe.";
+ mes "That's enough for today!";
+ next;
+ delitem 909,1000; //Jellopy
+ set orcs_hero_hat,4;
+ mes "[Orc Warrior]";
+ mes "Grrr~! If you want to listen longer go bring me ^FF00001000 Jellopy^000000 again.";
+ close;
+ }
+ mes "[Orc Warrior]";
+ mes "Did you already forget!?";
+ mes "^FF00001000 Jellopy^000000!";
+ mes "Show me your respect if";
+ mes "you wish to talk!!";
+ mes "I don't take the 2,000 jellopies you have given to me seriously!!";
+ close;
+ }
+ else if (orcs_hero_hat == 4) {
+ if (countitem(909) > 999) {
+ mes "[Orc Warrior]";
+ mes "Oh... it's you again.";
+ mes "I can see the Jellopy in your hands, and I'm pretty sure you've brought a thousand again, so let's get this over with.";
+ next;
+ mes "[Orc Warrior]";
+ mes "*Sigh* I suppose it's time for our conversation.";
+ next;
+ mes "[Orc Warrior]";
+ mes "Once upon a time, Orcs and humans were allies. I... I miss those times. But it's no use to long for old comraderies. It's impossible to clear up such misunderstandings from ages ago...";
+ next;
+ mes "[Orc Warrior]";
+ mes "There are too many wicked humans that have pursued wealth and fame at any cost. They don't understand ideals like honor and loyalty, and use any means to get whatever they want.";
+ next;
+ mes "[Orc Warrior]";
+ mes "Those hateful humans started to get rid of every obstacle that stood between them and what they wanted, not caring if friend or foe stood in their way.";
+ next;
+ mes "[Orc Warrior]";
+ mes "...I've talked too much already.";
+ mes "That's the end of the conversation for today.";
+ next;
+ delitem 909,1000; //Jellopy
+ set orcs_hero_hat,5;
+ mes "[Orc Warrior]";
+ mes "Now, if you want to listen some more, go bring me";
+ mes "^FF00001000 Jellopy^000000 again tomorrow.";
+ close;
+ }
+ mes "[Orc Warrior]";
+ mes "Did you already forget?";
+ mes "^FF00001000 Jellopy^000000!";
+ mes "Show me your respect";
+ mes "if you want to talk.";
+ mes "I don't take the 3,000 jellopies you have given to me seriously.";
+ close;
+ }
+ else if (orcs_hero_hat == 5) {
+ if (countitem(909) > 999) {
+ mes "[Orc Warrior]";
+ mes "*Sigh...*";
+ mes "You're too tough to get rid of.";
+ mes "Do you really want to listen to me so much...?";
+ mes "Okay... I will tell you a little bit more then.";
+ next;
+ mes "[Orc Warrior]";
+ mes "For us Orcs, victory in battle is the greatest honor.";
+ mes "We fight boldly and fearlessly with our opponent, giving our all in hopes of a fair victory. We would die for victory in battle.";
+ next;
+ mes "[Orc Warrior]";
+ mes "Even after death, we never lose the spirit of combat. It is said that some Orcs that have died unfairly will stand from their graves to seek even more battle.";
+ next;
+ mes "[Orc Warrior]";
+ mes "The difference between you humans and us is that we would never tolerate foul play in battle. But more importantly, Orcs never, ever retreat. An Orc will always fight till the last breath...";
+ next;
+ mes "[Orc Warrior]";
+ mes "Orcs never restore health during battle using your silly medicines. Hmpf. Humans can be so weak, drinking bottles of Potion to keep up in a fight. Oh well, though, I'm not sure if you're the same.";
+ next;
+ delitem 909,1000; //Jellopy
+ set orcs_hero_hat,6;
+ mes "[Orc Warrior]";
+ mes "Now, if you want";
+ mes "to listen to me";
+ mes "some more, go and";
+ mes "bring me ^FF00001000 Jellopy^000000";
+ mes "again tomorrow.";
+ close;
+ }
+ mes "[Orc Warrior]";
+ mes "Did you already forget?";
+ mes "^FF00001000 Jellopy^000000!";
+ mes "Show me your respect";
+ mes "if you want to talk.";
+ mes "I don't take the 4,000 jellopies you have given to me seriously.";
+ close;
+ }
+ else if (orcs_hero_hat == 6) {
+ if (countitem(909) > 999) {
+ mes "[Orc Warrior]";
+ mes "What the...! Don't you know when to stop? I do not believe a human would like to hear about Orcs so much. But...";
+ mes "We Orcs are a proud race, and I shall oblige.";
+ next;
+ mes "[Orc Warrior]";
+ mes "We only select the strongest of our tribe to become warriors. When Orcs reach adulthood, they are sent to the forest to survive alone in its environment.";
+ next;
+ mes "[Orc Warrior]";
+ mes "Those Orcs that come back alive are recognized as true members of the tribe. The strongest males are chosen to become Orc Warriors, and the strongest females are chosen as Orc Ladies.";
+ next;
+ mes "[Orc Warrior]";
+ mes "Orcs that have proven to have good sight and dexterity are given bows and arrows and become Orc Archers.";
+ next;
+ mes "[Orc Warrior]";
+ mes "We Orcs have a special training course called 'The Trial of Fire.' If any Orc Warrior passes this course, he will be protected by our fire god...";
+ next;
+ mes "[Orc Warrior]";
+ mes "That Orc will have stronger physical strength and abilities than normal Orc Warriors. These warriors are known as High Orcs.";
+ next;
+ mes "[Orc Warrior]";
+ mes "Hm, well to you humans, we may all look the same, but we Orcs can tell each other apart. How about you, human? Do I look the same as every Warrior outside to you?";
+ next;
+ delitem 909,1000; //Jellopy
+ set orcs_hero_hat,7;
+ mes "[Orc Warrior]";
+ mes "Now...";
+ mes "If you want to";
+ mes "listen longer,";
+ mes "go bring me";
+ mes "^FF00001000 Jellopy^000000";
+ mes "again tomorrow.";
+ close;
+ }
+ mes "[Orc Warrior]";
+ mes "Did you already forget?";
+ mes "^FF00001000 Jellopy^000000!";
+ mes "Show me your respect";
+ mes "if you want to talk.";
+ mes "I don't take the 5,000 jellopies you have given to me seriously.";
+ close;
+ }
+ else if (orcs_hero_hat == 7) {
+ if (countitem(909) > 999) {
+ mes "[Orc Warrior]";
+ mes "I expected you to quit by now. But I was wrong, because you're here once again. We made a deal and I will keep my promise.";
+ next;
+ mes "[Orc Warrior]";
+ mes "Last time, we were";
+ mes "talking about our";
+ mes "warriors...";
+ next;
+ mes "[Orc Warrior]";
+ mes "Sometimes, a few Orcs are born among us, possessing phenomenal strength and talent. It is rumored that they could compete with 10,000 warriors at a time...";
+ next;
+ mes "[Orc Warrior]";
+ mes "They are the best warriors of the Orc tribe, and are known to you as Orc Heroes. Not only are they the strongest ones among us, but they also our leaders in battle.";
+ next;
+ mes "[Orc Warrior]";
+ mes "As proof of their status, Orc Heroes are given Vouchers of Orcish Hero, as well as special swords that are only allowed to be used by our heroes.";
+ next;
+ mes "[Orc Warrior]";
+ mes "That sword can tear the sky, sever the earth and make a waterfall flow backwards.";
+ next;
+ mes "[Orc Warrior]";
+ mes "The special helmet that is only worn by Orc Heroes represents the power and honor of the Orc Warriors.";
+ next;
+ mes "[Orc Warrior]";
+ mes "Well, humans rarely get the chance to see this helmet unless they're in battle with an Orc Hero themselves...";
+ next;
+ delitem 909,1000; //Jellopy
+ set orcs_hero_hat,8;
+ mes "[Orc Warrior]";
+ mes "Now, if you want";
+ mes "to listen longer,";
+ mes "go and bring me";
+ mes "^FF00001000 Jellopy^000000";
+ mes "again tomorrow.";
+ close;
+ }
+ mes "[Orc Warrior]";
+ mes "Did you already forget?";
+ mes "^FF00001000 Jellopy^000000!";
+ mes "Show me your respect";
+ mes "if you want to talk.";
+ next;
+ mes "[Orc Warrior]";
+ mes "I don't take the 6,000 jellopies you have given to me that seriously.";
+ close;
+ }
+ else if (orcs_hero_hat == 8) {
+ if (countitem(909) > 999) {
+ mes "[Orc Warrior]";
+ mes "Oh, hello. You're back.";
+ mes "Go ahead and put the 1000 Jellopies over there on the table by the skulls.";
+ next;
+ mes "[Orc Warrior]";
+ mes "Ah yes, we were talking about Orc Heroes. Now, unlike Orc Heroes who are blessed with might from the day they were born, there are older, seasoned warriors that have managed to survive many years of combat.";
+ next;
+ mes "[Orc Warrior]";
+ mes "To Orc Warriors, we do not see age as weakness. We look up to old warriors as our trainers due to their experience in battle and their fighting skills.";
+ next;
+ mes "[Orc Warrior]";
+ mes "Those old warriors have shown outstanding fighting abilities, even without the use of weapons.";
+ next;
+ mes "[Orc Warrior]";
+ mes "They could endure in battle for at least few days without axes. When you get to a certain fighting skill level, weapons can actually become a burden...";
+ next;
+ mes "[Orc Warrior]";
+ mes "Among those well-experienced warriors, the greatest one of all is given the title of Orc Lord, and is given our respect as the leader of our tribe.";
+ next;
+ mes "[Orc Warrior]";
+ mes "Every Orc can recognize him by his distinguished helm with the three horns.";
+ next;
+ delitem 909,1000; //Jellopy
+ set orcs_hero_hat,9;
+ mes "[Orc Warrior]";
+ mes "Now...";
+ mes "If you want to";
+ mes "listen longer,";
+ mes "go bring me";
+ mes "^FF00001000 Jellopy^000000";
+ mes "again tomorrow.";
+ close;
+ }
+ mes "[Orc Warrior]";
+ mes "Did you already forget?";
+ mes "^FF00001000 Jellopy^000000!";
+ mes "Show me your respect";
+ mes "if you want to talk.";
+ mes "I don't take the 7,000 jellopies you have given to me seriously.";
+ close;
+ }
+ else if (orcs_hero_hat == 9) {
+ if (countitem(909) > 999) {
+ mes "[Orc Warrior]";
+ mes "It's been a while I've seen such a determined human such as yourself. Just leave the Jellopy near the bed.";
+ next;
+ mes "[Orc Warrior]";
+ mes "Now...";
+ mes "Let me tell you";
+ mes "more about the";
+ mes "Orc Tribe.";
+ next;
+ mes "[Orc Warrior]";
+ mes "Although I don't like to admit it, there are cowardly Orcs that run away from battle, or fight using dishonorable methods.";
+ mes "Needless to say, they have brought shame and disgrace to our tribe.";
+ next;
+ mes "[Orc Warrior]";
+ mes "A curse is placed on those dishonorable Orcs so that they can be singled out by the tribe and banished from the village.";
+ next;
+ mes "[Orc Warrior]";
+ mes "You may recognize those cursed Orcs by their shrunken bodies and long teeth.";
+ next;
+ mes "[Orc Warrior]";
+ mes "We call these cursed Orcs Zenorc. They are forced to live inside of caves or dungeons, away from from honorable Orcs. It's difficult to believe that Zenorcs were once one of us...";
+ next;
+ mes "[Orc Warrior]";
+ mes "I don't think there is a curse which transforms humans into a totally ugly creature depending on their deeds. So it is difficult to tell which humans are honorable...";
+ next;
+ delitem 909,1000; //Jellopy
+ set orcs_hero_hat,10;
+ mes "[Orc Warrior]";
+ mes "Now...";
+ mes "If you want";
+ mes "to hear more,";
+ mes "go bring me";
+ mes "^FF00001000 Jellopy^000000";
+ mes "again tomorrow.";
+ close;
+ }
+ mes "[Orc Warrior]";
+ mes "Did you already forget?";
+ mes "^FF00001000 Jellopy^000000!";
+ mes "Show me your respect";
+ mes "if you want to talk.";
+ mes "I don't take the 8,000 jellopies you have given to me seriously.";
+ close;
+ }
+ else if (orcs_hero_hat == 10) {
+ if (countitem(909) > 999) {
+ mes "[Orc Warrior]";
+ mes "With these...";
+ mes "You have brought me 10,000 Jellopies. I must say that I am impressed. Since you have shown me your respect, I will repay you with my honesty.";
+ next;
+ mes "[Orc Warrior]";
+ mes "Considering the stories about my tribe, it's enough for me if you just listen. However, merely listening is totally different from having the experience as your own.";
+ next;
+ mes "[Orc Warrior]";
+ mes "I suggest you that you experience more battles with the many different Orcs out there. That's the best way of understanding and learning about the Orc tribe.";
+ next;
+ delitem 909,1000; //Jellopy
+ set orcs_hero_hat,11;
+ getitem 1304,1; //Orcish_Axe
+ mes "[Orc Warrior]";
+ mes "This is a small token of my gratitue. This axe used to aid me in many battles and is very precious to me. I hope you will take care of this.";
+ next;
+ mes "[Orc Warrior]";
+ mes "You have made a lot of effort to show me respect, despite being a human. Now, if you want to learn more about Orcs, feel free to come back anytime, my friend.";
+ close;
+ }
+ mes "[Orc Warrior]";
+ mes "Did you already forget?";
+ mes "^FF00001000 Jellopy^000000!";
+ mes "Show me your respect";
+ mes "if you want to talk.";
+ mes "I don't take 9,000 jellopies you have given to me seriously.";
+ close;
+ }
+ else if (orcs_hero_hat == 11) {
+ if (countitem(1304) > 0) {
+ mes "[Orc Warrior]";
+ mes "You have made a lot of effort to show me your respect. Now, if you want to learn more about Orcs, feel free to come back anytime, my friend.";
+ close;
+ }
+ else if (countitem(931) > 99) {
+ if (rand(1,5) == 5) {
+ mes "[Orc Warrior]";
+ mes "Oh, I see you've taken my advice and have been meeting many other Orcs through battle.";
+ mes "You must have learned much about the Orc's spirit of battle by seeing it for yourself firsthand.";
+ next;
+ mes "[Orc Warrior]";
+ mes "These Orchish Vouchers you have been collecting are the true token of Orc warriors. We recognize an Orc who won over 1,000 battles as a true Orc Warrior.";
+ next;
+ mes "[Orc Warrior]";
+ mes "Still...";
+ mes "You're a human, so I don't give we can give you that honor so easily...";
+ next;
+ mes "[Orc Warrior]";
+ mes "Alright...";
+ mes "Go win over 10,000 battles.";
+ next;
+ mes "[Orc Warrior]";
+ mes "Then, I'm sure you can be granted status as a real Orc warrior. But, make sure you are fighting for honorable purposes, and that you have no other motive.";
+ next;
+ mes "[Orc Warrior]";
+ mes "You only achieve honor by winning battles. Even among Orcs, I'm sure you can prove your battle prowess by defeating 10,000 Orc Warriors.";
+ next;
+ if (select("I don't think that is necessary.:I will win 10,000 battles!") == 1) {
+ mes "[Orc Warrior]";
+ mes "I see. I will not force you to choose what I wish to see you do. I respect your decision.";
+ next;
+ mes "[Orc Warrior]";
+ mes "Although...";
+ mes "I wished for other Orcs to see and understand that not all humans are wicked and selfish.";
+ close;
+ }
+ mes "[Orc Warrior]";
+ mes "Ah, spoken like a true warrior. Alright then, go forth and do battle with others of my tribe, and bring me 10,000 Orcish Vouchers.";
+ next;
+ delitem 931,100; //Orcish_Voucher
+ set orcs_hero_hat,13;
+ set orcs_hero_hat2,100;
+ mes "[Orc Warrior]";
+ mes "I took 100 Orcish Voucher from you now. Now, fight and fight until you have defeated 10,000 more Orc Warriors so that the whole tribe will have to recognize you!";
+ close;
+ }
+ mes "[Orc Warrior]";
+ mes "Hm? You don't seem to understand our way of life completely. It's strange that you are so curious about other races, human.";
+ close;
+ }
+ else {
+ if (rand(1,5) == 5) {
+ mes "[Orc Warrior]";
+ mes "The best way of understanding the Orc tribe is to do battle with them. By competing in power and skills, eventually you will understand and respect your opponent.";
+ next;
+ mes "[Orc Warrior]";
+ mes "So, go outside and fight.";
+ mes "Although you may be learning theory by talking with me, you must experience our way of life for yourself.";
+ close;
+ }
+ mes "[Orc Warrior]";
+ mes "Hm? You don't seem to understand our way of life completely. It's strange that you are so curious about other races, human.";
+ close;
+ }
+ }
+ else if (orcs_hero_hat2 > 99 && orcs_hero_hat2 < 10000) {
+ if (countitem(931) > 0) {
+ if (orcs_hero_hat2 > 9999)
+ set orcs_hero_hat2,10000;
+ mes "[Orc Warrior]";
+ mes "You've come back...";
+ mes "It doesn't seem that you've accomplished your goal yet, but I do not expect you to defeat 10,000 Orc Warriors so easily.";
+ next;
+ mes "[Orc Warrrior]";
+ mes "If you wish, you may rest here. " + orcs_hero_hat2 + " victories over Orc Warriors are recognized by our tribe.";
+ next;
+ mes "[Orc Warrior]";
+ mes "Do you wish to";
+ mes "record your current";
+ mes "victory with me?";
+ next;
+ if (select("Yes, I do.:I will do it later.") == 1) {
+ set .@total_vouchers,orcs_hero_hat2+countitem(931);
+ if (.@total_vouchers < 10000) {
+ delitem 931,countitem(931); //Orcish_Voucher
+ set orcs_hero_hat2,.@total_vouchers;
+ mes "[Orc Warrior]";
+ mes "I hope you will";
+ mes "continue your efforts";
+ mes "in understanding the Orc";
+ mes "way of life through battle.";
+ mes "Don't give up.";
+ next;
+ mes "[Orc Warrior]";
+ mes "There are " + (10000-.@total_vouchers) + " battles ahead of you before you reach your goal. I understand the difficulty of this challenge, but I hope you make it.";
+ close;
+ }
+ else {
+ mes "[Orc Warrior]";
+ mes "Now...";
+ mes "You won over";
+ mes "10,000 battles";
+ mes "with Orcs.";
+ next;
+ mes "[Orc Warrior";
+ mes "For a human, accomplishing such a feat is truly astonishing. Through all of that fighting, I'm sure that you have learned both good and bad things about my tribe.";
+ next;
+ mes "[Orc Warrior]";
+ mes "Although you're a";
+ mes "human, you have";
+ mes "demonstrated incredible";
+ mes "bravery and honor...";
+ mes "I shall grant you true";
+ mes "Orc Warrior status!!";
+ next;
+ mes "[Orc Warrior]";
+ mes "You are now...";
+ if (Sex)
+ mes "an Orc Warrior!!";
+ else
+ mes "an Orc Lady!!";
+ next;
+ delitem 931,countitem(931); //Orcish_Voucher
+ set orcs_hero_hat,14;
+ set orcs_hero_hat2,10000;
+ getitem 2299,1; //Viking_Helm
+ mes "[Orc Warrior]";
+ mes "This is a present for you. I am not sure if it will fit to your head or not, but try it. If your head is too big to wear this, I suggest that you carry this with you.";
+ next;
+ getitem 931,1; //Orcish_Voucher
+ mes "[Orc Warrior]";
+ mes "As an Orc Warrior,";
+ mes "I will now give you";
+ mes "an Orcish Voucher";
+ mes "of your very own.";
+ next;
+ mes "[Orc Warrior]";
+ mes "Although it doesn't look different from the others, please keep this with care. You can only be recognized as an Orc warrior with this.";
+ next;
+ mes "[Orc Warrior]";
+ mes "Now, you may go back to where you have come from. Come drop by whenever my tribe comes to your mind.";
+ next;
+ mes "[Orc Warrior]";
+ mes "As you are now one who feels the true intent of the opponent after endless battles, I will now return you to the battleground.";
+ close;
+ }
+ }
+ mes "[Orc Warrior]";
+ mes "I see, do as you wish.";
+ mes "I will be really disappointed in you if you quit in a challenge you have undertaken.";
+ close;
+ }
+ mes "[Orc Warrior]";
+ mes "Come take a rest here.";
+ mes "You have won " + orcs_hero_hat2 + " victories over Orc Warriors.";
+ close;
+ }
+ else if (orcs_hero_hat == 14) {
+ if (countitem(931) == 1 && (countitem(2299) > 0 || isequipped(2299))) {
+ mes "[Orc Warrior]";
+ mes "Hm? You don't think you cannot come back to where you originally came, just because now you're an Orc Warrior, do you? Hahahahaha!";
+ close;
+ }
+ else if (countitem(2299) > 0 || isequipped(2299)) {
+ mes "[Orc Warrior]";
+ mes "Warrior...";
+ mes "May a fresh";
+ mes "light be with";
+ mes "you in battle.";
+ next;
+ mes "[Orc Warrior]";
+ mes "Show your opponents your indomitable spirit. Take pride in being a human that has been given the title of Orc Warrior!";
+ close;
+ }
+ else {
+ if (rand(1,10) == 1) {
+ mes "[Orc Warrior]";
+ mes "My my...";
+ mes "Are you still";
+ mes "hungry for blood...?";
+ next;
+ mes "[Orc Warrior]";
+ mes "You don't seem to be satisfied even after being recognized as a warrior. But... I suppose the path of the warrior is to seek new and more difficult challenges.";
+ next;
+ mes "[Orc Warrior]";
+ mes "Okay, would you like to go through another test? It may reduce all your effort in coming here to nothing. Even seasoned Orc Warriors fear taking this test.";
+ next;
+ mes "[Orc Warrior]";
+ mes "But, since you're an exceptional case, it might be possible for you to accomplish...";
+ next;
+ if (select("I am already satisfied.:...I will take this challenge.") == 1) {
+ mes "[Orc Warrior]";
+ mes "Yes, that's a good";
+ mes "attitude. Sometimes,";
+ mes "you must accept your";
+ mes "limitations, or that";
+ mes "you cannot beat";
+ mes "certain opponents.";
+ close;
+ }
+ mes "[Orc Warrior]";
+ mes "Excellent, I admire your enthusiasm. This is a very rare chance to do battle with the strongest Orc Warriors.";
+ next;
+ mes "[Orc Warrior]";
+ mes "Go fight with 100 Orc Heroes and bring me the tokens of the battles you have endured. Even if you're an excellent warrior, I assure you this test will be the hardest one you'll ever get.";
+ next;
+ set orcs_hero_hat,15;
+ mes "[Orc Warrior]";
+ mes "Now, go, warrior! I believe that you have a chance to succeed. Fight with 100 Orc Heroes, and I will grant you, a human, recognition as an Orc Hero!";
+ close;
+ }
+ mes "[Orc Warrior]";
+ mes "Warrior, may a fresh light be with you in battle. Show your opponents your indomitable spirit. Take pride in being a human that has been given the title of Orc Warrior!";
+ close;
+ }
+ }
+ else if (orcs_hero_hat == 15) {
+ if (countitem(968) > 99) {
+ mes "[Orc Warrior]";
+ mes "Ah...";
+ mes "I knew you would succeed!";
+ next;
+ mes "[Orc Warrior]";
+ mes "The Orc Heroes who were defeated by you also must have recognized your courage. Thank you, human, for showing us what is true strength.";
+ next;
+ mes "[Orc Warrior]";
+ mes "On behalf of";
+ mes "the Orc tribe,";
+ mes "let me pay";
+ mes "you homage.";
+ next;
+ mes "[Orc Warrior]";
+ mes "Now, make one last choice. What would you do with those Heroic Emblems? They might not be valuable to you humans, but for Orcs, they are treasured by those who own them.";
+ next;
+ mes "[Orc Warrior]";
+ mes "Since you are the victor of those battles, you have every right to keep them. But you could also return them to the Orc Heroes, meaning that you wish to meet them in battle once again.";
+ next;
+ mes "[Orc Warrior]";
+ mes "Now, what would";
+ mes "you want to do";
+ mes "with the vouchers?";
+ next;
+ switch(select("I want to keep them.:I shall return them to the Orc Heroes.")) {
+ case 1:
+ mes "[Orc Warrior]";
+ mes "Yes, that's";
+ mes "not bad...";
+ mes "Not bad at all.";
+ next;
+ mes "[Orc Warrior]";
+ mes "Nobody has the right to tell you what you can or cannot do. Please keep them as a memory of your victory.";
+ close;
+ case 2:
+ mes "[Orc Warrior]";
+ mes "What a great attitude for a warrior...! It will be a model to other Orcs to show respect to opponents that you have defeated!";
+ next;
+ mes "[Orc Warrior]";
+ mes "You deserve to be an Orc Hero, the most powerful Orc warrior! As of today, you are now an Orc Hero!";
+ next;
+ delitem 968,100; //Voucher_Of_Orcish_Hero
+ set orcs_hero_hat,16;
+ getitem 1124,1; //Orcish_Sword
+ mes "[Orc Warrior]";
+ mes "This is a sword only given to our heroes. I am not sure if you can use this or not, but as an Orc Hero, you're obligated to carry this with you always.";
+ next;
+ getitem 968,1; //Voucher_Of_Orcish_Hero
+ mes "[Orc Warrior]";
+ mes "Now that you";
+ mes "are an Orc Hero,";
+ mes "let me give you";
+ mes "your own Heroic";
+ mes "Emblem.";
+ next;
+ mes "[Orc Warrior]";
+ mes "Although it doesn't look different from the others, I hope you will keep it with care. You can only be recognized as an Orc Hero with this token.";
+ next;
+ mes "[Orc Warrior]";
+ mes "Then, you may leave now....";
+ mes "A human who has a better understanding than other humans. One who showed others power regardless of the race, I leave you to the future of Chaos.";
+ close;
+ }
+ }
+ mes "[Orc Warrior]";
+ mes "Hm...";
+ mes "Struggling, are you?";
+ next;
+ mes "[Orc Warrior]";
+ mes "Well, Orc Hero is held in high regard by other Orcs for their great power. As a human, you will probably have difficulty in dealing with him.";
+ next;
+ mes "[Orc Warrior]";
+ mes "However, you made the decision to go through with this test! Still, there's no need to rush it. Life is an endless series of battles, so the combat will come.";
+ close;
+ }
+ else if (orcs_hero_hat > 15) {
+ if (countitem(968) < 1) {
+ mes "[Orc Warrior]";
+ mes "Warrior, where did you leave your Heroic Emblem? Without the token, I cannot recognize you as an Orc Hero. Please find it and keep it with you anywhere you go.";
+ close;
+ }
+ else if (countitem(1124) < 1 && isequipped(1124) == 0) {
+ mes "[Orc Warrior]";
+ mes "Warrior, where did you leave your sword? Without the sword, I cannot recognize you as an Orc Hero. Please find it and keep it with you anywhere you go.";
+ close;
+ }
+ mes "[Orc Warrior]";
+ mes "The most";
+ mes "powerful warrior...";
+ mes "Orc Hero!";
+ mes "That's who you are!";
+ mes "May God be with you in battle!";
+ close;
+ }
+ else {
+ mes "[Orc Warrior]";
+ mes "....................";
+ close;
+ }
+}
+
+in_orcs01,162,33,1 script Orc Hero#1 1087,2,2,{
+OnTouch:
+ if (checkweight(1201,1) == 0) {
+ mes "- Wait a minute !! -";
+ mes "- Currently you're carrying -";
+ mes "- too many items with you. -";
+ mes "- Please try again -";
+ mes "- after you lose some weight. -";
+ close;
+ }
+ if (orcs_hero_hat < 16) {
+ mes "[Orc Hero]";
+ mes "Stop bugging me";
+ mes "and get outta here!";
+ next;
+ mes "[Orc Hero]";
+ mes "If you wish to challenge me, wait inside the forest at the west. I'm not in the mood to deal with humans right now.";
+ next;
+ mes "[Orc Hero]";
+ mes "Now, hurry";
+ mes "up and scram!!";
+ close;
+ }
+ else if (orcs_hero_hat == 16) {
+ if (countitem(968) == 1 && (countitem(1124) > 0 || isequipped(1124) == 1)) {
+ if (rand(1,10) == 1) {
+ mes "[Orc Hero]";
+ mes "Hm, are you the human who was granted status as an Orc Hero?";
+ next;
+ mes "[Orc Hero]";
+ mes "I hope you know the meaning of returning my Emblem. I expect that we will meet again on the battlefield.";
+ if (countitem(2299) > 0) {
+ next;
+ mes "[Orc Hero]";
+ mes "Wait...";
+ mes "Isn't that an Orc Warrior's Helm...?";
+ next;
+ mes "[Orc Hero]";
+ mes "Wait a second...";
+ mes "It's not! Ha...!";
+ mes "Interesting!";
+ mes "That's very";
+ mes "interesting.";
+ next;
+ mes "[Orc Hero]";
+ mes "I guess you don't know what's so special about this particular helm...";
+ next;
+ mes "[Orc Hero]";
+ mes "It actually belonged to one of our Orc Lords who was defeated by a human. He was so furious about losing that he broke the middle horn and threw it away!";
+ next;
+ mes "[Orc Hero]";
+ mes "I was told that it somehow ended in the hands of a human, but I didn't know it was you, the human Orc Hero.";
+ next;
+ mes "[Orc Hero]";
+ mes "Alright, that belongs to the Orc Lord. I mean, even though it's now yours, it was given to you by mistake.";
+ next;
+ mes "[Orc Hero]";
+ mes "Would you mind giving the item back to its owner, my human Orc Hero?";
+ next;
+ if (select("Yes, I mind.:No, I don't mind.") == 1) {
+ mes "[Orc Hero]";
+ mes "Wow, you're so stubborn! Just treat the helm with care, and wear it with respect. Recognize that it has a long history...";
+ close;
+ }
+ mes "[Orc Hero]";
+ mes "Good, that's a good decision. I will give this back to him. Muhahahahaha... I didn't expect to see this thing again.";
+ next;
+ mes "[Orc Hero]";
+ mes "Okay...";
+ mes "Let me give you";
+ mes "something useful!";
+ next;
+ mes "[Orc Hero]";
+ mes "Although you're a human, you're an Orc Hero amongst us now, so you should have a helm suitable for your position...";
+ next;
+ delitem 2299,1; //Viking_Helm
+ set orcs_hero_hat,17;
+ getnameditem 5094,strcharinfo(0); //Orc_Hero_Helm
+ mes "[Orc Hero]";
+ mes "There you go. I marked a small indication on it. So wear this helm from now on. Do you understand? My human Orc Hero.";
+ close;
+ }
+ close;
+ }
+ mes "[Orc Hero]";
+ mes "Hm, are you the human who was granted status as an Orc Hero?";
+ next;
+ mes "[Orc Hero]";
+ mes " I hope you know the meaning of returning my Emblem. I expect that we will meet again on the battlefield.";
+ close;
+ }
+ mes "[Orc Hero]";
+ mes "Hm, are you the human that was granted status as an Orc Hero?";
+ next;
+ mes "[Orc Hero]";
+ mes "Hmpf, I'm not convinced. Are you really the one who gave us our Emblems back? I don't think I can trust you...";
+ next;
+ mes "[Orc Hero]";
+ mes "Yeh, you would think I'd remember getting whupped by an ugly human, but I tend not to remember faces when I'm too busy getting whomped on.";
+ next;
+ mes "[Orc Hero]";
+ mes "I refuse to";
+ mes "acknowledge someone";
+ mes "like you who forgets";
+ mes "our most basic customs!";
+ next;
+ mes "[Orc Hero]";
+ mes "Grrrr...";
+ mes "Come on!";
+ mes "Let's meet outside west of the forest, and I'll test your strength again!";
+ close;
+ }
+ else if (orcs_hero_hat == 17) {
+ mes "[Orc Hero]";
+ mes "Muhahahaha~";
+ mes "You're the";
+ mes "strangest human";
+ mes "I've ever met.";
+ mes "Hahahahaha...";
+ next;
+ mes "[Orc Hero]";
+ mes "I like you,";
+ mes "human, I like you.";
+ close;
+ }
+ mes "[Orc Hero]";
+ mes "....................";
+ close;
+}
+
+//============================================================
+// Old changelog
+//============================================================
+//= 1.01 Fixed items names iRO->kRO, fixed some bugs [Qwadrat]
+//= Fixed possible item exploits, fixed Straw Hat
+//= Added missing checks [Lupus]
+//= 1.1 Fixed a bug in Giant-band-aid that didn't counting rotten bandages
+//= Fixed a bug in Fur Hat that didn't count yarn [Evera]
+//= 1.2 Syntax fixes for parenthesis, reformatting [KarLaeda]
+//= 1.3 Fixed bad NPC header data to comply with rev. 11603. [L0ne_W0lf]
+//============================================================
diff --git a/npc/pre-re/quests/newgears/2005_headgears.txt b/npc/pre-re/quests/newgears/2005_headgears.txt
new file mode 100644
index 000000000..d638d777c
--- /dev/null
+++ b/npc/pre-re/quests/newgears/2005_headgears.txt
@@ -0,0 +1,2252 @@
+//===== rAthena Script =======================================
+//= 2005 Headgear Quests
+//===== By: ==================================================
+//= MasterOfMuppets
+//===== Current Version: =====================================
+//= 1.3
+//===== Compatible With: =====================================
+//= rAthena
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= 2005 Headgears Official Quest.
+//===== Additional Comments: =================================
+//= 1.0 First version, converted from the official aegis script. [MasterOfMuppets]
+//= 1.1 Updated item ids in the zealotus mask npc, now requires a whip [ultramage]
+//= 1.2 Replaced effect numerics with constants. [L0ne_W0lf]
+//= 1.3 Fixed item check bugs, added missing airport NPC,
+// and took out unneeded breaks [Xantara] [Muad_Dib]
+//============================================================
+
+yuno,222,116,3 script Kasis#LhzHat 851,{
+ if(countitem(519) > 49 && countitem(7031) > 49 && countitem(548) > 49 && countitem(539) > 49)
+ {
+ mes "[Kasis]";
+ mes "Milk, Cheese,";
+ mes "Old Frying Pans,";
+ mes "Pieces of Cake...";
+ mes "Th-that's everything";
+ mes "I need to make lunch for";
+ mes "my friends in the Factory!";
+ next;
+ switch( select( "Well, I did promise to help you.", "What are you talking about?" ) )
+ {
+ case 1:
+ mes "[Kasis]";
+ mes "Finally, I can treat my";
+ mes "buddies to a wonderful";
+ mes "feast! They'll be so pleased!";
+ mes "Oh, I'd really like to repay you";
+ mes "somehow, but I'm not sure";
+ mes "what I could possibly give...";
+ next;
+ mes "[Kasis]";
+ mes "Of course! Why don't";
+ mes "you treat yourself to";
+ mes "my specialty, Kasis's";
+ mes "Crunch Toast? It looks";
+ mes "simple, but it actually";
+ mes "requires great skill to make.";
+ next;
+ mes "[Kasis]";
+ mes "Here you are!";
+ mes "Please enjoy this and always";
+ mes "remember that breakfast is the";
+ mes "most important meal of the day!";
+ mes "Now, I better prepare those";
+ mes "lunches. Goodbye, my friend~";
+ delitem 519,50;
+ delitem 7031,50;
+ delitem 548,50;
+ delitem 539,50;
+ getitem 5107,1;
+ close;
+ case 2:
+ mes "[Kasis]";
+ mes "Oh...";
+ mes "Oh, I'm so sorry.";
+ mes "I must have confused";
+ mes "you with someone else.";
+ next;
+ mes "[Kasis]";
+ mes "You see, I've been asking";
+ mes "adventurers that have been";
+ mes "passing through to provide";
+ mes "me with food supplies so that";
+ mes "I can make lunch for my friends";
+ mes "that are working in Einbroch.";
+ next;
+ mes "[Kasis]";
+ mes "Yes...";
+ mes "So...";
+ mes "Sorry...";
+ mes "To... Bother you.";
+ next;
+ mes "^3355FFAs if entranced,";
+ mes "Kasis continues to";
+ mes "stare at the Milk, Cheese";
+ mes "Old Frying Pans and Pieces";
+ mes "of Cake that you are carrying.^000000";
+ next;
+ switch( select( "You can have these if you want.", "Um, why are you staring?" ) )
+ {
+ case 1:
+ mes "[Kasis]";
+ mes "Really? Is it alright";
+ mes "with you for me to have";
+ mes "all of this Milk, Cheese,";
+ mes "Pieces of Cake and these";
+ mes "Old Frying Pans? Oh, bless";
+ mes "your kind heart, adventurer~";
+ next;
+ mes "[Kasis]";
+ mes "Finally, I can treat my";
+ mes "buddies to a wonderful";
+ mes "feast! They'll be so pleased!";
+ mes "Oh, I'd really like to repay you";
+ mes "somehow, but I'm not sure";
+ mes "what I could possibly give...";
+ next;
+ mes "[Kasis]";
+ mes "Of course! Why don't";
+ mes "you treat yourself to";
+ mes "my specialty, Kasis's";
+ mes "Crunch Toast? It looks";
+ mes "simple, but it actually";
+ mes "requires great skill to make.";
+ next;
+ mes "[Kasis]";
+ mes "Here you are!";
+ mes "Please enjoy this and always";
+ mes "remember that breakfast is the";
+ mes "most important meal of the day!";
+ mes "Now, I better prepare those";
+ mes "lunches. Goodbye, my friend~";
+ delitem 519,50;
+ delitem 7031,50;
+ delitem 548,50;
+ delitem 539,50;
+ getitem 5107,1;
+ close;
+ case 2:
+ mes "[Kasis]";
+ mes "Oh, let me apologize";
+ mes "again. But I can't help";
+ mes "but admire the quality of";
+ mes "your goods. Er, you know,";
+ mes "the food you're carrying. I'm";
+ mes "a chef by trade, after all.";
+ close;
+ }
+ }
+ }
+ mes "[Kasis]";
+ mes "I'm sorry, but we're closed";
+ mes "right now. Unfortunately, we";
+ mes "don't have any more bread";
+ mes "in stock. ^333333*Siiiiiiiiigh...*^000000";
+ next;
+ switch( select( "Is something wrong?", "End Conversation." ) )
+ {
+ case 1:
+ mes "[Kasis]";
+ mes "Well, my current contract";
+ mes "with the company that's been";
+ mes "providing me with ingredients";
+ mes "has expired. Of course, it's";
+ mes "bad enough that I don't have";
+ mes "the food to run this business.";
+ next;
+ mes "[Kasis]";
+ mes "But I also feel like I'm";
+ mes "letting my friends down.";
+ mes "You see, I've been sending";
+ mes "them lunch every day since";
+ mes "they've been working in the";
+ mes "Factory over in Einbroch.";
+ next;
+ mes "[Kasis]";
+ mes "I'm unable to make";
+ mes "lunch for them at the";
+ mes "moment, but I really want to";
+ mes "help my buddies, especially";
+ mes "since their financial situation";
+ mes "seems pretty bad right now.";
+ next;
+ switch( select( "Do you want me to help you?", "I'm so sorry to hear that." ) )
+ {
+ case 1:
+ mes "[Kasis]";
+ mes "Sure, I'm willing to accept";
+ mes "help from wherever I can find";
+ mes "it. If you would, I'd like you to bring me some food supplies";
+ mes "that I can use to make lunches";
+ mes "for my friends at the Factory.";
+ next;
+ mes "[Kasis]";
+ mes "Would you";
+ mes "please get me";
+ mes "^4D4DFF50 Milk^000000,";
+ mes "^4D4DFF50 Cheese^000000,";
+ mes "^4D4DFF50 Pieces of Cake^000000 and";
+ mes "^4D4DFF50 Old Frying Pans^000000?";
+ next;
+ mes "[Kasis]";
+ mes "I'd really appreciate";
+ mes "your help. My friends seem";
+ mes "so depressed to be working";
+ mes "in the Factory and I want to";
+ mes "do all I can to cheer them up.";
+ mes "Thanks for your kind offer~";
+ close;
+ case 2:
+ mes "[Kasis]";
+ mes "I'm trying to renew";
+ mes "my contract with the";
+ mes "company that's been";
+ mes "providing me with food";
+ mes "supplies, but it hasn't";
+ mes "been working out so far...";
+ next;
+ mes "[Kasis]";
+ mes "I don't know what's";
+ mes "happening, but hopefully";
+ mes "I can find a new supplier";
+ mes "soon. There are my friends";
+ mes "to worry about, as well as";
+ mes "the sake of my business.";
+ close;
+ }
+ case 2:
+ mes "[Kasis]";
+ mes "Anyway, please come";
+ mes "again. Hopefully, we'll";
+ mes "have some good bread";
+ mes "in stock next time, okay?";
+ close;
+ }
+}
+
+lighthalzen,143,68,0 script Strange Guy#LhzHat 47,{
+ if(DTHATQ == 0)
+ {
+ mes "[Strange Guy]";
+ mes "Wait! Don't say";
+ mes "anything! You must be";
+ mes "an adventurer from the";
+ mes "Rune-Midgarts Kingdom!";
+ mes "So... I'm right, aren't I?";
+ next;
+ switch( select( "Who are you?", "How did you know?", "Ignore him." ) )
+ {
+ case 1:
+ mes "[Morris]";
+ mes "Allow me to";
+ mes "introduce myself.";
+ mes "My name is Morris Poe,";
+ mes "detective of great acclaim";
+ mes "and world wide fame.";
+ next;
+ switch( select( "I've never heard of you.", "You're kidding me.", "I'm outta here." ) )
+ {
+ case 1:
+ mes "[Morris]";
+ mes "Morris Poe?";
+ mes "Renown detective?";
+ mes "Advocate for justice in";
+ mes "the Schwarzwald Republic?";
+ mes "Surely you recognize one";
+ mes "of my esteemed titles.";
+ next;
+ switch( select( "Nope, I don't know you.", "You're Morris Poe?!" ) )
+ {
+ case 1:
+ mes "[Morris]";
+ mes "You don't...?";
+ mes "But I'm a famous hero.";
+ mes "Children look up to me";
+ mes "and wish they'd grow";
+ mes "up to be as smart as me.";
+ next;
+ mes "[Morris]";
+ mes "I don't get it.";
+ mes "I'm famouser than";
+ mes "that. A household name";
+ mes "even. I've got a sterling";
+ mes "public image, how could";
+ mes "you never have heard of me...?";
+ close;
+ case 2:
+ break;
+ }
+ break;
+ case 2:
+ mes "[Morris]";
+ mes "Kidding? Ha ha!";
+ mes "Look at these keen,";
+ mes "deductive and deeply";
+ mes "analytical eyes and";
+ mes "tell me I'm joking.";
+ next;
+ switch( select( "Whoa, those ARE keen eyes.", "Okay. You're joking." ) )
+ {
+ case 1:
+ mes "[Morris]";
+ mes "Yes, this sharp,";
+ mes "penetrating, yet";
+ mes "highly intelligent gaze";
+ mes "belongs to the world";
+ mes "detective and crime";
+ mes "fighter, Morris Poe!";
+ next;
+ switch( select( "I've never heard of you.", "Golly, Morris Poe?!" ) )
+ {
+ case 1:
+ mes "[Morris]";
+ mes "Never heard of...?";
+ mes "Impossible! If there are";
+ mes "two things I hate more";
+ mes "than crime, they would be";
+ mes "dishonesty... And rejection";
+ mes "from beautiful women.";
+ next;
+ mes "[Morris]";
+ mes "When you get over your";
+ mes "sense of pride and gain";
+ mes "a little maturity, then we";
+ mes "might share an actual";
+ mes "conversation. Until then,";
+ mes "you'll just have to grow up.";
+ close;
+ case 2:
+ break;
+ }
+ break;
+ case 2:
+ mes "[Morris]";
+ mes "Hahahahahaah--Huh.";
+ mes "If there are two things";
+ mes "I hate more than criminals,";
+ mes "they would be sarcasm...";
+ mes "And receiving fake phone";
+ mes "numbers from really cute girls.";
+ next;
+ switch( select( "Yeah, you're no Don Juan.", "I'm... I'm sorry." ) )
+ {
+ case 1:
+ mes "[Morris]";
+ mes "Wah...!";
+ mes "Did you just--?!";
+ mes "Ugh, you're the worst";
+ mes "type of person, you know that?";
+ emotion e_omg;
+ close;
+ case 2:
+ mes "[Morris]";
+ mes "I think it's too late to";
+ mes "apologize. Why would you";
+ mes "treat someone of my stature";
+ mes "with such caustic sarcasm?!";
+ mes "What excuse could possibly";
+ mes "exonerate your behavior?!";
+ next;
+ switch( select( "I... I was intimidated...", "It's how I treat all losers." ) )
+ {
+ case 1:
+ mes "[Morris]";
+ mes "Of course: intense feelings";
+ mes "of awe and fear of my vast";
+ mes "intellect would result in that";
+ mes "kind of deviant behavior. I'll";
+ mes "have to forgive you, I suppose.";
+ next;
+ case 2:
+ mes "[Morris]";
+ mes "What...?!";
+ mes "Morris Poe, a loser?";
+ mes "Such defamatory remarks";
+ mes "cannot be forgiven, no";
+ mes "matter how unfounded";
+ mes "and groundless they are!";
+ emotion e_omg;
+ close;
+ }
+ }
+ }
+ break;
+ case 3:
+ mes "[Morris]";
+ mes "Hahaha, oh, that's";
+ mes "funny. Wait. You're...";
+ mes "You're really leaving.";
+ mes "N-no, come baaaack!";
+ close;
+ }
+ break;
+ case 2:
+ mes "[Strange Guy]";
+ mes "How did I know?";
+ mes "Elementary, my friend.";
+ mes "There was an abundance";
+ mes "of clues for me to make";
+ mes "that sort of simple deduction.";
+ close;
+ case 3:
+ mes "[Strange Guy]";
+ mes "Hello...?";
+ mes "...............";
+ mes "Oh, this is embarassing.";
+ mes "I can't believe I'm getting";
+ mes "the silent treatment...";
+ close;
+ }
+ mes "[Morris]";
+ mes "Yes, I know it's";
+ mes "difficult to believe that";
+ mes "you would be fortunate";
+ mes "enough to stand in the";
+ mes "presence of genius. Now,";
+ mes "you must be wondering...";
+ next;
+ select("Um, wondering what?");
+ mes "[Morris]";
+ mes "You're wondering,";
+ mes "\"How in the world";
+ mes "can I be as brilliant";
+ mes "as Morris Poe, the";
+ mes "genius detective?\"";
+ next;
+ mes "[Morris]";
+ mes "First, I think it's fair";
+ mes "to let you know that it's";
+ mes "an impossible dream. Men like";
+ mes "myself only arise in this world";
+ mes "perhaps once every generation.";
+ mes "I'm sorry, but don't give up!";
+ next;
+ mes "[Morris]";
+ mes "Now, you can try to reach";
+ mes "a level of intelligence that";
+ mes "is comparable to my own by";
+ mes "joining the Young Detective's";
+ mes "Club. To become a member, you just need one essential article.";
+ next;
+ mes "[Morris]";
+ mes "Yes, you will need the";
+ mes "^0000FFRenown Detective's Cap^000000!";
+ mes "Luckily, I'm giving them";
+ mes "away for a relatively small";
+ mes "material cost, but you must";
+ mes "hurry while supplies last.";
+ next;
+ mes "[Morris]";
+ mes "Simply bring me";
+ mes "^0000FF10 Magnifiers^000000,";
+ mes "^0000FF1887 Tassels^000000,";
+ mes "^0000FF1 Slotted Bucket Hat^000000";
+ mes "and ^0000FF1,887 zeny^000000. That's all!";
+ next;
+ mes "[Morris]";
+ mes "But first, let me warn you";
+ mes "not to bring a ^FF0000slotted Bucket";
+ mes "Hat with a card compounded to";
+ mes "it, or any upgraded Bucket Hats. I'm not responsible for any";
+ mes "loss resulting from that.";
+ next;
+ mes "[Morris]";
+ mes "Hurry and bring me";
+ mes "those items! There are";
+ mes "only 20,000,000 Renown";
+ mes "Detective Caps left!";
+ mes "Once they're gone,";
+ mes "they'll be extinct!";
+ set DTHATQ,1;
+ close;
+ }
+ else if(DTHATQ == 1)
+ {
+ mes "[Morris]";
+ mes "So, did you want to";
+ mes "buy, er, receive this";
+ mes "Renown Detective's Cap";
+ mes "and become an honored";
+ mes "member of the Young";
+ mes "Detective's Club?";
+ next;
+ mes "[Morris]";
+ mes "Remember, make sure";
+ mes "that you don't bring any";
+ mes "^FF0000slotted Bucket Hats that";
+ mes "have been upgraded or have";
+ mes "cards compounded to them, or";
+ mes "you'll lose those enhancements^000000.";
+ next;
+ mes "[Morris]";
+ mes "Now, if you have only";
+ mes "1 Bucket Hat, we can begin.";
+ mes "Young Detective's Club... Salute! ";
+ next;
+ switch( select( "Salute.", "Whatever..." ) )
+ {
+ case 1:
+ mes "[Morris]";
+ mes "Great, done like a pro!";
+ mes "Now, I need to check your";
+ mes "fee--I mean qualifications.";
+ mes "Let's see now, I need to";
+ mes "look through your Inventory...";
+ next;
+ set @lhzhatfailed,0;
+ if(countitem(611) < 10)
+ {
+ mes "[Morris]";
+ mes "Wait. You don't have";
+ mes "enough Magnifiers. You";
+ mes "do want to join this club,";
+ mes "don't you? Did you need to";
+ mes "hear the requirements again?";
+ set @lhzhatfailed,1;
+ next;
+ }
+ if(countitem(7301) < 1887 && @lhzhatfailed == 0)
+ {
+ mes "[Morris]";
+ mes "Magnifiers. Check.";
+ mes "Not enough Tassels? Check.";
+ set @lhzhatfailed,1;
+ next;
+ }
+ if(countitem(5120) < 1 && @lhzhatfailed == 0)
+ {
+ mes "[Morris]";
+ mes "Magnifiers. Check.";
+ mes "Tassels... Check.";
+ mes "Hm. You're missing";
+ mes "the slotted Bucket Hat.";
+ mes "You were so close...";
+ set @lhzhatfailed,1;
+ next;
+ }
+ if(Zeny < 1887 && @lhzhatfailed == 0)
+ {
+ mes "[Morris]";
+ mes "Magnifiers. Check.";
+ mes "Tassels... Check.";
+ mes "Slotted Bucket Hat. Got it.";
+ mes "Hey. Where's the zeny?!";
+ mes "That's the most important,";
+ mes "er, qualification of all!";
+ set @lhzhatfailed,1;
+ next;
+ }
+ if(@lhzhatfailed == 1)
+ {
+ mes "[Morris]";
+ mes "^333333*Sigh*^000000 You need";
+ mes "^0000FF10 Magnifiers^000000,";
+ mes "^0000FF1887 Tassels^000000,";
+ mes "^0000FF1 Slotted Bucket Hat^000000";
+ mes "and ^0000FF1,887 zeny^000000. That's all!";
+ emotion e_an;
+ next;
+ mes "[Morris]";
+ mes "Now, remember everything";
+ mes "that you need this time, okay?";
+ mes "I'll be waiting to welcome";
+ mes "you into the elite ranks of ";
+ mes "the Young Detective's Club.";
+ close;
+ }
+ mes "[Morris]";
+ mes "Magnifiers. Check.";
+ mes "Tassels... Check.";
+ mes "Slotted Bucket Hat. Got it.";
+ mes "Aaaand zeny. Heh heh. Perfect.";
+ next;
+ mes "[Morris]";
+ mes "Great, that's everything!";
+ mes "Welcome to the club! Here's";
+ mes "your Renown Detective's Cap,";
+ mes "so wear it with pride as you";
+ mes "take an active part in our club's";
+ mes "activities and promotion!";
+ delitem 7301,1887;
+ delitem 5120,1;
+ delitem 611,10;
+ set Zeny, Zeny - 1887;
+ set DTHATQ,2;
+ getitem 5108,1;
+ next;
+ switch( select( "Wait, promotion?", "Hooray!" ) )
+ {
+ case 1:
+ mes "[Morris]";
+ mes "Of course, isn't it obvious?";
+ mes "As a member, one of your duties";
+ mes "will be to sing accolades of this club so that more members";
+ mes "will join and earn their own";
+ mes "Renown Detective's Caps.";
+ next;
+ mes "[Morris]";
+ mes "Alright, scurry off";
+ mes "now and proudly display";
+ mes "your new, rakishly stylish";
+ mes "Renown Detective's Cap";
+ mes "to all of your friends!";
+ close;
+ case 2:
+ mes "[Morris]";
+ mes "Alright, scurry off";
+ mes "now and proudly display";
+ mes "your new, rakishly stylish";
+ mes "Renown Detective's Cap";
+ mes "to all of your friends!";
+ close;
+ }
+ case 2:
+ mes "[Morris]";
+ mes "Huh. You just failed";
+ mes "the \"Test of Respect.\"";
+ mes "You don't deserve the";
+ mes "honor of wearing the";
+ mes "Renowned Detective's Cap!";
+ close;
+ }
+ }
+ else if(DTHATQ == 2)
+ {
+ mes "[Morris]";
+ mes "Have you come to me";
+ mes "in order to obtain another";
+ mes "Renown Detective's Cap?";
+ mes "I realize that such a stylish";
+ mes "headgear is in high demand.";
+ next;
+ mes "[Morris]";
+ mes "Remember, make sure";
+ mes "that you don't bring any";
+ mes "^FF0000slotted Bucket Hats that";
+ mes "have been upgraded or have";
+ mes "cards compounded to them, or";
+ mes "you'll lose those enhancements^000000.";
+ next;
+ mes "[Morris]";
+ mes "As a proud member of";
+ mes "the Young Detective's Club,";
+ mes "did you bring everything";
+ mes "you need in order to earn";
+ mes "a Renown Detective's Cap?";
+ next;
+ switch( select( "I'm not sure~", "Sure!" ) )
+ {
+ case 1:
+ mes "[Morris]";
+ mes "What...?! Every good";
+ mes "detective must have a";
+ mes "photographic memory";
+ mes "and be able to recall";
+ mes "minute details in order";
+ mes "to crack the case.";
+ emotion e_sob;
+ next;
+ mes "[Morris]";
+ mes "Remember...";
+ mes "^0000FF10 Magnifiers^000000,";
+ mes "^0000FF1887 Tassels^000000,";
+ mes "^0000FF1 Slotted Bucket Hat^000000";
+ mes "and ^0000FF1,887 zeny^000000. Okay?";
+ close;
+ case 2:
+ mes "[Morris]";
+ mes "Great!";
+ mes "Now let me just";
+ mes "check to see if you";
+ mes "brought everything...";
+ next;
+ set @lhzhatfailed,0;
+ if(countitem(611) < 10)
+ {
+ mes "[Morris]";
+ mes "Hmm, you don't have";
+ mes "enough Magnifiers? But";
+ mes "those are essential tools";
+ mes "for sleuthing. Come now,";
+ mes "hurry back with them!";
+ set @lhzhatfailed,1;
+ next;
+ }
+ if(countitem(7301) < 1887 && @lhzhatfailed == 0)
+ {
+ mes "[Morris]";
+ mes "Magnifiers. Check.";
+ mes "Not enough Tassels? Check.";
+ set @lhzhatfailed,1;
+ next;
+ }
+ if(countitem(5120) < 1 && @lhzhatfailed == 0)
+ {
+ mes "[Morris]";
+ mes "Magnifiers. Check.";
+ mes "Tassels... Check.";
+ mes "Hm. You're missing";
+ mes "the slotted Bucket Hat.";
+ mes "You were so close...";
+ set @lhzhatfailed,1;
+ next;
+ }
+ if(Zeny < 1887 && @lhzhatfailed == 0)
+ {
+ mes "[Morris]";
+ mes "Magnifiers. Check.";
+ mes "Tassels... Check.";
+ mes "Slotted Bucket Hat. Got it.";
+ mes "Hey. Where's the zeny?!";
+ mes "That's the most important,";
+ mes "er, qualification of all!";
+ set @lhzhatfailed,1;
+ next;
+ }
+ if(@lhzhatfailed == 1)
+ {
+ mes "[Morris]";
+ mes "Remember...";
+ mes "^0000FF10 Magnifiers^000000,";
+ mes "^0000FF1887 Tassels^000000,";
+ mes "^0000FF1 Slotted Bucket Hat^000000";
+ mes "and ^0000FF1,887 zeny^000000. Okay?";
+ emotion e_an;
+ close;
+ }
+ mes "[Morris]";
+ mes "Magnifiers. Check.";
+ mes "Tassels... Check.";
+ mes "Slotted Bucket Hat. Got it.";
+ mes "Aaaand zeny. Heh heh. Perfect.";
+ next;
+ mes "[Morris]";
+ mes "Great! You've just qualified";
+ mes "to own yet another Renowned";
+ mes "Detective's Cap. Congratulations! Now, let me collect all of these";
+ mes "goods and zeny from you...";
+ delitem 7301,1887;
+ delitem 5120,1;
+ delitem 611,10;
+ set Zeny, Zeny - 1887;
+ set DTHATQ,2;
+ getitem 5108,1;
+ next;
+ mes "[Morris]";
+ mes "Hahaha! It's what";
+ mes "I expect from one of";
+ mes "our Junior Gold Members!";
+ mes "How does it feel like to be";
+ mes "the cream of the cream of";
+ mes "the crop? Great, isn't it?";
+ close;
+ }
+ }
+}
+
+lighthalzen,360,313,3 script Kid#LhzHat 706,{
+ mes "[Kid]";
+ if(sex)
+ mes "Hello, mister!";
+ else
+ mes "Hello, ma'am!";
+ mes "Um, would you do";
+ mes "me a favor, please?";
+ next;
+ if(countitem(526) && countitem(7270) && countitem(941) && countitem(10004))
+ {
+ mes "[Kid]";
+ mes "Oh! You brought me";
+ mes "some Royal Jelly to";
+ mes "eat, as well as everything";
+ mes "I need to make a Baby Pacifier.";
+ mes "Okay, let me get started on that right away. Just a moment...";
+ next;
+ mes "...";
+ mes "......";
+ next;
+ mes "[Kid]";
+ mes "Damn.";
+ mes "That Royal Jelly";
+ mes "was frickin' delicious!";
+ mes "Now I can make your";
+ mes "Baby Pacifier. Let's see";
+ mes "here. Ah, here we go...";
+ next;
+ mes "[Kid]";
+ mes "It's done!";
+ mes "Now, you're the";
+ mes "proud owner of your";
+ mes "very own Baby Pacifier!";
+ mes "I hope you're happy with";
+ mes "yourself. Travel safe, okay?";
+ delitem 526,1;
+ delitem 7270,1;
+ delitem 941,1;
+ delitem 10004,1;
+ getitem 5110,1;
+ close;
+ }
+ switch( select( "What do you need?", "Sorry, kid..." ) )
+ {
+ case 1:
+ mes "[Kid]";
+ mes "Well, my mom has been";
+ mes "sick recently, so both of";
+ mes "us haven't been able to eat";
+ mes "for the past few days. But";
+ mes "if she doesn't eat, how does";
+ mes "she expect to get better?";
+ emotion e_sob;
+ next;
+ mes "[Kid]";
+ mes "So I guess what I'm";
+ mes "asking is, would you be";
+ mes "able to spare some food?";
+ next;
+ switch( select( "Help him.", "Refuse to help." ) )
+ {
+ case 1:
+ if(!countitem(526))
+ {
+ mes "[Kid]";
+ mes "If you would, do you think";
+ mes "you can get some Royal Jelly";
+ mes "that I can give to my mom? The old lady next door says that it's";
+ mes "really nutritious and helps you get better faster if you're sick.";
+ next;
+ mes "[Kid]";
+ mes "My mom would be mad";
+ mes "at me if she found out";
+ mes "I was begging for it, but";
+ mes "Royal Jelly is too expensive";
+ mes "for me to get without any help!";
+ close;
+ }
+ mes "[Kid]";
+ mes "Oh, would it be alright";
+ mes "if I have this Royal Jelly?";
+ mes "It would really help my mom";
+ mes "feel better. Thanks so much~";
+ delitem 526,1;
+ next;
+ mes "[Kid]";
+ mes "Hey, to pay you back, why";
+ mes "don't I make a Baby Pacifier";
+ mes "for you? I learned how to make";
+ mes "one when my baby brother was";
+ mes "born. But first, I'll need some";
+ mes "materials to put it together...";
+ next;
+ mes "[Kid]";
+ mes "Would you";
+ mes "please bring";
+ mes "^3131FF1 Nursing Bottle^000000,";
+ mes "^3131FF1 Nose Ring^000000 and";
+ mes "^3131FF1 Pacifier^000000? Oh, and one";
+ mes "more ^3131FFRoyal Jelly^000000 for me~";
+ close;
+ case 2:
+ mes "[Kid]";
+ mes "Oh... Um, that's";
+ mes "alright. Maybe I was";
+ mes "asking too much from";
+ mes "you. I mean, it's true";
+ mes "that you barely know me...";
+ emotion e_sob;
+ close;
+ }
+ case 2:
+ mes "[Kid]";
+ mes "Th-that's okay.";
+ mes "I guess you must";
+ mes "be so busy that you";
+ mes "don't even have the";
+ mes "time to listen to some";
+ mes "little boy's problems...";
+ emotion e_sob;
+ close;
+ }
+}
+
+einbech,70,222,5 script Metelle#LhzHat 91,{
+ if(countitem(983) && countitem(7267) > 998 && countitem(749) && Zeny > 49999)
+ {
+ mes "[Metelle]";
+ mes "Oh, hello, what's this?";
+ mes "You're carrying 1 Black";
+ mes "Dyestuffs, 1 Frozen Rose,";
+ mes "999 Tiger Panties and even";
+ mes "50,000 zeny with you. That's";
+ mes "enough to make a Winter Hat...";
+ next;
+ mes "[Metelle]";
+ mes "Um, would you mind letting";
+ mes "me have those items so that";
+ mes "I can make a Winter Hat?";
+ mes "I'd never be able to gather";
+ mes "those things on my own...";
+ next;
+ switch( select( "Let her have the items.", "Don't give her the items." ) )
+ {
+ case 1:
+ mes "[Metelle]";
+ mes "Oh, thank you so much!";
+ mes "I've always wanted to make";
+ mes "this hat and try it on, even";
+ mes "if it's just once. But don't";
+ mes "worry, I'll give it to you~";
+ mes "Now please next; a moment...";
+ next;
+ mes "[Metelle]";
+ mes "Let's see...";
+ mes "I've got to fold";
+ mes "the rose like this...";
+ mes "Be careful with the dye...";
+ mes "Where did I put all those";
+ mes "pan--Oh, here we are.";
+ next;
+ mes "[Metelle]";
+ mes "^333333*Whew!*^000000";
+ mes "Finally, it's done!";
+ mes "Now, if you don't mind,";
+ mes "let me try this hat on";
+ mes "for just a little while.";
+ delitem 983,1;
+ delitem 7267,999;
+ delitem 749,1;
+ set Zeny,Zeny - 50000;
+ getitem 5115,1;
+ next;
+ mes "...";
+ mes "......";
+ next;
+ mes "[Metelle]";
+ mes "Ahhhhhh~";
+ mes "It just feels...";
+ mes "I felt so free~";
+ mes "It was everything";
+ mes "I imagined it to be.";
+ next;
+ mes "[Metelle]";
+ mes "Here, please take";
+ mes "this Winter Hat. I really";
+ mes "hope that you'll enjoy it";
+ mes "as much as I do. Well then,";
+ mes "be safe in your travels, okay?";
+ close;
+ case 2:
+ mes "[Metelle]";
+ mes "I'm sorry, I know that";
+ mes "I was asking a pretty big";
+ mes "favor from someone I just";
+ mes "met. I hope you understand";
+ mes "how much I really want to";
+ mes "make that Winter Hat...";
+ close;
+ }
+ }
+ mes "[Metelle]";
+ mes "Look at that blue";
+ mes "sky. Don't you wish";
+ mes "you could just soar";
+ mes "through the heavens";
+ mes "with your own wings?";
+ next;
+ mes "[Metelle]";
+ mes "Of course, it's an";
+ mes "impossible dream,";
+ mes "but with this Winter Hat,";
+ mes "you can at least enjoy the";
+ mes "sensation of freedom that";
+ mes "a bird in flight must feel.";
+ next;
+ mes "[Metelle]";
+ mes "If you would like";
+ mes "a hat like this, I would";
+ mes "need to have some items";
+ mes "that I don't think I can ever";
+ mes "obtain on my very own.";
+ next;
+ mes "[Metelle]";
+ mes "^FF00001 Black Dyestuffs^000000,";
+ mes "^FF0000999 Tiger Panties^000000,";
+ mes "^FF00001 Frozen Rose^000000 and";
+ mes "^FF000050,000 zeny^000000. If you can";
+ mes "bring those to me, I shall";
+ mes "make you a Winter Hat.";
+ close;
+
+}
+
+lhz_in02,91,38,5 script Margaret Mary#LhzHat 90,{
+
+ mes "[Margaret Mary]";
+ mes "The white rose, in its";
+ mes "purity and simplicity, is";
+ mes "like a woman who doesn't";
+ mes "need jewels or fancy dresses";
+ mes "to look noble and beautiful. It's the perfect gift for a lady.";
+ next;
+ switch( select( "Make a Mystic Rose.", "End Conversation." ) )
+ {
+ case 1:
+ if(countitem(731) > 9 && countitem(748) > 2 && countitem(982) && Zeny > 49999)
+ {
+ mes "[Margaret Mary]";
+ mes "Ah, I see that you've brought";
+ mes "what I need to bleach the blood";
+ mes "red hue from these Witherless";
+ mes "Roses and adorn these flowers";
+ mes "with eternal elegance. May I use these items to make a Mystic Rose?";
+ next;
+ switch( select( "Yes", "No" ) )
+ {
+ case 1:
+ mes "[Margaret Mary]";
+ mes "Thank you. Please";
+ mes "next; a moment while";
+ mes "I concentrate in order to";
+ mes "preserve the natural beauty";
+ mes "of these gorgeous flowers...";
+ next;
+ mes "[Margaret Mary]";
+ mes "The rose truly is the";
+ mes "undisputed queen of all";
+ mes "flowers. All other flora must";
+ mes "humbly bow to its regal beauty.";
+ next;
+ mes "...";
+ mes "......";
+ next;
+ mes "...";
+ mes "......";
+ mes ".........";
+ next;
+ mes "[Margaret Mary]";
+ mes "There, it is finished.";
+ mes "Please remember to wear";
+ mes "your hair in an elegant and";
+ mes "refined manner when wearing";
+ mes "the Mystic Rose so as not to disgrace these beautiful flowers.";
+ delitem 731,10;
+ delitem 748,3;
+ delitem 982,1;
+ set Zeny,Zeny - 50000;
+ getitem 5117,1;
+ close;
+
+ case 2:
+ mes "[Margaret Mary]";
+ mes "White roses with thorns";
+ mes "makes my heart beat with";
+ mes "unceasing trepidation. What";
+ mes "if I prick my finger and shed";
+ mes "blood on its snow white petals?";
+ close;
+ }
+ }
+ mes "[Margaret Mary]";
+ mes "I love roses, but it makes";
+ mes "me sad that their beauty";
+ mes "fades far too soon. And so,";
+ mes "I've found a way to preserve";
+ mes "the beauty of the roses, so";
+ mes "that it lasts for all eternity.";
+ next;
+ mes "[Margaret Mary]";
+ mes "Do you love roses as well?";
+ mes "If you like, I can make a";
+ mes "^3131FFMystic Rose^000000 that you can wear";
+ mes "upon your crown. It's not easy";
+ mes "for me to create, but I believe that you would enjoy it greatly.";
+ next;
+ mes "[Margaret Mary]";
+ mes "Please bring me";
+ mes "^3131FF10 2 Carat Diamonds^000000,";
+ mes "^3131FF3 Witherless Roses^000000,";
+ mes "^3131FF1 White Dyestuffs^000000 and";
+ mes "^3131FF50,000 zeny^000000 if you would";
+ mes "like to have a Mystic Rose.";
+ close;
+
+ case 2:
+ mes "[Margaret Mary]";
+ mes "White roses with thorns";
+ mes "makes my heart beat with";
+ mes "unceasing trepidation. What";
+ mes "if I prick my finger and shed";
+ mes "blood on its snow white petals?";
+ close;
+ }
+
+}
+
+lighthalzen,182,89,0 script Relaxed-Looking Lady 91,{
+ if(LHZBTQ == 0)
+ {
+ mes "[Relaxed-Looking Lady]";
+ mes "Hmmm...?";
+ mes "What? Did you";
+ mes "need something?";
+ next;
+ switch( select( "N-Nothing.", "Um, you look so relaxed." ) )
+ {
+ case 1:
+ mes "[Relaxed-Looking Lady]";
+ mes "Huh.";
+ mes "Alright then.";
+ mes "Well, try not to stare";
+ mes "at people so much.";
+ close;
+ case 2:
+ mes "[Relaxed-Looking Lady]";
+ mes "Really? You are probably";
+ mes "the twentieth person to";
+ mes "tell me that today. Mmm.";
+ mes "That's strange, isn't it?";
+ next;
+ select("I guess.","It's not strange at all.");
+ mes "[Relaxed-Looking Lady]";
+ mes "Oh yeah.";
+ mes "What's your name?";
+ mes "That is, if you don't";
+ mes "mind me asking you.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "My name is " + strcharinfo(0) + "";
+ mes "and I'm an adventurer~";
+ next;
+ mes "[Achiha]";
+ mes "Oh, one of those?";
+ mes "My name is Achiha, nice";
+ mes "to meet you. I don't really";
+ mes "do much of anything.";
+ mes "Just sit. Relax.";
+ set LHZBTQ,1;
+ emotion e_heh;
+ next;
+ mes "[Achiha]";
+ mes "I do have a hobby,";
+ mes "though. Once in a while,";
+ mes "I'll sew a hat. Do you think";
+ mes "an adventurer like you would";
+ mes "want to have a hat I made?";
+ next;
+ switch( select( "Er, I dunno.", "Sure." ) )
+ {
+ case 1:
+ mes "[Achiha]";
+ mes "Mm. I mean, the";
+ mes "Red Bonnets I make";
+ mes "might not be sturdy";
+ mes "enough for battles.";
+ mes "But what about those";
+ mes "fish and cake hats?";
+ next;
+ mes "[Achiha]";
+ mes "Hats...?";
+ mes "That look like";
+ mes "fish or cake? Mm.";
+ mes "Haha. I just got it.";
+ mes "That's, that's funny.";
+ close;
+ case 2:
+ mes "[Achiha]";
+ mes "Really? Well, I can sew";
+ mes "together a ^0000FFRed Bonnet^000000.";
+ mes "It reminds most people";
+ mes "of a baby's bonnet, but";
+ mes "it does look good on";
+ mes "most people I know.";
+ next;
+ mes "[Achiha]";
+ mes "Um, did you want me";
+ mes "to make you one? I can";
+ mes "go ahead and do it if you";
+ mes "bring me some materials.";
+ mes "Since it's just for fun,";
+ mes "I won't ask for too much.";
+ next;
+ mes "[Achiha]";
+ mes "Just bring";
+ mes "^0000FF1 Green Lace^000000,";
+ mes "^0000FF1 Silk Ribbon^000000,";
+ mes "^0000FF1 Scarlet Dyestuffs^000000,";
+ mes "^0000FF1 Sunday Hat^000000 and";
+ mes "^0000FF50,000 zeny^000000.";
+ next;
+ mes "[Achiha]";
+ mes "I think I'm going";
+ mes "to just sit and relax";
+ mes "a little bit longer. But";
+ mes "if you want me to make";
+ mes "a hat for you, come back";
+ mes "with those materials, okay?";
+ set LHZBTQ,2;
+ close;
+ }
+ }
+ }
+ else if(LHZBTQ == 1)
+ {
+ mes "[Achiha]";
+ mes "Oh, hello.";
+ mes "Isn't it such a nice,";
+ mes "quiet, pleasant day?";
+ next;
+ switch( select( "Indeed.", "Would you please make a hat for me?" ) )
+ {
+ case 1:
+ mes "[Achiha]";
+ mes "Yeah. Today would";
+ mes "be a nice day for a";
+ mes "picnic or a long stroll.";
+ mes "But all I want to do is";
+ mes "just sit and relax...";
+ close;
+ case 2:
+ mes "[Achiha]";
+ mes "What are you talking";
+ mes "about? Oh, you mean the";
+ mes "Red Bonnet? Well, I guess";
+ mes "I can make one. But I think";
+ mes "I need some materials first.";
+ next;
+ mes "[Achiha]";
+ mes "^0000FF1 Green Lace^000000,";
+ mes "^0000FF1 Silk Ribbon^000000,";
+ mes "^0000FF1 Scarlet Dyestuffs^000000,";
+ mes "^0000FF1 Sunday Hat^000000 and";
+ mes "^0000FF50,000 zeny^000000.";
+ mes "That's what I need.";
+ next;
+ mes "[Achiha]";
+ mes "Oh, but I don't";
+ mes "feel like making it";
+ mes "right now. I'm soooo";
+ mes "tired. Let me just sit,";
+ mes "relax, even if it's just";
+ mes "a little while longer...";
+ set LHZBTQ,2;
+ close;
+ }
+ }
+ else if(LHZBTQ == 2)
+ {
+ mes "[Achiha]";
+ mes "Oh, good, you're here.";
+ mes "I've been waiting for you.";
+ mes "Did you bring everything that";
+ mes "you need to make a ^0000FFRed Bonnet^000000?";
+ next;
+ switch( select( "Yes.", "I forgot what I need." ) )
+ {
+ case 1:
+ if(countitem(10015) < 1 || countitem(10007) < 1 || countitem(975) < 1 || countitem(5032) < 1 || Zeny < 50000)
+ {
+ mes "[Achiha]";
+ mes "Uh oh.";
+ mes "You forgot";
+ mes "a couple things.";
+ mes "Would you like me";
+ mes "to remind you what";
+ mes "you need to bring?";
+ next;
+ mes "[Achiha]";
+ mes "^0000FF1 Green Lace^000000,";
+ mes "^0000FF1 Silk Ribbon^000000,";
+ mes "^0000FF1 Scarlet Dyestuffs^000000,";
+ mes "^0000FF1 Sunday Hat^000000 and";
+ mes "^0000FF50,000 zeny^000000. Come back";
+ mes "when you're ready, okay?";
+ close;
+ }
+ mes "[Achiha]";
+ mes "Oh, you brought";
+ mes "everything. That's";
+ mes "good. Okay, just give";
+ mes "it to me. Um, let's see.";
+ next;
+ mes "[Achiha]";
+ mes "Well, I'm finished.";
+ mes "^333333*Yawn*^000000 And now I'm";
+ mes "even more tired. Here,";
+ mes "take this Red Bonnet.";
+ mes "I hope you like it~";
+ mes "I think I'll relax now...";
+ delitem 10015,1;
+ delitem 10007,1;
+ delitem 975,1;
+ delitem 5032,1;
+ set Zeny,Zeny - 50000;
+ getitem 5109,1;
+ set LHZBTQ,3;
+ next;
+ mes "[Achiha]";
+ mes "I hope you will enjoy the hat~";
+ close;
+ case 2:
+ mes "[Achiha]";
+ mes "Oh, you really";
+ mes "forgot? Oh dear,";
+ mes "let me try to remember.";
+ mes "I didn't forget too, did I?";
+ mes "Oh next;, I remember now...";
+ next;
+ mes "[Achiha]";
+ mes "^0000FF1 Green Lace^000000,";
+ mes "^0000FF1 Silk Ribbon^000000,";
+ mes "^0000FF1 Scarlet Dyestuffs^000000,";
+ mes "^0000FF1 Sunday Hat^000000 and";
+ mes "^0000FF50,000 zeny^000000. Come back";
+ mes "when you're ready, okay?";
+ close;
+ }
+ }
+ else if(LHZBTQ == 3)
+ {
+ mes "[Achiha]";
+ mes "Oh, I remember you.";
+ mes "You're the adventurer";
+ mes "who likes my Red Bonnets";
+ mes "so much. Did you want me";
+ mes "to make another one for you?";
+ next;
+ switch( select( "Yes.", "I forgot what I need." ) )
+ {
+ case 1:
+ if(countitem(10015) < 1 || countitem(10007) < 1 || countitem(975) < 1 || countitem(5032) < 1 || Zeny < 50000)
+ {
+ mes "[Achiha]";
+ mes "Uh oh.";
+ mes "You forgot";
+ mes "a couple things.";
+ mes "Would you like me";
+ mes "to remind you what";
+ mes "you need to bring?";
+ next;
+ mes "[Achiha]";
+ mes "^0000FF1 Green Lace^000000,";
+ mes "^0000FF1 Silk Ribbon^000000,";
+ mes "^0000FF1 Scarlet Dyestuffs^000000,";
+ mes "^0000FF1 Sunday Hat^000000 and";
+ mes "^0000FF50,000 zeny^000000. Come back";
+ mes "when you're ready, okay?";
+ close;
+ }
+ mes "[Achiha]";
+ mes "Oh, you brought";
+ mes "everything. That's";
+ mes "good. Okay, just give";
+ mes "it to me. Um, let's see.";
+ next;
+ mes "[Achiha]";
+ mes "Well, I'm finished.";
+ mes "^333333*Yawn*^000000 And now I'm";
+ mes "even more tired. Here,";
+ mes "take this Red Bonnet.";
+ mes "I hope you like it~";
+ mes "I think I'll relax now...";
+ delitem 10015,1;
+ delitem 10007,1;
+ delitem 975,1;
+ delitem 5032,1;
+ set Zeny,Zeny - 50000;
+ getitem 5109,1;
+ next;
+ mes "[Achiha]";
+ mes "I hope you will enjoy the hat~";
+ close;
+ case 2:
+ mes "[Achiha]";
+ mes "Oh, you really";
+ mes "forgot? Oh dear,";
+ mes "let me try to remember.";
+ mes "I didn't forget too, did I?";
+ mes "Oh next;, I remember now...";
+ next;
+ mes "[Achiha]";
+ mes "^0000FF1 Green Lace^000000,";
+ mes "^0000FF1 Silk Ribbon^000000,";
+ mes "^0000FF1 Scarlet Dyestuffs^000000,";
+ mes "^0000FF1 Sunday Hat^000000 and";
+ mes "^0000FF50,000 zeny^000000. Come back";
+ mes "when you're ready, okay?";
+ close;
+ }
+ }
+}
+
+gl_prison1,137,138,5 script Zealotus#LhzHat 1200,{
+ if(ZLMASKQ == 0)
+ {
+ mes "[Zealotus]";
+ mes "Kneel, worm!";
+ mes "As ruler of this";
+ mes "Underground Prison,";
+ mes "I command all who step";
+ mes "into my private realm!";
+ next;
+ mes "[Zealotus]";
+ mes "Resist, and you shall be";
+ mes "punished! Grovel and kiss";
+ mes "my feet, and perhaps you";
+ mes "might be spared. Hohohohoho!";
+ next;
+ switch( select( "Oh, your highness!", "Whatever." ) )
+ {
+ case 1:
+ mes "[Zealotus]";
+ mes "The submissive woman is";
+ mes "nothing but an ideal dream";
+ mes "for the arrogant male! A true";
+ mes "woman revels in her power to";
+ mes "have her man do her bidding!";
+ next;
+ switch( select( "Yes, it's so true!", "Boooo!" ) )
+ {
+ case 1:
+ mes "[Zealotus]";
+ mes "However, in my lust for power, I may have inadventently crushed";
+ mes "the spirits of my beloved a little too harshly. His pride crumbled,";
+ mes "my man even cowers in front of the humans! It pains me to see it.";
+ next;
+ mes "[Zealotus]";
+ mes "It is beneath me to ask";
+ mes "this of you, but it will take";
+ mes "a human like you to make";
+ mes "him remember who he truly is,";
+ mes "a proud creature of darkness";
+ mes "who should fear only me!";
+ next;
+ mes "[Zealotus]";
+ mes "Human. I offer you a small";
+ mes "share of my power if you can";
+ mes "take the pathetic, weeping lump";
+ mes "of monster crying in the corner";
+ mes "of this prison and make him";
+ mes "realize his true nature.";
+ set ZLMASKQ,1;
+ close;
+ case 2:
+ mes "[Zealotus]";
+ mes "You dirty, dirty human...";
+ mes "How dare you have an ";
+ mes "opinion different than mine!";
+ mes "No matter. The day will come";
+ mes "when all of your race shall";
+ mes "address me only as \"queen.\"";
+ close;
+ }
+ case 2:
+ mes "[Zealotus]";
+ mes "Mortal simpleton!";
+ mes "Bah! The mocking of";
+ mes "a boorish cur is worthless";
+ mes "to me. I have all the time in";
+ mes "the world to grind your pride";
+ mes "to dust beneath my heels.";
+ close;
+ }
+ }
+ else if(ZLMASKQ > 0 && ZLMASKQ < 6)
+ {
+ mes "[Zealotus]";
+ mes "Hm. If my beloved is";
+ mes "acting stubborn or refuses";
+ mes "to listen, feel free to take";
+ mes "drastic measures. Just think";
+ mes "of what I would do in your";
+ mes "place. Ohohohohoho~!";
+ close;
+ }
+ else if(ZLMASKQ == 6)
+ {
+ mes "[Zealotus]";
+ mes "Ooh, you're back.";
+ mes "Phendark is certainly";
+ mes "back to his old self again,";
+ mes "thanks to your efforts, human.";
+ mes "Yes, his anger, his courage";
+ mes "and passion are all restored~";
+ next;
+ mes "[Zealotus]";
+ mes "As I promised, I shall";
+ mes "grant you a share of my";
+ mes "power. However, I will need";
+ mes "some items to form this minor";
+ mes "contract between you and me.";
+ next;
+ mes "[Zealotus]";
+ mes "I will need";
+ mes "^3131FF1 Cat's Eye^000000,";
+ mes "^3131FF1 Forbidden Red Candle^000000 and";
+ mes "^3131FF30 Worn-Out Magic Scrolls^000000.";
+ mes "Then, I can grant you a measure";
+ mes "of my power as I've promised.";
+ set ZLMASKQ,7;
+ close;
+ }
+ else if(ZLMASKQ == 7)
+ {
+ if(countitem(7263) && countitem(660) && countitem(7099) > 29)
+ {
+ mes "[Zealotus]";
+ mes "I see that you have";
+ mes "brought what I need to";
+ mes "complete the contract";
+ mes "between you and me,";
+ mes "human. Let's begin...";
+ next;
+ mes "^3355FFZealotus takes the red";
+ mes "candle you've given her and";
+ mes "drips the wax into her open";
+ mes "palm. The Cat's Eye begins";
+ mes "to glow with an eerie light.^000000";
+ next;
+ mes "[Zealotus]";
+ mes "Now, place your index";
+ mes "finger into my palm so";
+ mes "that we may complete the";
+ mes "final step of this contract...";
+ next;
+ switch( select( "Don't complete the contract.", "Complete the contract." ) )
+ {
+ case 1:
+ mes "[Zealotus]";
+ mes "Hm? What are you";
+ mes "afraid of? This is a";
+ mes "minor contract, so";
+ mes "you are not selling me";
+ mes "your soul, or anything";
+ mes "else for that matter.";
+ close;
+ case 2:
+ mes "[Zealotus]";
+ mes "I, Zealotus, as ruler";
+ mes "of this realm, seal this";
+ mes "eternal contract with this";
+ mes "Forbidden Red Candle.";
+ next;
+ mes "[Zealotus]";
+ mes "" + strcharinfo(0) + " will";
+ mes "forever have a share";
+ mes "in my power. Those that";
+ mes "bow to me must also bow";
+ mes "to " + strcharinfo(0) + ". It shall be done.";
+ specialeffect EF_DEVIL;
+ specialeffect EF_POISONHIT;
+ next;
+ mes "[Zealotus]";
+ mes "Human, take this";
+ mes "mask with you as an";
+ mes "everlasting token of our";
+ mes "contract. So long as you";
+ mes "carry this, I will be at your";
+ mes "side. So says Zealotus!";
+ delitem 7263,1;
+ delitem 660,1;
+ delitem 7099,30;
+ getnameditem 5121,strcharinfo(0);
+ set ZLMASKQ,8;
+ close;
+ }
+ }
+ mes "[Zealotus]";
+ mes "I will need";
+ mes "^3131FF1 Cat's Eye^000000,";
+ mes "^3131FF1 Forbidden Red Candle^000000 and";
+ mes "^3131FF30 Worn-Out Magic Scrolls^000000.";
+ mes "Then, I can grant you a measure";
+ mes "of my power as I've promised.";
+ close;
+ }
+ else if(ZLMASKQ == 8)
+ {
+ mes "[Zealotus]";
+ mes "Ah, I greet you in";
+ mes "peace, human. Behold,";
+ mes "the splendor of our realm!";
+ mes "Though, I do not blame you";
+ mes "if you have no interest in";
+ mes "commanding these Injustices...";
+ next;
+ mes "[Zealotus]";
+ mes "Thanks to your help,";
+ mes "my Phendark has returned";
+ mes "to his old, monstrously";
+ mes "passionate ways. Now I can";
+ mes "show him the stinging love";
+ mes "of my whip! Hohohohohoho!";
+ emotion e_kis;
+ close;
+ }
+
+}
+
+gl_prison1,97,104,1 script Phendark#LhzHat 1202,{
+ if(ZLMASKQ == 0)
+ {
+ mes "[Phendark]";
+ mes "Huh? Oh no!";
+ mes "Another h-human?!";
+ mes "P-please! S-stay away,";
+ mes "don't come near me!";
+ close;
+ }
+ else if(ZLMASKQ == 1)
+ {
+ mes "[Phendark]";
+ mes "Huh? Oh no!";
+ mes "Another h-human?!";
+ mes "P-please! S-stay away,";
+ mes "don't come near me!";
+ next;
+ mes "[Phendark]";
+ mes "I... I swear!";
+ mes "I'm not carrying any";
+ mes "rare items or stuff you";
+ mes "can wear, so please don't";
+ mes "beat me! I... Oh my god, you";
+ mes "don't believe me, don't you?";
+ next;
+ mes "[Phendark]";
+ mes "You humans never leave";
+ mes "me alone! Why do you have";
+ mes "to bully me like this?! I'm";
+ mes "honestly not carrying anything";
+ mes "of value! Z-Zealotus, please!";
+ mes "Zealotus, heeeeeelp me~!";
+ emotion e_sob;
+
+ if(!(
+ countitem(1950) || countitem(1951) || countitem(1952) ||
+ countitem(1953) || countitem(1954) || countitem(1955) ||
+ countitem(1956) || countitem(1957) || countitem(1958) ||
+ countitem(1959) || countitem(1960) || countitem(1961) ||
+ countitem(1962) || countitem(1963) || countitem(1964) ||
+ countitem(1965) || countitem(1966) || countitem(1967) ||
+ countitem(1968) || countitem(1969) || countitem(1970) ||
+ countitem(1971)
+ ))
+ close; // no whip equipped or in inventory
+
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "You're pathetic!";
+ mes "Aren't you supposed";
+ mes "to be a monster? You know";
+ mes "what Zealotus would do if";
+ mes "she were actually here?";
+ next;
+ mes "[Phendark]";
+ mes "^333333*Sniff...*^000000";
+ mes "P-probably...";
+ mes "Probably whip me.";
+ next;
+ mes "^3355FFYou nonchalantly^000000";
+ mes "^3355FFbrandish your Whip.^000000";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "That's right.";
+ next;
+ mes "^3355FF*Snap!*";
+ mes "*Snap!*";
+ mes "*Crack crack crack!*";
+ mes "*Snap snap snap crack!*^000000";
+ next;
+ mes "[Phendark]";
+ mes "Oh! That stinging pain";
+ mes "that burns with bloodlust!";
+ mes "It's almost as good as";
+ mes "Zealtos's whip of love!";
+ next;
+ mes "[Phendark]";
+ mes "Zealotus...";
+ mes "She must be pissed";
+ mes "at me, but I just can't";
+ mes "stop being afraid of all";
+ mes "you humans! Damn it all!";
+ set ZLMASKQ,2;
+ close;
+ }
+ else if(ZLMASKQ == 2 || ZLMASKQ == 3)
+ {
+ if(countitem(7315) > 368 && ZLMASKQ == 3)
+ {
+ mes "[Phendark]";
+ mes "Y-you again!";
+ mes "Why do you hound me?!";
+ mes "Th-there's nothing I can";
+ mes "give you, so please don't";
+ mes "hurt me! Oh, oh p-please...!";
+ emotion e_swt2;
+ next;
+ switch( select( "Feed him Dark Crystal Fragment.", "Threaten him." ) )
+ {
+ case 1:
+ mes "[Phendark]";
+ mes "What...? You want";
+ mes "me to eat these?";
+ mes "It doesn't seem natural,";
+ mes "but if Rybio says I should,";
+ mes "it might not be that bad.";
+ next;
+ mes "...";
+ mes "......";
+ next;
+ mes "[Phendark]";
+ mes "What's supposed to";
+ mes "happen now? My inner";
+ mes "demon is supposed to";
+ mes "awaken by eating these?";
+ mes "That sounds ridiculous!";
+ mes "Though, I did just eat crystal.";
+ next;
+ mes "[Phendark]";
+ mes "Wh-whoa. Ugh!";
+ mes "My chest! Something's";
+ mes "burning inside! I c-can't--!";
+ mes "Can't think straight... I'm...";
+ mes "Slowly... Losing my humanity!";
+ next;
+ mes "[Phendark]";
+ mes "Huh... Huuurg--!";
+ mes "Huk-huk! Heeeeh!";
+ mes "Heeeeeh! Waaoooooh!";
+ next;
+ mes "[Phendark]";
+ mes "...";
+ mes "Grrrrr...!";
+ next;
+ mes "[Phendark]";
+ mes "^333333*Pant pant*^000000";
+ mes "What... just...";
+ mes "What happened?";
+ set ZLMASKQ,4;
+ delitem 7315,369;
+ close;
+ case 2:
+ mes "[" + strcharinfo(0) + "]";
+ mes "So what happens";
+ mes "if I don't decide not";
+ mes "to hurt you? Whatcha";
+ mes "gonna do then, huh?";
+ next;
+ mes "...";
+ mes "......";
+ next;
+ mes "[Phendark]";
+ mes "S-stop it!";
+ mes "Just--Just stop it!";
+ close;
+ }
+ }
+ mes "[Phendark]";
+ mes "Humans...";
+ mes "They're everywhere!";
+ mes "You guys--I can't...";
+ mes "You're torturing me!";
+ emotion e_sob;
+ close;
+ }
+ else if(ZLMASKQ == 4)
+ {
+ mes "[Phendark]";
+ mes "My chest was on fire,";
+ mes "like I was, I dunno,";
+ mes "burning with anger or";
+ mes "something. It's gone";
+ mes "now, but what were";
+ mes "those crystals?";
+ close;
+ }
+ else if(ZLMASKQ == 5)
+ {
+ mes "[Phendark]";
+ mes "You again? Oh no,";
+ mes "you're not going to hurt";
+ mes "me or make me eat those";
+ mes "weird crystals again, are you?";
+ next;
+ mes "^3131FF[" + strcharinfo(0) + "]^000000";
+ switch( select( "Rybio", "Injustice", "Zealotus" ) )
+ {
+ case 1:
+ mes "Rybio";
+ break;
+ case 2:
+ mes "Injustice";
+ break;
+ case 3:
+ mes "Zealotus";
+ set .@phen_point,.@phen_point+1;
+ break;
+ }
+ switch( select( "hates", "likes" ) )
+ {
+ case 1:
+ mes "hates";
+ set .@phen_point,.@phen_point+2;
+ break;
+ case 2:
+ mes "likes";
+ set .@phen_point,.@phen_point+1;
+ break;
+ }
+ switch( select( "Rybio.", "Injustice.", "Phendark.", "Zealotus." ) )
+ {
+ case 1:
+ mes "Rybio.";
+ break;
+ case 2:
+ mes "Injustice.";
+ break;
+ case 3:
+ mes "Phendark.";
+ set .@phen_point,.@phen_point+1;
+ break;
+ case 4:
+ mes "Zealotus.";
+ next;
+ }
+ if(.@phen_point == 1)
+ {
+ mes "[Phendark]";
+ mes "I don't think";
+ mes "congratulations are";
+ mes "in order, but I guess";
+ mes "that's good news to hear.";
+ mes "Still, what a surprise!";
+ close;
+ }
+ else if(.@phen_point == 2)
+ {
+ mes "[Phendark]";
+ mes "Hey...!";
+ mes "I don't know if";
+ mes "that's something";
+ mes "I want to hear about!";
+ }
+ else if(.@phen_point == 3)
+ {
+ mes "[Phendark]";
+ mes "I can't believe";
+ mes "something like that!";
+ mes "Oh, that doesn't matter.";
+ mes "Zealotus is too good for me.";
+ mes "I'm not even worthy of tasting";
+ mes "the sting of her Love Whip.";
+ emotion e_sob;
+ close;
+ }
+ else if(.@phen_point == 4)
+ {
+ mes "[Phendark]";
+ mes "...";
+ mes "......";
+ mes "Hates me?";
+ mes "N-no, that can't--";
+ mes "I didn't, that doesn't--";
+ next;
+ }
+ else
+ {
+ mes "[Phendark]";
+ mes "Huh...?";
+ mes "What is that";
+ mes "supposed to mean?";
+ close;
+ }
+
+ switch( select( "Insult him.", "Apologize." ) )
+ {
+ case 1:
+ mes "[" + strcharinfo(0) + "]";
+ mes "First of all,";
+ mes "what exactly sets";
+ mes "you apart from all the";
+ mes "other eligible monsters";
+ mes "that she can choose from?";
+ mes "Not like you're much better...";
+ next;
+ mes "[Phendark]";
+ mes "...";
+ mes "......";
+ next;
+ switch( select( "Break his pride.", "Tell him you were joking." ) )
+ {
+ case 1:
+ mes "^3131FF[" + strcharinfo(0) + "]^000000";
+ mes "I mean, there are guys";
+ mes "like Bloody Murderer out";
+ mes "there who are more evil";
+ mes "than you, and best of all,";
+ mes "not afraid of humans!";
+ next;
+ switch( select( "Go for the low blow.", "Try to salvage his confidence." ) )
+ {
+ case 1:
+ mes "[" + strcharinfo(0) + "]";
+ mes "You know, me and Zealotus";
+ mes "were actually talking about";
+ mes "you recently. She told me that";
+ mes "the sight of you makes her";
+ mes "feel sick! I mean, what kind";
+ mes "of monster is afraid of humans?";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Now you've reached the";
+ mes "point where even Injustice";
+ mes "is manlier than you now,";
+ mes "if you know what I mean!";
+ mes "Hahahahahahahahaha!";
+ next;
+ mes "[Phendark]";
+ mes "...";
+ mes "......";
+ next;
+ mes "[Phendark]";
+ mes "...";
+ mes "......";
+ mes ".........";
+ next;
+ mes "[Phendark]";
+ mes "...";
+ mes "......";
+ mes ".........";
+ mes "............";
+ next;
+ mes "[Phendark]";
+ mes "GRRRRRR!";
+ mes "THAT'S ENOUGH!";
+ emotion e_ag;
+ next;
+ mes "[Phendark]";
+ mes "I don't care who the";
+ mes "hell she is, I'm going";
+ mes "to see Zealotus and give";
+ mes "that tramp a piece of my";
+ mes "mind! Grrrr! She'll be sorry!";
+ set ZLMASKQ,6;
+ emotion e_an;
+ close;
+ case 2:
+ mes "^3131FF[" + strcharinfo(0) + "]^000000";
+ mes "But know that I think";
+ mes "about it, maybe you look";
+ mes "much tougher than that";
+ mes "Bloody Murderer guy.";
+ next;
+ mes "[Phendark]";
+ mes "*Sniff sniff*";
+ mes "You really think so?";
+ next;
+ mes "...";
+ mes "......";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "...Yeeeeeah.";
+ close;
+ }
+ case 2:
+ mes "[" + strcharinfo(0) + "]";
+ mes "But now that I think";
+ mes "about it, you actually";
+ mes "are much better than all";
+ mes "those other monsters.";
+ mes "That stuff I said before?";
+ mes "I was just kidding you.";
+ next;
+ mes "[Phendark]";
+ mes "^333333*Sniff!*^000000";
+ mes "You're...";
+ mes "Not helping!";
+ close;
+ }
+ case 2:
+ mes "[" + strcharinfo(0) + "]";
+ mes "I...";
+ mes "I was just kidding!";
+ mes "How could she hate";
+ mes "somebody like you?";
+ next;
+ mes "[Phendark]";
+ mes "No... No.";
+ mes "You're right.";
+ mes "I don't deserve love.";
+ mes "Not from Zealotus or";
+ mes "from anybody else...";
+ close;
+ }
+ }
+ else if(ZLMASKQ > 5)
+ {
+ mes "[Phendark]";
+ mes "Zealotus! How dare";
+ mes "she say those things";
+ mes "against me! Less manly";
+ mes "than Injustice?! I'll just";
+ mes "have to prove her wrong!";
+ mes "Out the way, pithy human!";
+ close;
+ }
+}
+
+gl_prison1,100,48,5 script Rybio#LhzHat 1201,{
+ if(ZLMASKQ == 2)
+ {
+ mes "[Rybio]";
+ mes "You know, I usually just";
+ mes "run up and slash like crazy";
+ mes "once I see you humans, but";
+ mes "my heart's not in it today, so";
+ mes "I'm gonna give you just one";
+ mes "chance to run for your life.";
+ next;
+ switch( select( "Talk about Phendark.", "Run for your life." ) )
+ {
+ case 1:
+ mes "[Rybio]";
+ mes "What th--? You know the";
+ mes "same Phendark I know?";
+ mes "Dayam, that's weird. But";
+ mes "yeah, him and Zealotus have";
+ mes "some kind of... I dunno what";
+ mes "it is, actually. Um, love?";
+ next;
+ mes "[Rybio]";
+ mes "Anyway, Phendark has";
+ mes "been acting really weird";
+ mes "lately. I guess Zealotus";
+ mes "loved him to the point that";
+ mes "she abused him to the point";
+ mes "that he's scared of humans now.";
+ next;
+ mes "[Rybio]";
+ mes "Huh. You know what'd help?";
+ mes "Dark Crystal Fragments. It's";
+ mes "worthless to humans, but if";
+ mes "creatures of darkness eat it,";
+ mes "it brings out more of their";
+ mes "inner demon. Scary, huh?";
+ next;
+ mes "[Rybio]";
+ mes "Since Phendark's pretty big, and he's acting like a total wuss, you";
+ mes "you should probably get him to eat ^3131FF369 Dark Crystal Fragments^000000. Don't";
+ mes "worry, you should be able to find those all over Rune-Midgard.";
+ next;
+ mes "[Rybio]";
+ mes "I dunno why a human";
+ mes "like you would want to";
+ mes "help one of us out, though.";
+ mes "What's in it for you, exactly?";
+ set ZLMASKQ,3;
+ close;
+ case 2:
+ mes "[Rybio]";
+ mes "That's right!";
+ mes "Run, get outta here!";
+ mes "If you're not fast enough,";
+ mes "I might eat you, human!";
+ mes "...Well... Probably not.";
+ close;
+ }
+ }
+ else if(ZLMASKQ == 3)
+ {
+ mes "[Rybio]";
+ mes "I don't get why someone";
+ mes "like you, a seemingly heroic";
+ mes "adventurer, would want to help";
+ mes "out Phendark? Did Zealotus";
+ mes "blackmail you or something?";
+ next;
+ mes "[Rybio]";
+ mes "Well, you could";
+ mes "probably help him";
+ mes "by getting him to eat";
+ mes "^3131FF369 Dark Crystal Fragments^000000";
+ mes "to sort of stir up the demon";
+ mes "that sleeping within, you know?";
+ close;
+ }
+ else if(ZLMASKQ == 4)
+ {
+ mes "[Rybio]";
+ mes "Feeding him all of those";
+ mes "Dark Crystal Fragments didn't";
+ mes "work? But that was supposed";
+ mes "to be foolproof! Dayam, what";
+ mes "the hell happened to Phendark's";
+ mes "inner demon?! Man oh man...";
+ next;
+ mes "[Rybio]";
+ mes "Well, I don't know what";
+ mes "else you could try. I mean,";
+ mes "maybe you could try motivating";
+ mes "him. Reverse psychology?";
+ mes "It's weird talking about this";
+ mes "with a human. Hahahaha~";
+ set ZLMASKQ,5;
+ close;
+ }
+ else if(ZLMASKQ == 5)
+ {
+ mes "[Rybio]";
+ mes "Phendark sure looks";
+ mes "tough, but I guess even";
+ mes "he isn't totally evil. Yeah.";
+ mes "We monsters aren't all";
+ mes "bad... Just mostly bad.";
+ close;
+ }
+}
+
+airport,148,41,3 script Freight Manager#toast 852,{
+ mes "[Kirishu]";
+ mes "Oh man...";
+ mes "It's almost lunchtime,";
+ mes "but he hasn't come by";
+ mes "yet. Where could h--Oh!";
+ mes "Hello, welcome to Einbroch~";
+ next;
+ if (isequipped(5107) || countitem(5107)) {
+ mes "[Kirishu]";
+ mes "Wait a sec, that";
+ mes "Crunch Toast! You must";
+ mes "be the guy who helped out";
+ mes "my buddy, Kasis. I owe you";
+ mes "my gratitude since without your help, I wouldn't eat lunch!";
+ next;
+ mes "[Kirishu]";
+ mes "It sounds like Kasis";
+ mes "has been having business";
+ mes "troubles lately, but I'm sure";
+ mes "he'll weather it out. I just don't know what's taking him so long";
+ mes "to get here. I'm sooo hungry!";
+ close;
+ }
+ else {
+ mes "[Kirishu]";
+ mes "By any chance, are you";
+ mes "heading to Juno? I have";
+ mes "a favor to ask if you're";
+ mes "going there. Or did you";
+ mes "need help finding your";
+ mes "way around this city?";
+ next;
+ switch(select("Sure, I'm heading to Juno.","I need help finding my way around!","Cancel.")) {
+ case 1:
+ mes "[Kirishu]";
+ mes "Well, if you're going to";
+ mes "Juno and you're not busy,";
+ mes "would you visit a pastry";
+ mes "chef named Kasis for me?";
+ mes "He's an old friend and I'm";
+ mes "a little worried about him.";
+ next;
+ mes "[Kirishu]";
+ mes "Usually, he sends us";
+ mes "lunches around this time";
+ mes "without fail, but since lunch";
+ mes "hasn't arrived yet, I can't help but wonder, ''What happened?''";
+ next;
+ mes "[Kirishu]";
+ mes "Of course, I'd be lying if";
+ mes "I said my hunger didn't factor";
+ mes "into my concern for his welfare. Anyway, if you have the time,";
+ mes "you can find Kasis in Juno's";
+ mes "Bakery. Thanks, adventurer.";
+ close;
+ case 2:
+ mes "[Kirishu]";
+ mes "First of all, if you";
+ mes "go just outside of the";
+ mes "Airport, you can find";
+ mes "Guides that can tell you";
+ mes "about all the important";
+ mes "places of interest in Einbroch.";
+ next;
+ mes "[Kirishu]";
+ mes "Now, if you want to take";
+ mes "a rest before or after a";
+ mes "flight on one of the Airships,";
+ mes "you can use the passenger";
+ mes "lounge on the second floor.";
+ mes "It's a good tip to know~";
+ next;
+ mes "[Kirishu]";
+ mes "Did you have any";
+ mes "other questions to ask";
+ mes "me while you're here?";
+ next;
+ switch(select("Can I take a picture with you?","About Einbroch","No, thanks.")) {
+ case 1:
+ mes "[Kirishu]";
+ mes "Pardon me?";
+ mes "I don't hear that";
+ mes "request often, but";
+ mes "I suppose it couldn't";
+ mes "do any harm to pose";
+ mes "for just one picture.";
+ next;
+ cutin "ein_soldier.bmp",1;
+ mes "[Kirishu]";
+ mes "Cheese~";
+ close2;
+ cutin "",255;
+ end;
+ case 2:
+ mes "[Kirishu]";
+ mes "You know, it's hard to";
+ mes "believe that Einbroch has";
+ mes "become a major industrial";
+ mes "so quickly. I guess it's the";
+ mes "result of the demand for the";
+ mes "ores mined over in Einbech.";
+ next;
+ mes "[Kirishu]";
+ mes "Although Einbech and Einbroch";
+ mes "can't survive without each other, Einbech is in a pretty sorry state";
+ mes "compared to Einbroch. If you've";
+ mes "ever been there, you know what";
+ mes "I mean. It's almost tragic.";
+ next;
+ mes "[Kirishu]";
+ mes "Most of the prosperity of";
+ mes "this city is attributed to the";
+ mes "productivity of the factories.";
+ mes "But along with great wealth,";
+ mes "these factories have also";
+ mes "brought pollution problems.";
+ next;
+ mes "[Kirishu]";
+ mes "If you hear the";
+ mes "Smog Alert, you should";
+ mes "run to safety as quickly";
+ mes "as you can! It's dangerous";
+ mes "to be out in the open when";
+ mes "the pollution levels are high!";
+ close;
+ case 3:
+ mes "[Kirishu]";
+ mes "Well then, I hope";
+ mes "that you enjoy your";
+ mes "travels here in Einbroch.";
+ close;
+ }
+ case 3:
+ mes "[Kirishu]";
+ mes "Have a good time in";
+ mes "Einbroch, adventurer.";
+ mes "I hope you enjoy your";
+ mes "travels here in the";
+ mes "Schwaltzvalt Republic.";
+ close;
+ }
+ }
+}
diff --git a/npc/pre-re/quests/newgears/2006_headgear.txt b/npc/pre-re/quests/newgears/2006_headgear.txt
new file mode 100644
index 000000000..2d9fd8236
--- /dev/null
+++ b/npc/pre-re/quests/newgears/2006_headgear.txt
@@ -0,0 +1,1133 @@
+//===== rAthena Script =======================================
+//= 2006 Headgear
+//===== By: ==================================================
+//= DiviniaRO members, cleaned by reddozen
+//===== Current Version: =====================================
+//= 1.4
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Censor Bar, Feather Beret, Valk. Helm, Hahoe Mask,
+//= Mythical Lion Mask, Bride Mask, Magistrate Hat and Ayam
+//===== Additional Comments: =================================
+//= NPC id's and dialog are custom, please replace
+//= 1.0a fixed typos, added missing names, more cleaned and
+//= standartized stuff a bit [Lupus]
+//= 1.0b fixed Helm of Valkyries ingredients
+//= 1.0c corrected item names according to item_db [Lupus]
+//= 1.1 Full update. EuRO (?) dialogs, and positions. [L0ne_W0lf]
+//= 1.2 Fixed bugs in the Hahoe/Lion/Bride Mask NPC. [L0ne_W0lf]
+//= Fixed some of the names to iRO.
+//= 1.3 Fixed some color code bugs in Ghenirhemin. Thanks to yyCC. [L0ne_W0lf]
+//= 1.3a Fixed wrong item names (due to copy/paste) [Lupus]
+//= 1.4 Chungwolmang now checks if the last item set should be deleted. (bugreport:4719) [L0ne_W0lf]
+//============================================================
+
+//===================== Censor Bar =====================================================
+rachel,91,273,8 script ? 930,{
+ if (countitem(983) > 0 && countitem(7111) > 99 && countitem(938) > 98 && Zeny > 99999) {
+ mes "[?]";
+ mes "Giggle giggle...isn't it my partner, eh?";
+ mes "So, did you bring everything that I asked?";
+ mes "Great, now I can make the item which will help you";
+ mes "to cover your identity! Giggle giggle...";
+ next;
+ mes "- Bzzz Bzzz Click Click -";
+ mes "- Fumble Fumble Fumble Fumble -";
+ mes "- Bzzz Bzzz Click Click -";
+ mes "- Fumble Fumble Fumble Fumble -";
+ next;
+ mes "[?]";
+ mes "...Hey, don't look over my shoulder.";
+ mes "I don't want to share";
+ mes "my business secret with you, you know?";
+ next;
+ mes "- Bzzz Bzzz Click Click -";
+ mes "- Fumble Fumble Fumble Fumble -";
+ mes "- Bzzz Bzzz Click Click -";
+ mes "- Fumble Fumble Fumble Fumble -";
+ next;
+ delitem 983,1; //Black_Dyestuffs
+ delitem 7111,100; //Smooth_Paper
+ delitem 938,99; //Sticky_Mucus
+ set Zeny,Zeny-100000;
+ getitem 5175,1; //Anonimity_Request
+ mes "[?]";
+ mes "Phew...it's done. Well, it was not that difficult to make, but...";
+ mes "Giggle giggle, what is important is that";
+ mes "now you can hide your identity. Now, take this.";
+ mes "Hopefully, this mask will help you";
+ mes "to avoid encountering your enemies. Ahahaha!";
+ close;
+ }
+ mes "[?]";
+ mes "...No way! Don't you dare to find out about me!";
+ mes "Don't you even speak to me!";
+ mes "Shushhh! Don't let my enemy know where I am!";
+ next;
+ mes "[?]";
+ mes "Err? You are a my kind person.";
+ mes "So, you are running away from something,";
+ mes "and you want to hide your identity, am I right?";
+ mes "Yeah...I guess that I am right... Giggle giggle.";
+ next;
+ mes "[?]";
+ mes "Well, I should be kind to my comrade.";
+ mes "Although I can't reveal my identity to you,";
+ mes "I can help you to safely hide from your enemies.";
+ next;
+ mes "[?]";
+ mes "Bring me ^FF00001 Black Dyestuffs^000000,";
+ mes "^FF0000100 Slick Paper^000000, ^FF000099 Sticky Mucus^000000,";
+ mes "and ^FF0000100,000 zeny^000000.";
+ mes "Then I will help you, giggle giggle.";
+ next;
+ mes "[?]";
+ mes "You may leave now.";
+ mes "Somehow we can be so helpful to each other.";
+ mes "Once you finish gathering all the material,";
+ mes "come back without anyone knowning. Giggle giggle.";
+ close;
+}
+
+//======================== Feather Beret ================================================
+rachel,152,131,3 script Sakjul 928,{
+ if (countitem(5172) > 0 && countitem(7063) > 99 && countitem(982) > 0) {
+ mes "[Sakjul]";
+ mes "Great, you have brought everything";
+ mes "to make ^FF0000Feather Beret^000000!";
+ mes "To reward for your labor,";
+ mes "I shall personally proceed with the hat creation.";
+ next;
+ mes "[Sakjul]";
+ mes "Stand next to me, and watch the creation process solemnly.";
+ mes "Keep your integrity by standing straight,";
+ mes "and looking straight forward!";
+ next;
+ mes "[Sakjul]";
+ mes "If you do not do what I just said,";
+ mes "^FF0000this hat creation could result in failure!";
+ mes "And, if you fail to create the hat,";
+ mes "you will lose all the materials,";
+ mes "and I am not going to take the responsibility for your mistake!^000000";
+ next;
+ mes "- THUD THUD -";
+ mes "- THUD THUD -";
+ mes "- THUD THUD -";
+ mes "- BOOM -";
+ next;
+ mes "- THUD THUD -";
+ mes "- THUD THUD -";
+ mes "- THUD THUD -";
+ mes "- BOOM -";
+ next;
+ set .@result,rand(1,10);
+ if (.@result == 4) {
+ delitem 5172,1; //Beret
+ delitem 7063,100; //Soft_Feather
+ delitem 982,1; //White_Dyestuffs
+ mes "[Sakjul]";
+ mes "I did succeed in making the hat,";
+ mes "but I cannot let it fall into someone else's hand!";
+ mes "The essential of Feather Beret is";
+ mes "the precise angle of the beret and the feather,";
+ mes "but this hat's angle has become slightly crooked,";
+ mes "and the quality has become too poor to be my artwork!";
+ next;
+ mes "[Sakjul]";
+ mes "I understand that you feel quite unfortunate";
+ mes "with this result. However, I urge you to not to be";
+ mes "so disappointed, and try again!";
+ mes "There is no impossibility in the world, so you can do it!";
+ next;
+ mes "[Sakjul]";
+ mes "Now, brace yourself up!";
+ mes "You have done this already,";
+ mes "so you can easily do it again.";
+ mes "If you understood, now, go, go gather the materials again!";
+ close;
+ }
+ delitem 5172,1; //Beret
+ delitem 7063,100; //Soft_Feather
+ delitem 982,1; //White_Dyestuffs
+ getitem 5170,1; //Feather_Beret
+ mes "[Sakjul]";
+ mes "Great, I have made it! Look at this beautiful coordination";
+ mes "between the feather and the beret,";
+ mes "and you can feel moderation in the coordination.";
+ mes "I must say that this hat must be";
+ mes "one of the needful things for young men in nowadays.";
+ next;
+ mes "[Sakjul]";
+ mes "Since I have created this hat with your materials,";
+ mes "it belongs to you.";
+ mes "Keep this hat with care, and be a great, confident person.";
+ close;
+ }
+ mes "[Sakjul]";
+ mes "Straighten yourself, and keep your tension!";
+ mes "Keep yourself under control, and move with integrity!";
+ mes "That's how a respectable man carry himself!";
+ mes "Young men in nowadays are too weak and tender.";
+ mes "Don't you agree with me, young adventurer?";
+ next;
+ if (select("Yes, sir!:No.") == 1) {
+ mes "[Sakjul]";
+ mes "Ah! I like your answer!";
+ mes "Lately, I found it very hard to see a diciplined young man like you.";
+ mes "Unfortunately, even you are not yet diciplined as well as I expect!";
+ mes "Hmm....Oh, yes, probably ^FF0000Feather Beret^000000";
+ mes "might help you to look more diciplined.";
+ next;
+ mes "[Sakjul]";
+ mes "I like to compliment your attitude.";
+ mes "Thus, I am willing to create Feather Beret for you";
+ mes "only if you bring me the materials to me. Understand?";
+ next;
+ mes "[Sakjul]";
+ mes "Materials are ^FF00001 Beret^000000, ^FF0000100 Soft Feather^000000,";
+ mes "and ^FF00001 White Dyestuffs^000000.";
+ mes "Make sure that you will remember all of them, and bring me";
+ mes "the exact amount of materials!";
+ next;
+ mes "[Sakjul]";
+ mes "Thank me for the offer";
+ mes "because the hat will finish your look";
+ mes "to be more majestic and elegant!";
+ mes "If you understood, go,";
+ mes "go gather the material as soon as you can!";
+ close;
+ }
+ mes "[Sakjul]";
+ mes "I can't hear you! I don't feel any confidence from your voice!";
+ mes "How can you live this tough world with that weak attitude?";
+ mes "Put yourself together, right now!";
+ close;
+}
+
+//============================ Valkyrie Helm =====================================================
+hugel,147,103,3 script Ghenirhemin 897,{
+ if (moza_valkylie == 5) {
+ set .@val2,rand(1,10);
+ if (.@val2 == 3) {
+ misceffect 348; //EF_LIGHTSPHERE
+ mes "[Ghenirhemin]";
+ mes "The materials are still being fused.";
+ next;
+ mes "[Ghenirhemin]";
+ mes "Umm?! Oh...oh?! Isn't this...";
+ mes "Isn't this...?!";
+ next;
+ misceffect 322; //EF_FORESTLIGHT2
+ mes "[Ghenirhemin]";
+ mes "Ah...ahahaha, we've made it! We've made it!";
+ mes "Valkyre's Helm...We've recreated Valkyre's Helm,";
+ mes "a glorious godly armor!";
+ mes "Ah...does this mean...?";
+ next;
+ mes "[Ghenirhemin]";
+ mes "We are writing new history!";
+ mes "Yes, we just have started writing new history.";
+ next;
+ mes "[Ghenirhemin]";
+ mes "Thank you so much for giving me a chance to participate in this.";
+ mes "I am sure that my ancestors in heaven will be glad";
+ mes "to see this successful recreation of Valkyre's Helm.";
+ mes "Hahahahaha!";
+ next;
+ mes "[Ghenirhemin]";
+ mes "Please take this helm.";
+ mes "As I promised, this is yours.";
+ mes "Please take pride in yourself, and";
+ mes "do not disgrace this Helm through evil doings.";
+ next;
+ set moza_valkylie,0;
+ getitem 5171,1; //Valkyrie_Helm
+ mes "[Ghenirhemin]";
+ mes "May God bless this adventurer";
+ mes "who has written new history.";
+ mes "I, Gheirhemin pray to god for his safe journey";
+ mes "who is now heading toward the new history.";
+ close;
+ }
+ misceffect 348; //EF_LIGHTSPHERE
+ mes "[Ghenirhemin]";
+ mes "The materials are still being fused.";
+ close;
+ }
+ else if (moza_valkylie == 4) {
+ set .@val,rand(1,10);
+ if (.@val == 7) {
+ mes "[Ghenirhemin]";
+ mes "............";
+ next;
+ misceffect 348; //EF_LIGHTSPHERE
+ mes "[Ghenirhemin]";
+ mes "Oh...oh? They....they just have started being fused!";
+ mes "Look at this shining light!";
+ mes "I can't...I can't believe that";
+ mes "this is what happens in Valhala!";
+ next;
+ set moza_valkylie,5;
+ mes "[Ghenirhemin]";
+ mes "We are now witnessess of the God's grace...ah....";
+ close;
+ }
+ mes "[Ghenirhemin]";
+ mes "....Let's wait a little longer.";
+ close;
+ }
+ else if (moza_valkylie == 3) {
+ set moza_valkylie,4;
+ mes "[Ghenirhemin]";
+ mes "Will you stop being anxious?";
+ mes "Just relax and wait, will you?";
+ mes "In a sense, we are holding a holy rite,";
+ mes "and it is not going to happen faster,";
+ mes "only because you, a human wants it to happen faster.";
+ close;
+ }
+ else if (moza_valkylie == 2 && Zeny > 9999999 && countitem(4219) > 0 && countitem(4114) > 0 && countitem(4177) > 0 && countitem(4259) > 0 && countitem(4212) > 0 && countitem(4073) > 0 && countitem(4112) > 0 && countitem(4081) > 0 && countitem(4251) > 0 && countitem(4166) > 0 && countitem(7511) > 999 && countitem(7563) > 999) {
+ mes "[Ghenirhemin]";
+ mes "Hmm...I am impressed that you have brought everything";
+ mes "despite of the difficulty in gathering them. It was difficult, wasn't it?";
+ mes "Haha, I can tell just by looking at your face.";
+ mes "Good job, my friend, you did a good job.";
+ next;
+ mes "[Ghenirhemin]";
+ mes "Now, please hand them to me.";
+ mes "If I place them together in one place,";
+ mes "I am pretty sure that they will start";
+ mes "being fused into the helm with their own mysterious powers.";
+ next;
+ if (select("Give him the items.:Don't give him the items.") == 1) {
+ mes "[Ghenirhemin]";
+ mes "Excellent. Now, all we have to do";
+ mes "is just waiting until they finish being fused into one.";
+ next;
+ delitem 4219,1; //Sageworm_Card
+ delitem 4114,1; //Argiope_Card
+ delitem 4177,1; //Dryad_Card
+ delitem 4259,1; //Wooden_Golem_Card
+ delitem 4212,1; //Bon_Gun_Card
+ delitem 4073,1; //Pirate_Skel_Card
+ delitem 4112,1; //Marduk_Card
+ delitem 4081,1; //Hode_Card
+ delitem 4251,1; //Elder_Card
+ delitem 4166,1; //Nightmare_Terror_Card
+ delitem 7511,1000; //Rune_Of_Darkness
+ delitem 7563,1000; //Bloody_Rune
+ set Zeny,Zeny-10000000;
+ set moza_valkylie,3;
+ mes "[Ghenirhemin]";
+ mes "Now I am all nervous";
+ mes "in anticipation of a good result. Hahahaha.";
+ close;
+ }
+ mes "[Ghenirhemin]";
+ mes "?";
+ close;
+ }
+ else if (moza_valkylie == 2) {
+ mes "[Ghenirhemin]";
+ mes "Please bring me";
+ mes "^FF00001 Sage Worm Card, 1Argiope Card,";
+ mes "^FF00001 Dryad Card, 1 Wooden Golem Card,";
+ mes "^FF00001 Bongun Card, 1 Pirate Skeleton Card,";
+ mes "^FF00001 Marduk Card, 1 Hode Card,";
+ mes "^FF00001 Elder Card, 1 Nightmare Terror Card,^000000";
+ next;
+ mes "[Ghenirhemin]";
+ mes "^FF00001,000 Rune of the Darkness,";
+ mes "^FF00001,000 Bloody Rune,";
+ mes "^FF0000and the helm price, 10,000,000 zeny^000000.";
+ next;
+ mes "[Ghenirhemin]";
+ mes "It surely is a reasonable price considering that ";
+ mes "you are about to obtain a godly power, don't you think?";
+ next;
+ set moza_valkylie,2;
+ mes "[Ghenirhemin]";
+ mes "Let's discuss it later";
+ mes "once you prepare the money and the items.";
+ mes "Now I am so exhausted";
+ mes "as it has been a while since the last time that I talked this much.";
+ mes "Excuse me.";
+ close;
+ }
+ else if (moza_valkylie == 1) {
+ mes "[Ghenirhemin]";
+ mes "You must be pretty surprised by now.";
+ mes "Yes, it is surely understandable.";
+ mes "If you have travelled many places,";
+ mes "and heard many stories, you would know what this is.";
+ mes "Yes, it is ^FF0000Valkyre's Helm^000000.";
+ next;
+ mes "[Ghenirhemin]";
+ mes "A legendary helm only allowed to men";
+ mes "who have transcended their limit.";
+ mes "A godly armor that is blessed with an incredible power.";
+ mes "Can you see now that my story is true?";
+ next;
+ mes "[Ghenirhemin]";
+ mes "It has passed so many years, and thus";
+ mes "its power has become weakened,";
+ mes "but you can still feel something holy about the helm.";
+ mes "Don't you think?";
+ next;
+ mes "[Ghenirhemin]";
+ mes "Well...I am not allowed to wear this helm.";
+ mes "Thus, if I find someone who is just perfect for this helm,";
+ mes "I am going to give this to him without any regret.";
+ next;
+ mes "[Ghenirhemin]";
+ mes "Of course, I can't give away";
+ mes "such a valuable thing for nothing in return.";
+ mes "That's how it goes, you know?";
+ mes "I maybe think about giving it to you";
+ mes "because you seem to be wealthier than others,";
+ mes "and I can sense special aura from you.";
+ next;
+ mes "[Ghenirhemin]";
+ mes "So, what do you say?";
+ mes "I think that I have an eye for right men.";
+ mes "I feel that you will be able to fully recreate this Valkyre's Helm";
+ mes "as well as use it to its full potential.";
+ next;
+ if (select("Sure.:No, thanks.") == 1) {
+ mes "[Ghenirhemin]";
+ mes "You are an ambitious young man as I expected.";
+ mes "It is surely a great advantage.";
+ mes "Okay, I will tell you what I know from now on.";
+ mes "So, listen carefully.";
+ next;
+ mes "[Ghenirhemin]";
+ mes "First, we have to fully restore the helm's power.";
+ mes "To do so, we must find monster cards";
+ mes "that possess mysterious powers.";
+ next;
+ mes "[Ghenirhemin]";
+ mes "That's not all. You know,";
+ mes "we can't just glue those monster cards";
+ mes "on the helm. Thus, we need a power that";
+ mes "enables us to fuse the cards and the helm into one.";
+ next;
+ mes "[Ghenirhemin]";
+ mes "Ancient runes are perfect to supply the power,";
+ mes "especially we need Rune of the Darkness, and Bloody Rune.";
+ mes "Perhaps, they were chosen because of their sealed dark power";
+ mes "and bloody sticky power? That's just my guess, hahahaha!";
+ next;
+ mes "[Ghenirhemin]";
+ mes "Once we successfully restore the helm's power,";
+ mes "you are expected to purchase the helm from me.";
+ mes "As I said earlier, I am not going to";
+ mes "give away such a valuable thing with nothing in return.";
+ mes "It will also demonstrate your qualification to become the helm's owner.";
+ next;
+ mes "[Ghenirhemin]";
+ mes "Basically, you have to bring me...";
+ mes "Ah, there are so many things that you need to bring me.";
+ mes "I suggest you to write down, and memorize them.";
+ next;
+ mes "Please bring me";
+ mes "^FF00001 Sage Worm Card, 1Argiope Card,";
+ mes "1 Dryad Card, 1 Wooden Golem Card,";
+ mes "1 Bongun Card, 1 Pirate Skeleton Card,";
+ mes "1 Marduk Card, 1 Hode Card,";
+ mes "1 Elder Card, 1 Nightmare Terror Card,^000000";
+ next;
+ mes "[Ghenirhemin]";
+ mes "^FF00001,000 Rune of the Darkness,";
+ mes "1,000 Bloody Rune,";
+ mes "and the helm price, 10,000,000 zeny^000000.";
+ next;
+ mes "[Ghenirhemin]";
+ mes "It surely is a reasonable price considering that ";
+ mes "you are about to obtain a godly power, don't you think?";
+ next;
+ set moza_valkylie,2;
+ mes "[Ghenirhemin]";
+ mes "Let's discuss it later";
+ mes "once you prepare the money and the items.";
+ mes "Now I am so exhausted";
+ mes "as it has been a while since the last time that I talked this much.";
+ mes "Excuse me.";
+ close;
+ }
+ mes "[Ghenirhemin]";
+ mes "Haha, I understand that";
+ mes "it is not an easy choice to make.";
+ mes "Take your time, my friend.";
+ mes "If you still don't want the helm, I respect your decision.";
+ close;
+ }
+ else if (Zeny > 9999999) {
+ mes "[Ghenirhemin]";
+ mes "Hmm...you look like a poor-looking wanderer,";
+ mes "but you seem to have an enormous amount of money with you.";
+ mes "I guess that the old saying was right:";
+ mes "''Don't judge a book by its cover.''";
+ next;
+ mes "[Ghenirhemin]";
+ mes "You maybe understand my story.";
+ mes "Would you like to listen to my long story?";
+ mes "It may or may not be interesting to you,";
+ mes "but I gurantee that it will never bore you in either way.";
+ next;
+ if (select("Listen.:Don't listen.") == 1) {
+ mes "[Ghenirhemin]";
+ mes "Good, let me introduce myself.";
+ mes "My name is Ghenirhemin.";
+ mes "I am no different than others,";
+ mes "if I may speak of my only advantage,";
+ mes "I have little more money than them. Hahaha.";
+ next;
+ mes "[Ghenirhemin]";
+ mes "However, I did not earn my money,";
+ mes "but I inherited the fortune from my ancestors,";
+ mes "who were all gifted businessmen.";
+ mes "I thank to him for handing over such great fortune.";
+ next;
+ mes "[Ghenirhemin]";
+ mes "In fact, I am ashamed to tell you that";
+ mes "I do not know what exactly my ancestors did";
+ mes "to make this much fortune. Perhaps some would have held business,";
+ mes "some others would have been great artists...";
+ next;
+ mes "[Ghenirhemin]";
+ mes "Our family is just blessed enough to have";
+ mes "such great ancestors, who brought wealth to their family.";
+ mes "It would take me at least a week to list";
+ mes "every single successful ancestor of mine.";
+ next;
+ mes "[Ghenirhemin]";
+ mes "However, I like to tell you about one of my amazing ancestors,";
+ mes "who has become our family hero.";
+ next;
+ mes "[Ghenirhemin]";
+ mes "Well, actually I do not know exactly";
+ mes "what he did, but I know that";
+ mes "he brought glory and fame";
+ mes "to our family for the first time.";
+ mes "However, since it has been so long, we do not have";
+ mes "any document about him, so...";
+ next;
+ mes "[Ghenirhemin]";
+ mes "I clearly remember one thing about him though.";
+ mes "He was the only human who was able to";
+ mes "become close to the gods, and he demonstrated";
+ mes "his godly power to bring light to us, humans.";
+ next;
+ mes "[Ghenirhemin]";
+ mes "I don't know how he obtained the godly power,";
+ mes "or how he could become close to the gods.";
+ mes "I just remember these things because I was repeatedly told";
+ mes "about his amazing story ever since I was born...";
+ next;
+ mes "[Ghenirhemin]";
+ mes "I can show you that I am not making things up.";
+ mes "I told you that we do not have any document about him, right?";
+ mes "However, there is something that I can show you.";
+ mes "Now, take a look at this.";
+ next;
+ set moza_valkylie,1;
+ mes "[Ghenirhemin]";
+ mes "See? This surely tells you that";
+ mes "I am not making things up!";
+ mes "This is what my ancestor used to use!";
+ close;
+ }
+ mes "[Ghenirhemin]";
+ mes "What a shame! However, I don't want to force you to";
+ mes "do something that you don't want to do. Hahaha.";
+ mes "Just remember, you just have made another choice for your life.";
+ close;
+ }
+ mes "[Ghenirhemin]";
+ mes "Everything has meaning and reason to exist in this world.";
+ mes "You and I, we are destined to meet with each other today.";
+ next;
+ mes "[Ghenirhemin]";
+ mes "Well...although I said that everything has meaning,";
+ mes "unfortunately you are not interesting to me at all.";
+ mes "Call me a money monger,";
+ mes "but I like the rich.";
+ next;
+ mes "[Ghenirhemin]";
+ mes "If you prove me that you are wealthy,";
+ mes "I maybe change my mind, and become interested in you.";
+ mes "But, I will decide whether or not I will be interested in you";
+ mes "when you show me your money. Hahahaha!";
+ close;
+}
+//======================= Hahoe Mask / Mythical Lion Mask / Bride Mask ===============================
+payon,135,320,3 script Chungwolmang 97,{
+ if (moza_tal == 2) {
+ if (countitem(7015) > 19 && countitem(952) > 99 && countitem(1028) > 99) {
+ //Hahoe_Mask: Bookclip_In_Memory, Cactus_Needle, Wild_Boar's_Mane
+ callsub S_MakeMask,5176,7015,20,952,100,1028,100,0,0;
+ }
+ if (countitem(1048) > 499 && countitem(1053) > 1 && countitem(980) > 0) {
+ //Guardian_Lion_Mask: Slender_Snake, Tooth_Of_Ancient_Fishm Orange_Dyestuffs
+ callsub S_MakeMask,5177,1048,500,1053,2,980,1,0,0;
+ }
+ if (countitem(1049) > 19 && countitem(1059) > 499 && countitem(1054) > 1 && countitem(1024) > 99) {
+ //Bride_Mask: Skirt_Of_Virgin, Transparent_Cloth, Lip_Of_Ancient_Fish, Chinese_Ink
+ callsub S_MakeMask,5169,1049,20,1059,500,1054,2,1024,100;
+ }
+ mes "[Chungwolmang]";
+ mes "Well well, have you not gathered the materials yet?";
+ mes "You'd better hurry because I can't wait so long!";
+ mes "Wait, what mask did you ask me to make anyways?";
+ next;
+ switch(select("Hahoe Mask:Bride Mask:Mythical Lion Mask")) {
+ case 1:
+ mes "[Chungwolmang]";
+ mes "Oh, yes, you want Hahoe Mask.";
+ mes "Then you need to bring... ^FF000020 Bookclip in Memory^000000,";
+ mes "^FF0000100 Cactus Needle^000000, and";
+ mes "^FF0000100 Mane^000000.";
+ break;
+ case 2:
+ mes "[Chungwolmang]";
+ mes "Oh, yes, you want Bride Mask.";
+ mes "Then you need to bring... ^FF000020 Skirt of Virgin^000000,";
+ mes "^FF0000500 Fabric^000000, ^FF00002 Ancient Lips^000000,";
+ mes "and ^FF0000100 Squid Ink^000000.";
+ break;
+ case 3:
+ mes "[Chungwolmang]";
+ mes "Oh, yes, you want Mythical Lion Mask.";
+ mes "Then you need to bring... ^FF0000500 Horrendous Hair^000000,";
+ mes "^FF00002 Ancient Tooth^000000, and";
+ mes "^FF00001 Orange Dyestuffs^000000.";
+ break;
+ }
+ mes "Bring the exact amount of materials, then I will give you the mask right away.";
+ close;
+ }
+ if (countitem(7201) > 499) && (countitem(7200) > 9 && moza_tal == 1) {
+ mes "[Chungwolmang]";
+ mes "Ah, Four Leaf Clover must bring me luck";
+ mes "because you came back faster than I thought! Wow...";
+ mes "Thank you so much, now I think that";
+ mes "I have fortune on my side. Hahaha!";
+ next;
+ mes "[Chungwolmang]";
+ mes "Alright! I will return your favor as I promised.";
+ mes "I will tell you everything. In fact,";
+ mes "I am a traditional mask craftsman.";
+ mes "I am proud to tell you that no one can beat me";
+ mes "in crafting traditional masks! Ahem!";
+ next;
+ mes "[Chungwolmang]";
+ mes "I had experienced emotional instability";
+ mes "as well as had bad luck with everything due to various reasons.";
+ mes "But, that's history now! I am back, hahahaha!";
+ next;
+ mes "[Chungwolmang]";
+ mes "I feel good, and I have fortune back to my side.";
+ mes "I really appreciate you for helping me to feel better.";
+ mes "In return, I am going to make you a traditional mask! Hahaha!";
+ mes "You should be thankful for that I am offering you a great gift.";
+ next;
+ mes "[Chungwolmang]";
+ mes "You know why? Because there is no one who can offer you";
+ mes "such a valuable item except me.";
+ mes "Anyhow, I can make 3 different masks:";
+ mes "Hahoe Mask, Bride Mask and Mythical Lion Mask.";
+ mes "Which one whould you like to have? Pick one.";
+ next;
+ switch(select("Hahoe Mask:Bride Mask:Mythical Lion Mask")) {
+ case 1:
+ mes "[Chungwolmang]";
+ mes "Great, you want Hahoe Mask, eh? That's easy!";
+ mes "Then you need to bring... ^FF000020 Bookclip in Memory^000000,";
+ mes "^FF0000100 Cactus Needle^000000, and";
+ mes "^FF0000100 Mane^000000.";
+ mes "Bring the exact amount of materials, then I will give you the mask right away.";
+ break;
+ case 2:
+ mes "[Chungwolmang]";
+ mes "Great, you want Bride Mask, eh? That's easy!";
+ mes "Then you need to bring... ^FF000020 Skirt of Virgin^000000,";
+ mes "^FF0000500 Fabric^000000, ^FF00002 Ancient Lips^000000,";
+ mes "and ^FF0000100 Squid Ink^000000.";
+ mes "Bring the exact amount of materials, then I will give you the mask right away.";
+ break;
+ case 3:
+ mes "[Chungwolmang]";
+ mes "Great, you want Mythical Lion Mask, eh? That's easy!";
+ mes "Then you need to bring... ^FF0000500 Horrendous Hair^000000,";
+ mes "^FF00002 Ancient Tooth^000000, and";
+ mes "^FF00001 Orange Dyestuffs^000000.";
+ mes "Bring the exact amount of materials, then I will give you the mask right away.";
+ break;
+ }
+ delitem 7201,500; //Log
+ delitem 7200,10; //Flexible_String
+ set moza_tal,2;
+ next;
+ mes "[Chungwolmang]";
+ mes "...Why are you eyeing at me?";
+ mes "What, did you expect me to make the mask for free?";
+ mes "If you did, you must think of it this way.";
+ mes "My term of payback is to use my skills,";
+ mes "and let you have my precious mask,";
+ mes "not making the mask for you at free of charge, understood?";
+ next;
+ mes "[Chungwolmang]";
+ mes "At least I am not charging you with service fee, am I?";
+ mes "Just bring me the materials, I will do my best";
+ mes "to make an incredible mask for you!";
+ next;
+ mes "[Chungwolmang]";
+ mes "In the meantime, I am going to prepare";
+ mes "the work by using these Log and Elastic Band.";
+ mes "So come back as soon as you can, okay?";
+ close;
+ }
+ if (moza_tal == 1) {
+ mes "[Chungwolmang]";
+ mes "Umm...the things that I've asked you were";
+ mes "^FF0000500 Log^000000 and ^FF000010 Elastic Band^000000.";
+ mes "Thanks in advance.";
+ close;
+ }
+ if (countitem(706) > 0) {
+ mes "[Chungwolmang]";
+ mes "Ah...! Hey! I can tell something unique about you.";
+ mes "Do you have a Four Leaf Clover by any chance?";
+ mes "Do you mind if I ask you to give me the clover?";
+ next;
+ mes "[Chungwolmang]";
+ mes "I am not asking you to give it to me for free.";
+ mes "Although I can't gurantee it,";
+ mes "I will be able to pay back your favor sooner or later.";
+ mes "So, can I take it?";
+ next;
+ if (select("Sure.:No, you can't.") == 1) {
+ mes "[Chungwolmang]";
+ mes "Oh! Thank you so much!";
+ mes "Muhahahahahaha! Now I will become a lucky guy!";
+ mes "With the clover, fortune will be on my side again!";
+ next;
+ mes "[Chungwolmang]";
+ mes "Oh, right! I almost forgot.";
+ mes "I promised you to pay back your favor, right?";
+ mes "I know that this might sound selfish,";
+ mes "but, hey, can you do me one more favor?";
+ mes "Since you did me a favor already,";
+ mes "I don't think that it would be";
+ mes "that hard for you to help me one more time?";
+ mes "Please, show me your generosity~";
+ next;
+ mes "[Chungwolmang]";
+ mes "I need... ^FF0000500 Log^000000 and";
+ mes "^FF000010 Elastic Band^000000.";
+ mes "Will you be so kind to bring them to me?";
+ mes "In fact, I can't pay you back unless I have them.";
+ next;
+ delitem 706,1; //Four_Leaf_Clover
+ set moza_tal,1;
+ mes "[Chungwolmang]";
+ mes "You want me to pay you back, don't you?";
+ mes "So, please bring them to me, please~";
+ close;
+ }
+ mes "[Chungwolmang]";
+ mes "I see... Well, it is not easy to give away the lucky charm";
+ mes "to a stranger without a second thought.";
+ mes "...Haha, but that doesn't make me stop being upset.";
+ mes "How dare you to refuse my request? Hah!";
+ close;
+ }
+ mes "[Chungwolmang]";
+ mes "Arrrgghhh... I neeed... I need...";
+ next;
+ mes "[Chungwolmang]";
+ mes "I want to be lucky! Someone, please bring me luck!";
+ mes "I am not asking too much! I need one thing!";
+ next;
+ mes "[Chungwolmang]";
+ mes "I need a ^FF0000Four Leaf Clover^000000!";
+ mes "Somebody, please bring me a Four Leaf Clover!";
+ close;
+
+S_MakeMask:
+ mes "[Chungwolmang]";
+ mes "Oh, you have brought everything";
+ mes "to make a "+getitemname(getarg(0))+". Excellent.";
+ mes "Please give me the materials. I will make the mask right away.";
+ next;
+ if (select("Give him the items.:Don't give him the items.") == 1) {
+ mes "[Chungwolmang]";
+ mes "Great, I like your unhesitating attitude!";
+ mes "Alright then, I will make the mask as quickly as I can!";
+ next;
+ mes "[Chungwolmang]";
+ mes "- Fumble Fumble Fumble -";
+ mes "- Fumble Fumble Fumble -";
+ mes "- Fumble Fumble Fumble -";
+ mes "- Thud Thud Thud Thud -";
+ next;
+ mes "[Chungwolmang]";
+ mes "- Fumble Fumble Fumble -";
+ mes "- Fumble Fumble Fumble -";
+ mes "- Fumble Fumble Fumble -";
+ mes "- Thud Thud Thud Thud -";
+ next;
+ delitem getarg(1),getarg(2);
+ delitem getarg(3),getarg(4);
+ delitem getarg(5),getarg(6);
+ if (getarg(0) == 5169)
+ delitem getarg(7),getarg(8);
+ getitem getarg(0),1;
+ set moza_tal,0;
+ mes "[Chungwolmang]";
+ mes "Wow, it was a piece of cake!";
+ mes "You know, I am not an artisan only in title.";
+ mes "Hahaha, here, take your "+getitemname(getarg(0))+".";
+ mes "I hope that you will wear it with pride, hahaha!";
+ next;
+ mes "[Chungwolmang]";
+ mes "Aright, I need to take a rest";
+ mes "until I have next customer. Hahaha, bye!";
+ close;
+ }
+ mes "[Chungwolmang]";
+ mes "Err? Don't you want "+getitemname(getarg(0))+"?";
+ mes "Alright then...coward.";
+ close;
+}
+
+
+//====================== Magistrate Hat / Ayam =============================================
+payon_in03,139,124,3 script Han Garam 88,{
+ if (moza_korea == 2 && countitem(954) > 299 && countitem(733) > 4 && countitem(975) > 0 && countitem(7166) > 49) {
+ mes "[Han Garam]";
+ mes "You came back faster than I expected.";
+ mes "Great, I am also highly motivated for the fact that";
+ mes "my Ayam will belong to someone like you,";
+ mes "who are competent and trustworthy.";
+ next;
+ mes "[Han Garam]";
+ mes "Okay then, I will make the hat as quickly as I can.";
+ mes "Now, hand me all the materials.";
+ next;
+ if (select("Give him the items.:Don't give him the items.") == 1) {
+ mes "[Han Garam]";
+ mes "Excellent! I don't have to be mediumized";
+ mes "by the Dragon God for this work";
+ mes "because I can perfectly do it on my own.";
+ mes "So, hold it right there, okay?";
+ next;
+ mes "[Han Garam]";
+ mes "Yes...right...umm hmm.";
+ next;
+ mes "[Han Garam]";
+ mes ".................";
+ next;
+ mes "- Han Garam started hammering, -";
+ mes "- and assembling the materials without a word. -";
+ next;
+ mes "[Han Garam]";
+ mes ".................";
+ next;
+ mes "[Han Garam]";
+ mes "Phew, it was quite difficult,";
+ mes "as I had not done this for quite a while.";
+ next;
+ mes "[Han Garam]";
+ mes "I still feel good that I had a chance";
+ mes "to exercise my skills, you know. It was fun, too.";
+ mes "Please take this Ayam.";
+ mes "As I promised, this is my gift for you.";
+ next;
+ delitem 954,300; //Shining_Scales
+ delitem 733,5; //Crystal_Jewel___
+ delitem 975,1; //Scarlet_Dyestuffs
+ delitem 7166,50; //Soft_Silk_Cloth
+ set moza_korea,0;
+ getitem 5174,1; //A_yam
+ mes "[Han Garam]";
+ mes "Now I need to meet with the Dragon God again,";
+ mes "if I want to make another hat...umm...";
+ mes "Oh well, somehow I was able to make one this time with your help,";
+ mes "so I guess that it will happen when the time is right.";
+ next;
+ mes "[Han Garam]";
+ mes "Thank you so much! Please take my Ayam with care,";
+ mes "and be proud that you are the owner of Ayam!";
+ close;
+ }
+ mes "[Han Garam]";
+ mes "...? What? Do you need more time?";
+ mes "Can't you just give them to me already?";
+ close;
+ }
+ else if (moza_korea == 2 && countitem(954) > 299 && countitem(733) > 4 && countitem(983) > 0 && countitem(2221) > 0) {
+ mes "[Han Garam]";
+ mes "You came back faster than I expected.";
+ mes "Great, I am also highly motivated for the fact that";
+ mes "my Magistrate Hat will belong to someone like you,";
+ mes "who are competent and trustworthy.";
+ next;
+ mes "[Han Garam]";
+ mes "Okay then, I will make the hat as quickly as I can.";
+ mes "Now, hand me all the materials.";
+ next;
+ if (select("Give him the items.:Don't give him the items.") == 1) {
+ mes "[Han Garam]";
+ mes "Excellent! I don't have to be mediumized";
+ mes "by the Dragon God for this work";
+ mes "because I can perfectly do it on my own.";
+ mes "So, hold it right there, okay?";
+ next;
+ mes "[Han Garam]";
+ mes "Yes...right...umm hmm.";
+ next;
+ mes "[Han Garam]";
+ mes ".................";
+ next;
+ mes "- Han Garam started hammering, -";
+ mes "- and assembling the materials without a word. -";
+ next;
+ mes "[Han Garam]";
+ mes ".................";
+ next;
+ mes "[Han Garam]";
+ mes "Phew, it was quite difficult,";
+ mes "as I had not done this for quite a while.";
+ next;
+ mes "[Han Garam]";
+ mes "I still feel good that I had a chance";
+ mes "to exercise my skills, you know. It was fun, too.";
+ mes "Please take this Magistrate Hat.";
+ mes "As I promised, this is my gift for you.";
+ next;
+ delitem 954,300; //Shining_Scales
+ delitem 733,5; //Crystal_Jewel___
+ delitem 983,1; //Black_Dyestuffs
+ delitem 2221,1; //Hat_
+ set moza_korea,0;
+ getitem 5173,1; //Judge_Hat
+ mes "[Han Garam]";
+ mes "Now I need to meet with the Dragon God again,";
+ mes "if I want to make another hat...umm...";
+ mes "Oh well, somehow I was able to make one this time with your help,";
+ mes "so I guess that it will happen when the time is right.";
+ next;
+ mes "[Han Garam]";
+ mes "Thank you so much! Please take my Magistrate Hat with care,";
+ mes "and be proud that you are the owner of Magistrate Hat!";
+ close;
+ }
+ mes "[Han Garam]";
+ mes "...? What? Do you need more time?";
+ mes "Can't you just give them to me already?";
+ close;
+ }
+ else if (moza_korea == 2) {
+ mes "[Han Garam]";
+ mes "To make Ayam, I need";
+ mes "^FF0000300 Shining Scale^000000, ^FF00005 Cracked Diamond^000000,";
+ mes "^FF00001 Scarlet Dyestuffs^000000, and";
+ mes "^FF000050 Soft Silk^000000!";
+ next;
+ mes "[Han Garam]";
+ mes "To make Magistrate Hat, I need";
+ mes "^FF0000300 Shining Scale^000000, ^FF00005 Cracked Diamond^000000,";
+ mes "^FF00001 Black Dyestuffs^000000, and ^FF00001 Slotted Hat^000000!";
+ next;
+ mes "[Han Garam]";
+ mes "...That's what I said.";
+ mes "So, choose a hat, and bring me";
+ mes "its materials without missing anything.";
+ next;
+ mes "[Han Garam]";
+ mes "Ah~ it's been a while since the last time that I felt the Dragon God in me.";
+ mes "I felt like that I have learned something unworldly.";
+ close;
+ }
+ else if (moza_korea == 1) {
+ mes "[Han Garam]";
+ mes ".............";
+ next;
+ mes "[Han Garam]";
+ mes ".............";
+ next;
+ mes "[Han Garam]";
+ mes ".............";
+ next;
+ mes "[Han Garam]";
+ mes "...*Tremble Tremble*...He...He's here...He's here!";
+ mes "*Tremble Tremble* I can feel";
+ mes "the Dragon God inside of me! Waaah!";
+ mes "He is waving his tail, and showing me future!";
+ mes "Aaaaaahhhhhhh!";
+ next;
+ misceffect 90; //EF_LORD;
+ mes "[Han Garam]";
+ mes "Waaaahhhh!";
+ next;
+ mes "[Han Garam]";
+ mes ".............";
+ next;
+ mes "[Han Garam]";
+ mes ".............";
+ next;
+ mes "[Han Garam]";
+ mes "Yes... yes, I can! I can make ^FF0000Ayam^000000";
+ mes "and ^FF0000Magistrate Hat^000000 now!";
+ mes "Oh, I can see how to make them,";
+ mes "I know what I need to make them! Everything is in my vision!";
+ mes "I feel like that I am alreadying making one!";
+ next;
+ mes "[Han Garam]";
+ mes "To make Ayam, I need";
+ mes "^FF0000300 Shining Scale^000000, ^FF00005 Cracked Diamond^000000,";
+ mes "^FF00001 Scarlet Dyestuffs^000000, and";
+ mes "^FF000050 Soft Silk^000000!";
+ next;
+ mes "[Han Garam]";
+ mes "To make Magistrate Hat, I need";
+ mes "^FF0000300 Shining Scale^000000, ^FF00005 Cracked Diamond^000000,";
+ mes "^FF00001 Black Dyestuffs^000000, and ^FF00001 Slotted Hat^000000!";
+ next;
+ mes "[Han Garam]";
+ mes "Anyone who brings these, I will create hat for him!";
+ mes "Ahhh~ Dragon God!";
+ next;
+ misceffect 7; //EF_EXIT;
+ mes "[Han Garam]";
+ mes ".............";
+ next;
+ mes "[Han Garam]";
+ mes ".............";
+ next;
+ mes "[Han Garam]";
+ mes "Phew... Dragon God has gone now.";
+ mes "However, I still clearly remember";
+ mes "what I need, and how to make the hats.";
+ mes "So, you don't have to worry about that.";
+ mes "You know...are they Ayam and Magistrate Hat?";
+ next;
+ mes "[Han Garam]";
+ mes "You heard what materials I need, don't you?";
+ mes "Choose a hat, and bring me its materials without missing anything.";
+ next;
+ set moza_korea,2;
+ mes "[Han Garam]";
+ mes "Okay then, I will be waiting you to come back.";
+ close;
+ }
+ if (countitem(7446) > 6 && countitem(7448) > 6 && countitem(7445) > 6 && countitem(7447) > 6) {
+ mes "[Han Garam]";
+ mes "My name is Han Garam,";
+ mes "and I am a proud heir of a renown family... eh?";
+ mes "Wait, I feel something mysteriously familiar from you...";
+ mes "Hey, do you have 7 Bijous for each of the 4 Bijou colors?";
+ next;
+ mes "[Han Garam]";
+ mes "...Wow! This is crazy! You do have them, don't you?";
+ mes "Wow, how did you gather all of them? They are so hard to find...";
+ next;
+ mes "[Han Garam]";
+ mes "........Umm.";
+ next;
+ mes "[Han Garam]";
+ mes "Hey, if you don't mind, can I have them?";
+ mes "In fact, I am the only traditional hat craftsman";
+ mes "in this Rune-Midgarts Kingdom.";
+ mes "However, I have recently gotten into trouble,";
+ mes "and have not been able to focus on my business.";
+ next;
+ mes "[Han Garam]";
+ mes "The trouble is that I have ran out of those Bijous.";
+ mes "You know, those colorful beads that you have.";
+ mes "I could restart my business again,";
+ mes "only if I have them...*Sigh*";
+ next;
+ mes "[Han Garam]";
+ mes "Can you please let me have them?";
+ mes "I will pay you back with one of my proud traditional hats.";
+ mes "Well, since I am the only one who can make them,";
+ mes "in fact, you are not doing a losing business with me, don't you think?";
+ next;
+ mes "[Han Garam]";
+ mes "Please? I assure you that I can make traditional hats.";
+ next;
+ if (select("Give him the items.:Don't give him the items.") == 1) {
+ mes "[Han Garam]";
+ mes "Wow, wow, thank you so much!";
+ mes "As I promised, I will make you a hat in return.";
+ mes "But, can you wait for a while?";
+ mes "To make hat, I have to contact the Dragon God first.";
+ next;
+ delitem 7446,7; //Blue_Orb
+ delitem 7448,7; //Yellow_Orb
+ delitem 7445,7; //Green_Orb
+ delitem 7447,7; //Red_Orb
+ set moza_korea,1;
+ mes "[Han Garam]";
+ mes "...Okay, give me some time to focus.";
+ close;
+ }
+ mes "[Han Garam]";
+ mes "Bah, that's your choice.";
+ mes "If you change your mind, tell me immediately though.";
+ mes "You should know that";
+ mes "those things belong to someone else, not you.";
+ close;
+ }
+ mes "[Han Garam]";
+ mes "I am Han Garam, and a heir of a formerly renown family.";
+ mes "Do you want to know why I say ''formerly renown''?";
+ mes "It is because my grandfather lost my family's wealth,";
+ mes "and now we are just like other ordinary families, hahahaha!";
+ next;
+ mes "[Han Garam]";
+ mes "I have inherited nothing but this traditional hat making skill.";
+ mes "Even then, it is a quite extraordinary inheritance,";
+ mes "since I am the only one in the Rune-Midgarts Kingdom";
+ mes "who can make traditional hats.";
+ next;
+ mes "[Han Garam]";
+ mes "Unfortunately, I haven't been able to";
+ mes "exercise my skill because I haven't met with the Dragon God...";
+ mes "Eh? What do I mean, you ask?";
+ mes "You know what mediums do, right?";
+ mes "They receive spirits into their bodies,";
+ mes "and communicate with them.";
+ next;
+ mes "[Han Garam]";
+ mes "So, in my case, a Dragon God comes into my body,";
+ mes "and gives me strength and wisdom.";
+ mes "When my family was wealthy,";
+ mes "we had enough invocation materials";
+ mes "to summon the Dragon God,";
+ mes "but now, as you see,";
+ mes "we cannot afford such expensive things.";
+ next;
+ mes "[Han Garam]";
+ mes "Basically, I may have inherited my family's heirloom,";
+ mes "but I can't use it";
+ mes "because I cannot afford buying the invocation materials.";
+ next;
+ mes "[Han Garam]";
+ mes "To summon the Dragon God,";
+ mes "I must have ^FF00007 Bijous for each of the 4 Bijou colors^000000.";
+ mes "^FF0000I need 7 Bijous for each of the Blue, ";
+ mes "^FF0000Yellow, Green, and Red colors^000000.";
+ mes "Basically I need total 28 Bijous...umm.";
+ next;
+ mes "[Han Garam]";
+ mes "As I said earlier, not only they are expensive,";
+ mes "but also they are hard to find...";
+ mes "*Sigh* I am afraid that my family's heirloom skill";
+ mes "might be discontinued at my generation...";
+ close;
+}
diff --git a/npc/pre-re/quests/ninja_quests.txt b/npc/pre-re/quests/ninja_quests.txt
new file mode 100644
index 000000000..76fb137b3
--- /dev/null
+++ b/npc/pre-re/quests/ninja_quests.txt
@@ -0,0 +1,1366 @@
+//===== rAthena Script =======================================
+//= Ninja quests
+//===== By: ==================================================
+//= Playtester
+//===== Current Version: =====================================
+//= 1.2
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= Ninja quests
+//===== Additional Comments: =================================
+//= 1.0 Ninja Arm Guards only yet [Playtester]
+//= 1.1 Added Kaibara [Playtester]
+//= 1.2 Added Tetsu [Playtester]
+// (original NPC Taitsu was made by Auron)
+//============================================================
+
+que_ng,28,50,3 script Boshuu 709,{
+
+ if (BaseJob != Job_Ninja){
+ mes "[Boshuu]";
+ mes "I'm the best craftsman out of what people call the Three Craftsmen of Ninja Tools.";
+ mes "They call me Murata Boshuu.";
+ next;
+ mes "[Boshuu]";
+ mes "I know how to create any armor and shield of the eastern world, and my shields are considered the best there is.";
+ next;
+ mes "[Boshuu]";
+ mes "But seeing how you are an outsider...";
+ mes "Looks like I have no business with you.";
+ mes "Ehem~";
+ close;
+ }
+ if (BaseLevel < 20){
+ mes "[Boshuu]";
+ mes "I make the best shields for Ninjas of all ages,";
+ mes "But even I have some minimum requirements";
+ next;
+ mes "[Boshuu]";
+ mes "It looks like what you need isn't a shield, but more levels.";
+ mes "Come back after you've grown a bit more.";
+ close;
+ }
+ if (countitem(2102) < 1 && !(MISC_QUEST & 2048)){
+ mes "[Boshuu]";
+ mes "I'm the best craftsman out of what people call the Three Craftsmen of Ninja Tools.";
+ mes "They call me Murata Boshuu.";
+ next;
+ mes "[Boshuu]";
+ mes "They say it's three craftsmen, but the other two are probably scammers.";
+ mes "There's not a single craftsman better than I for ninjas in this world.";
+ next;
+ mes "[Boshuu]";
+ mes "I know how to make all the eastern armor and shield.";
+ next;
+ mes "[Boshuu]";
+ mes "Because the armor I'd create was so superior and defensive, when two people battle wearing armor made by me, no one can win!";
+ next;
+ mes "[Boshuu]";
+ mes "For that reason, I no longer make any armor.";
+ mes "I'm only collecting armors nowadays, just to make sure my skills do not go to waste..";
+ next;
+ mes "[Boshuu]";
+ mes "But I feel so bored nowadays.";
+ next;
+ mes "[Boshuu]";
+ mes "Now that I only collect armor, I feel like the creative flame within me is dying out.";
+ next;
+ mes "[Boshuu]";
+ mes "From what I heard, there's an armor overseas which I haven't even heard of.";
+ mes "It was called a... hmm.. what was it called?";
+ next;
+ mes "[Boshuu]";
+ mes "^ff0000Guard[1]^000000? Well, it's a name like that.";
+ mes "I wish to see the real thing myself.";
+ next;
+ mes "[Boshuu]";
+ mes "But obviously, it's probably worthless compared to the armor I make.";
+ next;
+ mes "[Boshuu]";
+ mes "Do me a favor and I'll make you something special.";
+ next;
+ mes "[Boshuu]";
+ mes "I'm not sure what I'll do, but I get the feeling I'll feel inspired once I see that armor.";
+ mes "How 'bout it~ Will you find me a ^ff0000Guard[1]^000000?";
+ next;
+ if(select("Hmm.. I don't feel like it.:Very well.") == 1){
+ mes "[Boshuu]";
+ mes "Ah~ What a shame..";
+ mes "You're missing out on an opportunity to get your hands on something made by a genius craftsman like myself...";
+ close;
+ }else{
+ mes "[Boshuu]";
+ mes "Oh, Very well.";
+ mes "Get a move on.";
+ mes "Find the shield called ^ff0000Guard[1]^000000 and bring it to me.";
+ set ninbo,1;
+ close;
+ }
+ }
+ if (ninbo == 1){
+ mes "[Boshuu]";
+ mes "Oh.. so did you bring it?";
+ mes "Show it to me...";
+ mes "Hmmmmm...";
+ next;
+ mes "[Boshuu]";
+ mes "Oh~ ! I see, it's even possible to slot armor!";
+ next;
+ mes "[Boshuu]";
+ mes "Ahh, Now I'm just itching to imitating this armor and making a slot on other armors.";
+ next;
+ mes "[Boshuu]";
+ mes "If you have a regular non-slotted Arm Guard and a slotted Guard, I'll make the non-slotted one slotted at the cost of 10,000 Zeny.";
+ next;
+ mes "[Boshuu]";
+ mes "How 'bout it? Want to try?";
+ next;
+ if(select("No thanks.:Ok, sounds good.") == 1){
+ mes "[Boshuu]";
+ mes "Hmm, Ok.";
+ mes "I'm so grateful that I was able to see such a rare thing from overseas.";
+ mes "Thanks for everything.";
+ set ninbo,0;
+ close;
+ }else{
+ mes "[Boshuu]";
+ mes "Oh ok.";
+ mes "I can't wait to begin.";
+ mes "If you bring me 1 Arm Guard";
+ mes "1 Slotted Guard, and";
+ mes "10,000 Zeny..";
+ next;
+ mes "[Boshuu]";
+ mes "Then I'll slot your slotless Arm Guard.";
+ mes "Come back when you have all the required materials.";
+ set ninbo,2;
+ close;
+ }
+ }
+ else if (ninbo == 2){
+ if (countitem(2102) < 1 || countitem(2117) < 1){
+ mes "[Boshuu]";
+ mes "Hmm... It looks like you didn't bring me enough materials.";
+ mes "In order to create a Slotted Arm Guard, I need 1 Slotted Guard";
+ mes "1 Arm Guard, and 10,000 Zeny";
+ mes "Come back when you're sure you have everything.";
+ close;
+ }
+ if (Zeny < 10000){
+ mes "[Boshuu]";
+ mes "Hmm.. You brought plenty of materials, but you're short on zeny.";
+ next;
+ mes "[Boshuu]";
+ mes "In order to create a Slotted Arm Guard, I need 1 Guard[1]";
+ mes "1 Arm Guard, and 10,000 Zeny.";
+ mes "Come back when you're sure you have everything.";
+ close;
+ }
+ mes "[Boshuu]";
+ mes "Oh, I see you're back with all the required materials.";
+ mes "But before I start, I must ask you one more time.";
+ mes "Do you want to give me the materials you've brought and receive a Slotted Arm Guard instead?";
+ next;
+ if(select("No:Yes") == 1){
+ mes "[Boshuu]";
+ mes "Ok";
+ mes "Well, if you make up your mind again, come and see me.";
+ close;
+ }else{
+ mes "[Boshuu]";
+ mes "All right!";
+ mes "This should only take a second";
+ mes "Bang Clang~ Bang Clang~";
+ next;
+ if(countitem(2102) < 1 || countitem(2117) < 1 || Zeny < 10000){
+ mes "HACK DETECTED";
+ close;
+ }
+ mes "[Boshuu]";
+ mes "Here, it's finally complete.";
+ mes "I present to you a Slotted Arm Guard.";
+ mes "Come and find me whenever you're ready to request more.";
+ delitem 2102,1;
+ delitem 2117,1;
+ set Zeny,Zeny-10000;
+ set ninbo,0;
+ set MISC_QUEST,MISC_QUEST | 2048;
+ getitem 2118,1;
+ close;
+ }
+ }
+ else if (MISC_QUEST & 2048){
+ set ninbo,0;
+ mes "[Boshuu]";
+ mes "Oh~ I see you've come back.";
+ mes "Is it because you need another slotted Arm Guard?";
+ next;
+ if(select("Nope, not really.:Yes, make me another one.") == 1){
+ mes "[Boshuu]";
+ mes "Hmmph~ You sure a weird one.";
+ mes "Well, I'll see you later~";
+ close;
+ }else{
+ if (countitem(2102) < 1 || countitem(2117) < 1){
+ mes "[Boshuu]";
+ mes "Hmm... It looks like you didn't bring me enough materials.";
+ mes "In order to make a Slotted Arm Guard,";
+ mes "I need 1 Slotted Guard";
+ mes "1 Arm Guard, and";
+ mes "10,000 Zeny.";
+ mes "Come back when you're sure you have everything.";
+ close;
+ }
+ if (Zeny < 10000){
+ mes "[Boshuu]";
+ mes "Hmm.. You brought plenty of materials, but you're short on zeny.";
+ next;
+ mes "[Boshuu]";
+ mes "In order to create one Slotted Arm Guard,";
+ mes "I need 1 Slotted Guard, 1 Arm Guard, and 10,000 Zeny.";
+ mes "Come back when you're sure you have everything.";
+ close;
+ }
+ mes "[Boshuu]";
+ mes "Oh, You've brought me the needed materials.";
+ mes "Before I begin, let me ask one final time...";
+ mes "Will you give me the materials you've gathered, and in turn, receive a slotted Arm Guard?";
+ next;
+ if(select("No:Yes") == 1){
+ mes "[Boshuu]";
+ mes "Ok";
+ mes "If you ever make up your mind";
+ mes "come and find me again.";
+ close;
+ }else{
+ mes "[Boshuu]";
+ mes "All right!";
+ mes "This should only take a second";
+ mes "Bang Clang ~Bang Clang ~";
+ next;
+ mes "[Boshuu]";
+ mes "Here, it's finally complete.";
+ mes "I present to you a Slotted Arm Guard.";
+ next;
+ if(countitem(2102) < 1 || countitem(2117) < 1 || Zeny < 10000){
+ mes "HACK DETECTED";
+ close;
+ }
+ mes "[Boshuu]";
+ mes "If you ever want to ask me to make you more items, feel free to come back anytime.";
+ delitem 2102,1;
+ delitem 2117,1;
+ set Zeny,Zeny-10000;
+ getitem 2118,1;
+ close;
+ }
+ }
+ }
+ else{
+ set ninbo,0;
+ mes "[Boshuu]";
+ mes "Oh~ You~!";
+ mes "Is what you have there the shield from overseas called a Guard? Let me take a look.";
+ next;
+ mes "[Boshuu]";
+ mes "Unbelievable!! It is~!";
+ mes "If all shields had a slot, they could become more effective than ever.";
+ mes "How is it that I've only realised this now?";
+ next;
+ mes "[Boshuu]";
+ mes "I'm the best out of the three craftsmen of Ninja tools called Murata Boshuu.";
+ mes "I know how to create all the armor and shields of the eastern world.";
+ next;
+ mes "[Boshuu]";
+ mes "But because the armor I would create was so refined and high in defense, when people wearing my armor would fight again each other, neither side could win.";
+ next;
+ mes "[Boshuu]";
+ mes "For that reason, I no longer make shields and armor.";
+ next;
+ mes "[Boshuu]";
+ mes "Nowadays, all I do is collect shields and armor.";
+ next;
+ mes "[Boshuu]";
+ mes "But life is kind of boring without crafting things.";
+ next;
+ mes "[Boshuu]";
+ mes "Since all I do is collect now, I feel like the creative spirit within me is disappearing.";
+ next;
+ mes "[Boshuu]";
+ mes "But at the sight of your shield, I feel like my sleeping spirit of creativity has awoken.";
+ next;
+ mes "[Boshuu]";
+ mes "I you want to, bring me an Arm Guard, a Slotted Guard, and 10,000 Zeny, and I'll make you a Slotted Arm Guard.";
+ mes "How 'bout it? Would you like to obtain a Slotted Arm Guard?";
+ next;
+ if(select("No, I'd rather not.:Yes~!! Please make it for me!") == 1){
+ mes "[Boshuu]";
+ mes "Hmm, is that so?";
+ mes "What a shame...";
+ mes "Well, if you change your mind later, come back and see me.";
+ close;
+ }else{
+ if (countitem(2102) < 1 || countitem(2117) < 1){
+ mes "[Boshuu]";
+ mes "Hmm... It looks like you didn't bring me enough materials.";
+ next;
+ mes "[Boshuu]";
+ mes "In order to make a Slotted Arm Guard,";
+ mes "I need 1 Slotted Guard";
+ mes "1 Arm Guard, and";
+ mes "10,000 Zeny.";
+ mes "Come back when you're sure you have everything.";
+ close;
+ }
+ if (Zeny < 10000){
+ mes "[Boshuu]";
+ mes "Hmm.. You brought plenty of materials, but you're short on zeny.";
+ next;
+ mes "[Boshuu]";
+ mes "In order to make a Slotted Arm Guard,";
+ mes "I need 1 Slotted Guard";
+ mes "1 Arm Guard, and";
+ mes "10,000 Zeny.";
+ mes "Come back when you're sure you have everything.";
+ close;
+ }
+ mes "[Boshuu]";
+ mes "Oh, You've brought me the needed materials.";
+ mes "Before I begin, let me ask one final time...";
+ mes "Will you give me the materials you've gathered,";
+ mes "and in turn, receive a Slotted Arm Guard?";
+ next;
+ if(select("No:Yes") == 1){
+ mes "[Boshuu]";
+ mes "Ok";
+ mes "If you ever make up your mind";
+ mes "come and find me again.";
+ close;
+ }else{
+ mes "[Boshuu]";
+ mes "All right!";
+ mes "This should only take a second";
+ mes "Bang Clang ~Bang Clang ~";
+ next;
+ if(countitem(2102) < 1 || countitem(2117) < 1 || Zeny < 10000){
+ mes "HACK DETECTED";
+ close;
+ }
+ mes "[Boshuu]";
+ mes "Here, it's finally complete.";
+ mes "I present to you a Slotted Arm Guard.";
+ mes "If you ever want to ask me to make you more items, feel free to come back anytime.";
+ delitem 2102,1;
+ delitem 2117,1;
+ set Zeny,Zeny-10000;
+ set MISC_QUEST,MISC_QUEST | 2048;
+ getitem 2118,1;
+ close;
+ }
+ }
+ }
+}
+
+que_ng,28,45,3 script Basshu 86,{
+
+ if(BaseJob != Job_Ninja){
+ mes "[Basshu]";
+ mes "I am one of the brothers of the three brothers in charge of crafting shields in the east named Murata Basshu";
+ next;
+ mes "[Basshu]";
+ mes "People normally call us the Three Craftsmen, but the other two craftsmen are my brothers.";
+ next;
+ mes "[Basshu]";
+ mes "But It looks like you're not my usual customer type, so I cannot make you any shields.";
+ mes "Sorry.";
+ close;
+ }
+ if(BaseLevel < 50){
+ mes "[Basshu]";
+ mes "I am one of the brothers of the three brothers in charge of crafting shields in the east named Murata Basshu";
+ next;
+ mes "[Basshu]";
+ mes "Unfortunately, many of my shields have minimum requirements, and I'm afraid you would not meet them.";
+ next;
+ mes "[Basshu]";
+ mes "Come back when you're stronger.";
+ close;
+ }
+ if (countitem(2107) < 1 && !(MISC_QUEST & 4096)){
+ mes "[Basshu]";
+ mes "I am one of the brothers of the three craftsmen in charge of crafting shields in the east named Murata Basshu";
+ next;
+ mes "[Basshu]";
+ mes "We are called the Three Craftsmen, but the other two craftsmen are my brothers.";
+ mes "I've learned my craft by sneaking looks over my brothers, so my skill is a little less than them, but many people praise me highly.";
+ next;
+ mes "[Basshu]";
+ mes "As of now, I've given up making shields and am currently running an antique shop for shields.";
+ mes "I'm researching to see if shields can be enchanted with magic.";
+ next;
+ mes "[Basshu]";
+ mes "Do you happen to know a shield called the Mirror shield from overseas?";
+ mes "I'd love to see that item, but I can't get my hands on one.";
+ next;
+ mes "[Basshu]";
+ mes "It'd help me greatly if I could see that shield up close.";
+ mes "Can you help me?";
+ next;
+ if(select("Hmm...I don't feel like it.:Very well.") == 1){
+ mes "[Basshu]";
+ mes "Ah~ I guess it was an impossible request.";
+ mes "I'm sorry.";
+ mes "If you ever find a Mirror shield and want to get rid of it, please come and see me.";
+ close;
+ }else{
+ mes "[Basshu]";
+ mes "Oh, thank you.";
+ mes "If you could really find me a Mirror Shield, I might get some really good ideas.";
+ set ninbot,1;
+ close;
+ }
+ }
+ if (ninbot == 1){
+ mes "[Basshu]";
+ mes "Oh. You have it?";
+ mes "Let me see...";
+ mes "Hmm ...";
+ next;
+ mes "[Basshu]";
+ mes "Oh! That's it! This proves it's not impossible to make a shield resistant to magical attacks.";
+ mes "Whew...";
+ next;
+ mes "[Basshu]";
+ mes "This sure gets me excited.";
+ mes "If you have a normal Arm Guard, bring me your Arm Guard, and...";
+ next;
+ mes "[Basshu]";
+ mes "1 Mirror Shield, and";
+ mes "20,000 Zeny, and I'll improve your Arm Guard into an Improved Arm Guard.";
+ next;
+ mes "[Basshu]";
+ mes "How about it? Would you like that?";
+ next;
+ if(select("No, I wouldn't.:Yes, I would.") == 1){
+ mes "[Basshu]";
+ mes "Hmm, Very Well.";
+ mes "I'm so grateful you showed me that rare shield from overseas.";
+ next;
+ mes "[Basshu]";
+ mes "Thanks for everything.";
+ set ninbot,0;
+ close;
+ }else{
+ mes "[Basshu]";
+ mes "Very Well.";
+ mes "I'm looking forward to this.";
+ next;
+ mes "[Basshu]";
+ mes "Bring me 1 Arm Guard,";
+ mes "1 Mirror Shield, and";
+ mes "20,000 Zeny,";
+ mes "and I'll make you an Improved Arm Guard.";
+ next;
+ mes "[Basshu]";
+ mes "Come and see me when you have everything ready.";
+ set ninbot,2;
+ close;
+ }
+ }
+ else if (ninbot == 2){
+ if(countitem(2107) < 1 || countitem(2117) < 1){
+ mes "[Basshu]";
+ mes "Hmm.. It looks like there aren't enough materials.";
+ mes "For an Improved Arm Guard, I require...";
+ mes "1 Mirror Shield, 1 Arm Guard";
+ mes "and 20,000 Zeny.";
+ mes "Come again when you have these materials.";
+ close;
+ }
+ if(Zeny < 20000){
+ mes "[Basshu]";
+ mes "Hmm.. You brought plenty of materials, but you're short on zeny.";
+ mes "In order to create an Improved Arm Guard, I require...";
+ mes "1 Mirror Shield, 1 Arm Guard";
+ mes "and 20,000 Zeny.";
+ mes "Come again when you have these materials.";
+ close;
+ }
+ mes "[Basshu]";
+ mes "The proper ingredients";
+ mes "have been gathered.";
+ mes "Before I begin,";
+ mes "I'll ask one last time.";
+ next;
+ mes "[Basshu]";
+ mes "In trade of the magical defence of the Arm Guard increasing, the shield's ability to block physical attacks may inevitably decrease.";
+ next;
+ mes "[Basshu]";
+ mes "Will you give me the materials you've gathered";
+ mes "and in trade, receive an Improved Arm Guard?";
+ next;
+ if(select("No:Yes") == 1){
+ mes "[Basshu]";
+ mes "Very Well.";
+ mes "If you ever make up your mind";
+ mes "come and find me again.";
+ close;
+ }else{
+ mes "[Basshu]";
+ mes "Hmm~ Well then~";
+ mes "Shall we begin?";
+ mes "Bang Clang ~Bang Clang ~";
+ mes "Sweep Sweep~ Saw Saw~";
+ next;
+ if(countitem(2107) < 1 || countitem(2117) < 1 || Zeny < 20000){
+ mes "HACK DETECTED";
+ close;
+ }
+ mes "[Basshu]";
+ mes "Here it is -- it's complete.";
+ mes "I've made you an Improved Arm Guard.";
+ mes "If you ever want me to create more items, come and ask me anytime.";
+ delitem 2107,1;
+ delitem 2117,1;
+ set Zeny,Zeny-20000;
+ set ninbot,0;
+ set MISC_QUEST,MISC_QUEST | 4096;
+ getitem 2119,1;
+ close;
+ }
+ }
+ else if (MISC_QUEST & 4096){
+ set ninbot,0;
+ mes "[Basshu]";
+ mes "Oh~ I see you've come back.";
+ mes "Are you here because you need an Improved Arm Guard?";
+ next;
+ if(select("Nope, not really.:Yes, make me another one.") == 1){
+ mes "[Basshu]";
+ mes "Aha~ I see~.";
+ mes "Come back and talk to me anytime.";
+ close;
+ }else{
+ if(countitem(2107) < 1 || countitem(2117) < 1){
+ mes "[Basshu]";
+ mes "Hmm.. It looks like there aren't enough materials.";
+ mes "In order to make an Improved Arm Guard, I require...";
+ mes "1 Mirror Shield, 1 Arm Guard,";
+ mes "And 20,000 Zeny.";
+ mes "Come again when you have these materials.";
+ close;
+ }
+ if(Zeny < 20000){
+ mes "[Basshu]";
+ mes "Hmm.. You brought plenty of materials, but you're short on zeny.";
+ mes "In order to make an Improved Arm Guard, I require...";
+ mes "1 Mirror Shield, 1 Arm Guard,";
+ mes "and 20,000 Zeny.";
+ mes "Come again when you have these materials.";
+ close;
+ }
+ mes "[Basshu]";
+ mes "Looks like you brought me the correct ingredients.";
+ mes "Before I begin,";
+ mes "I'll ask one last time.";
+ next;
+ mes "[Basshu]";
+ mes "In trade of the magical defence of the Arm Guard increasing, the shield's ability to block physical attacks may inevitably decrease.";
+ next;
+ mes "[Basshu]";
+ mes "Will you give me the materials you've gathered to receive an Improved Arm Guard?";
+ next;
+ if(select("No:Yes") == 1){
+ mes "[Basshu]";
+ mes "Very Well.";
+ mes "If you make up your mind";
+ mes "come and find me again.";
+ close;
+ }else{
+ mes "[Basshu]";
+ mes "Hmm~ Well then~";
+ mes "Shall we begin?";
+ mes "Bang Clang ~Bang Clang ~";
+ mes "Sweep Sweep~ Saw Saw~";
+ next;
+ mes "[Basshu]";
+ mes "Here it is -- it's complete.";
+ mes "I've made you an Improved Arm Guard";
+ next;
+ if(countitem(2107) < 1 || countitem(2117) < 1 || Zeny < 20000){
+ mes "HACK DETECTED";
+ close;
+ }
+ mes "[Basshu]";
+ mes "If you ever want me to create more items, come and ask me anytime.";
+ delitem 2107,1;
+ delitem 2117,1;
+ set Zeny,Zeny-20000;
+ getitem 2119,1;
+ close;
+ }
+ }
+ }
+ else{
+ set ninbot,0;
+ mes "[Basshu]";
+ mes "Why~ That's~!";
+ mes "Is what you have there that shield which is called a 'Mirror Shield' overseas?";
+ next;
+ mes "[Basshu]";
+ mes "Excuse me, but may I take a look?";
+ next;
+ mes "[Basshu]";
+ mes "I knew it!! It is a Mirror Shield~!";
+ mes "There must be a way any shield can posess magical powers!!";
+ next;
+ mes "[Basshu]";
+ mes "Shields could be much more useful than now.";
+ mes "Why didn't I think of this before?";
+ next;
+ mes "[Basshu]";
+ mes "I have two brothers, and together we are the Three Craftsmen of the East.";
+ mes "I learned my crafting skill by watching my older brothers.";
+ next;
+ mes "[Basshu]";
+ mes "Due to that, my skill is not as good as theirs, but many people say I am skilled...";
+ next;
+ mes "[Basshu]";
+ mes "As of now, I have also given up making shields and am currently running an antique shop for shields.";
+ next;
+ mes "[Basshu]";
+ mes "I'm researching to see if shields can be enchanted with magic.";
+ next;
+ mes "[Basshu]";
+ mes "Therefore, I wanted to get an idea of how magic works on shields by studying a shield from overseas called the Mirror Shield, but I couldn't get my hands on one.";
+ mes "What stress that had caused me.";
+ next;
+ mes "[Basshu]";
+ mes "But luckily, you, a traveller, happened to have a mirror shield, and now I feel my creative spirit burning lively inside.";
+ next;
+ mes "[Basshu]";
+ mes "If you want, I will make you an Improved Arm Guard if you bring me 1 Arm Guard, 1 Mirror Shield, And 20,000 Zeny.";
+ mes "Would you like to try using one?";
+ next;
+ if(select("No, I don't wanna!:Yeah~!! Hurry and make it for me!") == 1){
+ mes "[Basshu]";
+ mes "Hmm, is that so.";
+ mes "What a shame.";
+ mes "Come and find me if you change your mind.";
+ close;
+ }else{
+ if(countitem(2107) < 1 || countitem(2117) < 1){
+ mes "[Basshu]";
+ mes "Hmm.. It looks like there aren't enough materials.";
+ mes "In order to create an Improved Arm Guard, I require...";
+ mes "1 Mirror Shield, 1 Arm Guard";
+ mes "And 20,000 Zeny";
+ mes "Come again when you have these materials.";
+ close;
+ }
+ if(Zeny < 20000){
+ mes "[Basshu]";
+ mes "Hmm.. You brought plenty of materials, but you're short on zeny.";
+ mes "In order to make an Improved Arm Guard, I require...";
+ mes "1 Mirror Shield, 1 Arm Guard,";
+ mes "And 20,000 Zeny.";
+ mes "Come again when you have these materials.";
+ close;
+ }
+ mes "[Basshu]";
+ mes "The proper ingredients";
+ mes "have been gathered.";
+ mes "Before I begin,";
+ mes "I'll ask one last time.";
+ next;
+ mes "[Basshu]";
+ mes "In trade of the magical defence of the Arm Guard increasing, the shield's ability to block physical attacks may inevitably decrease.";
+ next;
+ mes "[Basshu]";
+ mes "Will you give me the materials you've gathered";
+ mes "to receive an Improved Arm Guard?";
+ next;
+ if(select("No:Yes") == 1){
+ mes "[Basshu]";
+ mes "Very Well.";
+ mes "If you ever make up your mind";
+ mes "come and find me again.";
+ close;
+ }else{
+ mes "[Basshu]";
+ mes "Hmm~ Well then~";
+ mes "Shall we begin?";
+ mes "Bang Clang ~Bang Clang ~";
+ mes "Sweep Sweep~ Saw Saw~";
+ next;
+ if(countitem(2107) < 1 || countitem(2117) < 1 || Zeny < 20000){
+ mes "HACK DETECTED";
+ close;
+ }
+ mes "[Basshu]";
+ mes "Here it is -- it's complete.";
+ mes "I've made you an Improved Arm Guard";
+ mes "If you ever want me to create more items, come and ask me anytime.";
+ delitem 2107,1;
+ delitem 2117,1;
+ set Zeny,Zeny-20000;
+ set MISC_QUEST,MISC_QUEST | 4096;
+ getitem 2119,1;
+ close;
+ }
+ }
+ }
+}
+
+que_ng,27,18,3 script Toshu 709,{
+
+ if(BaseJob != Job_Ninja){
+ mes "[Toshu]";
+ mes "How are you~";
+ mes "My young friend~";
+ mes "I am one of the three brothers of the eastern world who craft armor. The name is Murata Toshu.";
+ next;
+ mes "[Toshu]";
+ mes "I've learned how to slot things from a land overseas.";
+ mes "I'm thinking about earning some money using this ability.";
+ next;
+ mes "[Toshu]";
+ mes "But you don't seem like the kind of customer which I can do business with...";
+ close;
+ }
+ mes "[Toshu]";
+ mes "How are you, my young friend~";
+ mes "I'm the middle brother of the three brothers in charge of crafting shields in the east.";
+ mes "They call me Murata Toshu.";
+ next;
+ mes "[Toshu]";
+ mes "I learned how to slot things from overseas, so I'm thinking about earning some money with that ability part time.";
+ next;
+ mes "[Toshu]";
+ mes "If you want, I can create a Slotted Improved Arm Guard if you bring me";
+ mes "1 Improved Arm Guard, 1 Slotted Buckler";
+ mes "and 40,000 Zeny.";
+ next;
+ mes "[Toshu]";
+ mes "By the way, I'm sorry to say this, but there's a chance I might break your materials and fail slotting the Improved Arm Guard, so you might want to think about it.";
+ mes "How 'bout it? Do we have a deal?";
+ next;
+ if(select("No. I don't want to do this.:Yes! Let's do this!") == 1){
+ mes "[Toshu]";
+ mes "Ok.";
+ mes "Of course, the shields are important to you.";
+ mes "If you decide to go foward with this afterwards, come and find me.";
+ close;
+ }else{
+ if(countitem(2104) < 1 || countitem(2119) < 1){
+ mes "[Toshu]";
+ mes "It doesn't look like you brought me enough materials.";
+ mes "The required materials are 1 Slotted Buckler";
+ mes "1 Improved Arm Guard, and";
+ mes "40,000 Zeny.";
+ mes "You must bring me the right number of materials and Zeny.";
+ mes "Don't forget that.";
+ close;
+ }
+ if(Zeny < 40000){
+ mes "[Toshu]";
+ mes "It looks like you brought the right amount of materials.";
+ mes "However.. you didn't bring enough Zeny.";
+ mes "The required materials are 1 Slotted Buckler";
+ mes "1 Improved Arm Guard, and 40,000 Zeny.";
+ mes "You must bring me the right number of materials and Zeny.";
+ mes "Don't forget that.";
+ close;
+ }
+ mes "[Toshu]";
+ mes "Hmm. materials and zeny checked!";
+ mes "Time to begin my part.";
+ mes "Just to warn you..";
+ next;
+ mes "[Toshu]";
+ mes "While I am in production, I may fail to create your gear, so you may want to think it over.";
+ next;
+ mes "[Toshu]";
+ mes "Do you want me to produce your gear, even if there's a chance I may fail?";
+ next;
+ if(select("I think I better back off. Sob..:Yes! Let's try anyway!") == 1){
+ mes "[Toshu]";
+ mes "Ok.";
+ mes "Well, come back later when you've got the guts to try.";
+ mes "Erherherherher~";
+ close;
+ }else{
+ mes "[Toshu]";
+ mes "OK! I have your order!";
+ mes "Just wait 3 seconds!!";
+ mes "Clink Clank~!Clink Clank~!!";
+ mes "Sweep Sweep~ Saw Saw~";
+ next;
+ if(countitem(2104) < 1 || countitem(2119) < 1 || Zeny < 40000){
+ mes "HACK DETECTED";
+ close;
+ }
+ delitem 2104,1;
+ delitem 2119,1;
+ set Zeny,Zeny-40000;
+
+ switch (rand(5)) {
+ case 1:
+ getitem 12043,1;
+ mes "[Toshu]";
+ mes "Aaah!!!";
+ mes "Ah.. this";
+ mes "is bad news.";
+ mes "Slotting the shield has failed";
+ mes "as I feared.";
+ mes "I'm very sorry about this.";
+ mes "Eat this and cheer up.";
+ close;
+ break;
+ case 2:
+ getitem 12043,1;
+ mes "[Toshu]";
+ mes "Aaah!!!";
+ mes "Ah.. this";
+ mes "is bad news.";
+ mes "Slotting the shield has failed";
+ mes "as I feared.";
+ mes "I'm very sorry about this.";
+ mes "Eat this and cheer up.";
+ close;
+ break;
+ default:
+ getitem 2120,1;
+ mes "[Toshu]";
+ mes "Hmm~~ Looks like everything went all right.";
+ mes "Here is your completed Slotted";
+ mes "Improved Arm Guard.";
+ mes "I was nervous that it might fail, but hey, there's a reason why I'm called a Craftsman, right?";
+ mes "If you need me again, come and seek me.";
+ close;
+ break;
+ }
+ }
+ }
+}
+
+que_ng,72,34,3 script Craftsman Kaibara 847,{
+
+ if (BaseJob != Job_Ninja){
+ mes "[Kaibara]";
+ mes "I am a Craftsman called Kaibara";
+ mes "I create weapons for Ninjas.";
+ mes "However, It doesn't look like you are a ninja.";
+ next;
+ mes "[Kaibara]";
+ mes "Even if I created a sword for you, I doubt you would be able to appreciate it. What a shame...";
+ close;
+ }
+ mes "[Kaibara]";
+ mes "I am the last Craftsman who knows how to make a sword out of a Black Dragon's scales. They call me Kaibara.";
+ mes "You look like a Ninja.";
+ mes "If you're interested, take a look at my goods while you decide what you want.";
+ next;
+ switch(select("Gokurin:Jitte:Ashura[3]:Murasame:Hakujin:Cancel")){
+ case 1:
+ mes "[Kaibara]";
+ mes "Hmm~ I see you've picked the Gokurin.";
+ mes "Gokurin is made with various materials, one of them being Dragon's Scale.";
+ next;
+ mes "[Kaibara]";
+ mes "The required material for this sword is 400 Dragon Scales,";
+ mes "5 Oridecons, and 30 Dragon Skins.";
+ mes "and 200,000 Zeny.";
+ mes "Do you want me to create this item for you?";
+ next;
+ if(select("No thanks. It's too expensive.:Yes! I want one!") == 1){
+ mes "[Kaibara]";
+ mes "Hrm. I understand. These are materials that are difficult to attain...";
+ mes "If you ever happen to gather all these materials one day, feel free to come back.";
+ close;
+ }else{
+ if(countitem(1036) < 400 || countitem(984) < 5 || countitem(7123) < 30){
+ mes "[Kaibara]";
+ mes "It looks like there are not enough ingredients for me to make you a Gokurin.";
+ next;
+ mes "[Kaibara]";
+ mes "In order to make the Gokurin,";
+ mes "I require ^ff0000 400 Dragon's Scale,^000000";
+ mes "^ff00005 Oridecons^000000, ^ff000030 Dragon Skins^000000";
+ mes "and ^ff0000200000 Zeny^000000.";
+ mes "Make sure you have those items when you return to me.";
+ close;
+ }
+ if(Zeny < 200000){
+ mes "[Kaibara]";
+ mes "Hmm, it looks like you have enough materials, but you're short on Zeny.";
+ next;
+ mes "[Kaibara]";
+ mes "In order to make the Gokurin,";
+ mes "I require ^ff0000 400 Dragon Scales,^000000";
+ mes "^ff00005 Oridecons^000000, ^ff000030 Dragon Skins^000000";
+ mes "and ^ff0000200,000 Zeny^000000.";
+ mes "Make sure you have those items when you return to me.";
+ close;
+ }
+ delitem 1036,400;
+ delitem 984,5;
+ delitem 7123,30;
+ set Zeny,Zeny-200000;
+ getitem 13006,1;
+ mes "[Kaibara]";
+ mes "Hmm, looks good.";
+ mes "I've checked your ingredients and fees.";
+ mes "Here is your completed Gokurin.";
+ close;
+ }
+ break;
+ case 2:
+ mes "[Kaibara]";
+ mes "Hmm~ You've picked the ^ff0000Jitte^000000.";
+ mes "This sword has a legend that the more enemies you slay with it, the stronger it gets.";
+ next;
+ mes "[Kaibara]";
+ mes "The required materials are 30 Steel, one Old Hilt";
+ mes "and 20,000 Zeny.";
+ mes "Do you want me to create this item for you?";
+ next;
+ if(select("No thanks. It's too expensive.:Yes! I want one!") == 1){
+ mes "[Kaibara]";
+ mes "Hrm. I understand. These are materials that are difficult to attain...";
+ mes "If you ever happen to gather all these materials one day, feel free to come back.";
+ close;
+ }else{
+ if(countitem(999) < 30 || countitem(7022) < 1){
+ mes "[Kaibara]";
+ mes "It looks like you need more materials before I can make you a Jitte.";
+ next;
+ mes "[Kaibara]";
+ mes "In order to create a Jitte, I require";
+ mes "^ff000030 Steel^000000, ";
+ mes "^f00001 Old Hilt^000000,";
+ mes "and ^ff000020,000 Zeny^000000.";
+ mes "Remember these needed materials, and come back after you're positive you have them all.";
+ close;
+ }
+ if(Zeny < 20000){
+ mes "[Kaibara]";
+ mes "Hmm.. You brought plenty of materials, but you're short on zeny.";
+ next;
+ mes "[Kaibara]";
+ mes "In order to create the Jitte, I require";
+ mes "^ff000030 Steel,^000000";
+ mes "^f00001 Old Hilt^000000,";
+ mes "and ^ff000020,000 Zeny^000000.";
+ mes "Remember these needed materials, and come back after you're positive you have them all.";
+ close;
+ }
+ delitem 999,30;
+ delitem 7022,1;
+ set Zeny,Zeny-20000;
+ getitem 13007,1;
+ mes "[Kaibara]";
+ mes "Hmm, very well.";
+ mes "I've checked your ingredients and fees.";
+ mes "Here is your completed Jitte.";
+ close;
+ }
+ break;
+ case 3:
+ mes "[Kaibara]";
+ mes "Hmm~ You've chose the ^ff0000Ashura[3]^000000.";
+ mes "In order to create an Ashura[3], I require ";
+ mes "25 Steel, 5 Worn-out Magic Scrolls";
+ mes "And 32,000 Zeny.";
+ mes "Do you want me to create this item for you?";
+ next;
+ if(select("No thanks. It's too expensive.:Yes! I want one!") == 1){
+ mes "[Kaibara]";
+ mes "Hrm. I understand. These are materials that are difficult to attain...";
+ mes "If you ever happen to gather all these materials one day, feel free to come back.";
+ close;
+ }else{
+ if(countitem(999) < 25 || countitem(7099) < 5){
+ mes "[Kaibara]";
+ mes "It looks like you don't have all the materials I need to create an Ashura[3] for you.";
+ next;
+ mes "[Kaibara]";
+ mes "I require ^ff000025 Steel,^000000";
+ mes "^ff0000Five Worn-out Magic Scrolls,^000000";
+ mes "and ^ff0000 32,000 Zeny^000000 in order to create an Ashura[3].";
+ mes "Remember these needed materials, and come back after you're positive you have them all.";
+ close;
+ }
+ if(Zeny < 32000){
+ mes "[Kaibara]";
+ mes "Hmm.. You brought plenty of materials, but you're short on zeny.";
+ next;
+ mes "[Kaibara]";
+ mes "In order to create an Ashura[3], I require the following materials - ";
+ mes "^ff000025 Steel,^000000";
+ mes "^ff00005 Worn-out Magic Scrolls^000000,";
+ mes "and ^ff0000 32,000 Zeny^000000";
+ mes "Remember these needed materials, and come back after you're positive you have them all.";
+ close;
+ }
+ delitem 999,25;
+ delitem 7099,5;
+ set Zeny,Zeny-32000;
+ getitem 13011,1;
+ mes "[Kaibara]";
+ mes "Hmm, very well.";
+ mes "I've checked your ingredients and fees.";
+ mes "Here is your completed Ashura[3].";
+ close;
+ }
+ break;
+ case 4:
+ mes "[Kaibara]";
+ mes "Hmm~ You've chose the ^ff0000Murasame^000000.";
+ mes "To create the Murasame, I require";
+ mes "30 Steel, 10 Aquamarines";
+ mes "And 48,000 Zeny.";
+ mes "Do you want me to create this item for you?";
+ next;
+ if(select("No thanks. It's too expensive.:Yes! I want one!") == 1){
+ mes "[Kaibara]";
+ mes "Hrm. I understand. These are materials that are difficult to attain...";
+ mes "If you ever happen to gather all these materials one day, feel free to come back.";
+ close;
+ }else{
+ if(countitem(999) < 30 || countitem(720) < 10){
+ mes "[Kaibara]";
+ mes "It looks like your short on materials for me to create you a Murasame.";
+ next;
+ mes "[Kaibara]";
+ mes "I require ^ff000030 Steel^000000, ";
+ mes "^ff000010 Aquamarines^000000,";
+ mes "and ^ff000048,000 Zeny^000000";
+ mes "in order to create a Murasame.";
+ mes "Remember these needed materials, and come back after you're positive you have them all.";
+ close;
+ }
+ if(Zeny < 48000){
+ mes "[Kaibara]";
+ mes "Hmm.. You brought plenty of materials, but you're short on zeny.";
+ next;
+ mes "[Kaibara]";
+ mes "In order to create a Murasame, I require..";
+ mes "^ff000030 Steel^000000, ";
+ mes "^ff000010 Aquamarines^000000,";
+ mes "and ^ff000048,000 Zeny^000000.";
+ mes "Remember these needed materials, and come back after you're positive you have them all.";
+ close;
+ }
+ delitem 999,30;
+ delitem 720,10;
+ set Zeny,Zeny-48000;
+ getitem 13012,1;
+ mes "[Kaibara]";
+ mes "Hmm, very well.";
+ mes "I've checked your ingredients and fees.";
+ mes "Here is your completed Murasame.";
+ close;
+ }
+ break;
+ case 5:
+ mes "[Kaibara]";
+ mes "Hmm~ You've chose the ^ff0000Hakujin^000000.";
+ mes "In order to create a Hakujin, I require...";
+ mes "500 Skel-Bones, 5 Pearls";
+ mes "10 Level 3 Heal Scrolls";
+ mes "and 120,000 Zeny.";
+ mes "Do you want me to create this item for you?";
+ next;
+ if(select("No thanks. It's too expensive.:Yes! I want one!") == 1){
+ mes "[Kaibara]";
+ mes "Hrm. I understand. These are materials that are difficult to attain...";
+ mes "If you ever happen to gather all these materials one day, feel free to come back.";
+ close;
+ }else{
+ if(countitem(932) < 500 || countitem(12001) < 10 || countitem(722) < 5){
+ mes "[Kaibara]";
+ mes "It looks like you're short on raw materials for me to be able to make you a Hakujin.";
+ next;
+ mes "[Kaibara]";
+ mes "In order to create a Hakujin, I require...";
+ mes "500 Skel-Bones, 5 Pearls";
+ mes "10 Level 3 Heal Scrolls";
+ mes "and 120,000 Zeny.";
+ mes "Remember these needed materials, and come back after you're positive you have them all.";
+ close;
+ }
+ if(Zeny < 120000){
+ mes "[Kaibara]";
+ mes "Hmm.. You brought plenty of materials, but you're short on zeny.";
+ next;
+ mes "[Kaibara]";
+ mes "In order to create a Hakujin, I require...";
+ mes "500 Skel-Bones, 5 Pearls";
+ mes "10 Level 3 Heal Scrolls";
+ mes "and 120,000 Zeny.";
+ mes "Remember these needed materials, and come back after you're positive you have them all.";
+ close;
+ }
+ delitem 932,500;
+ delitem 12001,10;
+ delitem 722,5;
+ set Zeny,Zeny-120000;
+ getitem 13014,1;
+ mes "[Kaibara]";
+ mes "Hmm, very well.";
+ mes "I've double checked the materials and Zeny you've brought.";
+ mes "Here is your completed Hakujin.";
+ close;
+ }
+ break;
+ default:
+ mes "[Kaibara]";
+ mes "Hmm, Very well.";
+ mes "Come and look for me again.";
+ close;
+ break;
+ }
+}
+
+que_ng,22,62,3 script Tetsu 709,{
+
+ mes "[Tetsu]";
+ if(BaseJob != Job_Ninja){
+ mes "I'm The Craftman of Fuuma Ninjas called Tetsu.";
+ next;
+ mes "[Tetsu]";
+ mes "My living is getting tough because of my gambling, so I've started to make weapons part time.";
+ next;
+ mes "[Tetsu]";
+ mes "However, it looks like you're not a ninja.";
+ mes "There's no point of me explaining any further then.";
+ next;
+ mes "[Tetsu]";
+ mes "Perhaps when I have some money to spare, we could play a game of Mah-jong together.";
+ close;
+ }
+ mes "I am the Craftman of the Fuuma Ninja. I am called Tetsu.";
+ next;
+ mes "[Tetsu]";
+ mes "Things have become tough for me due to my habit of gambling... So, here I am making weapons again, at long last.";
+ next;
+ mes "[Tetsu]";
+ mes "I may not look it, but if it's about any items related to Fuuma, there's none who come close to my craftsmenship.";
+ mes "Well, look around, look around.";
+ next;
+ menu "Fuuma Shuriken Beneki",M_BENEKI,"Fuuma Shuriken Daisharin",M_DAIS,
+ "Fuuma Shuriken Daisharin[4]",M_DAIS4,"Fuuma Shuriken Rekka",M_REKKA,"Cancel",M_CANCEL;
+
+//=====================BENEKI========================
+M_BENEKI:
+ mes "[Tetsu]";
+ mes "Hmm~ You've chose the ^ff0000Fuuma Beneki^000000.";
+ mes "In order to make the Fuuma Beneki, I need";
+ mes "50 Steel, 20 Harpy Feather";
+ mes "5 Oridecon, and 90,000 Zeny.";
+ mes "Do you want me to create this item for you?";
+ next;
+ menu "Well .. erm .. it's kind of pricey.",M_NOPE,"Yes! Make it for me!",-;
+
+ if(countitem(999)<50 || countitem(7115)<20 || countitem(984)<5){
+ mes "[Tetsu]";
+ mes "It looks like you haven't brought me enough materials to make you a Fuuma Shuriken Beneki.";
+ next;
+ mes "[Tetsu]";
+ mes "In order to create a Fuuma shuriken Beneki, I require...";
+ mes "^ff000050 Steel,^000000";
+ mes "^ff000020 Harpy Feathers^000000,";
+ mes "^ff00005 Oridecons^000000,";
+ mes "and ^ff000090,000 Zeny^000000.";
+ mes "Remember these needed materials, and come back after you're positive you have them all.";
+ close;
+ }
+ if(Zeny < 90000){
+ mes "[Tetsu]";
+ mes "Hmm.. You brought plenty of materials, but you're short on zeny.";
+ next;
+ mes "[Tetsu]";
+ mes "In order to create a Fuuma Shuriken Beneki, I require...";
+ mes "^ff000050 Steel,^000000";
+ mes "^ff000020 Harpy Feathers^000000,";
+ mes "^ff00005 Oridecons^000000,";
+ mes "and ^ff000090,000 Zeny^000000.";
+ mes "Remember these needed materials, and come back after you're positive you have them all.";
+ close;
+ }
+ delitem 999,50;
+ delitem 7115,20;
+ delitem 984,5;
+ set Zeny,Zeny-90000;
+ getitem 13300,1;
+ mes "[Tetsu]";
+ mes "Hmm, very well.";
+ mes "Looks like you've brought me the correct amount of materials and Zeny";
+ mes "Here is your completed Fuuma Shuriken Beneki";
+ close;
+
+//=====================DAISHARIN========================
+M_DAIS:
+ mes "[Tetsu]";
+ mes "Hmm~ I see you've chose the ^ff0000Fuuma Shuriken Daisharin^000000.";
+ mes "Fuuma Shuriken Daisharin In order to create Fuuma Shuriken Daisharin, I require...";
+ mes "30 Steel, 100 Tassels";
+ mes "2 Oridecons, and 40,000 Zeny.";
+ mes "Do you want me to create this item for you?";
+ next;
+ menu "Well .. erm .. it's kind of pricey.",M_NOPE,"Yes! Make it for me!",-;
+
+ if(countitem(999)<30 || countitem(7301)<100 || countitem(984)<2){
+ mes "[Tetsu]";
+ mes "It looks like you haven't brought me enough materials to make you a Fuuma Shuriken Daisharin.";
+ next;
+ mes "[Tetsu]";
+ mes "Fuuma Shuriken Daisharin, I require...";
+ mes "^ff000030 Steel^000000, ";
+ mes "^ff0000100 Tassels^000000,";
+ mes "^ff00002 Oridecons^000000,";
+ mes "and ^ff000040,000 Zeny^000000.";
+ mes "Remember these needed materials, and come back after you're positive you have them all.";
+ close;
+ }
+ if(Zeny < 40000){
+ mes "[Tetsu]";
+ mes "Hmm.. You brought plenty of materials, but you're short on zeny.";
+ next;
+ mes "[Tetsu]";
+ mes "Fuuma Shuriken Daisharin, I require...";
+ mes "^ff000030 Steel^000000, ";
+ mes "^ff0000100 Tassels^000000,";
+ mes "^ff00002 Oridecons^000000,";
+ mes "and ^ff000040,000 Zeny^000000.";
+ mes "Remember these needed materials, and come back after you're positive you have them all.";
+ close;
+ }
+ delitem 999,30;
+ delitem 7301,100;
+ delitem 984,2;
+ set Zeny,Zeny-40000;
+ getitem 13301,1;
+ mes "[Tetsu]";
+ mes "Hmm, very well.";
+ mes "Looks like you've brought me the correct amount of materials and Zeny";
+ mes "Here is your completed Fuuma Shuriken Daisharin";
+ close;
+
+//=====================DAISHARIN4========================
+M_DAIS4:
+ mes "[Tetsu]";
+ mes "Hmm~ I see you've chose the ^ff0000Fuuma Shuriken Daisharin[4]^000000.";
+ mes "In order to create Fuuma Shuriken Daisharin[4], I require...";
+ mes "20 Cracked Diamonds, 1 Fuuma Shuriken Daisharin";
+ mes "3 Oridecons, and 40,000 Zeny.";
+ mes "Do you want me to create this item for you?";
+ next;
+ mes "[Tetsu]";
+ mes "And in case you don't know...";
+ mes "In the process of slotting a weapon, your weapon will lose any refine points and slotted cards, if any.";
+ mes "Think this over with caution, and then decide if you really want to do this or not.";
+ next;
+ menu "No thanks.. It's a little pricey..",M_NOPE,"Yes! Make it for me!",-;
+
+ if(countitem(733)<20 || countitem(13301)<1 || countitem(984)<3){
+ mes "[Tetsu]";
+ mes "It looks like you haven't brought me enough materials to make you a Fuuma Shuriken Daisharin[4].";
+ next;
+ mes "[Tetsu]";
+ mes "In order to create a Fuuma Shuriken Daisharin[4], I require...";
+ mes "^ff000020 Cracked Diamonds^000000,";
+ mes "^ff00003 Oridecons^000000,";
+ mes "1 Fuuma Shuriken Daisharin, and";
+ mes "^ff000040,000 Zeny^000000.";
+ mes "Remember these needed materials, and come back after you're positive you have them all.";
+ close;
+ }
+ if(Zeny < 40000){
+ mes "[Tetsu]";
+ mes "Hmm.. You brought plenty of materials, but you're short on zeny.";
+ next;
+ mes "[Tetsu]";
+ mes "In order to create a Fuuma Shuriken Daisharin[4], I require...";
+ mes "^ff000020 Cracked Diamonds^000000,";
+ mes "^ff00003 Oridecons^000000,";
+ mes "1 Fuuma Shuriken Daisharin, and";
+ mes "^ff000040,000 Zeny^000000.";
+ mes "Remember these needed materials, and come back after you're positive you have them all.";
+ close;
+ }
+ delitem 733,20;
+ delitem 984,3;
+ set Zeny,Zeny-40000;
+ delitem 13301,1;
+ getitem 13302,1;
+ mes "[Tetsu]";
+ mes "Hmm, very well.";
+ mes "Looks like you've brought me the correct amount of materials and Zeny";
+ mes "Here is your completed Fuuma Shuriken Daisharin[4].";
+ close;
+
+//=====================REKKA========================
+M_REKKA:
+ mes "[Tetsu]";
+ mes "Hmm~ I see you've chose the ^ff0000Fuuma Shuriken Rekka^000000.";
+ mes "In order to create a Fuuma Shuriken Rekka, I require";
+ mes "50 Steel, 100 Live Coal";
+ mes "100 Burning Hearts, 50 Burning Stones";
+ mes "and 78,000 Zeny.";
+ mes "Do you want me to create this item for you?";
+ next;
+ menu "Well .. erm .. it's kind of pricey",M_NOPE,"Yes! Make it for me!",-;
+
+ if(countitem(999)<50 || countitem(7098)<100 || countitem(7097)<100 || countitem(7521)<50){
+ mes "[Tetsu]";
+ mes "It looks like you haven't brought me enough materials to make you a Fuuma Shuriken Rekka.";
+ next;
+ mes "[Tetsu]";
+ mes "In order to create a Fuuma Shuriken Rekka, I require...";
+ mes "^ff000050 Steel^000000,^ff000050 Burning Stones^000000,";
+ mes "^ff0000100 Burning Hearts^000000,^ff0000100 Live Coal^000000,";
+ mes "and ^ff000078,000 Zeny^000000";
+ mes "Remember these needed materials, and come back after you're positive you have them all.";
+ close;
+ }
+ if(Zeny < 78000){
+ mes "[Tetsu]";
+ mes "Hmm.. You brought plenty of materials, but you're short on zeny.";
+ next;
+ mes "[Tetsu]";
+ mes "In order to create a Fuuma Shuriken Rekka, I require...";
+ mes "^ff000050 Steel^000000,^ff000050 Burning Stones^000000,";
+ mes "^ff0000100 Burning Hearts^000000,^ff0000100 Live Coal^000000,";
+ mes "and ^ff000078,000 Zeny^000000";
+ mes "Remember these needed materials, and come back after you're positive you have them all.";
+ close;
+ }
+ delitem 999,50;
+ delitem 7098,100;
+ delitem 7097,100;
+ delitem 7521,50;
+ set Zeny,Zeny-78000;
+ getitem 13303,1;
+ mes "[Tetsu]";
+ mes "Hmm, very well.";
+ mes "Looks like you've brought me the correct amount of materials and Zeny";
+ mes "Here is your completed Fuuma Shuriken Rekka.";
+ close;
+
+//=====================I'M SORRY========================
+M_NOPE:
+ mes "[Tetsu]";
+ mes "Hmm. The cost to create this item is kind of expensive...";
+ mes "All right. If you do gather all the required materials one day, come back and see me.";
+ close;
+
+M_CANCEL:
+ mes "[Tetsu]";
+ mes "What a shame.";
+ mes "I wanted to show you the weapons I put my heart and soul into making them.";
+ mes "If you ever have second thoughts, it's never too late to come back and ask.";
+ close;
+}
diff --git a/npc/pre-re/quests/obb_quest.txt b/npc/pre-re/quests/obb_quest.txt
new file mode 100644
index 000000000..097d7f78b
--- /dev/null
+++ b/npc/pre-re/quests/obb_quest.txt
@@ -0,0 +1,1948 @@
+//===== rAthena Script =======================================
+//= Old Blue Box Quest
+//===== By ===================================================
+//= Celesta, Lupus
+//===== Version ==============================================
+//= 2.0
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+// [Aegis Conversion]
+//= Old Blue Box quest (?)
+//= Officially this quest gave an OBB in exhange for a the
+//= required items unlimitedly, however this was changed by
+//= Gravity, who claimed this behavior as a bug.
+//= The exact purpose of this quest is undetermined, but
+//= Gravity claimed that another quest would eventually
+//= branch from this one.
+//===== Additional Comments: =================================
+//= 1.7 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
+//= 1.8 Added missing checkweights. [L0ne_W0lf]
+//= 1.9 Moved Morroc NPCs to Morroc Ruins. [L0ne_W0lf]
+//= 2.0 Removed unused "name" variable. [L0ne_W0lf]
+//============================================================
+
+alberta,43,244,0 script Tourist#thai 99,{
+ if (checkweight(1201,1) == 0) {
+ mes "- Wait a moment! -";
+ mes "- Currently you're carrying -";
+ mes "- too many items with you. -";
+ mes "- Please enlighten your weight -";
+ mes "- and try again. -";
+ close;
+ }
+ if (thai_head >= 1 && thai_head <= 5) {
+ switch(thai_head) {
+ case 1:
+ set .@th_rand,rand(1,100);
+ if (.@th_rand > 6 && .@th_rand < 20) {
+ mes "[Tourist]";
+ mes "...........";
+ next;
+ mes "[Tourist]";
+ mes "You're that meanie...";
+ next;
+ mes "[Tourist]";
+ mes "...........";
+ next;
+ mes "[Tourist]";
+ mes "...........";
+ next;
+ mes "[Tourist]";
+ mes "...........";
+ next;
+ mes "[Tourist]";
+ mes "Aren't you...?";
+ next;
+ mes "[Tourist]";
+ mes "...........";
+ next;
+ mes "[Tourist]";
+ mes "...........";
+ next;
+ mes "[Tourist]";
+ mes "...........";
+ next;
+ mes "[Tourist]";
+ mes "Alright, alright, but you don't have to be mean.";
+ set thai_head,2;
+ close;
+ }
+ mes "[Tourist]";
+ mes "...........";
+ next;
+ mes "[Tourist]";
+ mes "I didn't think you were that";
+ mes "mean. Scram, I ain't in the mood";
+ mes "to talk to you.";
+ close;
+ case 2:
+ mes "[Tourist]";
+ mes "..........";
+ next;
+ switch(select("So do you have business in Lutie?:You don't want to go to Lutie for a tour.:What made you come over here?")) {
+ case 1:
+ mes "[Tourist]";
+ mes "Yes.";
+ mes "Well, actually...";
+ next;
+ mes "[Tourist]";
+ mes "I wanted to give my girlfriend";
+ mes "some well baked cookies.";
+ mes "Sadly, in my hometown of";
+ mes "Morroc, we don't have fancy";
+ mes "foods like that.";
+ next;
+ mes "[Tourist]";
+ mes "I've been asking all these";
+ mes "merchants about it, and I was";
+ mes "told that I could only get them";
+ mes "in Lutie...that's my story.";
+ next;
+ mes "[Tourist]";
+ mes "Now I'm running out of money and";
+ mes "food...I can't stay here much longer...";
+ next;
+ if (select("Do you want me to help you?:Well, good luck with everything.") == 1) {
+ set thai_head,3;
+ mes "[Tourist]";
+ mes "Thank god! Thank you so much.";
+ mes "I knew you would help me~!";
+ next;
+ mes "[Tourist]";
+ mes "Umm...";
+ mes "Before we talk about that help...";
+ mes "Er, hmmmm...";
+ mes "Well, you know I'm pretty";
+ mes "much starving to death now...";
+ next;
+ mes "[Tourist]";
+ mes "Could you please get me some Meat?";
+ mes "I know I'm asking you too much,";
+ mes "but I'm pretty much penniless";
+ mes "so I don't really have much";
+ mes "of a choice...";
+ close;
+ }
+ set thai_head,1;
+ mes "[Tourist]";
+ mes ".........";
+ mes "How could you be so cold";
+ mes "hearted after hearing my story?";
+ mes "...You're pretty mean!";
+ close;
+ case 2:
+ mes "[Tourist]";
+ mes "...Oh really? Hmm...people said I";
+ mes "could only get the well baked";
+ mes "cookie in Lutie.";
+ next;
+ mes "[Tourist]";
+ mes "I wanted to give my girlfriend";
+ mes "some well baked cookies.";
+ mes "Sadly, in my hometown of";
+ mes "Morroc, we don't have fancy";
+ mes "foods like that.";
+ next;
+ mes "[Tourist]";
+ mes "I've been asking all these";
+ mes "merchants about it, and I was";
+ mes "told that I could only get them";
+ mes "in Lutie...that's my story.";
+ next;
+ mes "[Tourist]";
+ mes "Now I'm running out of money and";
+ mes "food...I can't stay here much longer...";
+ next;
+ if (select("Do you want me to help you?:Well, good luck with everything.") == 1) {
+ set thai_head,3;
+ mes "[Tourist]";
+ mes "Thank god! Thank you so much.";
+ mes "I knew you would help me~!";
+ next;
+ mes "[Tourist]";
+ mes "Umm...";
+ mes "Before we talk about that help...";
+ mes "Er, hmmmm...";
+ mes "Well, you know I'm pretty";
+ mes "much starving to death now...";
+ next;
+ mes "[Tourist]";
+ mes "Could you please get me some Meat?";
+ mes "I know I'm asking you too much,";
+ mes "but I'm pretty much penniless";
+ mes "so I don't really have much";
+ mes "of a choice...";
+ close;
+ }
+ set thai_head,1;
+ mes "[Tourist]";
+ mes ".........";
+ mes "How could you be so cold";
+ mes "hearted after hearing my story?";
+ mes "...You're pretty mean!";
+ close;
+ case 3:
+ mes "[Tourist]";
+ mes "I was told that I could only find";
+ mes "the entrance to Lutie in";
+ mes "Al De Baran...";
+ next;
+ mes "[Tourist]";
+ mes "So I came here after searching";
+ mes "for Al De Baran...almost";
+ mes "killing myself when I passed the desert...*Sob*";
+ close;
+ }
+ case 3:
+ if (countitem(517) == 0) {
+ mes "[Tourist]";
+ mes "I see...I can understand that you";
+ mes "can't help me. It's alright...";
+ mes "It's not like I have the right";
+ mes "to demand anything of you...";
+ mes "But...";
+ next;
+ mes "[Tourist]";
+ mes "*Sob*...so... hungry...";
+ close;
+ }
+ set .@th_rand,rand(1,100);
+ if (.@th_rand > 0 && .@th_rand < 10) {
+ if (countitem(517) == 10) {
+ mes "[Tourist]";
+ mes "Ah...thanks! Thank you so much!";
+ delitem 517,10; //Meat
+ next;
+ }
+ else if (countitem(517) < 10) {
+ mes "[Tourist]";
+ mes "I appreciate that you're";
+ mes "helping me out of the";
+ mes "goodness of your heart,";
+ mes "but...";
+ next;
+ mes "[Tourist]";
+ mes "What are you...";
+ mes "Cheap?! You can feed";
+ mes "a starving man more";
+ mes "than this...bring me";
+ mes "more Meat!";
+ close;
+ }
+ else if (countitem(517) > 10) {
+ mes "[Tourist]";
+ mes "I appreciate you bringing";
+ mes "all this for me but...";
+ next;
+ mes "[Tourist]";
+ mes "Geez, you want I should";
+ mes "choke myself to death?";
+ mes "I can't eat all of this!";
+ mes "Bring me less Meat, yeah?";
+ close;
+ }
+ }
+ else if (.@th_rand > 11 && .@th_rand < 80) {
+ if (countitem(517) == 20) {
+ mes "[Tourist]";
+ mes "Ah...thanks! Thank you so much!";
+ delitem 517,20; //Meat
+ next;
+ }
+ else if (countitem(517) < 20) {
+ mes "[Tourist]";
+ mes "I appreciate that you're";
+ mes "helping me out of the";
+ mes "goodness of your heart,";
+ mes "but...";
+ next;
+ mes "[Tourist]";
+ mes "What are you...";
+ mes "Cheap?! You can feed";
+ mes "a starving man more";
+ mes "than this...bring me";
+ mes "more Meat!";
+ close;
+ }
+ else if (countitem(517) > 20) {
+ mes "[Tourist]";
+ mes "I appreciate you bringing";
+ mes "all this for me but...";
+ next;
+ mes "[Tourist]";
+ mes "Geez, you want I should";
+ mes "choke myself to death?";
+ mes "I can't eat all of this!";
+ mes "Bring me less Meat, yeah?";
+ close;
+ }
+ }
+ else {
+ if (countitem(517) == 40) {
+ mes "[Tourist]";
+ mes "Ah...thanks! Thank you so much!";
+ delitem 517,40; //Meat
+ next;
+ }
+ else if (countitem(517) < 40) {
+ mes "[Tourist]";
+ mes "I appreciate that you're";
+ mes "helping me out of the";
+ mes "goodness of your heart,";
+ mes "but...";
+ next;
+ mes "[Tourist]";
+ mes "What are you...";
+ mes "Cheap?! You can feed";
+ mes "a starving man more";
+ mes "than this...bring me";
+ mes "more Meat!";
+ close;
+ }
+ else if (countitem(517) > 40) {
+ mes "[Tourist]";
+ mes "Geez, you want I should";
+ mes "choke myself to death?";
+ mes "I can't eat all of this!";
+ mes "Bring me less Meat, yeah?";
+ close;
+ }
+ }
+ set thai_head,4;
+ mes "^3355FFHe seemed to have been";
+ mes "starving for a long time.";
+ mes "He ate all the meat I gave him";
+ mes "and it was all gone in a flash.^000000";
+ if (countitem(538) > 0) {
+ mes "^0000FF...Oh my! He took my cookies without even asking and ate all of those too!!^000000";
+ delitem 538,countitem(538); //Well_Baked_Cookie
+ }
+ next;
+ mes "[Tourist]";
+ mes "*Phew*...thanks.";
+ mes "At long last...";
+ mes "I feel stuffed.";
+ mes "...Oh. Right.";
+ mes "My girlfriend.";
+ next;
+ mes "[Tourist]";
+ mes "Er...about the well-baked";
+ mes "cookie I told you about? Um... I";
+ mes "know I'm being rude and selfish";
+ mes "...But I don't think I can find";
+ mes "it on my own.";
+ next;
+ mes "[Tourist]";
+ mes "So, could you bring me ^0000FF20 Well-baked Cookies^000000?";
+ next;
+ mes "[Tourist]";
+ mes "Although I shouldn't be asking for";
+ mes "any more favors, and you'd have";
+ mes "to go through all this trouble...";
+ mes "while I'd be safe over here...";
+ next;
+ mes "[Tourist]";
+ mes "I really want to make my";
+ mes "girlfriend happy. Everything";
+ mes "would be worth it for";
+ mes "that smile on her face...";
+ mes "I just can't pass this chance up!";
+ next;
+ mes "[Tourist]";
+ mes "Haven't you been in love...?";
+ mes "Surely you understand the";
+ mes "sway that this woman has";
+ mes "over me! Otherwise...I'd be";
+ mes "selling jewels...anything";
+ mes "other than this.";
+ next;
+ mes "[Tourist]";
+ mes "I'm begging you, since you're";
+ mes "stronger and less delicate";
+ mes "than me, please bring me";
+ mes "^0000FF20 Well-baked Cookies^000000!";
+ mes "For me, it's impossible!!";
+ close;
+ case 4:
+ if (countitem(538) > 19) {
+ mes "[Tourist]";
+ mes "Ah~!! Thank you so much!!";
+ mes "There really are many good";
+ mes "people like you in this world.";
+ next;
+ set thai_head,5;
+ delitem 538,20; //Well_Baked_Cookie
+ mes "[Tourist]";
+ mes "I appreciate what you've done for";
+ mes "me...now I can see her smile with";
+ mes "happiness.";
+ next;
+ mes "[Tourist]";
+ mes "Hmm, there is still one problem";
+ mes "left for me though...How do I";
+ mes "get back home to Morroc??";
+ mes "Well, if it can make my girl";
+ mes "happy...";
+ next;
+ mes "[Tourist]";
+ mes "...I'll get around to it.";
+ mes "Sooner or later. Man,";
+ mes "that desert's really big,";
+ mes "you know?";
+ close;
+ }
+ mes "[Tourist]";
+ mes "I see...I can understand that you";
+ mes "can't help me. It's alright...";
+ mes "It's not like I have the right";
+ mes "to demand anything of you...";
+ mes "But...";
+ close;
+ case 5:
+ mes "[Tourist]";
+ mes "Thank you so much!";
+ next;
+ mes "[Tourist]";
+ mes "Hmm...I wanna pay you back...";
+ mes "And you're an adventurer...";
+ mes "But I don't got any like...";
+ mes "magic armor or those";
+ mes "cards you guys are";
+ mes "always playing with...";
+ next;
+ mes "[Tourist]";
+ mes "Hmmm...";
+ mes "....I got it!";
+ mes "Sooner or later, you";
+ mes "wanna visit some sort";
+ mes "of wise man or...";
+ mes "...something, right?";
+ next;
+ mes "[Tourist]";
+ mes "Visit my pal ^649664Jacob^000000 in";
+ mes "Morroc. Tell him that I";
+ mes "introduced you. He knows";
+ mes "about a wise man...";
+ mes "Though, he isn't one";
+ mes "himself...";
+ next;
+ mes "[Tourist]";
+ mes "Ah, sorry, I haven't even told";
+ mes "you my name. My name is...";
+ mes "^0000FFPandger Mayer^000000.";
+ next;
+ mes "[Tourist]";
+ mes "So yeah, tell my pal Jacob";
+ mes "that Pandger Mayer introduced you.";
+ next;
+ mes "[Tourist]";
+ mes "So...you tell 'em:";
+ mes "^0000FFPandger Mayer introduced you^000000";
+ mes "Exactly like that~";
+ mes "^0000FFPandger Mayer introduced you^000000";
+ mes "^FF0000Don't forget it~^000000";
+ next;
+ mes "[Tourist]";
+ mes "Sorry I can't pay you back with";
+ mes "more than this, though. Kinda";
+ mes "stinks, huh?";
+ next;
+ mes "[Tourist]";
+ mes "Here, take this as an extra";
+ mes "token of my gratitute.";
+ mes "This doohickey has been";
+ mes "pretty handy in sticky";
+ mes "situations...";
+ next;
+ mes "[Tourist]";
+ mes "Hopefully, it'll be useful.";
+ set .@now_weight,MaxWeight-Weight;
+ if (.@now_weight < 500) {
+ mes "Umm...it seems you're carrying too much stuff with you.";
+ mes "Doncha want me to help you?";
+ close;
+ }
+ set thai_head,6;
+ getitem 1205,1; //Cutter_
+ next;
+ mes "[Tourist]";
+ mes "Heh...once gain, thanks for";
+ mes "the help. Take care, guy.";
+ close;
+ }
+ }
+ else if (thai_head > 5) {
+ switch(rand(1,3)) {
+ case 1:
+ mes "[Tourist]";
+ mes "Hey, thanks a bunch for your";
+ mes "help. Anyways...now I remember";
+ mes "I gotta go back through the";
+ mes "desert again...*Sigh*";
+ mes "Yeah, I better get back...";
+ next;
+ mes "[Tourist]";
+ mes "...no matter how hard it is.";
+ mes "But...yeah. It's gonna be pretty";
+ mes "hard. Crossing the desert...";
+ mes "alone. By myself...crud.";
+ close;
+ case 2:
+ mes "[Tourist]";
+ mes "Hey, thanks a bunch for your";
+ mes "help....I ain't sure if I";
+ mes "can make it back to Morroc";
+ mes "in one piece...";
+ next;
+ mes "[Tourist]";
+ mes "But I better go back";
+ mes "to my girlfriend. That's";
+ mes "the point of me coming";
+ mes "here in the first place,";
+ mes "anyway.";
+ close;
+ case 3:
+ mes "[Tourist]";
+ mes "Hey, thanks a bunch for your";
+ mes "help. Man...Morroc is a long";
+ mes "way off, isn't it? Aw nuts...";
+ mes "I guess if I was crazy";
+ mes "enough to come here because";
+ mes "of my girlfriend...";
+ next;
+ mes "[Tourist]";
+ mes "I'm crazy enough to walk all";
+ mes "way back to Morroc...";
+ mes "...";
+ mes "...unless...";
+ mes "You'll gimme a piggy-back ride?";
+ next;
+ mes "[Tourist]";
+ mes "...kidding. I'm not that";
+ mes "big of a jerk, I guess.";
+ mes "Try not to look so";
+ mes "surprised!";
+ close;
+ }
+ }
+ else {
+ if (JobLevel < 36) {
+ mes "[Tourist]";
+ mes "Where am I...?";
+ mes "...Who am I?";
+ next;
+ mes "[Tourist]";
+ mes ".........";
+ next;
+ mes "[Tourist]";
+ mes ".....";
+ next;
+ mes "[Tourist]";
+ mes ".........";
+ next;
+ mes "[Tourist]";
+ mes "Mahahahahahaha!!";
+ next;
+ mes "[Tourist]";
+ mes "*Drools*...I love chocolate!";
+ next;
+ mes "[Tourist]";
+ mes "Wait...";
+ mes "I have a girlfriend...";
+ mes "and...and...";
+ mes "cookies...?";
+ mes "I feel sooo lost...";
+ next;
+ mes "^3355FFWe don't talk to crazy people~^000000";
+ close;
+ }
+ mes "[Tourist]";
+ mes "Where am I?";
+ mes "*Sob*...I guess I got lost...";
+ mes "Hey, where is this!?";
+ next;
+ switch(select("Ignore him.:This is Alberta.:This is Al De Baran.")) {
+ case 1:
+ mes "[Tourist]";
+ mes "..........";
+ close;
+ case 2:
+ mes "[Tourist]";
+ mes "Ah...I see. So this is";
+ mes "Alberta...crud. I'm";
+ mes "supposed to go to ^0000FFLutie^000000...";
+ next;
+ mes "[Tourist]";
+ mes "Hey, thanks for letting me know.";
+ mes "Now at least I know where I am.";
+ mes "Geez...they got boats here";
+ mes "that go everywhere, yeah?";
+ next;
+ mes "[Tourist]";
+ mes "Oh right, everywhere...but Lutie.";
+ mes "Man, this stinks.";
+ close2;
+ set thai_head,2;
+ end;
+ case 3:
+ mes "[Tourist]";
+ mes "Oh...oh right!";
+ mes "Yeah, Al De Baran...";
+ mes "Guess I'm not lost";
+ mes "after all.";
+ next;
+ mes "[Tourist]";
+ mes "I was told that I can see a ^FF0000Clock Tower^000000 in Al De Baran.";
+ mes "Can you tell me where I can find the ^FF0000Clock Tower^000000?";
+ next;
+ if (select("It's in the center of the town.:Eh, I think I gave you the wrong town name.") == 1) {
+ mes "[Tourist]";
+ mes "..............";
+ mes "You know, I'm beginning";
+ mes "to feel like...";
+ mes "you're pullin' my";
+ mes "chain...";
+ set thai_head,1;
+ close;
+ }
+ mes "[Tourist]";
+ mes "Hah~!...I knew it! Well, it's";
+ mes "pretty hard to admit when";
+ mes "you do something wrong.";
+ mes "Thanks for being honest, pal.";
+ close;
+ }
+ }
+}
+
+moc_ruins,105,62,4 script Jacob#thai 50,{
+ if (thai_head >= 6 && thai_head <= 11) {
+ switch (thai_head) {
+ case 6:
+ mes "[Tommy]";
+ mes "Wahhhh~~~!!";
+ mes "Dad~~ let me have a Munak~~~!";
+ mes "Waaahhhh!";
+ next;
+ mes "[Tommy]";
+ mes "I want Munak, Munakkkk~~!!";
+ mes "Other people have a Munak, why can't I~~?";
+ next;
+ mes "[Tommy]";
+ mes "Munak Munak Munak Munak~~~!";
+ next;
+ mes "[Jacob]";
+ mes "Er...Ummm...";
+ next;
+ mes "[Tommy]";
+ mes "Munak Munak Munak Munak~~~!";
+ next;
+ mes "[Jacob]";
+ mes "Tommy, daddy is kind of busy right now...";
+ next;
+ mes "[Tommy]";
+ mes "Munak Munak Munak Munak~~~!";
+ next;
+ mes "[Jacob]";
+ mes "*Sigh*...alright...alright. If you want it that bad...";
+ next;
+ mes "[Jacob]";
+ mes "Gosh...being a dad is not an easy";
+ mes "thing to do...Hmmm? Do you have any business with me?";
+ mes " ";
+ mes "[Tommy]";
+ mes "^FF0000Munak Munak Munak Munak!!^000000";
+ next;
+ input .@input$;
+ if (.@input$ != "Pandger Mayer introduced you") {
+ mes "["+strcharinfo(0)+"]";
+ mes ""+.@input$+"";
+ next;
+ mes "[Jacob]";
+ mes "....Sorry, what did you say? I have no idea what you're talking about.";
+ close;
+ }
+ mes "["+strcharinfo(0)+"]";
+ mes "Pandger Mayer introduced you.";
+ next;
+ mes "[Jacob]";
+ mes "Oh, you mean that guy in love?";
+ mes "Last time I saw him, he was";
+ mes "leaving to find cookies somewhere...";
+ next;
+ mes "[Jacob]";
+ mes "There is only one reason he could have mentioned my name to you...";
+ mes " ";
+ mes " ";
+ mes "[Tommy]";
+ mes "^FF0000Munak Munak Munak Munak!!^000000";
+ next;
+ mes "[Jacob]";
+ mes "......";
+ mes "*Sigh* For now, I have a favor to";
+ mes "ask of you. Could you bring me";
+ mes "^0000FF1 No Recipient^000000?";
+ set thai_head,7;
+ next;
+ mes "[Jacob]";
+ mes "I need this kid to calm down first...";
+ mes " ";
+ mes " ";
+ mes "[Tommy]";
+ mes "^FF0000Munak Munak Munak Munak!!^000000";
+ close;
+ case 7:
+ if (countitem(636) > 0) {
+ delitem 636,1; //No_Recipient
+ mes "[Tommy]";
+ mes "^FF0000Munak Munak Munak Munak!!^000000";
+ next;
+ mes "[Jacob]";
+ mes "Oh, thank you so much...";
+ mes "Let me calm this kid down";
+ mes "first. Sorry my little boy is being so loud.";
+ next;
+ mes "[Jacob]";
+ mes "Tommy, Tommy?";
+ next;
+ mes "[Tommy]";
+ mes "^FF0000Moo^9F0000naah^5F0000ahhh^3F0000ahhh^000000kkk!!..Err?";
+ mes "What's this, Daddy?";
+ next;
+ mes "[Jacob]";
+ mes "This is called No Recipient~";
+ mes "With this, I can get you a Munak~";
+ next;
+ mes "[Tommy]";
+ mes "Are you serious, Daddy?!";
+ next;
+ mes "[Jacob]";
+ mes "Yes, I am~";
+ mes "Have you ever heard me lie?";
+ next;
+ mes "[Tommy]";
+ mes ".......";
+ mes "I know you always lie to Mommy.";
+ next;
+ mes "[Jacob]";
+ mes "..........";
+ mes "No no no no no...that's not";
+ mes "considered lying, Tommy.";
+ mes "I am just trying to make it sound better to Mommy~";
+ next;
+ mes "[Tommy]";
+ mes ".......";
+ next;
+ mes "^3355FFHe looks at his father in";
+ mes "doubt. Kids are too smart";
+ mes "to lie to nowadays...^000000";
+ next;
+ mes "[Tommy]";
+ if (Sex)
+ mes "So, mister, do you think my Daddy can catch a Munak with this?";
+ else
+ mes "So, lady, do you think my Daddy can catch a Munak with this?";
+ next;
+ switch(select("Yes.:...not sure.:No, ^FF0000never^000000.")) {
+ case 1:
+ mes "[Tommy]";
+ mes "Heh!! I knew my Daddy";
+ mes "wouldn't tell me a lie!! Thank you!!";
+ next;
+ mes "[Jacob]";
+ mes "(...*Phew!* Thank you~)";
+ set thai_head,9;
+ close;
+ case 2:
+ mes "[Tommy]";
+ if (Sex)
+ mes "So tell me, mister. Did he lie to me, then?";
+ else
+ mes "So tell me, lady. Did he lie to me, then?";
+ next;
+ mes "[Jacob]";
+ mes "Wait...wait, Tommy, that's not true...";
+ mes "(^0000FFGosh, why are you doing this to me, help me already!!^000000)";
+ next;
+ mes "[Tommy]";
+ mes "Can we catch a Munak with this or";
+ mes "not, huh? Tell meeeeehhhh~~~!";
+ next;
+ switch(select("Yes, we can.:No, we can't.")) {
+ case 1:
+ mes "[Tommy]";
+ mes "Heh heh! I knew it!";
+ mes "Thank you~!!!";
+ next;
+ mes "[Tommy]";
+ mes "Now I can have a Munak!";
+ next;
+ mes "[Jacob]";
+ mes "(...*Phew* Thank you~)";
+ set thai_head,9;
+ close;
+ case 2:
+ set thai_head,8;
+ mes "[Tommy]";
+ mes "I knew it!! Daddy, you're a liar!!";
+ next;
+ mes "[Tommy]";
+ mes "I hate you...I hate you!!!";
+ mes "I wish Baphomet would take you somewhere and eat you!!";
+ next;
+ mes "[Jacob]";
+ mes "Shoot...Tommy, Tommy...";
+ mes "Listen to me....";
+ next;
+ mes "[Tommy]";
+ mes "I don't wanna listen to you!!!";
+ mes "I hate yoooooouhhhh!!";
+ next;
+ mes "[Jacob]";
+ mes "....You.";
+ mes "";
+ next;
+ mes "[Jacob]";
+ mes "I don't want to see your ugly face";
+ mes "around here any more...";
+ mes "Leave~!";
+ mes "How could you do this to me, huh?";
+ next;
+ mes "[Tommy]";
+ mes "I hate yoooooouhhhh!!";
+ mes " ";
+ mes " ";
+ mes "[Jacob]";
+ mes "Tommy...Tommy please...";
+ mes "Will you let me explain...?";
+ set thai_head,8;
+ close;
+ }
+ case 3:
+ set thai_head,8;
+ mes "[Tommy]";
+ mes "I knew it!! Daddy, you're a liar!!";
+ next;
+ mes "[Tommy]";
+ mes "I hate you...I hate you!!!";
+ mes "I wish Baphomet will take you somewhere and eat you!!";
+ next;
+ mes "[Jacob]";
+ mes "Shoot...Tommy, Tommy...";
+ mes "Listen to me....";
+ next;
+ mes "[Tommy]";
+ mes "I don't wanna listen to you!!!";
+ mes "I hate yoooooouhhhh!!";
+ next;
+ mes "[Jacob]";
+ mes "....You.";
+ next;
+ mes "[Jacob]";
+ mes "I don't want to see";
+ mes "your ugly face any more.";
+ mes "Leave!";
+ mes "How could you do this to me, huh?";
+ next;
+ mes "[Tommy]";
+ mes "I hate yoooooouhhhh!!";
+ mes "[Jacob]";
+ mes "Tommy...Tommy, please...";
+ mes "Will you let me explain...?";
+ set thai_head,8;
+ close;
+ }
+ }
+ mes "[Tommy]";
+ mes "^FF0000Munak Munak Munak Munak!!^000000";
+ next;
+ mes "[Jacob]";
+ mes "*Sigh*...that's my boy. Please get me a No Recipient as soon as you can!";
+ close;
+ case 8:
+ if (rand(1,1000) == 792) {
+ mes "[Tommy]";
+ mes "^FF0000Munak Munak Munak Munak!!^000000";
+ next;
+ mes "[Jacob]";
+ mes "....*Sigh* Okay.";
+ mes "I will give you a chance";
+ mes "to make up for your mistake.";
+ mes "Please get me a No Recipient as soon as you can.";
+ set thai_head,7;
+ close;
+ }
+ mes "[Jacob]";
+ mes "....I don't want to talk to YOU";
+ mes "anymore. Get outta here~!";
+ mes "It's your fault my little";
+ mes "boy thinks I'm a big liar!";
+ close;
+ case 9:
+ mes "[Jacob]";
+ mes "*Phew* Now I can leave him alone.";
+ mes "Kids nowadays are so impatient...I am worried about my son.";
+ next;
+ mes "[Jacob]";
+ mes "However, I can't do anything";
+ mes "about his temper...I think";
+ mes "he's just too young to know";
+ mes "what he's doing.";
+ next;
+ mes "[Jacob]";
+ mes "I'm having a hard time trying to";
+ mes "be a good parent, and I'm";
+ mes "beginning to appreciate my";
+ mes "own parents' efforts to raise me.";
+ next;
+ mes "[Jacob]";
+ mes "Respect your parents while they're";
+ mes "still alive. It's too late to be";
+ mes "sorry after you've lost them.";
+ next;
+ mes "[Jacob]";
+ mes "I was a wild kid as well...my";
+ mes "parents had a hard time raising";
+ mes "me. I'm ashamed of what I've done";
+ mes "when I was young...";
+ next;
+ mes "[Jacob]";
+ mes "Those days, my parents couldn't";
+ mes "afford to feed me three meals a";
+ mes "day. And there were many";
+ mes "creditors that always came";
+ mes "to our house early";
+ mes "early in the morning.";
+ next;
+ mes "[Jacob]";
+ mes "Have you every heard about";
+ mes "distraint-papers? As soon";
+ mes "as those creditors put that";
+ mes "distraint-paper on any of my";
+ mes "things,it would no longer be";
+ mes "mine.";
+ next;
+ mes "[Jacob]";
+ mes "I hated my parents for not providing me with a sweet home,";
+ mes "and I became rebellious.";
+ mes "But, no matter how bad I was,";
+ mes "Even in those difficult circumstances...";
+ next;
+ mes "[Jacob]";
+ mes "They never gave up on me.";
+ mes "Later, they told me that I was their one and only hope...";
+ mes "even though I was more of a burden than anything else at the moment.";
+ next;
+ mes "[Tommy]";
+ mes "Daddy, do you realize you've told";
+ mes "that story hundreds of times already? *Piff~*";
+ mes "Stop it already~";
+ next;
+ mes "^3355FFTommy was jumping and running";
+ mes "around like a crazy rabbit and";
+ mes "eventually bumped against me.^000000";
+ next;
+ mes "[Jacob]";
+ mes "...Tommy, respect your dad.";
+ mes "This is the story of your father's life.";
+ next;
+ mes "[Jacob]";
+ mes "A.aa.aand.!!!";
+ next;
+ mes "[Jacob]";
+ mes "How many times have I told you";
+ mes "to behave in front of other people?!";
+ next;
+ mes "[Jacob]";
+ if (Sex)
+ mes "Say you're sorry to him!";
+ else
+ mes "Say you're sorry to her!";
+ next;
+ mes "[Tommy]";
+ mes "*Piff~*";
+ next;
+ mes "[Jacob]";
+ mes "I don't hear it~!!";
+ next;
+ mes "[Tommy]";
+ mes "...I'm sorry...*bows head*";
+ set thai_head,10;
+ close;
+ case 10:
+ set .@rem,rand(1,11);
+ if (.@rem == 1) {
+ mes "[Jacob]";
+ mes "Ah~ yes! Didn't you say Pandger Mayer introduced me to you?";
+ mes "He wouldn't introduce me to just anyone. Oh, you must be";
+ mes "...an adventurer.";
+ next;
+ mes "[Jacob]";
+ mes "Right.";
+ mes "I have something to tell you.";
+ next;
+ mes "[Jacob]";
+ mes "When you go west from Morroc, and";
+ mes "pass through a cave, you will";
+ mes "arrive at a town called Comodo.";
+ next;
+ mes "[Jacob]";
+ mes "When you get there, you will see an old man named ^0000FFElder Creek^000000.";
+ mes "As a Sage, he has gained the respect of many.";
+ next;
+ mes "[Jacob]";
+ mes "People say that many adventurers";
+ mes "are visiting this man for some";
+ mes "reason. Why don't you go talk to him and see if he has some wisdom for you?";
+ set thai_head,11;
+ close;
+ }
+ else if (.@rem > 1 && .@remrem < 7) {
+ mes "[Jacob]";
+ mes "Respect your parents when they're";
+ mes "still alive. It's too late to be sorry after you've lost them.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "(Hmmm...I just know that there's more that this guy can tell me...)";
+ close;
+ }
+ else {
+ mes "[Jacob]";
+ mes "When you have a kid,";
+ mes "don't forget to teach them";
+ mes "this one thing:";
+ next;
+ mes "[Jacob]";
+ mes "'^0000FFBe good to other people.^000000'";
+ mes "'^0000FFTry to be in someone else's shoes before judging that person.^000000'";
+ mes "Do you understand?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "(There's more this guy can tell me, I just know it...)";
+ close;
+ }
+ case 11:
+ mes "[Jacob]";
+ mes "Now, why don't you visit the Sage?";
+ mes "And I thank you for your kindness.";
+ next;
+ mes "[Jacob]";
+ mes "He's in Comodo, if you didn't";
+ mes "catch that. An adventurer like you should be able to get there with no problem.";
+ close;
+ }
+ }
+ else if (thai_head > 11) {
+ mes "[Jacob]";
+ mes "Thank you for the favour you did";
+ mes "for me...although we couldn't";
+ mes "catch a Munak in the end...";
+ next;
+ mes "[Jacob]";
+ mes "It seems he learned something";
+ mes "through the experience.";
+ mes "He no longer demands something";
+ mes "I cannot do for him, or";
+ mes "misbehaves.";
+ next;
+ mes "[Jacob]";
+ mes "That was another favor you did for me, even if you didn't mean to. Thank you.";
+ close;
+ }
+ else {
+ mes "[Jacob]";
+ mes "*Yawns*....";
+ mes "Today is such a boring day~.";
+ mes "I guess I'd better go take a walk";
+ mes "with my son. Do you want to walk with me?";
+ next;
+ mes "[Jacob's son]";
+ mes "I'm happy to hear that, daddy~";
+ close;
+ }
+}
+
+comodo,68,195,0 script Old Man#thai 120,{
+ if (checkweight(1201,1) == 0) {
+ mes "- Wait a moment! -";
+ mes "- Currently you're carrying -";
+ mes "- too many items with you. -";
+ mes "- Please enlighten your weight -";
+ mes "- and try again. -";
+ close;
+ }
+ if (thai_head >= 11 && thai_head <= 15) {
+ switch(thai_head) {
+ case 11:
+ mes "[Elder Creek]";
+ mes "Good day, adventurer.";
+ mes "What kind of business";
+ mes "do you have with me?";
+ next;
+ mes "[Elder Creek]";
+ mes "Are you seeking fortune or";
+ mes "mental relief? If not, do";
+ mes "you wish to finish something";
+ mes "you've started?";
+ next;
+ mes "[Elder Creek]";
+ mes "Answer me, adventurer!";
+ next;
+ switch(select("I seek fortune!:I seek...wisdom.:I want to finish what I've started.")) {
+ case 1:
+ mes "[Elder Creek]";
+ mes "You're honest...!";
+ mes "However, I suggest that you try not to be enamored with wealth.";
+ next;
+ mes "[Elder Creek]";
+ mes "Do you know the exact meaning";
+ mes "of the old saying...";
+ mes "^0000FFToo much is as bad as too little^000000?";
+ mes "I will give you what you want if";
+ mes "you answer the way I expect you to.";
+ next;
+ switch(select("It's necessary to have a lot!:Too dumb to see the future.:Too much of a good thing can be bad.:Cringe to the powerful.")) {
+ case 1:
+ mes "[Elder Creek]";
+ mes "...";
+ mes "Get out of my sight,";
+ mes "you greedy fool.";
+ set thai_head,12;
+ close;
+ case 2:
+ mes "[Elder Creek]";
+ mes "Bah! The more ignorant they are, the more arrogantly they act!";
+ mes "Did you think that I would accept just any meaning?";
+ mes "Take care, you ignorant fool.";
+ set thai_head,12;
+ close;
+ case 3:
+ mes "[Elder Creek]";
+ mes "That's right. You know it pretty";
+ mes "well. That adage serves as a lesson in greed.";
+ next;
+ mes "[Elder Creek]";
+ mes "There is a man I've known for a";
+ mes "long time...he was so greedy for";
+ mes "money and fortune, he didn't care what other people thought of him.";
+ next;
+ mes "[Elder Creek]";
+ mes "Consequently, people around him";
+ mes "didn't like him at all. In the end, he lost his friends due to his greed.";
+ next;
+ mes "[Elder Creek]";
+ mes "Of course, this rule applies to";
+ mes "you as well. That sort of thing is a universal principle, after all.";
+ set thai_head,13;
+ close;
+ case 4:
+ mes "[Elder Creek]";
+ mes ".....";
+ mes "Did you think that I would accept just any meaning??";
+ mes "Take care, you ignorant fool.";
+ set thai_head,12;
+ close;
+ }
+ case 2:
+ mes "[Elder Creek]";
+ mes "I see. I have been trying to help";
+ mes "other people who need advice in";
+ mes "order to improve their lives.";
+ next;
+ mes "[Elder Creek]";
+ mes "Since you need my advice";
+ mes "as well, I will try to";
+ mes "impart my wisdom in a";
+ mes "way that you will understand.";
+ next;
+ mes "[Elder Creek]";
+ mes "Now, tell me what is bothering right now.";
+ next;
+ switch(select("Boy/girlfriend issue.:Financial problem.:Bored to death.:Career issue.:I want money.:Give me items, old man.")) {
+ case 1:
+ mes "[Elder Creek]";
+ mes "I'm envious of you! Still, young";
+ mes "folk like you are lucky to";
+ mes "have such problems...sadly,";
+ mes "no one but yourself can really";
+ mes "help you in those kinds of";
+ mes "situations...";
+ next;
+ mes "[Elder Creek]";
+ mes "However, the advice I can give you";
+ mes "is this: Be honest with your";
+ mes "beloved. One lie leads to";
+ mes "another lie in no time.";
+ next;
+ mes "[Elder Creek]";
+ mes "If you treat the person you love";
+ mes "as special to you, that person";
+ mes "will eventually come to";
+ mes "understand your feelings...";
+ next;
+ mes "[Elder Creek]";
+ mes "And, remember this...";
+ mes "Everyone has a different way of showing that they love someone.";
+ mes "So...don't be discouraged if your feelings aren't returned.";
+ next;
+ mes "[Elder Creek]";
+ mes "But still, I believe being honest";
+ mes "is the best way to gain your";
+ mes "true love.";
+ next;
+ mes "[Elder Creek]";
+ mes "....well, that is all I can tell";
+ mes "you. I hope you will be happy";
+ mes "with that nugget of wisdom.";
+ close2;
+ set thai_head,14;
+ end;
+ case 2:
+ mes "[Elder Creek]";
+ mes "...yes, everybody has their own";
+ mes "financial problems. However, think of it in this way:";
+ next;
+ mes "[Elder Creek]";
+ mes "Money is important to make";
+ mes "a living, but it's not what life is all about.";
+ next;
+ mes "[Elder Creek]";
+ mes "Some may have the life goal of";
+ mes "making fortunes, but I don't think it's the happiest way of living.";
+ next;
+ mes "[Elder Creek]";
+ mes "As you see, there are powerful";
+ mes "people in this world who can control our lives. But oftentimes...";
+ next;
+ mes "[Elder Creek]";
+ mes "They are too greedy to be in that";
+ mes "position and they don't have";
+ mes "their priorities straight.";
+ mes "Instead of improving the world, they use their power to only help themselves.";
+ next;
+ mes "[Elder Creek]";
+ mes "If I were them, I wouldn't want to";
+ mes "rule the world in that way.";
+ next;
+ mes "[Elder Creek]";
+ mes "Don't you think we need somebody who can change this world??";
+ next;
+ mes "[Elder Creek]";
+ mes ".....I apologize for being short";
+ mes "tempered. I just wanted to let";
+ mes "you know that money is not everything. But, it is something you need to live.";
+ next;
+ mes "[Elder Creek]";
+ mes "I'm aware that greedy people";
+ mes "ridicule this belief, saying";
+ mes "that it is a poor man's effort";
+ mes "to protect his pride.";
+ next;
+ mes "[Elder Creek]";
+ mes "But, I still believe I am right.";
+ mes "After all...I am a Sage.";
+ mes "I hope you will be happy with my wise advice.";
+ close2;
+ set thai_head,14;
+ end;
+ case 3:
+ mes "[Elder Creek]";
+ mes "Yes, we always need to be";
+ mes "entertained. But...it";
+ mes "seems you may not be satisfied with anything.";
+ next;
+ mes "[Elder Creek]";
+ mes "It's all about the various tastes";
+ mes "and interests people will have.";
+ mes "Things other people enjoy might not";
+ mes "displease you. Also, if your";
+ mes "mind is unwilling to be happy,";
+ mes "you will not enjoy life.";
+ next;
+ mes "[Elder Creek]";
+ mes "Here's an example of having";
+ mes "the right frame of mind.";
+ mes "Let's say we're cleaning";
+ mes "the street for the town,";
+ mes "which can be hard, grueling work...";
+ next;
+ mes "[Elder Creek]";
+ mes "You're always covered in dust.";
+ mes "In the summer, your body is";
+ mes "sticky with sweat...";
+ mes "In the winter, you'll be";
+ mes "be out in the freezing cold...";
+ next;
+ mes "[Elder Creek]";
+ mes "However, even so, it will be different to someone with a different perspective.";
+ next;
+ mes "[Elder Creek]";
+ mes "Ideally, we should try";
+ mes "to find joy in making";
+ mes "other people happy.";
+ mes "By cleaning the street, we can";
+ mes "give others a reason to smile.";
+ next;
+ mes "[Elder Creek]";
+ mes "Tourists passing through the street";
+ mes "can enjoy its cleanliness...";
+ mes "Overall, it makes the entire community look good.";
+ next;
+ mes "[Elder Creek]";
+ mes "If your parents see you cleaning";
+ mes "the street, they will be proud of";
+ mes "their child.";
+ mes "...But now, I think I'm beginning to make no sense.";
+ next;
+ mes "[Elder Creek]";
+ mes "Oh well, I apologize.";
+ mes "Just try to think positively.";
+ mes "With the right attitude, eventually you will find something to enjoy.";
+ next;
+ mes "[Elder Creek]";
+ mes "Haha~ I can see you're just";
+ mes "clicking the 'next' button on these";
+ mes "windows, because you're sick and tired of this NPC conversation.";
+ next;
+ mes "[Elder Creek]";
+ mes "....anyway, that is all.";
+ mes "I hope you will be happy";
+ mes "with my wise advice.";
+ close2;
+ set thai_head,14;
+ end;
+ case 4:
+ mes "[Elder Creek]";
+ mes "That's an agonizing thought for every young person.";
+ mes "But you have a lot time to think about what you want to do in the future.";
+ next;
+ mes "[Elder Creek]";
+ mes "Experience more in many different";
+ mes "places, and read as many books";
+ mes "as you can. Focus on broadening your perspective.";
+ next;
+ mes "[Elder Creek]";
+ mes "Then, you will realize what you really want to do.";
+ mes "....that's all I can say.";
+ mes "I hope you will be happy with my wise advice.";
+ close2;
+ set thai_head,14;
+ end;
+ case 5:
+ mes "[Elder Creek]";
+ mes "....";
+ mes "I see, you chose the wrong answer in the first place.";
+ next;
+ mes "[Elder Creek]";
+ mes "I believe this will be a lesson to be more honest with yourself.";
+ mes "Choose the right answer next time!";
+ close;
+ case 6:
+ mes "[Elder Creek]";
+ mes "You rascal!";
+ next;
+ mes "[Elder Creek]";
+ mes "Get out of my sight immediately! I don't talk to trash!";
+ set thai_head,12;
+ close;
+ }
+ case 3:
+ mes "[Elder Creek]";
+ mes "Yes, you need to see things to the end.";
+ close;
+ }
+ case 12:
+ if (rand(1,1000) == 792) {
+ mes "[Elder Creek]";
+ mes "....*Sigh* Okay.";
+ mes "I forgive you.";
+ set thai_head,11;
+ close;
+ }
+ mes "[Elder Creek]";
+ mes "I do not wish to continue this conversation with you.";
+ mes "Get out of my sight immediately!";
+ close;
+ case 13:
+ mes "[Elder Creek]";
+ mes "...I was just testing you";
+ mes "in order to give you something";
+ mes "special. I'm the only person in the world that can give you this...";
+ next;
+ mes "[Elder Creek]";
+ mes "I had to check if you are the right person as I initially thought.";
+ mes "....Hmm.";
+ next;
+ mes "[Elder Creek]";
+ mes "But you don't expect me to give something special without any compensation, do you?";
+ mes "Would you bring the items I want?";
+ next;
+ mes "[Elder Creek]";
+ mes "It's not a hard thing to do.";
+ mes "That is...";
+ next;
+ mes "[Elder Creek]";
+ mes "10 Brigan,";
+ mes "15 Clam Shell,";
+ mes "10 Crab Shell";
+ mes "and 50 Cyfar.";
+ next;
+ mes "[Elder Creek]";
+ mes "Well, I am collecting those as my hobby.";
+ next;
+ mes "[Elder Creek]";
+ mes "I have no doubt that you will be able to gather them all.";
+ next;
+ mes "[Elder Creek]";
+ mes "Do me this favor, young man.";
+ set thai_head,15;
+ close;
+ case 14:
+ if (rand(1,30) == 5) {
+ mes "[Elder Creek]";
+ mes "....hmm. I see you want more.";
+ mes "Come back later.";
+ set thai_head,13;
+ close;
+ }
+ mes "[Elder Creek]";
+ mes "Is there any business left between";
+ mes "us? Tell me, young adventurer...";
+ next;
+ mes "^3355FFYou feel there may be something you missed.^000000";
+ close;
+ case 15:
+ if (countitem(7054) > 9 && countitem(965) > 14 && countitem(964) > 9 && countitem(7053) > 49) {
+ mes "[Elder Creek]";
+ mes "I see you know how the world";
+ mes "works. When you need something";
+ mes "from someone, you must give";
+ mes "in order to receive.";
+ mes "Thank you for your kindness.";
+ delitem 7054,10; //Brigan
+ delitem 965,15; //Clam_Shell
+ delitem 964,10; //Crap_Shell
+ delitem 7053,50; //Cyfar
+ next;
+ set thai_head,16;
+ getitem 603,1; //Old_Blue_Box
+ mes "[Elder Creek]";
+ mes "Please, take this first.";
+ mes "If you would, please go talk to my";
+ mes "grandson later. He seemed to witness something horrible a while ago...";
+ next;
+ mes "[Elder Creek]";
+ mes "I have no idea what he saw,";
+ mes "because the shock took away";
+ mes "his ability to speak.";
+ mes "When he recovers, I will tell you.";
+ next;
+ mes "[Elder Creek]";
+ mes "In fact, the items I have asked";
+ mes "for will be used to cure";
+ mes "his condition. I don't";
+ mes "really collect these as a";
+ mes "hobby...";
+ next;
+ mes "[Elder Creek]";
+ mes "I am sorry to cause you";
+ mes "much trouble for my own good.";
+ close;
+ }
+ mes "[Elder Creek]";
+ mes "Remember, when you want something,";
+ mes "especially when it's special, you";
+ mes "should always offer something in exchange.";
+ next;
+ mes "[Elder Creek]";
+ mes "I want...";
+ next;
+ mes "[Elder Creek]";
+ mes "10 Brigan,";
+ mes "15 Clam Shell,";
+ mes "10 Crab Shell and";
+ mes "50 Cyfar.";
+ close;
+ }
+ }
+ else if (thai_head > 15) {
+ mes "[Elder Creek]";
+ mes "Feel free to come back anytime...";
+ mes "And if you need advice, I am more than willing to help you.";
+ next;
+ mes "[Elder Creek]";
+ mes "Do you wish for me to give you advice, adventurer?";
+ next;
+ if (select("Yes.:No.") == 1) {
+ mes "[Elder Creek]";
+ mes "Now, tell me what bothers you at the moment.";
+ next;
+ switch(select("Boy/girlfriend issue.:Financial problem.:Bored to death.:Career issue.:Give me items, old man.")) {
+ case 1:
+ mes "[Elder Creek]";
+ mes "I'm envious of you! Still, young";
+ mes "folk like you are lucky to";
+ mes "have such problems...sadly,";
+ mes "no one but yourself can really";
+ mes "help you in those kinds of";
+ mes "situations...";
+ next;
+ mes "[Elder Creek]";
+ mes "However, the advice I can give you";
+ mes "is this: Be honest with your";
+ mes "beloved. One lie leads to";
+ mes "another lie in no time.";
+ next;
+ mes "[Elder Creek]";
+ mes "If you treat the person you love";
+ mes "as special to you, that person";
+ mes "will eventually come to";
+ mes "understand your feelings...";
+ next;
+ mes "[Elder Creek]";
+ mes "And, remember this...";
+ mes "Everyone has a different way of showing that they love someone.";
+ mes "So...don't be discouraged if your feelings aren't returned.";
+ next;
+ mes "[Elder Creek]";
+ mes "But still, I believe being honest";
+ mes "is the best way to gain your";
+ mes "true love.";
+ next;
+ mes "[Elder Creek]";
+ mes "....well, that is all I can tell";
+ mes "you. I hope you will be happy";
+ mes "with that nugget of wisdom.";
+ close;
+ case 2:
+ mes "[Elder Creek]";
+ mes "...yes, everybody has their own";
+ mes "financial problems. However, think of it in this way:";
+ next;
+ mes "[Elder Creek]";
+ mes "Money is important to make";
+ mes "a living, but it's not what life is all about.";
+ next;
+ mes "[Elder Creek]";
+ mes "Some may have the life goal of";
+ mes "making fortunes, but I don't think it's the happiest way of living.";
+ next;
+ mes "[Elder Creek]";
+ mes "As you see, there are powerful";
+ mes "people in this world who can control our lives. But oftentimes...";
+ next;
+ mes "[Elder Creek]";
+ mes "They are too greedy to be in that";
+ mes "position and they don't have";
+ mes "their priorities straight.";
+ mes "Instead of improving the world, they use their power to only help themselves.";
+ next;
+ mes "[Elder Creek]";
+ mes "If I were them, I wouldn't want to";
+ mes "rule the world in that way.";
+ next;
+ mes "[Elder Creek]";
+ mes "Don't you think we need somebody who can change this world??";
+ next;
+ mes "[Elder Creek]";
+ mes ".....I apologize for being short";
+ mes "tempered. I just wanted to let";
+ mes "you know that money is not everything. But, it is something you need to live.";
+ next;
+ mes "[Elder Creek]";
+ mes "I'm aware that greedy people";
+ mes "ridicule this belief, saying";
+ mes "that it is a poor man's effort";
+ mes "to protect his pride.";
+ next;
+ mes "[Elder Creek]";
+ mes "But, I still believe I am right.";
+ mes "After all...I am a Sage.";
+ mes "I hope you will be happy with my wise advice.";
+ close;
+ case 3:
+ mes "[Elder Creek]";
+ mes "Yes, we always need to be";
+ mes "entertained. But...it seems";
+ mes "you may not be satisfied";
+ mes "with anything.";
+ next;
+ mes "[Elder Creek]";
+ mes "It's all about the various tastes";
+ mes "and interests people will have.";
+ mes "Things other people enjoy might";
+ mes "displease you. Also, if your";
+ mes "mind is unwilling to be happy,";
+ mes "you will not enjoy life.";
+ next;
+ mes "[Elder Creek]";
+ mes "Here's an example of having";
+ mes "the right frame of mind.";
+ mes "Let's say we're cleaning";
+ mes "the street for the town,";
+ mes "which can be hard, grueling work...";
+ next;
+ mes "[Elder Creek]";
+ mes "You're always covered in dust.";
+ mes "In the summer, your body is";
+ mes "sticky with sweat...";
+ mes "In the winter, you'll be";
+ mes "be out in the freezing cold...";
+ next;
+ mes "[Elder Creek]";
+ mes "However, even so, it will be different to someone with a different perspective.";
+ next;
+ mes "[Elder Creek]";
+ mes "Ideally, we should try";
+ mes "to find joy in making";
+ mes "other people happy.";
+ mes "By cleaning the street, we can";
+ mes "give others a reason to smile.";
+ next;
+ mes "[Elder Creek]";
+ mes "Tourists passing through the";
+ mes "street can enjoy its";
+ mes "cleanliness...";
+ mes "Overall, it makes the entire community look good.";
+ next;
+ mes "[Elder Creek]";
+ mes "If your parents see you cleaning";
+ mes "the street, they will be proud of";
+ mes "their child.";
+ mes "...But now, I think I'm beginning to make no sense.";
+ next;
+ mes "[Elder Creek]";
+ mes "Oh well, I apologize.";
+ mes "Just try to think positively.";
+ mes "With the right attitude, eventually you will find something to enjoy.";
+ next;
+ mes "[Elder Creek]";
+ mes "Haha~ I can see you're just";
+ mes "clicking the 'next' button on";
+ mes "these windows, because you're sick and tired of this NPC conversation.";
+ next;
+ mes "[Elder Creek]";
+ mes "....anyway, that is all.";
+ mes "I hope you will be happy";
+ mes "with my wise advice.";
+ close;
+ case 4:
+ mes "[Elder Creek]";
+ mes "That's an agonizing thought for every young person.";
+ mes "But you have a lot time to think about what you want to do in the future.";
+ next;
+ mes "[Elder Creek]";
+ mes "Experience more in many different";
+ mes "places, and read as many books";
+ mes "as you can. Focus on broadening your perspective.";
+ next;
+ mes "[Elder Creek]";
+ mes "Then, you will realize what you really want to do.";
+ mes "....that's all I can say.";
+ mes "I hope you will be happy with my wise advice.";
+ close;
+ case 5:
+ mes "[Elder Creek]";
+ mes "You rascal!";
+ next;
+ mes "[Elder Creek]";
+ mes "Get out of my sight immediately! I don't talk to trash!";
+ close2;
+ warp "comodo",196,255;
+ end;
+ }
+ }
+ mes "[Elder Creek]";
+ mes "I hope you will enjoy your life. Remember, time flies and you live only once.";
+ close;
+ }
+ else {
+ mes "[Elder Creek]";
+ mes "I have been helping people by giving them advice to improve their lives.";
+ next;
+ mes "[Elder Creek]";
+ mes "Since you need my help as well, I shall endeavor to impart some wisdom.";
+ next;
+ mes "[Elder Creek]";
+ mes "Now tell me, what bothers you right now?";
+ next;
+ switch(select("Boy/girlfriend issue.:Financial problem.:Bored to death.:Career issue.:Give me items, old man.")) {
+ case 1:
+ mes "[Elder Creek]";
+ mes "I'm envious of you! Still, young";
+ mes "folk like you are lucky to";
+ mes "have such problems...sadly,";
+ mes "no one but yourself can really";
+ mes "help you in those kinds of";
+ mes "situations...";
+ next;
+ mes "[Elder Creek]";
+ mes "However, the advice I can give you";
+ mes "is this: Be honest with your";
+ mes "beloved. One lie leads to";
+ mes "another lie in no time.";
+ next;
+ mes "[Elder Creek]";
+ mes "If you treat the person you love";
+ mes "as special to you, that person";
+ mes "will eventually come to";
+ mes "understand your feelings...";
+ next;
+ mes "[Elder Creek]";
+ mes "And, remember this...";
+ mes "Everyone has a different way of showing that they love someone.";
+ mes "So...don't be discouraged if your feelings aren't returned.";
+ next;
+ mes "[Elder Creek]";
+ mes "But still, I believe being honest";
+ mes "is the best way to gain your";
+ mes "true love.";
+ next;
+ mes "[Elder Creek]";
+ mes "....well, that is all I can tell";
+ mes "you. I hope you will be happy";
+ mes "with that nugget of wisdom.";
+ close;
+ case 2:
+ mes "[Elder Creek]";
+ mes "...yes, everybody has their own";
+ mes "financial problems. However, think of it in this way:";
+ next;
+ mes "[Elder Creek]";
+ mes "Money is important to make";
+ mes "a living, but it's not what life is all about.";
+ next;
+ mes "[Elder Creek]";
+ mes "Some may have the life goal of";
+ mes "making fortunes, but I don't think it's the happiest way of living.";
+ next;
+ mes "[Elder Creek]";
+ mes "As you see, there are powerful";
+ mes "people in this world who can control our lives. But oftentimes...";
+ next;
+ mes "[Elder Creek]";
+ mes "They are too greedy to be in that";
+ mes "position and they don't have";
+ mes "their priorities straight.";
+ mes "Instead of improving the world, they use their power to only help themselves.";
+ next;
+ mes "[Elder Creek]";
+ mes "If I were them, I wouldn't want to";
+ mes "rule the world in that way.";
+ next;
+ mes "[Elder Creek]";
+ mes "Don't you think we need somebody who can change this world??";
+ next;
+ mes "[Elder Creek]";
+ mes ".....I apologize for being short";
+ mes "tempered. I just wanted to let";
+ mes "you know that money is not everything. But, it is something you need to live.";
+ next;
+ mes "[Elder Creek]";
+ mes "I'm aware that greedy people";
+ mes "ridicule this belief, saying";
+ mes "that it is a poor man's effort";
+ mes "to protect his pride.";
+ next;
+ mes "[Elder Creek]";
+ mes "But, I still believe I am right.";
+ mes "After all...I am a Sage.";
+ mes "I hope you will be happy with my wise advice.";
+ close;
+ case 3:
+ mes "[Elder Creek]";
+ mes "Yes, we always need to be";
+ mes "entertained. But...it seems";
+ mes "you may not be satisfied";
+ mes "with anything.";
+ next;
+ mes "[Elder Creek]";
+ mes "It's all about the various tastes";
+ mes "and interests people will have.";
+ mes "Things other people enjoy might";
+ mes "displease you. Also, if your";
+ mes "mind is unwilling to be happy,";
+ mes "you will not enjoy life.";
+ next;
+ mes "[Elder Creek]";
+ mes "Here's an example of having";
+ mes "the right frame of mind.";
+ mes "Let's say we're cleaning";
+ mes "the street for the town,";
+ mes "which can be hard, grueling work...";
+ next;
+ mes "[Elder Creek]";
+ mes "You're always covered in dust.";
+ mes "In the summer, your body is";
+ mes "sticky with sweat...";
+ mes "In the winter, you'll be";
+ mes "be out in the freezing cold...";
+ next;
+ mes "[Elder Creek]";
+ mes "However, even so, it will be different to someone with a different perspective.";
+ next;
+ mes "[Elder Creek]";
+ mes "Ideally, we should try";
+ mes "to find joy in making";
+ mes "other people happy.";
+ mes "By cleaning the street, we can";
+ mes "give others a reason to smile.";
+ next;
+ mes "[Elder Creek]";
+ mes "Tourists passing through the";
+ mes "street can enjoy its";
+ mes "cleanliness...";
+ mes "Overall, it makes the entire community look good.";
+ next;
+ mes "[Elder Creek]";
+ mes "If your parents see you cleaning";
+ mes "the street, they will be proud of";
+ mes "their child.";
+ mes "...But now, I think I'm beginning to make no sense.";
+ next;
+ mes "[Elder Creek]";
+ mes "Oh well, I apologize.";
+ mes "Just try to think positively.";
+ mes "With the right attitude, eventually you will find something to enjoy.";
+ next;
+ mes "[Elder Creek]";
+ mes "Haha~ I can see you're just";
+ mes "clicking the 'next' button on";
+ mes "these windows, because you're sick and tired of this NPC conversation.";
+ next;
+ mes "[Elder Creek]";
+ mes "....anyway, that is all.";
+ mes "I hope you will be happy";
+ mes "with my wise advice.";
+ close;
+ case 4:
+ mes "[Elder Creek]";
+ mes "That's an agonizing thought for every young person.";
+ mes "But you have a lot time to think about what you want to do in the future.";
+ next;
+ mes "[Elder Creek]";
+ mes "Experience more in many different";
+ mes "places, and read as many books";
+ mes "as you can. Focus on broadening your perspective.";
+ next;
+ mes "[Elder Creek]";
+ mes "Then, you will realize what you really want to do.";
+ mes "....that's all I can say.";
+ mes "I hope you will be happy with my wise advice.";
+ close;
+ case 5:
+ mes "[Elder Creek]";
+ mes "You rascal!";
+ next;
+ mes "[Elder Creek]";
+ mes "Get out of my sight immediately! I don't talk to trash!";
+ close2;
+ warp "comodo",196,255;
+ end;
+ }
+ }
+}
+
+moc_ruins,107,62,0 script Tommy#thai 716,{
+ if (thai_head >= 6 && thai_head <= 11) {
+ switch(thai_head) {
+ case 6:
+ mes "[Tommy]";
+ mes "Wahhhhhh~~~!!";
+ mes "Daddy~~ let me have a Munak~~~!";
+ mes "Waaaahhhh....";
+ next;
+ mes "[Tommy]";
+ mes "I want my Munak~~!!";
+ mes "Other people have one, why can't I have one too?!";
+ next;
+ mes "[Tommy]";
+ mes "Munak Munak Munak Munak~~~";
+ next;
+ mes "[Jacob]";
+ mes "Umm..Tommy...";
+ next;
+ mes "[Tommy]";
+ mes "Munak Munak Munak Munak~~~";
+ next;
+ mes "[Jacob]";
+ mes "Tommy, your daddy is kind of busy now...";
+ next;
+ mes "[Tommy]";
+ mes "Munak Munak Munak Munak!";
+ next;
+ mes "[Jacob]";
+ mes "Sigh...alright, alright...";
+ close;
+ case 7:
+ mes "[Tommy]";
+ mes "*cries*...I want Munak!....*cries*";
+ mes "My friends all have Munak, and I don't have it...";
+ mes "Waaaahhhhh~~";
+ close;
+ case 8:
+ mes "[Tommy]";
+ mes "Daddy, I hate you!!";
+ mes "I hate all of you!!!";
+ next;
+ mes "[Tommy]";
+ mes "Waaaahhh~~~!";
+ mes "I don't care what anybody's telling";
+ mes "me! I'll be bad because I hate everyone!";
+ close;
+ case 9:
+ mes "[Tommy]";
+ mes "Heh~!";
+ mes "I'm so happy~";
+ mes "We're gonna get a Munak~!";
+ mes "Heh heh heh~!";
+ close;
+ case 10:
+ mes "[Tommy]";
+ mes "Heh~!";
+ mes "I am so happy~";
+ mes "We're gonna get a Munak~!";
+ mes "Heh heh heh~!";
+ close;
+ case 11:
+ mes "[Tommy]";
+ mes "Heh~!";
+ mes "I like you~ ";
+ mes "Cuz now we're gonna";
+ mes "get a Munak~";
+ mes "So happy! *smiles*";
+ close;
+ }
+ }
+ else if (thai_head > 11) {
+ mes "[Tommy]";
+ mes "Daddy...I won't ask you for something that's too hard for you.";
+ next;
+ mes "[Tommy]";
+ mes "I saw you're huffing and puffing when we went to catch a Munak.";
+ mes "I'm so sorry that I gave you a hard time, daddy...";
+ next;
+ mes "[Tommy]";
+ mes "I will be good from now on.";
+ mes "I will be nice to my Daddy, to you and to anyone.";
+ next;
+ mes "[Tommy]";
+ mes "My dad told me that I will be a good kid if I don't behave bad sometimes.";
+ close;
+ }
+ else {
+ mes "[Tommy]";
+ mes "I hate to see my daddy resting in his room all day in the weekends.";
+ mes "But I am so happy today because my daddy and I will take a walk together!!";
+ close;
+ }
+}
+
+//============================================================
+// Old changelog
+//============================================================
+//= Official OBB Quest. You can pass it any times you want.
+//= 1.6 Updated, fixed, optimized and translated into English [Lupus]
+//= 1.6a Halved the required items to make an obb, thanks to marquis007 [MasterOfMuppets]
+//============================================================
diff --git a/npc/pre-re/quests/okolnir/godse_aru01.txt b/npc/pre-re/quests/okolnir/godse_aru01.txt
new file mode 100644
index 000000000..5fb53aca2
--- /dev/null
+++ b/npc/pre-re/quests/okolnir/godse_aru01.txt
@@ -0,0 +1,3287 @@
+//===== rAthena Script =======================================
+//= Falicious Okolnir - Valfreja 1
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.3
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= God Item SE Creation scipt (Asprika)
+//===== Additional Comments: =================================
+//= 1.0 First version. [L0ne_W0lf]
+//= 1.1 First round of bug fixes. (bugreport:3085) [L0ne_W0lf]
+//= Fixed two spawn locations of the key stones in Piamete's room.
+//= Fixed calling an event that doesn't exist when killing Piamete.
+//= Fixed the Wish Maiden not enabling when the boss is killed.
+//= Fixed two NPC named that were missed when translating.
+//= Fixed Dialog that was overlooked in some files and not others.
+//= 1.2 More bug fixes, sorry it took so long. [L0ne_W0lf]
+//= Fixed message on the portal when the okolnir section is full.
+//= Corrected non-angry Piamette not disabling.
+//= Removed extra dialog that was used in the Brynhild quest.
+//= 1.2a Fixed Wish maiden asking for soft feathers. [L0ne_W0lf]
+//= 1.3 Corrected invalid coordinates in maze. (bugreport:4220)
+//= Corrected typo in Guard of Shadow NPC.
+//============================================================
+
+arug_cas01,161,371,3 script Guide#gq_aru01 899,{
+ set .@GID, GetCastleData("arug_cas01",1);
+ if (getcharid(2) == .@GID) {
+ if ($siz_aru01_on == 0) {
+ mes "[Guide]";
+ mes "This castle has a hidden secret.";
+ mes "That is the ^4d4dff'Okolnir'^000000.";
+ next;
+ switch(select("About Okolnir.:Go to Okolnir.:Cancel.")) {
+ case 1:
+ mes "[Guide]";
+ mes "Okolnir is a kind of virtual realm...";
+ mes "I don't know how Okolnir exists, but I guess only Valkyrie knows.";
+ next;
+ mes "[Guide]";
+ mes "As you know this is a place to test the adventurers made by Valkyrie...";
+ mes "...you know the qualifications to enter Okolnir.";
+ next;
+ select("Qualifications?");
+ mes "[Guide]";
+ mes "Yes, Valkyrie definitely prefers strong adventurers.";
+ mes "Only the qualified can enter Okolnir and Valhalla.";
+ next;
+ mes "[Guide]";
+ mes "It only opens when everyone comes together to work it out.";
+ mes "The key is in the castle.";
+ next;
+ mes "[Guide]";
+ mes "If a castle's ^4d4dffeconomy is over 65 and defense also over 30^000000, this will be acceptable to access Okolnir.";
+ next;
+ mes "[Guide]";
+ mes "And, if you pass all of the tests given by Valkyrie in Okolnir!";
+ mes "You will also receive a mysterious gift.";
+ next;
+ mes "[Guide]";
+ mes "Would you like to try to enter here?";
+ close;
+ case 2:
+ set .@Defence,GetCastleData("arug_cas01",3);
+ set .@Economy,GetCastleData("arug_cas01",2);
+ if ((.@Economy > 64) && (.@Defence > 29)) {
+ mes "[Guide]";
+ mes "Great! Economy and Defense are OK.";
+ mes "You can enter Okolnir now....";
+ mes "Do you want to go there?";
+ next;
+ switch(select("Sure let's go there.:No.")) {
+ case 1:
+ if (countitem(7839) > 0) {
+ delitem 7839,countitem(7839); //Crystal_Key
+ }
+ mes "[Guide]";
+ mes "Ok......";
+ mes "Please follow me...";
+ close2;
+ warp "que_qaru01",346,32;
+ end;
+ case 2:
+ mes "[Guide]";
+ mes "You can try this anytime in the future...";
+ mes "If you are ready to protect this castle.";
+ close;
+ }
+ }
+ else {
+ mes "[Guide]";
+ mes "You are not qualified yet.";
+ mes "Please develop your castle more...";
+ close;
+ }
+ }
+ }
+ else if ($siz_aru01_on == 1) {
+ mes "[Guide]";
+ mes "... OK...";
+ mes "Good luck.";
+ next;
+ switch(select("Enter now.:No.")) {
+ case 1:
+ if (countitem(7839) > 0) {
+ delitem 7839,countitem(7839); //Crystal_Key
+ }
+ mes "[Guide]";
+ mes "Hope you get everything you want...";
+ close2;
+ warp "que_qaru01",346,32;
+ end;
+ case 2:
+ mes "[Guide]";
+ mes "Really?";
+ mes "Sorry to hear that.";
+ close;
+ }
+ }
+ else if ($siz_aru01_on == 2) {
+ mes "[Guide]";
+ mes "Building Okolnir needs quite a long time.";
+ mes "....even though it's only virtual...";
+ next;
+ mes "[Guide]";
+ mes "It takes about 12 -13 hours to create the virtual realm.";
+ close;
+ }
+ else {
+ mes "[Guide]";
+ mes "You'll have to wait.";
+ close;
+ }
+ }
+ else {
+ mes "[Guide]";
+ mes "... I've never seen you before.";
+ mes "You are strangers here. You'd better get out of here right now.";
+ close;
+ }
+ end;
+
+OnInit:
+ set $gqse_aru01_miro,0;
+ set $gqse_aru01_pcc,0;
+ set $gqse_aru01_gd,0;
+ set $gqse_aru01_nm,0;
+ if ($siz_aru01_on == 1) {
+ set $siz_aru01_on,0;
+ }
+ enablenpc "Guide#gq_aru01";
+ end;
+}
+
+que_qaru01,345,23,0 warp Gate02#gq_aru01 1,1,arug_cas01,157,369
+
+que_qaru01,345,82,3 script Wish Maiden#gq_aru01 403,{
+ set .@GID, GetCastleData("arug_cas01",1);
+ if (getcharid(2) == .@GID) {
+ cutin "wish_maiden31",1;
+ if (strcharinfo(0) == getguildmaster(.@GID)) {
+ mes "[Wish Maiden]";
+ mes "I am... Wish maiden.";
+ mes "Mourning in this virtual realm, Okolnir.";
+ mes "On behalf of the humanbeings who defeated God here.";
+ next;
+ if ((countitem(7835) > 0) && (countitem(7836) > 0) && (countitem(7837) > 0) && (countitem(7838) > 0) && (countitem(2513) > 0) && (countitem(7291) > 9) && (countitem(7293) > 9) && (countitem(7063) > 99) && (countitem(985) > 19)) {
+ cutin "wish_maiden11",1;
+ mes "[Wish Maiden]";
+ mes "Are you ready to endure the trials to get the Goddess' glory?";
+ next;
+ switch(select("Yes, I am:Sorry, I'll try later")) {
+ case 1:
+ cutin "wish_maiden12",1;
+ mes "[Wish Maiden]";
+ mes "I will test whether or not you deserve the Goddess shine...";
+ mes "Isn't it simple?";
+ next;
+ mes "[Wish Maiden]";
+ mes "Okolnir is a virtual place.";
+ mes "There is no room for error there.";
+ mes "^ff0000You only have one hour.^000000";
+ next;
+ cutin "wish_maiden31",1;
+ mes "[Wish Maiden]";
+ mes "If you have not finished in that time, Okolnir will be destroyed, and I will go to rest.";
+ mes "You will have to wait again...";
+ next;
+ mes "[Wish Maiden]";
+ mes "Are you ready to go through?";
+ mes "^4d4dffYou need to have 16 to 20 members present^000000.";
+ next;
+ cutin "wish_maiden11",1;
+ mes "[Wish Maiden]";
+ mes "I will open the gate of Okolnir if your members are ready.";
+ next;
+ switch(select("We are ready.:We need more time.")) {
+ case 1:
+ set .@saram,getmapusers("que_qaru01");
+ if (((.@saram > 15) && (.@saram < 21)) || (getgmlevel() == 99)) {
+ cutin "wish_maiden12",1;
+ mes "[Wish Maiden]";
+ mes "Now I will open the gate of Okolnir where I am.";
+ mes "I will wait for you on the top of Okolnir...";
+ next;
+ mes "[Wish Maiden]";
+ mes "I hope that you can complete all of the trials before the virtual Okolnir is destroyed...";
+ mes "Good luck.";
+ mapannounce "que_qaru01","Wish Maiden: The gate of Okolnir is open! Don't forget you only have one hour.",bc_map,"0x00ff00";
+ close2;
+ set $gqse_aru01_pcc,.@saram;
+ set $siz_aru01_on,1;
+ donpcevent "#okolnir_aru01::OnEnable";
+ disablenpc "Wish Maiden#gq_aru01";
+ cutin "wish_maiden11",255;
+ announce "["+ strcharinfo(0) +"], of the guild ["+ GetGuildName(.@GID) +"] has opened the gates to the realm of Okolnir.",bc_all,"0x70dbdb";
+ end;
+ }
+ else {
+ cutin "wish_maiden13",1;
+ mes "[Wish Maiden]";
+ mes "You need to have 16 to 20 members present to open the gate of Okolnir.";
+ mes "Come back when you are ready.";
+ close2;
+ }
+ break;
+ case 2:
+ cutin "wish_maiden13",1;
+ mes "[Wish Maiden]";
+ mes "Don't hesitate to try.";
+ mes "You should catch the chance when it comes to you.";
+ mes "Just gather your fellow members.";
+ close2;
+ }
+ break;
+ case 2:
+ cutin "wish_maiden32",1;
+ mes "[Wish Maiden]";
+ mes "... Are you afraid of";
+ mes "the trials facing you?";
+ mes "....";
+ next;
+ cutin "wish_maiden13",1;
+ mes "[Wish Maiden]";
+ mes "Do you think that you can defeat the Goddess shine easily?";
+ mes "I feel disappointed by all of you.";
+ mes "Just go away...";
+ close2;
+ }
+ }
+ else {
+ cutin "wish_maiden11",1;
+ mes "[Wish Maiden]";
+ mes "Do you wish to enter?";
+ mes "Only those prepared may enter here.";
+ mes "You must bring several items to enter Okolnir.";
+ next;
+ mes "[Wish Maiden]";
+ mes "Dusk Glow";
+ mes "Dawn Essence";
+ mes "Cold Moonlight";
+ mes "Hazy Starlight.";
+ next;
+ mes "[Wish Maiden]";
+ mes "Please bring those four things, 10 Agate, 10 Rose Quartz, and 20 Elunium,";
+ mes "a Heavenly Maiden's Robe, as well as Soft feathers.";
+ next;
+ mes "[Wish Maiden]";
+ mes "Once all of those are prepared, the gate will open.";
+ next;
+ mes "[Wish Maiden]";
+ mes ".... ";
+ mes "...........The Goddess shines brightly down on you, you should be stronger to deserve it...";
+ next;
+ mes "[Wish Maiden]";
+ mes "Remember...";
+ mes "You need to collect many soft feathers.";
+ mes "I hope that your dreams come true.";
+ next;
+ mes "[Wish Maiden]";
+ mes "I will answer all your requests if you bring these to me.";
+ close2;
+ }
+ }
+ else {
+ cutin "wish_maiden31",1;
+ mes "[Wish Maiden]";
+ mes "I am... Wish maiden.";
+ mes "Mourning in this virtual realm, Okolnir.";
+ mes "On behalf of the humanbeings who defeated God here.";
+ next;
+ mes "[Wish Maiden]";
+ mes "Bring me the one who brought you to this place.";
+ mes ".. Deliver him to my will.";
+ close2;
+ }
+ }
+ else {
+ cutin "wish_maiden13",1;
+ mes "[Wish Maiden]";
+ mes "...You are not qualified.";
+ close2;
+ percentheal -100,0;
+ cutin "wish_maiden11",255;
+ end;
+ }
+ cutin "wish_maiden11",255;
+ end;
+
+OnInit:
+ if ($siz_aru01_on == 0) {
+ enablenpc "Wish Maiden#gq_aru01";
+ }
+ else {
+ disablenpc "Wish Maiden#gq_aru01";
+ }
+ end;
+}
+
+que_qaru01,346,81,0 script Gate01#gq_aru01 45,1,1,{
+ end;
+
+OnInit:
+ disablenpc "Gate01#gq_aru01";
+ end;
+
+OnEnable:
+ enablenpc "Gate01#gq_aru01";
+ setcell "que_qaru01",58,302,63,302,cell_walkable,0;
+ setcell "que_qaru01",58,302,63,302,cell_shootable,0;
+ end;
+
+OnDisable:
+ disablenpc "Gate01#gq_aru01";
+ killmonsterall "que_qaru01";
+ end;
+
+OnTouch:
+ set .@saram,getmapusers("que_qaru01");
+ if (.@saram < 21) {
+ if ($gqse_aru01_miro == $gqse_aru01_pcc) {
+ set .@point,rand(1,5);
+ if (.@point == 1) {
+ warp "que_qaru01",72,271;
+ end;
+ }
+ else if (.@point == 2) {
+ warp "que_qaru01",45,243;
+ end;
+ }
+ else if (.@point == 3) {
+ warp "que_qaru01",102,248;
+ end;
+ }
+ else if (.@point == 4) {
+ warp "que_qaru01",102,300;
+ end;
+ }
+ else {
+ warp "que_qaru01",46,300;
+ end;
+ }
+ }
+ else if ($gqse_aru01_miro == 0) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qaru01",77,271,strcharinfo(0),1652,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qaru01",77,271,strcharinfo(0),1659,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qaru01",77,271,strcharinfo(0),1662,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qaru01",77,271,strcharinfo(0),1663,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qaru01",77,271,strcharinfo(0),1660,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qaru01",77,271,strcharinfo(0),1661,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ else {
+ monster "que_qaru01",77,271,strcharinfo(0),1652,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ set $gqse_aru01_miro,1;
+ warp "que_qaru01",72,271;
+ end;
+ }
+ else if ($gqse_aru01_miro == 1) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qaru01",63,278,strcharinfo(0),1652,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qaru01",63,278,strcharinfo(0),1659,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qaru01",63,278,strcharinfo(0),1662,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qaru01",63,278,strcharinfo(0),1663,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qaru01",63,278,strcharinfo(0),1660,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qaru01",63,278,strcharinfo(0),1661,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ else {
+ monster "que_qaru01",63,278,strcharinfo(0),1652,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ set $gqse_aru01_miro,2;
+ warp "que_qaru01",63,282;
+ end;
+ }
+ else if ($gqse_aru01_miro == 2) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qaru01",63,294,strcharinfo(0),1652,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qaru01",63,294,strcharinfo(0),1659,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qaru01",63,294,strcharinfo(0),1662,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qaru01",63,294,strcharinfo(0),1663,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qaru01",63,294,strcharinfo(0),1660,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qaru01",63,294,strcharinfo(0),1661,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ else {
+ monster "que_qaru01",63,294,strcharinfo(0),1652,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ set $gqse_aru01_miro,3;
+ warp "que_qaru01",59,294;
+ end;
+ }
+ else if ($gqse_aru01_miro == 3) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qaru01",50,300,strcharinfo(0),1652,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qaru01",50,300,strcharinfo(0),1659,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qaru01",50,300,strcharinfo(0),1662,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qaru01",50,300,strcharinfo(0),1663,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qaru01",50,300,strcharinfo(0),1660,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qaru01",50,300,strcharinfo(0),1661,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ else {
+ monster "que_qaru01",50,300,strcharinfo(0),1652,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ set $gqse_aru01_miro,4;
+ warp "que_qaru01",46,300;
+ end;
+ }
+ else if ($gqse_aru01_miro == 4) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qaru01",51,280,strcharinfo(0),1652,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qaru01",51,280,strcharinfo(0),1659,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qaru01",51,280,strcharinfo(0),1662,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qaru01",51,280,strcharinfo(0),1663,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qaru01",51,280,strcharinfo(0),1660,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qaru01",51,280,strcharinfo(0),1661,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ else {
+ monster "que_qaru01",51,280,strcharinfo(0),1652,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ set $gqse_aru01_miro,5;
+ warp "que_qaru01",51,285;
+ end;
+ }
+ else if ($gqse_aru01_miro == 5) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qaru01",51,258,strcharinfo(0),1652,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qaru01",51,258,strcharinfo(0),1659,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qaru01",51,258,strcharinfo(0),1662,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qaru01",51,258,strcharinfo(0),1663,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qaru01",51,258,strcharinfo(0),1660,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qaru01",51,258,strcharinfo(0),1661,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ else {
+ monster "que_qaru01",51,258,strcharinfo(0),1652,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ set $gqse_aru01_miro,6;
+ warp "que_qaru01",51,262;
+ end;
+ }
+ else if ($gqse_aru01_miro == 6) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qaru01",49,243,strcharinfo(0),1652,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qaru01",49,243,strcharinfo(0),1659,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qaru01",49,243,strcharinfo(0),1662,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qaru01",49,243,strcharinfo(0),1663,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qaru01",49,243,strcharinfo(0),1660,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qaru01",49,243,strcharinfo(0),1661,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ else {
+ monster "que_qaru01",49,243,strcharinfo(0),1652,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ set $gqse_aru01_miro,7;
+ warp "que_qaru01",45,243;
+ end;
+ }
+ else if ($gqse_aru01_miro == 7) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qaru01",86,249,strcharinfo(0),1652,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qaru01",86,249,strcharinfo(0),1659,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qaru01",86,249,strcharinfo(0),1662,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qaru01",86,249,strcharinfo(0),1663,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qaru01",86,249,strcharinfo(0),1660,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qaru01",86,249,strcharinfo(0),1661,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ else {
+ monster "que_qaru01",86,249,strcharinfo(0),1652,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ set $gqse_aru01_miro,8;
+ warp "que_qaru01",82,249;
+ end;
+ }
+ else if ($gqse_aru01_miro == 8) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qaru01",102,243,strcharinfo(0),1652,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qaru01",102,243,strcharinfo(0),1659,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qaru01",102,243,strcharinfo(0),1662,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qaru01",102,243,strcharinfo(0),1663,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qaru01",102,243,strcharinfo(0),1660,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qaru01",102,243,strcharinfo(0),1661,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ else {
+ monster "que_qaru01",102,243,strcharinfo(0),1652,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ set $gqse_aru01_miro,9;
+ warp "que_qaru01",102,248;
+ end;
+ }
+ else if ($gqse_aru01_miro == 9) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qaru01",90,256,strcharinfo(0),1652,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qaru01",90,256,strcharinfo(0),1659,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qaru01",90,256,strcharinfo(0),1662,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qaru01",90,256,strcharinfo(0),1663,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qaru01",90,256,strcharinfo(0),1660,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qaru01",90,256,strcharinfo(0),1661,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ else {
+ monster "que_qaru01",90,256,strcharinfo(0),1652,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ set $gqse_aru01_miro,10;
+ warp "que_qaru01",90,260;
+ end;
+ }
+ else if ($gqse_aru01_miro == 10) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qaru01",90,283,strcharinfo(0),1652,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qaru01",90,283,strcharinfo(0),1659,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qaru01",90,283,strcharinfo(0),1662,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qaru01",90,283,strcharinfo(0),1663,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qaru01",90,283,strcharinfo(0),1660,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qaru01",90,283,strcharinfo(0),1661,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ else {
+ monster "que_qaru01",90,283,strcharinfo(0),1652,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ set $gqse_aru01_miro,11;
+ warp "que_qaru01",90,280;
+ end;
+ }
+ else if ($gqse_aru01_miro == 11) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qaru01",102,295,strcharinfo(0),1652,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qaru01",102,295,strcharinfo(0),1659,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qaru01",102,295,strcharinfo(0),1662,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qaru01",102,295,strcharinfo(0),1663,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qaru01",102,295,strcharinfo(0),1660,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qaru01",102,295,strcharinfo(0),1661,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ else {
+ monster "que_qaru01",102,295,strcharinfo(0),1652,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ set $gqse_aru01_miro,12;
+ warp "que_qaru01",102,300;
+ end;
+ }
+ else if ($gqse_aru01_miro == 12) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qaru01",96,285,strcharinfo(0),1652,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qaru01",96,285,strcharinfo(0),1659,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qaru01",96,285,strcharinfo(0),1662,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qaru01",96,285,strcharinfo(0),1663,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qaru01",96,285,strcharinfo(0),1660,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qaru01",96,285,strcharinfo(0),1661,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ else {
+ monster "que_qaru01",96,285,strcharinfo(0),1652,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ set $gqse_aru01_miro,13;
+ warp "que_qaru01",96,290;
+ end;
+ }
+ else if ($gqse_aru01_miro == 13) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qaru01",63,278,strcharinfo(0),1652,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qaru01",63,278,strcharinfo(0),1659,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qaru01",63,278,strcharinfo(0),1662,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qaru01",63,278,strcharinfo(0),1663,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qaru01",63,278,strcharinfo(0),1660,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qaru01",63,278,strcharinfo(0),1661,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ else {
+ monster "que_qaru01",63,278,strcharinfo(0),1652,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ set $gqse_aru01_miro,14;
+ warp "que_qaru01",63,282;
+ end;
+ }
+ else if ($gqse_aru01_miro == 14) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qaru01",65,243,strcharinfo(0),1652,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qaru01",65,243,strcharinfo(0),1659,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qaru01",65,243,strcharinfo(0),1662,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qaru01",65,243,strcharinfo(0),1663,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qaru01",65,243,strcharinfo(0),1660,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qaru01",65,243,strcharinfo(0),1661,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ else {
+ monster "que_qaru01",65,243,strcharinfo(0),1652,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ set $gqse_aru01_miro,15;
+ warp "que_qaru01",61,243;
+ end;
+ }
+ else if ($gqse_aru01_miro == 15) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qaru01",73,249,strcharinfo(0),1652,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qaru01",73,249,strcharinfo(0),1659,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qaru01",73,249,strcharinfo(0),1662,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qaru01",73,249,strcharinfo(0),1663,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qaru01",73,249,strcharinfo(0),1660,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qaru01",73,249,strcharinfo(0),1661,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ else {
+ monster "que_qaru01",73,249,strcharinfo(0),1652,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ set $gqse_aru01_miro,16;
+ warp "que_qaru01",70,249;
+ end;
+ }
+ else if ($gqse_aru01_miro == 16) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qaru01",102,275,strcharinfo(0),1652,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qaru01",102,275,strcharinfo(0),1659,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qaru01",102,275,strcharinfo(0),1662,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qaru01",102,275,strcharinfo(0),1663,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qaru01",102,275,strcharinfo(0),1660,1,"#Gate_manager_aru01::OnMyMobDead";
+ end;
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qaru01",102,275,strcharinfo(0),1661,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ else {
+ monster "que_qaru01",102,275,strcharinfo(0),1652,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ set $gqse_aru01_miro,17;
+ warp "que_qaru01",102,282;
+ end;
+ }
+ else if ($gqse_aru01_miro == 17) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qaru01",70,300,strcharinfo(0),1652,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qaru01",70,300,strcharinfo(0),1659,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qaru01",70,300,strcharinfo(0),1662,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qaru01",70,300,strcharinfo(0),1663,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qaru01",70,300,strcharinfo(0),1660,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qaru01",70,300,strcharinfo(0),1661,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ else {
+ monster "que_qaru01",70,300,strcharinfo(0),1652,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ set $gqse_aru01_miro,18;
+ warp "que_qaru01",66,300;
+ end;
+ }
+ else if ($gqse_aru01_miro == 18) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qaru01",57,255,strcharinfo(0),1652,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qaru01",57,255,strcharinfo(0),1659,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qaru01",57,255,strcharinfo(0),1662,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qaru01",57,255,strcharinfo(0),1663,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qaru01",57,255,strcharinfo(0),1660,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qaru01",57,255,strcharinfo(0),1661,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ else {
+ monster "que_qaru01",57,255,strcharinfo(0),1652,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ set $gqse_aru01_miro,19;
+ warp "que_qaru01",57,258;
+ end;
+ }
+ else if ($gqse_aru01_miro == 19) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qaru01",84,277,strcharinfo(0),1652,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qaru01",84,277,strcharinfo(0),1659,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qaru01",84,277,strcharinfo(0),1662,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qaru01",84,277,strcharinfo(0),1663,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qaru01",84,277,strcharinfo(0),1660,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qaru01",84,277,strcharinfo(0),1661,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ else {
+ monster "que_qaru01",84,277,strcharinfo(0),1652,1,"#Gate_manager_aru01::OnMyMobDead";
+ }
+ set $gqse_aru01_miro,20;
+ warp "que_qaru01",84,280;
+ end;
+ }
+ }
+ else {
+ mes "There are too many people, you can't enter.";
+ close;
+ }
+ end;
+}
+
+que_qaru01,1,4,0 script #Gate_manager_aru01 844,{
+OnMyMobDead:
+ if ($gqse_aru01_miro == $gqse_aru01_pcc) {
+ if (mobcount("que_qaru01","#Gate_manager_aru01::OnMyMobDead") == 0) {
+ donpcevent "#gq_miromob2_aru01::OnEnable";
+ }
+ }
+ end;
+}
+
+que_qaru01,1,4,0 script #gq_miromob2_aru01 844,{
+OnEnable:
+ initnpctimer;
+ end;
+
+OnTimer1000:
+ mapannounce "que_qaru01","Wish Maiden: How does it feel to see shadows of the past. This is only the beginning.",bc_map,"0x00ff00";
+ end;
+
+OnTimer6000:
+ mapannounce "que_qaru01","Wish Maiden: The things you seeing are not real, don't be caught in the Mystic garden.",bc_map,"0x00ff00";
+ monster "que_qaru01",72,271,"Seyren Windsor",1640,1,"#gq_miromob2_aru01::OnMyMobDead";
+ monster "que_qaru01",63,282,"Kathryne Keyron",1645,1,"#gq_miromob2_aru01::OnMyMobDead";
+ monster "que_qaru01",59,294,"Cecil Damon",1644,1,"#gq_miromob2_aru01::OnMyMobDead";
+ monster "que_qaru01",46,300,"Margaretha Sorin",1643,1,"#gq_miromob2_aru01::OnMyMobDead";
+ monster "que_qaru01",51,285,"Eremes Guile",1641,1,"#gq_miromob2_aru01::OnMyMobDead";
+ monster "que_qaru01",51,262,"Howard Alt-Eisen",1642,1,"#gq_miromob2_aru01::OnMyMobDead";
+
+ monster "que_qaru01",45,243,"Seyren Windsor",1640,1,"#gq_miromob2_aru01::OnMyMobDead";
+ monster "que_qaru01",82,249,"Kathryne Keyron",1645,1,"#gq_miromob2_aru01::OnMyMobDead";
+ monster "que_qaru01",102,248,"Cecil Damon",1644,1,"#gq_miromob2_aru01::OnMyMobDead";
+ monster "que_qaru01",90,260,"Margaretha Sorin",1643,1,"#gq_miromob2_aru01::OnMyMobDead";
+ monster "que_qaru01",90,280,"Eremes Guile",1641,1,"#gq_miromob2_aru01::OnMyMobDead";
+ monster "que_qaru01",102,300,"Howard Alt-Eisen",1642,1,"#gq_miromob2_aru01::OnMyMobDead";
+
+ monster "que_qaru01",63,282,"Seyren Windsor",1640,1,"#gq_miromob2_aru01::OnMyMobDead";
+ monster "que_qaru01",61,243,"Kathryne Keyron",1645,1,"#gq_miromob2_aru01::OnMyMobDead";
+ monster "que_qaru01",70,249,"Cecil Damon",1644,1,"#gq_miromob2_aru01::OnMyMobDead";
+ monster "que_qaru01",102,282,"Margaretha Sorin",1643,1,"#gq_miromob2_aru01::OnMyMobDead";
+ monster "que_qaru01",66,300,"Eremes Guile",1641,1,"#gq_miromob2_aru01::OnMyMobDead";
+ monster "que_qaru01",57,258,"Howard Alt-Eisen",1642,1,"#gq_miromob2_aru01::OnMyMobDead";
+ stopnpctimer;
+ end;
+
+Onreset:
+ killmonster "que_qaru01","#gq_miromob2_aru01::OnMyMobDead";
+ stopnpctimer;
+ end;
+
+OnMyMobDead:
+ if (mobcount("que_qaru01","#gq_miromob2_aru01::OnMyMobDead") == 0) {
+ mapannounce "que_qaru01","The Mystic garden exit is now open.",bc_map,"0x00ff00";
+ setcell "que_qaru01",58,302,63,302,cell_walkable,1;
+ setcell "que_qaru01",58,302,63,302,cell_shootable,1;
+ donpcevent "#Maze_Manager_aru01::OnDisable";
+ }
+ end;
+}
+
+que_qaru01,1,1,0 script #okolnir_aru01 844,{
+
+OnEnable:
+ donpcevent "Gate01#gq_aru01::OnEnable";
+ donpcevent "#Maze_Manager_aru01::OnEnable";
+ donpcevent "#event_start01_aru01::OnEnable";
+ donpcevent "#gd_aru01_mobctrl::OnEnable";
+ enablenpc "Guard of Shadow#aru01_01";
+ enablenpc "Guard of Shadow#aru01_02";
+ enablenpc "Guard of Shadow#aru01_03";
+ enablenpc "Guard of Shadow#aru01_04";
+ enablenpc "Bloody Hunter#aru01_ac01";
+ enablenpc "Bloody Hunter#aru01_ac02";
+ enablenpc "Bloody Hunter#aru01_ac03";
+ enablenpc "Bloody Hunter#aru01_ac04";
+ enablenpc "Temple Keeper#aru01_ac01";
+ enablenpc "Temple Keeper#aru01_ac02";
+ initnpctimer;
+ end;
+
+OnDisable:
+ disablenpc "Wish Maiden#gq_aru01";
+ donpcevent "#gq_miromob2_aru01::Onreset";
+ disablenpc "Piamette#aru01";
+ donpcevent "#gdtimer01_aru01::Onstop";
+ donpcevent "#gdtimer02_aru01::Onstop";
+ donpcevent "#piamette_aru01::Onreset";
+ donpcevent "Wish Maiden#aru01_boss::OnDisable";
+ donpcevent "Wish Maiden#aru01_gift::OnDisable";
+ donpcevent "#gd_aru01_mobctrl::Onreset";
+ donpcevent "Gate01#gq_aru01::OnDisable";
+ donpcevent "#Maze_Manager_aru01::OnDisable";
+ donpcevent "#event_start01_aru01::OnDisable";
+ donpcevent "#nm_switch_aru01::OnDisable";
+ donpcevent "#nmsomaru01_jin01::OnDisable";
+ donpcevent "#nmsomaru01_jin02::OnDisable";
+ donpcevent "#nmsomaru01_jin03::OnDisable";
+ donpcevent "Guard of Shadow#aru01_01::OnDisable";
+ donpcevent "Guard of Shadow#aru01_02::OnDisable";
+ donpcevent "Guard of Shadow#aru01_03::OnDisable";
+ donpcevent "Guard of Shadow#aru01_04::OnDisable";
+ donpcevent "Bloody Hunter#aru01_ac01::OnDisable";
+ donpcevent "Bloody Hunter#aru01_ac02::OnDisable";
+ donpcevent "Bloody Hunter#aru01_ac03::OnDisable";
+ donpcevent "Bloody Hunter#aru01_ac04::OnDisable";
+ donpcevent "Temple Keeper#aru01_ac01::OnDisable";
+ donpcevent "Temple Keeper#aru01_ac02::OnDisable";
+ disablenpc "#to_agit_aru01_gate";
+ donpcevent "#aru01_stone01::Onreset";
+ donpcevent "#aru01_stone02::Onreset";
+ donpcevent "#aru01_stone03::Onreset";
+ disablenpc "#aru01_cage01";
+ disablenpc "#aru01_cage02";
+ disablenpc "#aru01_cage03";
+ disablenpc "#aru01_cage04";
+ disablenpc "#aru01_cage05";
+ disablenpc "#aru01_cage06";
+ disablenpc "windpath03_aru01";
+ disablenpc "windpath04_aru01";
+ set $gqse_aru01_miro,0;
+ set $gqse_aru01_pcc,0;
+ set $gqse_aru01_gd,0;
+ set $gqse_aru01_nm,0;
+ stopnpctimer;
+ end;
+
+Onstop:
+ stopnpctimer;
+ end;
+
+OnTimer1000:
+ mapannounce "que_qaru01","Wish Maiden : Do your best, Okolnir will disappear in one hour!",bc_map,"0x00ff00";
+ end;
+
+OnTimer1800000:
+ mapannounce "que_qaru01","Okolnir will disappear in 30 minutes.",bc_map,"0xff0000";
+ end;
+
+OnTimer2400000:
+ mapannounce "que_qaru01","Okolnir will disappear in 20 minutes.",bc_map,"0xff0000";
+ end;
+
+OnTimer3000000:
+ mapannounce "que_qaru01","Okolnir will disappear in 10 minutes.",bc_map,"0xff0000";
+ end;
+
+OnTimer3300000:
+ mapannounce "que_qaru01","Okolnir will disappear in 5 minutes.",bc_map,"0xff0000";
+ end;
+
+OnTimer3360000:
+ mapannounce "que_qaru01","Okolnir will disappear in 4 minutes.",bc_map,"0xff0000";
+ end;
+
+OnTimer3420000:
+ mapannounce "que_qaru01","Okolnir will disappear in 3 minutes.",bc_map,"0xff0000";
+ end;
+
+OnTimer3480000:
+ mapannounce "que_qaru01","Okolnir will disappear in 2 minutes.",bc_map,"0xff0000";
+ end;
+
+OnTimer3540000:
+ mapannounce "que_qaru01","Okolnir will disappear in 1 minutes.",bc_map,"0xff0000";
+ end;
+
+OnTimer3600000:
+ mapannounce "que_qaru01","Okolnir has begun to disappear.",bc_map,"0x4d4dff";
+ disablenpc "Wish Maiden#gq_aru01";
+ donpcevent "#gq_miromob2_aru01::Onreset";
+ disablenpc "Piamette#aru01";
+ donpcevent "#gdtimer01_aru01::Onstop";
+ donpcevent "#gdtimer02_aru01::Onstop";
+ donpcevent "#piamette_aru01::Onreset";
+ donpcevent "Wish Maiden#aru01_boss::onDisable";
+ donpcevent "Wish Maiden#aru01_gift::OnDisable";
+ donpcevent "#gd_aru01_mobctrl::Onreset";
+ donpcevent "Gate01#gq_aru01::OnDisable";
+ donpcevent "#Maze_Manager_aru01::OnDisable";
+ donpcevent "#event_start01_aru01::OnDisable";
+ donpcevent "#nm_switch_aru01::OnDisable";
+ donpcevent "#nmsomaru01_jin01::OnDisable";
+ donpcevent "#nmsomaru01_jin02::OnDisable";
+ donpcevent "#nmsomaru01_jin03::OnDisable";
+ donpcevent "Guard of Shadow#aru01_01::OnDisable";
+ donpcevent "Guard of Shadow#aru01_02::OnDisable";
+ donpcevent "Guard of Shadow#aru01_03::OnDisable";
+ donpcevent "Guard of Shadow#aru01_04::OnDisable";
+ donpcevent "Bloody Hunter#aru01_ac01::OnDisable";
+ donpcevent "Bloody Hunter#aru01_ac02::OnDisable";
+ donpcevent "Bloody Hunter#aru01_ac03::OnDisable";
+ donpcevent "Bloody Hunter#aru01_ac04::OnDisable";
+ donpcevent "Temple Keeper#aru01_ac01::OnDisable";
+ donpcevent "Temple Keeper#aru01_ac02::OnDisable";
+ disablenpc "#to_agit_aru01_gate";
+ donpcevent "#aru01_stone01::Onreset";
+ donpcevent "#aru01_stone02::Onreset";
+ donpcevent "#aru01_stone03::Onreset";
+ disablenpc "#aru01_cage01";
+ disablenpc "#aru01_cage02";
+ disablenpc "#aru01_cage03";
+ disablenpc "#aru01_cage04";
+ disablenpc "#aru01_cage05";
+ disablenpc "#aru01_cage06";
+ disablenpc "windpath03_aru01";
+ disablenpc "windpath04_aru01";
+ end;
+
+OnTimer3605000:
+ mapannounce "que_qaru01","Wish Maiden: ... You will fall into a deep sleep within Okolnir... ",bc_map,"0x00ff00";
+ end;
+
+OnTimer3608000:
+ mapannounce "que_qaru01","Wish Maiden: ..Have courage ... and await your chance again... ",bc_map,"0x00ff00";
+ end;
+
+OnTimer3610000:
+ set $gqse_aru01_miro,0;
+ set $gqse_aru01_pcc,0;
+ set $gqse_aru01_gd,0;
+ set $gqse_aru01_nm,0;
+ mapwarp "que_qaru01","arug_cas01",157,369;
+ end;
+
+OnTimer3611000:
+ donpcevent "#okolnir_aru01_time01::OnEnable";
+ stopnpctimer;
+ end;
+}
+
+que_qaru01,1,2,0 script #Maze_Manager_aru01 844,{
+OnInit:
+ donpcevent "#miro_bf_aru01::OnDisable";
+ donpcevent "#miro_rf_aru01::OnDisable";
+ donpcevent "#miro_yf_aru01::OnDisable";
+ end;
+
+OnEnable:
+ initnpctimer;
+ end;
+
+OnDisable:
+ donpcevent "#miro_bf_aru01::OnDisable";
+ donpcevent "#miro_rf_aru01::OnDisable";
+ donpcevent "#miro_yf_aru01::OnDisable";
+ stopnpctimer;
+ end;
+
+OnTimer1000:
+ donpcevent "#miro_rf_aru01::OnDisable";
+ end;
+
+OnTimer2000:
+ donpcevent "#miro_yf_aru01::OnDisable";
+ end;
+
+OnTimer3000:
+ donpcevent "#miro_bf_aru01::OnEnable";
+ end;
+
+OnTimer120000:
+ donpcevent "#miro_bf_aru01::OnDisable";
+ end;
+
+OnTimer121000:
+ donpcevent "#miro_yf_aru01::OnDisable";
+ end;
+
+OnTimer123000:
+ donpcevent "#miro_rf_aru01::OnEnable";
+ end;
+
+OnTimer240000:
+ donpcevent "#miro_bf_aru01::OnDisable";
+ end;
+
+OnTimer241000:
+ donpcevent "#miro_rf_aru01::OnDisable";
+ end;
+
+OnTimer242000:
+ donpcevent "#miro_yf_aru01::OnEnable";
+ end;
+
+OnTimer360000:
+ donpcevent "#Maze_Manager_aru01::OnEnable";
+ end;
+}
+
+que_qaru01,2,1,0 script #miro_bf_aru01 844,{
+
+OnEnable:
+ monster "que_qaru01",44,270," ",1934,1,"#miro_bf_aru01::OnMyMobDead";
+ monster "que_qaru01",46,270," ",1934,1,"#miro_bf_aru01::OnMyMobDead";
+ monster "que_qaru01",50,287," ",1934,1,"#miro_bf_aru01::OnMyMobDead";
+ monster "que_qaru01",52,287," ",1934,1,"#miro_bf_aru01::OnMyMobDead";
+ monster "que_qaru01",50,265," ",1934,1,"#miro_bf_aru01::OnMyMobDead";
+ monster "que_qaru01",52,265," ",1934,1,"#miro_bf_aru01::OnMyMobDead";
+ monster "que_qaru01",56,279," ",1934,1,"#miro_bf_aru01::OnMyMobDead";
+ monster "que_qaru01",58,279," ",1934,1,"#miro_bf_aru01::OnMyMobDead";
+ monster "que_qaru01",64,301," ",1934,1,"#miro_bf_aru01::OnMyMobDead";
+ monster "que_qaru01",64,298," ",1934,1,"#miro_bf_aru01::OnMyMobDead";
+ monster "que_qaru01",62,272," ",1934,1,"#miro_bf_aru01::OnMyMobDead";
+ monster "que_qaru01",64,272," ",1934,1,"#miro_bf_aru01::OnMyMobDead";
+ monster "que_qaru01",58,245," ",1934,1,"#miro_bf_aru01::OnMyMobDead";
+ monster "que_qaru01",58,243," ",1934,1,"#miro_bf_aru01::OnMyMobDead";
+ monster "que_qaru01",72,289," ",1934,1,"#miro_bf_aru01::OnMyMobDead";
+ monster "que_qaru01",72,287," ",1934,1,"#miro_bf_aru01::OnMyMobDead";
+ monster "que_qaru01",68,257," ",1934,1,"#miro_bf_aru01::OnMyMobDead";
+ monster "que_qaru01",68,255," ",1934,1,"#miro_bf_aru01::OnMyMobDead";
+ monster "que_qaru01",73,263," ",1934,1,"#miro_bf_aru01::OnMyMobDead";
+ monster "que_qaru01",73,261," ",1934,1,"#miro_bf_aru01::OnMyMobDead";
+ monster "que_qaru01",75,251," ",1934,1,"#miro_bf_aru01::OnMyMobDead";
+ monster "que_qaru01",75,249," ",1934,1,"#miro_bf_aru01::OnMyMobDead";
+ monster "que_qaru01",79,283," ",1934,1,"#miro_bf_aru01::OnMyMobDead";
+ monster "que_qaru01",79,281," ",1934,1,"#miro_bf_aru01::OnMyMobDead";
+ monster "que_qaru01",82,271," ",1934,1,"#miro_bf_aru01::OnMyMobDead";
+ monster "que_qaru01",84,271," ",1934,1,"#miro_bf_aru01::OnMyMobDead";
+ monster "que_qaru01",89,295," ",1934,1,"#miro_bf_aru01::OnMyMobDead";
+ monster "que_qaru01",89,293," ",1934,1,"#miro_bf_aru01::OnMyMobDead";
+ monster "que_qaru01",88,276," ",1934,1,"#miro_bf_aru01::OnMyMobDead";
+ monster "que_qaru01",90,276," ",1934,1,"#miro_bf_aru01::OnMyMobDead";
+ monster "que_qaru01",88,266," ",1934,1,"#miro_bf_aru01::OnMyMobDead";
+ monster "que_qaru01",90,266," ",1934,1,"#miro_bf_aru01::OnMyMobDead";
+ monster "que_qaru01",94,256," ",1934,1,"#miro_bf_aru01::OnMyMobDead";
+ monster "que_qaru01",96,256," ",1934,1,"#miro_bf_aru01::OnMyMobDead";
+ monster "que_qaru01",64,301," ",1934,1,"#miro_bf_aru01::OnMyMobDead";
+ monster "que_qaru01",64,299," ",1934,1,"#miro_bf_aru01::OnMyMobDead";
+ monster "que_qaru01",100,251," ",1934,1,"#miro_bf_aru01::OnMyMobDead";
+ monster "que_qaru01",102,251," ",1934,1,"#miro_bf_aru01::OnMyMobDead";
+ setcell "que_qaru01",44,270,47,270,cell_walkable,0;
+ setcell "que_qaru01",44,270,47,270,cell_shootable,0;
+ setcell "que_qaru01",50,287,53,287,cell_walkable,0;
+ setcell "que_qaru01",50,287,53,287,cell_shootable,0;
+ setcell "que_qaru01",50,265,53,265,cell_walkable,0;
+ setcell "que_qaru01",50,265,53,265,cell_shootable,0;
+ setcell "que_qaru01",56,279,59,279,cell_walkable,0;
+ setcell "que_qaru01",56,279,59,279,cell_shootable,0;
+ setcell "que_qaru01",64,298,64,301,cell_walkable,0;
+ setcell "que_qaru01",64,298,64,301,cell_shootable,0;
+ setcell "que_qaru01",62,272,65,272,cell_walkable,0;
+ setcell "que_qaru01",62,272,65,272,cell_shootable,0;
+ setcell "que_qaru01",58,242,58,245,cell_walkable,0;
+ setcell "que_qaru01",58,242,58,245,cell_shootable,0;
+ setcell "que_qaru01",72,286,72,289,cell_walkable,0;
+ setcell "que_qaru01",72,286,72,289,cell_shootable,0;
+ setcell "que_qaru01",68,254,68,259,cell_walkable,0;
+ setcell "que_qaru01",68,254,68,259,cell_shootable,0;
+ setcell "que_qaru01",73,260,73,263,cell_walkable,0;
+ setcell "que_qaru01",73,260,73,263,cell_shootable,0;
+ setcell "que_qaru01",75,248,75,251,cell_walkable,0;
+ setcell "que_qaru01",75,248,75,251,cell_shootable,0;
+ setcell "que_qaru01",79,280,79,283,cell_walkable,0;
+ setcell "que_qaru01",79,280,79,283,cell_shootable,0;
+ setcell "que_qaru01",82,271,85,271,cell_walkable,0;
+ setcell "que_qaru01",82,271,85,271,cell_shootable,0;
+ setcell "que_qaru01",89,292,89,295,cell_walkable,0;
+ setcell "que_qaru01",89,292,89,295,cell_shootable,0;
+ setcell "que_qaru01",88,276,91,276,cell_walkable,0;
+ setcell "que_qaru01",88,276,91,276,cell_shootable,0;
+ setcell "que_qaru01",88,266,91,266,cell_walkable,0;
+ setcell "que_qaru01",88,266,91,266,cell_shootable,0;
+ setcell "que_qaru01",94,256,97,256,cell_walkable,0;
+ setcell "que_qaru01",94,256,97,256,cell_shootable,0;
+ setcell "que_qaru01",64,298,64,301,cell_walkable,0;
+ setcell "que_qaru01",64,298,64,301,cell_shootable,0;
+ setcell "que_qaru01",100,251,103,251,cell_walkable,0;
+ setcell "que_qaru01",100,251,103,251,cell_shootable,0;
+ end;
+
+OnDisable:
+ killmonster "que_qaru01","#miro_bf_aru01::OnMyMobDead";
+ setcell "que_qaru01",44,270,47,270,cell_walkable,1;
+ setcell "que_qaru01",44,270,47,270,cell_shootable,1;
+ setcell "que_qaru01",50,287,53,287,cell_walkable,1;
+ setcell "que_qaru01",50,287,53,287,cell_shootable,1;
+ setcell "que_qaru01",50,265,53,265,cell_walkable,1;
+ setcell "que_qaru01",50,265,53,265,cell_shootable,1;
+ setcell "que_qaru01",56,279,59,279,cell_walkable,1;
+ setcell "que_qaru01",56,279,59,279,cell_shootable,1;
+ setcell "que_qaru01",64,298,64,301,cell_walkable,1;
+ setcell "que_qaru01",64,298,64,301,cell_shootable,1;
+ setcell "que_qaru01",62,272,65,272,cell_walkable,1;
+ setcell "que_qaru01",62,272,65,272,cell_shootable,1;
+ setcell "que_qaru01",58,242,58,245,cell_walkable,1;
+ setcell "que_qaru01",58,242,58,245,cell_shootable,1;
+ setcell "que_qaru01",72,286,72,289,cell_walkable,1;
+ setcell "que_qaru01",72,286,72,289,cell_shootable,1;
+ setcell "que_qaru01",68,254,68,259,cell_walkable,1;
+ setcell "que_qaru01",68,254,68,259,cell_shootable,1;
+ setcell "que_qaru01",73,260,73,263,cell_walkable,1;
+ setcell "que_qaru01",73,260,73,263,cell_shootable,1;
+ setcell "que_qaru01",75,248,75,251,cell_walkable,1;
+ setcell "que_qaru01",75,248,75,251,cell_shootable,1;
+ setcell "que_qaru01",79,280,79,283,cell_walkable,1;
+ setcell "que_qaru01",79,280,79,283,cell_shootable,1;
+ setcell "que_qaru01",82,271,85,271,cell_walkable,1;
+ setcell "que_qaru01",82,271,85,271,cell_shootable,1;
+ setcell "que_qaru01",89,292,89,295,cell_walkable,1;
+ setcell "que_qaru01",89,292,89,295,cell_shootable,1;
+ setcell "que_qaru01",88,276,91,276,cell_walkable,1;
+ setcell "que_qaru01",88,276,91,276,cell_shootable,1;
+ setcell "que_qaru01",88,266,91,266,cell_walkable,1;
+ setcell "que_qaru01",88,266,91,266,cell_shootable,1;
+ setcell "que_qaru01",94,256,97,256,cell_walkable,1;
+ setcell "que_qaru01",94,256,97,256,cell_shootable,1;
+ setcell "que_qaru01",64,298,64,301,cell_walkable,1;
+ setcell "que_qaru01",64,298,64,301,cell_shootable,1;
+ setcell "que_qaru01",100,251,103,251,cell_walkable,1;
+ setcell "que_qaru01",100,251,103,251,cell_shootable,1;
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qaru01,2,2,0 script #miro_rf_aru01 844,{
+
+OnEnable:
+ monster "que_qaru01",57,301," ",1935,1,"#miro_rf_aru01::OnMyMobDead";
+ monster "que_qaru01",57,299," ",1935,1,"#miro_rf_aru01::OnMyMobDead";
+ monster "que_qaru01",48,291," ",1935,1,"#miro_rf_aru01::OnMyMobDead";
+ monster "que_qaru01",48,289," ",1935,1,"#miro_rf_aru01::OnMyMobDead";
+ monster "que_qaru01",68,290," ",1935,1,"#miro_rf_aru01::OnMyMobDead";
+ monster "que_qaru01",70,290," ",1935,1,"#miro_rf_aru01::OnMyMobDead";
+ monster "que_qaru01",72,295," ",1935,1,"#miro_rf_aru01::OnMyMobDead";
+ monster "que_qaru01",72,293," ",1935,1,"#miro_rf_aru01::OnMyMobDead";
+ monster "que_qaru01",90,296," ",1935,1,"#miro_rf_aru01::OnMyMobDead";
+ monster "que_qaru01",92,296," ",1935,1,"#miro_rf_aru01::OnMyMobDead";
+ monster "que_qaru01",56,282," ",1935,1,"#miro_rf_aru01::OnMyMobDead";
+ monster "que_qaru01",58,282," ",1935,1,"#miro_rf_aru01::OnMyMobDead";
+ monster "que_qaru01",66,283," ",1935,1,"#miro_rf_aru01::OnMyMobDead";
+ monster "que_qaru01",66,281," ",1935,1,"#miro_rf_aru01::OnMyMobDead";
+ monster "que_qaru01",80,284," ",1935,1,"#miro_rf_aru01::OnMyMobDead";
+ monster "que_qaru01",82,284," ",1935,1,"#miro_rf_aru01::OnMyMobDead";
+ monster "que_qaru01",44,273," ",1935,1,"#miro_rf_aru01::OnMyMobDead";
+ monster "que_qaru01",46,273," ",1935,1,"#miro_rf_aru01::OnMyMobDead";
+ monster "que_qaru01",50,273," ",1935,1,"#miro_rf_aru01::OnMyMobDead";
+ monster "que_qaru01",52,273," ",1935,1,"#miro_rf_aru01::OnMyMobDead";
+ monster "que_qaru01",54,269," ",1935,1,"#miro_rf_aru01::OnMyMobDead";
+ monster "que_qaru01",54,267," ",1935,1,"#miro_rf_aru01::OnMyMobDead";
+ monster "que_qaru01",66,271," ",1935,1,"#miro_rf_aru01::OnMyMobDead";
+ monster "que_qaru01",66,270," ",1935,1,"#miro_rf_aru01::OnMyMobDead";
+ monster "que_qaru01",81,273," ",1935,1,"#miro_rf_aru01::OnMyMobDead";
+ monster "que_qaru01",81,272," ",1935,1,"#miro_rf_aru01::OnMyMobDead";
+ monster "que_qaru01",88,276," ",1935,1,"#miro_rf_aru01::OnMyMobDead";
+ monster "que_qaru01",90,276," ",1935,1,"#miro_rf_aru01::OnMyMobDead";
+ monster "que_qaru01",94,276," ",1935,1,"#miro_rf_aru01::OnMyMobDead";
+ monster "que_qaru01",96,276," ",1935,1,"#miro_rf_aru01::OnMyMobDead";
+ monster "que_qaru01",64,258," ",1935,1,"#miro_rf_aru01::OnMyMobDead";
+ monster "que_qaru01",66,258," ",1935,1,"#miro_rf_aru01::OnMyMobDead";
+ monster "que_qaru01",76,263," ",1935,1,"#miro_rf_aru01::OnMyMobDead";
+ monster "que_qaru01",76,261," ",1935,1,"#miro_rf_aru01::OnMyMobDead";
+ monster "que_qaru01",87,265," ",1935,1,"#miro_rf_aru01::OnMyMobDead";
+ monster "que_qaru01",87,263," ",1935,1,"#miro_rf_aru01::OnMyMobDead";
+ monster "que_qaru01",50,252," ",1935,1,"#miro_rf_aru01::OnMyMobDead";
+ monster "que_qaru01",52,252," ",1935,1,"#miro_rf_aru01::OnMyMobDead";
+ monster "que_qaru01",76,252," ",1935,1,"#miro_rf_aru01::OnMyMobDead";
+ monster "que_qaru01",78,252," ",1935,1,"#miro_rf_aru01::OnMyMobDead";
+ monster "que_qaru01",99,255," ",1935,1,"#miro_rf_aru01::OnMyMobDead";
+ monster "que_qaru01",99,253," ",1935,1,"#miro_rf_aru01::OnMyMobDead";
+ monster "que_qaru01",53,245," ",1935,1,"#miro_rf_aru01::OnMyMobDead";
+ monster "que_qaru01",53,243," ",1935,1,"#miro_rf_aru01::OnMyMobDead";
+ setcell "que_qaru01",57,298,57,301,cell_walkable,0;
+ setcell "que_qaru01",57,298,57,301,cell_shootable,0;
+ setcell "que_qaru01",48,288,48,291,cell_walkable,0;
+ setcell "que_qaru01",48,288,48,291,cell_shootable,0;
+ setcell "que_qaru01",68,290,71,290,cell_walkable,0;
+ setcell "que_qaru01",68,290,71,290,cell_shootable,0;
+ setcell "que_qaru01",72,292,72,295,cell_walkable,0;
+ setcell "que_qaru01",72,292,72,295,cell_shootable,0;
+ setcell "que_qaru01",90,296,93,296,cell_walkable,0;
+ setcell "que_qaru01",90,296,93,296,cell_shootable,0;
+ setcell "que_qaru01",56,282,59,282,cell_walkable,0;
+ setcell "que_qaru01",56,282,59,282,cell_shootable,0;
+ setcell "que_qaru01",66,280,66,283,cell_walkable,0;
+ setcell "que_qaru01",66,280,66,283,cell_shootable,0;
+ setcell "que_qaru01",80,284,83,284,cell_walkable,0;
+ setcell "que_qaru01",80,284,83,284,cell_shootable,0;
+ setcell "que_qaru01",44,273,47,273,cell_walkable,0;
+ setcell "que_qaru01",44,273,47,273,cell_shootable,0;
+ setcell "que_qaru01",50,273,53,273,cell_walkable,0;
+ setcell "que_qaru01",50,273,53,273,cell_shootable,0;
+ setcell "que_qaru01",54,266,54,269,cell_walkable,0;
+ setcell "que_qaru01",54,266,54,269,cell_shootable,0;
+ setcell "que_qaru01",66,270,66,271,cell_walkable,0;
+ setcell "que_qaru01",66,270,66,271,cell_shootable,0;
+ setcell "que_qaru01",81,272,81,273,cell_walkable,0;
+ setcell "que_qaru01",81,272,81,273,cell_shootable,0;
+ setcell "que_qaru01",88,276,91,276,cell_walkable,0;
+ setcell "que_qaru01",88,276,91,276,cell_shootable,0;
+ setcell "que_qaru01",94,276,97,276,cell_walkable,0;
+ setcell "que_qaru01",94,276,97,276,cell_shootable,0;
+ setcell "que_qaru01",64,258,67,258,cell_walkable,0;
+ setcell "que_qaru01",64,258,67,258,cell_shootable,0;
+ setcell "que_qaru01",76,260,76,263,cell_walkable,0;
+ setcell "que_qaru01",76,260,76,263,cell_shootable,0;
+ setcell "que_qaru01",87,262,87,265,cell_walkable,0;
+ setcell "que_qaru01",87,262,87,265,cell_shootable,0;
+ setcell "que_qaru01",50,252,53,252,cell_walkable,0;
+ setcell "que_qaru01",50,252,53,252,cell_shootable,0;
+ setcell "que_qaru01",76,252,79,252,cell_walkable,0;
+ setcell "que_qaru01",76,252,79,252,cell_shootable,0;
+ setcell "que_qaru01",99,252,99,255,cell_walkable,0;
+ setcell "que_qaru01",99,252,99,255,cell_shootable,0;
+ setcell "que_qaru01",53,242,53,245,cell_walkable,0;
+ setcell "que_qaru01",53,242,53,245,cell_shootable,0;
+ end;
+
+OnDisable:
+ killmonster "que_qaru01","#miro_rf_aru01::OnMyMobDead";
+ setcell "que_qaru01",57,298,57,301,cell_walkable,1;
+ setcell "que_qaru01",57,298,57,301,cell_shootable,1;
+ setcell "que_qaru01",48,288,48,291,cell_walkable,1;
+ setcell "que_qaru01",48,288,48,291,cell_shootable,1;
+ setcell "que_qaru01",68,290,71,290,cell_walkable,1;
+ setcell "que_qaru01",68,290,71,290,cell_shootable,1;
+ setcell "que_qaru01",72,292,72,295,cell_walkable,1;
+ setcell "que_qaru01",72,292,72,295,cell_shootable,1;
+ setcell "que_qaru01",90,296,93,296,cell_walkable,1;
+ setcell "que_qaru01",90,296,93,296,cell_shootable,1;
+ setcell "que_qaru01",56,282,59,282,cell_walkable,1;
+ setcell "que_qaru01",56,282,59,282,cell_shootable,1;
+ setcell "que_qaru01",66,280,66,283,cell_walkable,1;
+ setcell "que_qaru01",66,280,66,283,cell_shootable,1;
+ setcell "que_qaru01",80,284,83,284,cell_walkable,1;
+ setcell "que_qaru01",80,284,83,284,cell_shootable,1;
+ setcell "que_qaru01",44,273,47,273,cell_walkable,1;
+ setcell "que_qaru01",44,273,47,273,cell_shootable,1;
+ setcell "que_qaru01",50,273,53,273,cell_walkable,1;
+ setcell "que_qaru01",50,273,53,273,cell_shootable,1;
+ setcell "que_qaru01",54,266,54,269,cell_walkable,1;
+ setcell "que_qaru01",54,266,54,269,cell_shootable,1;
+ setcell "que_qaru01",66,270,66,271,cell_walkable,1;
+ setcell "que_qaru01",66,270,66,271,cell_shootable,1;
+ setcell "que_qaru01",81,272,81,273,cell_walkable,1;
+ setcell "que_qaru01",81,272,81,273,cell_shootable,1;
+ setcell "que_qaru01",88,276,91,276,cell_walkable,1;
+ setcell "que_qaru01",88,276,91,276,cell_shootable,1;
+ setcell "que_qaru01",94,276,97,276,cell_walkable,1;
+ setcell "que_qaru01",94,276,97,276,cell_shootable,1;
+ setcell "que_qaru01",64,258,67,258,cell_walkable,1;
+ setcell "que_qaru01",64,258,67,258,cell_shootable,1;
+ setcell "que_qaru01",76,260,76,263,cell_walkable,1;
+ setcell "que_qaru01",76,260,76,263,cell_shootable,1;
+ setcell "que_qaru01",87,262,87,265,cell_walkable,1;
+ setcell "que_qaru01",87,262,87,265,cell_shootable,1;
+ setcell "que_qaru01",50,252,53,252,cell_walkable,1;
+ setcell "que_qaru01",50,252,53,252,cell_shootable,1;
+ setcell "que_qaru01",76,252,79,252,cell_walkable,1;
+ setcell "que_qaru01",76,252,79,252,cell_shootable,1;
+ setcell "que_qaru01",99,252,99,255,cell_walkable,1;
+ setcell "que_qaru01",99,252,99,255,cell_shootable,1;
+ setcell "que_qaru01",53,242,53,245,cell_walkable,1;
+ setcell "que_qaru01",53,242,53,245,cell_shootable,1;
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qaru01,2,3,0 script #miro_yf_aru01 844,{
+
+OnEnable:
+ monster "que_qaru01",44,292," ",1936,1,"#miro_yf_aru01::OnMyMobDead";
+ monster "que_qaru01",46,292," ",1936,1,"#miro_yf_aru01::OnMyMobDead";
+ monster "que_qaru01",67,295," ",1936,1,"#miro_yf_aru01::OnMyMobDead";
+ monster "que_qaru01",67,293," ",1936,1,"#miro_yf_aru01::OnMyMobDead";
+ monster "que_qaru01",94,301," ",1936,1,"#miro_yf_aru01::OnMyMobDead";
+ monster "que_qaru01",94,299," ",1936,1,"#miro_yf_aru01::OnMyMobDead";
+ monster "que_qaru01",79,289," ",1936,1,"#miro_yf_aru01::OnMyMobDead";
+ monster "que_qaru01",79,287," ",1936,1,"#miro_yf_aru01::OnMyMobDead";
+ monster "que_qaru01",56,282," ",1936,1,"#miro_yf_aru01::OnMyMobDead";
+ monster "que_qaru01",58,282," ",1936,1,"#miro_yf_aru01::OnMyMobDead";
+ monster "que_qaru01",71,283," ",1936,1,"#miro_yf_aru01::OnMyMobDead";
+ monster "que_qaru01",71,281," ",1936,1,"#miro_yf_aru01::OnMyMobDead";
+ monster "que_qaru01",100,281," ",1936,1,"#miro_yf_aru01::OnMyMobDead";
+ monster "que_qaru01",102,281," ",1936,1,"#miro_yf_aru01::OnMyMobDead";
+ monster "que_qaru01",44,261," ",1936,1,"#miro_yf_aru01::OnMyMobDead";
+ monster "que_qaru01",46,261," ",1936,1,"#miro_yf_aru01::OnMyMobDead";
+ monster "que_qaru01",50,265," ",1936,1,"#miro_yf_aru01::OnMyMobDead";
+ monster "que_qaru01",52,265," ",1936,1,"#miro_yf_aru01::OnMyMobDead";
+ monster "que_qaru01",56,270," ",1936,1,"#miro_yf_aru01::OnMyMobDead";
+ monster "que_qaru01",58,270," ",1936,1,"#miro_yf_aru01::OnMyMobDead";
+ monster "que_qaru01",72,278," ",1936,1,"#miro_yf_aru01::OnMyMobDead";
+ monster "que_qaru01",73,278," ",1936,1,"#miro_yf_aru01::OnMyMobDead";
+ monster "que_qaru01",82,266," ",1936,1,"#miro_yf_aru01::OnMyMobDead";
+ monster "que_qaru01",84,266," ",1936,1,"#miro_yf_aru01::OnMyMobDead";
+ monster "que_qaru01",88,266," ",1936,1,"#miro_yf_aru01::OnMyMobDead";
+ monster "que_qaru01",90,266," ",1936,1,"#miro_yf_aru01::OnMyMobDead";
+ monster "que_qaru01",94,271," ",1936,1,"#miro_yf_aru01::OnMyMobDead";
+ monster "que_qaru01",96,271," ",1936,1,"#miro_yf_aru01::OnMyMobDead";
+ monster "que_qaru01",60,257," ",1936,1,"#miro_yf_aru01::OnMyMobDead";
+ monster "que_qaru01",60,255," ",1936,1,"#miro_yf_aru01::OnMyMobDead";
+ monster "que_qaru01",73,263," ",1936,1,"#miro_yf_aru01::OnMyMobDead";
+ monster "que_qaru01",73,261," ",1936,1,"#miro_yf_aru01::OnMyMobDead";
+ monster "que_qaru01",75,257," ",1936,1,"#miro_yf_aru01::OnMyMobDead";
+ monster "que_qaru01",75,255," ",1936,1,"#miro_yf_aru01::OnMyMobDead";
+ monster "que_qaru01",87,257," ",1936,1,"#miro_yf_aru01::OnMyMobDead";
+ monster "que_qaru01",87,255," ",1936,1,"#miro_yf_aru01::OnMyMobDead";
+ monster "que_qaru01",58,251," ",1936,1,"#miro_yf_aru01::OnMyMobDead";
+ monster "que_qaru01",58,249," ",1936,1,"#miro_yf_aru01::OnMyMobDead";
+ monster "que_qaru01",80,251," ",1936,1,"#miro_yf_aru01::OnMyMobDead";
+ monster "que_qaru01",80,249," ",1936,1,"#miro_yf_aru01::OnMyMobDead";
+ monster "que_qaru01",53,245," ",1936,1,"#miro_yf_aru01::OnMyMobDead";
+ monster "que_qaru01",53,243," ",1936,1,"#miro_yf_aru01::OnMyMobDead";
+ monster "que_qaru01",75,245," ",1936,1,"#miro_yf_aru01::OnMyMobDead";
+ monster "que_qaru01",75,243," ",1936,1,"#miro_yf_aru01::OnMyMobDead";
+ monster "que_qaru01",100,251," ",1936,1,"#miro_yf_aru01::OnMyMobDead";
+ monster "que_qaru01",102,251," ",1936,1,"#miro_yf_aru01::OnMyMobDead";
+ monster "que_qaru01",100,256," ",1936,1,"#miro_yf_aru01::OnMyMobDead";
+ monster "que_qaru01",102,256," ",1936,1,"#miro_yf_aru01::OnMyMobDead";
+ setcell "que_qaru01",44,292,47,292,cell_walkable,0;
+ setcell "que_qaru01",44,292,47,292,cell_shootable,0;
+ setcell "que_qaru01",67,292,67,295,cell_walkable,0;
+ setcell "que_qaru01",67,292,67,295,cell_shootable,0;
+ setcell "que_qaru01",94,298,94,301,cell_walkable,0;
+ setcell "que_qaru01",94,298,94,301,cell_shootable,0;
+ setcell "que_qaru01",79,286,79,289,cell_walkable,0;
+ setcell "que_qaru01",79,286,79,289,cell_shootable,0;
+ setcell "que_qaru01",56,282,59,282,cell_walkable,0;
+ setcell "que_qaru01",56,282,59,282,cell_shootable,0;
+ setcell "que_qaru01",71,280,71,283,cell_walkable,0;
+ setcell "que_qaru01",71,280,71,283,cell_shootable,0;
+ setcell "que_qaru01",100,281,103,281,cell_walkable,0;
+ setcell "que_qaru01",100,281,103,281,cell_shootable,0;
+ setcell "que_qaru01",44,261,47,261,cell_walkable,0;
+ setcell "que_qaru01",44,261,47,261,cell_shootable,0;
+ setcell "que_qaru01",50,265,53,265,cell_walkable,0;
+ setcell "que_qaru01",50,265,53,265,cell_shootable,0;
+ setcell "que_qaru01",56,270,59,270,cell_walkable,0;
+ setcell "que_qaru01",56,270,59,270,cell_shootable,0;
+ setcell "que_qaru01",72,278,73,278,cell_walkable,0;
+ setcell "que_qaru01",72,278,73,278,cell_shootable,0;
+ setcell "que_qaru01",82,266,85,266,cell_walkable,0;
+ setcell "que_qaru01",82,266,85,266,cell_shootable,0;
+ setcell "que_qaru01",88,266,91,266,cell_walkable,0;
+ setcell "que_qaru01",88,266,91,266,cell_shootable,0;
+ setcell "que_qaru01",94,271,97,271,cell_walkable,0;
+ setcell "que_qaru01",94,271,97,271,cell_shootable,0;
+ setcell "que_qaru01",60,254,60,257,cell_walkable,0;
+ setcell "que_qaru01",60,254,60,257,cell_shootable,0;
+ setcell "que_qaru01",73,260,73,263,cell_walkable,0;
+ setcell "que_qaru01",73,260,73,263,cell_shootable,0;
+ setcell "que_qaru01",75,254,75,257,cell_walkable,0;
+ setcell "que_qaru01",75,254,75,257,cell_shootable,0;
+ setcell "que_qaru01",87,254,87,257,cell_walkable,0;
+ setcell "que_qaru01",87,254,87,257,cell_shootable,0;
+ setcell "que_qaru01",58,248,58,251,cell_walkable,0;
+ setcell "que_qaru01",58,248,58,251,cell_shootable,0;
+ setcell "que_qaru01",80,248,80,251,cell_walkable,0;
+ setcell "que_qaru01",80,248,80,251,cell_shootable,0;
+ setcell "que_qaru01",53,242,53,245,cell_walkable,0;
+ setcell "que_qaru01",53,242,53,245,cell_shootable,0;
+ setcell "que_qaru01",75,242,75,245,cell_walkable,0;
+ setcell "que_qaru01",75,242,75,245,cell_shootable,0;
+ setcell "que_qaru01",100,251,103,251,cell_walkable,0;
+ setcell "que_qaru01",100,251,103,251,cell_shootable,0;
+ setcell "que_qaru01",100,256,103,256,cell_walkable,0;
+ setcell "que_qaru01",100,256,103,256,cell_shootable,0;
+ end;
+
+OnDisable:
+ killmonster "que_qaru01","#miro_yf_aru01::OnMyMobDead";
+ setcell "que_qaru01",44,292,47,292,cell_walkable,1;
+ setcell "que_qaru01",44,292,47,292,cell_shootable,1;
+ setcell "que_qaru01",67,292,67,295,cell_walkable,1;
+ setcell "que_qaru01",67,292,67,295,cell_shootable,1;
+ setcell "que_qaru01",94,298,94,301,cell_walkable,1;
+ setcell "que_qaru01",94,298,94,301,cell_shootable,1;
+ setcell "que_qaru01",79,286,79,289,cell_walkable,1;
+ setcell "que_qaru01",79,286,79,289,cell_shootable,1;
+ setcell "que_qaru01",56,282,59,282,cell_walkable,1;
+ setcell "que_qaru01",56,282,59,282,cell_shootable,1;
+ setcell "que_qaru01",71,280,71,283,cell_walkable,1;
+ setcell "que_qaru01",71,280,71,283,cell_shootable,1;
+ setcell "que_qaru01",100,281,103,281,cell_walkable,1;
+ setcell "que_qaru01",100,281,103,281,cell_shootable,1;
+ setcell "que_qaru01",44,261,47,261,cell_walkable,1;
+ setcell "que_qaru01",44,261,47,261,cell_shootable,1;
+ setcell "que_qaru01",50,265,53,265,cell_walkable,1;
+ setcell "que_qaru01",50,265,53,265,cell_shootable,1;
+ setcell "que_qaru01",56,270,59,270,cell_walkable,1;
+ setcell "que_qaru01",56,270,59,270,cell_shootable,1;
+ setcell "que_qaru01",72,278,73,278,cell_walkable,1;
+ setcell "que_qaru01",72,278,73,278,cell_shootable,1;
+ setcell "que_qaru01",82,266,85,266,cell_walkable,1;
+ setcell "que_qaru01",82,266,85,266,cell_shootable,1;
+ setcell "que_qaru01",88,266,91,266,cell_walkable,1;
+ setcell "que_qaru01",88,266,91,266,cell_shootable,1;
+ setcell "que_qaru01",94,271,97,271,cell_walkable,1;
+ setcell "que_qaru01",94,271,97,271,cell_shootable,1;
+ setcell "que_qaru01",60,254,60,257,cell_walkable,1;
+ setcell "que_qaru01",60,254,60,257,cell_shootable,1;
+ setcell "que_qaru01",73,260,73,263,cell_walkable,1;
+ setcell "que_qaru01",73,260,73,263,cell_shootable,1;
+ setcell "que_qaru01",75,254,75,257,cell_walkable,1;
+ setcell "que_qaru01",75,254,75,257,cell_shootable,1;
+ setcell "que_qaru01",87,254,87,257,cell_walkable,1;
+ setcell "que_qaru01",87,254,87,257,cell_shootable,1;
+ setcell "que_qaru01",58,248,58,251,cell_walkable,1;
+ setcell "que_qaru01",58,248,58,251,cell_shootable,1;
+ setcell "que_qaru01",80,248,80,251,cell_walkable,1;
+ setcell "que_qaru01",80,248,80,251,cell_shootable,1;
+ setcell "que_qaru01",53,242,53,245,cell_walkable,1;
+ setcell "que_qaru01",53,242,53,245,cell_shootable,1;
+ setcell "que_qaru01",75,242,75,245,cell_walkable,1;
+ setcell "que_qaru01",75,242,75,245,cell_shootable,1;
+ setcell "que_qaru01",100,251,103,251,cell_walkable,1;
+ setcell "que_qaru01",100,251,103,251,cell_shootable,1;
+ setcell "que_qaru01",100,256,103,256,cell_walkable,1;
+ setcell "que_qaru01",100,256,103,256,cell_shootable,1;
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qaru01,132,172,0 script windpath01_aru01 45,1,1,{
+OnTouch:
+ if (countitem(7839) > 0) {
+ mes "The Warp Gate responds to the Crystal Key.";
+ delitem 7839,1; //Crystal_Key
+ close2;
+ warp "que_qaru01",114,158;
+ end;
+ }
+ else {
+ mes "You need the Crystal Key to activate the Warp Gate.";
+ close;
+ }
+}
+
+que_qaru01,113,165,0 warp windpath02_aru01 1,1,que_qaru01,139,172
+
+
+que_qaru01,131,136,3 script Piamette#aru01 1930,{
+OnInit:
+ enablenpc "Piamette#aru01";
+ end;
+}
+
+que_qaru01,114,158,0 script #event_start01_aru01 -1,1,1,{
+
+OnInit:
+ disablenpc "#event_start01_aru01";
+ end;
+
+OnEnable:
+ enablenpc "#event_start01_aru01";
+ end;
+
+OnDisable:
+ disablenpc "#event_start01_aru01";
+ stopnpctimer;
+ end;
+
+OnTouch:
+ initnpctimer;
+ disablenpc "#event_start01_aru01";
+ end;
+
+OnTimer2000:
+ mapannounce "que_qaru01","Piamette mumblings : ..There were six birds, Teo. But one is....",bc_map,"0xdb7093";
+ end;
+
+OnTimer6000:
+ mapannounce "que_qaru01","Piamette mumblings : ...Shh.. Teo. The birds have returned..Are they birds that ran away before...? Or breakers who disguises themselves as good adventurers?",bc_map,"0xdb7093";
+ end;
+
+OnTimer10000:
+ mapannounce "que_qaru01","Piamette mumblings : Ha! They are caged in.",bc_map,"0xdb7093";
+ end;
+
+OnTimer14000:
+ mapannounce "que_qaru01","Piamette : Teo, Catch the birds! Put the cage away from here!",bc_map,"0x00ff00";
+ donpcevent "#gdtimer01_aru01::OnEnable";
+ stopnpctimer;
+ end;
+}
+
+que_qaru01,2,2,0 script #gdtimer01_aru01 844,{
+
+OnEnable:
+ initnpctimer;
+ end;
+
+Onstop:
+ donpcevent "#getspell01_aru01::OnDisable";
+ donpcevent "#getspell02_aru01::OnDisable";
+ donpcevent "#getspell03_aru01::OnDisable";
+ donpcevent "#getspell04_aru01::OnDisable";
+ donpcevent "#getspell05_aru01::OnDisable";
+ donpcevent "#getspell06_aru01::OnDisable";
+ donpcevent "#getspell07_aru01::OnDisable";
+ donpcevent "#getspell08_aru01::OnDisable";
+ stopnpctimer;
+ end;
+
+OnTimer1000:
+ donpcevent "#getspell08_aru01::OnDisable";
+ donpcevent "#getspell01_aru01::OnEnable";
+ end;
+
+OnTimer10000:
+ donpcevent "#getspell01_aru01::OnDisable";
+ donpcevent "#getspell02_aru01::OnEnable";
+ end;
+
+OnTimer20000:
+ donpcevent "#getspell02_aru01::OnDisable";
+ donpcevent "#getspell03_aru01::OnEnable";
+ end;
+
+OnTimer30000:
+ donpcevent "#getspell03_aru01::OnDisable";
+ donpcevent "#getspell04_aru01::OnEnable";
+ end;
+
+OnTimer40000:
+ donpcevent "#getspell04_aru01::OnDisable";
+ donpcevent "#getspell05_aru01::OnEnable";
+ end;
+
+OnTimer50000:
+ donpcevent "#getspell05_aru01::OnDisable";
+ donpcevent "#getspell06_aru01::OnEnable";
+ end;
+
+OnTimer60000:
+ donpcevent "#getspell06_aru01::OnDisable";
+ donpcevent "#getspell07_aru01::OnEnable";
+ end;
+
+OnTimer70000:
+ donpcevent "#getspell07_aru01::OnDisable";
+ donpcevent "#getspell08_aru01::OnEnable";
+ end;
+
+OnTimer75000:
+ if ($gqse_aru01_gd < 6) {
+ mapannounce "que_qaru01","Piamette : Silly birds! Silly Teo! Why can't you put away the cage at once?!",bc_map,"0x00ff00";
+ enablenpc "#aru01_cage01";
+ enablenpc "#aru01_cage02";
+ enablenpc "#aru01_cage03";
+ enablenpc "#aru01_cage04";
+ enablenpc "#aru01_cage05";
+ enablenpc "#aru01_cage06";
+ set $gqse_aru01_gd,0;
+ }
+ end;
+
+OnTimer76000:
+ disablenpc "#aru01_cage01";
+ disablenpc "#aru01_cage02";
+ disablenpc "#aru01_cage03";
+ disablenpc "#aru01_cage04";
+ disablenpc "#aru01_cage05";
+ disablenpc "#aru01_cage06";
+ end;
+
+OnTimer80000:
+ donpcevent "#gdtimer01_aru01::OnEnable";
+ end;
+}
+
+que_qaru01,2,3,0 script #gdtimer02_aru01 844,{
+
+OnEnable:
+ initnpctimer;
+ end;
+
+Onstop:
+ stopnpctimer;
+ killmonster "que_qaru01","#gdtimer02_aru01::OnMyMobDead";
+ end;
+
+OnTimer4000:
+ mapannounce "que_qaru01","Piamette : All of them are caught!",bc_map,"0xdb7093";
+ end;
+
+OnTimer8000:
+ mapannounce "que_qaru01","Piamette : Let's call out the keeper of the key not to let the birds go far away.",bc_map,"0xdb7093";
+ end;
+
+OnTimer12000:
+ mapannounce "que_qaru01","Piamette : The keeper of the key is protecting my cage.",bc_map,"0xdb7093";
+ monster "que_qaru01",108,151,"Key Stone",1905,1,"#gdtimer02_aru01::OnMyMobDead";
+ monster "que_qaru01",109,135,"Key Stone",1905,1,"#gdtimer02_aru01::OnMyMobDead";
+ monster "que_qaru01",115,116,"Key Stone",1905,1,"#gdtimer02_aru01::OnMyMobDead";
+ monster "que_qaru01",158,106,"Key Stone",1905,1,"#gdtimer02_aru01::OnMyMobDead";
+ monster "que_qaru01",163,133,"Key Stone",1905,1,"#gdtimer02_aru01::OnMyMobDead";
+ monster "que_qaru01",150,154,"Key Stone",1905,1,"#gdtimer02_aru01::OnMyMobDead";
+ end;
+
+OnTimer112000:
+ mapannounce "que_qaru01","Piamette : Whooping fun times are back! Now, Go! I'll get back to!!",bc_map,"0xdb7093";
+ killmonster "que_qaru01","#gdtimer02_aru01::OnMyMobDead";
+ enablenpc "#aru01_cage01";
+ enablenpc "#aru01_cage02";
+ enablenpc "#aru01_cage03";
+ enablenpc "#aru01_cage04";
+ enablenpc "#aru01_cage05";
+ enablenpc "#aru01_cage06";
+ set $gqse_aru01_gd,0;
+ end;
+
+OnTimer113000:
+ disablenpc "#aru01_cage01";
+ disablenpc "#aru01_cage02";
+ disablenpc "#aru01_cage03";
+ disablenpc "#aru01_cage04";
+ disablenpc "#aru01_cage05";
+ disablenpc "#aru01_cage06";
+ donpcevent "#gdtimer01_aru01::OnEnable";
+ stopnpctimer;
+ end;
+
+Onreset:
+ killmonster "que_qaru01","#gdtimer02_aru01::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ if (mobcount("que_qaru01","#gdtimer02_aru01::OnMyMobDead") == 0) {
+ enablenpc "#aru01_cage01";
+ enablenpc "#aru01_cage02";
+ enablenpc "#aru01_cage03";
+ enablenpc "#aru01_cage04";
+ enablenpc "#aru01_cage05";
+ enablenpc "#aru01_cage06";
+ donpcevent "#piamette_aru01::OnEnable";
+ stopnpctimer;
+ }
+ end;
+}
+
+que_qaru01,1,4,0 script #piamette_aru01 844,{
+OnEnable:
+ initnpctimer;
+ end;
+
+Onreset:
+ killmonster "que_qaru01","#piamette_aru01::OnMyMobDead";
+ stopnpctimer;
+ end;
+
+OnTimer1000:
+ mapannounce "que_qaru01","Piamette : All the keeper of keys are dead now? Who freed my birds? Teo, who did it?",bc_map,"0xdb7093";
+ end;
+
+OnTimer5000:
+ mapannounce "que_qaru01","Piamette : I'm pissed off now!",bc_map,"0xdb7093";
+ disablenpc "Piamette#aru01";
+ monster "que_qaru01",131,135,"Angry Piamette",1930,1,"#piamette_aru01::OnMyMobDead";
+ stopnpctimer;
+ end;
+
+OnMyMobDead:
+ mapannounce "que_qaru01","Piamette has been released, so the warp gate toward the South is working now.",bc_map,"0x00ff00";
+ enablenpc "windpath03_aru01";
+ enablenpc "windpath04_aru01";
+ donpcevent "#nm_switch_aru01::OnEnable";
+ end;
+}
+
+que_qaru01,113,135,0 script #getspell01_aru01 -1,1,1,{
+OnInit:
+ disablenpc "#getspell01_aru01";
+ end;
+
+OnEnable:
+ enablenpc "#getspell01_aru01";
+ specialeffect EF_LOCKON;
+ end;
+
+OnDisable:
+ disablenpc "#getspell01_aru01";
+ end;
+
+OnTouch:
+ sc_start2 SC_Stone,300000,0,10000;
+ if ($gqse_aru01_gd == 0) {
+ warp "que_qaru01",103,153;
+ disablenpc "#getspell01_aru01";
+ set $gqse_aru01_gd,1;
+ mapannounce "que_qaru01","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru01_gd == 1) {
+ warp "que_qaru01",102,135;
+ disablenpc "#getspell01_aru01";
+ set $gqse_aru01_gd,2;
+ mapannounce "que_qaru01","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru01_gd == 2) {
+ warp "que_qaru01",113,111;
+ disablenpc "#getspell01_aru01";
+ set $gqse_aru01_gd,3;
+ mapannounce "que_qaru01","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru01_gd == 3) {
+ warp "que_qaru01",161,105;
+ disablenpc "#getspell01_aru01";
+ set $gqse_aru01_gd,4;
+ mapannounce "que_qaru01","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru01_gd == 4) {
+ warp "que_qaru01",168,135;
+ disablenpc "#getspell01_aru01";
+ set $gqse_aru01_gd,5;
+ mapannounce "que_qaru01","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru01_gd == 5) {
+ warp "que_qaru01",150,159;
+ disablenpc "#getspell01_aru01";
+ set $gqse_aru01_gd,6;
+ mapannounce "que_qaru01","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
+ donpcevent "#gdtimer02_aru01::OnEnable";
+ donpcevent "#gdtimer01_aru01::Onstop";
+ }
+ end;
+}
+
+que_qaru01,146,150,0 script #getspell02_aru01 -1,1,1,{
+OnInit:
+ disablenpc "#getspell02_aru01";
+ end;
+
+OnEnable:
+ enablenpc "#getspell02_aru01";
+ specialeffect EF_LOCKON;
+ end;
+
+OnDisable:
+ disablenpc "#getspell02_aru01";
+ end;
+
+OnTouch:
+ sc_start2 SC_Stone,300000,0,10000;
+ if ($gqse_aru01_gd == 0) {
+ warp "que_qaru01",103,153;
+ disablenpc "#getspell01_aru01";
+ set $gqse_aru01_gd,1;
+ mapannounce "que_qaru01","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru01_gd == 1) {
+ warp "que_qaru01",102,135;
+ disablenpc "#getspell01_aru01";
+ set $gqse_aru01_gd,2;
+ mapannounce "que_qaru01","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru01_gd == 2) {
+ warp "que_qaru01",113,111;
+ disablenpc "#getspell01_aru01";
+ set $gqse_aru01_gd,3;
+ mapannounce "que_qaru01","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru01_gd == 3) {
+ warp "que_qaru01",161,105;
+ disablenpc "#getspell01_aru01";
+ set $gqse_aru01_gd,4;
+ mapannounce "que_qaru01","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru01_gd == 4) {
+ warp "que_qaru01",168,135;
+ disablenpc "#getspell01_aru01";
+ set $gqse_aru01_gd,5;
+ mapannounce "que_qaru01","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru01_gd == 5) {
+ warp "que_qaru01",150,159;
+ disablenpc "#getspell01_aru01";
+ set $gqse_aru01_gd,6;
+ mapannounce "que_qaru01","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
+ donpcevent "#gdtimer02_aru01::OnEnable";
+ donpcevent "#gdtimer01_aru01::Onstop";
+ }
+ end;
+}
+
+que_qaru01,131,117,0 script #getspell03_aru01 -1,1,1,{
+OnInit:
+ disablenpc "#getspell03_aru01";
+ end;
+
+OnEnable:
+ enablenpc "#getspell03_aru01";
+ specialeffect EF_LOCKON;
+ end;
+
+OnDisable:
+ disablenpc "#getspell03_aru01";
+ end;
+
+OnTouch:
+ sc_start2 SC_Stone,300000,0,10000;
+ if ($gqse_aru01_gd == 0) {
+ warp "que_qaru01",103,153;
+ disablenpc "#getspell01_aru01";
+ set $gqse_aru01_gd,1;
+ mapannounce "que_qaru01","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru01_gd == 1) {
+ warp "que_qaru01",102,135;
+ disablenpc "#getspell01_aru01";
+ set $gqse_aru01_gd,2;
+ mapannounce "que_qaru01","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru01_gd == 2) {
+ warp "que_qaru01",113,111;
+ disablenpc "#getspell01_aru01";
+ set $gqse_aru01_gd,3;
+ mapannounce "que_qaru01","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru01_gd == 3) {
+ warp "que_qaru01",161,105;
+ disablenpc "#getspell01_aru01";
+ set $gqse_aru01_gd,4;
+ mapannounce "que_qaru01","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru01_gd == 4) {
+ warp "que_qaru01",168,135;
+ disablenpc "#getspell01_aru01";
+ set $gqse_aru01_gd,5;
+ mapannounce "que_qaru01","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru01_gd == 5) {
+ warp "que_qaru01",150,159;
+ disablenpc "#getspell01_aru01";
+ set $gqse_aru01_gd,6;
+ mapannounce "que_qaru01","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
+ donpcevent "#gdtimer02_aru01::OnEnable";
+ donpcevent "#gdtimer01_aru01::Onstop";
+ }
+ end;
+}
+
+que_qaru01,117,150,0 script #getspell04_aru01 -1,1,1,{
+OnInit:
+ disablenpc "#getspell04_aru01";
+ end;
+
+OnEnable:
+ enablenpc "#getspell04_aru01";
+ specialeffect EF_LOCKON;
+ end;
+
+OnDisable:
+ disablenpc "#getspell04_aru01";
+ end;
+
+OnTouch:
+ sc_start2 SC_Stone,300000,0,10000;
+ if ($gqse_aru01_gd == 0) {
+ warp "que_qaru01",103,153;
+ disablenpc "#getspell01_aru01";
+ set $gqse_aru01_gd,1;
+ mapannounce "que_qaru01","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru01_gd == 1) {
+ warp "que_qaru01",102,135;
+ disablenpc "#getspell01_aru01";
+ set $gqse_aru01_gd,2;
+ mapannounce "que_qaru01","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru01_gd == 2) {
+ warp "que_qaru01",113,111;
+ disablenpc "#getspell01_aru01";
+ set $gqse_aru01_gd,3;
+ mapannounce "que_qaru01","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru01_gd == 3) {
+ warp "que_qaru01",161,105;
+ disablenpc "#getspell01_aru01";
+ set $gqse_aru01_gd,4;
+ mapannounce "que_qaru01","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru01_gd == 4) {
+ warp "que_qaru01",168,135;
+ disablenpc "#getspell01_aru01";
+ set $gqse_aru01_gd,5;
+ mapannounce "que_qaru01","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru01_gd == 5) {
+ warp "que_qaru01",150,159;
+ disablenpc "#getspell01_aru01";
+ set $gqse_aru01_gd,6;
+ mapannounce "que_qaru01","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
+ donpcevent "#gdtimer02_aru01::OnEnable";
+ donpcevent "#gdtimer01_aru01::Onstop";
+ }
+ end;
+}
+
+que_qaru01,150,135,0 script #getspell05_aru01 -1,1,1,{
+OnInit:
+ disablenpc "#getspell05_aru01";
+ end;
+
+OnEnable:
+ enablenpc "#getspell05_aru01";
+ specialeffect EF_LOCKON;
+ end;
+
+OnDisable:
+ disablenpc "#getspell05_aru01";
+ end;
+
+OnTouch:
+ sc_start2 SC_Stone,300000,0,10000;
+ if ($gqse_aru01_gd == 0) {
+ warp "que_qaru01",103,153;
+ disablenpc "#getspell01_aru01";
+ set $gqse_aru01_gd,1;
+ mapannounce "que_qaru01","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru01_gd == 1) {
+ warp "que_qaru01",102,135;
+ disablenpc "#getspell01_aru01";
+ set $gqse_aru01_gd,2;
+ mapannounce "que_qaru01","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru01_gd == 2) {
+ warp "que_qaru01",113,111;
+ disablenpc "#getspell01_aru01";
+ set $gqse_aru01_gd,3;
+ mapannounce "que_qaru01","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru01_gd == 3) {
+ warp "que_qaru01",161,105;
+ disablenpc "#getspell01_aru01";
+ set $gqse_aru01_gd,4;
+ mapannounce "que_qaru01","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru01_gd == 4) {
+ warp "que_qaru01",168,135;
+ disablenpc "#getspell01_aru01";
+ set $gqse_aru01_gd,5;
+ mapannounce "que_qaru01","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru01_gd == 5) {
+ warp "que_qaru01",150,159;
+ disablenpc "#getspell01_aru01";
+ set $gqse_aru01_gd,6;
+ mapannounce "que_qaru01","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
+ donpcevent "#gdtimer02_aru01::OnEnable";
+ donpcevent "#gdtimer01_aru01::Onstop";
+ }
+ end;
+}
+
+que_qaru01,117,121,0 script #getspell06_aru01 -1,1,1,{
+OnInit:
+ disablenpc "#getspell06_aru01";
+ end;
+
+OnEnable:
+ enablenpc "#getspell06_aru01";
+ specialeffect EF_LOCKON;
+ end;
+
+OnDisable:
+ disablenpc "#getspell06_aru01";
+ end;
+
+OnTouch:
+ sc_start2 SC_Stone,300000,0,10000;
+ if ($gqse_aru01_gd == 0) {
+ warp "que_qaru01",103,153;
+ disablenpc "#getspell01_aru01";
+ set $gqse_aru01_gd,1;
+ mapannounce "que_qaru01","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru01_gd == 1) {
+ warp "que_qaru01",102,135;
+ disablenpc "#getspell01_aru01";
+ set $gqse_aru01_gd,2;
+ mapannounce "que_qaru01","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru01_gd == 2) {
+ warp "que_qaru01",113,111;
+ disablenpc "#getspell01_aru01";
+ set $gqse_aru01_gd,3;
+ mapannounce "que_qaru01","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru01_gd == 3) {
+ warp "que_qaru01",161,105;
+ disablenpc "#getspell01_aru01";
+ set $gqse_aru01_gd,4;
+ mapannounce "que_qaru01","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru01_gd == 4) {
+ warp "que_qaru01",168,135;
+ disablenpc "#getspell01_aru01";
+ set $gqse_aru01_gd,5;
+ mapannounce "que_qaru01","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru01_gd == 5) {
+ warp "que_qaru01",150,159;
+ disablenpc "#getspell01_aru01";
+ set $gqse_aru01_gd,6;
+ mapannounce "que_qaru01","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
+ donpcevent "#gdtimer02_aru01::OnEnable";
+ donpcevent "#gdtimer01_aru01::Onstop";
+ }
+ end;
+}
+
+que_qaru01,131,154,0 script #getspell07_aru01 -1,1,1,{
+OnInit:
+ disablenpc "#getspell07_aru01";
+ end;
+
+OnEnable:
+ enablenpc "#getspell07_aru01";
+ specialeffect EF_LOCKON;
+ end;
+
+OnDisable:
+ disablenpc "#getspell07_aru01";
+ end;
+
+OnTouch:
+ sc_start2 SC_Stone,300000,0,10000;
+ if ($gqse_aru01_gd == 0) {
+ warp "que_qaru01",103,153;
+ disablenpc "#getspell01_aru01";
+ set $gqse_aru01_gd,1;
+ mapannounce "que_qaru01","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru01_gd == 1) {
+ warp "que_qaru01",102,135;
+ disablenpc "#getspell01_aru01";
+ set $gqse_aru01_gd,2;
+ mapannounce "que_qaru01","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru01_gd == 2) {
+ warp "que_qaru01",113,111;
+ disablenpc "#getspell01_aru01";
+ set $gqse_aru01_gd,3;
+ mapannounce "que_qaru01","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru01_gd == 3) {
+ warp "que_qaru01",161,105;
+ disablenpc "#getspell01_aru01";
+ set $gqse_aru01_gd,4;
+ mapannounce "que_qaru01","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru01_gd == 4) {
+ warp "que_qaru01",168,135;
+ disablenpc "#getspell01_aru01";
+ set $gqse_aru01_gd,5;
+ mapannounce "que_qaru01","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru01_gd == 5) {
+ warp "que_qaru01",150,159;
+ disablenpc "#getspell01_aru01";
+ set $gqse_aru01_gd,6;
+ mapannounce "que_qaru01","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
+ donpcevent "#gdtimer02_aru01::OnEnable";
+ donpcevent "#gdtimer01_aru01::Onstop";
+ }
+ end;
+}
+
+que_qaru01,146,121,0 script #getspell08_aru01 -1,1,1,{
+OnInit:
+ disablenpc "#getspell08_aru01";
+ end;
+
+OnEnable:
+ enablenpc "#getspell08_aru01";
+ specialeffect EF_LOCKON;
+ end;
+
+OnDisable:
+ disablenpc "#getspell08_aru01";
+ end;
+
+OnTouch:
+ sc_start2 SC_Stone,300000,0,10000;
+ if ($gqse_aru01_gd == 0) {
+ warp "que_qaru01",103,153;
+ disablenpc "#getspell01_aru01";
+ set $gqse_aru01_gd,1;
+ mapannounce "que_qaru01","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru01_gd == 1) {
+ warp "que_qaru01",102,135;
+ disablenpc "#getspell01_aru01";
+ set $gqse_aru01_gd,2;
+ mapannounce "que_qaru01","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru01_gd == 2) {
+ warp "que_qaru01",113,111;
+ disablenpc "#getspell01_aru01";
+ set $gqse_aru01_gd,3;
+ mapannounce "que_qaru01","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru01_gd == 3) {
+ warp "que_qaru01",161,105;
+ disablenpc "#getspell01_aru01";
+ set $gqse_aru01_gd,4;
+ mapannounce "que_qaru01","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru01_gd == 4) {
+ warp "que_qaru01",168,135;
+ disablenpc "#getspell01_aru01";
+ set $gqse_aru01_gd,5;
+ mapannounce "que_qaru01","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru01_gd == 5) {
+ warp "que_qaru01",150,159;
+ disablenpc "#getspell01_aru01";
+ set $gqse_aru01_gd,6;
+ mapannounce "que_qaru01","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
+ donpcevent "#gdtimer02_aru01::OnEnable";
+ donpcevent "#gdtimer01_aru01::Onstop";
+ }
+ end;
+}
+
+que_qaru01,103,153,0 script #aru01_cage01 -1,1,1,{
+OnInit:
+ disablenpc "#aru01_cage01";
+ end;
+
+OnTouch:
+ sc_end SC_Stone;
+ warp "que_qaru01",108,151;
+ disablenpc "#aru01_cage01";
+ end;
+}
+
+que_qaru01,102,135,0 script #aru01_cage02 -1,1,1,{
+OnInit:
+ disablenpc "#aru01_cage02";
+ end;
+
+OnTouch:
+ sc_end SC_Stone;
+ warp "que_qaru01",107,135;
+ disablenpc "#aru01_cage02";
+ end;
+}
+
+que_qaru01,113,111,0 script #aru01_cage03 -1,1,1,{
+OnInit:
+ disablenpc "#aru01_cage03";
+ end;
+
+OnTouch:
+ sc_end SC_Stone;
+ warp "que_qaru01",113,114;
+ disablenpc "#aru01_cage03";
+ end;
+}
+
+que_qaru01,161,105,0 script #aru01_cage04 -1,1,1,{
+OnInit:
+ disablenpc "#aru01_cage04";
+ end;
+
+OnTouch:
+ sc_end SC_Stone;
+ warp "que_qaru01",158,106;
+ disablenpc "#aru01_cage04";
+ end;
+}
+
+que_qaru01,168,135,0 script #aru01_cage05 -1,1,1,{
+OnInit:
+ disablenpc "#aru01_cage05";
+ end;
+
+OnTouch:
+ sc_end SC_Stone;
+ warp "que_qaru01",163,133;
+ disablenpc "#aru01_cage05";
+ end;
+}
+
+que_qaru01,150,159,0 script #aru01_cage06 -1,1,1,{
+OnInit:
+ disablenpc "#aru01_cage06";
+ end;
+
+OnTouch:
+ sc_end SC_Stone;
+ warp "que_qaru01",150,154;
+ disablenpc "#aru01_cage06";
+ end;
+}
+
+que_qaru01,1,8,0 script #gd_aru01_mobctrl 844,{
+OnEnable:
+ monster "que_qaru01",107,152,"Ball of Piamette",1738,1,"#gd_aru01_mobctrl::OnMyMobDead";
+ monster "que_qaru01",109,135,"Ball of Piamette",1738,1,"#gd_aru01_mobctrl::OnMyMobDead";
+ monster "que_qaru01",113,116,"Ball of Piamette",1738,1,"#gd_aru01_mobctrl::OnMyMobDead";
+ monster "que_qaru01",157,107,"Ball of Piamette",1738,1,"#gd_aru01_mobctrl::OnMyMobDead";
+ monster "que_qaru01",163,133,"Ball of Piamette",1738,1,"#gd_aru01_mobctrl::OnMyMobDead";
+ monster "que_qaru01",149,156,"Ball of Piamette",1738,1,"#gd_aru01_mobctrl::OnMyMobDead";
+ monster "que_qaru01",130,139,"Alice",1275,1,"#gd_aru01_mobctrl::OnMyMobDead";
+ monster "que_qaru01",135,137,"Alice",1275,1,"#gd_aru01_mobctrl::OnMyMobDead";
+ monster "que_qaru01",130,132,"Alice",1275,1,"#gd_aru01_mobctrl::OnMyMobDead";
+ monster "que_qaru01",128,137,"Alice",1275,1,"#gd_aru01_mobctrl::OnMyMobDead";
+ monster "que_qaru01",109,145,"Alice",1275,1,"#gd_aru01_mobctrl::OnMyMobDead";
+ monster "que_qaru01",109,130,"Alice",1275,1,"#gd_aru01_mobctrl::OnMyMobDead";
+ monster "que_qaru01",128,114,"Alice",1275,1,"#gd_aru01_mobctrl::OnMyMobDead";
+ monster "que_qaru01",147,114,"Alice",1275,1,"#gd_aru01_mobctrl::OnMyMobDead";
+ monster "que_qaru01",154,128,"Alice",1275,1,"#gd_aru01_mobctrl::OnMyMobDead";
+ monster "que_qaru01",151,145,"Alice",1275,1,"#gd_aru01_mobctrl::OnMyMobDead";
+ monster "que_qaru01",130,151,"Alice",1275,1,"#gd_aru01_mobctrl::OnMyMobDead";
+ monster "que_qaru01",131,139,"Ball of Piamette",1738,1,"#gd_aru01_mobctrl::OnMyMobDead";
+ monster "que_qaru01",135,136,"Ball of Piamette",1738,1,"#gd_aru01_mobctrl::OnMyMobDead";
+ monster "que_qaru01",131,132,"Ball of Piamette",1738,1,"#gd_aru01_mobctrl::OnMyMobDead";
+ monster "que_qaru01",128,136,"Ball of Piamette",1738,1,"#gd_aru01_mobctrl::OnMyMobDead";
+ monster "que_qaru01",110,145,"Ball of Piamette",1738,1,"#gd_aru01_mobctrl::OnMyMobDead";
+ monster "que_qaru01",129,114,"Ball of Piamette",1738,1,"#gd_aru01_mobctrl::OnMyMobDead";
+ monster "que_qaru01",148,114,"Ball of Piamette",1738,1,"#gd_aru01_mobctrl::OnMyMobDead";
+ monster "que_qaru01",155,128,"Ball of Piamette",1738,1,"#gd_aru01_mobctrl::OnMyMobDead";
+ monster "que_qaru01",152,145,"Ball of Piamette",1738,1,"#gd_aru01_mobctrl::OnMyMobDead";
+ monster "que_qaru01",131,151,"Ball of Piamette",1738,1,"#gd_aru01_mobctrl::OnMyMobDead";
+ monster "que_qaru01",110,130,"Ball of Piamette",1738,1,"#gd_aru01_mobctrl::OnMyMobDead";
+ monster "que_qaru01",132,139,"Violy",1390,1,"#gd_aru01_mobctrl::OnMyMobDead";
+ monster "que_qaru01",135,135,"Violy",1390,1,"#gd_aru01_mobctrl::OnMyMobDead";
+ monster "que_qaru01",132,132,"Violy",1390,1,"#gd_aru01_mobctrl::OnMyMobDead";
+ monster "que_qaru01",128,135,"Violy",1390,1,"#gd_aru01_mobctrl::OnMyMobDead";
+ monster "que_qaru01",111,145,"Violy",1390,1,"#gd_aru01_mobctrl::OnMyMobDead";
+ monster "que_qaru01",111,130,"Violy",1390,1,"#gd_aru01_mobctrl::OnMyMobDead";
+ monster "que_qaru01",130,114,"Violy",1390,1,"#gd_aru01_mobctrl::OnMyMobDead";
+ monster "que_qaru01",149,114,"Violy",1390,1,"#gd_aru01_mobctrl::OnMyMobDead";
+ monster "que_qaru01",156,128,"Violy",1390,1,"#gd_aru01_mobctrl::OnMyMobDead";
+ monster "que_qaru01",153,145,"Violy",1390,1,"#gd_aru01_mobctrl::OnMyMobDead";
+ monster "que_qaru01",132,151,"Violy",1390,1,"#gd_aru01_mobctrl::OnMyMobDead";
+ monster "que_qaru01",133,139,"Ancient Mimic",1699,1,"#gd_aru01_mobctrl::OnMyMobDead";
+ monster "que_qaru01",135,134,"Ancient Mimic",1699,1,"#gd_aru01_mobctrl::OnMyMobDead";
+ monster "que_qaru01",133,132,"Ancient Mimic",1699,1,"#gd_aru01_mobctrl::OnMyMobDead";
+ monster "que_qaru01",128,135,"Ancient Mimic",1699,1,"#gd_aru01_mobctrl::OnMyMobDead";
+ monster "que_qaru01",112,145,"Ancient Mimic",1699,1,"#gd_aru01_mobctrl::OnMyMobDead";
+ monster "que_qaru01",131,114,"Ancient Mimic",1699,1,"#gd_aru01_mobctrl::OnMyMobDead";
+ monster "que_qaru01",150,114,"Ancient Mimic",1699,1,"#gd_aru01_mobctrl::OnMyMobDead";
+ monster "que_qaru01",157,128,"Ancient Mimic",1699,1,"#gd_aru01_mobctrl::OnMyMobDead";
+ monster "que_qaru01",154,145,"Ancient Mimic",1699,1,"#gd_aru01_mobctrl::OnMyMobDead";
+ monster "que_qaru01",133,151,"Ancient Mimic",1699,1,"#gd_aru01_mobctrl::OnMyMobDead";
+ monster "que_qaru01",112,130,"Ancient Mimic",1699,1,"#gd_aru01_mobctrl::OnMyMobDead";
+ end;
+
+Onreset:
+ killmonster "que_qaru01","#gd_aru01_mobctrl::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ if (mobcount("que_qaru01","#gd_aru01_mobctrl::OnMyMobDead") < 7) {
+ monster "que_qaru01",107,152,"Ball of Piamette",1738,1,"#gd_aru01_mobctrl::OnMyMobDead";
+ monster "que_qaru01",109,135,"Ball of Piamette",1738,1,"#gd_aru01_mobctrl::OnMyMobDead";
+ monster "que_qaru01",113,116,"Ball of Piamette",1738,1,"#gd_aru01_mobctrl::OnMyMobDead";
+ monster "que_qaru01",157,107,"Ball of Piamette",1738,1,"#gd_aru01_mobctrl::OnMyMobDead";
+ monster "que_qaru01",163,133,"Ball of Piamette",1738,1,"#gd_aru01_mobctrl::OnMyMobDead";
+ monster "que_qaru01",149,156,"Ball of Piamette",1738,1,"#gd_aru01_mobctrl::OnMyMobDead";
+ }
+ end;
+}
+
+que_qaru01,149,105,0 script windpath03_aru01 45,1,1,{
+OnInit:
+ disablenpc "windpath03_aru01";
+ end;
+
+OnTouch:
+ warp "que_qaru01",119,103;
+ end;
+}
+
+que_qaru01,128,104,0 script windpath04_aru01 45,1,1,{
+OnInit:
+ disablenpc "windpath04_aru01";
+ end;
+
+OnTouch:
+ warp "que_qaru01",146,109;
+ end;
+}
+
+que_qaru01,253,273,0 script #nm_switch_aru01 -1,5,5,{
+OnInit:
+ disablenpc "#nm_switch_aru01";
+ end;
+
+OnEnable:
+ enablenpc "#nm_switch_aru01";
+ end;
+
+OnDisable:
+ disablenpc "#nm_switch_aru01";
+ stopnpctimer;
+ end;
+
+OnTouch:
+ disablenpc "#nm_switch_aru01";
+ initnpctimer;
+ end;
+
+OnTimer1000:
+ mapannounce "que_qaru01","Wish Maiden: Did you have a good time with Piamette?",bc_map,"0x00ff00";
+ end;
+
+OnTimer4000:
+ mapannounce "que_qaru01","Wish Maiden: But it's the end. There will be summoned monsters coming soon...",bc_map,"0x00ff00";
+ end;
+
+OnTimer9000:
+ mapannounce "que_qaru01","Wish Maiden: So come here to me safely...",bc_map,"0x00ff00";
+ end;
+
+OnTimer10000:
+ donpcevent "#nmsomaru01_jin01::OnEnable";
+ donpcevent "#aru01_stone01::OnEnable";
+ end;
+
+OnTimer190000:
+ donpcevent "#nmsomaru01_jin02::OnEnable";
+ donpcevent "#aru01_stone02::OnEnable";
+ end;
+
+OnTimer370000:
+ donpcevent "#nmsomaru01_jin03::OnEnable";
+ donpcevent "#aru01_stone03::OnEnable";
+ stopnpctimer;
+ end;
+}
+
+que_qaru01,229,297,0 script #nmsomaru01_jin01 -1,{
+OnEnable:
+ donpcevent "#aru01_stone01::OnEnable";
+ initnpctimer;
+ end;
+
+OnDisable:
+ killmonster "que_qaru01","#nmsomaru01_jin01::OnMyMobDead";
+ stopnpctimer;
+ end;
+
+OnTimer5000:
+ mapannounce "que_qaru01","The Western magic formation is working to summon Guard of Shadow.",bc_map,"0x4d4dff";
+ monster "que_qaru01",226,288,"Guard of Shadow",1752,1,"#nmsomaru01_jin01::OnMyMobDead";
+ monster "que_qaru01",227,289,"Guard of Shadow",1752,1,"#nmsomaru01_jin01::OnMyMobDead";
+ monster "que_qaru01",228,290,"Guard of Shadow",1752,1,"#nmsomaru01_jin01::OnMyMobDead";
+ monster "que_qaru01",229,291,"Guard of Shadow",1752,1,"#nmsomaru01_jin01::OnMyMobDead";
+ monster "que_qaru01",230,292,"Guard of Shadow",1752,1,"#nmsomaru01_jin01::OnMyMobDead";
+ monster "que_qaru01",231,293,"Guard of Shadow",1752,1,"#nmsomaru01_jin01::OnMyMobDead";
+ monster "que_qaru01",232,294,"Guard of Shadow",1752,1,"#nmsomaru01_jin01::OnMyMobDead";
+ monster "que_qaru01",233,295,"Guard of Shadow",1752,1,"#nmsomaru01_jin01::OnMyMobDead";
+ monster "que_qaru01",234,296,"Guard of Shadow",1752,1,"#nmsomaru01_jin01::OnMyMobDead";
+ monster "que_qaru01",235,297,"Guard of Shadow",1752,1,"#nmsomaru01_jin01::OnMyMobDead";
+ monster "que_qaru01",228,286,"Guard of Shadow",1752,1,"#nmsomaru01_jin01::OnMyMobDead";
+ monster "que_qaru01",229,287,"Guard of Shadow",1752,1,"#nmsomaru01_jin01::OnMyMobDead";
+ monster "que_qaru01",230,288,"Guard of Shadow",1752,1,"#nmsomaru01_jin01::OnMyMobDead";
+ monster "que_qaru01",231,289,"Guard of Shadow",1752,1,"#nmsomaru01_jin01::OnMyMobDead";
+ monster "que_qaru01",232,290,"Guard of Shadow",1752,1,"#nmsomaru01_jin01::OnMyMobDead";
+ monster "que_qaru01",233,291,"Guard of Shadow",1752,1,"#nmsomaru01_jin01::OnMyMobDead";
+ monster "que_qaru01",234,292,"Guard of Shadow",1752,1,"#nmsomaru01_jin01::OnMyMobDead";
+ monster "que_qaru01",235,293,"Guard of Shadow",1752,1,"#nmsomaru01_jin01::OnMyMobDead";
+ monster "que_qaru01",236,294,"Guard of Shadow",1752,1,"#nmsomaru01_jin01::OnMyMobDead";
+ monster "que_qaru01",237,295,"Guard of Shadow",1752,1,"#nmsomaru01_jin01::OnMyMobDead";
+ monster "que_qaru01",230,284,"Guard of Shadow",1752,1,"#nmsomaru01_jin01::OnMyMobDead";
+ monster "que_qaru01",231,285,"Guard of Shadow",1752,1,"#nmsomaru01_jin01::OnMyMobDead";
+ monster "que_qaru01",232,286,"Guard of Shadow",1752,1,"#nmsomaru01_jin01::OnMyMobDead";
+ monster "que_qaru01",233,287,"Guard of Shadow",1752,1,"#nmsomaru01_jin01::OnMyMobDead";
+ monster "que_qaru01",234,288,"Guard of Shadow",1752,1,"#nmsomaru01_jin01::OnMyMobDead";
+ monster "que_qaru01",235,289,"Guard of Shadow",1752,1,"#nmsomaru01_jin01::OnMyMobDead";
+ monster "que_qaru01",236,290,"Guard of Shadow",1752,1,"#nmsomaru01_jin01::OnMyMobDead";
+ monster "que_qaru01",237,291,"Guard of Shadow",1752,1,"#nmsomaru01_jin01::OnMyMobDead";
+ monster "que_qaru01",238,292,"Guard of Shadow",1752,1,"#nmsomaru01_jin01::OnMyMobDead";
+ monster "que_qaru01",239,293,"Guard of Shadow",1752,1,"#nmsomaru01_jin01::OnMyMobDead";
+ end;
+
+OnTimer25000:
+OnTimer55000:
+OnTimer85000:
+OnTimer120000:
+ monster "que_qaru01",226,294,"Guard of Shadow",1752,1,"#nmsomaru01_jin01::OnMyMobDead";
+ monster "que_qaru01",227,294,"Guard of Shadow",1752,1,"#nmsomaru01_jin01::OnMyMobDead";
+ monster "que_qaru01",228,294,"Guard of Shadow",1752,1,"#nmsomaru01_jin01::OnMyMobDead";
+ monster "que_qaru01",229,294,"Guard of Shadow",1752,1,"#nmsomaru01_jin01::OnMyMobDead";
+ monster "que_qaru01",230,295,"Guard of Shadow",1752,1,"#nmsomaru01_jin01::OnMyMobDead";
+ monster "que_qaru01",231,296,"Guard of Shadow",1752,1,"#nmsomaru01_jin01::OnMyMobDead";
+ monster "que_qaru01",231,297,"Guard of Shadow",1752,1,"#nmsomaru01_jin01::OnMyMobDead";
+ monster "que_qaru01",231,298,"Guard of Shadow",1752,1,"#nmsomaru01_jin01::OnMyMobDead";
+ monster "que_qaru01",231,299,"Guard of Shadow",1752,1,"#nmsomaru01_jin01::OnMyMobDead";
+ monster "que_qaru01",230,300,"Guard of Shadow",1752,1,"#nmsomaru01_jin01::OnMyMobDead";
+ monster "que_qaru01",229,301,"Guard of Shadow",1752,1,"#nmsomaru01_jin01::OnMyMobDead";
+ monster "que_qaru01",228,301,"Guard of Shadow",1752,1,"#nmsomaru01_jin01::OnMyMobDead";
+ monster "que_qaru01",227,301,"Guard of Shadow",1752,1,"#nmsomaru01_jin01::OnMyMobDead";
+ monster "que_qaru01",226,301,"Guard of Shadow",1752,1,"#nmsomaru01_jin01::OnMyMobDead";
+ monster "que_qaru01",225,300,"Guard of Shadow",1752,1,"#nmsomaru01_jin01::OnMyMobDead";
+ monster "que_qaru01",224,299,"Guard of Shadow",1752,1,"#nmsomaru01_jin01::OnMyMobDead";
+ monster "que_qaru01",224,298,"Guard of Shadow",1752,1,"#nmsomaru01_jin01::OnMyMobDead";
+ monster "que_qaru01",224,297,"Guard of Shadow",1752,1,"#nmsomaru01_jin01::OnMyMobDead";
+ monster "que_qaru01",224,296,"Guard of Shadow",1752,1,"#nmsomaru01_jin01::OnMyMobDead";
+ monster "que_qaru01",225,295,"Guard of Shadow",1752,1,"#nmsomaru01_jin01::OnMyMobDead";
+ end;
+
+OnTimer180000:
+ stopnpctimer;
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qaru01,2,8,0 script #aru01_stone01 844,{
+OnEnable:
+ monster "que_qaru01",227,294,"Western Magic Guardian",1752,1,"#aru01_stone01::OnMyMobDead";
+ monster "que_qaru01",229,294,"Western Magic Guardian",1752,1,"#aru01_stone01::OnMyMobDead";
+ monster "que_qaru01",231,296,"Western Magic Guardian",1752,1,"#aru01_stone01::OnMyMobDead";
+ monster "que_qaru01",231,298,"Western Magic Guardian",1752,1,"#aru01_stone01::OnMyMobDead";
+ monster "que_qaru01",230,300,"Western Magic Guardian",1752,1,"#aru01_stone01::OnMyMobDead";
+ monster "que_qaru01",228,301,"Western Magic Guardian",1752,1,"#aru01_stone01::OnMyMobDead";
+ monster "que_qaru01",226,301,"Western Magic Guardian",1752,1,"#aru01_stone01::OnMyMobDead";
+ monster "que_qaru01",224,299,"Western Magic Guardian",1752,1,"#aru01_stone01::OnMyMobDead";
+ monster "que_qaru01",224,297,"Western Magic Guardian",1752,1,"#aru01_stone01::OnMyMobDead";
+ monster "que_qaru01",225,295,"Western Magic Guardian",1752,1,"#aru01_stone01::OnMyMobDead";
+ end;
+
+Onreset:
+ killmonster "que_qaru01","#aru01_stone01::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ if (mobcount("que_qaru01","#aru01_stone01::OnMyMobDead") == 0) {
+ set $gqse_aru01_nm,$gqse_aru01_nm+1;
+ donpcevent "#nmsomaru01_jin01::OnDisable";
+ if ($gqse_aru01_nm == 3) {
+ donpcevent "Wish Maiden#aru01_boss::Onfight";
+ }
+ }
+ end;
+}
+
+que_qaru01,275,299,0 script #nmsomaru01_jin02 -1,{
+OnEnable:
+ initnpctimer;
+ end;
+
+OnDisable:
+ killmonster "que_qaru01","#nmsomaru01_jin02::OnMyMobDead";
+ stopnpctimer;
+ end;
+
+OnTimer5000:
+ mapannounce "que_qaru01","The Eastern magic formation is working to summon Bloody Hunter.",bc_map,"0x4d4dff";
+ monster "que_qaru01",263,292,"Bloody Hunter",1753,1,"#nmsomaru01_jin02::OnMyMobDead";
+ monster "que_qaru01",264,291,"Bloody Hunter",1753,1,"#nmsomaru01_jin02::OnMyMobDead";
+ monster "que_qaru01",265,290,"Bloody Hunter",1753,1,"#nmsomaru01_jin02::OnMyMobDead";
+ monster "que_qaru01",266,289,"Bloody Hunter",1753,1,"#nmsomaru01_jin02::OnMyMobDead";
+ monster "que_qaru01",267,288,"Bloody Hunter",1753,1,"#nmsomaru01_jin02::OnMyMobDead";
+ monster "que_qaru01",268,287,"Bloody Hunter",1753,1,"#nmsomaru01_jin02::OnMyMobDead";
+ monster "que_qaru01",269,286,"Bloody Hunter",1753,1,"#nmsomaru01_jin02::OnMyMobDead";
+ monster "que_qaru01",270,285,"Bloody Hunter",1753,1,"#nmsomaru01_jin02::OnMyMobDead";
+ monster "que_qaru01",271,284,"Bloody Hunter",1753,1,"#nmsomaru01_jin02::OnMyMobDead";
+ monster "que_qaru01",272,283,"Bloody Hunter",1753,1,"#nmsomaru01_jin02::OnMyMobDead";
+ monster "que_qaru01",265,294,"Bloody Hunter",1753,1,"#nmsomaru01_jin02::OnMyMobDead";
+ monster "que_qaru01",266,293,"Bloody Hunter",1753,1,"#nmsomaru01_jin02::OnMyMobDead";
+ monster "que_qaru01",267,292,"Bloody Hunter",1753,1,"#nmsomaru01_jin02::OnMyMobDead";
+ monster "que_qaru01",268,291,"Bloody Hunter",1753,1,"#nmsomaru01_jin02::OnMyMobDead";
+ monster "que_qaru01",269,290,"Bloody Hunter",1753,1,"#nmsomaru01_jin02::OnMyMobDead";
+ monster "que_qaru01",270,289,"Bloody Hunter",1753,1,"#nmsomaru01_jin02::OnMyMobDead";
+ monster "que_qaru01",271,288,"Bloody Hunter",1753,1,"#nmsomaru01_jin02::OnMyMobDead";
+ monster "que_qaru01",272,287,"Bloody Hunter",1753,1,"#nmsomaru01_jin02::OnMyMobDead";
+ monster "que_qaru01",273,286,"Bloody Hunter",1753,1,"#nmsomaru01_jin02::OnMyMobDead";
+ monster "que_qaru01",274,285,"Bloody Hunter",1753,1,"#nmsomaru01_jin02::OnMyMobDead";
+ monster "que_qaru01",267,296,"Bloody Hunter",1753,1,"#nmsomaru01_jin02::OnMyMobDead";
+ monster "que_qaru01",268,295,"Bloody Hunter",1753,1,"#nmsomaru01_jin02::OnMyMobDead";
+ monster "que_qaru01",269,294,"Bloody Hunter",1753,1,"#nmsomaru01_jin02::OnMyMobDead";
+ monster "que_qaru01",270,283,"Bloody Hunter",1753,1,"#nmsomaru01_jin02::OnMyMobDead";
+ monster "que_qaru01",271,282,"Bloody Hunter",1753,1,"#nmsomaru01_jin02::OnMyMobDead";
+ monster "que_qaru01",272,281,"Bloody Hunter",1753,1,"#nmsomaru01_jin02::OnMyMobDead";
+ monster "que_qaru01",273,280,"Bloody Hunter",1753,1,"#nmsomaru01_jin02::OnMyMobDead";
+ monster "que_qaru01",274,279,"Bloody Hunter",1753,1,"#nmsomaru01_jin02::OnMyMobDead";
+ monster "que_qaru01",275,276,"Bloody Hunter",1753,1,"#nmsomaru01_jin02::OnMyMobDead";
+ monster "que_qaru01",276,275,"Bloody Hunter",1753,1,"#nmsomaru01_jin02::OnMyMobDead";
+ end;
+
+OnTimer25000:
+OnTimer55000:
+OnTimer85000:
+OnTimer120000:
+ monster "que_qaru01",274,301,"Bloody Hunter",1753,1,"#nmsomaru01_jin02::OnMyMobDead";
+ monster "que_qaru01",275,301,"Bloody Hunter",1753,1,"#nmsomaru01_jin02::OnMyMobDead";
+ monster "que_qaru01",276,301,"Bloody Hunter",1753,1,"#nmsomaru01_jin02::OnMyMobDead";
+ monster "que_qaru01",277,301,"Bloody Hunter",1753,1,"#nmsomaru01_jin02::OnMyMobDead";
+ monster "que_qaru01",278,300,"Bloody Hunter",1753,1,"#nmsomaru01_jin02::OnMyMobDead";
+ monster "que_qaru01",279,299,"Bloody Hunter",1753,1,"#nmsomaru01_jin02::OnMyMobDead";
+ monster "que_qaru01",279,298,"Bloody Hunter",1753,1,"#nmsomaru01_jin02::OnMyMobDead";
+ monster "que_qaru01",279,297,"Bloody Hunter",1753,1,"#nmsomaru01_jin02::OnMyMobDead";
+ monster "que_qaru01",279,296,"Bloody Hunter",1753,1,"#nmsomaru01_jin02::OnMyMobDead";
+ monster "que_qaru01",278,295,"Bloody Hunter",1753,1,"#nmsomaru01_jin02::OnMyMobDead";
+ monster "que_qaru01",277,294,"Bloody Hunter",1753,1,"#nmsomaru01_jin02::OnMyMobDead";
+ monster "que_qaru01",276,294,"Bloody Hunter",1753,1,"#nmsomaru01_jin02::OnMyMobDead";
+ monster "que_qaru01",275,294,"Bloody Hunter",1753,1,"#nmsomaru01_jin02::OnMyMobDead";
+ monster "que_qaru01",274,294,"Bloody Hunter",1753,1,"#nmsomaru01_jin02::OnMyMobDead";
+ monster "que_qaru01",273,295,"Bloody Hunter",1753,1,"#nmsomaru01_jin02::OnMyMobDead";
+ monster "que_qaru01",272,296,"Bloody Hunter",1753,1,"#nmsomaru01_jin02::OnMyMobDead";
+ monster "que_qaru01",272,297,"Bloody Hunter",1753,1,"#nmsomaru01_jin02::OnMyMobDead";
+ monster "que_qaru01",272,298,"Bloody Hunter",1753,1,"#nmsomaru01_jin02::OnMyMobDead";
+ monster "que_qaru01",272,299,"Bloody Hunter",1753,1,"#nmsomaru01_jin02::OnMyMobDead";
+ monster "que_qaru01",273,300,"Bloody Hunter",1753,1,"#nmsomaru01_jin02::OnMyMobDead";
+ end;
+
+OnTimer180000:
+ stopnpctimer;
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qaru01,2,9,0 script #aru01_stone02 844,{
+OnEnable:
+ monster "que_qaru01",275,301,"Eastern Magic Guardian",1753,1,"#aru01_stone02::OnMyMobDead";
+ monster "que_qaru01",277,301,"Eastern Magic Guardian",1753,1,"#aru01_stone02::OnMyMobDead";
+ monster "que_qaru01",279,299,"Eastern Magic Guardian",1753,1,"#aru01_stone02::OnMyMobDead";
+ monster "que_qaru01",279,297,"Eastern Magic Guardian",1753,1,"#aru01_stone02::OnMyMobDead";
+ monster "que_qaru01",278,295,"Eastern Magic Guardian",1753,1,"#aru01_stone02::OnMyMobDead";
+ monster "que_qaru01",276,294,"Eastern Magic Guardian",1753,1,"#aru01_stone02::OnMyMobDead";
+ monster "que_qaru01",274,294,"Eastern Magic Guardian",1753,1,"#aru01_stone02::OnMyMobDead";
+ monster "que_qaru01",272,296,"Eastern Magic Guardian",1753,1,"#aru01_stone02::OnMyMobDead";
+ monster "que_qaru01",272,298,"Eastern Magic Guardian",1753,1,"#aru01_stone02::OnMyMobDead";
+ monster "que_qaru01",273,300,"Eastern Magic Guardian",1753,1,"#aru01_stone02::OnMyMobDead";
+ end;
+
+Onreset:
+ killmonster "que_qaru01","#aru01_stone02::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ if (mobcount("que_qaru01","#aru01_stone02::OnMyMobDead") == 0) {
+ set $gqse_aru01_nm,$gqse_aru01_nm+1;
+ donpcevent "#nmsomaru01_jin02::OnDisable";
+ if ($gqse_aru01_nm == 3) {
+ donpcevent "Wish Maiden#aru01_boss::Onfight";
+ }
+ }
+ end;
+}
+
+que_qaru01,251,340,0 script #nmsomaru01_jin03 -1,{
+OnEnable:
+ initnpctimer;
+ end;
+
+OnDisable:
+ killmonster "que_qaru01","#nmsomaru01_jin03::OnMyMobDead";
+ stopnpctimer;
+ end;
+
+OnTimer5000:
+ mapannounce "que_qaru01","The Northern magic formation is working to summon Keeper of the Temple.",bc_map,"0x4d4dff";
+ monster "que_qaru01",247,329,"Keeper Of The Temple",1933,1,"#nmsomaru01_jin03::OnMyMobDead";
+ monster "que_qaru01",249,329,"Keeper Of The Temple",1933,1,"#nmsomaru01_jin03::OnMyMobDead";
+ monster "que_qaru01",251,329,"Keeper Of The Temple",1933,1,"#nmsomaru01_jin03::OnMyMobDead";
+ monster "que_qaru01",253,329,"Keeper Of The Temple",1933,1,"#nmsomaru01_jin03::OnMyMobDead";
+ monster "que_qaru01",255,329,"Keeper Of The Temple",1933,1,"#nmsomaru01_jin03::OnMyMobDead";
+ monster "que_qaru01",243,339,"Keeper Of The Temple",1933,1,"#nmsomaru01_jin03::OnMyMobDead";
+ monster "que_qaru01",245,337,"Keeper Of The Temple",1933,1,"#nmsomaru01_jin03::OnMyMobDead";
+ monster "que_qaru01",247,335,"Keeper Of The Temple",1933,1,"#nmsomaru01_jin03::OnMyMobDead";
+ monster "que_qaru01",247,333,"Keeper Of The Temple",1933,1,"#nmsomaru01_jin03::OnMyMobDead";
+ monster "que_qaru01",254,333,"Keeper Of The Temple",1933,1,"#nmsomaru01_jin03::OnMyMobDead";
+ monster "que_qaru01",256,335,"Keeper Of The Temple",1933,1,"#nmsomaru01_jin03::OnMyMobDead";
+ monster "que_qaru01",258,337,"Keeper Of The Temple",1933,1,"#nmsomaru01_jin03::OnMyMobDead";
+ monster "que_qaru01",260,339,"Keeper Of The Temple",1933,1,"#nmsomaru01_jin03::OnMyMobDead";
+ end;
+
+OnTimer120000:
+ monster "que_qaru01",251,343,"Keeper Of The Temple",1933,1,"#nmsomaru01_jin03::OnMyMobDead";
+ monster "que_qaru01",252,343,"Keeper Of The Temple",1933,1,"#nmsomaru01_jin03::OnMyMobDead";
+ monster "que_qaru01",255,341,"Keeper Of The Temple",1933,1,"#nmsomaru01_jin03::OnMyMobDead";
+ monster "que_qaru01",255,340,"Keeper Of The Temple",1933,1,"#nmsomaru01_jin03::OnMyMobDead";
+ monster "que_qaru01",254,337,"Keeper Of The Temple",1933,1,"#nmsomaru01_jin03::OnMyMobDead";
+ monster "que_qaru01",253,336,"Keeper Of The Temple",1933,1,"#nmsomaru01_jin03::OnMyMobDead";
+ monster "que_qaru01",250,336,"Keeper Of The Temple",1933,1,"#nmsomaru01_jin03::OnMyMobDead";
+ monster "que_qaru01",249,337,"Keeper Of The Temple",1933,1,"#nmsomaru01_jin03::OnMyMobDead";
+ monster "que_qaru01",248,340,"Keeper Of The Temple",1933,1,"#nmsomaru01_jin03::OnMyMobDead";
+ monster "que_qaru01",248,341,"Keeper Of The Temple",1933,1,"#nmsomaru01_jin03::OnMyMobDead";
+ end;
+
+OnTimer240000:
+ monster "que_qaru01",250,343,"Keeper Of The Temple",1933,1,"#nmsomaru01_jin03::OnMyMobDead";
+ monster "que_qaru01",252,343,"Keeper Of The Temple",1933,1,"#nmsomaru01_jin03::OnMyMobDead";
+ monster "que_qaru01",254,342,"Keeper Of The Temple",1933,1,"#nmsomaru01_jin03::OnMyMobDead";
+ monster "que_qaru01",255,340,"Keeper Of The Temple",1933,1,"#nmsomaru01_jin03::OnMyMobDead";
+ monster "que_qaru01",255,338,"Keeper Of The Temple",1933,1,"#nmsomaru01_jin03::OnMyMobDead";
+ monster "que_qaru01",253,336,"Keeper Of The Temple",1933,1,"#nmsomaru01_jin03::OnMyMobDead";
+ monster "que_qaru01",250,336,"Keeper Of The Temple",1933,1,"#nmsomaru01_jin03::OnMyMobDead";
+ monster "que_qaru01",248,338,"Keeper Of The Temple",1933,1,"#nmsomaru01_jin03::OnMyMobDead";
+ monster "que_qaru01",248,340,"Keeper Of The Temple",1933,1,"#nmsomaru01_jin03::OnMyMobDead";
+ monster "que_qaru01",249,342,"Keeper Of The Temple",1933,1,"#nmsomaru01_jin03::OnMyMobDead";
+ end;
+
+OnTimer360000:
+ monster "que_qaru01",250,343,"Keeper Of The Temple",1933,1,"#nmsomaru01_jin03::OnMyMobDead";
+ monster "que_qaru01",252,343,"Keeper Of The Temple",1933,1,"#nmsomaru01_jin03::OnMyMobDead";
+ monster "que_qaru01",254,342,"Keeper Of The Temple",1933,1,"#nmsomaru01_jin03::OnMyMobDead";
+ monster "que_qaru01",255,340,"Keeper Of The Temple",1933,1,"#nmsomaru01_jin03::OnMyMobDead";
+ monster "que_qaru01",255,338,"Keeper Of The Temple",1933,1,"#nmsomaru01_jin03::OnMyMobDead";
+ monster "que_qaru01",253,336,"Keeper Of The Temple",1933,1,"#nmsomaru01_jin03::OnMyMobDead";
+ monster "que_qaru01",251,336,"Keeper Of The Temple",1933,1,"#nmsomaru01_jin03::OnMyMobDead";
+ monster "que_qaru01",249,337,"Keeper Of The Temple",1933,1,"#nmsomaru01_jin03::OnMyMobDead";
+ monster "que_qaru01",248,339,"Keeper Of The Temple",1933,1,"#nmsomaru01_jin03::OnMyMobDead";
+ monster "que_qaru01",248,341,"Keeper Of The Temple",1933,1,"#nmsomaru01_jin03::OnMyMobDead";
+ stopnpctimer;
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qaru01,2,10,0 script #aru01_stone03 844,{
+OnEnable:
+ monster "que_qaru01",251,343,"Northern Magic Guardian",1933,1,"#aru01_stone03::OnMyMobDead";
+ monster "que_qaru01",252,343,"Northern Magic Guardian",1933,1,"#aru01_stone03::OnMyMobDead";
+ monster "que_qaru01",255,341,"Northern Magic Guardian",1933,1,"#aru01_stone03::OnMyMobDead";
+ monster "que_qaru01",255,340,"Northern Magic Guardian",1933,1,"#aru01_stone03::OnMyMobDead";
+ monster "que_qaru01",254,337,"Northern Magic Guardian",1933,1,"#aru01_stone03::OnMyMobDead";
+ monster "que_qaru01",253,336,"Northern Magic Guardian",1933,1,"#aru01_stone03::OnMyMobDead";
+ monster "que_qaru01",250,336,"Northern Magic Guardian",1933,1,"#aru01_stone03::OnMyMobDead";
+ monster "que_qaru01",249,337,"Northern Magic Guardian",1933,1,"#aru01_stone03::OnMyMobDead";
+ monster "que_qaru01",248,340,"Northern Magic Guardian",1933,1,"#aru01_stone03::OnMyMobDead";
+ monster "que_qaru01",248,341,"Northern Magic Guardian",1933,1,"#aru01_stone03::OnMyMobDead";
+ end;
+
+Onreset:
+ killmonster "que_qaru01","#aru01_stone03::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ if (mobcount("que_qaru01","#aru01_stone03::OnMyMobDead") == 0) {
+ set $gqse_aru01_nm,$gqse_aru01_nm+1;
+ donpcevent "#nmsomaru01_jin03::OnDisable";
+
+ if ($gqse_aru01_nm == 3) {
+ donpcevent "Wish Maiden#aru01_boss::Onfight";
+ }
+ }
+ end;
+}
+
+que_qaru01,235,285,5 script Guard of Shadow#aru01_01 1752,4,4,{
+OnInit:
+ disablenpc "Guard of Shadow#aru01_01";
+ end;
+
+OnDisable:
+ killmonster "que_qaru01","Guard of Shadow#aru01_01::OnMyMobDead";
+ disablenpc "Guard of Shadow#aru01_01";
+ end;
+
+OnTouch:
+ disablenpc "Guard of Shadow#aru01_01";
+ monster "que_qaru01",234,284,"Guard of Shadow",1752,1,"Guard of Shadow#aru01_01::OnMyMobDead";
+ monster "que_qaru01",235,285,"Guard of Shadow",1752,1,"Guard of Shadow#aru01_01::OnMyMobDead";
+ monster "que_qaru01",236,286,"Guard of Shadow",1752,1,"Guard of Shadow#aru01_01::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qaru01,224,290,5 script Guard of Shadow#aru01_02 1752,4,4,{
+OnInit:
+ disablenpc "Guard of Shadow#aru01_02";
+ end;
+
+OnDisable:
+ killmonster "que_qaru01","Guard of Shadow#aru01_02::OnMyMobDead";
+ disablenpc "Guard of Shadow#aru01_02";
+ end;
+
+OnTouch:
+ disablenpc "Guard of Shadow#aru01_02";
+ monster "que_qaru01",223,289,"Guard of Shadow",1752,1,"Guard of Shadow#aru01_02::OnMyMobDead";
+ monster "que_qaru01",224,290,"Guard of Shadow",1752,1,"Guard of Shadow#aru01_02::OnMyMobDead";
+ monster "que_qaru01",225,291,"Guard of Shadow",1752,1,"Guard of Shadow#aru01_02::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qaru01,236,296,5 script Guard of Shadow#aru01_03 1752,4,4,{
+OnInit:
+ disablenpc "Guard of Shadow#aru01_03";
+ end;
+
+OnDisable:
+ killmonster "que_qaru01","Guard of Shadow#aru01_03::OnMyMobDead";
+ disablenpc "Guard of Shadow#aru01_03";
+ end;
+
+OnTouch:
+ disablenpc "Guard of Shadow#aru01_03";
+ monster "que_qaru01",235,295,"Guard of Shadow",1752,1,"Guard of Shadow#aru01_03::OnMyMobDead";
+ monster "que_qaru01",236,296,"Guard of Shadow",1752,1,"Guard of Shadow#aru01_03::OnMyMobDead";
+ monster "que_qaru01",237,297,"Guard of Shadow",1752,1,"Guard of Shadow#aru01_03::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qaru01,225,303,5 script Guard of Shadow#aru01_04 1752,4,4,{
+OnInit:
+ disablenpc "Guard of Shadow#aru01_04";
+ end;
+
+OnDisable:
+ killmonster "que_qaru01","Guard of Shadow#aru01_04::OnMyMobDead";
+ disablenpc "Guard of Shadow#aru01_04";
+ end;
+
+OnTouch:
+ disablenpc "Guard of Shadow#aru01_04";
+ monster "que_qaru01",224,302,"Guard of Shadow",1752,1,"Guard of Shadow#aru01_04::OnMyMobDead";
+ monster "que_qaru01",225,303,"Guard of Shadow",1752,1,"Guard of Shadow#aru01_04::OnMyMobDead";
+ monster "que_qaru01",226,304,"Guard of Shadow",1752,1,"Guard of Shadow#aru01_04::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qaru01,266,296,3 script Bloody Hunter#aru01_ac01 1753,4,4,{
+OnInit:
+ disablenpc "Bloody Hunter#aru01_ac01";
+ end;
+
+OnDisable:
+ killmonster "que_qaru01","Bloody Hunter#aru01_ac01::OnMyMobDead";
+ disablenpc "Bloody Hunter#aru01_ac01";
+ end;
+
+OnTouch:
+ disablenpc "Bloody Hunter#aru01_ac01";
+ monster "que_qaru01",265,297,"Bloody Hunter",1753,1,"Bloody Hunter#aru01_ac01::OnMyMobDead";
+ monster "que_qaru01",266,296,"Bloody Hunter",1753,1,"Bloody Hunter#aru01_ac01::OnMyMobDead";
+ monster "que_qaru01",267,295,"Bloody Hunter",1753,1,"Bloody Hunter#aru01_ac01::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qaru01,271,283,3 script Bloody Hunter#aru01_ac02 1753,4,4,{
+OnInit:
+ disablenpc "Bloody Hunter#aru01_ac02";
+ end;
+
+OnDisable:
+ killmonster "que_qaru01","Bloody Hunter#aru01_ac02::OnMyMobDead";
+ disablenpc "Bloody Hunter#aru01_ac02";
+ end;
+
+OnTouch:
+ disablenpc "Bloody Hunter#aru01_ac02";
+ monster "que_qaru01",270,284,"Bloody Hunter",1753,1,"Bloody Hunter#aru01_ac02::OnMyMobDead";
+ monster "que_qaru01",271,283,"Bloody Hunter",1753,1,"Bloody Hunter#aru01_ac02::OnMyMobDead";
+ monster "que_qaru01",272,282,"Bloody Hunter",1753,1,"Bloody Hunter#aru01_ac02::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qaru01,270,307,3 script Bloody Hunter#aru01_ac03 1753,4,4,{
+OnInit:
+ disablenpc "Bloody Hunter#aru01_ac03";
+ end;
+
+OnDisable:
+ killmonster "que_qaru01","Bloody Hunter#aru01_ac03::OnMyMobDead";
+ disablenpc "Bloody Hunter#aru01_ac03";
+ end;
+
+OnTouch:
+ disablenpc "Bloody Hunter#aru01_ac03";
+ monster "que_qaru01",269,308,"Bloody Hunter",1753,1,"Bloody Hunter#aru01_ac03::OnMyMobDead";
+ monster "que_qaru01",270,307,"Bloody Hunter",1753,1,"Bloody Hunter#aru01_ac03::OnMyMobDead";
+ monster "que_qaru01",271,306,"Bloody Hunter",1753,1,"Bloody Hunter#aru01_ac03::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qaru01,279,300,3 script Bloody Hunter#aru01_ac04 1753,4,4,{
+OnInit:
+ disablenpc "Bloody Hunter#aru01_ac04";
+ end;
+
+OnDisable:
+ killmonster "que_qaru01","Bloody Hunter#aru01_ac04::OnMyMobDead";
+ disablenpc "Bloody Hunter#aru01_ac04";
+ end;
+
+OnTouch:
+ disablenpc "Bloody Hunter#aru01_ac04";
+ monster "que_qaru01",278,301,"Bloody Hunter",1753,1,"Bloody Hunter#aru01_ac04::OnMyMobDead";
+ monster "que_qaru01",279,300,"Bloody Hunter",1753,1,"Bloody Hunter#aru01_ac04::OnMyMobDead";
+ monster "que_qaru01",280,299,"Bloody Hunter",1753,1,"Bloody Hunter#aru01_ac04::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qaru01,247,330,5 script Temple Keeper#aru01_ac01 1933,4,4,{
+OnInit:
+ disablenpc "Temple Keeper#aru01_ac01";
+ end;
+
+OnDisable:
+ killmonster "que_qaru01","Temple Keeper#aru01_ac01::OnMyMobDead";
+ disablenpc "Temple Keeper#aru01_ac01";
+ end;
+
+OnTouch:
+ disablenpc "Temple Keeper#aru01_ac01";
+ monster "que_qaru01",246,330,"Keeper Of The Temple",1933,1,"Temple Keeper#aru01_ac01::OnMyMobDead";
+ monster "que_qaru01",247,330,"Keeper Of The Temple",1933,1,"Temple Keeper#aru01_ac01::OnMyMobDead";
+ monster "que_qaru01",248,330,"Keeper Of The Temple",1933,1,"Temple Keeper#aru01_ac01::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qaru01,255,330,3 script Temple Keeper#aru01_ac02 1933,4,4,{
+OnInit:
+ disablenpc "Temple Keeper#aru01_ac02";
+ end;
+
+OnDisable:
+ killmonster "que_qaru01","Temple Keeper#aru01_ac02::OnMyMobDead";
+ disablenpc "Temple Keeper#aru01_ac02";
+ end;
+
+OnTouch:
+ disablenpc "Temple Keeper#aru01_ac02";
+ monster "que_qaru01",254,330,"Keeper Of The Temple",1933,1,"Temple Keeper#aru01_ac02::OnMyMobDead";
+ monster "que_qaru01",255,330,"Keeper Of The Temple",1933,1,"Temple Keeper#aru01_ac02::OnMyMobDead";
+ monster "que_qaru01",256,330,"Keeper Of The Temple",1933,1,"Temple Keeper#aru01_ac02::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qaru01,251,255,3 script Wish Maiden#aru01_boss 1931,{
+OnInit:
+ hideonnpc "Wish Maiden#aru01_boss";
+ end;
+
+OnDisable:
+ killmonster "que_qaru01","Wish Maiden#aru01_boss::OnMyMobDead";
+ hideonnpc "Wish Maiden#aru01_boss";
+ stopnpctimer;
+ end;
+
+Onfight:
+ initnpctimer;
+ end;
+
+OnTimer1000:
+ mapannounce "que_qaru01","Wish Maiden : You guys reached here.. Are your guardians dead...?",bc_map,"0x00ff00";
+ end;
+
+OnTimer4000:
+ mapannounce "que_qaru01","Wish Maiden : I sincerely welcome all your best efforts!",bc_map,"0x00ff00";
+ end;
+
+OnTimer5000:
+ specialeffect EF_ICECRASH;
+ hideonnpc "Wish Maiden#aru01_boss";
+ specialeffect EF_SPHERE;
+ monster "que_qaru01",252,340,"Wish Maiden",1931,1,"Wish Maiden#aru01_boss::OnMyMobDead";
+ stopnpctimer;
+ end;
+
+OnMyMobDead:
+ if (mobcount("que_qaru01","Wish Maiden#aru01_boss::OnMyMobDead") == 0) {
+ donpcevent "#okolnir_aru01::Onstop";
+ donpcevent "Wish Maiden#aru01_gift::OnEnable";
+ mapannounce "que_qaru01","Wish Maiden : ..Good, you deserve the Goddess' shine.",bc_map,"0x00ff00";
+ }
+ end;
+}
+
+que_qaru01,252,340,3 script Wish Maiden#aru01_gift 403,{
+ set .@GID, GetCastleData("arug_cas01",1);
+ if (getcharid(2) == .@GID) {
+ if (strcharinfo(0) == getguildmaster(.@GID)) {
+ if ((countitem(7835) > 0) && (countitem(7836) > 0) && (countitem(7837) > 0) && (countitem(7838) > 0) && (countitem(2513) > 0) && (countitem(7291) > 9) && (countitem(7293) > 9) && (countitem(7063) > 99) && (countitem(985) > 19)) {
+ cutin "wish_maiden12",1;
+ mes "[Wish Maiden]";
+ mes "As I declared, I will give the Goddess' shine to you.";
+ mes "You have the requirements to carry it...";
+ next;
+ mes "[Wish Maiden]";
+ mes "You will be granted the power of the great Valkyrie...";
+ next;
+ mes "[Wish Maiden]";
+ mes "I will give you some things for fun.";
+ mes "All of you enjoy them together...";
+ next;
+ mes "[Wish Maiden]";
+ mes "Go to Rachel and Juno to meet the Ravies sisters.";
+ next;
+ cutin "wish_maiden32",1;
+ mes "[Wish Maiden]";
+ mes "I will open the gate for you to come back here.";
+ mes "...Okolnir won't last forever...";
+ delitem 7835,1; //Dusk_Glow
+ delitem 7836,1; //Dawn_Essence
+ delitem 7837,1; //Cold_Moonlight
+ delitem 7838,1; //Hazy_Starlight
+ delitem 2513,1; //Celestial_Robe
+ delitem 7063,100; //Soft_Feather
+ delitem 7291,10; //Agate
+ delitem 7293,10; //Rose_Quartz
+ delitem 985,20; //Elunium
+ getitem 2541,1; //Asprika
+ getitem 7840,1; //Valkyrie_Gift
+ announce "["+ strcharinfo(0) +"], of guild ["+ GetGuildName(.@GID) +"] has brought a Asprika into this world.",bc_all,"0x70dbdb";
+ close2;
+ cutin "wish_maiden11",255;
+ disablenpc "Wish Maiden#aru01_gift";
+ enablenpc "#to_agit_aru01_gate";
+ end;
+ }
+ else {
+ cutin "wish_maiden13",1;
+ mes "[Wish Maiden]";
+ mes "As I declared, you are worthy of holding the Asprika.";
+ mes "However, you do not have the requirements on you...";
+ next;
+ mes "[Wish Maiden]";
+ mes "...Did you forget something?";
+ close2;
+ }
+ }
+ else {
+ cutin "wish_maiden12",1;
+ mes "[Wish Maiden]";
+ mes "� All of you worked together as a team...";
+ mes "Humans are strong when they are united, but are easily swayed by lust.";
+ next;
+ mes "[Wish Maiden]";
+ mes "Humans are imperfect, so their chief god is there for them when they need help.";
+ mes "....";
+ next;
+ mes "[Wish Maiden]";
+ mes "Always be real.";
+ mes "Do not regret your actions...";
+ close2;
+ }
+ }
+ cutin "wish_maiden11",255;
+ end;
+
+OnInit:
+ disablenpc "Wish Maiden#aru01_gift";
+ end;
+
+OnEnable:
+ enablenpc "Wish Maiden#aru01_gift";
+ initnpctimer;
+ end;
+
+OnDisable:
+ disablenpc "Wish Maiden#aru01_gift";
+ stopnpctimer;
+ end;
+
+OnTimer280000:
+ mapannounce "que_qaru01","Wish Maiden : ... Okolnir will soon disappear... I will send you back to where you originally came from.",bc_map,"0x00ff00";
+ end;
+
+OnTimer290000:
+ mapwarp "que_qaru01","arug_cas01",157,369;
+ donpcevent "#to_agit_aru01_gate::OnDisable";
+ end;
+
+OnTimer300000:
+ donpcevent "#okolnir_aru01::OnDisable";
+ set $gqse_aru01_miro,0;
+ set $gqse_aru01_pcc,0;
+ set $gqse_aru01_gd,0;
+ set $gqse_aru01_nm,0;
+ set $siz_aru01_on,2;
+ donpcevent "#okolnir_aru01_time01::OnEnable";
+ stopnpctimer;
+ end;
+}
+
+que_qaru01,252,339,0 script #to_agit_aru01_gate 45,1,1,{
+OnInit:
+ disablenpc "#to_agit_aru01_gate";
+ end;
+
+OnTouch:
+ warp "arug_cas01",157,369;
+ end;
+}
+
+que_qaru01,1,6,0 script #okolnir_aru01_time01 844,{
+OnInit:
+ if ($siz_aru01_on == 2) {
+ initnpctimer;
+ }
+ end;
+
+OnEnable:
+ set $gqse_aru01_time,0;
+ initnpctimer;
+ end;
+
+Onreset:
+ set $siz_aru01_on,0;
+ set $gqse_aru01_time,0;
+ stopnpctimer;
+ end;
+
+OnTimer3600000:
+ if ($gqse_aru01_time < 12) {
+ set $gqse_aru01_time,$gqse_aru01_time+1;
+ initnpctimer;
+ }
+ else if ($gqse_aru01_time == 12) {
+ set $siz_aru01_on,0;
+ set $gqse_aru01_time,0;
+ enablenpc "Wish Maiden#gq_aru01";
+ enablenpc "Piamette#aru01";
+ hideoffnpc "Wish Maiden#aru01_boss";
+ stopnpctimer;
+ }
+ end;
+}
+
+que_qaru01,116,313,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qaru01,120,285,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qaru01,117,236,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qaru01,103,223,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qaru01,85,204,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qaru01,79,186,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qaru01,73,167,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qaru01,68,150,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qaru01,71,128,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qaru01,69,118,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qaru01,117,78,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qaru01,110,79,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qaru01,141,80,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qaru01,158,84,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qaru01,193,104,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qaru01,119,269,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qaru01,155,77,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qaru01,110,317,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qaru01,115,295,0,0 monster Garden Watcher 1933,1,1200000,0,0
+que_qaru01,116,256,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qaru01,113,242,0,0 monster Garden Watcher 1933,1,1200000,0,0
+que_qaru01,99,223,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qaru01,94,216,0,0 monster Garden Watcher 1933,1,1200000,0,0
+que_qaru01,77,198,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qaru01,70,174,0,0 monster Garden Watcher 1933,1,1200000,0,0
+que_qaru01,72,147,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qaru01,64,134,0,0 monster Garden Watcher 1933,1,1200000,0,0
+que_qaru01,77,107,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qaru01,84,88,0,0 monster Garden Watcher 1933,1,1200000,0,0
+que_qaru01,98,82,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qaru01,129,79,0,0 monster Garden Watcher 1933,1,1200000,0,0
+que_qaru01,91,124,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qaru01,173,95,0,0 monster Garden Watcher 1933,1,1200000,0,0
+que_qaru01,179,127,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qaru01,195,120,0,0 monster Garden Watcher 1933,1,1200000,0,0
+que_qaru01,178,159,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qaru01,88,145,0,0 monster Garden Watcher 1933,1,1200000,0,0
+que_qaru01,94,157,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qaru01,95,177,0,0 monster Garden Watcher 1933,1,1200000,0,0
+que_qaru01,129,196,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qaru01,154,196,0,0 monster Garden Watcher 1933,1,1200000,0,0
+que_qaru01,170,187,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qaru01,194,180,0,0 monster Garden Watcher 1933,1,1200000,0,0
+que_qaru01,214,181,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qaru01,243,199,0,0 monster Garden Watcher 1933,1,1200000,0,0
diff --git a/npc/pre-re/quests/okolnir/godse_aru02.txt b/npc/pre-re/quests/okolnir/godse_aru02.txt
new file mode 100644
index 000000000..78e52fd6c
--- /dev/null
+++ b/npc/pre-re/quests/okolnir/godse_aru02.txt
@@ -0,0 +1,3287 @@
+//===== rAthena Script =======================================
+//= Falicious Okolnir - Valfreja 2
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.3
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= God Item SE Creation scipt (Asprika)
+//===== Additional Comments: =================================
+//= 1.0 First version. [L0ne_W0lf]
+//= 1.1 First round of bug fixes. (bugreport:3085) [L0ne_W0lf]
+//= Fixed two spawn locations of the key stones in Piamete's room.
+//= Fixed calling an event that doesn't exist when killing Piamete.
+//= Fixed the Wish Maiden not enabling when the boss is killed.
+//= Fixed two NPC named that were missed when translating.
+//= Fixed Dialog that was overlooked in some files and not others.
+//= 1.2 More bug fixes, sorry it took so long. [L0ne_W0lf]
+//= Fixed message on the portal when the okolnir section is full.
+//= Corrected non-angry Piamette not disabling.
+//= Removed extra dialog that was used in the Brynhild quest.
+//= 1.2a Fixed Wish maiden asking for soft feathers. [L0ne_W0lf]
+//= 1.3 Corrected invalid coordinates in maze. (bugreport:4220)
+//= Corrected typo in Guard of Shadow NPC.
+//============================================================
+
+arug_cas02,349,347,3 script Guide#gq_aru02 899,{
+ set .@GID, GetCastleData("arug_cas02",1);
+ if (getcharid(2) == .@GID) {
+ if ($siz_aru02_on == 0) {
+ mes "[Guide]";
+ mes "This castle has a hidden secret.";
+ mes "That is the ^4d4dff'Okolnir'^000000.";
+ next;
+ switch(select("About Okolnir.:Go to Okolnir.:Cancel.")) {
+ case 1:
+ mes "[Guide]";
+ mes "Okolnir is a kind of virtual realm...";
+ mes "I don't know how Okolnir exists, but I guess only Valkyrie knows.";
+ next;
+ mes "[Guide]";
+ mes "As you know this is a place to test the adventurers made by Valkyrie...";
+ mes "...you know the qualifications to enter Okolnir.";
+ next;
+ select("Qualifications?");
+ mes "[Guide]";
+ mes "Yes, Valkyrie definitely prefers strong adventurers.";
+ mes "Only the qualified can enter Okolnir and Valhalla.";
+ next;
+ mes "[Guide]";
+ mes "It only opens when everyone comes together to work it out.";
+ mes "The key is in the castle.";
+ next;
+ mes "[Guide]";
+ mes "If a castle's ^4d4dffeconomy is over 65 and defense also over 30^000000, this will be acceptable to access Okolnir.";
+ next;
+ mes "[Guide]";
+ mes "And, if you pass all of the tests given by Valkyrie in Okolnir!";
+ mes "You will also receive a mysterious gift.";
+ next;
+ mes "[Guide]";
+ mes "Would you like to try to enter here?";
+ close;
+ case 2:
+ set .@Defence,GetCastleData("arug_cas02",3);
+ set .@Economy,GetCastleData("arug_cas02",2);
+ if ((.@Economy > 64) && (.@Defence > 29)) {
+ mes "[Guide]";
+ mes "Great! Economy and Defense are OK.";
+ mes "You can enter Okolnir now....";
+ mes "Do you want to go there?";
+ next;
+ switch(select("Sure let's go there.:No.")) {
+ case 1:
+ if (countitem(7839) > 0) {
+ delitem 7839,countitem(7839); //Crystal_Key
+ }
+ mes "[Guide]";
+ mes "Ok......";
+ mes "Please follow me...";
+ close2;
+ warp "que_qaru02",346,32;
+ end;
+ case 2:
+ mes "[Guide]";
+ mes "You can try this anytime in the future...";
+ mes "If you are ready to protect this castle.";
+ close;
+ }
+ }
+ else {
+ mes "[Guide]";
+ mes "You are not qualified yet.";
+ mes "Please develop your castle more...";
+ close;
+ }
+ }
+ }
+ else if ($siz_aru02_on == 1) {
+ mes "[Guide]";
+ mes "... OK...";
+ mes "Good luck.";
+ next;
+ switch(select("Enter now.:No.")) {
+ case 1:
+ if (countitem(7839) > 0) {
+ delitem 7839,countitem(7839); //Crystal_Key
+ }
+ mes "[Guide]";
+ mes "Hope you get everything you want...";
+ close2;
+ warp "que_qaru02",346,32;
+ end;
+ case 2:
+ mes "[Guide]";
+ mes "Really?";
+ mes "Sorry to hear that.";
+ close;
+ }
+ }
+ else if ($siz_aru02_on == 2) {
+ mes "[Guide]";
+ mes "Building Okolnir needs quite a long time.";
+ mes "....even though it's only virtual...";
+ next;
+ mes "[Guide]";
+ mes "It takes about 12 -13 hours to create the virtual realm.";
+ close;
+ }
+ else {
+ mes "[Guide]";
+ mes "You'll have to wait.";
+ close;
+ }
+ }
+ else {
+ mes "[Guide]";
+ mes "... I've never seen you before.";
+ mes "You are strangers here. You'd better get out of here right now.";
+ close;
+ }
+ end;
+
+OnInit:
+ set $gqse_aru02_miro,0;
+ set $gqse_aru02_pcc,0;
+ set $gqse_aru02_gd,0;
+ set $gqse_aru02_nm,0;
+ if ($siz_aru02_on == 1) {
+ set $siz_aru02_on,0;
+ }
+ enablenpc "Guide#gq_aru02";
+ end;
+}
+
+que_qaru02,345,23,0 warp Gate02#gq_aru02 1,1,arug_cas02,349,355
+
+que_qaru02,345,82,3 script Wish Maiden#gq_aru02 403,{
+ set .@GID, GetCastleData("arug_cas02",1);
+ if (getcharid(2) == .@GID) {
+ cutin "wish_maiden31",1;
+ if (strcharinfo(0) == getguildmaster(.@GID)) {
+ mes "[Wish Maiden]";
+ mes "I am... Wish maiden.";
+ mes "Mourning in this virtual realm, Okolnir.";
+ mes "On behalf of the humanbeings who defeated God here.";
+ next;
+ if ((countitem(7835) > 0) && (countitem(7836) > 0) && (countitem(7837) > 0) && (countitem(7838) > 0) && (countitem(2513) > 0) && (countitem(7291) > 9) && (countitem(7293) > 9) && (countitem(7063) > 99) && (countitem(985) > 19)) {
+ cutin "wish_maiden11",1;
+ mes "[Wish Maiden]";
+ mes "Are you ready to endure the trials to get the Goddess' glory?";
+ next;
+ switch(select("Yes, I am:Sorry, I'll try later")) {
+ case 1:
+ cutin "wish_maiden12",1;
+ mes "[Wish Maiden]";
+ mes "I will test whether or not you deserve the Goddess shine...";
+ mes "Isn't it simple?";
+ next;
+ mes "[Wish Maiden]";
+ mes "Okolnir is a virtual place.";
+ mes "There is no room for error there.";
+ mes "^ff0000You only have one hour.^000000";
+ next;
+ cutin "wish_maiden31",1;
+ mes "[Wish Maiden]";
+ mes "If you have not finished in that time, Okolnir will be destroyed, and I will go to rest.";
+ mes "You will have to wait again...";
+ next;
+ mes "[Wish Maiden]";
+ mes "Are you ready to go through?";
+ mes "^4d4dffYou need to have 16 to 20 members present^000000.";
+ next;
+ cutin "wish_maiden11",1;
+ mes "[Wish Maiden]";
+ mes "I will open the gate of Okolnir if your members are ready.";
+ next;
+ switch(select("We are ready.:We need more time.")) {
+ case 1:
+ set .@saram,getmapusers("que_qaru02");
+ if (((.@saram > 15) && (.@saram < 21)) || (getgmlevel() == 99)) {
+ cutin "wish_maiden12",1;
+ mes "[Wish Maiden]";
+ mes "Now I will open the gate of Okolnir where I am.";
+ mes "I will wait for you on the top of Okolnir...";
+ next;
+ mes "[Wish Maiden]";
+ mes "I hope that you can complete all of the trials before the virtual Okolnir is destroyed...";
+ mes "Good luck.";
+ mapannounce "que_qaru02","Wish Maiden: The gate of Okolnir is open! Don't forget you only have one hour.",bc_map,"0x00ff00";
+ close2;
+ set $gqse_aru02_pcc,.@saram;
+ set $siz_aru02_on,1;
+ donpcevent "#okolnir_aru02::OnEnable";
+ disablenpc "Wish Maiden#gq_aru02";
+ cutin "wish_maiden11",255;
+ announce "["+ strcharinfo(0) +"], of the guild ["+ GetGuildName(.@GID) +"] has opened the gates to the realm of Okolnir.",bc_all,"0x70dbdb";
+ end;
+ }
+ else {
+ cutin "wish_maiden13",1;
+ mes "[Wish Maiden]";
+ mes "You need to have 16 to 20 members present to open the gate of Okolnir.";
+ mes "Come back when you are ready.";
+ close2;
+ }
+ break;
+ case 2:
+ cutin "wish_maiden13",1;
+ mes "[Wish Maiden]";
+ mes "Don't hesitate to try.";
+ mes "You should catch the chance when it comes to you.";
+ mes "Just gather your fellow members.";
+ close2;
+ }
+ break;
+ case 2:
+ cutin "wish_maiden32",1;
+ mes "[Wish Maiden]";
+ mes "... Are you afraid of";
+ mes "the trials facing you?";
+ mes "....";
+ next;
+ cutin "wish_maiden13",1;
+ mes "[Wish Maiden]";
+ mes "Do you think that you can defeat the Goddess shine easily?";
+ mes "I feel disappointed by all of you.";
+ mes "Just go away...";
+ close2;
+ }
+ }
+ else {
+ cutin "wish_maiden11",1;
+ mes "[Wish Maiden]";
+ mes "Do you wish to enter?";
+ mes "Only those prepared may enter here.";
+ mes "You must bring several items to enter Okolnir.";
+ next;
+ mes "[Wish Maiden]";
+ mes "Dusk Glow";
+ mes "Dawn Essence";
+ mes "Cold Moonlight";
+ mes "Hazy Starlight.";
+ next;
+ mes "[Wish Maiden]";
+ mes "Please bring those four things, 10 Agate, 10 Rose Quartz, and 20 Elunium,";
+ mes "a Heavenly Maiden's Robe, as well as Soft feathers.";
+ next;
+ mes "[Wish Maiden]";
+ mes "Once all of those are prepared, the gate will open.";
+ next;
+ mes "[Wish Maiden]";
+ mes ".... ";
+ mes "...........The Goddess shines brightly down on you, you should be stronger to deserve it...";
+ next;
+ mes "[Wish Maiden]";
+ mes "Remember...";
+ mes "You need to collect many soft feathers.";
+ mes "I hope that your dreams come true.";
+ next;
+ mes "[Wish Maiden]";
+ mes "I will answer all your requests if you bring these to me.";
+ close2;
+ }
+ }
+ else {
+ cutin "wish_maiden31",1;
+ mes "[Wish Maiden]";
+ mes "I am... Wish maiden.";
+ mes "Mourning in this virtual realm, Okolnir.";
+ mes "On behalf of the humanbeings who defeated God here.";
+ next;
+ mes "[Wish Maiden]";
+ mes "Bring me the one who brought you to this place.";
+ mes ".. Deliver him to my will.";
+ close2;
+ }
+ }
+ else {
+ cutin "wish_maiden13",1;
+ mes "[Wish Maiden]";
+ mes "...You are not qualified.";
+ close2;
+ percentheal -100,0;
+ cutin "wish_maiden11",255;
+ end;
+ }
+ cutin "wish_maiden11",255;
+ end;
+
+OnInit:
+ if ($siz_aru02_on == 0) {
+ enablenpc "Wish Maiden#gq_aru02";
+ }
+ else {
+ disablenpc "Wish Maiden#gq_aru02";
+ }
+ end;
+}
+
+que_qaru02,346,81,0 script Gate01#gq_aru02 45,1,1,{
+ end;
+
+OnInit:
+ disablenpc "Gate01#gq_aru02";
+ end;
+
+OnEnable:
+ enablenpc "Gate01#gq_aru02";
+ setcell "que_qaru02",58,302,63,302,cell_walkable,0;
+ setcell "que_qaru02",58,302,63,302,cell_shootable,0;
+ end;
+
+OnDisable:
+ disablenpc "Gate01#gq_aru02";
+ killmonsterall "que_qaru02";
+ end;
+
+OnTouch:
+ set .@saram,getmapusers("que_qaru02");
+ if (.@saram < 21) {
+ if ($gqse_aru02_miro == $gqse_aru02_pcc) {
+ set .@point,rand(1,5);
+ if (.@point == 1) {
+ warp "que_qaru02",72,271;
+ end;
+ }
+ else if (.@point == 2) {
+ warp "que_qaru02",45,243;
+ end;
+ }
+ else if (.@point == 3) {
+ warp "que_qaru02",102,248;
+ end;
+ }
+ else if (.@point == 4) {
+ warp "que_qaru02",102,300;
+ end;
+ }
+ else {
+ warp "que_qaru02",46,300;
+ end;
+ }
+ }
+ else if ($gqse_aru02_miro == 0) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qaru02",77,271,strcharinfo(0),1652,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qaru02",77,271,strcharinfo(0),1659,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qaru02",77,271,strcharinfo(0),1662,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qaru02",77,271,strcharinfo(0),1663,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qaru02",77,271,strcharinfo(0),1660,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qaru02",77,271,strcharinfo(0),1661,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ else {
+ monster "que_qaru02",77,271,strcharinfo(0),1652,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ set $gqse_aru02_miro,1;
+ warp "que_qaru02",72,271;
+ end;
+ }
+ else if ($gqse_aru02_miro == 1) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qaru02",63,278,strcharinfo(0),1652,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qaru02",63,278,strcharinfo(0),1659,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qaru02",63,278,strcharinfo(0),1662,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qaru02",63,278,strcharinfo(0),1663,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qaru02",63,278,strcharinfo(0),1660,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qaru02",63,278,strcharinfo(0),1661,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ else {
+ monster "que_qaru02",63,278,strcharinfo(0),1652,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ set $gqse_aru02_miro,2;
+ warp "que_qaru02",63,282;
+ end;
+ }
+ else if ($gqse_aru02_miro == 2) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qaru02",63,294,strcharinfo(0),1652,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qaru02",63,294,strcharinfo(0),1659,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qaru02",63,294,strcharinfo(0),1662,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qaru02",63,294,strcharinfo(0),1663,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qaru02",63,294,strcharinfo(0),1660,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qaru02",63,294,strcharinfo(0),1661,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ else {
+ monster "que_qaru02",63,294,strcharinfo(0),1652,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ set $gqse_aru02_miro,3;
+ warp "que_qaru02",59,294;
+ end;
+ }
+ else if ($gqse_aru02_miro == 3) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qaru02",50,300,strcharinfo(0),1652,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qaru02",50,300,strcharinfo(0),1659,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qaru02",50,300,strcharinfo(0),1662,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qaru02",50,300,strcharinfo(0),1663,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qaru02",50,300,strcharinfo(0),1660,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qaru02",50,300,strcharinfo(0),1661,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ else {
+ monster "que_qaru02",50,300,strcharinfo(0),1652,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ set $gqse_aru02_miro,4;
+ warp "que_qaru02",46,300;
+ end;
+ }
+ else if ($gqse_aru02_miro == 4) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qaru02",51,280,strcharinfo(0),1652,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qaru02",51,280,strcharinfo(0),1659,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qaru02",51,280,strcharinfo(0),1662,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qaru02",51,280,strcharinfo(0),1663,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qaru02",51,280,strcharinfo(0),1660,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qaru02",51,280,strcharinfo(0),1661,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ else {
+ monster "que_qaru02",51,280,strcharinfo(0),1652,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ set $gqse_aru02_miro,5;
+ warp "que_qaru02",51,285;
+ end;
+ }
+ else if ($gqse_aru02_miro == 5) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qaru02",51,258,strcharinfo(0),1652,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qaru02",51,258,strcharinfo(0),1659,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qaru02",51,258,strcharinfo(0),1662,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qaru02",51,258,strcharinfo(0),1663,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qaru02",51,258,strcharinfo(0),1660,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qaru02",51,258,strcharinfo(0),1661,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ else {
+ monster "que_qaru02",51,258,strcharinfo(0),1652,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ set $gqse_aru02_miro,6;
+ warp "que_qaru02",51,262;
+ end;
+ }
+ else if ($gqse_aru02_miro == 6) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qaru02",49,243,strcharinfo(0),1652,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qaru02",49,243,strcharinfo(0),1659,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qaru02",49,243,strcharinfo(0),1662,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qaru02",49,243,strcharinfo(0),1663,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qaru02",49,243,strcharinfo(0),1660,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qaru02",49,243,strcharinfo(0),1661,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ else {
+ monster "que_qaru02",49,243,strcharinfo(0),1652,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ set $gqse_aru02_miro,7;
+ warp "que_qaru02",45,243;
+ end;
+ }
+ else if ($gqse_aru02_miro == 7) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qaru02",86,249,strcharinfo(0),1652,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qaru02",86,249,strcharinfo(0),1659,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qaru02",86,249,strcharinfo(0),1662,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qaru02",86,249,strcharinfo(0),1663,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qaru02",86,249,strcharinfo(0),1660,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qaru02",86,249,strcharinfo(0),1661,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ else {
+ monster "que_qaru02",86,249,strcharinfo(0),1652,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ set $gqse_aru02_miro,8;
+ warp "que_qaru02",82,249;
+ end;
+ }
+ else if ($gqse_aru02_miro == 8) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qaru02",102,243,strcharinfo(0),1652,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qaru02",102,243,strcharinfo(0),1659,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qaru02",102,243,strcharinfo(0),1662,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qaru02",102,243,strcharinfo(0),1663,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qaru02",102,243,strcharinfo(0),1660,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qaru02",102,243,strcharinfo(0),1661,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ else {
+ monster "que_qaru02",102,243,strcharinfo(0),1652,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ set $gqse_aru02_miro,9;
+ warp "que_qaru02",102,248;
+ end;
+ }
+ else if ($gqse_aru02_miro == 9) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qaru02",90,256,strcharinfo(0),1652,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qaru02",90,256,strcharinfo(0),1659,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qaru02",90,256,strcharinfo(0),1662,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qaru02",90,256,strcharinfo(0),1663,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qaru02",90,256,strcharinfo(0),1660,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qaru02",90,256,strcharinfo(0),1661,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ else {
+ monster "que_qaru02",90,256,strcharinfo(0),1652,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ set $gqse_aru02_miro,10;
+ warp "que_qaru02",90,260;
+ end;
+ }
+ else if ($gqse_aru02_miro == 10) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qaru02",90,283,strcharinfo(0),1652,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qaru02",90,283,strcharinfo(0),1659,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qaru02",90,283,strcharinfo(0),1662,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qaru02",90,283,strcharinfo(0),1663,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qaru02",90,283,strcharinfo(0),1660,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qaru02",90,283,strcharinfo(0),1661,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ else {
+ monster "que_qaru02",90,283,strcharinfo(0),1652,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ set $gqse_aru02_miro,11;
+ warp "que_qaru02",90,280;
+ end;
+ }
+ else if ($gqse_aru02_miro == 11) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qaru02",102,295,strcharinfo(0),1652,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qaru02",102,295,strcharinfo(0),1659,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qaru02",102,295,strcharinfo(0),1662,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qaru02",102,295,strcharinfo(0),1663,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qaru02",102,295,strcharinfo(0),1660,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qaru02",102,295,strcharinfo(0),1661,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ else {
+ monster "que_qaru02",102,295,strcharinfo(0),1652,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ set $gqse_aru02_miro,12;
+ warp "que_qaru02",102,300;
+ end;
+ }
+ else if ($gqse_aru02_miro == 12) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qaru02",96,285,strcharinfo(0),1652,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qaru02",96,285,strcharinfo(0),1659,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qaru02",96,285,strcharinfo(0),1662,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qaru02",96,285,strcharinfo(0),1663,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qaru02",96,285,strcharinfo(0),1660,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qaru02",96,285,strcharinfo(0),1661,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ else {
+ monster "que_qaru02",96,285,strcharinfo(0),1652,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ set $gqse_aru02_miro,13;
+ warp "que_qaru02",96,290;
+ end;
+ }
+ else if ($gqse_aru02_miro == 13) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qaru02",63,278,strcharinfo(0),1652,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qaru02",63,278,strcharinfo(0),1659,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qaru02",63,278,strcharinfo(0),1662,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qaru02",63,278,strcharinfo(0),1663,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qaru02",63,278,strcharinfo(0),1660,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qaru02",63,278,strcharinfo(0),1661,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ else {
+ monster "que_qaru02",63,278,strcharinfo(0),1652,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ set $gqse_aru02_miro,14;
+ warp "que_qaru02",63,282;
+ end;
+ }
+ else if ($gqse_aru02_miro == 14) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qaru02",65,243,strcharinfo(0),1652,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qaru02",65,243,strcharinfo(0),1659,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qaru02",65,243,strcharinfo(0),1662,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qaru02",65,243,strcharinfo(0),1663,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qaru02",65,243,strcharinfo(0),1660,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qaru02",65,243,strcharinfo(0),1661,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ else {
+ monster "que_qaru02",65,243,strcharinfo(0),1652,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ set $gqse_aru02_miro,15;
+ warp "que_qaru02",61,243;
+ end;
+ }
+ else if ($gqse_aru02_miro == 15) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qaru02",73,249,strcharinfo(0),1652,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qaru02",73,249,strcharinfo(0),1659,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qaru02",73,249,strcharinfo(0),1662,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qaru02",73,249,strcharinfo(0),1663,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qaru02",73,249,strcharinfo(0),1660,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qaru02",73,249,strcharinfo(0),1661,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ else {
+ monster "que_qaru02",73,249,strcharinfo(0),1652,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ set $gqse_aru02_miro,16;
+ warp "que_qaru02",70,249;
+ end;
+ }
+ else if ($gqse_aru02_miro == 16) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qaru02",102,275,strcharinfo(0),1652,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qaru02",102,275,strcharinfo(0),1659,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qaru02",102,275,strcharinfo(0),1662,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qaru02",102,275,strcharinfo(0),1663,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qaru02",102,275,strcharinfo(0),1660,1,"#Gate_manager_aru02::OnMyMobDead";
+ end;
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qaru02",102,275,strcharinfo(0),1661,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ else {
+ monster "que_qaru02",102,275,strcharinfo(0),1652,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ set $gqse_aru02_miro,17;
+ warp "que_qaru02",102,282;
+ end;
+ }
+ else if ($gqse_aru02_miro == 17) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qaru02",70,300,strcharinfo(0),1652,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qaru02",70,300,strcharinfo(0),1659,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qaru02",70,300,strcharinfo(0),1662,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qaru02",70,300,strcharinfo(0),1663,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qaru02",70,300,strcharinfo(0),1660,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qaru02",70,300,strcharinfo(0),1661,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ else {
+ monster "que_qaru02",70,300,strcharinfo(0),1652,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ set $gqse_aru02_miro,18;
+ warp "que_qaru02",66,300;
+ end;
+ }
+ else if ($gqse_aru02_miro == 18) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qaru02",57,255,strcharinfo(0),1652,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qaru02",57,255,strcharinfo(0),1659,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qaru02",57,255,strcharinfo(0),1662,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qaru02",57,255,strcharinfo(0),1663,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qaru02",57,255,strcharinfo(0),1660,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qaru02",57,255,strcharinfo(0),1661,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ else {
+ monster "que_qaru02",57,255,strcharinfo(0),1652,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ set $gqse_aru02_miro,19;
+ warp "que_qaru02",57,258;
+ end;
+ }
+ else if ($gqse_aru02_miro == 19) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qaru02",84,277,strcharinfo(0),1652,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qaru02",84,277,strcharinfo(0),1659,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qaru02",84,277,strcharinfo(0),1662,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qaru02",84,277,strcharinfo(0),1663,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qaru02",84,277,strcharinfo(0),1660,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qaru02",84,277,strcharinfo(0),1661,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ else {
+ monster "que_qaru02",84,277,strcharinfo(0),1652,1,"#Gate_manager_aru02::OnMyMobDead";
+ }
+ set $gqse_aru02_miro,20;
+ warp "que_qaru02",84,280;
+ end;
+ }
+ }
+ else {
+ mes "There are too many people, you can't enter.";
+ close;
+ }
+ end;
+}
+
+que_qaru02,1,4,0 script #Gate_manager_aru02 844,{
+OnMyMobDead:
+ if ($gqse_aru02_miro == $gqse_aru02_pcc) {
+ if (mobcount("que_qaru02","#Gate_manager_aru02::OnMyMobDead") == 0) {
+ donpcevent "#gq_miromob2_aru02::OnEnable";
+ }
+ }
+ end;
+}
+
+que_qaru02,1,4,0 script #gq_miromob2_aru02 844,{
+OnEnable:
+ initnpctimer;
+ end;
+
+OnTimer1000:
+ mapannounce "que_qaru02","Wish Maiden: How does it feel to see shadows of the past. This is only the beginning.",bc_map,"0x00ff00";
+ end;
+
+OnTimer6000:
+ mapannounce "que_qaru02","Wish Maiden: The things you seeing are not real, don't be caught in the Mystic garden.",bc_map,"0x00ff00";
+ monster "que_qaru02",72,271,"Seyren Windsor",1640,1,"#gq_miromob2_aru02::OnMyMobDead";
+ monster "que_qaru02",63,282,"Kathryne Keyron",1645,1,"#gq_miromob2_aru02::OnMyMobDead";
+ monster "que_qaru02",59,294,"Cecil Damon",1644,1,"#gq_miromob2_aru02::OnMyMobDead";
+ monster "que_qaru02",46,300,"Margaretha Sorin",1643,1,"#gq_miromob2_aru02::OnMyMobDead";
+ monster "que_qaru02",51,285,"Eremes Guile",1641,1,"#gq_miromob2_aru02::OnMyMobDead";
+ monster "que_qaru02",51,262,"Howard Alt-Eisen",1642,1,"#gq_miromob2_aru02::OnMyMobDead";
+
+ monster "que_qaru02",45,243,"Seyren Windsor",1640,1,"#gq_miromob2_aru02::OnMyMobDead";
+ monster "que_qaru02",82,249,"Kathryne Keyron",1645,1,"#gq_miromob2_aru02::OnMyMobDead";
+ monster "que_qaru02",102,248,"Cecil Damon",1644,1,"#gq_miromob2_aru02::OnMyMobDead";
+ monster "que_qaru02",90,260,"Margaretha Sorin",1643,1,"#gq_miromob2_aru02::OnMyMobDead";
+ monster "que_qaru02",90,280,"Eremes Guile",1641,1,"#gq_miromob2_aru02::OnMyMobDead";
+ monster "que_qaru02",102,300,"Howard Alt-Eisen",1642,1,"#gq_miromob2_aru02::OnMyMobDead";
+
+ monster "que_qaru02",63,282,"Seyren Windsor",1640,1,"#gq_miromob2_aru02::OnMyMobDead";
+ monster "que_qaru02",61,243,"Kathryne Keyron",1645,1,"#gq_miromob2_aru02::OnMyMobDead";
+ monster "que_qaru02",70,249,"Cecil Damon",1644,1,"#gq_miromob2_aru02::OnMyMobDead";
+ monster "que_qaru02",102,282,"Margaretha Sorin",1643,1,"#gq_miromob2_aru02::OnMyMobDead";
+ monster "que_qaru02",66,300,"Eremes Guile",1641,1,"#gq_miromob2_aru02::OnMyMobDead";
+ monster "que_qaru02",57,258,"Howard Alt-Eisen",1642,1,"#gq_miromob2_aru02::OnMyMobDead";
+ stopnpctimer;
+ end;
+
+Onreset:
+ killmonster "que_qaru02","#gq_miromob2_aru02::OnMyMobDead";
+ stopnpctimer;
+ end;
+
+OnMyMobDead:
+ if (mobcount("que_qaru02","#gq_miromob2_aru02::OnMyMobDead") == 0) {
+ mapannounce "que_qaru02","The Mystic garden exit is now open.",bc_map,"0x00ff00";
+ setcell "que_qaru02",58,302,63,302,cell_walkable,1;
+ setcell "que_qaru02",58,302,63,302,cell_shootable,1;
+ donpcevent "#Maze_Manager_aru02::OnDisable";
+ }
+ end;
+}
+
+que_qaru02,1,1,0 script #okolnir_aru02 844,{
+
+OnEnable:
+ donpcevent "Gate01#gq_aru02::OnEnable";
+ donpcevent "#Maze_Manager_aru02::OnEnable";
+ donpcevent "#event_start01_aru02::OnEnable";
+ donpcevent "#gd_aru02_mobctrl::OnEnable";
+ enablenpc "Guard of Shadow#aru02_01";
+ enablenpc "Guard of Shadow#aru02_02";
+ enablenpc "Guard of Shadow#aru02_03";
+ enablenpc "Guard of Shadow#aru02_04";
+ enablenpc "Bloody Hunter#aru02_ac01";
+ enablenpc "Bloody Hunter#aru02_ac02";
+ enablenpc "Bloody Hunter#aru02_ac03";
+ enablenpc "Bloody Hunter#aru02_ac04";
+ enablenpc "Temple Keeper#aru02_ac01";
+ enablenpc "Temple Keeper#aru02_ac02";
+ initnpctimer;
+ end;
+
+OnDisable:
+ disablenpc "Wish Maiden#gq_aru02";
+ donpcevent "#gq_miromob2_aru02::Onreset";
+ disablenpc "Piamette#aru02";
+ donpcevent "#gdtimer01_aru02::Onstop";
+ donpcevent "#gdtimer02_aru02::Onstop";
+ donpcevent "#piamette_aru02::Onreset";
+ donpcevent "Wish Maiden#aru02_boss::OnDisable";
+ donpcevent "Wish Maiden#aru02_gift::OnDisable";
+ donpcevent "#gd_aru02_mobctrl::Onreset";
+ donpcevent "Gate01#gq_aru02::OnDisable";
+ donpcevent "#Maze_Manager_aru02::OnDisable";
+ donpcevent "#event_start01_aru02::OnDisable";
+ donpcevent "#nm_switch_aru02::OnDisable";
+ donpcevent "#nmsomaru02_jin01::OnDisable";
+ donpcevent "#nmsomaru02_jin02::OnDisable";
+ donpcevent "#nmsomaru02_jin03::OnDisable";
+ donpcevent "Guard of Shadow#aru02_01::OnDisable";
+ donpcevent "Guard of Shadow#aru02_02::OnDisable";
+ donpcevent "Guard of Shadow#aru02_03::OnDisable";
+ donpcevent "Guard of Shadow#aru02_04::OnDisable";
+ donpcevent "Bloody Hunter#aru02_ac01::OnDisable";
+ donpcevent "Bloody Hunter#aru02_ac02::OnDisable";
+ donpcevent "Bloody Hunter#aru02_ac03::OnDisable";
+ donpcevent "Bloody Hunter#aru02_ac04::OnDisable";
+ donpcevent "Temple Keeper#aru02_ac01::OnDisable";
+ donpcevent "Temple Keeper#aru02_ac02::OnDisable";
+ disablenpc "#to_agit_aru02_gate";
+ donpcevent "#aru02_stone01::Onreset";
+ donpcevent "#aru02_stone02::Onreset";
+ donpcevent "#aru02_stone03::Onreset";
+ disablenpc "#aru02_cage01";
+ disablenpc "#aru02_cage02";
+ disablenpc "#aru02_cage03";
+ disablenpc "#aru02_cage04";
+ disablenpc "#aru02_cage05";
+ disablenpc "#aru02_cage06";
+ disablenpc "windpath03_aru02";
+ disablenpc "windpath04_aru02";
+ set $gqse_aru02_miro,0;
+ set $gqse_aru02_pcc,0;
+ set $gqse_aru02_gd,0;
+ set $gqse_aru02_nm,0;
+ stopnpctimer;
+ end;
+
+Onstop:
+ stopnpctimer;
+ end;
+
+OnTimer1000:
+ mapannounce "que_qaru02","Wish Maiden : Do your best, Okolnir will disappear in one hour!",bc_map,"0x00ff00";
+ end;
+
+OnTimer1800000:
+ mapannounce "que_qaru02","Okolnir will disappear in 30 minutes.",bc_map,"0xff0000";
+ end;
+
+OnTimer2400000:
+ mapannounce "que_qaru02","Okolnir will disappear in 20 minutes.",bc_map,"0xff0000";
+ end;
+
+OnTimer3000000:
+ mapannounce "que_qaru02","Okolnir will disappear in 10 minutes.",bc_map,"0xff0000";
+ end;
+
+OnTimer3300000:
+ mapannounce "que_qaru02","Okolnir will disappear in 5 minutes.",bc_map,"0xff0000";
+ end;
+
+OnTimer3360000:
+ mapannounce "que_qaru02","Okolnir will disappear in 4 minutes.",bc_map,"0xff0000";
+ end;
+
+OnTimer3420000:
+ mapannounce "que_qaru02","Okolnir will disappear in 3 minutes.",bc_map,"0xff0000";
+ end;
+
+OnTimer3480000:
+ mapannounce "que_qaru02","Okolnir will disappear in 2 minutes.",bc_map,"0xff0000";
+ end;
+
+OnTimer3540000:
+ mapannounce "que_qaru02","Okolnir will disappear in 1 minutes.",bc_map,"0xff0000";
+ end;
+
+OnTimer3600000:
+ mapannounce "que_qaru02","Okolnir has begun to disappear.",bc_map,"0x4d4dff";
+ disablenpc "Wish Maiden#gq_aru02";
+ donpcevent "#gq_miromob2_aru02::Onreset";
+ disablenpc "Piamette#aru02";
+ donpcevent "#gdtimer01_aru02::Onstop";
+ donpcevent "#gdtimer02_aru02::Onstop";
+ donpcevent "#piamette_aru02::Onreset";
+ donpcevent "Wish Maiden#aru02_boss::onDisable";
+ donpcevent "Wish Maiden#aru02_gift::OnDisable";
+ donpcevent "#gd_aru02_mobctrl::Onreset";
+ donpcevent "Gate01#gq_aru02::OnDisable";
+ donpcevent "#Maze_Manager_aru02::OnDisable";
+ donpcevent "#event_start01_aru02::OnDisable";
+ donpcevent "#nm_switch_aru02::OnDisable";
+ donpcevent "#nmsomaru02_jin01::OnDisable";
+ donpcevent "#nmsomaru02_jin02::OnDisable";
+ donpcevent "#nmsomaru02_jin03::OnDisable";
+ donpcevent "Guard of Shadow#aru02_01::OnDisable";
+ donpcevent "Guard of Shadow#aru02_02::OnDisable";
+ donpcevent "Guard of Shadow#aru02_03::OnDisable";
+ donpcevent "Guard of Shadow#aru02_04::OnDisable";
+ donpcevent "Bloody Hunter#aru02_ac01::OnDisable";
+ donpcevent "Bloody Hunter#aru02_ac02::OnDisable";
+ donpcevent "Bloody Hunter#aru02_ac03::OnDisable";
+ donpcevent "Bloody Hunter#aru02_ac04::OnDisable";
+ donpcevent "Temple Keeper#aru02_ac01::OnDisable";
+ donpcevent "Temple Keeper#aru02_ac02::OnDisable";
+ disablenpc "#to_agit_aru02_gate";
+ donpcevent "#aru02_stone01::Onreset";
+ donpcevent "#aru02_stone02::Onreset";
+ donpcevent "#aru02_stone03::Onreset";
+ disablenpc "#aru02_cage01";
+ disablenpc "#aru02_cage02";
+ disablenpc "#aru02_cage03";
+ disablenpc "#aru02_cage04";
+ disablenpc "#aru02_cage05";
+ disablenpc "#aru02_cage06";
+ disablenpc "windpath03_aru02";
+ disablenpc "windpath04_aru02";
+ end;
+
+OnTimer3605000:
+ mapannounce "que_qaru02","Wish Maiden: ... You will fall into a deep sleep within Okolnir... ",bc_map,"0x00ff00";
+ end;
+
+OnTimer3608000:
+ mapannounce "que_qaru02","Wish Maiden: ..Have courage ... and await your chance again... ",bc_map,"0x00ff00";
+ end;
+
+OnTimer3610000:
+ set $gqse_aru02_miro,0;
+ set $gqse_aru02_pcc,0;
+ set $gqse_aru02_gd,0;
+ set $gqse_aru02_nm,0;
+ mapwarp "que_qaru02","arug_cas02",349,355;
+ end;
+
+OnTimer3611000:
+ donpcevent "#okolnir_aru02_time01::OnEnable";
+ stopnpctimer;
+ end;
+}
+
+que_qaru02,1,2,0 script #Maze_Manager_aru02 844,{
+OnInit:
+ donpcevent "#miro_bf_aru02::OnDisable";
+ donpcevent "#miro_rf_aru02::OnDisable";
+ donpcevent "#miro_yf_aru02::OnDisable";
+ end;
+
+OnEnable:
+ initnpctimer;
+ end;
+
+OnDisable:
+ donpcevent "#miro_bf_aru02::OnDisable";
+ donpcevent "#miro_rf_aru02::OnDisable";
+ donpcevent "#miro_yf_aru02::OnDisable";
+ stopnpctimer;
+ end;
+
+OnTimer1000:
+ donpcevent "#miro_rf_aru02::OnDisable";
+ end;
+
+OnTimer2000:
+ donpcevent "#miro_yf_aru02::OnDisable";
+ end;
+
+OnTimer3000:
+ donpcevent "#miro_bf_aru02::OnEnable";
+ end;
+
+OnTimer120000:
+ donpcevent "#miro_bf_aru02::OnDisable";
+ end;
+
+OnTimer121000:
+ donpcevent "#miro_yf_aru02::OnDisable";
+ end;
+
+OnTimer123000:
+ donpcevent "#miro_rf_aru02::OnEnable";
+ end;
+
+OnTimer240000:
+ donpcevent "#miro_bf_aru02::OnDisable";
+ end;
+
+OnTimer241000:
+ donpcevent "#miro_rf_aru02::OnDisable";
+ end;
+
+OnTimer242000:
+ donpcevent "#miro_yf_aru02::OnEnable";
+ end;
+
+OnTimer360000:
+ donpcevent "#Maze_Manager_aru02::OnEnable";
+ end;
+}
+
+que_qaru02,2,1,0 script #miro_bf_aru02 844,{
+
+OnEnable:
+ monster "que_qaru02",44,270," ",1934,1,"#miro_bf_aru02::OnMyMobDead";
+ monster "que_qaru02",46,270," ",1934,1,"#miro_bf_aru02::OnMyMobDead";
+ monster "que_qaru02",50,287," ",1934,1,"#miro_bf_aru02::OnMyMobDead";
+ monster "que_qaru02",52,287," ",1934,1,"#miro_bf_aru02::OnMyMobDead";
+ monster "que_qaru02",50,265," ",1934,1,"#miro_bf_aru02::OnMyMobDead";
+ monster "que_qaru02",52,265," ",1934,1,"#miro_bf_aru02::OnMyMobDead";
+ monster "que_qaru02",56,279," ",1934,1,"#miro_bf_aru02::OnMyMobDead";
+ monster "que_qaru02",58,279," ",1934,1,"#miro_bf_aru02::OnMyMobDead";
+ monster "que_qaru02",64,301," ",1934,1,"#miro_bf_aru02::OnMyMobDead";
+ monster "que_qaru02",64,298," ",1934,1,"#miro_bf_aru02::OnMyMobDead";
+ monster "que_qaru02",62,272," ",1934,1,"#miro_bf_aru02::OnMyMobDead";
+ monster "que_qaru02",64,272," ",1934,1,"#miro_bf_aru02::OnMyMobDead";
+ monster "que_qaru02",58,245," ",1934,1,"#miro_bf_aru02::OnMyMobDead";
+ monster "que_qaru02",58,243," ",1934,1,"#miro_bf_aru02::OnMyMobDead";
+ monster "que_qaru02",72,289," ",1934,1,"#miro_bf_aru02::OnMyMobDead";
+ monster "que_qaru02",72,287," ",1934,1,"#miro_bf_aru02::OnMyMobDead";
+ monster "que_qaru02",68,257," ",1934,1,"#miro_bf_aru02::OnMyMobDead";
+ monster "que_qaru02",68,255," ",1934,1,"#miro_bf_aru02::OnMyMobDead";
+ monster "que_qaru02",73,263," ",1934,1,"#miro_bf_aru02::OnMyMobDead";
+ monster "que_qaru02",73,261," ",1934,1,"#miro_bf_aru02::OnMyMobDead";
+ monster "que_qaru02",75,251," ",1934,1,"#miro_bf_aru02::OnMyMobDead";
+ monster "que_qaru02",75,249," ",1934,1,"#miro_bf_aru02::OnMyMobDead";
+ monster "que_qaru02",79,283," ",1934,1,"#miro_bf_aru02::OnMyMobDead";
+ monster "que_qaru02",79,281," ",1934,1,"#miro_bf_aru02::OnMyMobDead";
+ monster "que_qaru02",82,271," ",1934,1,"#miro_bf_aru02::OnMyMobDead";
+ monster "que_qaru02",84,271," ",1934,1,"#miro_bf_aru02::OnMyMobDead";
+ monster "que_qaru02",89,295," ",1934,1,"#miro_bf_aru02::OnMyMobDead";
+ monster "que_qaru02",89,293," ",1934,1,"#miro_bf_aru02::OnMyMobDead";
+ monster "que_qaru02",88,276," ",1934,1,"#miro_bf_aru02::OnMyMobDead";
+ monster "que_qaru02",90,276," ",1934,1,"#miro_bf_aru02::OnMyMobDead";
+ monster "que_qaru02",88,266," ",1934,1,"#miro_bf_aru02::OnMyMobDead";
+ monster "que_qaru02",90,266," ",1934,1,"#miro_bf_aru02::OnMyMobDead";
+ monster "que_qaru02",94,256," ",1934,1,"#miro_bf_aru02::OnMyMobDead";
+ monster "que_qaru02",96,256," ",1934,1,"#miro_bf_aru02::OnMyMobDead";
+ monster "que_qaru02",64,301," ",1934,1,"#miro_bf_aru02::OnMyMobDead";
+ monster "que_qaru02",64,299," ",1934,1,"#miro_bf_aru02::OnMyMobDead";
+ monster "que_qaru02",100,251," ",1934,1,"#miro_bf_aru02::OnMyMobDead";
+ monster "que_qaru02",102,251," ",1934,1,"#miro_bf_aru02::OnMyMobDead";
+ setcell "que_qaru02",44,270,47,270,cell_walkable,0;
+ setcell "que_qaru02",44,270,47,270,cell_shootable,0;
+ setcell "que_qaru02",50,287,53,287,cell_walkable,0;
+ setcell "que_qaru02",50,287,53,287,cell_shootable,0;
+ setcell "que_qaru02",50,265,53,265,cell_walkable,0;
+ setcell "que_qaru02",50,265,53,265,cell_shootable,0;
+ setcell "que_qaru02",56,279,59,279,cell_walkable,0;
+ setcell "que_qaru02",56,279,59,279,cell_shootable,0;
+ setcell "que_qaru02",64,298,64,301,cell_walkable,0;
+ setcell "que_qaru02",64,298,64,301,cell_shootable,0;
+ setcell "que_qaru02",62,272,65,272,cell_walkable,0;
+ setcell "que_qaru02",62,272,65,272,cell_shootable,0;
+ setcell "que_qaru02",58,242,58,245,cell_walkable,0;
+ setcell "que_qaru02",58,242,58,245,cell_shootable,0;
+ setcell "que_qaru02",72,286,72,289,cell_walkable,0;
+ setcell "que_qaru02",72,286,72,289,cell_shootable,0;
+ setcell "que_qaru02",68,254,68,259,cell_walkable,0;
+ setcell "que_qaru02",68,254,68,259,cell_shootable,0;
+ setcell "que_qaru02",73,260,73,263,cell_walkable,0;
+ setcell "que_qaru02",73,260,73,263,cell_shootable,0;
+ setcell "que_qaru02",75,248,75,251,cell_walkable,0;
+ setcell "que_qaru02",75,248,75,251,cell_shootable,0;
+ setcell "que_qaru02",79,280,79,283,cell_walkable,0;
+ setcell "que_qaru02",79,280,79,283,cell_shootable,0;
+ setcell "que_qaru02",82,271,85,271,cell_walkable,0;
+ setcell "que_qaru02",82,271,85,271,cell_shootable,0;
+ setcell "que_qaru02",89,292,89,295,cell_walkable,0;
+ setcell "que_qaru02",89,292,89,295,cell_shootable,0;
+ setcell "que_qaru02",88,276,91,276,cell_walkable,0;
+ setcell "que_qaru02",88,276,91,276,cell_shootable,0;
+ setcell "que_qaru02",88,266,91,266,cell_walkable,0;
+ setcell "que_qaru02",88,266,91,266,cell_shootable,0;
+ setcell "que_qaru02",94,256,97,256,cell_walkable,0;
+ setcell "que_qaru02",94,256,97,256,cell_shootable,0;
+ setcell "que_qaru02",64,298,64,301,cell_walkable,0;
+ setcell "que_qaru02",64,298,64,301,cell_shootable,0;
+ setcell "que_qaru02",100,251,103,251,cell_walkable,0;
+ setcell "que_qaru02",100,251,103,251,cell_shootable,0;
+ end;
+
+OnDisable:
+ killmonster "que_qaru02","#miro_bf_aru02::OnMyMobDead";
+ setcell "que_qaru02",44,270,47,270,cell_walkable,1;
+ setcell "que_qaru02",44,270,47,270,cell_shootable,1;
+ setcell "que_qaru02",50,287,53,287,cell_walkable,1;
+ setcell "que_qaru02",50,287,53,287,cell_shootable,1;
+ setcell "que_qaru02",50,265,53,265,cell_walkable,1;
+ setcell "que_qaru02",50,265,53,265,cell_shootable,1;
+ setcell "que_qaru02",56,279,59,279,cell_walkable,1;
+ setcell "que_qaru02",56,279,59,279,cell_shootable,1;
+ setcell "que_qaru02",64,298,64,301,cell_walkable,1;
+ setcell "que_qaru02",64,298,64,301,cell_shootable,1;
+ setcell "que_qaru02",62,272,65,272,cell_walkable,1;
+ setcell "que_qaru02",62,272,65,272,cell_shootable,1;
+ setcell "que_qaru02",58,242,58,245,cell_walkable,1;
+ setcell "que_qaru02",58,242,58,245,cell_shootable,1;
+ setcell "que_qaru02",72,286,72,289,cell_walkable,1;
+ setcell "que_qaru02",72,286,72,289,cell_shootable,1;
+ setcell "que_qaru02",68,254,68,259,cell_walkable,1;
+ setcell "que_qaru02",68,254,68,259,cell_shootable,1;
+ setcell "que_qaru02",73,260,73,263,cell_walkable,1;
+ setcell "que_qaru02",73,260,73,263,cell_shootable,1;
+ setcell "que_qaru02",75,248,75,251,cell_walkable,1;
+ setcell "que_qaru02",75,248,75,251,cell_shootable,1;
+ setcell "que_qaru02",79,280,79,283,cell_walkable,1;
+ setcell "que_qaru02",79,280,79,283,cell_shootable,1;
+ setcell "que_qaru02",82,271,85,271,cell_walkable,1;
+ setcell "que_qaru02",82,271,85,271,cell_shootable,1;
+ setcell "que_qaru02",89,292,89,295,cell_walkable,1;
+ setcell "que_qaru02",89,292,89,295,cell_shootable,1;
+ setcell "que_qaru02",88,276,91,276,cell_walkable,1;
+ setcell "que_qaru02",88,276,91,276,cell_shootable,1;
+ setcell "que_qaru02",88,266,91,266,cell_walkable,1;
+ setcell "que_qaru02",88,266,91,266,cell_shootable,1;
+ setcell "que_qaru02",94,256,97,256,cell_walkable,1;
+ setcell "que_qaru02",94,256,97,256,cell_shootable,1;
+ setcell "que_qaru02",64,298,64,301,cell_walkable,1;
+ setcell "que_qaru02",64,298,64,301,cell_shootable,1;
+ setcell "que_qaru02",100,251,103,251,cell_walkable,1;
+ setcell "que_qaru02",100,251,103,251,cell_shootable,1;
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qaru02,2,2,0 script #miro_rf_aru02 844,{
+
+OnEnable:
+ monster "que_qaru02",57,301," ",1935,1,"#miro_rf_aru02::OnMyMobDead";
+ monster "que_qaru02",57,299," ",1935,1,"#miro_rf_aru02::OnMyMobDead";
+ monster "que_qaru02",48,291," ",1935,1,"#miro_rf_aru02::OnMyMobDead";
+ monster "que_qaru02",48,289," ",1935,1,"#miro_rf_aru02::OnMyMobDead";
+ monster "que_qaru02",68,290," ",1935,1,"#miro_rf_aru02::OnMyMobDead";
+ monster "que_qaru02",70,290," ",1935,1,"#miro_rf_aru02::OnMyMobDead";
+ monster "que_qaru02",72,295," ",1935,1,"#miro_rf_aru02::OnMyMobDead";
+ monster "que_qaru02",72,293," ",1935,1,"#miro_rf_aru02::OnMyMobDead";
+ monster "que_qaru02",90,296," ",1935,1,"#miro_rf_aru02::OnMyMobDead";
+ monster "que_qaru02",92,296," ",1935,1,"#miro_rf_aru02::OnMyMobDead";
+ monster "que_qaru02",56,282," ",1935,1,"#miro_rf_aru02::OnMyMobDead";
+ monster "que_qaru02",58,282," ",1935,1,"#miro_rf_aru02::OnMyMobDead";
+ monster "que_qaru02",66,283," ",1935,1,"#miro_rf_aru02::OnMyMobDead";
+ monster "que_qaru02",66,281," ",1935,1,"#miro_rf_aru02::OnMyMobDead";
+ monster "que_qaru02",80,284," ",1935,1,"#miro_rf_aru02::OnMyMobDead";
+ monster "que_qaru02",82,284," ",1935,1,"#miro_rf_aru02::OnMyMobDead";
+ monster "que_qaru02",44,273," ",1935,1,"#miro_rf_aru02::OnMyMobDead";
+ monster "que_qaru02",46,273," ",1935,1,"#miro_rf_aru02::OnMyMobDead";
+ monster "que_qaru02",50,273," ",1935,1,"#miro_rf_aru02::OnMyMobDead";
+ monster "que_qaru02",52,273," ",1935,1,"#miro_rf_aru02::OnMyMobDead";
+ monster "que_qaru02",54,269," ",1935,1,"#miro_rf_aru02::OnMyMobDead";
+ monster "que_qaru02",54,267," ",1935,1,"#miro_rf_aru02::OnMyMobDead";
+ monster "que_qaru02",66,271," ",1935,1,"#miro_rf_aru02::OnMyMobDead";
+ monster "que_qaru02",66,270," ",1935,1,"#miro_rf_aru02::OnMyMobDead";
+ monster "que_qaru02",81,273," ",1935,1,"#miro_rf_aru02::OnMyMobDead";
+ monster "que_qaru02",81,272," ",1935,1,"#miro_rf_aru02::OnMyMobDead";
+ monster "que_qaru02",88,276," ",1935,1,"#miro_rf_aru02::OnMyMobDead";
+ monster "que_qaru02",90,276," ",1935,1,"#miro_rf_aru02::OnMyMobDead";
+ monster "que_qaru02",94,276," ",1935,1,"#miro_rf_aru02::OnMyMobDead";
+ monster "que_qaru02",96,276," ",1935,1,"#miro_rf_aru02::OnMyMobDead";
+ monster "que_qaru02",64,258," ",1935,1,"#miro_rf_aru02::OnMyMobDead";
+ monster "que_qaru02",66,258," ",1935,1,"#miro_rf_aru02::OnMyMobDead";
+ monster "que_qaru02",76,263," ",1935,1,"#miro_rf_aru02::OnMyMobDead";
+ monster "que_qaru02",76,261," ",1935,1,"#miro_rf_aru02::OnMyMobDead";
+ monster "que_qaru02",87,265," ",1935,1,"#miro_rf_aru02::OnMyMobDead";
+ monster "que_qaru02",87,263," ",1935,1,"#miro_rf_aru02::OnMyMobDead";
+ monster "que_qaru02",50,252," ",1935,1,"#miro_rf_aru02::OnMyMobDead";
+ monster "que_qaru02",52,252," ",1935,1,"#miro_rf_aru02::OnMyMobDead";
+ monster "que_qaru02",76,252," ",1935,1,"#miro_rf_aru02::OnMyMobDead";
+ monster "que_qaru02",78,252," ",1935,1,"#miro_rf_aru02::OnMyMobDead";
+ monster "que_qaru02",99,255," ",1935,1,"#miro_rf_aru02::OnMyMobDead";
+ monster "que_qaru02",99,253," ",1935,1,"#miro_rf_aru02::OnMyMobDead";
+ monster "que_qaru02",53,245," ",1935,1,"#miro_rf_aru02::OnMyMobDead";
+ monster "que_qaru02",53,243," ",1935,1,"#miro_rf_aru02::OnMyMobDead";
+ setcell "que_qaru02",57,298,57,301,cell_walkable,0;
+ setcell "que_qaru02",57,298,57,301,cell_shootable,0;
+ setcell "que_qaru02",48,288,48,291,cell_walkable,0;
+ setcell "que_qaru02",48,288,48,291,cell_shootable,0;
+ setcell "que_qaru02",68,290,71,290,cell_walkable,0;
+ setcell "que_qaru02",68,290,71,290,cell_shootable,0;
+ setcell "que_qaru02",72,292,72,295,cell_walkable,0;
+ setcell "que_qaru02",72,292,72,295,cell_shootable,0;
+ setcell "que_qaru02",90,296,93,296,cell_walkable,0;
+ setcell "que_qaru02",90,296,93,296,cell_shootable,0;
+ setcell "que_qaru02",56,282,59,282,cell_walkable,0;
+ setcell "que_qaru02",56,282,59,282,cell_shootable,0;
+ setcell "que_qaru02",66,280,66,283,cell_walkable,0;
+ setcell "que_qaru02",66,280,66,283,cell_shootable,0;
+ setcell "que_qaru02",80,284,83,284,cell_walkable,0;
+ setcell "que_qaru02",80,284,83,284,cell_shootable,0;
+ setcell "que_qaru02",44,273,47,273,cell_walkable,0;
+ setcell "que_qaru02",44,273,47,273,cell_shootable,0;
+ setcell "que_qaru02",50,273,53,273,cell_walkable,0;
+ setcell "que_qaru02",50,273,53,273,cell_shootable,0;
+ setcell "que_qaru02",54,266,54,269,cell_walkable,0;
+ setcell "que_qaru02",54,266,54,269,cell_shootable,0;
+ setcell "que_qaru02",66,270,66,271,cell_walkable,0;
+ setcell "que_qaru02",66,270,66,271,cell_shootable,0;
+ setcell "que_qaru02",81,272,81,273,cell_walkable,0;
+ setcell "que_qaru02",81,272,81,273,cell_shootable,0;
+ setcell "que_qaru02",88,276,91,276,cell_walkable,0;
+ setcell "que_qaru02",88,276,91,276,cell_shootable,0;
+ setcell "que_qaru02",94,276,97,276,cell_walkable,0;
+ setcell "que_qaru02",94,276,97,276,cell_shootable,0;
+ setcell "que_qaru02",64,258,67,258,cell_walkable,0;
+ setcell "que_qaru02",64,258,67,258,cell_shootable,0;
+ setcell "que_qaru02",76,260,76,263,cell_walkable,0;
+ setcell "que_qaru02",76,260,76,263,cell_shootable,0;
+ setcell "que_qaru02",87,262,87,265,cell_walkable,0;
+ setcell "que_qaru02",87,262,87,265,cell_shootable,0;
+ setcell "que_qaru02",50,252,53,252,cell_walkable,0;
+ setcell "que_qaru02",50,252,53,252,cell_shootable,0;
+ setcell "que_qaru02",76,252,79,252,cell_walkable,0;
+ setcell "que_qaru02",76,252,79,252,cell_shootable,0;
+ setcell "que_qaru02",99,252,99,255,cell_walkable,0;
+ setcell "que_qaru02",99,252,99,255,cell_shootable,0;
+ setcell "que_qaru02",53,242,53,245,cell_walkable,0;
+ setcell "que_qaru02",53,242,53,245,cell_shootable,0;
+ end;
+
+OnDisable:
+ killmonster "que_qaru02","#miro_rf_aru02::OnMyMobDead";
+ setcell "que_qaru02",57,298,57,301,cell_walkable,1;
+ setcell "que_qaru02",57,298,57,301,cell_shootable,1;
+ setcell "que_qaru02",48,288,48,291,cell_walkable,1;
+ setcell "que_qaru02",48,288,48,291,cell_shootable,1;
+ setcell "que_qaru02",68,290,71,290,cell_walkable,1;
+ setcell "que_qaru02",68,290,71,290,cell_shootable,1;
+ setcell "que_qaru02",72,292,72,295,cell_walkable,1;
+ setcell "que_qaru02",72,292,72,295,cell_shootable,1;
+ setcell "que_qaru02",90,296,93,296,cell_walkable,1;
+ setcell "que_qaru02",90,296,93,296,cell_shootable,1;
+ setcell "que_qaru02",56,282,59,282,cell_walkable,1;
+ setcell "que_qaru02",56,282,59,282,cell_shootable,1;
+ setcell "que_qaru02",66,280,66,283,cell_walkable,1;
+ setcell "que_qaru02",66,280,66,283,cell_shootable,1;
+ setcell "que_qaru02",80,284,83,284,cell_walkable,1;
+ setcell "que_qaru02",80,284,83,284,cell_shootable,1;
+ setcell "que_qaru02",44,273,47,273,cell_walkable,1;
+ setcell "que_qaru02",44,273,47,273,cell_shootable,1;
+ setcell "que_qaru02",50,273,53,273,cell_walkable,1;
+ setcell "que_qaru02",50,273,53,273,cell_shootable,1;
+ setcell "que_qaru02",54,266,54,269,cell_walkable,1;
+ setcell "que_qaru02",54,266,54,269,cell_shootable,1;
+ setcell "que_qaru02",66,270,66,271,cell_walkable,1;
+ setcell "que_qaru02",66,270,66,271,cell_shootable,1;
+ setcell "que_qaru02",81,272,81,273,cell_walkable,1;
+ setcell "que_qaru02",81,272,81,273,cell_shootable,1;
+ setcell "que_qaru02",88,276,91,276,cell_walkable,1;
+ setcell "que_qaru02",88,276,91,276,cell_shootable,1;
+ setcell "que_qaru02",94,276,97,276,cell_walkable,1;
+ setcell "que_qaru02",94,276,97,276,cell_shootable,1;
+ setcell "que_qaru02",64,258,67,258,cell_walkable,1;
+ setcell "que_qaru02",64,258,67,258,cell_shootable,1;
+ setcell "que_qaru02",76,260,76,263,cell_walkable,1;
+ setcell "que_qaru02",76,260,76,263,cell_shootable,1;
+ setcell "que_qaru02",87,262,87,265,cell_walkable,1;
+ setcell "que_qaru02",87,262,87,265,cell_shootable,1;
+ setcell "que_qaru02",50,252,53,252,cell_walkable,1;
+ setcell "que_qaru02",50,252,53,252,cell_shootable,1;
+ setcell "que_qaru02",76,252,79,252,cell_walkable,1;
+ setcell "que_qaru02",76,252,79,252,cell_shootable,1;
+ setcell "que_qaru02",99,252,99,255,cell_walkable,1;
+ setcell "que_qaru02",99,252,99,255,cell_shootable,1;
+ setcell "que_qaru02",53,242,53,245,cell_walkable,1;
+ setcell "que_qaru02",53,242,53,245,cell_shootable,1;
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qaru02,2,3,0 script #miro_yf_aru02 844,{
+
+OnEnable:
+ monster "que_qaru02",44,292," ",1936,1,"#miro_yf_aru02::OnMyMobDead";
+ monster "que_qaru02",46,292," ",1936,1,"#miro_yf_aru02::OnMyMobDead";
+ monster "que_qaru02",67,295," ",1936,1,"#miro_yf_aru02::OnMyMobDead";
+ monster "que_qaru02",67,293," ",1936,1,"#miro_yf_aru02::OnMyMobDead";
+ monster "que_qaru02",94,301," ",1936,1,"#miro_yf_aru02::OnMyMobDead";
+ monster "que_qaru02",94,299," ",1936,1,"#miro_yf_aru02::OnMyMobDead";
+ monster "que_qaru02",79,289," ",1936,1,"#miro_yf_aru02::OnMyMobDead";
+ monster "que_qaru02",79,287," ",1936,1,"#miro_yf_aru02::OnMyMobDead";
+ monster "que_qaru02",56,282," ",1936,1,"#miro_yf_aru02::OnMyMobDead";
+ monster "que_qaru02",58,282," ",1936,1,"#miro_yf_aru02::OnMyMobDead";
+ monster "que_qaru02",71,283," ",1936,1,"#miro_yf_aru02::OnMyMobDead";
+ monster "que_qaru02",71,281," ",1936,1,"#miro_yf_aru02::OnMyMobDead";
+ monster "que_qaru02",100,281," ",1936,1,"#miro_yf_aru02::OnMyMobDead";
+ monster "que_qaru02",102,281," ",1936,1,"#miro_yf_aru02::OnMyMobDead";
+ monster "que_qaru02",44,261," ",1936,1,"#miro_yf_aru02::OnMyMobDead";
+ monster "que_qaru02",46,261," ",1936,1,"#miro_yf_aru02::OnMyMobDead";
+ monster "que_qaru02",50,265," ",1936,1,"#miro_yf_aru02::OnMyMobDead";
+ monster "que_qaru02",52,265," ",1936,1,"#miro_yf_aru02::OnMyMobDead";
+ monster "que_qaru02",56,270," ",1936,1,"#miro_yf_aru02::OnMyMobDead";
+ monster "que_qaru02",58,270," ",1936,1,"#miro_yf_aru02::OnMyMobDead";
+ monster "que_qaru02",72,278," ",1936,1,"#miro_yf_aru02::OnMyMobDead";
+ monster "que_qaru02",73,278," ",1936,1,"#miro_yf_aru02::OnMyMobDead";
+ monster "que_qaru02",82,266," ",1936,1,"#miro_yf_aru02::OnMyMobDead";
+ monster "que_qaru02",84,266," ",1936,1,"#miro_yf_aru02::OnMyMobDead";
+ monster "que_qaru02",88,266," ",1936,1,"#miro_yf_aru02::OnMyMobDead";
+ monster "que_qaru02",90,266," ",1936,1,"#miro_yf_aru02::OnMyMobDead";
+ monster "que_qaru02",94,271," ",1936,1,"#miro_yf_aru02::OnMyMobDead";
+ monster "que_qaru02",96,271," ",1936,1,"#miro_yf_aru02::OnMyMobDead";
+ monster "que_qaru02",60,257," ",1936,1,"#miro_yf_aru02::OnMyMobDead";
+ monster "que_qaru02",60,255," ",1936,1,"#miro_yf_aru02::OnMyMobDead";
+ monster "que_qaru02",73,263," ",1936,1,"#miro_yf_aru02::OnMyMobDead";
+ monster "que_qaru02",73,261," ",1936,1,"#miro_yf_aru02::OnMyMobDead";
+ monster "que_qaru02",75,257," ",1936,1,"#miro_yf_aru02::OnMyMobDead";
+ monster "que_qaru02",75,255," ",1936,1,"#miro_yf_aru02::OnMyMobDead";
+ monster "que_qaru02",87,257," ",1936,1,"#miro_yf_aru02::OnMyMobDead";
+ monster "que_qaru02",87,255," ",1936,1,"#miro_yf_aru02::OnMyMobDead";
+ monster "que_qaru02",58,251," ",1936,1,"#miro_yf_aru02::OnMyMobDead";
+ monster "que_qaru02",58,249," ",1936,1,"#miro_yf_aru02::OnMyMobDead";
+ monster "que_qaru02",80,251," ",1936,1,"#miro_yf_aru02::OnMyMobDead";
+ monster "que_qaru02",80,249," ",1936,1,"#miro_yf_aru02::OnMyMobDead";
+ monster "que_qaru02",53,245," ",1936,1,"#miro_yf_aru02::OnMyMobDead";
+ monster "que_qaru02",53,243," ",1936,1,"#miro_yf_aru02::OnMyMobDead";
+ monster "que_qaru02",75,245," ",1936,1,"#miro_yf_aru02::OnMyMobDead";
+ monster "que_qaru02",75,243," ",1936,1,"#miro_yf_aru02::OnMyMobDead";
+ monster "que_qaru02",100,251," ",1936,1,"#miro_yf_aru02::OnMyMobDead";
+ monster "que_qaru02",102,251," ",1936,1,"#miro_yf_aru02::OnMyMobDead";
+ monster "que_qaru02",100,256," ",1936,1,"#miro_yf_aru02::OnMyMobDead";
+ monster "que_qaru02",102,256," ",1936,1,"#miro_yf_aru02::OnMyMobDead";
+ setcell "que_qaru02",44,292,47,292,cell_walkable,0;
+ setcell "que_qaru02",44,292,47,292,cell_shootable,0;
+ setcell "que_qaru02",67,292,67,295,cell_walkable,0;
+ setcell "que_qaru02",67,292,67,295,cell_shootable,0;
+ setcell "que_qaru02",94,298,94,301,cell_walkable,0;
+ setcell "que_qaru02",94,298,94,301,cell_shootable,0;
+ setcell "que_qaru02",79,286,79,289,cell_walkable,0;
+ setcell "que_qaru02",79,286,79,289,cell_shootable,0;
+ setcell "que_qaru02",56,282,59,282,cell_walkable,0;
+ setcell "que_qaru02",56,282,59,282,cell_shootable,0;
+ setcell "que_qaru02",71,280,71,283,cell_walkable,0;
+ setcell "que_qaru02",71,280,71,283,cell_shootable,0;
+ setcell "que_qaru02",100,281,103,281,cell_walkable,0;
+ setcell "que_qaru02",100,281,103,281,cell_shootable,0;
+ setcell "que_qaru02",44,261,47,261,cell_walkable,0;
+ setcell "que_qaru02",44,261,47,261,cell_shootable,0;
+ setcell "que_qaru02",50,265,53,265,cell_walkable,0;
+ setcell "que_qaru02",50,265,53,265,cell_shootable,0;
+ setcell "que_qaru02",56,270,59,270,cell_walkable,0;
+ setcell "que_qaru02",56,270,59,270,cell_shootable,0;
+ setcell "que_qaru02",72,278,73,278,cell_walkable,0;
+ setcell "que_qaru02",72,278,73,278,cell_shootable,0;
+ setcell "que_qaru02",82,266,85,266,cell_walkable,0;
+ setcell "que_qaru02",82,266,85,266,cell_shootable,0;
+ setcell "que_qaru02",88,266,91,266,cell_walkable,0;
+ setcell "que_qaru02",88,266,91,266,cell_shootable,0;
+ setcell "que_qaru02",94,271,97,271,cell_walkable,0;
+ setcell "que_qaru02",94,271,97,271,cell_shootable,0;
+ setcell "que_qaru02",60,254,60,257,cell_walkable,0;
+ setcell "que_qaru02",60,254,60,257,cell_shootable,0;
+ setcell "que_qaru02",73,260,73,263,cell_walkable,0;
+ setcell "que_qaru02",73,260,73,263,cell_shootable,0;
+ setcell "que_qaru02",75,254,75,257,cell_walkable,0;
+ setcell "que_qaru02",75,254,75,257,cell_shootable,0;
+ setcell "que_qaru02",87,254,87,257,cell_walkable,0;
+ setcell "que_qaru02",87,254,87,257,cell_shootable,0;
+ setcell "que_qaru02",58,248,58,251,cell_walkable,0;
+ setcell "que_qaru02",58,248,58,251,cell_shootable,0;
+ setcell "que_qaru02",80,248,80,251,cell_walkable,0;
+ setcell "que_qaru02",80,248,80,251,cell_shootable,0;
+ setcell "que_qaru02",53,242,53,245,cell_walkable,0;
+ setcell "que_qaru02",53,242,53,245,cell_shootable,0;
+ setcell "que_qaru02",75,242,75,245,cell_walkable,0;
+ setcell "que_qaru02",75,242,75,245,cell_shootable,0;
+ setcell "que_qaru02",100,251,103,251,cell_walkable,0;
+ setcell "que_qaru02",100,251,103,251,cell_shootable,0;
+ setcell "que_qaru02",100,256,103,256,cell_walkable,0;
+ setcell "que_qaru02",100,256,103,256,cell_shootable,0;
+ end;
+
+OnDisable:
+ killmonster "que_qaru02","#miro_yf_aru02::OnMyMobDead";
+ setcell "que_qaru02",44,292,47,292,cell_walkable,1;
+ setcell "que_qaru02",44,292,47,292,cell_shootable,1;
+ setcell "que_qaru02",67,292,67,295,cell_walkable,1;
+ setcell "que_qaru02",67,292,67,295,cell_shootable,1;
+ setcell "que_qaru02",94,298,94,301,cell_walkable,1;
+ setcell "que_qaru02",94,298,94,301,cell_shootable,1;
+ setcell "que_qaru02",79,286,79,289,cell_walkable,1;
+ setcell "que_qaru02",79,286,79,289,cell_shootable,1;
+ setcell "que_qaru02",56,282,59,282,cell_walkable,1;
+ setcell "que_qaru02",56,282,59,282,cell_shootable,1;
+ setcell "que_qaru02",71,280,71,283,cell_walkable,1;
+ setcell "que_qaru02",71,280,71,283,cell_shootable,1;
+ setcell "que_qaru02",100,281,103,281,cell_walkable,1;
+ setcell "que_qaru02",100,281,103,281,cell_shootable,1;
+ setcell "que_qaru02",44,261,47,261,cell_walkable,1;
+ setcell "que_qaru02",44,261,47,261,cell_shootable,1;
+ setcell "que_qaru02",50,265,53,265,cell_walkable,1;
+ setcell "que_qaru02",50,265,53,265,cell_shootable,1;
+ setcell "que_qaru02",56,270,59,270,cell_walkable,1;
+ setcell "que_qaru02",56,270,59,270,cell_shootable,1;
+ setcell "que_qaru02",72,278,73,278,cell_walkable,1;
+ setcell "que_qaru02",72,278,73,278,cell_shootable,1;
+ setcell "que_qaru02",82,266,85,266,cell_walkable,1;
+ setcell "que_qaru02",82,266,85,266,cell_shootable,1;
+ setcell "que_qaru02",88,266,91,266,cell_walkable,1;
+ setcell "que_qaru02",88,266,91,266,cell_shootable,1;
+ setcell "que_qaru02",94,271,97,271,cell_walkable,1;
+ setcell "que_qaru02",94,271,97,271,cell_shootable,1;
+ setcell "que_qaru02",60,254,60,257,cell_walkable,1;
+ setcell "que_qaru02",60,254,60,257,cell_shootable,1;
+ setcell "que_qaru02",73,260,73,263,cell_walkable,1;
+ setcell "que_qaru02",73,260,73,263,cell_shootable,1;
+ setcell "que_qaru02",75,254,75,257,cell_walkable,1;
+ setcell "que_qaru02",75,254,75,257,cell_shootable,1;
+ setcell "que_qaru02",87,254,87,257,cell_walkable,1;
+ setcell "que_qaru02",87,254,87,257,cell_shootable,1;
+ setcell "que_qaru02",58,248,58,251,cell_walkable,1;
+ setcell "que_qaru02",58,248,58,251,cell_shootable,1;
+ setcell "que_qaru02",80,248,80,251,cell_walkable,1;
+ setcell "que_qaru02",80,248,80,251,cell_shootable,1;
+ setcell "que_qaru02",53,242,53,245,cell_walkable,1;
+ setcell "que_qaru02",53,242,53,245,cell_shootable,1;
+ setcell "que_qaru02",75,242,75,245,cell_walkable,1;
+ setcell "que_qaru02",75,242,75,245,cell_shootable,1;
+ setcell "que_qaru02",100,251,103,251,cell_walkable,1;
+ setcell "que_qaru02",100,251,103,251,cell_shootable,1;
+ setcell "que_qaru02",100,256,103,256,cell_walkable,1;
+ setcell "que_qaru02",100,256,103,256,cell_shootable,1;
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qaru02,132,172,0 script windpath01_aru02 45,1,1,{
+OnTouch:
+ if (countitem(7839) > 0) {
+ mes "The Warp Gate responds to the Crystal Key.";
+ delitem 7839,1; //Crystal_Key
+ close2;
+ warp "que_qaru02",114,158;
+ end;
+ }
+ else {
+ mes "You need the Crystal Key to activate the Warp Gate.";
+ close;
+ }
+}
+
+que_qaru02,113,165,0 warp windpath02_aru02 1,1,que_qaru02,139,172
+
+
+que_qaru02,131,136,3 script Piamette#aru02 1930,{
+OnInit:
+ enablenpc "Piamette#aru02";
+ end;
+}
+
+que_qaru02,114,158,0 script #event_start01_aru02 -1,1,1,{
+
+OnInit:
+ disablenpc "#event_start01_aru02";
+ end;
+
+OnEnable:
+ enablenpc "#event_start01_aru02";
+ end;
+
+OnDisable:
+ disablenpc "#event_start01_aru02";
+ stopnpctimer;
+ end;
+
+OnTouch:
+ initnpctimer;
+ disablenpc "#event_start01_aru02";
+ end;
+
+OnTimer2000:
+ mapannounce "que_qaru02","Piamette mumblings : ..There were six birds, Teo. But one is....",bc_map,"0xdb7093";
+ end;
+
+OnTimer6000:
+ mapannounce "que_qaru02","Piamette mumblings : ...Shh.. Teo. The birds have returned..Are they birds that ran away before...? Or breakers who disguises themselves as good adventurers?",bc_map,"0xdb7093";
+ end;
+
+OnTimer10000:
+ mapannounce "que_qaru02","Piamette mumblings : Ha! They are caged in.",bc_map,"0xdb7093";
+ end;
+
+OnTimer14000:
+ mapannounce "que_qaru02","Piamette : Teo, Catch the birds! Put the cage away from here!",bc_map,"0x00ff00";
+ donpcevent "#gdtimer01_aru02::OnEnable";
+ stopnpctimer;
+ end;
+}
+
+que_qaru02,2,2,0 script #gdtimer01_aru02 844,{
+
+OnEnable:
+ initnpctimer;
+ end;
+
+Onstop:
+ donpcevent "#getspell01_aru02::OnDisable";
+ donpcevent "#getspell02_aru02::OnDisable";
+ donpcevent "#getspell03_aru02::OnDisable";
+ donpcevent "#getspell04_aru02::OnDisable";
+ donpcevent "#getspell05_aru02::OnDisable";
+ donpcevent "#getspell06_aru02::OnDisable";
+ donpcevent "#getspell07_aru02::OnDisable";
+ donpcevent "#getspell08_aru02::OnDisable";
+ stopnpctimer;
+ end;
+
+OnTimer1000:
+ donpcevent "#getspell08_aru02::OnDisable";
+ donpcevent "#getspell01_aru02::OnEnable";
+ end;
+
+OnTimer10000:
+ donpcevent "#getspell01_aru02::OnDisable";
+ donpcevent "#getspell02_aru02::OnEnable";
+ end;
+
+OnTimer20000:
+ donpcevent "#getspell02_aru02::OnDisable";
+ donpcevent "#getspell03_aru02::OnEnable";
+ end;
+
+OnTimer30000:
+ donpcevent "#getspell03_aru02::OnDisable";
+ donpcevent "#getspell04_aru02::OnEnable";
+ end;
+
+OnTimer40000:
+ donpcevent "#getspell04_aru02::OnDisable";
+ donpcevent "#getspell05_aru02::OnEnable";
+ end;
+
+OnTimer50000:
+ donpcevent "#getspell05_aru02::OnDisable";
+ donpcevent "#getspell06_aru02::OnEnable";
+ end;
+
+OnTimer60000:
+ donpcevent "#getspell06_aru02::OnDisable";
+ donpcevent "#getspell07_aru02::OnEnable";
+ end;
+
+OnTimer70000:
+ donpcevent "#getspell07_aru02::OnDisable";
+ donpcevent "#getspell08_aru02::OnEnable";
+ end;
+
+OnTimer75000:
+ if ($gqse_aru02_gd < 6) {
+ mapannounce "que_qaru02","Piamette : Silly birds! Silly Teo! Why can't you put away the cage at once?!",bc_map,"0x00ff00";
+ enablenpc "#aru02_cage01";
+ enablenpc "#aru02_cage02";
+ enablenpc "#aru02_cage03";
+ enablenpc "#aru02_cage04";
+ enablenpc "#aru02_cage05";
+ enablenpc "#aru02_cage06";
+ set $gqse_aru02_gd,0;
+ }
+ end;
+
+OnTimer76000:
+ disablenpc "#aru02_cage01";
+ disablenpc "#aru02_cage02";
+ disablenpc "#aru02_cage03";
+ disablenpc "#aru02_cage04";
+ disablenpc "#aru02_cage05";
+ disablenpc "#aru02_cage06";
+ end;
+
+OnTimer80000:
+ donpcevent "#gdtimer01_aru02::OnEnable";
+ end;
+}
+
+que_qaru02,2,3,0 script #gdtimer02_aru02 844,{
+
+OnEnable:
+ initnpctimer;
+ end;
+
+Onstop:
+ stopnpctimer;
+ killmonster "que_qaru02","#gdtimer02_aru02::OnMyMobDead";
+ end;
+
+OnTimer4000:
+ mapannounce "que_qaru02","Piamette : All of them are caught!",bc_map,"0xdb7093";
+ end;
+
+OnTimer8000:
+ mapannounce "que_qaru02","Piamette : Let's call out the keeper of the key not to let the birds go far away.",bc_map,"0xdb7093";
+ end;
+
+OnTimer12000:
+ mapannounce "que_qaru02","Piamette : The keeper of the key is protecting my cage.",bc_map,"0xdb7093";
+ monster "que_qaru02",108,151,"Key Stone",1905,1,"#gdtimer02_aru02::OnMyMobDead";
+ monster "que_qaru02",109,135,"Key Stone",1905,1,"#gdtimer02_aru02::OnMyMobDead";
+ monster "que_qaru02",115,116,"Key Stone",1905,1,"#gdtimer02_aru02::OnMyMobDead";
+ monster "que_qaru02",158,106,"Key Stone",1905,1,"#gdtimer02_aru02::OnMyMobDead";
+ monster "que_qaru02",163,133,"Key Stone",1905,1,"#gdtimer02_aru02::OnMyMobDead";
+ monster "que_qaru02",150,154,"Key Stone",1905,1,"#gdtimer02_aru02::OnMyMobDead";
+ end;
+
+OnTimer112000:
+ mapannounce "que_qaru02","Piamette : Whooping fun times are back! Now, Go! I'll get back to!!",bc_map,"0xdb7093";
+ killmonster "que_qaru02","#gdtimer02_aru02::OnMyMobDead";
+ enablenpc "#aru02_cage01";
+ enablenpc "#aru02_cage02";
+ enablenpc "#aru02_cage03";
+ enablenpc "#aru02_cage04";
+ enablenpc "#aru02_cage05";
+ enablenpc "#aru02_cage06";
+ set $gqse_aru02_gd,0;
+ end;
+
+OnTimer113000:
+ disablenpc "#aru02_cage01";
+ disablenpc "#aru02_cage02";
+ disablenpc "#aru02_cage03";
+ disablenpc "#aru02_cage04";
+ disablenpc "#aru02_cage05";
+ disablenpc "#aru02_cage06";
+ donpcevent "#gdtimer01_aru02::OnEnable";
+ stopnpctimer;
+ end;
+
+Onreset:
+ killmonster "que_qaru02","#gdtimer02_aru02::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ if (mobcount("que_qaru02","#gdtimer02_aru02::OnMyMobDead") == 0) {
+ enablenpc "#aru02_cage01";
+ enablenpc "#aru02_cage02";
+ enablenpc "#aru02_cage03";
+ enablenpc "#aru02_cage04";
+ enablenpc "#aru02_cage05";
+ enablenpc "#aru02_cage06";
+ donpcevent "#piamette_aru02::OnEnable";
+ stopnpctimer;
+ }
+ end;
+}
+
+que_qaru02,1,4,0 script #piamette_aru02 844,{
+OnEnable:
+ initnpctimer;
+ end;
+
+Onreset:
+ killmonster "que_qaru02","#piamette_aru02::OnMyMobDead";
+ stopnpctimer;
+ end;
+
+OnTimer1000:
+ mapannounce "que_qaru02","Piamette : All the keeper of keys are dead now? Who freed my birds? Teo, who did it?",bc_map,"0xdb7093";
+ end;
+
+OnTimer5000:
+ mapannounce "que_qaru02","Piamette : I'm pissed off now!",bc_map,"0xdb7093";
+ disablenpc "Piamette#aru02";
+ monster "que_qaru02",131,135,"Angry Piamette",1930,1,"#piamette_aru02::OnMyMobDead";
+ stopnpctimer;
+ end;
+
+OnMyMobDead:
+ mapannounce "que_qaru02","Piamette has been released, so the warp gate toward the South is working now.",bc_map,"0x00ff00";
+ enablenpc "windpath03_aru02";
+ enablenpc "windpath04_aru02";
+ donpcevent "#nm_switch_aru02::OnEnable";
+ end;
+}
+
+que_qaru02,113,135,0 script #getspell01_aru02 -1,1,1,{
+OnInit:
+ disablenpc "#getspell01_aru02";
+ end;
+
+OnEnable:
+ enablenpc "#getspell01_aru02";
+ specialeffect EF_LOCKON;
+ end;
+
+OnDisable:
+ disablenpc "#getspell01_aru02";
+ end;
+
+OnTouch:
+ sc_start2 SC_Stone,300000,0,10000;
+ if ($gqse_aru02_gd == 0) {
+ warp "que_qaru02",103,153;
+ disablenpc "#getspell01_aru02";
+ set $gqse_aru02_gd,1;
+ mapannounce "que_qaru02","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru02_gd == 1) {
+ warp "que_qaru02",102,135;
+ disablenpc "#getspell01_aru02";
+ set $gqse_aru02_gd,2;
+ mapannounce "que_qaru02","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru02_gd == 2) {
+ warp "que_qaru02",113,111;
+ disablenpc "#getspell01_aru02";
+ set $gqse_aru02_gd,3;
+ mapannounce "que_qaru02","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru02_gd == 3) {
+ warp "que_qaru02",161,105;
+ disablenpc "#getspell01_aru02";
+ set $gqse_aru02_gd,4;
+ mapannounce "que_qaru02","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru02_gd == 4) {
+ warp "que_qaru02",168,135;
+ disablenpc "#getspell01_aru02";
+ set $gqse_aru02_gd,5;
+ mapannounce "que_qaru02","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru02_gd == 5) {
+ warp "que_qaru02",150,159;
+ disablenpc "#getspell01_aru02";
+ set $gqse_aru02_gd,6;
+ mapannounce "que_qaru02","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
+ donpcevent "#gdtimer02_aru02::OnEnable";
+ donpcevent "#gdtimer01_aru02::Onstop";
+ }
+ end;
+}
+
+que_qaru02,146,150,0 script #getspell02_aru02 -1,1,1,{
+OnInit:
+ disablenpc "#getspell02_aru02";
+ end;
+
+OnEnable:
+ enablenpc "#getspell02_aru02";
+ specialeffect EF_LOCKON;
+ end;
+
+OnDisable:
+ disablenpc "#getspell02_aru02";
+ end;
+
+OnTouch:
+ sc_start2 SC_Stone,300000,0,10000;
+ if ($gqse_aru02_gd == 0) {
+ warp "que_qaru02",103,153;
+ disablenpc "#getspell01_aru02";
+ set $gqse_aru02_gd,1;
+ mapannounce "que_qaru02","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru02_gd == 1) {
+ warp "que_qaru02",102,135;
+ disablenpc "#getspell01_aru02";
+ set $gqse_aru02_gd,2;
+ mapannounce "que_qaru02","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru02_gd == 2) {
+ warp "que_qaru02",113,111;
+ disablenpc "#getspell01_aru02";
+ set $gqse_aru02_gd,3;
+ mapannounce "que_qaru02","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru02_gd == 3) {
+ warp "que_qaru02",161,105;
+ disablenpc "#getspell01_aru02";
+ set $gqse_aru02_gd,4;
+ mapannounce "que_qaru02","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru02_gd == 4) {
+ warp "que_qaru02",168,135;
+ disablenpc "#getspell01_aru02";
+ set $gqse_aru02_gd,5;
+ mapannounce "que_qaru02","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru02_gd == 5) {
+ warp "que_qaru02",150,159;
+ disablenpc "#getspell01_aru02";
+ set $gqse_aru02_gd,6;
+ mapannounce "que_qaru02","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
+ donpcevent "#gdtimer02_aru02::OnEnable";
+ donpcevent "#gdtimer01_aru02::Onstop";
+ }
+ end;
+}
+
+que_qaru02,131,117,0 script #getspell03_aru02 -1,1,1,{
+OnInit:
+ disablenpc "#getspell03_aru02";
+ end;
+
+OnEnable:
+ enablenpc "#getspell03_aru02";
+ specialeffect EF_LOCKON;
+ end;
+
+OnDisable:
+ disablenpc "#getspell03_aru02";
+ end;
+
+OnTouch:
+ sc_start2 SC_Stone,300000,0,10000;
+ if ($gqse_aru02_gd == 0) {
+ warp "que_qaru02",103,153;
+ disablenpc "#getspell01_aru02";
+ set $gqse_aru02_gd,1;
+ mapannounce "que_qaru02","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru02_gd == 1) {
+ warp "que_qaru02",102,135;
+ disablenpc "#getspell01_aru02";
+ set $gqse_aru02_gd,2;
+ mapannounce "que_qaru02","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru02_gd == 2) {
+ warp "que_qaru02",113,111;
+ disablenpc "#getspell01_aru02";
+ set $gqse_aru02_gd,3;
+ mapannounce "que_qaru02","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru02_gd == 3) {
+ warp "que_qaru02",161,105;
+ disablenpc "#getspell01_aru02";
+ set $gqse_aru02_gd,4;
+ mapannounce "que_qaru02","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru02_gd == 4) {
+ warp "que_qaru02",168,135;
+ disablenpc "#getspell01_aru02";
+ set $gqse_aru02_gd,5;
+ mapannounce "que_qaru02","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru02_gd == 5) {
+ warp "que_qaru02",150,159;
+ disablenpc "#getspell01_aru02";
+ set $gqse_aru02_gd,6;
+ mapannounce "que_qaru02","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
+ donpcevent "#gdtimer02_aru02::OnEnable";
+ donpcevent "#gdtimer01_aru02::Onstop";
+ }
+ end;
+}
+
+que_qaru02,117,150,0 script #getspell04_aru02 -1,1,1,{
+OnInit:
+ disablenpc "#getspell04_aru02";
+ end;
+
+OnEnable:
+ enablenpc "#getspell04_aru02";
+ specialeffect EF_LOCKON;
+ end;
+
+OnDisable:
+ disablenpc "#getspell04_aru02";
+ end;
+
+OnTouch:
+ sc_start2 SC_Stone,300000,0,10000;
+ if ($gqse_aru02_gd == 0) {
+ warp "que_qaru02",103,153;
+ disablenpc "#getspell01_aru02";
+ set $gqse_aru02_gd,1;
+ mapannounce "que_qaru02","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru02_gd == 1) {
+ warp "que_qaru02",102,135;
+ disablenpc "#getspell01_aru02";
+ set $gqse_aru02_gd,2;
+ mapannounce "que_qaru02","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru02_gd == 2) {
+ warp "que_qaru02",113,111;
+ disablenpc "#getspell01_aru02";
+ set $gqse_aru02_gd,3;
+ mapannounce "que_qaru02","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru02_gd == 3) {
+ warp "que_qaru02",161,105;
+ disablenpc "#getspell01_aru02";
+ set $gqse_aru02_gd,4;
+ mapannounce "que_qaru02","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru02_gd == 4) {
+ warp "que_qaru02",168,135;
+ disablenpc "#getspell01_aru02";
+ set $gqse_aru02_gd,5;
+ mapannounce "que_qaru02","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru02_gd == 5) {
+ warp "que_qaru02",150,159;
+ disablenpc "#getspell01_aru02";
+ set $gqse_aru02_gd,6;
+ mapannounce "que_qaru02","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
+ donpcevent "#gdtimer02_aru02::OnEnable";
+ donpcevent "#gdtimer01_aru02::Onstop";
+ }
+ end;
+}
+
+que_qaru02,150,135,0 script #getspell05_aru02 -1,1,1,{
+OnInit:
+ disablenpc "#getspell05_aru02";
+ end;
+
+OnEnable:
+ enablenpc "#getspell05_aru02";
+ specialeffect EF_LOCKON;
+ end;
+
+OnDisable:
+ disablenpc "#getspell05_aru02";
+ end;
+
+OnTouch:
+ sc_start2 SC_Stone,300000,0,10000;
+ if ($gqse_aru02_gd == 0) {
+ warp "que_qaru02",103,153;
+ disablenpc "#getspell01_aru02";
+ set $gqse_aru02_gd,1;
+ mapannounce "que_qaru02","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru02_gd == 1) {
+ warp "que_qaru02",102,135;
+ disablenpc "#getspell01_aru02";
+ set $gqse_aru02_gd,2;
+ mapannounce "que_qaru02","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru02_gd == 2) {
+ warp "que_qaru02",113,111;
+ disablenpc "#getspell01_aru02";
+ set $gqse_aru02_gd,3;
+ mapannounce "que_qaru02","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru02_gd == 3) {
+ warp "que_qaru02",161,105;
+ disablenpc "#getspell01_aru02";
+ set $gqse_aru02_gd,4;
+ mapannounce "que_qaru02","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru02_gd == 4) {
+ warp "que_qaru02",168,135;
+ disablenpc "#getspell01_aru02";
+ set $gqse_aru02_gd,5;
+ mapannounce "que_qaru02","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru02_gd == 5) {
+ warp "que_qaru02",150,159;
+ disablenpc "#getspell01_aru02";
+ set $gqse_aru02_gd,6;
+ mapannounce "que_qaru02","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
+ donpcevent "#gdtimer02_aru02::OnEnable";
+ donpcevent "#gdtimer01_aru02::Onstop";
+ }
+ end;
+}
+
+que_qaru02,117,121,0 script #getspell06_aru02 -1,1,1,{
+OnInit:
+ disablenpc "#getspell06_aru02";
+ end;
+
+OnEnable:
+ enablenpc "#getspell06_aru02";
+ specialeffect EF_LOCKON;
+ end;
+
+OnDisable:
+ disablenpc "#getspell06_aru02";
+ end;
+
+OnTouch:
+ sc_start2 SC_Stone,300000,0,10000;
+ if ($gqse_aru02_gd == 0) {
+ warp "que_qaru02",103,153;
+ disablenpc "#getspell01_aru02";
+ set $gqse_aru02_gd,1;
+ mapannounce "que_qaru02","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru02_gd == 1) {
+ warp "que_qaru02",102,135;
+ disablenpc "#getspell01_aru02";
+ set $gqse_aru02_gd,2;
+ mapannounce "que_qaru02","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru02_gd == 2) {
+ warp "que_qaru02",113,111;
+ disablenpc "#getspell01_aru02";
+ set $gqse_aru02_gd,3;
+ mapannounce "que_qaru02","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru02_gd == 3) {
+ warp "que_qaru02",161,105;
+ disablenpc "#getspell01_aru02";
+ set $gqse_aru02_gd,4;
+ mapannounce "que_qaru02","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru02_gd == 4) {
+ warp "que_qaru02",168,135;
+ disablenpc "#getspell01_aru02";
+ set $gqse_aru02_gd,5;
+ mapannounce "que_qaru02","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru02_gd == 5) {
+ warp "que_qaru02",150,159;
+ disablenpc "#getspell01_aru02";
+ set $gqse_aru02_gd,6;
+ mapannounce "que_qaru02","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
+ donpcevent "#gdtimer02_aru02::OnEnable";
+ donpcevent "#gdtimer01_aru02::Onstop";
+ }
+ end;
+}
+
+que_qaru02,131,154,0 script #getspell07_aru02 -1,1,1,{
+OnInit:
+ disablenpc "#getspell07_aru02";
+ end;
+
+OnEnable:
+ enablenpc "#getspell07_aru02";
+ specialeffect EF_LOCKON;
+ end;
+
+OnDisable:
+ disablenpc "#getspell07_aru02";
+ end;
+
+OnTouch:
+ sc_start2 SC_Stone,300000,0,10000;
+ if ($gqse_aru02_gd == 0) {
+ warp "que_qaru02",103,153;
+ disablenpc "#getspell01_aru02";
+ set $gqse_aru02_gd,1;
+ mapannounce "que_qaru02","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru02_gd == 1) {
+ warp "que_qaru02",102,135;
+ disablenpc "#getspell01_aru02";
+ set $gqse_aru02_gd,2;
+ mapannounce "que_qaru02","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru02_gd == 2) {
+ warp "que_qaru02",113,111;
+ disablenpc "#getspell01_aru02";
+ set $gqse_aru02_gd,3;
+ mapannounce "que_qaru02","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru02_gd == 3) {
+ warp "que_qaru02",161,105;
+ disablenpc "#getspell01_aru02";
+ set $gqse_aru02_gd,4;
+ mapannounce "que_qaru02","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru02_gd == 4) {
+ warp "que_qaru02",168,135;
+ disablenpc "#getspell01_aru02";
+ set $gqse_aru02_gd,5;
+ mapannounce "que_qaru02","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru02_gd == 5) {
+ warp "que_qaru02",150,159;
+ disablenpc "#getspell01_aru02";
+ set $gqse_aru02_gd,6;
+ mapannounce "que_qaru02","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
+ donpcevent "#gdtimer02_aru02::OnEnable";
+ donpcevent "#gdtimer01_aru02::Onstop";
+ }
+ end;
+}
+
+que_qaru02,146,121,0 script #getspell08_aru02 -1,1,1,{
+OnInit:
+ disablenpc "#getspell08_aru02";
+ end;
+
+OnEnable:
+ enablenpc "#getspell08_aru02";
+ specialeffect EF_LOCKON;
+ end;
+
+OnDisable:
+ disablenpc "#getspell08_aru02";
+ end;
+
+OnTouch:
+ sc_start2 SC_Stone,300000,0,10000;
+ if ($gqse_aru02_gd == 0) {
+ warp "que_qaru02",103,153;
+ disablenpc "#getspell01_aru02";
+ set $gqse_aru02_gd,1;
+ mapannounce "que_qaru02","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru02_gd == 1) {
+ warp "que_qaru02",102,135;
+ disablenpc "#getspell01_aru02";
+ set $gqse_aru02_gd,2;
+ mapannounce "que_qaru02","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru02_gd == 2) {
+ warp "que_qaru02",113,111;
+ disablenpc "#getspell01_aru02";
+ set $gqse_aru02_gd,3;
+ mapannounce "que_qaru02","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru02_gd == 3) {
+ warp "que_qaru02",161,105;
+ disablenpc "#getspell01_aru02";
+ set $gqse_aru02_gd,4;
+ mapannounce "que_qaru02","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru02_gd == 4) {
+ warp "que_qaru02",168,135;
+ disablenpc "#getspell01_aru02";
+ set $gqse_aru02_gd,5;
+ mapannounce "que_qaru02","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru02_gd == 5) {
+ warp "que_qaru02",150,159;
+ disablenpc "#getspell01_aru02";
+ set $gqse_aru02_gd,6;
+ mapannounce "que_qaru02","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
+ donpcevent "#gdtimer02_aru02::OnEnable";
+ donpcevent "#gdtimer01_aru02::Onstop";
+ }
+ end;
+}
+
+que_qaru02,103,153,0 script #aru02_cage01 -1,1,1,{
+OnInit:
+ disablenpc "#aru02_cage01";
+ end;
+
+OnTouch:
+ sc_end SC_Stone;
+ warp "que_qaru02",108,151;
+ disablenpc "#aru02_cage01";
+ end;
+}
+
+que_qaru02,102,135,0 script #aru02_cage02 -1,1,1,{
+OnInit:
+ disablenpc "#aru02_cage02";
+ end;
+
+OnTouch:
+ sc_end SC_Stone;
+ warp "que_qaru02",107,135;
+ disablenpc "#aru02_cage02";
+ end;
+}
+
+que_qaru02,113,111,0 script #aru02_cage03 -1,1,1,{
+OnInit:
+ disablenpc "#aru02_cage03";
+ end;
+
+OnTouch:
+ sc_end SC_Stone;
+ warp "que_qaru02",113,114;
+ disablenpc "#aru02_cage03";
+ end;
+}
+
+que_qaru02,161,105,0 script #aru02_cage04 -1,1,1,{
+OnInit:
+ disablenpc "#aru02_cage04";
+ end;
+
+OnTouch:
+ sc_end SC_Stone;
+ warp "que_qaru02",158,106;
+ disablenpc "#aru02_cage04";
+ end;
+}
+
+que_qaru02,168,135,0 script #aru02_cage05 -1,1,1,{
+OnInit:
+ disablenpc "#aru02_cage05";
+ end;
+
+OnTouch:
+ sc_end SC_Stone;
+ warp "que_qaru02",163,133;
+ disablenpc "#aru02_cage05";
+ end;
+}
+
+que_qaru02,150,159,0 script #aru02_cage06 -1,1,1,{
+OnInit:
+ disablenpc "#aru02_cage06";
+ end;
+
+OnTouch:
+ sc_end SC_Stone;
+ warp "que_qaru02",150,154;
+ disablenpc "#aru02_cage06";
+ end;
+}
+
+que_qaru02,1,8,0 script #gd_aru02_mobctrl 844,{
+OnEnable:
+ monster "que_qaru02",107,152,"Ball of Piamette",1738,1,"#gd_aru02_mobctrl::OnMyMobDead";
+ monster "que_qaru02",109,135,"Ball of Piamette",1738,1,"#gd_aru02_mobctrl::OnMyMobDead";
+ monster "que_qaru02",113,116,"Ball of Piamette",1738,1,"#gd_aru02_mobctrl::OnMyMobDead";
+ monster "que_qaru02",157,107,"Ball of Piamette",1738,1,"#gd_aru02_mobctrl::OnMyMobDead";
+ monster "que_qaru02",163,133,"Ball of Piamette",1738,1,"#gd_aru02_mobctrl::OnMyMobDead";
+ monster "que_qaru02",149,156,"Ball of Piamette",1738,1,"#gd_aru02_mobctrl::OnMyMobDead";
+ monster "que_qaru02",130,139,"Alice",1275,1,"#gd_aru02_mobctrl::OnMyMobDead";
+ monster "que_qaru02",135,137,"Alice",1275,1,"#gd_aru02_mobctrl::OnMyMobDead";
+ monster "que_qaru02",130,132,"Alice",1275,1,"#gd_aru02_mobctrl::OnMyMobDead";
+ monster "que_qaru02",128,137,"Alice",1275,1,"#gd_aru02_mobctrl::OnMyMobDead";
+ monster "que_qaru02",109,145,"Alice",1275,1,"#gd_aru02_mobctrl::OnMyMobDead";
+ monster "que_qaru02",109,130,"Alice",1275,1,"#gd_aru02_mobctrl::OnMyMobDead";
+ monster "que_qaru02",128,114,"Alice",1275,1,"#gd_aru02_mobctrl::OnMyMobDead";
+ monster "que_qaru02",147,114,"Alice",1275,1,"#gd_aru02_mobctrl::OnMyMobDead";
+ monster "que_qaru02",154,128,"Alice",1275,1,"#gd_aru02_mobctrl::OnMyMobDead";
+ monster "que_qaru02",151,145,"Alice",1275,1,"#gd_aru02_mobctrl::OnMyMobDead";
+ monster "que_qaru02",130,151,"Alice",1275,1,"#gd_aru02_mobctrl::OnMyMobDead";
+ monster "que_qaru02",131,139,"Ball of Piamette",1738,1,"#gd_aru02_mobctrl::OnMyMobDead";
+ monster "que_qaru02",135,136,"Ball of Piamette",1738,1,"#gd_aru02_mobctrl::OnMyMobDead";
+ monster "que_qaru02",131,132,"Ball of Piamette",1738,1,"#gd_aru02_mobctrl::OnMyMobDead";
+ monster "que_qaru02",128,136,"Ball of Piamette",1738,1,"#gd_aru02_mobctrl::OnMyMobDead";
+ monster "que_qaru02",110,145,"Ball of Piamette",1738,1,"#gd_aru02_mobctrl::OnMyMobDead";
+ monster "que_qaru02",129,114,"Ball of Piamette",1738,1,"#gd_aru02_mobctrl::OnMyMobDead";
+ monster "que_qaru02",148,114,"Ball of Piamette",1738,1,"#gd_aru02_mobctrl::OnMyMobDead";
+ monster "que_qaru02",155,128,"Ball of Piamette",1738,1,"#gd_aru02_mobctrl::OnMyMobDead";
+ monster "que_qaru02",152,145,"Ball of Piamette",1738,1,"#gd_aru02_mobctrl::OnMyMobDead";
+ monster "que_qaru02",131,151,"Ball of Piamette",1738,1,"#gd_aru02_mobctrl::OnMyMobDead";
+ monster "que_qaru02",110,130,"Ball of Piamette",1738,1,"#gd_aru02_mobctrl::OnMyMobDead";
+ monster "que_qaru02",132,139,"Violy",1390,1,"#gd_aru02_mobctrl::OnMyMobDead";
+ monster "que_qaru02",135,135,"Violy",1390,1,"#gd_aru02_mobctrl::OnMyMobDead";
+ monster "que_qaru02",132,132,"Violy",1390,1,"#gd_aru02_mobctrl::OnMyMobDead";
+ monster "que_qaru02",128,135,"Violy",1390,1,"#gd_aru02_mobctrl::OnMyMobDead";
+ monster "que_qaru02",111,145,"Violy",1390,1,"#gd_aru02_mobctrl::OnMyMobDead";
+ monster "que_qaru02",111,130,"Violy",1390,1,"#gd_aru02_mobctrl::OnMyMobDead";
+ monster "que_qaru02",130,114,"Violy",1390,1,"#gd_aru02_mobctrl::OnMyMobDead";
+ monster "que_qaru02",149,114,"Violy",1390,1,"#gd_aru02_mobctrl::OnMyMobDead";
+ monster "que_qaru02",156,128,"Violy",1390,1,"#gd_aru02_mobctrl::OnMyMobDead";
+ monster "que_qaru02",153,145,"Violy",1390,1,"#gd_aru02_mobctrl::OnMyMobDead";
+ monster "que_qaru02",132,151,"Violy",1390,1,"#gd_aru02_mobctrl::OnMyMobDead";
+ monster "que_qaru02",133,139,"Ancient Mimic",1699,1,"#gd_aru02_mobctrl::OnMyMobDead";
+ monster "que_qaru02",135,134,"Ancient Mimic",1699,1,"#gd_aru02_mobctrl::OnMyMobDead";
+ monster "que_qaru02",133,132,"Ancient Mimic",1699,1,"#gd_aru02_mobctrl::OnMyMobDead";
+ monster "que_qaru02",128,135,"Ancient Mimic",1699,1,"#gd_aru02_mobctrl::OnMyMobDead";
+ monster "que_qaru02",112,145,"Ancient Mimic",1699,1,"#gd_aru02_mobctrl::OnMyMobDead";
+ monster "que_qaru02",131,114,"Ancient Mimic",1699,1,"#gd_aru02_mobctrl::OnMyMobDead";
+ monster "que_qaru02",150,114,"Ancient Mimic",1699,1,"#gd_aru02_mobctrl::OnMyMobDead";
+ monster "que_qaru02",157,128,"Ancient Mimic",1699,1,"#gd_aru02_mobctrl::OnMyMobDead";
+ monster "que_qaru02",154,145,"Ancient Mimic",1699,1,"#gd_aru02_mobctrl::OnMyMobDead";
+ monster "que_qaru02",133,151,"Ancient Mimic",1699,1,"#gd_aru02_mobctrl::OnMyMobDead";
+ monster "que_qaru02",112,130,"Ancient Mimic",1699,1,"#gd_aru02_mobctrl::OnMyMobDead";
+ end;
+
+Onreset:
+ killmonster "que_qaru02","#gd_aru02_mobctrl::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ if (mobcount("que_qaru02","#gd_aru02_mobctrl::OnMyMobDead") < 7) {
+ monster "que_qaru02",107,152,"Ball of Piamette",1738,1,"#gd_aru02_mobctrl::OnMyMobDead";
+ monster "que_qaru02",109,135,"Ball of Piamette",1738,1,"#gd_aru02_mobctrl::OnMyMobDead";
+ monster "que_qaru02",113,116,"Ball of Piamette",1738,1,"#gd_aru02_mobctrl::OnMyMobDead";
+ monster "que_qaru02",157,107,"Ball of Piamette",1738,1,"#gd_aru02_mobctrl::OnMyMobDead";
+ monster "que_qaru02",163,133,"Ball of Piamette",1738,1,"#gd_aru02_mobctrl::OnMyMobDead";
+ monster "que_qaru02",149,156,"Ball of Piamette",1738,1,"#gd_aru02_mobctrl::OnMyMobDead";
+ }
+ end;
+}
+
+que_qaru02,149,105,0 script windpath03_aru02 45,1,1,{
+OnInit:
+ disablenpc "windpath03_aru02";
+ end;
+
+OnTouch:
+ warp "que_qaru02",119,103;
+ end;
+}
+
+que_qaru02,128,104,0 script windpath04_aru02 45,1,1,{
+OnInit:
+ disablenpc "windpath04_aru02";
+ end;
+
+OnTouch:
+ warp "que_qaru02",146,109;
+ end;
+}
+
+que_qaru02,253,273,0 script #nm_switch_aru02 -1,5,5,{
+OnInit:
+ disablenpc "#nm_switch_aru02";
+ end;
+
+OnEnable:
+ enablenpc "#nm_switch_aru02";
+ end;
+
+OnDisable:
+ disablenpc "#nm_switch_aru02";
+ stopnpctimer;
+ end;
+
+OnTouch:
+ disablenpc "#nm_switch_aru02";
+ initnpctimer;
+ end;
+
+OnTimer1000:
+ mapannounce "que_qaru02","Wish Maiden: Did you have a good time with Piamette?",bc_map,"0x00ff00";
+ end;
+
+OnTimer4000:
+ mapannounce "que_qaru02","Wish Maiden: But it's the end. There will be summoned monsters coming soon...",bc_map,"0x00ff00";
+ end;
+
+OnTimer9000:
+ mapannounce "que_qaru02","Wish Maiden: So come here to me safely...",bc_map,"0x00ff00";
+ end;
+
+OnTimer10000:
+ donpcevent "#nmsomaru02_jin01::OnEnable";
+ donpcevent "#aru02_stone01::OnEnable";
+ end;
+
+OnTimer190000:
+ donpcevent "#nmsomaru02_jin02::OnEnable";
+ donpcevent "#aru02_stone02::OnEnable";
+ end;
+
+OnTimer370000:
+ donpcevent "#nmsomaru02_jin03::OnEnable";
+ donpcevent "#aru02_stone03::OnEnable";
+ stopnpctimer;
+ end;
+}
+
+que_qaru02,229,297,0 script #nmsomaru02_jin01 -1,{
+OnEnable:
+ donpcevent "#aru02_stone01::OnEnable";
+ initnpctimer;
+ end;
+
+OnDisable:
+ killmonster "que_qaru02","#nmsomaru02_jin01::OnMyMobDead";
+ stopnpctimer;
+ end;
+
+OnTimer5000:
+ mapannounce "que_qaru02","The Western magic formation is working to summon Guard of Shadow.",bc_map,"0x4d4dff";
+ monster "que_qaru02",226,288,"Guard of Shadow",1752,1,"#nmsomaru02_jin01::OnMyMobDead";
+ monster "que_qaru02",227,289,"Guard of Shadow",1752,1,"#nmsomaru02_jin01::OnMyMobDead";
+ monster "que_qaru02",228,290,"Guard of Shadow",1752,1,"#nmsomaru02_jin01::OnMyMobDead";
+ monster "que_qaru02",229,291,"Guard of Shadow",1752,1,"#nmsomaru02_jin01::OnMyMobDead";
+ monster "que_qaru02",230,292,"Guard of Shadow",1752,1,"#nmsomaru02_jin01::OnMyMobDead";
+ monster "que_qaru02",231,293,"Guard of Shadow",1752,1,"#nmsomaru02_jin01::OnMyMobDead";
+ monster "que_qaru02",232,294,"Guard of Shadow",1752,1,"#nmsomaru02_jin01::OnMyMobDead";
+ monster "que_qaru02",233,295,"Guard of Shadow",1752,1,"#nmsomaru02_jin01::OnMyMobDead";
+ monster "que_qaru02",234,296,"Guard of Shadow",1752,1,"#nmsomaru02_jin01::OnMyMobDead";
+ monster "que_qaru02",235,297,"Guard of Shadow",1752,1,"#nmsomaru02_jin01::OnMyMobDead";
+ monster "que_qaru02",228,286,"Guard of Shadow",1752,1,"#nmsomaru02_jin01::OnMyMobDead";
+ monster "que_qaru02",229,287,"Guard of Shadow",1752,1,"#nmsomaru02_jin01::OnMyMobDead";
+ monster "que_qaru02",230,288,"Guard of Shadow",1752,1,"#nmsomaru02_jin01::OnMyMobDead";
+ monster "que_qaru02",231,289,"Guard of Shadow",1752,1,"#nmsomaru02_jin01::OnMyMobDead";
+ monster "que_qaru02",232,290,"Guard of Shadow",1752,1,"#nmsomaru02_jin01::OnMyMobDead";
+ monster "que_qaru02",233,291,"Guard of Shadow",1752,1,"#nmsomaru02_jin01::OnMyMobDead";
+ monster "que_qaru02",234,292,"Guard of Shadow",1752,1,"#nmsomaru02_jin01::OnMyMobDead";
+ monster "que_qaru02",235,293,"Guard of Shadow",1752,1,"#nmsomaru02_jin01::OnMyMobDead";
+ monster "que_qaru02",236,294,"Guard of Shadow",1752,1,"#nmsomaru02_jin01::OnMyMobDead";
+ monster "que_qaru02",237,295,"Guard of Shadow",1752,1,"#nmsomaru02_jin01::OnMyMobDead";
+ monster "que_qaru02",230,284,"Guard of Shadow",1752,1,"#nmsomaru02_jin01::OnMyMobDead";
+ monster "que_qaru02",231,285,"Guard of Shadow",1752,1,"#nmsomaru02_jin01::OnMyMobDead";
+ monster "que_qaru02",232,286,"Guard of Shadow",1752,1,"#nmsomaru02_jin01::OnMyMobDead";
+ monster "que_qaru02",233,287,"Guard of Shadow",1752,1,"#nmsomaru02_jin01::OnMyMobDead";
+ monster "que_qaru02",234,288,"Guard of Shadow",1752,1,"#nmsomaru02_jin01::OnMyMobDead";
+ monster "que_qaru02",235,289,"Guard of Shadow",1752,1,"#nmsomaru02_jin01::OnMyMobDead";
+ monster "que_qaru02",236,290,"Guard of Shadow",1752,1,"#nmsomaru02_jin01::OnMyMobDead";
+ monster "que_qaru02",237,291,"Guard of Shadow",1752,1,"#nmsomaru02_jin01::OnMyMobDead";
+ monster "que_qaru02",238,292,"Guard of Shadow",1752,1,"#nmsomaru02_jin01::OnMyMobDead";
+ monster "que_qaru02",239,293,"Guard of Shadow",1752,1,"#nmsomaru02_jin01::OnMyMobDead";
+ end;
+
+OnTimer25000:
+OnTimer55000:
+OnTimer85000:
+OnTimer120000:
+ monster "que_qaru02",226,294,"Guard of Shadow",1752,1,"#nmsomaru02_jin01::OnMyMobDead";
+ monster "que_qaru02",227,294,"Guard of Shadow",1752,1,"#nmsomaru02_jin01::OnMyMobDead";
+ monster "que_qaru02",228,294,"Guard of Shadow",1752,1,"#nmsomaru02_jin01::OnMyMobDead";
+ monster "que_qaru02",229,294,"Guard of Shadow",1752,1,"#nmsomaru02_jin01::OnMyMobDead";
+ monster "que_qaru02",230,295,"Guard of Shadow",1752,1,"#nmsomaru02_jin01::OnMyMobDead";
+ monster "que_qaru02",231,296,"Guard of Shadow",1752,1,"#nmsomaru02_jin01::OnMyMobDead";
+ monster "que_qaru02",231,297,"Guard of Shadow",1752,1,"#nmsomaru02_jin01::OnMyMobDead";
+ monster "que_qaru02",231,298,"Guard of Shadow",1752,1,"#nmsomaru02_jin01::OnMyMobDead";
+ monster "que_qaru02",231,299,"Guard of Shadow",1752,1,"#nmsomaru02_jin01::OnMyMobDead";
+ monster "que_qaru02",230,300,"Guard of Shadow",1752,1,"#nmsomaru02_jin01::OnMyMobDead";
+ monster "que_qaru02",229,301,"Guard of Shadow",1752,1,"#nmsomaru02_jin01::OnMyMobDead";
+ monster "que_qaru02",228,301,"Guard of Shadow",1752,1,"#nmsomaru02_jin01::OnMyMobDead";
+ monster "que_qaru02",227,301,"Guard of Shadow",1752,1,"#nmsomaru02_jin01::OnMyMobDead";
+ monster "que_qaru02",226,301,"Guard of Shadow",1752,1,"#nmsomaru02_jin01::OnMyMobDead";
+ monster "que_qaru02",225,300,"Guard of Shadow",1752,1,"#nmsomaru02_jin01::OnMyMobDead";
+ monster "que_qaru02",224,299,"Guard of Shadow",1752,1,"#nmsomaru02_jin01::OnMyMobDead";
+ monster "que_qaru02",224,298,"Guard of Shadow",1752,1,"#nmsomaru02_jin01::OnMyMobDead";
+ monster "que_qaru02",224,297,"Guard of Shadow",1752,1,"#nmsomaru02_jin01::OnMyMobDead";
+ monster "que_qaru02",224,296,"Guard of Shadow",1752,1,"#nmsomaru02_jin01::OnMyMobDead";
+ monster "que_qaru02",225,295,"Guard of Shadow",1752,1,"#nmsomaru02_jin01::OnMyMobDead";
+ end;
+
+OnTimer180000:
+ stopnpctimer;
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qaru02,2,8,0 script #aru02_stone01 844,{
+OnEnable:
+ monster "que_qaru02",227,294,"Western Magic Guardian",1752,1,"#aru02_stone01::OnMyMobDead";
+ monster "que_qaru02",229,294,"Western Magic Guardian",1752,1,"#aru02_stone01::OnMyMobDead";
+ monster "que_qaru02",231,296,"Western Magic Guardian",1752,1,"#aru02_stone01::OnMyMobDead";
+ monster "que_qaru02",231,298,"Western Magic Guardian",1752,1,"#aru02_stone01::OnMyMobDead";
+ monster "que_qaru02",230,300,"Western Magic Guardian",1752,1,"#aru02_stone01::OnMyMobDead";
+ monster "que_qaru02",228,301,"Western Magic Guardian",1752,1,"#aru02_stone01::OnMyMobDead";
+ monster "que_qaru02",226,301,"Western Magic Guardian",1752,1,"#aru02_stone01::OnMyMobDead";
+ monster "que_qaru02",224,299,"Western Magic Guardian",1752,1,"#aru02_stone01::OnMyMobDead";
+ monster "que_qaru02",224,297,"Western Magic Guardian",1752,1,"#aru02_stone01::OnMyMobDead";
+ monster "que_qaru02",225,295,"Western Magic Guardian",1752,1,"#aru02_stone01::OnMyMobDead";
+ end;
+
+Onreset:
+ killmonster "que_qaru02","#aru02_stone01::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ if (mobcount("que_qaru02","#aru02_stone01::OnMyMobDead") == 0) {
+ set $gqse_aru02_nm,$gqse_aru02_nm+1;
+ donpcevent "#nmsomaru02_jin01::OnDisable";
+ if ($gqse_aru02_nm == 3) {
+ donpcevent "Wish Maiden#aru02_boss::Onfight";
+ }
+ }
+ end;
+}
+
+que_qaru02,275,299,0 script #nmsomaru02_jin02 -1,{
+OnEnable:
+ initnpctimer;
+ end;
+
+OnDisable:
+ killmonster "que_qaru02","#nmsomaru02_jin02::OnMyMobDead";
+ stopnpctimer;
+ end;
+
+OnTimer5000:
+ mapannounce "que_qaru02","The Eastern magic formation is working to summon Bloody Hunter.",bc_map,"0x4d4dff";
+ monster "que_qaru02",263,292,"Bloody Hunter",1753,1,"#nmsomaru02_jin02::OnMyMobDead";
+ monster "que_qaru02",264,291,"Bloody Hunter",1753,1,"#nmsomaru02_jin02::OnMyMobDead";
+ monster "que_qaru02",265,290,"Bloody Hunter",1753,1,"#nmsomaru02_jin02::OnMyMobDead";
+ monster "que_qaru02",266,289,"Bloody Hunter",1753,1,"#nmsomaru02_jin02::OnMyMobDead";
+ monster "que_qaru02",267,288,"Bloody Hunter",1753,1,"#nmsomaru02_jin02::OnMyMobDead";
+ monster "que_qaru02",268,287,"Bloody Hunter",1753,1,"#nmsomaru02_jin02::OnMyMobDead";
+ monster "que_qaru02",269,286,"Bloody Hunter",1753,1,"#nmsomaru02_jin02::OnMyMobDead";
+ monster "que_qaru02",270,285,"Bloody Hunter",1753,1,"#nmsomaru02_jin02::OnMyMobDead";
+ monster "que_qaru02",271,284,"Bloody Hunter",1753,1,"#nmsomaru02_jin02::OnMyMobDead";
+ monster "que_qaru02",272,283,"Bloody Hunter",1753,1,"#nmsomaru02_jin02::OnMyMobDead";
+ monster "que_qaru02",265,294,"Bloody Hunter",1753,1,"#nmsomaru02_jin02::OnMyMobDead";
+ monster "que_qaru02",266,293,"Bloody Hunter",1753,1,"#nmsomaru02_jin02::OnMyMobDead";
+ monster "que_qaru02",267,292,"Bloody Hunter",1753,1,"#nmsomaru02_jin02::OnMyMobDead";
+ monster "que_qaru02",268,291,"Bloody Hunter",1753,1,"#nmsomaru02_jin02::OnMyMobDead";
+ monster "que_qaru02",269,290,"Bloody Hunter",1753,1,"#nmsomaru02_jin02::OnMyMobDead";
+ monster "que_qaru02",270,289,"Bloody Hunter",1753,1,"#nmsomaru02_jin02::OnMyMobDead";
+ monster "que_qaru02",271,288,"Bloody Hunter",1753,1,"#nmsomaru02_jin02::OnMyMobDead";
+ monster "que_qaru02",272,287,"Bloody Hunter",1753,1,"#nmsomaru02_jin02::OnMyMobDead";
+ monster "que_qaru02",273,286,"Bloody Hunter",1753,1,"#nmsomaru02_jin02::OnMyMobDead";
+ monster "que_qaru02",274,285,"Bloody Hunter",1753,1,"#nmsomaru02_jin02::OnMyMobDead";
+ monster "que_qaru02",267,296,"Bloody Hunter",1753,1,"#nmsomaru02_jin02::OnMyMobDead";
+ monster "que_qaru02",268,295,"Bloody Hunter",1753,1,"#nmsomaru02_jin02::OnMyMobDead";
+ monster "que_qaru02",269,294,"Bloody Hunter",1753,1,"#nmsomaru02_jin02::OnMyMobDead";
+ monster "que_qaru02",270,283,"Bloody Hunter",1753,1,"#nmsomaru02_jin02::OnMyMobDead";
+ monster "que_qaru02",271,282,"Bloody Hunter",1753,1,"#nmsomaru02_jin02::OnMyMobDead";
+ monster "que_qaru02",272,281,"Bloody Hunter",1753,1,"#nmsomaru02_jin02::OnMyMobDead";
+ monster "que_qaru02",273,280,"Bloody Hunter",1753,1,"#nmsomaru02_jin02::OnMyMobDead";
+ monster "que_qaru02",274,279,"Bloody Hunter",1753,1,"#nmsomaru02_jin02::OnMyMobDead";
+ monster "que_qaru02",275,276,"Bloody Hunter",1753,1,"#nmsomaru02_jin02::OnMyMobDead";
+ monster "que_qaru02",276,275,"Bloody Hunter",1753,1,"#nmsomaru02_jin02::OnMyMobDead";
+ end;
+
+OnTimer25000:
+OnTimer55000:
+OnTimer85000:
+OnTimer120000:
+ monster "que_qaru02",274,301,"Bloody Hunter",1753,1,"#nmsomaru02_jin02::OnMyMobDead";
+ monster "que_qaru02",275,301,"Bloody Hunter",1753,1,"#nmsomaru02_jin02::OnMyMobDead";
+ monster "que_qaru02",276,301,"Bloody Hunter",1753,1,"#nmsomaru02_jin02::OnMyMobDead";
+ monster "que_qaru02",277,301,"Bloody Hunter",1753,1,"#nmsomaru02_jin02::OnMyMobDead";
+ monster "que_qaru02",278,300,"Bloody Hunter",1753,1,"#nmsomaru02_jin02::OnMyMobDead";
+ monster "que_qaru02",279,299,"Bloody Hunter",1753,1,"#nmsomaru02_jin02::OnMyMobDead";
+ monster "que_qaru02",279,298,"Bloody Hunter",1753,1,"#nmsomaru02_jin02::OnMyMobDead";
+ monster "que_qaru02",279,297,"Bloody Hunter",1753,1,"#nmsomaru02_jin02::OnMyMobDead";
+ monster "que_qaru02",279,296,"Bloody Hunter",1753,1,"#nmsomaru02_jin02::OnMyMobDead";
+ monster "que_qaru02",278,295,"Bloody Hunter",1753,1,"#nmsomaru02_jin02::OnMyMobDead";
+ monster "que_qaru02",277,294,"Bloody Hunter",1753,1,"#nmsomaru02_jin02::OnMyMobDead";
+ monster "que_qaru02",276,294,"Bloody Hunter",1753,1,"#nmsomaru02_jin02::OnMyMobDead";
+ monster "que_qaru02",275,294,"Bloody Hunter",1753,1,"#nmsomaru02_jin02::OnMyMobDead";
+ monster "que_qaru02",274,294,"Bloody Hunter",1753,1,"#nmsomaru02_jin02::OnMyMobDead";
+ monster "que_qaru02",273,295,"Bloody Hunter",1753,1,"#nmsomaru02_jin02::OnMyMobDead";
+ monster "que_qaru02",272,296,"Bloody Hunter",1753,1,"#nmsomaru02_jin02::OnMyMobDead";
+ monster "que_qaru02",272,297,"Bloody Hunter",1753,1,"#nmsomaru02_jin02::OnMyMobDead";
+ monster "que_qaru02",272,298,"Bloody Hunter",1753,1,"#nmsomaru02_jin02::OnMyMobDead";
+ monster "que_qaru02",272,299,"Bloody Hunter",1753,1,"#nmsomaru02_jin02::OnMyMobDead";
+ monster "que_qaru02",273,300,"Bloody Hunter",1753,1,"#nmsomaru02_jin02::OnMyMobDead";
+ end;
+
+OnTimer180000:
+ stopnpctimer;
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qaru02,2,9,0 script #aru02_stone02 844,{
+OnEnable:
+ monster "que_qaru02",275,301,"Eastern Magic Guardian",1753,1,"#aru02_stone02::OnMyMobDead";
+ monster "que_qaru02",277,301,"Eastern Magic Guardian",1753,1,"#aru02_stone02::OnMyMobDead";
+ monster "que_qaru02",279,299,"Eastern Magic Guardian",1753,1,"#aru02_stone02::OnMyMobDead";
+ monster "que_qaru02",279,297,"Eastern Magic Guardian",1753,1,"#aru02_stone02::OnMyMobDead";
+ monster "que_qaru02",278,295,"Eastern Magic Guardian",1753,1,"#aru02_stone02::OnMyMobDead";
+ monster "que_qaru02",276,294,"Eastern Magic Guardian",1753,1,"#aru02_stone02::OnMyMobDead";
+ monster "que_qaru02",274,294,"Eastern Magic Guardian",1753,1,"#aru02_stone02::OnMyMobDead";
+ monster "que_qaru02",272,296,"Eastern Magic Guardian",1753,1,"#aru02_stone02::OnMyMobDead";
+ monster "que_qaru02",272,298,"Eastern Magic Guardian",1753,1,"#aru02_stone02::OnMyMobDead";
+ monster "que_qaru02",273,300,"Eastern Magic Guardian",1753,1,"#aru02_stone02::OnMyMobDead";
+ end;
+
+Onreset:
+ killmonster "que_qaru02","#aru02_stone02::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ if (mobcount("que_qaru02","#aru02_stone02::OnMyMobDead") == 0) {
+ set $gqse_aru02_nm,$gqse_aru02_nm+1;
+ donpcevent "#nmsomaru02_jin02::OnDisable";
+ if ($gqse_aru02_nm == 3) {
+ donpcevent "Wish Maiden#aru02_boss::Onfight";
+ }
+ }
+ end;
+}
+
+que_qaru02,251,340,0 script #nmsomaru02_jin03 -1,{
+OnEnable:
+ initnpctimer;
+ end;
+
+OnDisable:
+ killmonster "que_qaru02","#nmsomaru02_jin03::OnMyMobDead";
+ stopnpctimer;
+ end;
+
+OnTimer5000:
+ mapannounce "que_qaru02","The Northern magic formation is working to summon Keeper of the Temple.",bc_map,"0x4d4dff";
+ monster "que_qaru02",247,329,"Keeper Of The Temple",1933,1,"#nmsomaru02_jin03::OnMyMobDead";
+ monster "que_qaru02",249,329,"Keeper Of The Temple",1933,1,"#nmsomaru02_jin03::OnMyMobDead";
+ monster "que_qaru02",251,329,"Keeper Of The Temple",1933,1,"#nmsomaru02_jin03::OnMyMobDead";
+ monster "que_qaru02",253,329,"Keeper Of The Temple",1933,1,"#nmsomaru02_jin03::OnMyMobDead";
+ monster "que_qaru02",255,329,"Keeper Of The Temple",1933,1,"#nmsomaru02_jin03::OnMyMobDead";
+ monster "que_qaru02",243,339,"Keeper Of The Temple",1933,1,"#nmsomaru02_jin03::OnMyMobDead";
+ monster "que_qaru02",245,337,"Keeper Of The Temple",1933,1,"#nmsomaru02_jin03::OnMyMobDead";
+ monster "que_qaru02",247,335,"Keeper Of The Temple",1933,1,"#nmsomaru02_jin03::OnMyMobDead";
+ monster "que_qaru02",247,333,"Keeper Of The Temple",1933,1,"#nmsomaru02_jin03::OnMyMobDead";
+ monster "que_qaru02",254,333,"Keeper Of The Temple",1933,1,"#nmsomaru02_jin03::OnMyMobDead";
+ monster "que_qaru02",256,335,"Keeper Of The Temple",1933,1,"#nmsomaru02_jin03::OnMyMobDead";
+ monster "que_qaru02",258,337,"Keeper Of The Temple",1933,1,"#nmsomaru02_jin03::OnMyMobDead";
+ monster "que_qaru02",260,339,"Keeper Of The Temple",1933,1,"#nmsomaru02_jin03::OnMyMobDead";
+ end;
+
+OnTimer120000:
+ monster "que_qaru02",251,343,"Keeper Of The Temple",1933,1,"#nmsomaru02_jin03::OnMyMobDead";
+ monster "que_qaru02",252,343,"Keeper Of The Temple",1933,1,"#nmsomaru02_jin03::OnMyMobDead";
+ monster "que_qaru02",255,341,"Keeper Of The Temple",1933,1,"#nmsomaru02_jin03::OnMyMobDead";
+ monster "que_qaru02",255,340,"Keeper Of The Temple",1933,1,"#nmsomaru02_jin03::OnMyMobDead";
+ monster "que_qaru02",254,337,"Keeper Of The Temple",1933,1,"#nmsomaru02_jin03::OnMyMobDead";
+ monster "que_qaru02",253,336,"Keeper Of The Temple",1933,1,"#nmsomaru02_jin03::OnMyMobDead";
+ monster "que_qaru02",250,336,"Keeper Of The Temple",1933,1,"#nmsomaru02_jin03::OnMyMobDead";
+ monster "que_qaru02",249,337,"Keeper Of The Temple",1933,1,"#nmsomaru02_jin03::OnMyMobDead";
+ monster "que_qaru02",248,340,"Keeper Of The Temple",1933,1,"#nmsomaru02_jin03::OnMyMobDead";
+ monster "que_qaru02",248,341,"Keeper Of The Temple",1933,1,"#nmsomaru02_jin03::OnMyMobDead";
+ end;
+
+OnTimer240000:
+ monster "que_qaru02",250,343,"Keeper Of The Temple",1933,1,"#nmsomaru02_jin03::OnMyMobDead";
+ monster "que_qaru02",252,343,"Keeper Of The Temple",1933,1,"#nmsomaru02_jin03::OnMyMobDead";
+ monster "que_qaru02",254,342,"Keeper Of The Temple",1933,1,"#nmsomaru02_jin03::OnMyMobDead";
+ monster "que_qaru02",255,340,"Keeper Of The Temple",1933,1,"#nmsomaru02_jin03::OnMyMobDead";
+ monster "que_qaru02",255,338,"Keeper Of The Temple",1933,1,"#nmsomaru02_jin03::OnMyMobDead";
+ monster "que_qaru02",253,336,"Keeper Of The Temple",1933,1,"#nmsomaru02_jin03::OnMyMobDead";
+ monster "que_qaru02",250,336,"Keeper Of The Temple",1933,1,"#nmsomaru02_jin03::OnMyMobDead";
+ monster "que_qaru02",248,338,"Keeper Of The Temple",1933,1,"#nmsomaru02_jin03::OnMyMobDead";
+ monster "que_qaru02",248,340,"Keeper Of The Temple",1933,1,"#nmsomaru02_jin03::OnMyMobDead";
+ monster "que_qaru02",249,342,"Keeper Of The Temple",1933,1,"#nmsomaru02_jin03::OnMyMobDead";
+ end;
+
+OnTimer360000:
+ monster "que_qaru02",250,343,"Keeper Of The Temple",1933,1,"#nmsomaru02_jin03::OnMyMobDead";
+ monster "que_qaru02",252,343,"Keeper Of The Temple",1933,1,"#nmsomaru02_jin03::OnMyMobDead";
+ monster "que_qaru02",254,342,"Keeper Of The Temple",1933,1,"#nmsomaru02_jin03::OnMyMobDead";
+ monster "que_qaru02",255,340,"Keeper Of The Temple",1933,1,"#nmsomaru02_jin03::OnMyMobDead";
+ monster "que_qaru02",255,338,"Keeper Of The Temple",1933,1,"#nmsomaru02_jin03::OnMyMobDead";
+ monster "que_qaru02",253,336,"Keeper Of The Temple",1933,1,"#nmsomaru02_jin03::OnMyMobDead";
+ monster "que_qaru02",251,336,"Keeper Of The Temple",1933,1,"#nmsomaru02_jin03::OnMyMobDead";
+ monster "que_qaru02",249,337,"Keeper Of The Temple",1933,1,"#nmsomaru02_jin03::OnMyMobDead";
+ monster "que_qaru02",248,339,"Keeper Of The Temple",1933,1,"#nmsomaru02_jin03::OnMyMobDead";
+ monster "que_qaru02",248,341,"Keeper Of The Temple",1933,1,"#nmsomaru02_jin03::OnMyMobDead";
+ stopnpctimer;
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qaru02,2,10,0 script #aru02_stone03 844,{
+OnEnable:
+ monster "que_qaru02",251,343,"Northern Magic Guardian",1933,1,"#aru02_stone03::OnMyMobDead";
+ monster "que_qaru02",252,343,"Northern Magic Guardian",1933,1,"#aru02_stone03::OnMyMobDead";
+ monster "que_qaru02",255,341,"Northern Magic Guardian",1933,1,"#aru02_stone03::OnMyMobDead";
+ monster "que_qaru02",255,340,"Northern Magic Guardian",1933,1,"#aru02_stone03::OnMyMobDead";
+ monster "que_qaru02",254,337,"Northern Magic Guardian",1933,1,"#aru02_stone03::OnMyMobDead";
+ monster "que_qaru02",253,336,"Northern Magic Guardian",1933,1,"#aru02_stone03::OnMyMobDead";
+ monster "que_qaru02",250,336,"Northern Magic Guardian",1933,1,"#aru02_stone03::OnMyMobDead";
+ monster "que_qaru02",249,337,"Northern Magic Guardian",1933,1,"#aru02_stone03::OnMyMobDead";
+ monster "que_qaru02",248,340,"Northern Magic Guardian",1933,1,"#aru02_stone03::OnMyMobDead";
+ monster "que_qaru02",248,341,"Northern Magic Guardian",1933,1,"#aru02_stone03::OnMyMobDead";
+ end;
+
+Onreset:
+ killmonster "que_qaru02","#aru02_stone03::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ if (mobcount("que_qaru02","#aru02_stone03::OnMyMobDead") == 0) {
+ set $gqse_aru02_nm,$gqse_aru02_nm+1;
+ donpcevent "#nmsomaru02_jin03::OnDisable";
+
+ if ($gqse_aru02_nm == 3) {
+ donpcevent "Wish Maiden#aru02_boss::Onfight";
+ }
+ }
+ end;
+}
+
+que_qaru02,235,285,5 script Guard of Shadow#aru02_01 1752,4,4,{
+OnInit:
+ disablenpc "Guard of Shadow#aru02_01";
+ end;
+
+OnDisable:
+ killmonster "que_qaru02","Guard of Shadow#aru02_01::OnMyMobDead";
+ disablenpc "Guard of Shadow#aru02_01";
+ end;
+
+OnTouch:
+ disablenpc "Guard of Shadow#aru02_01";
+ monster "que_qaru02",234,284,"Guard of Shadow",1752,1,"Guard of Shadow#aru02_01::OnMyMobDead";
+ monster "que_qaru02",235,285,"Guard of Shadow",1752,1,"Guard of Shadow#aru02_01::OnMyMobDead";
+ monster "que_qaru02",236,286,"Guard of Shadow",1752,1,"Guard of Shadow#aru02_01::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qaru02,224,290,5 script Guard of Shadow#aru02_02 1752,4,4,{
+OnInit:
+ disablenpc "Guard of Shadow#aru02_02";
+ end;
+
+OnDisable:
+ killmonster "que_qaru02","Guard of Shadow#aru02_02::OnMyMobDead";
+ disablenpc "Guard of Shadow#aru02_02";
+ end;
+
+OnTouch:
+ disablenpc "Guard of Shadow#aru02_02";
+ monster "que_qaru02",223,289,"Guard of Shadow",1752,1,"Guard of Shadow#aru02_02::OnMyMobDead";
+ monster "que_qaru02",224,290,"Guard of Shadow",1752,1,"Guard of Shadow#aru02_02::OnMyMobDead";
+ monster "que_qaru02",225,291,"Guard of Shadow",1752,1,"Guard of Shadow#aru02_02::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qaru02,236,296,5 script Guard of Shadow#aru02_03 1752,4,4,{
+OnInit:
+ disablenpc "Guard of Shadow#aru02_03";
+ end;
+
+OnDisable:
+ killmonster "que_qaru02","Guard of Shadow#aru02_03::OnMyMobDead";
+ disablenpc "Guard of Shadow#aru02_03";
+ end;
+
+OnTouch:
+ disablenpc "Guard of Shadow#aru02_03";
+ monster "que_qaru02",235,295,"Guard of Shadow",1752,1,"Guard of Shadow#aru02_03::OnMyMobDead";
+ monster "que_qaru02",236,296,"Guard of Shadow",1752,1,"Guard of Shadow#aru02_03::OnMyMobDead";
+ monster "que_qaru02",237,297,"Guard of Shadow",1752,1,"Guard of Shadow#aru02_03::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qaru02,225,303,5 script Guard of Shadow#aru02_04 1752,4,4,{
+OnInit:
+ disablenpc "Guard of Shadow#aru02_04";
+ end;
+
+OnDisable:
+ killmonster "que_qaru02","Guard of Shadow#aru02_04::OnMyMobDead";
+ disablenpc "Guard of Shadow#aru02_04";
+ end;
+
+OnTouch:
+ disablenpc "Guard of Shadow#aru02_04";
+ monster "que_qaru02",224,302,"Guard of Shadow",1752,1,"Guard of Shadow#aru02_04::OnMyMobDead";
+ monster "que_qaru02",225,303,"Guard of Shadow",1752,1,"Guard of Shadow#aru02_04::OnMyMobDead";
+ monster "que_qaru02",226,304,"Guard of Shadow",1752,1,"Guard of Shadow#aru02_04::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qaru02,266,296,3 script Bloody Hunter#aru02_ac01 1753,4,4,{
+OnInit:
+ disablenpc "Bloody Hunter#aru02_ac01";
+ end;
+
+OnDisable:
+ killmonster "que_qaru02","Bloody Hunter#aru02_ac01::OnMyMobDead";
+ disablenpc "Bloody Hunter#aru02_ac01";
+ end;
+
+OnTouch:
+ disablenpc "Bloody Hunter#aru02_ac01";
+ monster "que_qaru02",265,297,"Bloody Hunter",1753,1,"Bloody Hunter#aru02_ac01::OnMyMobDead";
+ monster "que_qaru02",266,296,"Bloody Hunter",1753,1,"Bloody Hunter#aru02_ac01::OnMyMobDead";
+ monster "que_qaru02",267,295,"Bloody Hunter",1753,1,"Bloody Hunter#aru02_ac01::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qaru02,271,283,3 script Bloody Hunter#aru02_ac02 1753,4,4,{
+OnInit:
+ disablenpc "Bloody Hunter#aru02_ac02";
+ end;
+
+OnDisable:
+ killmonster "que_qaru02","Bloody Hunter#aru02_ac02::OnMyMobDead";
+ disablenpc "Bloody Hunter#aru02_ac02";
+ end;
+
+OnTouch:
+ disablenpc "Bloody Hunter#aru02_ac02";
+ monster "que_qaru02",270,284,"Bloody Hunter",1753,1,"Bloody Hunter#aru02_ac02::OnMyMobDead";
+ monster "que_qaru02",271,283,"Bloody Hunter",1753,1,"Bloody Hunter#aru02_ac02::OnMyMobDead";
+ monster "que_qaru02",272,282,"Bloody Hunter",1753,1,"Bloody Hunter#aru02_ac02::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qaru02,270,307,3 script Bloody Hunter#aru02_ac03 1753,4,4,{
+OnInit:
+ disablenpc "Bloody Hunter#aru02_ac03";
+ end;
+
+OnDisable:
+ killmonster "que_qaru02","Bloody Hunter#aru02_ac03::OnMyMobDead";
+ disablenpc "Bloody Hunter#aru02_ac03";
+ end;
+
+OnTouch:
+ disablenpc "Bloody Hunter#aru02_ac03";
+ monster "que_qaru02",269,308,"Bloody Hunter",1753,1,"Bloody Hunter#aru02_ac03::OnMyMobDead";
+ monster "que_qaru02",270,307,"Bloody Hunter",1753,1,"Bloody Hunter#aru02_ac03::OnMyMobDead";
+ monster "que_qaru02",271,306,"Bloody Hunter",1753,1,"Bloody Hunter#aru02_ac03::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qaru02,279,300,3 script Bloody Hunter#aru02_ac04 1753,4,4,{
+OnInit:
+ disablenpc "Bloody Hunter#aru02_ac04";
+ end;
+
+OnDisable:
+ killmonster "que_qaru02","Bloody Hunter#aru02_ac04::OnMyMobDead";
+ disablenpc "Bloody Hunter#aru02_ac04";
+ end;
+
+OnTouch:
+ disablenpc "Bloody Hunter#aru02_ac04";
+ monster "que_qaru02",278,301,"Bloody Hunter",1753,1,"Bloody Hunter#aru02_ac04::OnMyMobDead";
+ monster "que_qaru02",279,300,"Bloody Hunter",1753,1,"Bloody Hunter#aru02_ac04::OnMyMobDead";
+ monster "que_qaru02",280,299,"Bloody Hunter",1753,1,"Bloody Hunter#aru02_ac04::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qaru02,247,330,5 script Temple Keeper#aru02_ac01 1933,4,4,{
+OnInit:
+ disablenpc "Temple Keeper#aru02_ac01";
+ end;
+
+OnDisable:
+ killmonster "que_qaru02","Temple Keeper#aru02_ac01::OnMyMobDead";
+ disablenpc "Temple Keeper#aru02_ac01";
+ end;
+
+OnTouch:
+ disablenpc "Temple Keeper#aru02_ac01";
+ monster "que_qaru02",246,330,"Keeper Of The Temple",1933,1,"Temple Keeper#aru02_ac01::OnMyMobDead";
+ monster "que_qaru02",247,330,"Keeper Of The Temple",1933,1,"Temple Keeper#aru02_ac01::OnMyMobDead";
+ monster "que_qaru02",248,330,"Keeper Of The Temple",1933,1,"Temple Keeper#aru02_ac01::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qaru02,255,330,3 script Temple Keeper#aru02_ac02 1933,4,4,{
+OnInit:
+ disablenpc "Temple Keeper#aru02_ac02";
+ end;
+
+OnDisable:
+ killmonster "que_qaru02","Temple Keeper#aru02_ac02::OnMyMobDead";
+ disablenpc "Temple Keeper#aru02_ac02";
+ end;
+
+OnTouch:
+ disablenpc "Temple Keeper#aru02_ac02";
+ monster "que_qaru02",254,330,"Keeper Of The Temple",1933,1,"Temple Keeper#aru02_ac02::OnMyMobDead";
+ monster "que_qaru02",255,330,"Keeper Of The Temple",1933,1,"Temple Keeper#aru02_ac02::OnMyMobDead";
+ monster "que_qaru02",256,330,"Keeper Of The Temple",1933,1,"Temple Keeper#aru02_ac02::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qaru02,251,255,3 script Wish Maiden#aru02_boss 1931,{
+OnInit:
+ hideonnpc "Wish Maiden#aru02_boss";
+ end;
+
+OnDisable:
+ killmonster "que_qaru02","Wish Maiden#aru02_boss::OnMyMobDead";
+ hideonnpc "Wish Maiden#aru02_boss";
+ stopnpctimer;
+ end;
+
+Onfight:
+ initnpctimer;
+ end;
+
+OnTimer1000:
+ mapannounce "que_qaru02","Wish Maiden : You guys reached here.. Are your guardians dead...?",bc_map,"0x00ff00";
+ end;
+
+OnTimer4000:
+ mapannounce "que_qaru02","Wish Maiden : I sincerely welcome all your best efforts!",bc_map,"0x00ff00";
+ end;
+
+OnTimer5000:
+ specialeffect EF_ICECRASH;
+ hideonnpc "Wish Maiden#aru02_boss";
+ specialeffect EF_SPHERE;
+ monster "que_qaru02",252,340,"Wish Maiden",1931,1,"Wish Maiden#aru02_boss::OnMyMobDead";
+ stopnpctimer;
+ end;
+
+OnMyMobDead:
+ if (mobcount("que_qaru02","Wish Maiden#aru02_boss::OnMyMobDead") == 0) {
+ donpcevent "#okolnir_aru02::Onstop";
+ donpcevent "Wish Maiden#aru02_gift::OnEnable";
+ mapannounce "que_qaru02","Wish Maiden : ..Good, you deserve the Goddess' shine.",bc_map,"0x00ff00";
+ }
+ end;
+}
+
+que_qaru02,252,340,3 script Wish Maiden#aru02_gift 403,{
+ set .@GID, GetCastleData("arug_cas02",1);
+ if (getcharid(2) == .@GID) {
+ if (strcharinfo(0) == getguildmaster(.@GID)) {
+ if ((countitem(7835) > 0) && (countitem(7836) > 0) && (countitem(7837) > 0) && (countitem(7838) > 0) && (countitem(2513) > 0) && (countitem(7291) > 9) && (countitem(7293) > 9) && (countitem(7063) > 99) && (countitem(985) > 19)) {
+ cutin "wish_maiden12",1;
+ mes "[Wish Maiden]";
+ mes "As I declared, I will give the Goddess' shine to you.";
+ mes "You have the requirements to carry it...";
+ next;
+ mes "[Wish Maiden]";
+ mes "You will be granted the power of the great Valkyrie...";
+ next;
+ mes "[Wish Maiden]";
+ mes "I will give you some things for fun.";
+ mes "All of you enjoy them together...";
+ next;
+ mes "[Wish Maiden]";
+ mes "Go to Rachel and Juno to meet the Ravies sisters.";
+ next;
+ cutin "wish_maiden32",1;
+ mes "[Wish Maiden]";
+ mes "I will open the gate for you to come back here.";
+ mes "...Okolnir won't last forever...";
+ delitem 7835,1; //Dusk_Glow
+ delitem 7836,1; //Dawn_Essence
+ delitem 7837,1; //Cold_Moonlight
+ delitem 7838,1; //Hazy_Starlight
+ delitem 2513,1; //Celestial_Robe
+ delitem 7063,100; //Soft_Feather
+ delitem 7291,10; //Agate
+ delitem 7293,10; //Rose_Quartz
+ delitem 985,20; //Elunium
+ getitem 2541,1; //Asprika
+ getitem 7840,1; //Valkyrie_Gift
+ announce "["+ strcharinfo(0) +"], of guild ["+ GetGuildName(.@GID) +"] has brought a Asprika into this world.",bc_all,"0x70dbdb";
+ close2;
+ cutin "wish_maiden11",255;
+ disablenpc "Wish Maiden#aru02_gift";
+ enablenpc "#to_agit_aru02_gate";
+ end;
+ }
+ else {
+ cutin "wish_maiden13",1;
+ mes "[Wish Maiden]";
+ mes "As I declared, you are worthy of holding the Asprika.";
+ mes "However, you do not have the requirements on you...";
+ next;
+ mes "[Wish Maiden]";
+ mes "...Did you forget something?";
+ close2;
+ }
+ }
+ else {
+ cutin "wish_maiden12",1;
+ mes "[Wish Maiden]";
+ mes "� All of you worked together as a team...";
+ mes "Humans are strong when they are united, but are easily swayed by lust.";
+ next;
+ mes "[Wish Maiden]";
+ mes "Humans are imperfect, so their chief god is there for them when they need help.";
+ mes "....";
+ next;
+ mes "[Wish Maiden]";
+ mes "Always be real.";
+ mes "Do not regret your actions...";
+ close2;
+ }
+ }
+ cutin "wish_maiden11",255;
+ end;
+
+OnInit:
+ disablenpc "Wish Maiden#aru02_gift";
+ end;
+
+OnEnable:
+ enablenpc "Wish Maiden#aru02_gift";
+ initnpctimer;
+ end;
+
+OnDisable:
+ disablenpc "Wish Maiden#aru02_gift";
+ stopnpctimer;
+ end;
+
+OnTimer280000:
+ mapannounce "que_qaru02","Wish Maiden : ... Okolnir will soon disappear... I will send you back to where you originally came from.",bc_map,"0x00ff00";
+ end;
+
+OnTimer290000:
+ mapwarp "que_qaru02","arug_cas02",349,355;
+ donpcevent "#to_agit_aru02_gate::OnDisable";
+ end;
+
+OnTimer300000:
+ donpcevent "#okolnir_aru02::OnDisable";
+ set $gqse_aru02_miro,0;
+ set $gqse_aru02_pcc,0;
+ set $gqse_aru02_gd,0;
+ set $gqse_aru02_nm,0;
+ set $siz_aru02_on,2;
+ donpcevent "#okolnir_aru02_time01::OnEnable";
+ stopnpctimer;
+ end;
+}
+
+que_qaru02,252,339,0 script #to_agit_aru02_gate 45,1,1,{
+OnInit:
+ disablenpc "#to_agit_aru02_gate";
+ end;
+
+OnTouch:
+ warp "arug_cas02",349,355;
+ end;
+}
+
+que_qaru02,1,6,0 script #okolnir_aru02_time01 844,{
+OnInit:
+ if ($siz_aru02_on == 2) {
+ initnpctimer;
+ }
+ end;
+
+OnEnable:
+ set $gqse_aru02_time,0;
+ initnpctimer;
+ end;
+
+Onreset:
+ set $siz_aru02_on,0;
+ set $gqse_aru02_time,0;
+ stopnpctimer;
+ end;
+
+OnTimer3600000:
+ if ($gqse_aru02_time < 12) {
+ set $gqse_aru02_time,$gqse_aru02_time+1;
+ initnpctimer;
+ }
+ else if ($gqse_aru02_time == 12) {
+ set $siz_aru02_on,0;
+ set $gqse_aru02_time,0;
+ enablenpc "Wish Maiden#gq_aru02";
+ enablenpc "Piamette#aru02";
+ hideoffnpc "Wish Maiden#aru02_boss";
+ stopnpctimer;
+ }
+ end;
+}
+
+que_qaru02,116,313,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qaru02,120,285,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qaru02,117,236,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qaru02,103,223,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qaru02,85,204,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qaru02,79,186,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qaru02,73,167,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qaru02,68,150,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qaru02,71,128,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qaru02,69,118,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qaru02,117,78,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qaru02,110,79,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qaru02,141,80,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qaru02,158,84,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qaru02,193,104,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qaru02,119,269,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qaru02,155,77,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qaru02,110,317,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qaru02,115,295,0,0 monster Garden Watcher 1933,1,1200000,0,0
+que_qaru02,116,256,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qaru02,113,242,0,0 monster Garden Watcher 1933,1,1200000,0,0
+que_qaru02,99,223,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qaru02,94,216,0,0 monster Garden Watcher 1933,1,1200000,0,0
+que_qaru02,77,198,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qaru02,70,174,0,0 monster Garden Watcher 1933,1,1200000,0,0
+que_qaru02,72,147,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qaru02,64,134,0,0 monster Garden Watcher 1933,1,1200000,0,0
+que_qaru02,77,107,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qaru02,84,88,0,0 monster Garden Watcher 1933,1,1200000,0,0
+que_qaru02,98,82,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qaru02,129,79,0,0 monster Garden Watcher 1933,1,1200000,0,0
+que_qaru02,91,124,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qaru02,173,95,0,0 monster Garden Watcher 1933,1,1200000,0,0
+que_qaru02,179,127,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qaru02,195,120,0,0 monster Garden Watcher 1933,1,1200000,0,0
+que_qaru02,178,159,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qaru02,88,145,0,0 monster Garden Watcher 1933,1,1200000,0,0
+que_qaru02,94,157,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qaru02,95,177,0,0 monster Garden Watcher 1933,1,1200000,0,0
+que_qaru02,129,196,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qaru02,154,196,0,0 monster Garden Watcher 1933,1,1200000,0,0
+que_qaru02,170,187,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qaru02,194,180,0,0 monster Garden Watcher 1933,1,1200000,0,0
+que_qaru02,214,181,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qaru02,243,199,0,0 monster Garden Watcher 1933,1,1200000,0,0
diff --git a/npc/pre-re/quests/okolnir/godse_aru03.txt b/npc/pre-re/quests/okolnir/godse_aru03.txt
new file mode 100644
index 000000000..e2d7c3831
--- /dev/null
+++ b/npc/pre-re/quests/okolnir/godse_aru03.txt
@@ -0,0 +1,3287 @@
+//===== rAthena Script =======================================
+//= Falicious Okolnir - Valfreja 3
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.3
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= God Item SE Creation scipt (Asprika)
+//===== Additional Comments: =================================
+//= 1.0 First version. [L0ne_W0lf]
+//= 1.1 First round of bug fixes. (bugreport:3085) [L0ne_W0lf]
+//= Fixed two spawn locations of the key stones in Piamete's room.
+//= Fixed calling an event that doesn't exist when killing Piamete.
+//= Fixed the Wish Maiden not enabling when the boss is killed.
+//= Fixed two NPC named that were missed when translating.
+//= Fixed Dialog that was overlooked in some files and not others.
+//= 1.2 More bug fixes, sorry it took so long. [L0ne_W0lf]
+//= Fixed message on the portal when the okolnir section is full.
+//= Corrected non-angry Piamette not disabling.
+//= Removed extra dialog that was used in the Brynhild quest.
+//= 1.2a Fixed Wish maiden asking for soft feathers. [L0ne_W0lf]
+//= 1.3 Corrected invalid coordinates in maze. (bugreport:4220)
+//= Corrected typo in Guard of Shadow NPC.
+//============================================================
+
+arug_cas03,324,161,3 script Guide#gq_aru03 899,{
+ set .@GID, GetCastleData("arug_cas03",1);
+ if (getcharid(2) == .@GID) {
+ if ($siz_aru03_on == 0) {
+ mes "[Guide]";
+ mes "This castle has a hidden secret.";
+ mes "That is the ^4d4dff'Okolnir'^000000.";
+ next;
+ switch(select("About Okolnir.:Go to Okolnir.:Cancel.")) {
+ case 1:
+ mes "[Guide]";
+ mes "Okolnir is a kind of virtual realm...";
+ mes "I don't know how Okolnir exists, but I guess only Valkyrie knows.";
+ next;
+ mes "[Guide]";
+ mes "As you know this is a place to test the adventurers made by Valkyrie...";
+ mes "...you know the qualifications to enter Okolnir.";
+ next;
+ select("Qualifications?");
+ mes "[Guide]";
+ mes "Yes, Valkyrie definitely prefers strong adventurers.";
+ mes "Only the qualified can enter Okolnir and Valhalla.";
+ next;
+ mes "[Guide]";
+ mes "It only opens when everyone comes together to work it out.";
+ mes "The key is in the castle.";
+ next;
+ mes "[Guide]";
+ mes "If a castle's ^4d4dffeconomy is over 65 and defense also over 30^000000, this will be acceptable to access Okolnir.";
+ next;
+ mes "[Guide]";
+ mes "And, if you pass all of the tests given by Valkyrie in Okolnir!";
+ mes "You will also receive a mysterious gift.";
+ next;
+ mes "[Guide]";
+ mes "Would you like to try to enter here?";
+ close;
+ case 2:
+ set .@Defence,GetCastleData("arug_cas03",3);
+ set .@Economy,GetCastleData("arug_cas03",2);
+ if ((.@Economy > 64) && (.@Defence > 29)) {
+ mes "[Guide]";
+ mes "Great! Economy and Defense are OK.";
+ mes "You can enter Okolnir now....";
+ mes "Do you want to go there?";
+ next;
+ switch(select("Sure let's go there.:No.")) {
+ case 1:
+ if (countitem(7839) > 0) {
+ delitem 7839,countitem(7839); //Crystal_Key
+ }
+ mes "[Guide]";
+ mes "Ok......";
+ mes "Please follow me...";
+ close2;
+ warp "que_qaru03",346,32;
+ end;
+ case 2:
+ mes "[Guide]";
+ mes "You can try this anytime in the future...";
+ mes "If you are ready to protect this castle.";
+ close;
+ }
+ }
+ else {
+ mes "[Guide]";
+ mes "You are not qualified yet.";
+ mes "Please develop your castle more...";
+ close;
+ }
+ }
+ }
+ else if ($siz_aru03_on == 1) {
+ mes "[Guide]";
+ mes "... OK...";
+ mes "Good luck.";
+ next;
+ switch(select("Enter now.:No.")) {
+ case 1:
+ if (countitem(7839) > 0) {
+ delitem 7839,countitem(7839); //Crystal_Key
+ }
+ mes "[Guide]";
+ mes "Hope you get everything you want...";
+ close2;
+ warp "que_qaru03",346,32;
+ end;
+ case 2:
+ mes "[Guide]";
+ mes "Really?";
+ mes "Sorry to hear that.";
+ close;
+ }
+ }
+ else if ($siz_aru03_on == 2) {
+ mes "[Guide]";
+ mes "Building Okolnir needs quite a long time.";
+ mes "....even though it's only virtual...";
+ next;
+ mes "[Guide]";
+ mes "It takes about 12 -13 hours to create the virtual realm.";
+ close;
+ }
+ else {
+ mes "[Guide]";
+ mes "You'll have to wait.";
+ close;
+ }
+ }
+ else {
+ mes "[Guide]";
+ mes "... I've never seen you before.";
+ mes "You are strangers here. You'd better get out of here right now.";
+ close;
+ }
+ end;
+
+OnInit:
+ set $gqse_aru03_miro,0;
+ set $gqse_aru03_pcc,0;
+ set $gqse_aru03_gd,0;
+ set $gqse_aru03_nm,0;
+ if ($siz_aru03_on == 1) {
+ set $siz_aru03_on,0;
+ }
+ enablenpc "Guide#gq_aru03";
+ end;
+}
+
+que_qaru03,345,23,0 warp Gate02#gq_aru03 1,1,arug_cas03,321,153
+
+que_qaru03,345,82,3 script Wish Maiden#gq_aru03 403,{
+ set .@GID, GetCastleData("arug_cas03",1);
+ if (getcharid(2) == .@GID) {
+ cutin "wish_maiden31",1;
+ if (strcharinfo(0) == getguildmaster(.@GID)) {
+ mes "[Wish Maiden]";
+ mes "I am... Wish maiden.";
+ mes "Mourning in this virtual realm, Okolnir.";
+ mes "On behalf of the humanbeings who defeated God here.";
+ next;
+ if ((countitem(7835) > 0) && (countitem(7836) > 0) && (countitem(7837) > 0) && (countitem(7838) > 0) && (countitem(2513) > 0) && (countitem(7291) > 9) && (countitem(7293) > 9) && (countitem(7063) > 99) && (countitem(985) > 19)) {
+ cutin "wish_maiden11",1;
+ mes "[Wish Maiden]";
+ mes "Are you ready to endure the trials to get the Goddess' glory?";
+ next;
+ switch(select("Yes, I am:Sorry, I'll try later")) {
+ case 1:
+ cutin "wish_maiden12",1;
+ mes "[Wish Maiden]";
+ mes "I will test whether or not you deserve the Goddess shine...";
+ mes "Isn't it simple?";
+ next;
+ mes "[Wish Maiden]";
+ mes "Okolnir is a virtual place.";
+ mes "There is no room for error there.";
+ mes "^ff0000You only have one hour.^000000";
+ next;
+ cutin "wish_maiden31",1;
+ mes "[Wish Maiden]";
+ mes "If you have not finished in that time, Okolnir will be destroyed, and I will go to rest.";
+ mes "You will have to wait again...";
+ next;
+ mes "[Wish Maiden]";
+ mes "Are you ready to go through?";
+ mes "^4d4dffYou need to have 16 to 20 members present^000000.";
+ next;
+ cutin "wish_maiden11",1;
+ mes "[Wish Maiden]";
+ mes "I will open the gate of Okolnir if your members are ready.";
+ next;
+ switch(select("We are ready.:We need more time.")) {
+ case 1:
+ set .@saram,getmapusers("que_qaru03");
+ if (((.@saram > 15) && (.@saram < 21)) || (getgmlevel() == 99)) {
+ cutin "wish_maiden12",1;
+ mes "[Wish Maiden]";
+ mes "Now I will open the gate of Okolnir where I am.";
+ mes "I will wait for you on the top of Okolnir...";
+ next;
+ mes "[Wish Maiden]";
+ mes "I hope that you can complete all of the trials before the virtual Okolnir is destroyed...";
+ mes "Good luck.";
+ mapannounce "que_qaru03","Wish Maiden: The gate of Okolnir is open! Don't forget you only have one hour.",bc_map,"0x00ff00";
+ close2;
+ set $gqse_aru03_pcc,.@saram;
+ set $siz_aru03_on,1;
+ donpcevent "#okolnir_aru03::OnEnable";
+ disablenpc "Wish Maiden#gq_aru03";
+ cutin "wish_maiden11",255;
+ announce "["+ strcharinfo(0) +"], of the guild ["+ GetGuildName(.@GID) +"] has opened the gates to the realm of Okolnir.",bc_all,"0x70dbdb";
+ end;
+ }
+ else {
+ cutin "wish_maiden13",1;
+ mes "[Wish Maiden]";
+ mes "You need to have 16 to 20 members present to open the gate of Okolnir.";
+ mes "Come back when you are ready.";
+ close2;
+ }
+ break;
+ case 2:
+ cutin "wish_maiden13",1;
+ mes "[Wish Maiden]";
+ mes "Don't hesitate to try.";
+ mes "You should catch the chance when it comes to you.";
+ mes "Just gather your fellow members.";
+ close2;
+ }
+ break;
+ case 2:
+ cutin "wish_maiden32",1;
+ mes "[Wish Maiden]";
+ mes "... Are you afraid of";
+ mes "the trials facing you?";
+ mes "....";
+ next;
+ cutin "wish_maiden13",1;
+ mes "[Wish Maiden]";
+ mes "Do you think that you can defeat the Goddess shine easily?";
+ mes "I feel disappointed by all of you.";
+ mes "Just go away...";
+ close2;
+ }
+ }
+ else {
+ cutin "wish_maiden11",1;
+ mes "[Wish Maiden]";
+ mes "Do you wish to enter?";
+ mes "Only those prepared may enter here.";
+ mes "You must bring several items to enter Okolnir.";
+ next;
+ mes "[Wish Maiden]";
+ mes "Dusk Glow";
+ mes "Dawn Essence";
+ mes "Cold Moonlight";
+ mes "Hazy Starlight.";
+ next;
+ mes "[Wish Maiden]";
+ mes "Please bring those four things, 10 Agate, 10 Rose Quartz, and 20 Elunium,";
+ mes "a Heavenly Maiden's Robe, as well as Soft feathers.";
+ next;
+ mes "[Wish Maiden]";
+ mes "Once all of those are prepared, the gate will open.";
+ next;
+ mes "[Wish Maiden]";
+ mes ".... ";
+ mes "...........The Goddess shines brightly down on you, you should be stronger to deserve it...";
+ next;
+ mes "[Wish Maiden]";
+ mes "Remember...";
+ mes "You need to collect many soft feathers.";
+ mes "I hope that your dreams come true.";
+ next;
+ mes "[Wish Maiden]";
+ mes "I will answer all your requests if you bring these to me.";
+ close2;
+ }
+ }
+ else {
+ cutin "wish_maiden31",1;
+ mes "[Wish Maiden]";
+ mes "I am... Wish maiden.";
+ mes "Mourning in this virtual realm, Okolnir.";
+ mes "On behalf of the humanbeings who defeated God here.";
+ next;
+ mes "[Wish Maiden]";
+ mes "Bring me the one who brought you to this place.";
+ mes ".. Deliver him to my will.";
+ close2;
+ }
+ }
+ else {
+ cutin "wish_maiden13",1;
+ mes "[Wish Maiden]";
+ mes "...You are not qualified.";
+ close2;
+ percentheal -100,0;
+ cutin "wish_maiden11",255;
+ end;
+ }
+ cutin "wish_maiden11",255;
+ end;
+
+OnInit:
+ if ($siz_aru03_on == 0) {
+ enablenpc "Wish Maiden#gq_aru03";
+ }
+ else {
+ disablenpc "Wish Maiden#gq_aru03";
+ }
+ end;
+}
+
+que_qaru03,346,81,0 script Gate01#gq_aru03 45,1,1,{
+ end;
+
+OnInit:
+ disablenpc "Gate01#gq_aru03";
+ end;
+
+OnEnable:
+ enablenpc "Gate01#gq_aru03";
+ setcell "que_qaru03",58,302,63,302,cell_walkable,0;
+ setcell "que_qaru03",58,302,63,302,cell_shootable,0;
+ end;
+
+OnDisable:
+ disablenpc "Gate01#gq_aru03";
+ killmonsterall "que_qaru03";
+ end;
+
+OnTouch:
+ set .@saram,getmapusers("que_qaru03");
+ if (.@saram < 21) {
+ if ($gqse_aru03_miro == $gqse_aru03_pcc) {
+ set .@point,rand(1,5);
+ if (.@point == 1) {
+ warp "que_qaru03",72,271;
+ end;
+ }
+ else if (.@point == 2) {
+ warp "que_qaru03",45,243;
+ end;
+ }
+ else if (.@point == 3) {
+ warp "que_qaru03",102,248;
+ end;
+ }
+ else if (.@point == 4) {
+ warp "que_qaru03",102,300;
+ end;
+ }
+ else {
+ warp "que_qaru03",46,300;
+ end;
+ }
+ }
+ else if ($gqse_aru03_miro == 0) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qaru03",77,271,strcharinfo(0),1652,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qaru03",77,271,strcharinfo(0),1659,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qaru03",77,271,strcharinfo(0),1662,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qaru03",77,271,strcharinfo(0),1663,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qaru03",77,271,strcharinfo(0),1660,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qaru03",77,271,strcharinfo(0),1661,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ else {
+ monster "que_qaru03",77,271,strcharinfo(0),1652,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ set $gqse_aru03_miro,1;
+ warp "que_qaru03",72,271;
+ end;
+ }
+ else if ($gqse_aru03_miro == 1) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qaru03",63,278,strcharinfo(0),1652,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qaru03",63,278,strcharinfo(0),1659,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qaru03",63,278,strcharinfo(0),1662,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qaru03",63,278,strcharinfo(0),1663,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qaru03",63,278,strcharinfo(0),1660,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qaru03",63,278,strcharinfo(0),1661,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ else {
+ monster "que_qaru03",63,278,strcharinfo(0),1652,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ set $gqse_aru03_miro,2;
+ warp "que_qaru03",63,282;
+ end;
+ }
+ else if ($gqse_aru03_miro == 2) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qaru03",63,294,strcharinfo(0),1652,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qaru03",63,294,strcharinfo(0),1659,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qaru03",63,294,strcharinfo(0),1662,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qaru03",63,294,strcharinfo(0),1663,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qaru03",63,294,strcharinfo(0),1660,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qaru03",63,294,strcharinfo(0),1661,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ else {
+ monster "que_qaru03",63,294,strcharinfo(0),1652,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ set $gqse_aru03_miro,3;
+ warp "que_qaru03",59,294;
+ end;
+ }
+ else if ($gqse_aru03_miro == 3) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qaru03",50,300,strcharinfo(0),1652,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qaru03",50,300,strcharinfo(0),1659,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qaru03",50,300,strcharinfo(0),1662,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qaru03",50,300,strcharinfo(0),1663,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qaru03",50,300,strcharinfo(0),1660,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qaru03",50,300,strcharinfo(0),1661,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ else {
+ monster "que_qaru03",50,300,strcharinfo(0),1652,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ set $gqse_aru03_miro,4;
+ warp "que_qaru03",46,300;
+ end;
+ }
+ else if ($gqse_aru03_miro == 4) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qaru03",51,280,strcharinfo(0),1652,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qaru03",51,280,strcharinfo(0),1659,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qaru03",51,280,strcharinfo(0),1662,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qaru03",51,280,strcharinfo(0),1663,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qaru03",51,280,strcharinfo(0),1660,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qaru03",51,280,strcharinfo(0),1661,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ else {
+ monster "que_qaru03",51,280,strcharinfo(0),1652,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ set $gqse_aru03_miro,5;
+ warp "que_qaru03",51,285;
+ end;
+ }
+ else if ($gqse_aru03_miro == 5) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qaru03",51,258,strcharinfo(0),1652,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qaru03",51,258,strcharinfo(0),1659,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qaru03",51,258,strcharinfo(0),1662,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qaru03",51,258,strcharinfo(0),1663,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qaru03",51,258,strcharinfo(0),1660,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qaru03",51,258,strcharinfo(0),1661,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ else {
+ monster "que_qaru03",51,258,strcharinfo(0),1652,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ set $gqse_aru03_miro,6;
+ warp "que_qaru03",51,262;
+ end;
+ }
+ else if ($gqse_aru03_miro == 6) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qaru03",49,243,strcharinfo(0),1652,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qaru03",49,243,strcharinfo(0),1659,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qaru03",49,243,strcharinfo(0),1662,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qaru03",49,243,strcharinfo(0),1663,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qaru03",49,243,strcharinfo(0),1660,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qaru03",49,243,strcharinfo(0),1661,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ else {
+ monster "que_qaru03",49,243,strcharinfo(0),1652,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ set $gqse_aru03_miro,7;
+ warp "que_qaru03",45,243;
+ end;
+ }
+ else if ($gqse_aru03_miro == 7) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qaru03",86,249,strcharinfo(0),1652,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qaru03",86,249,strcharinfo(0),1659,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qaru03",86,249,strcharinfo(0),1662,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qaru03",86,249,strcharinfo(0),1663,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qaru03",86,249,strcharinfo(0),1660,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qaru03",86,249,strcharinfo(0),1661,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ else {
+ monster "que_qaru03",86,249,strcharinfo(0),1652,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ set $gqse_aru03_miro,8;
+ warp "que_qaru03",82,249;
+ end;
+ }
+ else if ($gqse_aru03_miro == 8) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qaru03",102,243,strcharinfo(0),1652,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qaru03",102,243,strcharinfo(0),1659,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qaru03",102,243,strcharinfo(0),1662,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qaru03",102,243,strcharinfo(0),1663,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qaru03",102,243,strcharinfo(0),1660,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qaru03",102,243,strcharinfo(0),1661,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ else {
+ monster "que_qaru03",102,243,strcharinfo(0),1652,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ set $gqse_aru03_miro,9;
+ warp "que_qaru03",102,248;
+ end;
+ }
+ else if ($gqse_aru03_miro == 9) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qaru03",90,256,strcharinfo(0),1652,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qaru03",90,256,strcharinfo(0),1659,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qaru03",90,256,strcharinfo(0),1662,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qaru03",90,256,strcharinfo(0),1663,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qaru03",90,256,strcharinfo(0),1660,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qaru03",90,256,strcharinfo(0),1661,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ else {
+ monster "que_qaru03",90,256,strcharinfo(0),1652,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ set $gqse_aru03_miro,10;
+ warp "que_qaru03",90,260;
+ end;
+ }
+ else if ($gqse_aru03_miro == 10) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qaru03",90,283,strcharinfo(0),1652,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qaru03",90,283,strcharinfo(0),1659,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qaru03",90,283,strcharinfo(0),1662,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qaru03",90,283,strcharinfo(0),1663,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qaru03",90,283,strcharinfo(0),1660,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qaru03",90,283,strcharinfo(0),1661,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ else {
+ monster "que_qaru03",90,283,strcharinfo(0),1652,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ set $gqse_aru03_miro,11;
+ warp "que_qaru03",90,280;
+ end;
+ }
+ else if ($gqse_aru03_miro == 11) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qaru03",102,295,strcharinfo(0),1652,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qaru03",102,295,strcharinfo(0),1659,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qaru03",102,295,strcharinfo(0),1662,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qaru03",102,295,strcharinfo(0),1663,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qaru03",102,295,strcharinfo(0),1660,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qaru03",102,295,strcharinfo(0),1661,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ else {
+ monster "que_qaru03",102,295,strcharinfo(0),1652,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ set $gqse_aru03_miro,12;
+ warp "que_qaru03",102,300;
+ end;
+ }
+ else if ($gqse_aru03_miro == 12) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qaru03",96,285,strcharinfo(0),1652,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qaru03",96,285,strcharinfo(0),1659,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qaru03",96,285,strcharinfo(0),1662,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qaru03",96,285,strcharinfo(0),1663,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qaru03",96,285,strcharinfo(0),1660,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qaru03",96,285,strcharinfo(0),1661,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ else {
+ monster "que_qaru03",96,285,strcharinfo(0),1652,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ set $gqse_aru03_miro,13;
+ warp "que_qaru03",96,290;
+ end;
+ }
+ else if ($gqse_aru03_miro == 13) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qaru03",63,278,strcharinfo(0),1652,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qaru03",63,278,strcharinfo(0),1659,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qaru03",63,278,strcharinfo(0),1662,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qaru03",63,278,strcharinfo(0),1663,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qaru03",63,278,strcharinfo(0),1660,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qaru03",63,278,strcharinfo(0),1661,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ else {
+ monster "que_qaru03",63,278,strcharinfo(0),1652,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ set $gqse_aru03_miro,14;
+ warp "que_qaru03",63,282;
+ end;
+ }
+ else if ($gqse_aru03_miro == 14) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qaru03",65,243,strcharinfo(0),1652,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qaru03",65,243,strcharinfo(0),1659,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qaru03",65,243,strcharinfo(0),1662,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qaru03",65,243,strcharinfo(0),1663,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qaru03",65,243,strcharinfo(0),1660,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qaru03",65,243,strcharinfo(0),1661,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ else {
+ monster "que_qaru03",65,243,strcharinfo(0),1652,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ set $gqse_aru03_miro,15;
+ warp "que_qaru03",61,243;
+ end;
+ }
+ else if ($gqse_aru03_miro == 15) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qaru03",73,249,strcharinfo(0),1652,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qaru03",73,249,strcharinfo(0),1659,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qaru03",73,249,strcharinfo(0),1662,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qaru03",73,249,strcharinfo(0),1663,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qaru03",73,249,strcharinfo(0),1660,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qaru03",73,249,strcharinfo(0),1661,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ else {
+ monster "que_qaru03",73,249,strcharinfo(0),1652,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ set $gqse_aru03_miro,16;
+ warp "que_qaru03",70,249;
+ end;
+ }
+ else if ($gqse_aru03_miro == 16) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qaru03",102,275,strcharinfo(0),1652,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qaru03",102,275,strcharinfo(0),1659,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qaru03",102,275,strcharinfo(0),1662,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qaru03",102,275,strcharinfo(0),1663,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qaru03",102,275,strcharinfo(0),1660,1,"#Gate_manager_aru03::OnMyMobDead";
+ end;
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qaru03",102,275,strcharinfo(0),1661,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ else {
+ monster "que_qaru03",102,275,strcharinfo(0),1652,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ set $gqse_aru03_miro,17;
+ warp "que_qaru03",102,282;
+ end;
+ }
+ else if ($gqse_aru03_miro == 17) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qaru03",70,300,strcharinfo(0),1652,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qaru03",70,300,strcharinfo(0),1659,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qaru03",70,300,strcharinfo(0),1662,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qaru03",70,300,strcharinfo(0),1663,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qaru03",70,300,strcharinfo(0),1660,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qaru03",70,300,strcharinfo(0),1661,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ else {
+ monster "que_qaru03",70,300,strcharinfo(0),1652,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ set $gqse_aru03_miro,18;
+ warp "que_qaru03",66,300;
+ end;
+ }
+ else if ($gqse_aru03_miro == 18) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qaru03",57,255,strcharinfo(0),1652,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qaru03",57,255,strcharinfo(0),1659,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qaru03",57,255,strcharinfo(0),1662,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qaru03",57,255,strcharinfo(0),1663,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qaru03",57,255,strcharinfo(0),1660,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qaru03",57,255,strcharinfo(0),1661,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ else {
+ monster "que_qaru03",57,255,strcharinfo(0),1652,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ set $gqse_aru03_miro,19;
+ warp "que_qaru03",57,258;
+ end;
+ }
+ else if ($gqse_aru03_miro == 19) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qaru03",84,277,strcharinfo(0),1652,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qaru03",84,277,strcharinfo(0),1659,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qaru03",84,277,strcharinfo(0),1662,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qaru03",84,277,strcharinfo(0),1663,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qaru03",84,277,strcharinfo(0),1660,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qaru03",84,277,strcharinfo(0),1661,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ else {
+ monster "que_qaru03",84,277,strcharinfo(0),1652,1,"#Gate_manager_aru03::OnMyMobDead";
+ }
+ set $gqse_aru03_miro,20;
+ warp "que_qaru03",84,280;
+ end;
+ }
+ }
+ else {
+ mes "There are too many people, you can't enter.";
+ close;
+ }
+ end;
+}
+
+que_qaru03,1,4,0 script #Gate_manager_aru03 844,{
+OnMyMobDead:
+ if ($gqse_aru03_miro == $gqse_aru03_pcc) {
+ if (mobcount("que_qaru03","#Gate_manager_aru03::OnMyMobDead") == 0) {
+ donpcevent "#gq_miromob2_aru03::OnEnable";
+ }
+ }
+ end;
+}
+
+que_qaru03,1,4,0 script #gq_miromob2_aru03 844,{
+OnEnable:
+ initnpctimer;
+ end;
+
+OnTimer1000:
+ mapannounce "que_qaru03","Wish Maiden: How does it feel to see shadows of the past. This is only the beginning.",bc_map,"0x00ff00";
+ end;
+
+OnTimer6000:
+ mapannounce "que_qaru03","Wish Maiden: The things you seeing are not real, don't be caught in the Mystic garden.",bc_map,"0x00ff00";
+ monster "que_qaru03",72,271,"Seyren Windsor",1640,1,"#gq_miromob2_aru03::OnMyMobDead";
+ monster "que_qaru03",63,282,"Kathryne Keyron",1645,1,"#gq_miromob2_aru03::OnMyMobDead";
+ monster "que_qaru03",59,294,"Cecil Damon",1644,1,"#gq_miromob2_aru03::OnMyMobDead";
+ monster "que_qaru03",46,300,"Margaretha Sorin",1643,1,"#gq_miromob2_aru03::OnMyMobDead";
+ monster "que_qaru03",51,285,"Eremes Guile",1641,1,"#gq_miromob2_aru03::OnMyMobDead";
+ monster "que_qaru03",51,262,"Howard Alt-Eisen",1642,1,"#gq_miromob2_aru03::OnMyMobDead";
+
+ monster "que_qaru03",45,243,"Seyren Windsor",1640,1,"#gq_miromob2_aru03::OnMyMobDead";
+ monster "que_qaru03",82,249,"Kathryne Keyron",1645,1,"#gq_miromob2_aru03::OnMyMobDead";
+ monster "que_qaru03",102,248,"Cecil Damon",1644,1,"#gq_miromob2_aru03::OnMyMobDead";
+ monster "que_qaru03",90,260,"Margaretha Sorin",1643,1,"#gq_miromob2_aru03::OnMyMobDead";
+ monster "que_qaru03",90,280,"Eremes Guile",1641,1,"#gq_miromob2_aru03::OnMyMobDead";
+ monster "que_qaru03",102,300,"Howard Alt-Eisen",1642,1,"#gq_miromob2_aru03::OnMyMobDead";
+
+ monster "que_qaru03",63,282,"Seyren Windsor",1640,1,"#gq_miromob2_aru03::OnMyMobDead";
+ monster "que_qaru03",61,243,"Kathryne Keyron",1645,1,"#gq_miromob2_aru03::OnMyMobDead";
+ monster "que_qaru03",70,249,"Cecil Damon",1644,1,"#gq_miromob2_aru03::OnMyMobDead";
+ monster "que_qaru03",102,282,"Margaretha Sorin",1643,1,"#gq_miromob2_aru03::OnMyMobDead";
+ monster "que_qaru03",66,300,"Eremes Guile",1641,1,"#gq_miromob2_aru03::OnMyMobDead";
+ monster "que_qaru03",57,258,"Howard Alt-Eisen",1642,1,"#gq_miromob2_aru03::OnMyMobDead";
+ stopnpctimer;
+ end;
+
+Onreset:
+ killmonster "que_qaru03","#gq_miromob2_aru03::OnMyMobDead";
+ stopnpctimer;
+ end;
+
+OnMyMobDead:
+ if (mobcount("que_qaru03","#gq_miromob2_aru03::OnMyMobDead") == 0) {
+ mapannounce "que_qaru03","The Mystic garden exit is now open.",bc_map,"0x00ff00";
+ setcell "que_qaru03",58,302,63,302,cell_walkable,1;
+ setcell "que_qaru03",58,302,63,302,cell_shootable,1;
+ donpcevent "#Maze_Manager_aru03::OnDisable";
+ }
+ end;
+}
+
+que_qaru03,1,1,0 script #okolnir_aru03 844,{
+
+OnEnable:
+ donpcevent "Gate01#gq_aru03::OnEnable";
+ donpcevent "#Maze_Manager_aru03::OnEnable";
+ donpcevent "#event_start01_aru03::OnEnable";
+ donpcevent "#gd_aru03_mobctrl::OnEnable";
+ enablenpc "Guard of Shadow#aru03_01";
+ enablenpc "Guard of Shadow#aru03_02";
+ enablenpc "Guard of Shadow#aru03_03";
+ enablenpc "Guard of Shadow#aru03_04";
+ enablenpc "Bloody Hunter#aru03_ac01";
+ enablenpc "Bloody Hunter#aru03_ac02";
+ enablenpc "Bloody Hunter#aru03_ac03";
+ enablenpc "Bloody Hunter#aru03_ac04";
+ enablenpc "Temple Keeper#aru03_ac01";
+ enablenpc "Temple Keeper#aru03_ac02";
+ initnpctimer;
+ end;
+
+OnDisable:
+ disablenpc "Wish Maiden#gq_aru03";
+ donpcevent "#gq_miromob2_aru03::Onreset";
+ disablenpc "Piamette#aru03";
+ donpcevent "#gdtimer01_aru03::Onstop";
+ donpcevent "#gdtimer02_aru03::Onstop";
+ donpcevent "#piamette_aru03::Onreset";
+ donpcevent "Wish Maiden#aru03_boss::OnDisable";
+ donpcevent "Wish Maiden#aru03_gift::OnDisable";
+ donpcevent "#gd_aru03_mobctrl::Onreset";
+ donpcevent "Gate01#gq_aru03::OnDisable";
+ donpcevent "#Maze_Manager_aru03::OnDisable";
+ donpcevent "#event_start01_aru03::OnDisable";
+ donpcevent "#nm_switch_aru03::OnDisable";
+ donpcevent "#nmsomaru03_jin01::OnDisable";
+ donpcevent "#nmsomaru03_jin02::OnDisable";
+ donpcevent "#nmsomaru03_jin03::OnDisable";
+ donpcevent "Guard of Shadow#aru03_01::OnDisable";
+ donpcevent "Guard of Shadow#aru03_02::OnDisable";
+ donpcevent "Guard of Shadow#aru03_03::OnDisable";
+ donpcevent "Guard of Shadow#aru03_04::OnDisable";
+ donpcevent "Bloody Hunter#aru03_ac01::OnDisable";
+ donpcevent "Bloody Hunter#aru03_ac02::OnDisable";
+ donpcevent "Bloody Hunter#aru03_ac03::OnDisable";
+ donpcevent "Bloody Hunter#aru03_ac04::OnDisable";
+ donpcevent "Temple Keeper#aru03_ac01::OnDisable";
+ donpcevent "Temple Keeper#aru03_ac02::OnDisable";
+ disablenpc "#to_agit_aru03_gate";
+ donpcevent "#aru03_stone01::Onreset";
+ donpcevent "#aru03_stone02::Onreset";
+ donpcevent "#aru03_stone03::Onreset";
+ disablenpc "#aru03_cage01";
+ disablenpc "#aru03_cage02";
+ disablenpc "#aru03_cage03";
+ disablenpc "#aru03_cage04";
+ disablenpc "#aru03_cage05";
+ disablenpc "#aru03_cage06";
+ disablenpc "windpath03_aru03";
+ disablenpc "windpath04_aru03";
+ set $gqse_aru03_miro,0;
+ set $gqse_aru03_pcc,0;
+ set $gqse_aru03_gd,0;
+ set $gqse_aru03_nm,0;
+ stopnpctimer;
+ end;
+
+Onstop:
+ stopnpctimer;
+ end;
+
+OnTimer1000:
+ mapannounce "que_qaru03","Wish Maiden : Do your best, Okolnir will disappear in one hour!",bc_map,"0x00ff00";
+ end;
+
+OnTimer1800000:
+ mapannounce "que_qaru03","Okolnir will disappear in 30 minutes.",bc_map,"0xff0000";
+ end;
+
+OnTimer2400000:
+ mapannounce "que_qaru03","Okolnir will disappear in 20 minutes.",bc_map,"0xff0000";
+ end;
+
+OnTimer3000000:
+ mapannounce "que_qaru03","Okolnir will disappear in 10 minutes.",bc_map,"0xff0000";
+ end;
+
+OnTimer3300000:
+ mapannounce "que_qaru03","Okolnir will disappear in 5 minutes.",bc_map,"0xff0000";
+ end;
+
+OnTimer3360000:
+ mapannounce "que_qaru03","Okolnir will disappear in 4 minutes.",bc_map,"0xff0000";
+ end;
+
+OnTimer3420000:
+ mapannounce "que_qaru03","Okolnir will disappear in 3 minutes.",bc_map,"0xff0000";
+ end;
+
+OnTimer3480000:
+ mapannounce "que_qaru03","Okolnir will disappear in 2 minutes.",bc_map,"0xff0000";
+ end;
+
+OnTimer3540000:
+ mapannounce "que_qaru03","Okolnir will disappear in 1 minutes.",bc_map,"0xff0000";
+ end;
+
+OnTimer3600000:
+ mapannounce "que_qaru03","Okolnir has begun to disappear.",bc_map,"0x4d4dff";
+ disablenpc "Wish Maiden#gq_aru03";
+ donpcevent "#gq_miromob2_aru03::Onreset";
+ disablenpc "Piamette#aru03";
+ donpcevent "#gdtimer01_aru03::Onstop";
+ donpcevent "#gdtimer02_aru03::Onstop";
+ donpcevent "#piamette_aru03::Onreset";
+ donpcevent "Wish Maiden#aru03_boss::onDisable";
+ donpcevent "Wish Maiden#aru03_gift::OnDisable";
+ donpcevent "#gd_aru03_mobctrl::Onreset";
+ donpcevent "Gate01#gq_aru03::OnDisable";
+ donpcevent "#Maze_Manager_aru03::OnDisable";
+ donpcevent "#event_start01_aru03::OnDisable";
+ donpcevent "#nm_switch_aru03::OnDisable";
+ donpcevent "#nmsomaru03_jin01::OnDisable";
+ donpcevent "#nmsomaru03_jin02::OnDisable";
+ donpcevent "#nmsomaru03_jin03::OnDisable";
+ donpcevent "Guard of Shadow#aru03_01::OnDisable";
+ donpcevent "Guard of Shadow#aru03_02::OnDisable";
+ donpcevent "Guard of Shadow#aru03_03::OnDisable";
+ donpcevent "Guard of Shadow#aru03_04::OnDisable";
+ donpcevent "Bloody Hunter#aru03_ac01::OnDisable";
+ donpcevent "Bloody Hunter#aru03_ac02::OnDisable";
+ donpcevent "Bloody Hunter#aru03_ac03::OnDisable";
+ donpcevent "Bloody Hunter#aru03_ac04::OnDisable";
+ donpcevent "Temple Keeper#aru03_ac01::OnDisable";
+ donpcevent "Temple Keeper#aru03_ac02::OnDisable";
+ disablenpc "#to_agit_aru03_gate";
+ donpcevent "#aru03_stone01::Onreset";
+ donpcevent "#aru03_stone02::Onreset";
+ donpcevent "#aru03_stone03::Onreset";
+ disablenpc "#aru03_cage01";
+ disablenpc "#aru03_cage02";
+ disablenpc "#aru03_cage03";
+ disablenpc "#aru03_cage04";
+ disablenpc "#aru03_cage05";
+ disablenpc "#aru03_cage06";
+ disablenpc "windpath03_aru03";
+ disablenpc "windpath04_aru03";
+ end;
+
+OnTimer3605000:
+ mapannounce "que_qaru03","Wish Maiden: ... You will fall into a deep sleep within Okolnir... ",bc_map,"0x00ff00";
+ end;
+
+OnTimer3608000:
+ mapannounce "que_qaru03","Wish Maiden: ..Have courage ... and await your chance again... ",bc_map,"0x00ff00";
+ end;
+
+OnTimer3610000:
+ set $gqse_aru03_miro,0;
+ set $gqse_aru03_pcc,0;
+ set $gqse_aru03_gd,0;
+ set $gqse_aru03_nm,0;
+ mapwarp "que_qaru03","arug_cas03",321,153;
+ end;
+
+OnTimer3611000:
+ donpcevent "#okolnir_aru03_time01::OnEnable";
+ stopnpctimer;
+ end;
+}
+
+que_qaru03,1,2,0 script #Maze_Manager_aru03 844,{
+OnInit:
+ donpcevent "#miro_bf_aru03::OnDisable";
+ donpcevent "#miro_rf_aru03::OnDisable";
+ donpcevent "#miro_yf_aru03::OnDisable";
+ end;
+
+OnEnable:
+ initnpctimer;
+ end;
+
+OnDisable:
+ donpcevent "#miro_bf_aru03::OnDisable";
+ donpcevent "#miro_rf_aru03::OnDisable";
+ donpcevent "#miro_yf_aru03::OnDisable";
+ stopnpctimer;
+ end;
+
+OnTimer1000:
+ donpcevent "#miro_rf_aru03::OnDisable";
+ end;
+
+OnTimer2000:
+ donpcevent "#miro_yf_aru03::OnDisable";
+ end;
+
+OnTimer3000:
+ donpcevent "#miro_bf_aru03::OnEnable";
+ end;
+
+OnTimer120000:
+ donpcevent "#miro_bf_aru03::OnDisable";
+ end;
+
+OnTimer121000:
+ donpcevent "#miro_yf_aru03::OnDisable";
+ end;
+
+OnTimer123000:
+ donpcevent "#miro_rf_aru03::OnEnable";
+ end;
+
+OnTimer240000:
+ donpcevent "#miro_bf_aru03::OnDisable";
+ end;
+
+OnTimer241000:
+ donpcevent "#miro_rf_aru03::OnDisable";
+ end;
+
+OnTimer242000:
+ donpcevent "#miro_yf_aru03::OnEnable";
+ end;
+
+OnTimer360000:
+ donpcevent "#Maze_Manager_aru03::OnEnable";
+ end;
+}
+
+que_qaru03,2,1,0 script #miro_bf_aru03 844,{
+
+OnEnable:
+ monster "que_qaru03",44,270," ",1934,1,"#miro_bf_aru03::OnMyMobDead";
+ monster "que_qaru03",46,270," ",1934,1,"#miro_bf_aru03::OnMyMobDead";
+ monster "que_qaru03",50,287," ",1934,1,"#miro_bf_aru03::OnMyMobDead";
+ monster "que_qaru03",52,287," ",1934,1,"#miro_bf_aru03::OnMyMobDead";
+ monster "que_qaru03",50,265," ",1934,1,"#miro_bf_aru03::OnMyMobDead";
+ monster "que_qaru03",52,265," ",1934,1,"#miro_bf_aru03::OnMyMobDead";
+ monster "que_qaru03",56,279," ",1934,1,"#miro_bf_aru03::OnMyMobDead";
+ monster "que_qaru03",58,279," ",1934,1,"#miro_bf_aru03::OnMyMobDead";
+ monster "que_qaru03",64,301," ",1934,1,"#miro_bf_aru03::OnMyMobDead";
+ monster "que_qaru03",64,298," ",1934,1,"#miro_bf_aru03::OnMyMobDead";
+ monster "que_qaru03",62,272," ",1934,1,"#miro_bf_aru03::OnMyMobDead";
+ monster "que_qaru03",64,272," ",1934,1,"#miro_bf_aru03::OnMyMobDead";
+ monster "que_qaru03",58,245," ",1934,1,"#miro_bf_aru03::OnMyMobDead";
+ monster "que_qaru03",58,243," ",1934,1,"#miro_bf_aru03::OnMyMobDead";
+ monster "que_qaru03",72,289," ",1934,1,"#miro_bf_aru03::OnMyMobDead";
+ monster "que_qaru03",72,287," ",1934,1,"#miro_bf_aru03::OnMyMobDead";
+ monster "que_qaru03",68,257," ",1934,1,"#miro_bf_aru03::OnMyMobDead";
+ monster "que_qaru03",68,255," ",1934,1,"#miro_bf_aru03::OnMyMobDead";
+ monster "que_qaru03",73,263," ",1934,1,"#miro_bf_aru03::OnMyMobDead";
+ monster "que_qaru03",73,261," ",1934,1,"#miro_bf_aru03::OnMyMobDead";
+ monster "que_qaru03",75,251," ",1934,1,"#miro_bf_aru03::OnMyMobDead";
+ monster "que_qaru03",75,249," ",1934,1,"#miro_bf_aru03::OnMyMobDead";
+ monster "que_qaru03",79,283," ",1934,1,"#miro_bf_aru03::OnMyMobDead";
+ monster "que_qaru03",79,281," ",1934,1,"#miro_bf_aru03::OnMyMobDead";
+ monster "que_qaru03",82,271," ",1934,1,"#miro_bf_aru03::OnMyMobDead";
+ monster "que_qaru03",84,271," ",1934,1,"#miro_bf_aru03::OnMyMobDead";
+ monster "que_qaru03",89,295," ",1934,1,"#miro_bf_aru03::OnMyMobDead";
+ monster "que_qaru03",89,293," ",1934,1,"#miro_bf_aru03::OnMyMobDead";
+ monster "que_qaru03",88,276," ",1934,1,"#miro_bf_aru03::OnMyMobDead";
+ monster "que_qaru03",90,276," ",1934,1,"#miro_bf_aru03::OnMyMobDead";
+ monster "que_qaru03",88,266," ",1934,1,"#miro_bf_aru03::OnMyMobDead";
+ monster "que_qaru03",90,266," ",1934,1,"#miro_bf_aru03::OnMyMobDead";
+ monster "que_qaru03",94,256," ",1934,1,"#miro_bf_aru03::OnMyMobDead";
+ monster "que_qaru03",96,256," ",1934,1,"#miro_bf_aru03::OnMyMobDead";
+ monster "que_qaru03",64,301," ",1934,1,"#miro_bf_aru03::OnMyMobDead";
+ monster "que_qaru03",64,299," ",1934,1,"#miro_bf_aru03::OnMyMobDead";
+ monster "que_qaru03",100,251," ",1934,1,"#miro_bf_aru03::OnMyMobDead";
+ monster "que_qaru03",102,251," ",1934,1,"#miro_bf_aru03::OnMyMobDead";
+ setcell "que_qaru03",44,270,47,270,cell_walkable,0;
+ setcell "que_qaru03",44,270,47,270,cell_shootable,0;
+ setcell "que_qaru03",50,287,53,287,cell_walkable,0;
+ setcell "que_qaru03",50,287,53,287,cell_shootable,0;
+ setcell "que_qaru03",50,265,53,265,cell_walkable,0;
+ setcell "que_qaru03",50,265,53,265,cell_shootable,0;
+ setcell "que_qaru03",56,279,59,279,cell_walkable,0;
+ setcell "que_qaru03",56,279,59,279,cell_shootable,0;
+ setcell "que_qaru03",64,298,64,301,cell_walkable,0;
+ setcell "que_qaru03",64,298,64,301,cell_shootable,0;
+ setcell "que_qaru03",62,272,65,272,cell_walkable,0;
+ setcell "que_qaru03",62,272,65,272,cell_shootable,0;
+ setcell "que_qaru03",58,242,58,245,cell_walkable,0;
+ setcell "que_qaru03",58,242,58,245,cell_shootable,0;
+ setcell "que_qaru03",72,286,72,289,cell_walkable,0;
+ setcell "que_qaru03",72,286,72,289,cell_shootable,0;
+ setcell "que_qaru03",68,254,68,259,cell_walkable,0;
+ setcell "que_qaru03",68,254,68,259,cell_shootable,0;
+ setcell "que_qaru03",73,260,73,263,cell_walkable,0;
+ setcell "que_qaru03",73,260,73,263,cell_shootable,0;
+ setcell "que_qaru03",75,248,75,251,cell_walkable,0;
+ setcell "que_qaru03",75,248,75,251,cell_shootable,0;
+ setcell "que_qaru03",79,280,79,283,cell_walkable,0;
+ setcell "que_qaru03",79,280,79,283,cell_shootable,0;
+ setcell "que_qaru03",82,271,85,271,cell_walkable,0;
+ setcell "que_qaru03",82,271,85,271,cell_shootable,0;
+ setcell "que_qaru03",89,292,89,295,cell_walkable,0;
+ setcell "que_qaru03",89,292,89,295,cell_shootable,0;
+ setcell "que_qaru03",88,276,91,276,cell_walkable,0;
+ setcell "que_qaru03",88,276,91,276,cell_shootable,0;
+ setcell "que_qaru03",88,266,91,266,cell_walkable,0;
+ setcell "que_qaru03",88,266,91,266,cell_shootable,0;
+ setcell "que_qaru03",94,256,97,256,cell_walkable,0;
+ setcell "que_qaru03",94,256,97,256,cell_shootable,0;
+ setcell "que_qaru03",64,298,64,301,cell_walkable,0;
+ setcell "que_qaru03",64,298,64,301,cell_shootable,0;
+ setcell "que_qaru03",100,251,103,251,cell_walkable,0;
+ setcell "que_qaru03",100,251,103,251,cell_shootable,0;
+ end;
+
+OnDisable:
+ killmonster "que_qaru03","#miro_bf_aru03::OnMyMobDead";
+ setcell "que_qaru03",44,270,47,270,cell_walkable,1;
+ setcell "que_qaru03",44,270,47,270,cell_shootable,1;
+ setcell "que_qaru03",50,287,53,287,cell_walkable,1;
+ setcell "que_qaru03",50,287,53,287,cell_shootable,1;
+ setcell "que_qaru03",50,265,53,265,cell_walkable,1;
+ setcell "que_qaru03",50,265,53,265,cell_shootable,1;
+ setcell "que_qaru03",56,279,59,279,cell_walkable,1;
+ setcell "que_qaru03",56,279,59,279,cell_shootable,1;
+ setcell "que_qaru03",64,298,64,301,cell_walkable,1;
+ setcell "que_qaru03",64,298,64,301,cell_shootable,1;
+ setcell "que_qaru03",62,272,65,272,cell_walkable,1;
+ setcell "que_qaru03",62,272,65,272,cell_shootable,1;
+ setcell "que_qaru03",58,242,58,245,cell_walkable,1;
+ setcell "que_qaru03",58,242,58,245,cell_shootable,1;
+ setcell "que_qaru03",72,286,72,289,cell_walkable,1;
+ setcell "que_qaru03",72,286,72,289,cell_shootable,1;
+ setcell "que_qaru03",68,254,68,259,cell_walkable,1;
+ setcell "que_qaru03",68,254,68,259,cell_shootable,1;
+ setcell "que_qaru03",73,260,73,263,cell_walkable,1;
+ setcell "que_qaru03",73,260,73,263,cell_shootable,1;
+ setcell "que_qaru03",75,248,75,251,cell_walkable,1;
+ setcell "que_qaru03",75,248,75,251,cell_shootable,1;
+ setcell "que_qaru03",79,280,79,283,cell_walkable,1;
+ setcell "que_qaru03",79,280,79,283,cell_shootable,1;
+ setcell "que_qaru03",82,271,85,271,cell_walkable,1;
+ setcell "que_qaru03",82,271,85,271,cell_shootable,1;
+ setcell "que_qaru03",89,292,89,295,cell_walkable,1;
+ setcell "que_qaru03",89,292,89,295,cell_shootable,1;
+ setcell "que_qaru03",88,276,91,276,cell_walkable,1;
+ setcell "que_qaru03",88,276,91,276,cell_shootable,1;
+ setcell "que_qaru03",88,266,91,266,cell_walkable,1;
+ setcell "que_qaru03",88,266,91,266,cell_shootable,1;
+ setcell "que_qaru03",94,256,97,256,cell_walkable,1;
+ setcell "que_qaru03",94,256,97,256,cell_shootable,1;
+ setcell "que_qaru03",64,298,64,301,cell_walkable,1;
+ setcell "que_qaru03",64,298,64,301,cell_shootable,1;
+ setcell "que_qaru03",100,251,103,251,cell_walkable,1;
+ setcell "que_qaru03",100,251,103,251,cell_shootable,1;
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qaru03,2,2,0 script #miro_rf_aru03 844,{
+
+OnEnable:
+ monster "que_qaru03",57,301," ",1935,1,"#miro_rf_aru03::OnMyMobDead";
+ monster "que_qaru03",57,299," ",1935,1,"#miro_rf_aru03::OnMyMobDead";
+ monster "que_qaru03",48,291," ",1935,1,"#miro_rf_aru03::OnMyMobDead";
+ monster "que_qaru03",48,289," ",1935,1,"#miro_rf_aru03::OnMyMobDead";
+ monster "que_qaru03",68,290," ",1935,1,"#miro_rf_aru03::OnMyMobDead";
+ monster "que_qaru03",70,290," ",1935,1,"#miro_rf_aru03::OnMyMobDead";
+ monster "que_qaru03",72,295," ",1935,1,"#miro_rf_aru03::OnMyMobDead";
+ monster "que_qaru03",72,293," ",1935,1,"#miro_rf_aru03::OnMyMobDead";
+ monster "que_qaru03",90,296," ",1935,1,"#miro_rf_aru03::OnMyMobDead";
+ monster "que_qaru03",92,296," ",1935,1,"#miro_rf_aru03::OnMyMobDead";
+ monster "que_qaru03",56,282," ",1935,1,"#miro_rf_aru03::OnMyMobDead";
+ monster "que_qaru03",58,282," ",1935,1,"#miro_rf_aru03::OnMyMobDead";
+ monster "que_qaru03",66,283," ",1935,1,"#miro_rf_aru03::OnMyMobDead";
+ monster "que_qaru03",66,281," ",1935,1,"#miro_rf_aru03::OnMyMobDead";
+ monster "que_qaru03",80,284," ",1935,1,"#miro_rf_aru03::OnMyMobDead";
+ monster "que_qaru03",82,284," ",1935,1,"#miro_rf_aru03::OnMyMobDead";
+ monster "que_qaru03",44,273," ",1935,1,"#miro_rf_aru03::OnMyMobDead";
+ monster "que_qaru03",46,273," ",1935,1,"#miro_rf_aru03::OnMyMobDead";
+ monster "que_qaru03",50,273," ",1935,1,"#miro_rf_aru03::OnMyMobDead";
+ monster "que_qaru03",52,273," ",1935,1,"#miro_rf_aru03::OnMyMobDead";
+ monster "que_qaru03",54,269," ",1935,1,"#miro_rf_aru03::OnMyMobDead";
+ monster "que_qaru03",54,267," ",1935,1,"#miro_rf_aru03::OnMyMobDead";
+ monster "que_qaru03",66,271," ",1935,1,"#miro_rf_aru03::OnMyMobDead";
+ monster "que_qaru03",66,270," ",1935,1,"#miro_rf_aru03::OnMyMobDead";
+ monster "que_qaru03",81,273," ",1935,1,"#miro_rf_aru03::OnMyMobDead";
+ monster "que_qaru03",81,272," ",1935,1,"#miro_rf_aru03::OnMyMobDead";
+ monster "que_qaru03",88,276," ",1935,1,"#miro_rf_aru03::OnMyMobDead";
+ monster "que_qaru03",90,276," ",1935,1,"#miro_rf_aru03::OnMyMobDead";
+ monster "que_qaru03",94,276," ",1935,1,"#miro_rf_aru03::OnMyMobDead";
+ monster "que_qaru03",96,276," ",1935,1,"#miro_rf_aru03::OnMyMobDead";
+ monster "que_qaru03",64,258," ",1935,1,"#miro_rf_aru03::OnMyMobDead";
+ monster "que_qaru03",66,258," ",1935,1,"#miro_rf_aru03::OnMyMobDead";
+ monster "que_qaru03",76,263," ",1935,1,"#miro_rf_aru03::OnMyMobDead";
+ monster "que_qaru03",76,261," ",1935,1,"#miro_rf_aru03::OnMyMobDead";
+ monster "que_qaru03",87,265," ",1935,1,"#miro_rf_aru03::OnMyMobDead";
+ monster "que_qaru03",87,263," ",1935,1,"#miro_rf_aru03::OnMyMobDead";
+ monster "que_qaru03",50,252," ",1935,1,"#miro_rf_aru03::OnMyMobDead";
+ monster "que_qaru03",52,252," ",1935,1,"#miro_rf_aru03::OnMyMobDead";
+ monster "que_qaru03",76,252," ",1935,1,"#miro_rf_aru03::OnMyMobDead";
+ monster "que_qaru03",78,252," ",1935,1,"#miro_rf_aru03::OnMyMobDead";
+ monster "que_qaru03",99,255," ",1935,1,"#miro_rf_aru03::OnMyMobDead";
+ monster "que_qaru03",99,253," ",1935,1,"#miro_rf_aru03::OnMyMobDead";
+ monster "que_qaru03",53,245," ",1935,1,"#miro_rf_aru03::OnMyMobDead";
+ monster "que_qaru03",53,243," ",1935,1,"#miro_rf_aru03::OnMyMobDead";
+ setcell "que_qaru03",57,298,57,301,cell_walkable,0;
+ setcell "que_qaru03",57,298,57,301,cell_shootable,0;
+ setcell "que_qaru03",48,288,48,291,cell_walkable,0;
+ setcell "que_qaru03",48,288,48,291,cell_shootable,0;
+ setcell "que_qaru03",68,290,71,290,cell_walkable,0;
+ setcell "que_qaru03",68,290,71,290,cell_shootable,0;
+ setcell "que_qaru03",72,292,72,295,cell_walkable,0;
+ setcell "que_qaru03",72,292,72,295,cell_shootable,0;
+ setcell "que_qaru03",90,296,93,296,cell_walkable,0;
+ setcell "que_qaru03",90,296,93,296,cell_shootable,0;
+ setcell "que_qaru03",56,282,59,282,cell_walkable,0;
+ setcell "que_qaru03",56,282,59,282,cell_shootable,0;
+ setcell "que_qaru03",66,280,66,283,cell_walkable,0;
+ setcell "que_qaru03",66,280,66,283,cell_shootable,0;
+ setcell "que_qaru03",80,284,83,284,cell_walkable,0;
+ setcell "que_qaru03",80,284,83,284,cell_shootable,0;
+ setcell "que_qaru03",44,273,47,273,cell_walkable,0;
+ setcell "que_qaru03",44,273,47,273,cell_shootable,0;
+ setcell "que_qaru03",50,273,53,273,cell_walkable,0;
+ setcell "que_qaru03",50,273,53,273,cell_shootable,0;
+ setcell "que_qaru03",54,266,54,269,cell_walkable,0;
+ setcell "que_qaru03",54,266,54,269,cell_shootable,0;
+ setcell "que_qaru03",66,270,66,271,cell_walkable,0;
+ setcell "que_qaru03",66,270,66,271,cell_shootable,0;
+ setcell "que_qaru03",81,272,81,273,cell_walkable,0;
+ setcell "que_qaru03",81,272,81,273,cell_shootable,0;
+ setcell "que_qaru03",88,276,91,276,cell_walkable,0;
+ setcell "que_qaru03",88,276,91,276,cell_shootable,0;
+ setcell "que_qaru03",94,276,97,276,cell_walkable,0;
+ setcell "que_qaru03",94,276,97,276,cell_shootable,0;
+ setcell "que_qaru03",64,258,67,258,cell_walkable,0;
+ setcell "que_qaru03",64,258,67,258,cell_shootable,0;
+ setcell "que_qaru03",76,260,76,263,cell_walkable,0;
+ setcell "que_qaru03",76,260,76,263,cell_shootable,0;
+ setcell "que_qaru03",87,262,87,265,cell_walkable,0;
+ setcell "que_qaru03",87,262,87,265,cell_shootable,0;
+ setcell "que_qaru03",50,252,53,252,cell_walkable,0;
+ setcell "que_qaru03",50,252,53,252,cell_shootable,0;
+ setcell "que_qaru03",76,252,79,252,cell_walkable,0;
+ setcell "que_qaru03",76,252,79,252,cell_shootable,0;
+ setcell "que_qaru03",99,252,99,255,cell_walkable,0;
+ setcell "que_qaru03",99,252,99,255,cell_shootable,0;
+ setcell "que_qaru03",53,242,53,245,cell_walkable,0;
+ setcell "que_qaru03",53,242,53,245,cell_shootable,0;
+ end;
+
+OnDisable:
+ killmonster "que_qaru03","#miro_rf_aru03::OnMyMobDead";
+ setcell "que_qaru03",57,298,57,301,cell_walkable,1;
+ setcell "que_qaru03",57,298,57,301,cell_shootable,1;
+ setcell "que_qaru03",48,288,48,291,cell_walkable,1;
+ setcell "que_qaru03",48,288,48,291,cell_shootable,1;
+ setcell "que_qaru03",68,290,71,290,cell_walkable,1;
+ setcell "que_qaru03",68,290,71,290,cell_shootable,1;
+ setcell "que_qaru03",72,292,72,295,cell_walkable,1;
+ setcell "que_qaru03",72,292,72,295,cell_shootable,1;
+ setcell "que_qaru03",90,296,93,296,cell_walkable,1;
+ setcell "que_qaru03",90,296,93,296,cell_shootable,1;
+ setcell "que_qaru03",56,282,59,282,cell_walkable,1;
+ setcell "que_qaru03",56,282,59,282,cell_shootable,1;
+ setcell "que_qaru03",66,280,66,283,cell_walkable,1;
+ setcell "que_qaru03",66,280,66,283,cell_shootable,1;
+ setcell "que_qaru03",80,284,83,284,cell_walkable,1;
+ setcell "que_qaru03",80,284,83,284,cell_shootable,1;
+ setcell "que_qaru03",44,273,47,273,cell_walkable,1;
+ setcell "que_qaru03",44,273,47,273,cell_shootable,1;
+ setcell "que_qaru03",50,273,53,273,cell_walkable,1;
+ setcell "que_qaru03",50,273,53,273,cell_shootable,1;
+ setcell "que_qaru03",54,266,54,269,cell_walkable,1;
+ setcell "que_qaru03",54,266,54,269,cell_shootable,1;
+ setcell "que_qaru03",66,270,66,271,cell_walkable,1;
+ setcell "que_qaru03",66,270,66,271,cell_shootable,1;
+ setcell "que_qaru03",81,272,81,273,cell_walkable,1;
+ setcell "que_qaru03",81,272,81,273,cell_shootable,1;
+ setcell "que_qaru03",88,276,91,276,cell_walkable,1;
+ setcell "que_qaru03",88,276,91,276,cell_shootable,1;
+ setcell "que_qaru03",94,276,97,276,cell_walkable,1;
+ setcell "que_qaru03",94,276,97,276,cell_shootable,1;
+ setcell "que_qaru03",64,258,67,258,cell_walkable,1;
+ setcell "que_qaru03",64,258,67,258,cell_shootable,1;
+ setcell "que_qaru03",76,260,76,263,cell_walkable,1;
+ setcell "que_qaru03",76,260,76,263,cell_shootable,1;
+ setcell "que_qaru03",87,262,87,265,cell_walkable,1;
+ setcell "que_qaru03",87,262,87,265,cell_shootable,1;
+ setcell "que_qaru03",50,252,53,252,cell_walkable,1;
+ setcell "que_qaru03",50,252,53,252,cell_shootable,1;
+ setcell "que_qaru03",76,252,79,252,cell_walkable,1;
+ setcell "que_qaru03",76,252,79,252,cell_shootable,1;
+ setcell "que_qaru03",99,252,99,255,cell_walkable,1;
+ setcell "que_qaru03",99,252,99,255,cell_shootable,1;
+ setcell "que_qaru03",53,242,53,245,cell_walkable,1;
+ setcell "que_qaru03",53,242,53,245,cell_shootable,1;
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qaru03,2,3,0 script #miro_yf_aru03 844,{
+
+OnEnable:
+ monster "que_qaru03",44,292," ",1936,1,"#miro_yf_aru03::OnMyMobDead";
+ monster "que_qaru03",46,292," ",1936,1,"#miro_yf_aru03::OnMyMobDead";
+ monster "que_qaru03",67,295," ",1936,1,"#miro_yf_aru03::OnMyMobDead";
+ monster "que_qaru03",67,293," ",1936,1,"#miro_yf_aru03::OnMyMobDead";
+ monster "que_qaru03",94,301," ",1936,1,"#miro_yf_aru03::OnMyMobDead";
+ monster "que_qaru03",94,299," ",1936,1,"#miro_yf_aru03::OnMyMobDead";
+ monster "que_qaru03",79,289," ",1936,1,"#miro_yf_aru03::OnMyMobDead";
+ monster "que_qaru03",79,287," ",1936,1,"#miro_yf_aru03::OnMyMobDead";
+ monster "que_qaru03",56,282," ",1936,1,"#miro_yf_aru03::OnMyMobDead";
+ monster "que_qaru03",58,282," ",1936,1,"#miro_yf_aru03::OnMyMobDead";
+ monster "que_qaru03",71,283," ",1936,1,"#miro_yf_aru03::OnMyMobDead";
+ monster "que_qaru03",71,281," ",1936,1,"#miro_yf_aru03::OnMyMobDead";
+ monster "que_qaru03",100,281," ",1936,1,"#miro_yf_aru03::OnMyMobDead";
+ monster "que_qaru03",102,281," ",1936,1,"#miro_yf_aru03::OnMyMobDead";
+ monster "que_qaru03",44,261," ",1936,1,"#miro_yf_aru03::OnMyMobDead";
+ monster "que_qaru03",46,261," ",1936,1,"#miro_yf_aru03::OnMyMobDead";
+ monster "que_qaru03",50,265," ",1936,1,"#miro_yf_aru03::OnMyMobDead";
+ monster "que_qaru03",52,265," ",1936,1,"#miro_yf_aru03::OnMyMobDead";
+ monster "que_qaru03",56,270," ",1936,1,"#miro_yf_aru03::OnMyMobDead";
+ monster "que_qaru03",58,270," ",1936,1,"#miro_yf_aru03::OnMyMobDead";
+ monster "que_qaru03",72,278," ",1936,1,"#miro_yf_aru03::OnMyMobDead";
+ monster "que_qaru03",73,278," ",1936,1,"#miro_yf_aru03::OnMyMobDead";
+ monster "que_qaru03",82,266," ",1936,1,"#miro_yf_aru03::OnMyMobDead";
+ monster "que_qaru03",84,266," ",1936,1,"#miro_yf_aru03::OnMyMobDead";
+ monster "que_qaru03",88,266," ",1936,1,"#miro_yf_aru03::OnMyMobDead";
+ monster "que_qaru03",90,266," ",1936,1,"#miro_yf_aru03::OnMyMobDead";
+ monster "que_qaru03",94,271," ",1936,1,"#miro_yf_aru03::OnMyMobDead";
+ monster "que_qaru03",96,271," ",1936,1,"#miro_yf_aru03::OnMyMobDead";
+ monster "que_qaru03",60,257," ",1936,1,"#miro_yf_aru03::OnMyMobDead";
+ monster "que_qaru03",60,255," ",1936,1,"#miro_yf_aru03::OnMyMobDead";
+ monster "que_qaru03",73,263," ",1936,1,"#miro_yf_aru03::OnMyMobDead";
+ monster "que_qaru03",73,261," ",1936,1,"#miro_yf_aru03::OnMyMobDead";
+ monster "que_qaru03",75,257," ",1936,1,"#miro_yf_aru03::OnMyMobDead";
+ monster "que_qaru03",75,255," ",1936,1,"#miro_yf_aru03::OnMyMobDead";
+ monster "que_qaru03",87,257," ",1936,1,"#miro_yf_aru03::OnMyMobDead";
+ monster "que_qaru03",87,255," ",1936,1,"#miro_yf_aru03::OnMyMobDead";
+ monster "que_qaru03",58,251," ",1936,1,"#miro_yf_aru03::OnMyMobDead";
+ monster "que_qaru03",58,249," ",1936,1,"#miro_yf_aru03::OnMyMobDead";
+ monster "que_qaru03",80,251," ",1936,1,"#miro_yf_aru03::OnMyMobDead";
+ monster "que_qaru03",80,249," ",1936,1,"#miro_yf_aru03::OnMyMobDead";
+ monster "que_qaru03",53,245," ",1936,1,"#miro_yf_aru03::OnMyMobDead";
+ monster "que_qaru03",53,243," ",1936,1,"#miro_yf_aru03::OnMyMobDead";
+ monster "que_qaru03",75,245," ",1936,1,"#miro_yf_aru03::OnMyMobDead";
+ monster "que_qaru03",75,243," ",1936,1,"#miro_yf_aru03::OnMyMobDead";
+ monster "que_qaru03",100,251," ",1936,1,"#miro_yf_aru03::OnMyMobDead";
+ monster "que_qaru03",102,251," ",1936,1,"#miro_yf_aru03::OnMyMobDead";
+ monster "que_qaru03",100,256," ",1936,1,"#miro_yf_aru03::OnMyMobDead";
+ monster "que_qaru03",102,256," ",1936,1,"#miro_yf_aru03::OnMyMobDead";
+ setcell "que_qaru03",44,292,47,292,cell_walkable,0;
+ setcell "que_qaru03",44,292,47,292,cell_shootable,0;
+ setcell "que_qaru03",67,292,67,295,cell_walkable,0;
+ setcell "que_qaru03",67,292,67,295,cell_shootable,0;
+ setcell "que_qaru03",94,298,94,301,cell_walkable,0;
+ setcell "que_qaru03",94,298,94,301,cell_shootable,0;
+ setcell "que_qaru03",79,286,79,289,cell_walkable,0;
+ setcell "que_qaru03",79,286,79,289,cell_shootable,0;
+ setcell "que_qaru03",56,282,59,282,cell_walkable,0;
+ setcell "que_qaru03",56,282,59,282,cell_shootable,0;
+ setcell "que_qaru03",71,280,71,283,cell_walkable,0;
+ setcell "que_qaru03",71,280,71,283,cell_shootable,0;
+ setcell "que_qaru03",100,281,103,281,cell_walkable,0;
+ setcell "que_qaru03",100,281,103,281,cell_shootable,0;
+ setcell "que_qaru03",44,261,47,261,cell_walkable,0;
+ setcell "que_qaru03",44,261,47,261,cell_shootable,0;
+ setcell "que_qaru03",50,265,53,265,cell_walkable,0;
+ setcell "que_qaru03",50,265,53,265,cell_shootable,0;
+ setcell "que_qaru03",56,270,59,270,cell_walkable,0;
+ setcell "que_qaru03",56,270,59,270,cell_shootable,0;
+ setcell "que_qaru03",72,278,73,278,cell_walkable,0;
+ setcell "que_qaru03",72,278,73,278,cell_shootable,0;
+ setcell "que_qaru03",82,266,85,266,cell_walkable,0;
+ setcell "que_qaru03",82,266,85,266,cell_shootable,0;
+ setcell "que_qaru03",88,266,91,266,cell_walkable,0;
+ setcell "que_qaru03",88,266,91,266,cell_shootable,0;
+ setcell "que_qaru03",94,271,97,271,cell_walkable,0;
+ setcell "que_qaru03",94,271,97,271,cell_shootable,0;
+ setcell "que_qaru03",60,254,60,257,cell_walkable,0;
+ setcell "que_qaru03",60,254,60,257,cell_shootable,0;
+ setcell "que_qaru03",73,260,73,263,cell_walkable,0;
+ setcell "que_qaru03",73,260,73,263,cell_shootable,0;
+ setcell "que_qaru03",75,254,75,257,cell_walkable,0;
+ setcell "que_qaru03",75,254,75,257,cell_shootable,0;
+ setcell "que_qaru03",87,254,87,257,cell_walkable,0;
+ setcell "que_qaru03",87,254,87,257,cell_shootable,0;
+ setcell "que_qaru03",58,248,58,251,cell_walkable,0;
+ setcell "que_qaru03",58,248,58,251,cell_shootable,0;
+ setcell "que_qaru03",80,248,80,251,cell_walkable,0;
+ setcell "que_qaru03",80,248,80,251,cell_shootable,0;
+ setcell "que_qaru03",53,242,53,245,cell_walkable,0;
+ setcell "que_qaru03",53,242,53,245,cell_shootable,0;
+ setcell "que_qaru03",75,242,75,245,cell_walkable,0;
+ setcell "que_qaru03",75,242,75,245,cell_shootable,0;
+ setcell "que_qaru03",100,251,103,251,cell_walkable,0;
+ setcell "que_qaru03",100,251,103,251,cell_shootable,0;
+ setcell "que_qaru03",100,256,103,256,cell_walkable,0;
+ setcell "que_qaru03",100,256,103,256,cell_shootable,0;
+ end;
+
+OnDisable:
+ killmonster "que_qaru03","#miro_yf_aru03::OnMyMobDead";
+ setcell "que_qaru03",44,292,47,292,cell_walkable,1;
+ setcell "que_qaru03",44,292,47,292,cell_shootable,1;
+ setcell "que_qaru03",67,292,67,295,cell_walkable,1;
+ setcell "que_qaru03",67,292,67,295,cell_shootable,1;
+ setcell "que_qaru03",94,298,94,301,cell_walkable,1;
+ setcell "que_qaru03",94,298,94,301,cell_shootable,1;
+ setcell "que_qaru03",79,286,79,289,cell_walkable,1;
+ setcell "que_qaru03",79,286,79,289,cell_shootable,1;
+ setcell "que_qaru03",56,282,59,282,cell_walkable,1;
+ setcell "que_qaru03",56,282,59,282,cell_shootable,1;
+ setcell "que_qaru03",71,280,71,283,cell_walkable,1;
+ setcell "que_qaru03",71,280,71,283,cell_shootable,1;
+ setcell "que_qaru03",100,281,103,281,cell_walkable,1;
+ setcell "que_qaru03",100,281,103,281,cell_shootable,1;
+ setcell "que_qaru03",44,261,47,261,cell_walkable,1;
+ setcell "que_qaru03",44,261,47,261,cell_shootable,1;
+ setcell "que_qaru03",50,265,53,265,cell_walkable,1;
+ setcell "que_qaru03",50,265,53,265,cell_shootable,1;
+ setcell "que_qaru03",56,270,59,270,cell_walkable,1;
+ setcell "que_qaru03",56,270,59,270,cell_shootable,1;
+ setcell "que_qaru03",72,278,73,278,cell_walkable,1;
+ setcell "que_qaru03",72,278,73,278,cell_shootable,1;
+ setcell "que_qaru03",82,266,85,266,cell_walkable,1;
+ setcell "que_qaru03",82,266,85,266,cell_shootable,1;
+ setcell "que_qaru03",88,266,91,266,cell_walkable,1;
+ setcell "que_qaru03",88,266,91,266,cell_shootable,1;
+ setcell "que_qaru03",94,271,97,271,cell_walkable,1;
+ setcell "que_qaru03",94,271,97,271,cell_shootable,1;
+ setcell "que_qaru03",60,254,60,257,cell_walkable,1;
+ setcell "que_qaru03",60,254,60,257,cell_shootable,1;
+ setcell "que_qaru03",73,260,73,263,cell_walkable,1;
+ setcell "que_qaru03",73,260,73,263,cell_shootable,1;
+ setcell "que_qaru03",75,254,75,257,cell_walkable,1;
+ setcell "que_qaru03",75,254,75,257,cell_shootable,1;
+ setcell "que_qaru03",87,254,87,257,cell_walkable,1;
+ setcell "que_qaru03",87,254,87,257,cell_shootable,1;
+ setcell "que_qaru03",58,248,58,251,cell_walkable,1;
+ setcell "que_qaru03",58,248,58,251,cell_shootable,1;
+ setcell "que_qaru03",80,248,80,251,cell_walkable,1;
+ setcell "que_qaru03",80,248,80,251,cell_shootable,1;
+ setcell "que_qaru03",53,242,53,245,cell_walkable,1;
+ setcell "que_qaru03",53,242,53,245,cell_shootable,1;
+ setcell "que_qaru03",75,242,75,245,cell_walkable,1;
+ setcell "que_qaru03",75,242,75,245,cell_shootable,1;
+ setcell "que_qaru03",100,251,103,251,cell_walkable,1;
+ setcell "que_qaru03",100,251,103,251,cell_shootable,1;
+ setcell "que_qaru03",100,256,103,256,cell_walkable,1;
+ setcell "que_qaru03",100,256,103,256,cell_shootable,1;
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qaru03,132,172,0 script windpath01_aru03 45,1,1,{
+OnTouch:
+ if (countitem(7839) > 0) {
+ mes "The Warp Gate responds to the Crystal Key.";
+ delitem 7839,1; //Crystal_Key
+ close2;
+ warp "que_qaru03",114,158;
+ end;
+ }
+ else {
+ mes "You need the Crystal Key to activate the Warp Gate.";
+ close;
+ }
+}
+
+que_qaru03,113,165,0 warp windpath02_aru03 1,1,que_qaru03,139,172
+
+
+que_qaru03,131,136,3 script Piamette#aru03 1930,{
+OnInit:
+ enablenpc "Piamette#aru03";
+ end;
+}
+
+que_qaru03,114,158,0 script #event_start01_aru03 -1,1,1,{
+
+OnInit:
+ disablenpc "#event_start01_aru03";
+ end;
+
+OnEnable:
+ enablenpc "#event_start01_aru03";
+ end;
+
+OnDisable:
+ disablenpc "#event_start01_aru03";
+ stopnpctimer;
+ end;
+
+OnTouch:
+ initnpctimer;
+ disablenpc "#event_start01_aru03";
+ end;
+
+OnTimer2000:
+ mapannounce "que_qaru03","Piamette mumblings : ..There were six birds, Teo. But one is....",bc_map,"0xdb7093";
+ end;
+
+OnTimer6000:
+ mapannounce "que_qaru03","Piamette mumblings : ...Shh.. Teo. The birds have returned..Are they birds that ran away before...? Or breakers who disguises themselves as good adventurers?",bc_map,"0xdb7093";
+ end;
+
+OnTimer10000:
+ mapannounce "que_qaru03","Piamette mumblings : Ha! They are caged in.",bc_map,"0xdb7093";
+ end;
+
+OnTimer14000:
+ mapannounce "que_qaru03","Piamette : Teo, Catch the birds! Put the cage away from here!",bc_map,"0x00ff00";
+ donpcevent "#gdtimer01_aru03::OnEnable";
+ stopnpctimer;
+ end;
+}
+
+que_qaru03,2,2,0 script #gdtimer01_aru03 844,{
+
+OnEnable:
+ initnpctimer;
+ end;
+
+Onstop:
+ donpcevent "#getspell01_aru03::OnDisable";
+ donpcevent "#getspell02_aru03::OnDisable";
+ donpcevent "#getspell03_aru03::OnDisable";
+ donpcevent "#getspell04_aru03::OnDisable";
+ donpcevent "#getspell05_aru03::OnDisable";
+ donpcevent "#getspell06_aru03::OnDisable";
+ donpcevent "#getspell07_aru03::OnDisable";
+ donpcevent "#getspell08_aru03::OnDisable";
+ stopnpctimer;
+ end;
+
+OnTimer1000:
+ donpcevent "#getspell08_aru03::OnDisable";
+ donpcevent "#getspell01_aru03::OnEnable";
+ end;
+
+OnTimer10000:
+ donpcevent "#getspell01_aru03::OnDisable";
+ donpcevent "#getspell02_aru03::OnEnable";
+ end;
+
+OnTimer20000:
+ donpcevent "#getspell02_aru03::OnDisable";
+ donpcevent "#getspell03_aru03::OnEnable";
+ end;
+
+OnTimer30000:
+ donpcevent "#getspell03_aru03::OnDisable";
+ donpcevent "#getspell04_aru03::OnEnable";
+ end;
+
+OnTimer40000:
+ donpcevent "#getspell04_aru03::OnDisable";
+ donpcevent "#getspell05_aru03::OnEnable";
+ end;
+
+OnTimer50000:
+ donpcevent "#getspell05_aru03::OnDisable";
+ donpcevent "#getspell06_aru03::OnEnable";
+ end;
+
+OnTimer60000:
+ donpcevent "#getspell06_aru03::OnDisable";
+ donpcevent "#getspell07_aru03::OnEnable";
+ end;
+
+OnTimer70000:
+ donpcevent "#getspell07_aru03::OnDisable";
+ donpcevent "#getspell08_aru03::OnEnable";
+ end;
+
+OnTimer75000:
+ if ($gqse_aru03_gd < 6) {
+ mapannounce "que_qaru03","Piamette : Silly birds! Silly Teo! Why can't you put away the cage at once?!",bc_map,"0x00ff00";
+ enablenpc "#aru03_cage01";
+ enablenpc "#aru03_cage02";
+ enablenpc "#aru03_cage03";
+ enablenpc "#aru03_cage04";
+ enablenpc "#aru03_cage05";
+ enablenpc "#aru03_cage06";
+ set $gqse_aru03_gd,0;
+ }
+ end;
+
+OnTimer76000:
+ disablenpc "#aru03_cage01";
+ disablenpc "#aru03_cage02";
+ disablenpc "#aru03_cage03";
+ disablenpc "#aru03_cage04";
+ disablenpc "#aru03_cage05";
+ disablenpc "#aru03_cage06";
+ end;
+
+OnTimer80000:
+ donpcevent "#gdtimer01_aru03::OnEnable";
+ end;
+}
+
+que_qaru03,2,3,0 script #gdtimer02_aru03 844,{
+
+OnEnable:
+ initnpctimer;
+ end;
+
+Onstop:
+ stopnpctimer;
+ killmonster "que_qaru03","#gdtimer02_aru03::OnMyMobDead";
+ end;
+
+OnTimer4000:
+ mapannounce "que_qaru03","Piamette : All of them are caught!",bc_map,"0xdb7093";
+ end;
+
+OnTimer8000:
+ mapannounce "que_qaru03","Piamette : Let's call out the keeper of the key not to let the birds go far away.",bc_map,"0xdb7093";
+ end;
+
+OnTimer12000:
+ mapannounce "que_qaru03","Piamette : The keeper of the key is protecting my cage.",bc_map,"0xdb7093";
+ monster "que_qaru03",108,151,"Key Stone",1905,1,"#gdtimer02_aru03::OnMyMobDead";
+ monster "que_qaru03",109,135,"Key Stone",1905,1,"#gdtimer02_aru03::OnMyMobDead";
+ monster "que_qaru03",115,116,"Key Stone",1905,1,"#gdtimer02_aru03::OnMyMobDead";
+ monster "que_qaru03",158,106,"Key Stone",1905,1,"#gdtimer02_aru03::OnMyMobDead";
+ monster "que_qaru03",163,133,"Key Stone",1905,1,"#gdtimer02_aru03::OnMyMobDead";
+ monster "que_qaru03",150,154,"Key Stone",1905,1,"#gdtimer02_aru03::OnMyMobDead";
+ end;
+
+OnTimer112000:
+ mapannounce "que_qaru03","Piamette : Whooping fun times are back! Now, Go! I'll get back to!!",bc_map,"0xdb7093";
+ killmonster "que_qaru03","#gdtimer02_aru03::OnMyMobDead";
+ enablenpc "#aru03_cage01";
+ enablenpc "#aru03_cage02";
+ enablenpc "#aru03_cage03";
+ enablenpc "#aru03_cage04";
+ enablenpc "#aru03_cage05";
+ enablenpc "#aru03_cage06";
+ set $gqse_aru03_gd,0;
+ end;
+
+OnTimer113000:
+ disablenpc "#aru03_cage01";
+ disablenpc "#aru03_cage02";
+ disablenpc "#aru03_cage03";
+ disablenpc "#aru03_cage04";
+ disablenpc "#aru03_cage05";
+ disablenpc "#aru03_cage06";
+ donpcevent "#gdtimer01_aru03::OnEnable";
+ stopnpctimer;
+ end;
+
+Onreset:
+ killmonster "que_qaru03","#gdtimer02_aru03::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ if (mobcount("que_qaru03","#gdtimer02_aru03::OnMyMobDead") == 0) {
+ enablenpc "#aru03_cage01";
+ enablenpc "#aru03_cage02";
+ enablenpc "#aru03_cage03";
+ enablenpc "#aru03_cage04";
+ enablenpc "#aru03_cage05";
+ enablenpc "#aru03_cage06";
+ donpcevent "#piamette_aru03::OnEnable";
+ stopnpctimer;
+ }
+ end;
+}
+
+que_qaru03,1,4,0 script #piamette_aru03 844,{
+OnEnable:
+ initnpctimer;
+ end;
+
+Onreset:
+ killmonster "que_qaru03","#piamette_aru03::OnMyMobDead";
+ stopnpctimer;
+ end;
+
+OnTimer1000:
+ mapannounce "que_qaru03","Piamette : All the keeper of keys are dead now? Who freed my birds? Teo, who did it?",bc_map,"0xdb7093";
+ end;
+
+OnTimer5000:
+ mapannounce "que_qaru03","Piamette : I'm pissed off now!",bc_map,"0xdb7093";
+ disablenpc "Piamette#aru03";
+ monster "que_qaru03",131,135,"Angry Piamette",1930,1,"#piamette_aru03::OnMyMobDead";
+ stopnpctimer;
+ end;
+
+OnMyMobDead:
+ mapannounce "que_qaru03","Piamette has been released, so the warp gate toward the South is working now.",bc_map,"0x00ff00";
+ enablenpc "windpath03_aru03";
+ enablenpc "windpath04_aru03";
+ donpcevent "#nm_switch_aru03::OnEnable";
+ end;
+}
+
+que_qaru03,113,135,0 script #getspell01_aru03 -1,1,1,{
+OnInit:
+ disablenpc "#getspell01_aru03";
+ end;
+
+OnEnable:
+ enablenpc "#getspell01_aru03";
+ specialeffect EF_LOCKON;
+ end;
+
+OnDisable:
+ disablenpc "#getspell01_aru03";
+ end;
+
+OnTouch:
+ sc_start2 SC_Stone,300000,0,10000;
+ if ($gqse_aru03_gd == 0) {
+ warp "que_qaru03",103,153;
+ disablenpc "#getspell01_aru03";
+ set $gqse_aru03_gd,1;
+ mapannounce "que_qaru03","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru03_gd == 1) {
+ warp "que_qaru03",102,135;
+ disablenpc "#getspell01_aru03";
+ set $gqse_aru03_gd,2;
+ mapannounce "que_qaru03","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru03_gd == 2) {
+ warp "que_qaru03",113,111;
+ disablenpc "#getspell01_aru03";
+ set $gqse_aru03_gd,3;
+ mapannounce "que_qaru03","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru03_gd == 3) {
+ warp "que_qaru03",161,105;
+ disablenpc "#getspell01_aru03";
+ set $gqse_aru03_gd,4;
+ mapannounce "que_qaru03","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru03_gd == 4) {
+ warp "que_qaru03",168,135;
+ disablenpc "#getspell01_aru03";
+ set $gqse_aru03_gd,5;
+ mapannounce "que_qaru03","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru03_gd == 5) {
+ warp "que_qaru03",150,159;
+ disablenpc "#getspell01_aru03";
+ set $gqse_aru03_gd,6;
+ mapannounce "que_qaru03","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
+ donpcevent "#gdtimer02_aru03::OnEnable";
+ donpcevent "#gdtimer01_aru03::Onstop";
+ }
+ end;
+}
+
+que_qaru03,146,150,0 script #getspell02_aru03 -1,1,1,{
+OnInit:
+ disablenpc "#getspell02_aru03";
+ end;
+
+OnEnable:
+ enablenpc "#getspell02_aru03";
+ specialeffect EF_LOCKON;
+ end;
+
+OnDisable:
+ disablenpc "#getspell02_aru03";
+ end;
+
+OnTouch:
+ sc_start2 SC_Stone,300000,0,10000;
+ if ($gqse_aru03_gd == 0) {
+ warp "que_qaru03",103,153;
+ disablenpc "#getspell01_aru03";
+ set $gqse_aru03_gd,1;
+ mapannounce "que_qaru03","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru03_gd == 1) {
+ warp "que_qaru03",102,135;
+ disablenpc "#getspell01_aru03";
+ set $gqse_aru03_gd,2;
+ mapannounce "que_qaru03","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru03_gd == 2) {
+ warp "que_qaru03",113,111;
+ disablenpc "#getspell01_aru03";
+ set $gqse_aru03_gd,3;
+ mapannounce "que_qaru03","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru03_gd == 3) {
+ warp "que_qaru03",161,105;
+ disablenpc "#getspell01_aru03";
+ set $gqse_aru03_gd,4;
+ mapannounce "que_qaru03","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru03_gd == 4) {
+ warp "que_qaru03",168,135;
+ disablenpc "#getspell01_aru03";
+ set $gqse_aru03_gd,5;
+ mapannounce "que_qaru03","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru03_gd == 5) {
+ warp "que_qaru03",150,159;
+ disablenpc "#getspell01_aru03";
+ set $gqse_aru03_gd,6;
+ mapannounce "que_qaru03","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
+ donpcevent "#gdtimer02_aru03::OnEnable";
+ donpcevent "#gdtimer01_aru03::Onstop";
+ }
+ end;
+}
+
+que_qaru03,131,117,0 script #getspell03_aru03 -1,1,1,{
+OnInit:
+ disablenpc "#getspell03_aru03";
+ end;
+
+OnEnable:
+ enablenpc "#getspell03_aru03";
+ specialeffect EF_LOCKON;
+ end;
+
+OnDisable:
+ disablenpc "#getspell03_aru03";
+ end;
+
+OnTouch:
+ sc_start2 SC_Stone,300000,0,10000;
+ if ($gqse_aru03_gd == 0) {
+ warp "que_qaru03",103,153;
+ disablenpc "#getspell01_aru03";
+ set $gqse_aru03_gd,1;
+ mapannounce "que_qaru03","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru03_gd == 1) {
+ warp "que_qaru03",102,135;
+ disablenpc "#getspell01_aru03";
+ set $gqse_aru03_gd,2;
+ mapannounce "que_qaru03","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru03_gd == 2) {
+ warp "que_qaru03",113,111;
+ disablenpc "#getspell01_aru03";
+ set $gqse_aru03_gd,3;
+ mapannounce "que_qaru03","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru03_gd == 3) {
+ warp "que_qaru03",161,105;
+ disablenpc "#getspell01_aru03";
+ set $gqse_aru03_gd,4;
+ mapannounce "que_qaru03","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru03_gd == 4) {
+ warp "que_qaru03",168,135;
+ disablenpc "#getspell01_aru03";
+ set $gqse_aru03_gd,5;
+ mapannounce "que_qaru03","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru03_gd == 5) {
+ warp "que_qaru03",150,159;
+ disablenpc "#getspell01_aru03";
+ set $gqse_aru03_gd,6;
+ mapannounce "que_qaru03","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
+ donpcevent "#gdtimer02_aru03::OnEnable";
+ donpcevent "#gdtimer01_aru03::Onstop";
+ }
+ end;
+}
+
+que_qaru03,117,150,0 script #getspell04_aru03 -1,1,1,{
+OnInit:
+ disablenpc "#getspell04_aru03";
+ end;
+
+OnEnable:
+ enablenpc "#getspell04_aru03";
+ specialeffect EF_LOCKON;
+ end;
+
+OnDisable:
+ disablenpc "#getspell04_aru03";
+ end;
+
+OnTouch:
+ sc_start2 SC_Stone,300000,0,10000;
+ if ($gqse_aru03_gd == 0) {
+ warp "que_qaru03",103,153;
+ disablenpc "#getspell01_aru03";
+ set $gqse_aru03_gd,1;
+ mapannounce "que_qaru03","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru03_gd == 1) {
+ warp "que_qaru03",102,135;
+ disablenpc "#getspell01_aru03";
+ set $gqse_aru03_gd,2;
+ mapannounce "que_qaru03","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru03_gd == 2) {
+ warp "que_qaru03",113,111;
+ disablenpc "#getspell01_aru03";
+ set $gqse_aru03_gd,3;
+ mapannounce "que_qaru03","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru03_gd == 3) {
+ warp "que_qaru03",161,105;
+ disablenpc "#getspell01_aru03";
+ set $gqse_aru03_gd,4;
+ mapannounce "que_qaru03","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru03_gd == 4) {
+ warp "que_qaru03",168,135;
+ disablenpc "#getspell01_aru03";
+ set $gqse_aru03_gd,5;
+ mapannounce "que_qaru03","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru03_gd == 5) {
+ warp "que_qaru03",150,159;
+ disablenpc "#getspell01_aru03";
+ set $gqse_aru03_gd,6;
+ mapannounce "que_qaru03","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
+ donpcevent "#gdtimer02_aru03::OnEnable";
+ donpcevent "#gdtimer01_aru03::Onstop";
+ }
+ end;
+}
+
+que_qaru03,150,135,0 script #getspell05_aru03 -1,1,1,{
+OnInit:
+ disablenpc "#getspell05_aru03";
+ end;
+
+OnEnable:
+ enablenpc "#getspell05_aru03";
+ specialeffect EF_LOCKON;
+ end;
+
+OnDisable:
+ disablenpc "#getspell05_aru03";
+ end;
+
+OnTouch:
+ sc_start2 SC_Stone,300000,0,10000;
+ if ($gqse_aru03_gd == 0) {
+ warp "que_qaru03",103,153;
+ disablenpc "#getspell01_aru03";
+ set $gqse_aru03_gd,1;
+ mapannounce "que_qaru03","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru03_gd == 1) {
+ warp "que_qaru03",102,135;
+ disablenpc "#getspell01_aru03";
+ set $gqse_aru03_gd,2;
+ mapannounce "que_qaru03","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru03_gd == 2) {
+ warp "que_qaru03",113,111;
+ disablenpc "#getspell01_aru03";
+ set $gqse_aru03_gd,3;
+ mapannounce "que_qaru03","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru03_gd == 3) {
+ warp "que_qaru03",161,105;
+ disablenpc "#getspell01_aru03";
+ set $gqse_aru03_gd,4;
+ mapannounce "que_qaru03","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru03_gd == 4) {
+ warp "que_qaru03",168,135;
+ disablenpc "#getspell01_aru03";
+ set $gqse_aru03_gd,5;
+ mapannounce "que_qaru03","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru03_gd == 5) {
+ warp "que_qaru03",150,159;
+ disablenpc "#getspell01_aru03";
+ set $gqse_aru03_gd,6;
+ mapannounce "que_qaru03","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
+ donpcevent "#gdtimer02_aru03::OnEnable";
+ donpcevent "#gdtimer01_aru03::Onstop";
+ }
+ end;
+}
+
+que_qaru03,117,121,0 script #getspell06_aru03 -1,1,1,{
+OnInit:
+ disablenpc "#getspell06_aru03";
+ end;
+
+OnEnable:
+ enablenpc "#getspell06_aru03";
+ specialeffect EF_LOCKON;
+ end;
+
+OnDisable:
+ disablenpc "#getspell06_aru03";
+ end;
+
+OnTouch:
+ sc_start2 SC_Stone,300000,0,10000;
+ if ($gqse_aru03_gd == 0) {
+ warp "que_qaru03",103,153;
+ disablenpc "#getspell01_aru03";
+ set $gqse_aru03_gd,1;
+ mapannounce "que_qaru03","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru03_gd == 1) {
+ warp "que_qaru03",102,135;
+ disablenpc "#getspell01_aru03";
+ set $gqse_aru03_gd,2;
+ mapannounce "que_qaru03","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru03_gd == 2) {
+ warp "que_qaru03",113,111;
+ disablenpc "#getspell01_aru03";
+ set $gqse_aru03_gd,3;
+ mapannounce "que_qaru03","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru03_gd == 3) {
+ warp "que_qaru03",161,105;
+ disablenpc "#getspell01_aru03";
+ set $gqse_aru03_gd,4;
+ mapannounce "que_qaru03","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru03_gd == 4) {
+ warp "que_qaru03",168,135;
+ disablenpc "#getspell01_aru03";
+ set $gqse_aru03_gd,5;
+ mapannounce "que_qaru03","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru03_gd == 5) {
+ warp "que_qaru03",150,159;
+ disablenpc "#getspell01_aru03";
+ set $gqse_aru03_gd,6;
+ mapannounce "que_qaru03","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
+ donpcevent "#gdtimer02_aru03::OnEnable";
+ donpcevent "#gdtimer01_aru03::Onstop";
+ }
+ end;
+}
+
+que_qaru03,131,154,0 script #getspell07_aru03 -1,1,1,{
+OnInit:
+ disablenpc "#getspell07_aru03";
+ end;
+
+OnEnable:
+ enablenpc "#getspell07_aru03";
+ specialeffect EF_LOCKON;
+ end;
+
+OnDisable:
+ disablenpc "#getspell07_aru03";
+ end;
+
+OnTouch:
+ sc_start2 SC_Stone,300000,0,10000;
+ if ($gqse_aru03_gd == 0) {
+ warp "que_qaru03",103,153;
+ disablenpc "#getspell01_aru03";
+ set $gqse_aru03_gd,1;
+ mapannounce "que_qaru03","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru03_gd == 1) {
+ warp "que_qaru03",102,135;
+ disablenpc "#getspell01_aru03";
+ set $gqse_aru03_gd,2;
+ mapannounce "que_qaru03","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru03_gd == 2) {
+ warp "que_qaru03",113,111;
+ disablenpc "#getspell01_aru03";
+ set $gqse_aru03_gd,3;
+ mapannounce "que_qaru03","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru03_gd == 3) {
+ warp "que_qaru03",161,105;
+ disablenpc "#getspell01_aru03";
+ set $gqse_aru03_gd,4;
+ mapannounce "que_qaru03","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru03_gd == 4) {
+ warp "que_qaru03",168,135;
+ disablenpc "#getspell01_aru03";
+ set $gqse_aru03_gd,5;
+ mapannounce "que_qaru03","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru03_gd == 5) {
+ warp "que_qaru03",150,159;
+ disablenpc "#getspell01_aru03";
+ set $gqse_aru03_gd,6;
+ mapannounce "que_qaru03","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
+ donpcevent "#gdtimer02_aru03::OnEnable";
+ donpcevent "#gdtimer01_aru03::Onstop";
+ }
+ end;
+}
+
+que_qaru03,146,121,0 script #getspell08_aru03 -1,1,1,{
+OnInit:
+ disablenpc "#getspell08_aru03";
+ end;
+
+OnEnable:
+ enablenpc "#getspell08_aru03";
+ specialeffect EF_LOCKON;
+ end;
+
+OnDisable:
+ disablenpc "#getspell08_aru03";
+ end;
+
+OnTouch:
+ sc_start2 SC_Stone,300000,0,10000;
+ if ($gqse_aru03_gd == 0) {
+ warp "que_qaru03",103,153;
+ disablenpc "#getspell01_aru03";
+ set $gqse_aru03_gd,1;
+ mapannounce "que_qaru03","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru03_gd == 1) {
+ warp "que_qaru03",102,135;
+ disablenpc "#getspell01_aru03";
+ set $gqse_aru03_gd,2;
+ mapannounce "que_qaru03","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru03_gd == 2) {
+ warp "que_qaru03",113,111;
+ disablenpc "#getspell01_aru03";
+ set $gqse_aru03_gd,3;
+ mapannounce "que_qaru03","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru03_gd == 3) {
+ warp "que_qaru03",161,105;
+ disablenpc "#getspell01_aru03";
+ set $gqse_aru03_gd,4;
+ mapannounce "que_qaru03","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru03_gd == 4) {
+ warp "que_qaru03",168,135;
+ disablenpc "#getspell01_aru03";
+ set $gqse_aru03_gd,5;
+ mapannounce "que_qaru03","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru03_gd == 5) {
+ warp "que_qaru03",150,159;
+ disablenpc "#getspell01_aru03";
+ set $gqse_aru03_gd,6;
+ mapannounce "que_qaru03","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
+ donpcevent "#gdtimer02_aru03::OnEnable";
+ donpcevent "#gdtimer01_aru03::Onstop";
+ }
+ end;
+}
+
+que_qaru03,103,153,0 script #aru03_cage01 -1,1,1,{
+OnInit:
+ disablenpc "#aru03_cage01";
+ end;
+
+OnTouch:
+ sc_end SC_Stone;
+ warp "que_qaru03",108,151;
+ disablenpc "#aru03_cage01";
+ end;
+}
+
+que_qaru03,102,135,0 script #aru03_cage02 -1,1,1,{
+OnInit:
+ disablenpc "#aru03_cage02";
+ end;
+
+OnTouch:
+ sc_end SC_Stone;
+ warp "que_qaru03",107,135;
+ disablenpc "#aru03_cage02";
+ end;
+}
+
+que_qaru03,113,111,0 script #aru03_cage03 -1,1,1,{
+OnInit:
+ disablenpc "#aru03_cage03";
+ end;
+
+OnTouch:
+ sc_end SC_Stone;
+ warp "que_qaru03",113,114;
+ disablenpc "#aru03_cage03";
+ end;
+}
+
+que_qaru03,161,105,0 script #aru03_cage04 -1,1,1,{
+OnInit:
+ disablenpc "#aru03_cage04";
+ end;
+
+OnTouch:
+ sc_end SC_Stone;
+ warp "que_qaru03",158,106;
+ disablenpc "#aru03_cage04";
+ end;
+}
+
+que_qaru03,168,135,0 script #aru03_cage05 -1,1,1,{
+OnInit:
+ disablenpc "#aru03_cage05";
+ end;
+
+OnTouch:
+ sc_end SC_Stone;
+ warp "que_qaru03",163,133;
+ disablenpc "#aru03_cage05";
+ end;
+}
+
+que_qaru03,150,159,0 script #aru03_cage06 -1,1,1,{
+OnInit:
+ disablenpc "#aru03_cage06";
+ end;
+
+OnTouch:
+ sc_end SC_Stone;
+ warp "que_qaru03",150,154;
+ disablenpc "#aru03_cage06";
+ end;
+}
+
+que_qaru03,1,8,0 script #gd_aru03_mobctrl 844,{
+OnEnable:
+ monster "que_qaru03",107,152,"Ball of Piamette",1738,1,"#gd_aru03_mobctrl::OnMyMobDead";
+ monster "que_qaru03",109,135,"Ball of Piamette",1738,1,"#gd_aru03_mobctrl::OnMyMobDead";
+ monster "que_qaru03",113,116,"Ball of Piamette",1738,1,"#gd_aru03_mobctrl::OnMyMobDead";
+ monster "que_qaru03",157,107,"Ball of Piamette",1738,1,"#gd_aru03_mobctrl::OnMyMobDead";
+ monster "que_qaru03",163,133,"Ball of Piamette",1738,1,"#gd_aru03_mobctrl::OnMyMobDead";
+ monster "que_qaru03",149,156,"Ball of Piamette",1738,1,"#gd_aru03_mobctrl::OnMyMobDead";
+ monster "que_qaru03",130,139,"Alice",1275,1,"#gd_aru03_mobctrl::OnMyMobDead";
+ monster "que_qaru03",135,137,"Alice",1275,1,"#gd_aru03_mobctrl::OnMyMobDead";
+ monster "que_qaru03",130,132,"Alice",1275,1,"#gd_aru03_mobctrl::OnMyMobDead";
+ monster "que_qaru03",128,137,"Alice",1275,1,"#gd_aru03_mobctrl::OnMyMobDead";
+ monster "que_qaru03",109,145,"Alice",1275,1,"#gd_aru03_mobctrl::OnMyMobDead";
+ monster "que_qaru03",109,130,"Alice",1275,1,"#gd_aru03_mobctrl::OnMyMobDead";
+ monster "que_qaru03",128,114,"Alice",1275,1,"#gd_aru03_mobctrl::OnMyMobDead";
+ monster "que_qaru03",147,114,"Alice",1275,1,"#gd_aru03_mobctrl::OnMyMobDead";
+ monster "que_qaru03",154,128,"Alice",1275,1,"#gd_aru03_mobctrl::OnMyMobDead";
+ monster "que_qaru03",151,145,"Alice",1275,1,"#gd_aru03_mobctrl::OnMyMobDead";
+ monster "que_qaru03",130,151,"Alice",1275,1,"#gd_aru03_mobctrl::OnMyMobDead";
+ monster "que_qaru03",131,139,"Ball of Piamette",1738,1,"#gd_aru03_mobctrl::OnMyMobDead";
+ monster "que_qaru03",135,136,"Ball of Piamette",1738,1,"#gd_aru03_mobctrl::OnMyMobDead";
+ monster "que_qaru03",131,132,"Ball of Piamette",1738,1,"#gd_aru03_mobctrl::OnMyMobDead";
+ monster "que_qaru03",128,136,"Ball of Piamette",1738,1,"#gd_aru03_mobctrl::OnMyMobDead";
+ monster "que_qaru03",110,145,"Ball of Piamette",1738,1,"#gd_aru03_mobctrl::OnMyMobDead";
+ monster "que_qaru03",129,114,"Ball of Piamette",1738,1,"#gd_aru03_mobctrl::OnMyMobDead";
+ monster "que_qaru03",148,114,"Ball of Piamette",1738,1,"#gd_aru03_mobctrl::OnMyMobDead";
+ monster "que_qaru03",155,128,"Ball of Piamette",1738,1,"#gd_aru03_mobctrl::OnMyMobDead";
+ monster "que_qaru03",152,145,"Ball of Piamette",1738,1,"#gd_aru03_mobctrl::OnMyMobDead";
+ monster "que_qaru03",131,151,"Ball of Piamette",1738,1,"#gd_aru03_mobctrl::OnMyMobDead";
+ monster "que_qaru03",110,130,"Ball of Piamette",1738,1,"#gd_aru03_mobctrl::OnMyMobDead";
+ monster "que_qaru03",132,139,"Violy",1390,1,"#gd_aru03_mobctrl::OnMyMobDead";
+ monster "que_qaru03",135,135,"Violy",1390,1,"#gd_aru03_mobctrl::OnMyMobDead";
+ monster "que_qaru03",132,132,"Violy",1390,1,"#gd_aru03_mobctrl::OnMyMobDead";
+ monster "que_qaru03",128,135,"Violy",1390,1,"#gd_aru03_mobctrl::OnMyMobDead";
+ monster "que_qaru03",111,145,"Violy",1390,1,"#gd_aru03_mobctrl::OnMyMobDead";
+ monster "que_qaru03",111,130,"Violy",1390,1,"#gd_aru03_mobctrl::OnMyMobDead";
+ monster "que_qaru03",130,114,"Violy",1390,1,"#gd_aru03_mobctrl::OnMyMobDead";
+ monster "que_qaru03",149,114,"Violy",1390,1,"#gd_aru03_mobctrl::OnMyMobDead";
+ monster "que_qaru03",156,128,"Violy",1390,1,"#gd_aru03_mobctrl::OnMyMobDead";
+ monster "que_qaru03",153,145,"Violy",1390,1,"#gd_aru03_mobctrl::OnMyMobDead";
+ monster "que_qaru03",132,151,"Violy",1390,1,"#gd_aru03_mobctrl::OnMyMobDead";
+ monster "que_qaru03",133,139,"Ancient Mimic",1699,1,"#gd_aru03_mobctrl::OnMyMobDead";
+ monster "que_qaru03",135,134,"Ancient Mimic",1699,1,"#gd_aru03_mobctrl::OnMyMobDead";
+ monster "que_qaru03",133,132,"Ancient Mimic",1699,1,"#gd_aru03_mobctrl::OnMyMobDead";
+ monster "que_qaru03",128,135,"Ancient Mimic",1699,1,"#gd_aru03_mobctrl::OnMyMobDead";
+ monster "que_qaru03",112,145,"Ancient Mimic",1699,1,"#gd_aru03_mobctrl::OnMyMobDead";
+ monster "que_qaru03",131,114,"Ancient Mimic",1699,1,"#gd_aru03_mobctrl::OnMyMobDead";
+ monster "que_qaru03",150,114,"Ancient Mimic",1699,1,"#gd_aru03_mobctrl::OnMyMobDead";
+ monster "que_qaru03",157,128,"Ancient Mimic",1699,1,"#gd_aru03_mobctrl::OnMyMobDead";
+ monster "que_qaru03",154,145,"Ancient Mimic",1699,1,"#gd_aru03_mobctrl::OnMyMobDead";
+ monster "que_qaru03",133,151,"Ancient Mimic",1699,1,"#gd_aru03_mobctrl::OnMyMobDead";
+ monster "que_qaru03",112,130,"Ancient Mimic",1699,1,"#gd_aru03_mobctrl::OnMyMobDead";
+ end;
+
+Onreset:
+ killmonster "que_qaru03","#gd_aru03_mobctrl::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ if (mobcount("que_qaru03","#gd_aru03_mobctrl::OnMyMobDead") < 7) {
+ monster "que_qaru03",107,152,"Ball of Piamette",1738,1,"#gd_aru03_mobctrl::OnMyMobDead";
+ monster "que_qaru03",109,135,"Ball of Piamette",1738,1,"#gd_aru03_mobctrl::OnMyMobDead";
+ monster "que_qaru03",113,116,"Ball of Piamette",1738,1,"#gd_aru03_mobctrl::OnMyMobDead";
+ monster "que_qaru03",157,107,"Ball of Piamette",1738,1,"#gd_aru03_mobctrl::OnMyMobDead";
+ monster "que_qaru03",163,133,"Ball of Piamette",1738,1,"#gd_aru03_mobctrl::OnMyMobDead";
+ monster "que_qaru03",149,156,"Ball of Piamette",1738,1,"#gd_aru03_mobctrl::OnMyMobDead";
+ }
+ end;
+}
+
+que_qaru03,149,105,0 script windpath03_aru03 45,1,1,{
+OnInit:
+ disablenpc "windpath03_aru03";
+ end;
+
+OnTouch:
+ warp "que_qaru03",119,103;
+ end;
+}
+
+que_qaru03,128,104,0 script windpath04_aru03 45,1,1,{
+OnInit:
+ disablenpc "windpath04_aru03";
+ end;
+
+OnTouch:
+ warp "que_qaru03",146,109;
+ end;
+}
+
+que_qaru03,253,273,0 script #nm_switch_aru03 -1,5,5,{
+OnInit:
+ disablenpc "#nm_switch_aru03";
+ end;
+
+OnEnable:
+ enablenpc "#nm_switch_aru03";
+ end;
+
+OnDisable:
+ disablenpc "#nm_switch_aru03";
+ stopnpctimer;
+ end;
+
+OnTouch:
+ disablenpc "#nm_switch_aru03";
+ initnpctimer;
+ end;
+
+OnTimer1000:
+ mapannounce "que_qaru03","Wish Maiden: Did you have a good time with Piamette?",bc_map,"0x00ff00";
+ end;
+
+OnTimer4000:
+ mapannounce "que_qaru03","Wish Maiden: But it's the end. There will be summoned monsters coming soon...",bc_map,"0x00ff00";
+ end;
+
+OnTimer9000:
+ mapannounce "que_qaru03","Wish Maiden: So come here to me safely...",bc_map,"0x00ff00";
+ end;
+
+OnTimer10000:
+ donpcevent "#nmsomaru03_jin01::OnEnable";
+ donpcevent "#aru03_stone01::OnEnable";
+ end;
+
+OnTimer190000:
+ donpcevent "#nmsomaru03_jin02::OnEnable";
+ donpcevent "#aru03_stone02::OnEnable";
+ end;
+
+OnTimer370000:
+ donpcevent "#nmsomaru03_jin03::OnEnable";
+ donpcevent "#aru03_stone03::OnEnable";
+ stopnpctimer;
+ end;
+}
+
+que_qaru03,229,297,0 script #nmsomaru03_jin01 -1,{
+OnEnable:
+ donpcevent "#aru03_stone01::OnEnable";
+ initnpctimer;
+ end;
+
+OnDisable:
+ killmonster "que_qaru03","#nmsomaru03_jin01::OnMyMobDead";
+ stopnpctimer;
+ end;
+
+OnTimer5000:
+ mapannounce "que_qaru03","The Western magic formation is working to summon Guard of Shadow.",bc_map,"0x4d4dff";
+ monster "que_qaru03",226,288,"Guard of Shadow",1752,1,"#nmsomaru03_jin01::OnMyMobDead";
+ monster "que_qaru03",227,289,"Guard of Shadow",1752,1,"#nmsomaru03_jin01::OnMyMobDead";
+ monster "que_qaru03",228,290,"Guard of Shadow",1752,1,"#nmsomaru03_jin01::OnMyMobDead";
+ monster "que_qaru03",229,291,"Guard of Shadow",1752,1,"#nmsomaru03_jin01::OnMyMobDead";
+ monster "que_qaru03",230,292,"Guard of Shadow",1752,1,"#nmsomaru03_jin01::OnMyMobDead";
+ monster "que_qaru03",231,293,"Guard of Shadow",1752,1,"#nmsomaru03_jin01::OnMyMobDead";
+ monster "que_qaru03",232,294,"Guard of Shadow",1752,1,"#nmsomaru03_jin01::OnMyMobDead";
+ monster "que_qaru03",233,295,"Guard of Shadow",1752,1,"#nmsomaru03_jin01::OnMyMobDead";
+ monster "que_qaru03",234,296,"Guard of Shadow",1752,1,"#nmsomaru03_jin01::OnMyMobDead";
+ monster "que_qaru03",235,297,"Guard of Shadow",1752,1,"#nmsomaru03_jin01::OnMyMobDead";
+ monster "que_qaru03",228,286,"Guard of Shadow",1752,1,"#nmsomaru03_jin01::OnMyMobDead";
+ monster "que_qaru03",229,287,"Guard of Shadow",1752,1,"#nmsomaru03_jin01::OnMyMobDead";
+ monster "que_qaru03",230,288,"Guard of Shadow",1752,1,"#nmsomaru03_jin01::OnMyMobDead";
+ monster "que_qaru03",231,289,"Guard of Shadow",1752,1,"#nmsomaru03_jin01::OnMyMobDead";
+ monster "que_qaru03",232,290,"Guard of Shadow",1752,1,"#nmsomaru03_jin01::OnMyMobDead";
+ monster "que_qaru03",233,291,"Guard of Shadow",1752,1,"#nmsomaru03_jin01::OnMyMobDead";
+ monster "que_qaru03",234,292,"Guard of Shadow",1752,1,"#nmsomaru03_jin01::OnMyMobDead";
+ monster "que_qaru03",235,293,"Guard of Shadow",1752,1,"#nmsomaru03_jin01::OnMyMobDead";
+ monster "que_qaru03",236,294,"Guard of Shadow",1752,1,"#nmsomaru03_jin01::OnMyMobDead";
+ monster "que_qaru03",237,295,"Guard of Shadow",1752,1,"#nmsomaru03_jin01::OnMyMobDead";
+ monster "que_qaru03",230,284,"Guard of Shadow",1752,1,"#nmsomaru03_jin01::OnMyMobDead";
+ monster "que_qaru03",231,285,"Guard of Shadow",1752,1,"#nmsomaru03_jin01::OnMyMobDead";
+ monster "que_qaru03",232,286,"Guard of Shadow",1752,1,"#nmsomaru03_jin01::OnMyMobDead";
+ monster "que_qaru03",233,287,"Guard of Shadow",1752,1,"#nmsomaru03_jin01::OnMyMobDead";
+ monster "que_qaru03",234,288,"Guard of Shadow",1752,1,"#nmsomaru03_jin01::OnMyMobDead";
+ monster "que_qaru03",235,289,"Guard of Shadow",1752,1,"#nmsomaru03_jin01::OnMyMobDead";
+ monster "que_qaru03",236,290,"Guard of Shadow",1752,1,"#nmsomaru03_jin01::OnMyMobDead";
+ monster "que_qaru03",237,291,"Guard of Shadow",1752,1,"#nmsomaru03_jin01::OnMyMobDead";
+ monster "que_qaru03",238,292,"Guard of Shadow",1752,1,"#nmsomaru03_jin01::OnMyMobDead";
+ monster "que_qaru03",239,293,"Guard of Shadow",1752,1,"#nmsomaru03_jin01::OnMyMobDead";
+ end;
+
+OnTimer25000:
+OnTimer55000:
+OnTimer85000:
+OnTimer120000:
+ monster "que_qaru03",226,294,"Guard of Shadow",1752,1,"#nmsomaru03_jin01::OnMyMobDead";
+ monster "que_qaru03",227,294,"Guard of Shadow",1752,1,"#nmsomaru03_jin01::OnMyMobDead";
+ monster "que_qaru03",228,294,"Guard of Shadow",1752,1,"#nmsomaru03_jin01::OnMyMobDead";
+ monster "que_qaru03",229,294,"Guard of Shadow",1752,1,"#nmsomaru03_jin01::OnMyMobDead";
+ monster "que_qaru03",230,295,"Guard of Shadow",1752,1,"#nmsomaru03_jin01::OnMyMobDead";
+ monster "que_qaru03",231,296,"Guard of Shadow",1752,1,"#nmsomaru03_jin01::OnMyMobDead";
+ monster "que_qaru03",231,297,"Guard of Shadow",1752,1,"#nmsomaru03_jin01::OnMyMobDead";
+ monster "que_qaru03",231,298,"Guard of Shadow",1752,1,"#nmsomaru03_jin01::OnMyMobDead";
+ monster "que_qaru03",231,299,"Guard of Shadow",1752,1,"#nmsomaru03_jin01::OnMyMobDead";
+ monster "que_qaru03",230,300,"Guard of Shadow",1752,1,"#nmsomaru03_jin01::OnMyMobDead";
+ monster "que_qaru03",229,301,"Guard of Shadow",1752,1,"#nmsomaru03_jin01::OnMyMobDead";
+ monster "que_qaru03",228,301,"Guard of Shadow",1752,1,"#nmsomaru03_jin01::OnMyMobDead";
+ monster "que_qaru03",227,301,"Guard of Shadow",1752,1,"#nmsomaru03_jin01::OnMyMobDead";
+ monster "que_qaru03",226,301,"Guard of Shadow",1752,1,"#nmsomaru03_jin01::OnMyMobDead";
+ monster "que_qaru03",225,300,"Guard of Shadow",1752,1,"#nmsomaru03_jin01::OnMyMobDead";
+ monster "que_qaru03",224,299,"Guard of Shadow",1752,1,"#nmsomaru03_jin01::OnMyMobDead";
+ monster "que_qaru03",224,298,"Guard of Shadow",1752,1,"#nmsomaru03_jin01::OnMyMobDead";
+ monster "que_qaru03",224,297,"Guard of Shadow",1752,1,"#nmsomaru03_jin01::OnMyMobDead";
+ monster "que_qaru03",224,296,"Guard of Shadow",1752,1,"#nmsomaru03_jin01::OnMyMobDead";
+ monster "que_qaru03",225,295,"Guard of Shadow",1752,1,"#nmsomaru03_jin01::OnMyMobDead";
+ end;
+
+OnTimer180000:
+ stopnpctimer;
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qaru03,2,8,0 script #aru03_stone01 844,{
+OnEnable:
+ monster "que_qaru03",227,294,"Western Magic Guardian",1752,1,"#aru03_stone01::OnMyMobDead";
+ monster "que_qaru03",229,294,"Western Magic Guardian",1752,1,"#aru03_stone01::OnMyMobDead";
+ monster "que_qaru03",231,296,"Western Magic Guardian",1752,1,"#aru03_stone01::OnMyMobDead";
+ monster "que_qaru03",231,298,"Western Magic Guardian",1752,1,"#aru03_stone01::OnMyMobDead";
+ monster "que_qaru03",230,300,"Western Magic Guardian",1752,1,"#aru03_stone01::OnMyMobDead";
+ monster "que_qaru03",228,301,"Western Magic Guardian",1752,1,"#aru03_stone01::OnMyMobDead";
+ monster "que_qaru03",226,301,"Western Magic Guardian",1752,1,"#aru03_stone01::OnMyMobDead";
+ monster "que_qaru03",224,299,"Western Magic Guardian",1752,1,"#aru03_stone01::OnMyMobDead";
+ monster "que_qaru03",224,297,"Western Magic Guardian",1752,1,"#aru03_stone01::OnMyMobDead";
+ monster "que_qaru03",225,295,"Western Magic Guardian",1752,1,"#aru03_stone01::OnMyMobDead";
+ end;
+
+Onreset:
+ killmonster "que_qaru03","#aru03_stone01::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ if (mobcount("que_qaru03","#aru03_stone01::OnMyMobDead") == 0) {
+ set $gqse_aru03_nm,$gqse_aru03_nm+1;
+ donpcevent "#nmsomaru03_jin01::OnDisable";
+ if ($gqse_aru03_nm == 3) {
+ donpcevent "Wish Maiden#aru03_boss::Onfight";
+ }
+ }
+ end;
+}
+
+que_qaru03,275,299,0 script #nmsomaru03_jin02 -1,{
+OnEnable:
+ initnpctimer;
+ end;
+
+OnDisable:
+ killmonster "que_qaru03","#nmsomaru03_jin02::OnMyMobDead";
+ stopnpctimer;
+ end;
+
+OnTimer5000:
+ mapannounce "que_qaru03","The Eastern magic formation is working to summon Bloody Hunter.",bc_map,"0x4d4dff";
+ monster "que_qaru03",263,292,"Bloody Hunter",1753,1,"#nmsomaru03_jin02::OnMyMobDead";
+ monster "que_qaru03",264,291,"Bloody Hunter",1753,1,"#nmsomaru03_jin02::OnMyMobDead";
+ monster "que_qaru03",265,290,"Bloody Hunter",1753,1,"#nmsomaru03_jin02::OnMyMobDead";
+ monster "que_qaru03",266,289,"Bloody Hunter",1753,1,"#nmsomaru03_jin02::OnMyMobDead";
+ monster "que_qaru03",267,288,"Bloody Hunter",1753,1,"#nmsomaru03_jin02::OnMyMobDead";
+ monster "que_qaru03",268,287,"Bloody Hunter",1753,1,"#nmsomaru03_jin02::OnMyMobDead";
+ monster "que_qaru03",269,286,"Bloody Hunter",1753,1,"#nmsomaru03_jin02::OnMyMobDead";
+ monster "que_qaru03",270,285,"Bloody Hunter",1753,1,"#nmsomaru03_jin02::OnMyMobDead";
+ monster "que_qaru03",271,284,"Bloody Hunter",1753,1,"#nmsomaru03_jin02::OnMyMobDead";
+ monster "que_qaru03",272,283,"Bloody Hunter",1753,1,"#nmsomaru03_jin02::OnMyMobDead";
+ monster "que_qaru03",265,294,"Bloody Hunter",1753,1,"#nmsomaru03_jin02::OnMyMobDead";
+ monster "que_qaru03",266,293,"Bloody Hunter",1753,1,"#nmsomaru03_jin02::OnMyMobDead";
+ monster "que_qaru03",267,292,"Bloody Hunter",1753,1,"#nmsomaru03_jin02::OnMyMobDead";
+ monster "que_qaru03",268,291,"Bloody Hunter",1753,1,"#nmsomaru03_jin02::OnMyMobDead";
+ monster "que_qaru03",269,290,"Bloody Hunter",1753,1,"#nmsomaru03_jin02::OnMyMobDead";
+ monster "que_qaru03",270,289,"Bloody Hunter",1753,1,"#nmsomaru03_jin02::OnMyMobDead";
+ monster "que_qaru03",271,288,"Bloody Hunter",1753,1,"#nmsomaru03_jin02::OnMyMobDead";
+ monster "que_qaru03",272,287,"Bloody Hunter",1753,1,"#nmsomaru03_jin02::OnMyMobDead";
+ monster "que_qaru03",273,286,"Bloody Hunter",1753,1,"#nmsomaru03_jin02::OnMyMobDead";
+ monster "que_qaru03",274,285,"Bloody Hunter",1753,1,"#nmsomaru03_jin02::OnMyMobDead";
+ monster "que_qaru03",267,296,"Bloody Hunter",1753,1,"#nmsomaru03_jin02::OnMyMobDead";
+ monster "que_qaru03",268,295,"Bloody Hunter",1753,1,"#nmsomaru03_jin02::OnMyMobDead";
+ monster "que_qaru03",269,294,"Bloody Hunter",1753,1,"#nmsomaru03_jin02::OnMyMobDead";
+ monster "que_qaru03",270,283,"Bloody Hunter",1753,1,"#nmsomaru03_jin02::OnMyMobDead";
+ monster "que_qaru03",271,282,"Bloody Hunter",1753,1,"#nmsomaru03_jin02::OnMyMobDead";
+ monster "que_qaru03",272,281,"Bloody Hunter",1753,1,"#nmsomaru03_jin02::OnMyMobDead";
+ monster "que_qaru03",273,280,"Bloody Hunter",1753,1,"#nmsomaru03_jin02::OnMyMobDead";
+ monster "que_qaru03",274,279,"Bloody Hunter",1753,1,"#nmsomaru03_jin02::OnMyMobDead";
+ monster "que_qaru03",275,276,"Bloody Hunter",1753,1,"#nmsomaru03_jin02::OnMyMobDead";
+ monster "que_qaru03",276,275,"Bloody Hunter",1753,1,"#nmsomaru03_jin02::OnMyMobDead";
+ end;
+
+OnTimer25000:
+OnTimer55000:
+OnTimer85000:
+OnTimer120000:
+ monster "que_qaru03",274,301,"Bloody Hunter",1753,1,"#nmsomaru03_jin02::OnMyMobDead";
+ monster "que_qaru03",275,301,"Bloody Hunter",1753,1,"#nmsomaru03_jin02::OnMyMobDead";
+ monster "que_qaru03",276,301,"Bloody Hunter",1753,1,"#nmsomaru03_jin02::OnMyMobDead";
+ monster "que_qaru03",277,301,"Bloody Hunter",1753,1,"#nmsomaru03_jin02::OnMyMobDead";
+ monster "que_qaru03",278,300,"Bloody Hunter",1753,1,"#nmsomaru03_jin02::OnMyMobDead";
+ monster "que_qaru03",279,299,"Bloody Hunter",1753,1,"#nmsomaru03_jin02::OnMyMobDead";
+ monster "que_qaru03",279,298,"Bloody Hunter",1753,1,"#nmsomaru03_jin02::OnMyMobDead";
+ monster "que_qaru03",279,297,"Bloody Hunter",1753,1,"#nmsomaru03_jin02::OnMyMobDead";
+ monster "que_qaru03",279,296,"Bloody Hunter",1753,1,"#nmsomaru03_jin02::OnMyMobDead";
+ monster "que_qaru03",278,295,"Bloody Hunter",1753,1,"#nmsomaru03_jin02::OnMyMobDead";
+ monster "que_qaru03",277,294,"Bloody Hunter",1753,1,"#nmsomaru03_jin02::OnMyMobDead";
+ monster "que_qaru03",276,294,"Bloody Hunter",1753,1,"#nmsomaru03_jin02::OnMyMobDead";
+ monster "que_qaru03",275,294,"Bloody Hunter",1753,1,"#nmsomaru03_jin02::OnMyMobDead";
+ monster "que_qaru03",274,294,"Bloody Hunter",1753,1,"#nmsomaru03_jin02::OnMyMobDead";
+ monster "que_qaru03",273,295,"Bloody Hunter",1753,1,"#nmsomaru03_jin02::OnMyMobDead";
+ monster "que_qaru03",272,296,"Bloody Hunter",1753,1,"#nmsomaru03_jin02::OnMyMobDead";
+ monster "que_qaru03",272,297,"Bloody Hunter",1753,1,"#nmsomaru03_jin02::OnMyMobDead";
+ monster "que_qaru03",272,298,"Bloody Hunter",1753,1,"#nmsomaru03_jin02::OnMyMobDead";
+ monster "que_qaru03",272,299,"Bloody Hunter",1753,1,"#nmsomaru03_jin02::OnMyMobDead";
+ monster "que_qaru03",273,300,"Bloody Hunter",1753,1,"#nmsomaru03_jin02::OnMyMobDead";
+ end;
+
+OnTimer180000:
+ stopnpctimer;
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qaru03,2,9,0 script #aru03_stone02 844,{
+OnEnable:
+ monster "que_qaru03",275,301,"Eastern Magic Guardian",1753,1,"#aru03_stone02::OnMyMobDead";
+ monster "que_qaru03",277,301,"Eastern Magic Guardian",1753,1,"#aru03_stone02::OnMyMobDead";
+ monster "que_qaru03",279,299,"Eastern Magic Guardian",1753,1,"#aru03_stone02::OnMyMobDead";
+ monster "que_qaru03",279,297,"Eastern Magic Guardian",1753,1,"#aru03_stone02::OnMyMobDead";
+ monster "que_qaru03",278,295,"Eastern Magic Guardian",1753,1,"#aru03_stone02::OnMyMobDead";
+ monster "que_qaru03",276,294,"Eastern Magic Guardian",1753,1,"#aru03_stone02::OnMyMobDead";
+ monster "que_qaru03",274,294,"Eastern Magic Guardian",1753,1,"#aru03_stone02::OnMyMobDead";
+ monster "que_qaru03",272,296,"Eastern Magic Guardian",1753,1,"#aru03_stone02::OnMyMobDead";
+ monster "que_qaru03",272,298,"Eastern Magic Guardian",1753,1,"#aru03_stone02::OnMyMobDead";
+ monster "que_qaru03",273,300,"Eastern Magic Guardian",1753,1,"#aru03_stone02::OnMyMobDead";
+ end;
+
+Onreset:
+ killmonster "que_qaru03","#aru03_stone02::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ if (mobcount("que_qaru03","#aru03_stone02::OnMyMobDead") == 0) {
+ set $gqse_aru03_nm,$gqse_aru03_nm+1;
+ donpcevent "#nmsomaru03_jin02::OnDisable";
+ if ($gqse_aru03_nm == 3) {
+ donpcevent "Wish Maiden#aru03_boss::Onfight";
+ }
+ }
+ end;
+}
+
+que_qaru03,251,340,0 script #nmsomaru03_jin03 -1,{
+OnEnable:
+ initnpctimer;
+ end;
+
+OnDisable:
+ killmonster "que_qaru03","#nmsomaru03_jin03::OnMyMobDead";
+ stopnpctimer;
+ end;
+
+OnTimer5000:
+ mapannounce "que_qaru03","The Northern magic formation is working to summon Keeper of the Temple.",bc_map,"0x4d4dff";
+ monster "que_qaru03",247,329,"Keeper Of The Temple",1933,1,"#nmsomaru03_jin03::OnMyMobDead";
+ monster "que_qaru03",249,329,"Keeper Of The Temple",1933,1,"#nmsomaru03_jin03::OnMyMobDead";
+ monster "que_qaru03",251,329,"Keeper Of The Temple",1933,1,"#nmsomaru03_jin03::OnMyMobDead";
+ monster "que_qaru03",253,329,"Keeper Of The Temple",1933,1,"#nmsomaru03_jin03::OnMyMobDead";
+ monster "que_qaru03",255,329,"Keeper Of The Temple",1933,1,"#nmsomaru03_jin03::OnMyMobDead";
+ monster "que_qaru03",243,339,"Keeper Of The Temple",1933,1,"#nmsomaru03_jin03::OnMyMobDead";
+ monster "que_qaru03",245,337,"Keeper Of The Temple",1933,1,"#nmsomaru03_jin03::OnMyMobDead";
+ monster "que_qaru03",247,335,"Keeper Of The Temple",1933,1,"#nmsomaru03_jin03::OnMyMobDead";
+ monster "que_qaru03",247,333,"Keeper Of The Temple",1933,1,"#nmsomaru03_jin03::OnMyMobDead";
+ monster "que_qaru03",254,333,"Keeper Of The Temple",1933,1,"#nmsomaru03_jin03::OnMyMobDead";
+ monster "que_qaru03",256,335,"Keeper Of The Temple",1933,1,"#nmsomaru03_jin03::OnMyMobDead";
+ monster "que_qaru03",258,337,"Keeper Of The Temple",1933,1,"#nmsomaru03_jin03::OnMyMobDead";
+ monster "que_qaru03",260,339,"Keeper Of The Temple",1933,1,"#nmsomaru03_jin03::OnMyMobDead";
+ end;
+
+OnTimer120000:
+ monster "que_qaru03",251,343,"Keeper Of The Temple",1933,1,"#nmsomaru03_jin03::OnMyMobDead";
+ monster "que_qaru03",252,343,"Keeper Of The Temple",1933,1,"#nmsomaru03_jin03::OnMyMobDead";
+ monster "que_qaru03",255,341,"Keeper Of The Temple",1933,1,"#nmsomaru03_jin03::OnMyMobDead";
+ monster "que_qaru03",255,340,"Keeper Of The Temple",1933,1,"#nmsomaru03_jin03::OnMyMobDead";
+ monster "que_qaru03",254,337,"Keeper Of The Temple",1933,1,"#nmsomaru03_jin03::OnMyMobDead";
+ monster "que_qaru03",253,336,"Keeper Of The Temple",1933,1,"#nmsomaru03_jin03::OnMyMobDead";
+ monster "que_qaru03",250,336,"Keeper Of The Temple",1933,1,"#nmsomaru03_jin03::OnMyMobDead";
+ monster "que_qaru03",249,337,"Keeper Of The Temple",1933,1,"#nmsomaru03_jin03::OnMyMobDead";
+ monster "que_qaru03",248,340,"Keeper Of The Temple",1933,1,"#nmsomaru03_jin03::OnMyMobDead";
+ monster "que_qaru03",248,341,"Keeper Of The Temple",1933,1,"#nmsomaru03_jin03::OnMyMobDead";
+ end;
+
+OnTimer240000:
+ monster "que_qaru03",250,343,"Keeper Of The Temple",1933,1,"#nmsomaru03_jin03::OnMyMobDead";
+ monster "que_qaru03",252,343,"Keeper Of The Temple",1933,1,"#nmsomaru03_jin03::OnMyMobDead";
+ monster "que_qaru03",254,342,"Keeper Of The Temple",1933,1,"#nmsomaru03_jin03::OnMyMobDead";
+ monster "que_qaru03",255,340,"Keeper Of The Temple",1933,1,"#nmsomaru03_jin03::OnMyMobDead";
+ monster "que_qaru03",255,338,"Keeper Of The Temple",1933,1,"#nmsomaru03_jin03::OnMyMobDead";
+ monster "que_qaru03",253,336,"Keeper Of The Temple",1933,1,"#nmsomaru03_jin03::OnMyMobDead";
+ monster "que_qaru03",250,336,"Keeper Of The Temple",1933,1,"#nmsomaru03_jin03::OnMyMobDead";
+ monster "que_qaru03",248,338,"Keeper Of The Temple",1933,1,"#nmsomaru03_jin03::OnMyMobDead";
+ monster "que_qaru03",248,340,"Keeper Of The Temple",1933,1,"#nmsomaru03_jin03::OnMyMobDead";
+ monster "que_qaru03",249,342,"Keeper Of The Temple",1933,1,"#nmsomaru03_jin03::OnMyMobDead";
+ end;
+
+OnTimer360000:
+ monster "que_qaru03",250,343,"Keeper Of The Temple",1933,1,"#nmsomaru03_jin03::OnMyMobDead";
+ monster "que_qaru03",252,343,"Keeper Of The Temple",1933,1,"#nmsomaru03_jin03::OnMyMobDead";
+ monster "que_qaru03",254,342,"Keeper Of The Temple",1933,1,"#nmsomaru03_jin03::OnMyMobDead";
+ monster "que_qaru03",255,340,"Keeper Of The Temple",1933,1,"#nmsomaru03_jin03::OnMyMobDead";
+ monster "que_qaru03",255,338,"Keeper Of The Temple",1933,1,"#nmsomaru03_jin03::OnMyMobDead";
+ monster "que_qaru03",253,336,"Keeper Of The Temple",1933,1,"#nmsomaru03_jin03::OnMyMobDead";
+ monster "que_qaru03",251,336,"Keeper Of The Temple",1933,1,"#nmsomaru03_jin03::OnMyMobDead";
+ monster "que_qaru03",249,337,"Keeper Of The Temple",1933,1,"#nmsomaru03_jin03::OnMyMobDead";
+ monster "que_qaru03",248,339,"Keeper Of The Temple",1933,1,"#nmsomaru03_jin03::OnMyMobDead";
+ monster "que_qaru03",248,341,"Keeper Of The Temple",1933,1,"#nmsomaru03_jin03::OnMyMobDead";
+ stopnpctimer;
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qaru03,2,10,0 script #aru03_stone03 844,{
+OnEnable:
+ monster "que_qaru03",251,343,"Northern Magic Guardian",1933,1,"#aru03_stone03::OnMyMobDead";
+ monster "que_qaru03",252,343,"Northern Magic Guardian",1933,1,"#aru03_stone03::OnMyMobDead";
+ monster "que_qaru03",255,341,"Northern Magic Guardian",1933,1,"#aru03_stone03::OnMyMobDead";
+ monster "que_qaru03",255,340,"Northern Magic Guardian",1933,1,"#aru03_stone03::OnMyMobDead";
+ monster "que_qaru03",254,337,"Northern Magic Guardian",1933,1,"#aru03_stone03::OnMyMobDead";
+ monster "que_qaru03",253,336,"Northern Magic Guardian",1933,1,"#aru03_stone03::OnMyMobDead";
+ monster "que_qaru03",250,336,"Northern Magic Guardian",1933,1,"#aru03_stone03::OnMyMobDead";
+ monster "que_qaru03",249,337,"Northern Magic Guardian",1933,1,"#aru03_stone03::OnMyMobDead";
+ monster "que_qaru03",248,340,"Northern Magic Guardian",1933,1,"#aru03_stone03::OnMyMobDead";
+ monster "que_qaru03",248,341,"Northern Magic Guardian",1933,1,"#aru03_stone03::OnMyMobDead";
+ end;
+
+Onreset:
+ killmonster "que_qaru03","#aru03_stone03::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ if (mobcount("que_qaru03","#aru03_stone03::OnMyMobDead") == 0) {
+ set $gqse_aru03_nm,$gqse_aru03_nm+1;
+ donpcevent "#nmsomaru03_jin03::OnDisable";
+
+ if ($gqse_aru03_nm == 3) {
+ donpcevent "Wish Maiden#aru03_boss::Onfight";
+ }
+ }
+ end;
+}
+
+que_qaru03,235,285,5 script Guard of Shadow#aru03_01 1752,4,4,{
+OnInit:
+ disablenpc "Guard of Shadow#aru03_01";
+ end;
+
+OnDisable:
+ killmonster "que_qaru03","Guard of Shadow#aru03_01::OnMyMobDead";
+ disablenpc "Guard of Shadow#aru03_01";
+ end;
+
+OnTouch:
+ disablenpc "Guard of Shadow#aru03_01";
+ monster "que_qaru03",234,284,"Guard of Shadow",1752,1,"Guard of Shadow#aru03_01::OnMyMobDead";
+ monster "que_qaru03",235,285,"Guard of Shadow",1752,1,"Guard of Shadow#aru03_01::OnMyMobDead";
+ monster "que_qaru03",236,286,"Guard of Shadow",1752,1,"Guard of Shadow#aru03_01::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qaru03,224,290,5 script Guard of Shadow#aru03_02 1752,4,4,{
+OnInit:
+ disablenpc "Guard of Shadow#aru03_02";
+ end;
+
+OnDisable:
+ killmonster "que_qaru03","Guard of Shadow#aru03_02::OnMyMobDead";
+ disablenpc "Guard of Shadow#aru03_02";
+ end;
+
+OnTouch:
+ disablenpc "Guard of Shadow#aru03_02";
+ monster "que_qaru03",223,289,"Guard of Shadow",1752,1,"Guard of Shadow#aru03_02::OnMyMobDead";
+ monster "que_qaru03",224,290,"Guard of Shadow",1752,1,"Guard of Shadow#aru03_02::OnMyMobDead";
+ monster "que_qaru03",225,291,"Guard of Shadow",1752,1,"Guard of Shadow#aru03_02::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qaru03,236,296,5 script Guard of Shadow#aru03_03 1752,4,4,{
+OnInit:
+ disablenpc "Guard of Shadow#aru03_03";
+ end;
+
+OnDisable:
+ killmonster "que_qaru03","Guard of Shadow#aru03_03::OnMyMobDead";
+ disablenpc "Guard of Shadow#aru03_03";
+ end;
+
+OnTouch:
+ disablenpc "Guard of Shadow#aru03_03";
+ monster "que_qaru03",235,295,"Guard of Shadow",1752,1,"Guard of Shadow#aru03_03::OnMyMobDead";
+ monster "que_qaru03",236,296,"Guard of Shadow",1752,1,"Guard of Shadow#aru03_03::OnMyMobDead";
+ monster "que_qaru03",237,297,"Guard of Shadow",1752,1,"Guard of Shadow#aru03_03::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qaru03,225,303,5 script Guard of Shadow#aru03_04 1752,4,4,{
+OnInit:
+ disablenpc "Guard of Shadow#aru03_04";
+ end;
+
+OnDisable:
+ killmonster "que_qaru03","Guard of Shadow#aru03_04::OnMyMobDead";
+ disablenpc "Guard of Shadow#aru03_04";
+ end;
+
+OnTouch:
+ disablenpc "Guard of Shadow#aru03_04";
+ monster "que_qaru03",224,302,"Guard of Shadow",1752,1,"Guard of Shadow#aru03_04::OnMyMobDead";
+ monster "que_qaru03",225,303,"Guard of Shadow",1752,1,"Guard of Shadow#aru03_04::OnMyMobDead";
+ monster "que_qaru03",226,304,"Guard of Shadow",1752,1,"Guard of Shadow#aru03_04::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qaru03,266,296,3 script Bloody Hunter#aru03_ac01 1753,4,4,{
+OnInit:
+ disablenpc "Bloody Hunter#aru03_ac01";
+ end;
+
+OnDisable:
+ killmonster "que_qaru03","Bloody Hunter#aru03_ac01::OnMyMobDead";
+ disablenpc "Bloody Hunter#aru03_ac01";
+ end;
+
+OnTouch:
+ disablenpc "Bloody Hunter#aru03_ac01";
+ monster "que_qaru03",265,297,"Bloody Hunter",1753,1,"Bloody Hunter#aru03_ac01::OnMyMobDead";
+ monster "que_qaru03",266,296,"Bloody Hunter",1753,1,"Bloody Hunter#aru03_ac01::OnMyMobDead";
+ monster "que_qaru03",267,295,"Bloody Hunter",1753,1,"Bloody Hunter#aru03_ac01::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qaru03,271,283,3 script Bloody Hunter#aru03_ac02 1753,4,4,{
+OnInit:
+ disablenpc "Bloody Hunter#aru03_ac02";
+ end;
+
+OnDisable:
+ killmonster "que_qaru03","Bloody Hunter#aru03_ac02::OnMyMobDead";
+ disablenpc "Bloody Hunter#aru03_ac02";
+ end;
+
+OnTouch:
+ disablenpc "Bloody Hunter#aru03_ac02";
+ monster "que_qaru03",270,284,"Bloody Hunter",1753,1,"Bloody Hunter#aru03_ac02::OnMyMobDead";
+ monster "que_qaru03",271,283,"Bloody Hunter",1753,1,"Bloody Hunter#aru03_ac02::OnMyMobDead";
+ monster "que_qaru03",272,282,"Bloody Hunter",1753,1,"Bloody Hunter#aru03_ac02::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qaru03,270,307,3 script Bloody Hunter#aru03_ac03 1753,4,4,{
+OnInit:
+ disablenpc "Bloody Hunter#aru03_ac03";
+ end;
+
+OnDisable:
+ killmonster "que_qaru03","Bloody Hunter#aru03_ac03::OnMyMobDead";
+ disablenpc "Bloody Hunter#aru03_ac03";
+ end;
+
+OnTouch:
+ disablenpc "Bloody Hunter#aru03_ac03";
+ monster "que_qaru03",269,308,"Bloody Hunter",1753,1,"Bloody Hunter#aru03_ac03::OnMyMobDead";
+ monster "que_qaru03",270,307,"Bloody Hunter",1753,1,"Bloody Hunter#aru03_ac03::OnMyMobDead";
+ monster "que_qaru03",271,306,"Bloody Hunter",1753,1,"Bloody Hunter#aru03_ac03::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qaru03,279,300,3 script Bloody Hunter#aru03_ac04 1753,4,4,{
+OnInit:
+ disablenpc "Bloody Hunter#aru03_ac04";
+ end;
+
+OnDisable:
+ killmonster "que_qaru03","Bloody Hunter#aru03_ac04::OnMyMobDead";
+ disablenpc "Bloody Hunter#aru03_ac04";
+ end;
+
+OnTouch:
+ disablenpc "Bloody Hunter#aru03_ac04";
+ monster "que_qaru03",278,301,"Bloody Hunter",1753,1,"Bloody Hunter#aru03_ac04::OnMyMobDead";
+ monster "que_qaru03",279,300,"Bloody Hunter",1753,1,"Bloody Hunter#aru03_ac04::OnMyMobDead";
+ monster "que_qaru03",280,299,"Bloody Hunter",1753,1,"Bloody Hunter#aru03_ac04::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qaru03,247,330,5 script Temple Keeper#aru03_ac01 1933,4,4,{
+OnInit:
+ disablenpc "Temple Keeper#aru03_ac01";
+ end;
+
+OnDisable:
+ killmonster "que_qaru03","Temple Keeper#aru03_ac01::OnMyMobDead";
+ disablenpc "Temple Keeper#aru03_ac01";
+ end;
+
+OnTouch:
+ disablenpc "Temple Keeper#aru03_ac01";
+ monster "que_qaru03",246,330,"Keeper Of The Temple",1933,1,"Temple Keeper#aru03_ac01::OnMyMobDead";
+ monster "que_qaru03",247,330,"Keeper Of The Temple",1933,1,"Temple Keeper#aru03_ac01::OnMyMobDead";
+ monster "que_qaru03",248,330,"Keeper Of The Temple",1933,1,"Temple Keeper#aru03_ac01::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qaru03,255,330,3 script Temple Keeper#aru03_ac02 1933,4,4,{
+OnInit:
+ disablenpc "Temple Keeper#aru03_ac02";
+ end;
+
+OnDisable:
+ killmonster "que_qaru03","Temple Keeper#aru03_ac02::OnMyMobDead";
+ disablenpc "Temple Keeper#aru03_ac02";
+ end;
+
+OnTouch:
+ disablenpc "Temple Keeper#aru03_ac02";
+ monster "que_qaru03",254,330,"Keeper Of The Temple",1933,1,"Temple Keeper#aru03_ac02::OnMyMobDead";
+ monster "que_qaru03",255,330,"Keeper Of The Temple",1933,1,"Temple Keeper#aru03_ac02::OnMyMobDead";
+ monster "que_qaru03",256,330,"Keeper Of The Temple",1933,1,"Temple Keeper#aru03_ac02::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qaru03,251,255,3 script Wish Maiden#aru03_boss 1931,{
+OnInit:
+ hideonnpc "Wish Maiden#aru03_boss";
+ end;
+
+OnDisable:
+ killmonster "que_qaru03","Wish Maiden#aru03_boss::OnMyMobDead";
+ hideonnpc "Wish Maiden#aru03_boss";
+ stopnpctimer;
+ end;
+
+Onfight:
+ initnpctimer;
+ end;
+
+OnTimer1000:
+ mapannounce "que_qaru03","Wish Maiden : You guys reached here.. Are your guardians dead...?",bc_map,"0x00ff00";
+ end;
+
+OnTimer4000:
+ mapannounce "que_qaru03","Wish Maiden : I sincerely welcome all your best efforts!",bc_map,"0x00ff00";
+ end;
+
+OnTimer5000:
+ specialeffect EF_ICECRASH;
+ hideonnpc "Wish Maiden#aru03_boss";
+ specialeffect EF_SPHERE;
+ monster "que_qaru03",252,340,"Wish Maiden",1931,1,"Wish Maiden#aru03_boss::OnMyMobDead";
+ stopnpctimer;
+ end;
+
+OnMyMobDead:
+ if (mobcount("que_qaru03","Wish Maiden#aru03_boss::OnMyMobDead") == 0) {
+ donpcevent "#okolnir_aru03::Onstop";
+ donpcevent "Wish Maiden#aru03_gift::OnEnable";
+ mapannounce "que_qaru03","Wish Maiden : ..Good, you deserve the Goddess' shine.",bc_map,"0x00ff00";
+ }
+ end;
+}
+
+que_qaru03,252,340,3 script Wish Maiden#aru03_gift 403,{
+ set .@GID, GetCastleData("arug_cas03",1);
+ if (getcharid(2) == .@GID) {
+ if (strcharinfo(0) == getguildmaster(.@GID)) {
+ if ((countitem(7835) > 0) && (countitem(7836) > 0) && (countitem(7837) > 0) && (countitem(7838) > 0) && (countitem(2513) > 0) && (countitem(7291) > 9) && (countitem(7293) > 9) && (countitem(7063) > 99) && (countitem(985) > 19)) {
+ cutin "wish_maiden12",1;
+ mes "[Wish Maiden]";
+ mes "As I declared, I will give the Goddess' shine to you.";
+ mes "You have the requirements to carry it...";
+ next;
+ mes "[Wish Maiden]";
+ mes "You will be granted the power of the great Valkyrie...";
+ next;
+ mes "[Wish Maiden]";
+ mes "I will give you some things for fun.";
+ mes "All of you enjoy them together...";
+ next;
+ mes "[Wish Maiden]";
+ mes "Go to Rachel and Juno to meet the Ravies sisters.";
+ next;
+ cutin "wish_maiden32",1;
+ mes "[Wish Maiden]";
+ mes "I will open the gate for you to come back here.";
+ mes "...Okolnir won't last forever...";
+ delitem 7835,1; //Dusk_Glow
+ delitem 7836,1; //Dawn_Essence
+ delitem 7837,1; //Cold_Moonlight
+ delitem 7838,1; //Hazy_Starlight
+ delitem 2513,1; //Celestial_Robe
+ delitem 7063,100; //Soft_Feather
+ delitem 7291,10; //Agate
+ delitem 7293,10; //Rose_Quartz
+ delitem 985,20; //Elunium
+ getitem 2541,1; //Asprika
+ getitem 7840,1; //Valkyrie_Gift
+ announce "["+ strcharinfo(0) +"], of guild ["+ GetGuildName(.@GID) +"] has brought a Asprika into this world.",bc_all,"0x70dbdb";
+ close2;
+ cutin "wish_maiden11",255;
+ disablenpc "Wish Maiden#aru03_gift";
+ enablenpc "#to_agit_aru03_gate";
+ end;
+ }
+ else {
+ cutin "wish_maiden13",1;
+ mes "[Wish Maiden]";
+ mes "As I declared, you are worthy of holding the Asprika.";
+ mes "However, you do not have the requirements on you...";
+ next;
+ mes "[Wish Maiden]";
+ mes "...Did you forget something?";
+ close2;
+ }
+ }
+ else {
+ cutin "wish_maiden12",1;
+ mes "[Wish Maiden]";
+ mes "� All of you worked together as a team...";
+ mes "Humans are strong when they are united, but are easily swayed by lust.";
+ next;
+ mes "[Wish Maiden]";
+ mes "Humans are imperfect, so their chief god is there for them when they need help.";
+ mes "....";
+ next;
+ mes "[Wish Maiden]";
+ mes "Always be real.";
+ mes "Do not regret your actions...";
+ close2;
+ }
+ }
+ cutin "wish_maiden11",255;
+ end;
+
+OnInit:
+ disablenpc "Wish Maiden#aru03_gift";
+ end;
+
+OnEnable:
+ enablenpc "Wish Maiden#aru03_gift";
+ initnpctimer;
+ end;
+
+OnDisable:
+ disablenpc "Wish Maiden#aru03_gift";
+ stopnpctimer;
+ end;
+
+OnTimer280000:
+ mapannounce "que_qaru03","Wish Maiden : ... Okolnir will soon disappear... I will send you back to where you originally came from.",bc_map,"0x00ff00";
+ end;
+
+OnTimer290000:
+ mapwarp "que_qaru03","arug_cas03",321,153;
+ donpcevent "#to_agit_aru03_gate::OnDisable";
+ end;
+
+OnTimer300000:
+ donpcevent "#okolnir_aru03::OnDisable";
+ set $gqse_aru03_miro,0;
+ set $gqse_aru03_pcc,0;
+ set $gqse_aru03_gd,0;
+ set $gqse_aru03_nm,0;
+ set $siz_aru03_on,2;
+ donpcevent "#okolnir_aru03_time01::OnEnable";
+ stopnpctimer;
+ end;
+}
+
+que_qaru03,252,339,0 script #to_agit_aru03_gate 45,1,1,{
+OnInit:
+ disablenpc "#to_agit_aru03_gate";
+ end;
+
+OnTouch:
+ warp "arug_cas03",321,153;
+ end;
+}
+
+que_qaru03,1,6,0 script #okolnir_aru03_time01 844,{
+OnInit:
+ if ($siz_aru03_on == 2) {
+ initnpctimer;
+ }
+ end;
+
+OnEnable:
+ set $gqse_aru03_time,0;
+ initnpctimer;
+ end;
+
+Onreset:
+ set $siz_aru03_on,0;
+ set $gqse_aru03_time,0;
+ stopnpctimer;
+ end;
+
+OnTimer3600000:
+ if ($gqse_aru03_time < 12) {
+ set $gqse_aru03_time,$gqse_aru03_time+1;
+ initnpctimer;
+ }
+ else if ($gqse_aru03_time == 12) {
+ set $siz_aru03_on,0;
+ set $gqse_aru03_time,0;
+ enablenpc "Wish Maiden#gq_aru03";
+ enablenpc "Piamette#aru03";
+ hideoffnpc "Wish Maiden#aru03_boss";
+ stopnpctimer;
+ }
+ end;
+}
+
+que_qaru03,116,313,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qaru03,120,285,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qaru03,117,236,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qaru03,103,223,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qaru03,85,204,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qaru03,79,186,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qaru03,73,167,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qaru03,68,150,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qaru03,71,128,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qaru03,69,118,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qaru03,117,78,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qaru03,110,79,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qaru03,141,80,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qaru03,158,84,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qaru03,193,104,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qaru03,119,269,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qaru03,155,77,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qaru03,110,317,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qaru03,115,295,0,0 monster Garden Watcher 1933,1,1200000,0,0
+que_qaru03,116,256,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qaru03,113,242,0,0 monster Garden Watcher 1933,1,1200000,0,0
+que_qaru03,99,223,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qaru03,94,216,0,0 monster Garden Watcher 1933,1,1200000,0,0
+que_qaru03,77,198,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qaru03,70,174,0,0 monster Garden Watcher 1933,1,1200000,0,0
+que_qaru03,72,147,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qaru03,64,134,0,0 monster Garden Watcher 1933,1,1200000,0,0
+que_qaru03,77,107,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qaru03,84,88,0,0 monster Garden Watcher 1933,1,1200000,0,0
+que_qaru03,98,82,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qaru03,129,79,0,0 monster Garden Watcher 1933,1,1200000,0,0
+que_qaru03,91,124,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qaru03,173,95,0,0 monster Garden Watcher 1933,1,1200000,0,0
+que_qaru03,179,127,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qaru03,195,120,0,0 monster Garden Watcher 1933,1,1200000,0,0
+que_qaru03,178,159,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qaru03,88,145,0,0 monster Garden Watcher 1933,1,1200000,0,0
+que_qaru03,94,157,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qaru03,95,177,0,0 monster Garden Watcher 1933,1,1200000,0,0
+que_qaru03,129,196,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qaru03,154,196,0,0 monster Garden Watcher 1933,1,1200000,0,0
+que_qaru03,170,187,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qaru03,194,180,0,0 monster Garden Watcher 1933,1,1200000,0,0
+que_qaru03,214,181,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qaru03,243,199,0,0 monster Garden Watcher 1933,1,1200000,0,0
diff --git a/npc/pre-re/quests/okolnir/godse_aru04.txt b/npc/pre-re/quests/okolnir/godse_aru04.txt
new file mode 100644
index 000000000..0f980744a
--- /dev/null
+++ b/npc/pre-re/quests/okolnir/godse_aru04.txt
@@ -0,0 +1,3287 @@
+//===== rAthena Script =======================================
+//= Falicious Okolnir - Valfreja 4
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.3
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= God Item SE Creation scipt (Asprika)
+//===== Additional Comments: =================================
+//= 1.0 First version. [L0ne_W0lf]
+//= 1.1 First round of bug fixes. (bugreport:3085) [L0ne_W0lf]
+//= Fixed two spawn locations of the key stones in Piamete's room.
+//= Fixed calling an event that doesn't exist when killing Piamete.
+//= Fixed the Wish Maiden not enabling when the boss is killed.
+//= Fixed two NPC named that were missed when translating.
+//= Fixed Dialog that was overlooked in some files and not others.
+//= 1.2 More bug fixes, sorry it took so long. [L0ne_W0lf]
+//= Fixed message on the portal when the okolnir section is full.
+//= Corrected non-angry Piamette not disabling.
+//= Removed extra dialog that was used in the Brynhild quest.
+//= 1.2a Fixed Wish maiden asking for soft feathers. [L0ne_W0lf]
+//= 1.3 Corrected invalid coordinates in maze. (bugreport:4220)
+//= Corrected typo in Guard of Shadow NPC.
+//============================================================
+
+arug_cas04,324,161,3 script Guide#gq_aru04 899,{
+ set .@GID, GetCastleData("arug_cas04",1);
+ if (getcharid(2) == .@GID) {
+ if ($siz_aru04_on == 0) {
+ mes "[Guide]";
+ mes "This castle has a hidden secret.";
+ mes "That is the ^4d4dff'Okolnir'^000000.";
+ next;
+ switch(select("About Okolnir.:Go to Okolnir.:Cancel.")) {
+ case 1:
+ mes "[Guide]";
+ mes "Okolnir is a kind of virtual realm...";
+ mes "I don't know how Okolnir exists, but I guess only Valkyrie knows.";
+ next;
+ mes "[Guide]";
+ mes "As you know this is a place to test the adventurers made by Valkyrie...";
+ mes "...you know the qualifications to enter Okolnir.";
+ next;
+ select("Qualifications?");
+ mes "[Guide]";
+ mes "Yes, Valkyrie definitely prefers strong adventurers.";
+ mes "Only the qualified can enter Okolnir and Valhalla.";
+ next;
+ mes "[Guide]";
+ mes "It only opens when everyone comes together to work it out.";
+ mes "The key is in the castle.";
+ next;
+ mes "[Guide]";
+ mes "If a castle's ^4d4dffeconomy is over 65 and defense also over 30^000000, this will be acceptable to access Okolnir.";
+ next;
+ mes "[Guide]";
+ mes "And, if you pass all of the tests given by Valkyrie in Okolnir!";
+ mes "You will also receive a mysterious gift.";
+ next;
+ mes "[Guide]";
+ mes "Would you like to try to enter here?";
+ close;
+ case 2:
+ set .@Defence,GetCastleData("arug_cas04",3);
+ set .@Economy,GetCastleData("arug_cas04",2);
+ if ((.@Economy > 64) && (.@Defence > 29)) {
+ mes "[Guide]";
+ mes "Great! Economy and Defense are OK.";
+ mes "You can enter Okolnir now....";
+ mes "Do you want to go there?";
+ next;
+ switch(select("Sure let's go there.:No.")) {
+ case 1:
+ if (countitem(7839) > 0) {
+ delitem 7839,countitem(7839); //Crystal_Key
+ }
+ mes "[Guide]";
+ mes "Ok......";
+ mes "Please follow me...";
+ close2;
+ warp "que_qaru04",346,32;
+ end;
+ case 2:
+ mes "[Guide]";
+ mes "You can try this anytime in the future...";
+ mes "If you are ready to protect this castle.";
+ close;
+ }
+ }
+ else {
+ mes "[Guide]";
+ mes "You are not qualified yet.";
+ mes "Please develop your castle more...";
+ close;
+ }
+ }
+ }
+ else if ($siz_aru04_on == 1) {
+ mes "[Guide]";
+ mes "... OK...";
+ mes "Good luck.";
+ next;
+ switch(select("Enter now.:No.")) {
+ case 1:
+ if (countitem(7839) > 0) {
+ delitem 7839,countitem(7839); //Crystal_Key
+ }
+ mes "[Guide]";
+ mes "Hope you get everything you want...";
+ close2;
+ warp "que_qaru04",346,32;
+ end;
+ case 2:
+ mes "[Guide]";
+ mes "Really?";
+ mes "Sorry to hear that.";
+ close;
+ }
+ }
+ else if ($siz_aru04_on == 2) {
+ mes "[Guide]";
+ mes "Building Okolnir needs quite a long time.";
+ mes "....even though it's only virtual...";
+ next;
+ mes "[Guide]";
+ mes "It takes about 12 -13 hours to create the virtual realm.";
+ close;
+ }
+ else {
+ mes "[Guide]";
+ mes "You'll have to wait.";
+ close;
+ }
+ }
+ else {
+ mes "[Guide]";
+ mes "... I've never seen you before.";
+ mes "You are strangers here. You'd better get out of here right now.";
+ close;
+ }
+ end;
+
+OnInit:
+ set $gqse_aru04_miro,0;
+ set $gqse_aru04_pcc,0;
+ set $gqse_aru04_gd,0;
+ set $gqse_aru04_nm,0;
+ if ($siz_aru04_on == 1) {
+ set $siz_aru04_on,0;
+ }
+ enablenpc "Guide#gq_aru04";
+ end;
+}
+
+que_qaru04,345,23,0 warp Gate02#gq_aru04 1,1,arug_cas04,321,153
+
+que_qaru04,345,82,3 script Wish Maiden#gq_aru04 403,{
+ set .@GID, GetCastleData("arug_cas04",1);
+ if (getcharid(2) == .@GID) {
+ cutin "wish_maiden31",1;
+ if (strcharinfo(0) == getguildmaster(.@GID)) {
+ mes "[Wish Maiden]";
+ mes "I am... Wish maiden.";
+ mes "Mourning in this virtual realm, Okolnir.";
+ mes "On behalf of the humanbeings who defeated God here.";
+ next;
+ if ((countitem(7835) > 0) && (countitem(7836) > 0) && (countitem(7837) > 0) && (countitem(7838) > 0) && (countitem(2513) > 0) && (countitem(7291) > 9) && (countitem(7293) > 9) && (countitem(7063) > 99) && (countitem(985) > 19)) {
+ cutin "wish_maiden11",1;
+ mes "[Wish Maiden]";
+ mes "Are you ready to endure the trials to get the Goddess' glory?";
+ next;
+ switch(select("Yes, I am:Sorry, I'll try later")) {
+ case 1:
+ cutin "wish_maiden12",1;
+ mes "[Wish Maiden]";
+ mes "I will test whether or not you deserve the Goddess shine...";
+ mes "Isn't it simple?";
+ next;
+ mes "[Wish Maiden]";
+ mes "Okolnir is a virtual place.";
+ mes "There is no room for error there.";
+ mes "^ff0000You only have one hour.^000000";
+ next;
+ cutin "wish_maiden31",1;
+ mes "[Wish Maiden]";
+ mes "If you have not finished in that time, Okolnir will be destroyed, and I will go to rest.";
+ mes "You will have to wait again...";
+ next;
+ mes "[Wish Maiden]";
+ mes "Are you ready to go through?";
+ mes "^4d4dffYou need to have 16 to 20 members present^000000.";
+ next;
+ cutin "wish_maiden11",1;
+ mes "[Wish Maiden]";
+ mes "I will open the gate of Okolnir if your members are ready.";
+ next;
+ switch(select("We are ready.:We need more time.")) {
+ case 1:
+ set .@saram,getmapusers("que_qaru04");
+ if (((.@saram > 15) && (.@saram < 21)) || (getgmlevel() == 99)) {
+ cutin "wish_maiden12",1;
+ mes "[Wish Maiden]";
+ mes "Now I will open the gate of Okolnir where I am.";
+ mes "I will wait for you on the top of Okolnir...";
+ next;
+ mes "[Wish Maiden]";
+ mes "I hope that you can complete all of the trials before the virtual Okolnir is destroyed...";
+ mes "Good luck.";
+ mapannounce "que_qaru04","Wish Maiden: The gate of Okolnir is open! Don't forget you only have one hour.",bc_map,"0x00ff00";
+ close2;
+ set $gqse_aru04_pcc,.@saram;
+ set $siz_aru04_on,1;
+ donpcevent "#okolnir_aru04::OnEnable";
+ disablenpc "Wish Maiden#gq_aru04";
+ cutin "wish_maiden11",255;
+ announce "["+ strcharinfo(0) +"], of the guild ["+ GetGuildName(.@GID) +"] has opened the gates to the realm of Okolnir.",bc_all,"0x70dbdb";
+ end;
+ }
+ else {
+ cutin "wish_maiden13",1;
+ mes "[Wish Maiden]";
+ mes "You need to have 16 to 20 members present to open the gate of Okolnir.";
+ mes "Come back when you are ready.";
+ close2;
+ }
+ break;
+ case 2:
+ cutin "wish_maiden13",1;
+ mes "[Wish Maiden]";
+ mes "Don't hesitate to try.";
+ mes "You should catch the chance when it comes to you.";
+ mes "Just gather your fellow members.";
+ close2;
+ }
+ break;
+ case 2:
+ cutin "wish_maiden32",1;
+ mes "[Wish Maiden]";
+ mes "... Are you afraid of";
+ mes "the trials facing you?";
+ mes "....";
+ next;
+ cutin "wish_maiden13",1;
+ mes "[Wish Maiden]";
+ mes "Do you think that you can defeat the Goddess shine easily?";
+ mes "I feel disappointed by all of you.";
+ mes "Just go away...";
+ close2;
+ }
+ }
+ else {
+ cutin "wish_maiden11",1;
+ mes "[Wish Maiden]";
+ mes "Do you wish to enter?";
+ mes "Only those prepared may enter here.";
+ mes "You must bring several items to enter Okolnir.";
+ next;
+ mes "[Wish Maiden]";
+ mes "Dusk Glow";
+ mes "Dawn Essence";
+ mes "Cold Moonlight";
+ mes "Hazy Starlight.";
+ next;
+ mes "[Wish Maiden]";
+ mes "Please bring those four things, 10 Agate, 10 Rose Quartz, and 20 Elunium,";
+ mes "a Heavenly Maiden's Robe, as well as Soft feathers.";
+ next;
+ mes "[Wish Maiden]";
+ mes "Once all of those are prepared, the gate will open.";
+ next;
+ mes "[Wish Maiden]";
+ mes ".... ";
+ mes "...........The Goddess shines brightly down on you, you should be stronger to deserve it...";
+ next;
+ mes "[Wish Maiden]";
+ mes "Remember...";
+ mes "You need to collect many soft feathers.";
+ mes "I hope that your dreams come true.";
+ next;
+ mes "[Wish Maiden]";
+ mes "I will answer all your requests if you bring these to me.";
+ close2;
+ }
+ }
+ else {
+ cutin "wish_maiden31",1;
+ mes "[Wish Maiden]";
+ mes "I am... Wish maiden.";
+ mes "Mourning in this virtual realm, Okolnir.";
+ mes "On behalf of the humanbeings who defeated God here.";
+ next;
+ mes "[Wish Maiden]";
+ mes "Bring me the one who brought you to this place.";
+ mes ".. Deliver him to my will.";
+ close2;
+ }
+ }
+ else {
+ cutin "wish_maiden13",1;
+ mes "[Wish Maiden]";
+ mes "...You are not qualified.";
+ close2;
+ percentheal -100,0;
+ cutin "wish_maiden11",255;
+ end;
+ }
+ cutin "wish_maiden11",255;
+ end;
+
+OnInit:
+ if ($siz_aru04_on == 0) {
+ enablenpc "Wish Maiden#gq_aru04";
+ }
+ else {
+ disablenpc "Wish Maiden#gq_aru04";
+ }
+ end;
+}
+
+que_qaru04,346,81,0 script Gate01#gq_aru04 45,1,1,{
+ end;
+
+OnInit:
+ disablenpc "Gate01#gq_aru04";
+ end;
+
+OnEnable:
+ enablenpc "Gate01#gq_aru04";
+ setcell "que_qaru04",58,302,63,302,cell_walkable,0;
+ setcell "que_qaru04",58,302,63,302,cell_shootable,0;
+ end;
+
+OnDisable:
+ disablenpc "Gate01#gq_aru04";
+ killmonsterall "que_qaru04";
+ end;
+
+OnTouch:
+ set .@saram,getmapusers("que_qaru04");
+ if (.@saram < 21) {
+ if ($gqse_aru04_miro == $gqse_aru04_pcc) {
+ set .@point,rand(1,5);
+ if (.@point == 1) {
+ warp "que_qaru04",72,271;
+ end;
+ }
+ else if (.@point == 2) {
+ warp "que_qaru04",45,243;
+ end;
+ }
+ else if (.@point == 3) {
+ warp "que_qaru04",102,248;
+ end;
+ }
+ else if (.@point == 4) {
+ warp "que_qaru04",102,300;
+ end;
+ }
+ else {
+ warp "que_qaru04",46,300;
+ end;
+ }
+ }
+ else if ($gqse_aru04_miro == 0) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qaru04",77,271,strcharinfo(0),1652,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qaru04",77,271,strcharinfo(0),1659,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qaru04",77,271,strcharinfo(0),1662,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qaru04",77,271,strcharinfo(0),1663,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qaru04",77,271,strcharinfo(0),1660,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qaru04",77,271,strcharinfo(0),1661,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ else {
+ monster "que_qaru04",77,271,strcharinfo(0),1652,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ set $gqse_aru04_miro,1;
+ warp "que_qaru04",72,271;
+ end;
+ }
+ else if ($gqse_aru04_miro == 1) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qaru04",63,278,strcharinfo(0),1652,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qaru04",63,278,strcharinfo(0),1659,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qaru04",63,278,strcharinfo(0),1662,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qaru04",63,278,strcharinfo(0),1663,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qaru04",63,278,strcharinfo(0),1660,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qaru04",63,278,strcharinfo(0),1661,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ else {
+ monster "que_qaru04",63,278,strcharinfo(0),1652,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ set $gqse_aru04_miro,2;
+ warp "que_qaru04",63,282;
+ end;
+ }
+ else if ($gqse_aru04_miro == 2) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qaru04",63,294,strcharinfo(0),1652,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qaru04",63,294,strcharinfo(0),1659,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qaru04",63,294,strcharinfo(0),1662,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qaru04",63,294,strcharinfo(0),1663,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qaru04",63,294,strcharinfo(0),1660,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qaru04",63,294,strcharinfo(0),1661,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ else {
+ monster "que_qaru04",63,294,strcharinfo(0),1652,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ set $gqse_aru04_miro,3;
+ warp "que_qaru04",59,294;
+ end;
+ }
+ else if ($gqse_aru04_miro == 3) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qaru04",50,300,strcharinfo(0),1652,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qaru04",50,300,strcharinfo(0),1659,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qaru04",50,300,strcharinfo(0),1662,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qaru04",50,300,strcharinfo(0),1663,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qaru04",50,300,strcharinfo(0),1660,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qaru04",50,300,strcharinfo(0),1661,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ else {
+ monster "que_qaru04",50,300,strcharinfo(0),1652,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ set $gqse_aru04_miro,4;
+ warp "que_qaru04",46,300;
+ end;
+ }
+ else if ($gqse_aru04_miro == 4) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qaru04",51,280,strcharinfo(0),1652,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qaru04",51,280,strcharinfo(0),1659,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qaru04",51,280,strcharinfo(0),1662,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qaru04",51,280,strcharinfo(0),1663,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qaru04",51,280,strcharinfo(0),1660,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qaru04",51,280,strcharinfo(0),1661,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ else {
+ monster "que_qaru04",51,280,strcharinfo(0),1652,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ set $gqse_aru04_miro,5;
+ warp "que_qaru04",51,285;
+ end;
+ }
+ else if ($gqse_aru04_miro == 5) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qaru04",51,258,strcharinfo(0),1652,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qaru04",51,258,strcharinfo(0),1659,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qaru04",51,258,strcharinfo(0),1662,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qaru04",51,258,strcharinfo(0),1663,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qaru04",51,258,strcharinfo(0),1660,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qaru04",51,258,strcharinfo(0),1661,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ else {
+ monster "que_qaru04",51,258,strcharinfo(0),1652,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ set $gqse_aru04_miro,6;
+ warp "que_qaru04",51,262;
+ end;
+ }
+ else if ($gqse_aru04_miro == 6) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qaru04",49,243,strcharinfo(0),1652,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qaru04",49,243,strcharinfo(0),1659,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qaru04",49,243,strcharinfo(0),1662,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qaru04",49,243,strcharinfo(0),1663,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qaru04",49,243,strcharinfo(0),1660,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qaru04",49,243,strcharinfo(0),1661,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ else {
+ monster "que_qaru04",49,243,strcharinfo(0),1652,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ set $gqse_aru04_miro,7;
+ warp "que_qaru04",45,243;
+ end;
+ }
+ else if ($gqse_aru04_miro == 7) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qaru04",86,249,strcharinfo(0),1652,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qaru04",86,249,strcharinfo(0),1659,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qaru04",86,249,strcharinfo(0),1662,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qaru04",86,249,strcharinfo(0),1663,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qaru04",86,249,strcharinfo(0),1660,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qaru04",86,249,strcharinfo(0),1661,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ else {
+ monster "que_qaru04",86,249,strcharinfo(0),1652,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ set $gqse_aru04_miro,8;
+ warp "que_qaru04",82,249;
+ end;
+ }
+ else if ($gqse_aru04_miro == 8) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qaru04",102,243,strcharinfo(0),1652,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qaru04",102,243,strcharinfo(0),1659,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qaru04",102,243,strcharinfo(0),1662,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qaru04",102,243,strcharinfo(0),1663,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qaru04",102,243,strcharinfo(0),1660,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qaru04",102,243,strcharinfo(0),1661,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ else {
+ monster "que_qaru04",102,243,strcharinfo(0),1652,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ set $gqse_aru04_miro,9;
+ warp "que_qaru04",102,248;
+ end;
+ }
+ else if ($gqse_aru04_miro == 9) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qaru04",90,256,strcharinfo(0),1652,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qaru04",90,256,strcharinfo(0),1659,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qaru04",90,256,strcharinfo(0),1662,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qaru04",90,256,strcharinfo(0),1663,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qaru04",90,256,strcharinfo(0),1660,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qaru04",90,256,strcharinfo(0),1661,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ else {
+ monster "que_qaru04",90,256,strcharinfo(0),1652,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ set $gqse_aru04_miro,10;
+ warp "que_qaru04",90,260;
+ end;
+ }
+ else if ($gqse_aru04_miro == 10) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qaru04",90,283,strcharinfo(0),1652,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qaru04",90,283,strcharinfo(0),1659,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qaru04",90,283,strcharinfo(0),1662,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qaru04",90,283,strcharinfo(0),1663,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qaru04",90,283,strcharinfo(0),1660,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qaru04",90,283,strcharinfo(0),1661,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ else {
+ monster "que_qaru04",90,283,strcharinfo(0),1652,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ set $gqse_aru04_miro,11;
+ warp "que_qaru04",90,280;
+ end;
+ }
+ else if ($gqse_aru04_miro == 11) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qaru04",102,295,strcharinfo(0),1652,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qaru04",102,295,strcharinfo(0),1659,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qaru04",102,295,strcharinfo(0),1662,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qaru04",102,295,strcharinfo(0),1663,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qaru04",102,295,strcharinfo(0),1660,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qaru04",102,295,strcharinfo(0),1661,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ else {
+ monster "que_qaru04",102,295,strcharinfo(0),1652,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ set $gqse_aru04_miro,12;
+ warp "que_qaru04",102,300;
+ end;
+ }
+ else if ($gqse_aru04_miro == 12) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qaru04",96,285,strcharinfo(0),1652,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qaru04",96,285,strcharinfo(0),1659,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qaru04",96,285,strcharinfo(0),1662,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qaru04",96,285,strcharinfo(0),1663,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qaru04",96,285,strcharinfo(0),1660,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qaru04",96,285,strcharinfo(0),1661,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ else {
+ monster "que_qaru04",96,285,strcharinfo(0),1652,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ set $gqse_aru04_miro,13;
+ warp "que_qaru04",96,290;
+ end;
+ }
+ else if ($gqse_aru04_miro == 13) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qaru04",63,278,strcharinfo(0),1652,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qaru04",63,278,strcharinfo(0),1659,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qaru04",63,278,strcharinfo(0),1662,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qaru04",63,278,strcharinfo(0),1663,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qaru04",63,278,strcharinfo(0),1660,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qaru04",63,278,strcharinfo(0),1661,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ else {
+ monster "que_qaru04",63,278,strcharinfo(0),1652,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ set $gqse_aru04_miro,14;
+ warp "que_qaru04",63,282;
+ end;
+ }
+ else if ($gqse_aru04_miro == 14) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qaru04",65,243,strcharinfo(0),1652,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qaru04",65,243,strcharinfo(0),1659,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qaru04",65,243,strcharinfo(0),1662,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qaru04",65,243,strcharinfo(0),1663,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qaru04",65,243,strcharinfo(0),1660,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qaru04",65,243,strcharinfo(0),1661,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ else {
+ monster "que_qaru04",65,243,strcharinfo(0),1652,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ set $gqse_aru04_miro,15;
+ warp "que_qaru04",61,243;
+ end;
+ }
+ else if ($gqse_aru04_miro == 15) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qaru04",73,249,strcharinfo(0),1652,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qaru04",73,249,strcharinfo(0),1659,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qaru04",73,249,strcharinfo(0),1662,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qaru04",73,249,strcharinfo(0),1663,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qaru04",73,249,strcharinfo(0),1660,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qaru04",73,249,strcharinfo(0),1661,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ else {
+ monster "que_qaru04",73,249,strcharinfo(0),1652,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ set $gqse_aru04_miro,16;
+ warp "que_qaru04",70,249;
+ end;
+ }
+ else if ($gqse_aru04_miro == 16) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qaru04",102,275,strcharinfo(0),1652,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qaru04",102,275,strcharinfo(0),1659,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qaru04",102,275,strcharinfo(0),1662,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qaru04",102,275,strcharinfo(0),1663,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qaru04",102,275,strcharinfo(0),1660,1,"#Gate_manager_aru04::OnMyMobDead";
+ end;
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qaru04",102,275,strcharinfo(0),1661,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ else {
+ monster "que_qaru04",102,275,strcharinfo(0),1652,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ set $gqse_aru04_miro,17;
+ warp "que_qaru04",102,282;
+ end;
+ }
+ else if ($gqse_aru04_miro == 17) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qaru04",70,300,strcharinfo(0),1652,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qaru04",70,300,strcharinfo(0),1659,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qaru04",70,300,strcharinfo(0),1662,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qaru04",70,300,strcharinfo(0),1663,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qaru04",70,300,strcharinfo(0),1660,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qaru04",70,300,strcharinfo(0),1661,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ else {
+ monster "que_qaru04",70,300,strcharinfo(0),1652,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ set $gqse_aru04_miro,18;
+ warp "que_qaru04",66,300;
+ end;
+ }
+ else if ($gqse_aru04_miro == 18) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qaru04",57,255,strcharinfo(0),1652,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qaru04",57,255,strcharinfo(0),1659,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qaru04",57,255,strcharinfo(0),1662,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qaru04",57,255,strcharinfo(0),1663,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qaru04",57,255,strcharinfo(0),1660,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qaru04",57,255,strcharinfo(0),1661,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ else {
+ monster "que_qaru04",57,255,strcharinfo(0),1652,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ set $gqse_aru04_miro,19;
+ warp "que_qaru04",57,258;
+ end;
+ }
+ else if ($gqse_aru04_miro == 19) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qaru04",84,277,strcharinfo(0),1652,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qaru04",84,277,strcharinfo(0),1659,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qaru04",84,277,strcharinfo(0),1662,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qaru04",84,277,strcharinfo(0),1663,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qaru04",84,277,strcharinfo(0),1660,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qaru04",84,277,strcharinfo(0),1661,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ else {
+ monster "que_qaru04",84,277,strcharinfo(0),1652,1,"#Gate_manager_aru04::OnMyMobDead";
+ }
+ set $gqse_aru04_miro,20;
+ warp "que_qaru04",84,280;
+ end;
+ }
+ }
+ else {
+ mes "There are too many people, you can't enter.";
+ close;
+ }
+ end;
+}
+
+que_qaru04,1,4,0 script #Gate_manager_aru04 844,{
+OnMyMobDead:
+ if ($gqse_aru04_miro == $gqse_aru04_pcc) {
+ if (mobcount("que_qaru04","#Gate_manager_aru04::OnMyMobDead") == 0) {
+ donpcevent "#gq_miromob2_aru04::OnEnable";
+ }
+ }
+ end;
+}
+
+que_qaru04,1,4,0 script #gq_miromob2_aru04 844,{
+OnEnable:
+ initnpctimer;
+ end;
+
+OnTimer1000:
+ mapannounce "que_qaru04","Wish Maiden: How does it feel to see shadows of the past. This is only the beginning.",bc_map,"0x00ff00";
+ end;
+
+OnTimer6000:
+ mapannounce "que_qaru04","Wish Maiden: The things you seeing are not real, don't be caught in the Mystic garden.",bc_map,"0x00ff00";
+ monster "que_qaru04",72,271,"Seyren Windsor",1640,1,"#gq_miromob2_aru04::OnMyMobDead";
+ monster "que_qaru04",63,282,"Kathryne Keyron",1645,1,"#gq_miromob2_aru04::OnMyMobDead";
+ monster "que_qaru04",59,294,"Cecil Damon",1644,1,"#gq_miromob2_aru04::OnMyMobDead";
+ monster "que_qaru04",46,300,"Margaretha Sorin",1643,1,"#gq_miromob2_aru04::OnMyMobDead";
+ monster "que_qaru04",51,285,"Eremes Guile",1641,1,"#gq_miromob2_aru04::OnMyMobDead";
+ monster "que_qaru04",51,262,"Howard Alt-Eisen",1642,1,"#gq_miromob2_aru04::OnMyMobDead";
+
+ monster "que_qaru04",45,243,"Seyren Windsor",1640,1,"#gq_miromob2_aru04::OnMyMobDead";
+ monster "que_qaru04",82,249,"Kathryne Keyron",1645,1,"#gq_miromob2_aru04::OnMyMobDead";
+ monster "que_qaru04",102,248,"Cecil Damon",1644,1,"#gq_miromob2_aru04::OnMyMobDead";
+ monster "que_qaru04",90,260,"Margaretha Sorin",1643,1,"#gq_miromob2_aru04::OnMyMobDead";
+ monster "que_qaru04",90,280,"Eremes Guile",1641,1,"#gq_miromob2_aru04::OnMyMobDead";
+ monster "que_qaru04",102,300,"Howard Alt-Eisen",1642,1,"#gq_miromob2_aru04::OnMyMobDead";
+
+ monster "que_qaru04",63,282,"Seyren Windsor",1640,1,"#gq_miromob2_aru04::OnMyMobDead";
+ monster "que_qaru04",61,243,"Kathryne Keyron",1645,1,"#gq_miromob2_aru04::OnMyMobDead";
+ monster "que_qaru04",70,249,"Cecil Damon",1644,1,"#gq_miromob2_aru04::OnMyMobDead";
+ monster "que_qaru04",102,282,"Margaretha Sorin",1643,1,"#gq_miromob2_aru04::OnMyMobDead";
+ monster "que_qaru04",66,300,"Eremes Guile",1641,1,"#gq_miromob2_aru04::OnMyMobDead";
+ monster "que_qaru04",57,258,"Howard Alt-Eisen",1642,1,"#gq_miromob2_aru04::OnMyMobDead";
+ stopnpctimer;
+ end;
+
+Onreset:
+ killmonster "que_qaru04","#gq_miromob2_aru04::OnMyMobDead";
+ stopnpctimer;
+ end;
+
+OnMyMobDead:
+ if (mobcount("que_qaru04","#gq_miromob2_aru04::OnMyMobDead") == 0) {
+ mapannounce "que_qaru04","The Mystic garden exit is now open.",bc_map,"0x00ff00";
+ setcell "que_qaru04",58,302,63,302,cell_walkable,1;
+ setcell "que_qaru04",58,302,63,302,cell_shootable,1;
+ donpcevent "#Maze_Manager_aru04::OnDisable";
+ }
+ end;
+}
+
+que_qaru04,1,1,0 script #okolnir_aru04 844,{
+
+OnEnable:
+ donpcevent "Gate01#gq_aru04::OnEnable";
+ donpcevent "#Maze_Manager_aru04::OnEnable";
+ donpcevent "#event_start01_aru04::OnEnable";
+ donpcevent "#gd_aru04_mobctrl::OnEnable";
+ enablenpc "Guard of Shadow#aru04_01";
+ enablenpc "Guard of Shadow#aru04_02";
+ enablenpc "Guard of Shadow#aru04_03";
+ enablenpc "Guard of Shadow#aru04_04";
+ enablenpc "Bloody Hunter#aru04_ac01";
+ enablenpc "Bloody Hunter#aru04_ac02";
+ enablenpc "Bloody Hunter#aru04_ac03";
+ enablenpc "Bloody Hunter#aru04_ac04";
+ enablenpc "Temple Keeper#aru04_ac01";
+ enablenpc "Temple Keeper#aru04_ac02";
+ initnpctimer;
+ end;
+
+OnDisable:
+ disablenpc "Wish Maiden#gq_aru04";
+ donpcevent "#gq_miromob2_aru04::Onreset";
+ disablenpc "Piamette#aru04";
+ donpcevent "#gdtimer01_aru04::Onstop";
+ donpcevent "#gdtimer02_aru04::Onstop";
+ donpcevent "#piamette_aru04::Onreset";
+ donpcevent "Wish Maiden#aru04_boss::OnDisable";
+ donpcevent "Wish Maiden#aru04_gift::OnDisable";
+ donpcevent "#gd_aru04_mobctrl::Onreset";
+ donpcevent "Gate01#gq_aru04::OnDisable";
+ donpcevent "#Maze_Manager_aru04::OnDisable";
+ donpcevent "#event_start01_aru04::OnDisable";
+ donpcevent "#nm_switch_aru04::OnDisable";
+ donpcevent "#nmsomaru04_jin01::OnDisable";
+ donpcevent "#nmsomaru04_jin02::OnDisable";
+ donpcevent "#nmsomaru04_jin03::OnDisable";
+ donpcevent "Guard of Shadow#aru04_01::OnDisable";
+ donpcevent "Guard of Shadow#aru04_02::OnDisable";
+ donpcevent "Guard of Shadow#aru04_03::OnDisable";
+ donpcevent "Guard of Shadow#aru04_04::OnDisable";
+ donpcevent "Bloody Hunter#aru04_ac01::OnDisable";
+ donpcevent "Bloody Hunter#aru04_ac02::OnDisable";
+ donpcevent "Bloody Hunter#aru04_ac03::OnDisable";
+ donpcevent "Bloody Hunter#aru04_ac04::OnDisable";
+ donpcevent "Temple Keeper#aru04_ac01::OnDisable";
+ donpcevent "Temple Keeper#aru04_ac02::OnDisable";
+ disablenpc "#to_agit_aru04_gate";
+ donpcevent "#aru04_stone01::Onreset";
+ donpcevent "#aru04_stone02::Onreset";
+ donpcevent "#aru04_stone03::Onreset";
+ disablenpc "#aru04_cage01";
+ disablenpc "#aru04_cage02";
+ disablenpc "#aru04_cage03";
+ disablenpc "#aru04_cage04";
+ disablenpc "#aru04_cage05";
+ disablenpc "#aru04_cage06";
+ disablenpc "windpath03_aru04";
+ disablenpc "windpath04_aru04";
+ set $gqse_aru04_miro,0;
+ set $gqse_aru04_pcc,0;
+ set $gqse_aru04_gd,0;
+ set $gqse_aru04_nm,0;
+ stopnpctimer;
+ end;
+
+Onstop:
+ stopnpctimer;
+ end;
+
+OnTimer1000:
+ mapannounce "que_qaru04","Wish Maiden : Do your best, Okolnir will disappear in one hour!",bc_map,"0x00ff00";
+ end;
+
+OnTimer1800000:
+ mapannounce "que_qaru04","Okolnir will disappear in 30 minutes.",bc_map,"0xff0000";
+ end;
+
+OnTimer2400000:
+ mapannounce "que_qaru04","Okolnir will disappear in 20 minutes.",bc_map,"0xff0000";
+ end;
+
+OnTimer3000000:
+ mapannounce "que_qaru04","Okolnir will disappear in 10 minutes.",bc_map,"0xff0000";
+ end;
+
+OnTimer3300000:
+ mapannounce "que_qaru04","Okolnir will disappear in 5 minutes.",bc_map,"0xff0000";
+ end;
+
+OnTimer3360000:
+ mapannounce "que_qaru04","Okolnir will disappear in 4 minutes.",bc_map,"0xff0000";
+ end;
+
+OnTimer3420000:
+ mapannounce "que_qaru04","Okolnir will disappear in 3 minutes.",bc_map,"0xff0000";
+ end;
+
+OnTimer3480000:
+ mapannounce "que_qaru04","Okolnir will disappear in 2 minutes.",bc_map,"0xff0000";
+ end;
+
+OnTimer3540000:
+ mapannounce "que_qaru04","Okolnir will disappear in 1 minutes.",bc_map,"0xff0000";
+ end;
+
+OnTimer3600000:
+ mapannounce "que_qaru04","Okolnir has begun to disappear.",bc_map,"0x4d4dff";
+ disablenpc "Wish Maiden#gq_aru04";
+ donpcevent "#gq_miromob2_aru04::Onreset";
+ disablenpc "Piamette#aru04";
+ donpcevent "#gdtimer01_aru04::Onstop";
+ donpcevent "#gdtimer02_aru04::Onstop";
+ donpcevent "#piamette_aru04::Onreset";
+ donpcevent "Wish Maiden#aru04_boss::onDisable";
+ donpcevent "Wish Maiden#aru04_gift::OnDisable";
+ donpcevent "#gd_aru04_mobctrl::Onreset";
+ donpcevent "Gate01#gq_aru04::OnDisable";
+ donpcevent "#Maze_Manager_aru04::OnDisable";
+ donpcevent "#event_start01_aru04::OnDisable";
+ donpcevent "#nm_switch_aru04::OnDisable";
+ donpcevent "#nmsomaru04_jin01::OnDisable";
+ donpcevent "#nmsomaru04_jin02::OnDisable";
+ donpcevent "#nmsomaru04_jin03::OnDisable";
+ donpcevent "Guard of Shadow#aru04_01::OnDisable";
+ donpcevent "Guard of Shadow#aru04_02::OnDisable";
+ donpcevent "Guard of Shadow#aru04_03::OnDisable";
+ donpcevent "Guard of Shadow#aru04_04::OnDisable";
+ donpcevent "Bloody Hunter#aru04_ac01::OnDisable";
+ donpcevent "Bloody Hunter#aru04_ac02::OnDisable";
+ donpcevent "Bloody Hunter#aru04_ac03::OnDisable";
+ donpcevent "Bloody Hunter#aru04_ac04::OnDisable";
+ donpcevent "Temple Keeper#aru04_ac01::OnDisable";
+ donpcevent "Temple Keeper#aru04_ac02::OnDisable";
+ disablenpc "#to_agit_aru04_gate";
+ donpcevent "#aru04_stone01::Onreset";
+ donpcevent "#aru04_stone02::Onreset";
+ donpcevent "#aru04_stone03::Onreset";
+ disablenpc "#aru04_cage01";
+ disablenpc "#aru04_cage02";
+ disablenpc "#aru04_cage03";
+ disablenpc "#aru04_cage04";
+ disablenpc "#aru04_cage05";
+ disablenpc "#aru04_cage06";
+ disablenpc "windpath03_aru04";
+ disablenpc "windpath04_aru04";
+ end;
+
+OnTimer3605000:
+ mapannounce "que_qaru04","Wish Maiden: ... You will fall into a deep sleep within Okolnir... ",bc_map,"0x00ff00";
+ end;
+
+OnTimer3608000:
+ mapannounce "que_qaru04","Wish Maiden: ..Have courage ... and await your chance again... ",bc_map,"0x00ff00";
+ end;
+
+OnTimer3610000:
+ set $gqse_aru04_miro,0;
+ set $gqse_aru04_pcc,0;
+ set $gqse_aru04_gd,0;
+ set $gqse_aru04_nm,0;
+ mapwarp "que_qaru04","arug_cas04",321,153;
+ end;
+
+OnTimer3611000:
+ donpcevent "#okolnir_aru04_time01::OnEnable";
+ stopnpctimer;
+ end;
+}
+
+que_qaru04,1,2,0 script #Maze_Manager_aru04 844,{
+OnInit:
+ donpcevent "#miro_bf_aru04::OnDisable";
+ donpcevent "#miro_rf_aru04::OnDisable";
+ donpcevent "#miro_yf_aru04::OnDisable";
+ end;
+
+OnEnable:
+ initnpctimer;
+ end;
+
+OnDisable:
+ donpcevent "#miro_bf_aru04::OnDisable";
+ donpcevent "#miro_rf_aru04::OnDisable";
+ donpcevent "#miro_yf_aru04::OnDisable";
+ stopnpctimer;
+ end;
+
+OnTimer1000:
+ donpcevent "#miro_rf_aru04::OnDisable";
+ end;
+
+OnTimer2000:
+ donpcevent "#miro_yf_aru04::OnDisable";
+ end;
+
+OnTimer3000:
+ donpcevent "#miro_bf_aru04::OnEnable";
+ end;
+
+OnTimer120000:
+ donpcevent "#miro_bf_aru04::OnDisable";
+ end;
+
+OnTimer121000:
+ donpcevent "#miro_yf_aru04::OnDisable";
+ end;
+
+OnTimer123000:
+ donpcevent "#miro_rf_aru04::OnEnable";
+ end;
+
+OnTimer240000:
+ donpcevent "#miro_bf_aru04::OnDisable";
+ end;
+
+OnTimer241000:
+ donpcevent "#miro_rf_aru04::OnDisable";
+ end;
+
+OnTimer242000:
+ donpcevent "#miro_yf_aru04::OnEnable";
+ end;
+
+OnTimer360000:
+ donpcevent "#Maze_Manager_aru04::OnEnable";
+ end;
+}
+
+que_qaru04,2,1,0 script #miro_bf_aru04 844,{
+
+OnEnable:
+ monster "que_qaru04",44,270," ",1934,1,"#miro_bf_aru04::OnMyMobDead";
+ monster "que_qaru04",46,270," ",1934,1,"#miro_bf_aru04::OnMyMobDead";
+ monster "que_qaru04",50,287," ",1934,1,"#miro_bf_aru04::OnMyMobDead";
+ monster "que_qaru04",52,287," ",1934,1,"#miro_bf_aru04::OnMyMobDead";
+ monster "que_qaru04",50,265," ",1934,1,"#miro_bf_aru04::OnMyMobDead";
+ monster "que_qaru04",52,265," ",1934,1,"#miro_bf_aru04::OnMyMobDead";
+ monster "que_qaru04",56,279," ",1934,1,"#miro_bf_aru04::OnMyMobDead";
+ monster "que_qaru04",58,279," ",1934,1,"#miro_bf_aru04::OnMyMobDead";
+ monster "que_qaru04",64,301," ",1934,1,"#miro_bf_aru04::OnMyMobDead";
+ monster "que_qaru04",64,298," ",1934,1,"#miro_bf_aru04::OnMyMobDead";
+ monster "que_qaru04",62,272," ",1934,1,"#miro_bf_aru04::OnMyMobDead";
+ monster "que_qaru04",64,272," ",1934,1,"#miro_bf_aru04::OnMyMobDead";
+ monster "que_qaru04",58,245," ",1934,1,"#miro_bf_aru04::OnMyMobDead";
+ monster "que_qaru04",58,243," ",1934,1,"#miro_bf_aru04::OnMyMobDead";
+ monster "que_qaru04",72,289," ",1934,1,"#miro_bf_aru04::OnMyMobDead";
+ monster "que_qaru04",72,287," ",1934,1,"#miro_bf_aru04::OnMyMobDead";
+ monster "que_qaru04",68,257," ",1934,1,"#miro_bf_aru04::OnMyMobDead";
+ monster "que_qaru04",68,255," ",1934,1,"#miro_bf_aru04::OnMyMobDead";
+ monster "que_qaru04",73,263," ",1934,1,"#miro_bf_aru04::OnMyMobDead";
+ monster "que_qaru04",73,261," ",1934,1,"#miro_bf_aru04::OnMyMobDead";
+ monster "que_qaru04",75,251," ",1934,1,"#miro_bf_aru04::OnMyMobDead";
+ monster "que_qaru04",75,249," ",1934,1,"#miro_bf_aru04::OnMyMobDead";
+ monster "que_qaru04",79,283," ",1934,1,"#miro_bf_aru04::OnMyMobDead";
+ monster "que_qaru04",79,281," ",1934,1,"#miro_bf_aru04::OnMyMobDead";
+ monster "que_qaru04",82,271," ",1934,1,"#miro_bf_aru04::OnMyMobDead";
+ monster "que_qaru04",84,271," ",1934,1,"#miro_bf_aru04::OnMyMobDead";
+ monster "que_qaru04",89,295," ",1934,1,"#miro_bf_aru04::OnMyMobDead";
+ monster "que_qaru04",89,293," ",1934,1,"#miro_bf_aru04::OnMyMobDead";
+ monster "que_qaru04",88,276," ",1934,1,"#miro_bf_aru04::OnMyMobDead";
+ monster "que_qaru04",90,276," ",1934,1,"#miro_bf_aru04::OnMyMobDead";
+ monster "que_qaru04",88,266," ",1934,1,"#miro_bf_aru04::OnMyMobDead";
+ monster "que_qaru04",90,266," ",1934,1,"#miro_bf_aru04::OnMyMobDead";
+ monster "que_qaru04",94,256," ",1934,1,"#miro_bf_aru04::OnMyMobDead";
+ monster "que_qaru04",96,256," ",1934,1,"#miro_bf_aru04::OnMyMobDead";
+ monster "que_qaru04",64,301," ",1934,1,"#miro_bf_aru04::OnMyMobDead";
+ monster "que_qaru04",64,299," ",1934,1,"#miro_bf_aru04::OnMyMobDead";
+ monster "que_qaru04",100,251," ",1934,1,"#miro_bf_aru04::OnMyMobDead";
+ monster "que_qaru04",102,251," ",1934,1,"#miro_bf_aru04::OnMyMobDead";
+ setcell "que_qaru04",44,270,47,270,cell_walkable,0;
+ setcell "que_qaru04",44,270,47,270,cell_shootable,0;
+ setcell "que_qaru04",50,287,53,287,cell_walkable,0;
+ setcell "que_qaru04",50,287,53,287,cell_shootable,0;
+ setcell "que_qaru04",50,265,53,265,cell_walkable,0;
+ setcell "que_qaru04",50,265,53,265,cell_shootable,0;
+ setcell "que_qaru04",56,279,59,279,cell_walkable,0;
+ setcell "que_qaru04",56,279,59,279,cell_shootable,0;
+ setcell "que_qaru04",64,298,64,301,cell_walkable,0;
+ setcell "que_qaru04",64,298,64,301,cell_shootable,0;
+ setcell "que_qaru04",62,272,65,272,cell_walkable,0;
+ setcell "que_qaru04",62,272,65,272,cell_shootable,0;
+ setcell "que_qaru04",58,242,58,245,cell_walkable,0;
+ setcell "que_qaru04",58,242,58,245,cell_shootable,0;
+ setcell "que_qaru04",72,286,72,289,cell_walkable,0;
+ setcell "que_qaru04",72,286,72,289,cell_shootable,0;
+ setcell "que_qaru04",68,254,68,259,cell_walkable,0;
+ setcell "que_qaru04",68,254,68,259,cell_shootable,0;
+ setcell "que_qaru04",73,260,73,263,cell_walkable,0;
+ setcell "que_qaru04",73,260,73,263,cell_shootable,0;
+ setcell "que_qaru04",75,248,75,251,cell_walkable,0;
+ setcell "que_qaru04",75,248,75,251,cell_shootable,0;
+ setcell "que_qaru04",79,280,79,283,cell_walkable,0;
+ setcell "que_qaru04",79,280,79,283,cell_shootable,0;
+ setcell "que_qaru04",82,271,85,271,cell_walkable,0;
+ setcell "que_qaru04",82,271,85,271,cell_shootable,0;
+ setcell "que_qaru04",89,292,89,295,cell_walkable,0;
+ setcell "que_qaru04",89,292,89,295,cell_shootable,0;
+ setcell "que_qaru04",88,276,91,276,cell_walkable,0;
+ setcell "que_qaru04",88,276,91,276,cell_shootable,0;
+ setcell "que_qaru04",88,266,91,266,cell_walkable,0;
+ setcell "que_qaru04",88,266,91,266,cell_shootable,0;
+ setcell "que_qaru04",94,256,97,256,cell_walkable,0;
+ setcell "que_qaru04",94,256,97,256,cell_shootable,0;
+ setcell "que_qaru04",64,298,64,301,cell_walkable,0;
+ setcell "que_qaru04",64,298,64,301,cell_shootable,0;
+ setcell "que_qaru04",100,251,103,251,cell_walkable,0;
+ setcell "que_qaru04",100,251,103,251,cell_shootable,0;
+ end;
+
+OnDisable:
+ killmonster "que_qaru04","#miro_bf_aru04::OnMyMobDead";
+ setcell "que_qaru04",44,270,47,270,cell_walkable,1;
+ setcell "que_qaru04",44,270,47,270,cell_shootable,1;
+ setcell "que_qaru04",50,287,53,287,cell_walkable,1;
+ setcell "que_qaru04",50,287,53,287,cell_shootable,1;
+ setcell "que_qaru04",50,265,53,265,cell_walkable,1;
+ setcell "que_qaru04",50,265,53,265,cell_shootable,1;
+ setcell "que_qaru04",56,279,59,279,cell_walkable,1;
+ setcell "que_qaru04",56,279,59,279,cell_shootable,1;
+ setcell "que_qaru04",64,298,64,301,cell_walkable,1;
+ setcell "que_qaru04",64,298,64,301,cell_shootable,1;
+ setcell "que_qaru04",62,272,65,272,cell_walkable,1;
+ setcell "que_qaru04",62,272,65,272,cell_shootable,1;
+ setcell "que_qaru04",58,242,58,245,cell_walkable,1;
+ setcell "que_qaru04",58,242,58,245,cell_shootable,1;
+ setcell "que_qaru04",72,286,72,289,cell_walkable,1;
+ setcell "que_qaru04",72,286,72,289,cell_shootable,1;
+ setcell "que_qaru04",68,254,68,259,cell_walkable,1;
+ setcell "que_qaru04",68,254,68,259,cell_shootable,1;
+ setcell "que_qaru04",73,260,73,263,cell_walkable,1;
+ setcell "que_qaru04",73,260,73,263,cell_shootable,1;
+ setcell "que_qaru04",75,248,75,251,cell_walkable,1;
+ setcell "que_qaru04",75,248,75,251,cell_shootable,1;
+ setcell "que_qaru04",79,280,79,283,cell_walkable,1;
+ setcell "que_qaru04",79,280,79,283,cell_shootable,1;
+ setcell "que_qaru04",82,271,85,271,cell_walkable,1;
+ setcell "que_qaru04",82,271,85,271,cell_shootable,1;
+ setcell "que_qaru04",89,292,89,295,cell_walkable,1;
+ setcell "que_qaru04",89,292,89,295,cell_shootable,1;
+ setcell "que_qaru04",88,276,91,276,cell_walkable,1;
+ setcell "que_qaru04",88,276,91,276,cell_shootable,1;
+ setcell "que_qaru04",88,266,91,266,cell_walkable,1;
+ setcell "que_qaru04",88,266,91,266,cell_shootable,1;
+ setcell "que_qaru04",94,256,97,256,cell_walkable,1;
+ setcell "que_qaru04",94,256,97,256,cell_shootable,1;
+ setcell "que_qaru04",64,298,64,301,cell_walkable,1;
+ setcell "que_qaru04",64,298,64,301,cell_shootable,1;
+ setcell "que_qaru04",100,251,103,251,cell_walkable,1;
+ setcell "que_qaru04",100,251,103,251,cell_shootable,1;
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qaru04,2,2,0 script #miro_rf_aru04 844,{
+
+OnEnable:
+ monster "que_qaru04",57,301," ",1935,1,"#miro_rf_aru04::OnMyMobDead";
+ monster "que_qaru04",57,299," ",1935,1,"#miro_rf_aru04::OnMyMobDead";
+ monster "que_qaru04",48,291," ",1935,1,"#miro_rf_aru04::OnMyMobDead";
+ monster "que_qaru04",48,289," ",1935,1,"#miro_rf_aru04::OnMyMobDead";
+ monster "que_qaru04",68,290," ",1935,1,"#miro_rf_aru04::OnMyMobDead";
+ monster "que_qaru04",70,290," ",1935,1,"#miro_rf_aru04::OnMyMobDead";
+ monster "que_qaru04",72,295," ",1935,1,"#miro_rf_aru04::OnMyMobDead";
+ monster "que_qaru04",72,293," ",1935,1,"#miro_rf_aru04::OnMyMobDead";
+ monster "que_qaru04",90,296," ",1935,1,"#miro_rf_aru04::OnMyMobDead";
+ monster "que_qaru04",92,296," ",1935,1,"#miro_rf_aru04::OnMyMobDead";
+ monster "que_qaru04",56,282," ",1935,1,"#miro_rf_aru04::OnMyMobDead";
+ monster "que_qaru04",58,282," ",1935,1,"#miro_rf_aru04::OnMyMobDead";
+ monster "que_qaru04",66,283," ",1935,1,"#miro_rf_aru04::OnMyMobDead";
+ monster "que_qaru04",66,281," ",1935,1,"#miro_rf_aru04::OnMyMobDead";
+ monster "que_qaru04",80,284," ",1935,1,"#miro_rf_aru04::OnMyMobDead";
+ monster "que_qaru04",82,284," ",1935,1,"#miro_rf_aru04::OnMyMobDead";
+ monster "que_qaru04",44,273," ",1935,1,"#miro_rf_aru04::OnMyMobDead";
+ monster "que_qaru04",46,273," ",1935,1,"#miro_rf_aru04::OnMyMobDead";
+ monster "que_qaru04",50,273," ",1935,1,"#miro_rf_aru04::OnMyMobDead";
+ monster "que_qaru04",52,273," ",1935,1,"#miro_rf_aru04::OnMyMobDead";
+ monster "que_qaru04",54,269," ",1935,1,"#miro_rf_aru04::OnMyMobDead";
+ monster "que_qaru04",54,267," ",1935,1,"#miro_rf_aru04::OnMyMobDead";
+ monster "que_qaru04",66,271," ",1935,1,"#miro_rf_aru04::OnMyMobDead";
+ monster "que_qaru04",66,270," ",1935,1,"#miro_rf_aru04::OnMyMobDead";
+ monster "que_qaru04",81,273," ",1935,1,"#miro_rf_aru04::OnMyMobDead";
+ monster "que_qaru04",81,272," ",1935,1,"#miro_rf_aru04::OnMyMobDead";
+ monster "que_qaru04",88,276," ",1935,1,"#miro_rf_aru04::OnMyMobDead";
+ monster "que_qaru04",90,276," ",1935,1,"#miro_rf_aru04::OnMyMobDead";
+ monster "que_qaru04",94,276," ",1935,1,"#miro_rf_aru04::OnMyMobDead";
+ monster "que_qaru04",96,276," ",1935,1,"#miro_rf_aru04::OnMyMobDead";
+ monster "que_qaru04",64,258," ",1935,1,"#miro_rf_aru04::OnMyMobDead";
+ monster "que_qaru04",66,258," ",1935,1,"#miro_rf_aru04::OnMyMobDead";
+ monster "que_qaru04",76,263," ",1935,1,"#miro_rf_aru04::OnMyMobDead";
+ monster "que_qaru04",76,261," ",1935,1,"#miro_rf_aru04::OnMyMobDead";
+ monster "que_qaru04",87,265," ",1935,1,"#miro_rf_aru04::OnMyMobDead";
+ monster "que_qaru04",87,263," ",1935,1,"#miro_rf_aru04::OnMyMobDead";
+ monster "que_qaru04",50,252," ",1935,1,"#miro_rf_aru04::OnMyMobDead";
+ monster "que_qaru04",52,252," ",1935,1,"#miro_rf_aru04::OnMyMobDead";
+ monster "que_qaru04",76,252," ",1935,1,"#miro_rf_aru04::OnMyMobDead";
+ monster "que_qaru04",78,252," ",1935,1,"#miro_rf_aru04::OnMyMobDead";
+ monster "que_qaru04",99,255," ",1935,1,"#miro_rf_aru04::OnMyMobDead";
+ monster "que_qaru04",99,253," ",1935,1,"#miro_rf_aru04::OnMyMobDead";
+ monster "que_qaru04",53,245," ",1935,1,"#miro_rf_aru04::OnMyMobDead";
+ monster "que_qaru04",53,243," ",1935,1,"#miro_rf_aru04::OnMyMobDead";
+ setcell "que_qaru04",57,298,57,301,cell_walkable,0;
+ setcell "que_qaru04",57,298,57,301,cell_shootable,0;
+ setcell "que_qaru04",48,288,48,291,cell_walkable,0;
+ setcell "que_qaru04",48,288,48,291,cell_shootable,0;
+ setcell "que_qaru04",68,290,71,290,cell_walkable,0;
+ setcell "que_qaru04",68,290,71,290,cell_shootable,0;
+ setcell "que_qaru04",72,292,72,295,cell_walkable,0;
+ setcell "que_qaru04",72,292,72,295,cell_shootable,0;
+ setcell "que_qaru04",90,296,93,296,cell_walkable,0;
+ setcell "que_qaru04",90,296,93,296,cell_shootable,0;
+ setcell "que_qaru04",56,282,59,282,cell_walkable,0;
+ setcell "que_qaru04",56,282,59,282,cell_shootable,0;
+ setcell "que_qaru04",66,280,66,283,cell_walkable,0;
+ setcell "que_qaru04",66,280,66,283,cell_shootable,0;
+ setcell "que_qaru04",80,284,83,284,cell_walkable,0;
+ setcell "que_qaru04",80,284,83,284,cell_shootable,0;
+ setcell "que_qaru04",44,273,47,273,cell_walkable,0;
+ setcell "que_qaru04",44,273,47,273,cell_shootable,0;
+ setcell "que_qaru04",50,273,53,273,cell_walkable,0;
+ setcell "que_qaru04",50,273,53,273,cell_shootable,0;
+ setcell "que_qaru04",54,266,54,269,cell_walkable,0;
+ setcell "que_qaru04",54,266,54,269,cell_shootable,0;
+ setcell "que_qaru04",66,270,66,271,cell_walkable,0;
+ setcell "que_qaru04",66,270,66,271,cell_shootable,0;
+ setcell "que_qaru04",81,272,81,273,cell_walkable,0;
+ setcell "que_qaru04",81,272,81,273,cell_shootable,0;
+ setcell "que_qaru04",88,276,91,276,cell_walkable,0;
+ setcell "que_qaru04",88,276,91,276,cell_shootable,0;
+ setcell "que_qaru04",94,276,97,276,cell_walkable,0;
+ setcell "que_qaru04",94,276,97,276,cell_shootable,0;
+ setcell "que_qaru04",64,258,67,258,cell_walkable,0;
+ setcell "que_qaru04",64,258,67,258,cell_shootable,0;
+ setcell "que_qaru04",76,260,76,263,cell_walkable,0;
+ setcell "que_qaru04",76,260,76,263,cell_shootable,0;
+ setcell "que_qaru04",87,262,87,265,cell_walkable,0;
+ setcell "que_qaru04",87,262,87,265,cell_shootable,0;
+ setcell "que_qaru04",50,252,53,252,cell_walkable,0;
+ setcell "que_qaru04",50,252,53,252,cell_shootable,0;
+ setcell "que_qaru04",76,252,79,252,cell_walkable,0;
+ setcell "que_qaru04",76,252,79,252,cell_shootable,0;
+ setcell "que_qaru04",99,252,99,255,cell_walkable,0;
+ setcell "que_qaru04",99,252,99,255,cell_shootable,0;
+ setcell "que_qaru04",53,242,53,245,cell_walkable,0;
+ setcell "que_qaru04",53,242,53,245,cell_shootable,0;
+ end;
+
+OnDisable:
+ killmonster "que_qaru04","#miro_rf_aru04::OnMyMobDead";
+ setcell "que_qaru04",57,298,57,301,cell_walkable,1;
+ setcell "que_qaru04",57,298,57,301,cell_shootable,1;
+ setcell "que_qaru04",48,288,48,291,cell_walkable,1;
+ setcell "que_qaru04",48,288,48,291,cell_shootable,1;
+ setcell "que_qaru04",68,290,71,290,cell_walkable,1;
+ setcell "que_qaru04",68,290,71,290,cell_shootable,1;
+ setcell "que_qaru04",72,292,72,295,cell_walkable,1;
+ setcell "que_qaru04",72,292,72,295,cell_shootable,1;
+ setcell "que_qaru04",90,296,93,296,cell_walkable,1;
+ setcell "que_qaru04",90,296,93,296,cell_shootable,1;
+ setcell "que_qaru04",56,282,59,282,cell_walkable,1;
+ setcell "que_qaru04",56,282,59,282,cell_shootable,1;
+ setcell "que_qaru04",66,280,66,283,cell_walkable,1;
+ setcell "que_qaru04",66,280,66,283,cell_shootable,1;
+ setcell "que_qaru04",80,284,83,284,cell_walkable,1;
+ setcell "que_qaru04",80,284,83,284,cell_shootable,1;
+ setcell "que_qaru04",44,273,47,273,cell_walkable,1;
+ setcell "que_qaru04",44,273,47,273,cell_shootable,1;
+ setcell "que_qaru04",50,273,53,273,cell_walkable,1;
+ setcell "que_qaru04",50,273,53,273,cell_shootable,1;
+ setcell "que_qaru04",54,266,54,269,cell_walkable,1;
+ setcell "que_qaru04",54,266,54,269,cell_shootable,1;
+ setcell "que_qaru04",66,270,66,271,cell_walkable,1;
+ setcell "que_qaru04",66,270,66,271,cell_shootable,1;
+ setcell "que_qaru04",81,272,81,273,cell_walkable,1;
+ setcell "que_qaru04",81,272,81,273,cell_shootable,1;
+ setcell "que_qaru04",88,276,91,276,cell_walkable,1;
+ setcell "que_qaru04",88,276,91,276,cell_shootable,1;
+ setcell "que_qaru04",94,276,97,276,cell_walkable,1;
+ setcell "que_qaru04",94,276,97,276,cell_shootable,1;
+ setcell "que_qaru04",64,258,67,258,cell_walkable,1;
+ setcell "que_qaru04",64,258,67,258,cell_shootable,1;
+ setcell "que_qaru04",76,260,76,263,cell_walkable,1;
+ setcell "que_qaru04",76,260,76,263,cell_shootable,1;
+ setcell "que_qaru04",87,262,87,265,cell_walkable,1;
+ setcell "que_qaru04",87,262,87,265,cell_shootable,1;
+ setcell "que_qaru04",50,252,53,252,cell_walkable,1;
+ setcell "que_qaru04",50,252,53,252,cell_shootable,1;
+ setcell "que_qaru04",76,252,79,252,cell_walkable,1;
+ setcell "que_qaru04",76,252,79,252,cell_shootable,1;
+ setcell "que_qaru04",99,252,99,255,cell_walkable,1;
+ setcell "que_qaru04",99,252,99,255,cell_shootable,1;
+ setcell "que_qaru04",53,242,53,245,cell_walkable,1;
+ setcell "que_qaru04",53,242,53,245,cell_shootable,1;
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qaru04,2,3,0 script #miro_yf_aru04 844,{
+
+OnEnable:
+ monster "que_qaru04",44,292," ",1936,1,"#miro_yf_aru04::OnMyMobDead";
+ monster "que_qaru04",46,292," ",1936,1,"#miro_yf_aru04::OnMyMobDead";
+ monster "que_qaru04",67,295," ",1936,1,"#miro_yf_aru04::OnMyMobDead";
+ monster "que_qaru04",67,293," ",1936,1,"#miro_yf_aru04::OnMyMobDead";
+ monster "que_qaru04",94,301," ",1936,1,"#miro_yf_aru04::OnMyMobDead";
+ monster "que_qaru04",94,299," ",1936,1,"#miro_yf_aru04::OnMyMobDead";
+ monster "que_qaru04",79,289," ",1936,1,"#miro_yf_aru04::OnMyMobDead";
+ monster "que_qaru04",79,287," ",1936,1,"#miro_yf_aru04::OnMyMobDead";
+ monster "que_qaru04",56,282," ",1936,1,"#miro_yf_aru04::OnMyMobDead";
+ monster "que_qaru04",58,282," ",1936,1,"#miro_yf_aru04::OnMyMobDead";
+ monster "que_qaru04",71,283," ",1936,1,"#miro_yf_aru04::OnMyMobDead";
+ monster "que_qaru04",71,281," ",1936,1,"#miro_yf_aru04::OnMyMobDead";
+ monster "que_qaru04",100,281," ",1936,1,"#miro_yf_aru04::OnMyMobDead";
+ monster "que_qaru04",102,281," ",1936,1,"#miro_yf_aru04::OnMyMobDead";
+ monster "que_qaru04",44,261," ",1936,1,"#miro_yf_aru04::OnMyMobDead";
+ monster "que_qaru04",46,261," ",1936,1,"#miro_yf_aru04::OnMyMobDead";
+ monster "que_qaru04",50,265," ",1936,1,"#miro_yf_aru04::OnMyMobDead";
+ monster "que_qaru04",52,265," ",1936,1,"#miro_yf_aru04::OnMyMobDead";
+ monster "que_qaru04",56,270," ",1936,1,"#miro_yf_aru04::OnMyMobDead";
+ monster "que_qaru04",58,270," ",1936,1,"#miro_yf_aru04::OnMyMobDead";
+ monster "que_qaru04",72,278," ",1936,1,"#miro_yf_aru04::OnMyMobDead";
+ monster "que_qaru04",73,278," ",1936,1,"#miro_yf_aru04::OnMyMobDead";
+ monster "que_qaru04",82,266," ",1936,1,"#miro_yf_aru04::OnMyMobDead";
+ monster "que_qaru04",84,266," ",1936,1,"#miro_yf_aru04::OnMyMobDead";
+ monster "que_qaru04",88,266," ",1936,1,"#miro_yf_aru04::OnMyMobDead";
+ monster "que_qaru04",90,266," ",1936,1,"#miro_yf_aru04::OnMyMobDead";
+ monster "que_qaru04",94,271," ",1936,1,"#miro_yf_aru04::OnMyMobDead";
+ monster "que_qaru04",96,271," ",1936,1,"#miro_yf_aru04::OnMyMobDead";
+ monster "que_qaru04",60,257," ",1936,1,"#miro_yf_aru04::OnMyMobDead";
+ monster "que_qaru04",60,255," ",1936,1,"#miro_yf_aru04::OnMyMobDead";
+ monster "que_qaru04",73,263," ",1936,1,"#miro_yf_aru04::OnMyMobDead";
+ monster "que_qaru04",73,261," ",1936,1,"#miro_yf_aru04::OnMyMobDead";
+ monster "que_qaru04",75,257," ",1936,1,"#miro_yf_aru04::OnMyMobDead";
+ monster "que_qaru04",75,255," ",1936,1,"#miro_yf_aru04::OnMyMobDead";
+ monster "que_qaru04",87,257," ",1936,1,"#miro_yf_aru04::OnMyMobDead";
+ monster "que_qaru04",87,255," ",1936,1,"#miro_yf_aru04::OnMyMobDead";
+ monster "que_qaru04",58,251," ",1936,1,"#miro_yf_aru04::OnMyMobDead";
+ monster "que_qaru04",58,249," ",1936,1,"#miro_yf_aru04::OnMyMobDead";
+ monster "que_qaru04",80,251," ",1936,1,"#miro_yf_aru04::OnMyMobDead";
+ monster "que_qaru04",80,249," ",1936,1,"#miro_yf_aru04::OnMyMobDead";
+ monster "que_qaru04",53,245," ",1936,1,"#miro_yf_aru04::OnMyMobDead";
+ monster "que_qaru04",53,243," ",1936,1,"#miro_yf_aru04::OnMyMobDead";
+ monster "que_qaru04",75,245," ",1936,1,"#miro_yf_aru04::OnMyMobDead";
+ monster "que_qaru04",75,243," ",1936,1,"#miro_yf_aru04::OnMyMobDead";
+ monster "que_qaru04",100,251," ",1936,1,"#miro_yf_aru04::OnMyMobDead";
+ monster "que_qaru04",102,251," ",1936,1,"#miro_yf_aru04::OnMyMobDead";
+ monster "que_qaru04",100,256," ",1936,1,"#miro_yf_aru04::OnMyMobDead";
+ monster "que_qaru04",102,256," ",1936,1,"#miro_yf_aru04::OnMyMobDead";
+ setcell "que_qaru04",44,292,47,292,cell_walkable,0;
+ setcell "que_qaru04",44,292,47,292,cell_shootable,0;
+ setcell "que_qaru04",67,292,67,295,cell_walkable,0;
+ setcell "que_qaru04",67,292,67,295,cell_shootable,0;
+ setcell "que_qaru04",94,298,94,301,cell_walkable,0;
+ setcell "que_qaru04",94,298,94,301,cell_shootable,0;
+ setcell "que_qaru04",79,286,79,289,cell_walkable,0;
+ setcell "que_qaru04",79,286,79,289,cell_shootable,0;
+ setcell "que_qaru04",56,282,59,282,cell_walkable,0;
+ setcell "que_qaru04",56,282,59,282,cell_shootable,0;
+ setcell "que_qaru04",71,280,71,283,cell_walkable,0;
+ setcell "que_qaru04",71,280,71,283,cell_shootable,0;
+ setcell "que_qaru04",100,281,103,281,cell_walkable,0;
+ setcell "que_qaru04",100,281,103,281,cell_shootable,0;
+ setcell "que_qaru04",44,261,47,261,cell_walkable,0;
+ setcell "que_qaru04",44,261,47,261,cell_shootable,0;
+ setcell "que_qaru04",50,265,53,265,cell_walkable,0;
+ setcell "que_qaru04",50,265,53,265,cell_shootable,0;
+ setcell "que_qaru04",56,270,59,270,cell_walkable,0;
+ setcell "que_qaru04",56,270,59,270,cell_shootable,0;
+ setcell "que_qaru04",72,278,73,278,cell_walkable,0;
+ setcell "que_qaru04",72,278,73,278,cell_shootable,0;
+ setcell "que_qaru04",82,266,85,266,cell_walkable,0;
+ setcell "que_qaru04",82,266,85,266,cell_shootable,0;
+ setcell "que_qaru04",88,266,91,266,cell_walkable,0;
+ setcell "que_qaru04",88,266,91,266,cell_shootable,0;
+ setcell "que_qaru04",94,271,97,271,cell_walkable,0;
+ setcell "que_qaru04",94,271,97,271,cell_shootable,0;
+ setcell "que_qaru04",60,254,60,257,cell_walkable,0;
+ setcell "que_qaru04",60,254,60,257,cell_shootable,0;
+ setcell "que_qaru04",73,260,73,263,cell_walkable,0;
+ setcell "que_qaru04",73,260,73,263,cell_shootable,0;
+ setcell "que_qaru04",75,254,75,257,cell_walkable,0;
+ setcell "que_qaru04",75,254,75,257,cell_shootable,0;
+ setcell "que_qaru04",87,254,87,257,cell_walkable,0;
+ setcell "que_qaru04",87,254,87,257,cell_shootable,0;
+ setcell "que_qaru04",58,248,58,251,cell_walkable,0;
+ setcell "que_qaru04",58,248,58,251,cell_shootable,0;
+ setcell "que_qaru04",80,248,80,251,cell_walkable,0;
+ setcell "que_qaru04",80,248,80,251,cell_shootable,0;
+ setcell "que_qaru04",53,242,53,245,cell_walkable,0;
+ setcell "que_qaru04",53,242,53,245,cell_shootable,0;
+ setcell "que_qaru04",75,242,75,245,cell_walkable,0;
+ setcell "que_qaru04",75,242,75,245,cell_shootable,0;
+ setcell "que_qaru04",100,251,103,251,cell_walkable,0;
+ setcell "que_qaru04",100,251,103,251,cell_shootable,0;
+ setcell "que_qaru04",100,256,103,256,cell_walkable,0;
+ setcell "que_qaru04",100,256,103,256,cell_shootable,0;
+ end;
+
+OnDisable:
+ killmonster "que_qaru04","#miro_yf_aru04::OnMyMobDead";
+ setcell "que_qaru04",44,292,47,292,cell_walkable,1;
+ setcell "que_qaru04",44,292,47,292,cell_shootable,1;
+ setcell "que_qaru04",67,292,67,295,cell_walkable,1;
+ setcell "que_qaru04",67,292,67,295,cell_shootable,1;
+ setcell "que_qaru04",94,298,94,301,cell_walkable,1;
+ setcell "que_qaru04",94,298,94,301,cell_shootable,1;
+ setcell "que_qaru04",79,286,79,289,cell_walkable,1;
+ setcell "que_qaru04",79,286,79,289,cell_shootable,1;
+ setcell "que_qaru04",56,282,59,282,cell_walkable,1;
+ setcell "que_qaru04",56,282,59,282,cell_shootable,1;
+ setcell "que_qaru04",71,280,71,283,cell_walkable,1;
+ setcell "que_qaru04",71,280,71,283,cell_shootable,1;
+ setcell "que_qaru04",100,281,103,281,cell_walkable,1;
+ setcell "que_qaru04",100,281,103,281,cell_shootable,1;
+ setcell "que_qaru04",44,261,47,261,cell_walkable,1;
+ setcell "que_qaru04",44,261,47,261,cell_shootable,1;
+ setcell "que_qaru04",50,265,53,265,cell_walkable,1;
+ setcell "que_qaru04",50,265,53,265,cell_shootable,1;
+ setcell "que_qaru04",56,270,59,270,cell_walkable,1;
+ setcell "que_qaru04",56,270,59,270,cell_shootable,1;
+ setcell "que_qaru04",72,278,73,278,cell_walkable,1;
+ setcell "que_qaru04",72,278,73,278,cell_shootable,1;
+ setcell "que_qaru04",82,266,85,266,cell_walkable,1;
+ setcell "que_qaru04",82,266,85,266,cell_shootable,1;
+ setcell "que_qaru04",88,266,91,266,cell_walkable,1;
+ setcell "que_qaru04",88,266,91,266,cell_shootable,1;
+ setcell "que_qaru04",94,271,97,271,cell_walkable,1;
+ setcell "que_qaru04",94,271,97,271,cell_shootable,1;
+ setcell "que_qaru04",60,254,60,257,cell_walkable,1;
+ setcell "que_qaru04",60,254,60,257,cell_shootable,1;
+ setcell "que_qaru04",73,260,73,263,cell_walkable,1;
+ setcell "que_qaru04",73,260,73,263,cell_shootable,1;
+ setcell "que_qaru04",75,254,75,257,cell_walkable,1;
+ setcell "que_qaru04",75,254,75,257,cell_shootable,1;
+ setcell "que_qaru04",87,254,87,257,cell_walkable,1;
+ setcell "que_qaru04",87,254,87,257,cell_shootable,1;
+ setcell "que_qaru04",58,248,58,251,cell_walkable,1;
+ setcell "que_qaru04",58,248,58,251,cell_shootable,1;
+ setcell "que_qaru04",80,248,80,251,cell_walkable,1;
+ setcell "que_qaru04",80,248,80,251,cell_shootable,1;
+ setcell "que_qaru04",53,242,53,245,cell_walkable,1;
+ setcell "que_qaru04",53,242,53,245,cell_shootable,1;
+ setcell "que_qaru04",75,242,75,245,cell_walkable,1;
+ setcell "que_qaru04",75,242,75,245,cell_shootable,1;
+ setcell "que_qaru04",100,251,103,251,cell_walkable,1;
+ setcell "que_qaru04",100,251,103,251,cell_shootable,1;
+ setcell "que_qaru04",100,256,103,256,cell_walkable,1;
+ setcell "que_qaru04",100,256,103,256,cell_shootable,1;
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qaru04,132,172,0 script windpath01_aru04 45,1,1,{
+OnTouch:
+ if (countitem(7839) > 0) {
+ mes "The Warp Gate responds to the Crystal Key.";
+ delitem 7839,1; //Crystal_Key
+ close2;
+ warp "que_qaru04",114,158;
+ end;
+ }
+ else {
+ mes "You need the Crystal Key to activate the Warp Gate.";
+ close;
+ }
+}
+
+que_qaru04,113,165,0 warp windpath02_aru04 1,1,que_qaru04,139,172
+
+
+que_qaru04,131,136,3 script Piamette#aru04 1930,{
+OnInit:
+ enablenpc "Piamette#aru04";
+ end;
+}
+
+que_qaru04,114,158,0 script #event_start01_aru04 -1,1,1,{
+
+OnInit:
+ disablenpc "#event_start01_aru04";
+ end;
+
+OnEnable:
+ enablenpc "#event_start01_aru04";
+ end;
+
+OnDisable:
+ disablenpc "#event_start01_aru04";
+ stopnpctimer;
+ end;
+
+OnTouch:
+ initnpctimer;
+ disablenpc "#event_start01_aru04";
+ end;
+
+OnTimer2000:
+ mapannounce "que_qaru04","Piamette mumblings : ..There were six birds, Teo. But one is....",bc_map,"0xdb7093";
+ end;
+
+OnTimer6000:
+ mapannounce "que_qaru04","Piamette mumblings : ...Shh.. Teo. The birds have returned..Are they birds that ran away before...? Or breakers who disguises themselves as good adventurers?",bc_map,"0xdb7093";
+ end;
+
+OnTimer10000:
+ mapannounce "que_qaru04","Piamette mumblings : Ha! They are caged in.",bc_map,"0xdb7093";
+ end;
+
+OnTimer14000:
+ mapannounce "que_qaru04","Piamette : Teo, Catch the birds! Put the cage away from here!",bc_map,"0x00ff00";
+ donpcevent "#gdtimer01_aru04::OnEnable";
+ stopnpctimer;
+ end;
+}
+
+que_qaru04,2,2,0 script #gdtimer01_aru04 844,{
+
+OnEnable:
+ initnpctimer;
+ end;
+
+Onstop:
+ donpcevent "#getspell01_aru04::OnDisable";
+ donpcevent "#getspell02_aru04::OnDisable";
+ donpcevent "#getspell03_aru04::OnDisable";
+ donpcevent "#getspell04_aru04::OnDisable";
+ donpcevent "#getspell05_aru04::OnDisable";
+ donpcevent "#getspell06_aru04::OnDisable";
+ donpcevent "#getspell07_aru04::OnDisable";
+ donpcevent "#getspell08_aru04::OnDisable";
+ stopnpctimer;
+ end;
+
+OnTimer1000:
+ donpcevent "#getspell08_aru04::OnDisable";
+ donpcevent "#getspell01_aru04::OnEnable";
+ end;
+
+OnTimer10000:
+ donpcevent "#getspell01_aru04::OnDisable";
+ donpcevent "#getspell02_aru04::OnEnable";
+ end;
+
+OnTimer20000:
+ donpcevent "#getspell02_aru04::OnDisable";
+ donpcevent "#getspell03_aru04::OnEnable";
+ end;
+
+OnTimer30000:
+ donpcevent "#getspell03_aru04::OnDisable";
+ donpcevent "#getspell04_aru04::OnEnable";
+ end;
+
+OnTimer40000:
+ donpcevent "#getspell04_aru04::OnDisable";
+ donpcevent "#getspell05_aru04::OnEnable";
+ end;
+
+OnTimer50000:
+ donpcevent "#getspell05_aru04::OnDisable";
+ donpcevent "#getspell06_aru04::OnEnable";
+ end;
+
+OnTimer60000:
+ donpcevent "#getspell06_aru04::OnDisable";
+ donpcevent "#getspell07_aru04::OnEnable";
+ end;
+
+OnTimer70000:
+ donpcevent "#getspell07_aru04::OnDisable";
+ donpcevent "#getspell08_aru04::OnEnable";
+ end;
+
+OnTimer75000:
+ if ($gqse_aru04_gd < 6) {
+ mapannounce "que_qaru04","Piamette : Silly birds! Silly Teo! Why can't you put away the cage at once?!",bc_map,"0x00ff00";
+ enablenpc "#aru04_cage01";
+ enablenpc "#aru04_cage02";
+ enablenpc "#aru04_cage03";
+ enablenpc "#aru04_cage04";
+ enablenpc "#aru04_cage05";
+ enablenpc "#aru04_cage06";
+ set $gqse_aru04_gd,0;
+ }
+ end;
+
+OnTimer76000:
+ disablenpc "#aru04_cage01";
+ disablenpc "#aru04_cage02";
+ disablenpc "#aru04_cage03";
+ disablenpc "#aru04_cage04";
+ disablenpc "#aru04_cage05";
+ disablenpc "#aru04_cage06";
+ end;
+
+OnTimer80000:
+ donpcevent "#gdtimer01_aru04::OnEnable";
+ end;
+}
+
+que_qaru04,2,3,0 script #gdtimer02_aru04 844,{
+
+OnEnable:
+ initnpctimer;
+ end;
+
+Onstop:
+ stopnpctimer;
+ killmonster "que_qaru04","#gdtimer02_aru04::OnMyMobDead";
+ end;
+
+OnTimer4000:
+ mapannounce "que_qaru04","Piamette : All of them are caught!",bc_map,"0xdb7093";
+ end;
+
+OnTimer8000:
+ mapannounce "que_qaru04","Piamette : Let's call out the keeper of the key not to let the birds go far away.",bc_map,"0xdb7093";
+ end;
+
+OnTimer12000:
+ mapannounce "que_qaru04","Piamette : The keeper of the key is protecting my cage.",bc_map,"0xdb7093";
+ monster "que_qaru04",108,151,"Key Stone",1905,1,"#gdtimer02_aru04::OnMyMobDead";
+ monster "que_qaru04",109,135,"Key Stone",1905,1,"#gdtimer02_aru04::OnMyMobDead";
+ monster "que_qaru04",115,116,"Key Stone",1905,1,"#gdtimer02_aru04::OnMyMobDead";
+ monster "que_qaru04",158,106,"Key Stone",1905,1,"#gdtimer02_aru04::OnMyMobDead";
+ monster "que_qaru04",163,133,"Key Stone",1905,1,"#gdtimer02_aru04::OnMyMobDead";
+ monster "que_qaru04",150,154,"Key Stone",1905,1,"#gdtimer02_aru04::OnMyMobDead";
+ end;
+
+OnTimer112000:
+ mapannounce "que_qaru04","Piamette : Whooping fun times are back! Now, Go! I'll get back to!!",bc_map,"0xdb7093";
+ killmonster "que_qaru04","#gdtimer02_aru04::OnMyMobDead";
+ enablenpc "#aru04_cage01";
+ enablenpc "#aru04_cage02";
+ enablenpc "#aru04_cage03";
+ enablenpc "#aru04_cage04";
+ enablenpc "#aru04_cage05";
+ enablenpc "#aru04_cage06";
+ set $gqse_aru04_gd,0;
+ end;
+
+OnTimer113000:
+ disablenpc "#aru04_cage01";
+ disablenpc "#aru04_cage02";
+ disablenpc "#aru04_cage03";
+ disablenpc "#aru04_cage04";
+ disablenpc "#aru04_cage05";
+ disablenpc "#aru04_cage06";
+ donpcevent "#gdtimer01_aru04::OnEnable";
+ stopnpctimer;
+ end;
+
+Onreset:
+ killmonster "que_qaru04","#gdtimer02_aru04::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ if (mobcount("que_qaru04","#gdtimer02_aru04::OnMyMobDead") == 0) {
+ enablenpc "#aru04_cage01";
+ enablenpc "#aru04_cage02";
+ enablenpc "#aru04_cage03";
+ enablenpc "#aru04_cage04";
+ enablenpc "#aru04_cage05";
+ enablenpc "#aru04_cage06";
+ donpcevent "#piamette_aru04::OnEnable";
+ stopnpctimer;
+ }
+ end;
+}
+
+que_qaru04,1,4,0 script #piamette_aru04 844,{
+OnEnable:
+ initnpctimer;
+ end;
+
+Onreset:
+ killmonster "que_qaru04","#piamette_aru04::OnMyMobDead";
+ stopnpctimer;
+ end;
+
+OnTimer1000:
+ mapannounce "que_qaru04","Piamette : All the keeper of keys are dead now? Who freed my birds? Teo, who did it?",bc_map,"0xdb7093";
+ end;
+
+OnTimer5000:
+ mapannounce "que_qaru04","Piamette : I'm pissed off now!",bc_map,"0xdb7093";
+ disablenpc "Piamette#aru04";
+ monster "que_qaru04",131,135,"Angry Piamette",1930,1,"#piamette_aru04::OnMyMobDead";
+ stopnpctimer;
+ end;
+
+OnMyMobDead:
+ mapannounce "que_qaru04","Piamette has been released, so the warp gate toward the South is working now.",bc_map,"0x00ff00";
+ enablenpc "windpath03_aru04";
+ enablenpc "windpath04_aru04";
+ donpcevent "#nm_switch_aru04::OnEnable";
+ end;
+}
+
+que_qaru04,113,135,0 script #getspell01_aru04 -1,1,1,{
+OnInit:
+ disablenpc "#getspell01_aru04";
+ end;
+
+OnEnable:
+ enablenpc "#getspell01_aru04";
+ specialeffect EF_LOCKON;
+ end;
+
+OnDisable:
+ disablenpc "#getspell01_aru04";
+ end;
+
+OnTouch:
+ sc_start2 SC_Stone,300000,0,10000;
+ if ($gqse_aru04_gd == 0) {
+ warp "que_qaru04",103,153;
+ disablenpc "#getspell01_aru04";
+ set $gqse_aru04_gd,1;
+ mapannounce "que_qaru04","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru04_gd == 1) {
+ warp "que_qaru04",102,135;
+ disablenpc "#getspell01_aru04";
+ set $gqse_aru04_gd,2;
+ mapannounce "que_qaru04","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru04_gd == 2) {
+ warp "que_qaru04",113,111;
+ disablenpc "#getspell01_aru04";
+ set $gqse_aru04_gd,3;
+ mapannounce "que_qaru04","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru04_gd == 3) {
+ warp "que_qaru04",161,105;
+ disablenpc "#getspell01_aru04";
+ set $gqse_aru04_gd,4;
+ mapannounce "que_qaru04","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru04_gd == 4) {
+ warp "que_qaru04",168,135;
+ disablenpc "#getspell01_aru04";
+ set $gqse_aru04_gd,5;
+ mapannounce "que_qaru04","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru04_gd == 5) {
+ warp "que_qaru04",150,159;
+ disablenpc "#getspell01_aru04";
+ set $gqse_aru04_gd,6;
+ mapannounce "que_qaru04","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
+ donpcevent "#gdtimer02_aru04::OnEnable";
+ donpcevent "#gdtimer01_aru04::Onstop";
+ }
+ end;
+}
+
+que_qaru04,146,150,0 script #getspell02_aru04 -1,1,1,{
+OnInit:
+ disablenpc "#getspell02_aru04";
+ end;
+
+OnEnable:
+ enablenpc "#getspell02_aru04";
+ specialeffect EF_LOCKON;
+ end;
+
+OnDisable:
+ disablenpc "#getspell02_aru04";
+ end;
+
+OnTouch:
+ sc_start2 SC_Stone,300000,0,10000;
+ if ($gqse_aru04_gd == 0) {
+ warp "que_qaru04",103,153;
+ disablenpc "#getspell01_aru04";
+ set $gqse_aru04_gd,1;
+ mapannounce "que_qaru04","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru04_gd == 1) {
+ warp "que_qaru04",102,135;
+ disablenpc "#getspell01_aru04";
+ set $gqse_aru04_gd,2;
+ mapannounce "que_qaru04","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru04_gd == 2) {
+ warp "que_qaru04",113,111;
+ disablenpc "#getspell01_aru04";
+ set $gqse_aru04_gd,3;
+ mapannounce "que_qaru04","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru04_gd == 3) {
+ warp "que_qaru04",161,105;
+ disablenpc "#getspell01_aru04";
+ set $gqse_aru04_gd,4;
+ mapannounce "que_qaru04","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru04_gd == 4) {
+ warp "que_qaru04",168,135;
+ disablenpc "#getspell01_aru04";
+ set $gqse_aru04_gd,5;
+ mapannounce "que_qaru04","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru04_gd == 5) {
+ warp "que_qaru04",150,159;
+ disablenpc "#getspell01_aru04";
+ set $gqse_aru04_gd,6;
+ mapannounce "que_qaru04","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
+ donpcevent "#gdtimer02_aru04::OnEnable";
+ donpcevent "#gdtimer01_aru04::Onstop";
+ }
+ end;
+}
+
+que_qaru04,131,117,0 script #getspell03_aru04 -1,1,1,{
+OnInit:
+ disablenpc "#getspell03_aru04";
+ end;
+
+OnEnable:
+ enablenpc "#getspell03_aru04";
+ specialeffect EF_LOCKON;
+ end;
+
+OnDisable:
+ disablenpc "#getspell03_aru04";
+ end;
+
+OnTouch:
+ sc_start2 SC_Stone,300000,0,10000;
+ if ($gqse_aru04_gd == 0) {
+ warp "que_qaru04",103,153;
+ disablenpc "#getspell01_aru04";
+ set $gqse_aru04_gd,1;
+ mapannounce "que_qaru04","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru04_gd == 1) {
+ warp "que_qaru04",102,135;
+ disablenpc "#getspell01_aru04";
+ set $gqse_aru04_gd,2;
+ mapannounce "que_qaru04","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru04_gd == 2) {
+ warp "que_qaru04",113,111;
+ disablenpc "#getspell01_aru04";
+ set $gqse_aru04_gd,3;
+ mapannounce "que_qaru04","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru04_gd == 3) {
+ warp "que_qaru04",161,105;
+ disablenpc "#getspell01_aru04";
+ set $gqse_aru04_gd,4;
+ mapannounce "que_qaru04","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru04_gd == 4) {
+ warp "que_qaru04",168,135;
+ disablenpc "#getspell01_aru04";
+ set $gqse_aru04_gd,5;
+ mapannounce "que_qaru04","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru04_gd == 5) {
+ warp "que_qaru04",150,159;
+ disablenpc "#getspell01_aru04";
+ set $gqse_aru04_gd,6;
+ mapannounce "que_qaru04","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
+ donpcevent "#gdtimer02_aru04::OnEnable";
+ donpcevent "#gdtimer01_aru04::Onstop";
+ }
+ end;
+}
+
+que_qaru04,117,150,0 script #getspell04_aru04 -1,1,1,{
+OnInit:
+ disablenpc "#getspell04_aru04";
+ end;
+
+OnEnable:
+ enablenpc "#getspell04_aru04";
+ specialeffect EF_LOCKON;
+ end;
+
+OnDisable:
+ disablenpc "#getspell04_aru04";
+ end;
+
+OnTouch:
+ sc_start2 SC_Stone,300000,0,10000;
+ if ($gqse_aru04_gd == 0) {
+ warp "que_qaru04",103,153;
+ disablenpc "#getspell01_aru04";
+ set $gqse_aru04_gd,1;
+ mapannounce "que_qaru04","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru04_gd == 1) {
+ warp "que_qaru04",102,135;
+ disablenpc "#getspell01_aru04";
+ set $gqse_aru04_gd,2;
+ mapannounce "que_qaru04","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru04_gd == 2) {
+ warp "que_qaru04",113,111;
+ disablenpc "#getspell01_aru04";
+ set $gqse_aru04_gd,3;
+ mapannounce "que_qaru04","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru04_gd == 3) {
+ warp "que_qaru04",161,105;
+ disablenpc "#getspell01_aru04";
+ set $gqse_aru04_gd,4;
+ mapannounce "que_qaru04","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru04_gd == 4) {
+ warp "que_qaru04",168,135;
+ disablenpc "#getspell01_aru04";
+ set $gqse_aru04_gd,5;
+ mapannounce "que_qaru04","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru04_gd == 5) {
+ warp "que_qaru04",150,159;
+ disablenpc "#getspell01_aru04";
+ set $gqse_aru04_gd,6;
+ mapannounce "que_qaru04","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
+ donpcevent "#gdtimer02_aru04::OnEnable";
+ donpcevent "#gdtimer01_aru04::Onstop";
+ }
+ end;
+}
+
+que_qaru04,150,135,0 script #getspell05_aru04 -1,1,1,{
+OnInit:
+ disablenpc "#getspell05_aru04";
+ end;
+
+OnEnable:
+ enablenpc "#getspell05_aru04";
+ specialeffect EF_LOCKON;
+ end;
+
+OnDisable:
+ disablenpc "#getspell05_aru04";
+ end;
+
+OnTouch:
+ sc_start2 SC_Stone,300000,0,10000;
+ if ($gqse_aru04_gd == 0) {
+ warp "que_qaru04",103,153;
+ disablenpc "#getspell01_aru04";
+ set $gqse_aru04_gd,1;
+ mapannounce "que_qaru04","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru04_gd == 1) {
+ warp "que_qaru04",102,135;
+ disablenpc "#getspell01_aru04";
+ set $gqse_aru04_gd,2;
+ mapannounce "que_qaru04","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru04_gd == 2) {
+ warp "que_qaru04",113,111;
+ disablenpc "#getspell01_aru04";
+ set $gqse_aru04_gd,3;
+ mapannounce "que_qaru04","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru04_gd == 3) {
+ warp "que_qaru04",161,105;
+ disablenpc "#getspell01_aru04";
+ set $gqse_aru04_gd,4;
+ mapannounce "que_qaru04","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru04_gd == 4) {
+ warp "que_qaru04",168,135;
+ disablenpc "#getspell01_aru04";
+ set $gqse_aru04_gd,5;
+ mapannounce "que_qaru04","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru04_gd == 5) {
+ warp "que_qaru04",150,159;
+ disablenpc "#getspell01_aru04";
+ set $gqse_aru04_gd,6;
+ mapannounce "que_qaru04","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
+ donpcevent "#gdtimer02_aru04::OnEnable";
+ donpcevent "#gdtimer01_aru04::Onstop";
+ }
+ end;
+}
+
+que_qaru04,117,121,0 script #getspell06_aru04 -1,1,1,{
+OnInit:
+ disablenpc "#getspell06_aru04";
+ end;
+
+OnEnable:
+ enablenpc "#getspell06_aru04";
+ specialeffect EF_LOCKON;
+ end;
+
+OnDisable:
+ disablenpc "#getspell06_aru04";
+ end;
+
+OnTouch:
+ sc_start2 SC_Stone,300000,0,10000;
+ if ($gqse_aru04_gd == 0) {
+ warp "que_qaru04",103,153;
+ disablenpc "#getspell01_aru04";
+ set $gqse_aru04_gd,1;
+ mapannounce "que_qaru04","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru04_gd == 1) {
+ warp "que_qaru04",102,135;
+ disablenpc "#getspell01_aru04";
+ set $gqse_aru04_gd,2;
+ mapannounce "que_qaru04","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru04_gd == 2) {
+ warp "que_qaru04",113,111;
+ disablenpc "#getspell01_aru04";
+ set $gqse_aru04_gd,3;
+ mapannounce "que_qaru04","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru04_gd == 3) {
+ warp "que_qaru04",161,105;
+ disablenpc "#getspell01_aru04";
+ set $gqse_aru04_gd,4;
+ mapannounce "que_qaru04","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru04_gd == 4) {
+ warp "que_qaru04",168,135;
+ disablenpc "#getspell01_aru04";
+ set $gqse_aru04_gd,5;
+ mapannounce "que_qaru04","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru04_gd == 5) {
+ warp "que_qaru04",150,159;
+ disablenpc "#getspell01_aru04";
+ set $gqse_aru04_gd,6;
+ mapannounce "que_qaru04","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
+ donpcevent "#gdtimer02_aru04::OnEnable";
+ donpcevent "#gdtimer01_aru04::Onstop";
+ }
+ end;
+}
+
+que_qaru04,131,154,0 script #getspell07_aru04 -1,1,1,{
+OnInit:
+ disablenpc "#getspell07_aru04";
+ end;
+
+OnEnable:
+ enablenpc "#getspell07_aru04";
+ specialeffect EF_LOCKON;
+ end;
+
+OnDisable:
+ disablenpc "#getspell07_aru04";
+ end;
+
+OnTouch:
+ sc_start2 SC_Stone,300000,0,10000;
+ if ($gqse_aru04_gd == 0) {
+ warp "que_qaru04",103,153;
+ disablenpc "#getspell01_aru04";
+ set $gqse_aru04_gd,1;
+ mapannounce "que_qaru04","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru04_gd == 1) {
+ warp "que_qaru04",102,135;
+ disablenpc "#getspell01_aru04";
+ set $gqse_aru04_gd,2;
+ mapannounce "que_qaru04","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru04_gd == 2) {
+ warp "que_qaru04",113,111;
+ disablenpc "#getspell01_aru04";
+ set $gqse_aru04_gd,3;
+ mapannounce "que_qaru04","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru04_gd == 3) {
+ warp "que_qaru04",161,105;
+ disablenpc "#getspell01_aru04";
+ set $gqse_aru04_gd,4;
+ mapannounce "que_qaru04","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru04_gd == 4) {
+ warp "que_qaru04",168,135;
+ disablenpc "#getspell01_aru04";
+ set $gqse_aru04_gd,5;
+ mapannounce "que_qaru04","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru04_gd == 5) {
+ warp "que_qaru04",150,159;
+ disablenpc "#getspell01_aru04";
+ set $gqse_aru04_gd,6;
+ mapannounce "que_qaru04","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
+ donpcevent "#gdtimer02_aru04::OnEnable";
+ donpcevent "#gdtimer01_aru04::Onstop";
+ }
+ end;
+}
+
+que_qaru04,146,121,0 script #getspell08_aru04 -1,1,1,{
+OnInit:
+ disablenpc "#getspell08_aru04";
+ end;
+
+OnEnable:
+ enablenpc "#getspell08_aru04";
+ specialeffect EF_LOCKON;
+ end;
+
+OnDisable:
+ disablenpc "#getspell08_aru04";
+ end;
+
+OnTouch:
+ sc_start2 SC_Stone,300000,0,10000;
+ if ($gqse_aru04_gd == 0) {
+ warp "que_qaru04",103,153;
+ disablenpc "#getspell01_aru04";
+ set $gqse_aru04_gd,1;
+ mapannounce "que_qaru04","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru04_gd == 1) {
+ warp "que_qaru04",102,135;
+ disablenpc "#getspell01_aru04";
+ set $gqse_aru04_gd,2;
+ mapannounce "que_qaru04","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru04_gd == 2) {
+ warp "que_qaru04",113,111;
+ disablenpc "#getspell01_aru04";
+ set $gqse_aru04_gd,3;
+ mapannounce "que_qaru04","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru04_gd == 3) {
+ warp "que_qaru04",161,105;
+ disablenpc "#getspell01_aru04";
+ set $gqse_aru04_gd,4;
+ mapannounce "que_qaru04","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru04_gd == 4) {
+ warp "que_qaru04",168,135;
+ disablenpc "#getspell01_aru04";
+ set $gqse_aru04_gd,5;
+ mapannounce "que_qaru04","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru04_gd == 5) {
+ warp "que_qaru04",150,159;
+ disablenpc "#getspell01_aru04";
+ set $gqse_aru04_gd,6;
+ mapannounce "que_qaru04","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
+ donpcevent "#gdtimer02_aru04::OnEnable";
+ donpcevent "#gdtimer01_aru04::Onstop";
+ }
+ end;
+}
+
+que_qaru04,103,153,0 script #aru04_cage01 -1,1,1,{
+OnInit:
+ disablenpc "#aru04_cage01";
+ end;
+
+OnTouch:
+ sc_end SC_Stone;
+ warp "que_qaru04",108,151;
+ disablenpc "#aru04_cage01";
+ end;
+}
+
+que_qaru04,102,135,0 script #aru04_cage02 -1,1,1,{
+OnInit:
+ disablenpc "#aru04_cage02";
+ end;
+
+OnTouch:
+ sc_end SC_Stone;
+ warp "que_qaru04",107,135;
+ disablenpc "#aru04_cage02";
+ end;
+}
+
+que_qaru04,113,111,0 script #aru04_cage03 -1,1,1,{
+OnInit:
+ disablenpc "#aru04_cage03";
+ end;
+
+OnTouch:
+ sc_end SC_Stone;
+ warp "que_qaru04",113,114;
+ disablenpc "#aru04_cage03";
+ end;
+}
+
+que_qaru04,161,105,0 script #aru04_cage04 -1,1,1,{
+OnInit:
+ disablenpc "#aru04_cage04";
+ end;
+
+OnTouch:
+ sc_end SC_Stone;
+ warp "que_qaru04",158,106;
+ disablenpc "#aru04_cage04";
+ end;
+}
+
+que_qaru04,168,135,0 script #aru04_cage05 -1,1,1,{
+OnInit:
+ disablenpc "#aru04_cage05";
+ end;
+
+OnTouch:
+ sc_end SC_Stone;
+ warp "que_qaru04",163,133;
+ disablenpc "#aru04_cage05";
+ end;
+}
+
+que_qaru04,150,159,0 script #aru04_cage06 -1,1,1,{
+OnInit:
+ disablenpc "#aru04_cage06";
+ end;
+
+OnTouch:
+ sc_end SC_Stone;
+ warp "que_qaru04",150,154;
+ disablenpc "#aru04_cage06";
+ end;
+}
+
+que_qaru04,1,8,0 script #gd_aru04_mobctrl 844,{
+OnEnable:
+ monster "que_qaru04",107,152,"Ball of Piamette",1738,1,"#gd_aru04_mobctrl::OnMyMobDead";
+ monster "que_qaru04",109,135,"Ball of Piamette",1738,1,"#gd_aru04_mobctrl::OnMyMobDead";
+ monster "que_qaru04",113,116,"Ball of Piamette",1738,1,"#gd_aru04_mobctrl::OnMyMobDead";
+ monster "que_qaru04",157,107,"Ball of Piamette",1738,1,"#gd_aru04_mobctrl::OnMyMobDead";
+ monster "que_qaru04",163,133,"Ball of Piamette",1738,1,"#gd_aru04_mobctrl::OnMyMobDead";
+ monster "que_qaru04",149,156,"Ball of Piamette",1738,1,"#gd_aru04_mobctrl::OnMyMobDead";
+ monster "que_qaru04",130,139,"Alice",1275,1,"#gd_aru04_mobctrl::OnMyMobDead";
+ monster "que_qaru04",135,137,"Alice",1275,1,"#gd_aru04_mobctrl::OnMyMobDead";
+ monster "que_qaru04",130,132,"Alice",1275,1,"#gd_aru04_mobctrl::OnMyMobDead";
+ monster "que_qaru04",128,137,"Alice",1275,1,"#gd_aru04_mobctrl::OnMyMobDead";
+ monster "que_qaru04",109,145,"Alice",1275,1,"#gd_aru04_mobctrl::OnMyMobDead";
+ monster "que_qaru04",109,130,"Alice",1275,1,"#gd_aru04_mobctrl::OnMyMobDead";
+ monster "que_qaru04",128,114,"Alice",1275,1,"#gd_aru04_mobctrl::OnMyMobDead";
+ monster "que_qaru04",147,114,"Alice",1275,1,"#gd_aru04_mobctrl::OnMyMobDead";
+ monster "que_qaru04",154,128,"Alice",1275,1,"#gd_aru04_mobctrl::OnMyMobDead";
+ monster "que_qaru04",151,145,"Alice",1275,1,"#gd_aru04_mobctrl::OnMyMobDead";
+ monster "que_qaru04",130,151,"Alice",1275,1,"#gd_aru04_mobctrl::OnMyMobDead";
+ monster "que_qaru04",131,139,"Ball of Piamette",1738,1,"#gd_aru04_mobctrl::OnMyMobDead";
+ monster "que_qaru04",135,136,"Ball of Piamette",1738,1,"#gd_aru04_mobctrl::OnMyMobDead";
+ monster "que_qaru04",131,132,"Ball of Piamette",1738,1,"#gd_aru04_mobctrl::OnMyMobDead";
+ monster "que_qaru04",128,136,"Ball of Piamette",1738,1,"#gd_aru04_mobctrl::OnMyMobDead";
+ monster "que_qaru04",110,145,"Ball of Piamette",1738,1,"#gd_aru04_mobctrl::OnMyMobDead";
+ monster "que_qaru04",129,114,"Ball of Piamette",1738,1,"#gd_aru04_mobctrl::OnMyMobDead";
+ monster "que_qaru04",148,114,"Ball of Piamette",1738,1,"#gd_aru04_mobctrl::OnMyMobDead";
+ monster "que_qaru04",155,128,"Ball of Piamette",1738,1,"#gd_aru04_mobctrl::OnMyMobDead";
+ monster "que_qaru04",152,145,"Ball of Piamette",1738,1,"#gd_aru04_mobctrl::OnMyMobDead";
+ monster "que_qaru04",131,151,"Ball of Piamette",1738,1,"#gd_aru04_mobctrl::OnMyMobDead";
+ monster "que_qaru04",110,130,"Ball of Piamette",1738,1,"#gd_aru04_mobctrl::OnMyMobDead";
+ monster "que_qaru04",132,139,"Violy",1390,1,"#gd_aru04_mobctrl::OnMyMobDead";
+ monster "que_qaru04",135,135,"Violy",1390,1,"#gd_aru04_mobctrl::OnMyMobDead";
+ monster "que_qaru04",132,132,"Violy",1390,1,"#gd_aru04_mobctrl::OnMyMobDead";
+ monster "que_qaru04",128,135,"Violy",1390,1,"#gd_aru04_mobctrl::OnMyMobDead";
+ monster "que_qaru04",111,145,"Violy",1390,1,"#gd_aru04_mobctrl::OnMyMobDead";
+ monster "que_qaru04",111,130,"Violy",1390,1,"#gd_aru04_mobctrl::OnMyMobDead";
+ monster "que_qaru04",130,114,"Violy",1390,1,"#gd_aru04_mobctrl::OnMyMobDead";
+ monster "que_qaru04",149,114,"Violy",1390,1,"#gd_aru04_mobctrl::OnMyMobDead";
+ monster "que_qaru04",156,128,"Violy",1390,1,"#gd_aru04_mobctrl::OnMyMobDead";
+ monster "que_qaru04",153,145,"Violy",1390,1,"#gd_aru04_mobctrl::OnMyMobDead";
+ monster "que_qaru04",132,151,"Violy",1390,1,"#gd_aru04_mobctrl::OnMyMobDead";
+ monster "que_qaru04",133,139,"Ancient Mimic",1699,1,"#gd_aru04_mobctrl::OnMyMobDead";
+ monster "que_qaru04",135,134,"Ancient Mimic",1699,1,"#gd_aru04_mobctrl::OnMyMobDead";
+ monster "que_qaru04",133,132,"Ancient Mimic",1699,1,"#gd_aru04_mobctrl::OnMyMobDead";
+ monster "que_qaru04",128,135,"Ancient Mimic",1699,1,"#gd_aru04_mobctrl::OnMyMobDead";
+ monster "que_qaru04",112,145,"Ancient Mimic",1699,1,"#gd_aru04_mobctrl::OnMyMobDead";
+ monster "que_qaru04",131,114,"Ancient Mimic",1699,1,"#gd_aru04_mobctrl::OnMyMobDead";
+ monster "que_qaru04",150,114,"Ancient Mimic",1699,1,"#gd_aru04_mobctrl::OnMyMobDead";
+ monster "que_qaru04",157,128,"Ancient Mimic",1699,1,"#gd_aru04_mobctrl::OnMyMobDead";
+ monster "que_qaru04",154,145,"Ancient Mimic",1699,1,"#gd_aru04_mobctrl::OnMyMobDead";
+ monster "que_qaru04",133,151,"Ancient Mimic",1699,1,"#gd_aru04_mobctrl::OnMyMobDead";
+ monster "que_qaru04",112,130,"Ancient Mimic",1699,1,"#gd_aru04_mobctrl::OnMyMobDead";
+ end;
+
+Onreset:
+ killmonster "que_qaru04","#gd_aru04_mobctrl::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ if (mobcount("que_qaru04","#gd_aru04_mobctrl::OnMyMobDead") < 7) {
+ monster "que_qaru04",107,152,"Ball of Piamette",1738,1,"#gd_aru04_mobctrl::OnMyMobDead";
+ monster "que_qaru04",109,135,"Ball of Piamette",1738,1,"#gd_aru04_mobctrl::OnMyMobDead";
+ monster "que_qaru04",113,116,"Ball of Piamette",1738,1,"#gd_aru04_mobctrl::OnMyMobDead";
+ monster "que_qaru04",157,107,"Ball of Piamette",1738,1,"#gd_aru04_mobctrl::OnMyMobDead";
+ monster "que_qaru04",163,133,"Ball of Piamette",1738,1,"#gd_aru04_mobctrl::OnMyMobDead";
+ monster "que_qaru04",149,156,"Ball of Piamette",1738,1,"#gd_aru04_mobctrl::OnMyMobDead";
+ }
+ end;
+}
+
+que_qaru04,149,105,0 script windpath03_aru04 45,1,1,{
+OnInit:
+ disablenpc "windpath03_aru04";
+ end;
+
+OnTouch:
+ warp "que_qaru04",119,103;
+ end;
+}
+
+que_qaru04,128,104,0 script windpath04_aru04 45,1,1,{
+OnInit:
+ disablenpc "windpath04_aru04";
+ end;
+
+OnTouch:
+ warp "que_qaru04",146,109;
+ end;
+}
+
+que_qaru04,253,273,0 script #nm_switch_aru04 -1,5,5,{
+OnInit:
+ disablenpc "#nm_switch_aru04";
+ end;
+
+OnEnable:
+ enablenpc "#nm_switch_aru04";
+ end;
+
+OnDisable:
+ disablenpc "#nm_switch_aru04";
+ stopnpctimer;
+ end;
+
+OnTouch:
+ disablenpc "#nm_switch_aru04";
+ initnpctimer;
+ end;
+
+OnTimer1000:
+ mapannounce "que_qaru04","Wish Maiden: Did you have a good time with Piamette?",bc_map,"0x00ff00";
+ end;
+
+OnTimer4000:
+ mapannounce "que_qaru04","Wish Maiden: But it's the end. There will be summoned monsters coming soon...",bc_map,"0x00ff00";
+ end;
+
+OnTimer9000:
+ mapannounce "que_qaru04","Wish Maiden: So come here to me safely...",bc_map,"0x00ff00";
+ end;
+
+OnTimer10000:
+ donpcevent "#nmsomaru04_jin01::OnEnable";
+ donpcevent "#aru04_stone01::OnEnable";
+ end;
+
+OnTimer190000:
+ donpcevent "#nmsomaru04_jin02::OnEnable";
+ donpcevent "#aru04_stone02::OnEnable";
+ end;
+
+OnTimer370000:
+ donpcevent "#nmsomaru04_jin03::OnEnable";
+ donpcevent "#aru04_stone03::OnEnable";
+ stopnpctimer;
+ end;
+}
+
+que_qaru04,229,297,0 script #nmsomaru04_jin01 -1,{
+OnEnable:
+ donpcevent "#aru04_stone01::OnEnable";
+ initnpctimer;
+ end;
+
+OnDisable:
+ killmonster "que_qaru04","#nmsomaru04_jin01::OnMyMobDead";
+ stopnpctimer;
+ end;
+
+OnTimer5000:
+ mapannounce "que_qaru04","The Western magic formation is working to summon Guard of Shadow.",bc_map,"0x4d4dff";
+ monster "que_qaru04",226,288,"Guard of Shadow",1752,1,"#nmsomaru04_jin01::OnMyMobDead";
+ monster "que_qaru04",227,289,"Guard of Shadow",1752,1,"#nmsomaru04_jin01::OnMyMobDead";
+ monster "que_qaru04",228,290,"Guard of Shadow",1752,1,"#nmsomaru04_jin01::OnMyMobDead";
+ monster "que_qaru04",229,291,"Guard of Shadow",1752,1,"#nmsomaru04_jin01::OnMyMobDead";
+ monster "que_qaru04",230,292,"Guard of Shadow",1752,1,"#nmsomaru04_jin01::OnMyMobDead";
+ monster "que_qaru04",231,293,"Guard of Shadow",1752,1,"#nmsomaru04_jin01::OnMyMobDead";
+ monster "que_qaru04",232,294,"Guard of Shadow",1752,1,"#nmsomaru04_jin01::OnMyMobDead";
+ monster "que_qaru04",233,295,"Guard of Shadow",1752,1,"#nmsomaru04_jin01::OnMyMobDead";
+ monster "que_qaru04",234,296,"Guard of Shadow",1752,1,"#nmsomaru04_jin01::OnMyMobDead";
+ monster "que_qaru04",235,297,"Guard of Shadow",1752,1,"#nmsomaru04_jin01::OnMyMobDead";
+ monster "que_qaru04",228,286,"Guard of Shadow",1752,1,"#nmsomaru04_jin01::OnMyMobDead";
+ monster "que_qaru04",229,287,"Guard of Shadow",1752,1,"#nmsomaru04_jin01::OnMyMobDead";
+ monster "que_qaru04",230,288,"Guard of Shadow",1752,1,"#nmsomaru04_jin01::OnMyMobDead";
+ monster "que_qaru04",231,289,"Guard of Shadow",1752,1,"#nmsomaru04_jin01::OnMyMobDead";
+ monster "que_qaru04",232,290,"Guard of Shadow",1752,1,"#nmsomaru04_jin01::OnMyMobDead";
+ monster "que_qaru04",233,291,"Guard of Shadow",1752,1,"#nmsomaru04_jin01::OnMyMobDead";
+ monster "que_qaru04",234,292,"Guard of Shadow",1752,1,"#nmsomaru04_jin01::OnMyMobDead";
+ monster "que_qaru04",235,293,"Guard of Shadow",1752,1,"#nmsomaru04_jin01::OnMyMobDead";
+ monster "que_qaru04",236,294,"Guard of Shadow",1752,1,"#nmsomaru04_jin01::OnMyMobDead";
+ monster "que_qaru04",237,295,"Guard of Shadow",1752,1,"#nmsomaru04_jin01::OnMyMobDead";
+ monster "que_qaru04",230,284,"Guard of Shadow",1752,1,"#nmsomaru04_jin01::OnMyMobDead";
+ monster "que_qaru04",231,285,"Guard of Shadow",1752,1,"#nmsomaru04_jin01::OnMyMobDead";
+ monster "que_qaru04",232,286,"Guard of Shadow",1752,1,"#nmsomaru04_jin01::OnMyMobDead";
+ monster "que_qaru04",233,287,"Guard of Shadow",1752,1,"#nmsomaru04_jin01::OnMyMobDead";
+ monster "que_qaru04",234,288,"Guard of Shadow",1752,1,"#nmsomaru04_jin01::OnMyMobDead";
+ monster "que_qaru04",235,289,"Guard of Shadow",1752,1,"#nmsomaru04_jin01::OnMyMobDead";
+ monster "que_qaru04",236,290,"Guard of Shadow",1752,1,"#nmsomaru04_jin01::OnMyMobDead";
+ monster "que_qaru04",237,291,"Guard of Shadow",1752,1,"#nmsomaru04_jin01::OnMyMobDead";
+ monster "que_qaru04",238,292,"Guard of Shadow",1752,1,"#nmsomaru04_jin01::OnMyMobDead";
+ monster "que_qaru04",239,293,"Guard of Shadow",1752,1,"#nmsomaru04_jin01::OnMyMobDead";
+ end;
+
+OnTimer25000:
+OnTimer55000:
+OnTimer85000:
+OnTimer120000:
+ monster "que_qaru04",226,294,"Guard of Shadow",1752,1,"#nmsomaru04_jin01::OnMyMobDead";
+ monster "que_qaru04",227,294,"Guard of Shadow",1752,1,"#nmsomaru04_jin01::OnMyMobDead";
+ monster "que_qaru04",228,294,"Guard of Shadow",1752,1,"#nmsomaru04_jin01::OnMyMobDead";
+ monster "que_qaru04",229,294,"Guard of Shadow",1752,1,"#nmsomaru04_jin01::OnMyMobDead";
+ monster "que_qaru04",230,295,"Guard of Shadow",1752,1,"#nmsomaru04_jin01::OnMyMobDead";
+ monster "que_qaru04",231,296,"Guard of Shadow",1752,1,"#nmsomaru04_jin01::OnMyMobDead";
+ monster "que_qaru04",231,297,"Guard of Shadow",1752,1,"#nmsomaru04_jin01::OnMyMobDead";
+ monster "que_qaru04",231,298,"Guard of Shadow",1752,1,"#nmsomaru04_jin01::OnMyMobDead";
+ monster "que_qaru04",231,299,"Guard of Shadow",1752,1,"#nmsomaru04_jin01::OnMyMobDead";
+ monster "que_qaru04",230,300,"Guard of Shadow",1752,1,"#nmsomaru04_jin01::OnMyMobDead";
+ monster "que_qaru04",229,301,"Guard of Shadow",1752,1,"#nmsomaru04_jin01::OnMyMobDead";
+ monster "que_qaru04",228,301,"Guard of Shadow",1752,1,"#nmsomaru04_jin01::OnMyMobDead";
+ monster "que_qaru04",227,301,"Guard of Shadow",1752,1,"#nmsomaru04_jin01::OnMyMobDead";
+ monster "que_qaru04",226,301,"Guard of Shadow",1752,1,"#nmsomaru04_jin01::OnMyMobDead";
+ monster "que_qaru04",225,300,"Guard of Shadow",1752,1,"#nmsomaru04_jin01::OnMyMobDead";
+ monster "que_qaru04",224,299,"Guard of Shadow",1752,1,"#nmsomaru04_jin01::OnMyMobDead";
+ monster "que_qaru04",224,298,"Guard of Shadow",1752,1,"#nmsomaru04_jin01::OnMyMobDead";
+ monster "que_qaru04",224,297,"Guard of Shadow",1752,1,"#nmsomaru04_jin01::OnMyMobDead";
+ monster "que_qaru04",224,296,"Guard of Shadow",1752,1,"#nmsomaru04_jin01::OnMyMobDead";
+ monster "que_qaru04",225,295,"Guard of Shadow",1752,1,"#nmsomaru04_jin01::OnMyMobDead";
+ end;
+
+OnTimer180000:
+ stopnpctimer;
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qaru04,2,8,0 script #aru04_stone01 844,{
+OnEnable:
+ monster "que_qaru04",227,294,"Western Magic Guardian",1752,1,"#aru04_stone01::OnMyMobDead";
+ monster "que_qaru04",229,294,"Western Magic Guardian",1752,1,"#aru04_stone01::OnMyMobDead";
+ monster "que_qaru04",231,296,"Western Magic Guardian",1752,1,"#aru04_stone01::OnMyMobDead";
+ monster "que_qaru04",231,298,"Western Magic Guardian",1752,1,"#aru04_stone01::OnMyMobDead";
+ monster "que_qaru04",230,300,"Western Magic Guardian",1752,1,"#aru04_stone01::OnMyMobDead";
+ monster "que_qaru04",228,301,"Western Magic Guardian",1752,1,"#aru04_stone01::OnMyMobDead";
+ monster "que_qaru04",226,301,"Western Magic Guardian",1752,1,"#aru04_stone01::OnMyMobDead";
+ monster "que_qaru04",224,299,"Western Magic Guardian",1752,1,"#aru04_stone01::OnMyMobDead";
+ monster "que_qaru04",224,297,"Western Magic Guardian",1752,1,"#aru04_stone01::OnMyMobDead";
+ monster "que_qaru04",225,295,"Western Magic Guardian",1752,1,"#aru04_stone01::OnMyMobDead";
+ end;
+
+Onreset:
+ killmonster "que_qaru04","#aru04_stone01::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ if (mobcount("que_qaru04","#aru04_stone01::OnMyMobDead") == 0) {
+ set $gqse_aru04_nm,$gqse_aru04_nm+1;
+ donpcevent "#nmsomaru04_jin01::OnDisable";
+ if ($gqse_aru04_nm == 3) {
+ donpcevent "Wish Maiden#aru04_boss::Onfight";
+ }
+ }
+ end;
+}
+
+que_qaru04,275,299,0 script #nmsomaru04_jin02 -1,{
+OnEnable:
+ initnpctimer;
+ end;
+
+OnDisable:
+ killmonster "que_qaru04","#nmsomaru04_jin02::OnMyMobDead";
+ stopnpctimer;
+ end;
+
+OnTimer5000:
+ mapannounce "que_qaru04","The Eastern magic formation is working to summon Bloody Hunter.",bc_map,"0x4d4dff";
+ monster "que_qaru04",263,292,"Bloody Hunter",1753,1,"#nmsomaru04_jin02::OnMyMobDead";
+ monster "que_qaru04",264,291,"Bloody Hunter",1753,1,"#nmsomaru04_jin02::OnMyMobDead";
+ monster "que_qaru04",265,290,"Bloody Hunter",1753,1,"#nmsomaru04_jin02::OnMyMobDead";
+ monster "que_qaru04",266,289,"Bloody Hunter",1753,1,"#nmsomaru04_jin02::OnMyMobDead";
+ monster "que_qaru04",267,288,"Bloody Hunter",1753,1,"#nmsomaru04_jin02::OnMyMobDead";
+ monster "que_qaru04",268,287,"Bloody Hunter",1753,1,"#nmsomaru04_jin02::OnMyMobDead";
+ monster "que_qaru04",269,286,"Bloody Hunter",1753,1,"#nmsomaru04_jin02::OnMyMobDead";
+ monster "que_qaru04",270,285,"Bloody Hunter",1753,1,"#nmsomaru04_jin02::OnMyMobDead";
+ monster "que_qaru04",271,284,"Bloody Hunter",1753,1,"#nmsomaru04_jin02::OnMyMobDead";
+ monster "que_qaru04",272,283,"Bloody Hunter",1753,1,"#nmsomaru04_jin02::OnMyMobDead";
+ monster "que_qaru04",265,294,"Bloody Hunter",1753,1,"#nmsomaru04_jin02::OnMyMobDead";
+ monster "que_qaru04",266,293,"Bloody Hunter",1753,1,"#nmsomaru04_jin02::OnMyMobDead";
+ monster "que_qaru04",267,292,"Bloody Hunter",1753,1,"#nmsomaru04_jin02::OnMyMobDead";
+ monster "que_qaru04",268,291,"Bloody Hunter",1753,1,"#nmsomaru04_jin02::OnMyMobDead";
+ monster "que_qaru04",269,290,"Bloody Hunter",1753,1,"#nmsomaru04_jin02::OnMyMobDead";
+ monster "que_qaru04",270,289,"Bloody Hunter",1753,1,"#nmsomaru04_jin02::OnMyMobDead";
+ monster "que_qaru04",271,288,"Bloody Hunter",1753,1,"#nmsomaru04_jin02::OnMyMobDead";
+ monster "que_qaru04",272,287,"Bloody Hunter",1753,1,"#nmsomaru04_jin02::OnMyMobDead";
+ monster "que_qaru04",273,286,"Bloody Hunter",1753,1,"#nmsomaru04_jin02::OnMyMobDead";
+ monster "que_qaru04",274,285,"Bloody Hunter",1753,1,"#nmsomaru04_jin02::OnMyMobDead";
+ monster "que_qaru04",267,296,"Bloody Hunter",1753,1,"#nmsomaru04_jin02::OnMyMobDead";
+ monster "que_qaru04",268,295,"Bloody Hunter",1753,1,"#nmsomaru04_jin02::OnMyMobDead";
+ monster "que_qaru04",269,294,"Bloody Hunter",1753,1,"#nmsomaru04_jin02::OnMyMobDead";
+ monster "que_qaru04",270,283,"Bloody Hunter",1753,1,"#nmsomaru04_jin02::OnMyMobDead";
+ monster "que_qaru04",271,282,"Bloody Hunter",1753,1,"#nmsomaru04_jin02::OnMyMobDead";
+ monster "que_qaru04",272,281,"Bloody Hunter",1753,1,"#nmsomaru04_jin02::OnMyMobDead";
+ monster "que_qaru04",273,280,"Bloody Hunter",1753,1,"#nmsomaru04_jin02::OnMyMobDead";
+ monster "que_qaru04",274,279,"Bloody Hunter",1753,1,"#nmsomaru04_jin02::OnMyMobDead";
+ monster "que_qaru04",275,276,"Bloody Hunter",1753,1,"#nmsomaru04_jin02::OnMyMobDead";
+ monster "que_qaru04",276,275,"Bloody Hunter",1753,1,"#nmsomaru04_jin02::OnMyMobDead";
+ end;
+
+OnTimer25000:
+OnTimer55000:
+OnTimer85000:
+OnTimer120000:
+ monster "que_qaru04",274,301,"Bloody Hunter",1753,1,"#nmsomaru04_jin02::OnMyMobDead";
+ monster "que_qaru04",275,301,"Bloody Hunter",1753,1,"#nmsomaru04_jin02::OnMyMobDead";
+ monster "que_qaru04",276,301,"Bloody Hunter",1753,1,"#nmsomaru04_jin02::OnMyMobDead";
+ monster "que_qaru04",277,301,"Bloody Hunter",1753,1,"#nmsomaru04_jin02::OnMyMobDead";
+ monster "que_qaru04",278,300,"Bloody Hunter",1753,1,"#nmsomaru04_jin02::OnMyMobDead";
+ monster "que_qaru04",279,299,"Bloody Hunter",1753,1,"#nmsomaru04_jin02::OnMyMobDead";
+ monster "que_qaru04",279,298,"Bloody Hunter",1753,1,"#nmsomaru04_jin02::OnMyMobDead";
+ monster "que_qaru04",279,297,"Bloody Hunter",1753,1,"#nmsomaru04_jin02::OnMyMobDead";
+ monster "que_qaru04",279,296,"Bloody Hunter",1753,1,"#nmsomaru04_jin02::OnMyMobDead";
+ monster "que_qaru04",278,295,"Bloody Hunter",1753,1,"#nmsomaru04_jin02::OnMyMobDead";
+ monster "que_qaru04",277,294,"Bloody Hunter",1753,1,"#nmsomaru04_jin02::OnMyMobDead";
+ monster "que_qaru04",276,294,"Bloody Hunter",1753,1,"#nmsomaru04_jin02::OnMyMobDead";
+ monster "que_qaru04",275,294,"Bloody Hunter",1753,1,"#nmsomaru04_jin02::OnMyMobDead";
+ monster "que_qaru04",274,294,"Bloody Hunter",1753,1,"#nmsomaru04_jin02::OnMyMobDead";
+ monster "que_qaru04",273,295,"Bloody Hunter",1753,1,"#nmsomaru04_jin02::OnMyMobDead";
+ monster "que_qaru04",272,296,"Bloody Hunter",1753,1,"#nmsomaru04_jin02::OnMyMobDead";
+ monster "que_qaru04",272,297,"Bloody Hunter",1753,1,"#nmsomaru04_jin02::OnMyMobDead";
+ monster "que_qaru04",272,298,"Bloody Hunter",1753,1,"#nmsomaru04_jin02::OnMyMobDead";
+ monster "que_qaru04",272,299,"Bloody Hunter",1753,1,"#nmsomaru04_jin02::OnMyMobDead";
+ monster "que_qaru04",273,300,"Bloody Hunter",1753,1,"#nmsomaru04_jin02::OnMyMobDead";
+ end;
+
+OnTimer180000:
+ stopnpctimer;
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qaru04,2,9,0 script #aru04_stone02 844,{
+OnEnable:
+ monster "que_qaru04",275,301,"Eastern Magic Guardian",1753,1,"#aru04_stone02::OnMyMobDead";
+ monster "que_qaru04",277,301,"Eastern Magic Guardian",1753,1,"#aru04_stone02::OnMyMobDead";
+ monster "que_qaru04",279,299,"Eastern Magic Guardian",1753,1,"#aru04_stone02::OnMyMobDead";
+ monster "que_qaru04",279,297,"Eastern Magic Guardian",1753,1,"#aru04_stone02::OnMyMobDead";
+ monster "que_qaru04",278,295,"Eastern Magic Guardian",1753,1,"#aru04_stone02::OnMyMobDead";
+ monster "que_qaru04",276,294,"Eastern Magic Guardian",1753,1,"#aru04_stone02::OnMyMobDead";
+ monster "que_qaru04",274,294,"Eastern Magic Guardian",1753,1,"#aru04_stone02::OnMyMobDead";
+ monster "que_qaru04",272,296,"Eastern Magic Guardian",1753,1,"#aru04_stone02::OnMyMobDead";
+ monster "que_qaru04",272,298,"Eastern Magic Guardian",1753,1,"#aru04_stone02::OnMyMobDead";
+ monster "que_qaru04",273,300,"Eastern Magic Guardian",1753,1,"#aru04_stone02::OnMyMobDead";
+ end;
+
+Onreset:
+ killmonster "que_qaru04","#aru04_stone02::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ if (mobcount("que_qaru04","#aru04_stone02::OnMyMobDead") == 0) {
+ set $gqse_aru04_nm,$gqse_aru04_nm+1;
+ donpcevent "#nmsomaru04_jin02::OnDisable";
+ if ($gqse_aru04_nm == 3) {
+ donpcevent "Wish Maiden#aru04_boss::Onfight";
+ }
+ }
+ end;
+}
+
+que_qaru04,251,340,0 script #nmsomaru04_jin03 -1,{
+OnEnable:
+ initnpctimer;
+ end;
+
+OnDisable:
+ killmonster "que_qaru04","#nmsomaru04_jin03::OnMyMobDead";
+ stopnpctimer;
+ end;
+
+OnTimer5000:
+ mapannounce "que_qaru04","The Northern magic formation is working to summon Keeper of the Temple.",bc_map,"0x4d4dff";
+ monster "que_qaru04",247,329,"Keeper Of The Temple",1933,1,"#nmsomaru04_jin03::OnMyMobDead";
+ monster "que_qaru04",249,329,"Keeper Of The Temple",1933,1,"#nmsomaru04_jin03::OnMyMobDead";
+ monster "que_qaru04",251,329,"Keeper Of The Temple",1933,1,"#nmsomaru04_jin03::OnMyMobDead";
+ monster "que_qaru04",253,329,"Keeper Of The Temple",1933,1,"#nmsomaru04_jin03::OnMyMobDead";
+ monster "que_qaru04",255,329,"Keeper Of The Temple",1933,1,"#nmsomaru04_jin03::OnMyMobDead";
+ monster "que_qaru04",243,339,"Keeper Of The Temple",1933,1,"#nmsomaru04_jin03::OnMyMobDead";
+ monster "que_qaru04",245,337,"Keeper Of The Temple",1933,1,"#nmsomaru04_jin03::OnMyMobDead";
+ monster "que_qaru04",247,335,"Keeper Of The Temple",1933,1,"#nmsomaru04_jin03::OnMyMobDead";
+ monster "que_qaru04",247,333,"Keeper Of The Temple",1933,1,"#nmsomaru04_jin03::OnMyMobDead";
+ monster "que_qaru04",254,333,"Keeper Of The Temple",1933,1,"#nmsomaru04_jin03::OnMyMobDead";
+ monster "que_qaru04",256,335,"Keeper Of The Temple",1933,1,"#nmsomaru04_jin03::OnMyMobDead";
+ monster "que_qaru04",258,337,"Keeper Of The Temple",1933,1,"#nmsomaru04_jin03::OnMyMobDead";
+ monster "que_qaru04",260,339,"Keeper Of The Temple",1933,1,"#nmsomaru04_jin03::OnMyMobDead";
+ end;
+
+OnTimer120000:
+ monster "que_qaru04",251,343,"Keeper Of The Temple",1933,1,"#nmsomaru04_jin03::OnMyMobDead";
+ monster "que_qaru04",252,343,"Keeper Of The Temple",1933,1,"#nmsomaru04_jin03::OnMyMobDead";
+ monster "que_qaru04",255,341,"Keeper Of The Temple",1933,1,"#nmsomaru04_jin03::OnMyMobDead";
+ monster "que_qaru04",255,340,"Keeper Of The Temple",1933,1,"#nmsomaru04_jin03::OnMyMobDead";
+ monster "que_qaru04",254,337,"Keeper Of The Temple",1933,1,"#nmsomaru04_jin03::OnMyMobDead";
+ monster "que_qaru04",253,336,"Keeper Of The Temple",1933,1,"#nmsomaru04_jin03::OnMyMobDead";
+ monster "que_qaru04",250,336,"Keeper Of The Temple",1933,1,"#nmsomaru04_jin03::OnMyMobDead";
+ monster "que_qaru04",249,337,"Keeper Of The Temple",1933,1,"#nmsomaru04_jin03::OnMyMobDead";
+ monster "que_qaru04",248,340,"Keeper Of The Temple",1933,1,"#nmsomaru04_jin03::OnMyMobDead";
+ monster "que_qaru04",248,341,"Keeper Of The Temple",1933,1,"#nmsomaru04_jin03::OnMyMobDead";
+ end;
+
+OnTimer240000:
+ monster "que_qaru04",250,343,"Keeper Of The Temple",1933,1,"#nmsomaru04_jin03::OnMyMobDead";
+ monster "que_qaru04",252,343,"Keeper Of The Temple",1933,1,"#nmsomaru04_jin03::OnMyMobDead";
+ monster "que_qaru04",254,342,"Keeper Of The Temple",1933,1,"#nmsomaru04_jin03::OnMyMobDead";
+ monster "que_qaru04",255,340,"Keeper Of The Temple",1933,1,"#nmsomaru04_jin03::OnMyMobDead";
+ monster "que_qaru04",255,338,"Keeper Of The Temple",1933,1,"#nmsomaru04_jin03::OnMyMobDead";
+ monster "que_qaru04",253,336,"Keeper Of The Temple",1933,1,"#nmsomaru04_jin03::OnMyMobDead";
+ monster "que_qaru04",250,336,"Keeper Of The Temple",1933,1,"#nmsomaru04_jin03::OnMyMobDead";
+ monster "que_qaru04",248,338,"Keeper Of The Temple",1933,1,"#nmsomaru04_jin03::OnMyMobDead";
+ monster "que_qaru04",248,340,"Keeper Of The Temple",1933,1,"#nmsomaru04_jin03::OnMyMobDead";
+ monster "que_qaru04",249,342,"Keeper Of The Temple",1933,1,"#nmsomaru04_jin03::OnMyMobDead";
+ end;
+
+OnTimer360000:
+ monster "que_qaru04",250,343,"Keeper Of The Temple",1933,1,"#nmsomaru04_jin03::OnMyMobDead";
+ monster "que_qaru04",252,343,"Keeper Of The Temple",1933,1,"#nmsomaru04_jin03::OnMyMobDead";
+ monster "que_qaru04",254,342,"Keeper Of The Temple",1933,1,"#nmsomaru04_jin03::OnMyMobDead";
+ monster "que_qaru04",255,340,"Keeper Of The Temple",1933,1,"#nmsomaru04_jin03::OnMyMobDead";
+ monster "que_qaru04",255,338,"Keeper Of The Temple",1933,1,"#nmsomaru04_jin03::OnMyMobDead";
+ monster "que_qaru04",253,336,"Keeper Of The Temple",1933,1,"#nmsomaru04_jin03::OnMyMobDead";
+ monster "que_qaru04",251,336,"Keeper Of The Temple",1933,1,"#nmsomaru04_jin03::OnMyMobDead";
+ monster "que_qaru04",249,337,"Keeper Of The Temple",1933,1,"#nmsomaru04_jin03::OnMyMobDead";
+ monster "que_qaru04",248,339,"Keeper Of The Temple",1933,1,"#nmsomaru04_jin03::OnMyMobDead";
+ monster "que_qaru04",248,341,"Keeper Of The Temple",1933,1,"#nmsomaru04_jin03::OnMyMobDead";
+ stopnpctimer;
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qaru04,2,10,0 script #aru04_stone03 844,{
+OnEnable:
+ monster "que_qaru04",251,343,"Northern Magic Guardian",1933,1,"#aru04_stone03::OnMyMobDead";
+ monster "que_qaru04",252,343,"Northern Magic Guardian",1933,1,"#aru04_stone03::OnMyMobDead";
+ monster "que_qaru04",255,341,"Northern Magic Guardian",1933,1,"#aru04_stone03::OnMyMobDead";
+ monster "que_qaru04",255,340,"Northern Magic Guardian",1933,1,"#aru04_stone03::OnMyMobDead";
+ monster "que_qaru04",254,337,"Northern Magic Guardian",1933,1,"#aru04_stone03::OnMyMobDead";
+ monster "que_qaru04",253,336,"Northern Magic Guardian",1933,1,"#aru04_stone03::OnMyMobDead";
+ monster "que_qaru04",250,336,"Northern Magic Guardian",1933,1,"#aru04_stone03::OnMyMobDead";
+ monster "que_qaru04",249,337,"Northern Magic Guardian",1933,1,"#aru04_stone03::OnMyMobDead";
+ monster "que_qaru04",248,340,"Northern Magic Guardian",1933,1,"#aru04_stone03::OnMyMobDead";
+ monster "que_qaru04",248,341,"Northern Magic Guardian",1933,1,"#aru04_stone03::OnMyMobDead";
+ end;
+
+Onreset:
+ killmonster "que_qaru04","#aru04_stone03::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ if (mobcount("que_qaru04","#aru04_stone03::OnMyMobDead") == 0) {
+ set $gqse_aru04_nm,$gqse_aru04_nm+1;
+ donpcevent "#nmsomaru04_jin03::OnDisable";
+
+ if ($gqse_aru04_nm == 3) {
+ donpcevent "Wish Maiden#aru04_boss::Onfight";
+ }
+ }
+ end;
+}
+
+que_qaru04,235,285,5 script Guard of Shadow#aru04_01 1752,4,4,{
+OnInit:
+ disablenpc "Guard of Shadow#aru04_01";
+ end;
+
+OnDisable:
+ killmonster "que_qaru04","Guard of Shadow#aru04_01::OnMyMobDead";
+ disablenpc "Guard of Shadow#aru04_01";
+ end;
+
+OnTouch:
+ disablenpc "Guard of Shadow#aru04_01";
+ monster "que_qaru04",234,284,"Guard of Shadow",1752,1,"Guard of Shadow#aru04_01::OnMyMobDead";
+ monster "que_qaru04",235,285,"Guard of Shadow",1752,1,"Guard of Shadow#aru04_01::OnMyMobDead";
+ monster "que_qaru04",236,286,"Guard of Shadow",1752,1,"Guard of Shadow#aru04_01::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qaru04,224,290,5 script Guard of Shadow#aru04_02 1752,4,4,{
+OnInit:
+ disablenpc "Guard of Shadow#aru04_02";
+ end;
+
+OnDisable:
+ killmonster "que_qaru04","Guard of Shadow#aru04_02::OnMyMobDead";
+ disablenpc "Guard of Shadow#aru04_02";
+ end;
+
+OnTouch:
+ disablenpc "Guard of Shadow#aru04_02";
+ monster "que_qaru04",223,289,"Guard of Shadow",1752,1,"Guard of Shadow#aru04_02::OnMyMobDead";
+ monster "que_qaru04",224,290,"Guard of Shadow",1752,1,"Guard of Shadow#aru04_02::OnMyMobDead";
+ monster "que_qaru04",225,291,"Guard of Shadow",1752,1,"Guard of Shadow#aru04_02::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qaru04,236,296,5 script Guard of Shadow#aru04_03 1752,4,4,{
+OnInit:
+ disablenpc "Guard of Shadow#aru04_03";
+ end;
+
+OnDisable:
+ killmonster "que_qaru04","Guard of Shadow#aru04_03::OnMyMobDead";
+ disablenpc "Guard of Shadow#aru04_03";
+ end;
+
+OnTouch:
+ disablenpc "Guard of Shadow#aru04_03";
+ monster "que_qaru04",235,295,"Guard of Shadow",1752,1,"Guard of Shadow#aru04_03::OnMyMobDead";
+ monster "que_qaru04",236,296,"Guard of Shadow",1752,1,"Guard of Shadow#aru04_03::OnMyMobDead";
+ monster "que_qaru04",237,297,"Guard of Shadow",1752,1,"Guard of Shadow#aru04_03::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qaru04,225,303,5 script Guard of Shadow#aru04_04 1752,4,4,{
+OnInit:
+ disablenpc "Guard of Shadow#aru04_04";
+ end;
+
+OnDisable:
+ killmonster "que_qaru04","Guard of Shadow#aru04_04::OnMyMobDead";
+ disablenpc "Guard of Shadow#aru04_04";
+ end;
+
+OnTouch:
+ disablenpc "Guard of Shadow#aru04_04";
+ monster "que_qaru04",224,302,"Guard of Shadow",1752,1,"Guard of Shadow#aru04_04::OnMyMobDead";
+ monster "que_qaru04",225,303,"Guard of Shadow",1752,1,"Guard of Shadow#aru04_04::OnMyMobDead";
+ monster "que_qaru04",226,304,"Guard of Shadow",1752,1,"Guard of Shadow#aru04_04::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qaru04,266,296,3 script Bloody Hunter#aru04_ac01 1753,4,4,{
+OnInit:
+ disablenpc "Bloody Hunter#aru04_ac01";
+ end;
+
+OnDisable:
+ killmonster "que_qaru04","Bloody Hunter#aru04_ac01::OnMyMobDead";
+ disablenpc "Bloody Hunter#aru04_ac01";
+ end;
+
+OnTouch:
+ disablenpc "Bloody Hunter#aru04_ac01";
+ monster "que_qaru04",265,297,"Bloody Hunter",1753,1,"Bloody Hunter#aru04_ac01::OnMyMobDead";
+ monster "que_qaru04",266,296,"Bloody Hunter",1753,1,"Bloody Hunter#aru04_ac01::OnMyMobDead";
+ monster "que_qaru04",267,295,"Bloody Hunter",1753,1,"Bloody Hunter#aru04_ac01::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qaru04,271,283,3 script Bloody Hunter#aru04_ac02 1753,4,4,{
+OnInit:
+ disablenpc "Bloody Hunter#aru04_ac02";
+ end;
+
+OnDisable:
+ killmonster "que_qaru04","Bloody Hunter#aru04_ac02::OnMyMobDead";
+ disablenpc "Bloody Hunter#aru04_ac02";
+ end;
+
+OnTouch:
+ disablenpc "Bloody Hunter#aru04_ac02";
+ monster "que_qaru04",270,284,"Bloody Hunter",1753,1,"Bloody Hunter#aru04_ac02::OnMyMobDead";
+ monster "que_qaru04",271,283,"Bloody Hunter",1753,1,"Bloody Hunter#aru04_ac02::OnMyMobDead";
+ monster "que_qaru04",272,282,"Bloody Hunter",1753,1,"Bloody Hunter#aru04_ac02::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qaru04,270,307,3 script Bloody Hunter#aru04_ac03 1753,4,4,{
+OnInit:
+ disablenpc "Bloody Hunter#aru04_ac03";
+ end;
+
+OnDisable:
+ killmonster "que_qaru04","Bloody Hunter#aru04_ac03::OnMyMobDead";
+ disablenpc "Bloody Hunter#aru04_ac03";
+ end;
+
+OnTouch:
+ disablenpc "Bloody Hunter#aru04_ac03";
+ monster "que_qaru04",269,308,"Bloody Hunter",1753,1,"Bloody Hunter#aru04_ac03::OnMyMobDead";
+ monster "que_qaru04",270,307,"Bloody Hunter",1753,1,"Bloody Hunter#aru04_ac03::OnMyMobDead";
+ monster "que_qaru04",271,306,"Bloody Hunter",1753,1,"Bloody Hunter#aru04_ac03::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qaru04,279,300,3 script Bloody Hunter#aru04_ac04 1753,4,4,{
+OnInit:
+ disablenpc "Bloody Hunter#aru04_ac04";
+ end;
+
+OnDisable:
+ killmonster "que_qaru04","Bloody Hunter#aru04_ac04::OnMyMobDead";
+ disablenpc "Bloody Hunter#aru04_ac04";
+ end;
+
+OnTouch:
+ disablenpc "Bloody Hunter#aru04_ac04";
+ monster "que_qaru04",278,301,"Bloody Hunter",1753,1,"Bloody Hunter#aru04_ac04::OnMyMobDead";
+ monster "que_qaru04",279,300,"Bloody Hunter",1753,1,"Bloody Hunter#aru04_ac04::OnMyMobDead";
+ monster "que_qaru04",280,299,"Bloody Hunter",1753,1,"Bloody Hunter#aru04_ac04::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qaru04,247,330,5 script Temple Keeper#aru04_ac01 1933,4,4,{
+OnInit:
+ disablenpc "Temple Keeper#aru04_ac01";
+ end;
+
+OnDisable:
+ killmonster "que_qaru04","Temple Keeper#aru04_ac01::OnMyMobDead";
+ disablenpc "Temple Keeper#aru04_ac01";
+ end;
+
+OnTouch:
+ disablenpc "Temple Keeper#aru04_ac01";
+ monster "que_qaru04",246,330,"Keeper Of The Temple",1933,1,"Temple Keeper#aru04_ac01::OnMyMobDead";
+ monster "que_qaru04",247,330,"Keeper Of The Temple",1933,1,"Temple Keeper#aru04_ac01::OnMyMobDead";
+ monster "que_qaru04",248,330,"Keeper Of The Temple",1933,1,"Temple Keeper#aru04_ac01::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qaru04,255,330,3 script Temple Keeper#aru04_ac02 1933,4,4,{
+OnInit:
+ disablenpc "Temple Keeper#aru04_ac02";
+ end;
+
+OnDisable:
+ killmonster "que_qaru04","Temple Keeper#aru04_ac02::OnMyMobDead";
+ disablenpc "Temple Keeper#aru04_ac02";
+ end;
+
+OnTouch:
+ disablenpc "Temple Keeper#aru04_ac02";
+ monster "que_qaru04",254,330,"Keeper Of The Temple",1933,1,"Temple Keeper#aru04_ac02::OnMyMobDead";
+ monster "que_qaru04",255,330,"Keeper Of The Temple",1933,1,"Temple Keeper#aru04_ac02::OnMyMobDead";
+ monster "que_qaru04",256,330,"Keeper Of The Temple",1933,1,"Temple Keeper#aru04_ac02::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qaru04,251,255,3 script Wish Maiden#aru04_boss 1931,{
+OnInit:
+ hideonnpc "Wish Maiden#aru04_boss";
+ end;
+
+OnDisable:
+ killmonster "que_qaru04","Wish Maiden#aru04_boss::OnMyMobDead";
+ hideonnpc "Wish Maiden#aru04_boss";
+ stopnpctimer;
+ end;
+
+Onfight:
+ initnpctimer;
+ end;
+
+OnTimer1000:
+ mapannounce "que_qaru04","Wish Maiden : You guys reached here.. Are your guardians dead...?",bc_map,"0x00ff00";
+ end;
+
+OnTimer4000:
+ mapannounce "que_qaru04","Wish Maiden : I sincerely welcome all your best efforts!",bc_map,"0x00ff00";
+ end;
+
+OnTimer5000:
+ specialeffect EF_ICECRASH;
+ hideonnpc "Wish Maiden#aru04_boss";
+ specialeffect EF_SPHERE;
+ monster "que_qaru04",252,340,"Wish Maiden",1931,1,"Wish Maiden#aru04_boss::OnMyMobDead";
+ stopnpctimer;
+ end;
+
+OnMyMobDead:
+ if (mobcount("que_qaru04","Wish Maiden#aru04_boss::OnMyMobDead") == 0) {
+ donpcevent "#okolnir_aru04::Onstop";
+ donpcevent "Wish Maiden#aru04_gift::OnEnable";
+ mapannounce "que_qaru04","Wish Maiden : ..Good, you deserve the Goddess' shine.",bc_map,"0x00ff00";
+ }
+ end;
+}
+
+que_qaru04,252,340,3 script Wish Maiden#aru04_gift 403,{
+ set .@GID, GetCastleData("arug_cas04",1);
+ if (getcharid(2) == .@GID) {
+ if (strcharinfo(0) == getguildmaster(.@GID)) {
+ if ((countitem(7835) > 0) && (countitem(7836) > 0) && (countitem(7837) > 0) && (countitem(7838) > 0) && (countitem(2513) > 0) && (countitem(7291) > 9) && (countitem(7293) > 9) && (countitem(7063) > 99) && (countitem(985) > 19)) {
+ cutin "wish_maiden12",1;
+ mes "[Wish Maiden]";
+ mes "As I declared, I will give the Goddess' shine to you.";
+ mes "You have the requirements to carry it...";
+ next;
+ mes "[Wish Maiden]";
+ mes "You will be granted the power of the great Valkyrie...";
+ next;
+ mes "[Wish Maiden]";
+ mes "I will give you some things for fun.";
+ mes "All of you enjoy them together...";
+ next;
+ mes "[Wish Maiden]";
+ mes "Go to Rachel and Juno to meet the Ravies sisters.";
+ next;
+ cutin "wish_maiden32",1;
+ mes "[Wish Maiden]";
+ mes "I will open the gate for you to come back here.";
+ mes "...Okolnir won't last forever...";
+ delitem 7835,1; //Dusk_Glow
+ delitem 7836,1; //Dawn_Essence
+ delitem 7837,1; //Cold_Moonlight
+ delitem 7838,1; //Hazy_Starlight
+ delitem 2513,1; //Celestial_Robe
+ delitem 7063,100; //Soft_Feather
+ delitem 7291,10; //Agate
+ delitem 7293,10; //Rose_Quartz
+ delitem 985,20; //Elunium
+ getitem 2541,1; //Asprika
+ getitem 7840,1; //Valkyrie_Gift
+ announce "["+ strcharinfo(0) +"], of guild ["+ GetGuildName(.@GID) +"] has brought a Asprika into this world.",bc_all,"0x70dbdb";
+ close2;
+ cutin "wish_maiden11",255;
+ disablenpc "Wish Maiden#aru04_gift";
+ enablenpc "#to_agit_aru04_gate";
+ end;
+ }
+ else {
+ cutin "wish_maiden13",1;
+ mes "[Wish Maiden]";
+ mes "As I declared, you are worthy of holding the Asprika.";
+ mes "However, you do not have the requirements on you...";
+ next;
+ mes "[Wish Maiden]";
+ mes "...Did you forget something?";
+ close2;
+ }
+ }
+ else {
+ cutin "wish_maiden12",1;
+ mes "[Wish Maiden]";
+ mes "� All of you worked together as a team...";
+ mes "Humans are strong when they are united, but are easily swayed by lust.";
+ next;
+ mes "[Wish Maiden]";
+ mes "Humans are imperfect, so their chief god is there for them when they need help.";
+ mes "....";
+ next;
+ mes "[Wish Maiden]";
+ mes "Always be real.";
+ mes "Do not regret your actions...";
+ close2;
+ }
+ }
+ cutin "wish_maiden11",255;
+ end;
+
+OnInit:
+ disablenpc "Wish Maiden#aru04_gift";
+ end;
+
+OnEnable:
+ enablenpc "Wish Maiden#aru04_gift";
+ initnpctimer;
+ end;
+
+OnDisable:
+ disablenpc "Wish Maiden#aru04_gift";
+ stopnpctimer;
+ end;
+
+OnTimer280000:
+ mapannounce "que_qaru04","Wish Maiden : ... Okolnir will soon disappear... I will send you back to where you originally came from.",bc_map,"0x00ff00";
+ end;
+
+OnTimer290000:
+ mapwarp "que_qaru04","arug_cas04",321,153;
+ donpcevent "#to_agit_aru04_gate::OnDisable";
+ end;
+
+OnTimer300000:
+ donpcevent "#okolnir_aru04::OnDisable";
+ set $gqse_aru04_miro,0;
+ set $gqse_aru04_pcc,0;
+ set $gqse_aru04_gd,0;
+ set $gqse_aru04_nm,0;
+ set $siz_aru04_on,2;
+ donpcevent "#okolnir_aru04_time01::OnEnable";
+ stopnpctimer;
+ end;
+}
+
+que_qaru04,252,339,0 script #to_agit_aru04_gate 45,1,1,{
+OnInit:
+ disablenpc "#to_agit_aru04_gate";
+ end;
+
+OnTouch:
+ warp "arug_cas04",321,153;
+ end;
+}
+
+que_qaru04,1,6,0 script #okolnir_aru04_time01 844,{
+OnInit:
+ if ($siz_aru04_on == 2) {
+ initnpctimer;
+ }
+ end;
+
+OnEnable:
+ set $gqse_aru04_time,0;
+ initnpctimer;
+ end;
+
+Onreset:
+ set $siz_aru04_on,0;
+ set $gqse_aru04_time,0;
+ stopnpctimer;
+ end;
+
+OnTimer3600000:
+ if ($gqse_aru04_time < 12) {
+ set $gqse_aru04_time,$gqse_aru04_time+1;
+ initnpctimer;
+ }
+ else if ($gqse_aru04_time == 12) {
+ set $siz_aru04_on,0;
+ set $gqse_aru04_time,0;
+ enablenpc "Wish Maiden#gq_aru04";
+ enablenpc "Piamette#aru04";
+ hideoffnpc "Wish Maiden#aru04_boss";
+ stopnpctimer;
+ }
+ end;
+}
+
+que_qaru04,116,313,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qaru04,120,285,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qaru04,117,236,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qaru04,103,223,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qaru04,85,204,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qaru04,79,186,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qaru04,73,167,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qaru04,68,150,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qaru04,71,128,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qaru04,69,118,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qaru04,117,78,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qaru04,110,79,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qaru04,141,80,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qaru04,158,84,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qaru04,193,104,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qaru04,119,269,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qaru04,155,77,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qaru04,110,317,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qaru04,115,295,0,0 monster Garden Watcher 1933,1,1200000,0,0
+que_qaru04,116,256,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qaru04,113,242,0,0 monster Garden Watcher 1933,1,1200000,0,0
+que_qaru04,99,223,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qaru04,94,216,0,0 monster Garden Watcher 1933,1,1200000,0,0
+que_qaru04,77,198,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qaru04,70,174,0,0 monster Garden Watcher 1933,1,1200000,0,0
+que_qaru04,72,147,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qaru04,64,134,0,0 monster Garden Watcher 1933,1,1200000,0,0
+que_qaru04,77,107,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qaru04,84,88,0,0 monster Garden Watcher 1933,1,1200000,0,0
+que_qaru04,98,82,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qaru04,129,79,0,0 monster Garden Watcher 1933,1,1200000,0,0
+que_qaru04,91,124,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qaru04,173,95,0,0 monster Garden Watcher 1933,1,1200000,0,0
+que_qaru04,179,127,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qaru04,195,120,0,0 monster Garden Watcher 1933,1,1200000,0,0
+que_qaru04,178,159,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qaru04,88,145,0,0 monster Garden Watcher 1933,1,1200000,0,0
+que_qaru04,94,157,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qaru04,95,177,0,0 monster Garden Watcher 1933,1,1200000,0,0
+que_qaru04,129,196,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qaru04,154,196,0,0 monster Garden Watcher 1933,1,1200000,0,0
+que_qaru04,170,187,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qaru04,194,180,0,0 monster Garden Watcher 1933,1,1200000,0,0
+que_qaru04,214,181,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qaru04,243,199,0,0 monster Garden Watcher 1933,1,1200000,0,0
diff --git a/npc/pre-re/quests/okolnir/godse_aru05.txt b/npc/pre-re/quests/okolnir/godse_aru05.txt
new file mode 100644
index 000000000..dfeecd6cf
--- /dev/null
+++ b/npc/pre-re/quests/okolnir/godse_aru05.txt
@@ -0,0 +1,3287 @@
+//===== rAthena Script =======================================
+//= Falicious Okolnir - Valfreja 5
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.3
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= God Item SE Creation scipt (Asprika)
+//===== Additional Comments: =================================
+//= 1.0 First version. [L0ne_W0lf]
+//= 1.1 First round of bug fixes. (bugreport:3085) [L0ne_W0lf]
+//= Fixed two spawn locations of the key stones in Piamete's room.
+//= Fixed calling an event that doesn't exist when killing Piamete.
+//= Fixed the Wish Maiden not enabling when the boss is killed.
+//= Fixed two NPC named that were missed when translating.
+//= Fixed Dialog that was overlooked in some files and not others.
+//= 1.2 More bug fixes, sorry it took so long. [L0ne_W0lf]
+//= Fixed message on the portal when the okolnir section is full.
+//= Corrected non-angry Piamette not disabling.
+//= Removed extra dialog that was used in the Brynhild quest.
+//= 1.2a Fixed Wish maiden asking for soft feathers. [L0ne_W0lf]
+//= 1.3 Corrected invalid coordinates in maze. (bugreport:4220)
+//= Corrected typo in Guard of Shadow NPC.
+//============================================================
+
+arug_cas05,324,161,3 script Guide#gq_aru05 899,{
+ set .@GID, GetCastleData("arug_cas05",1);
+ if (getcharid(2) == .@GID) {
+ if ($siz_aru05_on == 0) {
+ mes "[Guide]";
+ mes "This castle has a hidden secret.";
+ mes "That is the ^4d4dff'Okolnir'^000000.";
+ next;
+ switch(select("About Okolnir.:Go to Okolnir.:Cancel.")) {
+ case 1:
+ mes "[Guide]";
+ mes "Okolnir is a kind of virtual realm...";
+ mes "I don't know how Okolnir exists, but I guess only Valkyrie knows.";
+ next;
+ mes "[Guide]";
+ mes "As you know this is a place to test the adventurers made by Valkyrie...";
+ mes "...you know the qualifications to enter Okolnir.";
+ next;
+ select("Qualifications?");
+ mes "[Guide]";
+ mes "Yes, Valkyrie definitely prefers strong adventurers.";
+ mes "Only the qualified can enter Okolnir and Valhalla.";
+ next;
+ mes "[Guide]";
+ mes "It only opens when everyone comes together to work it out.";
+ mes "The key is in the castle.";
+ next;
+ mes "[Guide]";
+ mes "If a castle's ^4d4dffeconomy is over 65 and defense also over 30^000000, this will be acceptable to access Okolnir.";
+ next;
+ mes "[Guide]";
+ mes "And, if you pass all of the tests given by Valkyrie in Okolnir!";
+ mes "You will also receive a mysterious gift.";
+ next;
+ mes "[Guide]";
+ mes "Would you like to try to enter here?";
+ close;
+ case 2:
+ set .@Defence,GetCastleData("arug_cas05",3);
+ set .@Economy,GetCastleData("arug_cas05",2);
+ if ((.@Economy > 64) && (.@Defence > 29)) {
+ mes "[Guide]";
+ mes "Great! Economy and Defense are OK.";
+ mes "You can enter Okolnir now....";
+ mes "Do you want to go there?";
+ next;
+ switch(select("Sure let's go there.:No.")) {
+ case 1:
+ if (countitem(7839) > 0) {
+ delitem 7839,countitem(7839); //Crystal_Key
+ }
+ mes "[Guide]";
+ mes "Ok......";
+ mes "Please follow me...";
+ close2;
+ warp "que_qaru05",346,32;
+ end;
+ case 2:
+ mes "[Guide]";
+ mes "You can try this anytime in the future...";
+ mes "If you are ready to protect this castle.";
+ close;
+ }
+ }
+ else {
+ mes "[Guide]";
+ mes "You are not qualified yet.";
+ mes "Please develop your castle more...";
+ close;
+ }
+ }
+ }
+ else if ($siz_aru05_on == 1) {
+ mes "[Guide]";
+ mes "... OK...";
+ mes "Good luck.";
+ next;
+ switch(select("Enter now.:No.")) {
+ case 1:
+ if (countitem(7839) > 0) {
+ delitem 7839,countitem(7839); //Crystal_Key
+ }
+ mes "[Guide]";
+ mes "Hope you get everything you want...";
+ close2;
+ warp "que_qaru05",346,32;
+ end;
+ case 2:
+ mes "[Guide]";
+ mes "Really?";
+ mes "Sorry to hear that.";
+ close;
+ }
+ }
+ else if ($siz_aru05_on == 2) {
+ mes "[Guide]";
+ mes "Building Okolnir needs quite a long time.";
+ mes "....even though it's only virtual...";
+ next;
+ mes "[Guide]";
+ mes "It takes about 12 -13 hours to create the virtual realm.";
+ close;
+ }
+ else {
+ mes "[Guide]";
+ mes "You'll have to wait.";
+ close;
+ }
+ }
+ else {
+ mes "[Guide]";
+ mes "... I've never seen you before.";
+ mes "You are strangers here. You'd better get out of here right now.";
+ close;
+ }
+ end;
+
+OnInit:
+ set $gqse_aru05_miro,0;
+ set $gqse_aru05_pcc,0;
+ set $gqse_aru05_gd,0;
+ set $gqse_aru05_nm,0;
+ if ($siz_aru05_on == 1) {
+ set $siz_aru05_on,0;
+ }
+ enablenpc "Guide#gq_aru05";
+ end;
+}
+
+que_qaru05,345,23,0 warp Gate02#gq_aru05 1,1,arug_cas05,321,153
+
+que_qaru05,345,82,3 script Wish Maiden#gq_aru05 403,{
+ set .@GID, GetCastleData("arug_cas05",1);
+ if (getcharid(2) == .@GID) {
+ cutin "wish_maiden31",1;
+ if (strcharinfo(0) == getguildmaster(.@GID)) {
+ mes "[Wish Maiden]";
+ mes "I am... Wish maiden.";
+ mes "Mourning in this virtual realm, Okolnir.";
+ mes "On behalf of the humanbeings who defeated God here.";
+ next;
+ if ((countitem(7835) > 0) && (countitem(7836) > 0) && (countitem(7837) > 0) && (countitem(7838) > 0) && (countitem(2513) > 0) && (countitem(7291) > 9) && (countitem(7293) > 9) && (countitem(7063) > 99) && (countitem(985) > 19)) {
+ cutin "wish_maiden11",1;
+ mes "[Wish Maiden]";
+ mes "Are you ready to endure the trials to get the Goddess' glory?";
+ next;
+ switch(select("Yes, I am:Sorry, I'll try later")) {
+ case 1:
+ cutin "wish_maiden12",1;
+ mes "[Wish Maiden]";
+ mes "I will test whether or not you deserve the Goddess shine...";
+ mes "Isn't it simple?";
+ next;
+ mes "[Wish Maiden]";
+ mes "Okolnir is a virtual place.";
+ mes "There is no room for error there.";
+ mes "^ff0000You only have one hour.^000000";
+ next;
+ cutin "wish_maiden31",1;
+ mes "[Wish Maiden]";
+ mes "If you have not finished in that time, Okolnir will be destroyed, and I will go to rest.";
+ mes "You will have to wait again...";
+ next;
+ mes "[Wish Maiden]";
+ mes "Are you ready to go through?";
+ mes "^4d4dffYou need to have 16 to 20 members present^000000.";
+ next;
+ cutin "wish_maiden11",1;
+ mes "[Wish Maiden]";
+ mes "I will open the gate of Okolnir if your members are ready.";
+ next;
+ switch(select("We are ready.:We need more time.")) {
+ case 1:
+ set .@saram,getmapusers("que_qaru05");
+ if (((.@saram > 15) && (.@saram < 21)) || (getgmlevel() == 99)) {
+ cutin "wish_maiden12",1;
+ mes "[Wish Maiden]";
+ mes "Now I will open the gate of Okolnir where I am.";
+ mes "I will wait for you on the top of Okolnir...";
+ next;
+ mes "[Wish Maiden]";
+ mes "I hope that you can complete all of the trials before the virtual Okolnir is destroyed...";
+ mes "Good luck.";
+ mapannounce "que_qaru05","Wish Maiden: The gate of Okolnir is open! Don't forget you only have one hour.",bc_map,"0x00ff00";
+ close2;
+ set $gqse_aru05_pcc,.@saram;
+ set $siz_aru05_on,1;
+ donpcevent "#okolnir_aru05::OnEnable";
+ disablenpc "Wish Maiden#gq_aru05";
+ cutin "wish_maiden11",255;
+ announce "["+ strcharinfo(0) +"], of the guild ["+ GetGuildName(.@GID) +"] has opened the gates to the realm of Okolnir.",bc_all,"0x70dbdb";
+ end;
+ }
+ else {
+ cutin "wish_maiden13",1;
+ mes "[Wish Maiden]";
+ mes "You need to have 16 to 20 members present to open the gate of Okolnir.";
+ mes "Come back when you are ready.";
+ close2;
+ }
+ break;
+ case 2:
+ cutin "wish_maiden13",1;
+ mes "[Wish Maiden]";
+ mes "Don't hesitate to try.";
+ mes "You should catch the chance when it comes to you.";
+ mes "Just gather your fellow members.";
+ close2;
+ }
+ break;
+ case 2:
+ cutin "wish_maiden32",1;
+ mes "[Wish Maiden]";
+ mes "... Are you afraid of";
+ mes "the trials facing you?";
+ mes "....";
+ next;
+ cutin "wish_maiden13",1;
+ mes "[Wish Maiden]";
+ mes "Do you think that you can defeat the Goddess shine easily?";
+ mes "I feel disappointed by all of you.";
+ mes "Just go away...";
+ close2;
+ }
+ }
+ else {
+ cutin "wish_maiden11",1;
+ mes "[Wish Maiden]";
+ mes "Do you wish to enter?";
+ mes "Only those prepared may enter here.";
+ mes "You must bring several items to enter Okolnir.";
+ next;
+ mes "[Wish Maiden]";
+ mes "Dusk Glow";
+ mes "Dawn Essence";
+ mes "Cold Moonlight";
+ mes "Hazy Starlight.";
+ next;
+ mes "[Wish Maiden]";
+ mes "Please bring those four things, 10 Agate, 10 Rose Quartz, and 20 Elunium,";
+ mes "a Heavenly Maiden's Robe, as well as Soft feathers.";
+ next;
+ mes "[Wish Maiden]";
+ mes "Once all of those are prepared, the gate will open.";
+ next;
+ mes "[Wish Maiden]";
+ mes ".... ";
+ mes "...........The Goddess shines brightly down on you, you should be stronger to deserve it...";
+ next;
+ mes "[Wish Maiden]";
+ mes "Remember...";
+ mes "You need to collect many soft feathers.";
+ mes "I hope that your dreams come true.";
+ next;
+ mes "[Wish Maiden]";
+ mes "I will answer all your requests if you bring these to me.";
+ close2;
+ }
+ }
+ else {
+ cutin "wish_maiden31",1;
+ mes "[Wish Maiden]";
+ mes "I am... Wish maiden.";
+ mes "Mourning in this virtual realm, Okolnir.";
+ mes "On behalf of the humanbeings who defeated God here.";
+ next;
+ mes "[Wish Maiden]";
+ mes "Bring me the one who brought you to this place.";
+ mes ".. Deliver him to my will.";
+ close2;
+ }
+ }
+ else {
+ cutin "wish_maiden13",1;
+ mes "[Wish Maiden]";
+ mes "...You are not qualified.";
+ close2;
+ percentheal -100,0;
+ cutin "wish_maiden11",255;
+ end;
+ }
+ cutin "wish_maiden11",255;
+ end;
+
+OnInit:
+ if ($siz_aru05_on == 0) {
+ enablenpc "Wish Maiden#gq_aru05";
+ }
+ else {
+ disablenpc "Wish Maiden#gq_aru05";
+ }
+ end;
+}
+
+que_qaru05,346,81,0 script Gate01#gq_aru05 45,1,1,{
+ end;
+
+OnInit:
+ disablenpc "Gate01#gq_aru05";
+ end;
+
+OnEnable:
+ enablenpc "Gate01#gq_aru05";
+ setcell "que_qaru05",58,302,63,302,cell_walkable,0;
+ setcell "que_qaru05",58,302,63,302,cell_shootable,0;
+ end;
+
+OnDisable:
+ disablenpc "Gate01#gq_aru05";
+ killmonsterall "que_qaru05";
+ end;
+
+OnTouch:
+ set .@saram,getmapusers("que_qaru05");
+ if (.@saram < 21) {
+ if ($gqse_aru05_miro == $gqse_aru05_pcc) {
+ set .@point,rand(1,5);
+ if (.@point == 1) {
+ warp "que_qaru05",72,271;
+ end;
+ }
+ else if (.@point == 2) {
+ warp "que_qaru05",45,243;
+ end;
+ }
+ else if (.@point == 3) {
+ warp "que_qaru05",102,248;
+ end;
+ }
+ else if (.@point == 4) {
+ warp "que_qaru05",102,300;
+ end;
+ }
+ else {
+ warp "que_qaru05",46,300;
+ end;
+ }
+ }
+ else if ($gqse_aru05_miro == 0) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qaru05",77,271,strcharinfo(0),1652,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qaru05",77,271,strcharinfo(0),1659,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qaru05",77,271,strcharinfo(0),1662,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qaru05",77,271,strcharinfo(0),1663,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qaru05",77,271,strcharinfo(0),1660,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qaru05",77,271,strcharinfo(0),1661,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ else {
+ monster "que_qaru05",77,271,strcharinfo(0),1652,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ set $gqse_aru05_miro,1;
+ warp "que_qaru05",72,271;
+ end;
+ }
+ else if ($gqse_aru05_miro == 1) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qaru05",63,278,strcharinfo(0),1652,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qaru05",63,278,strcharinfo(0),1659,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qaru05",63,278,strcharinfo(0),1662,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qaru05",63,278,strcharinfo(0),1663,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qaru05",63,278,strcharinfo(0),1660,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qaru05",63,278,strcharinfo(0),1661,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ else {
+ monster "que_qaru05",63,278,strcharinfo(0),1652,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ set $gqse_aru05_miro,2;
+ warp "que_qaru05",63,282;
+ end;
+ }
+ else if ($gqse_aru05_miro == 2) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qaru05",63,294,strcharinfo(0),1652,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qaru05",63,294,strcharinfo(0),1659,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qaru05",63,294,strcharinfo(0),1662,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qaru05",63,294,strcharinfo(0),1663,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qaru05",63,294,strcharinfo(0),1660,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qaru05",63,294,strcharinfo(0),1661,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ else {
+ monster "que_qaru05",63,294,strcharinfo(0),1652,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ set $gqse_aru05_miro,3;
+ warp "que_qaru05",59,294;
+ end;
+ }
+ else if ($gqse_aru05_miro == 3) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qaru05",50,300,strcharinfo(0),1652,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qaru05",50,300,strcharinfo(0),1659,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qaru05",50,300,strcharinfo(0),1662,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qaru05",50,300,strcharinfo(0),1663,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qaru05",50,300,strcharinfo(0),1660,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qaru05",50,300,strcharinfo(0),1661,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ else {
+ monster "que_qaru05",50,300,strcharinfo(0),1652,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ set $gqse_aru05_miro,4;
+ warp "que_qaru05",46,300;
+ end;
+ }
+ else if ($gqse_aru05_miro == 4) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qaru05",51,280,strcharinfo(0),1652,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qaru05",51,280,strcharinfo(0),1659,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qaru05",51,280,strcharinfo(0),1662,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qaru05",51,280,strcharinfo(0),1663,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qaru05",51,280,strcharinfo(0),1660,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qaru05",51,280,strcharinfo(0),1661,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ else {
+ monster "que_qaru05",51,280,strcharinfo(0),1652,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ set $gqse_aru05_miro,5;
+ warp "que_qaru05",51,285;
+ end;
+ }
+ else if ($gqse_aru05_miro == 5) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qaru05",51,258,strcharinfo(0),1652,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qaru05",51,258,strcharinfo(0),1659,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qaru05",51,258,strcharinfo(0),1662,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qaru05",51,258,strcharinfo(0),1663,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qaru05",51,258,strcharinfo(0),1660,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qaru05",51,258,strcharinfo(0),1661,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ else {
+ monster "que_qaru05",51,258,strcharinfo(0),1652,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ set $gqse_aru05_miro,6;
+ warp "que_qaru05",51,262;
+ end;
+ }
+ else if ($gqse_aru05_miro == 6) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qaru05",49,243,strcharinfo(0),1652,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qaru05",49,243,strcharinfo(0),1659,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qaru05",49,243,strcharinfo(0),1662,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qaru05",49,243,strcharinfo(0),1663,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qaru05",49,243,strcharinfo(0),1660,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qaru05",49,243,strcharinfo(0),1661,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ else {
+ monster "que_qaru05",49,243,strcharinfo(0),1652,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ set $gqse_aru05_miro,7;
+ warp "que_qaru05",45,243;
+ end;
+ }
+ else if ($gqse_aru05_miro == 7) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qaru05",86,249,strcharinfo(0),1652,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qaru05",86,249,strcharinfo(0),1659,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qaru05",86,249,strcharinfo(0),1662,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qaru05",86,249,strcharinfo(0),1663,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qaru05",86,249,strcharinfo(0),1660,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qaru05",86,249,strcharinfo(0),1661,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ else {
+ monster "que_qaru05",86,249,strcharinfo(0),1652,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ set $gqse_aru05_miro,8;
+ warp "que_qaru05",82,249;
+ end;
+ }
+ else if ($gqse_aru05_miro == 8) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qaru05",102,243,strcharinfo(0),1652,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qaru05",102,243,strcharinfo(0),1659,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qaru05",102,243,strcharinfo(0),1662,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qaru05",102,243,strcharinfo(0),1663,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qaru05",102,243,strcharinfo(0),1660,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qaru05",102,243,strcharinfo(0),1661,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ else {
+ monster "que_qaru05",102,243,strcharinfo(0),1652,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ set $gqse_aru05_miro,9;
+ warp "que_qaru05",102,248;
+ end;
+ }
+ else if ($gqse_aru05_miro == 9) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qaru05",90,256,strcharinfo(0),1652,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qaru05",90,256,strcharinfo(0),1659,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qaru05",90,256,strcharinfo(0),1662,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qaru05",90,256,strcharinfo(0),1663,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qaru05",90,256,strcharinfo(0),1660,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qaru05",90,256,strcharinfo(0),1661,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ else {
+ monster "que_qaru05",90,256,strcharinfo(0),1652,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ set $gqse_aru05_miro,10;
+ warp "que_qaru05",90,260;
+ end;
+ }
+ else if ($gqse_aru05_miro == 10) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qaru05",90,283,strcharinfo(0),1652,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qaru05",90,283,strcharinfo(0),1659,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qaru05",90,283,strcharinfo(0),1662,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qaru05",90,283,strcharinfo(0),1663,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qaru05",90,283,strcharinfo(0),1660,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qaru05",90,283,strcharinfo(0),1661,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ else {
+ monster "que_qaru05",90,283,strcharinfo(0),1652,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ set $gqse_aru05_miro,11;
+ warp "que_qaru05",90,280;
+ end;
+ }
+ else if ($gqse_aru05_miro == 11) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qaru05",102,295,strcharinfo(0),1652,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qaru05",102,295,strcharinfo(0),1659,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qaru05",102,295,strcharinfo(0),1662,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qaru05",102,295,strcharinfo(0),1663,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qaru05",102,295,strcharinfo(0),1660,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qaru05",102,295,strcharinfo(0),1661,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ else {
+ monster "que_qaru05",102,295,strcharinfo(0),1652,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ set $gqse_aru05_miro,12;
+ warp "que_qaru05",102,300;
+ end;
+ }
+ else if ($gqse_aru05_miro == 12) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qaru05",96,285,strcharinfo(0),1652,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qaru05",96,285,strcharinfo(0),1659,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qaru05",96,285,strcharinfo(0),1662,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qaru05",96,285,strcharinfo(0),1663,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qaru05",96,285,strcharinfo(0),1660,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qaru05",96,285,strcharinfo(0),1661,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ else {
+ monster "que_qaru05",96,285,strcharinfo(0),1652,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ set $gqse_aru05_miro,13;
+ warp "que_qaru05",96,290;
+ end;
+ }
+ else if ($gqse_aru05_miro == 13) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qaru05",63,278,strcharinfo(0),1652,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qaru05",63,278,strcharinfo(0),1659,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qaru05",63,278,strcharinfo(0),1662,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qaru05",63,278,strcharinfo(0),1663,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qaru05",63,278,strcharinfo(0),1660,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qaru05",63,278,strcharinfo(0),1661,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ else {
+ monster "que_qaru05",63,278,strcharinfo(0),1652,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ set $gqse_aru05_miro,14;
+ warp "que_qaru05",63,282;
+ end;
+ }
+ else if ($gqse_aru05_miro == 14) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qaru05",65,243,strcharinfo(0),1652,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qaru05",65,243,strcharinfo(0),1659,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qaru05",65,243,strcharinfo(0),1662,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qaru05",65,243,strcharinfo(0),1663,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qaru05",65,243,strcharinfo(0),1660,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qaru05",65,243,strcharinfo(0),1661,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ else {
+ monster "que_qaru05",65,243,strcharinfo(0),1652,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ set $gqse_aru05_miro,15;
+ warp "que_qaru05",61,243;
+ end;
+ }
+ else if ($gqse_aru05_miro == 15) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qaru05",73,249,strcharinfo(0),1652,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qaru05",73,249,strcharinfo(0),1659,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qaru05",73,249,strcharinfo(0),1662,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qaru05",73,249,strcharinfo(0),1663,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qaru05",73,249,strcharinfo(0),1660,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qaru05",73,249,strcharinfo(0),1661,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ else {
+ monster "que_qaru05",73,249,strcharinfo(0),1652,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ set $gqse_aru05_miro,16;
+ warp "que_qaru05",70,249;
+ end;
+ }
+ else if ($gqse_aru05_miro == 16) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qaru05",102,275,strcharinfo(0),1652,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qaru05",102,275,strcharinfo(0),1659,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qaru05",102,275,strcharinfo(0),1662,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qaru05",102,275,strcharinfo(0),1663,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qaru05",102,275,strcharinfo(0),1660,1,"#Gate_manager_aru05::OnMyMobDead";
+ end;
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qaru05",102,275,strcharinfo(0),1661,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ else {
+ monster "que_qaru05",102,275,strcharinfo(0),1652,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ set $gqse_aru05_miro,17;
+ warp "que_qaru05",102,282;
+ end;
+ }
+ else if ($gqse_aru05_miro == 17) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qaru05",70,300,strcharinfo(0),1652,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qaru05",70,300,strcharinfo(0),1659,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qaru05",70,300,strcharinfo(0),1662,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qaru05",70,300,strcharinfo(0),1663,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qaru05",70,300,strcharinfo(0),1660,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qaru05",70,300,strcharinfo(0),1661,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ else {
+ monster "que_qaru05",70,300,strcharinfo(0),1652,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ set $gqse_aru05_miro,18;
+ warp "que_qaru05",66,300;
+ end;
+ }
+ else if ($gqse_aru05_miro == 18) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qaru05",57,255,strcharinfo(0),1652,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qaru05",57,255,strcharinfo(0),1659,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qaru05",57,255,strcharinfo(0),1662,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qaru05",57,255,strcharinfo(0),1663,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qaru05",57,255,strcharinfo(0),1660,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qaru05",57,255,strcharinfo(0),1661,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ else {
+ monster "que_qaru05",57,255,strcharinfo(0),1652,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ set $gqse_aru05_miro,19;
+ warp "que_qaru05",57,258;
+ end;
+ }
+ else if ($gqse_aru05_miro == 19) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qaru05",84,277,strcharinfo(0),1652,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qaru05",84,277,strcharinfo(0),1659,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qaru05",84,277,strcharinfo(0),1662,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qaru05",84,277,strcharinfo(0),1663,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qaru05",84,277,strcharinfo(0),1660,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qaru05",84,277,strcharinfo(0),1661,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ else {
+ monster "que_qaru05",84,277,strcharinfo(0),1652,1,"#Gate_manager_aru05::OnMyMobDead";
+ }
+ set $gqse_aru05_miro,20;
+ warp "que_qaru05",84,280;
+ end;
+ }
+ }
+ else {
+ mes "There are too many people, you can't enter.";
+ close;
+ }
+ end;
+}
+
+que_qaru05,1,4,0 script #Gate_manager_aru05 844,{
+OnMyMobDead:
+ if ($gqse_aru05_miro == $gqse_aru05_pcc) {
+ if (mobcount("que_qaru05","#Gate_manager_aru05::OnMyMobDead") == 0) {
+ donpcevent "#gq_miromob2_aru05::OnEnable";
+ }
+ }
+ end;
+}
+
+que_qaru05,1,4,0 script #gq_miromob2_aru05 844,{
+OnEnable:
+ initnpctimer;
+ end;
+
+OnTimer1000:
+ mapannounce "que_qaru05","Wish Maiden: How does it feel to see shadows of the past. This is only the beginning.",bc_map,"0x00ff00";
+ end;
+
+OnTimer6000:
+ mapannounce "que_qaru05","Wish Maiden: The things you seeing are not real, don't be caught in the Mystic garden.",bc_map,"0x00ff00";
+ monster "que_qaru05",72,271,"Seyren Windsor",1640,1,"#gq_miromob2_aru05::OnMyMobDead";
+ monster "que_qaru05",63,282,"Kathryne Keyron",1645,1,"#gq_miromob2_aru05::OnMyMobDead";
+ monster "que_qaru05",59,294,"Cecil Damon",1644,1,"#gq_miromob2_aru05::OnMyMobDead";
+ monster "que_qaru05",46,300,"Margaretha Sorin",1643,1,"#gq_miromob2_aru05::OnMyMobDead";
+ monster "que_qaru05",51,285,"Eremes Guile",1641,1,"#gq_miromob2_aru05::OnMyMobDead";
+ monster "que_qaru05",51,262,"Howard Alt-Eisen",1642,1,"#gq_miromob2_aru05::OnMyMobDead";
+
+ monster "que_qaru05",45,243,"Seyren Windsor",1640,1,"#gq_miromob2_aru05::OnMyMobDead";
+ monster "que_qaru05",82,249,"Kathryne Keyron",1645,1,"#gq_miromob2_aru05::OnMyMobDead";
+ monster "que_qaru05",102,248,"Cecil Damon",1644,1,"#gq_miromob2_aru05::OnMyMobDead";
+ monster "que_qaru05",90,260,"Margaretha Sorin",1643,1,"#gq_miromob2_aru05::OnMyMobDead";
+ monster "que_qaru05",90,280,"Eremes Guile",1641,1,"#gq_miromob2_aru05::OnMyMobDead";
+ monster "que_qaru05",102,300,"Howard Alt-Eisen",1642,1,"#gq_miromob2_aru05::OnMyMobDead";
+
+ monster "que_qaru05",63,282,"Seyren Windsor",1640,1,"#gq_miromob2_aru05::OnMyMobDead";
+ monster "que_qaru05",61,243,"Kathryne Keyron",1645,1,"#gq_miromob2_aru05::OnMyMobDead";
+ monster "que_qaru05",70,249,"Cecil Damon",1644,1,"#gq_miromob2_aru05::OnMyMobDead";
+ monster "que_qaru05",102,282,"Margaretha Sorin",1643,1,"#gq_miromob2_aru05::OnMyMobDead";
+ monster "que_qaru05",66,300,"Eremes Guile",1641,1,"#gq_miromob2_aru05::OnMyMobDead";
+ monster "que_qaru05",57,258,"Howard Alt-Eisen",1642,1,"#gq_miromob2_aru05::OnMyMobDead";
+ stopnpctimer;
+ end;
+
+Onreset:
+ killmonster "que_qaru05","#gq_miromob2_aru05::OnMyMobDead";
+ stopnpctimer;
+ end;
+
+OnMyMobDead:
+ if (mobcount("que_qaru05","#gq_miromob2_aru05::OnMyMobDead") == 0) {
+ mapannounce "que_qaru05","The Mystic garden exit is now open.",bc_map,"0x00ff00";
+ setcell "que_qaru05",58,302,63,302,cell_walkable,1;
+ setcell "que_qaru05",58,302,63,302,cell_shootable,1;
+ donpcevent "#Maze_Manager_aru05::OnDisable";
+ }
+ end;
+}
+
+que_qaru05,1,1,0 script #okolnir_aru05 844,{
+
+OnEnable:
+ donpcevent "Gate01#gq_aru05::OnEnable";
+ donpcevent "#Maze_Manager_aru05::OnEnable";
+ donpcevent "#event_start01_aru05::OnEnable";
+ donpcevent "#gd_aru05_mobctrl::OnEnable";
+ enablenpc "Guard of Shadow#aru05_01";
+ enablenpc "Guard of Shadow#aru05_02";
+ enablenpc "Guard of Shadow#aru05_03";
+ enablenpc "Guard of Shadow#aru05_04";
+ enablenpc "Bloody Hunter#aru05_ac01";
+ enablenpc "Bloody Hunter#aru05_ac02";
+ enablenpc "Bloody Hunter#aru05_ac03";
+ enablenpc "Bloody Hunter#aru05_ac04";
+ enablenpc "Temple Keeper#aru05_ac01";
+ enablenpc "Temple Keeper#aru05_ac02";
+ initnpctimer;
+ end;
+
+OnDisable:
+ disablenpc "Wish Maiden#gq_aru05";
+ donpcevent "#gq_miromob2_aru05::Onreset";
+ disablenpc "Piamette#aru05";
+ donpcevent "#gdtimer01_aru05::Onstop";
+ donpcevent "#gdtimer02_aru05::Onstop";
+ donpcevent "#piamette_aru05::Onreset";
+ donpcevent "Wish Maiden#aru05_boss::OnDisable";
+ donpcevent "Wish Maiden#aru05_gift::OnDisable";
+ donpcevent "#gd_aru05_mobctrl::Onreset";
+ donpcevent "Gate01#gq_aru05::OnDisable";
+ donpcevent "#Maze_Manager_aru05::OnDisable";
+ donpcevent "#event_start01_aru05::OnDisable";
+ donpcevent "#nm_switch_aru05::OnDisable";
+ donpcevent "#nmsomaru05_jin01::OnDisable";
+ donpcevent "#nmsomaru05_jin02::OnDisable";
+ donpcevent "#nmsomaru05_jin03::OnDisable";
+ donpcevent "Guard of Shadow#aru05_01::OnDisable";
+ donpcevent "Guard of Shadow#aru05_02::OnDisable";
+ donpcevent "Guard of Shadow#aru05_03::OnDisable";
+ donpcevent "Guard of Shadow#aru05_04::OnDisable";
+ donpcevent "Bloody Hunter#aru05_ac01::OnDisable";
+ donpcevent "Bloody Hunter#aru05_ac02::OnDisable";
+ donpcevent "Bloody Hunter#aru05_ac03::OnDisable";
+ donpcevent "Bloody Hunter#aru05_ac04::OnDisable";
+ donpcevent "Temple Keeper#aru05_ac01::OnDisable";
+ donpcevent "Temple Keeper#aru05_ac02::OnDisable";
+ disablenpc "#to_agit_aru05_gate";
+ donpcevent "#aru05_stone01::Onreset";
+ donpcevent "#aru05_stone02::Onreset";
+ donpcevent "#aru05_stone03::Onreset";
+ disablenpc "#aru05_cage01";
+ disablenpc "#aru05_cage02";
+ disablenpc "#aru05_cage03";
+ disablenpc "#aru05_cage04";
+ disablenpc "#aru05_cage05";
+ disablenpc "#aru05_cage06";
+ disablenpc "windpath03_aru05";
+ disablenpc "windpath04_aru05";
+ set $gqse_aru05_miro,0;
+ set $gqse_aru05_pcc,0;
+ set $gqse_aru05_gd,0;
+ set $gqse_aru05_nm,0;
+ stopnpctimer;
+ end;
+
+Onstop:
+ stopnpctimer;
+ end;
+
+OnTimer1000:
+ mapannounce "que_qaru05","Wish Maiden : Do your best, Okolnir will disappear in one hour!",bc_map,"0x00ff00";
+ end;
+
+OnTimer1800000:
+ mapannounce "que_qaru05","Okolnir will disappear in 30 minutes.",bc_map,"0xff0000";
+ end;
+
+OnTimer2400000:
+ mapannounce "que_qaru05","Okolnir will disappear in 20 minutes.",bc_map,"0xff0000";
+ end;
+
+OnTimer3000000:
+ mapannounce "que_qaru05","Okolnir will disappear in 10 minutes.",bc_map,"0xff0000";
+ end;
+
+OnTimer3300000:
+ mapannounce "que_qaru05","Okolnir will disappear in 5 minutes.",bc_map,"0xff0000";
+ end;
+
+OnTimer3360000:
+ mapannounce "que_qaru05","Okolnir will disappear in 4 minutes.",bc_map,"0xff0000";
+ end;
+
+OnTimer3420000:
+ mapannounce "que_qaru05","Okolnir will disappear in 3 minutes.",bc_map,"0xff0000";
+ end;
+
+OnTimer3480000:
+ mapannounce "que_qaru05","Okolnir will disappear in 2 minutes.",bc_map,"0xff0000";
+ end;
+
+OnTimer3540000:
+ mapannounce "que_qaru05","Okolnir will disappear in 1 minutes.",bc_map,"0xff0000";
+ end;
+
+OnTimer3600000:
+ mapannounce "que_qaru05","Okolnir has begun to disappear.",bc_map,"0x4d4dff";
+ disablenpc "Wish Maiden#gq_aru05";
+ donpcevent "#gq_miromob2_aru05::Onreset";
+ disablenpc "Piamette#aru05";
+ donpcevent "#gdtimer01_aru05::Onstop";
+ donpcevent "#gdtimer02_aru05::Onstop";
+ donpcevent "#piamette_aru05::Onreset";
+ donpcevent "Wish Maiden#aru05_boss::onDisable";
+ donpcevent "Wish Maiden#aru05_gift::OnDisable";
+ donpcevent "#gd_aru05_mobctrl::Onreset";
+ donpcevent "Gate01#gq_aru05::OnDisable";
+ donpcevent "#Maze_Manager_aru05::OnDisable";
+ donpcevent "#event_start01_aru05::OnDisable";
+ donpcevent "#nm_switch_aru05::OnDisable";
+ donpcevent "#nmsomaru05_jin01::OnDisable";
+ donpcevent "#nmsomaru05_jin02::OnDisable";
+ donpcevent "#nmsomaru05_jin03::OnDisable";
+ donpcevent "Guard of Shadow#aru05_01::OnDisable";
+ donpcevent "Guard of Shadow#aru05_02::OnDisable";
+ donpcevent "Guard of Shadow#aru05_03::OnDisable";
+ donpcevent "Guard of Shadow#aru05_04::OnDisable";
+ donpcevent "Bloody Hunter#aru05_ac01::OnDisable";
+ donpcevent "Bloody Hunter#aru05_ac02::OnDisable";
+ donpcevent "Bloody Hunter#aru05_ac03::OnDisable";
+ donpcevent "Bloody Hunter#aru05_ac04::OnDisable";
+ donpcevent "Temple Keeper#aru05_ac01::OnDisable";
+ donpcevent "Temple Keeper#aru05_ac02::OnDisable";
+ disablenpc "#to_agit_aru05_gate";
+ donpcevent "#aru05_stone01::Onreset";
+ donpcevent "#aru05_stone02::Onreset";
+ donpcevent "#aru05_stone03::Onreset";
+ disablenpc "#aru05_cage01";
+ disablenpc "#aru05_cage02";
+ disablenpc "#aru05_cage03";
+ disablenpc "#aru05_cage04";
+ disablenpc "#aru05_cage05";
+ disablenpc "#aru05_cage06";
+ disablenpc "windpath03_aru05";
+ disablenpc "windpath04_aru05";
+ end;
+
+OnTimer3605000:
+ mapannounce "que_qaru05","Wish Maiden: ... You will fall into a deep sleep within Okolnir... ",bc_map,"0x00ff00";
+ end;
+
+OnTimer3608000:
+ mapannounce "que_qaru05","Wish Maiden: ..Have courage ... and await your chance again... ",bc_map,"0x00ff00";
+ end;
+
+OnTimer3610000:
+ set $gqse_aru05_miro,0;
+ set $gqse_aru05_pcc,0;
+ set $gqse_aru05_gd,0;
+ set $gqse_aru05_nm,0;
+ mapwarp "que_qaru05","arug_cas05",321,153;
+ end;
+
+OnTimer3611000:
+ donpcevent "#okolnir_aru05_time01::OnEnable";
+ stopnpctimer;
+ end;
+}
+
+que_qaru05,1,2,0 script #Maze_Manager_aru05 844,{
+OnInit:
+ donpcevent "#miro_bf_aru05::OnDisable";
+ donpcevent "#miro_rf_aru05::OnDisable";
+ donpcevent "#miro_yf_aru05::OnDisable";
+ end;
+
+OnEnable:
+ initnpctimer;
+ end;
+
+OnDisable:
+ donpcevent "#miro_bf_aru05::OnDisable";
+ donpcevent "#miro_rf_aru05::OnDisable";
+ donpcevent "#miro_yf_aru05::OnDisable";
+ stopnpctimer;
+ end;
+
+OnTimer1000:
+ donpcevent "#miro_rf_aru05::OnDisable";
+ end;
+
+OnTimer2000:
+ donpcevent "#miro_yf_aru05::OnDisable";
+ end;
+
+OnTimer3000:
+ donpcevent "#miro_bf_aru05::OnEnable";
+ end;
+
+OnTimer120000:
+ donpcevent "#miro_bf_aru05::OnDisable";
+ end;
+
+OnTimer121000:
+ donpcevent "#miro_yf_aru05::OnDisable";
+ end;
+
+OnTimer123000:
+ donpcevent "#miro_rf_aru05::OnEnable";
+ end;
+
+OnTimer240000:
+ donpcevent "#miro_bf_aru05::OnDisable";
+ end;
+
+OnTimer241000:
+ donpcevent "#miro_rf_aru05::OnDisable";
+ end;
+
+OnTimer242000:
+ donpcevent "#miro_yf_aru05::OnEnable";
+ end;
+
+OnTimer360000:
+ donpcevent "#Maze_Manager_aru05::OnEnable";
+ end;
+}
+
+que_qaru05,2,1,0 script #miro_bf_aru05 844,{
+
+OnEnable:
+ monster "que_qaru05",44,270," ",1934,1,"#miro_bf_aru05::OnMyMobDead";
+ monster "que_qaru05",46,270," ",1934,1,"#miro_bf_aru05::OnMyMobDead";
+ monster "que_qaru05",50,287," ",1934,1,"#miro_bf_aru05::OnMyMobDead";
+ monster "que_qaru05",52,287," ",1934,1,"#miro_bf_aru05::OnMyMobDead";
+ monster "que_qaru05",50,265," ",1934,1,"#miro_bf_aru05::OnMyMobDead";
+ monster "que_qaru05",52,265," ",1934,1,"#miro_bf_aru05::OnMyMobDead";
+ monster "que_qaru05",56,279," ",1934,1,"#miro_bf_aru05::OnMyMobDead";
+ monster "que_qaru05",58,279," ",1934,1,"#miro_bf_aru05::OnMyMobDead";
+ monster "que_qaru05",64,301," ",1934,1,"#miro_bf_aru05::OnMyMobDead";
+ monster "que_qaru05",64,298," ",1934,1,"#miro_bf_aru05::OnMyMobDead";
+ monster "que_qaru05",62,272," ",1934,1,"#miro_bf_aru05::OnMyMobDead";
+ monster "que_qaru05",64,272," ",1934,1,"#miro_bf_aru05::OnMyMobDead";
+ monster "que_qaru05",58,245," ",1934,1,"#miro_bf_aru05::OnMyMobDead";
+ monster "que_qaru05",58,243," ",1934,1,"#miro_bf_aru05::OnMyMobDead";
+ monster "que_qaru05",72,289," ",1934,1,"#miro_bf_aru05::OnMyMobDead";
+ monster "que_qaru05",72,287," ",1934,1,"#miro_bf_aru05::OnMyMobDead";
+ monster "que_qaru05",68,257," ",1934,1,"#miro_bf_aru05::OnMyMobDead";
+ monster "que_qaru05",68,255," ",1934,1,"#miro_bf_aru05::OnMyMobDead";
+ monster "que_qaru05",73,263," ",1934,1,"#miro_bf_aru05::OnMyMobDead";
+ monster "que_qaru05",73,261," ",1934,1,"#miro_bf_aru05::OnMyMobDead";
+ monster "que_qaru05",75,251," ",1934,1,"#miro_bf_aru05::OnMyMobDead";
+ monster "que_qaru05",75,249," ",1934,1,"#miro_bf_aru05::OnMyMobDead";
+ monster "que_qaru05",79,283," ",1934,1,"#miro_bf_aru05::OnMyMobDead";
+ monster "que_qaru05",79,281," ",1934,1,"#miro_bf_aru05::OnMyMobDead";
+ monster "que_qaru05",82,271," ",1934,1,"#miro_bf_aru05::OnMyMobDead";
+ monster "que_qaru05",84,271," ",1934,1,"#miro_bf_aru05::OnMyMobDead";
+ monster "que_qaru05",89,295," ",1934,1,"#miro_bf_aru05::OnMyMobDead";
+ monster "que_qaru05",89,293," ",1934,1,"#miro_bf_aru05::OnMyMobDead";
+ monster "que_qaru05",88,276," ",1934,1,"#miro_bf_aru05::OnMyMobDead";
+ monster "que_qaru05",90,276," ",1934,1,"#miro_bf_aru05::OnMyMobDead";
+ monster "que_qaru05",88,266," ",1934,1,"#miro_bf_aru05::OnMyMobDead";
+ monster "que_qaru05",90,266," ",1934,1,"#miro_bf_aru05::OnMyMobDead";
+ monster "que_qaru05",94,256," ",1934,1,"#miro_bf_aru05::OnMyMobDead";
+ monster "que_qaru05",96,256," ",1934,1,"#miro_bf_aru05::OnMyMobDead";
+ monster "que_qaru05",64,301," ",1934,1,"#miro_bf_aru05::OnMyMobDead";
+ monster "que_qaru05",64,299," ",1934,1,"#miro_bf_aru05::OnMyMobDead";
+ monster "que_qaru05",100,251," ",1934,1,"#miro_bf_aru05::OnMyMobDead";
+ monster "que_qaru05",102,251," ",1934,1,"#miro_bf_aru05::OnMyMobDead";
+ setcell "que_qaru05",44,270,47,270,cell_walkable,0;
+ setcell "que_qaru05",44,270,47,270,cell_shootable,0;
+ setcell "que_qaru05",50,287,53,287,cell_walkable,0;
+ setcell "que_qaru05",50,287,53,287,cell_shootable,0;
+ setcell "que_qaru05",50,265,53,265,cell_walkable,0;
+ setcell "que_qaru05",50,265,53,265,cell_shootable,0;
+ setcell "que_qaru05",56,279,59,279,cell_walkable,0;
+ setcell "que_qaru05",56,279,59,279,cell_shootable,0;
+ setcell "que_qaru05",64,298,64,301,cell_walkable,0;
+ setcell "que_qaru05",64,298,64,301,cell_shootable,0;
+ setcell "que_qaru05",62,272,65,272,cell_walkable,0;
+ setcell "que_qaru05",62,272,65,272,cell_shootable,0;
+ setcell "que_qaru05",58,242,58,245,cell_walkable,0;
+ setcell "que_qaru05",58,242,58,245,cell_shootable,0;
+ setcell "que_qaru05",72,286,72,289,cell_walkable,0;
+ setcell "que_qaru05",72,286,72,289,cell_shootable,0;
+ setcell "que_qaru05",68,254,68,259,cell_walkable,0;
+ setcell "que_qaru05",68,254,68,259,cell_shootable,0;
+ setcell "que_qaru05",73,260,73,263,cell_walkable,0;
+ setcell "que_qaru05",73,260,73,263,cell_shootable,0;
+ setcell "que_qaru05",75,248,75,251,cell_walkable,0;
+ setcell "que_qaru05",75,248,75,251,cell_shootable,0;
+ setcell "que_qaru05",79,280,79,283,cell_walkable,0;
+ setcell "que_qaru05",79,280,79,283,cell_shootable,0;
+ setcell "que_qaru05",82,271,85,271,cell_walkable,0;
+ setcell "que_qaru05",82,271,85,271,cell_shootable,0;
+ setcell "que_qaru05",89,292,89,295,cell_walkable,0;
+ setcell "que_qaru05",89,292,89,295,cell_shootable,0;
+ setcell "que_qaru05",88,276,91,276,cell_walkable,0;
+ setcell "que_qaru05",88,276,91,276,cell_shootable,0;
+ setcell "que_qaru05",88,266,91,266,cell_walkable,0;
+ setcell "que_qaru05",88,266,91,266,cell_shootable,0;
+ setcell "que_qaru05",94,256,97,256,cell_walkable,0;
+ setcell "que_qaru05",94,256,97,256,cell_shootable,0;
+ setcell "que_qaru05",64,298,64,301,cell_walkable,0;
+ setcell "que_qaru05",64,298,64,301,cell_shootable,0;
+ setcell "que_qaru05",100,251,103,251,cell_walkable,0;
+ setcell "que_qaru05",100,251,103,251,cell_shootable,0;
+ end;
+
+OnDisable:
+ killmonster "que_qaru05","#miro_bf_aru05::OnMyMobDead";
+ setcell "que_qaru05",44,270,47,270,cell_walkable,1;
+ setcell "que_qaru05",44,270,47,270,cell_shootable,1;
+ setcell "que_qaru05",50,287,53,287,cell_walkable,1;
+ setcell "que_qaru05",50,287,53,287,cell_shootable,1;
+ setcell "que_qaru05",50,265,53,265,cell_walkable,1;
+ setcell "que_qaru05",50,265,53,265,cell_shootable,1;
+ setcell "que_qaru05",56,279,59,279,cell_walkable,1;
+ setcell "que_qaru05",56,279,59,279,cell_shootable,1;
+ setcell "que_qaru05",64,298,64,301,cell_walkable,1;
+ setcell "que_qaru05",64,298,64,301,cell_shootable,1;
+ setcell "que_qaru05",62,272,65,272,cell_walkable,1;
+ setcell "que_qaru05",62,272,65,272,cell_shootable,1;
+ setcell "que_qaru05",58,242,58,245,cell_walkable,1;
+ setcell "que_qaru05",58,242,58,245,cell_shootable,1;
+ setcell "que_qaru05",72,286,72,289,cell_walkable,1;
+ setcell "que_qaru05",72,286,72,289,cell_shootable,1;
+ setcell "que_qaru05",68,254,68,259,cell_walkable,1;
+ setcell "que_qaru05",68,254,68,259,cell_shootable,1;
+ setcell "que_qaru05",73,260,73,263,cell_walkable,1;
+ setcell "que_qaru05",73,260,73,263,cell_shootable,1;
+ setcell "que_qaru05",75,248,75,251,cell_walkable,1;
+ setcell "que_qaru05",75,248,75,251,cell_shootable,1;
+ setcell "que_qaru05",79,280,79,283,cell_walkable,1;
+ setcell "que_qaru05",79,280,79,283,cell_shootable,1;
+ setcell "que_qaru05",82,271,85,271,cell_walkable,1;
+ setcell "que_qaru05",82,271,85,271,cell_shootable,1;
+ setcell "que_qaru05",89,292,89,295,cell_walkable,1;
+ setcell "que_qaru05",89,292,89,295,cell_shootable,1;
+ setcell "que_qaru05",88,276,91,276,cell_walkable,1;
+ setcell "que_qaru05",88,276,91,276,cell_shootable,1;
+ setcell "que_qaru05",88,266,91,266,cell_walkable,1;
+ setcell "que_qaru05",88,266,91,266,cell_shootable,1;
+ setcell "que_qaru05",94,256,97,256,cell_walkable,1;
+ setcell "que_qaru05",94,256,97,256,cell_shootable,1;
+ setcell "que_qaru05",64,298,64,301,cell_walkable,1;
+ setcell "que_qaru05",64,298,64,301,cell_shootable,1;
+ setcell "que_qaru05",100,251,103,251,cell_walkable,1;
+ setcell "que_qaru05",100,251,103,251,cell_shootable,1;
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qaru05,2,2,0 script #miro_rf_aru05 844,{
+
+OnEnable:
+ monster "que_qaru05",57,301," ",1935,1,"#miro_rf_aru05::OnMyMobDead";
+ monster "que_qaru05",57,299," ",1935,1,"#miro_rf_aru05::OnMyMobDead";
+ monster "que_qaru05",48,291," ",1935,1,"#miro_rf_aru05::OnMyMobDead";
+ monster "que_qaru05",48,289," ",1935,1,"#miro_rf_aru05::OnMyMobDead";
+ monster "que_qaru05",68,290," ",1935,1,"#miro_rf_aru05::OnMyMobDead";
+ monster "que_qaru05",70,290," ",1935,1,"#miro_rf_aru05::OnMyMobDead";
+ monster "que_qaru05",72,295," ",1935,1,"#miro_rf_aru05::OnMyMobDead";
+ monster "que_qaru05",72,293," ",1935,1,"#miro_rf_aru05::OnMyMobDead";
+ monster "que_qaru05",90,296," ",1935,1,"#miro_rf_aru05::OnMyMobDead";
+ monster "que_qaru05",92,296," ",1935,1,"#miro_rf_aru05::OnMyMobDead";
+ monster "que_qaru05",56,282," ",1935,1,"#miro_rf_aru05::OnMyMobDead";
+ monster "que_qaru05",58,282," ",1935,1,"#miro_rf_aru05::OnMyMobDead";
+ monster "que_qaru05",66,283," ",1935,1,"#miro_rf_aru05::OnMyMobDead";
+ monster "que_qaru05",66,281," ",1935,1,"#miro_rf_aru05::OnMyMobDead";
+ monster "que_qaru05",80,284," ",1935,1,"#miro_rf_aru05::OnMyMobDead";
+ monster "que_qaru05",82,284," ",1935,1,"#miro_rf_aru05::OnMyMobDead";
+ monster "que_qaru05",44,273," ",1935,1,"#miro_rf_aru05::OnMyMobDead";
+ monster "que_qaru05",46,273," ",1935,1,"#miro_rf_aru05::OnMyMobDead";
+ monster "que_qaru05",50,273," ",1935,1,"#miro_rf_aru05::OnMyMobDead";
+ monster "que_qaru05",52,273," ",1935,1,"#miro_rf_aru05::OnMyMobDead";
+ monster "que_qaru05",54,269," ",1935,1,"#miro_rf_aru05::OnMyMobDead";
+ monster "que_qaru05",54,267," ",1935,1,"#miro_rf_aru05::OnMyMobDead";
+ monster "que_qaru05",66,271," ",1935,1,"#miro_rf_aru05::OnMyMobDead";
+ monster "que_qaru05",66,270," ",1935,1,"#miro_rf_aru05::OnMyMobDead";
+ monster "que_qaru05",81,273," ",1935,1,"#miro_rf_aru05::OnMyMobDead";
+ monster "que_qaru05",81,272," ",1935,1,"#miro_rf_aru05::OnMyMobDead";
+ monster "que_qaru05",88,276," ",1935,1,"#miro_rf_aru05::OnMyMobDead";
+ monster "que_qaru05",90,276," ",1935,1,"#miro_rf_aru05::OnMyMobDead";
+ monster "que_qaru05",94,276," ",1935,1,"#miro_rf_aru05::OnMyMobDead";
+ monster "que_qaru05",96,276," ",1935,1,"#miro_rf_aru05::OnMyMobDead";
+ monster "que_qaru05",64,258," ",1935,1,"#miro_rf_aru05::OnMyMobDead";
+ monster "que_qaru05",66,258," ",1935,1,"#miro_rf_aru05::OnMyMobDead";
+ monster "que_qaru05",76,263," ",1935,1,"#miro_rf_aru05::OnMyMobDead";
+ monster "que_qaru05",76,261," ",1935,1,"#miro_rf_aru05::OnMyMobDead";
+ monster "que_qaru05",87,265," ",1935,1,"#miro_rf_aru05::OnMyMobDead";
+ monster "que_qaru05",87,263," ",1935,1,"#miro_rf_aru05::OnMyMobDead";
+ monster "que_qaru05",50,252," ",1935,1,"#miro_rf_aru05::OnMyMobDead";
+ monster "que_qaru05",52,252," ",1935,1,"#miro_rf_aru05::OnMyMobDead";
+ monster "que_qaru05",76,252," ",1935,1,"#miro_rf_aru05::OnMyMobDead";
+ monster "que_qaru05",78,252," ",1935,1,"#miro_rf_aru05::OnMyMobDead";
+ monster "que_qaru05",99,255," ",1935,1,"#miro_rf_aru05::OnMyMobDead";
+ monster "que_qaru05",99,253," ",1935,1,"#miro_rf_aru05::OnMyMobDead";
+ monster "que_qaru05",53,245," ",1935,1,"#miro_rf_aru05::OnMyMobDead";
+ monster "que_qaru05",53,243," ",1935,1,"#miro_rf_aru05::OnMyMobDead";
+ setcell "que_qaru05",57,298,57,301,cell_walkable,0;
+ setcell "que_qaru05",57,298,57,301,cell_shootable,0;
+ setcell "que_qaru05",48,288,48,291,cell_walkable,0;
+ setcell "que_qaru05",48,288,48,291,cell_shootable,0;
+ setcell "que_qaru05",68,290,71,290,cell_walkable,0;
+ setcell "que_qaru05",68,290,71,290,cell_shootable,0;
+ setcell "que_qaru05",72,292,72,295,cell_walkable,0;
+ setcell "que_qaru05",72,292,72,295,cell_shootable,0;
+ setcell "que_qaru05",90,296,93,296,cell_walkable,0;
+ setcell "que_qaru05",90,296,93,296,cell_shootable,0;
+ setcell "que_qaru05",56,282,59,282,cell_walkable,0;
+ setcell "que_qaru05",56,282,59,282,cell_shootable,0;
+ setcell "que_qaru05",66,280,66,283,cell_walkable,0;
+ setcell "que_qaru05",66,280,66,283,cell_shootable,0;
+ setcell "que_qaru05",80,284,83,284,cell_walkable,0;
+ setcell "que_qaru05",80,284,83,284,cell_shootable,0;
+ setcell "que_qaru05",44,273,47,273,cell_walkable,0;
+ setcell "que_qaru05",44,273,47,273,cell_shootable,0;
+ setcell "que_qaru05",50,273,53,273,cell_walkable,0;
+ setcell "que_qaru05",50,273,53,273,cell_shootable,0;
+ setcell "que_qaru05",54,266,54,269,cell_walkable,0;
+ setcell "que_qaru05",54,266,54,269,cell_shootable,0;
+ setcell "que_qaru05",66,270,66,271,cell_walkable,0;
+ setcell "que_qaru05",66,270,66,271,cell_shootable,0;
+ setcell "que_qaru05",81,272,81,273,cell_walkable,0;
+ setcell "que_qaru05",81,272,81,273,cell_shootable,0;
+ setcell "que_qaru05",88,276,91,276,cell_walkable,0;
+ setcell "que_qaru05",88,276,91,276,cell_shootable,0;
+ setcell "que_qaru05",94,276,97,276,cell_walkable,0;
+ setcell "que_qaru05",94,276,97,276,cell_shootable,0;
+ setcell "que_qaru05",64,258,67,258,cell_walkable,0;
+ setcell "que_qaru05",64,258,67,258,cell_shootable,0;
+ setcell "que_qaru05",76,260,76,263,cell_walkable,0;
+ setcell "que_qaru05",76,260,76,263,cell_shootable,0;
+ setcell "que_qaru05",87,262,87,265,cell_walkable,0;
+ setcell "que_qaru05",87,262,87,265,cell_shootable,0;
+ setcell "que_qaru05",50,252,53,252,cell_walkable,0;
+ setcell "que_qaru05",50,252,53,252,cell_shootable,0;
+ setcell "que_qaru05",76,252,79,252,cell_walkable,0;
+ setcell "que_qaru05",76,252,79,252,cell_shootable,0;
+ setcell "que_qaru05",99,252,99,255,cell_walkable,0;
+ setcell "que_qaru05",99,252,99,255,cell_shootable,0;
+ setcell "que_qaru05",53,242,53,245,cell_walkable,0;
+ setcell "que_qaru05",53,242,53,245,cell_shootable,0;
+ end;
+
+OnDisable:
+ killmonster "que_qaru05","#miro_rf_aru05::OnMyMobDead";
+ setcell "que_qaru05",57,298,57,301,cell_walkable,1;
+ setcell "que_qaru05",57,298,57,301,cell_shootable,1;
+ setcell "que_qaru05",48,288,48,291,cell_walkable,1;
+ setcell "que_qaru05",48,288,48,291,cell_shootable,1;
+ setcell "que_qaru05",68,290,71,290,cell_walkable,1;
+ setcell "que_qaru05",68,290,71,290,cell_shootable,1;
+ setcell "que_qaru05",72,292,72,295,cell_walkable,1;
+ setcell "que_qaru05",72,292,72,295,cell_shootable,1;
+ setcell "que_qaru05",90,296,93,296,cell_walkable,1;
+ setcell "que_qaru05",90,296,93,296,cell_shootable,1;
+ setcell "que_qaru05",56,282,59,282,cell_walkable,1;
+ setcell "que_qaru05",56,282,59,282,cell_shootable,1;
+ setcell "que_qaru05",66,280,66,283,cell_walkable,1;
+ setcell "que_qaru05",66,280,66,283,cell_shootable,1;
+ setcell "que_qaru05",80,284,83,284,cell_walkable,1;
+ setcell "que_qaru05",80,284,83,284,cell_shootable,1;
+ setcell "que_qaru05",44,273,47,273,cell_walkable,1;
+ setcell "que_qaru05",44,273,47,273,cell_shootable,1;
+ setcell "que_qaru05",50,273,53,273,cell_walkable,1;
+ setcell "que_qaru05",50,273,53,273,cell_shootable,1;
+ setcell "que_qaru05",54,266,54,269,cell_walkable,1;
+ setcell "que_qaru05",54,266,54,269,cell_shootable,1;
+ setcell "que_qaru05",66,270,66,271,cell_walkable,1;
+ setcell "que_qaru05",66,270,66,271,cell_shootable,1;
+ setcell "que_qaru05",81,272,81,273,cell_walkable,1;
+ setcell "que_qaru05",81,272,81,273,cell_shootable,1;
+ setcell "que_qaru05",88,276,91,276,cell_walkable,1;
+ setcell "que_qaru05",88,276,91,276,cell_shootable,1;
+ setcell "que_qaru05",94,276,97,276,cell_walkable,1;
+ setcell "que_qaru05",94,276,97,276,cell_shootable,1;
+ setcell "que_qaru05",64,258,67,258,cell_walkable,1;
+ setcell "que_qaru05",64,258,67,258,cell_shootable,1;
+ setcell "que_qaru05",76,260,76,263,cell_walkable,1;
+ setcell "que_qaru05",76,260,76,263,cell_shootable,1;
+ setcell "que_qaru05",87,262,87,265,cell_walkable,1;
+ setcell "que_qaru05",87,262,87,265,cell_shootable,1;
+ setcell "que_qaru05",50,252,53,252,cell_walkable,1;
+ setcell "que_qaru05",50,252,53,252,cell_shootable,1;
+ setcell "que_qaru05",76,252,79,252,cell_walkable,1;
+ setcell "que_qaru05",76,252,79,252,cell_shootable,1;
+ setcell "que_qaru05",99,252,99,255,cell_walkable,1;
+ setcell "que_qaru05",99,252,99,255,cell_shootable,1;
+ setcell "que_qaru05",53,242,53,245,cell_walkable,1;
+ setcell "que_qaru05",53,242,53,245,cell_shootable,1;
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qaru05,2,3,0 script #miro_yf_aru05 844,{
+
+OnEnable:
+ monster "que_qaru05",44,292," ",1936,1,"#miro_yf_aru05::OnMyMobDead";
+ monster "que_qaru05",46,292," ",1936,1,"#miro_yf_aru05::OnMyMobDead";
+ monster "que_qaru05",67,295," ",1936,1,"#miro_yf_aru05::OnMyMobDead";
+ monster "que_qaru05",67,293," ",1936,1,"#miro_yf_aru05::OnMyMobDead";
+ monster "que_qaru05",94,301," ",1936,1,"#miro_yf_aru05::OnMyMobDead";
+ monster "que_qaru05",94,299," ",1936,1,"#miro_yf_aru05::OnMyMobDead";
+ monster "que_qaru05",79,289," ",1936,1,"#miro_yf_aru05::OnMyMobDead";
+ monster "que_qaru05",79,287," ",1936,1,"#miro_yf_aru05::OnMyMobDead";
+ monster "que_qaru05",56,282," ",1936,1,"#miro_yf_aru05::OnMyMobDead";
+ monster "que_qaru05",58,282," ",1936,1,"#miro_yf_aru05::OnMyMobDead";
+ monster "que_qaru05",71,283," ",1936,1,"#miro_yf_aru05::OnMyMobDead";
+ monster "que_qaru05",71,281," ",1936,1,"#miro_yf_aru05::OnMyMobDead";
+ monster "que_qaru05",100,281," ",1936,1,"#miro_yf_aru05::OnMyMobDead";
+ monster "que_qaru05",102,281," ",1936,1,"#miro_yf_aru05::OnMyMobDead";
+ monster "que_qaru05",44,261," ",1936,1,"#miro_yf_aru05::OnMyMobDead";
+ monster "que_qaru05",46,261," ",1936,1,"#miro_yf_aru05::OnMyMobDead";
+ monster "que_qaru05",50,265," ",1936,1,"#miro_yf_aru05::OnMyMobDead";
+ monster "que_qaru05",52,265," ",1936,1,"#miro_yf_aru05::OnMyMobDead";
+ monster "que_qaru05",56,270," ",1936,1,"#miro_yf_aru05::OnMyMobDead";
+ monster "que_qaru05",58,270," ",1936,1,"#miro_yf_aru05::OnMyMobDead";
+ monster "que_qaru05",72,278," ",1936,1,"#miro_yf_aru05::OnMyMobDead";
+ monster "que_qaru05",73,278," ",1936,1,"#miro_yf_aru05::OnMyMobDead";
+ monster "que_qaru05",82,266," ",1936,1,"#miro_yf_aru05::OnMyMobDead";
+ monster "que_qaru05",84,266," ",1936,1,"#miro_yf_aru05::OnMyMobDead";
+ monster "que_qaru05",88,266," ",1936,1,"#miro_yf_aru05::OnMyMobDead";
+ monster "que_qaru05",90,266," ",1936,1,"#miro_yf_aru05::OnMyMobDead";
+ monster "que_qaru05",94,271," ",1936,1,"#miro_yf_aru05::OnMyMobDead";
+ monster "que_qaru05",96,271," ",1936,1,"#miro_yf_aru05::OnMyMobDead";
+ monster "que_qaru05",60,257," ",1936,1,"#miro_yf_aru05::OnMyMobDead";
+ monster "que_qaru05",60,255," ",1936,1,"#miro_yf_aru05::OnMyMobDead";
+ monster "que_qaru05",73,263," ",1936,1,"#miro_yf_aru05::OnMyMobDead";
+ monster "que_qaru05",73,261," ",1936,1,"#miro_yf_aru05::OnMyMobDead";
+ monster "que_qaru05",75,257," ",1936,1,"#miro_yf_aru05::OnMyMobDead";
+ monster "que_qaru05",75,255," ",1936,1,"#miro_yf_aru05::OnMyMobDead";
+ monster "que_qaru05",87,257," ",1936,1,"#miro_yf_aru05::OnMyMobDead";
+ monster "que_qaru05",87,255," ",1936,1,"#miro_yf_aru05::OnMyMobDead";
+ monster "que_qaru05",58,251," ",1936,1,"#miro_yf_aru05::OnMyMobDead";
+ monster "que_qaru05",58,249," ",1936,1,"#miro_yf_aru05::OnMyMobDead";
+ monster "que_qaru05",80,251," ",1936,1,"#miro_yf_aru05::OnMyMobDead";
+ monster "que_qaru05",80,249," ",1936,1,"#miro_yf_aru05::OnMyMobDead";
+ monster "que_qaru05",53,245," ",1936,1,"#miro_yf_aru05::OnMyMobDead";
+ monster "que_qaru05",53,243," ",1936,1,"#miro_yf_aru05::OnMyMobDead";
+ monster "que_qaru05",75,245," ",1936,1,"#miro_yf_aru05::OnMyMobDead";
+ monster "que_qaru05",75,243," ",1936,1,"#miro_yf_aru05::OnMyMobDead";
+ monster "que_qaru05",100,251," ",1936,1,"#miro_yf_aru05::OnMyMobDead";
+ monster "que_qaru05",102,251," ",1936,1,"#miro_yf_aru05::OnMyMobDead";
+ monster "que_qaru05",100,256," ",1936,1,"#miro_yf_aru05::OnMyMobDead";
+ monster "que_qaru05",102,256," ",1936,1,"#miro_yf_aru05::OnMyMobDead";
+ setcell "que_qaru05",44,292,47,292,cell_walkable,0;
+ setcell "que_qaru05",44,292,47,292,cell_shootable,0;
+ setcell "que_qaru05",67,292,67,295,cell_walkable,0;
+ setcell "que_qaru05",67,292,67,295,cell_shootable,0;
+ setcell "que_qaru05",94,298,94,301,cell_walkable,0;
+ setcell "que_qaru05",94,298,94,301,cell_shootable,0;
+ setcell "que_qaru05",79,286,79,289,cell_walkable,0;
+ setcell "que_qaru05",79,286,79,289,cell_shootable,0;
+ setcell "que_qaru05",56,282,59,282,cell_walkable,0;
+ setcell "que_qaru05",56,282,59,282,cell_shootable,0;
+ setcell "que_qaru05",71,280,71,283,cell_walkable,0;
+ setcell "que_qaru05",71,280,71,283,cell_shootable,0;
+ setcell "que_qaru05",100,281,103,281,cell_walkable,0;
+ setcell "que_qaru05",100,281,103,281,cell_shootable,0;
+ setcell "que_qaru05",44,261,47,261,cell_walkable,0;
+ setcell "que_qaru05",44,261,47,261,cell_shootable,0;
+ setcell "que_qaru05",50,265,53,265,cell_walkable,0;
+ setcell "que_qaru05",50,265,53,265,cell_shootable,0;
+ setcell "que_qaru05",56,270,59,270,cell_walkable,0;
+ setcell "que_qaru05",56,270,59,270,cell_shootable,0;
+ setcell "que_qaru05",72,278,73,278,cell_walkable,0;
+ setcell "que_qaru05",72,278,73,278,cell_shootable,0;
+ setcell "que_qaru05",82,266,85,266,cell_walkable,0;
+ setcell "que_qaru05",82,266,85,266,cell_shootable,0;
+ setcell "que_qaru05",88,266,91,266,cell_walkable,0;
+ setcell "que_qaru05",88,266,91,266,cell_shootable,0;
+ setcell "que_qaru05",94,271,97,271,cell_walkable,0;
+ setcell "que_qaru05",94,271,97,271,cell_shootable,0;
+ setcell "que_qaru05",60,254,60,257,cell_walkable,0;
+ setcell "que_qaru05",60,254,60,257,cell_shootable,0;
+ setcell "que_qaru05",73,260,73,263,cell_walkable,0;
+ setcell "que_qaru05",73,260,73,263,cell_shootable,0;
+ setcell "que_qaru05",75,254,75,257,cell_walkable,0;
+ setcell "que_qaru05",75,254,75,257,cell_shootable,0;
+ setcell "que_qaru05",87,254,87,257,cell_walkable,0;
+ setcell "que_qaru05",87,254,87,257,cell_shootable,0;
+ setcell "que_qaru05",58,248,58,251,cell_walkable,0;
+ setcell "que_qaru05",58,248,58,251,cell_shootable,0;
+ setcell "que_qaru05",80,248,80,251,cell_walkable,0;
+ setcell "que_qaru05",80,248,80,251,cell_shootable,0;
+ setcell "que_qaru05",53,242,53,245,cell_walkable,0;
+ setcell "que_qaru05",53,242,53,245,cell_shootable,0;
+ setcell "que_qaru05",75,242,75,245,cell_walkable,0;
+ setcell "que_qaru05",75,242,75,245,cell_shootable,0;
+ setcell "que_qaru05",100,251,103,251,cell_walkable,0;
+ setcell "que_qaru05",100,251,103,251,cell_shootable,0;
+ setcell "que_qaru05",100,256,103,256,cell_walkable,0;
+ setcell "que_qaru05",100,256,103,256,cell_shootable,0;
+ end;
+
+OnDisable:
+ killmonster "que_qaru05","#miro_yf_aru05::OnMyMobDead";
+ setcell "que_qaru05",44,292,47,292,cell_walkable,1;
+ setcell "que_qaru05",44,292,47,292,cell_shootable,1;
+ setcell "que_qaru05",67,292,67,295,cell_walkable,1;
+ setcell "que_qaru05",67,292,67,295,cell_shootable,1;
+ setcell "que_qaru05",94,298,94,301,cell_walkable,1;
+ setcell "que_qaru05",94,298,94,301,cell_shootable,1;
+ setcell "que_qaru05",79,286,79,289,cell_walkable,1;
+ setcell "que_qaru05",79,286,79,289,cell_shootable,1;
+ setcell "que_qaru05",56,282,59,282,cell_walkable,1;
+ setcell "que_qaru05",56,282,59,282,cell_shootable,1;
+ setcell "que_qaru05",71,280,71,283,cell_walkable,1;
+ setcell "que_qaru05",71,280,71,283,cell_shootable,1;
+ setcell "que_qaru05",100,281,103,281,cell_walkable,1;
+ setcell "que_qaru05",100,281,103,281,cell_shootable,1;
+ setcell "que_qaru05",44,261,47,261,cell_walkable,1;
+ setcell "que_qaru05",44,261,47,261,cell_shootable,1;
+ setcell "que_qaru05",50,265,53,265,cell_walkable,1;
+ setcell "que_qaru05",50,265,53,265,cell_shootable,1;
+ setcell "que_qaru05",56,270,59,270,cell_walkable,1;
+ setcell "que_qaru05",56,270,59,270,cell_shootable,1;
+ setcell "que_qaru05",72,278,73,278,cell_walkable,1;
+ setcell "que_qaru05",72,278,73,278,cell_shootable,1;
+ setcell "que_qaru05",82,266,85,266,cell_walkable,1;
+ setcell "que_qaru05",82,266,85,266,cell_shootable,1;
+ setcell "que_qaru05",88,266,91,266,cell_walkable,1;
+ setcell "que_qaru05",88,266,91,266,cell_shootable,1;
+ setcell "que_qaru05",94,271,97,271,cell_walkable,1;
+ setcell "que_qaru05",94,271,97,271,cell_shootable,1;
+ setcell "que_qaru05",60,254,60,257,cell_walkable,1;
+ setcell "que_qaru05",60,254,60,257,cell_shootable,1;
+ setcell "que_qaru05",73,260,73,263,cell_walkable,1;
+ setcell "que_qaru05",73,260,73,263,cell_shootable,1;
+ setcell "que_qaru05",75,254,75,257,cell_walkable,1;
+ setcell "que_qaru05",75,254,75,257,cell_shootable,1;
+ setcell "que_qaru05",87,254,87,257,cell_walkable,1;
+ setcell "que_qaru05",87,254,87,257,cell_shootable,1;
+ setcell "que_qaru05",58,248,58,251,cell_walkable,1;
+ setcell "que_qaru05",58,248,58,251,cell_shootable,1;
+ setcell "que_qaru05",80,248,80,251,cell_walkable,1;
+ setcell "que_qaru05",80,248,80,251,cell_shootable,1;
+ setcell "que_qaru05",53,242,53,245,cell_walkable,1;
+ setcell "que_qaru05",53,242,53,245,cell_shootable,1;
+ setcell "que_qaru05",75,242,75,245,cell_walkable,1;
+ setcell "que_qaru05",75,242,75,245,cell_shootable,1;
+ setcell "que_qaru05",100,251,103,251,cell_walkable,1;
+ setcell "que_qaru05",100,251,103,251,cell_shootable,1;
+ setcell "que_qaru05",100,256,103,256,cell_walkable,1;
+ setcell "que_qaru05",100,256,103,256,cell_shootable,1;
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qaru05,132,172,0 script windpath01_aru05 45,1,1,{
+OnTouch:
+ if (countitem(7839) > 0) {
+ mes "The Warp Gate responds to the Crystal Key.";
+ delitem 7839,1; //Crystal_Key
+ close2;
+ warp "que_qaru05",114,158;
+ end;
+ }
+ else {
+ mes "You need the Crystal Key to activate the Warp Gate.";
+ close;
+ }
+}
+
+que_qaru05,113,165,0 warp windpath02_aru05 1,1,que_qaru05,139,172
+
+
+que_qaru05,131,136,3 script Piamette#aru05 1930,{
+OnInit:
+ enablenpc "Piamette#aru05";
+ end;
+}
+
+que_qaru05,114,158,0 script #event_start01_aru05 -1,1,1,{
+
+OnInit:
+ disablenpc "#event_start01_aru05";
+ end;
+
+OnEnable:
+ enablenpc "#event_start01_aru05";
+ end;
+
+OnDisable:
+ disablenpc "#event_start01_aru05";
+ stopnpctimer;
+ end;
+
+OnTouch:
+ initnpctimer;
+ disablenpc "#event_start01_aru05";
+ end;
+
+OnTimer2000:
+ mapannounce "que_qaru05","Piamette mumblings : ..There were six birds, Teo. But one is....",bc_map,"0xdb7093";
+ end;
+
+OnTimer6000:
+ mapannounce "que_qaru05","Piamette mumblings : ...Shh.. Teo. The birds have returned..Are they birds that ran away before...? Or breakers who disguises themselves as good adventurers?",bc_map,"0xdb7093";
+ end;
+
+OnTimer10000:
+ mapannounce "que_qaru05","Piamette mumblings : Ha! They are caged in.",bc_map,"0xdb7093";
+ end;
+
+OnTimer14000:
+ mapannounce "que_qaru05","Piamette : Teo, Catch the birds! Put the cage away from here!",bc_map,"0x00ff00";
+ donpcevent "#gdtimer01_aru05::OnEnable";
+ stopnpctimer;
+ end;
+}
+
+que_qaru05,2,2,0 script #gdtimer01_aru05 844,{
+
+OnEnable:
+ initnpctimer;
+ end;
+
+Onstop:
+ donpcevent "#getspell01_aru05::OnDisable";
+ donpcevent "#getspell02_aru05::OnDisable";
+ donpcevent "#getspell03_aru05::OnDisable";
+ donpcevent "#getspell04_aru05::OnDisable";
+ donpcevent "#getspell05_aru05::OnDisable";
+ donpcevent "#getspell06_aru05::OnDisable";
+ donpcevent "#getspell07_aru05::OnDisable";
+ donpcevent "#getspell08_aru05::OnDisable";
+ stopnpctimer;
+ end;
+
+OnTimer1000:
+ donpcevent "#getspell08_aru05::OnDisable";
+ donpcevent "#getspell01_aru05::OnEnable";
+ end;
+
+OnTimer10000:
+ donpcevent "#getspell01_aru05::OnDisable";
+ donpcevent "#getspell02_aru05::OnEnable";
+ end;
+
+OnTimer20000:
+ donpcevent "#getspell02_aru05::OnDisable";
+ donpcevent "#getspell03_aru05::OnEnable";
+ end;
+
+OnTimer30000:
+ donpcevent "#getspell03_aru05::OnDisable";
+ donpcevent "#getspell04_aru05::OnEnable";
+ end;
+
+OnTimer40000:
+ donpcevent "#getspell04_aru05::OnDisable";
+ donpcevent "#getspell05_aru05::OnEnable";
+ end;
+
+OnTimer50000:
+ donpcevent "#getspell05_aru05::OnDisable";
+ donpcevent "#getspell06_aru05::OnEnable";
+ end;
+
+OnTimer60000:
+ donpcevent "#getspell06_aru05::OnDisable";
+ donpcevent "#getspell07_aru05::OnEnable";
+ end;
+
+OnTimer70000:
+ donpcevent "#getspell07_aru05::OnDisable";
+ donpcevent "#getspell08_aru05::OnEnable";
+ end;
+
+OnTimer75000:
+ if ($gqse_aru05_gd < 6) {
+ mapannounce "que_qaru05","Piamette : Silly birds! Silly Teo! Why can't you put away the cage at once?!",bc_map,"0x00ff00";
+ enablenpc "#aru05_cage01";
+ enablenpc "#aru05_cage02";
+ enablenpc "#aru05_cage03";
+ enablenpc "#aru05_cage04";
+ enablenpc "#aru05_cage05";
+ enablenpc "#aru05_cage06";
+ set $gqse_aru05_gd,0;
+ }
+ end;
+
+OnTimer76000:
+ disablenpc "#aru05_cage01";
+ disablenpc "#aru05_cage02";
+ disablenpc "#aru05_cage03";
+ disablenpc "#aru05_cage04";
+ disablenpc "#aru05_cage05";
+ disablenpc "#aru05_cage06";
+ end;
+
+OnTimer80000:
+ donpcevent "#gdtimer01_aru05::OnEnable";
+ end;
+}
+
+que_qaru05,2,3,0 script #gdtimer02_aru05 844,{
+
+OnEnable:
+ initnpctimer;
+ end;
+
+Onstop:
+ stopnpctimer;
+ killmonster "que_qaru05","#gdtimer02_aru05::OnMyMobDead";
+ end;
+
+OnTimer4000:
+ mapannounce "que_qaru05","Piamette : All of them are caught!",bc_map,"0xdb7093";
+ end;
+
+OnTimer8000:
+ mapannounce "que_qaru05","Piamette : Let's call out the keeper of the key not to let the birds go far away.",bc_map,"0xdb7093";
+ end;
+
+OnTimer12000:
+ mapannounce "que_qaru05","Piamette : The keeper of the key is protecting my cage.",bc_map,"0xdb7093";
+ monster "que_qaru05",108,151,"Key Stone",1905,1,"#gdtimer02_aru05::OnMyMobDead";
+ monster "que_qaru05",109,135,"Key Stone",1905,1,"#gdtimer02_aru05::OnMyMobDead";
+ monster "que_qaru05",115,116,"Key Stone",1905,1,"#gdtimer02_aru05::OnMyMobDead";
+ monster "que_qaru05",158,106,"Key Stone",1905,1,"#gdtimer02_aru05::OnMyMobDead";
+ monster "que_qaru05",163,133,"Key Stone",1905,1,"#gdtimer02_aru05::OnMyMobDead";
+ monster "que_qaru05",150,154,"Key Stone",1905,1,"#gdtimer02_aru05::OnMyMobDead";
+ end;
+
+OnTimer112000:
+ mapannounce "que_qaru05","Piamette : Whooping fun times are back! Now, Go! I'll get back to!!",bc_map,"0xdb7093";
+ killmonster "que_qaru05","#gdtimer02_aru05::OnMyMobDead";
+ enablenpc "#aru05_cage01";
+ enablenpc "#aru05_cage02";
+ enablenpc "#aru05_cage03";
+ enablenpc "#aru05_cage04";
+ enablenpc "#aru05_cage05";
+ enablenpc "#aru05_cage06";
+ set $gqse_aru05_gd,0;
+ end;
+
+OnTimer113000:
+ disablenpc "#aru05_cage01";
+ disablenpc "#aru05_cage02";
+ disablenpc "#aru05_cage03";
+ disablenpc "#aru05_cage04";
+ disablenpc "#aru05_cage05";
+ disablenpc "#aru05_cage06";
+ donpcevent "#gdtimer01_aru05::OnEnable";
+ stopnpctimer;
+ end;
+
+Onreset:
+ killmonster "que_qaru05","#gdtimer02_aru05::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ if (mobcount("que_qaru05","#gdtimer02_aru05::OnMyMobDead") == 0) {
+ enablenpc "#aru05_cage01";
+ enablenpc "#aru05_cage02";
+ enablenpc "#aru05_cage03";
+ enablenpc "#aru05_cage04";
+ enablenpc "#aru05_cage05";
+ enablenpc "#aru05_cage06";
+ donpcevent "#piamette_aru05::OnEnable";
+ stopnpctimer;
+ }
+ end;
+}
+
+que_qaru05,1,4,0 script #piamette_aru05 844,{
+OnEnable:
+ initnpctimer;
+ end;
+
+Onreset:
+ killmonster "que_qaru05","#piamette_aru05::OnMyMobDead";
+ stopnpctimer;
+ end;
+
+OnTimer1000:
+ mapannounce "que_qaru05","Piamette : All the keeper of keys are dead now? Who freed my birds? Teo, who did it?",bc_map,"0xdb7093";
+ end;
+
+OnTimer5000:
+ mapannounce "que_qaru05","Piamette : I'm pissed off now!",bc_map,"0xdb7093";
+ disablenpc "Piamette#aru05";
+ monster "que_qaru05",131,135,"Angry Piamette",1930,1,"#piamette_aru05::OnMyMobDead";
+ stopnpctimer;
+ end;
+
+OnMyMobDead:
+ mapannounce "que_qaru05","Piamette has been released, so the warp gate toward the South is working now.",bc_map,"0x00ff00";
+ enablenpc "windpath03_aru05";
+ enablenpc "windpath04_aru05";
+ donpcevent "#nm_switch_aru05::OnEnable";
+ end;
+}
+
+que_qaru05,113,135,0 script #getspell01_aru05 -1,1,1,{
+OnInit:
+ disablenpc "#getspell01_aru05";
+ end;
+
+OnEnable:
+ enablenpc "#getspell01_aru05";
+ specialeffect EF_LOCKON;
+ end;
+
+OnDisable:
+ disablenpc "#getspell01_aru05";
+ end;
+
+OnTouch:
+ sc_start2 SC_Stone,300000,0,10000;
+ if ($gqse_aru05_gd == 0) {
+ warp "que_qaru05",103,153;
+ disablenpc "#getspell01_aru05";
+ set $gqse_aru05_gd,1;
+ mapannounce "que_qaru05","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru05_gd == 1) {
+ warp "que_qaru05",102,135;
+ disablenpc "#getspell01_aru05";
+ set $gqse_aru05_gd,2;
+ mapannounce "que_qaru05","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru05_gd == 2) {
+ warp "que_qaru05",113,111;
+ disablenpc "#getspell01_aru05";
+ set $gqse_aru05_gd,3;
+ mapannounce "que_qaru05","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru05_gd == 3) {
+ warp "que_qaru05",161,105;
+ disablenpc "#getspell01_aru05";
+ set $gqse_aru05_gd,4;
+ mapannounce "que_qaru05","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru05_gd == 4) {
+ warp "que_qaru05",168,135;
+ disablenpc "#getspell01_aru05";
+ set $gqse_aru05_gd,5;
+ mapannounce "que_qaru05","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru05_gd == 5) {
+ warp "que_qaru05",150,159;
+ disablenpc "#getspell01_aru05";
+ set $gqse_aru05_gd,6;
+ mapannounce "que_qaru05","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
+ donpcevent "#gdtimer02_aru05::OnEnable";
+ donpcevent "#gdtimer01_aru05::Onstop";
+ }
+ end;
+}
+
+que_qaru05,146,150,0 script #getspell02_aru05 -1,1,1,{
+OnInit:
+ disablenpc "#getspell02_aru05";
+ end;
+
+OnEnable:
+ enablenpc "#getspell02_aru05";
+ specialeffect EF_LOCKON;
+ end;
+
+OnDisable:
+ disablenpc "#getspell02_aru05";
+ end;
+
+OnTouch:
+ sc_start2 SC_Stone,300000,0,10000;
+ if ($gqse_aru05_gd == 0) {
+ warp "que_qaru05",103,153;
+ disablenpc "#getspell01_aru05";
+ set $gqse_aru05_gd,1;
+ mapannounce "que_qaru05","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru05_gd == 1) {
+ warp "que_qaru05",102,135;
+ disablenpc "#getspell01_aru05";
+ set $gqse_aru05_gd,2;
+ mapannounce "que_qaru05","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru05_gd == 2) {
+ warp "que_qaru05",113,111;
+ disablenpc "#getspell01_aru05";
+ set $gqse_aru05_gd,3;
+ mapannounce "que_qaru05","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru05_gd == 3) {
+ warp "que_qaru05",161,105;
+ disablenpc "#getspell01_aru05";
+ set $gqse_aru05_gd,4;
+ mapannounce "que_qaru05","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru05_gd == 4) {
+ warp "que_qaru05",168,135;
+ disablenpc "#getspell01_aru05";
+ set $gqse_aru05_gd,5;
+ mapannounce "que_qaru05","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru05_gd == 5) {
+ warp "que_qaru05",150,159;
+ disablenpc "#getspell01_aru05";
+ set $gqse_aru05_gd,6;
+ mapannounce "que_qaru05","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
+ donpcevent "#gdtimer02_aru05::OnEnable";
+ donpcevent "#gdtimer01_aru05::Onstop";
+ }
+ end;
+}
+
+que_qaru05,131,117,0 script #getspell03_aru05 -1,1,1,{
+OnInit:
+ disablenpc "#getspell03_aru05";
+ end;
+
+OnEnable:
+ enablenpc "#getspell03_aru05";
+ specialeffect EF_LOCKON;
+ end;
+
+OnDisable:
+ disablenpc "#getspell03_aru05";
+ end;
+
+OnTouch:
+ sc_start2 SC_Stone,300000,0,10000;
+ if ($gqse_aru05_gd == 0) {
+ warp "que_qaru05",103,153;
+ disablenpc "#getspell01_aru05";
+ set $gqse_aru05_gd,1;
+ mapannounce "que_qaru05","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru05_gd == 1) {
+ warp "que_qaru05",102,135;
+ disablenpc "#getspell01_aru05";
+ set $gqse_aru05_gd,2;
+ mapannounce "que_qaru05","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru05_gd == 2) {
+ warp "que_qaru05",113,111;
+ disablenpc "#getspell01_aru05";
+ set $gqse_aru05_gd,3;
+ mapannounce "que_qaru05","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru05_gd == 3) {
+ warp "que_qaru05",161,105;
+ disablenpc "#getspell01_aru05";
+ set $gqse_aru05_gd,4;
+ mapannounce "que_qaru05","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru05_gd == 4) {
+ warp "que_qaru05",168,135;
+ disablenpc "#getspell01_aru05";
+ set $gqse_aru05_gd,5;
+ mapannounce "que_qaru05","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru05_gd == 5) {
+ warp "que_qaru05",150,159;
+ disablenpc "#getspell01_aru05";
+ set $gqse_aru05_gd,6;
+ mapannounce "que_qaru05","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
+ donpcevent "#gdtimer02_aru05::OnEnable";
+ donpcevent "#gdtimer01_aru05::Onstop";
+ }
+ end;
+}
+
+que_qaru05,117,150,0 script #getspell04_aru05 -1,1,1,{
+OnInit:
+ disablenpc "#getspell04_aru05";
+ end;
+
+OnEnable:
+ enablenpc "#getspell04_aru05";
+ specialeffect EF_LOCKON;
+ end;
+
+OnDisable:
+ disablenpc "#getspell04_aru05";
+ end;
+
+OnTouch:
+ sc_start2 SC_Stone,300000,0,10000;
+ if ($gqse_aru05_gd == 0) {
+ warp "que_qaru05",103,153;
+ disablenpc "#getspell01_aru05";
+ set $gqse_aru05_gd,1;
+ mapannounce "que_qaru05","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru05_gd == 1) {
+ warp "que_qaru05",102,135;
+ disablenpc "#getspell01_aru05";
+ set $gqse_aru05_gd,2;
+ mapannounce "que_qaru05","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru05_gd == 2) {
+ warp "que_qaru05",113,111;
+ disablenpc "#getspell01_aru05";
+ set $gqse_aru05_gd,3;
+ mapannounce "que_qaru05","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru05_gd == 3) {
+ warp "que_qaru05",161,105;
+ disablenpc "#getspell01_aru05";
+ set $gqse_aru05_gd,4;
+ mapannounce "que_qaru05","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru05_gd == 4) {
+ warp "que_qaru05",168,135;
+ disablenpc "#getspell01_aru05";
+ set $gqse_aru05_gd,5;
+ mapannounce "que_qaru05","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru05_gd == 5) {
+ warp "que_qaru05",150,159;
+ disablenpc "#getspell01_aru05";
+ set $gqse_aru05_gd,6;
+ mapannounce "que_qaru05","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
+ donpcevent "#gdtimer02_aru05::OnEnable";
+ donpcevent "#gdtimer01_aru05::Onstop";
+ }
+ end;
+}
+
+que_qaru05,150,135,0 script #getspell05_aru05 -1,1,1,{
+OnInit:
+ disablenpc "#getspell05_aru05";
+ end;
+
+OnEnable:
+ enablenpc "#getspell05_aru05";
+ specialeffect EF_LOCKON;
+ end;
+
+OnDisable:
+ disablenpc "#getspell05_aru05";
+ end;
+
+OnTouch:
+ sc_start2 SC_Stone,300000,0,10000;
+ if ($gqse_aru05_gd == 0) {
+ warp "que_qaru05",103,153;
+ disablenpc "#getspell01_aru05";
+ set $gqse_aru05_gd,1;
+ mapannounce "que_qaru05","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru05_gd == 1) {
+ warp "que_qaru05",102,135;
+ disablenpc "#getspell01_aru05";
+ set $gqse_aru05_gd,2;
+ mapannounce "que_qaru05","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru05_gd == 2) {
+ warp "que_qaru05",113,111;
+ disablenpc "#getspell01_aru05";
+ set $gqse_aru05_gd,3;
+ mapannounce "que_qaru05","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru05_gd == 3) {
+ warp "que_qaru05",161,105;
+ disablenpc "#getspell01_aru05";
+ set $gqse_aru05_gd,4;
+ mapannounce "que_qaru05","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru05_gd == 4) {
+ warp "que_qaru05",168,135;
+ disablenpc "#getspell01_aru05";
+ set $gqse_aru05_gd,5;
+ mapannounce "que_qaru05","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru05_gd == 5) {
+ warp "que_qaru05",150,159;
+ disablenpc "#getspell01_aru05";
+ set $gqse_aru05_gd,6;
+ mapannounce "que_qaru05","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
+ donpcevent "#gdtimer02_aru05::OnEnable";
+ donpcevent "#gdtimer01_aru05::Onstop";
+ }
+ end;
+}
+
+que_qaru05,117,121,0 script #getspell06_aru05 -1,1,1,{
+OnInit:
+ disablenpc "#getspell06_aru05";
+ end;
+
+OnEnable:
+ enablenpc "#getspell06_aru05";
+ specialeffect EF_LOCKON;
+ end;
+
+OnDisable:
+ disablenpc "#getspell06_aru05";
+ end;
+
+OnTouch:
+ sc_start2 SC_Stone,300000,0,10000;
+ if ($gqse_aru05_gd == 0) {
+ warp "que_qaru05",103,153;
+ disablenpc "#getspell01_aru05";
+ set $gqse_aru05_gd,1;
+ mapannounce "que_qaru05","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru05_gd == 1) {
+ warp "que_qaru05",102,135;
+ disablenpc "#getspell01_aru05";
+ set $gqse_aru05_gd,2;
+ mapannounce "que_qaru05","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru05_gd == 2) {
+ warp "que_qaru05",113,111;
+ disablenpc "#getspell01_aru05";
+ set $gqse_aru05_gd,3;
+ mapannounce "que_qaru05","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru05_gd == 3) {
+ warp "que_qaru05",161,105;
+ disablenpc "#getspell01_aru05";
+ set $gqse_aru05_gd,4;
+ mapannounce "que_qaru05","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru05_gd == 4) {
+ warp "que_qaru05",168,135;
+ disablenpc "#getspell01_aru05";
+ set $gqse_aru05_gd,5;
+ mapannounce "que_qaru05","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru05_gd == 5) {
+ warp "que_qaru05",150,159;
+ disablenpc "#getspell01_aru05";
+ set $gqse_aru05_gd,6;
+ mapannounce "que_qaru05","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
+ donpcevent "#gdtimer02_aru05::OnEnable";
+ donpcevent "#gdtimer01_aru05::Onstop";
+ }
+ end;
+}
+
+que_qaru05,131,154,0 script #getspell07_aru05 -1,1,1,{
+OnInit:
+ disablenpc "#getspell07_aru05";
+ end;
+
+OnEnable:
+ enablenpc "#getspell07_aru05";
+ specialeffect EF_LOCKON;
+ end;
+
+OnDisable:
+ disablenpc "#getspell07_aru05";
+ end;
+
+OnTouch:
+ sc_start2 SC_Stone,300000,0,10000;
+ if ($gqse_aru05_gd == 0) {
+ warp "que_qaru05",103,153;
+ disablenpc "#getspell01_aru05";
+ set $gqse_aru05_gd,1;
+ mapannounce "que_qaru05","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru05_gd == 1) {
+ warp "que_qaru05",102,135;
+ disablenpc "#getspell01_aru05";
+ set $gqse_aru05_gd,2;
+ mapannounce "que_qaru05","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru05_gd == 2) {
+ warp "que_qaru05",113,111;
+ disablenpc "#getspell01_aru05";
+ set $gqse_aru05_gd,3;
+ mapannounce "que_qaru05","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru05_gd == 3) {
+ warp "que_qaru05",161,105;
+ disablenpc "#getspell01_aru05";
+ set $gqse_aru05_gd,4;
+ mapannounce "que_qaru05","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru05_gd == 4) {
+ warp "que_qaru05",168,135;
+ disablenpc "#getspell01_aru05";
+ set $gqse_aru05_gd,5;
+ mapannounce "que_qaru05","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru05_gd == 5) {
+ warp "que_qaru05",150,159;
+ disablenpc "#getspell01_aru05";
+ set $gqse_aru05_gd,6;
+ mapannounce "que_qaru05","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
+ donpcevent "#gdtimer02_aru05::OnEnable";
+ donpcevent "#gdtimer01_aru05::Onstop";
+ }
+ end;
+}
+
+que_qaru05,146,121,0 script #getspell08_aru05 -1,1,1,{
+OnInit:
+ disablenpc "#getspell08_aru05";
+ end;
+
+OnEnable:
+ enablenpc "#getspell08_aru05";
+ specialeffect EF_LOCKON;
+ end;
+
+OnDisable:
+ disablenpc "#getspell08_aru05";
+ end;
+
+OnTouch:
+ sc_start2 SC_Stone,300000,0,10000;
+ if ($gqse_aru05_gd == 0) {
+ warp "que_qaru05",103,153;
+ disablenpc "#getspell01_aru05";
+ set $gqse_aru05_gd,1;
+ mapannounce "que_qaru05","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru05_gd == 1) {
+ warp "que_qaru05",102,135;
+ disablenpc "#getspell01_aru05";
+ set $gqse_aru05_gd,2;
+ mapannounce "que_qaru05","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru05_gd == 2) {
+ warp "que_qaru05",113,111;
+ disablenpc "#getspell01_aru05";
+ set $gqse_aru05_gd,3;
+ mapannounce "que_qaru05","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru05_gd == 3) {
+ warp "que_qaru05",161,105;
+ disablenpc "#getspell01_aru05";
+ set $gqse_aru05_gd,4;
+ mapannounce "que_qaru05","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru05_gd == 4) {
+ warp "que_qaru05",168,135;
+ disablenpc "#getspell01_aru05";
+ set $gqse_aru05_gd,5;
+ mapannounce "que_qaru05","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_aru05_gd == 5) {
+ warp "que_qaru05",150,159;
+ disablenpc "#getspell01_aru05";
+ set $gqse_aru05_gd,6;
+ mapannounce "que_qaru05","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
+ donpcevent "#gdtimer02_aru05::OnEnable";
+ donpcevent "#gdtimer01_aru05::Onstop";
+ }
+ end;
+}
+
+que_qaru05,103,153,0 script #aru05_cage01 -1,1,1,{
+OnInit:
+ disablenpc "#aru05_cage01";
+ end;
+
+OnTouch:
+ sc_end SC_Stone;
+ warp "que_qaru05",108,151;
+ disablenpc "#aru05_cage01";
+ end;
+}
+
+que_qaru05,102,135,0 script #aru05_cage02 -1,1,1,{
+OnInit:
+ disablenpc "#aru05_cage02";
+ end;
+
+OnTouch:
+ sc_end SC_Stone;
+ warp "que_qaru05",107,135;
+ disablenpc "#aru05_cage02";
+ end;
+}
+
+que_qaru05,113,111,0 script #aru05_cage03 -1,1,1,{
+OnInit:
+ disablenpc "#aru05_cage03";
+ end;
+
+OnTouch:
+ sc_end SC_Stone;
+ warp "que_qaru05",113,114;
+ disablenpc "#aru05_cage03";
+ end;
+}
+
+que_qaru05,161,105,0 script #aru05_cage04 -1,1,1,{
+OnInit:
+ disablenpc "#aru05_cage04";
+ end;
+
+OnTouch:
+ sc_end SC_Stone;
+ warp "que_qaru05",158,106;
+ disablenpc "#aru05_cage04";
+ end;
+}
+
+que_qaru05,168,135,0 script #aru05_cage05 -1,1,1,{
+OnInit:
+ disablenpc "#aru05_cage05";
+ end;
+
+OnTouch:
+ sc_end SC_Stone;
+ warp "que_qaru05",163,133;
+ disablenpc "#aru05_cage05";
+ end;
+}
+
+que_qaru05,150,159,0 script #aru05_cage06 -1,1,1,{
+OnInit:
+ disablenpc "#aru05_cage06";
+ end;
+
+OnTouch:
+ sc_end SC_Stone;
+ warp "que_qaru05",150,154;
+ disablenpc "#aru05_cage06";
+ end;
+}
+
+que_qaru05,1,8,0 script #gd_aru05_mobctrl 844,{
+OnEnable:
+ monster "que_qaru05",107,152,"Ball of Piamette",1738,1,"#gd_aru05_mobctrl::OnMyMobDead";
+ monster "que_qaru05",109,135,"Ball of Piamette",1738,1,"#gd_aru05_mobctrl::OnMyMobDead";
+ monster "que_qaru05",113,116,"Ball of Piamette",1738,1,"#gd_aru05_mobctrl::OnMyMobDead";
+ monster "que_qaru05",157,107,"Ball of Piamette",1738,1,"#gd_aru05_mobctrl::OnMyMobDead";
+ monster "que_qaru05",163,133,"Ball of Piamette",1738,1,"#gd_aru05_mobctrl::OnMyMobDead";
+ monster "que_qaru05",149,156,"Ball of Piamette",1738,1,"#gd_aru05_mobctrl::OnMyMobDead";
+ monster "que_qaru05",130,139,"Alice",1275,1,"#gd_aru05_mobctrl::OnMyMobDead";
+ monster "que_qaru05",135,137,"Alice",1275,1,"#gd_aru05_mobctrl::OnMyMobDead";
+ monster "que_qaru05",130,132,"Alice",1275,1,"#gd_aru05_mobctrl::OnMyMobDead";
+ monster "que_qaru05",128,137,"Alice",1275,1,"#gd_aru05_mobctrl::OnMyMobDead";
+ monster "que_qaru05",109,145,"Alice",1275,1,"#gd_aru05_mobctrl::OnMyMobDead";
+ monster "que_qaru05",109,130,"Alice",1275,1,"#gd_aru05_mobctrl::OnMyMobDead";
+ monster "que_qaru05",128,114,"Alice",1275,1,"#gd_aru05_mobctrl::OnMyMobDead";
+ monster "que_qaru05",147,114,"Alice",1275,1,"#gd_aru05_mobctrl::OnMyMobDead";
+ monster "que_qaru05",154,128,"Alice",1275,1,"#gd_aru05_mobctrl::OnMyMobDead";
+ monster "que_qaru05",151,145,"Alice",1275,1,"#gd_aru05_mobctrl::OnMyMobDead";
+ monster "que_qaru05",130,151,"Alice",1275,1,"#gd_aru05_mobctrl::OnMyMobDead";
+ monster "que_qaru05",131,139,"Ball of Piamette",1738,1,"#gd_aru05_mobctrl::OnMyMobDead";
+ monster "que_qaru05",135,136,"Ball of Piamette",1738,1,"#gd_aru05_mobctrl::OnMyMobDead";
+ monster "que_qaru05",131,132,"Ball of Piamette",1738,1,"#gd_aru05_mobctrl::OnMyMobDead";
+ monster "que_qaru05",128,136,"Ball of Piamette",1738,1,"#gd_aru05_mobctrl::OnMyMobDead";
+ monster "que_qaru05",110,145,"Ball of Piamette",1738,1,"#gd_aru05_mobctrl::OnMyMobDead";
+ monster "que_qaru05",129,114,"Ball of Piamette",1738,1,"#gd_aru05_mobctrl::OnMyMobDead";
+ monster "que_qaru05",148,114,"Ball of Piamette",1738,1,"#gd_aru05_mobctrl::OnMyMobDead";
+ monster "que_qaru05",155,128,"Ball of Piamette",1738,1,"#gd_aru05_mobctrl::OnMyMobDead";
+ monster "que_qaru05",152,145,"Ball of Piamette",1738,1,"#gd_aru05_mobctrl::OnMyMobDead";
+ monster "que_qaru05",131,151,"Ball of Piamette",1738,1,"#gd_aru05_mobctrl::OnMyMobDead";
+ monster "que_qaru05",110,130,"Ball of Piamette",1738,1,"#gd_aru05_mobctrl::OnMyMobDead";
+ monster "que_qaru05",132,139,"Violy",1390,1,"#gd_aru05_mobctrl::OnMyMobDead";
+ monster "que_qaru05",135,135,"Violy",1390,1,"#gd_aru05_mobctrl::OnMyMobDead";
+ monster "que_qaru05",132,132,"Violy",1390,1,"#gd_aru05_mobctrl::OnMyMobDead";
+ monster "que_qaru05",128,135,"Violy",1390,1,"#gd_aru05_mobctrl::OnMyMobDead";
+ monster "que_qaru05",111,145,"Violy",1390,1,"#gd_aru05_mobctrl::OnMyMobDead";
+ monster "que_qaru05",111,130,"Violy",1390,1,"#gd_aru05_mobctrl::OnMyMobDead";
+ monster "que_qaru05",130,114,"Violy",1390,1,"#gd_aru05_mobctrl::OnMyMobDead";
+ monster "que_qaru05",149,114,"Violy",1390,1,"#gd_aru05_mobctrl::OnMyMobDead";
+ monster "que_qaru05",156,128,"Violy",1390,1,"#gd_aru05_mobctrl::OnMyMobDead";
+ monster "que_qaru05",153,145,"Violy",1390,1,"#gd_aru05_mobctrl::OnMyMobDead";
+ monster "que_qaru05",132,151,"Violy",1390,1,"#gd_aru05_mobctrl::OnMyMobDead";
+ monster "que_qaru05",133,139,"Ancient Mimic",1699,1,"#gd_aru05_mobctrl::OnMyMobDead";
+ monster "que_qaru05",135,134,"Ancient Mimic",1699,1,"#gd_aru05_mobctrl::OnMyMobDead";
+ monster "que_qaru05",133,132,"Ancient Mimic",1699,1,"#gd_aru05_mobctrl::OnMyMobDead";
+ monster "que_qaru05",128,135,"Ancient Mimic",1699,1,"#gd_aru05_mobctrl::OnMyMobDead";
+ monster "que_qaru05",112,145,"Ancient Mimic",1699,1,"#gd_aru05_mobctrl::OnMyMobDead";
+ monster "que_qaru05",131,114,"Ancient Mimic",1699,1,"#gd_aru05_mobctrl::OnMyMobDead";
+ monster "que_qaru05",150,114,"Ancient Mimic",1699,1,"#gd_aru05_mobctrl::OnMyMobDead";
+ monster "que_qaru05",157,128,"Ancient Mimic",1699,1,"#gd_aru05_mobctrl::OnMyMobDead";
+ monster "que_qaru05",154,145,"Ancient Mimic",1699,1,"#gd_aru05_mobctrl::OnMyMobDead";
+ monster "que_qaru05",133,151,"Ancient Mimic",1699,1,"#gd_aru05_mobctrl::OnMyMobDead";
+ monster "que_qaru05",112,130,"Ancient Mimic",1699,1,"#gd_aru05_mobctrl::OnMyMobDead";
+ end;
+
+Onreset:
+ killmonster "que_qaru05","#gd_aru05_mobctrl::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ if (mobcount("que_qaru05","#gd_aru05_mobctrl::OnMyMobDead") < 7) {
+ monster "que_qaru05",107,152,"Ball of Piamette",1738,1,"#gd_aru05_mobctrl::OnMyMobDead";
+ monster "que_qaru05",109,135,"Ball of Piamette",1738,1,"#gd_aru05_mobctrl::OnMyMobDead";
+ monster "que_qaru05",113,116,"Ball of Piamette",1738,1,"#gd_aru05_mobctrl::OnMyMobDead";
+ monster "que_qaru05",157,107,"Ball of Piamette",1738,1,"#gd_aru05_mobctrl::OnMyMobDead";
+ monster "que_qaru05",163,133,"Ball of Piamette",1738,1,"#gd_aru05_mobctrl::OnMyMobDead";
+ monster "que_qaru05",149,156,"Ball of Piamette",1738,1,"#gd_aru05_mobctrl::OnMyMobDead";
+ }
+ end;
+}
+
+que_qaru05,149,105,0 script windpath03_aru05 45,1,1,{
+OnInit:
+ disablenpc "windpath03_aru05";
+ end;
+
+OnTouch:
+ warp "que_qaru05",119,103;
+ end;
+}
+
+que_qaru05,128,104,0 script windpath04_aru05 45,1,1,{
+OnInit:
+ disablenpc "windpath04_aru05";
+ end;
+
+OnTouch:
+ warp "que_qaru05",146,109;
+ end;
+}
+
+que_qaru05,253,273,0 script #nm_switch_aru05 -1,5,5,{
+OnInit:
+ disablenpc "#nm_switch_aru05";
+ end;
+
+OnEnable:
+ enablenpc "#nm_switch_aru05";
+ end;
+
+OnDisable:
+ disablenpc "#nm_switch_aru05";
+ stopnpctimer;
+ end;
+
+OnTouch:
+ disablenpc "#nm_switch_aru05";
+ initnpctimer;
+ end;
+
+OnTimer1000:
+ mapannounce "que_qaru05","Wish Maiden: Did you have a good time with Piamette?",bc_map,"0x00ff00";
+ end;
+
+OnTimer4000:
+ mapannounce "que_qaru05","Wish Maiden: But it's the end. There will be summoned monsters coming soon...",bc_map,"0x00ff00";
+ end;
+
+OnTimer9000:
+ mapannounce "que_qaru05","Wish Maiden: So come here to me safely...",bc_map,"0x00ff00";
+ end;
+
+OnTimer10000:
+ donpcevent "#nmsomaru05_jin01::OnEnable";
+ donpcevent "#aru05_stone01::OnEnable";
+ end;
+
+OnTimer190000:
+ donpcevent "#nmsomaru05_jin02::OnEnable";
+ donpcevent "#aru05_stone02::OnEnable";
+ end;
+
+OnTimer370000:
+ donpcevent "#nmsomaru05_jin03::OnEnable";
+ donpcevent "#aru05_stone03::OnEnable";
+ stopnpctimer;
+ end;
+}
+
+que_qaru05,229,297,0 script #nmsomaru05_jin01 -1,{
+OnEnable:
+ donpcevent "#aru05_stone01::OnEnable";
+ initnpctimer;
+ end;
+
+OnDisable:
+ killmonster "que_qaru05","#nmsomaru05_jin01::OnMyMobDead";
+ stopnpctimer;
+ end;
+
+OnTimer5000:
+ mapannounce "que_qaru05","The Western magic formation is working to summon Guard of Shadow.",bc_map,"0x4d4dff";
+ monster "que_qaru05",226,288,"Guard of Shadow",1752,1,"#nmsomaru05_jin01::OnMyMobDead";
+ monster "que_qaru05",227,289,"Guard of Shadow",1752,1,"#nmsomaru05_jin01::OnMyMobDead";
+ monster "que_qaru05",228,290,"Guard of Shadow",1752,1,"#nmsomaru05_jin01::OnMyMobDead";
+ monster "que_qaru05",229,291,"Guard of Shadow",1752,1,"#nmsomaru05_jin01::OnMyMobDead";
+ monster "que_qaru05",230,292,"Guard of Shadow",1752,1,"#nmsomaru05_jin01::OnMyMobDead";
+ monster "que_qaru05",231,293,"Guard of Shadow",1752,1,"#nmsomaru05_jin01::OnMyMobDead";
+ monster "que_qaru05",232,294,"Guard of Shadow",1752,1,"#nmsomaru05_jin01::OnMyMobDead";
+ monster "que_qaru05",233,295,"Guard of Shadow",1752,1,"#nmsomaru05_jin01::OnMyMobDead";
+ monster "que_qaru05",234,296,"Guard of Shadow",1752,1,"#nmsomaru05_jin01::OnMyMobDead";
+ monster "que_qaru05",235,297,"Guard of Shadow",1752,1,"#nmsomaru05_jin01::OnMyMobDead";
+ monster "que_qaru05",228,286,"Guard of Shadow",1752,1,"#nmsomaru05_jin01::OnMyMobDead";
+ monster "que_qaru05",229,287,"Guard of Shadow",1752,1,"#nmsomaru05_jin01::OnMyMobDead";
+ monster "que_qaru05",230,288,"Guard of Shadow",1752,1,"#nmsomaru05_jin01::OnMyMobDead";
+ monster "que_qaru05",231,289,"Guard of Shadow",1752,1,"#nmsomaru05_jin01::OnMyMobDead";
+ monster "que_qaru05",232,290,"Guard of Shadow",1752,1,"#nmsomaru05_jin01::OnMyMobDead";
+ monster "que_qaru05",233,291,"Guard of Shadow",1752,1,"#nmsomaru05_jin01::OnMyMobDead";
+ monster "que_qaru05",234,292,"Guard of Shadow",1752,1,"#nmsomaru05_jin01::OnMyMobDead";
+ monster "que_qaru05",235,293,"Guard of Shadow",1752,1,"#nmsomaru05_jin01::OnMyMobDead";
+ monster "que_qaru05",236,294,"Guard of Shadow",1752,1,"#nmsomaru05_jin01::OnMyMobDead";
+ monster "que_qaru05",237,295,"Guard of Shadow",1752,1,"#nmsomaru05_jin01::OnMyMobDead";
+ monster "que_qaru05",230,284,"Guard of Shadow",1752,1,"#nmsomaru05_jin01::OnMyMobDead";
+ monster "que_qaru05",231,285,"Guard of Shadow",1752,1,"#nmsomaru05_jin01::OnMyMobDead";
+ monster "que_qaru05",232,286,"Guard of Shadow",1752,1,"#nmsomaru05_jin01::OnMyMobDead";
+ monster "que_qaru05",233,287,"Guard of Shadow",1752,1,"#nmsomaru05_jin01::OnMyMobDead";
+ monster "que_qaru05",234,288,"Guard of Shadow",1752,1,"#nmsomaru05_jin01::OnMyMobDead";
+ monster "que_qaru05",235,289,"Guard of Shadow",1752,1,"#nmsomaru05_jin01::OnMyMobDead";
+ monster "que_qaru05",236,290,"Guard of Shadow",1752,1,"#nmsomaru05_jin01::OnMyMobDead";
+ monster "que_qaru05",237,291,"Guard of Shadow",1752,1,"#nmsomaru05_jin01::OnMyMobDead";
+ monster "que_qaru05",238,292,"Guard of Shadow",1752,1,"#nmsomaru05_jin01::OnMyMobDead";
+ monster "que_qaru05",239,293,"Guard of Shadow",1752,1,"#nmsomaru05_jin01::OnMyMobDead";
+ end;
+
+OnTimer25000:
+OnTimer55000:
+OnTimer85000:
+OnTimer120000:
+ monster "que_qaru05",226,294,"Guard of Shadow",1752,1,"#nmsomaru05_jin01::OnMyMobDead";
+ monster "que_qaru05",227,294,"Guard of Shadow",1752,1,"#nmsomaru05_jin01::OnMyMobDead";
+ monster "que_qaru05",228,294,"Guard of Shadow",1752,1,"#nmsomaru05_jin01::OnMyMobDead";
+ monster "que_qaru05",229,294,"Guard of Shadow",1752,1,"#nmsomaru05_jin01::OnMyMobDead";
+ monster "que_qaru05",230,295,"Guard of Shadow",1752,1,"#nmsomaru05_jin01::OnMyMobDead";
+ monster "que_qaru05",231,296,"Guard of Shadow",1752,1,"#nmsomaru05_jin01::OnMyMobDead";
+ monster "que_qaru05",231,297,"Guard of Shadow",1752,1,"#nmsomaru05_jin01::OnMyMobDead";
+ monster "que_qaru05",231,298,"Guard of Shadow",1752,1,"#nmsomaru05_jin01::OnMyMobDead";
+ monster "que_qaru05",231,299,"Guard of Shadow",1752,1,"#nmsomaru05_jin01::OnMyMobDead";
+ monster "que_qaru05",230,300,"Guard of Shadow",1752,1,"#nmsomaru05_jin01::OnMyMobDead";
+ monster "que_qaru05",229,301,"Guard of Shadow",1752,1,"#nmsomaru05_jin01::OnMyMobDead";
+ monster "que_qaru05",228,301,"Guard of Shadow",1752,1,"#nmsomaru05_jin01::OnMyMobDead";
+ monster "que_qaru05",227,301,"Guard of Shadow",1752,1,"#nmsomaru05_jin01::OnMyMobDead";
+ monster "que_qaru05",226,301,"Guard of Shadow",1752,1,"#nmsomaru05_jin01::OnMyMobDead";
+ monster "que_qaru05",225,300,"Guard of Shadow",1752,1,"#nmsomaru05_jin01::OnMyMobDead";
+ monster "que_qaru05",224,299,"Guard of Shadow",1752,1,"#nmsomaru05_jin01::OnMyMobDead";
+ monster "que_qaru05",224,298,"Guard of Shadow",1752,1,"#nmsomaru05_jin01::OnMyMobDead";
+ monster "que_qaru05",224,297,"Guard of Shadow",1752,1,"#nmsomaru05_jin01::OnMyMobDead";
+ monster "que_qaru05",224,296,"Guard of Shadow",1752,1,"#nmsomaru05_jin01::OnMyMobDead";
+ monster "que_qaru05",225,295,"Guard of Shadow",1752,1,"#nmsomaru05_jin01::OnMyMobDead";
+ end;
+
+OnTimer180000:
+ stopnpctimer;
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qaru05,2,8,0 script #aru05_stone01 844,{
+OnEnable:
+ monster "que_qaru05",227,294,"Western Magic Guardian",1752,1,"#aru05_stone01::OnMyMobDead";
+ monster "que_qaru05",229,294,"Western Magic Guardian",1752,1,"#aru05_stone01::OnMyMobDead";
+ monster "que_qaru05",231,296,"Western Magic Guardian",1752,1,"#aru05_stone01::OnMyMobDead";
+ monster "que_qaru05",231,298,"Western Magic Guardian",1752,1,"#aru05_stone01::OnMyMobDead";
+ monster "que_qaru05",230,300,"Western Magic Guardian",1752,1,"#aru05_stone01::OnMyMobDead";
+ monster "que_qaru05",228,301,"Western Magic Guardian",1752,1,"#aru05_stone01::OnMyMobDead";
+ monster "que_qaru05",226,301,"Western Magic Guardian",1752,1,"#aru05_stone01::OnMyMobDead";
+ monster "que_qaru05",224,299,"Western Magic Guardian",1752,1,"#aru05_stone01::OnMyMobDead";
+ monster "que_qaru05",224,297,"Western Magic Guardian",1752,1,"#aru05_stone01::OnMyMobDead";
+ monster "que_qaru05",225,295,"Western Magic Guardian",1752,1,"#aru05_stone01::OnMyMobDead";
+ end;
+
+Onreset:
+ killmonster "que_qaru05","#aru05_stone01::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ if (mobcount("que_qaru05","#aru05_stone01::OnMyMobDead") == 0) {
+ set $gqse_aru05_nm,$gqse_aru05_nm+1;
+ donpcevent "#nmsomaru05_jin01::OnDisable";
+ if ($gqse_aru05_nm == 3) {
+ donpcevent "Wish Maiden#aru05_boss::Onfight";
+ }
+ }
+ end;
+}
+
+que_qaru05,275,299,0 script #nmsomaru05_jin02 -1,{
+OnEnable:
+ initnpctimer;
+ end;
+
+OnDisable:
+ killmonster "que_qaru05","#nmsomaru05_jin02::OnMyMobDead";
+ stopnpctimer;
+ end;
+
+OnTimer5000:
+ mapannounce "que_qaru05","The Eastern magic formation is working to summon Bloody Hunter.",bc_map,"0x4d4dff";
+ monster "que_qaru05",263,292,"Bloody Hunter",1753,1,"#nmsomaru05_jin02::OnMyMobDead";
+ monster "que_qaru05",264,291,"Bloody Hunter",1753,1,"#nmsomaru05_jin02::OnMyMobDead";
+ monster "que_qaru05",265,290,"Bloody Hunter",1753,1,"#nmsomaru05_jin02::OnMyMobDead";
+ monster "que_qaru05",266,289,"Bloody Hunter",1753,1,"#nmsomaru05_jin02::OnMyMobDead";
+ monster "que_qaru05",267,288,"Bloody Hunter",1753,1,"#nmsomaru05_jin02::OnMyMobDead";
+ monster "que_qaru05",268,287,"Bloody Hunter",1753,1,"#nmsomaru05_jin02::OnMyMobDead";
+ monster "que_qaru05",269,286,"Bloody Hunter",1753,1,"#nmsomaru05_jin02::OnMyMobDead";
+ monster "que_qaru05",270,285,"Bloody Hunter",1753,1,"#nmsomaru05_jin02::OnMyMobDead";
+ monster "que_qaru05",271,284,"Bloody Hunter",1753,1,"#nmsomaru05_jin02::OnMyMobDead";
+ monster "que_qaru05",272,283,"Bloody Hunter",1753,1,"#nmsomaru05_jin02::OnMyMobDead";
+ monster "que_qaru05",265,294,"Bloody Hunter",1753,1,"#nmsomaru05_jin02::OnMyMobDead";
+ monster "que_qaru05",266,293,"Bloody Hunter",1753,1,"#nmsomaru05_jin02::OnMyMobDead";
+ monster "que_qaru05",267,292,"Bloody Hunter",1753,1,"#nmsomaru05_jin02::OnMyMobDead";
+ monster "que_qaru05",268,291,"Bloody Hunter",1753,1,"#nmsomaru05_jin02::OnMyMobDead";
+ monster "que_qaru05",269,290,"Bloody Hunter",1753,1,"#nmsomaru05_jin02::OnMyMobDead";
+ monster "que_qaru05",270,289,"Bloody Hunter",1753,1,"#nmsomaru05_jin02::OnMyMobDead";
+ monster "que_qaru05",271,288,"Bloody Hunter",1753,1,"#nmsomaru05_jin02::OnMyMobDead";
+ monster "que_qaru05",272,287,"Bloody Hunter",1753,1,"#nmsomaru05_jin02::OnMyMobDead";
+ monster "que_qaru05",273,286,"Bloody Hunter",1753,1,"#nmsomaru05_jin02::OnMyMobDead";
+ monster "que_qaru05",274,285,"Bloody Hunter",1753,1,"#nmsomaru05_jin02::OnMyMobDead";
+ monster "que_qaru05",267,296,"Bloody Hunter",1753,1,"#nmsomaru05_jin02::OnMyMobDead";
+ monster "que_qaru05",268,295,"Bloody Hunter",1753,1,"#nmsomaru05_jin02::OnMyMobDead";
+ monster "que_qaru05",269,294,"Bloody Hunter",1753,1,"#nmsomaru05_jin02::OnMyMobDead";
+ monster "que_qaru05",270,283,"Bloody Hunter",1753,1,"#nmsomaru05_jin02::OnMyMobDead";
+ monster "que_qaru05",271,282,"Bloody Hunter",1753,1,"#nmsomaru05_jin02::OnMyMobDead";
+ monster "que_qaru05",272,281,"Bloody Hunter",1753,1,"#nmsomaru05_jin02::OnMyMobDead";
+ monster "que_qaru05",273,280,"Bloody Hunter",1753,1,"#nmsomaru05_jin02::OnMyMobDead";
+ monster "que_qaru05",274,279,"Bloody Hunter",1753,1,"#nmsomaru05_jin02::OnMyMobDead";
+ monster "que_qaru05",275,276,"Bloody Hunter",1753,1,"#nmsomaru05_jin02::OnMyMobDead";
+ monster "que_qaru05",276,275,"Bloody Hunter",1753,1,"#nmsomaru05_jin02::OnMyMobDead";
+ end;
+
+OnTimer25000:
+OnTimer55000:
+OnTimer85000:
+OnTimer120000:
+ monster "que_qaru05",274,301,"Bloody Hunter",1753,1,"#nmsomaru05_jin02::OnMyMobDead";
+ monster "que_qaru05",275,301,"Bloody Hunter",1753,1,"#nmsomaru05_jin02::OnMyMobDead";
+ monster "que_qaru05",276,301,"Bloody Hunter",1753,1,"#nmsomaru05_jin02::OnMyMobDead";
+ monster "que_qaru05",277,301,"Bloody Hunter",1753,1,"#nmsomaru05_jin02::OnMyMobDead";
+ monster "que_qaru05",278,300,"Bloody Hunter",1753,1,"#nmsomaru05_jin02::OnMyMobDead";
+ monster "que_qaru05",279,299,"Bloody Hunter",1753,1,"#nmsomaru05_jin02::OnMyMobDead";
+ monster "que_qaru05",279,298,"Bloody Hunter",1753,1,"#nmsomaru05_jin02::OnMyMobDead";
+ monster "que_qaru05",279,297,"Bloody Hunter",1753,1,"#nmsomaru05_jin02::OnMyMobDead";
+ monster "que_qaru05",279,296,"Bloody Hunter",1753,1,"#nmsomaru05_jin02::OnMyMobDead";
+ monster "que_qaru05",278,295,"Bloody Hunter",1753,1,"#nmsomaru05_jin02::OnMyMobDead";
+ monster "que_qaru05",277,294,"Bloody Hunter",1753,1,"#nmsomaru05_jin02::OnMyMobDead";
+ monster "que_qaru05",276,294,"Bloody Hunter",1753,1,"#nmsomaru05_jin02::OnMyMobDead";
+ monster "que_qaru05",275,294,"Bloody Hunter",1753,1,"#nmsomaru05_jin02::OnMyMobDead";
+ monster "que_qaru05",274,294,"Bloody Hunter",1753,1,"#nmsomaru05_jin02::OnMyMobDead";
+ monster "que_qaru05",273,295,"Bloody Hunter",1753,1,"#nmsomaru05_jin02::OnMyMobDead";
+ monster "que_qaru05",272,296,"Bloody Hunter",1753,1,"#nmsomaru05_jin02::OnMyMobDead";
+ monster "que_qaru05",272,297,"Bloody Hunter",1753,1,"#nmsomaru05_jin02::OnMyMobDead";
+ monster "que_qaru05",272,298,"Bloody Hunter",1753,1,"#nmsomaru05_jin02::OnMyMobDead";
+ monster "que_qaru05",272,299,"Bloody Hunter",1753,1,"#nmsomaru05_jin02::OnMyMobDead";
+ monster "que_qaru05",273,300,"Bloody Hunter",1753,1,"#nmsomaru05_jin02::OnMyMobDead";
+ end;
+
+OnTimer180000:
+ stopnpctimer;
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qaru05,2,9,0 script #aru05_stone02 844,{
+OnEnable:
+ monster "que_qaru05",275,301,"Eastern Magic Guardian",1753,1,"#aru05_stone02::OnMyMobDead";
+ monster "que_qaru05",277,301,"Eastern Magic Guardian",1753,1,"#aru05_stone02::OnMyMobDead";
+ monster "que_qaru05",279,299,"Eastern Magic Guardian",1753,1,"#aru05_stone02::OnMyMobDead";
+ monster "que_qaru05",279,297,"Eastern Magic Guardian",1753,1,"#aru05_stone02::OnMyMobDead";
+ monster "que_qaru05",278,295,"Eastern Magic Guardian",1753,1,"#aru05_stone02::OnMyMobDead";
+ monster "que_qaru05",276,294,"Eastern Magic Guardian",1753,1,"#aru05_stone02::OnMyMobDead";
+ monster "que_qaru05",274,294,"Eastern Magic Guardian",1753,1,"#aru05_stone02::OnMyMobDead";
+ monster "que_qaru05",272,296,"Eastern Magic Guardian",1753,1,"#aru05_stone02::OnMyMobDead";
+ monster "que_qaru05",272,298,"Eastern Magic Guardian",1753,1,"#aru05_stone02::OnMyMobDead";
+ monster "que_qaru05",273,300,"Eastern Magic Guardian",1753,1,"#aru05_stone02::OnMyMobDead";
+ end;
+
+Onreset:
+ killmonster "que_qaru05","#aru05_stone02::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ if (mobcount("que_qaru05","#aru05_stone02::OnMyMobDead") == 0) {
+ set $gqse_aru05_nm,$gqse_aru05_nm+1;
+ donpcevent "#nmsomaru05_jin02::OnDisable";
+ if ($gqse_aru05_nm == 3) {
+ donpcevent "Wish Maiden#aru05_boss::Onfight";
+ }
+ }
+ end;
+}
+
+que_qaru05,251,340,0 script #nmsomaru05_jin03 -1,{
+OnEnable:
+ initnpctimer;
+ end;
+
+OnDisable:
+ killmonster "que_qaru05","#nmsomaru05_jin03::OnMyMobDead";
+ stopnpctimer;
+ end;
+
+OnTimer5000:
+ mapannounce "que_qaru05","The Northern magic formation is working to summon Keeper of the Temple.",bc_map,"0x4d4dff";
+ monster "que_qaru05",247,329,"Keeper Of The Temple",1933,1,"#nmsomaru05_jin03::OnMyMobDead";
+ monster "que_qaru05",249,329,"Keeper Of The Temple",1933,1,"#nmsomaru05_jin03::OnMyMobDead";
+ monster "que_qaru05",251,329,"Keeper Of The Temple",1933,1,"#nmsomaru05_jin03::OnMyMobDead";
+ monster "que_qaru05",253,329,"Keeper Of The Temple",1933,1,"#nmsomaru05_jin03::OnMyMobDead";
+ monster "que_qaru05",255,329,"Keeper Of The Temple",1933,1,"#nmsomaru05_jin03::OnMyMobDead";
+ monster "que_qaru05",243,339,"Keeper Of The Temple",1933,1,"#nmsomaru05_jin03::OnMyMobDead";
+ monster "que_qaru05",245,337,"Keeper Of The Temple",1933,1,"#nmsomaru05_jin03::OnMyMobDead";
+ monster "que_qaru05",247,335,"Keeper Of The Temple",1933,1,"#nmsomaru05_jin03::OnMyMobDead";
+ monster "que_qaru05",247,333,"Keeper Of The Temple",1933,1,"#nmsomaru05_jin03::OnMyMobDead";
+ monster "que_qaru05",254,333,"Keeper Of The Temple",1933,1,"#nmsomaru05_jin03::OnMyMobDead";
+ monster "que_qaru05",256,335,"Keeper Of The Temple",1933,1,"#nmsomaru05_jin03::OnMyMobDead";
+ monster "que_qaru05",258,337,"Keeper Of The Temple",1933,1,"#nmsomaru05_jin03::OnMyMobDead";
+ monster "que_qaru05",260,339,"Keeper Of The Temple",1933,1,"#nmsomaru05_jin03::OnMyMobDead";
+ end;
+
+OnTimer120000:
+ monster "que_qaru05",251,343,"Keeper Of The Temple",1933,1,"#nmsomaru05_jin03::OnMyMobDead";
+ monster "que_qaru05",252,343,"Keeper Of The Temple",1933,1,"#nmsomaru05_jin03::OnMyMobDead";
+ monster "que_qaru05",255,341,"Keeper Of The Temple",1933,1,"#nmsomaru05_jin03::OnMyMobDead";
+ monster "que_qaru05",255,340,"Keeper Of The Temple",1933,1,"#nmsomaru05_jin03::OnMyMobDead";
+ monster "que_qaru05",254,337,"Keeper Of The Temple",1933,1,"#nmsomaru05_jin03::OnMyMobDead";
+ monster "que_qaru05",253,336,"Keeper Of The Temple",1933,1,"#nmsomaru05_jin03::OnMyMobDead";
+ monster "que_qaru05",250,336,"Keeper Of The Temple",1933,1,"#nmsomaru05_jin03::OnMyMobDead";
+ monster "que_qaru05",249,337,"Keeper Of The Temple",1933,1,"#nmsomaru05_jin03::OnMyMobDead";
+ monster "que_qaru05",248,340,"Keeper Of The Temple",1933,1,"#nmsomaru05_jin03::OnMyMobDead";
+ monster "que_qaru05",248,341,"Keeper Of The Temple",1933,1,"#nmsomaru05_jin03::OnMyMobDead";
+ end;
+
+OnTimer240000:
+ monster "que_qaru05",250,343,"Keeper Of The Temple",1933,1,"#nmsomaru05_jin03::OnMyMobDead";
+ monster "que_qaru05",252,343,"Keeper Of The Temple",1933,1,"#nmsomaru05_jin03::OnMyMobDead";
+ monster "que_qaru05",254,342,"Keeper Of The Temple",1933,1,"#nmsomaru05_jin03::OnMyMobDead";
+ monster "que_qaru05",255,340,"Keeper Of The Temple",1933,1,"#nmsomaru05_jin03::OnMyMobDead";
+ monster "que_qaru05",255,338,"Keeper Of The Temple",1933,1,"#nmsomaru05_jin03::OnMyMobDead";
+ monster "que_qaru05",253,336,"Keeper Of The Temple",1933,1,"#nmsomaru05_jin03::OnMyMobDead";
+ monster "que_qaru05",250,336,"Keeper Of The Temple",1933,1,"#nmsomaru05_jin03::OnMyMobDead";
+ monster "que_qaru05",248,338,"Keeper Of The Temple",1933,1,"#nmsomaru05_jin03::OnMyMobDead";
+ monster "que_qaru05",248,340,"Keeper Of The Temple",1933,1,"#nmsomaru05_jin03::OnMyMobDead";
+ monster "que_qaru05",249,342,"Keeper Of The Temple",1933,1,"#nmsomaru05_jin03::OnMyMobDead";
+ end;
+
+OnTimer360000:
+ monster "que_qaru05",250,343,"Keeper Of The Temple",1933,1,"#nmsomaru05_jin03::OnMyMobDead";
+ monster "que_qaru05",252,343,"Keeper Of The Temple",1933,1,"#nmsomaru05_jin03::OnMyMobDead";
+ monster "que_qaru05",254,342,"Keeper Of The Temple",1933,1,"#nmsomaru05_jin03::OnMyMobDead";
+ monster "que_qaru05",255,340,"Keeper Of The Temple",1933,1,"#nmsomaru05_jin03::OnMyMobDead";
+ monster "que_qaru05",255,338,"Keeper Of The Temple",1933,1,"#nmsomaru05_jin03::OnMyMobDead";
+ monster "que_qaru05",253,336,"Keeper Of The Temple",1933,1,"#nmsomaru05_jin03::OnMyMobDead";
+ monster "que_qaru05",251,336,"Keeper Of The Temple",1933,1,"#nmsomaru05_jin03::OnMyMobDead";
+ monster "que_qaru05",249,337,"Keeper Of The Temple",1933,1,"#nmsomaru05_jin03::OnMyMobDead";
+ monster "que_qaru05",248,339,"Keeper Of The Temple",1933,1,"#nmsomaru05_jin03::OnMyMobDead";
+ monster "que_qaru05",248,341,"Keeper Of The Temple",1933,1,"#nmsomaru05_jin03::OnMyMobDead";
+ stopnpctimer;
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qaru05,2,10,0 script #aru05_stone03 844,{
+OnEnable:
+ monster "que_qaru05",251,343,"Northern Magic Guardian",1933,1,"#aru05_stone03::OnMyMobDead";
+ monster "que_qaru05",252,343,"Northern Magic Guardian",1933,1,"#aru05_stone03::OnMyMobDead";
+ monster "que_qaru05",255,341,"Northern Magic Guardian",1933,1,"#aru05_stone03::OnMyMobDead";
+ monster "que_qaru05",255,340,"Northern Magic Guardian",1933,1,"#aru05_stone03::OnMyMobDead";
+ monster "que_qaru05",254,337,"Northern Magic Guardian",1933,1,"#aru05_stone03::OnMyMobDead";
+ monster "que_qaru05",253,336,"Northern Magic Guardian",1933,1,"#aru05_stone03::OnMyMobDead";
+ monster "que_qaru05",250,336,"Northern Magic Guardian",1933,1,"#aru05_stone03::OnMyMobDead";
+ monster "que_qaru05",249,337,"Northern Magic Guardian",1933,1,"#aru05_stone03::OnMyMobDead";
+ monster "que_qaru05",248,340,"Northern Magic Guardian",1933,1,"#aru05_stone03::OnMyMobDead";
+ monster "que_qaru05",248,341,"Northern Magic Guardian",1933,1,"#aru05_stone03::OnMyMobDead";
+ end;
+
+Onreset:
+ killmonster "que_qaru05","#aru05_stone03::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ if (mobcount("que_qaru05","#aru05_stone03::OnMyMobDead") == 0) {
+ set $gqse_aru05_nm,$gqse_aru05_nm+1;
+ donpcevent "#nmsomaru05_jin03::OnDisable";
+
+ if ($gqse_aru05_nm == 3) {
+ donpcevent "Wish Maiden#aru05_boss::Onfight";
+ }
+ }
+ end;
+}
+
+que_qaru05,235,285,5 script Guard of Shadow#aru05_01 1752,4,4,{
+OnInit:
+ disablenpc "Guard of Shadow#aru05_01";
+ end;
+
+OnDisable:
+ killmonster "que_qaru05","Guard of Shadow#aru05_01::OnMyMobDead";
+ disablenpc "Guard of Shadow#aru05_01";
+ end;
+
+OnTouch:
+ disablenpc "Guard of Shadow#aru05_01";
+ monster "que_qaru05",234,284,"Guard of Shadow",1752,1,"Guard of Shadow#aru05_01::OnMyMobDead";
+ monster "que_qaru05",235,285,"Guard of Shadow",1752,1,"Guard of Shadow#aru05_01::OnMyMobDead";
+ monster "que_qaru05",236,286,"Guard of Shadow",1752,1,"Guard of Shadow#aru05_01::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qaru05,224,290,5 script Guard of Shadow#aru05_02 1752,4,4,{
+OnInit:
+ disablenpc "Guard of Shadow#aru05_02";
+ end;
+
+OnDisable:
+ killmonster "que_qaru05","Guard of Shadow#aru05_02::OnMyMobDead";
+ disablenpc "Guard of Shadow#aru05_02";
+ end;
+
+OnTouch:
+ disablenpc "Guard of Shadow#aru05_02";
+ monster "que_qaru05",223,289,"Guard of Shadow",1752,1,"Guard of Shadow#aru05_02::OnMyMobDead";
+ monster "que_qaru05",224,290,"Guard of Shadow",1752,1,"Guard of Shadow#aru05_02::OnMyMobDead";
+ monster "que_qaru05",225,291,"Guard of Shadow",1752,1,"Guard of Shadow#aru05_02::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qaru05,236,296,5 script Guard of Shadow#aru05_03 1752,4,4,{
+OnInit:
+ disablenpc "Guard of Shadow#aru05_03";
+ end;
+
+OnDisable:
+ killmonster "que_qaru05","Guard of Shadow#aru05_03::OnMyMobDead";
+ disablenpc "Guard of Shadow#aru05_03";
+ end;
+
+OnTouch:
+ disablenpc "Guard of Shadow#aru05_03";
+ monster "que_qaru05",235,295,"Guard of Shadow",1752,1,"Guard of Shadow#aru05_03::OnMyMobDead";
+ monster "que_qaru05",236,296,"Guard of Shadow",1752,1,"Guard of Shadow#aru05_03::OnMyMobDead";
+ monster "que_qaru05",237,297,"Guard of Shadow",1752,1,"Guard of Shadow#aru05_03::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qaru05,225,303,5 script Guard of Shadow#aru05_04 1752,4,4,{
+OnInit:
+ disablenpc "Guard of Shadow#aru05_04";
+ end;
+
+OnDisable:
+ killmonster "que_qaru05","Guard of Shadow#aru05_04::OnMyMobDead";
+ disablenpc "Guard of Shadow#aru05_04";
+ end;
+
+OnTouch:
+ disablenpc "Guard of Shadow#aru05_04";
+ monster "que_qaru05",224,302,"Guard of Shadow",1752,1,"Guard of Shadow#aru05_04::OnMyMobDead";
+ monster "que_qaru05",225,303,"Guard of Shadow",1752,1,"Guard of Shadow#aru05_04::OnMyMobDead";
+ monster "que_qaru05",226,304,"Guard of Shadow",1752,1,"Guard of Shadow#aru05_04::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qaru05,266,296,3 script Bloody Hunter#aru05_ac01 1753,4,4,{
+OnInit:
+ disablenpc "Bloody Hunter#aru05_ac01";
+ end;
+
+OnDisable:
+ killmonster "que_qaru05","Bloody Hunter#aru05_ac01::OnMyMobDead";
+ disablenpc "Bloody Hunter#aru05_ac01";
+ end;
+
+OnTouch:
+ disablenpc "Bloody Hunter#aru05_ac01";
+ monster "que_qaru05",265,297,"Bloody Hunter",1753,1,"Bloody Hunter#aru05_ac01::OnMyMobDead";
+ monster "que_qaru05",266,296,"Bloody Hunter",1753,1,"Bloody Hunter#aru05_ac01::OnMyMobDead";
+ monster "que_qaru05",267,295,"Bloody Hunter",1753,1,"Bloody Hunter#aru05_ac01::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qaru05,271,283,3 script Bloody Hunter#aru05_ac02 1753,4,4,{
+OnInit:
+ disablenpc "Bloody Hunter#aru05_ac02";
+ end;
+
+OnDisable:
+ killmonster "que_qaru05","Bloody Hunter#aru05_ac02::OnMyMobDead";
+ disablenpc "Bloody Hunter#aru05_ac02";
+ end;
+
+OnTouch:
+ disablenpc "Bloody Hunter#aru05_ac02";
+ monster "que_qaru05",270,284,"Bloody Hunter",1753,1,"Bloody Hunter#aru05_ac02::OnMyMobDead";
+ monster "que_qaru05",271,283,"Bloody Hunter",1753,1,"Bloody Hunter#aru05_ac02::OnMyMobDead";
+ monster "que_qaru05",272,282,"Bloody Hunter",1753,1,"Bloody Hunter#aru05_ac02::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qaru05,270,307,3 script Bloody Hunter#aru05_ac03 1753,4,4,{
+OnInit:
+ disablenpc "Bloody Hunter#aru05_ac03";
+ end;
+
+OnDisable:
+ killmonster "que_qaru05","Bloody Hunter#aru05_ac03::OnMyMobDead";
+ disablenpc "Bloody Hunter#aru05_ac03";
+ end;
+
+OnTouch:
+ disablenpc "Bloody Hunter#aru05_ac03";
+ monster "que_qaru05",269,308,"Bloody Hunter",1753,1,"Bloody Hunter#aru05_ac03::OnMyMobDead";
+ monster "que_qaru05",270,307,"Bloody Hunter",1753,1,"Bloody Hunter#aru05_ac03::OnMyMobDead";
+ monster "que_qaru05",271,306,"Bloody Hunter",1753,1,"Bloody Hunter#aru05_ac03::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qaru05,279,300,3 script Bloody Hunter#aru05_ac04 1753,4,4,{
+OnInit:
+ disablenpc "Bloody Hunter#aru05_ac04";
+ end;
+
+OnDisable:
+ killmonster "que_qaru05","Bloody Hunter#aru05_ac04::OnMyMobDead";
+ disablenpc "Bloody Hunter#aru05_ac04";
+ end;
+
+OnTouch:
+ disablenpc "Bloody Hunter#aru05_ac04";
+ monster "que_qaru05",278,301,"Bloody Hunter",1753,1,"Bloody Hunter#aru05_ac04::OnMyMobDead";
+ monster "que_qaru05",279,300,"Bloody Hunter",1753,1,"Bloody Hunter#aru05_ac04::OnMyMobDead";
+ monster "que_qaru05",280,299,"Bloody Hunter",1753,1,"Bloody Hunter#aru05_ac04::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qaru05,247,330,5 script Temple Keeper#aru05_ac01 1933,4,4,{
+OnInit:
+ disablenpc "Temple Keeper#aru05_ac01";
+ end;
+
+OnDisable:
+ killmonster "que_qaru05","Temple Keeper#aru05_ac01::OnMyMobDead";
+ disablenpc "Temple Keeper#aru05_ac01";
+ end;
+
+OnTouch:
+ disablenpc "Temple Keeper#aru05_ac01";
+ monster "que_qaru05",246,330,"Keeper Of The Temple",1933,1,"Temple Keeper#aru05_ac01::OnMyMobDead";
+ monster "que_qaru05",247,330,"Keeper Of The Temple",1933,1,"Temple Keeper#aru05_ac01::OnMyMobDead";
+ monster "que_qaru05",248,330,"Keeper Of The Temple",1933,1,"Temple Keeper#aru05_ac01::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qaru05,255,330,3 script Temple Keeper#aru05_ac02 1933,4,4,{
+OnInit:
+ disablenpc "Temple Keeper#aru05_ac02";
+ end;
+
+OnDisable:
+ killmonster "que_qaru05","Temple Keeper#aru05_ac02::OnMyMobDead";
+ disablenpc "Temple Keeper#aru05_ac02";
+ end;
+
+OnTouch:
+ disablenpc "Temple Keeper#aru05_ac02";
+ monster "que_qaru05",254,330,"Keeper Of The Temple",1933,1,"Temple Keeper#aru05_ac02::OnMyMobDead";
+ monster "que_qaru05",255,330,"Keeper Of The Temple",1933,1,"Temple Keeper#aru05_ac02::OnMyMobDead";
+ monster "que_qaru05",256,330,"Keeper Of The Temple",1933,1,"Temple Keeper#aru05_ac02::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qaru05,251,255,3 script Wish Maiden#aru05_boss 1931,{
+OnInit:
+ hideonnpc "Wish Maiden#aru05_boss";
+ end;
+
+OnDisable:
+ killmonster "que_qaru05","Wish Maiden#aru05_boss::OnMyMobDead";
+ hideonnpc "Wish Maiden#aru05_boss";
+ stopnpctimer;
+ end;
+
+Onfight:
+ initnpctimer;
+ end;
+
+OnTimer1000:
+ mapannounce "que_qaru05","Wish Maiden : You guys reached here.. Are your guardians dead...?",bc_map,"0x00ff00";
+ end;
+
+OnTimer4000:
+ mapannounce "que_qaru05","Wish Maiden : I sincerely welcome all your best efforts!",bc_map,"0x00ff00";
+ end;
+
+OnTimer5000:
+ specialeffect EF_ICECRASH;
+ hideonnpc "Wish Maiden#aru05_boss";
+ specialeffect EF_SPHERE;
+ monster "que_qaru05",252,340,"Wish Maiden",1931,1,"Wish Maiden#aru05_boss::OnMyMobDead";
+ stopnpctimer;
+ end;
+
+OnMyMobDead:
+ if (mobcount("que_qaru05","Wish Maiden#aru05_boss::OnMyMobDead") == 0) {
+ donpcevent "#okolnir_aru05::Onstop";
+ donpcevent "Wish Maiden#aru05_gift::OnEnable";
+ mapannounce "que_qaru05","Wish Maiden : ..Good, you deserve the Goddess' shine.",bc_map,"0x00ff00";
+ }
+ end;
+}
+
+que_qaru05,252,340,3 script Wish Maiden#aru05_gift 403,{
+ set .@GID, GetCastleData("arug_cas05",1);
+ if (getcharid(2) == .@GID) {
+ if (strcharinfo(0) == getguildmaster(.@GID)) {
+ if ((countitem(7835) > 0) && (countitem(7836) > 0) && (countitem(7837) > 0) && (countitem(7838) > 0) && (countitem(2513) > 0) && (countitem(7291) > 9) && (countitem(7293) > 9) && (countitem(7063) > 99) && (countitem(985) > 19)) {
+ cutin "wish_maiden12",1;
+ mes "[Wish Maiden]";
+ mes "As I declared, I will give the Goddess' shine to you.";
+ mes "You have the requirements to carry it...";
+ next;
+ mes "[Wish Maiden]";
+ mes "You will be granted the power of the great Valkyrie...";
+ next;
+ mes "[Wish Maiden]";
+ mes "I will give you some things for fun.";
+ mes "All of you enjoy them together...";
+ next;
+ mes "[Wish Maiden]";
+ mes "Go to Rachel and Juno to meet the Ravies sisters.";
+ next;
+ cutin "wish_maiden32",1;
+ mes "[Wish Maiden]";
+ mes "I will open the gate for you to come back here.";
+ mes "...Okolnir won't last forever...";
+ delitem 7835,1; //Dusk_Glow
+ delitem 7836,1; //Dawn_Essence
+ delitem 7837,1; //Cold_Moonlight
+ delitem 7838,1; //Hazy_Starlight
+ delitem 2513,1; //Celestial_Robe
+ delitem 7063,100; //Soft_Feather
+ delitem 7291,10; //Agate
+ delitem 7293,10; //Rose_Quartz
+ delitem 985,20; //Elunium
+ getitem 2541,1; //Asprika
+ getitem 7840,1; //Valkyrie_Gift
+ announce "["+ strcharinfo(0) +"], of guild ["+ GetGuildName(.@GID) +"] has brought a Asprika into this world.",bc_all,"0x70dbdb";
+ close2;
+ cutin "wish_maiden11",255;
+ disablenpc "Wish Maiden#aru05_gift";
+ enablenpc "#to_agit_aru05_gate";
+ end;
+ }
+ else {
+ cutin "wish_maiden13",1;
+ mes "[Wish Maiden]";
+ mes "As I declared, you are worthy of holding the Asprika.";
+ mes "However, you do not have the requirements on you...";
+ next;
+ mes "[Wish Maiden]";
+ mes "...Did you forget something?";
+ close2;
+ }
+ }
+ else {
+ cutin "wish_maiden12",1;
+ mes "[Wish Maiden]";
+ mes "� All of you worked together as a team...";
+ mes "Humans are strong when they are united, but are easily swayed by lust.";
+ next;
+ mes "[Wish Maiden]";
+ mes "Humans are imperfect, so their chief god is there for them when they need help.";
+ mes "....";
+ next;
+ mes "[Wish Maiden]";
+ mes "Always be real.";
+ mes "Do not regret your actions...";
+ close2;
+ }
+ }
+ cutin "wish_maiden11",255;
+ end;
+
+OnInit:
+ disablenpc "Wish Maiden#aru05_gift";
+ end;
+
+OnEnable:
+ enablenpc "Wish Maiden#aru05_gift";
+ initnpctimer;
+ end;
+
+OnDisable:
+ disablenpc "Wish Maiden#aru05_gift";
+ stopnpctimer;
+ end;
+
+OnTimer280000:
+ mapannounce "que_qaru05","Wish Maiden : ... Okolnir will soon disappear... I will send you back to where you originally came from.",bc_map,"0x00ff00";
+ end;
+
+OnTimer290000:
+ mapwarp "que_qaru05","arug_cas05",321,153;
+ donpcevent "#to_agit_aru05_gate::OnDisable";
+ end;
+
+OnTimer300000:
+ donpcevent "#okolnir_aru05::OnDisable";
+ set $gqse_aru05_miro,0;
+ set $gqse_aru05_pcc,0;
+ set $gqse_aru05_gd,0;
+ set $gqse_aru05_nm,0;
+ set $siz_aru05_on,2;
+ donpcevent "#okolnir_aru05_time01::OnEnable";
+ stopnpctimer;
+ end;
+}
+
+que_qaru05,252,339,0 script #to_agit_aru05_gate 45,1,1,{
+OnInit:
+ disablenpc "#to_agit_aru05_gate";
+ end;
+
+OnTouch:
+ warp "arug_cas05",321,153;
+ end;
+}
+
+que_qaru05,1,6,0 script #okolnir_aru05_time01 844,{
+OnInit:
+ if ($siz_aru05_on == 2) {
+ initnpctimer;
+ }
+ end;
+
+OnEnable:
+ set $gqse_aru05_time,0;
+ initnpctimer;
+ end;
+
+Onreset:
+ set $siz_aru05_on,0;
+ set $gqse_aru05_time,0;
+ stopnpctimer;
+ end;
+
+OnTimer3600000:
+ if ($gqse_aru05_time < 12) {
+ set $gqse_aru05_time,$gqse_aru05_time+1;
+ initnpctimer;
+ }
+ else if ($gqse_aru05_time == 12) {
+ set $siz_aru05_on,0;
+ set $gqse_aru05_time,0;
+ enablenpc "Wish Maiden#gq_aru05";
+ enablenpc "Piamette#aru05";
+ hideoffnpc "Wish Maiden#aru05_boss";
+ stopnpctimer;
+ }
+ end;
+}
+
+que_qaru05,116,313,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qaru05,120,285,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qaru05,117,236,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qaru05,103,223,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qaru05,85,204,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qaru05,79,186,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qaru05,73,167,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qaru05,68,150,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qaru05,71,128,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qaru05,69,118,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qaru05,117,78,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qaru05,110,79,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qaru05,141,80,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qaru05,158,84,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qaru05,193,104,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qaru05,119,269,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qaru05,155,77,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qaru05,110,317,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qaru05,115,295,0,0 monster Garden Watcher 1933,1,1200000,0,0
+que_qaru05,116,256,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qaru05,113,242,0,0 monster Garden Watcher 1933,1,1200000,0,0
+que_qaru05,99,223,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qaru05,94,216,0,0 monster Garden Watcher 1933,1,1200000,0,0
+que_qaru05,77,198,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qaru05,70,174,0,0 monster Garden Watcher 1933,1,1200000,0,0
+que_qaru05,72,147,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qaru05,64,134,0,0 monster Garden Watcher 1933,1,1200000,0,0
+que_qaru05,77,107,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qaru05,84,88,0,0 monster Garden Watcher 1933,1,1200000,0,0
+que_qaru05,98,82,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qaru05,129,79,0,0 monster Garden Watcher 1933,1,1200000,0,0
+que_qaru05,91,124,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qaru05,173,95,0,0 monster Garden Watcher 1933,1,1200000,0,0
+que_qaru05,179,127,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qaru05,195,120,0,0 monster Garden Watcher 1933,1,1200000,0,0
+que_qaru05,178,159,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qaru05,88,145,0,0 monster Garden Watcher 1933,1,1200000,0,0
+que_qaru05,94,157,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qaru05,95,177,0,0 monster Garden Watcher 1933,1,1200000,0,0
+que_qaru05,129,196,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qaru05,154,196,0,0 monster Garden Watcher 1933,1,1200000,0,0
+que_qaru05,170,187,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qaru05,194,180,0,0 monster Garden Watcher 1933,1,1200000,0,0
+que_qaru05,214,181,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qaru05,243,199,0,0 monster Garden Watcher 1933,1,1200000,0,0
diff --git a/npc/pre-re/quests/okolnir/godse_sch01.txt b/npc/pre-re/quests/okolnir/godse_sch01.txt
new file mode 100644
index 000000000..27f747829
--- /dev/null
+++ b/npc/pre-re/quests/okolnir/godse_sch01.txt
@@ -0,0 +1,3287 @@
+//===== rAthena Script =======================================
+//= Falicious Okolnir - Nidhoggr 1
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.3
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= God Item SE Creation scipt (Brynhild)
+//===== Additional Comments: =================================
+//= 1.0 First version. [L0ne_W0lf]
+//= 1.1 First round of bug fixes. (bugreport:3085) [L0ne_W0lf]
+//= Fixed two spawn locations of the key stones in Piamete's room.
+//= Fixed calling an event that doesn't exist when killing Piamete.
+//= Fixed the Wish Maiden not enabling when the boss is killed.
+//= fixed two NPC named that were missed when translating.
+//= Fixed Dialog that was overlooked in some files and not others.
+//= 1.2 More bug fixes, sorry it took so long. [L0ne_W0lf]
+//= Fixed message on the portal when the okolnir section is full.
+//= Corrected non-angry Piamette not disabling.
+//= 1.3 Corrected invalid coordinates in maze. (bugreport:4220)
+//= Corrected typo in Guard of Shadow NPC.
+//============================================================
+
+schg_cas01,376,307,3 script Guide#gq_sch01 899,{
+ set .@GID, GetCastleData("schg_cas01",1);
+ if (getcharid(2) == .@GID) {
+ if ($siz_sch01_on == 0) {
+ mes "[Guide]";
+ mes "This castle has a hidden secret.";
+ mes "That is the ^4d4dff'Okolnir'^000000.";
+ next;
+ switch(select("About Okolnir.:Go to Okolnir.:Cancel.")) {
+ case 1:
+ mes "[Guide]";
+ mes "Okolnir is a kind of virtual realm...";
+ mes "I don't know how Okolnir exists, but I guess only Valkyrie knows.";
+ next;
+ mes "[Guide]";
+ mes "As you know this is a place to test the adventurers made by Valkyrie...";
+ mes "...you know the qualifications to enter Okolnir.";
+ next;
+ select("Qualifications?");
+ mes "[Guide]";
+ mes "Yes, Valkyrie definitely prefers strong adventurers.";
+ mes "Only the qualified can enter Okolnir and Valhalla.";
+ next;
+ mes "[Guide]";
+ mes "It only opens when everyone comes together to work it out.";
+ mes "The key is in the castle.";
+ next;
+ mes "[Guide]";
+ mes "If a castle's ^4d4dffeconomy is over 65 and defense also over 30^000000, this will be acceptable to access Okolnir.";
+ next;
+ mes "[Guide]";
+ mes "And, if you pass all of the tests given by Valkyrie in Okolnir!";
+ mes "You will also receive a mysterious gift.";
+ next;
+ mes "[Guide]";
+ mes "Would you like to try to enter here?";
+ close;
+ case 2:
+ set .@Defence,GetCastleData("schg_cas01",3);
+ set .@Economy,GetCastleData("schg_cas01",2);
+ if ((.@Economy > 64) && (.@Defence > 29)) {
+ mes "[Guide]";
+ mes "Great! Economy and Defense are OK.";
+ mes "You can enter Okolnir now....";
+ mes "Do you want to go there?";
+ next;
+ switch(select("Sure let's go there.:No.")) {
+ case 1:
+ if (countitem(7839) > 0) {
+ delitem 7839,countitem(7839); //Crystal_Key
+ }
+ mes "[Guide]";
+ mes "Ok......";
+ mes "Please follow me...";
+ close2;
+ warp "que_qsch01",346,32;
+ end;
+ case 2:
+ mes "[Guide]";
+ mes "You can try this anytime in the future...";
+ mes "If you are ready to protect this castle.";
+ close;
+ }
+ }
+ else {
+ mes "[Guide]";
+ mes "You are not qualified yet.";
+ mes "Please develop your castle more...";
+ close;
+ }
+ }
+ }
+ else if ($siz_sch01_on == 1) {
+ mes "[Guide]";
+ mes "... OK...";
+ mes "Good luck.";
+ next;
+ switch(select("Enter now.:No.")) {
+ case 1:
+ if (countitem(7839) > 0) {
+ delitem 7839,countitem(7839); //Crystal_Key
+ }
+ mes "[Guide]";
+ mes "Hope you get everything you want...";
+ close2;
+ warp "que_qsch01",346,32;
+ end;
+ case 2:
+ mes "[Guide]";
+ mes "Really?";
+ mes "Sorry to hear that.";
+ close;
+ }
+ }
+ else if ($siz_sch01_on == 2) {
+ mes "[Guide]";
+ mes "Building Okolnir needs quite a long time.";
+ mes "....even though it's only virtual...";
+ next;
+ mes "[Guide]";
+ mes "It takes about 12 -13 hours to create the virtual realm.";
+ close;
+ }
+ else {
+ mes "[Guide]";
+ mes "You'll have to wait.";
+ close;
+ }
+ }
+ else {
+ mes "[Guide]";
+ mes "... I've never seen you before.";
+ mes "You are strangers here. You'd better get out of here right now.";
+ close;
+ }
+ end;
+
+OnInit:
+ set $gqse_sch01_miro,0;
+ set $gqse_sch01_pcc,0;
+ set $gqse_sch01_gd,0;
+ set $gqse_sch01_nm,0;
+ if ($siz_sch01_on == 1) {
+ set $siz_sch01_on,0;
+ }
+ enablenpc "Guide#gq_sch01";
+ end;
+}
+
+que_qsch01,345,23,0 warp Gate02#gq_sch01 1,1,schg_cas01,369,306
+
+que_qsch01,345,82,3 script Wish Maiden#gq_sch01 403,{
+ set .@GID, GetCastleData("schg_cas01",1);
+ if (getcharid(2) == .@GID) {
+ cutin "wish_maiden31",1;
+ if (strcharinfo(0) == getguildmaster(.@GID)) {
+ mes "[Wish Maiden]";
+ mes "I am... Wish maiden.";
+ mes "Mourning in this virtual realm, Okolnir.";
+ mes "On behalf of the humanbeings who defeated God here.";
+ next;
+ if ((countitem(7830) > 0) && (countitem(7831) > 0) && (countitem(7832) > 0) && (countitem(7833) > 0) && (countitem(7834) > 0) && (countitem(2357) > 0) && (countitem(7510) > 99) && (countitem(969) > 9) && (countitem(985) > 19)) {
+ cutin "wish_maiden11",1;
+ mes "[Wish Maiden]";
+ mes "Are you ready to endure the trials to get the Goddess' glory?";
+ next;
+ switch(select("Yes, I am:Sorry, I'll try later")) {
+ case 1:
+ cutin "wish_maiden12",1;
+ mes "[Wish Maiden]";
+ mes "I will test whether or not you deserve the Goddess shine...";
+ mes "Isn't it simple?";
+ next;
+ mes "[Wish Maiden]";
+ mes "Okolnir is a virtual place.";
+ mes "There is no room for error there.";
+ mes "^ff0000You only have one hour.^000000";
+ next;
+ cutin "wish_maiden31",1;
+ mes "[Wish Maiden]";
+ mes "If you have not finished in that time, Okolnir will be destroyed, and I will go to rest.";
+ mes "You will have to wait again...";
+ next;
+ mes "[Wish Maiden]";
+ mes "Are you ready to go through?";
+ mes "^4d4dffYou need to have 16 to 20 members present^000000.";
+ next;
+ cutin "wish_maiden11",1;
+ mes "[Wish Maiden]";
+ mes "I will open the gate of Okolnir if your members are ready.";
+ next;
+ switch(select("We are ready.:We need more time.")) {
+ case 1:
+ set .@saram,getmapusers("que_qsch01");
+ if (((.@saram > 15) && (.@saram < 21)) || (getgmlevel() == 99)) {
+ cutin "wish_maiden12",1;
+ mes "[Wish Maiden]";
+ mes "Now I will open the gate of Okolnir where I am.";
+ mes "I will wait for you on the top of Okolnir...";
+ next;
+ mes "[Wish Maiden]";
+ mes "I hope that you can complete all of the trials before the virtual Okolnir is destroyed...";
+ mes "Good luck.";
+ mapannounce "que_qsch01","Wish Maiden: The gate of Okolnir is open! Don't forget you only have one hour.",bc_map,"0x00ff00";
+ close2;
+ set $gqse_sch01_pcc,.@saram;
+ set $siz_sch01_on,1;
+ donpcevent "#okolnir_sch01::OnEnable";
+ disablenpc "Wish Maiden#gq_sch01";
+ cutin "wish_maiden11",255;
+ announce "["+ strcharinfo(0) +"], of the guild ["+ GetGuildName(.@GID) +"] has opened the gates to the realm of Okolnir.",bc_all,"0x70dbdb";
+ end;
+ }
+ else {
+ cutin "wish_maiden13",1;
+ mes "[Wish Maiden]";
+ mes "You need to have 16 to 20 members present to open the gate of Okolnir.";
+ mes "Come back when you are ready.";
+ close2;
+ }
+ break;
+ case 2:
+ cutin "wish_maiden13",1;
+ mes "[Wish Maiden]";
+ mes "Don't hesitate to try.";
+ mes "You should catch the chance when it comes to you.";
+ mes "Just gather your fellow members.";
+ close2;
+ }
+ break;
+ case 2:
+ cutin "wish_maiden32",1;
+ mes "[Wish Maiden]";
+ mes "... Are you afraid of";
+ mes "the trials facing you?";
+ mes "....";
+ next;
+ cutin "wish_maiden13",1;
+ mes "[Wish Maiden]";
+ mes "Do you think that you can defeat the Goddess shine easily?";
+ mes "I feel disappointed by all of you.";
+ mes "Just go away...";
+ close2;
+ }
+ }
+ else {
+ cutin "wish_maiden11",1;
+ mes "[Wish Maiden]";
+ mes "Do you wish to enter?";
+ mes "Only those prepared may enter here.";
+ mes "You must bring several items to enter Okolnir.";
+ next;
+ mes "[Wish Maiden]";
+ mes "Goddess Tear";
+ mes "Valkyrie's Token";
+ mes "Brynhild Armor Piece";
+ mes "Hero Remains";
+ mes "Valkyrie Armor";
+ mes "Andvari's Ring.";
+ next;
+ mes "[Wish Maiden]";
+ mes "You must bring those six things, 10 Gold, and 20 Elunium.";
+ mes "Many Valhala's Flowers are also required as an offering.";
+ next;
+ mes "[Wish Maiden]";
+ mes "Once all of those are prepared, the gate will open.";
+ next;
+ mes "[Wish Maiden]";
+ mes ".... ";
+ mes "...........The Goddess shines brightly down on you, you should be stronger to deserve it...";
+ next;
+ mes "[Wish Maiden]";
+ mes "Remember...";
+ mes "You need to collect many Valhalla flowers.";
+ mes "I hope that your dreams come true.";
+ next;
+ mes "[Wish Maiden]";
+ mes "I will answer all your requests if you bring these to me.";
+ close2;
+ }
+ }
+ else {
+ cutin "wish_maiden31",1;
+ mes "[Wish Maiden]";
+ mes "I am... Wish maiden.";
+ mes "Mourning in this virtual realm, Okolnir.";
+ mes "On behalf of the humanbeings who defeated God here.";
+ next;
+ mes "[Wish Maiden]";
+ mes "Bring me the one who brought you to this place.";
+ mes ".. Deliver him to my will.";
+ close2;
+ }
+ }
+ else {
+ cutin "wish_maiden13",1;
+ mes "[Wish Maiden]";
+ mes "...You are not qualified.";
+ close2;
+ percentheal -100,0;
+ cutin "wish_maiden11",255;
+ end;
+ }
+ cutin "wish_maiden11",255;
+ end;
+
+OnInit:
+ if ($siz_sch01_on == 0) {
+ enablenpc "Wish Maiden#gq_sch01";
+ }
+ else {
+ disablenpc "Wish Maiden#gq_sch01";
+ }
+ end;
+}
+
+que_qsch01,346,81,0 script Gate01#gq_sch01 45,1,1,{
+ end;
+
+OnInit:
+ disablenpc "Gate01#gq_sch01";
+ end;
+
+OnEnable:
+ enablenpc "Gate01#gq_sch01";
+ setcell "que_qsch01",58,302,63,302,cell_walkable,0;
+ setcell "que_qsch01",58,302,63,302,cell_shootable,0;
+ end;
+
+OnDisable:
+ disablenpc "Gate01#gq_sch01";
+ killmonsterall "que_qsch01";
+ end;
+
+OnTouch:
+ set .@saram,getmapusers("que_qsch01");
+ if (.@saram < 21) {
+ if ($gqse_sch01_miro == $gqse_sch01_pcc) {
+ set .@point,rand(1,5);
+ if (.@point == 1) {
+ warp "que_qsch01",72,271;
+ end;
+ }
+ else if (.@point == 2) {
+ warp "que_qsch01",45,243;
+ end;
+ }
+ else if (.@point == 3) {
+ warp "que_qsch01",102,248;
+ end;
+ }
+ else if (.@point == 4) {
+ warp "que_qsch01",102,300;
+ end;
+ }
+ else {
+ warp "que_qsch01",46,300;
+ end;
+ }
+ }
+ else if ($gqse_sch01_miro == 0) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qsch01",77,271,strcharinfo(0),1652,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qsch01",77,271,strcharinfo(0),1659,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qsch01",77,271,strcharinfo(0),1662,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qsch01",77,271,strcharinfo(0),1663,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qsch01",77,271,strcharinfo(0),1660,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qsch01",77,271,strcharinfo(0),1661,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ else {
+ monster "que_qsch01",77,271,strcharinfo(0),1652,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ set $gqse_sch01_miro,1;
+ warp "que_qsch01",72,271;
+ end;
+ }
+ else if ($gqse_sch01_miro == 1) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qsch01",63,278,strcharinfo(0),1652,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qsch01",63,278,strcharinfo(0),1659,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qsch01",63,278,strcharinfo(0),1662,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qsch01",63,278,strcharinfo(0),1663,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qsch01",63,278,strcharinfo(0),1660,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qsch01",63,278,strcharinfo(0),1661,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ else {
+ monster "que_qsch01",63,278,strcharinfo(0),1652,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ set $gqse_sch01_miro,2;
+ warp "que_qsch01",63,282;
+ end;
+ }
+ else if ($gqse_sch01_miro == 2) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qsch01",63,294,strcharinfo(0),1652,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qsch01",63,294,strcharinfo(0),1659,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qsch01",63,294,strcharinfo(0),1662,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qsch01",63,294,strcharinfo(0),1663,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qsch01",63,294,strcharinfo(0),1660,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qsch01",63,294,strcharinfo(0),1661,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ else {
+ monster "que_qsch01",63,294,strcharinfo(0),1652,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ set $gqse_sch01_miro,3;
+ warp "que_qsch01",59,294;
+ end;
+ }
+ else if ($gqse_sch01_miro == 3) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qsch01",50,300,strcharinfo(0),1652,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qsch01",50,300,strcharinfo(0),1659,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qsch01",50,300,strcharinfo(0),1662,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qsch01",50,300,strcharinfo(0),1663,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qsch01",50,300,strcharinfo(0),1660,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qsch01",50,300,strcharinfo(0),1661,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ else {
+ monster "que_qsch01",50,300,strcharinfo(0),1652,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ set $gqse_sch01_miro,4;
+ warp "que_qsch01",46,300;
+ end;
+ }
+ else if ($gqse_sch01_miro == 4) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qsch01",51,280,strcharinfo(0),1652,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qsch01",51,280,strcharinfo(0),1659,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qsch01",51,280,strcharinfo(0),1662,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qsch01",51,280,strcharinfo(0),1663,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qsch01",51,280,strcharinfo(0),1660,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qsch01",51,280,strcharinfo(0),1661,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ else {
+ monster "que_qsch01",51,280,strcharinfo(0),1652,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ set $gqse_sch01_miro,5;
+ warp "que_qsch01",51,285;
+ end;
+ }
+ else if ($gqse_sch01_miro == 5) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qsch01",51,258,strcharinfo(0),1652,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qsch01",51,258,strcharinfo(0),1659,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qsch01",51,258,strcharinfo(0),1662,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qsch01",51,258,strcharinfo(0),1663,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qsch01",51,258,strcharinfo(0),1660,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qsch01",51,258,strcharinfo(0),1661,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ else {
+ monster "que_qsch01",51,258,strcharinfo(0),1652,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ set $gqse_sch01_miro,6;
+ warp "que_qsch01",51,262;
+ end;
+ }
+ else if ($gqse_sch01_miro == 6) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qsch01",49,243,strcharinfo(0),1652,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qsch01",49,243,strcharinfo(0),1659,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qsch01",49,243,strcharinfo(0),1662,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qsch01",49,243,strcharinfo(0),1663,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qsch01",49,243,strcharinfo(0),1660,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qsch01",49,243,strcharinfo(0),1661,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ else {
+ monster "que_qsch01",49,243,strcharinfo(0),1652,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ set $gqse_sch01_miro,7;
+ warp "que_qsch01",45,243;
+ end;
+ }
+ else if ($gqse_sch01_miro == 7) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qsch01",86,249,strcharinfo(0),1652,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qsch01",86,249,strcharinfo(0),1659,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qsch01",86,249,strcharinfo(0),1662,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qsch01",86,249,strcharinfo(0),1663,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qsch01",86,249,strcharinfo(0),1660,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qsch01",86,249,strcharinfo(0),1661,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ else {
+ monster "que_qsch01",86,249,strcharinfo(0),1652,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ set $gqse_sch01_miro,8;
+ warp "que_qsch01",82,249;
+ end;
+ }
+ else if ($gqse_sch01_miro == 8) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qsch01",102,243,strcharinfo(0),1652,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qsch01",102,243,strcharinfo(0),1659,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qsch01",102,243,strcharinfo(0),1662,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qsch01",102,243,strcharinfo(0),1663,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qsch01",102,243,strcharinfo(0),1660,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qsch01",102,243,strcharinfo(0),1661,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ else {
+ monster "que_qsch01",102,243,strcharinfo(0),1652,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ set $gqse_sch01_miro,9;
+ warp "que_qsch01",102,248;
+ end;
+ }
+ else if ($gqse_sch01_miro == 9) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qsch01",90,256,strcharinfo(0),1652,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qsch01",90,256,strcharinfo(0),1659,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qsch01",90,256,strcharinfo(0),1662,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qsch01",90,256,strcharinfo(0),1663,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qsch01",90,256,strcharinfo(0),1660,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qsch01",90,256,strcharinfo(0),1661,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ else {
+ monster "que_qsch01",90,256,strcharinfo(0),1652,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ set $gqse_sch01_miro,10;
+ warp "que_qsch01",90,260;
+ end;
+ }
+ else if ($gqse_sch01_miro == 10) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qsch01",90,283,strcharinfo(0),1652,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qsch01",90,283,strcharinfo(0),1659,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qsch01",90,283,strcharinfo(0),1662,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qsch01",90,283,strcharinfo(0),1663,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qsch01",90,283,strcharinfo(0),1660,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qsch01",90,283,strcharinfo(0),1661,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ else {
+ monster "que_qsch01",90,283,strcharinfo(0),1652,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ set $gqse_sch01_miro,11;
+ warp "que_qsch01",90,280;
+ end;
+ }
+ else if ($gqse_sch01_miro == 11) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qsch01",102,295,strcharinfo(0),1652,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qsch01",102,295,strcharinfo(0),1659,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qsch01",102,295,strcharinfo(0),1662,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qsch01",102,295,strcharinfo(0),1663,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qsch01",102,295,strcharinfo(0),1660,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qsch01",102,295,strcharinfo(0),1661,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ else {
+ monster "que_qsch01",102,295,strcharinfo(0),1652,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ set $gqse_sch01_miro,12;
+ warp "que_qsch01",102,300;
+ end;
+ }
+ else if ($gqse_sch01_miro == 12) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qsch01",96,285,strcharinfo(0),1652,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qsch01",96,285,strcharinfo(0),1659,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qsch01",96,285,strcharinfo(0),1662,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qsch01",96,285,strcharinfo(0),1663,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qsch01",96,285,strcharinfo(0),1660,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qsch01",96,285,strcharinfo(0),1661,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ else {
+ monster "que_qsch01",96,285,strcharinfo(0),1652,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ set $gqse_sch01_miro,13;
+ warp "que_qsch01",96,290;
+ end;
+ }
+ else if ($gqse_sch01_miro == 13) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qsch01",63,278,strcharinfo(0),1652,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qsch01",63,278,strcharinfo(0),1659,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qsch01",63,278,strcharinfo(0),1662,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qsch01",63,278,strcharinfo(0),1663,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qsch01",63,278,strcharinfo(0),1660,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qsch01",63,278,strcharinfo(0),1661,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ else {
+ monster "que_qsch01",63,278,strcharinfo(0),1652,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ set $gqse_sch01_miro,14;
+ warp "que_qsch01",63,282;
+ end;
+ }
+ else if ($gqse_sch01_miro == 14) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qsch01",65,243,strcharinfo(0),1652,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qsch01",65,243,strcharinfo(0),1659,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qsch01",65,243,strcharinfo(0),1662,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qsch01",65,243,strcharinfo(0),1663,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qsch01",65,243,strcharinfo(0),1660,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qsch01",65,243,strcharinfo(0),1661,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ else {
+ monster "que_qsch01",65,243,strcharinfo(0),1652,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ set $gqse_sch01_miro,15;
+ warp "que_qsch01",61,243;
+ end;
+ }
+ else if ($gqse_sch01_miro == 15) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qsch01",73,249,strcharinfo(0),1652,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qsch01",73,249,strcharinfo(0),1659,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qsch01",73,249,strcharinfo(0),1662,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qsch01",73,249,strcharinfo(0),1663,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qsch01",73,249,strcharinfo(0),1660,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qsch01",73,249,strcharinfo(0),1661,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ else {
+ monster "que_qsch01",73,249,strcharinfo(0),1652,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ set $gqse_sch01_miro,16;
+ warp "que_qsch01",70,249;
+ end;
+ }
+ else if ($gqse_sch01_miro == 16) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qsch01",102,275,strcharinfo(0),1652,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qsch01",102,275,strcharinfo(0),1659,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qsch01",102,275,strcharinfo(0),1662,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qsch01",102,275,strcharinfo(0),1663,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qsch01",102,275,strcharinfo(0),1660,1,"#Gate_manager_sch01::OnMyMobDead";
+ end;
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qsch01",102,275,strcharinfo(0),1661,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ else {
+ monster "que_qsch01",102,275,strcharinfo(0),1652,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ set $gqse_sch01_miro,17;
+ warp "que_qsch01",102,282;
+ end;
+ }
+ else if ($gqse_sch01_miro == 17) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qsch01",70,300,strcharinfo(0),1652,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qsch01",70,300,strcharinfo(0),1659,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qsch01",70,300,strcharinfo(0),1662,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qsch01",70,300,strcharinfo(0),1663,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qsch01",70,300,strcharinfo(0),1660,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qsch01",70,300,strcharinfo(0),1661,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ else {
+ monster "que_qsch01",70,300,strcharinfo(0),1652,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ set $gqse_sch01_miro,18;
+ warp "que_qsch01",66,300;
+ end;
+ }
+ else if ($gqse_sch01_miro == 18) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qsch01",57,255,strcharinfo(0),1652,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qsch01",57,255,strcharinfo(0),1659,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qsch01",57,255,strcharinfo(0),1662,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qsch01",57,255,strcharinfo(0),1663,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qsch01",57,255,strcharinfo(0),1660,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qsch01",57,255,strcharinfo(0),1661,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ else {
+ monster "que_qsch01",57,255,strcharinfo(0),1652,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ set $gqse_sch01_miro,19;
+ warp "que_qsch01",57,258;
+ end;
+ }
+ else if ($gqse_sch01_miro == 19) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qsch01",84,277,strcharinfo(0),1652,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qsch01",84,277,strcharinfo(0),1659,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qsch01",84,277,strcharinfo(0),1662,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qsch01",84,277,strcharinfo(0),1663,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qsch01",84,277,strcharinfo(0),1660,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qsch01",84,277,strcharinfo(0),1661,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ else {
+ monster "que_qsch01",84,277,strcharinfo(0),1652,1,"#Gate_manager_sch01::OnMyMobDead";
+ }
+ set $gqse_sch01_miro,20;
+ warp "que_qsch01",84,280;
+ end;
+ }
+ }
+ else {
+ mes "There are too many people, you can't enter.";
+ close;
+ }
+ end;
+}
+
+que_qsch01,1,4,0 script #Gate_manager_sch01 844,{
+OnMyMobDead:
+ if ($gqse_sch01_miro == $gqse_sch01_pcc) {
+ if (mobcount("que_qsch01","#Gate_manager_sch01::OnMyMobDead") == 0) {
+ donpcevent "#gq_miromob2_sch01::OnEnable";
+ }
+ }
+ end;
+}
+
+que_qsch01,1,4,0 script #gq_miromob2_sch01 844,{
+OnEnable:
+ initnpctimer;
+ end;
+
+OnTimer1000:
+ mapannounce "que_qsch01","Wish Maiden: How does it feel to see shadows of the past. This is only the beginning.",bc_map,"0x00ff00";
+ end;
+
+OnTimer6000:
+ mapannounce "que_qsch01","Wish Maiden: The things you seeing are not real, don't be caught in the Mystic garden.",bc_map,"0x00ff00";
+ monster "que_qsch01",72,271,"Seyren Windsor",1640,1,"#gq_miromob2_sch01::OnMyMobDead";
+ monster "que_qsch01",63,282,"Kathryne Keyron",1645,1,"#gq_miromob2_sch01::OnMyMobDead";
+ monster "que_qsch01",59,294,"Cecil Damon",1644,1,"#gq_miromob2_sch01::OnMyMobDead";
+ monster "que_qsch01",46,300,"Margaretha Sorin",1643,1,"#gq_miromob2_sch01::OnMyMobDead";
+ monster "que_qsch01",51,285,"Eremes Guile",1641,1,"#gq_miromob2_sch01::OnMyMobDead";
+ monster "que_qsch01",51,262,"Howard Alt-Eisen",1642,1,"#gq_miromob2_sch01::OnMyMobDead";
+
+ monster "que_qsch01",45,243,"Seyren Windsor",1640,1,"#gq_miromob2_sch01::OnMyMobDead";
+ monster "que_qsch01",82,249,"Kathryne Keyron",1645,1,"#gq_miromob2_sch01::OnMyMobDead";
+ monster "que_qsch01",102,248,"Cecil Damon",1644,1,"#gq_miromob2_sch01::OnMyMobDead";
+ monster "que_qsch01",90,260,"Margaretha Sorin",1643,1,"#gq_miromob2_sch01::OnMyMobDead";
+ monster "que_qsch01",90,280,"Eremes Guile",1641,1,"#gq_miromob2_sch01::OnMyMobDead";
+ monster "que_qsch01",102,300,"Howard Alt-Eisen",1642,1,"#gq_miromob2_sch01::OnMyMobDead";
+
+ monster "que_qsch01",63,282,"Seyren Windsor",1640,1,"#gq_miromob2_sch01::OnMyMobDead";
+ monster "que_qsch01",61,243,"Kathryne Keyron",1645,1,"#gq_miromob2_sch01::OnMyMobDead";
+ monster "que_qsch01",70,249,"Cecil Damon",1644,1,"#gq_miromob2_sch01::OnMyMobDead";
+ monster "que_qsch01",102,282,"Margaretha Sorin",1643,1,"#gq_miromob2_sch01::OnMyMobDead";
+ monster "que_qsch01",66,300,"Eremes Guile",1641,1,"#gq_miromob2_sch01::OnMyMobDead";
+ monster "que_qsch01",57,258,"Howard Alt-Eisen",1642,1,"#gq_miromob2_sch01::OnMyMobDead";
+ stopnpctimer;
+ end;
+
+Onreset:
+ killmonster "que_qsch01","#gq_miromob2_sch01::OnMyMobDead";
+ stopnpctimer;
+ end;
+
+OnMyMobDead:
+ if (mobcount("que_qsch01","#gq_miromob2_sch01::OnMyMobDead") == 0) {
+ mapannounce "que_qsch01","The Mystic garden exit is now open.",bc_map,"0x00ff00";
+ setcell "que_qsch01",58,302,63,302,cell_walkable,1;
+ setcell "que_qsch01",58,302,63,302,cell_shootable,1;
+ donpcevent "#Maze_Manager_sch01::OnDisable";
+ }
+ end;
+}
+
+que_qsch01,1,1,0 script #okolnir_sch01 844,{
+
+OnEnable:
+ donpcevent "Gate01#gq_sch01::OnEnable";
+ donpcevent "#Maze_Manager_sch01::OnEnable";
+ donpcevent "#event_start01_sch01::OnEnable";
+ donpcevent "#gd_sch01_mobctrl::OnEnable";
+ enablenpc "Guard of Shadow#sch01_01";
+ enablenpc "Guard of Shadow#sch01_02";
+ enablenpc "Guard of Shadow#sch01_03";
+ enablenpc "Guard of Shadow#sch01_04";
+ enablenpc "Bloody Hunter#sch01_ac01";
+ enablenpc "Bloody Hunter#sch01_ac02";
+ enablenpc "Bloody Hunter#sch01_ac03";
+ enablenpc "Bloody Hunter#sch01_ac04";
+ enablenpc "Temple Keeper#sch01_ac01";
+ enablenpc "Temple Keeper#sch01_ac02";
+ initnpctimer;
+ end;
+
+OnDisable:
+ disablenpc "Wish Maiden#gq_sch01";
+ donpcevent "#gq_miromob2_sch01::Onreset";
+ disablenpc "Piamette#sch01";
+ donpcevent "#gdtimer01_sch01::Onstop";
+ donpcevent "#gdtimer02_sch01::Onstop";
+ donpcevent "#piamette_sch01::Onreset";
+ donpcevent "Wish Maiden#sch01_boss::OnDisable";
+ donpcevent "Wish Maiden#sch01_gift::OnDisable";
+ donpcevent "#gd_sch01_mobctrl::Onreset";
+ donpcevent "Gate01#gq_sch01::OnDisable";
+ donpcevent "#Maze_Manager_sch01::OnDisable";
+ donpcevent "#event_start01_sch01::OnDisable";
+ donpcevent "#nm_switch_sch01::OnDisable";
+ donpcevent "#nmsomsch01_jin01::OnDisable";
+ donpcevent "#nmsomsch01_jin02::OnDisable";
+ donpcevent "#nmsomsch01_jin03::OnDisable";
+ donpcevent "Guard of Shadow#sch01_01::OnDisable";
+ donpcevent "Guard of Shadow#sch01_02::OnDisable";
+ donpcevent "Guard of Shadow#sch01_03::OnDisable";
+ donpcevent "Guard of Shadow#sch01_04::OnDisable";
+ donpcevent "Bloody Hunter#sch01_ac01::OnDisable";
+ donpcevent "Bloody Hunter#sch01_ac02::OnDisable";
+ donpcevent "Bloody Hunter#sch01_ac03::OnDisable";
+ donpcevent "Bloody Hunter#sch01_ac04::OnDisable";
+ donpcevent "Temple Keeper#sch01_ac01::OnDisable";
+ donpcevent "Temple Keeper#sch01_ac02::OnDisable";
+ disablenpc "#to_agit_sch01_gate";
+ donpcevent "#sch01_stone01::Onreset";
+ donpcevent "#sch01_stone02::Onreset";
+ donpcevent "#sch01_stone03::Onreset";
+ disablenpc "#sch01_cage01";
+ disablenpc "#sch01_cage02";
+ disablenpc "#sch01_cage03";
+ disablenpc "#sch01_cage04";
+ disablenpc "#sch01_cage05";
+ disablenpc "#sch01_cage06";
+ disablenpc "windpath03_sch01";
+ disablenpc "windpath04_sch01";
+ set $gqse_sch01_miro,0;
+ set $gqse_sch01_pcc,0;
+ set $gqse_sch01_gd,0;
+ set $gqse_sch01_nm,0;
+ stopnpctimer;
+ end;
+
+Onstop:
+ stopnpctimer;
+ end;
+
+OnTimer1000:
+ mapannounce "que_qsch01","Wish Maiden : Do your best, Okolnir will disappear in one hour!",bc_map,"0x00ff00";
+ end;
+
+OnTimer1800000:
+ mapannounce "que_qsch01","Okolnir will disappear in 30 minutes.",bc_map,"0xff0000";
+ end;
+
+OnTimer2400000:
+ mapannounce "que_qsch01","Okolnir will disappear in 20 minutes.",bc_map,"0xff0000";
+ end;
+
+OnTimer3000000:
+ mapannounce "que_qsch01","Okolnir will disappear in 10 minutes.",bc_map,"0xff0000";
+ end;
+
+OnTimer3300000:
+ mapannounce "que_qsch01","Okolnir will disappear in 5 minutes.",bc_map,"0xff0000";
+ end;
+
+OnTimer3360000:
+ mapannounce "que_qsch01","Okolnir will disappear in 4 minutes.",bc_map,"0xff0000";
+ end;
+
+OnTimer3420000:
+ mapannounce "que_qsch01","Okolnir will disappear in 3 minutes.",bc_map,"0xff0000";
+ end;
+
+OnTimer3480000:
+ mapannounce "que_qsch01","Okolnir will disappear in 2 minutes.",bc_map,"0xff0000";
+ end;
+
+OnTimer3540000:
+ mapannounce "que_qsch01","Okolnir will disappear in 1 minutes.",bc_map,"0xff0000";
+ end;
+
+OnTimer3600000:
+ mapannounce "que_qsch01","Okolnir has begun to disappear.",bc_map,"0x4d4dff";
+ disablenpc "Wish Maiden#gq_sch01";
+ donpcevent "#gq_miromob2_sch01::Onreset";
+ disablenpc "Piamette#sch01";
+ donpcevent "#gdtimer01_sch01::Onstop";
+ donpcevent "#gdtimer02_sch01::Onstop";
+ donpcevent "#piamette_sch01::Onreset";
+ donpcevent "Wish Maiden#sch01_boss::onDisable";
+ donpcevent "Wish Maiden#sch01_gift::OnDisable";
+ donpcevent "#gd_sch01_mobctrl::Onreset";
+ donpcevent "Gate01#gq_sch01::OnDisable";
+ donpcevent "#Maze_Manager_sch01::OnDisable";
+ donpcevent "#event_start01_sch01::OnDisable";
+ donpcevent "#nm_switch_sch01::OnDisable";
+ donpcevent "#nmsomsch01_jin01::OnDisable";
+ donpcevent "#nmsomsch01_jin02::OnDisable";
+ donpcevent "#nmsomsch01_jin03::OnDisable";
+ donpcevent "Guard of Shadow#sch01_01::OnDisable";
+ donpcevent "Guard of Shadow#sch01_02::OnDisable";
+ donpcevent "Guard of Shadow#sch01_03::OnDisable";
+ donpcevent "Guard of Shadow#sch01_04::OnDisable";
+ donpcevent "Bloody Hunter#sch01_ac01::OnDisable";
+ donpcevent "Bloody Hunter#sch01_ac02::OnDisable";
+ donpcevent "Bloody Hunter#sch01_ac03::OnDisable";
+ donpcevent "Bloody Hunter#sch01_ac04::OnDisable";
+ donpcevent "Temple Keeper#sch01_ac01::OnDisable";
+ donpcevent "Temple Keeper#sch01_ac02::OnDisable";
+ disablenpc "#to_agit_sch01_gate";
+ donpcevent "#sch01_stone01::Onreset";
+ donpcevent "#sch01_stone02::Onreset";
+ donpcevent "#sch01_stone03::Onreset";
+ disablenpc "#sch01_cage01";
+ disablenpc "#sch01_cage02";
+ disablenpc "#sch01_cage03";
+ disablenpc "#sch01_cage04";
+ disablenpc "#sch01_cage05";
+ disablenpc "#sch01_cage06";
+ disablenpc "windpath03_sch01";
+ disablenpc "windpath04_sch01";
+ end;
+
+OnTimer3605000:
+ mapannounce "que_qsch01","Wish Maiden: ... You will fall into a deep sleep within Okolnir... ",bc_map,"0x00ff00";
+ end;
+
+OnTimer3608000:
+ mapannounce "que_qsch01","Wish Maiden: ..Have courage ... and await your chance again... ",bc_map,"0x00ff00";
+ end;
+
+OnTimer3610000:
+ set $gqse_sch01_miro,0;
+ set $gqse_sch01_pcc,0;
+ set $gqse_sch01_gd,0;
+ set $gqse_sch01_nm,0;
+ mapwarp "que_qsch01","schg_cas01",369,306;
+ end;
+
+OnTimer3611000:
+ donpcevent "#okolnir_sch01_time01::OnEnable";
+ stopnpctimer;
+ end;
+}
+
+que_qsch01,1,2,0 script #Maze_Manager_sch01 844,{
+OnInit:
+ donpcevent "#miro_bf_sch01::OnDisable";
+ donpcevent "#miro_rf_sch01::OnDisable";
+ donpcevent "#miro_yf_sch01::OnDisable";
+ end;
+
+OnEnable:
+ initnpctimer;
+ end;
+
+OnDisable:
+ donpcevent "#miro_bf_sch01::OnDisable";
+ donpcevent "#miro_rf_sch01::OnDisable";
+ donpcevent "#miro_yf_sch01::OnDisable";
+ stopnpctimer;
+ end;
+
+OnTimer1000:
+ donpcevent "#miro_rf_sch01::OnDisable";
+ end;
+
+OnTimer2000:
+ donpcevent "#miro_yf_sch01::OnDisable";
+ end;
+
+OnTimer3000:
+ donpcevent "#miro_bf_sch01::OnEnable";
+ end;
+
+OnTimer120000:
+ donpcevent "#miro_bf_sch01::OnDisable";
+ end;
+
+OnTimer121000:
+ donpcevent "#miro_yf_sch01::OnDisable";
+ end;
+
+OnTimer123000:
+ donpcevent "#miro_rf_sch01::OnEnable";
+ end;
+
+OnTimer240000:
+ donpcevent "#miro_bf_sch01::OnDisable";
+ end;
+
+OnTimer241000:
+ donpcevent "#miro_rf_sch01::OnDisable";
+ end;
+
+OnTimer242000:
+ donpcevent "#miro_yf_sch01::OnEnable";
+ end;
+
+OnTimer360000:
+ donpcevent "#Maze_Manager_sch01::OnEnable";
+ end;
+}
+
+que_qsch01,2,1,0 script #miro_bf_sch01 844,{
+
+OnEnable:
+ monster "que_qsch01",44,270," ",1934,1,"#miro_bf_sch01::OnMyMobDead";
+ monster "que_qsch01",46,270," ",1934,1,"#miro_bf_sch01::OnMyMobDead";
+ monster "que_qsch01",50,287," ",1934,1,"#miro_bf_sch01::OnMyMobDead";
+ monster "que_qsch01",52,287," ",1934,1,"#miro_bf_sch01::OnMyMobDead";
+ monster "que_qsch01",50,265," ",1934,1,"#miro_bf_sch01::OnMyMobDead";
+ monster "que_qsch01",52,265," ",1934,1,"#miro_bf_sch01::OnMyMobDead";
+ monster "que_qsch01",56,279," ",1934,1,"#miro_bf_sch01::OnMyMobDead";
+ monster "que_qsch01",58,279," ",1934,1,"#miro_bf_sch01::OnMyMobDead";
+ monster "que_qsch01",64,301," ",1934,1,"#miro_bf_sch01::OnMyMobDead";
+ monster "que_qsch01",64,298," ",1934,1,"#miro_bf_sch01::OnMyMobDead";
+ monster "que_qsch01",62,272," ",1934,1,"#miro_bf_sch01::OnMyMobDead";
+ monster "que_qsch01",64,272," ",1934,1,"#miro_bf_sch01::OnMyMobDead";
+ monster "que_qsch01",58,245," ",1934,1,"#miro_bf_sch01::OnMyMobDead";
+ monster "que_qsch01",58,243," ",1934,1,"#miro_bf_sch01::OnMyMobDead";
+ monster "que_qsch01",72,289," ",1934,1,"#miro_bf_sch01::OnMyMobDead";
+ monster "que_qsch01",72,287," ",1934,1,"#miro_bf_sch01::OnMyMobDead";
+ monster "que_qsch01",68,257," ",1934,1,"#miro_bf_sch01::OnMyMobDead";
+ monster "que_qsch01",68,255," ",1934,1,"#miro_bf_sch01::OnMyMobDead";
+ monster "que_qsch01",73,263," ",1934,1,"#miro_bf_sch01::OnMyMobDead";
+ monster "que_qsch01",73,261," ",1934,1,"#miro_bf_sch01::OnMyMobDead";
+ monster "que_qsch01",75,251," ",1934,1,"#miro_bf_sch01::OnMyMobDead";
+ monster "que_qsch01",75,249," ",1934,1,"#miro_bf_sch01::OnMyMobDead";
+ monster "que_qsch01",79,283," ",1934,1,"#miro_bf_sch01::OnMyMobDead";
+ monster "que_qsch01",79,281," ",1934,1,"#miro_bf_sch01::OnMyMobDead";
+ monster "que_qsch01",82,271," ",1934,1,"#miro_bf_sch01::OnMyMobDead";
+ monster "que_qsch01",84,271," ",1934,1,"#miro_bf_sch01::OnMyMobDead";
+ monster "que_qsch01",89,295," ",1934,1,"#miro_bf_sch01::OnMyMobDead";
+ monster "que_qsch01",89,293," ",1934,1,"#miro_bf_sch01::OnMyMobDead";
+ monster "que_qsch01",88,276," ",1934,1,"#miro_bf_sch01::OnMyMobDead";
+ monster "que_qsch01",90,276," ",1934,1,"#miro_bf_sch01::OnMyMobDead";
+ monster "que_qsch01",88,266," ",1934,1,"#miro_bf_sch01::OnMyMobDead";
+ monster "que_qsch01",90,266," ",1934,1,"#miro_bf_sch01::OnMyMobDead";
+ monster "que_qsch01",94,256," ",1934,1,"#miro_bf_sch01::OnMyMobDead";
+ monster "que_qsch01",96,256," ",1934,1,"#miro_bf_sch01::OnMyMobDead";
+ monster "que_qsch01",64,301," ",1934,1,"#miro_bf_sch01::OnMyMobDead";
+ monster "que_qsch01",64,299," ",1934,1,"#miro_bf_sch01::OnMyMobDead";
+ monster "que_qsch01",100,251," ",1934,1,"#miro_bf_sch01::OnMyMobDead";
+ monster "que_qsch01",102,251," ",1934,1,"#miro_bf_sch01::OnMyMobDead";
+ setcell "que_qsch01",44,270,47,270,cell_walkable,0;
+ setcell "que_qsch01",44,270,47,270,cell_shootable,0;
+ setcell "que_qsch01",50,287,53,287,cell_walkable,0;
+ setcell "que_qsch01",50,287,53,287,cell_shootable,0;
+ setcell "que_qsch01",50,265,53,265,cell_walkable,0;
+ setcell "que_qsch01",50,265,53,265,cell_shootable,0;
+ setcell "que_qsch01",56,279,59,279,cell_walkable,0;
+ setcell "que_qsch01",56,279,59,279,cell_shootable,0;
+ setcell "que_qsch01",64,298,64,301,cell_walkable,0;
+ setcell "que_qsch01",64,298,64,301,cell_shootable,0;
+ setcell "que_qsch01",62,272,65,272,cell_walkable,0;
+ setcell "que_qsch01",62,272,65,272,cell_shootable,0;
+ setcell "que_qsch01",58,242,58,245,cell_walkable,0;
+ setcell "que_qsch01",58,242,58,245,cell_shootable,0;
+ setcell "que_qsch01",72,286,72,289,cell_walkable,0;
+ setcell "que_qsch01",72,286,72,289,cell_shootable,0;
+ setcell "que_qsch01",68,254,68,259,cell_walkable,0;
+ setcell "que_qsch01",68,254,68,259,cell_shootable,0;
+ setcell "que_qsch01",73,260,73,263,cell_walkable,0;
+ setcell "que_qsch01",73,260,73,263,cell_shootable,0;
+ setcell "que_qsch01",75,248,75,251,cell_walkable,0;
+ setcell "que_qsch01",75,248,75,251,cell_shootable,0;
+ setcell "que_qsch01",79,280,79,283,cell_walkable,0;
+ setcell "que_qsch01",79,280,79,283,cell_shootable,0;
+ setcell "que_qsch01",82,271,85,271,cell_walkable,0;
+ setcell "que_qsch01",82,271,85,271,cell_shootable,0;
+ setcell "que_qsch01",89,292,89,295,cell_walkable,0;
+ setcell "que_qsch01",89,292,89,295,cell_shootable,0;
+ setcell "que_qsch01",88,276,91,276,cell_walkable,0;
+ setcell "que_qsch01",88,276,91,276,cell_shootable,0;
+ setcell "que_qsch01",88,266,91,266,cell_walkable,0;
+ setcell "que_qsch01",88,266,91,266,cell_shootable,0;
+ setcell "que_qsch01",94,256,97,256,cell_walkable,0;
+ setcell "que_qsch01",94,256,97,256,cell_shootable,0;
+ setcell "que_qsch01",64,298,64,301,cell_walkable,0;
+ setcell "que_qsch01",64,298,64,301,cell_shootable,0;
+ setcell "que_qsch01",100,251,103,251,cell_walkable,0;
+ setcell "que_qsch01",100,251,103,251,cell_shootable,0;
+ end;
+
+OnDisable:
+ killmonster "que_qsch01","#miro_bf_sch01::OnMyMobDead";
+ setcell "que_qsch01",44,270,47,270,cell_walkable,1;
+ setcell "que_qsch01",44,270,47,270,cell_shootable,1;
+ setcell "que_qsch01",50,287,53,287,cell_walkable,1;
+ setcell "que_qsch01",50,287,53,287,cell_shootable,1;
+ setcell "que_qsch01",50,265,53,265,cell_walkable,1;
+ setcell "que_qsch01",50,265,53,265,cell_shootable,1;
+ setcell "que_qsch01",56,279,59,279,cell_walkable,1;
+ setcell "que_qsch01",56,279,59,279,cell_shootable,1;
+ setcell "que_qsch01",64,298,64,301,cell_walkable,1;
+ setcell "que_qsch01",64,298,64,301,cell_shootable,1;
+ setcell "que_qsch01",62,272,65,272,cell_walkable,1;
+ setcell "que_qsch01",62,272,65,272,cell_shootable,1;
+ setcell "que_qsch01",58,242,58,245,cell_walkable,1;
+ setcell "que_qsch01",58,242,58,245,cell_shootable,1;
+ setcell "que_qsch01",72,286,72,289,cell_walkable,1;
+ setcell "que_qsch01",72,286,72,289,cell_shootable,1;
+ setcell "que_qsch01",68,254,68,259,cell_walkable,1;
+ setcell "que_qsch01",68,254,68,259,cell_shootable,1;
+ setcell "que_qsch01",73,260,73,263,cell_walkable,1;
+ setcell "que_qsch01",73,260,73,263,cell_shootable,1;
+ setcell "que_qsch01",75,248,75,251,cell_walkable,1;
+ setcell "que_qsch01",75,248,75,251,cell_shootable,1;
+ setcell "que_qsch01",79,280,79,283,cell_walkable,1;
+ setcell "que_qsch01",79,280,79,283,cell_shootable,1;
+ setcell "que_qsch01",82,271,85,271,cell_walkable,1;
+ setcell "que_qsch01",82,271,85,271,cell_shootable,1;
+ setcell "que_qsch01",89,292,89,295,cell_walkable,1;
+ setcell "que_qsch01",89,292,89,295,cell_shootable,1;
+ setcell "que_qsch01",88,276,91,276,cell_walkable,1;
+ setcell "que_qsch01",88,276,91,276,cell_shootable,1;
+ setcell "que_qsch01",88,266,91,266,cell_walkable,1;
+ setcell "que_qsch01",88,266,91,266,cell_shootable,1;
+ setcell "que_qsch01",94,256,97,256,cell_walkable,1;
+ setcell "que_qsch01",94,256,97,256,cell_shootable,1;
+ setcell "que_qsch01",64,298,64,301,cell_walkable,1;
+ setcell "que_qsch01",64,298,64,301,cell_shootable,1;
+ setcell "que_qsch01",100,251,103,251,cell_walkable,1;
+ setcell "que_qsch01",100,251,103,251,cell_shootable,1;
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qsch01,2,2,0 script #miro_rf_sch01 844,{
+
+OnEnable:
+ monster "que_qsch01",57,301," ",1935,1,"#miro_rf_sch01::OnMyMobDead";
+ monster "que_qsch01",57,299," ",1935,1,"#miro_rf_sch01::OnMyMobDead";
+ monster "que_qsch01",48,291," ",1935,1,"#miro_rf_sch01::OnMyMobDead";
+ monster "que_qsch01",48,289," ",1935,1,"#miro_rf_sch01::OnMyMobDead";
+ monster "que_qsch01",68,290," ",1935,1,"#miro_rf_sch01::OnMyMobDead";
+ monster "que_qsch01",70,290," ",1935,1,"#miro_rf_sch01::OnMyMobDead";
+ monster "que_qsch01",72,295," ",1935,1,"#miro_rf_sch01::OnMyMobDead";
+ monster "que_qsch01",72,293," ",1935,1,"#miro_rf_sch01::OnMyMobDead";
+ monster "que_qsch01",90,296," ",1935,1,"#miro_rf_sch01::OnMyMobDead";
+ monster "que_qsch01",92,296," ",1935,1,"#miro_rf_sch01::OnMyMobDead";
+ monster "que_qsch01",56,282," ",1935,1,"#miro_rf_sch01::OnMyMobDead";
+ monster "que_qsch01",58,282," ",1935,1,"#miro_rf_sch01::OnMyMobDead";
+ monster "que_qsch01",66,283," ",1935,1,"#miro_rf_sch01::OnMyMobDead";
+ monster "que_qsch01",66,281," ",1935,1,"#miro_rf_sch01::OnMyMobDead";
+ monster "que_qsch01",80,284," ",1935,1,"#miro_rf_sch01::OnMyMobDead";
+ monster "que_qsch01",82,284," ",1935,1,"#miro_rf_sch01::OnMyMobDead";
+ monster "que_qsch01",44,273," ",1935,1,"#miro_rf_sch01::OnMyMobDead";
+ monster "que_qsch01",46,273," ",1935,1,"#miro_rf_sch01::OnMyMobDead";
+ monster "que_qsch01",50,273," ",1935,1,"#miro_rf_sch01::OnMyMobDead";
+ monster "que_qsch01",52,273," ",1935,1,"#miro_rf_sch01::OnMyMobDead";
+ monster "que_qsch01",54,269," ",1935,1,"#miro_rf_sch01::OnMyMobDead";
+ monster "que_qsch01",54,267," ",1935,1,"#miro_rf_sch01::OnMyMobDead";
+ monster "que_qsch01",66,271," ",1935,1,"#miro_rf_sch01::OnMyMobDead";
+ monster "que_qsch01",66,270," ",1935,1,"#miro_rf_sch01::OnMyMobDead";
+ monster "que_qsch01",81,273," ",1935,1,"#miro_rf_sch01::OnMyMobDead";
+ monster "que_qsch01",81,272," ",1935,1,"#miro_rf_sch01::OnMyMobDead";
+ monster "que_qsch01",88,276," ",1935,1,"#miro_rf_sch01::OnMyMobDead";
+ monster "que_qsch01",90,276," ",1935,1,"#miro_rf_sch01::OnMyMobDead";
+ monster "que_qsch01",94,276," ",1935,1,"#miro_rf_sch01::OnMyMobDead";
+ monster "que_qsch01",96,276," ",1935,1,"#miro_rf_sch01::OnMyMobDead";
+ monster "que_qsch01",64,258," ",1935,1,"#miro_rf_sch01::OnMyMobDead";
+ monster "que_qsch01",66,258," ",1935,1,"#miro_rf_sch01::OnMyMobDead";
+ monster "que_qsch01",76,263," ",1935,1,"#miro_rf_sch01::OnMyMobDead";
+ monster "que_qsch01",76,261," ",1935,1,"#miro_rf_sch01::OnMyMobDead";
+ monster "que_qsch01",87,265," ",1935,1,"#miro_rf_sch01::OnMyMobDead";
+ monster "que_qsch01",87,263," ",1935,1,"#miro_rf_sch01::OnMyMobDead";
+ monster "que_qsch01",50,252," ",1935,1,"#miro_rf_sch01::OnMyMobDead";
+ monster "que_qsch01",52,252," ",1935,1,"#miro_rf_sch01::OnMyMobDead";
+ monster "que_qsch01",76,252," ",1935,1,"#miro_rf_sch01::OnMyMobDead";
+ monster "que_qsch01",78,252," ",1935,1,"#miro_rf_sch01::OnMyMobDead";
+ monster "que_qsch01",99,255," ",1935,1,"#miro_rf_sch01::OnMyMobDead";
+ monster "que_qsch01",99,253," ",1935,1,"#miro_rf_sch01::OnMyMobDead";
+ monster "que_qsch01",53,245," ",1935,1,"#miro_rf_sch01::OnMyMobDead";
+ monster "que_qsch01",53,243," ",1935,1,"#miro_rf_sch01::OnMyMobDead";
+ setcell "que_qsch01",57,298,57,301,cell_walkable,0;
+ setcell "que_qsch01",57,298,57,301,cell_shootable,0;
+ setcell "que_qsch01",48,288,48,291,cell_walkable,0;
+ setcell "que_qsch01",48,288,48,291,cell_shootable,0;
+ setcell "que_qsch01",68,290,71,290,cell_walkable,0;
+ setcell "que_qsch01",68,290,71,290,cell_shootable,0;
+ setcell "que_qsch01",72,292,72,295,cell_walkable,0;
+ setcell "que_qsch01",72,292,72,295,cell_shootable,0;
+ setcell "que_qsch01",90,296,93,296,cell_walkable,0;
+ setcell "que_qsch01",90,296,93,296,cell_shootable,0;
+ setcell "que_qsch01",56,282,59,282,cell_walkable,0;
+ setcell "que_qsch01",56,282,59,282,cell_shootable,0;
+ setcell "que_qsch01",66,280,66,283,cell_walkable,0;
+ setcell "que_qsch01",66,280,66,283,cell_shootable,0;
+ setcell "que_qsch01",80,284,83,284,cell_walkable,0;
+ setcell "que_qsch01",80,284,83,284,cell_shootable,0;
+ setcell "que_qsch01",44,273,47,273,cell_walkable,0;
+ setcell "que_qsch01",44,273,47,273,cell_shootable,0;
+ setcell "que_qsch01",50,273,53,273,cell_walkable,0;
+ setcell "que_qsch01",50,273,53,273,cell_shootable,0;
+ setcell "que_qsch01",54,266,54,269,cell_walkable,0;
+ setcell "que_qsch01",54,266,54,269,cell_shootable,0;
+ setcell "que_qsch01",66,270,66,271,cell_walkable,0;
+ setcell "que_qsch01",66,270,66,271,cell_shootable,0;
+ setcell "que_qsch01",81,272,81,273,cell_walkable,0;
+ setcell "que_qsch01",81,272,81,273,cell_shootable,0;
+ setcell "que_qsch01",88,276,91,276,cell_walkable,0;
+ setcell "que_qsch01",88,276,91,276,cell_shootable,0;
+ setcell "que_qsch01",94,276,97,276,cell_walkable,0;
+ setcell "que_qsch01",94,276,97,276,cell_shootable,0;
+ setcell "que_qsch01",64,258,67,258,cell_walkable,0;
+ setcell "que_qsch01",64,258,67,258,cell_shootable,0;
+ setcell "que_qsch01",76,260,76,263,cell_walkable,0;
+ setcell "que_qsch01",76,260,76,263,cell_shootable,0;
+ setcell "que_qsch01",87,262,87,265,cell_walkable,0;
+ setcell "que_qsch01",87,262,87,265,cell_shootable,0;
+ setcell "que_qsch01",50,252,53,252,cell_walkable,0;
+ setcell "que_qsch01",50,252,53,252,cell_shootable,0;
+ setcell "que_qsch01",76,252,79,252,cell_walkable,0;
+ setcell "que_qsch01",76,252,79,252,cell_shootable,0;
+ setcell "que_qsch01",99,252,99,255,cell_walkable,0;
+ setcell "que_qsch01",99,252,99,255,cell_shootable,0;
+ setcell "que_qsch01",53,242,53,245,cell_walkable,0;
+ setcell "que_qsch01",53,242,53,245,cell_shootable,0;
+ end;
+
+OnDisable:
+ killmonster "que_qsch01","#miro_rf_sch01::OnMyMobDead";
+ setcell "que_qsch01",57,298,57,301,cell_walkable,1;
+ setcell "que_qsch01",57,298,57,301,cell_shootable,1;
+ setcell "que_qsch01",48,288,48,291,cell_walkable,1;
+ setcell "que_qsch01",48,288,48,291,cell_shootable,1;
+ setcell "que_qsch01",68,290,71,290,cell_walkable,1;
+ setcell "que_qsch01",68,290,71,290,cell_shootable,1;
+ setcell "que_qsch01",72,292,72,295,cell_walkable,1;
+ setcell "que_qsch01",72,292,72,295,cell_shootable,1;
+ setcell "que_qsch01",90,296,93,296,cell_walkable,1;
+ setcell "que_qsch01",90,296,93,296,cell_shootable,1;
+ setcell "que_qsch01",56,282,59,282,cell_walkable,1;
+ setcell "que_qsch01",56,282,59,282,cell_shootable,1;
+ setcell "que_qsch01",66,280,66,283,cell_walkable,1;
+ setcell "que_qsch01",66,280,66,283,cell_shootable,1;
+ setcell "que_qsch01",80,284,83,284,cell_walkable,1;
+ setcell "que_qsch01",80,284,83,284,cell_shootable,1;
+ setcell "que_qsch01",44,273,47,273,cell_walkable,1;
+ setcell "que_qsch01",44,273,47,273,cell_shootable,1;
+ setcell "que_qsch01",50,273,53,273,cell_walkable,1;
+ setcell "que_qsch01",50,273,53,273,cell_shootable,1;
+ setcell "que_qsch01",54,266,54,269,cell_walkable,1;
+ setcell "que_qsch01",54,266,54,269,cell_shootable,1;
+ setcell "que_qsch01",66,270,66,271,cell_walkable,1;
+ setcell "que_qsch01",66,270,66,271,cell_shootable,1;
+ setcell "que_qsch01",81,272,81,273,cell_walkable,1;
+ setcell "que_qsch01",81,272,81,273,cell_shootable,1;
+ setcell "que_qsch01",88,276,91,276,cell_walkable,1;
+ setcell "que_qsch01",88,276,91,276,cell_shootable,1;
+ setcell "que_qsch01",94,276,97,276,cell_walkable,1;
+ setcell "que_qsch01",94,276,97,276,cell_shootable,1;
+ setcell "que_qsch01",64,258,67,258,cell_walkable,1;
+ setcell "que_qsch01",64,258,67,258,cell_shootable,1;
+ setcell "que_qsch01",76,260,76,263,cell_walkable,1;
+ setcell "que_qsch01",76,260,76,263,cell_shootable,1;
+ setcell "que_qsch01",87,262,87,265,cell_walkable,1;
+ setcell "que_qsch01",87,262,87,265,cell_shootable,1;
+ setcell "que_qsch01",50,252,53,252,cell_walkable,1;
+ setcell "que_qsch01",50,252,53,252,cell_shootable,1;
+ setcell "que_qsch01",76,252,79,252,cell_walkable,1;
+ setcell "que_qsch01",76,252,79,252,cell_shootable,1;
+ setcell "que_qsch01",99,252,99,255,cell_walkable,1;
+ setcell "que_qsch01",99,252,99,255,cell_shootable,1;
+ setcell "que_qsch01",53,242,53,245,cell_walkable,1;
+ setcell "que_qsch01",53,242,53,245,cell_shootable,1;
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qsch01,2,3,0 script #miro_yf_sch01 844,{
+
+OnEnable:
+ monster "que_qsch01",44,292," ",1936,1,"#miro_yf_sch01::OnMyMobDead";
+ monster "que_qsch01",46,292," ",1936,1,"#miro_yf_sch01::OnMyMobDead";
+ monster "que_qsch01",67,295," ",1936,1,"#miro_yf_sch01::OnMyMobDead";
+ monster "que_qsch01",67,293," ",1936,1,"#miro_yf_sch01::OnMyMobDead";
+ monster "que_qsch01",94,301," ",1936,1,"#miro_yf_sch01::OnMyMobDead";
+ monster "que_qsch01",94,299," ",1936,1,"#miro_yf_sch01::OnMyMobDead";
+ monster "que_qsch01",79,289," ",1936,1,"#miro_yf_sch01::OnMyMobDead";
+ monster "que_qsch01",79,287," ",1936,1,"#miro_yf_sch01::OnMyMobDead";
+ monster "que_qsch01",56,282," ",1936,1,"#miro_yf_sch01::OnMyMobDead";
+ monster "que_qsch01",58,282," ",1936,1,"#miro_yf_sch01::OnMyMobDead";
+ monster "que_qsch01",71,283," ",1936,1,"#miro_yf_sch01::OnMyMobDead";
+ monster "que_qsch01",71,281," ",1936,1,"#miro_yf_sch01::OnMyMobDead";
+ monster "que_qsch01",100,281," ",1936,1,"#miro_yf_sch01::OnMyMobDead";
+ monster "que_qsch01",102,281," ",1936,1,"#miro_yf_sch01::OnMyMobDead";
+ monster "que_qsch01",44,261," ",1936,1,"#miro_yf_sch01::OnMyMobDead";
+ monster "que_qsch01",46,261," ",1936,1,"#miro_yf_sch01::OnMyMobDead";
+ monster "que_qsch01",50,265," ",1936,1,"#miro_yf_sch01::OnMyMobDead";
+ monster "que_qsch01",52,265," ",1936,1,"#miro_yf_sch01::OnMyMobDead";
+ monster "que_qsch01",56,270," ",1936,1,"#miro_yf_sch01::OnMyMobDead";
+ monster "que_qsch01",58,270," ",1936,1,"#miro_yf_sch01::OnMyMobDead";
+ monster "que_qsch01",72,278," ",1936,1,"#miro_yf_sch01::OnMyMobDead";
+ monster "que_qsch01",73,278," ",1936,1,"#miro_yf_sch01::OnMyMobDead";
+ monster "que_qsch01",82,266," ",1936,1,"#miro_yf_sch01::OnMyMobDead";
+ monster "que_qsch01",84,266," ",1936,1,"#miro_yf_sch01::OnMyMobDead";
+ monster "que_qsch01",88,266," ",1936,1,"#miro_yf_sch01::OnMyMobDead";
+ monster "que_qsch01",90,266," ",1936,1,"#miro_yf_sch01::OnMyMobDead";
+ monster "que_qsch01",94,271," ",1936,1,"#miro_yf_sch01::OnMyMobDead";
+ monster "que_qsch01",96,271," ",1936,1,"#miro_yf_sch01::OnMyMobDead";
+ monster "que_qsch01",60,257," ",1936,1,"#miro_yf_sch01::OnMyMobDead";
+ monster "que_qsch01",60,255," ",1936,1,"#miro_yf_sch01::OnMyMobDead";
+ monster "que_qsch01",73,263," ",1936,1,"#miro_yf_sch01::OnMyMobDead";
+ monster "que_qsch01",73,261," ",1936,1,"#miro_yf_sch01::OnMyMobDead";
+ monster "que_qsch01",75,257," ",1936,1,"#miro_yf_sch01::OnMyMobDead";
+ monster "que_qsch01",75,255," ",1936,1,"#miro_yf_sch01::OnMyMobDead";
+ monster "que_qsch01",87,257," ",1936,1,"#miro_yf_sch01::OnMyMobDead";
+ monster "que_qsch01",87,255," ",1936,1,"#miro_yf_sch01::OnMyMobDead";
+ monster "que_qsch01",58,251," ",1936,1,"#miro_yf_sch01::OnMyMobDead";
+ monster "que_qsch01",58,249," ",1936,1,"#miro_yf_sch01::OnMyMobDead";
+ monster "que_qsch01",80,251," ",1936,1,"#miro_yf_sch01::OnMyMobDead";
+ monster "que_qsch01",80,249," ",1936,1,"#miro_yf_sch01::OnMyMobDead";
+ monster "que_qsch01",53,245," ",1936,1,"#miro_yf_sch01::OnMyMobDead";
+ monster "que_qsch01",53,243," ",1936,1,"#miro_yf_sch01::OnMyMobDead";
+ monster "que_qsch01",75,245," ",1936,1,"#miro_yf_sch01::OnMyMobDead";
+ monster "que_qsch01",75,243," ",1936,1,"#miro_yf_sch01::OnMyMobDead";
+ monster "que_qsch01",100,251," ",1936,1,"#miro_yf_sch01::OnMyMobDead";
+ monster "que_qsch01",102,251," ",1936,1,"#miro_yf_sch01::OnMyMobDead";
+ monster "que_qsch01",100,256," ",1936,1,"#miro_yf_sch01::OnMyMobDead";
+ monster "que_qsch01",102,256," ",1936,1,"#miro_yf_sch01::OnMyMobDead";
+ setcell "que_qsch01",44,292,47,292,cell_walkable,0;
+ setcell "que_qsch01",44,292,47,292,cell_shootable,0;
+ setcell "que_qsch01",67,292,67,295,cell_walkable,0;
+ setcell "que_qsch01",67,292,67,295,cell_shootable,0;
+ setcell "que_qsch01",94,298,94,301,cell_walkable,0;
+ setcell "que_qsch01",94,298,94,301,cell_shootable,0;
+ setcell "que_qsch01",79,286,79,289,cell_walkable,0;
+ setcell "que_qsch01",79,286,79,289,cell_shootable,0;
+ setcell "que_qsch01",56,282,59,282,cell_walkable,0;
+ setcell "que_qsch01",56,282,59,282,cell_shootable,0;
+ setcell "que_qsch01",71,280,71,283,cell_walkable,0;
+ setcell "que_qsch01",71,280,71,283,cell_shootable,0;
+ setcell "que_qsch01",100,281,103,281,cell_walkable,0;
+ setcell "que_qsch01",100,281,103,281,cell_shootable,0;
+ setcell "que_qsch01",44,261,47,261,cell_walkable,0;
+ setcell "que_qsch01",44,261,47,261,cell_shootable,0;
+ setcell "que_qsch01",50,265,53,265,cell_walkable,0;
+ setcell "que_qsch01",50,265,53,265,cell_shootable,0;
+ setcell "que_qsch01",56,270,59,270,cell_walkable,0;
+ setcell "que_qsch01",56,270,59,270,cell_shootable,0;
+ setcell "que_qsch01",72,278,73,278,cell_walkable,0;
+ setcell "que_qsch01",72,278,73,278,cell_shootable,0;
+ setcell "que_qsch01",82,266,85,266,cell_walkable,0;
+ setcell "que_qsch01",82,266,85,266,cell_shootable,0;
+ setcell "que_qsch01",88,266,91,266,cell_walkable,0;
+ setcell "que_qsch01",88,266,91,266,cell_shootable,0;
+ setcell "que_qsch01",94,271,97,271,cell_walkable,0;
+ setcell "que_qsch01",94,271,97,271,cell_shootable,0;
+ setcell "que_qsch01",60,254,60,257,cell_walkable,0;
+ setcell "que_qsch01",60,254,60,257,cell_shootable,0;
+ setcell "que_qsch01",73,260,73,263,cell_walkable,0;
+ setcell "que_qsch01",73,260,73,263,cell_shootable,0;
+ setcell "que_qsch01",75,254,75,257,cell_walkable,0;
+ setcell "que_qsch01",75,254,75,257,cell_shootable,0;
+ setcell "que_qsch01",87,254,87,257,cell_walkable,0;
+ setcell "que_qsch01",87,254,87,257,cell_shootable,0;
+ setcell "que_qsch01",58,248,58,251,cell_walkable,0;
+ setcell "que_qsch01",58,248,58,251,cell_shootable,0;
+ setcell "que_qsch01",80,248,80,251,cell_walkable,0;
+ setcell "que_qsch01",80,248,80,251,cell_shootable,0;
+ setcell "que_qsch01",53,242,53,245,cell_walkable,0;
+ setcell "que_qsch01",53,242,53,245,cell_shootable,0;
+ setcell "que_qsch01",75,242,75,245,cell_walkable,0;
+ setcell "que_qsch01",75,242,75,245,cell_shootable,0;
+ setcell "que_qsch01",100,251,103,251,cell_walkable,0;
+ setcell "que_qsch01",100,251,103,251,cell_shootable,0;
+ setcell "que_qsch01",100,256,103,256,cell_walkable,0;
+ setcell "que_qsch01",100,256,103,256,cell_shootable,0;
+ end;
+
+OnDisable:
+ killmonster "que_qsch01","#miro_yf_sch01::OnMyMobDead";
+ setcell "que_qsch01",44,292,47,292,cell_walkable,1;
+ setcell "que_qsch01",44,292,47,292,cell_shootable,1;
+ setcell "que_qsch01",67,292,67,295,cell_walkable,1;
+ setcell "que_qsch01",67,292,67,295,cell_shootable,1;
+ setcell "que_qsch01",94,298,94,301,cell_walkable,1;
+ setcell "que_qsch01",94,298,94,301,cell_shootable,1;
+ setcell "que_qsch01",79,286,79,289,cell_walkable,1;
+ setcell "que_qsch01",79,286,79,289,cell_shootable,1;
+ setcell "que_qsch01",56,282,59,282,cell_walkable,1;
+ setcell "que_qsch01",56,282,59,282,cell_shootable,1;
+ setcell "que_qsch01",71,280,71,283,cell_walkable,1;
+ setcell "que_qsch01",71,280,71,283,cell_shootable,1;
+ setcell "que_qsch01",100,281,103,281,cell_walkable,1;
+ setcell "que_qsch01",100,281,103,281,cell_shootable,1;
+ setcell "que_qsch01",44,261,47,261,cell_walkable,1;
+ setcell "que_qsch01",44,261,47,261,cell_shootable,1;
+ setcell "que_qsch01",50,265,53,265,cell_walkable,1;
+ setcell "que_qsch01",50,265,53,265,cell_shootable,1;
+ setcell "que_qsch01",56,270,59,270,cell_walkable,1;
+ setcell "que_qsch01",56,270,59,270,cell_shootable,1;
+ setcell "que_qsch01",72,278,73,278,cell_walkable,1;
+ setcell "que_qsch01",72,278,73,278,cell_shootable,1;
+ setcell "que_qsch01",82,266,85,266,cell_walkable,1;
+ setcell "que_qsch01",82,266,85,266,cell_shootable,1;
+ setcell "que_qsch01",88,266,91,266,cell_walkable,1;
+ setcell "que_qsch01",88,266,91,266,cell_shootable,1;
+ setcell "que_qsch01",94,271,97,271,cell_walkable,1;
+ setcell "que_qsch01",94,271,97,271,cell_shootable,1;
+ setcell "que_qsch01",60,254,60,257,cell_walkable,1;
+ setcell "que_qsch01",60,254,60,257,cell_shootable,1;
+ setcell "que_qsch01",73,260,73,263,cell_walkable,1;
+ setcell "que_qsch01",73,260,73,263,cell_shootable,1;
+ setcell "que_qsch01",75,254,75,257,cell_walkable,1;
+ setcell "que_qsch01",75,254,75,257,cell_shootable,1;
+ setcell "que_qsch01",87,254,87,257,cell_walkable,1;
+ setcell "que_qsch01",87,254,87,257,cell_shootable,1;
+ setcell "que_qsch01",58,248,58,251,cell_walkable,1;
+ setcell "que_qsch01",58,248,58,251,cell_shootable,1;
+ setcell "que_qsch01",80,248,80,251,cell_walkable,1;
+ setcell "que_qsch01",80,248,80,251,cell_shootable,1;
+ setcell "que_qsch01",53,242,53,245,cell_walkable,1;
+ setcell "que_qsch01",53,242,53,245,cell_shootable,1;
+ setcell "que_qsch01",75,242,75,245,cell_walkable,1;
+ setcell "que_qsch01",75,242,75,245,cell_shootable,1;
+ setcell "que_qsch01",100,251,103,251,cell_walkable,1;
+ setcell "que_qsch01",100,251,103,251,cell_shootable,1;
+ setcell "que_qsch01",100,256,103,256,cell_walkable,1;
+ setcell "que_qsch01",100,256,103,256,cell_shootable,1;
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qsch01,132,172,0 script windpath01_sch01 45,1,1,{
+OnTouch:
+ if (countitem(7839) > 0) {
+ mes "The Warp Gate responds to the Crystal Key.";
+ delitem 7839,1; //Crystal_Key
+ close2;
+ warp "que_qsch01",114,158;
+ end;
+ }
+ else {
+ mes "You need the Crystal Key to activate the Warp Gate.";
+ close;
+ }
+}
+
+que_qsch01,113,165,0 warp windpath02_sch01 1,1,que_qsch01,139,172
+
+
+que_qsch01,131,136,3 script Piamette#sch01 1930,{
+OnInit:
+ enablenpc "Piamette#sch01";
+ end;
+}
+
+que_qsch01,114,158,0 script #event_start01_sch01 -1,1,1,{
+
+OnInit:
+ disablenpc "#event_start01_sch01";
+ end;
+
+OnEnable:
+ enablenpc "#event_start01_sch01";
+ end;
+
+OnDisable:
+ disablenpc "#event_start01_sch01";
+ stopnpctimer;
+ end;
+
+OnTouch:
+ initnpctimer;
+ disablenpc "#event_start01_sch01";
+ end;
+
+OnTimer2000:
+ mapannounce "que_qsch01","Piamette mumblings : ..There were six birds, Teo. But one is....",bc_map,"0xdb7093";
+ end;
+
+OnTimer6000:
+ mapannounce "que_qsch01","Piamette mumblings : ...Shh.. Teo. The birds have returned..Are they birds that ran away before...? Or breakers who disguises themselves as good adventurers?",bc_map,"0xdb7093";
+ end;
+
+OnTimer10000:
+ mapannounce "que_qsch01","Piamette mumblings : Ha! They are caged in.",bc_map,"0xdb7093";
+ end;
+
+OnTimer14000:
+ mapannounce "que_qsch01","Piamette : Teo, Catch the birds! Put the cage away from here!",bc_map,"0x00ff00";
+ donpcevent "#gdtimer01_sch01::OnEnable";
+ stopnpctimer;
+ end;
+}
+
+que_qsch01,2,2,0 script #gdtimer01_sch01 844,{
+
+OnEnable:
+ initnpctimer;
+ end;
+
+Onstop:
+ donpcevent "#getspell01_sch01::OnDisable";
+ donpcevent "#getspell02_sch01::OnDisable";
+ donpcevent "#getspell03_sch01::OnDisable";
+ donpcevent "#getspell04_sch01::OnDisable";
+ donpcevent "#getspell05_sch01::OnDisable";
+ donpcevent "#getspell06_sch01::OnDisable";
+ donpcevent "#getspell07_sch01::OnDisable";
+ donpcevent "#getspell08_sch01::OnDisable";
+ stopnpctimer;
+ end;
+
+OnTimer1000:
+ donpcevent "#getspell08_sch01::OnDisable";
+ donpcevent "#getspell01_sch01::OnEnable";
+ end;
+
+OnTimer10000:
+ donpcevent "#getspell01_sch01::OnDisable";
+ donpcevent "#getspell02_sch01::OnEnable";
+ end;
+
+OnTimer20000:
+ donpcevent "#getspell02_sch01::OnDisable";
+ donpcevent "#getspell03_sch01::OnEnable";
+ end;
+
+OnTimer30000:
+ donpcevent "#getspell03_sch01::OnDisable";
+ donpcevent "#getspell04_sch01::OnEnable";
+ end;
+
+OnTimer40000:
+ donpcevent "#getspell04_sch01::OnDisable";
+ donpcevent "#getspell05_sch01::OnEnable";
+ end;
+
+OnTimer50000:
+ donpcevent "#getspell05_sch01::OnDisable";
+ donpcevent "#getspell06_sch01::OnEnable";
+ end;
+
+OnTimer60000:
+ donpcevent "#getspell06_sch01::OnDisable";
+ donpcevent "#getspell07_sch01::OnEnable";
+ end;
+
+OnTimer70000:
+ donpcevent "#getspell07_sch01::OnDisable";
+ donpcevent "#getspell08_sch01::OnEnable";
+ end;
+
+OnTimer75000:
+ if ($gqse_sch01_gd < 6) {
+ mapannounce "que_qsch01","Piamette : Silly birds! Silly Teo! Why can't you put away the cage at once?!",bc_map,"0x00ff00";
+ enablenpc "#sch01_cage01";
+ enablenpc "#sch01_cage02";
+ enablenpc "#sch01_cage03";
+ enablenpc "#sch01_cage04";
+ enablenpc "#sch01_cage05";
+ enablenpc "#sch01_cage06";
+ set $gqse_sch01_gd,0;
+ }
+ end;
+
+OnTimer76000:
+ disablenpc "#sch01_cage01";
+ disablenpc "#sch01_cage02";
+ disablenpc "#sch01_cage03";
+ disablenpc "#sch01_cage04";
+ disablenpc "#sch01_cage05";
+ disablenpc "#sch01_cage06";
+ end;
+
+OnTimer80000:
+ donpcevent "#gdtimer01_sch01::OnEnable";
+ end;
+}
+
+que_qsch01,2,3,0 script #gdtimer02_sch01 844,{
+
+OnEnable:
+ initnpctimer;
+ end;
+
+Onstop:
+ stopnpctimer;
+ killmonster "que_qsch01","#gdtimer02_sch01::OnMyMobDead";
+ end;
+
+OnTimer4000:
+ mapannounce "que_qsch01","Piamette : All of them are caught!",bc_map,"0xdb7093";
+ end;
+
+OnTimer8000:
+ mapannounce "que_qsch01","Piamette : Let's call out the keeper of the key not to let the birds go far away.",bc_map,"0xdb7093";
+ end;
+
+OnTimer12000:
+ mapannounce "que_qsch01","Piamette : The keeper of the key is protecting my cage.",bc_map,"0xdb7093";
+ monster "que_qsch01",108,151,"Key Stone",1905,1,"#gdtimer02_sch01::OnMyMobDead";
+ monster "que_qsch01",109,135,"Key Stone",1905,1,"#gdtimer02_sch01::OnMyMobDead";
+ monster "que_qsch01",115,116,"Key Stone",1905,1,"#gdtimer02_sch01::OnMyMobDead";
+ monster "que_qsch01",158,106,"Key Stone",1905,1,"#gdtimer02_sch01::OnMyMobDead";
+ monster "que_qsch01",163,133,"Key Stone",1905,1,"#gdtimer02_sch01::OnMyMobDead";
+ monster "que_qsch01",150,154,"Key Stone",1905,1,"#gdtimer02_sch01::OnMyMobDead";
+ end;
+
+OnTimer112000:
+ mapannounce "que_qsch01","Piamette : Whooping fun times are back! Now, Go! I'll get back to!!",bc_map,"0xdb7093";
+ killmonster "que_qsch01","#gdtimer02_sch01::OnMyMobDead";
+ enablenpc "#sch01_cage01";
+ enablenpc "#sch01_cage02";
+ enablenpc "#sch01_cage03";
+ enablenpc "#sch01_cage04";
+ enablenpc "#sch01_cage05";
+ enablenpc "#sch01_cage06";
+ set $gqse_sch01_gd,0;
+ end;
+
+OnTimer113000:
+ disablenpc "#sch01_cage01";
+ disablenpc "#sch01_cage02";
+ disablenpc "#sch01_cage03";
+ disablenpc "#sch01_cage04";
+ disablenpc "#sch01_cage05";
+ disablenpc "#sch01_cage06";
+ donpcevent "#gdtimer01_sch01::OnEnable";
+ stopnpctimer;
+ end;
+
+Onreset:
+ killmonster "que_qsch01","#gdtimer02_sch01::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ if (mobcount("que_qsch01","#gdtimer02_sch01::OnMyMobDead") == 0) {
+ enablenpc "#sch01_cage01";
+ enablenpc "#sch01_cage02";
+ enablenpc "#sch01_cage03";
+ enablenpc "#sch01_cage04";
+ enablenpc "#sch01_cage05";
+ enablenpc "#sch01_cage06";
+ donpcevent "#piamette_sch01::OnEnable";
+ stopnpctimer;
+ }
+ end;
+}
+
+que_qsch01,1,4,0 script #piamette_sch01 844,{
+OnEnable:
+ initnpctimer;
+ end;
+
+Onreset:
+ killmonster "que_qsch01","#piamette_sch01::OnMyMobDead";
+ stopnpctimer;
+ end;
+
+OnTimer1000:
+ mapannounce "que_qsch01","Piamette : All the keeper of keys are dead now? Who freed my birds? Teo, who did it?",bc_map,"0xdb7093";
+ end;
+
+OnTimer5000:
+ mapannounce "que_qsch01","Piamette : I'm pissed off now!",bc_map,"0xdb7093";
+ disablenpc "Piamette#sch01";
+ monster "que_qsch01",131,135,"Angry Piamette",1930,1,"#piamette_sch01::OnMyMobDead";
+ stopnpctimer;
+ end;
+
+OnMyMobDead:
+ mapannounce "que_qsch01","Piamette has been released, so the warp gate toward the South is working now.",bc_map,"0x00ff00";
+ enablenpc "windpath03_sch01";
+ enablenpc "windpath04_sch01";
+ donpcevent "#nm_switch_sch01::OnEnable";
+ end;
+}
+
+que_qsch01,113,135,0 script #getspell01_sch01 -1,1,1,{
+OnInit:
+ disablenpc "#getspell01_sch01";
+ end;
+
+OnEnable:
+ enablenpc "#getspell01_sch01";
+ specialeffect EF_LOCKON;
+ end;
+
+OnDisable:
+ disablenpc "#getspell01_sch01";
+ end;
+
+OnTouch:
+ sc_start2 SC_Stone,300000,0,10000;
+ if ($gqse_sch01_gd == 0) {
+ warp "que_qsch01",103,153;
+ disablenpc "#getspell01_sch01";
+ set $gqse_sch01_gd,1;
+ mapannounce "que_qsch01","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch01_gd == 1) {
+ warp "que_qsch01",102,135;
+ disablenpc "#getspell01_sch01";
+ set $gqse_sch01_gd,2;
+ mapannounce "que_qsch01","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch01_gd == 2) {
+ warp "que_qsch01",113,111;
+ disablenpc "#getspell01_sch01";
+ set $gqse_sch01_gd,3;
+ mapannounce "que_qsch01","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch01_gd == 3) {
+ warp "que_qsch01",161,105;
+ disablenpc "#getspell01_sch01";
+ set $gqse_sch01_gd,4;
+ mapannounce "que_qsch01","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch01_gd == 4) {
+ warp "que_qsch01",168,135;
+ disablenpc "#getspell01_sch01";
+ set $gqse_sch01_gd,5;
+ mapannounce "que_qsch01","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch01_gd == 5) {
+ warp "que_qsch01",150,159;
+ disablenpc "#getspell01_sch01";
+ set $gqse_sch01_gd,6;
+ mapannounce "que_qsch01","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
+ donpcevent "#gdtimer02_sch01::OnEnable";
+ donpcevent "#gdtimer01_sch01::Onstop";
+ }
+ end;
+}
+
+que_qsch01,146,150,0 script #getspell02_sch01 -1,1,1,{
+OnInit:
+ disablenpc "#getspell02_sch01";
+ end;
+
+OnEnable:
+ enablenpc "#getspell02_sch01";
+ specialeffect EF_LOCKON;
+ end;
+
+OnDisable:
+ disablenpc "#getspell02_sch01";
+ end;
+
+OnTouch:
+ sc_start2 SC_Stone,300000,0,10000;
+ if ($gqse_sch01_gd == 0) {
+ warp "que_qsch01",103,153;
+ disablenpc "#getspell01_sch01";
+ set $gqse_sch01_gd,1;
+ mapannounce "que_qsch01","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch01_gd == 1) {
+ warp "que_qsch01",102,135;
+ disablenpc "#getspell01_sch01";
+ set $gqse_sch01_gd,2;
+ mapannounce "que_qsch01","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch01_gd == 2) {
+ warp "que_qsch01",113,111;
+ disablenpc "#getspell01_sch01";
+ set $gqse_sch01_gd,3;
+ mapannounce "que_qsch01","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch01_gd == 3) {
+ warp "que_qsch01",161,105;
+ disablenpc "#getspell01_sch01";
+ set $gqse_sch01_gd,4;
+ mapannounce "que_qsch01","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch01_gd == 4) {
+ warp "que_qsch01",168,135;
+ disablenpc "#getspell01_sch01";
+ set $gqse_sch01_gd,5;
+ mapannounce "que_qsch01","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch01_gd == 5) {
+ warp "que_qsch01",150,159;
+ disablenpc "#getspell01_sch01";
+ set $gqse_sch01_gd,6;
+ mapannounce "que_qsch01","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
+ donpcevent "#gdtimer02_sch01::OnEnable";
+ donpcevent "#gdtimer01_sch01::Onstop";
+ }
+ end;
+}
+
+que_qsch01,131,117,0 script #getspell03_sch01 -1,1,1,{
+OnInit:
+ disablenpc "#getspell03_sch01";
+ end;
+
+OnEnable:
+ enablenpc "#getspell03_sch01";
+ specialeffect EF_LOCKON;
+ end;
+
+OnDisable:
+ disablenpc "#getspell03_sch01";
+ end;
+
+OnTouch:
+ sc_start2 SC_Stone,300000,0,10000;
+ if ($gqse_sch01_gd == 0) {
+ warp "que_qsch01",103,153;
+ disablenpc "#getspell01_sch01";
+ set $gqse_sch01_gd,1;
+ mapannounce "que_qsch01","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch01_gd == 1) {
+ warp "que_qsch01",102,135;
+ disablenpc "#getspell01_sch01";
+ set $gqse_sch01_gd,2;
+ mapannounce "que_qsch01","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch01_gd == 2) {
+ warp "que_qsch01",113,111;
+ disablenpc "#getspell01_sch01";
+ set $gqse_sch01_gd,3;
+ mapannounce "que_qsch01","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch01_gd == 3) {
+ warp "que_qsch01",161,105;
+ disablenpc "#getspell01_sch01";
+ set $gqse_sch01_gd,4;
+ mapannounce "que_qsch01","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch01_gd == 4) {
+ warp "que_qsch01",168,135;
+ disablenpc "#getspell01_sch01";
+ set $gqse_sch01_gd,5;
+ mapannounce "que_qsch01","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch01_gd == 5) {
+ warp "que_qsch01",150,159;
+ disablenpc "#getspell01_sch01";
+ set $gqse_sch01_gd,6;
+ mapannounce "que_qsch01","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
+ donpcevent "#gdtimer02_sch01::OnEnable";
+ donpcevent "#gdtimer01_sch01::Onstop";
+ }
+ end;
+}
+
+que_qsch01,117,150,0 script #getspell04_sch01 -1,1,1,{
+OnInit:
+ disablenpc "#getspell04_sch01";
+ end;
+
+OnEnable:
+ enablenpc "#getspell04_sch01";
+ specialeffect EF_LOCKON;
+ end;
+
+OnDisable:
+ disablenpc "#getspell04_sch01";
+ end;
+
+OnTouch:
+ sc_start2 SC_Stone,300000,0,10000;
+ if ($gqse_sch01_gd == 0) {
+ warp "que_qsch01",103,153;
+ disablenpc "#getspell01_sch01";
+ set $gqse_sch01_gd,1;
+ mapannounce "que_qsch01","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch01_gd == 1) {
+ warp "que_qsch01",102,135;
+ disablenpc "#getspell01_sch01";
+ set $gqse_sch01_gd,2;
+ mapannounce "que_qsch01","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch01_gd == 2) {
+ warp "que_qsch01",113,111;
+ disablenpc "#getspell01_sch01";
+ set $gqse_sch01_gd,3;
+ mapannounce "que_qsch01","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch01_gd == 3) {
+ warp "que_qsch01",161,105;
+ disablenpc "#getspell01_sch01";
+ set $gqse_sch01_gd,4;
+ mapannounce "que_qsch01","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch01_gd == 4) {
+ warp "que_qsch01",168,135;
+ disablenpc "#getspell01_sch01";
+ set $gqse_sch01_gd,5;
+ mapannounce "que_qsch01","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch01_gd == 5) {
+ warp "que_qsch01",150,159;
+ disablenpc "#getspell01_sch01";
+ set $gqse_sch01_gd,6;
+ mapannounce "que_qsch01","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
+ donpcevent "#gdtimer02_sch01::OnEnable";
+ donpcevent "#gdtimer01_sch01::Onstop";
+ }
+ end;
+}
+
+que_qsch01,150,135,0 script #getspell05_sch01 -1,1,1,{
+OnInit:
+ disablenpc "#getspell05_sch01";
+ end;
+
+OnEnable:
+ enablenpc "#getspell05_sch01";
+ specialeffect EF_LOCKON;
+ end;
+
+OnDisable:
+ disablenpc "#getspell05_sch01";
+ end;
+
+OnTouch:
+ sc_start2 SC_Stone,300000,0,10000;
+ if ($gqse_sch01_gd == 0) {
+ warp "que_qsch01",103,153;
+ disablenpc "#getspell01_sch01";
+ set $gqse_sch01_gd,1;
+ mapannounce "que_qsch01","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch01_gd == 1) {
+ warp "que_qsch01",102,135;
+ disablenpc "#getspell01_sch01";
+ set $gqse_sch01_gd,2;
+ mapannounce "que_qsch01","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch01_gd == 2) {
+ warp "que_qsch01",113,111;
+ disablenpc "#getspell01_sch01";
+ set $gqse_sch01_gd,3;
+ mapannounce "que_qsch01","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch01_gd == 3) {
+ warp "que_qsch01",161,105;
+ disablenpc "#getspell01_sch01";
+ set $gqse_sch01_gd,4;
+ mapannounce "que_qsch01","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch01_gd == 4) {
+ warp "que_qsch01",168,135;
+ disablenpc "#getspell01_sch01";
+ set $gqse_sch01_gd,5;
+ mapannounce "que_qsch01","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch01_gd == 5) {
+ warp "que_qsch01",150,159;
+ disablenpc "#getspell01_sch01";
+ set $gqse_sch01_gd,6;
+ mapannounce "que_qsch01","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
+ donpcevent "#gdtimer02_sch01::OnEnable";
+ donpcevent "#gdtimer01_sch01::Onstop";
+ }
+ end;
+}
+
+que_qsch01,117,121,0 script #getspell06_sch01 -1,1,1,{
+OnInit:
+ disablenpc "#getspell06_sch01";
+ end;
+
+OnEnable:
+ enablenpc "#getspell06_sch01";
+ specialeffect EF_LOCKON;
+ end;
+
+OnDisable:
+ disablenpc "#getspell06_sch01";
+ end;
+
+OnTouch:
+ sc_start2 SC_Stone,300000,0,10000;
+ if ($gqse_sch01_gd == 0) {
+ warp "que_qsch01",103,153;
+ disablenpc "#getspell01_sch01";
+ set $gqse_sch01_gd,1;
+ mapannounce "que_qsch01","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch01_gd == 1) {
+ warp "que_qsch01",102,135;
+ disablenpc "#getspell01_sch01";
+ set $gqse_sch01_gd,2;
+ mapannounce "que_qsch01","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch01_gd == 2) {
+ warp "que_qsch01",113,111;
+ disablenpc "#getspell01_sch01";
+ set $gqse_sch01_gd,3;
+ mapannounce "que_qsch01","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch01_gd == 3) {
+ warp "que_qsch01",161,105;
+ disablenpc "#getspell01_sch01";
+ set $gqse_sch01_gd,4;
+ mapannounce "que_qsch01","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch01_gd == 4) {
+ warp "que_qsch01",168,135;
+ disablenpc "#getspell01_sch01";
+ set $gqse_sch01_gd,5;
+ mapannounce "que_qsch01","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch01_gd == 5) {
+ warp "que_qsch01",150,159;
+ disablenpc "#getspell01_sch01";
+ set $gqse_sch01_gd,6;
+ mapannounce "que_qsch01","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
+ donpcevent "#gdtimer02_sch01::OnEnable";
+ donpcevent "#gdtimer01_sch01::Onstop";
+ }
+ end;
+}
+
+que_qsch01,131,154,0 script #getspell07_sch01 -1,1,1,{
+OnInit:
+ disablenpc "#getspell07_sch01";
+ end;
+
+OnEnable:
+ enablenpc "#getspell07_sch01";
+ specialeffect EF_LOCKON;
+ end;
+
+OnDisable:
+ disablenpc "#getspell07_sch01";
+ end;
+
+OnTouch:
+ sc_start2 SC_Stone,300000,0,10000;
+ if ($gqse_sch01_gd == 0) {
+ warp "que_qsch01",103,153;
+ disablenpc "#getspell01_sch01";
+ set $gqse_sch01_gd,1;
+ mapannounce "que_qsch01","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch01_gd == 1) {
+ warp "que_qsch01",102,135;
+ disablenpc "#getspell01_sch01";
+ set $gqse_sch01_gd,2;
+ mapannounce "que_qsch01","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch01_gd == 2) {
+ warp "que_qsch01",113,111;
+ disablenpc "#getspell01_sch01";
+ set $gqse_sch01_gd,3;
+ mapannounce "que_qsch01","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch01_gd == 3) {
+ warp "que_qsch01",161,105;
+ disablenpc "#getspell01_sch01";
+ set $gqse_sch01_gd,4;
+ mapannounce "que_qsch01","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch01_gd == 4) {
+ warp "que_qsch01",168,135;
+ disablenpc "#getspell01_sch01";
+ set $gqse_sch01_gd,5;
+ mapannounce "que_qsch01","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch01_gd == 5) {
+ warp "que_qsch01",150,159;
+ disablenpc "#getspell01_sch01";
+ set $gqse_sch01_gd,6;
+ mapannounce "que_qsch01","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
+ donpcevent "#gdtimer02_sch01::OnEnable";
+ donpcevent "#gdtimer01_sch01::Onstop";
+ }
+ end;
+}
+
+que_qsch01,146,121,0 script #getspell08_sch01 -1,1,1,{
+OnInit:
+ disablenpc "#getspell08_sch01";
+ end;
+
+OnEnable:
+ enablenpc "#getspell08_sch01";
+ specialeffect EF_LOCKON;
+ end;
+
+OnDisable:
+ disablenpc "#getspell08_sch01";
+ end;
+
+OnTouch:
+ sc_start2 SC_Stone,300000,0,10000;
+ if ($gqse_sch01_gd == 0) {
+ warp "que_qsch01",103,153;
+ disablenpc "#getspell01_sch01";
+ set $gqse_sch01_gd,1;
+ mapannounce "que_qsch01","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch01_gd == 1) {
+ warp "que_qsch01",102,135;
+ disablenpc "#getspell01_sch01";
+ set $gqse_sch01_gd,2;
+ mapannounce "que_qsch01","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch01_gd == 2) {
+ warp "que_qsch01",113,111;
+ disablenpc "#getspell01_sch01";
+ set $gqse_sch01_gd,3;
+ mapannounce "que_qsch01","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch01_gd == 3) {
+ warp "que_qsch01",161,105;
+ disablenpc "#getspell01_sch01";
+ set $gqse_sch01_gd,4;
+ mapannounce "que_qsch01","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch01_gd == 4) {
+ warp "que_qsch01",168,135;
+ disablenpc "#getspell01_sch01";
+ set $gqse_sch01_gd,5;
+ mapannounce "que_qsch01","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch01_gd == 5) {
+ warp "que_qsch01",150,159;
+ disablenpc "#getspell01_sch01";
+ set $gqse_sch01_gd,6;
+ mapannounce "que_qsch01","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
+ donpcevent "#gdtimer02_sch01::OnEnable";
+ donpcevent "#gdtimer01_sch01::Onstop";
+ }
+ end;
+}
+
+que_qsch01,103,153,0 script #sch01_cage01 -1,1,1,{
+OnInit:
+ disablenpc "#sch01_cage01";
+ end;
+
+OnTouch:
+ sc_end SC_Stone;
+ warp "que_qsch01",108,151;
+ disablenpc "#sch01_cage01";
+ end;
+}
+
+que_qsch01,102,135,0 script #sch01_cage02 -1,1,1,{
+OnInit:
+ disablenpc "#sch01_cage02";
+ end;
+
+OnTouch:
+ sc_end SC_Stone;
+ warp "que_qsch01",107,135;
+ disablenpc "#sch01_cage02";
+ end;
+}
+
+que_qsch01,113,111,0 script #sch01_cage03 -1,1,1,{
+OnInit:
+ disablenpc "#sch01_cage03";
+ end;
+
+OnTouch:
+ sc_end SC_Stone;
+ warp "que_qsch01",113,114;
+ disablenpc "#sch01_cage03";
+ end;
+}
+
+que_qsch01,161,105,0 script #sch01_cage04 -1,1,1,{
+OnInit:
+ disablenpc "#sch01_cage04";
+ end;
+
+OnTouch:
+ sc_end SC_Stone;
+ warp "que_qsch01",158,106;
+ disablenpc "#sch01_cage04";
+ end;
+}
+
+que_qsch01,168,135,0 script #sch01_cage05 -1,1,1,{
+OnInit:
+ disablenpc "#sch01_cage05";
+ end;
+
+OnTouch:
+ sc_end SC_Stone;
+ warp "que_qsch01",163,133;
+ disablenpc "#sch01_cage05";
+ end;
+}
+
+que_qsch01,150,159,0 script #sch01_cage06 -1,1,1,{
+OnInit:
+ disablenpc "#sch01_cage06";
+ end;
+
+OnTouch:
+ sc_end SC_Stone;
+ warp "que_qsch01",150,154;
+ disablenpc "#sch01_cage06";
+ end;
+}
+
+que_qsch01,1,8,0 script #gd_sch01_mobctrl 844,{
+OnEnable:
+ monster "que_qsch01",107,152,"Ball of Piamette",1738,1,"#gd_sch01_mobctrl::OnMyMobDead";
+ monster "que_qsch01",109,135,"Ball of Piamette",1738,1,"#gd_sch01_mobctrl::OnMyMobDead";
+ monster "que_qsch01",113,116,"Ball of Piamette",1738,1,"#gd_sch01_mobctrl::OnMyMobDead";
+ monster "que_qsch01",157,107,"Ball of Piamette",1738,1,"#gd_sch01_mobctrl::OnMyMobDead";
+ monster "que_qsch01",163,133,"Ball of Piamette",1738,1,"#gd_sch01_mobctrl::OnMyMobDead";
+ monster "que_qsch01",149,156,"Ball of Piamette",1738,1,"#gd_sch01_mobctrl::OnMyMobDead";
+ monster "que_qsch01",130,139,"Alice",1275,1,"#gd_sch01_mobctrl::OnMyMobDead";
+ monster "que_qsch01",135,137,"Alice",1275,1,"#gd_sch01_mobctrl::OnMyMobDead";
+ monster "que_qsch01",130,132,"Alice",1275,1,"#gd_sch01_mobctrl::OnMyMobDead";
+ monster "que_qsch01",128,137,"Alice",1275,1,"#gd_sch01_mobctrl::OnMyMobDead";
+ monster "que_qsch01",109,145,"Alice",1275,1,"#gd_sch01_mobctrl::OnMyMobDead";
+ monster "que_qsch01",109,130,"Alice",1275,1,"#gd_sch01_mobctrl::OnMyMobDead";
+ monster "que_qsch01",128,114,"Alice",1275,1,"#gd_sch01_mobctrl::OnMyMobDead";
+ monster "que_qsch01",147,114,"Alice",1275,1,"#gd_sch01_mobctrl::OnMyMobDead";
+ monster "que_qsch01",154,128,"Alice",1275,1,"#gd_sch01_mobctrl::OnMyMobDead";
+ monster "que_qsch01",151,145,"Alice",1275,1,"#gd_sch01_mobctrl::OnMyMobDead";
+ monster "que_qsch01",130,151,"Alice",1275,1,"#gd_sch01_mobctrl::OnMyMobDead";
+ monster "que_qsch01",131,139,"Ball of Piamette",1738,1,"#gd_sch01_mobctrl::OnMyMobDead";
+ monster "que_qsch01",135,136,"Ball of Piamette",1738,1,"#gd_sch01_mobctrl::OnMyMobDead";
+ monster "que_qsch01",131,132,"Ball of Piamette",1738,1,"#gd_sch01_mobctrl::OnMyMobDead";
+ monster "que_qsch01",128,136,"Ball of Piamette",1738,1,"#gd_sch01_mobctrl::OnMyMobDead";
+ monster "que_qsch01",110,145,"Ball of Piamette",1738,1,"#gd_sch01_mobctrl::OnMyMobDead";
+ monster "que_qsch01",129,114,"Ball of Piamette",1738,1,"#gd_sch01_mobctrl::OnMyMobDead";
+ monster "que_qsch01",148,114,"Ball of Piamette",1738,1,"#gd_sch01_mobctrl::OnMyMobDead";
+ monster "que_qsch01",155,128,"Ball of Piamette",1738,1,"#gd_sch01_mobctrl::OnMyMobDead";
+ monster "que_qsch01",152,145,"Ball of Piamette",1738,1,"#gd_sch01_mobctrl::OnMyMobDead";
+ monster "que_qsch01",131,151,"Ball of Piamette",1738,1,"#gd_sch01_mobctrl::OnMyMobDead";
+ monster "que_qsch01",110,130,"Ball of Piamette",1738,1,"#gd_sch01_mobctrl::OnMyMobDead";
+ monster "que_qsch01",132,139,"Violy",1390,1,"#gd_sch01_mobctrl::OnMyMobDead";
+ monster "que_qsch01",135,135,"Violy",1390,1,"#gd_sch01_mobctrl::OnMyMobDead";
+ monster "que_qsch01",132,132,"Violy",1390,1,"#gd_sch01_mobctrl::OnMyMobDead";
+ monster "que_qsch01",128,135,"Violy",1390,1,"#gd_sch01_mobctrl::OnMyMobDead";
+ monster "que_qsch01",111,145,"Violy",1390,1,"#gd_sch01_mobctrl::OnMyMobDead";
+ monster "que_qsch01",111,130,"Violy",1390,1,"#gd_sch01_mobctrl::OnMyMobDead";
+ monster "que_qsch01",130,114,"Violy",1390,1,"#gd_sch01_mobctrl::OnMyMobDead";
+ monster "que_qsch01",149,114,"Violy",1390,1,"#gd_sch01_mobctrl::OnMyMobDead";
+ monster "que_qsch01",156,128,"Violy",1390,1,"#gd_sch01_mobctrl::OnMyMobDead";
+ monster "que_qsch01",153,145,"Violy",1390,1,"#gd_sch01_mobctrl::OnMyMobDead";
+ monster "que_qsch01",132,151,"Violy",1390,1,"#gd_sch01_mobctrl::OnMyMobDead";
+ monster "que_qsch01",133,139,"Ancient Mimic",1699,1,"#gd_sch01_mobctrl::OnMyMobDead";
+ monster "que_qsch01",135,134,"Ancient Mimic",1699,1,"#gd_sch01_mobctrl::OnMyMobDead";
+ monster "que_qsch01",133,132,"Ancient Mimic",1699,1,"#gd_sch01_mobctrl::OnMyMobDead";
+ monster "que_qsch01",128,135,"Ancient Mimic",1699,1,"#gd_sch01_mobctrl::OnMyMobDead";
+ monster "que_qsch01",112,145,"Ancient Mimic",1699,1,"#gd_sch01_mobctrl::OnMyMobDead";
+ monster "que_qsch01",131,114,"Ancient Mimic",1699,1,"#gd_sch01_mobctrl::OnMyMobDead";
+ monster "que_qsch01",150,114,"Ancient Mimic",1699,1,"#gd_sch01_mobctrl::OnMyMobDead";
+ monster "que_qsch01",157,128,"Ancient Mimic",1699,1,"#gd_sch01_mobctrl::OnMyMobDead";
+ monster "que_qsch01",154,145,"Ancient Mimic",1699,1,"#gd_sch01_mobctrl::OnMyMobDead";
+ monster "que_qsch01",133,151,"Ancient Mimic",1699,1,"#gd_sch01_mobctrl::OnMyMobDead";
+ monster "que_qsch01",112,130,"Ancient Mimic",1699,1,"#gd_sch01_mobctrl::OnMyMobDead";
+ end;
+
+Onreset:
+ killmonster "que_qsch01","#gd_sch01_mobctrl::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ if (mobcount("que_qsch01","#gd_sch01_mobctrl::OnMyMobDead") < 7) {
+ monster "que_qsch01",107,152,"Ball of Piamette",1738,1,"#gd_sch01_mobctrl::OnMyMobDead";
+ monster "que_qsch01",109,135,"Ball of Piamette",1738,1,"#gd_sch01_mobctrl::OnMyMobDead";
+ monster "que_qsch01",113,116,"Ball of Piamette",1738,1,"#gd_sch01_mobctrl::OnMyMobDead";
+ monster "que_qsch01",157,107,"Ball of Piamette",1738,1,"#gd_sch01_mobctrl::OnMyMobDead";
+ monster "que_qsch01",163,133,"Ball of Piamette",1738,1,"#gd_sch01_mobctrl::OnMyMobDead";
+ monster "que_qsch01",149,156,"Ball of Piamette",1738,1,"#gd_sch01_mobctrl::OnMyMobDead";
+ }
+ end;
+}
+
+que_qsch01,149,105,0 script windpath03_sch01 45,1,1,{
+OnInit:
+ disablenpc "windpath03_sch01";
+ end;
+
+OnTouch:
+ warp "que_qsch01",119,103;
+ end;
+}
+
+que_qsch01,128,104,0 script windpath04_sch01 45,1,1,{
+OnInit:
+ disablenpc "windpath04_sch01";
+ end;
+
+OnTouch:
+ warp "que_qsch01",146,109;
+ end;
+}
+
+que_qsch01,253,273,0 script #nm_switch_sch01 -1,5,5,{
+OnInit:
+ disablenpc "#nm_switch_sch01";
+ end;
+
+OnEnable:
+ enablenpc "#nm_switch_sch01";
+ end;
+
+OnDisable:
+ disablenpc "#nm_switch_sch01";
+ stopnpctimer;
+ end;
+
+OnTouch:
+ disablenpc "#nm_switch_sch01";
+ initnpctimer;
+ end;
+
+OnTimer1000:
+ mapannounce "que_qsch01","Wish Maiden: Did you have a good time with Piamette?",bc_map,"0x00ff00";
+ end;
+
+OnTimer4000:
+ mapannounce "que_qsch01","Wish Maiden: But it's the end. There will be summoned monsters coming soon...",bc_map,"0x00ff00";
+ end;
+
+OnTimer9000:
+ mapannounce "que_qsch01","Wish Maiden: So come here to me safely...",bc_map,"0x00ff00";
+ end;
+
+OnTimer10000:
+ donpcevent "#nmsomsch01_jin01::OnEnable";
+ donpcevent "#sch01_stone01::OnEnable";
+ end;
+
+OnTimer190000:
+ donpcevent "#nmsomsch01_jin02::OnEnable";
+ donpcevent "#sch01_stone02::OnEnable";
+ end;
+
+OnTimer370000:
+ donpcevent "#nmsomsch01_jin03::OnEnable";
+ donpcevent "#sch01_stone03::OnEnable";
+ stopnpctimer;
+ end;
+}
+
+que_qsch01,229,297,0 script #nmsomsch01_jin01 -1,{
+OnEnable:
+ donpcevent "#sch01_stone01::OnEnable";
+ initnpctimer;
+ end;
+
+OnDisable:
+ killmonster "que_qsch01","#nmsomsch01_jin01::OnMyMobDead";
+ stopnpctimer;
+ end;
+
+OnTimer5000:
+ mapannounce "que_qsch01","The Western magic formation is working to summon Guard of Shadow.",bc_map,"0x4d4dff";
+ monster "que_qsch01",226,288,"Guard of Shadow",1752,1,"#nmsomsch01_jin01::OnMyMobDead";
+ monster "que_qsch01",227,289,"Guard of Shadow",1752,1,"#nmsomsch01_jin01::OnMyMobDead";
+ monster "que_qsch01",228,290,"Guard of Shadow",1752,1,"#nmsomsch01_jin01::OnMyMobDead";
+ monster "que_qsch01",229,291,"Guard of Shadow",1752,1,"#nmsomsch01_jin01::OnMyMobDead";
+ monster "que_qsch01",230,292,"Guard of Shadow",1752,1,"#nmsomsch01_jin01::OnMyMobDead";
+ monster "que_qsch01",231,293,"Guard of Shadow",1752,1,"#nmsomsch01_jin01::OnMyMobDead";
+ monster "que_qsch01",232,294,"Guard of Shadow",1752,1,"#nmsomsch01_jin01::OnMyMobDead";
+ monster "que_qsch01",233,295,"Guard of Shadow",1752,1,"#nmsomsch01_jin01::OnMyMobDead";
+ monster "que_qsch01",234,296,"Guard of Shadow",1752,1,"#nmsomsch01_jin01::OnMyMobDead";
+ monster "que_qsch01",235,297,"Guard of Shadow",1752,1,"#nmsomsch01_jin01::OnMyMobDead";
+ monster "que_qsch01",228,286,"Guard of Shadow",1752,1,"#nmsomsch01_jin01::OnMyMobDead";
+ monster "que_qsch01",229,287,"Guard of Shadow",1752,1,"#nmsomsch01_jin01::OnMyMobDead";
+ monster "que_qsch01",230,288,"Guard of Shadow",1752,1,"#nmsomsch01_jin01::OnMyMobDead";
+ monster "que_qsch01",231,289,"Guard of Shadow",1752,1,"#nmsomsch01_jin01::OnMyMobDead";
+ monster "que_qsch01",232,290,"Guard of Shadow",1752,1,"#nmsomsch01_jin01::OnMyMobDead";
+ monster "que_qsch01",233,291,"Guard of Shadow",1752,1,"#nmsomsch01_jin01::OnMyMobDead";
+ monster "que_qsch01",234,292,"Guard of Shadow",1752,1,"#nmsomsch01_jin01::OnMyMobDead";
+ monster "que_qsch01",235,293,"Guard of Shadow",1752,1,"#nmsomsch01_jin01::OnMyMobDead";
+ monster "que_qsch01",236,294,"Guard of Shadow",1752,1,"#nmsomsch01_jin01::OnMyMobDead";
+ monster "que_qsch01",237,295,"Guard of Shadow",1752,1,"#nmsomsch01_jin01::OnMyMobDead";
+ monster "que_qsch01",230,284,"Guard of Shadow",1752,1,"#nmsomsch01_jin01::OnMyMobDead";
+ monster "que_qsch01",231,285,"Guard of Shadow",1752,1,"#nmsomsch01_jin01::OnMyMobDead";
+ monster "que_qsch01",232,286,"Guard of Shadow",1752,1,"#nmsomsch01_jin01::OnMyMobDead";
+ monster "que_qsch01",233,287,"Guard of Shadow",1752,1,"#nmsomsch01_jin01::OnMyMobDead";
+ monster "que_qsch01",234,288,"Guard of Shadow",1752,1,"#nmsomsch01_jin01::OnMyMobDead";
+ monster "que_qsch01",235,289,"Guard of Shadow",1752,1,"#nmsomsch01_jin01::OnMyMobDead";
+ monster "que_qsch01",236,290,"Guard of Shadow",1752,1,"#nmsomsch01_jin01::OnMyMobDead";
+ monster "que_qsch01",237,291,"Guard of Shadow",1752,1,"#nmsomsch01_jin01::OnMyMobDead";
+ monster "que_qsch01",238,292,"Guard of Shadow",1752,1,"#nmsomsch01_jin01::OnMyMobDead";
+ monster "que_qsch01",239,293,"Guard of Shadow",1752,1,"#nmsomsch01_jin01::OnMyMobDead";
+ end;
+
+OnTimer25000:
+OnTimer55000:
+OnTimer85000:
+OnTimer120000:
+ monster "que_qsch01",226,294,"Guard of Shadow",1752,1,"#nmsomsch01_jin01::OnMyMobDead";
+ monster "que_qsch01",227,294,"Guard of Shadow",1752,1,"#nmsomsch01_jin01::OnMyMobDead";
+ monster "que_qsch01",228,294,"Guard of Shadow",1752,1,"#nmsomsch01_jin01::OnMyMobDead";
+ monster "que_qsch01",229,294,"Guard of Shadow",1752,1,"#nmsomsch01_jin01::OnMyMobDead";
+ monster "que_qsch01",230,295,"Guard of Shadow",1752,1,"#nmsomsch01_jin01::OnMyMobDead";
+ monster "que_qsch01",231,296,"Guard of Shadow",1752,1,"#nmsomsch01_jin01::OnMyMobDead";
+ monster "que_qsch01",231,297,"Guard of Shadow",1752,1,"#nmsomsch01_jin01::OnMyMobDead";
+ monster "que_qsch01",231,298,"Guard of Shadow",1752,1,"#nmsomsch01_jin01::OnMyMobDead";
+ monster "que_qsch01",231,299,"Guard of Shadow",1752,1,"#nmsomsch01_jin01::OnMyMobDead";
+ monster "que_qsch01",230,300,"Guard of Shadow",1752,1,"#nmsomsch01_jin01::OnMyMobDead";
+ monster "que_qsch01",229,301,"Guard of Shadow",1752,1,"#nmsomsch01_jin01::OnMyMobDead";
+ monster "que_qsch01",228,301,"Guard of Shadow",1752,1,"#nmsomsch01_jin01::OnMyMobDead";
+ monster "que_qsch01",227,301,"Guard of Shadow",1752,1,"#nmsomsch01_jin01::OnMyMobDead";
+ monster "que_qsch01",226,301,"Guard of Shadow",1752,1,"#nmsomsch01_jin01::OnMyMobDead";
+ monster "que_qsch01",225,300,"Guard of Shadow",1752,1,"#nmsomsch01_jin01::OnMyMobDead";
+ monster "que_qsch01",224,299,"Guard of Shadow",1752,1,"#nmsomsch01_jin01::OnMyMobDead";
+ monster "que_qsch01",224,298,"Guard of Shadow",1752,1,"#nmsomsch01_jin01::OnMyMobDead";
+ monster "que_qsch01",224,297,"Guard of Shadow",1752,1,"#nmsomsch01_jin01::OnMyMobDead";
+ monster "que_qsch01",224,296,"Guard of Shadow",1752,1,"#nmsomsch01_jin01::OnMyMobDead";
+ monster "que_qsch01",225,295,"Guard of Shadow",1752,1,"#nmsomsch01_jin01::OnMyMobDead";
+ end;
+
+OnTimer180000:
+ stopnpctimer;
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qsch01,2,8,0 script #sch01_stone01 844,{
+OnEnable:
+ monster "que_qsch01",227,294,"Western Magic Guardian",1752,1,"#sch01_stone01::OnMyMobDead";
+ monster "que_qsch01",229,294,"Western Magic Guardian",1752,1,"#sch01_stone01::OnMyMobDead";
+ monster "que_qsch01",231,296,"Western Magic Guardian",1752,1,"#sch01_stone01::OnMyMobDead";
+ monster "que_qsch01",231,298,"Western Magic Guardian",1752,1,"#sch01_stone01::OnMyMobDead";
+ monster "que_qsch01",230,300,"Western Magic Guardian",1752,1,"#sch01_stone01::OnMyMobDead";
+ monster "que_qsch01",228,301,"Western Magic Guardian",1752,1,"#sch01_stone01::OnMyMobDead";
+ monster "que_qsch01",226,301,"Western Magic Guardian",1752,1,"#sch01_stone01::OnMyMobDead";
+ monster "que_qsch01",224,299,"Western Magic Guardian",1752,1,"#sch01_stone01::OnMyMobDead";
+ monster "que_qsch01",224,297,"Western Magic Guardian",1752,1,"#sch01_stone01::OnMyMobDead";
+ monster "que_qsch01",225,295,"Western Magic Guardian",1752,1,"#sch01_stone01::OnMyMobDead";
+ end;
+
+Onreset:
+ killmonster "que_qsch01","#sch01_stone01::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ if (mobcount("que_qsch01","#sch01_stone01::OnMyMobDead") == 0) {
+ set $gqse_sch01_nm,$gqse_sch01_nm+1;
+ donpcevent "#nmsomsch01_jin01::OnDisable";
+ if ($gqse_sch01_nm == 3) {
+ donpcevent "Wish Maiden#sch01_boss::Onfight";
+ }
+ }
+ end;
+}
+
+que_qsch01,275,299,0 script #nmsomsch01_jin02 -1,{
+OnEnable:
+ initnpctimer;
+ end;
+
+OnDisable:
+ killmonster "que_qsch01","#nmsomsch01_jin02::OnMyMobDead";
+ stopnpctimer;
+ end;
+
+OnTimer5000:
+ mapannounce "que_qsch01","The Eastern magic formation is working to summon Bloody Hunter.",bc_map,"0x4d4dff";
+ monster "que_qsch01",263,292,"Bloody Hunter",1753,1,"#nmsomsch01_jin02::OnMyMobDead";
+ monster "que_qsch01",264,291,"Bloody Hunter",1753,1,"#nmsomsch01_jin02::OnMyMobDead";
+ monster "que_qsch01",265,290,"Bloody Hunter",1753,1,"#nmsomsch01_jin02::OnMyMobDead";
+ monster "que_qsch01",266,289,"Bloody Hunter",1753,1,"#nmsomsch01_jin02::OnMyMobDead";
+ monster "que_qsch01",267,288,"Bloody Hunter",1753,1,"#nmsomsch01_jin02::OnMyMobDead";
+ monster "que_qsch01",268,287,"Bloody Hunter",1753,1,"#nmsomsch01_jin02::OnMyMobDead";
+ monster "que_qsch01",269,286,"Bloody Hunter",1753,1,"#nmsomsch01_jin02::OnMyMobDead";
+ monster "que_qsch01",270,285,"Bloody Hunter",1753,1,"#nmsomsch01_jin02::OnMyMobDead";
+ monster "que_qsch01",271,284,"Bloody Hunter",1753,1,"#nmsomsch01_jin02::OnMyMobDead";
+ monster "que_qsch01",272,283,"Bloody Hunter",1753,1,"#nmsomsch01_jin02::OnMyMobDead";
+ monster "que_qsch01",265,294,"Bloody Hunter",1753,1,"#nmsomsch01_jin02::OnMyMobDead";
+ monster "que_qsch01",266,293,"Bloody Hunter",1753,1,"#nmsomsch01_jin02::OnMyMobDead";
+ monster "que_qsch01",267,292,"Bloody Hunter",1753,1,"#nmsomsch01_jin02::OnMyMobDead";
+ monster "que_qsch01",268,291,"Bloody Hunter",1753,1,"#nmsomsch01_jin02::OnMyMobDead";
+ monster "que_qsch01",269,290,"Bloody Hunter",1753,1,"#nmsomsch01_jin02::OnMyMobDead";
+ monster "que_qsch01",270,289,"Bloody Hunter",1753,1,"#nmsomsch01_jin02::OnMyMobDead";
+ monster "que_qsch01",271,288,"Bloody Hunter",1753,1,"#nmsomsch01_jin02::OnMyMobDead";
+ monster "que_qsch01",272,287,"Bloody Hunter",1753,1,"#nmsomsch01_jin02::OnMyMobDead";
+ monster "que_qsch01",273,286,"Bloody Hunter",1753,1,"#nmsomsch01_jin02::OnMyMobDead";
+ monster "que_qsch01",274,285,"Bloody Hunter",1753,1,"#nmsomsch01_jin02::OnMyMobDead";
+ monster "que_qsch01",267,296,"Bloody Hunter",1753,1,"#nmsomsch01_jin02::OnMyMobDead";
+ monster "que_qsch01",268,295,"Bloody Hunter",1753,1,"#nmsomsch01_jin02::OnMyMobDead";
+ monster "que_qsch01",269,294,"Bloody Hunter",1753,1,"#nmsomsch01_jin02::OnMyMobDead";
+ monster "que_qsch01",270,283,"Bloody Hunter",1753,1,"#nmsomsch01_jin02::OnMyMobDead";
+ monster "que_qsch01",271,282,"Bloody Hunter",1753,1,"#nmsomsch01_jin02::OnMyMobDead";
+ monster "que_qsch01",272,281,"Bloody Hunter",1753,1,"#nmsomsch01_jin02::OnMyMobDead";
+ monster "que_qsch01",273,280,"Bloody Hunter",1753,1,"#nmsomsch01_jin02::OnMyMobDead";
+ monster "que_qsch01",274,279,"Bloody Hunter",1753,1,"#nmsomsch01_jin02::OnMyMobDead";
+ monster "que_qsch01",275,276,"Bloody Hunter",1753,1,"#nmsomsch01_jin02::OnMyMobDead";
+ monster "que_qsch01",276,275,"Bloody Hunter",1753,1,"#nmsomsch01_jin02::OnMyMobDead";
+ end;
+
+OnTimer25000:
+OnTimer55000:
+OnTimer85000:
+OnTimer120000:
+ monster "que_qsch01",274,301,"Bloody Hunter",1753,1,"#nmsomsch01_jin02::OnMyMobDead";
+ monster "que_qsch01",275,301,"Bloody Hunter",1753,1,"#nmsomsch01_jin02::OnMyMobDead";
+ monster "que_qsch01",276,301,"Bloody Hunter",1753,1,"#nmsomsch01_jin02::OnMyMobDead";
+ monster "que_qsch01",277,301,"Bloody Hunter",1753,1,"#nmsomsch01_jin02::OnMyMobDead";
+ monster "que_qsch01",278,300,"Bloody Hunter",1753,1,"#nmsomsch01_jin02::OnMyMobDead";
+ monster "que_qsch01",279,299,"Bloody Hunter",1753,1,"#nmsomsch01_jin02::OnMyMobDead";
+ monster "que_qsch01",279,298,"Bloody Hunter",1753,1,"#nmsomsch01_jin02::OnMyMobDead";
+ monster "que_qsch01",279,297,"Bloody Hunter",1753,1,"#nmsomsch01_jin02::OnMyMobDead";
+ monster "que_qsch01",279,296,"Bloody Hunter",1753,1,"#nmsomsch01_jin02::OnMyMobDead";
+ monster "que_qsch01",278,295,"Bloody Hunter",1753,1,"#nmsomsch01_jin02::OnMyMobDead";
+ monster "que_qsch01",277,294,"Bloody Hunter",1753,1,"#nmsomsch01_jin02::OnMyMobDead";
+ monster "que_qsch01",276,294,"Bloody Hunter",1753,1,"#nmsomsch01_jin02::OnMyMobDead";
+ monster "que_qsch01",275,294,"Bloody Hunter",1753,1,"#nmsomsch01_jin02::OnMyMobDead";
+ monster "que_qsch01",274,294,"Bloody Hunter",1753,1,"#nmsomsch01_jin02::OnMyMobDead";
+ monster "que_qsch01",273,295,"Bloody Hunter",1753,1,"#nmsomsch01_jin02::OnMyMobDead";
+ monster "que_qsch01",272,296,"Bloody Hunter",1753,1,"#nmsomsch01_jin02::OnMyMobDead";
+ monster "que_qsch01",272,297,"Bloody Hunter",1753,1,"#nmsomsch01_jin02::OnMyMobDead";
+ monster "que_qsch01",272,298,"Bloody Hunter",1753,1,"#nmsomsch01_jin02::OnMyMobDead";
+ monster "que_qsch01",272,299,"Bloody Hunter",1753,1,"#nmsomsch01_jin02::OnMyMobDead";
+ monster "que_qsch01",273,300,"Bloody Hunter",1753,1,"#nmsomsch01_jin02::OnMyMobDead";
+ end;
+
+OnTimer180000:
+ stopnpctimer;
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qsch01,2,9,0 script #sch01_stone02 844,{
+OnEnable:
+ monster "que_qsch01",275,301,"Eastern Magic Guardian",1753,1,"#sch01_stone02::OnMyMobDead";
+ monster "que_qsch01",277,301,"Eastern Magic Guardian",1753,1,"#sch01_stone02::OnMyMobDead";
+ monster "que_qsch01",279,299,"Eastern Magic Guardian",1753,1,"#sch01_stone02::OnMyMobDead";
+ monster "que_qsch01",279,297,"Eastern Magic Guardian",1753,1,"#sch01_stone02::OnMyMobDead";
+ monster "que_qsch01",278,295,"Eastern Magic Guardian",1753,1,"#sch01_stone02::OnMyMobDead";
+ monster "que_qsch01",276,294,"Eastern Magic Guardian",1753,1,"#sch01_stone02::OnMyMobDead";
+ monster "que_qsch01",274,294,"Eastern Magic Guardian",1753,1,"#sch01_stone02::OnMyMobDead";
+ monster "que_qsch01",272,296,"Eastern Magic Guardian",1753,1,"#sch01_stone02::OnMyMobDead";
+ monster "que_qsch01",272,298,"Eastern Magic Guardian",1753,1,"#sch01_stone02::OnMyMobDead";
+ monster "que_qsch01",273,300,"Eastern Magic Guardian",1753,1,"#sch01_stone02::OnMyMobDead";
+ end;
+
+Onreset:
+ killmonster "que_qsch01","#sch01_stone02::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ if (mobcount("que_qsch01","#sch01_stone02::OnMyMobDead") == 0) {
+ set $gqse_sch01_nm,$gqse_sch01_nm+1;
+ donpcevent "#nmsomsch01_jin02::OnDisable";
+ if ($gqse_sch01_nm == 3) {
+ donpcevent "Wish Maiden#sch01_boss::Onfight";
+ }
+ }
+ end;
+}
+
+que_qsch01,251,340,0 script #nmsomsch01_jin03 -1,{
+OnEnable:
+ initnpctimer;
+ end;
+
+OnDisable:
+ killmonster "que_qsch01","#nmsomsch01_jin03::OnMyMobDead";
+ stopnpctimer;
+ end;
+
+OnTimer5000:
+ mapannounce "que_qsch01","The Northern magic formation is working to summon Keeper of the Temple.",bc_map,"0x4d4dff";
+ monster "que_qsch01",247,329,"Keeper Of The Temple",1933,1,"#nmsomsch01_jin03::OnMyMobDead";
+ monster "que_qsch01",249,329,"Keeper Of The Temple",1933,1,"#nmsomsch01_jin03::OnMyMobDead";
+ monster "que_qsch01",251,329,"Keeper Of The Temple",1933,1,"#nmsomsch01_jin03::OnMyMobDead";
+ monster "que_qsch01",253,329,"Keeper Of The Temple",1933,1,"#nmsomsch01_jin03::OnMyMobDead";
+ monster "que_qsch01",255,329,"Keeper Of The Temple",1933,1,"#nmsomsch01_jin03::OnMyMobDead";
+ monster "que_qsch01",243,339,"Keeper Of The Temple",1933,1,"#nmsomsch01_jin03::OnMyMobDead";
+ monster "que_qsch01",245,337,"Keeper Of The Temple",1933,1,"#nmsomsch01_jin03::OnMyMobDead";
+ monster "que_qsch01",247,335,"Keeper Of The Temple",1933,1,"#nmsomsch01_jin03::OnMyMobDead";
+ monster "que_qsch01",247,333,"Keeper Of The Temple",1933,1,"#nmsomsch01_jin03::OnMyMobDead";
+ monster "que_qsch01",254,333,"Keeper Of The Temple",1933,1,"#nmsomsch01_jin03::OnMyMobDead";
+ monster "que_qsch01",256,335,"Keeper Of The Temple",1933,1,"#nmsomsch01_jin03::OnMyMobDead";
+ monster "que_qsch01",258,337,"Keeper Of The Temple",1933,1,"#nmsomsch01_jin03::OnMyMobDead";
+ monster "que_qsch01",260,339,"Keeper Of The Temple",1933,1,"#nmsomsch01_jin03::OnMyMobDead";
+ end;
+
+OnTimer120000:
+ monster "que_qsch01",251,343,"Keeper Of The Temple",1933,1,"#nmsomsch01_jin03::OnMyMobDead";
+ monster "que_qsch01",252,343,"Keeper Of The Temple",1933,1,"#nmsomsch01_jin03::OnMyMobDead";
+ monster "que_qsch01",255,341,"Keeper Of The Temple",1933,1,"#nmsomsch01_jin03::OnMyMobDead";
+ monster "que_qsch01",255,340,"Keeper Of The Temple",1933,1,"#nmsomsch01_jin03::OnMyMobDead";
+ monster "que_qsch01",254,337,"Keeper Of The Temple",1933,1,"#nmsomsch01_jin03::OnMyMobDead";
+ monster "que_qsch01",253,336,"Keeper Of The Temple",1933,1,"#nmsomsch01_jin03::OnMyMobDead";
+ monster "que_qsch01",250,336,"Keeper Of The Temple",1933,1,"#nmsomsch01_jin03::OnMyMobDead";
+ monster "que_qsch01",249,337,"Keeper Of The Temple",1933,1,"#nmsomsch01_jin03::OnMyMobDead";
+ monster "que_qsch01",248,340,"Keeper Of The Temple",1933,1,"#nmsomsch01_jin03::OnMyMobDead";
+ monster "que_qsch01",248,341,"Keeper Of The Temple",1933,1,"#nmsomsch01_jin03::OnMyMobDead";
+ end;
+
+OnTimer240000:
+ monster "que_qsch01",250,343,"Keeper Of The Temple",1933,1,"#nmsomsch01_jin03::OnMyMobDead";
+ monster "que_qsch01",252,343,"Keeper Of The Temple",1933,1,"#nmsomsch01_jin03::OnMyMobDead";
+ monster "que_qsch01",254,342,"Keeper Of The Temple",1933,1,"#nmsomsch01_jin03::OnMyMobDead";
+ monster "que_qsch01",255,340,"Keeper Of The Temple",1933,1,"#nmsomsch01_jin03::OnMyMobDead";
+ monster "que_qsch01",255,338,"Keeper Of The Temple",1933,1,"#nmsomsch01_jin03::OnMyMobDead";
+ monster "que_qsch01",253,336,"Keeper Of The Temple",1933,1,"#nmsomsch01_jin03::OnMyMobDead";
+ monster "que_qsch01",250,336,"Keeper Of The Temple",1933,1,"#nmsomsch01_jin03::OnMyMobDead";
+ monster "que_qsch01",248,338,"Keeper Of The Temple",1933,1,"#nmsomsch01_jin03::OnMyMobDead";
+ monster "que_qsch01",248,340,"Keeper Of The Temple",1933,1,"#nmsomsch01_jin03::OnMyMobDead";
+ monster "que_qsch01",249,342,"Keeper Of The Temple",1933,1,"#nmsomsch01_jin03::OnMyMobDead";
+ end;
+
+OnTimer360000:
+ monster "que_qsch01",250,343,"Keeper Of The Temple",1933,1,"#nmsomsch01_jin03::OnMyMobDead";
+ monster "que_qsch01",252,343,"Keeper Of The Temple",1933,1,"#nmsomsch01_jin03::OnMyMobDead";
+ monster "que_qsch01",254,342,"Keeper Of The Temple",1933,1,"#nmsomsch01_jin03::OnMyMobDead";
+ monster "que_qsch01",255,340,"Keeper Of The Temple",1933,1,"#nmsomsch01_jin03::OnMyMobDead";
+ monster "que_qsch01",255,338,"Keeper Of The Temple",1933,1,"#nmsomsch01_jin03::OnMyMobDead";
+ monster "que_qsch01",253,336,"Keeper Of The Temple",1933,1,"#nmsomsch01_jin03::OnMyMobDead";
+ monster "que_qsch01",251,336,"Keeper Of The Temple",1933,1,"#nmsomsch01_jin03::OnMyMobDead";
+ monster "que_qsch01",249,337,"Keeper Of The Temple",1933,1,"#nmsomsch01_jin03::OnMyMobDead";
+ monster "que_qsch01",248,339,"Keeper Of The Temple",1933,1,"#nmsomsch01_jin03::OnMyMobDead";
+ monster "que_qsch01",248,341,"Keeper Of The Temple",1933,1,"#nmsomsch01_jin03::OnMyMobDead";
+ stopnpctimer;
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qsch01,2,10,0 script #sch01_stone03 844,{
+OnEnable:
+ monster "que_qsch01",251,343,"Northern Magic Guardian",1933,1,"#sch01_stone03::OnMyMobDead";
+ monster "que_qsch01",252,343,"Northern Magic Guardian",1933,1,"#sch01_stone03::OnMyMobDead";
+ monster "que_qsch01",255,341,"Northern Magic Guardian",1933,1,"#sch01_stone03::OnMyMobDead";
+ monster "que_qsch01",255,340,"Northern Magic Guardian",1933,1,"#sch01_stone03::OnMyMobDead";
+ monster "que_qsch01",254,337,"Northern Magic Guardian",1933,1,"#sch01_stone03::OnMyMobDead";
+ monster "que_qsch01",253,336,"Northern Magic Guardian",1933,1,"#sch01_stone03::OnMyMobDead";
+ monster "que_qsch01",250,336,"Northern Magic Guardian",1933,1,"#sch01_stone03::OnMyMobDead";
+ monster "que_qsch01",249,337,"Northern Magic Guardian",1933,1,"#sch01_stone03::OnMyMobDead";
+ monster "que_qsch01",248,340,"Northern Magic Guardian",1933,1,"#sch01_stone03::OnMyMobDead";
+ monster "que_qsch01",248,341,"Northern Magic Guardian",1933,1,"#sch01_stone03::OnMyMobDead";
+ end;
+
+Onreset:
+ killmonster "que_qsch01","#sch01_stone03::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ if (mobcount("que_qsch01","#sch01_stone03::OnMyMobDead") == 0) {
+ set $gqse_sch01_nm,$gqse_sch01_nm+1;
+ donpcevent "#nmsomsch01_jin03::OnDisable";
+
+ if ($gqse_sch01_nm == 3) {
+ donpcevent "Wish Maiden#sch01_boss::Onfight";
+ }
+ }
+ end;
+}
+
+que_qsch01,235,285,5 script Guard of Shadow#sch01_01 1752,4,4,{
+OnInit:
+ disablenpc "Guard of Shadow#sch01_01";
+ end;
+
+OnDisable:
+ killmonster "que_qsch01","Guard of Shadow#sch01_01::OnMyMobDead";
+ disablenpc "Guard of Shadow#sch01_01";
+ end;
+
+OnTouch:
+ disablenpc "Guard of Shadow#sch01_01";
+ monster "que_qsch01",234,284,"Guard of Shadow",1752,1,"Guard of Shadow#sch01_01::OnMyMobDead";
+ monster "que_qsch01",235,285,"Guard of Shadow",1752,1,"Guard of Shadow#sch01_01::OnMyMobDead";
+ monster "que_qsch01",236,286,"Guard of Shadow",1752,1,"Guard of Shadow#sch01_01::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qsch01,224,290,5 script Guard of Shadow#sch01_02 1752,4,4,{
+OnInit:
+ disablenpc "Guard of Shadow#sch01_02";
+ end;
+
+OnDisable:
+ killmonster "que_qsch01","Guard of Shadow#sch01_02::OnMyMobDead";
+ disablenpc "Guard of Shadow#sch01_02";
+ end;
+
+OnTouch:
+ disablenpc "Guard of Shadow#sch01_02";
+ monster "que_qsch01",223,289,"Guard of Shadow",1752,1,"Guard of Shadow#sch01_02::OnMyMobDead";
+ monster "que_qsch01",224,290,"Guard of Shadow",1752,1,"Guard of Shadow#sch01_02::OnMyMobDead";
+ monster "que_qsch01",225,291,"Guard of Shadow",1752,1,"Guard of Shadow#sch01_02::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qsch01,236,296,5 script Guard of Shadow#sch01_03 1752,4,4,{
+OnInit:
+ disablenpc "Guard of Shadow#sch01_03";
+ end;
+
+OnDisable:
+ killmonster "que_qsch01","Guard of Shadow#sch01_03::OnMyMobDead";
+ disablenpc "Guard of Shadow#sch01_03";
+ end;
+
+OnTouch:
+ disablenpc "Guard of Shadow#sch01_03";
+ monster "que_qsch01",235,295,"Guard of Shadow",1752,1,"Guard of Shadow#sch01_03::OnMyMobDead";
+ monster "que_qsch01",236,296,"Guard of Shadow",1752,1,"Guard of Shadow#sch01_03::OnMyMobDead";
+ monster "que_qsch01",237,297,"Guard of Shadow",1752,1,"Guard of Shadow#sch01_03::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qsch01,225,303,5 script Guard of Shadow#sch01_04 1752,4,4,{
+OnInit:
+ disablenpc "Guard of Shadow#sch01_04";
+ end;
+
+OnDisable:
+ killmonster "que_qsch01","Guard of Shadow#sch01_04::OnMyMobDead";
+ disablenpc "Guard of Shadow#sch01_04";
+ end;
+
+OnTouch:
+ disablenpc "Guard of Shadow#sch01_04";
+ monster "que_qsch01",224,302,"Guard of Shadow",1752,1,"Guard of Shadow#sch01_04::OnMyMobDead";
+ monster "que_qsch01",225,303,"Guard of Shadow",1752,1,"Guard of Shadow#sch01_04::OnMyMobDead";
+ monster "que_qsch01",226,304,"Guard of Shadow",1752,1,"Guard of Shadow#sch01_04::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qsch01,266,296,3 script Bloody Hunter#sch01_ac01 1753,4,4,{
+OnInit:
+ disablenpc "Bloody Hunter#sch01_ac01";
+ end;
+
+OnDisable:
+ killmonster "que_qsch01","Bloody Hunter#sch01_ac01::OnMyMobDead";
+ disablenpc "Bloody Hunter#sch01_ac01";
+ end;
+
+OnTouch:
+ disablenpc "Bloody Hunter#sch01_ac01";
+ monster "que_qsch01",265,297,"Bloody Hunter",1753,1,"Bloody Hunter#sch01_ac01::OnMyMobDead";
+ monster "que_qsch01",266,296,"Bloody Hunter",1753,1,"Bloody Hunter#sch01_ac01::OnMyMobDead";
+ monster "que_qsch01",267,295,"Bloody Hunter",1753,1,"Bloody Hunter#sch01_ac01::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qsch01,271,283,3 script Bloody Hunter#sch01_ac02 1753,4,4,{
+OnInit:
+ disablenpc "Bloody Hunter#sch01_ac02";
+ end;
+
+OnDisable:
+ killmonster "que_qsch01","Bloody Hunter#sch01_ac02::OnMyMobDead";
+ disablenpc "Bloody Hunter#sch01_ac02";
+ end;
+
+OnTouch:
+ disablenpc "Bloody Hunter#sch01_ac02";
+ monster "que_qsch01",270,284,"Bloody Hunter",1753,1,"Bloody Hunter#sch01_ac02::OnMyMobDead";
+ monster "que_qsch01",271,283,"Bloody Hunter",1753,1,"Bloody Hunter#sch01_ac02::OnMyMobDead";
+ monster "que_qsch01",272,282,"Bloody Hunter",1753,1,"Bloody Hunter#sch01_ac02::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qsch01,270,307,3 script Bloody Hunter#sch01_ac03 1753,4,4,{
+OnInit:
+ disablenpc "Bloody Hunter#sch01_ac03";
+ end;
+
+OnDisable:
+ killmonster "que_qsch01","Bloody Hunter#sch01_ac03::OnMyMobDead";
+ disablenpc "Bloody Hunter#sch01_ac03";
+ end;
+
+OnTouch:
+ disablenpc "Bloody Hunter#sch01_ac03";
+ monster "que_qsch01",269,308,"Bloody Hunter",1753,1,"Bloody Hunter#sch01_ac03::OnMyMobDead";
+ monster "que_qsch01",270,307,"Bloody Hunter",1753,1,"Bloody Hunter#sch01_ac03::OnMyMobDead";
+ monster "que_qsch01",271,306,"Bloody Hunter",1753,1,"Bloody Hunter#sch01_ac03::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qsch01,279,300,3 script Bloody Hunter#sch01_ac04 1753,4,4,{
+OnInit:
+ disablenpc "Bloody Hunter#sch01_ac04";
+ end;
+
+OnDisable:
+ killmonster "que_qsch01","Bloody Hunter#sch01_ac04::OnMyMobDead";
+ disablenpc "Bloody Hunter#sch01_ac04";
+ end;
+
+OnTouch:
+ disablenpc "Bloody Hunter#sch01_ac04";
+ monster "que_qsch01",278,301,"Bloody Hunter",1753,1,"Bloody Hunter#sch01_ac04::OnMyMobDead";
+ monster "que_qsch01",279,300,"Bloody Hunter",1753,1,"Bloody Hunter#sch01_ac04::OnMyMobDead";
+ monster "que_qsch01",280,299,"Bloody Hunter",1753,1,"Bloody Hunter#sch01_ac04::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qsch01,247,330,5 script Temple Keeper#sch01_ac01 1933,4,4,{
+OnInit:
+ disablenpc "Temple Keeper#sch01_ac01";
+ end;
+
+OnDisable:
+ killmonster "que_qsch01","Temple Keeper#sch01_ac01::OnMyMobDead";
+ disablenpc "Temple Keeper#sch01_ac01";
+ end;
+
+OnTouch:
+ disablenpc "Temple Keeper#sch01_ac01";
+ monster "que_qsch01",246,330,"Keeper Of The Temple",1933,1,"Temple Keeper#sch01_ac01::OnMyMobDead";
+ monster "que_qsch01",247,330,"Keeper Of The Temple",1933,1,"Temple Keeper#sch01_ac01::OnMyMobDead";
+ monster "que_qsch01",248,330,"Keeper Of The Temple",1933,1,"Temple Keeper#sch01_ac01::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qsch01,255,330,3 script Temple Keeper#sch01_ac02 1933,4,4,{
+OnInit:
+ disablenpc "Temple Keeper#sch01_ac02";
+ end;
+
+OnDisable:
+ killmonster "que_qsch01","Temple Keeper#sch01_ac02::OnMyMobDead";
+ disablenpc "Temple Keeper#sch01_ac02";
+ end;
+
+OnTouch:
+ disablenpc "Temple Keeper#sch01_ac02";
+ monster "que_qsch01",254,330,"Keeper Of The Temple",1933,1,"Temple Keeper#sch01_ac02::OnMyMobDead";
+ monster "que_qsch01",255,330,"Keeper Of The Temple",1933,1,"Temple Keeper#sch01_ac02::OnMyMobDead";
+ monster "que_qsch01",256,330,"Keeper Of The Temple",1933,1,"Temple Keeper#sch01_ac02::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qsch01,251,255,3 script Wish Maiden#sch01_boss 1931,{
+OnInit:
+ hideonnpc "Wish Maiden#sch01_boss";
+ end;
+
+OnDisable:
+ killmonster "que_qsch01","Wish Maiden#sch01_boss::OnMyMobDead";
+ hideonnpc "Wish Maiden#sch01_boss";
+ stopnpctimer;
+ end;
+
+Onfight:
+ initnpctimer;
+ end;
+
+OnTimer1000:
+ mapannounce "que_qsch01","Wish Maiden : You guys reached here.. Are your guardians dead...?",bc_map,"0x00ff00";
+ end;
+
+OnTimer4000:
+ mapannounce "que_qsch01","Wish Maiden : I sincerely welcome all your best efforts!",bc_map,"0x00ff00";
+ end;
+
+OnTimer5000:
+ specialeffect EF_ICECRASH;
+ hideonnpc "Wish Maiden#sch01_boss";
+ specialeffect EF_SPHERE;
+ monster "que_qsch01",252,340,"Wish Maiden",1931,1,"Wish Maiden#sch01_boss::OnMyMobDead";
+ stopnpctimer;
+ end;
+
+OnMyMobDead:
+ if (mobcount("que_qsch01","Wish Maiden#sch01_boss::OnMyMobDead") == 0) {
+ donpcevent "#okolnir_sch01::Onstop";
+ donpcevent "Wish Maiden#sch01_gift::OnEnable";
+ mapannounce "que_qsch01","Wish Maiden : ..Good, you deserve the Goddess' shine.",bc_map,"0x00ff00";
+ }
+ end;
+}
+
+que_qsch01,252,340,3 script Wish Maiden#sch01_gift 403,{
+ set .@GID, GetCastleData("schg_cas01",1);
+ if (getcharid(2) == .@GID) {
+ if (strcharinfo(0) == getguildmaster(.@GID)) {
+ if ((countitem(7830) > 0) && (countitem(7831) > 0) && (countitem(7832) > 0) && (countitem(7833) > 0) && (countitem(7834) > 0) && (countitem(2357) > 0) && (countitem(7510) > 99) && (countitem(969) > 9) && (countitem(985) > 19)) {
+ cutin "wish_maiden12",1;
+ mes "[Wish Maiden]";
+ mes "As I declared, I will give the Goddess' shine to you.";
+ mes "You have the requirements to carry it...";
+ next;
+ mes "[Wish Maiden]";
+ mes "You will be granted the power of the great Valkyrie...";
+ next;
+ mes "[Wish Maiden]";
+ mes "I will give you some things for fun.";
+ mes "All of you enjoy them together...";
+ next;
+ mes "[Wish Maiden]";
+ mes "Go to Rachel and Juno to meet the Ravies sisters.";
+ next;
+ cutin "wish_maiden32",1;
+ mes "[Wish Maiden]";
+ mes "I will open the gate for you to come back here.";
+ mes "...Okolnir won't last forever...";
+ delitem 7830,1; //Goddess_Tear
+ delitem 7831,1; //Valkyrie_Token
+ delitem 7832,1; //Brynhild_Armor_Piece
+ delitem 7833,1; //Hero_Remains
+ delitem 7834,1; //Andvari_Ring
+ delitem 2357,1; //Valkyrie_Armor
+ delitem 7510,100; //Valhalla_Flower
+ delitem 969,10; //Gold
+ delitem 985,20; //Elunium
+ getitem 2383,1; //Brynhild
+ getitem 7840,1; //Valkyrie_Gift
+ announce "["+ strcharinfo(0) +"], of guild ["+ GetGuildName(.@GID) +"] has brought a Brynhild into this world.",bc_all,"0x70dbdb";
+ close2;
+ cutin "wish_maiden11",255;
+ disablenpc "Wish Maiden#sch01_gift";
+ enablenpc "#to_agit_sch01_gate";
+ end;
+ }
+ else {
+ cutin "wish_maiden13",1;
+ mes "[Wish Maiden]";
+ mes "As I declared, you are worthy of holding the Brynhild.";
+ mes "However, you do not have the requirements on you...";
+ next;
+ mes "[Wish Maiden]";
+ mes "...Did you forget something?";
+ close2;
+ }
+ }
+ else {
+ cutin "wish_maiden12",1;
+ mes "[Wish Maiden]";
+ mes "� All of you worked together as a team...";
+ mes "Humans are strong when they are united, but are easily swayed by lust.";
+ next;
+ mes "[Wish Maiden]";
+ mes "Humans are imperfect, so their chief god is there for them when they need help.";
+ mes "....";
+ next;
+ mes "[Wish Maiden]";
+ mes "Always be real.";
+ mes "Do not regret your actions...";
+ close2;
+ }
+ }
+ cutin "wish_maiden11",255;
+ end;
+
+OnInit:
+ disablenpc "Wish Maiden#sch01_gift";
+ end;
+
+OnEnable:
+ enablenpc "Wish Maiden#sch01_gift";
+ initnpctimer;
+ end;
+
+OnDisable:
+ disablenpc "Wish Maiden#sch01_gift";
+ stopnpctimer;
+ end;
+
+OnTimer280000:
+ mapannounce "que_qsch01","Wish Maiden : ... Okolnir will soon disappear... I will send you back to where you originally came from.",bc_map,"0x00ff00";
+ end;
+
+OnTimer290000:
+ mapwarp "que_qsch01","schg_cas01",369,306;
+ donpcevent "#to_agit_sch01_gate::OnDisable";
+ end;
+
+OnTimer300000:
+ donpcevent "#okolnir_sch01::OnDisable";
+ set $gqse_sch01_miro,0;
+ set $gqse_sch01_pcc,0;
+ set $gqse_sch01_gd,0;
+ set $gqse_sch01_nm,0;
+ set $siz_sch01_on,2;
+ donpcevent "#okolnir_sch01_time01::OnEnable";
+ stopnpctimer;
+ end;
+}
+
+que_qsch01,252,339,0 script #to_agit_sch01_gate 45,1,1,{
+OnInit:
+ disablenpc "#to_agit_sch01_gate";
+ end;
+
+OnTouch:
+ warp "schg_cas01",369,306;
+ end;
+}
+
+que_qsch01,1,6,0 script #okolnir_sch01_time01 844,{
+OnInit:
+ if ($siz_sch01_on == 2) {
+ initnpctimer;
+ }
+ end;
+
+OnEnable:
+ set $gqse_sch01_time,0;
+ initnpctimer;
+ end;
+
+Onreset:
+ set $siz_sch01_on,0;
+ set $gqse_sch01_time,0;
+ stopnpctimer;
+ end;
+
+OnTimer3600000:
+ if ($gqse_sch01_time < 12) {
+ set $gqse_sch01_time,$gqse_sch01_time+1;
+ initnpctimer;
+ }
+ else if ($gqse_sch01_time == 12) {
+ set $siz_sch01_on,0;
+ set $gqse_sch01_time,0;
+ enablenpc "Wish Maiden#gq_sch01";
+ enablenpc "Piamette#sch01";
+ hideoffnpc "Wish Maiden#sch01_boss";
+ stopnpctimer;
+ }
+ end;
+}
+
+que_qsch01,116,313,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qsch01,120,285,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qsch01,117,236,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qsch01,103,223,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qsch01,85,204,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qsch01,79,186,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qsch01,73,167,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qsch01,68,150,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qsch01,71,128,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qsch01,69,118,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qsch01,117,78,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qsch01,110,79,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qsch01,141,80,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qsch01,158,84,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qsch01,193,104,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qsch01,119,269,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qsch01,155,77,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qsch01,110,317,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qsch01,115,295,0,0 monster Garden Watcher 1933,1,1200000,0,0
+que_qsch01,116,256,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qsch01,113,242,0,0 monster Garden Watcher 1933,1,1200000,0,0
+que_qsch01,99,223,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qsch01,94,216,0,0 monster Garden Watcher 1933,1,1200000,0,0
+que_qsch01,77,198,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qsch01,70,174,0,0 monster Garden Watcher 1933,1,1200000,0,0
+que_qsch01,72,147,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qsch01,64,134,0,0 monster Garden Watcher 1933,1,1200000,0,0
+que_qsch01,77,107,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qsch01,84,88,0,0 monster Garden Watcher 1933,1,1200000,0,0
+que_qsch01,98,82,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qsch01,129,79,0,0 monster Garden Watcher 1933,1,1200000,0,0
+que_qsch01,91,124,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qsch01,173,95,0,0 monster Garden Watcher 1933,1,1200000,0,0
+que_qsch01,179,127,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qsch01,195,120,0,0 monster Garden Watcher 1933,1,1200000,0,0
+que_qsch01,178,159,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qsch01,88,145,0,0 monster Garden Watcher 1933,1,1200000,0,0
+que_qsch01,94,157,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qsch01,95,177,0,0 monster Garden Watcher 1933,1,1200000,0,0
+que_qsch01,129,196,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qsch01,154,196,0,0 monster Garden Watcher 1933,1,1200000,0,0
+que_qsch01,170,187,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qsch01,194,180,0,0 monster Garden Watcher 1933,1,1200000,0,0
+que_qsch01,214,181,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qsch01,243,199,0,0 monster Garden Watcher 1933,1,1200000,0,0
diff --git a/npc/pre-re/quests/okolnir/godse_sch02.txt b/npc/pre-re/quests/okolnir/godse_sch02.txt
new file mode 100644
index 000000000..b9f4ab943
--- /dev/null
+++ b/npc/pre-re/quests/okolnir/godse_sch02.txt
@@ -0,0 +1,3286 @@
+//===== rAthena Script =======================================
+//= Falicious Okolnir - Nidhoggr 2
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.3
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= God Item SE Creation scipt (Brynhild)
+//===== Additional Comments: =================================
+//= 1.0 First version. [L0ne_W0lf]
+//= 1.1 First round of bug fixes. (bugreport:3085) [L0ne_W0lf]
+//= Fixed two spawn locations of the key stones in Piamete's room.
+//= Fixed calling an event that doesn't exist when killing Piamete.
+//= Fixed the Wish Maiden not enabling when the boss is killed.
+//= fixed two NPC named that were missed when translating.
+//= 1.2 More bug fixes, sorry it took so long. [L0ne_W0lf]
+//= Fixed message on the portal when the okolnir section is full.
+//= Corrected non-angry Piamette not disabling.
+//= 1.3 Corrected invalid coordinates in maze. (bugreport:4220)
+//= Corrected typo in Guard of Shadow NPC.
+//============================================================
+
+schg_cas02,181,335,3 script Guide#gq_sch02 899,{
+ set .@GID, GetCastleData("schg_cas02",1);
+ if (getcharid(2) == .@GID) {
+ if ($siz_sch02_on == 0) {
+ mes "[Guide]";
+ mes "This castle has a hidden secret.";
+ mes "That is the ^4d4dff'Okolnir'^000000.";
+ next;
+ switch(select("About Okolnir.:Go to Okolnir.:Cancel.")) {
+ case 1:
+ mes "[Guide]";
+ mes "Okolnir is a kind of virtual realm...";
+ mes "I don't know how Okolnir exists, but I guess only Valkyrie knows.";
+ next;
+ mes "[Guide]";
+ mes "As you know this is a place to test the adventurers made by Valkyrie...";
+ mes "...you know the qualifications to enter Okolnir.";
+ next;
+ select("Qualifications?");
+ mes "[Guide]";
+ mes "Yes, Valkyrie definitely prefers strong adventurers.";
+ mes "Only the qualified can enter Okolnir and Valhalla.";
+ next;
+ mes "[Guide]";
+ mes "It only opens when everyone comes together to work it out.";
+ mes "The key is in the castle.";
+ next;
+ mes "[Guide]";
+ mes "If a castle's ^4d4dffeconomy is over 65 and defense also over 30^000000, this will be acceptable to access Okolnir.";
+ next;
+ mes "[Guide]";
+ mes "And, if you pass all of the tests given by Valkyrie in Okolnir!";
+ mes "You will also receive a mysterious gift.";
+ next;
+ mes "[Guide]";
+ mes "Would you like to try to enter here?";
+ close;
+ case 2:
+ set .@Defence,GetCastleData("schg_cas02",3);
+ set .@Economy,GetCastleData("schg_cas02",2);
+ if ((.@Economy > 64) && (.@Defence > 29)) {
+ mes "[Guide]";
+ mes "Great! Economy and Defense are OK.";
+ mes "You can enter Okolnir now....";
+ mes "Do you want to go there?";
+ next;
+ switch(select("Sure let's go there.:No.")) {
+ case 1:
+ if (countitem(7839) > 0) {
+ delitem 7839,countitem(7839); //Crystal_Key
+ }
+ mes "[Guide]";
+ mes "Ok......";
+ mes "Please follow me...";
+ close2;
+ warp "que_qsch02",346,32;
+ end;
+ case 2:
+ mes "[Guide]";
+ mes "You can try this anytime in the future...";
+ mes "If you are ready to protect this castle.";
+ close;
+ }
+ }
+ else {
+ mes "[Guide]";
+ mes "You are not qualified yet.";
+ mes "Please develop your castle more...";
+ close;
+ }
+ }
+ }
+ else if ($siz_sch02_on == 1) {
+ mes "[Guide]";
+ mes "... OK...";
+ mes "Good luck.";
+ next;
+ switch(select("Enter now.:No.")) {
+ case 1:
+ if (countitem(7839) > 0) {
+ delitem 7839,countitem(7839); //Crystal_Key
+ }
+ mes "[Guide]";
+ mes "Hope you get everything you want...";
+ close2;
+ warp "que_qsch02",346,32;
+ end;
+ case 2:
+ mes "[Guide]";
+ mes "Really?";
+ mes "Sorry to hear that.";
+ close;
+ }
+ }
+ else if ($siz_sch02_on == 2) {
+ mes "[Guide]";
+ mes "Building Okolnir needs quite a long time.";
+ mes "....even though it's only virtual...";
+ next;
+ mes "[Guide]";
+ mes "It takes about 12 -13 hours to create the virtual realm.";
+ close;
+ }
+ else {
+ mes "[Guide]";
+ mes "You'll have to wait.";
+ close;
+ }
+ }
+ else {
+ mes "[Guide]";
+ mes "... I've never seen you before.";
+ mes "You are strangers here. You'd better get out of here right now.";
+ close;
+ }
+ end;
+
+OnInit:
+ set $gqse_sch02_miro,0;
+ set $gqse_sch02_pcc,0;
+ set $gqse_sch02_gd,0;
+ set $gqse_sch02_nm,0;
+ if ($siz_sch02_on == 1) {
+ set $siz_sch02_on,0;
+ }
+ enablenpc "Guide#gq_sch02";
+ end;
+}
+
+que_qsch02,345,23,0 warp Gate02#gq_sch02 1,1,schg_cas02,177,355
+
+que_qsch02,345,82,3 script Wish Maiden#gq_sch02 403,{
+ set .@GID, GetCastleData("schg_cas02",1);
+ if (getcharid(2) == .@GID) {
+ cutin "wish_maiden31",1;
+ if (strcharinfo(0) == getguildmaster(.@GID)) {
+ mes "[Wish Maiden]";
+ mes "I am... Wish maiden.";
+ mes "Mourning in this virtual realm, Okolnir.";
+ mes "On behalf of the humanbeings who defeated God here.";
+ next;
+ if ((countitem(7830) > 0) && (countitem(7831) > 0) && (countitem(7832) > 0) && (countitem(7833) > 0) && (countitem(7834) > 0) && (countitem(2357) > 0) && (countitem(7510) > 99) && (countitem(969) > 9) && (countitem(985) > 19)) {
+ cutin "wish_maiden11",1;
+ mes "[Wish Maiden]";
+ mes "Are you ready to endure the trials to get the Goddess' glory?";
+ next;
+ switch(select("Yes, I am:Sorry, I'll try later")) {
+ case 1:
+ cutin "wish_maiden12",1;
+ mes "[Wish Maiden]";
+ mes "I will test whether or not you deserve the Goddess shine...";
+ mes "Isn't it simple?";
+ next;
+ mes "[Wish Maiden]";
+ mes "Okolnir is a virtual place.";
+ mes "There is no room for error there.";
+ mes "^ff0000You only have one hour.^000000";
+ next;
+ cutin "wish_maiden31",1;
+ mes "[Wish Maiden]";
+ mes "If you have not finished in that time, Okolnir will be destroyed, and I will go to rest.";
+ mes "You will have to wait again...";
+ next;
+ mes "[Wish Maiden]";
+ mes "Are you ready to go through?";
+ mes "^4d4dffYou need to have 16 to 20 members present^000000.";
+ next;
+ cutin "wish_maiden11",1;
+ mes "[Wish Maiden]";
+ mes "I will open the gate of Okolnir if your members are ready.";
+ next;
+ switch(select("We are ready.:We need more time.")) {
+ case 1:
+ set .@saram,getmapusers("que_qsch02");
+ if (((.@saram > 15) && (.@saram < 21)) || (getgmlevel() == 99)) {
+ cutin "wish_maiden12",1;
+ mes "[Wish Maiden]";
+ mes "Now I will open the gate of Okolnir where I am.";
+ mes "I will wait for you on the top of Okolnir...";
+ next;
+ mes "[Wish Maiden]";
+ mes "I hope that you can complete all of the trials before the virtual Okolnir is destroyed...";
+ mes "Good luck.";
+ mapannounce "que_qsch02","Wish Maiden: The gate of Okolnir is open! Don't forget you only have one hour.",bc_map,"0x00ff00";
+ close2;
+ set $gqse_sch02_pcc,.@saram;
+ set $siz_sch02_on,1;
+ donpcevent "#okolnir_sch02::OnEnable";
+ disablenpc "Wish Maiden#gq_sch02";
+ cutin "wish_maiden11",255;
+ announce "["+ strcharinfo(0) +"], of the guild ["+ GetGuildName(.@GID) +"] has opened the gates to the realm of Okolnir.",bc_all,"0x70dbdb";
+ end;
+ }
+ else {
+ cutin "wish_maiden13",1;
+ mes "[Wish Maiden]";
+ mes "You need to have 16 to 20 members present to open the gate of Okolnir.";
+ mes "Come back when you are ready.";
+ close2;
+ }
+ break;
+ case 2:
+ cutin "wish_maiden13",1;
+ mes "[Wish Maiden]";
+ mes "Don't hesitate to try.";
+ mes "You should catch the chance when it comes to you.";
+ mes "Just gather your fellow members.";
+ close2;
+ }
+ break;
+ case 2:
+ cutin "wish_maiden32",1;
+ mes "[Wish Maiden]";
+ mes "... Are you afraid of";
+ mes "the trials facing you?";
+ mes "....";
+ next;
+ cutin "wish_maiden13",1;
+ mes "[Wish Maiden]";
+ mes "Do you think that you can defeat the Goddess shine easily?";
+ mes "I feel disappointed by all of you.";
+ mes "Just go away...";
+ close2;
+ }
+ }
+ else {
+ cutin "wish_maiden11",1;
+ mes "[Wish Maiden]";
+ mes "Do you wish to enter?";
+ mes "Only those prepared may enter here.";
+ mes "You must bring several items to enter Okolnir.";
+ next;
+ mes "[Wish Maiden]";
+ mes "Goddess Tear";
+ mes "Valkyrie's Token";
+ mes "Brynhild Armor Piece";
+ mes "Hero Remains";
+ mes "Valkyrie Armor";
+ mes "Andvari's Ring.";
+ next;
+ mes "[Wish Maiden]";
+ mes "You must bring those six things, 10 Gold, and 20 Elunium.";
+ mes "Many Valhala's Flowers are also required as an offering.";
+ next;
+ mes "[Wish Maiden]";
+ mes "Once all of those are prepared, the gate will open.";
+ next;
+ mes "[Wish Maiden]";
+ mes ".... ";
+ mes "...........The Goddess shines brightly down on you, you should be stronger to deserve it...";
+ next;
+ mes "[Wish Maiden]";
+ mes "Remember...";
+ mes "You need to collect many Valhalla flowers.";
+ mes "I hope that your dreams come true.";
+ next;
+ mes "[Wish Maiden]";
+ mes "I will answer all your requests if you bring these to me.";
+ close2;
+ }
+ }
+ else {
+ cutin "wish_maiden31",1;
+ mes "[Wish Maiden]";
+ mes "I am... Wish maiden.";
+ mes "Mourning in this virtual realm, Okolnir.";
+ mes "On behalf of the humanbeings who defeated God here.";
+ next;
+ mes "[Wish Maiden]";
+ mes "Bring me the one who brought you to this place.";
+ mes ".. Deliver him to my will.";
+ close2;
+ }
+ }
+ else {
+ cutin "wish_maiden13",1;
+ mes "[Wish Maiden]";
+ mes "...You are not qualified.";
+ close2;
+ percentheal -100,0;
+ cutin "wish_maiden11",255;
+ end;
+ }
+ cutin "wish_maiden11",255;
+ end;
+
+OnInit:
+ if ($siz_sch02_on == 0) {
+ enablenpc "Wish Maiden#gq_sch02";
+ }
+ else {
+ disablenpc "Wish Maiden#gq_sch02";
+ }
+ end;
+}
+
+que_qsch02,346,81,0 script Gate01#gq_sch02 45,1,1,{
+ end;
+
+OnInit:
+ disablenpc "Gate01#gq_sch02";
+ end;
+
+OnEnable:
+ enablenpc "Gate01#gq_sch02";
+ setcell "que_qsch02",58,302,63,302,cell_walkable,0;
+ setcell "que_qsch02",58,302,63,302,cell_shootable,0;
+ end;
+
+OnDisable:
+ disablenpc "Gate01#gq_sch02";
+ killmonsterall "que_qsch02";
+ end;
+
+OnTouch:
+ set .@saram,getmapusers("que_qsch02");
+ if (.@saram < 21) {
+ if ($gqse_sch02_miro == $gqse_sch02_pcc) {
+ set .@point,rand(1,5);
+ if (.@point == 1) {
+ warp "que_qsch02",72,271;
+ end;
+ }
+ else if (.@point == 2) {
+ warp "que_qsch02",45,243;
+ end;
+ }
+ else if (.@point == 3) {
+ warp "que_qsch02",102,248;
+ end;
+ }
+ else if (.@point == 4) {
+ warp "que_qsch02",102,300;
+ end;
+ }
+ else {
+ warp "que_qsch02",46,300;
+ end;
+ }
+ }
+ else if ($gqse_sch02_miro == 0) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qsch02",77,271,strcharinfo(0),1652,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qsch02",77,271,strcharinfo(0),1659,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qsch02",77,271,strcharinfo(0),1662,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qsch02",77,271,strcharinfo(0),1663,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qsch02",77,271,strcharinfo(0),1660,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qsch02",77,271,strcharinfo(0),1661,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ else {
+ monster "que_qsch02",77,271,strcharinfo(0),1652,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ set $gqse_sch02_miro,1;
+ warp "que_qsch02",72,271;
+ end;
+ }
+ else if ($gqse_sch02_miro == 1) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qsch02",63,278,strcharinfo(0),1652,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qsch02",63,278,strcharinfo(0),1659,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qsch02",63,278,strcharinfo(0),1662,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qsch02",63,278,strcharinfo(0),1663,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qsch02",63,278,strcharinfo(0),1660,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qsch02",63,278,strcharinfo(0),1661,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ else {
+ monster "que_qsch02",63,278,strcharinfo(0),1652,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ set $gqse_sch02_miro,2;
+ warp "que_qsch02",63,282;
+ end;
+ }
+ else if ($gqse_sch02_miro == 2) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qsch02",63,294,strcharinfo(0),1652,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qsch02",63,294,strcharinfo(0),1659,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qsch02",63,294,strcharinfo(0),1662,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qsch02",63,294,strcharinfo(0),1663,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qsch02",63,294,strcharinfo(0),1660,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qsch02",63,294,strcharinfo(0),1661,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ else {
+ monster "que_qsch02",63,294,strcharinfo(0),1652,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ set $gqse_sch02_miro,3;
+ warp "que_qsch02",59,294;
+ end;
+ }
+ else if ($gqse_sch02_miro == 3) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qsch02",50,300,strcharinfo(0),1652,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qsch02",50,300,strcharinfo(0),1659,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qsch02",50,300,strcharinfo(0),1662,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qsch02",50,300,strcharinfo(0),1663,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qsch02",50,300,strcharinfo(0),1660,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qsch02",50,300,strcharinfo(0),1661,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ else {
+ monster "que_qsch02",50,300,strcharinfo(0),1652,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ set $gqse_sch02_miro,4;
+ warp "que_qsch02",46,300;
+ end;
+ }
+ else if ($gqse_sch02_miro == 4) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qsch02",51,280,strcharinfo(0),1652,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qsch02",51,280,strcharinfo(0),1659,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qsch02",51,280,strcharinfo(0),1662,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qsch02",51,280,strcharinfo(0),1663,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qsch02",51,280,strcharinfo(0),1660,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qsch02",51,280,strcharinfo(0),1661,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ else {
+ monster "que_qsch02",51,280,strcharinfo(0),1652,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ set $gqse_sch02_miro,5;
+ warp "que_qsch02",51,285;
+ end;
+ }
+ else if ($gqse_sch02_miro == 5) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qsch02",51,258,strcharinfo(0),1652,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qsch02",51,258,strcharinfo(0),1659,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qsch02",51,258,strcharinfo(0),1662,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qsch02",51,258,strcharinfo(0),1663,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qsch02",51,258,strcharinfo(0),1660,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qsch02",51,258,strcharinfo(0),1661,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ else {
+ monster "que_qsch02",51,258,strcharinfo(0),1652,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ set $gqse_sch02_miro,6;
+ warp "que_qsch02",51,262;
+ end;
+ }
+ else if ($gqse_sch02_miro == 6) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qsch02",49,243,strcharinfo(0),1652,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qsch02",49,243,strcharinfo(0),1659,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qsch02",49,243,strcharinfo(0),1662,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qsch02",49,243,strcharinfo(0),1663,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qsch02",49,243,strcharinfo(0),1660,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qsch02",49,243,strcharinfo(0),1661,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ else {
+ monster "que_qsch02",49,243,strcharinfo(0),1652,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ set $gqse_sch02_miro,7;
+ warp "que_qsch02",45,243;
+ end;
+ }
+ else if ($gqse_sch02_miro == 7) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qsch02",86,249,strcharinfo(0),1652,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qsch02",86,249,strcharinfo(0),1659,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qsch02",86,249,strcharinfo(0),1662,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qsch02",86,249,strcharinfo(0),1663,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qsch02",86,249,strcharinfo(0),1660,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qsch02",86,249,strcharinfo(0),1661,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ else {
+ monster "que_qsch02",86,249,strcharinfo(0),1652,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ set $gqse_sch02_miro,8;
+ warp "que_qsch02",82,249;
+ end;
+ }
+ else if ($gqse_sch02_miro == 8) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qsch02",102,243,strcharinfo(0),1652,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qsch02",102,243,strcharinfo(0),1659,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qsch02",102,243,strcharinfo(0),1662,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qsch02",102,243,strcharinfo(0),1663,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qsch02",102,243,strcharinfo(0),1660,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qsch02",102,243,strcharinfo(0),1661,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ else {
+ monster "que_qsch02",102,243,strcharinfo(0),1652,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ set $gqse_sch02_miro,9;
+ warp "que_qsch02",102,248;
+ end;
+ }
+ else if ($gqse_sch02_miro == 9) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qsch02",90,256,strcharinfo(0),1652,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qsch02",90,256,strcharinfo(0),1659,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qsch02",90,256,strcharinfo(0),1662,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qsch02",90,256,strcharinfo(0),1663,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qsch02",90,256,strcharinfo(0),1660,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qsch02",90,256,strcharinfo(0),1661,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ else {
+ monster "que_qsch02",90,256,strcharinfo(0),1652,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ set $gqse_sch02_miro,10;
+ warp "que_qsch02",90,260;
+ end;
+ }
+ else if ($gqse_sch02_miro == 10) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qsch02",90,283,strcharinfo(0),1652,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qsch02",90,283,strcharinfo(0),1659,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qsch02",90,283,strcharinfo(0),1662,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qsch02",90,283,strcharinfo(0),1663,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qsch02",90,283,strcharinfo(0),1660,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qsch02",90,283,strcharinfo(0),1661,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ else {
+ monster "que_qsch02",90,283,strcharinfo(0),1652,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ set $gqse_sch02_miro,11;
+ warp "que_qsch02",90,280;
+ end;
+ }
+ else if ($gqse_sch02_miro == 11) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qsch02",102,295,strcharinfo(0),1652,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qsch02",102,295,strcharinfo(0),1659,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qsch02",102,295,strcharinfo(0),1662,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qsch02",102,295,strcharinfo(0),1663,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qsch02",102,295,strcharinfo(0),1660,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qsch02",102,295,strcharinfo(0),1661,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ else {
+ monster "que_qsch02",102,295,strcharinfo(0),1652,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ set $gqse_sch02_miro,12;
+ warp "que_qsch02",102,300;
+ end;
+ }
+ else if ($gqse_sch02_miro == 12) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qsch02",96,285,strcharinfo(0),1652,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qsch02",96,285,strcharinfo(0),1659,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qsch02",96,285,strcharinfo(0),1662,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qsch02",96,285,strcharinfo(0),1663,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qsch02",96,285,strcharinfo(0),1660,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qsch02",96,285,strcharinfo(0),1661,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ else {
+ monster "que_qsch02",96,285,strcharinfo(0),1652,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ set $gqse_sch02_miro,13;
+ warp "que_qsch02",96,290;
+ end;
+ }
+ else if ($gqse_sch02_miro == 13) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qsch02",63,278,strcharinfo(0),1652,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qsch02",63,278,strcharinfo(0),1659,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qsch02",63,278,strcharinfo(0),1662,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qsch02",63,278,strcharinfo(0),1663,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qsch02",63,278,strcharinfo(0),1660,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qsch02",63,278,strcharinfo(0),1661,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ else {
+ monster "que_qsch02",63,278,strcharinfo(0),1652,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ set $gqse_sch02_miro,14;
+ warp "que_qsch02",63,282;
+ end;
+ }
+ else if ($gqse_sch02_miro == 14) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qsch02",65,243,strcharinfo(0),1652,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qsch02",65,243,strcharinfo(0),1659,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qsch02",65,243,strcharinfo(0),1662,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qsch02",65,243,strcharinfo(0),1663,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qsch02",65,243,strcharinfo(0),1660,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qsch02",65,243,strcharinfo(0),1661,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ else {
+ monster "que_qsch02",65,243,strcharinfo(0),1652,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ set $gqse_sch02_miro,15;
+ warp "que_qsch02",61,243;
+ end;
+ }
+ else if ($gqse_sch02_miro == 15) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qsch02",73,249,strcharinfo(0),1652,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qsch02",73,249,strcharinfo(0),1659,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qsch02",73,249,strcharinfo(0),1662,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qsch02",73,249,strcharinfo(0),1663,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qsch02",73,249,strcharinfo(0),1660,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qsch02",73,249,strcharinfo(0),1661,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ else {
+ monster "que_qsch02",73,249,strcharinfo(0),1652,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ set $gqse_sch02_miro,16;
+ warp "que_qsch02",70,249;
+ end;
+ }
+ else if ($gqse_sch02_miro == 16) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qsch02",102,275,strcharinfo(0),1652,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qsch02",102,275,strcharinfo(0),1659,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qsch02",102,275,strcharinfo(0),1662,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qsch02",102,275,strcharinfo(0),1663,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qsch02",102,275,strcharinfo(0),1660,1,"#Gate_manager_sch02::OnMyMobDead";
+ end;
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qsch02",102,275,strcharinfo(0),1661,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ else {
+ monster "que_qsch02",102,275,strcharinfo(0),1652,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ set $gqse_sch02_miro,17;
+ warp "que_qsch02",102,282;
+ end;
+ }
+ else if ($gqse_sch02_miro == 17) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qsch02",70,300,strcharinfo(0),1652,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qsch02",70,300,strcharinfo(0),1659,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qsch02",70,300,strcharinfo(0),1662,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qsch02",70,300,strcharinfo(0),1663,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qsch02",70,300,strcharinfo(0),1660,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qsch02",70,300,strcharinfo(0),1661,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ else {
+ monster "que_qsch02",70,300,strcharinfo(0),1652,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ set $gqse_sch02_miro,18;
+ warp "que_qsch02",66,300;
+ end;
+ }
+ else if ($gqse_sch02_miro == 18) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qsch02",57,255,strcharinfo(0),1652,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qsch02",57,255,strcharinfo(0),1659,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qsch02",57,255,strcharinfo(0),1662,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qsch02",57,255,strcharinfo(0),1663,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qsch02",57,255,strcharinfo(0),1660,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qsch02",57,255,strcharinfo(0),1661,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ else {
+ monster "que_qsch02",57,255,strcharinfo(0),1652,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ set $gqse_sch02_miro,19;
+ warp "que_qsch02",57,258;
+ end;
+ }
+ else if ($gqse_sch02_miro == 19) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qsch02",84,277,strcharinfo(0),1652,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qsch02",84,277,strcharinfo(0),1659,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qsch02",84,277,strcharinfo(0),1662,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qsch02",84,277,strcharinfo(0),1663,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qsch02",84,277,strcharinfo(0),1660,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qsch02",84,277,strcharinfo(0),1661,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ else {
+ monster "que_qsch02",84,277,strcharinfo(0),1652,1,"#Gate_manager_sch02::OnMyMobDead";
+ }
+ set $gqse_sch02_miro,20;
+ warp "que_qsch02",84,280;
+ end;
+ }
+ }
+ else {
+ mes "There are too many people, you can't enter.";
+ close;
+ }
+ end;
+}
+
+que_qsch02,1,4,0 script #Gate_manager_sch02 844,{
+OnMyMobDead:
+ if ($gqse_sch02_miro == $gqse_sch02_pcc) {
+ if (mobcount("que_qsch02","#Gate_manager_sch02::OnMyMobDead") == 0) {
+ donpcevent "#gq_miromob2_sch02::OnEnable";
+ }
+ }
+ end;
+}
+
+que_qsch02,1,4,0 script #gq_miromob2_sch02 844,{
+OnEnable:
+ initnpctimer;
+ end;
+
+OnTimer1000:
+ mapannounce "que_qsch02","Wish Maiden: How does it feel to see shadows of the past. This is only the beginning.",bc_map,"0x00ff00";
+ end;
+
+OnTimer6000:
+ mapannounce "que_qsch02","Wish Maiden: The things you seeing are not real, don't be caught in the Mystic garden.",bc_map,"0x00ff00";
+ monster "que_qsch02",72,271,"Seyren Windsor",1640,1,"#gq_miromob2_sch02::OnMyMobDead";
+ monster "que_qsch02",63,282,"Kathryne Keyron",1645,1,"#gq_miromob2_sch02::OnMyMobDead";
+ monster "que_qsch02",59,294,"Cecil Damon",1644,1,"#gq_miromob2_sch02::OnMyMobDead";
+ monster "que_qsch02",46,300,"Margaretha Sorin",1643,1,"#gq_miromob2_sch02::OnMyMobDead";
+ monster "que_qsch02",51,285,"Eremes Guile",1641,1,"#gq_miromob2_sch02::OnMyMobDead";
+ monster "que_qsch02",51,262,"Howard Alt-Eisen",1642,1,"#gq_miromob2_sch02::OnMyMobDead";
+
+ monster "que_qsch02",45,243,"Seyren Windsor",1640,1,"#gq_miromob2_sch02::OnMyMobDead";
+ monster "que_qsch02",82,249,"Kathryne Keyron",1645,1,"#gq_miromob2_sch02::OnMyMobDead";
+ monster "que_qsch02",102,248,"Cecil Damon",1644,1,"#gq_miromob2_sch02::OnMyMobDead";
+ monster "que_qsch02",90,260,"Margaretha Sorin",1643,1,"#gq_miromob2_sch02::OnMyMobDead";
+ monster "que_qsch02",90,280,"Eremes Guile",1641,1,"#gq_miromob2_sch02::OnMyMobDead";
+ monster "que_qsch02",102,300,"Howard Alt-Eisen",1642,1,"#gq_miromob2_sch02::OnMyMobDead";
+
+ monster "que_qsch02",63,282,"Seyren Windsor",1640,1,"#gq_miromob2_sch02::OnMyMobDead";
+ monster "que_qsch02",61,243,"Kathryne Keyron",1645,1,"#gq_miromob2_sch02::OnMyMobDead";
+ monster "que_qsch02",70,249,"Cecil Damon",1644,1,"#gq_miromob2_sch02::OnMyMobDead";
+ monster "que_qsch02",102,282,"Margaretha Sorin",1643,1,"#gq_miromob2_sch02::OnMyMobDead";
+ monster "que_qsch02",66,300,"Eremes Guile",1641,1,"#gq_miromob2_sch02::OnMyMobDead";
+ monster "que_qsch02",57,258,"Howard Alt-Eisen",1642,1,"#gq_miromob2_sch02::OnMyMobDead";
+ stopnpctimer;
+ end;
+
+Onreset:
+ killmonster "que_qsch02","#gq_miromob2_sch02::OnMyMobDead";
+ stopnpctimer;
+ end;
+
+OnMyMobDead:
+ if (mobcount("que_qsch02","#gq_miromob2_sch02::OnMyMobDead") == 0) {
+ mapannounce "que_qsch02","The Mystic garden exit is now open.",bc_map,"0x00ff00";
+ setcell "que_qsch02",58,302,63,302,cell_walkable,1;
+ setcell "que_qsch02",58,302,63,302,cell_shootable,1;
+ donpcevent "#Maze_Manager_sch02::OnDisable";
+ }
+ end;
+}
+
+que_qsch02,1,1,0 script #okolnir_sch02 844,{
+
+OnEnable:
+ donpcevent "Gate01#gq_sch02::OnEnable";
+ donpcevent "#Maze_Manager_sch02::OnEnable";
+ donpcevent "#event_start01_sch02::OnEnable";
+ donpcevent "#gd_sch02_mobctrl::OnEnable";
+ enablenpc "Guard of Shadow#sch02_01";
+ enablenpc "Guard of Shadow#sch02_02";
+ enablenpc "Guard of Shadow#sch02_03";
+ enablenpc "Guard of Shadow#sch02_04";
+ enablenpc "Bloody Hunter#sch02_ac01";
+ enablenpc "Bloody Hunter#sch02_ac02";
+ enablenpc "Bloody Hunter#sch02_ac03";
+ enablenpc "Bloody Hunter#sch02_ac04";
+ enablenpc "Temple Keeper#sch02_ac01";
+ enablenpc "Temple Keeper#sch02_ac02";
+ initnpctimer;
+ end;
+
+OnDisable:
+ disablenpc "Wish Maiden#gq_sch02";
+ donpcevent "#gq_miromob2_sch02::Onreset";
+ disablenpc "Piamette#sch02";
+ donpcevent "#gdtimer01_sch02::Onstop";
+ donpcevent "#gdtimer02_sch02::Onstop";
+ donpcevent "#piamette_sch02::Onreset";
+ donpcevent "Wish Maiden#sch02_boss::OnDisable";
+ donpcevent "Wish Maiden#sch02_gift::OnDisable";
+ donpcevent "#gd_sch02_mobctrl::Onreset";
+ donpcevent "Gate01#gq_sch02::OnDisable";
+ donpcevent "#Maze_Manager_sch02::OnDisable";
+ donpcevent "#event_start01_sch02::OnDisable";
+ donpcevent "#nm_switch_sch02::OnDisable";
+ donpcevent "#nmsomsch02_jin01::OnDisable";
+ donpcevent "#nmsomsch02_jin02::OnDisable";
+ donpcevent "#nmsomsch02_jin03::OnDisable";
+ donpcevent "Guard of Shadow#sch02_01::OnDisable";
+ donpcevent "Guard of Shadow#sch02_02::OnDisable";
+ donpcevent "Guard of Shadow#sch02_03::OnDisable";
+ donpcevent "Guard of Shadow#sch02_04::OnDisable";
+ donpcevent "Bloody Hunter#sch02_ac01::OnDisable";
+ donpcevent "Bloody Hunter#sch02_ac02::OnDisable";
+ donpcevent "Bloody Hunter#sch02_ac03::OnDisable";
+ donpcevent "Bloody Hunter#sch02_ac04::OnDisable";
+ donpcevent "Temple Keeper#sch02_ac01::OnDisable";
+ donpcevent "Temple Keeper#sch02_ac02::OnDisable";
+ disablenpc "#to_agit_sch02_gate";
+ donpcevent "#sch02_stone01::Onreset";
+ donpcevent "#sch02_stone02::Onreset";
+ donpcevent "#sch02_stone03::Onreset";
+ disablenpc "#sch02_cage01";
+ disablenpc "#sch02_cage02";
+ disablenpc "#sch02_cage03";
+ disablenpc "#sch02_cage04";
+ disablenpc "#sch02_cage05";
+ disablenpc "#sch02_cage06";
+ disablenpc "windpath03_sch02";
+ disablenpc "windpath04_sch02";
+ set $gqse_sch02_miro,0;
+ set $gqse_sch02_pcc,0;
+ set $gqse_sch02_gd,0;
+ set $gqse_sch02_nm,0;
+ stopnpctimer;
+ end;
+
+Onstop:
+ stopnpctimer;
+ end;
+
+OnTimer1000:
+ mapannounce "que_qsch02","Wish Maiden : Do your best, Okolnir will disappear in one hour!",bc_map,"0x00ff00";
+ end;
+
+OnTimer1800000:
+ mapannounce "que_qsch02","Okolnir will disappear in 30 minutes.",bc_map,"0xff0000";
+ end;
+
+OnTimer2400000:
+ mapannounce "que_qsch02","Okolnir will disappear in 20 minutes.",bc_map,"0xff0000";
+ end;
+
+OnTimer3000000:
+ mapannounce "que_qsch02","Okolnir will disappear in 10 minutes.",bc_map,"0xff0000";
+ end;
+
+OnTimer3300000:
+ mapannounce "que_qsch02","Okolnir will disappear in 5 minutes.",bc_map,"0xff0000";
+ end;
+
+OnTimer3360000:
+ mapannounce "que_qsch02","Okolnir will disappear in 4 minutes.",bc_map,"0xff0000";
+ end;
+
+OnTimer3420000:
+ mapannounce "que_qsch02","Okolnir will disappear in 3 minutes.",bc_map,"0xff0000";
+ end;
+
+OnTimer3480000:
+ mapannounce "que_qsch02","Okolnir will disappear in 2 minutes.",bc_map,"0xff0000";
+ end;
+
+OnTimer3540000:
+ mapannounce "que_qsch02","Okolnir will disappear in 1 minutes.",bc_map,"0xff0000";
+ end;
+
+OnTimer3600000:
+ mapannounce "que_qsch02","Okolnir has begun to disappear.",bc_map,"0x4d4dff";
+ disablenpc "Wish Maiden#gq_sch02";
+ donpcevent "#gq_miromob2_sch02::Onreset";
+ disablenpc "Piamette#sch02";
+ donpcevent "#gdtimer01_sch02::Onstop";
+ donpcevent "#gdtimer02_sch02::Onstop";
+ donpcevent "#piamette_sch02::Onreset";
+ donpcevent "Wish Maiden#sch02_boss::onDisable";
+ donpcevent "Wish Maiden#sch02_gift::OnDisable";
+ donpcevent "#gd_sch02_mobctrl::Onreset";
+ donpcevent "Gate01#gq_sch02::OnDisable";
+ donpcevent "#Maze_Manager_sch02::OnDisable";
+ donpcevent "#event_start01_sch02::OnDisable";
+ donpcevent "#nm_switch_sch02::OnDisable";
+ donpcevent "#nmsomsch02_jin01::OnDisable";
+ donpcevent "#nmsomsch02_jin02::OnDisable";
+ donpcevent "#nmsomsch02_jin03::OnDisable";
+ donpcevent "Guard of Shadow#sch02_01::OnDisable";
+ donpcevent "Guard of Shadow#sch02_02::OnDisable";
+ donpcevent "Guard of Shadow#sch02_03::OnDisable";
+ donpcevent "Guard of Shadow#sch02_04::OnDisable";
+ donpcevent "Bloody Hunter#sch02_ac01::OnDisable";
+ donpcevent "Bloody Hunter#sch02_ac02::OnDisable";
+ donpcevent "Bloody Hunter#sch02_ac03::OnDisable";
+ donpcevent "Bloody Hunter#sch02_ac04::OnDisable";
+ donpcevent "Temple Keeper#sch02_ac01::OnDisable";
+ donpcevent "Temple Keeper#sch02_ac02::OnDisable";
+ disablenpc "#to_agit_sch02_gate";
+ donpcevent "#sch02_stone01::Onreset";
+ donpcevent "#sch02_stone02::Onreset";
+ donpcevent "#sch02_stone03::Onreset";
+ disablenpc "#sch02_cage01";
+ disablenpc "#sch02_cage02";
+ disablenpc "#sch02_cage03";
+ disablenpc "#sch02_cage04";
+ disablenpc "#sch02_cage05";
+ disablenpc "#sch02_cage06";
+ disablenpc "windpath03_sch02";
+ disablenpc "windpath04_sch02";
+ end;
+
+OnTimer3605000:
+ mapannounce "que_qsch02","Wish Maiden: ... You will fall into a deep sleep within Okolnir... ",bc_map,"0x00ff00";
+ end;
+
+OnTimer3608000:
+ mapannounce "que_qsch02","Wish Maiden: ..Have courage ... and await your chance again... ",bc_map,"0x00ff00";
+ end;
+
+OnTimer3610000:
+ set $gqse_sch02_miro,0;
+ set $gqse_sch02_pcc,0;
+ set $gqse_sch02_gd,0;
+ set $gqse_sch02_nm,0;
+ mapwarp "que_qsch02","schg_cas02",177,355;
+ end;
+
+OnTimer3611000:
+ donpcevent "#okolnir_sch02_time01::OnEnable";
+ stopnpctimer;
+ end;
+}
+
+que_qsch02,1,2,0 script #Maze_Manager_sch02 844,{
+OnInit:
+ donpcevent "#miro_bf_sch02::OnDisable";
+ donpcevent "#miro_rf_sch02::OnDisable";
+ donpcevent "#miro_yf_sch02::OnDisable";
+ end;
+
+OnEnable:
+ initnpctimer;
+ end;
+
+OnDisable:
+ donpcevent "#miro_bf_sch02::OnDisable";
+ donpcevent "#miro_rf_sch02::OnDisable";
+ donpcevent "#miro_yf_sch02::OnDisable";
+ stopnpctimer;
+ end;
+
+OnTimer1000:
+ donpcevent "#miro_rf_sch02::OnDisable";
+ end;
+
+OnTimer2000:
+ donpcevent "#miro_yf_sch02::OnDisable";
+ end;
+
+OnTimer3000:
+ donpcevent "#miro_bf_sch02::OnEnable";
+ end;
+
+OnTimer120000:
+ donpcevent "#miro_bf_sch02::OnDisable";
+ end;
+
+OnTimer121000:
+ donpcevent "#miro_yf_sch02::OnDisable";
+ end;
+
+OnTimer123000:
+ donpcevent "#miro_rf_sch02::OnEnable";
+ end;
+
+OnTimer240000:
+ donpcevent "#miro_bf_sch02::OnDisable";
+ end;
+
+OnTimer241000:
+ donpcevent "#miro_rf_sch02::OnDisable";
+ end;
+
+OnTimer242000:
+ donpcevent "#miro_yf_sch02::OnEnable";
+ end;
+
+OnTimer360000:
+ donpcevent "#Maze_Manager_sch02::OnEnable";
+ end;
+}
+
+que_qsch02,2,1,0 script #miro_bf_sch02 844,{
+
+OnEnable:
+ monster "que_qsch02",44,270," ",1934,1,"#miro_bf_sch02::OnMyMobDead";
+ monster "que_qsch02",46,270," ",1934,1,"#miro_bf_sch02::OnMyMobDead";
+ monster "que_qsch02",50,287," ",1934,1,"#miro_bf_sch02::OnMyMobDead";
+ monster "que_qsch02",52,287," ",1934,1,"#miro_bf_sch02::OnMyMobDead";
+ monster "que_qsch02",50,265," ",1934,1,"#miro_bf_sch02::OnMyMobDead";
+ monster "que_qsch02",52,265," ",1934,1,"#miro_bf_sch02::OnMyMobDead";
+ monster "que_qsch02",56,279," ",1934,1,"#miro_bf_sch02::OnMyMobDead";
+ monster "que_qsch02",58,279," ",1934,1,"#miro_bf_sch02::OnMyMobDead";
+ monster "que_qsch02",64,301," ",1934,1,"#miro_bf_sch02::OnMyMobDead";
+ monster "que_qsch02",64,298," ",1934,1,"#miro_bf_sch02::OnMyMobDead";
+ monster "que_qsch02",62,272," ",1934,1,"#miro_bf_sch02::OnMyMobDead";
+ monster "que_qsch02",64,272," ",1934,1,"#miro_bf_sch02::OnMyMobDead";
+ monster "que_qsch02",58,245," ",1934,1,"#miro_bf_sch02::OnMyMobDead";
+ monster "que_qsch02",58,243," ",1934,1,"#miro_bf_sch02::OnMyMobDead";
+ monster "que_qsch02",72,289," ",1934,1,"#miro_bf_sch02::OnMyMobDead";
+ monster "que_qsch02",72,287," ",1934,1,"#miro_bf_sch02::OnMyMobDead";
+ monster "que_qsch02",68,257," ",1934,1,"#miro_bf_sch02::OnMyMobDead";
+ monster "que_qsch02",68,255," ",1934,1,"#miro_bf_sch02::OnMyMobDead";
+ monster "que_qsch02",73,263," ",1934,1,"#miro_bf_sch02::OnMyMobDead";
+ monster "que_qsch02",73,261," ",1934,1,"#miro_bf_sch02::OnMyMobDead";
+ monster "que_qsch02",75,251," ",1934,1,"#miro_bf_sch02::OnMyMobDead";
+ monster "que_qsch02",75,249," ",1934,1,"#miro_bf_sch02::OnMyMobDead";
+ monster "que_qsch02",79,283," ",1934,1,"#miro_bf_sch02::OnMyMobDead";
+ monster "que_qsch02",79,281," ",1934,1,"#miro_bf_sch02::OnMyMobDead";
+ monster "que_qsch02",82,271," ",1934,1,"#miro_bf_sch02::OnMyMobDead";
+ monster "que_qsch02",84,271," ",1934,1,"#miro_bf_sch02::OnMyMobDead";
+ monster "que_qsch02",89,295," ",1934,1,"#miro_bf_sch02::OnMyMobDead";
+ monster "que_qsch02",89,293," ",1934,1,"#miro_bf_sch02::OnMyMobDead";
+ monster "que_qsch02",88,276," ",1934,1,"#miro_bf_sch02::OnMyMobDead";
+ monster "que_qsch02",90,276," ",1934,1,"#miro_bf_sch02::OnMyMobDead";
+ monster "que_qsch02",88,266," ",1934,1,"#miro_bf_sch02::OnMyMobDead";
+ monster "que_qsch02",90,266," ",1934,1,"#miro_bf_sch02::OnMyMobDead";
+ monster "que_qsch02",94,256," ",1934,1,"#miro_bf_sch02::OnMyMobDead";
+ monster "que_qsch02",96,256," ",1934,1,"#miro_bf_sch02::OnMyMobDead";
+ monster "que_qsch02",64,301," ",1934,1,"#miro_bf_sch02::OnMyMobDead";
+ monster "que_qsch02",64,299," ",1934,1,"#miro_bf_sch02::OnMyMobDead";
+ monster "que_qsch02",100,251," ",1934,1,"#miro_bf_sch02::OnMyMobDead";
+ monster "que_qsch02",102,251," ",1934,1,"#miro_bf_sch02::OnMyMobDead";
+ setcell "que_qsch02",44,270,47,270,cell_walkable,0;
+ setcell "que_qsch02",44,270,47,270,cell_shootable,0;
+ setcell "que_qsch02",50,287,53,287,cell_walkable,0;
+ setcell "que_qsch02",50,287,53,287,cell_shootable,0;
+ setcell "que_qsch02",50,265,53,265,cell_walkable,0;
+ setcell "que_qsch02",50,265,53,265,cell_shootable,0;
+ setcell "que_qsch02",56,279,59,279,cell_walkable,0;
+ setcell "que_qsch02",56,279,59,279,cell_shootable,0;
+ setcell "que_qsch02",64,298,64,301,cell_walkable,0;
+ setcell "que_qsch02",64,298,64,301,cell_shootable,0;
+ setcell "que_qsch02",62,272,65,272,cell_walkable,0;
+ setcell "que_qsch02",62,272,65,272,cell_shootable,0;
+ setcell "que_qsch02",58,242,58,245,cell_walkable,0;
+ setcell "que_qsch02",58,242,58,245,cell_shootable,0;
+ setcell "que_qsch02",72,286,72,289,cell_walkable,0;
+ setcell "que_qsch02",72,286,72,289,cell_shootable,0;
+ setcell "que_qsch02",68,254,68,259,cell_walkable,0;
+ setcell "que_qsch02",68,254,68,259,cell_shootable,0;
+ setcell "que_qsch02",73,260,73,263,cell_walkable,0;
+ setcell "que_qsch02",73,260,73,263,cell_shootable,0;
+ setcell "que_qsch02",75,248,75,251,cell_walkable,0;
+ setcell "que_qsch02",75,248,75,251,cell_shootable,0;
+ setcell "que_qsch02",79,280,79,283,cell_walkable,0;
+ setcell "que_qsch02",79,280,79,283,cell_shootable,0;
+ setcell "que_qsch02",82,271,85,271,cell_walkable,0;
+ setcell "que_qsch02",82,271,85,271,cell_shootable,0;
+ setcell "que_qsch02",89,292,89,295,cell_walkable,0;
+ setcell "que_qsch02",89,292,89,295,cell_shootable,0;
+ setcell "que_qsch02",88,276,91,276,cell_walkable,0;
+ setcell "que_qsch02",88,276,91,276,cell_shootable,0;
+ setcell "que_qsch02",88,266,91,266,cell_walkable,0;
+ setcell "que_qsch02",88,266,91,266,cell_shootable,0;
+ setcell "que_qsch02",94,256,97,256,cell_walkable,0;
+ setcell "que_qsch02",94,256,97,256,cell_shootable,0;
+ setcell "que_qsch02",64,298,64,301,cell_walkable,0;
+ setcell "que_qsch02",64,298,64,301,cell_shootable,0;
+ setcell "que_qsch02",100,251,103,251,cell_walkable,0;
+ setcell "que_qsch02",100,251,103,251,cell_shootable,0;
+ end;
+
+OnDisable:
+ killmonster "que_qsch02","#miro_bf_sch02::OnMyMobDead";
+ setcell "que_qsch02",44,270,47,270,cell_walkable,1;
+ setcell "que_qsch02",44,270,47,270,cell_shootable,1;
+ setcell "que_qsch02",50,287,53,287,cell_walkable,1;
+ setcell "que_qsch02",50,287,53,287,cell_shootable,1;
+ setcell "que_qsch02",50,265,53,265,cell_walkable,1;
+ setcell "que_qsch02",50,265,53,265,cell_shootable,1;
+ setcell "que_qsch02",56,279,59,279,cell_walkable,1;
+ setcell "que_qsch02",56,279,59,279,cell_shootable,1;
+ setcell "que_qsch02",64,298,64,301,cell_walkable,1;
+ setcell "que_qsch02",64,298,64,301,cell_shootable,1;
+ setcell "que_qsch02",62,272,65,272,cell_walkable,1;
+ setcell "que_qsch02",62,272,65,272,cell_shootable,1;
+ setcell "que_qsch02",58,242,58,245,cell_walkable,1;
+ setcell "que_qsch02",58,242,58,245,cell_shootable,1;
+ setcell "que_qsch02",72,286,72,289,cell_walkable,1;
+ setcell "que_qsch02",72,286,72,289,cell_shootable,1;
+ setcell "que_qsch02",68,254,68,259,cell_walkable,1;
+ setcell "que_qsch02",68,254,68,259,cell_shootable,1;
+ setcell "que_qsch02",73,260,73,263,cell_walkable,1;
+ setcell "que_qsch02",73,260,73,263,cell_shootable,1;
+ setcell "que_qsch02",75,248,75,251,cell_walkable,1;
+ setcell "que_qsch02",75,248,75,251,cell_shootable,1;
+ setcell "que_qsch02",79,280,79,283,cell_walkable,1;
+ setcell "que_qsch02",79,280,79,283,cell_shootable,1;
+ setcell "que_qsch02",82,271,85,271,cell_walkable,1;
+ setcell "que_qsch02",82,271,85,271,cell_shootable,1;
+ setcell "que_qsch02",89,292,89,295,cell_walkable,1;
+ setcell "que_qsch02",89,292,89,295,cell_shootable,1;
+ setcell "que_qsch02",88,276,91,276,cell_walkable,1;
+ setcell "que_qsch02",88,276,91,276,cell_shootable,1;
+ setcell "que_qsch02",88,266,91,266,cell_walkable,1;
+ setcell "que_qsch02",88,266,91,266,cell_shootable,1;
+ setcell "que_qsch02",94,256,97,256,cell_walkable,1;
+ setcell "que_qsch02",94,256,97,256,cell_shootable,1;
+ setcell "que_qsch02",64,298,64,301,cell_walkable,1;
+ setcell "que_qsch02",64,298,64,301,cell_shootable,1;
+ setcell "que_qsch02",100,251,103,251,cell_walkable,1;
+ setcell "que_qsch02",100,251,103,251,cell_shootable,1;
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qsch02,2,2,0 script #miro_rf_sch02 844,{
+
+OnEnable:
+ monster "que_qsch02",57,301," ",1935,1,"#miro_rf_sch02::OnMyMobDead";
+ monster "que_qsch02",57,299," ",1935,1,"#miro_rf_sch02::OnMyMobDead";
+ monster "que_qsch02",48,291," ",1935,1,"#miro_rf_sch02::OnMyMobDead";
+ monster "que_qsch02",48,289," ",1935,1,"#miro_rf_sch02::OnMyMobDead";
+ monster "que_qsch02",68,290," ",1935,1,"#miro_rf_sch02::OnMyMobDead";
+ monster "que_qsch02",70,290," ",1935,1,"#miro_rf_sch02::OnMyMobDead";
+ monster "que_qsch02",72,295," ",1935,1,"#miro_rf_sch02::OnMyMobDead";
+ monster "que_qsch02",72,293," ",1935,1,"#miro_rf_sch02::OnMyMobDead";
+ monster "que_qsch02",90,296," ",1935,1,"#miro_rf_sch02::OnMyMobDead";
+ monster "que_qsch02",92,296," ",1935,1,"#miro_rf_sch02::OnMyMobDead";
+ monster "que_qsch02",56,282," ",1935,1,"#miro_rf_sch02::OnMyMobDead";
+ monster "que_qsch02",58,282," ",1935,1,"#miro_rf_sch02::OnMyMobDead";
+ monster "que_qsch02",66,283," ",1935,1,"#miro_rf_sch02::OnMyMobDead";
+ monster "que_qsch02",66,281," ",1935,1,"#miro_rf_sch02::OnMyMobDead";
+ monster "que_qsch02",80,284," ",1935,1,"#miro_rf_sch02::OnMyMobDead";
+ monster "que_qsch02",82,284," ",1935,1,"#miro_rf_sch02::OnMyMobDead";
+ monster "que_qsch02",44,273," ",1935,1,"#miro_rf_sch02::OnMyMobDead";
+ monster "que_qsch02",46,273," ",1935,1,"#miro_rf_sch02::OnMyMobDead";
+ monster "que_qsch02",50,273," ",1935,1,"#miro_rf_sch02::OnMyMobDead";
+ monster "que_qsch02",52,273," ",1935,1,"#miro_rf_sch02::OnMyMobDead";
+ monster "que_qsch02",54,269," ",1935,1,"#miro_rf_sch02::OnMyMobDead";
+ monster "que_qsch02",54,267," ",1935,1,"#miro_rf_sch02::OnMyMobDead";
+ monster "que_qsch02",66,271," ",1935,1,"#miro_rf_sch02::OnMyMobDead";
+ monster "que_qsch02",66,270," ",1935,1,"#miro_rf_sch02::OnMyMobDead";
+ monster "que_qsch02",81,273," ",1935,1,"#miro_rf_sch02::OnMyMobDead";
+ monster "que_qsch02",81,272," ",1935,1,"#miro_rf_sch02::OnMyMobDead";
+ monster "que_qsch02",88,276," ",1935,1,"#miro_rf_sch02::OnMyMobDead";
+ monster "que_qsch02",90,276," ",1935,1,"#miro_rf_sch02::OnMyMobDead";
+ monster "que_qsch02",94,276," ",1935,1,"#miro_rf_sch02::OnMyMobDead";
+ monster "que_qsch02",96,276," ",1935,1,"#miro_rf_sch02::OnMyMobDead";
+ monster "que_qsch02",64,258," ",1935,1,"#miro_rf_sch02::OnMyMobDead";
+ monster "que_qsch02",66,258," ",1935,1,"#miro_rf_sch02::OnMyMobDead";
+ monster "que_qsch02",76,263," ",1935,1,"#miro_rf_sch02::OnMyMobDead";
+ monster "que_qsch02",76,261," ",1935,1,"#miro_rf_sch02::OnMyMobDead";
+ monster "que_qsch02",87,265," ",1935,1,"#miro_rf_sch02::OnMyMobDead";
+ monster "que_qsch02",87,263," ",1935,1,"#miro_rf_sch02::OnMyMobDead";
+ monster "que_qsch02",50,252," ",1935,1,"#miro_rf_sch02::OnMyMobDead";
+ monster "que_qsch02",52,252," ",1935,1,"#miro_rf_sch02::OnMyMobDead";
+ monster "que_qsch02",76,252," ",1935,1,"#miro_rf_sch02::OnMyMobDead";
+ monster "que_qsch02",78,252," ",1935,1,"#miro_rf_sch02::OnMyMobDead";
+ monster "que_qsch02",99,255," ",1935,1,"#miro_rf_sch02::OnMyMobDead";
+ monster "que_qsch02",99,253," ",1935,1,"#miro_rf_sch02::OnMyMobDead";
+ monster "que_qsch02",53,245," ",1935,1,"#miro_rf_sch02::OnMyMobDead";
+ monster "que_qsch02",53,243," ",1935,1,"#miro_rf_sch02::OnMyMobDead";
+ setcell "que_qsch02",57,298,57,301,cell_walkable,0;
+ setcell "que_qsch02",57,298,57,301,cell_shootable,0;
+ setcell "que_qsch02",48,288,48,291,cell_walkable,0;
+ setcell "que_qsch02",48,288,48,291,cell_shootable,0;
+ setcell "que_qsch02",68,290,71,290,cell_walkable,0;
+ setcell "que_qsch02",68,290,71,290,cell_shootable,0;
+ setcell "que_qsch02",72,292,72,295,cell_walkable,0;
+ setcell "que_qsch02",72,292,72,295,cell_shootable,0;
+ setcell "que_qsch02",90,296,93,296,cell_walkable,0;
+ setcell "que_qsch02",90,296,93,296,cell_shootable,0;
+ setcell "que_qsch02",56,282,59,282,cell_walkable,0;
+ setcell "que_qsch02",56,282,59,282,cell_shootable,0;
+ setcell "que_qsch02",66,280,66,283,cell_walkable,0;
+ setcell "que_qsch02",66,280,66,283,cell_shootable,0;
+ setcell "que_qsch02",80,284,83,284,cell_walkable,0;
+ setcell "que_qsch02",80,284,83,284,cell_shootable,0;
+ setcell "que_qsch02",44,273,47,273,cell_walkable,0;
+ setcell "que_qsch02",44,273,47,273,cell_shootable,0;
+ setcell "que_qsch02",50,273,53,273,cell_walkable,0;
+ setcell "que_qsch02",50,273,53,273,cell_shootable,0;
+ setcell "que_qsch02",54,266,54,269,cell_walkable,0;
+ setcell "que_qsch02",54,266,54,269,cell_shootable,0;
+ setcell "que_qsch02",66,270,66,271,cell_walkable,0;
+ setcell "que_qsch02",66,270,66,271,cell_shootable,0;
+ setcell "que_qsch02",81,272,81,273,cell_walkable,0;
+ setcell "que_qsch02",81,272,81,273,cell_shootable,0;
+ setcell "que_qsch02",88,276,91,276,cell_walkable,0;
+ setcell "que_qsch02",88,276,91,276,cell_shootable,0;
+ setcell "que_qsch02",94,276,97,276,cell_walkable,0;
+ setcell "que_qsch02",94,276,97,276,cell_shootable,0;
+ setcell "que_qsch02",64,258,67,258,cell_walkable,0;
+ setcell "que_qsch02",64,258,67,258,cell_shootable,0;
+ setcell "que_qsch02",76,260,76,263,cell_walkable,0;
+ setcell "que_qsch02",76,260,76,263,cell_shootable,0;
+ setcell "que_qsch02",87,262,87,265,cell_walkable,0;
+ setcell "que_qsch02",87,262,87,265,cell_shootable,0;
+ setcell "que_qsch02",50,252,53,252,cell_walkable,0;
+ setcell "que_qsch02",50,252,53,252,cell_shootable,0;
+ setcell "que_qsch02",76,252,79,252,cell_walkable,0;
+ setcell "que_qsch02",76,252,79,252,cell_shootable,0;
+ setcell "que_qsch02",99,252,99,255,cell_walkable,0;
+ setcell "que_qsch02",99,252,99,255,cell_shootable,0;
+ setcell "que_qsch02",53,242,53,245,cell_walkable,0;
+ setcell "que_qsch02",53,242,53,245,cell_shootable,0;
+ end;
+
+OnDisable:
+ killmonster "que_qsch02","#miro_rf_sch02::OnMyMobDead";
+ setcell "que_qsch02",57,298,57,301,cell_walkable,1;
+ setcell "que_qsch02",57,298,57,301,cell_shootable,1;
+ setcell "que_qsch02",48,288,48,291,cell_walkable,1;
+ setcell "que_qsch02",48,288,48,291,cell_shootable,1;
+ setcell "que_qsch02",68,290,71,290,cell_walkable,1;
+ setcell "que_qsch02",68,290,71,290,cell_shootable,1;
+ setcell "que_qsch02",72,292,72,295,cell_walkable,1;
+ setcell "que_qsch02",72,292,72,295,cell_shootable,1;
+ setcell "que_qsch02",90,296,93,296,cell_walkable,1;
+ setcell "que_qsch02",90,296,93,296,cell_shootable,1;
+ setcell "que_qsch02",56,282,59,282,cell_walkable,1;
+ setcell "que_qsch02",56,282,59,282,cell_shootable,1;
+ setcell "que_qsch02",66,280,66,283,cell_walkable,1;
+ setcell "que_qsch02",66,280,66,283,cell_shootable,1;
+ setcell "que_qsch02",80,284,83,284,cell_walkable,1;
+ setcell "que_qsch02",80,284,83,284,cell_shootable,1;
+ setcell "que_qsch02",44,273,47,273,cell_walkable,1;
+ setcell "que_qsch02",44,273,47,273,cell_shootable,1;
+ setcell "que_qsch02",50,273,53,273,cell_walkable,1;
+ setcell "que_qsch02",50,273,53,273,cell_shootable,1;
+ setcell "que_qsch02",54,266,54,269,cell_walkable,1;
+ setcell "que_qsch02",54,266,54,269,cell_shootable,1;
+ setcell "que_qsch02",66,270,66,271,cell_walkable,1;
+ setcell "que_qsch02",66,270,66,271,cell_shootable,1;
+ setcell "que_qsch02",81,272,81,273,cell_walkable,1;
+ setcell "que_qsch02",81,272,81,273,cell_shootable,1;
+ setcell "que_qsch02",88,276,91,276,cell_walkable,1;
+ setcell "que_qsch02",88,276,91,276,cell_shootable,1;
+ setcell "que_qsch02",94,276,97,276,cell_walkable,1;
+ setcell "que_qsch02",94,276,97,276,cell_shootable,1;
+ setcell "que_qsch02",64,258,67,258,cell_walkable,1;
+ setcell "que_qsch02",64,258,67,258,cell_shootable,1;
+ setcell "que_qsch02",76,260,76,263,cell_walkable,1;
+ setcell "que_qsch02",76,260,76,263,cell_shootable,1;
+ setcell "que_qsch02",87,262,87,265,cell_walkable,1;
+ setcell "que_qsch02",87,262,87,265,cell_shootable,1;
+ setcell "que_qsch02",50,252,53,252,cell_walkable,1;
+ setcell "que_qsch02",50,252,53,252,cell_shootable,1;
+ setcell "que_qsch02",76,252,79,252,cell_walkable,1;
+ setcell "que_qsch02",76,252,79,252,cell_shootable,1;
+ setcell "que_qsch02",99,252,99,255,cell_walkable,1;
+ setcell "que_qsch02",99,252,99,255,cell_shootable,1;
+ setcell "que_qsch02",53,242,53,245,cell_walkable,1;
+ setcell "que_qsch02",53,242,53,245,cell_shootable,1;
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qsch02,2,3,0 script #miro_yf_sch02 844,{
+
+OnEnable:
+ monster "que_qsch02",44,292," ",1936,1,"#miro_yf_sch02::OnMyMobDead";
+ monster "que_qsch02",46,292," ",1936,1,"#miro_yf_sch02::OnMyMobDead";
+ monster "que_qsch02",67,295," ",1936,1,"#miro_yf_sch02::OnMyMobDead";
+ monster "que_qsch02",67,293," ",1936,1,"#miro_yf_sch02::OnMyMobDead";
+ monster "que_qsch02",94,301," ",1936,1,"#miro_yf_sch02::OnMyMobDead";
+ monster "que_qsch02",94,299," ",1936,1,"#miro_yf_sch02::OnMyMobDead";
+ monster "que_qsch02",79,289," ",1936,1,"#miro_yf_sch02::OnMyMobDead";
+ monster "que_qsch02",79,287," ",1936,1,"#miro_yf_sch02::OnMyMobDead";
+ monster "que_qsch02",56,282," ",1936,1,"#miro_yf_sch02::OnMyMobDead";
+ monster "que_qsch02",58,282," ",1936,1,"#miro_yf_sch02::OnMyMobDead";
+ monster "que_qsch02",71,283," ",1936,1,"#miro_yf_sch02::OnMyMobDead";
+ monster "que_qsch02",71,281," ",1936,1,"#miro_yf_sch02::OnMyMobDead";
+ monster "que_qsch02",100,281," ",1936,1,"#miro_yf_sch02::OnMyMobDead";
+ monster "que_qsch02",102,281," ",1936,1,"#miro_yf_sch02::OnMyMobDead";
+ monster "que_qsch02",44,261," ",1936,1,"#miro_yf_sch02::OnMyMobDead";
+ monster "que_qsch02",46,261," ",1936,1,"#miro_yf_sch02::OnMyMobDead";
+ monster "que_qsch02",50,265," ",1936,1,"#miro_yf_sch02::OnMyMobDead";
+ monster "que_qsch02",52,265," ",1936,1,"#miro_yf_sch02::OnMyMobDead";
+ monster "que_qsch02",56,270," ",1936,1,"#miro_yf_sch02::OnMyMobDead";
+ monster "que_qsch02",58,270," ",1936,1,"#miro_yf_sch02::OnMyMobDead";
+ monster "que_qsch02",72,278," ",1936,1,"#miro_yf_sch02::OnMyMobDead";
+ monster "que_qsch02",73,278," ",1936,1,"#miro_yf_sch02::OnMyMobDead";
+ monster "que_qsch02",82,266," ",1936,1,"#miro_yf_sch02::OnMyMobDead";
+ monster "que_qsch02",84,266," ",1936,1,"#miro_yf_sch02::OnMyMobDead";
+ monster "que_qsch02",88,266," ",1936,1,"#miro_yf_sch02::OnMyMobDead";
+ monster "que_qsch02",90,266," ",1936,1,"#miro_yf_sch02::OnMyMobDead";
+ monster "que_qsch02",94,271," ",1936,1,"#miro_yf_sch02::OnMyMobDead";
+ monster "que_qsch02",96,271," ",1936,1,"#miro_yf_sch02::OnMyMobDead";
+ monster "que_qsch02",60,257," ",1936,1,"#miro_yf_sch02::OnMyMobDead";
+ monster "que_qsch02",60,255," ",1936,1,"#miro_yf_sch02::OnMyMobDead";
+ monster "que_qsch02",73,263," ",1936,1,"#miro_yf_sch02::OnMyMobDead";
+ monster "que_qsch02",73,261," ",1936,1,"#miro_yf_sch02::OnMyMobDead";
+ monster "que_qsch02",75,257," ",1936,1,"#miro_yf_sch02::OnMyMobDead";
+ monster "que_qsch02",75,255," ",1936,1,"#miro_yf_sch02::OnMyMobDead";
+ monster "que_qsch02",87,257," ",1936,1,"#miro_yf_sch02::OnMyMobDead";
+ monster "que_qsch02",87,255," ",1936,1,"#miro_yf_sch02::OnMyMobDead";
+ monster "que_qsch02",58,251," ",1936,1,"#miro_yf_sch02::OnMyMobDead";
+ monster "que_qsch02",58,249," ",1936,1,"#miro_yf_sch02::OnMyMobDead";
+ monster "que_qsch02",80,251," ",1936,1,"#miro_yf_sch02::OnMyMobDead";
+ monster "que_qsch02",80,249," ",1936,1,"#miro_yf_sch02::OnMyMobDead";
+ monster "que_qsch02",53,245," ",1936,1,"#miro_yf_sch02::OnMyMobDead";
+ monster "que_qsch02",53,243," ",1936,1,"#miro_yf_sch02::OnMyMobDead";
+ monster "que_qsch02",75,245," ",1936,1,"#miro_yf_sch02::OnMyMobDead";
+ monster "que_qsch02",75,243," ",1936,1,"#miro_yf_sch02::OnMyMobDead";
+ monster "que_qsch02",100,251," ",1936,1,"#miro_yf_sch02::OnMyMobDead";
+ monster "que_qsch02",102,251," ",1936,1,"#miro_yf_sch02::OnMyMobDead";
+ monster "que_qsch02",100,256," ",1936,1,"#miro_yf_sch02::OnMyMobDead";
+ monster "que_qsch02",102,256," ",1936,1,"#miro_yf_sch02::OnMyMobDead";
+ setcell "que_qsch02",44,292,47,292,cell_walkable,0;
+ setcell "que_qsch02",44,292,47,292,cell_shootable,0;
+ setcell "que_qsch02",67,292,67,295,cell_walkable,0;
+ setcell "que_qsch02",67,292,67,295,cell_shootable,0;
+ setcell "que_qsch02",94,298,94,301,cell_walkable,0;
+ setcell "que_qsch02",94,298,94,301,cell_shootable,0;
+ setcell "que_qsch02",79,286,79,289,cell_walkable,0;
+ setcell "que_qsch02",79,286,79,289,cell_shootable,0;
+ setcell "que_qsch02",56,282,59,282,cell_walkable,0;
+ setcell "que_qsch02",56,282,59,282,cell_shootable,0;
+ setcell "que_qsch02",71,280,71,283,cell_walkable,0;
+ setcell "que_qsch02",71,280,71,283,cell_shootable,0;
+ setcell "que_qsch02",100,281,103,281,cell_walkable,0;
+ setcell "que_qsch02",100,281,103,281,cell_shootable,0;
+ setcell "que_qsch02",44,261,47,261,cell_walkable,0;
+ setcell "que_qsch02",44,261,47,261,cell_shootable,0;
+ setcell "que_qsch02",50,265,53,265,cell_walkable,0;
+ setcell "que_qsch02",50,265,53,265,cell_shootable,0;
+ setcell "que_qsch02",56,270,59,270,cell_walkable,0;
+ setcell "que_qsch02",56,270,59,270,cell_shootable,0;
+ setcell "que_qsch02",72,278,73,278,cell_walkable,0;
+ setcell "que_qsch02",72,278,73,278,cell_shootable,0;
+ setcell "que_qsch02",82,266,85,266,cell_walkable,0;
+ setcell "que_qsch02",82,266,85,266,cell_shootable,0;
+ setcell "que_qsch02",88,266,91,266,cell_walkable,0;
+ setcell "que_qsch02",88,266,91,266,cell_shootable,0;
+ setcell "que_qsch02",94,271,97,271,cell_walkable,0;
+ setcell "que_qsch02",94,271,97,271,cell_shootable,0;
+ setcell "que_qsch02",60,254,60,257,cell_walkable,0;
+ setcell "que_qsch02",60,254,60,257,cell_shootable,0;
+ setcell "que_qsch02",73,260,73,263,cell_walkable,0;
+ setcell "que_qsch02",73,260,73,263,cell_shootable,0;
+ setcell "que_qsch02",75,254,75,257,cell_walkable,0;
+ setcell "que_qsch02",75,254,75,257,cell_shootable,0;
+ setcell "que_qsch02",87,254,87,257,cell_walkable,0;
+ setcell "que_qsch02",87,254,87,257,cell_shootable,0;
+ setcell "que_qsch02",58,248,58,251,cell_walkable,0;
+ setcell "que_qsch02",58,248,58,251,cell_shootable,0;
+ setcell "que_qsch02",80,248,80,251,cell_walkable,0;
+ setcell "que_qsch02",80,248,80,251,cell_shootable,0;
+ setcell "que_qsch02",53,242,53,245,cell_walkable,0;
+ setcell "que_qsch02",53,242,53,245,cell_shootable,0;
+ setcell "que_qsch02",75,242,75,245,cell_walkable,0;
+ setcell "que_qsch02",75,242,75,245,cell_shootable,0;
+ setcell "que_qsch02",100,251,103,251,cell_walkable,0;
+ setcell "que_qsch02",100,251,103,251,cell_shootable,0;
+ setcell "que_qsch02",100,256,103,256,cell_walkable,0;
+ setcell "que_qsch02",100,256,103,256,cell_shootable,0;
+ end;
+
+OnDisable:
+ killmonster "que_qsch02","#miro_yf_sch02::OnMyMobDead";
+ setcell "que_qsch02",44,292,47,292,cell_walkable,1;
+ setcell "que_qsch02",44,292,47,292,cell_shootable,1;
+ setcell "que_qsch02",67,292,67,295,cell_walkable,1;
+ setcell "que_qsch02",67,292,67,295,cell_shootable,1;
+ setcell "que_qsch02",94,298,94,301,cell_walkable,1;
+ setcell "que_qsch02",94,298,94,301,cell_shootable,1;
+ setcell "que_qsch02",79,286,79,289,cell_walkable,1;
+ setcell "que_qsch02",79,286,79,289,cell_shootable,1;
+ setcell "que_qsch02",56,282,59,282,cell_walkable,1;
+ setcell "que_qsch02",56,282,59,282,cell_shootable,1;
+ setcell "que_qsch02",71,280,71,283,cell_walkable,1;
+ setcell "que_qsch02",71,280,71,283,cell_shootable,1;
+ setcell "que_qsch02",100,281,103,281,cell_walkable,1;
+ setcell "que_qsch02",100,281,103,281,cell_shootable,1;
+ setcell "que_qsch02",44,261,47,261,cell_walkable,1;
+ setcell "que_qsch02",44,261,47,261,cell_shootable,1;
+ setcell "que_qsch02",50,265,53,265,cell_walkable,1;
+ setcell "que_qsch02",50,265,53,265,cell_shootable,1;
+ setcell "que_qsch02",56,270,59,270,cell_walkable,1;
+ setcell "que_qsch02",56,270,59,270,cell_shootable,1;
+ setcell "que_qsch02",72,278,73,278,cell_walkable,1;
+ setcell "que_qsch02",72,278,73,278,cell_shootable,1;
+ setcell "que_qsch02",82,266,85,266,cell_walkable,1;
+ setcell "que_qsch02",82,266,85,266,cell_shootable,1;
+ setcell "que_qsch02",88,266,91,266,cell_walkable,1;
+ setcell "que_qsch02",88,266,91,266,cell_shootable,1;
+ setcell "que_qsch02",94,271,97,271,cell_walkable,1;
+ setcell "que_qsch02",94,271,97,271,cell_shootable,1;
+ setcell "que_qsch02",60,254,60,257,cell_walkable,1;
+ setcell "que_qsch02",60,254,60,257,cell_shootable,1;
+ setcell "que_qsch02",73,260,73,263,cell_walkable,1;
+ setcell "que_qsch02",73,260,73,263,cell_shootable,1;
+ setcell "que_qsch02",75,254,75,257,cell_walkable,1;
+ setcell "que_qsch02",75,254,75,257,cell_shootable,1;
+ setcell "que_qsch02",87,254,87,257,cell_walkable,1;
+ setcell "que_qsch02",87,254,87,257,cell_shootable,1;
+ setcell "que_qsch02",58,248,58,251,cell_walkable,1;
+ setcell "que_qsch02",58,248,58,251,cell_shootable,1;
+ setcell "que_qsch02",80,248,80,251,cell_walkable,1;
+ setcell "que_qsch02",80,248,80,251,cell_shootable,1;
+ setcell "que_qsch02",53,242,53,245,cell_walkable,1;
+ setcell "que_qsch02",53,242,53,245,cell_shootable,1;
+ setcell "que_qsch02",75,242,75,245,cell_walkable,1;
+ setcell "que_qsch02",75,242,75,245,cell_shootable,1;
+ setcell "que_qsch02",100,251,103,251,cell_walkable,1;
+ setcell "que_qsch02",100,251,103,251,cell_shootable,1;
+ setcell "que_qsch02",100,256,103,256,cell_walkable,1;
+ setcell "que_qsch02",100,256,103,256,cell_shootable,1;
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qsch02,132,172,0 script windpath01_sch02 45,1,1,{
+OnTouch:
+ if (countitem(7839) > 0) {
+ mes "The Warp Gate responds to the Crystal Key.";
+ delitem 7839,1; //Crystal_Key
+ close2;
+ warp "que_qsch02",114,158;
+ end;
+ }
+ else {
+ mes "You need the Crystal Key to activate the Warp Gate.";
+ close;
+ }
+}
+
+que_qsch02,113,165,0 warp windpath02_sch02 1,1,que_qsch02,139,172
+
+
+que_qsch02,131,136,3 script Piamette#sch02 1930,{
+OnInit:
+ enablenpc "Piamette#sch02";
+ end;
+}
+
+que_qsch02,114,158,0 script #event_start01_sch02 -1,1,1,{
+
+OnInit:
+ disablenpc "#event_start01_sch02";
+ end;
+
+OnEnable:
+ enablenpc "#event_start01_sch02";
+ end;
+
+OnDisable:
+ disablenpc "#event_start01_sch02";
+ stopnpctimer;
+ end;
+
+OnTouch:
+ initnpctimer;
+ disablenpc "#event_start01_sch02";
+ end;
+
+OnTimer2000:
+ mapannounce "que_qsch02","Piamette mumblings : ..There were six birds, Teo. But one is....",bc_map,"0xdb7093";
+ end;
+
+OnTimer6000:
+ mapannounce "que_qsch02","Piamette mumblings : ...Shh.. Teo. The birds have returned..Are they birds that ran away before...? Or breakers who disguises themselves as good adventurers?",bc_map,"0xdb7093";
+ end;
+
+OnTimer10000:
+ mapannounce "que_qsch02","Piamette mumblings : Ha! They are caged in.",bc_map,"0xdb7093";
+ end;
+
+OnTimer14000:
+ mapannounce "que_qsch02","Piamette : Teo, Catch the birds! Put the cage away from here!",bc_map,"0x00ff00";
+ donpcevent "#gdtimer01_sch02::OnEnable";
+ stopnpctimer;
+ end;
+}
+
+que_qsch02,2,2,0 script #gdtimer01_sch02 844,{
+
+OnEnable:
+ initnpctimer;
+ end;
+
+Onstop:
+ donpcevent "#getspell01_sch02::OnDisable";
+ donpcevent "#getspell02_sch02::OnDisable";
+ donpcevent "#getspell03_sch02::OnDisable";
+ donpcevent "#getspell04_sch02::OnDisable";
+ donpcevent "#getspell05_sch02::OnDisable";
+ donpcevent "#getspell06_sch02::OnDisable";
+ donpcevent "#getspell07_sch02::OnDisable";
+ donpcevent "#getspell08_sch02::OnDisable";
+ stopnpctimer;
+ end;
+
+OnTimer1000:
+ donpcevent "#getspell08_sch02::OnDisable";
+ donpcevent "#getspell01_sch02::OnEnable";
+ end;
+
+OnTimer10000:
+ donpcevent "#getspell01_sch02::OnDisable";
+ donpcevent "#getspell02_sch02::OnEnable";
+ end;
+
+OnTimer20000:
+ donpcevent "#getspell02_sch02::OnDisable";
+ donpcevent "#getspell03_sch02::OnEnable";
+ end;
+
+OnTimer30000:
+ donpcevent "#getspell03_sch02::OnDisable";
+ donpcevent "#getspell04_sch02::OnEnable";
+ end;
+
+OnTimer40000:
+ donpcevent "#getspell04_sch02::OnDisable";
+ donpcevent "#getspell05_sch02::OnEnable";
+ end;
+
+OnTimer50000:
+ donpcevent "#getspell05_sch02::OnDisable";
+ donpcevent "#getspell06_sch02::OnEnable";
+ end;
+
+OnTimer60000:
+ donpcevent "#getspell06_sch02::OnDisable";
+ donpcevent "#getspell07_sch02::OnEnable";
+ end;
+
+OnTimer70000:
+ donpcevent "#getspell07_sch02::OnDisable";
+ donpcevent "#getspell08_sch02::OnEnable";
+ end;
+
+OnTimer75000:
+ if ($gqse_sch02_gd < 6) {
+ mapannounce "que_qsch02","Piamette : Silly birds! Silly Teo! Why can't you put away the cage at once?!",bc_map,"0x00ff00";
+ enablenpc "#sch02_cage01";
+ enablenpc "#sch02_cage02";
+ enablenpc "#sch02_cage03";
+ enablenpc "#sch02_cage04";
+ enablenpc "#sch02_cage05";
+ enablenpc "#sch02_cage06";
+ set $gqse_sch02_gd,0;
+ }
+ end;
+
+OnTimer76000:
+ disablenpc "#sch02_cage01";
+ disablenpc "#sch02_cage02";
+ disablenpc "#sch02_cage03";
+ disablenpc "#sch02_cage04";
+ disablenpc "#sch02_cage05";
+ disablenpc "#sch02_cage06";
+ end;
+
+OnTimer80000:
+ donpcevent "#gdtimer01_sch02::OnEnable";
+ end;
+}
+
+que_qsch02,2,3,0 script #gdtimer02_sch02 844,{
+
+OnEnable:
+ initnpctimer;
+ end;
+
+Onstop:
+ stopnpctimer;
+ killmonster "que_qsch02","#gdtimer02_sch02::OnMyMobDead";
+ end;
+
+OnTimer4000:
+ mapannounce "que_qsch02","Piamette : All of them are caught!",bc_map,"0xdb7093";
+ end;
+
+OnTimer8000:
+ mapannounce "que_qsch02","Piamette : Let's call out the keeper of the key not to let the birds go far away.",bc_map,"0xdb7093";
+ end;
+
+OnTimer12000:
+ mapannounce "que_qsch02","Piamette : The keeper of the key is protecting my cage.",bc_map,"0xdb7093";
+ monster "que_qsch02",108,151,"Key Stone",1905,1,"#gdtimer02_sch02::OnMyMobDead";
+ monster "que_qsch02",109,135,"Key Stone",1905,1,"#gdtimer02_sch02::OnMyMobDead";
+ monster "que_qsch02",115,116,"Key Stone",1905,1,"#gdtimer02_sch02::OnMyMobDead";
+ monster "que_qsch02",158,106,"Key Stone",1905,1,"#gdtimer02_sch02::OnMyMobDead";
+ monster "que_qsch02",163,133,"Key Stone",1905,1,"#gdtimer02_sch02::OnMyMobDead";
+ monster "que_qsch02",150,154,"Key Stone",1905,1,"#gdtimer02_sch02::OnMyMobDead";
+ end;
+
+OnTimer112000:
+ mapannounce "que_qsch02","Piamette : Whooping fun times are back! Now, Go! I'll get back to!!",bc_map,"0xdb7093";
+ killmonster "que_qsch02","#gdtimer02_sch02::OnMyMobDead";
+ enablenpc "#sch02_cage01";
+ enablenpc "#sch02_cage02";
+ enablenpc "#sch02_cage03";
+ enablenpc "#sch02_cage04";
+ enablenpc "#sch02_cage05";
+ enablenpc "#sch02_cage06";
+ set $gqse_sch02_gd,0;
+ end;
+
+OnTimer113000:
+ disablenpc "#sch02_cage01";
+ disablenpc "#sch02_cage02";
+ disablenpc "#sch02_cage03";
+ disablenpc "#sch02_cage04";
+ disablenpc "#sch02_cage05";
+ disablenpc "#sch02_cage06";
+ donpcevent "#gdtimer01_sch02::OnEnable";
+ stopnpctimer;
+ end;
+
+Onreset:
+ killmonster "que_qsch02","#gdtimer02_sch02::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ if (mobcount("que_qsch02","#gdtimer02_sch02::OnMyMobDead") == 0) {
+ enablenpc "#sch02_cage01";
+ enablenpc "#sch02_cage02";
+ enablenpc "#sch02_cage03";
+ enablenpc "#sch02_cage04";
+ enablenpc "#sch02_cage05";
+ enablenpc "#sch02_cage06";
+ donpcevent "#piamette_sch02::OnEnable";
+ stopnpctimer;
+ }
+ end;
+}
+
+que_qsch02,1,4,0 script #piamette_sch02 844,{
+OnEnable:
+ initnpctimer;
+ end;
+
+Onreset:
+ killmonster "que_qsch02","#piamette_sch02::OnMyMobDead";
+ stopnpctimer;
+ end;
+
+OnTimer1000:
+ mapannounce "que_qsch02","Piamette : All the keeper of keys are dead now? Who freed my birds? Teo, who did it?",bc_map,"0xdb7093";
+ end;
+
+OnTimer5000:
+ mapannounce "que_qsch02","Piamette : I'm pissed off now!",bc_map,"0xdb7093";
+ disablenpc "Piamette#sch02";
+ monster "que_qsch02",131,135,"Angry Piamette",1930,1,"#piamette_sch02::OnMyMobDead";
+ stopnpctimer;
+ end;
+
+OnMyMobDead:
+ mapannounce "que_qsch02","Piamette has been released, so the warp gate toward the South is working now.",bc_map,"0x00ff00";
+ enablenpc "windpath03_sch02";
+ enablenpc "windpath04_sch02";
+ donpcevent "#nm_switch_sch02::OnEnable";
+ end;
+}
+
+que_qsch02,113,135,0 script #getspell01_sch02 -1,1,1,{
+OnInit:
+ disablenpc "#getspell01_sch02";
+ end;
+
+OnEnable:
+ enablenpc "#getspell01_sch02";
+ specialeffect EF_LOCKON;
+ end;
+
+OnDisable:
+ disablenpc "#getspell01_sch02";
+ end;
+
+OnTouch:
+ sc_start2 SC_Stone,300000,0,10000;
+ if ($gqse_sch02_gd == 0) {
+ warp "que_qsch02",103,153;
+ disablenpc "#getspell01_sch02";
+ set $gqse_sch02_gd,1;
+ mapannounce "que_qsch02","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch02_gd == 1) {
+ warp "que_qsch02",102,135;
+ disablenpc "#getspell01_sch02";
+ set $gqse_sch02_gd,2;
+ mapannounce "que_qsch02","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch02_gd == 2) {
+ warp "que_qsch02",113,111;
+ disablenpc "#getspell01_sch02";
+ set $gqse_sch02_gd,3;
+ mapannounce "que_qsch02","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch02_gd == 3) {
+ warp "que_qsch02",161,105;
+ disablenpc "#getspell01_sch02";
+ set $gqse_sch02_gd,4;
+ mapannounce "que_qsch02","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch02_gd == 4) {
+ warp "que_qsch02",168,135;
+ disablenpc "#getspell01_sch02";
+ set $gqse_sch02_gd,5;
+ mapannounce "que_qsch02","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch02_gd == 5) {
+ warp "que_qsch02",150,159;
+ disablenpc "#getspell01_sch02";
+ set $gqse_sch02_gd,6;
+ mapannounce "que_qsch02","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
+ donpcevent "#gdtimer02_sch02::OnEnable";
+ donpcevent "#gdtimer01_sch02::Onstop";
+ }
+ end;
+}
+
+que_qsch02,146,150,0 script #getspell02_sch02 -1,1,1,{
+OnInit:
+ disablenpc "#getspell02_sch02";
+ end;
+
+OnEnable:
+ enablenpc "#getspell02_sch02";
+ specialeffect EF_LOCKON;
+ end;
+
+OnDisable:
+ disablenpc "#getspell02_sch02";
+ end;
+
+OnTouch:
+ sc_start2 SC_Stone,300000,0,10000;
+ if ($gqse_sch02_gd == 0) {
+ warp "que_qsch02",103,153;
+ disablenpc "#getspell01_sch02";
+ set $gqse_sch02_gd,1;
+ mapannounce "que_qsch02","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch02_gd == 1) {
+ warp "que_qsch02",102,135;
+ disablenpc "#getspell01_sch02";
+ set $gqse_sch02_gd,2;
+ mapannounce "que_qsch02","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch02_gd == 2) {
+ warp "que_qsch02",113,111;
+ disablenpc "#getspell01_sch02";
+ set $gqse_sch02_gd,3;
+ mapannounce "que_qsch02","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch02_gd == 3) {
+ warp "que_qsch02",161,105;
+ disablenpc "#getspell01_sch02";
+ set $gqse_sch02_gd,4;
+ mapannounce "que_qsch02","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch02_gd == 4) {
+ warp "que_qsch02",168,135;
+ disablenpc "#getspell01_sch02";
+ set $gqse_sch02_gd,5;
+ mapannounce "que_qsch02","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch02_gd == 5) {
+ warp "que_qsch02",150,159;
+ disablenpc "#getspell01_sch02";
+ set $gqse_sch02_gd,6;
+ mapannounce "que_qsch02","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
+ donpcevent "#gdtimer02_sch02::OnEnable";
+ donpcevent "#gdtimer01_sch02::Onstop";
+ }
+ end;
+}
+
+que_qsch02,131,117,0 script #getspell03_sch02 -1,1,1,{
+OnInit:
+ disablenpc "#getspell03_sch02";
+ end;
+
+OnEnable:
+ enablenpc "#getspell03_sch02";
+ specialeffect EF_LOCKON;
+ end;
+
+OnDisable:
+ disablenpc "#getspell03_sch02";
+ end;
+
+OnTouch:
+ sc_start2 SC_Stone,300000,0,10000;
+ if ($gqse_sch02_gd == 0) {
+ warp "que_qsch02",103,153;
+ disablenpc "#getspell01_sch02";
+ set $gqse_sch02_gd,1;
+ mapannounce "que_qsch02","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch02_gd == 1) {
+ warp "que_qsch02",102,135;
+ disablenpc "#getspell01_sch02";
+ set $gqse_sch02_gd,2;
+ mapannounce "que_qsch02","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch02_gd == 2) {
+ warp "que_qsch02",113,111;
+ disablenpc "#getspell01_sch02";
+ set $gqse_sch02_gd,3;
+ mapannounce "que_qsch02","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch02_gd == 3) {
+ warp "que_qsch02",161,105;
+ disablenpc "#getspell01_sch02";
+ set $gqse_sch02_gd,4;
+ mapannounce "que_qsch02","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch02_gd == 4) {
+ warp "que_qsch02",168,135;
+ disablenpc "#getspell01_sch02";
+ set $gqse_sch02_gd,5;
+ mapannounce "que_qsch02","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch02_gd == 5) {
+ warp "que_qsch02",150,159;
+ disablenpc "#getspell01_sch02";
+ set $gqse_sch02_gd,6;
+ mapannounce "que_qsch02","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
+ donpcevent "#gdtimer02_sch02::OnEnable";
+ donpcevent "#gdtimer01_sch02::Onstop";
+ }
+ end;
+}
+
+que_qsch02,117,150,0 script #getspell04_sch02 -1,1,1,{
+OnInit:
+ disablenpc "#getspell04_sch02";
+ end;
+
+OnEnable:
+ enablenpc "#getspell04_sch02";
+ specialeffect EF_LOCKON;
+ end;
+
+OnDisable:
+ disablenpc "#getspell04_sch02";
+ end;
+
+OnTouch:
+ sc_start2 SC_Stone,300000,0,10000;
+ if ($gqse_sch02_gd == 0) {
+ warp "que_qsch02",103,153;
+ disablenpc "#getspell01_sch02";
+ set $gqse_sch02_gd,1;
+ mapannounce "que_qsch02","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch02_gd == 1) {
+ warp "que_qsch02",102,135;
+ disablenpc "#getspell01_sch02";
+ set $gqse_sch02_gd,2;
+ mapannounce "que_qsch02","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch02_gd == 2) {
+ warp "que_qsch02",113,111;
+ disablenpc "#getspell01_sch02";
+ set $gqse_sch02_gd,3;
+ mapannounce "que_qsch02","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch02_gd == 3) {
+ warp "que_qsch02",161,105;
+ disablenpc "#getspell01_sch02";
+ set $gqse_sch02_gd,4;
+ mapannounce "que_qsch02","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch02_gd == 4) {
+ warp "que_qsch02",168,135;
+ disablenpc "#getspell01_sch02";
+ set $gqse_sch02_gd,5;
+ mapannounce "que_qsch02","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch02_gd == 5) {
+ warp "que_qsch02",150,159;
+ disablenpc "#getspell01_sch02";
+ set $gqse_sch02_gd,6;
+ mapannounce "que_qsch02","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
+ donpcevent "#gdtimer02_sch02::OnEnable";
+ donpcevent "#gdtimer01_sch02::Onstop";
+ }
+ end;
+}
+
+que_qsch02,150,135,0 script #getspell05_sch02 -1,1,1,{
+OnInit:
+ disablenpc "#getspell05_sch02";
+ end;
+
+OnEnable:
+ enablenpc "#getspell05_sch02";
+ specialeffect EF_LOCKON;
+ end;
+
+OnDisable:
+ disablenpc "#getspell05_sch02";
+ end;
+
+OnTouch:
+ sc_start2 SC_Stone,300000,0,10000;
+ if ($gqse_sch02_gd == 0) {
+ warp "que_qsch02",103,153;
+ disablenpc "#getspell01_sch02";
+ set $gqse_sch02_gd,1;
+ mapannounce "que_qsch02","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch02_gd == 1) {
+ warp "que_qsch02",102,135;
+ disablenpc "#getspell01_sch02";
+ set $gqse_sch02_gd,2;
+ mapannounce "que_qsch02","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch02_gd == 2) {
+ warp "que_qsch02",113,111;
+ disablenpc "#getspell01_sch02";
+ set $gqse_sch02_gd,3;
+ mapannounce "que_qsch02","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch02_gd == 3) {
+ warp "que_qsch02",161,105;
+ disablenpc "#getspell01_sch02";
+ set $gqse_sch02_gd,4;
+ mapannounce "que_qsch02","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch02_gd == 4) {
+ warp "que_qsch02",168,135;
+ disablenpc "#getspell01_sch02";
+ set $gqse_sch02_gd,5;
+ mapannounce "que_qsch02","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch02_gd == 5) {
+ warp "que_qsch02",150,159;
+ disablenpc "#getspell01_sch02";
+ set $gqse_sch02_gd,6;
+ mapannounce "que_qsch02","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
+ donpcevent "#gdtimer02_sch02::OnEnable";
+ donpcevent "#gdtimer01_sch02::Onstop";
+ }
+ end;
+}
+
+que_qsch02,117,121,0 script #getspell06_sch02 -1,1,1,{
+OnInit:
+ disablenpc "#getspell06_sch02";
+ end;
+
+OnEnable:
+ enablenpc "#getspell06_sch02";
+ specialeffect EF_LOCKON;
+ end;
+
+OnDisable:
+ disablenpc "#getspell06_sch02";
+ end;
+
+OnTouch:
+ sc_start2 SC_Stone,300000,0,10000;
+ if ($gqse_sch02_gd == 0) {
+ warp "que_qsch02",103,153;
+ disablenpc "#getspell01_sch02";
+ set $gqse_sch02_gd,1;
+ mapannounce "que_qsch02","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch02_gd == 1) {
+ warp "que_qsch02",102,135;
+ disablenpc "#getspell01_sch02";
+ set $gqse_sch02_gd,2;
+ mapannounce "que_qsch02","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch02_gd == 2) {
+ warp "que_qsch02",113,111;
+ disablenpc "#getspell01_sch02";
+ set $gqse_sch02_gd,3;
+ mapannounce "que_qsch02","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch02_gd == 3) {
+ warp "que_qsch02",161,105;
+ disablenpc "#getspell01_sch02";
+ set $gqse_sch02_gd,4;
+ mapannounce "que_qsch02","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch02_gd == 4) {
+ warp "que_qsch02",168,135;
+ disablenpc "#getspell01_sch02";
+ set $gqse_sch02_gd,5;
+ mapannounce "que_qsch02","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch02_gd == 5) {
+ warp "que_qsch02",150,159;
+ disablenpc "#getspell01_sch02";
+ set $gqse_sch02_gd,6;
+ mapannounce "que_qsch02","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
+ donpcevent "#gdtimer02_sch02::OnEnable";
+ donpcevent "#gdtimer01_sch02::Onstop";
+ }
+ end;
+}
+
+que_qsch02,131,154,0 script #getspell07_sch02 -1,1,1,{
+OnInit:
+ disablenpc "#getspell07_sch02";
+ end;
+
+OnEnable:
+ enablenpc "#getspell07_sch02";
+ specialeffect EF_LOCKON;
+ end;
+
+OnDisable:
+ disablenpc "#getspell07_sch02";
+ end;
+
+OnTouch:
+ sc_start2 SC_Stone,300000,0,10000;
+ if ($gqse_sch02_gd == 0) {
+ warp "que_qsch02",103,153;
+ disablenpc "#getspell01_sch02";
+ set $gqse_sch02_gd,1;
+ mapannounce "que_qsch02","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch02_gd == 1) {
+ warp "que_qsch02",102,135;
+ disablenpc "#getspell01_sch02";
+ set $gqse_sch02_gd,2;
+ mapannounce "que_qsch02","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch02_gd == 2) {
+ warp "que_qsch02",113,111;
+ disablenpc "#getspell01_sch02";
+ set $gqse_sch02_gd,3;
+ mapannounce "que_qsch02","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch02_gd == 3) {
+ warp "que_qsch02",161,105;
+ disablenpc "#getspell01_sch02";
+ set $gqse_sch02_gd,4;
+ mapannounce "que_qsch02","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch02_gd == 4) {
+ warp "que_qsch02",168,135;
+ disablenpc "#getspell01_sch02";
+ set $gqse_sch02_gd,5;
+ mapannounce "que_qsch02","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch02_gd == 5) {
+ warp "que_qsch02",150,159;
+ disablenpc "#getspell01_sch02";
+ set $gqse_sch02_gd,6;
+ mapannounce "que_qsch02","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
+ donpcevent "#gdtimer02_sch02::OnEnable";
+ donpcevent "#gdtimer01_sch02::Onstop";
+ }
+ end;
+}
+
+que_qsch02,146,121,0 script #getspell08_sch02 -1,1,1,{
+OnInit:
+ disablenpc "#getspell08_sch02";
+ end;
+
+OnEnable:
+ enablenpc "#getspell08_sch02";
+ specialeffect EF_LOCKON;
+ end;
+
+OnDisable:
+ disablenpc "#getspell08_sch02";
+ end;
+
+OnTouch:
+ sc_start2 SC_Stone,300000,0,10000;
+ if ($gqse_sch02_gd == 0) {
+ warp "que_qsch02",103,153;
+ disablenpc "#getspell01_sch02";
+ set $gqse_sch02_gd,1;
+ mapannounce "que_qsch02","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch02_gd == 1) {
+ warp "que_qsch02",102,135;
+ disablenpc "#getspell01_sch02";
+ set $gqse_sch02_gd,2;
+ mapannounce "que_qsch02","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch02_gd == 2) {
+ warp "que_qsch02",113,111;
+ disablenpc "#getspell01_sch02";
+ set $gqse_sch02_gd,3;
+ mapannounce "que_qsch02","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch02_gd == 3) {
+ warp "que_qsch02",161,105;
+ disablenpc "#getspell01_sch02";
+ set $gqse_sch02_gd,4;
+ mapannounce "que_qsch02","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch02_gd == 4) {
+ warp "que_qsch02",168,135;
+ disablenpc "#getspell01_sch02";
+ set $gqse_sch02_gd,5;
+ mapannounce "que_qsch02","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch02_gd == 5) {
+ warp "que_qsch02",150,159;
+ disablenpc "#getspell01_sch02";
+ set $gqse_sch02_gd,6;
+ mapannounce "que_qsch02","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
+ donpcevent "#gdtimer02_sch02::OnEnable";
+ donpcevent "#gdtimer01_sch02::Onstop";
+ }
+ end;
+}
+
+que_qsch02,103,153,0 script #sch02_cage01 -1,1,1,{
+OnInit:
+ disablenpc "#sch02_cage01";
+ end;
+
+OnTouch:
+ sc_end SC_Stone;
+ warp "que_qsch02",108,151;
+ disablenpc "#sch02_cage01";
+ end;
+}
+
+que_qsch02,102,135,0 script #sch02_cage02 -1,1,1,{
+OnInit:
+ disablenpc "#sch02_cage02";
+ end;
+
+OnTouch:
+ sc_end SC_Stone;
+ warp "que_qsch02",107,135;
+ disablenpc "#sch02_cage02";
+ end;
+}
+
+que_qsch02,113,111,0 script #sch02_cage03 -1,1,1,{
+OnInit:
+ disablenpc "#sch02_cage03";
+ end;
+
+OnTouch:
+ sc_end SC_Stone;
+ warp "que_qsch02",113,114;
+ disablenpc "#sch02_cage03";
+ end;
+}
+
+que_qsch02,161,105,0 script #sch02_cage04 -1,1,1,{
+OnInit:
+ disablenpc "#sch02_cage04";
+ end;
+
+OnTouch:
+ sc_end SC_Stone;
+ warp "que_qsch02",158,106;
+ disablenpc "#sch02_cage04";
+ end;
+}
+
+que_qsch02,168,135,0 script #sch02_cage05 -1,1,1,{
+OnInit:
+ disablenpc "#sch02_cage05";
+ end;
+
+OnTouch:
+ sc_end SC_Stone;
+ warp "que_qsch02",163,133;
+ disablenpc "#sch02_cage05";
+ end;
+}
+
+que_qsch02,150,159,0 script #sch02_cage06 -1,1,1,{
+OnInit:
+ disablenpc "#sch02_cage06";
+ end;
+
+OnTouch:
+ sc_end SC_Stone;
+ warp "que_qsch02",150,154;
+ disablenpc "#sch02_cage06";
+ end;
+}
+
+que_qsch02,1,8,0 script #gd_sch02_mobctrl 844,{
+OnEnable:
+ monster "que_qsch02",107,152,"Ball of Piamette",1738,1,"#gd_sch02_mobctrl::OnMyMobDead";
+ monster "que_qsch02",109,135,"Ball of Piamette",1738,1,"#gd_sch02_mobctrl::OnMyMobDead";
+ monster "que_qsch02",113,116,"Ball of Piamette",1738,1,"#gd_sch02_mobctrl::OnMyMobDead";
+ monster "que_qsch02",157,107,"Ball of Piamette",1738,1,"#gd_sch02_mobctrl::OnMyMobDead";
+ monster "que_qsch02",163,133,"Ball of Piamette",1738,1,"#gd_sch02_mobctrl::OnMyMobDead";
+ monster "que_qsch02",149,156,"Ball of Piamette",1738,1,"#gd_sch02_mobctrl::OnMyMobDead";
+ monster "que_qsch02",130,139,"Alice",1275,1,"#gd_sch02_mobctrl::OnMyMobDead";
+ monster "que_qsch02",135,137,"Alice",1275,1,"#gd_sch02_mobctrl::OnMyMobDead";
+ monster "que_qsch02",130,132,"Alice",1275,1,"#gd_sch02_mobctrl::OnMyMobDead";
+ monster "que_qsch02",128,137,"Alice",1275,1,"#gd_sch02_mobctrl::OnMyMobDead";
+ monster "que_qsch02",109,145,"Alice",1275,1,"#gd_sch02_mobctrl::OnMyMobDead";
+ monster "que_qsch02",109,130,"Alice",1275,1,"#gd_sch02_mobctrl::OnMyMobDead";
+ monster "que_qsch02",128,114,"Alice",1275,1,"#gd_sch02_mobctrl::OnMyMobDead";
+ monster "que_qsch02",147,114,"Alice",1275,1,"#gd_sch02_mobctrl::OnMyMobDead";
+ monster "que_qsch02",154,128,"Alice",1275,1,"#gd_sch02_mobctrl::OnMyMobDead";
+ monster "que_qsch02",151,145,"Alice",1275,1,"#gd_sch02_mobctrl::OnMyMobDead";
+ monster "que_qsch02",130,151,"Alice",1275,1,"#gd_sch02_mobctrl::OnMyMobDead";
+ monster "que_qsch02",131,139,"Ball of Piamette",1738,1,"#gd_sch02_mobctrl::OnMyMobDead";
+ monster "que_qsch02",135,136,"Ball of Piamette",1738,1,"#gd_sch02_mobctrl::OnMyMobDead";
+ monster "que_qsch02",131,132,"Ball of Piamette",1738,1,"#gd_sch02_mobctrl::OnMyMobDead";
+ monster "que_qsch02",128,136,"Ball of Piamette",1738,1,"#gd_sch02_mobctrl::OnMyMobDead";
+ monster "que_qsch02",110,145,"Ball of Piamette",1738,1,"#gd_sch02_mobctrl::OnMyMobDead";
+ monster "que_qsch02",129,114,"Ball of Piamette",1738,1,"#gd_sch02_mobctrl::OnMyMobDead";
+ monster "que_qsch02",148,114,"Ball of Piamette",1738,1,"#gd_sch02_mobctrl::OnMyMobDead";
+ monster "que_qsch02",155,128,"Ball of Piamette",1738,1,"#gd_sch02_mobctrl::OnMyMobDead";
+ monster "que_qsch02",152,145,"Ball of Piamette",1738,1,"#gd_sch02_mobctrl::OnMyMobDead";
+ monster "que_qsch02",131,151,"Ball of Piamette",1738,1,"#gd_sch02_mobctrl::OnMyMobDead";
+ monster "que_qsch02",110,130,"Ball of Piamette",1738,1,"#gd_sch02_mobctrl::OnMyMobDead";
+ monster "que_qsch02",132,139,"Violy",1390,1,"#gd_sch02_mobctrl::OnMyMobDead";
+ monster "que_qsch02",135,135,"Violy",1390,1,"#gd_sch02_mobctrl::OnMyMobDead";
+ monster "que_qsch02",132,132,"Violy",1390,1,"#gd_sch02_mobctrl::OnMyMobDead";
+ monster "que_qsch02",128,135,"Violy",1390,1,"#gd_sch02_mobctrl::OnMyMobDead";
+ monster "que_qsch02",111,145,"Violy",1390,1,"#gd_sch02_mobctrl::OnMyMobDead";
+ monster "que_qsch02",111,130,"Violy",1390,1,"#gd_sch02_mobctrl::OnMyMobDead";
+ monster "que_qsch02",130,114,"Violy",1390,1,"#gd_sch02_mobctrl::OnMyMobDead";
+ monster "que_qsch02",149,114,"Violy",1390,1,"#gd_sch02_mobctrl::OnMyMobDead";
+ monster "que_qsch02",156,128,"Violy",1390,1,"#gd_sch02_mobctrl::OnMyMobDead";
+ monster "que_qsch02",153,145,"Violy",1390,1,"#gd_sch02_mobctrl::OnMyMobDead";
+ monster "que_qsch02",132,151,"Violy",1390,1,"#gd_sch02_mobctrl::OnMyMobDead";
+ monster "que_qsch02",133,139,"Ancient Mimic",1699,1,"#gd_sch02_mobctrl::OnMyMobDead";
+ monster "que_qsch02",135,134,"Ancient Mimic",1699,1,"#gd_sch02_mobctrl::OnMyMobDead";
+ monster "que_qsch02",133,132,"Ancient Mimic",1699,1,"#gd_sch02_mobctrl::OnMyMobDead";
+ monster "que_qsch02",128,135,"Ancient Mimic",1699,1,"#gd_sch02_mobctrl::OnMyMobDead";
+ monster "que_qsch02",112,145,"Ancient Mimic",1699,1,"#gd_sch02_mobctrl::OnMyMobDead";
+ monster "que_qsch02",131,114,"Ancient Mimic",1699,1,"#gd_sch02_mobctrl::OnMyMobDead";
+ monster "que_qsch02",150,114,"Ancient Mimic",1699,1,"#gd_sch02_mobctrl::OnMyMobDead";
+ monster "que_qsch02",157,128,"Ancient Mimic",1699,1,"#gd_sch02_mobctrl::OnMyMobDead";
+ monster "que_qsch02",154,145,"Ancient Mimic",1699,1,"#gd_sch02_mobctrl::OnMyMobDead";
+ monster "que_qsch02",133,151,"Ancient Mimic",1699,1,"#gd_sch02_mobctrl::OnMyMobDead";
+ monster "que_qsch02",112,130,"Ancient Mimic",1699,1,"#gd_sch02_mobctrl::OnMyMobDead";
+ end;
+
+Onreset:
+ killmonster "que_qsch02","#gd_sch02_mobctrl::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ if (mobcount("que_qsch02","#gd_sch02_mobctrl::OnMyMobDead") < 7) {
+ monster "que_qsch02",107,152,"Ball of Piamette",1738,1,"#gd_sch02_mobctrl::OnMyMobDead";
+ monster "que_qsch02",109,135,"Ball of Piamette",1738,1,"#gd_sch02_mobctrl::OnMyMobDead";
+ monster "que_qsch02",113,116,"Ball of Piamette",1738,1,"#gd_sch02_mobctrl::OnMyMobDead";
+ monster "que_qsch02",157,107,"Ball of Piamette",1738,1,"#gd_sch02_mobctrl::OnMyMobDead";
+ monster "que_qsch02",163,133,"Ball of Piamette",1738,1,"#gd_sch02_mobctrl::OnMyMobDead";
+ monster "que_qsch02",149,156,"Ball of Piamette",1738,1,"#gd_sch02_mobctrl::OnMyMobDead";
+ }
+ end;
+}
+
+que_qsch02,149,105,0 script windpath03_sch02 45,1,1,{
+OnInit:
+ disablenpc "windpath03_sch02";
+ end;
+
+OnTouch:
+ warp "que_qsch02",119,103;
+ end;
+}
+
+que_qsch02,128,104,0 script windpath04_sch02 45,1,1,{
+OnInit:
+ disablenpc "windpath04_sch02";
+ end;
+
+OnTouch:
+ warp "que_qsch02",146,109;
+ end;
+}
+
+que_qsch02,253,273,0 script #nm_switch_sch02 -1,5,5,{
+OnInit:
+ disablenpc "#nm_switch_sch02";
+ end;
+
+OnEnable:
+ enablenpc "#nm_switch_sch02";
+ end;
+
+OnDisable:
+ disablenpc "#nm_switch_sch02";
+ stopnpctimer;
+ end;
+
+OnTouch:
+ disablenpc "#nm_switch_sch02";
+ initnpctimer;
+ end;
+
+OnTimer1000:
+ mapannounce "que_qsch02","Wish Maiden: Did you have a good time with Piamette?",bc_map,"0x00ff00";
+ end;
+
+OnTimer4000:
+ mapannounce "que_qsch02","Wish Maiden: But it's the end. There will be summoned monsters coming soon...",bc_map,"0x00ff00";
+ end;
+
+OnTimer9000:
+ mapannounce "que_qsch02","Wish Maiden: So come here to me safely...",bc_map,"0x00ff00";
+ end;
+
+OnTimer10000:
+ donpcevent "#nmsomsch02_jin01::OnEnable";
+ donpcevent "#sch02_stone01::OnEnable";
+ end;
+
+OnTimer190000:
+ donpcevent "#nmsomsch02_jin02::OnEnable";
+ donpcevent "#sch02_stone02::OnEnable";
+ end;
+
+OnTimer370000:
+ donpcevent "#nmsomsch02_jin03::OnEnable";
+ donpcevent "#sch02_stone03::OnEnable";
+ stopnpctimer;
+ end;
+}
+
+que_qsch02,229,297,0 script #nmsomsch02_jin01 -1,{
+OnEnable:
+ donpcevent "#sch02_stone01::OnEnable";
+ initnpctimer;
+ end;
+
+OnDisable:
+ killmonster "que_qsch02","#nmsomsch02_jin01::OnMyMobDead";
+ stopnpctimer;
+ end;
+
+OnTimer5000:
+ mapannounce "que_qsch02","The Western magic formation is working to summon Guard of Shadow.",bc_map,"0x4d4dff";
+ monster "que_qsch02",226,288,"Guard of Shadow",1752,1,"#nmsomsch02_jin01::OnMyMobDead";
+ monster "que_qsch02",227,289,"Guard of Shadow",1752,1,"#nmsomsch02_jin01::OnMyMobDead";
+ monster "que_qsch02",228,290,"Guard of Shadow",1752,1,"#nmsomsch02_jin01::OnMyMobDead";
+ monster "que_qsch02",229,291,"Guard of Shadow",1752,1,"#nmsomsch02_jin01::OnMyMobDead";
+ monster "que_qsch02",230,292,"Guard of Shadow",1752,1,"#nmsomsch02_jin01::OnMyMobDead";
+ monster "que_qsch02",231,293,"Guard of Shadow",1752,1,"#nmsomsch02_jin01::OnMyMobDead";
+ monster "que_qsch02",232,294,"Guard of Shadow",1752,1,"#nmsomsch02_jin01::OnMyMobDead";
+ monster "que_qsch02",233,295,"Guard of Shadow",1752,1,"#nmsomsch02_jin01::OnMyMobDead";
+ monster "que_qsch02",234,296,"Guard of Shadow",1752,1,"#nmsomsch02_jin01::OnMyMobDead";
+ monster "que_qsch02",235,297,"Guard of Shadow",1752,1,"#nmsomsch02_jin01::OnMyMobDead";
+ monster "que_qsch02",228,286,"Guard of Shadow",1752,1,"#nmsomsch02_jin01::OnMyMobDead";
+ monster "que_qsch02",229,287,"Guard of Shadow",1752,1,"#nmsomsch02_jin01::OnMyMobDead";
+ monster "que_qsch02",230,288,"Guard of Shadow",1752,1,"#nmsomsch02_jin01::OnMyMobDead";
+ monster "que_qsch02",231,289,"Guard of Shadow",1752,1,"#nmsomsch02_jin01::OnMyMobDead";
+ monster "que_qsch02",232,290,"Guard of Shadow",1752,1,"#nmsomsch02_jin01::OnMyMobDead";
+ monster "que_qsch02",233,291,"Guard of Shadow",1752,1,"#nmsomsch02_jin01::OnMyMobDead";
+ monster "que_qsch02",234,292,"Guard of Shadow",1752,1,"#nmsomsch02_jin01::OnMyMobDead";
+ monster "que_qsch02",235,293,"Guard of Shadow",1752,1,"#nmsomsch02_jin01::OnMyMobDead";
+ monster "que_qsch02",236,294,"Guard of Shadow",1752,1,"#nmsomsch02_jin01::OnMyMobDead";
+ monster "que_qsch02",237,295,"Guard of Shadow",1752,1,"#nmsomsch02_jin01::OnMyMobDead";
+ monster "que_qsch02",230,284,"Guard of Shadow",1752,1,"#nmsomsch02_jin01::OnMyMobDead";
+ monster "que_qsch02",231,285,"Guard of Shadow",1752,1,"#nmsomsch02_jin01::OnMyMobDead";
+ monster "que_qsch02",232,286,"Guard of Shadow",1752,1,"#nmsomsch02_jin01::OnMyMobDead";
+ monster "que_qsch02",233,287,"Guard of Shadow",1752,1,"#nmsomsch02_jin01::OnMyMobDead";
+ monster "que_qsch02",234,288,"Guard of Shadow",1752,1,"#nmsomsch02_jin01::OnMyMobDead";
+ monster "que_qsch02",235,289,"Guard of Shadow",1752,1,"#nmsomsch02_jin01::OnMyMobDead";
+ monster "que_qsch02",236,290,"Guard of Shadow",1752,1,"#nmsomsch02_jin01::OnMyMobDead";
+ monster "que_qsch02",237,291,"Guard of Shadow",1752,1,"#nmsomsch02_jin01::OnMyMobDead";
+ monster "que_qsch02",238,292,"Guard of Shadow",1752,1,"#nmsomsch02_jin01::OnMyMobDead";
+ monster "que_qsch02",239,293,"Guard of Shadow",1752,1,"#nmsomsch02_jin01::OnMyMobDead";
+ end;
+
+OnTimer25000:
+OnTimer55000:
+OnTimer85000:
+OnTimer120000:
+ monster "que_qsch02",226,294,"Guard of Shadow",1752,1,"#nmsomsch02_jin01::OnMyMobDead";
+ monster "que_qsch02",227,294,"Guard of Shadow",1752,1,"#nmsomsch02_jin01::OnMyMobDead";
+ monster "que_qsch02",228,294,"Guard of Shadow",1752,1,"#nmsomsch02_jin01::OnMyMobDead";
+ monster "que_qsch02",229,294,"Guard of Shadow",1752,1,"#nmsomsch02_jin01::OnMyMobDead";
+ monster "que_qsch02",230,295,"Guard of Shadow",1752,1,"#nmsomsch02_jin01::OnMyMobDead";
+ monster "que_qsch02",231,296,"Guard of Shadow",1752,1,"#nmsomsch02_jin01::OnMyMobDead";
+ monster "que_qsch02",231,297,"Guard of Shadow",1752,1,"#nmsomsch02_jin01::OnMyMobDead";
+ monster "que_qsch02",231,298,"Guard of Shadow",1752,1,"#nmsomsch02_jin01::OnMyMobDead";
+ monster "que_qsch02",231,299,"Guard of Shadow",1752,1,"#nmsomsch02_jin01::OnMyMobDead";
+ monster "que_qsch02",230,300,"Guard of Shadow",1752,1,"#nmsomsch02_jin01::OnMyMobDead";
+ monster "que_qsch02",229,301,"Guard of Shadow",1752,1,"#nmsomsch02_jin01::OnMyMobDead";
+ monster "que_qsch02",228,301,"Guard of Shadow",1752,1,"#nmsomsch02_jin01::OnMyMobDead";
+ monster "que_qsch02",227,301,"Guard of Shadow",1752,1,"#nmsomsch02_jin01::OnMyMobDead";
+ monster "que_qsch02",226,301,"Guard of Shadow",1752,1,"#nmsomsch02_jin01::OnMyMobDead";
+ monster "que_qsch02",225,300,"Guard of Shadow",1752,1,"#nmsomsch02_jin01::OnMyMobDead";
+ monster "que_qsch02",224,299,"Guard of Shadow",1752,1,"#nmsomsch02_jin01::OnMyMobDead";
+ monster "que_qsch02",224,298,"Guard of Shadow",1752,1,"#nmsomsch02_jin01::OnMyMobDead";
+ monster "que_qsch02",224,297,"Guard of Shadow",1752,1,"#nmsomsch02_jin01::OnMyMobDead";
+ monster "que_qsch02",224,296,"Guard of Shadow",1752,1,"#nmsomsch02_jin01::OnMyMobDead";
+ monster "que_qsch02",225,295,"Guard of Shadow",1752,1,"#nmsomsch02_jin01::OnMyMobDead";
+ end;
+
+OnTimer180000:
+ stopnpctimer;
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qsch02,2,8,0 script #sch02_stone01 844,{
+OnEnable:
+ monster "que_qsch02",227,294,"Western Magic Guardian",1752,1,"#sch02_stone01::OnMyMobDead";
+ monster "que_qsch02",229,294,"Western Magic Guardian",1752,1,"#sch02_stone01::OnMyMobDead";
+ monster "que_qsch02",231,296,"Western Magic Guardian",1752,1,"#sch02_stone01::OnMyMobDead";
+ monster "que_qsch02",231,298,"Western Magic Guardian",1752,1,"#sch02_stone01::OnMyMobDead";
+ monster "que_qsch02",230,300,"Western Magic Guardian",1752,1,"#sch02_stone01::OnMyMobDead";
+ monster "que_qsch02",228,301,"Western Magic Guardian",1752,1,"#sch02_stone01::OnMyMobDead";
+ monster "que_qsch02",226,301,"Western Magic Guardian",1752,1,"#sch02_stone01::OnMyMobDead";
+ monster "que_qsch02",224,299,"Western Magic Guardian",1752,1,"#sch02_stone01::OnMyMobDead";
+ monster "que_qsch02",224,297,"Western Magic Guardian",1752,1,"#sch02_stone01::OnMyMobDead";
+ monster "que_qsch02",225,295,"Western Magic Guardian",1752,1,"#sch02_stone01::OnMyMobDead";
+ end;
+
+Onreset:
+ killmonster "que_qsch02","#sch02_stone01::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ if (mobcount("que_qsch02","#sch02_stone01::OnMyMobDead") == 0) {
+ set $gqse_sch02_nm,$gqse_sch02_nm+1;
+ donpcevent "#nmsomsch02_jin01::OnDisable";
+ if ($gqse_sch02_nm == 3) {
+ donpcevent "Wish Maiden#sch02_boss::Onfight";
+ }
+ }
+ end;
+}
+
+que_qsch02,275,299,0 script #nmsomsch02_jin02 -1,{
+OnEnable:
+ initnpctimer;
+ end;
+
+OnDisable:
+ killmonster "que_qsch02","#nmsomsch02_jin02::OnMyMobDead";
+ stopnpctimer;
+ end;
+
+OnTimer5000:
+ mapannounce "que_qsch02","The Eastern magic formation is working to summon Bloody Hunter.",bc_map,"0x4d4dff";
+ monster "que_qsch02",263,292,"Bloody Hunter",1753,1,"#nmsomsch02_jin02::OnMyMobDead";
+ monster "que_qsch02",264,291,"Bloody Hunter",1753,1,"#nmsomsch02_jin02::OnMyMobDead";
+ monster "que_qsch02",265,290,"Bloody Hunter",1753,1,"#nmsomsch02_jin02::OnMyMobDead";
+ monster "que_qsch02",266,289,"Bloody Hunter",1753,1,"#nmsomsch02_jin02::OnMyMobDead";
+ monster "que_qsch02",267,288,"Bloody Hunter",1753,1,"#nmsomsch02_jin02::OnMyMobDead";
+ monster "que_qsch02",268,287,"Bloody Hunter",1753,1,"#nmsomsch02_jin02::OnMyMobDead";
+ monster "que_qsch02",269,286,"Bloody Hunter",1753,1,"#nmsomsch02_jin02::OnMyMobDead";
+ monster "que_qsch02",270,285,"Bloody Hunter",1753,1,"#nmsomsch02_jin02::OnMyMobDead";
+ monster "que_qsch02",271,284,"Bloody Hunter",1753,1,"#nmsomsch02_jin02::OnMyMobDead";
+ monster "que_qsch02",272,283,"Bloody Hunter",1753,1,"#nmsomsch02_jin02::OnMyMobDead";
+ monster "que_qsch02",265,294,"Bloody Hunter",1753,1,"#nmsomsch02_jin02::OnMyMobDead";
+ monster "que_qsch02",266,293,"Bloody Hunter",1753,1,"#nmsomsch02_jin02::OnMyMobDead";
+ monster "que_qsch02",267,292,"Bloody Hunter",1753,1,"#nmsomsch02_jin02::OnMyMobDead";
+ monster "que_qsch02",268,291,"Bloody Hunter",1753,1,"#nmsomsch02_jin02::OnMyMobDead";
+ monster "que_qsch02",269,290,"Bloody Hunter",1753,1,"#nmsomsch02_jin02::OnMyMobDead";
+ monster "que_qsch02",270,289,"Bloody Hunter",1753,1,"#nmsomsch02_jin02::OnMyMobDead";
+ monster "que_qsch02",271,288,"Bloody Hunter",1753,1,"#nmsomsch02_jin02::OnMyMobDead";
+ monster "que_qsch02",272,287,"Bloody Hunter",1753,1,"#nmsomsch02_jin02::OnMyMobDead";
+ monster "que_qsch02",273,286,"Bloody Hunter",1753,1,"#nmsomsch02_jin02::OnMyMobDead";
+ monster "que_qsch02",274,285,"Bloody Hunter",1753,1,"#nmsomsch02_jin02::OnMyMobDead";
+ monster "que_qsch02",267,296,"Bloody Hunter",1753,1,"#nmsomsch02_jin02::OnMyMobDead";
+ monster "que_qsch02",268,295,"Bloody Hunter",1753,1,"#nmsomsch02_jin02::OnMyMobDead";
+ monster "que_qsch02",269,294,"Bloody Hunter",1753,1,"#nmsomsch02_jin02::OnMyMobDead";
+ monster "que_qsch02",270,283,"Bloody Hunter",1753,1,"#nmsomsch02_jin02::OnMyMobDead";
+ monster "que_qsch02",271,282,"Bloody Hunter",1753,1,"#nmsomsch02_jin02::OnMyMobDead";
+ monster "que_qsch02",272,281,"Bloody Hunter",1753,1,"#nmsomsch02_jin02::OnMyMobDead";
+ monster "que_qsch02",273,280,"Bloody Hunter",1753,1,"#nmsomsch02_jin02::OnMyMobDead";
+ monster "que_qsch02",274,279,"Bloody Hunter",1753,1,"#nmsomsch02_jin02::OnMyMobDead";
+ monster "que_qsch02",275,276,"Bloody Hunter",1753,1,"#nmsomsch02_jin02::OnMyMobDead";
+ monster "que_qsch02",276,275,"Bloody Hunter",1753,1,"#nmsomsch02_jin02::OnMyMobDead";
+ end;
+
+OnTimer25000:
+OnTimer55000:
+OnTimer85000:
+OnTimer120000:
+ monster "que_qsch02",274,301,"Bloody Hunter",1753,1,"#nmsomsch02_jin02::OnMyMobDead";
+ monster "que_qsch02",275,301,"Bloody Hunter",1753,1,"#nmsomsch02_jin02::OnMyMobDead";
+ monster "que_qsch02",276,301,"Bloody Hunter",1753,1,"#nmsomsch02_jin02::OnMyMobDead";
+ monster "que_qsch02",277,301,"Bloody Hunter",1753,1,"#nmsomsch02_jin02::OnMyMobDead";
+ monster "que_qsch02",278,300,"Bloody Hunter",1753,1,"#nmsomsch02_jin02::OnMyMobDead";
+ monster "que_qsch02",279,299,"Bloody Hunter",1753,1,"#nmsomsch02_jin02::OnMyMobDead";
+ monster "que_qsch02",279,298,"Bloody Hunter",1753,1,"#nmsomsch02_jin02::OnMyMobDead";
+ monster "que_qsch02",279,297,"Bloody Hunter",1753,1,"#nmsomsch02_jin02::OnMyMobDead";
+ monster "que_qsch02",279,296,"Bloody Hunter",1753,1,"#nmsomsch02_jin02::OnMyMobDead";
+ monster "que_qsch02",278,295,"Bloody Hunter",1753,1,"#nmsomsch02_jin02::OnMyMobDead";
+ monster "que_qsch02",277,294,"Bloody Hunter",1753,1,"#nmsomsch02_jin02::OnMyMobDead";
+ monster "que_qsch02",276,294,"Bloody Hunter",1753,1,"#nmsomsch02_jin02::OnMyMobDead";
+ monster "que_qsch02",275,294,"Bloody Hunter",1753,1,"#nmsomsch02_jin02::OnMyMobDead";
+ monster "que_qsch02",274,294,"Bloody Hunter",1753,1,"#nmsomsch02_jin02::OnMyMobDead";
+ monster "que_qsch02",273,295,"Bloody Hunter",1753,1,"#nmsomsch02_jin02::OnMyMobDead";
+ monster "que_qsch02",272,296,"Bloody Hunter",1753,1,"#nmsomsch02_jin02::OnMyMobDead";
+ monster "que_qsch02",272,297,"Bloody Hunter",1753,1,"#nmsomsch02_jin02::OnMyMobDead";
+ monster "que_qsch02",272,298,"Bloody Hunter",1753,1,"#nmsomsch02_jin02::OnMyMobDead";
+ monster "que_qsch02",272,299,"Bloody Hunter",1753,1,"#nmsomsch02_jin02::OnMyMobDead";
+ monster "que_qsch02",273,300,"Bloody Hunter",1753,1,"#nmsomsch02_jin02::OnMyMobDead";
+ end;
+
+OnTimer180000:
+ stopnpctimer;
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qsch02,2,9,0 script #sch02_stone02 844,{
+OnEnable:
+ monster "que_qsch02",275,301,"Eastern Magic Guardian",1753,1,"#sch02_stone02::OnMyMobDead";
+ monster "que_qsch02",277,301,"Eastern Magic Guardian",1753,1,"#sch02_stone02::OnMyMobDead";
+ monster "que_qsch02",279,299,"Eastern Magic Guardian",1753,1,"#sch02_stone02::OnMyMobDead";
+ monster "que_qsch02",279,297,"Eastern Magic Guardian",1753,1,"#sch02_stone02::OnMyMobDead";
+ monster "que_qsch02",278,295,"Eastern Magic Guardian",1753,1,"#sch02_stone02::OnMyMobDead";
+ monster "que_qsch02",276,294,"Eastern Magic Guardian",1753,1,"#sch02_stone02::OnMyMobDead";
+ monster "que_qsch02",274,294,"Eastern Magic Guardian",1753,1,"#sch02_stone02::OnMyMobDead";
+ monster "que_qsch02",272,296,"Eastern Magic Guardian",1753,1,"#sch02_stone02::OnMyMobDead";
+ monster "que_qsch02",272,298,"Eastern Magic Guardian",1753,1,"#sch02_stone02::OnMyMobDead";
+ monster "que_qsch02",273,300,"Eastern Magic Guardian",1753,1,"#sch02_stone02::OnMyMobDead";
+ end;
+
+Onreset:
+ killmonster "que_qsch02","#sch02_stone02::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ if (mobcount("que_qsch02","#sch02_stone02::OnMyMobDead") == 0) {
+ set $gqse_sch02_nm,$gqse_sch02_nm+1;
+ donpcevent "#nmsomsch02_jin02::OnDisable";
+ if ($gqse_sch02_nm == 3) {
+ donpcevent "Wish Maiden#sch02_boss::Onfight";
+ }
+ }
+ end;
+}
+
+que_qsch02,251,340,0 script #nmsomsch02_jin03 -1,{
+OnEnable:
+ initnpctimer;
+ end;
+
+OnDisable:
+ killmonster "que_qsch02","#nmsomsch02_jin03::OnMyMobDead";
+ stopnpctimer;
+ end;
+
+OnTimer5000:
+ mapannounce "que_qsch02","The Northern magic formation is working to summon Keeper of the Temple.",bc_map,"0x4d4dff";
+ monster "que_qsch02",247,329,"Keeper Of The Temple",1933,1,"#nmsomsch02_jin03::OnMyMobDead";
+ monster "que_qsch02",249,329,"Keeper Of The Temple",1933,1,"#nmsomsch02_jin03::OnMyMobDead";
+ monster "que_qsch02",251,329,"Keeper Of The Temple",1933,1,"#nmsomsch02_jin03::OnMyMobDead";
+ monster "que_qsch02",253,329,"Keeper Of The Temple",1933,1,"#nmsomsch02_jin03::OnMyMobDead";
+ monster "que_qsch02",255,329,"Keeper Of The Temple",1933,1,"#nmsomsch02_jin03::OnMyMobDead";
+ monster "que_qsch02",243,339,"Keeper Of The Temple",1933,1,"#nmsomsch02_jin03::OnMyMobDead";
+ monster "que_qsch02",245,337,"Keeper Of The Temple",1933,1,"#nmsomsch02_jin03::OnMyMobDead";
+ monster "que_qsch02",247,335,"Keeper Of The Temple",1933,1,"#nmsomsch02_jin03::OnMyMobDead";
+ monster "que_qsch02",247,333,"Keeper Of The Temple",1933,1,"#nmsomsch02_jin03::OnMyMobDead";
+ monster "que_qsch02",254,333,"Keeper Of The Temple",1933,1,"#nmsomsch02_jin03::OnMyMobDead";
+ monster "que_qsch02",256,335,"Keeper Of The Temple",1933,1,"#nmsomsch02_jin03::OnMyMobDead";
+ monster "que_qsch02",258,337,"Keeper Of The Temple",1933,1,"#nmsomsch02_jin03::OnMyMobDead";
+ monster "que_qsch02",260,339,"Keeper Of The Temple",1933,1,"#nmsomsch02_jin03::OnMyMobDead";
+ end;
+
+OnTimer120000:
+ monster "que_qsch02",251,343,"Keeper Of The Temple",1933,1,"#nmsomsch02_jin03::OnMyMobDead";
+ monster "que_qsch02",252,343,"Keeper Of The Temple",1933,1,"#nmsomsch02_jin03::OnMyMobDead";
+ monster "que_qsch02",255,341,"Keeper Of The Temple",1933,1,"#nmsomsch02_jin03::OnMyMobDead";
+ monster "que_qsch02",255,340,"Keeper Of The Temple",1933,1,"#nmsomsch02_jin03::OnMyMobDead";
+ monster "que_qsch02",254,337,"Keeper Of The Temple",1933,1,"#nmsomsch02_jin03::OnMyMobDead";
+ monster "que_qsch02",253,336,"Keeper Of The Temple",1933,1,"#nmsomsch02_jin03::OnMyMobDead";
+ monster "que_qsch02",250,336,"Keeper Of The Temple",1933,1,"#nmsomsch02_jin03::OnMyMobDead";
+ monster "que_qsch02",249,337,"Keeper Of The Temple",1933,1,"#nmsomsch02_jin03::OnMyMobDead";
+ monster "que_qsch02",248,340,"Keeper Of The Temple",1933,1,"#nmsomsch02_jin03::OnMyMobDead";
+ monster "que_qsch02",248,341,"Keeper Of The Temple",1933,1,"#nmsomsch02_jin03::OnMyMobDead";
+ end;
+
+OnTimer240000:
+ monster "que_qsch02",250,343,"Keeper Of The Temple",1933,1,"#nmsomsch02_jin03::OnMyMobDead";
+ monster "que_qsch02",252,343,"Keeper Of The Temple",1933,1,"#nmsomsch02_jin03::OnMyMobDead";
+ monster "que_qsch02",254,342,"Keeper Of The Temple",1933,1,"#nmsomsch02_jin03::OnMyMobDead";
+ monster "que_qsch02",255,340,"Keeper Of The Temple",1933,1,"#nmsomsch02_jin03::OnMyMobDead";
+ monster "que_qsch02",255,338,"Keeper Of The Temple",1933,1,"#nmsomsch02_jin03::OnMyMobDead";
+ monster "que_qsch02",253,336,"Keeper Of The Temple",1933,1,"#nmsomsch02_jin03::OnMyMobDead";
+ monster "que_qsch02",250,336,"Keeper Of The Temple",1933,1,"#nmsomsch02_jin03::OnMyMobDead";
+ monster "que_qsch02",248,338,"Keeper Of The Temple",1933,1,"#nmsomsch02_jin03::OnMyMobDead";
+ monster "que_qsch02",248,340,"Keeper Of The Temple",1933,1,"#nmsomsch02_jin03::OnMyMobDead";
+ monster "que_qsch02",249,342,"Keeper Of The Temple",1933,1,"#nmsomsch02_jin03::OnMyMobDead";
+ end;
+
+OnTimer360000:
+ monster "que_qsch02",250,343,"Keeper Of The Temple",1933,1,"#nmsomsch02_jin03::OnMyMobDead";
+ monster "que_qsch02",252,343,"Keeper Of The Temple",1933,1,"#nmsomsch02_jin03::OnMyMobDead";
+ monster "que_qsch02",254,342,"Keeper Of The Temple",1933,1,"#nmsomsch02_jin03::OnMyMobDead";
+ monster "que_qsch02",255,340,"Keeper Of The Temple",1933,1,"#nmsomsch02_jin03::OnMyMobDead";
+ monster "que_qsch02",255,338,"Keeper Of The Temple",1933,1,"#nmsomsch02_jin03::OnMyMobDead";
+ monster "que_qsch02",253,336,"Keeper Of The Temple",1933,1,"#nmsomsch02_jin03::OnMyMobDead";
+ monster "que_qsch02",251,336,"Keeper Of The Temple",1933,1,"#nmsomsch02_jin03::OnMyMobDead";
+ monster "que_qsch02",249,337,"Keeper Of The Temple",1933,1,"#nmsomsch02_jin03::OnMyMobDead";
+ monster "que_qsch02",248,339,"Keeper Of The Temple",1933,1,"#nmsomsch02_jin03::OnMyMobDead";
+ monster "que_qsch02",248,341,"Keeper Of The Temple",1933,1,"#nmsomsch02_jin03::OnMyMobDead";
+ stopnpctimer;
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qsch02,2,10,0 script #sch02_stone03 844,{
+OnEnable:
+ monster "que_qsch02",251,343,"Northern Magic Guardian",1933,1,"#sch02_stone03::OnMyMobDead";
+ monster "que_qsch02",252,343,"Northern Magic Guardian",1933,1,"#sch02_stone03::OnMyMobDead";
+ monster "que_qsch02",255,341,"Northern Magic Guardian",1933,1,"#sch02_stone03::OnMyMobDead";
+ monster "que_qsch02",255,340,"Northern Magic Guardian",1933,1,"#sch02_stone03::OnMyMobDead";
+ monster "que_qsch02",254,337,"Northern Magic Guardian",1933,1,"#sch02_stone03::OnMyMobDead";
+ monster "que_qsch02",253,336,"Northern Magic Guardian",1933,1,"#sch02_stone03::OnMyMobDead";
+ monster "que_qsch02",250,336,"Northern Magic Guardian",1933,1,"#sch02_stone03::OnMyMobDead";
+ monster "que_qsch02",249,337,"Northern Magic Guardian",1933,1,"#sch02_stone03::OnMyMobDead";
+ monster "que_qsch02",248,340,"Northern Magic Guardian",1933,1,"#sch02_stone03::OnMyMobDead";
+ monster "que_qsch02",248,341,"Northern Magic Guardian",1933,1,"#sch02_stone03::OnMyMobDead";
+ end;
+
+Onreset:
+ killmonster "que_qsch02","#sch02_stone03::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ if (mobcount("que_qsch02","#sch02_stone03::OnMyMobDead") == 0) {
+ set $gqse_sch02_nm,$gqse_sch02_nm+1;
+ donpcevent "#nmsomsch02_jin03::OnDisable";
+
+ if ($gqse_sch02_nm == 3) {
+ donpcevent "Wish Maiden#sch02_boss::Onfight";
+ }
+ }
+ end;
+}
+
+que_qsch02,235,285,5 script Guard of Shadow#sch02_01 1752,4,4,{
+OnInit:
+ disablenpc "Guard of Shadow#sch02_01";
+ end;
+
+OnDisable:
+ killmonster "que_qsch02","Guard of Shadow#sch02_01::OnMyMobDead";
+ disablenpc "Guard of Shadow#sch02_01";
+ end;
+
+OnTouch:
+ disablenpc "Guard of Shadow#sch02_01";
+ monster "que_qsch02",234,284,"Guard of Shadow",1752,1,"Guard of Shadow#sch02_01::OnMyMobDead";
+ monster "que_qsch02",235,285,"Guard of Shadow",1752,1,"Guard of Shadow#sch02_01::OnMyMobDead";
+ monster "que_qsch02",236,286,"Guard of Shadow",1752,1,"Guard of Shadow#sch02_01::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qsch02,224,290,5 script Guard of Shadow#sch02_02 1752,4,4,{
+OnInit:
+ disablenpc "Guard of Shadow#sch02_02";
+ end;
+
+OnDisable:
+ killmonster "que_qsch02","Guard of Shadow#sch02_02::OnMyMobDead";
+ disablenpc "Guard of Shadow#sch02_02";
+ end;
+
+OnTouch:
+ disablenpc "Guard of Shadow#sch02_02";
+ monster "que_qsch02",223,289,"Guard of Shadow",1752,1,"Guard of Shadow#sch02_02::OnMyMobDead";
+ monster "que_qsch02",224,290,"Guard of Shadow",1752,1,"Guard of Shadow#sch02_02::OnMyMobDead";
+ monster "que_qsch02",225,291,"Guard of Shadow",1752,1,"Guard of Shadow#sch02_02::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qsch02,236,296,5 script Guard of Shadow#sch02_03 1752,4,4,{
+OnInit:
+ disablenpc "Guard of Shadow#sch02_03";
+ end;
+
+OnDisable:
+ killmonster "que_qsch02","Guard of Shadow#sch02_03::OnMyMobDead";
+ disablenpc "Guard of Shadow#sch02_03";
+ end;
+
+OnTouch:
+ disablenpc "Guard of Shadow#sch02_03";
+ monster "que_qsch02",235,295,"Guard of Shadow",1752,1,"Guard of Shadow#sch02_03::OnMyMobDead";
+ monster "que_qsch02",236,296,"Guard of Shadow",1752,1,"Guard of Shadow#sch02_03::OnMyMobDead";
+ monster "que_qsch02",237,297,"Guard of Shadow",1752,1,"Guard of Shadow#sch02_03::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qsch02,225,303,5 script Guard of Shadow#sch02_04 1752,4,4,{
+OnInit:
+ disablenpc "Guard of Shadow#sch02_04";
+ end;
+
+OnDisable:
+ killmonster "que_qsch02","Guard of Shadow#sch02_04::OnMyMobDead";
+ disablenpc "Guard of Shadow#sch02_04";
+ end;
+
+OnTouch:
+ disablenpc "Guard of Shadow#sch02_04";
+ monster "que_qsch02",224,302,"Guard of Shadow",1752,1,"Guard of Shadow#sch02_04::OnMyMobDead";
+ monster "que_qsch02",225,303,"Guard of Shadow",1752,1,"Guard of Shadow#sch02_04::OnMyMobDead";
+ monster "que_qsch02",226,304,"Guard of Shadow",1752,1,"Guard of Shadow#sch02_04::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qsch02,266,296,3 script Bloody Hunter#sch02_ac01 1753,4,4,{
+OnInit:
+ disablenpc "Bloody Hunter#sch02_ac01";
+ end;
+
+OnDisable:
+ killmonster "que_qsch02","Bloody Hunter#sch02_ac01::OnMyMobDead";
+ disablenpc "Bloody Hunter#sch02_ac01";
+ end;
+
+OnTouch:
+ disablenpc "Bloody Hunter#sch02_ac01";
+ monster "que_qsch02",265,297,"Bloody Hunter",1753,1,"Bloody Hunter#sch02_ac01::OnMyMobDead";
+ monster "que_qsch02",266,296,"Bloody Hunter",1753,1,"Bloody Hunter#sch02_ac01::OnMyMobDead";
+ monster "que_qsch02",267,295,"Bloody Hunter",1753,1,"Bloody Hunter#sch02_ac01::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qsch02,271,283,3 script Bloody Hunter#sch02_ac02 1753,4,4,{
+OnInit:
+ disablenpc "Bloody Hunter#sch02_ac02";
+ end;
+
+OnDisable:
+ killmonster "que_qsch02","Bloody Hunter#sch02_ac02::OnMyMobDead";
+ disablenpc "Bloody Hunter#sch02_ac02";
+ end;
+
+OnTouch:
+ disablenpc "Bloody Hunter#sch02_ac02";
+ monster "que_qsch02",270,284,"Bloody Hunter",1753,1,"Bloody Hunter#sch02_ac02::OnMyMobDead";
+ monster "que_qsch02",271,283,"Bloody Hunter",1753,1,"Bloody Hunter#sch02_ac02::OnMyMobDead";
+ monster "que_qsch02",272,282,"Bloody Hunter",1753,1,"Bloody Hunter#sch02_ac02::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qsch02,270,307,3 script Bloody Hunter#sch02_ac03 1753,4,4,{
+OnInit:
+ disablenpc "Bloody Hunter#sch02_ac03";
+ end;
+
+OnDisable:
+ killmonster "que_qsch02","Bloody Hunter#sch02_ac03::OnMyMobDead";
+ disablenpc "Bloody Hunter#sch02_ac03";
+ end;
+
+OnTouch:
+ disablenpc "Bloody Hunter#sch02_ac03";
+ monster "que_qsch02",269,308,"Bloody Hunter",1753,1,"Bloody Hunter#sch02_ac03::OnMyMobDead";
+ monster "que_qsch02",270,307,"Bloody Hunter",1753,1,"Bloody Hunter#sch02_ac03::OnMyMobDead";
+ monster "que_qsch02",271,306,"Bloody Hunter",1753,1,"Bloody Hunter#sch02_ac03::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qsch02,279,300,3 script Bloody Hunter#sch02_ac04 1753,4,4,{
+OnInit:
+ disablenpc "Bloody Hunter#sch02_ac04";
+ end;
+
+OnDisable:
+ killmonster "que_qsch02","Bloody Hunter#sch02_ac04::OnMyMobDead";
+ disablenpc "Bloody Hunter#sch02_ac04";
+ end;
+
+OnTouch:
+ disablenpc "Bloody Hunter#sch02_ac04";
+ monster "que_qsch02",278,301,"Bloody Hunter",1753,1,"Bloody Hunter#sch02_ac04::OnMyMobDead";
+ monster "que_qsch02",279,300,"Bloody Hunter",1753,1,"Bloody Hunter#sch02_ac04::OnMyMobDead";
+ monster "que_qsch02",280,299,"Bloody Hunter",1753,1,"Bloody Hunter#sch02_ac04::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qsch02,247,330,5 script Temple Keeper#sch02_ac01 1933,4,4,{
+OnInit:
+ disablenpc "Temple Keeper#sch02_ac01";
+ end;
+
+OnDisable:
+ killmonster "que_qsch02","Temple Keeper#sch02_ac01::OnMyMobDead";
+ disablenpc "Temple Keeper#sch02_ac01";
+ end;
+
+OnTouch:
+ disablenpc "Temple Keeper#sch02_ac01";
+ monster "que_qsch02",246,330,"Keeper Of The Temple",1933,1,"Temple Keeper#sch02_ac01::OnMyMobDead";
+ monster "que_qsch02",247,330,"Keeper Of The Temple",1933,1,"Temple Keeper#sch02_ac01::OnMyMobDead";
+ monster "que_qsch02",248,330,"Keeper Of The Temple",1933,1,"Temple Keeper#sch02_ac01::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qsch02,255,330,3 script Temple Keeper#sch02_ac02 1933,4,4,{
+OnInit:
+ disablenpc "Temple Keeper#sch02_ac02";
+ end;
+
+OnDisable:
+ killmonster "que_qsch02","Temple Keeper#sch02_ac02::OnMyMobDead";
+ disablenpc "Temple Keeper#sch02_ac02";
+ end;
+
+OnTouch:
+ disablenpc "Temple Keeper#sch02_ac02";
+ monster "que_qsch02",254,330,"Keeper Of The Temple",1933,1,"Temple Keeper#sch02_ac02::OnMyMobDead";
+ monster "que_qsch02",255,330,"Keeper Of The Temple",1933,1,"Temple Keeper#sch02_ac02::OnMyMobDead";
+ monster "que_qsch02",256,330,"Keeper Of The Temple",1933,1,"Temple Keeper#sch02_ac02::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qsch02,251,255,3 script Wish Maiden#sch02_boss 1931,{
+OnInit:
+ hideonnpc "Wish Maiden#sch02_boss";
+ end;
+
+OnDisable:
+ killmonster "que_qsch02","Wish Maiden#sch02_boss::OnMyMobDead";
+ hideonnpc "Wish Maiden#sch02_boss";
+ stopnpctimer;
+ end;
+
+Onfight:
+ initnpctimer;
+ end;
+
+OnTimer1000:
+ mapannounce "que_qsch02","Wish Maiden : You guys reached here.. Are your guardians dead...?",bc_map,"0x00ff00";
+ end;
+
+OnTimer4000:
+ mapannounce "que_qsch02","Wish Maiden : I sincerely welcome all your best efforts!",bc_map,"0x00ff00";
+ end;
+
+OnTimer5000:
+ specialeffect EF_ICECRASH;
+ hideonnpc "Wish Maiden#sch02_boss";
+ specialeffect EF_SPHERE;
+ monster "que_qsch02",252,340,"Wish Maiden",1931,1,"Wish Maiden#sch02_boss::OnMyMobDead";
+ stopnpctimer;
+ end;
+
+OnMyMobDead:
+ if (mobcount("que_qsch02","Wish Maiden#sch02_boss::OnMyMobDead") == 0) {
+ donpcevent "#okolnir_sch02::Onstop";
+ donpcevent "Wish Maiden#sch02_gift::OnEnable";
+ mapannounce "que_qsch02","Wish Maiden : ..Good, you deserve the Goddess' shine.",bc_map,"0x00ff00";
+ }
+ end;
+}
+
+que_qsch02,252,340,3 script Wish Maiden#sch02_gift 403,{
+ set .@GID, GetCastleData("schg_cas02",1);
+ if (getcharid(2) == .@GID) {
+ if (strcharinfo(0) == getguildmaster(.@GID)) {
+ if ((countitem(7830) > 0) && (countitem(7831) > 0) && (countitem(7832) > 0) && (countitem(7833) > 0) && (countitem(7834) > 0) && (countitem(2357) > 0) && (countitem(7510) > 99) && (countitem(969) > 9) && (countitem(985) > 19)) {
+ cutin "wish_maiden12",1;
+ mes "[Wish Maiden]";
+ mes "As I declared, I will give the Goddess' shine to you.";
+ mes "You have the requirements to carry it...";
+ next;
+ mes "[Wish Maiden]";
+ mes "You will be granted the power of the great Valkyrie...";
+ next;
+ mes "[Wish Maiden]";
+ mes "I will give you some things for fun.";
+ mes "All of you enjoy them together...";
+ next;
+ mes "[Wish Maiden]";
+ mes "Go to Rachel and Juno to meet the Ravies sisters.";
+ next;
+ cutin "wish_maiden32",1;
+ mes "[Wish Maiden]";
+ mes "I will open the gate for you to come back here.";
+ mes "...Okolnir won't last forever...";
+ delitem 7830,1; //Goddess_Tear
+ delitem 7831,1; //Valkyrie_Token
+ delitem 7832,1; //Brynhild_Armor_Piece
+ delitem 7833,1; //Hero_Remains
+ delitem 7834,1; //Andvari_Ring
+ delitem 2357,1; //Valkyrie_Armor
+ delitem 7510,100; //Valhalla_Flower
+ delitem 969,10; //Gold
+ delitem 985,20; //Elunium
+ getitem 2383,1; //Brynhild
+ getitem 7840,1; //Valkyrie_Gift
+ announce "["+ strcharinfo(0) +"], of guild ["+ GetGuildName(.@GID) +"] has brought a Brynhild into this world.",bc_all,"0x70dbdb";
+ close2;
+ cutin "wish_maiden11",255;
+ disablenpc "Wish Maiden#sch02_gift";
+ enablenpc "#to_agit_sch02_gate";
+ end;
+ }
+ else {
+ cutin "wish_maiden13",1;
+ mes "[Wish Maiden]";
+ mes "As I declared, you are worthy of holding the Brynhild.";
+ mes "However, you do not have the requirements on you...";
+ next;
+ mes "[Wish Maiden]";
+ mes "...Did you forget something?";
+ close2;
+ }
+ }
+ else {
+ cutin "wish_maiden12",1;
+ mes "[Wish Maiden]";
+ mes "� All of you worked together as a team...";
+ mes "Humans are strong when they are united, but are easily swayed by lust.";
+ next;
+ mes "[Wish Maiden]";
+ mes "Humans are imperfect, so their chief god is there for them when they need help.";
+ mes "....";
+ next;
+ mes "[Wish Maiden]";
+ mes "Always be real.";
+ mes "Do not regret your actions...";
+ close2;
+ }
+ }
+ cutin "wish_maiden11",255;
+ end;
+
+OnInit:
+ disablenpc "Wish Maiden#sch02_gift";
+ end;
+
+OnEnable:
+ enablenpc "Wish Maiden#sch02_gift";
+ initnpctimer;
+ end;
+
+OnDisable:
+ disablenpc "Wish Maiden#sch02_gift";
+ stopnpctimer;
+ end;
+
+OnTimer280000:
+ mapannounce "que_qsch02","Wish Maiden : ... Okolnir will soon disappear... I will send you back to where you originally came from.",bc_map,"0x00ff00";
+ end;
+
+OnTimer290000:
+ mapwarp "que_qsch02","schg_cas02",177,355;
+ donpcevent "#to_agit_sch02_gate::OnDisable";
+ end;
+
+OnTimer300000:
+ donpcevent "#okolnir_sch02::OnDisable";
+ set $gqse_sch02_miro,0;
+ set $gqse_sch02_pcc,0;
+ set $gqse_sch02_gd,0;
+ set $gqse_sch02_nm,0;
+ set $siz_sch02_on,2;
+ donpcevent "#okolnir_sch02_time01::OnEnable";
+ stopnpctimer;
+ end;
+}
+
+que_qsch02,252,339,0 script #to_agit_sch02_gate 45,1,1,{
+OnInit:
+ disablenpc "#to_agit_sch02_gate";
+ end;
+
+OnTouch:
+ warp "schg_cas02",177,355;
+ end;
+}
+
+que_qsch02,1,6,0 script #okolnir_sch02_time01 844,{
+OnInit:
+ if ($siz_sch02_on == 2) {
+ initnpctimer;
+ }
+ end;
+
+OnEnable:
+ set $gqse_sch02_time,0;
+ initnpctimer;
+ end;
+
+Onreset:
+ set $siz_sch02_on,0;
+ set $gqse_sch02_time,0;
+ stopnpctimer;
+ end;
+
+OnTimer3600000:
+ if ($gqse_sch02_time < 12) {
+ set $gqse_sch02_time,$gqse_sch02_time+1;
+ initnpctimer;
+ }
+ else if ($gqse_sch02_time == 12) {
+ set $siz_sch02_on,0;
+ set $gqse_sch02_time,0;
+ enablenpc "Wish Maiden#gq_sch02";
+ enablenpc "Piamette#sch02";
+ hideoffnpc "Wish Maiden#sch02_boss";
+ stopnpctimer;
+ }
+ end;
+}
+
+que_qsch02,116,313,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qsch02,120,285,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qsch02,117,236,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qsch02,103,223,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qsch02,85,204,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qsch02,79,186,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qsch02,73,167,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qsch02,68,150,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qsch02,71,128,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qsch02,69,118,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qsch02,117,78,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qsch02,110,79,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qsch02,141,80,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qsch02,158,84,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qsch02,193,104,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qsch02,119,269,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qsch02,155,77,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qsch02,110,317,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qsch02,115,295,0,0 monster Garden Watcher 1933,1,1200000,0,0
+que_qsch02,116,256,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qsch02,113,242,0,0 monster Garden Watcher 1933,1,1200000,0,0
+que_qsch02,99,223,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qsch02,94,216,0,0 monster Garden Watcher 1933,1,1200000,0,0
+que_qsch02,77,198,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qsch02,70,174,0,0 monster Garden Watcher 1933,1,1200000,0,0
+que_qsch02,72,147,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qsch02,64,134,0,0 monster Garden Watcher 1933,1,1200000,0,0
+que_qsch02,77,107,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qsch02,84,88,0,0 monster Garden Watcher 1933,1,1200000,0,0
+que_qsch02,98,82,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qsch02,129,79,0,0 monster Garden Watcher 1933,1,1200000,0,0
+que_qsch02,91,124,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qsch02,173,95,0,0 monster Garden Watcher 1933,1,1200000,0,0
+que_qsch02,179,127,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qsch02,195,120,0,0 monster Garden Watcher 1933,1,1200000,0,0
+que_qsch02,178,159,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qsch02,88,145,0,0 monster Garden Watcher 1933,1,1200000,0,0
+que_qsch02,94,157,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qsch02,95,177,0,0 monster Garden Watcher 1933,1,1200000,0,0
+que_qsch02,129,196,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qsch02,154,196,0,0 monster Garden Watcher 1933,1,1200000,0,0
+que_qsch02,170,187,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qsch02,194,180,0,0 monster Garden Watcher 1933,1,1200000,0,0
+que_qsch02,214,181,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qsch02,243,199,0,0 monster Garden Watcher 1933,1,1200000,0,0
diff --git a/npc/pre-re/quests/okolnir/godse_sch03.txt b/npc/pre-re/quests/okolnir/godse_sch03.txt
new file mode 100644
index 000000000..fd260f30e
--- /dev/null
+++ b/npc/pre-re/quests/okolnir/godse_sch03.txt
@@ -0,0 +1,3286 @@
+//===== rAthena Script =======================================
+//= Falicious Okolnir - Nidhoggr 3
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.3
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= God Item SE Creation scipt (Brynhild)
+//===== Additional Comments: =================================
+//= 1.0 First version. [L0ne_W0lf]
+//= 1.1 First round of bug fixes. (bugreport:3085) [L0ne_W0lf]
+//= Fixed two spawn locations of the key stones in Piamete's room.
+//= Fixed calling an event that doesn't exist when killing Piamete.
+//= Fixed the Wish Maiden not enabling when the boss is killed.
+//= fixed two NPC named that were missed when translating.
+//= 1.2 More bug fixes, sorry it took so long. [L0ne_W0lf]
+//= Fixed message on the portal when the okolnir section is full.
+//= Corrected non-angry Piamette not disabling.
+//= 1.3 Corrected invalid coordinates in maze. (bugreport:4220)
+//= Corrected typo in Guard of Shadow NPC.
+//============================================================
+
+schg_cas03,84,101,3 script Guide#gq_sch03 899,{
+ set .@GID, GetCastleData("schg_cas03",1);
+ if (getcharid(2) == .@GID) {
+ if ($siz_sch03_on == 0) {
+ mes "[Guide]";
+ mes "This castle has a hidden secret.";
+ mes "That is the ^4d4dff'Okolnir'^000000.";
+ next;
+ switch(select("About Okolnir.:Go to Okolnir.:Cancel.")) {
+ case 1:
+ mes "[Guide]";
+ mes "Okolnir is a kind of virtual realm...";
+ mes "I don't know how Okolnir exists, but I guess only Valkyrie knows.";
+ next;
+ mes "[Guide]";
+ mes "As you know this is a place to test the adventurers made by Valkyrie...";
+ mes "...you know the qualifications to enter Okolnir.";
+ next;
+ select("Qualifications?");
+ mes "[Guide]";
+ mes "Yes, Valkyrie definitely prefers strong adventurers.";
+ mes "Only the qualified can enter Okolnir and Valhalla.";
+ next;
+ mes "[Guide]";
+ mes "It only opens when everyone comes together to work it out.";
+ mes "The key is in the castle.";
+ next;
+ mes "[Guide]";
+ mes "If a castle's ^4d4dffeconomy is over 65 and defense also over 30^000000, this will be acceptable to access Okolnir.";
+ next;
+ mes "[Guide]";
+ mes "And, if you pass all of the tests given by Valkyrie in Okolnir!";
+ mes "You will also receive a mysterious gift.";
+ next;
+ mes "[Guide]";
+ mes "Would you like to try to enter here?";
+ close;
+ case 2:
+ set .@Defence,GetCastleData("schg_cas03",3);
+ set .@Economy,GetCastleData("schg_cas03",2);
+ if ((.@Economy > 64) && (.@Defence > 29)) {
+ mes "[Guide]";
+ mes "Great! Economy and Defense are OK.";
+ mes "You can enter Okolnir now....";
+ mes "Do you want to go there?";
+ next;
+ switch(select("Sure let's go there.:No.")) {
+ case 1:
+ if (countitem(7839) > 0) {
+ delitem 7839,countitem(7839); //Crystal_Key
+ }
+ mes "[Guide]";
+ mes "Ok......";
+ mes "Please follow me...";
+ close2;
+ warp "que_qsch03",346,32;
+ end;
+ case 2:
+ mes "[Guide]";
+ mes "You can try this anytime in the future...";
+ mes "If you are ready to protect this castle.";
+ close;
+ }
+ }
+ else {
+ mes "[Guide]";
+ mes "You are not qualified yet.";
+ mes "Please develop your castle more...";
+ close;
+ }
+ }
+ }
+ else if ($siz_sch03_on == 1) {
+ mes "[Guide]";
+ mes "... OK...";
+ mes "Good luck.";
+ next;
+ switch(select("Enter now.:No.")) {
+ case 1:
+ if (countitem(7839) > 0) {
+ delitem 7839,countitem(7839); //Crystal_Key
+ }
+ mes "[Guide]";
+ mes "Hope you get everything you want...";
+ close2;
+ warp "que_qsch03",346,32;
+ end;
+ case 2:
+ mes "[Guide]";
+ mes "Really?";
+ mes "Sorry to hear that.";
+ close;
+ }
+ }
+ else if ($siz_sch03_on == 2) {
+ mes "[Guide]";
+ mes "Building Okolnir needs quite a long time.";
+ mes "....even though it's only virtual...";
+ next;
+ mes "[Guide]";
+ mes "It takes about 12 -13 hours to create the virtual realm.";
+ close;
+ }
+ else {
+ mes "[Guide]";
+ mes "You'll have to wait.";
+ close;
+ }
+ }
+ else {
+ mes "[Guide]";
+ mes "... I've never seen you before.";
+ mes "You are strangers here. You'd better get out of here right now.";
+ close;
+ }
+ end;
+
+OnInit:
+ set $gqse_sch03_miro,0;
+ set $gqse_sch03_pcc,0;
+ set $gqse_sch03_gd,0;
+ set $gqse_sch03_nm,0;
+ if ($siz_sch03_on == 1) {
+ set $siz_sch03_on,0;
+ }
+ enablenpc "Guide#gq_sch03";
+ end;
+}
+
+que_qsch03,345,23,0 warp Gate02#gq_sch03 1,1,schg_cas03,81,95
+
+que_qsch03,345,82,3 script Wish Maiden#gq_sch03 403,{
+ set .@GID, GetCastleData("schg_cas03",1);
+ if (getcharid(2) == .@GID) {
+ cutin "wish_maiden31",1;
+ if (strcharinfo(0) == getguildmaster(.@GID)) {
+ mes "[Wish Maiden]";
+ mes "I am... Wish maiden.";
+ mes "Mourning in this virtual realm, Okolnir.";
+ mes "On behalf of the humanbeings who defeated God here.";
+ next;
+ if ((countitem(7830) > 0) && (countitem(7831) > 0) && (countitem(7832) > 0) && (countitem(7833) > 0) && (countitem(7834) > 0) && (countitem(2357) > 0) && (countitem(7510) > 99) && (countitem(969) > 9) && (countitem(985) > 19)) {
+ cutin "wish_maiden11",1;
+ mes "[Wish Maiden]";
+ mes "Are you ready to endure the trials to get the Goddess' glory?";
+ next;
+ switch(select("Yes, I am:Sorry, I'll try later")) {
+ case 1:
+ cutin "wish_maiden12",1;
+ mes "[Wish Maiden]";
+ mes "I will test whether or not you deserve the Goddess shine...";
+ mes "Isn't it simple?";
+ next;
+ mes "[Wish Maiden]";
+ mes "Okolnir is a virtual place.";
+ mes "There is no room for error there.";
+ mes "^ff0000You only have one hour.^000000";
+ next;
+ cutin "wish_maiden31",1;
+ mes "[Wish Maiden]";
+ mes "If you have not finished in that time, Okolnir will be destroyed, and I will go to rest.";
+ mes "You will have to wait again...";
+ next;
+ mes "[Wish Maiden]";
+ mes "Are you ready to go through?";
+ mes "^4d4dffYou need to have 16 to 20 members present^000000.";
+ next;
+ cutin "wish_maiden11",1;
+ mes "[Wish Maiden]";
+ mes "I will open the gate of Okolnir if your members are ready.";
+ next;
+ switch(select("We are ready.:We need more time.")) {
+ case 1:
+ set .@saram,getmapusers("que_qsch03");
+ if (((.@saram > 15) && (.@saram < 21)) || (getgmlevel() == 99)) {
+ cutin "wish_maiden12",1;
+ mes "[Wish Maiden]";
+ mes "Now I will open the gate of Okolnir where I am.";
+ mes "I will wait for you on the top of Okolnir...";
+ next;
+ mes "[Wish Maiden]";
+ mes "I hope that you can complete all of the trials before the virtual Okolnir is destroyed...";
+ mes "Good luck.";
+ mapannounce "que_qsch03","Wish Maiden: The gate of Okolnir is open! Don't forget you only have one hour.",bc_map,"0x00ff00";
+ close2;
+ set $gqse_sch03_pcc,.@saram;
+ set $siz_sch03_on,1;
+ donpcevent "#okolnir_sch03::OnEnable";
+ disablenpc "Wish Maiden#gq_sch03";
+ cutin "wish_maiden11",255;
+ announce "["+ strcharinfo(0) +"], of the guild ["+ GetGuildName(.@GID) +"] has opened the gates to the realm of Okolnir.",bc_all,"0x70dbdb";
+ end;
+ }
+ else {
+ cutin "wish_maiden13",1;
+ mes "[Wish Maiden]";
+ mes "You need to have 16 to 20 members present to open the gate of Okolnir.";
+ mes "Come back when you are ready.";
+ close2;
+ }
+ break;
+ case 2:
+ cutin "wish_maiden13",1;
+ mes "[Wish Maiden]";
+ mes "Don't hesitate to try.";
+ mes "You should catch the chance when it comes to you.";
+ mes "Just gather your fellow members.";
+ close2;
+ }
+ break;
+ case 2:
+ cutin "wish_maiden32",1;
+ mes "[Wish Maiden]";
+ mes "... Are you afraid of";
+ mes "the trials facing you?";
+ mes "....";
+ next;
+ cutin "wish_maiden13",1;
+ mes "[Wish Maiden]";
+ mes "Do you think that you can defeat the Goddess shine easily?";
+ mes "I feel disappointed by all of you.";
+ mes "Just go away...";
+ close2;
+ }
+ }
+ else {
+ cutin "wish_maiden11",1;
+ mes "[Wish Maiden]";
+ mes "Do you wish to enter?";
+ mes "Only those prepared may enter here.";
+ mes "You must bring several items to enter Okolnir.";
+ next;
+ mes "[Wish Maiden]";
+ mes "Goddess Tear";
+ mes "Valkyrie's Token";
+ mes "Brynhild Armor Piece";
+ mes "Hero Remains";
+ mes "Valkyrie Armor";
+ mes "Andvari's Ring.";
+ next;
+ mes "[Wish Maiden]";
+ mes "You must bring those six things, 10 Gold, and 20 Elunium.";
+ mes "Many Valhala's Flowers are also required as an offering.";
+ next;
+ mes "[Wish Maiden]";
+ mes "Once all of those are prepared, the gate will open.";
+ next;
+ mes "[Wish Maiden]";
+ mes ".... ";
+ mes "...........The Goddess shines brightly down on you, you should be stronger to deserve it...";
+ next;
+ mes "[Wish Maiden]";
+ mes "Remember...";
+ mes "You need to collect many Valhalla flowers.";
+ mes "I hope that your dreams come true.";
+ next;
+ mes "[Wish Maiden]";
+ mes "I will answer all your requests if you bring these to me.";
+ close2;
+ }
+ }
+ else {
+ cutin "wish_maiden31",1;
+ mes "[Wish Maiden]";
+ mes "I am... Wish maiden.";
+ mes "Mourning in this virtual realm, Okolnir.";
+ mes "On behalf of the humanbeings who defeated God here.";
+ next;
+ mes "[Wish Maiden]";
+ mes "Bring me the one who brought you to this place.";
+ mes ".. Deliver him to my will.";
+ close2;
+ }
+ }
+ else {
+ cutin "wish_maiden13",1;
+ mes "[Wish Maiden]";
+ mes "...You are not qualified.";
+ close2;
+ percentheal -100,0;
+ cutin "wish_maiden11",255;
+ end;
+ }
+ cutin "wish_maiden11",255;
+ end;
+
+OnInit:
+ if ($siz_sch03_on == 0) {
+ enablenpc "Wish Maiden#gq_sch03";
+ }
+ else {
+ disablenpc "Wish Maiden#gq_sch03";
+ }
+ end;
+}
+
+que_qsch03,346,81,0 script Gate01#gq_sch03 45,1,1,{
+ end;
+
+OnInit:
+ disablenpc "Gate01#gq_sch03";
+ end;
+
+OnEnable:
+ enablenpc "Gate01#gq_sch03";
+ setcell "que_qsch03",58,302,63,302,cell_walkable,0;
+ setcell "que_qsch03",58,302,63,302,cell_shootable,0;
+ end;
+
+OnDisable:
+ disablenpc "Gate01#gq_sch03";
+ killmonsterall "que_qsch03";
+ end;
+
+OnTouch:
+ set .@saram,getmapusers("que_qsch03");
+ if (.@saram < 21) {
+ if ($gqse_sch03_miro == $gqse_sch03_pcc) {
+ set .@point,rand(1,5);
+ if (.@point == 1) {
+ warp "que_qsch03",72,271;
+ end;
+ }
+ else if (.@point == 2) {
+ warp "que_qsch03",45,243;
+ end;
+ }
+ else if (.@point == 3) {
+ warp "que_qsch03",102,248;
+ end;
+ }
+ else if (.@point == 4) {
+ warp "que_qsch03",102,300;
+ end;
+ }
+ else {
+ warp "que_qsch03",46,300;
+ end;
+ }
+ }
+ else if ($gqse_sch03_miro == 0) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qsch03",77,271,strcharinfo(0),1652,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qsch03",77,271,strcharinfo(0),1659,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qsch03",77,271,strcharinfo(0),1662,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qsch03",77,271,strcharinfo(0),1663,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qsch03",77,271,strcharinfo(0),1660,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qsch03",77,271,strcharinfo(0),1661,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ else {
+ monster "que_qsch03",77,271,strcharinfo(0),1652,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ set $gqse_sch03_miro,1;
+ warp "que_qsch03",72,271;
+ end;
+ }
+ else if ($gqse_sch03_miro == 1) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qsch03",63,278,strcharinfo(0),1652,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qsch03",63,278,strcharinfo(0),1659,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qsch03",63,278,strcharinfo(0),1662,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qsch03",63,278,strcharinfo(0),1663,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qsch03",63,278,strcharinfo(0),1660,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qsch03",63,278,strcharinfo(0),1661,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ else {
+ monster "que_qsch03",63,278,strcharinfo(0),1652,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ set $gqse_sch03_miro,2;
+ warp "que_qsch03",63,282;
+ end;
+ }
+ else if ($gqse_sch03_miro == 2) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qsch03",63,294,strcharinfo(0),1652,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qsch03",63,294,strcharinfo(0),1659,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qsch03",63,294,strcharinfo(0),1662,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qsch03",63,294,strcharinfo(0),1663,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qsch03",63,294,strcharinfo(0),1660,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qsch03",63,294,strcharinfo(0),1661,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ else {
+ monster "que_qsch03",63,294,strcharinfo(0),1652,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ set $gqse_sch03_miro,3;
+ warp "que_qsch03",59,294;
+ end;
+ }
+ else if ($gqse_sch03_miro == 3) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qsch03",50,300,strcharinfo(0),1652,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qsch03",50,300,strcharinfo(0),1659,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qsch03",50,300,strcharinfo(0),1662,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qsch03",50,300,strcharinfo(0),1663,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qsch03",50,300,strcharinfo(0),1660,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qsch03",50,300,strcharinfo(0),1661,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ else {
+ monster "que_qsch03",50,300,strcharinfo(0),1652,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ set $gqse_sch03_miro,4;
+ warp "que_qsch03",46,300;
+ end;
+ }
+ else if ($gqse_sch03_miro == 4) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qsch03",51,280,strcharinfo(0),1652,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qsch03",51,280,strcharinfo(0),1659,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qsch03",51,280,strcharinfo(0),1662,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qsch03",51,280,strcharinfo(0),1663,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qsch03",51,280,strcharinfo(0),1660,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qsch03",51,280,strcharinfo(0),1661,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ else {
+ monster "que_qsch03",51,280,strcharinfo(0),1652,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ set $gqse_sch03_miro,5;
+ warp "que_qsch03",51,285;
+ end;
+ }
+ else if ($gqse_sch03_miro == 5) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qsch03",51,258,strcharinfo(0),1652,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qsch03",51,258,strcharinfo(0),1659,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qsch03",51,258,strcharinfo(0),1662,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qsch03",51,258,strcharinfo(0),1663,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qsch03",51,258,strcharinfo(0),1660,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qsch03",51,258,strcharinfo(0),1661,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ else {
+ monster "que_qsch03",51,258,strcharinfo(0),1652,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ set $gqse_sch03_miro,6;
+ warp "que_qsch03",51,262;
+ end;
+ }
+ else if ($gqse_sch03_miro == 6) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qsch03",49,243,strcharinfo(0),1652,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qsch03",49,243,strcharinfo(0),1659,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qsch03",49,243,strcharinfo(0),1662,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qsch03",49,243,strcharinfo(0),1663,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qsch03",49,243,strcharinfo(0),1660,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qsch03",49,243,strcharinfo(0),1661,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ else {
+ monster "que_qsch03",49,243,strcharinfo(0),1652,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ set $gqse_sch03_miro,7;
+ warp "que_qsch03",45,243;
+ end;
+ }
+ else if ($gqse_sch03_miro == 7) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qsch03",86,249,strcharinfo(0),1652,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qsch03",86,249,strcharinfo(0),1659,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qsch03",86,249,strcharinfo(0),1662,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qsch03",86,249,strcharinfo(0),1663,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qsch03",86,249,strcharinfo(0),1660,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qsch03",86,249,strcharinfo(0),1661,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ else {
+ monster "que_qsch03",86,249,strcharinfo(0),1652,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ set $gqse_sch03_miro,8;
+ warp "que_qsch03",82,249;
+ end;
+ }
+ else if ($gqse_sch03_miro == 8) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qsch03",102,243,strcharinfo(0),1652,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qsch03",102,243,strcharinfo(0),1659,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qsch03",102,243,strcharinfo(0),1662,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qsch03",102,243,strcharinfo(0),1663,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qsch03",102,243,strcharinfo(0),1660,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qsch03",102,243,strcharinfo(0),1661,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ else {
+ monster "que_qsch03",102,243,strcharinfo(0),1652,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ set $gqse_sch03_miro,9;
+ warp "que_qsch03",102,248;
+ end;
+ }
+ else if ($gqse_sch03_miro == 9) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qsch03",90,256,strcharinfo(0),1652,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qsch03",90,256,strcharinfo(0),1659,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qsch03",90,256,strcharinfo(0),1662,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qsch03",90,256,strcharinfo(0),1663,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qsch03",90,256,strcharinfo(0),1660,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qsch03",90,256,strcharinfo(0),1661,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ else {
+ monster "que_qsch03",90,256,strcharinfo(0),1652,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ set $gqse_sch03_miro,10;
+ warp "que_qsch03",90,260;
+ end;
+ }
+ else if ($gqse_sch03_miro == 10) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qsch03",90,283,strcharinfo(0),1652,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qsch03",90,283,strcharinfo(0),1659,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qsch03",90,283,strcharinfo(0),1662,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qsch03",90,283,strcharinfo(0),1663,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qsch03",90,283,strcharinfo(0),1660,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qsch03",90,283,strcharinfo(0),1661,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ else {
+ monster "que_qsch03",90,283,strcharinfo(0),1652,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ set $gqse_sch03_miro,11;
+ warp "que_qsch03",90,280;
+ end;
+ }
+ else if ($gqse_sch03_miro == 11) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qsch03",102,295,strcharinfo(0),1652,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qsch03",102,295,strcharinfo(0),1659,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qsch03",102,295,strcharinfo(0),1662,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qsch03",102,295,strcharinfo(0),1663,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qsch03",102,295,strcharinfo(0),1660,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qsch03",102,295,strcharinfo(0),1661,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ else {
+ monster "que_qsch03",102,295,strcharinfo(0),1652,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ set $gqse_sch03_miro,12;
+ warp "que_qsch03",102,300;
+ end;
+ }
+ else if ($gqse_sch03_miro == 12) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qsch03",96,285,strcharinfo(0),1652,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qsch03",96,285,strcharinfo(0),1659,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qsch03",96,285,strcharinfo(0),1662,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qsch03",96,285,strcharinfo(0),1663,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qsch03",96,285,strcharinfo(0),1660,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qsch03",96,285,strcharinfo(0),1661,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ else {
+ monster "que_qsch03",96,285,strcharinfo(0),1652,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ set $gqse_sch03_miro,13;
+ warp "que_qsch03",96,290;
+ end;
+ }
+ else if ($gqse_sch03_miro == 13) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qsch03",63,278,strcharinfo(0),1652,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qsch03",63,278,strcharinfo(0),1659,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qsch03",63,278,strcharinfo(0),1662,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qsch03",63,278,strcharinfo(0),1663,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qsch03",63,278,strcharinfo(0),1660,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qsch03",63,278,strcharinfo(0),1661,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ else {
+ monster "que_qsch03",63,278,strcharinfo(0),1652,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ set $gqse_sch03_miro,14;
+ warp "que_qsch03",63,282;
+ end;
+ }
+ else if ($gqse_sch03_miro == 14) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qsch03",65,243,strcharinfo(0),1652,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qsch03",65,243,strcharinfo(0),1659,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qsch03",65,243,strcharinfo(0),1662,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qsch03",65,243,strcharinfo(0),1663,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qsch03",65,243,strcharinfo(0),1660,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qsch03",65,243,strcharinfo(0),1661,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ else {
+ monster "que_qsch03",65,243,strcharinfo(0),1652,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ set $gqse_sch03_miro,15;
+ warp "que_qsch03",61,243;
+ end;
+ }
+ else if ($gqse_sch03_miro == 15) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qsch03",73,249,strcharinfo(0),1652,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qsch03",73,249,strcharinfo(0),1659,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qsch03",73,249,strcharinfo(0),1662,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qsch03",73,249,strcharinfo(0),1663,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qsch03",73,249,strcharinfo(0),1660,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qsch03",73,249,strcharinfo(0),1661,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ else {
+ monster "que_qsch03",73,249,strcharinfo(0),1652,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ set $gqse_sch03_miro,16;
+ warp "que_qsch03",70,249;
+ end;
+ }
+ else if ($gqse_sch03_miro == 16) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qsch03",102,275,strcharinfo(0),1652,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qsch03",102,275,strcharinfo(0),1659,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qsch03",102,275,strcharinfo(0),1662,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qsch03",102,275,strcharinfo(0),1663,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qsch03",102,275,strcharinfo(0),1660,1,"#Gate_manager_sch03::OnMyMobDead";
+ end;
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qsch03",102,275,strcharinfo(0),1661,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ else {
+ monster "que_qsch03",102,275,strcharinfo(0),1652,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ set $gqse_sch03_miro,17;
+ warp "que_qsch03",102,282;
+ end;
+ }
+ else if ($gqse_sch03_miro == 17) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qsch03",70,300,strcharinfo(0),1652,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qsch03",70,300,strcharinfo(0),1659,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qsch03",70,300,strcharinfo(0),1662,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qsch03",70,300,strcharinfo(0),1663,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qsch03",70,300,strcharinfo(0),1660,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qsch03",70,300,strcharinfo(0),1661,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ else {
+ monster "que_qsch03",70,300,strcharinfo(0),1652,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ set $gqse_sch03_miro,18;
+ warp "que_qsch03",66,300;
+ end;
+ }
+ else if ($gqse_sch03_miro == 18) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qsch03",57,255,strcharinfo(0),1652,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qsch03",57,255,strcharinfo(0),1659,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qsch03",57,255,strcharinfo(0),1662,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qsch03",57,255,strcharinfo(0),1663,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qsch03",57,255,strcharinfo(0),1660,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qsch03",57,255,strcharinfo(0),1661,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ else {
+ monster "que_qsch03",57,255,strcharinfo(0),1652,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ set $gqse_sch03_miro,19;
+ warp "que_qsch03",57,258;
+ end;
+ }
+ else if ($gqse_sch03_miro == 19) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qsch03",84,277,strcharinfo(0),1652,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qsch03",84,277,strcharinfo(0),1659,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qsch03",84,277,strcharinfo(0),1662,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qsch03",84,277,strcharinfo(0),1663,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qsch03",84,277,strcharinfo(0),1660,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qsch03",84,277,strcharinfo(0),1661,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ else {
+ monster "que_qsch03",84,277,strcharinfo(0),1652,1,"#Gate_manager_sch03::OnMyMobDead";
+ }
+ set $gqse_sch03_miro,20;
+ warp "que_qsch03",84,280;
+ end;
+ }
+ }
+ else {
+ mes "There are too many people, you can't enter.";
+ close;
+ }
+ end;
+}
+
+que_qsch03,1,4,0 script #Gate_manager_sch03 844,{
+OnMyMobDead:
+ if ($gqse_sch03_miro == $gqse_sch03_pcc) {
+ if (mobcount("que_qsch03","#Gate_manager_sch03::OnMyMobDead") == 0) {
+ donpcevent "#gq_miromob2_sch03::OnEnable";
+ }
+ }
+ end;
+}
+
+que_qsch03,1,4,0 script #gq_miromob2_sch03 844,{
+OnEnable:
+ initnpctimer;
+ end;
+
+OnTimer1000:
+ mapannounce "que_qsch03","Wish Maiden: How does it feel to see shadows of the past. This is only the beginning.",bc_map,"0x00ff00";
+ end;
+
+OnTimer6000:
+ mapannounce "que_qsch03","Wish Maiden: The things you seeing are not real, don't be caught in the Mystic garden.",bc_map,"0x00ff00";
+ monster "que_qsch03",72,271,"Seyren Windsor",1640,1,"#gq_miromob2_sch03::OnMyMobDead";
+ monster "que_qsch03",63,282,"Kathryne Keyron",1645,1,"#gq_miromob2_sch03::OnMyMobDead";
+ monster "que_qsch03",59,294,"Cecil Damon",1644,1,"#gq_miromob2_sch03::OnMyMobDead";
+ monster "que_qsch03",46,300,"Margaretha Sorin",1643,1,"#gq_miromob2_sch03::OnMyMobDead";
+ monster "que_qsch03",51,285,"Eremes Guile",1641,1,"#gq_miromob2_sch03::OnMyMobDead";
+ monster "que_qsch03",51,262,"Howard Alt-Eisen",1642,1,"#gq_miromob2_sch03::OnMyMobDead";
+
+ monster "que_qsch03",45,243,"Seyren Windsor",1640,1,"#gq_miromob2_sch03::OnMyMobDead";
+ monster "que_qsch03",82,249,"Kathryne Keyron",1645,1,"#gq_miromob2_sch03::OnMyMobDead";
+ monster "que_qsch03",102,248,"Cecil Damon",1644,1,"#gq_miromob2_sch03::OnMyMobDead";
+ monster "que_qsch03",90,260,"Margaretha Sorin",1643,1,"#gq_miromob2_sch03::OnMyMobDead";
+ monster "que_qsch03",90,280,"Eremes Guile",1641,1,"#gq_miromob2_sch03::OnMyMobDead";
+ monster "que_qsch03",102,300,"Howard Alt-Eisen",1642,1,"#gq_miromob2_sch03::OnMyMobDead";
+
+ monster "que_qsch03",63,282,"Seyren Windsor",1640,1,"#gq_miromob2_sch03::OnMyMobDead";
+ monster "que_qsch03",61,243,"Kathryne Keyron",1645,1,"#gq_miromob2_sch03::OnMyMobDead";
+ monster "que_qsch03",70,249,"Cecil Damon",1644,1,"#gq_miromob2_sch03::OnMyMobDead";
+ monster "que_qsch03",102,282,"Margaretha Sorin",1643,1,"#gq_miromob2_sch03::OnMyMobDead";
+ monster "que_qsch03",66,300,"Eremes Guile",1641,1,"#gq_miromob2_sch03::OnMyMobDead";
+ monster "que_qsch03",57,258,"Howard Alt-Eisen",1642,1,"#gq_miromob2_sch03::OnMyMobDead";
+ stopnpctimer;
+ end;
+
+Onreset:
+ killmonster "que_qsch03","#gq_miromob2_sch03::OnMyMobDead";
+ stopnpctimer;
+ end;
+
+OnMyMobDead:
+ if (mobcount("que_qsch03","#gq_miromob2_sch03::OnMyMobDead") == 0) {
+ mapannounce "que_qsch03","The Mystic garden exit is now open.",bc_map,"0x00ff00";
+ setcell "que_qsch03",58,302,63,302,cell_walkable,1;
+ setcell "que_qsch03",58,302,63,302,cell_shootable,1;
+ donpcevent "#Maze_Manager_sch03::OnDisable";
+ }
+ end;
+}
+
+que_qsch03,1,1,0 script #okolnir_sch03 844,{
+
+OnEnable:
+ donpcevent "Gate01#gq_sch03::OnEnable";
+ donpcevent "#Maze_Manager_sch03::OnEnable";
+ donpcevent "#event_start01_sch03::OnEnable";
+ donpcevent "#gd_sch03_mobctrl::OnEnable";
+ enablenpc "Guard of Shadow#sch03_01";
+ enablenpc "Guard of Shadow#sch03_02";
+ enablenpc "Guard of Shadow#sch03_03";
+ enablenpc "Guard of Shadow#sch03_04";
+ enablenpc "Bloody Hunter#sch03_ac01";
+ enablenpc "Bloody Hunter#sch03_ac02";
+ enablenpc "Bloody Hunter#sch03_ac03";
+ enablenpc "Bloody Hunter#sch03_ac04";
+ enablenpc "Temple Keeper#sch03_ac01";
+ enablenpc "Temple Keeper#sch03_ac02";
+ initnpctimer;
+ end;
+
+OnDisable:
+ disablenpc "Wish Maiden#gq_sch03";
+ donpcevent "#gq_miromob2_sch03::Onreset";
+ disablenpc "Piamette#sch03";
+ donpcevent "#gdtimer01_sch03::Onstop";
+ donpcevent "#gdtimer02_sch03::Onstop";
+ donpcevent "#piamette_sch03::Onreset";
+ donpcevent "Wish Maiden#sch03_boss::OnDisable";
+ donpcevent "Wish Maiden#sch03_gift::OnDisable";
+ donpcevent "#gd_sch03_mobctrl::Onreset";
+ donpcevent "Gate01#gq_sch03::OnDisable";
+ donpcevent "#Maze_Manager_sch03::OnDisable";
+ donpcevent "#event_start01_sch03::OnDisable";
+ donpcevent "#nm_switch_sch03::OnDisable";
+ donpcevent "#nmsomsch03_jin01::OnDisable";
+ donpcevent "#nmsomsch03_jin02::OnDisable";
+ donpcevent "#nmsomsch03_jin03::OnDisable";
+ donpcevent "Guard of Shadow#sch03_01::OnDisable";
+ donpcevent "Guard of Shadow#sch03_02::OnDisable";
+ donpcevent "Guard of Shadow#sch03_03::OnDisable";
+ donpcevent "Guard of Shadow#sch03_04::OnDisable";
+ donpcevent "Bloody Hunter#sch03_ac01::OnDisable";
+ donpcevent "Bloody Hunter#sch03_ac02::OnDisable";
+ donpcevent "Bloody Hunter#sch03_ac03::OnDisable";
+ donpcevent "Bloody Hunter#sch03_ac04::OnDisable";
+ donpcevent "Temple Keeper#sch03_ac01::OnDisable";
+ donpcevent "Temple Keeper#sch03_ac02::OnDisable";
+ disablenpc "#to_agit_sch03_gate";
+ donpcevent "#sch03_stone01::Onreset";
+ donpcevent "#sch03_stone02::Onreset";
+ donpcevent "#sch03_stone03::Onreset";
+ disablenpc "#sch03_cage01";
+ disablenpc "#sch03_cage02";
+ disablenpc "#sch03_cage03";
+ disablenpc "#sch03_cage04";
+ disablenpc "#sch03_cage05";
+ disablenpc "#sch03_cage06";
+ disablenpc "windpath03_sch03";
+ disablenpc "windpath04_sch03";
+ set $gqse_sch03_miro,0;
+ set $gqse_sch03_pcc,0;
+ set $gqse_sch03_gd,0;
+ set $gqse_sch03_nm,0;
+ stopnpctimer;
+ end;
+
+Onstop:
+ stopnpctimer;
+ end;
+
+OnTimer1000:
+ mapannounce "que_qsch03","Wish Maiden : Do your best, Okolnir will disappear in one hour!",bc_map,"0x00ff00";
+ end;
+
+OnTimer1800000:
+ mapannounce "que_qsch03","Okolnir will disappear in 30 minutes.",bc_map,"0xff0000";
+ end;
+
+OnTimer2400000:
+ mapannounce "que_qsch03","Okolnir will disappear in 20 minutes.",bc_map,"0xff0000";
+ end;
+
+OnTimer3000000:
+ mapannounce "que_qsch03","Okolnir will disappear in 10 minutes.",bc_map,"0xff0000";
+ end;
+
+OnTimer3300000:
+ mapannounce "que_qsch03","Okolnir will disappear in 5 minutes.",bc_map,"0xff0000";
+ end;
+
+OnTimer3360000:
+ mapannounce "que_qsch03","Okolnir will disappear in 4 minutes.",bc_map,"0xff0000";
+ end;
+
+OnTimer3420000:
+ mapannounce "que_qsch03","Okolnir will disappear in 3 minutes.",bc_map,"0xff0000";
+ end;
+
+OnTimer3480000:
+ mapannounce "que_qsch03","Okolnir will disappear in 2 minutes.",bc_map,"0xff0000";
+ end;
+
+OnTimer3540000:
+ mapannounce "que_qsch03","Okolnir will disappear in 1 minutes.",bc_map,"0xff0000";
+ end;
+
+OnTimer3600000:
+ mapannounce "que_qsch03","Okolnir has begun to disappear.",bc_map,"0x4d4dff";
+ disablenpc "Wish Maiden#gq_sch03";
+ donpcevent "#gq_miromob2_sch03::Onreset";
+ disablenpc "Piamette#sch03";
+ donpcevent "#gdtimer01_sch03::Onstop";
+ donpcevent "#gdtimer02_sch03::Onstop";
+ donpcevent "#piamette_sch03::Onreset";
+ donpcevent "Wish Maiden#sch03_boss::onDisable";
+ donpcevent "Wish Maiden#sch03_gift::OnDisable";
+ donpcevent "#gd_sch03_mobctrl::Onreset";
+ donpcevent "Gate01#gq_sch03::OnDisable";
+ donpcevent "#Maze_Manager_sch03::OnDisable";
+ donpcevent "#event_start01_sch03::OnDisable";
+ donpcevent "#nm_switch_sch03::OnDisable";
+ donpcevent "#nmsomsch03_jin01::OnDisable";
+ donpcevent "#nmsomsch03_jin02::OnDisable";
+ donpcevent "#nmsomsch03_jin03::OnDisable";
+ donpcevent "Guard of Shadow#sch03_01::OnDisable";
+ donpcevent "Guard of Shadow#sch03_02::OnDisable";
+ donpcevent "Guard of Shadow#sch03_03::OnDisable";
+ donpcevent "Guard of Shadow#sch03_04::OnDisable";
+ donpcevent "Bloody Hunter#sch03_ac01::OnDisable";
+ donpcevent "Bloody Hunter#sch03_ac02::OnDisable";
+ donpcevent "Bloody Hunter#sch03_ac03::OnDisable";
+ donpcevent "Bloody Hunter#sch03_ac04::OnDisable";
+ donpcevent "Temple Keeper#sch03_ac01::OnDisable";
+ donpcevent "Temple Keeper#sch03_ac02::OnDisable";
+ disablenpc "#to_agit_sch03_gate";
+ donpcevent "#sch03_stone01::Onreset";
+ donpcevent "#sch03_stone02::Onreset";
+ donpcevent "#sch03_stone03::Onreset";
+ disablenpc "#sch03_cage01";
+ disablenpc "#sch03_cage02";
+ disablenpc "#sch03_cage03";
+ disablenpc "#sch03_cage04";
+ disablenpc "#sch03_cage05";
+ disablenpc "#sch03_cage06";
+ disablenpc "windpath03_sch03";
+ disablenpc "windpath04_sch03";
+ end;
+
+OnTimer3605000:
+ mapannounce "que_qsch03","Wish Maiden: ... You will fall into a deep sleep within Okolnir... ",bc_map,"0x00ff00";
+ end;
+
+OnTimer3608000:
+ mapannounce "que_qsch03","Wish Maiden: ..Have courage ... and await your chance again... ",bc_map,"0x00ff00";
+ end;
+
+OnTimer3610000:
+ set $gqse_sch03_miro,0;
+ set $gqse_sch03_pcc,0;
+ set $gqse_sch03_gd,0;
+ set $gqse_sch03_nm,0;
+ mapwarp "que_qsch03","schg_cas03",81,95;
+ end;
+
+OnTimer3611000:
+ donpcevent "#okolnir_sch03_time01::OnEnable";
+ stopnpctimer;
+ end;
+}
+
+que_qsch03,1,2,0 script #Maze_Manager_sch03 844,{
+OnInit:
+ donpcevent "#miro_bf_sch03::OnDisable";
+ donpcevent "#miro_rf_sch03::OnDisable";
+ donpcevent "#miro_yf_sch03::OnDisable";
+ end;
+
+OnEnable:
+ initnpctimer;
+ end;
+
+OnDisable:
+ donpcevent "#miro_bf_sch03::OnDisable";
+ donpcevent "#miro_rf_sch03::OnDisable";
+ donpcevent "#miro_yf_sch03::OnDisable";
+ stopnpctimer;
+ end;
+
+OnTimer1000:
+ donpcevent "#miro_rf_sch03::OnDisable";
+ end;
+
+OnTimer2000:
+ donpcevent "#miro_yf_sch03::OnDisable";
+ end;
+
+OnTimer3000:
+ donpcevent "#miro_bf_sch03::OnEnable";
+ end;
+
+OnTimer120000:
+ donpcevent "#miro_bf_sch03::OnDisable";
+ end;
+
+OnTimer121000:
+ donpcevent "#miro_yf_sch03::OnDisable";
+ end;
+
+OnTimer123000:
+ donpcevent "#miro_rf_sch03::OnEnable";
+ end;
+
+OnTimer240000:
+ donpcevent "#miro_bf_sch03::OnDisable";
+ end;
+
+OnTimer241000:
+ donpcevent "#miro_rf_sch03::OnDisable";
+ end;
+
+OnTimer242000:
+ donpcevent "#miro_yf_sch03::OnEnable";
+ end;
+
+OnTimer360000:
+ donpcevent "#Maze_Manager_sch03::OnEnable";
+ end;
+}
+
+que_qsch03,2,1,0 script #miro_bf_sch03 844,{
+
+OnEnable:
+ monster "que_qsch03",44,270," ",1934,1,"#miro_bf_sch03::OnMyMobDead";
+ monster "que_qsch03",46,270," ",1934,1,"#miro_bf_sch03::OnMyMobDead";
+ monster "que_qsch03",50,287," ",1934,1,"#miro_bf_sch03::OnMyMobDead";
+ monster "que_qsch03",52,287," ",1934,1,"#miro_bf_sch03::OnMyMobDead";
+ monster "que_qsch03",50,265," ",1934,1,"#miro_bf_sch03::OnMyMobDead";
+ monster "que_qsch03",52,265," ",1934,1,"#miro_bf_sch03::OnMyMobDead";
+ monster "que_qsch03",56,279," ",1934,1,"#miro_bf_sch03::OnMyMobDead";
+ monster "que_qsch03",58,279," ",1934,1,"#miro_bf_sch03::OnMyMobDead";
+ monster "que_qsch03",64,301," ",1934,1,"#miro_bf_sch03::OnMyMobDead";
+ monster "que_qsch03",64,298," ",1934,1,"#miro_bf_sch03::OnMyMobDead";
+ monster "que_qsch03",62,272," ",1934,1,"#miro_bf_sch03::OnMyMobDead";
+ monster "que_qsch03",64,272," ",1934,1,"#miro_bf_sch03::OnMyMobDead";
+ monster "que_qsch03",58,245," ",1934,1,"#miro_bf_sch03::OnMyMobDead";
+ monster "que_qsch03",58,243," ",1934,1,"#miro_bf_sch03::OnMyMobDead";
+ monster "que_qsch03",72,289," ",1934,1,"#miro_bf_sch03::OnMyMobDead";
+ monster "que_qsch03",72,287," ",1934,1,"#miro_bf_sch03::OnMyMobDead";
+ monster "que_qsch03",68,257," ",1934,1,"#miro_bf_sch03::OnMyMobDead";
+ monster "que_qsch03",68,255," ",1934,1,"#miro_bf_sch03::OnMyMobDead";
+ monster "que_qsch03",73,263," ",1934,1,"#miro_bf_sch03::OnMyMobDead";
+ monster "que_qsch03",73,261," ",1934,1,"#miro_bf_sch03::OnMyMobDead";
+ monster "que_qsch03",75,251," ",1934,1,"#miro_bf_sch03::OnMyMobDead";
+ monster "que_qsch03",75,249," ",1934,1,"#miro_bf_sch03::OnMyMobDead";
+ monster "que_qsch03",79,283," ",1934,1,"#miro_bf_sch03::OnMyMobDead";
+ monster "que_qsch03",79,281," ",1934,1,"#miro_bf_sch03::OnMyMobDead";
+ monster "que_qsch03",82,271," ",1934,1,"#miro_bf_sch03::OnMyMobDead";
+ monster "que_qsch03",84,271," ",1934,1,"#miro_bf_sch03::OnMyMobDead";
+ monster "que_qsch03",89,295," ",1934,1,"#miro_bf_sch03::OnMyMobDead";
+ monster "que_qsch03",89,293," ",1934,1,"#miro_bf_sch03::OnMyMobDead";
+ monster "que_qsch03",88,276," ",1934,1,"#miro_bf_sch03::OnMyMobDead";
+ monster "que_qsch03",90,276," ",1934,1,"#miro_bf_sch03::OnMyMobDead";
+ monster "que_qsch03",88,266," ",1934,1,"#miro_bf_sch03::OnMyMobDead";
+ monster "que_qsch03",90,266," ",1934,1,"#miro_bf_sch03::OnMyMobDead";
+ monster "que_qsch03",94,256," ",1934,1,"#miro_bf_sch03::OnMyMobDead";
+ monster "que_qsch03",96,256," ",1934,1,"#miro_bf_sch03::OnMyMobDead";
+ monster "que_qsch03",64,301," ",1934,1,"#miro_bf_sch03::OnMyMobDead";
+ monster "que_qsch03",64,299," ",1934,1,"#miro_bf_sch03::OnMyMobDead";
+ monster "que_qsch03",100,251," ",1934,1,"#miro_bf_sch03::OnMyMobDead";
+ monster "que_qsch03",102,251," ",1934,1,"#miro_bf_sch03::OnMyMobDead";
+ setcell "que_qsch03",44,270,47,270,cell_walkable,0;
+ setcell "que_qsch03",44,270,47,270,cell_shootable,0;
+ setcell "que_qsch03",50,287,53,287,cell_walkable,0;
+ setcell "que_qsch03",50,287,53,287,cell_shootable,0;
+ setcell "que_qsch03",50,265,53,265,cell_walkable,0;
+ setcell "que_qsch03",50,265,53,265,cell_shootable,0;
+ setcell "que_qsch03",56,279,59,279,cell_walkable,0;
+ setcell "que_qsch03",56,279,59,279,cell_shootable,0;
+ setcell "que_qsch03",64,298,64,301,cell_walkable,0;
+ setcell "que_qsch03",64,298,64,301,cell_shootable,0;
+ setcell "que_qsch03",62,272,65,272,cell_walkable,0;
+ setcell "que_qsch03",62,272,65,272,cell_shootable,0;
+ setcell "que_qsch03",58,242,58,245,cell_walkable,0;
+ setcell "que_qsch03",58,242,58,245,cell_shootable,0;
+ setcell "que_qsch03",72,286,72,289,cell_walkable,0;
+ setcell "que_qsch03",72,286,72,289,cell_shootable,0;
+ setcell "que_qsch03",68,254,68,259,cell_walkable,0;
+ setcell "que_qsch03",68,254,68,259,cell_shootable,0;
+ setcell "que_qsch03",73,260,73,263,cell_walkable,0;
+ setcell "que_qsch03",73,260,73,263,cell_shootable,0;
+ setcell "que_qsch03",75,248,75,251,cell_walkable,0;
+ setcell "que_qsch03",75,248,75,251,cell_shootable,0;
+ setcell "que_qsch03",79,280,79,283,cell_walkable,0;
+ setcell "que_qsch03",79,280,79,283,cell_shootable,0;
+ setcell "que_qsch03",82,271,85,271,cell_walkable,0;
+ setcell "que_qsch03",82,271,85,271,cell_shootable,0;
+ setcell "que_qsch03",89,292,89,295,cell_walkable,0;
+ setcell "que_qsch03",89,292,89,295,cell_shootable,0;
+ setcell "que_qsch03",88,276,91,276,cell_walkable,0;
+ setcell "que_qsch03",88,276,91,276,cell_shootable,0;
+ setcell "que_qsch03",88,266,91,266,cell_walkable,0;
+ setcell "que_qsch03",88,266,91,266,cell_shootable,0;
+ setcell "que_qsch03",94,256,97,256,cell_walkable,0;
+ setcell "que_qsch03",94,256,97,256,cell_shootable,0;
+ setcell "que_qsch03",64,298,64,301,cell_walkable,0;
+ setcell "que_qsch03",64,298,64,301,cell_shootable,0;
+ setcell "que_qsch03",100,251,103,251,cell_walkable,0;
+ setcell "que_qsch03",100,251,103,251,cell_shootable,0;
+ end;
+
+OnDisable:
+ killmonster "que_qsch03","#miro_bf_sch03::OnMyMobDead";
+ setcell "que_qsch03",44,270,47,270,cell_walkable,1;
+ setcell "que_qsch03",44,270,47,270,cell_shootable,1;
+ setcell "que_qsch03",50,287,53,287,cell_walkable,1;
+ setcell "que_qsch03",50,287,53,287,cell_shootable,1;
+ setcell "que_qsch03",50,265,53,265,cell_walkable,1;
+ setcell "que_qsch03",50,265,53,265,cell_shootable,1;
+ setcell "que_qsch03",56,279,59,279,cell_walkable,1;
+ setcell "que_qsch03",56,279,59,279,cell_shootable,1;
+ setcell "que_qsch03",64,298,64,301,cell_walkable,1;
+ setcell "que_qsch03",64,298,64,301,cell_shootable,1;
+ setcell "que_qsch03",62,272,65,272,cell_walkable,1;
+ setcell "que_qsch03",62,272,65,272,cell_shootable,1;
+ setcell "que_qsch03",58,242,58,245,cell_walkable,1;
+ setcell "que_qsch03",58,242,58,245,cell_shootable,1;
+ setcell "que_qsch03",72,286,72,289,cell_walkable,1;
+ setcell "que_qsch03",72,286,72,289,cell_shootable,1;
+ setcell "que_qsch03",68,254,68,259,cell_walkable,1;
+ setcell "que_qsch03",68,254,68,259,cell_shootable,1;
+ setcell "que_qsch03",73,260,73,263,cell_walkable,1;
+ setcell "que_qsch03",73,260,73,263,cell_shootable,1;
+ setcell "que_qsch03",75,248,75,251,cell_walkable,1;
+ setcell "que_qsch03",75,248,75,251,cell_shootable,1;
+ setcell "que_qsch03",79,280,79,283,cell_walkable,1;
+ setcell "que_qsch03",79,280,79,283,cell_shootable,1;
+ setcell "que_qsch03",82,271,85,271,cell_walkable,1;
+ setcell "que_qsch03",82,271,85,271,cell_shootable,1;
+ setcell "que_qsch03",89,292,89,295,cell_walkable,1;
+ setcell "que_qsch03",89,292,89,295,cell_shootable,1;
+ setcell "que_qsch03",88,276,91,276,cell_walkable,1;
+ setcell "que_qsch03",88,276,91,276,cell_shootable,1;
+ setcell "que_qsch03",88,266,91,266,cell_walkable,1;
+ setcell "que_qsch03",88,266,91,266,cell_shootable,1;
+ setcell "que_qsch03",94,256,97,256,cell_walkable,1;
+ setcell "que_qsch03",94,256,97,256,cell_shootable,1;
+ setcell "que_qsch03",64,298,64,301,cell_walkable,1;
+ setcell "que_qsch03",64,298,64,301,cell_shootable,1;
+ setcell "que_qsch03",100,251,103,251,cell_walkable,1;
+ setcell "que_qsch03",100,251,103,251,cell_shootable,1;
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qsch03,2,2,0 script #miro_rf_sch03 844,{
+
+OnEnable:
+ monster "que_qsch03",57,301," ",1935,1,"#miro_rf_sch03::OnMyMobDead";
+ monster "que_qsch03",57,299," ",1935,1,"#miro_rf_sch03::OnMyMobDead";
+ monster "que_qsch03",48,291," ",1935,1,"#miro_rf_sch03::OnMyMobDead";
+ monster "que_qsch03",48,289," ",1935,1,"#miro_rf_sch03::OnMyMobDead";
+ monster "que_qsch03",68,290," ",1935,1,"#miro_rf_sch03::OnMyMobDead";
+ monster "que_qsch03",70,290," ",1935,1,"#miro_rf_sch03::OnMyMobDead";
+ monster "que_qsch03",72,295," ",1935,1,"#miro_rf_sch03::OnMyMobDead";
+ monster "que_qsch03",72,293," ",1935,1,"#miro_rf_sch03::OnMyMobDead";
+ monster "que_qsch03",90,296," ",1935,1,"#miro_rf_sch03::OnMyMobDead";
+ monster "que_qsch03",92,296," ",1935,1,"#miro_rf_sch03::OnMyMobDead";
+ monster "que_qsch03",56,282," ",1935,1,"#miro_rf_sch03::OnMyMobDead";
+ monster "que_qsch03",58,282," ",1935,1,"#miro_rf_sch03::OnMyMobDead";
+ monster "que_qsch03",66,283," ",1935,1,"#miro_rf_sch03::OnMyMobDead";
+ monster "que_qsch03",66,281," ",1935,1,"#miro_rf_sch03::OnMyMobDead";
+ monster "que_qsch03",80,284," ",1935,1,"#miro_rf_sch03::OnMyMobDead";
+ monster "que_qsch03",82,284," ",1935,1,"#miro_rf_sch03::OnMyMobDead";
+ monster "que_qsch03",44,273," ",1935,1,"#miro_rf_sch03::OnMyMobDead";
+ monster "que_qsch03",46,273," ",1935,1,"#miro_rf_sch03::OnMyMobDead";
+ monster "que_qsch03",50,273," ",1935,1,"#miro_rf_sch03::OnMyMobDead";
+ monster "que_qsch03",52,273," ",1935,1,"#miro_rf_sch03::OnMyMobDead";
+ monster "que_qsch03",54,269," ",1935,1,"#miro_rf_sch03::OnMyMobDead";
+ monster "que_qsch03",54,267," ",1935,1,"#miro_rf_sch03::OnMyMobDead";
+ monster "que_qsch03",66,271," ",1935,1,"#miro_rf_sch03::OnMyMobDead";
+ monster "que_qsch03",66,270," ",1935,1,"#miro_rf_sch03::OnMyMobDead";
+ monster "que_qsch03",81,273," ",1935,1,"#miro_rf_sch03::OnMyMobDead";
+ monster "que_qsch03",81,272," ",1935,1,"#miro_rf_sch03::OnMyMobDead";
+ monster "que_qsch03",88,276," ",1935,1,"#miro_rf_sch03::OnMyMobDead";
+ monster "que_qsch03",90,276," ",1935,1,"#miro_rf_sch03::OnMyMobDead";
+ monster "que_qsch03",94,276," ",1935,1,"#miro_rf_sch03::OnMyMobDead";
+ monster "que_qsch03",96,276," ",1935,1,"#miro_rf_sch03::OnMyMobDead";
+ monster "que_qsch03",64,258," ",1935,1,"#miro_rf_sch03::OnMyMobDead";
+ monster "que_qsch03",66,258," ",1935,1,"#miro_rf_sch03::OnMyMobDead";
+ monster "que_qsch03",76,263," ",1935,1,"#miro_rf_sch03::OnMyMobDead";
+ monster "que_qsch03",76,261," ",1935,1,"#miro_rf_sch03::OnMyMobDead";
+ monster "que_qsch03",87,265," ",1935,1,"#miro_rf_sch03::OnMyMobDead";
+ monster "que_qsch03",87,263," ",1935,1,"#miro_rf_sch03::OnMyMobDead";
+ monster "que_qsch03",50,252," ",1935,1,"#miro_rf_sch03::OnMyMobDead";
+ monster "que_qsch03",52,252," ",1935,1,"#miro_rf_sch03::OnMyMobDead";
+ monster "que_qsch03",76,252," ",1935,1,"#miro_rf_sch03::OnMyMobDead";
+ monster "que_qsch03",78,252," ",1935,1,"#miro_rf_sch03::OnMyMobDead";
+ monster "que_qsch03",99,255," ",1935,1,"#miro_rf_sch03::OnMyMobDead";
+ monster "que_qsch03",99,253," ",1935,1,"#miro_rf_sch03::OnMyMobDead";
+ monster "que_qsch03",53,245," ",1935,1,"#miro_rf_sch03::OnMyMobDead";
+ monster "que_qsch03",53,243," ",1935,1,"#miro_rf_sch03::OnMyMobDead";
+ setcell "que_qsch03",57,298,57,301,cell_walkable,0;
+ setcell "que_qsch03",57,298,57,301,cell_shootable,0;
+ setcell "que_qsch03",48,288,48,291,cell_walkable,0;
+ setcell "que_qsch03",48,288,48,291,cell_shootable,0;
+ setcell "que_qsch03",68,290,71,290,cell_walkable,0;
+ setcell "que_qsch03",68,290,71,290,cell_shootable,0;
+ setcell "que_qsch03",72,292,72,295,cell_walkable,0;
+ setcell "que_qsch03",72,292,72,295,cell_shootable,0;
+ setcell "que_qsch03",90,296,93,296,cell_walkable,0;
+ setcell "que_qsch03",90,296,93,296,cell_shootable,0;
+ setcell "que_qsch03",56,282,59,282,cell_walkable,0;
+ setcell "que_qsch03",56,282,59,282,cell_shootable,0;
+ setcell "que_qsch03",66,280,66,283,cell_walkable,0;
+ setcell "que_qsch03",66,280,66,283,cell_shootable,0;
+ setcell "que_qsch03",80,284,83,284,cell_walkable,0;
+ setcell "que_qsch03",80,284,83,284,cell_shootable,0;
+ setcell "que_qsch03",44,273,47,273,cell_walkable,0;
+ setcell "que_qsch03",44,273,47,273,cell_shootable,0;
+ setcell "que_qsch03",50,273,53,273,cell_walkable,0;
+ setcell "que_qsch03",50,273,53,273,cell_shootable,0;
+ setcell "que_qsch03",54,266,54,269,cell_walkable,0;
+ setcell "que_qsch03",54,266,54,269,cell_shootable,0;
+ setcell "que_qsch03",66,270,66,271,cell_walkable,0;
+ setcell "que_qsch03",66,270,66,271,cell_shootable,0;
+ setcell "que_qsch03",81,272,81,273,cell_walkable,0;
+ setcell "que_qsch03",81,272,81,273,cell_shootable,0;
+ setcell "que_qsch03",88,276,91,276,cell_walkable,0;
+ setcell "que_qsch03",88,276,91,276,cell_shootable,0;
+ setcell "que_qsch03",94,276,97,276,cell_walkable,0;
+ setcell "que_qsch03",94,276,97,276,cell_shootable,0;
+ setcell "que_qsch03",64,258,67,258,cell_walkable,0;
+ setcell "que_qsch03",64,258,67,258,cell_shootable,0;
+ setcell "que_qsch03",76,260,76,263,cell_walkable,0;
+ setcell "que_qsch03",76,260,76,263,cell_shootable,0;
+ setcell "que_qsch03",87,262,87,265,cell_walkable,0;
+ setcell "que_qsch03",87,262,87,265,cell_shootable,0;
+ setcell "que_qsch03",50,252,53,252,cell_walkable,0;
+ setcell "que_qsch03",50,252,53,252,cell_shootable,0;
+ setcell "que_qsch03",76,252,79,252,cell_walkable,0;
+ setcell "que_qsch03",76,252,79,252,cell_shootable,0;
+ setcell "que_qsch03",99,252,99,255,cell_walkable,0;
+ setcell "que_qsch03",99,252,99,255,cell_shootable,0;
+ setcell "que_qsch03",53,242,53,245,cell_walkable,0;
+ setcell "que_qsch03",53,242,53,245,cell_shootable,0;
+ end;
+
+OnDisable:
+ killmonster "que_qsch03","#miro_rf_sch03::OnMyMobDead";
+ setcell "que_qsch03",57,298,57,301,cell_walkable,1;
+ setcell "que_qsch03",57,298,57,301,cell_shootable,1;
+ setcell "que_qsch03",48,288,48,291,cell_walkable,1;
+ setcell "que_qsch03",48,288,48,291,cell_shootable,1;
+ setcell "que_qsch03",68,290,71,290,cell_walkable,1;
+ setcell "que_qsch03",68,290,71,290,cell_shootable,1;
+ setcell "que_qsch03",72,292,72,295,cell_walkable,1;
+ setcell "que_qsch03",72,292,72,295,cell_shootable,1;
+ setcell "que_qsch03",90,296,93,296,cell_walkable,1;
+ setcell "que_qsch03",90,296,93,296,cell_shootable,1;
+ setcell "que_qsch03",56,282,59,282,cell_walkable,1;
+ setcell "que_qsch03",56,282,59,282,cell_shootable,1;
+ setcell "que_qsch03",66,280,66,283,cell_walkable,1;
+ setcell "que_qsch03",66,280,66,283,cell_shootable,1;
+ setcell "que_qsch03",80,284,83,284,cell_walkable,1;
+ setcell "que_qsch03",80,284,83,284,cell_shootable,1;
+ setcell "que_qsch03",44,273,47,273,cell_walkable,1;
+ setcell "que_qsch03",44,273,47,273,cell_shootable,1;
+ setcell "que_qsch03",50,273,53,273,cell_walkable,1;
+ setcell "que_qsch03",50,273,53,273,cell_shootable,1;
+ setcell "que_qsch03",54,266,54,269,cell_walkable,1;
+ setcell "que_qsch03",54,266,54,269,cell_shootable,1;
+ setcell "que_qsch03",66,270,66,271,cell_walkable,1;
+ setcell "que_qsch03",66,270,66,271,cell_shootable,1;
+ setcell "que_qsch03",81,272,81,273,cell_walkable,1;
+ setcell "que_qsch03",81,272,81,273,cell_shootable,1;
+ setcell "que_qsch03",88,276,91,276,cell_walkable,1;
+ setcell "que_qsch03",88,276,91,276,cell_shootable,1;
+ setcell "que_qsch03",94,276,97,276,cell_walkable,1;
+ setcell "que_qsch03",94,276,97,276,cell_shootable,1;
+ setcell "que_qsch03",64,258,67,258,cell_walkable,1;
+ setcell "que_qsch03",64,258,67,258,cell_shootable,1;
+ setcell "que_qsch03",76,260,76,263,cell_walkable,1;
+ setcell "que_qsch03",76,260,76,263,cell_shootable,1;
+ setcell "que_qsch03",87,262,87,265,cell_walkable,1;
+ setcell "que_qsch03",87,262,87,265,cell_shootable,1;
+ setcell "que_qsch03",50,252,53,252,cell_walkable,1;
+ setcell "que_qsch03",50,252,53,252,cell_shootable,1;
+ setcell "que_qsch03",76,252,79,252,cell_walkable,1;
+ setcell "que_qsch03",76,252,79,252,cell_shootable,1;
+ setcell "que_qsch03",99,252,99,255,cell_walkable,1;
+ setcell "que_qsch03",99,252,99,255,cell_shootable,1;
+ setcell "que_qsch03",53,242,53,245,cell_walkable,1;
+ setcell "que_qsch03",53,242,53,245,cell_shootable,1;
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qsch03,2,3,0 script #miro_yf_sch03 844,{
+
+OnEnable:
+ monster "que_qsch03",44,292," ",1936,1,"#miro_yf_sch03::OnMyMobDead";
+ monster "que_qsch03",46,292," ",1936,1,"#miro_yf_sch03::OnMyMobDead";
+ monster "que_qsch03",67,295," ",1936,1,"#miro_yf_sch03::OnMyMobDead";
+ monster "que_qsch03",67,293," ",1936,1,"#miro_yf_sch03::OnMyMobDead";
+ monster "que_qsch03",94,301," ",1936,1,"#miro_yf_sch03::OnMyMobDead";
+ monster "que_qsch03",94,299," ",1936,1,"#miro_yf_sch03::OnMyMobDead";
+ monster "que_qsch03",79,289," ",1936,1,"#miro_yf_sch03::OnMyMobDead";
+ monster "que_qsch03",79,287," ",1936,1,"#miro_yf_sch03::OnMyMobDead";
+ monster "que_qsch03",56,282," ",1936,1,"#miro_yf_sch03::OnMyMobDead";
+ monster "que_qsch03",58,282," ",1936,1,"#miro_yf_sch03::OnMyMobDead";
+ monster "que_qsch03",71,283," ",1936,1,"#miro_yf_sch03::OnMyMobDead";
+ monster "que_qsch03",71,281," ",1936,1,"#miro_yf_sch03::OnMyMobDead";
+ monster "que_qsch03",100,281," ",1936,1,"#miro_yf_sch03::OnMyMobDead";
+ monster "que_qsch03",102,281," ",1936,1,"#miro_yf_sch03::OnMyMobDead";
+ monster "que_qsch03",44,261," ",1936,1,"#miro_yf_sch03::OnMyMobDead";
+ monster "que_qsch03",46,261," ",1936,1,"#miro_yf_sch03::OnMyMobDead";
+ monster "que_qsch03",50,265," ",1936,1,"#miro_yf_sch03::OnMyMobDead";
+ monster "que_qsch03",52,265," ",1936,1,"#miro_yf_sch03::OnMyMobDead";
+ monster "que_qsch03",56,270," ",1936,1,"#miro_yf_sch03::OnMyMobDead";
+ monster "que_qsch03",58,270," ",1936,1,"#miro_yf_sch03::OnMyMobDead";
+ monster "que_qsch03",72,278," ",1936,1,"#miro_yf_sch03::OnMyMobDead";
+ monster "que_qsch03",73,278," ",1936,1,"#miro_yf_sch03::OnMyMobDead";
+ monster "que_qsch03",82,266," ",1936,1,"#miro_yf_sch03::OnMyMobDead";
+ monster "que_qsch03",84,266," ",1936,1,"#miro_yf_sch03::OnMyMobDead";
+ monster "que_qsch03",88,266," ",1936,1,"#miro_yf_sch03::OnMyMobDead";
+ monster "que_qsch03",90,266," ",1936,1,"#miro_yf_sch03::OnMyMobDead";
+ monster "que_qsch03",94,271," ",1936,1,"#miro_yf_sch03::OnMyMobDead";
+ monster "que_qsch03",96,271," ",1936,1,"#miro_yf_sch03::OnMyMobDead";
+ monster "que_qsch03",60,257," ",1936,1,"#miro_yf_sch03::OnMyMobDead";
+ monster "que_qsch03",60,255," ",1936,1,"#miro_yf_sch03::OnMyMobDead";
+ monster "que_qsch03",73,263," ",1936,1,"#miro_yf_sch03::OnMyMobDead";
+ monster "que_qsch03",73,261," ",1936,1,"#miro_yf_sch03::OnMyMobDead";
+ monster "que_qsch03",75,257," ",1936,1,"#miro_yf_sch03::OnMyMobDead";
+ monster "que_qsch03",75,255," ",1936,1,"#miro_yf_sch03::OnMyMobDead";
+ monster "que_qsch03",87,257," ",1936,1,"#miro_yf_sch03::OnMyMobDead";
+ monster "que_qsch03",87,255," ",1936,1,"#miro_yf_sch03::OnMyMobDead";
+ monster "que_qsch03",58,251," ",1936,1,"#miro_yf_sch03::OnMyMobDead";
+ monster "que_qsch03",58,249," ",1936,1,"#miro_yf_sch03::OnMyMobDead";
+ monster "que_qsch03",80,251," ",1936,1,"#miro_yf_sch03::OnMyMobDead";
+ monster "que_qsch03",80,249," ",1936,1,"#miro_yf_sch03::OnMyMobDead";
+ monster "que_qsch03",53,245," ",1936,1,"#miro_yf_sch03::OnMyMobDead";
+ monster "que_qsch03",53,243," ",1936,1,"#miro_yf_sch03::OnMyMobDead";
+ monster "que_qsch03",75,245," ",1936,1,"#miro_yf_sch03::OnMyMobDead";
+ monster "que_qsch03",75,243," ",1936,1,"#miro_yf_sch03::OnMyMobDead";
+ monster "que_qsch03",100,251," ",1936,1,"#miro_yf_sch03::OnMyMobDead";
+ monster "que_qsch03",102,251," ",1936,1,"#miro_yf_sch03::OnMyMobDead";
+ monster "que_qsch03",100,256," ",1936,1,"#miro_yf_sch03::OnMyMobDead";
+ monster "que_qsch03",102,256," ",1936,1,"#miro_yf_sch03::OnMyMobDead";
+ setcell "que_qsch03",44,292,47,292,cell_walkable,0;
+ setcell "que_qsch03",44,292,47,292,cell_shootable,0;
+ setcell "que_qsch03",67,292,67,295,cell_walkable,0;
+ setcell "que_qsch03",67,292,67,295,cell_shootable,0;
+ setcell "que_qsch03",94,298,94,301,cell_walkable,0;
+ setcell "que_qsch03",94,298,94,301,cell_shootable,0;
+ setcell "que_qsch03",79,286,79,289,cell_walkable,0;
+ setcell "que_qsch03",79,286,79,289,cell_shootable,0;
+ setcell "que_qsch03",56,282,59,282,cell_walkable,0;
+ setcell "que_qsch03",56,282,59,282,cell_shootable,0;
+ setcell "que_qsch03",71,280,71,283,cell_walkable,0;
+ setcell "que_qsch03",71,280,71,283,cell_shootable,0;
+ setcell "que_qsch03",100,281,103,281,cell_walkable,0;
+ setcell "que_qsch03",100,281,103,281,cell_shootable,0;
+ setcell "que_qsch03",44,261,47,261,cell_walkable,0;
+ setcell "que_qsch03",44,261,47,261,cell_shootable,0;
+ setcell "que_qsch03",50,265,53,265,cell_walkable,0;
+ setcell "que_qsch03",50,265,53,265,cell_shootable,0;
+ setcell "que_qsch03",56,270,59,270,cell_walkable,0;
+ setcell "que_qsch03",56,270,59,270,cell_shootable,0;
+ setcell "que_qsch03",72,278,73,278,cell_walkable,0;
+ setcell "que_qsch03",72,278,73,278,cell_shootable,0;
+ setcell "que_qsch03",82,266,85,266,cell_walkable,0;
+ setcell "que_qsch03",82,266,85,266,cell_shootable,0;
+ setcell "que_qsch03",88,266,91,266,cell_walkable,0;
+ setcell "que_qsch03",88,266,91,266,cell_shootable,0;
+ setcell "que_qsch03",94,271,97,271,cell_walkable,0;
+ setcell "que_qsch03",94,271,97,271,cell_shootable,0;
+ setcell "que_qsch03",60,254,60,257,cell_walkable,0;
+ setcell "que_qsch03",60,254,60,257,cell_shootable,0;
+ setcell "que_qsch03",73,260,73,263,cell_walkable,0;
+ setcell "que_qsch03",73,260,73,263,cell_shootable,0;
+ setcell "que_qsch03",75,254,75,257,cell_walkable,0;
+ setcell "que_qsch03",75,254,75,257,cell_shootable,0;
+ setcell "que_qsch03",87,254,87,257,cell_walkable,0;
+ setcell "que_qsch03",87,254,87,257,cell_shootable,0;
+ setcell "que_qsch03",58,248,58,251,cell_walkable,0;
+ setcell "que_qsch03",58,248,58,251,cell_shootable,0;
+ setcell "que_qsch03",80,248,80,251,cell_walkable,0;
+ setcell "que_qsch03",80,248,80,251,cell_shootable,0;
+ setcell "que_qsch03",53,242,53,245,cell_walkable,0;
+ setcell "que_qsch03",53,242,53,245,cell_shootable,0;
+ setcell "que_qsch03",75,242,75,245,cell_walkable,0;
+ setcell "que_qsch03",75,242,75,245,cell_shootable,0;
+ setcell "que_qsch03",100,251,103,251,cell_walkable,0;
+ setcell "que_qsch03",100,251,103,251,cell_shootable,0;
+ setcell "que_qsch03",100,256,103,256,cell_walkable,0;
+ setcell "que_qsch03",100,256,103,256,cell_shootable,0;
+ end;
+
+OnDisable:
+ killmonster "que_qsch03","#miro_yf_sch03::OnMyMobDead";
+ setcell "que_qsch03",44,292,47,292,cell_walkable,1;
+ setcell "que_qsch03",44,292,47,292,cell_shootable,1;
+ setcell "que_qsch03",67,292,67,295,cell_walkable,1;
+ setcell "que_qsch03",67,292,67,295,cell_shootable,1;
+ setcell "que_qsch03",94,298,94,301,cell_walkable,1;
+ setcell "que_qsch03",94,298,94,301,cell_shootable,1;
+ setcell "que_qsch03",79,286,79,289,cell_walkable,1;
+ setcell "que_qsch03",79,286,79,289,cell_shootable,1;
+ setcell "que_qsch03",56,282,59,282,cell_walkable,1;
+ setcell "que_qsch03",56,282,59,282,cell_shootable,1;
+ setcell "que_qsch03",71,280,71,283,cell_walkable,1;
+ setcell "que_qsch03",71,280,71,283,cell_shootable,1;
+ setcell "que_qsch03",100,281,103,281,cell_walkable,1;
+ setcell "que_qsch03",100,281,103,281,cell_shootable,1;
+ setcell "que_qsch03",44,261,47,261,cell_walkable,1;
+ setcell "que_qsch03",44,261,47,261,cell_shootable,1;
+ setcell "que_qsch03",50,265,53,265,cell_walkable,1;
+ setcell "que_qsch03",50,265,53,265,cell_shootable,1;
+ setcell "que_qsch03",56,270,59,270,cell_walkable,1;
+ setcell "que_qsch03",56,270,59,270,cell_shootable,1;
+ setcell "que_qsch03",72,278,73,278,cell_walkable,1;
+ setcell "que_qsch03",72,278,73,278,cell_shootable,1;
+ setcell "que_qsch03",82,266,85,266,cell_walkable,1;
+ setcell "que_qsch03",82,266,85,266,cell_shootable,1;
+ setcell "que_qsch03",88,266,91,266,cell_walkable,1;
+ setcell "que_qsch03",88,266,91,266,cell_shootable,1;
+ setcell "que_qsch03",94,271,97,271,cell_walkable,1;
+ setcell "que_qsch03",94,271,97,271,cell_shootable,1;
+ setcell "que_qsch03",60,254,60,257,cell_walkable,1;
+ setcell "que_qsch03",60,254,60,257,cell_shootable,1;
+ setcell "que_qsch03",73,260,73,263,cell_walkable,1;
+ setcell "que_qsch03",73,260,73,263,cell_shootable,1;
+ setcell "que_qsch03",75,254,75,257,cell_walkable,1;
+ setcell "que_qsch03",75,254,75,257,cell_shootable,1;
+ setcell "que_qsch03",87,254,87,257,cell_walkable,1;
+ setcell "que_qsch03",87,254,87,257,cell_shootable,1;
+ setcell "que_qsch03",58,248,58,251,cell_walkable,1;
+ setcell "que_qsch03",58,248,58,251,cell_shootable,1;
+ setcell "que_qsch03",80,248,80,251,cell_walkable,1;
+ setcell "que_qsch03",80,248,80,251,cell_shootable,1;
+ setcell "que_qsch03",53,242,53,245,cell_walkable,1;
+ setcell "que_qsch03",53,242,53,245,cell_shootable,1;
+ setcell "que_qsch03",75,242,75,245,cell_walkable,1;
+ setcell "que_qsch03",75,242,75,245,cell_shootable,1;
+ setcell "que_qsch03",100,251,103,251,cell_walkable,1;
+ setcell "que_qsch03",100,251,103,251,cell_shootable,1;
+ setcell "que_qsch03",100,256,103,256,cell_walkable,1;
+ setcell "que_qsch03",100,256,103,256,cell_shootable,1;
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qsch03,132,172,0 script windpath01_sch03 45,1,1,{
+OnTouch:
+ if (countitem(7839) > 0) {
+ mes "The Warp Gate responds to the Crystal Key.";
+ delitem 7839,1; //Crystal_Key
+ close2;
+ warp "que_qsch03",114,158;
+ end;
+ }
+ else {
+ mes "You need the Crystal Key to activate the Warp Gate.";
+ close;
+ }
+}
+
+que_qsch03,113,165,0 warp windpath02_sch03 1,1,que_qsch03,139,172
+
+
+que_qsch03,131,136,3 script Piamette#sch03 1930,{
+OnInit:
+ enablenpc "Piamette#sch03";
+ end;
+}
+
+que_qsch03,114,158,0 script #event_start01_sch03 -1,1,1,{
+
+OnInit:
+ disablenpc "#event_start01_sch03";
+ end;
+
+OnEnable:
+ enablenpc "#event_start01_sch03";
+ end;
+
+OnDisable:
+ disablenpc "#event_start01_sch03";
+ stopnpctimer;
+ end;
+
+OnTouch:
+ initnpctimer;
+ disablenpc "#event_start01_sch03";
+ end;
+
+OnTimer2000:
+ mapannounce "que_qsch03","Piamette mumblings : ..There were six birds, Teo. But one is....",bc_map,"0xdb7093";
+ end;
+
+OnTimer6000:
+ mapannounce "que_qsch03","Piamette mumblings : ...Shh.. Teo. The birds have returned..Are they birds that ran away before...? Or breakers who disguises themselves as good adventurers?",bc_map,"0xdb7093";
+ end;
+
+OnTimer10000:
+ mapannounce "que_qsch03","Piamette mumblings : Ha! They are caged in.",bc_map,"0xdb7093";
+ end;
+
+OnTimer14000:
+ mapannounce "que_qsch03","Piamette : Teo, Catch the birds! Put the cage away from here!",bc_map,"0x00ff00";
+ donpcevent "#gdtimer01_sch03::OnEnable";
+ stopnpctimer;
+ end;
+}
+
+que_qsch03,2,2,0 script #gdtimer01_sch03 844,{
+
+OnEnable:
+ initnpctimer;
+ end;
+
+Onstop:
+ donpcevent "#getspell01_sch03::OnDisable";
+ donpcevent "#getspell02_sch03::OnDisable";
+ donpcevent "#getspell03_sch03::OnDisable";
+ donpcevent "#getspell04_sch03::OnDisable";
+ donpcevent "#getspell05_sch03::OnDisable";
+ donpcevent "#getspell06_sch03::OnDisable";
+ donpcevent "#getspell07_sch03::OnDisable";
+ donpcevent "#getspell08_sch03::OnDisable";
+ stopnpctimer;
+ end;
+
+OnTimer1000:
+ donpcevent "#getspell08_sch03::OnDisable";
+ donpcevent "#getspell01_sch03::OnEnable";
+ end;
+
+OnTimer10000:
+ donpcevent "#getspell01_sch03::OnDisable";
+ donpcevent "#getspell02_sch03::OnEnable";
+ end;
+
+OnTimer20000:
+ donpcevent "#getspell02_sch03::OnDisable";
+ donpcevent "#getspell03_sch03::OnEnable";
+ end;
+
+OnTimer30000:
+ donpcevent "#getspell03_sch03::OnDisable";
+ donpcevent "#getspell04_sch03::OnEnable";
+ end;
+
+OnTimer40000:
+ donpcevent "#getspell04_sch03::OnDisable";
+ donpcevent "#getspell05_sch03::OnEnable";
+ end;
+
+OnTimer50000:
+ donpcevent "#getspell05_sch03::OnDisable";
+ donpcevent "#getspell06_sch03::OnEnable";
+ end;
+
+OnTimer60000:
+ donpcevent "#getspell06_sch03::OnDisable";
+ donpcevent "#getspell07_sch03::OnEnable";
+ end;
+
+OnTimer70000:
+ donpcevent "#getspell07_sch03::OnDisable";
+ donpcevent "#getspell08_sch03::OnEnable";
+ end;
+
+OnTimer75000:
+ if ($gqse_sch03_gd < 6) {
+ mapannounce "que_qsch03","Piamette : Silly birds! Silly Teo! Why can't you put away the cage at once?!",bc_map,"0x00ff00";
+ enablenpc "#sch03_cage01";
+ enablenpc "#sch03_cage02";
+ enablenpc "#sch03_cage03";
+ enablenpc "#sch03_cage04";
+ enablenpc "#sch03_cage05";
+ enablenpc "#sch03_cage06";
+ set $gqse_sch03_gd,0;
+ }
+ end;
+
+OnTimer76000:
+ disablenpc "#sch03_cage01";
+ disablenpc "#sch03_cage02";
+ disablenpc "#sch03_cage03";
+ disablenpc "#sch03_cage04";
+ disablenpc "#sch03_cage05";
+ disablenpc "#sch03_cage06";
+ end;
+
+OnTimer80000:
+ donpcevent "#gdtimer01_sch03::OnEnable";
+ end;
+}
+
+que_qsch03,2,3,0 script #gdtimer02_sch03 844,{
+
+OnEnable:
+ initnpctimer;
+ end;
+
+Onstop:
+ stopnpctimer;
+ killmonster "que_qsch03","#gdtimer02_sch03::OnMyMobDead";
+ end;
+
+OnTimer4000:
+ mapannounce "que_qsch03","Piamette : All of them are caught!",bc_map,"0xdb7093";
+ end;
+
+OnTimer8000:
+ mapannounce "que_qsch03","Piamette : Let's call out the keeper of the key not to let the birds go far away.",bc_map,"0xdb7093";
+ end;
+
+OnTimer12000:
+ mapannounce "que_qsch03","Piamette : The keeper of the key is protecting my cage.",bc_map,"0xdb7093";
+ monster "que_qsch03",108,151,"Key Stone",1905,1,"#gdtimer02_sch03::OnMyMobDead";
+ monster "que_qsch03",109,135,"Key Stone",1905,1,"#gdtimer02_sch03::OnMyMobDead";
+ monster "que_qsch03",115,116,"Key Stone",1905,1,"#gdtimer02_sch03::OnMyMobDead";
+ monster "que_qsch03",158,106,"Key Stone",1905,1,"#gdtimer02_sch03::OnMyMobDead";
+ monster "que_qsch03",163,133,"Key Stone",1905,1,"#gdtimer02_sch03::OnMyMobDead";
+ monster "que_qsch03",150,154,"Key Stone",1905,1,"#gdtimer02_sch03::OnMyMobDead";
+ end;
+
+OnTimer112000:
+ mapannounce "que_qsch03","Piamette : Whooping fun times are back! Now, Go! I'll get back to!!",bc_map,"0xdb7093";
+ killmonster "que_qsch03","#gdtimer02_sch03::OnMyMobDead";
+ enablenpc "#sch03_cage01";
+ enablenpc "#sch03_cage02";
+ enablenpc "#sch03_cage03";
+ enablenpc "#sch03_cage04";
+ enablenpc "#sch03_cage05";
+ enablenpc "#sch03_cage06";
+ set $gqse_sch03_gd,0;
+ end;
+
+OnTimer113000:
+ disablenpc "#sch03_cage01";
+ disablenpc "#sch03_cage02";
+ disablenpc "#sch03_cage03";
+ disablenpc "#sch03_cage04";
+ disablenpc "#sch03_cage05";
+ disablenpc "#sch03_cage06";
+ donpcevent "#gdtimer01_sch03::OnEnable";
+ stopnpctimer;
+ end;
+
+Onreset:
+ killmonster "que_qsch03","#gdtimer02_sch03::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ if (mobcount("que_qsch03","#gdtimer02_sch03::OnMyMobDead") == 0) {
+ enablenpc "#sch03_cage01";
+ enablenpc "#sch03_cage02";
+ enablenpc "#sch03_cage03";
+ enablenpc "#sch03_cage04";
+ enablenpc "#sch03_cage05";
+ enablenpc "#sch03_cage06";
+ donpcevent "#piamette_sch03::OnEnable";
+ stopnpctimer;
+ }
+ end;
+}
+
+que_qsch03,1,4,0 script #piamette_sch03 844,{
+OnEnable:
+ initnpctimer;
+ end;
+
+Onreset:
+ killmonster "que_qsch03","#piamette_sch03::OnMyMobDead";
+ stopnpctimer;
+ end;
+
+OnTimer1000:
+ mapannounce "que_qsch03","Piamette : All the keeper of keys are dead now? Who freed my birds? Teo, who did it?",bc_map,"0xdb7093";
+ end;
+
+OnTimer5000:
+ mapannounce "que_qsch03","Piamette : I'm pissed off now!",bc_map,"0xdb7093";
+ disablenpc "Piamette#sch03";
+ monster "que_qsch03",131,135,"Angry Piamette",1930,1,"#piamette_sch03::OnMyMobDead";
+ stopnpctimer;
+ end;
+
+OnMyMobDead:
+ mapannounce "que_qsch03","Piamette has been released, so the warp gate toward the South is working now.",bc_map,"0x00ff00";
+ enablenpc "windpath03_sch03";
+ enablenpc "windpath04_sch03";
+ donpcevent "#nm_switch_sch03::OnEnable";
+ end;
+}
+
+que_qsch03,113,135,0 script #getspell01_sch03 -1,1,1,{
+OnInit:
+ disablenpc "#getspell01_sch03";
+ end;
+
+OnEnable:
+ enablenpc "#getspell01_sch03";
+ specialeffect EF_LOCKON;
+ end;
+
+OnDisable:
+ disablenpc "#getspell01_sch03";
+ end;
+
+OnTouch:
+ sc_start2 SC_Stone,300000,0,10000;
+ if ($gqse_sch03_gd == 0) {
+ warp "que_qsch03",103,153;
+ disablenpc "#getspell01_sch03";
+ set $gqse_sch03_gd,1;
+ mapannounce "que_qsch03","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch03_gd == 1) {
+ warp "que_qsch03",102,135;
+ disablenpc "#getspell01_sch03";
+ set $gqse_sch03_gd,2;
+ mapannounce "que_qsch03","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch03_gd == 2) {
+ warp "que_qsch03",113,111;
+ disablenpc "#getspell01_sch03";
+ set $gqse_sch03_gd,3;
+ mapannounce "que_qsch03","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch03_gd == 3) {
+ warp "que_qsch03",161,105;
+ disablenpc "#getspell01_sch03";
+ set $gqse_sch03_gd,4;
+ mapannounce "que_qsch03","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch03_gd == 4) {
+ warp "que_qsch03",168,135;
+ disablenpc "#getspell01_sch03";
+ set $gqse_sch03_gd,5;
+ mapannounce "que_qsch03","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch03_gd == 5) {
+ warp "que_qsch03",150,159;
+ disablenpc "#getspell01_sch03";
+ set $gqse_sch03_gd,6;
+ mapannounce "que_qsch03","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
+ donpcevent "#gdtimer02_sch03::OnEnable";
+ donpcevent "#gdtimer01_sch03::Onstop";
+ }
+ end;
+}
+
+que_qsch03,146,150,0 script #getspell02_sch03 -1,1,1,{
+OnInit:
+ disablenpc "#getspell02_sch03";
+ end;
+
+OnEnable:
+ enablenpc "#getspell02_sch03";
+ specialeffect EF_LOCKON;
+ end;
+
+OnDisable:
+ disablenpc "#getspell02_sch03";
+ end;
+
+OnTouch:
+ sc_start2 SC_Stone,300000,0,10000;
+ if ($gqse_sch03_gd == 0) {
+ warp "que_qsch03",103,153;
+ disablenpc "#getspell01_sch03";
+ set $gqse_sch03_gd,1;
+ mapannounce "que_qsch03","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch03_gd == 1) {
+ warp "que_qsch03",102,135;
+ disablenpc "#getspell01_sch03";
+ set $gqse_sch03_gd,2;
+ mapannounce "que_qsch03","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch03_gd == 2) {
+ warp "que_qsch03",113,111;
+ disablenpc "#getspell01_sch03";
+ set $gqse_sch03_gd,3;
+ mapannounce "que_qsch03","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch03_gd == 3) {
+ warp "que_qsch03",161,105;
+ disablenpc "#getspell01_sch03";
+ set $gqse_sch03_gd,4;
+ mapannounce "que_qsch03","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch03_gd == 4) {
+ warp "que_qsch03",168,135;
+ disablenpc "#getspell01_sch03";
+ set $gqse_sch03_gd,5;
+ mapannounce "que_qsch03","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch03_gd == 5) {
+ warp "que_qsch03",150,159;
+ disablenpc "#getspell01_sch03";
+ set $gqse_sch03_gd,6;
+ mapannounce "que_qsch03","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
+ donpcevent "#gdtimer02_sch03::OnEnable";
+ donpcevent "#gdtimer01_sch03::Onstop";
+ }
+ end;
+}
+
+que_qsch03,131,117,0 script #getspell03_sch03 -1,1,1,{
+OnInit:
+ disablenpc "#getspell03_sch03";
+ end;
+
+OnEnable:
+ enablenpc "#getspell03_sch03";
+ specialeffect EF_LOCKON;
+ end;
+
+OnDisable:
+ disablenpc "#getspell03_sch03";
+ end;
+
+OnTouch:
+ sc_start2 SC_Stone,300000,0,10000;
+ if ($gqse_sch03_gd == 0) {
+ warp "que_qsch03",103,153;
+ disablenpc "#getspell01_sch03";
+ set $gqse_sch03_gd,1;
+ mapannounce "que_qsch03","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch03_gd == 1) {
+ warp "que_qsch03",102,135;
+ disablenpc "#getspell01_sch03";
+ set $gqse_sch03_gd,2;
+ mapannounce "que_qsch03","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch03_gd == 2) {
+ warp "que_qsch03",113,111;
+ disablenpc "#getspell01_sch03";
+ set $gqse_sch03_gd,3;
+ mapannounce "que_qsch03","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch03_gd == 3) {
+ warp "que_qsch03",161,105;
+ disablenpc "#getspell01_sch03";
+ set $gqse_sch03_gd,4;
+ mapannounce "que_qsch03","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch03_gd == 4) {
+ warp "que_qsch03",168,135;
+ disablenpc "#getspell01_sch03";
+ set $gqse_sch03_gd,5;
+ mapannounce "que_qsch03","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch03_gd == 5) {
+ warp "que_qsch03",150,159;
+ disablenpc "#getspell01_sch03";
+ set $gqse_sch03_gd,6;
+ mapannounce "que_qsch03","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
+ donpcevent "#gdtimer02_sch03::OnEnable";
+ donpcevent "#gdtimer01_sch03::Onstop";
+ }
+ end;
+}
+
+que_qsch03,117,150,0 script #getspell04_sch03 -1,1,1,{
+OnInit:
+ disablenpc "#getspell04_sch03";
+ end;
+
+OnEnable:
+ enablenpc "#getspell04_sch03";
+ specialeffect EF_LOCKON;
+ end;
+
+OnDisable:
+ disablenpc "#getspell04_sch03";
+ end;
+
+OnTouch:
+ sc_start2 SC_Stone,300000,0,10000;
+ if ($gqse_sch03_gd == 0) {
+ warp "que_qsch03",103,153;
+ disablenpc "#getspell01_sch03";
+ set $gqse_sch03_gd,1;
+ mapannounce "que_qsch03","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch03_gd == 1) {
+ warp "que_qsch03",102,135;
+ disablenpc "#getspell01_sch03";
+ set $gqse_sch03_gd,2;
+ mapannounce "que_qsch03","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch03_gd == 2) {
+ warp "que_qsch03",113,111;
+ disablenpc "#getspell01_sch03";
+ set $gqse_sch03_gd,3;
+ mapannounce "que_qsch03","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch03_gd == 3) {
+ warp "que_qsch03",161,105;
+ disablenpc "#getspell01_sch03";
+ set $gqse_sch03_gd,4;
+ mapannounce "que_qsch03","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch03_gd == 4) {
+ warp "que_qsch03",168,135;
+ disablenpc "#getspell01_sch03";
+ set $gqse_sch03_gd,5;
+ mapannounce "que_qsch03","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch03_gd == 5) {
+ warp "que_qsch03",150,159;
+ disablenpc "#getspell01_sch03";
+ set $gqse_sch03_gd,6;
+ mapannounce "que_qsch03","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
+ donpcevent "#gdtimer02_sch03::OnEnable";
+ donpcevent "#gdtimer01_sch03::Onstop";
+ }
+ end;
+}
+
+que_qsch03,150,135,0 script #getspell05_sch03 -1,1,1,{
+OnInit:
+ disablenpc "#getspell05_sch03";
+ end;
+
+OnEnable:
+ enablenpc "#getspell05_sch03";
+ specialeffect EF_LOCKON;
+ end;
+
+OnDisable:
+ disablenpc "#getspell05_sch03";
+ end;
+
+OnTouch:
+ sc_start2 SC_Stone,300000,0,10000;
+ if ($gqse_sch03_gd == 0) {
+ warp "que_qsch03",103,153;
+ disablenpc "#getspell01_sch03";
+ set $gqse_sch03_gd,1;
+ mapannounce "que_qsch03","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch03_gd == 1) {
+ warp "que_qsch03",102,135;
+ disablenpc "#getspell01_sch03";
+ set $gqse_sch03_gd,2;
+ mapannounce "que_qsch03","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch03_gd == 2) {
+ warp "que_qsch03",113,111;
+ disablenpc "#getspell01_sch03";
+ set $gqse_sch03_gd,3;
+ mapannounce "que_qsch03","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch03_gd == 3) {
+ warp "que_qsch03",161,105;
+ disablenpc "#getspell01_sch03";
+ set $gqse_sch03_gd,4;
+ mapannounce "que_qsch03","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch03_gd == 4) {
+ warp "que_qsch03",168,135;
+ disablenpc "#getspell01_sch03";
+ set $gqse_sch03_gd,5;
+ mapannounce "que_qsch03","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch03_gd == 5) {
+ warp "que_qsch03",150,159;
+ disablenpc "#getspell01_sch03";
+ set $gqse_sch03_gd,6;
+ mapannounce "que_qsch03","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
+ donpcevent "#gdtimer02_sch03::OnEnable";
+ donpcevent "#gdtimer01_sch03::Onstop";
+ }
+ end;
+}
+
+que_qsch03,117,121,0 script #getspell06_sch03 -1,1,1,{
+OnInit:
+ disablenpc "#getspell06_sch03";
+ end;
+
+OnEnable:
+ enablenpc "#getspell06_sch03";
+ specialeffect EF_LOCKON;
+ end;
+
+OnDisable:
+ disablenpc "#getspell06_sch03";
+ end;
+
+OnTouch:
+ sc_start2 SC_Stone,300000,0,10000;
+ if ($gqse_sch03_gd == 0) {
+ warp "que_qsch03",103,153;
+ disablenpc "#getspell01_sch03";
+ set $gqse_sch03_gd,1;
+ mapannounce "que_qsch03","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch03_gd == 1) {
+ warp "que_qsch03",102,135;
+ disablenpc "#getspell01_sch03";
+ set $gqse_sch03_gd,2;
+ mapannounce "que_qsch03","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch03_gd == 2) {
+ warp "que_qsch03",113,111;
+ disablenpc "#getspell01_sch03";
+ set $gqse_sch03_gd,3;
+ mapannounce "que_qsch03","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch03_gd == 3) {
+ warp "que_qsch03",161,105;
+ disablenpc "#getspell01_sch03";
+ set $gqse_sch03_gd,4;
+ mapannounce "que_qsch03","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch03_gd == 4) {
+ warp "que_qsch03",168,135;
+ disablenpc "#getspell01_sch03";
+ set $gqse_sch03_gd,5;
+ mapannounce "que_qsch03","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch03_gd == 5) {
+ warp "que_qsch03",150,159;
+ disablenpc "#getspell01_sch03";
+ set $gqse_sch03_gd,6;
+ mapannounce "que_qsch03","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
+ donpcevent "#gdtimer02_sch03::OnEnable";
+ donpcevent "#gdtimer01_sch03::Onstop";
+ }
+ end;
+}
+
+que_qsch03,131,154,0 script #getspell07_sch03 -1,1,1,{
+OnInit:
+ disablenpc "#getspell07_sch03";
+ end;
+
+OnEnable:
+ enablenpc "#getspell07_sch03";
+ specialeffect EF_LOCKON;
+ end;
+
+OnDisable:
+ disablenpc "#getspell07_sch03";
+ end;
+
+OnTouch:
+ sc_start2 SC_Stone,300000,0,10000;
+ if ($gqse_sch03_gd == 0) {
+ warp "que_qsch03",103,153;
+ disablenpc "#getspell01_sch03";
+ set $gqse_sch03_gd,1;
+ mapannounce "que_qsch03","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch03_gd == 1) {
+ warp "que_qsch03",102,135;
+ disablenpc "#getspell01_sch03";
+ set $gqse_sch03_gd,2;
+ mapannounce "que_qsch03","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch03_gd == 2) {
+ warp "que_qsch03",113,111;
+ disablenpc "#getspell01_sch03";
+ set $gqse_sch03_gd,3;
+ mapannounce "que_qsch03","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch03_gd == 3) {
+ warp "que_qsch03",161,105;
+ disablenpc "#getspell01_sch03";
+ set $gqse_sch03_gd,4;
+ mapannounce "que_qsch03","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch03_gd == 4) {
+ warp "que_qsch03",168,135;
+ disablenpc "#getspell01_sch03";
+ set $gqse_sch03_gd,5;
+ mapannounce "que_qsch03","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch03_gd == 5) {
+ warp "que_qsch03",150,159;
+ disablenpc "#getspell01_sch03";
+ set $gqse_sch03_gd,6;
+ mapannounce "que_qsch03","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
+ donpcevent "#gdtimer02_sch03::OnEnable";
+ donpcevent "#gdtimer01_sch03::Onstop";
+ }
+ end;
+}
+
+que_qsch03,146,121,0 script #getspell08_sch03 -1,1,1,{
+OnInit:
+ disablenpc "#getspell08_sch03";
+ end;
+
+OnEnable:
+ enablenpc "#getspell08_sch03";
+ specialeffect EF_LOCKON;
+ end;
+
+OnDisable:
+ disablenpc "#getspell08_sch03";
+ end;
+
+OnTouch:
+ sc_start2 SC_Stone,300000,0,10000;
+ if ($gqse_sch03_gd == 0) {
+ warp "que_qsch03",103,153;
+ disablenpc "#getspell01_sch03";
+ set $gqse_sch03_gd,1;
+ mapannounce "que_qsch03","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch03_gd == 1) {
+ warp "que_qsch03",102,135;
+ disablenpc "#getspell01_sch03";
+ set $gqse_sch03_gd,2;
+ mapannounce "que_qsch03","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch03_gd == 2) {
+ warp "que_qsch03",113,111;
+ disablenpc "#getspell01_sch03";
+ set $gqse_sch03_gd,3;
+ mapannounce "que_qsch03","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch03_gd == 3) {
+ warp "que_qsch03",161,105;
+ disablenpc "#getspell01_sch03";
+ set $gqse_sch03_gd,4;
+ mapannounce "que_qsch03","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch03_gd == 4) {
+ warp "que_qsch03",168,135;
+ disablenpc "#getspell01_sch03";
+ set $gqse_sch03_gd,5;
+ mapannounce "que_qsch03","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch03_gd == 5) {
+ warp "que_qsch03",150,159;
+ disablenpc "#getspell01_sch03";
+ set $gqse_sch03_gd,6;
+ mapannounce "que_qsch03","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
+ donpcevent "#gdtimer02_sch03::OnEnable";
+ donpcevent "#gdtimer01_sch03::Onstop";
+ }
+ end;
+}
+
+que_qsch03,103,153,0 script #sch03_cage01 -1,1,1,{
+OnInit:
+ disablenpc "#sch03_cage01";
+ end;
+
+OnTouch:
+ sc_end SC_Stone;
+ warp "que_qsch03",108,151;
+ disablenpc "#sch03_cage01";
+ end;
+}
+
+que_qsch03,102,135,0 script #sch03_cage02 -1,1,1,{
+OnInit:
+ disablenpc "#sch03_cage02";
+ end;
+
+OnTouch:
+ sc_end SC_Stone;
+ warp "que_qsch03",107,135;
+ disablenpc "#sch03_cage02";
+ end;
+}
+
+que_qsch03,113,111,0 script #sch03_cage03 -1,1,1,{
+OnInit:
+ disablenpc "#sch03_cage03";
+ end;
+
+OnTouch:
+ sc_end SC_Stone;
+ warp "que_qsch03",113,114;
+ disablenpc "#sch03_cage03";
+ end;
+}
+
+que_qsch03,161,105,0 script #sch03_cage04 -1,1,1,{
+OnInit:
+ disablenpc "#sch03_cage04";
+ end;
+
+OnTouch:
+ sc_end SC_Stone;
+ warp "que_qsch03",158,106;
+ disablenpc "#sch03_cage04";
+ end;
+}
+
+que_qsch03,168,135,0 script #sch03_cage05 -1,1,1,{
+OnInit:
+ disablenpc "#sch03_cage05";
+ end;
+
+OnTouch:
+ sc_end SC_Stone;
+ warp "que_qsch03",163,133;
+ disablenpc "#sch03_cage05";
+ end;
+}
+
+que_qsch03,150,159,0 script #sch03_cage06 -1,1,1,{
+OnInit:
+ disablenpc "#sch03_cage06";
+ end;
+
+OnTouch:
+ sc_end SC_Stone;
+ warp "que_qsch03",150,154;
+ disablenpc "#sch03_cage06";
+ end;
+}
+
+que_qsch03,1,8,0 script #gd_sch03_mobctrl 844,{
+OnEnable:
+ monster "que_qsch03",107,152,"Ball of Piamette",1738,1,"#gd_sch03_mobctrl::OnMyMobDead";
+ monster "que_qsch03",109,135,"Ball of Piamette",1738,1,"#gd_sch03_mobctrl::OnMyMobDead";
+ monster "que_qsch03",113,116,"Ball of Piamette",1738,1,"#gd_sch03_mobctrl::OnMyMobDead";
+ monster "que_qsch03",157,107,"Ball of Piamette",1738,1,"#gd_sch03_mobctrl::OnMyMobDead";
+ monster "que_qsch03",163,133,"Ball of Piamette",1738,1,"#gd_sch03_mobctrl::OnMyMobDead";
+ monster "que_qsch03",149,156,"Ball of Piamette",1738,1,"#gd_sch03_mobctrl::OnMyMobDead";
+ monster "que_qsch03",130,139,"Alice",1275,1,"#gd_sch03_mobctrl::OnMyMobDead";
+ monster "que_qsch03",135,137,"Alice",1275,1,"#gd_sch03_mobctrl::OnMyMobDead";
+ monster "que_qsch03",130,132,"Alice",1275,1,"#gd_sch03_mobctrl::OnMyMobDead";
+ monster "que_qsch03",128,137,"Alice",1275,1,"#gd_sch03_mobctrl::OnMyMobDead";
+ monster "que_qsch03",109,145,"Alice",1275,1,"#gd_sch03_mobctrl::OnMyMobDead";
+ monster "que_qsch03",109,130,"Alice",1275,1,"#gd_sch03_mobctrl::OnMyMobDead";
+ monster "que_qsch03",128,114,"Alice",1275,1,"#gd_sch03_mobctrl::OnMyMobDead";
+ monster "que_qsch03",147,114,"Alice",1275,1,"#gd_sch03_mobctrl::OnMyMobDead";
+ monster "que_qsch03",154,128,"Alice",1275,1,"#gd_sch03_mobctrl::OnMyMobDead";
+ monster "que_qsch03",151,145,"Alice",1275,1,"#gd_sch03_mobctrl::OnMyMobDead";
+ monster "que_qsch03",130,151,"Alice",1275,1,"#gd_sch03_mobctrl::OnMyMobDead";
+ monster "que_qsch03",131,139,"Ball of Piamette",1738,1,"#gd_sch03_mobctrl::OnMyMobDead";
+ monster "que_qsch03",135,136,"Ball of Piamette",1738,1,"#gd_sch03_mobctrl::OnMyMobDead";
+ monster "que_qsch03",131,132,"Ball of Piamette",1738,1,"#gd_sch03_mobctrl::OnMyMobDead";
+ monster "que_qsch03",128,136,"Ball of Piamette",1738,1,"#gd_sch03_mobctrl::OnMyMobDead";
+ monster "que_qsch03",110,145,"Ball of Piamette",1738,1,"#gd_sch03_mobctrl::OnMyMobDead";
+ monster "que_qsch03",129,114,"Ball of Piamette",1738,1,"#gd_sch03_mobctrl::OnMyMobDead";
+ monster "que_qsch03",148,114,"Ball of Piamette",1738,1,"#gd_sch03_mobctrl::OnMyMobDead";
+ monster "que_qsch03",155,128,"Ball of Piamette",1738,1,"#gd_sch03_mobctrl::OnMyMobDead";
+ monster "que_qsch03",152,145,"Ball of Piamette",1738,1,"#gd_sch03_mobctrl::OnMyMobDead";
+ monster "que_qsch03",131,151,"Ball of Piamette",1738,1,"#gd_sch03_mobctrl::OnMyMobDead";
+ monster "que_qsch03",110,130,"Ball of Piamette",1738,1,"#gd_sch03_mobctrl::OnMyMobDead";
+ monster "que_qsch03",132,139,"Violy",1390,1,"#gd_sch03_mobctrl::OnMyMobDead";
+ monster "que_qsch03",135,135,"Violy",1390,1,"#gd_sch03_mobctrl::OnMyMobDead";
+ monster "que_qsch03",132,132,"Violy",1390,1,"#gd_sch03_mobctrl::OnMyMobDead";
+ monster "que_qsch03",128,135,"Violy",1390,1,"#gd_sch03_mobctrl::OnMyMobDead";
+ monster "que_qsch03",111,145,"Violy",1390,1,"#gd_sch03_mobctrl::OnMyMobDead";
+ monster "que_qsch03",111,130,"Violy",1390,1,"#gd_sch03_mobctrl::OnMyMobDead";
+ monster "que_qsch03",130,114,"Violy",1390,1,"#gd_sch03_mobctrl::OnMyMobDead";
+ monster "que_qsch03",149,114,"Violy",1390,1,"#gd_sch03_mobctrl::OnMyMobDead";
+ monster "que_qsch03",156,128,"Violy",1390,1,"#gd_sch03_mobctrl::OnMyMobDead";
+ monster "que_qsch03",153,145,"Violy",1390,1,"#gd_sch03_mobctrl::OnMyMobDead";
+ monster "que_qsch03",132,151,"Violy",1390,1,"#gd_sch03_mobctrl::OnMyMobDead";
+ monster "que_qsch03",133,139,"Ancient Mimic",1699,1,"#gd_sch03_mobctrl::OnMyMobDead";
+ monster "que_qsch03",135,134,"Ancient Mimic",1699,1,"#gd_sch03_mobctrl::OnMyMobDead";
+ monster "que_qsch03",133,132,"Ancient Mimic",1699,1,"#gd_sch03_mobctrl::OnMyMobDead";
+ monster "que_qsch03",128,135,"Ancient Mimic",1699,1,"#gd_sch03_mobctrl::OnMyMobDead";
+ monster "que_qsch03",112,145,"Ancient Mimic",1699,1,"#gd_sch03_mobctrl::OnMyMobDead";
+ monster "que_qsch03",131,114,"Ancient Mimic",1699,1,"#gd_sch03_mobctrl::OnMyMobDead";
+ monster "que_qsch03",150,114,"Ancient Mimic",1699,1,"#gd_sch03_mobctrl::OnMyMobDead";
+ monster "que_qsch03",157,128,"Ancient Mimic",1699,1,"#gd_sch03_mobctrl::OnMyMobDead";
+ monster "que_qsch03",154,145,"Ancient Mimic",1699,1,"#gd_sch03_mobctrl::OnMyMobDead";
+ monster "que_qsch03",133,151,"Ancient Mimic",1699,1,"#gd_sch03_mobctrl::OnMyMobDead";
+ monster "que_qsch03",112,130,"Ancient Mimic",1699,1,"#gd_sch03_mobctrl::OnMyMobDead";
+ end;
+
+Onreset:
+ killmonster "que_qsch03","#gd_sch03_mobctrl::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ if (mobcount("que_qsch03","#gd_sch03_mobctrl::OnMyMobDead") < 7) {
+ monster "que_qsch03",107,152,"Ball of Piamette",1738,1,"#gd_sch03_mobctrl::OnMyMobDead";
+ monster "que_qsch03",109,135,"Ball of Piamette",1738,1,"#gd_sch03_mobctrl::OnMyMobDead";
+ monster "que_qsch03",113,116,"Ball of Piamette",1738,1,"#gd_sch03_mobctrl::OnMyMobDead";
+ monster "que_qsch03",157,107,"Ball of Piamette",1738,1,"#gd_sch03_mobctrl::OnMyMobDead";
+ monster "que_qsch03",163,133,"Ball of Piamette",1738,1,"#gd_sch03_mobctrl::OnMyMobDead";
+ monster "que_qsch03",149,156,"Ball of Piamette",1738,1,"#gd_sch03_mobctrl::OnMyMobDead";
+ }
+ end;
+}
+
+que_qsch03,149,105,0 script windpath03_sch03 45,1,1,{
+OnInit:
+ disablenpc "windpath03_sch03";
+ end;
+
+OnTouch:
+ warp "que_qsch03",119,103;
+ end;
+}
+
+que_qsch03,128,104,0 script windpath04_sch03 45,1,1,{
+OnInit:
+ disablenpc "windpath04_sch03";
+ end;
+
+OnTouch:
+ warp "que_qsch03",146,109;
+ end;
+}
+
+que_qsch03,253,273,0 script #nm_switch_sch03 -1,5,5,{
+OnInit:
+ disablenpc "#nm_switch_sch03";
+ end;
+
+OnEnable:
+ enablenpc "#nm_switch_sch03";
+ end;
+
+OnDisable:
+ disablenpc "#nm_switch_sch03";
+ stopnpctimer;
+ end;
+
+OnTouch:
+ disablenpc "#nm_switch_sch03";
+ initnpctimer;
+ end;
+
+OnTimer1000:
+ mapannounce "que_qsch03","Wish Maiden: Did you have a good time with Piamette?",bc_map,"0x00ff00";
+ end;
+
+OnTimer4000:
+ mapannounce "que_qsch03","Wish Maiden: But it's the end. There will be summoned monsters coming soon...",bc_map,"0x00ff00";
+ end;
+
+OnTimer9000:
+ mapannounce "que_qsch03","Wish Maiden: So come here to me safely...",bc_map,"0x00ff00";
+ end;
+
+OnTimer10000:
+ donpcevent "#nmsomsch03_jin01::OnEnable";
+ donpcevent "#sch03_stone01::OnEnable";
+ end;
+
+OnTimer190000:
+ donpcevent "#nmsomsch03_jin02::OnEnable";
+ donpcevent "#sch03_stone02::OnEnable";
+ end;
+
+OnTimer370000:
+ donpcevent "#nmsomsch03_jin03::OnEnable";
+ donpcevent "#sch03_stone03::OnEnable";
+ stopnpctimer;
+ end;
+}
+
+que_qsch03,229,297,0 script #nmsomsch03_jin01 -1,{
+OnEnable:
+ donpcevent "#sch03_stone01::OnEnable";
+ initnpctimer;
+ end;
+
+OnDisable:
+ killmonster "que_qsch03","#nmsomsch03_jin01::OnMyMobDead";
+ stopnpctimer;
+ end;
+
+OnTimer5000:
+ mapannounce "que_qsch03","The Western magic formation is working to summon Guard of Shadow.",bc_map,"0x4d4dff";
+ monster "que_qsch03",226,288,"Guard of Shadow",1752,1,"#nmsomsch03_jin01::OnMyMobDead";
+ monster "que_qsch03",227,289,"Guard of Shadow",1752,1,"#nmsomsch03_jin01::OnMyMobDead";
+ monster "que_qsch03",228,290,"Guard of Shadow",1752,1,"#nmsomsch03_jin01::OnMyMobDead";
+ monster "que_qsch03",229,291,"Guard of Shadow",1752,1,"#nmsomsch03_jin01::OnMyMobDead";
+ monster "que_qsch03",230,292,"Guard of Shadow",1752,1,"#nmsomsch03_jin01::OnMyMobDead";
+ monster "que_qsch03",231,293,"Guard of Shadow",1752,1,"#nmsomsch03_jin01::OnMyMobDead";
+ monster "que_qsch03",232,294,"Guard of Shadow",1752,1,"#nmsomsch03_jin01::OnMyMobDead";
+ monster "que_qsch03",233,295,"Guard of Shadow",1752,1,"#nmsomsch03_jin01::OnMyMobDead";
+ monster "que_qsch03",234,296,"Guard of Shadow",1752,1,"#nmsomsch03_jin01::OnMyMobDead";
+ monster "que_qsch03",235,297,"Guard of Shadow",1752,1,"#nmsomsch03_jin01::OnMyMobDead";
+ monster "que_qsch03",228,286,"Guard of Shadow",1752,1,"#nmsomsch03_jin01::OnMyMobDead";
+ monster "que_qsch03",229,287,"Guard of Shadow",1752,1,"#nmsomsch03_jin01::OnMyMobDead";
+ monster "que_qsch03",230,288,"Guard of Shadow",1752,1,"#nmsomsch03_jin01::OnMyMobDead";
+ monster "que_qsch03",231,289,"Guard of Shadow",1752,1,"#nmsomsch03_jin01::OnMyMobDead";
+ monster "que_qsch03",232,290,"Guard of Shadow",1752,1,"#nmsomsch03_jin01::OnMyMobDead";
+ monster "que_qsch03",233,291,"Guard of Shadow",1752,1,"#nmsomsch03_jin01::OnMyMobDead";
+ monster "que_qsch03",234,292,"Guard of Shadow",1752,1,"#nmsomsch03_jin01::OnMyMobDead";
+ monster "que_qsch03",235,293,"Guard of Shadow",1752,1,"#nmsomsch03_jin01::OnMyMobDead";
+ monster "que_qsch03",236,294,"Guard of Shadow",1752,1,"#nmsomsch03_jin01::OnMyMobDead";
+ monster "que_qsch03",237,295,"Guard of Shadow",1752,1,"#nmsomsch03_jin01::OnMyMobDead";
+ monster "que_qsch03",230,284,"Guard of Shadow",1752,1,"#nmsomsch03_jin01::OnMyMobDead";
+ monster "que_qsch03",231,285,"Guard of Shadow",1752,1,"#nmsomsch03_jin01::OnMyMobDead";
+ monster "que_qsch03",232,286,"Guard of Shadow",1752,1,"#nmsomsch03_jin01::OnMyMobDead";
+ monster "que_qsch03",233,287,"Guard of Shadow",1752,1,"#nmsomsch03_jin01::OnMyMobDead";
+ monster "que_qsch03",234,288,"Guard of Shadow",1752,1,"#nmsomsch03_jin01::OnMyMobDead";
+ monster "que_qsch03",235,289,"Guard of Shadow",1752,1,"#nmsomsch03_jin01::OnMyMobDead";
+ monster "que_qsch03",236,290,"Guard of Shadow",1752,1,"#nmsomsch03_jin01::OnMyMobDead";
+ monster "que_qsch03",237,291,"Guard of Shadow",1752,1,"#nmsomsch03_jin01::OnMyMobDead";
+ monster "que_qsch03",238,292,"Guard of Shadow",1752,1,"#nmsomsch03_jin01::OnMyMobDead";
+ monster "que_qsch03",239,293,"Guard of Shadow",1752,1,"#nmsomsch03_jin01::OnMyMobDead";
+ end;
+
+OnTimer25000:
+OnTimer55000:
+OnTimer85000:
+OnTimer120000:
+ monster "que_qsch03",226,294,"Guard of Shadow",1752,1,"#nmsomsch03_jin01::OnMyMobDead";
+ monster "que_qsch03",227,294,"Guard of Shadow",1752,1,"#nmsomsch03_jin01::OnMyMobDead";
+ monster "que_qsch03",228,294,"Guard of Shadow",1752,1,"#nmsomsch03_jin01::OnMyMobDead";
+ monster "que_qsch03",229,294,"Guard of Shadow",1752,1,"#nmsomsch03_jin01::OnMyMobDead";
+ monster "que_qsch03",230,295,"Guard of Shadow",1752,1,"#nmsomsch03_jin01::OnMyMobDead";
+ monster "que_qsch03",231,296,"Guard of Shadow",1752,1,"#nmsomsch03_jin01::OnMyMobDead";
+ monster "que_qsch03",231,297,"Guard of Shadow",1752,1,"#nmsomsch03_jin01::OnMyMobDead";
+ monster "que_qsch03",231,298,"Guard of Shadow",1752,1,"#nmsomsch03_jin01::OnMyMobDead";
+ monster "que_qsch03",231,299,"Guard of Shadow",1752,1,"#nmsomsch03_jin01::OnMyMobDead";
+ monster "que_qsch03",230,300,"Guard of Shadow",1752,1,"#nmsomsch03_jin01::OnMyMobDead";
+ monster "que_qsch03",229,301,"Guard of Shadow",1752,1,"#nmsomsch03_jin01::OnMyMobDead";
+ monster "que_qsch03",228,301,"Guard of Shadow",1752,1,"#nmsomsch03_jin01::OnMyMobDead";
+ monster "que_qsch03",227,301,"Guard of Shadow",1752,1,"#nmsomsch03_jin01::OnMyMobDead";
+ monster "que_qsch03",226,301,"Guard of Shadow",1752,1,"#nmsomsch03_jin01::OnMyMobDead";
+ monster "que_qsch03",225,300,"Guard of Shadow",1752,1,"#nmsomsch03_jin01::OnMyMobDead";
+ monster "que_qsch03",224,299,"Guard of Shadow",1752,1,"#nmsomsch03_jin01::OnMyMobDead";
+ monster "que_qsch03",224,298,"Guard of Shadow",1752,1,"#nmsomsch03_jin01::OnMyMobDead";
+ monster "que_qsch03",224,297,"Guard of Shadow",1752,1,"#nmsomsch03_jin01::OnMyMobDead";
+ monster "que_qsch03",224,296,"Guard of Shadow",1752,1,"#nmsomsch03_jin01::OnMyMobDead";
+ monster "que_qsch03",225,295,"Guard of Shadow",1752,1,"#nmsomsch03_jin01::OnMyMobDead";
+ end;
+
+OnTimer180000:
+ stopnpctimer;
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qsch03,2,8,0 script #sch03_stone01 844,{
+OnEnable:
+ monster "que_qsch03",227,294,"Western Magic Guardian",1752,1,"#sch03_stone01::OnMyMobDead";
+ monster "que_qsch03",229,294,"Western Magic Guardian",1752,1,"#sch03_stone01::OnMyMobDead";
+ monster "que_qsch03",231,296,"Western Magic Guardian",1752,1,"#sch03_stone01::OnMyMobDead";
+ monster "que_qsch03",231,298,"Western Magic Guardian",1752,1,"#sch03_stone01::OnMyMobDead";
+ monster "que_qsch03",230,300,"Western Magic Guardian",1752,1,"#sch03_stone01::OnMyMobDead";
+ monster "que_qsch03",228,301,"Western Magic Guardian",1752,1,"#sch03_stone01::OnMyMobDead";
+ monster "que_qsch03",226,301,"Western Magic Guardian",1752,1,"#sch03_stone01::OnMyMobDead";
+ monster "que_qsch03",224,299,"Western Magic Guardian",1752,1,"#sch03_stone01::OnMyMobDead";
+ monster "que_qsch03",224,297,"Western Magic Guardian",1752,1,"#sch03_stone01::OnMyMobDead";
+ monster "que_qsch03",225,295,"Western Magic Guardian",1752,1,"#sch03_stone01::OnMyMobDead";
+ end;
+
+Onreset:
+ killmonster "que_qsch03","#sch03_stone01::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ if (mobcount("que_qsch03","#sch03_stone01::OnMyMobDead") == 0) {
+ set $gqse_sch03_nm,$gqse_sch03_nm+1;
+ donpcevent "#nmsomsch03_jin01::OnDisable";
+ if ($gqse_sch03_nm == 3) {
+ donpcevent "Wish Maiden#sch03_boss::Onfight";
+ }
+ }
+ end;
+}
+
+que_qsch03,275,299,0 script #nmsomsch03_jin02 -1,{
+OnEnable:
+ initnpctimer;
+ end;
+
+OnDisable:
+ killmonster "que_qsch03","#nmsomsch03_jin02::OnMyMobDead";
+ stopnpctimer;
+ end;
+
+OnTimer5000:
+ mapannounce "que_qsch03","The Eastern magic formation is working to summon Bloody Hunter.",bc_map,"0x4d4dff";
+ monster "que_qsch03",263,292,"Bloody Hunter",1753,1,"#nmsomsch03_jin02::OnMyMobDead";
+ monster "que_qsch03",264,291,"Bloody Hunter",1753,1,"#nmsomsch03_jin02::OnMyMobDead";
+ monster "que_qsch03",265,290,"Bloody Hunter",1753,1,"#nmsomsch03_jin02::OnMyMobDead";
+ monster "que_qsch03",266,289,"Bloody Hunter",1753,1,"#nmsomsch03_jin02::OnMyMobDead";
+ monster "que_qsch03",267,288,"Bloody Hunter",1753,1,"#nmsomsch03_jin02::OnMyMobDead";
+ monster "que_qsch03",268,287,"Bloody Hunter",1753,1,"#nmsomsch03_jin02::OnMyMobDead";
+ monster "que_qsch03",269,286,"Bloody Hunter",1753,1,"#nmsomsch03_jin02::OnMyMobDead";
+ monster "que_qsch03",270,285,"Bloody Hunter",1753,1,"#nmsomsch03_jin02::OnMyMobDead";
+ monster "que_qsch03",271,284,"Bloody Hunter",1753,1,"#nmsomsch03_jin02::OnMyMobDead";
+ monster "que_qsch03",272,283,"Bloody Hunter",1753,1,"#nmsomsch03_jin02::OnMyMobDead";
+ monster "que_qsch03",265,294,"Bloody Hunter",1753,1,"#nmsomsch03_jin02::OnMyMobDead";
+ monster "que_qsch03",266,293,"Bloody Hunter",1753,1,"#nmsomsch03_jin02::OnMyMobDead";
+ monster "que_qsch03",267,292,"Bloody Hunter",1753,1,"#nmsomsch03_jin02::OnMyMobDead";
+ monster "que_qsch03",268,291,"Bloody Hunter",1753,1,"#nmsomsch03_jin02::OnMyMobDead";
+ monster "que_qsch03",269,290,"Bloody Hunter",1753,1,"#nmsomsch03_jin02::OnMyMobDead";
+ monster "que_qsch03",270,289,"Bloody Hunter",1753,1,"#nmsomsch03_jin02::OnMyMobDead";
+ monster "que_qsch03",271,288,"Bloody Hunter",1753,1,"#nmsomsch03_jin02::OnMyMobDead";
+ monster "que_qsch03",272,287,"Bloody Hunter",1753,1,"#nmsomsch03_jin02::OnMyMobDead";
+ monster "que_qsch03",273,286,"Bloody Hunter",1753,1,"#nmsomsch03_jin02::OnMyMobDead";
+ monster "que_qsch03",274,285,"Bloody Hunter",1753,1,"#nmsomsch03_jin02::OnMyMobDead";
+ monster "que_qsch03",267,296,"Bloody Hunter",1753,1,"#nmsomsch03_jin02::OnMyMobDead";
+ monster "que_qsch03",268,295,"Bloody Hunter",1753,1,"#nmsomsch03_jin02::OnMyMobDead";
+ monster "que_qsch03",269,294,"Bloody Hunter",1753,1,"#nmsomsch03_jin02::OnMyMobDead";
+ monster "que_qsch03",270,283,"Bloody Hunter",1753,1,"#nmsomsch03_jin02::OnMyMobDead";
+ monster "que_qsch03",271,282,"Bloody Hunter",1753,1,"#nmsomsch03_jin02::OnMyMobDead";
+ monster "que_qsch03",272,281,"Bloody Hunter",1753,1,"#nmsomsch03_jin02::OnMyMobDead";
+ monster "que_qsch03",273,280,"Bloody Hunter",1753,1,"#nmsomsch03_jin02::OnMyMobDead";
+ monster "que_qsch03",274,279,"Bloody Hunter",1753,1,"#nmsomsch03_jin02::OnMyMobDead";
+ monster "que_qsch03",275,276,"Bloody Hunter",1753,1,"#nmsomsch03_jin02::OnMyMobDead";
+ monster "que_qsch03",276,275,"Bloody Hunter",1753,1,"#nmsomsch03_jin02::OnMyMobDead";
+ end;
+
+OnTimer25000:
+OnTimer55000:
+OnTimer85000:
+OnTimer120000:
+ monster "que_qsch03",274,301,"Bloody Hunter",1753,1,"#nmsomsch03_jin02::OnMyMobDead";
+ monster "que_qsch03",275,301,"Bloody Hunter",1753,1,"#nmsomsch03_jin02::OnMyMobDead";
+ monster "que_qsch03",276,301,"Bloody Hunter",1753,1,"#nmsomsch03_jin02::OnMyMobDead";
+ monster "que_qsch03",277,301,"Bloody Hunter",1753,1,"#nmsomsch03_jin02::OnMyMobDead";
+ monster "que_qsch03",278,300,"Bloody Hunter",1753,1,"#nmsomsch03_jin02::OnMyMobDead";
+ monster "que_qsch03",279,299,"Bloody Hunter",1753,1,"#nmsomsch03_jin02::OnMyMobDead";
+ monster "que_qsch03",279,298,"Bloody Hunter",1753,1,"#nmsomsch03_jin02::OnMyMobDead";
+ monster "que_qsch03",279,297,"Bloody Hunter",1753,1,"#nmsomsch03_jin02::OnMyMobDead";
+ monster "que_qsch03",279,296,"Bloody Hunter",1753,1,"#nmsomsch03_jin02::OnMyMobDead";
+ monster "que_qsch03",278,295,"Bloody Hunter",1753,1,"#nmsomsch03_jin02::OnMyMobDead";
+ monster "que_qsch03",277,294,"Bloody Hunter",1753,1,"#nmsomsch03_jin02::OnMyMobDead";
+ monster "que_qsch03",276,294,"Bloody Hunter",1753,1,"#nmsomsch03_jin02::OnMyMobDead";
+ monster "que_qsch03",275,294,"Bloody Hunter",1753,1,"#nmsomsch03_jin02::OnMyMobDead";
+ monster "que_qsch03",274,294,"Bloody Hunter",1753,1,"#nmsomsch03_jin02::OnMyMobDead";
+ monster "que_qsch03",273,295,"Bloody Hunter",1753,1,"#nmsomsch03_jin02::OnMyMobDead";
+ monster "que_qsch03",272,296,"Bloody Hunter",1753,1,"#nmsomsch03_jin02::OnMyMobDead";
+ monster "que_qsch03",272,297,"Bloody Hunter",1753,1,"#nmsomsch03_jin02::OnMyMobDead";
+ monster "que_qsch03",272,298,"Bloody Hunter",1753,1,"#nmsomsch03_jin02::OnMyMobDead";
+ monster "que_qsch03",272,299,"Bloody Hunter",1753,1,"#nmsomsch03_jin02::OnMyMobDead";
+ monster "que_qsch03",273,300,"Bloody Hunter",1753,1,"#nmsomsch03_jin02::OnMyMobDead";
+ end;
+
+OnTimer180000:
+ stopnpctimer;
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qsch03,2,9,0 script #sch03_stone02 844,{
+OnEnable:
+ monster "que_qsch03",275,301,"Eastern Magic Guardian",1753,1,"#sch03_stone02::OnMyMobDead";
+ monster "que_qsch03",277,301,"Eastern Magic Guardian",1753,1,"#sch03_stone02::OnMyMobDead";
+ monster "que_qsch03",279,299,"Eastern Magic Guardian",1753,1,"#sch03_stone02::OnMyMobDead";
+ monster "que_qsch03",279,297,"Eastern Magic Guardian",1753,1,"#sch03_stone02::OnMyMobDead";
+ monster "que_qsch03",278,295,"Eastern Magic Guardian",1753,1,"#sch03_stone02::OnMyMobDead";
+ monster "que_qsch03",276,294,"Eastern Magic Guardian",1753,1,"#sch03_stone02::OnMyMobDead";
+ monster "que_qsch03",274,294,"Eastern Magic Guardian",1753,1,"#sch03_stone02::OnMyMobDead";
+ monster "que_qsch03",272,296,"Eastern Magic Guardian",1753,1,"#sch03_stone02::OnMyMobDead";
+ monster "que_qsch03",272,298,"Eastern Magic Guardian",1753,1,"#sch03_stone02::OnMyMobDead";
+ monster "que_qsch03",273,300,"Eastern Magic Guardian",1753,1,"#sch03_stone02::OnMyMobDead";
+ end;
+
+Onreset:
+ killmonster "que_qsch03","#sch03_stone02::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ if (mobcount("que_qsch03","#sch03_stone02::OnMyMobDead") == 0) {
+ set $gqse_sch03_nm,$gqse_sch03_nm+1;
+ donpcevent "#nmsomsch03_jin02::OnDisable";
+ if ($gqse_sch03_nm == 3) {
+ donpcevent "Wish Maiden#sch03_boss::Onfight";
+ }
+ }
+ end;
+}
+
+que_qsch03,251,340,0 script #nmsomsch03_jin03 -1,{
+OnEnable:
+ initnpctimer;
+ end;
+
+OnDisable:
+ killmonster "que_qsch03","#nmsomsch03_jin03::OnMyMobDead";
+ stopnpctimer;
+ end;
+
+OnTimer5000:
+ mapannounce "que_qsch03","The Northern magic formation is working to summon Keeper of the Temple.",bc_map,"0x4d4dff";
+ monster "que_qsch03",247,329,"Keeper Of The Temple",1933,1,"#nmsomsch03_jin03::OnMyMobDead";
+ monster "que_qsch03",249,329,"Keeper Of The Temple",1933,1,"#nmsomsch03_jin03::OnMyMobDead";
+ monster "que_qsch03",251,329,"Keeper Of The Temple",1933,1,"#nmsomsch03_jin03::OnMyMobDead";
+ monster "que_qsch03",253,329,"Keeper Of The Temple",1933,1,"#nmsomsch03_jin03::OnMyMobDead";
+ monster "que_qsch03",255,329,"Keeper Of The Temple",1933,1,"#nmsomsch03_jin03::OnMyMobDead";
+ monster "que_qsch03",243,339,"Keeper Of The Temple",1933,1,"#nmsomsch03_jin03::OnMyMobDead";
+ monster "que_qsch03",245,337,"Keeper Of The Temple",1933,1,"#nmsomsch03_jin03::OnMyMobDead";
+ monster "que_qsch03",247,335,"Keeper Of The Temple",1933,1,"#nmsomsch03_jin03::OnMyMobDead";
+ monster "que_qsch03",247,333,"Keeper Of The Temple",1933,1,"#nmsomsch03_jin03::OnMyMobDead";
+ monster "que_qsch03",254,333,"Keeper Of The Temple",1933,1,"#nmsomsch03_jin03::OnMyMobDead";
+ monster "que_qsch03",256,335,"Keeper Of The Temple",1933,1,"#nmsomsch03_jin03::OnMyMobDead";
+ monster "que_qsch03",258,337,"Keeper Of The Temple",1933,1,"#nmsomsch03_jin03::OnMyMobDead";
+ monster "que_qsch03",260,339,"Keeper Of The Temple",1933,1,"#nmsomsch03_jin03::OnMyMobDead";
+ end;
+
+OnTimer120000:
+ monster "que_qsch03",251,343,"Keeper Of The Temple",1933,1,"#nmsomsch03_jin03::OnMyMobDead";
+ monster "que_qsch03",252,343,"Keeper Of The Temple",1933,1,"#nmsomsch03_jin03::OnMyMobDead";
+ monster "que_qsch03",255,341,"Keeper Of The Temple",1933,1,"#nmsomsch03_jin03::OnMyMobDead";
+ monster "que_qsch03",255,340,"Keeper Of The Temple",1933,1,"#nmsomsch03_jin03::OnMyMobDead";
+ monster "que_qsch03",254,337,"Keeper Of The Temple",1933,1,"#nmsomsch03_jin03::OnMyMobDead";
+ monster "que_qsch03",253,336,"Keeper Of The Temple",1933,1,"#nmsomsch03_jin03::OnMyMobDead";
+ monster "que_qsch03",250,336,"Keeper Of The Temple",1933,1,"#nmsomsch03_jin03::OnMyMobDead";
+ monster "que_qsch03",249,337,"Keeper Of The Temple",1933,1,"#nmsomsch03_jin03::OnMyMobDead";
+ monster "que_qsch03",248,340,"Keeper Of The Temple",1933,1,"#nmsomsch03_jin03::OnMyMobDead";
+ monster "que_qsch03",248,341,"Keeper Of The Temple",1933,1,"#nmsomsch03_jin03::OnMyMobDead";
+ end;
+
+OnTimer240000:
+ monster "que_qsch03",250,343,"Keeper Of The Temple",1933,1,"#nmsomsch03_jin03::OnMyMobDead";
+ monster "que_qsch03",252,343,"Keeper Of The Temple",1933,1,"#nmsomsch03_jin03::OnMyMobDead";
+ monster "que_qsch03",254,342,"Keeper Of The Temple",1933,1,"#nmsomsch03_jin03::OnMyMobDead";
+ monster "que_qsch03",255,340,"Keeper Of The Temple",1933,1,"#nmsomsch03_jin03::OnMyMobDead";
+ monster "que_qsch03",255,338,"Keeper Of The Temple",1933,1,"#nmsomsch03_jin03::OnMyMobDead";
+ monster "que_qsch03",253,336,"Keeper Of The Temple",1933,1,"#nmsomsch03_jin03::OnMyMobDead";
+ monster "que_qsch03",250,336,"Keeper Of The Temple",1933,1,"#nmsomsch03_jin03::OnMyMobDead";
+ monster "que_qsch03",248,338,"Keeper Of The Temple",1933,1,"#nmsomsch03_jin03::OnMyMobDead";
+ monster "que_qsch03",248,340,"Keeper Of The Temple",1933,1,"#nmsomsch03_jin03::OnMyMobDead";
+ monster "que_qsch03",249,342,"Keeper Of The Temple",1933,1,"#nmsomsch03_jin03::OnMyMobDead";
+ end;
+
+OnTimer360000:
+ monster "que_qsch03",250,343,"Keeper Of The Temple",1933,1,"#nmsomsch03_jin03::OnMyMobDead";
+ monster "que_qsch03",252,343,"Keeper Of The Temple",1933,1,"#nmsomsch03_jin03::OnMyMobDead";
+ monster "que_qsch03",254,342,"Keeper Of The Temple",1933,1,"#nmsomsch03_jin03::OnMyMobDead";
+ monster "que_qsch03",255,340,"Keeper Of The Temple",1933,1,"#nmsomsch03_jin03::OnMyMobDead";
+ monster "que_qsch03",255,338,"Keeper Of The Temple",1933,1,"#nmsomsch03_jin03::OnMyMobDead";
+ monster "que_qsch03",253,336,"Keeper Of The Temple",1933,1,"#nmsomsch03_jin03::OnMyMobDead";
+ monster "que_qsch03",251,336,"Keeper Of The Temple",1933,1,"#nmsomsch03_jin03::OnMyMobDead";
+ monster "que_qsch03",249,337,"Keeper Of The Temple",1933,1,"#nmsomsch03_jin03::OnMyMobDead";
+ monster "que_qsch03",248,339,"Keeper Of The Temple",1933,1,"#nmsomsch03_jin03::OnMyMobDead";
+ monster "que_qsch03",248,341,"Keeper Of The Temple",1933,1,"#nmsomsch03_jin03::OnMyMobDead";
+ stopnpctimer;
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qsch03,2,10,0 script #sch03_stone03 844,{
+OnEnable:
+ monster "que_qsch03",251,343,"Northern Magic Guardian",1933,1,"#sch03_stone03::OnMyMobDead";
+ monster "que_qsch03",252,343,"Northern Magic Guardian",1933,1,"#sch03_stone03::OnMyMobDead";
+ monster "que_qsch03",255,341,"Northern Magic Guardian",1933,1,"#sch03_stone03::OnMyMobDead";
+ monster "que_qsch03",255,340,"Northern Magic Guardian",1933,1,"#sch03_stone03::OnMyMobDead";
+ monster "que_qsch03",254,337,"Northern Magic Guardian",1933,1,"#sch03_stone03::OnMyMobDead";
+ monster "que_qsch03",253,336,"Northern Magic Guardian",1933,1,"#sch03_stone03::OnMyMobDead";
+ monster "que_qsch03",250,336,"Northern Magic Guardian",1933,1,"#sch03_stone03::OnMyMobDead";
+ monster "que_qsch03",249,337,"Northern Magic Guardian",1933,1,"#sch03_stone03::OnMyMobDead";
+ monster "que_qsch03",248,340,"Northern Magic Guardian",1933,1,"#sch03_stone03::OnMyMobDead";
+ monster "que_qsch03",248,341,"Northern Magic Guardian",1933,1,"#sch03_stone03::OnMyMobDead";
+ end;
+
+Onreset:
+ killmonster "que_qsch03","#sch03_stone03::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ if (mobcount("que_qsch03","#sch03_stone03::OnMyMobDead") == 0) {
+ set $gqse_sch03_nm,$gqse_sch03_nm+1;
+ donpcevent "#nmsomsch03_jin03::OnDisable";
+
+ if ($gqse_sch03_nm == 3) {
+ donpcevent "Wish Maiden#sch03_boss::Onfight";
+ }
+ }
+ end;
+}
+
+que_qsch03,235,285,5 script Guard of Shadow#sch03_01 1752,4,4,{
+OnInit:
+ disablenpc "Guard of Shadow#sch03_01";
+ end;
+
+OnDisable:
+ killmonster "que_qsch03","Guard of Shadow#sch03_01::OnMyMobDead";
+ disablenpc "Guard of Shadow#sch03_01";
+ end;
+
+OnTouch:
+ disablenpc "Guard of Shadow#sch03_01";
+ monster "que_qsch03",234,284,"Guard of Shadow",1752,1,"Guard of Shadow#sch03_01::OnMyMobDead";
+ monster "que_qsch03",235,285,"Guard of Shadow",1752,1,"Guard of Shadow#sch03_01::OnMyMobDead";
+ monster "que_qsch03",236,286,"Guard of Shadow",1752,1,"Guard of Shadow#sch03_01::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qsch03,224,290,5 script Guard of Shadow#sch03_02 1752,4,4,{
+OnInit:
+ disablenpc "Guard of Shadow#sch03_02";
+ end;
+
+OnDisable:
+ killmonster "que_qsch03","Guard of Shadow#sch03_02::OnMyMobDead";
+ disablenpc "Guard of Shadow#sch03_02";
+ end;
+
+OnTouch:
+ disablenpc "Guard of Shadow#sch03_02";
+ monster "que_qsch03",223,289,"Guard of Shadow",1752,1,"Guard of Shadow#sch03_02::OnMyMobDead";
+ monster "que_qsch03",224,290,"Guard of Shadow",1752,1,"Guard of Shadow#sch03_02::OnMyMobDead";
+ monster "que_qsch03",225,291,"Guard of Shadow",1752,1,"Guard of Shadow#sch03_02::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qsch03,236,296,5 script Guard of Shadow#sch03_03 1752,4,4,{
+OnInit:
+ disablenpc "Guard of Shadow#sch03_03";
+ end;
+
+OnDisable:
+ killmonster "que_qsch03","Guard of Shadow#sch03_03::OnMyMobDead";
+ disablenpc "Guard of Shadow#sch03_03";
+ end;
+
+OnTouch:
+ disablenpc "Guard of Shadow#sch03_03";
+ monster "que_qsch03",235,295,"Guard of Shadow",1752,1,"Guard of Shadow#sch03_03::OnMyMobDead";
+ monster "que_qsch03",236,296,"Guard of Shadow",1752,1,"Guard of Shadow#sch03_03::OnMyMobDead";
+ monster "que_qsch03",237,297,"Guard of Shadow",1752,1,"Guard of Shadow#sch03_03::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qsch03,225,303,5 script Guard of Shadow#sch03_04 1752,4,4,{
+OnInit:
+ disablenpc "Guard of Shadow#sch03_04";
+ end;
+
+OnDisable:
+ killmonster "que_qsch03","Guard of Shadow#sch03_04::OnMyMobDead";
+ disablenpc "Guard of Shadow#sch03_04";
+ end;
+
+OnTouch:
+ disablenpc "Guard of Shadow#sch03_04";
+ monster "que_qsch03",224,302,"Guard of Shadow",1752,1,"Guard of Shadow#sch03_04::OnMyMobDead";
+ monster "que_qsch03",225,303,"Guard of Shadow",1752,1,"Guard of Shadow#sch03_04::OnMyMobDead";
+ monster "que_qsch03",226,304,"Guard of Shadow",1752,1,"Guard of Shadow#sch03_04::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qsch03,266,296,3 script Bloody Hunter#sch03_ac01 1753,4,4,{
+OnInit:
+ disablenpc "Bloody Hunter#sch03_ac01";
+ end;
+
+OnDisable:
+ killmonster "que_qsch03","Bloody Hunter#sch03_ac01::OnMyMobDead";
+ disablenpc "Bloody Hunter#sch03_ac01";
+ end;
+
+OnTouch:
+ disablenpc "Bloody Hunter#sch03_ac01";
+ monster "que_qsch03",265,297,"Bloody Hunter",1753,1,"Bloody Hunter#sch03_ac01::OnMyMobDead";
+ monster "que_qsch03",266,296,"Bloody Hunter",1753,1,"Bloody Hunter#sch03_ac01::OnMyMobDead";
+ monster "que_qsch03",267,295,"Bloody Hunter",1753,1,"Bloody Hunter#sch03_ac01::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qsch03,271,283,3 script Bloody Hunter#sch03_ac02 1753,4,4,{
+OnInit:
+ disablenpc "Bloody Hunter#sch03_ac02";
+ end;
+
+OnDisable:
+ killmonster "que_qsch03","Bloody Hunter#sch03_ac02::OnMyMobDead";
+ disablenpc "Bloody Hunter#sch03_ac02";
+ end;
+
+OnTouch:
+ disablenpc "Bloody Hunter#sch03_ac02";
+ monster "que_qsch03",270,284,"Bloody Hunter",1753,1,"Bloody Hunter#sch03_ac02::OnMyMobDead";
+ monster "que_qsch03",271,283,"Bloody Hunter",1753,1,"Bloody Hunter#sch03_ac02::OnMyMobDead";
+ monster "que_qsch03",272,282,"Bloody Hunter",1753,1,"Bloody Hunter#sch03_ac02::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qsch03,270,307,3 script Bloody Hunter#sch03_ac03 1753,4,4,{
+OnInit:
+ disablenpc "Bloody Hunter#sch03_ac03";
+ end;
+
+OnDisable:
+ killmonster "que_qsch03","Bloody Hunter#sch03_ac03::OnMyMobDead";
+ disablenpc "Bloody Hunter#sch03_ac03";
+ end;
+
+OnTouch:
+ disablenpc "Bloody Hunter#sch03_ac03";
+ monster "que_qsch03",269,308,"Bloody Hunter",1753,1,"Bloody Hunter#sch03_ac03::OnMyMobDead";
+ monster "que_qsch03",270,307,"Bloody Hunter",1753,1,"Bloody Hunter#sch03_ac03::OnMyMobDead";
+ monster "que_qsch03",271,306,"Bloody Hunter",1753,1,"Bloody Hunter#sch03_ac03::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qsch03,279,300,3 script Bloody Hunter#sch03_ac04 1753,4,4,{
+OnInit:
+ disablenpc "Bloody Hunter#sch03_ac04";
+ end;
+
+OnDisable:
+ killmonster "que_qsch03","Bloody Hunter#sch03_ac04::OnMyMobDead";
+ disablenpc "Bloody Hunter#sch03_ac04";
+ end;
+
+OnTouch:
+ disablenpc "Bloody Hunter#sch03_ac04";
+ monster "que_qsch03",278,301,"Bloody Hunter",1753,1,"Bloody Hunter#sch03_ac04::OnMyMobDead";
+ monster "que_qsch03",279,300,"Bloody Hunter",1753,1,"Bloody Hunter#sch03_ac04::OnMyMobDead";
+ monster "que_qsch03",280,299,"Bloody Hunter",1753,1,"Bloody Hunter#sch03_ac04::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qsch03,247,330,5 script Temple Keeper#sch03_ac01 1933,4,4,{
+OnInit:
+ disablenpc "Temple Keeper#sch03_ac01";
+ end;
+
+OnDisable:
+ killmonster "que_qsch03","Temple Keeper#sch03_ac01::OnMyMobDead";
+ disablenpc "Temple Keeper#sch03_ac01";
+ end;
+
+OnTouch:
+ disablenpc "Temple Keeper#sch03_ac01";
+ monster "que_qsch03",246,330,"Keeper Of The Temple",1933,1,"Temple Keeper#sch03_ac01::OnMyMobDead";
+ monster "que_qsch03",247,330,"Keeper Of The Temple",1933,1,"Temple Keeper#sch03_ac01::OnMyMobDead";
+ monster "que_qsch03",248,330,"Keeper Of The Temple",1933,1,"Temple Keeper#sch03_ac01::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qsch03,255,330,3 script Temple Keeper#sch03_ac02 1933,4,4,{
+OnInit:
+ disablenpc "Temple Keeper#sch03_ac02";
+ end;
+
+OnDisable:
+ killmonster "que_qsch03","Temple Keeper#sch03_ac02::OnMyMobDead";
+ disablenpc "Temple Keeper#sch03_ac02";
+ end;
+
+OnTouch:
+ disablenpc "Temple Keeper#sch03_ac02";
+ monster "que_qsch03",254,330,"Keeper Of The Temple",1933,1,"Temple Keeper#sch03_ac02::OnMyMobDead";
+ monster "que_qsch03",255,330,"Keeper Of The Temple",1933,1,"Temple Keeper#sch03_ac02::OnMyMobDead";
+ monster "que_qsch03",256,330,"Keeper Of The Temple",1933,1,"Temple Keeper#sch03_ac02::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qsch03,251,255,3 script Wish Maiden#sch03_boss 1931,{
+OnInit:
+ hideonnpc "Wish Maiden#sch03_boss";
+ end;
+
+OnDisable:
+ killmonster "que_qsch03","Wish Maiden#sch03_boss::OnMyMobDead";
+ hideonnpc "Wish Maiden#sch03_boss";
+ stopnpctimer;
+ end;
+
+Onfight:
+ initnpctimer;
+ end;
+
+OnTimer1000:
+ mapannounce "que_qsch03","Wish Maiden : You guys reached here.. Are your guardians dead...?",bc_map,"0x00ff00";
+ end;
+
+OnTimer4000:
+ mapannounce "que_qsch03","Wish Maiden : I sincerely welcome all your best efforts!",bc_map,"0x00ff00";
+ end;
+
+OnTimer5000:
+ specialeffect EF_ICECRASH;
+ hideonnpc "Wish Maiden#sch03_boss";
+ specialeffect EF_SPHERE;
+ monster "que_qsch03",252,340,"Wish Maiden",1931,1,"Wish Maiden#sch03_boss::OnMyMobDead";
+ stopnpctimer;
+ end;
+
+OnMyMobDead:
+ if (mobcount("que_qsch03","Wish Maiden#sch03_boss::OnMyMobDead") == 0) {
+ donpcevent "#okolnir_sch03::Onstop";
+ donpcevent "Wish Maiden#sch03_gift::OnEnable";
+ mapannounce "que_qsch03","Wish Maiden : ..Good, you deserve the Goddess' shine.",bc_map,"0x00ff00";
+ }
+ end;
+}
+
+que_qsch03,252,340,3 script Wish Maiden#sch03_gift 403,{
+ set .@GID, GetCastleData("schg_cas03",1);
+ if (getcharid(2) == .@GID) {
+ if (strcharinfo(0) == getguildmaster(.@GID)) {
+ if ((countitem(7830) > 0) && (countitem(7831) > 0) && (countitem(7832) > 0) && (countitem(7833) > 0) && (countitem(7834) > 0) && (countitem(2357) > 0) && (countitem(7510) > 99) && (countitem(969) > 9) && (countitem(985) > 19)) {
+ cutin "wish_maiden12",1;
+ mes "[Wish Maiden]";
+ mes "As I declared, I will give the Goddess' shine to you.";
+ mes "You have the requirements to carry it...";
+ next;
+ mes "[Wish Maiden]";
+ mes "You will be granted the power of the great Valkyrie...";
+ next;
+ mes "[Wish Maiden]";
+ mes "I will give you some things for fun.";
+ mes "All of you enjoy them together...";
+ next;
+ mes "[Wish Maiden]";
+ mes "Go to Rachel and Juno to meet the Ravies sisters.";
+ next;
+ cutin "wish_maiden32",1;
+ mes "[Wish Maiden]";
+ mes "I will open the gate for you to come back here.";
+ mes "...Okolnir won't last forever...";
+ delitem 7830,1; //Goddess_Tear
+ delitem 7831,1; //Valkyrie_Token
+ delitem 7832,1; //Brynhild_Armor_Piece
+ delitem 7833,1; //Hero_Remains
+ delitem 7834,1; //Andvari_Ring
+ delitem 2357,1; //Valkyrie_Armor
+ delitem 7510,100; //Valhalla_Flower
+ delitem 969,10; //Gold
+ delitem 985,20; //Elunium
+ getitem 2383,1; //Brynhild
+ getitem 7840,1; //Valkyrie_Gift
+ announce "["+ strcharinfo(0) +"], of guild ["+ GetGuildName(.@GID) +"] has brought a Brynhild into this world.",bc_all,"0x70dbdb";
+ close2;
+ cutin "wish_maiden11",255;
+ disablenpc "Wish Maiden#sch03_gift";
+ enablenpc "#to_agit_sch03_gate";
+ end;
+ }
+ else {
+ cutin "wish_maiden13",1;
+ mes "[Wish Maiden]";
+ mes "As I declared, you are worthy of holding the Brynhild.";
+ mes "However, you do not have the requirements on you...";
+ next;
+ mes "[Wish Maiden]";
+ mes "...Did you forget something?";
+ close2;
+ }
+ }
+ else {
+ cutin "wish_maiden12",1;
+ mes "[Wish Maiden]";
+ mes "� All of you worked together as a team...";
+ mes "Humans are strong when they are united, but are easily swayed by lust.";
+ next;
+ mes "[Wish Maiden]";
+ mes "Humans are imperfect, so their chief god is there for them when they need help.";
+ mes "....";
+ next;
+ mes "[Wish Maiden]";
+ mes "Always be real.";
+ mes "Do not regret your actions...";
+ close2;
+ }
+ }
+ cutin "wish_maiden11",255;
+ end;
+
+OnInit:
+ disablenpc "Wish Maiden#sch03_gift";
+ end;
+
+OnEnable:
+ enablenpc "Wish Maiden#sch03_gift";
+ initnpctimer;
+ end;
+
+OnDisable:
+ disablenpc "Wish Maiden#sch03_gift";
+ stopnpctimer;
+ end;
+
+OnTimer280000:
+ mapannounce "que_qsch03","Wish Maiden : ... Okolnir will soon disappear... I will send you back to where you originally came from.",bc_map,"0x00ff00";
+ end;
+
+OnTimer290000:
+ mapwarp "que_qsch03","schg_cas03",81,95;
+ donpcevent "#to_agit_sch03_gate::OnDisable";
+ end;
+
+OnTimer300000:
+ donpcevent "#okolnir_sch03::OnDisable";
+ set $gqse_sch03_miro,0;
+ set $gqse_sch03_pcc,0;
+ set $gqse_sch03_gd,0;
+ set $gqse_sch03_nm,0;
+ set $siz_sch03_on,2;
+ donpcevent "#okolnir_sch03_time01::OnEnable";
+ stopnpctimer;
+ end;
+}
+
+que_qsch03,252,339,0 script #to_agit_sch03_gate 45,1,1,{
+OnInit:
+ disablenpc "#to_agit_sch03_gate";
+ end;
+
+OnTouch:
+ warp "schg_cas03",81,95;
+ end;
+}
+
+que_qsch03,1,6,0 script #okolnir_sch03_time01 844,{
+OnInit:
+ if ($siz_sch03_on == 2) {
+ initnpctimer;
+ }
+ end;
+
+OnEnable:
+ set $gqse_sch03_time,0;
+ initnpctimer;
+ end;
+
+Onreset:
+ set $siz_sch03_on,0;
+ set $gqse_sch03_time,0;
+ stopnpctimer;
+ end;
+
+OnTimer3600000:
+ if ($gqse_sch03_time < 12) {
+ set $gqse_sch03_time,$gqse_sch03_time+1;
+ initnpctimer;
+ }
+ else if ($gqse_sch03_time == 12) {
+ set $siz_sch03_on,0;
+ set $gqse_sch03_time,0;
+ enablenpc "Wish Maiden#gq_sch03";
+ enablenpc "Piamette#sch03";
+ hideoffnpc "Wish Maiden#sch03_boss";
+ stopnpctimer;
+ }
+ end;
+}
+
+que_qsch03,116,313,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qsch03,120,285,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qsch03,117,236,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qsch03,103,223,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qsch03,85,204,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qsch03,79,186,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qsch03,73,167,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qsch03,68,150,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qsch03,71,128,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qsch03,69,118,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qsch03,117,78,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qsch03,110,79,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qsch03,141,80,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qsch03,158,84,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qsch03,193,104,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qsch03,119,269,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qsch03,155,77,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qsch03,110,317,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qsch03,115,295,0,0 monster Garden Watcher 1933,1,1200000,0,0
+que_qsch03,116,256,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qsch03,113,242,0,0 monster Garden Watcher 1933,1,1200000,0,0
+que_qsch03,99,223,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qsch03,94,216,0,0 monster Garden Watcher 1933,1,1200000,0,0
+que_qsch03,77,198,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qsch03,70,174,0,0 monster Garden Watcher 1933,1,1200000,0,0
+que_qsch03,72,147,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qsch03,64,134,0,0 monster Garden Watcher 1933,1,1200000,0,0
+que_qsch03,77,107,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qsch03,84,88,0,0 monster Garden Watcher 1933,1,1200000,0,0
+que_qsch03,98,82,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qsch03,129,79,0,0 monster Garden Watcher 1933,1,1200000,0,0
+que_qsch03,91,124,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qsch03,173,95,0,0 monster Garden Watcher 1933,1,1200000,0,0
+que_qsch03,179,127,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qsch03,195,120,0,0 monster Garden Watcher 1933,1,1200000,0,0
+que_qsch03,178,159,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qsch03,88,145,0,0 monster Garden Watcher 1933,1,1200000,0,0
+que_qsch03,94,157,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qsch03,95,177,0,0 monster Garden Watcher 1933,1,1200000,0,0
+que_qsch03,129,196,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qsch03,154,196,0,0 monster Garden Watcher 1933,1,1200000,0,0
+que_qsch03,170,187,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qsch03,194,180,0,0 monster Garden Watcher 1933,1,1200000,0,0
+que_qsch03,214,181,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qsch03,243,199,0,0 monster Garden Watcher 1933,1,1200000,0,0
diff --git a/npc/pre-re/quests/okolnir/godse_sch04.txt b/npc/pre-re/quests/okolnir/godse_sch04.txt
new file mode 100644
index 000000000..8891e15ff
--- /dev/null
+++ b/npc/pre-re/quests/okolnir/godse_sch04.txt
@@ -0,0 +1,3286 @@
+//===== rAthena Script =======================================
+//= Falicious Okolnir - Nidhoggr 4
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.3
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= God Item SE Creation scipt (Brynhild)
+//===== Additional Comments: =================================
+//= 1.0 First version. [L0ne_W0lf]
+//= 1.1 First round of bug fixes. (bugreport:3085) [L0ne_W0lf]
+//= Fixed two spawn locations of the key stones in Piamete's room.
+//= Fixed calling an event that doesn't exist when killing Piamete.
+//= Fixed the Wish Maiden not enabling when the boss is killed.
+//= fixed two NPC named that were missed when translating.
+//= 1.2 More bug fixes, sorry it took so long. [L0ne_W0lf]
+//= Fixed message on the portal when the okolnir section is full.
+//= Corrected non-angry Piamette not disabling.
+//= 1.3 Corrected invalid coordinates in maze. (bugreport:4220)
+//= Corrected typo in Guard of Shadow NPC.
+//============================================================
+
+schg_cas04,376,307,3 script Guide#gq_sch04 899,{
+ set .@GID, GetCastleData("schg_cas04",1);
+ if (getcharid(2) == .@GID) {
+ if ($siz_sch04_on == 0) {
+ mes "[Guide]";
+ mes "This castle has a hidden secret.";
+ mes "That is the ^4d4dff'Okolnir'^000000.";
+ next;
+ switch(select("About Okolnir.:Go to Okolnir.:Cancel.")) {
+ case 1:
+ mes "[Guide]";
+ mes "Okolnir is a kind of virtual realm...";
+ mes "I don't know how Okolnir exists, but I guess only Valkyrie knows.";
+ next;
+ mes "[Guide]";
+ mes "As you know this is a place to test the adventurers made by Valkyrie...";
+ mes "...you know the qualifications to enter Okolnir.";
+ next;
+ select("Qualifications?");
+ mes "[Guide]";
+ mes "Yes, Valkyrie definitely prefers strong adventurers.";
+ mes "Only the qualified can enter Okolnir and Valhalla.";
+ next;
+ mes "[Guide]";
+ mes "It only opens when everyone comes together to work it out.";
+ mes "The key is in the castle.";
+ next;
+ mes "[Guide]";
+ mes "If a castle's ^4d4dffeconomy is over 65 and defense also over 30^000000, this will be acceptable to access Okolnir.";
+ next;
+ mes "[Guide]";
+ mes "And, if you pass all of the tests given by Valkyrie in Okolnir!";
+ mes "You will also receive a mysterious gift.";
+ next;
+ mes "[Guide]";
+ mes "Would you like to try to enter here?";
+ close;
+ case 2:
+ set .@Defence,GetCastleData("schg_cas04",3);
+ set .@Economy,GetCastleData("schg_cas04",2);
+ if ((.@Economy > 64) && (.@Defence > 29)) {
+ mes "[Guide]";
+ mes "Great! Economy and Defense are OK.";
+ mes "You can enter Okolnir now....";
+ mes "Do you want to go there?";
+ next;
+ switch(select("Sure let's go there.:No.")) {
+ case 1:
+ if (countitem(7839) > 0) {
+ delitem 7839,countitem(7839); //Crystal_Key
+ }
+ mes "[Guide]";
+ mes "Ok......";
+ mes "Please follow me...";
+ close2;
+ warp "que_qsch04",346,32;
+ end;
+ case 2:
+ mes "[Guide]";
+ mes "You can try this anytime in the future...";
+ mes "If you are ready to protect this castle.";
+ close;
+ }
+ }
+ else {
+ mes "[Guide]";
+ mes "You are not qualified yet.";
+ mes "Please develop your castle more...";
+ close;
+ }
+ }
+ }
+ else if ($siz_sch04_on == 1) {
+ mes "[Guide]";
+ mes "... OK...";
+ mes "Good luck.";
+ next;
+ switch(select("Enter now.:No.")) {
+ case 1:
+ if (countitem(7839) > 0) {
+ delitem 7839,countitem(7839); //Crystal_Key
+ }
+ mes "[Guide]";
+ mes "Hope you get everything you want...";
+ close2;
+ warp "que_qsch04",346,32;
+ end;
+ case 2:
+ mes "[Guide]";
+ mes "Really?";
+ mes "Sorry to hear that.";
+ close;
+ }
+ }
+ else if ($siz_sch04_on == 2) {
+ mes "[Guide]";
+ mes "Building Okolnir needs quite a long time.";
+ mes "....even though it's only virtual...";
+ next;
+ mes "[Guide]";
+ mes "It takes about 12 -13 hours to create the virtual realm.";
+ close;
+ }
+ else {
+ mes "[Guide]";
+ mes "You'll have to wait.";
+ close;
+ }
+ }
+ else {
+ mes "[Guide]";
+ mes "... I've never seen you before.";
+ mes "You are strangers here. You'd better get out of here right now.";
+ close;
+ }
+ end;
+
+OnInit:
+ set $gqse_sch04_miro,0;
+ set $gqse_sch04_pcc,0;
+ set $gqse_sch04_gd,0;
+ set $gqse_sch04_nm,0;
+ if ($siz_sch04_on == 1) {
+ set $siz_sch04_on,0;
+ }
+ enablenpc "Guide#gq_sch04";
+ end;
+}
+
+que_qsch04,345,23,0 warp Gate02#gq_sch04 1,1,schg_cas04,369,306
+
+que_qsch04,345,82,3 script Wish Maiden#gq_sch04 403,{
+ set .@GID, GetCastleData("schg_cas04",1);
+ if (getcharid(2) == .@GID) {
+ cutin "wish_maiden31",1;
+ if (strcharinfo(0) == getguildmaster(.@GID)) {
+ mes "[Wish Maiden]";
+ mes "I am... Wish maiden.";
+ mes "Mourning in this virtual realm, Okolnir.";
+ mes "On behalf of the humanbeings who defeated God here.";
+ next;
+ if ((countitem(7830) > 0) && (countitem(7831) > 0) && (countitem(7832) > 0) && (countitem(7833) > 0) && (countitem(7834) > 0) && (countitem(2357) > 0) && (countitem(7510) > 99) && (countitem(969) > 9) && (countitem(985) > 19)) {
+ cutin "wish_maiden11",1;
+ mes "[Wish Maiden]";
+ mes "Are you ready to endure the trials to get the Goddess' glory?";
+ next;
+ switch(select("Yes, I am:Sorry, I'll try later")) {
+ case 1:
+ cutin "wish_maiden12",1;
+ mes "[Wish Maiden]";
+ mes "I will test whether or not you deserve the Goddess shine...";
+ mes "Isn't it simple?";
+ next;
+ mes "[Wish Maiden]";
+ mes "Okolnir is a virtual place.";
+ mes "There is no room for error there.";
+ mes "^ff0000You only have one hour.^000000";
+ next;
+ cutin "wish_maiden31",1;
+ mes "[Wish Maiden]";
+ mes "If you have not finished in that time, Okolnir will be destroyed, and I will go to rest.";
+ mes "You will have to wait again...";
+ next;
+ mes "[Wish Maiden]";
+ mes "Are you ready to go through?";
+ mes "^4d4dffYou need to have 16 to 20 members present^000000.";
+ next;
+ cutin "wish_maiden11",1;
+ mes "[Wish Maiden]";
+ mes "I will open the gate of Okolnir if your members are ready.";
+ next;
+ switch(select("We are ready.:We need more time.")) {
+ case 1:
+ set .@saram,getmapusers("que_qsch04");
+ if (((.@saram > 15) && (.@saram < 21)) || (getgmlevel() == 99)) {
+ cutin "wish_maiden12",1;
+ mes "[Wish Maiden]";
+ mes "Now I will open the gate of Okolnir where I am.";
+ mes "I will wait for you on the top of Okolnir...";
+ next;
+ mes "[Wish Maiden]";
+ mes "I hope that you can complete all of the trials before the virtual Okolnir is destroyed...";
+ mes "Good luck.";
+ mapannounce "que_qsch04","Wish Maiden: The gate of Okolnir is open! Don't forget you only have one hour.",bc_map,"0x00ff00";
+ close2;
+ set $gqse_sch04_pcc,.@saram;
+ set $siz_sch04_on,1;
+ donpcevent "#okolnir_sch04::OnEnable";
+ disablenpc "Wish Maiden#gq_sch04";
+ cutin "wish_maiden11",255;
+ announce "["+ strcharinfo(0) +"], of the guild ["+ GetGuildName(.@GID) +"] has opened the gates to the realm of Okolnir.",bc_all,"0x70dbdb";
+ end;
+ }
+ else {
+ cutin "wish_maiden13",1;
+ mes "[Wish Maiden]";
+ mes "You need to have 16 to 20 members present to open the gate of Okolnir.";
+ mes "Come back when you are ready.";
+ close2;
+ }
+ break;
+ case 2:
+ cutin "wish_maiden13",1;
+ mes "[Wish Maiden]";
+ mes "Don't hesitate to try.";
+ mes "You should catch the chance when it comes to you.";
+ mes "Just gather your fellow members.";
+ close2;
+ }
+ break;
+ case 2:
+ cutin "wish_maiden32",1;
+ mes "[Wish Maiden]";
+ mes "... Are you afraid of";
+ mes "the trials facing you?";
+ mes "....";
+ next;
+ cutin "wish_maiden13",1;
+ mes "[Wish Maiden]";
+ mes "Do you think that you can defeat the Goddess shine easily?";
+ mes "I feel disappointed by all of you.";
+ mes "Just go away...";
+ close2;
+ }
+ }
+ else {
+ cutin "wish_maiden11",1;
+ mes "[Wish Maiden]";
+ mes "Do you wish to enter?";
+ mes "Only those prepared may enter here.";
+ mes "You must bring several items to enter Okolnir.";
+ next;
+ mes "[Wish Maiden]";
+ mes "Goddess Tear";
+ mes "Valkyrie's Token";
+ mes "Brynhild Armor Piece";
+ mes "Hero Remains";
+ mes "Valkyrie Armor";
+ mes "Andvari's Ring.";
+ next;
+ mes "[Wish Maiden]";
+ mes "You must bring those six things, 10 Gold, and 20 Elunium.";
+ mes "Many Valhala's Flowers are also required as an offering.";
+ next;
+ mes "[Wish Maiden]";
+ mes "Once all of those are prepared, the gate will open.";
+ next;
+ mes "[Wish Maiden]";
+ mes ".... ";
+ mes "...........The Goddess shines brightly down on you, you should be stronger to deserve it...";
+ next;
+ mes "[Wish Maiden]";
+ mes "Remember...";
+ mes "You need to collect many Valhalla flowers.";
+ mes "I hope that your dreams come true.";
+ next;
+ mes "[Wish Maiden]";
+ mes "I will answer all your requests if you bring these to me.";
+ close2;
+ }
+ }
+ else {
+ cutin "wish_maiden31",1;
+ mes "[Wish Maiden]";
+ mes "I am... Wish maiden.";
+ mes "Mourning in this virtual realm, Okolnir.";
+ mes "On behalf of the humanbeings who defeated God here.";
+ next;
+ mes "[Wish Maiden]";
+ mes "Bring me the one who brought you to this place.";
+ mes ".. Deliver him to my will.";
+ close2;
+ }
+ }
+ else {
+ cutin "wish_maiden13",1;
+ mes "[Wish Maiden]";
+ mes "...You are not qualified.";
+ close2;
+ percentheal -100,0;
+ cutin "wish_maiden11",255;
+ end;
+ }
+ cutin "wish_maiden11",255;
+ end;
+
+OnInit:
+ if ($siz_sch04_on == 0) {
+ enablenpc "Wish Maiden#gq_sch04";
+ }
+ else {
+ disablenpc "Wish Maiden#gq_sch04";
+ }
+ end;
+}
+
+que_qsch04,346,81,0 script Gate01#gq_sch04 45,1,1,{
+ end;
+
+OnInit:
+ disablenpc "Gate01#gq_sch04";
+ end;
+
+OnEnable:
+ enablenpc "Gate01#gq_sch04";
+ setcell "que_qsch04",58,302,63,302,cell_walkable,0;
+ setcell "que_qsch04",58,302,63,302,cell_shootable,0;
+ end;
+
+OnDisable:
+ disablenpc "Gate01#gq_sch04";
+ killmonsterall "que_qsch04";
+ end;
+
+OnTouch:
+ set .@saram,getmapusers("que_qsch04");
+ if (.@saram < 21) {
+ if ($gqse_sch04_miro == $gqse_sch04_pcc) {
+ set .@point,rand(1,5);
+ if (.@point == 1) {
+ warp "que_qsch04",72,271;
+ end;
+ }
+ else if (.@point == 2) {
+ warp "que_qsch04",45,243;
+ end;
+ }
+ else if (.@point == 3) {
+ warp "que_qsch04",102,248;
+ end;
+ }
+ else if (.@point == 4) {
+ warp "que_qsch04",102,300;
+ end;
+ }
+ else {
+ warp "que_qsch04",46,300;
+ end;
+ }
+ }
+ else if ($gqse_sch04_miro == 0) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qsch04",77,271,strcharinfo(0),1652,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qsch04",77,271,strcharinfo(0),1659,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qsch04",77,271,strcharinfo(0),1662,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qsch04",77,271,strcharinfo(0),1663,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qsch04",77,271,strcharinfo(0),1660,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qsch04",77,271,strcharinfo(0),1661,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ else {
+ monster "que_qsch04",77,271,strcharinfo(0),1652,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ set $gqse_sch04_miro,1;
+ warp "que_qsch04",72,271;
+ end;
+ }
+ else if ($gqse_sch04_miro == 1) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qsch04",63,278,strcharinfo(0),1652,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qsch04",63,278,strcharinfo(0),1659,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qsch04",63,278,strcharinfo(0),1662,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qsch04",63,278,strcharinfo(0),1663,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qsch04",63,278,strcharinfo(0),1660,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qsch04",63,278,strcharinfo(0),1661,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ else {
+ monster "que_qsch04",63,278,strcharinfo(0),1652,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ set $gqse_sch04_miro,2;
+ warp "que_qsch04",63,282;
+ end;
+ }
+ else if ($gqse_sch04_miro == 2) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qsch04",63,294,strcharinfo(0),1652,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qsch04",63,294,strcharinfo(0),1659,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qsch04",63,294,strcharinfo(0),1662,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qsch04",63,294,strcharinfo(0),1663,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qsch04",63,294,strcharinfo(0),1660,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qsch04",63,294,strcharinfo(0),1661,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ else {
+ monster "que_qsch04",63,294,strcharinfo(0),1652,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ set $gqse_sch04_miro,3;
+ warp "que_qsch04",59,294;
+ end;
+ }
+ else if ($gqse_sch04_miro == 3) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qsch04",50,300,strcharinfo(0),1652,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qsch04",50,300,strcharinfo(0),1659,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qsch04",50,300,strcharinfo(0),1662,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qsch04",50,300,strcharinfo(0),1663,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qsch04",50,300,strcharinfo(0),1660,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qsch04",50,300,strcharinfo(0),1661,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ else {
+ monster "que_qsch04",50,300,strcharinfo(0),1652,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ set $gqse_sch04_miro,4;
+ warp "que_qsch04",46,300;
+ end;
+ }
+ else if ($gqse_sch04_miro == 4) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qsch04",51,280,strcharinfo(0),1652,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qsch04",51,280,strcharinfo(0),1659,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qsch04",51,280,strcharinfo(0),1662,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qsch04",51,280,strcharinfo(0),1663,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qsch04",51,280,strcharinfo(0),1660,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qsch04",51,280,strcharinfo(0),1661,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ else {
+ monster "que_qsch04",51,280,strcharinfo(0),1652,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ set $gqse_sch04_miro,5;
+ warp "que_qsch04",51,285;
+ end;
+ }
+ else if ($gqse_sch04_miro == 5) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qsch04",51,258,strcharinfo(0),1652,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qsch04",51,258,strcharinfo(0),1659,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qsch04",51,258,strcharinfo(0),1662,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qsch04",51,258,strcharinfo(0),1663,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qsch04",51,258,strcharinfo(0),1660,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qsch04",51,258,strcharinfo(0),1661,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ else {
+ monster "que_qsch04",51,258,strcharinfo(0),1652,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ set $gqse_sch04_miro,6;
+ warp "que_qsch04",51,262;
+ end;
+ }
+ else if ($gqse_sch04_miro == 6) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qsch04",49,243,strcharinfo(0),1652,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qsch04",49,243,strcharinfo(0),1659,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qsch04",49,243,strcharinfo(0),1662,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qsch04",49,243,strcharinfo(0),1663,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qsch04",49,243,strcharinfo(0),1660,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qsch04",49,243,strcharinfo(0),1661,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ else {
+ monster "que_qsch04",49,243,strcharinfo(0),1652,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ set $gqse_sch04_miro,7;
+ warp "que_qsch04",45,243;
+ end;
+ }
+ else if ($gqse_sch04_miro == 7) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qsch04",86,249,strcharinfo(0),1652,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qsch04",86,249,strcharinfo(0),1659,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qsch04",86,249,strcharinfo(0),1662,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qsch04",86,249,strcharinfo(0),1663,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qsch04",86,249,strcharinfo(0),1660,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qsch04",86,249,strcharinfo(0),1661,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ else {
+ monster "que_qsch04",86,249,strcharinfo(0),1652,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ set $gqse_sch04_miro,8;
+ warp "que_qsch04",82,249;
+ end;
+ }
+ else if ($gqse_sch04_miro == 8) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qsch04",102,243,strcharinfo(0),1652,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qsch04",102,243,strcharinfo(0),1659,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qsch04",102,243,strcharinfo(0),1662,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qsch04",102,243,strcharinfo(0),1663,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qsch04",102,243,strcharinfo(0),1660,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qsch04",102,243,strcharinfo(0),1661,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ else {
+ monster "que_qsch04",102,243,strcharinfo(0),1652,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ set $gqse_sch04_miro,9;
+ warp "que_qsch04",102,248;
+ end;
+ }
+ else if ($gqse_sch04_miro == 9) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qsch04",90,256,strcharinfo(0),1652,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qsch04",90,256,strcharinfo(0),1659,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qsch04",90,256,strcharinfo(0),1662,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qsch04",90,256,strcharinfo(0),1663,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qsch04",90,256,strcharinfo(0),1660,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qsch04",90,256,strcharinfo(0),1661,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ else {
+ monster "que_qsch04",90,256,strcharinfo(0),1652,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ set $gqse_sch04_miro,10;
+ warp "que_qsch04",90,260;
+ end;
+ }
+ else if ($gqse_sch04_miro == 10) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qsch04",90,283,strcharinfo(0),1652,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qsch04",90,283,strcharinfo(0),1659,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qsch04",90,283,strcharinfo(0),1662,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qsch04",90,283,strcharinfo(0),1663,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qsch04",90,283,strcharinfo(0),1660,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qsch04",90,283,strcharinfo(0),1661,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ else {
+ monster "que_qsch04",90,283,strcharinfo(0),1652,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ set $gqse_sch04_miro,11;
+ warp "que_qsch04",90,280;
+ end;
+ }
+ else if ($gqse_sch04_miro == 11) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qsch04",102,295,strcharinfo(0),1652,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qsch04",102,295,strcharinfo(0),1659,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qsch04",102,295,strcharinfo(0),1662,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qsch04",102,295,strcharinfo(0),1663,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qsch04",102,295,strcharinfo(0),1660,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qsch04",102,295,strcharinfo(0),1661,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ else {
+ monster "que_qsch04",102,295,strcharinfo(0),1652,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ set $gqse_sch04_miro,12;
+ warp "que_qsch04",102,300;
+ end;
+ }
+ else if ($gqse_sch04_miro == 12) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qsch04",96,285,strcharinfo(0),1652,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qsch04",96,285,strcharinfo(0),1659,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qsch04",96,285,strcharinfo(0),1662,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qsch04",96,285,strcharinfo(0),1663,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qsch04",96,285,strcharinfo(0),1660,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qsch04",96,285,strcharinfo(0),1661,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ else {
+ monster "que_qsch04",96,285,strcharinfo(0),1652,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ set $gqse_sch04_miro,13;
+ warp "que_qsch04",96,290;
+ end;
+ }
+ else if ($gqse_sch04_miro == 13) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qsch04",63,278,strcharinfo(0),1652,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qsch04",63,278,strcharinfo(0),1659,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qsch04",63,278,strcharinfo(0),1662,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qsch04",63,278,strcharinfo(0),1663,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qsch04",63,278,strcharinfo(0),1660,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qsch04",63,278,strcharinfo(0),1661,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ else {
+ monster "que_qsch04",63,278,strcharinfo(0),1652,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ set $gqse_sch04_miro,14;
+ warp "que_qsch04",63,282;
+ end;
+ }
+ else if ($gqse_sch04_miro == 14) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qsch04",65,243,strcharinfo(0),1652,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qsch04",65,243,strcharinfo(0),1659,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qsch04",65,243,strcharinfo(0),1662,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qsch04",65,243,strcharinfo(0),1663,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qsch04",65,243,strcharinfo(0),1660,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qsch04",65,243,strcharinfo(0),1661,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ else {
+ monster "que_qsch04",65,243,strcharinfo(0),1652,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ set $gqse_sch04_miro,15;
+ warp "que_qsch04",61,243;
+ end;
+ }
+ else if ($gqse_sch04_miro == 15) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qsch04",73,249,strcharinfo(0),1652,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qsch04",73,249,strcharinfo(0),1659,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qsch04",73,249,strcharinfo(0),1662,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qsch04",73,249,strcharinfo(0),1663,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qsch04",73,249,strcharinfo(0),1660,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qsch04",73,249,strcharinfo(0),1661,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ else {
+ monster "que_qsch04",73,249,strcharinfo(0),1652,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ set $gqse_sch04_miro,16;
+ warp "que_qsch04",70,249;
+ end;
+ }
+ else if ($gqse_sch04_miro == 16) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qsch04",102,275,strcharinfo(0),1652,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qsch04",102,275,strcharinfo(0),1659,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qsch04",102,275,strcharinfo(0),1662,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qsch04",102,275,strcharinfo(0),1663,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qsch04",102,275,strcharinfo(0),1660,1,"#Gate_manager_sch04::OnMyMobDead";
+ end;
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qsch04",102,275,strcharinfo(0),1661,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ else {
+ monster "que_qsch04",102,275,strcharinfo(0),1652,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ set $gqse_sch04_miro,17;
+ warp "que_qsch04",102,282;
+ end;
+ }
+ else if ($gqse_sch04_miro == 17) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qsch04",70,300,strcharinfo(0),1652,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qsch04",70,300,strcharinfo(0),1659,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qsch04",70,300,strcharinfo(0),1662,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qsch04",70,300,strcharinfo(0),1663,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qsch04",70,300,strcharinfo(0),1660,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qsch04",70,300,strcharinfo(0),1661,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ else {
+ monster "que_qsch04",70,300,strcharinfo(0),1652,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ set $gqse_sch04_miro,18;
+ warp "que_qsch04",66,300;
+ end;
+ }
+ else if ($gqse_sch04_miro == 18) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qsch04",57,255,strcharinfo(0),1652,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qsch04",57,255,strcharinfo(0),1659,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qsch04",57,255,strcharinfo(0),1662,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qsch04",57,255,strcharinfo(0),1663,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qsch04",57,255,strcharinfo(0),1660,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qsch04",57,255,strcharinfo(0),1661,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ else {
+ monster "que_qsch04",57,255,strcharinfo(0),1652,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ set $gqse_sch04_miro,19;
+ warp "que_qsch04",57,258;
+ end;
+ }
+ else if ($gqse_sch04_miro == 19) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qsch04",84,277,strcharinfo(0),1652,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qsch04",84,277,strcharinfo(0),1659,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qsch04",84,277,strcharinfo(0),1662,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qsch04",84,277,strcharinfo(0),1663,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qsch04",84,277,strcharinfo(0),1660,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qsch04",84,277,strcharinfo(0),1661,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ else {
+ monster "que_qsch04",84,277,strcharinfo(0),1652,1,"#Gate_manager_sch04::OnMyMobDead";
+ }
+ set $gqse_sch04_miro,20;
+ warp "que_qsch04",84,280;
+ end;
+ }
+ }
+ else {
+ mes "There are too many people, you can't enter.";
+ close;
+ }
+ end;
+}
+
+que_qsch04,1,4,0 script #Gate_manager_sch04 844,{
+OnMyMobDead:
+ if ($gqse_sch04_miro == $gqse_sch04_pcc) {
+ if (mobcount("que_qsch04","#Gate_manager_sch04::OnMyMobDead") == 0) {
+ donpcevent "#gq_miromob2_sch04::OnEnable";
+ }
+ }
+ end;
+}
+
+que_qsch04,1,4,0 script #gq_miromob2_sch04 844,{
+OnEnable:
+ initnpctimer;
+ end;
+
+OnTimer1000:
+ mapannounce "que_qsch04","Wish Maiden: How does it feel to see shadows of the past. This is only the beginning.",bc_map,"0x00ff00";
+ end;
+
+OnTimer6000:
+ mapannounce "que_qsch04","Wish Maiden: The things you seeing are not real, don't be caught in the Mystic garden.",bc_map,"0x00ff00";
+ monster "que_qsch04",72,271,"Seyren Windsor",1640,1,"#gq_miromob2_sch04::OnMyMobDead";
+ monster "que_qsch04",63,282,"Kathryne Keyron",1645,1,"#gq_miromob2_sch04::OnMyMobDead";
+ monster "que_qsch04",59,294,"Cecil Damon",1644,1,"#gq_miromob2_sch04::OnMyMobDead";
+ monster "que_qsch04",46,300,"Margaretha Sorin",1643,1,"#gq_miromob2_sch04::OnMyMobDead";
+ monster "que_qsch04",51,285,"Eremes Guile",1641,1,"#gq_miromob2_sch04::OnMyMobDead";
+ monster "que_qsch04",51,262,"Howard Alt-Eisen",1642,1,"#gq_miromob2_sch04::OnMyMobDead";
+
+ monster "que_qsch04",45,243,"Seyren Windsor",1640,1,"#gq_miromob2_sch04::OnMyMobDead";
+ monster "que_qsch04",82,249,"Kathryne Keyron",1645,1,"#gq_miromob2_sch04::OnMyMobDead";
+ monster "que_qsch04",102,248,"Cecil Damon",1644,1,"#gq_miromob2_sch04::OnMyMobDead";
+ monster "que_qsch04",90,260,"Margaretha Sorin",1643,1,"#gq_miromob2_sch04::OnMyMobDead";
+ monster "que_qsch04",90,280,"Eremes Guile",1641,1,"#gq_miromob2_sch04::OnMyMobDead";
+ monster "que_qsch04",102,300,"Howard Alt-Eisen",1642,1,"#gq_miromob2_sch04::OnMyMobDead";
+
+ monster "que_qsch04",63,282,"Seyren Windsor",1640,1,"#gq_miromob2_sch04::OnMyMobDead";
+ monster "que_qsch04",61,243,"Kathryne Keyron",1645,1,"#gq_miromob2_sch04::OnMyMobDead";
+ monster "que_qsch04",70,249,"Cecil Damon",1644,1,"#gq_miromob2_sch04::OnMyMobDead";
+ monster "que_qsch04",102,282,"Margaretha Sorin",1643,1,"#gq_miromob2_sch04::OnMyMobDead";
+ monster "que_qsch04",66,300,"Eremes Guile",1641,1,"#gq_miromob2_sch04::OnMyMobDead";
+ monster "que_qsch04",57,258,"Howard Alt-Eisen",1642,1,"#gq_miromob2_sch04::OnMyMobDead";
+ stopnpctimer;
+ end;
+
+Onreset:
+ killmonster "que_qsch04","#gq_miromob2_sch04::OnMyMobDead";
+ stopnpctimer;
+ end;
+
+OnMyMobDead:
+ if (mobcount("que_qsch04","#gq_miromob2_sch04::OnMyMobDead") == 0) {
+ mapannounce "que_qsch04","The Mystic garden exit is now open.",bc_map,"0x00ff00";
+ setcell "que_qsch04",58,302,63,302,cell_walkable,1;
+ setcell "que_qsch04",58,302,63,302,cell_shootable,1;
+ donpcevent "#Maze_Manager_sch04::OnDisable";
+ }
+ end;
+}
+
+que_qsch04,1,1,0 script #okolnir_sch04 844,{
+
+OnEnable:
+ donpcevent "Gate01#gq_sch04::OnEnable";
+ donpcevent "#Maze_Manager_sch04::OnEnable";
+ donpcevent "#event_start01_sch04::OnEnable";
+ donpcevent "#gd_sch04_mobctrl::OnEnable";
+ enablenpc "Guard of Shadow#sch04_01";
+ enablenpc "Guard of Shadow#sch04_02";
+ enablenpc "Guard of Shadow#sch04_03";
+ enablenpc "Guard of Shadow#sch04_04";
+ enablenpc "Bloody Hunter#sch04_ac01";
+ enablenpc "Bloody Hunter#sch04_ac02";
+ enablenpc "Bloody Hunter#sch04_ac03";
+ enablenpc "Bloody Hunter#sch04_ac04";
+ enablenpc "Temple Keeper#sch04_ac01";
+ enablenpc "Temple Keeper#sch04_ac02";
+ initnpctimer;
+ end;
+
+OnDisable:
+ disablenpc "Wish Maiden#gq_sch04";
+ donpcevent "#gq_miromob2_sch04::Onreset";
+ disablenpc "Piamette#sch04";
+ donpcevent "#gdtimer01_sch04::Onstop";
+ donpcevent "#gdtimer02_sch04::Onstop";
+ donpcevent "#piamette_sch04::Onreset";
+ donpcevent "Wish Maiden#sch04_boss::OnDisable";
+ donpcevent "Wish Maiden#sch04_gift::OnDisable";
+ donpcevent "#gd_sch04_mobctrl::Onreset";
+ donpcevent "Gate01#gq_sch04::OnDisable";
+ donpcevent "#Maze_Manager_sch04::OnDisable";
+ donpcevent "#event_start01_sch04::OnDisable";
+ donpcevent "#nm_switch_sch04::OnDisable";
+ donpcevent "#nmsomsch04_jin01::OnDisable";
+ donpcevent "#nmsomsch04_jin02::OnDisable";
+ donpcevent "#nmsomsch04_jin03::OnDisable";
+ donpcevent "Guard of Shadow#sch04_01::OnDisable";
+ donpcevent "Guard of Shadow#sch04_02::OnDisable";
+ donpcevent "Guard of Shadow#sch04_03::OnDisable";
+ donpcevent "Guard of Shadow#sch04_04::OnDisable";
+ donpcevent "Bloody Hunter#sch04_ac01::OnDisable";
+ donpcevent "Bloody Hunter#sch04_ac02::OnDisable";
+ donpcevent "Bloody Hunter#sch04_ac03::OnDisable";
+ donpcevent "Bloody Hunter#sch04_ac04::OnDisable";
+ donpcevent "Temple Keeper#sch04_ac01::OnDisable";
+ donpcevent "Temple Keeper#sch04_ac02::OnDisable";
+ disablenpc "#to_agit_sch04_gate";
+ donpcevent "#sch04_stone01::Onreset";
+ donpcevent "#sch04_stone02::Onreset";
+ donpcevent "#sch04_stone03::Onreset";
+ disablenpc "#sch04_cage01";
+ disablenpc "#sch04_cage02";
+ disablenpc "#sch04_cage03";
+ disablenpc "#sch04_cage04";
+ disablenpc "#sch04_cage05";
+ disablenpc "#sch04_cage06";
+ disablenpc "windpath03_sch04";
+ disablenpc "windpath04_sch04";
+ set $gqse_sch04_miro,0;
+ set $gqse_sch04_pcc,0;
+ set $gqse_sch04_gd,0;
+ set $gqse_sch04_nm,0;
+ stopnpctimer;
+ end;
+
+Onstop:
+ stopnpctimer;
+ end;
+
+OnTimer1000:
+ mapannounce "que_qsch04","Wish Maiden : Do your best, Okolnir will disappear in one hour!",bc_map,"0x00ff00";
+ end;
+
+OnTimer1800000:
+ mapannounce "que_qsch04","Okolnir will disappear in 30 minutes.",bc_map,"0xff0000";
+ end;
+
+OnTimer2400000:
+ mapannounce "que_qsch04","Okolnir will disappear in 20 minutes.",bc_map,"0xff0000";
+ end;
+
+OnTimer3000000:
+ mapannounce "que_qsch04","Okolnir will disappear in 10 minutes.",bc_map,"0xff0000";
+ end;
+
+OnTimer3300000:
+ mapannounce "que_qsch04","Okolnir will disappear in 5 minutes.",bc_map,"0xff0000";
+ end;
+
+OnTimer3360000:
+ mapannounce "que_qsch04","Okolnir will disappear in 4 minutes.",bc_map,"0xff0000";
+ end;
+
+OnTimer3420000:
+ mapannounce "que_qsch04","Okolnir will disappear in 3 minutes.",bc_map,"0xff0000";
+ end;
+
+OnTimer3480000:
+ mapannounce "que_qsch04","Okolnir will disappear in 2 minutes.",bc_map,"0xff0000";
+ end;
+
+OnTimer3540000:
+ mapannounce "que_qsch04","Okolnir will disappear in 1 minutes.",bc_map,"0xff0000";
+ end;
+
+OnTimer3600000:
+ mapannounce "que_qsch04","Okolnir has begun to disappear.",bc_map,"0x4d4dff";
+ disablenpc "Wish Maiden#gq_sch04";
+ donpcevent "#gq_miromob2_sch04::Onreset";
+ disablenpc "Piamette#sch04";
+ donpcevent "#gdtimer01_sch04::Onstop";
+ donpcevent "#gdtimer02_sch04::Onstop";
+ donpcevent "#piamette_sch04::Onreset";
+ donpcevent "Wish Maiden#sch04_boss::onDisable";
+ donpcevent "Wish Maiden#sch04_gift::OnDisable";
+ donpcevent "#gd_sch04_mobctrl::Onreset";
+ donpcevent "Gate01#gq_sch04::OnDisable";
+ donpcevent "#Maze_Manager_sch04::OnDisable";
+ donpcevent "#event_start01_sch04::OnDisable";
+ donpcevent "#nm_switch_sch04::OnDisable";
+ donpcevent "#nmsomsch04_jin01::OnDisable";
+ donpcevent "#nmsomsch04_jin02::OnDisable";
+ donpcevent "#nmsomsch04_jin03::OnDisable";
+ donpcevent "Guard of Shadow#sch04_01::OnDisable";
+ donpcevent "Guard of Shadow#sch04_02::OnDisable";
+ donpcevent "Guard of Shadow#sch04_03::OnDisable";
+ donpcevent "Guard of Shadow#sch04_04::OnDisable";
+ donpcevent "Bloody Hunter#sch04_ac01::OnDisable";
+ donpcevent "Bloody Hunter#sch04_ac02::OnDisable";
+ donpcevent "Bloody Hunter#sch04_ac03::OnDisable";
+ donpcevent "Bloody Hunter#sch04_ac04::OnDisable";
+ donpcevent "Temple Keeper#sch04_ac01::OnDisable";
+ donpcevent "Temple Keeper#sch04_ac02::OnDisable";
+ disablenpc "#to_agit_sch04_gate";
+ donpcevent "#sch04_stone01::Onreset";
+ donpcevent "#sch04_stone02::Onreset";
+ donpcevent "#sch04_stone03::Onreset";
+ disablenpc "#sch04_cage01";
+ disablenpc "#sch04_cage02";
+ disablenpc "#sch04_cage03";
+ disablenpc "#sch04_cage04";
+ disablenpc "#sch04_cage05";
+ disablenpc "#sch04_cage06";
+ disablenpc "windpath03_sch04";
+ disablenpc "windpath04_sch04";
+ end;
+
+OnTimer3605000:
+ mapannounce "que_qsch04","Wish Maiden: ... You will fall into a deep sleep within Okolnir... ",bc_map,"0x00ff00";
+ end;
+
+OnTimer3608000:
+ mapannounce "que_qsch04","Wish Maiden: ..Have courage ... and await your chance again... ",bc_map,"0x00ff00";
+ end;
+
+OnTimer3610000:
+ set $gqse_sch04_miro,0;
+ set $gqse_sch04_pcc,0;
+ set $gqse_sch04_gd,0;
+ set $gqse_sch04_nm,0;
+ mapwarp "que_qsch04","schg_cas04",369,306;
+ end;
+
+OnTimer3611000:
+ donpcevent "#okolnir_sch04_time01::OnEnable";
+ stopnpctimer;
+ end;
+}
+
+que_qsch04,1,2,0 script #Maze_Manager_sch04 844,{
+OnInit:
+ donpcevent "#miro_bf_sch04::OnDisable";
+ donpcevent "#miro_rf_sch04::OnDisable";
+ donpcevent "#miro_yf_sch04::OnDisable";
+ end;
+
+OnEnable:
+ initnpctimer;
+ end;
+
+OnDisable:
+ donpcevent "#miro_bf_sch04::OnDisable";
+ donpcevent "#miro_rf_sch04::OnDisable";
+ donpcevent "#miro_yf_sch04::OnDisable";
+ stopnpctimer;
+ end;
+
+OnTimer1000:
+ donpcevent "#miro_rf_sch04::OnDisable";
+ end;
+
+OnTimer2000:
+ donpcevent "#miro_yf_sch04::OnDisable";
+ end;
+
+OnTimer3000:
+ donpcevent "#miro_bf_sch04::OnEnable";
+ end;
+
+OnTimer120000:
+ donpcevent "#miro_bf_sch04::OnDisable";
+ end;
+
+OnTimer121000:
+ donpcevent "#miro_yf_sch04::OnDisable";
+ end;
+
+OnTimer123000:
+ donpcevent "#miro_rf_sch04::OnEnable";
+ end;
+
+OnTimer240000:
+ donpcevent "#miro_bf_sch04::OnDisable";
+ end;
+
+OnTimer241000:
+ donpcevent "#miro_rf_sch04::OnDisable";
+ end;
+
+OnTimer242000:
+ donpcevent "#miro_yf_sch04::OnEnable";
+ end;
+
+OnTimer360000:
+ donpcevent "#Maze_Manager_sch04::OnEnable";
+ end;
+}
+
+que_qsch04,2,1,0 script #miro_bf_sch04 844,{
+
+OnEnable:
+ monster "que_qsch04",44,270," ",1934,1,"#miro_bf_sch04::OnMyMobDead";
+ monster "que_qsch04",46,270," ",1934,1,"#miro_bf_sch04::OnMyMobDead";
+ monster "que_qsch04",50,287," ",1934,1,"#miro_bf_sch04::OnMyMobDead";
+ monster "que_qsch04",52,287," ",1934,1,"#miro_bf_sch04::OnMyMobDead";
+ monster "que_qsch04",50,265," ",1934,1,"#miro_bf_sch04::OnMyMobDead";
+ monster "que_qsch04",52,265," ",1934,1,"#miro_bf_sch04::OnMyMobDead";
+ monster "que_qsch04",56,279," ",1934,1,"#miro_bf_sch04::OnMyMobDead";
+ monster "que_qsch04",58,279," ",1934,1,"#miro_bf_sch04::OnMyMobDead";
+ monster "que_qsch04",64,301," ",1934,1,"#miro_bf_sch04::OnMyMobDead";
+ monster "que_qsch04",64,298," ",1934,1,"#miro_bf_sch04::OnMyMobDead";
+ monster "que_qsch04",62,272," ",1934,1,"#miro_bf_sch04::OnMyMobDead";
+ monster "que_qsch04",64,272," ",1934,1,"#miro_bf_sch04::OnMyMobDead";
+ monster "que_qsch04",58,245," ",1934,1,"#miro_bf_sch04::OnMyMobDead";
+ monster "que_qsch04",58,243," ",1934,1,"#miro_bf_sch04::OnMyMobDead";
+ monster "que_qsch04",72,289," ",1934,1,"#miro_bf_sch04::OnMyMobDead";
+ monster "que_qsch04",72,287," ",1934,1,"#miro_bf_sch04::OnMyMobDead";
+ monster "que_qsch04",68,257," ",1934,1,"#miro_bf_sch04::OnMyMobDead";
+ monster "que_qsch04",68,255," ",1934,1,"#miro_bf_sch04::OnMyMobDead";
+ monster "que_qsch04",73,263," ",1934,1,"#miro_bf_sch04::OnMyMobDead";
+ monster "que_qsch04",73,261," ",1934,1,"#miro_bf_sch04::OnMyMobDead";
+ monster "que_qsch04",75,251," ",1934,1,"#miro_bf_sch04::OnMyMobDead";
+ monster "que_qsch04",75,249," ",1934,1,"#miro_bf_sch04::OnMyMobDead";
+ monster "que_qsch04",79,283," ",1934,1,"#miro_bf_sch04::OnMyMobDead";
+ monster "que_qsch04",79,281," ",1934,1,"#miro_bf_sch04::OnMyMobDead";
+ monster "que_qsch04",82,271," ",1934,1,"#miro_bf_sch04::OnMyMobDead";
+ monster "que_qsch04",84,271," ",1934,1,"#miro_bf_sch04::OnMyMobDead";
+ monster "que_qsch04",89,295," ",1934,1,"#miro_bf_sch04::OnMyMobDead";
+ monster "que_qsch04",89,293," ",1934,1,"#miro_bf_sch04::OnMyMobDead";
+ monster "que_qsch04",88,276," ",1934,1,"#miro_bf_sch04::OnMyMobDead";
+ monster "que_qsch04",90,276," ",1934,1,"#miro_bf_sch04::OnMyMobDead";
+ monster "que_qsch04",88,266," ",1934,1,"#miro_bf_sch04::OnMyMobDead";
+ monster "que_qsch04",90,266," ",1934,1,"#miro_bf_sch04::OnMyMobDead";
+ monster "que_qsch04",94,256," ",1934,1,"#miro_bf_sch04::OnMyMobDead";
+ monster "que_qsch04",96,256," ",1934,1,"#miro_bf_sch04::OnMyMobDead";
+ monster "que_qsch04",64,301," ",1934,1,"#miro_bf_sch04::OnMyMobDead";
+ monster "que_qsch04",64,299," ",1934,1,"#miro_bf_sch04::OnMyMobDead";
+ monster "que_qsch04",100,251," ",1934,1,"#miro_bf_sch04::OnMyMobDead";
+ monster "que_qsch04",102,251," ",1934,1,"#miro_bf_sch04::OnMyMobDead";
+ setcell "que_qsch04",44,270,47,270,cell_walkable,0;
+ setcell "que_qsch04",44,270,47,270,cell_shootable,0;
+ setcell "que_qsch04",50,287,53,287,cell_walkable,0;
+ setcell "que_qsch04",50,287,53,287,cell_shootable,0;
+ setcell "que_qsch04",50,265,53,265,cell_walkable,0;
+ setcell "que_qsch04",50,265,53,265,cell_shootable,0;
+ setcell "que_qsch04",56,279,59,279,cell_walkable,0;
+ setcell "que_qsch04",56,279,59,279,cell_shootable,0;
+ setcell "que_qsch04",64,298,64,301,cell_walkable,0;
+ setcell "que_qsch04",64,298,64,301,cell_shootable,0;
+ setcell "que_qsch04",62,272,65,272,cell_walkable,0;
+ setcell "que_qsch04",62,272,65,272,cell_shootable,0;
+ setcell "que_qsch04",58,242,58,245,cell_walkable,0;
+ setcell "que_qsch04",58,242,58,245,cell_shootable,0;
+ setcell "que_qsch04",72,286,72,289,cell_walkable,0;
+ setcell "que_qsch04",72,286,72,289,cell_shootable,0;
+ setcell "que_qsch04",68,254,68,259,cell_walkable,0;
+ setcell "que_qsch04",68,254,68,259,cell_shootable,0;
+ setcell "que_qsch04",73,260,73,263,cell_walkable,0;
+ setcell "que_qsch04",73,260,73,263,cell_shootable,0;
+ setcell "que_qsch04",75,248,75,251,cell_walkable,0;
+ setcell "que_qsch04",75,248,75,251,cell_shootable,0;
+ setcell "que_qsch04",79,280,79,283,cell_walkable,0;
+ setcell "que_qsch04",79,280,79,283,cell_shootable,0;
+ setcell "que_qsch04",82,271,85,271,cell_walkable,0;
+ setcell "que_qsch04",82,271,85,271,cell_shootable,0;
+ setcell "que_qsch04",89,292,89,295,cell_walkable,0;
+ setcell "que_qsch04",89,292,89,295,cell_shootable,0;
+ setcell "que_qsch04",88,276,91,276,cell_walkable,0;
+ setcell "que_qsch04",88,276,91,276,cell_shootable,0;
+ setcell "que_qsch04",88,266,91,266,cell_walkable,0;
+ setcell "que_qsch04",88,266,91,266,cell_shootable,0;
+ setcell "que_qsch04",94,256,97,256,cell_walkable,0;
+ setcell "que_qsch04",94,256,97,256,cell_shootable,0;
+ setcell "que_qsch04",64,298,64,301,cell_walkable,0;
+ setcell "que_qsch04",64,298,64,301,cell_shootable,0;
+ setcell "que_qsch04",100,251,103,251,cell_walkable,0;
+ setcell "que_qsch04",100,251,103,251,cell_shootable,0;
+ end;
+
+OnDisable:
+ killmonster "que_qsch04","#miro_bf_sch04::OnMyMobDead";
+ setcell "que_qsch04",44,270,47,270,cell_walkable,1;
+ setcell "que_qsch04",44,270,47,270,cell_shootable,1;
+ setcell "que_qsch04",50,287,53,287,cell_walkable,1;
+ setcell "que_qsch04",50,287,53,287,cell_shootable,1;
+ setcell "que_qsch04",50,265,53,265,cell_walkable,1;
+ setcell "que_qsch04",50,265,53,265,cell_shootable,1;
+ setcell "que_qsch04",56,279,59,279,cell_walkable,1;
+ setcell "que_qsch04",56,279,59,279,cell_shootable,1;
+ setcell "que_qsch04",64,298,64,301,cell_walkable,1;
+ setcell "que_qsch04",64,298,64,301,cell_shootable,1;
+ setcell "que_qsch04",62,272,65,272,cell_walkable,1;
+ setcell "que_qsch04",62,272,65,272,cell_shootable,1;
+ setcell "que_qsch04",58,242,58,245,cell_walkable,1;
+ setcell "que_qsch04",58,242,58,245,cell_shootable,1;
+ setcell "que_qsch04",72,286,72,289,cell_walkable,1;
+ setcell "que_qsch04",72,286,72,289,cell_shootable,1;
+ setcell "que_qsch04",68,254,68,259,cell_walkable,1;
+ setcell "que_qsch04",68,254,68,259,cell_shootable,1;
+ setcell "que_qsch04",73,260,73,263,cell_walkable,1;
+ setcell "que_qsch04",73,260,73,263,cell_shootable,1;
+ setcell "que_qsch04",75,248,75,251,cell_walkable,1;
+ setcell "que_qsch04",75,248,75,251,cell_shootable,1;
+ setcell "que_qsch04",79,280,79,283,cell_walkable,1;
+ setcell "que_qsch04",79,280,79,283,cell_shootable,1;
+ setcell "que_qsch04",82,271,85,271,cell_walkable,1;
+ setcell "que_qsch04",82,271,85,271,cell_shootable,1;
+ setcell "que_qsch04",89,292,89,295,cell_walkable,1;
+ setcell "que_qsch04",89,292,89,295,cell_shootable,1;
+ setcell "que_qsch04",88,276,91,276,cell_walkable,1;
+ setcell "que_qsch04",88,276,91,276,cell_shootable,1;
+ setcell "que_qsch04",88,266,91,266,cell_walkable,1;
+ setcell "que_qsch04",88,266,91,266,cell_shootable,1;
+ setcell "que_qsch04",94,256,97,256,cell_walkable,1;
+ setcell "que_qsch04",94,256,97,256,cell_shootable,1;
+ setcell "que_qsch04",64,298,64,301,cell_walkable,1;
+ setcell "que_qsch04",64,298,64,301,cell_shootable,1;
+ setcell "que_qsch04",100,251,103,251,cell_walkable,1;
+ setcell "que_qsch04",100,251,103,251,cell_shootable,1;
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qsch04,2,2,0 script #miro_rf_sch04 844,{
+
+OnEnable:
+ monster "que_qsch04",57,301," ",1935,1,"#miro_rf_sch04::OnMyMobDead";
+ monster "que_qsch04",57,299," ",1935,1,"#miro_rf_sch04::OnMyMobDead";
+ monster "que_qsch04",48,291," ",1935,1,"#miro_rf_sch04::OnMyMobDead";
+ monster "que_qsch04",48,289," ",1935,1,"#miro_rf_sch04::OnMyMobDead";
+ monster "que_qsch04",68,290," ",1935,1,"#miro_rf_sch04::OnMyMobDead";
+ monster "que_qsch04",70,290," ",1935,1,"#miro_rf_sch04::OnMyMobDead";
+ monster "que_qsch04",72,295," ",1935,1,"#miro_rf_sch04::OnMyMobDead";
+ monster "que_qsch04",72,293," ",1935,1,"#miro_rf_sch04::OnMyMobDead";
+ monster "que_qsch04",90,296," ",1935,1,"#miro_rf_sch04::OnMyMobDead";
+ monster "que_qsch04",92,296," ",1935,1,"#miro_rf_sch04::OnMyMobDead";
+ monster "que_qsch04",56,282," ",1935,1,"#miro_rf_sch04::OnMyMobDead";
+ monster "que_qsch04",58,282," ",1935,1,"#miro_rf_sch04::OnMyMobDead";
+ monster "que_qsch04",66,283," ",1935,1,"#miro_rf_sch04::OnMyMobDead";
+ monster "que_qsch04",66,281," ",1935,1,"#miro_rf_sch04::OnMyMobDead";
+ monster "que_qsch04",80,284," ",1935,1,"#miro_rf_sch04::OnMyMobDead";
+ monster "que_qsch04",82,284," ",1935,1,"#miro_rf_sch04::OnMyMobDead";
+ monster "que_qsch04",44,273," ",1935,1,"#miro_rf_sch04::OnMyMobDead";
+ monster "que_qsch04",46,273," ",1935,1,"#miro_rf_sch04::OnMyMobDead";
+ monster "que_qsch04",50,273," ",1935,1,"#miro_rf_sch04::OnMyMobDead";
+ monster "que_qsch04",52,273," ",1935,1,"#miro_rf_sch04::OnMyMobDead";
+ monster "que_qsch04",54,269," ",1935,1,"#miro_rf_sch04::OnMyMobDead";
+ monster "que_qsch04",54,267," ",1935,1,"#miro_rf_sch04::OnMyMobDead";
+ monster "que_qsch04",66,271," ",1935,1,"#miro_rf_sch04::OnMyMobDead";
+ monster "que_qsch04",66,270," ",1935,1,"#miro_rf_sch04::OnMyMobDead";
+ monster "que_qsch04",81,273," ",1935,1,"#miro_rf_sch04::OnMyMobDead";
+ monster "que_qsch04",81,272," ",1935,1,"#miro_rf_sch04::OnMyMobDead";
+ monster "que_qsch04",88,276," ",1935,1,"#miro_rf_sch04::OnMyMobDead";
+ monster "que_qsch04",90,276," ",1935,1,"#miro_rf_sch04::OnMyMobDead";
+ monster "que_qsch04",94,276," ",1935,1,"#miro_rf_sch04::OnMyMobDead";
+ monster "que_qsch04",96,276," ",1935,1,"#miro_rf_sch04::OnMyMobDead";
+ monster "que_qsch04",64,258," ",1935,1,"#miro_rf_sch04::OnMyMobDead";
+ monster "que_qsch04",66,258," ",1935,1,"#miro_rf_sch04::OnMyMobDead";
+ monster "que_qsch04",76,263," ",1935,1,"#miro_rf_sch04::OnMyMobDead";
+ monster "que_qsch04",76,261," ",1935,1,"#miro_rf_sch04::OnMyMobDead";
+ monster "que_qsch04",87,265," ",1935,1,"#miro_rf_sch04::OnMyMobDead";
+ monster "que_qsch04",87,263," ",1935,1,"#miro_rf_sch04::OnMyMobDead";
+ monster "que_qsch04",50,252," ",1935,1,"#miro_rf_sch04::OnMyMobDead";
+ monster "que_qsch04",52,252," ",1935,1,"#miro_rf_sch04::OnMyMobDead";
+ monster "que_qsch04",76,252," ",1935,1,"#miro_rf_sch04::OnMyMobDead";
+ monster "que_qsch04",78,252," ",1935,1,"#miro_rf_sch04::OnMyMobDead";
+ monster "que_qsch04",99,255," ",1935,1,"#miro_rf_sch04::OnMyMobDead";
+ monster "que_qsch04",99,253," ",1935,1,"#miro_rf_sch04::OnMyMobDead";
+ monster "que_qsch04",53,245," ",1935,1,"#miro_rf_sch04::OnMyMobDead";
+ monster "que_qsch04",53,243," ",1935,1,"#miro_rf_sch04::OnMyMobDead";
+ setcell "que_qsch04",57,298,57,301,cell_walkable,0;
+ setcell "que_qsch04",57,298,57,301,cell_shootable,0;
+ setcell "que_qsch04",48,288,48,291,cell_walkable,0;
+ setcell "que_qsch04",48,288,48,291,cell_shootable,0;
+ setcell "que_qsch04",68,290,71,290,cell_walkable,0;
+ setcell "que_qsch04",68,290,71,290,cell_shootable,0;
+ setcell "que_qsch04",72,292,72,295,cell_walkable,0;
+ setcell "que_qsch04",72,292,72,295,cell_shootable,0;
+ setcell "que_qsch04",90,296,93,296,cell_walkable,0;
+ setcell "que_qsch04",90,296,93,296,cell_shootable,0;
+ setcell "que_qsch04",56,282,59,282,cell_walkable,0;
+ setcell "que_qsch04",56,282,59,282,cell_shootable,0;
+ setcell "que_qsch04",66,280,66,283,cell_walkable,0;
+ setcell "que_qsch04",66,280,66,283,cell_shootable,0;
+ setcell "que_qsch04",80,284,83,284,cell_walkable,0;
+ setcell "que_qsch04",80,284,83,284,cell_shootable,0;
+ setcell "que_qsch04",44,273,47,273,cell_walkable,0;
+ setcell "que_qsch04",44,273,47,273,cell_shootable,0;
+ setcell "que_qsch04",50,273,53,273,cell_walkable,0;
+ setcell "que_qsch04",50,273,53,273,cell_shootable,0;
+ setcell "que_qsch04",54,266,54,269,cell_walkable,0;
+ setcell "que_qsch04",54,266,54,269,cell_shootable,0;
+ setcell "que_qsch04",66,270,66,271,cell_walkable,0;
+ setcell "que_qsch04",66,270,66,271,cell_shootable,0;
+ setcell "que_qsch04",81,272,81,273,cell_walkable,0;
+ setcell "que_qsch04",81,272,81,273,cell_shootable,0;
+ setcell "que_qsch04",88,276,91,276,cell_walkable,0;
+ setcell "que_qsch04",88,276,91,276,cell_shootable,0;
+ setcell "que_qsch04",94,276,97,276,cell_walkable,0;
+ setcell "que_qsch04",94,276,97,276,cell_shootable,0;
+ setcell "que_qsch04",64,258,67,258,cell_walkable,0;
+ setcell "que_qsch04",64,258,67,258,cell_shootable,0;
+ setcell "que_qsch04",76,260,76,263,cell_walkable,0;
+ setcell "que_qsch04",76,260,76,263,cell_shootable,0;
+ setcell "que_qsch04",87,262,87,265,cell_walkable,0;
+ setcell "que_qsch04",87,262,87,265,cell_shootable,0;
+ setcell "que_qsch04",50,252,53,252,cell_walkable,0;
+ setcell "que_qsch04",50,252,53,252,cell_shootable,0;
+ setcell "que_qsch04",76,252,79,252,cell_walkable,0;
+ setcell "que_qsch04",76,252,79,252,cell_shootable,0;
+ setcell "que_qsch04",99,252,99,255,cell_walkable,0;
+ setcell "que_qsch04",99,252,99,255,cell_shootable,0;
+ setcell "que_qsch04",53,242,53,245,cell_walkable,0;
+ setcell "que_qsch04",53,242,53,245,cell_shootable,0;
+ end;
+
+OnDisable:
+ killmonster "que_qsch04","#miro_rf_sch04::OnMyMobDead";
+ setcell "que_qsch04",57,298,57,301,cell_walkable,1;
+ setcell "que_qsch04",57,298,57,301,cell_shootable,1;
+ setcell "que_qsch04",48,288,48,291,cell_walkable,1;
+ setcell "que_qsch04",48,288,48,291,cell_shootable,1;
+ setcell "que_qsch04",68,290,71,290,cell_walkable,1;
+ setcell "que_qsch04",68,290,71,290,cell_shootable,1;
+ setcell "que_qsch04",72,292,72,295,cell_walkable,1;
+ setcell "que_qsch04",72,292,72,295,cell_shootable,1;
+ setcell "que_qsch04",90,296,93,296,cell_walkable,1;
+ setcell "que_qsch04",90,296,93,296,cell_shootable,1;
+ setcell "que_qsch04",56,282,59,282,cell_walkable,1;
+ setcell "que_qsch04",56,282,59,282,cell_shootable,1;
+ setcell "que_qsch04",66,280,66,283,cell_walkable,1;
+ setcell "que_qsch04",66,280,66,283,cell_shootable,1;
+ setcell "que_qsch04",80,284,83,284,cell_walkable,1;
+ setcell "que_qsch04",80,284,83,284,cell_shootable,1;
+ setcell "que_qsch04",44,273,47,273,cell_walkable,1;
+ setcell "que_qsch04",44,273,47,273,cell_shootable,1;
+ setcell "que_qsch04",50,273,53,273,cell_walkable,1;
+ setcell "que_qsch04",50,273,53,273,cell_shootable,1;
+ setcell "que_qsch04",54,266,54,269,cell_walkable,1;
+ setcell "que_qsch04",54,266,54,269,cell_shootable,1;
+ setcell "que_qsch04",66,270,66,271,cell_walkable,1;
+ setcell "que_qsch04",66,270,66,271,cell_shootable,1;
+ setcell "que_qsch04",81,272,81,273,cell_walkable,1;
+ setcell "que_qsch04",81,272,81,273,cell_shootable,1;
+ setcell "que_qsch04",88,276,91,276,cell_walkable,1;
+ setcell "que_qsch04",88,276,91,276,cell_shootable,1;
+ setcell "que_qsch04",94,276,97,276,cell_walkable,1;
+ setcell "que_qsch04",94,276,97,276,cell_shootable,1;
+ setcell "que_qsch04",64,258,67,258,cell_walkable,1;
+ setcell "que_qsch04",64,258,67,258,cell_shootable,1;
+ setcell "que_qsch04",76,260,76,263,cell_walkable,1;
+ setcell "que_qsch04",76,260,76,263,cell_shootable,1;
+ setcell "que_qsch04",87,262,87,265,cell_walkable,1;
+ setcell "que_qsch04",87,262,87,265,cell_shootable,1;
+ setcell "que_qsch04",50,252,53,252,cell_walkable,1;
+ setcell "que_qsch04",50,252,53,252,cell_shootable,1;
+ setcell "que_qsch04",76,252,79,252,cell_walkable,1;
+ setcell "que_qsch04",76,252,79,252,cell_shootable,1;
+ setcell "que_qsch04",99,252,99,255,cell_walkable,1;
+ setcell "que_qsch04",99,252,99,255,cell_shootable,1;
+ setcell "que_qsch04",53,242,53,245,cell_walkable,1;
+ setcell "que_qsch04",53,242,53,245,cell_shootable,1;
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qsch04,2,3,0 script #miro_yf_sch04 844,{
+
+OnEnable:
+ monster "que_qsch04",44,292," ",1936,1,"#miro_yf_sch04::OnMyMobDead";
+ monster "que_qsch04",46,292," ",1936,1,"#miro_yf_sch04::OnMyMobDead";
+ monster "que_qsch04",67,295," ",1936,1,"#miro_yf_sch04::OnMyMobDead";
+ monster "que_qsch04",67,293," ",1936,1,"#miro_yf_sch04::OnMyMobDead";
+ monster "que_qsch04",94,301," ",1936,1,"#miro_yf_sch04::OnMyMobDead";
+ monster "que_qsch04",94,299," ",1936,1,"#miro_yf_sch04::OnMyMobDead";
+ monster "que_qsch04",79,289," ",1936,1,"#miro_yf_sch04::OnMyMobDead";
+ monster "que_qsch04",79,287," ",1936,1,"#miro_yf_sch04::OnMyMobDead";
+ monster "que_qsch04",56,282," ",1936,1,"#miro_yf_sch04::OnMyMobDead";
+ monster "que_qsch04",58,282," ",1936,1,"#miro_yf_sch04::OnMyMobDead";
+ monster "que_qsch04",71,283," ",1936,1,"#miro_yf_sch04::OnMyMobDead";
+ monster "que_qsch04",71,281," ",1936,1,"#miro_yf_sch04::OnMyMobDead";
+ monster "que_qsch04",100,281," ",1936,1,"#miro_yf_sch04::OnMyMobDead";
+ monster "que_qsch04",102,281," ",1936,1,"#miro_yf_sch04::OnMyMobDead";
+ monster "que_qsch04",44,261," ",1936,1,"#miro_yf_sch04::OnMyMobDead";
+ monster "que_qsch04",46,261," ",1936,1,"#miro_yf_sch04::OnMyMobDead";
+ monster "que_qsch04",50,265," ",1936,1,"#miro_yf_sch04::OnMyMobDead";
+ monster "que_qsch04",52,265," ",1936,1,"#miro_yf_sch04::OnMyMobDead";
+ monster "que_qsch04",56,270," ",1936,1,"#miro_yf_sch04::OnMyMobDead";
+ monster "que_qsch04",58,270," ",1936,1,"#miro_yf_sch04::OnMyMobDead";
+ monster "que_qsch04",72,278," ",1936,1,"#miro_yf_sch04::OnMyMobDead";
+ monster "que_qsch04",73,278," ",1936,1,"#miro_yf_sch04::OnMyMobDead";
+ monster "que_qsch04",82,266," ",1936,1,"#miro_yf_sch04::OnMyMobDead";
+ monster "que_qsch04",84,266," ",1936,1,"#miro_yf_sch04::OnMyMobDead";
+ monster "que_qsch04",88,266," ",1936,1,"#miro_yf_sch04::OnMyMobDead";
+ monster "que_qsch04",90,266," ",1936,1,"#miro_yf_sch04::OnMyMobDead";
+ monster "que_qsch04",94,271," ",1936,1,"#miro_yf_sch04::OnMyMobDead";
+ monster "que_qsch04",96,271," ",1936,1,"#miro_yf_sch04::OnMyMobDead";
+ monster "que_qsch04",60,257," ",1936,1,"#miro_yf_sch04::OnMyMobDead";
+ monster "que_qsch04",60,255," ",1936,1,"#miro_yf_sch04::OnMyMobDead";
+ monster "que_qsch04",73,263," ",1936,1,"#miro_yf_sch04::OnMyMobDead";
+ monster "que_qsch04",73,261," ",1936,1,"#miro_yf_sch04::OnMyMobDead";
+ monster "que_qsch04",75,257," ",1936,1,"#miro_yf_sch04::OnMyMobDead";
+ monster "que_qsch04",75,255," ",1936,1,"#miro_yf_sch04::OnMyMobDead";
+ monster "que_qsch04",87,257," ",1936,1,"#miro_yf_sch04::OnMyMobDead";
+ monster "que_qsch04",87,255," ",1936,1,"#miro_yf_sch04::OnMyMobDead";
+ monster "que_qsch04",58,251," ",1936,1,"#miro_yf_sch04::OnMyMobDead";
+ monster "que_qsch04",58,249," ",1936,1,"#miro_yf_sch04::OnMyMobDead";
+ monster "que_qsch04",80,251," ",1936,1,"#miro_yf_sch04::OnMyMobDead";
+ monster "que_qsch04",80,249," ",1936,1,"#miro_yf_sch04::OnMyMobDead";
+ monster "que_qsch04",53,245," ",1936,1,"#miro_yf_sch04::OnMyMobDead";
+ monster "que_qsch04",53,243," ",1936,1,"#miro_yf_sch04::OnMyMobDead";
+ monster "que_qsch04",75,245," ",1936,1,"#miro_yf_sch04::OnMyMobDead";
+ monster "que_qsch04",75,243," ",1936,1,"#miro_yf_sch04::OnMyMobDead";
+ monster "que_qsch04",100,251," ",1936,1,"#miro_yf_sch04::OnMyMobDead";
+ monster "que_qsch04",102,251," ",1936,1,"#miro_yf_sch04::OnMyMobDead";
+ monster "que_qsch04",100,256," ",1936,1,"#miro_yf_sch04::OnMyMobDead";
+ monster "que_qsch04",102,256," ",1936,1,"#miro_yf_sch04::OnMyMobDead";
+ setcell "que_qsch04",44,292,47,292,cell_walkable,0;
+ setcell "que_qsch04",44,292,47,292,cell_shootable,0;
+ setcell "que_qsch04",67,292,67,295,cell_walkable,0;
+ setcell "que_qsch04",67,292,67,295,cell_shootable,0;
+ setcell "que_qsch04",94,298,94,301,cell_walkable,0;
+ setcell "que_qsch04",94,298,94,301,cell_shootable,0;
+ setcell "que_qsch04",79,286,79,289,cell_walkable,0;
+ setcell "que_qsch04",79,286,79,289,cell_shootable,0;
+ setcell "que_qsch04",56,282,59,282,cell_walkable,0;
+ setcell "que_qsch04",56,282,59,282,cell_shootable,0;
+ setcell "que_qsch04",71,280,71,283,cell_walkable,0;
+ setcell "que_qsch04",71,280,71,283,cell_shootable,0;
+ setcell "que_qsch04",100,281,103,281,cell_walkable,0;
+ setcell "que_qsch04",100,281,103,281,cell_shootable,0;
+ setcell "que_qsch04",44,261,47,261,cell_walkable,0;
+ setcell "que_qsch04",44,261,47,261,cell_shootable,0;
+ setcell "que_qsch04",50,265,53,265,cell_walkable,0;
+ setcell "que_qsch04",50,265,53,265,cell_shootable,0;
+ setcell "que_qsch04",56,270,59,270,cell_walkable,0;
+ setcell "que_qsch04",56,270,59,270,cell_shootable,0;
+ setcell "que_qsch04",72,278,73,278,cell_walkable,0;
+ setcell "que_qsch04",72,278,73,278,cell_shootable,0;
+ setcell "que_qsch04",82,266,85,266,cell_walkable,0;
+ setcell "que_qsch04",82,266,85,266,cell_shootable,0;
+ setcell "que_qsch04",88,266,91,266,cell_walkable,0;
+ setcell "que_qsch04",88,266,91,266,cell_shootable,0;
+ setcell "que_qsch04",94,271,97,271,cell_walkable,0;
+ setcell "que_qsch04",94,271,97,271,cell_shootable,0;
+ setcell "que_qsch04",60,254,60,257,cell_walkable,0;
+ setcell "que_qsch04",60,254,60,257,cell_shootable,0;
+ setcell "que_qsch04",73,260,73,263,cell_walkable,0;
+ setcell "que_qsch04",73,260,73,263,cell_shootable,0;
+ setcell "que_qsch04",75,254,75,257,cell_walkable,0;
+ setcell "que_qsch04",75,254,75,257,cell_shootable,0;
+ setcell "que_qsch04",87,254,87,257,cell_walkable,0;
+ setcell "que_qsch04",87,254,87,257,cell_shootable,0;
+ setcell "que_qsch04",58,248,58,251,cell_walkable,0;
+ setcell "que_qsch04",58,248,58,251,cell_shootable,0;
+ setcell "que_qsch04",80,248,80,251,cell_walkable,0;
+ setcell "que_qsch04",80,248,80,251,cell_shootable,0;
+ setcell "que_qsch04",53,242,53,245,cell_walkable,0;
+ setcell "que_qsch04",53,242,53,245,cell_shootable,0;
+ setcell "que_qsch04",75,242,75,245,cell_walkable,0;
+ setcell "que_qsch04",75,242,75,245,cell_shootable,0;
+ setcell "que_qsch04",100,251,103,251,cell_walkable,0;
+ setcell "que_qsch04",100,251,103,251,cell_shootable,0;
+ setcell "que_qsch04",100,256,103,256,cell_walkable,0;
+ setcell "que_qsch04",100,256,103,256,cell_shootable,0;
+ end;
+
+OnDisable:
+ killmonster "que_qsch04","#miro_yf_sch04::OnMyMobDead";
+ setcell "que_qsch04",44,292,47,292,cell_walkable,1;
+ setcell "que_qsch04",44,292,47,292,cell_shootable,1;
+ setcell "que_qsch04",67,292,67,295,cell_walkable,1;
+ setcell "que_qsch04",67,292,67,295,cell_shootable,1;
+ setcell "que_qsch04",94,298,94,301,cell_walkable,1;
+ setcell "que_qsch04",94,298,94,301,cell_shootable,1;
+ setcell "que_qsch04",79,286,79,289,cell_walkable,1;
+ setcell "que_qsch04",79,286,79,289,cell_shootable,1;
+ setcell "que_qsch04",56,282,59,282,cell_walkable,1;
+ setcell "que_qsch04",56,282,59,282,cell_shootable,1;
+ setcell "que_qsch04",71,280,71,283,cell_walkable,1;
+ setcell "que_qsch04",71,280,71,283,cell_shootable,1;
+ setcell "que_qsch04",100,281,103,281,cell_walkable,1;
+ setcell "que_qsch04",100,281,103,281,cell_shootable,1;
+ setcell "que_qsch04",44,261,47,261,cell_walkable,1;
+ setcell "que_qsch04",44,261,47,261,cell_shootable,1;
+ setcell "que_qsch04",50,265,53,265,cell_walkable,1;
+ setcell "que_qsch04",50,265,53,265,cell_shootable,1;
+ setcell "que_qsch04",56,270,59,270,cell_walkable,1;
+ setcell "que_qsch04",56,270,59,270,cell_shootable,1;
+ setcell "que_qsch04",72,278,73,278,cell_walkable,1;
+ setcell "que_qsch04",72,278,73,278,cell_shootable,1;
+ setcell "que_qsch04",82,266,85,266,cell_walkable,1;
+ setcell "que_qsch04",82,266,85,266,cell_shootable,1;
+ setcell "que_qsch04",88,266,91,266,cell_walkable,1;
+ setcell "que_qsch04",88,266,91,266,cell_shootable,1;
+ setcell "que_qsch04",94,271,97,271,cell_walkable,1;
+ setcell "que_qsch04",94,271,97,271,cell_shootable,1;
+ setcell "que_qsch04",60,254,60,257,cell_walkable,1;
+ setcell "que_qsch04",60,254,60,257,cell_shootable,1;
+ setcell "que_qsch04",73,260,73,263,cell_walkable,1;
+ setcell "que_qsch04",73,260,73,263,cell_shootable,1;
+ setcell "que_qsch04",75,254,75,257,cell_walkable,1;
+ setcell "que_qsch04",75,254,75,257,cell_shootable,1;
+ setcell "que_qsch04",87,254,87,257,cell_walkable,1;
+ setcell "que_qsch04",87,254,87,257,cell_shootable,1;
+ setcell "que_qsch04",58,248,58,251,cell_walkable,1;
+ setcell "que_qsch04",58,248,58,251,cell_shootable,1;
+ setcell "que_qsch04",80,248,80,251,cell_walkable,1;
+ setcell "que_qsch04",80,248,80,251,cell_shootable,1;
+ setcell "que_qsch04",53,242,53,245,cell_walkable,1;
+ setcell "que_qsch04",53,242,53,245,cell_shootable,1;
+ setcell "que_qsch04",75,242,75,245,cell_walkable,1;
+ setcell "que_qsch04",75,242,75,245,cell_shootable,1;
+ setcell "que_qsch04",100,251,103,251,cell_walkable,1;
+ setcell "que_qsch04",100,251,103,251,cell_shootable,1;
+ setcell "que_qsch04",100,256,103,256,cell_walkable,1;
+ setcell "que_qsch04",100,256,103,256,cell_shootable,1;
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qsch04,132,172,0 script windpath01_sch04 45,1,1,{
+OnTouch:
+ if (countitem(7839) > 0) {
+ mes "The Warp Gate responds to the Crystal Key.";
+ delitem 7839,1; //Crystal_Key
+ close2;
+ warp "que_qsch04",114,158;
+ end;
+ }
+ else {
+ mes "You need the Crystal Key to activate the Warp Gate.";
+ close;
+ }
+}
+
+que_qsch04,113,165,0 warp windpath02_sch04 1,1,que_qsch04,139,172
+
+
+que_qsch04,131,136,3 script Piamette#sch04 1930,{
+OnInit:
+ enablenpc "Piamette#sch04";
+ end;
+}
+
+que_qsch04,114,158,0 script #event_start01_sch04 -1,1,1,{
+
+OnInit:
+ disablenpc "#event_start01_sch04";
+ end;
+
+OnEnable:
+ enablenpc "#event_start01_sch04";
+ end;
+
+OnDisable:
+ disablenpc "#event_start01_sch04";
+ stopnpctimer;
+ end;
+
+OnTouch:
+ initnpctimer;
+ disablenpc "#event_start01_sch04";
+ end;
+
+OnTimer2000:
+ mapannounce "que_qsch04","Piamette mumblings : ..There were six birds, Teo. But one is....",bc_map,"0xdb7093";
+ end;
+
+OnTimer6000:
+ mapannounce "que_qsch04","Piamette mumblings : ...Shh.. Teo. The birds have returned..Are they birds that ran away before...? Or breakers who disguises themselves as good adventurers?",bc_map,"0xdb7093";
+ end;
+
+OnTimer10000:
+ mapannounce "que_qsch04","Piamette mumblings : Ha! They are caged in.",bc_map,"0xdb7093";
+ end;
+
+OnTimer14000:
+ mapannounce "que_qsch04","Piamette : Teo, Catch the birds! Put the cage away from here!",bc_map,"0x00ff00";
+ donpcevent "#gdtimer01_sch04::OnEnable";
+ stopnpctimer;
+ end;
+}
+
+que_qsch04,2,2,0 script #gdtimer01_sch04 844,{
+
+OnEnable:
+ initnpctimer;
+ end;
+
+Onstop:
+ donpcevent "#getspell01_sch04::OnDisable";
+ donpcevent "#getspell02_sch04::OnDisable";
+ donpcevent "#getspell03_sch04::OnDisable";
+ donpcevent "#getspell04_sch04::OnDisable";
+ donpcevent "#getspell05_sch04::OnDisable";
+ donpcevent "#getspell06_sch04::OnDisable";
+ donpcevent "#getspell07_sch04::OnDisable";
+ donpcevent "#getspell08_sch04::OnDisable";
+ stopnpctimer;
+ end;
+
+OnTimer1000:
+ donpcevent "#getspell08_sch04::OnDisable";
+ donpcevent "#getspell01_sch04::OnEnable";
+ end;
+
+OnTimer10000:
+ donpcevent "#getspell01_sch04::OnDisable";
+ donpcevent "#getspell02_sch04::OnEnable";
+ end;
+
+OnTimer20000:
+ donpcevent "#getspell02_sch04::OnDisable";
+ donpcevent "#getspell03_sch04::OnEnable";
+ end;
+
+OnTimer30000:
+ donpcevent "#getspell03_sch04::OnDisable";
+ donpcevent "#getspell04_sch04::OnEnable";
+ end;
+
+OnTimer40000:
+ donpcevent "#getspell04_sch04::OnDisable";
+ donpcevent "#getspell05_sch04::OnEnable";
+ end;
+
+OnTimer50000:
+ donpcevent "#getspell05_sch04::OnDisable";
+ donpcevent "#getspell06_sch04::OnEnable";
+ end;
+
+OnTimer60000:
+ donpcevent "#getspell06_sch04::OnDisable";
+ donpcevent "#getspell07_sch04::OnEnable";
+ end;
+
+OnTimer70000:
+ donpcevent "#getspell07_sch04::OnDisable";
+ donpcevent "#getspell08_sch04::OnEnable";
+ end;
+
+OnTimer75000:
+ if ($gqse_sch04_gd < 6) {
+ mapannounce "que_qsch04","Piamette : Silly birds! Silly Teo! Why can't you put away the cage at once?!",bc_map,"0x00ff00";
+ enablenpc "#sch04_cage01";
+ enablenpc "#sch04_cage02";
+ enablenpc "#sch04_cage03";
+ enablenpc "#sch04_cage04";
+ enablenpc "#sch04_cage05";
+ enablenpc "#sch04_cage06";
+ set $gqse_sch04_gd,0;
+ }
+ end;
+
+OnTimer76000:
+ disablenpc "#sch04_cage01";
+ disablenpc "#sch04_cage02";
+ disablenpc "#sch04_cage03";
+ disablenpc "#sch04_cage04";
+ disablenpc "#sch04_cage05";
+ disablenpc "#sch04_cage06";
+ end;
+
+OnTimer80000:
+ donpcevent "#gdtimer01_sch04::OnEnable";
+ end;
+}
+
+que_qsch04,2,3,0 script #gdtimer02_sch04 844,{
+
+OnEnable:
+ initnpctimer;
+ end;
+
+Onstop:
+ stopnpctimer;
+ killmonster "que_qsch04","#gdtimer02_sch04::OnMyMobDead";
+ end;
+
+OnTimer4000:
+ mapannounce "que_qsch04","Piamette : All of them are caught!",bc_map,"0xdb7093";
+ end;
+
+OnTimer8000:
+ mapannounce "que_qsch04","Piamette : Let's call out the keeper of the key not to let the birds go far away.",bc_map,"0xdb7093";
+ end;
+
+OnTimer12000:
+ mapannounce "que_qsch04","Piamette : The keeper of the key is protecting my cage.",bc_map,"0xdb7093";
+ monster "que_qsch04",108,151,"Key Stone",1905,1,"#gdtimer02_sch04::OnMyMobDead";
+ monster "que_qsch04",109,135,"Key Stone",1905,1,"#gdtimer02_sch04::OnMyMobDead";
+ monster "que_qsch04",115,116,"Key Stone",1905,1,"#gdtimer02_sch04::OnMyMobDead";
+ monster "que_qsch04",158,106,"Key Stone",1905,1,"#gdtimer02_sch04::OnMyMobDead";
+ monster "que_qsch04",163,133,"Key Stone",1905,1,"#gdtimer02_sch04::OnMyMobDead";
+ monster "que_qsch04",150,154,"Key Stone",1905,1,"#gdtimer02_sch04::OnMyMobDead";
+ end;
+
+OnTimer112000:
+ mapannounce "que_qsch04","Piamette : Whooping fun times are back! Now, Go! I'll get back to!!",bc_map,"0xdb7093";
+ killmonster "que_qsch04","#gdtimer02_sch04::OnMyMobDead";
+ enablenpc "#sch04_cage01";
+ enablenpc "#sch04_cage02";
+ enablenpc "#sch04_cage03";
+ enablenpc "#sch04_cage04";
+ enablenpc "#sch04_cage05";
+ enablenpc "#sch04_cage06";
+ set $gqse_sch04_gd,0;
+ end;
+
+OnTimer113000:
+ disablenpc "#sch04_cage01";
+ disablenpc "#sch04_cage02";
+ disablenpc "#sch04_cage03";
+ disablenpc "#sch04_cage04";
+ disablenpc "#sch04_cage05";
+ disablenpc "#sch04_cage06";
+ donpcevent "#gdtimer01_sch04::OnEnable";
+ stopnpctimer;
+ end;
+
+Onreset:
+ killmonster "que_qsch04","#gdtimer02_sch04::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ if (mobcount("que_qsch04","#gdtimer02_sch04::OnMyMobDead") == 0) {
+ enablenpc "#sch04_cage01";
+ enablenpc "#sch04_cage02";
+ enablenpc "#sch04_cage03";
+ enablenpc "#sch04_cage04";
+ enablenpc "#sch04_cage05";
+ enablenpc "#sch04_cage06";
+ donpcevent "#piamette_sch04::OnEnable";
+ stopnpctimer;
+ }
+ end;
+}
+
+que_qsch04,1,4,0 script #piamette_sch04 844,{
+OnEnable:
+ initnpctimer;
+ end;
+
+Onreset:
+ killmonster "que_qsch04","#piamette_sch04::OnMyMobDead";
+ stopnpctimer;
+ end;
+
+OnTimer1000:
+ mapannounce "que_qsch04","Piamette : All the keeper of keys are dead now? Who freed my birds? Teo, who did it?",bc_map,"0xdb7093";
+ end;
+
+OnTimer5000:
+ mapannounce "que_qsch04","Piamette : I'm pissed off now!",bc_map,"0xdb7093";
+ disablenpc "Piamette#sch04";
+ monster "que_qsch04",131,135,"Angry Piamette",1930,1,"#piamette_sch04::OnMyMobDead";
+ stopnpctimer;
+ end;
+
+OnMyMobDead:
+ mapannounce "que_qsch04","Piamette has been released, so the warp gate toward the South is working now.",bc_map,"0x00ff00";
+ enablenpc "windpath03_sch04";
+ enablenpc "windpath04_sch04";
+ donpcevent "#nm_switch_sch04::OnEnable";
+ end;
+}
+
+que_qsch04,113,135,0 script #getspell01_sch04 -1,1,1,{
+OnInit:
+ disablenpc "#getspell01_sch04";
+ end;
+
+OnEnable:
+ enablenpc "#getspell01_sch04";
+ specialeffect EF_LOCKON;
+ end;
+
+OnDisable:
+ disablenpc "#getspell01_sch04";
+ end;
+
+OnTouch:
+ sc_start2 SC_Stone,300000,0,10000;
+ if ($gqse_sch04_gd == 0) {
+ warp "que_qsch04",103,153;
+ disablenpc "#getspell01_sch04";
+ set $gqse_sch04_gd,1;
+ mapannounce "que_qsch04","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch04_gd == 1) {
+ warp "que_qsch04",102,135;
+ disablenpc "#getspell01_sch04";
+ set $gqse_sch04_gd,2;
+ mapannounce "que_qsch04","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch04_gd == 2) {
+ warp "que_qsch04",113,111;
+ disablenpc "#getspell01_sch04";
+ set $gqse_sch04_gd,3;
+ mapannounce "que_qsch04","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch04_gd == 3) {
+ warp "que_qsch04",161,105;
+ disablenpc "#getspell01_sch04";
+ set $gqse_sch04_gd,4;
+ mapannounce "que_qsch04","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch04_gd == 4) {
+ warp "que_qsch04",168,135;
+ disablenpc "#getspell01_sch04";
+ set $gqse_sch04_gd,5;
+ mapannounce "que_qsch04","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch04_gd == 5) {
+ warp "que_qsch04",150,159;
+ disablenpc "#getspell01_sch04";
+ set $gqse_sch04_gd,6;
+ mapannounce "que_qsch04","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
+ donpcevent "#gdtimer02_sch04::OnEnable";
+ donpcevent "#gdtimer01_sch04::Onstop";
+ }
+ end;
+}
+
+que_qsch04,146,150,0 script #getspell02_sch04 -1,1,1,{
+OnInit:
+ disablenpc "#getspell02_sch04";
+ end;
+
+OnEnable:
+ enablenpc "#getspell02_sch04";
+ specialeffect EF_LOCKON;
+ end;
+
+OnDisable:
+ disablenpc "#getspell02_sch04";
+ end;
+
+OnTouch:
+ sc_start2 SC_Stone,300000,0,10000;
+ if ($gqse_sch04_gd == 0) {
+ warp "que_qsch04",103,153;
+ disablenpc "#getspell01_sch04";
+ set $gqse_sch04_gd,1;
+ mapannounce "que_qsch04","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch04_gd == 1) {
+ warp "que_qsch04",102,135;
+ disablenpc "#getspell01_sch04";
+ set $gqse_sch04_gd,2;
+ mapannounce "que_qsch04","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch04_gd == 2) {
+ warp "que_qsch04",113,111;
+ disablenpc "#getspell01_sch04";
+ set $gqse_sch04_gd,3;
+ mapannounce "que_qsch04","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch04_gd == 3) {
+ warp "que_qsch04",161,105;
+ disablenpc "#getspell01_sch04";
+ set $gqse_sch04_gd,4;
+ mapannounce "que_qsch04","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch04_gd == 4) {
+ warp "que_qsch04",168,135;
+ disablenpc "#getspell01_sch04";
+ set $gqse_sch04_gd,5;
+ mapannounce "que_qsch04","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch04_gd == 5) {
+ warp "que_qsch04",150,159;
+ disablenpc "#getspell01_sch04";
+ set $gqse_sch04_gd,6;
+ mapannounce "que_qsch04","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
+ donpcevent "#gdtimer02_sch04::OnEnable";
+ donpcevent "#gdtimer01_sch04::Onstop";
+ }
+ end;
+}
+
+que_qsch04,131,117,0 script #getspell03_sch04 -1,1,1,{
+OnInit:
+ disablenpc "#getspell03_sch04";
+ end;
+
+OnEnable:
+ enablenpc "#getspell03_sch04";
+ specialeffect EF_LOCKON;
+ end;
+
+OnDisable:
+ disablenpc "#getspell03_sch04";
+ end;
+
+OnTouch:
+ sc_start2 SC_Stone,300000,0,10000;
+ if ($gqse_sch04_gd == 0) {
+ warp "que_qsch04",103,153;
+ disablenpc "#getspell01_sch04";
+ set $gqse_sch04_gd,1;
+ mapannounce "que_qsch04","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch04_gd == 1) {
+ warp "que_qsch04",102,135;
+ disablenpc "#getspell01_sch04";
+ set $gqse_sch04_gd,2;
+ mapannounce "que_qsch04","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch04_gd == 2) {
+ warp "que_qsch04",113,111;
+ disablenpc "#getspell01_sch04";
+ set $gqse_sch04_gd,3;
+ mapannounce "que_qsch04","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch04_gd == 3) {
+ warp "que_qsch04",161,105;
+ disablenpc "#getspell01_sch04";
+ set $gqse_sch04_gd,4;
+ mapannounce "que_qsch04","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch04_gd == 4) {
+ warp "que_qsch04",168,135;
+ disablenpc "#getspell01_sch04";
+ set $gqse_sch04_gd,5;
+ mapannounce "que_qsch04","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch04_gd == 5) {
+ warp "que_qsch04",150,159;
+ disablenpc "#getspell01_sch04";
+ set $gqse_sch04_gd,6;
+ mapannounce "que_qsch04","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
+ donpcevent "#gdtimer02_sch04::OnEnable";
+ donpcevent "#gdtimer01_sch04::Onstop";
+ }
+ end;
+}
+
+que_qsch04,117,150,0 script #getspell04_sch04 -1,1,1,{
+OnInit:
+ disablenpc "#getspell04_sch04";
+ end;
+
+OnEnable:
+ enablenpc "#getspell04_sch04";
+ specialeffect EF_LOCKON;
+ end;
+
+OnDisable:
+ disablenpc "#getspell04_sch04";
+ end;
+
+OnTouch:
+ sc_start2 SC_Stone,300000,0,10000;
+ if ($gqse_sch04_gd == 0) {
+ warp "que_qsch04",103,153;
+ disablenpc "#getspell01_sch04";
+ set $gqse_sch04_gd,1;
+ mapannounce "que_qsch04","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch04_gd == 1) {
+ warp "que_qsch04",102,135;
+ disablenpc "#getspell01_sch04";
+ set $gqse_sch04_gd,2;
+ mapannounce "que_qsch04","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch04_gd == 2) {
+ warp "que_qsch04",113,111;
+ disablenpc "#getspell01_sch04";
+ set $gqse_sch04_gd,3;
+ mapannounce "que_qsch04","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch04_gd == 3) {
+ warp "que_qsch04",161,105;
+ disablenpc "#getspell01_sch04";
+ set $gqse_sch04_gd,4;
+ mapannounce "que_qsch04","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch04_gd == 4) {
+ warp "que_qsch04",168,135;
+ disablenpc "#getspell01_sch04";
+ set $gqse_sch04_gd,5;
+ mapannounce "que_qsch04","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch04_gd == 5) {
+ warp "que_qsch04",150,159;
+ disablenpc "#getspell01_sch04";
+ set $gqse_sch04_gd,6;
+ mapannounce "que_qsch04","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
+ donpcevent "#gdtimer02_sch04::OnEnable";
+ donpcevent "#gdtimer01_sch04::Onstop";
+ }
+ end;
+}
+
+que_qsch04,150,135,0 script #getspell05_sch04 -1,1,1,{
+OnInit:
+ disablenpc "#getspell05_sch04";
+ end;
+
+OnEnable:
+ enablenpc "#getspell05_sch04";
+ specialeffect EF_LOCKON;
+ end;
+
+OnDisable:
+ disablenpc "#getspell05_sch04";
+ end;
+
+OnTouch:
+ sc_start2 SC_Stone,300000,0,10000;
+ if ($gqse_sch04_gd == 0) {
+ warp "que_qsch04",103,153;
+ disablenpc "#getspell01_sch04";
+ set $gqse_sch04_gd,1;
+ mapannounce "que_qsch04","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch04_gd == 1) {
+ warp "que_qsch04",102,135;
+ disablenpc "#getspell01_sch04";
+ set $gqse_sch04_gd,2;
+ mapannounce "que_qsch04","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch04_gd == 2) {
+ warp "que_qsch04",113,111;
+ disablenpc "#getspell01_sch04";
+ set $gqse_sch04_gd,3;
+ mapannounce "que_qsch04","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch04_gd == 3) {
+ warp "que_qsch04",161,105;
+ disablenpc "#getspell01_sch04";
+ set $gqse_sch04_gd,4;
+ mapannounce "que_qsch04","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch04_gd == 4) {
+ warp "que_qsch04",168,135;
+ disablenpc "#getspell01_sch04";
+ set $gqse_sch04_gd,5;
+ mapannounce "que_qsch04","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch04_gd == 5) {
+ warp "que_qsch04",150,159;
+ disablenpc "#getspell01_sch04";
+ set $gqse_sch04_gd,6;
+ mapannounce "que_qsch04","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
+ donpcevent "#gdtimer02_sch04::OnEnable";
+ donpcevent "#gdtimer01_sch04::Onstop";
+ }
+ end;
+}
+
+que_qsch04,117,121,0 script #getspell06_sch04 -1,1,1,{
+OnInit:
+ disablenpc "#getspell06_sch04";
+ end;
+
+OnEnable:
+ enablenpc "#getspell06_sch04";
+ specialeffect EF_LOCKON;
+ end;
+
+OnDisable:
+ disablenpc "#getspell06_sch04";
+ end;
+
+OnTouch:
+ sc_start2 SC_Stone,300000,0,10000;
+ if ($gqse_sch04_gd == 0) {
+ warp "que_qsch04",103,153;
+ disablenpc "#getspell01_sch04";
+ set $gqse_sch04_gd,1;
+ mapannounce "que_qsch04","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch04_gd == 1) {
+ warp "que_qsch04",102,135;
+ disablenpc "#getspell01_sch04";
+ set $gqse_sch04_gd,2;
+ mapannounce "que_qsch04","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch04_gd == 2) {
+ warp "que_qsch04",113,111;
+ disablenpc "#getspell01_sch04";
+ set $gqse_sch04_gd,3;
+ mapannounce "que_qsch04","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch04_gd == 3) {
+ warp "que_qsch04",161,105;
+ disablenpc "#getspell01_sch04";
+ set $gqse_sch04_gd,4;
+ mapannounce "que_qsch04","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch04_gd == 4) {
+ warp "que_qsch04",168,135;
+ disablenpc "#getspell01_sch04";
+ set $gqse_sch04_gd,5;
+ mapannounce "que_qsch04","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch04_gd == 5) {
+ warp "que_qsch04",150,159;
+ disablenpc "#getspell01_sch04";
+ set $gqse_sch04_gd,6;
+ mapannounce "que_qsch04","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
+ donpcevent "#gdtimer02_sch04::OnEnable";
+ donpcevent "#gdtimer01_sch04::Onstop";
+ }
+ end;
+}
+
+que_qsch04,131,154,0 script #getspell07_sch04 -1,1,1,{
+OnInit:
+ disablenpc "#getspell07_sch04";
+ end;
+
+OnEnable:
+ enablenpc "#getspell07_sch04";
+ specialeffect EF_LOCKON;
+ end;
+
+OnDisable:
+ disablenpc "#getspell07_sch04";
+ end;
+
+OnTouch:
+ sc_start2 SC_Stone,300000,0,10000;
+ if ($gqse_sch04_gd == 0) {
+ warp "que_qsch04",103,153;
+ disablenpc "#getspell01_sch04";
+ set $gqse_sch04_gd,1;
+ mapannounce "que_qsch04","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch04_gd == 1) {
+ warp "que_qsch04",102,135;
+ disablenpc "#getspell01_sch04";
+ set $gqse_sch04_gd,2;
+ mapannounce "que_qsch04","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch04_gd == 2) {
+ warp "que_qsch04",113,111;
+ disablenpc "#getspell01_sch04";
+ set $gqse_sch04_gd,3;
+ mapannounce "que_qsch04","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch04_gd == 3) {
+ warp "que_qsch04",161,105;
+ disablenpc "#getspell01_sch04";
+ set $gqse_sch04_gd,4;
+ mapannounce "que_qsch04","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch04_gd == 4) {
+ warp "que_qsch04",168,135;
+ disablenpc "#getspell01_sch04";
+ set $gqse_sch04_gd,5;
+ mapannounce "que_qsch04","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch04_gd == 5) {
+ warp "que_qsch04",150,159;
+ disablenpc "#getspell01_sch04";
+ set $gqse_sch04_gd,6;
+ mapannounce "que_qsch04","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
+ donpcevent "#gdtimer02_sch04::OnEnable";
+ donpcevent "#gdtimer01_sch04::Onstop";
+ }
+ end;
+}
+
+que_qsch04,146,121,0 script #getspell08_sch04 -1,1,1,{
+OnInit:
+ disablenpc "#getspell08_sch04";
+ end;
+
+OnEnable:
+ enablenpc "#getspell08_sch04";
+ specialeffect EF_LOCKON;
+ end;
+
+OnDisable:
+ disablenpc "#getspell08_sch04";
+ end;
+
+OnTouch:
+ sc_start2 SC_Stone,300000,0,10000;
+ if ($gqse_sch04_gd == 0) {
+ warp "que_qsch04",103,153;
+ disablenpc "#getspell01_sch04";
+ set $gqse_sch04_gd,1;
+ mapannounce "que_qsch04","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch04_gd == 1) {
+ warp "que_qsch04",102,135;
+ disablenpc "#getspell01_sch04";
+ set $gqse_sch04_gd,2;
+ mapannounce "que_qsch04","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch04_gd == 2) {
+ warp "que_qsch04",113,111;
+ disablenpc "#getspell01_sch04";
+ set $gqse_sch04_gd,3;
+ mapannounce "que_qsch04","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch04_gd == 3) {
+ warp "que_qsch04",161,105;
+ disablenpc "#getspell01_sch04";
+ set $gqse_sch04_gd,4;
+ mapannounce "que_qsch04","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch04_gd == 4) {
+ warp "que_qsch04",168,135;
+ disablenpc "#getspell01_sch04";
+ set $gqse_sch04_gd,5;
+ mapannounce "que_qsch04","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch04_gd == 5) {
+ warp "que_qsch04",150,159;
+ disablenpc "#getspell01_sch04";
+ set $gqse_sch04_gd,6;
+ mapannounce "que_qsch04","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
+ donpcevent "#gdtimer02_sch04::OnEnable";
+ donpcevent "#gdtimer01_sch04::Onstop";
+ }
+ end;
+}
+
+que_qsch04,103,153,0 script #sch04_cage01 -1,1,1,{
+OnInit:
+ disablenpc "#sch04_cage01";
+ end;
+
+OnTouch:
+ sc_end SC_Stone;
+ warp "que_qsch04",108,151;
+ disablenpc "#sch04_cage01";
+ end;
+}
+
+que_qsch04,102,135,0 script #sch04_cage02 -1,1,1,{
+OnInit:
+ disablenpc "#sch04_cage02";
+ end;
+
+OnTouch:
+ sc_end SC_Stone;
+ warp "que_qsch04",107,135;
+ disablenpc "#sch04_cage02";
+ end;
+}
+
+que_qsch04,113,111,0 script #sch04_cage03 -1,1,1,{
+OnInit:
+ disablenpc "#sch04_cage03";
+ end;
+
+OnTouch:
+ sc_end SC_Stone;
+ warp "que_qsch04",113,114;
+ disablenpc "#sch04_cage03";
+ end;
+}
+
+que_qsch04,161,105,0 script #sch04_cage04 -1,1,1,{
+OnInit:
+ disablenpc "#sch04_cage04";
+ end;
+
+OnTouch:
+ sc_end SC_Stone;
+ warp "que_qsch04",158,106;
+ disablenpc "#sch04_cage04";
+ end;
+}
+
+que_qsch04,168,135,0 script #sch04_cage05 -1,1,1,{
+OnInit:
+ disablenpc "#sch04_cage05";
+ end;
+
+OnTouch:
+ sc_end SC_Stone;
+ warp "que_qsch04",163,133;
+ disablenpc "#sch04_cage05";
+ end;
+}
+
+que_qsch04,150,159,0 script #sch04_cage06 -1,1,1,{
+OnInit:
+ disablenpc "#sch04_cage06";
+ end;
+
+OnTouch:
+ sc_end SC_Stone;
+ warp "que_qsch04",150,154;
+ disablenpc "#sch04_cage06";
+ end;
+}
+
+que_qsch04,1,8,0 script #gd_sch04_mobctrl 844,{
+OnEnable:
+ monster "que_qsch04",107,152,"Ball of Piamette",1738,1,"#gd_sch04_mobctrl::OnMyMobDead";
+ monster "que_qsch04",109,135,"Ball of Piamette",1738,1,"#gd_sch04_mobctrl::OnMyMobDead";
+ monster "que_qsch04",113,116,"Ball of Piamette",1738,1,"#gd_sch04_mobctrl::OnMyMobDead";
+ monster "que_qsch04",157,107,"Ball of Piamette",1738,1,"#gd_sch04_mobctrl::OnMyMobDead";
+ monster "que_qsch04",163,133,"Ball of Piamette",1738,1,"#gd_sch04_mobctrl::OnMyMobDead";
+ monster "que_qsch04",149,156,"Ball of Piamette",1738,1,"#gd_sch04_mobctrl::OnMyMobDead";
+ monster "que_qsch04",130,139,"Alice",1275,1,"#gd_sch04_mobctrl::OnMyMobDead";
+ monster "que_qsch04",135,137,"Alice",1275,1,"#gd_sch04_mobctrl::OnMyMobDead";
+ monster "que_qsch04",130,132,"Alice",1275,1,"#gd_sch04_mobctrl::OnMyMobDead";
+ monster "que_qsch04",128,137,"Alice",1275,1,"#gd_sch04_mobctrl::OnMyMobDead";
+ monster "que_qsch04",109,145,"Alice",1275,1,"#gd_sch04_mobctrl::OnMyMobDead";
+ monster "que_qsch04",109,130,"Alice",1275,1,"#gd_sch04_mobctrl::OnMyMobDead";
+ monster "que_qsch04",128,114,"Alice",1275,1,"#gd_sch04_mobctrl::OnMyMobDead";
+ monster "que_qsch04",147,114,"Alice",1275,1,"#gd_sch04_mobctrl::OnMyMobDead";
+ monster "que_qsch04",154,128,"Alice",1275,1,"#gd_sch04_mobctrl::OnMyMobDead";
+ monster "que_qsch04",151,145,"Alice",1275,1,"#gd_sch04_mobctrl::OnMyMobDead";
+ monster "que_qsch04",130,151,"Alice",1275,1,"#gd_sch04_mobctrl::OnMyMobDead";
+ monster "que_qsch04",131,139,"Ball of Piamette",1738,1,"#gd_sch04_mobctrl::OnMyMobDead";
+ monster "que_qsch04",135,136,"Ball of Piamette",1738,1,"#gd_sch04_mobctrl::OnMyMobDead";
+ monster "que_qsch04",131,132,"Ball of Piamette",1738,1,"#gd_sch04_mobctrl::OnMyMobDead";
+ monster "que_qsch04",128,136,"Ball of Piamette",1738,1,"#gd_sch04_mobctrl::OnMyMobDead";
+ monster "que_qsch04",110,145,"Ball of Piamette",1738,1,"#gd_sch04_mobctrl::OnMyMobDead";
+ monster "que_qsch04",129,114,"Ball of Piamette",1738,1,"#gd_sch04_mobctrl::OnMyMobDead";
+ monster "que_qsch04",148,114,"Ball of Piamette",1738,1,"#gd_sch04_mobctrl::OnMyMobDead";
+ monster "que_qsch04",155,128,"Ball of Piamette",1738,1,"#gd_sch04_mobctrl::OnMyMobDead";
+ monster "que_qsch04",152,145,"Ball of Piamette",1738,1,"#gd_sch04_mobctrl::OnMyMobDead";
+ monster "que_qsch04",131,151,"Ball of Piamette",1738,1,"#gd_sch04_mobctrl::OnMyMobDead";
+ monster "que_qsch04",110,130,"Ball of Piamette",1738,1,"#gd_sch04_mobctrl::OnMyMobDead";
+ monster "que_qsch04",132,139,"Violy",1390,1,"#gd_sch04_mobctrl::OnMyMobDead";
+ monster "que_qsch04",135,135,"Violy",1390,1,"#gd_sch04_mobctrl::OnMyMobDead";
+ monster "que_qsch04",132,132,"Violy",1390,1,"#gd_sch04_mobctrl::OnMyMobDead";
+ monster "que_qsch04",128,135,"Violy",1390,1,"#gd_sch04_mobctrl::OnMyMobDead";
+ monster "que_qsch04",111,145,"Violy",1390,1,"#gd_sch04_mobctrl::OnMyMobDead";
+ monster "que_qsch04",111,130,"Violy",1390,1,"#gd_sch04_mobctrl::OnMyMobDead";
+ monster "que_qsch04",130,114,"Violy",1390,1,"#gd_sch04_mobctrl::OnMyMobDead";
+ monster "que_qsch04",149,114,"Violy",1390,1,"#gd_sch04_mobctrl::OnMyMobDead";
+ monster "que_qsch04",156,128,"Violy",1390,1,"#gd_sch04_mobctrl::OnMyMobDead";
+ monster "que_qsch04",153,145,"Violy",1390,1,"#gd_sch04_mobctrl::OnMyMobDead";
+ monster "que_qsch04",132,151,"Violy",1390,1,"#gd_sch04_mobctrl::OnMyMobDead";
+ monster "que_qsch04",133,139,"Ancient Mimic",1699,1,"#gd_sch04_mobctrl::OnMyMobDead";
+ monster "que_qsch04",135,134,"Ancient Mimic",1699,1,"#gd_sch04_mobctrl::OnMyMobDead";
+ monster "que_qsch04",133,132,"Ancient Mimic",1699,1,"#gd_sch04_mobctrl::OnMyMobDead";
+ monster "que_qsch04",128,135,"Ancient Mimic",1699,1,"#gd_sch04_mobctrl::OnMyMobDead";
+ monster "que_qsch04",112,145,"Ancient Mimic",1699,1,"#gd_sch04_mobctrl::OnMyMobDead";
+ monster "que_qsch04",131,114,"Ancient Mimic",1699,1,"#gd_sch04_mobctrl::OnMyMobDead";
+ monster "que_qsch04",150,114,"Ancient Mimic",1699,1,"#gd_sch04_mobctrl::OnMyMobDead";
+ monster "que_qsch04",157,128,"Ancient Mimic",1699,1,"#gd_sch04_mobctrl::OnMyMobDead";
+ monster "que_qsch04",154,145,"Ancient Mimic",1699,1,"#gd_sch04_mobctrl::OnMyMobDead";
+ monster "que_qsch04",133,151,"Ancient Mimic",1699,1,"#gd_sch04_mobctrl::OnMyMobDead";
+ monster "que_qsch04",112,130,"Ancient Mimic",1699,1,"#gd_sch04_mobctrl::OnMyMobDead";
+ end;
+
+Onreset:
+ killmonster "que_qsch04","#gd_sch04_mobctrl::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ if (mobcount("que_qsch04","#gd_sch04_mobctrl::OnMyMobDead") < 7) {
+ monster "que_qsch04",107,152,"Ball of Piamette",1738,1,"#gd_sch04_mobctrl::OnMyMobDead";
+ monster "que_qsch04",109,135,"Ball of Piamette",1738,1,"#gd_sch04_mobctrl::OnMyMobDead";
+ monster "que_qsch04",113,116,"Ball of Piamette",1738,1,"#gd_sch04_mobctrl::OnMyMobDead";
+ monster "que_qsch04",157,107,"Ball of Piamette",1738,1,"#gd_sch04_mobctrl::OnMyMobDead";
+ monster "que_qsch04",163,133,"Ball of Piamette",1738,1,"#gd_sch04_mobctrl::OnMyMobDead";
+ monster "que_qsch04",149,156,"Ball of Piamette",1738,1,"#gd_sch04_mobctrl::OnMyMobDead";
+ }
+ end;
+}
+
+que_qsch04,149,105,0 script windpath03_sch04 45,1,1,{
+OnInit:
+ disablenpc "windpath03_sch04";
+ end;
+
+OnTouch:
+ warp "que_qsch04",119,103;
+ end;
+}
+
+que_qsch04,128,104,0 script windpath04_sch04 45,1,1,{
+OnInit:
+ disablenpc "windpath04_sch04";
+ end;
+
+OnTouch:
+ warp "que_qsch04",146,109;
+ end;
+}
+
+que_qsch04,253,273,0 script #nm_switch_sch04 -1,5,5,{
+OnInit:
+ disablenpc "#nm_switch_sch04";
+ end;
+
+OnEnable:
+ enablenpc "#nm_switch_sch04";
+ end;
+
+OnDisable:
+ disablenpc "#nm_switch_sch04";
+ stopnpctimer;
+ end;
+
+OnTouch:
+ disablenpc "#nm_switch_sch04";
+ initnpctimer;
+ end;
+
+OnTimer1000:
+ mapannounce "que_qsch04","Wish Maiden: Did you have a good time with Piamette?",bc_map,"0x00ff00";
+ end;
+
+OnTimer4000:
+ mapannounce "que_qsch04","Wish Maiden: But it's the end. There will be summoned monsters coming soon...",bc_map,"0x00ff00";
+ end;
+
+OnTimer9000:
+ mapannounce "que_qsch04","Wish Maiden: So come here to me safely...",bc_map,"0x00ff00";
+ end;
+
+OnTimer10000:
+ donpcevent "#nmsomsch04_jin01::OnEnable";
+ donpcevent "#sch04_stone01::OnEnable";
+ end;
+
+OnTimer190000:
+ donpcevent "#nmsomsch04_jin02::OnEnable";
+ donpcevent "#sch04_stone02::OnEnable";
+ end;
+
+OnTimer370000:
+ donpcevent "#nmsomsch04_jin03::OnEnable";
+ donpcevent "#sch04_stone03::OnEnable";
+ stopnpctimer;
+ end;
+}
+
+que_qsch04,229,297,0 script #nmsomsch04_jin01 -1,{
+OnEnable:
+ donpcevent "#sch04_stone01::OnEnable";
+ initnpctimer;
+ end;
+
+OnDisable:
+ killmonster "que_qsch04","#nmsomsch04_jin01::OnMyMobDead";
+ stopnpctimer;
+ end;
+
+OnTimer5000:
+ mapannounce "que_qsch04","The Western magic formation is working to summon Guard of Shadow.",bc_map,"0x4d4dff";
+ monster "que_qsch04",226,288,"Guard of Shadow",1752,1,"#nmsomsch04_jin01::OnMyMobDead";
+ monster "que_qsch04",227,289,"Guard of Shadow",1752,1,"#nmsomsch04_jin01::OnMyMobDead";
+ monster "que_qsch04",228,290,"Guard of Shadow",1752,1,"#nmsomsch04_jin01::OnMyMobDead";
+ monster "que_qsch04",229,291,"Guard of Shadow",1752,1,"#nmsomsch04_jin01::OnMyMobDead";
+ monster "que_qsch04",230,292,"Guard of Shadow",1752,1,"#nmsomsch04_jin01::OnMyMobDead";
+ monster "que_qsch04",231,293,"Guard of Shadow",1752,1,"#nmsomsch04_jin01::OnMyMobDead";
+ monster "que_qsch04",232,294,"Guard of Shadow",1752,1,"#nmsomsch04_jin01::OnMyMobDead";
+ monster "que_qsch04",233,295,"Guard of Shadow",1752,1,"#nmsomsch04_jin01::OnMyMobDead";
+ monster "que_qsch04",234,296,"Guard of Shadow",1752,1,"#nmsomsch04_jin01::OnMyMobDead";
+ monster "que_qsch04",235,297,"Guard of Shadow",1752,1,"#nmsomsch04_jin01::OnMyMobDead";
+ monster "que_qsch04",228,286,"Guard of Shadow",1752,1,"#nmsomsch04_jin01::OnMyMobDead";
+ monster "que_qsch04",229,287,"Guard of Shadow",1752,1,"#nmsomsch04_jin01::OnMyMobDead";
+ monster "que_qsch04",230,288,"Guard of Shadow",1752,1,"#nmsomsch04_jin01::OnMyMobDead";
+ monster "que_qsch04",231,289,"Guard of Shadow",1752,1,"#nmsomsch04_jin01::OnMyMobDead";
+ monster "que_qsch04",232,290,"Guard of Shadow",1752,1,"#nmsomsch04_jin01::OnMyMobDead";
+ monster "que_qsch04",233,291,"Guard of Shadow",1752,1,"#nmsomsch04_jin01::OnMyMobDead";
+ monster "que_qsch04",234,292,"Guard of Shadow",1752,1,"#nmsomsch04_jin01::OnMyMobDead";
+ monster "que_qsch04",235,293,"Guard of Shadow",1752,1,"#nmsomsch04_jin01::OnMyMobDead";
+ monster "que_qsch04",236,294,"Guard of Shadow",1752,1,"#nmsomsch04_jin01::OnMyMobDead";
+ monster "que_qsch04",237,295,"Guard of Shadow",1752,1,"#nmsomsch04_jin01::OnMyMobDead";
+ monster "que_qsch04",230,284,"Guard of Shadow",1752,1,"#nmsomsch04_jin01::OnMyMobDead";
+ monster "que_qsch04",231,285,"Guard of Shadow",1752,1,"#nmsomsch04_jin01::OnMyMobDead";
+ monster "que_qsch04",232,286,"Guard of Shadow",1752,1,"#nmsomsch04_jin01::OnMyMobDead";
+ monster "que_qsch04",233,287,"Guard of Shadow",1752,1,"#nmsomsch04_jin01::OnMyMobDead";
+ monster "que_qsch04",234,288,"Guard of Shadow",1752,1,"#nmsomsch04_jin01::OnMyMobDead";
+ monster "que_qsch04",235,289,"Guard of Shadow",1752,1,"#nmsomsch04_jin01::OnMyMobDead";
+ monster "que_qsch04",236,290,"Guard of Shadow",1752,1,"#nmsomsch04_jin01::OnMyMobDead";
+ monster "que_qsch04",237,291,"Guard of Shadow",1752,1,"#nmsomsch04_jin01::OnMyMobDead";
+ monster "que_qsch04",238,292,"Guard of Shadow",1752,1,"#nmsomsch04_jin01::OnMyMobDead";
+ monster "que_qsch04",239,293,"Guard of Shadow",1752,1,"#nmsomsch04_jin01::OnMyMobDead";
+ end;
+
+OnTimer25000:
+OnTimer55000:
+OnTimer85000:
+OnTimer120000:
+ monster "que_qsch04",226,294,"Guard of Shadow",1752,1,"#nmsomsch04_jin01::OnMyMobDead";
+ monster "que_qsch04",227,294,"Guard of Shadow",1752,1,"#nmsomsch04_jin01::OnMyMobDead";
+ monster "que_qsch04",228,294,"Guard of Shadow",1752,1,"#nmsomsch04_jin01::OnMyMobDead";
+ monster "que_qsch04",229,294,"Guard of Shadow",1752,1,"#nmsomsch04_jin01::OnMyMobDead";
+ monster "que_qsch04",230,295,"Guard of Shadow",1752,1,"#nmsomsch04_jin01::OnMyMobDead";
+ monster "que_qsch04",231,296,"Guard of Shadow",1752,1,"#nmsomsch04_jin01::OnMyMobDead";
+ monster "que_qsch04",231,297,"Guard of Shadow",1752,1,"#nmsomsch04_jin01::OnMyMobDead";
+ monster "que_qsch04",231,298,"Guard of Shadow",1752,1,"#nmsomsch04_jin01::OnMyMobDead";
+ monster "que_qsch04",231,299,"Guard of Shadow",1752,1,"#nmsomsch04_jin01::OnMyMobDead";
+ monster "que_qsch04",230,300,"Guard of Shadow",1752,1,"#nmsomsch04_jin01::OnMyMobDead";
+ monster "que_qsch04",229,301,"Guard of Shadow",1752,1,"#nmsomsch04_jin01::OnMyMobDead";
+ monster "que_qsch04",228,301,"Guard of Shadow",1752,1,"#nmsomsch04_jin01::OnMyMobDead";
+ monster "que_qsch04",227,301,"Guard of Shadow",1752,1,"#nmsomsch04_jin01::OnMyMobDead";
+ monster "que_qsch04",226,301,"Guard of Shadow",1752,1,"#nmsomsch04_jin01::OnMyMobDead";
+ monster "que_qsch04",225,300,"Guard of Shadow",1752,1,"#nmsomsch04_jin01::OnMyMobDead";
+ monster "que_qsch04",224,299,"Guard of Shadow",1752,1,"#nmsomsch04_jin01::OnMyMobDead";
+ monster "que_qsch04",224,298,"Guard of Shadow",1752,1,"#nmsomsch04_jin01::OnMyMobDead";
+ monster "que_qsch04",224,297,"Guard of Shadow",1752,1,"#nmsomsch04_jin01::OnMyMobDead";
+ monster "que_qsch04",224,296,"Guard of Shadow",1752,1,"#nmsomsch04_jin01::OnMyMobDead";
+ monster "que_qsch04",225,295,"Guard of Shadow",1752,1,"#nmsomsch04_jin01::OnMyMobDead";
+ end;
+
+OnTimer180000:
+ stopnpctimer;
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qsch04,2,8,0 script #sch04_stone01 844,{
+OnEnable:
+ monster "que_qsch04",227,294,"Western Magic Guardian",1752,1,"#sch04_stone01::OnMyMobDead";
+ monster "que_qsch04",229,294,"Western Magic Guardian",1752,1,"#sch04_stone01::OnMyMobDead";
+ monster "que_qsch04",231,296,"Western Magic Guardian",1752,1,"#sch04_stone01::OnMyMobDead";
+ monster "que_qsch04",231,298,"Western Magic Guardian",1752,1,"#sch04_stone01::OnMyMobDead";
+ monster "que_qsch04",230,300,"Western Magic Guardian",1752,1,"#sch04_stone01::OnMyMobDead";
+ monster "que_qsch04",228,301,"Western Magic Guardian",1752,1,"#sch04_stone01::OnMyMobDead";
+ monster "que_qsch04",226,301,"Western Magic Guardian",1752,1,"#sch04_stone01::OnMyMobDead";
+ monster "que_qsch04",224,299,"Western Magic Guardian",1752,1,"#sch04_stone01::OnMyMobDead";
+ monster "que_qsch04",224,297,"Western Magic Guardian",1752,1,"#sch04_stone01::OnMyMobDead";
+ monster "que_qsch04",225,295,"Western Magic Guardian",1752,1,"#sch04_stone01::OnMyMobDead";
+ end;
+
+Onreset:
+ killmonster "que_qsch04","#sch04_stone01::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ if (mobcount("que_qsch04","#sch04_stone01::OnMyMobDead") == 0) {
+ set $gqse_sch04_nm,$gqse_sch04_nm+1;
+ donpcevent "#nmsomsch04_jin01::OnDisable";
+ if ($gqse_sch04_nm == 3) {
+ donpcevent "Wish Maiden#sch04_boss::Onfight";
+ }
+ }
+ end;
+}
+
+que_qsch04,275,299,0 script #nmsomsch04_jin02 -1,{
+OnEnable:
+ initnpctimer;
+ end;
+
+OnDisable:
+ killmonster "que_qsch04","#nmsomsch04_jin02::OnMyMobDead";
+ stopnpctimer;
+ end;
+
+OnTimer5000:
+ mapannounce "que_qsch04","The Eastern magic formation is working to summon Bloody Hunter.",bc_map,"0x4d4dff";
+ monster "que_qsch04",263,292,"Bloody Hunter",1753,1,"#nmsomsch04_jin02::OnMyMobDead";
+ monster "que_qsch04",264,291,"Bloody Hunter",1753,1,"#nmsomsch04_jin02::OnMyMobDead";
+ monster "que_qsch04",265,290,"Bloody Hunter",1753,1,"#nmsomsch04_jin02::OnMyMobDead";
+ monster "que_qsch04",266,289,"Bloody Hunter",1753,1,"#nmsomsch04_jin02::OnMyMobDead";
+ monster "que_qsch04",267,288,"Bloody Hunter",1753,1,"#nmsomsch04_jin02::OnMyMobDead";
+ monster "que_qsch04",268,287,"Bloody Hunter",1753,1,"#nmsomsch04_jin02::OnMyMobDead";
+ monster "que_qsch04",269,286,"Bloody Hunter",1753,1,"#nmsomsch04_jin02::OnMyMobDead";
+ monster "que_qsch04",270,285,"Bloody Hunter",1753,1,"#nmsomsch04_jin02::OnMyMobDead";
+ monster "que_qsch04",271,284,"Bloody Hunter",1753,1,"#nmsomsch04_jin02::OnMyMobDead";
+ monster "que_qsch04",272,283,"Bloody Hunter",1753,1,"#nmsomsch04_jin02::OnMyMobDead";
+ monster "que_qsch04",265,294,"Bloody Hunter",1753,1,"#nmsomsch04_jin02::OnMyMobDead";
+ monster "que_qsch04",266,293,"Bloody Hunter",1753,1,"#nmsomsch04_jin02::OnMyMobDead";
+ monster "que_qsch04",267,292,"Bloody Hunter",1753,1,"#nmsomsch04_jin02::OnMyMobDead";
+ monster "que_qsch04",268,291,"Bloody Hunter",1753,1,"#nmsomsch04_jin02::OnMyMobDead";
+ monster "que_qsch04",269,290,"Bloody Hunter",1753,1,"#nmsomsch04_jin02::OnMyMobDead";
+ monster "que_qsch04",270,289,"Bloody Hunter",1753,1,"#nmsomsch04_jin02::OnMyMobDead";
+ monster "que_qsch04",271,288,"Bloody Hunter",1753,1,"#nmsomsch04_jin02::OnMyMobDead";
+ monster "que_qsch04",272,287,"Bloody Hunter",1753,1,"#nmsomsch04_jin02::OnMyMobDead";
+ monster "que_qsch04",273,286,"Bloody Hunter",1753,1,"#nmsomsch04_jin02::OnMyMobDead";
+ monster "que_qsch04",274,285,"Bloody Hunter",1753,1,"#nmsomsch04_jin02::OnMyMobDead";
+ monster "que_qsch04",267,296,"Bloody Hunter",1753,1,"#nmsomsch04_jin02::OnMyMobDead";
+ monster "que_qsch04",268,295,"Bloody Hunter",1753,1,"#nmsomsch04_jin02::OnMyMobDead";
+ monster "que_qsch04",269,294,"Bloody Hunter",1753,1,"#nmsomsch04_jin02::OnMyMobDead";
+ monster "que_qsch04",270,283,"Bloody Hunter",1753,1,"#nmsomsch04_jin02::OnMyMobDead";
+ monster "que_qsch04",271,282,"Bloody Hunter",1753,1,"#nmsomsch04_jin02::OnMyMobDead";
+ monster "que_qsch04",272,281,"Bloody Hunter",1753,1,"#nmsomsch04_jin02::OnMyMobDead";
+ monster "que_qsch04",273,280,"Bloody Hunter",1753,1,"#nmsomsch04_jin02::OnMyMobDead";
+ monster "que_qsch04",274,279,"Bloody Hunter",1753,1,"#nmsomsch04_jin02::OnMyMobDead";
+ monster "que_qsch04",275,276,"Bloody Hunter",1753,1,"#nmsomsch04_jin02::OnMyMobDead";
+ monster "que_qsch04",276,275,"Bloody Hunter",1753,1,"#nmsomsch04_jin02::OnMyMobDead";
+ end;
+
+OnTimer25000:
+OnTimer55000:
+OnTimer85000:
+OnTimer120000:
+ monster "que_qsch04",274,301,"Bloody Hunter",1753,1,"#nmsomsch04_jin02::OnMyMobDead";
+ monster "que_qsch04",275,301,"Bloody Hunter",1753,1,"#nmsomsch04_jin02::OnMyMobDead";
+ monster "que_qsch04",276,301,"Bloody Hunter",1753,1,"#nmsomsch04_jin02::OnMyMobDead";
+ monster "que_qsch04",277,301,"Bloody Hunter",1753,1,"#nmsomsch04_jin02::OnMyMobDead";
+ monster "que_qsch04",278,300,"Bloody Hunter",1753,1,"#nmsomsch04_jin02::OnMyMobDead";
+ monster "que_qsch04",279,299,"Bloody Hunter",1753,1,"#nmsomsch04_jin02::OnMyMobDead";
+ monster "que_qsch04",279,298,"Bloody Hunter",1753,1,"#nmsomsch04_jin02::OnMyMobDead";
+ monster "que_qsch04",279,297,"Bloody Hunter",1753,1,"#nmsomsch04_jin02::OnMyMobDead";
+ monster "que_qsch04",279,296,"Bloody Hunter",1753,1,"#nmsomsch04_jin02::OnMyMobDead";
+ monster "que_qsch04",278,295,"Bloody Hunter",1753,1,"#nmsomsch04_jin02::OnMyMobDead";
+ monster "que_qsch04",277,294,"Bloody Hunter",1753,1,"#nmsomsch04_jin02::OnMyMobDead";
+ monster "que_qsch04",276,294,"Bloody Hunter",1753,1,"#nmsomsch04_jin02::OnMyMobDead";
+ monster "que_qsch04",275,294,"Bloody Hunter",1753,1,"#nmsomsch04_jin02::OnMyMobDead";
+ monster "que_qsch04",274,294,"Bloody Hunter",1753,1,"#nmsomsch04_jin02::OnMyMobDead";
+ monster "que_qsch04",273,295,"Bloody Hunter",1753,1,"#nmsomsch04_jin02::OnMyMobDead";
+ monster "que_qsch04",272,296,"Bloody Hunter",1753,1,"#nmsomsch04_jin02::OnMyMobDead";
+ monster "que_qsch04",272,297,"Bloody Hunter",1753,1,"#nmsomsch04_jin02::OnMyMobDead";
+ monster "que_qsch04",272,298,"Bloody Hunter",1753,1,"#nmsomsch04_jin02::OnMyMobDead";
+ monster "que_qsch04",272,299,"Bloody Hunter",1753,1,"#nmsomsch04_jin02::OnMyMobDead";
+ monster "que_qsch04",273,300,"Bloody Hunter",1753,1,"#nmsomsch04_jin02::OnMyMobDead";
+ end;
+
+OnTimer180000:
+ stopnpctimer;
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qsch04,2,9,0 script #sch04_stone02 844,{
+OnEnable:
+ monster "que_qsch04",275,301,"Eastern Magic Guardian",1753,1,"#sch04_stone02::OnMyMobDead";
+ monster "que_qsch04",277,301,"Eastern Magic Guardian",1753,1,"#sch04_stone02::OnMyMobDead";
+ monster "que_qsch04",279,299,"Eastern Magic Guardian",1753,1,"#sch04_stone02::OnMyMobDead";
+ monster "que_qsch04",279,297,"Eastern Magic Guardian",1753,1,"#sch04_stone02::OnMyMobDead";
+ monster "que_qsch04",278,295,"Eastern Magic Guardian",1753,1,"#sch04_stone02::OnMyMobDead";
+ monster "que_qsch04",276,294,"Eastern Magic Guardian",1753,1,"#sch04_stone02::OnMyMobDead";
+ monster "que_qsch04",274,294,"Eastern Magic Guardian",1753,1,"#sch04_stone02::OnMyMobDead";
+ monster "que_qsch04",272,296,"Eastern Magic Guardian",1753,1,"#sch04_stone02::OnMyMobDead";
+ monster "que_qsch04",272,298,"Eastern Magic Guardian",1753,1,"#sch04_stone02::OnMyMobDead";
+ monster "que_qsch04",273,300,"Eastern Magic Guardian",1753,1,"#sch04_stone02::OnMyMobDead";
+ end;
+
+Onreset:
+ killmonster "que_qsch04","#sch04_stone02::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ if (mobcount("que_qsch04","#sch04_stone02::OnMyMobDead") == 0) {
+ set $gqse_sch04_nm,$gqse_sch04_nm+1;
+ donpcevent "#nmsomsch04_jin02::OnDisable";
+ if ($gqse_sch04_nm == 3) {
+ donpcevent "Wish Maiden#sch04_boss::Onfight";
+ }
+ }
+ end;
+}
+
+que_qsch04,251,340,0 script #nmsomsch04_jin03 -1,{
+OnEnable:
+ initnpctimer;
+ end;
+
+OnDisable:
+ killmonster "que_qsch04","#nmsomsch04_jin03::OnMyMobDead";
+ stopnpctimer;
+ end;
+
+OnTimer5000:
+ mapannounce "que_qsch04","The Northern magic formation is working to summon Keeper of the Temple.",bc_map,"0x4d4dff";
+ monster "que_qsch04",247,329,"Keeper Of The Temple",1933,1,"#nmsomsch04_jin03::OnMyMobDead";
+ monster "que_qsch04",249,329,"Keeper Of The Temple",1933,1,"#nmsomsch04_jin03::OnMyMobDead";
+ monster "que_qsch04",251,329,"Keeper Of The Temple",1933,1,"#nmsomsch04_jin03::OnMyMobDead";
+ monster "que_qsch04",253,329,"Keeper Of The Temple",1933,1,"#nmsomsch04_jin03::OnMyMobDead";
+ monster "que_qsch04",255,329,"Keeper Of The Temple",1933,1,"#nmsomsch04_jin03::OnMyMobDead";
+ monster "que_qsch04",243,339,"Keeper Of The Temple",1933,1,"#nmsomsch04_jin03::OnMyMobDead";
+ monster "que_qsch04",245,337,"Keeper Of The Temple",1933,1,"#nmsomsch04_jin03::OnMyMobDead";
+ monster "que_qsch04",247,335,"Keeper Of The Temple",1933,1,"#nmsomsch04_jin03::OnMyMobDead";
+ monster "que_qsch04",247,333,"Keeper Of The Temple",1933,1,"#nmsomsch04_jin03::OnMyMobDead";
+ monster "que_qsch04",254,333,"Keeper Of The Temple",1933,1,"#nmsomsch04_jin03::OnMyMobDead";
+ monster "que_qsch04",256,335,"Keeper Of The Temple",1933,1,"#nmsomsch04_jin03::OnMyMobDead";
+ monster "que_qsch04",258,337,"Keeper Of The Temple",1933,1,"#nmsomsch04_jin03::OnMyMobDead";
+ monster "que_qsch04",260,339,"Keeper Of The Temple",1933,1,"#nmsomsch04_jin03::OnMyMobDead";
+ end;
+
+OnTimer120000:
+ monster "que_qsch04",251,343,"Keeper Of The Temple",1933,1,"#nmsomsch04_jin03::OnMyMobDead";
+ monster "que_qsch04",252,343,"Keeper Of The Temple",1933,1,"#nmsomsch04_jin03::OnMyMobDead";
+ monster "que_qsch04",255,341,"Keeper Of The Temple",1933,1,"#nmsomsch04_jin03::OnMyMobDead";
+ monster "que_qsch04",255,340,"Keeper Of The Temple",1933,1,"#nmsomsch04_jin03::OnMyMobDead";
+ monster "que_qsch04",254,337,"Keeper Of The Temple",1933,1,"#nmsomsch04_jin03::OnMyMobDead";
+ monster "que_qsch04",253,336,"Keeper Of The Temple",1933,1,"#nmsomsch04_jin03::OnMyMobDead";
+ monster "que_qsch04",250,336,"Keeper Of The Temple",1933,1,"#nmsomsch04_jin03::OnMyMobDead";
+ monster "que_qsch04",249,337,"Keeper Of The Temple",1933,1,"#nmsomsch04_jin03::OnMyMobDead";
+ monster "que_qsch04",248,340,"Keeper Of The Temple",1933,1,"#nmsomsch04_jin03::OnMyMobDead";
+ monster "que_qsch04",248,341,"Keeper Of The Temple",1933,1,"#nmsomsch04_jin03::OnMyMobDead";
+ end;
+
+OnTimer240000:
+ monster "que_qsch04",250,343,"Keeper Of The Temple",1933,1,"#nmsomsch04_jin03::OnMyMobDead";
+ monster "que_qsch04",252,343,"Keeper Of The Temple",1933,1,"#nmsomsch04_jin03::OnMyMobDead";
+ monster "que_qsch04",254,342,"Keeper Of The Temple",1933,1,"#nmsomsch04_jin03::OnMyMobDead";
+ monster "que_qsch04",255,340,"Keeper Of The Temple",1933,1,"#nmsomsch04_jin03::OnMyMobDead";
+ monster "que_qsch04",255,338,"Keeper Of The Temple",1933,1,"#nmsomsch04_jin03::OnMyMobDead";
+ monster "que_qsch04",253,336,"Keeper Of The Temple",1933,1,"#nmsomsch04_jin03::OnMyMobDead";
+ monster "que_qsch04",250,336,"Keeper Of The Temple",1933,1,"#nmsomsch04_jin03::OnMyMobDead";
+ monster "que_qsch04",248,338,"Keeper Of The Temple",1933,1,"#nmsomsch04_jin03::OnMyMobDead";
+ monster "que_qsch04",248,340,"Keeper Of The Temple",1933,1,"#nmsomsch04_jin03::OnMyMobDead";
+ monster "que_qsch04",249,342,"Keeper Of The Temple",1933,1,"#nmsomsch04_jin03::OnMyMobDead";
+ end;
+
+OnTimer360000:
+ monster "que_qsch04",250,343,"Keeper Of The Temple",1933,1,"#nmsomsch04_jin03::OnMyMobDead";
+ monster "que_qsch04",252,343,"Keeper Of The Temple",1933,1,"#nmsomsch04_jin03::OnMyMobDead";
+ monster "que_qsch04",254,342,"Keeper Of The Temple",1933,1,"#nmsomsch04_jin03::OnMyMobDead";
+ monster "que_qsch04",255,340,"Keeper Of The Temple",1933,1,"#nmsomsch04_jin03::OnMyMobDead";
+ monster "que_qsch04",255,338,"Keeper Of The Temple",1933,1,"#nmsomsch04_jin03::OnMyMobDead";
+ monster "que_qsch04",253,336,"Keeper Of The Temple",1933,1,"#nmsomsch04_jin03::OnMyMobDead";
+ monster "que_qsch04",251,336,"Keeper Of The Temple",1933,1,"#nmsomsch04_jin03::OnMyMobDead";
+ monster "que_qsch04",249,337,"Keeper Of The Temple",1933,1,"#nmsomsch04_jin03::OnMyMobDead";
+ monster "que_qsch04",248,339,"Keeper Of The Temple",1933,1,"#nmsomsch04_jin03::OnMyMobDead";
+ monster "que_qsch04",248,341,"Keeper Of The Temple",1933,1,"#nmsomsch04_jin03::OnMyMobDead";
+ stopnpctimer;
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qsch04,2,10,0 script #sch04_stone03 844,{
+OnEnable:
+ monster "que_qsch04",251,343,"Northern Magic Guardian",1933,1,"#sch04_stone03::OnMyMobDead";
+ monster "que_qsch04",252,343,"Northern Magic Guardian",1933,1,"#sch04_stone03::OnMyMobDead";
+ monster "que_qsch04",255,341,"Northern Magic Guardian",1933,1,"#sch04_stone03::OnMyMobDead";
+ monster "que_qsch04",255,340,"Northern Magic Guardian",1933,1,"#sch04_stone03::OnMyMobDead";
+ monster "que_qsch04",254,337,"Northern Magic Guardian",1933,1,"#sch04_stone03::OnMyMobDead";
+ monster "que_qsch04",253,336,"Northern Magic Guardian",1933,1,"#sch04_stone03::OnMyMobDead";
+ monster "que_qsch04",250,336,"Northern Magic Guardian",1933,1,"#sch04_stone03::OnMyMobDead";
+ monster "que_qsch04",249,337,"Northern Magic Guardian",1933,1,"#sch04_stone03::OnMyMobDead";
+ monster "que_qsch04",248,340,"Northern Magic Guardian",1933,1,"#sch04_stone03::OnMyMobDead";
+ monster "que_qsch04",248,341,"Northern Magic Guardian",1933,1,"#sch04_stone03::OnMyMobDead";
+ end;
+
+Onreset:
+ killmonster "que_qsch04","#sch04_stone03::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ if (mobcount("que_qsch04","#sch04_stone03::OnMyMobDead") == 0) {
+ set $gqse_sch04_nm,$gqse_sch04_nm+1;
+ donpcevent "#nmsomsch04_jin03::OnDisable";
+
+ if ($gqse_sch04_nm == 3) {
+ donpcevent "Wish Maiden#sch04_boss::Onfight";
+ }
+ }
+ end;
+}
+
+que_qsch04,235,285,5 script Guard of Shadow#sch04_01 1752,4,4,{
+OnInit:
+ disablenpc "Guard of Shadow#sch04_01";
+ end;
+
+OnDisable:
+ killmonster "que_qsch04","Guard of Shadow#sch04_01::OnMyMobDead";
+ disablenpc "Guard of Shadow#sch04_01";
+ end;
+
+OnTouch:
+ disablenpc "Guard of Shadow#sch04_01";
+ monster "que_qsch04",234,284,"Guard of Shadow",1752,1,"Guard of Shadow#sch04_01::OnMyMobDead";
+ monster "que_qsch04",235,285,"Guard of Shadow",1752,1,"Guard of Shadow#sch04_01::OnMyMobDead";
+ monster "que_qsch04",236,286,"Guard of Shadow",1752,1,"Guard of Shadow#sch04_01::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qsch04,224,290,5 script Guard of Shadow#sch04_02 1752,4,4,{
+OnInit:
+ disablenpc "Guard of Shadow#sch04_02";
+ end;
+
+OnDisable:
+ killmonster "que_qsch04","Guard of Shadow#sch04_02::OnMyMobDead";
+ disablenpc "Guard of Shadow#sch04_02";
+ end;
+
+OnTouch:
+ disablenpc "Guard of Shadow#sch04_02";
+ monster "que_qsch04",223,289,"Guard of Shadow",1752,1,"Guard of Shadow#sch04_02::OnMyMobDead";
+ monster "que_qsch04",224,290,"Guard of Shadow",1752,1,"Guard of Shadow#sch04_02::OnMyMobDead";
+ monster "que_qsch04",225,291,"Guard of Shadow",1752,1,"Guard of Shadow#sch04_02::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qsch04,236,296,5 script Guard of Shadow#sch04_03 1752,4,4,{
+OnInit:
+ disablenpc "Guard of Shadow#sch04_03";
+ end;
+
+OnDisable:
+ killmonster "que_qsch04","Guard of Shadow#sch04_03::OnMyMobDead";
+ disablenpc "Guard of Shadow#sch04_03";
+ end;
+
+OnTouch:
+ disablenpc "Guard of Shadow#sch04_03";
+ monster "que_qsch04",235,295,"Guard of Shadow",1752,1,"Guard of Shadow#sch04_03::OnMyMobDead";
+ monster "que_qsch04",236,296,"Guard of Shadow",1752,1,"Guard of Shadow#sch04_03::OnMyMobDead";
+ monster "que_qsch04",237,297,"Guard of Shadow",1752,1,"Guard of Shadow#sch04_03::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qsch04,225,303,5 script Guard of Shadow#sch04_04 1752,4,4,{
+OnInit:
+ disablenpc "Guard of Shadow#sch04_04";
+ end;
+
+OnDisable:
+ killmonster "que_qsch04","Guard of Shadow#sch04_04::OnMyMobDead";
+ disablenpc "Guard of Shadow#sch04_04";
+ end;
+
+OnTouch:
+ disablenpc "Guard of Shadow#sch04_04";
+ monster "que_qsch04",224,302,"Guard of Shadow",1752,1,"Guard of Shadow#sch04_04::OnMyMobDead";
+ monster "que_qsch04",225,303,"Guard of Shadow",1752,1,"Guard of Shadow#sch04_04::OnMyMobDead";
+ monster "que_qsch04",226,304,"Guard of Shadow",1752,1,"Guard of Shadow#sch04_04::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qsch04,266,296,3 script Bloody Hunter#sch04_ac01 1753,4,4,{
+OnInit:
+ disablenpc "Bloody Hunter#sch04_ac01";
+ end;
+
+OnDisable:
+ killmonster "que_qsch04","Bloody Hunter#sch04_ac01::OnMyMobDead";
+ disablenpc "Bloody Hunter#sch04_ac01";
+ end;
+
+OnTouch:
+ disablenpc "Bloody Hunter#sch04_ac01";
+ monster "que_qsch04",265,297,"Bloody Hunter",1753,1,"Bloody Hunter#sch04_ac01::OnMyMobDead";
+ monster "que_qsch04",266,296,"Bloody Hunter",1753,1,"Bloody Hunter#sch04_ac01::OnMyMobDead";
+ monster "que_qsch04",267,295,"Bloody Hunter",1753,1,"Bloody Hunter#sch04_ac01::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qsch04,271,283,3 script Bloody Hunter#sch04_ac02 1753,4,4,{
+OnInit:
+ disablenpc "Bloody Hunter#sch04_ac02";
+ end;
+
+OnDisable:
+ killmonster "que_qsch04","Bloody Hunter#sch04_ac02::OnMyMobDead";
+ disablenpc "Bloody Hunter#sch04_ac02";
+ end;
+
+OnTouch:
+ disablenpc "Bloody Hunter#sch04_ac02";
+ monster "que_qsch04",270,284,"Bloody Hunter",1753,1,"Bloody Hunter#sch04_ac02::OnMyMobDead";
+ monster "que_qsch04",271,283,"Bloody Hunter",1753,1,"Bloody Hunter#sch04_ac02::OnMyMobDead";
+ monster "que_qsch04",272,282,"Bloody Hunter",1753,1,"Bloody Hunter#sch04_ac02::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qsch04,270,307,3 script Bloody Hunter#sch04_ac03 1753,4,4,{
+OnInit:
+ disablenpc "Bloody Hunter#sch04_ac03";
+ end;
+
+OnDisable:
+ killmonster "que_qsch04","Bloody Hunter#sch04_ac03::OnMyMobDead";
+ disablenpc "Bloody Hunter#sch04_ac03";
+ end;
+
+OnTouch:
+ disablenpc "Bloody Hunter#sch04_ac03";
+ monster "que_qsch04",269,308,"Bloody Hunter",1753,1,"Bloody Hunter#sch04_ac03::OnMyMobDead";
+ monster "que_qsch04",270,307,"Bloody Hunter",1753,1,"Bloody Hunter#sch04_ac03::OnMyMobDead";
+ monster "que_qsch04",271,306,"Bloody Hunter",1753,1,"Bloody Hunter#sch04_ac03::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qsch04,279,300,3 script Bloody Hunter#sch04_ac04 1753,4,4,{
+OnInit:
+ disablenpc "Bloody Hunter#sch04_ac04";
+ end;
+
+OnDisable:
+ killmonster "que_qsch04","Bloody Hunter#sch04_ac04::OnMyMobDead";
+ disablenpc "Bloody Hunter#sch04_ac04";
+ end;
+
+OnTouch:
+ disablenpc "Bloody Hunter#sch04_ac04";
+ monster "que_qsch04",278,301,"Bloody Hunter",1753,1,"Bloody Hunter#sch04_ac04::OnMyMobDead";
+ monster "que_qsch04",279,300,"Bloody Hunter",1753,1,"Bloody Hunter#sch04_ac04::OnMyMobDead";
+ monster "que_qsch04",280,299,"Bloody Hunter",1753,1,"Bloody Hunter#sch04_ac04::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qsch04,247,330,5 script Temple Keeper#sch04_ac01 1933,4,4,{
+OnInit:
+ disablenpc "Temple Keeper#sch04_ac01";
+ end;
+
+OnDisable:
+ killmonster "que_qsch04","Temple Keeper#sch04_ac01::OnMyMobDead";
+ disablenpc "Temple Keeper#sch04_ac01";
+ end;
+
+OnTouch:
+ disablenpc "Temple Keeper#sch04_ac01";
+ monster "que_qsch04",246,330,"Keeper Of The Temple",1933,1,"Temple Keeper#sch04_ac01::OnMyMobDead";
+ monster "que_qsch04",247,330,"Keeper Of The Temple",1933,1,"Temple Keeper#sch04_ac01::OnMyMobDead";
+ monster "que_qsch04",248,330,"Keeper Of The Temple",1933,1,"Temple Keeper#sch04_ac01::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qsch04,255,330,3 script Temple Keeper#sch04_ac02 1933,4,4,{
+OnInit:
+ disablenpc "Temple Keeper#sch04_ac02";
+ end;
+
+OnDisable:
+ killmonster "que_qsch04","Temple Keeper#sch04_ac02::OnMyMobDead";
+ disablenpc "Temple Keeper#sch04_ac02";
+ end;
+
+OnTouch:
+ disablenpc "Temple Keeper#sch04_ac02";
+ monster "que_qsch04",254,330,"Keeper Of The Temple",1933,1,"Temple Keeper#sch04_ac02::OnMyMobDead";
+ monster "que_qsch04",255,330,"Keeper Of The Temple",1933,1,"Temple Keeper#sch04_ac02::OnMyMobDead";
+ monster "que_qsch04",256,330,"Keeper Of The Temple",1933,1,"Temple Keeper#sch04_ac02::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qsch04,251,255,3 script Wish Maiden#sch04_boss 1931,{
+OnInit:
+ hideonnpc "Wish Maiden#sch04_boss";
+ end;
+
+OnDisable:
+ killmonster "que_qsch04","Wish Maiden#sch04_boss::OnMyMobDead";
+ hideonnpc "Wish Maiden#sch04_boss";
+ stopnpctimer;
+ end;
+
+Onfight:
+ initnpctimer;
+ end;
+
+OnTimer1000:
+ mapannounce "que_qsch04","Wish Maiden : You guys reached here.. Are your guardians dead...?",bc_map,"0x00ff00";
+ end;
+
+OnTimer4000:
+ mapannounce "que_qsch04","Wish Maiden : I sincerely welcome all your best efforts!",bc_map,"0x00ff00";
+ end;
+
+OnTimer5000:
+ specialeffect EF_ICECRASH;
+ hideonnpc "Wish Maiden#sch04_boss";
+ specialeffect EF_SPHERE;
+ monster "que_qsch04",252,340,"Wish Maiden",1931,1,"Wish Maiden#sch04_boss::OnMyMobDead";
+ stopnpctimer;
+ end;
+
+OnMyMobDead:
+ if (mobcount("que_qsch04","Wish Maiden#sch04_boss::OnMyMobDead") == 0) {
+ donpcevent "#okolnir_sch04::Onstop";
+ donpcevent "Wish Maiden#sch04_gift::OnEnable";
+ mapannounce "que_qsch04","Wish Maiden : ..Good, you deserve the Goddess' shine.",bc_map,"0x00ff00";
+ }
+ end;
+}
+
+que_qsch04,252,340,3 script Wish Maiden#sch04_gift 403,{
+ set .@GID, GetCastleData("schg_cas04",1);
+ if (getcharid(2) == .@GID) {
+ if (strcharinfo(0) == getguildmaster(.@GID)) {
+ if ((countitem(7830) > 0) && (countitem(7831) > 0) && (countitem(7832) > 0) && (countitem(7833) > 0) && (countitem(7834) > 0) && (countitem(2357) > 0) && (countitem(7510) > 99) && (countitem(969) > 9) && (countitem(985) > 19)) {
+ cutin "wish_maiden12",1;
+ mes "[Wish Maiden]";
+ mes "As I declared, I will give the Goddess' shine to you.";
+ mes "You have the requirements to carry it...";
+ next;
+ mes "[Wish Maiden]";
+ mes "You will be granted the power of the great Valkyrie...";
+ next;
+ mes "[Wish Maiden]";
+ mes "I will give you some things for fun.";
+ mes "All of you enjoy them together...";
+ next;
+ mes "[Wish Maiden]";
+ mes "Go to Rachel and Juno to meet the Ravies sisters.";
+ next;
+ cutin "wish_maiden32",1;
+ mes "[Wish Maiden]";
+ mes "I will open the gate for you to come back here.";
+ mes "...Okolnir won't last forever...";
+ delitem 7830,1; //Goddess_Tear
+ delitem 7831,1; //Valkyrie_Token
+ delitem 7832,1; //Brynhild_Armor_Piece
+ delitem 7833,1; //Hero_Remains
+ delitem 7834,1; //Andvari_Ring
+ delitem 2357,1; //Valkyrie_Armor
+ delitem 7510,100; //Valhalla_Flower
+ delitem 969,10; //Gold
+ delitem 985,20; //Elunium
+ getitem 2383,1; //Brynhild
+ getitem 7840,1; //Valkyrie_Gift
+ announce "["+ strcharinfo(0) +"], of guild ["+ GetGuildName(.@GID) +"] has brought a Brynhild into this world.",bc_all,"0x70dbdb";
+ close2;
+ cutin "wish_maiden11",255;
+ disablenpc "Wish Maiden#sch04_gift";
+ enablenpc "#to_agit_sch04_gate";
+ end;
+ }
+ else {
+ cutin "wish_maiden13",1;
+ mes "[Wish Maiden]";
+ mes "As I declared, you are worthy of holding the Brynhild.";
+ mes "However, you do not have the requirements on you...";
+ next;
+ mes "[Wish Maiden]";
+ mes "...Did you forget something?";
+ close2;
+ }
+ }
+ else {
+ cutin "wish_maiden12",1;
+ mes "[Wish Maiden]";
+ mes "� All of you worked together as a team...";
+ mes "Humans are strong when they are united, but are easily swayed by lust.";
+ next;
+ mes "[Wish Maiden]";
+ mes "Humans are imperfect, so their chief god is there for them when they need help.";
+ mes "....";
+ next;
+ mes "[Wish Maiden]";
+ mes "Always be real.";
+ mes "Do not regret your actions...";
+ close2;
+ }
+ }
+ cutin "wish_maiden11",255;
+ end;
+
+OnInit:
+ disablenpc "Wish Maiden#sch04_gift";
+ end;
+
+OnEnable:
+ enablenpc "Wish Maiden#sch04_gift";
+ initnpctimer;
+ end;
+
+OnDisable:
+ disablenpc "Wish Maiden#sch04_gift";
+ stopnpctimer;
+ end;
+
+OnTimer280000:
+ mapannounce "que_qsch04","Wish Maiden : ... Okolnir will soon disappear... I will send you back to where you originally came from.",bc_map,"0x00ff00";
+ end;
+
+OnTimer290000:
+ mapwarp "que_qsch04","schg_cas04",369,306;
+ donpcevent "#to_agit_sch04_gate::OnDisable";
+ end;
+
+OnTimer300000:
+ donpcevent "#okolnir_sch04::OnDisable";
+ set $gqse_sch04_miro,0;
+ set $gqse_sch04_pcc,0;
+ set $gqse_sch04_gd,0;
+ set $gqse_sch04_nm,0;
+ set $siz_sch04_on,2;
+ donpcevent "#okolnir_sch04_time01::OnEnable";
+ stopnpctimer;
+ end;
+}
+
+que_qsch04,252,339,0 script #to_agit_sch04_gate 45,1,1,{
+OnInit:
+ disablenpc "#to_agit_sch04_gate";
+ end;
+
+OnTouch:
+ warp "schg_cas04",369,306;
+ end;
+}
+
+que_qsch04,1,6,0 script #okolnir_sch04_time01 844,{
+OnInit:
+ if ($siz_sch04_on == 2) {
+ initnpctimer;
+ }
+ end;
+
+OnEnable:
+ set $gqse_sch04_time,0;
+ initnpctimer;
+ end;
+
+Onreset:
+ set $siz_sch04_on,0;
+ set $gqse_sch04_time,0;
+ stopnpctimer;
+ end;
+
+OnTimer3600000:
+ if ($gqse_sch04_time < 12) {
+ set $gqse_sch04_time,$gqse_sch04_time+1;
+ initnpctimer;
+ }
+ else if ($gqse_sch04_time == 12) {
+ set $siz_sch04_on,0;
+ set $gqse_sch04_time,0;
+ enablenpc "Wish Maiden#gq_sch04";
+ enablenpc "Piamette#sch04";
+ hideoffnpc "Wish Maiden#sch04_boss";
+ stopnpctimer;
+ }
+ end;
+}
+
+que_qsch04,116,313,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qsch04,120,285,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qsch04,117,236,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qsch04,103,223,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qsch04,85,204,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qsch04,79,186,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qsch04,73,167,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qsch04,68,150,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qsch04,71,128,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qsch04,69,118,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qsch04,117,78,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qsch04,110,79,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qsch04,141,80,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qsch04,158,84,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qsch04,193,104,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qsch04,119,269,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qsch04,155,77,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qsch04,110,317,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qsch04,115,295,0,0 monster Garden Watcher 1933,1,1200000,0,0
+que_qsch04,116,256,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qsch04,113,242,0,0 monster Garden Watcher 1933,1,1200000,0,0
+que_qsch04,99,223,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qsch04,94,216,0,0 monster Garden Watcher 1933,1,1200000,0,0
+que_qsch04,77,198,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qsch04,70,174,0,0 monster Garden Watcher 1933,1,1200000,0,0
+que_qsch04,72,147,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qsch04,64,134,0,0 monster Garden Watcher 1933,1,1200000,0,0
+que_qsch04,77,107,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qsch04,84,88,0,0 monster Garden Watcher 1933,1,1200000,0,0
+que_qsch04,98,82,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qsch04,129,79,0,0 monster Garden Watcher 1933,1,1200000,0,0
+que_qsch04,91,124,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qsch04,173,95,0,0 monster Garden Watcher 1933,1,1200000,0,0
+que_qsch04,179,127,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qsch04,195,120,0,0 monster Garden Watcher 1933,1,1200000,0,0
+que_qsch04,178,159,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qsch04,88,145,0,0 monster Garden Watcher 1933,1,1200000,0,0
+que_qsch04,94,157,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qsch04,95,177,0,0 monster Garden Watcher 1933,1,1200000,0,0
+que_qsch04,129,196,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qsch04,154,196,0,0 monster Garden Watcher 1933,1,1200000,0,0
+que_qsch04,170,187,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qsch04,194,180,0,0 monster Garden Watcher 1933,1,1200000,0,0
+que_qsch04,214,181,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qsch04,243,199,0,0 monster Garden Watcher 1933,1,1200000,0,0
diff --git a/npc/pre-re/quests/okolnir/godse_sch05.txt b/npc/pre-re/quests/okolnir/godse_sch05.txt
new file mode 100644
index 000000000..a7996a67d
--- /dev/null
+++ b/npc/pre-re/quests/okolnir/godse_sch05.txt
@@ -0,0 +1,3286 @@
+//===== rAthena Script =======================================
+//= Falicious Okolnir - Nidhoggr 5
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.3
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= God Item SE Creation scipt (Brynhild)
+//===== Additional Comments: =================================
+//= 1.0 First version. [L0ne_W0lf]
+//= 1.1 First round of bug fixes. (bugreport:3085) [L0ne_W0lf]
+//= Fixed two spawn locations of the key stones in Piamete's room.
+//= Fixed calling an event that doesn't exist when killing Piamete.
+//= Fixed the Wish Maiden not enabling when the boss is killed.
+//= fixed two NPC named that were missed when translating.
+//= 1.2 More bug fixes, sorry it took so long. [L0ne_W0lf]
+//= Fixed message on the portal when the okolnir section is full.
+//= Corrected non-angry Piamette not disabling.
+//= 1.3 Corrected invalid coordinates in maze. (bugreport:4220)
+//= Corrected typo in Guard of Shadow NPC.
+//============================================================
+
+schg_cas05,376,307,3 script Guide#gq_sch05 899,{
+ set .@GID, GetCastleData("schg_cas05",1);
+ if (getcharid(2) == .@GID) {
+ if ($siz_sch05_on == 0) {
+ mes "[Guide]";
+ mes "This castle has a hidden secret.";
+ mes "That is the ^4d4dff'Okolnir'^000000.";
+ next;
+ switch(select("About Okolnir.:Go to Okolnir.:Cancel.")) {
+ case 1:
+ mes "[Guide]";
+ mes "Okolnir is a kind of virtual realm...";
+ mes "I don't know how Okolnir exists, but I guess only Valkyrie knows.";
+ next;
+ mes "[Guide]";
+ mes "As you know this is a place to test the adventurers made by Valkyrie...";
+ mes "...you know the qualifications to enter Okolnir.";
+ next;
+ select("Qualifications?");
+ mes "[Guide]";
+ mes "Yes, Valkyrie definitely prefers strong adventurers.";
+ mes "Only the qualified can enter Okolnir and Valhalla.";
+ next;
+ mes "[Guide]";
+ mes "It only opens when everyone comes together to work it out.";
+ mes "The key is in the castle.";
+ next;
+ mes "[Guide]";
+ mes "If a castle's ^4d4dffeconomy is over 65 and defense also over 30^000000, this will be acceptable to access Okolnir.";
+ next;
+ mes "[Guide]";
+ mes "And, if you pass all of the tests given by Valkyrie in Okolnir!";
+ mes "You will also receive a mysterious gift.";
+ next;
+ mes "[Guide]";
+ mes "Would you like to try to enter here?";
+ close;
+ case 2:
+ set .@Defence,GetCastleData("schg_cas05",3);
+ set .@Economy,GetCastleData("schg_cas05",2);
+ if ((.@Economy > 64) && (.@Defence > 29)) {
+ mes "[Guide]";
+ mes "Great! Economy and Defense are OK.";
+ mes "You can enter Okolnir now....";
+ mes "Do you want to go there?";
+ next;
+ switch(select("Sure let's go there.:No.")) {
+ case 1:
+ if (countitem(7839) > 0) {
+ delitem 7839,countitem(7839); //Crystal_Key
+ }
+ mes "[Guide]";
+ mes "Ok......";
+ mes "Please follow me...";
+ close2;
+ warp "que_qsch05",346,32;
+ end;
+ case 2:
+ mes "[Guide]";
+ mes "You can try this anytime in the future...";
+ mes "If you are ready to protect this castle.";
+ close;
+ }
+ }
+ else {
+ mes "[Guide]";
+ mes "You are not qualified yet.";
+ mes "Please develop your castle more...";
+ close;
+ }
+ }
+ }
+ else if ($siz_sch05_on == 1) {
+ mes "[Guide]";
+ mes "... OK...";
+ mes "Good luck.";
+ next;
+ switch(select("Enter now.:No.")) {
+ case 1:
+ if (countitem(7839) > 0) {
+ delitem 7839,countitem(7839); //Crystal_Key
+ }
+ mes "[Guide]";
+ mes "Hope you get everything you want...";
+ close2;
+ warp "que_qsch05",346,32;
+ end;
+ case 2:
+ mes "[Guide]";
+ mes "Really?";
+ mes "Sorry to hear that.";
+ close;
+ }
+ }
+ else if ($siz_sch05_on == 2) {
+ mes "[Guide]";
+ mes "Building Okolnir needs quite a long time.";
+ mes "....even though it's only virtual...";
+ next;
+ mes "[Guide]";
+ mes "It takes about 12 -13 hours to create the virtual realm.";
+ close;
+ }
+ else {
+ mes "[Guide]";
+ mes "You'll have to wait.";
+ close;
+ }
+ }
+ else {
+ mes "[Guide]";
+ mes "... I've never seen you before.";
+ mes "You are strangers here. You'd better get out of here right now.";
+ close;
+ }
+ end;
+
+OnInit:
+ set $gqse_sch05_miro,0;
+ set $gqse_sch05_pcc,0;
+ set $gqse_sch05_gd,0;
+ set $gqse_sch05_nm,0;
+ if ($siz_sch05_on == 1) {
+ set $siz_sch05_on,0;
+ }
+ enablenpc "Guide#gq_sch05";
+ end;
+}
+
+que_qsch05,345,23,0 warp Gate02#gq_sch05 1,1,schg_cas05,369,306
+
+que_qsch05,345,82,3 script Wish Maiden#gq_sch05 403,{
+ set .@GID, GetCastleData("schg_cas05",1);
+ if (getcharid(2) == .@GID) {
+ cutin "wish_maiden31",1;
+ if (strcharinfo(0) == getguildmaster(.@GID)) {
+ mes "[Wish Maiden]";
+ mes "I am... Wish maiden.";
+ mes "Mourning in this virtual realm, Okolnir.";
+ mes "On behalf of the humanbeings who defeated God here.";
+ next;
+ if ((countitem(7830) > 0) && (countitem(7831) > 0) && (countitem(7832) > 0) && (countitem(7833) > 0) && (countitem(7834) > 0) && (countitem(2357) > 0) && (countitem(7510) > 99) && (countitem(969) > 9) && (countitem(985) > 19)) {
+ cutin "wish_maiden11",1;
+ mes "[Wish Maiden]";
+ mes "Are you ready to endure the trials to get the Goddess' glory?";
+ next;
+ switch(select("Yes, I am:Sorry, I'll try later")) {
+ case 1:
+ cutin "wish_maiden12",1;
+ mes "[Wish Maiden]";
+ mes "I will test whether or not you deserve the Goddess shine...";
+ mes "Isn't it simple?";
+ next;
+ mes "[Wish Maiden]";
+ mes "Okolnir is a virtual place.";
+ mes "There is no room for error there.";
+ mes "^ff0000You only have one hour.^000000";
+ next;
+ cutin "wish_maiden31",1;
+ mes "[Wish Maiden]";
+ mes "If you have not finished in that time, Okolnir will be destroyed, and I will go to rest.";
+ mes "You will have to wait again...";
+ next;
+ mes "[Wish Maiden]";
+ mes "Are you ready to go through?";
+ mes "^4d4dffYou need to have 16 to 20 members present^000000.";
+ next;
+ cutin "wish_maiden11",1;
+ mes "[Wish Maiden]";
+ mes "I will open the gate of Okolnir if your members are ready.";
+ next;
+ switch(select("We are ready.:We need more time.")) {
+ case 1:
+ set .@saram,getmapusers("que_qsch05");
+ if (((.@saram > 15) && (.@saram < 21)) || (getgmlevel() == 99)) {
+ cutin "wish_maiden12",1;
+ mes "[Wish Maiden]";
+ mes "Now I will open the gate of Okolnir where I am.";
+ mes "I will wait for you on the top of Okolnir...";
+ next;
+ mes "[Wish Maiden]";
+ mes "I hope that you can complete all of the trials before the virtual Okolnir is destroyed...";
+ mes "Good luck.";
+ mapannounce "que_qsch05","Wish Maiden: The gate of Okolnir is open! Don't forget you only have one hour.",bc_map,"0x00ff00";
+ close2;
+ set $gqse_sch05_pcc,.@saram;
+ set $siz_sch05_on,1;
+ donpcevent "#okolnir_sch05::OnEnable";
+ disablenpc "Wish Maiden#gq_sch05";
+ cutin "wish_maiden11",255;
+ announce "["+ strcharinfo(0) +"], of the guild ["+ GetGuildName(.@GID) +"] has opened the gates to the realm of Okolnir.",bc_all,"0x70dbdb";
+ end;
+ }
+ else {
+ cutin "wish_maiden13",1;
+ mes "[Wish Maiden]";
+ mes "You need to have 16 to 20 members present to open the gate of Okolnir.";
+ mes "Come back when you are ready.";
+ close2;
+ }
+ break;
+ case 2:
+ cutin "wish_maiden13",1;
+ mes "[Wish Maiden]";
+ mes "Don't hesitate to try.";
+ mes "You should catch the chance when it comes to you.";
+ mes "Just gather your fellow members.";
+ close2;
+ }
+ break;
+ case 2:
+ cutin "wish_maiden32",1;
+ mes "[Wish Maiden]";
+ mes "... Are you afraid of";
+ mes "the trials facing you?";
+ mes "....";
+ next;
+ cutin "wish_maiden13",1;
+ mes "[Wish Maiden]";
+ mes "Do you think that you can defeat the Goddess shine easily?";
+ mes "I feel disappointed by all of you.";
+ mes "Just go away...";
+ close2;
+ }
+ }
+ else {
+ cutin "wish_maiden11",1;
+ mes "[Wish Maiden]";
+ mes "Do you wish to enter?";
+ mes "Only those prepared may enter here.";
+ mes "You must bring several items to enter Okolnir.";
+ next;
+ mes "[Wish Maiden]";
+ mes "Goddess Tear";
+ mes "Valkyrie's Token";
+ mes "Brynhild Armor Piece";
+ mes "Hero Remains";
+ mes "Valkyrie Armor";
+ mes "Andvari's Ring.";
+ next;
+ mes "[Wish Maiden]";
+ mes "You must bring those six things, 10 Gold, and 20 Elunium.";
+ mes "Many Valhala's Flowers are also required as an offering.";
+ next;
+ mes "[Wish Maiden]";
+ mes "Once all of those are prepared, the gate will open.";
+ next;
+ mes "[Wish Maiden]";
+ mes ".... ";
+ mes "...........The Goddess shines brightly down on you, you should be stronger to deserve it...";
+ next;
+ mes "[Wish Maiden]";
+ mes "Remember...";
+ mes "You need to collect many Valhalla flowers.";
+ mes "I hope that your dreams come true.";
+ next;
+ mes "[Wish Maiden]";
+ mes "I will answer all your requests if you bring these to me.";
+ close2;
+ }
+ }
+ else {
+ cutin "wish_maiden31",1;
+ mes "[Wish Maiden]";
+ mes "I am... Wish maiden.";
+ mes "Mourning in this virtual realm, Okolnir.";
+ mes "On behalf of the humanbeings who defeated God here.";
+ next;
+ mes "[Wish Maiden]";
+ mes "Bring me the one who brought you to this place.";
+ mes ".. Deliver him to my will.";
+ close2;
+ }
+ }
+ else {
+ cutin "wish_maiden13",1;
+ mes "[Wish Maiden]";
+ mes "...You are not qualified.";
+ close2;
+ percentheal -100,0;
+ cutin "wish_maiden11",255;
+ end;
+ }
+ cutin "wish_maiden11",255;
+ end;
+
+OnInit:
+ if ($siz_sch05_on == 0) {
+ enablenpc "Wish Maiden#gq_sch05";
+ }
+ else {
+ disablenpc "Wish Maiden#gq_sch05";
+ }
+ end;
+}
+
+que_qsch05,346,81,0 script Gate01#gq_sch05 45,1,1,{
+ end;
+
+OnInit:
+ disablenpc "Gate01#gq_sch05";
+ end;
+
+OnEnable:
+ enablenpc "Gate01#gq_sch05";
+ setcell "que_qsch05",58,302,63,302,cell_walkable,0;
+ setcell "que_qsch05",58,302,63,302,cell_shootable,0;
+ end;
+
+OnDisable:
+ disablenpc "Gate01#gq_sch05";
+ killmonsterall "que_qsch05";
+ end;
+
+OnTouch:
+ set .@saram,getmapusers("que_qsch05");
+ if (.@saram < 21) {
+ if ($gqse_sch05_miro == $gqse_sch05_pcc) {
+ set .@point,rand(1,5);
+ if (.@point == 1) {
+ warp "que_qsch05",72,271;
+ end;
+ }
+ else if (.@point == 2) {
+ warp "que_qsch05",45,243;
+ end;
+ }
+ else if (.@point == 3) {
+ warp "que_qsch05",102,248;
+ end;
+ }
+ else if (.@point == 4) {
+ warp "que_qsch05",102,300;
+ end;
+ }
+ else {
+ warp "que_qsch05",46,300;
+ end;
+ }
+ }
+ else if ($gqse_sch05_miro == 0) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qsch05",77,271,strcharinfo(0),1652,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qsch05",77,271,strcharinfo(0),1659,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qsch05",77,271,strcharinfo(0),1662,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qsch05",77,271,strcharinfo(0),1663,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qsch05",77,271,strcharinfo(0),1660,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qsch05",77,271,strcharinfo(0),1661,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ else {
+ monster "que_qsch05",77,271,strcharinfo(0),1652,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ set $gqse_sch05_miro,1;
+ warp "que_qsch05",72,271;
+ end;
+ }
+ else if ($gqse_sch05_miro == 1) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qsch05",63,278,strcharinfo(0),1652,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qsch05",63,278,strcharinfo(0),1659,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qsch05",63,278,strcharinfo(0),1662,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qsch05",63,278,strcharinfo(0),1663,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qsch05",63,278,strcharinfo(0),1660,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qsch05",63,278,strcharinfo(0),1661,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ else {
+ monster "que_qsch05",63,278,strcharinfo(0),1652,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ set $gqse_sch05_miro,2;
+ warp "que_qsch05",63,282;
+ end;
+ }
+ else if ($gqse_sch05_miro == 2) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qsch05",63,294,strcharinfo(0),1652,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qsch05",63,294,strcharinfo(0),1659,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qsch05",63,294,strcharinfo(0),1662,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qsch05",63,294,strcharinfo(0),1663,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qsch05",63,294,strcharinfo(0),1660,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qsch05",63,294,strcharinfo(0),1661,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ else {
+ monster "que_qsch05",63,294,strcharinfo(0),1652,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ set $gqse_sch05_miro,3;
+ warp "que_qsch05",59,294;
+ end;
+ }
+ else if ($gqse_sch05_miro == 3) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qsch05",50,300,strcharinfo(0),1652,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qsch05",50,300,strcharinfo(0),1659,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qsch05",50,300,strcharinfo(0),1662,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qsch05",50,300,strcharinfo(0),1663,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qsch05",50,300,strcharinfo(0),1660,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qsch05",50,300,strcharinfo(0),1661,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ else {
+ monster "que_qsch05",50,300,strcharinfo(0),1652,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ set $gqse_sch05_miro,4;
+ warp "que_qsch05",46,300;
+ end;
+ }
+ else if ($gqse_sch05_miro == 4) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qsch05",51,280,strcharinfo(0),1652,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qsch05",51,280,strcharinfo(0),1659,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qsch05",51,280,strcharinfo(0),1662,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qsch05",51,280,strcharinfo(0),1663,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qsch05",51,280,strcharinfo(0),1660,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qsch05",51,280,strcharinfo(0),1661,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ else {
+ monster "que_qsch05",51,280,strcharinfo(0),1652,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ set $gqse_sch05_miro,5;
+ warp "que_qsch05",51,285;
+ end;
+ }
+ else if ($gqse_sch05_miro == 5) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qsch05",51,258,strcharinfo(0),1652,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qsch05",51,258,strcharinfo(0),1659,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qsch05",51,258,strcharinfo(0),1662,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qsch05",51,258,strcharinfo(0),1663,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qsch05",51,258,strcharinfo(0),1660,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qsch05",51,258,strcharinfo(0),1661,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ else {
+ monster "que_qsch05",51,258,strcharinfo(0),1652,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ set $gqse_sch05_miro,6;
+ warp "que_qsch05",51,262;
+ end;
+ }
+ else if ($gqse_sch05_miro == 6) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qsch05",49,243,strcharinfo(0),1652,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qsch05",49,243,strcharinfo(0),1659,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qsch05",49,243,strcharinfo(0),1662,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qsch05",49,243,strcharinfo(0),1663,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qsch05",49,243,strcharinfo(0),1660,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qsch05",49,243,strcharinfo(0),1661,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ else {
+ monster "que_qsch05",49,243,strcharinfo(0),1652,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ set $gqse_sch05_miro,7;
+ warp "que_qsch05",45,243;
+ end;
+ }
+ else if ($gqse_sch05_miro == 7) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qsch05",86,249,strcharinfo(0),1652,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qsch05",86,249,strcharinfo(0),1659,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qsch05",86,249,strcharinfo(0),1662,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qsch05",86,249,strcharinfo(0),1663,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qsch05",86,249,strcharinfo(0),1660,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qsch05",86,249,strcharinfo(0),1661,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ else {
+ monster "que_qsch05",86,249,strcharinfo(0),1652,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ set $gqse_sch05_miro,8;
+ warp "que_qsch05",82,249;
+ end;
+ }
+ else if ($gqse_sch05_miro == 8) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qsch05",102,243,strcharinfo(0),1652,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qsch05",102,243,strcharinfo(0),1659,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qsch05",102,243,strcharinfo(0),1662,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qsch05",102,243,strcharinfo(0),1663,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qsch05",102,243,strcharinfo(0),1660,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qsch05",102,243,strcharinfo(0),1661,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ else {
+ monster "que_qsch05",102,243,strcharinfo(0),1652,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ set $gqse_sch05_miro,9;
+ warp "que_qsch05",102,248;
+ end;
+ }
+ else if ($gqse_sch05_miro == 9) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qsch05",90,256,strcharinfo(0),1652,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qsch05",90,256,strcharinfo(0),1659,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qsch05",90,256,strcharinfo(0),1662,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qsch05",90,256,strcharinfo(0),1663,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qsch05",90,256,strcharinfo(0),1660,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qsch05",90,256,strcharinfo(0),1661,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ else {
+ monster "que_qsch05",90,256,strcharinfo(0),1652,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ set $gqse_sch05_miro,10;
+ warp "que_qsch05",90,260;
+ end;
+ }
+ else if ($gqse_sch05_miro == 10) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qsch05",90,283,strcharinfo(0),1652,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qsch05",90,283,strcharinfo(0),1659,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qsch05",90,283,strcharinfo(0),1662,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qsch05",90,283,strcharinfo(0),1663,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qsch05",90,283,strcharinfo(0),1660,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qsch05",90,283,strcharinfo(0),1661,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ else {
+ monster "que_qsch05",90,283,strcharinfo(0),1652,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ set $gqse_sch05_miro,11;
+ warp "que_qsch05",90,280;
+ end;
+ }
+ else if ($gqse_sch05_miro == 11) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qsch05",102,295,strcharinfo(0),1652,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qsch05",102,295,strcharinfo(0),1659,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qsch05",102,295,strcharinfo(0),1662,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qsch05",102,295,strcharinfo(0),1663,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qsch05",102,295,strcharinfo(0),1660,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qsch05",102,295,strcharinfo(0),1661,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ else {
+ monster "que_qsch05",102,295,strcharinfo(0),1652,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ set $gqse_sch05_miro,12;
+ warp "que_qsch05",102,300;
+ end;
+ }
+ else if ($gqse_sch05_miro == 12) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qsch05",96,285,strcharinfo(0),1652,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qsch05",96,285,strcharinfo(0),1659,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qsch05",96,285,strcharinfo(0),1662,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qsch05",96,285,strcharinfo(0),1663,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qsch05",96,285,strcharinfo(0),1660,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qsch05",96,285,strcharinfo(0),1661,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ else {
+ monster "que_qsch05",96,285,strcharinfo(0),1652,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ set $gqse_sch05_miro,13;
+ warp "que_qsch05",96,290;
+ end;
+ }
+ else if ($gqse_sch05_miro == 13) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qsch05",63,278,strcharinfo(0),1652,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qsch05",63,278,strcharinfo(0),1659,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qsch05",63,278,strcharinfo(0),1662,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qsch05",63,278,strcharinfo(0),1663,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qsch05",63,278,strcharinfo(0),1660,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qsch05",63,278,strcharinfo(0),1661,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ else {
+ monster "que_qsch05",63,278,strcharinfo(0),1652,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ set $gqse_sch05_miro,14;
+ warp "que_qsch05",63,282;
+ end;
+ }
+ else if ($gqse_sch05_miro == 14) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qsch05",65,243,strcharinfo(0),1652,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qsch05",65,243,strcharinfo(0),1659,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qsch05",65,243,strcharinfo(0),1662,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qsch05",65,243,strcharinfo(0),1663,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qsch05",65,243,strcharinfo(0),1660,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qsch05",65,243,strcharinfo(0),1661,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ else {
+ monster "que_qsch05",65,243,strcharinfo(0),1652,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ set $gqse_sch05_miro,15;
+ warp "que_qsch05",61,243;
+ end;
+ }
+ else if ($gqse_sch05_miro == 15) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qsch05",73,249,strcharinfo(0),1652,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qsch05",73,249,strcharinfo(0),1659,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qsch05",73,249,strcharinfo(0),1662,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qsch05",73,249,strcharinfo(0),1663,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qsch05",73,249,strcharinfo(0),1660,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qsch05",73,249,strcharinfo(0),1661,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ else {
+ monster "que_qsch05",73,249,strcharinfo(0),1652,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ set $gqse_sch05_miro,16;
+ warp "que_qsch05",70,249;
+ end;
+ }
+ else if ($gqse_sch05_miro == 16) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qsch05",102,275,strcharinfo(0),1652,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qsch05",102,275,strcharinfo(0),1659,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qsch05",102,275,strcharinfo(0),1662,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qsch05",102,275,strcharinfo(0),1663,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qsch05",102,275,strcharinfo(0),1660,1,"#Gate_manager_sch05::OnMyMobDead";
+ end;
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qsch05",102,275,strcharinfo(0),1661,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ else {
+ monster "que_qsch05",102,275,strcharinfo(0),1652,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ set $gqse_sch05_miro,17;
+ warp "que_qsch05",102,282;
+ end;
+ }
+ else if ($gqse_sch05_miro == 17) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qsch05",70,300,strcharinfo(0),1652,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qsch05",70,300,strcharinfo(0),1659,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qsch05",70,300,strcharinfo(0),1662,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qsch05",70,300,strcharinfo(0),1663,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qsch05",70,300,strcharinfo(0),1660,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qsch05",70,300,strcharinfo(0),1661,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ else {
+ monster "que_qsch05",70,300,strcharinfo(0),1652,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ set $gqse_sch05_miro,18;
+ warp "que_qsch05",66,300;
+ end;
+ }
+ else if ($gqse_sch05_miro == 18) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qsch05",57,255,strcharinfo(0),1652,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qsch05",57,255,strcharinfo(0),1659,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qsch05",57,255,strcharinfo(0),1662,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qsch05",57,255,strcharinfo(0),1663,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qsch05",57,255,strcharinfo(0),1660,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qsch05",57,255,strcharinfo(0),1661,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ else {
+ monster "que_qsch05",57,255,strcharinfo(0),1652,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ set $gqse_sch05_miro,19;
+ warp "que_qsch05",57,258;
+ end;
+ }
+ else if ($gqse_sch05_miro == 19) {
+ if (BaseClass == Job_Swordman) {
+ monster "que_qsch05",84,277,strcharinfo(0),1652,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Thief) {
+ monster "que_qsch05",84,277,strcharinfo(0),1659,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Archer) {
+ monster "que_qsch05",84,277,strcharinfo(0),1662,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Mage) {
+ monster "que_qsch05",84,277,strcharinfo(0),1663,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Merchant) {
+ monster "que_qsch05",84,277,strcharinfo(0),1660,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ else if (BaseClass == Job_Acolyte) {
+ monster "que_qsch05",84,277,strcharinfo(0),1661,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ else {
+ monster "que_qsch05",84,277,strcharinfo(0),1652,1,"#Gate_manager_sch05::OnMyMobDead";
+ }
+ set $gqse_sch05_miro,20;
+ warp "que_qsch05",84,280;
+ end;
+ }
+ }
+ else {
+ mes "There are too many people, you can't enter.";
+ close;
+ }
+ end;
+}
+
+que_qsch05,1,4,0 script #Gate_manager_sch05 844,{
+OnMyMobDead:
+ if ($gqse_sch05_miro == $gqse_sch05_pcc) {
+ if (mobcount("que_qsch05","#Gate_manager_sch05::OnMyMobDead") == 0) {
+ donpcevent "#gq_miromob2_sch05::OnEnable";
+ }
+ }
+ end;
+}
+
+que_qsch05,1,4,0 script #gq_miromob2_sch05 844,{
+OnEnable:
+ initnpctimer;
+ end;
+
+OnTimer1000:
+ mapannounce "que_qsch05","Wish Maiden: How does it feel to see shadows of the past. This is only the beginning.",bc_map,"0x00ff00";
+ end;
+
+OnTimer6000:
+ mapannounce "que_qsch05","Wish Maiden: The things you seeing are not real, don't be caught in the Mystic garden.",bc_map,"0x00ff00";
+ monster "que_qsch05",72,271,"Seyren Windsor",1640,1,"#gq_miromob2_sch05::OnMyMobDead";
+ monster "que_qsch05",63,282,"Kathryne Keyron",1645,1,"#gq_miromob2_sch05::OnMyMobDead";
+ monster "que_qsch05",59,294,"Cecil Damon",1644,1,"#gq_miromob2_sch05::OnMyMobDead";
+ monster "que_qsch05",46,300,"Margaretha Sorin",1643,1,"#gq_miromob2_sch05::OnMyMobDead";
+ monster "que_qsch05",51,285,"Eremes Guile",1641,1,"#gq_miromob2_sch05::OnMyMobDead";
+ monster "que_qsch05",51,262,"Howard Alt-Eisen",1642,1,"#gq_miromob2_sch05::OnMyMobDead";
+
+ monster "que_qsch05",45,243,"Seyren Windsor",1640,1,"#gq_miromob2_sch05::OnMyMobDead";
+ monster "que_qsch05",82,249,"Kathryne Keyron",1645,1,"#gq_miromob2_sch05::OnMyMobDead";
+ monster "que_qsch05",102,248,"Cecil Damon",1644,1,"#gq_miromob2_sch05::OnMyMobDead";
+ monster "que_qsch05",90,260,"Margaretha Sorin",1643,1,"#gq_miromob2_sch05::OnMyMobDead";
+ monster "que_qsch05",90,280,"Eremes Guile",1641,1,"#gq_miromob2_sch05::OnMyMobDead";
+ monster "que_qsch05",102,300,"Howard Alt-Eisen",1642,1,"#gq_miromob2_sch05::OnMyMobDead";
+
+ monster "que_qsch05",63,282,"Seyren Windsor",1640,1,"#gq_miromob2_sch05::OnMyMobDead";
+ monster "que_qsch05",61,243,"Kathryne Keyron",1645,1,"#gq_miromob2_sch05::OnMyMobDead";
+ monster "que_qsch05",70,249,"Cecil Damon",1644,1,"#gq_miromob2_sch05::OnMyMobDead";
+ monster "que_qsch05",102,282,"Margaretha Sorin",1643,1,"#gq_miromob2_sch05::OnMyMobDead";
+ monster "que_qsch05",66,300,"Eremes Guile",1641,1,"#gq_miromob2_sch05::OnMyMobDead";
+ monster "que_qsch05",57,258,"Howard Alt-Eisen",1642,1,"#gq_miromob2_sch05::OnMyMobDead";
+ stopnpctimer;
+ end;
+
+Onreset:
+ killmonster "que_qsch05","#gq_miromob2_sch05::OnMyMobDead";
+ stopnpctimer;
+ end;
+
+OnMyMobDead:
+ if (mobcount("que_qsch05","#gq_miromob2_sch05::OnMyMobDead") == 0) {
+ mapannounce "que_qsch05","The Mystic garden exit is now open.",bc_map,"0x00ff00";
+ setcell "que_qsch05",58,302,63,302,cell_walkable,1;
+ setcell "que_qsch05",58,302,63,302,cell_shootable,1;
+ donpcevent "#Maze_Manager_sch05::OnDisable";
+ }
+ end;
+}
+
+que_qsch05,1,1,0 script #okolnir_sch05 844,{
+
+OnEnable:
+ donpcevent "Gate01#gq_sch05::OnEnable";
+ donpcevent "#Maze_Manager_sch05::OnEnable";
+ donpcevent "#event_start01_sch05::OnEnable";
+ donpcevent "#gd_sch05_mobctrl::OnEnable";
+ enablenpc "Guard of Shadow#sch05_01";
+ enablenpc "Guard of Shadow#sch05_02";
+ enablenpc "Guard of Shadow#sch05_03";
+ enablenpc "Guard of Shadow#sch05_04";
+ enablenpc "Bloody Hunter#sch05_ac01";
+ enablenpc "Bloody Hunter#sch05_ac02";
+ enablenpc "Bloody Hunter#sch05_ac03";
+ enablenpc "Bloody Hunter#sch05_ac04";
+ enablenpc "Temple Keeper#sch05_ac01";
+ enablenpc "Temple Keeper#sch05_ac02";
+ initnpctimer;
+ end;
+
+OnDisable:
+ disablenpc "Wish Maiden#gq_sch05";
+ donpcevent "#gq_miromob2_sch05::Onreset";
+ disablenpc "Piamette#sch05";
+ donpcevent "#gdtimer01_sch05::Onstop";
+ donpcevent "#gdtimer02_sch05::Onstop";
+ donpcevent "#piamette_sch05::Onreset";
+ donpcevent "Wish Maiden#sch05_boss::OnDisable";
+ donpcevent "Wish Maiden#sch05_gift::OnDisable";
+ donpcevent "#gd_sch05_mobctrl::Onreset";
+ donpcevent "Gate01#gq_sch05::OnDisable";
+ donpcevent "#Maze_Manager_sch05::OnDisable";
+ donpcevent "#event_start01_sch05::OnDisable";
+ donpcevent "#nm_switch_sch05::OnDisable";
+ donpcevent "#nmsomsch05_jin01::OnDisable";
+ donpcevent "#nmsomsch05_jin02::OnDisable";
+ donpcevent "#nmsomsch05_jin03::OnDisable";
+ donpcevent "Guard of Shadow#sch05_01::OnDisable";
+ donpcevent "Guard of Shadow#sch05_02::OnDisable";
+ donpcevent "Guard of Shadow#sch05_03::OnDisable";
+ donpcevent "Guard of Shadow#sch05_04::OnDisable";
+ donpcevent "Bloody Hunter#sch05_ac01::OnDisable";
+ donpcevent "Bloody Hunter#sch05_ac02::OnDisable";
+ donpcevent "Bloody Hunter#sch05_ac03::OnDisable";
+ donpcevent "Bloody Hunter#sch05_ac04::OnDisable";
+ donpcevent "Temple Keeper#sch05_ac01::OnDisable";
+ donpcevent "Temple Keeper#sch05_ac02::OnDisable";
+ disablenpc "#to_agit_sch05_gate";
+ donpcevent "#sch05_stone01::Onreset";
+ donpcevent "#sch05_stone02::Onreset";
+ donpcevent "#sch05_stone03::Onreset";
+ disablenpc "#sch05_cage01";
+ disablenpc "#sch05_cage02";
+ disablenpc "#sch05_cage03";
+ disablenpc "#sch05_cage04";
+ disablenpc "#sch05_cage05";
+ disablenpc "#sch05_cage06";
+ disablenpc "windpath03_sch05";
+ disablenpc "windpath04_sch05";
+ set $gqse_sch05_miro,0;
+ set $gqse_sch05_pcc,0;
+ set $gqse_sch05_gd,0;
+ set $gqse_sch05_nm,0;
+ stopnpctimer;
+ end;
+
+Onstop:
+ stopnpctimer;
+ end;
+
+OnTimer1000:
+ mapannounce "que_qsch05","Wish Maiden : Do your best, Okolnir will disappear in one hour!",bc_map,"0x00ff00";
+ end;
+
+OnTimer1800000:
+ mapannounce "que_qsch05","Okolnir will disappear in 30 minutes.",bc_map,"0xff0000";
+ end;
+
+OnTimer2400000:
+ mapannounce "que_qsch05","Okolnir will disappear in 20 minutes.",bc_map,"0xff0000";
+ end;
+
+OnTimer3000000:
+ mapannounce "que_qsch05","Okolnir will disappear in 10 minutes.",bc_map,"0xff0000";
+ end;
+
+OnTimer3300000:
+ mapannounce "que_qsch05","Okolnir will disappear in 5 minutes.",bc_map,"0xff0000";
+ end;
+
+OnTimer3360000:
+ mapannounce "que_qsch05","Okolnir will disappear in 4 minutes.",bc_map,"0xff0000";
+ end;
+
+OnTimer3420000:
+ mapannounce "que_qsch05","Okolnir will disappear in 3 minutes.",bc_map,"0xff0000";
+ end;
+
+OnTimer3480000:
+ mapannounce "que_qsch05","Okolnir will disappear in 2 minutes.",bc_map,"0xff0000";
+ end;
+
+OnTimer3540000:
+ mapannounce "que_qsch05","Okolnir will disappear in 1 minutes.",bc_map,"0xff0000";
+ end;
+
+OnTimer3600000:
+ mapannounce "que_qsch05","Okolnir has begun to disappear.",bc_map,"0x4d4dff";
+ disablenpc "Wish Maiden#gq_sch05";
+ donpcevent "#gq_miromob2_sch05::Onreset";
+ disablenpc "Piamette#sch05";
+ donpcevent "#gdtimer01_sch05::Onstop";
+ donpcevent "#gdtimer02_sch05::Onstop";
+ donpcevent "#piamette_sch05::Onreset";
+ donpcevent "Wish Maiden#sch05_boss::onDisable";
+ donpcevent "Wish Maiden#sch05_gift::OnDisable";
+ donpcevent "#gd_sch05_mobctrl::Onreset";
+ donpcevent "Gate01#gq_sch05::OnDisable";
+ donpcevent "#Maze_Manager_sch05::OnDisable";
+ donpcevent "#event_start01_sch05::OnDisable";
+ donpcevent "#nm_switch_sch05::OnDisable";
+ donpcevent "#nmsomsch05_jin01::OnDisable";
+ donpcevent "#nmsomsch05_jin02::OnDisable";
+ donpcevent "#nmsomsch05_jin03::OnDisable";
+ donpcevent "Guard of Shadow#sch05_01::OnDisable";
+ donpcevent "Guard of Shadow#sch05_02::OnDisable";
+ donpcevent "Guard of Shadow#sch05_03::OnDisable";
+ donpcevent "Guard of Shadow#sch05_04::OnDisable";
+ donpcevent "Bloody Hunter#sch05_ac01::OnDisable";
+ donpcevent "Bloody Hunter#sch05_ac02::OnDisable";
+ donpcevent "Bloody Hunter#sch05_ac03::OnDisable";
+ donpcevent "Bloody Hunter#sch05_ac04::OnDisable";
+ donpcevent "Temple Keeper#sch05_ac01::OnDisable";
+ donpcevent "Temple Keeper#sch05_ac02::OnDisable";
+ disablenpc "#to_agit_sch05_gate";
+ donpcevent "#sch05_stone01::Onreset";
+ donpcevent "#sch05_stone02::Onreset";
+ donpcevent "#sch05_stone03::Onreset";
+ disablenpc "#sch05_cage01";
+ disablenpc "#sch05_cage02";
+ disablenpc "#sch05_cage03";
+ disablenpc "#sch05_cage04";
+ disablenpc "#sch05_cage05";
+ disablenpc "#sch05_cage06";
+ disablenpc "windpath03_sch05";
+ disablenpc "windpath04_sch05";
+ end;
+
+OnTimer3605000:
+ mapannounce "que_qsch05","Wish Maiden: ... You will fall into a deep sleep within Okolnir... ",bc_map,"0x00ff00";
+ end;
+
+OnTimer3608000:
+ mapannounce "que_qsch05","Wish Maiden: ..Have courage ... and await your chance again... ",bc_map,"0x00ff00";
+ end;
+
+OnTimer3610000:
+ set $gqse_sch05_miro,0;
+ set $gqse_sch05_pcc,0;
+ set $gqse_sch05_gd,0;
+ set $gqse_sch05_nm,0;
+ mapwarp "que_qsch05","schg_cas05",369,306;
+ end;
+
+OnTimer3611000:
+ donpcevent "#okolnir_sch05_time01::OnEnable";
+ stopnpctimer;
+ end;
+}
+
+que_qsch05,1,2,0 script #Maze_Manager_sch05 844,{
+OnInit:
+ donpcevent "#miro_bf_sch05::OnDisable";
+ donpcevent "#miro_rf_sch05::OnDisable";
+ donpcevent "#miro_yf_sch05::OnDisable";
+ end;
+
+OnEnable:
+ initnpctimer;
+ end;
+
+OnDisable:
+ donpcevent "#miro_bf_sch05::OnDisable";
+ donpcevent "#miro_rf_sch05::OnDisable";
+ donpcevent "#miro_yf_sch05::OnDisable";
+ stopnpctimer;
+ end;
+
+OnTimer1000:
+ donpcevent "#miro_rf_sch05::OnDisable";
+ end;
+
+OnTimer2000:
+ donpcevent "#miro_yf_sch05::OnDisable";
+ end;
+
+OnTimer3000:
+ donpcevent "#miro_bf_sch05::OnEnable";
+ end;
+
+OnTimer120000:
+ donpcevent "#miro_bf_sch05::OnDisable";
+ end;
+
+OnTimer121000:
+ donpcevent "#miro_yf_sch05::OnDisable";
+ end;
+
+OnTimer123000:
+ donpcevent "#miro_rf_sch05::OnEnable";
+ end;
+
+OnTimer240000:
+ donpcevent "#miro_bf_sch05::OnDisable";
+ end;
+
+OnTimer241000:
+ donpcevent "#miro_rf_sch05::OnDisable";
+ end;
+
+OnTimer242000:
+ donpcevent "#miro_yf_sch05::OnEnable";
+ end;
+
+OnTimer360000:
+ donpcevent "#Maze_Manager_sch05::OnEnable";
+ end;
+}
+
+que_qsch05,2,1,0 script #miro_bf_sch05 844,{
+
+OnEnable:
+ monster "que_qsch05",44,270," ",1934,1,"#miro_bf_sch05::OnMyMobDead";
+ monster "que_qsch05",46,270," ",1934,1,"#miro_bf_sch05::OnMyMobDead";
+ monster "que_qsch05",50,287," ",1934,1,"#miro_bf_sch05::OnMyMobDead";
+ monster "que_qsch05",52,287," ",1934,1,"#miro_bf_sch05::OnMyMobDead";
+ monster "que_qsch05",50,265," ",1934,1,"#miro_bf_sch05::OnMyMobDead";
+ monster "que_qsch05",52,265," ",1934,1,"#miro_bf_sch05::OnMyMobDead";
+ monster "que_qsch05",56,279," ",1934,1,"#miro_bf_sch05::OnMyMobDead";
+ monster "que_qsch05",58,279," ",1934,1,"#miro_bf_sch05::OnMyMobDead";
+ monster "que_qsch05",64,301," ",1934,1,"#miro_bf_sch05::OnMyMobDead";
+ monster "que_qsch05",64,298," ",1934,1,"#miro_bf_sch05::OnMyMobDead";
+ monster "que_qsch05",62,272," ",1934,1,"#miro_bf_sch05::OnMyMobDead";
+ monster "que_qsch05",64,272," ",1934,1,"#miro_bf_sch05::OnMyMobDead";
+ monster "que_qsch05",58,245," ",1934,1,"#miro_bf_sch05::OnMyMobDead";
+ monster "que_qsch05",58,243," ",1934,1,"#miro_bf_sch05::OnMyMobDead";
+ monster "que_qsch05",72,289," ",1934,1,"#miro_bf_sch05::OnMyMobDead";
+ monster "que_qsch05",72,287," ",1934,1,"#miro_bf_sch05::OnMyMobDead";
+ monster "que_qsch05",68,257," ",1934,1,"#miro_bf_sch05::OnMyMobDead";
+ monster "que_qsch05",68,255," ",1934,1,"#miro_bf_sch05::OnMyMobDead";
+ monster "que_qsch05",73,263," ",1934,1,"#miro_bf_sch05::OnMyMobDead";
+ monster "que_qsch05",73,261," ",1934,1,"#miro_bf_sch05::OnMyMobDead";
+ monster "que_qsch05",75,251," ",1934,1,"#miro_bf_sch05::OnMyMobDead";
+ monster "que_qsch05",75,249," ",1934,1,"#miro_bf_sch05::OnMyMobDead";
+ monster "que_qsch05",79,283," ",1934,1,"#miro_bf_sch05::OnMyMobDead";
+ monster "que_qsch05",79,281," ",1934,1,"#miro_bf_sch05::OnMyMobDead";
+ monster "que_qsch05",82,271," ",1934,1,"#miro_bf_sch05::OnMyMobDead";
+ monster "que_qsch05",84,271," ",1934,1,"#miro_bf_sch05::OnMyMobDead";
+ monster "que_qsch05",89,295," ",1934,1,"#miro_bf_sch05::OnMyMobDead";
+ monster "que_qsch05",89,293," ",1934,1,"#miro_bf_sch05::OnMyMobDead";
+ monster "que_qsch05",88,276," ",1934,1,"#miro_bf_sch05::OnMyMobDead";
+ monster "que_qsch05",90,276," ",1934,1,"#miro_bf_sch05::OnMyMobDead";
+ monster "que_qsch05",88,266," ",1934,1,"#miro_bf_sch05::OnMyMobDead";
+ monster "que_qsch05",90,266," ",1934,1,"#miro_bf_sch05::OnMyMobDead";
+ monster "que_qsch05",94,256," ",1934,1,"#miro_bf_sch05::OnMyMobDead";
+ monster "que_qsch05",96,256," ",1934,1,"#miro_bf_sch05::OnMyMobDead";
+ monster "que_qsch05",64,301," ",1934,1,"#miro_bf_sch05::OnMyMobDead";
+ monster "que_qsch05",64,299," ",1934,1,"#miro_bf_sch05::OnMyMobDead";
+ monster "que_qsch05",100,251," ",1934,1,"#miro_bf_sch05::OnMyMobDead";
+ monster "que_qsch05",102,251," ",1934,1,"#miro_bf_sch05::OnMyMobDead";
+ setcell "que_qsch05",44,270,47,270,cell_walkable,0;
+ setcell "que_qsch05",44,270,47,270,cell_shootable,0;
+ setcell "que_qsch05",50,287,53,287,cell_walkable,0;
+ setcell "que_qsch05",50,287,53,287,cell_shootable,0;
+ setcell "que_qsch05",50,265,53,265,cell_walkable,0;
+ setcell "que_qsch05",50,265,53,265,cell_shootable,0;
+ setcell "que_qsch05",56,279,59,279,cell_walkable,0;
+ setcell "que_qsch05",56,279,59,279,cell_shootable,0;
+ setcell "que_qsch05",64,298,64,301,cell_walkable,0;
+ setcell "que_qsch05",64,298,64,301,cell_shootable,0;
+ setcell "que_qsch05",62,272,65,272,cell_walkable,0;
+ setcell "que_qsch05",62,272,65,272,cell_shootable,0;
+ setcell "que_qsch05",58,242,58,245,cell_walkable,0;
+ setcell "que_qsch05",58,242,58,245,cell_shootable,0;
+ setcell "que_qsch05",72,286,72,289,cell_walkable,0;
+ setcell "que_qsch05",72,286,72,289,cell_shootable,0;
+ setcell "que_qsch05",68,254,68,259,cell_walkable,0;
+ setcell "que_qsch05",68,254,68,259,cell_shootable,0;
+ setcell "que_qsch05",73,260,73,263,cell_walkable,0;
+ setcell "que_qsch05",73,260,73,263,cell_shootable,0;
+ setcell "que_qsch05",75,248,75,251,cell_walkable,0;
+ setcell "que_qsch05",75,248,75,251,cell_shootable,0;
+ setcell "que_qsch05",79,280,79,283,cell_walkable,0;
+ setcell "que_qsch05",79,280,79,283,cell_shootable,0;
+ setcell "que_qsch05",82,271,85,271,cell_walkable,0;
+ setcell "que_qsch05",82,271,85,271,cell_shootable,0;
+ setcell "que_qsch05",89,292,89,295,cell_walkable,0;
+ setcell "que_qsch05",89,292,89,295,cell_shootable,0;
+ setcell "que_qsch05",88,276,91,276,cell_walkable,0;
+ setcell "que_qsch05",88,276,91,276,cell_shootable,0;
+ setcell "que_qsch05",88,266,91,266,cell_walkable,0;
+ setcell "que_qsch05",88,266,91,266,cell_shootable,0;
+ setcell "que_qsch05",94,256,97,256,cell_walkable,0;
+ setcell "que_qsch05",94,256,97,256,cell_shootable,0;
+ setcell "que_qsch05",64,298,64,301,cell_walkable,0;
+ setcell "que_qsch05",64,298,64,301,cell_shootable,0;
+ setcell "que_qsch05",100,251,103,251,cell_walkable,0;
+ setcell "que_qsch05",100,251,103,251,cell_shootable,0;
+ end;
+
+OnDisable:
+ killmonster "que_qsch05","#miro_bf_sch05::OnMyMobDead";
+ setcell "que_qsch05",44,270,47,270,cell_walkable,1;
+ setcell "que_qsch05",44,270,47,270,cell_shootable,1;
+ setcell "que_qsch05",50,287,53,287,cell_walkable,1;
+ setcell "que_qsch05",50,287,53,287,cell_shootable,1;
+ setcell "que_qsch05",50,265,53,265,cell_walkable,1;
+ setcell "que_qsch05",50,265,53,265,cell_shootable,1;
+ setcell "que_qsch05",56,279,59,279,cell_walkable,1;
+ setcell "que_qsch05",56,279,59,279,cell_shootable,1;
+ setcell "que_qsch05",64,298,64,301,cell_walkable,1;
+ setcell "que_qsch05",64,298,64,301,cell_shootable,1;
+ setcell "que_qsch05",62,272,65,272,cell_walkable,1;
+ setcell "que_qsch05",62,272,65,272,cell_shootable,1;
+ setcell "que_qsch05",58,242,58,245,cell_walkable,1;
+ setcell "que_qsch05",58,242,58,245,cell_shootable,1;
+ setcell "que_qsch05",72,286,72,289,cell_walkable,1;
+ setcell "que_qsch05",72,286,72,289,cell_shootable,1;
+ setcell "que_qsch05",68,254,68,259,cell_walkable,1;
+ setcell "que_qsch05",68,254,68,259,cell_shootable,1;
+ setcell "que_qsch05",73,260,73,263,cell_walkable,1;
+ setcell "que_qsch05",73,260,73,263,cell_shootable,1;
+ setcell "que_qsch05",75,248,75,251,cell_walkable,1;
+ setcell "que_qsch05",75,248,75,251,cell_shootable,1;
+ setcell "que_qsch05",79,280,79,283,cell_walkable,1;
+ setcell "que_qsch05",79,280,79,283,cell_shootable,1;
+ setcell "que_qsch05",82,271,85,271,cell_walkable,1;
+ setcell "que_qsch05",82,271,85,271,cell_shootable,1;
+ setcell "que_qsch05",89,292,89,295,cell_walkable,1;
+ setcell "que_qsch05",89,292,89,295,cell_shootable,1;
+ setcell "que_qsch05",88,276,91,276,cell_walkable,1;
+ setcell "que_qsch05",88,276,91,276,cell_shootable,1;
+ setcell "que_qsch05",88,266,91,266,cell_walkable,1;
+ setcell "que_qsch05",88,266,91,266,cell_shootable,1;
+ setcell "que_qsch05",94,256,97,256,cell_walkable,1;
+ setcell "que_qsch05",94,256,97,256,cell_shootable,1;
+ setcell "que_qsch05",64,298,64,301,cell_walkable,1;
+ setcell "que_qsch05",64,298,64,301,cell_shootable,1;
+ setcell "que_qsch05",100,251,103,251,cell_walkable,1;
+ setcell "que_qsch05",100,251,103,251,cell_shootable,1;
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qsch05,2,2,0 script #miro_rf_sch05 844,{
+
+OnEnable:
+ monster "que_qsch05",57,301," ",1935,1,"#miro_rf_sch05::OnMyMobDead";
+ monster "que_qsch05",57,299," ",1935,1,"#miro_rf_sch05::OnMyMobDead";
+ monster "que_qsch05",48,291," ",1935,1,"#miro_rf_sch05::OnMyMobDead";
+ monster "que_qsch05",48,289," ",1935,1,"#miro_rf_sch05::OnMyMobDead";
+ monster "que_qsch05",68,290," ",1935,1,"#miro_rf_sch05::OnMyMobDead";
+ monster "que_qsch05",70,290," ",1935,1,"#miro_rf_sch05::OnMyMobDead";
+ monster "que_qsch05",72,295," ",1935,1,"#miro_rf_sch05::OnMyMobDead";
+ monster "que_qsch05",72,293," ",1935,1,"#miro_rf_sch05::OnMyMobDead";
+ monster "que_qsch05",90,296," ",1935,1,"#miro_rf_sch05::OnMyMobDead";
+ monster "que_qsch05",92,296," ",1935,1,"#miro_rf_sch05::OnMyMobDead";
+ monster "que_qsch05",56,282," ",1935,1,"#miro_rf_sch05::OnMyMobDead";
+ monster "que_qsch05",58,282," ",1935,1,"#miro_rf_sch05::OnMyMobDead";
+ monster "que_qsch05",66,283," ",1935,1,"#miro_rf_sch05::OnMyMobDead";
+ monster "que_qsch05",66,281," ",1935,1,"#miro_rf_sch05::OnMyMobDead";
+ monster "que_qsch05",80,284," ",1935,1,"#miro_rf_sch05::OnMyMobDead";
+ monster "que_qsch05",82,284," ",1935,1,"#miro_rf_sch05::OnMyMobDead";
+ monster "que_qsch05",44,273," ",1935,1,"#miro_rf_sch05::OnMyMobDead";
+ monster "que_qsch05",46,273," ",1935,1,"#miro_rf_sch05::OnMyMobDead";
+ monster "que_qsch05",50,273," ",1935,1,"#miro_rf_sch05::OnMyMobDead";
+ monster "que_qsch05",52,273," ",1935,1,"#miro_rf_sch05::OnMyMobDead";
+ monster "que_qsch05",54,269," ",1935,1,"#miro_rf_sch05::OnMyMobDead";
+ monster "que_qsch05",54,267," ",1935,1,"#miro_rf_sch05::OnMyMobDead";
+ monster "que_qsch05",66,271," ",1935,1,"#miro_rf_sch05::OnMyMobDead";
+ monster "que_qsch05",66,270," ",1935,1,"#miro_rf_sch05::OnMyMobDead";
+ monster "que_qsch05",81,273," ",1935,1,"#miro_rf_sch05::OnMyMobDead";
+ monster "que_qsch05",81,272," ",1935,1,"#miro_rf_sch05::OnMyMobDead";
+ monster "que_qsch05",88,276," ",1935,1,"#miro_rf_sch05::OnMyMobDead";
+ monster "que_qsch05",90,276," ",1935,1,"#miro_rf_sch05::OnMyMobDead";
+ monster "que_qsch05",94,276," ",1935,1,"#miro_rf_sch05::OnMyMobDead";
+ monster "que_qsch05",96,276," ",1935,1,"#miro_rf_sch05::OnMyMobDead";
+ monster "que_qsch05",64,258," ",1935,1,"#miro_rf_sch05::OnMyMobDead";
+ monster "que_qsch05",66,258," ",1935,1,"#miro_rf_sch05::OnMyMobDead";
+ monster "que_qsch05",76,263," ",1935,1,"#miro_rf_sch05::OnMyMobDead";
+ monster "que_qsch05",76,261," ",1935,1,"#miro_rf_sch05::OnMyMobDead";
+ monster "que_qsch05",87,265," ",1935,1,"#miro_rf_sch05::OnMyMobDead";
+ monster "que_qsch05",87,263," ",1935,1,"#miro_rf_sch05::OnMyMobDead";
+ monster "que_qsch05",50,252," ",1935,1,"#miro_rf_sch05::OnMyMobDead";
+ monster "que_qsch05",52,252," ",1935,1,"#miro_rf_sch05::OnMyMobDead";
+ monster "que_qsch05",76,252," ",1935,1,"#miro_rf_sch05::OnMyMobDead";
+ monster "que_qsch05",78,252," ",1935,1,"#miro_rf_sch05::OnMyMobDead";
+ monster "que_qsch05",99,255," ",1935,1,"#miro_rf_sch05::OnMyMobDead";
+ monster "que_qsch05",99,253," ",1935,1,"#miro_rf_sch05::OnMyMobDead";
+ monster "que_qsch05",53,245," ",1935,1,"#miro_rf_sch05::OnMyMobDead";
+ monster "que_qsch05",53,243," ",1935,1,"#miro_rf_sch05::OnMyMobDead";
+ setcell "que_qsch05",57,298,57,301,cell_walkable,0;
+ setcell "que_qsch05",57,298,57,301,cell_shootable,0;
+ setcell "que_qsch05",48,288,48,291,cell_walkable,0;
+ setcell "que_qsch05",48,288,48,291,cell_shootable,0;
+ setcell "que_qsch05",68,290,71,290,cell_walkable,0;
+ setcell "que_qsch05",68,290,71,290,cell_shootable,0;
+ setcell "que_qsch05",72,292,72,295,cell_walkable,0;
+ setcell "que_qsch05",72,292,72,295,cell_shootable,0;
+ setcell "que_qsch05",90,296,93,296,cell_walkable,0;
+ setcell "que_qsch05",90,296,93,296,cell_shootable,0;
+ setcell "que_qsch05",56,282,59,282,cell_walkable,0;
+ setcell "que_qsch05",56,282,59,282,cell_shootable,0;
+ setcell "que_qsch05",66,280,66,283,cell_walkable,0;
+ setcell "que_qsch05",66,280,66,283,cell_shootable,0;
+ setcell "que_qsch05",80,284,83,284,cell_walkable,0;
+ setcell "que_qsch05",80,284,83,284,cell_shootable,0;
+ setcell "que_qsch05",44,273,47,273,cell_walkable,0;
+ setcell "que_qsch05",44,273,47,273,cell_shootable,0;
+ setcell "que_qsch05",50,273,53,273,cell_walkable,0;
+ setcell "que_qsch05",50,273,53,273,cell_shootable,0;
+ setcell "que_qsch05",54,266,54,269,cell_walkable,0;
+ setcell "que_qsch05",54,266,54,269,cell_shootable,0;
+ setcell "que_qsch05",66,270,66,271,cell_walkable,0;
+ setcell "que_qsch05",66,270,66,271,cell_shootable,0;
+ setcell "que_qsch05",81,272,81,273,cell_walkable,0;
+ setcell "que_qsch05",81,272,81,273,cell_shootable,0;
+ setcell "que_qsch05",88,276,91,276,cell_walkable,0;
+ setcell "que_qsch05",88,276,91,276,cell_shootable,0;
+ setcell "que_qsch05",94,276,97,276,cell_walkable,0;
+ setcell "que_qsch05",94,276,97,276,cell_shootable,0;
+ setcell "que_qsch05",64,258,67,258,cell_walkable,0;
+ setcell "que_qsch05",64,258,67,258,cell_shootable,0;
+ setcell "que_qsch05",76,260,76,263,cell_walkable,0;
+ setcell "que_qsch05",76,260,76,263,cell_shootable,0;
+ setcell "que_qsch05",87,262,87,265,cell_walkable,0;
+ setcell "que_qsch05",87,262,87,265,cell_shootable,0;
+ setcell "que_qsch05",50,252,53,252,cell_walkable,0;
+ setcell "que_qsch05",50,252,53,252,cell_shootable,0;
+ setcell "que_qsch05",76,252,79,252,cell_walkable,0;
+ setcell "que_qsch05",76,252,79,252,cell_shootable,0;
+ setcell "que_qsch05",99,252,99,255,cell_walkable,0;
+ setcell "que_qsch05",99,252,99,255,cell_shootable,0;
+ setcell "que_qsch05",53,242,53,245,cell_walkable,0;
+ setcell "que_qsch05",53,242,53,245,cell_shootable,0;
+ end;
+
+OnDisable:
+ killmonster "que_qsch05","#miro_rf_sch05::OnMyMobDead";
+ setcell "que_qsch05",57,298,57,301,cell_walkable,1;
+ setcell "que_qsch05",57,298,57,301,cell_shootable,1;
+ setcell "que_qsch05",48,288,48,291,cell_walkable,1;
+ setcell "que_qsch05",48,288,48,291,cell_shootable,1;
+ setcell "que_qsch05",68,290,71,290,cell_walkable,1;
+ setcell "que_qsch05",68,290,71,290,cell_shootable,1;
+ setcell "que_qsch05",72,292,72,295,cell_walkable,1;
+ setcell "que_qsch05",72,292,72,295,cell_shootable,1;
+ setcell "que_qsch05",90,296,93,296,cell_walkable,1;
+ setcell "que_qsch05",90,296,93,296,cell_shootable,1;
+ setcell "que_qsch05",56,282,59,282,cell_walkable,1;
+ setcell "que_qsch05",56,282,59,282,cell_shootable,1;
+ setcell "que_qsch05",66,280,66,283,cell_walkable,1;
+ setcell "que_qsch05",66,280,66,283,cell_shootable,1;
+ setcell "que_qsch05",80,284,83,284,cell_walkable,1;
+ setcell "que_qsch05",80,284,83,284,cell_shootable,1;
+ setcell "que_qsch05",44,273,47,273,cell_walkable,1;
+ setcell "que_qsch05",44,273,47,273,cell_shootable,1;
+ setcell "que_qsch05",50,273,53,273,cell_walkable,1;
+ setcell "que_qsch05",50,273,53,273,cell_shootable,1;
+ setcell "que_qsch05",54,266,54,269,cell_walkable,1;
+ setcell "que_qsch05",54,266,54,269,cell_shootable,1;
+ setcell "que_qsch05",66,270,66,271,cell_walkable,1;
+ setcell "que_qsch05",66,270,66,271,cell_shootable,1;
+ setcell "que_qsch05",81,272,81,273,cell_walkable,1;
+ setcell "que_qsch05",81,272,81,273,cell_shootable,1;
+ setcell "que_qsch05",88,276,91,276,cell_walkable,1;
+ setcell "que_qsch05",88,276,91,276,cell_shootable,1;
+ setcell "que_qsch05",94,276,97,276,cell_walkable,1;
+ setcell "que_qsch05",94,276,97,276,cell_shootable,1;
+ setcell "que_qsch05",64,258,67,258,cell_walkable,1;
+ setcell "que_qsch05",64,258,67,258,cell_shootable,1;
+ setcell "que_qsch05",76,260,76,263,cell_walkable,1;
+ setcell "que_qsch05",76,260,76,263,cell_shootable,1;
+ setcell "que_qsch05",87,262,87,265,cell_walkable,1;
+ setcell "que_qsch05",87,262,87,265,cell_shootable,1;
+ setcell "que_qsch05",50,252,53,252,cell_walkable,1;
+ setcell "que_qsch05",50,252,53,252,cell_shootable,1;
+ setcell "que_qsch05",76,252,79,252,cell_walkable,1;
+ setcell "que_qsch05",76,252,79,252,cell_shootable,1;
+ setcell "que_qsch05",99,252,99,255,cell_walkable,1;
+ setcell "que_qsch05",99,252,99,255,cell_shootable,1;
+ setcell "que_qsch05",53,242,53,245,cell_walkable,1;
+ setcell "que_qsch05",53,242,53,245,cell_shootable,1;
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qsch05,2,3,0 script #miro_yf_sch05 844,{
+
+OnEnable:
+ monster "que_qsch05",44,292," ",1936,1,"#miro_yf_sch05::OnMyMobDead";
+ monster "que_qsch05",46,292," ",1936,1,"#miro_yf_sch05::OnMyMobDead";
+ monster "que_qsch05",67,295," ",1936,1,"#miro_yf_sch05::OnMyMobDead";
+ monster "que_qsch05",67,293," ",1936,1,"#miro_yf_sch05::OnMyMobDead";
+ monster "que_qsch05",94,301," ",1936,1,"#miro_yf_sch05::OnMyMobDead";
+ monster "que_qsch05",94,299," ",1936,1,"#miro_yf_sch05::OnMyMobDead";
+ monster "que_qsch05",79,289," ",1936,1,"#miro_yf_sch05::OnMyMobDead";
+ monster "que_qsch05",79,287," ",1936,1,"#miro_yf_sch05::OnMyMobDead";
+ monster "que_qsch05",56,282," ",1936,1,"#miro_yf_sch05::OnMyMobDead";
+ monster "que_qsch05",58,282," ",1936,1,"#miro_yf_sch05::OnMyMobDead";
+ monster "que_qsch05",71,283," ",1936,1,"#miro_yf_sch05::OnMyMobDead";
+ monster "que_qsch05",71,281," ",1936,1,"#miro_yf_sch05::OnMyMobDead";
+ monster "que_qsch05",100,281," ",1936,1,"#miro_yf_sch05::OnMyMobDead";
+ monster "que_qsch05",102,281," ",1936,1,"#miro_yf_sch05::OnMyMobDead";
+ monster "que_qsch05",44,261," ",1936,1,"#miro_yf_sch05::OnMyMobDead";
+ monster "que_qsch05",46,261," ",1936,1,"#miro_yf_sch05::OnMyMobDead";
+ monster "que_qsch05",50,265," ",1936,1,"#miro_yf_sch05::OnMyMobDead";
+ monster "que_qsch05",52,265," ",1936,1,"#miro_yf_sch05::OnMyMobDead";
+ monster "que_qsch05",56,270," ",1936,1,"#miro_yf_sch05::OnMyMobDead";
+ monster "que_qsch05",58,270," ",1936,1,"#miro_yf_sch05::OnMyMobDead";
+ monster "que_qsch05",72,278," ",1936,1,"#miro_yf_sch05::OnMyMobDead";
+ monster "que_qsch05",73,278," ",1936,1,"#miro_yf_sch05::OnMyMobDead";
+ monster "que_qsch05",82,266," ",1936,1,"#miro_yf_sch05::OnMyMobDead";
+ monster "que_qsch05",84,266," ",1936,1,"#miro_yf_sch05::OnMyMobDead";
+ monster "que_qsch05",88,266," ",1936,1,"#miro_yf_sch05::OnMyMobDead";
+ monster "que_qsch05",90,266," ",1936,1,"#miro_yf_sch05::OnMyMobDead";
+ monster "que_qsch05",94,271," ",1936,1,"#miro_yf_sch05::OnMyMobDead";
+ monster "que_qsch05",96,271," ",1936,1,"#miro_yf_sch05::OnMyMobDead";
+ monster "que_qsch05",60,257," ",1936,1,"#miro_yf_sch05::OnMyMobDead";
+ monster "que_qsch05",60,255," ",1936,1,"#miro_yf_sch05::OnMyMobDead";
+ monster "que_qsch05",73,263," ",1936,1,"#miro_yf_sch05::OnMyMobDead";
+ monster "que_qsch05",73,261," ",1936,1,"#miro_yf_sch05::OnMyMobDead";
+ monster "que_qsch05",75,257," ",1936,1,"#miro_yf_sch05::OnMyMobDead";
+ monster "que_qsch05",75,255," ",1936,1,"#miro_yf_sch05::OnMyMobDead";
+ monster "que_qsch05",87,257," ",1936,1,"#miro_yf_sch05::OnMyMobDead";
+ monster "que_qsch05",87,255," ",1936,1,"#miro_yf_sch05::OnMyMobDead";
+ monster "que_qsch05",58,251," ",1936,1,"#miro_yf_sch05::OnMyMobDead";
+ monster "que_qsch05",58,249," ",1936,1,"#miro_yf_sch05::OnMyMobDead";
+ monster "que_qsch05",80,251," ",1936,1,"#miro_yf_sch05::OnMyMobDead";
+ monster "que_qsch05",80,249," ",1936,1,"#miro_yf_sch05::OnMyMobDead";
+ monster "que_qsch05",53,245," ",1936,1,"#miro_yf_sch05::OnMyMobDead";
+ monster "que_qsch05",53,243," ",1936,1,"#miro_yf_sch05::OnMyMobDead";
+ monster "que_qsch05",75,245," ",1936,1,"#miro_yf_sch05::OnMyMobDead";
+ monster "que_qsch05",75,243," ",1936,1,"#miro_yf_sch05::OnMyMobDead";
+ monster "que_qsch05",100,251," ",1936,1,"#miro_yf_sch05::OnMyMobDead";
+ monster "que_qsch05",102,251," ",1936,1,"#miro_yf_sch05::OnMyMobDead";
+ monster "que_qsch05",100,256," ",1936,1,"#miro_yf_sch05::OnMyMobDead";
+ monster "que_qsch05",102,256," ",1936,1,"#miro_yf_sch05::OnMyMobDead";
+ setcell "que_qsch05",44,292,47,292,cell_walkable,0;
+ setcell "que_qsch05",44,292,47,292,cell_shootable,0;
+ setcell "que_qsch05",67,292,67,295,cell_walkable,0;
+ setcell "que_qsch05",67,292,67,295,cell_shootable,0;
+ setcell "que_qsch05",94,298,94,301,cell_walkable,0;
+ setcell "que_qsch05",94,298,94,301,cell_shootable,0;
+ setcell "que_qsch05",79,286,79,289,cell_walkable,0;
+ setcell "que_qsch05",79,286,79,289,cell_shootable,0;
+ setcell "que_qsch05",56,282,59,282,cell_walkable,0;
+ setcell "que_qsch05",56,282,59,282,cell_shootable,0;
+ setcell "que_qsch05",71,280,71,283,cell_walkable,0;
+ setcell "que_qsch05",71,280,71,283,cell_shootable,0;
+ setcell "que_qsch05",100,281,103,281,cell_walkable,0;
+ setcell "que_qsch05",100,281,103,281,cell_shootable,0;
+ setcell "que_qsch05",44,261,47,261,cell_walkable,0;
+ setcell "que_qsch05",44,261,47,261,cell_shootable,0;
+ setcell "que_qsch05",50,265,53,265,cell_walkable,0;
+ setcell "que_qsch05",50,265,53,265,cell_shootable,0;
+ setcell "que_qsch05",56,270,59,270,cell_walkable,0;
+ setcell "que_qsch05",56,270,59,270,cell_shootable,0;
+ setcell "que_qsch05",72,278,73,278,cell_walkable,0;
+ setcell "que_qsch05",72,278,73,278,cell_shootable,0;
+ setcell "que_qsch05",82,266,85,266,cell_walkable,0;
+ setcell "que_qsch05",82,266,85,266,cell_shootable,0;
+ setcell "que_qsch05",88,266,91,266,cell_walkable,0;
+ setcell "que_qsch05",88,266,91,266,cell_shootable,0;
+ setcell "que_qsch05",94,271,97,271,cell_walkable,0;
+ setcell "que_qsch05",94,271,97,271,cell_shootable,0;
+ setcell "que_qsch05",60,254,60,257,cell_walkable,0;
+ setcell "que_qsch05",60,254,60,257,cell_shootable,0;
+ setcell "que_qsch05",73,260,73,263,cell_walkable,0;
+ setcell "que_qsch05",73,260,73,263,cell_shootable,0;
+ setcell "que_qsch05",75,254,75,257,cell_walkable,0;
+ setcell "que_qsch05",75,254,75,257,cell_shootable,0;
+ setcell "que_qsch05",87,254,87,257,cell_walkable,0;
+ setcell "que_qsch05",87,254,87,257,cell_shootable,0;
+ setcell "que_qsch05",58,248,58,251,cell_walkable,0;
+ setcell "que_qsch05",58,248,58,251,cell_shootable,0;
+ setcell "que_qsch05",80,248,80,251,cell_walkable,0;
+ setcell "que_qsch05",80,248,80,251,cell_shootable,0;
+ setcell "que_qsch05",53,242,53,245,cell_walkable,0;
+ setcell "que_qsch05",53,242,53,245,cell_shootable,0;
+ setcell "que_qsch05",75,242,75,245,cell_walkable,0;
+ setcell "que_qsch05",75,242,75,245,cell_shootable,0;
+ setcell "que_qsch05",100,251,103,251,cell_walkable,0;
+ setcell "que_qsch05",100,251,103,251,cell_shootable,0;
+ setcell "que_qsch05",100,256,103,256,cell_walkable,0;
+ setcell "que_qsch05",100,256,103,256,cell_shootable,0;
+ end;
+
+OnDisable:
+ killmonster "que_qsch05","#miro_yf_sch05::OnMyMobDead";
+ setcell "que_qsch05",44,292,47,292,cell_walkable,1;
+ setcell "que_qsch05",44,292,47,292,cell_shootable,1;
+ setcell "que_qsch05",67,292,67,295,cell_walkable,1;
+ setcell "que_qsch05",67,292,67,295,cell_shootable,1;
+ setcell "que_qsch05",94,298,94,301,cell_walkable,1;
+ setcell "que_qsch05",94,298,94,301,cell_shootable,1;
+ setcell "que_qsch05",79,286,79,289,cell_walkable,1;
+ setcell "que_qsch05",79,286,79,289,cell_shootable,1;
+ setcell "que_qsch05",56,282,59,282,cell_walkable,1;
+ setcell "que_qsch05",56,282,59,282,cell_shootable,1;
+ setcell "que_qsch05",71,280,71,283,cell_walkable,1;
+ setcell "que_qsch05",71,280,71,283,cell_shootable,1;
+ setcell "que_qsch05",100,281,103,281,cell_walkable,1;
+ setcell "que_qsch05",100,281,103,281,cell_shootable,1;
+ setcell "que_qsch05",44,261,47,261,cell_walkable,1;
+ setcell "que_qsch05",44,261,47,261,cell_shootable,1;
+ setcell "que_qsch05",50,265,53,265,cell_walkable,1;
+ setcell "que_qsch05",50,265,53,265,cell_shootable,1;
+ setcell "que_qsch05",56,270,59,270,cell_walkable,1;
+ setcell "que_qsch05",56,270,59,270,cell_shootable,1;
+ setcell "que_qsch05",72,278,73,278,cell_walkable,1;
+ setcell "que_qsch05",72,278,73,278,cell_shootable,1;
+ setcell "que_qsch05",82,266,85,266,cell_walkable,1;
+ setcell "que_qsch05",82,266,85,266,cell_shootable,1;
+ setcell "que_qsch05",88,266,91,266,cell_walkable,1;
+ setcell "que_qsch05",88,266,91,266,cell_shootable,1;
+ setcell "que_qsch05",94,271,97,271,cell_walkable,1;
+ setcell "que_qsch05",94,271,97,271,cell_shootable,1;
+ setcell "que_qsch05",60,254,60,257,cell_walkable,1;
+ setcell "que_qsch05",60,254,60,257,cell_shootable,1;
+ setcell "que_qsch05",73,260,73,263,cell_walkable,1;
+ setcell "que_qsch05",73,260,73,263,cell_shootable,1;
+ setcell "que_qsch05",75,254,75,257,cell_walkable,1;
+ setcell "que_qsch05",75,254,75,257,cell_shootable,1;
+ setcell "que_qsch05",87,254,87,257,cell_walkable,1;
+ setcell "que_qsch05",87,254,87,257,cell_shootable,1;
+ setcell "que_qsch05",58,248,58,251,cell_walkable,1;
+ setcell "que_qsch05",58,248,58,251,cell_shootable,1;
+ setcell "que_qsch05",80,248,80,251,cell_walkable,1;
+ setcell "que_qsch05",80,248,80,251,cell_shootable,1;
+ setcell "que_qsch05",53,242,53,245,cell_walkable,1;
+ setcell "que_qsch05",53,242,53,245,cell_shootable,1;
+ setcell "que_qsch05",75,242,75,245,cell_walkable,1;
+ setcell "que_qsch05",75,242,75,245,cell_shootable,1;
+ setcell "que_qsch05",100,251,103,251,cell_walkable,1;
+ setcell "que_qsch05",100,251,103,251,cell_shootable,1;
+ setcell "que_qsch05",100,256,103,256,cell_walkable,1;
+ setcell "que_qsch05",100,256,103,256,cell_shootable,1;
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qsch05,132,172,0 script windpath01_sch05 45,1,1,{
+OnTouch:
+ if (countitem(7839) > 0) {
+ mes "The Warp Gate responds to the Crystal Key.";
+ delitem 7839,1; //Crystal_Key
+ close2;
+ warp "que_qsch05",114,158;
+ end;
+ }
+ else {
+ mes "You need the Crystal Key to activate the Warp Gate.";
+ close;
+ }
+}
+
+que_qsch05,113,165,0 warp windpath02_sch05 1,1,que_qsch05,139,172
+
+
+que_qsch05,131,136,3 script Piamette#sch05 1930,{
+OnInit:
+ enablenpc "Piamette#sch05";
+ end;
+}
+
+que_qsch05,114,158,0 script #event_start01_sch05 -1,1,1,{
+
+OnInit:
+ disablenpc "#event_start01_sch05";
+ end;
+
+OnEnable:
+ enablenpc "#event_start01_sch05";
+ end;
+
+OnDisable:
+ disablenpc "#event_start01_sch05";
+ stopnpctimer;
+ end;
+
+OnTouch:
+ initnpctimer;
+ disablenpc "#event_start01_sch05";
+ end;
+
+OnTimer2000:
+ mapannounce "que_qsch05","Piamette mumblings : ..There were six birds, Teo. But one is....",bc_map,"0xdb7093";
+ end;
+
+OnTimer6000:
+ mapannounce "que_qsch05","Piamette mumblings : ...Shh.. Teo. The birds have returned..Are they birds that ran away before...? Or breakers who disguises themselves as good adventurers?",bc_map,"0xdb7093";
+ end;
+
+OnTimer10000:
+ mapannounce "que_qsch05","Piamette mumblings : Ha! They are caged in.",bc_map,"0xdb7093";
+ end;
+
+OnTimer14000:
+ mapannounce "que_qsch05","Piamette : Teo, Catch the birds! Put the cage away from here!",bc_map,"0x00ff00";
+ donpcevent "#gdtimer01_sch05::OnEnable";
+ stopnpctimer;
+ end;
+}
+
+que_qsch05,2,2,0 script #gdtimer01_sch05 844,{
+
+OnEnable:
+ initnpctimer;
+ end;
+
+Onstop:
+ donpcevent "#getspell01_sch05::OnDisable";
+ donpcevent "#getspell02_sch05::OnDisable";
+ donpcevent "#getspell03_sch05::OnDisable";
+ donpcevent "#getspell04_sch05::OnDisable";
+ donpcevent "#getspell05_sch05::OnDisable";
+ donpcevent "#getspell06_sch05::OnDisable";
+ donpcevent "#getspell07_sch05::OnDisable";
+ donpcevent "#getspell08_sch05::OnDisable";
+ stopnpctimer;
+ end;
+
+OnTimer1000:
+ donpcevent "#getspell08_sch05::OnDisable";
+ donpcevent "#getspell01_sch05::OnEnable";
+ end;
+
+OnTimer10000:
+ donpcevent "#getspell01_sch05::OnDisable";
+ donpcevent "#getspell02_sch05::OnEnable";
+ end;
+
+OnTimer20000:
+ donpcevent "#getspell02_sch05::OnDisable";
+ donpcevent "#getspell03_sch05::OnEnable";
+ end;
+
+OnTimer30000:
+ donpcevent "#getspell03_sch05::OnDisable";
+ donpcevent "#getspell04_sch05::OnEnable";
+ end;
+
+OnTimer40000:
+ donpcevent "#getspell04_sch05::OnDisable";
+ donpcevent "#getspell05_sch05::OnEnable";
+ end;
+
+OnTimer50000:
+ donpcevent "#getspell05_sch05::OnDisable";
+ donpcevent "#getspell06_sch05::OnEnable";
+ end;
+
+OnTimer60000:
+ donpcevent "#getspell06_sch05::OnDisable";
+ donpcevent "#getspell07_sch05::OnEnable";
+ end;
+
+OnTimer70000:
+ donpcevent "#getspell07_sch05::OnDisable";
+ donpcevent "#getspell08_sch05::OnEnable";
+ end;
+
+OnTimer75000:
+ if ($gqse_sch05_gd < 6) {
+ mapannounce "que_qsch05","Piamette : Silly birds! Silly Teo! Why can't you put away the cage at once?!",bc_map,"0x00ff00";
+ enablenpc "#sch05_cage01";
+ enablenpc "#sch05_cage02";
+ enablenpc "#sch05_cage03";
+ enablenpc "#sch05_cage04";
+ enablenpc "#sch05_cage05";
+ enablenpc "#sch05_cage06";
+ set $gqse_sch05_gd,0;
+ }
+ end;
+
+OnTimer76000:
+ disablenpc "#sch05_cage01";
+ disablenpc "#sch05_cage02";
+ disablenpc "#sch05_cage03";
+ disablenpc "#sch05_cage04";
+ disablenpc "#sch05_cage05";
+ disablenpc "#sch05_cage06";
+ end;
+
+OnTimer80000:
+ donpcevent "#gdtimer01_sch05::OnEnable";
+ end;
+}
+
+que_qsch05,2,3,0 script #gdtimer02_sch05 844,{
+
+OnEnable:
+ initnpctimer;
+ end;
+
+Onstop:
+ stopnpctimer;
+ killmonster "que_qsch05","#gdtimer02_sch05::OnMyMobDead";
+ end;
+
+OnTimer4000:
+ mapannounce "que_qsch05","Piamette : All of them are caught!",bc_map,"0xdb7093";
+ end;
+
+OnTimer8000:
+ mapannounce "que_qsch05","Piamette : Let's call out the keeper of the key not to let the birds go far away.",bc_map,"0xdb7093";
+ end;
+
+OnTimer12000:
+ mapannounce "que_qsch05","Piamette : The keeper of the key is protecting my cage.",bc_map,"0xdb7093";
+ monster "que_qsch05",108,151,"Key Stone",1905,1,"#gdtimer02_sch05::OnMyMobDead";
+ monster "que_qsch05",109,135,"Key Stone",1905,1,"#gdtimer02_sch05::OnMyMobDead";
+ monster "que_qsch05",115,116,"Key Stone",1905,1,"#gdtimer02_sch05::OnMyMobDead";
+ monster "que_qsch05",158,106,"Key Stone",1905,1,"#gdtimer02_sch05::OnMyMobDead";
+ monster "que_qsch05",163,133,"Key Stone",1905,1,"#gdtimer02_sch05::OnMyMobDead";
+ monster "que_qsch05",150,154,"Key Stone",1905,1,"#gdtimer02_sch05::OnMyMobDead";
+ end;
+
+OnTimer112000:
+ mapannounce "que_qsch05","Piamette : Whooping fun times are back! Now, Go! I'll get back to!!",bc_map,"0xdb7093";
+ killmonster "que_qsch05","#gdtimer02_sch05::OnMyMobDead";
+ enablenpc "#sch05_cage01";
+ enablenpc "#sch05_cage02";
+ enablenpc "#sch05_cage03";
+ enablenpc "#sch05_cage04";
+ enablenpc "#sch05_cage05";
+ enablenpc "#sch05_cage06";
+ set $gqse_sch05_gd,0;
+ end;
+
+OnTimer113000:
+ disablenpc "#sch05_cage01";
+ disablenpc "#sch05_cage02";
+ disablenpc "#sch05_cage03";
+ disablenpc "#sch05_cage04";
+ disablenpc "#sch05_cage05";
+ disablenpc "#sch05_cage06";
+ donpcevent "#gdtimer01_sch05::OnEnable";
+ stopnpctimer;
+ end;
+
+Onreset:
+ killmonster "que_qsch05","#gdtimer02_sch05::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ if (mobcount("que_qsch05","#gdtimer02_sch05::OnMyMobDead") == 0) {
+ enablenpc "#sch05_cage01";
+ enablenpc "#sch05_cage02";
+ enablenpc "#sch05_cage03";
+ enablenpc "#sch05_cage04";
+ enablenpc "#sch05_cage05";
+ enablenpc "#sch05_cage06";
+ donpcevent "#piamette_sch05::OnEnable";
+ stopnpctimer;
+ }
+ end;
+}
+
+que_qsch05,1,4,0 script #piamette_sch05 844,{
+OnEnable:
+ initnpctimer;
+ end;
+
+Onreset:
+ killmonster "que_qsch05","#piamette_sch05::OnMyMobDead";
+ stopnpctimer;
+ end;
+
+OnTimer1000:
+ mapannounce "que_qsch05","Piamette : All the keeper of keys are dead now? Who freed my birds? Teo, who did it?",bc_map,"0xdb7093";
+ end;
+
+OnTimer5000:
+ mapannounce "que_qsch05","Piamette : I'm pissed off now!",bc_map,"0xdb7093";
+ disablenpc "Piamette#sch05";
+ monster "que_qsch05",131,135,"Angry Piamette",1930,1,"#piamette_sch05::OnMyMobDead";
+ stopnpctimer;
+ end;
+
+OnMyMobDead:
+ mapannounce "que_qsch05","Piamette has been released, so the warp gate toward the South is working now.",bc_map,"0x00ff00";
+ enablenpc "windpath03_sch05";
+ enablenpc "windpath04_sch05";
+ donpcevent "#nm_switch_sch05::OnEnable";
+ end;
+}
+
+que_qsch05,113,135,0 script #getspell01_sch05 -1,1,1,{
+OnInit:
+ disablenpc "#getspell01_sch05";
+ end;
+
+OnEnable:
+ enablenpc "#getspell01_sch05";
+ specialeffect EF_LOCKON;
+ end;
+
+OnDisable:
+ disablenpc "#getspell01_sch05";
+ end;
+
+OnTouch:
+ sc_start2 SC_Stone,300000,0,10000;
+ if ($gqse_sch05_gd == 0) {
+ warp "que_qsch05",103,153;
+ disablenpc "#getspell01_sch05";
+ set $gqse_sch05_gd,1;
+ mapannounce "que_qsch05","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch05_gd == 1) {
+ warp "que_qsch05",102,135;
+ disablenpc "#getspell01_sch05";
+ set $gqse_sch05_gd,2;
+ mapannounce "que_qsch05","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch05_gd == 2) {
+ warp "que_qsch05",113,111;
+ disablenpc "#getspell01_sch05";
+ set $gqse_sch05_gd,3;
+ mapannounce "que_qsch05","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch05_gd == 3) {
+ warp "que_qsch05",161,105;
+ disablenpc "#getspell01_sch05";
+ set $gqse_sch05_gd,4;
+ mapannounce "que_qsch05","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch05_gd == 4) {
+ warp "que_qsch05",168,135;
+ disablenpc "#getspell01_sch05";
+ set $gqse_sch05_gd,5;
+ mapannounce "que_qsch05","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch05_gd == 5) {
+ warp "que_qsch05",150,159;
+ disablenpc "#getspell01_sch05";
+ set $gqse_sch05_gd,6;
+ mapannounce "que_qsch05","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
+ donpcevent "#gdtimer02_sch05::OnEnable";
+ donpcevent "#gdtimer01_sch05::Onstop";
+ }
+ end;
+}
+
+que_qsch05,146,150,0 script #getspell02_sch05 -1,1,1,{
+OnInit:
+ disablenpc "#getspell02_sch05";
+ end;
+
+OnEnable:
+ enablenpc "#getspell02_sch05";
+ specialeffect EF_LOCKON;
+ end;
+
+OnDisable:
+ disablenpc "#getspell02_sch05";
+ end;
+
+OnTouch:
+ sc_start2 SC_Stone,300000,0,10000;
+ if ($gqse_sch05_gd == 0) {
+ warp "que_qsch05",103,153;
+ disablenpc "#getspell01_sch05";
+ set $gqse_sch05_gd,1;
+ mapannounce "que_qsch05","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch05_gd == 1) {
+ warp "que_qsch05",102,135;
+ disablenpc "#getspell01_sch05";
+ set $gqse_sch05_gd,2;
+ mapannounce "que_qsch05","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch05_gd == 2) {
+ warp "que_qsch05",113,111;
+ disablenpc "#getspell01_sch05";
+ set $gqse_sch05_gd,3;
+ mapannounce "que_qsch05","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch05_gd == 3) {
+ warp "que_qsch05",161,105;
+ disablenpc "#getspell01_sch05";
+ set $gqse_sch05_gd,4;
+ mapannounce "que_qsch05","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch05_gd == 4) {
+ warp "que_qsch05",168,135;
+ disablenpc "#getspell01_sch05";
+ set $gqse_sch05_gd,5;
+ mapannounce "que_qsch05","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch05_gd == 5) {
+ warp "que_qsch05",150,159;
+ disablenpc "#getspell01_sch05";
+ set $gqse_sch05_gd,6;
+ mapannounce "que_qsch05","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
+ donpcevent "#gdtimer02_sch05::OnEnable";
+ donpcevent "#gdtimer01_sch05::Onstop";
+ }
+ end;
+}
+
+que_qsch05,131,117,0 script #getspell03_sch05 -1,1,1,{
+OnInit:
+ disablenpc "#getspell03_sch05";
+ end;
+
+OnEnable:
+ enablenpc "#getspell03_sch05";
+ specialeffect EF_LOCKON;
+ end;
+
+OnDisable:
+ disablenpc "#getspell03_sch05";
+ end;
+
+OnTouch:
+ sc_start2 SC_Stone,300000,0,10000;
+ if ($gqse_sch05_gd == 0) {
+ warp "que_qsch05",103,153;
+ disablenpc "#getspell01_sch05";
+ set $gqse_sch05_gd,1;
+ mapannounce "que_qsch05","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch05_gd == 1) {
+ warp "que_qsch05",102,135;
+ disablenpc "#getspell01_sch05";
+ set $gqse_sch05_gd,2;
+ mapannounce "que_qsch05","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch05_gd == 2) {
+ warp "que_qsch05",113,111;
+ disablenpc "#getspell01_sch05";
+ set $gqse_sch05_gd,3;
+ mapannounce "que_qsch05","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch05_gd == 3) {
+ warp "que_qsch05",161,105;
+ disablenpc "#getspell01_sch05";
+ set $gqse_sch05_gd,4;
+ mapannounce "que_qsch05","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch05_gd == 4) {
+ warp "que_qsch05",168,135;
+ disablenpc "#getspell01_sch05";
+ set $gqse_sch05_gd,5;
+ mapannounce "que_qsch05","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch05_gd == 5) {
+ warp "que_qsch05",150,159;
+ disablenpc "#getspell01_sch05";
+ set $gqse_sch05_gd,6;
+ mapannounce "que_qsch05","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
+ donpcevent "#gdtimer02_sch05::OnEnable";
+ donpcevent "#gdtimer01_sch05::Onstop";
+ }
+ end;
+}
+
+que_qsch05,117,150,0 script #getspell04_sch05 -1,1,1,{
+OnInit:
+ disablenpc "#getspell04_sch05";
+ end;
+
+OnEnable:
+ enablenpc "#getspell04_sch05";
+ specialeffect EF_LOCKON;
+ end;
+
+OnDisable:
+ disablenpc "#getspell04_sch05";
+ end;
+
+OnTouch:
+ sc_start2 SC_Stone,300000,0,10000;
+ if ($gqse_sch05_gd == 0) {
+ warp "que_qsch05",103,153;
+ disablenpc "#getspell01_sch05";
+ set $gqse_sch05_gd,1;
+ mapannounce "que_qsch05","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch05_gd == 1) {
+ warp "que_qsch05",102,135;
+ disablenpc "#getspell01_sch05";
+ set $gqse_sch05_gd,2;
+ mapannounce "que_qsch05","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch05_gd == 2) {
+ warp "que_qsch05",113,111;
+ disablenpc "#getspell01_sch05";
+ set $gqse_sch05_gd,3;
+ mapannounce "que_qsch05","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch05_gd == 3) {
+ warp "que_qsch05",161,105;
+ disablenpc "#getspell01_sch05";
+ set $gqse_sch05_gd,4;
+ mapannounce "que_qsch05","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch05_gd == 4) {
+ warp "que_qsch05",168,135;
+ disablenpc "#getspell01_sch05";
+ set $gqse_sch05_gd,5;
+ mapannounce "que_qsch05","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch05_gd == 5) {
+ warp "que_qsch05",150,159;
+ disablenpc "#getspell01_sch05";
+ set $gqse_sch05_gd,6;
+ mapannounce "que_qsch05","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
+ donpcevent "#gdtimer02_sch05::OnEnable";
+ donpcevent "#gdtimer01_sch05::Onstop";
+ }
+ end;
+}
+
+que_qsch05,150,135,0 script #getspell05_sch05 -1,1,1,{
+OnInit:
+ disablenpc "#getspell05_sch05";
+ end;
+
+OnEnable:
+ enablenpc "#getspell05_sch05";
+ specialeffect EF_LOCKON;
+ end;
+
+OnDisable:
+ disablenpc "#getspell05_sch05";
+ end;
+
+OnTouch:
+ sc_start2 SC_Stone,300000,0,10000;
+ if ($gqse_sch05_gd == 0) {
+ warp "que_qsch05",103,153;
+ disablenpc "#getspell01_sch05";
+ set $gqse_sch05_gd,1;
+ mapannounce "que_qsch05","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch05_gd == 1) {
+ warp "que_qsch05",102,135;
+ disablenpc "#getspell01_sch05";
+ set $gqse_sch05_gd,2;
+ mapannounce "que_qsch05","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch05_gd == 2) {
+ warp "que_qsch05",113,111;
+ disablenpc "#getspell01_sch05";
+ set $gqse_sch05_gd,3;
+ mapannounce "que_qsch05","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch05_gd == 3) {
+ warp "que_qsch05",161,105;
+ disablenpc "#getspell01_sch05";
+ set $gqse_sch05_gd,4;
+ mapannounce "que_qsch05","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch05_gd == 4) {
+ warp "que_qsch05",168,135;
+ disablenpc "#getspell01_sch05";
+ set $gqse_sch05_gd,5;
+ mapannounce "que_qsch05","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch05_gd == 5) {
+ warp "que_qsch05",150,159;
+ disablenpc "#getspell01_sch05";
+ set $gqse_sch05_gd,6;
+ mapannounce "que_qsch05","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
+ donpcevent "#gdtimer02_sch05::OnEnable";
+ donpcevent "#gdtimer01_sch05::Onstop";
+ }
+ end;
+}
+
+que_qsch05,117,121,0 script #getspell06_sch05 -1,1,1,{
+OnInit:
+ disablenpc "#getspell06_sch05";
+ end;
+
+OnEnable:
+ enablenpc "#getspell06_sch05";
+ specialeffect EF_LOCKON;
+ end;
+
+OnDisable:
+ disablenpc "#getspell06_sch05";
+ end;
+
+OnTouch:
+ sc_start2 SC_Stone,300000,0,10000;
+ if ($gqse_sch05_gd == 0) {
+ warp "que_qsch05",103,153;
+ disablenpc "#getspell01_sch05";
+ set $gqse_sch05_gd,1;
+ mapannounce "que_qsch05","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch05_gd == 1) {
+ warp "que_qsch05",102,135;
+ disablenpc "#getspell01_sch05";
+ set $gqse_sch05_gd,2;
+ mapannounce "que_qsch05","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch05_gd == 2) {
+ warp "que_qsch05",113,111;
+ disablenpc "#getspell01_sch05";
+ set $gqse_sch05_gd,3;
+ mapannounce "que_qsch05","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch05_gd == 3) {
+ warp "que_qsch05",161,105;
+ disablenpc "#getspell01_sch05";
+ set $gqse_sch05_gd,4;
+ mapannounce "que_qsch05","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch05_gd == 4) {
+ warp "que_qsch05",168,135;
+ disablenpc "#getspell01_sch05";
+ set $gqse_sch05_gd,5;
+ mapannounce "que_qsch05","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch05_gd == 5) {
+ warp "que_qsch05",150,159;
+ disablenpc "#getspell01_sch05";
+ set $gqse_sch05_gd,6;
+ mapannounce "que_qsch05","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
+ donpcevent "#gdtimer02_sch05::OnEnable";
+ donpcevent "#gdtimer01_sch05::Onstop";
+ }
+ end;
+}
+
+que_qsch05,131,154,0 script #getspell07_sch05 -1,1,1,{
+OnInit:
+ disablenpc "#getspell07_sch05";
+ end;
+
+OnEnable:
+ enablenpc "#getspell07_sch05";
+ specialeffect EF_LOCKON;
+ end;
+
+OnDisable:
+ disablenpc "#getspell07_sch05";
+ end;
+
+OnTouch:
+ sc_start2 SC_Stone,300000,0,10000;
+ if ($gqse_sch05_gd == 0) {
+ warp "que_qsch05",103,153;
+ disablenpc "#getspell01_sch05";
+ set $gqse_sch05_gd,1;
+ mapannounce "que_qsch05","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch05_gd == 1) {
+ warp "que_qsch05",102,135;
+ disablenpc "#getspell01_sch05";
+ set $gqse_sch05_gd,2;
+ mapannounce "que_qsch05","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch05_gd == 2) {
+ warp "que_qsch05",113,111;
+ disablenpc "#getspell01_sch05";
+ set $gqse_sch05_gd,3;
+ mapannounce "que_qsch05","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch05_gd == 3) {
+ warp "que_qsch05",161,105;
+ disablenpc "#getspell01_sch05";
+ set $gqse_sch05_gd,4;
+ mapannounce "que_qsch05","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch05_gd == 4) {
+ warp "que_qsch05",168,135;
+ disablenpc "#getspell01_sch05";
+ set $gqse_sch05_gd,5;
+ mapannounce "que_qsch05","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch05_gd == 5) {
+ warp "que_qsch05",150,159;
+ disablenpc "#getspell01_sch05";
+ set $gqse_sch05_gd,6;
+ mapannounce "que_qsch05","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
+ donpcevent "#gdtimer02_sch05::OnEnable";
+ donpcevent "#gdtimer01_sch05::Onstop";
+ }
+ end;
+}
+
+que_qsch05,146,121,0 script #getspell08_sch05 -1,1,1,{
+OnInit:
+ disablenpc "#getspell08_sch05";
+ end;
+
+OnEnable:
+ enablenpc "#getspell08_sch05";
+ specialeffect EF_LOCKON;
+ end;
+
+OnDisable:
+ disablenpc "#getspell08_sch05";
+ end;
+
+OnTouch:
+ sc_start2 SC_Stone,300000,0,10000;
+ if ($gqse_sch05_gd == 0) {
+ warp "que_qsch05",103,153;
+ disablenpc "#getspell01_sch05";
+ set $gqse_sch05_gd,1;
+ mapannounce "que_qsch05","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch05_gd == 1) {
+ warp "que_qsch05",102,135;
+ disablenpc "#getspell01_sch05";
+ set $gqse_sch05_gd,2;
+ mapannounce "que_qsch05","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch05_gd == 2) {
+ warp "que_qsch05",113,111;
+ disablenpc "#getspell01_sch05";
+ set $gqse_sch05_gd,3;
+ mapannounce "que_qsch05","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch05_gd == 3) {
+ warp "que_qsch05",161,105;
+ disablenpc "#getspell01_sch05";
+ set $gqse_sch05_gd,4;
+ mapannounce "que_qsch05","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch05_gd == 4) {
+ warp "que_qsch05",168,135;
+ disablenpc "#getspell01_sch05";
+ set $gqse_sch05_gd,5;
+ mapannounce "que_qsch05","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
+ }
+ else if ($gqse_sch05_gd == 5) {
+ warp "que_qsch05",150,159;
+ disablenpc "#getspell01_sch05";
+ set $gqse_sch05_gd,6;
+ mapannounce "que_qsch05","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
+ donpcevent "#gdtimer02_sch05::OnEnable";
+ donpcevent "#gdtimer01_sch05::Onstop";
+ }
+ end;
+}
+
+que_qsch05,103,153,0 script #sch05_cage01 -1,1,1,{
+OnInit:
+ disablenpc "#sch05_cage01";
+ end;
+
+OnTouch:
+ sc_end SC_Stone;
+ warp "que_qsch05",108,151;
+ disablenpc "#sch05_cage01";
+ end;
+}
+
+que_qsch05,102,135,0 script #sch05_cage02 -1,1,1,{
+OnInit:
+ disablenpc "#sch05_cage02";
+ end;
+
+OnTouch:
+ sc_end SC_Stone;
+ warp "que_qsch05",107,135;
+ disablenpc "#sch05_cage02";
+ end;
+}
+
+que_qsch05,113,111,0 script #sch05_cage03 -1,1,1,{
+OnInit:
+ disablenpc "#sch05_cage03";
+ end;
+
+OnTouch:
+ sc_end SC_Stone;
+ warp "que_qsch05",113,114;
+ disablenpc "#sch05_cage03";
+ end;
+}
+
+que_qsch05,161,105,0 script #sch05_cage04 -1,1,1,{
+OnInit:
+ disablenpc "#sch05_cage04";
+ end;
+
+OnTouch:
+ sc_end SC_Stone;
+ warp "que_qsch05",158,106;
+ disablenpc "#sch05_cage04";
+ end;
+}
+
+que_qsch05,168,135,0 script #sch05_cage05 -1,1,1,{
+OnInit:
+ disablenpc "#sch05_cage05";
+ end;
+
+OnTouch:
+ sc_end SC_Stone;
+ warp "que_qsch05",163,133;
+ disablenpc "#sch05_cage05";
+ end;
+}
+
+que_qsch05,150,159,0 script #sch05_cage06 -1,1,1,{
+OnInit:
+ disablenpc "#sch05_cage06";
+ end;
+
+OnTouch:
+ sc_end SC_Stone;
+ warp "que_qsch05",150,154;
+ disablenpc "#sch05_cage06";
+ end;
+}
+
+que_qsch05,1,8,0 script #gd_sch05_mobctrl 844,{
+OnEnable:
+ monster "que_qsch05",107,152,"Ball of Piamette",1738,1,"#gd_sch05_mobctrl::OnMyMobDead";
+ monster "que_qsch05",109,135,"Ball of Piamette",1738,1,"#gd_sch05_mobctrl::OnMyMobDead";
+ monster "que_qsch05",113,116,"Ball of Piamette",1738,1,"#gd_sch05_mobctrl::OnMyMobDead";
+ monster "que_qsch05",157,107,"Ball of Piamette",1738,1,"#gd_sch05_mobctrl::OnMyMobDead";
+ monster "que_qsch05",163,133,"Ball of Piamette",1738,1,"#gd_sch05_mobctrl::OnMyMobDead";
+ monster "que_qsch05",149,156,"Ball of Piamette",1738,1,"#gd_sch05_mobctrl::OnMyMobDead";
+ monster "que_qsch05",130,139,"Alice",1275,1,"#gd_sch05_mobctrl::OnMyMobDead";
+ monster "que_qsch05",135,137,"Alice",1275,1,"#gd_sch05_mobctrl::OnMyMobDead";
+ monster "que_qsch05",130,132,"Alice",1275,1,"#gd_sch05_mobctrl::OnMyMobDead";
+ monster "que_qsch05",128,137,"Alice",1275,1,"#gd_sch05_mobctrl::OnMyMobDead";
+ monster "que_qsch05",109,145,"Alice",1275,1,"#gd_sch05_mobctrl::OnMyMobDead";
+ monster "que_qsch05",109,130,"Alice",1275,1,"#gd_sch05_mobctrl::OnMyMobDead";
+ monster "que_qsch05",128,114,"Alice",1275,1,"#gd_sch05_mobctrl::OnMyMobDead";
+ monster "que_qsch05",147,114,"Alice",1275,1,"#gd_sch05_mobctrl::OnMyMobDead";
+ monster "que_qsch05",154,128,"Alice",1275,1,"#gd_sch05_mobctrl::OnMyMobDead";
+ monster "que_qsch05",151,145,"Alice",1275,1,"#gd_sch05_mobctrl::OnMyMobDead";
+ monster "que_qsch05",130,151,"Alice",1275,1,"#gd_sch05_mobctrl::OnMyMobDead";
+ monster "que_qsch05",131,139,"Ball of Piamette",1738,1,"#gd_sch05_mobctrl::OnMyMobDead";
+ monster "que_qsch05",135,136,"Ball of Piamette",1738,1,"#gd_sch05_mobctrl::OnMyMobDead";
+ monster "que_qsch05",131,132,"Ball of Piamette",1738,1,"#gd_sch05_mobctrl::OnMyMobDead";
+ monster "que_qsch05",128,136,"Ball of Piamette",1738,1,"#gd_sch05_mobctrl::OnMyMobDead";
+ monster "que_qsch05",110,145,"Ball of Piamette",1738,1,"#gd_sch05_mobctrl::OnMyMobDead";
+ monster "que_qsch05",129,114,"Ball of Piamette",1738,1,"#gd_sch05_mobctrl::OnMyMobDead";
+ monster "que_qsch05",148,114,"Ball of Piamette",1738,1,"#gd_sch05_mobctrl::OnMyMobDead";
+ monster "que_qsch05",155,128,"Ball of Piamette",1738,1,"#gd_sch05_mobctrl::OnMyMobDead";
+ monster "que_qsch05",152,145,"Ball of Piamette",1738,1,"#gd_sch05_mobctrl::OnMyMobDead";
+ monster "que_qsch05",131,151,"Ball of Piamette",1738,1,"#gd_sch05_mobctrl::OnMyMobDead";
+ monster "que_qsch05",110,130,"Ball of Piamette",1738,1,"#gd_sch05_mobctrl::OnMyMobDead";
+ monster "que_qsch05",132,139,"Violy",1390,1,"#gd_sch05_mobctrl::OnMyMobDead";
+ monster "que_qsch05",135,135,"Violy",1390,1,"#gd_sch05_mobctrl::OnMyMobDead";
+ monster "que_qsch05",132,132,"Violy",1390,1,"#gd_sch05_mobctrl::OnMyMobDead";
+ monster "que_qsch05",128,135,"Violy",1390,1,"#gd_sch05_mobctrl::OnMyMobDead";
+ monster "que_qsch05",111,145,"Violy",1390,1,"#gd_sch05_mobctrl::OnMyMobDead";
+ monster "que_qsch05",111,130,"Violy",1390,1,"#gd_sch05_mobctrl::OnMyMobDead";
+ monster "que_qsch05",130,114,"Violy",1390,1,"#gd_sch05_mobctrl::OnMyMobDead";
+ monster "que_qsch05",149,114,"Violy",1390,1,"#gd_sch05_mobctrl::OnMyMobDead";
+ monster "que_qsch05",156,128,"Violy",1390,1,"#gd_sch05_mobctrl::OnMyMobDead";
+ monster "que_qsch05",153,145,"Violy",1390,1,"#gd_sch05_mobctrl::OnMyMobDead";
+ monster "que_qsch05",132,151,"Violy",1390,1,"#gd_sch05_mobctrl::OnMyMobDead";
+ monster "que_qsch05",133,139,"Ancient Mimic",1699,1,"#gd_sch05_mobctrl::OnMyMobDead";
+ monster "que_qsch05",135,134,"Ancient Mimic",1699,1,"#gd_sch05_mobctrl::OnMyMobDead";
+ monster "que_qsch05",133,132,"Ancient Mimic",1699,1,"#gd_sch05_mobctrl::OnMyMobDead";
+ monster "que_qsch05",128,135,"Ancient Mimic",1699,1,"#gd_sch05_mobctrl::OnMyMobDead";
+ monster "que_qsch05",112,145,"Ancient Mimic",1699,1,"#gd_sch05_mobctrl::OnMyMobDead";
+ monster "que_qsch05",131,114,"Ancient Mimic",1699,1,"#gd_sch05_mobctrl::OnMyMobDead";
+ monster "que_qsch05",150,114,"Ancient Mimic",1699,1,"#gd_sch05_mobctrl::OnMyMobDead";
+ monster "que_qsch05",157,128,"Ancient Mimic",1699,1,"#gd_sch05_mobctrl::OnMyMobDead";
+ monster "que_qsch05",154,145,"Ancient Mimic",1699,1,"#gd_sch05_mobctrl::OnMyMobDead";
+ monster "que_qsch05",133,151,"Ancient Mimic",1699,1,"#gd_sch05_mobctrl::OnMyMobDead";
+ monster "que_qsch05",112,130,"Ancient Mimic",1699,1,"#gd_sch05_mobctrl::OnMyMobDead";
+ end;
+
+Onreset:
+ killmonster "que_qsch05","#gd_sch05_mobctrl::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ if (mobcount("que_qsch05","#gd_sch05_mobctrl::OnMyMobDead") < 7) {
+ monster "que_qsch05",107,152,"Ball of Piamette",1738,1,"#gd_sch05_mobctrl::OnMyMobDead";
+ monster "que_qsch05",109,135,"Ball of Piamette",1738,1,"#gd_sch05_mobctrl::OnMyMobDead";
+ monster "que_qsch05",113,116,"Ball of Piamette",1738,1,"#gd_sch05_mobctrl::OnMyMobDead";
+ monster "que_qsch05",157,107,"Ball of Piamette",1738,1,"#gd_sch05_mobctrl::OnMyMobDead";
+ monster "que_qsch05",163,133,"Ball of Piamette",1738,1,"#gd_sch05_mobctrl::OnMyMobDead";
+ monster "que_qsch05",149,156,"Ball of Piamette",1738,1,"#gd_sch05_mobctrl::OnMyMobDead";
+ }
+ end;
+}
+
+que_qsch05,149,105,0 script windpath03_sch05 45,1,1,{
+OnInit:
+ disablenpc "windpath03_sch05";
+ end;
+
+OnTouch:
+ warp "que_qsch05",119,103;
+ end;
+}
+
+que_qsch05,128,104,0 script windpath04_sch05 45,1,1,{
+OnInit:
+ disablenpc "windpath04_sch05";
+ end;
+
+OnTouch:
+ warp "que_qsch05",146,109;
+ end;
+}
+
+que_qsch05,253,273,0 script #nm_switch_sch05 -1,5,5,{
+OnInit:
+ disablenpc "#nm_switch_sch05";
+ end;
+
+OnEnable:
+ enablenpc "#nm_switch_sch05";
+ end;
+
+OnDisable:
+ disablenpc "#nm_switch_sch05";
+ stopnpctimer;
+ end;
+
+OnTouch:
+ disablenpc "#nm_switch_sch05";
+ initnpctimer;
+ end;
+
+OnTimer1000:
+ mapannounce "que_qsch05","Wish Maiden: Did you have a good time with Piamette?",bc_map,"0x00ff00";
+ end;
+
+OnTimer4000:
+ mapannounce "que_qsch05","Wish Maiden: But it's the end. There will be summoned monsters coming soon...",bc_map,"0x00ff00";
+ end;
+
+OnTimer9000:
+ mapannounce "que_qsch05","Wish Maiden: So come here to me safely...",bc_map,"0x00ff00";
+ end;
+
+OnTimer10000:
+ donpcevent "#nmsomsch05_jin01::OnEnable";
+ donpcevent "#sch05_stone01::OnEnable";
+ end;
+
+OnTimer190000:
+ donpcevent "#nmsomsch05_jin02::OnEnable";
+ donpcevent "#sch05_stone02::OnEnable";
+ end;
+
+OnTimer370000:
+ donpcevent "#nmsomsch05_jin03::OnEnable";
+ donpcevent "#sch05_stone03::OnEnable";
+ stopnpctimer;
+ end;
+}
+
+que_qsch05,229,297,0 script #nmsomsch05_jin01 -1,{
+OnEnable:
+ donpcevent "#sch05_stone01::OnEnable";
+ initnpctimer;
+ end;
+
+OnDisable:
+ killmonster "que_qsch05","#nmsomsch05_jin01::OnMyMobDead";
+ stopnpctimer;
+ end;
+
+OnTimer5000:
+ mapannounce "que_qsch05","The Western magic formation is working to summon Guard of Shadow.",bc_map,"0x4d4dff";
+ monster "que_qsch05",226,288,"Guard of Shadow",1752,1,"#nmsomsch05_jin01::OnMyMobDead";
+ monster "que_qsch05",227,289,"Guard of Shadow",1752,1,"#nmsomsch05_jin01::OnMyMobDead";
+ monster "que_qsch05",228,290,"Guard of Shadow",1752,1,"#nmsomsch05_jin01::OnMyMobDead";
+ monster "que_qsch05",229,291,"Guard of Shadow",1752,1,"#nmsomsch05_jin01::OnMyMobDead";
+ monster "que_qsch05",230,292,"Guard of Shadow",1752,1,"#nmsomsch05_jin01::OnMyMobDead";
+ monster "que_qsch05",231,293,"Guard of Shadow",1752,1,"#nmsomsch05_jin01::OnMyMobDead";
+ monster "que_qsch05",232,294,"Guard of Shadow",1752,1,"#nmsomsch05_jin01::OnMyMobDead";
+ monster "que_qsch05",233,295,"Guard of Shadow",1752,1,"#nmsomsch05_jin01::OnMyMobDead";
+ monster "que_qsch05",234,296,"Guard of Shadow",1752,1,"#nmsomsch05_jin01::OnMyMobDead";
+ monster "que_qsch05",235,297,"Guard of Shadow",1752,1,"#nmsomsch05_jin01::OnMyMobDead";
+ monster "que_qsch05",228,286,"Guard of Shadow",1752,1,"#nmsomsch05_jin01::OnMyMobDead";
+ monster "que_qsch05",229,287,"Guard of Shadow",1752,1,"#nmsomsch05_jin01::OnMyMobDead";
+ monster "que_qsch05",230,288,"Guard of Shadow",1752,1,"#nmsomsch05_jin01::OnMyMobDead";
+ monster "que_qsch05",231,289,"Guard of Shadow",1752,1,"#nmsomsch05_jin01::OnMyMobDead";
+ monster "que_qsch05",232,290,"Guard of Shadow",1752,1,"#nmsomsch05_jin01::OnMyMobDead";
+ monster "que_qsch05",233,291,"Guard of Shadow",1752,1,"#nmsomsch05_jin01::OnMyMobDead";
+ monster "que_qsch05",234,292,"Guard of Shadow",1752,1,"#nmsomsch05_jin01::OnMyMobDead";
+ monster "que_qsch05",235,293,"Guard of Shadow",1752,1,"#nmsomsch05_jin01::OnMyMobDead";
+ monster "que_qsch05",236,294,"Guard of Shadow",1752,1,"#nmsomsch05_jin01::OnMyMobDead";
+ monster "que_qsch05",237,295,"Guard of Shadow",1752,1,"#nmsomsch05_jin01::OnMyMobDead";
+ monster "que_qsch05",230,284,"Guard of Shadow",1752,1,"#nmsomsch05_jin01::OnMyMobDead";
+ monster "que_qsch05",231,285,"Guard of Shadow",1752,1,"#nmsomsch05_jin01::OnMyMobDead";
+ monster "que_qsch05",232,286,"Guard of Shadow",1752,1,"#nmsomsch05_jin01::OnMyMobDead";
+ monster "que_qsch05",233,287,"Guard of Shadow",1752,1,"#nmsomsch05_jin01::OnMyMobDead";
+ monster "que_qsch05",234,288,"Guard of Shadow",1752,1,"#nmsomsch05_jin01::OnMyMobDead";
+ monster "que_qsch05",235,289,"Guard of Shadow",1752,1,"#nmsomsch05_jin01::OnMyMobDead";
+ monster "que_qsch05",236,290,"Guard of Shadow",1752,1,"#nmsomsch05_jin01::OnMyMobDead";
+ monster "que_qsch05",237,291,"Guard of Shadow",1752,1,"#nmsomsch05_jin01::OnMyMobDead";
+ monster "que_qsch05",238,292,"Guard of Shadow",1752,1,"#nmsomsch05_jin01::OnMyMobDead";
+ monster "que_qsch05",239,293,"Guard of Shadow",1752,1,"#nmsomsch05_jin01::OnMyMobDead";
+ end;
+
+OnTimer25000:
+OnTimer55000:
+OnTimer85000:
+OnTimer120000:
+ monster "que_qsch05",226,294,"Guard of Shadow",1752,1,"#nmsomsch05_jin01::OnMyMobDead";
+ monster "que_qsch05",227,294,"Guard of Shadow",1752,1,"#nmsomsch05_jin01::OnMyMobDead";
+ monster "que_qsch05",228,294,"Guard of Shadow",1752,1,"#nmsomsch05_jin01::OnMyMobDead";
+ monster "que_qsch05",229,294,"Guard of Shadow",1752,1,"#nmsomsch05_jin01::OnMyMobDead";
+ monster "que_qsch05",230,295,"Guard of Shadow",1752,1,"#nmsomsch05_jin01::OnMyMobDead";
+ monster "que_qsch05",231,296,"Guard of Shadow",1752,1,"#nmsomsch05_jin01::OnMyMobDead";
+ monster "que_qsch05",231,297,"Guard of Shadow",1752,1,"#nmsomsch05_jin01::OnMyMobDead";
+ monster "que_qsch05",231,298,"Guard of Shadow",1752,1,"#nmsomsch05_jin01::OnMyMobDead";
+ monster "que_qsch05",231,299,"Guard of Shadow",1752,1,"#nmsomsch05_jin01::OnMyMobDead";
+ monster "que_qsch05",230,300,"Guard of Shadow",1752,1,"#nmsomsch05_jin01::OnMyMobDead";
+ monster "que_qsch05",229,301,"Guard of Shadow",1752,1,"#nmsomsch05_jin01::OnMyMobDead";
+ monster "que_qsch05",228,301,"Guard of Shadow",1752,1,"#nmsomsch05_jin01::OnMyMobDead";
+ monster "que_qsch05",227,301,"Guard of Shadow",1752,1,"#nmsomsch05_jin01::OnMyMobDead";
+ monster "que_qsch05",226,301,"Guard of Shadow",1752,1,"#nmsomsch05_jin01::OnMyMobDead";
+ monster "que_qsch05",225,300,"Guard of Shadow",1752,1,"#nmsomsch05_jin01::OnMyMobDead";
+ monster "que_qsch05",224,299,"Guard of Shadow",1752,1,"#nmsomsch05_jin01::OnMyMobDead";
+ monster "que_qsch05",224,298,"Guard of Shadow",1752,1,"#nmsomsch05_jin01::OnMyMobDead";
+ monster "que_qsch05",224,297,"Guard of Shadow",1752,1,"#nmsomsch05_jin01::OnMyMobDead";
+ monster "que_qsch05",224,296,"Guard of Shadow",1752,1,"#nmsomsch05_jin01::OnMyMobDead";
+ monster "que_qsch05",225,295,"Guard of Shadow",1752,1,"#nmsomsch05_jin01::OnMyMobDead";
+ end;
+
+OnTimer180000:
+ stopnpctimer;
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qsch05,2,8,0 script #sch05_stone01 844,{
+OnEnable:
+ monster "que_qsch05",227,294,"Western Magic Guardian",1752,1,"#sch05_stone01::OnMyMobDead";
+ monster "que_qsch05",229,294,"Western Magic Guardian",1752,1,"#sch05_stone01::OnMyMobDead";
+ monster "que_qsch05",231,296,"Western Magic Guardian",1752,1,"#sch05_stone01::OnMyMobDead";
+ monster "que_qsch05",231,298,"Western Magic Guardian",1752,1,"#sch05_stone01::OnMyMobDead";
+ monster "que_qsch05",230,300,"Western Magic Guardian",1752,1,"#sch05_stone01::OnMyMobDead";
+ monster "que_qsch05",228,301,"Western Magic Guardian",1752,1,"#sch05_stone01::OnMyMobDead";
+ monster "que_qsch05",226,301,"Western Magic Guardian",1752,1,"#sch05_stone01::OnMyMobDead";
+ monster "que_qsch05",224,299,"Western Magic Guardian",1752,1,"#sch05_stone01::OnMyMobDead";
+ monster "que_qsch05",224,297,"Western Magic Guardian",1752,1,"#sch05_stone01::OnMyMobDead";
+ monster "que_qsch05",225,295,"Western Magic Guardian",1752,1,"#sch05_stone01::OnMyMobDead";
+ end;
+
+Onreset:
+ killmonster "que_qsch05","#sch05_stone01::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ if (mobcount("que_qsch05","#sch05_stone01::OnMyMobDead") == 0) {
+ set $gqse_sch05_nm,$gqse_sch05_nm+1;
+ donpcevent "#nmsomsch05_jin01::OnDisable";
+ if ($gqse_sch05_nm == 3) {
+ donpcevent "Wish Maiden#sch05_boss::Onfight";
+ }
+ }
+ end;
+}
+
+que_qsch05,275,299,0 script #nmsomsch05_jin02 -1,{
+OnEnable:
+ initnpctimer;
+ end;
+
+OnDisable:
+ killmonster "que_qsch05","#nmsomsch05_jin02::OnMyMobDead";
+ stopnpctimer;
+ end;
+
+OnTimer5000:
+ mapannounce "que_qsch05","The Eastern magic formation is working to summon Bloody Hunter.",bc_map,"0x4d4dff";
+ monster "que_qsch05",263,292,"Bloody Hunter",1753,1,"#nmsomsch05_jin02::OnMyMobDead";
+ monster "que_qsch05",264,291,"Bloody Hunter",1753,1,"#nmsomsch05_jin02::OnMyMobDead";
+ monster "que_qsch05",265,290,"Bloody Hunter",1753,1,"#nmsomsch05_jin02::OnMyMobDead";
+ monster "que_qsch05",266,289,"Bloody Hunter",1753,1,"#nmsomsch05_jin02::OnMyMobDead";
+ monster "que_qsch05",267,288,"Bloody Hunter",1753,1,"#nmsomsch05_jin02::OnMyMobDead";
+ monster "que_qsch05",268,287,"Bloody Hunter",1753,1,"#nmsomsch05_jin02::OnMyMobDead";
+ monster "que_qsch05",269,286,"Bloody Hunter",1753,1,"#nmsomsch05_jin02::OnMyMobDead";
+ monster "que_qsch05",270,285,"Bloody Hunter",1753,1,"#nmsomsch05_jin02::OnMyMobDead";
+ monster "que_qsch05",271,284,"Bloody Hunter",1753,1,"#nmsomsch05_jin02::OnMyMobDead";
+ monster "que_qsch05",272,283,"Bloody Hunter",1753,1,"#nmsomsch05_jin02::OnMyMobDead";
+ monster "que_qsch05",265,294,"Bloody Hunter",1753,1,"#nmsomsch05_jin02::OnMyMobDead";
+ monster "que_qsch05",266,293,"Bloody Hunter",1753,1,"#nmsomsch05_jin02::OnMyMobDead";
+ monster "que_qsch05",267,292,"Bloody Hunter",1753,1,"#nmsomsch05_jin02::OnMyMobDead";
+ monster "que_qsch05",268,291,"Bloody Hunter",1753,1,"#nmsomsch05_jin02::OnMyMobDead";
+ monster "que_qsch05",269,290,"Bloody Hunter",1753,1,"#nmsomsch05_jin02::OnMyMobDead";
+ monster "que_qsch05",270,289,"Bloody Hunter",1753,1,"#nmsomsch05_jin02::OnMyMobDead";
+ monster "que_qsch05",271,288,"Bloody Hunter",1753,1,"#nmsomsch05_jin02::OnMyMobDead";
+ monster "que_qsch05",272,287,"Bloody Hunter",1753,1,"#nmsomsch05_jin02::OnMyMobDead";
+ monster "que_qsch05",273,286,"Bloody Hunter",1753,1,"#nmsomsch05_jin02::OnMyMobDead";
+ monster "que_qsch05",274,285,"Bloody Hunter",1753,1,"#nmsomsch05_jin02::OnMyMobDead";
+ monster "que_qsch05",267,296,"Bloody Hunter",1753,1,"#nmsomsch05_jin02::OnMyMobDead";
+ monster "que_qsch05",268,295,"Bloody Hunter",1753,1,"#nmsomsch05_jin02::OnMyMobDead";
+ monster "que_qsch05",269,294,"Bloody Hunter",1753,1,"#nmsomsch05_jin02::OnMyMobDead";
+ monster "que_qsch05",270,283,"Bloody Hunter",1753,1,"#nmsomsch05_jin02::OnMyMobDead";
+ monster "que_qsch05",271,282,"Bloody Hunter",1753,1,"#nmsomsch05_jin02::OnMyMobDead";
+ monster "que_qsch05",272,281,"Bloody Hunter",1753,1,"#nmsomsch05_jin02::OnMyMobDead";
+ monster "que_qsch05",273,280,"Bloody Hunter",1753,1,"#nmsomsch05_jin02::OnMyMobDead";
+ monster "que_qsch05",274,279,"Bloody Hunter",1753,1,"#nmsomsch05_jin02::OnMyMobDead";
+ monster "que_qsch05",275,276,"Bloody Hunter",1753,1,"#nmsomsch05_jin02::OnMyMobDead";
+ monster "que_qsch05",276,275,"Bloody Hunter",1753,1,"#nmsomsch05_jin02::OnMyMobDead";
+ end;
+
+OnTimer25000:
+OnTimer55000:
+OnTimer85000:
+OnTimer120000:
+ monster "que_qsch05",274,301,"Bloody Hunter",1753,1,"#nmsomsch05_jin02::OnMyMobDead";
+ monster "que_qsch05",275,301,"Bloody Hunter",1753,1,"#nmsomsch05_jin02::OnMyMobDead";
+ monster "que_qsch05",276,301,"Bloody Hunter",1753,1,"#nmsomsch05_jin02::OnMyMobDead";
+ monster "que_qsch05",277,301,"Bloody Hunter",1753,1,"#nmsomsch05_jin02::OnMyMobDead";
+ monster "que_qsch05",278,300,"Bloody Hunter",1753,1,"#nmsomsch05_jin02::OnMyMobDead";
+ monster "que_qsch05",279,299,"Bloody Hunter",1753,1,"#nmsomsch05_jin02::OnMyMobDead";
+ monster "que_qsch05",279,298,"Bloody Hunter",1753,1,"#nmsomsch05_jin02::OnMyMobDead";
+ monster "que_qsch05",279,297,"Bloody Hunter",1753,1,"#nmsomsch05_jin02::OnMyMobDead";
+ monster "que_qsch05",279,296,"Bloody Hunter",1753,1,"#nmsomsch05_jin02::OnMyMobDead";
+ monster "que_qsch05",278,295,"Bloody Hunter",1753,1,"#nmsomsch05_jin02::OnMyMobDead";
+ monster "que_qsch05",277,294,"Bloody Hunter",1753,1,"#nmsomsch05_jin02::OnMyMobDead";
+ monster "que_qsch05",276,294,"Bloody Hunter",1753,1,"#nmsomsch05_jin02::OnMyMobDead";
+ monster "que_qsch05",275,294,"Bloody Hunter",1753,1,"#nmsomsch05_jin02::OnMyMobDead";
+ monster "que_qsch05",274,294,"Bloody Hunter",1753,1,"#nmsomsch05_jin02::OnMyMobDead";
+ monster "que_qsch05",273,295,"Bloody Hunter",1753,1,"#nmsomsch05_jin02::OnMyMobDead";
+ monster "que_qsch05",272,296,"Bloody Hunter",1753,1,"#nmsomsch05_jin02::OnMyMobDead";
+ monster "que_qsch05",272,297,"Bloody Hunter",1753,1,"#nmsomsch05_jin02::OnMyMobDead";
+ monster "que_qsch05",272,298,"Bloody Hunter",1753,1,"#nmsomsch05_jin02::OnMyMobDead";
+ monster "que_qsch05",272,299,"Bloody Hunter",1753,1,"#nmsomsch05_jin02::OnMyMobDead";
+ monster "que_qsch05",273,300,"Bloody Hunter",1753,1,"#nmsomsch05_jin02::OnMyMobDead";
+ end;
+
+OnTimer180000:
+ stopnpctimer;
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qsch05,2,9,0 script #sch05_stone02 844,{
+OnEnable:
+ monster "que_qsch05",275,301,"Eastern Magic Guardian",1753,1,"#sch05_stone02::OnMyMobDead";
+ monster "que_qsch05",277,301,"Eastern Magic Guardian",1753,1,"#sch05_stone02::OnMyMobDead";
+ monster "que_qsch05",279,299,"Eastern Magic Guardian",1753,1,"#sch05_stone02::OnMyMobDead";
+ monster "que_qsch05",279,297,"Eastern Magic Guardian",1753,1,"#sch05_stone02::OnMyMobDead";
+ monster "que_qsch05",278,295,"Eastern Magic Guardian",1753,1,"#sch05_stone02::OnMyMobDead";
+ monster "que_qsch05",276,294,"Eastern Magic Guardian",1753,1,"#sch05_stone02::OnMyMobDead";
+ monster "que_qsch05",274,294,"Eastern Magic Guardian",1753,1,"#sch05_stone02::OnMyMobDead";
+ monster "que_qsch05",272,296,"Eastern Magic Guardian",1753,1,"#sch05_stone02::OnMyMobDead";
+ monster "que_qsch05",272,298,"Eastern Magic Guardian",1753,1,"#sch05_stone02::OnMyMobDead";
+ monster "que_qsch05",273,300,"Eastern Magic Guardian",1753,1,"#sch05_stone02::OnMyMobDead";
+ end;
+
+Onreset:
+ killmonster "que_qsch05","#sch05_stone02::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ if (mobcount("que_qsch05","#sch05_stone02::OnMyMobDead") == 0) {
+ set $gqse_sch05_nm,$gqse_sch05_nm+1;
+ donpcevent "#nmsomsch05_jin02::OnDisable";
+ if ($gqse_sch05_nm == 3) {
+ donpcevent "Wish Maiden#sch05_boss::Onfight";
+ }
+ }
+ end;
+}
+
+que_qsch05,251,340,0 script #nmsomsch05_jin03 -1,{
+OnEnable:
+ initnpctimer;
+ end;
+
+OnDisable:
+ killmonster "que_qsch05","#nmsomsch05_jin03::OnMyMobDead";
+ stopnpctimer;
+ end;
+
+OnTimer5000:
+ mapannounce "que_qsch05","The Northern magic formation is working to summon Keeper of the Temple.",bc_map,"0x4d4dff";
+ monster "que_qsch05",247,329,"Keeper Of The Temple",1933,1,"#nmsomsch05_jin03::OnMyMobDead";
+ monster "que_qsch05",249,329,"Keeper Of The Temple",1933,1,"#nmsomsch05_jin03::OnMyMobDead";
+ monster "que_qsch05",251,329,"Keeper Of The Temple",1933,1,"#nmsomsch05_jin03::OnMyMobDead";
+ monster "que_qsch05",253,329,"Keeper Of The Temple",1933,1,"#nmsomsch05_jin03::OnMyMobDead";
+ monster "que_qsch05",255,329,"Keeper Of The Temple",1933,1,"#nmsomsch05_jin03::OnMyMobDead";
+ monster "que_qsch05",243,339,"Keeper Of The Temple",1933,1,"#nmsomsch05_jin03::OnMyMobDead";
+ monster "que_qsch05",245,337,"Keeper Of The Temple",1933,1,"#nmsomsch05_jin03::OnMyMobDead";
+ monster "que_qsch05",247,335,"Keeper Of The Temple",1933,1,"#nmsomsch05_jin03::OnMyMobDead";
+ monster "que_qsch05",247,333,"Keeper Of The Temple",1933,1,"#nmsomsch05_jin03::OnMyMobDead";
+ monster "que_qsch05",254,333,"Keeper Of The Temple",1933,1,"#nmsomsch05_jin03::OnMyMobDead";
+ monster "que_qsch05",256,335,"Keeper Of The Temple",1933,1,"#nmsomsch05_jin03::OnMyMobDead";
+ monster "que_qsch05",258,337,"Keeper Of The Temple",1933,1,"#nmsomsch05_jin03::OnMyMobDead";
+ monster "que_qsch05",260,339,"Keeper Of The Temple",1933,1,"#nmsomsch05_jin03::OnMyMobDead";
+ end;
+
+OnTimer120000:
+ monster "que_qsch05",251,343,"Keeper Of The Temple",1933,1,"#nmsomsch05_jin03::OnMyMobDead";
+ monster "que_qsch05",252,343,"Keeper Of The Temple",1933,1,"#nmsomsch05_jin03::OnMyMobDead";
+ monster "que_qsch05",255,341,"Keeper Of The Temple",1933,1,"#nmsomsch05_jin03::OnMyMobDead";
+ monster "que_qsch05",255,340,"Keeper Of The Temple",1933,1,"#nmsomsch05_jin03::OnMyMobDead";
+ monster "que_qsch05",254,337,"Keeper Of The Temple",1933,1,"#nmsomsch05_jin03::OnMyMobDead";
+ monster "que_qsch05",253,336,"Keeper Of The Temple",1933,1,"#nmsomsch05_jin03::OnMyMobDead";
+ monster "que_qsch05",250,336,"Keeper Of The Temple",1933,1,"#nmsomsch05_jin03::OnMyMobDead";
+ monster "que_qsch05",249,337,"Keeper Of The Temple",1933,1,"#nmsomsch05_jin03::OnMyMobDead";
+ monster "que_qsch05",248,340,"Keeper Of The Temple",1933,1,"#nmsomsch05_jin03::OnMyMobDead";
+ monster "que_qsch05",248,341,"Keeper Of The Temple",1933,1,"#nmsomsch05_jin03::OnMyMobDead";
+ end;
+
+OnTimer240000:
+ monster "que_qsch05",250,343,"Keeper Of The Temple",1933,1,"#nmsomsch05_jin03::OnMyMobDead";
+ monster "que_qsch05",252,343,"Keeper Of The Temple",1933,1,"#nmsomsch05_jin03::OnMyMobDead";
+ monster "que_qsch05",254,342,"Keeper Of The Temple",1933,1,"#nmsomsch05_jin03::OnMyMobDead";
+ monster "que_qsch05",255,340,"Keeper Of The Temple",1933,1,"#nmsomsch05_jin03::OnMyMobDead";
+ monster "que_qsch05",255,338,"Keeper Of The Temple",1933,1,"#nmsomsch05_jin03::OnMyMobDead";
+ monster "que_qsch05",253,336,"Keeper Of The Temple",1933,1,"#nmsomsch05_jin03::OnMyMobDead";
+ monster "que_qsch05",250,336,"Keeper Of The Temple",1933,1,"#nmsomsch05_jin03::OnMyMobDead";
+ monster "que_qsch05",248,338,"Keeper Of The Temple",1933,1,"#nmsomsch05_jin03::OnMyMobDead";
+ monster "que_qsch05",248,340,"Keeper Of The Temple",1933,1,"#nmsomsch05_jin03::OnMyMobDead";
+ monster "que_qsch05",249,342,"Keeper Of The Temple",1933,1,"#nmsomsch05_jin03::OnMyMobDead";
+ end;
+
+OnTimer360000:
+ monster "que_qsch05",250,343,"Keeper Of The Temple",1933,1,"#nmsomsch05_jin03::OnMyMobDead";
+ monster "que_qsch05",252,343,"Keeper Of The Temple",1933,1,"#nmsomsch05_jin03::OnMyMobDead";
+ monster "que_qsch05",254,342,"Keeper Of The Temple",1933,1,"#nmsomsch05_jin03::OnMyMobDead";
+ monster "que_qsch05",255,340,"Keeper Of The Temple",1933,1,"#nmsomsch05_jin03::OnMyMobDead";
+ monster "que_qsch05",255,338,"Keeper Of The Temple",1933,1,"#nmsomsch05_jin03::OnMyMobDead";
+ monster "que_qsch05",253,336,"Keeper Of The Temple",1933,1,"#nmsomsch05_jin03::OnMyMobDead";
+ monster "que_qsch05",251,336,"Keeper Of The Temple",1933,1,"#nmsomsch05_jin03::OnMyMobDead";
+ monster "que_qsch05",249,337,"Keeper Of The Temple",1933,1,"#nmsomsch05_jin03::OnMyMobDead";
+ monster "que_qsch05",248,339,"Keeper Of The Temple",1933,1,"#nmsomsch05_jin03::OnMyMobDead";
+ monster "que_qsch05",248,341,"Keeper Of The Temple",1933,1,"#nmsomsch05_jin03::OnMyMobDead";
+ stopnpctimer;
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qsch05,2,10,0 script #sch05_stone03 844,{
+OnEnable:
+ monster "que_qsch05",251,343,"Northern Magic Guardian",1933,1,"#sch05_stone03::OnMyMobDead";
+ monster "que_qsch05",252,343,"Northern Magic Guardian",1933,1,"#sch05_stone03::OnMyMobDead";
+ monster "que_qsch05",255,341,"Northern Magic Guardian",1933,1,"#sch05_stone03::OnMyMobDead";
+ monster "que_qsch05",255,340,"Northern Magic Guardian",1933,1,"#sch05_stone03::OnMyMobDead";
+ monster "que_qsch05",254,337,"Northern Magic Guardian",1933,1,"#sch05_stone03::OnMyMobDead";
+ monster "que_qsch05",253,336,"Northern Magic Guardian",1933,1,"#sch05_stone03::OnMyMobDead";
+ monster "que_qsch05",250,336,"Northern Magic Guardian",1933,1,"#sch05_stone03::OnMyMobDead";
+ monster "que_qsch05",249,337,"Northern Magic Guardian",1933,1,"#sch05_stone03::OnMyMobDead";
+ monster "que_qsch05",248,340,"Northern Magic Guardian",1933,1,"#sch05_stone03::OnMyMobDead";
+ monster "que_qsch05",248,341,"Northern Magic Guardian",1933,1,"#sch05_stone03::OnMyMobDead";
+ end;
+
+Onreset:
+ killmonster "que_qsch05","#sch05_stone03::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ if (mobcount("que_qsch05","#sch05_stone03::OnMyMobDead") == 0) {
+ set $gqse_sch05_nm,$gqse_sch05_nm+1;
+ donpcevent "#nmsomsch05_jin03::OnDisable";
+
+ if ($gqse_sch05_nm == 3) {
+ donpcevent "Wish Maiden#sch05_boss::Onfight";
+ }
+ }
+ end;
+}
+
+que_qsch05,235,285,5 script Guard of Shadow#sch05_01 1752,4,4,{
+OnInit:
+ disablenpc "Guard of Shadow#sch05_01";
+ end;
+
+OnDisable:
+ killmonster "que_qsch05","Guard of Shadow#sch05_01::OnMyMobDead";
+ disablenpc "Guard of Shadow#sch05_01";
+ end;
+
+OnTouch:
+ disablenpc "Guard of Shadow#sch05_01";
+ monster "que_qsch05",234,284,"Guard of Shadow",1752,1,"Guard of Shadow#sch05_01::OnMyMobDead";
+ monster "que_qsch05",235,285,"Guard of Shadow",1752,1,"Guard of Shadow#sch05_01::OnMyMobDead";
+ monster "que_qsch05",236,286,"Guard of Shadow",1752,1,"Guard of Shadow#sch05_01::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qsch05,224,290,5 script Guard of Shadow#sch05_02 1752,4,4,{
+OnInit:
+ disablenpc "Guard of Shadow#sch05_02";
+ end;
+
+OnDisable:
+ killmonster "que_qsch05","Guard of Shadow#sch05_02::OnMyMobDead";
+ disablenpc "Guard of Shadow#sch05_02";
+ end;
+
+OnTouch:
+ disablenpc "Guard of Shadow#sch05_02";
+ monster "que_qsch05",223,289,"Guard of Shadow",1752,1,"Guard of Shadow#sch05_02::OnMyMobDead";
+ monster "que_qsch05",224,290,"Guard of Shadow",1752,1,"Guard of Shadow#sch05_02::OnMyMobDead";
+ monster "que_qsch05",225,291,"Guard of Shadow",1752,1,"Guard of Shadow#sch05_02::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qsch05,236,296,5 script Guard of Shadow#sch05_03 1752,4,4,{
+OnInit:
+ disablenpc "Guard of Shadow#sch05_03";
+ end;
+
+OnDisable:
+ killmonster "que_qsch05","Guard of Shadow#sch05_03::OnMyMobDead";
+ disablenpc "Guard of Shadow#sch05_03";
+ end;
+
+OnTouch:
+ disablenpc "Guard of Shadow#sch05_03";
+ monster "que_qsch05",235,295,"Guard of Shadow",1752,1,"Guard of Shadow#sch05_03::OnMyMobDead";
+ monster "que_qsch05",236,296,"Guard of Shadow",1752,1,"Guard of Shadow#sch05_03::OnMyMobDead";
+ monster "que_qsch05",237,297,"Guard of Shadow",1752,1,"Guard of Shadow#sch05_03::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qsch05,225,303,5 script Guard of Shadow#sch05_04 1752,4,4,{
+OnInit:
+ disablenpc "Guard of Shadow#sch05_04";
+ end;
+
+OnDisable:
+ killmonster "que_qsch05","Guard of Shadow#sch05_04::OnMyMobDead";
+ disablenpc "Guard of Shadow#sch05_04";
+ end;
+
+OnTouch:
+ disablenpc "Guard of Shadow#sch05_04";
+ monster "que_qsch05",224,302,"Guard of Shadow",1752,1,"Guard of Shadow#sch05_04::OnMyMobDead";
+ monster "que_qsch05",225,303,"Guard of Shadow",1752,1,"Guard of Shadow#sch05_04::OnMyMobDead";
+ monster "que_qsch05",226,304,"Guard of Shadow",1752,1,"Guard of Shadow#sch05_04::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qsch05,266,296,3 script Bloody Hunter#sch05_ac01 1753,4,4,{
+OnInit:
+ disablenpc "Bloody Hunter#sch05_ac01";
+ end;
+
+OnDisable:
+ killmonster "que_qsch05","Bloody Hunter#sch05_ac01::OnMyMobDead";
+ disablenpc "Bloody Hunter#sch05_ac01";
+ end;
+
+OnTouch:
+ disablenpc "Bloody Hunter#sch05_ac01";
+ monster "que_qsch05",265,297,"Bloody Hunter",1753,1,"Bloody Hunter#sch05_ac01::OnMyMobDead";
+ monster "que_qsch05",266,296,"Bloody Hunter",1753,1,"Bloody Hunter#sch05_ac01::OnMyMobDead";
+ monster "que_qsch05",267,295,"Bloody Hunter",1753,1,"Bloody Hunter#sch05_ac01::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qsch05,271,283,3 script Bloody Hunter#sch05_ac02 1753,4,4,{
+OnInit:
+ disablenpc "Bloody Hunter#sch05_ac02";
+ end;
+
+OnDisable:
+ killmonster "que_qsch05","Bloody Hunter#sch05_ac02::OnMyMobDead";
+ disablenpc "Bloody Hunter#sch05_ac02";
+ end;
+
+OnTouch:
+ disablenpc "Bloody Hunter#sch05_ac02";
+ monster "que_qsch05",270,284,"Bloody Hunter",1753,1,"Bloody Hunter#sch05_ac02::OnMyMobDead";
+ monster "que_qsch05",271,283,"Bloody Hunter",1753,1,"Bloody Hunter#sch05_ac02::OnMyMobDead";
+ monster "que_qsch05",272,282,"Bloody Hunter",1753,1,"Bloody Hunter#sch05_ac02::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qsch05,270,307,3 script Bloody Hunter#sch05_ac03 1753,4,4,{
+OnInit:
+ disablenpc "Bloody Hunter#sch05_ac03";
+ end;
+
+OnDisable:
+ killmonster "que_qsch05","Bloody Hunter#sch05_ac03::OnMyMobDead";
+ disablenpc "Bloody Hunter#sch05_ac03";
+ end;
+
+OnTouch:
+ disablenpc "Bloody Hunter#sch05_ac03";
+ monster "que_qsch05",269,308,"Bloody Hunter",1753,1,"Bloody Hunter#sch05_ac03::OnMyMobDead";
+ monster "que_qsch05",270,307,"Bloody Hunter",1753,1,"Bloody Hunter#sch05_ac03::OnMyMobDead";
+ monster "que_qsch05",271,306,"Bloody Hunter",1753,1,"Bloody Hunter#sch05_ac03::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qsch05,279,300,3 script Bloody Hunter#sch05_ac04 1753,4,4,{
+OnInit:
+ disablenpc "Bloody Hunter#sch05_ac04";
+ end;
+
+OnDisable:
+ killmonster "que_qsch05","Bloody Hunter#sch05_ac04::OnMyMobDead";
+ disablenpc "Bloody Hunter#sch05_ac04";
+ end;
+
+OnTouch:
+ disablenpc "Bloody Hunter#sch05_ac04";
+ monster "que_qsch05",278,301,"Bloody Hunter",1753,1,"Bloody Hunter#sch05_ac04::OnMyMobDead";
+ monster "que_qsch05",279,300,"Bloody Hunter",1753,1,"Bloody Hunter#sch05_ac04::OnMyMobDead";
+ monster "que_qsch05",280,299,"Bloody Hunter",1753,1,"Bloody Hunter#sch05_ac04::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qsch05,247,330,5 script Temple Keeper#sch05_ac01 1933,4,4,{
+OnInit:
+ disablenpc "Temple Keeper#sch05_ac01";
+ end;
+
+OnDisable:
+ killmonster "que_qsch05","Temple Keeper#sch05_ac01::OnMyMobDead";
+ disablenpc "Temple Keeper#sch05_ac01";
+ end;
+
+OnTouch:
+ disablenpc "Temple Keeper#sch05_ac01";
+ monster "que_qsch05",246,330,"Keeper Of The Temple",1933,1,"Temple Keeper#sch05_ac01::OnMyMobDead";
+ monster "que_qsch05",247,330,"Keeper Of The Temple",1933,1,"Temple Keeper#sch05_ac01::OnMyMobDead";
+ monster "que_qsch05",248,330,"Keeper Of The Temple",1933,1,"Temple Keeper#sch05_ac01::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qsch05,255,330,3 script Temple Keeper#sch05_ac02 1933,4,4,{
+OnInit:
+ disablenpc "Temple Keeper#sch05_ac02";
+ end;
+
+OnDisable:
+ killmonster "que_qsch05","Temple Keeper#sch05_ac02::OnMyMobDead";
+ disablenpc "Temple Keeper#sch05_ac02";
+ end;
+
+OnTouch:
+ disablenpc "Temple Keeper#sch05_ac02";
+ monster "que_qsch05",254,330,"Keeper Of The Temple",1933,1,"Temple Keeper#sch05_ac02::OnMyMobDead";
+ monster "que_qsch05",255,330,"Keeper Of The Temple",1933,1,"Temple Keeper#sch05_ac02::OnMyMobDead";
+ monster "que_qsch05",256,330,"Keeper Of The Temple",1933,1,"Temple Keeper#sch05_ac02::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+que_qsch05,251,255,3 script Wish Maiden#sch05_boss 1931,{
+OnInit:
+ hideonnpc "Wish Maiden#sch05_boss";
+ end;
+
+OnDisable:
+ killmonster "que_qsch05","Wish Maiden#sch05_boss::OnMyMobDead";
+ hideonnpc "Wish Maiden#sch05_boss";
+ stopnpctimer;
+ end;
+
+Onfight:
+ initnpctimer;
+ end;
+
+OnTimer1000:
+ mapannounce "que_qsch05","Wish Maiden : You guys reached here.. Are your guardians dead...?",bc_map,"0x00ff00";
+ end;
+
+OnTimer4000:
+ mapannounce "que_qsch05","Wish Maiden : I sincerely welcome all your best efforts!",bc_map,"0x00ff00";
+ end;
+
+OnTimer5000:
+ specialeffect EF_ICECRASH;
+ hideonnpc "Wish Maiden#sch05_boss";
+ specialeffect EF_SPHERE;
+ monster "que_qsch05",252,340,"Wish Maiden",1931,1,"Wish Maiden#sch05_boss::OnMyMobDead";
+ stopnpctimer;
+ end;
+
+OnMyMobDead:
+ if (mobcount("que_qsch05","Wish Maiden#sch05_boss::OnMyMobDead") == 0) {
+ donpcevent "#okolnir_sch05::Onstop";
+ donpcevent "Wish Maiden#sch05_gift::OnEnable";
+ mapannounce "que_qsch05","Wish Maiden : ..Good, you deserve the Goddess' shine.",bc_map,"0x00ff00";
+ }
+ end;
+}
+
+que_qsch05,252,340,3 script Wish Maiden#sch05_gift 403,{
+ set .@GID, GetCastleData("schg_cas05",1);
+ if (getcharid(2) == .@GID) {
+ if (strcharinfo(0) == getguildmaster(.@GID)) {
+ if ((countitem(7830) > 0) && (countitem(7831) > 0) && (countitem(7832) > 0) && (countitem(7833) > 0) && (countitem(7834) > 0) && (countitem(2357) > 0) && (countitem(7510) > 99) && (countitem(969) > 9) && (countitem(985) > 19)) {
+ cutin "wish_maiden12",1;
+ mes "[Wish Maiden]";
+ mes "As I declared, I will give the Goddess' shine to you.";
+ mes "You have the requirements to carry it...";
+ next;
+ mes "[Wish Maiden]";
+ mes "You will be granted the power of the great Valkyrie...";
+ next;
+ mes "[Wish Maiden]";
+ mes "I will give you some things for fun.";
+ mes "All of you enjoy them together...";
+ next;
+ mes "[Wish Maiden]";
+ mes "Go to Rachel and Juno to meet the Ravies sisters.";
+ next;
+ cutin "wish_maiden32",1;
+ mes "[Wish Maiden]";
+ mes "I will open the gate for you to come back here.";
+ mes "...Okolnir won't last forever...";
+ delitem 7830,1; //Goddess_Tear
+ delitem 7831,1; //Valkyrie_Token
+ delitem 7832,1; //Brynhild_Armor_Piece
+ delitem 7833,1; //Hero_Remains
+ delitem 7834,1; //Andvari_Ring
+ delitem 2357,1; //Valkyrie_Armor
+ delitem 7510,100; //Valhalla_Flower
+ delitem 969,10; //Gold
+ delitem 985,20; //Elunium
+ getitem 2383,1; //Brynhild
+ getitem 7840,1; //Valkyrie_Gift
+ announce "["+ strcharinfo(0) +"], of guild ["+ GetGuildName(.@GID) +"] has brought a Brynhild into this world.",bc_all,"0x70dbdb";
+ close2;
+ cutin "wish_maiden11",255;
+ disablenpc "Wish Maiden#sch05_gift";
+ enablenpc "#to_agit_sch05_gate";
+ end;
+ }
+ else {
+ cutin "wish_maiden13",1;
+ mes "[Wish Maiden]";
+ mes "As I declared, you are worthy of holding the Brynhild.";
+ mes "However, you do not have the requirements on you...";
+ next;
+ mes "[Wish Maiden]";
+ mes "...Did you forget something?";
+ close2;
+ }
+ }
+ else {
+ cutin "wish_maiden12",1;
+ mes "[Wish Maiden]";
+ mes "� All of you worked together as a team...";
+ mes "Humans are strong when they are united, but are easily swayed by lust.";
+ next;
+ mes "[Wish Maiden]";
+ mes "Humans are imperfect, so their chief god is there for them when they need help.";
+ mes "....";
+ next;
+ mes "[Wish Maiden]";
+ mes "Always be real.";
+ mes "Do not regret your actions...";
+ close2;
+ }
+ }
+ cutin "wish_maiden11",255;
+ end;
+
+OnInit:
+ disablenpc "Wish Maiden#sch05_gift";
+ end;
+
+OnEnable:
+ enablenpc "Wish Maiden#sch05_gift";
+ initnpctimer;
+ end;
+
+OnDisable:
+ disablenpc "Wish Maiden#sch05_gift";
+ stopnpctimer;
+ end;
+
+OnTimer280000:
+ mapannounce "que_qsch05","Wish Maiden : ... Okolnir will soon disappear... I will send you back to where you originally came from.",bc_map,"0x00ff00";
+ end;
+
+OnTimer290000:
+ mapwarp "que_qsch05","schg_cas05",369,306;
+ donpcevent "#to_agit_sch05_gate::OnDisable";
+ end;
+
+OnTimer300000:
+ donpcevent "#okolnir_sch05::OnDisable";
+ set $gqse_sch05_miro,0;
+ set $gqse_sch05_pcc,0;
+ set $gqse_sch05_gd,0;
+ set $gqse_sch05_nm,0;
+ set $siz_sch05_on,2;
+ donpcevent "#okolnir_sch05_time01::OnEnable";
+ stopnpctimer;
+ end;
+}
+
+que_qsch05,252,339,0 script #to_agit_sch05_gate 45,1,1,{
+OnInit:
+ disablenpc "#to_agit_sch05_gate";
+ end;
+
+OnTouch:
+ warp "schg_cas05",369,306;
+ end;
+}
+
+que_qsch05,1,6,0 script #okolnir_sch05_time01 844,{
+OnInit:
+ if ($siz_sch05_on == 2) {
+ initnpctimer;
+ }
+ end;
+
+OnEnable:
+ set $gqse_sch05_time,0;
+ initnpctimer;
+ end;
+
+Onreset:
+ set $siz_sch05_on,0;
+ set $gqse_sch05_time,0;
+ stopnpctimer;
+ end;
+
+OnTimer3600000:
+ if ($gqse_sch05_time < 12) {
+ set $gqse_sch05_time,$gqse_sch05_time+1;
+ initnpctimer;
+ }
+ else if ($gqse_sch05_time == 12) {
+ set $siz_sch05_on,0;
+ set $gqse_sch05_time,0;
+ enablenpc "Wish Maiden#gq_sch05";
+ enablenpc "Piamette#sch05";
+ hideoffnpc "Wish Maiden#sch05_boss";
+ stopnpctimer;
+ }
+ end;
+}
+
+que_qsch05,116,313,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qsch05,120,285,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qsch05,117,236,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qsch05,103,223,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qsch05,85,204,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qsch05,79,186,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qsch05,73,167,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qsch05,68,150,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qsch05,71,128,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qsch05,69,118,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qsch05,117,78,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qsch05,110,79,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qsch05,141,80,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qsch05,158,84,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qsch05,193,104,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qsch05,119,269,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qsch05,155,77,0,0 monster Garden Keeper 1932,1,180000,0,0
+que_qsch05,110,317,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qsch05,115,295,0,0 monster Garden Watcher 1933,1,1200000,0,0
+que_qsch05,116,256,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qsch05,113,242,0,0 monster Garden Watcher 1933,1,1200000,0,0
+que_qsch05,99,223,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qsch05,94,216,0,0 monster Garden Watcher 1933,1,1200000,0,0
+que_qsch05,77,198,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qsch05,70,174,0,0 monster Garden Watcher 1933,1,1200000,0,0
+que_qsch05,72,147,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qsch05,64,134,0,0 monster Garden Watcher 1933,1,1200000,0,0
+que_qsch05,77,107,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qsch05,84,88,0,0 monster Garden Watcher 1933,1,1200000,0,0
+que_qsch05,98,82,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qsch05,129,79,0,0 monster Garden Watcher 1933,1,1200000,0,0
+que_qsch05,91,124,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qsch05,173,95,0,0 monster Garden Watcher 1933,1,1200000,0,0
+que_qsch05,179,127,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qsch05,195,120,0,0 monster Garden Watcher 1933,1,1200000,0,0
+que_qsch05,178,159,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qsch05,88,145,0,0 monster Garden Watcher 1933,1,1200000,0,0
+que_qsch05,94,157,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qsch05,95,177,0,0 monster Garden Watcher 1933,1,1200000,0,0
+que_qsch05,129,196,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qsch05,154,196,0,0 monster Garden Watcher 1933,1,1200000,0,0
+que_qsch05,170,187,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qsch05,194,180,0,0 monster Garden Watcher 1933,1,1200000,0,0
+que_qsch05,214,181,0,0 monster Garden Watcher 1933,1,600000,0,0
+que_qsch05,243,199,0,0 monster Garden Watcher 1933,1,1200000,0,0
diff --git a/npc/pre-re/quests/pile_bunker.txt b/npc/pre-re/quests/pile_bunker.txt
new file mode 100644
index 000000000..6f8d5ae54
--- /dev/null
+++ b/npc/pre-re/quests/pile_bunker.txt
@@ -0,0 +1,59 @@
+//===== rAthena Script =======================================
+//= Pile Bunker Quest
+//===== By: ==================================================
+//= JayPee Mateo
+//===== Current Version: =====================================
+//= 2.0
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= 1.0 A Pile Bunker quest based on iRO WiKi. [JayPee Mateo]
+//= iRO WiKi Link: http://irowiki.org/wiki/Pile_Bunker_quest
+//= 2.0 Rewrited the Script a little so it looks a bit better. [Masao]
+//============================================================
+
+yuno,179,174,5 script Gomer 813,{
+
+ if(Class == Job_Mechanic || Class == Job_Mechanic_T || Class == Job_Baby_Mechanic){
+ mes "[Gomer]";
+ mes "Hello "+strcharinfo(0)+",";
+ mes "My name is Gomer and i can create Pile Bunkers for you if you bring me the required Items i need.";
+ next;
+ switch(select("Required items for Pile Bunker?:I brought the materials!")){
+ case 1:
+ mes "[Gomer]";
+ mes "These are the required Items:";
+ mes "1x Brocca";
+ mes "200x Steel";
+ mes "30x Flexible Tube";
+ close;
+ case 2:
+ if(countitem(1415) < 1 || countitem(999) < 200 || countitem(7325) < 30){
+ mes "[Gomer]";
+ mes "You dont have all the required items. Just talk to me when you have all the requirements.";
+ close;
+ }
+ mes "[Gomer]";
+ mes "Great you brought me all the materials i needed!";
+ next;
+ delitem 1415,1; // Brocca
+ delitem 999,50; // Steel
+ delitem 7325,30; // Flexible Tube
+ getitem 1549,1; // Pile Bunker
+ getitem 1360,1; // Two-Handed Axe
+ mes "[Gomer]";
+ mes "So please, take this Pile Bunker and this Two-Handed Axe i made for you.";
+ mes "If you need an new Pile Bunker just come and visit me again!";
+ close;
+ }
+ }
+ if(BaseJob == Merchant){
+ mes "[Gomer]";
+ mes "I'm sorry young one, but you do not seem ready yet to use the Pile Bunker.";
+ mes "Come back when you've grown in strength!";
+ close;
+ }
+ mes "[Gomer]";
+ mes "Isn't it a beautiful Day today?";
+ close;
+}
diff --git a/npc/pre-re/quests/quests_13_1.txt b/npc/pre-re/quests/quests_13_1.txt
new file mode 100644
index 000000000..29b0671a6
--- /dev/null
+++ b/npc/pre-re/quests/quests_13_1.txt
@@ -0,0 +1,16859 @@
+//===== rAthena Script =======================================
+//= Quest NPCs related to Ash-Vacuum
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 2.3
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Contains Quests:
+//= Onward to the Other World
+//= - Will differ from iRO wiki's version as iRO changed it.
+//= I may mimic the change later for those who want it.
+//= New Surroundings
+//= Attitude to the New
+//= Finding a Fairy & Finding a Giant Tree
+//= The Tripartite Union's Feud
+//= Cat Hand Agent
+//= - Contains untranslated dialog.
+//= Part Time Work
+//= - Contains Custom translated dialog.
+//= Report from the New World
+//= - Contains Custom translated dialog.
+// Persuing Rayan Moore
+//= - Contains Custom translated dialog.
+//===== Additional Comments: =================================
+//= 1.0 First Version. [L0ne_W0lf]
+//= 1.1 I missed an end in one of the lhz guards. [L0ne_W0lf]
+//= 1.2 Fixed missing ends, wrong label and some typos [Gepard]
+//= 1.3 Added the two remaining 13.1 quests. [L0ne_W0lf]
+//= Cat Hand Agents no longer ignore you with 300+ points.
+//= 1.4 Changed killmonsterall -> killmonster. (bugreport:4131)
+//= 1.5 Removed a 'close;' which should have been 'close2'. (bugreport:4276)
+//= 1.6 Fixed check in cat hand agent.
+//= 1.7 Moved the close in Cat Hand Service Warps. (bugreport:4079) [L0ne_W0lf]
+//= 1.8 Added 13.2 Additions to Report from the New World NPCs
+//= 1.9 Upped success rates for Report from the New World drops.
+//= 2.0 Added Mid Camp Warper, translated from the Official [Slim]
+//= 2.1 Fixed some typos [tr0n]
+//= 2.2 A little optimization (-25kb). [Euphy]
+//= 2.3 Updated to match the new Izlude Map. [Masao]
+//============================================================
+
+// Onward to the New World
+//============================================================
+prontera,163,53,3 script Promotional Staff#prt 100,{
+ mes "[Promotional Staff]";
+ mes "We are looking for adventurers who are super curious and extremely brave.";
+ mes "Join us for a wonderful adventure!";
+ next;
+ mes "[Promotional Staff]";
+ mes "Hey, you're a knowledgeable person, right?";
+ mes "Are you interested in my story?";
+ next;
+ switch(select("Yes.:No, thanks.")) {
+ case 1:
+ mes "[Promotional Staff]";
+ mes "You're a real adventurer.";
+ mes "Good for you!";
+ mes "You won't regret it.";
+ next;
+ mes "[Promotional Staff]";
+ mes "I usually send adventurers to";
+ mes "newly found places for research.";
+ mes "It's quite challenging, as nobody's";
+ mes "ever been to these places.";
+ next;
+ mes "[Promotional Staff]";
+ mes "The missions are quite dangerous,";
+ mes "so only those who are courageous";
+ mes "are qualified for the challenge";
+ mes "of this mission.";
+ next;
+ mes "[Promotional Staff]";
+ mes "I'm not sure that you're strong";
+ mes "enough, but you seem brave. How";
+ mes "about going to the kingdom";
+ mes "receptionist? He should be in the";
+ mes "first room of Prontera Castle.";
+ next;
+ mes "[Promotional Staff]";
+ mes "From what I've heard about this";
+ mes "new place... It's not a new continent.";
+ mes "I don't know where it is.";
+ mes "Hmm... Inside of the sky?";
+ next;
+ mes "[Promotional Staff]";
+ mes "Could just be a rumor,";
+ mes "but I don't know exactly.";
+ mes "It's not my business.";
+ next;
+ mes "[Promotional Staff]";
+ mes "Anyway, I'm supposed to inform many";
+ mes "adventurers about it.";
+ mes "There's no time to waste!";
+ close;
+ case 2:
+ mes "[Promotional Staff]";
+ mes "Huh, I thought you were a real";
+ mes "adventurer. You're missing a big";
+ mes "opportunity. You're definitely not";
+ mes "brave. Absolutely not!";
+ close;
+ }
+}
+
+prt_castle,121,51,3 script Alliance Manager#prt 752,{
+ if (ep13_ryu == 13) {
+ mes "[Alliance Manager]";
+ mes "If we'd had the initiative over Schwartzvald, we could take advantage over them! But we lost the opportunity.";
+ next;
+ mes "[Alliance Manager]";
+ mes "Though we are allied with them, that's nothing more than a formality.";
+ mes "We will take advantage over them.";
+ next;
+ mes "[Alliance Manager]";
+ mes "Do you know what we are here for? These are the things that help to have control over multiple countries and get to know their magic.";
+ next;
+ mes "[Alliance Manager]";
+ mes "Whatever. Though the things are not useful to us, we'd better destroy them, to prevent them from being used by others.";
+ next;
+ mes "[Alliance Manager]";
+ mes "Anything except things which are not found on Rune-Midgarts... keep them hidden. Just let us know of whatever you are holding.";
+ close;
+ }
+ if (ep13_ryu == 12) {
+ mes "[Alliance Manager]";
+ mes "...Do you have any business with me?";
+ next;
+ mes "[Alliance Manager]";
+ mes "Hm... The boss had you come to me,";
+ mes "to talk about the issues? Ok!";
+ next;
+ mes "[Alliance Manager]";
+ mes "So, everything is going well?";
+ mes "You're allied with Schwartzvald?";
+ mes "They will join with you.";
+ mes "I know this.";
+ next;
+ mes "[Alliance Manager]";
+ mes "Hm....ok.";
+ next;
+ mes "[Alliance Manager]";
+ mes "You are all going, forward through";
+ mes "the dimensional rift...";
+ next;
+ mes "[Alliance Manager]";
+ mes "Good. It's started.";
+ mes "We also need to be preparted to not";
+ mes "let ourselves be convinced to turn over.";
+ next;
+ mes "[Alliance Manager]";
+ mes "We are so-called 'allies',";
+ mes "so we can't take advantages over";
+ mes "each other in public, but we can do";
+ mes "it secretly.";
+ next;
+ mes "[Alliance Manager]";
+ mes "The Schwartzvald... they are all";
+ mes "snobs. I know what they did.";
+ mes "They'll try to get what they can";
+ mes "with little or no work. I know";
+ mes "their dirty tricks.";
+ next;
+ mes "[Alliance Manager]";
+ mes "We shouldn't loose anything to them,";
+ mes "no way! We are not as powerful as";
+ mes "most of them.";
+ next;
+ mes "[Alliance Manager]";
+ mes "We only have a strange dimensional";
+ mes "rift in our reserves, but nothing";
+ mes "else... Only we are about to trick";
+ mes "them, to win over them!";
+ next;
+ mes "[Alliance Manager]";
+ mes "You are a member of our alliance.";
+ mes "Always be careful not to get lost.";
+ next;
+ changequest 10068,10069;
+ set ep13_ryu,13;
+ mes "[Alliance Manager]";
+ mes "Thanks for reporting to us.";
+ mes "We are better prepared.";
+ mes "Good job. You can go now.";
+ close;
+ }
+ mes "[Alliance Manager]";
+ mes "Do you have any business here?";
+ close;
+}
+
+prt_castle,117,51,5 script Member of Alliance#prt 754,{
+ if ((ep13_ryu == 12) || (ep13_ryu == 13)) {
+ mes "[Member of Alliance]";
+ mes "If we have absolute power, we wouldn't have to get along with Schwartzvald and Arunafeltz.";
+ next;
+ mes "[Member of Alliance]";
+ mes "I don't know when Satan Morroc will attack us, and whether we're powerful enough to detect him.";
+ next;
+ mes "[Member of Alliance]";
+ mes "We couldn't avoid cooperating with them. We don't have many choices left.";
+ next;
+ mes "[Member of Alliance]";
+ mes "So we will take advantage over them in secret, in this dimensional rift.";
+ close;
+ }
+ mes "[Member of Alliance]";
+ mes "If we'd have had more power,";
+ mes "we wouldn't be like this now.";
+ mes "Strength is most important.";
+ close;
+}
+
+prt_castle,83,67,5 script Recruiter for the Brave 109,{
+ if (ep13_ryu == 12) {
+ mes "[Recruiter]";
+ mes "Why have you come again?";
+ mes "You'd better go to Schwartzvald to register.";
+ next;
+ mes "[Recruiter]";
+ mes "What? You came to here to convey a story? Go ahead.";
+ next;
+ mes "[Recruiter]";
+ mes "Move to the side. There's a Manager who is dealing with all of us, and is involved in international relations here on Rune Midgard.";
+ next;
+ mes "[Recruiter]";
+ mes "Just talk to him.";
+ close;
+ }
+ if (ep13_ryu > 8) {
+ mes "[Recruiter]";
+ mes "Just go there.";
+ mes "You can get nothing from me.";
+ mes "Let's rush to";
+ mes "^FF0000Lighthalzen^000000, which is the original place for the three kingdoms...";
+ close;
+ }
+ if (ep13_ryu == 8) {
+ mes "[Recruiter]";
+ mes "I've heard of you.";
+ mes "You've finished the tests from the Promotional Staff?";
+ next;
+ mes "[Recruiter]";
+ mes "You are definitely brave enough to venture to this new land.";
+ mes "I will now appoint you to detect and have adventures in Ash-Vacuum.";
+ next;
+ switch(select("Ash-Vacuum?")) {
+ case 1:
+ mes "[Recruiter]";
+ mes "Hm. That's the code name of the place where you will have your adventure. Frankly, we don't know exactly what it is, but we call it 'Ash-Vacuum'.";
+ next;
+ mes "[Recruiter]";
+ mes "Believe it or not,";
+ mes "it's definitely true.";
+ mes "So listen carefully.";
+ mes "Please.";
+ next;
+ mes "[Recruiter]";
+ mes "Ash-Vacuum... is a living place... that's totally different from where we are living now.";
+ next;
+ mes "[Recruiter]";
+ mes "It's an unknown place.";
+ mes "We don't know what's there,";
+ mes "or who is living there.";
+ mes "It's beyond our guess.";
+ mes "Nobody knows.";
+ next;
+ mes "[Recruiter]";
+ mes "Only the brave, like you, deserve to go there. There will be many dangerous things around you, but you must explore it on behalf of Rune Midgard.";
+ next;
+ mes "[Recruiter]";
+ mes "Hmm......";
+ next;
+ mes "[Recruiter]";
+ mes "Anyway, I am sure that there are many opportunities for fame and fortune there...";
+ next;
+ mes "[Recruiter]";
+ mes "First, you should go to ^FF0000Lighthalzen^000000 to register for the United Midgard Alliance. I believe they are meeting at the Rekenber Corporation Headquarters...";
+ next;
+ mes "[Recruiter]";
+ mes "You can get a detailed guide, better than me, there. Go there and find him...";
+ next;
+ mes "[Recruiter]";
+ mes "I've done what I can. Go there, and get to it!";
+ next;
+ mes "[Recruiter]";
+ mes "Remember, go to ^FF0000Lighthalzen^000000, then follow the directions of the guide there.";
+ next;
+ changequest 10064,10065;
+ set ep13_ryu,9;
+ getexp 66000,21000;
+ mes "[Recruiter]";
+ mes "Just go there!";
+ mes "And listen carefully";
+ mes "about your mission!";
+ mes "I'm done here...";
+ close;
+ }
+ }
+ if (ep13_ryu > 0) {
+ mes "[Recruiter]";
+ mes "What're you doing here?";
+ mes "Just go to ^FF0000Aldebaran^000000, and find the ^FF0000Promotional Staff^000000. As I advised you, you'd better save time.";
+ close;
+ }
+ mes "[Recruiter]";
+ mes "Brave ones! Come to me!";
+ mes "Real brave people!";
+ mes "Would you mind trying a challenging mission?";
+ next;
+ mes "[Recruiter]";
+ mes "I am a recruiter looking for brave people in Prontera! My goal is to recruit the bravest adventurers for this mission.";
+ next;
+ mes "[Recruiter]";
+ mes "Would you like to join?";
+ mes "This is always open to you.";
+ mes "I know, you're super curious.";
+ mes "Just try whatever you want.";
+ next;
+ switch(select("Yes, I am interested.:No, thanks.")) {
+ case 1:
+ mes "[Recruiter]";
+ mes "Oh! Yes! You're quite curious!";
+ mes "You're a real adventurer.";
+ mes "A genuine desire for adventure.";
+ mes "Ok! Let me start by telling you the story of the mission!!";
+ next;
+ mes "[Recruiter]";
+ mes "All of this of course, the Promotional Staff can tell you, but they're not that reliable. So, let me explain to you. Just listen carefully.";
+ next;
+ mes "[Recruiter]";
+ mes "Um... There's not that much to tell you...";
+ mes "...";
+ next;
+ mes "[Recruiter]";
+ mes "The point is that we want someone who is curious and brave, to go to new places. And I choose you!!";
+ next;
+ mes "[Recruiter]";
+ mes "This is a special place among unknown places. Quite special! I can't tell you much just now. Just believe me that it is truly uncommon!";
+ next;
+ mes "[Recruiter]";
+ mes "So, now, let me test you.";
+ mes "Once I get you qualified,";
+ mes "I will tell you everything.";
+ next;
+ mes "[Recruiter]";
+ mes "Just go to the ^FF0000Promotional Staff^000000 in Aldebaran and get permission. They can judge you more carefully than me. Go ahead.";
+ next;
+ mes "[Recruiter]";
+ mes "They will take care of everything, if you say that you've been sent by the Recruiter in Prontera.";
+ next;
+ setquest 10057;
+ set ep13_ryu,1;
+ mes "[Recruiter]";
+ mes "Time is zeny, just go.";
+ mes "As soon as you visit the Promotional Staff, you will be allowed to travel to the unknown land.";
+ close;
+ case 2:
+ mes "[Recruiter]";
+ mes "Are you seriously enjoying your adventures? You're not that curious.";
+ next;
+ mes "[Recruiter]";
+ mes "Just go about your business!";
+ next;
+ mes "[Recruiter]";
+ mes "-Muttering and complaining...-";
+ close;
+ }
+}
+
+aldebaran,127,138,3 script Promotional Staff#alde 100,{
+ if (ep13_ryu > 3) {
+ mes "[Promotional Staff]";
+ mes "Did you try out for the test, or are you already enjoying your adventures?";
+ close;
+ }
+ if (ep13_ryu == 3) {
+ mes "[Promotional Staff]";
+ mes "Just visit the ^FF0000Promotional Staff in Geffen^000000. You have no business with me anymore. Bless you. I wish you a safe adventure.";
+ close;
+ }
+ if ((ep13_ryu == 2) && (countitem(909) > 299)) {
+ mes "[Promotional Staff]";
+ mes "Hey! Let me know once you collect all of them.";
+ mes "Don't disturb me anymore. I'm a busy man... What a waste.";
+ next;
+ mes "[Promotional Staff]";
+ mes "Hm? Did you bring all of them?";
+ mes "No! It's quite an annoying job";
+ mes "I'm impressed that you managed to do such a menial thing to bring 300 Jellopy!";
+ next;
+ mes "[Promotional Staff]";
+ mes "You have guts kid!";
+ mes "You're a good-willed person!";
+ mes "Ok, you win!";
+ mes "You pass!!";
+ next;
+ mes "[Promotional Staff]";
+ mes "Adventurers like you";
+ mes "are not common";
+ mes "A hard-boiled soldier!";
+ mes "Stronger than me!";
+ next;
+ mes "[Promotional Staff]";
+ mes "Now can you go to the";
+ mes "Promotional Staff in Geffen?";
+ mes "He will test you again.";
+ next;
+ mes "[Promotional Staff]";
+ mes "You know this isn't an easy quest.";
+ mes "You resolved to carry it out, didn't you?";
+ mes "Brace yourself for it.";
+ next;
+ delitem 909,300; //Jellopy
+ changequest 10058,10059;
+ set ep13_ryu,3;
+ mes "[Promotional Staff]";
+ mes "Anyway you did the first step.";
+ mes "Bless you!";
+ close;
+ }
+ if (ep13_ryu == 2) {
+ mes "[Promotional Staff]";
+ mes "Don't forget to bring... ^FF0000300 Jellopy^000000.";
+ mes "Got it? ^FF0000300 Jellopy^000000!";
+ mes "Let me know once you got them.";
+ close;
+ }
+ if (ep13_ryu == 1) {
+ mes "[Promotional Staff]";
+ mes "We want the adventurers who are super curious and extremely brave. Join us for a wonderful adventure!";
+ next;
+ mes "[Promotional Staff]";
+ mes "Hey, you're a well-versed person, right? Are you interested in my story?";
+ next;
+ switch(select("I have something for you.")) {
+ case 1:
+ mes "[Promotional Staff]";
+ mes "For me??";
+ mes "I hate annoying stuff.";
+ next;
+ mes "[Promotional Staff]";
+ mes "Ahh... I sensed that I would get your request.";
+ mes "The recruiter sent you here to get tested?";
+ mes "Hmm.";
+ next;
+ mes "[Promotional Staff]";
+ mes "Ah! They always push me,";
+ mes "to suffer from so much work";
+ mes "I live a hard life!";
+ next;
+ mes "[Promotional Staff]";
+ mes "My job is testing if you are strong and brave enough for this adventure.";
+ mes "What a bother!";
+ next;
+ mes "[Promotional Staff]";
+ mes "I will accept you if you bring me ^FF0000300 Jellopy^000000.";
+ mes "I believe that you can bring them to me.";
+ mes "Are you ready?";
+ next;
+ changequest 10057,10058;
+ set ep13_ryu,2;
+ mes "[Promotional Staff]";
+ mes "Just go ahead and hunt monsters, or whatever and collect 300 jellopies.";
+ mes "Then we can go forward.";
+ close;
+ }
+ }
+ mes "[Promotional Staff]";
+ mes "We want the adventurers who are super curious and extremely brave. Join us for a wonderful adventure!";
+ next;
+ mes "[Promotional Staff]";
+ mes "Hey, you're a well-versed person, right? Are you interested in my story?";
+ next;
+ switch(select("Yes.:No, thanks.")) {
+ case 1:
+ mes "[Promotional Staff]";
+ mes "You're a real adventurer.";
+ mes "Good for you!";
+ mes "You won't regret it.";
+ next;
+ mes "[Promotional Staff]";
+ mes "I usually send adventurers to";
+ mes "newly found places for research.";
+ mes "It's quite challeging, as nobody's ever been to these places.";
+ next;
+ mes "[Promotional Staff]";
+ mes "The missions are quite dangerous,";
+ mes "so only those who are courageous";
+ mes "are qualified for the challenge";
+ mes "of this mission.";
+ next;
+ mes "[Promotional Staff]";
+ mes "I'm not sure that you're strong enough, but you seem brave. How about going to the kingdom receptionist? He should be in the first room of Prontera Castle.";
+ next;
+ mes "[Promotional Staff]";
+ mes "From what I've heard about this place... It's not a new continent.";
+ mes "I don't know where it is.";
+ mes "Hmm... Inside of the sky?";
+ next;
+ mes "[Promotional Staff]";
+ mes "Could just be a rumor,";
+ mes "but I don't know exactly.";
+ mes "It's not my business.";
+ next;
+ mes "[Promotional Staff]";
+ mes "Anyway, I'm supposed to inform many adventurers about it.";
+ mes "There's no time to waste!";
+ close;
+ case 2:
+ mes "[Promotional Staff]";
+ mes "Huh, I thought you were a real adventurer. You're missing a big opportunity. You're definitely not brave. Absolutely not!";
+ close;
+ }
+}
+
+geffen,90,67,3 script Promotional Staff#gef 100,{
+ if (ep13_ryu > 6) {
+ mes "[Promotional Staff]";
+ mes "Did you take the test?";
+ mes "Or are you already enjoying your adventure?";
+ close;
+ }
+ if (ep13_ryu == 6) {
+ mes "[Promotional Staff]";
+ mes "You didn't visit ^FF0000Izlude^000000, did you?";
+ mes "Or do you have any business in Geffen?";
+ close;
+ }
+ if ((ep13_ryu == 5) && (countitem(723) > 0)) {
+ mes "[Promotional Staff]";
+ mes "Wow, you brought a genuine Jewel.";
+ mes "You are absolutely qualified.";
+ mes "I can tell these things.";
+ next;
+ mes "[Promotional Staff]";
+ mes "Am I exaggerating?";
+ mes "It's true that you're";
+ mes "considerably strong.";
+ next;
+ mes "[Promotional Staff]";
+ mes "Ok! My job is done.";
+ mes "Good job!!";
+ next;
+ mes "[Promotional Staff]";
+ mes "Next step is Izlude!";
+ mes "You can get tested by the Promotional Staff there.";
+ mes "Hurry up!";
+ next;
+ mes "[Promotional Staff]";
+ mes "The unknown place...";
+ mes "It is a very dangerous place so you must go through these tests before we can send you....";
+ mes "We're pretty picky.";
+ next;
+ delitem 723,1; //Cardinal_Jewel
+ changequest 10061,10062;
+ set ep13_ryu,6;
+ mes "[Promotional Staff]";
+ mes "I hope you can do it!";
+ mes "Good luck!";
+ close;
+ }
+ if (ep13_ryu == 5) {
+ mes "[Promotional Staff]";
+ mes "^FF00001 Ruby!!^000000.";
+ mes "Don't you forget it!";
+ mes "Hurry up! Time is zeny!";
+ close;
+ }
+ if ((ep13_ryu == 4) && (countitem(721) > 0)) {
+ mes "[Promotional Staff]";
+ mes "You brought it so soon!";
+ mes "You're a real adventurer!";
+ mes "I will accept this Emerald as evidence.";
+ next;
+ mes "[Promotional Staff]";
+ mes "This isn't something I wanted to keep for myself.";
+ mes "You know that, right?";
+ next;
+ mes "[Promotional Staff]";
+ mes "Next bring me ^FF00001 Ruby^000000.";
+ mes "I can't judge you with only one jewel.";
+ mes "So I need one more stone.";
+ next;
+ delitem 721,1; //Azure_Jewel
+ changequest 10060,10061;
+ set ep13_ryu,5;
+ mes "[Promotional Staff]";
+ mes "Please bring me a Ruby.";
+ mes "As I mentioned, this is the second request.";
+ mes "I will wait until you bring me a stone again.";
+ close;
+ }
+ if (ep13_ryu == 4) {
+ mes "[Promotional Staff]";
+ mes "The one you should bring me is";
+ mes "^FF0000Emerald^000000. Can you get it?";
+ close;
+ }
+ if (ep13_ryu == 3) {
+ mes "[Promotional Staff]";
+ mes "We are recruiting adventurers who are strong and curious. Try your life at something more challenging.";
+ next;
+ mes "[Promotional Staff]";
+ mes "Hey, you're a knowledgeable person, right? Are you interested in my story?";
+ next;
+ switch(select("The Staff in Aldebaran sent me.")) {
+ case 1:
+ mes "[Promotional Staff]";
+ mes "Oh he did?";
+ next;
+ mes "[Promotional Staff]";
+ mes "Ok, I guess that it's time for the second part of your test.";
+ next;
+ mes "[Promotional Staff]";
+ mes "I need you to gather some stones for me.";
+ next;
+ mes "[Promotional Staff]";
+ mes "I will accept you if you bring ^FF00001 Emerald^000000.";
+ mes "Are you ready?";
+ next;
+ changequest 10059,10060;
+ set ep13_ryu,4;
+ mes "[Promotional Staff]";
+ mes "Just bring me ^ff00001 Emerald^000000.";
+ mes "That isn't hard for you right?";
+ mes "Then we can go forward.";
+ close;
+ }
+ }
+ mes "[Promotional Staff]";
+ mes "We want adventurers who are super curious and extremely brave. Join us for a wonderful adventure!";
+ next;
+ mes "[Promotional Staff]";
+ mes "Hey, you're a knowledgeable person, right? Are you interested in my story?";
+ next;
+ switch(select("Yes.:No, thanks.")) {
+ case 1:
+ mes "[Promotional Staff]";
+ mes "You're a real adventurer.";
+ mes "Good for you!";
+ mes "You won't regret it.";
+ next;
+ mes "[Promotional Staff]";
+ mes "I usually send adventurers to";
+ mes "newly found places for research.";
+ mes "It's quite challeging, as nobody's ever been to these places.";
+ next;
+ mes "[Promotional Staff]";
+ mes "The missions are quite dangerous,";
+ mes "so only those who are courageous";
+ mes "are qualified for the challenge";
+ mes "of this mission.";
+ next;
+ mes "[Promotional Staff]";
+ mes "I'm not sure that you're strong enough, but you seem brave. How about going to the kingdom receptionist? He should be in the first room of Prontera Castle.";
+ next;
+ mes "[Promotional Staff]";
+ mes "From what I've heard about this place... It's not a new continent.";
+ mes "I don't know where it is.";
+ mes "Hmm... Inside of the sky?";
+ next;
+ mes "[Promotional Staff]";
+ mes "Could just be a rumor,";
+ mes "but I don't know exactly.";
+ mes "It's not my business.";
+ next;
+ mes "[Promotional Staff]";
+ mes "Anyway, I'm supposed to inform many adventurers about it.";
+ mes "There's no time to waste!";
+ close;
+ case 2:
+ mes "[Promotional Staff]";
+ mes "Huh, I thought you were a real adventurer. You're missing a big opportunity. You're definitely not brave. Absolutely not!";
+ close;
+ }
+}
+
+izlude,101,173,6 script Promotional Staff#iz 100,{
+ if (ep13_ryu > 8) {
+ mes "[Promotional Staff]";
+ mes "I bless you for your future! May it be full of happiness!";
+ close;
+ }
+ if (ep13_ryu == 8) {
+ mes "[Promotional Staff]";
+ mes "The test is done!";
+ mes "If you have any other business, go to the palace.";
+ close;
+ }
+ if ((ep13_ryu == 7) && (BaseLevel > 69)) {
+ mes "[Promotional Staff]";
+ mes "Wow! You are considerably";
+ mes "stronger than before!";
+ mes "Let me see...";
+ mes "You look different!";
+ next;
+ mes "[Promotional Staff]";
+ mes "Um...";
+ next;
+ mes "[Promotional Staff]";
+ mes "Ok, it's done!";
+ mes "You seemed a sore weak of a soul,";
+ mes "but now, you're quite stronger than";
+ mes "before. Great! You will do!!";
+ next;
+ mes "[Promotional Staff]";
+ mes "We have quite high expectations to meet.";
+ mes "Though the new place is dangerous,";
+ mes "no need to check thoroughly";
+ mes "anymore.";
+ next;
+ mes "[Promotional Staff]";
+ mes "It's not a hell-hole!";
+ mes "Ukk!";
+ next;
+ mes "[Promotional Staff]";
+ mes "Anyway, just go back to the";
+ mes "Recruiter. I will forward to him";
+ mes "that you passed all the steps. Good";
+ mes "job, friend!";
+ next;
+ changequest 10063,10064;
+ set ep13_ryu,8;
+ mes "[Promotional Staff]";
+ mes "Bless all of your heart,";
+ mes "for your great future!";
+ close;
+ }
+ if (ep13_ryu == 7) {
+ mes "[Promotional Staff]";
+ mes "You don't look that strong.";
+ mes "Nothing but skin and bones!";
+ mes "Not reliable.";
+ mes "You should level up more before";
+ mes "considering this adventure.";
+ next;
+ mes "[Promotional Staff]";
+ mes "I don't need adventurers who are";
+ mes "body-builders... but at least";
+ mes "someone not so little!!";
+ close;
+ }
+ if (ep13_ryu == 6) {
+ mes "[Promotional Staff]";
+ mes "We are recruiting adventurers";
+ mes "who are quite strong and curious.";
+ next;
+ mes "[Promotional Staff]";
+ mes "Hey, you're a knowledgeable adventurer. Are you interested in my story?";
+ next;
+ switch(select("I have something for you.")) {
+ case 1:
+ mes "[Promotional Staff]";
+ mes "Um, you're the one sent to be tested, correct? You are in the right place. I'm the Promotional Staff in Izlude.";
+ next;
+ mes "[Promotional Staff]";
+ mes "I guess you're qualified enough to go... I think no more testing is needed.";
+ next;
+ mes "[Promotional Staff]";
+ mes "Let me see...";
+ next;
+ if (BaseLevel > 69) {
+ mes "[Promotional Staff]";
+ mes "I think you're good enough!";
+ mes "No more testing!!";
+ mes "Ok! You pass!";
+ next;
+ mes "[Promotional Staff]";
+ mes "We have quite high expectations to meet.";
+ mes "Though the new place is dangerous,";
+ mes "no need to check thoroughly right now.";
+ next;
+ mes "[Promotional Staff]";
+ mes "It's not a hell-hole!";
+ mes "Ukk...";
+ next;
+ mes "[Promotional Staff]";
+ mes "Anyway, just go back to the recruiter.";
+ mes "I will forward to him that you passed all the steps.";
+ mes "Good job, friend!";
+ next;
+ changequest 10062,10064;
+ set ep13_ryu,8;
+ mes "[Promotional Staff]";
+ mes "May Freya bless you,";
+ mes "for your great future!";
+ close;
+ }
+ else {
+ mes "[Promotional Staff]";
+ mes "Hmm...";
+ next;
+ mes "[Promotional Staff]";
+ mes "You don't look that strong.";
+ mes "Nothing but skin and bones!";
+ mes "Not reliable.";
+ mes "I can't let you pass.";
+ next;
+ changequest 10062,10063;
+ set ep13_ryu,7;
+ mes "[Promotional Staff]";
+ mes "Please level up a little more. I";
+ mes "can't accept that you're strong";
+ mes "enough. Sorry.";
+ close;
+ }
+ }
+ }
+ mes "[Promotional Staff]";
+ mes "We want the adventurers who are super curious";
+ mes "and extremely brave.";
+ mes "Join us for a wonderful adventure!";
+ next;
+ mes "[Promotional Staff]";
+ mes "Hey, you're a well-knowledged person, as I know. Are you interested in my story?";
+ next;
+ switch(select("Yes.:No, thanks.")) {
+ case 1:
+ mes "[Promotional Staff]";
+ mes "You're a real adventurer.";
+ mes "Good for you!";
+ mes "You won't regret it.";
+ next;
+ mes "[Promotional Staff]";
+ mes "I usually send adventurers to";
+ mes "newly found places for research.";
+ mes "It's quite challeging, as nobody's ever been to these places.";
+ next;
+ mes "[Promotional Staff]";
+ mes "The missions are quite dangerous,";
+ mes "so only those who are courageous";
+ mes "are qualified for the challenge";
+ mes "of this mission.";
+ next;
+ mes "[Promotional Staff]";
+ mes "I'm not sure that you're strong enough, but you seem brave. How about going to the kingdom receptionist? He should be in the first room of Prontera Castle.";
+ next;
+ mes "[Promotional Staff]";
+ mes "From what I've heard about this place... It's not a new continent.";
+ mes "I don't know where it is.";
+ mes "Hmm... Inside of the sky?";
+ next;
+ mes "[Promotional Staff]";
+ mes "Could just be a rumor,";
+ mes "but I don't know exactly.";
+ mes "It's not my business.";
+ next;
+ mes "[Promotional Staff]";
+ mes "Anyway, I'm supposed to inform many adventurers about it.";
+ mes "There's no time to waste!";
+ close;
+ case 2:
+ mes "[Promotional Staff]";
+ mes "Huh, I thought you were a real adventurer. You're missing a big opportunity. You're definitely not brave. Absolutely not!";
+ close;
+ }
+}
+
+lighthalzen,220,292,3 script Guide#ep13_1 899,{
+ if (ep13_ryu > 8) {
+ mes "[Guide]";
+ mes "Welcome! You've arrived at Lighthalzen, which is the base of three kingdoms.";
+ next;
+ mes "[Guide]";
+ mes "You have to register your name. Go to the 2nd floor in Rekenbereu on the northwest side.";
+ next;
+ mes "[Guide]";
+ mes "Be careful not to lose your way!";
+ close;
+ }
+ mes "[Guide]";
+ mes "Welcome! You've arrived at Lighthalzen, which is the base of three kingdoms.";
+ close;
+}
+
+lhz_in01,136,260,5 script Munkenro#1 967,{
+ if (ep13_ryu == 20) {
+ mes "-At this spot, it's possible to overhear something. Listen carefully through the wall...-";
+ next;
+ mes "[Munkenro]";
+ mes "You're a good buddy!";
+ mes "But...";
+ next;
+ mes "[Munkenro]";
+ mes "We can't avoid this...";
+ mes "You know better than I!";
+ mes "We can't go through this,";
+ mes "in this current status.";
+ next;
+ mes "[Munkenro]";
+ mes "I did all I could do...";
+ mes "Please...";
+ next;
+ mes "[Munkenro]";
+ mes "......";
+ next;
+ mes "[Munkenro]";
+ mes "............";
+ next;
+ mes "..................";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "There's no avoiding it.";
+ mes "Ok, I need to try.";
+ close;
+ }
+ if ((ep13_ryu == 18) || (ep13_ryu == 19)) {
+ mes "[Munkenro]";
+ mes "You are ready to try this...";
+ next;
+ mes "[Munkenro]";
+ mes "Oh! My friend...";
+ next;
+ mes "[Munkenro]";
+ mes "Nothing can be controlled anymore... Am I trying this...?";
+ close;
+ }
+ if ((ep13_ryu == 15) || (ep13_ryu == 16) || (ep13_ryu == 17)) {
+ mes "[Munkenro]";
+ mes "Peace for the three kingdoms...?";
+ mes "Isn't it impossible...?";
+ next;
+ mes "[Munkenro]";
+ mes "Are you sure that";
+ mes "you can do that?";
+ close;
+ }
+ if (ep13_ryu == 14) {
+ mes "[Munkenro]";
+ mes "Nothing shall prevent me from doing my duty. Nothing!";
+ next;
+ mes "[Munkenro]";
+ mes "Sikaiz is a kind and upright person. But he can't be cautious about everything. It could cause serious problems.";
+ next;
+ mes "[Munkenro]";
+ mes "So that's why I am here for him. I always worry about him...";
+ next;
+ mes "[Munkenro]";
+ mes "I don't know what I would do if something were to happen...";
+ close;
+ }
+ mes "[Munkenro]";
+ mes "......";
+ close;
+}
+
+lhz_in01,132,259,5 script Sikaiz#1 868,{
+ if ((ep13_ryu == 18) || (ep13_ryu == 19)) {
+ mes "[Sikaiz]";
+ mes "Please come to me ASAP.";
+ mes "I hope you play an active part.";
+ next;
+ mes "[Sikaiz]";
+ mes "We all expect you to make the biggest impact.";
+ close;
+ }
+ if (ep13_ryu == 17) {
+ mes "[Sikaiz]";
+ mes "Only thing you should do is write down your name and show me your great face";
+ next;
+ mes "[Sikaiz]";
+ mes "I already accept you. Just write down your name here. Go ahead.";
+ next;
+ input .@input$;
+ if (.@input$ != strcharinfo(0)) {
+ mes "[Sikaiz]";
+ mes "Don't you know your own name?";
+ mes "Write it again.";
+ close;
+ }
+ else {
+ mes "[Sikaiz]";
+ mes "Ok. I got your name, " + strcharinfo(0) + ". Great name! Registration is done!";
+ mes "You've become a member of the three kingdoms!";
+ next;
+ mes "[Sikaiz]";
+ mes "All done.";
+ mes "Go to the field Officer of Schwartzvalt. He should be in the banquet hall of this building downstairs.";
+ next;
+ mes "[Sikaiz]";
+ mes "Only thing left for you is to go to the Officer to say that you are leaving now.";
+ next;
+ mes "[Sikaiz]";
+ mes "As soon as you tell him,";
+ mes "come back to me again.";
+ mes "You are not the only one expecting this great challenge. I am too.";
+ next;
+ mes "[Sikaiz]";
+ mes "I believe you can do it!";
+ mes "It would bear watching you.";
+ next;
+ changequest 10073,10074;
+ set ep13_ryu,18;
+ mes "[Sikaiz]";
+ mes "See you then.";
+ close;
+ }
+ }
+ if (ep13_ryu == 16) {
+ mes "[Sikaiz]";
+ mes "You came back!";
+ mes "Fast learner!";
+ mes "I love that you're a member of my alliance.";
+ next;
+ mes "[Sikaiz]";
+ mes "Our preparations will soon be complete.";
+ next;
+ mes "[Sikaiz]";
+ mes "We will surely share all our information with the three kingdoms, and study them.";
+ next;
+ mes "[Sikaiz]";
+ mes "Definitely, you are the one to face all the trials and tribulations.";
+ next;
+ mes "[Sikaiz]";
+ mes "The important thing is that we need to share all the current information relevant to this place.";
+ next;
+ mes "[Sikaiz]";
+ mes "I advise you,";
+ mes "if you get friendly with";
+ mes "the creatures in there,";
+ mes "that's a kind source to know.";
+ mes "I'll believe you.";
+ next;
+ mes "[Sikaiz]";
+ mes "Let's conclude.";
+ mes "You need to investigate and report to us as much as possible. That's not that tough.";
+ next;
+ changequest 10072,10073;
+ set ep13_ryu,17;
+ mes "[Sikaiz]";
+ mes "Don't worry so much.";
+ mes "We will support you.";
+ mes "As we can.";
+ mes "So I will tell you the last step to becoming a member of the alliance.";
+ close;
+ }
+ if (ep13_ryu == 15) {
+ mes "[Sikaiz]";
+ mes "In ^FF0000Cheshrumnir in Rachel^000000,";
+ mes "there is a Manager.";
+ next;
+ mes "[Sikaiz]";
+ mes "You already met someone like that from Rune-Midgarts. So no more explanation is needed.";
+ close;
+ }
+ if (ep13_ryu == 14) {
+ mes "[Sikaiz]";
+ mes "Ok, so we should talk about";
+ mes "the tasks we should go through.";
+ mes "These are about it...";
+ next;
+ mes "[Munkenro]";
+ mes "Hey, sorry for interrupting you. I also have information to send to Arunafeltz.";
+ next;
+ mes "[Munkenro]";
+ mes "We're in a hurry.";
+ next;
+ mes "[Sikaiz]";
+ mes "Hey! You hear that? Sorry I'm sure that you've got many things to do. Can I request one more thing? I can't deal with it myself.";
+ next;
+ mes "[Sikaiz]";
+ mes "I feel like I am forcing you, but I hope to get your help. Go to the ^FF0000Cheshrumnir Guard^000000 in Rachel and deliver Munkenro's message for me.";
+ next;
+ changequest 10070,10071;
+ set ep13_ryu,15;
+ mes "[Sikaiz]";
+ mes "It's the same mission you did for Rune-Midgarts, so it shouldn't be that hard. I hope you can do it.";
+ close;
+ }
+ if (ep13_ryu == 13) {
+ mes "[Sikaiz]";
+ mes "You did it already?";
+ mes "You are a quick worker.";
+ next;
+ mes "[Sikaiz]";
+ mes "Anyway, I promised to tell you about the three kingdoms... This is kind of a long story, so please listen carefully.";
+ next;
+ mes "[Sikaiz]";
+ mes "The adventurers for Ash-vacuum! The alliance for the three kingdoms! Rune-Midgarts, Schwartzvalt, Arunafeltz!";
+ mes "Three kingdoms united for one thing!";
+ next;
+ mes "[Sikaiz]";
+ mes "Frankly, there's a Dimensional Rift in the Sograt desert, so they can inspect it themselves, but it's not that good of a place to inspect the rift's magic well.";
+ next;
+ mes "[Sikaiz]";
+ mes "We are a little bit better in magic, but not that much developed in science as compared with Schwartzvalt, and not as wise compared with Arunafeltz.";
+ next;
+ mes "[Sikaiz]";
+ mes "So we need to get help from other countries, because the Ash-vacuum is quite a profitable place. That is why we made the Alliance to get into the Ash-Vacuum.";
+ next;
+ mes "[Sikaiz]";
+ mes "The three kingdoms were enemies before. Fortunately, it's going well now. It's fine.";
+ next;
+ mes "[Sikaiz]";
+ mes "This alliance is a first step for peace among the three kingdoms. You know they are all for themselves, so this needs harmony. That's the one thing to pursue, as head of an alliance.";
+ next;
+ mes "[Sikaiz]";
+ mes "Honestly, I am also forced by my kingdom, to further our own interests and not others.";
+ next;
+ mes "[Sikaiz]";
+ mes "But the most valuable thing is the unity. Not each kingdom's interest. If we spoil the greatest plans, it's too regrettable.";
+ next;
+ mes "[Sikaiz]";
+ mes "Though I belong to Schwartzvalt, I need to balance the three kingdoms, as a leader... so I can't support my kingdom too much over the others.";
+ next;
+ mes "[Sikaiz]";
+ mes "Anyway, I believe that my friend can assist me well.";
+ mes "Though he is from another kingdom, he's supported me thus far.";
+ next;
+ mes "[Sikaiz]";
+ mes "He's the man to my left.";
+ mes "We call him Munk.";
+ mes "His real name is... Munkenro.";
+ next;
+ mes "[Sikaiz]";
+ mes "He is a kind of manager for Schwaltzvald and he is the main contact point of the kingdom's people, since he's quite closely in communication with them.";
+ next;
+ changequest 10069,10070;
+ set ep13_ryu,14;
+ mes "[Sikaiz]";
+ mes "That's enough talk about the three kingdoms. Now, let's move on to the next stories.";
+ close;
+ }
+ if (ep13_ryu == 12) {
+ mes "[Sikaiz]";
+ mes "Go to Prontera in Rune-Midgarts and find the Manager there. Tell him that the Alliance is doing well and that we are entering the rift.";
+ close;
+ }
+ if (ep13_ryu == 11) {
+ mes "[Sikaiz]";
+ mes "So, what do you want to know more of? You already know about the Ash-Vacuum. Is there anything else you'd like me to tell you?";
+ next;
+ switch(select("The three kingdoms...")) {
+ case 1:
+ mes "[Sikaiz]";
+ mes "Ah, I need to tell you about the alliance, but first, may I ask something?";
+ next;
+ mes "[Sikaiz]";
+ mes "I need to report its status to the managers in Rune-Midgarts. I can't do it right now. May I ask you a favor?";
+ next;
+ mes "[Sikaiz]";
+ mes "It's not that difficult. Just tell them to prepare for the trip to the Dimensional Rift. It's quite easy, isn't it?";
+ next;
+ changequest 10067,10068;
+ set ep13_ryu,12;
+ mes "[Sikaiz]";
+ mes "We're running out of time, so I will answer you when you come back. Ok?";
+ close;
+ }
+ }
+ if (ep13_ryu == 10) {
+ mes "[Sikaiz]";
+ mes "Whew......";
+ next;
+ mes "[Sikaiz]";
+ mes "You come to be registered as an adventurer? Then I'm the one to talk to. I am Sikaiz, the head of the United Midgard Alliance.";
+ next;
+ mes "[Sikaiz]";
+ mes "You come here from Prontera? Then you have been sent by the Recruiter. Didn't he tell you about the stories? Maybe he thought that I would tell you everything.";
+ next;
+ mes "[Sikaiz]";
+ mes "I can tell you, but, he's so obstinate. So many kinds of people are living in this world, but quite few are as obstinate as him.";
+ next;
+ mes "[Sikaiz]";
+ mes "The registration is also important now, but I will tell you about our status here. May I begin?";
+ next;
+ switch(select("Sure.")) {
+ case 1:
+ mes "[Sikaiz]";
+ mes "Ok. Let me tell you about the Ash-Vacuum. It's quite a long story. So please bear with me.";
+ next;
+ mes "[Sikaiz]";
+ mes "^FF0000Ash-Vacuum^000000....";
+ mes "This isn't the world of mortals.";
+ mes "Then what is it...";
+ mes "Nobody knows.";
+ next;
+ mes "[Sikaiz]";
+ mes "Now, we only know that there are living beings there, and that they are not approachable by everyone.";
+ next;
+ mes "[Sikaiz]";
+ mes "The name, 'Ash-Vacuum', is so we can identify it easily.";
+ next;
+ mes "[Sikaiz]";
+ mes "You're probably wondering how we got there...";
+ mes "The answer lies with Satan Morroc.";
+ next;
+ mes "[Sikaiz]";
+ mes "Can you imagine?";
+ mes "Why did Satan Morroc";
+ mes "run away from there???";
+ mes "That's the important thing.";
+ next;
+ mes "[Sikaiz]";
+ mes "He made a gate to run away, by himself. It's very unlike him.";
+ next;
+ mes "[Sikaiz]";
+ mes "But he did make some mistakes. He left an opened gate. Nobody knows if it was intentional... or maybe...";
+ next;
+ mes "[Sikaiz]";
+ mes "We call the dimensional rift:";
+ mes "Time-Gap of Dimension.";
+ mes "Who knows what secrets lie in that world beyond.";
+ next;
+ mes "[Sikaiz]";
+ mes "So we've inspected it.";
+ mes "And there's not much info to get from it. We can't guess if it's from the past... or the future... Even WE don't know where it is.";
+ next;
+ mes "[Sikaiz]";
+ mes "That's the place!";
+ mes "Ash-Vacuum!";
+ mes "We are all in this together!";
+ next;
+ mes "[Sikaiz]";
+ mes "Is that enough?";
+ mes "Though I am the head of the Alliance, I don't know much else about it. That's why we are all here. To do some research.";
+ next;
+ mes "[Sikaiz]";
+ mes "Anyway, I told you about Ash-Vacuum. What I know about it all. Though you still don't know much about it, that's all I can tell you.";
+ next;
+ changequest 10066,10067;
+ set ep13_ryu,11;
+ mes "[Sikaiz]";
+ mes "If you have any other questions, you can still ask me...";
+ close;
+ }
+ }
+ if (ep13_ryu == 9) {
+ mes "- The man standing in front -";
+ mes "- is delivering a speech. -";
+ mes "- Let's listen. -";
+ next;
+ mes "[Sikaiz]";
+ mes "I, Sikaiz, make it a point that we should pursue the great development of the Midgard continent with the research of the newly discovered Ash-Vacuum.";
+ next;
+ mes "[Sikaiz]";
+ mes "So we must not fight for own interests, we must not forget the mission. We are all together on this, to go through all the same trials.";
+ next;
+ mes "[Sikaiz]";
+ mes "This mission shouldn't be for each kingdom's interest alone. If we are not strongly allied for our mission, we will not succeed in discovering the unknown places of Ash-Vacuum.";
+ next;
+ mes "[Sikaiz]";
+ mes "Now we should think we are all belonging to the Midgard continent. That's home for all of us.";
+ next;
+ mes "[Sikaiz]";
+ mes "We will leave for Ash-Vacuum, through the dimensional rift soon.";
+ mes "You all should be relaxed about completing this mission. If there are more adventurers to register, let them come to me.";
+ next;
+ changequest 10065,10066;
+ set ep13_ryu,10;
+ mes "-The speech has ended.-";
+ mes "-Let's move on.-";
+ close;
+ }
+ mes "[Sikaiz]";
+ mes "......";
+ close;
+}
+
+lhz_in01,115,250,3 script Guard#ep13_1-1 899,2,2,{
+ if (ep13_ryu > 19) {
+ mes "[Guard]";
+ mes "You're not allowed to enter.";
+ mes "All of you are instructed to go to the Time-Gap of Dimension on Rune-Midgarts!";
+ next;
+ mes "[Guard]";
+ mes "Just go there.";
+ mes "This is a restricted area.";
+ close2;
+ warp "lhz_in01",108,252;
+ end;
+ }
+ if (ep13_ryu > 8) {
+ mes "[Guard]";
+ mes "You've come here";
+ mes "to register as a member of the three kingdoms?";
+ next;
+ mes "[Guard]";
+ mes "Enter.";
+ close;
+ }
+ else {
+ mes "[Guard]";
+ mes "You are not allowed";
+ mes "to enter.";
+ close;
+ }
+
+//OnTouch2:
+OnTouch:
+ if (ep13_ryu > 19) {
+ mes "[Guard]";
+ mes "You're not allowed to enter.";
+ mes "All of you are instructed to go to the Time-Gap of Dimension on Rune-Midgarts!";
+ next;
+ mes "[Guard]";
+ mes "Just go there.";
+ mes "This is a restricted area.";
+ close2;
+ warp "lhz_in01",108,252;
+ end;
+ }
+ if (ep13_ryu > 8) {
+ mes "[Guard]";
+ mes "You've come here";
+ mes "to register as a member of the three kingdoms?";
+ next;
+ mes "[Guard]";
+ mes "Enter.";
+ close;
+ }
+ else {
+ mes "[Guard]";
+ mes "You are not allowed";
+ mes "to enter.";
+ close2;
+ warp "lhz_in01",108,252;
+ end;
+ }
+ end;
+}
+
+lhz_in01,115,252,3 script Guard#ep13_1-2 899,2,2,{
+ if (ep13_ryu > 19) {
+ mes "[Guard]";
+ mes "You're not allowed to enter.";
+ mes "All of you are instructed to go to the Time-Gap of Dimension on Rune-Midgarts!";
+ next;
+ mes "[Guard]";
+ mes "Just go there.";
+ mes "This is a restricted area.";
+ close2;
+ warp "lhz_in01",108,252;
+ end;
+ }
+ if (ep13_ryu > 8) {
+ mes "[Guard]";
+ mes "You've come here";
+ mes "to register as a member of the three kingdoms?";
+ next;
+ mes "[Guard]";
+ mes "Enter.";
+ close;
+ }
+ else {
+ mes "[Guard]";
+ mes "You are not allowed";
+ mes "to enter.";
+ close;
+ }
+
+//OnTouch2:
+OnTouch:
+ if (ep13_ryu > 19) {
+ mes "[Guard]";
+ mes "You're not allowed to enter.";
+ mes "All of you are instructed to go to the Time-Gap of Dimension on Rune-Midgarts!";
+ next;
+ mes "[Guard]";
+ mes "Just go there.";
+ mes "This is a restricted area.";
+ close2;
+ warp "lhz_in01",108,252;
+ end;
+ }
+ if (ep13_ryu > 8) {
+ mes "[Guard]";
+ mes "You've come here";
+ mes "to register as a member of the three kingdoms?";
+ next;
+ mes "[Guard]";
+ mes "Enter.";
+ close;
+ }
+ else {
+ mes "[Guard]";
+ mes "You are not allowed";
+ mes "to enter.";
+ close2;
+ warp "lhz_in01",108,252;
+ end;
+ }
+ end;
+}
+
+lhz_in01,147,252,7 script Guard#ep13_1-3 899,2,2,{
+ if (ep13_ryu > 19) {
+ mes "[Guard]";
+ mes "You're not allowed to enter.";
+ mes "All of you are instructed to go to the Time-Gap of Dimension on Rune-Midgarts!";
+ next;
+ mes "[Guard]";
+ mes "Just go there.";
+ mes "This is a restricted area.";
+ close2;
+ warp "lhz_in01",152,252;
+ end;
+ }
+ if (ep13_ryu > 8) {
+ mes "[Guard]";
+ mes "You've come here";
+ mes "to register as a member of the three kingdoms?";
+ next;
+ mes "[Guard]";
+ mes "Enter.";
+ close;
+ }
+ else {
+ mes "[Guard]";
+ mes "You are not allowed";
+ mes "to enter.";
+ close;
+ }
+
+//OnTouch2:
+OnTouch:
+ if (ep13_ryu > 19) {
+ mes "[Guard]";
+ mes "You're not allowed to enter.";
+ mes "All of you are instructed to go to the Time-Gap of Dimension on Rune-Midgarts!";
+ next;
+ mes "[Guard]";
+ mes "Just go there.";
+ mes "This is a restricted area.";
+ close2;
+ warp "lhz_in01",152,252;
+ end;
+ }
+ if (ep13_ryu > 8) {
+ mes "[Guard]";
+ mes "You've come here";
+ mes "to register as a member of the three kingdoms?";
+ next;
+ mes "[Guard]";
+ mes "Enter.";
+ close;
+ }
+ else {
+ mes "[Guard]";
+ mes "You are not allowed";
+ mes "to enter.";
+ close2;
+ warp "lhz_in01",152,252;
+ end;
+ }
+ end;
+}
+
+lhz_in01,147,250,7 script Guard#ep13_1-4 899,2,2,{
+ if (ep13_ryu > 19) {
+ mes "[Guard]";
+ mes "You're not allowed to enter.";
+ mes "All of you are instructed to go to the Time-Gap of Dimension on Rune-Midgarts!";
+ next;
+ mes "[Guard]";
+ mes "Just go there.";
+ mes "This is a restricted area.";
+ close2;
+ warp "lhz_in01",152,252;
+ end;
+ }
+ if (ep13_ryu > 8) {
+ mes "[Guard]";
+ mes "You've come here";
+ mes "to register as a member of the three kingdoms?";
+ next;
+ mes "[Guard]";
+ mes "Enter.";
+ close;
+ }
+ else {
+ mes "[Guard]";
+ mes "You are not allowed";
+ mes "to enter.";
+ close;
+ }
+
+//OnTouch2:
+OnTouch:
+ if (ep13_ryu > 19) {
+ mes "[Guard]";
+ mes "You're not allowed to enter.";
+ mes "All of you are instructed to go to the Time-Gap of Dimension on Rune-Midgarts!";
+ next;
+ mes "[Guard]";
+ mes "Just go there.";
+ mes "This is a restricted area.";
+ close2;
+ warp "lhz_in01",152,252;
+ end;
+ }
+ if (ep13_ryu > 8) {
+ mes "[Guard]";
+ mes "You've come here";
+ mes "to register as a member of the three kingdoms?";
+ next;
+ mes "[Guard]";
+ mes "Enter.";
+ close;
+ }
+ else {
+ mes "[Guard]";
+ mes "You are not allowed";
+ mes "to enter.";
+ close2;
+ warp "lhz_in01",152,252;
+ end;
+ }
+ end;
+}
+
+lhz_in01,124,234,5 script Guard#ep13_1-5 899,2,2,{
+ if (ep13_ryu > 19) {
+ mes "[Guard]";
+ mes "You're not allowed to enter.";
+ mes "All of you are instructed to go to the Time-Gap of Dimension on Rune-Midgarts!";
+ next;
+ mes "[Guard]";
+ mes "Just go there.";
+ mes "This is a restricted area.";
+ close2;
+ warp "lhz_in01",123,229;
+ end;
+ }
+ if (ep13_ryu > 8) {
+ mes "[Guard]";
+ mes "You've come here";
+ mes "to register as a member of the three kingdoms?";
+ next;
+ mes "[Guard]";
+ mes "Enter.";
+ close;
+ }
+ else {
+ mes "[Guard]";
+ mes "You are not allowed";
+ mes "to enter.";
+ close;
+ }
+
+//OnTouch2:
+OnTouch:
+ if (ep13_ryu > 19) {
+ mes "[Guard]";
+ mes "You're not allowed to enter.";
+ mes "All of you are instructed to go to the Time-Gap of Dimension on Rune-Midgarts!";
+ next;
+ mes "[Guard]";
+ mes "Just go there.";
+ mes "This is a restricted area.";
+ close2;
+ warp "lhz_in01",123,229;
+ end;
+ }
+ if (ep13_ryu > 8) {
+ mes "[Guard]";
+ mes "You've come here";
+ mes "to register as a member of the three kingdoms?";
+ next;
+ mes "[Guard]";
+ mes "Enter.";
+ close;
+ }
+ else {
+ mes "[Guard]";
+ mes "You are not allowed";
+ mes "to enter.";
+ close2;
+ warp "lhz_in01",123,229;
+ end;
+ }
+ end;
+}
+
+lhz_in01,121,234,5 script Guard#ep13_1-6 899,2,2,{
+ if (ep13_ryu > 19) {
+ mes "[Guard]";
+ mes "You're not allowed to enter.";
+ mes "All of you are instructed to go to the Time-Gap of Dimension on Rune-Midgarts!";
+ next;
+ mes "[Guard]";
+ mes "Just go there.";
+ mes "This is a restricted area.";
+ close2;
+ warp "lhz_in01",123,229;
+ end;
+ }
+ if (ep13_ryu > 8) {
+ mes "[Guard]";
+ mes "You've come here";
+ mes "to register as a member of the three kingdoms?";
+ next;
+ mes "[Guard]";
+ mes "Enter.";
+ close;
+ }
+ else {
+ mes "[Guard]";
+ mes "You are not allowed";
+ mes "to enter.";
+ close;
+ }
+
+//OnTouch2:
+OnTouch:
+ if (ep13_ryu > 19) {
+ mes "[Guard]";
+ mes "You're not allowed to enter.";
+ mes "All of you are instructed to go to the Time-Gap of Dimension on Rune-Midgarts!";
+ next;
+ mes "[Guard]";
+ mes "Just go there.";
+ mes "This is a restricted area.";
+ close2;
+ warp "lhz_in01",123,229;
+ end;
+ }
+ if (ep13_ryu > 8) {
+ mes "[Guard]";
+ mes "You've come here";
+ mes "to register as a member of the three kingdoms?";
+ next;
+ mes "[Guard]";
+ mes "Enter.";
+ close;
+ }
+ else {
+ mes "[Guard]";
+ mes "You are not allowed";
+ mes "to enter.";
+ close2;
+ warp "lhz_in01",123,229;
+ end;
+ }
+ end;
+}
+
+lhz_in01,137,234,5 script Guard#ep13_1-7 899,2,2,{
+ if (ep13_ryu > 19) {
+ mes "[Guard]";
+ mes "You're not allowed to enter.";
+ mes "All of you are instructed to go to the Time-Gap of Dimension on Rune-Midgarts!";
+ next;
+ mes "[Guard]";
+ mes "Just go there.";
+ mes "This is a restricted area.";
+ close2;
+ warp "lhz_in01",139,228;
+ end;
+ }
+ if (ep13_ryu > 8) {
+ mes "[Guard]";
+ mes "You've come here";
+ mes "to register as a member of the three kingdoms?";
+ next;
+ mes "[Guard]";
+ mes "Enter.";
+ close;
+ }
+ else {
+ mes "[Guard]";
+ mes "You are not allowed";
+ mes "to enter.";
+ close;
+ }
+
+//OnTouch2:
+OnTouch:
+ if (ep13_ryu > 19) {
+ mes "[Guard]";
+ mes "You're not allowed to enter.";
+ mes "All of you are instructed to go to the Time-Gap of Dimension on Rune-Midgarts!";
+ next;
+ mes "[Guard]";
+ mes "Just go there.";
+ mes "This is a restricted area.";
+ close2;
+ warp "lhz_in01",139,228;
+ end;
+ }
+ if (ep13_ryu > 8) {
+ mes "[Guard]";
+ mes "You've come here";
+ mes "to register as a member of the three kingdoms?";
+ next;
+ mes "[Guard]";
+ mes "Enter.";
+ close;
+ }
+ else {
+ mes "[Guard]";
+ mes "You are not allowed";
+ mes "to enter.";
+ close2;
+ warp "lhz_in01",139,228;
+ end;
+ }
+ end;
+}
+
+lhz_in01,140,234,5 script Guard#ep13_1-8 899,2,2,{
+ if (ep13_ryu > 19) {
+ mes "[Guard]";
+ mes "You're not allowed to enter.";
+ mes "All of you are instructed to go to the Time-Gap of Dimension on Rune-Midgarts!";
+ next;
+ mes "[Guard]";
+ mes "Just go there.";
+ mes "This is a restricted area.";
+ close2;
+ warp "lhz_in01",139,228;
+ end;
+ }
+ if (ep13_ryu > 8) {
+ mes "[Guard]";
+ mes "You've come here";
+ mes "to register as a member of the three kingdoms?";
+ next;
+ mes "[Guard]";
+ mes "Enter.";
+ close;
+ }
+ else {
+ mes "[Guard]";
+ mes "You are not allowed";
+ mes "to enter.";
+ close;
+ }
+
+//OnTouch2:
+OnTouch:
+ if (ep13_ryu > 19) {
+ mes "[Guard]";
+ mes "You're not allowed to enter.";
+ mes "All of you are instructed to go to the Time-Gap of Dimension on Rune-Midgarts!";
+ next;
+ mes "[Guard]";
+ mes "Just go there.";
+ mes "This is a restricted area.";
+ close2;
+ warp "lhz_in01",139,228;
+ end;
+ }
+ if (ep13_ryu > 8) {
+ mes "[Guard]";
+ mes "You've come here";
+ mes "to register as a member of the three kingdoms?";
+ next;
+ mes "[Guard]";
+ mes "Enter.";
+ close;
+ }
+ else {
+ mes "[Guard]";
+ mes "You are not allowed";
+ mes "to enter.";
+ close2;
+ warp "lhz_in01",139,228;
+ end;
+ }
+ end;
+}
+
+lhz_in01,130,232,5 script Guard#ep13_1-9 899,{
+ if (ep13_ryu > 19) {
+ mes "[Guard]";
+ mes "You're not allowed to enter.";
+ mes "All of you are instructed to go to the Time-Gap of Dimension on Rune-Midgarts!";
+ next;
+ mes "[Guard]";
+ mes "Just go there.";
+ mes "This is a restricted area.";
+ next;
+ mes "[Guard]";
+ mes "Will you go to the dimensional rift right now?";
+ next;
+ mes "[Guard]";
+ mes "If you want,";
+ mes "I can send you to the Time-Gap of Dimension.";
+ next;
+ switch(select("Send me there.:I will go there myself.")) {
+ case 1:
+ mes "[Guard]";
+ mes "Ok, I will send you to the dimensional rift. Once you get there, just find the head of the alliance.";
+ close2;
+ warp "moc_fild20",342,179;
+ end;
+ case 2:
+ mes "[Guard]";
+ mes "You are something of an adventurer... Ok. I got it...";
+ next;
+ mes "[Guard]";
+ mes "Once you get there, just find the head of the alliance.";
+ close;
+ }
+ }
+ if (ep13_ryu > 8) {
+ mes "[Guard]";
+ mes "You've come here";
+ mes "to register as a member of the three kingdoms?";
+ next;
+ mes "[Guard]";
+ mes "Enter.";
+ close;
+ }
+ else {
+ mes "[Guard]";
+ mes "You are not allowed";
+ mes "to enter.";
+ close;
+ }
+}
+
+lhz_in01,128,249,1 script Member of Alliance#1 904,{
+ if (ep13_ryu > 19) {
+ mes "-Munkenro and Sakaiz don't seem to be getting along very well anymore.-";
+ close;
+ }
+ mes "[Member of Alliance]";
+ mes "Hm, ok!";
+ mes "That's right.";
+ close;
+}
+
+lhz_in01,136,245,1 script Member of Alliance#2 869,{
+ if (ep13_ryu > 19) {
+ mes "-You should probably head over to the dimensional rift next to Morroc and find the Guard there-";
+ close;
+ }
+ mes "[Member of Alliance]";
+ mes "The heads of the alliance, Sikaiz and Munkenro...";
+ next;
+ mes "[Member of Alliance]";
+ mes "They have different values,";
+ mes "so that sometimes causes conflict, but nothing serious has happened so far.";
+ next;
+ mes "[Member of Alliance]";
+ mes "Friendship is the most valuable in this world.";
+ close;
+}
+
+lhz_in01,140,245,1 script Member of Alliance#3 85,{
+ if (ep13_ryu > 19) {
+ mes "-You're still here? You're a member of the alliance now so you should head to the dimensional rift next to Morroc and find the Guard there-";
+ close;
+ }
+ mes "[Member of Alliance]";
+ mes "I know we are all to go to the dimensional rift. That's why we are allied strongly. But we gather here... so far from there...";
+ next;
+ mes "[Member of Alliance]";
+ mes "I think we'd better gather in Prontera on Rune-Midgarts, where I am living.";
+ next;
+ mes "[Member of Alliance]";
+ mes "Or just warp for commuting.";
+ mes "I would hope so.";
+ close;
+}
+
+lhz_in01,136,249,1 script Member of Alliance#4 865,{
+ if (ep13_ryu > 19) {
+ mes "-I'm sure they'll settle their little dispute somehow. You should be heading to the dimensional rift next to Morroc and find the Guard there-";
+ close;
+ }
+ mes "[Member of Alliance]";
+ mes "Hm...";
+ next;
+ mes "[Member of Alliance]";
+ mes "Hm...";
+ next;
+ mes "[Member of Alliance]";
+ mes "Whoosh...";
+ next;
+ mes "[Member of Alliance]";
+ mes "I am concentrating now!!";
+ mes "Don't worry!";
+ close;
+}
+
+lhz_in01,124,245,1 script Member of Alliance#5 932,{
+ if (ep13_ryu > 19) {
+ mes "-Maybe Munk is a better leader instead of Sakaiz. Anyways you should be heading to the dimensional rift next to Morroc and find the Guard there-";
+ close;
+ }
+ mes "[Member of Alliance]";
+ mes "The head of the alliance, Sikaiz... doesn't look healthy.";
+ next;
+ mes "[Member of Alliance]";
+ mes "But his upright eyes";
+ mes "are quite reliable.";
+ next;
+ mes "[Member of Alliance]";
+ mes "Munkenro looks so willing to do anything for success. As well as he also seems flexible...";
+ close;
+}
+
+lhz_in01,136,241,3 script Member of Alliance#6 849,{
+ if (ep13_ryu > 19) {
+ mes "-I'm so bored!!! You should be heading to the dimensional rift next to Morroc and find the Guard there. It's probably less boring there than it is here-";
+ close;
+ }
+ mes "[Member of Alliance]";
+ mes "I am almost dying of boredom!";
+ next;
+ mes "[Member of Alliance]";
+ mes "So boring!";
+ next;
+ mes "[Member of Alliance]";
+ mes "I am not in a good mood.";
+ close;
+}
+
+lhz_in01,126,249,1 script Member of Alliance#7 930,{
+ if (ep13_ryu > 19) {
+ mes "-We haven't even started and we're already bickering. Just ignore the politics and head to the dimensional rift next to Morroc and find the Guard there-";
+ close;
+ }
+ mes "[Member of Alliance]";
+ mes "Three kingdoms for world peace...";
+ mes "Will it be successful?";
+ close;
+}
+
+lhz_in01,122,245,1 script Member of Alliance#8 882,{
+ if (ep13_ryu > 19) {
+ mes "-You shouldn't stay around here and listen to all the complaining. You should be heading to the dimensional rift next to Morroc and find the Guard there-";
+ close;
+ }
+ mes "[Member of Alliance]";
+ mes "Why is there so much complaining?";
+ next;
+ mes "[Member of Alliance]";
+ mes "I'm going along for the benefit of my country.";
+ next;
+ mes "[Member of Alliance]";
+ mes "I wonder if the managers are all talk.";
+ close;
+}
+
+ra_temple,119,113,3 script Alliance Manager#ra 935,{
+ if (ep13_ryu == 16) {
+ mes "[Manager]";
+ mes "With blessings from the Goddess Freya! We three kingdoms will know success! It's all we want. ...Khkhkhkh...";
+ close;
+ }
+ if (ep13_ryu == 15) {
+ mes "[Manager]";
+ mes "What brings you here, if you won't worship Freya? Just go away.";
+ next;
+ mes "[Manager]";
+ mes "Hm, you've come here to report the status of the alliance? Ok, let me listen.";
+ next;
+ mes "[Manager]";
+ mes "Hm, everything is going well";
+ mes "and almost prepared for a good start... Hm-hmm...";
+ next;
+ mes "[Manager]";
+ mes "I hate to meet people from Rune-Midgarts, but I can't avoid it.";
+ next;
+ mes "[Manager]";
+ mes "We're all together for this mission now... They would sacrifice for Freya.";
+ next;
+ changequest 10071,10072;
+ set ep13_ryu,16;
+ mes "[Manager]";
+ mes "Now you can go back.";
+ mes "Just say I received the report of the status well.";
+ close;
+ }
+ mes "[Manager]";
+ mes "Goddess Freya, keep us forever!!";
+ next;
+ mes "[Manager]";
+ mes "Ash-Vacuum...";
+ mes "It will be mine soon...";
+ mes "Khkhkh!";
+ close;
+}
+
+lhz_in01,32,22,3 script Officer A 109,{
+ if (ep13_ryu == 20) {
+ mes "[Officer]";
+ mes "Why don't you go back there?";
+ mes "Are you afraid to go back?";
+ mes "Khkhkh!";
+ next;
+ mes "[Officer]";
+ mes "Just go back to the meeting room.";
+ mes "Your allies are there together.";
+ mes "Khkhkh!";
+ mes "Nevermind.";
+ mes "Bye.";
+ close;
+ }
+ if (ep13_ryu == 19) {
+ mes "[Officer A]";
+ mes "So why do you come to me?";
+ mes "What's wrong?";
+ next;
+ mes "[Officer B]";
+ mes "Got any business?";
+ next;
+ mes "[Officer A]";
+ mes "I think not.";
+ mes "You come to tell me that you're leaving for the mission.";
+ mes "Am I right?";
+ next;
+ mes "[Officer B]";
+ mes "You were sent by Sikaiz...";
+ mes "Right?";
+ next;
+ mes "[Officer A]";
+ mes "Ok, I got your report.";
+ mes "Just go back there.";
+ mes "Good luck.";
+ next;
+ mes "[Officer B]";
+ mes "Just do your best";
+ mes "...or whatever you do...";
+ next;
+ changequest 10075,10076;
+ set ep13_ryu,20;
+ mes "[Officer A]";
+ mes "Just return there. Good job.";
+ close;
+ }
+ if (ep13_ryu == 18) {
+ mes "[Officer A]";
+ mes "Sikaiz isn't understandable...";
+ mes "I can't help it...";
+ next;
+ mes "[Officer B]";
+ mes "His voice for peace is";
+ mes "only his own way.";
+ mes "Three kingdoms for one mission...";
+ mes "No peace...";
+ mes "We even get no advantage.";
+ next;
+ mes "[Officer A]";
+ mes "We can't leave them as they are now. Though I am the leader among them, I'm just a figurehead.";
+ next;
+ mes "[Officer A]";
+ mes "Is there any way to change their ways?";
+ next;
+ mes "[Officer B]";
+ mes "If they changed,";
+ mes "we wouldn't get in trouble.";
+ mes "But he is not compromising.";
+ next;
+ mes "[Officer A]";
+ mes "So what??";
+ mes "We wouldn't get our interests,";
+ mes "and just do nothing for ourselves?";
+ next;
+ mes "[Officer B]";
+ mes "There's always Munkenro.";
+ next;
+ mes "[Officer A]";
+ mes "So what...?";
+ next;
+ mes "[Officer B]";
+ mes "As honest as Sikaiz...";
+ mes "As flexible as Sikaiz...";
+ mes "But easy to go over him...";
+ next;
+ mes "[Officer B]";
+ mes "We can't cut him out,";
+ mes "so just take the lead from Munkenro. It's easier!";
+ next;
+ mes "[Officer A]";
+ mes "Oh!!";
+ mes "That's a good idea.";
+ mes "Anyway...";
+ mes "Some visitors are coming.";
+ mes "Let's talk about it later.";
+ next;
+ changequest 10074,10075;
+ set ep13_ryu,19;
+ mes "[Officer B]";
+ mes "Um, what's your business?";
+ close;
+ }
+ mes "[Officer A]";
+ mes "For our own interest,";
+ mes "we need to abandon other kingdoms.";
+ close;
+}
+
+lhz_in01,30,24,5 script Officer B 109,{
+ if (ep13_ryu == 20) {
+ mes "[Officer]";
+ mes "Why don't you go back there?";
+ mes "Are you afraid to go back?";
+ mes "Khkhkh!";
+ next;
+ mes "[Officer]";
+ mes "Just go back to the meeting room.";
+ mes "Your allies are there together.";
+ mes "Khkhkh!";
+ mes "Nevermind.";
+ mes "Bye.";
+ close;
+ }
+ if (ep13_ryu == 19) {
+ mes "[Officer A]";
+ mes "So why do you come to me?";
+ mes "What's wrong?";
+ next;
+ mes "[Officer B]";
+ mes "Got any business?";
+ next;
+ mes "[Officer A]";
+ mes "I think not.";
+ mes "You come to tell me that you're leaving for the mission.";
+ mes "Am I right?";
+ next;
+ mes "[Officer B]";
+ mes "You were sent by Sikaiz...";
+ mes "Right?";
+ next;
+ mes "[Officer A]";
+ mes "Ok, I got your report.";
+ mes "Just go back there.";
+ mes "Good luck.";
+ next;
+ mes "[Officer B]";
+ mes "Just do your best";
+ mes "...or whatever you do...";
+ next;
+ changequest 10075,10076;
+ set ep13_ryu,20;
+ mes "[Officer A]";
+ mes "Just return there. Good job.";
+ close;
+ }
+ if (ep13_ryu == 18) {
+ mes "[Officer A]";
+ mes "Sikaiz isn't understandable...";
+ mes "I can't help it...";
+ next;
+ mes "[Officer B]";
+ mes "His voice for peace is";
+ mes "only his own way.";
+ mes "Three kingdoms for one mission...";
+ mes "No peace...";
+ mes "We even get no advantage.";
+ next;
+ mes "[Officer A]";
+ mes "We can't leave them as they are now. Though I am the leader among them, I'm just a figurehead.";
+ next;
+ mes "[Officer A]";
+ mes "Is there any way to change their ways?";
+ next;
+ mes "[Officer B]";
+ mes "If they changed,";
+ mes "we wouldn't get in trouble.";
+ mes "But he is not compromising.";
+ next;
+ mes "[Officer A]";
+ mes "So what??";
+ mes "We wouldn't get our interests,";
+ mes "and just do nothing for ourselves?";
+ next;
+ mes "[Officer B]";
+ mes "There's always Munkenro.";
+ next;
+ mes "[Officer A]";
+ mes "So what...?";
+ next;
+ mes "[Officer B]";
+ mes "As honest as Sikaiz...";
+ mes "As flexible as Sikaiz...";
+ mes "But easy to go over him...";
+ next;
+ mes "[Officer B]";
+ mes "We can't cut him out,";
+ mes "so just take the lead from Munkenro. It's easier!";
+ next;
+ mes "[Officer A]";
+ mes "Oh!!";
+ mes "That's a good idea.";
+ mes "Anyway...";
+ mes "Some visitors are coming.";
+ mes "Let's talk about it later.";
+ next;
+ changequest 10074,10075;
+ set ep13_ryu,19;
+ mes "[Officer B]";
+ mes "Um, what's your business?";
+ close;
+ }
+ mes "[Officer B]";
+ mes "The most important things are money and power. If we don't get at least one, we're just like the slummy poor.";
+ close;
+}
+
+moc_fild20,349,179,3 script Rift Guard#1 707,{
+ if (ep13_ryu > 19) {
+ mes "[Guard]";
+ mes "Ah, you are a member of the alliance that discovered the dimensional rift? Welcome. Everything is prepared. Just enter and find the camp when you pass through the rift.";
+ next;
+ mes "[Guard]";
+ mes "The new head of the alliance, Munkenro, will direct all of us.";
+ next;
+ mes "[Guard]";
+ mes "Then you will pass.";
+ mes "Are you ready?";
+ next;
+ switch(select("Yes, sure.:Please wait.")) {
+ case 1:
+ mes "[Guard]";
+ mes "Good luck.";
+ close2;
+ warp "moc_fild22b",38,195;
+ end;
+ case 2:
+ mes "[Guard]";
+ mes "Just tell me once you are ready. I will let you pass right away.";
+ close;
+ }
+ }
+ mes "[Guard]";
+ mes "You're not allowed to enter here.";
+ mes "If you have any business, just ask the guard behind me, or just leave.";
+ close;
+}
+
+moc_fild22b,37,196,5 script Rift Guard#2 707,{
+ mes "[Guard]";
+ mes "Are you the new adventurer?";
+ mes "If you're going to the other side of the rift, the head of the alliance will guide you there.";
+ next;
+ mes "[Guard]";
+ mes "He should be near the center of the Gorge. He is stronger than the former one, so be careful with your words.";
+ next;
+ mes "[Guard]";
+ mes "If you want to run away from here, just let me know, I will guide you.";
+ next;
+ switch(select("Escape.:Nah.")) {
+ case 1:
+ mes "[Guard]";
+ mes "Ok.";
+ mes "Follow me, I will let you out of here.";
+ close2;
+ warp "moc_fild20",342,179;
+ end;
+ case 2:
+ mes "[Guard]";
+ mes "Ok, just go ahead for yourself.";
+ close;
+ }
+}
+
+moc_fild22b,330,154,3 script Rift Guard#3 707,{
+ mes "[Guard]";
+ mes "Are you new here?";
+ mes "You look like you need to find the head of the alliance. You can find him near the center of the dimensional rift.";
+ next;
+ mes "[Guard]";
+ mes "Just right there.";
+ mes "There's a pillar of stone.";
+ mes "Very close!";
+ close;
+}
+
+moc_fild22b,230,197,5 script Munkenro#2 967,{
+ if (ep13_ryu == 100) {
+ mes "[Munkenro]";
+ mes "Are you ready to discover Ash-Vacuum?";
+ next;
+ switch(select("Yes, of course!:Please, wait...")) {
+ case 1:
+ mes "[Munkenro]";
+ mes "I wish you good luck!";
+ mes "I hope you are successful in your adventures in Ash-Vacuum!";
+ next;
+ mes "[Munkenro]";
+ mes "(...I just follow your lead!)";
+ mes "(I remember you're strong-willed.)";
+ mes "(Though I am guilty,)";
+ mes "(I will do my best.)";
+ next;
+ warp "mid_camp",210,291;
+ close;
+ case 2:
+ mes "[Munkenro]";
+ mes "Go prepare.";
+ close;
+ }
+ }
+ if (ep13_ryu == 20) {
+ mes "[Munkenro]";
+ mes "I am the head of the Three Kingdoms Alliance. You've come here for the discovery of the dimensional rift. Am I right?";
+ next;
+ mes "[Munkenro]";
+ mes "Um. You're the one that";
+ mes "did some favors before...";
+ mes "Your name is " + strcharinfo(0) + "?";
+ mes "I remember you.";
+ next;
+ mes "[Munkenro]";
+ mes "Sikaiz retired from his position urgently. I am his replacement.";
+ next;
+ mes "[Munkenro]";
+ mes "You don't need to know in detail all about it now. That's not important to you. Is it?";
+ next;
+ mes "[Munkenro]";
+ mes "You are here for the discovery of the dimensional rift. I can't send you there right away. I know that you've passed your tests, but that's the past. You have not been tested by me. ~";
+ next;
+ mes "[Munkenro]";
+ mes "So you need to be tested again. I don't have too much time to test you now. So let's just do a short test.";
+ next;
+ mes "[Munkenro]";
+ mes "Now the soldiers here will start to attack you... If you survive, I will approve of you. Just do it in good time.";
+ next;
+ mes "[Munkenro]";
+ mes "This can prove that you're strong enough. That's the minimum test I can perform.";
+ next;
+ changequest 10076,10077;
+ set ep13_ryu,21;
+ mes "[Munkenro]";
+ mes "Once you get ready,";
+ mes "just let me know.";
+ close;
+ }
+ if (ep13_ryu == 21) {
+ mes "[Munkenro]";
+ mes "Are you ready??";
+ mes "Let's start!";
+ next;
+ switch(select("Ready!!:Please, wait...")) {
+ case 1:
+ mes "[Munkenro]";
+ mes "Ok, just have a good adventure.";
+ next;
+ mes "[Munkenro]";
+ mes "If you are too late,";
+ mes "it will be considered as a failure, so come back soon.";
+ donpcevent "Head of the Alliance#moo::OnEnable";
+ changequest 10077,10078;
+ set ep13_ryu,22;
+ close;
+ case 2:
+ mes "[Munkenro]";
+ mes "If you hesitate,";
+ mes "it means you fail.";
+ mes "I will give you one more chance. Go ahead.";
+ close;
+ }
+ }
+ if ($@ep13_test == 2) {
+ mes "[Munkenro]";
+ mes "You're quite shrewd...";
+ mes "How come you passed the test";
+ mes "before? I can't believe this.";
+ next;
+ mes "[Munkenro]";
+ mes "I will give you one more chance.";
+ mes "Don't make any mistakes again.";
+ next;
+ set ep13_ryu,21;
+ set $@ep13_test,0;
+ mes "[Munkenro]";
+ mes "Once you get ready,";
+ mes "just let me know,";
+ mes "to start!";
+ close;
+ }
+ if ($@ep13_test == 1) {
+ mes "[Munkenro]";
+ mes "We are testing the other adventurers, so unless you have any business with me, visit me later.";
+ close;
+ }
+ if (($@ep13_test == 0) && (ep13_ryu == 22)) {
+ mes "[Munkenro]";
+ mes "Good! You did a good job!";
+ mes "Though we didn't get enough time to test, I think it's almost perfect.";
+ next;
+ mes "[Munkenro]";
+ mes "You can feel I am too strict... I'm just doing what I need to do as head of the Alliance.";
+ next;
+ mes "[Munkenro]";
+ mes "If I can't manage the alliance well, I will feel guilty, that I am not doing Sikaiz's job any justice. Anyway, I will do my best.";
+ next;
+ mes "[Munkenro]";
+ mes "Huh? I'm just whining.";
+ mes "You don't need to hear this.";
+ mes "Just forget it.";
+ next;
+ completequest 10078;
+ set ep13_ryu,100;
+ getexp 66000,21000;
+ mes "[Munkenro]";
+ mes "I will let you go there.";
+ mes "Let me know once you are ready.";
+ close;
+ }
+}
+
+moc_fild22b,1,1,0 script Head of the Alliance#moo -1,{
+OnInit:
+ disablenpc "Head of the Alliance#moo";
+ end;
+
+OnEnable:
+ mapannounce "moc_fild22b","Head of the Alliance: I command that all soldiers attack the adventurers around here for 15 minutes. This is an order!",bc_map;
+ enablenpc "Head of the Alliance#moo";
+ set $@ep13_test,1;
+ initnpctimer;
+ monster "moc_fild22b",0,0,"Allied Soldier",1851,80,"Head of the Alliance#moo::OnMyMobDead";
+ end;
+
+Onreset:
+ killmonster "moc_fild22b","Head of the Alliance#moo::OnMyMobDead";
+ end;
+
+OnDisable:
+ killmonster "moc_fild22b","Head of the Alliance#moo::OnMyMobDead";
+ mapannounce "moc_fild22b","Head of the Alliance: All alliance members. All of you should stop your attacks and return to work. That's all.",bc_map;
+ set $@ep13_test,0;
+ disablenpc "Head of the Alliance#moo";
+ end;
+
+OnMyMobDead:
+ if (mobcount("moc_fild22b","Head of the Alliance#moo::OnMyMobDead") < 41) {
+ donpcevent "Head of the Alliance#moo::OnDisable";
+ }
+ end;
+
+OnTimer900000:
+ killmonster "moc_fild22b","Head of the Alliance#moo::OnMyMobDead";
+ mapannounce "moc_fild22b","Head of the Alliance: All alliance members. All of you should stop your attacks and return to work. That's all.",bc_map;
+ set $@ep13_test,2;
+ disablenpc "Head of the Alliance#moo";
+ stopnpctimer;
+ end;
+}
+
+mid_camp,213,286,3 script Rift Guard#4 707,{
+ mes "[Guard]";
+ mes "Are you the new adventurer?";
+ mes "If you're going to the other side of the rift, the head of the alliance will guide you there.";
+ next;
+ mes "[Guard]";
+ mes "He should be near the center of the Gorge. He is stronger than the former one, so be careful with your words.";
+ next;
+ mes "[Guard]";
+ mes "If you want to run away from here, just let me know, I will guide you.";
+ next;
+ switch(select("Escape.:Nah.")) {
+ case 1:
+ mes "[Guard]";
+ mes "Ok.";
+ mes "Follow me, I will let you out of here.";
+ close2;
+ warp "moc_fild20",342,179;
+ end;
+ case 2:
+ mes "[Guard]";
+ mes "Ok, just go ahead for yourself.";
+ close;
+ }
+}
+
+moc_ruins,137,89,5 script Time-Space Gap Guard 707,{
+ if (ep13_ryu == 100) {
+ mes "[Guard]";
+ mes "- Trembling in fear. -";
+ next;
+ mes "[Guard]";
+ mes "- Trembling in fear. -";
+ next;
+ mes "[Guard]";
+ mes "Honestly, I should keep";
+ mes "to the dimensional rift,";
+ mes "but it's quite scary.";
+ mes "I ran away from it.";
+ next;
+ mes "[Guard]";
+ mes "Ah?";
+ mes "You're quite brave!";
+ mes "And not scared about things around you. I envy you...";
+ next;
+ mes "[Guard]";
+ mes "I am a coward but,";
+ mes "I can send you through the dimensional rift. That's the only thing I can do for you.";
+ next;
+ mes "[Guard]";
+ mes "I send you there easily,";
+ mes "but don't tell others about me. Ok??";
+ next;
+ mes "[Guard]";
+ mes "Then, do you want to go through the Time-Space Gap now??";
+ next;
+ switch(select("Yes.:No, thanks.")) {
+ case 1:
+ mes "[Guard]";
+ mes "Ok, then I will send you there. As I already said, don't tell anybody about me. Anyway... good luck!!";
+ close2;
+ warp "moc_fild22b",49,195;
+ end;
+ case 2:
+ mes "[Guard]";
+ mes "It's ok.";
+ mes "Just don't tell anybody about me. Please.";
+ close;
+ }
+ }
+ mes "[Guard]";
+ mes "- Trembling in fear. -";
+ next;
+ mes "[Guard]";
+ mes "onestly, I should keep";
+ mes "to the dimensional rift,";
+ mes "but it's quite scary.";
+ mes "I ran away from it.";
+ next;
+ mes "[Guard]";
+ mes "- Trembling. -";
+ mes "Please keep the secret";
+ mes "about me being here.";
+ mes "I am so scared!!";
+ close;
+}
+
+/*
+moc_fild22b,370,370,3 script Allied Manager#gm 100,{
+ mes "[Manager]";
+ mes "Please enter the password.";
+ next;
+ input .@input;
+ if ((.@input < 0) || (.@input > 9000) ) {
+ mes "[Manager]";
+ mes "Incorrect password.";
+ close;
+ }
+ else if (.@input == 0) {
+ mes "[Manager]";
+ mes "Please enter a password other then 0.";
+ close;
+ }
+ else if (.@input == 8028) {
+ mes "[Manager]";
+ mes "What would you like to do?";
+ next;
+ switch(select("Reset the Allied Attacks.:Nothing.")) {
+ case 1:
+ mes "[Manager]";
+ mes "Resetting the allied attacks.";
+ set $@ep13_test,2;
+ disablenpc "Head of the Alliance#moo";
+ close;
+ case 2:
+ mes "[Manager]";
+ mes "Nevermind then.";
+ close;
+ }
+ }
+ else {
+ mes "[Manager]";
+ mes "Nevermind then.";
+ close;
+ }
+}
+*/
+
+// New Surroundings
+//============================================================
+mid_camp,222,283,4 script Marian#ep13bs 727,{
+ if (checkweight(1201,1) == 0) {
+ mes "[Marian]";
+ mes "You are carrying too much weight.";
+ mes "Please try again after losing some weight.";
+ close;
+ }
+ if (ep13_newbs < 1) {
+ if (ep13_ryu > 99) {
+ mes "[Marian]";
+ mes "You must be a stranger here.";
+ mes "Is this your first visit here?";
+ next;
+ switch(select("Yes.:No.")) {
+ case 1:
+ mes "[Marian]";
+ mes "As expected~";
+ mes "I'm not lying, but usually";
+ mes "I never forget a face.";
+ emotion e_lv;
+ next;
+ mes "[Marian]";
+ mes "Well, anyway...";
+ mes "If this is your first time here,";
+ mes "you'd better see ^0000FFInstructor Lugen^000000.";
+ mes "He can help you adjust";
+ mes "to these surroundings.";
+ next;
+ mes "[Marian]";
+ mes "Go to the right to find";
+ mes "^0000FFInstructor Lugen^000000.";
+ set ep13_newbs,1;
+ getitem 12322,1; //Chocolate_Pie
+ setquest 11084;
+ close;
+ case 2:
+ mes "[Marian]";
+ mes "Well~ It is weird~";
+ next;
+ mes " - ransacking - ";
+ mes " - flap - ";
+ next;
+ mes "[Marian]";
+ mes "Hmm, you're not";
+ mes "from around here.";
+ next;
+ mes "[Marian]";
+ mes "Go to the right along this way";
+ mes "and you'll find ^0000FFInstructor Lugen^000000.";
+ mes "Talk to him, first.";
+ set ep13_newbs,1;
+ getitem 12322,1; //Chocolate_Pie
+ setquest 11084;
+ close;
+ }
+ }
+ else {
+ mes "[Marian]";
+ mes "......";
+ mes "I'm sorry but,";
+ mes "I'm a bit busy now...";
+ close;
+ }
+ }
+ if (ep13_newbs == 1) {
+ mes "[Marian]";
+ mes "Go to the right to see ^0000FFInstructor Lugen^000000.";
+ emotion e_lv;
+ close;
+ }
+ if ((ep13_newbs > 1) && (ep13_newbs < 13)) {
+ mes "[Marian]";
+ mes "Wow, good to see you again.";
+ mes "Do you feel comfortable around here?";
+ emotion e_lv;
+ close;
+ }
+ if (ep13_newbs == 13) {
+ mes "[Marian]";
+ mes "Hey, how are you?";
+ mes "What brings you here?";
+ emotion e_lv;
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "The instructor sent me.";
+ mes "He told me to get supplies from the motherland.";
+ next;
+ mes "[Marian]";
+ mes "Ah, you must be talking about~?";
+ mes "Let me see~~";
+ next;
+ mes "[Marian]";
+ mes "This and that~~";
+ next;
+ mes "[Marian]";
+ mes "Hmm, not this one.";
+ next;
+ mes "[Marian]";
+ mes "Ah, I got it!";
+ mes "Here they are!";
+ mes "And this is for you.";
+ mes "Go, go~~";
+ set ep13_newbs,14;
+ getitem 6045,3; //Supply_Box
+ getitem 12322,1; //Chocolate_Pie
+ changequest 11091,11092;
+ close;
+ }
+ if ((ep13_newbs == 14) || (ep13_newbs == 15)) {
+ if (countitem(6045) < 3) {
+ mes "[Marian]";
+ mes "Ha! You misplaced the Supply Box?!";
+ mes "What the~~?";
+ emotion e_omg;
+ next;
+ mes "[Marian]";
+ mes "Ok, I have spares.";
+ mes "Let me give one to you.";
+ mes "Don't misplace this one, ok?!";
+ getitem 6045,1; //Supply_Box
+ close;
+ }
+ else {
+ mes "[Marian]";
+ mes "Do your job, man~";
+ mes "And please say hello";
+ mes "to the instructor.";
+ emotion e_lv;
+ close;
+ }
+ }
+ if ((ep13_newbs == 16) || (ep13_newbs == 17)) {
+ if (countitem(6045) < 2) {
+ mes "[Marian]";
+ mes "Ha! You misplaced the Supply Box?!";
+ mes "What the~~?";
+ emotion e_omg;
+ next;
+ mes "[Marian]";
+ mes "Ok, I have spares.";
+ mes "Let me give one to you.";
+ mes "Don't misplace this one, ok?!";
+ getitem 6045,1; //Supply_Box
+ close;
+ }
+ else {
+ mes "[Marian]";
+ mes "Do your job, man~";
+ mes "And please say hello";
+ mes "to the instructor.";
+ emotion e_lv;
+ close;
+ }
+ }
+ if ((ep13_newbs == 18) || (ep13_newbs == 19)) {
+ if (countitem(6045) < 1) {
+ mes "[Marian]";
+ mes "Ha! You misplaced the Supply Box?!";
+ mes "What the~~?";
+ emotion e_omg;
+ next;
+ mes "[Marian]";
+ mes "Ok, I have spares.";
+ mes "Let me give one to you.";
+ mes "Don't misplace this one, ok?!";
+ getitem 6045,1; //Supply_Box
+ close;
+ }
+ else {
+ mes "[Marian]";
+ mes "Do your job, man~";
+ mes "And please say hello";
+ mes "to the instructor.";
+ emotion e_lv;
+ close;
+ }
+ }
+ else {
+ mes "[Marian]";
+ mes "Hey~";
+ mes "How have you been recently?";
+ mes "I am busy all the time...";
+ emotion e_sob;
+ next;
+ mes "[Marian]";
+ mes "The supplies from the motherland are...";
+ mes "Ah...";
+ mes "Nothing, do not care...";
+ mes "Hohoho...";
+ emotion e_omg;
+ close;
+ }
+}
+
+mid_camp,261,284,4 script Instructor#ep13bs 405,{
+ if (checkweight(1201,1) == 0) {
+ mes "[Instructor Lugen]";
+ mes "You are carrying too much weight.";
+ mes "Please try again after losing some weight.";
+ close;
+ }
+ if (ep13_newbs < 1) {
+ mes "[Instructor Lugen]";
+ mes "Huuu, no time to rest.";
+ mes "When re-enforcements come.";
+ close;
+ }
+ if (ep13_newbs == 1) {
+ mes "[Instructor Lugen]";
+ mes "Huuu, no time to rest.";
+ mes "When re-enforcements come.";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Excuse me.";
+ next;
+ mes "[Instructor Lugen]";
+ mes "Hi!";
+ mes "What brings you here?";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Marian sent me to here.";
+ next;
+ mes "[Instructor Lugen]";
+ mes "Ah!";
+ mes "Are you from the motherland?";
+ mes "I am Lugen Jednic from.";
+ mes "the federal survey team,";
+ mes "in charge of educating.";
+ mes "new employees.";
+ next;
+ mes "[Instructor Lugen]";
+ mes "To join the team,";
+ mes "you simply need to register.";
+ next;
+ mes "[Instructor Lugen]";
+ mes "Once you register, you";
+ mes "will be provided with";
+ mes "ccommodations and food.";
+ mes "There will be plenty of";
+ mes "missions for you.";
+ next;
+ mes "[Instructor Lugen]";
+ mes "Will you join the survey team?";
+ next;
+ switch(select("Yes.:No.")) {
+ case 1:
+ mes "[Instructor Lugen]";
+ mes "Registration is simple.";
+ mes "Go to the big building.";
+ mes "in the center and talk";
+ mes "to the receptionist.";
+ next;
+ mes "[Instructor Lugen]";
+ mes "When you finish the";
+ mes "registration, come back";
+ mes "to me and I will assign";
+ mes "your accomodations.";
+ set ep13_newbs,3;
+ changequest 11084,11085;
+ close;
+ case 2:
+ mes "[Instructor Lugen]";
+ mes "You don't want to join?";
+ mes "If you change your mind, come back later.";
+ set ep13_newbs,2;
+ close;
+ }
+ }
+ if (ep13_newbs == 2) {
+ mes "[Instructor Lugen]";
+ mes "Ah, you came back.";
+ mes "I have been waiting for you.";
+ next;
+ mes "[Instructor Lugen]";
+ mes "Will ou join the survey team?";
+ next;
+ switch(select("Yes.:No.")) {
+ case 1:
+ mes "["+ strcharinfo(0) +"]";
+ mes "I will register...";
+ next;
+ mes "[Instructor Lugen]";
+ mes "[Instructor Lugen]";
+ mes "Registration is simple.";
+ mes "Go to the big building.";
+ mes "in the center and talk";
+ mes "to the receptionist.";
+ next;
+ mes "[Instructor Lugen]";
+ mes "When you finish the";
+ mes "registration, come back";
+ mes "to me and I will assign";
+ mes "your accomodations.";
+ set ep13_newbs,3;
+ changequest 11084,11085;
+ close;
+ case 2:
+ mes "[Instructor Lugen]";
+ mes "You don't want to join?";
+ mes "If you change your mind, come back later.";
+ close;
+ }
+ }
+ if (ep13_newbs == 3) {
+ mes "[Instructor Lugen]";
+ mes "To register, Go to the";
+ mes "big building in the center";
+ mes "and talk to the receptionist.";
+ next;
+ mes "[Instructor Lugen]";
+ mes "When you finish the";
+ mes "registration, come back";
+ mes "to me and I will assign";
+ mes "your accomodations.";
+ close;
+ }
+ if (ep13_newbs == 4) {
+ mes "[Instructor Lugen]";
+ mes "I got a call from the receptionist.";
+ mes "Now take your nameplate and go";
+ mes "to your accomodations down";
+ mes "in the barracks.";
+ next;
+ mes "[Instructor Lugen]";
+ mes "So take some rest and I will";
+ mes "see you tomorrow morning.";
+ next;
+ mes "[Instructor Lugen]";
+ mes "You need to share the barracks";
+ mes "with others, so make sure to";
+ mes "talk with them while you're there.";
+ set ep13_newbs,5;
+ getitem 12322,1; //Chocolate_Pie
+ completequest 11086;
+ close;
+ }
+ if ((ep13_newbs > 4) && (ep13_newbs < 12)) {
+ mes "[Instructor Lugen]";
+ mes "You need to share the barracks";
+ mes "with others, so make sure to";
+ mes "talk with them while you're there.";
+ close;
+ }
+ if (ep13_newbs == 12) {
+ mes "[Instructor Lugen]";
+ mes "How was your stay here?";
+ mes "It is cold. Warm yourself";
+ mes "and try not to catch a cold.";
+ next;
+ mes "[Instructor Lugen]";
+ mes "And I have a request of you, "+ strcharinfo(0) +".";
+ next;
+ mes "[Instructor Lugen]";
+ mes "It is to distribute supplies";
+ mes "from the motherland,";
+ mes "It's not very difficult.";
+ mes "Just think of it as a way";
+ mes "to meet people here.";
+ next;
+ mes "[Instructor Lugen]";
+ mes "Anyway, Go to Marian,";
+ mes "whom you met when";
+ mes "you first came here and";
+ mes "get the supplies from her.";
+ set ep13_newbs,13;
+ getitem 12322,1; //Chocolate_Pie
+ setquest 11091;
+ close;
+ }
+ if (ep13_newbs == 13) {
+ mes "[Instructor Lugen]";
+ mes "Anyway, Go to Marian,";
+ mes "whom you met when";
+ mes "you first came here and";
+ mes "get the supplies from her.";
+ close;
+ }
+ if (ep13_newbs == 14) {
+ if (countitem(6045) > 2) {
+ mes "[Instructor Lugen]";
+ mes "Did you recieve the supplies?";
+ mes "Can you show them to me, please?";
+ next;
+ mes "[Instructor Lugen]";
+ mes "Hmm...";
+ next;
+ mes "[Instructor Lugen]";
+ mes "Ok, then, please deliver";
+ mes "them to their receivers.";
+ next;
+ mes "[Instructor Lugen]";
+ mes "The first box should be sent to";
+ mes "Jan, northwest of the camp.";
+ mes "She may be around the fence.";
+ set ep13_newbs,15;
+ changequest 11092,11093;
+ close;
+ }
+ else {
+ mes "[Instructor Lugen]";
+ mes "It seems that they";
+ mes "are not enough.";
+ mes "Can you check them";
+ mes "with Marian, please?";
+ close;
+ }
+ }
+ if (ep13_newbs == 15) {
+ if (countitem(6045) > 2) {
+ mes "[Instructor Lugen]";
+ mes "The first box should be sent to";
+ mes "Jan, northwest of the camp.";
+ mes "She may be around the fence.";
+ close;
+ }
+ else {
+ mes "[Instructor Lugen]";
+ mes "It seems that they";
+ mes "are not enough.";
+ mes "Can you check them";
+ mes "with Marian, please?";
+ close;
+ }
+ }
+ if (ep13_newbs == 16) {
+ mes "[Instructor Lugen]";
+ mes "So, did you get the";
+ mes "supplies to Jan?";
+ mes "She was waiting";
+ mes "for it a month ago.";
+ mes "Thanks so much.";
+ next;
+ if (countitem(6045) > 1) {
+ mes "[Instructor Lugen]";
+ mes "Next, this box is for Gerard.";
+ mes "He is investigating across the";
+ mes "west bridge outside the camp.";
+ next;
+ mes "[Instructor Lugen]";
+ mes "Freya be with you.";
+ set ep13_newbs,17;
+ changequest 11094,11095;
+ close;
+ }
+ else {
+ mes "[Instructor Lugen]";
+ mes "It seems that they";
+ mes "are not enough.";
+ mes "Can you check them";
+ mes "with Marian, please?";
+ close;
+ }
+ }
+ if (ep13_newbs == 17) {
+ if (countitem(6045) > 1) {
+ mes "[Instructor Lugen]";
+ mes "Next, this box is for Gerard.";
+ mes "He is investigating across the";
+ mes "west bridge outside the camp.";
+ close;
+ }
+ else {
+ mes "[Instructor Lugen]";
+ mes "It seems that they";
+ mes "are not enough.";
+ mes "Can you check them";
+ mes "with Marian, please?";
+ close;
+ }
+ }
+ if (ep13_newbs == 18) {
+ mes "[Instructor Lugen]";
+ mes "Well done.";
+ mes "Is Gerard well?";
+ next;
+ mes "[Instructor Lugen]";
+ mes "I've been worrying";
+ mes "about him since he";
+ mes "disappeared after";
+ mes "going out for the";
+ mes "investigation.";
+ next;
+ if (countitem(6045) > 0) {
+ mes "[Instructor Lugen]";
+ mes "And the last box is for";
+ mes "Alberto at the entrance";
+ mes "of the eastern field.";
+ next;
+ mes "[Instructor Lugen]";
+ mes "Perhaps, he ordered";
+ mes "the heavy coat.";
+ mes "It's freezing there so";
+ mes "you'd better hurry.";
+ next;
+ mes "[Instructor Lugen]";
+ mes "Please deliver it to him.";
+ set ep13_newbs,19;
+ changequest 11096,11097;
+ close;
+ }
+ else {
+ mes "[Instructor Lugen]";
+ mes "It seems that they";
+ mes "are not enough.";
+ mes "Can you check them";
+ mes "with Marian, please?";
+ close;
+ }
+ }
+ if (ep13_newbs == 19) {
+ if (countitem(6045) > 0) {
+ mes "[Instructor Lugen]";
+ mes "And the last box is for";
+ mes "Alberto at the entrance";
+ mes "of the eastern field.";
+ close;
+ }
+ else {
+ mes "[Instructor Lugen]";
+ mes "It seems that they";
+ mes "are not enough.";
+ mes "Can you check them";
+ mes "with Marian, please?";
+ close;
+ }
+ }
+ if (ep13_newbs == 20) {
+ mes "[Instructor Lugen]";
+ mes "It was really good to request";
+ mes "you, "+ strcharinfo(0) +".";
+ mes "Your work has been";
+ mes "a great help to us.";
+ mes "I really appreciate it.";
+ next;
+ mes "[Instructor Lugen]";
+ mes "You must be tired now,";
+ mes "please take care of yourself.";
+ mes "I have more things";
+ mes "to do now, ha...";
+ emotion e_pif;
+ set ep13_newbs,21;
+ completequest 11098;
+ close;
+ }
+ if (ep13_newbs == 21) {
+ if (rand(1,3) == 2) {
+ mes "[Instructor Lugen]";
+ mes "There must be no";
+ mes "time to rest for me.";
+ mes "Huu...~";
+ emotion e_pif;
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "What is wrong with you?";
+ next;
+ mes "[Instructor Lugen]";
+ mes "Ah, nothing...";
+ mes "I'm just talking to myself.";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "I've never seen you sigh.";
+ mes "If you have something";
+ mes "to say please tell me.";
+ next;
+ mes "[Instructor Lugen]";
+ mes "It's just a personal thing...";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Tell me.";
+ mes "I think I can help you.";
+ next;
+ mes "[Instructor Lugen]";
+ mes "I-I'm, sorry to tell you but...";
+ next;
+ mes "[Instructor Lugen]";
+ mes "I came here together";
+ mes "with my friend but we";
+ mes "aren't allowed to leave,";
+ mes "so I don't know how he is.";
+ next;
+ mes "[Instructor Lugen]";
+ mes "It was rumored that";
+ mes "he's gotten worse so";
+ mes "I'm worried about him.";
+ next;
+ mes "[Instructor Lugen]";
+ mes "But, I'm so busy working";
+ mes "and it makes me...";
+ mes "*sigh*";
+ next;
+ switch(select("Help.:Just listen.")) {
+ case 1:
+ mes "["+ strcharinfo(0) +"]";
+ mes "I will help with your problem!";
+ next;
+ mes "[Instructor Lugen]";
+ mes "No, it is ok.";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Don't say no!";
+ mes "It's not a problem at all!";
+ mes "So, I'll go to him for you";
+ mes "and see if he is ok, alright?!";
+ next;
+ mes "[Instructor Lugen]";
+ mes "......";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Hey, I really want to help~";
+ next;
+ mes "[Instructor Lugen]";
+ mes "......";
+ mes "I really appreciate that.";
+ mes "If so, can you please";
+ mes "deliver this letter to him?";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "You can count on me!!";
+ next;
+ mes "[Instructor Lugen]";
+ mes "My friend, Otto, is working";
+ mes "on the barrier in the west.";
+ mes "Please give it to him.";
+ set ep13_newbs,23;
+ getitem 6043,1; //Letter_From_Lugen
+ setquest 11099;
+ close;
+ case 2:
+ mes "["+ strcharinfo(0) +"]";
+ mes "Ah, ya work is tough.";
+ next;
+ mes "[Instructor Lugen]";
+ mes "Yes.. I really appreciate your listening to me.";
+ mes "It makes me feel better.";
+ set ep13_newbs,22;
+ close;
+ }
+ }
+ else {
+ mes "[Instructor Lugen]";
+ mes "There must be no";
+ mes "time to rest for me.";
+ mes "Huu...~";
+ emotion e_pif;
+ close;
+ }
+ }
+ if (ep13_newbs == 22) {
+ mes "[Instructor Lugen]";
+ mes "There must be no";
+ mes "time to rest for me.";
+ mes "Huu...~";
+ emotion e_pif;
+ next;
+ switch(select("Help him.:Just pass.")) {
+ case 1:
+ mes "["+ strcharinfo(0) +"]";
+ mes "May I help you?";
+ next;
+ mes "[Instructor Lugen]";
+ mes "No, it's ok.";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Don't say no!";
+ mes "It is not difficult at all!";
+ mes "So, I'm supposed to go to him and see if he's ok, right?";
+ next;
+ mes "[Instructor Lugen]";
+ mes "......";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Hey, I really want to help~";
+ next;
+ mes "[Instructor Lugen]";
+ mes "......";
+ mes "I really appreciate that.";
+ mes "If so, can you please deliver this letter to him?";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "You believe me!!";
+ next;
+ mes "[Instructor Lugen]";
+ mes "My friend, Otto, is working on the barrier in the west.";
+ mes "Please give it to him.";
+ set ep13_newbs,23;
+ getitem 6043,1; //Letter_From_Lugen
+ setquest 11099;
+ close;
+ case 2:
+ mes "["+ strcharinfo(0) +"]";
+ mes "Hmm...";
+ close;
+ }
+ }
+ if (ep13_newbs == 23) {
+ if (countitem(6043) < 1) {
+ mes "[Instructor Lugen]";
+ mes "Ah, did you lose the letter?";
+ mes "That's ok. It's no big deal.";
+ mes "I'll write it again.";
+ getitem 6043,1; //Letter_From_Lugen
+ close;
+ }
+ else {
+ mes "[Instructor Lugen]";
+ mes "My friend, Otto, is working";
+ mes "on the barrier in the west.";
+ mes "Please give it to him.";
+ close;
+ }
+ }
+ if (ep13_newbs == 24) {
+ mes "["+ strcharinfo(0) +"]";
+ mes "Instructor! I met Otto!";
+ mes "He is doing very well~";
+ next;
+ mes "[Instructor Lugen]";
+ mes "Phew, it's really good to hear.";
+ mes "I was so worried about him";
+ mes "being sick and far away";
+ mes "from his homeland.";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "I have a letter from him, too.";
+ next;
+ if (countitem(6044) < 1) {
+ mes "["+ strcharinfo(0) +"]";
+ mes "Huh, ehh..?!?!";
+ next;
+ mes "[Instructor Lugen]";
+ mes "......";
+ close;
+ }
+ else {
+ mes "[Instructor Lugen]";
+ mes "I am far away from my home";
+ mes "the feeling that family and";
+ mes "friends give to me are really important.";
+ next;
+ mes "[Instructor Lugen]";
+ mes "I don't know how to thank you.";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Hehe, don't mention it.";
+ mes "And Otto said that he";
+ mes "would come to see you.";
+ emotion 40,1;
+ next;
+ mes "[Instructor Lugen]";
+ mes "Did he?";
+ mes "It's been so long";
+ mes "since we last met.";
+ next;
+ mes "[Instructor Lugen]";
+ mes "And this is for you.";
+ delitem 6044,1; //Letter_From_Otto
+ set ep13_newbs,100;
+ getitem 617,1; //Old_Violet_Box
+ getitem 12322,5; //Chocolate_Pie
+ getexp 100000,10000;
+ completequest 11100;
+ close;
+ }
+ }
+ if (ep13_newbs == 100) {
+ mes "[Instructor Lugen]";
+ mes "Thanks for doing that.";
+ mes "My friend wrote me that he";
+ mes "would have some spare time.";
+ next;
+ mes "[Instructor Lugen]";
+ mes "It is good to see you,";
+ mes ""+ strcharinfo(0) +",";
+ mes "enjoy yourself here.";
+ mes "If you have any troubles,";
+ mes "come to see me.";
+ next;
+ mes "[Instructor Lugen]";
+ mes "I so happy that I've";
+ mes "met a person like";
+ mes "you, "+ strcharinfo(0) +".";
+ close;
+ }
+ else {
+ mes "[Instructor Lugen]";
+ mes "It seems that I nave no time to rest this week.";
+ close;
+ }
+}
+
+mid_camp,123,290,4 script Otto#ep13bs 967,{
+ if (checkweight(1201,1) == 0) {
+ mes "- Wait a minute !! -";
+ mes "- Currently you're carrying -";
+ mes "- too many items with you. -";
+ mes "- Please try again -";
+ mes "- after you loose some weight. -";
+ close;
+ }
+ if (ep13_newbs == 23) {
+ mes "["+ strcharinfo(0) +"]";
+ mes "Mr. Otto?!";
+ next;
+ mes "[Otto]";
+ mes "Hmm, how can I help you?";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Instructor Lugen sent me!";
+ mes "He is worrying about you getting worse.";
+ next;
+ mes "[Otto]";
+ mes "Oh, is he...";
+ mes "It was just a cold.";
+ mes "It was nothing.";
+ mes "He's still overprotective..";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "That's good to hear.";
+ mes "Ah, and he wrote this letter for you.";
+ next;
+ if (countitem(6043) < 1) {
+ mes "["+ strcharinfo(0) +"]";
+ mes "Eh, where is it...";
+ next;
+ mes "[Otto]";
+ mes "......";
+ close;
+ }
+ else {
+ mes "[Otto]";
+ mes "We are not allowed to leave our posts,";
+ mes "so I am wondering about him, as well.";
+ next;
+ mes "[Otto]";
+ mes "A letter, I never expected this, huhu.";
+ next;
+ mes "- Otto is reading the letter -";
+ mes "- with the smile on his face. -";
+ next;
+ mes "[Otto]";
+ mes "I am sorry but, can you please";
+ mes "tell him that I am ok now by";
+ mes "giving him this letter.";
+ next;
+ mes "[Otto]";
+ mes "And I will have a vacation";
+ mes "in the near future and will";
+ mes "use that time to visit him.";
+ delitem 6043,1; //Letter_From_Lugen
+ set ep13_newbs,24;
+ getitem 6044,1; //Letter_From_Otto
+ getitem 12322,1; //Chocolate_Pie
+ changequest 11099,11100;
+ close;
+ }
+ }
+ if (ep13_newbs == 24) {
+ if (countitem(6044) < 1) {
+ mes "[Otto]";
+ mes "You lost the letter?";
+ mes "I'll write it again.";
+ getitem 6044,1; //Letter_From_Otto
+ close;
+ }
+ else {
+ mes "[Otto]";
+ mes "I am sorry but, can you please";
+ mes "tell him that I am ok now by";
+ mes "giving him this letter.";
+ next;
+ mes "[Otto]";
+ mes "And I will have a vacation";
+ mes "in the near future and will";
+ mes "use that time to visit him.";
+ close;
+ }
+ }
+ if (ep13_newbs > 99) {
+ mes "[Otto]";
+ mes "Thanks to you,";
+ mes "I was able to meet";
+ mes "him some days ago.";
+ mes "He, wasn't feeling good, either.";
+ next;
+ mes "[Otto]";
+ mes "It seems that I will";
+ mes "have more free time,";
+ mes "so I will take that time";
+ mes "to visit him more often.";
+ close;
+ }
+ else {
+ mes "[Otto]";
+ mes "This place has a totally different environment on both sides.";
+ next;
+ mes "[Otto]";
+ mes "Is it natural,";
+ mes "or artificial?";
+ close;
+ }
+}
+
+mid_campin,106,122,4 script Receptionist Brink#ep13b 89,{
+ if (ep13_newbs < 3) {
+ mes "[Brink]";
+ mes "Hmm... Hey...";
+ mes "...I mean...";
+ mes "Hmm...";
+ mes "...I would...";
+ emotion e_swt2;
+ close;
+ }
+ if (ep13_newbs == 3) {
+ mes "[Brink]";
+ mes "Hmm... Hey...";
+ mes "...What makes...";
+ mes "Hmm...";
+ mes "...I would...";
+ emotion e_swt2;
+ next;
+ mes "[Brink]";
+ mes "Hmmm... Hey...";
+ mes "...register...";
+ mes "I mean...";
+ next;
+ switch(select("I am here to register.:Just stand.")) {
+ case 1:
+ mes "[Brink]";
+ mes "Ah... I mean...";
+ mes "Hmm...";
+ mes "...Hey...";
+ mes "What...your name...";
+ emotion e_swt2;
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "My name is "+ strcharinfo(0) +".";
+ next;
+ mes "[Brink]";
+ mes "...Ah...";
+ mes ""+ strcharinfo(0) +"...";
+ mes "You...";
+ mes "...registered...Hmm...";
+ mes "...";
+ emotion e_swt2;
+ next;
+ mes "[Brink]";
+ mes "Here...";
+ mes "Hmm...";
+ mes "sign...";
+ next;
+ mes "[Brink]";
+ mes "Hmmm...";
+ mes "and...";
+ mes "I mean...";
+ emotion e_swt2;
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Is it finished?";
+ next;
+ mes "[Brink]";
+ mes "Hm...";
+ mes "...Yes...";
+ mes "Then...";
+ next;
+ mes "[Brink]";
+ mes "And...";
+ mes "......This thing...";
+ mes "...Ehh...";
+ next;
+ mes "- I guess I'm registered -";
+ mes "- I'd better go back to Lugen -";
+ set ep13_newbs,4;
+ getitem 12322,1; //Chocolate_Pie
+ changequest 11085,11086;
+ close;
+ case 2:
+ mes "[Brink]";
+ mes "And...";
+ mes "......This thing...";
+ mes "...Ehh...";
+ emotion e_swt2;
+ close;
+ }
+ }
+ else {
+ mes "[Brink]";
+ mes "...Hey...";
+ mes "I mean...";
+ mes "...Well...nice...";
+ mes "Then...";
+ next;
+ mes "[Brink]";
+ mes "...Life...";
+ mes "...Hmmm...";
+ close;
+ }
+}
+
+mid_camp,264,263,4 script Diego#ep13bs 931,{
+ if (ep13_newbs < 5) {
+ mes "[Diego]";
+ mes "I'm busy right now!";
+ emotion e_swt2;
+ close;
+ }
+ if (ep13_newbs == 5) {
+ mes "[Diego]";
+ mes "Wow, this is tent is big!";
+ mes "Hey, you there, adventurer. Please help me.";
+ emotion e_sob;
+ next;
+ switch(select("Help him.:Don't help.")) {
+ case 1:
+ mes "[Diego]";
+ mes "Thanks.";
+ emotion 15;
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "What do you need?";
+ next;
+ mes "[Diego]";
+ mes "Ah...";
+ mes "When I passed by here...";
+ mes "I kicked the post by mistake";
+ mes "and now it's broken.";
+ next;
+ mes "[Diego]";
+ mes "I need to ask others for help";
+ mes "while I hold this post up.";
+ next;
+ mes "[Diego]";
+ mes "Well, let me see...";
+ mes "I'm really lucky to see you,";
+ mes "passing by here, "+ strcharinfo(0) +".";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Hah!! How did you know my name?!";
+ emotion e_omg,1;
+ next;
+ mes "[Diego]";
+ mes "It's on your nameplate.";
+ emotion e_dots;
+ next;
+ select("So how can I help you.");
+ mes "[Diego]";
+ mes "While I hold this post up,";
+ mes "please get materials to fix it.";
+ next;
+ mes "[Diego]";
+ mes "I need the bar to sustain this";
+ mes "post and a rope to tie it.";
+ next;
+ mes "[Diego]";
+ mes "You can find many trees";
+ mes "west of the camp for branches";
+ mes "that we can use as a post.";
+ next;
+ mes "[Diego]";
+ mes "And you can find the weird";
+ mes "plant called ^0000FFNepenthes^000000";
+ mes "at the field east of the camp it's vines are very strong.";
+ next;
+ mes "[Diego]";
+ mes "I think we should be";
+ mes "able to fix this with";
+ mes "^0000FF20 Ordinary Branches and 20 Strong Vine^000000.";
+ mes "Please bring them to me!!!";
+ set ep13_newbs,6;
+ setquest 11087;
+ close;
+ case 2:
+ mes "[Diego]";
+ mes "...";
+ mes "You're too harsh.";
+ mes "Sob...";
+ emotion e_sob;
+ close;
+ }
+ }
+ if (ep13_newbs == 6) {
+ if ((countitem(6041) > 19) && (countitem(6042) > 19)) {
+ mes "[Diego]";
+ mes "Oh!!";
+ mes "You finally brought";
+ mes "the materials!";
+ mes "I'm so grateful!!";
+ emotion e_sob;
+ next;
+ mes "[Diego]";
+ mes "Ok, so while I hold this post,";
+ mes "please attach the branches";
+ mes "and tie it up with the vines.";
+ delitem 6041,20; //Strong_Bine
+ delitem 6042,20; //Ordinary_Branch
+ set ep13_newbs,7;
+ changequest 11087,11088;
+ close;
+ }
+ else {
+ mes "[Diego]";
+ mes "I think we should be";
+ mes "able to fix this with";
+ mes "^0000FF20 Ordinary Branches and 20 Strong Vine^000000.";
+ mes "Please bring them to me!!!";
+ close;
+ }
+ }
+ if (ep13_newbs == 7) {
+ mes "[Diego]";
+ mes "Ok, so while I hold this post,";
+ mes "please attach the branches";
+ mes "and tie it up with the vines.";
+ close;
+ }
+ if (ep13_newbs == 8) {
+ mes "[Diego]";
+ mes "Please do the same for the other one.";
+ close;
+ }
+ if (ep13_newbs == 9) {
+ if (checkweight(1201,1) == 0) {
+ mes "- Wait a minute !! -";
+ mes "- Currently you're carrying -";
+ mes "- too many items with you. -";
+ mes "- Please try again -";
+ mes "- after you loose some weight. -";
+ close;
+ }
+ else {
+ mes "[Diego]";
+ mes "Thanks to your help,";
+ mes "I can protect the barracks.";
+ mes "When I was in trouble,";
+ mes "you came along.";
+ mes "It's got to be fate.";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "No, I just...";
+ mes "I was assigned to stay";
+ mes "in these barracks.";
+ emotion e_swt2,1;
+ next;
+ mes "[Diego]";
+ mes "Oh!!!";
+ mes "Then it this really is fate!!!";
+ mes "And this is the special";
+ mes "product of this camp,";
+ mes "^0000FFChocolate Pie^000000.";
+ next;
+ mes "[Diego]";
+ mes "Please come in and";
+ mes "take some rest for the";
+ mes "expedition tomorrow!!";
+ set ep13_newbs,10;
+ getitem 12322,5; //Chocolate_Pie
+ completequest 11090;
+ close2;
+ warp "mid_campin",291,128;
+ end;
+ }
+ }
+ else {
+ mes "[Diego]";
+ mes "I'm busy right now!";
+ emotion e_swt2;
+ close;
+ }
+}
+
+mid_campin,291,128,1 script #ep13bs 111,1,1,{
+ end;
+
+OnTouch:
+ if (ep13_newbs < 4) {
+ mes "- It's a neat and tidy bed -";
+ mes "- It seems that nobody used it. -";
+ close;
+ }
+ if ((ep13_newbs > 3) && (ep13_newbs < 10)) {
+ mes "- It's a neat and tidy bed -";
+ mes "- It seems that I will use this one. -";
+ close;
+ }
+ if (ep13_newbs == 10) {
+ mes "["+ strcharinfo(0) +"]";
+ mes "Haaaam~~~~~";
+ mes "what a good night!!";
+ next;
+ mes "- I slept well -";
+ mes "- and feel better. -";
+ mes "- I think I need to go -";
+ mes "- to Instructor Lugen -";
+ set ep13_newbs,11;
+ close;
+ }
+ else {
+ mes "- The bed that I use -";
+ mes "- It is comfortable. -.";
+ close;
+ }
+}
+
+mid_campin,295,128,4 script Lucas#ep13bs 884,{
+ if (ep13_newbs < 11) {
+ mes "[Lucas]";
+ mes "......";
+ close;
+ }
+ if (ep13_newbs == 11) {
+ mes "[Lucas]";
+ mes "......";
+ next;
+ mes "[Lucas]";
+ mes "...Hmm...";
+ mes "Replacement?";
+ mes "......";
+ next;
+ mes "[Lucas]";
+ mes "The Federal team's still...";
+ mes "send us people using the";
+ mes "dangerous way.";
+ next;
+ switch(select("Dangerous way?:Disregard it.")) {
+ case 1:
+ mes "[Lucas]";
+ mes "......";
+ mes "I have been here for a long time.";
+ next;
+ mes "[Lucas]";
+ mes "To breach the dimensional crack, the assassin team was deployed first...";
+ next;
+ mes "[Lucas]";
+ mes "However, most of my men...";
+ mes "......";
+ next;
+ mes "[Lucas]";
+ mes "No, just ignore what I said.";
+ mes "......";
+ set ep13_newbs,12;
+ //getitem 12322,1; //Chocolate_Pie
+ close;
+ case 2:
+ mes "[Lucas]";
+ mes "......";
+ close;
+ }
+ }
+ if ((ep13_newbs > 11) && (ep13_newbs < 100)) {
+ mes "[Lucas]";
+ mes "You seem to live hard all the time...";
+ close;
+ }
+ else {
+ mes "[Lucas]";
+ mes "The motherland constantly";
+ mes "sends us people...";
+ mes "Is that passage safe?";
+ close;
+ }
+}
+
+mid_campin,292,120,4 script Davi#ep13bs 849,{
+ mes "[Davi]";
+ mes "Ahhh, my body...";
+ mes "I walked too much...";
+ mes "and my body hurts.";
+ emotion e_sob;
+ close;
+}
+
+mid_camp,160,298,4 script Jan#ep13bs 865,{
+ if (ep13_newbs == 15) {
+ if (countitem(6045) > 0) {
+ mes "[Jan]";
+ mes "Wawa, what is this~";
+ mes "Hey, is that for me?";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Yes...";
+ emotion 4,1;
+ next;
+ mes "[Jan]";
+ mes "Ahhh, it's exciting~";
+ mes "I love it.";
+ emotion 38;
+ next;
+ mes "[Jan]";
+ mes "I want to unwrap it right now~";
+ mes "Please tell the Instructor";
+ mes "I'm grateful~";
+ mes "Uhuhu.";
+ delitem 6045,1; //Supply_Box
+ set ep13_newbs,16;
+ getitem 12322,1; //Chocolate_Pie
+ changequest 11093,11094;
+ close;
+ }
+ else {
+ mes "[Jan]";
+ mes "Why hasn't the product";
+ mes "that I ordered one month";
+ mes "ago come yet?";
+ emotion e_an;
+ close;
+ }
+ }
+ else if (ep13_newbs == 16) {
+ mes "[Jan]";
+ mes "I really wanted it.";
+ mes "I really love it~~";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "What is... it~~?";
+ next;
+ mes "[Jan]";
+ mes "......";
+ mes "......";
+ next;
+ mes "[Jan]";
+ mes "It, it's a secret...";
+ emotion e_shy;
+ close;
+ }
+ else {
+ mes "[Jan]";
+ mes "The more I study around here,";
+ mes "the more I find strange things.";
+ next;
+ mes "[Jan]";
+ mes "It seems to stimulate my";
+ mes "passion as a scientist?";
+ close;
+ }
+}
+
+mid_camp,30,168,4 script Gerard#ep13bs 939,{
+ if (ep13_newbs == 17) {
+ if (countitem(6045) > 0) {
+ mes "["+ strcharinfo(0) +"]";
+ mes "Are you Gerard?";
+ next;
+ mes "[Gerard]";
+ mes "Yes, I am.";
+ mes "What brings you here?";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Instructor Lugen sent";
+ mes "me for an errand.";
+ next;
+ mes "[Gerard]";
+ mes "Ah! Supplies.";
+ mes "The supplies that ran out.";
+ next;
+ mes "[Gerard]";
+ mes "I am so hungry that";
+ mes "I was considering";
+ mes "going back to the camp.";
+ mes "I really appreciate this.";
+ emotion 37;
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "...";
+ mes "You ran out of supplies, but";
+ mes "you didn't go back to the camp?";
+ next;
+ mes "[Gerard]";
+ mes "Yes.";
+ mes "This place is really interesting";
+ mes "and I don't want to leave at all.";
+ next;
+ mes "[Gerard]";
+ mes "Please tell the instructor that";
+ mes "I won't be back for some time.";
+ emotion e_no1;
+ delitem 6045,1; //Supply_Box
+ set ep13_newbs,18;
+ getitem 12322,1; //Chocolate_Pie
+ changequest 11095,11096;
+ close;
+ }
+ else {
+ mes "[Gerard]";
+ mes "Hhhh, I am starving.";
+ mes "When will the supplies come?";
+ mes "It is killing me...";
+ emotion e_sob;
+ close;
+ }
+ }
+ else if (ep13_newbs == 18) {
+ mes "[Gerard]";
+ mes "Hu, I am full now.";
+ mes "Time to continue on";
+ mes "with the exploration!!!";
+ close;
+ }
+ else {
+ mes "[Gerard]";
+ mes "I was born in a desert";
+ mes "and have never seen";
+ mes "a field so green.";
+ mes "So, to study here.";
+ mes "is very interesting.";
+ next;
+ mes "[Gerard]";
+ mes "By the way... is this a";
+ mes "mushroom or a tree?";
+ close;
+ }
+}
+
+man_fild01,80,248,4 script Alberto#ep13bs 934,{
+ if (ep13_newbs == 19) {
+ if (countitem(6045) > 0) {
+ mes "[Alberto]";
+ mes "Hhh, I am cold...";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Mr. Alberto, take this.";
+ mes "The Instructor sent";
+ mes "me on an errand.";
+ next;
+ mes "[Alberto]";
+ mes "I finally got it.";
+ mes "My coat...sniff.";
+ mes "It's freezing here.";
+ emotion 28;
+ next;
+ mes "[Alberto]";
+ mes "Sniff...";
+ mes "- rustling sound -";
+ next;
+ mes "[Alberto]";
+ mes "Ah, I am sorry but...";
+ mes "My hands are so cold";
+ mes "that I cannot open it.";
+ mes "Can you open it for me?.";
+ next;
+ mes "- rustling sound -";
+ mes "- Opening someone -";
+ mes "- else's stuff makes -";
+ mes "- me feel strange. -";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Here it is.";
+ mes "Hopefully it'll warm you up.";
+ next;
+ mes "[Alberto]";
+ mes "Yes I really appreciate it.";
+ mes "It makes me feel alive.";
+ next;
+ mes "[Alberto]";
+ mes "Please tell the Instructor";
+ mes "that I am still alive.";
+ mes "Sniff.";
+ emotion e_sob;
+ delitem 6045,1; //Supply_Box
+ set ep13_newbs,20;
+ getitem 12322,1; //Chocolate_Pie
+ changequest 11097,11098;
+ close;
+ }
+ else {
+ mes "[Alberto]";
+ mes "It's so cold here~~";
+ mes "the wind chills me to the bones~";
+ emotion 28;
+ close;
+ }
+ }
+ else if (ep13_newbs == 20) {
+ mes "[Alberto]";
+ mes "I am still cold even";
+ mes "with this heavy coat.";
+ mes "I need to order more clothes.";
+ close;
+ }
+ else {
+ mes "[Alberto]";
+ mes "What are these weird";
+ mes "structures set up";
+ mes "here and there?";
+ close;
+ }
+}
+
+mid_camp,159,282,4 script Cooking Soldier#ep13bs 886,{
+ mes "[Alix]";
+ mes "Huu, I made this and";
+ mes "this is really great.";
+ mes "When I am back";
+ mes "to the motherland,";
+ mes "I will open a shop for it!!";
+ next;
+ mes "[Alix]";
+ mes "Have you had it?";
+ mes "My chocolate pie!!!";
+ mes "This food is a real miracle!!";
+ close;
+}
+
+mid_camp,166,248,4 script Sorcerer#ep13bs 937,{
+ mes "[Biolay]";
+ mes "Sob...";
+ mes "Where is she?";
+ next;
+ mes "[Biolay]";
+ mes "I was just wandering";
+ mes "around Morroc and";
+ mes "became faint. then";
+ mes "I found myself here.";
+ next;
+ mes "[Biolay]";
+ mes "I want to go back to my house.";
+ emotion 28;
+ close;
+}
+
+spl_fild02,348,76,0 script Tree#ep13bs1::ep13tree 111,{
+ if (checkweight(1201,1) == 0) {
+ mes "- Wait a minute !! -";
+ mes "- Currently you're carrying -";
+ mes "- too many items with you. -";
+ mes "- Please try again -";
+ mes "- after you loose some weight. -";
+ close;
+ }
+ if (ep13_newbs == 6) {
+ if (rand(1,3) == 3) {
+ mes "- rustling sound -";
+ mes "- You find a branch -";
+ next;
+ if (rand(1,3) == 2) {
+ mes "- Break! -";
+ mes "- Bomb, bomb~~ -";
+ mes "- You got the branch. -";
+ getitem 6042,1; //Ordinary_Branch
+ close;
+ }
+ else {
+ mes "- Break! -";
+ mes "- Bomb, bomb~~ -";
+ mes "- This branch is decayed. -";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "This is useless.";
+ mes "I need to find others...";
+ close;
+ }
+ }
+ else {
+ mes "- rustling sound -";
+ mes "- There's nothing useful. -";
+ close;
+ }
+ }
+ end;
+}
+
+spl_fild02,232,145,0 duplicate(ep13tree) Tree#ep13bs2 111
+spl_fild02,380,197,0 duplicate(ep13tree) Tree#ep13bs3 111
+spl_fild02,304,151,0 duplicate(ep13tree) Tree#ep13bs4 111
+spl_fild02,183,235,0 duplicate(ep13tree) Tree#ep13bs5 111
+
+mid_camp,267,263,0 script Post#ep13bs1 111,{
+ if (ep13_newbs < 6) {
+ mes "- The posts of the -";
+ mes "- barracks are broken. -";
+ close;
+ }
+ else if (ep13_newbs == 6) {
+ mes "- The posts of the -";
+ mes "- barracks are broken. -";
+ mes "- You'd better go out and -";
+ mes "- find the materials to fix it. -";
+ close;
+ }
+ else if (ep13_newbs == 7) {
+ mes "- There are broken posts. -";
+ mes "- Unless they are fixed soon, -";
+ mes "- the barracks will collapse. -";
+ next;
+ while(1) {
+ switch(select("Attach the tree bar.:Tie it with the vines.")) {
+ case 1:
+ mes "- You attach the tree bar -";
+ mes "- to the broken post -";
+ next;
+ break;
+ case 2:
+ if (rand(1,5) == 2) {
+ mes "- You tie the broken post -";
+ next;
+ mes "- It seems that it's fixed -";
+ next;
+ mes "[Diego]";
+ mes "Oh! Now you need to";
+ mes "knot it and finish it.";
+ next;
+ switch(select("Knot it.:Leave it.")) {
+ case 1:
+ mes "- You tie a perfect knot -";
+ next;
+ mes "[Diego]";
+ mes "And this post should be knotted.";
+ mes "Then please do it to that post.";
+ set ep13_newbs,8;
+ changequest 11088,11089;
+ close;
+ case 2:
+ mes "- You decide to leave -";
+ next;
+ mes "- The branches slide down. -";
+ mes "- You failed to fix it. -";
+ next;
+ mes "[Diego]";
+ mes "...";
+ mes "Why aren't you helping?";
+ emotion e_sob;
+ close;
+ }
+ }
+ else {
+ mes "- You fix the broken post -";
+ mes "- with the vines. -";
+ mes "- It seems that you-";
+ mes "- need more branches. -";
+ next;
+ }
+ break;
+ }
+ }
+ }
+ else if (ep13_newbs == 8) {
+ mes "[Diego]";
+ mes "This post is repaired.";
+ mes "Please do the same thing";
+ mes "on the other posts.";
+ close;
+ }
+ else {
+ mes "- The post tied by the -";
+ mes "- vines seems unsteady -";
+ mes "- but my repair is perfect. -";
+ close;
+ }
+}
+
+mid_camp,267,258,0 script Post#ep13bs2 111,{
+ if (ep13_newbs < 6) {
+ mes "- The posts of the -";
+ mes "- barracks are broken. -";
+ close;
+ }
+ else if (ep13_newbs == 6) {
+ mes "- The posts of the -";
+ mes "- barracks are broken. -";
+ mes "- You'd better go out and -";
+ mes "- find the materials to fix it. -";
+ close;
+ }
+ else if (ep13_newbs == 7) {
+ mes "- The posts of the -";
+ mes "- barracks are broken. -";
+ mes "- You'd better go out and -";
+ mes "- find the materials to fix it. -";
+ close;
+ }
+ else if (ep13_newbs == 8) {
+ mes "- There are broken posts. -";
+ mes "- Unless they are fixed soon, -";
+ mes "- the barracks will collapse. -";
+ next;
+ while(1) {
+ switch(select("Attach the tree bar.:Tie it with the vines.")) {
+ case 1:
+ mes "- You attach the tree bar -";
+ mes "- to the broken post -";
+ next;
+ break;
+ case 2:
+ if (rand(1,5) == 4) {
+ mes "- You tie the broken post -";
+ next;
+ mes "- It seems that it's fixed -";
+ next;
+ mes "[Diego]";
+ mes "Oh! Now you need to knot it and";
+ mes "finish it.";
+ next;
+ switch(select("Knot it.:Leave it.")) {
+ case 1:
+ mes "- You tie a perfect knot -";
+ next;
+ mes "[Diego]";
+ mes "Ohhh!!!!";
+ mes "The broken posts are perfectly fixed!";
+ set ep13_newbs,9;
+ changequest 11089,11090;
+ close;
+ case 2:
+ mes "- You decide to leave -";
+ next;
+ mes "- The branches slide down. -";
+ mes "- You failed to fix it. -";
+ next;
+ mes "[Diego]";
+ mes "...";
+ mes "Why aren't you helping?";
+ emotion e_sob;
+ close;
+ }
+ }
+ else {
+ mes "- You fix the broken post -";
+ mes "- with the vines. -";
+ mes "- It seems that you-";
+ mes "- need more branches. -";
+ next;
+ }
+ break;
+ }
+ }
+ }
+ else {
+ mes "- The post tied by the -";
+ mes "- vines seems unsteady -";
+ mes "- but my repair is perfect. -";
+ close;
+ }
+}
+
+// Attitude to the New
+//============================================================
+mid_camp,188,254,3 script Monster Scholar#ep13 883,{
+ if (ep13_ryu < 100) {
+ mes "[Monster Scholar]";
+ mes "Who... Who are you?";
+ mes "Are you from the other";
+ mes "side of the space gap?";
+ mes "Say, are you a scholar,";
+ mes "soldier, or village";
+ mes "representative?";
+ next;
+ mes "[Monster Scholar]";
+ mes "Oh, I'm sorry.";
+ mes "You don't have to tell";
+ mes "me if you don't want to...";
+ close;
+ }
+ else {
+ if (ep13_animal == 0) {
+ mes "[Monster Scholar]";
+ mes "Who... Who are you?";
+ mes "Are you from the other";
+ mes "side of the space gap?";
+ mes "Say, are you a scholar,";
+ mes "soldier, or village";
+ mes "representative?";
+ next;
+ mes "[Monster Scholar]";
+ mes "Oh, I'm sorry.";
+ mes "You don't have to tell";
+ mes "me if you don't want to...";
+ next;
+ mes "[Monster Scholar]";
+ mes "Please go ahead and do";
+ mes "what you have to do.";
+ mes "Oh, me? Don't worry.";
+ mes "I'm fine by myself.";
+ next;
+ select("Who are you?");
+ mes "[Monster Scholar]";
+ mes "I'm Rumis Block, and";
+ mes "I'm working here on behalf of";
+ mes "the monsternomics academy";
+ mes "from the Schwaltzvalt Republic.";
+ mes "Botanist Terris Block is";
+ mes "my older twin brother.";
+ next;
+ emotion e_dots;
+ mes "[Rumis Block]";
+ mes "This place is freezing. Not only";
+ mes "that, it's deserted and too";
+ mes "quiet... Everything around us is";
+ mes "watching and threatening us.";
+ mes "You know, I didn't want to";
+ mes "come here...";
+ next;
+ select("How did you get here?");
+ mes "[Rumis Block]";
+ mes "In fact, none of us";
+ mes "wanted to come here.";
+ mes "I mean, no one knows";
+ mes "what kind of danger lurks";
+ mes "in this unknown world.";
+ next;
+ mes "[Rumis Block]";
+ mes "It was my brother Terris who";
+ mes "wanted me to come along.";
+ mes "He was selected first as the";
+ mes "botanist of the continental";
+ mes "expedition. He had to drag me";
+ mes "here 'cuz I didn't want to come.";
+ next;
+ mes "[Rumis Block]";
+ mes "I guess he didn't want to be";
+ mes "alone in this world far away";
+ mes "from civilization. Instead, he";
+ mes "decided to drag me here and";
+ mes "force me to join the expedition";
+ mes "so he doesn't feel lonely!";
+ next;
+ mes "[Rumis Block]";
+ mes "What's with that dirty look?";
+ mes "Why, do I sound like";
+ mes "someone blaming someone";
+ mes "else for the misery in his life?";
+ next;
+ mes "[Rumis Block]";
+ mes "I'm telling you, it's the truth.";
+ mes "There are people that want ";
+ mes "to escape the expedition by";
+ mes "getting themselves sick on purpose.";
+ next;
+ mes "[Rumis Block]";
+ mes "I know it's too late to";
+ mes "complain now, but...";
+ next;
+ mes "[Rumis Block]";
+ mes "Every day I pray to God to";
+ mes "let me go back home safely.";
+ mes "That's the only thing that";
+ mes "keeps me going. Everything";
+ mes "around here is watching me.";
+ mes "It's suffocating, you know?";
+ next;
+ select("When do you go back?");
+ mes "[Rumis Block]";
+ mes "That's the problem.";
+ mes "We Specialists are required";
+ mes "to submit our study reports";
+ mes "to the expedition's leaders.";
+ mes "We are here to explore";
+ mes "and study this world.";
+ next;
+ mes "[Rumis Block]";
+ mes "I'm sure the management will";
+ mes "tell me when to go back, but";
+ mes "I don't expect it to be any time";
+ mes "soon. It'll be at least after";
+ mes "I submit my report.";
+ next;
+ mes "[Rumis Block]";
+ mes "I must tell you,";
+ mes "I hate this place!";
+ mes "It gives me the creeps!";
+ next;
+ mes "[Rumis Block]";
+ mes "Yes, I'm a monster scholar";
+ mes "But I've been afraid of creatures even when I was on the Rune Midgard Continent...";
+ next;
+ mes "[Rumis Block]";
+ mes "No, but can't you see?";
+ mes "This place is totally new to me,";
+ mes "and everything is so unknown...";
+ next;
+ mes "[Rumis Block]";
+ mes "I may be a monster scholar,";
+ mes "but I'm afraid...";
+ mes "Of many things...";
+ next;
+ mes "[Rumis Block]";
+ mes "The president of United";
+ mes "Midgard Corporation has";
+ mes "asked me to find some";
+ mes "monsters that are edible.";
+ next;
+ mes "[Rumis Block]";
+ mes "But look outside. Look!";
+ mes "Do you see Mandragoras";
+ mes "hiding in the icy bushes?";
+ mes "Those are called ^3131FFNepentheses^000000.";
+ next;
+ mes "[Rumis Block]";
+ mes "Aren't they quite savage-";
+ mes "looking and intimidating?";
+ mes "They look as if they";
+ mes "want to sting me with";
+ mes "those sharp thorns!";
+ mes "Argh...";
+ next;
+ mes "[Rumis Block]";
+ mes "I'd rather starve to";
+ mes "death than study";
+ mes "those dangerous and";
+ mes "grotesque monsters!";
+ mes "I'm not going to go";
+ mes "outside of my tent.";
+ next;
+ mes "[Rumis Block]";
+ mes "Not ever.";
+ mes "No one can dare";
+ mes "venture through";
+ mes "such a threatening";
+ mes "environment!";
+ set ep13_animal,1;
+ setquest 2147;
+ close;
+ }
+ else if (ep13_animal == 1) {
+ mes "[Rumis Block]";
+ mes "I'm not going to go";
+ mes "outside of my tent.";
+ mes "Not ever.";
+ close;
+ }
+ else if (ep13_animal == 2) {
+ if (countitem(6041) > 0) {
+ mes "[Rumis Block]";
+ mes "I'm scared of this place.";
+ mes "But I'm not going to ask";
+ mes "my brother for help";
+ mes "He hates me.";
+ next;
+ mes "[Rumis Block]";
+ mes "If a Nepenthes";
+ mes "approaches me";
+ mes "with a smile and";
+ mes "speaks to me kindly...";
+ next;
+ mes "[Rumis Block]";
+ mes "*Sigh* I sound crazy, don't I?";
+ mes "...This is why I didn't want";
+ mes "to leave my lab...";
+ next;
+ switch(select("Show loot from Nepentheses.:Scold him.:Comfort him.")) {
+ case 1:
+ mes "["+strcharinfo(0)+"]";
+ mes "Hey, take a look here...";
+ mes "These Nepentheses aren't";
+ mes "any more brutal or grotesque";
+ mes "than the ones back home.";
+ next;
+ mes "[Rumis Block]";
+ mes "...What's this?";
+ mes "Isn't this from";
+ mes "the Nepentheses?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "That's right!";
+ mes "I took care of them.";
+ mes "It was easy, haha!";
+ next;
+ mes "[Rumis Block]";
+ mes "I can't believe you really";
+ mes "took care of them! Tell me,";
+ mes "who are you really?";
+ mes "Are you a soldier?";
+ mes "Captain? Or agent?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "No, I'm just a wandering";
+ mes "adventurer. I've come here";
+ mes "to challenge this new place";
+ mes "and to help people out~";
+ next;
+ mes "[Rumis Block]";
+ mes "I... I see.";
+ mes "I've heard about adventurers";
+ mes "that have made positive";
+ mes "impacts on Rune Midgard.";
+ mes "You're one of them, huh?";
+ next;
+ mes "[Rumis Block]";
+ mes "...That's great!";
+ mes "I think I've finally found";
+ mes "a silver lining. God has";
+ mes "sent me a savior.";
+ mes "And I think that's you!";
+ next;
+ mes "[Rumis Block]";
+ mes "Please, don't say you";
+ mes "don't want to help me.";
+ mes "Can't you see that.";
+ mes "I'm shivering in fear?";
+ mes "Please help me. Will you?";
+ next;
+ mes "[Rumis Block]";
+ mes "As I told you earlier,";
+ mes "I have an elder twin";
+ mes "brother, Terris Block...";
+ next;
+ mes "[Rumis Block]";
+ mes "He's a botanist. He's";
+ mes "extremely strong and";
+ mes "extroverted, unlike me.";
+ mes "I think he hates me because";
+ mes "I represent weakness, and";
+ mes "he is the complete opposite.";
+ next;
+ mes "[Rumis Block]";
+ mes "...Oh, that's not what I wanted";
+ mes "to say. I wanted to show my";
+ mes "discovery regarding the";
+ mes "Nepentheses to my brother.";
+ next;
+ mes "[Rumis Block]";
+ mes "I need a Nepenthes specimen,";
+ mes "but I don't have the tools to";
+ mes "make one, my luggage is still";
+ mes "on transfer. And it's not like";
+ mes "I've packed enough tools, so...";
+ next;
+ mes "[Rumis Block]";
+ mes "To make my specimen tools,";
+ mes "I need ^3131FF1 Empty Bottle,";
+ mes "5 Holy Waters, and";
+ mes "30 Sticky Mucus^000000.";
+ next;
+ mes "[Rumis Block]";
+ mes "You know what I'm.";
+ mes "asking here, don't you?";
+ mes "Help me, help me, please.";
+ delitem 6041,1; //Strong_Bine
+ set ep13_animal,3;
+ changequest 2147,2148;
+ close;
+ case 2:
+ mes "["+strcharinfo(0)+"]";
+ mes "You call yourself a monster";
+ mes "scholar, and yet you're afraid";
+ mes "of practicing your expertise.";
+ mes "You're nothing but a coward.";
+ next;
+ mes "[Rumis Block]";
+ mes "I can take your criticism,";
+ mes "but I can't hide my true feelings.";
+ close;
+ case 3:
+ mes "["+strcharinfo(0)+"]";
+ mes "Come on, you're a respected";
+ mes "monster scholar. You'll find";
+ mes "that the monsters in this world";
+ mes "aren't that different from the";
+ mes "ones in Midgard. Why don't";
+ mes "you see for yourself?";
+ next;
+ mes "- Rumis didn't seem -";
+ mes "- to be convinced. -";
+ mes "- He shook his head in refusal. -";
+ close;
+ }
+ }
+ else {
+ mes "[Rumis Block]";
+ mes "I'm not going to go";
+ mes "outside of my tent.";
+ mes "Not ever.";
+ close;
+ }
+ }
+ else if (ep13_animal == 3) {
+ if ((countitem(713) > 0) && (countitem(523) > 4) && (countitem(938) > 29)) {
+ mes "[Rumis Block]";
+ mes "Thank you.";
+ mes "you've brought the materials.";
+ next;
+ mes "[Rumis Block]";
+ mes "While you were collecting the";
+ mes "materials, I've sent out soldiers";
+ mes "to catch a few Nepentheses.";
+ next;
+ mes "[Rumis Block]";
+ mes "Nepenthes looks extremely";
+ mes "similar to Mandragora on";
+ mes "the Midgard Continent.";
+ next;
+ mes "[Rumis Block]";
+ mes "Both of them must share the";
+ mes "same ancestor, but apparently";
+ mes "Nepenthes has evolved to";
+ mes "become stronger and more";
+ mes "aggressive due to this";
+ mes "barren environment.";
+ next;
+ mes "[Rumis Block]";
+ mes "I wonder how the ancestors";
+ mes "were scattered over";
+ mes "two different worlds...";
+ next;
+ mes "[Rumis Block]";
+ mes "Maybe they went through";
+ mes "the World Tree Yggdrasil?";
+ mes "Maybe it came along with";
+ mes "other creatures such as";
+ mes "Satan Morroc and traversed";
+ mes "through time and space.";
+ next;
+ mes "[Rumis Block]";
+ mes "The characteristics of this species are...";
+ next;
+ mes "[Rumis Block]";
+ mes "Oh, where are my manners?";
+ mes "I'm sorry if I bored you by";
+ mes "talking academic nonsense...";
+ mes "Let's talk about something";
+ mes "else, shall we?";
+ next;
+ mes "[Rumis Block]";
+ mes "Do you think...";
+ mes "My brother will be happy to";
+ mes "see this Nepenthes specimen?";
+ mes "You know, Nepenthes is a";
+ mes "plant monster, and that's";
+ mes "my brother's specialty.";
+ next;
+ mes "[Rumis Block]";
+ mes "Please deliver this specimen to Terris Block";
+ mes "He's near the expedition camp.";
+ mes "No, you won't have to sit through my brother's reaction... If it's bad.";
+ next;
+ mes "[Rumis Block]";
+ mes "- You have received a-";
+ mes "- Nepenthes Specimen -";
+ mes "- from Rumis Block. -";
+ delitem 713,1; //Empty_Bottle
+ delitem 523,5; //Holy_Water
+ delitem 938,30; //Sticky_Mucus
+ set ep13_animal,4;
+ changequest 2148,2149;
+ close;
+ }
+ else {
+ mes "[Rumis Block]";
+ mes "To make my specimen tools,";
+ mes "I need ^3131FF1 Empty Bottle, 5 Holy Waters, and 30 Sticky Mucus^000000.";
+ next;
+ mes "[Rumis Block]";
+ mes "You know what I'm asking here, don't you? Thank you in advance.";
+ close;
+ }
+ }
+ else if ((ep13_animal > 3) && (ep13_animal < 10)) {
+ mes "[Rumis Block]";
+ mes "Did you deliver the Nepenthes Specimen to my brother Terris?";
+ mes "He's at the east of the camp.";
+ close;
+ }
+ else if (ep13_animal == 10) {
+ mes "[Rumis Block]";
+ mes "...Welcome back.";
+ mes "Oh, you don't have to tell me what my brother said,";
+ mes "because someone from his side already came by. His report really impressed management, huh?";
+ next;
+ mes "[Rumis Block]";
+ mes "Yes, that's my brother......";
+ next;
+ mes "[Rumis Block]";
+ mes "...Anyways, one of the soldiers that captured Nepentheses for me has given me some interesting information.";
+ next;
+ mes "[Rumis Block]";
+ mes "Over the eastern bridge, he found a new type of monster.";
+ next;
+ mes "[Rumis Block]";
+ mes "According to his description, the monster is suspected to be a member of the long-haired Cat family. I'd like to see it with my own eyes, but...";
+ next;
+ mes "[Rumis Block]";
+ mes "As you know, I'm not yet ready to face any types of monsters in this world...";
+ next;
+ mes "[Rumis Block]";
+ mes "Can you escort me while I'm studying that species?";
+ mes "Please, I'm begging you!";
+ next;
+ switch(select("Okay.:No.")) {
+ case 1:
+ mes "[Rumis Block]";
+ mes "Wow, thanks!";
+ mes "Then I'd better pack my stuff right away...";
+ next;
+ mes "[Rumis Block]";
+ mes "It won't take long. Can you please go wait for me over the eastern bridge?";
+ mes "Don't... Don't go too far from the bridge!";
+ set ep13_animal,11;
+ changequest 2153,2154;
+ close;
+ case 2:
+ emotion e_sob;
+ mes "[Rumis Block]";
+ mes "Oh.........";
+ close;
+ }
+ }
+ else if (ep13_animal == 11) {
+ mes "[Rumis Block]";
+ mes "I'll pack my stuff and follow you. Can you please go wait for me over the rightward bridge?";
+ mes "Don't... Don't go too far from the bridge!";
+ close;
+ }
+ else if (ep13_animal == 12) {
+ mes "- Rumis is hurriedly packing his stuff. -";
+ close;
+ }
+ else if (ep13_animal == 13) {
+ mes "[Rumis Block]";
+ mes "......";
+ next;
+ mes "[Rumis Block]";
+ mes "Apparently, an extremely intelligent creature inhabits Ash Vaccum.";
+ next;
+ mes "[Rumis Block]";
+ mes "An explorer went over the rightward bridge to find some wood. In the darkness, something really big rushed at him from far away.";
+ next;
+ mes "[Rumis Block]";
+ mes "When he came back to his senses, there was nothing but a tricorn hat left on the ground.";
+ next;
+ mes "[Rumis Block]";
+ mes "The tricorn is woven in a way that was never introduced to Midgard, and its materials are also unidentifiable.";
+ next;
+ mes "[Rumis Block]";
+ mes "Does it mean another race of human resides here? Would they be fairies or something else?";
+ next;
+ mes "[Rumis Block]";
+ mes "What if they've detected us and tried to drive us away... Wah!";
+ next;
+ mes "[Rumis Block]";
+ mes "Even thinking of them send chills down on my spine! Can you please go check what kind of races reside at the end of the land over the rightward bridge?";
+ mes "I want to know if they're friendly or hostile to us.";
+ set ep13_animal,14;
+ changequest 2156,2157;
+ close;
+ }
+ else if (ep13_animal == 14) {
+ if (checkquest(2157,HUNTING) == 2) {
+ mes "[Rumis Block]";
+ mes "Welcome back. Did you find out about them?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Well, let's see...";
+ next;
+ while(1) {
+ mes "["+strcharinfo(0)+"]";
+ mes "The owner of the tricorn hat";
+ mes "is a monster called...";
+ input .@input$;
+ if (compare(.@input$,"Tatacho")) {
+ mes "^FF0000Tatacho^000000";
+ next;
+ break;
+ }
+ else {
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes ""+.@input$+"...? I don't think that was the name...";
+ next;
+ }
+ }
+ mes "["+strcharinfo(0)+"]";
+ mes "The size of Tatacho is about...";
+ input .@input$;
+ mes "^3131FF"+.@input$+"^000000, I guess...";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Tatachos are usually sitting on the ground, but they roll around if their body temperature goes down too low because of the cold weather.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "About that tricorn hat, I've concluded, based on my opinion about their appearance and their movement patterns, that it is not active or productive at all:";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "They are not intelligent enough to produce a sophisticated hat like that.";
+ next;
+ mes "[Rumis Block]";
+ mes "......";
+ mes "You now sound like me... I guess I've stained you with my academic manner of speech. Oh, I'm not saying it is bad, but...";
+ next;
+ mes "[Rumis Block]";
+ mes "Anyways, according to your conclusion, the hat must have been given to them by someone else, or they could have picked it up after another creature dropped it.";
+ mes "Thank you for such valuable information.";
+ mes "It's enough to write a report.";
+ next;
+ mes "[Rumis Block]";
+ mes "I should make a brief report and then submit it to management. Hopefully, a new monster scholar after me will do a better job in actually studying them.";
+ next;
+ mes "[Rumis Block]";
+ mes "There are many cold places in my country, the Schwaltzvalt Republic, but none are as cold as this place. This weather is freezing my senses, dulling my passion toward my studies.";
+ mes "I shall go back home faster than anyone else in this camp. I'm tired of this world...";
+ next;
+ mes "[Rumis Block]";
+ mes "..."+strcharinfo(0)+", I thank you so much for helping me despite my self-centered behavior.";
+ mes "I really appreciate it";
+ next;
+ mes "[Rumis Block]";
+ mes "I'll repay your favor as soon as I go back home.";
+ mes "I hope you'll make yourself known in Ash Vacuum with your great accomplishments.";
+ set ep13_animal,15;
+ completequest 2157;
+ getexp 150000,0;
+ close;
+ }
+ else {
+ mes "[Rumis Block]";
+ mes "Can you please go check what kind of races reside at the end of the land over the rightward bridge? I want to know if they're friendly or hostile to us.";
+ close;
+ }
+ }
+ else if (ep13_animal == 15) {
+ if (countitem(6033) > 0) {
+ // Custom Translation.
+ mes "["+strcharinfo(0)+"]";
+ mes "Rumis! Come see this!";
+ next;
+ mes "[Rumis Block]";
+ mes "... What's all the fuss?";
+ mes "I feel so down because I cannot go back to my own country...";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I found this on a monster at the Splendide Area.";
+ mes "It's a mysterious monster with grass grown over it's body!";
+ next;
+ mes "[Rumis Block]";
+ mes "Oeh... body with grass grown over it?";
+ mes "No, no. I'm not interested with it.";
+ next;
+ mes "[Rumis Block]";
+ mes "Let me see the horn you brought back.";
+ next;
+ mes "[Rumis Block]";
+ mes "Okay.";
+ next;
+ mes "[Rumis Block]";
+ mes "Okay.....";
+ next;
+ mes "[Rumis Block]";
+ mes "Hah....?";
+ next;
+ mes "[Rumis Block]";
+ mes "... This is amazing.";
+ mes "... It's actually almost identical to the Manuk Field area Hillsrion horn.";
+ next;
+ mes "[Rumis Block]";
+ mes "Could they be related?";
+ mes "Or has it evolved?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "What about evolution due to the enviromental changes?";
+ next;
+ mes "[Rumis Block]";
+ mes "... What do you mean by that?";
+ mes "Do you mean that the changes made their physical appearance evolved?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Yes... That is right. Maybe like that! Hehe.";
+ next;
+ mes "- You told Rumis about the mutated plant that you heard about from Botanist Terris -";
+ next;
+ mes "[Rumis Block]";
+ mes "Hoho... this is interesting.";
+ mes "If there are those special... miracle energy filling devices, I guess.. it can cause those monsters to mutate.";
+ next;
+ mes "[Rumis Block]";
+ mes "But, who setup that device?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "That I do not know. Hehe.";
+ next;
+ mes "[Rumis Block]";
+ mes "I see...";
+ mes "Human devices cause these mutations... other than Tendrilrion, there may be other things alike aswell..";
+ next;
+ mes "[Rumis Block]";
+ mes "... I would like to know.";
+ mes "But, I have to go back to my country now. The management should be giving me my order to go back, my researches are worthless now.";
+ next;
+ mes "[Rumis Block]";
+ mes "My brother seems to like this place.";
+ mes "He spents a lot of time here...";
+ next;
+ mes "[Rumis Block]";
+ mes "But, I guess everyone has their own life.";
+ mes "Perhaps if my brother can... understands this younger brother a little, I won't ask for any other things anymore...";
+ next;
+ mes "[Rumis Block]";
+ mes "What will others think of me when I go back to Midgard?";
+ mes "But still, thank you, at least I can still talk to another human. ...Thank you.";
+ next;
+ mes "[Rumis Block]";
+ mes "If after this can stay here, please take care of my brother.";
+ mes "If this area can be developed, by that time I will...";
+ next;
+ mes "- Rumis Block laid his hand out shyly, but then backed off -";
+ next;
+ mes "- You pat his shoulder gently, it's worrying that Rumis is not able to return to his country. -";
+ set ep13_animal,100;
+ delitem 6033,1; //Horn_Of_Tendrilion
+ getexp 100000,0;
+ close;
+ }
+ else {
+ mes "[Rumis Block]";
+ mes "...I submitted the report to the management, but they have not yet ordered me to go back home...";
+ mes "*Sigh* I guess nothing's as easy as I'd hoped....";
+ close;
+ }
+ }
+ else if (ep13_animal == 100) {
+ // Custom Translation.
+ mes "Rumis seems anxious.";
+ close;
+ }
+ else {
+ // Custom Translation.
+ mes "[Rumis Block]";
+ mes "If only I can go back to Rune Midgard....";
+ close;
+ }
+ }
+}
+
+mid_camp,240,270,3 script Botanist#ep13 750,{
+ if (ep13_ryu < 100) {
+ mes "[Botanist]";
+ mes "This new land!";
+ mes "Undiscovered life!";
+ mes "Everything about this world excites me.";
+ next;
+ emotion 14;
+ mes "[Botanist]";
+ mes "Oh, okay... Ah-hah!";
+ mes "This is how it goes...";
+ close;
+ }
+ else {
+ if (ep13_animal < 4) {
+ mes "[Botanist]";
+ mes "This new land!";
+ mes "Undiscovered life!";
+ mes "Everything about this world excites me.";
+ next;
+ emotion 14;
+ mes "[Botanist]";
+ mes "Oh, okay... Ah-hah!";
+ mes "This is how it goes...";
+ close;
+ }
+ else if (ep13_animal == 4) {
+ mes "This new land!";
+ mes "Undiscovered life!";
+ mes "Everything about this world excites me.";
+ next;
+ emotion 14;
+ emotion e_dots,1;
+ mes "[Botanist]";
+ mes "Oh, okay... Ah-hah!";
+ mes "This is how it goes...";
+ next;
+ switch(select("Express your displeasure.:Agree with him.")) {
+ case 1:
+ mes "["+strcharinfo(0)+"]";
+ mes "Your excitement agitates me.";
+ next;
+ mes "[Botanist]";
+ mes "Err? Ahahahaha!";
+ mes "Oh, come on! I'm just being happy.";
+ mes "By the way, is there anything I can help you with?";
+ next;
+ break;
+ case 2:
+ emotion 14,1;
+ mes "["+strcharinfo(0)+"]";
+ mes "I agree. There's so much to see around here!";
+ next;
+ mes "[Botanist]";
+ mes "Ahahaha!";
+ mes "Nice to meet you, my friend.";
+ mes "So, is there anything I can help you with?";
+ next;
+ break;
+ }
+ mes "["+strcharinfo(0)+"]";
+ mes "Your brother wanted me to send this to you. Maybe it'll help with your study.";
+ next;
+ mes "- You have given the Nepenthes Specimen to the botanist. -";
+ next;
+ emotion e_bzz;
+ mes "[Botanist]";
+ mes "Oh...? Isn't this?!";
+ next;
+ emotion e_omg,1;
+ mes "[Botanist]";
+ mes "...Well, I've got a ton of samples of this specimen. Sorry.";
+ next;
+ mes "- He points at a pile of specimens in the tent. -";
+ next;
+ mes "[Botanist]";
+ mes "Still, I'm impressed. I always thought my brother could never do anything on his own. But look, he was able to collect a Nepenthes specimen.";
+ next;
+ mes "[Botanist]";
+ mes "Then again, I had this strong feeling that someone has helped him.";
+ mes "That someone was probably you, right?~";
+ next;
+ mes "[Botanist]";
+ mes "Either way, I don't care.";
+ mes "I'm just happy that he cares about me...";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Why do you think that?";
+ mes "Can't you just thank him for trying to help you?";
+ next;
+ mes "[Botanist]";
+ mes "Well, you must forget that he and I are twins.";
+ mes "We are spiritually connected to each other.";
+ next;
+ mes "[Botanist]";
+ mes "Usually twins share the same feelings and ideas, I can see what he does or thinks if I try hard.";
+ next;
+ emotion 54;
+ mes "[Botanist]";
+ mes "Let me see what Rumis is doing right now... Oh, he's picking his nose with his left hand and eating a slice of bread with his right.";
+ mes "God, how disgusting!";
+ next;
+ switch(select("Go check Rumis if it's true.:Do not trust his word.")) {
+ case 1:
+ emotion e_heh;
+ mes "[Botanist]";
+ mes "Hahaha!";
+ mes "Muhahaha!";
+ mes "Let me guess, you want to go check Rumis to see if I'm telling the truth. Am I wrong?";
+ mes "Hahahaha! Sorry, but I lied. I mean, remote vision? Because we're twins?";
+ next;
+ mes "[Botanist]";
+ mes "God, you're so funny. Hahaha~";
+ mes "You please me, just like the new creatures blooming on the World Tree.~";
+ next;
+ break;
+ case 2:
+ emotion 54;
+ mes "[Botanist]";
+ mes "Oh,";
+ mes "won't you cut me some slack? I was just joking to melt the ice.";
+ mes "This world is too barren and tough to live without good humor and jokes, you know?";
+ next;
+ break;
+ }
+ emotion e_pif;
+ mes "[Botanist]";
+ mes "Anyways, as I said, I've got a lot of Nepenthes specimens.";
+ mes "But I'll gratefully take this pretentious gift of his.";
+ next;
+ mes "[Botanist]";
+ mes "This may be an unexpected question, but... Are you interested in meeting dangerous girls playing on a field?";
+ next;
+ select("Dangerous girls?");
+ mes "[Botanist]";
+ mes "Yes, femme fatales!";
+ mes "I've seen girls that are so beautiful.";
+ mes "They're too dangerous to get close, but that's what make them so irresistibly attractive. Do you understand what I'm saying?";
+ next;
+ select("It's... Hard to say.");
+ mes "[Botanist]";
+ mes "Have you explored the area over the bridge at the right side of the united expedition camp?";
+ mes "Then you know the area is so cold that it'll instantly freeze your heart.";
+ next;
+ mes "[Botanist]";
+ mes "You should go across the leftward bridge, you'll be surprised to see what's ahead of you.";
+ mes "It's yet to be known how such a thing can happen.";
+ next;
+ select("What are you talking about?");
+ mes "[Botanist]";
+ mes "Well...";
+ mes "I suppose I don't have the words to really describe such an amazing scene.";
+ next;
+ mes "[Botanist]";
+ mes "I'll send a message to the garrison for you. Why don't you go see it with your own eyes? You won't be disappointed!";
+ next;
+ mes "[Botanist]";
+ mes "Of course, I'm offering such an extraordinary service because there's something I want in return. Ahahaha!";
+ mes "...Truth be told, I'm having some trouble. And I need someone to help me.";
+ next;
+ mes "[Botanist]";
+ mes "For now, you should go across the leftward bridge. Speak to a guard over there, and then just go ahead.";
+ mes "A group of beautiful girls will welcome you. I hope you'll enjoy having a conversation with them. Maybe you'll get to understand the mystery of nature.";
+ next;
+ mes "[Botanist]";
+ mes "Yes, I only need... ^3131FF30^000000 of them.";
+ set ep13_animal,5;
+ changequest 2149,2150;
+ close;
+ }
+ else if (ep13_animal == 5) {
+ if (checkquest(2150,HUNTING) == 2) {
+ mes "[Botanist]";
+ mes "Welcome back! How was it?";
+ mes "It was amazing, wasn't it?";
+ next;
+ mes "[Botanist]";
+ mes "On the right side of this united expedition camp,";
+ mes "we have a land surrounded by roaring blizzards.";
+ next;
+ mes "[Botanist]";
+ mes "And on the other side,";
+ mes "we have a peaceful green land";
+ mes "where we can enjoy Mother Nature's warm embrace.";
+ next;
+ mes "[Botanist]";
+ mes "Two completely different worlds coexist";
+ mes "within a short distance of each other.";
+ mes "Where else can you see such amazing contrasts at a glance?";
+ next;
+ mes "[Botanist]";
+ mes "I'm curious to know all secrets about this world.";
+ next;
+ mes "[Botanist]";
+ mes "I'm so excited that I can't hide it!";
+ mes "*Pant Pant*";
+ mes "*Pant Pant*";
+ next;
+ select("What a mysterious world this is!");
+ mes "[Botanist]";
+ mes "Yes, it is...";
+ mes "Oh, right!";
+ mes "Actually I'm here to study this strange phenomenon.";
+ next;
+ mes "[Botanist]";
+ mes "To understand the environmental conditions,";
+ mes "including temperature and humidity,";
+ mes "5.....and check the families and growth of plants,";
+ mes "I've installed several special environmental meters";
+ mes "in this area.";
+ next;
+ mes "[Botanist]";
+ mes "Unfortunately, some evil monsters";
+ mes "keep destroying the precious meters";
+ mes "with their ^3131FFHeinous Hoops^000000!";
+ next;
+ mes "[Botanist]";
+ mes "The culprits are called Cornus.";
+ mes "I'd like to ask you to teach them not to destroy my devices again.";
+ next;
+ mes "[Botanist]";
+ mes "How'd you like to hunt ^3131FF10 of them^000000 to set an example? Good luck!";
+ set ep13_animal,6;
+ changequest 2150,2151;
+ close;
+ }
+ else {
+ mes "[Botanist]";
+ mes "For now, you should go across the leftward bridge. Speak to a guard over there, and then just go ahead.";
+ mes "A group of beautiful girls will welcome you. I hope you'll enjoy having a conversation with them. Maybe you'll get to understand the mystery of nature.";
+ close;
+ }
+ }
+ else if (ep13_animal == 6) {
+ if (checkquest(2151,HUNTING) == 2) {
+ mes "[Botanist]";
+ mes "Hopefully the Cornuses have learned their lesson, and won't touch my special environmental meters anymore.";
+ next;
+ mes "[Botanist]";
+ mes "Oh Karyl, while you were away, I received an interesting report from one of my research machines that remained intact.";
+ next;
+ mes "[Botanist]";
+ mes "According to the report, The original weather condition of Ash Vacuum is cold and dry, just like the land on the right side.";
+ next;
+ mes "[Botanist]";
+ mes "That means, somebody has artificially cultivated the leftward land.";
+ next;
+ mes "[Botanist]";
+ mes "Do you remember seeing strange mushroom shaped buildings everywhere in the fields?";
+ mes "I suspect it to be an environmental purifier that converts barren land into lush, green fields.";
+ next;
+ mes "[Botanist]";
+ mes "Let me show you.";
+ mes "Please take this rotting plant stem,";
+ mes "I'll meet you at the environmental purifier standing right next to the leftward bridge on the other side.";
+ set ep13_animal,7;
+ getitem 6035,1; //Decaying_Stem
+ changequest 2151,2152;
+ close;
+ }
+ else {
+ mes "[Botanist]";
+ mes "Cornuses are breaking my special environmental meters!";
+ mes "Please show them the power of Midgardians!";
+ close;
+ }
+ }
+ else if (ep13_animal > 6) && (ep13_animal < 10) {
+ mes "[Botanist]";
+ mes "I'll meet you at the environmental purifier standing right next to the leftward bridge on the other side.";
+ close;
+ }
+ else {
+ mes "[Botanist]";
+ mes "I submitted a report to upper management.";
+ mes "I haven't received any response, but I'm sure they'll be as excited as I am once they read the report. Woohoo!";
+ close;
+ }
+ }
+}
+
+mid_camp,336,171,1 script Camp Guard#man1 852,{
+ if (ep13_animal == 0) {
+ if (ep13_newbs == 6) {
+ mes "[Camp Guard]";
+ mes "Stop!";
+ mes "You're about to enter an area that has not been fully explored.";
+ mes "Only personnel--researchers and explorers--authorized by United Midgard and the garrison are allowed to enter the danger zone.";
+ next;
+ mes "[Camp Guard]";
+ mes "Your cooperation is appreciated.";
+ next;
+ mes "[Camp Guard]";
+ mes "Oh, I was informed of your arrival by Mr. Diego.";
+ mes "You may pass.";
+ next;
+ mes "[Camp Guard]";
+ mes "Please be careful out there.";
+ mes "If you encounter any threats or strange phenomenon, then please don't hesitate to report to us at the garrison.";
+ close2;
+ warp "man_fild01",36,235;
+ end;
+ }
+ else if (ep13_newbs == 19) {
+ mes "[Camp Guard]";
+ mes "Stop!";
+ mes "You're about to enter an area that has not been fully explored.";
+ mes "Only personnel--researchers and explorers--authorized by United Midgard and the garrison are allowed to enter the danger zone.";
+ next;
+ mes "[Camp Guard]";
+ mes "Your cooperation is appreciated.";
+ next;
+ mes "[Camp Guard]";
+ mes "Oh, I was informed of your arrival by Mr. Lugen.";
+ mes "You may pass.";
+ next;
+ mes "[Camp Guard]";
+ mes "Please be careful out there.";
+ mes "If you encounter any threats or strange phenomenon, then please don't hesitate to report to us at the garrison.";
+ close2;
+ warp "man_fild01",36,235;
+ end;
+ }
+ else {
+ mes "[Camp Guard]";
+ mes "Stop!";
+ mes "You're about to enter an area that has not been fully explored.";
+ mes "Only personnel--researchers and explorers--authorized by United Midgard and the garrison are allowed to enter the danger zone.";
+ next;
+ mes "[Camp Guard]";
+ mes "Your cooperation is appreciated.";
+ close;
+ }
+ }
+ else if (ep13_animal == 1) {
+ if (ep13_newbs == 6) {
+ mes "[Camp Guard]";
+ mes "Stop!";
+ mes "You're about to enter an area that has not been fully explored.";
+ mes "Only personnel--researchers and explorers--authorized by United Midgard and the garrison are allowed to enter the danger zone.";
+ next;
+ mes "[Camp Guard]";
+ mes "Your cooperation is appreciated.";
+ next;
+ mes "[Camp Guard]";
+ mes "Oh, I was informed of your arrival by Mr. Diego.";
+ mes "You may pass.";
+ next;
+ mes "[Camp Guard]";
+ mes "Please be careful out there.";
+ mes "If you encounter any threats or strange phenomenon, then please don't hesitate to report to us at the garrison.";
+ close2;
+ warp "man_fild01",36,235;
+ end;
+ }
+ else if (ep13_newbs == 19) {
+ mes "[Camp Guard]";
+ mes "Stop!";
+ mes "You're about to enter an area that has not been fully explored.";
+ mes "Only personnel--researchers and explorers--authorized by United Midgard and the garrison are allowed to enter the danger zone.";
+ next;
+ mes "[Camp Guard]";
+ mes "Your cooperation is appreciated.";
+ next;
+ mes "[Camp Guard]";
+ mes "Oh, I was informed of your arrival by Mr. Lugen.";
+ mes "You may pass.";
+ next;
+ mes "[Camp Guard]";
+ mes "Please be careful out there.";
+ mes "If you encounter any threats or strange phenomenon, then please don't hesitate to report to us at the garrison.";
+ close2;
+ warp "man_fild01",36,235;
+ end;
+ }
+ else {
+ mes "[Camp Guard]";
+ mes "Stop!";
+ mes "You're about to enter an area that has not been fully explored.";
+ mes "Only personnel--researchers and explorers--authorized by United Midgard and the garrison are allowed to enter the danger zone.";
+ next;
+ mes "[Camp Guard]";
+ mes "Your cooperation is appreciated.";
+ next;
+ switch(select("I've come to help with some research.:I want to stay.")) {
+ case 1:
+ mes "["+strcharinfo(0)+"]";
+ mes "Hi, my name is "+strcharinfo(0)+". I'm the assistant of Monster Scholar Rumis Block.";
+ next;
+ mes "[Camp Guard]";
+ mes "That 'fraidy-- Wah! I'm sorry!";
+ mes "I didn't mean to say that... And I completely understand that he hasn't been able to adapt himself to new surroundings.";
+ next;
+ mes "[Camp Guard]";
+ mes "So, you're here to assist Mr. Rumis Block, huh?";
+ mes "You may pass. If you encounter any threats or strange phenomenon, then please don't hesitate to report to us at the garrison.";
+ set ep13_animal,2;
+ close2;
+ warp "man_fild01",36,235;
+ end;
+ case 2:
+ mes "[Camp Guard]";
+ mes "No, you can't. Please return to the expedition camp.";
+ close;
+ }
+ }
+ }
+ else {
+ if (ep13_newbs == 6) {
+ mes "[Camp Guard]";
+ mes "Stop!";
+ mes "You're about to enter an area that has not been fully explored.";
+ mes "Only personnel--researchers and explorers--authorized by United Midgard and the garrison are allowed to enter the danger zone.";
+ next;
+ mes "[Camp Guard]";
+ mes "Your cooperation is appreciated.";
+ next;
+ mes "[Camp Guard]";
+ mes "Oh, I was informed of your arrival by Mr. Diego.";
+ mes "You may pass.";
+ next;
+ mes "[Camp Guard]";
+ mes "Please be careful out there.";
+ mes "If you encounter any threats or strange phenomenon, then please don't hesitate to report to us at the garrison.";
+ close2;
+ warp "man_fild01",36,235;
+ end;
+ }
+ else if (ep13_newbs == 19) {
+ mes "[Camp Guard]";
+ mes "Stop!";
+ mes "You're about to enter an area that has not been fully explored.";
+ mes "Only personnel--researchers and explorers--authorized by United Midgard and the garrison are allowed to enter the danger zone.";
+ next;
+ mes "[Camp Guard]";
+ mes "Your cooperation is appreciated.";
+ next;
+ mes "[Camp Guard]";
+ mes "Oh, I was informed of your arrival by Mr. Lugen.";
+ mes "You may pass.";
+ next;
+ mes "[Camp Guard]";
+ mes "Please be careful out there.";
+ mes "If you encounter any threats or strange phenomenon, then please don't hesitate to report to us at the garrison.";
+ close2;
+ warp "man_fild01",36,235;
+ end;
+ }
+ else {
+ mes "[Camp Guard]";
+ mes "Stop!";
+ mes "You're about to enter an area that has not been fully explored.";
+ mes "Only personnel--researchers and explorers--authorized by United Midgard and the garrison are allowed to enter the danger zone.";
+ next;
+ switch(select("Let me move to the next zone.:I want to stay here.")) {
+ case 1:
+ mes "[Camp Guard]";
+ mes "Please be careful out there.";
+ mes "If you encounter any threats or strange phenomenon, then please don't hesitate to report to us at the garrison.";
+ close2;
+ warp "man_fild01",36,235;
+ end;
+ case 2:
+ mes "[Camp Guard]";
+ mes "No, you can't. Please return to the expedition camp.";
+ close;
+ }
+ }
+ }
+}
+
+mid_camp,13,143,5 script Camp Guard#man2 852,{
+ if (ep13_animal == 0) {
+ if (ep13_newbs == 6) {
+ mes "[Camp Guard]";
+ mes "Stop!";
+ mes "You're about to enter an area that has not been fully explored.";
+ mes "Only personnel--researchers and explorers--authorized by United Midgard and the garrison are allowed to enter the danger zone.";
+ next;
+ mes "[Camp Guard]";
+ mes "Your cooperation is appreciated.";
+ next;
+ mes "[Camp Guard]";
+ mes "Oh, I was informed of your arrival by Mr. Diego.";
+ mes "You may pass.";
+ next;
+ mes "[Camp Guard]";
+ mes "Please be careful out there.";
+ mes "If you encounter any threats or strange phenomenon, then please don't hesitate to report to us at the garrison.";
+ close2;
+ warp "spl_fild02",379,143;
+ end;
+ }
+ else if (ep13_newbs == 19) {
+ mes "[Camp Guard]";
+ mes "Stop!";
+ mes "You're about to enter an area that has not been fully explored.";
+ mes "Only personnel--researchers and explorers--authorized by United Midgard and the garrison are allowed to enter the danger zone.";
+ next;
+ mes "[Camp Guard]";
+ mes "Your cooperation is appreciated.";
+ next;
+ mes "[Camp Guard]";
+ mes "Oh, I was informed of your arrival by Mr. Lugen.";
+ mes "You may pass.";
+ next;
+ mes "[Camp Guard]";
+ mes "Please be careful out there.";
+ mes "If you encounter any threats or strange phenomenon, then please don't hesitate to report to us at the garrison.";
+ close2;
+ warp "spl_fild02",379,143;
+ end;
+ }
+ else {
+ mes "[Camp Guard]";
+ mes "Stop!";
+ mes "You're about to enter an area that has not been fully explored.";
+ mes "Only personnel--researchers and explorers--authorized by United Midgard and the garrison are allowed to enter the danger zone.";
+ next;
+ mes "[Camp Guard]";
+ mes "Your cooperation is appreciated.";
+ close;
+ }
+ }
+ else if (ep13_animal == 5) {
+ if (ep13_newbs == 6) {
+ mes "[Camp Guard]";
+ mes "Stop!";
+ mes "You're about to enter an area that has not been fully explored.";
+ mes "Only personnel--researchers and explorers--authorized by United Midgard and the garrison are allowed to enter the danger zone.";
+ next;
+ mes "[Camp Guard]";
+ mes "Your cooperation is appreciated.";
+ next;
+ mes "[Camp Guard]";
+ mes "Oh, I was informed of your arrival by Mr. Diego.";
+ mes "You may pass.";
+ next;
+ mes "[Camp Guard]";
+ mes "Please be careful out there.";
+ mes "If you encounter any threats or strange phenomenon, then please don't hesitate to report to us at the garrison.";
+ close2;
+ warp "spl_fild02",379,143;
+ end;
+ }
+ else if (ep13_newbs == 19) {
+ mes "[Camp Guard]";
+ mes "Stop!";
+ mes "You're about to enter an area that has not been fully explored.";
+ mes "Only personnel--researchers and explorers--authorized by United Midgard and the garrison are allowed to enter the danger zone.";
+ next;
+ mes "[Camp Guard]";
+ mes "Your cooperation is appreciated.";
+ next;
+ mes "[Camp Guard]";
+ mes "Oh, I was informed of your arrival by Mr. Lugen.";
+ mes "You may pass.";
+ next;
+ mes "[Camp Guard]";
+ mes "Please be careful out there.";
+ mes "If you encounter any threats or strange phenomenon, then please don't hesitate to report to us at the garrison.";
+ close2;
+ warp "spl_fild02",379,143;
+ end;
+ }
+ else {
+ mes "[Camp Guard]";
+ mes "Stop!";
+ mes "You're about to enter an area that has not been fully explored.";
+ mes "Only personnel--researchers and explorers--authorized by United Midgard and the garrison are allowed to enter the danger zone.";
+ next;
+ mes "[Camp Guard]";
+ mes "Your cooperation is appreciated.";
+ next;
+ mes "[Camp Guard]";
+ mes "Oh, I was informed of your arrival by Mr. Terris.";
+ mes "You may pass.";
+ next;
+ mes "[Camp Guard]";
+ mes "Please be careful out there.";
+ mes "If you encounter any threats or strange phenomenon, then please don't hesitate to report to us at the garrison.";
+ close2;
+ warp "spl_fild02",379,143;
+ end;
+ }
+ }
+ else {
+ if (ep13_newbs == 6) {
+ mes "[Camp Guard]";
+ mes "Stop!";
+ mes "You're about to enter an area that has not been fully explored.";
+ mes "Only personnel--researchers and explorers--authorized by United Midgard and the garrison are allowed to enter the danger zone.";
+ next;
+ mes "[Camp Guard]";
+ mes "Your cooperation is appreciated.";
+ next;
+ mes "[Camp Guard]";
+ mes "Oh, I was informed of your arrival by Mr. Diego.";
+ mes "You may pass.";
+ next;
+ mes "[Camp Guard]";
+ mes "Please be careful out there.";
+ mes "If you encounter any threats or strange phenomenon, then please don't hesitate to report to us at the garrison.";
+ close2;
+ warp "spl_fild02",379,143;
+ end;
+ }
+ else if (ep13_newbs == 19) {
+ mes "[Camp Guard]";
+ mes "Stop!";
+ mes "You're about to enter an area that has not been fully explored.";
+ mes "Only personnel--researchers and explorers--authorized by United Midgard and the garrison are allowed to enter the danger zone.";
+ next;
+ mes "[Camp Guard]";
+ mes "Your cooperation is appreciated.";
+ next;
+ mes "[Camp Guard]";
+ mes "Oh, I was informed of your arrival by Mr. Lugen.";
+ mes "You may pass.";
+ next;
+ mes "[Camp Guard]";
+ mes "Please be careful out there.";
+ mes "If you encounter any threats or strange phenomenon, then please don't hesitate to report to us at the garrison.";
+ close2;
+ warp "spl_fild02",379,143;
+ end;
+ }
+ else {
+ mes "[Camp Guard]";
+ mes "Stop!";
+ mes "You're about to enter an area that has not been fully explored.";
+ mes "Only personnel--researchers and explorers--authorized by United Midgard and the garrison are allowed to enter the danger zone.";
+ next;
+ switch(select("Let me move to the next zone.:I want to stay here.")) {
+ case 1:
+ mes "[Camp Guard]";
+ mes "Please be careful out there.";
+ mes "If you encounter any threats or strange phenomenon, then please don't hesitate to report to us at the garrison.";
+ close2;
+ warp "spl_fild02",379,143;
+ end;
+ case 2:
+ mes "[Camp Guard]";
+ mes "No, you can't. Please return to the expedition camp.";
+ close;
+ }
+ }
+ }
+}
+
+mid_camp,9,215,5 script Camp Guard#man3 852,{
+ if (ep13_animal == 0) {
+ if (ep13_newbs == 6) {
+ mes "[Camp Guard]";
+ mes "Stop!";
+ mes "You're about to enter an area that has not been fully explored.";
+ mes "Only personnel--researchers and explorers--authorized by United Midgard and the garrison are allowed to enter the danger zone.";
+ next;
+ mes "[Camp Guard]";
+ mes "Your cooperation is appreciated.";
+ next;
+ mes "[Camp Guard]";
+ mes "Oh, I was informed of your arrival by Mr. Diego.";
+ mes "You may pass.";
+ next;
+ mes "[Camp Guard]";
+ mes "Please be careful out there.";
+ mes "If you encounter any threats or strange phenomenon, then please don't hesitate to report to us at the garrison.";
+ close2;
+ warp "spl_fild02",380,217;
+ end;
+ }
+ else if (ep13_newbs == 19) {
+ mes "[Camp Guard]";
+ mes "Stop!";
+ mes "You're about to enter an area that has not been fully explored.";
+ mes "Only personnel--researchers and explorers--authorized by United Midgard and the garrison are allowed to enter the danger zone.";
+ next;
+ mes "[Camp Guard]";
+ mes "Your cooperation is appreciated.";
+ next;
+ mes "[Camp Guard]";
+ mes "Oh, I was informed of your arrival by Mr. Lugen.";
+ mes "You may pass.";
+ next;
+ mes "[Camp Guard]";
+ mes "Please be careful out there.";
+ mes "If you encounter any threats or strange phenomenon, then please don't hesitate to report to us at the garrison.";
+ close2;
+ warp "spl_fild02",380,217;
+ end;
+ }
+ else {
+ mes "[Camp Guard]";
+ mes "Stop!";
+ mes "You're about to enter an area that has not been fully explored.";
+ mes "Only personnel--researchers and explorers--authorized by United Midgard and the garrison are allowed to enter the danger zone.";
+ next;
+ mes "[Camp Guard]";
+ mes "Your cooperation is appreciated.";
+ close;
+ }
+ }
+ else if (ep13_animal == 5) {
+ if (ep13_newbs == 6) {
+ mes "[Camp Guard]";
+ mes "Stop!";
+ mes "You're about to enter an area that has not been fully explored.";
+ mes "Only personnel--researchers and explorers--authorized by United Midgard and the garrison are allowed to enter the danger zone.";
+ next;
+ mes "[Camp Guard]";
+ mes "Your cooperation is appreciated.";
+ next;
+ mes "[Camp Guard]";
+ mes "Oh, I was informed of your arrival by Mr. Diego.";
+ mes "You may pass.";
+ next;
+ mes "[Camp Guard]";
+ mes "Please be careful out there.";
+ mes "If you encounter any threats or strange phenomenon, then please don't hesitate to report to us at the garrison.";
+ close2;
+ warp "spl_fild02",380,217;
+ end;
+ }
+ else if (ep13_newbs == 19) {
+ mes "[Camp Guard]";
+ mes "Stop!";
+ mes "You're about to enter an area that has not been fully explored.";
+ mes "Only personnel--researchers and explorers--authorized by United Midgard and the garrison are allowed to enter the danger zone.";
+ next;
+ mes "[Camp Guard]";
+ mes "Your cooperation is appreciated.";
+ next;
+ mes "[Camp Guard]";
+ mes "Oh, I was informed of your arrival by Mr. Lugen.";
+ mes "You may pass.";
+ next;
+ mes "[Camp Guard]";
+ mes "Please be careful out there.";
+ mes "If you encounter any threats or strange phenomenon, then please don't hesitate to report to us at the garrison.";
+ close2;
+ warp "spl_fild02",380,217;
+ end;
+ }
+ else {
+ mes "[Camp Guard]";
+ mes "Stop!";
+ mes "You're about to enter an area that has not been fully explored.";
+ mes "Only personnel--researchers and explorers--authorized by United Midgard and the garrison are allowed to enter the danger zone.";
+ next;
+ mes "[Camp Guard]";
+ mes "Your cooperation is appreciated.";
+ next;
+ mes "[Camp Guard]";
+ mes "Oh, I was informed of your arrival by Mr. Terris.";
+ mes "You may pass.";
+ next;
+ mes "[Camp Guard]";
+ mes "Please be careful out there.";
+ mes "If you encounter any threats or strange phenomenon, then please don't hesitate to report to us at the garrison.";
+ close2;
+ warp "spl_fild02",380,217;
+ end;
+ }
+ }
+ else {
+ if (ep13_newbs == 6) {
+ mes "[Camp Guard]";
+ mes "Stop!";
+ mes "You're about to enter an area that has not been fully explored.";
+ mes "Only personnel--researchers and explorers--authorized by United Midgard and the garrison are allowed to enter the danger zone.";
+ next;
+ mes "[Camp Guard]";
+ mes "Your cooperation is appreciated.";
+ next;
+ mes "[Camp Guard]";
+ mes "Oh, I was informed of your arrival by Mr. Diego.";
+ mes "You may pass.";
+ next;
+ mes "[Camp Guard]";
+ mes "Please be careful out there.";
+ mes "If you encounter any threats or strange phenomenon, then please don't hesitate to report to us at the garrison.";
+ close2;
+ warp "spl_fild02",380,217;
+ end;
+ }
+ else if (ep13_newbs == 19) {
+ mes "[Camp Guard]";
+ mes "Stop!";
+ mes "You're about to enter an area that has not been fully explored.";
+ mes "Only personnel--researchers and explorers--authorized by United Midgard and the garrison are allowed to enter the danger zone.";
+ next;
+ mes "[Camp Guard]";
+ mes "Your cooperation is appreciated.";
+ next;
+ mes "[Camp Guard]";
+ mes "Oh, I was informed of your arrival by Mr. Lugen.";
+ mes "You may pass.";
+ next;
+ mes "[Camp Guard]";
+ mes "Please be careful out there.";
+ mes "If you encounter any threats or strange phenomenon, then please don't hesitate to report to us at the garrison.";
+ close2;
+ warp "spl_fild02",380,217;
+ end;
+ }
+ else {
+ mes "[Camp Guard]";
+ mes "Stop!";
+ mes "You're about to enter an area that has not been fully explored.";
+ mes "Only personnel--researchers and explorers--authorized by United Midgard and the garrison are allowed to enter the danger zone.";
+ next;
+ switch(select("Let me move to the next zone.:I want to stay here.")) {
+ case 1:
+ mes "[Camp Guard]";
+ mes "Please be careful out there.";
+ mes "If you encounter any threats or strange phenomenon, then please don't hesitate to report to us at the garrison.";
+ close2;
+ warp "spl_fild02",380,217;
+ end;
+ case 2:
+ mes "[Camp Guard]";
+ mes "No, you can't. Please return to the expedition camp.";
+ close;
+ }
+ }
+ }
+}
+
+mid_camp,49,154,0 script #env_clear -1,3,3,{
+//OnTouch2:
+OnTouch:
+ if (ep13_animal == 7) {
+ enablenpc "Botanist#ep13_1";
+ mes "[Botanist]";
+ mes "This is it.";
+ next;
+ mes "[Botanist]";
+ mes "Look.";
+ mes "You can tell the pileus is creating drops of light which drip to the ground.";
+ next;
+ mes "[Botanist]";
+ mes "Please try to plant the rotting stem in the ground.";
+ set ep13_animal,8;
+ close;
+ }
+ else if (ep13_animal == 8) {
+ enablenpc "Botanist#ep13_1";
+ mes "[Botanist]";
+ mes "Please try to plant the rotting stem in the ground.";
+ close;
+ }
+ else if (ep13_animal == 9) {
+ enablenpc "Botanist#ep13_1";
+ }
+ end;
+}
+
+mid_camp,45,148,7 script Botanist#ep13_1 750,{
+ if (ep13_animal == 8) {
+ mes "[Botanist]";
+ mes "Please try to plant the rotting stem in the ground.";
+ close;
+ }
+ else if (ep13_animal == 9) {
+ mes "["+strcharinfo(0)+"]";
+ mes "It's sprouted! That shoot looks healthy!";
+ next;
+ mes "[Botanist]";
+ mes "See?";
+ mes "This giant mushroom, otherwise known as an Environmental Purifier, not only brings dying plants back to life, but also stimulates their growth.";
+ next;
+ mes "[Botanist]";
+ mes "Isn't it amazing?!";
+ mes "This finding will surely stir up the academic world.";
+ next;
+ mes "[Botanist]";
+ mes "Now, I should get back to work. I need to write a report based on my study results.";
+ mes "I can't wait to see how the expedition management will react to my report. Hahaha~";
+ next;
+ mes "[Botanist]";
+ mes "Oh, right... Rumis!";
+ mes "Can you please tell him that I've received his Nepenthes specimen safely?";
+ next;
+ mes "[Botanist]";
+ mes "And don't forget to tell him that I've produced great research results. That'll make him cry like a baby. Hahahaha!";
+ set ep13_animal,10;
+ changequest 2152,2153;
+ disablenpc "Botanist#ep13_1";
+ close;
+ }
+ end;
+
+OnInit:
+ disablenpc "Botanist#ep13_1";
+ end;
+}
+
+mid_camp,52,148,1 script Dirt#ep13 844,{
+ if (ep13_animal == 8) {
+ mes "- You dug a hole into the ground, planted the rotting stem, and then watered it. -";
+ next;
+ mes "... ... ... ...";
+ mes "... ... ... ...";
+ next;
+ mes "... ... ... ...";
+ mes "... ... ... ...";
+ mes "... ... ... ...";
+ next;
+ specialeffect EF_LIGHTSPHERE;
+ mes "- Pzzzz -";
+ mes "- Ssshuhhhh -";
+ next;
+ mes "- Something is growing out of the dirt. -";
+ set ep13_animal,9;
+ delitem 6035,1; //Decaying_Stem
+ getitem 7193,1; //Germinating_Sprout
+ close;
+ }
+ end;
+}
+
+man_fild01,59,261,0 script #evt_lumis -1,5,5,{
+OnTouch:
+ if (ep13_animal == 11) {
+ mes "[Rumis Block]";
+ mes "This is it! Come to the small tree in the southeast direction!";
+ close;
+ }
+ end;
+}
+
+man_fild01,92,230,3 script Frozen Tree#evt_lumis 111,1,1,{
+ if (ep13_animal == 11) {
+ mes "["+strcharinfo(0)+"]";
+ mes "Knock, knock. Are you here?";
+ next;
+ mes "- Something is making loud noise near the top of the tree. -";
+ next;
+ mes "[Rumis Block]";
+ mes "...Oh, yes. Yes!";
+ mes "Monsters were looking at me, so I climbed up this tree without even thinking!";
+ mes "How can I get down now?";
+ next;
+ mes "[Rumis Block]";
+ mes "Oh wait, I can see everything so clearly from here.";
+ mes "I guess staying here will be much safer and easier for studying monsters.";
+ next;
+ mes "[Rumis Block]";
+ mes "...I'm looking at Hillsrion, the creature that people are talking about.";
+ mes "It's covered with soft fur that reminds me of soft ice flakes floating in the air.";
+ mes "...Oh, sorry.. I was just talking to myself.";
+ next;
+ mes "[Rumis Block]";
+ mes "I'll be watching the Hillsrions from this tree. "+strcharinfo(0)+", can you please go collect ^3131FFHillsrion Horns^000000 for me?";
+ next;
+ mes "[Rumis Block]";
+ mes "Their horns might possess a special power. And I want to have them for further research.";
+ mes "...20 horns will be enough.";
+ set ep13_animal,12;
+ changequest 2154,2155;
+ close;
+ }
+ else if (ep13_animal == 12) {
+ if (countitem(6032) < 20) {
+ mes "[Rumis Block]";
+ mes "I'd like to study Hillsrion's Horns. Please bring 20 of them for me, okay.";
+ close;
+ }
+ else {
+ mes "[Rumis Block]";
+ mes "...*Shiver*...";
+ next;
+ mes "[Rumis Block]";
+ mes "...*Shiver*...";
+ mes "...*Shiver*...";
+ next;
+ mes "[Rumis Block]";
+ mes "...*Shiver*...";
+ mes "...*Shiver*...";
+ mes "...*Shiver*...";
+ next;
+ mes "[Rumis Block]";
+ mes "Ah! You're back!";
+ mes "Phew...";
+ next;
+ mes "[Rumis Block]";
+ mes "Are you okay? Their fangs look so sharp and shiny...";
+ mes "Oh right, you're an expert when it comes to this kind of job. Hahaha, I don't have to worry about you anymore.";
+ next;
+ mes "[Rumis Block]";
+ mes "Have you brought Hillsrion's Horns?";
+ mes "Those are the horns in your hands?";
+ next;
+ mes "[Rumis Block]";
+ mes "Oh...";
+ next;
+ mes "[Rumis Block]";
+ mes "Ho...";
+ next;
+ mes "[Rumis Block]";
+ mes "Well, they appear to be ordinary horns with a spiral pattern.";
+ mes "Monsters with such horns are a dime a dozen in Midgard.";
+ next;
+ mes "[Rumis Block]";
+ mes "I, however, still have no idea how Hillsrions use their horns.";
+ next;
+ mes "[Rumis Block]";
+ mes "If they have bad vision, they could use the horns as feelers, or... I know you don't want to hear me ramble on with my conjecture. Sorry.";
+ next;
+ mes "[Rumis Block]";
+ mes "We can call it a day for today. Thanks to you, I now feel confident enough to at least come to this tree by myself next time.";
+ next;
+ mes "[Rumis Block]";
+ mes "Let's go back to the camp. Shall we? I have something to discuss with you.";
+ set ep13_animal,13;
+ delitem 6032,20; //Horn_Of_Hilsrion
+ changequest 2155,2156;
+ close;
+ }
+ }
+ end;
+}
+
+// Finding a Fairy & Finding a Giant Tree
+//============================================================
+spl_fild02,34,223,5 script Small Fairy#spl 442,{
+ if (BaseLevel > 69) {
+ if (checkquest(2158) == -1) {
+ mes "You find a little creature flying in the bushes.";
+ mes "It has tiny wings on the back...";
+ mes "It's a fairy!";
+ next;
+ emotion 6;
+ mes "[Small Fairy]";
+ mes "RLGHLRXLA TKANTLFDMS";
+ mes "WJACK TNAHRDNJSDMFH";
+ mes "WLSGHKWND !!";
+ next;
+ mes "The fairy notices you, and looks very surprised.";
+ mes "It is saying something, but you don't understand.";
+ next;
+ mes "You should report this to the united expedition quickly.";
+ mes "Perhaps the guard captain of the expedition is the right person to report to.";
+ setquest 2158;
+ close;
+ }
+ else {
+ emotion 6;
+ mes "[Small Fairy]";
+ mes "RLGHLRXLA TKANTLFDMS";
+ mes "WJACK TNAHRDNJSDMFH";
+ mes "WLSGHKWND !!";
+ next;
+ mes "The surprised fairy is saying something to you, but you cannot understand fairy language.";
+ close;
+ }
+ }
+ else {
+ emotion 6;
+ mes "[Small Fairy]";
+ mes "RLGHLRXLA TKANTLFDMS";
+ mes "WJACK TNAHRDNJSDMFH";
+ mes "WLSGHKWND !!";
+ next;
+ mes "The surprised fairy is saying something to you, but you cannot understand fairy language.";
+ close;
+ }
+}
+
+man_fild03,236,105,3 script Tree Giant#man 454,{
+ if (BaseLevel > 69) {
+ if (checkquest(2159) == -1) {
+ mes "You have found something moving between dry branches.";
+ mes "It appears to be a tree at first glance, but it turns out to be a giant that is half tree and half man.";
+ next;
+ emotion e_dots;
+ mes "[Tree Giant]";
+ mes "TJDTMFJDNS CJFDI";
+ mes "TKADLFDMF QKATOS";
+ mes "EKDTLSDML DLFMADMS..";
+ next;
+ mes "The giant notices you, and looks very surprised.";
+ mes "It is saying something, but you don't understand.";
+ next;
+ mes "You should report this to the united expedition quickly.";
+ mes "Perhaps the guard captain of the expedition is the right person to report to.";
+ setquest 2159;
+ close;
+ }
+ else {
+ emotion e_dots;
+ mes "[Tree Giant]";
+ mes "TJDTMFJDNS CJFDI";
+ mes "TKADLFDMF QKATOS";
+ mes "EKDTLSDML DLFMADMS..";
+ next;
+ mes "The surprised giant is saying something to you, but you cannot understand.";
+ close;
+ }
+ }
+ else {
+ emotion e_dots;
+ mes "[Tree Giant]";
+ mes "TJDTMFJDNS CJFDI";
+ mes "TKADLFDMF QKATOS";
+ mes "EKDTLSDML DLFMADMS..";
+ next;
+ mes "The surprised giant is saying something to you, but you cannot understand.";
+ close;
+ }
+}
+
+mid_camp,212,237,5 script Camp Guard Captain#man1 852,{
+ mes "[Captain]";
+ mes "Good day. I'm here to protect the";
+ mes "peace and safety of explorers";
+ mes "working for United Midgard.";
+ mes "How may I help you?";
+ next;
+ if ((checkquest(2158) == 2) && (checkquest(2159) == 2)) {
+ mes "["+strcharinfo(0)+"]";
+ mes "Oh, nothing.";
+ mes "Sorry to bother you.";
+ close;
+ }
+ else {
+ if (checkquest(2158) == 1) {
+ mes "- You report your encounter with a small fairy in the Splandid area to the guard captain. -";
+ next;
+ mes "[Captain]";
+ mes "That sounds very important.";
+ mes "It's too early to say this, but we might have to dispatch an investigation group to the area.";
+ next;
+ mes "[Captain]";
+ mes "I'll discuss this more with the expedition management.";
+ mes "Thank you for your valuable information.";
+ completequest 2158;
+ getexp 70000,0;
+ close;
+ }
+ else if (checkquest(2158) == -1) {
+ mes "["+strcharinfo(0)+"]";
+ mes "Oh, nothing.";
+ mes "Sorry to bother you.";
+ close;
+ }
+ else if (checkquest(2158) == 2) {
+ if (checkquest(2159) == 1) {
+ mes "- You report your encounter with a tree giant in the Manuk area to the guard captain. -";
+ next;
+ mes "[Captain]";
+ mes "That sounds very important.";
+ mes "It's too early to say this, but we might have to dispatch an investigation group to the area.";
+ next;
+ mes "[Captain]";
+ mes "I'll discuss this more with the expedition management.";
+ mes "Thank you for your valuable information.";
+ completequest 2159;
+ getexp 70000,0;
+ close;
+ }
+ else {
+ mes "["+strcharinfo(0)+"]";
+ mes "Oh, nothing.";
+ mes "Sorry to bother you.";
+ close;
+ }
+ }
+ else {
+ if (checkquest(2159) == 1) {
+ mes "- You report your encounter with a tree giant in the Manuk area to the guard captain. -";
+ next;
+ mes "[Captain]";
+ mes "That sounds very important.";
+ mes "It's too early to say this, but we might have to dispatch an investigation group to the area.";
+ next;
+ mes "[Captain]";
+ mes "I'll discuss this more with the expedition management.";
+ mes "Thank you for your valuable information.";
+ completequest 2159;
+ getexp 70000,0;
+ close;
+ }
+ else {
+ mes "["+strcharinfo(0)+"]";
+ mes "Oh, nothing.";
+ mes "Sorry to bother you.";
+ close;
+ }
+ }
+ }
+}
+
+// The Tripartite Union's Feud
+//============================================================
+mid_campin,376,120,0 script Research Official#ep131 754,3,3,{
+
+OnTouch:
+ if (checkweight(1201,1) == 0) {
+ mes "[United Research Official]";
+ mes "Why are you carrying so much stuff?";
+ mes "Are you working out?";
+ close;
+ }
+ if (ep13_ryu > 99) {
+ if (ep13_1_rhea < 1) {
+ mes "[United Research Official]";
+ mes "Hmmmm...mmm...";
+ next;
+ mes "[United Research Official]";
+ mes "Oh! Hello there!";
+ mes "You must be the adventurer from Rune Midgard.";
+ next;
+ mes "[United Research Official]";
+ mes "We've come all the way here to keep track of Satan Morroc, but... Now it seems that's not our priority anymore... Tsk,tsk...";
+ next;
+ mes "[United Research Official]";
+ mes "Well, since our research group has been gathered in such haste, many of our members collide too often.";
+ mes "I think it's just the process of trial and error, but this really slows things down.";
+ next;
+ mes "[United Research Official]";
+ mes "Alas, the head office keeps pushing me to submit a report... As if I could perform miracles!";
+ emotion e_sob;
+ next;
+ mes "[United Research Official]";
+ mes "I can't go around and meet those people myself, mediate among troubled people... This is impossible!! Unless...Unless someone helps me with that ! I need... someone...";
+ next;
+ mes "- He stared at you -";
+ mes "- with sparkling -";
+ mes "- eyes as if he were -";
+ mes "- demanding for help! -";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes ".................";
+ mes ".................";
+ next;
+ mes "[United Research Official]";
+ mes "Eh?! Oh, my... You really shouldn't. You must be extremely busy tracking down Satan Morroc!";
+ next;
+ mes "[United Research Official]";
+ mes "But... if you say so, could I really use your help? Hahaha.";
+ next;
+ mes "[United Research Official]";
+ mes "Those researchers complain a lot these days. They're terribly stressed out and I think somebody should really listen to their problems.";
+ next;
+ mes "[United Research Official]";
+ mes "Especially those dealing with document files that argue with each other so many times! You might wanna start by talking to them.";
+ next;
+ mes "[United Research Official]";
+ mes "Sounds good, huh? Please, you should go now.";
+ set ep13_1_rhea,1;
+ setquest 8196;
+ close;
+ }
+ else if ((ep13_1_rhea > 0) && (ep13_1_rhea < 10)) {
+ mes "[United Research Official]";
+ mes "Those researchers complain a lot these days. They're terribly stressed out and I think somebody should really listen to their problems.";
+ next;
+ mes "[United Research Official]";
+ mes "Especially those dealing with document files that argue with each other so many times! You might wanna start by talking to them.";
+ next;
+ mes "[United Research Official]";
+ mes "And, don't worry! I'm even willing to share my snacks with you if things go well. I'm not asking this for free, you got that~?";
+ close;
+ }
+ else if (ep13_1_rhea == 10) {
+ if (countitem(6036) > 0) {
+ mes "[United Research Official]";
+ mes "Aha!";
+ next;
+ mes "[United Research Official]";
+ mes "Isn't that an invitation to the meeting?";
+ next;
+ mes "[United Research Official]";
+ mes "And...and I really get to sign this thing and approve it...? Hahaha!";
+ next;
+ mes "[United Research Official]";
+ mes "This, this means I need to get prepared for the meeting! Finally!";
+ mes "Hahahaha!";
+ next;
+ mes "[United Research Official]";
+ mes "Oh, by the way, did you get a rough idea of the atmosphere of this expedition?";
+ next;
+ mes "[United Research Official]";
+ mes "Normally, researchers just take their own instruments and find their own tracks of Satan Morroc.";
+ mes "They don't really need to cooperate with other members.";
+ next;
+ mes "[United Research Official]";
+ mes "Howerver, things get different when it comes to document files.";
+ mes "Those researchers in charge of document files must contact eachother for information, and this just makes for endless work.";
+ next;
+ mes "[United Research Official]";
+ mes "People can't always be perfect, so they stress out and get to arguing...";
+ next;
+ mes "[United Research Official]";
+ mes "So... Could you do me a favor?";
+ next;
+ mes "[United Research Official]";
+ mes "As you've heard, about the 3 researchers, they don't agree with eachother too often. It's just too obvious that their meeting will turn out a disaster, and the whole research group could break down!";
+ emotion e_sob;
+ next;
+ mes "[United Research Official]";
+ mes "Oh, just thinking about it scares the crap out of me.";
+ next;
+ mes "[United Research Official]";
+ mes "What I'm asking is that you participate in the meeting with them and help them negotiate.";
+ next;
+ mes "[United Research Official]";
+ mes "So, first! Can you go meet those 3 researchers and check on them to prepare for the meeting?";
+ delitem 6036,1; //Invite_To_Meeting
+ set ep13_1_rhea,11;
+ changequest 8198,8199;
+ close;
+ }
+ else {
+ mes "[United Research Official]";
+ mes "How did it go?";
+ next;
+ mes "[United Research Official]";
+ mes "Did you talk to those researchers in charge of document files?";
+ close;
+ }
+ }
+ else if ((ep13_1_rhea > 10) && (ep13_1_rhea < 19)) {
+ mes "[United Research Official]";
+ mes "Please, you should participate in the meeting and mediate them if anything goes wrong!";
+ next;
+ mes "[United Research Official]";
+ mes "First, you should go meet those 3 researchers and check on them to prepare for the meeting. Hope they're not preparing any weapons though...";
+ emotion e_sob;
+ close;
+ }
+ else if (ep13_1_rhea == 19) {
+ changequest 8205,8206;
+ mes "[United Research Official]";
+ mes "Ohhh, you came! How generous of you!";
+ next;
+ mes "[United Research Official]";
+ mes "The meeting's about to begin.";
+ mes "Whew... I think I'm too tense... My chest hurts... Aaaah.";
+ next;
+ mes "- Somebody's knocking -";
+ mes "- on the door... -";
+ next;
+ mes "[United Research Official]";
+ mes "Finally, the meeting's starting.";
+ mes "You should come in.";
+ next;
+ donpcevent "Research Official#ep131::Onmeet";
+ mes "[United Research Official]";
+ mes "So, everyone's here.";
+ mes "Let us begin our meeting.";
+ mes "First, I need to hear the report on the process of tracking Satan Morroc.";
+ next;
+ mes "[Ryosen]";
+ mes "Alright. I'm Ryosen from Rune-Midgarts. We're certain that Satan Morroc came to this place through the crack of dimension, however, we failed to find any traces within the area we inspected.";
+ next;
+ mes "[Ryosen]";
+ mes "The Tripartite Union is doing whatever it takes to track down Satan Morroc's whereabouts, but the research in Ash-Vacuum is very limited.";
+ next;
+ mes "[Ryosen]";
+ mes "Supplies, reinforcements as wel as demanded goods are all insufficient, so we can't really go on.";
+ next;
+ mes "[Ryosen]";
+ mes "I've heard the assassins took action in order to find the traces of Satan Morroc, but nothing's been reported so far.";
+ next;
+ mes "[Hue]";
+ mes "I'm Hue from the Schwartzvalt Republic.";
+ next;
+ mes "[Hue]";
+ mes "We're still researching on the crack of dimension that Satan Morroc has come through, and the false data research on the noise created when moving through the crack is currently being corrected.";
+ next;
+ mes "[Hue]";
+ mes "The real cause of this problem has yet to be found, which makes it hard for us to provide any reinforcements or other supplies.";
+ next;
+ mes "[United Research Official]";
+ mes "Ok. I see. How's it going with the research on Ash-Vacuum?";
+ next;
+ mes "[Hansenne]";
+ mes "Hi, I'm Hansenne from Arunafeltz. We have conclused that his world of Ash-Vacuum is nothing related to the continent of Rune Midgard, as it is placed in a totally indipendent world dimension.";
+ next;
+ mes "[Hansenne]";
+ mes "The enviroment of the fields on the East and West where we can work on the research has nothing in common with the enviroment within the boundrary of the Tripartite Union's army post.";
+ next;
+ mes "[Hansenne]";
+ mes "I also have been reported that the ecosystem in the researched are is different.";
+ next;
+ mes "[Hansenne]";
+ mes "We could not go further with the research on the ecosystem due to some violent living creatures which have never been found on the Rune Midgard continent.";
+ next;
+ mes "[United Research Official]";
+ mes "So... All in all, nothing has been clearly found. Any problems among the members of the United Research Group?";
+ next;
+ mes "[Ryosen]";
+ mes "......................";
+ next;
+ mes "[Hue]";
+ mes "......................";
+ next;
+ mes "[Hansenne]";
+ mes "......................";
+ next;
+ mes "- The room is in awkward silence for a short while... -";
+ next;
+ mes "[United Research Official]";
+ mes "Ha..... Hahahaha...";
+ mes "... Then, anything you need to request, or suggest, perhaps? Anything you want to complain about?";
+ next;
+ mes "- Ryosen, who was fidgeting with -";
+ mes "- his files, suddenly stops and -";
+ mes "- studies the others. Then, he takes -";
+ mes "- out something from the bottom of -";
+ mes "- the chair and puts it on the table. -";
+ next;
+ mes "[Ryosen]";
+ mes "I'm.... I... The document file...";
+ next;
+ mes "[United Research Official]";
+ mes "Aaaaaahahhhhhhhhhhcckk!!!!!";
+ next;
+ mes "- Hue, shocked by the sudden";
+ mes "scream, stands up frantically and";
+ mes "accidentally hits and drops the";
+ mes "object which Ryosen had taken out. -";
+ next;
+ mes "[United Research Official]";
+ mes "Kkkkhaaaaaaahhhhhhhh!!!";
+ mes "It's the Thief Bug!!!";
+ next;
+ mes "- As the Official screamed, all the";
+ mes "researchers of the union started to";
+ mes "scream as well, and rushed out of";
+ mes "the room. -";
+ set ep13_1_rhea,20;
+ donpcevent "Research Official#ep131::Oncall";
+ close2;
+ warp "mid_camp",165,236;
+ end;
+ }
+ else if (ep13_1_rhea == 20) {
+ mes "[United Research Official]";
+ mes "Hhmm, hmmmm...";
+ mes "I really don't know what to say.";
+ mes "I mean... I'm totally OK with other monsters, mutants or whatever, but that black evil thing... Oh, I can't stand that one...";
+ emotion e_sob;
+ next;
+ mes "- Knock, knock-";
+ mes "- The researchers come back into the room. -";
+ next;
+ donpcevent "Research Official#ep131::Onmeet";
+ mes "[Ryosen]";
+ mes "Uh-hmm! Sorry about the mess.";
+ mes "I... Something urgent came up...";
+ mes "............Aaaaaaaaahhhhhhhhh!";
+ next;
+ mes "[United Research Official]";
+ mes "Whhhhhhaaattt!!!! What is it!!?";
+ mes "The Thief Bug, Again!!!???";
+ next;
+ mes "- Except for Ryosen, the rest spring out of their seats and run hurriedly for the door. -";
+ next;
+ mes "[Ryosen]";
+ mes "My... my strawberry cake!!!";
+ next;
+ mes "- Ryosen picks up his strawberry cake, all squashed with some fingerprints. -";
+ next;
+ mes "[Ryosen]";
+ mes "Stop! Freeze, everyone!";
+ mes "Move one more time and you'll be considered guilty!!";
+ next;
+ mes "[Ryosen]";
+ mes "This cake was just fine before that evil thing appeared, and there were only 4 of us here!";
+ next;
+ mes "[Ryosen]";
+ mes "One of you must be guilty of ruining my Rune-Midgart Strawberry Cake!!!";
+ next;
+ mes "[Ryosen]";
+ mes "I can't help checking your hands! This must be a fingerprint! It's loud and clear!! Hmm, I bet this is the mark of an index finger!";
+ next;
+ mes "[Hue]";
+ mes "Wait a minute! Wait! Stop treating us like criminals! What is wrong with you, it's only a cake!? Don't you think you're going a little too far?";
+ next;
+ mes "[Ryosen]";
+ mes "Whatttttt!? Only a cake????";
+ mes "Aha, yeah, I just remembered. You people from Schwartzvalt don't ever appreciate food at all, right?";
+ next;
+ mes "[Ryosen]";
+ mes "Especially when the food is NOT yours, huh? That's why you people sneak a taste of other people's food like my strawberry cake!!!";
+ next;
+ mes "[Hue]";
+ mes "Hmm, are you talking about Dusty?";
+ mes "He was expelled right after the incident and his job was taken away! I told you several times already!";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Ugh... You guys, I think you should calm down... This is ridiculous.";
+ next;
+ mes "[Hansenne]";
+ mes "Ughhhhh! It was I who did that!!!";
+ next;
+ mes "[Hansenne]";
+ mes "Sorry, I was just too shocked by that thief bug and accidentally touched your cake with my finger!";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "...Huh? No. Wait...";
+ next;
+ mes "[Ryosen]";
+ mes "You again?!";
+ mes "I can't belive how careless you are all the time, like with the requested data and all!!";
+ next;
+ mes "[Hansenne]";
+ mes "Ah, I forgot to say thank you.";
+ mes "Hue, thank you so much for restoring my documents!!!";
+ mes "Thanks!!!";
+ mes "Ahahahahaha. Hahahahaha.";
+ next;
+ mes "[Hue]";
+ mes "No, I...";
+ next;
+ mes "[Ryosen]";
+ mes "Hey, stay on topic!!";
+ mes "You are...";
+ next;
+ mes "[United Research Official]";
+ mes "Ahhhhhh! I guess we should call it a day now! Thanks for comingm all of you. Ok, let's go. Dismissed!";
+ next;
+ mes "[United Research Official]";
+ mes "Come on!!!";
+ next;
+ mes "-The three researchers say nothing. They just stare at each other, standing still... Then they finally leave the room. -";
+ set ep13_1_rhea,21;
+ donpcevent "Ryosen#ep131_rhea05::OnDisable";
+ donpcevent "Hue#ep131_rhea06::OnDisable";
+ donpcevent "Hansenne#ep131_rhea07::OnDisable";
+ close;
+ }
+ else if (ep13_1_rhea == 21) {
+ mes "["+ strcharinfo(0) +"]";
+ mes "Ah...";
+ next;
+ mes "[United Research Official]";
+ mes "Ugh, I've got nothing to say.";
+ mes "All I wanted was to let those people be closter to each other, become more friendly. But, problems come up every single time.";
+ next;
+ mes "[United Research Official]";
+ mes "Can you think of any idea how to get those people to get along??";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "... Actually... Hansenne is not the one who ruined that cake.";
+ next;
+ mes "[United Research Official]";
+ mes "Eh? What did you say?";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "But... I don't understand why Hansenne would take the blame...";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "... Well, I should go now.";
+ next;
+ mes "[United Research Official]";
+ mes "What? Ah, adventurer?!";
+ set ep13_1_rhea,22;
+ changequest 8206,8207;
+ close;
+ }
+ else if ((ep13_1_rhea > 21) && (ep13_1_rhea < 26)) {
+ mes "["+ strcharinfo(0) +"]";
+ mes "... Actually... Hansenne is not the one who ruined that cake.";
+ next;
+ mes "[United Research Official]";
+ mes "Eh? What did you say?";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "But... I don't understand why Hansenne would take the blame...";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "... Well, I should go now.";
+ next;
+ mes "[United Research Official]";
+ mes "What? Ah, adventurer?!";
+ close;
+ }
+ else if (ep13_1_rhea == 26) {
+ mes "[United Research Official]";
+ mes "How are they?";
+ next;
+ mes "- You tell the Official about the conversation that the 3 researchers had, in detail. -";
+ next;
+ mes "[United Research Official]";
+ mes "Whew, I see.";
+ next;
+ mes "[United Research Official]";
+ mes "Maybe I've been a little too worried.";
+ next;
+ mes "[United Research Official]";
+ mes "How often they collide, it must be a natural thing for people from different countries with different personalities and customs.";
+ next;
+ mes "[United Research Official]";
+ mes "Thank you for helping me.";
+ next;
+ mes "[United Research Official]";
+ mes "Here, I'll offer you a cup of tea.";
+ mes "This is a really special drink I preserved. Please, drink it while it's nice and hot.";
+ next;
+ mes "- You feel so refreshed and light, as you drink the tea that the Official offered. -";
+ specialeffect2 EF_ABSORBSPIRITS;
+ set ep13_1_rhea,100;
+ getexp 30000,10000;
+ completequest 8210;
+ next;
+ mes "[United Research Official]";
+ mes "Now, I should get to work on the report I need to submit to the head office. Ah, and this is nothing big, but still... This might come in handy when you travel.";
+ next;
+ mes "[United Research Official]";
+ mes "Please, stop by and say hellp to us from time to time.";
+ getitem 12110,1; //First_Aid_Kit
+ close;
+ }
+ else if (ep13_1_rhea > 99) {
+ mes "[United Research Official]";
+ mes "Thank you for everything.";
+ next;
+ mes "[United Research Official]";
+ mes "Please, stop by and say hellp to us from time to time.";
+ next;
+ mes "[United Research Official]";
+ mes "Oh, I'm not asking you to keep your eye on those 3 researchers. Don't get me wrong, hahaha.~";
+ close;
+ }
+ else {
+ mes "[United Research Official]";
+ mes "Thank you for everything.";
+ next;
+ mes "[United Research Official]";
+ mes "Please, stop by and say hellp to us from time to time.";
+ next;
+ mes "[United Research Official]";
+ mes "Oh, I'm not asking you to keep your eye on those 3 researchers. Don't get me wrong, hahaha.~";
+ close;
+ }
+ }
+ else {
+ mes "[United Research Official]";
+ mes "...Mmmm? What brings you here?";
+ next;
+ mes "[United Research Official]";
+ mes "I wouldn't be roaming around this place like that, if I were you.";
+ mes "It's very dangerous here, and people dwelling is this place are not that nice.";
+ close;
+ }
+ end;
+
+ mes "[United Research Official]";
+ mes "Hmm? What did you just say?";
+ next;
+ mes "[United Research Official]";
+ mes "I can't really hear you. Could you speak louder?";
+ close;
+
+OnInit:
+ enablenpc "Research Official#ep131";
+ end;
+
+OnEnable:
+ hideoffnpc "Research Official#ep131";
+ end;
+
+OnDisable:
+ hideonnpc "Research Official#ep131";
+ end;
+
+Onmeet:
+ donpcevent "Ryosen#ep131_rhea05::OnEnable";
+ donpcevent "Hue#ep131_rhea06::OnEnable";
+ donpcevent "Hansenne#ep131_rhea07::OnEnable";
+ end;
+
+Oncall:
+ initnpctimer;
+ monster "mid_campin",376,134,"Thief Bug",1051,1,"Research Official#ep131::OnMyMobDead";
+ monster "mid_campin",376,134,"Thief Bug",1051,1,"Research Official#ep131::OnMyMobDead";
+ monster "mid_campin",376,134,"Thief Bug",1051,1,"Research Official#ep131::OnMyMobDead";
+ monster "mid_campin",376,134,"Thief Bug",1051,1,"Research Official#ep131::OnMyMobDead";
+ monster "mid_campin",376,134,"Thief Bug",1051,1,"Research Official#ep131::OnMyMobDead";
+ monster "mid_campin",376,134,"Thief Bug",1051,1,"Research Official#ep131::OnMyMobDead";
+ monster "mid_campin",376,134,"Thief Bug",1051,1,"Research Official#ep131::OnMyMobDead";
+ monster "mid_campin",376,134,"Thief Bug",1051,1,"Research Official#ep131::OnMyMobDead";
+ monster "mid_campin",376,134,"Thief Bug",1051,1,"Research Official#ep131::OnMyMobDead";
+ monster "mid_campin",376,134,"Thief Bug",1051,1,"Research Official#ep131::OnMyMobDead";
+ donpcevent "Research Official#ep131::OnDisable";
+ donpcevent "Ryosen#ep131_rhea05::OnDisable";
+ donpcevent "Hue#ep131_rhea06::OnDisable";
+ donpcevent "Hansenne#ep131_rhea07::OnDisable";
+ end;
+
+OnMyMobDead:
+ if (mobcount("mid_campin","Research Official#ep131::OnMyMobDead") < 1) {
+ donpcevent "Research Official#ep131::OnEnable";
+ stopnpctimer;
+ }
+ end;
+
+OnTimer300000:
+ killmonster "mid_campin","Research Official#ep131::OnMyMobDead";
+ donpcevent "Research Official#ep131::OnEnable";
+ stopnpctimer;
+ end;
+}
+
+mid_camp,165,245,0 script Ryosen#ep131_rhea01 748,{
+ if (checkweight(1201,1) == 0) {
+ mes "[Ryosen]";
+ mes "Why are you carrying so much stuff?";
+ mes "Are you working out?";
+ close;
+ }
+ if (ep13_ryu > 99) {
+ if (ep13_1_rhea < 1) {
+ mes "[Ryosen]";
+ mes "Please, keep your hands off my stuff!";
+ close;
+ }
+ else if (ep13_1_rhea == 1) {
+ mes "[Ryosen]";
+ mes "Please, keep your hands off my stuff!";
+ next;
+ mes "[Ryosen]";
+ mes "Ugh! My, my... What am I gonna do with this!? Files, files, files!!!";
+ mes "Ahhhhhkk!";
+ next;
+ mes "[Ryosen]";
+ mes "What time is it now? Ugh... This is such a mess!!";
+ next;
+ mes "[Ryosen]";
+ mes "What are they thinking!!? I don't get it. How come I have to work, while those guys from other countries are just praying for a breakthrough, every single day!";
+ next;
+ mes "[Ryosen]";
+ mes "This is so unfair!! My stress is growing geometrically every hour!";
+ mes "What a waste of time! Why do they have to pray! Why?! Why?! Why don't they work instead of pray!!";
+ mes "Ugh...!";
+ next;
+ mes "[Ryosen]";
+ mes "Nothing's appreciated! Nothing!";
+ mes "They're just so useless!";
+ next;
+ mes "- He took a deep breath -";
+ mes "- trying to calm down. -";
+ next;
+ mes "[Ryosen]";
+ mes "Anyway, who are you? This place is restricted.";
+ next;
+ mes "[Ryosen]";
+ mes "Ah! You must be the one who came to help us track down that Satan Morroc, the bastard who made the giant hole and then was gone like the wind.";
+ next;
+ mes "[Ryosen]";
+ mes "Ugh. I should watch my mouth.";
+ mes "Sorry. You're on our side. I should just be polite, but it's just... I'm so stressed out.";
+ next;
+ mes "[Ryosen]";
+ mes "How about having some tea here?";
+ mes "It's Rafflesia tea from Schwartzvalt. Don't even expect taste, it's awful... But what can I do? It's the only thing I've got...";
+ set ep13_1_rhea,2;
+ close;
+ }
+ else if (ep13_1_rhea == 2) {
+ mes "[Ryosen]";
+ mes "You must have heard about this, but this is the place where Satan Morroc landed through the crack of dimension.";
+ next;
+ mes "[Ryosen]";
+ mes "As you see, this seems like a totally different world. It's nothing like the continent of Rune Midgard, though we haven't found any concrete evidence. We decided to call this place Ash-Vacuum.";
+ next;
+ mes "[Ryosen]";
+ mes "We're doing everything we can, to track down Satan Morroc, but all those researchers from different countries couldn't help but wonder what this place really is.";
+ next;
+ mes "[Ryosen]";
+ mes "Well, so we're all interested in one thing. However, the real problem lies on our structure of the group.";
+ next;
+ mes "[Ryosen]";
+ mes "Three different countries united to take down the comon enemy, Satan Morroc, byt they eventually started to gather and keep the information to themselves.";
+ next;
+ mes "[Ryosen]";
+ mes "So... frankly speaking...";
+ mes "Tracking Satan Morroc is not or major concern anymore. Our expedition was formed in such hase that so may things can cause problems in this group.";
+ next;
+ mes "[Ryosen]";
+ mes "People don't believe other members of the group except for the ones from their own countries. They're all so sensitive that every little thing hits a nerve.";
+ next;
+ mes "[Ryosen]";
+ mes "But what can we do? After all, we were gathered to achieve the same goal, and we researchers don't want to cause any trouble among countries. It's really hard for us to live with our complaints.";
+ next;
+ mes "[Ryosen]";
+ mes "I mean... the situation here is... just like the taste of this tea.";
+ mes "Just awful!";
+ set ep13_1_rhea,3;
+ close;
+ }
+ else if (ep13_1_rhea == 3) {
+ mes "[Ryosen]";
+ mes "Oh, I spent too much time talking.";
+ mes "I should be working now!";
+ next;
+ mes "[Ryosen]";
+ mes "Look at this pile of document files... We're supposed to share all the information within these documents...";
+ next;
+ mes "[Ryosen]";
+ mes "Oh, well... Maybe the same thing's happening at other offices. People from other countries might have hidden some important information behind my back.";
+ next;
+ mes "[Ryosen]";
+ mes "Whatever... Could you deliver this document to the Schwartzvalt and Arunafeltz researchers?";
+ next;
+ switch(select("Why me?:Alright.")) {
+ case 1:
+ mes "[Ryosen]";
+ mes "... Eh? Didn't you come to help us?";
+ close;
+ case 2:
+ break;
+ }
+ mes "[Ryosen]";
+ mes "Whew~ Very good.";
+ mes "No one in our research group wants to visit the offices of the other countries!";
+ next;
+ mes "[Ryosen]";
+ mes "Ok, now, please deliver the file to Hue and Hansenne. Hue's in charge of Schwartzvalt's documents and Hansenne's in chare of Arunafeltz's.";
+ next;
+ mes "[Ryosen]";
+ mes "The file contains the brief introduction and the schedule of the meesting.";
+ next;
+ mes "[Ryosen]";
+ mes "For your information, you should go see Hue at the Schwartzvalt's office first. Otherwise, he'll be whining about it.";
+ next;
+ mes "[Ryosen]";
+ mes "You must check if they read and understand correctly after delivering it. Don't forget to get them to sign at the bottom of the page, just in case.";
+ next;
+ mes "[Ryosen]";
+ mes "Go on now.";
+ mes "Just so you know, today's Desert Day. Rune Midgard is sending some desserts through the crack of dimension, regularly.";
+ next;
+ mes "[Ryosen]";
+ mes "Rune Midgard's desserts are definitely the world's best.";
+ next;
+ mes "[Ryosen]";
+ mes "The only thing we enjoy here is that dessert we receive, once a week.";
+ next;
+ mes "[Ryosen]";
+ mes "Schwartzvalt's Pineapple Jubilee is just awful. It tastes something like rusty steel.";
+ next;
+ mes "[Ryosen]";
+ mes "Arunafeltz's Desert Sandwich is nothing better than that. I think that sandwich's made of some old meat, otherwise, we wouldn't have been food poisoned so often!";
+ next;
+ mes "[Ryosen]";
+ mes "But, Rune-Midgart's Strawberry Cake! It's the best.";
+ next;
+ mes "[Ryosen]";
+ mes "Nice and soft spongecake covered with sweet-tasting whipped cream, lots of fresh strawberries on top!";
+ mes "Rune-Midgart's top chef, Charles Orleans makes it himself!!!";
+ next;
+ mes "[Ryosen]";
+ mes "Hurry, you must hurry up, or you won't be able to taste this wonderful cake!";
+ next;
+ mes "- You got the Meeting -";
+ mes "- Invitation from Ryosen, -";
+ mes "- which briefly explains -";
+ mes "- the agenda and schedule -";
+ mes "- of the whole meeting! -";
+ set ep13_1_rhea,4;
+ getitem 6036,1; //Invite_To_Meeting
+ changequest 8196,8197;
+ close;
+ }
+ else if ((ep13_1_rhea > 3) && (ep13_1_rhea < 8)) {
+ mes "[Ryosen]";
+ mes "Hurry up and deliver the document to Hue and Hansenne!";
+ next;
+ mes "[Ryosen]";
+ mes "Don't forget! Schwartzvalt's Hue must get it first, otherwise, he'll nag us like crazy.";
+ next;
+ mes "[Ryosen]";
+ mes "And you must get the document signed at the bottom before you bring it back.";
+ next;
+ mes "[Ryosen]";
+ mes "Hurry, you must hurry up or you won't be able to taste this wonderfull cake!";
+ close;
+ }
+ else if (ep13_1_rhea == 8) {
+ if (countitem(6036) > 0) {
+ mes "[Ryosen]";
+ mes "Ah, welcome back!";
+ next;
+ mes "[Ryosen]";
+ mes "Must've been hard to get them all signed. Well done!";
+ next;
+ mes "[Ryosen]";
+ mes "Hue's so egotistic and stubborn. He thinks he's some kind of royale... and Hansenne... Whew~nobody ever gets what he's just talking about.";
+ mes "He's just ridiculous.";
+ next;
+ mes "[Ryosen]";
+ mes "Thank you for dealing with those guys. I've got to go through the file now. Please give me the Invitation.";
+ delitem 6036,1; //Invite_To_Meeting
+ set ep13_1_rhea,9;
+ close;
+ }
+ else {
+ mes "[Ryosen]";
+ mes "Please get Hue and Hansenne to sign the Inviation, then come back.";
+ next;
+ mes "[Ryosen]";
+ mes "Hurry, you must hurry up or you won't be able to taste this wonderfull cake!";
+ close;
+ }
+ }
+ else if (ep13_1_rhea == 9) {
+ mes "[Ryosen]";
+ mes "Huhuhuhu, what a sight...!";
+ next;
+ mes "[Ryosen]";
+ mes "This autograph here looks like Hue's. See, the letters are all so strongly pressed down with his anger. This one here should be Hansenne's, scrawled without thinking.";
+ next;
+ mes "[Ryosen]";
+ mes "How was it? Did you have a chance t find out what the problem is among us researchers?";
+ next;
+ mes "[Ryosen]";
+ mes "This isn't all because of the different personalities. Lots of other members have similar problems. Howerver, the problem among us three: Hue, Hansenne and I... is just more visible than others.";
+ next;
+ mes "[Ryosen]";
+ mes "So, here we are. We are finally ordered to have a meeting and supposed to find the way to solve our problem.";
+ next;
+ mes "[Ryosen]";
+ mes "But, do you know what really would be the best solution for us? It's to avoid meeting face to face.";
+ next;
+ mes "[Ryosen]";
+ mes "It wasn't our will to have this meeting, and I never imagined they'd sign this thing... Well, I just feel like I've been punched in the head or something.";
+ next;
+ mes "[Ryosen]";
+ mes "Well, it's already spilled milk. I need to go to that meeting whether I like it or not. Could you please send this to the Official of the United Research?";
+ next;
+ mes "[Ryosen]";
+ mes "In the meantime, I should prepare myself for the meeting.";
+ set ep13_1_rhea,10;
+ getitem 6036,1; //Invite_To_Meeting
+ changequest 8197,8198;
+ close;
+ }
+ else if (ep13_1_rhea == 10) {
+ mes "[Ryosen]";
+ mes "It wasn't our will to have this meeting, and I never imagined they'd sign this thing... Well, I just feel like I've been punched in the head or something.";
+ next;
+ mes "[Ryosen]";
+ mes "Well, it's already spilled milk. I need to go to that meeting whether I like it or not. Could you please send this to the Official of the United Research?";
+ next;
+ mes "[Ryosen]";
+ mes "In the meantime, I should prepare myself for the meeting.";
+ close;
+ }
+ else if (ep13_1_rhea == 11) {
+ mes "[Ryosen]";
+ mes "Hi! Did you give that Invitation to the Official?";
+ next;
+ mes "[Ryosen]";
+ mes "Oh, goo to hear that it's delivered safely.";
+ mes "Anyway, what brings you here again?";
+ mes "Would you like some tea? We haven't got any dessert yet. I only have some tea to offer.";
+ next;
+ select("Can I help you with anything?");
+ mes "[Ryosen]";
+ mes "Help?";
+ mes "Well, there are tons of things waiting for help!";
+ next;
+ mes "[Ryosen]";
+ mes "Nice Timing.";
+ mes "I've requested something from the Arunafeltz office but haven't gotten anything yet. Could you get it from Hansenne?";
+ next;
+ mes "[Ryosen]";
+ mes "I need that for the meeting, but he never sends it to me. He must've forgotten about it, again! You'll help me with this, right!?";
+ set ep13_1_rhea,12;
+ changequest 8199,8200;
+ close;
+ }
+ else if (ep13_1_rhea == 12) {
+ mes "[Ryosen]";
+ mes "I've requested something from the Arunafeltz office but haven't gotten anything yet. Could you get it from Hansenne?";
+ next;
+ mes "[Ryosen]";
+ mes "I need that for the meeting, but he never sends it to me. He must've forgotten about it, again! You'll help me with this, right!?";
+ close;
+ }
+ else if (ep13_1_rhea == 13) {
+ mes "[Ryosen]";
+ mes "Huh? Are you serious???? Dropped it on a bridge while playing treasure hunting???";
+ next;
+ mes "[Ryosen]";
+ mes "Hansenne! What and itiot! I knew it! His brain must've been melted with hot air!";
+ mes "Aarrrrr!!!!! Can't believe this!!";
+ next;
+ mes "[Ryosen]";
+ mes "What the heck should I do??? The meesting's soon!!!";
+ mes "Oh my! I really, prefer to work alone. Oh, I hate those guys!";
+ mes "I hate foreigners.";
+ close;
+ }
+ else if (ep13_1_rhea == 14) {
+ if (countitem(6037) > 0) {
+ mes "[Ryosen]";
+ mes ".....Whew... completely soaked, so loosely binded...torn here and there... I can't even read this thing!";
+ next;
+ mes "[Ryosen]";
+ mes "What is he expecting from me with this!!!!";
+ next;
+ mes "[Ryosen]";
+ mes "Aarrrrr!!!!! This is a nightmare!";
+ close;
+ }
+ else {
+ mes "[Ryosen]";
+ mes "Huh? Are you serious???? Dropped it on a bridge while playing treasure hunting???";
+ next;
+ mes "[Ryosen]";
+ mes "Hansenne! What and idiot! I knew it! His brain must've been melted with hot air!";
+ mes "Aarrrrr!!!!! Can't believe this!!";
+ next;
+ mes "[Ryosen]";
+ mes "What the heck should I do??? The meesting's soon!!!";
+ mes "Oh my! I really, prefer to work alone. Oh, I hate those guys!";
+ mes "I hate foreigners.";
+ close;
+ }
+ }
+ else if (ep13_1_rhea == 18) {
+ if (countitem(6038) > 0) {
+ mes "[Ryosen]";
+ mes "...Oh, this is...";
+ next;
+ mes "[Ryosen]";
+ mes "This is the document I requested.";
+ mes "I thought the document was lost at some bridge and ruined completely, but then...";
+ next;
+ mes "[Ryosen]";
+ mes "Wow... this document is amazingly neat. Looks like Hue's the one who made this... He's really picky, if you know what I mean... Anyway, it's pretty impressive...";
+ next;
+ mes "[Ryosen]";
+ mes "I'm so relieved I got this before the meeting. I've got to go now.";
+ mes "I'm running late.";
+ next;
+ mes "[Ryosen]";
+ mes "But first, I have to find another document for the meeting. Could you please ask the Official to wait for me a bit?";
+ next;
+ mes "[Ryosen]";
+ mes "Please, the meeting's gonna begin soon.";
+ delitem 6038,1; //Neat_Report
+ set ep13_1_rhea,19;
+ changequest 8204,8205;
+ close;
+ }
+ else {
+ mes "[Ryosen]";
+ mes "How could I go to the meeting without the research report??!";
+ next;
+ mes "[Ryosen]";
+ mes "Oh my! I really, prefer to work alone. Oh, I hate those guys!";
+ mes "I hate foreigners.";
+ close;
+ }
+ }
+ else if (ep13_1_rhea == 19) {
+ mes "[Ryosen]";
+ mes "Could you please ask the Official to wait for me a bit?";
+ next;
+ mes "[Ryosen]";
+ mes "I have to find another document for the meeting. Please, hurry.";
+ close;
+ }
+ else if (ep13_1_rhea == 20) {
+ mes "[Ryosen]";
+ mes "Ah..... That... in that meeting room... Is.. everything alright now?";
+ close;
+ }
+ else if ((ep13_1_rhea > 20) && (ep13_1_rhea < 25)) {
+ mes "[Ryosen]";
+ mes "Oh, I need to be left alone for a while.";
+ close;
+ }
+ else if (ep13_1_rhea == 25) {
+ mes "[Ryosen]";
+ mes "Krrrrrrrr! Ugh...!";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Uhhhh...";
+ next;
+ mes "[Ryosen]";
+ mes "I know, I know! I went too far!";
+ mes "I was just so shocked and disappointed at the same time.";
+ mes "After all, it was just a cake...";
+ next;
+ mes "[Ryosen]";
+ mes "I wasn't very mature.";
+ mes "Oh, what have I done?";
+ mes "I should go an apologize.";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Wait! Hue wanted me to bring this to you.";
+ next;
+ if (countitem(6038) > 0) {
+ mes "[Ryosen]";
+ mes "A report... ?";
+ mes "Ahhh... the one I left in the meeting room...";
+ next;
+ mes "- Ryosen takes the report -";
+ mes "- and gives a glance -";
+ mes "- at the memo stuck on it. -";
+ next;
+ }
+ else {
+ mes "[Ryosen]";
+ mes "... ?";
+ next;
+ mes "[Ryosen]";
+ mes "Oh. What are you talking about?";
+ close;
+ }
+ mes "[Ryosen]";
+ mes "Ah. I'm so embarrassed.";
+ next;
+ mes "[Ryosen]";
+ mes "Oh, I didn't expect to get an apology. This is such a shame.";
+ next;
+ mes "[Ryosen]";
+ mes "Now that I think of it. I didn't even say 'thank you' to him for restoring my documents...";
+ next;
+ mes "[Ryosen]";
+ mes "Ok. I should setup another meeting ASAP. That way, we'd have a chance to get to know each other.";
+ next;
+ mes "[Ryosen]";
+ mes "So... Could you do me another favor?";
+ mes "Could you go see the Official in my stead and set up a meeting?";
+ next;
+ mes "[Ryosen]";
+ mes "Oh! And... Here's Rune-Midgart's fresh strawberry cake. This is for you. I'm so sorry I haven't even offered you a piece. I was so distracted with stress, I think.";
+ next;
+ mes "[Ryosen]";
+ mes "Thank you so much for everything you've done. And... pleade don't forget to do me this last favor, going to the Official and setting up a meeting.";
+ next;
+ mes "[Ryosen]";
+ mes "I... think I should prepare for the meeting again.";
+ next;
+ mes "[Ryosen]";
+ mes "Again, thank you so much.";
+ delitem 6038,1; //Neat_Report
+ set ep13_1_rhea,26;
+ getitem 12319,1; //Strawberry_Cake
+ changequest 8209,8210;
+ close;
+ }
+ else if ((ep13_1_rhea > 25) && (ep13_1_rhea < 100)) {
+ mes "[Ryosen]";
+ mes "Ok. I should setup another meeting ASAP. That way, we'd have a chance to get to know each other.";
+ next;
+ mes "[Ryosen]";
+ mes "Could you go see the Official in my stead and set up a meeting?";
+ mes "I... think I should prepare for the meeting again.";
+ next;
+ mes "[Ryosen]";
+ mes "Thank you so much.";
+ close;
+ }
+ else if (ep13_1_rhea > 99) {
+ mes "[Ryosen]";
+ mes "Ah, hello adventurer!";
+ next;
+ mes "[Ryosen]";
+ mes "I don't know how to thank you.";
+ mes "You can't imagine how greatful I feel!";
+ next;
+ mes "[Ryosen]";
+ mes "Oh, but then... Have you ever seen a ^0000ffMystic Horn^000000? I'd love to get one.";
+ mes "I heard you can get this thing from a monster named, 'Cornus' found in the fields.";
+ next;
+ mes "[Ryosen]";
+ mes "Or... do you have any ^0000ffMystic Horns^000000 with you? Of course, I'm not saying that I want it for free. If you'd give me 5 ^0000ff5 Mystic Horns^000000, I'd give you my Rune-Midgart's Strawberry Cake.";
+ next;
+ switch(select("I haven't seen such a thing.:Oh, ok, I'll give you!")) {
+ case 1:
+ mes "[Ryosen]";
+ mes "Mmmmmmm~";
+ next;
+ mes "[Ryosen]";
+ mes "If by any chance you find one, please come back to me.";
+ close;
+ case 2:
+ if (countitem(12319) > 4) {
+ mes "[Ryosen]";
+ mes "Huh?";
+ next;
+ mes "[Ryosen]";
+ mes "You have Rune-Midgart's Strawberry Cake?";
+ next;
+ mes "[Ryosen]";
+ mes "How come you haven't had it yet?";
+ mes "You should quickly finish that cake or else, somebody would steal it from you.";
+ close;
+ }
+ break;
+ }
+ mes "[Ryosen]";
+ mes "I don't need it!";
+ next;
+ mes "[Ryosen]";
+ mes "... Haha, I'm joking...";
+ next;
+ if (countitem(6023) > 4) {
+ mes "[Ryosen]";
+ mes "Are you really, honestly, positively sure you want to exchange them for my cake?";
+ next;
+ switch(select("No way.:Yeah... I'll exchange.")) {
+ case 1:
+ mes "[Ryosen]";
+ mes "Ahhh...";
+ next;
+ mes "[Ryosen]";
+ mes "Come back any time if you change your mind.";
+ close;
+ case 2:
+ break;
+ }
+ mes "[Ryosen]";
+ mes "I don't need it!";
+ mes "... Haha, I'm joking...";
+ next;
+ mes "[Ryosen]";
+ mes "I heard you could extract some magical energy form Mystic Horns and use it. Anyway, thank you!";
+ delitem 6023,5; //Mystic_Horn
+ getitem 12319,1; //Strawberry_Cake
+ close;
+ }
+ else {
+ mes "[Ryosen]";
+ mes "You lie! You don't even have any!!";
+ next;
+ mes "[Ryosen]";
+ mes "Please, if you find any Mystic Horns, come back to me!";
+ close;
+ }
+ }
+ else {
+ mes "[Ryosen]";
+ mes "Please, don't touch anything!";
+ close;
+ }
+ }
+ else {
+ mes "[Ryosen]";
+ mes "You know somethig... Something comes out from this thing...";
+ next;
+ mes "[Ryosen]";
+ mes "If anyone tried to talk to you in the middle of the night, you should just walk away... Don't ever look back!!";
+ next;
+ mes "[Ryosen]";
+ mes "And don't stare at the crack of dimension... or you'd be dragged to somewhere mysterious and never be able to come back...huhuhuhu...";
+ close;
+ }
+}
+
+mid_camp,247,255,1 script Hue#ep131_rhea02 868,{
+ if (checkweight(1201,1) == 0) {
+ mes "[Hue]";
+ mes "Why are you carrying so much stuff?";
+ mes "Are you working out?";
+ close;
+ }
+ if (ep13_ryu > 99) {
+ if (ep13_1_rhea < 4) {
+ mes "[Hue]";
+ mes "What is it you want?";
+ next;
+ mes "[Hue]";
+ mes "Don't walk around this place without thinking.";
+ mes "After all, it'll be you who'd be in trouble.";
+ close;
+ }
+ else if (ep13_1_rhea == 4) {
+ if (countitem(6036) > 0) {
+ mes "[Hue]";
+ mes "What is it you want?";
+ next;
+ mes "[Hue]";
+ mes "You can't just come and go around as you please here. This is a restricted area.";
+ next;
+ switch(select("Sorry...:I came to show you this.")) {
+ case 1:
+ mes "[Hue]";
+ mes "You're just helpless, aren't you?";
+ close;
+ case 2:
+ break;
+ }
+ mes "[Hue]";
+ mes "What's that?";
+ next;
+ mes "[Hue]";
+ mes "...An invitation to the meeting... ?";
+ next;
+ mes "[Hue]";
+ mes "Haha. You expect me to accept this?";
+ mes "As always, scheduling things as they want, report to us to accept it...";
+ next;
+ mes "[Hue]";
+ mes "I can't think of any other words to describe them, except for this word: RUDE!";
+ next;
+ mes "[Hue]";
+ mes "Never ever asking for our opinion and always delivering things through some strangers... By the way, no offense...";
+ next;
+ mes "[Hue]";
+ mes "THey don't ever take the official route! Rune-Midgartish way of reporting! Very unprofessional!";
+ next;
+ mes "[Hue]";
+ mes "Anyway, what is this meeting about?";
+ mes "Give it to me. I should read it at least.";
+ next;
+ mes "[Hue]";
+ mes "You should have some Sand chips while I'm reading this. Don't expect any taste, it's from Arunafeltz.";
+ delitem 6036,1; //Invite_To_Meeting
+ set ep13_1_rhea,5;
+ close;
+ }
+ else {
+ mes "[Hue]";
+ mes "What are you doing here?";
+ next;
+ mes "[Hue]";
+ mes "You can't go around this place as you want. This is a restricted area.";
+ close;
+ }
+ }
+ else if (ep13_1_rhea == 5) {
+ set .@shu_agree00,rand(1,4);
+ if (.@shu_agree00 == 2) {
+ mes "[Hue]";
+ mes "...Meeting Schedule, on the Xth day, from hh:mm to hh:mm...";
+ mes "Location... Rune-Midgart's camp...";
+ mes "Ha! I knew it. Rune-Midgart's camp again!";
+ next;
+ mes "[Hue]";
+ mes "Objectives... to report on the researching progress of tracking Satan Morroc and the Ash-Vacuum!";
+ next;
+ mes "[Hue]";
+ mes "Having some time to get to know each other??? Haaaaa!";
+ next;
+ mes "[Hue]";
+ mes "Well, thank you for entertaining me. You should tell Ryosen that.";
+ next;
+ switch(select("Ok, I will.:Please sign the invitation.")) {
+ case 1:
+ mes "[Hue]";
+ mes "Well, you should also tell him that I think he's very talented in settin up comedy. Hahaha.";
+ close;
+ case 2:
+ break;
+ }
+ mes "[Hue]";
+ mes "... Sign this thing???";
+ next;
+ mes "[Hue]";
+ mes "You mean this meeting's for real???";
+ next;
+ mes "[Hue]";
+ mes "Oh my!";
+ mes "I have never seen an official invitation to be this stupid-looking!";
+ next;
+ mes "- Hue got so furious and pressed the pen so hard that the ball point got pushed in. Then he threw the document after signing it. -";
+ next;
+ mes "[Hue]";
+ mes "Well, at least I respect that Ryosen hasn't forgotten the reporting order. So, you're off to Arunafeltz now?";
+ next;
+ mes "[Hue]";
+ mes "You'll experience some hard time talking to Hansenne... It'll be like testing your patience.";
+ mes "Good luck!";
+ set ep13_1_rhea,6;
+ getitem 6036,1; //Invite_To_Meeting
+ close;
+ }
+ else if (.@shu_agree00 == 3) {
+ mes "[Hue]";
+ mes "Come on, what's the hurry?";
+ mes "Wait a few more minutes, I didn't finish reading it!";
+ close;
+ }
+ else {
+ mes "[Hue]";
+ mes "You should have some Sand chips while I'm reading this. Don't expect any taste, it's from Arunafeltz.";
+ close;
+ }
+ }
+ else if (ep13_1_rhea == 6) {
+ mes "[Hue]";
+ mes "I'm not sure if everyone from Arunafeltz is like him, but, it'll be like testing your patience to get Hansenne to read this thing.";
+ mes "You can trust me on that one. Good luck.";
+ close;
+ }
+ else if (ep13_1_rhea == 15) {
+ if (countitem(6037) > 0) {
+ mes "[Hue]";
+ mes "What is this stupid looking pile of documents?";
+ next;
+ mes "[Hue]";
+ mes "Is this the file Ryosen requested from Hansenne??? The one which is all ruined...?";
+ next;
+ mes "[Hue]";
+ mes "Ha! Tsk,tsk! Is this some kind of joke?! Who'd manage the files like this? I'd never know!";
+ next;
+ mes "[Hue]";
+ mes "Whew... I can't even stand looking at it! Oh just, give it to me!";
+ next;
+ mes "[Hue]";
+ mes "Too bad I'm not in Schwartzvalt. I could use our document restoring machine back at home... Ugh! Now I gotta do everything manually.";
+ next;
+ mes "[Hue]";
+ mes "Hmmm. It's completely soaked. I Should dry this thing first and iron these crumples. Then, I should restore the texts.";
+ next;
+ mes "[Hue]";
+ mes "I need some materials. You gotta help me on this. I need ^0000ff1 Fan, 1 Old Frying Pan, 1 Flame Stone, 1 Chinese Ink^000000.";
+ next;
+ mes "[Hue]";
+ mes "Hey, hey... don't look at me like that. I know you're not delighted to do these things but think about it, what about me? Why should I restore this garbage?";
+ next;
+ mes "[Hue]";
+ mes "Listen, sometimes, we've got to do things we don't like in order to get things accomplished.";
+ next;
+ mes "[Hue]";
+ mes "Just don't gorget that the file will be restored as fast as you prepare those things for me.";
+ set ep13_1_rhea,16;
+ changequest 8202,8203;
+ close;
+ }
+ else {
+ mes "[Hue]";
+ mes "I wonder if the preparation for the meeting's going ok.";
+ next;
+ mes "[Hue]";
+ mes "I heard Ryosen say that the file he requested from Hansenne is all ruined. I hope I dont get involved in that trouble.";
+ close;
+ }
+ }
+ else if (ep13_1_rhea == 16) {
+ if ((countitem(6037) > 0) && (countitem(7262) > 0) && (countitem(7031) > 0) && (countitem(7521) > 0) && (countitem(1024) > 0)) {
+ mes "[Hue]";
+ mes "Impressive. That was fast enough.";
+ next;
+ mes "[Hue]";
+ mes "Give them to me.";
+ mes "I have no time to waste.";
+ next;
+ mes "[Hue]";
+ mes "Could you please sit there and wait for me while I restore this file?";
+ delitem 6037,1; //Rough_File
+ delitem 7262,1; //Fan
+ delitem 7031,1; //Old_Frying_Pan
+ delitem 7521,1; //Flame_Stone
+ delitem 1024,1; //Chinese_Ink
+ set ep13_1_rhea,17;
+ close;
+ }
+ else {
+ mes "[Hue]";
+ mes "Hmmm. It's completely soaked. I Should dry this thing first and iron these crumples. Then, I should restore the texts.";
+ next;
+ mes "[Hue]";
+ mes "I need some materials. You gotta help me on this. I need ^0000ff1 Fan, 1 Old Frying Pan, 1 Flame Stone, 1 Chinese Ink^000000.";
+ next;
+ mes "[Hue]";
+ mes "Just don't gorget that the file will be restored as fast as you prepare those things for me.";
+ close;
+ }
+ }
+ else if (ep13_1_rhea == 17) {
+ if (rand(1,4) == 2) {
+ mes "[Hue]";
+ mes "There!";
+ next;
+ mes "[Hue]";
+ mes "The binding was too loose, so I re-arranged and bound the file all over again. This is how the true official document should look like. I really think they should learn how to arrange files.";
+ next;
+ mes "[Hue]";
+ mes "Please, deliver this file before it's too late. The meeting's gonna begin soon.";
+ set ep13_1_rhea,18;
+ getitem 6038,1; //Neat_Report
+ changequest 8203,8204;
+ close;
+ }
+ else {
+ mes "[Hue]";
+ mes "Hey, stop pushing me.";
+ next;
+ mes "[Hue]";
+ mes "I have to be extra careful with this kind of work, ok? Can't you sit quietly over there? Take a nap or something.";
+ close;
+ }
+ }
+ else if (ep13_1_rhea == 18) {
+ mes "[Hue]";
+ mes "The binding was too loose, so I re-arranged and bound the file all over again. This is how the true official document should look like. I really think they should learn how to arrange files.";
+ next;
+ mes "[Hue]";
+ mes "Please, deliver this file before it's too late. The meeting's gonna begin soon.";
+ close;
+ }
+ else if (ep13_1_rhea == 19) {
+ mes "[Hue]";
+ mes "Well, finally... It's time for the meeting.";
+ next;
+ mes "[Hue]";
+ mes "Like it or not... I should go in.";
+ close;
+ }
+ else if (ep13_1_rhea == 20) {
+ mes "[Hue]";
+ mes "..................";
+ next;
+ mes "[Hue]";
+ mes ".....Ittt....Is... it still there... ?";
+ close;
+ }
+ else if ((ep13_1_rhea > 20) && (ep13_1_rhea < 24)) {
+ mes "- Looks like he's thinking about something... very seriously. -";
+ close;
+ }
+ else if (ep13_1_rhea == 24) {
+ mes "[Hue]";
+ mes "I just decided I can't stay like this.";
+ next;
+ mes "[Hue]";
+ mes "I couldn't confess the truth when Hansenne said he ruined the cake instead of me.";
+ next;
+ mes "[Hue]";
+ mes "I was so bewildered that I lost the chance to say anything... but... I was such a coward to admit that I was the one who caused the trouble.";
+ next;
+ mes "[Hue]";
+ mes "I must apologize.";
+ mes "But then...";
+ next;
+ mes "[Hue]";
+ mes "Oh, I'm so embarrassed to see him face to face. Or.. how about...";
+ next;
+ mes "[Hue]";
+ mes "Here, this is the Rune-Midgart's report I took with me when everything went messy in the meeting room. Could you please give this to Ryosen?";
+ next;
+ mes "[Hue]";
+ mes "I'm sorry to ask you this but...";
+ mes "Could you? For this, I'll give you some Schwartzvalt's Pineapple Jubilee.";
+ next;
+ mes "[Hue]";
+ mes "Please give this report to Ryosen.";
+ mes "Thank you.";
+ set ep13_1_rhea,25;
+ getitem 6038,1; //Neat_Report
+ getitem 12320,1; //Pineapple_Juice
+ changequest 8208,8209;
+ close;
+ }
+ else if ((ep13_1_rhea > 24) && (ep13_1_rhea < 100)) {
+ mes "[Hue]";
+ mes "Oh, I'm so embarrassed to see him face to face. Or.. how about...";
+ next;
+ mes "[Hue]";
+ mes "Here, this is the Rune-Midgart's report I took with me when everything went messy in the meeting room. Could you please give this to Ryosen?";
+ next;
+ mes "[Hue]";
+ mes "I'm sorry to ask you this but...";
+ mes "Could you?";
+ close;
+ }
+ else if (ep13_1_rhea > 99) {
+ mes "[Hue]";
+ mes "Ah, hello!";
+ next;
+ mes "[Hue]";
+ mes "If it weren't for you, we wouldn't be able to get along at all.";
+ mes "I don't know how to thank you!";
+ next;
+ mes "[Hue]";
+ mes "Have you ever seen something called, ^0000ffFur^000000 ?";
+ mes "I hear you can get it from the monsters called 'Tatacho' and 'Hillsrion' in the fields.";
+ next;
+ mes "[Hue]";
+ mes "Could you bring ^0000ffFur^000000 if you get some? I'm not asking it for free.";
+ mes "I'll give you my Pineapple Jubilee from Schwartzvalt, if you bring me ^0000ff5 Furs^000000.";
+ next;
+ switch(select("I don't have any, right now.:Oh, I'll give you Fur.")) {
+ case 1:
+ mes "[Hue]";
+ mes "Alright, you don't have any.";
+ next;
+ mes "[Hue]";
+ mes "Please give me some when you get some.";
+ close;
+ case 2:
+ if (countitem(12320) > 4) {
+ mes "[Hue]";
+ mes "Ah, oh my.";
+ next;
+ mes "[Hue]";
+ mes "You already have the Pineapple Jubilee from Schwartzvalt!";
+ next;
+ mes "[Hue]";
+ mes "I think you should drin that thing fast. Otherwise, all the ice will melt and it'll taste like some kinda medicine!";
+ close;
+ }
+ break;
+ }
+ mes "[Hue]";
+ mes "Ah, are you sure you want to exchange?";
+ next;
+ if (countitem(6020) > 4) {
+ mes "[Hue]";
+ mes "Oh, so it's the thing called, Fur??";
+ next;
+ mes "[Hue]";
+ mes "Are you sure you want to exchange this for my Pineapple Jubilee?";
+ next;
+ switch(select("No way.:sure.")) {
+ case 1:
+ mes "[Hue]";
+ mes "Ahhhhh...";
+ next;
+ mes "[Hue]";
+ mes "Come back any time if you change your mind.";
+ close;
+ case 2:
+ break;
+ }
+ mes "[Hue]";
+ mes "Thank you so much.";
+ next;
+ mes "[Hue]";
+ mes "I always needed this because the weather here is colder then I expected. I'm sure this will keep me warm.";
+ delitem 6020,5; //Fur
+ getitem 12320,1; //Pineapple_Juice
+ close;
+ }
+ else {
+ mes "[Hue]";
+ mes "Well, I don't think you have any Fur.";
+ next;
+ mes "[Hue]";
+ mes "Please come back if you find any Fur.";
+ close;
+ }
+ }
+ else {
+ mes "[Hue]";
+ mes "Don't walk around this area. It's restricted.";
+ close;
+ }
+ }
+ else {
+ mes "[Hue]";
+ mes "What are you doing here?";
+ next;
+ mes "[Hue]";
+ mes "Don't walk around this place without thinking.";
+ mes "After all, it'll be you who'd be in trouble.";
+ close;
+ }
+}
+
+mid_camp,222,218,3 script Hansenne#ep131_rhea03 931,{
+ if (checkweight(1201,1) == 0) {
+ mes "[Hansenne]";
+ mes "Why are you carrying so much stuff?";
+ mes "Are you working out?";
+ close;
+ }
+ if (ep13_ryu > 99) {
+ if (ep13_1_rhea < 6) {
+ mes "[Hansenne]";
+ mes "Who's there?";
+ next;
+ mes "[Hansenne]";
+ mes "Who's here?";
+ next;
+ mes "[Hansenne]";
+ mes "Haha, hahaha, hahahahahahahahaha.";
+ close;
+ }
+ else if (ep13_1_rhea == 6) {
+ if (countitem(6036) > 0) {
+ mes "[Hansenne]";
+ mes "Hmmm? What brings you here?";
+ next;
+ mes "[Hansenne]";
+ mes "Of course, your feet brought you here!?!";
+ next;
+ mes "[Hansenne]";
+ mes "Haha, hahaha, hahahahahahahahaha.";
+ next;
+ switch(select("......:Come and look at this.")) {
+ case 1:
+ mes "[Hansenne]";
+ mes "What are you looking at?";
+ mes "Something I said?";
+ close;
+ case 2:
+ break;
+ }
+ mes "[Hansenne]";
+ mes "What's that?";
+ next;
+ mes "[Hansenne]";
+ mes "An invitation to the meeting?";
+ next;
+ mes "[Hansenne]";
+ mes "Hmm, Ryosen from Rune-Midgarts made it and... Hue from Schwartzvalt agreed to sign it too?";
+ next;
+ mes "[Hansenne]";
+ mes "Hmmm, that's not funny at all.";
+ next;
+ mes "[Hansenne]";
+ mes "They're so boring. They always report to me after making all the decisions. No sense of humor... so stubborn and strict... They're totally not my style.";
+ next;
+ mes "[Hansenne]";
+ mes "Anyway, give it to me.";
+ mes "I should have a look at least.";
+ next;
+ mes "[Hansenne]";
+ mes "You should take a rest, while I'm reading this. Oh, have some Poring Candy from Rune-Midgarts. It's terribly sour and sometimes salty. Funny taste, huh?";
+ delitem 6036,1; //Invite_To_Meeting
+ set ep13_1_rhea,7;
+ close;
+ }
+ else {
+ mes "[Hansenne]";
+ mes "Hmmm? Are you from Rune-Midgarts?";
+ next;
+ mes "[Hansenne]";
+ mes "Then where's the person from Rude Midgard? Hahahahah, do you get my joke?";
+ next;
+ mes "[Hansenne]";
+ mes "Haha, hahaha, hahahahahahahahaha.";
+ close;
+ }
+ }
+ else if (ep13_1_rhea == 7) {
+ set .@shu_agree00,rand(1,5);
+ if (.@shu_agree00 == 1) {
+ mes "[Hansenne]";
+ mes "Mmmmmm~";
+ next;
+ mes "- Hansenne picks up the file -";
+ mes "- and suddenly gets serious -";
+ mes "- while turning the pages... -";
+ close;
+ }
+ else if (.@shu_agree00 == 2) {
+ mes "[Hansenne]";
+ mes "Mmmmmm~";
+ next;
+ mes "- Hansenne drops some kind of liquid on the file document, and carefully looks at it. -";
+ close;
+ }
+ else if (.@shu_agree00 == 3) {
+ mes "[Hansenne]";
+ mes "Meeting Schedule... on the Umpth day, from then-o'clock to later-o'clock";
+ mes "Haha, hahaha, hahahahahahahahaha.";
+ mes "Meeting Schedule, shmeating schedule... Beating Schedule!!";
+ next;
+ mes "[Hansenne]";
+ mes "Location... Rune-Midgart's camp!";
+ mes "Rude-Midgard's camp!?!?";
+ mes "Are they camping in that place??";
+ mes "Haha, hahaha, hahahahahahahahaha.";
+ next;
+ mes "[Hansenne]";
+ mes "Objectives... to report on the researching progress of tracking Satan Morroc and of the Ash-Vacuum!";
+ next;
+ mes "[Hansenne]";
+ mes "Ash-Vacuum!";
+ mes "Ash-Vacuum... what is that, a homemaker's device???";
+ mes "Haha, hahaha, hahahahahahahahaha.";
+ next;
+ mes "[Hansenne]";
+ mes "...and a very useless one which vacuums only ash!";
+ mes "Haha, hahaha, hahahahahahahahaha.";
+ next;
+ mes "[Hansenne]";
+ mes "Ehhhhh? And what's this? Having some time to get to know each other??? ...Pffthahahahaha...";
+ mes "Aaahahahahaha.";
+ next;
+ switch(select("What's so funny?!:Hey, just sign this thing.")) {
+ case 1:
+ mes "[Hansenne]";
+ mes "Haha...get to know each other...";
+ mes "Pffftahahaha.";
+ mes "Haha, hahaha, hahahahahahahahaha.";
+ close;
+ case 2:
+ break;
+ }
+ mes "[Hansenne]";
+ mes "Phew! Excuse me!";
+ mes "I can't help it! I can't stand this! What the heck!!! What do we have to know about each other???";
+ mes "Hahaha!";
+ next;
+ mes "- Hansenne signs the paper -";
+ mes "- with a shaking hand -";
+ mes "- still laughing out loud. -";
+ next;
+ mes "[Hansenne]";
+ mes "Puhhh-haha, this is unbelievable.";
+ mes "Ryosen's avery funny guy. Well, he wouldn't know how funny he is...";
+ mes "Haha, you should tell him that.";
+ mes "Haha, hahaha, hahahahahahahahaha.";
+ set ep13_1_rhea,8;
+ getitem 6036,1; //Invite_To_Meeting
+ close;
+ }
+ else if (.@shu_agree00 == 4) {
+ mes "[Hansenne]";
+ mes "Ahhh, wait. I didn't finish reading it.";
+ next;
+ mes "[Hansenne]";
+ mes "I didn't finish reading it.";
+ next;
+ mes "[Hansenne]";
+ mes "Haha, hahaha, hahahahahahahahaha.";
+ close;
+ }
+ else {
+ mes "[Hansenne]";
+ mes "Hush! Please don't talk! We must pray now!";
+ next;
+ mes "- He takes a bow silently, -";
+ mes "- toward the sky, -";
+ mes "- with his eyes firmly closed. -";
+ close;
+ }
+ }
+ else if (ep13_1_rhea == 8) {
+ mes "[Hansenne]";
+ mes "I got it, I got it. I should go to the meeting. Ryosen's really a funny guy, if you know what I mean.";
+ mes "Please, thank him for entertaining me. Haha, hahaha,";
+ mes "hahahahahahahahaha.";
+ close;
+ }
+ else if (ep13_1_rhea == 12) {
+ mes "[Hansenne]";
+ mes "Hmmm? You again?";
+ next;
+ mes "[Hansenne]";
+ mes "What are you doing here?";
+ next;
+ switch(select("I missed you.:I came to pick up the requested document.")) {
+ case 1:
+ mes "[Hansenne]";
+ mes "You what?";
+ next;
+ mes "[Hansenne]";
+ mes "You missed me? Don't expect a kiss!";
+ mes "Haha, hahaha, hahahahahahahahaha.";
+ close;
+ case 2:
+ break;
+ }
+ mes "[Hansenne]";
+ mes "A requested document? Did Ryosen send you?";
+ next;
+ mes "[Hansenne]";
+ mes "Hmmmmm.";
+ mes "Wait for me here. Now, where did I put it...?";
+ next;
+ mes "[Hansenne]";
+ mes "Hmmmmm~?";
+ next;
+ mes "[Hansenne]";
+ mes "Ahhhh!";
+ mes "Hmmmmm, right, right!";
+ next;
+ mes "[Hansenne]";
+ mes "It's gone!";
+ next;
+ mes "[Hansenne]";
+ mes "I lost it. I think I might have dropped it into the river or something when I played treasure-hunting on a bridge!";
+ next;
+ mes "[Hansenne]";
+ mes "But you know, the funny thing is... I heard my parents picked me up on a bridge when I was a baby, and now I lost the document on a bridge! What a coincidence! Haha, hahaha, hahahahahahahahaha.";
+ next;
+ mes "[Hansenne]";
+ mes "It'll take time to make it all over. Although... Hmm... Should I go fishing and catch that thing~?";
+ mes "Those pussycats on the South-West can teach us fishing, you know.";
+ next;
+ mes "[Hansenne]";
+ mes "Maybe we can catch that document with a fishing rod if we're lucky!";
+ mes "Wow!";
+ set ep13_1_rhea,13;
+ changequest 8200,8201;
+ close;
+ }
+ else if (ep13_1_rhea == 13) {
+ mes "[Hansenne]";
+ mes "I lost it. I think I might have dropped it into the river or something when I played treasure-hunting on a bridge!";
+ next;
+ mes "[Hansenne]";
+ mes "But you know, the funny thing is... I heard my parents picked me up on a bridge when I was a baby, and now I lost the document on a bridge! What a coincidence! Haha, hahaha, hahahahahahahahaha.";
+ next;
+ mes "[Hansenne]";
+ mes "It'll take time to make it all over. Although... Hmm... Should I go fishing and catch that thing~?";
+ mes "Those pussycats on the South-West can teach us fishing, you know.";
+ close;
+ }
+ else if (ep13_1_rhea == 14) {
+ if (countitem(6037) > 0) {
+ mes "[Hansenne]";
+ mes "Cool, you found it!";
+ next;
+ mes "[Hansenne]";
+ mes "Mmmm, I'm sure this is the one I made, just by looking at this overall shape.";
+ next;
+ mes "[Hansenne]";
+ mes "Hmmmmm, but then... I'm afraid Ryosen would explode when he sees this! Boom!!!";
+ next;
+ mes "[Hansenne]";
+ mes "Schwartzvalt people have some talent in restoring things like this... Why don't you ask Hue to restore this?";
+ next;
+ mes "[Hansenne]";
+ mes "He'd scream so hard and the windows might break. But he'll do it.";
+ mes "Haha, hahaha, hahahahahahahahaha.";
+ set ep13_1_rhea,15;
+ changequest 8201,8202;
+ close;
+ }
+ else {
+ mes "[Hansenne]";
+ mes "I lost it. I think I might have dropped it into the river or something when I played treasure-hunting on a bridge!";
+ next;
+ mes "[Hansenne]";
+ mes "But you know, the funny thing is... I heard my parents picked me up on a bridge when I was a baby, and now I lost the document on a bridge! What a coincidence! Haha, hahaha, hahahahahahahahaha.";
+ next;
+ mes "[Hansenne]";
+ mes "It'll take time to make it all over. Although... Hmm... Should I go fishing and catch that thing~?";
+ mes "Those pussycats on the South-West can teach us fishing, you know.";
+ close;
+ }
+ }
+ else if (ep13_1_rhea == 15) {
+ mes "[Hansenne]";
+ mes "Hmmmmm, it's all screwed up. I'm afraid Ryosen would explode when he sees this! Boom!!!";
+ next;
+ mes "[Hansenne]";
+ mes "Schwartzvalt people have some talent in restoring things like this... Why don't you ask Hue to restore this?";
+ next;
+ mes "[Hansenne]";
+ mes "He'd scream so hard and the windows might break. But he'll do it.";
+ mes "Haha, hahaha, hahahahahahahahaha.";
+ close;
+ }
+ else if (ep13_1_rhea == 19) {
+ mes "[Hansenne]";
+ mes "Hmmmmm~ It's about time.";
+ next;
+ mes "[Hansenne]";
+ mes "I don't wanna get in trouble. I should hurry up.";
+ close;
+ }
+ else if (ep13_1_rhea == 20) {
+ mes "[Hansenne]";
+ mes "Haha, hahaha....";
+ next;
+ mes "[Hansenne]";
+ mes "That friend of yours never gets my jokes... My sense of humor is... just... out of his league!! Haha, hahaha, hahahahahahahahaha.";
+ close;
+ }
+ else if ((ep13_1_rhea == 21) || (ep13_1_rhea == 22)) {
+ mes "[Hansenne]";
+ mes "Huh? You again?";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Why did you do that?";
+ next;
+ mes "[Hansenne]";
+ mes "Hehhhhh??? What are you talking about? If you wanna blame me for anything, tell me the reason first~";
+ mes "Haha, hahaha, hahahahahahahahaha.";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "I know you're not the one who ruined the cake. I saw it. It was Hue! I saw him clearly when he pressed his hand on the cake when the Thief Bug came out.";
+ next;
+ mes "[Hansenne]";
+ mes "Well... Who cares who did it?";
+ mes "It was just a mistake. Nothing's gonna change even if we find out who did it. The cake is still ruined, isn't it?";
+ next;
+ mes "[Hansenne]";
+ mes "Hmmmmm... or... I don't know. Maybe I'm thanlful that he restored my garbage looking file... ?";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "But... You were blamed for it.";
+ mes "Aren't you feeling bad? It's unfair!";
+ next;
+ mes "[Hansenne]";
+ mes "Well, not really.";
+ mes "Ryosen could be very rhough when he gets freaked out, but he will forget about all that soon...";
+ next;
+ mes "[Hansenne]";
+ mes "I understand. He was upset.";
+ next;
+ mes "[Hansenne]";
+ mes "You see, he brought that cake for all of us in there. He wouldn't normally do that, but I guess he wanted to be nice. But then, poof~ the cake was ruined.";
+ next;
+ mes "[Hansenne]";
+ mes "He must've been so upset that we all couldn't share that cake. Isn't it kinda cute?";
+ mes "Haha, hahaha, hahahahahahahahaha.";
+ set ep13_1_rhea,23;
+ close;
+ }
+ else if (ep13_1_rhea == 23) {
+ mes "[Hansenne]";
+ mes "Well, it's nothing big. Don't you think?";
+ next;
+ mes "[Hansenne]";
+ mes "He'll be ok soon. He'll get to thinking that it wasn't actually a big deal.";
+ next;
+ mes "[Hansenne]";
+ mes "But the thing is that... the relationship between Ryosen and Hue isn't looking good at all.";
+ mes "Why don't you help them get along with each other?";
+ next;
+ mes "[Hansenne]";
+ mes "Sorry for asking these things of you. And... here's Arunageltz's Desert Sandwich. It's nothing special but... tastes pretty good.";
+ next;
+ mes "[Hansenne]";
+ mes "Thank you for doing me a favor.";
+ mes "Haha, hahaha, hahahahahahahahaha.";
+ set ep13_1_rhea,24;
+ getitem 12321,1; //Spicy_Sandwich
+ changequest 8207,8208;
+ close;
+ }
+ else if ((ep13_1_rhea > 23) && (ep13_1_rhea < 100)) {
+ mes "[Hansenne]";
+ mes "The relationship between Ryosen and Hue isn't looking good at all.";
+ mes "Why don't you help them get along with each other?";
+ close;
+ }
+ else if (ep13_1_rhea > 99) {
+ mes "[Hansenne]";
+ mes "Ah, it's you adventurer.";
+ next;
+ mes "[Hansenne]";
+ mes "I heard about you from the Official. Thank you so much for helping us.";
+ next;
+ mes "[Hansenne]";
+ mes "Anyways.. I wonder if you have seen a ^0000ffPeaked Hat^000000. I heard the monster, 'Tatacho' has that hat.";
+ next;
+ mes "[Hansenne]";
+ mes "Can you give me a ^0000ffPeaked Hat^000000 if you have any? I'm not asking for free.";
+ mes "For ^0000ff5 Peaked Hats^000000, I'll give you my special dessert!";
+ next;
+ switch(select("No way.:Sure.")) {
+ case 1:
+ mes "[Hansenne]";
+ mes "No way?";
+ next;
+ mes "[Hansenne]";
+ mes "I'd say, yes way?";
+ mes "Haha, hahaha, hahahahahahahahaha.";
+ close;
+ case 2:
+ if (countitem(12321) > 4) {
+ mes "[Hansenne]";
+ mes "... Huh?";
+ next;
+ mes "[Hansenne]";
+ mes "Oh, it loos like you already have the Arunafeltz's Desert Sandwich.";
+ next;
+ mes "[Hansenne]";
+ mes "You should eat that up before it gets rotten. Maybe it's gone bad already.";
+ mes "Haha, hahaha, hahahahahahahahaha.";
+ close;
+ }
+ break;
+ }
+ mes "[Hansenne]";
+ mes "Ah!!! You have it?";
+ next;
+ if (countitem(6021) > 4) {
+ mes "[Hansenne]";
+ mes "Oh, you really have those!";
+ next;
+ mes "[Hansenne]";
+ mes "Are you sure you want to give these to me?";
+ next;
+ switch(select("No way.:Sure.")) {
+ case 1:
+ mes "[Hansenne]";
+ mes "No way. Yes way. This way. That way.";
+ mes "Haha, hahaha, hahahahahahahahaha.";
+ close;
+ case 2:
+ break;
+ }
+ mes "[Hansenne]";
+ mes "Ohhhhh, thank you!";
+ mes "Ehhmmm, thank you!";
+ mes "Geeeee, thank you!";
+ mes "Haha, hahaha, hahahahahahahahaha.";
+ delitem 6021,5; //Peaked_Hat
+ getitem 12321,1; //Spicy_Sandwich
+ close;
+ }
+ else {
+ mes "[Hansenne]";
+ mes "You haven't got any.";
+ next;
+ mes "[Hansenne]";
+ mes "How about getting some?";
+ mes "Haha, hahaha, hahahahahahahahaha.";
+ close;
+ }
+ }
+ else {
+ mes "[Hansenne]";
+ mes "Sasquatch Hydra!!!";
+ next;
+ mes "[Hansenne]";
+ mes "Haha, hahaha, hahahahahahahahaha.";
+ close;
+ }
+ }
+ else {
+ mes "[Hansenne]";
+ mes "Sasquatch Hydra!!!";
+ next;
+ mes "[Hansenne]";
+ mes "Haha, hahaha, hahahahahahahahaha.";
+ close;
+ }
+}
+
+mid_campin,379,123,5 script Ryosen#ep131_rhea05 748,{
+ end;
+OnInit:
+ disablenpc "Ryosen#ep131_rhea05";
+ end;
+
+OnEnable:
+ initnpctimer;
+ enablenpc "Ryosen#ep131_rhea05";
+ end;
+
+OnDisable:
+ disablenpc "Ryosen#ep131_rhea05";
+ stopnpctimer;
+ end;
+
+OnTimer300000:
+ donpcevent "Ryosen#ep131_rhea05::OnDisable";
+ end;
+}
+
+mid_campin,372,123,5 script Hue#ep131_rhea06 868,{
+ end;
+OnInit:
+ disablenpc "Hue#ep131_rhea06";
+ end;
+
+OnEnable:
+ initnpctimer;
+ enablenpc "Hue#ep131_rhea06";
+ end;
+
+OnDisable:
+ disablenpc "Hue#ep131_rhea06";
+ stopnpctimer;
+ end;
+
+OnTimer300000:
+ donpcevent "Hue#ep131_rhea06::OnDisable";
+ end;
+}
+
+mid_campin,375,129,5 script Hansenne#ep131_rhea07 931,{
+ end;
+OnInit:
+ disablenpc "Hansenne#ep131_rhea07";
+ end;
+
+OnEnable:
+ initnpctimer;
+ enablenpc "Hansenne#ep131_rhea07";
+ end;
+
+OnDisable:
+ disablenpc "Hansenne#ep131_rhea07";
+ stopnpctimer;
+ end;
+
+OnTimer300000:
+ donpcevent "Hue#ep131_rhea06::OnDisable";
+ end;
+}
+
+// Part Time Work
+//============================================================
+mid_camp,1,1,0 script #timer_alba01 844,{
+ /*
+ mes "Please enter the password";
+ next;
+ input .@input;
+ if (.@input == "1854") {
+ mes "Current Status:";
+ if ($@PartTimeOn == 1) {
+ mes "Recruiting.";
+ }
+ else {
+ mes "Not Recruiting.";
+ }
+ mes "Recruited part-timers" + $@PartTimeSlots + "part-timers.";
+ mes "What do you want to do?";
+ next;
+ switch(select("Reset the recruiting.:Cancel.")) {
+ case 1:
+ mes "Recruiting has been reset.";
+ mes "Timer has stopped!";
+ stopnpctimer;
+ next;
+ mes "Global values have been reset.";
+ set $@PartTimeOn,0;
+ set $@PartTimeSlots,0;
+ next;
+ mes "Recruiting has been reset.";
+ mes "Timer has started!";
+ donpcevent "#timer_alba01::OnEnable";
+ close;
+ case 2:
+ mes "Canceled.";
+ close;
+ }
+ }
+ else {
+ mes "Wrong password.";
+ close;
+ }
+ end;
+ */
+
+OnInit:
+ set $@PartTimeOn,0;
+ set $@PartTimeSlots,0;
+ initnpctimer;
+ end;
+
+OnEnable:
+ initnpctimer;
+ end;
+
+Onstop:
+ stopnpctimer;
+ end;
+
+OnTimer1000:
+ set $@PartTimeSlots,0;
+ set $@PartTimeOn,1;
+ mapannounce "mid_camp", "Breeder Taab: Attention adventurers in the camp! I'm recruiting 5 part-timers for my breeding farm. Only the first to arrive here will be hired!",bc_map,"0x00ff00";
+ end;
+
+OnTimer180000:
+ if ($@PartTimeOn < 5) {
+ mapannounce "mid_camp", "Breeder Taab: I'm looking for a part-timer who can work for my breeding farm. If you're interested, please visit me at the farm.",bc_map,"0x00ff00";
+ }
+ else {
+ mapannounce "mid_camp", "Breeder Taab: The recruitment for my breeding farm has ended. I'll see you next time. Thanks!",bc_map,"0x00ff00";
+ }
+ end;
+
+OnTimer360000:
+ if ($@PartTimeOn < 5) {
+ mapannounce "mid_camp", "Breeder Taab: I'm looking for a part-timer who can work for my breeding farm. If you're interested, please visit me at the farm.",bc_map,"0x00ff00";
+ }
+ else {
+ mapannounce "mid_camp", "Breeder Taab: The recruitment for my breeding farm has ended. I'll see you next time. Thanks!",bc_map,"0x00ff00";
+ }
+ end;
+
+OnTimer600000:
+ mapannounce "mid_camp", "Breeder Taab: The recruitment for my breeding farm has ended. I'll see you next time. Thanks!",bc_map,"0x00ff00";
+ set $@PartTimeOn,0;
+ end;
+
+OnTimer7800000:
+ donpcevent "#timer_alba01::OnEnable";
+ donpcevent "#monster_master::OnEnable";
+ end;
+}
+
+mid_camp,143,306,5 script Breeder Taab#ep13_alba 946,{
+ if (ep13_ryu > 99) {
+ if (ep13_alba < 1) {
+ mes "[Taab]";
+ mes "How may I help you?";
+ next;
+ switch(select("What is this place?:I'm here for a job.:No, thanks.")) {
+ case 1:
+ mes "[Taab]";
+ mes "This is where we keep creatures";
+ mes "captured here in Ash Vacuum.";
+ mes "We study them to understand";
+ mes "their characteristics and habits.";
+ next;
+ mes "[Taab]";
+ mes "Of course, scholars and";
+ mes "specialists perform the studies.";
+ mes "I'm here to tame and breed";
+ mes "dangerous monsters.";
+ next;
+ mes "[Taab]";
+ mes "...I hope I can carry them";
+ mes "around as my pets.";
+ mes "Hillstions are so cute.";
+ mes "You can't find such an";
+ mes "animal on the mainland,";
+ mes "you know?";
+ close;
+ case 2:
+ if ($@PartTimeOn == 0) {
+ mes "[Taab]";
+ mes "I'm sorry, but I don't need any assistance right now.";
+ mes "I'll make an official anouncement if I need help.";
+ mes "Please come back then.";
+ close;
+ }
+ else {
+ if ($@PartTimeSlots < 5) {
+ set $@PartTimeSlots,$@PartTimeSlots+1;
+ mes "[Taab]";
+ mes "Welcome.";
+ mes "Your job is simple:";
+ mes "help me out by gathering";
+ mes "the animals' feed or by";
+ mes "cleaning their cages.";
+ mes "These are the available jobs.";
+ next;
+ if ($@PartTimeSlots == 1) {
+ set ep13_alba,1;
+ setquest 7042;
+ mes "[Taab]";
+ mes "Please bring me 50 Fresh Fish.";
+ mes "They're feed for Tatachoes.";
+ mes "I'm fresh out, and I'll need to restock very soon.";
+ next;
+ mes "[Taab]";
+ mes "You can find them from Tatachoes in the fields.";
+ mes "Strange, isn't it?";
+ mes "I don't know where they've caught the fish.";
+ next;
+ mes "[Taab]";
+ mes "Thank you in advance.";
+ mes "Please bring me feed for Tatachoes: ^4d4dff50 Fresh Fish^000000.";
+ close;
+ }
+ else if ($@PartTimeSlots == 2) {
+ set ep13_alba,2;
+ setquest 7043;
+ mes "[Taab]";
+ mes "I've just run out of";
+ mes "feed for Cornuses.";
+ mes "Can you please bring me";
+ mes "^4d4dff30 Great Leaves and 30 Brown Roots^000000?";
+ next;
+ mes "[Taab]";
+ mes "You can find them from";
+ mes "Pinguiculas in the fields.";
+ mes "Thank you in advance.";
+ close;
+ }
+ else if ($@PartTimeSlots == 3) {
+ set ep13_alba,3;
+ setquest 7044;
+ mes "[Taab]";
+ mes "I've just run out of";
+ mes "feed for Hillsrions.";
+ mes "Scholars think these";
+ mes "guys are members";
+ mes "of the cat family.";
+ mes "I've been trying to feed";
+ mes "them various things.";
+ next;
+ mes "[Taab]";
+ mes "This time... I'd like to";
+ mes "try Monster's Feed.";
+ mes "Can you please bring me";
+ mes "^4d4dff20 Monster's Feeds and 30 Pet Foods^000000?";
+ next;
+ mes "[Taab]";
+ mes "Thank you in advance.";
+ mes "Don't forget the";
+ mes "20 Monster's Feeds";
+ mes "and 30 Pet Foods.";
+ mes "I hope the Hallsrions";
+ mes "will like them.";
+ close;
+ }
+ else if ($@PartTimeSlots == 4) {
+ set ep13_alba,4;
+ setquest 7045;
+ mes "[Taab]";
+ mes "This is perfect because";
+ mes "I was going to try some";
+ mes "new feed for Hillsrions.";
+ mes "I tried Monster's Feed,";
+ mes "but I don't know if they";
+ mes "liked it or not.";
+ next;
+ mes "[Taab]";
+ mes "I want to try Meat this time.";
+ mes "Can you please bring me";
+ mes "^4d4dff50 Meat^000000 and ^4d4dff30 Pet Foods^000000?";
+ next;
+ mes "[Taab]";
+ mes "Thank you in advance.";
+ mes "Don't forget the";
+ mes "^4d4dff50 Meat^000000 and ^4d4dff30 Pet Foods^000000";
+ mes "I really hope they'll like the Meat.";
+ close;
+ }
+ else {
+ // Custom Translation
+ set ep13_alba,5;
+ setquest 7046;
+ mes "[Taab]";
+ mes "I would like to place something on the floor of the cage. Something soft, and fur-like should be good. Something to keep the ground dry.";
+ next;
+ mes "[Taab]";
+ mes "Would you collect ^4d4dff30 Fur^000000. This should be very simple, right? I've heard Tatacho and Hillsrion fur is quite durable.";
+ next;
+ mes "[Taab]";
+ mes "Of course, I do not intend to put them into the Hillsrion and Tatacho cage on the ground. I would put them on the ground of the Cornus cage.";
+ next;
+ mes "[Taab]";
+ mes "The Cornus seem to like a warmer climate, and the climate is very unusual here... so it hasn't been very easy for them here.";
+ next;
+ mes "[Taab]";
+ mes "Thank you in advance.";
+ mes "Don't forget the";
+ mes "^4d4dff30 Fur^000000.";
+ close;
+ }
+ }
+ else {
+ mes "[Taab]";
+ mes "I'm sorry, but I don't need any assistance right now.";
+ mes "I'll make an official anouncement if I need help.";
+ mes "Please come back then.";
+ close;
+ }
+ }
+ case 3:
+ mes "[Taab]";
+ mes "Please stay far away from the cages.";
+ mes "Sometimes, the creatures try to escape their cages.";
+ close;
+ }
+ }
+ else if (ep13_alba == 1) {
+ if (countitem(579) > 49) {
+ mes "[Taab]";
+ mes "Oh, thanks!";
+ mes "You brought them their food!";
+ mes "Just in time too: they look";
+ mes "like they're ready to chow down.";
+ mes "The Tatachoes will love these.";
+ next;
+ mes "[Taab]";
+ mes "I really want to give you";
+ mes "something in return...";
+ mes "But I have nothing";
+ mes "material to give you.";
+ mes "How about a spiritual reward?";
+ next;
+ delitem 579,50; //Delicious_Fish
+ set ep13_alba,6;
+ getexp 8000,3000;
+ erasequest 7042;
+ setquest 7047;
+ mes "^4d4dff You have received 8,000 EXP";
+ mes "and 3,000 JEXP.^000000.";
+ close;
+ }
+ else {
+ mes "[Taab]";
+ mes "Please bring me 50 Fresh Fish for Tatachoes.";
+ mes "You should hurry up because they get impatient when they're hungry.";
+ close;
+ }
+ }
+ else if (ep13_alba == 2) {
+ if ((countitem(7198) > 29) && (countitem(7188) > 29)) {
+ mes "[Taab]";
+ mes "Oh, thanks!";
+ mes "You brought them their food!";
+ mes "Just in time too: they look";
+ mes "like they're ready to chow down.";
+ mes "The Cornus will love these.";
+ next;
+ mes "[Taab]";
+ mes "I really want to give you";
+ mes "something in return...";
+ mes "But I have nothing";
+ mes "material to give you.";
+ mes "How about a spiritual reward?";
+ next;
+ delitem 7198,30; //Great_Leaf
+ delitem 7188,30; //Browny_Root
+ set ep13_alba,6;
+ getexp 9000,4000;
+ erasequest 7043;
+ setquest 7047;
+ mes "^4d4dff You have received 9,000 EXP";
+ mes "and 4,000 JEXP.^000000.";
+ close;
+ }
+ else {
+ mes "[Taab]";
+ mes "Don't forget the 30 Great";
+ mes "Leaves and 30 Brown Roots.";
+ mes "I need to stock as much";
+ mes "of them as possible";
+ mes "because the Cornuses";
+ mes "get hungry quite often.";
+ close;
+ }
+ }
+ else if (ep13_alba == 3) {
+ if ((countitem(528) > 19) && (countitem(537) > 29)) {
+ mes "[Taab]";
+ mes "Oh, thanks!";
+ mes "You brought them their";
+ mes "food! Just in time too,";
+ mes "they look like they're";
+ mes "ready to chow down.";
+ mes "The Hillsrions will love these.";
+ next;
+ mes "[Taab]";
+ mes "I really want to give you";
+ mes "something in return...";
+ mes "But I have nothing";
+ mes "material to give you.";
+ mes "How about a spiritual reward?";
+ next;
+ delitem 528,20; //Monster's_Feed
+ delitem 537,30; //Pet_Food
+ set ep13_alba,6;
+ getexp 8000,3000;
+ erasequest 7044;
+ setquest 7047;
+ mes "^4d4dff You have received 8,000 EXP";
+ mes "and 3,000 JEXP.^000000.";
+ close;
+ }
+ else {
+ mes "[Taab]";
+ mes "Don't forget the";
+ mes "20 Monster's Feeds";
+ mes "and 30 Pet Foods.";
+ mes "They're for the Hillsrions.";
+ close;
+ }
+ }
+ else if (ep13_alba == 4) {
+ if ((countitem(517) > 49) && (countitem(537) > 29)) {
+ mes "Oh, thanks!";
+ mes "You brought them their";
+ mes "food! Just in time too,";
+ mes "they look like they're";
+ mes "ready to chow down.";
+ mes "The Hillsrions will love these.";
+ next;
+ mes "[Taab]";
+ mes "I really want to give you";
+ mes "something in return...";
+ mes "But I have nothing";
+ mes "material to give you.";
+ mes "How about a spiritual reward?";
+ next;
+ delitem 517,50; //Meat
+ delitem 537,30; //Pet_Food
+ set ep13_alba,6;
+ getexp 8000,3000;
+ erasequest 7045;
+ setquest 7047;
+ mes "^4d4dff You have received 8,000 EXP";
+ mes "and 3,000 JEXP.^000000.";
+ close;
+ }
+ else {
+ mes "[Taab]";
+ mes "Don't forget the";
+ mes "50 Meat and";
+ mes "30 Pet Foods.";
+ mes "They're for the Hillsrions.";
+ close;
+ }
+ }
+ else if (ep13_alba == 5) {
+ if (countitem(6020) > 29) {
+ mes "[Taab]";
+ mes "Oh, thanks!";
+ mes "You brought me the Furs!";
+ mes "Just in time too!";
+ next;
+ mes "[Taab]";
+ mes "I really want to give you";
+ mes "something in return...";
+ mes "But I have nothing";
+ mes "material to give you.";
+ mes "How about a spiritual reward?";
+ next;
+ delitem 6020,30; //Fur
+ set ep13_alba,6;
+ getexp 8000,3000;
+ erasequest 7046;
+ setquest 7047;
+ mes "^4d4dff You have received 8,000 EXP";
+ mes "and 3,000 JEXP.^000000.";
+ close;
+ }
+ else {
+ mes "[Taab]";
+ mes "Don't forget the";
+ mes "30 Furs. They're for the Cornus' cage.";
+ close;
+ }
+ }
+ else if (ep13_alba == 6) {
+ set .@alba_check,checkquest(7047,PLAYTIME);
+ if (.@alba_check == -1) {
+ mes "[Taab]";
+ mes "Thank you for";
+ mes "helping me last time.";
+ mes "We have a constant";
+ mes "flow of part-time work.";
+ mes "I hope you'll come by";
+ mes "to help me again.";
+ erasequest 7047;
+ set ep13_alba,0;
+ close;
+ }
+ else if ((.@alba_check == 0) || (.@alba_check == 1)) {
+ mes "[Taab]";
+ mes "I've got enough feed";
+ mes "and supplies to last a while.";
+ mes "Thank you for your";
+ mes "help last time.";
+ next;
+ mes "[Taab]";
+ mes "I don't think I need";
+ mes "any assistance for now...";
+ mes "" + strcharinfo(0) + ",";
+ mes "why don't you go rest?";
+ close;
+ }
+ else if (.@alba_check == 2) {
+ mes "[Taab]";
+ mes "Thank you for";
+ mes "helping me last time.";
+ mes "We have a constant";
+ mes "flow of part-time work.";
+ mes "I hope you'll come by";
+ mes "to help me again.";
+ erasequest 7047;
+ set ep13_alba,0;
+ close;
+ }
+ }
+ }
+ else {
+ mes "[Taab]";
+ mes "Please step aside! It's dangerous";
+ mes "to get too close to those";
+ mes "creatures. You don't look like a";
+ mes "member of the expedition.";
+ mes "I guess you're not allowed";
+ mes "to be here. Please leave.";
+ close;
+ }
+}
+
+mid_camp,152,316,3 script Hillsrion#alba01 1989,3,3,{
+OnEnable:
+ enablenpc "Hillsrion#alba01";
+ end;
+
+OnDisable:
+ disablenpc "Hillsrion#alba01";
+ end;
+
+//OnTouch2:
+OnTouch:
+ mes "It is hissing in a low voice.";
+ mes "Sometimes it purrs, too.";
+ mes "It must be in a happy mood.";
+ close;
+}
+
+mid_camp,145,313,5 script Tatacho#alba02 1986,3,3,{
+OnEnable:
+ enablenpc "Tatacho#alba02";
+ end;
+
+OnDisable:
+ disablenpc "Tatacho#alba02";
+ end;
+
+//OnTouch2:
+OnTouch:
+ mes "[Taab]";
+ mes "Oh, please don't disturb";
+ mes "it's sleep. It hates that.";
+ mes "By the way, doesn't it";
+ mes "remind you of somehing?";
+ mes "I mean, like maybe";
+ mes "a vagrant or a hobo?";
+ close;
+}
+
+mid_camp,162,306,3 script Cornus#alba03 1992,5,5,{
+OnEnable:
+ enablenpc "Cornus#alba03";
+ end;
+
+OnDisable:
+ disablenpc "Cornus#alba03";
+ end;
+
+//OnTouch2:
+OnTouch:
+ mes "[Taab]";
+ mes "Oh, please don't get";
+ mes "too close to it or try to";
+ mes "feed something strange.";
+ mes "It's pretty sensitive...";
+ close;
+}
+
+mid_camp,1,2,0 script #monster_master 844,{
+OnEnable:
+ if (rand(1,3) > 1) {
+ initnpctimer;
+ }
+ end;
+
+Onstop:
+ killmonster "mid_camp","#monster_master::OnMyMobDead";
+ stopnpctimer;
+ end;
+
+OnTimer3600000:
+ set .@monster,rand(1,3);
+ if (.@monster == 1) {
+ monster "mid_camp",149,291,"Escaped Tatacho",1986,1,"#monster_master::OnMyMobDead";
+ mapannounce "mid_camp", "Breeder Taab: Argh! My Tatacho ran away!",bc_map,"0x00ff00";
+ donpcevent "Tatacho#alba02::OnDisable";
+ }
+ else if (.@monster == 2) {
+ monster "mid_camp",154,273,"Escaped Hillsrion",1989,1,"#monster_master::OnMyMobDead";
+ mapannounce "mid_camp", "Breeder Taab: Argh! My Hillsrion ran away!",bc_map,"0x00ff00";
+ donpcevent "Hillsrion#alba01::OnDisable";
+ }
+ else {
+ monster "mid_camp",184,246,"Escaped Cornus",1992,1,"#monster_master::OnMyMobDead";
+ mapannounce "mid_camp", "Breeder Taab: Argh! My Cornus ran away!",bc_map,"0x00ff00";
+ donpcevent "Cornus#alba03::OnDisable";
+ }
+ end;
+
+OnTimer3960000:
+ killmonster "mid_camp","#monster_master::OnMyMobDead";
+ mapannounce "mid_camp", "Breeder Taab: I've captured an escaped creature safely. Sorry for yelling so loud.",bc_map,"0x00ff00";
+ donpcevent "Hillsrion#alba01::OnEnable";
+ donpcevent "Tatacho#alba02::OnEnable";
+ donpcevent "Cornus#alba03::OnEnable";
+ stopnpctimer;
+ end;
+
+OnMyMobDead:
+ mapannounce "mid_camp", "Breeder Taab: I've captured an escaped creature safely. Sorry for yelling so loud.",bc_map,"0x00ff00";
+ donpcevent "Hillsrion#alba01::OnEnable";
+ donpcevent "Tatacho#alba02::OnEnable";
+ donpcevent "Cornus#alba03::OnEnable";
+ killmonster "mid_camp","#monster_master::OnMyMobDead";
+ stopnpctimer;
+ end;
+}
+
+// Cat Hand Trading Post
+//============================================================
+mid_camp,62,125,4 script Cat Hand Agent 421,{
+function Catwarp;
+ if (ep13_yong1 < 1) {
+ mes "[Cat Hand Agent]";
+ mes "Welcome to Cat Trading.";
+ mes "I guess you're a first-time";
+ mes "customer, huh?";
+ next;
+ mes "[Cat Hand Agent]";
+ mes "How'd you like to make";
+ mes "a contract with us?";
+ mes "We'll guarantee that you'll";
+ mes "be provided with various";
+ mes "conveniences during your";
+ mes "stay at this expedition camp?";
+ next;
+ switch(select("Tell me more about your services.:No. thanks")) {
+ case 1:
+ mes "[Cat Hand Agent]";
+ mes "Before making a contract with us, youll have to go through a few steps to satisfy our terms and conditions.";
+ next;
+ mes "[Cat Hand Agent]";
+ mes "More clearly, you'll have to provide us something in return for our services.";
+ mes "You know what I mean, don't you?";
+ next;
+ mes "[Cat Hand Agent]";
+ mes "For more information, please speak to Agent Gyaruk standing down there.";
+ mes "I'm sure you'll find our business proposition to be very reasonable.";
+ set ep13_yong1,1;
+ close;
+ case 2:
+ mes "[Cat Hand Agent]";
+ mes "Well, feel free to come back whenever you change your mind.";
+ close;
+ }
+ }
+ else if (ep13_yong1 == 1) {
+ mes "[Cat Hand Agent]";
+ mes "For more information, please speak to Agent Gyaruk standing down there.";
+ mes "I'm sure you'll find our business proposition to be very reasonable.";
+ close;
+ }
+ else if (ep13_yong1 == 2) {
+ mes "[Cat Hand Agent]";
+ mes "Thank you for making an official contract with us.";
+ mes "You're now eligable to use our services.";
+ next;
+ mes "[Cat Hand Agent]";
+ mes "For our newcomers, we're offering a location-saving service with which you can save this camp as your returning location.";
+ mes "Would you like to save your location?";
+ set ep13_yong1,3;
+ next;
+ switch(select("Save your location:Cancel")) {
+ case 1:
+ savepoint "mid_camp",56,139;
+ mes "[Cat Hand Agent]";
+ mes "Thank you.";
+ mes "Your location has been saved.";
+ mes "You can now directly return to this camp.";
+ close;
+ case 2:
+ mes "[Cat Hand Agent]";
+ mes "Thank you for using our service.";
+ close;
+ }
+ }
+ else if ((ep13_yong1 > 2) && (ep13_yong1 < 20)) {
+ mes "[Cat Hand Agent]";
+ mes "Cat Trading's available services are as followed.";
+ mes "For additional services, please consult Agent Gyaruk.";
+ next;
+ switch(select("Save your location:Cancel")) {
+ case 1:
+ savepoint "mid_camp",56,139;
+ mes "[Cat Hand Agent]";
+ mes "Thank you.";
+ mes "Your location has been saved.";
+ mes "You can now directly return to this camp.";
+ close;
+ case 2:
+ mes "[Cat Hand Agent]";
+ mes "Thank you for using our service.";
+ close;
+ }
+ }
+ else if ((ep13_yong1 > 19) && (ep13_yong1 < 40)) {
+ mes "[Cat Hand Agent]";
+ mes "Cat Trading's available services are as followed.";
+ mes "For additional services, please consult Agent Gyaruk.";
+ next;
+ switch(select("Save your location:Use Storage:Cancel")) {
+ case 1:
+ savepoint "mid_camp",56,139;
+ mes "[Cat Hand Agent]";
+ mes "Thank you.";
+ mes "Your location has been saved.";
+ mes "You can now directly return to this camp.";
+ close;
+ case 2:
+ if(basicskillcheck() && getskilllv("NV_BASIC") < 6){
+ mes "[Cat Hand Agent]";
+ mes "I'm sorry, but you";
+ mes "need the Novice's";
+ mes "Basic Skill Level 6 to";
+ mes "use the Storage Service.";
+ close;
+ }
+ else if (Zeny >= 60) {
+ set zeny,zeny-60;
+ mes "[Cat Hand Agent]";
+ mes "Thank you.";
+ mes "Your storage will";
+ mes "be opened shortly.";
+ close2;
+ openstorage;
+ end;
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "I'm sorry, but you don't";
+ mes "have enough money?";
+ mes "Cat Trading's storage";
+ mes "service is 60 zeny.";
+ mes "It's cheap, isn't it?";
+ close;
+ }
+ case 3:
+ mes "[Cat Hand Agent]";
+ mes "Thank you for using our service.";
+ close;
+ }
+ }
+ else if ((ep13_yong1 > 39) && (ep13_yong1 < 200)) {
+ mes "[Cat Hand Agent]";
+ mes "Cat Trading's available services are as followed.";
+ mes "For additional services, please consult Agent Gyaruk.";
+ next;
+ switch(select("Save your location:Use Storage:Use Cat Warp (Midgard):Cancel")) {
+ case 1:
+ savepoint "mid_camp",56,139;
+ mes "[Cat Hand Agent]";
+ mes "Thank you.";
+ mes "Your location has been saved.";
+ mes "You can now directly return to this camp.";
+ close;
+ case 2:
+ if(basicskillcheck() && getskilllv("NV_BASIC") < 6){
+ mes "[Cat Hand Agent]";
+ mes "I'm sorry, but you";
+ mes "need the Novice's";
+ mes "Basic Skill Level 6 to";
+ mes "use the Storage Service.";
+ close;
+ }
+ else if (Zeny >= 60) {
+ set zeny,zeny-60;
+ mes "[Cat Hand Agent]";
+ mes "Thank you.";
+ mes "Your storage will";
+ mes "be opened shortly.";
+ close2;
+ openstorage;
+ end;
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "I'm sorry, but you don't";
+ mes "have enough money?";
+ mes "Cat Trading's storage";
+ mes "service is 60 zeny.";
+ mes "It's cheap, isn't it?";
+ close;
+ }
+ case 3:
+ mes "[Cat Hand Agent]";
+ mes "The warp service is only";
+ mes "available for customers with";
+ mes "40 or more Cat Trading Points.";
+ mes "Please remember, you can't come back easily once you move to Midgard.";
+ next;
+ if ((ep13_yong1 > 39) && (ep13_yong1 <= 49)) {
+ switch(select("Prontera -> 5500z:Cancel")) {
+ case 1: Catwarp(5500,2);
+ case 2: break;
+ }
+ }
+ else if ((ep13_yong1 > 49) && (ep13_yong1 < 60)) {
+ switch(select("Alberta -> 5500z:Prontera -> 5500z:Cancel")) {
+ case 1: Catwarp(5500,1);
+ case 2: Catwarp(5500,2);
+ case 3: break;
+ }
+ }
+ else if ((ep13_yong1 > 59) && (ep13_yong1 < 70)) {
+ switch(select("Alberta -> 5025z:Prontera -> 5025z:Izlude -> 5025z:Cancel")) {
+ case 1: Catwarp(5025,1);
+ case 2: Catwarp(5025,2);
+ case 3: Catwarp(5025,3);
+ case 4: break;
+ }
+ }
+ else if ((ep13_yong1 > 69) && (ep13_yong1 < 80)) {
+ switch(select("Alberta -> 5025z:Prontera -> 5025z:Izlude -> 5025z:Geffen -> 5025z:Cancel")) {
+ case 1: Catwarp(5025,1);
+ case 2: Catwarp(5025,2);
+ case 3: Catwarp(5025,3);
+ case 4: Catwarp(5025,4);
+ case 5: break;
+ }
+ }
+ else if ((ep13_yong1 > 79) && (ep13_yong1 < 90)) {
+ switch(select("Alberta -> 4765z:Prontera -> 4765z:Izlude -> 4765z:Geffen -> 4765z:Payon -> 4765z:Cancel")) {
+ case 1: Catwarp(4765,1);
+ case 2: Catwarp(4765,2);
+ case 3: Catwarp(4765,3);
+ case 4: Catwarp(4765,4);
+ case 5: Catwarp(4765,5);
+ case 6: break;
+ }
+ }
+ else if ((ep13_yong1 > 89) && (ep13_yong1 < 100)) {
+ switch(select("Alberta -> 4765z:Prontera -> 4765z:Izlude -> 4765z:Geffen -> 4765z:Payon -> 4765z:Morroc -> 4765z:Cancel")) {
+ case 1: Catwarp(4765,1);
+ case 2: Catwarp(4765,2);
+ case 3: Catwarp(4765,3);
+ case 4: Catwarp(4765,4);
+ case 5: Catwarp(4765,5);
+ case 6: Catwarp(4765,6);
+ case 7: break;
+ }
+ }
+ else if (ep13_yong1 > 99) {
+ switch(select("Alberta -> 4590z:Prontera -> 4590z:Izlude -> 4590z:Geffen -> 4590z:Payon -> 4590z:Morroc -> 4590z:Al De Baran -> 4590z:Cancel")) {
+ case 1: Catwarp(4590,1);
+ case 2: Catwarp(4590,2);
+ case 3: Catwarp(4590,3);
+ case 4: Catwarp(4590,4);
+ case 5: Catwarp(4590,5);
+ case 6: Catwarp(4590,6);
+ case 7: Catwarp(4590,7);
+ case 8: break;
+ }
+ }
+ else {
+ // Custom Translation.
+ mes "[Cat Hand Agent]";
+ mes "I am sorry, but you don't have enough credit points to use the warp service. Please come back when you have more points.";
+ }
+ close;
+ case 4:
+ mes "[Cat Hand Agent]";
+ mes "Thank you for using our service.";
+ close;
+ }
+ }
+ else if (ep13_yong1 > 99) {
+ mes "[Cat Hand Agent]";
+ mes "Cat Trading's available services are as followed.";
+ mes "For additional services, please consult Agent Gyaruk.";
+ next;
+ switch(select("Save your location:Use Storage:Use Cat Warp (Midgard):Use Cat Warp (Jottunheim):Cancel")) {
+ case 1:
+ savepoint "mid_camp",56,139;
+ mes "[Cat Hand Agent]";
+ mes "Thank you.";
+ mes "Your location has been saved.";
+ mes "You can now directly return to this camp.";
+ close;
+ case 2:
+ if(basicskillcheck() && getskilllv("NV_BASIC") < 6){
+ mes "[Cat Hand Agent]";
+ mes "I'm sorry, but you";
+ mes "need the Novice's";
+ mes "Basic Skill Level 6 to";
+ mes "use the Storage Service.";
+ close;
+ }
+ else if (Zeny >= 60) {
+ set zeny,zeny-60;
+ mes "[Cat Hand Agent]";
+ mes "Thank you.";
+ mes "Your storage will";
+ mes "be opened shortly.";
+ close2;
+ openstorage;
+ end;
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "I'm sorry, but you don't";
+ mes "have enough money?";
+ mes "Cat Trading's storage";
+ mes "service is 60 zeny.";
+ mes "It's cheap, isn't it?";
+ close;
+ }
+ case 3:
+ mes "[Cat Hand Agent]";
+ mes "The warp service is only";
+ mes "available for customers with";
+ mes "40 or more Cat Trading Points.";
+ mes "Please remember, you can't come back easily once you move to Midgard.";
+ next;
+ if ((ep13_yong1 > 99) && (ep13_yong1 < 200)) {
+ switch(select("Alberta -> 4590z:Prontera -> 4590z:Izlude -> 4590z:Geffen -> 4590z:Payon -> 4590z:Morroc -> 4590z:Al De Baran -> 4590z:Cancel")) {
+ case 1: Catwarp(4590,1);
+ case 2: Catwarp(4590,2);
+ case 3: Catwarp(4590,3);
+ case 4: Catwarp(4590,4);
+ case 5: Catwarp(4590,5);
+ case 6: Catwarp(4590,6);
+ case 7: Catwarp(4590,7);
+ case 8: break;
+ }
+ }
+ else if ((ep13_yong1 > 199) && (ep13_yong1 < 250)) {
+ switch(select("Alberta -> 4170z:Prontera -> 4170z:Izlude -> 4170z:Geffen -> 4170z:Payon -> 4170z:Morroc -> 4170z:Al De Baran -> 4170z:Juno -> 4170z:Cancel")) {
+ case 1: Catwarp(4170,1);
+ case 2: Catwarp(4170,2);
+ case 3: Catwarp(4170,3);
+ case 4: Catwarp(4170,4);
+ case 5: Catwarp(4170,5);
+ case 6: Catwarp(4170,6);
+ case 7: Catwarp(4170,7);
+ case 8: Catwarp(4170,8);
+ case 9: break;
+ }
+ }
+ else if ((ep13_yong1 > 249) && (ep13_yong1 < 300)) {
+ switch(select("Alberta -> 4025z:Prontera -> 4025z:Izlude -> 4025z:Geffen -> 4025z:Payon -> 4025z:Morroc -> 4025z:Al De Baran -> 4025z:Juno -> 4025z:Einbroch -> 4025z:Cancel")) {
+ case 1: Catwarp(4025,1);
+ case 2: Catwarp(4025,2);
+ case 3: Catwarp(4025,3);
+ case 4: Catwarp(4025,4);
+ case 5: Catwarp(4025,5);
+ case 6: Catwarp(4025,6);
+ case 7: Catwarp(4025,7);
+ case 8: Catwarp(4025,8);
+ case 9: Catwarp(4025,9);
+ case 10: break;
+ }
+ }
+ else if (ep13_yong1 > 299) {
+ switch(select("Alberta -> 3970z:Prontera -> 3970z:Izlude -> 3970z:Geffen -> 3970z:Payon -> 3970z:Morroc -> 3970z:Al De Baran -> 3970z:Juno -> 3970z:Einbroch -> 3970z:Lighthalzen -> 3970z:Cancel")) {
+ case 1: Catwarp(3970,1);
+ case 2: Catwarp(3970,2);
+ case 3: Catwarp(3970,3);
+ case 4: Catwarp(3970,4);
+ case 5: Catwarp(3970,5);
+ case 6: Catwarp(3970,6);
+ case 7: Catwarp(3970,7);
+ case 8: Catwarp(3970,8);
+ case 9: Catwarp(3970,9);
+ case 10: Catwarp(3970,10);
+ case 11: break;
+ }
+ }
+ else {
+ // Custom Translation
+ mes "[Cat Hand Agent]";
+ mes "I am sorry, but you don't have enough credit points to use the warp service. Please come back when you have more points.";
+ }
+ close;
+ case 4:
+ switch(select("Splendide Camp -> 5500z:Manuk Camp -> 5500z:Cancel")) {
+ case 1: Catwarp(5500,11);
+ case 2: Catwarp(5500,12);
+ case 3:
+ mes "[Cat Hand Agent]";
+ mes "Thank you for using our service.";
+ close;
+ }
+ close;
+ case 5:
+ mes "[Cat Hand Agent]";
+ mes "Thank you for using our service.";
+ close;
+ }
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "*Yawn...*";
+ mes "I want to eat fish.";
+ close;
+ }
+function Catwarp {
+ if (Zeny < getarg(0)) {
+ mes "[Cat Hand Agent]";
+ mes "Don't play with money.";
+ close; }
+ set Zeny, Zeny-getarg(0);
+ switch(getarg(1)) {
+ case 1: warp "alberta",117,56; close;
+ case 2: warp "prontera",116,72; close;
+ case 3: warp "izlude",91,105; close;
+ case 4: warp "geffen",120,39; close;
+ case 5: warp "payon",161,58; close;
+ case 6: warp "morocc",156,46; close;
+ case 7: warp "aldebaran",168,112; close;
+ case 8: warp "yuno",158,125; close;
+ case 9: warp "einbroch",158,301; close;
+ case 10: warp "lighthalzen",163,64; close;
+ case 11: warp "spl_fild02",32,225; close;
+ case 12: warp "man_fild02",129,61; close;
+ }
+}
+}
+
+mid_camp,72,94,4 script Fluffy Gyaruk 421,{
+ if (ep13_yong1 < 1) {
+ mes "[Fluffy Gyaruk]";
+ mes "*Sniff Sniff* Can't you smell fish";
+ mes "around here?";
+ close;
+ }
+ else if (ep13_yong1 == 1) {
+ mes "[Fluffy Gyaruk]";
+ mes "Hmm?";
+ mes "Oh, did the Cat Hand Agent send you?";
+ next;
+ select("Yes.");
+ mes "[Fluffy Gyaruk]";
+ mes "Oh, okay...";
+ mes "Well, where should I begin.";
+ mes "(Mumble Mumble)";
+ next;
+ select("What do you guys do?");
+ mes "[Fluffy Gyaruk]";
+ mes "Oh, sure.";
+ mes "I can start from there.";
+ mes "You used Kafra Corporation services on the Midgard Continent, didn't you?";
+ next;
+ select("Yes.");
+ mes "[Fluffy Gyaruk]";
+ mes "Cat Trading is a new trading company based on this undeveloped continent.";
+ next;
+ mes "[Fluffy Gyaruk]";
+ mes "Well, frankly we wanted to join the Midgard Market, but it was too competitive...";
+ mes "Not only that, they don't have enough fish for all of us either... (Mumble Mumble)";
+ next;
+ select("What services do you offer?");
+ mes "[Fluffy Gyaruk]";
+ mes "*Purr* Oh, our service range is similar to the Kafra's Location Saving, Storage Service, Warp Service, and more.";
+ next;
+ mes "[Fluffy Gyaruk]";
+ mes "The only difference is that, our services are limited depending on the customer's credit.";
+ next;
+ select("Credit?");
+ mes "[Fluffy Gyaruk]";
+ mes "As you might know already, we're a considerably small company struggling to make ends meet in this niche market.";
+ mes "We desperately need your support to grow.";
+ next;
+ mes "[Fluffy Gyaruk]";
+ mes "You can increase your credit by helping us secure our food or by collecting minerals.";
+ next;
+ mes "[Fluffy Gyaruk]";
+ mes "The more credits you earn, the more services you can use. You can also apply for special events.";
+ mes "Say, how'd you like to make a membership contract with us?";
+ next;
+ switch(select("Sure.:I need to think it over.")) {
+ case 1:
+ mes "[Fluffy Gyaruk]";
+ mes "Excellent! Thank you for joining the Cat Trading membership service.";
+ mes "We hope you'll support our exploration of this unknown land.";
+ next;
+ mes "[Fluffy Gyaruk]";
+ mes "Please go speak to the Cat Hand Agent over there to use a basic service.";
+ mes "Oh, and please come back afterwards.";
+ set ep13_yong1,2;
+ close;
+ case 2:
+ mes "[Fluffy Gyaruk]";
+ mes "How disappointing!";
+ mes "But I understand.";
+ close;
+ }
+ }
+ else if (ep13_yong1 == 3) {
+ mes "[Fluffy Gyaruk]";
+ mes "We offer one service to new customers.";
+ mes "If you want to us emore services, you must fo some things for us.";
+ next;
+ select("What kind of things?");
+ mes "[Fluffy Gyaruk]";
+ mes "For now...";
+ mes "Please catch the main dish of the Cat Trading employees, fish, and collect minerals once every day.";
+ mes "Your credit will increase each day if you do those things.";
+ next;
+ mes "[Fluffy Gyaruk]";
+ mes "Of course, we'll reward you with a reasonable amount of EXP for the services.";
+ next;
+ mes "[Fluffy Gyaruk]";
+ mes "This is a good opportunity to increase your credit and EXP ate the same time.";
+ mes "Doesn't that sound like a win-win situation?";
+ mes "Would you like to start now?";
+ next;
+ switch(select("Sure.:I need to go prepare first.")) {
+ case 1:
+ mes "[Fluffy Gyaruk]";
+ mes "Excellent.";
+ mes "For more information about fishing and mining, please speak to the two Cat Agents standing at the river over there.";
+ set ep13_yong1,4;
+ close;
+ case 2:
+ mes "[Fluffy Gyaruk]";
+ mes "No problem.";
+ mes "Please take your time.";
+ close;
+ }
+ }
+ else if (ep13_yong1 == 4) {
+ mes "[Fluffy Gyaruk]";
+ mes "For more information about fishing and mining, please speak to the two Cat Agents standing at the river over there.";
+ close;
+ }
+ else {
+ mes "[Fluffy Gyaruk]";
+ mes "Your current credit points with us are ^0000FF" + ep13_yong1 + "^000000.";
+ next;
+ switch(select("How can I increase my points?:I'm not interested.")) {
+ case 1:
+ mes "[Cat Hand Agent]";
+ mes "You can increase them daily by fishing and mining, you need to submit caught Pieces of Fish to Gorurung and minerals to the Mining Agent.";
+ close;
+ case 2:
+ close;
+ }
+ }
+}
+
+mid_camp,69,144,0 script Ferocious Gorurug 421,{
+ if (checkquest(12060,PLAYTIME) == -1) {
+ if (ep13_yong1 < 4) {
+ mes "[Ferocious Gorurug]";
+ mes "Grrr....";
+ next;
+ mes "A cat purring like a lion";
+ mes "is looking into the water.";
+ close;
+ }
+ else if (ep13_yong1 == 4) {
+ mes "[Ferocious Gorurug]";
+ mes "I'm busy.";
+ mes "I need to catch fish.";
+ next;
+ select("Gyaruk has sent me.");
+ mes "[Ferocious Gorurug]";
+ mes "Gyaruk sent you?";
+ mes "Oh, you are here to fish? *Purr*";
+ next;
+ select("What should I do?");
+ mes "[Ferocious Gorurug]";
+ mes "You need to catch fish. There are schools of fish in the waters.";
+ mes "It's hard to see them but if you use your cursor to click around, you should be able to catch them.";
+ next;
+ mes "[Ferocious Gorurug]";
+ mes "It's easier to fish in the water outside the town.";
+ mes "If you're not afraid of monsters, you can go fishing over there.";
+ mes "*Purr*";
+ next;
+ mes "[Ferocious Gorurug]";
+ mes "Now, let me teach you how to fish.";
+ mes "It's simple: bring your cursor to a school of fish, and then click it to grab them.";
+ next;
+ mes "[Ferocious Gorurug]";
+ mes "You'll have a hard time to catch them at first, but you'll get better.";
+ mes "It gets easier with a bit of practice.";
+ set ep13_yong1,5;
+ close;
+ }
+ else if (ep13_yong1 == 5) {
+ if (countitem(6039) > 9) {
+ mes "[Ferocious Gorurug]";
+ mes "You've brough Pieces of Fish!";
+ mes "GOOD JOB!";
+ delitem 6039,10; //Piece_Of_Fish
+ getexp 3000,0;
+ set ep13_yong1,10;
+ setquest 12060;
+ next;
+ mes "^0000ffYou gain EXP 3,000^000000";
+ close;
+ }
+ else {
+ mes "[Ferocious Gorurug]";
+ mes "Bring your cursor to a school of fish, then click it to grab them.";
+ mes "Don't move while doing it!";
+ close;
+ }
+ }
+ else if ((ep13_yong1 > 5) && (ep13_yong1 < 20)) {
+ if (countitem(6039) > 9) {
+ mes "[Ferocious Gorurug]";
+ mes "You've brough Pieces of Fish!";
+ mes "GOOD JOB!";
+ delitem 6039,10; //Piece_Of_Fish
+ getexp 1500,0;
+ setquest 12060;
+ set ep13_yong1,ep13_yong1+1;
+ next;
+ mes "^0000ffYou gain EXP 1,500^000000";
+ close;
+ }
+ else {
+ mes "[Ferocious Gorurug]";
+ mes "Do you want to fish again?";
+ mes "Don't forget to bring me";
+ mes "Pieces of Fish if you catch them.";
+ close;
+ }
+ }
+ else if ((ep13_yong1 > 19) && (ep13_yong1 < 40)) {
+ if (countitem(6039) > 9) {
+ mes "[Ferocious Gorurug]";
+ mes "You've brough Pieces of Fish!";
+ mes "GOOD JOB!";
+ delitem 6039,10; //Piece_Of_Fish
+ getexp 1500,0;
+ setquest 12060;
+ set ep13_yong1,ep13_yong1+1;
+ next;
+ mes "^0000ffYou gain EXP 1,500^000000";
+ close;
+ }
+ else {
+ mes "[Ferocious Gorurug]";
+ mes "Hey, I've been waiting for you!";
+ mes "Good luck fishing today!";
+ close;
+ }
+ }
+ else if ((ep13_yong1 > 39) && (ep13_yong1 < 60)) {
+ if (countitem(6039) > 9) {
+ mes "[Ferocious Gorurug]";
+ mes "You've brough Pieces of Fish!";
+ mes "GOOD JOB!";
+ delitem 6039,10; //Piece_Of_Fish
+ getexp 1500,0;
+ setquest 12060;
+ set ep13_yong1,ep13_yong1+1;
+ next;
+ mes "^0000ffYou gain EXP 1,500^000000";
+ close;
+ }
+ else {
+ mes "Gorurug looks happy to see you.";
+ next;
+ mes "[Ferocious Gorurug]";
+ mes "What do you want to catch today? *Purr*";
+ close;
+ }
+ }
+ else if ((ep13_yong1 > 59) && (ep13_yong1 < 300)) {
+ skilleffect "AL_HEAL",816;
+ heal 816,0;
+ if (countitem(6039) > 9) {
+ mes "[Ferocious Gorurug]";
+ mes "You've brough Pieces of Fish!";
+ mes "GOOD JOB!";
+ delitem 6039,10; //Piece_Of_Fish
+ getexp 1500,0;
+ setquest 12060;
+ set ep13_yong1,ep13_yong1+1;
+ next;
+ mes "^0000ffYou gain EXP 1,500^000000";
+ close;
+ }
+ else {
+ // custom translation
+ mes "Ferocious Gorurug welcomes you gracefully.";
+ next;
+ mes "[Ferocious Gorurug]";
+ mes "There you are!";
+ mes "What did you catch today?";
+ close;
+ }
+ }
+ else {
+ mes "Ferocious Gorurug is asleep.";
+ close;
+ }
+ }
+ else if ((checkquest(12060,PLAYTIME) == 0) || (checkquest(12060,PLAYTIME) == 1)) {
+ mes "[Ferocious Gorurug]";
+ mes "*Yawn*";
+ mes "I'm sorry, but I'm off-duty.";
+ mes "I can't accept any fish right now.";
+ mes "Come back tomorrow, alright?";
+ close;
+ }
+ else {
+ erasequest 12060;
+ mes "[Ferocious Gorurug]";
+ mes "*Purr*";
+ mes "Another day has started, back to work!";
+ mes "You can now bring me fish if you catch them.";
+ close;
+ }
+}
+
+spl_fild02,314,165,0 script School of Fish#1::Fishinghole 844,{
+ if ((checkquest(12060,PLAYTIME) == -1) && (countitem(6039) < 20)) {
+ specialeffect2 EF_BUBBLE;
+ specialeffect2 EF_INVENOM;
+ set .@fcast,15;
+ if (isequipped(2550)) { //Fisher's_Muffler
+ set .@fcast,.@fcast - 2;
+ }
+ if (isequipped(2443)) { //Fish_Shoes
+ set .@fcast,.@fcast - 2;
+ }
+ if (isequipped(2764)) { //Small_Fishing_Rod
+ set .@fcast,.@fcast - 3;
+ }
+ if (isequipped(2775)) { //Lure
+ set .@fcast,.@fcast - 1;
+ }
+ if (isequipped(1599)) { //Ahura_Mazda
+ set .@fcast,.@fcast - 3;
+ }
+ if (isequipped(2199)) { //Angra_Manyu
+ set .@fcast,.@fcast - 4;
+ }
+ progressbar "ffff00",.@fcast;
+ if (ep13_1_rhea == 13) {
+ if (rand(1,20) == 2) {
+ getitem 6037,1; //Rough_File
+ set ep13_1_rhea,14;
+ specialeffect EF_BUBBLE;
+ mapannounce "spl_fild02","" + strcharinfo(0) + " has caught a Messy File!!",bc_map,"0xff77ff";
+ }
+ }
+ set .@rhea_ran,rand(1,70);
+ if (.@rhea_ran < 20) {
+ getitem 6039,1; //Piece_Of_Fish
+ }
+ else if (.@rhea_ran == 20) {
+ getitem 908,1; //Spawn
+ }
+ else if (.@rhea_ran == 21) {
+ getitem 909,1; //Jellopy
+ }
+ else if (.@rhea_ran == 22) {
+ getitem 963,1; //Sharp_Scale
+ }
+ else if (.@rhea_ran == 23) {
+ getitem 956,1; //Gill
+ }
+ else if (.@rhea_ran == 24) {
+ getitem 6049,1; //Marlin
+ }
+ else if (.@rhea_ran == 25) {
+ getitem 918,1; //Sticky_Webfoot
+ }
+ else if (.@rhea_ran == 26) {
+ getitem 960,1; //Nipper
+ }
+ else if (.@rhea_ran == 27) {
+ getitem 910,1; //Garlet
+ }
+ else if (.@rhea_ran == 28) {
+ getitem 938,1; //Sticky_Mucus
+ }
+ else if ((.@rhea_ran > 28) && (.@rhea_ran < 40)) {
+ getitem 7049,1; //Stone
+ }
+ else {
+ mes "Nothing was caught.";
+ close;
+ }
+ if (rand(1,200) == 3) {
+ getitem 644,1; //Gift_Box
+ mapannounce "spl_fild02","" + strcharinfo(0) + " has caught a Gift Box!!",bc_map,"0x00ffff";
+ }
+ if (rand(1,500) == 3) {
+ getitem 603,1; //Old_Blue_Box
+ mapannounce "spl_fild02","" + strcharinfo(0) + " has caught an Old Blue Box!!",bc_map,"0x00ffff";
+ }
+ if (rand(1,3000) == 3) {
+ getitem 617,1; //Old_Violet_Box
+ mapannounce "spl_fild02","" + strcharinfo(0) + " has caught an Old Purple Box!!",bc_map,"0x44ff44";
+ }
+ end;
+ }
+ else {
+ mes "Fish are swimming in the water.";
+ close;
+ }
+}
+
+spl_fild02,321,169,0 duplicate(Fishinghole) School of Fish#2 844,{
+spl_fild02,326,171,0 duplicate(Fishinghole) School of Fish#3 844,{
+
+mid_camp,75,135,0 script School of Fish#4 844,{
+ if ((checkquest(12060,PLAYTIME) == -1) && (countitem(6039) < 20)) {
+ specialeffect2 EF_BUBBLE;
+ specialeffect2 EF_INVENOM;
+ set .@fcast,15;
+ if (isequipped(2550)) { //Fisher's_Muffler
+ set .@fcast,.@fcast - 2;
+ }
+ if (isequipped(2443)) { //Fish_Shoes
+ set .@fcast,.@fcast - 2;
+ }
+ if (isequipped(2764)) { //Small_Fishing_Rod
+ set .@fcast,.@fcast - 3;
+ }
+ if (isequipped(2775)) { //Lure
+ set .@fcast,.@fcast - 1;
+ }
+ if (isequipped(1599)) { //Ahura_Mazda
+ set .@fcast,.@fcast - 3;
+ }
+ if (isequipped(2199)) { //Angra_Manyu
+ set .@fcast,.@fcast - 4;
+ }
+ progressbar "ffff00",.@fcast;
+ if (ep13_1_rhea == 13) {
+ if (rand(1,20) == 2) {
+ getitem 6037,1; //Rough_File
+ set ep13_1_rhea,14;
+ specialeffect EF_BUBBLE;
+ mapannounce "mid_camp","" + strcharinfo(0) + " has caught a Messy File!!",bc_map,"0xff77ff";
+ }
+ }
+ set .@rhea_ran,rand(1,70);
+ if (.@rhea_ran < 20) {
+ getitem 6039,1; //Piece_Of_Fish
+ }
+ else if (.@rhea_ran == 20) {
+ getitem 908,1; //Spawn
+ }
+ else if (.@rhea_ran == 21) {
+ getitem 909,1; //Jellopy
+ }
+ else if (.@rhea_ran == 22) {
+ getitem 963,1; //Sharp_Scale
+ }
+ else if (.@rhea_ran == 23) {
+ getitem 956,1; //Gill
+ }
+ else if (.@rhea_ran == 24) {
+ getitem 6049,1; //Marlin
+ }
+ else if (.@rhea_ran == 25) {
+ getitem 918,1; //Sticky_Webfoot
+ }
+ else if (.@rhea_ran == 26) {
+ getitem 960,1; //Nipper
+ }
+ else if (.@rhea_ran == 27) {
+ getitem 910,1; //Garlet
+ }
+ else if (.@rhea_ran == 28) {
+ getitem 938,1; //Sticky_Mucus
+ }
+ else if ((.@rhea_ran > 28) && (.@rhea_ran < 40)) {
+ getitem 7049,1; //Stone
+ }
+ else {
+ mes "Nothing was caught.";
+ close;
+ }
+ if (rand(1,200) == 3) {
+ getitem 644,1; //Gift_Box
+ mapannounce "mid_camp","" + strcharinfo(0) + " has caught a Gift Box!!",bc_map,"0x00ffff";
+ }
+ if (rand(1,500) == 3) {
+ getitem 603,1; //Old_Blue_Box
+ mapannounce "mid_camp","" + strcharinfo(0) + " has caught an Old Blue Box!!",bc_map,"0x00ffff";
+ }
+ if (rand(1,3000) == 3) {
+ getitem 617,1; //Old_Violet_Box
+ mapannounce "mid_camp","" + strcharinfo(0) + " has caught an Old Purple Box!!",bc_map,"0x44ff44";
+ }
+ end;
+ }
+ else {
+ mes "Fish are swimming in the water.";
+ close;
+ }
+}
+
+mid_camp,66,122,55 script Henry Clifford 712,{
+ if (countitem(6049) > 0) {
+ mes "[Henry Clifford]";
+ mes "Congratulations, you've caught a precious Marlin.";
+ mes "I'll give you 2 Cat Trading Points in exchange for your Marlin.";
+ next;
+ mes "[Henry Clifford]";
+ mes "I got them from a black marketer,";
+ mes "but I guarantee the authenticity of these points.";
+ mes "Are you interested?";
+ next;
+ switch(select("Yes.:No, thanks.")) {
+ case 1:
+ delitem 6049,1; //Marlin
+ set ep13_yong1,ep13_yong1+2;
+ mes "[Henry Clifford]";
+ mes "Thank you for the Marlin.";
+ mes "I've given you the points in return.";
+ mes "You may go check your points through the Cat Hand Agent.";
+ close;
+ case 2:
+ mes "[Henry Clifford]";
+ mes "Alright, if you say so.";
+ mes "But feel free to come back if you change your mind.";
+ close;
+ }
+ }
+ else {
+ mes "[Henry Clifford]";
+ mes "You may have hear";
+ mes "about this already, but";
+ mes "this river is full of rare fish.";
+ mes "I've followed these cats";
+ mes "to see if the rumor is true.";
+ next;
+ mes "[Henry Clifford]";
+ mes "Marlin, the legendary silver";
+ mes "fish is the best prey of all.";
+ mes "You can also catch precious";
+ mes "treasure floating in the river.";
+ next;
+ mes "[Henry Clifford]";
+ mes "If you happen to catch a Marlin,";
+ mes "please trade it with me.";
+ mes "I'll give you something";
+ mes "nice in return.";
+ close;
+ }
+}
+
+mid_camp,88,100,55 script Cat Hand Mining Agent 876,{
+ if (checkquest(12062,PLAYTIME) == -1) {
+ if ((countitem(6048) > 2) && (ep13_yong1 > 9)) {
+ mes "[Cat Hand Mining Agent]";
+ mes "Oh, wow~";
+ mes "Thank you for collecting minerals for me.";
+ next;
+ delitem 6048,3; //Unidentified_Mineral
+ getexp 3000,0;
+ setquest 12062;
+ set ep13_yong1,ep13_yong1+1;
+ select("I'm freezing! Take them quickly.");
+ mes "[Cat Hand Mining Agent]";
+ mes "Yes, yes~ I've received the mineral samples.";
+ mes "I'll go ahead and add points to your credit.";
+ close;
+ }
+ else {
+ mes "[Cat Hand Mining Agent]";
+ mes "To collect minerals,";
+ mes "we have to go to the";
+ mes "frozen land to the east.";
+ mes "But for short-haired cats";
+ mes "like me, the weather";
+ mes "is unbearable.";
+ next;
+ mes "[Cat Hand Mining Agent]";
+ mes "If the weather";
+ mes "is good tomorrow,";
+ mes "I might try to go,";
+ mes "but not today.";
+ mes "It looks freezing to";
+ mes "you too, doesn't it?";
+ close;
+ }
+ }
+ else if ((checkquest(12062,PLAYTIME) == 0) || (checkquest(12062,PLAYTIME) == 1)) {
+ mes "[Cat Hand Mining Agent]";
+ mes "I hope you'll bring me minerals again tomorrow...";
+ mes "If you can. It's much better to wait for you to do it than go there on my own.";
+ close;
+ }
+ else {
+ erasequest 12062;
+ mes "[Cat Hand Mining Agent]";
+ mes "Umm... It's time to collect minerals.";
+ mes "How'd you like to collect minerals for me?";
+ close;
+ }
+}
+
+- script Mysterious Rock#0::manukrock -1,{
+ if ((countitem(6048) < 3) && (checkquest(12062,PLAYTIME) == -1)) {
+ specialeffect2 EF_REPAIRWEAPON;
+ progressbar "ffff00",10;
+ set .@rhea_ran,rand(1,20);
+ if (.@rhea_ran < 13) getitem 7049,1; //Stone
+ else if (.@rhea_ran == 13) getitem 990,1; //Boody_Red
+ else if (.@rhea_ran == 14) getitem 991,1; //Crystal_Blue
+ else if (.@rhea_ran == 15) getitem 992,1; //Wind_Of_Verdure
+ else if (.@rhea_ran == 16) getitem 993,1; //Yellow_Live
+ else getitem 6048,1; //Unidentified_Mineral
+ initnpctimer;
+ disablenpc strnpcinfo(0);
+ end; }
+ else {
+ mes "This rock contains unidentified minerals.";
+ mes "It's not possible to mine more than the limit.";
+ close; }
+ end;
+
+OnTimer120000:
+ enablenpc strnpcinfo(0);
+ stopnpctimer;
+ end;
+}
+
+man_fild01,180,170,0 duplicate(manukrock) Mysterious Rock#1 844
+man_fild01,147,157,0 duplicate(manukrock) Mysterious Rock#2 844
+man_fild01,114,174,0 duplicate(manukrock) Mysterious Rock#3 844
+man_fild01,92,155,0 duplicate(manukrock) Mysterious Rock#4 844
+man_fild01,170,318,0 duplicate(manukrock) Mysterious Rock#5 844
+man_fild01,146,269,0 duplicate(manukrock) Mysterious Rock#6 844
+man_fild01,118,238,0 duplicate(manukrock) Mysterious Rock#7 844
+man_fild01,70,246,0 duplicate(manukrock) Mysterious Rock#8 844
+man_fild01,64,197,0 duplicate(manukrock) Mysterious Rock#9 844
+man_fild03,82,134,0 duplicate(manukrock) Mysterious Rock#10 844
+man_fild03,67,160,0 duplicate(manukrock) Mysterious Rock#11 844
+man_fild03,66,171,0 duplicate(manukrock) Mysterious Rock#12 844
+man_fild03,81,198,0 duplicate(manukrock) Mysterious Rock#13 844
+man_fild03,82,216,0 duplicate(manukrock) Mysterious Rock#14 844
+man_fild03,98,226,0 duplicate(manukrock) Mysterious Rock#15 844
+man_fild03,104,248,0 duplicate(manukrock) Mysterious Rock#16 844
+man_fild03,91,272,0 duplicate(manukrock) Mysterious Rock#17 844
+man_fild03,95,301,0 duplicate(manukrock) Mysterious Rock#18 844
+
+// Report from the New World
+//============================================================
+mid_campin,90,121,5 script Hibba Agip 459,{
+ cutin "ep13_captin_edq",2;
+ set .@start,(ep13_newbs + ep13_ryu + mao_morocc2 + ep13_1_rhea + ep13_animal);
+ if ((ep13_1_edq == 0) && (.@start > 298)) {
+ mes "[Hibba Agip]";
+ mes "*Sigh* Look at me, I used to command the desert of Morroc, but I've been deployed to a world that only God knows where...";
+ next;
+ mes "[Staff Officer Abidal]";
+ mes "Come on'that's not ture. In fact, you used to be an official of a small town, and have been promoted to the commander of the expedition.";
+ mes "Your success is almost too good to be true.";
+ next;
+ mes "[Instructor Igrid]";
+ mes "Hey, boss. Can we just go through the motions until we get out of here? This so-called Ash-Vacuum is boring. It's heaven for the kingdom's scholars, but it's not for me.";
+ next;
+ mes "[Hibba Agip]";
+ mes "Geez, do you have to keep calling me boss? It's Commander, alright?";
+ mes "Hmpf! So disrespectful.";
+ next;
+ mes "[Staff Officer Abidal]";
+ mes "Can you guys stop complaining?";
+ mes "God...";
+ next;
+ mes "[Instructor Igrid]";
+ mes "Who are you? What business do you have with Commander Agip?";
+ next;
+ mes "[Hibba Agip]";
+ mes "What is it?";
+ next;
+ mes "[Staff Officer Abidal]";
+ mes "Err? Hey, aren't you that famous adventurer," + strcharinfo(0) + "? I've heard many good things about you.";
+ next;
+ mes "[Instructor Igrid]";
+ mes "I don't know what you're talking about. Boss, do you know this adventurer?";
+ next;
+ mes "[Hibba Agip]";
+ mes "Stop calling me boss! Call me Commander, alright? Hey Abidal, is this adventurer really famous?";
+ next;
+ mes "[Staff Officer Abidal]";
+ mes "Commander, haven't you read the report? The adventurer who helped the expedition solve the XX case was" + strcharinfo(0)+ ".";
+ next;
+ mes "[Hibba Agip]";
+ mes "*Ahem Ahem* I see. I've been too busy to read all the reports. So what brings you here? A reward?";
+ next;
+ mes "[Staff Officer Abidal]";
+ mes "This is perfect. I was going to send a messenger to you for an important discussion.";
+ next;
+ mes "[Hibba Agip]";
+ mes "Hey Abidal, he's here to see me, not you. Remember?";
+ next;
+ mes "[Staff Officer Abidal]";
+ mes "Commander, please let me talk. " + strcharinfo(0) + "I'd like to talk to you privately. Can you come back later?";
+ next;
+ mes "[Hibba Agip]";
+ mes "Why do you want to talk privately?";
+ mes "Is it because of me? Grrr... I'll be watching you, Abidal.";
+ next;
+ mes "[Instructor Igrid]";
+ mes "What are you still doing here? Go, go speak to Abidal.";
+ set ep13_1_edq,1;
+ setquest 3085;
+ cutin "ep13_captin_edq",255;
+ close;
+ }
+ else if (ep13_1_edq == 1) {
+ mes "[Hibba Agip]";
+ mes "I'm not the one who has business with you. You should go speak to Staff Officer Abidal.";
+ cutin "ep13_captin_edq",255;
+ close;
+ }
+ else if (ep13_1_edq == 2) {
+ mes "[Hibba Agip]";
+ mes "Oh yes, right... You're" + strcharinfo(0) + ", right? Abidal has told me good things about you.";
+ next;
+ mes "[Hibba Agip]";
+ mes "We're lucky to have you, my friend... I hope you're as good as the stories play you up to be.";
+ next;
+ mes "[Staff Officer Abidal]";
+ mes "Commander, please!";
+ next;
+ mes "[Hibba Agip]";
+ mes "Alright, alright. gosh will you stop yelling at me?";
+ mes "You're not going to live long if you get angry at all the little things.";
+ next;
+ mes "[Hibba Agip]";
+ mes "Anyways, I took some time to check your background and reports of your accomplishments.";
+ mes "I must say that I'm quite impressed.";
+ next;
+ mes "[Hibba Agip]";
+ mes "As you know by now, I have to send out an expedition report to the national leaders of the Rune Midgard continent, and I need someone that I can trust.";
+ next;
+ mes "[Hibba Agip]";
+ mes "I'd go if I could, but my duty is to command, and my instructor over there is too dense. He'll embarrass me by acting stupid in front of the national leaders.";
+ next;
+ mes "[Instructor Igrid]";
+ mes "Come on, boss... Er, Commander!";
+ mes "Don't you think you're exaggerating?";
+ next;
+ mes "[Hibba Agip]";
+ mes "Hmm... Anyways, this is not a difficult mission. All you have to do is deliver this expedition report to officials of three countries of Rune Midgard. Simple right?";
+ next;
+ getitem 11012,1; //Expedition_Report
+ set ep13_1_edq,3;
+ changequest 3086,3087;
+ mes "[Hibba Agip]";
+ mes "The officials are ^0000FFMinister Laur^000000 of the Rune-Midgart's Kingdom, ^0000FFPriest Nuria^000000 of Arunafeltz, and ^0000FFGerhart^000000 of the Schwatzvalt Republic.";
+ next;
+ mes "[Hibba Agip]";
+ mes "A messenger, who will inform the official of your arrival, is waiting for you at the time-space gap to RUne Midgard. You'd better find him before you leave.";
+ next;
+ mes "[Hibba Agip]";
+ mes "Since the officials are busy attending to national matters, they won't meet you unless they're informed of your arrival beforehand. I doubt those pretentious guys would even want to see me.";
+ next;
+ mes "[Hibba Agip]";
+ mes "Travel safely, adventurer, and come back in one piece, alright?";
+ cutin "ep13_captin_edq",255;
+ close;
+ }
+ else if (ep13_1_edq == 3) {
+ mes "[Hibba Agip]";
+ mes "Haven't you left yet? It's hard to make ends meet, isn't it?";
+ next;
+ mes "[Hibba Agip]";
+ mes "I mean, if you want to be paid, you'll have to work. Do you still not understand? I'm saying that you better proceed with your mission.";
+ cutin "ep13_captin_edq",255;
+ close;
+ }
+ else if (ep13_1_edq == 4) {
+ mes "[Hibba Agip]";
+ mes "Hmm...";
+ next;
+ mes "[Staff Officer Abidal]";
+ mes "......";
+ next;
+ mes "[Hibba Agip]";
+ mes "Alright, alright. I know why you've come to see me.";
+ next;
+ mes "[Staff Officer Abidal]";
+ mes "They haven't gotten the report yet. We should send out soldiers...";
+ next;
+ mes "[Hibba Agip]";
+ mes "That's not why I'm concerned. The problem is that the assignee failed to complete the mission and lost the report.";
+ next;
+ mes "[Hibba Agip]";
+ mes "Anyways... It's alright. You don't have to feel bad. I understand you didn't mean it this way.";
+ next;
+ mes "[Instructor Igrid]";
+ mes "Commander, who might have done this? I will destroy him myself.";
+ next;
+ mes "[Hibba Agip]";
+ mes "Don't impose. Our troops aren't just from one nation, they are from thre different countries, and are here to pursue their country's own interest.";
+ next;
+ mes "[Staff Officer Abidal]";
+ mes "Hard to say... who is behind this. If I had to guess, either side could be behind this...";
+ next;
+ mes "[Hibba Agip]";
+ mes "*Spit* This is why I don't trust politicians. Abidal, resolving this incident is your top priority.";
+ next;
+ mes "[Hibba Agip]";
+ mes "Igrid, evaluate the security of this camp and discipline among the soldiers.";
+ next;
+ mes "[Hibba Agip]";
+ mes "Now it's your turn... Abidal disposed reports from various departments after he used them to compile the expedition report.";
+ next;
+ mes "[Hibba Agip]";
+ mes "We take the security of our documents seriously. So... There are no extra copies of the expedition report.";
+ next;
+ mes "[Staff Officer Abidal]";
+ mes "I still remember at least 30% of the document. I might be able to rewrite another...";
+ next;
+ mes "[Hibba Agip]";
+ mes "I need it to be perfect. What can we do with only 30%?";
+ next;
+ mes "[Hibba Agip]";
+ mes "Hey, you must find the report. If you bring as may pages of the report as you can, then Abidal will use them to fill missing parts.";
+ next;
+ mes "[Hibba Agip]";
+ mes "Some of them might have be consumed by monsters, or have found their way to the sea, but I don't care. You'll find them at all costs, and that's my order.";
+ next;
+ mes "[Hibba Agip]";
+ mes "I hope you'll do your best. You need to finish what you've started. We'll do our best to help you. Am I right, guys? Abidal? Igrid?";
+ next;
+ mes "[Staff Officer Abidal]";
+ mes "Of Course, I'm happy to...";
+ next;
+ mes "[Instructor Igrid]";
+ mes "......";
+ next;
+ mes "[Hibba Agip]";
+ mes "Now, search everywhere for the pages of that report. Staff Officer Abidal will bind them into the full report for you.";
+ next;
+ // custom translation
+ mes "[Hibba Agip]";
+ mes "Hmm... and... I received a report, that you surrendered the report to the enemy, right?";
+ next;
+ // custom translation
+ mes "[Instructor Igrid]";
+ mes "Hmm...";
+ next;
+ // custom translation
+ mes "[Hibba Agip]";
+ mes "Hehehehe. How smart of you... Thou feel not safe for you to be my subordinate...";
+ next;
+ // custom translation
+ mes "[Hibba Agip]";
+ mes "Hey, I said. It is justice as well, injustice as well. But, trust and deal... is very important. Understand? You must remember this.";
+ set ep13_1_edq,61;
+ changequest 3088,3089;
+ next;
+ mes "[Hibba Agip]";
+ mes "I wish you good luck in finding the pages. Try to clean any smudges off them when you find them, alright?";
+ cutin "ep13_captin_edq",255;
+ close;
+ }
+ else if (ep13_1_edq == 5) {
+ mes "[Hibba Agip]";
+ mes "Hmm...";
+ next;
+ mes "[Staff Officer Abidal]";
+ mes "......";
+ next;
+ mes "[Hibba Agip]";
+ mes "Alright, alright. I know why you've come to see me.";
+ next;
+ mes "[Staff Officer Abidal]";
+ mes "They haven't gotten the report yet. We should send out soldiers...";
+ next;
+ mes "[Hibba Agip]";
+ mes "That's not why I'm concerned. The problem is that the assignee failed to complete the mission and lost the report.";
+ next;
+ mes "[Hibba Agip]";
+ mes "Anyways... It's alright. You don't have to feel bad. I understand you didn't mean it this way.";
+ next;
+ mes "[Instructor Igrid]";
+ mes "Commander, I'll go find those evil scoundrels...";
+ next;
+ mes "[Hibba Agip]";
+ mes "Don't impose. Our troops aren't just from one nation, they are from thre different countries, and are here to pursue their country's own interest.";
+ next;
+ mes "[Staff Officer Abidal]";
+ mes "I wonder who's behind this. Frankly, I must say that every country is a suspect.";
+ next;
+ mes "[Hibba Agip]";
+ mes "*Spit* This is why I don't trust politicians. Abidal, resolving this incident is your top priority.";
+ next;
+ mes "[Hibba Agip]";
+ mes "Igrid, evaluate the security of this camp and discipline among the soldiers.";
+ next;
+ mes "[Hibba Agip]";
+ mes "Now it's your turn... Abidal disposed reports from various departments after he used them to compile the expedition report.";
+ next;
+ mes "[Hibba Agip]";
+ mes "We take the security of our documents seriously. So... There are no extra copies of the expedition report.";
+ next;
+ mes "[Staff Officer Abidal]";
+ mes "I still remember at least 30% of the document. I might be able to rewrite another...";
+ next;
+ mes "[Hibba Agip]";
+ mes "I need it to be perfect. What can we do with only 30%?";
+ next;
+ mes "[Hibba Agip]";
+ mes "Hey, you must find the report. If you bring as may pages of the report as you can, then Abidal will use them to fill missing parts.";
+ next;
+ mes "[Hibba Agip]";
+ mes "Some of them might have be consumed by monsters, or have found their way to the sea, but I don't care. You'll find them at all costs, and that's my order.";
+ next;
+ mes "[Hibba Agip]";
+ mes "I hope you'll do your best. You need to finish what you've started. We'll do our best to help you. Am I right, guys? Abidal? Igrid?";
+ next;
+ mes "[Staff Officer Abidal]";
+ mes "Of Course, I'm happy to...";
+ next;
+ mes "[Instructor Igrid]";
+ mes "......";
+ next;
+ mes "[Hibba Agip]";
+ mes "Now, search everywhere for the pages of that report. Staff Officer Abidal will bind them into the full report for you.";
+ next;
+ mes "[Hibba Agip]";
+ mes "Ah, and... I've received a report that you fought hard against the enemy to protect the report from them.";
+ next;
+ mes "[Instructor Igrid]";
+ mes "Umm...";
+ next;
+ mes "[Hibba Agip]";
+ mes "Hahaha, you're fearless and I can make good use of a soldier like you at any time of the day.";
+ next;
+ mes "[Hibba Agip]";
+ mes "Let me tell you this, loyalty and faithfulness are very, very important. They may cause you hardship sometimes, but those qualities will guarantee you the last laugh.";
+ set ep13_1_edq,62;
+ changequest 3088,3089;
+ next;
+ mes "[Hibba Agip]";
+ mes "I wish you good luck in finding the pages. Try to clean any smudges off them when you find them, alright?";
+ cutin "ep13_captin_edq",255;
+ close;
+ }
+ else if ((ep13_1_edq == 61) || (ep13_1_edq == 62)) {
+ mes "[Hibba Agip]";
+ mes "Talk to my staff officer until you're finisehd finding the pages of the lost report. Right now, I'm swarmed with work.";
+ next;
+ mes "[Hibba Agip]";
+ mes "I'm sure you'll easily find those if you keep your eyes open. I must warn you about the monsters around this area though. Who knows? They might love the taste of paper.";
+ cutin "ep13_captin_edq",255;
+ close;
+ }
+ else if ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
+ mes "[Hibba Agip]";
+ mes "How have you been doing? I've heard Igrid has personally send out his soldiers to support you guys.";
+ mes "Haven't you met them?";
+ next;
+ mes "[Hibba Agip]";
+ mes "While searching for the report, look around and meet our soldiers.";
+ mes "They've been sent to help you and Abidal. Ask their help if you think you need it.";
+ cutin "ep13_captin_edq",255;
+ close;
+ }
+ else if (ep13_1_edq == 8) {
+ mes "[Hibba Agip]";
+ mes "So, the report has been restored successfully?";
+ next;
+ mes "[Hibba Agip]";
+ mes "This was finished more quickly than I thought. Let me see...";
+ next;
+ delitem 11012,1; //Expedition_Report
+ set ep13_1_edq,9;
+ changequest 3092,3093;
+ mes "[Hibba Agip]";
+ mes "It looks alright. I don't have to read this thoroughly because I trust Abidal.";
+ next;
+ mes "[Hibba Agip]";
+ mes "Now, let's go back to your original mission. I'd like you to deliver this to the national leaders of the three countries of Rune Midgard.";
+ next;
+ getitem 11012,3; //Expedition_Report
+ mes "[Hibba Agip]";
+ mes "Dont worry too much, my friend.";
+ mes "I've arranged troops in the time-space gap to protect the report.";
+ next;
+ mes "[Hibba Agip]";
+ mes "Of course, you can't see them because they're undercover soldiers under my direct command. Hahaha!";
+ next;
+ mes "[Hibba Agip]";
+ mes "Let me remind you again. The officials are these three people: ^0000FFMinister Laur^000000 of the Rune Midgarts Kingdom, ^0000FFPriest Nuria^000000 of Arunafeltz and ^0000FFGerhart^000000 of the Schwaltzvalt Republic.";
+ next;
+ mes "[Hibba Agip]";
+ mes "Make sure to deliver the report to them without fail. Come back in one piece, alright?";
+ cutin "ep13_captin_edq",255;
+ close;
+ }
+ else if ((ep13_1_edq == 9) && (countitem(11012) == 3)) {
+ mes "[Hibba Agip]";
+ mes "Let me remind you again. The officials are these three people: ^0000FFMinister Laur^000000 of the Rune Midgarts Kingdom, ^0000FFPriest Nuria^000000 of Arunafeltz and ^0000FFGerhart^000000 of the Schwaltzvalt Republic.";
+ next;
+ mes "[Hibba Agip]";
+ mes "Make sure to deliver the report to them without fail. Come back in one piece, alright?";
+ cutin "ep13_captin_edq",255;
+ close;
+ }
+ else if ((ep13_1_edq == 9) && (countitem(11012) < 3)) {
+ mes "[Hibba Agip]";
+ mes "Is something wrong? Alright, we'll write another report for you.";
+ next;
+ delitem 11012,1; //Expedition_Report
+ delitem 11012,1; //Expedition_Report
+ delitem 11012,1; //Expedition_Report
+ getitem 11012,3; //Expedition_Report
+ mes "[Hibba Agip]";
+ mes "Let me remind you again. The officials are these three people: ^0000FFMinister Laur^000000 of the Rune Midgarts Kingdom, ^0000FFPriest Nuria^000000 of Arunafeltz and ^0000FFGerhart^000000 of the Schwaltzvalt Republic.";
+ next;
+ mes "[Hibba Agip]";
+ mes "Make sure to deliver the report to them without fail. Come back in one piece, alright?";
+ cutin "ep13_captin_edq",255;
+ close;
+ }
+ else if ((ep13_1_edq == 9) && (countitem(11012) > 3)) {
+ mes "[Hibba Agip]";
+ mes "Is something wrong? Alright, we'll write another report for you.";
+ next;
+ delitem 11012,20; //Expedition_Report
+ getitem 11012,3; //Expedition_Report
+ mes "[Hibba Agip]";
+ mes "Let me remind you again. The officials are these three people: ^0000FFMinister Laur^000000 of the Rune Midgarts Kingdom, ^0000FFPriest Nuria^000000 of Arunafeltz and ^0000FFGerhart^000000 of the Schwaltzvalt Republic.";
+ next;
+ mes "[Hibba Agip]";
+ mes "Make sure to deliver the report to them without fail. Come back in one piece, alright?";
+ cutin "ep13_captin_edq",255;
+ close;
+ }
+ else if (ep13_1_edq > 100) {
+ mes "[Hibba Agip]";
+ mes "Let me remind you again. The officials are these three people: ^0000FFMinister Laur^000000 of the Rune Midgarts Kingdom, ^0000FFPriest Nuria^000000 of Arunafeltz and ^0000FFGerhart^000000 of the Schwaltzvalt Republic.";
+ next;
+ mes "[Hibba Agip]";
+ mes "Make sure to deliver the report to them without fail. Come back in one piece, alright?";
+ cutin "ep13_captin_edq",255;
+ close;
+ }
+ else if (ep13_1_edq == 13) {
+ mes "[Hibba Agip]";
+ mes "Oh, how was your trip? Hey, you look better than you did when you left. Did you drop by your hometown and enjoy great food or something?";
+ next;
+ mes "[Hibba Agip]";
+ mes "So tell me, did you bring the report to all three national leaders? Good job.";
+ next;
+ mes "[Hibba Agip]";
+ mes "I understand there were some unforeseen obstacles we didn't anticipate since we thought this mission was pretty trivial, but you still did your best.";
+ next;
+ mes "[Hibba Agip]";
+ mes "I must warn you, however, this is not the end of these strange events. You're involved in this situation so deeply that you can't get out of it. Hahaha!";
+ next;
+ mes "[Hibba Agip]";
+ mes "Don't worry. I'm not here to fool around. Isn't that right?";
+ next;
+ mes "[Staff Officer Abidal]";
+ mes "Yes, sir. We can't let the same thing happen again.";
+ next;
+ mes "[Instructor Igrid]";
+ mes "I shall find out who's behind this, and destroy him.";
+ next;
+ mes "[Hibba Agip]";
+ mes "So... I was hoping that you'll come back and help us once we figure out who's behind this. Will you?";
+ next;
+ mes "[Hibba Agip]";
+ mes "And please take this small reward.";
+ mes "Thank you for your help so far.";
+ next;
+ getexp 3750000,0;
+ getitem 12110,3; //First_Aid_Kit
+ set ep13_1_edq,14;
+ completequest 3094;
+ mes "[Hibba Agip]";
+ mes "Then I'll see you next time. Keep yourself in one piece, alright?";
+ mes "Hahaha!";
+ cutin "ep13_captin_edq",255;
+ close;
+ }
+ else if (ep13_1_edq == 14) {
+ mes "[Hibba Agip]";
+ mes "Hey, how have you been? It's too early to say that we've figured out who's the mastermind.";
+ next;
+ mes "[Hibba Agip]";
+ mes "Please be patient, I'll contact you when the time is right.";
+ next;
+ mes "[Hibba Agip]";
+ mes "Wait, have you explored this area yet? I mean the wide tundra and fields around the camp.";
+ next;
+ mes "[Hibba Agip]";
+ mes "There are many fun things outside. If you are an adventurer, go explore for yourself. Come back after you've explored the areas around the camp.";
+ cutin "ep13_captin_edq",255;
+ close;
+ }
+ else if ((ep13_1_edq == 15) && (ins_nyd == 1)) {
+ mes "[Hibba Agip]";
+ mes "Ah, it's you again. So, are you accustomed to this area now?";
+ next;
+ mes "[Hibba Agip]";
+ mes "What brings you here again? You seem to have something to say to me.";
+ next;
+ switch(select("I just want to say hello.:I found a weird portal below the mine cave.")) {
+ case 1:
+ mes "[Hibba Agip]";
+ mes "Well hello then...";
+ next;
+ mes "[Hibba Agip]";
+ mes "Please be patient. I'll contact you when the time is right.";
+ cutin "ep13_captin_edq",255;
+ break;
+ case 2:
+ mes "[Hibba Agip]";
+ mes "What portal? I've never heard about it.";
+ next;
+ mes "[Hibba Agip]";
+ mes "That place must be where both races fight against each other. It might be dangerous there.";
+ next;
+ mes "[Hibba Agip]";
+ mes "I have no idea of what it is like. It is not in my field of expertise.";
+ next;
+ mes "[Hibba Agip]";
+ mes "There is someone here who can help you. He is a historian from Rune-Midgarts. He may be aware of some relics or something that could help.";
+ next;
+ mes "[Hibba Agip]";
+ mes "Find the historian and see if he has any useful information for you.";
+ set ins_nyd,2;
+ cutin "ep13_captin_edq",255;
+ break;
+ }
+ close;
+ }
+ else if ((ins_nyd > 1) && (ins_nyd < 7)) {
+ mes "[Hibba Agip]";
+ mes "He's at his post, you can't find him?";
+ next;
+ mes "[Hibba Agip]";
+ mes "His name is Magniffer... look for him.. he's somewhere around here...";
+ cutin "ep13_captin_edq",255;
+ close;
+ }
+ else if (ins_nyd == 7) {
+ // 13.2 Addon
+ mes "[Hibba Agip]";
+ mes "Did you talk with the scholar? Thesedays, I haven't seen him for a while.";
+ next;
+ mes "[Staff Officer Abidal]";
+ mes "That's because you don't like talking to him.";
+ next;
+ mes "[Hibba Agip]";
+ mes "Hey, don't judge me like that...the problem is only that I can't see him often.";
+ next;
+ mes "[Hibba Agip]";
+ mes "Whatever. Did something happen because he showed up to me? Tell me more.";
+ next;
+ switch(select("Tell the story.")) {
+ case 1:
+ mes "[Hibba Agip]";
+ mes "Hmmm... umm... so...";
+ next;
+ mes "[Hibba Agip]";
+ mes "So, that's why that happened like that... It's so complicated...";
+ next;
+ mes "[Hibba Agip]";
+ mes "And you guys...you just take a task that you start up at first.";
+ next;
+ mes "[Staff Officer Abidal]";
+ mes "You sent him to Doctor Magnifer first....";
+ next;
+ mes "[Hibba Agip]";
+ mes "I just thought that he needed someone to talk to.";
+ next;
+ mes "[Staff Officer Abidal]";
+ mes "Ah yeah... you're right.";
+ next;
+ mes "[Hibba Agip]";
+ mes "Hmm... for example, you want to investigate a cave that you found, but you got on the Laphine and Sapha's nerves. right?";
+ next;
+ mes "[Hibba Agip]";
+ mes "And that two guys pay attention and stay quiet, but they are doing it for themselves..";
+ next;
+ mes "[Hibba Agip]";
+ mes "The most important thing is that this place is the ground that the Yggdrasilberry takes root acording to Magnifer.";
+ next;
+ mes "[Hibba Agip]";
+ mes "Abidal, do you have anything to say about this?";
+ next;
+ mes "[Staff Officer Abidal]";
+ mes "Our object is to make contact with one tribe and investgate this world and how adaptable it can be.";
+ next;
+ mes "[Staff Officer Abidal]";
+ mes "Actually, we don't have to make this situation bigger than it already is.";
+ next;
+ mes "[Hibba Agip]";
+ mes "Yeah right. I don't want to extend this thing anymore...";
+ next;
+ mes "[Staff Officer Abidal]";
+ mes "But the two tribes have remained neutral towards us up until now.";
+ next;
+ mes "[Staff Officer Abidal]";
+ mes "We don't really know what attitude they have towards us.";
+ next;
+ mes "[Hibba Agip]";
+ mes "Yeah.. that makes sense... If they made a general attack, we would probably fail.";
+ next;
+ mes "[Staff Officer Abidal]";
+ mes "We should map out a strategy. There is a method that uses Laphine and Sapha's together.";
+ next;
+ mes "[Staff Officer Abidal]";
+ mes "We send this guy to one of the tribes and ask for cooperation in our investigation.";
+ next;
+ mes "[Hibba Agip]";
+ mes "Will they help us? They have already said threatening words...";
+ next;
+ mes "[Staff Officer Abidal]";
+ mes "Of course they will help us. if they reject our demand, we just say that we'll ask for help from the other tribe.";
+ next;
+ mes "[Hibba Agip]";
+ mes "Right, if we do that, they will have no other choice.";
+ next;
+ mes "[Staff Officer Abidal]";
+ mes "In this situation, they want to avoid showing that place to the other tribe.";
+ next;
+ mes "[Staff Officer Abidal]";
+ mes "So, they have to cooperate with us.";
+ next;
+ mes "[Hibba Agip]";
+ mes "Oh, you have a malicious idea.";
+ next;
+ mes "[Staff Officer Abidal]";
+ mes "That's called that Kuhotanrangjigea from east. I didn't make that by myself.";
+ next;
+ mes "[Hibba Agip]";
+ mes "Whatever.. Hey, you there... your name is " + strcharinfo(0) + " right? Do you know what to do?";
+ next;
+ mes "[Hibba Agip]";
+ mes "Go to one of the tribes and ask for help officially. I'll send someone to the other tribe.";
+ next;
+ mes "[Hibba Agip]";
+ mes "I'm going to give you a choice. Which tribe do you want to go to?";
+ next;
+ switch(select("Laphine:Sapha")) {
+ case 1:
+ mes "[Hibba Agip]";
+ mes "Okay, then I place responsibility on you. from now on you focus on acquiring a good reputation with the Laphine.";
+ next;
+ mes "[Hibba Agip]";
+ mes "It won't be easy to get a good impression from the Sapha again.";
+ next;
+ mes "[Hibba Agip]";
+ mes "So you must earn us a good reputation from the Laphine.";
+ next;
+ mes "[Hibba Agip]";
+ mes "Will you choose the Laphine?";
+ next;
+ switch(select("Choose Laphine.:Think again.")) {
+ case 1:
+ mes "[Hibba Agip]";
+ mes "Good. You are now responsible with building our relationship with the Laphine tribe.";
+ next;
+ mes "[Hibba Agip]";
+ mes "Go to the chief of the Laphine and if he doesn't accept our request, just say that you are going to ask for help from the Sapha.";
+ next;
+ mes "[Hibba Agip]";
+ mes "You have your orders! Now I'm going to look for an adventurer who is willing to be sent to the Sapha.";
+ set ins_nyd,81;
+ cutin "ep13_captin_edq",255;
+ break;
+ case 2:
+ mes "[Hibba Agip]";
+ mes "Yeah? Then think again and decide.";
+ cutin "ep13_captin_edq",255;
+ break;
+ }
+ break;
+ case 2:
+ mes "[Hibba Agip]";
+ mes "Okay, then I place responsibility on you. from now on you focus on acquiring a good reputation with the Sapha.";
+ next;
+ mes "[Hibba Agip]";
+ mes "It won't be easy to get a good impression from the Laphine again.";
+ next;
+ mes "[Hibba Agip]";
+ mes "So you must earn us a good reputation from the Sapha.";
+ next;
+ mes "[Hibba Agip]";
+ mes "Will you choose the Sapha?";
+ next;
+ switch(select("Choose Sapha.:Think again.")) {
+ case 1:
+ mes "[Hibba Agip]";
+ mes "Good. You are now responsible with building our relationship with the Sapha tribe.";
+ next;
+ mes "[Hibba Agip]";
+ mes "Go to the chief of the Sapha and if he doesn't accept our request, just say that you are going to ask for help from the Laphine.";
+ next;
+ mes "[Hibba Agip]";
+ mes "You have your orders! Now I'm going to look for an adventurer who is willing to be sent to the Laphine.";
+ set ins_nyd,82;
+ cutin "ep13_captin_edq",255;
+ break;
+ case 2:
+ mes "[Hibba Agip]";
+ mes "Yeah? then think again and decide.";
+ cutin "ep13_captin_edq",255;
+ break;
+ }
+ break;
+ }
+ break;
+ }
+ close;
+ }
+ else if (ins_nyd == 81) {
+ mes "[Hibba Agip]";
+ mes "Good. You are now responsible with building our relationship with the Laphine tribe.";
+ next;
+ mes "[Hibba Agip]";
+ mes "Go to the chief of the Laphine and if he doesn't accept our request, just say that you are going to ask for help from the Sapha.";
+ next;
+ mes "[Hibba Agip]";
+ mes "I'm going to look for an adventurer who is willing to be sent to the Sapha.";
+ cutin "ep13_captin_edq",255;
+ close;
+ }
+ else if (ins_nyd == 82) {
+ mes "[Hibba Agip]";
+ mes "Good. You are now responsible with building our relationship with the Sapha tribe.";
+ next;
+ mes "[Hibba Agip]";
+ mes "Go to the chief of the Sapha and if he doesn't accept our request, just say that you are going to ask for help from the Laphine.";
+ next;
+ mes "[Hibba Agip]";
+ mes "You have your orders! Now I'm going to look for an adventurer who is willing to be sent to the Laphine.";
+ cutin "ep13_captin_edq",255;
+ close;
+ }
+ else if ((ins_nyd == 91) || (ins_nyd == 101) || (ins_nyd == 111)) {
+ mes "[Hibba Agip]";
+ mes "How's the activity in Laphine? They have a stern character.";
+ next;
+ mes "[Hibba Agip]";
+ mes "I'm not cut out for matching with them...ew...";
+ next;
+ mes "[Hibba Agip]";
+ mes "I'm going to send a few able men to the Sapha, you don't have to worry about it.";
+ cutin "ep13_captin_edq",255;
+ close;
+ }
+ else if ((ins_nyd == 92) || (ins_nyd == 102) || (ins_nyd == 112)) {
+ mes "[Hibba Agip]";
+ mes "How's the activity in Sapha? They have a stern character.";
+ next;
+ mes "[Hibba Agip]";
+ mes "I'm not cut out for matching with them...ew...";
+ next;
+ mes "[Hibba Agip]";
+ mes "I'm going to send a few able men to the Laphine, you don't have to worry about it.";
+ cutin "ep13_captin_edq",255;
+ close;
+ }
+ else if ((ins_nyd == 121) || (ins_nyd == 131) || (ins_nyd == 132)) {
+ mes "[Hibba Agip]";
+ mes "You've come back alive? Let us celebrate your immunity!";
+ next;
+ mes "[Hibba Agip]";
+ mes "Who would have thought that that outsiders would be treated so vulgar by the leaders of the other tribes?";
+ next;
+ mes "[Hibba Agip]";
+ mes "I have said before this thing is not the last, and certainly there is something waiting for us.";
+ next;
+ mes "[Hibba Agip]";
+ mes "It is time for us to head out, is it not, instructor?";
+ next;
+ mes "[Staff Officer Abidal]";
+ mes "Right... It's time...";
+ next;
+ mes "[Instructor Igrid]";
+ mes "I'm ready.";
+ next;
+ mes "[Hibba Agip]";
+ mes "I am looking forward to what will happen... Whew...";
+ cutin "ep13_captin_edq",255;
+ close;
+ }
+ else {
+ mes "[Hibba Agip]";
+ mes "*Sigh* Look at me, I used to command the desert of Morroc, but I've been deployed to a world that only God knows where...";
+ next;
+ mes "[Staff Officer Abidal]";
+ mes "Come on, that's not true. In fact, you used to be an official of a small town, and have been promoted to the commander of the expedition. Your success is almost too good to be true.";
+ next;
+ mes "[Instructor Igrid]";
+ mes "Hey, boss. Can we just go through the motions until we get out of here? This so-called Ash-Vacuum is boring. It's heaven for the kingdom scholars, but it's not for me.";
+ next;
+ mes "[Hibba Agip]";
+ mes "Geez, do you have to keep calling me boss? I'm the Commander, alright? So disrespectful.";
+ next;
+ mes "[Staff Officer Abidal]";
+ mes "Can you guys stop complaining? God...";
+ next;
+ mes "[Instructor Igrid]";
+ mes "Who are you? What business do you have with Commander Agip?";
+ next;
+ mes "[Hibba Agip]";
+ mes "What is it? If you have too much time on your hands, you'd better go outside and find something productive to do.";
+ cutin "ep13_captin_edq",255;
+ close;
+ }
+}
+
+mid_campin,94,118,3 script Staff Officer Abidal 755,{
+ if ((ep13_1_edq == 13) || (ep13_1_edq == 14)) {
+ mes "[Staff Officer Abidal]";
+ mes "Phew, I'm glad the mission is over. Thank you so much for your help.";
+ next;
+ mes "[Staff Officer Abidal]";
+ mes "We'll contact you again when we have another mission for you. I hope we can count on your help again when the time comes.";
+ close;
+ }
+ else if (ep13_1_edq == 0) {
+ mes "[Staff Officer Abidal]";
+ mes "I'm Staff Officer Abidal of the Midgard Expedition. How may I help you?";
+ next;
+ switch(select("Midgard Expedition Introduction:Midgard Expedition's Achievement:Situation in the Ash-Vacuum:Quit")) {
+ case 1:
+ mes "[Staff Officer Abidal]";
+ mes "The Midgard Expedition is conducted by a group of explorers from the three countries of Rune Midgard and the Mercenary Association. We're here to explore the Ash-Vacuum.";
+ next;
+ mes "[Staff Officer Abidal]";
+ mes "Command Hibba Agip behind me is our commander. He may appear unreliable, but he has extensive knowledge and experience in exploration.";
+ next;
+ mes "[Staff Officer Abidal]";
+ mes "We have many aides and scholars to support our expedition.";
+ next;
+ mes "[Staff Officer Abidal]";
+ mes "Oh, you may know this already, but Commander Agip isn't from any of the three countries. Neither am I or Instructor Igrid.";
+ next;
+ mes "[Staff Officer Abidal]";
+ mes "There's an obvious power struggle among the three countries to assign their officers to the commander position.";
+ next;
+ mes "[Staff Officer Abidal]";
+ mes "As a last resort, they had to select Commander Agip since he's unaffiliated with any of those countries, but is talented enough to lead the expedition.";
+ next;
+ mes "[Staff Officer Abidal]";
+ mes "We, the commander, Igrid, and I aren't used to the the leadership role. We're having trouble taking care of everything that's happening. *Sigh*";
+ next;
+ mes "[Staff Officer Abidal]";
+ mes "The members of the Midgard Expedition are conducting various kinds of research about the Ash-Vacuum searching for possible living creatures and studying what might be beneficial for the development of the mainland.";
+ next;
+ mes "[Staff Officer Abidal]";
+ mes "If you look around, you'll find many people in need of your help. Enjoy your stay in the otherworld, and feel free to ask me if you have questions.";
+ close;
+ case 2:
+ mes "[Staff Officer Abidal]";
+ mes "We're still at an early stage of the expedition, so we haven't made any major achievements. That's why we need help from adventurers like you.";
+ next;
+ mes "[Staff Officer Abidal]";
+ mes "If you look around this camp, you'll find many opportunities to help us. We always welcome every bit of help.";
+ close;
+ case 3:
+ mes "[Staff Officer Abidal]";
+ mes "So far, only a few truths about the Ash-Vacuum have been revealed.";
+ next;
+ mes "[Staff Officer Abidal]";
+ mes "We now know there's a demihuman race in this otherworld, but we're too busy figuring out the true nature of the time-space gap, let alone study the demihuman race in depth.";
+ next;
+ mes "[Staff Officer Abidal]";
+ mes "My advice for you will be to be careful when you encounter members of that race. Who knows? They might be extremely hostile toward other races.";
+ next;
+ mes "[Staff Officer Abidal]";
+ mes "Oh, and take heed, unidentified creatures appear outside the camp during nighttime. Be careful of them, too.";
+ close;
+ case 4:
+ close;
+ }
+ }
+ else if (ep13_1_edq == 1) {
+ mes "[Staff Officer Abidal]";
+ mes "Oh, welcome back. I apologize for troubling you like this. I didn't feel to comfortable talking to you back there.";
+ next;
+ mes "[Staff Officer Abidal]";
+ mes "In fact, I have a favor to ask of you. From what I know of your accomplishments you're the right person for this.";
+ next;
+ mes "[Staff Officer Abidal]";
+ mes "On behalf of the expedition, I'd like to give you a mission. Would you like to accept it?";
+ next;
+ switch(select("Yes.:No.")) {
+ case 1:
+ mes "[Staff Officer Abidal]";
+ mes "Thank you so much. I had a good feeling about you, and I was so sure that you'd be willing to help.";
+ next;
+ mes "[Staff Officer Abidal]";
+ mes "Let's cut to the chase. The mission is simple, deliver our expedition report to the three countries of Rune Midgard.";
+ next;
+ mes "[Staff Officer Abidal]";
+ mes "But I have to tell you... We sent out three adventurers on this mission before you, and they all dissapeared. Please don't disclose this information to anyone.";
+ next;
+ mes "[Staff Officer Abidal]";
+ mes "The commander or I cannot leave this camp, even though delivering the report is one of our most important duties. That's why I need someone reliable and trustworthy like you.";
+ next;
+ mes "[Staff Officer Abidal]";
+ mes "Phew, I'm so glad that you've accepted this mission. Now, please go receive the report from the commander. He'll officially assign you to the mission.";
+ next;
+ mes "[Staff Officer Abidal]";
+ mes "I'll prepare for your departure.";
+ mes "Please go speak to the commander.";
+ set ep13_1_edq,2;
+ changequest 3085,3086;
+ close;
+ case 2:
+ mes "[Staff Officer Abidal]";
+ mes "Oh, I see... Then can you help me whenever you have some time?";
+ next;
+ mes "[Staff Officer Abidal]";
+ mes "This is urgent, please think it over and come back if you change your mind.";
+ close;
+ }
+ }
+ else if (ep13_1_edq == 2) {
+ mes "[Staff Officer Abidal]";
+ mes "I've reported to the commander about your decision to help us.";
+ mes "Please go speak to him.";
+ close;
+ }
+ else if (ep13_1_edq == 3) {
+ mes "[Staff Officer Abidal]";
+ mes "You've been assinged to the mission officially. Good luck, and I hope you'll come back safely.";
+ close;
+ }
+ else if ((ep13_1_edq == 4) || (ep13_1_edq ==5)) {
+ mes "[Staff Officer Abidal]";
+ mes "I've heard the story. Why don't you go speak to the commander first?";
+ close;
+ }
+ else if (ep13_1_edq == 61) {
+ mes "[Staff Officer Abidal]";
+ mes "It's as what the commander said. I still remember the contents of the report, even though it might not all be accurate without any references.";
+ next;
+ mes "[Staff Officer Abidal]";
+ mes "If you bring me the pages of the lost report, I'll fill the missing parts and be able to complete the report again.";
+ next;
+ mes "[Staff Officer Abidal]";
+ mes "Why don't you go check the site of the accident? You might find some clues of their whereabouts. and...";
+ next;
+ mes "[Staff Officer Abidal]";
+ mes "This is my opinion, but otherworldly creatures might have taken an interest in the pages.";
+ next;
+ mes "[Staff Officer Abidal]";
+ mes "I'm thinking this because the report contains information about the ecology of the otherworldly creatures. It's also made of paper and ink, materials from the mainland that might seem interesting to those creatures.";
+ next;
+ mes "[Staff Officer Abidal]";
+ mes "Anyways, please bring the pages of the report in ^0000FFincrements of 10^000000 whenever you find them. I'll try to put them in order.";
+ set ep13_1_edq,71;
+ changequest 3089,3090;
+ close;
+ }
+ else if (ep13_1_edq == 62) {
+ mes "[Staff Officer Abidal]";
+ mes "It's as what the commander said. I still remember the contents of the report, even though it might not all be accurate without any references.";
+ next;
+ mes "[Staff Officer Abidal]";
+ mes "If you bring me the pages of the lost report, I'll fill the missing parts and be able to complete the report again.";
+ next;
+ mes "[Staff Officer Abidal]";
+ mes "Why don't you go check the site of the accident? You might find some clues of their whereabouts. and...";
+ next;
+ mes "[Staff Officer Abidal]";
+ mes "This is my opinion, but otherworldly creatures might have taken an interest in the pages.";
+ next;
+ mes "[Staff Officer Abidal]";
+ mes "I'm thinking this because the report contains information about the ecology of the otherworldly creatures. It's also made of paper and ink, materials from the mainland that might seem interesting to those creatures.";
+ next;
+ mes "[Staff Officer Abidal]";
+ mes "Anyways, please bring the pages of the report in ^0000FFincrements of 10^000000 whenever you find them. I'll try to put them in order.";
+ set ep13_1_edq,72;
+ changequest 3089,3090;
+ close;
+ }
+ else if ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
+ mes "[Staff Officer Abidal]";
+ mes "How have you been doing with finding the report's lost pages?";
+ mes "Feel free to tell me whenever you're ready.";
+ next;
+ switch(select("Submit found pages.:Check the report's resoration status.:Quit.")) {
+ case 1:
+ if ((countitem(11013) > 0) && (countitem(11014) > 0) && (countitem(11015) > 0) && (countitem(11016) > 0)) {
+ mes "[Staff Officer Abidal]";
+ mes "Oh, you've collected enough pages...";
+ next;
+ mes "[Staff Officer Abidal]";
+ mes "Why don't you check the report's restoration status again?";
+ close;
+ }
+ else {
+ mes "[Staff Officer Abidal]";
+ mes "Have you brought me pages of the lost report? Please bring them to me in increments of 10.";
+ next;
+ if (countitem(6040) > 9) {
+ mes "[Staff Officer Abidal]";
+ mes "Thank you. Let me try to put them in order.";
+ next;
+ if (ep13_1_edq == 71) {
+ mes "[Staff Officer Abidal]";
+ mes "Umm... This page should go here and..";
+ next;
+ set .@ep13_edq_wrong,rand(1,7);
+ if ((countitem(11013) == 0) && (.@ep13_edq_wrong == 1)) {
+ mes "[Staff Officer Abidal]";
+ mes "Thank you for your hard work. We were able to restore one volume of the report.";
+ next;
+ delitem 6040,10; //Some_Of_Report
+ getitem 11013,1; //Expedition_Report_Vol1
+ mes "[Staff Officer Abidal]";
+ mes "This is the first volume of the report. I'm glad that we've restored atleast the first part.";
+ next;
+ mes "[Staff Officer Abidal]";
+ mes "Keep up the good work on finding the rest of the volumes.";
+ close;
+ }
+ else if ((countitem(11013) == 1) && (.@ep13_edq_wrong == 1)) {
+ mes "[Staff Officer Abidal]";
+ mes "Thank you for your hard work. We were able to restore one volume of the report.";
+ next;
+ mes "[Staff Officer Abidal]";
+ mes "Unfortunately, this is the first volume of the report which we've restored already. I'm sorry, but we need to find pages for the rest of the volumes.";
+ delitem 6040,10; //Some_Of_Report
+ close;
+ }
+ else if ((countitem(11014) == 0) && ((.@ep13_edq_wrong == 3) || (.@ep13_edq_wrong == 2))) {
+ mes "[Staff Officer Abidal]";
+ mes "Thank you for your hard work. We were able to restore one volume of the report.";
+ next;
+ delitem 6040,10; //Some_Of_Report
+ getitem 11014,1; //Expedition_Report_Vol2
+ mes "[Staff Officer Abidal]";
+ mes "This is the second volume of the report. I'm glad that we've restored atleast the second part.";
+ next;
+ mes "[Staff Officer Abidal]";
+ mes "Keep up the good work on finding the rest of the volumes.";
+ close;
+ }
+ else if ((countitem(11014) == 1) && ((.@ep13_edq_wrong == 3) || (.@ep13_edq_wrong == 2))) {
+ mes "[Staff Officer Abidal]";
+ mes "Thank you for your hard work. We were able to restore one volume of the report.";
+ next;
+ mes "[Staff Officer Abidal]";
+ mes "Unfortunately, this is the second volume of the report which we've restored already. I'm sorry, but we need to find pages for the rest of the volumes.";
+ delitem 6040,10; //Some_Of_Report
+ close;
+ }
+ else if ((countitem(11015) == 0) && ((.@ep13_edq_wrong == 5) || (.@ep13_edq_wrong == 6))) {
+ mes "[Staff Officer Abidal]";
+ mes "Thank you for your hard work. We were able to restore one volume of the report.";
+ next;
+ delitem 6040,10; //Some_Of_Report
+ getitem 11015,1; //Expedition_Report_Vol3
+ mes "[Staff Officer Abidal]";
+ mes "This is the third volume of the report. I'm glad that we've restored atleast the third part.";
+ next;
+ mes "[Staff Officer Abidal]";
+ mes "Keep up the good work on finding the rest of the volumes.";
+ close;
+ }
+ else if ((countitem(11015) == 1) && ((.@ep13_edq_wrong == 5) || (.@ep13_edq_wrong == 6))) {
+ mes "[Staff Officer Abidal]";
+ mes "Thank you for your hard work. We were able to restore one volume of the report.";
+ next;
+ mes "[Staff Officer Abidal]";
+ mes "Unfortunately, this is the third volume of the report which we've restored already. I'm sorry, but we need to find pages for the rest of the volumes.";
+ delitem 6040,10; //Some_Of_Report
+ close;
+ }
+ else if ((countitem(11016) == 0) && (.@ep13_edq_wrong == 7)) {
+ mes "[Staff Officer Abidal]";
+ mes "Thank you for your hard work. We were able to restore one volume of the report.";
+ next;
+ delitem 6040,10; //Some_Of_Report
+ getitem 11016,1; //Expedition_Report_Vol4
+ mes "[Staff Officer Abidal]";
+ mes "This is the fourth volume of the report. I'm glad that we've restored atleast the fourth part.";
+ next;
+ mes "[Staff Officer Abidal]";
+ mes "Keep up the good work on finding the rest of the volumes.";
+ close;
+ }
+ else if ((countitem(11016) == 1) && (.@ep13_edq_wrong == 7)) {
+ mes "[Staff Officer Abidal]";
+ mes "Thank you for your hard work. We were able to restore one volume of the report.";
+ next;
+ mes "[Staff Officer Abidal]";
+ mes "Unfortunately, this is the fourth volume of the report which we've restored already. I'm sorry, but we need to find pages for the rest of the volumes.";
+ delitem 6040,10; //Some_Of_Report
+ close;
+ }
+ else {
+ mes "[Staff Officer Abidal]";
+ mes "I'm sorry, but you've brought pages from different volumes of the report, I was unable to put them in order.";
+ next;
+ delitem 6040,10; //Some_Of_Report
+ mes "[Staff Officer Abidal]";
+ mes "I'm sorry, but please go try to find pages that can be bound into one volume.";
+ close;
+ }
+ }
+ else if (ep13_1_edq == 72) {
+ mes "[Staff Officer Abidal]";
+ mes "Umm... This page should go here and..";
+ next;
+ set .@ep13_edq_wrong,rand(1,5);
+ if ((countitem(11013) == 0) && (.@ep13_edq_wrong == 1)) {
+ mes "[Staff Officer Abidal]";
+ mes "Thank you for your hard work. We were able to restore one volume of the report.";
+ next;
+ delitem 6040,10; //Some_Of_Report
+ getitem 11013,1; //Expedition_Report_Vol1
+ mes "[Staff Officer Abidal]";
+ mes "This is the first volume of the report. I'm glad that we've restored atleast the first part.";
+ next;
+ mes "[Staff Officer Abidal]";
+ mes "Keep up the good work on finding the rest of the volumes.";
+ close;
+ }
+ else if ((countitem(11013) == 1) && (.@ep13_edq_wrong == 1)) {
+ mes "[Staff Officer Abidal]";
+ mes "Thank you for your hard work. We were able to restore one volume of the report.";
+ next;
+ mes "[Staff Officer Abidal]";
+ mes "Unfortunately, this is the first volume of the report which we've restored already. I'm sorry, but we need to find pages for the rest of the volumes.";
+ delitem 6040,10; //Some_Of_Report
+ close;
+ }
+ else if ((countitem(11014) == 0) && (.@ep13_edq_wrong == 2)) {
+ mes "[Staff Officer Abidal]";
+ mes "Thank you for your hard work. We were able to restore one volume of the report.";
+ next;
+ delitem 6040,10; //Some_Of_Report
+ getitem 11014,1; //Expedition_Report_Vol2
+ mes "[Staff Officer Abidal]";
+ mes "This is the second volume of the report. I'm glad that we've restored atleast the second part.";
+ next;
+ mes "[Staff Officer Abidal]";
+ mes "Keep up the good work on finding the rest of the volumes.";
+ close;
+ }
+ else if ((countitem(11014) == 1) && (.@ep13_edq_wrong == 2)) {
+ mes "[Staff Officer Abidal]";
+ mes "Thank you for your hard work. We were able to restore one volume of the report.";
+ next;
+ mes "[Staff Officer Abidal]";
+ mes "Unfortunately, this is the second volume of the report which we've restored already. I'm sorry, but we need to find pages for the rest of the volumes.";
+ delitem 6040,10; //Some_Of_Report
+ close;
+ }
+ else if ((countitem(11015) == 0) && ((.@ep13_edq_wrong == 3) || (.@ep13_edq_wrong == 4))) {
+ mes "[Staff Officer Abidal]";
+ mes "Thank you for your hard work. We were able to restore one volume of the report.";
+ next;
+ delitem 6040,10; //Some_Of_Report
+ getitem 11015,1; //Expedition_Report_Vol3
+ mes "[Staff Officer Abidal]";
+ mes "This is the third volume of the report. I'm glad that we've restored atleast the third part.";
+ next;
+ mes "[Staff Officer Abidal]";
+ mes "Keep up the good work on finding the rest of the volumes.";
+ close;
+ }
+ else if ((countitem(11015) == 1) && ((.@ep13_edq_wrong == 3) || (.@ep13_edq_wrong == 4))) {
+ mes "[Staff Officer Abidal]";
+ mes "Thank you for your hard work. We were able to restore one volume of the report.";
+ next;
+ mes "[Staff Officer Abidal]";
+ mes "Unfortunately, this is the third volume of the report which we've restored already. I'm sorry, but we need to find pages for the rest of the volumes.";
+ delitem 6040,10; //Some_Of_Report
+ close;
+ }
+ else if ((countitem(11016) == 0) && (.@ep13_edq_wrong == 5)) {
+ mes "[Staff Officer Abidal]";
+ mes "Thank you for your hard work. We were able to restore one volume of the report.";
+ next;
+ delitem 6040,10; //Some_Of_Report
+ getitem 11016,1; //Expedition_Report_Vol4
+ mes "[Staff Officer Abidal]";
+ mes "This is the fourth volume of the report. I'm glad that we've restored atleast the fourth part.";
+ next;
+ mes "[Staff Officer Abidal]";
+ mes "Keep up the good work on finding the rest of the volumes.";
+ close;
+ }
+ else if ((countitem(11016) == 1) && (.@ep13_edq_wrong == 5)) {
+ mes "[Staff Officer Abidal]";
+ mes "Thank you for your hard work. We were able to restore one volume of the report.";
+ next;
+ mes "[Staff Officer Abidal]";
+ mes "Unfortunately, this is the fourth volume of the report which we've restored already. I'm sorry, but we need to find pages for the rest of the volumes.";
+ delitem 6040,10; //Some_Of_Report
+ close;
+ }
+ else {
+ mes "[Staff Officer Abidal]";
+ mes "I'm sorry, but you've brought pages from different volumes of the report, I was unable to put them in order.";
+ next;
+ delitem 6040,10; //Some_Of_Report
+ mes "[Staff Officer Abidal]";
+ mes "I'm sorry, but please go try to find pages that can be bound into one volume.";
+ close;
+ }
+ }
+ }
+ else {
+ mes "[Staff Officer Abidal]";
+ mes "You didn't bring enough pages, please bring them to me in increments of 10.";
+ close;
+ }
+ }
+ case 2:
+ mes "[Staff Officer Abidal]";
+ mes "Let's see how far we've progressed on the report's restoration.";
+ if ((countitem(11013) == 1) && (countitem(11014) == 1) && (countitem(11015) == 1) && (countitem(11016) == 1)) {
+ next;
+ mes "[Staff Officer Abidal]";
+ mes "Oh, great! Every volume of the report has been restored. I'll bind them into one book for you.";
+ next;
+ delitem 11013,1; //Expedition_Report_Vol1
+ delitem 11014,1; //Expedition_Report_Vol2
+ delitem 11015,1; //Expedition_Report_Vol3
+ delitem 11016,1; //Expedition_Report_Vol4
+ getitem 11012,1; //Expedition_Report
+ set ep13_1_edq,8;
+ erasequest 3090;
+ erasequest 3091;
+ setquest 3092;
+ mes "[Staff Officer Abidal]";
+ mes "I'm glad that we were able to make this again. Please bring this report to the commander.";
+ close;
+ }
+ else if ((countitem(11013) == 0) && (countitem(11014) == 0) && (countitem(11015) == 0) && (countitem(11016) == 0)) {
+ mes "[Staff Officer Abidal]";
+ mes "Well, you haven't restored any volumes of the report yet. Please try harder.";
+ close;
+ }
+ else if ((countitem(11013) == 1) && (countitem(11014) == 0) && (countitem(11015) == 0) && (countitem(11016) == 0)) {
+ mes "[Staff Officer Abidal]";
+ mes "You have restored the first volume of the report. There are 3 volumes left to restore.";
+ close;
+ }
+ else if ((countitem(11013) == 0) && (countitem(11014) == 1) && (countitem(11015) == 0) && (countitem(11016) == 0)) {
+ mes "[Staff Officer Abidal]";
+ mes "You have restored the second volume of the report. There are 3 volumes left to restore.";
+ close;
+ }
+ else if ((countitem(11013) == 0) && (countitem(11014) == 0) && (countitem(11015) == 1) && (countitem(11016) == 0)) {
+ mes "[Staff Officer Abidal]";
+ mes "You have restored the third volume of the report. There are 3 volumes left to restore.";
+ close;
+ }
+ else if ((countitem(11013) == 0) && (countitem(11014) == 0) && (countitem(11015) == 0) && (countitem(11016) == 1)) {
+ mes "[Staff Officer Abidal]";
+ mes "You have restored the fourth volume of the report. There are 3 volumes left to restore.";
+ close;
+ }
+ else if ((countitem(11013) == 1) && (countitem(11014) == 1) && (countitem(11015) == 0) && (countitem(11016) == 0)) {
+ mes "[Staff Officer Abidal]";
+ mes "You have restored the first and second volume of the report. There are 2 volumes left to restore.";
+ close;
+ }
+ else if ((countitem(11013) == 1) && (countitem(11014) == 0) && (countitem(11015) == 1) && (countitem(11016) == 0)) {
+ mes "[Staff Officer Abidal]";
+ mes "You have restored the first and third volume of the report. There are 2 volumes left to restore.";
+ close;
+ }
+ else if ((countitem(11013) == 1) && (countitem(11014) == 0) && (countitem(11015) == 0) && (countitem(11016) == 1)) {
+ mes "[Staff Officer Abidal]";
+ mes "You have restored the first and fourth volume of the report. There are 2 volumes left to restore.";
+ close;
+ }
+ else if ((countitem(11013) == 0) && (countitem(11014) == 1) && (countitem(11015) == 1) && (countitem(11016) == 0)) {
+ mes "[Staff Officer Abidal]";
+ mes "You have restored the second and third volume of the report. There are 2 volumes left to restore.";
+ close;
+ }
+ else if ((countitem(11013) == 0) && (countitem(11014) == 1) && (countitem(11015) == 0) && (countitem(11016) == 1)) {
+ mes "[Staff Officer Abidal]";
+ mes "You have restored the second and fourth volume of the report. There are 2 volumes left to restore.";
+ close;
+ }
+ else if ((countitem(11013) == 0) && (countitem(11014) == 0) && (countitem(11015) == 1) && (countitem(11016) == 1)) {
+ mes "[Staff Officer Abidal]";
+ mes "You have restored the third and fourth volume of the report. There are 2 volumes left to restore.";
+ close;
+ }
+ else if ((countitem(11013) == 1) && (countitem(11014) == 1) && (countitem(11015) == 1) && (countitem(11016) == 0)) {
+ mes "[Staff Officer Abidal]";
+ mes "You have restored the first, second and third volume of the report. There is 1 volume left to restore.";
+ close;
+ }
+ else if ((countitem(11013) == 0) && (countitem(11014) == 1) && (countitem(11015) == 1) && (countitem(11016) == 1)) {
+ mes "[Staff Officer Abidal]";
+ mes "You have restored the second, third and fourth volume of the report. There is 1 volume left to restore.";
+ close;
+ }
+ else {
+ close;
+ }
+ case 3:
+ close;
+ }
+ }
+ else if ((ep13_1_edq == 8) || ((ep13_1_edq > 8) && (ep13_1_edq < 13))) {
+ mes "[Staff Officer Abidal]";
+ mes "Phew, I'm glad we can resume the mission again.";
+ next;
+ mes "[Staff Officer Abidal]";
+ mes "...Aren't you leaving? I think you should.";
+ close;
+ }
+ else if (ins_nyd > 0) {
+ // 13.2 addon
+ mes "[Staff Officer Abidal]";
+ mes "I heard that you got a new duty from Commander Agip.";
+ next;
+ mes "[Staff Officer Abidal]";
+ mes "...Aren't you leaving? I think you should.";
+ close;
+ }
+ else {
+ mes "[Staff Officer Abidal]";
+ mes "Hello, I'm Staff Officer Abidal. Safe travels, Adventurer.";
+ close;
+ }
+}
+
+mid_campin,85,118,7 script Instructor Igrid 751,{
+ if ((ep13_1_edq == 13) || (ep13_1_edq == 14)) {
+ mes "[Instructor Igrid]";
+ mes "Hey, rookies. I guess you were lucky enough to complete the mission.";
+ next;
+ mes "[Instructor Igrid]";
+ mes "This is not the end. Keep yourself in one piece until we need your services again.";
+ close;
+ }
+ else if (ep13_1_edq == 0) {
+ mes "[Instructor Igrid]";
+ mes "I'm Instructor Igrid of the Midgard Expedition. I'm in charge of training and commanding soldiers.";
+ next;
+ mes "[Instructor Igrid]";
+ mes "You must want to become an official member of our expedition.";
+ mes "I'm sorry, but you're too weak to endure my intensive training.";
+ mes "Give up before you get hurt.";
+ next;
+ mes "[Instructor Igrid]";
+ mes "If you have too much time on your hands, look around. There's plenty of chores available for so-called adventurers's like you.";
+ mes "If you do your best to do them, I might accept you as a trainee on this expedition.";
+ close;
+ }
+ else if ((ep13_1_edq > 0) && (ep13_1_edq < 4)) {
+ mes "[Instructor Igrid]";
+ mes "I don't trust you. Hm. Sorry. I don't really have the right to say that if the commander has assigned you to the mission.";
+ next;
+ mes "[Instructor Igrid]";
+ mes "If you're going to give up, give up now. That'll be better for both of us.";
+ close;
+ }
+ else if ((ep13_1_edq == 4) || (ep13_1_edq == 5)) {
+ mes "[Instructor Igrid]";
+ mes "I knew you couldn't do it. Didn't I tell you to give up when you had the chance?!";
+ close;
+ }
+ else if (ep13_1_edq > 5) {
+ mes "[Instructor Igrid]";
+ mes "Do you think I'm doing this for you? No, I'm just using this chance to discipline idle soldiers.";
+ next;
+ mes "[Instructor Igrid]";
+ mes "What are you looking at? Go mind your own business!";
+ close;
+ }
+ else {
+ // 13.2 addon
+ mes "[Instructor Igrid]";
+ mes "I am Expedition Training Instructor Igrid, and the commander responsible for training soldiers. ";
+ close;
+ }
+}
+
+mid_camp,206,286,3 script Expedition Messenger 997,{
+ if ((ep13_1_edq == 3) && (countitem(11012) > 0)) {
+ mes "[Expedition Messenger]";
+ mes "Welcome, I've been waiting for you.";
+ mes "You must be" + strcharinfo(0) + ". Nice to meet you.";
+ next;
+ mes "[Expedition Messenger]";
+ mes "Let me check something quicly. You received the report directly from the commander, didn't you? May I see it?";
+ next;
+ mes "...";
+ mes "......";
+ mes ".........";
+ next;
+ mes "[Expedition Messenger]";
+ mes "Excellent. Thank you. Then we'll go back to the mainland and let the leaders know that you,"+ strcharinfo(0) + ", have departed.";
+ next;
+ mes "[Expedition Messenger]";
+ mes "Guys, it's time to go.";
+ next;
+ donpcevent "Expedition Messenger#2::Ongo";
+ mes "[Expedition Messenger]";
+ mes "You, head to Schwaltzval Republic.";
+ mes "And you, take Arunafeltz. I'll visit Prontera Palace.";
+ emotion e_ok,0,"Expedition Messenger#2";
+ next;
+ mes "[Expedition Messenger]";
+ mes "I'll see you guys later.";
+ donpcevent "Expedition Messenger#2::OnDisable";
+ next;
+ mes "[Expedition Messenger]";
+ mes "What's up? Why haven't you left...?";
+ specialeffect EF_SOULBREAKER,AREA,"Expedition Messenger";
+ next;
+ mes "[Expedition Messenger]";
+ mes "Argh... Why are you doing this?!";
+ next;
+ cutin "ep13_shadow_edq",2;
+ mes "[???]";
+ mes "......";
+ next;
+ mes "[???]";
+ mes "Give me the report.";
+ next;
+ switch(select("Give the report.:Protect the report.")) {
+ case 1:
+ mes "[Expedition Messenger]";
+ mes "Wha... What are you doing? You can't give up the report...";
+ mes "Awww...";
+ next;
+ mes "[???]";
+ mes "Give it to me, now!";
+ next;
+ donpcevent "Expedition Messenger#2::OnEnable";
+ emotion e_casp,0,"Expedition Messenger#3";
+ cutin "ep13_shadow_edq",2;
+ mes "[???]";
+ mes "Argh...";
+ next;
+ specialeffect EF_SOULBREAKER,AREA,"Expedition Messenger#3";
+ specialeffect EF_SOULBREAKER,AREA,"Expedition Messenger#3";
+ mes "[???]";
+ mes "Argh... You...";
+ next;
+ mes "[Expedition Messenger]";
+ mes "*Cough* Oh, thank god!" + strcharinfo(0) + ", please take the report and run!";
+ next;
+ mes "[???]";
+ mes "No... Noooo!";
+ next;
+ specialeffect2 EF_SOULBREAKER;
+ specialeffect2 EF_SONICBLOWHIT;
+ mes "[Expedition Messenger]";
+ mes "Argh..." + strcharinfo(0) + ", are you alright? The report... The report...";
+ next;
+ delitem 11012,1; //Expedition_Report
+ set ep13_1_edq,4;
+ changequest 3087,3088;
+ mes "[Expedition Agent]";
+ mes "We lost the report. The pages are blowing away!";
+ next;
+ mes "[???]";
+ mes "Haha, I may have failed to take the report, but it's better destroyed than in your hands!";
+ cutin "ep13_shadow_edq",255;
+ next;
+ donpcevent "Expedition Messenger#3::OnDisable";
+ mes "[Expedition Agent]";
+ mes "Are you alright? What about the report... ?";
+ next;
+ mes "[Expedition Messenger]";
+ mes "*Cough* The report is out of our reach now...";
+ next;
+ mes "[Expedition Agent]";
+ mes "If we mobilize all our troops to search this entire area...";
+ next;
+ mes "[Expedition Messenger]";
+ mes "We must report this to the commander before anything else.";
+ mes ""+ strcharinfo(0) + ", please report to the commander immidiatly. Let us take care of the rest.";
+ donpcevent "Expedition Messenger#2::OnDisable";
+ next;
+ mes "[Expedition Agent]";
+ mes "Yes, please report to the commander...";
+ close;
+ case 2:
+ mes "[???]";
+ mes "Oh, yeah? Then I'll have to use force!";
+ next;
+ donpcevent "Expedition Messenger#2::OnEnable";
+ emotion e_casp,0,"Expedition Messenger#3";
+ mes "[???]";
+ mes "Argh!";
+ next;
+ specialeffect EF_SOULBREAKER,AREA,"Expedition Messenger#3";
+ specialeffect EF_SOULBREAKER,AREA,"Expedition Messenger#3";
+ mes "[???]";
+ mes "Argh... You...";
+ next;
+ mes "[Expedition Messenger]";
+ mes "*Cough* Oh, thank god!" + strcharinfo(0) + ", please take the report and run!";
+ next;
+ mes "[???]";
+ mes "No... Noooo!";
+ next;
+ specialeffect2 EF_SOULBREAKER;
+ specialeffect2 EF_SONICBLOWHIT;
+ mes "[Expedition Messenger]";
+ mes "Argh..." + strcharinfo(0) + ", are you alright? The report... The report...";
+ next;
+ mes "[Expedition Agent]";
+ mes "We lost the report. The pages are blowing away!";
+ next;
+ delitem 11012,1; //Expedition_Report
+ set ep13_1_edq,5;
+ changequest 3087,3088;
+ mes "[???]";
+ mes "Haha, I may have failed to take the report, but it's better destroyed than in your hands!";
+ cutin "ep13_shadow_edq",255;
+ next;
+ donpcevent "Expedition Messenger#3::OnMessenger#edq3";
+ mes "[Expedition Agent]";
+ mes "Are you alright? What about the report... ?";
+ next;
+ mes "[Expedition Messenger]";
+ mes "*Cough* The report is out of our reach now...";
+ next;
+ mes "[Expedition Agent]";
+ mes "If we mobilize all our troops to search this entire area...";
+ next;
+ mes "[Expedition Messenger]";
+ mes "We must report this to the commander before anything else.";
+ mes ""+ strcharinfo(0) + ", please report to the commander immidiatly. Let us take care of the rest.";
+ set ep13_1_edq,5;
+ next;
+ mes "[Expedition Agent]";
+ mes "Yes, please report to the commander...";
+ close;
+ }
+ }
+ else if ((ep13_1_edq == 3) && (countitem(11012) == 0)) {
+ mes "[Expedition Messenger]";
+ mes "Were you assigned to deliver the expedition report?";
+ next;
+ mes "[Expedition Messenger]";
+ mes "I'm sorry, but I don't see any report in your hands. Please bring me the report, so I can confirm your identification.";
+ close;
+ }
+ else if ((ep13_1_edq > 3) && (ep13_1_edq < 6)) {
+ mes "[Expedition Messenger]";
+ mes "Please hurry up and report this incident to the commander.";
+ close;
+ }
+ else {
+ mes "[Expedition Messenger]";
+ mes "Good day! I'm here, just waiting for someone. Well, that's my duty.";
+ close;
+ }
+
+OnInit:
+ donpcevent "Expedition Messenger#2::OnDisable";
+ donpcevent "Expedition Messenger#3::OnDisable";
+ donpcevent "Command Timer#edq::OnEnable";
+ end;
+}
+
+mid_camp,2,2,3 script Command Timer#edq 997,4,4,{
+OnInit:
+ disablenpc "Command Timer#edq";
+ end;
+
+OnEnable:
+ enablenpc "Command Timer#edq";
+ stopnpctimer;
+ initnpctimer;
+ end;
+
+OnDisable:
+ disablenpc "Command Timer#edq";
+ stopnpctimer;
+ end;
+
+OnTimer3600000:
+ donpcevent "Expedition Messenger#2::OnDisable";
+ donpcevent "Expedition Messenger#3::OnDisable";
+ donpcevent "Command Timer#edq::OnEnable";
+ end;
+}
+
+mid_camp,203,286,3 script Expedition Messenger#2 997,4,4,{
+ mes "[Expedition Agent]";
+ mes "......";
+ next;
+ disablenpc "Expedition Messenger#2";
+ mes "- When you tried to talk to him, he disappeared into thin air. He looked like someone on a very important mission... -";
+ close;
+
+OnInit:
+ disablenpc "Expedition Messenger#2";
+ end;
+
+OnEnable:
+ enablenpc "Expedition Messenger#2";
+ end;
+
+Ongo:
+ enablenpc "Expedition Messenger#2";
+ enablenpc "Expedition Messenger#3";
+ end;
+
+OnDisable:
+ disablenpc "Expedition Messenger#2";
+ end;
+}
+
+mid_camp,209,286,3 script Expedition Messenger#3 998,4,4,{
+ mes "[Expedition Agent]";
+ mes "...";
+ next;
+ disablenpc "Expedition Messenger#3";
+ mes "- When you tried to talk to him, he disappeared into thin air. He looked like someone on a very important mission... -";
+ close;
+
+OnInit:
+ disablenpc "Expedition Messenger#3";
+ end;
+
+OnEnable:
+ enablenpc "Expedition Messenger#3";
+ end;
+
+OnDisable:
+ disablenpc "Expedition Messenger#3";
+ end;
+}
+
+man_fild01,315,95,3 script Expedition Scout#1 707,{
+ mes "[Expedition Scout]";
+ mes "Good day. I'm from the Third Scout Party under direct command of the commander of the Midgard Expedition.";
+ next;
+ mes "[Expedition Scout]";
+ mes "I've been ordered by Instructor Igrid to conduct a search for something.";
+ set .@ep13_search_control,checkquest(3091,PLAYTIME);
+ next;
+ switch(select("Ask about search results.:Chitchat.:Quit.")) {
+ case 1:
+ if (((ep13_1_edq == 71) || (ep13_1_edq == 72)) && (.@ep13_search_control == -1)) {
+ set .@ep13_search_lotto,rand(1,6);
+ if (.@ep13_search_lotto == 4) {
+ mes "[Expedition Scout]";
+ mes "Oh, you must be" + strcharinfo(0) + ". I heard that you'll be delivering the report.";
+ next;
+ mes "[Expedition Scout]";
+ mes "Good news! I've found 5 pieces of paper that appear to be part of the report.";
+ next;
+ getitem 6040,5; //Some_Of_Report
+ changequest 3090,3091;
+ erasequest 3090;
+ setquest 3091;
+ mes "[Expedition Scout]";
+ mes "Well then, keep up the good work!";
+ close;
+ }
+ else if ((.@ep13_search_lotto == 1) || (.@ep13_search_lotto == 6)) {
+ mes "[Expedition Scout]";
+ mes "Oh, you must be" + strcharinfo(0) + ". I heard that you'll be delivering the report.";
+ next;
+ mes "[Expedition Scout]";
+ mes "Good news! I've found 2 pieces of paper that appear to be part of the report.";
+ next;
+ getitem 6040,2; //Some_Of_Report
+ changequest 3090,3091;
+ erasequest 3090;
+ setquest 3091;
+ mes "[Expedition Scout]";
+ mes "Well then, keep up the good work!";
+ close;
+ }
+ else if (.@ep13_search_lotto == 3) {
+ mes "[Expedition Scout]";
+ mes "Oh, you must be" + strcharinfo(0) + ". I heard that you'll be delivering the report.";
+ next;
+ mes "[Expedition Scout]";
+ mes "Good news! I've found 3 pieces of paper that appear to be part of the report.";
+ next;
+ getitem 6040,3; //Some_Of_Report
+ changequest 3090,3091;
+ erasequest 3090;
+ setquest 3091;
+ mes "[Expedition Scout]";
+ mes "Well then, keep up the good work!";
+ close;
+ }
+ else {
+ mes "[Expedition Scout]";
+ mes "Oh, you must be" + strcharinfo(0) + ". I heard that you'll be delivering the report.";
+ next;
+ mes "[Expedition Scout]";
+ mes "I'm doing my best, but I haven't found any pages yet.";
+ next;
+ changequest 3090,3091;
+ erasequest 3090;
+ setquest 3091;
+ mes "[Expedition Scout]";
+ mes "Well then, keep up the good work!";
+ close;
+ }
+ }
+ else if (((ep13_1_edq == 71) || (ep13_1_edq == 72)) && ((.@ep13_search_control == 0) || (.@ep13_search_control == 1))) {
+ mes "[Expedition Scout]";
+ mes "Oh, you must be" + strcharinfo(0) + ". I heard that you'll be delivering the report.";
+ next;
+ mes "[Expedition Scout]";
+ mes "Searching for lost pages was tougher then I expected. Please come back later when I'm finished making one round.";
+ close;
+ }
+ else if (((ep13_1_edq == 71) || (ep13_1_edq == 72)) && (.@ep13_search_control == 2)) {
+ set .@ep13_search_lotto,rand(1,6);
+ if (.@ep13_search_lotto == 4) {
+ mes "[Expedition Scout]";
+ mes "Oh, you must be" + strcharinfo(0) + ". I heard that you'll be delivering the report.";
+ next;
+ mes "[Expedition Scout]";
+ mes "Good news! I've found 5 pieces of paper that appear to be part of the report.";
+ next;
+ getitem 6040,5; //Some_Of_Report
+ erasequest 3091;
+ setquest 3091;
+ mes "[Expedition Scout]";
+ mes "Well then, keep up the good work!";
+ close;
+ }
+ else if ((.@ep13_search_lotto == 1) || (.@ep13_search_lotto == 6)) {
+ mes "[Expedition Scout]";
+ mes "Oh, you must be" + strcharinfo(0) + ". I heard that you'll be delivering the report.";
+ next;
+ mes "[Expedition Scout]";
+ mes "Good news! I've found 2 pieces of paper that appear to be part of the report.";
+ next;
+ getitem 6040,2; //Some_Of_Report
+ erasequest 3091;
+ setquest 3091;
+ mes "[Expedition Scout]";
+ mes "Well then, keep up the good work!";
+ close;
+ }
+ else if (.@ep13_search_lotto == 3) {
+ mes "[Expedition Scout]";
+ mes "Oh, you must be" + strcharinfo(0) + ". I heard that you'll be delivering the report.";
+ next;
+ mes "[Expedition Scout]";
+ mes "Good news! I've found 3 pieces of paper that appear to be part of the report.";
+ next;
+ getitem 6040,3; //Some_Of_Report
+ erasequest 3091;
+ setquest 3091;
+ mes "[Expedition Scout]";
+ mes "Well then, keep up the good work!";
+ close;
+ }
+ else {
+ mes "[Expedition Scout]";
+ mes "Oh, you must be" + strcharinfo(0) + ". I heard that you'll be delivering the report.";
+ next;
+ mes "[Expedition Scout]";
+ mes "I'm doing my best, but I haven't found any pages yet.";
+ next;
+ erasequest 3091;
+ setquest 3091;
+ mes "[Expedition Scout]";
+ mes "Well then, keep up the good work!";
+ close;
+ }
+ }
+ else if (ep13_1_edq < 8) {
+ mes "[Expedition Scout]";
+ mes "Who are you? Why do you want to know about our search results? Are you from the army?";
+ next;
+ mes "[Expedition Scout]";
+ mes "Man, don't you know that you can be arrested for interrupting a military operation?";
+ next;
+ mes "[Expedition Scout]";
+ mes "Please leave immediately.";
+ }
+ else {
+ mes "[Expedition Scout]";
+ mes "Who are you? Why do you want to know about our search results? Are you from the army?";
+ next;
+ mes "[Expedition Scout]";
+ mes "Man, don't you know that you can be arrested for interrupting a military operation?";
+ next;
+ mes "[Expedition Scout]";
+ mes "Please leave immediately.";
+ }
+ close;
+ case 2:
+ if (ep13_1_edq < 10) {
+ mes "[Expedition Scout]";
+ mes "I'm sorry, but I'm on duty. Why don't we talk later when I'm off-duty?";
+ close;
+ }
+ else {
+ mes "[Expedition Scout]";
+ mes "I'm sorry, but I'm on duty. Why don't we talk later when I'm off-duty?";
+ close;
+ }
+ case 3:
+ close;
+ }
+}
+
+man_fild03,202,251,3 script Expedition Scout#2 707,{
+ mes "[Expedition Scout]";
+ mes "Good day. I'm from the Third Scout Party under direct command of the commander of the Midgard Expedition.";
+ next;
+ mes "[Expedition Scout]";
+ mes "I've been ordered by Instructor Igrid to conduct a search for something.";
+ set .@ep13_search_control,checkquest(3091,PLAYTIME);
+ next;
+ switch(select("Ask about search results.:Chitchat.:Quit.")) {
+ case 1:
+ if (((ep13_1_edq == 71) || (ep13_1_edq == 72)) && (.@ep13_search_control == -1)) {
+ set .@ep13_search_lotto,rand(1,6);
+ if (.@ep13_search_lotto == 4) {
+ mes "[Expedition Scout]";
+ mes "Oh, you must be" + strcharinfo(0) + ". I heard that you'll be delivering the report.";
+ next;
+ mes "[Expedition Scout]";
+ mes "Good news! I've found 5 pieces of paper that appear to be part of the report.";
+ next;
+ getitem 6040,5; //Some_Of_Report
+ changequest 3090,3091;
+ erasequest 3090;
+ setquest 3091;
+ mes "[Expedition Scout]";
+ mes "Well then, keep up the good work!";
+ close;
+ }
+ else if ((.@ep13_search_lotto == 1) || (.@ep13_search_lotto == 6)) {
+ mes "[Expedition Scout]";
+ mes "Oh, you must be" + strcharinfo(0) + ". I heard that you'll be delivering the report.";
+ next;
+ mes "[Expedition Scout]";
+ mes "Good news! I've found 2 piece of paper that appear to be part of the report.";
+ next;
+ getitem 6040,2; //Some_Of_Report
+ changequest 3090,3091;
+ erasequest 3090;
+ setquest 3091;
+ mes "[Expedition Scout]";
+ mes "Well then, keep up the good work!";
+ close;
+ }
+ else if (.@ep13_search_lotto == 3) {
+ mes "[Expedition Scout]";
+ mes "Oh, you must be" + strcharinfo(0) + ". I heard that you'll be delivering the report.";
+ next;
+ mes "[Expedition Scout]";
+ mes "Good news! I've found 3 pieces of paper that appear to be part of the report.";
+ next;
+ getitem 6040,3; //Some_Of_Report
+ changequest 3090,3091;
+ erasequest 3090;
+ setquest 3091;
+ mes "[Expedition Scout]";
+ mes "Well then, keep up the good work!";
+ close;
+ }
+ else {
+ mes "[Expedition Scout]";
+ mes "Oh, you must be" + strcharinfo(0) + ". I heard that you'll be delivering the report.";
+ next;
+ mes "[Expedition Scout]";
+ mes "I'm doing my best, but I haven't found any pages yet.";
+ next;
+ changequest 3090,3091;
+ erasequest 3090;
+ setquest 3091;
+ mes "[Expedition Scout]";
+ mes "Well then, keep up the good work!";
+ close;
+ }
+ }
+ else if (((ep13_1_edq == 71) || (ep13_1_edq == 72)) && ((.@ep13_search_control == 0) || (.@ep13_search_control == 1))) {
+ mes "[Expedition Scout]";
+ mes "Oh, you must be" + strcharinfo(0) + ". I heard that you'll be delivering the report.";
+ next;
+ mes "[Expedition Scout]";
+ mes "Searching for lost pages was tougher then I expected. Please come back later when I'm finished making one round.";
+ close;
+ }
+ else if (((ep13_1_edq == 71) || (ep13_1_edq == 72)) && (.@ep13_search_control == 2)) {
+ set .@ep13_search_lotto,rand(1,6);
+ if (.@ep13_search_lotto == 4) {
+ mes "[Expedition Scout]";
+ mes "Oh, you must be" + strcharinfo(0) + ". I heard that you'll be delivering the report.";
+ next;
+ mes "[Expedition Scout]";
+ mes "Good news! I've found 5 pieces of paper that appear to be part of the report.";
+ next;
+ getitem 6040,5; //Some_Of_Report
+ erasequest 3091;
+ setquest 3091;
+ mes "[Expedition Scout]";
+ mes "Well then, keep up the good work!";
+ close;
+ }
+ else if ((.@ep13_search_lotto == 1) || (.@ep13_search_lotto == 6)) {
+ mes "[Expedition Scout]";
+ mes "Oh, you must be" + strcharinfo(0) + ". I heard that you'll be delivering the report.";
+ next;
+ mes "[Expedition Scout]";
+ mes "Good news! I've found 2 pieces of paper that appear to be part of the report.";
+ next;
+ getitem 6040,2; //Some_Of_Report
+ erasequest 3091;
+ setquest 3091;
+ mes "[Expedition Scout]";
+ mes "Well then, keep up the good work!";
+ close;
+ }
+ else if (.@ep13_search_lotto == 3) {
+ mes "[Expedition Scout]";
+ mes "Oh, you must be" + strcharinfo(0) + ". I heard that you'll be delivering the report.";
+ next;
+ mes "[Expedition Scout]";
+ mes "Good news! I've found 3 pieces of paper that appear to be part of the report.";
+ next;
+ getitem 6040,3; //Some_Of_Report
+ erasequest 3091;
+ setquest 3091;
+ mes "[Expedition Scout]";
+ mes "Well then, keep up the good work!";
+ close;
+ }
+ else {
+ mes "[Expedition Scout]";
+ mes "Oh, you must be" + strcharinfo(0) + ". I heard that you'll be delivering the report.";
+ next;
+ mes "[Expedition Scout]";
+ mes "I'm doing my best, but I haven't found any pages yet.";
+ next;
+ erasequest 3091;
+ setquest 3091;
+ mes "[Expedition Scout]";
+ mes "Well then, keep up the good work!";
+ close;
+ }
+ }
+ else if (ep13_1_edq < 8) {
+ mes "[Expedition Scout]";
+ mes "Who are you? Why do you want to know about our search results? Are you from the army?";
+ next;
+ mes "[Expedition Scout]";
+ mes "Man, don't you know that you can be arrested for interrupting a military operation?";
+ next;
+ mes "[Expedition Scout]";
+ mes "Please leave immediately.";
+ }
+ close;
+ case 2:
+ if (ep13_1_edq < 10) {
+ mes "[Expedition Scout]";
+ mes "I'm sorry, but I'm on duty. Why don't we talk later when I'm off-duty?";
+ close;
+ }
+ else {
+ mes "[Expedition Scout]";
+ mes "I'm sorry, but I'm on duty. Why don't we talk later when I'm off-duty?";
+ close;
+ }
+ case 3:
+ close;
+ }
+}
+
+spl_fild02,295,368,3 script Expedition Scout#3 707,{
+ mes "[Expedition Scout]";
+ mes "Good day. I'm from the Third Scout Party under direct command of the commander of the Midgard Expedition.";
+ next;
+ mes "[Expedition Scout]";
+ mes "I've been ordered by Instructor Igrid to conduct a search for something.";
+ set .@ep13_search_control,checkquest(3091,PLAYTIME);
+ next;
+ switch(select("Ask about search results.:Chitchat.:Quit.")) {
+ case 1:
+ if (((ep13_1_edq == 71) || (ep13_1_edq == 72)) && (.@ep13_search_control == -1)) {
+ set .@ep13_search_lotto,rand(1,6);
+ if (.@ep13_search_lotto == 4) {
+ mes "[Expedition Scout]";
+ mes "Oh, you must be" + strcharinfo(0) + ". I heard that you'll be delivering the report.";
+ next;
+ mes "[Expedition Scout]";
+ mes "Good news! I've found 5 pieces of paper that appear to be part of the report.";
+ next;
+ getitem 6040,5; //Some_Of_Report
+ changequest 3090,3091;
+ erasequest 3090;
+ setquest 3091;
+ mes "[Expedition Scout]";
+ mes "Well then, keep up the good work!";
+ close;
+ }
+ else if ((.@ep13_search_lotto == 1) || (.@ep13_search_lotto == 6)) {
+ mes "[Expedition Scout]";
+ mes "Oh, you must be" + strcharinfo(0) + ". I heard that you'll be delivering the report.";
+ next;
+ mes "[Expedition Scout]";
+ mes "Good news! I've found 2 pieces of paper that appear to be part of the report.";
+ next;
+ getitem 6040,2; //Some_Of_Report
+ changequest 3090,3091;
+ erasequest 3090;
+ setquest 3091;
+ mes "[Expedition Scout]";
+ mes "Well then, keep up the good work!";
+ close;
+ }
+ else if (.@ep13_search_lotto == 3) {
+ mes "[Expedition Scout]";
+ mes "Oh, you must be" + strcharinfo(0) + ". I heard that you'll be delivering the report.";
+ next;
+ mes "[Expedition Scout]";
+ mes "Good news! I've found 3 pieces of paper that appear to be part of the report.";
+ next;
+ getitem 6040,3; //Some_Of_Report
+ changequest 3090,3091;
+ erasequest 3090;
+ setquest 3091;
+ mes "[Expedition Scout]";
+ mes "Well then, keep up the good work!";
+ close;
+ }
+ else {
+ mes "[Expedition Scout]";
+ mes "Oh, you must be" + strcharinfo(0) + ". I heard that you'll be delivering the report.";
+ next;
+ mes "[Expedition Scout]";
+ mes "I'm doing my best, but I haven't found any pages yet.";
+ next;
+ changequest 3090,3091;
+ erasequest 3090;
+ setquest 3091;
+ mes "[Expedition Scout]";
+ mes "Well then, keep up the good work!";
+ close;
+ }
+ }
+ else if (((ep13_1_edq == 71) || (ep13_1_edq == 72)) && ((.@ep13_search_control == 0) || (.@ep13_search_control == 1))) {
+ mes "[Expedition Scout]";
+ mes "Oh, you must be" + strcharinfo(0) + ". I heard that you'll be delivering the report.";
+ next;
+ mes "[Expedition Scout]";
+ mes "Searching for lost pages was tougher then I expected. Please come back later when I'm finished making one round.";
+ close;
+ }
+ else if (((ep13_1_edq == 71) || (ep13_1_edq == 72)) && (.@ep13_search_control == 2)) {
+ set .@ep13_search_lotto,rand(1,6);
+ if (.@ep13_search_lotto == 4) {
+ mes "[Expedition Scout]";
+ mes "Oh, you must be" + strcharinfo(0) + ". I heard that you'll be delivering the report.";
+ next;
+ mes "[Expedition Scout]";
+ mes "Good news! I've found 5 pieces of paper that appear to be part of the report.";
+ next;
+ getitem 6040,5; //Some_Of_Report
+ erasequest 3091;
+ setquest 3091;
+ mes "[Expedition Scout]";
+ mes "Well then, keep up the good work!";
+ close;
+ }
+ else if ((.@ep13_search_lotto == 1) || (.@ep13_search_lotto == 6)) {
+ mes "[Expedition Scout]";
+ mes "Oh, you must be" + strcharinfo(0) + ". I heard that you'll be delivering the report.";
+ next;
+ mes "[Expedition Scout]";
+ mes "Good news! I've found 2 piece of paper that appear to be part of the report.";
+ next;
+ getitem 6040,2; //Some_Of_Report
+ erasequest 3091;
+ setquest 3091;
+ mes "[Expedition Scout]";
+ mes "Well then, keep up the good work!";
+ close;
+ }
+ else if (.@ep13_search_lotto == 3) {
+ mes "[Expedition Scout]";
+ mes "Oh, you must be" + strcharinfo(0) + ". I heard that you'll be delivering the report.";
+ next;
+ mes "[Expedition Scout]";
+ mes "Good news! I've found 3 pieces of paper that appear to be part of the report.";
+ next;
+ getitem 6040,3; //Some_Of_Report
+ erasequest 3091;
+ setquest 3091;
+ mes "[Expedition Scout]";
+ mes "Well then, keep up the good work!";
+ close;
+ }
+ else {
+ mes "[Expedition Scout]";
+ mes "Oh, you must be" + strcharinfo(0) + ". I heard that you'll be delivering the report.";
+ next;
+ mes "[Expedition Scout]";
+ mes "I'm doing my best, but I haven't found any pages yet.";
+ next;
+ erasequest 3091;
+ setquest 3091;
+ mes "[Expedition Scout]";
+ mes "Well then, keep up the good work!";
+ close;
+ }
+ }
+ else if (ep13_1_edq < 8) {
+ mes "[Expedition Scout]";
+ mes "Who are you? Why do you want to know about our search results? Are you from the army?";
+ next;
+ mes "[Expedition Scout]";
+ mes "Man, don't you know that you can be arrested for interrupting a military operation?";
+ next;
+ mes "[Expedition Scout]";
+ mes "Please leave immediately.";
+ }
+ else {
+ mes "[Expedition Scout]";
+ mes "Who are you? Why do you want to know about our search results? Are you from the army?";
+ next;
+ mes "[Expedition Scout]";
+ mes "Man, don't you know that you can be arrested for interrupting a military operation?";
+ next;
+ mes "[Expedition Scout]";
+ mes "Please leave immediately.";
+ }
+ close;
+ case 2:
+ if (ep13_1_edq < 10) {
+ mes "[Expedition Scout]";
+ mes "I'm sorry, but I'm on duty. Why don't we talk later when I'm off-duty?";
+ close;
+ }
+ else {
+ mes "[Expedition Scout]";
+ mes "I'm sorry, but I'm on duty. Why don't we talk later when I'm off-duty?";
+ }
+ close;
+ case 3:
+ close;
+ }
+}
+
+spl_fild03,172,71,3 script Expedition Scout#4 707,{
+ mes "[Expedition Scout]";
+ mes "Good day. I'm from the Third Scout Party under direct command of the commander of the Midgard Expedition.";
+ next;
+ mes "[Expedition Scout]";
+ mes "I've been ordered by Instructor Igrid to conduct a search for something.";
+ set .@ep13_search_control,checkquest(3091,PLAYTIME);
+ next;
+ switch(select("Ask about search results.:Chitchat.:Quit.")) {
+ case 1:
+ if (((ep13_1_edq == 71) || (ep13_1_edq == 72)) && (.@ep13_search_control == -1)) {
+ set .@ep13_search_lotto,rand(1,6);
+ if (.@ep13_search_lotto == 4) {
+ mes "[Expedition Scout]";
+ mes "Oh, you must be" + strcharinfo(0) + ". I heard that you'll be delivering the report.";
+ next;
+ mes "[Expedition Scout]";
+ mes "Good news! I've found 5 pieces of paper that appear to be part of the report.";
+ next;
+ getitem 6040,5; //Some_Of_Report
+ changequest 3090,3091;
+ erasequest 3090;
+ setquest 3091;
+ mes "[Expedition Scout]";
+ mes "Well then, keep up the good work!";
+ close;
+ }
+ else if ((.@ep13_search_lotto == 1) || (.@ep13_search_lotto == 6)) {
+ mes "[Expedition Scout]";
+ mes "Oh, you must be" + strcharinfo(0) + ". I heard that you'll be delivering the report.";
+ next;
+ mes "[Expedition Scout]";
+ mes "Good news! I've found 2 pieces of paper that appear to be part of the report.";
+ next;
+ getitem 6040,2; //Some_Of_Report
+ changequest 3090,3091;
+ erasequest 3090;
+ setquest 3091;
+ mes "[Expedition Scout]";
+ mes "Well then, keep up the good work!";
+ close;
+ }
+ else if (.@ep13_search_lotto == 3) {
+ mes "[Expedition Scout]";
+ mes "Oh, you must be" + strcharinfo(0) + ". I heard that you'll be delivering the report.";
+ next;
+ mes "[Expedition Scout]";
+ mes "Good news! I've found 3 pieces of paper that appear to be part of the report.";
+ next;
+ getitem 6040,3; //Some_Of_Report
+ changequest 3090,3091;
+ erasequest 3090;
+ setquest 3091;
+ mes "[Expedition Scout]";
+ mes "Well then, keep up the good work!";
+ close;
+ }
+ else {
+ mes "[Expedition Scout]";
+ mes "Oh, you must be" + strcharinfo(0) + ". I heard that you'll be delivering the report.";
+ next;
+ mes "[Expedition Scout]";
+ mes "I'm doing my best, but I haven't found any pages yet.";
+ next;
+ changequest 3090,3091;
+ erasequest 3090;
+ setquest 3091;
+ mes "[Expedition Scout]";
+ mes "Well then, keep up the good work!";
+ close;
+ }
+ }
+ else if (((ep13_1_edq == 71) || (ep13_1_edq == 72)) && ((.@ep13_search_control == 0) || (.@ep13_search_control == 1))) {
+ mes "[Expedition Scout]";
+ mes "Oh, you must be" + strcharinfo(0) + ". I heard that you'll be delivering the report.";
+ next;
+ mes "[Expedition Scout]";
+ mes "Searching for lost pages was tougher then I expected. Please come back later when I'm finished making one round.";
+ close;
+ }
+ else if (((ep13_1_edq == 71) || (ep13_1_edq == 72)) && (.@ep13_search_control == 2)) {
+ set .@ep13_search_lotto,rand(1,6);
+ if (.@ep13_search_lotto == 4) {
+ mes "[Expedition Scout]";
+ mes "Oh, you must be" + strcharinfo(0) + ". I heard that you'll be delivering the report.";
+ next;
+ mes "[Expedition Scout]";
+ mes "Good news! I've found 5 pieces of paper that appear to be part of the report.";
+ next;
+ getitem 6040,5; //Some_Of_Report
+ erasequest 3091;
+ setquest 3091;
+ mes "[Expedition Scout]";
+ mes "Well then, keep up the good work!";
+ close;
+ }
+ else if ((.@ep13_search_lotto == 1) || (.@ep13_search_lotto == 6)) {
+ mes "[Expedition Scout]";
+ mes "Oh, you must be" + strcharinfo(0) + ". I heard that you'll be delivering the report.";
+ next;
+ mes "[Expedition Scout]";
+ mes "Good news! I've found 2 pieces of paper that appear to be part of the report.";
+ next;
+ getitem 6040,2; //Some_Of_Report
+ erasequest 3091;
+ setquest 3091;
+ mes "[Expedition Scout]";
+ mes "Well then, keep up the good work!";
+ close;
+ }
+ else if (.@ep13_search_lotto == 3) {
+ mes "[Expedition Scout]";
+ mes "Oh, you must be" + strcharinfo(0) + ". I heard that you'll be delivering the report.";
+ next;
+ mes "[Expedition Scout]";
+ mes "Good news! I've found 3 pieces of paper that appear to be part of the report.";
+ next;
+ getitem 6040,3; //Some_Of_Report
+ erasequest 3091;
+ setquest 3091;
+ mes "[Expedition Scout]";
+ mes "Well then, keep up the good work!";
+ close;
+ }
+ else {
+ mes "[Expedition Scout]";
+ mes "Oh, you must be" + strcharinfo(0) + ". I heard that you'll be delivering the report.";
+ next;
+ mes "[Expedition Scout]";
+ mes "I'm doing my best, but I haven't found any pages yet.";
+ next;
+ erasequest 3091;
+ setquest 3091;
+ mes "[Expedition Scout]";
+ mes "Well then, keep up the good work!";
+ close;
+ }
+ }
+ else if (ep13_1_edq < 8) {
+ mes "[Expedition Scout]";
+ mes "Who are you? Why do you want to know about our search results? Are you from the army?";
+ next;
+ mes "[Expedition Scout]";
+ mes "Man, don't you know that you can be arrested for interrupting a military operation?";
+ next;
+ mes "[Expedition Scout]";
+ mes "Please leave immediately.";
+ }
+ else {
+ mes "[Expedition Scout]";
+ mes "Who are you? Why do you want to know about our search results? Are you from the army?";
+ next;
+ mes "[Expedition Scout]";
+ mes "Man, don't you know that you can be arrested for interrupting a military operation?";
+ next;
+ mes "[Expedition Scout]";
+ mes "Please leave immediately.";
+ }
+ close;
+ case 2:
+ if (ep13_1_edq < 10) {
+ mes "[Expedition Scout]";
+ mes "I'm sorry, but I'm on duty. Why don't we talk later when I'm off-duty?";
+ close;
+ }
+ else {
+ mes "[Expedition Scout]";
+ mes "I'm sorry, but I'm on duty. Why don't we talk later when I'm off-duty?";
+ }
+ close;
+ case 3:
+ close;
+ }
+}
+
+prt_castle,88,165,3 script Laur 57,{
+ if (ep13_1_edq == 9) {
+ mes "[Laur]";
+ mes "I'm Laur, the aide of the Home Minister of the Rune-Midgarts Kingdom. Do you have any business with me?";
+ next;
+ mes "[Laur]";
+ mes "Oh, you brought me the report from the Midgard Expedition. What took you so long? I received a message about your departure a long time ago.";
+ next;
+ mes "[Laur]";
+ mes "Well, tell the commander that I'm not happy with your tardiness. Now, give me the report.";
+ next;
+ mes "[Laur]";
+ mes "I knew it was the wrong idea to out a mercenary in the commander position. See, nothing is done on time. Gosh!";
+ next;
+ delitem 11012,1; //Expedition_Report
+ set ep13_1_edq,101;
+ mes "...";
+ next;
+ mes "... ...";
+ next;
+ mes "... ... ...";
+ next;
+ mes "[Laur]";
+ mes "*Ahem Ahem* Thank you for bringing me the report. I guess I was wrong about the commander. This report is actually very well done.";
+ next;
+ mes "[Laur]";
+ mes "But don't forget to tell him that I need the expedition reports on time from now on. Alright? *Ahem*";
+ close;
+ }
+ else if (ep13_1_edq == 111) {
+ mes "[Laur]";
+ mes "I'm Laur, the aide of the Home Minister of the Rune-Midgarts Kingdom. Do you have any business with me?";
+ next;
+ mes "[Laur]";
+ mes "Oh, you brought me the report from the Midgard Expedition. What took you so long? I received a message about your departure a long time ago.";
+ next;
+ mes "[Laur]";
+ mes "Well, tell the commander that I'm not happy with your tardiness. Now, give me the report.";
+ next;
+ mes "[Laur]";
+ mes "I knew it was the wrong idea to out a mercenary in the commander position. See, nothing is done on time. Gosh!";
+ next;
+ delitem 11012,1; //Expedition_Report
+ set ep13_1_edq,112;
+ mes "...";
+ next;
+ mes "... ...";
+ next;
+ mes "... ... ...";
+ next;
+ mes "[Laur]";
+ mes "*Ahem Ahem* Thank you for bringing me the report. I guess I was wrong about the commander. This report is actually very well done.";
+ next;
+ mes "[Laur]";
+ mes "But don't forget to tell him that I need the expedition reports on time from now on. Alright? *Ahem*";
+ close;
+ }
+ else if (ep13_1_edq == 121) {
+ mes "[Laur]";
+ mes "I'm Laur, the aide of the Home Minister of the Rune-Midgarts Kingdom. Do you have any business with me?";
+ next;
+ mes "[Laur]";
+ mes "Oh, you brought me the report from the Midgard Expedition. What took you so long? I received a message about your departure a long time ago.";
+ next;
+ mes "[Laur]";
+ mes "Well, tell the commander that I'm not happy with your tardiness. Now, give me the report.";
+ next;
+ mes "[Laur]";
+ mes "I knew it was the wrong idea to out a mercenary in the commander position. See, nothing is done on time. Gosh!";
+ next;
+ delitem 11012,1; //Expedition_Report
+ set ep13_1_edq,122;
+ mes "...";
+ next;
+ mes "... ...";
+ next;
+ mes "... ... ...";
+ next;
+ mes "[Laur]";
+ mes "*Ahem Ahem* Thank you for bringing me the report. I guess I was wrong about the commander. This report is actually very well done.";
+ next;
+ mes "[Laur]";
+ mes "But don't forget to tell him that I need the expedition reports on time from now on. Alright? *Ahem*";
+ close;
+ }
+ else if (ep13_1_edq == 113) {
+ mes "[Laur]";
+ mes "I'm Laur, the aide of the Home Minister of the Rune-Midgarts Kingdom. Do you have any business with me?";
+ next;
+ mes "[Laur]";
+ mes "Oh, you brought me the report from the Midgard Expedition. What took you so long? I received a message about your departure a long time ago.";
+ next;
+ mes "[Laur]";
+ mes "Well, tell the commander that I'm not happy with your tardiness. Now, give me the report.";
+ next;
+ mes "[Laur]";
+ mes "I knew it was the wrong idea to out a mercenary in the commander position. See, nothing is done on time. Gosh!";
+ next;
+ delitem 11012,1; //Expedition_Report
+ set ep13_1_edq,13;
+ changequest 3093,3094;
+ mes "...";
+ next;
+ mes "... ...";
+ next;
+ mes "... ... ...";
+ next;
+ mes "[Laur]";
+ mes "*Ahem Ahem* Thank you for bringing me the report. I guess I was wrong about the commander. This report is actually very well done.";
+ next;
+ mes "[Laur]";
+ mes "But don't forget to tell him that I need the expedition reports on time from now on. Alright? *Ahem*";
+ close;
+ }
+ else if (ep13_1_edq == 123) {
+ mes "[Laur]";
+ mes "I'm Laur, the aide of the Home Minister of the Rune-Midgarts Kingdom. Do you have any business with me?";
+ next;
+ mes "[Laur]";
+ mes "Oh, you brought me the report from the Midgard Expedition. What took you so long? I received a message about your departure a long time ago.";
+ next;
+ mes "[Laur]";
+ mes "Well, tell the commander that I'm not happy with your tardiness. Now, give me the report.";
+ next;
+ mes "[Laur]";
+ mes "I knew it was the wrong idea to out a mercenary in the commander position. See, nothing is done on time. Gosh!";
+ next;
+ delitem 11012,1; //Expedition_Report
+ set ep13_1_edq,13;
+ changequest 3093,3094;
+ mes "...";
+ next;
+ mes "... ...";
+ next;
+ mes "... ... ...";
+ next;
+ mes "[Laur]";
+ mes "*Ahem Ahem* Thank you for bringing me the report. I guess I was wrong about the commander. This report is actually very well done.";
+ next;
+ mes "[Laur]";
+ mes "But don't forget to tell him that I need the expedition reports on time from now on. Alright? *Ahem*";
+ close;
+ }
+ else if ((ep13_1_edq == 101) || (ep13_1_edq == 102) || (ep13_1_edq == 103) || (ep13_1_edq == 112) || (ep13_1_edq == 122) || (ep13_1_edq == 13)) {
+ mes "[Laur]";
+ mes "Why are you back? You've delivered the report to me already. Are you suffering from amnesia or something?";
+ next;
+ mes "[Laur]";
+ mes "You should leave and go back to your work.";
+ close;
+ }
+ else {
+ mes "[Laur]";
+ mes "I'm Laur, the aide of the Home Minister of the Rune Midgarts Kingdom. Do you have any business with me?";
+ next;
+ mes "[Laur]";
+ mes "Can you sense the great disorder occuring on the Midgard Continent and the Rune-Midgart's Kingdom?";
+ next;
+ mes "[Laur]";
+ mes "Still, there always a silver lining, no matter how dangerous this world may become.";
+ next;
+ mes "[Laur]";
+ mes "There is hope and opportunity beyond the chaos, and I see the world beyond the time-space gap as a source of new hope.";
+ close;
+ }
+}
+
+ra_temple,122,174,3 script Nuria 918,{
+ if (ep13_1_edq == 9) {
+ mes "[Nuria]";
+ mes "Welcome, stranger. How can I help you?";
+ next;
+ mes "[Nuria]";
+ mes "Oh, I see. You've brought me a report from the expedition beyond the time-space gap.";
+ next;
+ mes "[Nuria]";
+ mes "I regret admitting that you've brought it much later than I expected, but... I'm glad it is here safely. Please give it to me.";
+ next;
+ delitem 11012,1; //Expedition_Report
+ set ep13_1_edq,111;
+ mes "...";
+ next;
+ mes "... ...";
+ next;
+ mes "... ... ...";
+ next;
+ mes "[Nuria]";
+ mes "I'm happy to see that they've made good progress so far. Please tell the commander to keep up the good work.";
+ next;
+ mes "[Nuria]";
+ mes "Excuse me, but it's time to pray now. Please be safe on your travels.";
+ close;
+ }
+ else if (ep13_1_edq == 101) {
+ mes "[Nuria]";
+ mes "Welcome, stranger. How can I help you?";
+ next;
+ mes "[Nuria]";
+ mes "Oh, I see. You've brought me a report from the expedition beyond the time-space gap.";
+ next;
+ mes "[Nuria]";
+ mes "I regret admitting that you've brought it much later than I expected, but... I'm glad it is here safely. Please give it to me.";
+ next;
+ delitem 11012,1; //Expedition_Report
+ set ep13_1_edq,102;
+ mes "...";
+ next;
+ mes "... ...";
+ next;
+ mes "... ... ...";
+ next;
+ mes "[Nuria]";
+ mes "I'm happy to see that they've made good progress so far. Please tell the commander to keep up the good work.";
+ next;
+ mes "[Nuria]";
+ mes "Excuse me, but it's time to pray now. Please be safe on your travels.";
+ close;
+ }
+ else if (ep13_1_edq == 121) {
+ mes "[Nuria]";
+ mes "Welcome, stranger. How can I help you?";
+ next;
+ mes "[Nuria]";
+ mes "Oh, I see. You've brought me a report from the expedition beyond the time-space gap.";
+ next;
+ mes "[Nuria]";
+ mes "I regret admitting that you've brought it much later than I expected, but... I'm glad it is here safely. Please give it to me.";
+ next;
+ delitem 11012,1; //Expedition_Report
+ set ep13_1_edq,123;
+ mes "...";
+ next;
+ mes "... ...";
+ next;
+ mes "... ... ...";
+ next;
+ mes "[Nuria]";
+ mes "I'm happy to see that they've made good progress so far. Please tell the commander to keep up the good work.";
+ next;
+ mes "[Nuria]";
+ mes "Excuse me, but it's time to pray now. Please be safe on your travels.";
+ close;
+ }
+ else if (ep13_1_edq == 122) {
+ mes "[Nuria]";
+ mes "Welcome, stranger. How can I help you?";
+ next;
+ mes "[Nuria]";
+ mes "Oh, I see. You've brought me a report from the expedition beyond the time-space gap.";
+ next;
+ mes "[Nuria]";
+ mes "I regret admitting that you've brought it much later than I expected, but... I'm glad it is here safely. Please give it to me.";
+ next;
+ delitem 11012,1; //Expedition_Report
+ set ep13_1_edq,13;
+ changequest 3093,3094;
+ mes "...";
+ next;
+ mes "... ...";
+ next;
+ mes "... ... ...";
+ next;
+ mes "[Nuria]";
+ mes "I'm happy to see that they've made good progress so far. Please tell the commander to keep up the good work.";
+ next;
+ mes "[Nuria]";
+ mes "Excuse me, but it's time to pray now. Please be safe on your travels.";
+ close;
+ }
+ else if (ep13_1_edq == 103) {
+ mes "[Nuria]";
+ mes "Welcome, stranger. How can I help you?";
+ next;
+ mes "[Nuria]";
+ mes "Oh, I see. You've brought me a report from the expedition beyond the time-space gap.";
+ next;
+ mes "[Nuria]";
+ mes "I regret admitting that you've brought it much later than I expected, but... I'm glad it is here safely. Please give it to me.";
+ next;
+ delitem 11012,1; //Expedition_Report
+ set ep13_1_edq,13;
+ changequest 3093,3094;
+ mes "...";
+ next;
+ mes "... ...";
+ next;
+ mes "... ... ...";
+ next;
+ mes "[Nuria]";
+ mes "I'm happy to see that they've made good progress so far. Please tell the commander to keep up the good work.";
+ next;
+ mes "[Nuria]";
+ mes "Excuse me, but it's time to pray now. Please be safe on your travels.";
+ close;
+ }
+ else if ((ep13_1_edq == 111) || (ep13_1_edq == 102) || (ep13_1_edq == 112) || (ep13_1_edq == 123) || (ep13_1_edq == 113) || (ep13_1_edq == 13)) {
+ mes "[Nuria]";
+ mes "Oh, right, I already received the report from you. Don't worry, you didn't forget.";
+ next;
+ mes "[Nuria]";
+ mes "Please be safe on your way back to the expedition camp.";
+ close;
+ }
+ else {
+ mes "[Nuria]";
+ mes "Good day, stranger. May Freya bless you.";
+ close;
+ }
+}
+
+lhz_in01,110,174,5 script Gerhart 903,{
+ if (ep13_1_edq == 9) {
+ mes "[Gerhart]";
+ mes "Welcome, " + strcharinfo(0) + ". What took you so long?";
+ next;
+ mes "[Gerhart]";
+ mes "Oh, who am I? Let's say... That you can make ends meet because of me.";
+ mes "Make sense?";
+ next;
+ mes "[Gerhart]";
+ mes "Do you know how long I waited for this report? *Sigh* ...Fine, just give it to me.";
+ next;
+ delitem 11012,1; //Expedition_Report
+ set ep13_1_edq,121;
+ mes "...";
+ next;
+ mes "... ...";
+ next;
+ mes "... ... ...";
+ next;
+ mes "[Gerhart]";
+ mes "Hmmm... This report is a clear demonstration of Commander Hibba Agip's competence... Well, that's great.";
+ next;
+ mes "[Gerhart]";
+ mes "Thank you for bringing the report.";
+ mes "Please tell the commander to keep up the good work.";
+ next;
+ mes "[Gerhart]";
+ mes "Now excuse me, I must go back to work.";
+ close;
+ }
+ else if (ep13_1_edq == 101) {
+ mes "[Gerhart]";
+ mes "Welcome, " + strcharinfo(0) + ". What took you so long?";
+ next;
+ mes "[Gerhart]";
+ mes "Oh, who am I? Let's say... That you can make ends meet because of me.";
+ mes "Make sense?";
+ next;
+ mes "[Gerhart]";
+ mes "Do you know how long I waited for this report? *Sigh* ...Fine, just give it to me.";
+ next;
+ delitem 11012,1; //Expedition_Report
+ set ep13_1_edq,103;
+ mes "...";
+ next;
+ mes "... ...";
+ next;
+ mes "... ... ...";
+ next;
+ mes "[Gerhart]";
+ mes "Hmmm... This report is a clear demonstration of Commander Hibba Agip's competence... Well, that's great.";
+ next;
+ mes "[Gerhart]";
+ mes "Thank you for bringing the report.";
+ mes "Please tell the commander to keep up the good work.";
+ next;
+ mes "[Gerhart]";
+ mes "Now excuse me, I must go back to work.";
+ close;
+ }
+ else if (ep13_1_edq == 111) {
+ mes "[Gerhart]";
+ mes "Welcome, " + strcharinfo(0) + ". What took you so long?";
+ next;
+ mes "[Gerhart]";
+ mes "Oh, who am I? Let's say... That you can make ends meet because of me.";
+ mes "Make sense?";
+ next;
+ mes "[Gerhart]";
+ mes "Do you know how long I waited for this report? *Sigh* ...Fine, just give it to me.";
+ next;
+ delitem 11012,1; //Expedition_Report
+ set ep13_1_edq,113;
+ mes "...";
+ next;
+ mes "... ...";
+ next;
+ mes "... ... ...";
+ next;
+ mes "[Gerhart]";
+ mes "Hmmm... This report is a clear demonstration of Commander Hibba Agip's competence... Well, that's great.";
+ next;
+ mes "[Gerhart]";
+ mes "Thank you for bringing the report.";
+ mes "Please tell the commander to keep up the good work.";
+ next;
+ mes "[Gerhart]";
+ mes "Now excuse me, I must go back to work.";
+ close;
+ }
+ else if (ep13_1_edq == 102) {
+ mes "[Gerhart]";
+ mes "Welcome, " + strcharinfo(0) + ". What took you so long?";
+ next;
+ mes "[Gerhart]";
+ mes "Oh, who am I? Let's say... That you can make ends meet because of me.";
+ mes "Make sense?";
+ next;
+ mes "[Gerhart]";
+ mes "Do you know how long I waited for this report? *Sigh* ...Fine, just give it to me.";
+ next;
+ delitem 11012,1; //Expedition_Report
+ set ep13_1_edq,13;
+ changequest 3093,3094;
+ mes "...";
+ next;
+ mes "... ...";
+ next;
+ mes "... ... ...";
+ next;
+ mes "[Gerhart]";
+ mes "Hmmm... This report is a clear demonstration of Commander Hibba Agip's competence... Well, that's great.";
+ next;
+ mes "[Gerhart]";
+ mes "Thank you for bringing the report.";
+ mes "Please tell the commander to keep up the good work.";
+ next;
+ mes "[Gerhart]";
+ mes "Now excuse me, I must go back to work.";
+ close;
+ }
+ else if (ep13_1_edq == 112) {
+ mes "[Gerhart]";
+ mes "Welcome, " + strcharinfo(0) + ". What took you so long?";
+ next;
+ mes "[Gerhart]";
+ mes "Oh, who am I? Let's say... That you can make ends meet because of me.";
+ mes "Make sense?";
+ next;
+ mes "[Gerhart]";
+ mes "Do you know how long I waited for this report? *Sigh* ...Fine, just give it to me.";
+ next;
+ delitem 11012,1; //Expedition_Report
+ set ep13_1_edq,13;
+ changequest 3093,3094;
+ mes "...";
+ next;
+ mes "... ...";
+ next;
+ mes "... ... ...";
+ next;
+ mes "[Gerhart]";
+ mes "Hmmm... This report is a clear demonstration of Commander Hibba Agip's competence... Well, that's great.";
+ next;
+ mes "[Gerhart]";
+ mes "Thank you for bringing the report.";
+ mes "Please tell the commander to keep up the good work.";
+ next;
+ mes "[Gerhart]";
+ mes "Now excuse me, I must go back to work.";
+ close;
+ }
+ else if ((ep13_1_edq == 121) || (ep13_1_edq == 103) || (ep13_1_edq == 113) || (ep13_1_edq == 123) || (ep13_1_edq == 122) || (ep13_1_edq == 13)) {
+ mes "[Gerhart]";
+ mes "What is it? Do you still have business with me?";
+ next;
+ mes "[Gerhart]";
+ mes "I've received the report safely.";
+ mes "Please go back to the commander, and tell him to keep up the good work.";
+ close;
+ }
+ else {
+ mes "[Gerhart]";
+ mes "What is it? I don't have time for chitchat.";
+ next;
+ mes "[Gerhart]";
+ mes "If you have business with me. please talk to my secretary and schedule an appointment. My office is on the second floor.";
+ close;
+ }
+}
+
+spl_fild02,1,1,0 script ep13_spl_fild02_mon_edq -1,{
+OnInit:
+ enablenpc "ep13_spl_fild02_mon_edq";
+ donpcevent "ep13_spl_fild02_mon_edq::OnEnable";
+ end;
+
+OnEnable:
+ monster "spl_fild02",0,0,"Luciola Vespa",1994,1,"ep13_spl_fild02_mon_edq::OnMyMobDead";
+ monster "spl_fild02",0,0,"Luciola Vespa",1994,1,"ep13_spl_fild02_mon_edq::OnMyMobDead";
+ monster "spl_fild02",0,0,"Luciola Vespa",1994,1,"ep13_spl_fild02_mon_edq::OnMyMobDead";
+ monster "spl_fild02",0,0,"Luciola Vespa",1994,1,"ep13_spl_fild02_mon_edq::OnMyMobDead";
+ monster "spl_fild02",0,0,"Luciola Vespa",1994,1,"ep13_spl_fild02_mon_edq::OnMyMobDead";
+ monster "spl_fild02",0,0,"Luciola Vespa",1994,1,"ep13_spl_fild02_mon_edq::OnMyMobDead";
+ monster "spl_fild02",0,0,"Luciola Vespa",1994,1,"ep13_spl_fild02_mon_edq::OnMyMobDead";
+ monster "spl_fild02",0,0,"Pinguicula",1995,1,"ep13_spl_fild02_mon_edq::OnMyMobDead";
+ monster "spl_fild02",0,0,"Pinguicula",1995,1,"ep13_spl_fild02_mon_edq::OnMyMobDead";
+ monster "spl_fild02",0,0,"Pinguicula",1995,1,"ep13_spl_fild02_mon_edq::OnMyMobDead";
+ monster "spl_fild02",0,0,"Pinguicula",1995,1,"ep13_spl_fild02_mon_edq::OnMyMobDead";
+ monster "spl_fild02",0,0,"Pinguicula",1995,1,"ep13_spl_fild02_mon_edq::OnMyMobDead";
+ monster "spl_fild02",0,0,"Pinguicula",1995,1,"ep13_spl_fild02_mon_edq::OnMyMobDead";
+ monster "spl_fild02",0,0,"Pinguicula",1995,1,"ep13_spl_fild02_mon_edq::OnMyMobDead";
+ initnpctimer;
+ end;
+
+OnDisable:
+ stopnpctimer;
+ killmonster "spl_fild02","ep13_spl_fild02_mon_edq::OnMyMobDead";
+ disablenpc "ep13_spl_fild02_mon_edq";
+ end;
+
+OnTimer600000:
+ killmonster "spl_fild02","ep13_spl_fild02_mon_edq::OnMyMobDead";
+ stopnpctimer;
+ donpcevent "ep13_spl_fild02_mon_edq::OnEnable";
+ end;
+
+OnMyMobDead:
+ set .@spl_fild02_mob_dead,mobcount("spl_fild02","ep13_spl_fild02_mon_edq::OnMyMobDead");
+ if (.@spl_fild02_mob_dead < 14) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
+ getitem 6040,1; //Some_Of_Report
+ }
+ else if (.@spl_fild02_mob_dead < 13) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
+ getitem 6040,1; //Some_Of_Report
+ }
+ else if (.@spl_fild02_mob_dead < 12) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
+ getitem 6040,1; //Some_Of_Report
+ }
+ else if (.@spl_fild02_mob_dead < 11) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
+ getitem 6040,1; //Some_Of_Report
+ }
+ else if (.@spl_fild02_mob_dead < 10) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
+ getitem 6040,1; //Some_Of_Report
+ }
+ else if (.@spl_fild02_mob_dead < 9) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
+ getitem 6040,1; //Some_Of_Report
+ }
+ else if (.@spl_fild02_mob_dead < 9) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
+ getitem 6040,1; //Some_Of_Report
+ }
+ else if (.@spl_fild02_mob_dead < 8) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
+ getitem 6040,1; //Some_Of_Report
+ }
+ else if (.@spl_fild02_mob_dead < 7) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
+ getitem 6040,1; //Some_Of_Report
+ }
+ else if (.@spl_fild02_mob_dead < 6) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
+ getitem 6040,1; //Some_Of_Report
+ }
+ else if (.@spl_fild02_mob_dead < 5) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
+ getitem 6040,1; //Some_Of_Report
+ }
+ else if (.@spl_fild02_mob_dead < 4) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
+ getitem 6040,1; //Some_Of_Report
+ }
+ else if (.@spl_fild02_mob_dead < 3) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
+ getitem 6040,1; //Some_Of_Report
+ }
+ else if (.@spl_fild02_mob_dead < 2) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
+ getitem 6040,1; //Some_Of_Report
+ }
+ else if (.@spl_fild02_mob_dead < 1) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
+ getitem 6040,1; //Some_Of_Report
+ }
+ end;
+}
+
+spl_fild03,1,1,0 script ep13_spl_fild03_mon_edq -1,{
+OnInit:
+ enablenpc "ep13_spl_fild03_mon_edq";
+ donpcevent "ep13_spl_fild03_mon_edq::OnEnable";
+ end;
+
+OnEnable:
+ monster "spl_fild03",0,0,"Luciola Vespa",1994,1,"ep13_spl_fild03_mon_edq::OnMyMobDead";
+ monster "spl_fild03",0,0,"Luciola Vespa",1994,1,"ep13_spl_fild03_mon_edq::OnMyMobDead";
+ monster "spl_fild03",0,0,"Luciola Vespa",1994,1,"ep13_spl_fild03_mon_edq::OnMyMobDead";
+ monster "spl_fild03",0,0,"Luciola Vespa",1994,1,"ep13_spl_fild03_mon_edq::OnMyMobDead";
+ monster "spl_fild03",0,0,"Cornus",1992,1,"ep13_spl_fild03_mon_edq::OnMyMobDead";
+ monster "spl_fild03",0,0,"Cornus",1992,1,"ep13_spl_fild03_mon_edq::OnMyMobDead";
+ monster "spl_fild03",0,0,"Cornus",1992,1,"ep13_spl_fild03_mon_edq::OnMyMobDead";
+ monster "spl_fild03",0,0,"Cornus",1992,1,"ep13_spl_fild03_mon_edq::OnMyMobDead";
+ monster "spl_fild03",0,0,"Cornus",1992,1,"ep13_spl_fild03_mon_edq::OnMyMobDead";
+ monster "spl_fild03",0,0,"Naga",1993,1,"ep13_spl_fild03_mon_edq::OnMyMobDead";
+ monster "spl_fild03",0,0,"Naga",1993,1,"ep13_spl_fild03_mon_edq::OnMyMobDead";
+ monster "spl_fild03",0,0,"Naga",1993,1,"ep13_spl_fild03_mon_edq::OnMyMobDead";
+ monster "spl_fild03",0,0,"Naga",1993,1,"ep13_spl_fild03_mon_edq::OnMyMobDead";
+ monster "spl_fild03",0,0,"Naga",1993,1,"ep13_spl_fild03_mon_edq::OnMyMobDead";
+ initnpctimer;
+ end;
+
+OnDisable:
+ stopnpctimer;
+ killmonster "spl_fild03","ep13_spl_fild03_mon_edq::OnMyMobDead";
+ disablenpc "ep13_spl_fild03_mon_edq";
+ end;
+
+OnTimer600000:
+ killmonster "spl_fild03","ep13_spl_fild03_mon_edq::OnMyMobDead";
+ stopnpctimer;
+ donpcevent "ep13_spl_fild03_mon_edq::OnEnable";
+ end;
+
+OnMyMobDead:
+ set .@spl_fild03_mob_dead,mobcount("spl_fild03","ep13_spl_fild03_mon_edq::OnMyMobDead");
+ if (.@spl_fild03_mob_dead < 14) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
+ getitem 6040,1; //Some_Of_Report
+ }
+ else if (.@spl_fild03_mob_dead < 13) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
+ getitem 6040,1; //Some_Of_Report
+ }
+ else if (.@spl_fild03_mob_dead < 12) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
+ getitem 6040,1; //Some_Of_Report
+ }
+ else if (.@spl_fild03_mob_dead < 11) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
+ getitem 6040,1; //Some_Of_Report
+ }
+ else if (.@spl_fild03_mob_dead < 10) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
+ getitem 6040,1; //Some_Of_Report
+ }
+ else if (.@spl_fild03_mob_dead < 9) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
+ getitem 6040,1; //Some_Of_Report
+ }
+ else if (.@spl_fild03_mob_dead < 9) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
+ getitem 6040,1; //Some_Of_Report
+ }
+ else if (.@spl_fild03_mob_dead < 8) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
+ getitem 6040,1; //Some_Of_Report
+ }
+ else if (.@spl_fild03_mob_dead < 7) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
+ getitem 6040,1; //Some_Of_Report
+ }
+ else if (.@spl_fild03_mob_dead < 6) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
+ getitem 6040,1; //Some_Of_Report
+ }
+ else if (.@spl_fild03_mob_dead < 5) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
+ getitem 6040,1; //Some_Of_Report
+ }
+ else if (.@spl_fild03_mob_dead < 4) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
+ getitem 6040,1; //Some_Of_Report
+ }
+ else if (.@spl_fild03_mob_dead < 3) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
+ getitem 6040,1; //Some_Of_Report
+ }
+ else if (.@spl_fild03_mob_dead < 2) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
+ getitem 6040,1; //Some_Of_Report
+ }
+ else if (.@spl_fild03_mob_dead < 1) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
+ getitem 6040,1; //Some_Of_Report
+ }
+ end;
+}
+
+man_fild01,1,1,0 script ep13_man_fild01_mon_edq -1,{
+OnInit:
+ enablenpc "ep13_man_fild01_mon_edq";
+ donpcevent "ep13_man_fild01_mon_edq::OnEnable";
+ end;
+
+OnEnable:
+ monster "man_fild01",0,0,"Nepenthes",1988,1,"ep13_man_fild01_mon_edq::OnMyMobDead";
+ monster "man_fild01",0,0,"Nepenthes",1988,1,"ep13_man_fild01_mon_edq::OnMyMobDead";
+ monster "man_fild01",0,0,"Nepenthes",1988,1,"ep13_man_fild01_mon_edq::OnMyMobDead";
+ monster "man_fild01",0,0,"Nepenthes",1988,1,"ep13_man_fild01_mon_edq::OnMyMobDead";
+ monster "man_fild01",0,0,"Nepenthes",1988,1,"ep13_man_fild01_mon_edq::OnMyMobDead";
+ monster "man_fild01",0,0,"Nepenthes",1988,1,"ep13_man_fild01_mon_edq::OnMyMobDead";
+ monster "man_fild01",0,0,"Nepenthes",1988,1,"ep13_man_fild01_mon_edq::OnMyMobDead";
+ monster "man_fild01",0,0,"Hillslion",1989,1,"ep13_man_fild01_mon_edq::OnMyMobDead";
+ monster "man_fild01",0,0,"Hillslion",1989,1,"ep13_man_fild01_mon_edq::OnMyMobDead";
+ monster "man_fild01",0,0,"Hillslion",1989,1,"ep13_man_fild01_mon_edq::OnMyMobDead";
+ monster "man_fild01",0,0,"Hillslion",1989,1,"ep13_man_fild01_mon_edq::OnMyMobDead";
+ monster "man_fild01",0,0,"Hillslion",1989,1,"ep13_man_fild01_mon_edq::OnMyMobDead";
+ monster "man_fild01",0,0,"Hillslion",1989,1,"ep13_man_fild01_mon_edq::OnMyMobDead";
+ monster "man_fild01",0,0,"Hillslion",1989,1,"ep13_man_fild01_mon_edq::OnMyMobDead";
+ initnpctimer;
+ end;
+
+OnDisable:
+ stopnpctimer;
+ killmonster "man_fild01","ep13_man_fild01_mon_edq::OnMyMobDead";
+ disablenpc "ep13_man_fild01_mon_edq";
+ end;
+
+OnTimer600000:
+ killmonster "man_fild01","ep13_man_fild01_mon_edq::OnMyMobDead";
+ stopnpctimer;
+ donpcevent "ep13_man_fild01_mon_edq::OnEnable";
+ end;
+
+OnMyMobDead:
+ set .@man_fild01_mob_dead,mobcount("man_fild01","ep13_man_fild01_mon_edq::OnMyMobDead");
+ if (.@man_fild01_mob_dead < 14) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
+ getitem 6040,1; //Some_Of_Report
+ }
+ else if (.@man_fild01_mob_dead < 13) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
+ getitem 6040,1; //Some_Of_Report
+ }
+ else if (.@man_fild01_mob_dead < 12) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
+ getitem 6040,1; //Some_Of_Report
+ }
+ else if (.@man_fild01_mob_dead < 11) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
+ getitem 6040,1; //Some_Of_Report
+ }
+ else if (.@man_fild01_mob_dead < 10) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
+ getitem 6040,1; //Some_Of_Report
+ }
+ else if (.@man_fild01_mob_dead < 9) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
+ getitem 6040,1; //Some_Of_Report
+ }
+ else if (.@man_fild01_mob_dead < 9) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
+ getitem 6040,1; //Some_Of_Report
+ }
+ else if (.@man_fild01_mob_dead < 8) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
+ getitem 6040,1; //Some_Of_Report
+ }
+ else if (.@man_fild01_mob_dead < 7) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
+ getitem 6040,1; //Some_Of_Report
+ }
+ else if (.@man_fild01_mob_dead < 6) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
+ getitem 6040,1; //Some_Of_Report
+ }
+ else if (.@man_fild01_mob_dead < 5) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
+ getitem 6040,1; //Some_Of_Report
+ }
+ else if (.@man_fild01_mob_dead < 4) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
+ getitem 6040,1; //Some_Of_Report
+ }
+ else if (.@man_fild01_mob_dead < 3) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
+ getitem 6040,1; //Some_Of_Report
+ }
+ else if (.@man_fild01_mob_dead < 2) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
+ getitem 6040,1; //Some_Of_Report
+ }
+ else if (.@man_fild01_mob_dead < 1) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
+ getitem 6040,1; //Some_Of_Report
+ }
+ end;
+}
+
+man_fild03,1,1,0 script ep13_man_fild03_mon_edq -1,{
+OnInit:
+ enablenpc "ep13_man_fild03_mon_edq";
+ donpcevent "ep13_man_fild03_mon_edq::OnEnable";
+ end;
+
+OnEnable:
+ monster "man_fild03",0,0,"Centipede",1987,1,"ep13_man_fild03_mon_edq::OnMyMobDead";
+ monster "man_fild03",0,0,"Centipede",1987,1,"ep13_man_fild03_mon_edq::OnMyMobDead";
+ monster "man_fild03",0,0,"Centipede",1987,1,"ep13_man_fild03_mon_edq::OnMyMobDead";
+ monster "man_fild03",0,0,"Centipede",1987,1,"ep13_man_fild03_mon_edq::OnMyMobDead";
+ monster "man_fild03",0,0,"Centipede",1987,1,"ep13_man_fild03_mon_edq::OnMyMobDead";
+ monster "man_fild03",0,0,"Centipede",1987,1,"ep13_man_fild03_mon_edq::OnMyMobDead";
+ monster "man_fild03",0,0,"Centipede",1987,1,"ep13_man_fild03_mon_edq::OnMyMobDead";
+ monster "man_fild03",0,0,"Tatacho",1986,1,"ep13_man_fild03_mon_edq::OnMyMobDead";
+ monster "man_fild03",0,0,"Tatacho",1986,1,"ep13_man_fild03_mon_edq::OnMyMobDead";
+ monster "man_fild03",0,0,"Tatacho",1986,1,"ep13_man_fild03_mon_edq::OnMyMobDead";
+ monster "man_fild03",0,0,"Tatacho",1986,1,"ep13_man_fild03_mon_edq::OnMyMobDead";
+ monster "man_fild03",0,0,"Tatacho",1986,1,"ep13_man_fild03_mon_edq::OnMyMobDead";
+ monster "man_fild03",0,0,"Tatacho",1986,1,"ep13_man_fild03_mon_edq::OnMyMobDead";
+ monster "man_fild03",0,0,"Tatacho",1986,1,"ep13_man_fild03_mon_edq::OnMyMobDead";
+ initnpctimer;
+ end;
+
+OnDisable:
+ stopnpctimer;
+ killmonster "man_fild03","ep13_man_fild03_mon_edq::OnMyMobDead";
+ disablenpc "ep13_man_fild03_mon_edq";
+ end;
+
+OnTimer600000:
+ killmonster "man_fild03","ep13_man_fild03_mon_edq::OnMyMobDead";
+ stopnpctimer;
+ donpcevent "ep13_man_fild03_mon_edq::OnEnable";
+ end;
+
+OnMyMobDead:
+ set .@man_fild03_mob_dead,mobcount("man_fild03","ep13_man_fild03_mon_edq::OnMyMobDead");
+ if (.@man_fild03_mob_dead < 14) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
+ getitem 6040,1; //Some_Of_Report
+ }
+ else if (.@man_fild03_mob_dead < 13) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
+ getitem 6040,1; //Some_Of_Report
+ }
+ else if (.@man_fild03_mob_dead < 12) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
+ getitem 6040,1; //Some_Of_Report
+ }
+ else if (.@man_fild03_mob_dead < 11) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
+ getitem 6040,1; //Some_Of_Report
+ }
+ else if (.@man_fild03_mob_dead < 10) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
+ getitem 6040,1; //Some_Of_Report
+ }
+ else if (.@man_fild03_mob_dead < 9) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
+ getitem 6040,1; //Some_Of_Report
+ }
+ else if (.@man_fild03_mob_dead < 9) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
+ getitem 6040,1; //Some_Of_Report
+ }
+ else if (.@man_fild03_mob_dead < 8) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
+ getitem 6040,1; //Some_Of_Report
+ }
+ else if (.@man_fild03_mob_dead < 7) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
+ getitem 6040,1; //Some_Of_Report
+ }
+ else if (.@man_fild03_mob_dead < 6) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
+ getitem 6040,1; //Some_Of_Report
+ }
+ else if (.@man_fild03_mob_dead < 5) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
+ getitem 6040,1; //Some_Of_Report
+ }
+ else if (.@man_fild03_mob_dead < 4) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
+ getitem 6040,1; //Some_Of_Report
+ }
+ else if (.@man_fild03_mob_dead < 3) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
+ getitem 6040,1; //Some_Of_Report
+ }
+ else if (.@man_fild03_mob_dead < 2) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
+ getitem 6040,1; //Some_Of_Report
+ }
+ else if (.@man_fild03_mob_dead < 1) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
+ getitem 6040,1; //Some_Of_Report
+ }
+ end;
+}
+
+// Persuing Rayan Moore
+//============================================================
+mid_campin,68,185,3 script Pursuit Party Leader#1 803,{
+ if (checkweight(714,1) == 0) {
+ mes "- You cannot proceed with the quest when you're carrying too many items with you. -";
+ close;
+ }
+ if (mao_morocc2 == 0) {
+ if (ep13_ryu == 100) {
+ mes "[Echinacea]";
+ mes "Oh adventurer, you've come at the perfect time.";
+ mes "Since you and I both know that we can't waste time on idle chitchat,";
+ mes "I'll cut to the chase.";
+ next;
+ mes "[Echinacea]";
+ mes "Most expeditions come to this area to explore the Ash Vacuum,";
+ mes "but we've come here for a different reason.";
+ next;
+ mes "[Echinacea]";
+ mes "You know about this space gap that was caused by Satan Morocc, don't you?";
+ next;
+ mes "[Echinacea]";
+ mes "Our job is to pursue Satan Morocc and figure out how this all happened.";
+ mes "Your job is to assist us, and prove that you can be a good member of our expedition.";
+ next;
+ mes "[Echinacea]";
+ mes "... Umm... So, you'll have to.. Let me think which job would be perfect for you.";
+ mes "Umm.. I remember someone said that he needed assistance...";
+ next;
+ select("Hey, excuse me.");
+ mes "[Echinacea]";
+ mes "Ah, I know what you can do!";
+ mes "There's a guy conducting an investigation near the space gap. You can go help him.";
+ mes "Just do what he asks you to do, alright?";
+ mes "Now go!";
+ next;
+ mes "[Echinacea]";
+ mes "......";
+ mes "By the way, adventurer,";
+ mes "What's your name?";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "......";
+ mes "......";
+ mes "" + strcharinfo(0) + "...";
+ mes "......";
+ next;
+ mes "[Echinacea]";
+ mes "Ah, you are";
+ mes "" + strcharinfo(0) + ".";
+ mes "Well, " + strcharinfo(0) + ", I've just assigned you as Mr. Kidd's assistant.";
+ mes "Good, everything's done on this end. I just needed to get your name on record.";
+ next;
+ mes "[Echinacea]";
+ mes "What are you still doing here?";
+ mes "" + strcharinfo(0) + ", your job is to assist Mr. Kidd.";
+ mes "Please go help him, will you?";
+ set mao_morocc2,1;
+ setquest 7012;
+ close;
+ }
+ else {
+ mes "[Echinacea]";
+ mes "What are you doing here?";
+ mes "Only authorized personnel can enter this area.";
+ mes "Go back to the mainland as quickly as possible.";
+ close;
+ }
+ }
+ else if (mao_morocc2 == 1) {
+ mes "[Echinacea]";
+ mes "Your job is to assist Mr. Kidd who's standing near the space gap, otherwise known as the gate.";
+ mes "Please go help him, okay?";
+ close;
+ }
+ else if (mao_morocc2 == 2) {
+ mes "[Echinacea]";
+ mes "Why are you back?";
+ mes "You're irresponsible. How could you abandon such an important duty?";
+ mes "If you don't want to work, why did you even come here to the Ash Vacuum in the first place?";
+ next;
+ mes "[Echinacea]";
+ mes "Alas! There's no one I can trust!";
+ mes "You know, when I was working at the palace, I was.. *Blah Blah*...";
+ next;
+ mes "- Her rant doesn't seem to be ending any time soon. You'd better go back and help Mr. Kidd, even if your heart's not in it. -";
+ next;
+ set mao_morocc2,3;
+ changequest 7013,7014;
+ next;
+ mes "[Echinacea]";
+ mes "Hm? Where are you going? I'm not finished!";
+ mes "Hey, hey!";
+ close;
+ }
+ else if ((mao_morocc2 > 2) && (mao_morocc2 < 13)) {
+ mes "[Echinacea]";
+ mes "Mr. Kidd is such a great young man.";
+ mes "You should be thankful that I've assigned you to help him. Don't be lazy by neglecting your duties.";
+ close;
+ }
+ else if (mao_morocc2 == 13) {
+ mes "[Echinacea]";
+ mes "Oh, welcome back!";
+ mes "I knew you would successfully complete your duties.";
+ mes "So, tell me; how can I help you?";
+ next;
+ mes "[Echinacea]";
+ mes "A scholar who is familiar with magic?";
+ mes "What about that old man over there? If you couldn't tell, he comes from a distant country.";
+ mes "Why are you looking for a scholar, anyway?";
+ next;
+ mes "[Echinacea]";
+ mes "Did Mr. Kidd ask you to find one?";
+ mes "I see. He's probably looking for a solution for the spell scroll.";
+ mes "Then yes, that old man would be the perfect person to ask.";
+ next;
+ mes "[Echinacea]";
+ mes "He's from Arunafeltz, and has extensive knowledge in magic as well as sacred power.";
+ mes "I'm sure he'll be able to help you.";
+ next;
+ select("Who?");
+ mes "[Echinacea]";
+ mes "Do you see an old man over there? He's trying to make a fire with wet firewood to roast a sweet potato.";
+ mes "His name is Mr. ^4d4dffDefaria^000000.";
+ next;
+ mes "[Echinacea]";
+ mes "Why don't you go show it to him? He might be able to help Mr. Kidd with what he is trying to do.";
+ set mao_morocc2,14;
+ changequest 7022,7023;
+ close;
+ }
+ else if (mao_morocc2 == 14) {
+ mes "[Echinacea]";
+ mes "If you're seeking advice about the spell scroll, you should go talk to Mr. Defaria.";
+ mes "I don't practice magic, so I wouldn't know anything about it.";
+ close;
+ }
+ else if ((mao_morocc2 > 22) && (mao_morocc2 < 26)) {
+ mes "[Echinacea]";
+ mes "Oh, welcome back.";
+ mes "How can I help you?";
+ mes "Oh.. You've brought the journal..";
+ next;
+ mes "[Echinacea]";
+ mes ".........";
+ mes "......";
+ mes "...";
+ next;
+ mes "[Echinacea]";
+ mes "I see..";
+ mes ".. Basically it all comes down to Rayan.";
+ mes "He's been abducted by Satan Morocc.";
+ mes "If we find Rayan using this location-tracing spell.";
+ next;
+ select("We'll find Satan Morocc too!");
+ mes "[Echinacea]";
+ mes "That's right.";
+ mes "But it'll work only if Satan Morocc actually abducted Rayan.";
+ next;
+ mes "[Echinacea]";
+ mes "Say, what's the tracing pattern number?";
+ next;
+ input .@input$;
+ if (mao_morocc2 == 23) {
+ if (.@input$ == "SDHF92F-SDF") {
+ mes "[Echinacea]";
+ mes "[" + .@input$ + "]";
+ mes "...Ah, there it is.";
+ next;
+ mes "[Echinacea]";
+ mes "This location-tracing spell uses a pair of magic stones of the same wavelength..";
+ mes "We can use the spell with one stone to find the other stone with the matching wavelength.";
+ next;
+ mes "[Echinacea]";
+ mes "We'll analyze this pattern number and detect the wavelength.";
+ mes "It'll take some time before we get the results.";
+ if (countitem(6029) > 0) {
+ delitem 6029,countitem(6029); //Morocc_Tracing_Log
+ }
+ set mao_morocc2,29;
+ changequest 7031,7034;
+ close;
+ }
+ else {
+ mes "[Echinacea]";
+ mes "[" + .@input$ + "]";
+ mes "It's not working for some reason.";
+ mes "I can't find a magic stone that has the same wavelength as yours.";
+ next;
+ mes "[Echinacea]";
+ mes "This location-tracing spell uses a pair of magic stones of the same wavelength..";
+ mes "I can't find a magic stone that has the same wavelength as your pattern number.";
+ next;
+ mes "[Echinacea]";
+ mes "Go check the number again.";
+ set mao_morocc2,26;
+ close;
+ }
+ }
+ else if (mao_morocc2 == 24) {
+ if (.@input$ == "VWNM94GVWN90") {
+ mes "[Echinacea]";
+ mes "[" + .@input$ + "]";
+ mes "...Ah, there it is.";
+ next;
+ mes "[Echinacea]";
+ mes "This location-tracing spell uses a pair of magic stones of the same wavelength..";
+ mes "We can use the spell with one stone to find the other stone with the matching wavelength.";
+ next;
+ mes "[Echinacea]";
+ mes "We'll analyze this pattern number and detect the wavelength.";
+ mes "It'll take some time before we get the results.";
+ if (countitem(6029) > 0) {
+ delitem 6029,countitem(6029); //Morocc_Tracing_Log
+ }
+ set mao_morocc2,29;
+ changequest 7032,7034;
+ close;
+ }
+ else {
+ mes "[Echinacea]";
+ mes "[" + .@input$ + "]";
+ mes "It's not working for some reason.";
+ mes "I can't find a magic stone that has the same wavelength as yours.";
+ next;
+ mes "[Echinacea]";
+ mes "This location-tracing spell uses a pair of magic stones of the same wavelength..";
+ mes "I can't find a magic stone that has the same wavelength as your pattern number.";
+ next;
+ mes "[Echinacea]";
+ mes "Go check the number again.";
+ set mao_morocc2,27;
+ close;
+ }
+ }
+ else {
+ if (.@input$ == "CM3-TRDFGHE0") {
+ mes "[Echinacea]";
+ mes "[" + .@input$ + "]";
+ mes "...Ah, there it is.";
+ next;
+ mes "[Echinacea]";
+ mes "This location-tracing spell uses a pair of magic stones of the same wavelength..";
+ mes "We can use the spell with one stone to find the other stone with the matching wavelength.";
+ next;
+ mes "[Echinacea]";
+ mes "We'll analyze this pattern number and detect the wavelength.";
+ mes "It'll take some time before we get the results.";
+ if (countitem(6029) > 0) {
+ delitem 6029,countitem(6029); //Morocc_Tracing_Log
+ }
+ set mao_morocc2,29;
+ changequest 7033,7034;
+ close;
+ }
+ else {
+ mes "[Echinacea]";
+ mes "[" + .@input$ + "]";
+ mes "It's not working for some reason.";
+ mes "I can't find a magic stone that has the same wavelength as yours.";
+ next;
+ mes "[Echinacea]";
+ mes "This location-tracing spell uses a pair of magic stones of the same wavelength..";
+ mes "I can't find a magic stone that has the same wavelength as your pattern number.";
+ next;
+ mes "[Echinacea]";
+ mes "Go check the number again.";
+ set mao_morocc2,28;
+ close;
+ }
+ }
+ }
+ else if ((mao_morocc2 > 25) && (mao_morocc2 < 29)) {
+ mes "[Echinacea]";
+ //custom translation
+ mes "Hey, did you find the tracing pattern number?";
+ next;
+ input .@input$;
+ if (mao_morocc2 == 26) {
+ if (.@input$ == "SDHF92F-SDF") {
+ mes "[Echinacea]";
+ mes "[" + .@input$ + "]";
+ mes "...Ah, there it is.";
+ next;
+ mes "[Echinacea]";
+ mes "This location-tracing spell uses a pair of magic stones of the same wavelength..";
+ mes "We can use the spell with one stone to find the other stone with the matching wavelength.";
+ next;
+ mes "[Echinacea]";
+ mes "We'll analyze this pattern number and detect the wavelength.";
+ mes "It'll take some time before we get the results.";
+ if (countitem(6029) > 0) {
+ delitem 6029,countitem(6029); //Morocc_Tracing_Log
+ }
+ set mao_morocc2,29;
+ changequest 7031,7034;
+ close;
+ }
+ else {
+ mes "[Echinacea]";
+ mes "[" + .@input$ + "]";
+ mes "It's not working for some reason.";
+ mes "I can't find a magic stone that has the same wavelength as yours.";
+ next;
+ mes "[Echinacea]";
+ mes "This location-tracing spell uses a pair of magic stones of the same wavelength..";
+ mes "I can't find a magic stone that has the same wavelength as your pattern number.";
+ next;
+ mes "[Echinacea]";
+ mes "Go check the number again.";
+ close;
+ }
+ }
+ else if (mao_morocc2 == 27) {
+ if (.@input$ == "VWNM94GVWN90") {
+ mes "[Echinacea]";
+ mes "[" + .@input$ + "]";
+ mes "...Ah, there it is.";
+ next;
+ mes "[Echinacea]";
+ mes "This location-tracing spell uses a pair of magic stones of the same wavelength..";
+ mes "We can use the spell with one stone to find the other stone with the matching wavelength.";
+ next;
+ mes "[Echinacea]";
+ mes "We'll analyze this pattern number and detect the wavelength.";
+ mes "It'll take some time before we get the results.";
+ if (countitem(6029) > 0) {
+ delitem 6029,countitem(6029); //Morocc_Tracing_Log
+ }
+ set mao_morocc2,29;
+ changequest 7032,7034;
+ close;
+ }
+ else {
+ mes "[Echinacea]";
+ mes "[" + .@input$ + "]";
+ mes "It's not working for some reason.";
+ mes "I can't find a magic stone that has the same wavelength as yours.";
+ next;
+ mes "[Echinacea]";
+ mes "This location-tracing spell uses a pair of magic stones of the same wavelength..";
+ mes "I can't find a magic stone that has the same wavelength as your pattern number.";
+ next;
+ mes "[Echinacea]";
+ mes "Go check the number again.";
+ close;
+ }
+ }
+ else {
+ if (.@input$ == "CM3-TRDFGHE0") {
+ mes "[Echinacea]";
+ mes "[" + .@input$ + "]";
+ mes "...Ah, there it is.";
+ next;
+ mes "[Echinacea]";
+ mes "This location-tracing spell uses a pair of magic stones of the same wavelength..";
+ mes "We can use the spell with one stone to find the other stone with the matching wavelength.";
+ next;
+ mes "[Echinacea]";
+ mes "We'll analyze this pattern number and detect the wavelength.";
+ mes "It'll take some time before we get the results.";
+ if (countitem(6029) > 0) {
+ delitem 6029,countitem(6029); //Morocc_Tracing_Log
+ }
+ set mao_morocc2,29;
+ changequest 7033,7034;
+ close;
+ }
+ else {
+ mes "[Echinacea]";
+ mes "[" + .@input$ + "]";
+ mes "It's not working for some reason.";
+ mes "I can't find a magic stone that has the same wavelength as yours.";
+ next;
+ mes "[Echinacea]";
+ mes "This location-tracing spell uses a pair of magic stones of the same wavelength..";
+ mes "I can't find a magic stone that has the same wavelength as your pattern number.";
+ next;
+ mes "[Echinacea]";
+ mes "Go check the number again.";
+ close;
+ }
+ }
+ }
+ else if (mao_morocc2 == 29) {
+ if (rand(1,3) == 2) {
+ mes "[Echinacea]";
+ mes "Welcome, adventurer.";
+ mes "I hope they've been able to trace the wavelength by now.";
+ mes "How'd you like to go check the results?";
+ next;
+ mes "[Echinacea]";
+ mes "To the south of this camp, you'll see a building with a mana detector attached to it.";
+ mes "Go ask the building manager about the trace results.";
+ set mao_morocc2,30;
+ changequest 7034,7035;
+ close;
+ }
+ else {
+ mes "[Echinacea]";
+ mes "Tracing magic wavelength is not easy as you think.";
+ mes "Please be patient: the results will arrive soon enough.";
+ close;
+ }
+ }
+ else if (mao_morocc2 == 30) {
+ mes "[Echinacea]";
+ mes "I'm in charge of tracing the wavelength from the Rune Midgard Continent,";
+ mes "and the south camp is tracing it in this area.";
+ next;
+ mes "[Echinacea]";
+ mes "I asked them to assign top priority to this task, so with any luck, they've finished it by now.";
+ mes "..What are you doing? I said, go ask the building manager about the trace results.";
+ close;
+ }
+ else if (mao_morocc2 == 31) {
+ mes "[Echinacea]";
+ mes "How are the results?";
+ next;
+ mes "- You told her exactly what you were told by the soldier managing the building. -";
+ next;
+ mes "[Echinacea]";
+ mes "Oh, is that the case? I see.";
+ mes "That means.. The man called Rayan isn't on the Rune Midgard Continent or in this Ash Vacuum.";
+ next;
+ mes "[Echinacea]";
+ mes "He must be somewhere else.";
+ mes "As I suspected, he must be with Satan Morocc.";
+ next;
+ mes "[Echinacea]";
+ mes "Pursuing Satan Morocc was supposed to be our last resort..";
+ mes "..I guess we have no choice now..";
+ next;
+ mes "[Echinacea]";
+ mes "..I should log a report entry into this journal.";
+ mes "Our pursuit of Satan Morocc is at an end for now.";
+ next;
+ mes "[Echinacea]";
+ mes "You did a great job helping us, and went above and beyond my expectations.";
+ mes "Here, this is a reward for your help.";
+ next;
+ mes "[Echinacea]";
+ mes "Keep up the good work assisting the explorers in this camp.";
+ set mao_morocc2,100;
+ getexp 120000,20000;
+ getitem 617,1; //Old_Violet_Box
+ completequest 7036;
+ close;
+ }
+ else if (mao_morocc2 == 100) {
+ mes "[Echinacea]";
+ mes "....";
+ next;
+ switch(select(".....")) {
+ }
+ mes "[Echinacea]";
+ mes "Hmm..";
+ next;
+ switch(select("... . ..")) {
+ }
+ mes "[Echinacea]";
+ mes ".. Grr..!";
+ mes "What?! What do you want?";
+ mes "Why do you keep giving me that dirty look?!";
+ next;
+ switch(select("Nothing.:Something is bothering me...")) {
+ case 1:
+ mes "[Echinacea]";
+ mes "Argh..!";
+ mes "Are you annoying me on purpose?";
+ mes "Go and find something else to do!";
+ next;
+ mes "[Echinacea]";
+ mes "I'm stressed out and I've got a headache writing this report. I don't have the time to deal with you right now.";
+ mes "Do you understand?";
+ close;
+ case 2:
+ mes "[Echinacea]";
+ mes "What is it that worries you?";
+ mes "Please, I've got enough worries already.";
+ next;
+ mes "[Echinacea]";
+ mes "So, tell me; what is it?";
+ mes ", you've done a great job helping us..";
+ mes "Oh, you must have questions about that last case, is that right?";
+ next;
+ mes "[Echinacea]";
+ mes "..Wait, are you worried because of him?";
+ mes "..I see, you're worried about him being supported by the country.";
+ next;
+ mes "[Echinacea]";
+ mes "This isn't a good time to disclose the truth. It'll cause more confusion.";
+ mes "I believe the diplomats and presidents of both countries are responsible for those national matters.";
+ next;
+ mes "[Echinacea]";
+ mes "This is out of your hands, adventurer.";
+ mes "So stop worrying about it. Alright?";
+ next;
+ mes "[Echinacea]";
+ mes "No country wants to start a war, especially when we have a greater common enemy.";
+ mes "Just focus on what you can do to help us.";
+ set mao_morocc2,101;
+ setquest 7037;
+ close;
+ }
+ }
+ else if ((mao_morocc2 > 100) && (mao_morocc2 < 106)) {
+ mes "[Echinacea]";
+ mes "We've stopped pursuing Satan Morocc, so you may go help the other explorers now.";
+ mes "I've already rewarded you for your services.";
+ next;
+ mes "[Echinacea]";
+ mes "Remember; don't open your mouth about this to anyone.";
+ close;
+ }
+ else if (mao_morocc2 == 106) {
+ if (countitem(549) > 1) {
+ mes "[Echinacea]";
+ mes "What is it? I thought you've been discharged from my service.";
+ mes "..What are these sweet potatoes?";
+ mes "Did that old man send these?";
+ mes "No way..! Are you..?";
+ next;
+ select("That's right.");
+ mes "[Echinacea]";
+ mes "What do you not understand?";
+ mes "Nothing good can come out of this if it's released to the public.";
+ mes "Can't you see?";
+ next;
+ mes "[Echinacea]";
+ mes "Arunafeltz has replaced their leaders with the moderates just recently.";
+ mes "Shoving the remnants of the radicals in front of them is extremely dangerous.";
+ next;
+ mes "[Echinacea]";
+ mes "We've finally made a truce with them.";
+ mes "Their sins will not be forgiven, but we won't make a stupid attempt to get revenge and end up shedding more blood!";
+ next;
+ mes "[Echinacea]";
+ mes "Let the politicians do their job.";
+ mes "I assure you they won't lead us to the worst case scenario. That's what you're worried about, right?";
+ next;
+ mes "[Echinacea]";
+ mes "No, wait.. Do you..?";
+ mes "Do you want us to wage war against Arunafeltz over this?!";
+ next;
+ mes "[Echinacea]";
+ mes "Let me ask you to forget the past and focus on the present.";
+ mes "For everyone's sake, please just look toward the future and move forward.";
+ next;
+ mes "[Echinacea]";
+ mes "We won't do anything that you'd morally oppose.";
+ mes "You believe in peace, don't you?";
+ mes "Tell him that I'm grateful for these sweet potatoes, anyway..";
+ delitem 549,2; //Nice_Sweet_Potato
+ set mao_morocc2,107;
+ changequest 7040,7041;
+ close;
+ }
+ else {
+ mes "[" + strcharinfo(0) + "]";
+ mes "Err? I don't have two Nice Sweet Potatoes..";
+ mes "Where can I get those?";
+ close;
+ }
+ }
+ else if (mao_morocc2 > 106) {
+ mes "[Echinacea]";
+ mes "Let us take care of the rest.";
+ mes "I'm not suggesting that we should pretend as if the past never happened. All I'm saying is that we should work towards achieving a greater cause.";
+ close;
+ }
+ else {
+ mes "[Echinacea]";
+ mes "You're doing a great job.";
+ mes "I suppose I have an eye for people after all.";
+ mes "Yes, that must be right.";
+ mes "Keep up the good work, will you?";
+ close;
+ }
+}
+
+mid_camp,191,206,3 script Manager#moc2_finder 852,{
+ mes "[Manager]";
+ mes "Everything's okay so far!";
+ mes "How may I help you?";
+ next;
+ if (mao_morocc2 == 30) {
+ mes "[Manager]";
+ mes "Everything's okay so far!";
+ mes "How may I help you?";
+ next;
+ mes "[Manager]";
+ mes "Did Captain Echinacea send you?";
+ mes "I have something to report to you.";
+ next;
+ mes "[Manager]";
+ mes "The magic wavelength of the requested pattern number has not been detected in this area.";
+ mes "It's not possible to trace the number around this area, but..";
+ next;
+ select("But?");
+ mes "[Manager]";
+ mes "I can tell this magic pattern is supposed to be used to trace a human being.";
+ mes "You know tracing magic stones always come in pairs, don't you?";
+ next;
+ mes "[Manager]";
+ mes "Now, magic stones specifically used to trace humans have a special feature.";
+ next;
+ mes "[Manager]";
+ mes "When the target of the trace dies, the pair of stones are automatically destroyed.";
+ mes "Since this patterned magic stone is still intact..";
+ next;
+ mes "[Manager]";
+ mes "Well, this magic stone serves as proof that the target of the trace is still alive somewhere in the world.";
+ mes "I'll keep watching.";
+ mes "Hopefully, we'll detect the same wavelength.";
+ next;
+ mes "[Manager]";
+ mes "That's all for today.";
+ set mao_morocc2,31;
+ changequest 7035,7036;
+ close;
+ }
+ else if (mao_morocc2 == 31) {
+ mes "[Manager]";
+ mes "Everything's okay so far!";
+ mes "How may I help you?";
+ next;
+ mes "[Manager]";
+ mes "Please report this to Captain Echinacea;";
+ mes "We've failed to trace the location of the target,";
+ mes "but he's still alive somewhere.";
+ close;
+ }
+ else {
+ mes "[Manager]";
+ mes "This device detects mana and magic wavelengths around this area. identifying what enemies we're dealing with.";
+ mes "It can be used to trace the wavelengths of location-tracing spells.";
+ next;
+ mes "[Manager]";
+ mes "It's a fantastic product made from a combination of magic and science.";
+ mes "The Ash Vacuum hasn't been fully explored, and we don't know what kind of dangers to expect in this area.";
+ next;
+ mes "[Manager]";
+ mes "By using this device, we can check the change and flow of mana around this area,";
+ mes "and prepare for any possible threats.";
+ close;
+ }
+}
+
+mid_camp,199,311,7 script Mr. Kidd#ep13_dan01 884,{
+ if (checkweight(714,1) == 0) {
+ mes "- You cannot proceed with the quest when you're carrying too many items with you. -";
+ close;
+ }
+ if (mao_morocc2 == 1) {
+ cutin "mocseal_kid01",2;
+ mes "[Mr. Kidd]";
+ mes "Hey, you.";
+ mes "Don't get too close to anything except the gate.";
+ mes "It's too dangerous.";
+ next;
+ mes "[Mr. Kidd]";
+ mes "......Do you have any business here?";
+ next;
+ switch(select("Echinacea...:No.")) {
+ case 1:
+ mes "[Mr. Kidd]";
+ mes "An assistant? I don't think I need one, but...";
+ mes "I guess I should give you something to do.";
+ mes "Do you mind if I entrust you with a chore?";
+ next;
+ switch(select("Yes.:No, I don't mind at all.")) {
+ case 1:
+ mes "[Mr. Kidd]";
+ mes "Then why did you come all this way?";
+ mes "I didn't really need any help to begin with. If you don't want to work, then stop bothering me.";
+ next;
+ mes "[Mr. Kidd]";
+ mes "If you don't want to help us out then go back to Echinacea and let her know yourself!";
+ set mao_morocc2,2;
+ changequest 7012,7013;
+ close2;
+ break;
+ case 2:
+ mes "[Mr. Kidd]";
+ mes "......";
+ mes "I don't know if Echinacea told you this already, but we are here";
+ mes "to follow the traces of Satan Morocc.";
+ mes "Some of us are here in the Ash Vacuum, and the rest are on the Rune Midgard Continent.";
+ next;
+ mes "[Mr. Kidd]";
+ mes "We exchange information with our colleagues in Morroc on a regular basis, but we haven't heard from them for a while.";
+ mes "How'd you like to go gather some information for me?";
+ mes "It should be simple, so you I hope you'll be able to handle this.";
+ next;
+ mes "[Mr. Kidd]";
+ mes "At Southwest Morroc, you'll find an underground tavern.";
+ mes "Go find ^4d4dffRin^000000.";
+ mes "Tell her I've sent you, and she'll take care of you.";
+ set mao_morocc2,4;
+ changequest 7012,7015;
+ close2;
+ break;
+ }
+ break;
+ case 2:
+ mes "[Mr. Kidd]";
+ mes "If you don't have any business here, then step aside. It's too dangerous.";
+ mes "You might not be able to return to this world if you enter a route that hasn't been properly identified.";
+ close2;
+ break;
+ }
+ }
+ else if (mao_morocc2 == 2) {
+ cutin "moc2_kid02",2;
+ mes "[Mr. Kidd]";
+ mes "I guess she forced you to do this, huh? Don't worry; you're not the first victim of her bossiness.";
+ mes "You should tell her if you really don't want to work for me.";
+ close2;
+ }
+ else if (mao_morocc2 == 3) {
+ cutin "moc2_kid05",2;
+ mes "[Mr. Kidd]";
+ mes "I can tell you aren't so happy with this, huh?";
+ mes "While you're here, why don't you help us out and see where it goes?";
+ mes "Don't worry, I won't give you a hard time...";
+ next;
+ cutin "mocseal_kid01",2;
+ mes "[Mr. Kidd]";
+ mes "......";
+ mes "I don't know if Echinacea told you this already, but we are here to follow the traces of Satan Morocc.";
+ next;
+ mes "[Mr. Kidd]";
+ mes "Some of us are here in the Ash Vacuum, and the rest are on the Rune Midgard Continent.";
+ next;
+ mes "[Mr. Kidd]";
+ mes "We exchange information with our colleagues in Morroc on a regular basis, but we haven't heard from them for a while.";
+ next;
+ mes "[Mr. Kidd]";
+ mes "How'd you like to go gather some information for me?";
+ mes "It should be simple, so you I hope you'll be able to handle this.";
+ next;
+ mes "[Mr. Kidd]";
+ mes "At Southwest Morroc, you'll find an underground tavern.";
+ mes "Go find ^4d4dffRin^000000.";
+ mes "Tell her I've sent you, and she'll take care of you.";
+ set mao_morocc2,4;
+ changequest 7014,7015;
+ close2;
+ }
+ else if ((mao_morocc2 == 4) || (mao_morocc2 == 5)) {
+ cutin "mocseal_kid01",2;
+ mes "[Mr. Kidd]";
+ mes "Let me explain one more time.";
+ mes "Go speak to Rin in an underground tavern at Southwest Morroc.";
+ mes "You won't miss the tavern if you look for a boy named Jack standing out the front.";
+ close2;
+ }
+ else if ((mao_morocc2 > 5) && (mao_morocc2 < 9)) {
+ cutin "moc2_kid03",2;
+ mes "[Mr. Kidd]";
+ mes "Are you helping Rin?";
+ mes "..I see.";
+ close2;
+ }
+ else if (mao_morocc2 == 9) {
+ if ((countitem(6029) == 1) && (countitem(6027) == 1)) {
+ cutin "mocseal_kid01",2;
+ mes "[Mr. Kidd]";
+ mes "I heard Rin is wounded and bedridden...";
+ mes "What happened?";
+ next;
+ mes "- Instead of an answer, you gave him Rin's journal and the bloody crystal.-";
+ next;
+ mes "[Mr. Kidd]";
+ mes "...A journal? I see. Hopefully this'll help me understand the situation..";
+ mes "Hmm...";
+ next;
+ mes "......";
+ next;
+ mes "......";
+ mes "............";
+ next;
+ cutin "moc2_kid03",2;
+ mes "[Mr. Kidd]";
+ mes "*Sigh*..";
+ mes "So Rayan has finally been located, huh?";
+ mes "There was a skirmish at the mountain, and.. a raid...";
+ mes "..So, how is she?";
+ next;
+ select("Huh?");
+ cutin "mocseal_kid01",2;
+ mes "[Mr. Kidd]";
+ mes "I mean Rin. How is she?";
+ mes "Is she seriously wounded?";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "She needs to spend some time in bed,";
+ mes "but she's conscious and still in one piece.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "She seems to have no problem taking care of herself,";
+ mes "but I'm worried because sometimes she looks extremely exhausted. She mentioned that her vision blurs when she's very tired..";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Don't worry; I don't think it's serious because she still had the strength to yell while writing that journal.";
+ next;
+ cutin "moc2_kid03",2;
+ mes "[Mr. Kidd]";
+ mes "..Wh.. Who said I'm worried?";
+ mes "I asked about her because I don't want her injury to interfere with our schedule.";
+ next;
+ mes "[Mr. Kidd]";
+ mes "As for you, I want you to come back later.";
+ mes "You're my assistant, remember?";
+ mes "I need you to substitute for Rin until she recovers..";
+ mes "Is that understood?";
+ next;
+ cutin "moc2_kid05",2;
+ mes "[Mr. Kidd]";
+ mes "Hm, thanks for all your help.";
+ mes "Now, would you leave me alone for a while? I need to write a report based on the findings in this journal.";
+ delitem 6029,1; //Morocc_Tracing_Log
+ delitem 6027,1; //Crystal_Of_Feardoom
+ set mao_morocc2,10;
+ getexp 20000,1000;
+ changequest 7018,7019;
+ close2;
+ }
+ else {
+ //custom translation
+ mes "[" + strcharinfo(0) + "]";
+ mes "Now where did I put Rin's journal and the bloody crystal...";
+ close2;
+ }
+ }
+ else if (mao_morocc2 == 10) {
+ mes "Kidd is standing at the side of the space gap, leafing through the journal's pages and taking notes.";
+ mes "The 'Bloody Crystal of Darkness' is sitting aside, and remains untouched.";
+ next;
+ mes "I feel the crystal resonating with the space gap.";
+ mes "I suddenly have the urge to touch the crystal...";
+ next;
+ mes "[Mr. Kidd]";
+ mes "Err? What are you trying to do?";
+ next;
+ if ($@moc_mao_gate1 == 0) {
+ warp "que_dan01",32,27;
+ set $@moc_mao_gate1,1;
+ end;
+ }
+ else {
+ mes "[" + strcharinfo(0) + "]";
+ mes "No, nothing.";
+ mes "I'm sorry if I bothered you while you were writing your report.";
+ next;
+ mes "- Kidd stopped you from touching the crystal, but somehow, it still captivates you. -";
+ close2;
+ }
+ }
+ else if ((mao_morocc2 == 11) || (mao_morocc2 == 12)) {
+ cutin "moc2_kid02",2;
+ mes "[Mr. Kidd]";
+ mes "..Are.. Are you alright?";
+ mes "What just happened?";
+ next;
+ select("Err.. Huh?!");
+ mes "[" + strcharinfo(0) + "]";
+ mes "..Err?";
+ mes "..Kidd? Someone was calling my name...";
+ mes "Rin! Where's Rin? What about Rayan?";
+ next;
+ mes "[Mr. Kidd]";
+ mes "Rin? Rayan?";
+ mes "What are you talking about?";
+ mes "Where the hell have you been?";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "What do you mean..";
+ mes "Where I've been?";
+ mes "..Oh yeah, I saw Rin fighting Rayan.";
+ mes "She was defeated by magic, and then disappeared...";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Ah?! Ah! Right!";
+ mes "I heard your voice once I found a strange scroll.";
+ mes "The scroll!";
+ next;
+ mes "- Ignoring the confused look on Mr. Kidd's face, you searched your pockets, and found the mysterious scroll. -";
+ next;
+ mes "- It wasn't a dream after all... What you saw actually happened. -";
+ mes "- You show Kidd the scroll and tell him what happened. -";
+ next;
+ cutin "mocseal_kid01",2;
+ mes "[Mr. Kidd]";
+ mes "... ..";
+ mes ".. Basically,";
+ mes "you found this from a member of Rayan's gang?";
+ next;
+ mes "[Mr. Kidd]";
+ mes "I know what this is:";
+ mes "it's a scroll containing a magic spell that can be used by anyone, even if they aren't trained as mages.";
+ next;
+ cutin "moc2_kid04",2;
+ mes "[Mr. Kidd]";
+ mes "Hmm, this scroll is sealed and needs some kind of pass code to use it.";
+ mes "I'll consult with the camp scholars about this scroll later.";
+ next;
+ cutin "mocseal_kid01",2;
+ mes "[Mr. Kidd]";
+ mes "By the way, I saw you touch this 'Bloody Crystal of Darkness.'";
+ mes "There was a bright flash of light around you, and then you were suddenly drawn into the space gap.";
+ next;
+ mes "[Mr. Kidd]";
+ mes "I thought I was just seeing things, but it's obvious now that it really happened.";
+ mes "You were actually in the past for a little while there.";
+ next;
+ mes "[Mr. Kidd]";
+ mes "I'm afraid this space gap hides bigger secrets than we thought.";
+ mes "..It not only warps space, but also time ...";
+ next;
+ select("It warps space and time?");
+ cutin "moc2_kid03",2;
+ mes "[Mr. Kidd]";
+ mes "Forget it. I was just thinking out loud.";
+ mes "From now on, we should be extra careful about letting anything into this space gap. I need to report this incident to upper management.";
+ next;
+ mes "[Mr. Kidd]";
+ mes "I'm sorry, but can you ask a scholar about this spell scroll?";
+ mes "If you don't know which scholar you should consult, then you'd better ^4d4dffask Echinacea^000000";
+ next;
+ mes "[Mr. Kidd]";
+ mes "Thanks in advance.";
+ set mao_morocc2,13;
+ changequest 7021,7022;
+ close2;
+ }
+ else if ((mao_morocc2 == 13) || (mao_morocc2 == 14)) {
+ cutin "mocseal_kid01",2;
+ mes "[Mr. Kidd]";
+ mes "Did you find a scholar to ask about the scroll?";
+ mes "Huh? Not yet?";
+ mes "If you don't know which scholar to consult, then you'd better ask Echinacea.";
+ close2;
+ }
+ else if (mao_morocc2 == 15) {
+ cutin "mocseal_kid01",2;
+ mes "[Mr. Kidd]";
+ mes "So this scroll is from Arunafeltz, huh?";
+ mes "Is that why you're gathering items to unseal the scroll?";
+ next;
+ cutin "moc2_kid03",2;
+ mes "[Mr. Kidd]";
+ mes "I see...";
+ next;
+ mes "- Kidd is lost in thought. -";
+ mes "- Let's bring Defaria the items to unseal the spell scroll. -";
+ close2;
+ }
+ else if (mao_morocc2 == 16) {
+ cutin "moc2_kid05",2;
+ mes "[Mr. Kidd]";
+ mes "Keep up the good work, adventurer.";
+ close2;
+ }
+ else if (mao_morocc2 == 17) {
+ if (countitem(14595) > 0) {
+ cutin "mocseal_kid01",2;
+ mes "[Mr. Kidd]";
+ mes "This must be the spell scroll, huh?";
+ mes "It contains a teleportation spell";
+ mes "that will send the user to a specific location.. Hmm...";
+ next;
+ cutin "moc2_kid03",2;
+ mes "[Mr. Kidd]";
+ mes "You said you've heard Rayan ordering others to come to a certain place.";
+ mes "If the spell of this scroll leads to that place..";
+ mes ".... . No, it's too dangerous.";
+ next;
+ cutin "mocseal_kid01",2;
+ mes "[Mr. Kidd]";
+ mes "Then again.. Somebody will have to go there eventually..";
+ mes "... .. .. .";
+ next;
+ select("Why are you looking at me?!");
+ cutin "moc2_kid05",2;
+ mes "[Mr. Kidd]";
+ mes "You're my assistant, aren't you?";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes ".... .....";
+ mes "......";
+ next;
+ cutin "moc2_kid04",2;
+ mes "[Mr. Kidd]";
+ mes ".Alright, then. Would you rather capture reincarnations of Morroc and collect their remnants?";
+ mes "Scholars suspect the recent space-time phenomenon has been caused by the 'Bloody Crystals of the Darkness,'";
+ mes "so they want to study the crystals, which they believe are remnants of the of Morroc's reincarnations.";
+ next;
+ mes "[Mr. Kidd]";
+ mes "That sounds way more dangerous, doesn't it? Go check that place out instead.";
+ mes "Both those missions are dangerous, but I think you'll be risking your life less by checking out that place.";
+ next;
+ cutin "mocseal_kid01",2;
+ mes "[Mr. Kidd]";
+ mes "Now, listen. Use the spell scroll to teleport there, and then investigate the area. Find some clues.";
+ mes "Don't fight them.";
+ mes "Don't put yourself in danger, and retreat when things get too dangerous.";
+ next;
+ mes "[Mr. Kidd]";
+ mes "By the time you come back,";
+ mes "we should have figured out the cause of the strange phenomenon near this space gap.";
+ mes "We'll think about everything else after you come back, alright?";
+ close2;
+ }
+ else {
+ cutin "mocseal_kid01",2;
+ mes "[Mr. Kidd]";
+ mes "Where's the scroll? Did you use it?";
+ next;
+ switch(select("Yes.:No.")) {
+ case 1:
+ mes "[Mr. Kidd]";
+ mes "That scroll contains a teleportation spell.";
+ mes "Using it will lead you to a place that has something to do with them.";
+ mes "You're supposed to gather some clues once you're there.";
+ next;
+ mes "[Mr. Kidd]";
+ mes "..I guess you haven't found any clues.";
+ mes "Do you remember the location of that place?";
+ mes "Why don't you go it check out again?";
+ next;
+ mes "[Mr. Kidd]";
+ mes "I'm sure you'll find something.";
+ mes "Yes, there must be some sort of clue there.";
+ mes "Do you understand?";
+ close2;
+ break;
+ case 2:
+ mes "[Mr. Kidd]";
+ mes "That scroll contains a teleportation spell.";
+ mes "Using it will lead you to a place that has something to do with them.";
+ mes "You're supposed to gather some clues once you're there.";
+ next;
+ mes "[Mr. Kidd]";
+ mes "If you lost the scroll, I expect you to find that place at any cost.";
+ mes "Is that clear?";
+ close2;
+ break;
+ }
+ }
+ }
+ else if (mao_morocc2 == 18) {
+ cutin "mocseal_kid01",2;
+ mes "[Mr. Kidd]";
+ mes "Did you find any clues?";
+ mes "What did you find over there?";
+ next;
+ mes "- You interrupted Mr. Kidd, and told him what you heard from the basement in the empty house near the national border. -";
+ next;
+ mes "[Mr. Kidd]";
+ mes "..Are you sure?";
+ mes "And the location is.. Okay, I got it.";
+ mes "Thanks.";
+ next;
+ cutin "moc2_kid03",2;
+ mes "[Mr. Kidd]";
+ mes "Can you go back and spy on them a bit more?";
+ mes "I'll follow you as soon as I report these findings to the higher-ups.";
+ set mao_morocc2,19;
+ changequest 7027,7028;
+ close2;
+ }
+ else if (mao_morocc2 == 19) {
+ cutin "mocseal_kid01",2;
+ mes "[Mr. Kidd]";
+ mes "They must be having a serious internal dispute,";
+ mes "meaning it's the perfect time for us to raid them.";
+ mes "Keep monitoring them for me, alright?";
+ close2;
+ }
+ else if (mao_morocc2 == 20) {
+ cutin "mocseal_kid01",2;
+ mes "[Mr. Kidd]";
+ mes "..Phew, now I've seen everything.";
+ mes "Oh, hey!";
+ next;
+ select("Where's Rayan?");
+ cutin "moc2_kid03",2;
+ mes "[Mr. Kidd]";
+ mes "He's locked up in the basement, and Rin is interrogating him.";
+ mes "You know, she's the best interrogator we've got. There'll be no escape for that guy ..";
+ next;
+ cutin "moc2_kid05",2;
+ mes "[Mr. Kidd]";
+ mes "..Wait, what if the same thing happens..?";
+ mes "No way, that's not possible..";
+ next;
+ mes "[Mr. Kidd]";
+ mes "The crystal no longer resonates with the space gap.";
+ mes "Now it's exactly the same as a regular Crystal of Darkness.";
+ next;
+ mes "[Mr. Kidd]";
+ mes "That means, the phenomenon that you've experienced with the 'Bloody Crystal of Darkness' can't be..";
+ mes ".........";
+ next;
+ select("Can't be explained?");
+ cutin "mocseal_kid01",2;
+ mes "[Mr. Kidd]";
+ mes "..I guess not. It might have resonated to your mana or wavelength.";
+ mes "Why don't you carry it with you? Let me know if you experience any strange phenomenon again.";
+ next;
+ mes "[Mr. Kidd]";
+ mes "Oh, and please bring ^4d4dffthis journal to Rin^000000.";
+ mes "This will be your last assignment from me.";
+ set mao_morocc2,21;
+ getitem 6027,1; //Crystal_Of_Feardoom
+ getitem 6029,1; //Morocc_Tracing_Log
+ changequest 7029,7030;
+ next;
+ mes "[Mr. Kidd]";
+ mes "..Do you have any questions?";
+ next;
+ switch(select("Is this an exchange journal?:Why should I carry the crystal?:What is this last assignment?")) {
+ case 1:
+ cutin "moc2_kid04",2;
+ mes "[Mr. Kidd]";
+ mes "..No, not at all.";
+ mes "We're just using one journal to record each other's work.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Why can't you use separate journals and then combine them later?";
+ next;
+ cutin "mocseal_kid01",2;
+ mes "[Mr. Kidd]";
+ mes "......";
+ mes "Ask Echinacea. I'm just doing what the boss tells me to do.";
+ mes "Using one set journal is a good way to keep in contact and accumulate a history of work in chronological order.";
+ next;
+ mes "[Mr. Kidd]";
+ mes "We came up with the idea to share our experiences";
+ mes "and understand any relation between incidents";
+ mes "as quickly and easily as possible..";
+ next;
+ mes "[Mr. Kidd]";
+ mes "I know it's a little bit counterproductive, but I'm satisfied with the quality of information shared between us.";
+ mes "The notes that Rin has absent-mindedly written down can turn out to be great clues for me..";
+ next;
+ cutin "moc2_kid05",2;
+ mes "[Mr. Kidd]";
+ mes "Yeah, I agree that the journal looks pretty disorganized.";
+ next;
+ break;
+ case 2:
+ cutin "moc2_kid04",2;
+ mes "[Mr. Kidd]";
+ mes "... Intuition... I guess?";
+ mes "... These kind of things.";
+ next;
+ break;
+ case 3:
+ cutin "mocseal_kid01",2;
+ mes "[Mr. Kidd]";
+ mes "Rayan has already been caught, so the task to locate him and Rin is already done.";
+ mes "You were just an assistant to start with.";
+ next;
+ break;
+ }
+ cutin "moc2_kid03",2;
+ mes "[Mr. Kidd]";
+ mes "Anyways, please deliver the journal to her safely.";
+ mes "I'm still not done yet; Echinacea already has another task for me..";
+ mes "..*Sigh*..";
+ close2;
+ }
+ else if (mao_morocc2 == 21) {
+ cutin "mocseal_kid01",2;
+ mes "[Mr. Kidd]";
+ mes "I asked you to deliver the journal to Rin.";
+ mes "You didn't forget it, did you?";
+ mes "...";
+ next;
+ mes "[Mr. Kidd]";
+ mes "By the way, I'm still not convinced that we've captured the real Rayan.";
+ mes "Will you tell Rin to write down the results of her interrogation in the journal?";
+ next;
+ mes "[Mr. Kidd]";
+ mes "Of course, I'm pretty sure she'll do it without me reminding her.";
+ close2;
+ }
+ else if ((mao_morocc2 > 21) && (mao_morocc2 < 31)) {
+ cutin "mocseal_kid01",2;
+ mes "[Mr. Kidd]";
+ mes "You don't have to report everything to me.";
+ mes "I can check the journal later.";
+ mes "Why don't you go assist Rin for now?";
+ close2;
+ }
+ else if ((mao_morocc2 > 30) && (mao_morocc2 < 104)) {
+ cutin "moc2_kid05",2;
+ mes "[Mr. Kidd]";
+ mes "..Things didn't turn out exactly as we hoped, but there's nothing we can do for now.";
+ mes "Thank you for your service;";
+ mes "you've been of great help to us.";
+ close2;
+ }
+ else if (mao_morocc2 == 104) {
+ if (countitem(549) > 1) {
+ cutin "mocseal_kid01",2;
+ mes "[Mr. Kidd]";
+ mes "What's up?";
+ mes "I told you that I won't have any more work available for you. Well, for a good while, anyway..";
+ next;
+ select("Want a snack?:Mr. Defaria has sent me.");
+ cutin "moc2_kid05",2;
+ mes "[Mr. Kidd]";
+ mes "..I guess he's finally made a fire, huh?";
+ mes "Tell him thanks for these sweet potatoes.";
+ delitem 549,2; //Nice_Sweet_Potato
+ set mao_morocc2,105;
+ next;
+ switch(select("Ask about Dandelion.:Ask about Arunafeltz.")) {
+ case 1:
+ cutin "moc2_kid03",2;
+ mes "[Mr. Kidd]";
+ mes "I'm indebted to them, but they all died before I had a chance to pay them back.";
+ next;
+ mes "[Mr. Kidd]";
+ mes "If you're asking about my political opinion, I'm not going to answer.";
+ mes "This isn't something with which I can interfere.";
+ next;
+ cutin "moc2_kid04",2;
+ mes "[Mr. Kidd]";
+ mes "My personal opinion?";
+ mes "Let me tell you that, from their point of view; their one last chance was destroyed.";
+ mes "They're probably too ashamed to even talk about it.";
+ next;
+ mes "[Mr. Kidd]";
+ mes "Let our diplomats use that fact to their advantage, alright?";
+ close2;
+ break;
+ case 2:
+ cutin "mocseal_kid01",2;
+ mes "[Mr. Kidd]";
+ mes "Nothing.";
+ mes "I have no comments.";
+ mes "No conflicts have arisen recently, either.";
+ next;
+ cutin "moc2_kid04",2;
+ mes "[Mr. Kidd]";
+ mes "Besides, nationality isn't important to us.";
+ mes "What's important is whether or not they're our enemies, and whether or not they're the target of our missions.";
+ close2;
+ break;
+ }
+ }
+ else {
+ mes "[" + strcharinfo(0) + "]";
+ mes "Err? I don't have two Nice Sweet Potatoes..";
+ mes "Where can I get those?";
+ close2;
+ }
+ }
+ else if (mao_morocc2 > 104) {
+ cutin "mocseal_kid01",2;
+ mes "[Mr. Kidd]";
+ mes "Don't try to understand everything.";
+ mes "A mission is just a mission.";
+ mes "Don't get too emotional or curious about it.";
+ close2;
+ }
+ else {
+ cutin "mocseal_kid01",2;
+ mes "[Mr. Kidd]";
+ mes "...You'd better not approach the space gap off the official route.";
+ mes "If you're not authorized, then turn away. This thing is too dangerous for capricious exploration.";
+ close2;
+ }
+ cutin "mocseal_kid01",255;
+ end;
+
+OnInit:
+ set $@moc_mao_gate1,0; //Global Variable
+ end;
+}
+
+mid_camp,205,312,0 script #moc2_talkevent01 -1,1,1,{
+//OnTouch2:
+OnTouch:
+ if (mao_morocc2 == 11) {
+ mes "[Mr. Kidd]";
+ mes "" + strcharinfo(0) + "? " + strcharinfo(0) + "?!";
+ mes "Wake up!";
+ set mao_morocc2,12;
+ close;
+ }
+}
+
+mid_camp,256,272,3 script Defaria#moc2 897,{
+ if (checkweight(714,1) == 0) {
+ mes "- You cannot proceed with the quest when you're carrying too many items with you. -";
+ close;
+ }
+ if (mao_morocc2 < 14) {
+ mes "[Defaria]";
+ mes "Please step aside.";
+ mes "I'm experiencing a turning point in my life right now.";
+ mes ".....";
+ specialeffect EF_BEGINSPELL2;
+ next;
+ mes "- The fire sparked, but then it immediatly blew out. -";
+ specialeffect EF_FIREARROW,AREA,"Wet Firewood#moc2";
+ next;
+ mes "[Defaria]";
+ mes "...............";
+ mes "You know, that was my ninety-third attempt to make a fire with wet firewood.";
+ next;
+ mes "[Defaria]";
+ mes "Wait, was that the ninty fourth ot ninety fifth?";
+ mes "..I've.. I've lost count.";
+ close;
+ }
+ else if (mao_morocc2 == 14) {
+ mes "[Defaria]";
+ mes "Please step aside.";
+ mes "I'm experiencing a turning point in my life right now.";
+ mes "......";
+ specialeffect EF_BEGINSPELL2;
+ next;
+ mes "- The fire sparked, but then it immediately blew out.-";
+ specialeffect EF_FIREARROW,AREA,"Wet Firewood#moc2";
+ next;
+ mes "[Defaria]";
+ mes "...............";
+ mes "Are you also here...............";
+ mes "to make fun of my stupid attempt to roast these sweet potatoes with wet firewood?";
+ next;
+ select("...No.");
+ mes "[Defaria]";
+ mes "..No? Then what brings you here?";
+ mes "..Huh?";
+ mes "A spell scroll? May I see?";
+ next;
+ mes "[Defaria]";
+ mes "..Isn't.. Isn't this?!";
+ mes "..Hmm..";
+ mes "Eek..So Echinacea referred you to me, huh?";
+ mes "...Does that means she knows everything...?";
+ next;
+ mes "[Defaria]";
+ mes "..Alright then, I'll tell you.";
+ mes "As you can see, this scroll is sealed.";
+ mes "It can only be unsealed by a secret method.";
+ mes "..And..";
+ next;
+ mes "[Defaria]";
+ mes "..It is from...";
+ mes "..Arunafeltz.";
+ mes "The way it's sealed is the same method used by the temple...";
+ next;
+ mes "[Defaria]";
+ mes "I don't know how you've gotten this scroll,";
+ mes "..but I'll try to help you on behalf of the respectable scholars of Arunafeltz.";
+ next;
+ mes "[Defaria]";
+ mes "But remember; I'm not doing this officially. Please don't make me disgrace my country by helping you. Do you understand what I'm saying?";
+ next;
+ switch(select("Got it.:No.")) {
+ case 1:
+ mes "[Defaria]";
+ mes "Good. Then I expect you to help me by gathering the items I need to unseal the scroll:";
+ mes "^4d4dff30 Holy Waters, Runes of Darkness, and Bloody Runes^000000.";
+ next;
+ mes "[Defaria]";
+ mes "I'll be waiting for your return.";
+ set mao_morocc2,15;
+ changequest 7023,7024;
+ close;
+ case 2:
+ mes "[Defaria]";
+ mes "At first, you looked like someone who is reliable and understands the difference between official and private matters.";
+ mes "Your answer just proved me wrong.";
+ mes "Echinacea must be getting desperate if she's asking people like you for help.";
+ close;
+ }
+ }
+ else if (mao_morocc2 == 15) {
+ if ((countitem(523) > 29) && (countitem(7511) > 29) && (countitem(7563) > 29) && (countitem(6028) > 0)) {
+ mes "[Defaria]";
+ mes "Oh, you've brought everything!";
+ mes "Good, it wasn't hard, was it?";
+ mes "Okay, can you come back in a little bit?";
+ delitem 523,30; //Holy_Water
+ delitem 7511,30; //Rune_Of_Darkness
+ delitem 7563,30; //Bloody_Rune
+ delitem 6028,1; //Seal_Scroll
+ set mao_morocc2,16;
+ changequest 7024,7025;
+ close;
+ }
+ else {
+ mes "[Defaria]";
+ mes "To unseal the scroll,";
+ mes "I need ^4d4dff30 Holy Waters, Runes of the Darkness, and Bloody Runes^000000.";
+ mes "Don't forget to bring the spell scroll along with them.";
+ next;
+ mes "[Defaria]";
+ mes "While you're gathering the items, I'll be roasting my sweet potatoes.";
+ mes "If I could only make this fire work...";
+ close;
+ }
+ }
+ else if (mao_morocc2 == 16) {
+ if (rand(1,3) == 2) {
+ mes "[Defaria]";
+ mes "Welcome back; you came at the perfect time.";
+ mes "First, this spell scroll contains a teleportation spell.";
+ mes "You know what teleportation is, don't you?";
+ next;
+ mes "[Defaria]";
+ mes "You know,";
+ mes "it's a spell that instantly moves you to a different location.";
+ mes "That's the spell contained in this scroll.";
+ next;
+ mes "[Defaria]";
+ mes "The only difference is..";
+ mes "This scroll will teleport you to a specific location.";
+ mes "Such scrolls are generally used by ^4d4dfforganizations to gather their members^000000.";
+ next;
+ mes "[Defaria]";
+ mes "I don't know where this scroll will lead you..";
+ mes "You'll be the one using this scroll. Am I right?";
+ mes "Here, please take this.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "'To gather members..?'";
+ mes "..Right! I remember";
+ mes "Rayan mentioned a gathering somewhere!";
+ mes "So this scroll will take me to that meeting?";
+ next;
+ mes "[Defaria]";
+ mes "Um, do you mind? Would you stop talking to yourself and just leave already?";
+ mes "I'm sorry, but this old man needs some rest, alright?";
+ set mao_morocc2,17;
+ getitem 14595,1; //Unsealed_Magic_Spell
+ changequest 7025,7026;
+ close;
+ }
+ else {
+ mes "[Defaria]";
+ mes "Don't be so impatient.";
+ mes "You can come back later.";
+ mes "It'll take some time.";
+ close;
+ }
+ }
+ else if (mao_morocc2 == 17) {
+ mes "[Defaria]";
+ mes "What are you so worried about?";
+ mes "You'll see how it works as soon as you use it.";
+ close;
+ }
+ else if (mao_morocc2 == 101) {
+ mes "[" + strcharinfo(0) + "]";
+ mes "....";
+ next;
+ mes "[Defaria]";
+ mes "..Huh? What do you want?";
+ next;
+ input .@input$;
+ if (.@input$ == "Dandelion") {
+ mes "[Defaria]";
+ mes "..I know they're involved in this case, but";
+ mes "we shouldn't talk about them.";
+ next;
+ switch(select("Just tell me what you know.:Alright..:")) {
+ case 1:
+ mes "[Defaria]";
+ mes "Why should I go through all that trouble?";
+ mes "You can go and ask Echinaea.";
+ mes "This old man needs some rest, alright?";
+ next;
+ select("I'll do anything for you.");
+ mes "[Defaria]";
+ mes "Anything?";
+ mes "Are you serious?";
+ next;
+ switch(select("Haha, got you!:Yes!")) {
+ case 1:
+ mes "[Defaria]";
+ mes "What th--! How dare you fool an old man!";
+ mes "You little punk!";
+ specialeffect2 EF_HIT2;
+ percentheal -10,0;
+ next;
+ mes "[Defaria]";
+ mes "I may be old,";
+ mes "but I'm a representative of great Arunafeltz's scholars!";
+ mes "It's a mistake to trifle with me like that!";
+ specialeffect2 EF_HIT2;
+ percentheal -10,0;
+ next;
+ mes "[Defaria]";
+ mes "Did you think I'm stupid just because I was trying to make a fire with wet firewood?!";
+ mes "..*Pant Pant*.. Phew, even yelling tires me out..";
+ close;
+ case 2:
+ mes "[Defaria]";
+ mes "Then...";
+ mes "..Umm.. Can you bring me some Logs?";
+ mes "..And some sweet potatoes too, if you don't mind.";
+ next;
+ select("Sure thing. How many?");
+ mes "[Defaria]";
+ mes "..Let's see..";
+ mes "I need sweet potatoes for me, Mr. Kidd, and Echi.. Umm..";
+ mes "..And then I need.. Yes!";
+ next;
+ mes "[Defaria]";
+ mes "Please bring me ^4d4dff20 Sweet Potatoes and 30 Logs^000000.";
+ mes "I'll be waiting for your return.";
+ set mao_morocc2,102;
+ changequest 7037,7038;
+ close;
+ }
+ case 2:
+ mes "[Defaria]";
+ mes "You seem to give up really easily.";
+ mes "I don't blame you. Sometimes giving up is the best decision,";
+ mes "not to mention that it takes a certain kind of courage.";
+ next;
+ mes "[Defaria]";
+ mes "For example, Tarous that know when to abandon their hopes of getting cheese, you know, the bait in traps, are the hardest ones to catch. You know?";
+ mes "..Hahaha!";
+ close;
+ }
+ }
+ else if (.@input$ == "Arunafeltz") {
+ mes "[Defaria]";
+ mes ".. Arunafeltz..?";
+ mes "Yes, I'm from Arunafeltz..";
+ mes "So what?";
+ close;
+ }
+ else {
+ mes "[Defaria]";
+ mes "Be more specific about your question,";
+ mes "and stop being so ambiguous.";
+ close;
+ }
+ }
+ else if (mao_morocc2 == 102) {
+ if ((countitem(516) > 19) && (countitem(7201) > 29)) {
+ mes "[Defaria]";
+ mes "Oh, you've really brought what I wanted!";
+ mes "Please give them to me..";
+ mes "No, wait, can you pile them on the firewood over there?";
+ next;
+ mes "[Defaria]";
+ mes "Make it a nice, neat pile, please.";
+ mes "..Oh, you forgot to put the sweet potatoes on top.";
+ mes "Yes, good. That's perfect.";
+ next;
+ mes "[Defaria]";
+ mes "..Hopefully I can make a fire with your nice logs....";
+ specialeffect EF_BEGINSPELL2;
+ next;
+ specialeffect EF_FIREWALL,AREA,"Wet Firewood#moc2";
+ specialeffect EF_TORCH,AREA,"Wet Firewood#moc2";
+ mes "[Defaria]";
+ mes "Oh, this is as great as I'd hoped!";
+ mes "I guess my magic hasn't gotten that rusty after all..";
+ delitem 516,20; //Sweet_Potato
+ delitem 7201,30; //Log
+ set mao_morocc2,103;
+ close;
+ }
+ else {
+ mes "[Defaria]";
+ mes "If you want me to do you a favor, then";
+ mes "you should bring me ^4d4dff20 Sweet Potatoes and 30 Logs^000000 in return.";
+ close;
+ }
+ }
+ else if (mao_morocc2 == 103) {
+ mes "- Defaria is blowing on a roast sweet potato, peeling off it's skin. -";
+ next;
+ select("Excuse me, sir...");
+ mes "[Defaria]";
+ mes "What..?";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Didn't you forget something?";
+ mes ".. Dandelion? I wanted you to tell me what you knew.";
+ mes "I was hoping you'd remember something about Dandelion.";
+ next;
+ mes "[Defaria]";
+ mes "..So,";
+ mes "do you want me to confirm";
+ mes "if Dandelion is really supported by Arunafeltz?";
+ next;
+ mes "[Defaria]";
+ mes "Umm.. I don't know what to say.. I don't feel comfortable talking about politics.";
+ next;
+ mes "[Defaria]";
+ mes "..Do you mind delivering these to Mr. Kidd?";
+ next;
+ mes "- Defaria has given you 2 Nice Sweet Potatoes. -";
+ set mao_morocc2,104;
+ getitem 549,2; //Nice_Sweet_Potato
+ changequest 7038,7039;
+ close;
+ }
+ else if (mao_morocc2 == 104) {
+ mes "[Defaria]";
+ mes "Um, I just told you to deliver those sweet potatoes to Mr. Kidd.";
+ close;
+ }
+ else if (mao_morocc2 == 105) {
+ mes "[Defaria]";
+ mes "Say, did he like them?";
+ mes "Hahaha..";
+ mes "... ... ";
+ next;
+ mes "[Defaria]";
+ mes "Dandelion was like a ghost.";
+ mes "There are many different types of people in this world.";
+ mes "Some people want war while others are against it.";
+ next;
+ mes "[Defaria]";
+ mes "The Dandelions were the former case.";
+ mes "Those right-ists believed in a distorted patriotism. They thought shedding blood was the only way to make peace.";
+ next;
+ mes "[Defaria]";
+ mes "They organized Dandelion,";
+ mes "and they happened to ally themselves with the warmongers in the government.";
+ next;
+ mes "[Defaria]";
+ mes "That's how they grew so strong.";
+ mes "At first, their purpose was limited to gathering intel and spying on other countries.";
+ mes "This is just what I think, but the right information can cause chaos in a country.";
+ next;
+ select("Then what..?");
+ mes "[Defaria]";
+ mes "Can't you see it by now? Isn't it obvious?";
+ mes "Well, if you can't take care of your own problems,";
+ mes "then you won't be able to handle your enemies.";
+ next;
+ select("So Arunafeltz planned all this!");
+ mes "[Defaria]";
+ mes "No, it isn't that simple. The world isn't just black and white, you know?";
+ mes "Just bring these to Echinacea, will you?";
+ mes "They're cooked very well.";
+ next;
+ mes "- You have received 2 steaming hot Nice Sweet Potatoes. -";
+ set mao_morocc2,106;
+ getitem 549,2; //Nice_Sweet_Potato
+ changequest 7039,7040;
+ close;
+ }
+ else if (mao_morocc2 == 106) {
+ mes "[Defaria]";
+ mes "I told you to deliver those cooked sweet potatoes to Echinacea.";
+ mes "Don't eat them, alright?";
+ close;
+ }
+ else if (mao_morocc2 == 107) {
+ mes "[Defaria]";
+ mes "Muhahahaha!";
+ mes "Did Echinacea really say that?";
+ mes "She's an executive of the Rune-Midgarts army.";
+ mes "I can tell that what she said came from the bottom of her heart.";
+ next;
+ mes "[Defaria]";
+ mes "I'm relieved that things turned out this way.";
+ mes "After all, they're the reason why the three countries decided to cooperate.";
+ mes "Of course, it's too early to say if the cooperation will last long.";
+ next;
+ mes "[Defaria]";
+ mes "I just hope that the three countries will use this chance to form lasting, friendly relationships. Wouldn't that be great for the sake of everyone in the world?";
+ mes "Hrrm, but I'm not holding my breath for world peace.";
+ next;
+ mes "[Defaria]";
+ mes "I'm just a mere human who can't foresee the future, you know?";
+ mes "..Hahaha..";
+ next;
+ mes "[Defaria]";
+ mes "Ah, your sweet potatoes are now roasted very well.";
+ mes "Here, enjoy them.";
+ mes "Thank you for trying so hard to please this whimsical old man.";
+ set mao_morocc2,108;
+ getitem 633,5; //Baked_Yam
+ completequest 7041;
+ close;
+ }
+ else if (mao_morocc2 > 108) {
+ mes "- Defaria is lost in thought, standing with a poker in one hand";
+ mes "and a sweet potato in the other. -";
+ next;
+ mes "- Sometimes, he looks to the sky, sighs, and then says, 'I'm envious of young people these days ..'";
+ mes "or something like 'I don't care anymore, no matter what happens.' -";
+ next;
+ mes "- It sounds like he's having some pretty deep moments, so let's not disturb him. -";
+ close;
+ }
+ else {
+ mes "[Defaria]";
+ mes "Please leave me alone unless you have extremely important business with me.";
+ mes "I have so many things that I want to do...";
+ close;
+ }
+}
+
+mid_camp,255,269,0 script Wet Firewood#moc2 844,{
+ if (mao_morocc2 > 102) {
+ mes "You've found some half-burnt logs of high quality.";
+ mes "It seems somebody already roasted sweet potatoes with these logs.";
+ close;
+ }
+ else {
+ mes "You've found camp firewood that is too wet to make a fire.";
+ mes "It seems somebody has been futilely attempting to make a fire with them.";
+ close;
+ }
+}
+
+morocc,43,108,5 script Sharp-Looking Boy#dan_07 82,{
+ if (BaseClass == Job_Assassin) {
+ mes "[Jack]";
+ mes "Almost half of this town has been destroyed,";
+ mes "and yet some people still come to visit.";
+ mes "I must say that it's amazing that our stronghold is still intact, and withstood all the devastation.";
+ close;
+ }
+ else {
+ mes "[Jack]";
+ mes "As you see, half of this town is gone. I guess there's no real reason to control access to this tavern.";
+ mes "Just feel free to go in.";
+ next;
+ mes "[Jack]";
+ mes "I'm impressed by your courage to step into this hell.";
+ close;
+ }
+}
+
+morocc,45,110,0 script que_job01#01 45,2,2,{
+OnTouch:
+ if (BaseClass == Job_Assassin) {
+ warp "que_job01",9,94;
+ end;
+ }
+ else {
+ mes "[Jack]";
+ mes "Oh, not everyone can enter that place...!";
+ mes "...";
+ mes "Nevermind.";
+ next;
+ mes "[Jack]";
+ mes "Since everything has changed,";
+ mes "just feel free to enter wherever you want!";
+ close2;
+ warp "que_job01",9,94;
+ end;
+ }
+}
+
+que_job01,6,94,0 warp morocc#01 2,2,morocc,45,103
+que_job01,17,48,0 warp que_job01#02 2,2,que_job01,68,92
+que_job01,68,96,0 warp que_job01#03 2,2,que_job01,17,53;
+
+que_job01,82,95,3 script Bar Master#moc2_01 46,{
+ if (checkweight(1201,1) == 0) {
+ mes "^3355FFWait a second!";
+ mes "Right now, you're carrying";
+ mes "too many things with you.";
+ mes "Please come back after";
+ mes "using the Kafra Service";
+ mes "to store some of your items.^000000";
+ close;
+ }
+ if (BaseClass == Job_Assassin) {
+ mes "[Karred]";
+ mes "Welcome.";
+ mes "Care for a drink?";
+ }
+ else {
+ mes "[Karred]";
+ mes "What would you like to drink?";
+ }
+ next;
+ switch(select("Order a Drink:About the mission:Quit")) {
+ case 1:
+ mes "[Karred]";
+ mes "We have Tropical Sograt";
+ mes "and Vermillion on the Beach.";
+ mes "Which one would you like to drink?";
+ next;
+ switch(select("Tropical Sograt:Vermilion on the Beach:How about a free drink?")) {
+ case 1:
+ if (checkweight(1201,1) == 0) {
+ mes "[Karred]";
+ mes "Are you sure you can even hold a glass of alcohol?";
+ mes "You're carrying too many things on you already.";
+ close;
+ }
+ else {
+ if (BaseClass == Job_Assassin) {
+ if (Zeny < 800) {
+ mes "[Karred]";
+ mes "I can give you a special discount, but";
+ mes "you don't have enough money to even pay the special price.";
+ mes "Why don't you check your money first?";
+ mes "This drink is only 800 zeny for Assassins!";
+ }
+ else {
+ mes "[Karred]";
+ mes "I'll give you a special discount.";
+ mes "Here, drink up.";
+ mes "This drink is mainly made of fruit juice,";
+ mes "but you still shouldn't drink too much.";
+ set zeny,zeny-800;
+ getitem 12112,1; //Tropical_Sograt
+ }
+ close;
+ }
+ else {
+ if (Zeny < 1000) {
+ mes "[Karred]";
+ mes "Do you even have any money?";
+ mes "Why don't you check your money first?";
+ mes "It's 1000 zeny for one glass.";
+ close;
+ }
+ else {
+ mes "[Karred]";
+ mes "There you go.";
+ mes "This drink is mainly made of fruit juice,";
+ mes "but you still shouldn't drink too much.";
+ set zeny,zeny-1000;
+ getitem 12112,1; //Tropical_Sograt
+ close;
+ }
+ }
+ }
+ case 2:
+ set .@now_weight,MaxWeight-Weight;
+ if (.@now_weight < 2000) {
+ mes "[Karred]";
+ mes "Are you sure you can even hold a glass of alcohol?";
+ mes "You're carrying too many things on you already.";
+ close;
+ }
+ else {
+ if (BaseClass == Job_Assassin) {
+ if (Zeny < 800) {
+ mes "[Karred]";
+ mes "I can give you a special discount, but";
+ mes "you don't have enough money to even pay the special price.";
+ mes "Why don't you check your money first?";
+ mes "This drink is only 800 zeny for Assassins!";
+ }
+ else {
+ mes "[Karred]";
+ mes "I'll give you a special discount.";
+ mes "Here, enjoy.";
+ set zeny,zeny-800;
+ getitem 12113,1; //Vermilion_The_Beach
+ }
+ close;
+ }
+ else {
+ if (Zeny < 1000) {
+ mes "[Karred]";
+ mes "Do you even have any money?";
+ mes "Why don't you check your money first?";
+ mes "It's 1000 zeny for one glass.";
+ close;
+ }
+ else {
+ mes "[Karred]";
+ mes "There you go.";
+ mes "Don't drink too much, alright?";
+ set zeny,zeny-1000;
+ getitem 12113,1; //Vermilion_The_Beach
+ close;
+ }
+ }
+ }
+ case 3:
+ mes "[Karred]";
+ mes ".........";
+ mes "Get out.";
+ close;
+ }
+ case 2:
+ if (BaseClass == Job_Assassin) {
+ mes "[Karred]";
+ mes "How many I help you?";
+ next;
+ if (mao_morocc2 == 4) {
+ mes "[Karred]";
+ mes "...Rin? I see. So you're assisting Mr. Kidd.";
+ mes "Rin...she's in the room inside.";
+ mes "She was gravely injured not that long ago...";
+ next;
+ select("?");
+ mes "[Karred]";
+ mes "You can't expect your job to always go smoothly.";
+ mes "Of course there will be risks.";
+ mes "Why don't you go pay her a visit?";
+ set mao_morocc2,5;
+ close;
+ }
+ else if (mao_morocc2 > 4) {
+ mes "[Karred]";
+ mes "Rin needs to rest for now. I hope you'll do what you can to help her out.";
+ mes "But please do take care of yourself as well.";
+ next;
+ mes "[Karred]";
+ mes "You and Rin are like my children to me, and such injuries...";
+ mes "Sigh...it's torture for me to see.";
+ close;
+ }
+ else {
+ mes "[Karred]";
+ mes "I hope you'll come by more often. This place is open to you always, even if you don't have missions.";
+ close;
+ }
+ }
+ else {
+ if (mao_morocc2 > 4) {
+ mes "[Karred]";
+ mes "Rin needs to rest in bed for a while. I hope you'll help her complete her duties.";
+ mes "...This is quite embarrassing to admit, but I see her like my own daughter.";
+ next;
+ mes "[Litheron]";
+ mes "Ah, just forget what I said. That was out of line.";
+ mes "I guess I'm drunk after dealing with alcohol all day.";
+ close;
+ }
+ else {
+ mes "[Karred]";
+ mes "How may I help you?";
+ mes "For your information, the 'recommendation' has lost its effect. You'd better go back.";
+ if (mao_morocc2 == 4) {
+ next;
+ select("I'm here for Rin!");
+ mes "[Karred]";
+ mes "...? Why are you looking for Rin?";
+ next;
+ mes "......";
+ mes ".........";
+ next;
+ mes "[Karred]";
+ mes "I see. So you're a member of the Ash Vacuum expedition.";
+ mes "Rin is in the inner room.";
+ mes "...She's been badly injured and is resting in bed. Don't do anything to shock her, alright?";
+ set mao_morocc2,5;
+ close;
+ }
+ else {
+ close;
+ }
+ }
+ }
+ break;
+ case 3:
+ mes "[Karred]";
+ mes "Hmmm.";
+ close;
+ }
+}
+
+que_job01,80,77,0 script que_job01#04 45,2,2,{
+OnTouch:
+ if (BaseClass == Job_Assassin) {
+ warp "que_job01",61,50;
+ end;
+ }
+ else if ((mao_request > 0) || (mao_morocc2 > 4)) {
+ warp "que_job01",61,50;
+ end;
+ }
+ else {
+ mes "[Litheron]";
+ mes "Hey, wait.";
+ mes "Only authorized personnel can enter the inner room.";
+ mes "Hey Master, is it okay to let this guy in?";
+ next;
+ if (prt_curse == 24) {
+ mes "[" + strcharinfo(0) + "]";
+ mes "I, um, I'm looking";
+ mes "for somebody named";
+ mes "Marjana? I learned";
+ mes "that she's around";
+ mes "here somewhere?";
+ next;
+ mes "[Litheron]";
+ mes "Marjana? How did you";
+ mes "know that? Hey master,";
+ mes "what do I do with this guy?";
+ next;
+ mes "[Master]";
+ mes "Hmm. I sense no ill intent";
+ mes "from this adventurer. I've";
+ mes "also heard a rumor that the";
+ mes "Prontera Church needs to";
+ mes "investigate poison for";
+ mes "some reason.";
+ next;
+ mes "[Master]";
+ mes "However, there is no";
+ mes "way to tell if this person";
+ mes "has been sent by Prontera";
+ mes "Church. I suppose whether";
+ mes "this person can enter is";
+ mes "really up to you, Litheron.";
+ next;
+ mes "[Litheron]";
+ mes "Hah! Did you hear that?";
+ mes "Alright, how about this?";
+ mes "I'll let you in if you buy me";
+ mes "a drink. Besides, you can't risk making trouble here: this place";
+ mes "is full of deadly Assassins.";
+ next;
+ switch(select("Sure:Why should I?!")) {
+ case 1:
+ if (Zeny > 999) {
+ mes "[Litheron]";
+ mes "Heh, that's what";
+ mes "I'm talking about!";
+ mes "Hey, bartender! Gimme";
+ mes "the usual! I like your";
+ mes "style, adventurer...";
+ set zeny,zeny-1000;
+ next;
+ mes "[Litheron]";
+ mes "Alright, you can come";
+ mes "on in. But don't you dare";
+ mes "breathe a word about this";
+ mes "bar to another living soul.";
+ close2;
+ warp "que_job01",61,50;
+ end;
+ }
+ else {
+ mes "[Litheron]";
+ mes "Huh...";
+ mes "Oh, you don't even";
+ mes "have enough zeny to";
+ mes "buy water here. Oh boy...";
+ mes "If you really want to enter,";
+ mes "make sure you have the cash!";
+ close2;
+ warp "que_job01",85,77;
+ end;
+ }
+ case 2:
+ mes "[Litheron]";
+ mes "Not the saavy type,";
+ mes "are you...? Fine, fine.";
+ mes "If you're not gonna do";
+ mes "me any favors, then why";
+ mes "should I help you? Go away!";
+ close2;
+ warp "que_job01",85,77;
+ end;
+ }
+ }
+ else {
+ mes "[Bar Master]";
+ mes "If you keep outsiders away from the entrance, every drink you drink today will be on the house.";
+ mes "So keep up the good work.";
+ next;
+ mes "[Bar Master]";
+ mes "Yay! Did you hear that?";
+ mes "That's my cue to get you outta here!";
+ close2;
+ warp "que_job01",85,77;
+ end;
+ }
+ }
+}
+
+que_job01,81,79,5 script Idle Knight#dan_08 733,{
+ mes "[Litheron]";
+ mes "What, haven't you seen a Knight before?";
+ mes "You think Knights don't belong here?";
+ if (BaseClass == Job_Knight) {
+ mes "Looks like this is a case of the pot calling the kettle black.";
+ }
+ next;
+ mes "[Litheron]";
+ mes "You know, I'm just here to take a break from the town restoration work.";
+ mes "There aren't many places that you can have a drink without being caught. You know?";
+ close;
+}
+
+que_job01,65,50,0 warp que_job01#05 2,2,que_job01,84,77
+
+que_job01,49,49,5 script Tao#dan_09 877,{
+ if (BaseClass == Job_Assassin) {
+ mes "[Tao]";
+ mes "Welcome, meow.";
+ mes "Say, how's it like outside? Meow?";
+ next;
+ if (prt_curse == 24) {
+ switch(select("Is Marjana in?:I'm here to see you, Tao.")) {
+ case 1:
+ mes "[Tao]";
+ mes "She's in the room on your left, meow~";
+ mes "But then, how d'you know she's here, meow?";
+ close;
+ case 2:
+ mes "[Tao]";
+ mes "This is no place for playing, meow..";
+ mes "... Hey, it's awkward you looking at me like that, meow..";
+ close;
+ }
+ }
+ else if (mao_morocc2 > 4) {
+ mes "[Tao]";
+ mes "Tao knows what you're thinking, meow~ You're here to see big sister Rin, am I right, meow? ";
+ mes "Hehe, where is she, I wonder, meow~";
+ close;
+ }
+ else {
+ mes "[Tao]";
+ mes "If you don't have any reason to be here, you should leave, meow!";
+ mes "Not everyone can enter this place, meow.";
+ mes "Somehow you're here, but you can't go in the room.";
+ next;
+ mes "[Tao]";
+ mes "No, wait.. I think you may be able to go in.. I don't know, meow!";
+ mes "Tao is tired of being a door keeper, meow! Meow!";
+ close;
+ }
+ }
+ else {
+ mes "[Tao]";
+ mes "Why are you here, meow?";
+ next;
+ switch(select("Hey kid, are you alone?:What are you, meow?!:Why do you keep meowing?!")) {
+ case 1:
+ mes "[Tao]";
+ mes "Who are you calling a kid?";
+ mes "Tao is a good door keeper!";
+ mes "Don't call me a kid!";
+ next;
+ mes "[Tao]";
+ mes "I can tell you've got some reason for being here, but you've put yourself in trouble!";
+ mes "You're mistaken if you thought I would tell you";
+ mes "Master and Marjana are in the left room. Grrr.. Meow!";
+ close;
+ case 2:
+ mes "[Tao]";
+ mes "Are you making fun of me being a door keeper, meow?!";
+ mes "Grrr...";
+ next;
+ mes "[Tao]";
+ mes "You make me mad, meow. Get lost!!";
+ close;
+ case 3:
+ mes "[Tao]";
+ mes "It's a long story, meow.";
+ mes "It's been a long time since I started meowing one day..";
+ mes "That day, Tao wanted to have a Big Ribbon so badly.";
+ next;
+ mes "[Tao]";
+ mes "So Tao went to find Wild Roses.";
+ mes "Meow?! Why am I telling you this, meow?!";
+ next;
+ mes "[Tao]";
+ mes "Grrr!";
+ mes "What are you, meow?!";
+ next;
+ mes "[Tao]";
+ mes "Get out!";
+ close;
+ }
+ }
+}
+
+que_job01,51,55,0 script que_job01#room_1 45,1,1,{
+OnInit:
+ set $@moc_mao_room1,0; //Global Variable
+ // remove the old global variable.
+ if ($maobar_room) {
+ set $maobar_room,0;
+ }
+ end;
+
+Onreset:
+ set $@moc_mao_room1,0; //Global Variable
+ end;
+
+OnTouch:
+ if (prt_curse == 24) {
+ if ($@moc_mao_room1 == 0) {
+ set $@moc_mao_room1,1; //Global Variable
+ donpcevent " #room1timer::OnEnable";
+ donpcevent "Marjana#poison::OnEnable";
+ mes "[Tao]";
+ mes "Ah, that place is protected";
+ mes "by security magic, so you'll";
+ mes "only have ^4D4DFF4 minutes^000000 to remain";
+ mes "there. Don't waste time, meow!";
+ close2;
+ warp "que_job01",11,7;
+ end;
+ }
+ else {
+ mes "[Tao]";
+ mes "Sooo sorry, meow~";
+ mes "Someone else is already";
+ mes "inside. Just come back";
+ mes "again later, meow?";
+ close2;
+ warp "que_job01",52,50;
+ end;
+ }
+ }
+ else if (mao_request > 0) {
+ if ($@moc_mao_room1 == 0) {
+ set $@moc_mao_room1,1; //Global Variable
+ donpcevent " #room1timer::OnEnable";
+ donpcevent "Valdes#moc_master_1::OnEnable";
+ mes "[Tao]";
+ mes "Ah, that place is protected";
+ mes "by security magic, so you'll";
+ mes "only have ^4D4DFF4 minutes^000000 to remain";
+ mes "there. Don't waste time, meow!";
+ close2;
+ warp "que_job01",11,7;
+ end;
+ }
+ else {
+ mes "[Tao]";
+ mes "Sooo sorry, meow~";
+ mes "Someone else is already";
+ mes "inside. Just come back";
+ mes "again later, meow?";
+ close2;
+ warp "que_job01",52,50;
+ end;
+ }
+ }
+ else {
+ mes "[Tao]";
+ mes "Who are you, meow?!";
+ mes "Only authorized personnel can enter the inner room, meow!";
+ mes "You are not authorized!";
+ mes "Get out!";
+ close2;
+ warp "que_job01",52,50;
+ end;
+ }
+}
+
+que_job01,1,1,0 script #room1timer 844,{
+OnEnable:
+ initnpctimer;
+ mapannounce "que_job01", "You will now enter the Master Zone, Area 1.",bc_map,"0x70DBDB";
+ end;
+
+Onstop:
+ mapannounce "que_job01", "The security magic in the Master Zone, Area 1 is deactivated.",bc_map,"0x70DBDB";
+ donpcevent "#room1_warp13::OnDisable";
+ donpcevent "Valdes#moc_master_1::OnDisable";
+ donpcevent "Marjana#poison::OnDisable";
+ donpcevent "que_job01#room_1::Onreset";
+ stopnpctimer;
+ end;
+
+OnTimer240000:
+ donpcevent "#room1_warp13::OnEnable";
+ end;
+
+OnTimer245000:
+ donpcevent "#room1_warp13::OnDisable";
+ donpcevent "Valdes#moc_master_1::OnDisable";
+ donpcevent "Marjana#poison::OnDisable";
+ end;
+
+OnTimer250000:
+ mapannounce "que_job01", "The security magic Master Zone, Area 1 is now activated.",bc_map,"0x70DBDB";
+ donpcevent "que_job01#room_1::Onreset";
+ stopnpctimer;
+}
+
+que_job01,12,13,0 script #room1_warp13 -1,15,15,{
+OnInit:
+ disablenpc "#room1_warp13";
+ end;
+
+OnEnable:
+ enablenpc "#room1_warp13";
+ end;
+
+OnDisable:
+ disablenpc "#room1_warp13";
+ end;
+
+OnTouch:
+ warp "que_job01",52,50;
+ end;
+}
+
+que_job01,11,4,0 script que_job01#room1_out 45,1,1,{
+OnTouch:
+ warp "que_job01",52,50;
+ donpcevent " #room1timer::Onstop";
+ end;
+}
+
+que_job01,16,21,5 script Valdes#moc_master_1 55,{
+ if (BaseClass == Job_Assassin) {
+ mes "[Valdes]";
+ mes "What is it? I have nothing to ask you to do.";
+ mes "Could you please leave me alone? I have a bad headache.";
+ next;
+ mes "[Valdes]";
+ mes "I'll ask you for a help some other time.";
+ mes "You look pretty passionate after all.";
+ if (countitem(6029) > 0) {
+ delitem 6029,countitem(6029); //Morocc_Tracing_Log
+ }
+ if (countitem(7418) > 0) {
+ delitem 7418,countitem(7418); //Mission_ScrollB
+ }
+ if (countitem(7416) > 0) {
+ delitem 7416,countitem(7416); //Letter_Of_Recommend
+ }
+ close;
+ }
+ else {
+ mes "[Valdes]";
+ mes "....Sorry, but could you please leave?";
+ mes "I'm really stressed out right now.";
+ mes "If you're here for the request that we made earlier, you can just forget about it.";
+ if (countitem(6029) > 0) {
+ delitem 6029,countitem(6029); //Morocc_Tracing_Log
+ }
+ if (countitem(7418) > 0) {
+ delitem 7418,countitem(7418); //Mission_ScrollB
+ }
+ if (countitem(7416) > 0) {
+ delitem 7416,countitem(7416); //Letter_Of_Recommend
+ }
+ close;
+ }
+
+OnInit:
+ disablenpc "Valdes#moc_master_1";
+ end;
+
+OnEnable:
+ enablenpc "Valdes#moc_master_1";
+ end;
+
+OnDisable:
+ disablenpc "Valdes#moc_master_1";
+ end;
+}
+
+que_job01,51,44,0 script que_job01#room_2 45,1,1,{
+ end;
+
+OnInit:
+ set $@moc_mao_room2,0; //Global Variable
+ end;
+
+Onreset:
+ set $@moc_mao_room2,0; //Global Variable
+ end;
+
+OnTouch:
+ if ((mao_morocc2 > 4) && (mao_morocc2 < 10)) {
+ if ($@moc_mao_room2 == 0) {
+ set $@moc_mao_room2,1; //Global Variable
+ donpcevent " #room2timer::OnEnable";
+ mes "[Tao]";
+ mes "The room is also sealed with a security magic spell, meow.";
+ mes "You have ^4d4dff4 minutes^000000";
+ mes "to finish your quest, meow.";
+ close2;
+ warp "que_job01",80,21;
+ end;
+ }
+ else {
+ mes "[Tao]";
+ mes "We already have a guest inside.";
+ mes "You can wait or come back later, meow.";
+ close2;
+ warp "que_job01",52,50;
+ end;
+ }
+ }
+ else if (mao_morocc2 == 21) {
+ if ($@moc_mao_room2 == 0) {
+ set $@moc_mao_room2,1; //Global Variable
+ donpcevent " #room2timer::OnEnable";
+ donpcevent "Rin#moc_room2_2::OnEnable";
+ donpcevent "Rayan#moc_room2_2::OnEnable";
+ mes "[Tao]";
+ mes "The room is also sealed with a security magic spell, meow.";
+ mes "You have ^4d4dff4 minutes^000000";
+ mes "to finish your quest, meow.";
+ close2;
+ warp "que_job01",144,57;
+ end;
+ }
+ else {
+ mes "[Tao]";
+ mes "We already have a guest inside.";
+ mes "You can wait or come back later, meow.";
+ close2;
+ warp "que_job01",52,50;
+ end;
+ }
+ }
+ else if ((mao_morocc2 > 21) && (mao_morocc2 < 29)) {
+ if ($@moc_mao_room2 == 0) {
+ set $@moc_mao_room2,1; //Global Variable
+ donpcevent " #room2timer::OnEnable";
+ donpcevent "Rin#moc_room2_2::OnEnable";
+ mes "[Tao]";
+ mes "The room is also sealed with a security magic spell, meow.";
+ mes "You have ^4d4dff4 minutes^000000";
+ mes "to finish your quest, meow.";
+ close2;
+ warp "que_job01",144,57;
+ end;
+ }
+ else {
+ mes "[Tao]";
+ mes "We already have a guest inside.";
+ mes "You can wait or come back later, meow.";
+ close2;
+ warp "que_job01",52,50;
+ end;
+ }
+ }
+ else {
+ mes "[Tao]";
+ mes "This is the patient's room, meow.";
+ mes "Why don't you leave the patient alone to rest?";
+ close2;
+ warp "que_job01",52,50;
+ end;
+ }
+}
+
+que_job01,1,2,0 script #room2timer 844,{
+OnEnable:
+ initnpctimer;
+ mapannounce "que_job01", "Master Zone 2 is now under surveillance.",bc_map,"0x70DBDB";
+ end;
+
+Onstop:
+ mapannounce "que_job01", "The magic shield of Master Zone 2 has been reset.",bc_map,"0x70DBDB";
+ donpcevent "#room2_1_warp::OnDisable";
+ donpcevent "#room2_2_warp::OnDisable";
+ donpcevent "Rin#moc_room2_2::OnDisable";
+ donpcevent "Rin#moc_room2_1::OnDisable";
+ donpcevent "Rayan#moc_room2_2::OnDisable";
+ donpcevent "que_job01#room_2::Onreset";
+ stopnpctimer;
+ end;
+
+OnTimer240000:
+ donpcevent "#room2_1_warp::OnEnable";
+ donpcevent "#room2_2_warp::OnEnable";
+ end;
+
+OnTimer245000:
+ donpcevent "#room2_1_warp::OnDisable";
+ donpcevent "#room2_2_warp::OnDisable";
+ donpcevent "Rin#moc_room2_2::OnDisable";
+ donpcevent "Rin#moc_room2_1::OnDisable";
+ donpcevent "Rayan#moc_room2_2::OnDisable";
+ end;
+
+OnTimer250000:
+ mapannounce "que_job01", "Master Zone 2 has been released from surveillance.",bc_map,"0x70DBDB";
+ donpcevent "que_job01#room_2::Onreset";
+ stopnpctimer;
+}
+
+que_job01,80,17,0 script #room2_1_warp -1,15,15,{
+OnInit:
+ disablenpc "#room2_1_warp";
+ end;
+
+OnEnable:
+ enablenpc "#room2_1_warp";
+ end;
+
+OnDisable:
+ disablenpc "#room2_1_warp";
+ end;
+
+OnTouch:
+ warp "que_job01",52,50;
+ end;
+}
+
+que_job01,144,51,0 script #room2_2_warp -1,15,15,{
+OnInit:
+ disablenpc "#room2_2_warp";
+ end;
+
+OnEnable:
+ enablenpc "#room2_2_warp";
+ end;
+
+OnDisable:
+ disablenpc "#room2_2_warp";
+ end;
+
+OnTouch:
+ warp "que_job01",52,50;
+ end;
+}
+
+que_job01,80,27,0 script que_job01#room2_1_out 45,1,1,{
+OnTouch:
+ warp "que_job01",52,50;
+ donpcevent " #room2timer::Onstop";
+ end;
+}
+
+que_job01,144,61,0 script que_job01#room2_2_out 45,1,1,{
+OnTouch:
+ warp "que_job01",52,50;
+ donpcevent " #room2timer::Onstop";
+ end;
+}
+
+que_job01,84,17,3 script Rin#moc_room2_1 885,{
+ if (checkweight(714,1) == 0) {
+ mes "- You cannot proceed with the quest when you're carrying too many items with you. -";
+ close;
+ }
+ if (mao_morocc2 == 5) {
+ if (mao_request > 103) {
+ mes "[Rin]";
+ mes "..." + strcharinfo(0) + "...?";
+ mes "It's been a long time. What's going on?";
+ cutin "moc2_rin02",2;
+ }
+ else {
+ mes "[Rin]";
+ mes "Who are you? Only authorized personnel can enter this area.";
+ cutin "moc2_rin01",2;
+ }
+ next;
+ switch(select("Mr. Kidd sent me.:Just passing by.")) {
+ case 1:
+ cutin "moc2_rin02",2;
+ mes "[Rin]";
+ mes "...?";
+ mes "...Ah.. Ahh, I see.";
+ mes "I haven't contacted him for a while, and so he's sent you to me...";
+ mes "*Sigh*.. *Cough*.";
+ next;
+ cutin "moc2_rin01",2;
+ mes "[Rin]";
+ mes "As you see, I've been feeling under the weather. I'm in no condition to contact him.";
+ mes "...Let me think. Where I should start..?";
+ next;
+ if (((mao_request > 25) && (mao_request < 31)) || ((mao_request > 125) && (mao_request < 129))) {
+ mes "I don't know if you know this, but something catastrophic happened in this town before Satan Morocc resurrected himself.";
+ next;
+ mes "[Rin]";
+ mes "R, otherwise known as 'Rayan,' performed a ritual to break Satan Morocc's seal.";
+ next;
+ mes "[Rin]";
+ mes "We were able to gather a group of people and stop him from completing the ritual,";
+ mes "and although the seal wasn't broken, he succeeded in weakening it.";
+ next;
+ mes "[Rin]";
+ mes "Soon after we captured him, an army of monsters attacked this town";
+ mes "as Satan Morocc's angry roars echoed in the air.";
+ cutin "moc2_rin04",2;
+ next;
+ mes "[Rin]";
+ mes "R, otherwise known as Rayan, is responsible for these series of events.";
+ mes "He caused everything that's happening now.";
+ next;
+ }
+ else {
+ mes "[Rin]";
+ mes "I don't know if you know this, but something catastrophic happened in this town before Satan Morocc resurrected himself.";
+ next;
+ mes "[Rin]";
+ mes "R, otherwise known as 'Rayan,' performed a ritual to break Satan Morocc's seal.";
+ next;
+ mes "[Rin]";
+ mes "We were able to gather a group of people and stop him from completing the ritual,";
+ mes "and although the seal wasn't broken, he succeeded in weakening it.";
+ next;
+ mes "[Rin]";
+ mes "Soon after we captured him, an army of monsters attacked this town";
+ mes "as Satan Morocc's angry roars echoed in the air.";
+ cutin "moc2_rin04",2;
+ next;
+ mes "[Rin]";
+ mes "R, otherwise known as Rayan, is responsible for these series of events.";
+ mes "He caused everything that's happening now.";
+ next;
+ }
+ mes "[Rin]";
+ mes "Our job is primarily investigating Satan Morocc's whereabouts";
+ mes "as well as the relation between the space gap and Satan Morocc...";
+ next;
+ mes "[Rin]";
+ mes "We, however, couldn't let Rayan get away with what he's done";
+ mes "I've been focusing on pursuing Rayan.";
+ next;
+ mes "[Rin]";
+ mes "If we capture him, we might also find out some information about Satan Morocc:";
+ mes "we might be able to learn where he tried to summon Satan Morocc, and where we should send Satan Morocc back to...";
+ next;
+ cutin "moc2_rin03",2;
+ mes "[Rin]";
+ mes "I really want to know how the space gap is linked to Satan Morocc...";
+ mes "*Pant Pant*... ...";
+ next;
+ switch(select("And then what?:Don't strain yourself.")) {
+ case 1:
+ cutin "moc2_rin01",2;
+ mes "[Rin]";
+ mes "I'm sorry, but I'm not yet fully recovered....5.....I need to speak slowly. Please bear with me.";
+ next;
+ break;
+ case 2:
+ cutin "moc2_rin01",2;
+ mes "[Rin]";
+ mes "Thank you for your kindness.";
+ mes "...*Pant Pant*...";
+ next;
+ break;
+ }
+ mes "[Rin]";
+ mes "I received these injuries from Rayan and his gang. I finally located them after a long stakeout and pursuit...";
+ mes "......... ...";
+ next;
+ mes "[Rin]";
+ mes "Yes... I need to write this down...";
+ next;
+ mes "- Mumbling something, she took down notes in an old notebook as she spoke. -";
+ next;
+ mes "[Rin]";
+ mes "The Dandelions.. They're Rayan's puppets.";
+ mes "I was ambushed by them in a mountain far from a village...";
+ next;
+ mes "[Rin]";
+ mes "When I woke up, I was here.";
+ mes "Since then, my vision's been blurry. I guess that must have been caused by my injuries...";
+ next;
+ mes "[Rin]";
+ mes "How'd you like to conduct an investigation around that area? We might find something..";
+ mes "Like important clues or where they've headed...";
+ set mao_morocc2,6;
+ next;
+ mes "[Rin]";
+ mes "^4d4dffIf you're interested in helping me, I'll continue talking.^000000";
+ close2;
+ break;
+ case 2:
+ cutin "moc2_rin03",2;
+ mes "[Rin]";
+ mes "Did you just come by for no reason?";
+ mes "...God, I can't believe just let you come here!";
+ mes "Grr.. I need to teach them a lesson. Why can't they let me rest for God's sake!";
+ next;
+ mes "[Rin]";
+ mes "I'm sorry, but I'm extremely tired and cranky.";
+ mes "If you don't have anything important to tell me, then I'd like you to leave.";
+ close2;
+ break;
+ }
+ }
+ else if (mao_morocc2 == 6) {
+ cutin "moc2_rin01",2;
+ mes "[Rin]";
+ mes "So, are you interested in helping me?";
+ mes "I remember the location was... Southwest from a village called Hugel.";
+ mes "Do you know where to find Abyss Lake, where the Dragons reside?.";
+ next;
+ mes "[Rin]";
+ mes "^4d4dffWhen you pass Abyss Lake and head west,^000000 you'll arrive at stiff mountains.";
+ mes "I was ambushed somewhere ^4d4dffsouth of the second hill from the top of the mountain^000000";
+ next;
+ mes "[Rin]";
+ mes "They ganged up on me, but I put up a good fight...";
+ mes "I'm sure I at least made them drop something..";
+ mes "Please try to find something there that might serve as a clue.";
+ next;
+ mes "[Rin]";
+ mes "While you're gone, I'll be preparing a document to send to Mr. Kidd.";
+ mes "Be safe, and look out for yourself, okay?";
+ set mao_morocc2,7;
+ changequest 7015,7016;
+ close2;
+ }
+ else if (mao_morocc2 == 7) {
+ cutin "moc2_rin01",2;
+ mes "[Rin]";
+ mes "I remember the location was...";
+ mes "somewhere south of the second hill of a mountain west from Abyss Lake.";
+ next;
+ mes "[Rin]";
+ mes "What are you looking at?";
+ mes "How do I remember the location so clearly?";
+ mes "It's the last location where I searched for Rayan. How can I not remember?";
+ next;
+ cutin "moc2_rin02",2;
+ mes "[Rin]";
+ mes "Don't underestimate me; I'm an elite member of my guild.";
+ close2;
+ }
+ else if (mao_morocc2 == 8) {
+ // Missed
+ cutin "moc2_rin02",2;
+ mes "[Rin]";
+ mes "Anything new?";
+ next;
+ mes "- You told her you couldn't find anything regarding their whereabouts,";
+ mes "but you found the ''Bloody Crystal of Darkness'' in the bushes.";
+ next;
+ if (countitem(6027) > 0) {
+ cutin "moc2_rin01",2;
+ mes "[Rin]";
+ mes "..This is...it.";
+ mes "You can feel the evil spirit just by looking at it.";
+ mes "This...there's no doubt. It's the same kind of crystal as the ones found on Satan Morroc and his minions.";
+ next;
+ cutin "moc2_rin04",2;
+ mes "[Rin]";
+ mes "But...this crystal...left there..";
+ mes "..Was it them who dropped it?";
+ mes "So it seems Rayan and Satan Morocc...there really is something going on between those two.";
+ next;
+ cutin "moc2_rin01",2;
+ mes "[Rin]";
+ mes "You've worked hard. Thank you.";
+ mes "Ha...";
+ mes "Just lying here, not being able to do anything...it's so frustrating.";
+ next;
+ mes "[Rin]";
+ mes "Here, take this journal to Mr. Kidd.";
+ mes "It should've been done a while ago.";
+ mes "Oh, bring this crystal to him as well.";
+ next;
+ mes "[Rin]";
+ mes "Ah..the journal..Yes, I should record this incident onto the journal.";
+ next;
+ mes "......";
+ next;
+ mes "......";
+ mes "......";
+ next;
+ cutin "moc2_rin02",2;
+ mes "[Rin]";
+ mes "All done. Here you go.";
+ mes "Here's the journal and the crystal.";
+ mes "Take them to Mr. Kidd for me.";
+ next;
+ mes "- You received the journal from Rin.";
+ mes "Instead of a journal, it's more like a bunch of documents being exchanged. -";
+ set mao_morocc2,9;
+ getitem 6029,1; //Morocc_Tracing_Log
+ changequest 7017,7018;
+ close2;
+ }
+ else {
+ //custom translation
+ cutin "moc2_rin01",2;
+ mes "[Rin]";
+ mes "...The 'Bloody Crystal of Darkness'...";
+ mes "Where is it?";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "I'll bring it right away.";
+ mes "^4d4dffNow what did I do with it...?^000000";
+ close2;
+ }
+ }
+ else if (mao_morocc2 == 9) {
+ cutin "moc2_rin03",2;
+ mes "[Rin]";
+ mes "Hurry up; deliver the journal and crystal to Mr. Kidd.";
+ mes "That's your job, isn't it?";
+ mes "*Pant* I need to rest now..";
+ next;
+ mes "[Rin]";
+ mes "My eyes are blurry...";
+ mes "*Pant Pant*...";
+ close2;
+ }
+ else {
+ //custom translation
+ cutin "moc2_rin03",2;
+ mes "[Rin]";
+ mes "... ... I am just a patient here, don't mind me~";
+ close2;
+ }
+ cutin "moc2_rin03",255;
+ end;
+}
+
+que_job01,144,54,3 script Rin#moc_room2_2 885,{
+ if (checkweight(714,1) == 0) {
+ mes "- You cannot proceed with the quest when you're carrying too many items with you. -";
+ close;
+ }
+ if (mao_morocc2 == 21) {
+ if ((countitem(6029) > 0) && (countitem(6027) > 0)) {
+ cutin "moc2_rin03",2;
+ mes "[Rin]";
+ mes "Hey, you've come back at just the right time.";
+ mes "Look at him; this is ridiculous.";
+ next;
+ cutin "moc2_dan02",0;
+ mes "[Rayan]";
+ mes "I know what I did is unforgivable, no matter how good my reason might be.";
+ mes "..But... *Sigh*... It's too late to regret it now, isn't it?";
+ next;
+ select("Who is this?");
+ cutin "moc2_rin01",2;
+ mes "[Rin]";
+ mes "Don't you know? He's Rayan Moore who dared to release Satan Morocc, deceive everyone, and bring havoc to this world.";
+ mes "And you know what?";
+ next;
+ mes "[Rin]";
+ mes "Not only that, he slaughtered his own comrades without mercy!";
+ next;
+ cutin "moc2_dan02",0;
+ mes "[Rayan]";
+ mes "...Waaah!";
+ mes "..I.. I.. I killed them with my own hands!";
+ mes "*Sob*..";
+ mes "I'm.. I'm sorry..";
+ next;
+ mes "- Rayan is shivering in fear.";
+ mes "He still hasn't gotten over the fact that he killed all of his comrades.-";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "What is going on?";
+ mes "He doesn't look like the Rayan I know.";
+ next;
+ cutin "moc2_rin03",2;
+ mes "[Rin]";
+ mes "I don't know. This Rayan seems to be a completely different individual than the one we know.";
+ mes "I guess this is what they call Multiple Personality Disorder.";
+ next;
+ mes "[Rin]";
+ mes "This Rayan isn't the Rayan Moore that plotted the conspiracy,";
+ mes "but another personality hidden inside of him.";
+ next;
+ cutin "moc2_rin01",2;
+ mes "[Rin]";
+ mes "Hey, calm down. Why don't you speak slowly?";
+ next;
+ cutin "moc2_dan02",0;
+ mes "[Rayan]";
+ mes "..It was me.. I was only going to pretend to break the seal of Satan Morocc...";
+ mes "Don't you see? I meant for it to just be an act! I was going to throw the town in panic...";
+ next;
+ mes "[Rayan]";
+ mes "..That would be my chance to spread the teachings of Freya, our messiah.";
+ mes "Then something went wrong...";
+ next;
+ cutin "moc2_rin04",2;
+ mes "[Rin]";
+ mes "What?";
+ mes "Man, how can you be so stupid?!";
+ mes "*Sigh* Continue.";
+ next;
+ cutin "moc2_dan02",0;
+ mes "[Rayan]";
+ mes "I was studying some documents for my plan, and then I found something by accident.";
+ mes "That was when I became a completely different person.. *Sob*";
+ next;
+ mes "[Rayan]";
+ mes "..My plan.. It was like I wasn't myself anymore. I wanted to release Satan Morocc for real.";
+ mes "I kidnapped children.. Threatened my comrades.";
+ next;
+ mes "[Rayan]";
+ mes "..I held the true ritual to break the seal and release Satan Morocc...";
+ mes "Wah.. My.. My head hurts.. This.. No, you can't.. Waaah!";
+ next;
+ mes "[Rayan]";
+ mes "..Grr.. You.. You foolish weaklings..";
+ mes "..I shall kill you.. No... Nooo!";
+ next;
+ mes "- Suddenly Rayan started talking nonsense and then pulled his hair out in anguish.";
+ mes "It seems as if he is trying to resist the evil personality within him. -";
+ next;
+ cutin "moc2_dan02",255;
+ switch(select("Smack his head.:Punch his stomach.:Slap his face.")) {
+ case 1:
+ specialeffect EF_HIT2,AREA,"Rayan#moc_room2_2";
+ mes "- Wanting to stop Rayan from going berserk, you smacked the back of his head with the journal. Rayan staggered and then fell to the ground. Nice job! -";
+ next;
+ break;
+ case 2:
+ specialeffect EF_HIT4,AREA,"Rayan#moc_room2_2";
+ mes "- Wanting to stop Rayan from going berserk, you sucker punched him in the 'ole bread basket. Rayan staggered and then fell to the ground..! -";
+ next;
+ break;
+ case 3:
+ specialeffect EF_HIT1,AREA,"Rayan#moc_room2_2";
+ mes "- Wanting to stop Rayan from going berserk, you slapped his face with the journal. Rayan staggered and then fell onto the ground. Wah! -";
+ next;
+ break;
+ }
+ mes "- By your sudden violent move, the Bloody Crystal of Darkness flew out of your jacket, and rolled on the ground toward Rayan. -";
+ next;
+ cutin "moc2_dan02",0;
+ mes "[Rayan]";
+ mes "Ahh....";
+ mes "....? Isn't.. Isn't this?!....";
+ specialeffect EF_POISON,AREA,"Rayan#moc_room2_2";
+ next;
+ mes "[Rin]";
+ mes "Wah! What's going on?";
+ mes "Why is it suddenly..?!";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Is this a time-space phenomenon?!";
+ mes "Why..? There's no gap here..?";
+ next;
+ cutin "moc2_dan01",1;
+ mes "[Rayan]";
+ mes "Haha.. Muhahaha!";
+ mes "Muhahahahaha!!";
+ mes "He's come.. My master has arrived!!";
+ mes "As you command, master. I'm here to serve you!";
+ next;
+ mes "[Voice from Rayan]";
+ mes "^FF0000You insignificant humans!";
+ mes "I'll be back at full strength,";
+ mes "and I'll pay you back for locking me in the darkness for hundreds of years!^000000";
+ next;
+ cutin "moc2_rin04",2;
+ mes "[Rin]";
+ mes "What.. What just happened?";
+ mes "Are you Rayan? Or are you someone else now?!";
+ next;
+ cutin "moc2_dan01",0;
+ mes "[Rayan]";
+ mes "You're too late. My master has already departed!";
+ mes "I'm his loyal servant.";
+ mes "You're too foolish to understand his great will.";
+ next;
+ mes "[Rayan]";
+ mes "Haha.. Muhahaha!";
+ mes "He's calling me!";
+ mes "He needs me now!";
+ next;
+ mes "[Rayan]";
+ mes "You're Rin, right?";
+ mes "This is the last time you'll ever see me.";
+ mes "Haha... Muhahahahaha!!";
+ specialeffect EF_ENTRY,AREA,"Rayan#moc_room2_2";
+ donpcevent "Rayan#moc_room2_2::OnDisable";
+ next;
+ cutin "moc2_rin03",2;
+ mes "[Rin]";
+ mes "............";
+ mes "....Huh...?";
+ mes "What just happened?";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "..I don't know..";
+ mes "..I think he's gone..?";
+ delitem 6029,1; //Morocc_Tracing_Log
+ delitem 6027,1; //Crystal_Of_Feardoom
+ set mao_morocc2,22;
+ close2;
+ }
+ else {
+ //custom translation
+ cutin "moc2_rin01",2;
+ mes "[Rin]";
+ mes "What is it? I'm a little busy...";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Oh, I seem to have forgot to bring the Journal...";
+ mes "...Yeah. ...I'll be back with it soon.";
+ close2;
+ }
+ }
+ else if (mao_morocc2 == 22) {
+ mes "[" + strcharinfo(0) + "]";
+ mes "What should we do now?";
+ mes "You know, that voice.. Do you think it was Satan Morocc...?";
+ next;
+ cutin "moc2_rin01",2;
+ mes "[Rin]";
+ mes "..Maybe.";
+ mes "Based on what the more normal Rayan has told us,";
+ mes "it seems that another personality within him was forcibly created by Satan Morocc.";
+ next;
+ mes "[Rin]";
+ mes "Satan Morocc must have chosen Rayan to break his seal.";
+ mes "He's been controlling Rayan from deep inside his mind..";
+ next;
+ mes "[Rin]";
+ mes "And.. That Mad Rayan seems to have a connection with your Bloody Crystal of Darkness.";
+ next;
+ cutin "moc2_rin02",2;
+ mes "[Rin]";
+ mes "I didn't see that side of Rayan until you came; he was very cooperative and feeble up until then.";
+ next;
+ mes "[Rin]";
+ mes "The original Rayan seemed to remember everything that happened while he was controlled by that mad personality..";
+ next;
+ mes "[Rin]";
+ mes "He was in shock after learning that he's killed all his comrades with his own hand.";
+ mes "He started acting differently once you approached him. I must record all of this in the journal.";
+ next;
+ next;
+ mes "[Rin]";
+ mes "Right. He completely changed once he touched the crystal, as if he himself became Satan Morocc.";
+ next;
+ cutin "moc2_rin03",2;
+ mes "[Rin]";
+ mes "..Damn it.";
+ next;
+ select("What should we do now?");
+ cutin "moc2_rin02",2;
+ mes "[Rin]";
+ mes "Don't worry.";
+ mes "I've marked Rayan's body in case he ran away.";
+ mes "We can trace him down.";
+ next;
+ mes "[Rin]";
+ mes "I'll give you the pattern number of his magic wavelength. Can you give the number to Echinacea?";
+ mes "She'll take care of the rest.";
+ next;
+ set .@rotto,rand(1,3);
+ if (.@rotto == 1) {
+ mes "[Rin]";
+ mes "The pattern number is...";
+ mes "^4d4dff[SDHF92F-SDF]^000000";
+ mes "Don't leave out even one character. Okay?";
+ set mao_morocc2,23;
+ getitem 6029,1; //Morocc_Tracing_Log
+ changequest 7030,7031;
+ next;
+ }
+ else if (.@rotto == 2) {
+ mes "[Rin]";
+ mes "The pattern number is...";
+ mes "^4d4dff[VWNM94GVWN90]^000000";
+ mes "Don't leave out even one character. Okay?";
+ set mao_morocc2,24;
+ getitem 6029,1; //Morocc_Tracing_Log
+ changequest 7030,7032;
+ next;
+ }
+ else {
+ mes "[Rin]";
+ mes "The pattern number is...";
+ mes "^4d4dff[CM3-TRDFGHE0]^000000";
+ mes "Don't leave out even one character. Okay?";
+ set mao_morocc2,25;
+ getitem 6029,1; //Morocc_Tracing_Log
+ changequest 7030,7033;
+ next;
+ }
+ mes "[Rin]";
+ mes "Here, bring this journal with you.";
+ mes "Please don't forget the pattern number. Alright? Make sure that Echinacea gets it.";
+ close2;
+ }
+ else if (mao_morocc2 == 23) {
+ cutin "moc2_rin01",2;
+ mes "[Rin]";
+ mes "Report to Echinacea in the Ash Vacuum, and give her the pattern number.";
+ mes "The pattern number is ^4d4dff[SDHF92F-SDF]^000000. Don't leave out even one character. Okay?";
+ close2;
+ }
+ else if (mao_morocc2 == 24) {
+ cutin "moc2_rin01",2;
+ mes "[Rin]";
+ mes "Report to Echinacea in the Ash Vacuum, and give her the pattern number.";
+ mes "The pattern number is ^4d4dff[VWNM94GVWN90]^000000. Don't leave out even one character. Okay?";
+ close2;
+ }
+ else if (mao_morocc2 == 25) {
+ cutin "moc2_rin01",2;
+ mes "[Rin]";
+ mes "Report to Echinacea in the Ash Vacuum, and give her the pattern number.";
+ mes "The pattern number is ^4d4dff[CM3-TRDFGHE0]^000000. Don't leave out even one character. Okay?";
+ close2;
+ }
+ else if ((mao_morocc2 > 25) && (mao_morocc2 < 29)) {
+ // Missed
+ cutin "moc2_rin01",2;
+ mes "[Rin]";
+ mes "Ouch, my head..";
+ mes "Yes? Why are you back again?";
+ mes "What...you forgot the pattern number?";
+ mes "Sigh...Oh well.";
+ next;
+ mes "[Rin]";
+ mes "Make sure you don't forget it again. The pattern number is..";
+ if (mao_morocc2 == 26) {
+ mes "^4d4dff[SDHF92F-SDF]^000000. Don't leave out even one character. Okay?";
+ }
+ else if (mao_morocc2 == 27) {
+ mes "^4d4dff[VWNM94GVWN90]^000000. Don't leave out even one character. Okay?";
+ }
+ else {
+ mes "^4d4dff[CM3-TRDFGHE0]^000000. Don't leave out even one character. Okay?";
+ }
+ mes "Got it?";
+ next;
+ mes "[Rin]";
+ mes "Sigh. Get going, then..";
+ mes "I need to take a break..";
+ close2;
+ }
+ else {
+ cutin "moc2_rin01",2;
+ mes "[Rin]";
+ mes "Ahhh~ I'm a sick person. I need to rest!";
+ mes "I don't want to do anything else~";
+ mes "Hurry up and go, don't bother me~";
+ close2;
+ }
+ cutin "moc2_rin01",255;
+ end;
+
+OnInit:
+ disablenpc "Rin#moc_room2_2";
+ end;
+
+OnEnable:
+ enablenpc "Rin#moc_room2_2";
+ end;
+
+OnDisable:
+ disablenpc "Rin#moc_room2_2";
+ end;
+}
+
+que_job01,143,50,1 script Rayan#moc_room2_2 456,{
+ mes "- For some reason, Rayan is shivering in fear. -";
+ next;
+ cutin "moc2_rin02",2;
+ mes "[Rin]";
+ mes "He's not being himself for some reason.";
+ mes "I'm just glad that he's sane enough to speak to me.";
+ mes "I don't know what's going on with him.";
+ close2;
+ cutin "moc2_rin01",255;
+ end;
+
+OnInit:
+ disablenpc "Rayan#moc_room2_2";
+ end;
+
+OnEnable:
+ enablenpc "Rayan#moc_room2_2";
+ end;
+
+OnDisable:
+ disablenpc "Rayan#moc_room2_2";
+ end;
+}
+
+hu_fild04,235,103,0 script Heap of Earth#mao2_01 844,4,4,{
+ if (checkweight(714,1) == 0) {
+ mes "- You cannot proceed with the quest when you're carrying too many items with you. -";
+ close;
+ }
+ if (mao_morocc2 == 7) {
+ specialeffect EF_LEVEL99_4;
+ mes "You have found a pile of dirt and deep tracks under thick bushes.";
+ mes "There are deep footprints and spilled blood around the area.";
+ next;
+ mes "Some desperate fighting definitely happened here.";
+ mes "There are some broken branches to the side of a set of footprints that look like they're skidding backwards...";
+ mes "Somebody must have been fallen down on the ground, or...";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "I've been having a strange feeling around this area...";
+ mes "It feels like faint mana.. ?!... Yes, I can barely see an aura.";
+ mes "...What is this?";
+ next;
+ switch(select("Ignore it.:Take a careful look.")) {
+ case 1:
+ mes "[" + strcharinfo(0) + "]";
+ mes "Hmm.. This place must be where Rin fought with Rayan's gang.";
+ mes "I don't see anything that looks important.";
+ close;
+ case 2:
+ mes "As you took a careful look,";
+ mes "you notice something shining in the ground.";
+ next;
+ mes "^4d4dffYou have found a 'Bloody Crystal of Darkness'.^000000";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "I don't think I'll find anything else here...";
+ mes "I should go back now.";
+ mes "I hope Rin will understand.";
+ set mao_morocc2,8;
+ getitem 6027,1; //Crystal_Of_Feardoom
+ changequest 7016,7017;
+ close;
+ }
+ }
+ else if (mao_morocc2 == 8) {
+ mes "There are traces of a battle here, including spilled blood.";
+ mes "There's also a pile of dirt that seems out of place.";
+ close;
+ }
+ else {
+ mes "There are traces of a battle here, and spilled blood.";
+ close;
+ }
+
+//OnTouch2:
+OnTouch:
+ if (mao_morocc2 == 7) {
+ specialeffect EF_LEVEL99_4;
+ }
+ end;
+}
+
+hu_fild04,321,131,0 script Traces#mao2_object02 844,{
+ if ((mao_morocc2 == 7) || (mao_morocc2 == 8)) {
+ mes "You find many footprints on the ground.";
+ mes "Considering all the blood on the ground, a battle must have occurred here fairly recently.";
+ mes "The footprints continue over the hill.";
+ close;
+ }
+ else {
+ mes "You found some footprints.";
+ close;
+ }
+}
+
+hu_fild04,368,180,0 script Traces#mao2_object03 844,{
+ if ((mao_morocc2 == 7) || (mao_morocc2 == 8)) {
+ mes "Somebody left a mark under this small tree.";
+ mes "The mark is weathered and faded,";
+ mes "but it is an arrow pointing southwest.";
+ close;
+ }
+ else {
+ mes "There's some scribbling on the tree,";
+ mes "but you can't decipher what it means.";
+ close;
+ }
+}
+
+que_dan01,32,27,0 script #moc2_event_on -1,1,1,{
+OnEnable:
+ enablenpc "#moc2_event_on";
+ end;
+
+OnDisable:
+ disablenpc "#moc2_event_on";
+ end;
+
+Onstop:
+ stopnpctimer;
+ end;
+
+OnTouch:
+ if (mao_morocc2 == 10) {
+ disablenpc "#moc2_event_on";
+ donpcevent "#moc2_event01::OnEnable";
+ initnpctimer;
+ }
+ else {
+ //custom translation
+ mes "An unknown force seems to block you.";
+ close2;
+ warp "morocc",100,100;
+ set $@moc_mao_gate1,0; //Global Variable
+ end;
+ }
+ end;
+
+OnTimer300000:
+ mapannounce "que_dan01", "...Hey-!!.. Where are you?!!.... Hey-!",bc_map,"0xdda0dd";
+ end;
+
+OnTimer303000:
+ mapannounce "que_dan01", "..Isn't this voice..? ..Kidd?",bc_map,"0xdda0dd";
+ end;
+
+OnTimer306000:
+ mapwarp "que_dan01","mid_camp",205,312;
+ end;
+
+OnTimer307000:
+ donpcevent "Corpse#moc2_dead01::OnDisable";
+ donpcevent "Rin#moc2_bt_rin01::OnDisable";
+ donpcevent "Rin#moc2_bt_rin02::OnDisable";
+ donpcevent "Rayan#moc2_bt_r01::OnDisable";
+ donpcevent "Dandelion Member#moc2_1::OnDisable";
+ donpcevent "Dandelion Member#moc2_2::OnDisable";
+ donpcevent "Dandelion Member#moc2_3::OnDisable";
+ donpcevent "Dandelion Member#moc2_4::OnDisable";
+ donpcevent "Dandelion Member#moc2_5::OnDisable";
+ donpcevent "#moc2_event01::OnDisable";
+ donpcevent "Corpse#moc2_dead01::Onreset";
+ end;
+
+OnTimer308000:
+ enablenpc "#moc2_event_on";
+ set $@moc_mao_gate1,0; //Global Variable
+ stopnpctimer;
+}
+
+que_dan01,31,27,0 script #moc2_event01 -1,2,2,{
+OnInit:
+ disablenpc "#moc2_event01";
+ end;
+
+OnEnable:
+ enablenpc "#moc2_event01";
+ end;
+
+OnDisable:
+ disablenpc "#moc2_event01";
+ end;
+
+OnTouch:
+ soundeffect "wander_man_move.wav",1;
+ sc_start sc_blind,600000,0;
+ mes "As soon as you touched the crystal,";
+ mes "you feel your body being pulled into the space gap.";
+ mes "You remember Kidd's confused voice, screaming your name.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "By the way, where am I?";
+ mes "Argh.. My head hurts...";
+ mapannounce "que_dan01", "Female Voice: Checkmate! You can't run away any longer!",bc_map,"0x7b68ee";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes ".. ? Wh... What's going on?";
+ mes "I can't see things.. I'm getting dizzy...";
+ mes "What just happened?";
+ mapannounce "que_dan01", "Male Voice: *Giggle Giggle* If you thought I was alone, you're mistaken! Argh!",bc_map,"0xA8A8A8";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Huh? Are they fighting?";
+ mes "I can hear a crowd of people coming...";
+ mes "Argh! It's too dark to see...!";
+ donpcevent "Rin#moc2_bt_rin01::OnEnable";
+ donpcevent "Rayan#moc2_bt_r01::OnEnable";
+ donpcevent "Dandelion Member#moc2_1::OnEnable";
+ donpcevent "Dandelion Member#moc2_2::OnEnable";
+ next;
+ mes "[Familiar Female Voice]";
+ mes "Shut up! It's creepy that you all look alike. Bring it on! I'm not afraid of you!";
+ mes "I'm not going to let you run away again!";
+ next;
+ soundeffect "wander_man_move.wav",1;
+ sc_end sc_blind;
+ mes "[" + strcharinfo(0) + "]";
+ mes "... !!!!";
+ mes "Rin!!!!";
+ mes "Why? Why is Rin here? Wait, where am I?";
+ mes "Argh.. I can't move at all...";
+ next;
+ specialeffect EF_BEGINSPELL2,AREA,"Dandelion Member#moc2_1";
+ specialeffect EF_BEGINSPELL2,AREA,"Dandelion Member#moc2_2";
+ emotion e_gasp,"Rin#moc2_bt_rin01";
+ emotion e_gasp,1;
+ mes "[Rin]";
+ mes "You're not alone. So what?";
+ mes "You're still coming with me!";
+ next;
+ donpcevent "Rin#moc2_bt_rin01::OnDisable";
+ donpcevent "Rin#moc2_bt_rin02::OnEnable";
+ specialeffect EF_ICECRASH,AREA,"Rin#moc2_bt_rin01";
+ specialeffect EF_METEORSTORM,AREA,"Rin#moc2_bt_rin01";
+ mes "[Rayan]";
+ mes "Hah, how impressive! You run like a rabbit!";
+ mes "I should have you killed you when I had the chance.";
+ mes "I didn't expect you to be so persistent...";
+ next;
+ mes "[Rin]";
+ mes "That's what I wanted to say!";
+ mes "You played me like a chess piece,";
+ mes "and now I want to tear you apart in five pieces. Why don't you just shut up and surrender before I kill you?";
+ next;
+ mes "[Rayan]";
+ mes "Hah.. You still have no idea, huh? You already lost this game, lady.";
+ donpcevent "Dandelion Member#moc2_3::OnEnable";
+ donpcevent "Dandelion Member#moc2_4::OnEnable";
+ donpcevent "Dandelion Member#moc2_5::OnEnable";
+ next;
+ specialeffect EF_FREEZED,AREA,"Rin#moc2_bt_rin02";
+ emotion e_gasp;
+ mapannounce "que_dan01", "Rin: When.. When did you...!?!",bc_map,"0x7b68ee";
+ mes "[Rayan]";
+ mes "I'm sorry that I have to do this.";
+ mes "...";
+ mes "Kill her.";
+ specialeffect EF_BEGINSPELL2,AREA,"Dandelion Member#moc2_3";
+ specialeffect EF_BEGINSPELL2,AREA,"Dandelion Member#moc2_4";
+ specialeffect EF_BEGINSPELL2,AREA,"Dandelion Member#moc2_5";
+ next;
+ mapannounce "que_dan01", "Rayan: Follow me as soon as you take care of her. Our next meeting place is the usual place. I'm leaving.",bc_map,"0xA8A8A8";
+ donpcevent "Rayan#moc2_bt_r01::OnDisable";
+ donpcevent "Dandelion Member#moc2_1::OnDisable";
+ donpcevent "Dandelion Member#moc2_2::OnDisable";
+ mes "[" + strcharinfo(0) + "]";
+ mes "Rin-!!!";
+ specialeffect EF_LIGHTBOLT,AREA,"Rin#moc2_bt_rin02";
+ specialeffect EF_FIREPILLARBOMB,AREA,"Rin#moc2_bt_rin02";
+ specialeffect EF_METEORSTORM,AREA,"Rin#moc2_bt_rin02";
+ donpcevent "Rin#moc2_bt_rin02::OnDisable";
+ next;
+ mes "You feel helpless: you can do nothing but watch her slowly get overpowered..";
+ mes "Then, the pressure on your body suddenly dissipates.";
+ changequest 7019,7020;
+ close2;
+ disablenpc "#moc2_event01";
+ donpcevent "Dandelion Member#moc2_3::OnDisable";
+ donpcevent "Dandelion Member#moc2_4::OnDisable";
+ donpcevent "Dandelion Member#moc2_5::OnDisable";
+ donpcevent "Corpse#moc2_dead01::OnEnable";
+ donpcevent "Corpse#moc2_dead01::Oncall";
+ end;
+}
+
+que_dan01,49,36,5 script Corpse#moc2_dead01 457,{
+ if (checkweight(714,1) == 0) {
+ mes "- You cannot proceed with the quest when you're carrying too many items with you. -";
+ close;
+ }
+ if (mobcount("que_dan01","Corpse#moc2_dead01::OnMyMobDead") < 1) {
+ if (mao_morocc2 == 10) {
+ mes "You have found a laceration on the dead body;";
+ mes "he must have been killed by Rin.";
+ next;
+ switch(select("Check his pockets.:Shake the corpse.")) {
+ case 1:
+ mes "It's creepy to touch a corpse, but you have decided to check his pockets for any clues.";
+ next;
+ break;
+ case 2:
+ mes "It's creepy to touch a corpse, but you have decided to shake and turn the body";
+ mes "to find any possible clues";
+ mes "And...";
+ next;
+ break;
+ }
+ mes "A scroll flew out of the body's jacket pocket.";
+ mes "You're not sure what this scroll is for, but obviously it seems pretty important.";
+ next;
+ mes "^4d4dffYou have obtained a Sealed Magic Scroll.";
+ mes "Let's bring this to Kidd.^000000";
+ set mao_morocc2,11;
+ getitem 6028,1; //Seal_Scroll
+ donpcevent "#moc2_event_on::Onstop";
+ initnpctimer;
+ changequest 7020,7021;
+ close;
+ }
+ else if (mao_morocc2 == 11) {
+ mes "You have found a Dandelion Member who was killed by Rin.";
+ close;
+ }
+ else {
+ // Missed
+ mes "It's just a corpse, but there seems to be something unnatural about it.";
+ close2;
+ warp "morocc",104,108;
+ end;
+ }
+ }
+ else {
+ mes "Now's not the time to examine corpses.";
+ mes "You better take care of your living enemies first!";
+ close;
+ }
+ end;
+
+OnInit:
+ disablenpc "Corpse#moc2_dead01";
+ end;
+
+OnEnable:
+ enablenpc "Corpse#moc2_dead01";
+ end;
+
+OnDisable:
+ disablenpc "Corpse#moc2_dead01";
+ end;
+
+Oncall:
+ monster "que_dan01",26,40,"Dandelion Member",1985,1,"Corpse#moc2_dead01::OnMyMobDead";
+ monster "que_dan01",21,35,"Dandelion Member",1985,1,"Corpse#moc2_dead01::OnMyMobDead";
+ monster "que_dan01",25,32,"Dandelion Member",1985,1,"Corpse#moc2_dead01::OnMyMobDead";
+ monster "que_dan01",34,34,"Dandelion Member",1985,1,"Corpse#moc2_dead01::OnMyMobDead";
+ monster "que_dan01",36,34,"Dandelion Member",1985,1,"Corpse#moc2_dead01::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+
+Onreset:
+ killmonster "que_dan01","Corpse#moc2_dead01::OnMyMobDead";
+ end;
+
+OnTimer4000:
+ mapannounce "que_dan01", "...Hey!... Where are you?!... Where did you go?!!!",bc_map,"0xdda0dd";
+ end;
+
+OnTimer7000:
+ mapwarp "que_dan01","mid_camp",204,312;
+ end;
+
+OnTimer10000:
+ donpcevent "Corpse#moc2_dead01::OnDisable";
+ donpcevent "Rin#moc2_bt_rin01::OnDisable";
+ donpcevent "Rin#moc2_bt_rin02::OnDisable";
+ donpcevent "Rayan#moc2_bt_r01::OnDisable";
+ donpcevent "Dandelion Member#moc2_1::OnDisable";
+ donpcevent "Dandelion Member#moc2_2::OnDisable";
+ donpcevent "Dandelion Member#moc2_3::OnDisable";
+ donpcevent "Dandelion Member#moc2_4::OnDisable";
+ donpcevent "Dandelion Member#moc2_5::OnDisable";
+ donpcevent "#moc2_event01::OnDisable";
+ donpcevent "#moc2_event_on::OnEnable";
+ end;
+
+OnTimer11000:
+ set $@moc_mao_gate1,0; //Global Variable
+ end;
+}
+
+que_dan01,34,34,7 script Rin#moc2_bt_rin01 885,{
+ end;
+
+OnInit:
+ disablenpc "Rin#moc2_bt_rin01";
+ end;
+
+OnEnable:
+ enablenpc "Rin#moc2_bt_rin01";
+ end;
+
+OnDisable:
+ disablenpc "Rin#moc2_bt_rin01";
+ end;
+}
+
+que_dan01,29,34,7 script Rin#moc2_bt_rin02 885,{
+ end;
+
+OnInit:
+ disablenpc "Rin#moc2_bt_rin02";
+ end;
+
+OnEnable:
+ enablenpc "Rin#moc2_bt_rin02";
+ end;
+
+OnDisable:
+ disablenpc "Rin#moc2_bt_rin02";
+ end;
+}
+
+que_dan01,36,34,3 script Rayan#moc2_bt_r01 456,{
+ end;
+
+OnInit:
+ disablenpc "Rayan#moc2_bt_r01";
+ end;
+
+OnEnable:
+ enablenpc "Rayan#moc2_bt_r01";
+ end;
+
+OnDisable:
+ disablenpc "Rayan#moc2_bt_r01";
+ end;
+}
+
+que_dan01,39,37,3 script Dandelion Member#moc2_1 456,{
+ end;
+
+OnInit:
+ disablenpc "Dandelion Member#moc2_1";
+ end;
+
+OnEnable:
+ enablenpc "Dandelion Member#moc2_1";
+ end;
+
+OnDisable:
+ disablenpc "Dandelion Member#moc2_1";
+ end;
+
+}
+
+que_dan01,41,34,3 script Dandelion Member#moc2_2 456,{
+ end;
+
+OnInit:
+ disablenpc "Dandelion Member#moc2_2";
+ end;
+
+OnEnable:
+ enablenpc "Dandelion Member#moc2_2";
+ end;
+
+OnDisable:
+ disablenpc "Dandelion Member#moc2_2";
+ end;
+}
+
+que_dan01,26,40,5 script Dandelion Member#moc2_3 456,{
+ end;
+
+OnInit:
+ disablenpc "Dandelion Member#moc2_3";
+ end;
+
+OnEnable:
+ enablenpc "Dandelion Member#moc2_3";
+ end;
+
+OnDisable:
+ disablenpc "Dandelion Member#moc2_3";
+ end;
+}
+
+que_dan01,21,35,5 script Dandelion Member#moc2_4 456,{
+ end;
+
+OnInit:
+ disablenpc "Dandelion Member#moc2_4";
+ end;
+
+OnEnable:
+ enablenpc "Dandelion Member#moc2_4";
+ end;
+
+OnDisable:
+ disablenpc "Dandelion Member#moc2_4";
+ end;
+}
+
+que_dan01,25,32,7 script Dandelion Member#moc2_5 456,{
+ end;
+
+OnInit:
+ disablenpc "Dandelion Member#moc2_5";
+ end;
+
+OnEnable:
+ enablenpc "Dandelion Member#moc2_5";
+ end;
+
+OnDisable:
+ disablenpc "Dandelion Member#moc2_5";
+ end;
+}
+
+yuno_fild09,234,133,0 warp #moc2_fild09-que_dan02 1,1,que_dan02,13,10
+que_dan02,13,6,0 warp #moc_que_dan02-fild09 1,1,yuno_fild09,234,129
+
+que_dan02,21,37,0 script #moc2_b1_gate -1,1,1,{
+//OnTouch2:
+OnTouch:
+ if (mao_morocc2 == 17) {
+ mes "- You find a side door that leads to the basement.";
+ mes "A faint light is shining through the hinges.";
+ mes "There are people inside, talking loudly. -";
+ next;
+ mes "[Male Voice]";
+ mes "Hey Rayan, say something.";
+ mes "We did everything you asked,";
+ mes "but...";
+ next;
+ mes "[Male Voice]";
+ mes "..This is totally wrong.";
+ mes "We did something that we shouldn't have.";
+ mes "Come on, reconsider this.";
+ next;
+ mes "[Male Voice]";
+ mes "Rayan, Rayan!";
+ mes "All we wanted was just to shake up the town just a little bit,";
+ mes "not summon Satan Morocc! The ritual failed like we first planned, but..";
+ next;
+ mes "[Voices]";
+ mes "That's right. It failed, but what happened? Satan Morocc resurrected himself.";
+ mes "He'll bring the end of this world.";
+ mes "What have we done?!";
+ mes "We can't even go back to our country now!";
+ next;
+ mes "[Anxious Voice]";
+ mes "..We all knew that we would be disposed after we stopped being useful.. Just like pawns in a chess match.";
+ mes "But I'm curious.";
+ mes "Rayan..";
+ next;
+ mes "[Anxious Voice]";
+ mes "Rayan, say something!";
+ mes "What the hell's wrong with you?";
+ mes "Why, can't you still forget the Assassin?";
+ mes "..Hey, tell us. What should we do now?";
+ next;
+ mes "[Anxious Voice]";
+ mes "Let me ask you one question.";
+ mes "..Did you.. Did you really summon Satan Morocc?";
+ mes "Did you?";
+ mes "Did you really ask us to help you resurrect Satan Morocc?!";
+ next;
+ mes "[Anxious Voice]";
+ mes "If your silence means yes, I'm out!";
+ mes "I didn't know then, but I know now. I'm leaving!";
+ next;
+ mes "[Rayan]";
+ mes "Incompetent weaklings.";
+ mes "I don't need you anymore.";
+ mes "Thank you for following my lead so far.";
+ mes "But you're nothing but puppets of the goddess.. *Giggle Giggle*";
+ next;
+ mes "[Male Voice]";
+ mes "Hey, hey! What are you doing?!";
+ mes "Why are you doing this?!";
+ next;
+ mes "- You hear loud thuds and thumping in the midst of their yelling and screaming.";
+ mes "It sounds like they're having a serious dispute.-";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "..Rayan? ..Morroc? ..Resurrect..?";
+ mes "I have no idea what they're talking about. Why are they fighting?";
+ next;
+ mes "[Rayan]";
+ mes "You ignorant puppets..";
+ mes "You're too stupid to understand my master's great will..";
+ mes "..Oh, right. I completely forgot about 'it.' It's time to take it back.";
+ mes "What do you say? *Giggle Giggle*";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "What the?! Does he know I'm here?!";
+ mes "I'd better run!";
+ next;
+ mes "- You used a Butterfly Wing.-";
+ set mao_morocc2,18;
+ changequest 7026,7027;
+ close2;
+ warp "SavePoint",0,0;
+ end;
+ }
+ else if (mao_morocc2 == 19) {
+ mes "- The side to the basement is open.";
+ mes "You can enter if you want. -";
+ next;
+ switch(select("Enter.:Do not enter.")) {
+ case 1:
+ warp "que_dan02",91,11;
+ end;
+ case 2:
+ mes "You have decided to not enter the basement.";
+ close;
+ }
+ }
+ else {
+ mes "- This door seems to lead to the basement,";
+ mes "but it's locked pretty securely. -";
+ close;
+ }
+}
+
+que_dan02,88,11,0 warp #moc2_b1-b2 1,1,que_dan02,21,33
+
+que_dan02,115,53,3 script Man#moc2_crazyR01 456,{
+ if (mao_morocc2 == 19) {
+ mes "A man covered in blood is standing at a corner with a mysterious grin.";
+ next;
+ donpcevent "Mr. Kidd#moc_extra01::OnEnable";
+ mes "[Mr. Kidd]";
+ mes "I guess it was the right timing.";
+ mes "By the way, who is this guy?";
+ mes "He looks kind of.. He's insane, isn't he?";
+ cutin "mocseal_kid01",0;
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Woah! Where did you come from?";
+ next;
+ mes "[Mr. Kidd]";
+ mes "..From somewhere.";
+ mes "Anyways..";
+ mes "What happened?";
+ mes "Who are you?";
+ next;
+ cutin "moc2_dan01",2;
+ mes "[Man]";
+ mes "..Who am I..?";
+ mes "..I think I forgot..";
+ mes "They're all dead.. I've killed them.";
+ mes "Hehehe, I just followed the will of my master.";
+ mes "Muhahahahaha!!";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "No.. No way!";
+ next;
+ select("Rayan?!");
+ cutin "moc2_kid02",0;
+ mes "[Mr. Kidd]";
+ mes "What? Is this really the Rayan we've been chasing?";
+ mes "..... !!!";
+ mes "Right, you said Rayan was having a dispute with his buddies..";
+ next;
+ cutin "moc2_dan02",2;
+ mes "[Rayan]";
+ mes "..Ray.. Rayan? That's my name? That's right..";
+ mes "I'm Rayan. Rayan Moore.";
+ mes "Who are you..?";
+ next;
+ mes "[Rayan]";
+ mes "Where am I? What's all this blood?!";
+ mes "..Huh? Where am I? What happened to my friends?";
+ next;
+ cutin "mocseal_kid01",0;
+ mes "[Mr. Kidd]";
+ mes "..I guess I was right. He really is Rayan Moore.";
+ mes "What's wrong with him?";
+ mes "He seems.. He seems really confused. Maybe even unstable.";
+ next;
+ mes "[Mr. Kidd]";
+ mes "Well, it's the perfect time to capture this guy before he can kill us.";
+ mes "Rin will know if this is the real Rayan because I've never seen him without his mask..";
+ next;
+ mes "[Mr. Kidd]";
+ mes "I'll bring this guy to Rin so she can interrogate him.";
+ mes "I'll see you at the camp.";
+ cutin "mocseal_kid01",255;
+ next;
+ mes "- You watched Mr. Kidd arrest the unconscious Rayan and take out a teleportation item. You decide to return to town. -";
+ set mao_morocc2,20;
+ changequest 7028,7029;
+ close2;
+ warp "SavePoint",0,0;
+ donpcevent "Mr. Kidd#moc_extra01::OnDisable";
+ }
+ else {
+ mes "[Man]";
+ mes "I live to serve my master!";
+ mes "Are you his enemy?";
+ mes "DIE!";
+ close2;
+ percentheal -100,0;
+ end;
+ }
+ cutin "mocseal_kid01",255;
+ end;
+}
+
+que_dan02,115,54,5 script Mr. Kidd#moc_extra01 884,{
+ end;
+
+OnInit:
+ disablenpc "Mr. Kidd#moc_extra01";
+ end;
+
+OnEnable:
+ enablenpc "Mr. Kidd#moc_extra01";
+ end;
+
+OnDisable:
+ disablenpc "Mr. Kidd#moc_extra01";
+ end;
+}
+
+que_dan02,108,17,3 script Dismembered Corpse#moc2 457,{
+ mes "You find a horribly dismembered dead body.";
+ mes "It is disgusting to decribe the status of the Corpse!.";
+ close;
+}
+
+que_dan02,103,24,5 script Crushed Corpse#moc2 457,{
+ mes "You find a horribly disfigured corpse.";
+ mes "that appears to have been crushed to death.";
+ close;
+}
+
+que_dan02,92,37,7 script Mutated Corpse#moc2 457,{
+ mes "You find a terribly mutated corpse.";
+ mes "R.I.P.";
+ close;
+}
+
+que_dan02,99,36,0 script Mutilated Corpse#moc2 457,{
+ mes "You find a terribly mutilated corpse.";
+ mes "Rest in peace.";
+ close;
+}
+
+que_dan02,102,42,3 script Disfigured Corpse#moc2 457,{
+ mes "You find a horribly disfigured corpse.";
+ mes "... . . . . . !!!";
+ close;
+}
+
+//Mid Camp Warper (gogoash), Translated from the Official [Slim]
+prontera,161,192,5 script Ash Vacuum Warper 707,{
+ mes "[Warp Soldier]";
+ mes "For a limited period.";
+ mes "I can send you to Ash-Vacuum without any fee.";
+ next;
+ mes "[Warp Soldier]";
+ mes "Do you want to go to Ash-Vacuum right now?";
+ next;
+ switch(select("Yes, please","Not yet")) {
+
+ case 1:
+ mes "[Warp Soldier]";
+ mes "Ok. I hope you";
+ mes "enjoy your trip.";
+ close2;
+ set ep13_ryu,100;
+ warp "mid_camp",210,291;
+ break;
+ case 2:
+ mes "[Warp Soldier]";
+ mes "No problem. I understand.";
+ mes "Tell me when you change your mind.";
+ mes "See you.";
+ close;
+ break;
+ }
+ end;
+}
diff --git a/npc/pre-re/quests/quests_13_2.txt b/npc/pre-re/quests/quests_13_2.txt
new file mode 100644
index 000000000..45333374b
--- /dev/null
+++ b/npc/pre-re/quests/quests_13_2.txt
@@ -0,0 +1,13614 @@
+//===== rAthena Script =======================================
+//= Collection of episode 13.2 quests.
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 2.2
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Cat Hand Addition. (Leads to 13.2 areas)
+//= Two Tribes
+//= Monster Suppression
+//= Daily Quests:
+//= - Bradium Collection
+//= - Laphine Craftsman
+//= - Drago Egg Collection (npc includes 'Wanted' quest)
+//= Otherworld language
+//= Daily Quests:
+//= - Midgard Ore
+//= - Alfheim Perfume
+//= Secret note of Bazett
+//= Yggdrasil Dungeon Floor 2 puzzle.
+//===== Additional Comments: =================================
+//= 1.0 First version
+//= 1.1 Fixed unidentified_coin -> unidentified_mineral. (bugreport:4086)
+//= 1.2 Fixed Half-buried Gem#1 not re-enabling. (bugreport:4129)
+//= 1.3 Moved misc NPCs to the their respective city file. [L0ne_W0lf]
+//= 1.3 Added the "Two Tribes" quest. [L0ne_W0lf]
+//= 1.4 Corrected issues with Otherworld Language. (Bugreport:4147)
+//= 1.5 Added daily quests: Midgard Ore, and Alfheim Perfume.
+//= 1.6 Added the Yggdrasil Dungeon floor 2 puzzle.
+//= 1.7 Added daily quest 'Dragon Egg collection.'
+//= 1.7a Fixed a translation typo. Tabb -> Taab.
+//= 1.8 Added a missing " in the GM only NPC.
+//= 1.9 Added Monster Suppression, Bradium Collection, and
+//= Laphine Craftsman quests.
+//= 2.0 Added missing global var check in Yggdrasil Dungeon
+//= floor 2 puzzle. Fixed a typo. Commented out untranslated
+//= line. [Gepard]
+//= 2.1 Fixed Myterious Rock 31, and Cart Hand Agents.
+//= 2.2 Added a missing close. (bugreport:4520) [L0ne_W0lf]
+//= 2.3 Fixed EF_Wind not showing. (bugreport:5149) [Masao]
+//============================================================
+
+// Cat Hand Addition.
+//============================================================
+spl_fild02,25,211,4 script Cat Hand Agent#spl 421,{
+ if (ep13_yong1 < 3) {
+ mes "[Cat Hand Agent]";
+ mes "Welcome to Cat Trading.";
+ mes "I guess you're a first-time customer, huh?";
+ next;
+ mes "[Cat Hand Agent]";
+ mes "For more details about our contract, you need to talk to our staff first.";
+ close;
+ }
+ else if ((ep13_yong1 > 2) && (ep13_yong1 < 20)) {
+ mes "[Cat Hand Agent]";
+ mes "Cat Trading's available services are as followed.";
+ mes "For additional services, please consult Agent Gyaruk.";
+ next;
+ switch(select("Save your location:Cancel")) {
+ case 1:
+ savepoint "spl_fild02",32,225;
+ mes "[Cat Hand Agent]";
+ mes "Thank you.";
+ mes "Your location has been saved.";
+ mes "You can now directly return to this camp.";
+ close;
+ case 2:
+ mes "[Cat Hand Agent]";
+ mes "Thank you for using our service.";
+ close;
+ }
+ }
+ else if ((ep13_yong1 > 19) && (ep13_yong1 < 40)) {
+ mes "[Cat Hand Agent]";
+ mes "Cat Trading's available services are as followed.";
+ mes "For additional services, please consult Agent Gyaruk.";
+ next;
+ switch(select("Save your location:Use Storage:Cancel")) {
+ case 1:
+ savepoint "spl_fild02",32,225;
+ mes "[Cat Hand Agent]";
+ mes "Thank you.";
+ mes "Your location has been saved.";
+ mes "You can now directly return to this camp.";
+ close;
+ case 2:
+ if(basicskillcheck() && getskilllv("NV_BASIC") < 6){
+ mes "[Cat Hand Agent]";
+ mes "I'm sorry, but you";
+ mes "need the Novice's";
+ mes "Basic Skill Level 6 to";
+ mes "use the Storage Service.";
+ close;
+ }
+ else if (Zeny >= 60) {
+ set zeny,zeny-60;
+ mes "[Cat Hand Agent]";
+ mes "Thank you.";
+ mes "Your storage will be opened shortly.";
+ close2;
+ openstorage;
+ end;
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "I'm sorry, but you don't";
+ mes "have enough money?";
+ mes "Cat Trading's storage";
+ mes "service is 60 zeny.";
+ mes "It's cheap, isn't it?";
+ close;
+ }
+ case 3:
+ mes "[Cat Hand Agent]";
+ mes "Thank you for using our service.";
+ close;
+ }
+ }
+ else if ((ep13_yong1 > 39) && (ep13_yong1 < 100)) {
+ mes "[Cat Hand Agent]";
+ mes "Cat Trading's available services are as followed.";
+ mes "For additional services, please consult Agent Gyaruk.";
+ next;
+ switch(select("Save your location:Use Storage:Use Cat Warp (Midgard):Cancel")) {
+ case 1:
+ savepoint "spl_fild02",32,225;
+ mes "[Cat Hand Agent]";
+ mes "Thank you.";
+ mes "Your location has been saved.";
+ mes "You can now directly return to this camp.";
+ close;
+ case 2:
+ if(basicskillcheck() && getskilllv("NV_BASIC") < 6){
+ mes "[Cat Hand Agent]";
+ mes "I'm sorry, but you";
+ mes "need the Novice's";
+ mes "Basic Skill Level 6 to";
+ mes "use the Storage Service.";
+ close;
+ }
+ else if (Zeny >= 60) {
+ set zeny,zeny-60;
+ mes "[Cat Hand Agent]";
+ mes "Thank you.";
+ mes "Your storage will be opened shortly.";
+ close2;
+ openstorage;
+ end;
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "I'm sorry, but you don't";
+ mes "have enough money?";
+ mes "Cat Trading's storage";
+ mes "service is 60 zeny.";
+ mes "It's cheap, isn't it?";
+ close;
+ }
+ case 3:
+ // Custom Translation.
+ mes "[Cat Hand Agent]";
+ mes "With " + ep13_yong1 + " credit points, we offer the following warp services. Please remember, you can't come back easily once you move to Midgard.";
+ next;
+ if ((ep13_yong1 > 39) && (ep13_yong1 < 50)) {
+ switch(select("Prontera -> 5500z:Cancel")) {
+ case 1:
+ if (Zeny >= 5500) {
+ set zeny,zeny-5500;
+ warp "prontera",116,72;
+ close;
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "Don't play with money.";
+ close;
+ }
+ case 2:
+ close;
+ }
+ }
+ else if ((ep13_yong1 > 49) && (ep13_yong1 < 60)) {
+ switch(select("Alberta -> 5500z:Prontera -> 5500z:Cancel")) {
+ case 1:
+ if (Zeny >= 5500) {
+ set zeny,zeny-5500;
+ warp "alberta",117,56;
+ close;
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "Don't play with money.";
+ close;
+ }
+ case 2:
+ if (Zeny >= 5500) {
+ set zeny,zeny-5500;
+ warp "prontera",116,72;
+ close;
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "Don't play with money.";
+ close;
+ }
+ case 3:
+ close;
+ }
+ }
+ else if ((ep13_yong1 > 59) && (ep13_yong1 < 70)) {
+ switch(select("Alberta -> 5025z:Prontera -> 5025z:Izlude -> 5025z:Cancel")) {
+ case 1:
+ if (Zeny >= 5025) {
+ set zeny,zeny-5025;
+ warp "alberta",117,56;
+ close;
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "Don't play with money.";
+ close;
+ }
+ case 2:
+ if (Zeny >= 5025) {
+ set zeny,zeny-5025;
+ warp "prontera",116,72;
+ close;
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "Don't play with money.";
+ close;
+ }
+ case 3:
+ if (Zeny >= 5025) {
+ set zeny,zeny-5025;
+ warp "izlude",91,105;
+ close;
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "Don't play with money.";
+ close;
+ }
+ case 4:
+ close;
+ }
+ }
+ else if ((ep13_yong1 > 69) && (ep13_yong1 < 80)) {
+ switch(select("Alberta -> 5025z:Prontera -> 5025z:Izlude -> 5025z:Geffen -> 5025z:Cancel")) {
+ case 1:
+ if (Zeny >= 5025) {
+ set zeny,zeny-5025;
+ warp "alberta",117,56;
+ close;
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "Don't play with money.";
+ close;
+ }
+ case 2:
+ if (Zeny >= 5025) {
+ set zeny,zeny-5025;
+ warp "prontera",116,72;
+ close;
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "Don't play with money.";
+ close;
+ }
+ case 3:
+ if (Zeny >= 5025) {
+ set zeny,zeny-5025;
+ warp "izlude",91,105;
+ close;
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "Don't play with money.";
+ close;
+ }
+ case 4:
+ if (Zeny >= 5025) {
+ set zeny,zeny-5025;
+ warp "geffen",120,39;
+ close;
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "Don't play with money.";
+ close;
+ }
+ case 5:
+ close;
+ }
+ }
+ else if ((ep13_yong1 > 79) && (ep13_yong1 < 90)) {
+ switch(select("Alberta -> 4765z:Prontera -> 4765z:Izlude -> 4765z:Geffen -> 4765z:Payon -> 4765z:Cancel")) {
+ case 1:
+ if (Zeny >= 4765) {
+ set zeny,zeny-4765;
+ warp "alberta",117,56;
+ close;
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "Don't play with money.";
+ close;
+ }
+ case 2:
+ if (Zeny >= 4765) {
+ set zeny,zeny-4765;
+ warp "prontera",116,72;
+ close;
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "Don't play with money.";
+ close;
+ }
+ case 3:
+ if (Zeny >= 4765) {
+ set zeny,zeny-4765;
+ warp "izlude",91,105;
+ close;
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "Don't play with money.";
+ close;
+ }
+ case 4:
+ if (Zeny >= 4765) {
+ set zeny,zeny-4765;
+ warp "geffen",120,39;
+ close;
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "Don't play with money.";
+ close;
+ }
+ case 5:
+ if (Zeny >= 4765) {
+ set zeny,zeny-4765;
+ warp "payon",161,58;
+ close;
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "Don't play with money.";
+ close;
+ }
+ case 6:
+ close;
+ }
+ }
+ else if ((ep13_yong1 > 89) && (ep13_yong1 < 100)) {
+ switch(select("Alberta -> 4765z:Prontera -> 4765z:Izlude -> 4765z:Geffen -> 4765z:Payon -> 4765z:Morroc -> 4765z:Cancel")) {
+ case 1:
+ if (Zeny >= 4765) {
+ set zeny,zeny-4765;
+ warp "alberta",117,56;
+ close;
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "Don't play with money.";
+ close;
+ }
+ case 2:
+ if (Zeny >= 4765) {
+ set zeny,zeny-4765;
+ warp "prontera",116,72;
+ close;
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "Don't play with money.";
+ close;
+ }
+ case 3:
+ if (Zeny >= 4765) {
+ set zeny,zeny-4765;
+ warp "izlude",91,105;
+ close;
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "Don't play with money.";
+ close;
+ }
+ case 4:
+ if (Zeny >= 4765) {
+ set zeny,zeny-4765;
+ warp "geffen",120,39;
+ close;
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "Don't play with money.";
+ close;
+ }
+ case 5:
+ if (Zeny >= 4765) {
+ set zeny,zeny-4765;
+ warp "payon",161,58;
+ close;
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "Don't play with money.";
+ close;
+ }
+ case 6:
+ if (Zeny >= 4765) {
+ set zeny,zeny-4765;
+ warp "morocc",156,46;
+ close;
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "Don't play with money.";
+ close;
+ }
+ case 7:
+ close;
+ }
+ }
+ else if (ep13_yong1 > 99) {
+ switch(select("Alberta -> 4590z:Prontera -> 4590z:Izlude -> 4590z:Geffen -> 4590z:Payon -> 4590z:Morroc -> 4590z:Al De Baran -> 4590z:Cancel")) {
+ case 1:
+ if (Zeny >= 4590) {
+ set zeny,zeny-4590;
+ warp "alberta",117,56;
+ close;
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "Don't play with money.";
+ close;
+ }
+ case 2:
+ if (Zeny >= 4590) {
+ set zeny,zeny-4590;
+ warp "prontera",116,72;
+ close;
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "Don't play with money.";
+ close;
+ }
+ case 3:
+ if (Zeny >= 4590) {
+ set zeny,zeny-4590;
+ warp "izlude",91,105;
+ close;
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "Don't play with money.";
+ close;
+ }
+ case 4:
+ if (Zeny >= 4590) {
+ set zeny,zeny-4590;
+ warp "geffen",120,39;
+ close;
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "Don't play with money.";
+ close;
+ }
+ case 5:
+ if (Zeny >= 4590) {
+ set zeny,zeny-4590;
+ warp "payon",161,58;
+ close;
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "Don't play with money.";
+ close;
+ }
+ case 6:
+ if (Zeny >= 4590) {
+ set zeny,zeny-4590;
+ warp "morocc",156,46;
+ close;
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "Don't play with money.";
+ close;
+ }
+ case 7:
+ if (Zeny >= 4590) {
+ set zeny,zeny-4590;
+ warp "aldebaran",168,112;
+ close;
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "Don't play with money.";
+ close;
+ }
+ case 8:
+ close;
+ }
+ }
+ else {
+ // Custom Translation.
+ mes "[Cat Hand Agent]";
+ mes "I am sorry, but you don't have enough credit points to use the warp service. Please come back when you have more points.";
+ close;
+ }
+ case 4:
+ mes "[Cat Hand Agent]";
+ mes "Thank you for using our service.";
+ close;
+ }
+ }
+ else if (ep13_yong1 > 99) {
+ mes "[Cat Hand Agent]";
+ mes "Cat Trading's available services are as followed.";
+ mes "For additional services, please consult Agent Gyaruk.";
+ next;
+ switch(select("Save your location:Use Storage:Use Cat Warp (Midgard):Use Cat Warp (Jottunheim):Cancel")) {
+ case 1:
+ savepoint "spl_fild02",32,225;
+ mes "[Cat Hand Agent]";
+ mes "Thank you.";
+ mes "Your location has been saved.";
+ mes "You can now directly return to this camp.";
+ close;
+ case 2:
+ if(basicskillcheck() && getskilllv("NV_BASIC") < 6){
+ mes "[Cat Hand Agent]";
+ mes "I'm sorry, but you";
+ mes "need the Novice's";
+ mes "Basic Skill Level 6 to";
+ mes "use the Storage Service.";
+ close;
+ }
+ else if (Zeny >= 60) {
+ set zeny,zeny-60;
+ mes "[Cat Hand Agent]";
+ mes "Thank you.";
+ mes "Your storage will be opened shortly.";
+ close2;
+ openstorage;
+ end;
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "I'm sorry, but you don't";
+ mes "have enough money?";
+ mes "Cat Trading's storage";
+ mes "service is 60 zeny.";
+ mes "It's cheap, isn't it?";
+ close;
+ }
+ case 3:
+ // Custom Translation.
+ mes "[Cat Hand Agent]";
+ mes "With " + ep13_yong1 + " credit points, we offer the following warp services. Please remember, you can't come back easily once you move to Midgard.";
+ next;
+ if ((ep13_yong1 > 99) && (ep13_yong1 < 200)) {
+ switch(select("Alberta -> 4590z:Prontera -> 4590z:Izlude -> 4590z:Geffen -> 4590z:Payon -> 4590z:Morroc -> 4590z:Al De Baran -> 4590z:Cancel")) {
+ case 1:
+ if (Zeny >= 4590) {
+ set zeny,zeny-4590;
+ warp "alberta",117,56;
+ close;
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "Don't play with money.";
+ close;
+ }
+ case 2:
+ if (Zeny >= 4590) {
+ set zeny,zeny-4590;
+ warp "prontera",116,72;
+ close;
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "Don't play with money.";
+ close;
+ }
+ case 3:
+ if (Zeny >= 4590) {
+ set zeny,zeny-4590;
+ warp "izlude",91,105;
+ close;
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "Don't play with money.";
+ close;
+ }
+ case 4:
+ if (Zeny >= 4590) {
+ set zeny,zeny-4590;
+ warp "geffen",120,39;
+ close;
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "Don't play with money.";
+ close;
+ }
+ case 5:
+ if (Zeny >= 4590) {
+ set zeny,zeny-4590;
+ warp "payon",161,58;
+ close;
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "Don't play with money.";
+ close;
+ }
+ case 6:
+ if (Zeny >= 4590) {
+ set zeny,zeny-4590;
+ warp "morocc",156,46;
+ close;
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "Don't play with money.";
+ close;
+ }
+ case 7:
+ if (Zeny >= 4590) {
+ set zeny,zeny-4590;
+ warp "aldebaran",168,112;
+ close;
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "Don't play with money.";
+ close;
+ }
+ case 8:
+ close;
+ }
+ }
+ else if ((ep13_yong1 > 199) && (ep13_yong1 < 250)) {
+ switch(select("Alberta -> 4170z:Prontera -> 4170z:Izlude -> 4170z:Geffen -> 4170z:Payon -> 4170z:Morroc -> 4170z:Al De Baran -> 4170z:Juno -> 4170z:Cancel")) {
+ case 1:
+ if (Zeny >= 4170) {
+ set zeny,zeny-4170;
+ warp "alberta",117,56;
+ close;
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "Don't play with money.";
+ close;
+ }
+ case 2:
+ if (Zeny >= 4170) {
+ set zeny,zeny-4170;
+ warp "prontera",116,72;
+ close;
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "Don't play with money.";
+ close;
+ }
+ case 3:
+ if (Zeny >= 4170) {
+ set zeny,zeny-4170;
+ warp "izlude",91,105;
+ close;
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "Don't play with money.";
+ close;
+ }
+ case 4:
+ if (Zeny >= 4170) {
+ set zeny,zeny-4170;
+ warp "geffen",120,39;
+ close;
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "Don't play with money.";
+ close;
+ }
+ case 5:
+ if (Zeny >= 4170) {
+ set zeny,zeny-4170;
+ warp "payon",161,58;
+ close;
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "Don't play with money.";
+ close;
+ }
+ case 6:
+ if (Zeny >= 4170) {
+ set zeny,zeny-4170;
+ warp "morocc",156,46;
+ close;
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "Don't play with money.";
+ close;
+ }
+ case 7:
+ if (Zeny >= 4170) {
+ set zeny,zeny-4170;
+ warp "aldebaran",168,112;
+ close;
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "Don't play with money.";
+ close;
+ }
+ case 8:
+ if (Zeny >= 4170) {
+ set zeny,zeny-4170;
+ warp "yuno",158,125;
+ close;
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "Don't play with money.";
+ close;
+ }
+ case 9:
+ close;
+ }
+ close;
+ }
+ else if ((ep13_yong1 > 249) && (ep13_yong1 < 300)) {
+ switch(select("Alberta -> 4025z:Prontera -> 4025z:Izlude -> 4025z:Geffen -> 4025z:Payon -> 4025z:Morroc -> 4025z:Al De Baran -> 4025z:Juno -> 4025z:Einbroch -> 4025z:Cancel")) {
+ case 1:
+ if (Zeny >= 4025) {
+ set zeny,zeny-4025;
+ warp "alberta",117,56;
+ close;
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "Don't play with money.";
+ close;
+ }
+ case 2:
+ if (Zeny >= 4025) {
+ set zeny,zeny-4025;
+ warp "prontera",116,72;
+ close;
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "Don't play with money.";
+ close;
+ }
+ case 3:
+ if (Zeny >= 4025) {
+ set zeny,zeny-4025;
+ warp "izlude",91,105;
+ close;
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "Don't play with money.";
+ close;
+ }
+ case 4:
+ if (Zeny >= 4025) {
+ set zeny,zeny-4025;
+ warp "geffen",120,39;
+ close;
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "Don't play with money.";
+ close;
+ }
+ case 5:
+ if (Zeny >= 4025) {
+ set zeny,zeny-4025;
+ warp "payon",161,58;
+ close;
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "Don't play with money.";
+ close;
+ }
+ case 6:
+ if (Zeny >= 4025) {
+ set zeny,zeny-4025;
+ warp "morocc",156,46;
+ close;
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "Don't play with money.";
+ close;
+ }
+ case 7:
+ if (Zeny >= 4025) {
+ set zeny,zeny-4025;
+ warp "aldebaran",168,112;
+ close;
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "Don't play with money.";
+ close;
+ }
+ case 8:
+ if (Zeny >= 4025) {
+ set zeny,zeny-4025;
+ warp "yuno",158,125;
+ close;
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "Don't play with money.";
+ close;
+ }
+ case 9:
+ if (Zeny >= 4025) {
+ set zeny,zeny-4025;
+ warp "einbroch",158,301;
+ close;
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "Don't play with money.";
+ close;
+ }
+ case 10:
+ close;
+ }
+ close;
+ }
+ else if (ep13_yong1 > 299) {
+ switch(select("Alberta -> 3970z:Prontera -> 3970z:Izlude -> 3970z:Geffen -> 3970z:Payon -> 3970z:Morroc -> 3970z:Al De Baran -> 3970z:Juno -> 3970z:Einbroch -> 3970z:Lighthalzen -> 3970z:Cancel")) {
+ case 1:
+ if (Zeny >= 3970) {
+ set zeny,zeny-3970;
+ warp "alberta",117,56;
+ close;
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "Don't play with money.";
+ close;
+ }
+ case 2:
+ if (Zeny >= 3970) {
+ set zeny,zeny-3970;
+ warp "prontera",116,72;
+ close;
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "Don't play with money.";
+ close;
+ }
+ case 3:
+ if (Zeny >= 3970) {
+ set zeny,zeny-3970;
+ warp "izlude",91,105;
+ close;
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "Don't play with money.";
+ close;
+ }
+ case 4:
+ if (Zeny >= 3970) {
+ set zeny,zeny-3970;
+ warp "geffen",120,39;
+ close;
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "Don't play with money.";
+ close;
+ }
+ case 5:
+ if (Zeny >= 3970) {
+ set zeny,zeny-3970;
+ warp "payon",161,58;
+ close;
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "Don't play with money.";
+ close;
+ }
+ case 6:
+ if (Zeny >= 3970) {
+ set zeny,zeny-3970;
+ warp "morocc",156,46;
+ close;
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "Don't play with money.";
+ close;
+ }
+ case 7:
+ if (Zeny >= 3970) {
+ set zeny,zeny-3970;
+ warp "aldebaran",168,112;
+ close;
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "Don't play with money.";
+ close;
+ }
+ case 8:
+ if (Zeny >= 3970) {
+ set zeny,zeny-3970;
+ warp "yuno",158,125;
+ close;
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "Don't play with money.";
+ close;
+ }
+ case 9:
+ if (Zeny >= 3970) {
+ set zeny,zeny-3970;
+ warp "einbroch",158,301;
+ close;
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "Don't play with money.";
+ close;
+ }
+ case 10:
+ if (Zeny >= 3970) {
+ set zeny,zeny-3970;
+ warp "lighthalzen",163,64;
+ close;
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "Don't play with money.";
+ close;
+ }
+ case 11:
+ close;
+ }
+ close;
+ }
+ else {
+ // Custom Translation
+ mes "[Cat Hand Agent]";
+ mes "I am sorry, but you don't have enough credit points to use the warp service. Please come back when you have more points.";
+ close;
+ }
+ case 4:
+ switch(select("Alliance Forces Post -> 5500z:Manuk Camp -> 7500z:Cancel")) {
+ case 1:
+ if (Zeny >= 5500) {
+ set zeny,zeny-5500;
+ warp "mid_camp",62,127;
+ close;
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "Don't play with money.";
+ close;
+ }
+ case 2:
+ if (Zeny >= 7500) {
+ set zeny,zeny-7500;
+ warp "man_fild02",129,61;
+ close;
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "Don't play with money.";
+ close;
+ }
+ case 3:
+ mes "[Cat Hand Agent]";
+ mes "Thank you for using our service.";
+ close;
+ }
+ case 5:
+ mes "[Cat Hand Agent]";
+ mes "Thank you for using our service.";
+ close;
+ }
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "... ... ... ...";
+ mes "Please give me some Piece of Fish.";
+ close;
+ }
+}
+
+man_fild02,132,47,4 script Cat Hand Agent#man 421,{
+ if (ep13_yong1 < 3) {
+ mes "[Cat Hand Agent]";
+ mes "Welcome to Cat Trading.";
+ mes "I guess you're a first-time customer, huh?";
+ next;
+ mes "[Cat Hand Agent]";
+ mes "For more details about our contract, you need to talk to our staff first.";
+ close;
+ }
+ else if ((ep13_yong1 > 2) && (ep13_yong1 < 20)) {
+ mes "[Cat Hand Agent]";
+ mes "Cat Trading's available services are as followed.";
+ mes "For additional services, please consult Agent Gyaruk.";
+ next;
+ switch(select("Save your location:Cancel")) {
+ case 1:
+ savepoint "man_fild02",129,61;
+ mes "[Cat Hand Agent]";
+ mes "Thank you.";
+ mes "Your location has been saved.";
+ mes "You can now directly return to this camp.";
+ close;
+ case 2:
+ mes "[Cat Hand Agent]";
+ mes "Thank you for using our service.";
+ close;
+ }
+ }
+ else if ((ep13_yong1 > 19) && (ep13_yong1 < 40)) {
+ mes "[Cat Hand Agent]";
+ mes "Cat Trading's available services are as followed.";
+ mes "For additional services, please consult Agent Gyaruk.";
+ next;
+ switch(select("Save your location:Use Storage:Cancel")) {
+ case 1:
+ savepoint "man_fild02",129,61;
+ mes "[Cat Hand Agent]";
+ mes "Thank you.";
+ mes "Your location has been saved.";
+ mes "You can now directly return to this camp.";
+ close;
+ case 2:
+ if(basicskillcheck() && getskilllv("NV_BASIC") < 6){
+ mes "[Cat Hand Agent]";
+ mes "I'm sorry, but you";
+ mes "need the Novice's";
+ mes "Basic Skill Level 6 to";
+ mes "use the Storage Service.";
+ close;
+ }
+ else if (Zeny >= 60) {
+ set zeny,zeny-60;
+ mes "[Cat Hand Agent]";
+ mes "Thank you.";
+ mes "Your storage will be opened shortly.";
+ close2;
+ openstorage;
+ end;
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "I'm sorry, but you don't";
+ mes "have enough money?";
+ mes "Cat Trading's storage";
+ mes "service is 60 zeny.";
+ mes "It's cheap, isn't it?";
+ close;
+ }
+ case 3:
+ mes "[Cat Hand Agent]";
+ mes "Thank you for using our service.";
+ close;
+ }
+ }
+ else if ((ep13_yong1 > 39) && (ep13_yong1 < 100)) {
+ mes "[Cat Hand Agent]";
+ mes "Cat Trading's available services are as followed.";
+ mes "For additional services, please consult Agent Gyaruk.";
+ next;
+ switch(select("Save your location:Use Storage:Use Cat Warp (Midgard):Cancel")) {
+ case 1:
+ savepoint "man_fild02",129,61;
+ mes "[Cat Hand Agent]";
+ mes "Thank you.";
+ mes "Your location has been saved.";
+ mes "You can now directly return to this camp.";
+ close;
+ case 2:
+ if(basicskillcheck() && getskilllv("NV_BASIC") < 6){
+ mes "[Cat Hand Agent]";
+ mes "I'm sorry, but you";
+ mes "need the Novice's";
+ mes "Basic Skill Level 6 to";
+ mes "use the Storage Service.";
+ close;
+ }
+ else if (Zeny >= 60) {
+ set zeny,zeny-60;
+ mes "[Cat Hand Agent]";
+ mes "Thank you.";
+ mes "Your storage will be opened shortly.";
+ close2;
+ openstorage;
+ end;
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "I'm sorry, but you don't";
+ mes "have enough money?";
+ mes "Cat Trading's storage";
+ mes "service is 60 zeny.";
+ mes "It's cheap, isn't it?";
+ close;
+ }
+ case 3:
+ // Custom Translation.
+ mes "[Cat Hand Agent]";
+ mes "With " + ep13_yong1 + " credit points, we offer the following warp services. Please remember, you can't come back easily once you move to Midgard.";
+ next;
+ if ((ep13_yong1 > 39) && (ep13_yong1 < 50)) {
+ switch(select("Prontera -> 5500z:Cancel")) {
+ case 1:
+ if (Zeny >= 5500) {
+ set zeny,zeny-5500;
+ warp "prontera",116,72;
+ close;
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "Don't play with money.";
+ close;
+ }
+ case 2:
+ close;
+ }
+ }
+ else if ((ep13_yong1 > 49) && (ep13_yong1 < 60)) {
+ switch(select("Alberta -> 5500z:Prontera -> 5500z:Cancel")) {
+ case 1:
+ if (Zeny >= 5500) {
+ set zeny,zeny-5500;
+ warp "alberta",117,56;
+ close;
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "Don't play with money.";
+ close;
+ }
+ case 2:
+ if (Zeny >= 5500) {
+ set zeny,zeny-5500;
+ warp "prontera",116,72;
+ close;
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "Don't play with money.";
+ close;
+ }
+ case 3:
+ close;
+ }
+ }
+ else if ((ep13_yong1 > 59) && (ep13_yong1 < 70)) {
+ switch(select("Alberta -> 5025z:Prontera -> 5025z:Izlude -> 5025z:Cancel")) {
+ case 1:
+ if (Zeny >= 5025) {
+ set zeny,zeny-5025;
+ warp "alberta",117,56;
+ close;
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "Don't play with money.";
+ close;
+ }
+ case 2:
+ if (Zeny >= 5025) {
+ set zeny,zeny-5025;
+ warp "prontera",116,72;
+ close;
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "Don't play with money.";
+ close;
+ }
+ case 3:
+ if (Zeny >= 5025) {
+ set zeny,zeny-5025;
+ warp "izlude",91,105;
+ close;
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "Don't play with money.";
+ close;
+ }
+ case 4:
+ close;
+ }
+ }
+ else if ((ep13_yong1 > 69) && (ep13_yong1 < 80)) {
+ switch(select("Alberta -> 5025z:Prontera -> 5025z:Izlude -> 5025z:Geffen -> 5025z:Cancel")) {
+ case 1:
+ if (Zeny >= 5025) {
+ set zeny,zeny-5025;
+ warp "alberta",117,56;
+ close;
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "Don't play with money.";
+ close;
+ }
+ case 2:
+ if (Zeny >= 5025) {
+ set zeny,zeny-5025;
+ warp "prontera",116,72;
+ close;
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "Don't play with money.";
+ close;
+ }
+ case 3:
+ if (Zeny >= 5025) {
+ set zeny,zeny-5025;
+ warp "izlude",91,105;
+ close;
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "Don't play with money.";
+ close;
+ }
+ case 4:
+ if (Zeny >= 5025) {
+ set zeny,zeny-5025;
+ warp "geffen",120,39;
+ close;
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "Don't play with money.";
+ close;
+ }
+ case 5:
+ close;
+ }
+ }
+ else if ((ep13_yong1 > 79) && (ep13_yong1 < 90)) {
+ switch(select("Alberta -> 4765z:Prontera -> 4765z:Izlude -> 4765z:Geffen -> 4765z:Payon -> 4765z:Cancel")) {
+ case 1:
+ if (Zeny >= 4765) {
+ set zeny,zeny-4765;
+ warp "alberta",117,56;
+ close;
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "Don't play with money.";
+ close;
+ }
+ case 2:
+ if (Zeny >= 4765) {
+ set zeny,zeny-4765;
+ warp "prontera",116,72;
+ close;
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "Don't play with money.";
+ close;
+ }
+ case 3:
+ if (Zeny >= 4765) {
+ set zeny,zeny-4765;
+ warp "izlude",91,105;
+ close;
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "Don't play with money.";
+ close;
+ }
+ case 4:
+ if (Zeny >= 4765) {
+ set zeny,zeny-4765;
+ warp "geffen",120,39;
+ close;
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "Don't play with money.";
+ close;
+ }
+ case 5:
+ if (Zeny >= 4765) {
+ set zeny,zeny-4765;
+ warp "payon",161,58;
+ close;
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "Don't play with money.";
+ close;
+ }
+ case 6:
+ close;
+ }
+ }
+ else if ((ep13_yong1 > 89) && (ep13_yong1 < 100)) {
+ switch(select("Alberta -> 4765z:Prontera -> 4765z:Izlude -> 4765z:Geffen -> 4765z:Payon -> 4765z:Morroc -> 4765z:Cancel")) {
+ case 1:
+ if (Zeny >= 4765) {
+ set zeny,zeny-4765;
+ warp "alberta",117,56;
+ close;
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "Don't play with money.";
+ close;
+ }
+ case 2:
+ if (Zeny >= 4765) {
+ set zeny,zeny-4765;
+ warp "prontera",116,72;
+ close;
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "Don't play with money.";
+ close;
+ }
+ case 3:
+ if (Zeny >= 4765) {
+ set zeny,zeny-4765;
+ warp "izlude",91,105;
+ close;
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "Don't play with money.";
+ close;
+ }
+ case 4:
+ if (Zeny >= 4765) {
+ set zeny,zeny-4765;
+ warp "geffen",120,39;
+ close;
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "Don't play with money.";
+ close;
+ }
+ case 5:
+ if (Zeny >= 4765) {
+ set zeny,zeny-4765;
+ warp "payon",161,58;
+ close;
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "Don't play with money.";
+ close;
+ }
+ case 6:
+ if (Zeny >= 4765) {
+ set zeny,zeny-4765;
+ warp "morocc",156,46;
+ close;
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "Don't play with money.";
+ close;
+ }
+ case 7:
+ close;
+ }
+ }
+ else if (ep13_yong1 > 99) {
+ switch(select("Alberta -> 4590z:Prontera -> 4590z:Izlude -> 4590z:Geffen -> 4590z:Payon -> 4590z:Morroc -> 4590z:Al De Baran -> 4590z:Cancel")) {
+ case 1:
+ if (Zeny >= 4590) {
+ set zeny,zeny-4590;
+ warp "alberta",117,56;
+ close;
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "Don't play with money.";
+ close;
+ }
+ case 2:
+ if (Zeny >= 4590) {
+ set zeny,zeny-4590;
+ warp "prontera",116,72;
+ close;
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "Don't play with money.";
+ close;
+ }
+ case 3:
+ if (Zeny >= 4590) {
+ set zeny,zeny-4590;
+ warp "izlude",91,105;
+ close;
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "Don't play with money.";
+ close;
+ }
+ case 4:
+ if (Zeny >= 4590) {
+ set zeny,zeny-4590;
+ warp "geffen",120,39;
+ close;
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "Don't play with money.";
+ close;
+ }
+ case 5:
+ if (Zeny >= 4590) {
+ set zeny,zeny-4590;
+ warp "payon",161,58;
+ close;
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "Don't play with money.";
+ close;
+ }
+ case 6:
+ if (Zeny >= 4590) {
+ set zeny,zeny-4590;
+ warp "morocc",156,46;
+ close;
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "Don't play with money.";
+ close;
+ }
+ case 7:
+ if (Zeny >= 4590) {
+ set zeny,zeny-4590;
+ warp "aldebaran",168,112;
+ close;
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "Don't play with money.";
+ close;
+ }
+ case 8:
+ close;
+ }
+ }
+ else {
+ // Custom Translation.
+ mes "[Cat Hand Agent]";
+ mes "I am sorry, but you don't have enough credit points to use the warp service. Please come back when you have more points.";
+ close;
+ }
+ case 4:
+ mes "[Cat Hand Agent]";
+ mes "Thank you for using our service.";
+ close;
+ }
+ }
+ else if (ep13_yong1 > 99) {
+ mes "[Cat Hand Agent]";
+ mes "Cat Trading's available services are as followed.";
+ mes "For additional services, please consult Agent Gyaruk.";
+ next;
+ switch(select("Save your location:Use Storage:Use Cat Warp (Midgard):Use Cat Warp (Jottunheim):Cancel")) {
+ case 1:
+ savepoint "man_fild02",129,61;
+ mes "[Cat Hand Agent]";
+ mes "Thank you.";
+ mes "Your location has been saved.";
+ mes "You can now directly return to this camp.";
+ close;
+ case 2:
+ if(basicskillcheck() && getskilllv("NV_BASIC") < 6){
+ mes "[Cat Hand Agent]";
+ mes "I'm sorry, but you";
+ mes "need the Novice's";
+ mes "Basic Skill Level 6 to";
+ mes "use the Storage Service.";
+ close;
+ }
+ else if (Zeny >= 60) {
+ set zeny,zeny-60;
+ mes "[Cat Hand Agent]";
+ mes "Thank you.";
+ mes "Your storage will be opened shortly.";
+ close2;
+ openstorage;
+ end;
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "I'm sorry, but you don't";
+ mes "have enough money?";
+ mes "Cat Trading's storage";
+ mes "service is 60 zeny.";
+ mes "It's cheap, isn't it?";
+ close;
+ }
+ case 3:
+ // Custom Translation.
+ mes "[Cat Hand Agent]";
+ mes "With " + ep13_yong1 + " credit points, we offer the following warp services. Please remember, you can't come back easily once you move to Midgard.";
+ next;
+ if ((ep13_yong1 > 99) && (ep13_yong1 < 200)) {
+ switch(select("Alberta -> 4590z:Prontera -> 4590z:Izlude -> 4590z:Geffen -> 4590z:Payon -> 4590z:Morroc -> 4590z:Al De Baran -> 4590z:Cancel")) {
+ case 1:
+ if (Zeny >= 4590) {
+ set zeny,zeny-4590;
+ warp "alberta",117,56;
+ close;
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "Don't play with money.";
+ close;
+ }
+ case 2:
+ if (Zeny >= 4590) {
+ set zeny,zeny-4590;
+ warp "prontera",116,72;
+ close;
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "Don't play with money.";
+ close;
+ }
+ case 3:
+ if (Zeny >= 4590) {
+ set zeny,zeny-4590;
+ warp "izlude",91,105;
+ close;
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "Don't play with money.";
+ close;
+ }
+ case 4:
+ if (Zeny >= 4590) {
+ set zeny,zeny-4590;
+ warp "geffen",120,39;
+ close;
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "Don't play with money.";
+ close;
+ }
+ case 5:
+ if (Zeny >= 4590) {
+ set zeny,zeny-4590;
+ warp "payon",161,58;
+ close;
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "Don't play with money.";
+ close;
+ }
+ case 6:
+ if (Zeny >= 4590) {
+ set zeny,zeny-4590;
+ warp "morocc",156,46;
+ close;
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "Don't play with money.";
+ close;
+ }
+ case 7:
+ if (Zeny >= 4590) {
+ set zeny,zeny-4590;
+ warp "aldebaran",168,112;
+ close;
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "Don't play with money.";
+ close;
+ }
+ case 8:
+ close;
+ }
+ }
+ else if ((ep13_yong1 > 199) && (ep13_yong1 < 250)) {
+ switch(select("Alberta -> 4170z:Prontera -> 4170z:Izlude -> 4170z:Geffen -> 4170z:Payon -> 4170z:Morroc -> 4170z:Al De Baran -> 4170z:Juno -> 4170z:Cancel")) {
+ case 1:
+ if (Zeny >= 4170) {
+ set zeny,zeny-4170;
+ warp "alberta",117,56;
+ close;
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "Don't play with money.";
+ close;
+ }
+ case 2:
+ if (Zeny >= 4170) {
+ set zeny,zeny-4170;
+ warp "prontera",116,72;
+ close;
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "Don't play with money.";
+ close;
+ }
+ case 3:
+ if (Zeny >= 4170) {
+ set zeny,zeny-4170;
+ warp "izlude",91,105;
+ close;
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "Don't play with money.";
+ close;
+ }
+ case 4:
+ if (Zeny >= 4170) {
+ set zeny,zeny-4170;
+ warp "geffen",120,39;
+ close;
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "Don't play with money.";
+ close;
+ }
+ case 5:
+ if (Zeny >= 4170) {
+ set zeny,zeny-4170;
+ warp "payon",161,58;
+ close;
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "Don't play with money.";
+ close;
+ }
+ case 6:
+ if (Zeny >= 4170) {
+ set zeny,zeny-4170;
+ warp "morocc",156,46;
+ close;
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "Don't play with money.";
+ close;
+ }
+ case 7:
+ if (Zeny >= 4170) {
+ set zeny,zeny-4170;
+ warp "aldebaran",168,112;
+ close;
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "Don't play with money.";
+ close;
+ }
+ case 8:
+ if (Zeny >= 4170) {
+ set zeny,zeny-4170;
+ warp "yuno",158,125;
+ close;
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "Don't play with money.";
+ close;
+ }
+ case 9:
+ close;
+ }
+ close;
+ }
+ else if ((ep13_yong1 > 249) && (ep13_yong1 < 300)) {
+ switch(select("Alberta -> 4025z:Prontera -> 4025z:Izlude -> 4025z:Geffen -> 4025z:Payon -> 4025z:Morroc -> 4025z:Al De Baran -> 4025z:Juno -> 4025z:Einbroch -> 4025z:Cancel")) {
+ case 1:
+ if (Zeny >= 4025) {
+ set zeny,zeny-4025;
+ warp "alberta",117,56;
+ close;
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "Don't play with money.";
+ close;
+ }
+ case 2:
+ if (Zeny >= 4025) {
+ set zeny,zeny-4025;
+ warp "prontera",116,72;
+ close;
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "Don't play with money.";
+ close;
+ }
+ case 3:
+ if (Zeny >= 4025) {
+ set zeny,zeny-4025;
+ warp "izlude",91,105;
+ close;
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "Don't play with money.";
+ close;
+ }
+ case 4:
+ if (Zeny >= 4025) {
+ set zeny,zeny-4025;
+ warp "geffen",120,39;
+ close;
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "Don't play with money.";
+ close;
+ }
+ case 5:
+ if (Zeny >= 4025) {
+ set zeny,zeny-4025;
+ warp "payon",161,58;
+ close;
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "Don't play with money.";
+ close;
+ }
+ case 6:
+ if (Zeny >= 4025) {
+ set zeny,zeny-4025;
+ warp "morocc",156,46;
+ close;
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "Don't play with money.";
+ close;
+ }
+ case 7:
+ if (Zeny >= 4025) {
+ set zeny,zeny-4025;
+ warp "aldebaran",168,112;
+ close;
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "Don't play with money.";
+ close;
+ }
+ case 8:
+ if (Zeny >= 4025) {
+ set zeny,zeny-4025;
+ warp "yuno",158,125;
+ close;
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "Don't play with money.";
+ close;
+ }
+ case 9:
+ if (Zeny >= 4025) {
+ set zeny,zeny-4025;
+ warp "einbroch",158,301;
+ close;
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "Don't play with money.";
+ close;
+ }
+ case 10:
+ close;
+ }
+ close;
+ }
+ else if (ep13_yong1 > 299) {
+ switch(select("Alberta -> 3970z:Prontera -> 3970z:Izlude -> 3970z:Geffen -> 3970z:Payon -> 3970z:Morroc -> 3970z:Al De Baran -> 3970z:Juno -> 3970z:Einbroch -> 3970z:Lighthalzen -> 3970z:Cancel")) {
+ case 1:
+ if (Zeny >= 3970) {
+ set zeny,zeny-3970;
+ warp "alberta",117,56;
+ close;
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "Don't play with money.";
+ close;
+ }
+ case 2:
+ if (Zeny >= 3970) {
+ set zeny,zeny-3970;
+ warp "prontera",116,72;
+ close;
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "Don't play with money.";
+ close;
+ }
+ case 3:
+ if (Zeny >= 3970) {
+ set zeny,zeny-3970;
+ warp "izlude",91,105;
+ close;
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "Don't play with money.";
+ close;
+ }
+ case 4:
+ if (Zeny >= 3970) {
+ set zeny,zeny-3970;
+ warp "geffen",120,39;
+ close;
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "Don't play with money.";
+ close;
+ }
+ case 5:
+ if (Zeny >= 3970) {
+ set zeny,zeny-3970;
+ warp "payon",161,58;
+ close;
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "Don't play with money.";
+ close;
+ }
+ case 6:
+ if (Zeny >= 3970) {
+ set zeny,zeny-3970;
+ warp "morocc",156,46;
+ close;
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "Don't play with money.";
+ close;
+ }
+ case 7:
+ if (Zeny >= 3970) {
+ set zeny,zeny-3970;
+ warp "aldebaran",168,112;
+ close;
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "Don't play with money.";
+ close;
+ }
+ case 8:
+ if (Zeny >= 3970) {
+ set zeny,zeny-3970;
+ warp "yuno",158,125;
+ close;
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "Don't play with money.";
+ close;
+ }
+ case 9:
+ if (Zeny >= 3970) {
+ set zeny,zeny-3970;
+ warp "einbroch",158,301;
+ close;
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "Don't play with money.";
+ close;
+ }
+ case 10:
+ if (Zeny >= 3970) {
+ set zeny,zeny-3970;
+ warp "lighthalzen",163,64;
+ close;
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "Don't play with money.";
+ close;
+ }
+ case 11:
+ close;
+ }
+ close;
+ }
+ else {
+ // Custom Translation
+ mes "[Cat Hand Agent]";
+ mes "I am sorry, but you don't have enough credit points to use the warp service. Please come back when you have more points.";
+ close;
+ }
+ case 4:
+ switch(select("Alliance Forces Post -> 5500z:Splendide Camp -> 7500z:Cancel")) {
+ case 1:
+ if (Zeny >= 5500) {
+ set zeny,zeny-5500;
+ warp "mid_camp",62,127;
+ close;
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "Don't play with money.";
+ close;
+ }
+ case 2:
+ if (Zeny >= 7500) {
+ set zeny,zeny-7500;
+ warp "spl_fild02",32,225;
+ close;
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "Don't play with money.";
+ close;
+ }
+ case 3:
+ mes "[Cat Hand Agent]";
+ mes "Thank you for using our service.";
+ close;
+ }
+ case 5:
+ mes "[Cat Hand Agent]";
+ mes "Thank you for using our service.";
+ close;
+ }
+ }
+ else {
+ mes "[Cat Hand Agent]";
+ mes "... ... ... ...";
+ mes "Please give me some Piece of Fish.";
+ close;
+ }
+}
+
+man_fild02,146,81,0 script Mysterious Rock#31 844,{
+ if ((countitem(6048) < 3) && (checkquest(12062,PLAYTIME) == -1)) {
+ specialeffect2 EF_REPAIRWEAPON;
+ progressbar "ffff00",10;
+ set .@rhea_ran,rand(1,20);
+ if (.@rhea_ran < 13) {
+ getitem 7049,1; //Stone
+ }
+ else if (.@rhea_ran == 13) {
+ getitem 990,1; //Boody_Red
+ }
+ else if (.@rhea_ran == 14) {
+ getitem 991,1; //Crystal_Blue
+ }
+ else if (.@rhea_ran == 15) {
+ getitem 992,1; //Wind_Of_Verdure
+ }
+ else if (.@rhea_ran == 16) {
+ getitem 993,1; //Yellow_Live
+ }
+ else if (.@rhea_ran == 17) {
+ getitem 6080,1; //Manuk_Coin
+ }
+ else if (.@rhea_ran > 18) {
+ getitem 6048,1; //Unidentified_Mineral
+ }
+ initnpctimer;
+ disablenpc "Mysterious Rock#31";
+ end;
+ }
+ else {
+ mes "This rock contains unidentified minerals.";
+ mes "It's not possible to mine more than the limit.";
+ close;
+ }
+ end;
+
+OnTimer120000:
+ enablenpc "Mysterious Rock#31";
+ stopnpctimer;
+ end;
+}
+
+man_fild02,140,148,0 script Mysterious Rock#32 844,{
+ if ((countitem(6048) < 3) && (checkquest(12062,PLAYTIME) == -1)) {
+ specialeffect2 EF_REPAIRWEAPON;
+ progressbar "ffff00",10;
+ set .@rhea_ran,rand(1,20);
+ if (.@rhea_ran < 13) {
+ getitem 7049,1; //Stone
+ }
+ else if (.@rhea_ran == 13) {
+ getitem 990,1; //Boody_Red
+ }
+ else if (.@rhea_ran == 14) {
+ getitem 991,1; //Crystal_Blue
+ }
+ else if (.@rhea_ran == 15) {
+ getitem 992,1; //Wind_Of_Verdure
+ }
+ else if (.@rhea_ran == 16) {
+ getitem 993,1; //Yellow_Live
+ }
+ else if (.@rhea_ran == 17) {
+ getitem 6080,1; //Manuk_Coin
+ }
+ else if (.@rhea_ran > 18) {
+ getitem 6048,1; //Unidentified_Mineral
+ }
+ initnpctimer;
+ disablenpc "Mysterious Rock#32";
+ end;
+ }
+ else {
+ mes "This rock contains unidentified minerals.";
+ mes "It's not possible to mine more than the limit.";
+ close;
+ }
+ end;
+
+OnTimer120000:
+ enablenpc "Mysterious Rock#32";
+ stopnpctimer;
+ end;
+}
+
+man_fild02,88,263,0 script Mysterious Rock#33 844,{
+ if ((countitem(6048) < 3) && (checkquest(12062,PLAYTIME) == -1)) {
+ specialeffect2 EF_REPAIRWEAPON;
+ progressbar "ffff00",10;
+ set .@rhea_ran,rand(1,20);
+ if (.@rhea_ran < 13) {
+ getitem 7049,1; //Stone
+ }
+ else if (.@rhea_ran == 13) {
+ getitem 990,1; //Boody_Red
+ }
+ else if (.@rhea_ran == 14) {
+ getitem 991,1; //Crystal_Blue
+ }
+ else if (.@rhea_ran == 15) {
+ getitem 992,1; //Wind_Of_Verdure
+ }
+ else if (.@rhea_ran == 16) {
+ getitem 993,1; //Yellow_Live
+ }
+ else if (.@rhea_ran == 17) {
+ getitem 6080,1; //Manuk_Coin
+ }
+ else if (.@rhea_ran > 18) {
+ getitem 6048,1; //Unidentified_Mineral
+ }
+ initnpctimer;
+ disablenpc "Mysterious Rock#33";
+ end;
+ }
+ else {
+ mes "This rock contains unidentified minerals.";
+ mes "It's not possible to mine more than the limit.";
+ close;
+ }
+ end;
+
+OnTimer120000:
+ enablenpc "Mysterious Rock#33";
+ stopnpctimer;
+ end;
+}
+
+man_fild02,146,365,0 script Mysterious Rock#34 844,{
+ if ((countitem(6048) < 3) && (checkquest(12062,PLAYTIME) == -1)) {
+ specialeffect2 EF_REPAIRWEAPON;
+ progressbar "ffff00",10;
+ set .@rhea_ran,rand(1,20);
+ if (.@rhea_ran < 13) {
+ getitem 7049,1; //Stone
+ }
+ else if (.@rhea_ran == 13) {
+ getitem 990,1; //Boody_Red
+ }
+ else if (.@rhea_ran == 14) {
+ getitem 991,1; //Crystal_Blue
+ }
+ else if (.@rhea_ran == 15) {
+ getitem 992,1; //Wind_Of_Verdure
+ }
+ else if (.@rhea_ran == 16) {
+ getitem 993,1; //Yellow_Live
+ }
+ else if (.@rhea_ran == 17) {
+ getitem 6080,1; //Manuk_Coin
+ }
+ else if (.@rhea_ran > 18) {
+ getitem 6048,1; //Unidentified_Mineral
+ }
+ initnpctimer;
+ disablenpc "Mysterious Rock#34";
+ end;
+ }
+ else {
+ mes "This rock contains unidentified minerals.";
+ mes "It's not possible to mine more than the limit.";
+ close;
+ }
+ end;
+
+OnTimer120000:
+ enablenpc "Mysterious Rock#34";
+ stopnpctimer;
+ end;
+}
+
+man_fild02,336,305,0 script Mysterious Rock#35 844,{
+ if ((countitem(6048) < 3) && (checkquest(12062,PLAYTIME) == -1)) {
+ specialeffect2 EF_REPAIRWEAPON;
+ progressbar "ffff00",10;
+ set .@rhea_ran,rand(1,20);
+ if (.@rhea_ran < 13) {
+ getitem 7049,1; //Stone
+ }
+ else if (.@rhea_ran == 13) {
+ getitem 990,1; //Boody_Red
+ }
+ else if (.@rhea_ran == 14) {
+ getitem 991,1; //Crystal_Blue
+ }
+ else if (.@rhea_ran == 15) {
+ getitem 992,1; //Wind_Of_Verdure
+ }
+ else if (.@rhea_ran == 16) {
+ getitem 993,1; //Yellow_Live
+ }
+ else if (.@rhea_ran == 17) {
+ getitem 6080,1; //Manuk_Coin
+ }
+ else if (.@rhea_ran > 18) {
+ getitem 6048,1; //Unidentified_Mineral
+ }
+ initnpctimer;
+ disablenpc "Mysterious Rock#35";
+ end;
+ }
+ else {
+ mes "This rock contains unidentified minerals.";
+ mes "It's not possible to mine more than the limit.";
+ close;
+ }
+ end;
+
+OnTimer120000:
+ enablenpc "Mysterious Rock#35";
+ stopnpctimer;
+ end;
+}
+
+man_fild02,248,124,0 script Mysterious Rock#36 844,{
+ if ((countitem(6048) < 3) && (checkquest(12062,PLAYTIME) == -1)) {
+ specialeffect2 EF_REPAIRWEAPON;
+ progressbar "ffff00",10;
+ set .@rhea_ran,rand(1,20);
+ if (.@rhea_ran < 13) {
+ getitem 7049,1; //Stone
+ }
+ else if (.@rhea_ran == 13) {
+ getitem 990,1; //Boody_Red
+ }
+ else if (.@rhea_ran == 14) {
+ getitem 991,1; //Crystal_Blue
+ }
+ else if (.@rhea_ran == 15) {
+ getitem 992,1; //Wind_Of_Verdure
+ }
+ else if (.@rhea_ran == 16) {
+ getitem 993,1; //Yellow_Live
+ }
+ else if (.@rhea_ran == 17) {
+ getitem 6080,1; //Manuk_Coin
+ }
+ else if (.@rhea_ran > 18) {
+ getitem 6048,1; //Unidentified_Mineral
+ }
+ initnpctimer;
+ disablenpc "Mysterious Rock#36";
+ end;
+ }
+ else {
+ mes "This rock contains unidentified minerals.";
+ mes "It's not possible to mine more than the limit.";
+ close;
+ }
+ end;
+
+OnTimer120000:
+ enablenpc "Mysterious Rock#36";
+ stopnpctimer;
+ end;
+}
+
+man_fild02,285,115,0 script Mysterious Rock#37 844,{
+ if ((countitem(6048) < 3) && (checkquest(12062,PLAYTIME) == -1)) {
+ specialeffect2 EF_REPAIRWEAPON;
+ progressbar "ffff00",10;
+ set .@rhea_ran,rand(1,20);
+ if (.@rhea_ran < 13) {
+ getitem 7049,1; //Stone
+ }
+ else if (.@rhea_ran == 13) {
+ getitem 990,1; //Boody_Red
+ }
+ else if (.@rhea_ran == 14) {
+ getitem 991,1; //Crystal_Blue
+ }
+ else if (.@rhea_ran == 15) {
+ getitem 992,1; //Wind_Of_Verdure
+ }
+ else if (.@rhea_ran == 16) {
+ getitem 993,1; //Yellow_Live
+ }
+ else if (.@rhea_ran == 17) {
+ getitem 6080,1; //Manuk_Coin
+ }
+ else if (.@rhea_ran > 18) {
+ getitem 6048,1; //Unidentified_Mineral
+ }
+ initnpctimer;
+ disablenpc "Mysterious Rock#37";
+ end;
+ }
+ else {
+ mes "This rock contains unidentified minerals.";
+ mes "It's not possible to mine more than the limit.";
+ close;
+ }
+ end;
+
+OnTimer120000:
+ enablenpc "Mysterious Rock#37";
+ stopnpctimer;
+ end;
+}
+
+man_fild02,346,116,0 script Mysterious Rock#38 844,{
+ if ((countitem(6048) < 3) && (checkquest(12062,PLAYTIME) == -1)) {
+ specialeffect2 EF_REPAIRWEAPON;
+ progressbar "ffff00",10;
+ set .@rhea_ran,rand(1,20);
+ if (.@rhea_ran < 13) {
+ getitem 7049,1; //Stone
+ }
+ else if (.@rhea_ran == 13) {
+ getitem 990,1; //Boody_Red
+ }
+ else if (.@rhea_ran == 14) {
+ getitem 991,1; //Crystal_Blue
+ }
+ else if (.@rhea_ran == 15) {
+ getitem 992,1; //Wind_Of_Verdure
+ }
+ else if (.@rhea_ran == 16) {
+ getitem 993,1; //Yellow_Live
+ }
+ else if (.@rhea_ran == 17) {
+ getitem 6080,1; //Manuk_Coin
+ }
+ else if (.@rhea_ran > 18) {
+ getitem 6048,1; //Unidentified_Mineral
+ }
+ initnpctimer;
+ disablenpc "Mysterious Rock#38";
+ end;
+ }
+ else {
+ mes "This rock contains unidentified minerals.";
+ mes "It's not possible to mine more than the limit.";
+ close;
+ }
+ end;
+
+OnTimer120000:
+ enablenpc "Mysterious Rock#38";
+ stopnpctimer;
+ end;
+}
+
+man_fild02,358,174,0 script Mysterious Rock#39 844,{
+ if ((countitem(6048) < 3) && (checkquest(12062,PLAYTIME) == -1)) {
+ specialeffect2 EF_REPAIRWEAPON;
+ progressbar "ffff00",10;
+ set .@rhea_ran,rand(1,20);
+ if (.@rhea_ran < 13) {
+ getitem 7049,1; //Stone
+ }
+ else if (.@rhea_ran == 13) {
+ getitem 990,1; //Boody_Red
+ }
+ else if (.@rhea_ran == 14) {
+ getitem 991,1; //Crystal_Blue
+ }
+ else if (.@rhea_ran == 15) {
+ getitem 992,1; //Wind_Of_Verdure
+ }
+ else if (.@rhea_ran == 16) {
+ getitem 993,1; //Yellow_Live
+ }
+ else if (.@rhea_ran == 17) {
+ getitem 6080,1; //Manuk_Coin
+ }
+ else if (.@rhea_ran > 18) {
+ getitem 6048,1; //Unidentified_Mineral
+ }
+ initnpctimer;
+ disablenpc "Mysterious Rock#39";
+ end;
+ }
+ else {
+ mes "This rock contains unidentified minerals.";
+ mes "It's not possible to mine more than the limit.";
+ close;
+ }
+ end;
+
+OnTimer120000:
+ enablenpc "Mysterious Rock#39";
+ stopnpctimer;
+ end;
+}
+
+man_fild02,241,227,0 script Mysterious Rock#40 844,{
+ if ((countitem(6048) < 3) && (checkquest(12062,PLAYTIME) == -1)) {
+ specialeffect2 EF_REPAIRWEAPON;
+ progressbar "ffff00",10;
+ set .@rhea_ran,rand(1,20);
+ if (.@rhea_ran < 13) {
+ getitem 7049,1; //Stone
+ }
+ else if (.@rhea_ran == 13) {
+ getitem 990,1; //Boody_Red
+ }
+ else if (.@rhea_ran == 14) {
+ getitem 991,1; //Crystal_Blue
+ }
+ else if (.@rhea_ran == 15) {
+ getitem 992,1; //Wind_Of_Verdure
+ }
+ else if (.@rhea_ran == 16) {
+ getitem 993,1; //Yellow_Live
+ }
+ else if (.@rhea_ran == 17) {
+ getitem 6080,1; //Manuk_Coin
+ }
+ else if (.@rhea_ran > 18) {
+ getitem 6048,1; //Unidentified_Mineral
+ }
+ initnpctimer;
+ disablenpc "Mysterious Rock#40";
+ end;
+ }
+ else {
+ mes "This rock contains unidentified minerals.";
+ mes "It's not possible to mine more than the limit.";
+ close;
+ }
+ end;
+
+OnTimer120000:
+ enablenpc "Mysterious Rock#40";
+ stopnpctimer;
+ end;
+}
+
+spl_fild03,226,151,0 script School of Fish#5::FishingHole_spl3 844,{
+ if ((checkquest(12060,PLAYTIME) == -1) && (countitem(6039) < 20)) {
+ specialeffect2 EF_BUBBLE;
+ specialeffect2 EF_INVENOM;
+ set .@fcast,15;
+ if (isequipped(2550)) { //Fisher's_Muffler
+ set .@fcast,.@fcast - 2;
+ }
+ if (isequipped(2443)) { //Fish_Shoes
+ set .@fcast,.@fcast - 2;
+ }
+ if (isequipped(2764)) { //Small_Fishing_Rod
+ set .@fcast,.@fcast - 3;
+ }
+ if (isequipped(2775)) { //Lure
+ set .@fcast,.@fcast - 1;
+ }
+ if (isequipped(1599)) { //Ahura_Mazda
+ set .@fcast,.@fcast - 3;
+ }
+ if (isequipped(2199)) { //Angra_Manyu
+ set .@fcast,.@fcast - 4;
+ }
+ progressbar "ffff00",.@fcast;
+ if (ep13_1_rhea == 13) {
+ if (rand(1,20) == 2) {
+ getitem 6037,1; //Rough_File
+ set ep13_1_rhea,14;
+ specialeffect2 EF_BUBBLE;
+ mapannounce "spl_fild03","" + strcharinfo(0) + " has caught a Loose File.",bc_map,"0xff77ff";
+ }
+ }
+ set .@rhea_ran,rand(1,70);
+ if (.@rhea_ran < 20) {
+ getitem 6039,1; //Piece_Of_Fish
+ }
+ else if (.@rhea_ran == 20) {
+ getitem 908,1; //Spawn
+ }
+ else if (.@rhea_ran == 21) {
+ getitem 909,1; //Jellopy
+ }
+ else if (.@rhea_ran == 22) {
+ getitem 963,1; //Sharp_Scale
+ }
+ else if (.@rhea_ran == 23) {
+ getitem 956,1; //Gill
+ }
+ else if (.@rhea_ran == 24) {
+ getitem 6049,1; //Marlin
+ }
+ else if (.@rhea_ran == 25) {
+ getitem 918,1; //Sticky_Webfoot
+ }
+ else if (.@rhea_ran == 26) {
+ getitem 960,1; //Nipper
+ }
+ else if (.@rhea_ran == 27) {
+ getitem 910,1; //Garlet
+ }
+ else if (.@rhea_ran == 28) {
+ getitem 6081,1; //Splendide_Coin
+ }
+ else if ((.@rhea_ran > 28) && (.@rhea_ran < 40)) {
+ getitem 7049,1; //Stone
+ }
+ else {
+ mes "Nothing was caught.";
+ close;
+ }
+ set .@rhea_ran5,rand(1,200);
+ if (.@rhea_ran5 == 3) {
+ getitem 644,1; //Gift_Box
+ mapannounce "spl_fild03","" + strcharinfo(0) + " has caught a Gift Box.",bc_map,"0x00ffff";
+ }
+ set .@rhea_ran3,rand(1,500);
+ if (.@rhea_ran3 == 3) {
+ getitem 603,1; //Old_Blue_Box
+ mapannounce "spl_fild03","" + strcharinfo(0) + " has caught an Old Blue Box.",bc_map,"0x00ffff";
+ }
+ set .@rhea_ran4,rand(1,3000);
+ if (.@rhea_ran4 == 3) {
+ getitem 617,1; //Old_Violet_Box
+ mapannounce "spl_fild03","" + strcharinfo(0) + " has caught an Old Purple Box.",bc_map,"0x44ff44";
+ }
+ }
+ else {
+ mes "Fish are swimming in the water.";
+ close;
+ }
+ end;
+}
+
+spl_fild03,268,230,0 duplicate(FishingHole_spl3) School of Fish#6 844
+spl_fild03,293,253,0 duplicate(FishingHole_spl3) School of Fish#7 844
+spl_fild03,165,100,0 duplicate(FishingHole_spl3) School of Fish#8 844
+spl_fild03,317,190,0 duplicate(FishingHole_spl3) School of Fish#9 844
+
+spl_fild01,41,118,0 script School of Fish#10::FishingHole_spl1 844,{
+ if ((checkquest(12060,PLAYTIME) == -1) && (countitem(6039) < 20)) {
+ specialeffect2 EF_BUBBLE;
+ specialeffect2 EF_INVENOM;
+ set .@fcast,15;
+ if (isequipped(2550)) { //Fisher's_Muffler
+ set .@fcast,.@fcast - 2;
+ }
+ if (isequipped(2443)) { //Fish_Shoes
+ set .@fcast,.@fcast - 2;
+ }
+ if (isequipped(2764)) { //Small_Fishing_Rod
+ set .@fcast,.@fcast - 3;
+ }
+ if (isequipped(2775)) { //Lure
+ set .@fcast,.@fcast - 1;
+ }
+ if (isequipped(1599)) { //Ahura_Mazda
+ set .@fcast,.@fcast - 3;
+ }
+ if (isequipped(2199)) { //Angra_Manyu
+ set .@fcast,.@fcast - 4;
+ }
+ progressbar "ffff00",.@fcast;
+ if (ep13_1_rhea == 13) {
+ if (rand(1,20) == 2) {
+ getitem 6037,1; //Rough_File
+ set ep13_1_rhea,14;
+ specialeffect2 EF_BUBBLE;
+ mapannounce "spl_fild01","" + strcharinfo(0) + " has caught a Loose File.",bc_map,"0xff77ff";
+ }
+ }
+ set .@rhea_ran,rand(1,70);
+ if (.@rhea_ran < 20) {
+ getitem 6039,1; //Piece_Of_Fish
+ }
+ else if (.@rhea_ran == 20) {
+ getitem 908,1; //Spawn
+ }
+ else if (.@rhea_ran == 21) {
+ getitem 909,1; //Jellopy
+ }
+ else if (.@rhea_ran == 22) {
+ getitem 963,1; //Sharp_Scale
+ }
+ else if (.@rhea_ran == 23) {
+ getitem 956,1; //Gill
+ }
+ else if (.@rhea_ran == 24) {
+ getitem 6049,1; //Marlin
+ }
+ else if (.@rhea_ran == 25) {
+ getitem 918,1; //Sticky_Webfoot
+ }
+ else if (.@rhea_ran == 26) {
+ getitem 960,1; //Nipper
+ }
+ else if (.@rhea_ran == 27) {
+ getitem 910,1; //Garlet
+ }
+ else if (.@rhea_ran == 28) {
+ getitem 6081,1; //Splendide_Coin
+ }
+ else if ((.@rhea_ran > 28) && (.@rhea_ran < 40)) {
+ getitem 7049,1; //Stone
+ }
+ else {
+ mes "Nothing was caught.";
+ close;
+ }
+ set .@rhea_ran5,rand(1,200);
+ if (.@rhea_ran5 == 3) {
+ getitem 644,1; //Gift_Box
+ mapannounce "spl_fild01","" + strcharinfo(0) + " has caught a Gift Box.",bc_map,"0x00ffff";
+ }
+ set .@rhea_ran3,rand(1,500);
+ if (.@rhea_ran3 == 3) {
+ getitem 603,1; //Old_Blue_Box
+ mapannounce "spl_fild01","" + strcharinfo(0) + " has caught a Old Blue Box.",bc_map,"0x00ffff";
+ }
+ set .@rhea_ran4,rand(1,3000);
+ if (.@rhea_ran4 == 3) {
+ getitem 617,1; //Old_Violet_Box
+ mapannounce "spl_fild01","" + strcharinfo(0) + " has caught a Old Purple Box.",bc_map,"0x44ff44";
+ }
+ }
+ else {
+ mes "Fish are swimming in the water.";
+ close;
+ }
+ end;
+}
+
+spl_fild01,317,361,0 duplicate(FishingHole_spl1) School of Fish#11 844
+spl_fild01,55,269,0 duplicate(FishingHole_spl1) School of Fish#12 844
+spl_fild01,332,131,0 duplicate(FishingHole_spl1) School of Fish#13 844
+spl_fild01,170,74,0 duplicate(FishingHole_spl1) School of Fish#14 844
+
+// Two Tribes
+//============================================================
+spl_in01,32,306,3 script Splendide Guard#ep13md01 447,2,2,{
+ if (checkweight(1201,2) == 0) {
+ mes "Wait a moment!!";
+ mes "You have too many items.";
+ mes "You can't receive this.";
+ mes "Lighten your weight and";
+ mes "try again.";
+ close;
+ }
+ if ((isequipped(2782) == 1) && (ep13_2_rhea > 99)) {
+ if (ep13_mdrama == 0) {
+ mes "[Splendide Guard]";
+ mes "Outsider?";
+ mes "Outsiders have been coming more frequently.";
+ next;
+ mes "[Splendide Guard]";
+ mes "It seems like our superiors have permitted your entrance, so I won't stop you either.";
+ next;
+ mes "[Arc]";
+ mes "My name is Arc.";
+ mes "By the way, hmm... Can you understand what I'm saying?";
+ next;
+ switch(select("Yes.:Shake my head")) {
+ case 1:
+ mes "[Arc]";
+ mes "What? Did you just say 'Yes'?";
+ mes "Can't believe we understand eachother!";
+ mes "When did you learn our language?";
+ mes "What is your race called?";
+ next;
+ mes "- I show my ring to Arc and explain everything including how I ended up here... -";
+ next;
+ mes "[Arc]";
+ mes "So...hmm, That's how it is...";
+ mes "The source of that huge shock and mysterious explosion...";
+ next;
+ mes "[Arc]";
+ mes "Quite an interesting story.";
+ mes "That's why you humans were exploring here and there...";
+ next;
+ mes "[Arc]";
+ mes "Now I clearly understand that you are not sent by the giants of Manuk.";
+ mes "Thank you for telling me these interesting stories.";
+ set ep13_mdrama,1;
+ close;
+ case 2:
+ mes "[Arc]";
+ mes "Oh? Is that so?";
+ mes "We use different languages as expected...";
+ mes "That's a bit frustrating.";
+ close;
+ }
+ }
+ else if (ep13_mdrama == 1) {
+ mes "[Arc]";
+ mes "By the way, you...";
+ mes "No, never mind...";
+ mes "What is your name?";
+ next;
+ select("" + strcharinfo(0) + "");
+ mes "[Arc]";
+ mes "Ah, right. " + strcharinfo(0) +"!";
+ mes "That's a strange pronunciation.";
+ mes "I might mispronunce it, so please understand...";
+ next;
+ mes "[Arc]";
+ mes "Anyways, I have a favor to ask you. Is it okay?";
+ next;
+ switch(select("What favor?:Not now.")) {
+ case 1:
+ mes "[Arc]";
+ mes "Um...Ah..It's...";
+ mes "A little...complicated...";
+ next;
+ mes "- Arc looks around to check if someone else is around. Satisfied you're alone he continues with his story in a low tone. -";
+ next;
+ mes "[Arc]";
+ mes "Frankly, I'm worried about a friend of mine who left without permission saying that she's going to check on your camp. She hasn't come back since then.";
+ next;
+ mes "[Arc]";
+ mes "But, I can't leave this post to look for her 'cause I have a duty to guard the research data stored here.";
+ next;
+ mes "[Arc]";
+ mes "Since she left without permission, I can't even report to my superiors... that will just end up as a bigger problem.";
+ next;
+ mes "[Arc]";
+ mes "The thought of it just worries me...";
+ mes "As a matter of fact, we are trying not to have any contact with the giants of Manuk so we stay away from each other's territory.";
+ next;
+ mes "[Arc]";
+ mes "That camp of yours is located in the area that has been acting as the neutral zone between our two races...";
+ next;
+ mes "[Arc]";
+ mes "If she has gotten close to their side then she might have gone over to the snow fields...";
+ mes "That will make it even more difficult for us to look for her...";
+ next;
+ mes "[Arc]";
+ mes "The Manuk giants might misunderstand this as provoking them...Couldn't they?";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "So...the point is, you want me to look for your friend. Right?";
+ mes "Because you can't do it yourself from all these complicated situations?";
+ next;
+ mes "[Arc]";
+ mes "Exactly!";
+ mes "You're quite observant.";
+ next;
+ switch(select("Sure, I will do it.:Sorry, can't help you.")) {
+ case 1:
+ mes "[" + strcharinfo(0) + "]";
+ mes "But, I'm going to need more information if I'm going to look for her.";
+ next;
+ mes "[Arc]";
+ mes "You don't have to worry about that...";
+ mes "^4d4dffTerra^000000 has a habit of making a knot out of plants to mark her destination.";
+ next;
+ mes "[Arc]";
+ mes "She does it so that she won't get lost.";
+ mes "If you find a trail of knotted plants it should lead you to where she is.";
+ next;
+ mes "[Arc]";
+ mes "It can be hard to look for them, but it's better than doing nothing...";
+ mes "Please, I beg of you.";
+ next;
+ mes "[Arc]";
+ mes "Ah, and please keep this a secret from the other Laphines.";
+ next;
+ mes "[Arc]";
+ mes "Remember " + strcharinfo(0) + "... you must keep this to yourself...";
+ mes "Please, find her.";
+ set ep13_mdrama,2;
+ setquest 7056;
+ close;
+ case 2:
+ mes "[Arc]";
+ mes "It sure was an unreasonable favor...";
+ mes "You too were sent here to carry on a mission...";
+ mes "That was thoughtless of me...";
+ close;
+ }
+ case 2:
+ mes "[Arc]";
+ mes "Is that so? Of course.";
+ mes "You were sent here to carry on your own mission...";
+ close;
+ }
+ }
+ else if (ep13_mdrama == 2) {
+ mes "[Arc]";
+ mes "^4d4dffTerra^000000 has a habit of making a knot out of plants to mark her destination.";
+ mes "Keep that in mind when searching for her. And don't tell any other Laphine's about her missing.";
+ next;
+ mes "[Arc]";
+ mes "You " + strcharinfo(0) + " are the only one I could ask for help...";
+ mes "Do me this favor please.";
+ close;
+ }
+ else if ((ep13_mdrama > 3) && (ep13_mdrama < 7)) {
+ mes "[Arc]";
+ mes "Did you find anything?";
+ mes "Have you found any knotted plants?";
+ mes "Yeah, that's the mark";
+ mes "that Terra leaves.";
+ next;
+ mes "[Arc]";
+ mes "Keep it up and find her";
+ mes "for me.";
+ close;
+ }
+ else if (ep13_mdrama == 7) {
+ mes "[Arc]";
+ mes "Ah, Well met!";
+ mes "What do I do now?!";
+ next;
+ select("What? What happened?");
+ mes "- Arc looks like he was thrown into confusion about something. -";
+ next;
+ mes "[Arc]";
+ mes "Terra...";
+ next;
+ mes "[Arc]";
+ mes "Terra came back!!!";
+ mes "but, she was covered all over with wounds...";
+ next;
+ select("Covered with wounds?");
+ mes "[Arc]";
+ mes "She didn't even get treatment!";
+ mes "She just took the Bradium with that exhausted body!";
+ next;
+ mes "[Arc]";
+ mes "Didn't even tell me the reason!";
+ mes "I told her no, but she wouldn't listen to me!";
+ mes "It happened all of a sudden.";
+ next;
+ mes "[Arc]";
+ mes "" + strcharinfo(0) + "!";
+ mes "What shoud I do now?";
+ mes "What do I have to do?";
+ mes "Terra left again and she was hurt...";
+ next;
+ mes "[Arc]";
+ mes "And I just stood here...doing nothing.";
+ next;
+ select("You have a strong sense of responsibility.");
+ mes "[Arc]";
+ mes "......anyways.";
+ mes "I couldn't either stop her, or follow her...";
+ mes "What now...?";
+ mes "Why did she take the Bradium...?";
+ next;
+ mes "- You tell Arc about the Giant from the cave. -";
+ next;
+ mes "[Arc]";
+ mes "What? Is that what happened?";
+ mes "Bradium...is certainly a precious ore for Sapha.";
+ mes "They use a refined Bradium ore...";
+ next;
+ mes "[Arc]";
+ mes "You said that a Sapha was hurt?";
+ mes "And its body was already stiff?";
+ mes "Impossible!";
+ mes "Terra!!";
+ next;
+ mes "- Arc suddenly began gathering up his gear. -";
+ set ep13_mdrama,8;
+ close;
+ }
+ else if (ep13_mdrama == 8) {
+ mes "[Arc]";
+ mes "Where was that cave where you found that Sapha?";
+ mes "There was no such cave when we inspected our surrounding areas.";
+ next;
+ select("What are you trying to do?");
+ mes "[Arc]";
+ mes "Can't you see?";
+ mes "I'm going out to look for Terra. She took the Bradium with her, it has got to be something to do with that Sapha.";
+ next;
+ select("Is it okay for you to leave your post?");
+ mes "[Arc]";
+ mes "It's.. ...";
+ mes "...No....";
+ mes "Shit, then what should I do!!";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "I will go. I'm the one who knows exactly where that cave is.";
+ mes "I will go and bring her back.";
+ mes "If Terra headed for that cave, I should be able to find her.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Let's hear rest of the story from Terra.";
+ mes "It is important for you to guard this place, isn't it?";
+ mes "If Terra really took the Bradium without any permission...";
+ next;
+ mes "[Arc]";
+ mes "The higher ups won't just remain still...";
+ mes "I'm sorry to ask you but...";
+ mes "Please go and bring her back here...";
+ set ep13_mdrama,9;
+ changequest 7058,7059;
+ close;
+ }
+ else if ((ep13_mdrama > 8) && (ep13_mdrama < 13)) {
+ mes "[Arc]";
+ mes "I'm really sorry for getting you into this mess.....";
+ mes "...Please, find Terra.";
+ close;
+ }
+ else if (ep13_mdrama == 13) {
+ mes "[Arc]";
+ mes "What? A wounded Laphine in the Sapha's village?";
+ mes "Was it Terra?! Was she captured by those Sapha bastards?!";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Calm down. I couldn't check out exactly who the captured Laphine was.";
+ mes "And they seem to have no intention of harming the Laphine.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Also, they were looking for something that can cure a wounded Laphine...";
+ mes "If we bring some medicine to them, we might have a chance to see who the Laphine is.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "I understand how anxious you feel.. but that is the only way I can think of finding out who it is.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "I will take some things to treat the wounds with me and if it turns out that the captured Laphine is Terra, I will bring her back.";
+ next;
+ mes "[Arc]";
+ mes "..........";
+ mes "OK, that seems like the best thing we can do for this situation...";
+ next;
+ mes "[Arc]";
+ mes "Do you by any chance know about the 'Yggdrasil'?";
+ mes "There's nothing better than the Yggdrasilberry to treat wounds...";
+ mes "Especially for us Laphine...";
+ next;
+ mes "[Arc]";
+ mes "If you have a Yggdrasilberry, you can use it to cure that Laphine...";
+ mes ".Yggdrasil is the tree of life... its roots are in touch with everything in this world.";
+ next;
+ mes "[Arc]";
+ mes "I have...";
+ mes "...only three Yggdrasilberries...";
+ next;
+ mes "[Arc]";
+ mes "I will give you these but they won't be enough...";
+ mes "Outside... there is a huge tree... where the root of the Yggdrasil is exposed.... it should be there.";
+ next;
+ mes "[Arc]";
+ mes "Sometimes you can find Yggdrasilberries around there.";
+ mes "Go find few more and bring them with you. Hurry!";
+ set ep13_mdrama,14;
+ getitem 607,3; //Yggdrasilberry
+ changequest 7062,7063;
+ close;
+ }
+ else if ((ep13_mdrama > 13) && (ep13_mdrama < 18)) {
+ mes "[Arc]";
+ mes "There's a huge root of the tree near a swamp at the outskirts of this area.";
+ mes "That's where the tree of life's root is exposed.";
+ next;
+ mes "[Arc]";
+ mes "You should be able to find some Yggdrasilberries there.";
+ next;
+ mes "[Arc]";
+ mes "You will need at least 6~7 of them...";
+ mes ".... .. I hope she is safe..";
+ next;
+ mes "[Arc]";
+ mes "As soon as you are done collecting the berries, bring them to the Sapha Village right away!!!";
+ mes "Terra... please be safe.";
+ close;
+ }
+ else if ((ep13_mdrama > 17) && (ep13_mdrama < 25)) {
+ mes "[Arc]";
+ mes "...Oh where is Terra...?";
+ close;
+ }
+ else if (ep13_mdrama == 25) {
+ mes "[Arc]";
+ mes "" + strcharinfo(0) + "!!";
+ mes "Terra's back!!!";
+ mes "She is back in one piece!";
+ mes "...She hasn't been saying a single word since her return, I told her to rest in Yai...";
+ next;
+ mes "[Arc]";
+ mes "Please come by if you don't mind...";
+ mes "Terra's Yai.";
+ mes "Which is her Private Residence... It's located at the Southeast direction from here.";
+ mes "I would like to hear a detailed account of what happened.";
+ set ep13_mdrama,26;
+ changequest 7070,7071;
+ close;
+ }
+ else if (ep13_mdrama == 26) {
+ mes "[Arc]";
+ mes "What happened....while she was gone?";
+ mes "I would like to hear a detailed account fn what happened...";
+ mes "Please go to Terra's Yai later.";
+ close;
+ }
+ else if (ep13_mdrama > 26) {
+ mes "[Arc]";
+ mes "I really appreciate what you've done for us.";
+ mes "But, I'm worried about Terra.";
+ mes "I hope she can be her old self...";
+ close;
+ }
+ else {
+ mes "[Arc]";
+ mes "Ah~Ah~Stop right there...";
+ mes "This area is off-limits to unauthorized personnel.";
+ close;
+ }
+ }
+ else {
+ if (ep13_mdrama > 0) {
+ mes "[Arc]";
+ mes "Yur,Dur AnoVa?";
+ mes "Wha? Dieb OsaDur .. ";
+ mes "ah..RuffThus NeAsh. man nesAsh OdesAlah ?";
+ next;
+ mes "- I can't understand what he's saying... Oh god how frustrating. -";
+ close;
+ }
+ else {
+ mes "[Splendide Guard]";
+ mes "NeiVil !";
+ mes "narNoth nesMush.";
+ mes "AnuDur AmanDana Goth nar!";
+ next;
+ mes "- We don't seem to understand eachother. -";
+ close;
+ }
+ }
+ end;
+
+OnTouch:
+ if (isequipped(2782) == 1) {
+ if (ep13_mdrama < 1) {
+ mes "[Splendide Guard]";
+ mes "Halt.";
+ mes "This area is restricted unless you have been given permission.";
+ mes "Especially to outsiders like you.";
+ close;
+ }
+ }
+ else {
+ mes "[Splendide Guard]";
+ mes "Tal-!";
+ mes "AnuDur AmanDana Goth nar!";
+ mes "Agoltas Me...";
+ next;
+ mes "- Looks like we don't understand each other. This could be troublesome... -";
+ close;
+ }
+ end;
+}
+
+spl_fild02,45,214,0 script ????#ep13_mdplant01 844,{
+ if (ep13_mdrama == 2) {
+ cutin "ep13_plant01",2;
+ mes "Weeds are easy to find around here...";
+ mes "A closer look reveals that there's one knotted stem...";
+ mes "It looks like this is Terra's trace that Arc told me about.";
+ next;
+ mes "A knotted leaf is pointing toward the^4d4dff Southern^000000 direction.";
+ set ep13_mdrama,3;
+ changequest 7056,7057;
+ close2;
+ }
+ else if (ep13_mdrama > 2) {
+ mes "This is a marking Terra left to remember the way back home.";
+ mes "A knotted leaf is pointing^4d4ff South^000000.";
+ close2;
+ }
+ else {
+ mes "Weeds are easy to find around here...";
+ mes "There's nothing too special about it.";
+ close2;
+ }
+ cutin "ep13_plant01",255;
+ end;
+}
+
+spl_fild02,122,106,0 script ????#ep13_mdplant02 844,{
+ if (ep13_mdrama > 2) {
+ cutin "ep13_plant01",2;
+ mes "Weeds are easy to find around here...";
+ mes "A closer look reveals that there's one knotted stem...";
+ mes "It looks like this is Terra's trace that Arc told me about.";
+ next;
+ mes "A knotted leaf is pointing ^4d4dff East^000000.";
+ close2;
+ }
+ else {
+ mes "Weeds are easy to find around here...";
+ mes "There's nothing too special about it.";
+ close2;
+ }
+ cutin "ep13_plant01",255;
+ end;
+}
+
+spl_fild02,329,191,0 script ????#ep13_mdplant03 844,{
+ if (ep13_mdrama > 2) {
+ cutin "ep13_plant01",2;
+ mes "Weeds are easy to find around here...";
+ mes "A closer look reveals that there's one knotted stem...";
+ mes "It looks like this is Terra's trace that Arc told me about.";
+ next;
+ mes "A knotted leaf is pointing ^4d4dff North^000000.";
+ close2;
+ }
+ else {
+ mes "Weeds are easy to find around here...";
+ mes "There's nothing too special about it.";
+ close2;
+ }
+ cutin "ep13_plant01",255;
+ end;
+}
+
+spl_fild02,328,323,0 script ????#ep13_mdplant04 844,{
+ if (ep13_mdrama == 3) {
+ mes "There are footprints here as well as signs that someone has fallen.";
+ mes "It looks like someone was fighting here?";
+ mes "But who?";
+ next;
+ mes "There are footprints heading ^4d4dffNorth^000000.";
+ set ep13_mdrama,4;
+ close;
+ }
+ else if (ep13_mdrama > 3) {
+ mes "Someone must have had a fight here.";
+ mes "There are footprints heading ^4d4dffNorth^000000.";
+ close;
+ }
+ else {
+ mes "There are footprints here that seem to be leading towards something.";
+ close;
+ }
+}
+
+spl_fild01,341,109,0 script ????#ep13_mdplant05 844,{
+ if (ep13_mdrama == 4) {
+ mes "There's evidence that there was a fight here too.";
+ mes "These footsteps can't be a Laphine's...";
+ next;
+ mes "There are footprints that lead to^4d4dff the Root of a huge tree^000000.";
+ set ep13_mdrama,5;
+ close;
+ }
+ else if (ep13_mdrama > 4) {
+ mes "There are footprints that lead to^4d4dff the Root of a huge tree^000000.";
+ close;
+ }
+ else {
+ mes "There are footprints here that seem to be leading towards something.";
+ close;
+ }
+}
+
+spl_fild01,375,109,0 script to_dun01#ep13_2 -1,2,2,{
+OnTouch:
+ if (ep13_mdrama == 5) {
+ mes "There's a stem entangled inside an opening in the roots of a huge tree...";
+ mes "It looks like something slipped here.";
+ next;
+ mes "A cold breeze is blowing out from deep inside the tree.";
+ next;
+ switch(select("Follow the trace.:Looks dangerous... head back.")) {
+ case 1:
+ mes "You take a one step forward carefully through the muddy roots and slip.";
+ set ep13_mdrama,6;
+ close2;
+ percentheal -30,0;
+ warp "nyd_dun01",72,125;
+ end;
+ case 2:
+ mes "It's too dark to see anything inside...but it feels like there's a big hole at the bottom.";
+ mes "I'd better step back...It looks dangerous.";
+ close;
+ }
+ }
+ else if (ep13_mdrama > 5) {
+ mes "Between huge roots, there is a hole leads to the underground cave.";
+ next;
+ switch(select("Go inside.:I'm not going in there.")) {
+ case 1:
+ mes "Again, you slip through the muddy roots.";
+ close2;
+ percentheal -30,0;
+ warp "nyd_dun01",72,125;
+ end;
+ case 2:
+ mes "You decide to come back later.";
+ close;
+ }
+ }
+ else {
+ mes "Strange looking stems are entangled inside an opening of huge roots.";
+ mes "Surface looks unstable...I should step away before I slip on it.";
+ close;
+ }
+}
+
+nyd_dun01,58,223,0 script Petrified Sapha#ep13md03 844,{
+ if (checkweight(1201,2) == 0) {
+ mes "Wait a moment!!";
+ mes "You have too many items.";
+ mes "You can't receive this.";
+ mes "Lighten your weight and";
+ mes "try again.";
+ close;
+ }
+ if (ep13_mdrama == 6) {
+ mes "This is the only spot where sunlight is shining down through a hole in the ceiling.";
+ next;
+ mes "Looking up I see the roots of the tree and stems digging up a mud-plastered wall, so the sunlight could shine through....2.j...There is a statue of Giant on the ground.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "A statue in a place like this...";
+ mes "Interesting.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Hm, This resembles... that giant tribe in Manuk...";
+ mes "Huh? It's wearing a muffler...";
+ mes "...It can't be!";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "It has a lot of scars on it... as if it had been in a severe fight...";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "And it appears like it's holding something in its arms...";
+ mes "Just what happened here?";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "I can't imagine what happened here, but I don't see Terra's marks anymore...";
+ mes "and this cave looks unsafe... I'd better go back to Arc for now.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Could it be... Terra was fighting this Giant?";
+ set ep13_mdrama,7;
+ changequest 7057,7058;
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Anyways... How do I get out of here?";
+ mes "That hole I came in is too slippery to climb back out...";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Light is coming in from the ceiling above... Maybe I should just climb a stem around here...";
+ close;
+ }
+ else if ((ep13_mdrama == 7) || (ep13_mdrama == 8)) {
+ mes "[" + strcharinfo(0) + "]";
+ mes "I'm done with this place.";
+ mes "I should go back to Arc...";
+ mes "Let's find an exit.";
+ close;
+ }
+ else if (ep13_mdrama == 9) {
+ mes "I came back here, but there's no trace of Terra...";
+ mes "There's only one thing different from the last time..Small particles of an ore are sprinkled around the Sapha's dead body.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "So...Terra was here.....";
+ mes "Powdered Bradium...";
+ mes "What was she trying to do with this Sapha?";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "I can't just go back to Arc without anything... he'd be so disappointed...";
+ mes "Hmm, Should I go to the Sapha's village?";
+ set ep13_mdrama,10;
+ changequest 7059,7060;
+ close;
+ }
+ else if (ep13_mdrama == 10) {
+ mes "[" + strcharinfo(0) + "]";
+ mes "I can't find any traces of Terra anymore.";
+ mes "One thing that bugs me is...These particles of an ore.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "I should go back to Arc and ask about it, or go to Sapha's Village and investigate some more.";
+ close;
+ }
+ else if ((ep13_mdrama > 10) && (ep13_mdrama < 21)) {
+ mes "A giant from the race called Sapha is petrified here.";
+ mes "It looks like it's dead...";
+ close;
+ }
+ else if (ep13_mdrama == 21) {
+ mes "I need to bring back some evidence of this giant in the cave.";
+ mes "What should I bring with me?";
+ next;
+ switch(select("Hair:Muffler:Pants:Fragment of Bradium")) {
+ case 1:
+ mes "It won't come off. It's as if it is a tree rooted on a rock.";
+ close;
+ case 2:
+ mes "You carefully strip a worn muffler off of the Sapha's neck.";
+ mes "We will see if this muffler belongs to Ogen or not.";
+ next;
+ mes "And...what else should I take?";
+ next;
+ switch(select("Hair:Pants:Fragment of Bradium")) {
+ case 1:
+ mes "It won't come off. It's as if it is a tree rooted on a rock.";
+ close;
+ case 2:
+ mes "... I don't want to take off a dead MAN's pants...";
+ close;
+ case 3:
+ mes "You pick up a fragment of Bradium scattered on the ground.";
+ mes "This should be enough.";
+ set ep13_mdrama,22;
+ getitem 6085,1; //Shaggy_Muffler
+ getitem 6084,1; //Bradium_Fragments
+ changequest 7066,7067;
+ close;
+ }
+ case 3:
+ mes "... I don't want to take off a dead MAN's pants...";
+ close;
+ case 4:
+ mes "You pick up a fragment of Bradium scattered on the ground.";
+ mes "This will prove Terra's effort...";
+ mes "And what else?";
+ next;
+ switch(select("Hair:Muffler:Pants")) {
+ case 1:
+ mes "It won't come off. It's as if it is a tree rooted on a rock.";
+ close;
+ case 2:
+ mes "You carefully strip a worn muffler off of the Sapha's neck.";
+ mes "We will see if this muffler belongs to Ogen or not...";
+ mes "This should be enough.";
+ set ep13_mdrama,22;
+ getitem 6085,1; //Shaggy_Muffler
+ getitem 6084,1; //Bradium_Fragments
+ changequest 7066,7067;
+ close;
+ case 3:
+ mes "... I don't want to take off a dead MAN's pants...";
+ close;
+ }
+ }
+ }
+ else if (ep13_mdrama == 22) {
+ mes "Petrified Sapha.";
+ mes "Now I have the muffler, let's go back to Luik and Snorren.";
+ close;
+ }
+ else if (ep13_mdrama == 23) {
+ if (isequipped(2782) == 1) {
+ donpcevent "Snorren#ep13md17::OnEnable";
+ mes "[Snorren]";
+ mes "Ogen!!!!!!";
+ mes "...Ogen... Ogen...";
+ mes "....Ogeeen......";
+ next;
+ select("You don't mean..?");
+ mes "[Snorren]";
+ mes "This.. is.. worse than I could have imagined.....";
+ mes "Ogen... this doesn't look like it can be reversed...";
+ next;
+ mes "[Snorren]";
+ mes "No matter how much bradium fluid we inject... Ogen can't come back alive...";
+ next;
+ mes "[Snorren]";
+ mes "Ogen... really was adament... about protecting that Laphine... to protect Terra.....";
+ mes "He did his best 'til the last...";
+ next;
+ mes "[Snorren]";
+ mes "Look at this, " + strcharinfo(0) + "...";
+ mes "His petrifyied body...";
+ mes "protected Terra...like this.";
+ next;
+ mes "[Snorren]";
+ mes "Ogen... made himself an unbreakable shield...";
+ next;
+ mes "[Snorren]";
+ mes "Ogen... you can now go back to the bosom of the Motherland...";
+ mes "This statue will be a monument to your courage...";
+ next;
+ mes "- - I can't begin to describe the sorrow of losing a close friend... -";
+ next;
+ mes "- All I could do was to keep tapping his shoulder... as he quietly sobbed... -";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Let's.. go back...";
+ mes "Ogen wouldn't want you to be so sad and depressed.";
+ next;
+ mes "[Snorren]";
+ mes "I guess you are right...";
+ mes "There's... sunlight shining here...";
+ mes "This... must be a comfort resting place for Ogen.";
+ next;
+ mes "[Snorren]";
+ mes "I should go and tell Luik and the townspeople about this...";
+ mes "I will go on ahead.";
+ next;
+ donpcevent "Snorren#ep13md17::OnDisable";
+ mes "- Snorren stood up with a bitter smile...";
+ mes "...I should go back too... I'm worried about Terra. -";
+ set ep13_mdrama,24;
+ changequest 7068,7069;
+ close;
+ }
+ else {
+ mes "[" + strcharinfo(0) + "]";
+ mes "Whoa, I almost forgot the ring.";
+ close;
+ }
+ }
+ else if (ep13_mdrama > 23) {
+ mes "Ogen... was petrified as he covered Terra...";
+ mes "What was going on between them that they would see past their racial differences...?";
+ close;
+ }
+ else {
+ // custom translation
+ mes "Before you is a statue made of stone and wood. It's so life-like it's eerie.";
+ close;
+ }
+}
+
+nyd_dun01,55,223,5 script Snorren#ep13md17 454,{
+ disablenpc "Snorren#ep13md17";
+ end;
+
+OnInit:
+ disablenpc "Snorren#ep13md17";
+ end;
+
+OnEnable:
+ enablenpc "Snorren#ep13md17";
+ end;
+
+OnDisable:
+ disablenpc "Snorren#ep13md17";
+ end;
+}
+
+nyd_dun01,62,233,0 script Trunk of a Tree#ep13 844,2,2,{
+ mes "The trunk of a Tree moderately stretched upward.";
+ mes "There are big thorns here that should be enough to use as footholds to climb up.";
+ close;
+
+OnTouch:
+ mes "It's the trunk of a Tree stretched out toward a hole in the ceiling.";
+ mes "Big thorns can be used as footholds.";
+ next;
+ switch(select("Climb up.:Never mind.")) {
+ case 1:
+ warp "spl_fild01",376,65;
+ end;
+ case 2:
+ mes "I'll come back later.";
+ close;
+ }
+}
+manuk,278,177,5 script Villager#ep13_11 454,{
+ if (checkweight(1201,2) == 0) {
+ mes "Wait a moment!!";
+ mes "You have too many items.";
+ mes "You can't receive this.";
+ mes "Lighten your weight and";
+ mes "try again.";
+ close;
+ }
+ if (isequipped(2782) == 1) {
+ if (ep13_mdrama == 10) {
+ mes "[Villager Lawine]";
+ mes "By the way, how did that Fairy come this far?";
+ mes "Is she captured?";
+ next;
+ mes "[Villager Rivier]";
+ mes "No, She's not.";
+ mes "That Fairy came here by her own accord.";
+ mes "How impudent. She was horribly wounded when she got here.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "(Hmm? a Fairy? Wounded?";
+ mes "Are they talking about Terra..?!)";
+ next;
+ switch(select("Break into their conversation.:Keep quiet and listen.")) {
+ case 1:
+ mes "[" + strcharinfo(0) + "]";
+ mes "Excuse me for interrupting your conversation.";
+ mes "You were talking about a Fairy, would you be kind to tell me the details?";
+ next;
+ mes "[Villager Lawine]";
+ mes "Outsider!!";
+ mes "Why is he here?";
+ next;
+ mes "[Villager Rivier]";
+ mes "We weren't saying anything.";
+ mes "There's nothing to tell you.";
+ mes "Lawine, Come with me to the Refinery later.";
+ next;
+ mes "- The Sapha people are not willing to tell you anything. But the";
+ mes "captured Fairy may be Terra. -";
+ set ep13_mdrama,11;
+ changequest 7060,7061;
+ close;
+ case 2:
+ // Custom Translation
+ mes "[Villager Lawine]";
+ mes "I heard a fairy was crying and begging, she was badly hurt.";
+ next;
+ mes "[Villager Rivier]";
+ mes "No one understand the words of fairy...";
+ mes "In the end we had no idea what to do.";
+ next;
+ mes "[Villager Rivier]";
+ mes "Anyway, that fairy is now in prison.";
+ mes "By the way, pull within feather";
+ mes "Today we have to go to the refinery,";
+ mes "do not forget.";
+ next;
+ mes "[Villager Lawine]";
+ mes "You know, right?";
+ mes "Ahh! A foreign visitor!";
+ next;
+ mes "[Villager Rivier]";
+ mes "Nevermind him, he can not understand our words.";
+ next;
+ mes "- Fortunately, Sapha had thought I could not understand them,";
+ mes "but they must be talking about Terra... -";
+ set ep13_mdrama,11;
+ changequest 7060,7061;
+ close;
+ }
+ }
+ else if (ep13_mdrama > 10) {
+ mes "- The Sapha are having a conversation and not paying attention to my movements. -";
+ next;
+ mes "- They are talking mostly about common town matters, not much useful information. -";
+ next;
+ mes "- I'd better move away from them before they get suspicious of my presence. -";
+ close;
+ }
+ else {
+ mes "[Villager]";
+ mes "...Outsider?";
+ mes "Do you have a permission to come into our village?";
+ mes "That's right..Do you even understand me?";
+ close;
+ }
+ }
+ else {
+ mes "[Villager]";
+ mes "Das?";
+ mes "idh sd!";
+ mes "Dh apa sd��is Das idh.";
+ close;
+ }
+}
+
+manuk,281,177,3 script Villager#ep13_12 449,{
+ if (checkweight(1201,2) == 0) {
+ mes "Wait a moment!!";
+ mes "You have too many items.";
+ mes "You can't receive this.";
+ mes "Lighten your weight and";
+ mes "try again.";
+ close;
+ }
+ if (isequipped(2782) == 1) {
+ if (ep13_mdrama == 10) {
+ mes "[Villager Lawine]";
+ mes "By the way, how did that Fairy come this far?";
+ mes "Is she captured?";
+ next;
+ mes "[Villager Rivier]";
+ mes "No, She's not.";
+ mes "That Fairy came here by her own accord.";
+ mes "How impudent. She was horribly wounded when she got here.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "(Hmm? a Fairy? Wounded?";
+ mes "Are they talking about Terra..?!)";
+ next;
+ switch(select("Break into their conversation.:Keep quiet and listen.")) {
+ case 1:
+ mes "[" + strcharinfo(0) + "]";
+ mes "Excuse me for interrupting your conversation.";
+ mes "You were talking about a Fairy, would you be kind to tell me the details?";
+ next;
+ mes "[Villager Lawine]";
+ mes "Outsider!!";
+ mes "Why is he here?";
+ next;
+ mes "[Villager Rivier]";
+ mes "We weren't saying anything.";
+ mes "There's nothing to tell you.";
+ mes "Lawine, Come with me to the Refinery later.";
+ next;
+ mes "- The Sapha people are not willing to tell you anything. But the";
+ mes "captured Fairy may be Terra. -";
+ set ep13_mdrama,11;
+ changequest 7060,7061;
+ close;
+ case 2:
+ // Custom Translation
+ mes "[Villager Lawine]";
+ mes "I heard a fairy was crying and begging, she was badly hurt.";
+ next;
+ mes "[Villager Rivier]";
+ mes "No one understand the words of fairy...";
+ mes "In the end we had no idea what to do.";
+ next;
+ mes "[Villager Rivier]";
+ mes "Anyway, that fairy is now in prison.";
+ mes "By the way, pull within feather";
+ mes "Today we have to go to the refinery,";
+ mes "do not forget.";
+ next;
+ mes "[Villager Lawine]";
+ mes "You know, right?";
+ mes "Ahh! A foreign visitor!";
+ next;
+ mes "[Villager Rivier]";
+ mes "Nevermind him, he can not understand our words.";
+ next;
+ mes "- Fortunately, Sapha had thought I could not understand them,";
+ mes "but they must be talking about Terra... -";
+ set ep13_mdrama,11;
+ changequest 7060,7061;
+ close;
+ }
+ }
+ else if (ep13_mdrama > 10) {
+ mes "- The Sapha are having a conversation and not paying attention to my movements. -";
+ next;
+ mes "- They are talking mostly about common town matters, not much useful information. -";
+ next;
+ mes "- I'd better move away from them before they get suspicious of my presence. -";
+ close;
+ }
+ else {
+ mes "[Villager]";
+ mes "...Outsider, huh...";
+ mes "Since when did we allow outsiders to come and visit?";
+ mes "That's right..Do you even understand me?";
+ next;
+ mes "[Villager]";
+ mes "...I guess it doesn't matter....";
+ mes "Ah, Do we even understand each other?";
+ close;
+ }
+ }
+ else {
+ mes "[Villager]";
+ mes "Fsd a idh as?";
+ mes "Nsf iu ai sd a sd!";
+ mes "Asd fo sdj fso df.";
+ close;
+ }
+}
+
+man_in01,175,59,5 script Snorren#ep13_13 454,{
+ if (checkweight(1201,2) == 0) {
+ mes "Wait a moment!!";
+ mes "You have too many items.";
+ mes "You can't receive this.";
+ mes "Lighten your weight and";
+ mes "try again.";
+ close;
+ }
+ if (isequipped(2782) == 1) {
+ if (ep13_mdrama == 11) {
+ mes "He seems anxious as he wanders back and forth..";
+ mes "Is he the guard of this prison?";
+ next;
+ mes "[Snorren]";
+ mes ".. Argh.. Why not?!";
+ mes "What a blockhead...";
+ mes "Hmm?";
+ mes "Who are you?!";
+ mes "How could an outsider be here...?";
+ next;
+ switch(select("About the Captured Fairy.:What is this place?")) {
+ case 1:
+ mes "[Snorren]";
+ mes "How does an outsider like you know that?";
+ mes "And..? What? How can you understand what I'm saying?";
+ next;
+ mes "[Snorren]";
+ mes "Helloo...?";
+ mes "Can you understand the words coming out of my mouth?";
+ next;
+ mes "- I show the ring to Snorren. -";
+ next;
+ mes "[Snorren]";
+ mes "Aha! Now I understand...";
+ mes "That's amazing. a ring capable of interpreting between different languages... and you were able to come all the way here.";
+ next;
+ mes "[Snorren]";
+ mes "I heard there are outsiders helping our people.";
+ mes "You must be one of them!";
+ next;
+ mes "[Snorren]";
+ mes "But where did you hear about that Fairy?";
+ mes "Frankly, I want to have a word with that Fairy.";
+ mes "But I don't understand their language.";
+ next;
+ switch(select("Why do you want to talk to her?:Do you need an interpreter?")) {
+ case 1:
+ break;
+ case 2:
+ mes "[Snorren]";
+ mes "An interpreter? Certainly!";
+ mes "But I can't just do it arbitrarily...";
+ mes "The reason why I want to have a word with that fairy, I mean Laphine...";
+ next;
+ break;
+ }
+ mes "[Snorren]";
+ mes "I... want to find out if she's got anything to do with my friend...";
+ next;
+ select("Your friend?");
+ mes "[Snorren]";
+ mes "Yeah. Ogen is missing.";
+ mes "He said he was curious about the area you are living in and went to check it out. How foolish of him.";
+ next;
+ mes "[Snorren]";
+ mes "And he never came back.";
+ mes "After quite a while, that fairy came.";
+ next;
+ mes "[Snorren]";
+ mes "I don't know what guts she had to just fly into our territory.";
+ mes "That fairy just kept on yelling 'a bradium!' 'a bradium!'";
+ next;
+ mes "[Snorren]";
+ mes "Our village's vigilantes are saying that fairy is affected by the power of bradium and went crazy.";
+ mes "That's what Laphine are all like!";
+ next;
+ mes "[Snorren]";
+ mes "They just try to make accesories out of the ore which is our source of life.";
+ mes "They collect anything that possesses magical power.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "You should calm down a bit... Tell me about that captured Laphine.";
+ next;
+ mes "[Snorren]";
+ mes "Right, I'm sorry.";
+ mes "Anyways, shortly after Ogen went missing the fairy appears... this is too suspicious...";
+ mes "and that fairy was severely wounded too.";
+ next;
+ mes "[Snorren]";
+ mes "I think...";
+ next;
+ mes "[Snorren]";
+ mes "That fairy attacked Ogen as he was trying to peek on your camp.";
+ mes "And she was drawn by Ogen's bradium and came all the way here to find more bradium!";
+ next;
+ switch(select("That could be right...:I don't see it that way...")) {
+ case 1:
+ mes "[" + strcharinfo(0) + "]";
+ mes "But does that Ore called bradium really possess an overwhelming magical power?";
+ mes "It didn't seem like that...";
+ next;
+ mes "[Snorren]";
+ mes "Really? But, we Sapha can't live without bradium.";
+ mes "This war with the Laphine... is to protect the bradium from them...";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "I see...";
+ mes "Your people and their people are fighting over the bradium...";
+ next;
+ break;
+ case 2:
+ mes "[Snorren]";
+ mes "Is... Is that so?";
+ mes "Then how do you see this situation?";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "It just occurred to me...";
+ mes "It's like some kind of forbidden area...";
+ next;
+ break;
+ }
+ mes "[" + strcharinfo(0) + "]";
+ mes "Anyhow, You are going to ask that fairy about Ogen, right?";
+ mes "If that's the case, I could interpret between you two...";
+ next;
+ mes "[Snorren]";
+ mes "Yeah?!";
+ mes "Then just wait here for a sec!";
+ mes "I will go and ask Luik about this!";
+ set ep13_mdrama,12;
+ close;
+ case 2:
+ mes "[Snorren]";
+ mes "Uh, Ah~!";
+ mes "This is a prison.";
+ mes "You need to obey the rules to keep a peaceful group life.";
+ next;
+ mes "[Snorren]";
+ mes "This is where people who break the rules are kept overnight.";
+ next;
+ mes "[Snorren]";
+ mes "Oh. I'm not one of them.";
+ mes "I just have some business here.";
+ mes "Snorren is a good Sapha.";
+ close;
+ }
+ }
+ else if (ep13_mdrama == 12) {
+ mes "[Snorren]";
+ mes "Umm.. Hold on a sec...";
+ mes "Luik. It's me. Snorren.";
+ next;
+ mes "[Voice through the door]";
+ mes "Ah, I told you it's not possible Snorren!";
+ mes "I can only put you in a cell for one night!";
+ next;
+ mes "[Snorren]";
+ mes "Yikes-! Luik, It's not that!";
+ mes "I brought someone who would interpret that fairy's words!";
+ mes "till, Can't I come in?";
+ next;
+ mes "[Luik's Voice]";
+ mes "Shut up! Anyway, we have more things to worry about. This Laphine, we need to treat her wounds...";
+ next;
+ mes "[Luik's Voice]";
+ mes "Her body is completely different from ours. What should we do?";
+ mes "Hey, Snorren! Bring me anything. Anything like herbs!";
+ next;
+ mes "[Snorren]";
+ mes "Herbs? Is her condition that bad?";
+ mes "Can't we fix her with bradium?";
+ mes "Oh right, She's not Sapha, ey?";
+ next;
+ select("Nothing gets past you...");
+ mes "[Snorren]";
+ mes "Do you have anything on your mind?";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "She's a Laphine, right? Then we should ask a Laphine about it...";
+ mes "Like what we need to treat her...";
+ mes "I can take care of it.";
+ next;
+ mes "[Snorren]";
+ mes "Really?";
+ mes "Then hurry up and bring something back...";
+ mes "We will wait.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "(I think I have no choice but to go back and ask Arc....)";
+ set ep13_mdrama,13;
+ changequest 7061,7062;
+ close;
+ }
+ else if ((ep13_mdrama > 12) && (ep13_mdrama < 17)) {
+ mes "[Snorren]";
+ mes "Hurry up and go find a way to cure this Laphine...";
+ mes "Then Luik might let us in.";
+ close;
+ }
+ else if (ep13_mdrama == 17) {
+ if (countitem(607) > 5) {
+ mes "[Snorren]";
+ mes "Did you find a cure?";
+ mes "This.. is one strange looking fruit.";
+ mes "I saw this fruit from time to time, but never thought this would be a cure..?";
+ next;
+ mes "[Snorren]";
+ mes "I will take everything you've brought with you!";
+ set .@temp_ig,countitem(607);
+ delitem 607,.@temp_ig; //Yggdrasilberry
+ set ep13_mdrama,18;
+ next;
+ mes "[Snorren]";
+ mes "Now, Let's go inside!";
+ close;
+ }
+ else {
+ mes "[" + strcharinfo(0) + "]";
+ mes "Hmm...this won't be enough....";
+ mes "I would need at least 6~7 of these...";
+ next;
+ mes "[Snorren]";
+ mes "Is something wrong?";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Huh? Ah, I think we would need more than what I've brought here... I'll be back.";
+ close;
+ }
+ }
+ else if (ep13_mdrama == 18) {
+ mes "[Snorren]";
+ mes "I already told Luik everything about you...";
+ mes "Let's go inside.";
+ close;
+ }
+ else if (((ep13_mdrama > 18) && (ep13_mdrama < 21)) || (ep13_mdrama == 22)) {
+ mes "[Snorren]";
+ mes "I've been waiting for you...";
+ mes "Let's make haste.";
+ close;
+ }
+ else if (ep13_mdrama == 21) {
+ mes "[Snorren]";
+ mes "I'm really confused now...Should I believe your story or not.";
+ mes "If it is true that cave really exists and Ogen is hurt...";
+ close;
+ }
+ else if (ep13_mdrama == 23) {
+ mes "[Snorren]";
+ mes "The approximate location is...";
+ mes "Huge Roots of a tree. Got it.";
+ mes "You go ahead first. I will stop by at a refinery and be right after you.";
+ next;
+ mes "[Snorren]";
+ mes "Since that place is Laphine's territory, I will go quitely so they won't notice me.";
+ mes "You just go on ahead, I will be right behind you.";
+ close;
+ }
+ else if (ep13_mdrama == 24) {
+ mes "[Snorren]";
+ mes "You are back. .. Luik wanted me to tell you this...";
+ mes "Terra, that Laphine, is free now.";
+ next;
+ mes "[Snorren]";
+ mes "We are tired of fighting. We didn't even want to start...";
+ mes "And we saw her true intention before everything else.";
+ next;
+ mes "[Snorren]";
+ mes "Go and check if Terra went back to her home safely...";
+ mes "Ogen... He went back to Mother Nature.";
+ next;
+ mes "[Snorren]";
+ mes "I really don't think what Ogen did was the right thing to do...";
+ mes "But that was... Ogen...";
+ next;
+ mes "[Snorren]";
+ mes "Forgive me, I'm a bit depressed...";
+ mes "I'd rather just rest here.";
+ mes "I really appreciate what you've done.";
+ next;
+ mes "[Snorren]";
+ mes "Come back anytime...";
+ mes "Ok?";
+ set ep13_mdrama,25;
+ getitem 6080,15; //Manuk_Coin
+ changequest 7069,7070;
+ close;
+ }
+ else if (ep13_mdrama > 24) {
+ mes "[Snorren]";
+ mes "What do you think of this muffler?";
+ mes "This belonged to Ogen...";
+ mes "Does it look good on me?";
+ close;
+ }
+ else {
+ mes "[Snorren]";
+ mes "Outsiders shouldn't be here without permission.";
+ mes "Please get out of here.";
+ close;
+ }
+ }
+ else {
+ mes "[Snorren]";
+ mes "Ids ad?";
+ mes "Ns ai dha si asd!";
+ mes "Ms dfaa sd a.";
+ close;
+ }
+}
+
+man_in01,183,58,0 script to_in013ep13mdwarp01 45,1,1,{
+OnTouch:
+ if ((ep13_mdrama > 17) && (ep13_mdrama < 24)) {
+ warp "man_in01",13,125;
+ end;
+ }
+ else if (ep13_mdrama > 23) {
+ warp "man_in01",68,125;
+ end;
+ }
+ else {
+ mes "The doors are locked... I can't get in.";
+ close;
+ }
+ end;
+}
+
+man_in01,10,125,0 warp to_out1#ep13mdwarp02 1,1,man_in01,179,58
+man_in01,65,125,0 warp to_out2#ep13mdwarp03 1,1,man_in01,179,58
+
+man_in01,22,126,3 script Captured Laphine#ep13md 441,{
+ if (checkweight(1201,2) == 0) {
+ mes "Wait a moment!!";
+ mes "You have too many items.";
+ mes "You can't receive this.";
+ mes "Lighten your weight and";
+ mes "try again.";
+ close;
+ }
+ if (isequipped(2782) == 1) {
+ if (ep13_mdrama < 19) {
+ mes "She's unconscious.";
+ mes "I can see a bandage to stop the bleeding...";
+ mes "Looks like Luik did it.";
+ close;
+ }
+ else if (ep13_mdrama == 19) {
+ mes "Luik and Snorren did everything to extract juice out of a Yggdrasilberry";
+ mes "chopped and stuffed it into a mouth and paste them on the body...";
+ next;
+ mes "[Wounded Laphine]";
+ mes "Hmm...";
+ next;
+ mes "[Luik]";
+ mes "Finally she's coming to.";
+ mes "Ok, "+ strcharinfo(0) + ", it's up to you now.";
+ mes "And you better not fake any of the words she's saying.";
+ next;
+ mes "- I nod to Luik and began talking to the Laphine. -";
+ next;
+ mes "- After the Laphine gained her full consciousness, she gazed around and spoke in shaky voice. -";
+ next;
+ mes "[Wounded Laphine]";
+ mes "Where... am I?";
+ mes "Oh My! That's right! I need Bradium!";
+ mes "Get me out of here!";
+ next;
+ mes "[Wounded Laphine]";
+ mes "If I don't go back to him quickly, he... he is going to die!!";
+ next;
+ switch(select("Who is HE?:Is your name Terra?")) {
+ case 1:
+ mes "[Wounded Laphine]";
+ mes "A giant... a giant in a cave...";
+ mes "He...He got hurt trying to protect me...";
+ mes "He wouldn't move!";
+ mes "His body was getting cold.";
+ next;
+ mes "[Wounded Laphine]";
+ mes "We were each other's enemy......";
+ mes "but he saved me...";
+ mes "I heard they need a bradium to live!";
+ next;
+ mes "[Wounded Laphine]";
+ mes "Give me some bradium. Hurry!";
+ mes "I can't be late!";
+ next;
+ select("You are Terra. Right?");
+ mes "[Terra]";
+ mes "How...How do you know my name?";
+ mes "Who are you?";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Arc asked me to find you. So I came here.";
+ mes "By the way.. You were saying about a giant, do you mean a Sapha?";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "The Sapha in the cave...";
+ mes "His body was already petrified when I got there.";
+ next;
+ mes "[Terra]";
+ mes "Giants.. It is said that the Sapha people are cursed to be petrified.";
+ mes "And that the Bradium is what prevents them from becoming petrified.";
+ next;
+ mes "[Terra]";
+ mes "So I tried to bring a bradium to him... ...";
+ mes "But he... Sob...";
+ next;
+ mes "- Terra couldn't continue to talk as she was agonizing in the pain from her wounds. -";
+ next;
+ mes "[Luik]";
+ mes "Why did she break down like that? What did she say?";
+ mes "Tell me what she said!!!";
+ set ep13_mdrama,20;
+ close;
+ case 2:
+ mes "[Terra]";
+ mes "How...How do you know my name?";
+ mes "Who are you?";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "I came looking for you on behalf of Arc.";
+ mes "Just how did you end up here?";
+ next;
+ mes "[Terra]";
+ mes "To find a... Bra.. dium.";
+ mes "That's right. Bradium! Give me a bradium!!";
+ next;
+ mes "[Terra]";
+ mes "A giant... a giant in a cave...";
+ mes "He...He got hurt trying to protect me...";
+ mes "He wouldn't move!";
+ mes "His body was getting cold.";
+ next;
+ mes "[Terra]";
+ mes "We were each other's enemy......";
+ mes "but he saved me...";
+ mes "I heard they need a bradium to live!";
+ next;
+ mes "[Terra]";
+ mes "Give me some bradium. Hurry!";
+ mes "I can't be late!";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "The Sapha in the cave...";
+ mes "His body was already petrified when I got there.";
+ next;
+ mes "[Terra]";
+ mes "Giants.. It is said that the Sapha people are cursed to be petrified.";
+ mes "And that the Bradium is what prevents them from becoming petrified.";
+ next;
+ mes "[Terra]";
+ mes "So I tried to bring a bradium to him... ...";
+ mes "But he... Sob...";
+ next;
+ mes "- Terra couldn't continue to talk as she was agonizing in the pain from her wounds. -";
+ next;
+ mes "[Luik]";
+ mes "Why did she break down like that? What did she say?";
+ mes "Tell me what she said!!!";
+ set ep13_mdrama,20;
+ close;
+ }
+ }
+ else if (ep13_mdrama == 20) {
+ mes "[Luik]";
+ mes "Let that Fairy rest for a while, now tell me what you were talking about.";
+ close;
+ }
+ else if ((ep13_mdrama > 20) && (ep13_mdrama < 24)) {
+ mes "[Luik]";
+ mes "She's just too exhausted and fell asleep...";
+ mes "Leave her alone.";
+ close;
+ }
+ else {
+ // custom translation
+ mes "[Luik]";
+ mes "She can leave any time she likes.";
+ mes "It feels so dry in here.";
+ mes "Oh well, that's normal.";
+ close;
+ }
+ }
+ else {
+ if (ep13_mdrama < 19) {
+ mes "She's unconscious.";
+ mes "I can see a bandage to stop the bleeding...";
+ mes "Looks like Luik did it.";
+ close;
+ }
+ else {
+ mes "[Luik]";
+ mes "Ier er ee ras d?";
+ mes "Ye ada sd?";
+ mes "Nffd..?";
+ next;
+ mes "[Wounded Laphine]";
+ mes "...Riveh...AshIman Or mah...";
+ mes "..ah..Thor..ThorOsa Yee Lu..ung...";
+ close;
+ }
+ }
+}
+
+man_in01,17,128,5 script Snorren#ep13md_15 454,{
+ if (checkweight(1201,2) == 0) {
+ mes "Wait a moment!!";
+ mes "You have too many items.";
+ mes "You can't receive this.";
+ mes "Lighten your weight and";
+ mes "try again.";
+ close;
+ }
+ if (isequipped(2782) == 1) {
+ if (ep13_mdrama == 18) {
+ mes "[Snorren]";
+ mes "Here, Luik. He said this is a cure for Laphine.";
+ mes "Should we just let her eat it as it is?";
+ next;
+ mes "[Snorren]";
+ mes "Uh.. and your name was..?";
+ next;
+ select("" + strcharinfo(0) + "");
+ mes "[Snorren]";
+ mes "Yeah, Right.";
+ mes "" + strcharinfo(0) + ", you should try talking to that Laphine...";
+ mes "Let's hear her story.";
+ set ep13_mdrama,19;
+ changequest 7064,7065;
+ close;
+ }
+ else if (ep13_mdrama == 19) {
+ // custom translation
+ mes "[Snorren]";
+ mes "Please help me translater.";
+ mes "We'll be watching as you speak to her.";
+ mes "Right, Luik?";
+ next;
+ mes "[Luik]";
+ mes "Maybe.";
+ mes "Let's ask her what happened, before it is too late.";
+ close;
+ }
+ else if (ep13_mdrama == 20) {
+ mes "[Snorren]";
+ mes "Let's listen to her story.";
+ mes "Why don't we start from... Why does she want a bradium?";
+ next;
+ mes "[Snorren]";
+ mes "This part must be told to Luik in exact detail.";
+ close;
+ }
+ else if (ep13_mdrama == 21) {
+ mes "[Snorren]";
+ mes "What should I do if the Sapha in the Cave is really Ogen...?";
+ mes "Ogen... What should I do if anything happened to him...?";
+ close;
+ }
+ else if (ep13_mdrama == 22) {
+ if ((countitem(6085) > 0) && (countitem(6084) > 0)) {
+ mes "[Luik]";
+ mes "...This Bradium has not been refined properly...";
+ mes "This would be no help...";
+ mes "and, this muffler...";
+ next;
+ mes "[Snorren]";
+ mes "This is Ogen's! Ogen's muffler!";
+ mes "Luik! Ogen! This is Ogen!";
+ mes "Unrefined Bradium!";
+ next;
+ mes "[Snorren]";
+ mes "Lu.. Luik. Ogen.. Ogen...?!";
+ mes "I'm going to Ogen!";
+ mes "Where is that cave?! Where!";
+ next;
+ select("Calm down!");
+ mes "[Luik]";
+ mes "Yeah. Listen to him, calm down. Snorren.";
+ mes "If it is Ogen... We could be able to save him if we make haste.";
+ next;
+ mes "[Luik]";
+ mes "Snorren. Go to Refinery and get the finest bradium...";
+ mes "Save him.";
+ next;
+ mes "[Luik]";
+ mes "" + strcharinfo(0) + "...eh?...";
+ mes "Please look after Snorren...and Ogen.";
+ mes "This Laphine, I mean Terra...";
+ mes "She truly wanted to save Ogen...";
+ next;
+ mes "[Luik]";
+ mes "I will talk to my superiors to try and settle this matter...";
+ mes "Please save Ogen.";
+ delitem 6085,1; //Shaggy_Muffler
+ delitem 6084,1; //Bradium_Fragments
+ set ep13_mdrama,23;
+ changequest 7067,7068;
+ close;
+ }
+ else {
+ // custom translation
+ mes "[Luik]";
+ mes "You should bring something that can prove it?";
+ mes "... We have been fighting them for so long, it is hard for us to believe you.";
+ next;
+ mes "[Snorren]";
+ mes "...Yes... regardless of anything, just to prove what you say is true.";
+ close;
+ }
+ }
+ else if (ep13_mdrama == 23) {
+ mes "[Snorren]";
+ mes "Hurry up and take the lead!";
+ mes "Which way should we go now?";
+ close;
+ }
+ else {
+ // custom translation
+ mes "[Snorren]";
+ mes "How did you get in here?!";
+ mes "Get out!";
+ close;
+ }
+ }
+ else {
+ mes "[Snorren]";
+ mes "We rs...";
+ mes "F as d dd ";
+ mes "Tb ds dfw we!";
+ mes "Nd fs asd as...!";
+ close;
+ }
+}
+
+man_in01,19,126,3 script Luik#ep13md16 450,{
+ if (checkweight(1201,2) == 0) {
+ mes "Wait a moment!!";
+ mes "You have too many items.";
+ mes "You can't receive this.";
+ mes "Lighten your weight and";
+ mes "try again.";
+ close;
+ }
+ if (isequipped(2782) == 1) {
+ if (ep13_mdrama < 20) {
+ mes "[Luik]";
+ mes "...I really look forward to drawing something useful out of her.";
+ mes "Your interpretion is trustworthy, right?";
+ close;
+ }
+ else if (ep13_mdrama == 20) {
+ mes "[Luik]";
+ mes "First of all, Why did that Laphine come here?";
+ mes "Why does she need a bradium?";
+ next;
+ select("To give it to a Sapha in a cave...");
+ mes "[Luik]";
+ mes "Sapha in a cave? What cave?";
+ mes "Nevermind.... Snorren. You must know something about that cave, right?";
+ next;
+ mes "[Luik]";
+ mes "Wait...";
+ mes "Why would a Laphine give a bradium to our ally?";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "They fought in the cave and your friend got hurt and began to petrify.";
+ mes "So she came here to get a bradium to try to save his life...";
+ next;
+ mes "[Luik]";
+ mes "They fought?";
+ mes "Snorren! What's that look on your face?";
+ mes "Spit if out if you have anything to say.";
+ next;
+ mes "[Snorren]";
+ mes "Frankly, Luik. I... told you... Ogen's missing.";
+ mes "Ogen's disappearance and that Laphine's arrival coincide...";
+ next;
+ mes "[Luik]";
+ mes "And?";
+ next;
+ mes "[Snorren]";
+ mes "Maybe the Sapha that Laphine is talking about is Ogen.";
+ mes "Or do we have any other comrades who go to strange caves?";
+ next;
+ mes "[Luik]";
+ mes "We don't, because there are no caves like that here.";
+ mes "First, we should find out about the cave they are talking about.";
+ next;
+ mes "[Luik]";
+ mes "You outsiders are in contact with the Laphine right?";
+ mes "What if this is an evil plot by them?";
+ next;
+ select("That's not true!");
+ mes "[Luik]";
+ mes "And how would you prove it?";
+ mes "We've been fighting them for a long time.";
+ mes "We don't have any reason to trust what you or they are saying.";
+ next;
+ mes "[Luik]";
+ mes "And talking about some cave that doesn't even exist.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "That cave really exists, I swear!";
+ mes "I.. yeah. I saw a petrified Sapha in that cave.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "I will bring back something that will make you believe.";
+ mes "I'm not sure if that Sapha is this Ogen you are looking for...";
+ mes "But I'll come back...";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Don't you dare...try to do any harm to Terra.";
+ set ep13_mdrama,21;
+ changequest 7065,7066;
+ close;
+ }
+ else if (ep13_mdrama == 21) {
+ mes "[Luik]";
+ mes "...Anything will do. Try and make me believe you -Outsider- and that Laphine.";
+ mes "We Sapha are not stupid people.";
+ next;
+ mes "[Luik]";
+ mes "I promise you that we will continue to treat that Laphine as we did so far and will not do any harm to her.";
+ next;
+ mes "[Luik]";
+ mes "Hence, you just focus on finding a way to make us believe you.";
+ close;
+ }
+ else if (ep13_mdrama == 22) {
+ if ((countitem(6085) > 0) && (countitem(6084) > 0)) {
+ mes "[Luik]";
+ mes "...This Bradium has not been refined properly...";
+ mes "This would be no help...";
+ mes "and, this muffler...";
+ next;
+ mes "[Snorren]";
+ mes "This is Ogen's! Ogen's muffler!";
+ mes "Luik! Ogen! This is Ogen!";
+ mes "Unrefined Bradium!";
+ next;
+ mes "[Snorren]";
+ mes "Lu.. Luik. Ogen.. Ogen...?!";
+ mes "I'm going to Ogen!";
+ mes "Where is that cave?! Where!";
+ next;
+ select("Calm down!");
+ mes "[Luik]";
+ mes "Yeah. Listen to him, calm down. Snorren.";
+ mes "If it is Ogen... We could be able to save him if we make haste.";
+ next;
+ mes "[Luik]";
+ mes "Snorren. Go to Refinery and get the finest bradium...";
+ mes "Save him.";
+ next;
+ mes "[Luik]";
+ mes "" + strcharinfo(0) + "...eh?...";
+ mes "Please look after Snorren...and Ogen.";
+ mes "This Laphine, I mean Terra...";
+ mes "She truly wanted to save Ogen...";
+ next;
+ mes "[Luik]";
+ mes "I will talk to my superiors to try and settle this matter...";
+ mes "Please save Ogen.";
+ delitem 6085,1; //Shaggy_Muffler
+ delitem 6084,1; //Bradium_Fragments
+ set ep13_mdrama,23;
+ changequest 7067,7068;
+ close;
+ }
+ else {
+ // custom translation
+ mes "[Luik]";
+ mes "You should bring something that can prove it?";
+ mes "... We have been fighting them for so long, it is hard for us to believe you.";
+ next;
+ mes "[Snorren]";
+ mes "...Yes... regardless of anything, just to prove what you say is true.";
+ close;
+ }
+ }
+ else if (ep13_mdrama == 23) {
+ mes "[Luik]";
+ mes "Please... Help Ogen.";
+ close;
+ }
+ else {
+ // custom translation
+ mes "[Luik]";
+ mes "How did you get in here?";
+ mes "You shouldn't be here.";
+ close;
+ }
+ }
+ else {
+ mes "[Luik]";
+ mes "Na w ewe w";
+ mes "Aewrf sd fsd iyu. ";
+ mes "Ou uur?";
+ next;
+ mes "Looks like Luik is giving me a look of scorn.";
+ close;
+ }
+}
+
+man_in01,71,125,0 script Terra gone -1,3,3,{
+OnTouch:
+ mes "There's nothing else.";
+ mes "Only traces of the cage with something confined.";
+ close;
+}
+
+spl_in02,239,93,3 script Terra#ep13md_l03 441,{
+ if (checkweight(1201,2) == 0) {
+ mes "Wait a moment!!";
+ mes "You have too many items.";
+ mes "You can't receive this.";
+ mes "Lighten your weight and";
+ mes "try again.";
+ close;
+ }
+ if (isequipped(2782) == 1) {
+ if (ep13_mdrama == 26) {
+ mes "[Terra]";
+ mes ".........";
+ next;
+ mes "[Arc]";
+ mes "I see. That's what happened.";
+ mes "But... That Sapha...What has he become to you in that short period of time?";
+ next;
+ select("Arc?");
+ mes "[Arc]";
+ mes "Ah, finally. I've been speaking with Terra while we waited for you.";
+ mes "Terra. This is who saved you...";
+ if (Sex == 0) {
+ mes "You should thank her.";
+ }
+ else {
+ mes "You should thank him.";
+ }
+ next;
+ mes "[Terra]";
+ mes "Thank you...";
+ mes "I'm sorry Arc... Sorry...";
+ mes "......";
+ next;
+ mes "[Arc]";
+ mes "So, this is the story.";
+ mes "Terra was wandering around your Camp and found a Sapha who was also wandering around your Camp at the time.";
+ next;
+ mes "[Arc]";
+ mes "They were both being cautious not to be seen by you humans but they caught sight of each other and started to fight.";
+ next;
+ mes "[Arc]";
+ mes "And then they eventually fell into that hole in the swamp and ended up in that cave.";
+ next;
+ mes "[Terra]";
+ mes "Yeah... We were both unconscious for some time..";
+ mes "And by the time we were able to wake up and see... We were surrounded.";
+ next;
+ mes "[Terra]";
+ mes "Our main concern was getting out of there...";
+ mes "Even though we couldn't understand each other's language... We made a temporary truce.";
+ next;
+ mes "[Terra]";
+ mes "And then.....";
+ mes ".........";
+ next;
+ select("So that's what happened.");
+ mes "[" + strcharinfo(0) + "]";
+ mes "You were outnumbered and at the last moment Ogen sacrificed himself to protect you.";
+ next;
+ mes "[Terra]";
+ mes "So... I wanted to help him...";
+ mes "I was just trying to repay him...";
+ next;
+ mes "[Terra]";
+ mes "Was I wrong...?";
+ mes "Was I thinking wrong?";
+ next;
+ mes "[Arc]";
+ mes "Repaying one's dept is a good thing.";
+ mes "Especially for a proud Laphine, It sure is.";
+ next;
+ mes "[Arc]";
+ mes "But Terra...";
+ mes "You've made two big mistakes.";
+ mes "First is, You went away without permission...";
+ mes "And secondly...";
+ next;
+ mes "[Arc]";
+ mes "You didn't ask for help.";
+ mes "If something like that happened... of course I would help...";
+ next;
+ mes "[Terra]";
+ mes "I'm sorry Arc... I'm sorry...";
+ mes "I won't act foolish ever again.";
+ next;
+ mes "[Arc]";
+ mes "Get some rest.";
+ mes "I will put in a good word to the superiors...";
+ mes "And " + strcharinfo(0) + "...";
+ mes "Thank you.";
+ next;
+ mes "[Arc]";
+ mes "Here, I will give you these to show my appreciation.";
+ mes "It's not much, but you will be able to buy things in Splendide with these.";
+ next;
+ mes "[Arc]";
+ mes "I'm sorry this is all I can give you for now.";
+ set ep13_mdrama,27;
+ getitem 6081,25; //Splendide_Coin
+ getexp 120000,10000;
+ completequest 7071;
+ close;
+ }
+ else if (ep13_mdrama == 27) {
+ mes "[Terra]";
+ mes "Arc... I will get some rest...";
+ mes "I'm sorry... And. You...";
+ next;
+ mes "[Terra]";
+ mes "Originally.. we Laphine were extremely reluctant to have others in our area...";
+ mes "but you are ok...";
+ next;
+ mes "[Terra]";
+ // custom translation
+ mes "You are always welcome to visit us...";
+ set ep13_mdrama,28;
+ close;
+ }
+ else if (ep13_mdrama > 27) {
+ mes "[Terra]";
+ mes "I'm sorry...";
+ mes "My body is not fully recovered yet...";
+ close;
+ }
+ else {
+ // custom translation
+ mes "[Terra]";
+ mes "I'm sorry... I'm so sleepy...";
+ mes "...I want to sleep...";
+ close;
+ }
+ }
+ else {
+ mes "[Terra]";
+ mes "ModBurDana...? Mu AnduWehFus Yee OsaLoLars...";
+ mes "eoFusser....";
+ mes "maurNohser Ur...... ThorNuffLars So ";
+ close;
+ }
+}
+
+spl_in02,236,92,5 script Arc#ep13md_l02 447,{
+ if (checkweight(1201,2) == 0) {
+ mes "Wait a moment!!";
+ mes "You have too many items.";
+ mes "You can't receive this.";
+ mes "Lighten your weight and";
+ mes "try again.";
+ close;
+ }
+ if (isequipped(2782) == 1) {
+ if (ep13_mdrama == 26) {
+ mes "[Terra]";
+ mes ".........";
+ next;
+ mes "[Arc]";
+ mes "I see. That's what happened.";
+ mes "But... That Sapha...What has he become to you in that short period of time?";
+ next;
+ select("Arc?");
+ mes "[Arc]";
+ mes "Ah, finally. I've been speaking with Terra while we waited for you.";
+ mes "Terra. This is who saved you...";
+ if (Sex == 0) {
+ mes "You should thank her.";
+ }
+ else {
+ mes "You should thank him.";
+ }
+ next;
+ mes "[Terra]";
+ mes "Thank you...";
+ mes "I'm sorry Arc... Sorry...";
+ mes "......";
+ next;
+ mes "[Arc]";
+ mes "So, this is the story.";
+ mes "Terra was wandering around your Camp and found a Sapha who was also wandering around your Camp at the time.";
+ next;
+ mes "[Arc]";
+ mes "They were both being cautious not to be seen by you humans but they caught sight of each other and started to fight.";
+ next;
+ mes "[Arc]";
+ mes "And then they eventually fell into that hole in the swamp and ended up in that cave.";
+ next;
+ mes "[Terra]";
+ mes "Yeah... We were both unconscious for some time..";
+ mes "And by the time we were able to wake up and see... We were surrounded.";
+ next;
+ mes "[Terra]";
+ mes "Our main concern was getting out of there...";
+ mes "Even though we couldn't understand each other's language... We made a temporary truce.";
+ next;
+ mes "[Terra]";
+ mes "And then.....";
+ mes ".........";
+ next;
+ select("So that's what happened.");
+ mes "[" + strcharinfo(0) + "]";
+ mes "You were outnumbered and at the last moment Ogen sacrificed himself to protect you.";
+ next;
+ mes "[Terra]";
+ mes "So... I wanted to help him...";
+ mes "I was just trying to repay him...";
+ next;
+ mes "[Terra]";
+ mes "Was I wrong...?";
+ mes "Was I thinking wrong?";
+ next;
+ mes "[Arc]";
+ mes "Repaying one's dept is a good thing.";
+ mes "Especially for a proud Laphine, It sure is.";
+ next;
+ mes "[Arc]";
+ mes "But Terra...";
+ mes "You've made two big mistakes.";
+ mes "First is, You went away without permission...";
+ mes "And secondly...";
+ next;
+ mes "[Arc]";
+ mes "You didn't ask for help.";
+ mes "If something like that happened... of course I would help...";
+ next;
+ mes "[Terra]";
+ mes "I'm sorry Arc... I'm sorry...";
+ mes "I won't act foolish ever again.";
+ next;
+ mes "[Arc]";
+ mes "Get some rest.";
+ mes "I will put in a good word to the superiors...";
+ mes "And " + strcharinfo(0) + "...";
+ mes "Thank you.";
+ next;
+ mes "[Arc]";
+ mes "Here, I will give you these to show my appreciation.";
+ mes "It's not much, but you will be able to buy things in Splendide with these.";
+ next;
+ mes "[Arc]";
+ mes "I'm sorry this is all I can give you for now.";
+ set ep13_mdrama,27;
+ getitem 6081,25; //Splendide_Coin
+ getexp 120000,10000;
+ completequest 7071;
+ close;
+ }
+ else if (ep13_mdrama == 27) {
+ mes "[Arc]";
+ mes "Terra. Get some rest...";
+ mes "Rest easy...";
+ mes "And...";
+ next;
+ mes "[Arc]";
+ mes ".Originally.. we Laphine were extremely reluctant to have others in our area.";
+ mes "" + strcharinfo(0) + ", you will be a special exception.";
+ next;
+ mes "[Arc]";
+ mes "That's what Terra wants too.";
+ mes "It might be cramped, but you are always welcome to visit us.";
+ set ep13_mdrama,28;
+ close;
+ }
+ else if (ep13_mdrama > 27) {
+ mes "[Arc]";
+ mes "How are you adapting to Splendide?";
+ mes "Terra's still not fully recovered yet, so keep that in mind.";
+ close;
+ }
+ else {
+ // custom translation
+ mes "[Arc]";
+ mes "The back of the right ... ";
+ mes "......";
+ close;
+ }
+ }
+ else {
+ mes "[Arc]";
+ mes "HirWosWeh. Yee DiebVilFar U manTalVil.";
+ mes "LarsNeiser...??";
+ mes "VeldTiTal Ko SharDurYur Di ?";
+ close;
+ }
+}
+
+splendide,287,140,0 script terrashome_in 45,1,1,{
+OnTouch:
+ if (ep13_mdrama > 25) {
+ warp "spl_in02",237,89;
+ end;
+ }
+ else {
+ mes "It's locked.";
+ close;
+ }
+}
+
+spl_in02,236,86,0 warp terrashome_out 1,1,splendide,285,139;
+
+spl_fild01,357,44,0 script ???#ep13mdf01 844,{
+ if (checkweight(1201,2) == 0) {
+ mes "Wait a moment!!";
+ mes "You have too many items.";
+ mes "You can't receive this.";
+ mes "Lighten your weight and";
+ mes "try again.";
+ close;
+ }
+ if (ep13_mdrama == 14) {
+ mes "There's some kind of fruit lying on the ground.";
+ mes "I see a small berry inside of a big outer shell...";
+ mes "It is a Yggdrasil!";
+ set ep13_mdrama,15;
+ getitem 607,1; //Yggdrasilberry
+ getitem 522,1; //Fruit_Of_Mastela
+ close;
+ }
+ else if (ep13_mdrama == 15) {
+ mes "I've already pulled out a Yggdradsil... but is there anyting else..?";
+ next;
+ set .@apple,rand(1,100);
+ if (.@apple < 50) {
+ mes "I've been bitten by an unknown insect.";
+ mes "It hurts!";
+ percentheal -30,0;
+ close;
+ }
+ else if (.@apple == 50) {
+ mes "I found an apple.";
+ getitem 512,1; //Apple
+ close;
+ }
+ else {
+ mes "There's nothing else.";
+ close;
+ }
+ }
+ else if (ep13_mdrama > 15) {
+ mes "There's only an empty shell left.";
+ close;
+ }
+ else {
+ mes "A huge fruit is here.";
+ mes "I don't know what kind of fruit it is.";
+ close;
+ }
+}
+
+spl_fild01,312,79,0 script ???#ep13mdf02 844,{
+ if (checkweight(1201,2) == 0) {
+ mes "Wait a moment!!";
+ mes "You have too many items.";
+ mes "You can't receive this.";
+ mes "Lighten your weight and";
+ mes "try again.";
+ close;
+ }
+ if (ep13_mdrama == 15) {
+ mes "There's some kind of fruit lying on the ground.";
+ mes "I see a small berry inside of a big outer shell...";
+ mes "It is a Yggdrasil!";
+ set ep13_mdrama,16;
+ getitem 607,1; //Yggdrasilberry
+ getitem 522,1; //Fruit_Of_Mastela
+ close;
+ }
+ else if (ep13_mdrama == 16) {
+ mes "I've already pulled out a Yggdradsil... but is there anyting else..?";
+ next;
+ set .@apple,rand(1,100);
+ if (.@apple < 50) {
+ mes "I've been bitten by an unknown insect.";
+ mes "It hurts!";
+ percentheal -30,0;
+ close;
+ }
+ else if (.@apple == 50) {
+ mes "I found an apple.";
+ getitem 512,1; //Apple
+ close;
+ }
+ else {
+ mes "There's nothing else.";
+ close;
+ }
+ }
+ else if (ep13_mdrama > 16) {
+ mes "There's only an empty shell left.";
+ close;
+ }
+ else {
+ mes "A huge fruit is here.";
+ mes "I don't know what kind of fruit it is.";
+ close;
+ }
+}
+
+spl_fild01,329,29,0 script ???#ep13mdf03 844,{
+ if (checkweight(1201,2) == 0) {
+ mes "Wait a moment!!";
+ mes "You have too many items.";
+ mes "You can't receive this.";
+ mes "Lighten your weight and";
+ mes "try again.";
+ close;
+ }
+ if (ep13_mdrama == 16) {
+ mes "There's some kind of fruit lying on the ground.";
+ mes "I see a small berry inside of a big outer shell...";
+ mes "It is a Yggdrasil!";
+ set ep13_mdrama,17;
+ getitem 607,1; //Yggdrasilberry
+ getitem 522,1; //Fruit_Of_Mastela
+ changequest 7063,7064;
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Arc gave me three Yggdrasilberries and...";
+ mes "I've found... three. Six of them should be enough.";
+ mes "Let's go back to Snorren.";
+ close;
+ }
+ else if (ep13_mdrama == 17) {
+ mes "I've already pulled out a Yggdradsil... but is there anyting else..?";
+ next;
+ set .@apple,rand(1,100);
+ if (.@apple < 50) {
+ mes "I've been bitten by an unknown insect.";
+ mes "It hurts!";
+ percentheal -30,0;
+ close;
+ }
+ else if (.@apple == 50) {
+ mes "I found an apple.";
+ getitem 512,1; //Apple
+ close;
+ }
+ else {
+ mes "There's nothing else.";
+ close;
+ }
+ }
+ else if (ep13_mdrama > 17) {
+ mes "There's only an empty shell left.";
+ close;
+ }
+ else {
+ mes "A huge fruit is here.";
+ mes "I don't know what kind of fruit it is.";
+ close;
+ }
+}
+
+// Monster Suppression
+//============================================================
+manuk,252,116,3 script Manuk Galtun#ep13_2day 450,{
+ if (checkweight(1201,2) == 0) {
+ mes "Wait a moment!!";
+ mes "You have too many items.";
+ mes "You can't receive this.";
+ mes "Lighten your weight and";
+ mes "try again.";
+ close;
+ }
+ if ((isequipped(2782) == 1) && (ep13_2_rhea > 99)) {
+ if (ep13_2_days01 == 0) {
+ mes "[Strom]";
+ mes "Hello.";
+ mes "You're a human right?";
+ mes "My name is Strom.";
+ next;
+ mes "[Strom]";
+ mes "But, you guys seem so weak.";
+ mes "You don't have solid skin nor enough power.";
+ next;
+ mes "[Strom]";
+ mes "How did you guys get here?";
+ next;
+ mes "[Strom]";
+ mes "Your language seems gentle, but it seems like you are here to create more tension.";
+ next;
+ switch(select("Keep the peace.:...")) {
+ case 1:
+ mes "[" + strcharinfo(0) + "]";
+ mes "Yes, we humans are smaller than you... but...";
+ mes "we have been training ourselves to be strong.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Now let me show you that";
+ mes "we can match your strength!";
+ next;
+ if (ep13_mdrama > 5) {
+ mes "[Strom]";
+ mes "Anyway...";
+ mes "Some bad things happened to my one of my colleagues in that cave you found recently.";
+ next;
+ mes "[Strom]";
+ mes "There're monsters called ^4d4dffRata^000000 and ^4d4dffDueyrr^000000.";
+ mes "If you terminate them, I would regard you as a decent and strong person.";
+ set ep13_2_days01,1;
+ setquest 7074;
+ setquest 7075;
+ close;
+ }
+ else {
+ mes "[Strom]";
+ mes "...is that it?";
+ mes "Let me think.";
+ mes "Since you have so much confidence in their abilities...";
+ mes "I will find you a worthy challenge to prove it.";
+ close;
+ }
+ case 2:
+ mes "[" + strcharinfo(0) + "]";
+ mes "Yes, but human beings can be stronger when they all work together.";
+ close;
+ }
+ }
+ else if (ep13_2_days01 == 1) {
+ set .@qst_cpl01,checkquest(7074,HUNTING);
+ set .@qst_cpl02,checkquest(7075,HUNTING);
+ if ((.@qst_cpl01 == 2) & (.@qst_cpl02 == 2)) {
+ mes "[Strom]";
+ mes "Sure enough... I, the Sapha Galtun, Strom, apologize to you. I should not have been so quick to despise you.";
+ mes "I admit that you are a brave soldier, please feel free to visit Manuk.";
+ next;
+ mes "[Strom]";
+ mes "Although I don't have much to offer, please accept these coins.";
+ mes "If you need to buy something, you can use them.";
+ completequest 7074;
+ completequest 7075;
+ set ep13_2_days01,2;
+ getexp 50000,30000;
+ getitem 6080,10; //Manuk_Coin
+ close;
+ }
+ else {
+ mes "[Strom]";
+ mes "If you want to show you're so strong...";
+ mes "Please find and defeat the Rata and Duneyrr in the cave.";
+ close;
+ }
+ }
+ else {
+ mes "[Strom]";
+ mes "Here icy climate is not suitable for biological survival, but we do not feel cold,";
+ mes "so we're not very concerned about it.";
+ next;
+ mes "[Strom]";
+ mes "But... you're different.";
+ mes "In such cold weather, you are best to don Hillslions fur...";
+ close;
+ }
+ }
+ else {
+ mes "[Manuk Galtun]";
+ mes "Arpe? Yu osp sad?";
+ mes "EW pisdn psa?";
+ mes "We psis?";
+ }
+ close;
+}
+
+// Daily Quests
+// - Bradium Collection
+// - Laphine Craftsman
+// - Drago Egg Collection (npc includes 'Wanted' quest)
+//============================================================
+man_in01,378,276,3 script Manuk Engineer#ep13_2 453,{
+ if (checkweight(1201,2) == 0) {
+ mes "Wait a moment!!";
+ mes "You have too many items.";
+ mes "You can't receive this.";
+ mes "Lighten your weight and";
+ mes "try again.";
+ close;
+ }
+ if ((isequipped(2782) == 1) && (ep13_2_rhea > 99)) {
+ set .@alba,checkquest(7080);
+ if ((.@alba == 0) || (.@alba == 1)) {
+ set .@time_chek,checkquest(7080,PLAYTIME);
+ if (.@time_chek != 2) {
+ mes "[Manuk Engineer]";
+ mes "Thank you for collecting the Enriched Bradium for me, it was very helpful.";
+ mes "We've got more than enough for now though.";
+ close;
+ }
+ else {
+ mes "[Manuk Engineer]";
+ mes "Thank you for collecting the Enriched Bradium for me, it was very helpful.";
+ mes "I hope you can help me again.";
+ erasequest 7080;
+ close;
+ }
+ }
+ else {
+ set .@alba2,checkquest(7079);
+ if ((.@alba2 == 0) || (.@alba2 == 1)) {
+ if (countitem(6090) > 19) {
+ mes "[Manuk Engineer]";
+ mes "Oh, that will do very well.";
+ mes "On behalf of the Sapha, I extend our thanks to you.";
+ mes "I hope you can help us again.";
+ delitem 6090,20; //Purified_Bradium
+ erasequest 7079;
+ setquest 7080;
+ getexp 4000,4000;
+ getitem 6080,3; //Manuk_Coin
+ close;
+ }
+ else {
+ mes "[Manuk Engineer]";
+ mes "What's up?";
+ mes "You're not prepared yet.";
+ close;
+ }
+ }
+ else {
+ mes "[Manuk Engineer]";
+ mes "Hello.";
+ mes "This is where we refine stones.";
+ next;
+ switch(select("About collecting stones.:About the usage of stones.")) {
+ case 1:
+ mes "[Manuk Engineer]";
+ mes "To prevent our bodies from becoming numb, we need Bradium.";
+ mes "From the Bradium we can extract a special element that we need to survive.";
+ //mes "��?����???�������'��";
+ next;
+ mes "[Manuk Engineer]";
+ mes "The mining industry is primary here since our lives depend on it.";
+ mes "But the mine has become clogged.";
+ next;
+ mes "[Manuk Engineer]";
+ mes "I've already heard that you guys are good soldiers.";
+ mes "Would you mind terminating the Bradium Golem, and bringing back some Bradium for me?";
+ next;
+ switch(select("Sure, I don't mind.:Nope, I can't.")) {
+ case 1:
+ mes "[Manuk Engineer]";
+ mes "Then take this mission.";
+ mes "Please hunt Bradium Golem and bring me 20 blended Bradium.";
+ setquest 7079;
+ close;
+ case 2:
+ mes "[Manuk Engineer]";
+ mes "Oh, this is our fate.";
+ mes "How could I be so naive to depend on others?";
+ close;
+ }
+ case 2:
+ mes "[Manuk Engineer]";
+ mes "We refine Bradium and extract special things from it.";
+ mes "Then form that into an injection.";
+ mes "When it is refined it is used to maintain our body cycles.";
+ next;
+ mes "[Manuk Engineer]";
+ mes "That's why we are quite advanced in this industry.";
+ mes "Other industries are also well developed... but...";
+ next;
+ mes "[Manuk Engineer]";
+ mes "This is our top priority because it is crucial for our survival.";
+ close;
+ }
+ }
+ }
+ }
+ else {
+ mes "[Manuk Engineer]";
+ mes "Aweo wpe?";
+ mes "Sdd psiem!";
+ mes "Awq ouwn ksudh bud ds.";
+ close;
+ }
+}
+
+spl_in01,97,313,3 script Laphine Craftsman#ep13 446,{
+ if (checkweight(1201,2) == 0) {
+ mes "Wait a moment!!";
+ mes "You have too many items.";
+ mes "You can't receive this.";
+ mes "Lighten your weight and";
+ mes "try again.";
+ close;
+ }
+ if ((isequipped(2782) == 1) && (ep13_2_rhea > 99)) {
+ if (ep13_mdrama > 5) {
+ set .@alba,checkquest(7082);
+ if (.@alba == 1) {
+ set .@time_chek,checkquest(7082,PLAYTIME);
+ if ((.@time_chek == 0) || (.@time_chek == 1)) {
+ mes "[Laphine craftsman]";
+ mes "Thank you for collecting those items for me.";
+ mes "That should be sufficient for the time being.";
+ close;
+ }
+ else {
+ mes "[Laphine craftsman]";
+ mes "Thank you for collecting those items for me.";
+ mes "Hopefully you can help us again.";
+ erasequest 7082;
+ close;
+ }
+ }
+ else {
+ set .@alba2,checkquest(7081);
+ if ((.@alba2 == 0) || (.@alba2 == 1)) {
+ if ((countitem(7326) > 14) && (countitem(6075) > 14)) {
+ mes "[Laphine craftsman]";
+ mes "Oh, fantastic.";
+ mes "These are enough materials for today.";
+ mes "I'll let you know if I need more.";
+ delitem 7326,15; //Fluorescent_Liquid
+ delitem 6075,15; //Crystalized_Teardrop
+ erasequest 7081;
+ setquest 7082;
+ getexp 3000,3000;
+ getitem 6081,3; //Splendide_Coin
+ close;
+ }
+ else {
+ mes "[Laphine craftsman]";
+ mes "What can I help you with?";
+ mes "Not yet done with my request?";
+ close;
+ }
+ }
+ else {
+ mes "[Laphine craftsman]";
+ mes "What's up??";
+ mes "I need to make more decorations for the Yai.";
+ next;
+ switch(select("May I help you?:What's a Yai?")) {
+ case 1:
+ mes "[Laphine craftsman]";
+ mes "You want to help?";
+ mes "This place is being used for battle but it is also our home.";
+ next;
+ mes "[Laphine craftsman]";
+ mes "We prefer to be alone so we must each have our own Yai.";
+ mes "Though we are in a military base we should take care of each Yai.";
+ next;
+ mes "[Laphine craftsman]";
+ mes "I am not a soldier but we hope all of us to be as confident as they are.";
+ mes "I would like to support all Laphine with my skills.";
+ next;
+ mes "[Laphine craftsman]";
+ mes "So I want to help make decorations for everyone's Yai.";
+ mes "I need more materials to make them.";
+ next;
+ mes "[Laphine craftsman]";
+ mes "I heard that a water ghost has been appearing in the cave.";
+ mes "Can you bring me 15 Crystallized Teardrop and 15 Fluorescent Liquid?";
+ next;
+ switch(select("Yes.:Sorry.")) {
+ case 1:
+ mes "[Laphine craftsman]";
+ mes "Please take my request.";
+ mes "Can you bring me 15 Crystallized Teardrop and 15 Fluorescent Liquid?";
+ setquest 7081;
+ close;
+ case 2:
+ mes "[Laphine craftsman]";
+ mes "Yes, I'm sure that you have your own business to attend to.";
+ mes "I feel embarrassed asking a favor from you, as a Laphine.";
+ next;
+ mes "[Laphine craftsman]";
+ mes "But, why are you trying to be involved in our business yet you won't take up our request?";
+ close;
+ }
+ case 2:
+ mes "[Laphine craftsman]";
+ mes "Yai...";
+ mes "All grown Laphine have one.";
+ mes "They're essential for all Laphine to live in since we are very private people.";
+ next;
+ select("It's a house...?");
+ mes "[Laphine craftsman]";
+ mes "Yes...";
+ mes "That's it. We sometimes invite our friends or guests to our Yai.";
+ mes "And decorations for Yai are quite important to us...";
+ next;
+ mes "[Laphine craftsman]";
+ mes "We Laphine care about ourselves and our Yai as well.";
+ next;
+ mes "[Laphine craftsman]";
+ mes "We are far away from our hometown now...";
+ mes "If we don't have this kind of hobby, there's nothing to enjoy here.";
+ close;
+ }
+ }
+ }
+ }
+ else {
+ mes "[Laphine craftsman]";
+ mes "Hm? Oh, can't you see I'm busy?";
+ mes "I'm making ornaments though, if you must know.";
+ close;
+ }
+ }
+ else {
+ mes "[Laphine craftsman]";
+ mes "Yur,Dur AnoVa?";
+ mes "Wha? Dieb OsaDur .. ";
+ mes "ah..RuffThus NeAsh. man nesAsh OdesAlah ?";
+ close;
+ }
+}
+
+mid_camp,146,306,3 script Pet Breeder#ep13_eden01 982,{
+ if (checkweight(1201,2) == 0) {
+ mes "Wait a moment!!";
+ mes "You have too many items.";
+ mes "You can't receive this.";
+ mes "Lighten your weight and";
+ mes "try again.";
+ close;
+ }
+ if (ep13_mdrama < 6) {
+ mes "[Pinedel]";
+ mes "Why isn't it working, Taab?";
+ mes "That should be working.";
+ next;
+ mes "[Taab]";
+ mes "That's very dangerous. Do you want to die..?!";
+ next;
+ mes "[Pinedel]";
+ mes "Are you ignoring cute pets??";
+ mes "We've been able to get Pickys and even Zealotus!";
+ next;
+ mes "[Taab]";
+ mes "No way, even if you ask me...";
+ mes "Hillslion is very adorable...";
+ mes "But you can't.";
+ next;
+ mes "[Pinedel]";
+ mes "Then let me know why you object to this.";
+ next;
+ mes "[Taab]";
+ mes "It's too dangerous. I've trained monsters before.";
+ mes "Hillslions look cute and adorable, but it's not very realistic.";
+ next;
+ mes "[Taab]";
+ mes "Can't you see that?";
+ mes "I've tried to train them... but I couldn't.";
+ mes "How can we can train them as a cute pet...?";
+ next;
+ mes "[Taab]";
+ mes "It would definitely try to escape from us...";
+ mes "Then he would become very awful.";
+ mes "I don't agree with this.";
+ next;
+ mes "[Pinedel]";
+ mes "Nah...";
+ mes "Can't we control them with magical power?";
+ mes "We've done it before......";
+ next;
+ mes "- They just continue to argue -";
+ close;
+ }
+ else {
+ mes "[Pinedel]";
+ mes "Ah, Taab isn't flexible at all.";
+ mes "Hey there! What's up??";
+ next;
+ switch(select("Notice for criminal report:Cute pet investigation.")) {
+ case 1:
+ if (ep13_2_wanted == 1) {
+ if (checkquest(7076,HUNTING) == 2) {
+ mes "[Pinedel]";
+ mes "Have you hunted the Runaway Dandelion?";
+ mes "Ok, I accept you.";
+ mes "Here's something Rin was storing here.";
+ next;
+ mes "[Pinedel]";
+ mes "This is Rin's cherished treasure box...";
+ mes "This is enough payment, right?";
+ completequest 7076;
+ set ep13_2_wanted,2;
+ getitem 7444,1; //Treasure_Box
+ close;
+ }
+ else {
+ mes "[Pinedel]";
+ mes "I know you haven't terminated the Runaway Dandelion yet.";
+ mes "Don't take me for a fool.";
+ close;
+ }
+ }
+ else if (ep13_2_wanted == 2) {
+ mes "[Pinedel]";
+ mes "I will forward everything to Rin.";
+ mes "She'll love it.";
+ mes "Just tell her your name " + strcharinfo(0) + ".";
+ next;
+ mes "[Pinedel]";
+ mes "I can remember that I've heard about you from Rin.";
+ mes "But Rin likes you, so that must mean that you're nice.";
+ close;
+ }
+ else {
+ mes "[Pinedel]";
+ mes "Seaching for a criminal?";
+ mes "I'm not sure that you're involved in it.";
+ close;
+ }
+ case 2:
+ if (ep13_2_dayegg == 1) {
+ if (countitem(6093) > 9) {
+ mes "[Pinedel]";
+ mes "Oh! Nice!";
+ mes "I can go through this study deeper with your assistance.";
+ next;
+ mes "[Pinedel]";
+ mes "I will try to make these Dragon eggs into cute pets.";
+ mes "Don't expect much!";
+ mes "Come back after a day to check on the progress.";
+ delitem 6093,10; //Egg_Of_Draco
+ erasequest 7077;
+ setquest 7078;
+ set ep13_2_dayegg,2;
+ getexp 4000,4000;
+ getitem 6081,1; //Splendide_Coin
+ getitem 6080,1; //Manuk_Coin
+ close;
+ }
+ else {
+ mes "[Pinedel]";
+ mes "Draco was being kept in the nest just before hatching. Please collect 10 Dragon eggs for me.";
+ mes "You know, those are hard to hatch in captivity.";
+ close;
+ }
+ }
+ else if (ep13_2_dayegg == 2) {
+ set .@alba_check,checkquest(7078,PLAYTIME);
+ if (.@alba_check == -1) {
+ mes "[Pinedel]";
+ mes "Those eggs are about to hatch now.";
+ mes "I will investigate those back home.";
+ close2;
+ erasequest 7078;
+ set ep13_2_dayegg,3;
+ end;
+ }
+ else if ((.@alba_check == 0) || (.@alba_check == 1)) {
+ mes "[Pinedel]";
+ mes "Those eggs are about to hatch now.";
+ mes "I will investigate those back home.";
+ mes "For now I still need more time.";
+ next;
+ mes "[Pinedel]";
+ mes "Can you come back here tomorrow?";
+ close;
+ }
+ else if (.@alba_check == 2) {
+ mes "[Pinedel]";
+ mes "Those eggs are about to hatch now.";
+ mes "I will investigate those back home.";
+ close2;
+ erasequest 7078;
+ set ep13_2_dayegg,3;
+ close;
+ }
+ }
+ else if (ep13_2_dayegg == 3) {
+ mes "[Pinedel]";
+ mes "Do you want to help me gather more Dragon eggs today?";
+ mes "I want to try many things with those eggs.";
+ next;
+ switch(select("Sure.:Sorry, I can't.")) {
+ case 1:
+ mes "[Pinedel]";
+ mes "Please collect 10 Draco Eggs.";
+ set ep13_2_dayegg,1;
+ setquest 7077;
+ close;
+ case 2:
+ mes "[Pinedel]";
+ mes "Ok. You have your own business here.";
+ mes "Go ahead.";
+ close;
+ }
+ }
+ else {
+ mes "[Pinedel]";
+ mes "I am investigating cute pets.";
+ mes "Ash-vacuum has several monsters that I think could become cute pets.";
+ next;
+ mes "[Pinedel]";
+ mes "The objective is one Dragon egg!";
+ mes "Can you bring me a Dragon Egg?";
+ next;
+ switch(select("Yes.:Nope.")) {
+ case 1:
+ mes "[Pinedel]";
+ mes "There would be Dragon nest in the cave you found out.";
+ mes "There should be nice Dragon Eggs.";
+ next;
+ mes "[Pinedel]";
+ mes "Please collect 10 Draco Eggs.";
+ mes "Let's work together to make them as pets.";
+ set ep13_2_dayegg,1;
+ setquest 7077;
+ close;
+ case 2:
+ mes "[Pinedel]";
+ mes "I know it's not the easiest task.";
+ mes "But I refuse to give up.";
+ mes "I will make it into a cute pet someday.";
+ next;
+ mes "[Taab]";
+ mes "Would you just give up making exogamous beings into cute pets...";
+ mes " ";
+ mes "[Pinedel]";
+ mes "Taab doesn't have any guts!";
+ close;
+ }
+ }
+ }
+ }
+}
+
+mid_camp,192,239,4 script Wanted Sign#ep13_2ect01 857,{
+ if (ep13_mdrama > 5) {
+ mes "[Wanted]";
+ mes " ";
+ mes "Wanted: Dandelion";
+ mes "Requester: Rin";
+ mes "Reward : treasure box.";
+ mes " ";
+ mes "Notice : We thought that all of the Dandelion gang were terminated.";
+ mes "But they weren't.";
+ mes "I've heard that there was a Dandelion's black clothing found in Ash-Vacuum.";
+ mes "There were some problems...";
+ mes "I need someone to find the Dandelion and terminate them.";
+ mes "I can provide a treasure box that I cherish.";
+ mes "I've heard a rumor that he's in a cave somewhere..!";
+ mes " ";
+ mes "PS> They have a bad reputation...";
+ mes "So you may not want to go alone...";
+ mes " ";
+ mes "PSS> I can't reward you directly...";
+ mes "'Pinedel' will reward you once the deed is done..!";
+ mes " ";
+ next;
+ if (ep13_2_wanted == 0) {
+ mes "Do you accept Rin's request?";
+ switch(select("I accept that request.:No, I can't.")) {
+ case 1:
+ mes "I accepted Rin's request.";
+ set ep13_2_wanted,1;
+ setquest 7076;
+ close;
+
+ case 2:
+ mes "No, I won't get involved in it.";
+ close;
+ }
+ }
+ else {
+ mes "I've already decided to take the request.";
+ close;
+ }
+ }
+ else {
+ mes "There must be someone who remove the wanted notice paper.";
+ close;
+ }
+}
+
+nyd_dun01,258,134,0 script Dragon Egg#ep13_degg01 463,{
+ if (checkweight(1201,2) == 0) {
+ mes "- You're carrying too many items. -";
+ close;
+ }
+ if ((ep13_2_dayegg == 1) && (countitem(6093) < 10)) {
+ mes "We just got fresh eggs from the dragon nest.";
+ getitem 6093,1; //Egg_Of_Draco
+ disablenpc "Dragon Egg#ep13_degg01";
+ initnpctimer;
+ close;
+ }
+ end;
+
+OnTimer420000:
+ enablenpc "Dragon Egg#ep13_degg01";
+ stopnpctimer;
+ end;
+
+OnEnable:
+ enablenpc "Dragon Egg#ep13_degg01";
+ end;
+
+OnDisable:
+ disablenpc "Dragon Egg#ep13_degg01";
+ end;
+}
+
+nyd_dun01,100,210,0 script Dragon Egg#ep13_degg02 463,{
+ if (checkweight(1201,2) == 0) {
+ mes "- You're carrying too many items. -";
+ close;
+ }
+ if ((ep13_2_dayegg == 1) && (countitem(6093) < 10)) {
+ mes "We just got fresh eggs from the dragon nest.";
+ getitem 6093,1; //Egg_Of_Draco
+ disablenpc "Dragon Egg#ep13_degg02";
+ initnpctimer;
+ close;
+ }
+ end;
+
+OnTimer420000:
+ enablenpc "Dragon Egg#ep13_degg02";
+ stopnpctimer;
+ end;
+
+OnEnable:
+ enablenpc "Dragon Egg#ep13_degg02";
+ end;
+
+OnDisable:
+ disablenpc "Dragon Egg#ep13_degg02";
+ end;
+}
+
+nyd_dun01,74,68,0 script Dragon Egg#ep13_degg03 463,{
+ if (checkweight(1201,2) == 0) {
+ mes "- You're carrying too many items. -";
+ close;
+ }
+ if ((ep13_2_dayegg == 1) && (countitem(6093) < 10)) {
+ mes "We just got fresh eggs from the dragon nest.";
+ getitem 6093,1; //Egg_Of_Draco
+ disablenpc "Dragon Egg#ep13_degg03";
+ initnpctimer;
+ close;
+ }
+ end;
+
+OnTimer420000:
+ enablenpc "Dragon Egg#ep13_degg03";
+ stopnpctimer;
+ end;
+
+OnEnable:
+ enablenpc "Dragon Egg#ep13_degg03";
+ end;
+
+OnDisable:
+ disablenpc "Dragon Egg#ep13_degg03";
+ end;
+}
+
+nyd_dun01,98,142,0 script Dragon Egg#ep13_degg04 463,{
+ if (checkweight(1201,2) == 0) {
+ mes "- You're carrying too many items. -";
+ close;
+ }
+ if ((ep13_2_dayegg == 1) && (countitem(6093) < 10)) {
+ mes "We just got fresh eggs from the dragon nest.";
+ getitem 6093,1; //Egg_Of_Draco
+ disablenpc "Dragon Egg#ep13_degg04";
+ initnpctimer;
+ close;
+ }
+ end;
+
+OnTimer420000:
+ enablenpc "Dragon Egg#ep13_degg04";
+ stopnpctimer;
+ end;
+
+OnEnable:
+ enablenpc "Dragon Egg#ep13_degg04";
+ end;
+
+OnDisable:
+ disablenpc "Dragon Egg#ep13_degg04";
+ end;
+}
+
+nyd_dun01,244,157,0 script Dragon Egg#ep13_degg05 463,{
+ if (checkweight(1201,2) == 0) {
+ mes "- You're carrying too many items. -";
+ close;
+ }
+ if ((ep13_2_dayegg == 1) && (countitem(6093) < 10)) {
+ mes "We just got fresh eggs from the dragon nest.";
+ getitem 6093,1; //Egg_Of_Draco
+ disablenpc "Dragon Egg#ep13_degg05";
+ initnpctimer;
+ close;
+ }
+ end;
+
+OnTimer420000:
+ enablenpc "Dragon Egg#ep13_degg05";
+ stopnpctimer;
+ end;
+
+OnEnable:
+ enablenpc "Dragon Egg#ep13_degg05";
+ end;
+
+OnDisable:
+ disablenpc "Dragon Egg#ep13_degg05";
+ end;
+}
+
+nyd_dun01,59,185,0 script Dragon Egg#ep13_degg06 463,{
+ if (checkweight(1201,2) == 0) {
+ mes "- You're carrying too many items. -";
+ close;
+ }
+ if ((ep13_2_dayegg == 1) && (countitem(6093) < 10)) {
+ mes "We just got fresh eggs from the dragon nest.";
+ getitem 6093,1; //Egg_Of_Draco
+ disablenpc "Dragon Egg#ep13_degg06";
+ initnpctimer;
+ close;
+ }
+ end;
+
+OnTimer420000:
+ enablenpc "Dragon Egg#ep13_degg06";
+ stopnpctimer;
+ end;
+
+OnEnable:
+ enablenpc "Dragon Egg#ep13_degg06";
+ end;
+
+OnDisable:
+ disablenpc "Dragon Egg#ep13_degg06";
+ end;
+}
+
+nyd_dun02,68,256,0 script Dragon Egg#ep13_degg11 463,{
+ if (checkweight(1201,2) == 0) {
+ mes "- You're carrying too many items. -";
+ close;
+ }
+ if ((ep13_2_dayegg == 1) && (countitem(6093) < 10)) {
+ mes "We just got fresh eggs from the dragon nest.";
+ getitem 6093,1; //Egg_Of_Draco
+ disablenpc "Dragon Egg#ep13_degg11";
+ initnpctimer;
+ close;
+ }
+ end;
+
+OnTimer240000:
+ enablenpc "Dragon Egg#ep13_degg11";
+ stopnpctimer;
+ end;
+
+OnEnable:
+ enablenpc "Dragon Egg#ep13_degg11";
+ end;
+
+OnDisable:
+ disablenpc "Dragon Egg#ep13_degg11";
+ end;
+}
+
+nyd_dun02,202,166,0 script Dragon Egg#ep13_degg12 463,{
+ if (checkweight(1201,2) == 0) {
+ mes "- You're carrying too many items. -";
+ close;
+ }
+ if ((ep13_2_dayegg == 1) && (countitem(6093) < 10)) {
+ mes "We just got fresh eggs from the dragon nest.";
+ getitem 6093,1; //Egg_Of_Draco
+ disablenpc "Dragon Egg#ep13_degg12";
+ initnpctimer;
+ close;
+ }
+ end;
+
+OnTimer240000:
+ enablenpc "Dragon Egg#ep13_degg12";
+ stopnpctimer;
+ end;
+
+OnEnable:
+ enablenpc "Dragon Egg#ep13_degg12";
+ end;
+
+OnDisable:
+ disablenpc "Dragon Egg#ep13_degg12";
+ end;
+}
+
+nyd_dun02,200,165,0 script Dragon Egg#ep13_degg13 463,{
+ if (checkweight(1201,2) == 0) {
+ mes "- You're carrying too many items. -";
+ close;
+ }
+ if ((ep13_2_dayegg == 1) && (countitem(6093) < 10)) {
+ mes "We just got fresh eggs from the dragon nest.";
+ getitem 6093,1; //Egg_Of_Draco
+ disablenpc "Dragon Egg#ep13_degg13";
+ initnpctimer;
+ close;
+ }
+ end;
+
+OnTimer240000:
+ enablenpc "Dragon Egg#ep13_degg13";
+ stopnpctimer;
+ end;
+
+OnEnable:
+ enablenpc "Dragon Egg#ep13_degg13";
+ end;
+
+OnDisable:
+ disablenpc "Dragon Egg#ep13_degg13";
+ end;
+}
+
+nyd_dun02,201,166,0 script Dragon Egg#ep13_degg16 463,{
+ if (checkweight(1201,2) == 0) {
+ mes "- You're carrying too many items. -";
+ close;
+ }
+ if ((ep13_2_dayegg == 1) && (countitem(6093) < 10)) {
+ mes "We just got fresh eggs from the dragon nest.";
+ getitem 6093,1; //Egg_Of_Draco
+ disablenpc "Dragon Egg#ep13_degg16";
+ initnpctimer;
+ close;
+ }
+ end;
+
+OnTimer120000:
+ enablenpc "Dragon Egg#ep13_degg16";
+ stopnpctimer;
+ end;
+
+OnEnable:
+ enablenpc "Dragon Egg#ep13_degg16";
+ end;
+
+OnDisable:
+ disablenpc "Dragon Egg#ep13_degg16";
+ end;
+}
+
+nyd_dun02,203,167,0 script Dragon Egg#ep13_degg17 463,{
+ if (checkweight(1201,2) == 0) {
+ mes "- You're carrying too many items. -";
+ close;
+ }
+ else {
+ }
+ if ((ep13_2_dayegg == 1) && (countitem(6093) < 10)) {
+ mes "We just got fresh eggs from the dragon nest.";
+ getitem 6093,1; //Egg_Of_Draco
+ disablenpc "Dragon Egg#ep13_degg17";
+ initnpctimer;
+ close;
+ }
+ end;
+
+OnTimer120000:
+ enablenpc "Dragon Egg#ep13_degg17";
+ stopnpctimer;
+ end;
+
+OnEnable:
+ enablenpc "Dragon Egg#ep13_degg17";
+ end;
+
+OnDisable:
+ disablenpc "Dragon Egg#ep13_degg17";
+ end;
+}
+
+nyd_dun02,201,164,0 script Dragon Egg#ep13_degg18 463,{
+ if (checkweight(1201,2) == 0) {
+ mes "- You're carrying too many items. -";
+ close;
+ }
+ if ((ep13_2_dayegg == 1) && (countitem(6093) < 10)) {
+ mes "We just got fresh eggs from the dragon nest.";
+ getitem 6093,1; //Egg_Of_Draco
+ disablenpc "Dragon Egg#ep13_degg18";
+ initnpctimer;
+ close;
+ }
+ end;
+
+OnTimer120000:
+ enablenpc "Dragon Egg#ep13_degg18";
+ stopnpctimer;
+ end;
+
+OnEnable:
+ enablenpc "Dragon Egg#ep13_degg18";
+ end;
+
+OnDisable:
+ disablenpc "Dragon Egg#ep13_degg18";
+ end;
+}
+
+nyd_dun02,201,157,5 script Egg Keeper Draco#13_1 2013,3,3,{
+
+OnEnable:
+ enablenpc "Egg Keeper Draco#13_1";
+ end;
+
+OnDisable:
+ disablenpc "Egg Keeper Draco#13_1";
+ end;
+
+OnTouch:
+ disablenpc "Egg Keeper Draco#13_1";
+ monster "nyd_dun02",201,157,"Egg Keeper Draco",2013,1,"Egg Keeper Draco#13_3::OnMyMobDead";
+ end;
+}
+
+nyd_dun02,206,157,3 script Egg Keeper Draco#13_2 2013,3,3,{
+ end;
+
+OnEnable:
+ enablenpc "Egg Keeper Draco#13_2";
+ end;
+
+OnDisable:
+ disablenpc "Egg Keeper Draco#13_2";
+ end;
+
+OnTouch:
+ disablenpc "Egg Keeper Draco#13_2";
+ monster "nyd_dun02",206,157,"Egg Keeper Draco",2013,1,"Egg Keeper Draco#13_4::OnMyMobDead";
+ end;
+}
+
+nyd_dun02,201,157,5 script Egg Keeper Draco#13_3 -1,{
+ end;
+
+OnMyMobDead:
+ initnpctimer;
+ end;
+
+OnTimer180000:
+ enablenpc "Egg Keeper Draco#13_1";
+ stopnpctimer;
+ end;
+}
+
+nyd_dun02,206,157,3 script Egg Keeper Draco#13_4 -1,{
+ end;
+
+OnMyMobDead:
+ initnpctimer;
+ end;
+
+OnTimer180000:
+ enablenpc "Egg Keeper Draco#13_2";
+ stopnpctimer;
+ end;
+}
+
+nyd_dun02,144,103,3 script Stranger#ep13_2_dan01 456,3,3,{
+ end;
+
+OnEnable:
+ enablenpc "Stranger#ep13_2_dan01";
+ end;
+
+OnDisable:
+ disablenpc "Stranger#ep13_2_dan01";
+ end;
+
+Oncall:
+ monster "nyd_dun02",144,103,"Runway Dandelion",2026,1,"Stranger#ep13_2_dan03::OnMyMobDead";
+ end;
+
+Onreset:
+ killmonster "nyd_dun02","Stranger#ep13_2_dan03::OnMyMobDead";
+ end;
+
+OnTouch:
+ emotion e_gasp,1;
+ emotion e_omg;
+ disablenpc "Stranger#ep13_2_dan01";
+ donpcevent "Stranger#ep13_2_dan02::Oncall";
+ end;
+}
+
+nyd_dun02,206,114,5 script Stranger#ep13_2_dan02 456,3,3,{
+ end;
+
+OnInit:
+ disablenpc "Stranger#ep13_2_dan02";
+ end;
+
+OnEnable:
+ enablenpc "Stranger#ep13_2_dan02";
+ end;
+
+OnDisable:
+ disablenpc "Stranger#ep13_2_dan02";
+ end;
+
+Oncall:
+ monster "nyd_dun02",206,114,"Runway Dandelion",2026,1,"Stranger#ep13_2_dan04::OnMyMobDead";
+ end;
+
+Onreset:
+ killmonster "nyd_dun02","Stranger#ep13_2_dan04::OnMyMobDead";
+ end;
+
+OnTouch:
+ emotion e_gasp,1;
+ emotion e_omg;
+ disablenpc "Stranger#ep13_2_dan02";
+ donpcevent "Stranger#ep13_2_dan01::Oncall";
+ end;
+}
+
+nyd_dun02,144,103,0 script Stranger#ep13_2_dan03 -1,{
+ end;
+
+OnMyMobDead:
+ initnpctimer;
+ end;
+
+OnTimer300000:
+ set .@temp_call,rand(1,2);
+ if (.@temp_call == 1) {
+ enablenpc "Stranger#ep13_2_dan01";
+ }
+ else {
+ donpcevent "Stranger#ep13_2_dan02::OnEnable";
+ }
+ stopnpctimer;
+ end;
+}
+
+nyd_dun02,206,114,0 script Stranger#ep13_2_dan04 -1,{
+ end;
+
+OnMyMobDead:
+ initnpctimer;
+ end;
+
+OnTimer300000:
+ set .@temp_call,rand(1,2);
+ if (.@temp_call == 1) {
+ enablenpc "Stranger#ep13_2_dan02";
+ }
+ else {
+ donpcevent "Stranger#ep13_2_dan01::OnEnable";
+ }
+ stopnpctimer;
+ end;
+}
+
+// Otherworld language
+//============================================================
+mid_camp,197,237,3 script Schwartzvalt Mechanic#1 869,{
+ if (ep13_1_edq > 2) {
+ if (ep13_2_rhea < 1) {
+ mes "[Mechanic Engineer Dorance]";
+ mes "Do you know about the Ring of the Ancient Wise King? If you wear that Ring, you can talk to animals.";
+ next;
+ mes "[Mechanic Engineer Dorance]";
+ mes "I don't know if it is a legend based on truth or not... but something like that would come in pretty handy.";
+ next;
+ mes "[Mechanic Engineer Dorance]";
+ mes "Outside of the Expedition Camp, There's a race of animals which uses a mysterious language not used in Rune Midgard.";
+ next;
+ mes "[Mechanic Engineer Dorance]";
+ mes "We don't know if they are friend or foe, but it will be much easier for our research here if we could find out.";
+ next;
+ mes "[Mechanic Engineer Dorance]";
+ mes "So, the Triple Alliance Research Group is working together to find out. I would like to know how far the ^0000ff Arunafeltz Linguist^000000's decoding process is. Would you go and find out for me?";
+ next;
+ mes "[Mechanic Engineer Dorance]";
+ mes "The ^0000ff Arunafeltz Linguist^000000 should be on the second floor of the Alliance Headquarters.";
+ setquest 8243;
+ set ep13_2_rhea,1;
+ close;
+ }
+ else if ((ep13_2_rhea > 0) && (ep13_2_rhea < 7)) {
+ mes "[Mechanic Engineer Dorance]";
+ mes "Outside of the Expedition Camp, There's a race who uses a mysterious language which is not used in Rune Midgard";
+ next;
+ mes "[Mechanic Engineer Dorance]";
+ mes "We don't know if they are friend or foe, one thing for sure is it will be more easier for our research here.";
+ next;
+ mes "[Mechanic Engineer Dorance]";
+ mes "So, the Triple Alliance Research Group is working together to find out. I would like to know how far the ^0000ff Arunafeltz Linguist^000000's decoding process is. Would you go and find out for me?";
+ next;
+ mes "[Mechanic Engineer Dorance]";
+ mes "Go to a big building in center of the Expedition Camp and inside that building, meet ^0000ff Arunafeltz Linguist^000000 and ask him how far his progress is.";
+ next;
+ mes "[Mechanic Engineer Dorance]";
+ mes "The ^0000ff Arunafeltz Linguist^000000 should be on the second floor of the Alliance Headquarters.";
+ close;
+ }
+ else if (ep13_2_rhea == 7) {
+ mes "- He's making a grim face at a flooding pile of research documents. -";
+ next;
+ mes "[Mechanic Engineer Dorance]";
+ mes "Ah, You are here.";
+ next;
+ mes "[Mechanic Engineer Dorance]";
+ mes "t seems like you've done much for us. I thank you for that.";
+ mes "But...Sigh...";
+ next;
+ mes "[Mechanic Engineer Dorance]";
+ mes "Can you see this? The amount of these research documents?";
+ mes "It is a good thing that we finally decoded the other world's language... it's just too much.";
+ next;
+ mes "[Mechanic Engineer Dorance]";
+ mes "We can't always accompany a Linguist for an interpretion... We need to communicate with those other world races in order to explore this world...";
+ next;
+ mes "[Mechanic Engineer Dorance]";
+ mes "To store this amount of information will need a super computer the size of this headquarter building and its processing speed will be very very slow.";
+ next;
+ mes "[Mechanic Engineer Dorance]";
+ mes "Sigh... Anyways, If there's any way to store an enormous amount of data, I should be able to make a very-small portable translator.";
+ next;
+ mes "[Mechanic Engineer Dorance]";
+ mes "I heard that by using a Magical Spell of Rune-Midgart, you can transpose data to a magical power and lock it into a gem... I'd like some suggestions from the Rune-Midgarts Magician.";
+ next;
+ mes "[Mechanic Engineer Dorance]";
+ mes "Would you be kind to ask them for help?";
+ next;
+ mes "[Mechanic Engineer Dorance]";
+ mes "While you are gone, I be here organizing these documents.";
+ completequest 8248;
+ setquest 8249;
+ set ep13_2_rhea,8;
+ close;
+ }
+ else if ((ep13_2_rhea > 7) && (ep13_2_rhea < 11)) {
+ mes "[Mechanic Engineer Dorance]";
+ mes "To store this amount of information will need a super computer with a size of this headquarter building. and its processing speed will be very very slow...";
+ next;
+ mes "[Mechanic Engineer Dorance]";
+ mes "Sigh... Anyways, If there's any way to store an enormous amount of data, I could be able to make a very-small portable translator.";
+ next;
+ mes "[Mechanic Engineer Dorance]";
+ mes "I heard that by using the Magical Spell of Rune Midgarts, you could transpose a data to a magical power and lock it into a gem....I'd like to get some suggestion from the Magician of Rune Midgarts.";
+ next;
+ mes "[Mechanic Engineer Dorance]";
+ mes "Would you be kind to ask them for help?";
+ next;
+ mes "[Mechanic Engineer Dorance]";
+ mes "While you are gone, I be here organizing these documents.";
+ close;
+ }
+ else if (ep13_2_rhea == 11) {
+ mes "[Mechanic Engineer Dorance]";
+ mes "How'd it go?";
+ next;
+ select("Give him the Gem.");
+ mes "[Mechanic Engineer Dorance]";
+ mes "Ah, Looks like you've succeeded.";
+ mes "Inputting data into a gem with a magical power... It's something you can't do with a technology... It's a bit resentful to admit, but it's magnificent.";
+ next;
+ mes "[Mechanic Engineer Dorance]";
+ mes "Well then, I should be working on making a machine to read the magical data in this Gem so we could use them right away.";
+ next;
+ mes "[Mechanic Engineer Dorance]";
+ mes "Hmm...";
+ mes "Fortunately, It won't be as hard as we thought.";
+ next;
+ mes "[Mechanic Engineer Dorance]";
+ mes "If we transform a magical power wave to an eletric signal and connect it to a human body, then transmit a data to a brain directly. That will allow us to receive and understand a data without any loading process.";
+ next;
+ mes "[Mechanic Engineer Dorance]";
+ mes "I don't have time to explain everything. I have to start the work right away.";
+ mes "With all preperation done, allow me about one hour to finish this thing.";
+ completequest 8252;
+ setquest 8253;
+ set ep13_2_rhea,12;
+ close;
+ }
+ else if (ep13_2_rhea == 12) {
+ set .@trs_time01,checkquest(8253,PLAYTIME);
+ if (.@trs_time01 == 2) {
+ mes "[Mechanic Engineer Dorance]";
+ mes "Sigh, What should I do now?!";
+ next;
+ mes "- Dorance is walking here and there -";
+ mes "- in a dither. -";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Is something wrong?!";
+ next;
+ mes "[Mechanic Engineer Dorance]";
+ mes "What should I do?! Ain't I REALLY a genius?!";
+ next;
+ mes "[Mechanic Engineer Dorance]";
+ mes "I've made it!!!";
+ next;
+ mes "[Mechanic Engineer Dorance]";
+ mes "Convenient portable size!";
+ mes "Fashionable and practical design!";
+ mes "Features the Other World's Words / Idiom / Grammer / Phrases!!";
+ next;
+ mes "[Mechanic Engineer Dorance]";
+ mes "Have you experienced the loading speed?";
+ mes "Don't you even mention it if you haven't.";
+ next;
+ mes "[Mechanic Engineer Dorance]";
+ mes "That's not all!";
+ mes "For the Well-Being life, it will buff your strength and intelligence!!!!";
+ next;
+ mes "[Mechanic Engineer Dorance]";
+ mes "With all these marvelous features, it's just 39,900 zeny....!!!";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "...Just what are you trying to imitate...";
+ next;
+ mes "[Mechanic Engineer Dorance]";
+ mes "Important thing is, I've made it!!";
+ next;
+ mes "[Mechanic Engineer Dorance]";
+ mes "Well, Seeing is believing.";
+ mes "Take a look.";
+ next;
+ mes "- He handed over the small ring. -";
+ next;
+ mes "[Mechanic Engineer Dorance]";
+ mes "The name is 'the Ring of Wise King'. I designed it after the Ring used by ancient king to communicate with animals.";
+ next;
+ mes "[Mechanic Engineer Dorance]";
+ mes "Do not just look at it like any other rings. You see this small gem here? This socket which holds a gem and a ring part are precisely crafted, it will transform a magical power wave to electric signal and trasmit it directly to our brain.";
+ next;
+ mes "[Mechanic Engineer Dorance]";
+ mes "Since this electric signal is same as the signal used by our body's nerve system, it will enable us to understand and use the language fluently.";
+ next;
+ mes "[Mechanic Engineer Dorance]";
+ mes "Once this translator gets popularized, it'd be just a matter of time for us to advance into the other world. Well, the problem is...we don't have enough quantity yet...";
+ next;
+ mes "[Mechanic Engineer Dorance]";
+ mes "Hmm...";
+ mes "Anyways, now we've got the idea, I will give you this first piece of work.";
+ next;
+ mes "[Mechanic Engineer Dorance]";
+ mes "Thank you for helping us out.";
+ mes "I hope this ring would be a big help for your journey through the other world.";
+ completequest 8253;
+ set ep13_2_rhea,100;
+ getexp 100000,30000;
+ getitem 2782,1; //Ring_Of_Wise_King
+ close;
+ }
+ else {
+ mes "- He has scattered mechanical parts -";
+ mes "- all over the room and so wrapped up -";
+ mes "- in his work -";
+ next;
+ mes "- I might get bitten if I bother him -";
+ mes "- Let's leave him alone -";
+ close;
+ }
+ }
+ else {
+ mes "[Mechanic Engineer Dorance]";
+ mes "Thank you for your help.";
+ next;
+ mes "[Mechanic Engineer Dorance]";
+ mes "I hope this ring would be a big help for your journey through the other world.";
+ close;
+ }
+ }
+ else {
+ mes "[Mechanic Engineer Dorance]";
+ mes "Do you know about the Ring of Ancient Wise King? If you wear that Ring, you could talk to an animal.";
+ next;
+ mes "[Mechanic Engineer Dorance]";
+ mes "I don't know if it is a legend based on a truth or not... something like that will come in handy.";
+ next;
+ mes "[Mechanic Engineer Dorance]";
+ mes "By the way, Who are you? This building is under Commander's control. This place is not to be entered freely... Are you acquainted with our Commander?";
+ next;
+ mes "[Mechanic Engineer Dorance]";
+ mes "Are you looking for something to do? Perhaps I could use some help... Well, I don't know if you are trustworthy just yet.";
+ next;
+ mes "[Mechanic Engineer Dorance]";
+ mes "If you are good enough to solve some problems within the expedition camp, and carry out a mission given by Commander... then I think I could trust you.";
+ close;
+ }
+}
+
+mid_campin,168,82,3 script Arunafeltz Linguist#1 935,{
+ if (ep13_2_rhea < 1) {
+ mes "[Linguist Dictionary]";
+ mes "Language distinguishes humans from animals. Every single intellectual life form has their own language.";
+ next;
+ mes "[Linguist Dictionary]";
+ mes "Language is a method / system which delievers one's feeling or thinking by voice or letters. Anyway, its purpose is to communicate.";
+ next;
+ mes "[Linguist Dictionary]";
+ mes "Difference between a language and a sound is that language is a socially implied promise by making common system of communication to make it possible to understand eachother.";
+ next;
+ mes "[Linguist Dictionary]";
+ mes "That Socially implied promise, if we could grasp the meaning of a system and structure, we will be able to understand other intellectual life form's language...";
+ mes "...................................And just who might you be?";
+ next;
+ mes "[Linguist Dictionary]";
+ mes "This is a restricted place under control of our Commander. No one could enter here without proper approval... Are you acquainted with our Commander?";
+ close;
+ }
+ else if (ep13_2_rhea == 1) {
+ mes "[Linguist Dictionary]";
+ mes "Language is a distinctive feature of human race compared to animals. Every single intellectual life form has their own language.";
+ next;
+ mes "[Linguist Dictionary]";
+ mes "Language is a method / system which delievers one's feeling or thinking by voice or letters. Anyway, its purpose is to communicate.";
+ next;
+ mes "[Linguist Dictionary]";
+ mes "Difference between a language and a sound is that language is a socially implied promise by making common system of communication to make it possible to understand eachother.";
+ next;
+ mes "[Linguist Dictionary]";
+ mes "That Socially implied promise, if we could grasp the meaning of a system and structure, we will be able to understand other intellectual life form's language...";
+ mes "...................................And just who might you be?";
+ next;
+ switch(select("I am Me!:I don't have a name to tell you!")) {
+ case 1:
+ break;
+ case 2:
+ mes "[Linguist Dictionary]";
+ mes "What the heck?";
+ mes "If you are so bored, why don't you go fishing?";
+ close;
+ }
+ mes "[Linguist Dictionary]";
+ mes "Ah~ I've heard from our Commander about you. You've done much for the Midgard Alliance Camp. Anyways, what brings you here?";
+ next;
+ switch(select("I thought I had confused you a bit...:What were you doing?")) {
+ case 1:
+ mes "[Linguist Dictionary]";
+ mes "Confusion is a feeling that comes from distraction of one's mind when something that couldn't be predicted happens. I'm not a person who easily gets confused.";
+ next;
+ break;
+ case 2:
+ break;
+ }
+ mes "[Linguist Dictionary]";
+ mes "I'm a linguist from Arunafeltz. I'm a scholor who studies a system and a structure of every kinds of language in the world.";
+ mes "And...don't you think the reason man like me is here is that there's a predictable cause?";
+ next;
+ mes "[Linguist Dictionary]";
+ mes "From what I heard, you've done much for the Midgarts Alliance Research Group.";
+ mes "And while you were helping us, I believe you've seen and visited many places here in the other world.";
+ next;
+ mes "[Linguist Dictionary]";
+ mes "Have you met the other world's people by any chance?";
+ next;
+ set .@check_splque00,checkquest(2158);
+ set .@check_manque00,checkquest(2159);
+ if ((.@check_splque00 == 0) && (.@check_manque00 == 0)) {
+ // custom translation
+ mes "[Linguist Dictionary]";
+ mes "Looks like you haven't encountered them yet.";
+ next;
+ mes "[Linguist Dictionary]";
+ mes "Rumor here says that there's a fairy-looking and a giant wood people living out in the fields next to our camp here.";
+ next;
+ mes "[Linguist Dictionary]";
+ mes "Apparently these people are speaking in a strange languages that we humans can't understand...but no one seems to be able to remember how their languages sound like.";
+ next;
+ mes "[Linguist Dictionary]";
+ mes "A NEW language!! This is an exciting discovery for a linguist like myself, but as you know, there's dangerous monsters outside... It's not possible for a mere scholor to go out wandering around.";
+ next;
+ mes "[Linguist Dictionary]";
+ mes "I've said this much, I think you'd be able to guess what I'm going to ask you to do.";
+ next;
+ mes "[Linguist Dictionary]";
+ mes "The Alliance Research Group has great interest in other intelligent life. Each country's secret agents are making every effort to communicate with those two races, there's just not enough information.";
+ next;
+ mes "[Linguist Dictionary]";
+ mes "Do me a favor and go outside of the camp, find the fairies and wooden giants, and remember everything that they are saying, word for word so that I can hear what their language sounds like.";
+ completequest 8243;
+ setquest 8244;
+ set ep13_2_rhea,2;
+ close;
+ }
+ else {
+ mes "[Linguist Dictionary]";
+ mes "From the look on your face, I think you have something crossed in your mind.";
+ next;
+ mes "[Linguist Dictionary]";
+ mes "Rumor here says that there's a fairy-looking and a giant wood people living out in the fields next to our camp here.";
+ next;
+ mes "[Linguist Dictionary]";
+ mes "Apparently these people are speaking in a strange languages that we humans can't understand...but no one seems to be able to remember how their languages sound like.";
+ next;
+ mes "[Linguist Dictionary]";
+ mes "A NEW language!! This is an exciting discovery for a linguist like myself, but as you know, there's dangerous monsters outside... It's not possible for a mere scholor to go out wandering around.";
+ next;
+ mes "[Linguist Dictionary]";
+ mes "I've said this much, I think you'd be able to guess what I'm going to ask you to do.";
+ next;
+ mes "[Linguist Dictionary]";
+ mes "The Alliance Research Group has great interest in other intelligent life. Each country's secret agents are making every effort to communicate with those two races, there's just not enough information.";
+ next;
+ mes "[Linguist Dictionary]";
+ mes "Do me a favor and go outside of the camp, find the fairies and wooden giants, and remember everything that they are saying, word for word so that I can hear what their language sounds like.";
+ completequest 8243;
+ setquest 8244;
+ set ep13_2_rhea,2;
+ close;
+ }
+ }
+ else if (ep13_2_rhea == 2) {
+ set .@check_splque00,checkquest(2158);
+ set .@check_manque00,checkquest(2159);
+ if ((.@check_splque00 > 0) && (.@check_manque00 > 0)) {
+ mes "[Linguist Dictionary]";
+ mes "You are back!";
+ next;
+ mes "[Linguist Dictionary]";
+ mes "So, What were they saying?";
+ mes "Of course you remember them exactly as what they've said, right?";
+ next;
+ mes "[Linguist Dictionary]";
+ mes "Now, let's start with the Fairies! What is the fairy's language like? Please write them down here sentence by sentence!";
+ next;
+ set .@spl_score00,0;
+ input .@input$;
+ if (.@input$ == "RLGHLRXLA TKANTLFDMS") {
+ mes "[Linguist Dictionary]";
+ mes ""+ .@input$ +"....";
+ mes "And?";
+ set .@spl_score01,.@spl_score00+1;
+ next;
+ }
+ else {
+ mes ""+ .@input$ +"....";
+ mes "Mmm... Hmm...?";
+ set .@spl_score01,.@spl_score00;
+ next;
+ }
+ input .@input$;
+ if (.@input$ == "WJACK TNAHRDNJSDMFH") {
+ mes ""+ .@input$ +"....";
+ mes "And?";
+ set .@spl_score02,.@spl_score01+1;
+ next;
+ }
+ else {
+ mes ""+ .@input$ +"....";
+ mes "I see...?";
+ set .@spl_score02,.@spl_score01;
+ next;
+ }
+ input .@input$;
+ if ((.@input$ == "WLSGHKWND !!") || (.@input$ == "WLSGHKWND")) {
+ mes ""+ .@input$ +"....";
+ mes "Is that all?";
+ set .@spl_score03,.@spl_score02+1;
+ next;
+ }
+ else {
+ mes ""+ .@input$ +"....";
+ mes "Is that all?";
+ set .@spl_score03,.@spl_score02;
+ next;
+ }
+ if (.@spl_score03 > 2) {
+ mes "[Linguist Dictionary]";
+ mes "So...If we put'em together,";
+ mes "RLGHLRXLA TKANTLFDMS";
+ mes "WJACK TNAHRDNJSDMFH";
+ mes "WLSGHKWND !!";
+ mes "It'd be like this.";
+ next;
+ }
+ else {
+ mes "[Linguist Dictionary]";
+ mes "Hmm...?";
+ next;
+ mes "[Linguist Dictionary]";
+ mes "You sure this is exactly what they've said?";
+ mes "I can't understand anything from this...";
+ next;
+ mes "[Linguist Dictionary]";
+ mes "Would you please go back again and check if it is exactly what they were saying?";
+ close;
+ }
+ mes "[Linguist Dictionary]";
+ mes "Good. then next is the Wooden Giants! What's their language like? Write them down sentence by sentence just as you did with the Fairy's.";
+ next;
+ set .@man_score00,0;
+ input .@input$;
+ if (.@input$ == "TJDTMFJDNS CJFDI") {
+ mes "[Linguist Dictionary]";
+ mes ""+ .@input$ +"....";
+ mes "And?";
+ set .@man_score01,.@man_score00+1;
+ next;
+ }
+ else {
+ mes ""+ .@input$ +"....";
+ mes "And?";
+ set .@man_score01,.@man_score00;
+ next;
+ }
+ input .@input$;
+ if (.@input$ == "TKADLFDMF QKATOS") {
+ mes ""+ .@input$ +"....";
+ mes "And?";
+ set .@man_score02,.@man_score01+1;
+ next;
+ }
+ else {
+ mes ""+ .@input$ +"....";
+ mes "And?";
+ set .@man_score02,.@man_score01;
+ next;
+ }
+ input .@input$;
+ if ((.@input$ == "EKDTLSDML DLFMADMS..") || (.@input$ == "EKDTLSDML DLFMADMS")) {
+ mes ""+ .@input$ +"....";
+ mes "This is it?";
+ set .@man_score03,.@man_score02+1;
+ next;
+ }
+ else {
+ mes ""+ .@input$ +"....";
+ mes "Is that all?";
+ set .@man_score03,.@man_score02;
+ next;
+ }
+ if (.@man_score03 > 2) {
+ mes "[Linguist Dictionary]";
+ mes "So, If we put'em together,";
+ mes "TJDTMFJDNS CJFDI";
+ mes "TKADLFDMF QKATOS";
+ mes "EKDTLSDML DLFMADMS..";
+ mes "It will be like this.";
+ next;
+ }
+ else {
+ mes "[Linguist Dictionary]";
+ mes "Hmm...?";
+ next;
+ mes "[Linguist Dictionary]";
+ mes "You sure this is exactly what they've said?";
+ mes "Hmm...I don't get the idea...";
+ next;
+ mes "[Linguist Dictionary]";
+ mes "Would you please go back again and check if it is exactly what they were saying?";
+ close;
+ }
+ mes "[Linguist Dictionary]";
+ mes ".Hmm....Hm..I see...";
+ next;
+ mes "[Linguist Dictionary]";
+ mes "....Ummmm...";
+ next;
+ mes "- Dictionary stared at the paper intently. -";
+ set ep13_2_rhea,3;
+ close;
+ }
+ else {
+ // custom translation
+ mes "[Linguist Dictionary]";
+ mes "According to the Expedition Camp's investigation, there is a different ethnic race that is similar to fairy's, along with a different ethnic race that is similar to giants.";
+ next;
+ mes "[Linguist Dictionary]";
+ mes "It is said that they are using a language that cannot be understood by people from Midgart... ...Although we all say this, nobody is able to remember their conversation / words.";
+ next;
+ mes "[Linguist Dictionary]";
+ mes "A New language!!! As a linguist, I cannot sit here. But outside, there are many different monsters, as a scholar, it is too dangerous to go outside.";
+ next;
+ mes "[Linguist Dictionary]";
+ mes "and as our conversation has reached this point, you should have an idea of my request, right?";
+ next;
+ mes "[Linguist Dictionary]";
+ mes "The Tripple Alliance Research Group is very interested in other intelligent life. In order to try and talk to them, national officials have carried out secret effort in every possible way. However, because of lacking information, they are facing difficulties.";
+ next;
+ mes "[Linguist Dictionary]";
+ mes "If you've encountered those races around the Expedition Camp, you must memorize their conversation! Then report back to me!";
+ close;
+ }
+ }
+ else if (ep13_2_rhea == 3) {
+ mes "[Linguist Dictionary]";
+ mes "............................";
+ next;
+ mes "- Dictionary stared at the paper intently. -";
+ next;
+ switch(select("He looks serious, Let's leave him alone:Talk to him")) {
+ case 1:
+ mes "[Linguist Dictionary]";
+ mes "............................";
+ close;
+ case 2:
+ break;
+ }
+ mes "[Linguist Dictionary]";
+ mes "Ahhhhhhh!!!!!!!!";
+ next;
+ select("Have you figured something out?");
+ mes "[Linguist Dictionary]";
+ mes "I....CAN'T! UNDERSTAND IT!!!";
+ mes "Whaaaat~~iiis~~ thiiis~~~ Just how do you read thisssssss~~~ I can't understand a single rule in this~~~~ Huh?";
+ next;
+ mes "[Linguist Dictionary]";
+ mes "..................................";
+ next;
+ mes "[Linguist Dictionary]";
+ mes "Hmph!";
+ mes "Yes?";
+ next;
+ switch(select("He looks serious. Let's leave him alone.:Ask him what's going on.")) {
+ case 1:
+ mes "[Linguist Dictionary]";
+ mes "............................";
+ mes "...................Hmph...";
+ close;
+ case 2:
+ break;
+ }
+ mes "[Linguist Dictionary]";
+ mes "Ah! Well, It's not as easy as I thought. These languages can't be heard anywhere on the Midgard Continent. No known phonetic rules seem to apply here.";
+ next;
+ mes "[Linguist Dictionary]";
+ mes "It's hard to grasp their rule or system, and before everything else, I don't even know if this pronounciation is right. I've never heard of this kind of pronounciation.";
+ next;
+ mes "[Linguist Dictionary]";
+ mes "Ah, right, I heard that a ^0000ffRune-Midgarts Magician^000000 knows a way to conduct research based on a sample of language, would you go and ask him to help me?";
+ next;
+ mes "[Linguist Dictionary]";
+ mes "The ^0000ffRune-Midgarts Magician^000000 is wandering inside of the Expedition Camp.";
+ next;
+ mes "[Linguist Dictionary]";
+ mes "It's difficult to continue on a research without some more samples of language. Please do my favor.";
+ completequest 8244;
+ setquest 8245;
+ set ep13_2_rhea,4;
+ close;
+ }
+ else if ((ep13_2_rhea > 3) && (ep13_2_rhea < 6)) {
+ mes "[Linguist Dictionary]";
+ mes "I heard that ^0000ffRune Midgarts Magician^000000 knows a way to conduct a research from a sample of language, would you go see him and ask him to help me?";
+ next;
+ mes "[Linguist Dictionary]";
+ mes "The ^0000ff Rune Midgarts Magician^000000 is wandering inside of the Expedition Camp.";
+ next;
+ mes "[Linguist Dictionary]";
+ mes "It's difficult to continue this research without some more samples of language. Please do my favor.";
+ close;
+ }
+ else if (ep13_2_rhea == 6) {
+ mes "- The Linguist is writing on a paper as if he's obsessed by something -";
+ next;
+ mes "[Linguist Dictionary]";
+ mes "...Oh, Hello there.";
+ next;
+ mes "[Linguist Dictionary]";
+ mes "I heard that you brought us a Gem with the other world's language recorded within it. Thanks to your help, decoding process is going well.";
+ mes "Actually, it's going TOO well...";
+ next;
+ mes "[Linguist Dictionary]";
+ mes "It's a wonder that at the moment when I heard that language first-hand I could decode it flawlessly in spite of myself. It must be the blessing of Goddess Freya.";
+ next;
+ mes "[Linguist Dictionary]";
+ mes "But the problem is...";
+ mes "How are we going to put together this tremendous data and make it into a portable translator... I just can't figure out how.";
+ next;
+ mes "[Linguist Dictionary]";
+ mes "I wonder what the Mechanic Engineer from the Schwaltzvalt Republic would think... Would you be kind to go ask him?";
+ completequest 8247;
+ setquest 8248;
+ set ep13_2_rhea,7;
+ close;
+ }
+ else if ((ep13_2_rhea > 6) && (ep13_2_rhea < 13)) {
+ mes "[Linguist Dictionary]";
+ mes "Just how are we going to put together these tremendous data and make it into a portable translator...I just can't figure out how.";
+ next;
+ mes "[Linguist Dictionary]";
+ mes "I wonder what the Mechanic Engineer from the Republic of Schwartzwalt would think...Would you be kind to go ask him?";
+ close;
+ }
+ else if (ep13_2_rhea > 12) {
+ mes "[Linguist Dictionary]";
+ mes "So, Finally we were able to make a translator!";
+ mes "How is it working? Isn't there any problem with it?";
+ next;
+ mes "[Linguist Dictionary]";
+ mes "I hope this translator would help you with your journey.";
+ next;
+ mes "[Linguist Dictionary]";
+ mes "However, Although using a translator is important, the basics of language and communication is that you should try to understand others.";
+ next;
+ mes "[Linguist Dictionary]";
+ mes "You should not just rely everything on a mere machine...don't forget to be understanding. Enjoy your journey in the otherworld with that translator.";
+ close;
+ }
+ else {
+ mes "[Linguist Dictionary]";
+ mes "So, Finally we were able to make a translator!";
+ mes "How is it working? Isn't there any problem with it?";
+ next;
+ mes "[Linguist Dictionary]";
+ mes "I hope this translator would help you with your journey.";
+ next;
+ mes "[Linguist Dictionary]";
+ mes "However, Although using a translator is important, the basics of language and communication is that you should try to understand others.";
+ next;
+ mes "[Linguist Dictionary]";
+ mes "You should not just rely everything on a mere machine...don't forget to be understanding. Enjoy your journey in the otherworld with that translator.";
+ close;
+ }
+}
+
+mid_camp,147,256,3 script Rune Midgarts Magician#1 735,{
+ if (ep13_2_rhea < 4) {
+ mes "[Magician Whisper]";
+ mes "To store a tremendous amount of information, well, it's impossible with existing technology.";
+ next;
+ mes "[Magician Whisper]";
+ mes "Ancient Rune Midgarts Kingdom used a some kind of magic onto a magical gem to store large information...Using a gem as a storage...";
+ next;
+ mes "[Magician Whisper]";
+ mes "Oh, pardon me, you have such a comfortable atmosphere and I involuntarily spoke to you. Who might you be?";
+ close;
+ }
+ else if (ep13_2_rhea == 4) {
+ mes "[Magician Whisper]";
+ mes "To store a tremendous amount of information, well, it's impossible with existing technology.";
+ next;
+ mes "[Magician Whisper]";
+ mes "The Ancient Rune-Midgarts Kingdom used some kind of magic on a magical gem to store large amounts of information... Using a gem as storage...";
+ next;
+ mes "[Magician Whisper]";
+ mes "Oh, pardon me, you have such a comfortable atmosphere and I involuntarily spoke to you. Who might you be?";
+ next;
+ select("Uh, Mr. Dictionary sent...");
+ mes "[Magician Whisper]";
+ mes "Oh? You mean that Linguist from the Arunafeltz. And that means we need a Recorded Language Sample.";
+ next;
+ mes "[Magician Whisper]";
+ mes "Hmmm... Actually, I've buried magical gems which records sound waves with its magical power, near their territory...to gather information about their language.";
+ next;
+ mes "[Magician Whisper]";
+ mes "But, Assassins who were in charge of burying those gems... They are working on some other mission, so they can't go and retrieve those gems.";
+ next;
+ mes "[Magician Whisper]";
+ mes "Without someone do us a favor and retrieve those gems, there's no way I could give you the sample.";
+ next;
+ switch(select("Then should I come back later?:What if I go and retrieve them?")) {
+ case 1:
+ mes "[Magician Whisper]";
+ mes ".............Sure, you could wait for 100 years...";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "What?";
+ next;
+ mes "[Magician Whisper]";
+ mes "Ah, No, No, It's nothing.";
+ next;
+ break;
+ case 2:
+ break;
+ }
+ mes "[Magician Whisper]";
+ mes "If you could do that, it will save us whole lot of time and that'd be good for us! Wouldn't it? Don't you think so?";
+ next;
+ mes "[Magician Whisper]";
+ mes "I belive you've met those two alien races out there?";
+ mes "Assassins buried Magical Gems near their villages without them noticing.";
+ next;
+ mes "[Magician Whisper]";
+ mes "First Gem is buried under the Mushroom-like structure near Fairy's village.";
+ next;
+ mes "[Magician Whisper]";
+ mes "And the Second Gem is buried under the tree near Giant's village.";
+ next;
+ mes "[Magician Whisper]";
+ mes "Bring back those two gems and that would help me greatly.";
+ next;
+ mes "[Magician Whisper]";
+ mes "Well, I can't force you to do it if you are too busy with other matters...";
+ next;
+ mes "[Magician Whisper]";
+ mes "There's an old saying, The one who's thirsty will dig for a well...";
+ next;
+ mes "[Magician Whisper]";
+ mes "I almost forgot! You should be careful when you dig for the Gem.";
+ mes "Assassins installed a trap to protect Gems as they bury them.";
+ completequest 8245;
+ setquest 8246;
+ set ep13_2_rhea,5;
+ close;
+ }
+ else if (ep13_2_rhea == 5) {
+ set .@check_spljew00,checkquest(8241);
+ set .@check_manjew00,checkquest(8242);
+ if ((.@check_spljew00 > 0) && (.@check_manjew00 > 0)) {
+ if (countitem(7575) > 0) && (countitem(7576) > 0) {
+ mes "[Magician Whisper]";
+ mes "Wow, You are back already!";
+ mes "Well then, let me see them!";
+ next;
+ mes "- As you handed over the Gem, -";
+ mes "- he examined it throughly-";
+ next;
+ mes "[Magician Whisper]";
+ mes "Hmm...";
+ mes "There's lots of noises caught in, but I think I could extract a voice in no time.";
+ next;
+ mes "[Magician Whisper]";
+ mes "I will extract a voice recorded in this gem and send them to the Linguist from Arunafeltz.";
+ next;
+ mes "[Magician Whisper]";
+ mes "It looks like there's many kind of convenient machines. Voices I've extracted can be sent directly to the Linguist from Arunafeltz by using this recording machine.";
+ next;
+ mes "[Magician Whisper]";
+ mes "So I will be ok by on my own. Thank you for your trouble.";
+ completequest 8241;
+ completequest 8242;
+ completequest 8246;
+ setquest 8247;
+ delitem 7575,1; //Red_Jewel_
+ delitem 7576,1; //Blue_Jewel_
+ set ep13_2_rhea,6;
+ close;
+ }
+ else {
+ // custom translation
+ mes "[Magician Whisper]";
+ mes "Ah, that was quick.";
+ next;
+ mes "[Magician Whisper]";
+ mes "Please give meh the gem. I will extract the voice record inside the gem, then give it to the Linguist from Arunafeltz.";
+ next;
+ mes "[Magician Whisper]";
+ mes "...... But.... where's the gem?";
+ close;
+ }
+ }
+ else {
+ mes "[Magician Whisper]";
+ mes "First Gem is buried under the Mushroom-like structure near Fairy's village.";
+ next;
+ mes "[Magician Whisper]";
+ mes "And the Second Gem is buried under the tree near Giant's village.";
+ next;
+ mes "[Magician Whisper]";
+ mes "Bring back those two gems and that would help me greatly.";
+ next;
+ mes "[Magician Whisper]";
+ mes "Well, I can't force you to do it if you are too busy with other matters...";
+ next;
+ mes "[Magician Whisper]";
+ mes "There's an old saying, The one who's thirsty will dig for a well...";
+ next;
+ mes "[Magician Whisper]";
+ mes "I almost forgot! You should be careful when you dig for the Gem.";
+ mes "Assassins installed a trap to protect Gems as they bury them.";
+ close;
+ }
+ }
+ else if ((ep13_2_rhea > 5) && (ep13_2_rhea < 8)) {
+ mes "[Magician Whisper]";
+ mes "Well, if you are not busy at the time, please go check how's the Linguist from Arunafeltz's research is coming up.";
+ next;
+ mes "[Magician Whisper]";
+ mes "I should be working on extracting voice data and send them to the Linguist from Arunafeltz.";
+ close;
+ }
+ else if (ep13_2_rhea == 8) {
+ mes "[Magician Whisper]";
+ mes "Hmm...There's more data than we thought...";
+ next;
+ mes "[Magician Whisper]";
+ mes "Of course it is a piece of cake to turn data into magical power and put'em into a gem...Most important thing is, I don't know if there's a jewl that has enough storage space to store that much of data...";
+ next;
+ mes "[Magician Whisper]";
+ mes "I heard that cold side of a field outside of the Expedition Camp, ^0000ff Mysterious Ore that can't be found in the Midgart.";
+ next;
+ mes "[Magician Whisper]";
+ mes "Only if we could find that ore, it would make this work much easier... What do you think about that? Do you think you could go and find one for me?";
+ next;
+ mes "[Magician Whisper]";
+ mes "While you are gone, I will organize the data to put into the Gem.";
+ completequest 8249;
+ setquest 8250;
+ set ep13_2_rhea,9;
+ close;
+ }
+ else if (ep13_2_rhea == 9) {
+ if (countitem(6048) > 0) {
+ mes "[Magician Whisper]";
+ mes "Oh! Is this that ore?";
+ next;
+ mes "[Magician Whisper]";
+ mes "This sure is interesting. It has not been refined yet, but I can sense mysterious power from this ore.";
+ next;
+ mes "[Magician Whisper]";
+ mes "It's something like... the special wave with a life force.";
+ next;
+ mes "[Magician Whisper]";
+ mes "Let's test and see see how much magical power it could store.";
+ next;
+ mes "- He closed his eyes and chanted a spell -";
+ mes "- with the ore on his hand. -";
+ next;
+ mes "[Magician Whisper]";
+ mes "Lumos Nox Densaugeo Dissendium Diffindo Engorgio Mobiliarbus Expecto patronum!!!!";
+ next;
+ specialeffect EF_FLASHER; // 99 : "Rune Midgarts Magician#ep132_rhea03" EF_FLASHER
+ emotion e_gasp;
+ mes "[Magician Whisper]";
+ mes "Wow!!! Th, This is unbelievable!";
+ next;
+ mes "[Magician Whisper]";
+ mes "An ore with this much storage space, only a size of fingernail could store both of two languages!";
+ next;
+ mes "[Magician Whisper]";
+ mes "Could you wait for a minute?";
+ mes "Take some rest while I craft this ore into a gem and put the magical data into it. You look exhausted...";
+ completequest 8250;
+ setquest 8251;
+ delitem 6048,1; //Unidentified_Mineral
+ set ep13_2_rhea,10;
+ close;
+ }
+ else {
+ mes "[Magician Whisper]";
+ mes "I heard that the cold side of the field outside of the Expedition Camp has a Unidentified Mineral that can't be found in Rune Midgard.";
+ next;
+ mes "[Magician Whisper]";
+ mes "Only if we could find that ore, it would make this work much easier... What do you think about that? Do you think you could go and find one for me?";
+ next;
+ mes "[Magician Whisper]";
+ mes "While you are gone, I will organize the data to put into the Gem.";
+ close;
+ }
+ }
+ else if (ep13_2_rhea == 10) {
+ if (rand(1,5) == 3) {
+ mes "- His face turned a bit pale, -";
+ mes "- He looked pleased as he saw you -";
+ next;
+ mes "[Magician Whisper]";
+ mes "Ah! Just in time!";
+ next;
+ mes "[Magician Whisper]";
+ mes "I've just finished infusing the magical power.";
+ mes "From now on, it's up to the Mechanic Engineer from Schwartzwalt to combined this gem with a machine to make it work as a real-time translator.";
+ next;
+ mes "[Magician Whisper]";
+ mes "I will ask you one last favor.";
+ mes "Please deliver this crafted gem to the Mechanic Engineer from Schwartzwalt.";
+ next;
+ mes "[Magician Whisper]";
+ mes "I'm really sorry to ask you so many favors..., Ah...I've used up too much magical power...I should rest for a while.";
+ next;
+ mes "- ^0000ff Received the Crafted Gem ^000000 -";
+ mes "- ^0000ff from Whisper !!^000000 -";
+ completequest 8251;
+ setquest 8252;
+ set ep13_2_rhea,11;
+ close;
+ }
+ else {
+ mes "[Magician Whisper]";
+ mes "Could you wait for a minute?";
+ mes "Take some rest while I craft this ore into a gem and put the magical data into it. You look exhausted...";
+ close;
+ }
+ }
+ else if (ep13_2_rhea == 11) {
+ mes "[Magician Whisper]";
+ mes "Please deliver this crafted gem to the Mechanic Engineer from Schwartzwalt.";
+ next;
+ mes "[Magician Whisper]";
+ mes "I'm really sorry to ask you so many favors..., Ah...I've used up too much magical power...I should rest for a while.";
+ next;
+ mes "- He looks so sleepy and said -";
+ mes "- as he rubbing his closing eyes. -";
+ close;
+ }
+ else if (ep13_2_rhea == 12) {
+ mes "[Magician Whisper]";
+ mes "How's the translator making process going?";
+ close;
+ }
+ else if (ep13_2_rhea > 12) {
+ mes "[Magician Whisper]";
+ mes "I've just received a message that the translator is finished!";
+ next;
+ mes "[Magician Whisper]";
+ mes "We are short on the amount just yet, still it will make our advance to the other world easier!";
+ close;
+ }
+ else {
+ mes "[Magician Whisper]";
+ mes "I've just received a message that the translator is finished!";
+ next;
+ mes "[Magician Whisper]";
+ mes "We are short on the amount just yet, still it will make our advance to the other world easier!";
+ close;
+ }
+}
+
+spl_fild02,27,218,0 script Half-buried Gem#1 844,{
+ if (ep13_2_rhea < 5) {
+ mes "- Under a round pile of earth, -";
+ mes "- there's a Red Gem -";
+ mes "- half-buried. -";
+ close;
+ }
+ else if (ep13_2_rhea == 5) {
+ set .@check_spljew00,checkquest(8241);
+ if (.@check_spljew00 == -1) {
+ mes "- Under a round pile of earth, -";
+ mes "- there's a Red Gem -";
+ mes "- half-buried. -";
+ next;
+ switch(select("Dig out the Gem:Leave it alone")) {
+ case 1:
+ break;
+ case 2:
+ mes "- You overspread some earth over the Gem -";
+ mes "- and left the Gem as it was. -";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "...What the heck am I doing now...";
+ close;
+ }
+ if (rand(1,4) == 2) {
+ mes "- You dug up a pile of earth -";
+ mes "- and pulled out the Red Gem -";
+ setquest 8241;
+ getitem 7575,1; //Red_Jewel_
+ close;
+ }
+ else {
+ mes "- As you dug up a pile of earth, -";
+ mes "- a Thief Bug attacks you! -";
+ donpcevent "Half-buried Gem#1::OnDisable";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "What the heck is this?!?!?!";
+ close;
+ }
+ }
+ else {
+ mes "- Small pile of earth -";
+ mes "- which you dug up the Red Gem -";
+ close;
+ }
+ }
+ else {
+ mes "- Small pile of earth -";
+ mes "- which you dug up the Red Gem -";
+ close;
+ }
+ end;
+
+
+OnInit:
+ hideoffnpc "Half-buried Gem#1";
+ end;
+
+OnEnable:
+ hideoffnpc "Half-buried Gem#1";
+ stopnpctimer;
+ end;
+
+OnDisable:
+ initnpctimer;
+ monster "spl_fild02",25,220,"Thief Bug",1051,10,"Half-buried Gem#1::OnMyMobDead";
+ hideonnpc "Half-buried Gem#1";
+ end;
+
+OnMyMobDead:
+ if (mobcount("spl_fild02","Half-buried Gem#1::OnMyMobDead") < 1) {
+ donpcevent "Half-buried Gem#1::OnEnable";
+ stopnpctimer;
+ }
+ end;
+
+OnTimer300000:
+ killmonster "spl_fild02","Half-buried Gem#1::OnMyMobDead";
+ donpcevent "Half-buried Gem#1::OnEnable";
+ stopnpctimer;
+ end;
+}
+
+man_fild03,227,109,0 script Half-buried Gem#2 844,{
+ if (ep13_2_rhea < 5) {
+ mes "- Under a round pile of earth, -";
+ mes "- there's a Blue Gem -";
+ mes "- half-buried. -";
+ close;
+ }
+ else if (ep13_2_rhea == 5) {
+ set .@check_manjew00,checkquest(8242);
+ if (.@check_manjew00 == -1) {
+ mes "- Under a round pile of earth, -";
+ mes "- there's a Red Gem -";
+ mes "- half-buried. -";
+ next;
+ switch(select("Dig out the Gem:Leave it alone")) {
+ case 1:
+ break;
+ case 2:
+ mes "- You overspread some earth over the Gem -";
+ mes "- and left the Gem as it was. -";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "...What the heck am I doing now...";
+ close;
+ }
+ if (rand(1,4) == 2) {
+ mes "- You dug up a pile of earth -";
+ mes "- and pulled out the Blue Gem -";
+ setquest 8242;
+ getitem 7576,1; //Blue_Jewel_
+ close;
+ }
+ else {
+ mes "- As you dug up a pile of earth, -";
+ mes "- a Thief Bug attacks you! -";
+ donpcevent "Half-buried Gem#2::OnDisable";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "What the heck is this?!?!?!";
+ close;
+ }
+ }
+ else {
+ mes "- Small pile of earth -";
+ mes "- which you dug up the Blue Gem -";
+ close;
+ }
+ }
+ else {
+ mes "- Small pile of earth -";
+ mes "- which you dug up the Blue Gem -";
+ close;
+ }
+ end;
+
+OnInit:
+ hideoffnpc "Half-buried Gem#2";
+ end;
+
+OnEnable:
+ hideoffnpc "Half-buried Gem#2";
+ stopnpctimer;
+ end;
+
+OnDisable:
+ initnpctimer;
+ monster "man_fild03",227,109,"Thief Bug",1051,10,"Half-buried Gem#2::OnMyMobDead";
+ hideonnpc "Half-buried Gem#2";
+ end;
+
+OnMyMobDead:
+ if (mobcount("man_fild03","Half-buried Gem#2::OnMyMobDead") < 1) {
+ donpcevent "Half-buried Gem#2::OnEnable";
+ stopnpctimer;
+ }
+ end;
+
+OnTimer300000:
+ killmonster "man_fild03","Half-buried Gem#2::OnMyMobDead";
+ donpcevent "Half-buried Gem#2::OnEnable";
+ stopnpctimer;
+ end;
+}
+
+/*
+mid_camp,7,3,0 script Translator Preparation#1 708,{
+ mes "[Plot13 Translator Quest Preparation]";
+ mes "Input password.";
+ next;
+ input .@input; //,0,2000;
+ if (.@input == 0) {
+ mes "[EP 13 Translator Quest Preparation]";
+ mes "Cancelled";
+ close;
+ }
+ else if (.@input == 1854) {
+ mes "[EP 13 Translator Quest Preparation]";
+ mes "I'm the provider of ep13.2 Translator Quest's quest item's NPC" <--Not my fault, they used bad chinese grammar in first place;
+ next;
+ mes "What you want?";
+ next;
+ switch(select("Finish quest:Accept fairy / giant meetup quest")) {
+ case 1:
+ mes "[EP 13 Translator Quest Preparation]";
+ mes "Acquired the report's quest completion item";
+ next;
+ mes "[EP 13 Translator Quest Preparation]";
+ mes "Current report quest's item is "+ ep13_1_edq +" ";
+ mes "Start Quest?";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ mes "[EP 13 Translator Quest Preparation]";
+ mes "Cancelled";
+ close;
+ case 2:
+ break;
+ }
+ mes "[EP 13 Translator Quest Preparation]";
+ mes "Acquired the report's quest completion item";
+ set ep13_1_edq,14;
+ close;
+ case 2:
+ mes "[EP 13 Translator Quest Preparation]";
+ mes "Accept the fairy / giant meetup quest";
+ next;
+ mes "[EP 13 Translator Quest Preparation]";
+ mes "Start Quest?";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ mes "[EP 13 Translator Quest Preparation]";
+ mes "Cancelled";
+ close;
+ case 2:
+ break;
+ }
+ mes "[EP 13 Translator Quest Preparation]";
+ mes "Acquired the report's quest completion item";
+ setquest 2158;
+ setquest 2159;
+ close;
+ }
+ }
+ else {
+ mes "[EP 13 Translator Quest Preparation]";
+ mes "Please try again";
+ close;
+ }
+}
+*/
+
+// Daily Quests
+// - Midgard Ore
+// - Alfheim Perfume
+//============================================================
+man_in01,372,221,5 script Scientist#lifeguard 449,{
+ if ((isequipped(2782) == 1) && (ep13_2_rhea == 100)) {
+ if (ep13_2_tre == 0) {
+ mes "[Dr. Lifeguard]";
+ mes "Recently, it seems like my skin is becoming really dry.";
+ next;
+ mes "[Dr. Lifeguard]";
+ mes "I don't know if it's caused by the cold weather or our chronic disease getting worse.";
+ mes "It hasn't been too long since we administered the Bradium, so why.";
+ next;
+ mes "[Dr. Lifeguard]";
+ mes "Huu... You see, we are afraid of such things... What a hard life.";
+ next;
+ select("A chronic disease?:Bradium?");
+ mes "[Dr. Lifeguard]";
+ mes "We Sapha, who are descendants of Hwergelmir, survived and rebuilt the Giant tribe in the flood of the blood of Ymir.";
+ next;
+ mes "[Dr. Lifeguard]";
+ mes "For no apparent reason, we developed a chronic disease that makes our bodies dry and harden over time just like an old tree.";
+ next;
+ mes "[Dr. Lifeguard]";
+ mes "I think that this is the curse of Ymir who bled by the gods?";
+ next;
+ mes "[Dr. Lifeguard]";
+ mes "But we couldn't just wait for death to slowly creep up on us and exterminate our entire race.";
+ next;
+ mes "[Dr. Lifeguard]";
+ mes "To heal this rare disease the smartest Sapha studied and studied.";
+ next;
+ mes "[Dr. Lifeguard]";
+ mes "What they found was that by injecting a refined Bradium, which is buried around Jotunheim, it can postpone the progression of the disease.";
+ next;
+ mes "[Dr. Lifeguard]";
+ mes "So all of the giants of Sapha established their towns around mines to get Bradium easier.";
+ next;
+ mes "[Dr. Lifeguard]";
+ mes "It seems the amount of buried Bradium is enough.";
+ mes "But for the eternal prosperity of our tribe, and to make the vaccine for this incurable disease, we have to study more and more.";
+ next;
+ mes "[Dr. Lifeguard]";
+ mes "Bradium is the stem of our life.";
+ mes "But the buried Bradium will be exhausted someday, so we Scientists have to find an alternative for our descendants.";
+ next;
+ mes "[Dr. Lifeguard]";
+ mes "Recently, we've learned that there are various minerals in the human world Midgard.";
+ next;
+ mes "[Dr. Lifeguard]";
+ mes "Now the world called Midgard is";
+ mes "like a holy place for us,";
+ mes "which can bring the wind of";
+ mes "revolution for us.";
+ next;
+ mes "[Dr. Lifeguard]";
+ mes "Contact with Midgard";
+ mes "must be the lead of Hwergelmir";
+ mes "for us, the Sapha which has such";
+ mes "a closed-off society.";
+ next;
+ mes "[Dr. Lifeguard]";
+ mes "I'll draw a result that can";
+ mes "satisfy his lead!";
+ set ep13_2_tre,1;
+ close;
+ }
+ else if ((ep13_2_tre == 1) || (ep13_2_tre == 100)) {
+ if (checkweight(1201,1) == 0) {
+ mes "[Dr. Lifeguard]";
+ mes "It looks like you're carrying too many things.";
+ mes "Why not put some of your items in storage and come back?";
+ close;
+ }
+
+ set .@dayq_chk,checkquest(2182,PLAYTIME);
+ if ((.@dayq_chk == 0) || (.@dayq_chk == 1)) {
+ mes "[Dr. Lifeguard]";
+ mes "The future of the Sapha is up to you.";
+ mes "I do not have any need of your help right now.";
+ close;
+ }
+ else {
+ erasequest 2182;
+ set .@rand_dayq,rand(1,3);
+ if (.@rand_dayq == 1) {
+ mes "[Dr. Lifeguard]";
+ mes "Recently, someone who came from Schwaltzvalt gave me a small mineral as a gift from his home town when he saw our study of Bradium.";
+ next;
+ mes "[Dr. Lifeguard]";
+ mes "I can't say for sure until now,";
+ mes "but this mineral seems to have";
+ mes "many interesting features.";
+ next;
+ mes "[Dr. Lifeguard]";
+ mes "As I examine this mineral";
+ mes "more and more, it's really";
+ mes "different from the one in Jotunheim.";
+ mes "This mineral must be helpful";
+ mes "to make a new vaccine!";
+ next;
+ mes "[Dr. Lifeguard]";
+ mes "But the amount of the mineral";
+ mes "is too little to make a";
+ mes "preparation for the";
+ mes "examination.";
+ next;
+ mes "[Dr. Lifeguard]";
+ mes "You said you're from Rune Midgard, right? Do you think you can bring me a little bit more of that mineral..";
+ next;
+ mes "[Dr. Lifeguard]";
+ mes "He said it's from";
+ mes "^FF0000Mt. Mjolnir^000000.";
+ mes "I think ^FF000010^000000 would be enough.";
+ next;
+ mes "[Dr. Lifeguard]";
+ mes "I'll give you this portable toolbox.";
+ mes "Things like a detector and a little hammer for mining minerals are included in this toolbox.";
+ next;
+ mes "[Dr. Lifeguard]";
+ mes "Take it, it shold be";
+ mes "helpful in collecting";
+ mes "the minerals I need.";
+ set ep13_2_tre,2;
+ setquest 2179;
+ getitem 6076,1; //Portable_Toolbox
+ close;
+ }
+ else if (.@rand_dayq == 2) {
+ mes "[Dr. Lifeguard]";
+ mes "Recently, someone who came from Schwaltzvalt gave me a small mineral as a gift from his home town when he saw our study of Bradium.";
+ next;
+ mes "[Dr. Lifeguard]";
+ mes "I can't say for sure until now,";
+ mes "but this mineral seems to have";
+ mes "many interesting features.";
+ next;
+ mes "[Dr. Lifeguard]";
+ mes "As I examine this mineral";
+ mes "more and more, it's really";
+ mes "different from the one in Jotunheim.";
+ mes "This mineral must be helpful";
+ mes "to make a new vaccine!";
+ next;
+ mes "[Dr. Lifeguard]";
+ mes "But the amount of the mineral";
+ mes "is too little to make a";
+ mes "preparation for the";
+ mes "examination.";
+ next;
+ mes "[Dr. Lifeguard]";
+ mes "You said you're from Rune Midgard, right? Do you think you can bring me a little bit more of that mineral..";
+ next;
+ mes "[Dr. Lifeguard]";
+ mes "He said it's from";
+ mes "^FF0000Abyss Lake^000000.";
+ mes "I think ^FF00005^000000 would be enough.";
+ next;
+ mes "[Dr. Lifeguard]";
+ mes "I'll give you this portable toolbox.";
+ mes "Things like a detector and a little hammer for mining minerals are included in this toolbox.";
+ next;
+ mes "[Dr. Lifeguard]";
+ mes "Take it, it shold be";
+ mes "helpful in collecting";
+ mes "the minerals I need.";
+ set ep13_2_tre,3;
+ setquest 2180;
+ getitem 6076,1; //Portable_Toolbox
+ close;
+ }
+ else {
+ mes "[Dr. Lifeguard]";
+ mes "Recently, someone who came from Schwaltzvalt gave me a small mineral as a gift from his home town when he saw our study of Bradium.";
+ next;
+ mes "[Dr. Lifeguard]";
+ mes "I can't say for sure until now,";
+ mes "but this mineral seems to have";
+ mes "many interesting features.";
+ next;
+ mes "[Dr. Lifeguard]";
+ mes "As I examine this mineral";
+ mes "more and more, it's really";
+ mes "different from the one in Jotunheim.";
+ mes "This mineral must be helpful";
+ mes "to make a new vaccine!";
+ next;
+ mes "[Dr. Lifeguard]";
+ mes "But the amount of the mineral";
+ mes "is too little to make a";
+ mes "preparation for the";
+ mes "examination.";
+ next;
+ mes "[Dr. Lifeguard]";
+ mes "You said you're from Rune Midgard, right? Do you think you can bring me a little bit more of that mineral..";
+ next;
+ mes "[Dr. Lifeguard]";
+ mes "He said it's from";
+ mes "^FF0000Thor Volcano^000000.";
+ mes "I think ^FF00005^000000 would be enough.";
+ next;
+ mes "[Dr. Lifeguard]";
+ mes "I'll give you this portable toolbox.";
+ mes "Things like a detector and a little hammer for mining minerals are included in this toolbox.";
+ next;
+ mes "[Dr. Lifeguard]";
+ mes "Take it, it shold be";
+ mes "helpful in collecting";
+ mes "the minerals I need.";
+ set ep13_2_tre,4;
+ setquest 2181;
+ getitem 6076,1; //Portable_Toolbox
+ close;
+ }
+ }
+
+ }
+ else if (ep13_2_tre == 2) {
+ if (countitem(6077) > 9) {
+ mes "[Dr. Lifeguard]";
+ mes "Oh! Yes, that's it!";
+ mes "This much will be enough!";
+ next;
+ mes "[Dr. Lifeguard]";
+ mes "I really appreciate your help.";
+ next;
+ mes "[Dr. Lifeguard]";
+ mes "These are coins of the Manuk.";
+ mes "This may not be much, but if you collect more, they can be used to buy some items from our merchants.";
+ next;
+ mes "[Dr. Lifeguard]";
+ mes "If you want to help my study for the sake of the Sapha, come to me at any time.";
+ mes "I will be very happy for any help you can give.";
+ set .@stone_chk,countitem(6077);
+ set .@stoneelse_chk,countitem(6078);
+ delitem 6077,.@stone_chk; //Rough_Mineral
+ delitem 6078,.@stoneelse_chk; //Stone_Fragments
+ delitem 6076,1; //Portable_Toolbox
+ set ep13_2_tre,100;
+ getitem 6080,2; //Manuk_Coin
+ getexp 0,70000;
+ changequest 2179,2182;
+ close;
+ }
+ else {
+ mes "[Dr. Lifeguard]";
+ mes "The future of the Sapha is up to you.";
+ mes "I wish you good luck.";
+ close;
+ }
+ }
+ else if (ep13_2_tre == 3) {
+ if (countitem(6077) > 4) {
+ mes "[Dr. Lifeguard]";
+ mes "Oh! Yes, that's it!";
+ mes "This much will be enough!";
+ next;
+ mes "[Dr. Lifeguard]";
+ mes "I really appreciate your help.";
+ next;
+ mes "[Dr. Lifeguard]";
+ mes "These are coins of the Manuk.";
+ mes "This may not be much, but if you collect more, they can be used to buy some items from our merchants.";
+ next;
+ mes "[Dr. Lifeguard]";
+ mes "If you want to help my study for the sake of the Sapha, come to me at any time.";
+ mes "I will be very happy for any help you can give.";
+ set .@stone_chk,countitem(6077);
+ set .@stoneelse_chk,countitem(6078);
+ delitem 6077,.@stone_chk; //Rough_Mineral
+ delitem 6078,.@stoneelse_chk; //Stone_Fragments
+ delitem 6076,1; //Portable_Toolbox
+ set ep13_2_tre,100;
+ getitem 6080,2; //Manuk_Coin
+ getexp 0,70000;
+ changequest 2180,2182;
+ close;
+ }
+ else {
+ mes "[Dr. Lifeguard]";
+ mes "The future of the Sapha is up to you.";
+ mes "I wish you good luck.";
+ close;
+ }
+ }
+ else if (ep13_2_tre == 4) {
+ if (countitem(6077) > 4) {
+ mes "[Dr. Lifeguard]";
+ mes "Oh! Yes, that's it!";
+ mes "This much will be enough!";
+ next;
+ mes "[Dr. Lifeguard]";
+ mes "I really appreciate your help.";
+ next;
+ mes "[Dr. Lifeguard]";
+ mes "These are coins of the Manuk.";
+ mes "This may not be much, but if you collect more, they can be used to buy some items from our merchants.";
+ next;
+ mes "[Dr. Lifeguard]";
+ mes "If you want to help my study for the sake of the Sapha, come to me at any time.";
+ mes "I will be very happy for any help you can give.";
+ set .@stone_chk,countitem(6077);
+ set .@stoneelse_chk,countitem(6078);
+ delitem 6077,.@stone_chk; //Rough_Mineral
+ delitem 6078,.@stoneelse_chk; //Stone_Fragments
+ delitem 6076,1; //Portable_Toolbox
+ set ep13_2_tre,100;
+ getitem 6080,2; //Manuk_Coin
+ getexp 0,70000;
+ changequest 2181,2182;
+ close;
+ }
+ else {
+ mes "[Dr. Lifeguard]";
+ mes "The future of the Sapha is up to you.";
+ mes "I wish you good luck.";
+ close;
+ }
+ }
+ else {
+ mes "[Dr. Lifeguard]";
+ mes "Hmm...";
+ close;
+ }
+ }
+ else {
+ mes "[Scientist]";
+ mes "Pdh doud pjfdd";
+ mes "fo pdi Wrdpp doff";
+ mes "WosNuffremu Ha TurAshTi";
+ mes "SeGothShar An AshDur";
+ mes "UorVeLars No Ador";
+ close;
+ }
+}
+
+mjolnir_01,364,256,0 script #mj01_find -1,5,5,{
+ end;
+
+OnTouch:
+ if ((ep13_2_tre == 2) && (countitem(6076) == 1)) {
+ if (countitem(6077) < 10) {
+ mes "- Just arrived at Mt. Mjolnir. I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -";
+ next;
+ switch(select("Check current location.:Do nothing.")) {
+ case 1:
+ mes "- You pressed the button of the detector. -";
+ next;
+ mes "[Mineral Detector]";
+ mes "Bee beep -";
+ viewpoint 1,32,309,1,0x00FF00;
+ viewpoint 1,217,34,2,0x00FF00;
+ close;
+ case 2:
+ mes "- You decide to do nothing. -";
+ close;
+ }
+ }
+ }
+ end;
+}
+
+mjolnir_01,32,309,3 script #mj01_01 111,7,7,{
+ if ((ep13_2_tre == 2) && (countitem(6076) == 1)) {
+ if (countitem(6077) < 10) {
+ mes "- I can see some different colored minerals where the detector pointed to. This must be the mineral that Mr. Lifeguard told me about. -";
+ next;
+ switch(select("Mine minerals.:Do nothing.")) {
+ case 1:
+ mes "Clang! Clang! Clang! Clang!";
+ close2;
+ progressbar "ffff00",4;
+ set .@get_stone,rand(1,6);
+ if (.@get_stone < 4) {
+ mes "- You failed to mine minerals. -";
+ getitem 6078,1; //Stone_Fragments
+ close;
+ }
+ else {
+ mes "- You succeeded to mine minerals. -";
+ emotion e_ic,1;
+ set .@stst,rand(1,5);
+ if (.@stst == 5) {
+ getitem 6077,5; //Rough_Mineral
+ }
+ else if (.@stst == 1) {
+ getitem 6077,1; //Rough_Mineral
+ }
+ else {
+ getitem 6077,2; //Rough_Mineral
+ }
+ close2;
+ donpcevent "#mj01_01_t::OnEnable";
+ disablenpc "#mj01_01";
+ end;
+ }
+ case 2:
+ mes "- You decide to do nothing. -";
+ close;
+ }
+ }
+ else {
+ mes "- I think I have enough minerals. -";
+ close;
+ }
+ }
+ end;
+
+OnInit:
+ enablenpc "#mj01_01";
+ end;
+
+OnTouch:
+ if ((ep13_2_tre == 2) && (countitem(6076) == 1)) {
+ if (countitem(6077) < 10) {
+ specialeffect EF_COUPLECASTING;
+ }
+ }
+ end;
+}
+
+mjolnir_01,1,1,3 script #mj01_01_t 111,{
+ end;
+
+OnEnable:
+ initnpctimer;
+ end;
+
+OnTimer60000:
+ enablenpc "#mj01_01";
+ stopnpctimer;
+ end;
+}
+
+mjolnir_01,217,34,3 script #mj01_02 111,7,7,{
+ if ((ep13_2_tre == 2) && (countitem(6076) == 1)) {
+ if (countitem(6077) < 10) {
+ mes "- I can see some different colored minerals where the detector pointed to. This must be the mineral that Mr. Lifeguard told me about. -";
+ next;
+ switch(select("Mine minerals.:Do nothing.")) {
+ case 1:
+ mes "Clang! Clang! Clang! Clang!";
+ close2;
+ progressbar "ffff00",4;
+ set .@get_stone,rand(1,6);
+ if (.@get_stone < 4) {
+ mes "- You failed to mine minerals. -";
+ getitem 6078,1; //Stone_Fragments
+ close;
+ }
+ else {
+ mes "- You succeeded to mine minerals. -";
+ emotion e_ic,1;
+ set .@stst,rand(1,5);
+ if (.@stst == 5) {
+ getitem 6077,5; //Rough_Mineral
+ }
+ else if (.@stst == 1) {
+ getitem 6077,1; //Rough_Mineral
+ }
+ else {
+ getitem 6077,2; //Rough_Mineral
+ }
+ close2;
+ donpcevent "#mj01_02_t::OnEnable";
+ disablenpc "#mj01_02";
+ end;
+ }
+ case 2:
+ mes "- You decide to do nothing. -";
+ close;
+ }
+ }
+ else {
+ mes "- I think I have enough minerals. -";
+ close;
+ }
+ }
+ end;
+
+OnInit:
+ enablenpc "#mj01_02";
+ end;
+
+OnTouch:
+ if ((ep13_2_tre == 2) && (countitem(6076) == 1)) {
+ if (countitem(6077) < 10) {
+ specialeffect EF_COUPLECASTING;
+ }
+ }
+ end;
+}
+
+mjolnir_01,1,1,3 script #mj01_02_t 111,{
+OnEnable:
+ initnpctimer;
+ end;
+
+OnTimer60000:
+ enablenpc "#mj01_02";
+ stopnpctimer;
+ end;
+}
+
+mjolnir_02,313,289,0 script #mj02_find_1 -1,5,5,{
+ end;
+
+OnTouch:
+ if ((ep13_2_tre == 2) && (countitem(6076) == 1)) {
+ if (countitem(6077) < 10) {
+ mes "- Just arrived at Mt. Mjolnir. I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -";
+ next;
+ switch(select("Check current location.:Do nothing.")) {
+ case 1:
+ mes "- You pressed the button of the detector. -";
+ next;
+ mes "[Mineral Detector]";
+ mes "Bee beep -";
+ viewpoint 1,90,195,1,0x00FF00;
+ viewpoint 1,206,187,2,0x00FF00;
+ close;
+ case 2:
+ mes "- You decide to do nothing. -";
+ close;
+ }
+ }
+ }
+ end;
+}
+
+mjolnir_02,78,258,0 script #mj02_find_2 -1,5,5,{
+ end;
+
+OnTouch:
+ if ((ep13_2_tre == 2) && (countitem(6076) == 1)) {
+ if (countitem(6077) < 10) {
+ mes "- Just arrived at Mt. Mjolnir. I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -";
+ next;
+ switch(select("Check current location.:Do nothing.")) {
+ case 1:
+ mes "- You pressed the button of the detector. -";
+ next;
+ mes "[Mineral Detector]";
+ mes "Bee beep -";
+ viewpoint 1,90,195,1,0x00FF00;
+ viewpoint 1,206,187,2,0x00FF00;
+ close;
+ case 2:
+ mes "- You decide to do nothing. -";
+ close;
+ }
+ }
+ }
+ end;
+}
+
+mjolnir_02,90,195,3 script #mj02_01 111,5,10,{
+ if ((ep13_2_tre == 2) && (countitem(6076) == 1)) {
+ if (countitem(6077) < 10) {
+ mes "- I can see some different colored minerals where the detector pointed to. This must be the mineral that Mr. Lifeguard told me about. -";
+ next;
+ switch(select("Mine minerals.:Do nothing.")) {
+ case 1:
+ mes "Clang! Clang! Clang! Clang!";
+ close2;
+ progressbar "ffff00",4;
+ set .@get_stone,rand(1,6);
+ if (.@get_stone < 4) {
+ mes "- You failed to mine minerals. -";
+ getitem 6078,1; //Stone_Fragments
+ close;
+ }
+ else {
+ mes "- You succeeded to mine minerals. -";
+ emotion e_ic,1;
+ set .@stst,rand(1,5);
+ if (.@stst == 5) {
+ getitem 6077,5; //Rough_Mineral
+ }
+ else if (.@stst == 1) {
+ getitem 6077,1; //Rough_Mineral
+ }
+ else {
+ getitem 6077,2; //Rough_Mineral
+ }
+ close2;
+ donpcevent "#mj02_01_t::OnEnable";
+ disablenpc "#mj02_01";
+ end;
+ }
+ case 2:
+ mes "- You decide to do nothing. -";
+ close;
+ }
+ }
+ else {
+ mes "- I think I have enough minerals. -";
+ close;
+ }
+ }
+ end;
+
+OnInit:
+ enablenpc "#mj02_01";
+ end;
+
+OnTouch:
+ if ((ep13_2_tre == 2) && (countitem(6076) == 1)) {
+ if (countitem(6077) < 10) {
+ specialeffect EF_COUPLECASTING;
+ }
+ }
+ end;
+}
+
+mjolnir_02,1,1,3 script #mj02_01_t 111,{
+OnEnable:
+ initnpctimer;
+ end;
+
+OnTimer60000:
+ enablenpc "#mj02_01";
+ stopnpctimer;
+ end;
+}
+
+mjolnir_02,206,187,3 script #mj02_02 111,7,7,{
+ if ((ep13_2_tre == 2) && (countitem(6076) == 1)) {
+ if (countitem(6077) < 10) {
+ mes "- I can see some different colored minerals where the detector pointed to. This must be the mineral that Mr. Lifeguard told me about. -";
+ next;
+ switch(select("Mine minerals.:Do nothing.")) {
+ case 1:
+ mes "Clang! Clang! Clang! Clang!";
+ close2;
+ progressbar "ffff00",4;
+ set .@get_stone,rand(1,6);
+ if (.@get_stone < 4) {
+ mes "- You failed to mine minerals. -";
+ getitem 6078,1; //Stone_Fragments
+ close;
+ }
+ else {
+ mes "- You succeeded to mine minerals. -";
+ emotion e_ic,1;
+ set .@stst,rand(1,5);
+ if (.@stst == 5) {
+ getitem 6077,5; //Rough_Mineral
+ }
+ else if (.@stst == 1) {
+ getitem 6077,1; //Rough_Mineral
+ }
+ else {
+ getitem 6077,2; //Rough_Mineral
+ }
+ close2;
+ donpcevent "#mj02_02_t::OnEnable";
+ disablenpc "#mj02_02";
+ end;
+ }
+ case 2:
+ mes "- You decide to do nothing. -";
+ close;
+ }
+ }
+ else {
+ mes "- I think I have enough minerals. -";
+ close;
+ }
+ }
+ end;
+
+OnInit:
+ enablenpc "#mj02_02";
+ end;
+
+OnTouch:
+ if ((ep13_2_tre == 2) && (countitem(6076) == 1)) {
+ if (countitem(6077) < 10) {
+ specialeffect EF_COUPLECASTING;
+ }
+ }
+ end;
+}
+
+mjolnir_02,1,1,3 script #mj02_02_t 111,{
+OnEnable:
+ initnpctimer;
+ end;
+
+OnTimer60000:
+ enablenpc "#mj02_02";
+ stopnpctimer;
+ end;
+}
+
+mjolnir_03,76,258,0 script #mj03_find_1 -1,5,5,{
+ end;
+
+OnTouch:
+ if ((ep13_2_tre == 2) && (countitem(6076) == 1)) {
+ if (countitem(6077) < 10) {
+ mes "- Just arrived at Mt. Mjolnir. I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -";
+ next;
+ switch(select("Check current location.:Do nothing.")) {
+ case 1:
+ mes "- You pressed the button of the detector. -";
+ next;
+ mes "[Mineral Detector]";
+ mes "Bee beep -";
+ next;
+ mes "- Nothing's found. -";
+ close;
+ case 2:
+ mes "- You decide to do nothing. -";
+ close;
+ }
+ }
+ }
+ end;
+}
+
+mjolnir_03,227,204,0 script #mj03_find_2 -1,5,5,{
+ end;
+
+OnTouch:
+ if ((ep13_2_tre == 2) && (countitem(6076) == 1)) {
+ if (countitem(6077) < 10) {
+ mes "- Just arrived at Mt. Mjolnir. I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -";
+ next;
+ switch(select("Check current location.:Do nothing.")) {
+ case 1:
+ mes "- You pressed the button of the detector. -";
+ next;
+ mes "[Mineral Detector]";
+ mes "Bee beep -";
+ next;
+ mes "- Nothing's found. -";
+ close;
+ case 2:
+ mes "- You decide to do nothing. -";
+ close;
+ }
+ }
+ }
+ end;
+}
+
+mjolnir_04,147,208,0 script #mj04_find_1 -1,5,5,{
+ end;
+
+OnTouch:
+ if ((ep13_2_tre == 2) && (countitem(6076) == 1)) {
+ if (countitem(6077) < 10) {
+ mes "- Just arrived at Mt. Mjolnir. I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -";
+ next;
+ switch(select("Check current location.:Do nothing.")) {
+ case 1:
+ mes "- You pressed the button of the detector. -";
+ next;
+ mes "[Mineral Detector]";
+ mes "Bee beep -";
+ viewpoint 1,125,380,1,0x00FF00;
+ viewpoint 1,220,130,2,0x00FF00;
+ close;
+ case 2:
+ mes "- You decide to do nothing. -";
+ close;
+ }
+ }
+ }
+ end;
+}
+
+mjolnir_04,160,77,0 script #mj04_find_2 -1,5,5,{
+ end;
+
+OnTouch:
+ if ((ep13_2_tre == 2) && (countitem(6076) == 1)) {
+ if (countitem(6077) < 10) {
+ mes "- Just arrived at Mt. Mjolnir. I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -";
+ next;
+ switch(select("Check current location.:Do nothing.")) {
+ case 1:
+ mes "- You pressed the button of the detector. -";
+ next;
+ mes "[Mineral Detector]";
+ mes "Bee beep -";
+ viewpoint 1,125,380,1,0x00FF00;
+ viewpoint 1,220,130,2,0x00FF00;
+ close;
+ case 2:
+ mes "- You decide to do nothing. -";
+ close;
+ }
+ }
+ }
+ end;
+}
+
+mjolnir_04,361,174,0 script #mj04_find_3 -1,5,5,{
+ end;
+
+OnTouch:
+ if ((ep13_2_tre == 2) && (countitem(6076) == 1)) {
+ if (countitem(6077) < 10) {
+ mes "- Just arrived at Mt. Mjolnir. I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -";
+ next;
+ switch(select("Check current location.:Do nothing.")) {
+ case 1:
+ mes "- You pressed the button of the detector. -";
+ next;
+ mes "[Mineral Detector]";
+ mes "Bee beep -";
+ viewpoint 1,125,380,1,0x00FF00;
+ viewpoint 1,220,130,2,0x00FF00;
+ close;
+ case 2:
+ mes "- You decide to do nothing. -";
+ close;
+ }
+ }
+ }
+ end;
+}
+
+mjolnir_04,125,380,3 script #mj04_01 111,7,7,{
+ if ((ep13_2_tre == 2) && (countitem(6076) == 1)) {
+ if (countitem(6077) < 10) {
+ mes "- I can see some different colored minerals where the detector pointed to. This must be the mineral that Mr. Lifeguard told me about. -";
+ next;
+ switch(select("Mine minerals.:Do nothing.")) {
+ case 1:
+ mes "Clang! Clang! Clang! Clang!";
+ close2;
+ progressbar "ffff00",4;
+ set .@get_stone,rand(1,6);
+ if (.@get_stone < 4) {
+ mes "- You failed to mine minerals. -";
+ getitem 6078,1; //Stone_Fragments
+ close;
+ }
+ else {
+ mes "- You succeeded to mine minerals. -";
+ emotion e_ic,1;
+ set .@stst,rand(1,5);
+ if (.@stst == 5) {
+ getitem 6077,5; //Rough_Mineral
+ }
+ else if (.@stst == 1) {
+ getitem 6077,1; //Rough_Mineral
+ }
+ else {
+ getitem 6077,2; //Rough_Mineral
+ }
+ close2;
+ donpcevent "#mj04_01_t::OnEnable";
+ disablenpc "#mj04_01";
+ end;
+ }
+ case 2:
+ mes "- You decide to do nothing. -";
+ close;
+ }
+ }
+ else {
+ mes "- I think I have enough minerals. -";
+ close;
+ }
+ }
+ end;
+
+OnInit:
+ enablenpc "#mj04_01";
+ end;
+
+OnTouch:
+ if ((ep13_2_tre == 2) && (countitem(6076) == 1)) {
+ if (countitem(6077) < 10) {
+ specialeffect EF_COUPLECASTING;
+ }
+ }
+ end;
+}
+
+mjolnir_04,1,1,3 script #mj04_01_t 111,{
+OnEnable:
+ initnpctimer;
+ end;
+
+OnTimer60000:
+ enablenpc "#mj04_01";
+ stopnpctimer;
+ end;
+}
+
+mjolnir_04,220,130,3 script #mj04_02 111,7,7,{
+ if ((ep13_2_tre == 2) && (countitem(6076) == 1)) {
+ if (countitem(6077) < 10) {
+ mes "- I can see some different colored minerals where the detector pointed to. This must be the mineral that Mr. Lifeguard told me about. -";
+ next;
+ switch(select("Mine minerals.:Do nothing.")) {
+ case 1:
+ mes "Clang! Clang! Clang! Clang!";
+ close2;
+ progressbar "ffff00",4;
+ set .@get_stone,rand(1,6);
+ if (.@get_stone < 4) {
+ mes "- You failed to mine minerals. -";
+ getitem 6078,1; //Stone_Fragments
+ close;
+ }
+ else {
+ mes "- You succeeded to mine minerals. -";
+ emotion e_ic,1;
+ set .@stst,rand(1,5);
+ if (.@stst == 5) {
+ getitem 6077,5; //Rough_Mineral
+ }
+ else if (.@stst == 1) {
+ getitem 6077,1; //Rough_Mineral
+ }
+ else {
+ getitem 6077,2; //Rough_Mineral
+ }
+ close2;
+ donpcevent "#mj04_02_t::OnEnable";
+ disablenpc "#mj04_02";
+ end;
+ }
+ break;
+ case 2:
+ mes "- You decide to do nothing. -";
+ close;
+ }
+ }
+ else {
+ mes "- I think I have enough minerals. -";
+ close;
+ }
+ }
+ end;
+
+OnInit:
+ enablenpc "#mj04_02";
+ end;
+
+OnTouch:
+ if ((ep13_2_tre == 2) && (countitem(6076) == 1)) {
+ if (countitem(6077) < 10) {
+ specialeffect EF_COUPLECASTING;
+ }
+ }
+ end;
+}
+
+mjolnir_04,1,1,3 script #mj04_02_t 111,{
+OnEnable:
+ initnpctimer;
+ end;
+
+OnTimer60000:
+ enablenpc "#mj04_02";
+ stopnpctimer;
+ end;
+}
+
+mjolnir_05,82,171,0 script #mj05_find_1 -1,5,5,{
+ end;
+
+OnTouch:
+ if ((ep13_2_tre == 2) && (countitem(6076) == 1)) {
+ if (countitem(6077) < 10) {
+ mes "- Just arrived at Mt. Mjolnir. I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -";
+ next;
+ switch(select("Check current location.:Do nothing.")) {
+ case 1:
+ mes "- You pressed the button of the detector. -";
+ next;
+ mes "[Mineral Detector]";
+ mes "Bee beep -";
+ next;
+ mes "- Nothing's found. -";
+ close;
+ case 2:
+ mes "- You decide to do nothing. -";
+ close;
+ }
+ }
+ }
+ end;
+}
+
+mjolnir_05,219,375,0 script #mj05_find_2 -1,5,5,{
+ end;
+
+OnTouch:
+ if ((ep13_2_tre == 2) && (countitem(6076) == 1)) {
+ if (countitem(6077) < 10) {
+ mes "- Just arrived at Mt. Mjolnir. I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -";
+ next;
+ switch(select("Check current location.:Do nothing.")) {
+ case 1:
+ mes "- You pressed the button of the detector. -";
+ next;
+ mes "[Mineral Detector]";
+ mes "Bee beep -";
+ next;
+ mes "- Nothing's found. -";
+ close;
+ case 2:
+ mes "- You decide to do nothing. -";
+ close;
+ }
+ }
+ }
+ end;
+}
+
+mjolnir_06,28,332,0 script #mj06_find_1 -1,5,5,{
+ end;
+
+OnTouch:
+ if ((ep13_2_tre == 2) && (countitem(6076) == 1)) {
+ if (countitem(6077) < 10) {
+ mes "- Just arrived at Mt. Mjolnir. I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -";
+ next;
+ switch(select("Check current location.:Do nothing.")) {
+ case 1:
+ mes "- You pressed the button of the detector. -";
+ next;
+ mes "[Mineral Detector]";
+ mes "Bee beep -";
+ next;
+ mes "- Nothing's found. -";
+ close;
+ case 2:
+ mes "- You decide to do nothing. -";
+ close;
+ }
+ }
+ }
+ end;
+}
+
+mjolnir_06,275,50,0 script #mj06_find_2 -1,5,5,{
+ end;
+
+OnTouch:
+ if ((ep13_2_tre == 2) && (countitem(6076) == 1)) {
+ if (countitem(6077) < 10) {
+ mes "- Just arrived at Mt. Mjolnir. I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -";
+ next;
+ switch(select("Check current location.:Do nothing.")) {
+ case 1:
+ mes "- You pressed the button of the detector. -";
+ next;
+ mes "[Mineral Detector]";
+ mes "Bee beep -";
+ next;
+ mes "- Nothing's found. -";
+ close;
+ case 2:
+ mes "- You decide to do nothing. -";
+ close;
+ }
+ }
+ }
+ end;
+}
+
+mjolnir_06,371,78,0 script #mj06_find_3 -1,5,5,{
+ end;
+
+OnTouch:
+ if ((ep13_2_tre == 2) && (countitem(6076) == 1)) {
+ if (countitem(6077) < 10) {
+ mes "- Just arrived at Mt. Mjolnir. I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -";
+ next;
+ switch(select("Check current location.:Do nothing.")) {
+ case 1:
+ mes "- You pressed the button of the detector. -";
+ next;
+ mes "[Mineral Detector]";
+ mes "Bee beep -";
+ next;
+ mes "- Nothing's found. -";
+ close;
+ case 2:
+ mes "- You decide to do nothing. -";
+ close;
+ }
+ }
+ }
+ end;
+}
+
+mjolnir_07,26,373,0 script #mj07_find_1 -1,5,5,{
+ end;
+
+OnTouch:
+ if ((ep13_2_tre == 2) && (countitem(6076) == 1)) {
+ if (countitem(6077) < 10) {
+ mes "- Just arrived at Mt. Mjolnir. I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -";
+ next;
+ switch(select("Check current location.:Do nothing.")) {
+ case 1:
+ mes "- You pressed the button of the detector. -";
+ next;
+ mes "[Mineral Detector]";
+ mes "Bee beep -";
+ next;
+ mes "- Nothing's found. -";
+ close;
+ case 2:
+ mes "- You decide to do nothing. -";
+ close;
+ }
+ }
+ }
+ end;
+}
+
+mjolnir_07,214,373,0 script #mj07_find_2 -1,5,5,{
+ end;
+
+OnTouch:
+ if ((ep13_2_tre == 2) && (countitem(6076) == 1)) {
+ if (countitem(6077) < 10) {
+ mes "- Just arrived at Mt. Mjolnir. I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -";
+ next;
+ switch(select("Check current location.:Do nothing.")) {
+ case 1:
+ mes "- You pressed the button of the detector. -";
+ next;
+ mes "[Mineral Detector]";
+ mes "Bee beep -";
+ next;
+ mes "- Nothing's found. -";
+ close;
+ case 2:
+ mes "- You decide to do nothing. -";
+ close;
+ }
+ }
+ }
+ end;
+}
+
+mjolnir_07,372,355,0 script #mj07_find_3 -1,5,5,{
+ end;
+
+OnTouch:
+ if ((ep13_2_tre == 2) && (countitem(6076) == 1)) {
+ if (countitem(6077) < 10) {
+ mes "- Just arrived at Mt. Mjolnir. I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -";
+ next;
+ switch(select("Check current location.:Do nothing.")) {
+ case 1:
+ mes "- You pressed the button of the detector. -";
+ next;
+ mes "[Mineral Detector]";
+ mes "Bee beep -";
+ next;
+ mes "- Nothing's found. -";
+ close;
+ case 2:
+ mes "- You decide to do nothing. -";
+ close;
+ }
+ }
+ }
+ end;
+}
+
+mjolnir_07,375,233,0 script #mj07_find_4 -1,5,5,{
+ end;
+
+OnTouch:
+ if ((ep13_2_tre == 2) && (countitem(6076) == 1)) {
+ if (countitem(6077) < 10) {
+ mes "- Just arrived at Mt. Mjolnir. I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -";
+ next;
+ switch(select("Check current location.:Do nothing.")) {
+ case 1:
+ mes "- You pressed the button of the detector. -";
+ next;
+ mes "[Mineral Detector]";
+ mes "Bee beep -";
+ next;
+ mes "- Nothing's found. -";
+ close;
+ case 2:
+ mes "- You decide to do nothing. -";
+ close;
+ }
+ }
+ }
+ end;
+}
+
+mjolnir_07,26,78,0 script #mj07_find_5 -1,5,5,{
+ end;
+
+OnTouch:
+ if ((ep13_2_tre == 2) && (countitem(6076) == 1)) {
+ if (countitem(6077) < 10) {
+ mes "- Just arrived at Mt. Mjolnir. I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -";
+ next;
+ switch(select("Check current location.:Do nothing.")) {
+ case 1:
+ mes "- You pressed the button of the detector. -";
+ next;
+ mes "[Mineral Detector]";
+ mes "Bee beep -";
+ next;
+ mes "- Nothing's found. -";
+ close;
+ case 2:
+ mes "- You decide to do nothing. -";
+ close;
+ }
+ }
+ }
+ end;
+}
+
+mjolnir_07,157,25,0 script #mj07_find_6 -1,5,5,{
+ end;
+
+OnTouch:
+ if ((ep13_2_tre == 2) && (countitem(6076) == 1)) {
+ if (countitem(6077) < 10) {
+ mes "- Just arrived at Mt. Mjolnir. I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -";
+ next;
+ switch(select("Check current location.:Do nothing.")) {
+ case 1:
+ mes "- You pressed the button of the detector. -";
+ next;
+ mes "[Mineral Detector]";
+ mes "Bee beep -";
+ next;
+ mes "- Nothing's found. -";
+ close;
+ case 2:
+ mes "- You decide to do nothing. -";
+ close;
+ }
+ }
+ }
+ end;
+}
+
+mjolnir_08,39,239,0 script #mj08_find_1 -1,5,5,{
+ end;
+
+OnTouch:
+ if ((ep13_2_tre == 2) && (countitem(6076) == 1)) {
+ if (countitem(6077) < 10) {
+ mes "- Just arrived at Mt. Mjolnir. I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -";
+ next;
+ switch(select("Check current location.:Do nothing.")) {
+ case 1:
+ mes "- You pressed the button of the detector. -";
+ next;
+ mes "[Mineral Detector]";
+ mes "Bee beep -";
+ next;
+ mes "- Nothing's found. -";
+ close;
+ case 2:
+ mes "- You decide to do nothing. -";
+ close;
+ }
+ }
+ }
+ end;
+}
+
+mjolnir_08,36,344,0 script #mj08_find_2 -1,5,5,{
+ end;
+
+OnTouch:
+ if ((ep13_2_tre == 2) && (countitem(6076) == 1)) {
+ if (countitem(6077) < 10) {
+ mes "- Just arrived at Mt. Mjolnir. I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -";
+ next;
+ switch(select("Check current location.:Do nothing.")) {
+ case 1:
+ mes "- You pressed the button of the detector. -";
+ next;
+ mes "[Mineral Detector]";
+ mes "Bee beep -";
+ next;
+ mes "- Nothing's found. -";
+ close;
+ case 2:
+ mes "- You decide to do nothing. -";
+ close;
+ }
+ }
+ }
+ end;
+}
+
+mjolnir_08,160,349,0 script #mj08_find_3 -1,5,5,{
+ end;
+
+OnTouch:
+ if ((ep13_2_tre == 2) && (countitem(6076) == 1)) {
+ if (countitem(6077) < 10) {
+ mes "- Just arrived at Mt. Mjolnir. I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -";
+ next;
+ switch(select("Check current location.:Do nothing.")) {
+ case 1:
+ mes "- You pressed the button of the detector. -";
+ next;
+ mes "[Mineral Detector]";
+ mes "Bee beep -";
+ next;
+ mes "- Nothing's found. -";
+ close;
+ case 2:
+ mes "- You decide to do nothing. -";
+ close;
+ }
+ }
+ }
+ end;
+}
+
+mjolnir_08,359,258,0 script #mj08_find_4 -1,5,5,{
+ end;
+
+OnTouch:
+ if ((ep13_2_tre == 2) && (countitem(6076) == 1)) {
+ if (countitem(6077) < 10) {
+ mes "- Just arrived at Mt. Mjolnir. I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -";
+ next;
+ switch(select("Check current location.:Do nothing.")) {
+ case 1:
+ mes "- You pressed the button of the detector. -";
+ next;
+ mes "[Mineral Detector]";
+ mes "Bee beep -";
+ next;
+ mes "- Nothing's found. -";
+ close;
+ case 2:
+ mes "- You decide to do nothing. -";
+ close;
+ }
+ }
+ }
+ end;
+}
+
+mjolnir_08,193,62,0 script #mj08_find_5 -1,5,5,{
+ end;
+
+OnTouch:
+ if ((ep13_2_tre == 2) && (countitem(6076) == 1)) {
+ if (countitem(6077) < 10) {
+ mes "- Just arrived at Mt. Mjolnir. I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -";
+ next;
+ switch(select("Check current location.:Do nothing.")) {
+ case 1:
+ mes "- You pressed the button of the detector. -";
+ next;
+ mes "[Mineral Detector]";
+ mes "Bee beep -";
+ next;
+ mes "- Nothing's found. -";
+ close;
+ case 2:
+ mes "- You decide to do nothing. -";
+ close;
+ }
+ }
+ }
+ end;
+}
+
+mjolnir_09,201,355,0 script #mj09_find_1 -1,5,5,{
+ end;
+
+OnTouch:
+ if ((ep13_2_tre == 2) && (countitem(6076) == 1)) {
+ if (countitem(6077) < 10) {
+ mes "- Just arrived at Mt. Mjolnir. I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -";
+ next;
+ switch(select("Check current location.:Do nothing.")) {
+ case 1:
+ mes "- You pressed the button of the detector. -";
+ next;
+ mes "[Mineral Detector]";
+ mes "Bee beep -";
+ viewpoint 1,229,214,1,0x00FF00;
+ close;
+ case 2:
+ mes "- You decide to do nothing. -";
+ close;
+ }
+ }
+ }
+ end;
+}
+
+mjolnir_09,38,243,0 script #mj09_find_2 -1,5,5,{
+ end;
+
+OnTouch:
+ if ((ep13_2_tre == 2) && (countitem(6076) == 1)) {
+ if (countitem(6077) < 10) {
+ mes "- Just arrived at Mt. Mjolnir. I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -";
+ next;
+ switch(select("Check current location.:Do nothing.")) {
+ case 1:
+ mes "- You pressed the button of the detector. -";
+ next;
+ mes "[Mineral Detector]";
+ mes "Bee beep -";
+ viewpoint 1,229,214,1,0x00FF00;
+ close;
+ case 2:
+ mes "- You decide to do nothing. -";
+ close;
+ }
+ }
+ }
+ end;
+}
+
+mjolnir_09,106,36,0 script #mj09_find_3 -1,5,5,{
+ end;
+
+OnTouch:
+ if ((ep13_2_tre == 2) && (countitem(6076) == 1)) {
+ if (countitem(6077) < 10) {
+ mes "- Just arrived at Mt. Mjolnir. I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -";
+ next;
+ switch(select("Check current location.:Do nothing.")) {
+ case 1:
+ mes "- You pressed the button of the detector. -";
+ next;
+ mes "[Mineral Detector]";
+ mes "Bee beep -";
+ viewpoint 1,229,214,1,0x00FF00;
+ close;
+ case 2:
+ mes "- You decide to do nothing. -";
+ close;
+ }
+ }
+ }
+ end;
+}
+
+mjolnir_09,306,36,0 script #mj09_find_4 -1,5,5,{
+ end;
+
+OnTouch:
+ if ((ep13_2_tre == 2) && (countitem(6076) == 1)) {
+ if (countitem(6077) < 10) {
+ mes "- Just arrived at Mt. Mjolnir. I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -";
+ next;
+ switch(select("Check current location.:Do nothing.")) {
+ case 1:
+ mes "- You pressed the button of the detector. -";
+ next;
+ mes "[Mineral Detector]";
+ mes "Bee beep -";
+ viewpoint 1,229,214,1,0x00FF00;
+ close;
+ case 2:
+ mes "- You decide to do nothing. -";
+ close;
+ }
+ }
+ }
+ end;
+}
+
+mjolnir_09,369,279,0 script #mj09_find_5 -1,5,5,{
+ end;
+
+OnTouch:
+ if ((ep13_2_tre == 2) && (countitem(6076) == 1)) {
+ if (countitem(6077) < 10) {
+ mes "- Just arrived at Mt. Mjolnir. I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -";
+ next;
+ switch(select("Check current location.:Do nothing.")) {
+ case 1:
+ mes "- You pressed the button of the detector. -";
+ next;
+ mes "[Mineral Detector]";
+ mes "Bee beep -";
+ viewpoint 1,229,214,1,0x00FF00;
+ close;
+ case 2:
+ mes "- You decide to do nothing. -";
+ close;
+ }
+ }
+ }
+ end;
+}
+
+mjolnir_09,229,214,3 script #mj09_01 111,10,10,{
+ if ((ep13_2_tre == 2) && (countitem(6076) == 1)) {
+ if (countitem(6077) < 10) {
+ mes "- I can see some different colored minerals where the detector pointed to. This must be the mineral that Mr. Lifeguard told me about. -";
+ next;
+ switch(select("Mine minerals.:Do nothing.")) {
+ case 1:
+ mes "Clang! Clang! Clang! Clang!";
+ close2;
+ progressbar "ffff00",4;
+ set .@get_stone,rand(1,6);
+ if (.@get_stone < 4) {
+ mes "- You failed to mine minerals. -";
+ getitem 6078,1; //Stone_Fragments
+ close;
+ }
+ else {
+ mes "- You succeeded to mine minerals. -";
+ emotion e_ic,1;
+ set .@stst,rand(1,5);
+ if (.@stst == 5) {
+ getitem 6077,5; //Rough_Mineral
+ }
+ else if (.@stst == 1) {
+ getitem 6077,1; //Rough_Mineral
+ }
+ else {
+ getitem 6077,2; //Rough_Mineral
+ }
+ close2;
+ donpcevent "#mj09_01_t::OnEnable";
+ disablenpc "#mj09_01";
+ end;
+ }
+ case 2:
+ mes "- You decide to do nothing. -";
+ close;
+ }
+ }
+ else {
+ mes "- I think I have enough minerals. -";
+ close;
+ }
+ }
+ end;
+
+OnInit:
+ enablenpc "#mj09_01";
+ end;
+
+OnTouch:
+ if ((ep13_2_tre == 2) && (countitem(6076) == 1)) {
+ if (countitem(6077) < 10) {
+ specialeffect EF_COUPLECASTING;
+ }
+ }
+ end;
+}
+
+mjolnir_09,1,1,3 script #mj09_01_t 111,{
+OnEnable:
+ initnpctimer;
+ end;
+
+OnTimer60000:
+ enablenpc "#mj09_01";
+ stopnpctimer;
+ end;
+}
+
+mjolnir_10,201,355,0 script #mj10_find_1 -1,5,5,{
+ end;
+
+OnTouch:
+ if ((ep13_2_tre == 2) && (countitem(6076) == 1)) {
+ if (countitem(6077) < 10) {
+ mes "- Just arrived at Mt. Mjolnir. I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -";
+ next;
+ switch(select("Check current location.:Do nothing.")) {
+ case 1:
+ mes "- You pressed the button of the detector. -";
+ next;
+ mes "[Mineral Detector]";
+ mes "Bee beep -";
+ viewpoint 1,188,260,1,0x00FF00;
+ close;
+ case 2:
+ mes "- You decide to do nothing. -";
+ close;
+ }
+ }
+ }
+ end;
+}
+
+mjolnir_10,374,215,0 script #mj10_find_2 -1,5,5,{
+ end;
+
+OnTouch:
+ if ((ep13_2_tre == 2) && (countitem(6076) == 1)) {
+ if (countitem(6077) < 10) {
+ mes "- Just arrived at Mt. Mjolnir. I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -";
+ next;
+ switch(select("Check current location.:Do nothing.")) {
+ case 1:
+ mes "- You pressed the button of the detector. -";
+ next;
+ mes "[Mineral Detector]";
+ mes "Bee beep -";
+ viewpoint 1,188,260,1,0x00FF00;
+ close;
+ case 2:
+ mes "- You decide to do nothing. -";
+ close;
+ }
+ }
+ }
+ end;
+}
+
+mjolnir_10,272,20,0 script #mj10_find_3 -1,5,5,{
+ end;
+
+OnTouch:
+ if ((ep13_2_tre == 2) && (countitem(6076) == 1)) {
+ if (countitem(6077) < 10) {
+ mes "- Just arrived at Mt. Mjolnir. I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -";
+ next;
+ switch(select("Check current location.:Do nothing.")) {
+ case 1:
+ mes "- You pressed the button of the detector. -";
+ next;
+ mes "[Mineral Detector]";
+ mes "Bee beep -";
+ viewpoint 1,188,260,1,0x00FF00;
+ close;
+ case 2:
+ mes "- You decide to do nothing. -";
+ close;
+ }
+ }
+ }
+ end;
+}
+
+mjolnir_10,75,22,0 script #mj10_find_4 -1,5,5,{
+ end;
+
+OnTouch:
+ if ((ep13_2_tre == 2) && (countitem(6076) == 1)) {
+ if (countitem(6077) < 10) {
+ mes "- Just arrived at Mt. Mjolnir. I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -";
+ next;
+ switch(select("Check current location.:Do nothing.")) {
+ case 1:
+ mes "- You pressed the button of the detector. -";
+ next;
+ mes "[Mineral Detector]";
+ mes "Bee beep -";
+ viewpoint 1,188,260,1,0x00FF00;
+ close;
+ case 2:
+ mes "- You decide to do nothing. -";
+ close;
+ }
+ }
+ }
+ end;
+}
+
+mjolnir_10,27,258,0 script #mj10_find_5 -1,5,5,{
+ end;
+
+OnTouch:
+ if ((ep13_2_tre == 2) && (countitem(6076) == 1)) {
+ if (countitem(6077) < 10) {
+ mes "- Just arrived at Mt. Mjolnir. I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -";
+ next;
+ switch(select("Check current location.:Do nothing.")) {
+ case 1:
+ mes "- You pressed the button of the detector. -";
+ next;
+ mes "[Mineral Detector]";
+ mes "Bee beep -";
+ viewpoint 1,229,214,1,0x00FF00;
+ close;
+ case 2:
+ mes "- You decide to do nothing. -";
+ close;
+ }
+ }
+ }
+ end;
+}
+
+mjolnir_10,188,260,3 script #mj10_01 111,10,10,{
+ if ((ep13_2_tre == 2) && (countitem(6076) == 1)) {
+ if (countitem(6077) < 10) {
+ mes "- I can see some different colored minerals where the detector pointed to. This must be the mineral that Mr. Lifeguard told me about. -";
+ next;
+ switch(select("Mine minerals.:Do nothing.")) {
+ case 1:
+ mes "Clang! Clang! Clang! Clang!";
+ close2;
+ progressbar "ffff00",4;
+ set .@get_stone,rand(1,6);
+ if (.@get_stone < 4) {
+ mes "- You failed to mine minerals. -";
+ getitem 6078,1; //Stone_Fragments
+ }
+ else {
+ mes "- You succeeded to mine minerals. -";
+ emotion e_ic,1;
+ set .@stst,rand(1,5);
+ if (.@stst == 5) {
+ getitem 6077,5; //Rough_Mineral
+ }
+ else if (.@stst == 1) {
+ getitem 6077,1; //Rough_Mineral
+ }
+ else {
+ getitem 6077,2; //Rough_Mineral
+ }
+
+ close2;
+ donpcevent "#mj10_01_t::OnEnable";
+ disablenpc "#mj10_01";
+ end;
+ }
+ case 2:
+ mes "- You decide to do nothing. -";
+ close;
+ }
+ }
+ else {
+ mes "- I think I have enough minerals. -";
+ close;
+ }
+ }
+ end;
+
+OnInit:
+ enablenpc "#mj10_01";
+ end;
+
+OnTouch:
+ if ((ep13_2_tre == 2) && (countitem(6076) == 1)) {
+ if (countitem(6077) < 10) {
+ specialeffect EF_COUPLECASTING;
+ }
+ }
+ end;
+}
+
+mjolnir_10,1,1,3 script #mj10_01_t 111,{
+OnEnable:
+ initnpctimer;
+ end;
+
+OnTimer60000:
+ enablenpc "#mj10_01";
+ stopnpctimer;
+ end;
+}
+
+mjolnir_11,29,220,0 script #mj11_find_1 -1,5,5,{
+ end;
+
+OnTouch:
+ if ((ep13_2_tre == 2) && (countitem(6076) == 1)) {
+ if (countitem(6077) < 10) {
+ mes "- Just arrived at Mt. Mjolnir. I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -";
+ next;
+ switch(select("Check current location.:Do nothing.")) {
+ case 1:
+ mes "- You pressed the button of the detector. -";
+ mes "[Mineral Detector]";
+ mes "Bee beep -";
+ next;
+ mes "- Nothing's found. -";
+ close;
+ case 2:
+ mes "- You decide to do nothing. -";
+ close;
+ }
+ }
+ }
+ end;
+}
+
+mjolnir_11,175,29,0 script #mj11_find_2 -1,5,5,{
+ end;
+
+OnTouch:
+ if ((ep13_2_tre == 2) && (countitem(6076) == 1)) {
+ if (countitem(6077) < 10) {
+ mes "- Just arrived at Mt. Mjolnir. I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -";
+ next;
+ switch(select("Check current location.:Do nothing.")) {
+ case 1:
+ mes "- You pressed the button of the detector. -";
+ next;
+ mes "[Mineral Detector]";
+ mes "Bee beep -";
+ next;
+ mes "- Nothing's found. -";
+ close;
+ case 2:
+ mes "- You decide to do nothing. -";
+ close;
+ }
+ }
+ }
+ end;
+}
+
+mjolnir_12,199,370,0 script #mj12_find_1 -1,5,5,{
+ end;
+
+OnTouch:
+ if ((ep13_2_tre == 2) && (countitem(6076) == 1)) {
+ if (countitem(6077) < 10) {
+ mes "- Just arrived at Mt. Mjolnir. I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -";
+ next;
+ switch(select("Check current location.:Do nothing.")) {
+ case 1:
+ mes "- You pressed the button of the detector. -";
+ mes "[Mineral Detector]";
+ mes "Bee beep -";
+ next;
+ mes "- Nothing's found. -";
+ close;
+ case 2:
+ mes "- You decide to do nothing. -";
+ close;
+ }
+ }
+ }
+ end;
+}
+
+mjolnir_12,44,25,0 script #mj12_find_2 -1,5,5,{
+ end;
+
+OnTouch:
+ if ((ep13_2_tre == 2) && (countitem(6076) == 1)) {
+ if (countitem(6077) < 10) {
+ mes "- Just arrived at Mt. Mjolnir. I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -";
+ next;
+ switch(select("Check current location.:Do nothing.")) {
+ case 1:
+ mes "- You pressed the button of the detector. -";
+ next;
+ mes "[Mineral Detector]";
+ mes "Bee beep -";
+ next;
+ mes "- Nothing's found. -";
+ close;
+ case 2:
+ mes "- You decide to do nothing. -";
+ close;
+ }
+ }
+ }
+ end;
+}
+
+mjolnir_12,220,37,0 script #mj12_find_3 -1,5,5,{
+ end;
+
+OnTouch:
+ if ((ep13_2_tre == 2) && (countitem(6076) == 1)) {
+ if (countitem(6077) < 10) {
+ mes "- Just arrived at Mt. Mjolnir. I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -";
+ next;
+ switch(select("Check current location.:Do nothing.")) {
+ case 1:
+ mes "- You pressed the button of the detector. -";
+ next;
+ mes "[Mineral Detector]";
+ mes "Bee beep -";
+ next;
+ mes "- Nothing's found. -";
+ close;
+ case 2:
+ mes "- You decide to do nothing. -";
+ close;
+ }
+ }
+ }
+ end;
+}
+
+hu_fild05,335,152,0 script #hu_find_1 -1,5,5,{
+ end;
+
+OnTouch:
+ if ((ep13_2_tre == 3) && (countitem(6076) == 1)) {
+ if (countitem(6077) < 5) {
+ mes "- Just arrived at Abyss Lake. I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -";
+ next;
+ switch(select("Check current location.:Do nothing.")) {
+ case 1:
+ mes "- You pressed the button of the detector. -";
+ next;
+ mes "[Mineral Detector]";
+ mes "Bee beep -";
+ viewpoint 1,251,345,1,0x00FF00;
+ viewpoint 1,134,322,2,0x00FF00;
+ viewpoint 1,72,104,3,0x00FF00;
+ viewpoint 1,65,99,4,0x00FF00;
+ viewpoint 1,323,84,5,0x00FF00;
+ close;
+ case 2:
+ mes "- You decide to do nothing. -";
+ close;
+ }
+ }
+ }
+ end;
+}
+
+hu_fild05,89,52,0 script #hu_find_2 -1,5,5,{
+ end;
+
+OnTouch:
+ if ((ep13_2_tre == 3) && (countitem(6076) == 1)) {
+ if (countitem(6077) < 5) {
+ mes "- Just arrived at Abyss Lake. I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -";
+ next;
+ switch(select("Check current location.:Do nothing.")) {
+ case 1:
+ mes "- You pressed the button of the detector. -";
+ next;
+ mes "[Mineral Detector]";
+ mes "Bee beep -";
+ viewpoint 1,251,345,1,0x00FF00;
+ viewpoint 1,134,322,2,0x00FF00;
+ viewpoint 1,72,104,3,0x00FF00;
+ viewpoint 1,65,99,4,0x00FF00;
+ viewpoint 1,323,84,5,0x00FF00;
+ close;
+ case 2:
+ mes "- You decide to do nothing. -";
+ close;
+ }
+ }
+ }
+ end;
+}
+
+hu_fild05,42,205,0 script #hu_find_3 -1,5,5,{
+ end;
+
+OnTouch:
+ if ((ep13_2_tre == 3) && (countitem(6076) == 1)) {
+ if (countitem(6077) < 5) {
+ mes "- Just arrived at Abyss Lake. I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -";
+ next;
+ switch(select("Check current location.:Do nothing.")) {
+ case 1:
+ mes "- You pressed the button of the detector. -";
+ next;
+ mes "[Mineral Detector]";
+ mes "Bee beep -";
+ viewpoint 1,251,345,1,0x00FF00;
+ viewpoint 1,134,322,2,0x00FF00;
+ viewpoint 1,72,104,3,0x00FF00;
+ viewpoint 1,65,99,4,0x00FF00;
+ viewpoint 1,323,84,5,0x00FF00;
+ close;
+ case 2:
+ mes "- You decide to do nothing. -";
+ close;
+ }
+ }
+ }
+ end;
+}
+
+hu_fild05,276,349,0 script #hu_find_4 -1,5,5,{
+ end;
+
+OnTouch:
+ if ((ep13_2_tre == 3) && (countitem(6076) == 1)) {
+ if (countitem(6077) < 5) {
+ mes "- Just arrived at Abyss Lake. I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -";
+ next;
+ switch(select("Check current location.:Do nothing.")) {
+ case 1:
+ mes "- You pressed the button of the detector. -";
+ next;
+ mes "[Mineral Detector]";
+ mes "Bee beep -";
+ viewpoint 1,251,345,1,0x00FF00;
+ viewpoint 1,134,322,2,0x00FF00;
+ viewpoint 1,72,104,3,0x00FF00;
+ viewpoint 1,65,99,4,0x00FF00;
+ viewpoint 1,323,84,5,0x00FF00;
+ close;
+ case 2:
+ mes "- You decide to do nothing. -";
+ close;
+ }
+ }
+ }
+ end;
+}
+
+hu_fild05,251,345,3 script #hu_01 111,10,10,{
+ if ((ep13_2_tre == 3) && (countitem(6076) == 1)) {
+ if (countitem(6077) < 5) {
+ mes "- I can see some different colored minerals where the detector pointed to. This must be the mineral that Mr. Lifeguard told me about. -";
+ next;
+ switch(select("Mine minerals.:Do nothing.")) {
+ case 1:
+ mes "Clang! Clang! Clang! Clang!";
+ close2;
+ progressbar "ffff00",4;
+ set .@get_stone,rand(1,6);
+ if (.@get_stone < 4) {
+ mes "- You failed to mine minerals. -";
+ getitem 6078,1; //Stone_Fragments
+ close;
+ }
+ else {
+ mes "- You succeeded to mine minerals. -";
+ emotion e_ic,1;
+ set .@stst,rand(1,5);
+ if (.@stst == 5) {
+ getitem 6077,5; //Rough_Mineral
+ }
+ else if (.@stst == 1) {
+ getitem 6077,2; //Rough_Mineral
+ }
+ else {
+ getitem 6077,1; //Rough_Mineral
+ }
+ donpcevent "#hu_01_t::OnEnable";
+ disablenpc "#hu_01";
+ close;
+ }
+ case 2:
+ mes "- You decide to do nothing. -";
+ close;
+ }
+ }
+ else {
+ mes "- I think I have enough minerals. -";
+ close;
+ }
+ }
+ end;
+
+OnInit:
+ enablenpc "#hu_01";
+ end;
+
+OnTouch:
+ if ((ep13_2_tre == 3) && (countitem(6076) == 1)) {
+ if (countitem(6077) < 5) {
+ specialeffect EF_COUPLECASTING;
+ }
+ }
+ end;
+}
+
+hu_fild05,1,1,3 script #hu_01_t 111,{
+OnEnable:
+ initnpctimer;
+ end;
+
+OnTimer60000:
+ enablenpc "#hu_01";
+ stopnpctimer;
+ end;
+}
+hu_fild05,134,322,3 script #hu_02 111,10,10,{
+ if ((ep13_2_tre == 3) && (countitem(6076) == 1)) {
+ if (countitem(6077) < 5) {
+ mes "- I can see some different colored minerals where the detector pointed to. This must be the mineral that Mr. Lifeguard told me about. -";
+ next;
+ switch(select("Mine minerals.:Do nothing.")) {
+ case 1:
+ mes "Clang! Clang! Clang! Clang!";
+ close2;
+ progressbar "ffff00",4;
+ set .@get_stone,rand(1,6);
+ if (.@get_stone < 4) {
+ mes "- You failed to mine minerals. -";
+ getitem 6078,1; //Stone_Fragments
+ close;
+ }
+ else {
+ mes "- You succeeded to mine minerals. -";
+ emotion e_ic,1;
+ set .@stst,rand(1,5);
+ if (.@stst == 5) {
+ getitem 6077,5; //Rough_Mineral
+ }
+ else if (.@stst == 1) {
+ getitem 6077,2; //Rough_Mineral
+ }
+ else {
+ getitem 6077,1; //Rough_Mineral
+ }
+ donpcevent "#hu_02_t::OnEnable";
+ disablenpc "#hu_02";
+ close;
+ }
+ case 2:
+ mes "- You decide to do nothing. -";
+ close;
+ }
+ }
+ else {
+ mes "- I think I have enough minerals. -";
+ close;
+ }
+ }
+ end;
+
+OnInit:
+ enablenpc "#hu_02";
+ end;
+
+OnTouch:
+ if ((ep13_2_tre == 3) && (countitem(6076) == 1)) {
+ if (countitem(6077) < 5) {
+ specialeffect EF_COUPLECASTING;
+ }
+ }
+ end;
+
+}
+
+hu_fild05,1,1,3 script #hu_02_t 111,{
+OnEnable:
+ initnpctimer;
+ end;
+
+OnTimer60000:
+ enablenpc "#hu_02";
+ stopnpctimer;
+ end;
+}
+
+hu_fild05,72,104,3 script #hu_03 111,10,10,{
+ if ((ep13_2_tre == 3) && (countitem(6076) == 1)) {
+ if (countitem(6077) < 5) {
+ mes "- I can see some different colored minerals where the detector pointed to. This must be the mineral that Mr. Lifeguard told me about. -";
+ next;
+ switch(select("Mine minerals.:Do nothing.")) {
+ case 1:
+ mes "Clang! Clang! Clang! Clang!";
+ close2;
+ progressbar "ffff00",4;
+ set .@get_stone,rand(1,6);
+ if (.@get_stone < 4) {
+ mes "- You failed to mine minerals. -";
+ getitem 6078,1; //Stone_Fragments
+ close;
+ }
+ else {
+ mes "- You succeeded to mine minerals. -";
+ emotion e_ic,1;
+ set .@stst,rand(1,5);
+ if (.@stst == 5) {
+ getitem 6077,5; //Rough_Mineral
+ }
+ else if (.@stst == 1) {
+ getitem 6077,2; //Rough_Mineral
+ }
+ else {
+ getitem 6077,1; //Rough_Mineral
+ }
+ donpcevent "#hu_03_t::OnEnable";
+ disablenpc "#hu_03";
+ close;
+ }
+ case 2:
+ mes "- You decide to do nothing. -";
+ close;
+ }
+ }
+ else {
+ mes "- I think I have enough minerals. -";
+ close;
+ }
+ }
+ end;
+
+OnInit:
+ enablenpc "#hu_03";
+ end;
+
+OnTouch:
+ if ((ep13_2_tre == 3) && (countitem(6076) == 1)) {
+ if (countitem(6077) < 5) {
+ specialeffect EF_COUPLECASTING;
+ }
+ }
+ end;
+}
+
+hu_fild05,1,1,3 script #hu_03_t 111,{
+OnEnable:
+ initnpctimer;
+ end;
+
+OnTimer60000:
+ enablenpc "#hu_03";
+ stopnpctimer;
+ end;
+}
+
+hu_fild05,65,99,3 script #hu_04 111,10,10,{
+ if ((ep13_2_tre == 3) && (countitem(6076) == 1)) {
+ if (countitem(6077) < 5) {
+ mes "- I can see some different colored minerals where the detector pointed to. This must be the mineral that Mr. Lifeguard told me about. -";
+ next;
+ switch(select("Mine minerals.:Do nothing.")) {
+ case 1:
+ mes "Clang! Clang! Clang! Clang!";
+ close2;
+ progressbar "ffff00",4;
+ set .@get_stone,rand(1,6);
+ if (.@get_stone < 4) {
+ mes "- You failed to mine minerals. -";
+ getitem 6078,1; //Stone_Fragments
+ close;
+ }
+ else {
+ mes "- You succeeded to mine minerals. -";
+ emotion e_ic,1;
+ set .@stst,rand(1,5);
+ if (.@stst == 5) {
+ getitem 6077,5; //Rough_Mineral
+ }
+ else if (.@stst == 1) {
+ getitem 6077,2; //Rough_Mineral
+ }
+ else {
+ getitem 6077,1; //Rough_Mineral
+ }
+ donpcevent "#hu_04_t::OnEnable";
+ disablenpc "#hu_04";
+ }
+ case 2:
+ mes "- You decide to do nothing. -";
+ close;
+ }
+ }
+ else {
+ mes "- I think I have enough minerals. -";
+ close;
+ }
+ }
+ end;
+
+OnInit:
+ enablenpc "#hu_04";
+ end;
+
+OnTouch:
+ if ((ep13_2_tre == 3) && (countitem(6076) == 1)) {
+ if (countitem(6077) < 5) {
+ specialeffect EF_COUPLECASTING;
+ }
+ }
+ end;
+}
+
+hu_fild05,1,1,3 script #hu_04_t 111,{
+OnEnable:
+ initnpctimer;
+ end;
+
+OnTimer60000:
+ enablenpc "#hu_04";
+ stopnpctimer;
+ end;
+}
+hu_fild05,323,84,3 script #hu_05 111,10,10,{
+ if ((ep13_2_tre == 3) && (countitem(6076) == 1)) {
+ if (countitem(6077) < 5) {
+ mes "- I can see some different colored minerals where the detector pointed to. This must be the mineral that Mr. Lifeguard told me about. -";
+ next;
+ switch(select("Mine minerals.:Do nothing.")) {
+ case 1:
+ mes "Clang! Clang! Clang! Clang!";
+ close2;
+ progressbar "ffff00",4;
+ set .@get_stone,rand(1,6);
+ if (.@get_stone < 4) {
+ mes "- You failed to mine minerals. -";
+ getitem 6078,1; //Stone_Fragments
+ close;
+ }
+ else {
+ mes "- You succeeded to mine minerals. -";
+ emotion e_ic,1;
+ set .@stst,rand(1,5);
+ if (.@stst == 5) {
+ getitem 6077,5; //Rough_Mineral
+ }
+ else if (.@stst == 1) {
+ getitem 6077,2 ; //Rough_Mineral
+ }
+ else {
+ getitem 6077,1; //Rough_Mineral
+ }
+ donpcevent "#hu_05_t::OnEnable";
+ disablenpc "#hu_05";
+ close;
+ }
+ case 2:
+ mes "- You decide to do nothing. -";
+ close;
+ }
+ }
+ else {
+ mes "- I think I have enough minerals. -";
+ close;
+ }
+ }
+ end;
+
+OnInit:
+ enablenpc "#hu_05";
+ end;
+
+OnTouch:
+ if ((ep13_2_tre == 3) && (countitem(6076) == 1)) {
+ if (countitem(6077) < 5) {
+ specialeffect EF_COUPLECASTING;
+ }
+ }
+ end;
+}
+
+hu_fild05,1,1,3 script #hu_05_t 111,{
+OnEnable:
+ initnpctimer;
+ end;
+
+OnTimer60000:
+ enablenpc "#hu_05";
+ stopnpctimer;
+ end;
+}
+
+ve_fild03,351,219,0 script #ve_find_1 -1,5,5,{
+ end;
+
+OnTouch:
+ if ((ep13_2_tre == 4) && (countitem(6076) == 1)) {
+ if (countitem(6077) < 5) {
+ mes "- Just arrived at Thor Volcano. I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -";
+ next;
+ switch(select("Check current location.:Do nothing.")) {
+ case 1:
+ mes "- You pressed the button of the detector. -";
+ next;
+ mes "[Mineral Detector]";
+ mes "Bee beep -";
+ viewpoint 1,152,134,1,0x00FF00;
+ viewpoint 1,256,228,2,0x00FF00;
+ viewpoint 1,85,189,3,0x00FF00;
+ viewpoint 1,282,268,4,0x00FF00;
+ close;
+ case 2:
+ mes "- You decide to do nothing. -";
+ close;
+ }
+ }
+ }
+ end;
+}
+
+ve_fild03,223,51,0 script #ve_find_2 -1,5,5,{
+ end;
+
+OnTouch:
+ if ((ep13_2_tre == 4) && (countitem(6076) == 1)) {
+ if (countitem(6077) < 5) {
+ mes "- Just arrived at Thor Volcano. I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -";
+ next;
+ switch(select("Check current location.:Do nothing.")) {
+ case 1:
+ mes "- You pressed the button of the detector. -";
+ next;
+ mes "[Mineral Detector]";
+ mes "Bee beep -";
+ viewpoint 1,152,134,1,0x00FF00;
+ viewpoint 1,256,228,2,0x00FF00;
+ viewpoint 1,85,189,3,0x00FF00;
+ viewpoint 1,282,268,4,0x00FF00;
+ close;
+ case 2:
+ mes "- You decide to do nothing. -";
+ close;
+ }
+ }
+ }
+ end;
+}
+
+ve_fild03,152,134,3 script #ve_01 111,10,10,{
+ if ((ep13_2_tre == 4) && (countitem(6076) == 1)) {
+ if (countitem(6077) < 5) {
+ mes "- I can see some different colored minerals where the detector pointed to. This must be the mineral that Mr. Lifeguard told me about. -";
+ next;
+ switch(select("Mine minerals.:Do nothing.")) {
+ case 1:
+ mes "Clang! Clang! Clang! Clang!";
+ close2;
+ progressbar "ffff00",4;
+ set .@get_stone,rand(1,6);
+ if (.@get_stone < 4) {
+ mes "- You failed to mine minerals. -";
+ getitem 6078,1; //Stone_Fragments
+ close;
+ }
+ else {
+ mes "- You succeeded to mine minerals. -";
+ emotion e_ic,1;
+ set .@stst,rand(1,5);
+ if (.@stst == 5) {
+ getitem 6077,5; //Rough_Mineral
+ }
+ else if (.@stst == 1) {
+ getitem 6077,2; //Rough_Mineral
+ }
+ else {
+ getitem 6077,1; //Rough_Mineral
+ }
+ donpcevent "#ve_01_t::OnEnable";
+ disablenpc "#ve_01";
+ close;
+ }
+ case 2:
+ mes "- You decide to do nothing. -";
+ close;
+ }
+ }
+ else {
+ mes "- I think I have enough minerals. -";
+ close;
+ }
+ }
+ end;
+
+OnInit:
+ enablenpc "#ve_01";
+ end;
+
+OnTouch:
+ if ((ep13_2_tre == 4) && (countitem(6076) == 1)) {
+ if (countitem(6077) < 5) {
+ specialeffect EF_COUPLECASTING;
+ }
+ }
+ end;
+}
+
+ve_fild03,1,1,3 script #ve_01_t 111,{
+OnEnable:
+ initnpctimer;
+ end;
+
+OnTimer40000:
+ enablenpc "#ve_01";
+ stopnpctimer;
+ end;
+}
+
+ve_fild03,256,228,3 script #ve_02 111,10,10,{
+ if ((ep13_2_tre == 4) && (countitem(6076) == 1)) {
+ if (countitem(6077) < 5) {
+ mes "- I can see some different colored minerals where the detector pointed to. This must be the mineral that Mr. Lifeguard told me about. -";
+ next;
+ switch(select("Mine minerals.:Do nothing.")) {
+ case 1:
+ mes "Clang! Clang! Clang! Clang!";
+ close2;
+ progressbar "ffff00",4;
+ set .@get_stone,rand(1,6);
+ if (.@get_stone < 4) {
+ mes "- You failed to mine minerals. -";
+ getitem 6078,1; //Stone_Fragments
+ close;
+ }
+ else {
+ mes "- You succeeded to mine minerals. -";
+ emotion e_ic,1;
+ set .@stst,rand(1,5);
+ if (.@stst == 5) {
+ getitem 6077,5; //Rough_Mineral
+ }
+ else if (.@stst == 1) {
+ getitem 6077,2; //Rough_Mineral
+ }
+ else {
+ getitem 6077,1; //Rough_Mineral
+ }
+ donpcevent "#ve_02_t::OnEnable";
+ disablenpc "#ve_02";
+ close;
+ }
+ case 2:
+ mes "- You decide to do nothing. -";
+ close;
+ }
+ }
+ else {
+ mes "- I think I have enough minerals. -";
+ close;
+ }
+ }
+ end;
+
+OnInit:
+ enablenpc "#ve_02";
+ end;
+
+OnTouch:
+ if ((ep13_2_tre == 4) && (countitem(6076) == 1)) {
+ if (countitem(6077) < 5) {
+ specialeffect EF_COUPLECASTING;
+ }
+ }
+ end;
+}
+
+ve_fild03,1,1,3 script #ve_02_t 111,{
+OnEnable:
+ initnpctimer;
+ end;
+
+OnTimer40000:
+ enablenpc "#ve_02";
+ stopnpctimer;
+ end;
+}
+
+ve_fild03,85,189,3 script #ve_03 111,10,10,{
+ if ((ep13_2_tre == 4) && (countitem(6076) == 1)) {
+ if (countitem(6077) < 5) {
+ mes "- I can see some different colored minerals where the detector pointed to. This must be the mineral that Mr. Lifeguard told me about. -";
+ next;
+ switch(select("Mine minerals.:Do nothing.")) {
+ case 1:
+ mes "Clang! Clang! Clang! Clang!";
+ close2;
+ progressbar "ffff00",4;
+ set .@get_stone,rand(1,6);
+ if (.@get_stone < 4) {
+ mes "- You failed to mine minerals. -";
+ getitem 6078,1; //Stone_Fragments
+ close;
+ }
+ else {
+ mes "- You succeeded to mine minerals. -";
+ emotion e_ic,1;
+ set .@stst,rand(1,5);
+ if (.@stst == 5) {
+ getitem 6077,5; //Rough_Mineral
+ }
+ else if (.@stst == 1) {
+ getitem 6077,2; //Rough_Mineral
+ }
+ else {
+ getitem 6077,1; //Rough_Mineral
+ }
+ donpcevent "#ve_03_t::OnEnable";
+ disablenpc "#ve_03";
+ close;
+ }
+ case 2:
+ mes "- You decide to do nothing. -";
+ close;
+ }
+ }
+ else {
+ mes "- I think I have enough minerals. -";
+ close;
+ }
+ }
+ end;
+
+OnInit:
+ enablenpc "#hu_03";
+ end;
+
+OnTouch:
+ if ((ep13_2_tre == 4) && (countitem(6076) == 1)) {
+ if (countitem(6077) < 5) {
+ specialeffect EF_COUPLECASTING;
+ }
+ }
+ end;
+}
+
+ve_fild03,1,1,3 script #ve_03_t 111,{
+OnEnable:
+ initnpctimer;
+ end;
+
+OnTimer40000:
+ enablenpc "#ve_03";
+ stopnpctimer;
+ end;
+}
+
+ve_fild03,282,268,3 script #ve_04 111,10,10,{
+ if ((ep13_2_tre == 4) && (countitem(6076) == 1)) {
+ if (countitem(6077) < 5) {
+ mes "- I can see some different colored minerals where the detector pointed to. This must be the mineral that Mr. Lifeguard told me about. -";
+ next;
+ switch(select("Mine minerals.:Do nothing.")) {
+ case 1:
+ mes "Clang! Clang! Clang! Clang!";
+ close2;
+ progressbar "ffff00",4;
+ set .@get_stone,rand(1,6);
+ if (.@get_stone < 4) {
+ mes "- You failed to mine minerals. -";
+ getitem 6078,1; //Stone_Fragments
+ close;
+ }
+ else {
+ mes "- You succeeded to mine minerals. -";
+ emotion e_ic,1;
+ set .@stst,rand(1,5);
+ if (.@stst == 5) {
+ getitem 6077,5; //Rough_Mineral
+ }
+ else if (.@stst == 1) {
+ getitem 6077,2; //Rough_Mineral
+ }
+ else {
+ getitem 6077,1; //Rough_Mineral
+ }
+ donpcevent "#ve_04_t::OnEnable";
+ disablenpc "#ve_04";
+ close;
+ }
+ case 2:
+ mes "- You decide to do nothing. -";
+ close;
+ }
+ }
+ else {
+ mes "- I think I have enough minerals. -";
+ close;
+ }
+ }
+ end;
+
+OnInit:
+ enablenpc "#ve_04";
+ end;
+
+OnTouch:
+ if ((ep13_2_tre == 4) && (countitem(6076) == 1)) {
+ if (countitem(6077) < 5) {
+ specialeffect EF_COUPLECASTING;
+ }
+ }
+ end;
+}
+
+ve_fild03,1,1,3 script #ve_04_t 111,{
+OnEnable:
+ initnpctimer;
+ end;
+
+OnTimer40000:
+ enablenpc "#ve_04";
+ stopnpctimer;
+ end;
+}
+
+spl_in01,30,324,3 script High Laphine#grenouille 446,{
+ if ((isequipped(2782) == 1) && (ep13_2_rhea == 100)) {
+ if (checkweight(1201,1) == 0) {
+ mes "[Grenouille]";
+ mes "It looks like you're carrying too many things.";
+ mes "Why not put some of your items in storage and come back?";
+ close;
+ }
+ set .@dayq_chk,checkquest(2186,PLAYTIME);
+ if ((.@dayq_chk == -1) || (.@dayq_chk == 2)) {
+ if ((ep13_2_tre1 < 1) || (ep13_2_tre1 == 6)) {
+ erasequest 2186;
+ set ep13_2_tre1,0;
+ mes "[Grenouille]";
+ mes "I've heard that some strangers from Rune Midgard are around here, it must be you.";
+ mes "I'm Grenouille, a scientist.";
+ next;
+ mes "[Grenouille]";
+ mes "It's been a long time since";
+ mes "the Laphine built the Splendide camp here";
+ mes "and confronted each other.";
+ next;
+ mes "[Grenouille]";
+ mes "A number of soldiers who";
+ mes "left their hometown Alfheim are";
+ mes "restraining them with fighting against";
+ mes "the harsh cold of Jotunheim";
+ mes "for the holy duty and the faith to";
+ mes "stop the evil attempts to";
+ mes "sickening Yggdrasil.";
+ next;
+ mes "[Grenouille]";
+ mes "They're well trained soldiers,";
+ mes "and their captains hold them in high esteem,";
+ mes "so they're enjoying a";
+ mes "comfortable life there.";
+ next;
+ mes "[Grenouille]";
+ mes "But there's a saying that";
+ mes "constant dripping water";
+ mes "wears away the stone.";
+ next;
+ mes "[Grenouille]";
+ mes "Continuous small battles without big progression";
+ mes "makes the soldiers in Splendide exhausted.";
+ next;
+ mes "[Grenouille]";
+ mes "One day, someone began to sing";
+ mes "a song of Alfheim, that spread rapidly...";
+ mes "Now they strongly";
+ mes "miss their hometown.";
+ next;
+ mes "[Grenouille]";
+ mes "I was so worried about them and";
+ mes "I finally found a way to";
+ mes "save them from the deep sadness.";
+ mes "I hope you to help me to do that.";
+ next;
+ mes "[Grenouille]";
+ mes "There's a Laphine General";
+ mes "who is called Flowery,";
+ mes "in Splendide.";
+ next;
+ mes "[Grenouille]";
+ mes "She is a collecting maniac,";
+ mes "so her house is always";
+ mes "in a mess with miscellaneous";
+ mes "things. Flowery must have";
+ mes "seeds from the flowers";
+ mes "of Alfheim.";
+ next;
+ mes "[Grenouille]";
+ mes "I'll make the flower of";
+ mes "Alfheim open with the seed.";
+ mes "The flower of their hometown.";
+ next;
+ mes "[Grenouille]";
+ mes "There are some devices that purify";
+ mes "the environment and have a function";
+ mes "that can hasten the growth of plants.";
+ next;
+ mes "[Grenouille]";
+ mes "Please bring me the flower of Alfheim that bloomed by the device.";
+ next;
+ mes "[Grenouille]";
+ mes "The flower of Alfheim is not";
+ mes "strong enough to keep it's life by";
+ mes "depending on the Splendide device,";
+ mes "but ^FF0000the way^000000 can fill";
+ mes "Splendide by it's scent like it never falls!";
+ set ep13_2_tre1,1;
+ setquest 2183;
+ close;
+ }
+ else if ((ep13_2_tre1 == 1) || (ep13_2_tre1 == 2)) {
+ mes "[Grenouille]";
+ mes "Get a seed from Flowery,";
+ mes "and then use a Purifier";
+ mes "to make the seed blossom.";
+ close;
+ }
+ else if (ep13_2_tre1 == 3) {
+ if (countitem(6079) == 1) {
+ emotion e_swt;
+ emotion e_swt,1;
+ mes "[Grenouille]";
+ mes "Hoo, this is one of the";
+ mes "most common kinds of flowers.";
+ next;
+ emotion e_heh;
+ mes "[Grenouille]";
+ mes "Haha, Don't worry.";
+ mes "Common flowers like this can bring the familiarity of home back to the soldiers.";
+ next;
+ mes "[Grenouille]";
+ mes "For now, I'll extract a liquid that";
+ mes "includes the scent of this flower by using a distiller.";
+ mes "Making a ^3131FFPerfume^000000.";
+ next;
+ mes "[Grenouille]";
+ mes "Would you please wait a while?";
+ changequest 2183,2184;
+ set ep13_2_tre1,4;
+ delitem 6079,1; //Flower_Of_Alfheim
+ close;
+ }
+ else {
+ mes "[Grenouille]";
+ mes "Where is the flower?";
+ close;
+ }
+ }
+ else if (ep13_2_tre1 == 4) {
+ set .@ttalk,rand(1,10);
+ if (.@ttalk < 8) {
+ mes "- clitter-clatter -";
+ next;
+ mes "- clitter-clatter -";
+ mes "- clitter-clatter -";
+ next;
+ mes "- clitter-clatter -";
+ mes "- clitter-clatter -";
+ mes "- Spraying something -";
+ next;
+ mes "[Grenouille]";
+ mes "Not finished yet.";
+ mes "Please wait a second.";
+ close;
+ }
+ else {
+ mes "- clitter-clatter -";
+ next;
+ mes "- clitter-clatter -";
+ mes "- clitter-clatter -";
+ next;
+ mes "- clitter-clatter -";
+ mes "- clitter-clatter -";
+ mes "- Spraying something -";
+ next;
+ mes "[Grenouille]";
+ mes "Wow, finished!";
+ next;
+ mes "[Grenouille]";
+ mes "I think I'll call this perfume";
+ mes "The ^3131FFSoul of Alfheim^000000!";
+ next;
+ mes "[Grenouille]";
+ mes "This perfume can relieve their minds by using";
+ mes "the scent of their hometown Alfheim.";
+ mes "Though it's not a permanent solution, I think it will help them feel comfortable for now.";
+ next;
+ mes "[Grenouille]";
+ mes "Here, I'll give you this perfume,";
+ mes "help the exhausted soldiers and";
+ mes "let me know the result, please!";
+ set ep13_2_tre1,5;
+ getitem 6082,5; //Spirit_Of_Alfheim
+ changequest 2184,2185;
+ close;
+ }
+ }
+ else if (ep13_2_tre1 == 5) {
+ if (countitem(6082) < 1) {
+ mes "[Grenouille]";
+ mes "Oh! How's the reaction of the soldiers?";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Yes, they seemed to be happy.";
+ mes "But, it still made someone cry because he probably misses Alfheim.";
+ next;
+ mes "[Grenouille]";
+ mes "Oh! That means it works!";
+ mes "Thanks.";
+ next;
+ mes "[Grenouille]";
+ mes "Thanks for your help.";
+ mes "This is my reward for you.";
+ mes "I hope this will be helpful to you.";
+ mes "If you have something to talk to me about, come to me whenever. Nice to meet you, human from Rune Midgard.";
+ set ep13_2_tre1,6;
+ changequest 2185,2186;
+ getitem 6081,2; //Splendide_Coin
+ getexp 0,70000;
+ close;
+ }
+ else {
+ mes "[Grenouille]";
+ mes "Go and spray this perfume for the exhausted soldiers in Splendide!";
+ close;
+ }
+ }
+ else {
+ mes "[Grenouille]";
+ mes "I hope this long battle will end soon.";
+ close;
+ }
+ }
+ else {
+ mes "[Grenouille]";
+ mes "I hope this long battle will end soon.";
+ close;
+ }
+ }
+ else {
+ mes "[High Laphine]";
+ mes "BurYurDath Ee NeKoIyaz er ModRuAlah Yee VeldDuDur Yee SeYurOsa U ReNudNud Ra ";
+ next;
+ mes "[High Laphine]";
+ mes "DiebVrumDana er TingNothDim No RasVilHir Yu YurAdorShar Yu DanaVeldDur Ha VilModMe O SharThus";
+ close;
+ }
+}
+
+spl_in02,139,65,3 script Middle-Ranked Laphine#la 438,{
+ if ((isequipped(2782) == 1) && (ep13_2_rhea == 100)) {
+ if (checkweight(1201,1) == 0) {
+ mes "[Flowery]";
+ mes "It looks like you're carrying too many things.";
+ mes "Why not put some of your items in storage and come back?";
+ close;
+ }
+ if (ep13_2_tre1 == 1) {
+ mes "[Flowery]";
+ mes "Huh? Seed of the flower of Alfheim?";
+ mes "Do I have that one? Hmm~";
+ next;
+ mes "[Flowery]";
+ mes "As you see, there're so many stuffs";
+ mes "in my room, so I don't know";
+ mes "exactly what I have";
+ mes "or not in my room.";
+ next;
+ mes "[Flowery]";
+ mes "But I'll try to find cuz you came";
+ mes "here to help Grenouille";
+ mes "He's always pretend to tenacious,";
+ mes "but sometimes he help others well! Huhu!";
+ next;
+ mes "- rummaging -";
+ emotion e_dots;
+ next;
+ mes "- rummaging -";
+ mes "- rummaging -";
+ emotion e_dots;
+ next;
+ mes "- rummaging -";
+ mes "- rummaging -";
+ mes "- rummaging -";
+ emotion e_ic;
+ next;
+ mes "[Flowery]";
+ mes "Wow! Come here!";
+ mes "I found a seed!";
+ next;
+ mes "[Flowery]";
+ mes "Hmm... But this one is";
+ mes "one of the most common and trifle";
+ mes "kind in Alfheim, so you can find";
+ mes "this wild flower at anywhere...";
+ mes "This one would be ok?";
+ next;
+ mes "[Flowery]";
+ mes "Umm.. But I don't have";
+ mes "any other seed of flower..";
+ mes "So, just bring this, here you are~";
+ set ep13_2_tre1,2;
+ getitem 7193,1; //Germinating_Sprout
+ close;
+ }
+ else if (ep13_2_tre1 == 2) {
+ mes "[Flowery]";
+ mes "I gave you the seed, so it's up to you that what would you do with the seed.";
+ mes "I feel dizzy when I look at my room.";
+ close;
+ }
+ else {
+ mes "[Flowery]";
+ mes "Yuuuum~";
+ mes "Can you believe that right in front of us is a battle field? Though it's very silent and peaceful at the moment. So do I~";
+ close;
+ }
+
+ }
+ else {
+ mes "[Middle-Ranked Laphine]";
+ mes "NeiKoFulo An DielOdesMush Or KoDanaOsa Ir FarBurnes Ir ";
+ mes "NeOsaVa Mu BurVeTi Ra OsaDeh";
+ close;
+ }
+}
+
+splendide,160,265,3 script Purifier#1 844,{
+ if (ep13_2_tre1 == 2) {
+ if (countitem(7193) > 0) {
+ mes "- You put the seed in the";
+ mes "device and watched it";
+ mes "as Grenouille told you. -";
+ next;
+ mes "- Booowoong -";
+ specialeffect2 EF_HEALSP;
+ next;
+ mes "- When the lights gone,";
+ mes "a big flower of Alfheim was lied";
+ mes "in your hand, instead of the seed. -";
+ delitem 7193,1; //Germinating_Sprout
+ set ep13_2_tre1,3;
+ getitem 6079,1; //Flower_Of_Alfheim
+ close;
+ }
+ else {
+ mes "["+ strcharinfo(0) +"]";
+ mes "Where are the seeds?";
+ close;
+ }
+ }
+ end;
+}
+
+splendide,262,262,3 script Purifier#2 844,{
+ if (ep13_2_tre1 == 2) {
+ if (countitem(7193) > 0) {
+ mes "- You put the seed in the";
+ mes "device and watched it";
+ mes "as Grenouille told you. -";
+ next;
+ mes "- Booowoong -";
+ specialeffect2 EF_HEALSP;
+ next;
+ mes "- When the lights gone,";
+ mes "a big flower of Alfheim was lied";
+ mes "in your hand, instead of the seed. -";
+ delitem 7193,1; //Germinating_Sprout
+ set ep13_2_tre1,3;
+ getitem 6079,1; //Flower_Of_Alfheim
+ close;
+ }
+ else {
+ mes "["+ strcharinfo(0) +"]";
+ mes "Where are the seeds?";
+ close;
+ }
+ }
+ end;
+}
+
+splendide,262,187,3 script Purifier#3 844,{
+ if (ep13_2_tre1 == 2) {
+ if (countitem(7193) > 0) {
+ mes "- You put the seed in the";
+ mes "device and watched it";
+ mes "as Grenouille told you. -";
+ next;
+ mes "- Booowoong -";
+ specialeffect2 EF_HEALSP;
+ next;
+ mes "- When the lights gone,";
+ mes "a big flower of Alfheim was lied";
+ mes "in your hand, instead of the seed. -";
+ delitem 7193,1; //Germinating_Sprout
+ set ep13_2_tre1,3;
+ getitem 6079,1; //Flower_Of_Alfheim
+ close;
+ }
+ else {
+ mes "["+ strcharinfo(0) +"]";
+ mes "Where are the seeds?";
+ close;
+ }
+ }
+ end;
+}
+
+splendide,164,82,3 script Purifier#4 844,{
+ if (ep13_2_tre1 == 2) {
+ if (countitem(7193) > 0) {
+ mes "- You put the seed in the";
+ mes "device and watched it";
+ mes "as Grenouille told you. -";
+ next;
+ mes "- Booowoong -";
+ specialeffect2 EF_HEALSP;
+ next;
+ mes "- When the lights gone,";
+ mes "a big flower of Alfheim was lied";
+ mes "in your hand, instead of the seed. -";
+ delitem 7193,1; //Germinating_Sprout
+ set ep13_2_tre1,3;
+ getitem 6079,1; //Flower_Of_Alfheim
+ close;
+ }
+ else {
+ mes "["+ strcharinfo(0) +"]";
+ mes "Where are the seeds?";
+ close;
+ }
+ }
+ end;
+}
+
+splendide,171,116,3 script Purifier#5 844,{
+ if (ep13_2_tre1 == 2) {
+ if (countitem(7193) > 0) {
+ mes "- You put the seed in the";
+ mes "device and watched it";
+ mes "as Grenouille told you. -";
+ next;
+ mes "- Booowoong -";
+ specialeffect2 EF_HEALSP;
+ next;
+ mes "- When the lights gone,";
+ mes "a big flower of Alfheim was lied";
+ mes "in your hand, instead of the seed. -";
+ delitem 7193,1; //Germinating_Sprout
+ set ep13_2_tre1,3;
+ getitem 6079,1; //Flower_Of_Alfheim
+ close;
+ }
+ else {
+ mes "["+ strcharinfo(0) +"]";
+ mes "Where are the seeds?";
+ close;
+ }
+ }
+ end;
+}
+
+splendide,134,280,3 script Purifier#6 844,{
+ if (ep13_2_tre1 == 2) {
+ if (countitem(7193) > 0) {
+ mes "- You put the seed in the";
+ mes "device and watched it";
+ mes "as Grenouille told you. -";
+ next;
+ mes "- Booowoong -";
+ specialeffect2 EF_HEALSP;
+ next;
+ mes "- When the lights gone,";
+ mes "a big flower of Alfheim was lied";
+ mes "in your hand, instead of the seed. -";
+ delitem 7193,1; //Germinating_Sprout
+ set ep13_2_tre1,3;
+ getitem 6079,1; //Flower_Of_Alfheim
+ close;
+ }
+ else {
+ mes "["+ strcharinfo(0) +"]";
+ mes "Where are the seeds?";
+ close;
+ }
+ }
+ end;
+}
+
+splendide,205,139,5 script Exhausted Soldier#1 447,{
+ if ((isequipped(2782) == 1) && (ep13_2_rhea == 100)) {
+ if (ep13_2_tre1 == 5) {
+ if (countitem(6082) > 0) {
+ mes "[Exhausted Soldier]";
+ mes "Oh my hometown...";
+ next;
+ switch(select("Use perfume.:Don't use perfume.")) {
+ case 1:
+ mes "(Spray-)";
+ specialeffect EF_SANCTUARY;
+ next;
+ mes "[Exhausted Soldier]";
+ mes "Umm... This is...";
+ mes "I can feel the scent of Alfheim.";
+ mes "My hometown Alfheim!";
+ next;
+ mes "[Exhausted Soldier]";
+ mes "Ahh! Feeling much better!";
+ emotion e_heh;
+ delitem 6082,1; //Spirit_Of_Alfheim
+ close2;
+ donpcevent "#tukare_1::OnEnable";
+ disablenpc "Exhausted Soldier#1";
+ end;
+ case 2:
+ mes "- You decide to do nothing. -";
+ close;
+ }
+ }
+ end;
+ }
+ else {
+ mes "[Exhausted Soldier]";
+ mes "Oh my hometown...";
+ close;
+ }
+ }
+ else {
+ mes "[Exhausted Soldier]";
+ mes "CyaResehr";
+ close;
+ }
+
+OnInit:
+ enablenpc "Exhausted Soldier#1";
+ end;
+}
+
+splendide,1,1,1 script #tukare_1 111,{
+OnEnable:
+ initnpctimer;
+ end;
+
+OnTimer60000:
+ enablenpc "Exhausted Soldier#1";
+ stopnpctimer;
+ end;
+}
+
+splendide,181,135,5 script Exhausted Soldier#2 447,{
+ if ((isequipped(2782) == 1) && (ep13_2_rhea == 100)) {
+ if (ep13_2_tre1 == 5) {
+ if (countitem(6082) > 0) {
+ mes "[Exhausted Soldier]";
+ mes "Want to take a rest...";
+ next;
+ switch(select("Use perfume.:Don't use perfume.")) {
+ case 1:
+ mes "(Spray-)";
+ specialeffect EF_SANCTUARY;
+ next;
+ mes "[Exhausted Soldier]";
+ mes "What happen?";
+ mes "Feel better suddenly! I'm so happy now!";
+ mes "Let's go to work!";
+ emotion e_heh;
+ delitem 6082,1; //Spirit_Of_Alfheim
+ close2;
+ donpcevent "#tukare_2::OnEnable";
+ disablenpc "Exhausted Soldier#2";
+ end;
+ case 2:
+ mes "- You decide to do nothing. -";
+ close;
+ }
+ }
+ end;
+ }
+ else {
+ mes "[Exhausted Soldier]";
+ mes "Want to take a rest...";
+ close;
+ }
+ }
+ else {
+ mes "[Exhausted Soldier]";
+ mes "CyaResehr";
+ close;
+ }
+
+OnInit:
+ enablenpc "Exhausted Soldier#2";
+ end;
+}
+
+splendide,1,1,1 script #tukare_2 111,{
+OnEnable:
+ initnpctimer;
+ end;
+
+OnTimer60000:
+ enablenpc "Exhausted Soldier#2";
+ stopnpctimer;
+ end;
+}
+
+splendide,139,178,5 script Exhausted Soldier#3 447,{
+ if ((isequipped(2782) == 1) && (ep13_2_rhea == 100)) {
+ if (ep13_2_tre1 == 5) {
+ if (countitem(6082) > 0) {
+ mes "[Exhausted Soldier]";
+ mes "My hometown Alfheim...";
+ next;
+ switch(select("Use perfume.:Don't use perfume.")) {
+ case 1:
+ mes "(Spray-)";
+ specialeffect EF_SANCTUARY;
+ next;
+ mes "[Exhausted Soldier]";
+ mes "Umm... This is...";
+ mes "I can feel the scent of Alfheim.";
+ mes "My hometown Alfheim!";
+ next;
+ mes "[Exhausted Soldier]";
+ mes "Let's beat Sapha and go back home!";
+ emotion e_heh;
+ delitem 6082,1; //Spirit_Of_Alfheim
+ close2;
+ donpcevent "#tukare_3::OnEnable";
+ disablenpc "Exhausted Soldier#3";
+ end;
+ case 2:
+ mes "- You decide to do nothing. -";
+ close;
+ }
+ }
+ end;
+ }
+ else {
+ mes "[Exhausted Soldier]";
+ mes "My hometown Alfheim...";
+ close;
+ }
+ }
+ else {
+ mes "[Exhausted Soldier]";
+ mes "CyaResehr";
+ close;
+ }
+
+OnInit:
+ enablenpc "Exhausted Soldier#3";
+ end;
+}
+
+splendide,1,1,1 script #tukare_3 111,{
+OnEnable:
+ initnpctimer;
+ end;
+
+OnTimer60000:
+ enablenpc "Exhausted Soldier#3";
+ stopnpctimer;
+ end;
+}
+
+splendide,164,188,5 script Exhausted Soldier#4 447,{
+ if ((isequipped(2782) == 1) && (ep13_2_rhea == 100)) {
+ if (ep13_2_tre1 == 5) {
+ if (countitem(6082) > 0) {
+ mes "[Exhausted Soldier]";
+ mes "Huu...";
+ next;
+ switch(select("Use perfume.:Don't use perfume.")) {
+ case 1:
+ mes "(Spray-)";
+ specialeffect EF_SANCTUARY;
+ next;
+ mes "[Exhausted Soldier]";
+ mes "Umm... This is...";
+ mes "I can feel the scent of Alfheim.";
+ mes "My hometown Alfheim!";
+ next;
+ mes "[Exhausted Soldier]";
+ mes "Ahh! Feels like at home!!";
+ emotion e_sob;
+ delitem 6082,1; //Spirit_Of_Alfheim
+ close2;
+ donpcevent "#tukare_4::OnEnable";
+ disablenpc "Exhausted Soldier#4";
+ end;
+ case 2:
+ mes "- You decide to do nothing. -";
+ close;
+ }
+ }
+ end;
+ }
+ else {
+ mes "[Exhausted Soldier]";
+ mes "Huu...";
+ close;
+ }
+ }
+ else {
+ mes "[Exhausted Soldier]";
+ mes "CyaResehr";
+ close;
+ }
+
+OnInit:
+ enablenpc "Exhausted Soldier#4";
+ end;
+}
+
+splendide,1,1,1 script #tukare_4 111,{
+OnEnable:
+ initnpctimer;
+ end;
+
+OnTimer60000:
+ enablenpc "Exhausted Soldier#4";
+ stopnpctimer;
+ end;
+}
+
+splendide,177,257,5 script Exhausted Soldier#5 447,{
+ if ((isequipped(2782) == 1) && (ep13_2_rhea == 100)) {
+ if (ep13_2_tre1 == 5) {
+ if (countitem(6082) > 0) {
+ mes "[Exhausted Soldier]";
+ mes "Oh my hometown...";
+ next;
+ switch(select("Use perfume.:Don't use perfume.")) {
+ case 1:
+ mes "(Spray-)";
+ specialeffect EF_SANCTUARY;
+ next;
+ mes "[Exhausted Soldier]";
+ mes "Umm... This is...";
+ mes "I can feel the scent of Alfheim.";
+ mes "My hometown Alfheim!";
+ next;
+ mes "[Exhausted Soldier]";
+ mes "Ahh! Feeling much better!";
+ emotion e_heh;
+ delitem 6082,1; //Spirit_Of_Alfheim
+ close2;
+ donpcevent "#tukare_5::OnEnable";
+ disablenpc "Exhausted Soldier#5";
+ end;
+ case 2:
+ mes "- You decide to do nothing. -";
+ close;
+ }
+ }
+ end;
+ }
+ else {
+ mes "[Exhausted Soldier]";
+ mes "Oh my hometown...";
+ close;
+ }
+ }
+ else {
+ mes "[Exhausted Soldier]";
+ mes "CyaResehr";
+ close;
+ }
+
+OnInit:
+ enablenpc "Exhausted Soldier#5";
+ end;
+}
+
+splendide,1,1,1 script #tukare_5 111,{
+OnEnable:
+ initnpctimer;
+ end;
+
+OnTimer60000:
+ enablenpc "Exhausted Soldier#5";
+ stopnpctimer;
+ end;
+}
+
+splendide,124,212,5 script Exhausted Soldier#6 447,{
+ if ((isequipped(2782) == 1) && (ep13_2_rhea == 100)) {
+ if (ep13_2_tre1 == 5) {
+ if (countitem(6082) > 0) {
+ mes "[Exhausted Soldier]";
+ mes "Huu...";
+ next;
+ switch(select("Use perfume.:Don't use perfume.")) {
+ case 1:
+ mes "(Spray-)";
+ specialeffect EF_SANCTUARY;
+ next;
+ mes "[Exhausted Soldier]";
+ mes "I can feel the scent of Alfheim.";
+ mes "My hometown Alfheim!";
+ next;
+ mes "[Exhausted Soldier]";
+ mes "Yes, Splendide also a part of Alfheim!";
+ mes "Go Laphines!";
+ emotion e_heh;
+ delitem 6082,1; //Spirit_Of_Alfheim
+ close2;
+ donpcevent "#tukare_6::OnEnable";
+ disablenpc "Exhausted Soldier#6";
+ end;
+ case 2:
+ mes "- You decide to do nothing. -";
+ close;
+ }
+ }
+ end;
+ }
+ else {
+ mes "[Exhausted Soldier]";
+ mes "Huu...";
+ close;
+ }
+ }
+ else {
+ mes "[Exhausted Soldier]";
+ mes "CyaResehr";
+ close;
+ }
+
+OnInit:
+ enablenpc "Exhausted Soldier#6";
+ end;
+}
+
+splendide,1,1,1 script #tukare_6 111,{
+OnEnable:
+ initnpctimer;
+ end;
+
+OnTimer60000:
+ enablenpc "Exhausted Soldier#6";
+ stopnpctimer;
+ end;
+}
+
+splendide,196,153,5 script Exhausted Soldier#7 447,{
+ if ((isequipped(2782) == 1) && (ep13_2_rhea == 100)) {
+ if (ep13_2_tre1 == 5) {
+ if (countitem(6082) > 0) {
+ mes "[Exhausted Soldier]";
+ mes "Oh my hometown...";
+ next;
+ switch(select("Use perfume.:Don't use perfume.")) {
+ case 1:
+ mes "(Spray-)";
+ specialeffect EF_SANCTUARY;
+ next;
+ mes "[Exhausted Soldier]";
+ mes "Umm... This is...";
+ mes "I can feel the scent of Alfheim.";
+ mes "My hometown Alfheim!";
+ next;
+ mes "[Exhausted Soldier]";
+ mes "Ahh! Feeling much better!";
+ emotion e_heh;
+ delitem 6082,1; //Spirit_Of_Alfheim
+ close2;
+ donpcevent "#tukare_7::OnEnable";
+ disablenpc "Exhausted Soldier#7";
+ end;
+ case 2:
+ mes "- You decide to do nothing. -";
+ close;
+ }
+ }
+ end;
+ }
+ else {
+ mes "[Exhausted Soldier]";
+ mes "Oh my hometown...";
+ close;
+ }
+ }
+ else {
+ mes "[Exhausted Soldier]";
+ mes "CyaResehr";
+ close;
+ }
+
+OnInit:
+ enablenpc "Exhausted Soldier#7";
+ end;
+}
+
+splendide,1,1,1 script #tukare_7 111,{
+OnEnable:
+ initnpctimer;
+ end;
+
+OnTimer60000:
+ enablenpc "Exhausted Soldier#7";
+ stopnpctimer;
+ end;
+}
+
+// Secret note of Bazett
+//============================================================
+mid_camp,283,198,5 script Bazett Teablack#ep13bs 883,{
+ if (checkweight(1201,1) == 0) {
+ mes " - Hold on!! -";
+ mes " - You are carrying too many different items - ";
+ mes " - You cannot receive the reward - ";
+ mes " - Please use the Kafra service - ";
+ mes " - And try again. - ";
+ close;
+ }
+ if (ep13_2_rhea < 100) {
+ mes "[Industrious Man]";
+ mes "Hu~~";
+ mes "That's pretty interesting...";
+ mes "I will take note of it in my research papers.";
+ emotion e_ic,"Bazett Teablack#ep13bs";
+ next;
+ mes "[Industrious Man]";
+ mes "write..write...";
+ mes "crunch..crunch...";
+ next;
+ mes " - He doesn't seem to recognize that I am standing next to him as he continues writing something. -";
+ next;
+ mes "[Industrious Man]";
+ mes "write..write...";
+ mes "crunch..crunch...";
+ mes "....";
+ close;
+ }
+ if (ep13_2_busut < 1) {
+ if (isequipped(2782) == 1) {
+ mes "[Industrious Man]";
+ mes "Hu~~";
+ mes "That's pretty interesting...";
+ mes "I will take note of it in my research papers.";
+ emotion e_ic,"Bazett Teablack#ep13bs";
+ next;
+ mes "[Industrious Man]";
+ mes "write..write...";
+ mes "crunch..crunch...";
+ next;
+ mes " - He doesn't seem to recognize that I am standing next to him as he continues writing something. -";
+ next;
+ mes "[Industrious Man]";
+ mes "write..write...";
+ mes "crunch..crunch...";
+ mes "....";
+ next;
+ mes "[Industrious Man]";
+ mes "Auch!!!";
+ mes "Who...who are you?!";
+ mes "How long have you been standing there?";
+ emotion e_omg,"Bazett Teablack#ep13bs";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Uh, I'm just passing by.";
+ mes "You look like you're busy with something.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "See you~!!";
+ emotion e_swt2,1;
+ next;
+ mes "[Industrious Man]";
+ mes "Uh!! Wait!!";
+ mes "Your finger... Is that..?!";
+ next;
+ mes " - He grabs your hand with a surprised look -";
+ next;
+ mes "[Industrious Man]";
+ mes "This is the ^0000FFRing of the Ancient Wise King^000000!!!!!";
+ mes "This has to be fate that I've met you!";
+ next;
+ mes "[Industrious Man]";
+ mes "My research is not going so well. The god of fate must have sent you to me. I'm sure of it!!";
+ emotion e_no1,"Bazett Teablack#ep13bs";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "......";
+ mes "......What?!";
+ emotion e_omg,1;
+ next;
+ mes "[Industrious Man]";
+ mes "Would you like to help me with my search?";
+ next;
+ switch(select("What kind of search?:Sure.:Borrrring.")) {
+ case 1:
+ mes "[Industrious Man]";
+ mes "To put it simply, I'm searching for fairies and giants that live around here.";
+ next;
+ mes "[Industrious Man]";
+ mes "Though I believe they all live in the same place, they are sure to have different cultures.";
+ mes "...first and foremost is proof of their existence.";
+ next;
+ mes "[Industrious Man]";
+ mes "What about it?";
+ mes "Are you interested?";
+ next;
+ switch(select("Sure.:Not really.")) {
+ case 1:
+ mes "[Industrious Man]";
+ mes "Haha... I just know that I'm right!";
+ mes "Hahahaha!!";
+ next;
+ mes "[Industrious Man]";
+ mes "So let's work together from this point on. Let me introduce myself.";
+ mes "As you can see from my name tag, my name is ^0000FFBazett Teablack^000000.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I am "+strcharinfo(0)+".";
+ next;
+ select("OK, so what can I do for you?");
+ mes "[Bazett]";
+ mes ""+strcharinfo(0)+" let's see..!!";
+ mes "Search Manuk and Splendide fields everyday for signs of the fairies or giants.";
+ next;
+ mes "[Bazett]";
+ mes "It's not difficult.";
+ mes "So please share any information that you can gather as you travel through those areas.";
+ next;
+ mes "[Bazett]";
+ mes "Hopefully I can find what I am looking for with the information you can find.";
+ set ep13_2_busut,2;
+ setquest 11101;
+ close;
+ case 2:
+ mes "[Industrious Man]";
+ mes ".............";
+ mes ".............";
+ mes ".............";
+ mes ".............";
+ mes "...........Why!!!!!";
+ emotion e_sob,"Bazett Teablack#ep13bs";
+ next;
+ mes "[Industrious Man]";
+ mes "Well if you decide to change your mind, come back to me.";
+ set ep13_2_busut,1;
+ close;
+ }
+ break;
+ case 2:
+ mes "[Industrious Man]";
+ mes "Haha... I just know that I'm right!";
+ mes "Hahahaha!!";
+ next;
+ mes "[Industrious Man]";
+ mes "So let's work together from this point on. Let me introduce myself.";
+ mes "As you can see from my name tag, my name is ^0000FFBazett Teablack^000000.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I am "+strcharinfo(0)+".";
+ next;
+ select("OK, so what can I do for you?");
+ mes "[Bazett]";
+ mes ""+strcharinfo(0)+" let's see..!!";
+ mes "Search Manuk and Splendide fields everyday for signs of the fairies or giants.";
+ next;
+ mes "[Bazett]";
+ mes "It's not difficult.";
+ mes "So please share any information that you can gather as you travel through those areas.";
+ next;
+ mes "[Bazett]";
+ mes "Hopefully I can find what I am looking for with the information you can find.";
+ set ep13_2_busut,2;
+ setquest 11101;
+ close;
+ case 3:
+ mes "[Industrious Man]";
+ mes ".............";
+ next;
+ mes "[Industrious Man]";
+ mes ".............";
+ mes ".............";
+ next;
+ mes "[Industrious Man]";
+ mes ".............";
+ mes ".............";
+ mes ".............";
+ next;
+ mes "[Industrious Man]";
+ mes ".............";
+ mes ".............";
+ mes ".............";
+ mes ".............";
+ next;
+ mes "[Industrious Man]";
+ mes ".............";
+ mes ".............";
+ mes ".............";
+ mes ".............";
+ mes "...........Why!!!!!";
+ emotion e_sob,"Bazett Teablack#ep13bs";
+ next;
+ mes "[Industrious Man]";
+ mes "Well if you decide to change your mind, come back to me.";
+ set ep13_2_busut,1;
+ close;
+ }
+ }
+ else {
+ if (rand(1,2) == 1) {
+ mes "[Industrious Man]";
+ mes "Gthgh sdsWryi";
+ mes "Apeu hjsu opuer ";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "?????";
+ mes "What'd you say?";
+ next;
+ mes "[Industrious Man]";
+ mes "Oh! Sorry, I think I said it wrong...";
+ mes "I was just infatuated with my research...";
+ next;
+ mes "[Industrious Man]";
+ mes "You should find a way to understand this strange language that I've discovered here in the Ash Vacuum.";
+ next;
+ mes "[Industrious Man]";
+ mes "Without the ability to communicate it would be really difficult to get around here, don't you think?";
+ close;
+ }
+ else {
+ mes "[Industrious Man]";
+ mes "TalDathMush Di nahDeh";
+ mes "ReAnduDu So sehr";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "?????";
+ mes "Huh?";
+ next;
+ mes "[Industrious Man]";
+ mes "Oh! I must've said it wrong...";
+ mes "My research hasn't been going too well lately.";
+ next;
+ mes "[Industrious Man]";
+ mes "There should be a way for you to understand this strange language here.";
+ next;
+ mes "[Industrious Man]";
+ mes "Without the ability to communicate it would be really difficult to get around here, don't you think?";
+ close;
+ }
+ }
+ }
+ if (ep13_2_busut == 1) {
+ mes "[Industrious Man]";
+ mes "Ah! You've returned!";
+ mes "Now are you interested in my research?";
+ next;
+ switch(select("Yes.:No.")) {
+ case 1:
+ mes "[Industrious Man]";
+ mes "Haha... I just know that I'm right!";
+ mes "Hahahaha!!";
+ next;
+ mes "[Industrious Man]";
+ mes "So let's work together from this point on. Let me introduce myself.";
+ mes "As you can see from my name tag, my name is ^0000FFBazett Teablack^000000.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I am "+strcharinfo(0)+".";
+ next;
+ select("OK, so what can I do for you?");
+ mes "[Bazett]";
+ mes ""+strcharinfo(0)+" let's see..!!";
+ mes "Search Manuk and Splendide fields everyday for signs of the fairies or giants.";
+ next;
+ mes "[Bazett]";
+ mes "It's not difficult.";
+ mes "So please share any information that you can gather as you travel through those areas.";
+ next;
+ mes "[Bazett]";
+ mes "Hopefully I can find what I am looking for with the information you can find.";
+ set ep13_2_busut,2;
+ setquest 11101;
+ close;
+ case 2:
+ mes "[Industrious Man]";
+ mes ".............";
+ mes "Well if you decide to change your mind, come back to me.";
+ emotion e_sob,"Bazett Teablack#ep13bs";
+ close;
+ }
+ }
+ if (ep13_2_busut == 2) {
+ mes "[Bazett]";
+ mes "Um... for today can you search for giants in the Manuk Field?";
+ mes "That place is pretty cold so, you might need a coat.";
+ next;
+ mes "[Bazett]";
+ mes "I used this note so it should still be useful. Take it...";
+ mes "Ah... and don't worry about the title of the note.";
+ next;
+ mes "[Bazett]";
+ mes "After you've finished searching bring that note back to me.";
+ next;
+ mes "[Bazett]";
+ mes "Got it? Ok take care and see you soon.";
+ set ep13_2_busut,3;
+ set ep13_2_bs1,1;
+ set ep13_2_bs2,1;
+ set ep13_2_bs3,1;
+ set ep13_2_bs4,1;
+ getitem 6074,1; //Bazett's_Order
+ changequest 11101,11102;
+ close;
+ }
+ if (ep13_2_busut == 3) {
+ mes "[Bazett]";
+ mes "How's the search going?";
+ next;
+ if (countitem(6074) < 1) {
+ mes "[Bazett]";
+ mes "!!!!!!!";
+ mes "You lost the notes!!?";
+ mes "Sigh...";
+ next;
+ mes "[Bazett]";
+ mes "What's done has been done.";
+ mes "I'll give you a new one.";
+ getitem 6074,1; //Bazett's_Order
+ close;
+ }
+ else {
+ mes "[Bazett]";
+ mes "Take it easy...";
+ close;
+ }
+ }
+ if (ep13_2_busut == 4) {
+ mes "[Bazett]";
+ mes "Oh! You're done with the investigation?";
+ next;
+ switch(select("Yes.:Not yet...")) {
+ case 1:
+ if (countitem(6074) < 1) {
+ mes "[Bazett]";
+ mes "!!!!!!!";
+ mes "You lost the notes!!?";
+ mes "Sigh...";
+ next;
+ mes "[Bazett]";
+ mes "What's done has been done.";
+ mes "You must be tired, go take a rest.";
+ mes "I'll go prepare new notes.";
+ mes "You can just go investigate again for me.";
+ set ep13_2_busut,7;
+ erasequest 11102;
+ setquest 11104;
+ close;
+ }
+ else {
+ mes "[Bazett]";
+ mes "May I take a look at the notes first?";
+ mes "Oh!!";
+ next;
+ mes " - Bazett is reading the detailed contents - ";
+ mes " - He seems to be captivated. - ";
+ mes " - It's better if I leave him alone. - ";
+ mes " - So he can finish. - ";
+ next;
+ mes "[Bazett]";
+ mes "Mm...there are actually such things?!";
+ next;
+ mes "[Bazett]";
+ mes "Mm...I see, I see.";
+ next;
+ mes "[Bazett]";
+ mes "Even though the content is simple, it's well organized and interesting.";
+ mes "As expected of "+strcharinfo(0)+"!!";
+ next;
+ mes "[Bazett]";
+ mes "You've done well.";
+ mes "You must be exhausted. Go take a rest. We'll continue tomorrow.";
+ next;
+ mes "[Bazett]";
+ mes "Ah... this isn't much, but it's a coin that the giants use.";
+ mes "Maybe you can buy something from them with this.";
+ delitem 6074,1; //Bazett's_Order
+ set ep13_2_busut,7;
+ if (ep13_2_bs1 == 3) getitem 6080,1; //Manuk_Coin
+ if (ep13_2_bs2 == 3) getitem 6080,1; //Manuk_Coin
+ if (ep13_2_bs3 == 3) getitem 6080,1; //Manuk_Coin
+ if (ep13_2_bs4 == 3) getitem 6080,1; //Manuk_Coin
+ erasequest 11102;
+ setquest 11104;
+ close;
+ }
+ break;
+ case 2:
+ mes "[Bazett]";
+ mes "Take it easy...";
+ close;
+ }
+ }
+ else {
+ mes "[Bazett]";
+ mes "You've done well.";
+ mes "You must be exhausted. Go take a rest, we'll continue tomorrow.";
+ close;
+ }
+}
+
+manuk,193,135,0 script Worker#ep13bs 454,{
+ if (isequipped(2782) == 1) {
+ if (ep13_2_busut == 3) {
+ if (ep13_2_bs1 == 1) {
+ mes "[Worker]";
+ mes "Oops, it's dangerous, almost broken.";
+ mes "I should hurry to change it...otherwise.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "What's the matter?";
+ next;
+ mes "[Worker]";
+ mes "Ah....here.....um...";
+ mes "......";
+ mes ".........";
+ mes "Nothing!!";
+ emotion e_omg,"Worker#ep13bs";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "What's up?";
+ next;
+ mes "[Worker]";
+ mes "You are an outsider.";
+ mes "......";
+ mes "I was suprised by your voice.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Yes, sorry to startle you.";
+ emotion e_heh,1;
+ next;
+ mes "[Worker]";
+ mes "Haha, it's ok.";
+ mes "Recently I heard about people like you but it's the first time I've actually met one.";
+ next;
+ mes "[Worker]";
+ mes "You speak our language pretty good.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Ah...anyway..you look like you're having some trouble. What happened?";
+ next;
+ mes "[Worker]";
+ mes "Nothing!!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Are you sure? Fate has to have brought us together for a reason.";
+ mes "Tell me~";
+ next;
+ mes "[Worker]";
+ mes "......";
+ mes "Frankly...";
+ next;
+ mes "[Worker]";
+ mes "The screw is too old to use to fix the tent, so I should change it before it breaks.";
+ next;
+ mes "[Worker]";
+ mes "I can't leave so I'm just waiting for my friend to pass by to help me.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Can I help you?";
+ next;
+ mes "[Worker]";
+ mes "No~that's alright. We just met so I can't ask you for a favor.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "That's ok! We can help each other!";
+ next;
+ mes "- Suddenly there is a screeching sound as the screw breaks -";
+ next;
+ mes "[Worker]";
+ mes "Ugh!!!";
+ mes "**Sigh**";
+ emotion e_sob,"Worker#ep13bs";
+ emotion e_sob,1;
+ next;
+ mes "[Worker]";
+ mes "Well that's that!";
+ mes "Anyway my name is ^0000FFGill^000000.";
+ next;
+ mes "[Gill]";
+ mes "I need something to fix the tent with, if you can get^0000FF 30 Horn of Hillslion^000000, I can make them into sturdy enough screws.";
+ next;
+ mes "[Gill]";
+ mes "Sorry, again for making you do this but I will be waiting here for you.";
+ set ep13_2_bs1,2;
+ setquest 11105;
+ close;
+ }
+ else if (ep13_2_bs1 == 2) {
+ if (countitem(6032) > 29) {
+ mes "[Gill]";
+ mes "You helped me collect all of the Horns of Hillslion?";
+ mes "Thank you so much.";
+ next;
+ mes "[Gill]";
+ mes "It's all because of you, we are able to prevent anything disastrous.";
+ mes "^0000FFEven though you're also an alien race, but compared to the vile fairies^000000, I'm glad to have met someone like "+strcharinfo(0)+".";
+ delitem 6032,30; //Horn_Of_Hilsrion
+ set ep13_2_bs1,3;
+ set ep13_2_busut,4;
+ completequest 11105;
+ close;
+ }
+ else {
+ mes "[Gill]";
+ mes "Sorry, again for making you do this but I will be waiting here for you to bring back the^0000FF 30 Horn of Hillslions.^000000.";
+ close;
+ }
+ }
+ else if (ep13_2_bs1 == 3) {
+ mes "[Gill]";
+ mes "Thank you for helping me.";
+ mes "^0000FFEven though you're also an alien race, but compared to the vile fairies^000000, I'm glad to have met someone like "+strcharinfo(0)+".";
+ close;
+ }
+ else {
+ mes "[Worker]";
+ mes "This is too dangerous, it's become too loose...";
+ mes "It must be replaced soon...";
+ close;
+ }
+ }
+ else if (ep13_2_busut == 4) {
+ if (ep13_2_bs1 == 1) {
+ mes "[Worker]";
+ mes "This is too dangerous, it's become too loose...";
+ mes "It must be replaced soon...";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Is something wrong?";
+ next;
+ mes "[Worker]";
+ mes "Ah... see here...";
+ mes "......";
+ mes ".........";
+ mes "Nevermind. Nothing.";
+ emotion e_omg,"Worker#ep13bs";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "You don't have to be like this.";
+ next;
+ mes "[Worker]";
+ mes "You are one of the strange race, aren't you?";
+ mes "......";
+ mes "To suddenly hear you speak our language gave me a bit of a shock.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Since I'm travelling here, so I thought I'd need it...";
+ emotion e_heh,1," ET_SMILE";
+ next;
+ mes "[Worker]";
+ mes "Haha, is that so?";
+ mes "I've heard of the rumour that your race exists, but I've never seen one before.";
+ next;
+ mes "[Worker]";
+ mes "And to think you can speak our language. Interesting.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Ah...but just a moment ago, you were having a hard time with something. Is something wrong?";
+ next;
+ mes "[Worker]";
+ mes "It's nothing.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Ah~ It must be fate that we met~";
+ mes "You can just tell me.";
+ next;
+ mes "[Worker]";
+ mes "......";
+ mes "Well...";
+ next;
+ mes "[Worker]";
+ mes "The screw that is used to keep our tent in place is rusting away... we must get a new one.";
+ next;
+ mes "[Worker]";
+ mes "But I can't leave this place, so I was waiting for someone to pass by.";
+ mes "And you just happened to talk to me. I thought you were someone from our tribe.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I can help you.";
+ next;
+ mes "[Worker]";
+ mes "No, it's alright. We just met, so I don't want to trouble you.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Don't worry about it! Life is all about helping eachother, don't you think so?";
+ next;
+ mes " - While the disagreement is taking place, - ";
+ mes " - The screw that has held its ground til now - ";
+ mes " - Finally gives in and breaks in half. - ";
+ next;
+ mes "[Worker]";
+ mes "Ah!!!";
+ emotion e_sob,"Worker#ep13bs";
+ emotion e_sob,1;
+ next;
+ mes "[Worker]";
+ mes "I can't just care about pride now.";
+ mes "Let me introduce myself, I am ^0000FFGill^000000.";
+ next;
+ mes "[Gill]";
+ mes "I need a screw to stablize our tent, and it can be found from the ^0000FFHillslion^000000 monster.";
+ mes "Please help me collect ^0000FF30 Horns of Hillslion^000000, and that should be enough for now.";
+ next;
+ mes "[Gill]";
+ mes "I'm really sorry, so please hurry.";
+ set ep13_2_bs1,2;
+ setquest 11105;
+ close;
+ }
+ else if (ep13_2_bs1 == 2) {
+ if (countitem(6032) > 29) {
+ mes "[Gill]";
+ mes "You helped me collect all of the Horns of Hillslion?";
+ mes "Thank you so much.";
+ next;
+ mes "[Gill]";
+ mes "It's all because of you, we are able to prevent anything disastrous.";
+ mes "^0000FFEven though you're also an alien race, but compared to the vile fairies^000000, I'm glad to have met someone like "+strcharinfo(0)+".";
+ delitem 6032,30; //Horn_Of_Hilsrion
+ set ep13_2_bs1,3;
+ completequest 11105;
+ close;
+ }
+ else {
+ mes "[Gill]";
+ mes "Making you do something like this, I feel ashamed.";
+ close;
+ }
+ }
+ else if (ep13_2_bs1 == 3) {
+ mes "[Gill]";
+ mes "Thank you for helping me.";
+ mes "^0000FFEven though you're also an alien race, but compared to the vile Fairies^000000, I'm glad to have met someone like "+strcharinfo(0)+".";
+ close;
+ }
+ else {
+ mes "[Worker]";
+ mes "This is too dangerous, it's become too loose...";
+ mes "It must be replaced soon...";
+ close;
+ }
+ }
+ else {
+ mes "[Gill]";
+ mes "You're here again?";
+ mes "Talking with someone occasionally is quite relaxing.";
+ close;
+ }
+ }
+ else {
+ mes "[Worker]";
+ mes "Ehahdie O Ehai";
+ mes "Ohek Hekdh I dkek";
+ mes "Ohehp Qe Tehdhah";
+ next;
+ mes "[Worker]";
+ mes "Ehaodke Thdieqak Khehdi";
+ mes "PHhdkel";
+ mes "Thhdqdcczk U dheagelokd dok";
+ next;
+ mes "- You can't understand what he's saying. - ";
+ close;
+ }
+}
+
+// Yggdrasil Dungeon Floor 2 puzzle.
+//============================================================
+nyd_dun02,178,255,0 script Strange Device#ep13_out 844,3,3,{
+ mes "There's something strange here.";
+ mes "Maybe that device can be controlled from here.";
+ next;
+ switch(select("Try to control.:Don't try to control it.")) {
+ case 1:
+ mes "You press the device buttons and it suddenly becomes dark.";
+ close2;
+ warp "nyd_dun02",139,268;
+ end;
+
+ case 2:
+ mes "You decide to leave it alone.";
+ close;
+ }
+
+OnTouch:
+ specialeffect EF_LEVEL99_4;
+ end;
+}
+
+nyd_dun02,139,274,0 script Strange Device#ep13_in 844,3,3,{
+ if ($@08_ep13nydun02_in == 1) {
+ mes "The device has already been activated.";
+ mes "You must wait for the controls to reset.";
+ close;
+ }
+ else {
+ mes "There's a controllable device here.";
+ mes "You might be able to control that device from here.";
+ next;
+ switch(select("Control.:Quit.")) {
+ case 1:
+ if ($@08_ep13nydun02_in == 1) {
+ mes "Seems to have been started.";
+ close;
+ }
+ else {
+ set $@08_ep13nydun02_in,1;
+ set .@way_loot,rand(1,2);
+ if (.@way_loot == 1) {
+ donpcevent "ep13_warp_s1::OnEnable";
+ donpcevent "ep13_warp_11::OnEnable";
+ donpcevent "ep13_warp_21::OnEnable";
+ donpcevent "ep13_warp_22::OnEnable";
+ donpcevent "ep13_warp_22_2::OnEnable";
+ }
+ else {
+ donpcevent "ep13_warp_s3::OnEnable";
+ donpcevent "ep13_warp_13::OnEnable";
+ donpcevent "ep13_warp_14::OnEnable";
+ donpcevent "ep13_warp_24::OnEnable";
+ donpcevent "ep13_warp_24_2::OnEnable";
+ }
+ initnpctimer;
+ mes "The device is now on.";
+ mes "Panels have appeared across the ledge.";
+ close;
+ }
+ case 2:
+ mes "You decide not to control the device.";
+ close;
+ }
+ }
+ end;
+
+OnTimer70000:
+ donpcevent "ep13_nd2f_mng::Onreset";
+ set $@08_ep13nydun02_in,0;
+ stopnpctimer;
+ end;
+
+OnTouch:
+ specialeffect EF_LEVEL99_4;
+ end;
+}
+
+nyd_dun02,143,272,0 script ep13_warp_s1 139,{
+
+OnEnable:
+ enablenpc "ep13_warp_s1";
+ specialeffect EF_WIND;
+ initnpctimer;
+ end;
+
+OnDisable:
+ specialeffect EF_WIND;
+ disablenpc "ep13_warp_s1";
+ end;
+
+OnTimer2000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer4000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer6000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer8000:
+ specialeffect EF_STEAL;
+ end;
+
+OnTimer10000:
+ specialeffect EF_STEAL;
+ disablenpc "ep13_warp_s1";
+ end;
+}
+
+nyd_dun02,143,269,0 script ep13_warp_s2 139,1,1,{
+OnTouch:
+ warp "nyd_dun01",214,68;
+ end;
+}
+
+nyd_dun02,143,266,0 script ep13_warp_s3 139,{
+
+OnEnable:
+ enablenpc "ep13_warp_s3";
+ specialeffect EF_WIND;
+ initnpctimer;
+ end;
+
+OnDisable:
+ specialeffect EF_WIND;
+ disablenpc "ep13_warp_s3";
+ end;
+
+OnTimer2000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer4000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer6000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer8000:
+ specialeffect EF_STEAL;
+ end;
+
+OnTimer10000:
+ specialeffect EF_STEAL;
+ disablenpc "ep13_warp_s3";
+ end;
+}
+
+nyd_dun02,143,263,0 script ep13_warp_s4 139,1,1,{
+OnTouch:
+ warp "nyd_dun01",214,68;
+ end;
+}
+
+nyd_dun02,146,272,0 script ep13_warp_11 139,{
+
+OnEnable:
+ enablenpc "ep13_warp_11";
+ specialeffect EF_WIND;
+ initnpctimer;
+ end;
+
+OnDisable:
+ specialeffect EF_WIND;
+ disablenpc "ep13_warp_11";
+ end;
+
+OnTimer2000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer4000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer6000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer8000:
+ specialeffect EF_STEAL;
+ end;
+
+OnTimer10000:
+ specialeffect EF_STEAL;
+ disablenpc "ep13_warp_11";
+ end;
+}
+
+nyd_dun02,146,269,0 script ep13_warp_12 139,1,1,{
+OnTouch:
+ warp "nyd_dun01",214,68;
+ end;
+}
+
+nyd_dun02,146,266,0 script ep13_warp_13 139,{
+
+OnEnable:
+ enablenpc "ep13_warp_13";
+ specialeffect EF_WIND;
+ initnpctimer;
+ end;
+
+OnDisable:
+ specialeffect EF_WIND;
+ disablenpc "ep13_warp_13";
+ end;
+
+OnTimer2000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer4000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer6000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer8000:
+ specialeffect EF_STEAL;
+ end;
+
+OnTimer10000:
+ specialeffect EF_STEAL;
+ disablenpc "ep13_warp_13";
+ end;
+}
+
+nyd_dun02,146,263,0 script ep13_warp_14 139,{
+
+OnEnable:
+ enablenpc "ep13_warp_14";
+ specialeffect EF_WIND;
+ initnpctimer;
+ end;
+
+OnDisable:
+ specialeffect EF_WIND;
+ disablenpc "ep13_warp_14";
+ end;
+
+OnTimer2000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer4000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer6000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer8000:
+ specialeffect EF_STEAL;
+ end;
+
+OnTimer10000:
+ specialeffect EF_STEAL;
+ end;
+
+OnTimer12000:
+ specialeffect EF_STEAL;
+ disablenpc "ep13_warp_14";
+ end;
+}
+
+nyd_dun02,146,260,0 script ep13_warp_15 139,1,1,{
+OnTouch:
+ warp "nyd_dun01",214,68;
+ end;
+}
+
+nyd_dun02,149,272,0 script ep13_warp_21 139,{
+
+OnEnable:
+ enablenpc "ep13_warp_21";
+ specialeffect EF_WIND;
+ initnpctimer;
+ end;
+
+OnDisable:
+ specialeffect EF_WIND;
+ disablenpc "ep13_warp_21";
+ end;
+
+OnTimer2000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer4000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer6000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer8000:
+ specialeffect EF_STEAL;
+ end;
+
+OnTimer10000:
+ specialeffect EF_STEAL;
+ end;
+
+OnTimer12000:
+ specialeffect EF_STEAL;
+ disablenpc "ep13_warp_21";
+ end;
+}
+
+nyd_dun02,149,269,0 script ep13_warp_22 139,{
+
+OnEnable:
+ enablenpc "ep13_warp_22";
+ specialeffect EF_WIND;
+ initnpctimer;
+ end;
+
+OnDisable:
+ specialeffect EF_WIND;
+ disablenpc "ep13_warp_22";
+ end;
+
+OnTimer2000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer4000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer6000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer8000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer10000:
+ specialeffect EF_STEAL;
+ end;
+
+OnTimer12000:
+ specialeffect EF_STEAL;
+ end;
+
+OnTimer15000:
+ specialeffect EF_STEAL;
+ disablenpc "ep13_warp_22";
+ end;
+}
+
+nyd_dun02,149,269,0 script ep13_warp_22_2 139,1,1,{
+OnInit:
+ disablenpc "ep13_warp_22_2";
+ end;
+
+OnEnable:
+ enablenpc "ep13_warp_22_2";
+ end;
+
+OnDisable:
+ disablenpc "ep13_warp_22_2";
+ end;
+
+OnTouch:
+ donpcevent "ep13_warp_31::OnEnable";
+ donpcevent "ep13_warp_41::OnEnable";
+ donpcevent "ep13_warp_42::OnEnable";
+ donpcevent "ep13_warp_43::OnEnable";
+ donpcevent "ep13_warp_43_2::OnEnable";
+ donpcevent "ep13_warp_22_2::OnDisable";
+ end;
+}
+
+nyd_dun02,149,266,0 script ep13_warp_23 139,1,1,{
+OnTouch:
+ warp "nyd_dun01",214,68;
+ end;
+}
+
+nyd_dun02,149,263,0 script ep13_warp_24 139,{
+
+OnEnable:
+ enablenpc "ep13_warp_24";
+ specialeffect EF_WIND;
+ initnpctimer;
+ end;
+
+OnDisable:
+ specialeffect EF_WIND;
+ disablenpc "ep13_warp_24";
+ end;
+
+OnTimer2000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer4000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer6000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer8000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer10000:
+ specialeffect EF_STEAL;
+ end;
+
+OnTimer12000:
+ specialeffect EF_STEAL;
+ end;
+
+OnTimer15000:
+ specialeffect EF_STEAL;
+ disablenpc "ep13_warp_24";
+ end;
+}
+
+nyd_dun02,149,263,0 script ep13_warp_24_2 139,1,1,{
+
+OnInit:
+ disablenpc "ep13_warp_24_2";
+ end;
+
+OnEnable:
+ enablenpc "ep13_warp_24_2";
+ end;
+
+OnDisable:
+ disablenpc "ep13_warp_24_2";
+ end;
+
+OnTouch:
+ set .@way_loot,rand(1,2);
+ if (.@way_loot == 1) {
+ donpcevent "ep13_warp_33::OnEnable";
+ donpcevent "ep13_warp_43::OnEnable";
+ donpcevent "ep13_warp_43_2::OnEnable";
+ }
+ else {
+ donpcevent "ep13_warp_25::OnEnable";
+ donpcevent "ep13_warp_26::OnEnable";
+ donpcevent "ep13_warp_35::OnEnable";
+ donpcevent "ep13_warp_45::OnEnable";
+ donpcevent "ep13_warp_45_2::OnEnable";
+ }
+ disablenpc "ep13_warp_24_2";
+ end;
+}
+
+nyd_dun02,149,260,0 script ep13_warp_25 139,{
+
+OnEnable:
+ enablenpc "ep13_warp_25";
+ specialeffect EF_WIND;
+ initnpctimer;
+ end;
+
+OnDisable:
+ specialeffect EF_WIND;
+ disablenpc "ep13_warp_25";
+ end;
+
+OnTimer2000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer4000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer6000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer8000:
+ specialeffect EF_STEAL;
+ end;
+
+OnTimer10000:
+ specialeffect EF_STEAL;
+ disablenpc "ep13_warp_25";
+ end;
+}
+
+nyd_dun02,149,257,0 script ep13_warp_26 139,{
+
+OnEnable:
+ enablenpc "ep13_warp_26";
+ specialeffect EF_WIND;
+ initnpctimer;
+ end;
+
+OnDisable:
+ specialeffect EF_WIND;
+ disablenpc "ep13_warp_26";
+ end;
+
+OnTimer2000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer4000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer6000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer8000:
+ specialeffect EF_STEAL;
+ end;
+
+OnTimer10000:
+ specialeffect EF_STEAL;
+ disablenpc "ep13_warp_26";
+ end;
+}
+
+nyd_dun02,152,270,0 script ep13_warp_31 139,{
+
+OnEnable:
+ enablenpc "ep13_warp_31";
+ specialeffect EF_WIND;
+ initnpctimer;
+ end;
+
+OnDisable:
+ specialeffect EF_WIND;
+ disablenpc "ep13_warp_31";
+ end;
+
+OnTimer2000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer4000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer6000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer8000:
+ specialeffect EF_STEAL;
+ end;
+
+OnTimer10000:
+ specialeffect EF_STEAL;
+ disablenpc "ep13_warp_31";
+ end;
+}
+
+nyd_dun02,152,267,0 script ep13_warp_32 139,1,1,{
+OnTouch:
+ warp "nyd_dun01",214,68;
+ end;
+}
+
+nyd_dun02,152,264,0 script ep13_warp_33 139,{
+
+OnEnable:
+ enablenpc "ep13_warp_33";
+ specialeffect EF_WIND;
+ initnpctimer;
+ end;
+
+OnDisable:
+ specialeffect EF_WIND;
+ disablenpc "ep13_warp_33";
+ end;
+
+OnTimer2000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer4000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer6000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer8000:
+ specialeffect EF_STEAL;
+ end;
+
+OnTimer10000:
+ specialeffect EF_STEAL;
+ disablenpc "ep13_warp_33";
+ end;
+}
+
+nyd_dun02,152,261,0 script ep13_warp_34 139,1,1,{
+OnTouch:
+ warp "nyd_dun01",214,68;
+ end;
+}
+
+nyd_dun02,152,258,0 script ep13_warp_35 139,{
+
+OnEnable:
+ enablenpc "ep13_warp_35";
+ specialeffect EF_WIND;
+ initnpctimer;
+ end;
+
+OnDisable:
+ specialeffect EF_WIND;
+ disablenpc "ep13_warp_35";
+ end;
+
+OnTimer2000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer4000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer6000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer8000:
+ specialeffect EF_STEAL;
+ end;
+
+OnTimer10000:
+ specialeffect EF_STEAL;
+ end;
+
+OnTimer12000:
+ specialeffect EF_STEAL;
+ enablenpc "ep13_warp_35";
+ end;
+}
+
+nyd_dun02,155,269,0 script ep13_warp_41 139,{
+
+OnEnable:
+ enablenpc "ep13_warp_41";
+ specialeffect EF_WIND;
+ initnpctimer;
+ end;
+
+OnDisable:
+ specialeffect EF_WIND;
+ disablenpc "ep13_warp_41";
+ end;
+
+OnTimer2000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer4000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer6000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer8000:
+ specialeffect EF_STEAL;
+ end;
+
+OnTimer10000:
+ specialeffect EF_STEAL;
+ disablenpc "ep13_warp_41";
+ end;
+}
+
+nyd_dun02,155,266,0 script ep13_warp_42 139,{
+
+OnEnable:
+ enablenpc "ep13_warp_42";
+ specialeffect EF_WIND;
+ initnpctimer;
+ end;
+
+OnDisable:
+ specialeffect EF_WIND;
+ disablenpc "ep13_warp_42";
+ end;
+
+OnTimer2000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer4000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer6000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer8000:
+ specialeffect EF_STEAL;
+ end;
+
+OnTimer10000:
+ specialeffect EF_STEAL;
+ end;
+
+OnTimer12000:
+ specialeffect EF_STEAL;
+ disablenpc "ep13_warp_42";
+ end;
+}
+
+nyd_dun02,155,263,0 script ep13_warp_43 139,{
+
+OnEnable:
+ enablenpc "ep13_warp_43";
+ specialeffect EF_WIND;
+ initnpctimer;
+ end;
+
+OnDisable:
+ specialeffect EF_WIND;
+ disablenpc "ep13_warp_43";
+ end;
+
+OnTimer2000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer4000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer6000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer8000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer10000:
+ specialeffect EF_STEAL;
+ end;
+
+OnTimer12000:
+ specialeffect EF_STEAL;
+ end;
+
+OnTimer15000:
+ specialeffect EF_STEAL;
+ disablenpc "ep13_warp_43";
+ end;
+}
+
+nyd_dun02,155,263,0 script ep13_warp_43_2 139,1,1,{
+
+OnInit:
+ disablenpc "ep13_warp_43_2";
+ end;
+
+OnEnable:
+ enablenpc "ep13_warp_43_2";
+ end;
+
+OnDisable:
+ disablenpc "ep13_warp_43_2";
+ end;
+
+OnTouch:
+ donpcevent "ep13_warp_52::OnEnable";
+ donpcevent "ep13_warp_61::OnEnable";
+ donpcevent "ep13_warp_61_2::OnEnable";
+ donpcevent "ep13_warp_43_2::OnDisable";
+ end;
+}
+
+nyd_dun02,155,260,0 script ep13_warp_44 139,1,1,{
+OnTouch:
+ warp "nyd_dun01",214,68;
+ end;
+}
+
+nyd_dun02,155,257,0 script ep13_warp_45 139,{
+
+OnEnable:
+ enablenpc "ep13_warp_45";
+ specialeffect EF_WIND;
+ initnpctimer;
+ end;
+
+OnDisable:
+ specialeffect EF_WIND;
+ disablenpc "ep13_warp_45";
+ end;
+
+OnTimer2000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer4000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer6000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer8000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer10000:
+ specialeffect EF_STEAL;
+ end;
+
+OnTimer12000:
+ specialeffect EF_STEAL;
+ end;
+
+OnTimer15000:
+ specialeffect EF_STEAL;
+ disablenpc "ep13_warp_45";
+ end;
+}
+
+nyd_dun02,155,257,0 script ep13_warp_45_2 139,1,1,{
+
+OnInit:
+ disablenpc "ep13_warp_45_2";
+ end;
+
+OnEnable:
+ enablenpc "ep13_warp_45_2";
+ end;
+
+OnDisable:
+ disablenpc "ep13_warp_45_2";
+ end;
+
+OnTouch:
+ donpcevent "ep13_warp_46::OnEnable";
+ donpcevent "ep13_warp_55::OnEnable";
+ donpcevent "ep13_warp_56::OnEnable";
+ donpcevent "ep13_warp_65::OnEnable";
+ donpcevent "ep13_warp_65_2::OnEnable";
+ donpcevent "ep13_warp_45_2::OnDisable";
+ end;
+}
+
+nyd_dun02,155,254,0 script ep13_warp_46 139,{
+
+OnEnable:
+ enablenpc "ep13_warp_46";
+ specialeffect EF_WIND;
+ initnpctimer;
+ end;
+
+OnDisable:
+ specialeffect EF_WIND;
+ disablenpc "ep13_warp_46";
+ end;
+
+OnTimer2000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer4000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer6000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer8000:
+ specialeffect EF_STEAL;
+ end;
+
+OnTimer10000:
+ specialeffect EF_STEAL;
+ disablenpc "ep13_warp_46";
+ end;
+}
+
+nyd_dun02,158,266,0 script ep13_warp_51 139,1,1,{
+OnTouch:
+ warp "nyd_dun01",214,68;
+ end;
+}
+
+nyd_dun02,158,263,0 script ep13_warp_52 139,{
+
+OnEnable:
+ enablenpc "ep13_warp_52";
+ specialeffect EF_WIND;
+ initnpctimer;
+ end;
+
+OnDisable:
+ specialeffect EF_WIND;
+ disablenpc "ep13_warp_52";
+ end;
+
+OnTimer2000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer4000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer6000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer8000:
+ specialeffect EF_STEAL;
+ end;
+
+OnTimer10000:
+ specialeffect EF_STEAL;
+ disablenpc "ep13_warp_52";
+ end;
+}
+
+nyd_dun02,158,260,0 script ep13_warp_53 139,1,1,{
+OnTouch:
+ warp "nyd_dun01",214,68;
+ end;
+}
+
+nyd_dun02,158,257,0 script ep13_warp_54 139,1,1,{
+OnTouch:
+ warp "nyd_dun01",214,68;
+ end;
+}
+
+nyd_dun02,158,254,0 script ep13_warp_55 139,{
+
+OnEnable:
+ enablenpc "ep13_warp_55";
+ specialeffect EF_WIND;
+ initnpctimer;
+ end;
+
+OnDisable:
+ specialeffect EF_WIND;
+ disablenpc "ep13_warp_55";
+ end;
+
+OnTimer2000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer4000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer6000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer8000:
+ specialeffect EF_STEAL;
+ end;
+
+OnTimer10000:
+ specialeffect EF_STEAL;
+ disablenpc "ep13_warp_55";
+ end;
+}
+
+nyd_dun02,158,251,0 script ep13_warp_56 139,{
+
+OnEnable:
+ enablenpc "ep13_warp_56";
+ specialeffect EF_WIND;
+ initnpctimer;
+ end;
+
+OnDisable:
+ specialeffect EF_WIND;
+ disablenpc "ep13_warp_56";
+ end;
+
+OnTimer2000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer4000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer6000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer8000:
+ specialeffect EF_STEAL;
+ end;
+
+OnTimer10000:
+ specialeffect EF_STEAL;
+ end;
+
+OnTimer12000:
+ specialeffect EF_STEAL;
+ disablenpc "ep13_warp_56";
+ end;
+}
+
+nyd_dun02,161,264,0 script ep13_warp_61 139,{
+
+OnEnable:
+ enablenpc "ep13_warp_61";
+ specialeffect EF_WIND;
+ initnpctimer;
+ end;
+
+OnDisable:
+ specialeffect EF_WIND;
+ disablenpc "ep13_warp_61";
+ end;
+
+OnTimer2000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer4000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer6000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer8000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer10000:
+ specialeffect EF_STEAL;
+ end;
+
+OnTimer12000:
+ specialeffect EF_STEAL;
+ end;
+
+OnTimer15000:
+ specialeffect EF_STEAL;
+ disablenpc "ep13_warp_61";
+ end;
+}
+
+nyd_dun02,161,264,0 script ep13_warp_61_2 139,1,1,{
+
+OnInit:
+ disablenpc "ep13_warp_61_2";
+ end;
+
+OnEnable:
+ enablenpc "ep13_warp_61_2";
+ end;
+
+OnDisable:
+ disablenpc "ep13_warp_61_2";
+ end;
+
+OnTouch:
+ donpcevent "ep13_warp_62::OnEnable";
+ donpcevent "ep13_warp_71::OnEnable";
+ donpcevent "ep13_warp_72::OnEnable";
+ donpcevent "ep13_warp_81::OnEnable";
+ donpcevent "ep13_warp_81_2::OnEnable";
+ donpcevent "ep13_warp_61_2::OnDisable";
+ end;
+}
+
+nyd_dun02,161,261,0 script ep13_warp_62 139,{
+
+OnEnable:
+ enablenpc "ep13_warp_62";
+ specialeffect EF_WIND;
+ initnpctimer;
+ end;
+
+OnDisable:
+ specialeffect EF_WIND;
+ disablenpc "ep13_warp_62";
+ end;
+
+OnTimer2000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer4000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer6000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer8000:
+ specialeffect EF_STEAL;
+ end;
+
+OnTimer10000:
+ specialeffect EF_STEAL;
+ disablenpc "ep13_warp_62";
+ end;
+}
+
+nyd_dun02,161,258,0 script ep13_warp_63 139,1,1,{
+OnTouch:
+ warp "nyd_dun01",214,68;
+ end;
+}
+
+nyd_dun02,161,255,0 script ep13_warp_64 139,{
+
+OnEnable:
+ enablenpc "ep13_warp_64";
+ initnpctimer;
+ specialeffect EF_WIND;
+ end;
+
+OnDisable:
+ disablenpc "ep13_warp_64";
+ end;
+
+OnTimer2000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer4000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer6000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer8000:
+ specialeffect EF_STEAL;
+ end;
+
+OnTimer10000:
+ specialeffect EF_STEAL;
+ disablenpc "ep13_warp_64";
+ end;
+}
+
+nyd_dun02,161,252,0 script ep13_warp_65 139,{
+
+OnEnable:
+ enablenpc "ep13_warp_65";
+ specialeffect EF_WIND;
+ initnpctimer;
+ end;
+
+OnDisable:
+ specialeffect EF_WIND;
+ disablenpc "ep13_warp_65";
+ end;
+
+OnTimer2000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer4000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer6000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer8000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer10000:
+ specialeffect EF_STEAL;
+ end;
+
+OnTimer12000:
+ specialeffect EF_STEAL;
+ end;
+
+OnTimer15000:
+ specialeffect EF_STEAL;
+ disablenpc "ep13_warp_65";
+ end;
+}
+
+nyd_dun02,161,252,0 script ep13_warp_65_2 139,1,1,{
+OnInit:
+ disablenpc "ep13_warp_65_2";
+ end;
+
+OnEnable:
+ enablenpc "ep13_warp_65_2";
+ end;
+
+OnDisable:
+ disablenpc "ep13_warp_65_2";
+ end;
+
+OnTouch:
+ set way_loot,rand(1,2);
+ if (way_loot == 1) {
+ donpcevent "ep13_warp_64::OnEnable";
+ donpcevent "ep13_warp_73::OnEnable";
+ donpcevent "ep13_warp_82::OnEnable";
+ donpcevent "ep13_warp_83::OnEnable";
+ donpcevent "ep13_warp_83_2::OnEnable";
+ }
+ else {
+ donpcevent "ep13_warp_66::OnEnable";
+ donpcevent "ep13_warp_75::OnEnable";
+ donpcevent "ep13_warp_76::OnEnable";
+ donpcevent "ep13_warp_85::OnEnable";
+ donpcevent "ep13_warp_85_2::OnEnable";
+ }
+ disablenpc "ep13_warp_65_2";
+ end;
+}
+
+nyd_dun02,161,249,0 script ep13_warp_66 139,{
+
+OnEnable:
+ enablenpc "ep13_warp_66";
+ specialeffect EF_WIND;
+ initnpctimer;
+ end;
+
+OnDisable:
+ specialeffect EF_WIND;
+ disablenpc "ep13_warp_66";
+ end;
+
+OnTimer2000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer4000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer6000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer8000:
+ specialeffect EF_STEAL;
+ end;
+
+OnTimer10000:
+ specialeffect EF_STEAL;
+ disablenpc "ep13_warp_66";
+ end;
+}
+
+nyd_dun02,164,261,0 script ep13_warp_71 139,{
+
+OnEnable:
+ enablenpc "ep13_warp_71";
+ specialeffect EF_WIND;
+ initnpctimer;
+ end;
+
+OnDisable:
+ specialeffect EF_WIND;
+ disablenpc "ep13_warp_71";
+ end;
+
+OnTimer2000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer4000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer6000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer8000:
+ specialeffect EF_STEAL;
+ end;
+
+OnTimer10000:
+ specialeffect EF_STEAL;
+ disablenpc "ep13_warp_71";
+ end;
+}
+
+nyd_dun02,164,258,0 script ep13_warp_72 139,{
+
+OnEnable:
+ enablenpc "ep13_warp_72";
+ specialeffect EF_WIND;
+ initnpctimer;
+ end;
+
+OnDisable:
+ specialeffect EF_WIND;
+ disablenpc "ep13_warp_72";
+ end;
+
+OnTimer2000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer4000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer6000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer8000:
+ specialeffect EF_STEAL;
+ end;
+
+OnTimer10000:
+ specialeffect EF_STEAL;
+ end;
+
+OnTimer12000:
+ specialeffect EF_STEAL;
+ disablenpc "ep13_warp_72";
+ end;
+}
+
+nyd_dun02,164,255,0 script ep13_warp_73 139,{
+
+OnEnable:
+ enablenpc "ep13_warp_73";
+ specialeffect EF_WIND;
+ initnpctimer;
+ end;
+
+OnDisable:
+ specialeffect EF_WIND;
+ disablenpc "ep13_warp_73";
+ end;
+
+OnTimer2000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer4000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer6000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer8000:
+ specialeffect EF_STEAL;
+ end;
+
+OnTimer10000:
+ specialeffect EF_STEAL;
+ disablenpc "ep13_warp_73";
+ end;
+}
+
+nyd_dun02,164,252,0 script ep13_warp_74 139,1,1,{
+OnTouch:
+ warp "nyd_dun01",214,68;
+ end;
+}
+
+nyd_dun02,164,249,0 script ep13_warp_75 139,{
+
+OnEnable:
+ enablenpc "ep13_warp_75";
+ specialeffect EF_WIND;
+ initnpctimer;
+ end;
+
+OnDisable:
+ specialeffect EF_WIND;
+ disablenpc "ep13_warp_75";
+ end;
+
+OnTimer2000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer4000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer6000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer8000:
+ specialeffect EF_STEAL;
+ end;
+
+OnTimer10000:
+ specialeffect EF_STEAL;
+ disablenpc "ep13_warp_75";
+ end;
+}
+
+nyd_dun02,164,246,0 script ep13_warp_76 139,{
+
+OnEnable:
+ enablenpc "ep13_warp_76";
+ specialeffect EF_WIND;
+ initnpctimer;
+ end;
+
+OnDisable:
+ specialeffect EF_WIND;
+ disablenpc "ep13_warp_76";
+ end;
+
+OnTimer2000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer4000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer6000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer8000:
+ specialeffect EF_STEAL;
+ end;
+
+OnTimer10000:
+ specialeffect EF_STEAL;
+ end;
+
+OnTimer12000:
+ specialeffect EF_STEAL;
+ disablenpc "ep13_warp_76";
+ end;
+}
+
+nyd_dun02,167,258,0 script ep13_warp_81 139,{
+
+OnEnable:
+ enablenpc "ep13_warp_81";
+ specialeffect EF_WIND;
+ initnpctimer;
+ end;
+
+OnDisable:
+ specialeffect EF_WIND;
+ disablenpc "ep13_warp_81";
+ end;
+
+OnTimer2000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer4000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer6000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer8000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer10000:
+ specialeffect EF_STEAL;
+ end;
+
+OnTimer12000:
+ specialeffect EF_STEAL;
+ end;
+
+OnTimer15000:
+ specialeffect EF_STEAL;
+ disablenpc "ep13_warp_81";
+ end;
+}
+
+nyd_dun02,167,258,0 script ep13_warp_81_2 139,1,1,{
+OnInit:
+ disablenpc "ep13_warp_81_2";
+ end;
+
+OnEnable:
+ enablenpc "ep13_warp_81_2";
+ end;
+
+OnDisable:
+ disablenpc "ep13_warp_81_2";
+ end;
+
+OnTouch:
+ donpcevent "ep13_warp_91::OnEnable";
+ donpcevent "ep13_warp_92::OnEnable";
+ donpcevent "ep13_warp_93::OnEnable";
+ donpcevent "ep13_warp_e1::OnEnable";
+ donpcevent "ep13_warp_81_2::OnDisable";
+ end;
+}
+
+nyd_dun02,167,255,0 script ep13_warp_82 139,{
+
+OnEnable:
+ enablenpc "ep13_warp_82";
+ specialeffect EF_WIND;
+ initnpctimer;
+ end;
+
+OnDisable:
+ specialeffect EF_WIND;
+ disablenpc "ep13_warp_82";
+ end;
+
+OnTimer2000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer4000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer6000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer8000:
+ specialeffect EF_STEAL;
+ end;
+
+OnTimer10000:
+ specialeffect EF_STEAL;
+ end;
+
+OnTimer12000:
+ specialeffect EF_STEAL;
+ disablenpc "ep13_warp_82";
+ end;
+}
+
+nyd_dun02,167,252,0 script ep13_warp_83 139,{
+
+OnEnable:
+ enablenpc "ep13_warp_83";
+ specialeffect EF_WIND;
+ initnpctimer;
+ end;
+
+OnDisable:
+ specialeffect EF_WIND;
+ disablenpc "ep13_warp_83";
+ end;
+
+OnTimer2000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer4000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer6000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer8000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer10000:
+ specialeffect EF_STEAL;
+ end;
+
+OnTimer12000:
+ specialeffect EF_STEAL;
+ end;
+
+OnTimer15000:
+ specialeffect EF_STEAL;
+ disablenpc "ep13_warp_83";
+ end;
+}
+
+nyd_dun02,167,252,0 script ep13_warp_83_2 139,1,1,{
+
+OnInit:
+ disablenpc "ep13_warp_83_2";
+ end;
+
+OnEnable:
+ enablenpc "ep13_warp_83_2";
+ end;
+
+OnDisable:
+ disablenpc "ep13_warp_83_2";
+ end;
+
+OnTouch:
+ donpcevent "ep13_warp_84::OnEnable";
+ donpcevent "ep13_warp_94::OnEnable";
+ donpcevent "ep13_warp_e2::OnEnable";
+ donpcevent "ep13_warp_83_2::OnDisable";
+ end;
+}
+
+nyd_dun02,167,249,0 script ep13_warp_84 139,{
+
+OnEnable:
+ enablenpc "ep13_warp_84";
+ specialeffect EF_WIND;
+ initnpctimer;
+ end;
+
+OnDisable:
+ specialeffect EF_WIND;
+ disablenpc "ep13_warp_84";
+ end;
+
+OnTimer2000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer4000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer6000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer8000:
+ specialeffect EF_STEAL;
+ end;
+
+OnTimer10000:
+ specialeffect EF_STEAL;
+ disablenpc "ep13_warp_84";
+ end;
+}
+
+nyd_dun02,167,246,0 script ep13_warp_85 139,{
+
+OnEnable:
+ enablenpc "ep13_warp_85";
+ specialeffect EF_WIND;
+ initnpctimer;
+ end;
+
+OnDisable:
+ specialeffect EF_WIND;
+ disablenpc "ep13_warp_85";
+ end;
+
+OnTimer2000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer4000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer6000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer8000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer10000:
+ specialeffect EF_STEAL;
+ end;
+
+OnTimer12000:
+ specialeffect EF_STEAL;
+ end;
+
+OnTimer15000:
+ specialeffect EF_STEAL;
+ disablenpc "ep13_warp_85";
+ end;
+}
+
+nyd_dun02,167,246,0 script ep13_warp_85_2 139,1,1,{
+
+OnInit:
+ disablenpc "ep13_warp_85_2";
+ end;
+
+OnEnable:
+ enablenpc "ep13_warp_85_2";
+ end;
+
+OnDisable:
+ disablenpc "ep13_warp_85_2";
+ end;
+
+OnTouch:
+ donpcevent "ep13_warp_95::OnEnable";
+ donpcevent "ep13_warp_e3::OnEnable";
+ donpcevent "ep13_warp_85_2::OnEnable";
+ end;
+}
+
+nyd_dun02,170,257,0 script ep13_warp_91 139,{
+
+OnEnable:
+ enablenpc "ep13_warp_91";
+ specialeffect EF_WIND;
+ initnpctimer;
+ end;
+
+OnDisable:
+ specialeffect EF_WIND;
+ disablenpc "ep13_warp_91";
+ end;
+
+OnTimer2000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer4000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer6000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer8000:
+ specialeffect EF_STEAL;
+ end;
+
+OnTimer10000:
+ specialeffect EF_STEAL;
+ disablenpc "ep13_warp_91";
+ end;
+}
+
+nyd_dun02,170,254,0 script ep13_warp_92 139,{
+
+OnEnable:
+ enablenpc "ep13_warp_92";
+ specialeffect EF_WIND;
+ initnpctimer;
+ end;
+
+OnDisable:
+ specialeffect EF_WIND;
+ disablenpc "ep13_warp_92";
+ end;
+
+OnTimer2000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer4000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer6000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer8000:
+ specialeffect EF_STEAL;
+ end;
+
+OnTimer10000:
+ specialeffect EF_STEAL;
+ disablenpc "ep13_warp_92";
+ end;
+}
+
+nyd_dun02,170,251,0 script ep13_warp_93 139,{
+
+OnEnable:
+ enablenpc "ep13_warp_93";
+ specialeffect EF_WIND;
+ initnpctimer;
+ end;
+
+OnDisable:
+ specialeffect EF_WIND;
+ disablenpc "ep13_warp_93";
+ end;
+
+OnTimer2000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer4000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer6000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer8000:
+ specialeffect EF_STEAL;
+ end;
+
+OnTimer10000:
+ specialeffect EF_STEAL;
+ end;
+
+OnTimer12000:
+ specialeffect EF_STEAL;
+ disablenpc "ep13_warp_93";
+ end;
+}
+
+nyd_dun02,170,248,0 script ep13_warp_94 139,{
+
+OnEnable:
+ enablenpc "ep13_warp_94";
+ specialeffect EF_WIND;
+ initnpctimer;
+ end;
+
+OnDisable:
+ specialeffect EF_WIND;
+ disablenpc "ep13_warp_94";
+ end;
+
+OnTimer2000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer4000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer6000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer8000:
+ specialeffect EF_STEAL;
+ end;
+
+OnTimer10000:
+ specialeffect EF_STEAL;
+ disablenpc "ep13_warp_94";
+ end;
+}
+
+nyd_dun02,170,245,0 script ep13_warp_95 139,{
+
+OnEnable:
+ enablenpc "ep13_warp_95";
+ specialeffect EF_WIND;
+ initnpctimer;
+ end;
+
+OnDisable:
+ specialeffect EF_WIND;
+ disablenpc "ep13_warp_95";
+ end;
+
+OnTimer2000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer4000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer6000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer8000:
+ specialeffect EF_STEAL;
+ end;
+
+OnTimer10000:
+ specialeffect EF_STEAL;
+ disablenpc "ep13_warp_95";
+ end;
+}
+
+nyd_dun02,173,251,0 script ep13_warp_e1 139,{
+
+OnEnable:
+ enablenpc "ep13_warp_e1";
+ specialeffect EF_WIND;
+ initnpctimer;
+ end;
+
+OnDisable:
+ specialeffect EF_WIND;
+ disablenpc "ep13_warp_e1";
+ end;
+
+OnTimer2000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer4000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer6000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer8000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer10000:
+ specialeffect EF_STEAL;
+ end;
+
+OnTimer12000:
+ specialeffect EF_STEAL;
+ end;
+
+OnTimer15000:
+ specialeffect EF_STEAL;
+ disablenpc "ep13_warp_e1";
+ end;
+}
+
+nyd_dun02,173,248,0 script ep13_warp_e2 139,{
+
+OnEnable:
+ enablenpc "ep13_warp_e2";
+ specialeffect EF_WIND;
+ initnpctimer;
+ end;
+
+OnDisable:
+ specialeffect EF_WIND;
+ disablenpc "ep13_warp_e2";
+ end;
+
+OnTimer2000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer4000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer6000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer8000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer10000:
+ specialeffect EF_STEAL;
+ end;
+
+OnTimer12000:
+ specialeffect EF_STEAL;
+ end;
+
+OnTimer15000:
+ specialeffect EF_STEAL;
+ disablenpc "ep13_warp_e2";
+ end;
+}
+
+nyd_dun02,173,245,0 script ep13_warp_e3 139,{
+
+OnEnable:
+ enablenpc "ep13_warp_e3";
+ specialeffect EF_WIND;
+ initnpctimer;
+ end;
+
+OnDisable:
+ specialeffect EF_WIND;
+ disablenpc "ep13_warp_e3";
+ end;
+
+OnTimer2000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer4000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer6000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer8000:
+ specialeffect EF_WIND;
+ end;
+
+OnTimer10000:
+ specialeffect EF_STEAL;
+ end;
+
+OnTimer12000:
+ specialeffect EF_STEAL;
+ end;
+
+OnTimer15000:
+ specialeffect EF_STEAL;
+ disablenpc "ep13_warp_e3";
+ end;
+}
+
+nyd_dun02,173,242,0 script ep13_warp_e4 139,1,1,{
+OnTouch:
+ warp "nyd_dun01",214,68;
+ end;
+}
+
+nyd_dun01,255,142,0 warp nynm_dun1f_to_2f 1,1,nyd_dun02,61,265
+nyd_dun02,56,264,0 warp nynm_dun2f_to_1f 1,1,nyd_dun01,249,143
+
+//==============================================================================
+nyd_dun02,1,1,0 script ep13_nd2f_mng 844,{
+ mes "Enter password.";
+ next;
+ input .@input; //,0,4000;
+ if (.@input == 1854) {
+ mes "Reset Puzzle?";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ donpcevent "ep13_nd2f_mng::Onreset";
+ set $@08_ep13nydun02_in,0;
+ mes "Puzzle reset";
+ close;
+ case 2:
+ mes "Canceled.";
+ close;
+ }
+ }
+ else {
+ mes "Invalid.";
+ close;
+ }
+ end;
+
+Onreset:
+ donpcevent "ep13_warp_s1::OnEnable";
+ donpcevent "ep13_warp_s3::OnEnable";
+
+ donpcevent "ep13_warp_11::OnEnable";
+ donpcevent "ep13_warp_13::OnEnable";
+ donpcevent "ep13_warp_14::OnEnable";
+
+ donpcevent "ep13_warp_21::OnEnable";
+ donpcevent "ep13_warp_22::OnEnable";
+ donpcevent "ep13_warp_24::OnEnable";
+ donpcevent "ep13_warp_25::OnEnable";
+ donpcevent "ep13_warp_26::OnEnable";
+
+ donpcevent "ep13_warp_31::OnEnable";
+ donpcevent "ep13_warp_33::OnEnable";
+ donpcevent "ep13_warp_35::OnEnable";
+
+ donpcevent "ep13_warp_41::OnEnable";
+ donpcevent "ep13_warp_42::OnEnable";
+ donpcevent "ep13_warp_43::OnEnable";
+ donpcevent "ep13_warp_45::OnEnable";
+ donpcevent "ep13_warp_46::OnEnable";
+
+ donpcevent "ep13_warp_52::OnEnable";
+ donpcevent "ep13_warp_55::OnEnable";
+ donpcevent "ep13_warp_56::OnEnable";
+
+ donpcevent "ep13_warp_61::OnEnable";
+ donpcevent "ep13_warp_62::OnEnable";
+ donpcevent "ep13_warp_64::OnEnable";
+ donpcevent "ep13_warp_65::OnEnable";
+ donpcevent "ep13_warp_66::OnEnable";
+
+ donpcevent "ep13_warp_71::OnEnable";
+ donpcevent "ep13_warp_72::OnEnable";
+ donpcevent "ep13_warp_73::OnEnable";
+ donpcevent "ep13_warp_75::OnEnable";
+ donpcevent "ep13_warp_76::OnEnable";
+
+ donpcevent "ep13_warp_81::OnEnable";
+ donpcevent "ep13_warp_82::OnEnable";
+ donpcevent "ep13_warp_83::OnEnable";
+ donpcevent "ep13_warp_84::OnEnable";
+ donpcevent "ep13_warp_85::OnEnable";
+
+ donpcevent "ep13_warp_91::OnEnable";
+ donpcevent "ep13_warp_92::OnEnable";
+ donpcevent "ep13_warp_93::OnEnable";
+ donpcevent "ep13_warp_94::OnEnable";
+ donpcevent "ep13_warp_95::OnEnable";
+
+ donpcevent "ep13_warp_e1::OnEnable";
+ donpcevent "ep13_warp_e2::OnEnable";
+ donpcevent "ep13_warp_e3::OnEnable";
+
+ donpcevent "ep13_warp_22_2::OnDisable";
+ donpcevent "ep13_warp_24_2::OnDisable";
+ donpcevent "ep13_warp_43_2::OnDisable";
+ donpcevent "ep13_warp_45_2::OnDisable";
+ donpcevent "ep13_warp_61_2::OnDisable";
+ donpcevent "ep13_warp_65_2::OnDisable";
+ donpcevent "ep13_warp_81_2::OnDisable";
+ donpcevent "ep13_warp_83_2::OnDisable";
+ donpcevent "ep13_warp_85_2::OnDisable";
+ end;
+}
diff --git a/npc/pre-re/quests/quests_airship.txt b/npc/pre-re/quests/quests_airship.txt
new file mode 100644
index 000000000..c26d7caee
--- /dev/null
+++ b/npc/pre-re/quests/quests_airship.txt
@@ -0,0 +1,3227 @@
+//===== rAthena Script =======================================
+//= Airship Related Quests
+//===== By: ==================================================
+// Samuray22
+//===== Current Version: =====================================
+//= 1.8
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= Quest from the airplane to einbroch and einbech.
+//= Reward: -Free Ticket for Flyship.
+//= -Free System to Repair.
+//= Quest about how work the airship
+//= Reward: -Base Experience 200,000
+//= -Job Experience 10,000
+//===== Additional Comments: =================================
+//= 1.0 First Beta.
+//= 1.1 Added Heart Fragment quest. [SinSloth]
+//= 1.2 Change the laboratory code text to make it easier to
+//= understand. [SinSloth]
+//= 1.3 Corrected NPC names to fall within proper restrictions. [L0ne_W0lf]
+//= 1.3a Corrected a Typo error ";;". [Samuray22]
+//= 1.4 Fixed incorrect variable type used. [L0ne_W0lf]
+//= 1.5 Replaced effect numerics with constants. [Samuray22]
+//= 1.6 Changed some variables to scope instead of permanent char. [brianluau]
+//= 1.7 some minor cleanup updates to the airship invasion. [L0ne_W0lf]
+//= 1.8 Added quest log entries for:
+//= - Airship Ticket Quest
+//= - How the Airship Works
+//============================================================
+
+//=======================================================================================================//
+// Airship Ticket Quest
+//=======================================================================================================//
+
+//====================Kain Himere=============================
+
+airplane,47,61,1 script Crewman 833,{
+ if(kain_ticket==4) {
+ mes "[Kain Himere]";
+ mes "Ah...";
+ mes "Here it is!";
+ next;
+ mes "[Kain Himere]";
+ mes "A few days ago, a customer from Einbroch left this on the Airship. He contacted us later to let us know that he can't come back to the Airship to get it.";
+ next;
+ mes "[Kain Himere]";
+ mes "His name is Defru Ark. Currently, he's staying at the Einbroch Hotel. Would you be willing to deliver this for me?";
+ next;
+ mes "[Kain Himere]";
+ mes "It's a strange favor to ask, but I'll pay you back as soon as you return.";
+ next;
+ setquest 2079;
+ set kain_ticket, 5;
+ mes "^3355FFKain Himere has given you a small box.^000000";
+ close;
+ }
+ mes "[Kain Himere]";
+ mes "Welcome to the Airship. If you have any questions or need any assistnace, please don't hesisitate to let me or one of the other crewman know.";
+ next;
+ if(kain_ticket==0) {
+ switch( select( "About the Airship...", "Leave a Comment" )) {
+ case 1:
+ set kain_ticket, 1;
+ mes "[Kain Himere]";
+ mes "Is this your first time flying? Hahaha, I understand how nervous you might be since I used to feel the same way.";
+ next;
+ mes "[Kain Himere]";
+ mes "Our country has made rapid progress in the field of science. Scientific advances have obviously affected our way of life, sort of like how magic improved life in Rune-Migarts.";
+ next;
+ mes "[Kain Himere]";
+ mes "In the Schwaltzwald Republic, we have many scholars who've invented a ship that can fly between towns.";
+ next;
+ mes "[Kain Himere]";
+ mes "It's powered through just a little piece from the Heart of Ymir. This flying ship is a source of pride and joy for our nation.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Is there any other transportation?";
+ next;
+ mes "[Kain Himere]";
+ mes "Weeeell, there's a train that runs between Einbech and Einbroch. But other than that, I guess you'd have to walk. Hahahaha~";
+ close;
+ case 2:
+ mes "[Kain Himere]";
+ mes "You wish to leave";
+ mes "a comment about our";
+ mes "service? Tell me your";
+ mes "message and I'll report";
+ mes "it to the higher ups.";
+ mes "To cancel, press '0'.";
+ next;
+ input @comment$;
+ if (@comment$ == "0") {
+ mes "[Kain Himere]";
+ mes "Ah, well, if you";
+ mes "have any helpful criticism about our service, feel free to leave me with your comments at any time.";
+ close;
+ } else {
+ mes "["+strcharinfo(0)+"]";
+ mes @comment$+".";
+ next;
+ mes "[Kain Himere]";
+ mes "Hmmmm...";
+ mes "I see. Well, I'll";
+ mes "send your message";
+ mes "to my superiors as";
+ mes "soon as possible.";
+ mes "Thank you very much.";
+ close;
+ }
+ }
+ } else if(kain_ticket==1) {
+ switch( select( "About the Airship...", "Make a remark" )) {
+ case 1:
+ set kain_ticket, 2;
+ mes "[Kain Himere]";
+ mes "You want to hear more";
+ mes "about the Airship? Hmm, I don't know too many stories that I could tell you.";
+ next;
+ mes "[Kain Himere]";
+ mes "Well, it's rumored that this really huge corporation runs this Airship. Supposedly, they've got their hands in all sorts of enterprises.";
+ next;
+ mes "[Kain Himere]";
+ mes "Since the Airships are our form of national transportation, I guess that corporation makes a lot of money. Good news for them, huh?";
+ close;
+ case 2:
+ mes "[Kain Himere]";
+ mes "You wish to leave";
+ mes "a comment about our";
+ mes "service? Tell me your";
+ mes "message and I'll report";
+ mes "it to the higher ups.";
+ mes "To cancel, press '0'.";
+ next;
+ input @comment$;
+ if (@comment$=="0") {
+ mes "[Kain Himere]";
+ mes "Ah, well, if you";
+ mes "have any helpful criticism about our service, feel free to leave me with your comments at any time.";
+ close;
+ } else {
+ mes "["+strcharinfo(0)+"]";
+ mes @comment$+".";
+ next;
+ mes "[Kain Himere]";
+ mes "Hmmmm...";
+ mes "I see. Well, I'll";
+ mes "send your message";
+ mes "to my superiors as";
+ mes "soon as possible.";
+ mes "Thank you very much.";
+ close;
+ }
+ }
+ } else if(kain_ticket==2) {
+ mes "["+strcharinfo(0)+"]";
+ mes "About the Airship...";
+ next;
+ mes "[Kain Himere]";
+ mes "You must really want to know all about the Airship, don't you? I'm sorry, but I don't know much more than what I've already told you.";
+ next;
+ mes "[Kain Himere]";
+ mes "I guess if you'd want to know more, you should study to become a Sage in Juno and do your own Airship research...";
+ next;
+ mes "[Kain Himere]";
+ mes "^666666*Sob...*^000000";
+ mes "E-excuse me...";
+ mes "^666666*Sniff*^000000";
+ next;
+ switch( select( "What the hell...?", "What's wrong?" )) {
+ case 1:
+ mes "[Kain Himere]";
+ mes "Oh, no there's no";
+ mes "need to apologize. I've kept you long enough as it is. I hope you travel safely, adventurer.";
+ close;
+ case 2:
+ mes "[Kain Himere]";
+ mes "You...";
+ mes "I'm sorry, it's";
+ mes "a long story.";
+ mes "But... if you understand me, thanks a lot to listen my story.";
+ next;
+ mes "[Kain Himere]";
+ mes "Oh alright.";
+ mes "I might as well";
+ mes "get this off my chest.";
+ mes "I guess my story begins";
+ mes "when I was a very young man...";
+ next;
+ mes "[Kain Himere]";
+ mes "I...";
+ mes "I used to be a miner in Einbech, a small mining town beside of Einbroch. I was hot-blooded and short-tempered.";
+ next;
+ mes "[Kain Himere]";
+ mes "But working with my friends and staking our lives on our mining picks brought me peace of mind. It was good, hard work.";
+ next;
+ mes "[Kain Himere]";
+ mes "The lode of Einvech is so huge, it even connects to Mount Mjolnir in Rune-Midgard. It's full of ores and that lode used to be everything to our little town...";
+ next;
+ mes "[Kain Himere]";
+ mes "Then the factories started popping up. All the ores were mined were moved to those factories, and the smokestacks never stopped churning.";
+ next;
+ mes "[Kain Himere]";
+ mes "More miners moved to the factories and the work got a little lonelier. But I kept at it-- I loved working on the land that much.";
+ next;
+ mes "[Kain Himere]";
+ mes "But then, the accident happened and I couldn't use my right arm the way I used to. So I had to quit my job as a miner...";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I'm sorry to hear that.";
+ next;
+ mes "[Kain Himere]";
+ mes "Yeah...";
+ mes "I felt horrible when it happened. That was the worst time in my life...";
+ next;
+ mes "[Kain Himere]";
+ mes "Right after I quit mining, I was deeply depressed. I couldn't think of life without mining and suffered from depression.";
+ next;
+ mes "[Kain Himere]";
+ mes "I pretty much lost my enthusiasm for life. I started turning to drink and away from my family. It was such a stupid thing to do.";
+ next;
+ mes "[Kain Himere]";
+ mes "My wife was so supportive. Even though I spent my days drinking, so took on a job and tried her best to sooth my sorrow.";
+ next;
+ mes "[Kain Himere]";
+ mes "^666666*Sob*^000000";
+ mes "I only realized how much I made her suffer after she died.";
+ next;
+ mes "[Kain Himere]";
+ mes "Then it was me and just my daughter. I had to leave her behind with a neighbor while I tried to find work and inner peace.";
+ next;
+ mes "[Kain Himere]";
+ mes "I wandered from town to town and lived a pretty wild life before I could pick myself back up again.";
+ next;
+ mes "[Kain Himere]";
+ mes "Finally, I became a crewman on this Airship. It's been twenty years... I can't even remember my daughter's name.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Where is she by now?";
+ next;
+ mes "[Kain Himere]";
+ mes "I went to the house where my neighbor lived, but they're not there anymore. But it's not like I deserve to see her again...";
+ next;
+ mes "[Kain Himere]";
+ mes "^666666*Sob*^000000 I've lived such a terrible life! But thank you for listening to me.";
+ next;
+ mes "[Kain Himere]";
+ mes "I'm sorry that you had to hear all of that. Now tell me, where are you headed?";
+ next;
+ mes "[Kain Himere]";
+ mes "By the way, where are you heading to?";
+ next;
+ switch( select( "Einbroch", "Juno" )) {
+ case 1:
+ set kain_ticket, 4;
+ mes "["+strcharinfo(0)+"]";
+ mes "I'm heading";
+ mes "to Einbroch.";
+ next;
+ mes "[Kain Himere]";
+ mes "Perfect...!";
+ mes "Now, let me find";
+ mes "that thing. Hold on...";
+ close;
+ case 2:
+ set kain_ticket, 3;
+ mes "["+strcharinfo(0)+"]";
+ mes "I'm heading";
+ mes "to Juno.";
+ next;
+ mes "[Kain Himere]";
+ mes "Ah, I see...";
+ mes "There was something";
+ mes "I needed sent to Einbroch. Anyway, I hope you have a good trip. Oh, and thanks for listening.";
+ close;
+ }
+ }
+ } else if(kain_ticket==3) {
+ mes "[Kain Himere]";
+ mes "Oh, how are you?";
+ mes "Right, there's a favor I have to ask of you. Where are you heading?";
+ next;
+ switch( select( "Einbroch", "Juno" )) {
+ case 1:
+ set kain_ticket, 4;
+ mes "["+strcharinfo(0)+"]";
+ mes "I'm heading";
+ mes "to Einbroch.";
+ next;
+ mes "[Kain Himere]";
+ mes "Perfect...!";
+ mes "Now, let me find";
+ mes "that thing. Hold on...";
+ close;
+
+ case 2:
+ mes "["+strcharinfo(0)+"]";
+ mes "I am heading to Juno.";
+ next;
+ mes "[Kain Himere]";
+ mes "Ah, I see...";
+ mes "There was something";
+ mes "I needed sent to Einbroch. If you're not going there, then don't worry about it.";
+ close;
+ }
+ } else if(kain_ticket > 4 && kain_ticket < 10) {
+ mes "[Kain Himere]";
+ mes "Oh hello!";
+ mes "Things are a little busy right now, but did you delive-- Oh! Wait, mister!";
+ next;
+ mes "^3355FFKain seems too busy to speak to you right now...^000000";
+ close;
+ } else if(kain_ticket== 10) {
+ mes "[Kain Himere]";
+ mes "Welcome back to the Airship. So did you deliver that little box safely?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "No, unfortunately. He was away when I got there. Let me give this box back to you.";
+ next;
+ mes "[Kain Himere]";
+ mes "Oh...";
+ mes "What should I do now? Oh well, sorry for putting you through so much trouble.";
+ next;
+ switch( select( "Do you know 'Miner's Song?'", "Do you remember 'Tarsha?'" )) {
+ case 1:
+ mes "[Kain Himere]";
+ mes "'Miner's Song...'";
+ mes "I miss that singing that at the mines. It was my very favorite when I was young.";
+ next;
+ mes "[Kain Himere]";
+ mes "I think that when I used to sing it, my daughter would run to me and sing along. Yeah...";
+ close;
+ case 2:
+ mes "[Kain Himere]";
+ mes "T-Tarsha?";
+ mes "Why is that name";
+ mes "so familiar...?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I met a little girl in Einbroch who was singing 'Miner's Song.' Apparently, her mother, Tarsha, taught it to her.";
+ next;
+ mes "[Kain Himere]";
+ mes "Interesting.";
+ mes "But usually only";
+ mes "miners know that";
+ mes "song. What does this";
+ mes "have to do with me?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Well, Tarsha remembers her father singing her song, so it's possible that ^000066he^000000 was a miner. And since her father disappeared years ago...";
+ next;
+ mes "[Kain Himere]";
+ mes "Poor girl...!";
+ mes "Her father";
+ mes "just left her?";
+ mes "Why, she's just like...";
+ next;
+ mes "[Kain Himere]";
+ mes "Wait...";
+ mes "Sweet Christ...";
+ mes "The miner who taught Tarsha that song might have been ^0000FFme^000000.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I guess we can't be too sure for now. Do you have anything that might prove you're Tarsha's father?";
+ next;
+ mes "[Kain Himere]";
+ mes "Ehhmmm...";
+ mes "Before I left town, I buried some of my stuff ^3131FFunderneath a tree in Einbech^000000. I can't remember where, but I did bury my wife's journal with my things.";
+ next;
+ mes "[Kain Himere]";
+ mes "Since she kept track of everything, I think there'd be something about our daughter in there. I'm sorry, but I can't leave the Airship.";
+ next;
+ mes "[Kain Himere]";
+ mes "Would be so kind as to help me by finding that journal and seeing if Tarsha is my daughter?";
+ changequest 2081,2082;
+ set kain_ticket, 11;
+ close;
+ }
+ } else if(kain_ticket == 11 || kain_ticket == 12) {
+ mes "[Kain Himere]";
+ mes "My wife's journal is buried ^3131FFunderneath a tree in Einbech^000000. Please find it and see if Tarsha is my daughter.";
+ close;
+ } else if(kain_ticket == 13) {
+ mes "^3355FFYou better fulfill Kain's request to find his wife's journal in Einbech before you speak to him again.^000000";
+ close;
+ } else if(kain_ticket == 14) {
+ if (countitem(7276)==1) {
+ mes "^3355FFYou gave Kain his wife's journal and told him that Tarsha really is is daughter, and currently has a job in Einbech.^000000";
+ next;
+ mes "^3355FFKain's eyes welled with tears as he trembled with joy.^000000";
+ next;
+ mes "[Kain Himere]";
+ mes "She must have";
+ mes "had a hard time...";
+ mes "But she doesn't";
+ mes "hate me at all.";
+ next;
+ mes "[Kain Himere]";
+ mes "Rashelle?";
+ mes "Can you see me?";
+ mes "Can I be this happy?";
+ mes "I'm so sorry, my love...";
+ mes "^666666*Sob...*^000000";
+ next;
+ mes "[Kain Himere]";
+ mes "Thank you for all of your help, youngster. And please take this as a token of my gratitude.";
+ next;
+ mes "[Kain Himere]";
+ mes "I know this isn't much, but please understand that it's all I can give you. God bless you for your all your help!";
+ delitem 7276, 1;
+ completequest 2085;
+ set kain_ticket, 15;
+ getitem 7311, 4;
+ close;
+ } else {
+ mes "^3355FFHmmm...";
+ mes "It would be better if you approached Kain and bring the Doodled Letter that you received.^000000";
+ close;
+ }
+ } else if(kain_ticket >= 15) {
+ mes "[Kain Himere]";
+ mes "Oh, how are you";
+ mes "lately, my friend?";
+ mes "I've been doing great,";
+ mes "especially since you've";
+ mes "helped me find my daughter.";
+ mes "Enjoy your travels~";
+ close;
+ }
+}
+
+//====================Empty Room 201==========================
+
+ein_in01,227,279,5 script door_ein -1,5,5,{
+OnTouch:
+ if (kain_ticket == 5) {
+ set kain_ticket, 6;
+ mes "["+strcharinfo(0)+"]";
+ mes "Excuse me...?";
+ next;
+ mes "^3355FFNo one's here!^000000";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "This must be the room...";
+ mes "But where the hell is he?";
+ mes "I can't just leave this stuff here if he won't come back.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Oh well...";
+ mes "I guess I can";
+ mes "just give this";
+ mes "back to Kain.";
+ close;
+ }
+}
+
+//====================Elle Cherno=============================
+
+ein_in01,261,241,5 script Elle Cherno 703,3,3,{
+OnTouch:
+ mes "[Elle Cherno]";
+ mes "Let's get to work";
+ mes "fear-less comraaades~!";
+ mes "Do our best! Nothing";
+ mes "can stop us, lads~!";
+ if(kain_ticket == 6) {
+ next;
+ switch( select( "Hello!", "What are you singing?")) {
+ case 1:
+ mes "[Elle Cherno]";
+ mes "Let's get to work";
+ mes "fear-less comraaades~!";
+ mes "Do our best! Nothing";
+ mes "can stop us, lads~!";
+ next;
+ mes "[Elle Cherno]";
+ mes "I like this song lots!";
+ mes "Especially when I yell";
+ mes "out 'comrades!'";
+ close;
+ case 2:
+ changequest 2079,2080;
+ set kain_ticket, 7;
+ mes "[Elle Cherno]";
+ mes "This...?";
+ mes "It's the Miner's Song!";
+ next;
+ mes "[Elle Cherno]";
+ mes "Daddy doesn't like it too much, but mommy likes it a lot and she sings it too!";
+ next;
+ mes "[Elle Cherno]";
+ mes "I think my mommy remembers something about this song. I think it's something sad.";
+ next;
+ mes "[Elle Cherno]";
+ mes "Jus' today she heard it and she looked like she was going to cry. ^333333*Gasp!*^000000 Do you think she's sick?!";
+ next;
+ mes "[Elle Cherno]";
+ mes "Oh no! Hey, you're a grownup! Can see if my mommy is sick for me? Please?";
+ next;
+ mes "[Elle Cherno]";
+ mes "Our house is behind the Hotel. So can see my mommy and tell me if she's not feeling good?";
+ close;
+ }
+ } else if(kain_ticket == 7) {
+ next;
+ mes "[Elle Cherno]";
+ mes "Our house is";
+ mes "right behind";
+ mes "the Hotel. Will";
+ mes "you go and see";
+ mes "my mommy for me?";
+ close;
+ } else if(kain_ticket == 13) {
+ next;
+ //Check if you can carry the Picture Letter.
+ if (checkweight(7276,1)) {
+ mes "[Elle Cherno]";
+ mes "You saw my grandpa?";
+ mes "You're his friend,";
+ mes "right? A-are you";
+ mes "gonna see him later?";
+ next;
+ mes "[Elle Cherno]";
+ mes "I made something for him. I don't know how to write, but I made this letter as best I can. Will you promise to give this to him for me? Please?";
+ next;
+ mes "^3355FFElle put a big";
+ mes "doodled message";
+ mes "in your hand.^000000";
+ changequest 2084,2085;
+ set kain_ticket, 14;
+ getitem 7276, 1; //Picture Letter,
+ close;
+ } else {
+ mes "[Elle Cherno]";
+ mes "Hey! I have something to give you, but you have too much stuff already. Will you come back later?";
+ close;
+ }
+ }
+ close;
+}
+
+//====================Theo Cherno=============================
+
+ein_in01,123,94,1 script Theo Cherno 851,{
+ if(kain_ticket == 7) {
+ callfunc "cherno";
+ set kain_ticket, 8;
+ close;
+ } else if(kain_ticket > 7 && kain_ticket < 10) {
+ mes "[Theo Cherno]";
+ mes "You are very kind.";
+ close;
+ } else if(kain_ticket > 9 && kain_ticket < 13) {
+ mes "[Theo Cherno]";
+ mes "Are you sure";
+ mes "that you can find";
+ mes "her father? Oh...!";
+ mes "You're a godsend!";
+ close;
+ } else if(kain_ticket > 12) {
+ Emotion 18, "Theo Cherno";
+ mes "[Theo Cherno]";
+ mes "I'm so happy";
+ mes "for my wife.";
+ mes "I... I don't know";
+ mes "how to thank you.";
+ close;
+ } else {
+ mes "[Theo Cherno]";
+ mes "Hmm...";
+ mes "Shall we talk";
+ mes "later? I'm pretty";
+ mes "busy trying to fix";
+ mes "this thing at the moment.";
+ close;
+ }
+}
+
+//====================Tarsha Cherno===========================
+
+ein_in01,125,99,3 script Tarsha Cherno 850,{
+ if(kain_ticket == 7) {
+ callfunc "cherno";
+ set kain_ticket, 8;
+ close;
+ } else if(kain_ticket == 8) {
+ mes "[Tarsha Cherno]";
+ mes "Although these contraptions aren't worth showing off, we've put a lot of work into inventing these machines.";
+ close;
+ } else if(kain_ticket == 9) {
+ mes "["+strcharinfo(0)+"]";
+ mes "Ma'am, you have a scar on your shoulder. Is that from an accident?";
+ next;
+ mes "[Tarsha Cherno]";
+ mes "Oh this...?";
+ mes "It's from years ago.";
+ mes "I guess I was quite";
+ mes "the trouble maker to";
+ mes "the people who raised me.";
+ next;
+ mes "[Tarsha Cherno]";
+ mes "You see, I lose my parents when I was very young. It was only later that I realized that I was raised by foster parents.";
+ next;
+ mes "[Tarsha Cherno]";
+ mes "My foster-mother told me that my real mother died long ago, but no one's sure if my real father is still alive.";
+ next;
+ mes "[Tarsha Cherno]";
+ mes "I tried my best to make my foster-mother happy, but sadly, I was too hot headed and rebellious.";
+ next;
+ mes "[Tarsha Cherno]";
+ mes "In the end, I left home and studied mechanics. That's how I met my husband. Meeting him is the greating thing that's ever happened to me!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "By the way,";
+ mes "I heard your";
+ mes "daughter singing";
+ mes "some sort of Miner's Song.";
+ next;
+ mes "[Theo Cherno]";
+ mes "I don't understand";
+ mes "why that she likes";
+ mes "such a robust song";
+ mes "for men! Haha, this";
+ mes "is all your fault, Tarsha.";
+ Emotion 29, "Theo Cherno";
+ next;
+ mes "[Tarsha Cherno]";
+ mes "Hoho.";
+ mes "I was too young to remember it clearly, but I'm sure my real father loved that song.";
+ next;
+ mes "[Tarsha Cherno]";
+ mes "I barely recall that he used to sing it while cleaning our old house. Yes, I don't remember what he looked like, but he must have been a miner.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "A miner...?";
+ mes "(Wait, that crewman, Kain Himere! He's a miner who lost his daughter!)";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes " !!!!!!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Tarsha...";
+ mes "Your father";
+ mes "may still be";
+ mes "alive!";
+ next;
+ mes "[Tarsha Cherno]";
+ mes "...What?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I've got to go check something now, but hopefully I'll be back soon with good news!";
+ changequest 2080,2081;
+ set kain_ticket, 10;
+ close;
+ } else if(kain_ticket == 10 || kain_ticket == 11) {
+ mes "["+strcharinfo(0)+"]";
+ mes "I know someone who might be your father! Just wait for me, hopefully I'll bering good news soon!";
+ close;
+ } else if(kain_ticket == 12) {
+ mes "[Tarsha Cherno]";
+ mes "Oh, welcome back.";
+ mes "So did you bring";
+ mes "good news...?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Yes, speaking of which, allow me to... Check something.";
+ next;
+ switch( select( "Check her neck.", "Check her hands.", "Check her legs.", "Check her forehead.")) {
+ case 1:
+ mes "^3355FFUh oh...";
+ mes "Nothing's there!^000000";
+ next;
+ mes "[Theo Cherno]";
+ mes "H-how rude!";
+ mes "Touching another";
+ mes "man's wife...?!";
+ next;
+ specialeffect2 EF_EARTHHIT;
+ percentheal -30,0;
+ close;
+ case 2:
+ mes "^3355FFYou found";
+ mes "a burn mark on";
+ mes "her hand.^000000";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "That's it! Tarsha, your father's name is Kain. He's working for the Airship as a crewman.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "He misses you";
+ mes "a lot and hopes";
+ mes "that you can forgive";
+ mes "him... Someday.";
+ next;
+ mes "[Tarsha Cherno]";
+ mes "Are...";
+ mes "Are you serious?";
+ mes "My father's alive!";
+ mes "Oh thank god! Thank";
+ mes "you so much!";
+ next;
+ mes "[Tarsha Cherno]";
+ mes "...........";
+ mes "That means, my";
+ mes "real name would be";
+ mes "^3131FFTarsha Himere^000000.";
+ next;
+ mes "[Tarsha Cherno]";
+ mes "Oh, you're a godsend! I'll never forgot what you've done for me! I must repay you, but all I know is mechanical engineering!";
+ next;
+ mes "[Tarsha Cherno]";
+ mes "Oh, if you have ^3131FFany broken equipment^000000, I can fix it with this ^FF0000<Expert Repairman>^000000. It's one of our best inventions!";
+ next;
+ mes "[Tarsha Cherno]";
+ mes "Oh, I must go see my real father soon! I've missed him for years! Thank you for all your help!";
+ next;
+ mes "[Tarsha Cherno]";
+ mes "Ah, right.";
+ mes "Elle wants to see you again. Would you be so kind as to see her before you go?";
+ changequest 2083,2084;
+ set kain_ticket, 13;
+ close;
+ case 3:
+ mes "^3355FFUh oh...";
+ mes "Nothing's there!^000000";
+ next;
+ mes "[Theo Cherno]";
+ mes "H-how rude!";
+ mes "Touching another";
+ mes "man's wife...?!";
+ next;
+ specialeffect2 EF_EARTHHIT;
+ percentheal -20,0;
+ close;
+ case 4:
+ mes "^3355FFUh oh...";
+ mes "Nothing's there!^000000";
+ next;
+ mes "[Theo Cherno]";
+ mes "H-how rude!";
+ mes "Touching another";
+ mes "man's wife...?!";
+ next;
+ specialeffect2 EF_EARTHHIT;
+ percentheal -10,0;
+ close;
+ }
+ } else if(kain_ticket > 12) {
+ mes "[Tarsha Cherno]";
+ mes "I've been feeling";
+ mes "great after all you've";
+ mes "done for us. Once again,";
+ mes "I'd like to thank you,";
+ mes "kind adventurer.";
+ close;
+ } else {
+ mes "[Tarsha Cherno]";
+ mes "I'm sorry, but";
+ mes "we're pretty busy.";
+ mes "Please excuse us~";
+ close;
+ }
+}
+
+function script cherno {
+ misceffect 2;
+ mes "^33355F*Bang*^000000";
+ next;
+ misceffect 3;
+ mes "^33355F*Bang*^000000";
+ next;
+ misceffect 4;
+ mes "^33355F*Bang*^000000";
+ next;
+ misceffect 20;
+ mes "^33355F*Crash!*^000000";
+ mes ".....";
+ emotion 4,0,"Theo Cherno";
+ Emotion 4,0,"Tarsha Cherno";
+ next;
+ mes "[Theo Cherno]";
+ mes "Honey...";
+ mes "I think there's";
+ mes "a critical structural";
+ mes "problem with the joint.";
+ next;
+ mes "[Tarsha Cherno]";
+ mes "I think they're";
+ mes "not connected right...";
+ next;
+ mes "[Theo Cherno]";
+ mes "Well, let's call";
+ mes "it a day and finish";
+ mes "this tomorrow.";
+ next;
+ Emotion 1, "Tarsha Cherno";
+ mes "[Tarsha Cherno]";
+ mes "Elle is playing outside.";
+ mes "Oh, I didn't know we had";
+ mes "a guest? Hello, how are you?";
+ next;
+ switch( select( "Nothing.", "Your daughter asked me to visit you.")) {
+ case 1:
+ mes "[Theo Cherno]";
+ mes "As you see, my wife and I are pretty";
+ mes "busy to study a research.";
+ mes "If you do not have any urgent business,";
+ mes "will you please leave us alone?";
+ close;
+ case 2:
+ Emotion 4, "Tarsha Cherno";
+ Emotion 4, "Theo Cherno";
+ mes "[Tarsha Cherno]";
+ mes "Excuse me?";
+ mes "What did she say?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Well, uh...";
+ mes "She wanted to me";
+ mes "to check if her mom";
+ mes "was sick or sad";
+ mes "...Or something?";
+ next;
+ Emotion 23, "Tarsha Cherno";
+ mes "[Tarsha Cherno]";
+ mes "Oh my god...!";
+ mes "What is she";
+ mes "thinking...?";
+ next;
+ mes "[Theo Cherno]";
+ mes "wait, darling.";
+ mes "I agree that sometimes you look sad and lonely, gazing out that window with those wistful eyes.";
+ next;
+ mes "[Tarsha Cherno]";
+ mes "Oh, I must be making my family very anxious. But don't you worry, love. I'm very happy with you and Elle.";
+ next;
+ mes "[Tarsha Cherno]";
+ mes "And...";
+ mes "Kind adventurer,";
+ mes "May I ask your name?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I am called,";
+ mes strcharinfo(0)+".";
+ next;
+ mes "[Tarsha Cherno]";
+ mes strcharinfo(0)+",";
+ mes "I appreciate your concerns~ Would you please stay for a cup of tea?";
+ next;
+ mes "[Tarsha Cherno]";
+ mes "My husband and I have been studying mechanical engineering. You see, there are many Einbech miners risking their lives everyday.";
+ next;
+ mes "[Tarsha Cherno]";
+ mes "If we could create a machine that could reduce the risk of mining ores, we could really help them. But we're pretty far from reaching that goal.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Ah...";
+ mes "So that's why";
+ mes "there's so many";
+ mes "interesting things";
+ mes "in your house...";
+ next;
+ mes "^3355FFYou begin to";
+ mes "take a look around";
+ mes "the Cherno household.^000000";
+ return;
+ }
+}
+
+//========Unidentified Machine #1 and #2=======================
+
+ein_in01,127,94,5 script Unidentified Machine#mac 111,{
+ callfunc "Machine";
+}
+ein_in01,122,103,5 script Unidentified Machine 111,{
+ callfunc "Machine";
+}
+function script Machine {
+ mes "^3355FFIt's...";
+ mes "It's a really";
+ mes "strange looking";
+ mes "machine. Does it";
+ mes "even do anything?^000000";
+ close;
+}
+
+//====================Mirror=============================
+
+ein_in01,121,99,5 script Mirror 111,{
+ if(kain_ticket==8) {
+ mes "^3355FFIt's a mirror.";
+ mes "So, of course the";
+ mes "first thing you'll";
+ mes "see is yourself.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Man...";
+ mes "I didn't know";
+ mes "I was so good looking!";
+ next;
+ mes "^3355FFAfter enjoying that little epiphany, you see a reflection of Tarsha's neck as you set the mirror back down.^000000";
+ next;
+ mes "^3355FFAs you take a closer look, you find that there's a strange mark around her neck...^000000";
+ set kain_ticket, 9;
+ close;
+ }
+}
+
+//====================Tree from Einbech=============================
+
+einbech,45,113,5 script Tree#t1-1::Tree 111,{
+ if(kain_ticket==11) {
+ mes "^3355FFYou crouch down";
+ mes "under the tree and";
+ mes "begin digging into";
+ mes "the ground.^000000";
+ next;
+ mes "...";
+ mes "......";
+ next;
+ mes "...";
+ mes "......";
+ mes ".........";
+ next;
+ set @find_diary,rand(1,100);
+ if(@find_diary > 10) {
+ mes "^3355ffUnfortunately,";
+ mes "you weren't able";
+ mes "to find anything.^000000";
+ close;
+ } else {
+ callfunc "diary";
+ changequest 2082,2083;
+ set kain_ticket, 12;
+ close;
+ }
+ } else if(kain_ticket == 12) {
+ callfunc "diary";
+ close;
+ }
+}
+
+function script diary {
+ mes "^3355ffYou have found a ^3131FFJournal^3355ff among some other articles buried for safekeeping.^000000";
+ next;
+ mes "^3355FFYou open";
+ mes "the journal";
+ mes "and begin to read...^000000";
+ next;
+ mes "...";
+ mes "......";
+ next;
+ mes "<Date : OX OX>";
+ mes "^333333I'm sooo happy";
+ mes "to be with Kain.";
+ mes "He's such an honest,";
+ mes "sincere man, even if";
+ mes "he is quiet sometimes.";
+ next;
+ mes "^333333Although he's a good husband, I'm not so good at being a housewife. But I'll do my best.^000000";
+ next;
+ mes "<Date : OX OX>";
+ mes "^333333I fell asleep while fixing dinner and burned all food. Awww, why am I so careless? But Kain ate every bite, even if he had to pretend that he liked it.^000000";
+ next;
+ mes "<Date : OX OX>";
+ mes "^333333Kain and I will be having a child soon! I'm so happy, but I'm also a little worried sometimes. Kain is all smiles though and he gives me relief.^000000";
+ next;
+ mes "<Date : OX OX>";
+ mes "^333333More people have been leaving the mines to work for the new factory. It seems Kain's pride has been really wounded lately. How can I help him...?^000000";
+ next;
+ mes "<Date : OX OX>";
+ mes "^333333Kain and I are now the proud parents of a beautiful baby girl. We named her ^3131FFTarsha^000000 and she has her father's eyes. I'm going to be the best mother I can for her.^000000";
+ next;
+ mes "<Date : OX OX>";
+ mes "^333333Tarsha called me 'mom' for the first time! It's a miracle! I want nothing else in the world but for her to be happy and healthy.^000000";
+ next;
+ mes "<Date : OX OX>";
+ mes "^333333Kain got into an accident. While the miners were digging ores, toxic gas was released. It wasn't lethal, but Kain's arm has been partly paralyzed and the doctor says it might affect his memories later.^000000";
+ next;
+ mes "^333333He's so depressed. I tried to make him feel better by making his favorite soup. He smiled and thanked me, but I could tell he was feeling more desperate.^000000";
+ next;
+ mes "^333333I hope he feels better soon. His despair is as great as his passion for his job.^000000";
+ next;
+ mes "...";
+ mes "......";
+ next;
+ mes "<Date : OX OX>";
+ mes "^333333Lately, Kain has been drunk too often and he always screams and yells when he comes home. There's too much anger in him!^000000";
+ next;
+ mes "^333333He's not the same anymore. What ever happened to the kind man that I married?^000000";
+ next;
+ mes "...";
+ mes "......";
+ next;
+ mes "<Date : OX OX>";
+ mes "^333333Tarsha got her hand scalded from boiling water while playing in the kitchen. Although she was treated, there'll always be a ^3131FFburn mark^333333 on her hand.^000000";
+ next;
+ mes "^333333After we got home, Tarsha laughed and played with her doll as if nothing happened. But I couldn't stop crying for some reason.^000000";
+ next;
+ mes "...";
+ mes "......";
+ next;
+ mes "<Date : OX OX>";
+ mes "^333333Kain comes home less nowadays. I've had to start working in the store after we spent all of Kain's savings.^000000";
+ next;
+ mes "^333333It's tough working and taking care of the family at the same time, but Tarsha's beautiful smile makes everything worth it. Still, I can't help but worry about Kain...^000000";
+ next;
+ mes "...";
+ mes "......";
+ next;
+ mes "<Date : OX OX>";
+ mes "^333333Everyday, I get weaker and weaker. I wanted to finally tell Kain today, but he was definitely not in the mood to talk.^000000";
+ next;
+ mes "^333333Lately Tarsha cries a lot. My poor baby loves her father so much, but he's always so cold. Sometimes I see him smile at Tarsha.^000000";
+ next;
+ mes "^333333But those moments grow fewer the more he drinks. When will he finally overcome his pain?^000000";
+ next;
+ mes "...";
+ mes "......";
+ next;
+ mes "^3355FFThat was the last page of the journal. You picked it up so that you can bring it over to ^3131FFTarsha.^000000";
+ return;
+}
+
+//====================Expert Repairman=============================
+
+ein_in01,117,80,5 script Unidentified Machine#as 111,{
+ if(kain_ticket > 12) {
+ mes "["+strcharinfo(0)+"]";
+ mes "This is the";
+ mes "^FF0000Expert Repairman^000000?!";
+ mes "It looks like it";
+ mes "needs repairs itself...";
+ next;
+ if(getbrokenid(1)==NULL) {
+ mes "[Expert Repairman]";
+ mes "*Beep-*";
+ mes "Please check";
+ mes "your items again.";
+ close;
+ } else {
+ set @choice,select(getitemname(getbrokenid(1)),getitemname(getbrokenid(2)),
+ getitemname(getbrokenid(3)),getitemname(getbrokenid(4)),getitemname(getbrokenid(5)),
+ getitemname(getbrokenid(6)),getitemname(getbrokenid(7)),getitemname(getbrokenid(8)),
+ getitemname(getbrokenid(9)),getitemname(getbrokenid(10)));
+ mes "[Expert Repairman]";
+ mes "You're gonna repair " + getitemname(getbrokenid(@choice)) + ".";
+ mes "Continue?";
+ next;
+ switch( select("Yes","No")) {
+ case 1:
+ repair(@choice);
+ next;
+ mes "[Expert Repairman]";
+ mes "*Beep-*";
+ mes "Task is";
+ mes "complete.";
+ close;
+ case 2:
+ mes "[Expert Repairman]";
+ mes "You decided to quit it.";
+ close;
+ }
+ }
+ } else {
+ mes "^3355FFIt's some sort of strange machine. What ever could it do?^000000";
+ close;
+ }
+}
+//===================Trees From Einbech==========================
+//Tree of the Diary
+einbech,36,100,5 duplicate(Tree) Tree#t1-2 111
+einbech,44,90,5 duplicate(Tree) Tree#t1-3 111
+einbech,53,94,5 duplicate(Tree) Tree#t1-4 111
+
+//=======================================================================================================//
+// "How Does The Airship Work" Quest
+//=======================================================================================================//
+
+
+//=============Monsters Attack======================
+airplane_01,1,1,0 script Airship#airplane02 -1,{
+ end;
+OnEnable:
+ initnpctimer;
+ end;
+OnTimer25000:
+ mapannounce "airplane_01","We are heading to Izlude.",bc_map,0x00FF00;
+ end;
+OnTimer30000:
+ mapannounce "airplane_01","Captain: Attention, all passengers.",bc_map,0x00FF00;
+ end;
+OnTimer34000:
+ mapannounce "airplane_01","Captain: We are being approached by a group of unidentified creatures.",bc_map,0x00ff00;
+ end;
+OnTimer38000:
+ mapannounce "airplane_01", "Captain: All passengers on deck, please find shelter inside the ship!",bc_map,0x00ff00;
+ hideonnpc "Airship Staff#airplane01";
+ end;
+OnTimer48000:
+ monster "airplane_01",245,57,"Gremlin",1632,1,"Airship#airplane02::OnMyMobDead";
+ monster "airplane_01",247,59,"Gremlin",1632,1,"Airship#airplane02::OnMyMobDead";
+ monster "airplane_01",249,52,"Gremlin",1632,1,"Airship#airplane02::OnMyMobDead";
+ monster "airplane_01",243,62,"Gremlin",1632,1,"Airship#airplane02::OnMyMobDead";
+ monster "airplane_01",239,52,"Beholder",1633,1,"Airship#airplane02::OnMyMobDead";
+ monster "airplane_01",234,56,"Beholder",1633,1,"Airship#airplane02::OnMyMobDead";
+ monster "airplane_01",227,49,"Beholder",1633,1,"Airship#airplane02::OnMyMobDead";
+ monster "airplane_01",233,41,"Beholder",1633,1,"Airship#airplane02::OnMyMobDead";
+ switch(rand(1,5)) {
+ case 1: monster "airplane_01",251,47,"Drainliar",1111,1,"Airship#airplane02::OnMyMobDead"; break;
+ case 2: monster "airplane_01",251,47,"Rotar Zairo",1392,1,"Airship#airplane02::OnMyMobDead"; break;
+ case 3: monster "airplane_01",251,47,"Farmiliar",1005,1,"Airship#airplane02::OnMyMobDead"; break;
+ case 4: monster "airplane_01",251,47,"Picky",1049,1,"Airship#airplane02::OnMyMobDead"; break;
+ case 5: monster "airplane_01",251,47,"Steel Chonchon",1042,1,"Airship#airplane02::OnMyMobDead"; break;
+ }
+ switch(rand(1,5)) {
+ case 1: monster "airplane_01",245,53,"Drainliar",1111,1,"Airship#airplane02::OnMyMobDead"; break;
+ case 2: monster "airplane_01",245,53,"Rotar Zairo",1392,1,"Airship#airplane02::OnMyMobDead"; break;
+ case 3: monster "airplane_01",245,53,"Farmiliar",1005,1,"Airship#airplane02::OnMyMobDead"; break;
+ case 4: monster "airplane_01",245,53,"Picky",1049,1,"Airship#airplane02::OnMyMobDead"; break;
+ case 5: monster "airplane_01",245,53,"Steel Chonchon",1042,1,"Airship#airplane02::OnMyMobDead"; break;
+ }
+ switch(rand(1,5)) {
+ case 1: monster "airplane_01",234,46,"Drainliar",1111,1,"Airship#airplane02::OnMyMobDead"; break;
+ case 2: monster "airplane_01",234,46,"Rotar Zairo",1392,1,"Airship#airplane02::OnMyMobDead"; break;
+ case 3: monster "airplane_01",234,46,"Farmiliar",1005,1,"Airship#airplane02::OnMyMobDead"; break;
+ case 4: monster "airplane_01",234,46,"Picky",1049,1,"Airship#airplane02::OnMyMobDead"; break;
+ case 5: monster "airplane_01",234,46,"Steel Chonchon",1042,1,"Airship#airplane02::OnMyMobDead"; break;
+ }
+ switch(rand(1,5)) {
+ case 1: monster "airplane_01",233,58,"Drainliar",1111,1,"Airship#airplane02::OnMyMobDead"; break;
+ case 2: monster "airplane_01",233,58,"Rotar Zairo",1392,1,"Airship#airplane02::OnMyMobDead"; break;
+ case 3: monster "airplane_01",233,58,"Farmiliar",1005,1,"Airship#airplane02::OnMyMobDead"; break;
+ case 4: monster "airplane_01",233,58,"Picky",1049,1,"Airship#airplane02::OnMyMobDead"; break;
+ case 5: monster "airplane_01",233,58,"Steel Chonchon",1042,1,"Airship#airplane02::OnMyMobDead"; break;
+ }
+ // it's possible this is an error, but in aegis it stops resetting the random var.
+ switch(rand(1,5)) {
+ case 1:
+ monster "airplane_01",243,60,"Drainliar",1111,1,"Airship#airplane02::OnMyMobDead";
+ monster "airplane_01",228,54,"Drainliar",1111,1,"Airship#airplane02::OnMyMobDead";
+ monster "airplane_01",232,41,"Drainliar",1111,1,"Airship#airplane02::OnMyMobDead";
+ break;
+ case 2:
+ monster "airplane_01",243,60,"Rotar Zairo",1392,1,"Airship#airplane02::OnMyMobDead";
+ monster "airplane_01",228,54,"Rotar Zairo",1392,1,"Airship#airplane02::OnMyMobDead";
+ monster "airplane_01",232,41,"Rotar Zairo",1392,1,"Airship#airplane02::OnMyMobDead";
+ break;
+ case 3:
+ monster "airplane_01",243,60,"Farmiliar",1005,1,"Airship#airplane02::OnMyMobDead";
+ monster "airplane_01",228,54,"Farmiliar",1005,1,"Airship#airplane02::OnMyMobDead";
+ monster "airplane_01",232,41,"Farmiliar",1005,1,"Airship#airplane02::OnMyMobDead";
+ break;
+ case 4:
+ monster "airplane_01",243,60,"Picky",1049,1,"Airship#airplane02::OnMyMobDead";
+ monster "airplane_01",228,54,"Picky",1049,1,"Airship#airplane02::OnMyMobDead";
+ monster "airplane_01",232,41,"Picky",1049,1,"Airship#airplane02::OnMyMobDead";
+ break;
+ case 5:
+ monster "airplane_01",243,60,"Steel Chonchon",1042,1,"Airship#airplane02::OnMyMobDead";
+ monster "airplane_01",228,54,"Steel Chonchon",1042,1,"Airship#airplane02::OnMyMobDead";
+ monster "airplane_01",232,41,"Steel Chonchon",1042,1,"Airship#airplane02::OnMyMobDead";
+ break;
+ }
+ end;
+OnTimer48010:
+ monster "airplane_01",238,56,"Gremlin",1632,1,"Airship#airplane02::OnCaptainMobDead";
+ monster "airplane_01",239,56,"Gremlin",1632,1,"Airship#airplane02::OnCaptainMobDead";
+ monster "airplane_01",240,50,"Gremlin",1632,1,"Airship#airplane02::OnCaptainMobDead";
+ monster "airplane_01",241,56,"Gremlin",1632,1,"Airship#airplane02::OnCaptainMobDead";
+ monster "airplane_01",247,51,"Gremlin",1632,1,"Airship#airplane02::OnCaptainMobDead";
+ monster "airplane_01",237,44,"Beholder",1633,1,"Airship#airplane02::OnCaptainMobDead";
+ monster "airplane_01",233,54,"Beholder",1633,1,"Airship#airplane02::OnCaptainMobDead";
+ monster "airplane_01",237,62,"Beholder",1633,1,"Airship#airplane02::OnCaptainMobDead";
+ end;
+OnTimer53000:
+ mapannounce "airplane_01", "Attendant: Captain Tarlock, we're in trouble! The monsters are heading to the propellers!",bc_map,0x00FF00;
+ end;
+OnTimer58000:
+ mapannounce "airplane_01", "Captain Tarlock: What?! I've got to stop them!",bc_map,0x70DBDB;
+ end;
+OnTimer63000:
+ hideonnpc "Airship Captain#01";
+ hideoffnpc "Airship Captain#02";
+ end;
+OnTimer68000:
+ emotion e_ag,0,"Airship Captain#02";
+ mapannounce "airplane_01", "Captain Tarlock: You ugly, godforsaken creatures... Get off my ship!",bc_map,0x70DBDB;
+ end;
+OnTimer73000:
+ mapannounce "airplane_01", "*Kzzz...Drrrr...Boom! CRASH!*",bc_map,0x00FF00;
+ specialeffect EF_SUI_EXPLOSION,AREA,"boom6#airplane";
+ end;
+OnTimer73500:
+ specialeffect EF_SUI_EXPLOSION,AREA,"boom7#airplane";
+ end;
+OnTimer74000:
+ specialeffect EF_SUI_EXPLOSION,AREA,"boom8#airplane";
+ end;
+OnTimer74500:
+ specialeffect EF_SUI_EXPLOSION,AREA,"boom9#airplane";
+ end;
+OnTimer75000:
+ specialeffect EF_SUI_EXPLOSION,AREA,"boom10#airplane";
+ end;
+OnTimer75500:
+ specialeffect EF_SUI_EXPLOSION,AREA,"boom6#airplane";
+ end;
+OnTimer76000:
+ specialeffect EF_SUI_EXPLOSION,AREA,"boom7#airplane";
+ end;
+OnTimer76500:
+ specialeffect EF_SUI_EXPLOSION,AREA,"boom8#airplane";
+ end;
+OnTimer77000:
+ specialeffect EF_SUI_EXPLOSION,AREA,"boom9#airplane";
+ end;
+OnTimer77500:
+ specialeffect EF_SUI_EXPLOSION,AREA,"boom10#airplane";
+ end;
+OnTimer78000:
+ specialeffect EF_SUI_EXPLOSION,AREA,"boom6#airplane";
+ mapannounce "airplane_01", "Engineer: Oh no! We've got a problem with the Number One Rear Engine!",bc_map,0x00FF00;
+ end;
+OnTimer79000:
+ specialeffect EF_SUI_EXPLOSION,AREA,"boom7#airplane";
+ end;
+OnTimer80000:
+ specialeffect EF_SUI_EXPLOSION,AREA,"boom8#airplane";
+ end;
+OnTimer81000:
+ specialeffect EF_SUI_EXPLOSION,AREA,"boom9#airplane";
+ end;
+OnTimer82000:
+ specialeffect EF_SUI_EXPLOSION,AREA,"boom10#airplane";
+ end;
+OnTimer83000:
+ mapannounce "airplane_01", "Pilot: Hurry! Get the women, old people and children somewhere safe first! Hurry!",bc_map,0x00FF00;
+ end;
+OnTimer84000:
+ specialeffect EF_SUI_EXPLOSION,AREA,"boom6#airplane";
+ end;
+OnTimer85000:
+ specialeffect EF_SUI_EXPLOSION,AREA,"boom7#airplane";
+ end;
+OnTimer86000:
+ specialeffect EF_SUI_EXPLOSION,AREA,"boom8#airplane";
+ end;
+OnTimer87000:
+ specialeffect EF_SUI_EXPLOSION,AREA,"boom7#airplane";
+ end;
+OnTimer88000:
+ emotion e_ag,0,"Airship Captain#02";
+ mapannounce "airplane_01", "Captain Tarlock: You dirty monsters are dealing with this ship's captain...",bc_map,0x70DBDB;
+ end;
+OnTimer93000:
+ emotion e_ag,0,"Airship Captain#02";
+ mapannounce "airplane_01", "Captain Tarlock: I'll protect this ship and my crew with my life!",bc_map,0x70DBDB;
+ end;
+OnTimer98000:
+ emotion e_pif,0,"Airship Captain#02";
+ mapannounce "airplane_01", "Captain Tarlock: Here goes! Special Exodus Joker XIII Doom Rifle!",bc_map,0x70DBDB;
+ end;
+OnTimer103000:
+ mapannounce "airplane_01", "*Bang! Bang Bang! Bang Bang! Bang Bang Bang!*",bc_map,0x00FF00;
+ specialeffect EF_HIT5,AREA,"Airship Captain#02";
+ end;
+OnTimer103500:
+ specialeffect EF_SUI_EXPLOSION,AREA,"boom1#airplane";
+ specialeffect EF_HIT5,AREA,"Airship Captain#02";
+ end;
+OnTimer104000:
+ specialeffect EF_SUI_EXPLOSION,AREA,"boom2#airplane";
+ specialeffect EF_HIT5,AREA,"Airship Captain#02";
+ end;
+OnTimer104500:
+ specialeffect EF_SUI_EXPLOSION,AREA,"boom3#airplane";
+ specialeffect EF_HIT5,AREA,"Airship Captain#02";
+ end;
+OnTimer105000:
+ specialeffect EF_SUI_EXPLOSION,AREA,"boom4#airplane";
+ specialeffect EF_HIT5,AREA,"Airship Captain#02";
+ end;
+OnTimer105500:
+ specialeffect EF_SUI_EXPLOSION,AREA,"boom5#airplane";
+ specialeffect EF_HIT5,AREA,"Airship Captain#02";
+ end;
+OnTimer106000:
+ specialeffect EF_SUI_EXPLOSION,AREA,"boom0#airplane";
+ specialeffect EF_HIT5,AREA,"Airship Captain#02";
+ end;
+OnTimer106500:
+ specialeffect EF_SUI_EXPLOSION,AREA,"boom1#airplane";
+ specialeffect EF_HIT5,AREA,"Airship Captain#02";
+ end;
+OnTimer107000:
+ specialeffect EF_SUI_EXPLOSION,AREA,"boom2#airplane";
+ specialeffect EF_HIT5,AREA,"Airship Captain#02";
+ end;
+OnTimer107500:
+ specialeffect EF_SUI_EXPLOSION,AREA,"boom4#airplane";
+ specialeffect EF_HIT5,AREA,"Airship Captain#02";
+ end;
+OnTimer108000:
+ specialeffect EF_SUI_EXPLOSION,AREA,"boom5#airplane";
+ killmonster "airplane_01","Airship#airplane02::OnCaptainMobDead";
+ end;
+OnTimer113000:
+ emotion e_pif,0,"Airship Captain#02";
+ mapannounce "airplane_01","Captain Tarlock: Filthy animals! Stop ruining my ship!",bc_map,0x70DBDB;
+ end;
+OnTimer118000:
+ mapannounce "airplane_01", "*Bang! Bang Bang! Bang Bang! Bang Bang Bang!*",bc_map,0x00FF00;
+ specialeffect EF_HIT5,AREA,"Airship Captain#02";
+ end;
+OnTimer118500:
+ specialeffect EF_SUI_EXPLOSION,AREA,"boom6#airplane";
+ specialeffect EF_HIT5,AREA,"Airship Captain#02";
+ end;
+OnTimer119000:
+ specialeffect EF_SUI_EXPLOSION,AREA,"boom7#airplane";
+ specialeffect EF_HIT5,AREA,"Airship Captain#02";
+ end;
+OnTimer119500:
+ specialeffect EF_SUI_EXPLOSION,AREA,"boom8#airplane";
+ specialeffect EF_HIT5,AREA,"Airship Captain#02";
+ end;
+OnTimer120000:
+ specialeffect EF_SUI_EXPLOSION,AREA,"boom9#airplane";
+ specialeffect EF_HIT5,AREA,"Airship Captain#02";
+ end;
+OnTimer120500:
+ specialeffect EF_SUI_EXPLOSION,AREA,"boom10#airplane";
+ specialeffect EF_HIT5,AREA,"Airship Captain#02";
+ end;
+OnTimer121000:
+ specialeffect EF_SUI_EXPLOSION,AREA,"boom6#airplane";
+ specialeffect EF_HIT5,AREA,"Airship Captain#02";
+ end;
+OnTimer121500:
+ specialeffect EF_SUI_EXPLOSION,AREA,"boom7#airplane";
+ specialeffect EF_HIT5,AREA,"Airship Captain#02";
+ end;
+OnTimer122000:
+ specialeffect EF_SUI_EXPLOSION,AREA,"boom8#airplane";
+ specialeffect EF_HIT5,AREA,"Airship Captain#02";
+ end;
+OnTimer122500:
+ specialeffect EF_SUI_EXPLOSION,AREA,"boom9#airplane";
+ specialeffect EF_HIT5,AREA,"Airship Captain#02";
+ end;
+OnTimer123000:
+ specialeffect EF_SUI_EXPLOSION,AREA,"boom8#airplane";
+ mapannounce "airplane_01", "*Boom! Boom Boom! Boom Boom! Boom!*",bc_map,0x00FF00;
+ end;
+OnTimer124000:
+ specialeffect EF_SUI_EXPLOSION,AREA,"boom9#airplane";
+ end;
+OnTimer125000:
+ specialeffect EF_SUI_EXPLOSION,AREA,"boom10#airplane";
+ end;
+OnTimer126000:
+ specialeffect EF_SUI_EXPLOSION,AREA,"boom6#airplane";
+ end;
+OnTimer127000:
+ specialeffect EF_SUI_EXPLOSION,AREA,"boom7#airplane";
+ end;
+OnTimer128000:
+ emotion e_an,0,"Airship Captain#02";
+ mapannounce "airplane_01", "Captain Tarlock: There's... Too many to handle!",bc_map,0x70DBDB;
+ end;
+OnTimer133000:
+ mapannounce "airplane_01", "Pilot: Captain, sir, the situation is getting critical!",bc_map,0x00FF00;
+ end;
+OnTimer138000:
+ emotion e_swt,0,"Airship Captain#02";
+ mapannounce "airplane_01", "Captain Tarlock: We'll need all the help we can get!",bc_map,0x70DBDB;
+ end;
+OnTimer143000:
+ emotion e_sry,0,"Airship Captain#02";
+ mapannounce "airplane_01", "Captain Tarlock: All hands and any passenger who can fight! We've got to drive away these monsters!",bc_map,0x70DBDB;
+ end;
+OnTimer148000:
+ hideonnpc "Airship Captain#02";
+ hideoffnpc "Airship Captain#01";
+ end;
+OnTimer400000:
+ killmonster "airplane_01","Airship#airplane02::OnMyMobDead";
+ end;
+OnTimer405000:
+ mapannounce "airplane_01","Monster threat eliminated. The Airship is now returning to normal operation.",bc_map,0x00FF00;
+ hideoffnpc "Airship Staff#airplane01";
+ end;
+OnTimer410000:
+ mapannounce "airplane_01","We will arrive in Izlude shortly.",bc_map,"0x00ff00";
+ end;
+OnTimer420000:
+ set $@airplanelocation2,1;
+ donpcevent "#AirshipWarp-3::OnUnhide";
+ donpcevent "#AirshipWarp-4::OnUnhide";
+ mapannounce "airplane_01","Welcome to Izlude. Have a safe trip.",bc_map,"0x00ff00";
+ end;
+OnTimer430000:
+ mapannounce "airplane_01","We are currently in Izlude. The Airship will take off shortly.",bc_map,"0x00ff00";
+ end;
+OnTimer440000:
+ donpcevent "#AirshipWarp-3::OnHide";
+ donpcevent "#AirshipWarp-4::OnHide";
+ mapannounce "airplane_01","The Airship is now taking off. Our next destination is Juno.",bc_map,"0x70dbdb";
+ end;
+OnTimer465000:
+ mapannounce "airplane_01","We are heading to Juno.",bc_map,"0x70dbdb";
+ end;
+OnTimer490000:
+ mapannounce "airplane_01","We will arrive in Juno shortly.",bc_map,"0x70dbdb";
+ end;
+OnTimer500000:
+ set $@airplanelocation2,2;
+ donpcevent "#AirshipWarp-3::OnUnhide";
+ donpcevent "#AirshipWarp-4::OnUnhide";
+ mapannounce "airplane_01","Welcome to Juno. Have a safe trip.",bc_map,"0x70dbdb";
+ end;
+OnTimer510000:
+ mapannounce "airplane_01","We are currently in Juno. The Airship will leave shorty.",bc_map,"0x70dbdb";
+ end;
+OnTimer520000:
+ donpcevent "#AirshipWarp-3::OnHide";
+ donpcevent "#AirshipWarp-4::OnHide";
+ mapannounce "airplane_01","The Airship is leaving the ground. Our next destination is Rachel.",bc_map,"0xFF8200";
+ end;
+OnTimer545000:
+ mapannounce "airplane_01","We are heading to Rachel.",bc_map,"0xFF8200";
+ end;
+OnTimer570000:
+ mapannounce "airplane_01","We will arrive in Rachel shortly.",bc_map,"0xFF8200";
+ end;
+OnTimer580000:
+ set $@airplanelocation2,0;
+ donpcevent "#AirshipWarp-3::OnUnhide";
+ donpcevent "#AirshipWarp-4::OnUnhide";
+ mapannounce "airplane_01","Welcome to Rachel. Have a safe trip.",bc_map,"0xFF8200";
+ end;
+OnTimer590000:
+ mapannounce "airplane_01","We are currently in Rachel. The Airship will take off shortly.",bc_map,"0xFF8200";
+ end;
+OnTimer600000:
+ donpcevent "#AirshipWarp-3::OnHide";
+ donpcevent "#AirshipWarp-4::OnHide";
+ mapannounce "airplane_01","The Airship is now taking off. Our next destination is Izlude.",bc_map,"0x00ff00";
+ stopnpctimer;
+ set getvariableofnpc(.moninv, "International_Airship"),2;
+ donpcevent "International_Airship::OnEnable";
+ end;
+
+OnMyMobDead:
+OnCaptainMobDead:
+ end;
+}
+
+airplane_01,246,54,3 script Airship Captain#02 873,{
+ cutin "fly_felrock",2;
+ mes "[Tarlock]";
+ mes "I am Tarlock,";
+ mes "captain of this";
+ mes "Airship. Go and";
+ mes "fight with the";
+ mes "Gremlins!";
+ close2;
+ cutin "",255;
+ end;
+
+OnInit:
+ hideonnpc "Airship Captain#02";
+ end;
+}
+
+airplane_01,249,50,0 script boom0#airplane 139,{ end; }
+airplane_01,239,62,0 script boom1#airplane 139,{ end; }
+airplane_01,244,55,0 script boom2#airplane 139,{ end; }
+airplane_01,239,50,0 script boom3#airplane 139,{ end; }
+airplane_01,245,59,0 script boom4#airplane 139,{ end; }
+airplane_01,245,48,0 script boom5#airplane 139,{ end; }
+airplane_01,235,39,0 script boom6#airplane 139,{ end; }
+airplane_01,252,41,0 script boom7#airplane 139,{ end; }
+airplane_01,252,63,0 script boom8#airplane 139,{ end; }
+airplane_01,234,65,0 script boom9#airplane 139,{ end; }
+airplane_01,227,67,0 script boom10#airplane 139,{ end; }
+
+//========Captain Tarlock (Inside the Captain Cabin)=======================
+airplane_01,238,154,3 script Airship Captain#01 873,{
+ cutin "fly_felrock",2;
+ mes "[Tarlock]";
+ mes "I am Tarlock,";
+ mes "captain of this";
+ mes "Airship. Did you";
+ mes "have a question?";
+ next;
+ if (lght_air >= 0 && lght_air <= 3 || lght_air == 7) {
+ set .@question$, "How does this Airship fly?";
+ } else if(lght_air == 4) {
+ set .@question$, "I handed the letter to Captain Ferlock.";
+ } else if(lght_air == 5) {
+ set .@question$, "You finished reading the letter?";
+ } else if(lght_air == 6) {
+ set .@question$, "Already finished reading?";
+ }
+ switch (select("Y-you're a reindeer?!", .@question$, "No, not really.")) {
+ case 1:
+ mes "[Tarlock]";
+ mes "Hm? Oh, that";
+ mes "We reindeer are a proud";
+ mes "race who like to travel the";
+ mes "world. But that should be";
+ mes "obvious if you think of the";
+ mes "reindeer working for Claus.";
+ next;
+ mes "[Tarlock]";
+ mes "Well, reindeer or";
+ mes "not, I've earned the";
+ mes "captaincy of this ship";
+ mes "and the loyalty of my crew.";
+ mes "We'll do everything we can to";
+ mes "make sure your flight is safe.";
+ close2;
+ cutin "",255;
+ end;
+ case 2:
+ if (lght_air == 1) {
+ if (BaseLevel <= 59) {
+ mes "[Tarlock]";
+ mes "Mm...?";
+ mes "Didn't you ask me that";
+ mes "before? Well, in any case";
+ mes "I apologize, but I'm still not";
+ mes "allowed to tell you that secret.";
+ close2;
+ cutin "",255;
+ end;
+ } else {
+ mes "[Tarlock]";
+ mes "Mm...?";
+ mes "Didn't you ask me that";
+ mes "before? Are you just curious";
+ mes "or did you really want to know?";
+ next;
+ switch (select("No, not really...:Yes, I really want to know!")) {
+ case 1:
+ mes "[Tarlock]";
+ mes "Hahahaha~";
+ mes "Maybe someday you'll";
+ mes "figure out how this Airship";
+ mes "is able to stay aloft and";
+ mes "fly through the skies.";
+ close2;
+ cutin "",255;
+ end;
+ case 2:
+ mes "[Tarlock]";
+ mes "In all honestly, the";
+ mes "secret to this Airship's";
+ mes "flight is something that";
+ mes "only captains are authorized";
+ mes "to know. So I shouldn't really";
+ mes "tell you anything about it.";
+ next;
+ mes "[Tarlock]";
+ mes "But I've never been able";
+ mes "to trust upper management";
+ mes "so I don't have any loyalty to";
+ mes "them. I wouldn't mind telling";
+ mes "you that classified info if you";
+ mes "do a little favor for me first.";
+ next;
+ switch (select("Let me think about it.:Sure.")) {
+ case 1:
+ mes "[Tarlock]";
+ mes "Alright. But don't";
+ mes "worry, I'm not going";
+ mes "to ask you to do anything";
+ mes "that you can't handle. Come";
+ mes "back after you decide, alright?";
+ close2;
+ cutin "",255;
+ end;
+ case 2:
+ setquest 8032;
+ set lght_air, 2;
+ mes "[Tarlock]";
+ mes "Ha-hah! I like you";
+ mes "already! Alright, here's";
+ mes "the deal. I have a younger";
+ mes "brother who I rarely see since";
+ mes "he's also an Airship Captain";
+ mes "that's always traveling.";
+ next;
+ mes "[Tarlock]";
+ mes "Would you bring this";
+ mes "letter to my brother,";
+ mes "Ferlock? Also, please";
+ mes "make sure that you come";
+ mes "back with his reply, alright?";
+ mes "Thank you, adventurer.";
+ next;
+ mes "[Tarlock]";
+ mes "Oh, and once you meet";
+ mes "my brother, please help";
+ mes "him out. He'll explain it";
+ mes "once you see him.";
+ next;
+ mes "^3131FFYou have received";
+ mes "Captain Tarlock's letter";
+ mes "to deliver to his younger";
+ mes "brother, Captain Ferlock.";
+ close2;
+ cutin "",255;
+ end;
+ }
+ }
+ }
+ } else if (lght_air == 4) {
+ set lght_air, 5;
+ changequest 8034,8035;
+ mes "[Tarlock]";
+ mes "Oh!";
+ mes "And he answer you? Really?!";
+ mes "In fact, I wasn't";
+ mes "expecting that too much...";
+ mes "Please wait a little,";
+ mes "I'll read his letter.";
+ close2;
+ cutin "",255;
+ end;
+ } else if (lght_air == 5) {
+ set lght_air, 6;
+ mes "[Tarlock]";
+ mes "Um... Ha ha ha~!";
+ mes "This guy, he is a real lover!";
+ mes "But his true inner man";
+ mes "is limited by his duty.";
+ mes "What do you think?";
+ mes "Hoh hoh hoh.";
+ next;
+ mes "^3131ffHe continue reading";
+ mes "the letter.^000000";
+ close2;
+ cutin "",255;
+ end;
+ } else if (lght_air == 6) {
+ mes "[Tarlock]";
+ mes "Yes, I finished.";
+ mes "Even if I understand him";
+ mes "I've a totally different";
+ mes "point of view. But both";
+ mes "of us are fearless.";
+ next;
+ mes "[Tarlock]";
+ mes "Oh, I almost forgot,";
+ mes "I'll teach you what you";
+ mes "wanted to know.";
+ next;
+ mes "[Tarlock]";
+ mes "The Airship's secret to float is...";
+ mes "The large boiler is setted on fire,";
+ mes "That moves the pistons, gears";
+ mes "and turbines with the steam";
+ mes "that is generated when the water";
+ mes "passes within the boiler.";
+ next;
+ mes "[Tarlock]";
+ mes "That turns the propeller.";
+ mes "That's all. Did you understand?";
+ next;
+ select("Um? Only that? There's no more?");
+ mes "[Tarlock]";
+ mes "Ha ha ha!";
+ mes "I explained it roughtly to";
+ mes "make it easier to understand";
+ mes "by you. Still, you aren't";
+ mes "pleased? I said it in plain";
+ mes "english that everyone could";
+ mes "understand.";
+ next;
+ mes "[Tarlock]";
+ mes "Obviously, only with a steam";
+ mes "is impossible to make this fly.";
+ mes "Therefore, it uses an amplifier";
+ mes "called ^ff0000Rune Mechanism^000000.";
+ next;
+ select("Uh? What's a Rune Mechanism?");
+ mes "[Tarlock]";
+ mes "It's a device that uses a";
+ mes "magic stone as power source.";
+ mes "However, I don't know how";
+ mes "this work...";
+ mes "I forgot the details probably";
+ mes "because I didn't paid much attention.";
+ next;
+ mes "[Tarlock]";
+ mes "The only I remember is";
+ mes "that the energy is amplified";
+ mes "while it passes through the";
+ mes "Rune that is attached to a";
+ mes "steam engine.";
+ next;
+ mes "[Tarlock]";
+ mes "In fact, all this airship";
+ mes "floats thanks to the power";
+ mes "given by the stone, no";
+ mes "exaggeration.";
+ mes "It has really a strong power.";
+ next;
+ specialeffect2 EF_MAPPILLAR;
+ mes "[Tarlock]";
+ mes "Did you understand?";
+ mes "I'll rest a little.";
+ mes "I'm tired for reading";
+ mes "and writing those long";
+ mes "letters.";
+ completequest 8035;
+ set lght_air, 7;
+ getexp 20000, 1000;
+ close2;
+ cutin "",255;
+ end;
+ } else if (lght_air == 7) {
+ mes "[Tarlock]";
+ mes "Didn't I teach you before?";
+ mes "I won't explain such a long";
+ mes "tale again!";
+ close2;
+ cutin "",255;
+ end;
+ } else {
+ mes "[Tarlock]";
+ mes "Hahahah! Don't worry, I'll";
+ mes "tell you know this Airship";
+ mes "flies once you deliver that";
+ mes "letter to my brother, Ferlock,";
+ mes "and bring back his reply.";
+ close2;
+ cutin "",255;
+ end;
+ }
+ mes "[Tarlock]";
+ mes "Hahaha! How this";
+ mes "Airship flies? Yes, it's";
+ mes "quite wonderful, isn't it?";
+ mes "Although that's a secret,";
+ mes "let me assure you that it's";
+ mes "nothing weird or dangerous.";
+ set lght_air, 1;
+ close2;
+ cutin "",255;
+ end;
+ case 3:
+ mes "[Tarlock]";
+ mes "Alright, then.";
+ mes "Thanks for flying";
+ mes "with us, and I hope";
+ mes "you enjoy your travels.";
+ close2;
+ cutin "",255;
+ end;
+ }
+}
+
+
+//===========Captain Ferlock=======================
+
+airplane,236,163,5 script Airship Captain#03 873,{
+ cutin "fly_trock.bmp",2;
+ if(hg_ma1 == 3 || hg_ma1 == 4)
+ {
+ mes "[Ferlock]";
+ mes "Welcome to the airship. I am Ferlock, captain of this airship. What do you want from me? ";
+ next;
+ switch( select( "Ask him about Thierry" ) )
+ {
+ case 1:
+ break;
+ }
+ mes "[Ferlock]";
+ mes "Hmm, this is the first time I hear of this name. I'm sure he's not the employee of this place.";
+ next;
+ switch( select( "Request for the passenger list. " ) )
+ {
+ case 1:
+ break;
+ }
+ mes "[Ferlock]";
+ mes "The passenger list is not opened to public unfortunately. Sorry I couldn't help you. ";
+ if(hg_ma1 == 3) close;
+ next;
+ switch( select( "Follow Kaci's request and tell him the story." ) )
+ {
+ case 1:
+ break;
+ }
+ mes "^3355FFWhen you tell him why you need to find Thierry, the captain listens to you quietly and nods his head.^000000";
+ next;
+ mes "[Ferlock]";
+ mes "Hmm... I understand what you mean. However, the rules says that the passenger list cannot be showed to public.";
+ next;
+ mes "[Ferlock]";
+ mes "......However, rules can be broken which brings greater value than its existence. Ok, I will help you. Please wait for a while.";
+ next;
+ mes "^3355FFThe captain takes out a book and writes the name of 'Thierry' on the first page where nothing is written. The entry slowly disappears and the pages of the book start to flip magically^000000";
+ next;
+ mes "^3355FFThe book continues to flip and finally stops at one page. You see the record of Thierry boarding the airship on that page^000000";
+ next;
+ mes "[Ferlock]";
+ mes "Haha, does it frighten you? This is a magically enchanted book. Once you've written the name in it, you will be able to find the answer you want in an instant.";
+ next;
+ mes "[Ferlock]";
+ mes "It must have surprised you to find that the people of Schwaltzvalt make use of magical items too.";
+ next;
+ mes "[Ferlock]";
+ mes "This is something I acquired from an old friend.... Hmm, but that has nothing to do with this.";
+ next;
+ mes "[Ferlock]";
+ mes "Thierry... Let's see. He boarded the airship a month ago and headed for Hugel. Looks like he took the ship to Hugel the first day this flight was implemented.";
+ next;
+ mes "[Ferlock]";
+ mes "....Oh, didn't you say that this friend of yours is involved with a research job? I remember now. It's that young man.";
+ next;
+ mes "[Ferlock]";
+ mes "The flight to Hugel which had just been added to the schedule faced a great danger the first day since the airship had not prepared any counter-measures for sudden attacks by the dragons.";
+ next;
+ mes "[Ferlock]";
+ mes "To think about it, I have to admit that I made a mistake by not taking the fact that the dragons make approaching Hugel dangerous into consideration.";
+ next;
+ mes "[Ferlock]";
+ mes "Anyway, the ship was in critical condition due to an unexpected mechanical failure. Fortunately, a young skillful man managed to solve the problem. Now I remember his name; Thierry.";
+ next;
+ mes "[Ferlock]";
+ mes "Now I can tell why he was so quiet and had such a sad face. You know where he was heading now. So, please bring the news to his fiance.";
+ next;
+ mes "[Ferlock]";
+ mes "And if you ever meet him, please send him my gratitude and regards.";
+ changequest 8045,8046;
+ set hg_ma1,5;
+ close2;
+ cutin "",255;
+ end;
+ }
+ else if(hg_ma1 == 5)
+ {
+ mes "[Ferlock]";
+ mes "You better get going and send the news to the fiance.";
+ close2;
+ cutin "",255;
+ end;
+ }
+ if (lght_air == 7 && lhz_heart == 11)
+ {
+ mes "[Ferlock]";
+ mes "Ah, thank you for coming.";
+ mes "Now, I wanted to ask you";
+ mes "why you were investigating";
+ mes "Ymir's Heart Piece. Are you";
+ mes "merely curious, or did you";
+ mes "have some special reason?";
+ next;
+ switch( select( "Just curious...","Well, there's someone I need to help..." ) )
+ {
+ case 1:
+ mes "[Ferlock]";
+ mes "Just curious...?";
+ mes "I don't know if satisfying";
+ mes "your curiosity is worth the";
+ mes "risks that you have already";
+ mes "taken. You should be more ";
+ mes "careful in the future...";
+ close2;
+ cutin "",255;
+ end;
+
+ case 2:
+ mes "[Ferlock]";
+ mes "Well, I shouldn't be";
+ mes "trusting you this much,";
+ mes "but since you've helped";
+ mes "me and my brother, I feel";
+ mes "that you must be one of those altruistic adventurers. Very well.";
+ next;
+ mes "[Ferlock]";
+ mes "If you promise that you'll";
+ mes "never tell what I reveal to";
+ mes "you, then I suppose I can";
+ mes "tell you know about the Rune";
+ mes "Stone and Ymir's Heart Piece.";
+ next;
+ switch( select( "I promise..." ) )
+ {
+ case 1:
+ break;
+ }
+ mes "[Ferlock]";
+ mes "Alright, then. I expect you";
+ mes "to keep your word. Now, you";
+ mes "already know that the Airships";
+ mes "are powered by Rune Stones, imitations of Ymir's Heart pieces.";
+ next;
+ mes "[Ferlock]";
+ mes "Although Rune Stones are";
+ mes "inferior to true Ymir Heart";
+ mes "pieces, we can make as many";
+ mes "as want. As for true Ymir Heart";
+ mes "Pieces, they're difficult to find or effectively reproduce.";
+ next;
+ mes "[Ferlock]";
+ mes "You may have already";
+ mes "figured this out, but all";
+ mes "Rune Stones are produced";
+ mes "in the Einbroch Laboratory";
+ mes "for use in the Airships. So";
+ mes "you see what's going on?";
+ next;
+ switch( select( "Wait, what's the Varmunt Project?" ) )
+ {
+ case 1:
+ break;
+ }
+ mes "[Ferlock]";
+ mes "The Varmunt Project is";
+ mes "a continuation of one of";
+ mes "the projects started by the";
+ mes "great Sage, Varmunt. Even as";
+ mes "a child, he was renown as an";
+ mes "incredible genius, a prodigy.";
+ next;
+ mes "[Ferlock]";
+ mes "However, no matter how";
+ mes "much academic success he";
+ mes "enjoyed--he even became a";
+ mes "tenured professor at Juno";
+ mes "University--Varmunt was never able to finance his own research.";
+ next;
+ mes "[Ferlock]";
+ mes "Eventually, he accepted an";
+ mes "offer from Rekenber Co. to";
+ mes "develop an energy source in";
+ mes "exchange for funding. The";
+ mes "result of his work for them is the invention of the Rune Stone.";
+ next;
+ mes "[Ferlock]";
+ mes "However, the public isn't";
+ mes "supposed to know that Varmunt";
+ mes "invented the Rune Stones. Now,";
+ mes "Varmunt disappeared before he";
+ mes "could perfect the Rune Stone";
+ mes "creation process.";
+ next;
+ mes "[Ferlock]";
+ mes "Therefore, the Rune Stones";
+ mes "we have now are unstable and";
+ mes "become useless after a while.";
+ mes "The Varmunt Project aims to";
+ mes "correct these flaws and perfect";
+ mes "the Ymir Heart replication...";
+ next;
+ mes "[Ferlock]";
+ mes "Er, anyway, that's why";
+ mes "I was at the Einbroch";
+ mes "Laboratory today. My Rune";
+ mes "Stone was close to empty,";
+ mes "so I went there to pick up";
+ mes "a fully charged one.";
+ next;
+ mes "[Ferlock]";
+ mes "^333333*Phew...*^000000";
+ mes "Would you give me";
+ mes "a moment to catch";
+ mes "my breath before";
+ mes "I continue? Yes,";
+ mes "there's a little more...";
+ set lhz_heart,12;
+ close2;
+ cutin "",255;
+ end;
+ }
+ }
+ else if(lght_air == 7 && lhz_heart == 12)
+ {
+ mes "[Ferlock]";
+ mes "Now, "+strcharinfo(0)+",";
+ mes "you must be wondering";
+ mes "why I'm telling you all";
+ mes "this. I believe that some";
+ mes "party wishes to steal the";
+ mes "Rune Stones from the Airships.";
+ next;
+ mes "[Ferlock]";
+ mes "Have you noticed the";
+ mes "Gremlins and Beholders";
+ mes "that attack my brother's";
+ mes "ship? Believe it or not,";
+ mes "Gremlins are usually just";
+ mes "harmless and mischievous.";
+ next;
+ mes "[Ferlock]";
+ mes "Gremlin wings also aren't";
+ mes "naturally powerful enough to";
+ mes "enable them to fly. However,";
+ mes "if someone implants Wills of";
+ mes "the Darkness into them, their";
+ mes "powers increase exponentially.";
+ next;
+ mes "[Ferlock]";
+ mes "Although Gremlins tend";
+ mes "not to attack humans unless";
+ mes "provoked, and that they tend";
+ mes "to shy away from people, they";
+ mes "are being controlled to steal";
+ mes "our Airships' Rune Stones.";
+ next;
+ mes "[Ferlock]";
+ mes "Whoever is controlling the";
+ mes "Gremlins also sends those";
+ mes "Beholder monsters in order";
+ mes "to monitor their progress";
+ mes "and observe our resistance.";
+ next;
+ mes "[Ferlock]";
+ mes "My brother and I have been";
+ mes "investigating this matter, but";
+ mes "so far, we haven't learned very";
+ mes "much. Now, my Airship only";
+ mes "provides domestic flights";
+ mes "and hasn't been attacked.";
+ next;
+ mes "[Ferlock]";
+ mes "Now, my brother's Airship";
+ mes "specializes in international";
+ mes "flights and suffers from the";
+ mes "Gremlin invasions, so we are";
+ mes "guessing the attackers are from outside the Schwaltzvalt Republic.";
+ next;
+ mes "[Ferlock]";
+ mes "In any case, that is all";
+ mes "I really know. Please keep";
+ mes "this information to yourself";
+ mes "and let me know if you learn anything new about this situation.";
+ next;
+ mes "[Ferlock]";
+ mes "If I manage to uncover";
+ mes "anything about the ones";
+ mes "that are using the Wills";
+ mes "of Darkness to control the";
+ mes "Gremlins and steal our Rune";
+ mes "Stones, I'll let you know.";
+ next;
+ mes "[Ferlock]";
+ mes "Who is sending these";
+ mes "monsters to invade our";
+ mes "Airships, and for what";
+ mes "purpose do they want the";
+ mes "Rune Stones? Hmm. Well, this";
+ mes "is goodbye for now, adventurer.";
+ close2;
+ specialeffect2 EF_ABSORBSPIRITS;
+ completequest 8043;
+ set lhz_heart,13;
+ getexp 70000,40000;
+ cutin "",255;
+ end;
+ }
+ else if(lght_air == 7 && lhz_heart == 13)
+ {
+ mes "[Ferlock]";
+ mes "I'll be quite busy with my";
+ mes "captaining duties and my";
+ mes "private investigation of the";
+ mes "attempted Rune Stone robberies.";
+ mes "Hopefully, we'll be able to meet again later. For now, take care.";
+ close2;
+ cutin "",255;
+ end;
+ }
+ mes "[Ferlock]";
+ mes "Hey there, welcome";
+ mes "aboard the Airship. I'm";
+ mes "Ferlock, your captain";
+ mes "on this flight. How can";
+ mes "I be of service to you?";
+ next;
+ if(lght_air == 2) {
+ set .@question2$, "Give him Tarlock's Letter.";
+ set .@question3$, "Cancel.";
+ } else if(lght_air == 3) {
+ set .@question2$, "Here are the items I've found.";
+ set .@question3$, "Cancel.";
+ } else {
+ set .@question2$, "Cancel.";
+ }
+ switch( select( "How does this Airship fly?", .@question2$, .@question3$)) {
+ case 1:
+ mes "[Ferlock]";
+ mes "I'm sorry, but I can't";
+ mes "give you that kind of";
+ mes "classified information.";
+ mes "It's too important to the";
+ mes "security and safety of";
+ mes "this Airship, you see.";
+ close2;
+ cutin "",255;
+ end;
+
+ case 2:
+ if (lght_air == 2) {
+ changequest 8032,8033;
+ set lght_air, 3;
+ mes "^3131FFYou give Captain Ferlock";
+ mes "the letter that his brother";
+ mes "Tarlock has written for him.^000000";
+ next;
+ mes "[Ferlock]";
+ mes "Oh, this is from my";
+ mes "brother? Hey, thanks so";
+ mes "much for bringing this to";
+ mes "me for him. Ah, give me";
+ mes "a minute to read all of";
+ mes "this, would you now?";
+ next;
+ mes "[Ferlock]";
+ mes "...";
+ mes "So that's what he's been";
+ mes "up to. Huh. Hahaha! Oh, that's";
+ mes "funny. Ah, it's always good to";
+ mes "hear from Tarlock. Anyway,";
+ mes "I'm sorry to make you wait.";
+ next;
+ mes "[Ferlock]";
+ mes "Anyway, my brother wrote";
+ mes "about the usual stuff, but";
+ mes "he mentioned that he was";
+ mes "hoping to finally return a few";
+ mes "things he borrowed from me.";
+ mes "However, he lost them...";
+ next;
+ mes "[Ferlock]";
+ mes "It turns that those nasty";
+ mes "gremlins that sometimes";
+ mes "attack his ship stole my";
+ mes "things, so was he actually";
+ mes "hoping that you would";
+ mes "help me get them back.";
+ next;
+ mes "[Ferlock]";
+ mes "Yeah, yeah. He specifically";
+ mes "mentioned that I shouldn't";
+ mes "give you my reply until you";
+ mes "hunt those monsters and get";
+ mes "my stuff back. I'm sorry, but";
+ mes "I guess you owe big bro, huh?";
+ next;
+ mes "[Ferlock]";
+ mes "Well, if you're willing to";
+ mes "help me, would you get my";
+ mes "^ff00002 Will of the Darkness^000000 and";
+ mes "^ff00002 Prickly Fruit^000000 back for me?";
+ next;
+ mes "[Ferlock]";
+ mes "The monsters that attack";
+ mes "Tarlock's Airship should";
+ mes "have them. I'd appreciate";
+ mes "it if you'd help me out on";
+ mes "this, adventurer. Thanks";
+ mes "in advance and good luck~";
+ close2;
+ cutin "",255;
+ end;
+ } else if(lght_air == 3) {
+ if (countitem(7340) >= 2 && countitem(576) >= 2) {
+ delitem 7340, 2;
+ delitem 576, 2;
+ changequest 8033,8034;
+ set lght_air, 4;
+ mes "[Ferlock]";
+ mes "You brought the items!";
+ mes "Thank you very much.";
+ mes "Here, take this letter";
+ mes "to my brother and give it";
+ mes "to him.";
+ next;
+ mes "^3131ffYou received a letter from the Captain.^000000";
+ next;
+ mes "[Ferlock]";
+ mes "Please give the best regards";
+ mes "to my big brother.";
+ mes "Well then, good bye.";
+ close2;
+ cutin "",255;
+ end;
+ }
+ mes "[Ferlock]";
+ mes "Oh, I'm sorry, but it looks";
+ mes "like you're missing something.";
+ mes "Would you please go and find";
+ mes "^ff00002 Will of the Darkness^000000 and";
+ mes "^ff00002 Prickly Fruit^000000? Thanks,";
+ mes "brave adventurer~";
+ close2;
+ cutin "",255;
+ end;
+ }
+ mes "[Ferlock]";
+ mes "Well, I hope that";
+ mes "you enjoy your time";
+ mes "here on the Airship";
+ mes "and that you have a";
+ mes "very pleasant journey.";
+ close2;
+ cutin "",255;
+ end;
+ case 3:
+ mes "[Ferlock]";
+ mes "Well, I hope that";
+ mes "you enjoy your time";
+ mes "here on the Airship";
+ mes "and that you have a";
+ mes "very pleasant journey.";
+ close2;
+ cutin "",255;
+ end;
+ }
+}
+
+//=======================================================================================================//
+// Heart Fragment Quest
+//=======================================================================================================//
+
+airplane,236,63,4 script Hallen 706,{
+
+ if(hg_ma1 == 3)
+ {
+ mes "[Hallen]";
+ mes "Sha Sha~ ";
+ next;
+ mes "[Hallen]";
+ mes "Just let me handle this! Hehe. ";
+ next;
+ switch( select( "Ask whether he knows Thierry" ) )
+ {
+ case 1:
+ break;
+ }
+ mes "[Hallen]";
+ mes "Hmm?! Thierry?! I'm not sure. Why don't you ask the crew of the airship.";
+ mes "Kaci might know this person.";
+ close;
+ }
+ if(BaseLevel < 60)
+ {
+ mes "[Hallen]";
+ mes "If you need me to";
+ mes "do anything, just";
+ mes "give me a holler.";
+ mes "Bweh heh... hollah~";
+ close;
+ }
+ if(!lhz_heart)
+ {
+ mes "[Hallen]";
+ mes "Howdy, howdy~";
+ mes "Welcome to the Airship.";
+ next;
+ switch( select( "I'm not a passenger.","Hey kid, what are you doing?" ) )
+ {
+ case 1:
+ emotion e_what,0;
+ mes "[Hallen]";
+ mes "Does that mean you're";
+ mes "one of the crewmen, then?";
+ mes "I don't think we've met before,";
+ mes "and I should be familiar with";
+ mes "everyone working here by now...";
+ next;
+ emotion e_gasp,0;
+ mes "[Hallen]";
+ mes "Hey...!";
+ mes "If you're on duty,";
+ mes "shouldn't you be in";
+ mes "uniform? I guess you";
+ mes "don't work here after all!";
+ mes "Heh, figured it out myself~";
+ next;
+ mes "[Hallen]";
+ mes "Eh, I need to finish";
+ mes "sweeping this deck. Then,";
+ mes "on my break, I can play a";
+ mes "little game for Apples with";
+ mes "Kaci. That's how I roll, yo.";
+ next;
+ break;
+
+ case 2:
+ mes "[Hallen]";
+ mes "Ummm... Isn't it obvious?";
+ mes "I'm sweeping the deck. I'm";
+ mes "the youngest crewman, so";
+ mes "I get stuck with the lamest";
+ mes "jobs. But once I'm done, it's";
+ mes "Dice time with Kaci. Oh yeah~";
+ next;
+ break;
+ }
+ switch( select( "Kaci?" ) )
+ {
+ case 1:
+ break;
+ }
+ mes "[Hallen]";
+ mes "Kaci... You know, the";
+ mes "dealer of the Dice game?";
+ mes "You should try it out: just";
+ mes "roll some dice for a chance";
+ mes "to win some Apples. Hey,";
+ mes "you could get really lucky!";
+ next;
+ mes "[Hallen]";
+ mes "Heh, there's one guy that";
+ mes "won so many Apples from Kaci";
+ mes "that he was able to become";
+ mes "an Apple Merchant. Can you";
+ mes "believe that? Yeah... Kaci";
+ mes "doesn't like him so much...";
+ close2;
+ set lhz_heart,1;
+ end;
+ }
+ else if(lhz_heart == 1)
+ {
+ mes "[Hallen]";
+ mes "Oh hey, it's you~";
+ mes "We talked earlier,";
+ mes "didn't we? Yeah...";
+ mes "I'm still here sweeping";
+ mes "this floor. It's gonna";
+ mes "take quite a while.";
+ next;
+ emotion e_gasp,0;
+ mes "[Hallen]";
+ mes "It doesn't look like";
+ mes "I'm gonna finish this";
+ mes "anytime soon. Hey, do";
+ mes "you think you could do";
+ mes "me a favor since I can't";
+ mes "really leave this joint?";
+ next;
+ switch( select( "Sorry, but I'm busy...","What is it?" ) )
+ {
+ case 1:
+ mes "[Hallen]";
+ mes "Eh, alright. I guess";
+ mes "I can understand. But";
+ mes "still, I coulda made it";
+ mes "worth your while, if you";
+ mes "know what I mean~";
+ close;
+
+ case 2:
+ mes "[Hallen]";
+ mes "Don't worry, it's not much";
+ mes "work. I'm supposed to deliver";
+ mes "letters from Juno Airport to";
+ mes "the other crewmen, but I don't";
+ mes "got the time. Now, I have";
+ mes "this letter for Kaci here...";
+ next;
+ mes "[Hallen]";
+ mes "Would you go and";
+ mes "deliver this letter";
+ mes "to her for me? It's";
+ mes "from some guy named";
+ mes "Mr. Mawong, her mentor";
+ mes "or something like that.";
+ next;
+ mes "^3355FFHallen gave you";
+ mes "Mawong's letter to";
+ mes "be delivered to Kaci.^000000";
+ setquest 8036;
+ set lhz_heart,2;
+ next;
+ mes "[Hallen]";
+ mes "Hey, thanks a lot, pal~";
+ mes "You can find Kaci hosting";
+ mes "the Dice game in the Airship.";
+ close;
+ }
+ }
+ else if(lhz_heart == 2)
+ {
+ mes "[Hallen]";
+ mes "^333333*Sigh...*^000000";
+ mes "I'm so sick and";
+ mes "tired of sweeping.";
+ mes "It's like I'm some";
+ mes "kinda lame cabin boy.";
+ mes "But... I guess I am!";
+ next;
+ mes "[Hallen]";
+ mes "Oh hey, were you";
+ mes "able to give that";
+ mes "letter to Kaci yet?";
+ mes "I think it's pretty";
+ mes "important, so try not";
+ mes "to take too long, okay?";
+ close;
+ }
+ else if(lhz_heart == 3)
+ {
+ mes "[Hallen]";
+ mes "^333333*Sigh...*^000000";
+ mes "I'm so sick and";
+ mes "tired of sweeping.";
+ mes "It's like I'm some";
+ mes "kinda lame cabin boy.";
+ mes "But... I guess I am!";
+ close;
+ }
+ else if(lhz_heart == 4)
+ {
+ mes "[Hallen]";
+ mes "Hey, thanks for delivering";
+ mes "that letter to Kaci for me.";
+ mes "She wasn't too happy that";
+ mes "I asked a passenger to do";
+ mes "it, but she understood that";
+ mes "I'm totally swamped with work.";
+ next;
+ mes "[Hallen]";
+ mes "Wouldn't you agree";
+ mes "that people should";
+ mes "help each other in";
+ mes "times of crisis?";
+ next;
+ switch( select( "Not at all. Every man for himself!","Yes, I do." ) )
+ {
+ case 1:
+ mes "[Hallen]";
+ mes "Wh-what...?";
+ mes "I can't think";
+ mes "that you really";
+ mes "believe that...";
+ set lhz_heart,5;
+ close;
+
+ case 2:
+ mes "[Hallen]";
+ mes "Aww, really?";
+ mes "I knew that you'd";
+ mes "feel the same way";
+ mes "I do. You and me, we're";
+ mes "on the same wavelength~";
+ next;
+ if(checkweight(501,1) != 1)
+ {
+ mes "[Hallen]";
+ mes "Oh... Hey, I was";
+ mes "going to give you";
+ mes "a little something,";
+ mes "but you're carrying";
+ mes "too much stuff right now...";
+ close;
+ }
+ set lhz_heart,5;
+ getitem 501,1;
+ mes "[Hallen]";
+ mes "I know this isn't";
+ mes "much, but I'd like you";
+ mes "to have it. Besides, you";
+ mes "never know what'll come in";
+ mes "handy during an emergency.";
+ mes "Alright then, see you later~";
+ close;
+ }
+ }
+ else if(lhz_heart == 5)
+ {
+ mes "[Hallen]";
+ mes "Hey, hey~ How's it going?";
+ mes "I know, I know, I'm supposed";
+ mes "to be sweeping, and I'm not";
+ mes "finished yet, but sometimes,";
+ mes "you know, you just have to";
+ mes "rest and take a break, yeah?";
+ next;
+ mes "[Hallen]";
+ mes "Ahh, busy days like these";
+ mes "remind me of working back";
+ mes "home in Juno with my neighbor,";
+ mes "Gyver. He's a genius inventor,";
+ mes "you know, and sort of like";
+ mes "a hero or role model to me.";
+ next;
+ mes "[Hallen]";
+ mes "Guyver is so brilliant,";
+ mes "he can pretty much make";
+ mes "anything he wants. Someday,";
+ mes "I want to reach his level, and";
+ mes "create things that will help";
+ mes "people and make them happy.";
+ next;
+ mes "[Hallen]";
+ mes "That's pretty much my";
+ mes "life ambition-- you know,";
+ mes "the kind of thing I want to";
+ mes "contribute to the world. Of";
+ mes "course, I doubt I can compare";
+ mes "to the great Sage Varmunt.";
+ next;
+ switch( select( "Sage Varmunt?" ) )
+ {
+ case 1:
+ break;
+ }
+ mes "[Hallen]";
+ mes "Yeah, Varmunt... He's like";
+ mes "one of the greatest Sages in";
+ mes "history. Well, nobody know too";
+ mes "much about him, but 300 years";
+ mes "ago, he was responsible for most ground breaking accomplishments.";
+ next;
+ mes "[Hallen]";
+ mes "Supposedly, he single handedly";
+ mes "revolutionized science. Many of";
+ mes "the machines that are convenient to life today are his inventions.";
+ mes "Sadly, he disappeared from history and no one know how he vanished.";
+ next;
+ mes "[Hallen]";
+ mes "The great Sage Varmunt...";
+ mes "It's a pretty well known";
+ mes "legend in the Schwaltzvalt";
+ mes "Republic. Anyway, for my";
+ mes "project, I wanted to learn";
+ mes "more about these Airships.";
+ next;
+ mes "[Hallen]";
+ mes "These Airships are so huge";
+ mes "and heavy, and I can scarcely";
+ mes "believe that they can fly. How";
+ mes "is it even possible? Well, if";
+ mes "you could find out for me, ";
+ mes "it'd be a really big help.";
+ changequest 8038,8039;
+ set lhz_heart,6;
+ close;
+ }
+ else if(lhz_heart == 6)
+ {
+ mes "[Hallen]";
+ mes "Hey, have you learned";
+ mes "what makes such a big,";
+ mes "heavy Airship like this fly";
+ mes "for so long in the sky?";
+ next;
+ if(lght_air == 7)
+ {
+ switch( select( "Umm, yeah, kind of." ) )
+ {
+ case 1:
+ break;
+ }
+ mes "[Hallen]";
+ mes "Really...?";
+ mes "Are you serious?";
+ mes "So what's the secret?";
+ mes "Tell me, I'm dying to know!";
+ next;
+ mes "^3355FFYou tell Hallen everything";
+ mes "that you've learned from";
+ mes "Captain Tarlock, but you're";
+ mes "careful not to make any";
+ mes "mention of Ymir's Heart Piece.^000000";
+ next;
+ mes "[Hallen]";
+ mes "So... The propellers are";
+ mes "powered through steam?";
+ mes "That doesn't make sense.";
+ mes "No way, it can't be that simple. Besides, steam has its limits.";
+ mes "Are you sure that's everything?";
+ next;
+ switch( select( "Actually, there's another power source." ) )
+ {
+ case 1:
+ break;
+ }
+ mes "^3355FFYou reveal what you";
+ mes "learn about the Rune Stone,";
+ mes "an imitation of Ymir's Heart";
+ mes "Piece: Hallen is a well meaning";
+ mes "kid who probably won't use this";
+ mes "knowledge for evil purposes.";
+ next;
+ mes "[Hallen]";
+ mes "A-awesome! So there is";
+ mes "some special magic power";
+ mes "source that helps this Airship";
+ mes "fly! I knew it! Now, what was";
+ mes "it called again? Ah, the";
+ mes "Rune Stone, right?";
+ next;
+ mes "[Hallen]";
+ mes "An imitation of Ymir's";
+ mes "Heart Piece. Now where";
+ mes "have I heard about that";
+ mes "before? Mm, let me think...";
+ changequest 8039,8040;
+ set lhz_heart,7;
+ close;
+ }
+ else
+ {
+ switch( select( "Actually..." ) )
+ {
+ case 1:
+ break:;
+ }
+ mes "[Hallen]";
+ mes "You didn't learn anything";
+ mes "about the Airship yet, huh?";
+ mes "Maybe Captain Ferlock might";
+ mes "know something, or any one";
+ mes "of the other Airship captains.";
+ mes "Hopefully, one will tell you...";
+ next;
+ mes "[Hallen]";
+ mes "I know that the secrets of";
+ mes "Airship flight is considered";
+ mes "classified information, but if";
+ mes "anyone can wrest those secrets,";
+ mes "it'll be one of you adventurers. So please help me out here...";
+ close;
+ }
+ }
+ else if(lhz_heart == 7)
+ {
+ mes "[Hallen]";
+ mes "So the Rune Stone";
+ mes "is an imitation of just";
+ mes "a piece of Ymir's Heart.";
+ mes "But where have I heard";
+ mes "about that before...?";
+ next;
+ emotion e_gasp,0;
+ mes "[Hallen]";
+ mes "Oh, that's right!";
+ mes "Kaci told me about a";
+ mes "drunkard that always";
+ mes "mentions Ymir's Heart";
+ mes "when he plays the Dice";
+ mes "game for Apples!";
+ next;
+ if(Shinokas_Quest > 9)
+ {
+ mes "["+strcharinfo(0)+"]";
+ mes "(^333333Wait, I met that guy when";
+ mes "I was helping Shinokas. He";
+ mes "was one of the directors of";
+ mes "the Einbroch Laboratory that";
+ mes "had a piece of Ymir's Heart.";
+ mes "It's worth investigating...^000000)";
+ next;
+ }
+ mes "[Hallen]";
+ mes "Anyway, it's not much,";
+ mes "but let me give you a little";
+ mes "something for going through";
+ mes "the trouble of learning that";
+ mes "secret information for me...";
+ next;
+ if(checkweight(501,1) != 1)
+ {
+ mes "[Hallen]";
+ mes "Aw, nuts...";
+ mes "You don't have";
+ mes "enough room to";
+ mes "receive my little gift.";
+ mes "Please free up more space";
+ mes "in your inventory for me, okay?";
+ close;
+ }
+ if(Shinokas_Quest > 9) set lhz_heart,9;
+ else set lhz_heart,8;
+ changequest 8040,8041;
+ getitem 501,1;
+ mes "[Hallen]";
+ mes "Here you go~";
+ mes "I know it's pretty paltry";
+ mes "compared to the rewards ";
+ mes "you adventurers usually get,";
+ mes "but hey... It's my thought that";
+ mes "counts, right? See you later~";
+ close;
+ }
+ else if(lhz_heart == 8)
+ {
+ mes "[Hallen]";
+ mes "Hey, why don't you";
+ mes "ask Kaci about that";
+ mes "drunkard that's always";
+ mes "playing her Dice game?";
+ mes "You might learn more about";
+ mes "Ymir's Heart Piece, you know?";
+ close;
+ }
+ else
+ {
+ mes "[Hallen]";
+ mes "Thanks for helping me";
+ mes "out that last time. I guess";
+ mes "learning about the Rune Stone";
+ mes "kinda inspired me to build an";
+ mes "Airship of my own someday...";
+ close;
+ }
+}
+
+airplane,33,69,4 script Kaci 73,{
+
+ if(hg_ma1 == 3)
+ {
+ mes "[Kaci]";
+ mes "Hello there. My name is Kaci. If you feel bored boarding the airship, why don't you play a game of dice with me.";
+ next;
+ switch( select( "Ask whether she knows Thierry" ) )
+ {
+ case 1:
+ break;
+ }
+ mes "[Kaci]";
+ mes "Thierry ....That name sounds familiar...";
+ next;
+ mes "[Kaci]";
+ mes "....................";
+ mes ".............";
+ mes ".......";
+ mes "...";
+ next;
+ mes "[Kaci]";
+ mes "Ahhh! Thierry Thierry Thierry !!";
+ next;
+ mes "^3355FFShe seems to recall something and starts to call out the name loudly.^000000";
+ next;
+ mes "[Kaci]";
+ mes "Hahaha, I'm sorry about that. It has been a while since I last heard that name...";
+ next;
+ mes "[Kaci]";
+ mes "He was the youngster who lived beside my master when I was learning how games work. I still remember that he is very bright and that he did different kinds of researches.";
+ next;
+ mes "[Kaci]";
+ mes "I also recall that he likes the Euslan's sister who's being taught about the game by my master too. I wonder how the two of them are getting along nowadays.";
+ next;
+ mes "^3355FFI tell the girl that Euslan has engaged with Thierry and in order to cure Euslan, Thierry boarded an airship but his whereabouts is a mystery now.^000000";
+ next;
+ mes "[Kaci]";
+ mes "Oh, how could Euslan fall sick? Oh...";
+ next;
+ mes "^3355FFKaci is so shocked to learn about Thierry that she loses herself in her thoughts for a while until regaining conciousness.^000000";
+ next;
+ mes "[Kaci]";
+ mes "Honestly, I would like to help but I haven't heard anything new from them since we haven't seen eachother for such a long time.";
+ next;
+ mes "[Kaci]";
+ mes "Isn't there any other way?";
+ next;
+ mes "[Kaci]";
+ mes "Ah...! The captain might know something. He is the one who manages the list of the passengers.";
+ next;
+ mes "[Kaci]";
+ mes "However, the passenger list cannot be shown to the public...";
+ next;
+ mes "[Kaci]";
+ mes "However, I think the captain will be willing to help if you tell him the whole story. You should give it a try.";
+ next;
+ mes "[Kaci]";
+ mes "As for Euslan, please tell her about me and let her know that I hope she gets well soon.";
+ next;
+ mes "^3355FFSince she's begging, I guess I should send her message.";
+ changequest 8044,8045;
+ set hg_ma1,4;
+ close;
+ }
+ else if(hg_ma1 == 4)
+ {
+ mes "[Kaci]";
+ mes "You can ask the captain for the whereabouts of Thierry. I am sure that the captain will be willing to help if you tell him what happened.";
+ close;
+ }
+ else if(lhz_heart == 2)
+ {
+ mes "[Kaci]";
+ mes "You must be sooo";
+ mes "bored, adventurer~";
+ mes "How would you like";
+ mes "to play a game of Dice?";
+ next;
+ switch( select( "Give her the letter from Hallen." ) )
+ {
+ case 1:
+ break;
+ }
+ mes "[Kaci]";
+ mes "Oh, Hallen must have";
+ mes "asked you to deliver this.";
+ mes "He should be doing this sort";
+ mes "of thing himself, instead of";
+ mes "asking customers for favors!";
+ mes "But still, he's really busy...";
+ next;
+ changequest 8036,8037;
+ set lhz_heart,3;
+ mes "[Kaci]";
+ mes "Thank you for bringing";
+ mes "this to me. If you ever";
+ mes "need a little favor from";
+ mes "me, feel free to ask me,";
+ mes "alright? See you later~";
+ close;
+ }
+ else if(lhz_heart == 3)
+ {
+ mes "[Kaci]";
+ mes "Oh, hello. Thanks for";
+ mes "delivering that letter from";
+ mes "Mr. Mawong to me, especially";
+ mes "since Hallen was too busy to";
+ mes "do it himself. Reading that";
+ mes "letter really made my day~";
+ next;
+L_Ask:
+ switch( select( "Ask about Hallen","Ask about Mawong","Ask about the Airship" ) )
+ {
+ case 1:
+ set .@mesa,1;
+ mes "[Kaci]";
+ mes "Hallen? Well, he and I are";
+ mes "pretty close. Did you know";
+ mes "that we're cousins? In fact,";
+ mes "his dad, my uncle, brought";
+ mes "me as a child after my father";
+ mes "passed away 20 years ago.";
+ next;
+ mes "[Kaci]";
+ mes "There was some kind of";
+ mes "mine explosion accident in";
+ mes "Einbech. I don't remember.";
+ mes "Anyway, me and Hallen are";
+ mes "like sister and brother, and";
+ mes "we always stick together.";
+ next;
+ mes "[Kaci]";
+ mes "When Captain Ferlock saw me";
+ mes "host a Dice game by coincidence";
+ mes "and then hired me to work on his Airship, Hallen insisted on coming";
+ mes "along. He's stubborn like that,";
+ mes "but he's also very sweet.";
+ next;
+ break;
+
+ case 2:
+ set .@mesb,1;
+ mes "[Kaci]";
+ mes "Mr. Mawong? Oh, don't get";
+ mes "the wrong idea! He's my";
+ mes "mentor, the one who taught";
+ mes "me how to play all of these";
+ mes "wonderful games. He's pretty";
+ mes "famous around Juno, you know.";
+ next;
+ mes "[Kaci]";
+ mes "I used to be so depressed,";
+ mes "not caring about the world";
+ mes "at all, after my father died.";
+ mes "Then, I ran into Mr. Mawong,";
+ mes "and he taught me how to find";
+ mes "the joy in life once again.";
+ next;
+ mes "[Kaci]";
+ mes "Because of him, I decided";
+ mes "to learn his games and to";
+ mes "help people forget their";
+ mes "worries and just enjoy";
+ mes "themselves, even if it's";
+ mes "just for a little while.";
+ next;
+ break;
+
+ case 3:
+ set .@mesc,1;
+ mes "[Kaci]";
+ mes "The Airship? It's so";
+ mes "huge and beautiful, and";
+ mes "I'm always amazed that it";
+ mes "can fly so gracefully through";
+ mes "the air. I've always wanted to live someplace close to the sky...";
+ next;
+ mes "[Kaci]";
+ mes "A place where I can see";
+ mes "the clouds and bask in the";
+ mes "sun. So, when Captain Ferlock";
+ mes "invited me to work here, it was";
+ mes "like a dream come true~";
+ next;
+ break;
+ }
+ mes "[Kaci]";
+ mes "Please don't hesitate";
+ mes "to ask me anything if";
+ mes "you need a small favor,";
+ mes "or if you're just curious";
+ mes "about me in general~";
+ next;
+ if(!.@mesa || !.@mesb || !.@mesc) goto L_Ask;
+ mes "[Kaci]";
+ mes "By the way, if Hallen";
+ mes "bothers you with another";
+ mes "request, please refuse to";
+ mes "help him next time, okay?";
+ mes "I won't allow him to get";
+ mes "spoiled! Ho ho ho ho~";
+ next;
+ mes "[Kaci]";
+ mes "Well, I better get";
+ mes "back to work now.";
+ mes "Have a nice day,";
+ mes "and I'll see you later~";
+ changequest 8037,8038;
+ set lhz_heart,4;
+ close;
+ }
+ else if(lhz_heart == 8)
+ {
+ mes "[Kaci]";
+ mes "Hello, "+strcharinfo(0)+".";
+ mes "It's nice to see you again.";
+ mes "So is there anything I can";
+ mes "help you with today?";
+ next;
+ switch( select( "Who's that drunk over there?" ) )
+ {
+ case 1:
+ break;
+ }
+ mes "[Kaci]";
+ mes "Oh, him? He's one of my";
+ mes "regulars, some guy who's";
+ mes "supposed to be an Einbroch";
+ mes "Lab Director. He keeps losing";
+ mes "Apples whenever he plays Dice:";
+ mes "I think he's a gambling addict~";
+ next;
+ mes "[Kaci]";
+ mes "In fact, his losses make up";
+ mes "for all the Apples I lost when";
+ mes "that Apple Merchant played here. Now, it's a legendary tale that";
+ mes "we all think fondly of, but at";
+ mes "the time, it nearly broke me.";
+ next;
+ mes "[Kaci]";
+ mes "Anyway, aside from the fact";
+ mes "that the Einbroch Lab Director";
+ mes "is kind of a whiny person when";
+ mes "he's drunk, and a poor gambler,";
+ mes "I don't know much about him.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "(^333333Einbroch Laboratory...";
+ mes "It's so suspicious. That";
+ mes "director knows about Ymir's";
+ mes "Heart Piece, so they must be";
+ mes "keeping something really";
+ mes "important over there.^000000)";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "(^333333I better investigate";
+ mes "that laboratory in Einbroch";
+ mes "as soon as I can, even if it's";
+ mes "a heavily restricted area.^000000)";
+ changequest 8041,8042;
+ set lhz_heart,9;
+ close;
+ }
+ mes "[Kaci]";
+ mes "You must be sooo";
+ mes "bored, adventurer~";
+ mes "How would you like";
+ mes "to play a game of Dice?";
+ next;
+ callfunc "applegamble","Kaci";
+ end;
+}
+
+ein_in01,279,25,0 script #lab01_heart 139,1,1,{
+
+OnTouch:
+ if(lhz_heart == 9)
+ {
+ mes "["+strcharinfo(0)+"]";
+ mes "(^333333I've... I've just";
+ mes "got to investigate";
+ mes "that laboratory and";
+ mes "see if anything funny";
+ mes "is going on in there.^000000)";
+ close;
+ }
+}
+
+ein_in01,264,17,0 script #lab02_heart 139,1,1,{
+
+OnTouch:
+ if(lhz_heart == 9)
+ {
+ mes "["+strcharinfo(0)+"]";
+ mes "What the...";
+ mes "It's some sort of";
+ mes "weird device. The label";
+ mes "here says, ''Password";
+ mes "Checker?'' Well, this";
+ mes "might come in handy later.";
+ next;
+ mes "^3355FFYou decide to bring";
+ mes "the Password Checker";
+ mes "device with you into";
+ mes "the laboratory.^000000";
+ set lhz_heart,10;
+ close;
+ }
+}
+
+ein_in01,263,35,3 script Ferlock#lab 873,{
+ end;
+
+OnInit:
+ disablenpc "Ferlock#lab";
+ stopnpctimer;
+ end;
+
+OnEnter:
+ enablenpc "Ferlock#lab";
+ initnpctimer;
+ end;
+
+OnTimer120000:
+ donpcevent "Ferlock#lab::OnInit";
+ end;
+}
+
+ein_in01,261,35,0 script lab03#heart 139,1,1,{
+
+OnTouch:
+ if(lhz_heart == 9)
+ {
+ mes "[Security System]";
+ mes "^FF0000Unauthorized person";
+ mes "detected. Password";
+ mes "Checker not detected.";
+ mes "Access denied.^000000";
+ close;
+ }
+ else if(lhz_heart == 10)
+ {
+ mes "[Security System]";
+ mes "^FF0000Enter the 3 digit password.";
+ mes "You will be allowed 5 tries";
+ mes "within 3 minutes to enter";
+ mes "the correct password, or";
+ mes "the password will reset.^000000";
+ next;
+ mes "[Password Checker]";
+ mes "^333333Hint:";
+ mes "Do not use the";
+ mes "number 0, and do";
+ mes "not enter any number";
+ mes "more than once. Make";
+ mes "sure the password is 3 digits.";
+ next;
+L_Recode:
+ set @thanacode1,rand(1,9);
+ set @thanacode2,rand(1,9);
+ set @thanacode3,rand(1,9);
+ if((@thanacode1 == @thanacode2) || (@thanacode1 == @thanacode3) || (@thanacode2 == @thanacode3)) goto L_Recode;
+L_Input:
+ input @thanainput;
+ if((@thanainput < 100) || (@thanainput > 999))
+ {
+ mes "[Security System]";
+ mes "^FF0000Error.";
+ mes "The password entered";
+ mes "exceeds the number digit";
+ mes "limit. You must only enter";
+ mes "3 digit passwords.^000000";
+ close;
+ }
+ set @thanainput1,@thanainput / 100;
+ set @thanainput2,(@thanainput % 100) / 10;
+ set @thanainput3,@thanainput % 10;
+ if ((@thanainput1 == 0) || (@thanainput2 == 0) || (@thanainput3 == 0))
+ {
+ mes "[Security System]";
+ mes "^FF0000Error.";
+ mes "You cannot enter the";
+ mes "number 0, or use any";
+ mes "other number more than";
+ mes "once. Please try again.^000000";
+ next;
+ goto L_Input;
+ }
+ mes "[Security System]";
+ mes "^ff0000"+strcharinfo(0)+"^000000";
+ mes "has entered the following:";
+ mes "^0000ff"+@thanainput1+"^000000 - ^0000ff"+@thanainput2+"^000000 - ^0000ff"+@thanainput3+"^000000. Please wait for";
+ mes "authorization to complete.";
+ set @thanatry,@thanatry +1;
+ next;
+ set @strike,0;
+ set @ball,0;
+ if(@thanainput1 == @thanacode1) set @strike,@strike +1;
+ if(@thanainput2 == @thanacode2) set @strike,@strike +1;
+ if(@thanainput3 == @thanacode3) set @strike,@strike +1;
+ if((@thanainput1 == @thanacode2) || (@thanainput1 == @thanacode3)) set @ball,@ball +1;
+ if((@thanainput2 == @thanacode1) || (@thanainput2 == @thanacode3)) set @ball,@ball +1;
+ if((@thanainput3 == @thanacode1) || (@thanainput3 == @thanacode2)) set @ball,@ball +1;
+ if(@strike == 3)
+ {
+ mes "[Security System]";
+ mes "Authorization complete.";
+ mes "Archive access granted.";
+ next;
+ mes "^3355FFThe archive door opens,";
+ mes "revealing a series of";
+ mes "filed documents. Out";
+ mes "of all of them, one of the";
+ mes "files grabs your attention.^000000";
+ next;
+ mes "Varmunt Project No. 3";
+ mes "Security Level : Grade 1-C";
+ mes " ";
+ mes "Caution: Only project members";
+ mes "of the Ymir Heart Synthesization project are authorized to view";
+ mes "this classified document.";
+ next;
+ mes "Varmunt Project No. 3";
+ mes "Security Level : Grade 1-C";
+ mes " ";
+ mes "All others found reading";
+ mes "this document are subject";
+ mes "to punishment or dismissal.";
+ next;
+ mes "^3355FFYou perceive the sound of";
+ mes "footsteps and quickly try to";
+ mes "return the document to its";
+ mes "original place. However,";
+ mes "the person that has come";
+ mes "to the archive has already";
+ mes "seen you holding the file.^000000";
+ next;
+ donpcevent "Ferlock#lab::OnEnter";
+ mes "[Ferlock]";
+ mes "Excuse me, but are";
+ mes "you an employee here?";
+ mes "I've come to pick up a";
+ mes "new Rune Stone for the";
+ mes "Airship. Wait, wait...";
+ mes "You look familiar...";
+ next;
+ emotion e_omg,0,"Ferlock#lab";
+ mes "[Ferlock]";
+ mes "That's right, aren't you the";
+ mes "one who brought me my";
+ mes "brother's letter? Yeah, you";
+ mes "were asking me about the";
+ mes "Airship's flight mechanics.";
+ mes "So you're not an employee...";
+ next;
+ mes "[Ferlock]";
+ mes "Boy, you must be more than";
+ mes "curious to be looking up that";
+ mes "information in a restricted";
+ mes "area. But don't worry, you";
+ mes "must have your reasons,";
+ mes "so I won't call the guards.";
+ next;
+ mes "[Ferlock]";
+ mes "Still, you better get out";
+ mes "of here. The guards patrol";
+ mes "this place regularly, so you're";
+ mes "almost sure to get caught. Hmm,";
+ mes "come and see me later at the";
+ mes "Airship, alright? Now hurry!";
+ close2;
+ donpcevent "Ferlock#lab::OnInit";
+ changequest 8042,8043;
+ set lhz_heart,11;
+ end;
+ }
+ mes "[Password Checker]";
+ mes " ";
+ mes "^333333Total of correct numbers";
+ mes "in correct sequence: ^ff0000"+@strike+"^333333";
+ mes "Total of correct numbers misplaced: ^ff0000"+@ball+"^333333.";
+ mes "Please use these results";
+ mes "to make a more accurate guess.^000000";
+ next;
+ if(@thanatry > 4)
+ {
+ mes "[Security System]";
+ mes "^FF0000The correct password";
+ mes "for this session was";
+ mes "^000000"+@thanacode1+"^FF0000 - ^000000"+@thanacode2+"^000000 - ^000000"+@thanacode3+"^FF0000. Password";
+ mes "will now be reset.^000000";
+ set @thanatry,0;
+ close;
+ }
+ mes "[Security System]";
+ mes "Beeeeep!";
+ mes "Incorrect password.";
+ mes " ";
+ if(@thanatry == 1) mes "Initialing 2nd attempt...^000000";
+ if(@thanatry == 2) mes "Initialing 3rd attempt...^000000";
+ if(@thanatry == 3) mes "Initialing 4th attempt...^000000";
+ if(@thanatry == 4) mes "Initialing final attempt...^000000";
+ next;
+ goto L_Input;
+ }
+}
diff --git a/npc/pre-re/quests/quests_alberta.txt b/npc/pre-re/quests/quests_alberta.txt
new file mode 100644
index 000000000..d8d23b2ac
--- /dev/null
+++ b/npc/pre-re/quests/quests_alberta.txt
@@ -0,0 +1,2995 @@
+//===== rAthena Script =======================================
+//= Quest NPCs related to Alberta
+//===== By: ==================================================
+//= kobra_k88
+//===== Current Version: =====================================
+//= 2.4
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= Dolls Quest
+//= Boy's Cap Quest
+//= Antlers Quest
+//= Bao Bao, Cresent Hairpin, Fashionbale Glasses, Heart Hairpin Quests
+//= Hat of Sun God, Sunday Hat, Mage Hat, Magician Hat Quests
+//= [Aegis conversion]
+//= Turtle Island Quests
+//= [Aegis Conversion]
+//= Alberta Boy
+//===== Additional Comments: =================================
+//= Fully working
+//= 1.1 Fixed Spore Doll exploit, Gramp's Tiger skin label bug
+//= 1.3 Fixed item ID 7031 -> 7013
+//= 1.4 Fixed a bug, Fixed Exploits, Optimized [Lupus]
+//= 1.6 TEMPESTRA quest uses common quests variable MISC_QUEST
+//= Condition if done: (MISC_QUEST & 2) [Lupus]
+//= 1.7 Moved quest from cities/albera.txt [Evera]
+//= 1.8 Re-made the Doll Quest, now with official dialogs. [DZeroX]
+//= 1.8a Removed .GATs [Lupus]
+//= 1.9 Updated Turtle Quest to official. [L0ne_W0lf]
+//= 2.0 Turtle Island quest now clears TURTLE var and set
+//= MISC_QUEST bit (MISC_QUEST & 65536) [Lupus]
+//= 2.1 Added missing close. [L0ne_W0lf]
+//= 2.2 Updated Gotan to be compliant with misc_quiest var. [L0ne_W0lf]
+//= 2.3 Updated heardgear Quest NPCs. [L0ne_W0lf]
+//= 2.4 Updated 'Doll Quest' to match AEGIS script. [Kisuka]
+//============================================================
+
+
+
+//=======================================================================================================//
+// Doll Quest
+//=======================================================================================================//
+alberta,117,135,0 script Elin 96,{
+ if (checkweight(1201,1) == 0) {
+ mes "[Elin]";
+ mes "^3355FFWait a second! Right now, you're carrying too many items with you. Please come back after putting some of your things into Kafra Storage.^000000";
+ close;
+ }
+ mes "[Elin]";
+ if (Sex == 1) {
+ mes "Hello~!";
+ mes "Heh heh, you're a boy, so you probably don't like dolls, right? Well, I like dolls very very much!";
+ } else {
+ mes "Hi hi~! Oh, oh, do you like dolls? I really really like dolls... Hee Hee~!";
+ }
+ next;
+ mes "[Elin]";
+ mes "You know, I really really want a new doll! I hope my daddy will give me one on my birthday...!";
+ next;
+ switch(select("Um, I hope your daddy gives you one too.","How about I give you one now?")) {
+ case 1:
+ mes "[Elin]";
+ mes "Yeah, I'm hoping";
+ mes "he gives me a Yoyo";
+ mes "doll. They're so cute!";
+ close;
+ case 2:
+ set .@weight,MaxWeight-Weight;
+ if ((.@weight) < 1000) {
+ mes "[Elin]";
+ if (Sex == 1) {
+ mes "Maybe you should put some of your stuff away first, you look like you're carrying too much, hee hee~";
+ } else {
+ mes "Do you always carry so much with you? Put some of your things away first, okay?";
+ }
+ close;
+ }
+ mes "[Elin]";
+ if (Sex == 1) {
+ mes "Oh my goodness!";
+ mes "Really? You're";
+ mes "such a sweetie~!";
+ } else {
+ mes "Will you really?";
+ mes "You're gonna give";
+ mes "me a doll? Yaaaay~";
+ }
+ next;
+ mes "[Elin]";
+ mes "What kind of doll are you going to give me? Are you really gonna give me one?";
+ next;
+ switch(select("Poring Doll","Chonchon Doll","Puppet","Rocker Doll","Spore Doll","Osiris Doll","Baphomet Doll","Raccoon Doll","Yoyo Doll","I'm as adorable as a doll.")) {
+ case 1:
+ if (countitem(741) >= 1) {
+ delitem 741,1; // Poring_Doll
+ mes "[Elin]";
+ mes "Aww...";
+ mes "I have a lot";
+ mes "of Poring dolls...";
+ next;
+ mes "[Elin]";
+ if (Sex == 1) {
+ mes "But since a cute boy is giving it to me, I'll happily take it! Hee hee, soft and fluffy Poring doll~";
+ } else {
+ mes "But since a nice girl is giving it to me, I'll take it! Hee he, soft and fluffy Poring doll~";
+ }
+ next;
+ mes "[Elin]";
+ mes "Ooh, let me give you something as a little thank you. You see, I hid some candy so I can eat it without telling mommy.";
+ next;
+ getitem 529,1; // Candy
+ mes "[Elin]";
+ if (Sex == 1) {
+ mes "I don't know if you're too old to like candy, but I guess it's okay.";
+ } else {
+ mes "So, try not to eat too much, okay? Otherwise, you might get in trouble!";
+ }
+ next;
+ mes "[Elin]";
+ mes "Thank you";
+ mes "so much for";
+ mes "the Poring doll!";
+ close;
+ } else {
+ mes "[Elin]";
+ if (Sex == 1) {
+ mes "Aww...?";
+ mes "Were you only teasing me?";
+ } else {
+ mes "Aww...";
+ mes "You're not making fun of me are you?";
+ }
+ next;
+ mes "[Elin]";
+ mes "I guess you forgot it somewhere...";
+ close;
+ }
+ case 2:
+ if (countitem(742) >= 1) {
+ delitem 742,1; // Chonchon_Doll
+ mes "[Elin]";
+ mes "Agh--!";
+ mes "A Ch-Ch, Chonchon doll?!";
+ next;
+ mes "[Elin]";
+ if (Sex == 1) {
+ mes "But since... You're... Such a nice guy... I better take it...!";
+ } else {
+ mes "But since... Since it's a gift... I guess I'll take it...";
+ }
+ next;
+ mes "[Elin]";
+ mes "Mmm~";
+ mes "Let me give you";
+ mes "something in return..." ;
+ next;
+ getitem 530,1; // Candy_Striper
+ mes "[Elin]";
+ mes "If you eat too much, your teeth will start to rot... at least, that's what Mommy says.";
+ next;
+ mes "[Elin]";
+ mes "And..";
+ mes "Uh...";
+ mes "Thank you";
+ mes "for the doll?";
+ close;
+ } else {
+ mes "[Elin]";
+ mes "Chonchon dolls are ugly anyways, but you still lied to me! How can you be so mean?!";
+ next;
+ mes "[Elin]";
+ mes "Waaaaaaaaah~~";
+ close;
+ }
+ case 3:
+ if (countitem(740) >= 1) {
+ delitem 740,1; // Stuffed_Doll
+ mes "[Elin]";
+ mes "Wow...!";
+ mes "It looks like a bunny!";
+ next;
+ mes "[Elin]";
+ mes "I really like this Puppet~ Heh hehe! Thank you so much~";
+ next;
+ mes "[Elin]";
+ mes "Ooh ooh!";
+ mes "I have something";
+ mes "for you too!";
+ mes "Um, where";
+ mes "did it... Ah!";
+ next;
+ getitem 530,1; // Candy_Striper
+ mes "[Elin]";
+ mes "Here it is! It's some of the candy Santa gave me. Go ahead and try some! Oh, and thank you so much for the doll!";
+ close;
+ } else {
+ mes "[Elin]";
+ mes "Awww, you were only kidding? W-W-Why are you teasing me like that?";
+ next;
+ mes "[Elin]";
+ mes "^666666*Sniff...*^000000";
+ next;
+ mes "[Elin]";
+ mes "Waaaaaaaaah~~";
+ close;
+ }
+ case 4:
+ if (countitem(752) >= 1) {
+ delitem 752,1; // Grasshopper_Doll
+ mes "[Elin]";
+ mes "Ooh! Rocker Doll!";
+ mes "It's the Rocker that likes singing and dancing! I don't like grasshoppers, but I like this because it's cute~";
+ next;
+ mes "[Elin]";
+ mes "Hmmm, I should give you something too, huh? Let's see, I have what my grandpa gave me...";
+ next;
+ getitem 532,7; // Banana_Juice
+ mes "[Elin]";
+ mes "Here you go! We have a lot of this at home, so I'll give it to you, okay? Oh, and thank you so much for the doll~ I love cute dolls!";
+ close;
+ } else {
+ mes "[Elin]";
+ mes "Awww...";
+ next;
+ mes "[Elin]";
+ mes "You don't";
+ mes "really have a doll...?";
+ mes "I was so excited about it, too...";
+ close;
+ }
+ case 5:
+ if (countitem(743) >= 1) {
+ delitem 743,1; // Spore_Doll
+ mes "[Elin]";
+ mes "It's a mushroom?";
+ mes "Ewwwwwwwww, yucky!";
+ mes "Mommy made me eat";
+ mes "mushrooms today, too...";
+ next;
+ mes "[Elin]";
+ mes "But this doll is cute, so I'll take it. But I'm still not gonna eat mushrooms! Heh heh~";
+ next;
+ getitem 538,5; // Well_Baked_Cookie
+ mes "[Elin]";
+ mes "Hehe~ My mommy made this! It's really yummy. I love cookies, too. So try it, you'll like it! Hee hee!";
+ next;
+ mes "[Elin]";
+ mes "Thanks for";
+ mes "the doll! I'll";
+ mes "take good care of it!";
+ close;
+ } else {
+ mes "[Elin]";
+ mes "Eh...?";
+ mes "You don't";
+ mes "have a doll?";
+ next;
+ mes "[Elin]";
+ mes "Awww...";
+ mes "It's not nice";
+ mes "to tease people";
+ mes "like that. ^666666*Sniff, sniff*^000000";
+ close;
+ }
+ case 6:
+ if (countitem(751) >= 1) {
+ delitem 751,1; // Osiris_Doll
+ mes "[Elin]";
+ mes "Ahhhhh!";
+ mes "What is this";
+ mes "thing?! It's so scary!";
+ next;
+ mes "[Elin]";
+ mes "I've never seen a doll like this before. Where it's from? Hmm? Since I've never seen this kind of doll before, I'm gonna show it to my daddy, too. Hehe~! He'll be surprised!";
+ next;
+ mes "[Elin]";
+ mes "Here, since you gave me such a nicely made doll, I better give you something good too.";
+ next;
+ getitem 522,2; // Fruit_Of_Mastela
+ mes "[Elin]";
+ mes "I found it when I secretly went to the forest. I took it because it has pretty colors!";
+ if (Sex == 1) {
+ mes "Since there's two, you can share it with your girlfriend. Hee hee~!";
+ } else {
+ mes "Since there's two, you can share it with your boyfriend. Hee hee~!";
+ }
+ close;
+ } else {
+ mes "[Elin]";
+ mes "Awww...";
+ mes "Why do you have";
+ mes "to make fun of me?";
+ close;
+ }
+ case 7:
+ if (countitem(750) >= 1) {
+ delitem 750,1; // Baphomet_Doll
+ mes "[Elin]";
+ mes "Huh?";
+ mes "It's a little goat...";
+ next;
+ mes "[Elin]";
+ mes "It's so weird. It's cute but it's also scary at the same time. Well, since you gave me a pretty doll, I wanna give you something, too.";
+ next;
+ getitem 525,5; // Panacea
+ mes "[Elin]";
+ mes "My daddy gave me this when I was really sick. I'm not sick anymore so you can use it when you need to. Hehehe~";
+ next;
+ mes "[Elin]";
+ mes "Hee hee~";
+ mes "Thank you for";
+ mes "the doll. I won't lose it!";
+ close;
+ } else {
+ mes "[Elin]";
+ mes "You big liar! Why are you pretending to be nice?!";
+ close;
+ }
+ case 8:
+ if (countitem(754) >= 1) {
+ delitem 754,1; // Raccoondog_Doll
+ mes "[Elin]";
+ mes "Hehe, it's a";
+ mes "raccoon doll.";
+ mes "It's very very cute~";
+ next;
+ mes "[Elin]";
+ mes "I don't like";
+ mes "Smokies in real life,";
+ mes "but this doll is nice!";
+ next;
+ getitem 539,3; // Piece_Of_Cake
+ mes "[Elin]";
+ mes "Here, let me give you some cake my grandma made. It's really yummy. I don't know if you like sweets or not, but it's really good! Please try some!";
+ next;
+ mes "[Elin]";
+ mes "Hee hee~";
+ mes "Thanks for the doll.";
+ mes "I'm gonna keep it";
+ mes "in my room!";
+ close;
+ } else {
+ mes "[Elin]";
+ mes "Hey! How come you have to say things like that? Are you making fun of me?!";
+ close;
+ }
+ case 9:
+ if (countitem(753) >= 1) {
+ delitem 753,1; // Monkey_Doll
+ mes "[Elin]";
+ mes "Woooooooow~!";
+ next;
+ mes "[Elin]";
+ mes "A Yoyo doll! It's so pretty! You're really gonna give it to me?! Yay! Thank you so much! I really like it! Hee hee!";
+ next;
+ mes "[Elin]";
+ mes "Since you gave";
+ mes "me such a pretty doll,";
+ mes "I wanna give you";
+ mes "something, too!";
+ next;
+ getitem 608,1; // Seed_Of_Yggdrasil
+ mes "[Elin]";
+ mes "My daddy picked it up on his way to another town. It looks like some kind of seed. I tried planting it in front of our house but it won't grow. Do you want to try?";
+ next;
+ mes "[Elin]";
+ mes "Hehe~";
+ mes "Thanks for";
+ mes "the doll. I'll hug";
+ mes "it before I go";
+ mes "to sleep!";
+ close;
+ } else {
+ mes "[Elin]";
+ mes "Hey...";
+ mes "How come you're making fun of me?!";
+ close;
+ }
+ case 10:
+ mes "["+strcharinfo(0)+"]";
+ mes "I'm as adorable as a doll...";
+ next;
+ mes "[Elin]";
+ mes "Whaaaaaaaaaaat...?";
+ next;
+ mes "[Elin]";
+ mes "^3355FFWhat did^000000";
+ mes "^3355FFyou just say?!^000000";
+ close;
+ }
+ }
+}
+
+
+//=======================================================================================================//
+// Boy's Cap' Quest
+//=======================================================================================================//
+alberta_in,28,145,4 script Grampa 120,{
+ mes "[Grampa]";
+ mes "*Gasp*...";
+ mes "....*Gasp!*";
+ mes "Oh...";
+ mes "Some may say I've lived a full life on wine, women and song...";
+ next;
+ mes "[Grampa]";
+ mes "But my soul still burns with youthful vigor! It's just... This old body can't keep up anymore... *Hack! Wheeeeze~*";
+ next;
+ if (countitem(1030) > 9) {
+ switch(select("Show him Tiger's Footskin.:Exchange it with Boys Cap.:Cancel")) {
+ case 1:
+ mes "[Grampa]";
+ mes "Ohhh~ !!";
+ mes "Is that...?";
+ mes "It is! ";
+ mes "That's Tiger's Footskin!! Even from here I can feel its powers!";
+ next;
+ mes "[Grampa]";
+ mes "One glance at it can restore your strength, one sniff and your blood boils with vigorous pleasure...";
+ next;
+ mes "[Grampa]";
+ mes "Just one bite...";
+ mes "Will revive my virility!!!! The Tiger's Footskin~!! Ohhhh! Ohh My God !! Please!!! Please give me that... Please...";
+ close;
+ case 2:
+ delitem 1030,10; //Tiger_Footskin
+ getitem 5016,1; //Boy's_Cap
+ mes "[Grampa]";
+ mes "T... Thank you !!";
+ mes "With this I can revive my youthful splendor!! I must eat this thing right away !";
+ next;
+ mes "[Grampa]";
+ mes "...";
+ mes "Nope. Still feel OLD.";
+ mes "If anything, I feel even worse. Th-there's this buzzing in my head...";
+ close;
+ case 3:
+ mes "[Grampa]";
+ mes "He...Hey, kid !! W-Wait !";
+ close;
+ }
+ }
+ else {
+ switch(select("Talk:Cancel")) {
+ case 1:
+ mes "[Grampa]";
+ mes "Listen well...";
+ mes "You've got to take care of yourself as well as your can. Without your health, one cannot enjoy the pleasures of this mortal realm.";
+ next;
+ mes "[Grampa]";
+ mes "In order to restore my youth, I tried all sorts of things, mostly by hearsay, but nothing worked. In the end, I spent so much zeny on miracle cures, I ended up broke.";
+ next;
+ mes "[Grampa]";
+ mes "I've mostly given up on restoring my youth. But there is one hope left... Eating ^3355FFTiger's Footskin^000000, The King of Invigorators!!";
+ next;
+ mes "[Grampa]";
+ mes "Haven't you heard?! One glance would restore the color in my white hair, one sniff, even just one touch, and an 80 year-old would have another chance at youth... It's The King of Invigorators !";
+ next;
+ mes "[Grampa]";
+ mes "Before I die...";
+ mes "I wish I could eat 10 Tiger's Footskin. Then, I wouldn't have to die!";
+ next;
+ mes "[Grampa]";
+ mes "If someone helped me get them, I would give that person my precious item, ^3355FFBoys Cap^000000 without regret...";
+ close;
+ case 2:
+ mes "[Grampa]";
+ mes "Cough Cough !!";
+ mes "Tiger ....Tiger's ..... Foot ..... skin .....Cough Cough !!";
+ close;
+ }
+ }
+}
+
+//=======================================================================================================//
+// Antlers Quest
+//=======================================================================================================//
+alberta_in,122,53,4 script Cherokee 47,{
+ mes "[Cherokee]";
+ mes "Hey there~!";
+ next;
+ mes "[Cherokee]";
+ mes "What do you think about animal horns? Oh man, I think they're great! Don't you? I love animal horns so much I became a ^3355FFHorn Collector^000000.";
+ next;
+ mes "[Cherokee]";
+ mes "I mean, there's so many things you can do with horns. You can wear them on your head, you can wear them on, um... your house? All sorts of things!";
+ next;
+ mes "[Cherokee]";
+ mes "I've collected almost every sort of horn except for one kind, and that's ^FF3355Evil Horn^000000. Some people say Evil Horn doesn't even come from an animal, but from a demon. But even so, I still want it.";
+ next;
+ mes "[Cherokee]";
+ mes "Do you...";
+ mes "Do you have ^FF3355Evil Horn^000000?";
+ mes "If you offer me 20 Evil Horns, I will give you an ^3355FFAntler^000000 from my precious collection. So, deal?";
+ next;
+ switch(select("Okay, let's deal.:Shut up, Dumbo.")) {
+ case 1:
+ if (countitem(923) > 19) {
+ delitem 923,20; //Evil_Horn
+ mes "[Cherokee]";
+ mes "Whoah~! This is the first time I've ever seen a real ^FF3355Evil Horn^000000!!";
+ mes "Thank you! Here, this is my Antler for you!";
+ getitem 2284,1; // Antler
+ next;
+ mes "[Cherokee]";
+ mes "With your great help, I can make my wish come true this time. Finally, I'll be recognized as a serious horn collector. I appreciate this~!";
+ close;
+ }
+ else {
+ mes "[Cherokee]";
+ mes "Hmm...";
+ mes "You don't seem to have enough. I need ^FF335520 Evil Horns^000000 for my collection.";
+ close;
+ }
+ case 2:
+ mes "[Cherokee]";
+ mes "Well that's fine. Although you're a rude prick, I will forgive you. We'll probably speak again...";
+ close;
+ }
+}
+
+//=======================================================================================================//
+// Bao Bao, Cresent Hairpin, Fashionbale Glasses, Heart Hairpin
+//=======================================================================================================//
+alberta,120,53,1 script Stylish Merchant#new30 51,{
+ if ((countitem(10007) > 0) && (countitem(968) > 49)) {
+ mes "[Zic]";
+ mes "I know I know, you just want to get a Bao Bao of your own. But I can't concentrate on my work if you keep rushing me like this.";
+ next;
+ mes "^3355FF*Thud! Thud!*";
+ mes "*Ah! Kek! Smash!*";
+ mes "*Boom Boom!*^000000";
+ next;
+ delitem 10007,1; //Silk_Ribbon
+ delitem 968,50; //Voucher_Of_Orcish_Hero
+ mes "[Zic]";
+ mes "Phew!";
+ mes "There you go~!";
+ mes "Now make good use of it!!";
+ getitem 5042,1; // Hair_Protector
+ close;
+ }
+ else if((countitem(5041) > 0) && (countitem(999) > 9)) {
+ mes "[Zic]";
+ mes "Alright alright! Gosh, your Crescent Hairpin will be ready in a bit, but I can't concentrate my work if you keep rushing me like this!";
+ next;
+ mes "^3355FF*Thud! Thud!*";
+ mes "*Ah! Kek! Smash!*";
+ mes "*Boom Boom!*^000000";
+ next;
+ delitem 5041,1; //Heart_Hair_Pin
+ delitem 999,10; //Steel
+ mes "[Zic]";
+ mes "Phew!";
+ mes "It's done~!";
+ mes "Now wear it and";
+ mes "look pretty or";
+ mes "something, yeah?";
+ getitem 5048,1; // First_Moon_Hair_Pin
+ close;
+ }
+ else if((countitem(2271) > 0) && (countitem(975) > 0)) {
+ mes "[Zic]";
+ mes "Yeah yeah, you came for your Fashionable Glasses. Just don't rush me, or I won't be able to concentrate on my work, alright?";
+ next;
+ mes "^3355FF*Thud! Thud!*";
+ mes "*Ah! Kek! Smash!*";
+ mes "*Boom Boom!*^000000";
+ next;
+ delitem 2271,1; //Jack_A_Dandy
+ delitem 975,1; //Scarlet_Dyestuffs
+ mes "[Zic]";
+ mes "Phew, it's done!";
+ mes "Now go wear these and look, well, as fashionable as these glasses, I guess.";
+ getitem 5047,1; // Fashion_Sunglass
+ close;
+ }
+ else if(countitem(7013) > 1199){
+ mes "[Zic]";
+ mes "Okay okay, you want your Heart hairpin, I'm working on it. Yeesh, I can't concentrate at all if you try to rush me, you know?";
+ next;
+ mes "^3355FF*Thud! Thud!*";
+ mes "*Ah! Kek! Smash!*";
+ mes "*Boom Boom!*^000000";
+ next;
+ delitem 7013,1200; //Coral_Reef
+ mes "[Zic]";
+ mes "Phew~!";
+ mes "Finally, it's done!";
+ mes "Make me happy and";
+ mes "wear it with pride~";
+ getitem 5041,1; // Heart_Hair_Pin
+ close;
+ }
+ else {
+ mes "[Zic]";
+ mes "Yay, this cool";
+ mes "breeze is great!";
+ mes "I love the sea!";
+ next;
+ mes "[Zic]";
+ mes "...Hm?";
+ mes "Awww man. Can't you tell I'm on vacation? All I wanted was some peaceful rest.";
+ next;
+ mes "[Zic]";
+ mes "Okay okay, you win. Once again, my reputation as a master craftsman precedes me.";
+ next;
+ mes "[Zic]";
+ mes "Let me know what item you're interested in, and maybe I'll make it for you...";
+ next;
+ switch(select("Bao Bao:Cresent Hairpin:Fashionable Glasses:Heart Hairpin")) {
+ case 1:
+ mes "[Zic]";
+ mes "Sooo...";
+ mes "You want me to make you a Bao Bao, huh? Alright, alright...";
+ next;
+ mes "[Zic]";
+ mes "Let's see, I'll need...";
+ mes "1 ^0000FFSilk Ribbon^000000";
+ mes "50 ^0000FFHeroic Emlbem^000000";
+ mes "...Did you know this already?";
+ close;
+ case 2:
+ mes "[Zic]";
+ mes "So you want a Crescent Hairpin, huh? Man, I guess these things are pretty high in demand.";
+ next;
+ mes "[Zic]";
+ mes "Okay, I'll need...";
+ mes "1 ^0000FFHeart hair pin^000000";
+ mes "10 ^0000FFSteel^000000";
+ mes "...Did you know this already?";
+ close;
+ case 3:
+ mes "[Zic]";
+ mes "Weird. How'd you know I make Fashionable Glasses? I guess I must be more famous that I thought.";
+ next;
+ mes "[Zic]";
+ mes "I need to have...";
+ mes "1 ^0000FFJack a Dandy^000000";
+ mes "1 ^0000FFScarlet Dyestuffs^000000";
+ mes "...Did you know this already?";
+ close;
+ case 4:
+ mes "[Zic]";
+ mes "You want a heart hairpin, eh? Okay, I think I can work something out for you...";
+ next;
+ mes "[Zic]";
+ mes "Just gimmie...";
+ mes "1200 ^0000FFCoral Reef^000000.";
+ mes "...Did you know this already?";
+ close;
+ }
+ }
+}
+
+//=======================================================================================================//
+// Hat of Sun God, Sunday Hat, Mage Hat, Magician Hat
+//=======================================================================================================//
+alberta,136,79,1 script Hat store girl#new30 71,{
+ mes "[Tempestra]";
+ mes "Ah, such a cool breeze. It's good to visit the seashore. I think it was the right choice to come here to take a break from my business.";
+ next;
+ mes "[Tempestra]";
+ mes "Ooh, the sun is too strong today. I'm glad that I brought my hat. I'm going to get a sunburn if my skin is exposed to the sun like this everyday.";
+ next;
+ mes "[Tempestra]";
+ mes "Oh, I'm sooo thirsty! A nice, chilled Yellow Potion would be perfect right about now~";
+ next;
+ switch(select("Let me treat you to a Yellow Potion.:What, you expect me to give you one?!")) {
+ case 1:
+ if (countitem(503) > 0){
+ mes "[Tempestra]";
+ mes "Ah, thank you so much. I'm so glad to have met a friendly person like yourself.";
+ next;
+ mes "^3355FF*Gulp, gulp*^000000";
+ delitem 503,1; //Yellow_Potion
+ next;
+ mes "[Tempestra]";
+ mes "Hyaaaaaa~~!!!";
+ mes "It's so cold!! Thank you~~~";
+ next;
+ switch(select("It's really hot, isn't it~?:You should wear your hat...")) {
+ case 1:
+ mes "[Tempestra]";
+ mes "Yeah~ it's really hot....";
+ next;
+ mes "[Tempestra]";
+ mes "I have";
+ mes "^0000FFSunday Hat^000000,";
+ mes "^0000FFMage Hat^000000 and...";
+ mes "^0000FFMagician Hat^000000 and more in my room.";
+ next;
+ mes "[Tempestra]";
+ mes "I brought these hats so I can sell them and use the money for my vacation here, but now it looks like I have to wear one~";
+ next;
+ switch(select("Sunday Hat!!?:Mage Hat?!?:Magician Hat??!??")) {
+ case 1:
+ mes "[Tempestra]";
+ mes "Oh? Didn't you know? I'm a hat merchant. Didn't I tell you that before?";
+ next;
+ mes "[Tempestra]";
+ mes "Hmm, I guess I didn't. I apologize. Ooh! You know what, I could make you a Sunday Hat~!";
+ next;
+ mes "[Tempestra]";
+ mes "I'd need...";
+ mes "^0000FF250 Fabric^000000";
+ mes "^0000FF1 Slotted Hat^000000";
+ mes "^0000FF1 Slotted Cap^000000";
+ mes "^0000FF600 Soft feather^000000";
+ next;
+ if ((countitem(1059) > 249) && (countitem(2221) > 0) && (countitem(2227) > 0) && (countitem(7063) > 599)) {
+ mes "[Tempestra]";
+ mes "What?!? ";
+ mes "You have all the items already? If there are forged items or slotted items with monster cards, then put them into your storage.";
+ next;
+ mes "[Tempestra]";
+ mes "I just want to make something for the Yellow Potion, so I won't charge you any zeny for my hat making service.";
+ switch(select("Oh, please do.:No thanks.")) {
+ case 1:
+ next;
+ mes "[Tempestra]";
+ mes "Alrighty. Just give me a moment...";
+ next;
+ mes "^3355FF*Thud! Boot!*";
+ mes "*Thic-Tac!*^000000";
+ next;
+ mes "^3355FF*Beeeeeeeh~~~*^000000";
+ next;
+ delitem 1059,250; //Transparent_Cloth
+ delitem 2221,1; //Hat_
+ delitem 2227,1; //Cap_
+ delitem 7063,600; //Soft_Feather
+ mes "[Tempestra]";
+ mes "Here it is, tee hee~";
+ mes "How about that? Do you like it?";
+ getitem 5032,1; // Picnic_Hat
+ next;
+ mes "[Tempestra]";
+ mes "Once again, thank you for your favour. I'll see you later~";
+ close;
+ case 2:
+ next;
+ mes "[Tempestra]";
+ mes "Oh alright~";
+ next;
+ mes "[Tempestra]";
+ mes "If by any chance you visit me later, I'd be more than happy to make a hat for you~";
+ next;
+ mes "[Tempestra]";
+ mes "Well then, see you later~";
+ close;
+ }
+ }
+ else {
+ mes "[Tempestra]";
+ mes "I will tell you a secret, beause you gave me the Yellow Potion~";
+ next;
+ mes "[Tempestra]";
+ mes "I'm looking forward seeing you again~~";
+ close;
+ }
+ case 2:
+ mes "[Tempestra]";
+ mes "Oh? Didn't you know? I'm a hat merchant. Didn't I tell you that before?";
+ next;
+ mes "[Tempestra]";
+ mes "Hmm, I guess I didn't. I apologize. Ooh! You know what, I could make you a Mage Hat!";
+ next;
+ mes "[Tempestra]";
+ mes "^0000FF1 Wizard Hat^000000";
+ mes "^0000FF400 Dragon Scale^000000";
+ mes "^0000FF50 Mould Powder^000000";
+ mes "^0000FF1 Elder Wilow Card^000000";
+ next;
+ if ((countitem(2252) > 0) && (countitem(1036) > 399) && (countitem(4052) > 0) && (countitem(7001) > 49)) {
+ mes "[Tempestra]";
+ mes "What?!? ";
+ mes "You have all the items already? If there are forged items or slotted items with monster cards, then put them into your storage.";
+ next;
+ mes "[Tempestra]";
+ mes "I just want to make something nice for you, so I won't charge you any zeny for my hat making service.";
+ switch(select("Oh, please do.:No thanks.")) {
+ case 1:
+ next;
+ mes "[Tempestra]";
+ mes "Alrighty. Just give me a moment...";
+ next;
+ mes "^3355FF*Thud! Boot!*";
+ mes "*Thic-Tac!*^000000";
+ next;
+ mes "^3355FF*Beeeeeeeh~~~*^000000";
+ next;
+ delitem 2252,1; //Star_Sparkling
+ delitem 1036,400; //Dragon_Scale
+ delitem 4052,1; //Elder_Wilow_Card
+ delitem 7001,50; //Mould_Powder
+ mes "[Tempestra]";
+ mes "Here it is, tee hee~";
+ mes "How about that?";
+ mes "Do you like it?";
+ getitem 5027,1; // Wizardry_Hat
+ next;
+ mes "[Tempestra]";
+ mes "Once again, thank you for your favour. I'll see you later~";
+ close;
+ case 2:
+ next;
+ mes "[Tempestra]";
+ mes "Oh alright~";
+ next;
+ mes "[Tempestra]";
+ mes "If by any chance you visit me later, I'd be more than happy to make a hat for you~";
+ next;
+ mes "[Tempestra]";
+ mes "Well then, see you later~";
+ close;
+ }
+ }
+ else {
+ mes "[Tempestra]";
+ mes "I will tell you a secret, beause you gave me the Yellow Potion~";
+ next;
+ mes "[Tempestra]";
+ mes "I'm looking forward seeing you again~~";
+ close;
+ }
+ case 3:
+ mes "[Tempestra]";
+ mes "Oh? Didn't you know? I'm a hat merchant. Didn't I tell you that before?";
+ next;
+ mes "[Tempestra]";
+ mes "Hmm, I guess I didn't. I apologize. Ooh! You know what, I could make you a Magician Hat!";
+ next;
+ mes "[Tempestra]";
+ mes "^0000FF1 Wizard Hat^000000";
+ mes "^0000FF450 Ancient Lips^000000";
+ mes "^0000FF1200 Solid Shell^000000";
+ next;
+ if ((countitem(2252) > 0) && (countitem(1054) > 449) && (countitem(943) > 1199)) {
+ mes "[Tempestra]";
+ mes "What?!? ";
+ mes "You have all the items already?";
+ mes "If there are forged items or slotted items with monster cards, then put them into your storage.";
+ next;
+ mes "[Tempestra]";
+ mes "I just want to make something nice for you, so I won't charge you any zeny for my hat making service.";
+ switch(select("Please do:No thanks")) {
+ case 1:
+ next;
+ mes "[Tempestra]";
+ mes "Alrighty. Just give me a moment...";
+ next;
+ mes "^3355FF*Thud! Boot!*";
+ mes "*Thic-Tac!*^000000";
+ next;
+ mes "^3355FF*Beeeeeeeh~~~*^000000";
+ next;
+ delitem 2252,1; //Star_Sparkling
+ delitem 1054,450; //Lip_Of_Ancient_Fish
+ delitem 943,1200; //Solid_Shell
+ mes "[Tempestra]";
+ mes "Here it is, tee hee~";
+ mes "How about that?";
+ mes "Do you like it?";
+ getitem 5045,1; // Magician_Hat
+ next;
+ mes "[Tempestra]";
+ mes "Once again, thank you for your favour. I'll see you later~";
+ close;
+ case 2:
+ next;
+ mes "[Tempestra]";
+ mes "Oh alright~";
+ next;
+ mes "[Tempestra]";
+ mes "If by any chance you visit me later, I'd be more than happy to make a hat for you~";
+ next;
+ mes "[Tempestra]";
+ mes "Well then, see you later~";
+ close;
+ }
+ }
+ else {
+ mes "[Tempestra]";
+ mes "I will tell you a secret, beause you gave me the Yellow Potion~";
+ next;
+ mes "[Tempestra]";
+ mes "I'm looking forward seeing you again~~";
+ close;
+ }
+ }
+ case 2:
+ mes "[Tempestra]";
+ mes "Well, the hats I have with me are for my customers. If I use them for myself, I'll have nothing to sell...";
+ next;
+ mes "[Tempestra]";
+ mes "I want to make something special for you because you showed me such kindness, but I don't have anything like that right now.";
+ next;
+ if ((countitem(7086) > 0) && (countitem(969) > 9) && (countitem(999) > 39) && (countitem(1003) > 49) && (countitem(984) > 1)) {
+ mes "[Tempestra]";
+ mes "Hmm...";
+ mes "I think I can make a special item from the items you already have.";
+ next;
+ mes "[Tempestra]";
+ mes "If there are any forged items or slotted items with monster cards, then put them into your Kafra storage.";
+ next;
+ mes "[Tempestra]";
+ mes "Heh heh...";
+ mes "I think I'll make you a Hat of the Sun God~";
+ next;
+ delitem 7086,1; //Symbol_Of_Sun
+ delitem 969,10; //Gold
+ delitem 999,40; //Steel
+ delitem 1003,50; //Coal
+ delitem 984,2; //Oridecon
+ mes "[Tempestra]";
+ mes "See! Here it is!!";
+ mes "Haha, I made this quicker than the speed of light!";
+ next;
+ mes "[Tempestra]";
+ mes "...Or maybe I just gave you the one I already had, and took your items. Hee hee!";
+ getitem 5022,1; // Helm_Of_Sun
+ next;
+ mes "[Tempestra]";
+ mes "Anyway, I justed want to give something really nice to you...";
+ close;
+ }
+ else {
+ mes "[Tempestra]";
+ mes "Hmm...";
+ mes "^0000FF1 Emblem of the Sun God^000000";
+ mes "^0000FF10 Gold^000000";
+ mes "^0000FF40 Steel^000000";
+ mes "^0000FF50 Coal^000000";
+ mes "^0000FF2 Oridecon^000000";
+ next;
+ mes "[Tempestra]";
+ mes "If you have these, I can make you my fantastic 'Hat of the Sun God!'";
+ next;
+ mes "[Tempestra]";
+ mes "I just want to make something really special for you, so I won't charge you any zeny to make this hat.";
+ close;
+ }
+ }
+ }
+ else {
+ mes "[Tempestra]";
+ mes "Umm, I appreciate it but, I guess you just ran out of Yellow Potions?";
+ close;
+ }
+ case 2:
+ mes "[Tempestra]";
+ mes "....How rude!";
+ close;
+ }
+}
+
+//=======================================================================================================//
+// Turtle Quest
+//=======================================================================================================//
+alberta,91,70,4 script Kinsey#tur 89,{
+ mes "[Kinsey]";
+ mes "What does a man have to do to get a stiff drink around here? I mean, there are absolutely no good bars in Alberta!";
+ next;
+ mes "[Kinsey]";
+ mes " Well, the alcohol in the pub here is second rate, but I gotta admit, it's got a great atmosphere.";
+ next;
+ mes "[Kinsey]";
+ mes "In fact, this old man is always there, telling stories about Turtle Island! But we're not sure if he's been there, or if he's just that drunk.";
+ next;
+ if (select("^3333FF*ting!*^000000:Sounds fun~") == 1) {
+ mes "[Kinsey]";
+ mes "Whoa...";
+ mes "Hey, your eyes just lit up right when I said 'Turtle Island!' Hmm, let me try that again.";
+ next;
+ mes "[Kinsey]";
+ mes "*Ahem*";
+ mes "'Tur-tle";
+ mes "Is-land.'";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "^3333FF*ting!*^000000";
+ next;
+ mes "[Kinsey]";
+ mes "Ah...";
+ mes "You must be an adventurer. It seems like you really wanna learn more about that place, huh?";
+ next;
+ mes "[Kinsey]";
+ mes "Why don't you look around near the pub, and look for that old man? He's usually pretty drunk, and speaks nonsense, but he might have something to say to you.";
+ next;
+ mes "[Kinsey]";
+ mes "Oh, and um, I've been in his room before. He leaves some sort of letter lying around the table that has something to do with his Turtle Island stories.";
+ next;
+ mes "[Kinsey]";
+ mes "But if he asks for you to buy him a drink, I wouldn't do it. He's got like, three extra livers or something, so he'll drink you to bankruptcy.";
+ close;
+ }
+ mes "[Kinsey]";
+ mes "Yeah, I guess it's pretty cool listening to his stories. But it would be even cooler if I could hear them in a better drinking establishment.";
+ next;
+ mes "[Kinsey]";
+ mes "I mean, they don't even serve a 'Boogieman,' much less a 'Cobo.' It's getting harder and harder to find those fine, fine specialty drinks.";
+ close;
+}
+
+alberta_in,23,104,4 script Grandpa Turtle#tur 120,{
+ mes "[Grandpa Turtle]";
+ mes "Ooog...";
+ mes "So dizzy...";
+ next;
+ mes "[Grandpa Turtle]";
+ mes "There isn't one decent drinking establishment in all of Alberta! But then again, why did I drink so much? Hmm...";
+ next;
+ switch(select("Tell me about Turtle Island:How can I get there?:Stop talking")) {
+ case 1:
+ mes "[Grandpa Turtle]";
+ mes "Eh...?";
+ mes "Turtle Island?";
+ next;
+ mes "[Grandpa Turtle]";
+ mes "Well, there's a lot of folklore about that place. Some folk say that there's a mountain of treasure there.";
+ next;
+ mes "[Grandpa Turtle]";
+ mes "Others folk say a potion that can prolong your lifespan can be found somewhere in Turtle Island. But nobody really knows for sure.";
+ next;
+ mes "[Grandpa Turtle]";
+ mes "But I'm sure that Turtle Island does exist, and that something wonderful can be found there.";
+ next;
+ mes "[Grandpa Turtle]";
+ mes "But only someone with a good heart that's eager for adventure should be able to go to that kind of place.";
+ next;
+ switch(select("^3333FF*ting!*^000000:Tell me more, old man!")) {
+ case 1:
+ mes "[Grandpa Turtle]";
+ mes "Ha ha ha~!";
+ if (Sex)
+ mes "I like the shine in your eye, my boy! I can see a little bit of myself in those eyes. Yes...";
+ else
+ mes "No use hiding the glint in your eyes, my dear! It's adventure you wish for, that much I can tell...";
+ next;
+ mes "[Grandpa Turtle]";
+ mes "Tell me...";
+ mes "Have you heard of a man named ^3355FFJornadan Niliria^000000? He, and a group of ten other men actually found Turtle Island!";
+ next;
+ mes "[Grandpa Turtle]";
+ mes "^3355FFJornadan Niliria^000000 was a man of strength and conviction. He and his crew gathered every clue they could about Turtle Island.";
+ next;
+ mes "[Grandpa Turtle]";
+ mes "Even after learning all that they could, much of their voyage relied on their hope and faith that the Turtle Island legend was true...";
+ next;
+ mes "[Grandpa Turtle]";
+ mes "After a long, arduous journey, their efforts were rewarded, and they landed on Turtle Island!";
+ next;
+ mes "[Grandpa Turtle]";
+ mes "However, it gets more complicated after that. I hear Niliria's crew had great difficulty getting back home for some reason.";
+ next;
+ mes "[Grandpa Turtle]";
+ mes "Heh heh...";
+ mes "If you want to learn more, why don't you go to the eastern end of the Alberta port? There's a scholar there that knows more of this story.";
+ next;
+ mes "[Grandpa Turtle]";
+ mes "He could probably shed more light on the subject of Turtle Island's legend.";
+ next;
+ mes "[Grandpa Turtle]";
+ mes "Ah, one more thing! Look around that scholar and you should find his ^3355FFJournal^000000. I promise that it will be an interesting read.";
+ next;
+ mes "[Grandpa Turtle]";
+ mes "Ah...";
+ mes "The fire of youth!";
+ mes "When the winds die, may your dreams fill your sails~ Good luck to you!";
+ close;
+ }
+ mes "[Grandpa Turtle]";
+ mes "Grrrr...!";
+ next;
+ mes "[Grandpa Turtle]";
+ mes "I may not know much, but I won't talk to anyone motivated solely by greed. Go home!";
+ close;
+ case 2:
+ if ((MISC_QUEST & 65536) || TURTLE) {
+ if(MISC_QUEST & 65536) set TURTLE,0; //now clear the var
+ mes "[Grandpa Turtle]";
+ mes "Well...";
+ mes "If you go to eastern side of the Alberta port, you should find an old ferryboatman.";
+ next;
+ mes "[Grandpa Turtle]";
+ mes "His name is ^3355FFGotanblue^000000. I believe he may know a way to Turtle Island. Heh heh, good luck~";
+ close;
+ }
+ mes "[Grandpa Turtle]";
+ mes "Turtle Island...?";
+ next;
+ mes "[Grandpa Turtle]";
+ mes "My, that place is difficult to find and even more difficult to travel to. You're sure you want to go? I would love to give you some advice, but I feel so dizzy after drinking so much...";
+ next;
+ mes "[Grandpa Turtle]";
+ mes "Ho ho ho...";
+ mes "Why don't you talk to a chubby little sailor I know named ^3355FFGotanblue^000000. You can find him loitering on one of the Alberta ports.";
+ next;
+ mes "[Grandpa Turtle]";
+ mes "Tell him that I sent you, and he may tell you more about Turtle Island. He may even know how to get there~";
+ next;
+ mes "[Grandpa Turtle]";
+ mes "Well, then...";
+ mes "Good luck~";
+ set TURTLE,1;
+ close;
+ case 3:
+ mes "[Grandpa Turtle]";
+ mes "Oooh...";
+ mes "Even at this age...";
+ mes "I don't understand";
+ mes "how I can drink so much...";
+ close;
+ }
+}
+
+alberta,244,118,4 script Sailor#tur 709,{
+ if (TURTLE || (MISC_QUEST & 65536)) {
+ mes "[Gotanblue]";
+ mes "Heh...";
+ mes "Your eyes...";
+ mes "I can tell you're curious about Turtle Island. I guess you must have been talking to that drunken old man!";
+ next;
+ switch(select("Do you know about Turtle Island?:How can I get there?:Stop talking.")) {
+ case 1:
+ mes "[Gotanblue]";
+ mes "Turtle Island...?";
+ mes "Well, first I think it's fair to warn you that Turtle Island took the lives of my buddies. That's right, I was part of ^3355FFJornadan Niliria^000000's crew.";
+ next;
+ mes "[Gotanblue]";
+ mes "We wanted to find out if the legends about that island were true, so we left everything behind to learn the truth.";
+ next;
+ mes "[Gotanblue]";
+ mes "Jornadan Niliria was one of the greatest treasure hunters ever, and he gathered men for his crew from around the globe. I'm proud to say that each member of our crew was the best in his field.";
+ next;
+ mes "[Gotanblue]";
+ mes "I happened to be the best at navigating. I was only twenty, but I was still invited to his team. It was such an honor to be accepted as an equal amongst these great men.";
+ next;
+ mes "[Gotanblue]";
+ mes "Anyway, our biggest clue about Turtle Island's location hinted that it was near Alberta, so our voyage began from here.";
+ next;
+ mes "[Gotanblue]";
+ mes "We sailed day and night, drifting for weeks, until one day, we were surrounded by an incredibly thick fog. We had no idea of which direction we were going and the mist wouldn't clear.";
+ next;
+ mes "[Gotanblue]";
+ mes "But none of us had any regrets and we just kept moving onward. There would be no turning back!";
+ next;
+ mes "[Gotanblue]";
+ mes "Finally, a coral reef sudden appeared and we couldn't steer away from it. Our ship was critically damaged. But when the fog cleared, we saw that we had finally arrived at Turtle Island! It was real!";
+ next;
+ mes "[Gotanblue]";
+ mes "After we made camp on shore and explored the island, we learned something quite remarkable.";
+ next;
+ mes "[Gotanblue]";
+ mes "There was a man who had actually made it to Turtle Island before us. His records, however, never reached Rune-Midgard. He was a great swordmaster known simply as ^3355FFOne^000000.";
+ next;
+ mes "[Gotanblue]";
+ mes "According to his records, he had traveled alone to find Turtle Island and made it by himself. But we couldn't find any sign of him anywhere...";
+ next;
+ mes "[Gotanblue]";
+ mes "As we explored Turtle Island further, we learned that not only was it abundant with treasure, but that it also held an item of great interest.";
+ next;
+ mes "[Gotanblue]";
+ mes "From the first explorer's record, some kind of amazing ^3355FFjewel fragment^000000 was mentioned.";
+ next;
+ mes "[Gotanblue]";
+ mes "He had traveled to Turtle Island with the purpose of discovering secrets to the sword arts, and stumbled upon a jewel he claimed was the most beautiful in the world.";
+ next;
+ mes "[Gotanblue]";
+ mes "By the ^3355FFOne^000000's records, we were able to thoroughly explore all to be seen on Turtle Island. However...";
+ next;
+ mes "[Gotanblue]";
+ mes "Even after months of searching, we could never find a trace of the jewel fragment. Eventually, we had to give up on our search.";
+ next;
+ mes "[Gotanblue]";
+ mes "Finally, we packed our things to leave the island. But then, as we were traveling at sea, we encountered a thick, blinding fog once again.";
+ next;
+ mes "[Gotanblue]";
+ mes "We spent a month trying to steer through that mist. When we finally sailed out of that mist, we saw that we had arrived at the other side of Turtle Island!";
+ next;
+ mes "[Gotanblue]";
+ mes "Our spirits were crushed!! We tried again and again to leave that place, and spent nearly a year trying to leave but we kept winding up at Turtle Island's shores.";
+ next;
+ mes "[Gotanblue]";
+ mes "As we struggled with the fog, we lost our comrades one by one. In the end, Jornadan, the drunken old man you met, and myself were the only ones who were able to return home to Alberta.";
+ next;
+ mes "[Gotanblue]";
+ mes "We were the only ones who did not give in to despair, and doggedly held onto our hopes. Still, it was by pure luck that we found a way back to Rune-Midgard.";
+ next;
+ mes "[Gotanblue]";
+ mes "Well, that's my story. You know, if you want to learn more about Turtle Island, why don't you speak to the scholar on the eastern port of Alberta?";
+ next;
+ mes "[Gotanblue]";
+ mes "Heh heh...";
+ mes "I'm sure he can tell give you details that even I wouldn't be able to provide...";
+ close;
+ case 2:
+ mes "[Gotanblue]";
+ mes "After my story of Turtle Island, you're still not afraid of going? I'm impressed! Alright then...";
+ next;
+ mes "[Gotanblue]";
+ mes "If you wish for me to guide you there, I will charge you 10,000 zeny. I'm the only navigator that can guide you there and back safely.";
+ next;
+ if (select("Turtle island -> 10000 zeny:Cancel") == 1) {
+ if (Zeny > 9999) {
+ mes "[Gotanblue]";
+ mes "Alright!!";
+ mes "You've made your choice! With my experience, we will arrive without fail! I appreciate your spirit!";
+ next;
+ mes "^3355FF*Choo Choo*^000000";
+ set zeny,zeny-10000;
+ warp "tur_dun01",157,39;
+ close;
+ }
+ mes "[Gotanblue]";
+ mes "Hmmm...";
+ mes "Sorry, but you don't have enough zeny. I hope you understand that I can let my expertise and experience be undervalued...";
+ close;
+ }
+ mes "[Gotanblue]";
+ mes "Alright then...";
+ mes "Well, if the spirit of adventure should happen to grab you, I will be here waiting.";
+ close;
+ case 3:
+ mes "[Gotanblue]";
+ mes "Heh...";
+ next;
+ mes "[Gotanblue]";
+ mes "Come back whenever you feel you're ready to hear my story, will you?";
+ close;
+ }
+ }
+ mes "[Gotanblue]";
+ mes "Ahhhh...!";
+ mes "Just look at that ocean! It covers the earth as far as the eye can see. Tell me that's not one of the most beautiful things you've ever seen...";
+ close;
+}
+
+tur_dun01,165,29,4 script Sailor#tur2 709,{
+ mes "[Gotanblue]";
+ mes "Do you want";
+ mes "to return";
+ mes "to Alberta?";
+ next;
+ if (select("Go to Alberta:Stop talking") == 1) {
+ mes "[Gotanblue]";
+ mes "Heh heh...";
+ mes "I certainly hope you've found what you were looking for. Alright, I guess there's always a time for an adventurer to return home...";
+ next;
+ mes "^3355FF* Choo Choo *^000000";
+ warp "alberta",238,112;
+ }
+ close;
+}
+
+alberta,246,114,4 script Turtle Island Scholar 121,{
+ mes "[Jornadan Niliria]";
+ mes "Every single place";
+ mes "has its own unique";
+ mes "smells, sights and sounds.";
+ next;
+ mes "[Jornadan Niliria]";
+ mes "Even the great, ever expanding sky that's shared by all the peoples of the earth looks strange when you're in a new and foreign land.";
+ next;
+ mes "[Jornandan Niliria]";
+ mes "Heh heh...";
+ mes "Just like my";
+ mes "time on Turtle Island.";
+ mes "Hah Hah Hah~";
+ next;
+ switch(select("About Turtle island:You're Jornadan Niliria?!:Stop talking")) {
+ case 1:
+ mes "[Jornadan Niliria]";
+ mes "Turtle...";
+ mes "Island...";
+ next;
+ mes "[Jornadan Niliria]";
+ mes "It's almost silly, but Turtle Island was named simply because it's shaped just like a turtle.";
+ next;
+ mes "[Jornadan Niliria]";
+ mes "Now, Turtle Island is surrounded by a dense fog. When we were first stuck in it, a lot of us believed it was the result of a curse, or some kind of magic.";
+ next;
+ mes "[Jornadan Niliria]";
+ mes "But in actuality, the fog is the result of a natural phenomenon. It's created by a waterfall inside a cave located on Turtle Island's coast.";
+ next;
+ mes "[Jornadan Niliria]";
+ mes "Heh heh...";
+ mes "Once you attain understanding, the truth becomes so simple. I guess confusion and fear is the fog that clouds your judgment, your path on life.";
+ next;
+ mes "[Jornadan Niliria]";
+ mes "Believe it or not, I too used to fear the dangers of Turtle Island. But now that I understand most of its secrets, I look at my experiences at Turtle Island with fondness.";
+ next;
+ mes "[Jornadan Niliria]";
+ mes "Still, there is one thing I haven't yet uncovered. The ^3355FFunknown jewel fragment^000000.";
+ next;
+ mes "[Jornandan Niliria]";
+ mes "So, until I find it, I'll keep researching and learn as much as I can until I do. Ha ha ha ha~!";
+ close;
+ case 2:
+ mes "[Jornadan Niliria]";
+ mes "Hmm...?";
+ mes "You've heard of me?";
+ next;
+ mes "[Jornadan Niliria]";
+ mes "Ah...";
+ mes "I suppose that you know about my treasure hunting days, and probably about Turtle Island.";
+ next;
+ mes "[Jornadan Niliria]";
+ mes "Well, as you can see, I'm a little older now. These old bones aren't what they used to be.";
+ next;
+ mes "[Jornadan Niliria]";
+ mes "But perhaps, someday, if my research bears fruit, I'll venture out once more and seek the one treasure I've never found...";
+ close;
+ case 3:
+ mes "[Jornadan Niliria]";
+ mes "When you want to discover the truth, never give in to despair. If you never give up your search, the answer will come to you.";
+ next;
+ mes "[Jornadan Niliria]";
+ mes "...";
+ next;
+ mes "[Jornadan Niliria]";
+ mes "...";
+ mes "......";
+ next;
+ mes "[Jornadan Niliria]";
+ mes "By the way, I'm pretty hungry. Why doesn't Alberta have any good restaurants?! I hear they have good dimsum in Kunlun...";
+ close;
+ }
+}
+
+alberta_in,18,102,4 script Letter#tur 111,{
+ mes "[Explorer's Letter]";
+ mes "- O / X / XOVX -";
+ mes "If you find this letter, please don't disregard what you have read.";
+ next;
+ mes "[Explorer's Letter]";
+ mes "Although we have found Turtle Island, it seems our expedition will fail.";
+ next;
+ mes "[Explorer's Letter]";
+ mes "Only half of our crew is left, and we only have enough food for ten more days. Our condition is truly grave.";
+ next;
+ mes "[Explorer's Letter]";
+ mes "This damn island must be cursed. There's nothing to eat and we're so close to starving!";
+ next;
+ mes "[Explorer's Letter]";
+ mes "If we don't get help or find Alberta soon...";
+ mes "We'll...";
+ close;
+}
+
+alberta,248,93,4 script Voyage log#tur 111,{
+ if (rand(2)) {
+ mes "[Voyage log]";
+ mes "03:20 am";
+ mes "There's no light from the stars tonight, and we can't even see a hundred meters ahead of us. The men seem to feel something bad in the air.";
+ next;
+ mes "[Voyage Log]";
+ mes "The faces of my comrades betrayed their fears. They couldn't manage to sleep last night. I hope we will see sunrise soon...";
+ next;
+ mes "[Voyage Log]";
+ mes "04:10 ";
+ mes "5 minutes ago, our comrade, Cooker, was killed when the mast suddenly cracked and fell on his head.";
+ next;
+ mes "[Voyage Log]";
+ mes "The estimated time of death is 04:07. The mast broke due to the shock of the ship hitting a reef. The left side of the deck also suffered from serious damage.";
+ next;
+ mes "[Voyage Log]";
+ mes "04:45";
+ mes "While two of our workers were fixing the bottom of the deck, they were attacked by monsters that had snuck through cracks in the deck.";
+ next;
+ mes "[Voyage Log]";
+ mes "These two were lost in the attack. The estimated time of death was 04:32. Fortunately, we are able to stay afloat, but we must hurry and find land.";
+ next;
+ mes "[Voyage Log]";
+ mes "From the damage to the deck, we've lost 30% of our supplies. At this rate, we'll run out of food soon.";
+ next;
+ mes "[Voyage Log]";
+ mes "05:23";
+ mes "There seem to be more and more reefs to steer around, and they are growing larger as we travel. I wonder if we'll find land soon...";
+ next;
+ mes "[Voyage Log]";
+ mes "Written by";
+ mes "Captain Jornadan Niliria";
+ close;
+ }
+ else {
+ if (TURTLE == 1) {
+ mes "^3355FFThe paper is torn and seaweed and mold are stuck to the paper. It seems this log is in very poor condition...^000000";
+ next;
+ switch(rand(1,3)) {
+ case 1:
+ mes "^3355FFThere is a banana leaf between some of the pages. Here is what is written.^000000";
+ next;
+ mes "[Voyage Log]";
+ mes "O / X date";
+ mes "Just after we arrived on Turtle Island, we frantically searched all over for food.";
+ next;
+ mes "[Voyage Log]";
+ mes "It was so bad, that you could see the bones through our skin.";
+ next;
+ mes "[Voyage Log]";
+ mes "X / X date";
+ mes "We found some kind of fruit to eat! It's covered in some sort of yellow skin and looks like a banana!";
+ next;
+ mes "[Voyage Log]";
+ mes "XO / X date";
+ mes "Well, it wasn't exactly like the bananas we have in Rune-Midgard, but it was very similar.";
+ next;
+ mes "[Voyage Log]";
+ mes "O / O date";
+ mes "In the middle of the night, one of the men reported that he felt sick after eating the food.";
+ next;
+ mes "[Voyage Log]";
+ mes "OO / O date";
+ mes "Another crew member, Berot Berot, was also found to have severe indigestion.";
+ next;
+ mes "[Voyage Log]";
+ mes "It's now becoming very clear that the food we have been eating contains some kind of poison.";
+ next;
+ mes "[Voyage Log]";
+ mes "XO / O date";
+ mes "The third person to experience indigestion passed away today. We are all very worried.";
+ next;
+ mes "[Voyage Log]";
+ mes "Our suspicions were confirmed when we found that the animals on Turtle Island wouldn't eat the bananas we found.";
+ next;
+ mes "[Voyage Log]";
+ mes "OX / O date";
+ mes "We decided to seal away this poisonous fruit, but learned that it didn't rot, not even after we removed the skin.";
+ next;
+ mes "[Voyage Log]";
+ mes "We have no idea why it's harmful to eat, or why it never perishes, but it be of some medical or scientific interest.";
+ next;
+ mes "[Voyage Log]";
+ mes "In the meantime, we've decided to bury this fruit until we can get back to Alberta.";
+ next;
+ mes "[Voyage Log]";
+ mes "^FF3355tur_dun01^000000";
+ mes "^FF3355X : 160 , Y : 81^000000";
+ next;
+ mes "^3355FFIn the Voyage log is a thin key marked with a skull. You've taken this Skull key, as it may be of some use later.^000000";
+ set TURTLE,2;
+ close;
+ case 2:
+ mes "^3355FFYou notice a page with a stamp shaped like a bird's foot. The black ink smells sort of like fruit.^000000";
+ next;
+ mes "[Voyage Log]";
+ mes "X / OO date";
+ mes "We've found evidence that other people were here, and that we are not the first to find Turtle Island.";
+ next;
+ mes "[Voyage Log]";
+ mes "There was at least one person who made it here before us. Hopefully, his records are on the island somewhere.";
+ next;
+ mes "[Voyage Log]";
+ mes "Starting tomorrow, we will begin searching for these hidden records.";
+ next;
+ mes "[Voyage Log]";
+ mes "O / OO date";
+ mes "We are having difficulty trying to find any records. Is it possible that the first people here wrote nothing of their journey?";
+ next;
+ mes "[Voyage Log]";
+ mes "XO / OO date";
+ mes "We finally found the records we have been searching for.";
+ next;
+ mes "[Voyage Log]";
+ mes "His notes were so hard to find because only one man, rather than a whole team, came to Turtle Island before us!";
+ next;
+ mes "[Voyage Log]";
+ mes "This man was a swordsman simply known as 'One.' His records tell much about what can be found on Turtle Island.";
+ next;
+ mes "[Voyage Log]";
+ mes "His records were written on animals skin, but they were durable and still easy to read after all this time.";
+ next;
+ mes "[Voyage Log]";
+ mes "According to his notes, Turtle Island consists of 4 levels. Although there are no people here, but there are many traps and devices which operate through a mysterious force.";
+ next;
+ mes "[Voyage Log]";
+ mes "Still, it is certain that something has some control over Turtle Island.";
+ next;
+ mes "[Voyage Log]";
+ mes "To keep this record safe, our crew has decided to hide this valuable record on the second level of Turtle Island.";
+ next;
+ mes "[Voyage Log]";
+ mes "Search here...";
+ mes "^FF3355tur_dun02^000000";
+ mes "^FF3355X : 132 , Y : 251^000000";
+ next;
+ mes "^3355FFThere is a picture of a tree in which there is a small keyhole clearly shown under the roots.^000000";
+ next;
+ mes "^3355FFYou've gained^000000";
+ mes "^3355FFthe Roots key.^000000";
+ set TURTLE,3;
+ close;
+ case 3:
+ mes "^3355FFThese pages of this log are soiled with mud, and some of them are missing.^000000";
+ next;
+ mes "[Voyage Log]";
+ mes "O / XX date";
+ mes "The greatest treasure of Turtle Island, the likes of which have never been seen, is hidden, sealed in some secret place...";
+ next;
+ mes "[Voyage Log]";
+ mes "We have spent many days searching for it, but found not one trace.";
+ next;
+ mes "[Voyage Log]";
+ mes "In the meantime, we've collected many precious treasures. We've decided to take only some of it back home, and to leave the rest here.";
+ next;
+ mes "[Voyage Log]";
+ mes "XO / XX date";
+ mes "We have hidden the treasure we have left behind to keep it from getting stolen.";
+ next;
+ mes "[Voyage Log]";
+ mes "It is somewhere on the fourth level, the bottom of the island. The treasure is sealed in a box that is a relic from an ancient culture.";
+ next;
+ mes "[Voyage Log]";
+ mes "However, the technology of this treasure box is very sophisticated, and it won't be easy to open by force.";
+ next;
+ mes "[Voyage Log]";
+ mes "Here...";
+ mes "^FF3355tur_dun01^000000";
+ mes "^FF3355X : 203 , Y : 155^000000";
+ next;
+ mes "^3355FFYou find three small holes under the turtle stone. Within one of these holes is a thin key.^000000";
+ next;
+ mes "^3355FFYou've gained ^000000";
+ mes "^3355FFthe Security key^000000";
+ set TURTLE,4;
+ close;
+ }
+ }
+ mes "^3355FFYou've closed the voyage log.^000000";
+ close;
+ }
+}
+
+tur_dun01,160,81,4 script Skull Stone#tur 111,{
+ if (TURTLE == 2) {
+ mes "^3355FFUnder the stone^000000";
+ mes "^3355FFis a tiny key hole^000000";
+ mes "^3355FFwith a skull mark.^000000";
+ mes "";
+ mes "^3355FFYou used the Skull key^000000";
+ mes "^3355FFin that key hole.^000000";
+ next;
+ mes "^3355FF*Click! Click!*^000000";
+ next;
+ mes "^3355FFSuddenly, the top of^000000";
+ mes "^3355FFthe stone opened and^000000";
+ mes "^3355FFsome items popped out!!^000000";
+ next;
+ set MISC_QUEST,MISC_QUEST | 65536;
+ set TURTLE,0;
+ switch(rand(1,3)) {
+ case 1:
+ getitem 532,5; //Banana_Juice
+ mes "^3355FFYou've gained^000000";
+ mes "^3355FF5 Banana Juice^000000";
+ close;
+ case 2:
+ getitem 513,5; //Banana
+ mes "^3355FFYou've gained^000000";
+ mes "^3355FF5 Banana^000000";
+ close;
+ case 3:
+ getitem 513,5; //Banana
+ getitem 532,5; //Banana_Juice
+ mes "^3355FFYou've gained^000000";
+ mes "^3355FF5 Banana and^000000";
+ mes "^3355FF5 Banana Juice^000000";
+ close;
+ }
+ }
+ mes "^3355FFIt is a frightening^000000";
+ mes "^3355FFstone tomb with a^000000";
+ mes "^3355FFhorrible skull on it.^000000";
+ close;
+}
+
+tur_dun02,132,251,4 script Turtle Tree Roots#tur 111,{
+ if (TURTLE == 3) {
+ mes "^3355FFUnder the tree roots^000000";
+ mes "^3355FFis a tiny key hole^000000";
+ mes "^3355FFmarked with a root insignia.^000000";
+ mes "";
+ mes "^3355FFYou used the Roots key^000000";
+ mes "^3355FFin that key hole.^000000";
+ next;
+ mes "^3355FF*Swishy swashy!*^000000";
+ next;
+ mes "^3355FFBetween the roots^000000";
+ mes "^3355FFa little door opens,^000000";
+ mes "^3355FFrevealing an^000000";
+ mes "^3355FFold scroll.^000000";
+ next;
+ mes "[Old scroll]";
+ mes "^FF3355Following the^000000";
+ mes "^FF3355legend from^000000";
+ mes "^FF3355my village,^000000";
+ mes "^FF3355I've come^000000";
+ mes "^FF3355to improve my^000000";
+ mes "^FF3355swordmanship...^000000";
+ next;
+ mes "[Old scroll]";
+ mes "^FF3355Only one who^000000";
+ mes "^FF3355cuts the shell^000000";
+ mes "^FF3355of a turtle^000000";
+ mes "^FF3355can become a^000000";
+ mes "^FF3355grand master^000000";
+ mes "^FF3355of the sword...^000000";
+ next;
+ mes "[Old scroll]";
+ mes "^FF3355To fufill this^000000";
+ mes "^FF3355legend, I have^000000";
+ mes "^FF3355come. I, 'One,'^000000";
+ mes "^FF3355will cut the^000000";
+ mes "^FF3355turtle's shell!!^000000";
+ next;
+ mes "[Old scroll]";
+ mes "^FF3355Go...^000000";
+ mes "^FF3355tur_dun02^000000";
+ mes "^FF3355X : 46 , Y : 125^000000";
+ next;
+ mes "^3355FFInside the pile of turtle^000000";
+ mes "^3355FFcrystals, a scroll is hidden.^000000";
+ mes "";
+ set TURTLE,7;
+ mes "^3355FFYou've gained a^000000";
+ mes "^3355FFTurtle Crystal key.^000000";
+ close;
+ }
+ mes "^3355FFThere are old,^000000";
+ mes "^3355FFthick tree roots^000000";
+ mes "^3355FFanchored into^000000";
+ mes "^3355FFthe ground here.^000000";
+ close;
+}
+
+tur_dun02,46,125,4 script A pile of turtle crystal 111,{
+ if (TURTLE == 7) {
+ mes "^3355FFAmong the Turtle Crystals,^000000";
+ mes "^3355FFyou find a strange key hole.^000000";
+ next;
+ mes "";
+ mes "^3355FFYou use the";
+ mes "Turtle crystal key";
+ mes "in the key hole.^000000";
+ next;
+ mes "^3355FF*Click! Click!*^000000";
+ next;
+ mes "^3355FFBetween the crystals,000000";
+ mes "^3355FFa small crystal plate^000000";
+ mes "^3355FFin which a message^000000";
+ mes "^3355FFin engraved.^000000";
+ next;
+ mes "[Crystal Plate]";
+ mes "^3355AAI, the swordsman,^000000";
+ mes "^3355AA'One,' has succeeded.^000000";
+ mes "^3355AAI've cut the turtle's shell.^000000";
+ mes "^3355AANow I shall try to^000000";
+ mes "^3355AAcut turtle crystal.^000000";
+ next;
+ mes "[Crystal Plate]";
+ mes "^3355AAThe surface of turtle^000000";
+ mes "^3355AAcrystal is so rough and^000000";
+ mes "^3355AAirregular. I'll need^000000";
+ mes "^3355AAto sharpen my skills.^000000";
+ next;
+ mes "[Crystal Plate]";
+ mes "^3355AAIt's going to be tough,^000000";
+ mes "^3355AAbut I will succeed...^000000";
+ next;
+ mes "[Crystal plate]";
+ mes "^3355AAGo 5 steps east,^000000";
+ mes "^3355AA30 steps south^000000";
+ mes "^3355AAand 5 steps around^000000";
+ mes "^3355AAthe turtle pillar.^000000";
+ mes "^3355AAThere you will find^000000";
+ mes "^3355AAthe end of sword art.^000000";
+ next;
+ mes "^3355FFAt the edge of the crystal^000000";
+ mes "^3355FFplate, is a long key.^000000";
+ mes "";
+ set TURTLE,8;
+ mes "^3355FFYou've gained the^000000";
+ mes "^3355FFTurtle Pillar key.^000000";
+ close;
+ }
+ mes "^3355FFThere are so many Turtle^000000";
+ mes "^3355FFCrystals that can only be^000000";
+ mes "^3355FFfound on Turtle island.^000000";
+ close;
+}
+
+tur_dun02,49,158,4 script Turtle Pillar#tur 111,{
+ if (TURTLE == 8) {
+ mes "^3355FFAt the base of the pillar^000000";
+ mes "^3355FFis a tiny key hole with^000000";
+ mes "^3355FFa turtle shaped mark.^000000";
+ mes "";
+ mes "^3355FFYou used the";
+ mes "Turtle Pillar key";
+ mes "in that key hole.^000000";
+ next;
+ mes "^3355FF*Click! Crack!*^000000";
+ next;
+ mes "^3355FFAt the base of the pillar,^000000";
+ mes "^3355FFa little door appears, and^000000";
+ mes "^3355FFfrom that door an engraved^000000";
+ mes "^3355FFstone bead rolls out.^000000";
+ next;
+ mes "[Turtle Stone Bead]";
+ mes "This turtle pillar is made of the strongest material on this island.";
+ next;
+ mes "[Turtle Stone Bead]";
+ mes "Cutting it is impossible for even someone with legendary skills. Even if I managed to cut it, all of Turtle Island would collapse upon me.";
+ next;
+ mes "[Turtle Stone Bead]";
+ mes "I've developed my mental skills, and trained using materials on this island. Sharpening my mind, I now know that I can cut this pillar in two.";
+ next;
+ mes "[Turtle Stone Bead]";
+ mes "Can this be the pinnacle of swordsmanship? Of the sword arts?";
+ next;
+ mes "[Turtle Stone Bead]";
+ mes "For this final accomplishment, I leave behind an offering.";
+ next;
+ mes "[Turtle Stone Bead]";
+ mes "I intend to offer my gratitude to the blood of the monsters I have killed, and the materials I have used in my training.";
+ next;
+ mes "^3355FFThere are many items^000000";
+ mes "^3355FFunder the pillar...^000000";
+ set MISC_QUEST,MISC_QUEST | 65536;
+ set TURTLE,0;
+ switch(rand(1,10)) {
+ case 1:
+ getitem 702,1; //Animal_Blood
+ mes "^3355FFYou've gained ^000000";
+ mes "^3355FFAnimal Gore.^000000";
+ close;
+ case 2:
+ getitem 716,1; //Red_Gemstone
+ mes "^3355FFYou've gained^000000";
+ mes "^3355FFa Red Gemstone.^000000";
+ close;
+ case 3:
+ getitem 734,1; //Red_Frame
+ mes "^3355FFYou've gained^000000";
+ mes "^3355FFa Red Frame^000000";
+ close;
+ case 4:
+ getitem 10019,1; //Red_Muffler
+ mes "^3355FFYou've gained^000000";
+ mes "^3355FFRed Scarf.^000000";
+ close;
+ case 5:
+ getitem 725,1; //Red_Jewel
+ mes "^3355FFYou've gained^000000";
+ mes "^3355FFa Sardonyx.^000000";
+ close;
+ case 6:
+ getitem 716,1; //Red_Gemstone
+ mes "^3355FFYou've gained^000000";
+ mes "^3355FFa Red Gemstone.^000000";
+ close;
+ case 7:
+ getitem 716,1; //Red_Gemstone
+ mes "^3355FFYou've gained^000000";
+ mes "^3355FFa Red Gemstone.^000000";
+ close;
+ case 8:
+ getitem 716,1; //Red_Gemstone
+ mes "^3355FFYou've gained^000000";
+ mes "^3355FFa Red Gemstone.^000000";
+ close;
+ case 9:
+ getitem 716,1; //Red_Gemstone
+ mes "^3355FFYou've gained^000000";
+ mes "^3355FFa Red Gemstone.^000000";
+ close;
+ case 10:
+ getitem 725,1; //Red_Jewel
+ mes "^3355FFYou've gained^000000";
+ mes "^3355FFa Sardonyx.^000000";
+ close;
+ }
+ }
+ mes "^3355FFThis Turtle Pillar^000000";
+ mes "^3355FFis just one of^000000";
+ mes "^3355FFmany pillars.^000000";
+ next;
+ mes "^3355FFOr is it...?^000000";
+ close;
+}
+
+tur_dun01,203,155,4 script Turtle stone#tur 111,{
+ if (TURTLE == 4) {
+ mes "^3355FFOn top of the stone";
+ mes "is a small key hole";
+ mes "with the turtle mark.^000000";
+ next;
+ mes "^3355FFYou used the";
+ mes "Security Key";
+ mes "in that hole.^000000";
+ next;
+ mes "^3355FF*Tat tat tat tat*^000000";
+ next;
+ mes "^3355FFThe back of the stone";
+ mes "split into two parts";
+ mes "revealing some hidden";
+ mes "words engraved inside.^000000";
+ next;
+ mes "[Turtle Stone]";
+ mes "The one who dreams to be a star of serenity must first hold the comet and three rays of light as one.";
+ next;
+ mes "[Turtle Stone]";
+ mes "You already possess the comet, so I grant you the first light...";
+ next;
+ mes "[Turtle Stone]";
+ mes "- Light of the second stage -";
+ mes "^FF3355B2 , X : 75 , Y : 249^000000";
+ next;
+ mes "^3355FFAt the bottom of the stone";
+ mes "beneath the line of words,";
+ mes "rests a brilliant red bead.^000000";
+ next;
+ set TURTLE,10;
+ mes "^3355FFYou set the red bead to the";
+ mes "Security key, fitting it";
+ mes "within one of three tiny holes.^000000";
+ close;
+ }
+ mes "^3355FFIt is just a";
+ mes "normal turtle";
+ mes "stone. But";
+ mes "on the top";
+ mes "is written";
+ mes "the words,";
+ mes "'1st stage.'^000000";
+ close;
+}
+
+tur_dun02,75,249,4 script Turtle stone#tur2 111,{
+ if (TURTLE == 10) {
+ mes "^3355FFOn top of the stone";
+ mes "is a small keyhole";
+ mes "with the turtle mark.^000000";
+ next;
+ mes "^3355FFYou used the";
+ mes "Security Key";
+ mes "in the keyhole.^000000";
+ next;
+ mes "^3355FF*Click! Click!*^000000";
+ next;
+ mes "^3355FFThe back of the stone";
+ mes "split into two parts";
+ mes "revealing some hidden";
+ mes "words along the inside.^000000";
+ next;
+ mes "[Turtle Stone]";
+ mes "The one who dreams to be a star of serenity must first hold the comet and three rays of light as one.";
+ next;
+ mes "[Turtle Stone]";
+ mes "You already possess the comet and the first light, so I now grant you the second light.";
+ next;
+ mes "[Turtle stone]";
+ mes "- Light of the third stage -";
+ mes "^FF3355B3 . X : 118 . Y : 233^000000";
+ next;
+ mes "At the bottom of the stone";
+ mes "beneath the line of words,";
+ mes "rests a brilliant yellow bead.";
+ next;
+ set TURTLE,11;
+ mes "^3355FFYou set the yellow bead";
+ mes "into the Security key, fitting it";
+ mes "within one of three tiny holes.^000000";
+ close;
+ }
+ mes "^3355FFIt is just a";
+ mes "normal turtle";
+ mes "stone. But";
+ mes "on the top,";
+ mes "the words";
+ mes "'2nd stage'";
+ mes "are written.^000000";
+ close;
+}
+
+tur_dun03,118,233,4 script Turtle Stone#tur3 111,{
+ if (TURTLE == 11) {
+ mes "^3355FFOn top of the stone";
+ mes "is a small key hole";
+ mes "with the turtle mark.^000000";
+ next;
+ mes "^3355FFYou used the";
+ mes "Security Key";
+ mes "in the keyhole.^000000";
+ next;
+ mes "^3355FF*Click! Click!*^000000";
+ next;
+ mes "^3355FFThe back of the stone";
+ mes "split into two parts";
+ mes "revealing some hidden";
+ mes "words along the inside.^000000";
+ next;
+ mes "[Turtle Stone]";
+ mes "The one who dreams to be a star of serenity must first hold the comet and three rays of light as one.";
+ next;
+ mes "[Turtle Stone]";
+ mes "You already possess the comet, and the first two lights. The final light is now yours.";
+ next;
+ mes "[Turtle Stone]";
+ mes "- Star of Serenity -";
+ mes "^FF3355B4 . X : 113 . Y : 178^000000";
+ next;
+ mes "^3355FFAt the bottom of the stone";
+ mes "beneath the line of words,";
+ mes "rests a brilliant blue bead.^000000";
+ next;
+ set TURTLE,12;
+ mes "^3355FFYou set the blue bead to the";
+ mes "into the Security Key, fitting it";
+ mes "within one of three tiny holes.^000000";
+ close;
+ }
+ mes "^3355FFIt is just a";
+ mes "normal turtle";
+ mes "stone. But";
+ mes "on the top,";
+ mes "the words,";
+ mes "'3rd stage,'";
+ mes "are written.^000000";
+ close;
+}
+
+tur_dun04,113,178,4 script Turtle Statue#tur 111,{
+ if (TURTLE == 12) {
+ mes "^3355FFOn top of the statue";
+ mes "is a small key hole";
+ mes "with the turtle mark.^000000";
+ mes "";
+ mes "^3355FFYou used the";
+ mes "Security Key";
+ mes "in the keyhole.^000000";
+ next;
+ mes "^3355FF*Click! Click!*^000000";
+ next;
+ mes "^3355FFThe statue split into";
+ mes "two parts revealing a";
+ mes "metal plate underneath.^000000";
+ next;
+ mes "[Metal Plate]";
+ mes "To the one who dreams to be a star of serenity among the people: You know hold the comet and three rays of light as one.";
+ next;
+ mes "^3355FFYou find a small lever";
+ mes "at the bottom of the";
+ mes "metal plate. You pull";
+ mes "it open like a drawer.^000000";
+ next;
+ set MISC_QUEST,MISC_QUEST | 65536;
+ set TURTLE,0;
+ if (rand(1,20) == 7) {
+ switch(rand(1,4)) {
+ case 1:
+ getitem 644,1; //Gift_Box
+ mes "^3355FFInside the drawer,";
+ mes "is a Gift Box. This";
+ mes "Gift Box is now yours.^000000";
+ close;
+ case 2:
+ getitem 616,1; //Old_Card_Album
+ mes "^3355FFInside the drawer,";
+ mes "is an Old Card Album.";
+ mes "It is now yours to keep.^000000";
+ close;
+ case 3:
+ getitem 617,1; //Old_Violet_Box
+ mes "^3355FFInside the drawer,";
+ mes "is an Old Purple Box.";
+ mes "It is now yours to keep.^000000";
+ close;
+ case 4:
+ getitem 617,1; //Old_Violet_Box
+ mes "^3355FFInside the drawer,";
+ mes "is an Old Purple Box.";
+ mes "It is now yours to keep.^000000";
+ close;
+ }
+ }
+ getitem 604,1; //Branch_Of_Dead_Tree
+ mes "^3355FFInside the drawer,";
+ mes "is a Dead Branch.";
+ mes "It is now yours to keep.^000000";
+ close;
+ }
+ mes "^3355FFIt is a turtle statue";
+ mes "made of ordinary turtle";
+ mes "stone. On top of it is";
+ mes "the word 'Security.'^000000";
+ close;
+}
+
+tur_dun03,105,76,4 script Knight Leader#tur 110,5,5,{
+ mes "[Takuyaka]";
+ mes "Where did all my men go?!";
+ mes "This is horrible~!";
+ next;
+ mes "[Takuyaka]";
+ mes "Oh...";
+ mes "*Whew!*";
+ mes "Finally, another person.";
+ mes "Tell me who you are!";
+ next;
+ switch(select("Who are you to ask?:"+ strcharinfo(0) +"!:What are you doing here?:First, tell me who you are.")) {
+ case 1:
+ mes "[Takuyaka]";
+ mes "How dare you speak to me in that tone! Don't you know who I am?! I'm Takuyaka, leader of the Security Knights of Alberta! Kobolds and Porings quiver in fear when they hear my name...";
+ next;
+ mes "[Takuyaka]";
+ mes "So tell me the truth! You came here for treasure, didn't you?! You want it all for yourself! You bastard! Now get off this island! Go, shoo!";
+ close;
+ case 2:
+ mes "[Takuyaka]";
+ mes "" + strcharinfo(0) + "?";
+ mes "Well, your name sounds better than mine. And you have more hair on your head as well. Hmmm...";
+ next;
+ mes "[Takuyaka]";
+ mes "Do you have anything to give me? You know, some food or zeny? It's not like I really need it, it's just... Oh bother. Never mind. Perhaps we'll meet later.";
+ close;
+ case 3:
+ mes "[Takuyaka]";
+ mes "I've heard that many treasures can be found on Turtle Island. If I can take enough home, I'll be rich! Well, we're supposed to rescue lost adventurers too, but whatever. As leader, I can do whatever I want!";
+ next;
+ mes "[Takuyaka]";
+ mes "However, we're totally lost. Meaning we can't find any treasure or even rescue any people. Grrr...! Where are my useless soldiers! I've probably spoiled them with too much food!";
+ next;
+ mes "[Takuyaka]";
+ mes "If you see any of them, tell them they must assemble here! Alright?!";
+ close;
+ case 4:
+ mes "[Takuyaka]";
+ mes "Me? I'm Takuyaka. A tall, dark, handsome, and dashing leader, as well as a fearsome knight! I have come to save the foolish people of Alberta that have come seeking treasure on Turtle Island.";
+ next;
+ mes "[Mudasamu]";
+ mes "Really, now?";
+ next;
+ mes "[Takuyaka]";
+ mes "Quiet!";
+ next;
+ mes "[Takuyaka]";
+ mes "Anyway, we came here with the purest of intents. But right when we arrived, we were attacked by monsters! Because of the confusion from all the fighting, my soldiers were scattered.";
+ next;
+ mes "[Takuyaka]";
+ mes "Mudasamu!";
+ mes "Why is this";
+ mes "happening to me!!!!";
+ next;
+ mes "[Mudasamu]";
+ mes "Huh...!";
+ mes "Why should you";
+ mes "be surprised,";
+ mes "you chubby dwarf?";
+ close;
+ }
+
+OnTouch:
+ mes "[Scared Voice]";
+ mes "Wh-wh-whaat?!";
+ next;
+ mes "[Terrified Voice]";
+ mes "What's that noise?!";
+ mes "M-M-Mudasamu!";
+ mes "Protect me!";
+ next;
+ mes "[Mudasamu]";
+ mes "No.";
+ mes "And shut up.";
+ close;
+}
+
+tur_dun03,105,74,4 script Mudasamu#tur 119,{
+ mes "[Mudasamu]";
+ mes "My name is Mudasamu...";
+ mes "Second in command of the";
+ mes "Alberta Security Knights.";
+ next;
+ mes "[Mudasamu]";
+ mes "We've come here to rescue treasure hunters that might be in trouble. However, our leader is this porky specimen right next to me. So I guess I foresaw that this mission would fail.";
+ next;
+ mes "[Mudasamu]";
+ mes "Basically, our leader was so distracted by the idea of finding treasure himself that we've lost our men. It's bad enough that he's a fat slob, but he's a greedy slob too!";
+ next;
+ emotion e_ag;
+ mes "[Takuyaka]";
+ mes "Hey, Mudasamu!";
+ mes "Are you talking";
+ mes "about me?!";
+ next;
+ mes "[Mudasamu]";
+ mes "No, fat one,";
+ mes "we're not";
+ mes "talking about you.";
+ next;
+ mes "[Mudasamu]";
+ mes "*Sigh...*";
+ mes "I better be paid";
+ mes "overtime for";
+ mes "putting up with this.";
+ close;
+}
+
+tur_dun01,190,115,4 script Knight#tur 105,{
+ mes "[?]";
+ mes "Where are they?";
+ mes "Oh hey! You're an adventurer, aren't you? Do you know where my comrades are?";
+ next;
+ switch(select("Who are you?:Sorry, I don't.:Why did you come here?:How did you get here?")) {
+ case 1:
+ mes "[Passats]";
+ mes "My name is Passats, a proud Security Knight of Alberta. We've obtained some information that some people came here to seek treasure.";
+ next;
+ mes "[Passats]";
+ mes "Our task here is to save people, but when we arrived on Turtle Island, we were attacked by a mob of monsters! So we all got scattered.";
+ next;
+ mes "[Passats]";
+ mes "Now I'm all alone. If you find anyone else in my unit, would you let them know?";
+ close;
+ case 2:
+ mes "[Passats]";
+ mes "Ah well...";
+ mes "Well, if you happen to find anyone else in my unit, would you let them know where I am?";
+ next;
+ mes "[Passat]";
+ mes "Oh, and if you find our leader, kick his butt, will you? It's so fat, there's no way you can miss.";
+ next;
+ if (BaseLevel <= 10)
+ percentheal 40,0;
+ mes "[Passats]";
+ mes "Oh...";
+ mes "And, um...";
+ mes "Cheer up!";
+ close;
+ case 3:
+ mes "[Passats]";
+ mes "There are a lot of stories about the amazing wealth that can be found on this island. However, everyone assumed that it was impossible to find Turtle Island.";
+ next;
+ mes "[Passats]";
+ mes "But then, the problem began when some navigator actually knew the way to Turtle Island. I think he'll take just about anybody for 10,000 zeny!";
+ next;
+ mes "[Passats]";
+ mes "So anyway, some of the people of Alberta have been foolishly coming here, hoping to find treasure. But of course, they can't fight monsters.";
+ next;
+ mes "[Passats]";
+ mes "So now we're here in order to seek out towners in trouble, and send them safely back home. Of course, now it seems that we also need rescuing...";
+ close;
+ case 4:
+ mes "[Passats]";
+ mes "Hmmm...";
+ next;
+ mes "[Passats]";
+ mes "No clue.";
+ next;
+ select("How can that be?!");
+ mes "[Passats]";
+ mes "Oh, don't be angry. I just drank too much vodka! Before we arrived I was still unconscious and when I finally sobered up, I was here. I'm so embarrassed~";
+ next;
+ mes "[Passats]";
+ mes "I...";
+ mes "I'm a victim too~";
+ close;
+ }
+}
+
+tur_dun03,189,126,4 script Knight#tur2 105,{
+ mes "[Jayprocat]";
+ mes "Oh? Are you a civilian? Nice to meet you. I'm a mighty Security Knight of Alberta, Jayprocat.";
+ next;
+ if (select("What is that, exactly?:I'm not impressed.") == 1) {
+ mes "[Jayprocat]";
+ mes "Well...";
+ mes "We're supposed to protect the people of Alberta. That's our job as proud Security Knights.";
+ next;
+ mes "[Jayprocat]";
+ mes "So when a bunch of them caught treasure fever and started coming here, we came to rescue them. Anyway, that was the plan.";
+ next;
+ mes "[Jayprocat]";
+ mes "It turns out that by some joke by fate, our leader is this pudgy guy who attracted a mob on monsters to us by noisily digging up treasure, instead of doing what we were supposed to do.";
+ next;
+ mes "[Jayprocat]";
+ mes "*Sigh...*";
+ mes "Why wasn't Mudasamu in charge? With him as leader, I would've been home for dinner...";
+ close;
+ }
+ mes "[Jayprocat]";
+ mes "Well...";
+ mes "It's true that we pretty much messed up our current mission to save anyone here seeking for treasure, since we need rescuing now as well.";
+ next;
+ mes "[Jayprocat]";
+ mes "*Sniff*";
+ mes "Why did we have to be attacked by so many monsters on my first mission? I'm... I'm just a new recruit...";
+ next;
+ if (select("Why did you run away?:I don't care.") == 1) {
+ mes "[Jayprocat]";
+ mes "No, I didn't just run away! The monsters were too stong and there were so many of them! Plus, it's our damn leader's fault.";
+ next;
+ mes "[Jayprocat]";
+ mes "The monsters are all highly evolved turtles. And this island even looks like a turtle! But I guess you knew that already.";
+ next;
+ mes "[Jayprocat]";
+ mes "I had no idea that this island's monsters were so much stronger than the ones that live near Alberta.";
+ next;
+ mes "[Jayprocat]";
+ mes "Their shells are so tough, and we can't seem to find any sort of weak point! I have no idea how to fight these turtles!";
+ close;
+ }
+ mes "[Jayprocat]";
+ mes "You're so mean...";
+ mes "I mean, I'm really new at this!";
+ close;
+}
+
+tur_dun03,104,171,4 script Knight#tur3 105,{
+ mes "[Squall]";
+ mes "Am I the only one left? Where are all my comrades?! I... I'm about to go crazy!";
+ next;
+ if(select("Maybe they ran away?:What happened?") == 1) {
+ mes "[Squall]";
+ mes "No, we would never run away from the face of danger.";
+ next;
+ mes "[Squall]";
+ mes "Well, we sort of did, but that was because it was a direct order from our leader! If a knight is loyal and proud, he will accept his leader's orders without question!";
+ next;
+ mes "[Squall]";
+ mes "Even if that leader is a little greedy, with hair that might be thinning...";
+ next;
+ mes "[Squall]";
+ mes "^FF0000And has the body";
+ mes "of a pregnant whale^000000.";
+ next;
+ mes "[Squall]";
+ mes "Oh wait!";
+ mes "I shouldn't";
+ mes "have said that!";
+ mes "What I meant";
+ mes "to say was...";
+ next;
+ mes "[Squall]";
+ mes "^CC0000And has the";
+ mes "body of a whale";
+ mes "pregnant with twins^000000.";
+ next;
+ mes "[Squall]";
+ mes "Grrrr...!";
+ mes "I'm so angry!";
+ mes "Why can't Mudasamu";
+ mes "be our leader?!";
+ close;
+ }
+ mes "[Squall]";
+ mes "We had good plans for this mission, made by our second in command, Mudasamu. However, they were executely poorly by the first in command.";
+ next;
+ mes "[Squall]";
+ mes "Whenever Takuyaka leads a mission, he always manages to mess it up! Why do the leaders in Alberta like him anyway?!";
+ next;
+ mes "[Squall]";
+ mes "*Sniff*";
+ mes "I sweat and I bleed for the Alberta Security Knights, and still I'm tortured by the fact that Sir Porky commands us. I hate it!";
+ next;
+ mes "[Squall]";
+ mes "Our weapon and armor budget is always gone after Takuyaka visits a buffet... Why do we have to be so miserable?!";
+ close;
+}
+
+tur_dun03,67,130,4 script Knight#tur4 105,{
+ mes "[Nysurea]";
+ mes "Hm? I'm surprised that someone around here is still alive.";
+ next;
+ mes "[Nysurea]";
+ mes "I'm beginning to think all my comrades have been killed by the monsters here...";
+ next;
+ if (BaseLevel <= 40) {
+ mes "[Nysurea]";
+ mes "Having a";
+ mes "tough time?";
+ next;
+ if (Zeny <= 3000) {
+ mes "[Nysurea]";
+ mes "Even though you're pretty strong, sooner or later you might need a reprieve. I can send you back to Alberta right now if you want.";
+ next;
+ if (select("Yes, Help me.:No, thanks.") == 1) {
+ mes "[Nysurea]";
+ mes "Okay then, let me activate this teleport thingee donated to us by Kafra Corporation...";
+ close2;
+ warp "alberta",241,115;
+ end;
+ }
+ mes "[Nysurea]";
+ mes "Ah, that's the spirit! You should be careful though. And if you see any other of my comrades, let them know I'm here, would you?";
+ next;
+ mes "[Nysurea]";
+ mes "Well, good luck!";
+ close;
+ }
+ mes "[Nysurea]";
+ mes "You look lost! If you stick around here, well, the monsters will probably get the best of you sooner or later.";
+ next;
+ mes "[Nyusurea]";
+ mes "Anyway...";
+ mes "Good luck!";
+ mes "You'll need it!";
+ close;
+ }
+ mes "[Nysurea]";
+ mes "Huh...";
+ mes "You look calm and collected. If all our soldiers were as strong as you, we probably would not have been scattered.";
+ next;
+ mes "[Nysurea]";
+ mes "I have dreams of becoming a great knight, but since our 'leader' is all plump and no brains, we're stuck in this predicament.";
+ next;
+ mes "[Nysurea]";
+ mes "Anyway, be careful in this third level of Turtle Island. A lot of our men were annihilated when they went to explore the East and North sides, so be careful!";
+ close;
+}
+
+// Alberta Boy
+//============================================================
+alberta_in,131,95,5 script Iromo#ep3_2 706,{
+ if (ep13_2_hiki == 13) {
+ mes "[Iromo]";
+ mes "But... this world is...";
+ mes "What a big world... Not just humans...";
+ mes "Other lifeforms just like us...";
+ mes "Where could they be?...";
+ next;
+ mes "[Iromo]";
+ mes "...Their lives.. and...";
+ mes "Their kingdom... and land...";
+ mes "Where could they be...";
+ next;
+ mes "[Iromo]";
+ mes "If they exist, that'd be great...";
+ mes "No... they must exist...";
+ mes "I wish one day... one day I can go there...";
+ close;
+ }
+ if (ep13_2_hiki == 12) {
+ mes "[Iromo]";
+ mes "If it's too painful...";
+ mes "It's better if I don't...";
+ next;
+ mes "-Silent pause-";
+ next;
+ set name,PcName;
+ mes "-" + name + " starts to speak-";
+ mes "-And tells him of the journeys-";
+ mes "-Adventures, joy, sorrow, and loss-";
+ mes "-One by one to the boy-";
+ next;
+ mes "-Fighting monsters, and winning-";
+ mes "-Coming across many people, and-";
+ mes "-leaving them, and tells of many other things-";
+ mes "-As much as possible, to the boy.-";
+ next;
+ mes "-Much has happened, and-";
+ mes "-There were many dangers, but in the end-";
+ mes "-Happy things outweighs the bad,-";
+ mes "-What I have received is more than what I have lost.-";
+ mes "-I try hard to convey this message to Iromo.-";
+ next;
+ mes "[Iromo]";
+ mes "...";
+ next;
+ mes "[Iromo]";
+ mes "...So in the end...";
+ mes "You just want me... to go outside...";
+ mes "Am I right...";
+ next;
+ select("It's true, you'll get more than you pay.");
+ mes "[Iromo]";
+ mes "...";
+ next;
+ mes "[Iromo]";
+ mes "...But now... I am not going outside.";
+ mes "I am still afraid...";
+ next;
+ mes "[Iromo]";
+ mes "Even if I don't go out right now,";
+ mes "I will still... make an effort to do so.";
+ mes "One day, I will surely become...";
+ mes "..An adventurer... and do many, many things.";
+ next;
+ set ep13_2_hiki,13;
+ completequest 10089;
+ getexp 8000,0;
+ mes "[Iromo]";
+ mes "The world is big, there are many things...";
+ mes "I have not seen yet. Yes... I want to...";
+ mes "...see them all.";
+ close;
+ }
+ if ((ep13_2_hiki == 11) && (friendship > 14)) {
+ mes "[Iromo]";
+ mes "To go on an adventure with my friends,";
+ mes "I would still rather stay here.";
+ mes "I would still rather stay here quietly and safely.";
+ next;
+ mes "[Iromo]";
+ mes "Alright...go away. I know...";
+ mes "I know what you want to say...what an annoyance...";
+ next;
+ mes "-You don't give up, and continue to-";
+ mes "-tell of the stories-";
+ mes "-shared with friends.-";
+ mes "-You tell of the truth.-";
+ next;
+ mes "-Someone met long ago,-";
+ mes "-Suddenly leaves,-";
+ mes "-and finally reunited, but-";
+ mes "-because of the cruel fate-";
+ mes "-he dies in this tragedy.-";
+ mes "-In the end, it's all a tragedy...-";
+ next;
+ mes "-But you emphasize -";
+ mes "-Even though the ending is tragic,-";
+ mes "-A beautiful friendship-";
+ mes "-Will not disappear because of that.-";
+ next;
+ mes "[Iromo]";
+ mes "...";
+ next;
+ mes "[Iromo]";
+ mes "...Thank you for telling me...";
+ mes "They are great friends...";
+ next;
+ if (Sex == 0) {
+ mes "[Iromo]";
+ mes "...And? ...What do you...";
+ mes "Want to say to me this time...";
+ mes "You've told me many stories...";
+ mes "...How about one of your own?";
+ next;
+ }
+ else {
+ mes "[Iromo]";
+ mes "...And? ...What do you...";
+ mes "Want to say to me this time...";
+ mes "You've told me many stories...";
+ mes "...How about one of your own?";
+ next;
+ }
+ select("Friendship cannot be forgotten.");
+ mes "[Iromo]";
+ mes "...";
+ next;
+ select("To have that kind of friends and that kind of friendship...");
+ select("You need to get out of your house and see the world.");
+ mes "[Iromo]";
+ mes "Though you changed a story... but...";
+ mes "You're still talking about this...";
+ next;
+ select("To be honest, the other kids miss you.");
+ mes "[Iromo]";
+ mes "...Him? ...Miss me? That's...";
+ mes "Something from a long time ago...";
+ next;
+ select("There are many things you don't know yet.");
+ mes "[Iromo]";
+ mes "...";
+ next;
+ select("Don't you think it's a waste to stay home?");
+ mes "[Iromo]";
+ mes "...";
+ next;
+ select("In order to find safety, you would give up fun adventures?");
+ select("That's too bad. Change is a very fun thing.");
+ mes "[Iromo]";
+ mes "...Change...";
+ mes "Is fun...?";
+ next;
+ select("Outside this city and this kingdom, there is a bigger world.");
+ mes "[Iromo]";
+ mes "...";
+ next;
+ select("Since it's so big, there are many fun things.");
+ mes "[Iromo]";
+ mes "Really...? Other than Alberta, and Rune-Midgarts...?";
+ mes "There are other places...?";
+ next;
+ set ep13_2_hiki,12;
+ changequest 10088,10089;
+ mes "[Iromo]";
+ mes "But... there will also be many troubles...";
+ mes "Isn't that true... I can't relax...";
+ mes "I... don't like those...";
+ close;
+ }
+ if (ep13_2_hiki == 11) {
+ mes "[Iromo]";
+ mes "To go on an adventure with my friends,";
+ mes "I would still rather stay here.";
+ mes "I would still rather stay here quietly and safely.";
+ next;
+ mes "[Iromo]";
+ mes "Alright... go away. I know...";
+ mes "I know what you want to say... what an annoyance...";
+ close;
+ }
+ if (ep13_2_hiki == 10) {
+ set .@cooltime,checkquest(10087,PLAYTIME);
+ if (.@cooltime == 2) {
+ mes "[Iromo]";
+ mes "...You really are annoying...";
+ mes "What exactly do you want from me...?";
+ next;
+ mes "[Iromo]";
+ mes "A long time ago... I had a friend just like you.";
+ mes "I met him when I went out to play...";
+ mes "But...";
+ mes "He must've forgotten all about me...";
+ next;
+ set ep13_2_hiki,11;
+ changequest 10087,10088;
+ getexp 6700,0;
+ mes "[Iromo]";
+ mes "Nevermind... it's not unexpected...";
+ mes "To go on an adventure with my friends,";
+ mes "I would still rather stay here.";
+ mes "I would still rather stay here quietly and safely.";
+ close;
+ }
+ mes "[Iromo]";
+ mes "...What... Right now, I...";
+ mes "I don't want to... hear anything...";
+ mes "Go away...";
+ close;
+ }
+ if ((ep13_2_hiki == 9) && (lhz_rekenber > 21)) {
+ mes "[Iromo]";
+ mes "...What is it... this time...?";
+ next;
+ select("A story about a pair of siblings.");
+ mes "-Tell him about Kazien and Lyozien.-";
+ mes "-Because of ill fate,-";
+ mes "-They were born to do illegal tasks-";
+ mes "-But the innocent Lyozien-";
+ mes "-Trusted his brother...-";
+ next;
+ mes "-And even though Kazien has become-";
+ mes "-a criminal, but as an older brother-";
+ mes "-He hopes to take good care of his younger brother.-";
+ next;
+ mes "-This is a story from far away,-";
+ mes "-But because you have seen it with your own eyes,-";
+ mes "-You can clearly express-";
+ mes "-Your feelings.-";
+ next;
+ mes "-This story must be able to-";
+ mes "-Stir up the interest of-";
+ mes "-Iromo, who has always wanted a brother.-";
+ next;
+ mes "[Iromo]";
+ mes "I see...They were great siblings...";
+ mes "Tragic...but also beautiful.";
+ mes "If only...I can be the protagonist...";
+ mes "..in such a story...";
+ next;
+ mes "[Iromo]";
+ mes "...But...I'm an only child...";
+ mes "...So there's nothing I can do...";
+ next;
+ select("You don't need to be related by blood to be brothers.");
+ mes "[Iromo]";
+ mes "...";
+ next;
+ select("You can find make of these brothers outside.");
+ mes "[Iromo]";
+ mes "...Outside?...";
+ next;
+ select("But if you stay at home, nothing will change.");
+ mes "[Iromo]";
+ mes "...";
+ next;
+ mes "[Iromo]";
+ mes "...What... So it's all my fault...";
+ mes "What you want to say...";
+ mes "...is always the same...";
+ mes "Get out... I'm not in the mood...";
+ next;
+ set ep13_2_hiki,10;
+ changequest 10086,10087;
+ getexp 5700,0;
+ mes "[Iromo]";
+ mes "...I'm not in a good mood, get out...";
+ close;
+ }
+ if ((ep13_2_hiki == 8) || (ep13_2_hiki == 9)) {
+ set .@cooltime,checkquest(10085,PLAYTIME);
+ if (.@cooltime == 2) {
+ mes "[Iromo]";
+ mes "You never give up, don't you?";
+ mes "What are you trying to say?";
+ next;
+ mes "[Iromo]";
+ mes "It is frustrating. But...";
+ mes "Why do you care about me so much?";
+ next;
+ if (Sex == 0) {
+ mes "[Iromo]";
+ mes "Really, its not that bad...";
+ mes "I wish I could have a sister like you.";
+ next;
+ }
+ else {
+ mes "[Iromo]";
+ mes "Really, its not that bad...";
+ mes "I wish I could have a brother like you.";
+ next;
+ }
+ mes "[Iromo]";
+ mes "Do you have any stories about siblings?";
+ next;
+ set ep13_2_hiki,9;
+ changequest 10085,10086;
+ mes "[Iromo]";
+ mes "What? Anything to say?";
+ mes "Seriously!";
+ mes "Just leave me alone.";
+ close;
+ }
+ mes "[Iromo]";
+ mes "Thank you for caring...";
+ mes "But that is ok...No thanks...";
+ close;
+ }
+ if (ep13_2_hiki == 7) {
+ set .@goyang,checkquest(10084,HUNTING);
+ if (.@goyang == 2) {
+ mes "[Iromo]";
+ mes "Oh, you made the furious cat";
+ mes "go away from the village?";
+ mes "...Oh, you did..Thanks!";
+ next;
+ mes "[Iromo]";
+ mes "But, I am still scared of";
+ mes "being outside.";
+ mes "I would rather stay at home.";
+ next;
+ set ep13_2_hiki,8;
+ changequest 10084,10085;
+ getexp 4700,0;
+ mes "[Iromo]";
+ mes "Thank you for being helpful.";
+ mes "But, no thanks.";
+ close;
+ }
+ mes "[Iromo]";
+ mes "If I go out, I will see the scary cat.";
+ next;
+ mes "[Iromo]";
+ mes "He will bite me..and";
+ mes "scratch me again.";
+ mes "I should stay at home.";
+ close;
+ }
+ if ((ep13_2_hiki == 6) && (countitem(528) > 0) && (countitem(501) > 0)) {
+ mes "[Iromo]";
+ mes "...Huh? This smell...";
+ mes "This is the one I like the most.";
+ mes "Ha Ha!";
+ next;
+ mes "[Iromo]";
+ mes "But..my mom is beside me.";
+ mes "(Wink, Wink)";
+ next;
+ mes "[Iromo]";
+ mes "...Thanks! I need to hide this.";
+ mes "Anyway, thank you!";
+ next;
+ mes "[Iromo]";
+ mes "It smells so good.";
+ next;
+ mes "[Iromo]";
+ mes "Huh?? If I go out,";
+ mes "then can I get these things?";
+ next;
+ mes "[Iromo]";
+ mes "......";
+ next;
+ mes "[Iromo]";
+ mes "But... I'm scared...";
+ next;
+ mes "[Iromo]";
+ mes "I am scared. If I go out...";
+ mes "No, I don't want to get hurt again.";
+ next;
+ select("Again?");
+ mes "[Iromo]";
+ mes "...there is a weird cat that can walk on two feet.";
+ mes "I like cats so I approached him.";
+ mes "Then suddenly he scratched and bit me.";
+ next;
+ delitem 528,1; //Monster's_Feed
+ delitem 501,1; //Red_Potion
+ set ep13_2_hiki,7;
+ changequest 10083,10084;
+ getexp 3750,0;
+ mes "[Iromo]";
+ mes "I don't want to see the cat again.";
+ mes "If I go out, I will see him. It is scary.";
+ close;
+ }
+ if ((ep13_2_hiki == 3) || (ep13_2_hiki == 4) || (ep13_2_hiki == 5) || (ep13_2_hiki == 5)) {
+ mes "[Iromo]";
+ mes "... I don't like being outside of the village.";
+ mes "Being inside of the house is the best.";
+ close;
+ }
+ if ((ep13_2_hiki == 1) || (ep13_2_hiki == 2)) {
+ mes "[Iromo]";
+ mes "Mother told me that";
+ mes "I should go out and play";
+ mes "with friends. But I don't";
+ mes "want to go out with them.";
+ next;
+ mes "[Iromo]";
+ mes "It is little bit inconvenient that";
+ mes "I can't get delicious food";
+ mes "that grows outside of the village.";
+ mes "I can stand it.";
+ next;
+ set ep13_2_hiki,2;
+ changequest 10079,10080;
+ mes "[Iromo]";
+ mes "But, I can have other food";
+ mes "instead of the outside food.";
+ mes "That way I don't have to go out.";
+ close;
+ }
+ mes "[Iromo]";
+ mes "......";
+ next;
+ mes "[Iromo]";
+ mes "I like my house and my room.";
+ mes "I don't want to go out.";
+ close;
+}
+
+alberta_in,120,93,3 script Iromo's Mother#ep3_2 53,{
+ if (ep13_2_hiki == 8) {
+ mes "[Mother]";
+ mes "Thank you for helping my son.";
+ mes "But I think we can't do anything";
+ mes "about him anymore.";
+ next;
+ mes "[Mother]";
+ mes "Iromo was really active and";
+ mes "curious about the world.";
+ mes "He wanted to see all the";
+ mes "sights of the world.";
+ next;
+ mes "[Mother]";
+ mes "But look at him now.";
+ mes "He doesn't go out anymore.";
+ mes "He is just stuck inside of his room.";
+ next;
+ mes "[Mother]";
+ mes "He became a timid person.";
+ mes "If he has an argument with me,";
+ mes "he doesn't talk to me for a week.";
+ next;
+ mes "[Mother]";
+ mes "You might have";
+ mes "a hard time getting";
+ mes "Iromo to talk to you.";
+ close;
+ }
+ if (ep13_2_hiki == 7) {
+ mes "[Mother]";
+ mes "Oh, I remember";
+ mes "what happened last time...";
+ mes "One day, Iromo came home";
+ mes "with tears in his eyes";
+ mes "And he seemed hurt.";
+ next;
+ mes "[Mother]";
+ mes "It was not a big injury.";
+ mes "I was worried about him so much.";
+ mes "But, he never tells me what happened that day.";
+ next;
+ mes "[Mother]";
+ mes "After that day, he hasn't talked to people much and doesn't go out at all.";
+ next;
+ mes "[Mother]";
+ mes "I hope he tells me what happened that day.";
+ mes "Iromo was such a good boy...";
+ close;
+ }
+ if ((ep13_2_hiki == 4) || (ep13_2_hiki == 5) || (ep13_2_hiki == 6)) {
+ mes "[Mother]";
+ mes "Hum.. Iromo's favorite?";
+ mes "Let me think...";
+ mes "Actually he likes all kinds of food.";
+ mes "He is not picky about food.";
+ next;
+ mes "[Mother]";
+ mes "When he went out with friends,";
+ mes "he spent all his pocket money,";
+ mes "but I don't know what he has been eating.";
+ next;
+ set ep13_2_hiki,3;
+ mes "[Mother]";
+ mes "Oh, why don't you ask Iromo's friend?";
+ mes "I think he would know about his favorite food.";
+ close;
+ }
+ if ((ep13_2_hiki == 2) || (ep13_2_hiki == 3)) {
+ mes "[Mother]";
+ mes "Hum.. Iromo's favorite?";
+ mes "Let me think...";
+ mes "Actually he likes all kinds of food.";
+ mes "He is not picky about food.";
+ next;
+ mes "[Mother]";
+ mes "When he went out with friends,";
+ mes "he spent all his pocket money,";
+ mes "but I don't know what he has been eating.";
+ next;
+ set ep13_2_hiki,3;
+ mes "[Mother]";
+ mes "Oh, why don't you ask Iromo's friend?";
+ mes "I think he would know about his favorite food.";
+ close;
+ }
+ mes "[Mother]";
+ mes "This little boy is my son, Iromo.";
+ next;
+ mes "[Mother]";
+ mes "He used to go out all the time.";
+ mes "He loved playing outside with friends.";
+ next;
+ mes "[Mother]";
+ mes "But, somehow...";
+ mes "he doesn't go out anymore.";
+ next;
+ if (BaseLevel > 40) {
+ set ep13_2_hiki,1;
+ setquest 10079;
+ }
+ mes "[Mother]";
+ mes "I am so worried about him...";
+ mes "What happened to him..?";
+ close;
+}
+
+alberta,45,106,5 script Little Boy#ep3_2 706,{
+ if (ep13_2_hiki == 6) {
+ mes "[Little Boy]";
+ mes "Iromo? He used to like ^FF0000Monster's Feed^000000 and ^FF0000Red Potion^000000.";
+ next;
+ mes "[Little Boy]";
+ mes "Oh ya and one more thing~!";
+ mes "I like Bananas. Haha.";
+ close;
+ }
+ if (ep13_2_hiki == 5) {
+ mes "[Little Boy]";
+ mes "......";
+ next;
+ mes "[Little Boy]";
+ mes "Yummy! Banana is always delicious!";
+ mes "Bananas are the best fruits ever!";
+ next;
+ mes "[Little Boy]";
+ mes "Thanks for the Banana...";
+ mes "Now I can think about";
+ mes "what Iromo likes to eat.";
+ next;
+ mes "[Little Boy]";
+ mes "He used to like junk food.";
+ mes "You know, cheap and weird tasting snacks...";
+ mes "So he had to hide when he had them.";
+ next;
+ mes "[Little Boy]";
+ mes "His mother wouldn't let him";
+ mes "have those kind of snacks...";
+ mes "So he hid them from her.";
+ mes "I don't know why he liked";
+ mes "those junk foods anyways.";
+ next;
+ mes "[Little Boy]";
+ mes "He usually enjoyed having";
+ mes "Monster's Feed.";
+ mes "He said it is good";
+ mes "with Red Potion soup.";
+ mes "He always had a Red Potion and Monster's Feed for his lunch.";
+ next;
+ mes "[Little Boy]";
+ mes "He's got a weird appetite.";
+ mes "I can't understand why he liked";
+ mes "those foods. He was odd...";
+ next;
+ set ep13_2_hiki,6;
+ changequest 10082,10083;
+ mes "[Little Boy]";
+ mes "Anyway, I already told you";
+ mes "what I know about him.";
+ mes "So, I am done now.";
+ mes "Let me know if you have more Bananas. Haha.";
+ mes "I love Bananas~~!";
+ close;
+ }
+ if ((ep13_2_hiki == 4) && (countitem(513) > 0)) {
+ mes "[Little Boy]";
+ mes "Huh? What a delicious smell!";
+ mes "You brought me Bananas!";
+ mes "Oh, thanks so much!";
+ next;
+ mes "[Little Boy]";
+ mes "Let me have them first.";
+ next;
+ mes "[Little Boy]";
+ mes "Chew, chew...";
+ next;
+ mes "[Little Boy]";
+ mes "Yum Yum...";
+ next;
+ delitem 513,1; //Banana
+ set ep13_2_hiki,5;
+ changequest 10081,10082;
+ mes "[Little Boy]";
+ mes "Wait. Wait...";
+ mes "***Gulp***";
+ mes "just a second...";
+ mes "Wait.";
+ close;
+ }
+ if (ep13_2_hiki == 4) {
+ mes "[Little Boy]";
+ mes "Banana~banana~";
+ mes "I love bananas~";
+ next;
+ mes "[Little Boy]";
+ mes "They don't sell bananas in this village...";
+ mes "I am eager to have bananas.";
+ next;
+ mes "[Little Boy]";
+ mes "Oh~ you promised!";
+ mes "Bring bananas for me~!! I will wait for you!";
+ close;
+ }
+ if (ep13_2_hiki == 3) {
+ mes "[Little Boy]";
+ mes "I am hugry. We don't have";
+ mes "much snack bar in this village.";
+ next;
+ mes "[Little Boy]";
+ mes "Huh? Iromo?";
+ mes "Oh, I haven't seen him for a long time...";
+ mes "Hum.. Where is he?";
+ mes "Did he move out?";
+ next;
+ mes "[Little Boy]";
+ mes "Huh? His favorite food?.";
+ mes "Hum.. What was it..?";
+ next;
+ mes "[Little Boy]";
+ mes "If I can remember it can you buy me a banana?";
+ next;
+ mes "[Little Boy]";
+ mes "Banana~banana~";
+ mes "I love bananas~";
+ next;
+ mes "[Little Boy]";
+ mes "They don't sell bananas in this village...";
+ mes "I am eager to have bananas.";
+ next;
+ set ep13_2_hiki,4;
+ changequest 10080,10081;
+ mes "[Little Boy]";
+ mes "Oh, you will buy me a banana?";
+ mes "I'll try to remember what Iromo's favorite food is for sure if you bring it to me.";
+ close;
+ }
+ mes "[Little Boy]";
+ mes "I am hugry. We don't have";
+ mes "much snack bar in this village.";
+ next;
+ mes "[Little Boy]";
+ mes "I hope they sell bananas";
+ mes "in this village.";
+ mes "Like other nice villages.";
+ next;
+ mes "[Little Boy]";
+ mes "This village is so boring...";
+ mes "What a small village.";
+ close;
+}
diff --git a/npc/pre-re/quests/quests_aldebaran.txt b/npc/pre-re/quests/quests_aldebaran.txt
new file mode 100644
index 000000000..9a4bde3f1
--- /dev/null
+++ b/npc/pre-re/quests/quests_aldebaran.txt
@@ -0,0 +1,113 @@
+//===== rAthena Script =======================================
+//= Quest NPCs related to Aldebaran
+//===== By: ==================================================
+//= rAthena Dev Team
+//===== Current Version: =====================================
+//= 1.3
+//===== Compatible With: =====================================
+//= rAthena 7.15 +
+//===== Description: =========================================
+//= 'Doctor Band', 'Feather Bonnet', 'Opera Masque', 'Sakkat Hat' Quests.
+//===== Additional Comments: =================================
+//= Fully working
+//= 1.1 Fixed Doctor Band items [Lupus]
+//= 1.2 Removed Duplicates [Silent]
+//= 1.3 Updated headgear NPC. [L0ne_W0lf]
+//============================================================
+
+
+//=======================================================================================================//
+// 'Doctor Band', 'Feather Bonnet', 'Opera Masque', 'Sakkat Hat' Quest
+//=======================================================================================================//
+aldeba_in,152,166,4 script Trader#01 86,{
+ mes "[Trader]";
+ mes "Who is this mysterious man?";
+ mes "I, the enigmatic and debonair 'Trader?'";
+ next;
+ mes "[Trader]";
+ mes "Traveling about the Rune-Midgard Continent, with all of his wonderful hats? Nobody knows...";
+ next;
+ mes "[Trader]";
+ mes "For what purpose do I collect and trade these hats from all around the world? Choose a hat, get closer to unraveling the mystery...";
+ next;
+ mes " (1) ^3355FFDoctor Band^000000:";
+ mes "1 Red Bandana + 50 Irons + 1 Cracked Diamond + 3500 Zeny";
+ mes " (2)^3355FFFeather Bonnet^000000:";
+ mes "1 Romantic Gent + 300 Feather of Birds + 500 Zeny";
+ mes " (3) ^3355FFPhantom of Opera^000000:";
+ mes "20 Iron + 1 Singing Plant + 5000 Zeny ";
+ mes " (4) ^3355FFSakkat^000000:";
+ mes "120 Trunks + 10000 Zeny ";
+ next;
+ switch(select(" Doctor Band : Feather Bonnet : Phantom of Opera : Sakkat ")) {
+ case 1:
+ if ((countitem(2275) > 0) && (countitem(998) > 49) && (countitem(733) > 0) && (Zeny > 3499)) {
+ delitem 2275,1; //Red_Bandana
+ delitem 998,50; //Iron
+ delitem 733,1; //Crystal_Jewel___
+ set Zeny,Zeny-3500;
+ mes "[Trader]";
+ mes "Hm! You don't have a medical license, do you? It's alright, I've heard about a rogue, unlicensed physician who performed medical miracles! But... That might have been a comic book.";
+ next;
+ mes "[Trader]";
+ mes "Oh whatever. Just don't get caught.";
+ getitem 2273,1; // Doctor_Cap
+ close;
+ }
+ else {
+ mes "[Trader]";
+ mes "You guy~";
+ mes "Check the requirements again.";
+ mes "You don't look like an idiot though. So c'mon man, get real.";
+ close;
+ }
+ case 2:
+ if ((countitem(2247) > 0) && (countitem(916) > 299) && (Zeny > 499)) {
+ delitem 2247,1; //Oldman's_Romance
+ delitem 916,300; //Feather_Of_Birds
+ set Zeny,Zeny-500;
+ mes "[Trader]";
+ mes "Ooh~! You have good fashion sense. I know you've had a hard time collecting this stuff, but this hat is worth it. Take it. All you need now is a fur coat and a cane!";
+ getitem 5018,1; // Feather_Bonnet
+ close;
+ }
+ else {
+ mes "[Trader]";
+ mes "You guy~";
+ mes "Go check my requirements again. You don't look like an idiot though. C'mon man, get real.";
+ close;
+ }
+ case 3:
+ if ((countitem(998) > 19) && (countitem(707) > 0) && (Zeny > 4999)){ //Iron Singing_Plant
+ delitem 998,20; //Iron
+ delitem 707,1; //Singing_Plant
+ set Zeny,Zeny-5000;
+ mes "[Trader]";
+ mes "This one? It's a little bit scary, though it has some sort of romantic quality. What do you think? You like it? Alright, take it, it's yours!";
+ getitem 2281,1; // Phantom_Of_Opera
+ close;
+ }
+ else {
+ mes "[Trader]";
+ mes "Buffoon. Go check the requirements again. ^3355FFPhantom of Opera^000000 isn't easy to come by. So c'mon man, get real.";
+ close;
+ }
+ case 4:
+ if ((countitem(1019) > 119) && (Zeny > 9999)){ //Wooden_Block
+ delitem 1019,120; //Wooden_Block
+ set Zeny,Zeny-10000;
+ mes "[Trader]";
+ mes "If you have a chance to visit the Uplander Village, Payon, please go and meet the Sakkat Craftsman.";
+ next;
+ mes "[Trader]";
+ mes "He's never sold Sakkat to Traders other than me, since only I can recognize its quality. Due to its rarity, Sakkat has become a very unique and exceptional product. Okay! Take it, it's yours!";
+ getitem 2280,1; // Sahkkat
+ close;
+ }
+ else {
+ mes "[Trader]";
+ mes "MORON~ Check my requirements again. C'mon man, you don't look like an idiot, so get real~";
+ close;
+ }
+ }
+}
diff --git a/npc/pre-re/quests/quests_amatsu.txt b/npc/pre-re/quests/quests_amatsu.txt
new file mode 100644
index 000000000..231cee0af
--- /dev/null
+++ b/npc/pre-re/quests/quests_amatsu.txt
@@ -0,0 +1,2182 @@
+//===== rAthena Script =======================================
+//= Quest NPCs related to Amatsu
+//===== By: ==================================================
+//= rAthena team & others? & MasterOfMuppets
+//===== Current Version: =====================================
+//= 1.4a
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Momotaro Event
+//= Sushi Quest
+//= Dungeon Quest
+//===== Additional Comments: =================================
+//= 1.3 Rescripted to Aegis 10.3 Standards. [L0ne_W0lf]
+//= 1.4 Added missing checkweight. [L0ne_W0lf]
+//= 1.4a Fixed typo in condition check [Gepard]
+//============================================================
+
+// Momotaro Event
+//============================================================
+amatsu,223,236,3 script Publisher#ama 763,{
+ if (checkweight(1201,1) == 0) {
+ mes "- Wait a moment!! -";
+ mes "- Currently you are carrying -";
+ mes "- too many items with you. -";
+ mes "- Please store some items into your Kafra storage -";
+ mes "- and try again. -";
+ close;
+ }
+ if (event_momo < 2) {
+ mes "[Publisher]";
+ mes "Hello~!!";
+ mes "Our ^009CFFScroll Publishing Company^000000";
+ mes "is professionally publishing";
+ mes "tales.";
+ mes " ";
+ next;
+ mes "[Publisher]";
+ mes "We established";
+ mes "^3163FFMomotaro Field Trip^000000";
+ mes "to celebrate ^009CFF<Momotaro Story>^000000 selling over a million copies.";
+ next;
+ mes "[Publisher]";
+ mes "Become Momotaro and eliminate";
+ mes "Dokebis, just like in the story!";
+ mes "There will also be rewards.";
+ next;
+ switch(select("What is Momotaro Story?:I want to try!:I'm busy right now...")) {
+ case 1:
+ mes "[Publisher]";
+ mes "Eh~!? How can you not know about";
+ mes "Momotaro? Don't they have this";
+ mes "tale in Rune-Midgard?? Well...";
+ mes "Let me tell you the story.";
+ next;
+ mes "[Publisher]";
+ mes "Long ago, there lived an old married couple. They were happy, but didn't have any children.";
+ next;
+ mes "[Publisher]";
+ mes "One day, while old lady was doing the laundy, she found a humongous";
+ mes "peach. She cut it in half and...";
+ mes "'Poof!' There was a baby inside!";
+ next;
+ mes "[Publisher]";
+ mes "The old man and lady were shocked.";
+ mes "They decided to adopt that baby,";
+ mes "and give him their love...";
+ next;
+ mes "[Publisher]";
+ mes "That baby grew so fast, like that beanstalk from 'Jack and Beanstalk,' and became a strong boy in only a few days.";
+ mes " ";
+ next;
+ mes "[Publisher]";
+ mes "That boy's name was...";
+ mes "<Momotaro>!!!";
+ mes "Momotaro traveled to eliminate";
+ mes "dokebis that were harassing";
+ mes "the towners.";
+ next;
+ mes "[Publisher]";
+ mes "He became friends with";
+ mes "^3163FFYoyo, Picky, and Desert Wolf^000000";
+ mes "and eliminated all of the Dokebis. Then he lived happily ever after with the old couple.";
+ next;
+ mes "[Publisher]";
+ mes "How was it?";
+ mes "Great, right?";
+ mes "I mean, this story sold a million copies!";
+ close;
+ case 2:
+ if (BaseLevel > 29) {
+ mes "[Publisher]";
+ mes "Yay-! You look excited!";
+ mes "You'll be ready to go soon.";
+ mes "Please fill out this registration card.";
+ next;
+ mes "[Publisher]";
+ mes "....................";
+ mes "......Mm.....Let's see.....";
+ mes ".............Good!";
+ mes "Alright, then!";
+ mes "Let it begin~~~!!!!!!!!!";
+ mes "<Momotaro Field Trip>~!";
+ next;
+ warp "ama_test",52,35;
+ end;
+ }
+ mes "[Publisher]";
+ mes "Hmm~";
+ mes "Why don't you train yourself more";
+ mes "and come back?";
+ close;
+ case 3:
+ mes "[Publisher]";
+ mes "Eh?";
+ mes "...But there are sweet rewards waiting...";
+ close;
+ }
+ }
+ else if (event_momo == 4) {
+ mes "[Publisher]";
+ mes "Ah~ What nice weather!";
+ mes "This is the perfect weather to do some reading.";
+ close;
+ }
+ else if (event_momo > 1) {
+ mes "[Publisher]";
+ mes "How was it? Did you have fun?";
+ mes "I hope you had a good time";
+ mes "during the field trip.";
+ mes " ";
+ mes " ";
+ next;
+ mes "[Publisher]";
+ mes "This is your reward for you.";
+ mes "Please continue to enjoy stories~";
+ mes " ";
+ if (event_momo == 3) {
+ set event_momo,4;
+ set .@gift_1,rand(1,10);
+ if (.@gift_1 == 1) {
+ getitem 659,1; //Heart_Of_Her
+ }
+ if (.@gift_1 == 2) {
+ getitem 633,1; //Baked_Yam
+ }
+ if (.@gift_1 == 3) {
+ getitem 634,1; //Tropical_Banana
+ }
+ if (.@gift_1 == 4) {
+ getitem 639,1; //Armlet_Of_Obedience
+ }
+ if (.@gift_1 == 5) {
+ getitem 636,1; //No_Recipient
+ }
+ if (.@gift_1 == 6) {
+ getitem 628,1; //Well_Dried_Bone
+ }
+ if (.@gift_1 == 7) {
+ getitem 637,1; //Old_Broom
+ }
+ if (.@gift_1 == 8) {
+ getitem 635,1; //Horror_Of_Tribe
+ }
+ if (.@gift_1 == 9) {
+ getitem 626,1; //Monster_Juice
+ }
+ if (.@gift_1 == 10) {
+ getitem 641,1; //Contracts_In_Shadow
+ }
+ }
+ else {
+ set event_momo,4;
+ set .@gift_2,rand(1,10);
+ if (.@gift_2 == 1) {
+ getitem 622,1; //Rainbow_Carrot
+ }
+ if (.@gift_2 == 2) {
+ getitem 627,1; //Sweet_Milk
+ }
+ if (.@gift_2 == 3) {
+ getitem 629,1; //Singing_Flower
+ }
+ if (.@gift_2 == 4) {
+ getitem 632,1; //Fatty_Chubby_Earthworm
+ }
+ if (.@gift_2 == 5) {
+ getitem 623,1; //Earthworm_The_Dude
+ }
+ if (.@gift_2 == 6) {
+ getitem 619,1; //Unripe_Apple
+ }
+ if (.@gift_2 == 7) {
+ getitem 621,1; //Bitter_Herb
+ }
+ if (.@gift_2 == 8) {
+ getitem 620,1; //Orange_Juice
+ }
+ if (.@gift_2 == 9) {
+ getitem 625,1; //Lusty_Iron
+ }
+ if (.@gift_2 == 10) {
+ getitem 624,1; //Rotten_Fish
+ }
+ }
+ close;
+ }
+}
+
+ama_test,52,44,3 script Assistant#ama 109,{
+ if (event_momo == 0) {
+ mes "[Satoshi]";
+ mes "Welcome to <Momotaro Field Trip>";
+ mes " ";
+ next;
+ mes "[Satoshi]";
+ mes "I'm Satoshi who is in charge of the waiting room in <Momotaro Field Trip>.";
+ next;
+ mes "[Satoshi]";
+ mes "Originally, I was working for the publishing company, but we lacked workers for the Field Trip...";
+ mes "But working here is much better!";
+ mes "Now I just watch people trying to accomplish the mission. Heh hehe~";
+ next;
+ mes "[Satoshi]";
+ mes "................";
+ mes "Just kidding";
+ mes "*Wipes away sweat*";
+ next;
+ mes "[Satoshi]";
+ mes "Well, let me explain";
+ mes "about the rules in the Field Trip.";
+ mes " ";
+ next;
+ mes "[Satoshi]";
+ mes "First of all...Did you hear";
+ mes "about the story from the publisher?";
+ next;
+ if (select("Yes:No") == 1) {
+ mes "[Satoshi]";
+ mes "Hehe...Good.";
+ mes "Momotaro Story is our";
+ mes "pride. It's the best story EVER.";
+ mes "Hahahah!!!";
+ next;
+ mes "[Satoshi]";
+ mes "...Hmmhmm.";
+ next;
+ mes "[Satoshi]";
+ mes "The Field Trip is simple.";
+ mes "Go inside and eliminate";
+ mes "Dokebis bravely!!!";
+ mes "Just like Momotaro!!!";
+ mes "Understand? Bravely!!!";
+ next;
+ mes "[Satoshi]";
+ mes "In addition, there are three";
+ mes "things you need to know.";
+ next;
+ mes "[Satoshi]";
+ mes "First....";
+ mes "You can't come back once you clear the field trip. Keep that in mind.";
+ next;
+ mes "[Satoshi]";
+ mes "Secondly....";
+ mes "Q-pet is prohibited";
+ mes "inside of the field trip.";
+ mes "If you are with a pet,";
+ mes "please change it to egg status.";
+ next;
+ mes "[Satoshi]";
+ mes "And finally...";
+ mes "One person can be on the";
+ mes "field trip for 6 minutes.";
+ next;
+ mes "[Satoshi]";
+ mes "Well then, please";
+ mes "wait your turn";
+ mes "in the waiting room.";
+ mes "Good luck in fighting!!";
+ close;
+ }
+ mes "[Assistant]";
+ mes "Eh? You can't just";
+ mes "skip the story";
+ mes "when you enter field trip!!";
+ mes "I can't allow you to do that";
+ mes "as Momotaro's fan!!!";
+ next;
+ mes "[Assistant]";
+ mes "Please listen to the story";
+ mes "from the publisher.";
+ mes "Thank you.";
+ mes "Bye~~";
+ next;
+ warp "amatsu",223,230;
+ end;
+ }
+ else if (event_momo == 1) {
+ mes "[Satoshi]";
+ mes "Oh my...Are you alright?";
+ mes "I thought it was entertaining but maybe it was too hard for you?";
+ next;
+ mes "[Satoshi]";
+ mes "Now what are you going to do?";
+ mes "Do you want to go in again?";
+ next;
+ if (select("Yes:No, I want to go back") == 1) {
+ mes "[Satoshi]";
+ mes "The more effort you put into this, the sweeter victory will taste.";
+ mes "Good luck in fighting!";
+ close;
+ }
+ mes "[Satoshi]";
+ mes "Well, I guess the reality of the situation is that you just can't fulfill the role of Momotaro...";
+ mes "Still, don't be depressed.";
+ next;
+ mes "[Satoshi]";
+ mes "I think you've gained enough experience from the field trip.";
+ next;
+ mes "[Assistant]";
+ mes "If you hear a good story,";
+ mes "Please, contact our";
+ mes "publishing company.";
+ mes "Bye-";
+ close2;
+ percentheal 100,0;
+ set event_momo,0;
+ warp "amatsu",223,230;
+ end;
+ }
+ else if (event_momo == 2) {
+ mes "[Satoshi]";
+ mes "Woohoo~ Congratulations!!";
+ mes "You were so great!";
+ next;
+ mes "[Satoshi]";
+ mes "It is time to say good bye.";
+ mes "If you hear a good story,";
+ mes "Please, contact our";
+ mes "publishing company.";
+ mes "Bye-";
+ close2;
+ percentheal 100,0;
+ warp "amatsu",223,230;
+ end;
+ }
+ mes "[Satoshi]";
+ mes "Woohoo~ Congratulations!!";
+ mes "You were so great!!";
+ mes "Even though your finish was kind of weak...";
+ next;
+ mes "[Satoshi]";
+ mes "It is time to say good bye.";
+ mes "If you hear a good story,";
+ mes "Please, contact our";
+ mes "publishing company.";
+ mes "Bye-";
+ close2;
+ warp "amatsu",223,230;
+ end;
+
+OnInit:
+ waitingroom "Waiting Exhibit.",10,"Assistant#ama::OnStartArena",1;
+ enablewaitingroomevent "Assistant#ama";
+ end;
+
+OnStartArena:
+ disablenpc "Coach#ama";
+ donpcevent "Am Mut#ama::Onreset";
+ donpcevent "Dokebi#ez::Onreset";
+ donpcevent "Dokebi#hd::Onreset";
+ enablenpc "Grandma#ama1";
+ enablenpc "Grandpa#ama";
+ warpwaitingpc "ama_test",50,83;
+ donpcevent "Timer#ama::OnEnable";
+ disablewaitingroomevent "Assistant#ama";
+ end;
+
+Onreset:
+ enablewaitingroomevent "Assistant#ama";
+ end;
+}
+
+ama_test,34,25,0 script Hanako chan#ama -1,2,2,{
+OnTouch:
+ mes "[Hanako chan]";
+ mes ".......Eeeeheeheehee";
+ mes ".....................";
+ next;
+ mes "[Hanako chan]";
+ mes "..Eeeeheeheeheeheeheehee";
+ mes "..........................";
+ next;
+ mes "[Hanako chan]";
+ mes "......................";
+ mes "...Want red toilet paper....";
+ mes ".....or bl-ue toilet paper.... ";
+ close;
+}
+
+ama_test,49,93,4 script Grandpa#ama 766,{
+ end;
+
+OnInit:
+ disablenpc "Grandpa#ama";
+ end;
+}
+
+ama_test,50,93,4 script Grandma#ama1 761,10,10,{
+ end;
+
+OnInit:
+ disablenpc "Grandma#ama1";
+ end;
+
+OnTouch:
+ mes "[Grandma]";
+ mes "Arrrk!!!";
+ next;
+ mes "[Grandma]";
+ mes "Honey!! Someone hacked my account and stole my equipment!! ";
+ next;
+ mes "[Grandpa]";
+ mes "Hmm. The Chief said Dokebi earned 20 million zeny by hacking others' accounts...";
+ next;
+ mes "[Grandma]";
+ mes "Dohhhhhhh!!!! ";
+ next;
+ mes "[Grandpa]";
+ mes "....Huh I've heard that somewhere.. ..... ";
+ next;
+ mes "[Grandpa]";
+ mes "Anyway, Momotaro...";
+ next;
+ mes "[Grandpa]";
+ mes "As you know, since we towners spend our time sitting and chatting,";
+ mes "we can't kill Dokebis because we're low level, so...Please do it for us. ";
+ next;
+ mes "[Grandma]";
+ mes "Momotaro...";
+ mes "I really wanted to give you";
+ mes "a handmade ^3163FFYummiest Red Potion in the whole world^000000 ...but...";
+ mes ".....I failed to make them ....";
+ next;
+ mes "[Grandma]";
+ mes "...I'm sorry. I should have been leveling up before...*Sob*";
+ next;
+ mes "[Grandma & Grandpa]";
+ mes "So...Do me this favor, kid~";
+ close2;
+ set event_momo,1;
+ if (countitem(9010) > 0 || countitem(9005) > 0 || countitem(9016) > 0) {
+ disablenpc "Grandpa#ama";
+ disablenpc "Grandma#ama1";
+ donpcevent "Dokebi#ez::OnEnable";
+ }
+ else {
+ disablenpc "Grandpa#ama";
+ disablenpc "Grandma#ama1";
+ donpcevent "Dokebi#hd::OnEnable";
+ }
+ end;
+}
+
+ama_test,34,15,0 script Dokebi#ez -1,{
+OnInit:
+ disablenpc "Dokebi#ez";
+ end;
+
+OnEnable:
+ enablenpc "Dokebi#ez";
+ set .MyMobs,9;
+ monster "ama_test",45,95,"Dokebi",1110,1,"Dokebi#ez::OnMyMobDead";
+ monster "ama_test",45,99,"Dokebi",1110,1,"Dokebi#ez::OnMyMobDead";
+ monster "ama_test",47,101,"Dokebi",1110,1,"Dokebi#ez::OnMyMobDead";
+ monster "ama_test",51,101,"Dokebi",1110,1,"Dokebi#ez::OnMyMobDead";
+ monster "ama_test",55,101,"Dokebi",1110,1,"Dokebi#ez::OnMyMobDead";
+ monster "ama_test",55,97,"Dokebi",1110,1,"Dokebi#ez::OnMyMobDead";
+ monster "ama_test",55,93,"Dokebi",1110,1,"Dokebi#ez::OnMyMobDead";
+ monster "ama_test",53,91,"Dokebi",1110,1,"Dokebi#ez::OnMyMobDead";
+ monster "ama_test",49,91,"Dokebi",1110,1,"Dokebi#ez::OnMyMobDead";
+ end;
+
+Onreset:
+ killmonster "ama_test","Dokebi#ez::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ set .MyMobs,.MyMobs-1;
+ if (.MyMobs < 1) {
+ mapannounce "ama_test","I...I will be baaaack~~~~!!!",bc_map;
+ enablenpc "Coach#ama";
+ set event_momo,2;
+ }
+ else {
+ set .@dokebi_tel,rand(1,4);
+ if (.@dokebi_tel == 1) {
+ mapannounce "ama_test","!!IT'S A RAID!!!! RUN!!",bc_map;
+ }
+ else if (.@dokebi_tel == 2) {
+ mapannounce "ama_test"," Ow, Ouch!!! ",bc_map;
+ }
+ else if (.@dokebi_tel == 3) {
+ mapannounce "ama_test"," But I didn't even do anything Baaad~!!",bc_map;
+ }
+ else if (.@dokebi_tel == 4) {
+ mapannounce "ama_test"," I'm sorry~~ Waaaaah~~ ",bc_map;
+ }
+ }
+ end;
+}
+
+ama_test,34,16,0 script Dokebi#hd -1,{
+OnInit:
+ disablenpc "Dokebi#hd";
+ end;
+
+OnEnable:
+ enablenpc "Dokebi#hd";
+ set .MyMobs,9;
+ monster "ama_test",45,95,"Dokebi",1110,1,"Dokebi#hd::OnMyMobDead";
+ monster "ama_test",45,99,"Dokebi",1110,1,"Dokebi#hd::OnMyMobDead";
+ monster "ama_test",47,101,"Dokebi",1110,1,"Dokebi#hd::OnMyMobDead";
+ monster "ama_test",51,101,"Dokebi",1110,1,"Dokebi#hd::OnMyMobDead";
+ monster "ama_test",55,101,"Dokebi",1110,1,"Dokebi#hd::OnMyMobDead";
+ monster "ama_test",55,97,"Dokebi",1110,1,"Dokebi#hd::OnMyMobDead";
+ monster "ama_test",55,93,"Dokebi",1110,1,"Dokebi#hd::OnMyMobDead";
+ monster "ama_test",53,91,"Dokebi",1110,1,"Dokebi#hd::OnMyMobDead";
+ monster "ama_test",49,91,"Dokebi",1110,1,"Dokebi#hd::OnMyMobDead";
+ end;
+
+Onreset:
+ killmonster "ama_test","Dokebi#hd::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ set .MyMobs,.MyMobs-1;
+ if (.MyMobs < 1) {
+ mapannounce "ama_test"," I will be baaaack~~~~!!!",bc_map;
+ enablenpc "Coach#ama";
+ set event_momo,2;
+ }
+ else {
+ set .@dokebi_tel,rand(1,4);
+ if (.@dokebi_tel == 1) {
+ mapannounce "ama_test","!! IT'S A RAID!!!! RUN!!",bc_map;
+ }
+ if (.@dokebi_tel == 2) {
+ mapannounce "ama_test"," Ow, Ouch!!! ",bc_map;
+ }
+ if (.@dokebi_tel == 3) {
+ mapannounce "ama_test"," But I didn't even do anything Baaaaad~!",bc_map;
+ }
+ if (.@dokebi_tel == 4) {
+ mapannounce "ama_test"," I'm sorry~~! Waaaaah~~ ",bc_map;
+ }
+ }
+ end;
+}
+
+ama_test,50,100,3 script Coach#ama 762,15,15,{
+ mes "[Coach]";
+ mes "Hoho~ Good.";
+ mes "I've been watching you in the VIP room. You were really something.";
+ mes "I was truly amazed.";
+ next;
+ mes "[Coach]";
+ mes "I thought you were really";
+ mes "Momotaro in the story!";
+ mes "Hohohoho...";
+ next;
+ switch(select("Well, well. It is nothing~:It was boring.")) {
+ case 1:
+ mes "[Coach]";
+ mes "...Hohoho..";
+ mes "Don't be so proud of yourself.";
+ mes "When I was young like you,";
+ mes "I squashed Dokebi with";
+ mes "my little finger. Hohoho~";
+ next;
+ mes "[Coach]";
+ mes "..............";
+ mes "...Don't give me that look.";
+ mes "I was just joking. Hmmhmm.";
+ next;
+ mes "[Coach]";
+ mes "Now, the Momotaro story is over.";
+ mes "You can get your reward when you talk to the Publisher lady you saw first.";
+ next;
+ mes "[Coach]";
+ mes "Don't lose your high self-esteem";
+ mes "in the future. Farewell.";
+ close2;
+ donpcevent "Timer#ama::OnDisable";
+ warp "amatsu",223,230;
+ disablenpc "Coach#ama";
+ donpcevent "Assistant#ama::Onreset";
+ end;
+ case 2:
+ mes "[Coach]";
+ mes ".....!!!!!!";
+ mes "....Hohohoho..";
+ mes "You're pretty funny.";
+ mes "Alright, hot stuff.";
+ mes "Do you want to listen to my proposal?";
+ next;
+ mes "[Coach]";
+ mes "At this point I'm supposed to send you back...BUT!";
+ mes "I really want to know";
+ mes "what you are capable of. Hehe~";
+ mes "Hohoho~";
+ next;
+ mes "[Coach]";
+ mes "So, I will give you a chance.";
+ mes "But if you fail,";
+ mes "^3163FFyou can't take this challenge.^000000";
+ mes "Also, this mission will be pretty hard.";
+ next;
+ if (select("Nah.. I'm good.:Bring it on, foo'!") == 1) {
+ mes "[Coach]";
+ mes "Hoho~I understand...";
+ mes "You must be exhausted from the previous battle. It would have been a grand battle, though...";
+ next;
+ mes "[Coach]";
+ mes "Now, the Momotaro story is over.";
+ mes "You can get your reward";
+ mes "when you talk to";
+ mes "the Publisher lady you first spoke to.";
+ next;
+ mes "[Coach]";
+ mes "Don't lose your high self-esteem";
+ mes "in the future. Farewell.";
+ next;
+ warp "amatsu",223,230;
+ disablenpc "Coach#ama";
+ donpcevent "Timer#ama::OnDisable";
+ donpcevent "Assistant#ama::Onreset";
+ end;
+ }
+ mes "[Coach]";
+ mes "Hohoho~ I like your attitude.";
+ mes "Now, this is the last battle!";
+ mes "Show me what you got.";
+ mes "I'm looking forward to this.";
+ percentheal 70,0;
+ disablenpc "Coach#ama";
+ donpcevent "Am Mut#ama::OnEnable";
+ close;
+ }
+
+OnInit:
+ disablenpc "Coach#ama";
+ end;
+
+OnTouch:
+ mes "[Coach]";
+ mes "Boom bam Boooom!!!";
+ mes "Tada~~~ !";
+ close;
+}
+
+ama_test,34,17,0 script Am Mut#ama -1,{
+OnInit:
+ disablenpc "Am Mut#ama";
+ end;
+
+OnEnable:
+ enablenpc "Am Mut#ama";
+ set .MyMobs,3;
+ monster "ama_test",35,102,"Am Mut",1301,1,"Am Mut#ama::OnMyMobDead";
+ monster "ama_test",40,91,"Am Mut",1301,1,"Am Mut#ama::OnMyMobDead";
+ monster "ama_test",56,108,"Am Mut",1301,1,"Am Mut#ama::OnMyMobDead";
+ end;
+
+Onreset:
+ killmonster "ama_test","Am Mut#ama::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ set .MyMobs,.MyMobs-1;
+ if (.MyMobs < 1) {
+ enablenpc "Coach#after";
+ }
+ else {
+ set .@am_mut_tel,rand(1,3);
+ if (.@am_mut_tel == 1) {
+ mapannounce "ama_test"," Augh!! I, I made mistake...!",bc_map;
+ }
+ if (.@am_mut_tel == 2) {
+ mapannounce "ama_test"," Ugh...How could I lose?!... ",bc_map;
+ }
+ if (.@am_mut_tel == 3) {
+ mapannounce "ama_test"," Mommmmy~~!!!",bc_map;
+ }
+ }
+ end;
+}
+
+ama_test,50,100,3 script Coach#after 762,5,5,{
+ end;
+
+OnInit:
+ disablenpc "Coach#after";
+ end;
+
+OnTouch:
+ mes "[Coach]";
+ mes "( Clap- Clap- Clap- )";
+ next;
+ mes "[Coach]";
+ mes "Hohoho~ You are really something.";
+ mes "You've got the moves, kiddo.";
+ mes "I'll give you that.";
+ next;
+ mes "[Coach]";
+ mes "Well, time's up so...";
+ mes "Let me show you the exit.";
+ mes "I had a great time...";
+ mes "Don't forget to get your reward~";
+ close2;
+ set event_momo,3;
+ warp "amatsu",223,230;
+ disablenpc "Coach#after";
+ donpcevent "Timer#ama::OnDisable";
+ donpcevent "Assistant#ama::Onreset";
+ end;
+}
+
+ama_test,34,18,0 script Timer#ama -1,{
+OnInit:
+ disablenpc "Timer#ama";
+ end;
+
+OnEnable:
+ enablenpc "Timer#ama";
+ initnpctimer;
+ end;
+OnDisable:
+ stopnpctimer;
+ end;
+
+OnTimer1000:
+ mapannounce "ama_test"," The Timer has been activated. You have 6 minutes. Annihilate the monsters in time! ",bc_map;
+ end;
+
+OnTimer181000:
+ mapannounce "ama_test"," 3 minutes left. ",bc_map;
+ end;
+
+OnTimer301000:
+ mapannounce "ama_test"," 1 minute left. ",bc_map;
+ end;
+OnTimer361000:
+ mapannounce "ama_test","Beep- Beep- Beep- Time over.",bc_map;
+ end;
+
+OnTimer361500:
+ enablenpc "backwarp#ama";
+ end;
+
+OnTimer362000:
+ disablenpc "backwarp#ama";
+ end;
+
+OnTimer362500:
+ donpcevent "Assistant#ama::Onreset";
+ donpcevent "Timer#ama::OnDisable";
+ end;
+}
+
+ama_test,50,100,0 script backwarp#ama -1,25,25,{
+OnInit:
+ disablenpc "backwarp#ama";
+ end;
+
+OnTouch:
+ warp "amatsu",115,95;
+ end;
+}
+
+// Sushi Quest
+//============================================================
+ama_in01,162,17,1 script Sushi Master#ama 765,{
+ set .@now_weight,MaxWeight-Weight;
+ if (.@now_weight < 5000) {
+ mes "[Magumagu]";
+ mes "Hey. You look really heavy.";
+ mes "Don't you have trouble walking?";
+ mes "I'm sorry, but there is no space";
+ mes "to put down your stuff in my shop.";
+ next;
+ mes "[Magumagu]";
+ mes "Put some of your stuff away somewhere.";
+ mes "Why are you carrying so much...?";
+ mes "Huhuhu...";
+ close;
+ }
+ else if (ama_sushi == 4) {
+ mes "[Magumagu]";
+ mes "Training to slice raw fish";
+ mes "daily will make you a master sushi chef.";
+ mes "So don't waste your time in here, and learn what you are good at.";
+ mes " ";
+ close;
+ }
+ else if (fish_r == 1) {
+ if (countitem(529) > 9) {
+ mes "[Magumagu]";
+ mes "Oh! I really appreciate it.";
+ mes "Right on time!";
+ mes "I really need them to make a dessert.";
+ next;
+ mes "[Magumagu]";
+ mes "Thanks. It's nothing, but";
+ mes "I will give you my shop's special cuisine, Fish Slice, in return.";
+ next;
+ set fish_r,0;
+ delitem 529,10; //Candy
+ getitem 544,15; //Fish_Slice
+ mes "[Magumagu]";
+ mes "Here's 15 fish slices.";
+ mes "Please enjoy this food with your friends.";
+ mes "And come back whenever you miss the flavor of Amatsu cuisine.";
+ close;
+ }
+ mes "[Magumagu]";
+ mes "Oh man, you didn't prepare";
+ mes "what I asked for...";
+ mes "Do not forget what I asked.";
+ next;
+ mes "[Magumagu]";
+ mes "10 ^0000FFCandy^000000";
+ mes "You didn't forget it, right?";
+ mes "Bring me these supplies, please.";
+ close;
+ }
+ else if (fish_r == 2) {
+ if (countitem(964) > 9) {
+ mes "[Magumagu]";
+ mes "Oh! I really appreciate it.";
+ mes "Right on time!";
+ mes "I need them to make a sauce.";
+ next;
+ mes "[Magumagu]";
+ mes "Thanks. It is nothing, but";
+ mes "I will give you two sets of Sushi in return.";
+ next;
+ set fish_r,0;
+ delitem 964,10; //Crap_Shell
+ getitem 551,20; //Shusi
+ mes "[Magumagu]";
+ mes "Share it with your friends";
+ mes "and family members.";
+ mes "Please come again.";
+ close;
+ }
+ mes "[Magumagu]";
+ mes "Oh man, you didn't prepare";
+ mes "what I asked for...";
+ mes "Do not forget what I asked.";
+ next;
+ mes "[Magumagu]";
+ mes "10 ^0000FFCrab Shells^000000...";
+ mes "You didn't forget it, right?";
+ mes "Bring me these supplies, please.";
+ close;
+ }
+ else if (fish_r == 3) {
+ if (countitem(961) > 9) {
+ mes "[Magumagu]";
+ mes "Oh! I really appreciate it.";
+ mes "Right on time!";
+ mes "I was preparing appetizers...";
+ next;
+ mes "[Magumagu]";
+ mes "Thanks. It is nothing but";
+ mes "I will give you several sets of Sushi in return.";
+ next;
+ set fish_r,0;
+ delitem 961,10; //Conch
+ getitem 551,30; //Shusi
+ mes "[Magumagu]";
+ mes "These are for three people,";
+ mes "so share them with your friends.";
+ mes "Come back again if you feel like helping out some more.";
+ close;
+ }
+ mes "[Magumagu]";
+ mes "Oh man, you didn't prepare";
+ mes "what I asked for...";
+ mes "Do not forget what I asked.";
+ next;
+ mes "[Magumagu]";
+ mes "10 ^0000FFConches^000000";
+ mes "You didn't forget it, right?";
+ mes "Bring me these supplies, please.";
+ close;
+ }
+ else if (fish_r == 4) {
+ if (countitem(1023) > 9) {
+ mes "[Magumagu]";
+ mes "Oh! I really appreciate it.";
+ mes "Right on time!";
+ mes "I was decorating a platter.";
+ next;
+ mes "[Magumagu]";
+ mes "Thanks. It is nothing but";
+ mes "I will give you a large amount of food in return.";
+ next;
+ delitem 1023,10; //Fish_Tail
+ set fish_r,0;
+ getitem 544,20; //Fish_Slice
+ getitem 551,30; //Shusi
+ mes "[Magumagu]";
+ mes "You can feed your guild";
+ mes "with this food.";
+ mes "Come back with a friend.";
+ close;
+ }
+ mes "[Magumagu]";
+ mes "Oh man, you didn't prepare";
+ mes "what I asked for...";
+ mes "Do not forget what I asked.";
+ next;
+ mes "[Magumagu]";
+ mes "10 ^0000FFFish Tails^000000";
+ mes "You didn't forget it, right?";
+ mes "Bring me these supplies, please.";
+ close;
+ }
+ else if (fish_r == 5) {
+ if (countitem(736) > 0) {
+ mes "[Magumagu]";
+ mes "Oh! I really appreciate it.";
+ mes "Right on time!";
+ mes "I didn't have a white platter.";
+ next;
+ mes "[Magumagu]";
+ mes "Thanks. It is nothing but";
+ mes "I will give you two sets of Sushi in return.";
+ next;
+ delitem 736,1; //White_Platter
+ set fish_r,0;
+ getitem 551,20; //Shusi
+ mes "[Magumagu]";
+ mes "Share it with your friends";
+ mes "and family members.";
+ mes "Please come again.";
+ close;
+ }
+ mes "[Magumagu]";
+ mes "Oh man, you didn't prepare";
+ mes "what I asked for...";
+ mes "Do not forget what I asked.";
+ next;
+ mes "[Magumagu]";
+ mes "I need a white platter:";
+ mes "1 ^0000FFChina^000000";
+ mes "You didn't forget it, right?";
+ mes "Bring it to me, okay?";
+ close;
+ }
+ else if (fish_r == 6) {
+ if (countitem(950) > 99) {
+ if (ama_sushi == 2) {
+ mes "[Magumagu]";
+ mes "..............................";
+ next;
+ mes "[Magumagu]";
+ mes "You are a really kind person.";
+ mes "You have brought everything";
+ mes "that I've asked you...";
+ next;
+ mes "[Magumagu]";
+ mes "You are not the first foreigner";
+ mes "I have encountered. Amatsu is getting more and more tourists.";
+ mes "I just wanted to test you.";
+ mes " ";
+ next;
+ mes "[Magumagu]";
+ mes "Your job was just errands but";
+ mes "I wanted to know...";
+ mes "how you devote yourself,";
+ mes "how serious you are about completing your job and not giving up.";
+ next;
+ mes "[Magumagu]";
+ mes "I was thinking,";
+ mes "'If there is a person like that,";
+ mes "I would give that person everything about cooking that I have mastered";
+ next;
+ mes "[Magumagu]";
+ mes "And.....";
+ mes "You...";
+ mes "You are the one.";
+ next;
+ mes "[Magumagu]";
+ mes "I'm old now. No one knows how long I can hold this knife. You have been chosen to inherit my culinary art...";
+ mes " ";
+ next;
+ delitem 950,100; //Heart_Of_Mermaid
+ set ama_sushi,4;
+ getitem 1144,1; //Sasimi
+ mes "[Magumagu]";
+ mes "Here, take my knife.";
+ mes "From now on, make fine cuisine with that knife.";
+ mes "...Learn how to slice a fish.";
+ mes " ";
+ mes " ";
+ next;
+ mes "[Magumagu]";
+ mes "From now on, I will no longer ask you favors and give you fish slices in return....";
+ mes "Practice your skill with that knife and teach mainlanders the pleasure of fine cuisine...";
+ close;
+ }
+ else {
+ mes "[Magumagu]";
+ mes "Wow...these are real hearts of";
+ mes "mermaid. The legends saying";
+ mes "that these could be found in another continent were true...";
+ mes " ";
+ next;
+ mes "[Magumagu]";
+ mes "Gathering all these must have been hard...Well, then.";
+ mes "Today, I will use all of my";
+ mes "ingredients to make a special cuisine for you!";
+ next;
+ mes "[Magumagu]";
+ mes "Give me a moment...";
+ mes "I shall show you my ^0000FFtrue culinary skill^000000.";
+ next;
+ delitem 950,20; //Heart_Of_Mermaid
+ getitem 551,20; //Shusi
+ mes "[Magumagu]";
+ mes "Try these first.";
+ mes "Made from the freshest ingredients.";
+ next;
+ delitem 950,20; //Heart_Of_Mermaid
+ getitem 544,20; //Fish_Slice
+ mes "[Magumagu]";
+ mes "Try these too.";
+ mes "My shop's fish slices are the best of the best!";
+ next;
+ delitem 950,20; //Heart_Of_Mermaid
+ getitem 551,20; //Shusi
+ mes "[Magumagu]";
+ mes "Have some more. Don't say no...!";
+ mes "Isn't it good? Huh? Isn't it good?";
+ next;
+ delitem 950,20; //Heart_Of_Mermaid
+ getitem 544,20; //Fish_Slice
+ mes "[Magumagu]";
+ mes "Haha~! Not done yet!";
+ mes "It's okay, have some more!";
+ next;
+ delitem 950,20; //Heart_Of_Mermaid
+ getitem 544,10; //Fish_Slice
+ getitem 551,10; //Shusi
+ mes "[Magumagu]";
+ mes "Take the leftovers.";
+ mes "You look stuffed...";
+ mes "Share the rest with your friends and family.";
+ next;
+ set ama_sushi,ama_sushi+1;
+ set fish_r,0;
+ mes "[Magumagu]";
+ mes "Thanks a lot for today! Haha!";
+ mes "Come back again when you feel like helping. Take care...!!!";
+ close;
+ }
+ }
+ mes "[Magumagu]";
+ mes "Oh man, you didn't prepare";
+ mes "what I asked for...";
+ mes "Do not forget what I asked.";
+ next;
+ mes "[Magumagu]";
+ mes "100 ^0000FFHearts of Mermaid^000000, okay?";
+ mes "You didn't forget it, right?";
+ mes "Bring me the supplies, please.";
+ close;
+ }
+ mes "[Magumagu]";
+ mes "Holy cow~";
+ mes "This is a problem.....";
+ mes "There are so many customers, but I can't get all the ingredients that I need...";
+ next;
+ mes "[Magumagu]";
+ mes "This is horrible...";
+ mes "Some of my customers will not get";
+ mes "the chance to eat fine Amatsu cuisine...";
+ mes " ";
+ next;
+ mes "[Magumagu]";
+ mes "Well, well. Are you a customer?";
+ mes "Welcome. As always, my shop";
+ mes "highly values the freshness of";
+ mes "fish slices. What brings you down here...?";
+ next;
+ switch(select("I would like to buy Sushi:I would like to buy fish slice:Do you need assistance?:Keep up the good work")) {
+ case 1:
+ mes "[Magumagu]";
+ mes "Alright...! How many?";
+ mes "A set of Sushi is 700z. If you";
+ mes "want just 1 Sushi. It is 74z.";
+ mes "If you want more, tell me.";
+ next;
+ switch(select("700z A set!:74z A piece!:I will try it later")) {
+ case 1:
+ if (Zeny < 700) {
+ mes "[Magumagu]";
+ mes "Oh man, you don't have enough money.";
+ mes "If you want to eat delicious fish slices, you better bring more money.";
+ close;
+ }
+ set zeny,zeny-700;
+ getitem 551,10; //Shusi
+ mes "[Magumagu]";
+ mes "There you go. If you like the taste, please order some more.";
+ close;
+ case 2:
+ if (Zeny < 74) {
+ mes "[Magumagu]";
+ mes "Oh man, you don't have enough money.";
+ mes "If you want to eat delicious Sushi,";
+ mes "you better bring more money.";
+ close;
+ }
+ set zeny,zeny-74;
+ getitem 551,1; //Shusi
+ mes "[Magumagu]";
+ mes "There you go. If you like the taste, please order some more.";
+ close;
+ case 3:
+ mes "[Magumagu]";
+ mes "Up to you. My Sushi is";
+ mes "the best of the best! The taste";
+ mes "and freshness are the best in the";
+ mes "world. If you have time, try my Sushi.";
+ close;
+ }
+ case 2:
+ mes "[Magumagu]";
+ mes "Alright...! How many?";
+ mes "A set of fish slices is 350z.";
+ mes "1 fish slice is 37z.";
+ mes "If you want more, tell me.";
+ next;
+ switch(select("350z A set!:37z A piece!:I will try it later")) {
+ case 1:
+ if (Zeny < 350) {
+ mes "[Magumagu]";
+ mes "Oh man, you don't have enough money.";
+ mes "If you want to eat delicious fish slices, you better bring more money.";
+ close;
+ }
+ set zeny,zeny-350;
+ getitem 544,10; //Fish_Slice
+ mes "[Magumagu]";
+ mes "There you go. If you like the taste, please order some more.";
+ close;
+ case 2:
+ if (Zeny < 37) {
+ mes "[Magumagu]";
+ mes "Oh man, you don't have enough money.";
+ mes "If you want to eat delicious fish slice, you better bring more money.";
+ mes "";
+ close;
+ }
+ set zeny,zeny-37;
+ getitem 544,1; //Fish_Slice
+ mes "[Magumagu]";
+ mes "There you go. If you like the taste, please order some more.";
+ close;
+ case 3:
+ mes "[Magumagu]";
+ mes "Up to you. My fish slice is";
+ mes "the best of the best! The taste";
+ mes "and freshness are the best in the";
+ mes "world. If you have time, try my fish slices.";
+ close;
+ }
+ case 3:
+ if (BaseJob == Job_Novice) {
+ mes "[Magumagu]";
+ mes "Haha~ YOU are the one who needs";
+ mes "assistance! Help others";
+ mes "when you can take care of yourself.";
+ mes " ";
+ close;
+ }
+ else {
+ mes "[Magumagu]";
+ mes "Some help would be great~!!";
+ mes "I was worried because we always";
+ mes "run out of ingredients...";
+ mes "Will you do me a favor?";
+ mes "I will reward you.";
+ next;
+ set .@fish_m1,rand(1,10);
+ if (.@fish_m1 == 1 || .@fish_m1 == 2) {
+ set fish_r,1;
+ mes "[Magumagu]";
+ mes "I need some candies to make";
+ mes "a dessert for the customers.";
+ mes "Bring me ^0000FF10 Candy^000000.";
+ mes "It's not hard, right?";
+ mes " ";
+ }
+ else if (.@fish_m1 == 3 || .@fish_m1 == 4) {
+ set fish_r,2;
+ mes "[Magumagu]";
+ mes "I need some crab shells to make";
+ mes "a sauce for my cuisine...";
+ mes "If you bring me ^0000FF10 Crab Shells^000000,";
+ mes "I will reward you.";
+ mes "Okay?";
+ }
+ else if (.@fish_m1 == 5 || .@fish_m1 == 6) {
+ set fish_r,3;
+ mes "[Magumagu]";
+ mes "I have used all of my conches.";
+ mes "I need it to make an appetizer...";
+ mes "Please bring me ^0000FF10 Conches^000000.";
+ mes "It is hard to find conches around here...";
+ mes "Please do me this favor.";
+ }
+ else if (.@fish_m1 == 7 || .@fish_m1 == 8) {
+ set fish_r,4;
+ mes "[Magumagu]";
+ mes "Decorative fish tails are out of";
+ mes "stock. This is urgent...";
+ mes "Please bring me ^0000FF10 fish tails^000000.";
+ mes "They are always missing when I need them badly...";
+ mes "Please do me this favor.";
+ }
+ else if (.@fish_m1 == 9) {
+ set fish_r,5;
+ mes "[Magumagu]";
+ mes "We are missing a platter to serve";
+ mes "fish slices to customers.";
+ mes "This is horrible...";
+ mes "Will you buy me some fine porcelain ^0000FFChina^000000?";
+ mes "I can't just put food anywhere...";
+ }
+ else {
+ if (rand(1,10) == 1) {
+ set fish_r,6;
+ mes "[Magumagu]";
+ mes "Don't ask me why...";
+ mes "But, I need something special...";
+ mes "^0000FF100 Hearts of Mermaid^000000.....";
+ mes "I know that it sounds impossible, but it is really important to me...";
+ next;
+ mes "[Magumagu]";
+ mes "Don't ask any questions";
+ mes "about my request...";
+ mes "Just keep what I want in mind.";
+ }
+ else {
+ set fish_r,5;
+ mes "[Magumagu]";
+ mes "We are missing a platter to serve";
+ mes "fish slices to customers.";
+ mes "This is horrible...";
+ mes "Will you buy me some fine porcelain ^0000FFChina^000000? I can't just put food anywhere...";
+ }
+ }
+ next;
+ mes "[Magumagu]";
+ mes "Well, good luck to you...";
+ mes "I will be waiting for you.";
+ mes "Don't forget what I asked...";
+ close;
+ }
+ case 4:
+ mes "[Magumagu]";
+ mes "Haha, you won't forget the flavor of my fish slice once you've";
+ mes "tasted it. If you have time, try my fish slices.";
+ mes " ";
+ close;
+ }
+}
+
+// Dungeon Quest
+//============================================================
+amatsu,112,164,4 script Gate Soldier#ama1 767,{
+ mes "[Gate Soldier]";
+ mes "This is the great palace,";
+ mes "Toukoujyo.";
+ mes "Locals are prohibited";
+ mes "from entering...";
+ next;
+ mes "[Gate Soldier]";
+ mes "Your attire looks unfamiliar.";
+ mes "Are you from another continent?";
+ mes "The lord has granted entrance to";
+ mes "tourists, so you can go in.";
+ mes " ";
+ close;
+}
+
+amatsu,119,164,4 script Gate Soldier#ama2 767,{
+ mes "[Gate Soldier]";
+ mes "Are you from Rune-Midgard?";
+ mes "Welcome to Amatsu.";
+ mes "Visit our lord in Chun-Su-Gak";
+ mes "when you go in.";
+ mes " ";
+ next;
+ mes "[Gate Soldier]";
+ mes "He is really kind.";
+ mes "He invested in various fields for";
+ mes "Amatsu, and intercontinental trade was his idea.";
+ close;
+}
+
+ama_in02,207,40,6 script Gate Soldier#ama3 767,{
+ mes "[Gate Soldier]";
+ mes "Welcome. The lord of the palace";
+ mes "has specially allowed guests";
+ mes "from other continents.";
+ next;
+ mes "[Gate Soldier]";
+ mes "Look around and take your time.";
+ mes "Please enjoy your stay.";
+ close;
+}
+
+ama_in02,207,49,6 script Gate Soldier#ama4 767,{
+ mes "[Gate Soldier]";
+ mes "The lord is really nice guy.";
+ mes "Who would know that our town was";
+ mes "once a small village?";
+ next;
+ mes "[Gate Soldier]";
+ mes "I thank him for hiring me.";
+ mes "These days, he seems to have";
+ mes "troubles on his mind.";
+ mes "Lately, he's been looking pretty gloomy.";
+ mes " ";
+ close;
+}
+
+amatsu,164,174,4 script Gate Soldier#ama5 767,{
+ mes "[Gate Soldier]";
+ if (event_amatsu == 0) {
+ mes "You can't enter here.";
+ mes "The mother of our lord is resting in here. She needs her rest.";
+ next;
+ set event_amatsu,1;
+ mes "[Gate Soldier]";
+ mes "She has been sick for months.";
+ mes "That is why she is staying in here.";
+ mes "It's a pretty fearsome sickness...";
+ }
+ else if (event_amatsu == 1) {
+ mes "She should regain her health...";
+ mes "But still, my lord is worrying so much.";
+ mes " ";
+ }
+ else if (event_amatsu == 5) {
+ mes "Augh! I was suprised by that loud sound.";
+ mes "What happened? Huh?";
+ mes " ";
+ }
+ else if (event_amatsu == 6) {
+ mes "The mother of our lord hasn't";
+ mes "fully recovered her health.";
+ mes "Still, she is better than before.";
+ mes " ";
+ }
+ else {
+ mes "If you are sent by my lord,";
+ mes "it is okay to enter...";
+ mes "But you wouldn't be able to cure";
+ mes "her. Many others tried and failed.";
+ }
+ close;
+}
+
+amatsu,171,174,4 script Gate Soldier#ama6 767,{
+ mes "[Gate Soldier]";
+ if (event_amatsu == 0) {
+ mes "You can't enter here.";
+ mes "The mother of our lord is resting in here.";
+ mes " ";
+ next;
+ set event_amatsu,1;
+ mes "[Gate Soldier]";
+ mes "She has been sick for months.";
+ mes "That is why she is staying in here.";
+ mes "...";
+ }
+ else if (event_amatsu == 1) {
+ mes "Please, be quiet.";
+ mes "The mother of the lord is staying in here. She needs to relax.";
+ next;
+ mes "[Gate Soldier]";
+ mes "Why is this happening";
+ mes "to my kind lord...";
+ mes "How can it be? *Sob*...";
+ }
+ else if (event_amatsu == 5) {
+ mes "Eh? Something was flying";
+ mes "in the sky... You didn't see? Ugh.";
+ mes "That sound suprised me.";
+ }
+ else if (event_amatsu == 6) {
+ mes "Now our lord is relieved.";
+ mes "We were so worrying about it so much.";
+ mes "Now, it is okay... *sob*.";
+ }
+ else {
+ mes "Oh...man. People from the other";
+ mes "continents are all doctors!";
+ mes "How many doctors have come to visit?! I can't even count anymore!";
+ }
+ close;
+}
+
+ama_in02,187,57,2 script Soldier#ama1 767,{
+ mes "[Ichiro]";
+ mes "Welcome.";
+ mes "Our lord prepared guest rooms";
+ mes "for travelers like you.";
+ next;
+ mes "[Ichiro]";
+ mes "If you are having any problems,";
+ mes "tell me. I would appreciate it if you talk to our lord of the";
+ mes "palace. This is all provided by him.";
+ close;
+}
+
+ama_in02,170,62,4 script Soldier#ama2 767,{
+ mes "[Jiro]";
+ mes "I'm Jiro, the administrator";
+ mes "of this Palace. What can I do for you?";
+ next;
+ switch(select("Issue me a Transit Permit:I want to live in Amatsu:Nothing")) {
+ case 1:
+ if (event_amatsu == 6) {
+ if (countitem(7160) > 0) {
+ mes "[Jiro]";
+ mes "You already have one...";
+ mes "You don't need to have two of them.";
+ close;
+ }
+ mes "[Jiro]";
+ mes "Did you lose your Transit Permit?";
+ mes "You need to pay 10,000 zeny as a tax";
+ mes "to issue another Transit Permit.";
+ next;
+ if (select("Issue one:Talk to you later") == 1) {
+ set zeny,zeny-10000;
+ getitem 7160,1; //Lord's_Passable_Ticket
+ mes "[Jiro]";
+ mes "There you go.";
+ mes "Don't lose it this time.";
+ close;
+ }
+ mes "[Jiro]";
+ mes "Okay, then...";
+ mes "Talk to me when you need help.";
+ close;
+ }
+ mes "[Gate Soldier]";
+ mes "The lord announced that";
+ mes "he grants guests from Rune-Midgard the right to go anywhere.";
+ mes "You don't need me to issue you a Transit Permit.";
+ close;
+ case 2:
+ mes "[Jiro]";
+ mes "That is impossible. You're free to";
+ mes "go anywhere in Amatsu, but my lord doesn't want to concern himself with immigration.";
+ mes "Instead of that, you can stay here as long as you want.";
+ close;
+ case 3:
+ mes "[Jiro]";
+ mes "Well then...";
+ mes "Talk to me when you need help.";
+ close;
+ }
+}
+
+ama_in02,37,157,4 script Soldier#ama3 767,{
+ mes "[Saburo]";
+ mes "This is the training ground for improving our battle skills.";
+ mes "Please look around...";
+ next;
+ mes "[Saburo]";
+ mes "By the way, recently I've felt";
+ mes "like the soldiers have changed";
+ mes "lately. How do I say it...";
+ mes "Their faces are gloomy and";
+ mes "some of them are no longer around.";
+ mes "Have they gone to Rune-Midgard??";
+ next;
+ mes "[Saburo]";
+ mes "In this job, I encounter";
+ mes "many strangers. But downstairs,";
+ mes "there's a guest from a distant land who seems suspicious...";
+ mes "I told my guards to watch him...";
+ next;
+ mes "[Saburo]";
+ mes "Of course, my lord precisely knows everything that's going on.";
+ mes "Haha, don't take what I said seriously~";
+ mes "See ya...";
+ close;
+}
+
+ama_in02,32,51,6 script Soldier#ama4 767,{
+ mes "[Shiro]";
+ mes "*Cough, Cough* What...";
+ mes "Don't talk to me...";
+ mes "*Cough, Cough*... Oh, my freakin' neck.";
+ next;
+ mes "[Shiro]";
+ mes "That quack's cold medicine";
+ mes "is useless! I should never have trusted people from Rune-Midgard!";
+ mes "*Cough, Cough*...";
+ next;
+ mes "[Shiro]";
+ mes "I don't know why but...";
+ mes "I'm getting worse and worse...";
+ mes "What kind of cold is this?";
+ mes "*Cough*... *Cough*...";
+ close;
+}
+
+ama_in02,40,167,3 script Soldier#ama5 767,{
+ mes "[Goro]";
+ mes "*Psst*... Please, be quiet.";
+ mes "I will tell you a story, okay?";
+ mes " ";
+ next;
+ mes "[Goro]";
+ mes "There is a rumor in Amatsu.";
+ mes "The lord of this palace isn't";
+ mes "real... *Psst*, Quiet!";
+ mes "Don't panic and listen to me.";
+ next;
+ mes "[Goro]";
+ mes "There is a real lord behind";
+ mes "the kind lord and he is scheming";
+ mes "something. He is controlling";
+ mes "our town in some hidden place.";
+ mes "...Our kind lord is just a figurehead~!";
+ next;
+ mes "[Goro]";
+ mes "It's for real! Trust me~";
+ mes "I saw him. The lord who was";
+ mes "laughing at the town on the";
+ mes "TenguGak!!";
+ mes "Just don't tell anyone that I've told you this, okay?";
+ close;
+}
+
+ama_in02,32,167,5 script Soldier#ama6 767,{
+ mes "[Rokuro]";
+ mes "He always talks nonsense.";
+ mes "He says that our lord";
+ mes "is not real, but a fake.";
+ mes "It's not even funny.";
+ next;
+ mes "[Rokuro]";
+ mes "However, it is true that";
+ mes "recently, weird things are";
+ mes "happening. There were no";
+ mes "prohibited places before...";
+ next;
+ mes "[Rokuro]";
+ mes "I hear strange sounds sometimes.";
+ mes "The mother of the lord has been";
+ mes "visited by doctors several times.";
+ mes "I guess her health hasn't";
+ mes "improve after their visits...";
+ close;
+}
+
+ama_in02,42,34,2 script Soldier#ama7 767,{
+ mes "[Shichiro]";
+ mes "Have a good time.";
+ mes "My lord prepared some";
+ mes "guest rooms.";
+ next;
+ mes "[Shichiro]";
+ mes "If you have any problems,";
+ mes "please call me. Also, try not to disturb the other guests.";
+ mes " ";
+ next;
+ mes "[Shichiro]";
+ mes "Have a good day.";
+ close;
+}
+
+ama_in02,203,156,4 script Soldier#ama8 767,{
+ mes "[Hachiro]";
+ mes "My lord is inside.";
+ mes "If you'd like to greet him, feel free to enter.";
+ next;
+ mes "[Hachiro]";
+ mes "Don't be rude in front of him.";
+ mes "He is somehow not feeling well.";
+ mes "Usually, he greets people from";
+ mes "other continents gladly, but...";
+ mes "What could have happened to him...?";
+ close;
+}
+
+ama_in02,195,156,4 script Soldier#ama9 767,{
+ mes "[Kyuro]";
+ mes "This is not good.";
+ mes "My lord is really kind, but";
+ mes "recently he is not doing well...";
+ next;
+ mes "[Kyuro]";
+ mes "I've heard about the rumors";
+ mes "but I trust him. He made";
+ mes "Amatsu into a great town.";
+ mes "That is why I'm following";
+ mes "him as a soldier.";
+ close;
+}
+
+ama_in02,115,177,7 script Soldier#ama10 767,{
+ mes "[Jyuro]";
+ mes "What are you doing in here?";
+ mes "There is nothing interesting here.";
+ next;
+ if (select("That is true:Open the gate") == 1) {
+ mes "[Jyuro]";
+ mes "There are much better things to enjoy in town. Have a good time...";
+ close;
+ }
+ if (event_amatsu == 6) {
+ if (countitem(7160) > 0) {
+ mes "[Jyuro]";
+ mes "You have the ticket...";
+ mes "Do you want me to send you now, or do you need a little instruction?";
+ next;
+ if (select("I will go in:Instruction, please") == 1) {
+ mes "[Jyuro]";
+ mes "I will open the gate.";
+ mes "Take care of yourself...";
+ }
+ else {
+ mes "[Jyuro]";
+ mes "The area beyond this gate is";
+ mes "protected by some kind of magic.";
+ mes "You may get killed by someone";
+ mes "or get lost.";
+ mes " ";
+ next;
+ mes "[Jyuro]";
+ mes "I can't tell you much.";
+ mes "I didn't go far inside and";
+ mes "and just took a quick look.";
+ mes " ";
+ mes " ";
+ next;
+ mes "[Jyuro]";
+ mes "First.....";
+ mes "'Do not trust what you are";
+ mes "seeing.' I don't know what";
+ mes "it means, but I guess you shouldn't believe everything before your eyes.";
+ next;
+ mes "[Jyuro]";
+ mes "Second.....";
+ mes "'There are certain rules in";
+ mes "magic.' Everything has a";
+ mes "reason to exist. Magic is not an exception. You can probably find the answer...";
+ next;
+ mes "[Jyuro]";
+ mes "Well, I will open this gate.";
+ mes "Take care of yourself...";
+ }
+ close2;
+ warp "ama_dun01",229,10;
+ end;
+ }
+ mes "[Jyuro]";
+ mes "I'm sorry.";
+ mes "You need a Transit Permit to go in.";
+ mes "Please, go back.";
+ close;
+ }
+ mes "[Jyuro]";
+ mes "What gate are you talking about?";
+ mes "A gate? On the top floor of the building??? Surely, you must been be mistaken.";
+ emotion e_swt;
+ next;
+ if (countitem(7160) > 0) {
+ if (select("Show him the ticket:Cancel") == 1) {
+ mes "[Jyuro]";
+ mes "What? That pass is...?";
+ mes "That Transit Permit is from";
+ mes "the lord but I guess it has";
+ mes "been issued to the wrong person.";
+ next;
+ delitem 7160,1; //Lord's_Passable_Ticket
+ mes "[Jyuro]";
+ mes "I will keep this ticket because";
+ mes "it was issued without permission.";
+ mes "This is a warning.";
+ mes "Be careful.";
+ close;
+ }
+ mes "[Jyuro]";
+ mes "There are more things to enjoy in town. Have a good time...";
+ close;
+ }
+ mes "[Jyuro]";
+ mes "There are more things to enjoy in town. Have yourself a good time...";
+ close;
+}
+
+ama_dun01,229,7,0 script Soldier#ama11 767,{
+ mes "[Jyuro]";
+ mes "Do you want to go back?";
+ next;
+ if (select("Yes, I do:I will stay here") == 1) {
+ mes "[Jyuro]";
+ mes "Take care of yourself.";
+ close2;
+ warp "ama_in02",119,181;
+ end;
+ }
+ mes "[Jyuro]";
+ mes "Take care...";
+ close;
+}
+
+ama_in02,200,176,4 script Lord of Palace#ama 768,{
+ if (event_amatsu == 0) {
+ mes "[Ishida Yoshinaga]";
+ mes "What! A foreigner...? *Phew*";
+ mes "I'm sorry, but I'm not in";
+ mes "the mood to meet new people!";
+ next;
+ mes "[Ishida Yoshinaga]";
+ mes "Get out! I'm not interested";
+ mes "in who you are.";
+ mes "I'm not feeling well!";
+ close;
+ }
+ else if (event_amatsu == 1) {
+ mes "[Ishida Yoshinaga]";
+ mes "What! A foreigner? What brings";
+ mes "you here? If it is not urgent,";
+ mes "come to me another time...!";
+ next;
+ switch(select("I heard about your mother...:Your last name is nice:Who are you?")) {
+ case 1:
+ mes "[Ishida Yoshinaga]";
+ mes "Oh...So you know about her disease?";
+ mes "I've heard that, in foreign lands,";
+ mes "the body of medical knowledge can";
+ mes "be quite amazing.";
+ next;
+ mes "[Ishida Yoshinaga]";
+ mes "Welcome. As you know, I'm the";
+ mes "lord of Toukoujyo,";
+ mes "Ishida Yoshinaga. Nice to";
+ mes "meet you.";
+ next;
+ mes "[Ishida Yoshinaga]";
+ mes "Let's get to the point.";
+ mes "My mother is not doing well recently. I know you are here because of that.";
+ mes "Can you cure her disease?";
+ next;
+ mes "[Ishida Yoshinaga]";
+ mes "Until now, many famous doctors";
+ mes "have visited her, but they";
+ mes "all failed to cure her disease";
+ mes "and made it worse...";
+ mes "They disappointed me.";
+ next;
+ mes "[Ishida Yoshinaga]";
+ mes "You, who hail from Rune-Midgard,";
+ mes "may be able to cure my mother's disease. I will reward you well if you succeed...";
+ next;
+ set event_amatsu,2;
+ mes "[Ishida Yoshinaga]";
+ mes "I beg you...Please.";
+ mes "My mother is living in a house outside of the palace.";
+ mes "Come to me when you finish your treatment.";
+ close;
+ case 2:
+ mes "[Ishida Yoshinaga]";
+ mes "Nice!? So What?!";
+ mes "Read my name until you get";
+ mes "tired of it! Darn it!";
+ next;
+ mes "[Ishida Yoshinaga]";
+ mes "Joking, even in this critical situation... *Phew*...";
+ mes "Please have a good time in Amatsu.";
+ mes "...Whatever!";
+ close;
+ case 3:
+ mes "[Ishida Yoshinaga]";
+ mes "...me? Don't you know? Huh?";
+ mes "I'm the lord of this palace.";
+ mes "If you don't know, talk to";
+ mes "the soldiers outside!";
+ close;
+ }
+ }
+ else if (event_amatsu == 5) {
+ if (countitem(1022) > 0) {
+ mes "[Ishida Yoshinaga]";
+ mes "I've hear the great news!";
+ mes "My mother seems to have gotten better. What was her disease?";
+ next;
+ mes "[Ishida Yoshinaga]";
+ mes "A fox? Is that so? Oh...";
+ mes "It wasn't a disease...!!";
+ mes "Why didn't I notice?!";
+ next;
+ mes "[Ishida Yoshinaga]";
+ mes "Darn fox. To run away and";
+ mes "take revenge on me in such a";
+ mes "way...Well, then. There's no chance of revenge now... Hahaha!";
+ next;
+ mes "[Ishida Yoshinaga]";
+ mes "Hmm, Mmm. Hmm...";
+ next;
+ mes "[Ishida Yoshinaga]";
+ mes "Anyway, thank you for helping me.";
+ mes "Mother will be okay now...";
+ mes "I want to reward you...";
+ mes "But what would be nice...?";
+ next;
+ mes "[Ishida Yoshinaga]";
+ mes "Alright, I will give you";
+ mes "a Transit Permit.";
+ mes "You can go anywhere";
+ mes "with this ticket.";
+ next;
+ set event_amatsu,6;
+ delitem 1022,1; //Fox_Tail
+ getitem 7160,1; //Lord's_Passable_Ticket
+ mes "[Ishida Yoshinaga]";
+ mes "This isn't a big reward but";
+ mes "someday it will be useful for you.";
+ mes "Ask my soldier, 'Jyuro' about the details.";
+ close;
+ }
+ mes "[Ishida Yoshinaga]";
+ mes "Hmm, I heard that my mother";
+ mes "got better...but";
+ mes "How can I know if you cured";
+ mes "her or not?";
+ next;
+ mes "[Ishida Yoshinaga]";
+ mes "Is there any evidence to prove";
+ mes "that you cured her?";
+ next;
+ mes "[Ishida Yoshinaga]";
+ mes "Show me the evidence to prove";
+ mes "your treatment. I've been";
+ mes "meeting so many foreigners.";
+ mes "But not all of them are trustworthy.";
+ mes "Well... Have a good time.";
+ close;
+ }
+ else if (event_amatsu == 6) {
+ mes "[Ishida Yoshinaga]";
+ mes "*Chuckle* Have a good time";
+ mes "in Amatsu.....";
+ mes "Foreigners are always welcome.";
+ close;
+ }
+ mes "[Ishida Yoshinaga]";
+ mes "How is my mom's status?";
+ mes "If you find the name of the disease, please tell me.";
+ mes "I was worrying about";
+ mes "her all night.";
+ next;
+ mes "[Ishida Yoshinaga]";
+ mes "Because you carry with you";
+ mes "knowledge from Rune-Midgard,";
+ mes "I have faith in your ability.";
+ close;
+}
+
+ama_in01,22,111,0 script Grandma#ama2 761,{
+ if (event_amatsu == 4) {
+ mes "[....]";
+ mes "^FF6060Yelp, Yelp, a foolish human";
+ mes "again! What are you going to do";
+ mes "to get rid of me!?^000000";
+ next;
+ mes "[....]";
+ mes "^FF6060You look like you learned";
+ mes "something from somewhere, but";
+ mes "it won't harm me!! Yelp!^000000";
+ next;
+ select("Taaaah!!");
+ if ((BaseJob == Job_Priest || BaseJob != Job_Acolyte && BaseJob != Job_Monk) || (countitem(523) < 1 || countitem(948) < 1 || countitem(1029) < 1)) {
+ if (rand(1,4) == 1)
+ set .@fox_kill,0;
+ else
+ set .@fox_kill,1;
+ }
+ else {
+ if (rand(1,2) == 1)
+ set .@fox_kill,0;
+ else
+ set .@fox_kill,1;
+ }
+ if (.@fox_kill == 1) {
+ mes "[....]";
+ mes "^FF6060Yelp! Yelp! Yelp! Human!";
+ mes "To expel me from this body like";
+ mes "this! Curse you! Darn you!!^000000";
+ next;
+ mes "[....]";
+ mes "^FF6060I will curse the Ishida family";
+ mes "who made me like this! Forever!";
+ mes "You better watch out, human!^000000";
+ next;
+ monster "ama_in01",22,111,"Nine Tails",1180,1;
+ killmonsterall "ama_in01";
+ set event_amatsu,5;
+ getitem 1022,1; //Fox_Tail
+ mes "[....]";
+ mes "^FF6060Everything that";
+ mes "Yoshinaga does will cause you";
+ mes "unhappiness...^000000";
+ mes "^FF0000Yaaaaaaaaaaaaap!!^000000";
+ close;
+ }
+ mes "[....]";
+ mes "^FF6060Yelp! Haha! Yelp! Hahaha!";
+ mes "Are you trying to expel me from this body!?";
+ mes "Shoo!! Yelp!^000000";
+ close2;
+ warp "amatsu",167,197;
+ end;
+ }
+ else if (event_amatsu == 5) {
+ mes "[Ishida Saoko]";
+ mes "...Huh? Why are you here...?";
+ mes "*Urrmmm* My head hurts...";
+ mes "But I'm starting to remember everything...";
+ next;
+ mes "[Ishida Saoko]";
+ mes "Thank you, traveler from a far off";
+ mes "land. I owe you a great debt... Thank you very much...";
+ next;
+ mes "[Ishida Saoko]";
+ mes "I will tell my son that";
+ mes "you exorcised the fox...";
+ mes "Thank you...";
+ next;
+ mes "[Ishida Saoko]";
+ mes "I should get some rest.";
+ mes "My head aches, Young one.....";
+ mes "Go to my son...";
+ close;
+ }
+ else if (event_amatsu == 6) {
+ mes "[Ishida Saoko]";
+ mes "Oh, Are you...? You are the one";
+ mes "who exorcised the fox... Welcome.";
+ mes "Please, have a seat...";
+ next;
+ mes "[Ishida Saoko]";
+ mes "When I think over, being possessed";
+ mes "by the fox was my fault. I raised";
+ mes "my son badly... Oh~";
+ mes "He was a good boy when he was";
+ mes "young. I wasn't strict to him...";
+ next;
+ mes "[Ishida Saoko]";
+ mes "Long ago, this town wasn't as big";
+ mes "as it is today. There was no big";
+ mes "palace like Toukoujyo. Then, one";
+ mes "day, my son brought great riches";
+ mes "to the village. He never told me what he did to earn that fortune...";
+ next;
+ mes "[Ishida Saoko]";
+ mes "He built the palace and helped";
+ mes "the towners and make the town bigger.";
+ mes "He was perfect until...";
+ mes "he started doing strange things.";
+ next;
+ mes "[Ishida Saoko]";
+ mes "Things...which angered God.";
+ mes "He learned forbidden magic,";
+ mes "performed experiments";
+ mes "in the palace, caged monsters,";
+ mes "did all sorts of horrible things...";
+ next;
+ mes "[Ishida Saoko]";
+ mes "That is the reason why there are";
+ mes "monsters in Toukoujyo... Finally,";
+ mes "God's wrath was unleashed. Even the Priest in the shrine couldn't help...";
+ next;
+ mes "[Ishida Saoko]";
+ mes "At last, the anger came toward";
+ mes "me...It seems God tried to warn my son with the fox.";
+ mes "However, my son won't stop.";
+ next;
+ mes "[Ishida Saoko]";
+ mes "If it is okay, please stop my son.";
+ mes "I don't have much time.";
+ mes "I don't know what to do...";
+ mes "Please save this peaceful village.";
+ mes "I beg you please...";
+ mes "What is he truly thinking...?";
+ close;
+ }
+ mes "[....]";
+ mes "^FF6060Yelp, Yelp, Another foolish human!";
+ mes "Yelp, Yelp, Who! Human!?";
+ mes "What are you doing!";
+ mes "Shoo... Yelp! Yelp!^000000";
+ next;
+ mes "[....]";
+ mes "^FF6060I will be in here until";
+ mes "the Ishida family line dies out!";
+ mes "Don't disturb me! Yelp!^000000";
+ close2;
+ warp "amatsu",167,197;
+ end;
+}
+
+amatsu,189,166,5 script Kouji#ama 764,{
+ mes "[Kouji]";
+ mes "Ralralrah Ralralrah Ralralrahralralrah~";
+ mes "Ralralrah Ralralrah Ralralrahralralrah~";
+ next;
+ mes "[Kouji]";
+ if (event_amatsu == 1) {
+ mes "When you're sick, rice cakes are no good~";
+ mes "Family is the best help, as it should~";
+ mes "When medicine doesn't help, that's when you'll see~";
+ mes "That Mommy's love is best for me~";
+ }
+ else if (event_amatsu == 2) {
+ set event_amatsu,3;
+ mes "Priest, Priest~";
+ mes "A fox is following me!";
+ mes "It's funny and a little absurd,";
+ mes "But I'll need noodles with fried bean curd!";
+ }
+ else if (event_amatsu == 3) {
+ mes "Priest, priest~";
+ mes "A fox is following me!";
+ mes "If he doesn't leave when I scream and shout!";
+ mes "The North Shrine Priest should help me out~";
+ }
+ else if (event_amatsu == 4) {
+ mes "Priest, priest~";
+ mes "A fox is following me.";
+ mes "If shouts alone don't make Fox scared,";
+ mes "I might need help from Tiger and Bear~!";
+ next;
+ mes "[Kouji]";
+ mes "Anything else I need in this fight???";
+ mes "Maybe some water from an Acolyte~!";
+ }
+ else if (event_amatsu == 5) {
+ mes "Scary scary harbor ship~";
+ mes "Empty of people, full of treasure~";
+ mes "But I don't remember~!";
+ mes "the rest of this...song???";
+ }
+ else {
+ mes "Blue roof under the blue sky";
+ mes "Blue wall on the blue lake";
+ mes "Blue wishes in the blue minds";
+ mes "Blue Blue Everything is Blue";
+ }
+ next;
+ mes "[Kouji]";
+ mes "Ralralrah Ralralrah Ralralrahralralrah~";
+ mes "Ralralrah Ralralrah Ralralrahralralrah~";
+ close;
+}
+
+ama_in01,169,173,1 script Shaman#ama 769,{
+ mes "[Tokako]";
+ mes "Er, I'm not really a shaman...";
+ mes "My friend, Takehue-kun brought";
+ mes "me here and invited me to try on these clothes.";
+ next;
+ mes "[Tokako]";
+ mes "He asks me to do a lot of";
+ mes "weird stuff, but he is funny.";
+ mes "Sometimes, I don't know what";
+ mes "he is thinking. Still, he is a good friend.";
+ next;
+ mes "[Tokako]";
+ mes "If you are curious about,";
+ mes "something, ask Takehue-kun.";
+ mes "He knows stuff about";
+ mes "mysticism and the occult that other people don't know about.";
+ mes " ";
+ close;
+}
+
+ama_in01,180,173,3 script Kitsune Mask#ama 762,{
+ if (event_amatsu == 3) {
+ mes "[Takehue]";
+ mes "Eh, you are a foreigner.";
+ mes "I'm sure you visited me because";
+ mes "you are having fox troubles.";
+ mes "I can see that in your face.";
+ next;
+ mes "[Takehue]";
+ mes "Originally, the head priest should";
+ mes "help you, but this shrine has been";
+ mes "abandoned long ago.";
+ next;
+ mes "[Takehue]";
+ mes "It is hard to expel a fox from";
+ mes "a human body. If you have liquor";
+ mes "and noodles with fried bean curd,";
+ mes "it would be easy, but they are hard to find.";
+ next;
+ mes "[Takehue]";
+ mes "I know a little about foxes, so let me tell you something...";
+ mes "Foxes like to tease people but";
+ mes "it is rare for them to crave";
+ mes "vengeance.";
+ mes " ";
+ next;
+ mes "[Takehue]";
+ mes "If a fox is vengeful, it means that a human caused it harm.";
+ mes "The fox will take its revenge";
+ mes "against, you, your family,";
+ mes "even your close friends!";
+ next;
+ mes "[Takehue]";
+ mes "Anyway, a stronger spirit";
+ mes "will expel the fox from a human.";
+ mes "Come on, yell out and show me your spirit!";
+ mes " ";
+ next;
+ select("Taaaaah!!");
+ set event_amatsu,4;
+ mes "[Takehue]";
+ mes "Good. Show that spiritual";
+ mes "energy to the fox several times.";
+ mes "Sooner or later, you'll be successful.";
+ close;
+ }
+ else if (event_amatsu == 4) {
+ mes "[Takehue]";
+ mes "Don't forget. You also need the";
+ mes "the embodiment of animals stronger";
+ mes "than the fox. Without these, your";
+ mes "concentration will be of no use.";
+ close;
+ }
+ else {
+ mes "[Takehue]";
+ mes "Eh? A foreigner. This shrine";
+ mes "has been without priests for a";
+ mes "long time. My friend, Tokako and I come here to play around.";
+ next;
+ mes "[Takehue]";
+ mes "If you have been chased by";
+ mes "monsters, please relax.";
+ mes "Monsters cannot come here, so";
+ mes "take a rest in here.";
+ close;
+ }
+}
+
+//============================================================
+// Old changelog
+//============================================================
+//= 1.0 Rewrote parts of other/momotaro.txt to make it work.
+//= I'm sorry for the mess, I couldn't do much better with
+//= the current code I had.
+//= 1.1 Added Sushi Quest and Amatsu Event from cities/ [Evera]
+//= 1.2 Fixed Momotaro Quest, thanks to .~Abism0~. [Lupus]
+//============================================================
diff --git a/npc/pre-re/quests/quests_ayothaya.txt b/npc/pre-re/quests/quests_ayothaya.txt
new file mode 100644
index 000000000..37d8d774b
--- /dev/null
+++ b/npc/pre-re/quests/quests_ayothaya.txt
@@ -0,0 +1,3231 @@
+//===== rAthena Script =======================================
+//= Quest NPCs related to Ayothaya
+//===== By ===================================================
+//= Fredzilla, MasterOfMuppets
+//===== Version ==============================================
+//= 2.3
+//===== Compatible With ======================================
+//= rAthena SVN
+//===== Description ==========================================
+//= [Aegis Conversion]
+//= Ayothaya Ring Quest
+//= Ayothaya Dungeon Quest
+//= Tom Yum Goong Quest
+//===== Comments =============================================
+//= 1.0 First Release, made with infomation from RagnaInfo
+//= 1.1 Added anti-novice protection [Lupus]
+//= 1.3 Fixed exploit [Lupus]
+//= 1.4 Updated, more close to the official. Thanks to birkiczd
+//= Also optimized it again, remove unused global variable [Lupus]
+//= 1.5 Removed Duplicates [Silent]
+//= 1.6 Moved quests from cities/ to here:
+//= Shrimp, Dungeon, Tom Yum Goong [Evera]
+//= 1.7 Updated the Ayothaya Ring quest to the official one [MasterOfMuppets]
+//= 1.8 Fixed experience gains to match upcoming rate adjustments. [SinSloth]
+//= 1.9 Corrected NPC names to fall within proper restrictions. [L0ne_W0lf]
+//= 2.0 Rescripted Tom Yum Goong and Dungeon quest to Aegis [L0ne_W0lf]
+//= 10.3 standards.
+//= 2.0a Corrected a Typo error ";;". [Samuray22]
+//= 2.1 Added missing checkweights. [L0ne_W0lf]
+//= 2.2 Replaced effect numerics with constants. [L0ne_W0lf]
+//= 2.3 Replaced effect numerics with constants. [Samuray22]
+//============================================================
+
+// Ayothaya Ring Quest
+//============================================================
+ayothaya,233,105,3 script Powerful-Looking Woman 838,2,2,{
+
+ if(thai_find == 14)
+ {
+ mes "[Shuda]";
+ mes "Have you";
+ mes "found Annon?";
+ next;
+ mes "[Shuda]";
+ mes "You haven't";
+ mes "found him yet?";
+ mes "Then where the";
+ mes "is he, then?!";
+ next;
+ mes "[Shuda]";
+ mes "Oh well...";
+ mes "I'm not sure if I can believe everything you said, but since you found the ring for me, that's good enough. Thank you for your help.";
+ next;
+ mes "[Shuda]";
+ mes "If you happen to meet Annon during your travels, tell him to come back right away. You can go ahead and continue your adventures now~";
+ next;
+ mes "[Shuda]";
+ mes "If I ever";
+ mes "see him again...";
+ mes "He will be ^660000punished^000000...";
+ mes "^666666*grinds teeth*^000000";
+ close;
+ }
+ else if(thai_find > 2 && thai_find < 14)
+ {
+ mes "[Shuda]";
+ mes "^666666*Sigh...*^000000";
+ mes "You haven't";
+ mes "found Annon yet?";
+ mes "I see. Oh well, it's alright.";
+ mes "Time isn't an issue for us.";
+ next;
+ mes "[Shuda]";
+ mes "And by 'us,' I mean '^660000you^000000.' I don't care about your plans or whatever else you may have scheduled, because you're going to make";
+ mes "time for me! Oho ho ho ho ho!";
+ close;
+ }
+ else if(thai_find == 2)
+ {
+ if(countitem(7288)) //Engagement Ring
+ {
+ mes "[Shuda]";
+ mes "Ah... Is it...?!!";
+ mes "Yes, that's it!";
+ mes "My engagement ring that was";
+ mes "thrown into the water by that stupid Annon!";
+ next;
+ mes "[Shuda]";
+ mes "Thank you so much! In your honor, our first seven kids will be named after you! Oho ho ho ho ho ho ho~";
+ next;
+ mes "[Shuda]";
+ mes "Now...";
+ mes "All I gotta do";
+ mes "is find Annon.";
+ mes "Where the hell";
+ mes "did that moron go?!";
+ next;
+ mes "[Shuda]";
+ mes "^666666*Ahem*^000000";
+ mes "I-I didn't mean";
+ mes "to scare him, all I wanted was";
+ mes "my engagement ring back.";
+ next;
+ mes "[Shuda]";
+ mes "^666666*Sigh*^000000";
+ mes "I guess the days";
+ mes "of being a happy bride";
+ mes "are still far away from me...";
+ next;
+ mes "^3355FFShuda gazes directly";
+ mes "at you with a puppy eyed look.^000000";
+ next;
+ switch( select( "D-Don't look at me that way!:Alright, alright." ) )
+ {
+ case 1:
+ mes "[Shuda]";
+ mes "Oh come on, you know everything that happened, and I know you're gonna continue adventuring";
+ mes "around this area.";
+ next;
+ mes "[Shuda]";
+ mes "I was just asking you to find Annon while you do that. Now, isn't that such a small favor? Thank you for doing this for me~";
+ next;
+ mes "[Shuda]";
+ mes "In the meantime, I'll think of how I'm gonna pay back Annon for leaving me in misery! So hurry and find Annon! Hoo ho ho ho ho!";
+ emotion e_heh;
+ next;
+ emotion e_dots,1;
+ mes "["+strcharinfo(0)+"]";
+ mes "(She's so scary!";
+ mes "Making me do stuff";
+ mes "for her again...)";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "(Why am I always";
+ mes "doing things for other";
+ mes "people anyway?!)";
+ delitem 7288,1; //Engagement Ring
+ set thai_find,3;
+ close;
+ break;
+ case 2:
+ mes "[Shuda]";
+ mes "Yes, I knew I could count on you! So find Annon! It's my destiny to make him ^660000mine^000000. Hoo ho ho ho ho!";
+ next;
+ mes "[Shuda]";
+ mes "I haven't seen him around the village for a while. And I don't think he jumped into the water to find my ring, since he's too sissy for that. He probably doesn't have the guts to see me without it.";
+ next;
+ mes "[Shuda]";
+ mes "Will you please tell Annon that";
+ mes "I got my ring back so he can come back to me now? I hope you'll remember that for me, adventurer.";
+ delitem 7288,1; //Engagement Ring
+ set thai_find,3;
+ close;
+ break;
+ }
+ }
+ else
+ {
+ mes "[Shuda]";
+ mes "Huh...?";
+ mes "Did you find my ring?";
+ mes "Show me, show it to me!";
+ next;
+ mes "[Shuda]";
+ mes "What the...";
+ mes "You got nothing!";
+ mes "Don't lie to me,";
+ mes "bring me my ring!";
+ next;
+ mes "[Shuda]";
+ mes "Hurry up and find";
+ mes "my ring. I'll be waiting";
+ mes "here for the good news.";
+ mes "Oho ho ho ho ho~!";
+ close;
+ }
+ }
+ else if(thai_find == 1)
+ {
+ mes "[Shuda]";
+ mes "I feel a little bad asking you this, especially since you're";
+ mes "an outsider.";
+ next;
+ mes "[Shuda]";
+ mes "But that ring is really important to me. If you could find it for me, I'd be the happiest woman in the whole world.";
+ next;
+ mes "[Shuda]";
+ mes "So please, I beg you.";
+ mes "Please bring my ring back to me.";
+ mes "I want to live with Annon as a happy couple forever. Can't you understand that?!";
+ close;
+ }
+ else
+ {
+ mes "[Powerful-Looking Woman]";
+ mes "Umm...?";
+ mes "Ah, you must be one of the tourists. I'd guide you around and listen to your stories about the outside world, but...";
+ next;
+ if(rand(0,1))
+ {
+ mes "[Powerful-Looking Woman]";
+ mes "I'm reeeally";
+ mes "busy right now.";
+ mes "So very busy.";
+ next;
+ mes "[Powerful-Looking Woman]";
+ mes "Huh...?";
+ mes "You don't think I look busy just because I'm standing on one spot and not moving at all?! Oh. My. God. You're so rude!";
+ next;
+ mes "[Powerful-Looking Woman]";
+ mes "Now, I've got to find my";
+ mes "engagement ring. If only";
+ mes "my fiancee hadn't";
+ mes "thrown it...";
+ next;
+ switch( select( "What...?:Lies~!" ) )
+ {
+ case 1:
+ mes "[Powerful-Looking Woman]";
+ mes "What 'what?'";
+ mes "You still think I'm";
+ mes "standing around for my";
+ mes "own amusement or something?!";
+ next;
+ emotion e_gg,1;
+ mes "["+strcharinfo(0)+"]";
+ mes "No no no no...";
+ mes "I meant, I can't";
+ mes "believe that you're";
+ mes "engaged to someone!";
+ next;
+ mes "[Powerful-Looking Woman]";
+ mes "Wwwwaaaaaahhhhh!";
+ mes "Wh-who are you to say";
+ mes "something so rude to such a nice lady like myself. Go away, I don't wanna talk to you!";
+ close;
+ break;
+ case 2:
+ mes "[Powerful-Looking Woman]";
+ mes "What lies?";
+ mes "I'm not gonna put up with crap";
+ mes "if you're gonna say something like 'I can't believe you're engaged to someone!'";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Whoa whoa whoa~";
+ mes "Calm down, lady.";
+ mes "Hear me out first.";
+ mes "What I'm wondering is...";
+ next;
+ mes "[Powerful-Looking Woman]";
+ mes "I know, I know.";
+ mes "You're wondering why I'm";
+ mes "standing near the water, right? Well, it's because my ring was thrown there and I've gotta";
+ mes "get it back.";
+ next;
+ mes "[Powerful-Looking Woman]";
+ mes "What am I doing, talking to a tourist like this? ^666666*Sigh...*^000000 Well, you learned what you wanted to know. I hope you're satisfied now.";
+ next;
+ mes "[Powerful-Looking Woman]";
+ mes "...";
+ next;
+ mes "[Powerful-Looking Woman]";
+ mes "...";
+ mes "......";
+ next;
+ mes "[Powerful-Looking Woman]";
+ mes "...";
+ mes "......";
+ mes "........Hey.";
+ next;
+ mes "[Powerful-Looking Woman]";
+ mes "Why are you staring at me?";
+ mes "Don't you have anything to do?";
+ next;
+ switch( select( "No.:No~ and you are an interesting girl." ) )
+ {
+ case 1:
+ mes "[Powerful-Looking Woman]";
+ mes "I see. Hmmm...";
+ mes "You're kind of my type.";
+ if(sex)
+ {
+ mes "No no, that doesn't mean I'm interested in you. Plus I'm";
+ mes "already engaged.";
+ }
+ else
+ mes "Before you think of anything weird, I meant that I think you and me are a lot alike.";
+ next;
+ mes "[Powerful-Looking Woman]";
+ mes "Let me introduce myself.";
+ mes "My name is Shuda, I've lived in Ayotaya all my life. Since you don't have anything to do, I have";
+ mes "a favor to ask of you.";
+ next;
+ mes "[Shuda]";
+ mes "My fiance Annon is always interested in things other than me. I don't understand why, and I don't think I deserve to be ignored!";
+ next;
+ mes "[Shuda]";
+ mes "^666666*Sigh...*^000000";
+ mes "Anyways, we're engaged";
+ mes "and we got rings for each other...";
+ next;
+ mes "[Shuda]";
+ mes "I thought being engaged would improve our relationship. But he just took my ring and threw it into the water.";
+ next;
+ mes "[Shuda]";
+ mes "I got upset and yelled at him to get my ring back for me, and then";
+ mes "I never saw him after that.";
+ mes "So what I want to ask is...";
+ next;
+ mes "[" +strcharinfo(0)+ "]";
+ mes "You want me";
+ mes "to find your";
+ mes "ring, don't you?";
+ next;
+ mes "[Shuda]";
+ mes "Ah...";
+ mes "So you know";
+ mes "what I want.";
+ mes "That makes it";
+ mes "much simpler.";
+ next;
+ mes "[Shuda]";
+ mes "And once I retrieve";
+ mes "the ring, I'll make";
+ mes "him treat me to a much";
+ mes "deserved vacation in Jawaii...";
+ next;
+ mes "[Shuda]";
+ mes "...Where I will";
+ mes "^660000enslave^000000 him.";
+ mes "^666666*Grinds teeth*^000000";
+ next;
+ emotion e_gasp,1;
+ mes "[" +strcharinfo(0)+ "]";
+ mes "(...H-Horrifying!)";
+ next;
+ mes "[Shuda]";
+ mes "So anyway, I want you to go out and find my engagement ring. Since the water is calm and still around here, the ring is probably still under the water, and hasn't been swept away yet.";
+ next;
+ mes "[Shuda]";
+ mes "And so, that is my quest for you. It should keep you entertained for a while. So get into the water, and I'll supervise from here.";
+ mes "Oho ho ho ho ho!";
+ emotion e_heh;
+ set thai_find,1;
+ close;
+ break;
+ case 2:
+ mes "[Powerful-Looking Woman]";
+ mes "^666666*Sigh...*^000000";
+ mes "Are you gonna just stare and";
+ mes "not help at all? I thought the word adventurer was synonymous";
+ mes "with 'hero,' not 'lazy.'";
+ next;
+ mes "[Powerful-Looking Woman]";
+ mes "Oh I see...";
+ mes "Don't help strangers, do you?";
+ mes "Well, my name is Shuda, a beautiful damsel waiting for her engagement ring to rise up from the water.";
+ next;
+ mes "[Powerful-Looking Woman]";
+ mes "There...!";
+ mes "We're not";
+ mes "strangers anymore!";
+ mes "Oho ho ho ho ho!";
+ next;
+ mes "[Shuda]";
+ mes "Don't you pity me, and my tragic situation? If someone were to help this precious maiden find her ring, she'd be the happiest bride in the whole world.";
+ next;
+ mes "[Shuda]";
+ mes "And her savior";
+ mes "would be known as";
+ mes "the hero of Ayotaya.";
+ next;
+ mes "[" +strcharinfo(0)+ "]";
+ mes " ...Say what?!";
+ next;
+ mes "[Shuda]";
+ mes "Basically, you're gonna find my engagement ring, and I'll be the happiest bride in the whole world and I'll live happily ever after. What's so hard to understand";
+ mes "about that?";
+ next;
+ mes "[Shuda]";
+ mes "Sure, Annon, he's my fiancee, is spineless and disappears whenever";
+ mes "I say something a little too harsh. What a little girl! Can't he see I'm trying to make him a better man?!";
+ next;
+ mes "[" +strcharinfo(0)+ "]";
+ mes "He ran away";
+ mes "from you, didn't he?";
+ next;
+ mes "[Shuda]";
+ mes "Eh...?";
+ mes "What was that?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "^666666*Ahem*^000000";
+ mes "You're way";
+ mes "too good for him.";
+ mes "(I'd have run away myself!)";
+ next;
+ mes "[Shuda]";
+ mes "Yes, yes, I know.";
+ mes "But what's important";
+ mes "is that once I get my ring back, Annon will be permanently mine. Till ^660000death do we part^000000.";
+ next;
+ mes "[Shuda]";
+ mes "So, are you";
+ mes "gonna help me or what?!";
+ mes "If you do, me and Annon are gonna name our first seven children after you.";
+ next;
+ mes "[Shuda]";
+ mes "So go and look under the water! There's no water current, so I'm sure it's still there! What are you waiting for, it's should be an easy swim for you! Oho ho ho ho ho!";
+ set thai_find,1;
+ close;
+ break;
+ }
+ break;
+ }
+ }
+ else
+ {
+ mes "[Powerful-Looking Woman]";
+ mes "^666666*Sigh...*^000000";
+ mes "Why isn't it coming up from the water? Maybe if I stirred around with a wooden stick...?";
+ next;
+ mes "[Powerful-Looking Woman]";
+ mes "...?!";
+ mes "What are you";
+ mes "looking at?!";
+ mes "I'm busy, so if you";
+ mes "want something";
+ mes "I can't help you!";
+ next;
+ mes "[Powerful-Looking Woman]";
+ mes "^666666Stupid tourists, running";
+ mes "around all over Ayotalla,";
+ mes "pestering and bothering";
+ mes "beautiful girls like me...^000000";
+ close;
+ }
+ }
+
+OnTouch:
+ if(thai_find == 0)
+ {
+ mes "[Powerful-Looking Woman]";
+ mes "^666666*Sigh...*^000000";
+ mes "Where the";
+ mes "hell is it!?";
+ next;
+ mes "[Powerful-Looking Woman]";
+ mes "What are";
+ mes "you looking at?";
+ mes "Haven't you ever seen a delicate damsel sigh before? Leave me the hell alone!";
+ close;
+ }
+
+}
+
+ayo_dun02,91,263,0 script #Annonblood 111,2,3,{
+
+if(!$annonactive)
+{
+ if(thai_find == 13)
+ {
+ mes "["+strcharinfo(0)+"]";
+ mes "A blood stain?";
+ mes "What's going on?";
+ mes "I should take a look...";
+ next;
+ mes "^3355FFUnder a giant tree,";
+ mes "you find some bushes with";
+ mes "blood smudged on some";
+ mes "of the leaves.^000000";
+ next;
+ mes "^3355FFWithin the bushes, you see";
+ mes "that the trail of blood continues, almost as if a bleeding animal struggled to find refuge within";
+ mes "the bushes.^000000";
+ next;
+ mes "[" +strcharinfo(0)+ "]";
+ mes "Hmmm....";
+ next;
+ switch( select( "Scatter the bushes.:Dig up the bushes." ) )
+ {
+ case 1:
+ if(!rand(0,2))
+ {
+ mes "[" +strcharinfo(0)+ "]";
+ mes "^666666*Cough cough*^000000";
+ mes "It's so dusty!";
+ next;
+ mes "[?]";
+ mes "...Awwww";
+ mes "Oh... Oh God...!";
+ next;
+ emotion e_gasp,1;
+ mes "[" +strcharinfo(0)+ "]";
+ mes "Huh...?";
+ mes "I heard something";
+ mes "from below! Let's";
+ mes "dig it up!";
+ next;
+ mes "^3355FFYou pull up the bushes,";
+ mes "^3355FFand beneath the dust and";
+ mes "^3355FFshrubbery, you find";
+ mes "a small burrow.^000000";
+ next;
+ set $annonactive,1;
+ enablenpc "Haggard Man";
+ mes "[Haggard Man]";
+ mes "^666666*Cough cough!*^000000";
+ mes "Wh...who's there?";
+ mes "Shuda?! If that's you,";
+ mes "stay back, or I'll kill myself!";
+ emotion e_omg,1;
+ next;
+ switch( select( "What are you doing here?:I'm not Shuda!" ) )
+ {
+ case 1:
+ mes "["+strcharinfo(0)+"]";
+ mes "Hey...";
+ mes "What are you doi--";
+ next;
+ set $annonactive,0;
+ disablenpc "Haggard Man";
+ mes "^3355FFHe vanished!^000000";
+ close;
+ break;
+ case 2:
+ mes "[Haggard Man]";
+ mes "Hmmm...?";
+ mes "I sense kindess, sincerity and a general love for mankind in your voice. Verily, you are not Shuda.";
+ next;
+ mes "[Haggard Man]";
+ mes "You are unfamiliar to me, outsider. I'm unsure of how you found my hiding place, but if you have something to say, make it short!";
+ close;
+ break;
+ }
+ }
+ else
+ {
+ mes "^3355FFYou dig up the bushes, stirring";
+ mes "up a large, choking cloud of dust.^000000";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "^666666*Cough cough!*^000000";
+ mes "What a large,";
+ mes "choking cloud";
+ mes "of dust!";
+ close;
+ }
+ break;
+ case 2:
+ mes "^3355FFAs you dig up the bushes, the ground beneath one of the bushes crumbles and you hear a scream";
+ mes "from beneath.^000000";
+ next;
+ if(!rand(0,2))
+ {
+ set $annonactive,1;
+ enablenpc "Haggard Man";
+ mes "[?]";
+ mes "^666666*Cough cough*^000000";
+ mes "...M-my legs!";
+ close;
+ }
+ else
+ {
+ mes "[" +strcharinfo(0)+ "]";
+ mes "Hmmm...?";
+ mes "What was that noise?";
+ mes "Ugh, it's awfully dusty.";
+ mes "I better stop digging.";
+ mes "^666666*cough cough cough*^000000";
+ close;
+ }
+ break;
+ }
+ }
+ else if(thai_find == 14)
+ {
+ mes "^3355FFYou find that the burrow is empty. It seems Annon has found a new hiding place.^000000";
+ close;
+ }
+ else
+ {
+ mes "^3355FFYou find a pile of dead bushes under a large tree. The area around the bushes seems awfully dusty.^000000";
+ close;
+ }
+
+ OnTouch:
+ if(thai_find == 12)
+ {
+ if(!rand(0,2))
+ {
+ emotion e_gasp,1;
+ mes "[" +strcharinfo(0)+ "]";
+ mes "Huh...?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "That looks";
+ mes "like blood!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Hmm...";
+ mes "Yes...";
+ mes "That's definitely blood.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Strange to see";
+ mes "a blood stain in";
+ mes "this kind of place...";
+ set thai_find,13;
+ close;
+ }
+ }
+
+}
+
+}
+
+ayo_dun02,91,264,3 script Haggard Man 841,{
+
+ if(thai_find == 13)
+ {
+ mes "[Haggard Man]";
+ mes "^666666*...Cough cough*^000000";
+ mes "No...! My hiding place!";
+ next;
+ mes "[Haggard Man]";
+ mes "Hmmm...?";
+ mes "I'm bleeding?!";
+ mes "Oh, how did this happen?";
+ mes "My spiritual training wasn't supposed to go like this...!";
+ next;
+ switch( select( "Treat his wound first.:Is that you, Annon?" ) )
+ {
+ case 1:
+ mes "[" +strcharinfo(0)+ "]";
+ mes "Anyway, I think you need to be treated. Let me check if I have some potions.";
+ next;
+ if(countitem(504)) //White potion
+ {
+ mes "["+strcharinfo(0)+"]";
+ mes "Ah...";
+ mes "Here we are,";
+ mes "a White Potion.";
+ delitem 504,1; //White potion
+ next;
+ mes "[Haggard Man]";
+ mes "You mean the White Potion,";
+ mes "the ultimate drink for healing?";
+ mes "I appreciate you doing me this favor. ^666666*Phew*^000000 Now, I feel much better.";
+ next;
+ mes "[Annon]";
+ mes "Ah, my apologies for not introducing myself earlier.";
+ mes "I am called Annon. You must wondering what I must be doing";
+ mes "here under the ground.";
+ next;
+ mes "[Annon]";
+ mes "Well, I'm performing a special exercise for my spiritual training. Though, it may be hard to believe.";
+ next;
+ mes "[Annon]";
+ mes "What...?";
+ mes "Shuda sent you?! Oh well...";
+ mes "I thank you for curing me. Now, it's time for me to resume my training.";
+ next;
+ mes "[" +strcharinfo(0)+ "]";
+ specialeffect EF_CLOAKING;
+ mes "Wait, I can't let you go! You don't know how hard it was for me to find you! You can't just leave!";
+ next;
+ mes "[Annon]";
+ mes "Hm? Then what is it that you want? I implore you, do not tell Shuda that you have found me. No matter what, I am not going back to her!";
+ next;
+ mes "[Annon]";
+ mes "Eh...?";
+ mes "Did you find";
+ mes "her ring already?";
+ mes "Ooh, I was hoping it";
+ mes "would never be found.";
+ next;
+ mes "[Annon]";
+ mes "She probably told you that I ran away out of shame for losing the ring, and that if you got the ring back, I'd be happy to return, right?";
+ next;
+ mes "[Annon]";
+ mes "Well...";
+ mes "I threw away";
+ mes "that ring on purpose!";
+ mes "I'm serious about not";
+ mes "going back to Shuda.";
+ next;
+ mes "[Annon]";
+ mes "It looks like you wish to know more. If you promise me that you will not mention my whereabouts";
+ mes "to Shuda, then I'll explain.";
+ next;
+ switch( select( "You think the world revolves around you?:What do you want me to do?" ) )
+ {
+ case 1:
+ mes "[" +strcharinfo(0)+ "]";
+ mes "You think the world";
+ mes "revolves around you?";
+ mes "You can't just run away!";
+ next;
+ mes "[Annon]";
+ mes "Oh, I know, I know!";
+ mes "But you don't understand. Obviously, Shuda is beautiful.";
+ next;
+ mes "[Annon]";
+ mes "But our parents arranged our marriage when we were babies.";
+ mes "That kind of arrangement doesn't matter to me, but she obviously cares about it.";
+ next;
+ mes "[Annon]";
+ mes "In all honesty, she scares me";
+ mes "to death. Whenever I'm with her,";
+ mes "I can't help but break into a cold sweat. And when she's near, I have nightmares about her. ^666666*Brrr...*^000000";
+ next;
+ mes "[Annon]";
+ mes "She thinks it's funny to electrocute me. and ties me up in";
+ mes "a darkened room and feeds me only Jellopy whenever I don't listen to her. Now can you see why I crave freedom?";
+ next;
+ mes "[Annon]";
+ mes "Of course, if you reveal to her that you've found me, I'll repay your favor. I implore you, just pretend you haven't found me, please?";
+ next;
+ menu "...Alright, alright.",-;
+ mes "[Annon]";
+ mes "Thank you so much!";
+ mes "Now, to pay you back, let me use one of the skills I've learned in my spiritual training.";
+ next;
+ mes "[Annon]";
+ mes "Let's see...";
+ mes "Let me twist your";
+ mes "arm this way, and";
+ mes "apply pressure here...";
+ next;
+ mes "[" +strcharinfo(0)+ "]";
+ mes "Wahhh~!";
+ mes "What the hell";
+ mes "are you doing!";
+ mes "You're hurting me, man!";
+ next;
+ mes "[Annon]";
+ mes "Oh, this is a special kind of massage. Don't worry, it'll relieve you of fatigue. It's quite heavenly, actually. You'll see~";
+ next;
+ mes "^3355FF*Snap snap snap*";
+ mes "*Snap snap snap*";
+ mes "*Crack crack crack*";
+ mes "*Crack crack crack*^000000";
+ next;
+ mes "^3355FFYou feel as though Annon";
+ mes "realigned every bone in your skeleton, placing them in the right spots. Strangely, you feel intense relaxation and refreshment instead of excruciating pain.";
+ set thai_find,14;
+ if(BaseLevel < 56)
+ getexp 900,0;
+ else if(BaseLevel > 55 && BaseLevel < 61)
+ getexp 1050,0;
+ else if(BaseLevel > 60 && BaseLevel < 66)
+ getexp 1868,0;
+ else if(BaseLevel > 65 && BaseLevel < 71)
+ getexp 2741,0;
+ else if(BaseLevel > 70 && BaseLevel < 76)
+ getexp 7076,0;
+ else if(BaseLevel > 75 && BaseLevel < 81)
+ getexp 13025,0;
+ else if(BaseLevel > 80 && BaseLevel < 86)
+ getexp 15034,0;
+ else if(BaseLevel > 85 && BaseLevel < 91)
+ getexp 18205,0;
+ else if(BaseLevel > 90)
+ getexp 40679,0;
+ next;
+ mes "[" +strcharinfo(0)+ "]";
+ mes "Whoa...?";
+ mes "That felt was so great~";
+ mes "It even feels like my mind";
+ mes "has been cleansed too!";
+ mes "You've got a deal!";
+ next;
+ mes "[Annon]";
+ mes "Thank you, thank you so much.";
+ mes "Now I can avoid being tied to Shuda, at least for a little longer.";
+ next;
+ mes "[Annon]";
+ mes "Now, if you'll excuse me,";
+ mes "I must make good my escape";
+ mes "before others find me.";
+ mes "Good day~!";
+ close2;
+ set $annonactive,0;
+ disablenpc "Haggard Man";
+ end;
+ break;
+ case 2:
+ mes "[Annon]";
+ mes "Of course, what I want you to do is to keep me a secret from Shuda. Just forget that you've ever met me, and let Shuda know it was impossible to find me.";
+ next;
+ mes "[Annon]";
+ mes "Besides, even if you help her, all she'll do is offer to name her kids after you. Now... Do you really want that? I know for sure that she and I won't be having children. There's enough evil in the world.";
+ next;
+ mes "[Annon]";
+ mes "Now, you must be wondering";
+ mes "how I would repay you for your silence. Well, let me show you one of the skills I've learned in my spiritual training.";
+ next;
+ mes "[Annon]";
+ mes "Let's see...";
+ mes "Let me twist your";
+ mes "arm this way, and";
+ mes "apply pressure here...";
+ next;
+ mes "[" +strcharinfo(0)+ "]";
+ mes "Wahhh~!";
+ mes "What the hell";
+ mes "are you doing!";
+ mes "You're hurting me, man!";
+ next;
+ mes "[Annon]";
+ mes "Oh, this is a special kind";
+ mes "of massage. Don't worry, it'll";
+ mes "relieve you of fatigue. It's quite heavenly, actually. You'll see~";
+ next;
+ mes "^3355FF*Snap snap snap*";
+ mes "*Snap snap snap*";
+ mes "*Crack crack crack*";
+ mes "*Crack crack crack*^000000";
+ next;
+ mes "^3355FFYou feel as though Annon";
+ mes "realigned every bone in your skeleton, placing them in the right spots. Strangely, you feel intense relaxation and refreshment instead of excruciating pain.";
+ set thai_find,14;
+ if(BaseLevel < 56)
+ getexp 900,0;
+ else if(BaseLevel > 55 && BaseLevel < 61)
+ getexp 1050,0;
+ else if(BaseLevel > 60 && BaseLevel < 66)
+ getexp 1868,0;
+ else if(BaseLevel > 65 && BaseLevel < 71)
+ getexp 2741,0;
+ else if(BaseLevel > 70 && BaseLevel < 76)
+ getexp 7076,0;
+ else if(BaseLevel > 75 && BaseLevel < 81)
+ getexp 13025,0;
+ else if(BaseLevel > 80 && BaseLevel < 86)
+ getexp 15034,0;
+ else if(BaseLevel > 85 && BaseLevel < 91)
+ getexp 18205,0;
+ else if(BaseLevel > 90)
+ getexp 40679,0;
+ next;
+ mes "[" +strcharinfo(0)+ "]";
+ mes "Whoa...?";
+ mes "That felt was so great~";
+ mes "It even feels like my mind";
+ mes "has been cleansed too!";
+ mes "You've got a deal!";
+ next;
+ mes "[Annon]";
+ mes "Thank you, thank you so much.";
+ mes "Now I can avoid being tied to Shuda, at least for a little longer.";
+ next;
+ mes "[Annon]";
+ mes "Now, if you'll excuse me,";
+ mes "I must make good my escape";
+ mes "before others find me.";
+ mes "Good day~!";
+ close2;
+ set $annonactive,0;
+ disablenpc "Haggard Man";
+ end;
+ break;
+ }
+ }
+ else
+ {
+ mes "[" +strcharinfo(0)+ "]";
+ mes "No way, no way.";
+ mes "He's too seriously";
+ mes "wounded to be cured";
+ mes "with the normal potions";
+ mes "that I have. I'll need";
+ mes "a stronger potion...";
+ next;
+ mes "[" +strcharinfo(0)+ "]";
+ mes "Okay, you stay";
+ mes "here for a while.";
+ mes "I'll bring you some";
+ mes "medicine and treat";
+ mes "your wound.";
+ next;
+ mes "[Haggard Man]";
+ mes "No, you don't have to...";
+ mes "^666666*Cough cough cough*^000000";
+ mes "W-wait, don't push";
+ mes "me back inside!";
+ mes "Wahhhhhh~!";
+ next;
+ set $annonactive,0;
+ disablenpc "Haggard Man";
+ mes "[" +strcharinfo(0)+ "]";
+ mes "Okay, it's time";
+ mes "for me to play doctor!";
+ mes "I don't have much time!";
+ mes "My mission: Bring back an";
+ mes "ultra powerful potion for";
+ mes "this poor guy~";
+ emotion e_no1,1;
+ close;
+ }
+ break;
+ case 2:
+ mes "[Haggard Man]";
+ mes "Annon...?";
+ mes "Who's that?";
+ mes "I've never heard of him!";
+ mes "I don't know him, okay!";
+ mes "Stop disturbing my training!";
+ next;
+ mes "[" +strcharinfo(0)+ "]";
+ mes "Uh...";
+ mes "Hmm, it doesn't seem like you should be yelling with that kind of wound. You sure you're not Annon?";
+ next;
+ mes "[Haggard Man]";
+ mes "I told you!";
+ mes "I've never";
+ mes "heard of him!";
+ mes "L-leave me alone!";
+ next;
+ mes "[Haggard Man]";
+ mes "I have to";
+ mes "hide from Shuda.";
+ mes "^666666*Cries*^000000";
+ close2;
+ set $annonactive,0;
+ disablenpc "Haggard Man";
+ end;
+ break;
+ }
+ }
+ else
+ {
+ mes "[Haggard Man]";
+ mes "Huh? Who are you?";
+ mes "This isn't a safe place for a tourists! You should leave right away!";
+ close2;
+ set $annonactive,0;
+ disablenpc "Haggard Man";
+ end;
+ }
+
+OnInit:
+ set $annonactive,0;
+ disablenpc "Haggard Man";
+ end;
+
+}
+
+ayothaya,253,99,3 script Fisherman 843,{
+
+ if(thai_find == 1)
+ {
+ mes "[Dannai]";
+ mes "This place is known to be";
+ mes "teeming with fish. The fish here tend to eat anything they find,";
+ mes "so it's easy to catch them.";
+ next;
+ mes "[Dannai]";
+ mes "We are providing a fishing rod rental service. Every time you fish, you'll need ^3355FF 1 Monster's Feed^000000 to use as bait, and pay";
+ mes "a rod rental fee of ^3355FF50 Zeny^000000.";
+ next;
+ mes "[Dannai]";
+ mes "Would you";
+ mes "like to try?";
+ next;
+ switch( select( "Yes.:No, thanks." ) )
+ {
+ case 1:
+ if(countitem(528) && Zeny > 49) //Monster food
+ {
+ mes "^3355FFYou cast your";
+ mes "fishing line";
+ mes "into the water.^000000";
+ next;
+ mes "...";
+ next;
+ mes "...";
+ mes "......";
+ next;
+ mes "^3355FFYou've hooked a Phen!^000000";
+ next;
+ delitem 528,1; //Monster food
+ set Zeny,Zeny-50;
+ set @randfish,rand(1,100);
+ if(@randfish > 0 && @randfish < 40)
+ {
+ mes "^3355FFWhile cooking the Phen, you";
+ mes "find that it's swallowed a Stone.^000000";
+ close2;
+ getitem 7049,1; //Stone
+ end;
+ }
+ else if(@randfish > 39 && @randfish < 60)
+ {
+ mes "^3355FFInside of the Phen,";
+ mes "you find a Red Potion.^000000";
+ close2;
+ getitem 501,1; //Red potion
+ end;
+ }
+ else if(@randfish > 59 && @randfish < 70)
+ {
+ mes "^3355FFInside of the Phen,";
+ mes "you find a Yellow Potion.^000000";
+ close2;
+ getitem 503,1; //Yellow potion
+ end;
+ }
+ else if(@randfish > 69 && @randfish < 80)
+ {
+ mes "^3355FFThere's nothing inside...";
+ mes "But now you can eat Sushi!^000000";
+ close2;
+ getitem 551,1; //Sushi
+ end;
+ }
+ else if(@randfish > 79 && @randfish < 90)
+ {
+ mes "^3355FFYou find";
+ mes "a Flower Ring";
+ mes "inside the Phen.^000000";
+ close2;
+ getitem 2612,1; //Flower ring
+ end;
+ }
+ else if(@randfish == 90)
+ {
+ mes "^3355FFYou find";
+ mes "a Diamond Ring";
+ mes "inside the Phen.^000000";
+ close2;
+ getitem 2613,1; //Diamond ring
+ end;
+ }
+ else if(@randfish > 90 && @randfish < 101)
+ {
+ mes "^3355FFYou find a ring";
+ mes "with a name engraved";
+ mes "inside the band.^000000";
+ next;
+ mes "^3355FFYou take the";
+ mes "engagement ring.^000000";
+ close2;
+ set thai_find,2;
+ getitem 7288,1; //Engagement ring
+ end;
+ }
+ }
+ else
+ {
+ mes "[Dannai]";
+ mes "Remember, you need ^3355FF1 Monster's Feed^000000 to use as bait and ^3355FF50 zeny^000000 to rend a rod.";
+ close;
+ }
+ break;
+ case 2:
+ mes "[Dannai]";
+ mes "No problem,";
+ mes "come back anytime you";
+ mes "want. Fishing relaxes";
+ mes "the mind and makes you";
+ mes "feel at peace...";
+ close;
+ break;
+ }
+ close;
+ }
+ else if(thai_find < 1)
+ {
+ mes "[Dannai]";
+ mes "The fish here tend";
+ mes "to eat anything they find.";
+ mes "When you gut them, you can";
+ mes "often find interesting things inside.";
+ next;
+ mes "[Dannai]";
+ mes "So when you get a chance,";
+ mes "why don't you sit down, relax";
+ mes "and enjoy some quiet fishing?";
+ close;
+ }
+ else
+ {
+ mes "[Dannai]";
+ mes "Welcome, long time no see!";
+ mes "It seems people learned that you found some kind of fortune from fishing here. After word got around, I've been getting lots";
+ mes "of customers.";
+ next;
+ mes "[Dannai]";
+ mes "I understand that you want";
+ mes "fish, but right now there";
+ mes "aren't any fishing spots";
+ mes "for you at the moment.";
+ next;
+ mes "[Dannai]";
+ mes "Please let other";
+ mes "people have their";
+ mes "chance to find their";
+ mes "own fortunes.";
+ close;
+ }
+
+}
+
+ayo_dun01,255,62,0 script AyoFootprint1 139,2,0,{
+OnTouch:
+ if(thai_find == 4)
+ {
+ if(rand(1,3) < 2)
+ {
+ emotion e_gasp,1;
+ mes "^3355FFYou find footprints heading to the ^5C3317North^3355FF. It looks like somebody was in quite a hurry, just like the villager said!^000000";
+ set thai_find,5;
+ close;
+ }
+ }
+
+}
+
+ayo_dun01,74,142,0 script AyoFootprint2 139,2,0,{
+OnTouch:
+ if(thai_find == 5)
+ {
+ if(rand(1,3) < 2)
+ {
+ emotion e_dots,1;
+ mes "^3355FFYou find another set of footprints. It seems that somebody was running away from something. These prints are heading to the ^5C3317East^3355FF. You'd better follow them to see what";
+ mes "you can find.^000000";
+ set thai_find,6;
+ close;
+ }
+ }
+
+}
+
+ayo_dun01,244,256,2 script AyoFootprint3 139,2,0,{
+OnTouch:
+ if(thai_find == 6)
+ {
+ if(rand(1,3) < 2)
+ {
+ emotion e_no,1;
+ mes "^3355FFThe footprints end around this area. Whoever was running must";
+ mes "have been exhausted and stumbled on something. Perhaps the owner of the footprints is nearby...^000000";
+ set thai_find,7;
+ close;
+ }
+ }
+
+}
+
+ayo_dun01,17,257,0 script AyoFootprint4 139,2,0,{
+OnTouch:
+ if(thai_find == 7)
+ {
+ if(rand(1,3) < 2)
+ {
+ emotion e_ic,1;
+ mes "^3355FFAs you follow the footprints,";
+ mes "you arrive at the '^5C3317Entrance of the Shrine^3355FF.' Whoever this person was, he just ran into the second level.^000000";
+ set thai_find,8;
+ close;
+ }
+ }
+
+}
+
+ayo_dun02,145,120,0 script AyoFootprint5 139,2,0,{
+OnTouch:
+ if(thai_find == 8)
+ {
+ if(rand(1,3) < 2)
+ {
+ mes "^3355FFYou find the same footprints";
+ mes "in this place. It seems pretty";
+ mes "dangerous, and you wonder why";
+ mes "anyone would come here. The";
+ mes "footprints continue towards";
+ mes "the ^5C3317North^3355FF.^000000";
+ set thai_find,9;
+ close;
+ }
+ }
+
+}
+
+
+ayo_dun02,135,168,0 script AyoFootprint6 139,0,2,{
+OnTouch:
+ if(thai_find == 9)
+ {
+ if (rand(1,3) == 1)
+ {
+ emotion e_gasp,1;
+ mes "^3355FFThe trail of footprints";
+ mes "continue here, and seem";
+ mes "to look more freshly made.^000000.";
+ next;
+ mes "^3355FFHmm...?";
+ mes "There's something here...^000000";
+ next;
+ switch( select( "Ignore.:^5C3317Investigate.^000000" ) )
+ {
+ case 1:
+ mes "["+strcharinfo(0)+"]";
+ mes "Well, it's probably nothing. But which way should I go now?";
+ set thai_find,10;
+ close;
+ break;
+ case 2:
+ set @randayo,rand(1,10);
+ if(@randayo < 2)
+ {
+ mes "["+strcharinfo(0)+"]";
+ mes "Why, this is a pack of White Potions. Whoever owned these must have dropped these by accident. Hmm, I could use these for later...";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Wait...";
+ mes "There are more";
+ mes "footprints heading";
+ mes "toward the ^5C3317East^000000.";
+ mes "I better look";
+ mes "into this.";
+ set thai_find,10;
+ getitem 504,10; //White potion
+ close;
+ }
+ else if(@randayo > 2 && @randayo < 5)
+ {
+ mes "["+strcharinfo(0)+"]";
+ mes "Why, this is a pack of Yellow Potions. Whoever owned these must have dropped these by accident. Hmm, I could use these for later...";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Wait...";
+ mes "There are more";
+ mes "footprints heading";
+ mes "toward the ^5C3317East^000000.";
+ mes "I better look";
+ mes "into this.";
+ set thai_find,10;
+ getitem 503,10; //Yellow potion
+ close;
+ }
+ else
+ {
+ mes "[Rat]";
+ mes "^FF0000Squeak!";
+ mes "^FF0000Squeak Squeak!^000000";
+ emotion e_omg,1;
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "^8C1717Wah^000000!";
+ mes "What was that?!";
+ next;
+ mes "^3355FFIt was just a rat.";
+ mes "It feels awful silly to be scared by just a little rat, does it not?^000000";
+ next;
+ mes "^3355FFYou find another trail";
+ mes "of footprints that heads";
+ mes "towards the ^5C3317East^3355FF.^000000";
+ set thai_find,10;
+ close;
+ }
+ break;
+ }
+ close;
+ }
+ }
+
+}
+
+ayo_dun02,77,213,0 script AyoFootprint7 139,1,1,{
+OnTouch:
+ if(thai_find == 10)
+ {
+ if(rand(1,3) < 2)
+ {
+ emotion e_gasp,1;
+ mes "^3355FFWhere is he...?";
+ mes "He seems to have gone";
+ mes "deep into the dungeon.";
+ mes "Just looking for this";
+ mes "guy is exhausting...^000000";
+ set thai_find,11;
+ close;
+ }
+ }
+
+}
+
+ayo_dun02,86,254,0 script AyoFootprint8 139,1,1,{
+OnTouch:
+ if(thai_find == 11)
+ {
+ if(rand(1,3) < 2)
+ {
+ emotion e_gasp,1;
+ mes "^3355FFYou find traces of blood. Whoever was running in this direction may have been wounded. The trail of blood leads to the ^5C3317North^3355FF.^000000";
+ set thai_find,12;
+ close;
+ }
+ }
+
+}
+
+ayothaya,193,171,3 script Old Man#02 842,{
+
+ if(thai_find == 3)
+ {
+ mes "[Tham]";
+ mes "Weird...";
+ mes "Why was that guy";
+ mes "running into the";
+ mes "shrine like that?";
+ mes "That really";
+ mes "bothers me...";
+ next;
+ mes "[Tham]";
+ emotion e_gasp;
+ mes "Oh, aren't you";
+ mes "from Rune-Midgard?";
+ mes "Hello there~";
+ next;
+ mes "[Tham]";
+ mes "Ah...";
+ mes "You heard me talking to myself? Well, I didn't see who he was but, some guy ran into the forest which leads to the shrine. He seemed really terrified of something.";
+ next;
+ mes "[Tham]";
+ mes "He came from out of nowhere, so he scared the crap out of me. Do you think he could be a criminal?";
+ next;
+ mes "[Tham]";
+ emotion e_ic;
+ mes "Ah! I think, in his intense fear, he was screaming something about some kind of '^FF0000Shuda^000000,' or whatever. But what could it possibly mean?";
+ next;
+ mes "[Tham]";
+ mes "Oh well, don't worry. All of our villagers aren't like that. Anyway, I hope you enjoy your travels in Ayotaya.";
+ set thai_find,4;
+ close;
+ }
+ else
+ {
+ set @randayo,rand(1,7);
+ if(@randayo < 5)
+ {
+ mes "[Tham]";
+ mes "Oh hello~";
+ mes "I can tell from your clothes that you must be from Rune-Midgard.";
+ next;
+ mes "[Tham]";
+ mes "Recently, it seems that";
+ mes "our village has been receiving";
+ mes "more tourism, and I can see that";
+ mes "our village is being influenced";
+ mes "in a positive way.";
+ next;
+ mes "[Tham]";
+ mes "Ah...";
+ mes "While you're here,";
+ mes "why don't you taste some";
+ mes "authentic Ayotayan cuisine";
+ mes "for yourself?";
+ next;
+ mes "[Tham]";
+ mes "We're known for our";
+ mes "spicy and sweet seafood,";
+ mes "and there are some nice";
+ mes "restaurants around here.";
+ next;
+ mes "[Tham]";
+ mes "Anyway, I'm sure that you'll like it. I hope that you come visit Ayotaya as often as you can~";
+ close;
+ }
+ else if(@randayo > 4 && @randayo < 7)
+ {
+ mes "[Tham]";
+ mes "Ah~";
+ mes "I've got this craving for Ms. Mali the Spicy's food, especially her 'Tom Yum Goong.'";
+ next;
+ mes "[Tham]";
+ mes "I think it's the";
+ mes "most delicious dish";
+ mes "in the entire world!";
+ close;
+ }
+ else
+ {
+ mes "[Tham]";
+ mes "Oh hello~";
+ mes "I can tell from your clothes that you must be from Rune-Midgard.";
+ next;
+ mes "[Tham]";
+ mes "I hope that you enjoy your stay here, and that you come visit Ayotaya as often as you can~";
+ close;
+ }
+ }
+
+}
+
+// Ayothaya Dungeon Quest
+//============================================================
+ayothaya,83,132,0 script Dusit#thai 843,{
+ if (ayodunquest == 0) {
+ mes "[Dusit]";
+ mes "Oh...!";
+ mes "You must be a traveller.";
+ mes "I have a tale you may wish to hear if you're interested in listening.";
+ next;
+ if (select("What is it?:I know what the story is.") == 1) {
+ mes "[Dusit]";
+ mes "Ayothaya has a long history. Perhaps it looks calm and peaceful now, but in the past our village was terrorized by a terrible creature.";
+ next;
+ mes "[Dusit]";
+ mes "This beast is known to us as";
+ mes "the ^660000Sa-mhing Tiger^000000, which used";
+ mes "to dwell deep in the ancient ruins.";
+ next;
+ mes "[Dusit]";
+ mes "The Sa-mhing Tiger is addicted";
+ mes "to the taste of human flesh. It has been known to transform into the shape of a person it has eaten in order to lure out his family and friends.";
+ next;
+ mes "[Dusit]";
+ mes "The local people are still afraid that the creature might transform into someone they know, and sneak into their homes to eat them.";
+ next;
+ mes "[Dusit]";
+ mes "However, there is one way you can identify the Sa-mhing Tiger from a human being. Since it's a tiger, it cannot do some of the things";
+ mes "humans are taught to do,";
+ mes "such as light a match.";
+ next;
+ mes "[Dusit]";
+ mes "So, if by any chance you see";
+ mes "a friend acting strangely all";
+ mes "of a sudden, ask him to strike";
+ mes "a match. Make sure he is not";
+ mes "the Sa-mhing Tiger.";
+ next;
+ mes "[Dusit]";
+ mes "However...";
+ mes "I'm not sure if this actually works or not. I guess the best thing to do is just run for your life if you even suspect someone of being";
+ mes "the Sa-mhing Tiger.";
+ next;
+ mes "[Dusit]";
+ mes "Do you believe";
+ mes "in the existance";
+ mes "of man-eating tigers?";
+ next;
+ if (select("Well, not really.:Yes, I do and I think they're scary!") == 1) {
+ mes "[Dusit]";
+ mes "Umm...";
+ mes "Oh well. My late grandfather told me about the Sa-mhing Tiger when";
+ mes "I was a little kid. Of course,";
+ mes "I haven't seen it.";
+ next;
+ mes "[Dusit]";
+ mes "The closest thing I've seen to the Sa-mhing Tiger was a golden cat with a bell. Somehow, I don't think it ate men.";
+ close;
+ }
+ mes "[Dusit]";
+ mes "Run for your life if you ever encounter the Sa-mhing Tiger!";
+ mes "It'll eat you alive!";
+ next;
+ mes "[Dusit]";
+ mes "If you're interested in finding";
+ mes "out more about the story, I can introduce you to someone who";
+ mes "knows that creature more than";
+ mes "anyone else.";
+ next;
+ mes "[Dusit]";
+ mes "Why don't you talk to Boonthom? He's a pretty strange person, but there's something about him...";
+ next;
+ mes "[Dusit]";
+ mes "...";
+ mes "......";
+ next;
+ mes "[Dusit]";
+ mes "Ah well, you'll see what I'm talking about. I hope he'll help you learn more about that evil creature.";
+ set ayodunquest,1;
+ close;
+ }
+ mes "[Dusit]";
+ mes "You do now?";
+ mes "Then be careful!";
+ mes "It'll eat you alive!";
+ close;
+ }
+ else if (ayodunquest > 0) {
+ mes "[Dusit]";
+ mes "How are you?";
+ mes "If you're interested";
+ mes "in the Sa-mhing Tiger,";
+ mes "please go talk to Boonthom.";
+ next;
+ mes "[Dusit]";
+ mes "But beware!";
+ mes "The Sa-mhing Tiger might be";
+ mes "closer to you than you expect!";
+ close;
+ }
+}
+
+ayo_in01,181,193,4 script Shaman#thai 840,{
+ if (ayodunquest == 1) {
+ mes "[Boonthom]";
+ mes "You...!";
+ mes "Isn't it....!";
+ mes "Oooooohhhhhhh!";
+ next;
+ mes "[Boonthom]";
+ mes "Oh...?";
+ next;
+ mes "[Boonthom]";
+ mes "...";
+ next;
+ mes "[Boonthom]";
+ mes "...";
+ mes "......";
+ next;
+ mes "[Boonthom]";
+ mes "...";
+ mes "......";
+ mes ".........";
+ next;
+ mes "[Boonthom]";
+ mes "Never mind.";
+ mes "Hah! I've lost my";
+ mes "train of thought.";
+ next;
+ mes "[Boonthom]";
+ mes "So have you come to me to seek help? I can see the fear in your eyes. Let me gaze into your soul, and see what your fear is for myself. Hmmm...";
+ next;
+ mes "[Boonthom]";
+ mes "...";
+ next;
+ mes "[Boonthom]";
+ mes "...";
+ mes "......";
+ next;
+ mes "[Boonthom]";
+ mes "...";
+ mes "......";
+ mes ".........";
+ next;
+ mes "[Boonthom]";
+ mes "What...!";
+ mes "I see that you dread the Sa-mhing Tiger! I haven't heard any news of that monster for a long time...";
+ next;
+ mes "[Boonthom]";
+ mes "A long time ago,";
+ mes "the Sa-mhing Tiger";
+ mes "really did roam the village";
+ mes "and ate innocent people.";
+ next;
+ mes "[Boonthom]";
+ mes "However, its terror";
+ mes "was brought to an end when it";
+ mes "was finally captured. I was one of those involved in capturing the Sa-mhing Tiger.";
+ next;
+ mes "[Boonthom]";
+ mes "I insisted killing on it, but the other people were too afraid to do so. Instead, the Sa-mhing Tiger";
+ mes "was locked in a cave inside of the ancient ruins.";
+ next;
+ mes "[Boonthom]";
+ mes "I believe that was at least 10 years ago. Perhaps it's already dead by now. However, no one";
+ mes "knows how powerful the tiger truly";
+ mes "is. It may still be alive.";
+ next;
+ mes "[Boonthom]";
+ mes "I don't think we need to worry about it though. It is locked up and there it shall remain.";
+ next;
+ switch(select("I want to explore the ancient ruins.:Locked up! Good! I'm not afraid!")) {
+ case 1:
+ mes "[Boonthom]";
+ mes "You...";
+ mes "You are strange.";
+ mes "You want to explore the ancient ruins. Do all adventurers disregard their safety like that?";
+ next;
+ mes "[Boonthom]";
+ mes "It's your choice. But remember, it is very dangerous to go through the path to the center of the building. Usually, I forbid it.";
+ next;
+ mes "[Boonthom]";
+ mes "But if you want to go in,";
+ mes "I can give you some useful tips.";
+ mes "Would you like to listen?";
+ next;
+ if (select("If it's that dangerous, I'd rather not try.:Sure!") == 1) {
+ mes "[Boonthom]";
+ mes "You made a good decision.";
+ mes "You'd better be careful if";
+ mes "you want to stay alive.";
+ close;
+ }
+ mes "[Boonthom]";
+ mes "Umm, okay.";
+ mes "Since you're";
+ mes "that interested...";
+ next;
+ mes "[Boonthom]";
+ mes "If you wish to enter the ancient building, you must have protection against evil spirits and malice.";
+ next;
+ if (Class == Job_Priest || Class == Job_Acolyte || Class == Job_Crusader) {
+ mes "[Boonthom]";
+ mes "Even if you can";
+ mes "wield the power of";
+ mes "holiness, you will still need the spiritual security of our land.";
+ }
+ else {
+ mes "[Boonthom]";
+ mes "There are many ghosts and";
+ mes "demons within the cave, and they will attack people who do not possess holy power... Like you.";
+ }
+ next;
+ mes "[Boonthom]";
+ mes "I can make you an object";
+ mes "containing this holy power if you wish. In order to make it, I will need some materials.";
+ next;
+ mes "[Boonthom]";
+ mes "^3366991 Needle Packet^000000,";
+ mes "^3366991 Spool^000000,";
+ mes "^3366991 Solid Husk^000000 and";
+ mes "^3366991 Holy Water^000000...";
+ mes "That's all I need.";
+ next;
+ mes "[Boonthom]";
+ mes "Please come back";
+ mes "when you prepare all";
+ mes "the materials.";
+ set ayodunquest,2;
+ close;
+ }
+ mes "[Boonthom]";
+ mes "Hmmm...";
+ mes "Not afraid";
+ mes "of it, are you?";
+ next;
+ mes "[Boonthom]";
+ mes "............";
+ mes "............";
+ close;
+ }
+ else if (ayodunquest == 2) {
+ if (countitem(7213) > 0 && countitem(7217) > 0 && countitem(7190) > 0 && countitem(523) > 0) {
+ mes "[Boonthom]";
+ mes "Excellent!";
+ mes "Now you have brought";
+ mes "everything I need. Let me make";
+ mes "the thing for you as promised...";
+ next;
+ mes "[Boonthom]";
+ mes "Ooooohmmmmm...";
+ next;
+ mes "[Boonthom]";
+ mes "Hmmmmmm...";
+ mes "Hmmmmmmmmm.";
+ next;
+ mes "[Boonthom]";
+ mes "Pffff pffff...";
+ next;
+ mes "[Boonthom]";
+ mes "Here you go.";
+ mes "Please take these holy threads.";
+ mes "With this, you will be able to enter the ruins with less worry.";
+ delitem 7213,1; //Needle_Pouch
+ delitem 7217,1; //Spool
+ delitem 7190,1; //Solid_Peeling
+ delitem 523,1; //Holy_Water
+ set ayodunquest,3;
+ getitem 7285,1; //Thread_Skein
+ next;
+ mes "[Boonthom]";
+ mes "Even if you lose this, don't worry. Just bring me the materials, and";
+ mes "I will make you another one.";
+ next;
+ mes "[Boonthom]";
+ mes "The ancient building consists";
+ mes "of 2 levels. Before you enter the 2nd underground level, please return to me so that I can tell you how to enter that place.";
+ }
+ mes "[Boonthom]";
+ mes "Did you forget what materials";
+ mes "you need to create my object of holy power? Please listen";
+ mes "carefully this time.";
+ next;
+ mes "[Boonthom]";
+ mes "^3366991 Needle Packet^000000,";
+ mes "^3366991 Spool^000000,";
+ mes "^3366991 Solid Husk^000000 and";
+ mes "^3366991 Holy Water^000000.";
+ next;
+ mes "[Boonthom]";
+ mes "See you later.";
+ close;
+ }
+ else if (ayodunquest == 3) {
+ if (countitem(7213) > 0 && countitem(7217) > 0 && countitem(7190) > 0 && countitem(523) > 0) {
+ mes "[Boonthom]";
+ mes "Excellent! Now you have brought everything I need, let me make the thing for you as I promised...";
+ next;
+ mes "[Boonthom]";
+ mes "Ooooohmmmmm...";
+ next;
+ mes "[Boonthom]";
+ mes "Hmmmmmm...";
+ mes "Hmmmmmmmmm.";
+ next;
+ mes "[Boonthom]";
+ mes "Pffff pffff...";
+ next;
+ mes "[Boonthom]";
+ mes "Here you go.";
+ mes "Please take these holy threads.";
+ mes "With this, you will be able to enter the ruins with less worry.";
+ delitem 7213,1; //Needle_Pouch
+ delitem 7217,1; //Spool
+ delitem 7190,1; //Solid_Peeling
+ delitem 523,1; //Holy_Water
+ getitem 7285,1; //Thread_Skein
+ next;
+ mes "[Boonthom]";
+ mes "Even if you lose this, don't worry. Just bring me the materials, I can make you another one.";
+ close;
+ }
+ mes "[Boonthom]";
+ mes "If you lose the holy threads, don't worry. I can make some more for you. Just gather the following items.";
+ next;
+ mes "[Boonthom]";
+ mes "^3366991 Needle Packet^000000,";
+ mes "^3366991 Spool^000000,";
+ mes "^3366991 Solid Husk^000000 and";
+ mes "^3366991 Holy Water^000000.";
+ next;
+ mes "[Boonthom]";
+ mes "See you later.";
+ close;
+ }
+ else if (ayodunquest > 3 && ayodunquest < 9) {
+ mes "[Boonthom]";
+ mes "You finally started seeking the tiger. I hope that you will be safe from harm.";
+ next;
+ mes "[Boonthom]";
+ mes "Feel free to ask";
+ mes "me for help at anytime.";
+ close;
+ }
+ else if (ayodunquest == 9) {
+ mes "["+strcharinfo(0)+"]";
+ mes "I copied down this";
+ mes "message while exploring";
+ mes "the dungeon. Would you";
+ mes "take a look at this?";
+ next;
+ mes "[Stone Slate]";
+ mes "^333333Do not enter the";
+ mes "2nd underground level";
+ mes "...is danger... You wil...";
+ mes "...encounter... tiger...^000000";
+ next;
+ mes "[Stone Slate]";
+ mes "^333333You must kill... In order to do... MUST... How to go... the 2nd underground level...";
+ mes "You need more... Holy power... in order to... Otherwise, it's impossible...^000000";
+ next;
+ mes "[Boonthom]";
+ mes "That was written by one of my comrades who entered the ruins,";
+ mes "as he regretted letting the tiger live, lest it return.";
+ next;
+ mes "[Boonthom]";
+ mes "If you were able to find this note, you must have strong determination to venture through the ruins.";
+ next;
+ mes "[Boonthom]";
+ mes "As you can guess from the";
+ mes "note, the 2nd underground level is very very dangerous. You will need holy threads that contain even more holy protection.";
+ next;
+ mes "[Boonthom]";
+ mes "Now, go and gather some materials so that I can create more powerful holy threads for you.";
+ next;
+ mes "[Boonthom]";
+ mes "^3366992 Holy Water^000000,";
+ mes "^3366991 Yggdrasil Leaf^000000,";
+ mes "^3366992 Needle Packet^000000 and";
+ mes "^3366992 Spool^000000.";
+ set ayodunquest,10;
+ next;
+ mes "[Boonthom]";
+ mes "Return to me";
+ mes "once you have";
+ mes "gathered everything.";
+ close;
+ }
+ else if (ayodunquest == 10) {
+ if (countitem(523) > 1 && countitem(610) > 0 && countitem(7213) > 1 && countitem(7217) > 1) {
+ mes "[Boonthom]";
+ mes "Hmm~";
+ mes "You've brought";
+ mes "everything. Quite";
+ mes "the enthusiastic one,";
+ mes "aren't you?";
+ next;
+ mes "[Boonthom]";
+ mes "Ooooohmmmmm...";
+ next;
+ mes "[Boonthom]";
+ mes "Hmmmmmm...";
+ mes "Hmmmmmmmmm.";
+ next;
+ mes "[Boonthom]";
+ mes "Pffff pffff...";
+ next;
+ mes "[Boonthom]";
+ mes "Here you go.";
+ mes "Please take these holy threads.";
+ mes "With this, you will be able to enter the ruins with less worry.";
+ delitem 7213,2; //Needle_Pouch
+ delitem 7217,2; //Spool
+ delitem 610,1; //Leaf_Of_Yggdrasil
+ delitem 523,2; //Holy_Water
+ set ayodunquest,11;
+ getitem 7287,1; //Thread_Skein_
+ next;
+ mes "[Boonthom]";
+ mes "Even if you lose this, don't worry. Just bring me the materials, and";
+ mes "I will make you another one.";
+ close;
+ }
+ mes "[Boonthom]";
+ mes "Hmm...?";
+ mes "Didn't I tell you";
+ mes "what I need to make";
+ mes "a more powerful";
+ mes "holy thread?";
+ next;
+ mes "[Boonthom]";
+ mes "^3366992 Holy Water^000000,";
+ mes "^3366991 Yggdrasil Leaf^000000,";
+ mes "^3366992 Needle Packet^000000 and";
+ mes "^3366992 Spool^000000.";
+ next;
+ mes "[Boonthom]";
+ mes "Return to me";
+ mes "with those items";
+ mes "and I will craft";
+ mes "more powerful holy";
+ mes "threads for you.";
+ close;
+ }
+ else if (ayodunquest == 11) {
+ if (countitem(7287) > 0) {
+ mes "[Boonthom]";
+ mes "Those threads";
+ mes "will protect you";
+ mes "from the spiritual";
+ mes "dangers, but it's up";
+ mes "to you to defend yourself";
+ mes "from monster attacks, okay?";
+ close;
+ }
+ else if (countitem(523) > 1 && countitem(610) > 0 && countitem(7213) > 1 && countitem(7217) > 1 && countitem(7287) == 0) {
+ mes "[Boonthom]";
+ mes "Ooooohmmmmm...";
+ next;
+ mes "[Boonthom]";
+ mes "Hmmmmmm...";
+ mes "Hmmmmmmmmm.";
+ next;
+ mes "[Boonthom]";
+ mes "Pffff pffff...";
+ next;
+ mes "[Boonthom]";
+ mes "Here you go.";
+ mes "Please take these holy threads.";
+ mes "With this, you will be able to enter the ruins with less worry.";
+ delitem 7213,2; //Needle_Pouch
+ delitem 7217,2; //Spool
+ delitem 610,1; //Leaf_Of_Yggdrasil
+ delitem 523,2; //Holy_Water
+ getitem 7287,1; //Thread_Skein_
+ close;
+ }
+ mes "[Boonthom]";
+ mes "Hmm...?";
+ mes "Didn't I tell you";
+ mes "what I need to make";
+ mes "a more powerful";
+ mes "holy thread?";
+ next;
+ mes "[Boonthom]";
+ mes "^3366992 Holy Water^000000,";
+ mes "^3366991 Yggdrasil Leaf^000000,";
+ mes "^3366992 Needle Packet^000000 and";
+ mes "^3366992 Spool^000000.";
+ close;
+ }
+ else if (ayodunquest == 12) {
+ mes "[Boonthom]";
+ mes "Huh...!";
+ mes "You must have seen something.";
+ mes "I can tell by the gloomy look on your face, and the shadow looming over your soul.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I found";
+ mes "this old letter";
+ mes "in the ruins.";
+ next;
+ mes "[Old Letter]";
+ mes "^333333Dear, Boonthom...I was a fool...There is Sa-mhing Tig'...One who ....my remains... Please take...to Boonthom...";
+ next;
+ mes "[Boonthom]";
+ mes "I see...";
+ mes "Oh, my dear";
+ mes "old friend...";
+ next;
+ mes "[Boonthom]";
+ mes "Thank you for your trouble.";
+ mes "My friend left that box for me.";
+ mes "But I guess he would wish to give that box to the person who found his remains.";
+ next;
+ mes "[Boonthom]";
+ mes "If you wish to explore the building again, but you don't have any holy thread, feel free to ask me at anytime.";
+ set ayodunquest,13;
+ close;
+ }
+ else if (ayodunquest > 12) {
+ if (countitem(7287) > 0) {
+ mes "[Boonthom]";
+ mes "Best of luck on your";
+ mes "expeditions, brave";
+ mes "adventurer~";
+ close;
+ }
+ else if (countitem(523) > 1 && countitem(610) > 0 && countitem(7213) > 1 && countitem(7217) > 1 && countitem(7287) == 0) {
+ mes "[Boonthom]";
+ mes "Lost the";
+ mes "holy threads";
+ mes "somehow, did you?";
+ mes "With the items you";
+ mes "have, I'll simply";
+ mes "make more of them.";
+ next;
+ mes "[Boonthom]";
+ mes "Ooooohmmmmm...";
+ next;
+ mes "[Boonthom]";
+ mes "Hmmmmmm...";
+ mes "Hmmmmmmmmm.";
+ next;
+ mes "[Boonthom]";
+ mes "Pffff pffff...";
+ next;
+ mes "[Boonthom]";
+ mes "Here you go.";
+ mes "Please take these holy threads.";
+ mes "With this, you will be able to enter the ruins with less worry.";
+ delitem 7213,2; //Needle_Pouch
+ delitem 7217,2; //Spool
+ delitem 610,1; //Leaf_Of_Yggdrasil
+ delitem 523,2; //Holy_Water
+ getitem 7287,1; //Thread_Skein_
+ close;
+ }
+ mes "[Boonthom]";
+ mes "Hmm...?";
+ mes "Didn't I tell you";
+ mes "what I need to make";
+ mes "a more powerful";
+ mes "holy thread?";
+ next;
+ mes "[Boonthom]";
+ mes "^3366992 Holy Water^000000,";
+ mes "^3366991 Yggdrasil Leaf^000000,";
+ mes "^3366992 Needle Packet^000000 and";
+ mes "^3366992 Spool^000000.";
+ close;
+ }
+ mes "[Boonthom]";
+ mes "Ooooohmmmmm...";
+ close;
+}
+
+ayo_fild01,129,197,0 script Puraim#thai1 842,{
+ if ((ayodunquest > 2 && countitem(7285) > 0) || (ayodunquest > 2 && countitem(7287) > 0)) {
+ mes "[Puraim]";
+ mes "Huh...?";
+ mes "I feel it!";
+ mes "I can feel the";
+ mes "power of holiness!";
+ mes "It's coming from you!";
+ next;
+ mes "[Puraim]";
+ mes "I guess you can go ahead";
+ mes "into the ruins. So that's";
+ mes "what you want? To explore";
+ mes "this area?";
+ next;
+ mes "[Puraim]";
+ mes "I would suggest";
+ mes "against coming inside.";
+ mes "Even the local people";
+ mes "fear this area.";
+ next;
+ mes "[Puraim]";
+ mes "If the Sa-mhing Tiger wasn't around, there would still be all the evil spirits in this place. Even with the holy thread, this place is still dangerous.";
+ next;
+ mes "[Puraim]";
+ mes "So what do you want?";
+ mes "Do you still want to";
+ mes "explore the area,";
+ mes "adventurer?";
+ next;
+ if (select("Yes.:No! I'm too afraid of the ruins now.") == 1) {
+ mes "[Puraim]";
+ mes "Hmmm...";
+ mes "It seems you adventurers are tempted by the thrill of danger,";
+ mes "or you've all got some death wish.";
+ next;
+ mes "[Puraim]";
+ mes "Oh well, that's none of my business. After all, you already";
+ mes "have a holy spirit. Still, be careful. You might not want to go to the 2nd underground level of the ruins.";
+ next;
+ mes "[Puraim]";
+ mes "As you Rune-Midgardians";
+ mes "say, 'curiousity killed the cat.'";
+ mes "Anyway, go for it!";
+ next;
+ mes "^3355FFHe shoved you off the hill";
+ mes "and you plummet like a rock.^000000";
+ close2;
+ percentheal -10,0;
+ warp "ayo_fild02",30,135;
+ end;
+ }
+ mes "[Puraim]";
+ mes "Good decision!";
+ mes "As I expected, you're";
+ mes "smart enough not to";
+ mes "stupidly jeopardize your life.";
+ close;
+ }
+ mes "[Puraim]";
+ mes "If I were you, I wouldn't";
+ mes "even dare to approach";
+ mes "the ruins down over there.";
+ next;
+ mes "[Puraim]";
+ mes "Anyone who doesn't have the protection of a holy spirit will be easy game for the evil creatures living there. You'd be killed in";
+ mes "no time at all!";
+ next;
+ mes "[Puraim]";
+ mes "Go back, adventurer.";
+ mes "If you wish to explore";
+ mes "this area, you'd better";
+ mes "show me some holy spirit.";
+ close;
+}
+
+ayo_fild02,25,154,0 script Aik#thai 843,{
+ mes "[Aik]";
+ mes "So, how was your expedition?";
+ mes "I hope that the evil spirits will not follow you outside of the ruins, and haunt your dreams.";
+ next;
+ mes "[Aik]";
+ mes "When you go back,";
+ mes "remember to ward off";
+ mes "the evil from your mind.";
+ mes "Otherwise you will encounter";
+ mes "trouble later...";
+ next;
+ mes "[Aik]";
+ mes "So, would you";
+ mes "like to go back?";
+ next;
+ if (select("Yes.:No, I need to look around more...") == 1) {
+ mes "[Aik]";
+ mes "Alright then...";
+ mes "Here we go...";
+ next;
+ mes "^3355FFHe suddenly grabbed you";
+ mes "and hurled you up into the air!^000000";
+ close2;
+ warp "ayo_fild01",115,200;
+ end;
+ }
+ mes "[Aik]";
+ mes "I see.";
+ mes "Take care.";
+ close;
+}
+
+// Water Traps
+ayo_dun01,273,26,0 script #th_dun1_1_1::AyoTrap1 111,0,4,{
+ mes "^3355FFYou look down and see a pool";
+ mes "of water in the distance. It looks like a long drop to the bottom.^000000";
+ next;
+ mes "^3355FFYou are filled";
+ mes "with apprehension,";
+ mes "After all, if you fall down,^000000";
+ mes "^2F2F4Fyou might get killed.^000000";
+ close;
+
+OnTouch:
+ mes "^3355FFYou look down and see a pool";
+ mes "of water in the distance. It looks like a long drop to the bottom.^000000";
+ next;
+ mes "^3355FFYou are filled";
+ mes "with apprehension.";
+ mes "After all, if you fall down,";
+ mes "^2F2F4Fyou might get killed.^000000";
+ close;
+}
+
+ayo_dun01,273,27,0 duplicate(AyoTrap1) #th_dun1_1_2 111
+ayo_dun01,272,27,0 duplicate(AyoTrap1) #th_dun1_1_3 111,0,4
+ayo_dun01,272,26,0 duplicate(AyoTrap1) #th_dun1_1_4 111
+
+ayo_dun01,26,27,0 script #th_dun1_1::AyoTrap2 -1,1,1,{
+OnTouch:
+ percentheal -100,0;
+ end;
+}
+
+ayo_dun01,28,27,0 duplicate(AyoTrap2) #th_dun1_2 -1,0,1
+ayo_dun01,27,25,0 duplicate(AyoTrap2) #th_dun1_3 -1,1,0
+ayo_dun01,25,25,0 duplicate(AyoTrap2) #th_dun1_4 -1
+ayo_dun01,272,273,0 duplicate(AyoTrap2) #th_dun1_5 -1,1,1
+ayo_dun01,274,273,0 duplicate(AyoTrap2) #th_dun1_6 -1,0,1
+ayo_dun01,273,271,0 duplicate(AyoTrap2) #th_dun1_7 -1,1,0
+ayo_dun01,271,271,0 duplicate(AyoTrap2) #th_dun1_8 -1
+ayo_dun01,26,273,0 duplicate(AyoTrap2) #th_dun1_9 -1,1,1
+ayo_dun01,28,273,0 duplicate(AyoTrap2) #th_dun1_10 -1,0,1
+ayo_dun01,27,271,0 duplicate(AyoTrap2) #th_dun1_11 -1,1,0
+ayo_dun01,25,271,0 duplicate(AyoTrap2) #th_dun1_12 -1
+
+// Hints
+ayo_dun01,156,148,0 script #hint01::AyoHint -1,0,4,{
+OnTouch:
+ if (rand(1,100) > 60 && ayodunquest < 11) {
+ mes "^3355FFThe Holy Thread in your pocket suddenly began to glow. You feel that something is near you...^000000";
+ close2;
+ viewpoint 1,198,164,0,0xFF0000;
+ viewpoint 1,87,16,1,0xFF0000;
+ viewpoint 1,268,214,2,0xFF0000;
+ viewpoint 1,147,274,3,0xFF0000;
+ viewpoint 1,99,118,4,0xFF0000;
+ viewpoint 1,16,188,5,0xFF0000;
+ }
+ end;
+}
+
+ayo_dun01,259,42,0 duplicate(AyoHint) #hint02 -1,2,0
+ayo_dun01,259,44,0 duplicate(AyoHint) #hint02_2 -1,2,0
+ayo_dun01,259,46,0 duplicate(AyoHint) #hint02_3 -1,2,0
+
+// Puzzle pieces
+ayo_dun01,198,164,0 script #hun_thai_1 111,{
+ if (ayodunquest == 3) {
+ set ayodunquest,4;
+ mes "^3355FFYou find a piece of a stone slate with letters etched on it. It seems to be the 1st part of the slate.^000000";
+ next;
+ mes "^3355FFIt reads '^0000FFDo not enter the 2nd underground level^3355FF.' You are unable to read the rest of the message.^000000";
+ close;
+ }
+ mes "^3355FFYou find a piece of a stone slate with letters etched on it. It seems to be the 1st part of the slate.^000000";
+ close;
+}
+
+ayo_dun01,87,16,0 script #hun_thai_2 111,{
+ if (ayodunquest == 4) {
+ set ayodunquest,5;
+ mes "^3355FFYou find a piece of a stone slate with letters etched on it. It seems to be the 2nd part of the slate.^000000";
+ next;
+ mes "^3355FFIt reads '^0000FF...is danger... You wil...^3355FF.' You are unable to read the rest of the message.^000000";
+ close;
+ }
+ mes "^3355FFYou find a piece of a stone slate with letters etched on it. It seems to be the 2nd part of the slate.^000000";
+ close;
+}
+
+ayo_dun01,268,214,0 script #hun_thai_3 111,{
+ if (ayodunquest == 5) {
+ set ayodunquest,6;
+ mes "^3355FFYou find a piece of a stone slate with letters etched on it. It seems to be the 3rd part of the slate.^000000";
+ next;
+ mes "^3355FFIt reads '^0000FF...encounter... tiger...^3355FF.' You are unable to read the rest of the message.^000000";
+ close;
+ }
+ mes "^3355FFYou find a piece of a stone slate with letters etched on it. It seems to be the 3rd part of the slate.^000000";
+ close;
+}
+
+ayo_dun01,147,274,0 script #hun_thai_4 111,{
+ if (ayodunquest == 6) {
+ set ayodunquest,7;
+ mes "^3355FFYou find a piece of a stone slate with letters etched on it. It seems to be the 4th part of the slate.^000000";
+ next;
+ mes "^3355FFIt reads '^0000FFYou must kill... In order to do... MUST... How to go... the 2nd underground level...^3355FF' You are unable to read the rest of the message.^000000";
+ close;
+ }
+ mes "^3355FFYou find a piece of a stone slate with letters etched on it. It seems to be the 4th part of the slate.^000000";
+ close;
+}
+
+ayo_dun01,99,118,0 script #hun_thai_5 111,{
+ if (ayodunquest == 7) {
+ set ayodunquest,8;
+ mes "^3355FFYou find a piece of a stone slate with letters etched on it. It seems to be the 5th part of the slate.^000000";
+ next;
+ mes "^3355FFIt reads '^0000FFYou need more... Holy power... in order to...^3355FF' You are unable to read the rest of the message.^000000";
+ close;
+ }
+ mes "^3355FFYou find a piece of a stone slate with letters etched on it. It seems to be the 5th part of the slate.^000000";
+ close;
+}
+
+ayo_dun01,16,188,0 script #hun_thai_6 111,{
+ if (ayodunquest == 8) {
+ set ayodunquest,9;
+ mes "^3355FFYou find a piece of a stone slate with letters etched on it. It seems to be the last part of the slate.^000000";
+ next;
+ mes "^3355FFIt reads '^0000FFOtherwise, it's impossible...^3355FF' You are unable to read the rest of the message.^000000";
+ close;
+ }
+ mes "^3355FFYou find a piece of a stone slate with letters etched on it. It seems to be the last part of the slate.^000000";
+ close;
+}
+
+ayo_dun01,24,283,0 script #2_dun_in 111,{
+ if (ayodunquest > 10) {
+ if (countitem(7287) > 0) {
+ mes "^3355FFThe holy threads";
+ mes "emanate a powerful sense";
+ mes "of safety and security.";
+ mes "With the protection of";
+ mes "holiness, you begin your";
+ mes "descent into the 2nd level.^000000.";
+ close2;
+ if (rand(1,10) > 5) {
+ warp "ayo_dun02",23,26;
+ }
+ else {
+ warp "ayo_dun02",275,26;
+ }
+ end;
+ }
+ mes "^3355FFYou find what seems to be the entrance to the 2nd level. However, you are filled with an overwhelming sense of dread. Somehow, you can't bring yourself to go down...^000000";
+ close;
+ }
+ mes "^3355FFYou find what seems to be the entrance to the 2nd level. However, you are filled with an overwhelming sense of dread. Somehow, you can't bring yourself to go down...^000000";
+ close;
+}
+
+ayo_dun02,268,108,0 script #reward_tiger 111,{
+ if (ayodunquest == 11 && countitem(7287) > 0) {
+ mes "^3355FFYou find half of the skeletal remains of a person sticking out from the ground. It seems to be the remains of Boonthom's comrade.^000000";
+ next;
+ mes "^3355FFYou find a piece of paper beside the skeleton, as well as a box.^000000";
+ next;
+ mes "^3355FFYou read what is written on the old sheet of paper. The letters have faded with age, and it is difficult to read.^000000";
+ next;
+ mes "[Old Letter]";
+ mes "^333333Dear, Boonthom,";
+ mes "I was a fool. There is 'Sa-mhing Tig'...One who ....my remains... Please take...to Boonthom...";
+ next;
+ mes "^3355FFYou pick";
+ mes "up the box.^000000";
+ set ayodunquest,12;
+ getitem 603,1; //Old_Blue_Box
+ close;
+ }
+}
+
+// Tom Tung Goong Quest
+//============================================================
+ayothaya,196,265,3 script Einon#ayo 842,{
+ if (tomyumgoong == 0) {
+ mes "[Einon]";
+ mes "Do you know what the";
+ mes "most popular cuisine";
+ mes "of this village is?";
+ next;
+ mes "[Einon]";
+ mes "Ayotaya is world famous";
+ mes "for its regional cuisine, but";
+ mes "out of all Ayotayan dishes,";
+ mes "'^3131FFTom Yum Goong^000000' is the best.";
+ next;
+ mes "[Einon]";
+ mes "Tom Yum Goong is a type";
+ mes "of soup that is very spicy. Try it once, and you will be amazed by its profound taste. Try it twice, and you will be enraptured by its tantalizing aroma.";
+ next;
+ mes "[Einon]";
+ mes "It's really one of the most delicious foods in the world!";
+ mes "Everyone in the world would";
+ mes "want to try this at least once in his lifetime. So, would you like";
+ mes "to try some?";
+ next;
+ if (select("Sure thing.:No, thanks. I hate spicy food.") == 1) {
+ mes "[Einon]";
+ mes "Okay...!";
+ mes "Now who would be";
+ mes "best for preparing";
+ mes "Tom Yum Goong for you?";
+ mes "Hmmmmm...";
+ next;
+ mes "[Einon]";
+ mes "Everyone in the village";
+ mes "knows how to make it, but";
+ mes "I recommend that you go";
+ mes "visit ^3131FFMali the Spicy^000000.";
+ next;
+ emotion e_no1;
+ set tomyumgoong,1;
+ mes "[Einon]";
+ mes "She is the best cook when it";
+ mes "comes to Tom Yum Goong!";
+ mes "Why don't you ask her";
+ mes "to cook you some?";
+ close;
+ }
+ mes "[Einon]";
+ mes "Oh I see...";
+ mes "However, when you";
+ mes "change your mind,";
+ mes "please come back.";
+ close;
+ }
+ else if (tomyumgoong == 1) {
+ mes "[Einon]";
+ mes "Ah, you wanna know";
+ mes "where ^3131FFMali the Spicy^000000 is?";
+ mes "Well, there's not too many places";
+ mes "a cook would stay other than in";
+ mes "a restaurant, right? Hahaha~";
+ close;
+ }
+ mes "[Einon]";
+ mes "Golden Ayotaya...";
+ mes "Although I've grown";
+ mes "up in this village,";
+ mes "I still think my village";
+ mes "is magnificient and beautiful.";
+ next;
+ mes "[Einon]";
+ mes "What do you think?";
+ mes "Wouldn't you agree with me?";
+ close;
+}
+
+ayo_in01,145,163,3 script Cook#ayo 839,{
+ if (tomyumgoong < 2) {
+ mes "[Mali the Spicy]";
+ mes "Hello, there!";
+ mes "I am called Mali the Spicy.";
+ mes "All of my dishes always amaze";
+ mes "my customers with their tempting scents and deep flavors.";
+ next;
+ mes "[Mali the Spicy]";
+ mes "I am especially proud of my";
+ mes "^3131FFTom Yum Goong^000000, which is the";
+ mes "best in the village. I suppose";
+ mes "it's my fate to cook the greatest Tom Yum Goong ever.";
+ if (tomyumgoong == 0) {
+ close;
+ }
+ else {
+ next;
+ mes "[Mali the Spicy]";
+ mes "Oh I see...";
+ mes "You want me to cook";
+ mes "Tom Yum Goong for you,";
+ mes "don't you?";
+ next;
+ mes "[Mali the Spicy]";
+ mes "Honestly, I've been really";
+ mes "busy ever since I opened this restaurant. If you really wish to taste my Tom Yum Goong, would";
+ mes "you do something for me?";
+ next;
+ if (select("Sure!:Eh... I dunno.") == 1) {
+ mes "[Mali the Spicy]";
+ mes "First, would you get";
+ mes "the ingredients to make";
+ mes "Tom Yum Goong for me? I'll need some ^CE0000Shrimps^000000, ^CE0000Chiles^000000 and ^CE0000Lemons^000000.";
+ next;
+ mes "[Mali the Spicy]";
+ mes "Remember, Shrimp is the main ingredient of this dish. So, the fresher the Shrimp, the tastier your food will be.";
+ next;
+ select("Where can I find them?");
+ mes "[Mali the Spicy]";
+ mes "I expected you";
+ mes "to ask me that.";
+ mes "For Shrimps, look around";
+ mes "the beach. You should see";
+ mes "a lot of them there.";
+ next;
+ mes "[Mali the Spicy]";
+ mes "However, you might have a hard time finding them since you haven't done that before. So just buy some Shrimp from the guy who sells";
+ mes "the freshest Shrimp around.";
+ next;
+ mes "[Mali the Spicy]";
+ mes "Hmmm...";
+ mes "If you mention";
+ mes "my name, that guy";
+ mes "might give you a discount.";
+ set tomyumgoong,2;
+ next;
+ mes "[Mali the Spicy]";
+ mes "His name is ^3131FFThongpool^000000.";
+ mes "He will be somewhere around the village selling Shrimps. Go and ask him to give you 20 Shrimps to cook Tom Yum Goong.";
+ close;
+ }
+ mes "[Mali the Spicy]";
+ mes "I understand this might be difficult to do, but it's worth";
+ mes "a try if you really want to taste the best Tom Yum Goong.";
+ close;
+ }
+ }
+ else if (tomyumgoong > 1 && tomyumgoong < 4) {
+ if (tomyumgoong == 2 && countitem(567) > 19) {
+ mes "[Mali the Spicy]";
+ mes "Errr...";
+ mes "What's wrong with these Shrimp?";
+ mes "They all have these scratches and rips in them! I can't believe Thongpool sold such bad Shrimp";
+ mes "to his customers!";
+ next;
+ mes "[Mali the Spicy]";
+ mes "I'm so sorry, but";
+ mes "I can't cook the best";
+ mes "Tom Yum Goong with";
+ mes "these Shrimp.";
+ next;
+ mes "[Mali the Spicy]";
+ mes "I know it's an inconvenience, but would you go back to Thongpool";
+ mes "and ask him to give you the freshest Shrimp to cook the best";
+ mes "Tom Yum Goong?";
+ close;
+ }
+ else if (tomyumgoong == 3) {
+ if (countitem(567) > 19) {
+ mes "[Mali the Spicy]";
+ mes "Ah, you came back!";
+ mes "Now, let me see what";
+ mes "you've brought. Hmm...";
+ mes "These are...";
+ next;
+ emotion e_no1;
+ mes "[Mali the Spicy]";
+ mes "The freshest Shrimp that";
+ mes "I've been looking for! Well done~";
+ mes "With these big and fresh Shrimp,";
+ mes "I can cook the best Tom Yum Goong for you! Thank you so much!";
+ delitem 567,20; //Prawn
+ next;
+ mes "[Mali the Spicy]";
+ mes "It will be a perfect food with the natural sweetness of the Shrimp, the sourness of Lemons and a little bit of fish sauce!";
+ next;
+ mes "[Mali the Spicy]";
+ mes "Oh... Right.";
+ mes "But we only have Shrimp.";
+ mes "Now, I want you to bring";
+ mes "me some ^CE0000Lemons^000000.";
+ next;
+ if (select("Where can I find Lemons?:I hate sour food. I'd better quit!") == 1) {
+ set tomyumgoong,4;
+ mes "[Mali the Spicy]";
+ mes "A few days ago, I saw a good";
+ mes "Lemon tree while taking a walk.";
+ mes "But this tree belongs to an ordinary man who's not a Fruit Merchant.";
+ next;
+ mes "[Mali the Spicy]";
+ mes "I'm not sure whether";
+ mes "or not he'd sell Lemons";
+ mes "to you, but you can try,";
+ mes "I guess.";
+ close;
+ }
+ emotion e_ag;
+ mes "[Mali the Spicy]";
+ mes "What a stupid...!";
+ mes "If you quit just because you really hate sour flavors, you must not be that eager to have my Tom Yum Goong!";
+ next;
+ mes "[Mali the Spicy]";
+ mes "Once you taste my";
+ mes "Tom Yum Goong, you'll";
+ mes "regret what you just said!";
+ close;
+ }
+ mes "[Mali the Spicy]";
+ mes "Huh...?";
+ mes "What did you do";
+ mes "with the Shrimps?";
+ mes "You didn't eat them";
+ mes "on the way here, did you?";
+ close;
+ }
+ mes "[Mali the Spicy]";
+ mes "Make sure you ask";
+ mes "Mr. Thongpool to give";
+ mes "you 20 Shrimps.";
+ mes "Now hurry~";
+ close;
+ }
+ else if (tomyumgoong > 3 && tomyumgoong < 6) {
+ if (tomyumgoong == 4 && countitem(568) > 9) {
+ mes "[Mali the Spicy]";
+ mes "You think these are";
+ mes "the best quality Lemons?";
+ mes "Take a closer look!";
+ next;
+ mes "[Mali the Spicy]";
+ mes "The skin of these";
+ mes "Lemons lack luster";
+ mes "and they don't even smell";
+ mes "fresh! They're just";
+ mes "common Lemons!";
+ close;
+ }
+ else if (tomyumgoong == 5) {
+ if (countitem(568) > 9) {
+ emotion e_gasp;
+ mes "[Mali the Spicy]";
+ mes "Welcome back!";
+ mes "Wow, you came back";
+ mes "really fast! Okay, let me";
+ mes "see the Lemons";
+ mes "you brought?";
+ next;
+ mes "[Mali the Spicy]";
+ mes "Wow, great!";
+ mes "These are really fresh Lemons!";
+ mes "How could you bring all of these by yourself? Thanks for your trouble~";
+ next;
+ mes "[Mali the Spicy]";
+ mes "Now, you should go buy";
+ mes "some ^CE0000Chiles^000000 and some";
+ mes "other materials in the Market.";
+ next;
+ mes "[Mali the Spicy]";
+ mes "When you talk";
+ mes "to the Merchants";
+ mes "in the Market, they";
+ mes "will know what you want.";
+ next;
+ if (select("Okay, I'll be right back.:Ah, I'm tired now. Let me take a rest first...") == 1) {
+ delitem 568,10; //Lemon
+ set tomyumgoong,6;
+ mes "[Mali the Spicy]";
+ mes "See you in a bit~";
+ close;
+ }
+ mes "[Mali the Spicy]";
+ mes "It's your call.";
+ mes "But remember...";
+ mes "The Shrimps might go bad";
+ mes "while you're taking a rest.";
+ close;
+ }
+ mes "[Mali the Spicy]";
+ mes "Huh...?";
+ mes "What did you";
+ mes "do with Lemons?";
+ mes "You didn't eat them";
+ mes "all on the way here, did you?";
+ close;
+ }
+ mes "[Mali the Spicy]";
+ mes "Alright...";
+ mes "I'm counting on you";
+ mes "to get the best Lemons";
+ mes "from the guy that owns that tree.";
+ next;
+ mes "[Mali the Spicy]";
+ mes "Somehow, you've got";
+ mes "to get those high quality";
+ mes "Lemons so that I can make";
+ mes "some Tom Yum Goong!";
+ close;
+ }
+ else if (tomyumgoong == 6) {
+ if (countitem(7286) > 29) {
+ mes "[Mali the Spicy]";
+ mes "I don't understand...";
+ mes "Where did you get these";
+ mes "bad ingredients?! Didn't";
+ mes "I tell you that my";
+ mes "Tom Yum Goong";
+ mes "requires the best?!";
+ close;
+ }
+ mes "[Mali the Spicy]";
+ mes "I know you've been working hard to do me this favor. I hope you'll put forth that last little bit of effort to finish this.";
+ next;
+ mes "[Malli the Spicy]";
+ mes "Please go take a look in the Market. I don't doubt that it will be a good experience. After all, my fantastic Tom Yum Goong is waiting for you!";
+ close;
+ }
+ else if (tomyumgoong == 7) {
+ set .@now_weight,MaxWeight-Weight;
+ if (.@now_weight > 1499) {
+ if (countitem(7286) > 29) {
+ delitem 7286,30; //Chilli
+ emotion e_gasp;
+ mes "[Mali the Spicy]";
+ mes "Now...";
+ mes "Everything is all set!";
+ mes "Before we start, let me";
+ mes "check the materials.";
+ next;
+ mes "[Mali the Spicy]";
+ mes "^CE0000Shrimp^000000, ^CE0000Chiles^000000, ^CE0000Lemons^000000...";
+ mes "Fish sauce and other little things...";
+ next;
+ mes "[Mali the Spicy]";
+ mes "Perfect!";
+ mes "Shall we begin?";
+ next;
+ mes "^FF0000*Tuk*^000000";
+ mes "^9C009C*Tup*^000000";
+ mes "^009C00*Puk*^000000";
+ specialeffect EF_ENCHANTPOISON;
+ next;
+ mes "^FF0031*Chop chop*^000000";
+ mes "^FF9C00*Tup tup tup*^000000";
+ mes "^639CFF*Pu pu^000000 -";
+ specialeffect EF_VENOMDUST;
+ next;
+ mes "[Mali the Spicy]";
+ mes "- ^9C6300Tup tup^000000 ^006363chook^000000";
+ mes "^316363Chop chop^000000";
+ mes "^FF0000Tup tup tup^000000 ^009C00Pu pu^000000 -";
+ specialeffect EF_STONECURSE;
+ specialeffect EF_HASTEUP;
+ specialeffect EF_BEGINSPELL;
+ next;
+ mes "[Mali the Spicy]";
+ mes "Wah^00009Cah^0000FFahhhh^0063FFaaaahhh^000000!";
+ emotion e_omg;
+ specialeffect EF_FLASHER;
+ specialeffect EF_LORD;
+ next;
+ mes "[Mali the Spicy]";
+ mes " ...";
+ mes " ......";
+ mes " .........";
+ next;
+ set tomyumgoong,8;
+ getitem 566,10; //Tomyumkung
+ emotion e_no1;
+ mes "[Mali the Spicy]";
+ mes "Here's your";
+ mes "Tom Yum Goong!";
+ mes "Ah~ This taste,";
+ mes "this scent... Yeah.";
+ mes "I know I did a good job.";
+ next;
+ mes "[Mali the Spicy]";
+ mes "Do you know what is the secret of Tom Yum Goong? It isn't simply just food. This has the power to heal you, and help you get into better shape.";
+ next;
+ mes "[Mali the Spicy]";
+ mes "Because...";
+ mes "It contains the";
+ mes "power of God.";
+ next;
+ mes "[Mali the Spicy]";
+ mes "Okay...!";
+ mes "I'm giving you";
+ mes "10 Tom Yum Goong";
+ mes "free of charge~";
+ next;
+ mes "[Mali the Spicy]";
+ mes "Thank you for all the trouble that you have been though to get these ingredients. It would make me happy if you shared Tom Yum Goong with your friends.";
+ next;
+ mes "[Mali the Spicy]";
+ mes "Share the flavor of Ayotaya, and let them know how beautiful our land is. It was good to see you, take care now~";
+ close;
+ }
+ mes "[Mali the Spicy]";
+ mes "Huh? What did you do with the Chiles? You didn't eat them all on the way here, did you?";
+ close;
+ }
+ mes "[Mali the Spicy]";
+ mes "Hmm...";
+ mes "You seem to be carrying too many things. Why don't you free up some space in your inventory first, and then come back?";
+ close;
+ }
+ emotion e_wah;
+ mes "[Mali the Spicy]";
+ mes "Ah...!";
+ mes "So busy, so busy!";
+ mes "My customers never get tired of";
+ mes "the taste of my Tom Yum Goong!";
+ mes "Heh heh heh~!";
+ close;
+}
+
+ayothaya,153,86,5 script Thongpool#ayo 843,{
+ if ((MaxWeight-Weight) < 2000 || checkweight(1201,1) == 0) {
+ mes "- Wait a minute! -";
+ mes "- Currently you're carrying -";
+ mes "- too many items with you. -";
+ mes "- Please enlighten your weight -";
+ mes "- and try again. -";
+ close;
+ }
+ if (tomyumgoong == 2) {
+ mes "[Thongpool]";
+ mes "Come adventurers,";
+ mes "take a look! I have";
+ mes "plenty of Shrimp!";
+ next;
+ mes "[Thongpool]";
+ mes "You're looking for Shrimp,";
+ mes "aren't you? How many Shrimp";
+ mes "do you need? Twenty? Forty?";
+ next;
+ if (select("I need Shrimp for Tom Yum Goong.:Err, they look expensive.") == 1) {
+ mes "[Thongpool]";
+ mes "Ah! I guess Ms. Mali the Spicy recommended me to you. I guess";
+ mes "that also means you want to buy them in bulk?";
+ next;
+ mes "[Thongpool]";
+ mes "After all,";
+ mes "you'll need a larger";
+ mes "amount of Shrimp to";
+ mes "cook Tom Yum Goong.";
+ next;
+ mes "[Thongpool]";
+ mes "Oh yes, you will need 20 Shrimps for Ms. Mali's Tom Yum Goong.";
+ mes "I'll even give you a discount:";
+ mes "11,000 zeny for 20 shrimps.";
+ mes "What do you say?";
+ next;
+ if (select("I will take them.:I could get 100 Jellopies for that much!") == 1) {
+ if (Zeny > 10999) {
+ set .@now_weight,MaxWeight-Weight;
+ if (.@now_weight > 3999) {
+ set zeny,zeny-11000;
+ set tomyumgoong,3;
+ getitem 567,20; //Prawn
+ emotion e_no1;
+ mes "[Thongpool]";
+ mes "Good, now you have the";
+ mes "freshest Shrimp in this village! It's time for you to go back and ask Ms. Mali to cook them for you.";
+ close;
+ }
+ mes "[Thongpool]";
+ mes "Awww...";
+ mes "You're carrying too much stuff with you. I don't think you can carry more than what you have right now.";
+ close;
+ }
+ mes "[Thongpool]";
+ mes "Awww...";
+ mes "You don't have";
+ mes "enough money.";
+ close;
+ }
+ mes "[Thongpool]";
+ mes "Well well well...";
+ mes "You might fill your hungry stomach with that many Jellopies but they wouldn't taste as good as my Shrimp!";
+ close;
+ }
+ mes "[Thongpool]";
+ mes "What...?";
+ mes "Do you think";
+ mes "it's expensive?";
+ mes "But the fantastic taste";
+ mes "of Tom Yum Goong";
+ mes "is priceless!";
+ close;
+ }
+ else if (tomyumgoong == 3) {
+ mes "[Thongpool]";
+ mes "Mmm...?";
+ mes "Did you need";
+ mes "more Shrimps?";
+ mes "Would you like";
+ mes "to buy more?";
+ next;
+ if (select("Yes!:No, thanks.") == 1) {
+ if (Zeny > 10999) {
+ set .@now_weight,MaxWeight-Weight;
+ if (.@now_weight > 3999) {
+ set zeny,zeny-11000;
+ getitem 567,20; //Prawn
+ mes "[Thongpool]";
+ mes "There you go~";
+ mes "The freshest Shrimp you can ever get in this village, and maybe even the world!";
+ close;
+ }
+ mes "[Thongpool]";
+ mes "Awww...";
+ mes "You're carrying too much stuff with you. I don't think you can carry more than what you have right now.";
+ close;
+ }
+ mes "[Thongpool]";
+ mes "Awww...";
+ mes "You don't have";
+ mes "enough money.";
+ close;
+ }
+ mes "[Thongpool]";
+ mes "Good, now you have gotten the freshest shrimps in this village!";
+ mes "It's time for you to go back and ask Ms. Mali to cook for you.";
+ close;
+ }
+ mes "[Thongpool]";
+ mes "Welcome, welcome!";
+ mes "I've got the best Shrimp caught in the cleanest waters in the world~!";
+ close;
+}
+
+ayothaya,121,240,7 script Mr. Jun#ayo 842,1,1,{
+ if ((MaxWeight-Weight) < 2000 || checkweight(1201,1) == 0) {
+ mes "- Wait a minute! -";
+ mes "- Currently you're carrying -";
+ mes "- too many items with you. -";
+ mes "- Please enlighten your weight -";
+ mes "- and try again. -";
+ close;
+ }
+ if (tomyumgoong == 5) {
+ emotion e_swt;
+ mes "[Mr. Jun]";
+ mes "Umm...?";
+ mes "You don't need";
+ mes "more Lemons";
+ mes "again, do you?";
+ next;
+ switch(select("No.:Give me Lemons, old man!:Can I have some more Lemons, please?")) {
+ case 1:
+ emotion e_ho;
+ mes "[Mr. Jun]";
+ mes "Then why don't you taste";
+ mes "the Lemons I gave you last time? They're really sour, but also very delicious!";
+ close;
+ case 2:
+ emotion e_an;
+ mes "[Mr. Jun]";
+ mes "What...!?";
+ mes "What's wrong with you, kid?";
+ mes "What have you done with the";
+ mes "Lemons I gave you last time?";
+ close;
+ case 3:
+ mes "[Mr. Jun]";
+ mes "Oh, I am sorry....recently my lemon storage";
+ mes "was attacked by ^3131FF'Leaf Cats'^000000 that are roaming around the Shrine.";
+ next;
+ mes "[Mr. Jun]";
+ mes "I wish that I could help you,";
+ mes "but I don't even have enough lemons for my business.";
+ mes "If you need lemons, why don't you go hunt them?";
+ close;
+ }
+ }
+ mes "[Mr. Jun]";
+ mes "...";
+ close;
+
+OnTouch:
+ if ((MaxWeight-Weight) < 2000 || checkweight(1201,1) == 0) {
+ mes "- Wait a minute! -";
+ mes "- Currently you're carrying -";
+ mes "- too many items with you. -";
+ mes "- Please enlighten your weight -";
+ mes "- and try again. -";
+ close;
+ }
+ if (tomyumgoong == 4) {
+ mes "[Mr. Jun]";
+ mes "Hello, there?";
+ mes "Did you need";
+ mes "some help...?";
+ emotion e_hmm;
+ next;
+ if (select("I need some Lemons.:No, thanks.") == 1) {
+ mes "[Mr. Jun]";
+ mes "Umm...";
+ mes "Lemons?";
+ mes "As you see, I have plenty";
+ mes "of Lemons on my tree.";
+ mes "Do you really need some?";
+ next;
+ if (select("Yes, I will pay you.:No, thanks.") == 1) {
+ mes "[Mr. Jun]";
+ mes "I started growing this Lemon tree as a hobby, but I didn't expect to have such a good harvest of sweet,";
+ mes "succulent Lemons.";
+ next;
+ mes "[Mr. Jun]";
+ mes "Did you just say you were";
+ mes "going to pay me for the Lemons?";
+ mes "Oh, you've got me wrong. I don't intend to sell these.";
+ next;
+ mes "[Mr. Jun[";
+ mes "But...";
+ mes "I'm more than willing";
+ mes "to share some of them with";
+ mes "you, but only if you can...";
+ next;
+ mes "[Mr. Jun]";
+ mes "Play a small game with me!";
+ mes "How about that? I've been so bored to death. Even an old man like me needs to enjoy himself!";
+ next;
+ mes "[Mr. Jun]";
+ mes "Hahahaha~!";
+ mes "What do you say?";
+ mes "Would you like to try?";
+ next;
+ if (select("Sure, why not!:No, thanks.") == 1) {
+ mes "[Mr. Jun]";
+ mes "Good!";
+ mes "The game I want us";
+ mes "to play is an easy";
+ mes "children's game.";
+ next;
+ mes "[Mr. Jun]";
+ mes "^660000Rock,";
+ mes "Paper, Scissors!^000000";
+ mes "Perhaps you've heard";
+ mes "of it in your land.";
+ emotion e_scissors;
+ next;
+ mes "[Mr. Jun]";
+ mes "Nuh-uh, don't look at me like that. I'm an old man, and I want to play this game and re-live my youth";
+ mes "a little bit. You'll understand when you're my age.";
+ next;
+ mes "[Mr. Jun]";
+ mes "Alright, if you win";
+ mes "^3131FF3^000000 out of ^3131FF5^000000 matches,";
+ mes "The Lemons are yours.";
+ mes "Are you ready?";
+ next;
+ mes "[Mr. Jun]";
+ mes "Okay...";
+ mes "As you kids say,";
+ mes "^990000Let's get eXtreme!^000000";
+ next;
+ set @user_score,0;
+ set @pc_score,0;
+ mes "[Mr. Jun]";
+ mes "Rock!";
+ mes "Paper!";
+ mes "Scissors!";
+ next;
+ while(1) {
+ if (@pc_score == 5 || @user_score == 3) {
+ break;
+ }
+ else {
+ set .@jun_mark,rand(1,3);
+ switch(select("Scissors:Rock:Paper")) {
+ case 1:
+ if (.@jun_mark == 1) {
+ emotion e_scissors;
+ emotion e_scissors,1;
+ mes "[Mr. Jun]";
+ mes "Hmpf.";
+ mes "It's a draw.";
+ mes "One more time!";
+ mes "Rock! Paper!";
+ mes "Scissors!";
+ next;
+ }
+ else if (.@jun_mark == 2) {
+ emotion e_rock;
+ emotion e_scissors,1;
+ set @pc_score,@pc_score + 1;
+ mes "[Mr. Jun]";
+ mes "Yes...!";
+ mes "Oh my God, yes!";
+ next;
+ }
+ else {
+ emotion e_paper;
+ emotion e_scissors,1;
+ set @pc_score,@pc_score + 1;
+ set @user_score,@user_score + 1;
+ mes "[Mr. Jun]";
+ mes "What...?";
+ mes "I don't believe it!";
+ mes "Bah.. !";
+ next;
+ }
+ break;
+ case 2:
+ if (.@jun_mark == 1) {
+ emotion e_scissors;
+ emotion e_rock,1;
+ set @pc_score,@pc_score + 1;
+ set @user_score,@user_score + 1;
+ mes "[Mr. Jun]";
+ mes "No...!";
+ mes "Sacrilege!";
+ next;
+ }
+ else if (.@jun_mark == 2) {
+ emotion e_rock;
+ emotion e_rock,1;
+ mes "[Mr. Jun]";
+ mes "Hmpf.";
+ mes "It's a draw.";
+ mes "One more time!";
+ mes "Rock! Paper!";
+ mes "Scissors!";
+ next;
+ }
+ else {
+ emotion e_paper;
+ emotion e_rock,1;
+ set @pc_score,@pc_score + 1;
+ mes "[Mr. Jun]";
+ mes "Bwahahaha!";
+ mes "You lose, kid!";
+ next;
+ }
+ break;
+ case 3:
+ if (.@jun_mark == 1) {
+ emotion e_scissors;
+ emotion e_paper,1;
+ set @pc_score,@pc_score + 1;
+ mes "[Mr. Jun]";
+ mes "Heh heh~";
+ mes "Young fool!";
+ next;
+ }
+ else if (.@jun_mark == 2) {
+ emotion e_rock;
+ emotion e_paper,1;
+ set @user_score,@user_score + 1;
+ set @pc_score,@pc_score + 1;
+ mes "[Mr. Jun]";
+ mes "Noooo...!";
+ mes "This cannot be!";
+ next;
+ }
+ else {
+ emotion e_paper;
+ emotion e_paper,1;
+ mes "[Mr. Jun]";
+ mes "Hmpf.";
+ mes "It's a draw.";
+ mes "One more time!";
+ mes "Rock! Paper!";
+ mes "Scissors!";
+ next;
+ }
+ break;
+ }
+ }
+ }
+ if (@user_score == 3) {
+ emotion e_pif;
+ mes "[Mr. Jun]";
+ mes "You... won.";
+ mes "I'm so exhausted.";
+ mes "I guess I can't compete";
+ mes "with you youngsters";
+ mes "anymore. Ha ha ha!";
+ next;
+ mes "[Mr. Jun]";
+ mes "As promised,";
+ mes "I shall share some";
+ mes "of my Lemons with you.";
+ mes "Grab as many as you want!";
+ mes "^3355FFYou have plucked";
+ mes "10 Lemons from the tree.^000000";
+ set tomyumgoong,5;
+ getitem 568,10; //Lemon
+ next;
+ emotion e_dots;
+ mes "[Mr. Jun]";
+ mes "Hmm...";
+ mes "Looks like you need a lot of them. Oh well, that's fine with me. I had a good time with you.";
+ next;
+ mes "[Mr. Jun]";
+ mes "Don't forget this though:";
+ mes "Don't be selfish, and always share what you have with others. That's one of the most important values for human beings.";
+ close;
+ }
+ emotion e_scissors;
+ mes "[Mr. Jun]";
+ mes "Muhahahaha!";
+ mes "Victory is mine!";
+ mes "Looks like you won't be getting";
+ mes "any Lemons for now! But feel free to challenge me anytime!";
+ close;
+ }
+ mes "[Mr. Jun]";
+ mes "Afraid are we?";
+ mes "There's no fooling you:";
+ mes "I'm one of the best at games!";
+ close;
+ }
+ mes "[Mr. Jun]";
+ mes "Hmm...";
+ mes "Now what can";
+ mes "I possibly do";
+ mes "with all these";
+ mes "Lemons?";
+ close;
+ }
+ mes "[Mr. Jun]";
+ mes "Feel free to";
+ mes "ask me for help";
+ mes "any time, okay?";
+ close;
+ }
+ mes "[Mr. Jun]";
+ mes "...";
+ close;
+}
+
+ayothaya,213,94,7 script Merchant#ayo 841,{
+ if (tomyumgoong == 6) {
+ mes "[Merchant Thongdum]";
+ mes "Hello, there~";
+ mes "Are you looking for";
+ mes "ingredients to make";
+ mes "Tom Yum Goong?";
+ next;
+ mes "[Merchant Thongdum]";
+ mes "Let's see...";
+ mes "I'm selling chiles,";
+ mes "fish sauce, and some";
+ mes "spices and flavorings";
+ mes "you'll need. I'll sell";
+ mes "it all to you for 2,000 zeny.";
+ next;
+ if (select("Thanks, I'll take it.:It's a rip-off, man!") == 1) {
+ emotion e_thx;
+ if (Zeny > 1999) {
+ set .@now_weight,MaxWeight-Weight;
+ if (.@now_weight > 1199) {
+ set zeny,zeny-2000;
+ set tomyumgoong,7;
+ getitem 7286,30; //Chilli
+ mes "[Merchant Thongdum]";
+ mes "Thank you.";
+ mes "I hope you will enjoy";
+ mes "your Tom Yum Goong~";
+ close;
+ }
+ mes "[Merchant Thongdum]";
+ mes "Uh oh...";
+ mes "It looks like";
+ mes "you're carrying";
+ mes "too much stuff";
+ mes "right now.";
+ next;
+ mes "[Merchant Thongdum]";
+ mes "I can't give you";
+ mes "anything if you don't";
+ mes "have the room to hold it!";
+ close;
+ }
+ mes "[Merchant Thongdum]";
+ mes "Hmm...?";
+ mes "Right now, it looks";
+ mes "like you don't have the";
+ mes "money to buy what you";
+ mes "need from me.";
+ close;
+ }
+ emotion e_no;
+ mes "[Merchant Thongdum]";
+ mes "Don't say that.";
+ mes "My prices are always";
+ mes "reasonable. I want you to know";
+ mes "that I'm a respectable Merchant.";
+ close;
+ }
+ else if (tomyumgoong == 7) {
+ mes "[Merchant Thongdum]";
+ mes "I thought I provided you";
+ mes "with enough ingredients, but";
+ mes "now that I think about it, I don't";
+ mes "know how much Tom Yum Goong";
+ mes "you're making.";
+ next;
+ mes "[Merchant Thongdum]";
+ mes "Would you like to";
+ mes "buy some more Chilis?";
+ next;
+ if (select("No, thanks.:Yes, please.") == 1) {
+ mes "[Merchant Thongdum]";
+ mes "Fare well~";
+ close;
+ }
+ if (Zeny > 1999) {
+ set .@now_weight,MaxWeight-Weight;
+ if (.@now_weight > 1199) {
+ set zeny,zeny-2000;
+ getitem 7286,30; //Chilli
+ mes "[Merchant Thongdum]";
+ mes "Thank you,";
+ mes "come again!";
+ close;
+ }
+ mes "[Merchant Thongdum]";
+ mes "Uh oh...";
+ mes "It looks like";
+ mes "you're carrying";
+ mes "too much stuff";
+ mes "right now.";
+ next;
+ mes "[Merchant Thongdum]";
+ mes "I can't give you";
+ mes "anything if you don't";
+ mes "have the room to hold it!";
+ close;
+ }
+ mes "[Merchant Thongdum]";
+ mes "Hmm...?";
+ mes "Right now, it looks";
+ mes "like you don't have the";
+ mes "money to buy what you";
+ mes "need from me.";
+ close;
+ }
+ mes "[Merchant Thongdum]";
+ mes "Hello there!";
+ mes "Ever try a Chili before?";
+ next;
+ mes "[Merchant Thongdom]";
+ mes "Despite its tiny appearance,";
+ mes "it has a very strong flavor. It's also hot and spicy, so you should be careful when you eat one.";
+ next;
+ mes "[Merchant Thongdum]";
+ mes "The people of Ayotaya enjoy sensational food with distinct, spicy flavors. In Ayotayan cuisine, we use things like Chilis, garlic, ginger and cilantro.";
+ next;
+ mes "[Merchant Thongdum]";
+ mes "I'm selling Chilis,";
+ mes "so if you need any,";
+ mes "please come to me~";
+ close;
+}
diff --git a/npc/pre-re/quests/quests_brasilis.txt b/npc/pre-re/quests/quests_brasilis.txt
new file mode 100644
index 000000000..19f9f8881
--- /dev/null
+++ b/npc/pre-re/quests/quests_brasilis.txt
@@ -0,0 +1,4429 @@
+//===== rAthena Script =======================================
+//= Brasilis Qiests
+//===== By ===================================================
+//= L0ne_W0lf
+//===== Version ==============================================
+//= 1.1
+//===== Compatible With ======================================
+//= rAthena SVN
+//===== Description ==========================================
+//= [Translated from the Official]
+//= Lost Puppies (Repeatable, 24 hours.)
+//= Suspicious Beach (Repeatable, 24 hours / iRO/cRO version.)
+//= Guarana Candy Quest
+//= Brasilis Water Lily Quest
+//= Brasilis Dungeon Access Quest
+//= Iara (Buff reward. Repeatable, 24 hours.)
+//===== Comments =============================================
+//= 1.0 First version.
+//= 1.1 Hydra Ball (12408)
+//============================================================
+
+// Lost Puppies, Original file: dogdog.sc
+//============================================================
+brasilis,297,307,5 script Angelo#br 50,{
+ if (BaseLevel < 40) {
+ mes "[Angelo]";
+ mes "Pets went out the village~!!";
+ mes "Gosh... what can I do... ?";
+ close;
+ }
+ if (checkquest(9032,PLAYTIME) == 2) {
+ erasequest 9032;
+ }
+ if (checkquest(9032,PLAYTIME) == 0) {
+ mes "[Angelo]";
+ mes "The day is not finished yet.";
+ mes "You can only help once a day. Hehe.";
+ close;
+ }
+ if (checkquest(9030) == 1) {
+ mes "[Angelo]";
+ mes "My pets are in the field outside of the village.";
+ mes "Why did they leave? Please find them.";
+ close;
+ }
+ if (checkquest(9031) == 1) {
+ mes "[Angelo]";
+ mes "Oh, thank you. You found all of 3 puppies.";
+ mes "Thanks a lot.";
+ mes "I hope this is useful to you. hoho.";
+ getexp 50000,0;
+ erasequest 9031;
+ setquest 9032;
+ set .@rand,rand(1,10);
+ if (.@rand < 5) {
+ specialeffect2 EF_ASSUMPTIO;
+ //ConsumeSpecialItem Yggdrasilberry
+ } else if (.@rand < 9) {
+ specialeffect2 EF_ASSUMPTIO;
+ //ConsumeSpecialItem Yggdrasilberry
+ getitem 504,2; //White_Potion
+ } else {
+ specialeffect2 EF_ASSUMPTIO;
+ //ConsumeSpecialItem Yggdrasilberry
+ getitem 608,1; //Seed_Of_Yggdrasil
+ }
+ close;
+ }
+ mes "[Angelo]";
+ mes "Are you an adventurer? You came here right on time.";
+ mes "Puppies have been disappearing.";
+ mes "And someone said that they saw them out on the field just outside the village....";
+ next;
+ mes "[Angelo]";
+ mes "It's pretty difficult and dangerous to find 'em.";
+ mes "You have to find ^0000FF3 puppies^000000.";
+ setquest 9030;
+ close;
+
+OnInit:
+ initnpctimer;
+ end;
+
+OnTimer10000:
+ stopnpctimer;
+ donpcevent "Angelo#br::OnGo";
+ end;
+
+OnGo:
+ emotion e_gasp;
+ initnpctimer;
+ end;
+}
+
+bra_fild01,98,96,3 script Puppy#a1 81,{
+ if (checkquest(9030) == 1) {
+ if (brazil_kid < 3) {
+ mes "[Puppy]";
+ mes "bow wow bow wow!!";
+ next;
+ set brazil_kid,brazil_kid+1;
+ if (brazil_kid == 3) {
+ mes "[" + strcharinfo(0) + "]";
+ mes "Good. I found all 3 puppies.";
+ mes "Now I need to go tell Angelo.";
+ set brazil_kid,0;
+ erasequest 9030;
+ setquest 9031;
+ if (rand(1,2) == 1) {
+ donpcevent "Puppy#a2::OnEnable";
+ hideonnpc "Puppy#a1";
+ } else {
+ donpcevent "Puppy#a3::OnEnable";
+ hideonnpc "Puppy#a1";
+ }
+ close;
+ }
+ mes "[" + strcharinfo(0) + "]";
+ mes "Ah... who's a good puppy?";
+ mes "Ok, where are the others?";
+ if (rand(1,2) == 1) {
+ donpcevent "Puppy#a2::OnEnable";
+ hideonnpc "Puppy#a1";
+ } else {
+ donpcevent "Puppy#a3::OnEnable";
+ hideonnpc "Puppy#a1";
+ }
+ close;
+ }
+ mes "[Puppy]";
+ mes "bow! wow wow!";
+ close;
+ }
+ mes "[Puppy]";
+ mes "bow! wow wow!";
+ close;
+
+OnEnable:
+ hideoffnpc "Puppy#a1";
+ end;
+
+OnDisable:
+ hideonnpc "Puppy#a1";
+ end;
+}
+
+bra_fild01,59,116,5 script Puppy#a2 81,{
+ if (checkquest(9030) == 1) {
+ if (brazil_kid < 3) {
+ mes "[Puppy]";
+ mes "bow wow bow wow!!";
+ next;
+ set brazil_kid,brazil_kid+1;
+ if (brazil_kid == 3) {
+ mes "[" + strcharinfo(0) + "]";
+ mes "Good. I found all 3 puppies.";
+ mes "Now I need to go tell Angelo.";
+ set brazil_kid,0;
+ erasequest 9030;
+ setquest 9031;
+ if (rand(1,2) == 1) {
+ donpcevent "Puppy#a1::OnEnable";
+ hideonnpc "Puppy#a2";
+ } else {
+ donpcevent "Puppy#a3::OnEnable";
+ hideonnpc "Puppy#a2";
+ }
+ close;
+ }
+ mes "[" + strcharinfo(0) + "]";
+ mes "Ah... who's a good puppy?";
+ mes "Ok, where are the others?";
+ if (rand(1,2) == 1) {
+ donpcevent "Puppy#a1::OnEnable";
+ hideonnpc "Puppy#a2";
+ } else {
+ donpcevent "Puppy#a3::OnEnable";
+ hideonnpc "Puppy#a2";
+ }
+ close;
+ }
+ mes "[Puppy]";
+ mes "bow! wow wow!";
+ close;
+ }
+ mes "[Puppy]";
+ mes "bow! wow wow!";
+ close;
+
+OnInit:
+ hideonnpc "Puppy#a2";
+ end;
+
+OnEnable:
+ hideoffnpc "Puppy#a2";
+ end;
+
+OnDisable:
+ hideonnpc "Puppy#a2";
+ end;
+}
+
+bra_fild01,62,142,3 script Puppy#a3 81,{
+ if (checkquest(9030) == 1) {
+ if (brazil_kid < 3) {
+ mes "[Puppy]";
+ mes "bow wow bow wow!!";
+ next;
+ set brazil_kid,brazil_kid+1;
+ if (brazil_kid == 3) {
+ mes "[" + strcharinfo(0) + "]";
+ mes "Good. I found all 3 puppies.";
+ mes "Now I need to go tell Angelo.";
+ set brazil_kid,0;
+ erasequest 9030;
+ setquest 9031;
+ if (rand(1,2) == 1) {
+ donpcevent "Puppy#a1::OnEnable";
+ hideonnpc "Puppy#a3";
+ } else {
+ donpcevent "Puppy#a2::OnEnable";
+ hideonnpc "Puppy#a3";
+ }
+ close;
+ }
+ mes "[" + strcharinfo(0) + "]";
+ mes "Ah... who's a good puppy?";
+ mes "Ok, where are the others?";
+ if (rand(1,2) == 1) {
+ donpcevent "Puppy#a1::OnEnable";
+ hideonnpc "Puppy#a3";
+ } else {
+ donpcevent "Puppy#a2::OnEnable";
+ hideonnpc "Puppy#a3";
+ }
+ close;
+ }
+ mes "[Puppy]";
+ mes "bow! wow wow!";
+ close;
+ }
+ mes "[Puppy]";
+ mes "bow! wow wow!";
+ close;
+
+OnInit:
+ hideonnpc "Puppy#a3";
+ end;
+
+OnEnable:
+ hideoffnpc "Puppy#a3";
+ end;
+
+OnDisable:
+ hideonnpc "Puppy#a3";
+ end;
+}
+
+bra_fild01,80,163,3 script Puppy#b1 81,{
+ if (checkquest(9030) == 1) {
+ if (brazil_kid < 3) {
+ mes "[Puppy]";
+ mes "bow wow bow wow!!";
+ next;
+ set brazil_kid,brazil_kid+1;
+ if (brazil_kid == 3) {
+ mes "[" + strcharinfo(0) + "]";
+ mes "Good. I found all 3 puppies.";
+ mes "Now I need to go tell Angelo.";
+ set brazil_kid,0;
+ erasequest 9030;
+ setquest 9031;
+ if (rand(1,2) == 1) {
+ donpcevent "Puppy#b2::OnEnable";
+ hideonnpc "Puppy#b1";
+ } else {
+ donpcevent "Puppy#b3::OnEnable";
+ hideonnpc "Puppy#b1";
+ }
+ close;
+ }
+ mes "[" + strcharinfo(0) + "]";
+ mes "Ah... who's a good puppy?";
+ mes "Ok, where are the others?";
+ if (rand(1,2) == 1) {
+ donpcevent "Puppy#b2::OnEnable";
+ hideonnpc "Puppy#b1";
+ } else {
+ donpcevent "Puppy#b3::OnEnable";
+ hideonnpc "Puppy#b1";
+ }
+ close;
+ }
+ mes "[Puppy]";
+ mes "bow! wow wow!";
+ close;
+ }
+ mes "[Puppy]";
+ mes "bow! wow wow!";
+ close;
+
+OnEnable:
+ hideoffnpc "Puppy#b1";
+ end;
+
+OnDisable:
+ hideonnpc "Puppy#b1";
+ end;
+}
+
+bra_fild01,73,210,3 script Puppy#b2 81,{
+ if (checkquest(9030) == 1) {
+ if (brazil_kid < 3) {
+ mes "[Puppy]";
+ mes "bow wow bow wow!!";
+ next;
+ set brazil_kid,brazil_kid+1;
+ if (brazil_kid == 3) {
+ mes "[" + strcharinfo(0) + "]";
+ mes "Good. I found all 3 puppies.";
+ mes "Now I need to go tell Angelo.";
+ set brazil_kid,0;
+ erasequest 9030;
+ setquest 9031;
+ if (rand(1,2) == 1) {
+ donpcevent "Puppy#b1::OnEnable";
+ hideonnpc "Puppy#b2";
+ } else {
+ donpcevent "Puppy#b3::OnEnable";
+ hideonnpc "Puppy#b2";
+ }
+ close;
+ }
+ mes "[" + strcharinfo(0) + "]";
+ mes "Ah... who's a good puppy?";
+ mes "Ok, where are the others?";
+ if (rand(1,2) == 1) {
+ donpcevent "Puppy#b1::OnEnable";
+ hideonnpc "Puppy#b2";
+ } else {
+ donpcevent "Puppy#b3::OnEnable";
+ hideonnpc "Puppy#b2";
+ }
+ close;
+ }
+ mes "[Puppy]";
+ mes "bow! wow wow!";
+ close;
+ }
+ mes "[Puppy]";
+ mes "bow! wow wow!";
+ close;
+
+OnInit:
+ hideonnpc "Puppy#b2";
+ end;
+
+OnEnable:
+ hideoffnpc "Puppy#b2";
+ end;
+
+OnDisable:
+ hideonnpc "Puppy#b2";
+ end;
+}
+
+bra_fild01,80,210,3 script Puppy#b3 81,{
+ if (checkquest(9030) == 1) {
+ if (brazil_kid < 3) {
+ mes "[Puppy]";
+ mes "bow wow bow wow!!";
+ next;
+ set brazil_kid,brazil_kid+1;
+ if (brazil_kid == 3) {
+ mes "[" + strcharinfo(0) + "]";
+ mes "Good. I found all 3 puppies.";
+ mes "Now I need to go tell Angelo.";
+ set brazil_kid,0;
+ erasequest 9030;
+ setquest 9031;
+ if (rand(1,2) == 1) {
+ donpcevent "Puppy#b1::OnEnable";
+ hideonnpc "Puppy#b3";
+ } else {
+ donpcevent "Puppy#b2::OnEnable";
+ hideonnpc "Puppy#b3";
+ }
+ close;
+ }
+ mes "[" + strcharinfo(0) + "]";
+ mes "Ah... who's a good puppy?";
+ mes "Ok, where are the others?";
+ if (rand(1,2) == 1) {
+ donpcevent "Puppy#b1::OnEnable";
+ hideonnpc "Puppy#b3";
+ } else {
+ donpcevent "Puppy#b2::OnEnable";
+ hideonnpc "Puppy#b3";
+ }
+ close;
+ }
+ mes "[Puppy]";
+ mes "bow! wow wow!";
+ close;
+ }
+ mes "[Puppy]";
+ mes "bow! wow wow!";
+ close;
+
+OnInit:
+ hideonnpc "Puppy#b3";
+ end;
+
+OnEnable:
+ hideoffnpc "Puppy#b3";
+ end;
+
+OnDisable:
+ hideonnpc "Puppy#b3";
+ end;
+}
+
+bra_fild01,38,235,3 script Puppy#c1 81,{
+ if (checkquest(9030) == 1) {
+ if (brazil_kid < 3) {
+ mes "[Puppy]";
+ mes "bow wow bow wow!!";
+ next;
+ set brazil_kid,brazil_kid+1;
+ if (brazil_kid == 3) {
+ mes "[" + strcharinfo(0) + "]";
+ mes "Good. I found all 3 puppies.";
+ mes "Now I need to go tell Angelo.";
+ set brazil_kid,0;
+ erasequest 9030;
+ setquest 9031;
+ set rand(1,2), rand(1,2);
+ if (rand(1,2) == 1) {
+ donpcevent "Puppy#c2::OnEnable";
+ hideonnpc "Puppy#c1";
+ } else {
+ donpcevent "Puppy#c3::OnEnable";
+ hideonnpc "Puppy#c1";
+ }
+ close;
+ }
+ mes "[" + strcharinfo(0) + "]";
+ mes "Ah... who's a good puppy?";
+ mes "Ok, where are the others?";
+ set rand(1,2), rand(1,2);
+ if (rand(1,2) == 1) {
+ donpcevent "Puppy#c2::OnEnable";
+ hideonnpc "Puppy#c1";
+ } else {
+ donpcevent "Puppy#c3::OnEnable";
+ hideonnpc "Puppy#c1";
+ }
+ close;
+ }
+ mes "[Puppy]";
+ mes "bow! wow wow!";
+ close;
+ }
+ mes "[Puppy]";
+ mes "bow! wow wow!";
+ close;
+
+OnEnable:
+ hideoffnpc "Puppy#c1";
+ end;
+
+OnDisable:
+ hideonnpc "Puppy#c1";
+ end;
+}
+
+bra_fild01,307,64,3 script Puppy#c2 81,{
+ if (checkquest(9030) == 1) {
+ if (brazil_kid < 3) {
+ mes "[Puppy]";
+ mes "bow wow bow wow!!";
+ next;
+ set brazil_kid,brazil_kid+1;
+ if (brazil_kid == 3) {
+ mes "[" + strcharinfo(0) + "]";
+ mes "Good. I found all 3 puppies.";
+ mes "Now I need to go tell Angelo.";
+ set brazil_kid,0;
+ erasequest 9030;
+ setquest 9031;
+ if (rand(1,2) == 1) {
+ donpcevent "Puppy#c1::OnEnable";
+ hideonnpc "Puppy#c2";
+ } else {
+ donpcevent "Puppy#c3::OnEnable";
+ hideonnpc "Puppy#c2";
+ }
+ close;
+ }
+ mes "[" + strcharinfo(0) + "]";
+ mes "Ah... who's a good puppy?";
+ mes "Ok, where are the others?";
+ set rand(1,2), rand(1,2);
+ if (rand(1,2) == 1) {
+ donpcevent "Puppy#c1::OnEnable";
+ hideonnpc "Puppy#c2";
+ } else {
+ donpcevent "Puppy#c3::OnEnable";
+ hideonnpc "Puppy#c2";
+ }
+ close;
+ }
+ mes "[Puppy]";
+ mes "bow! wow wow!";
+ close;
+ }
+ mes "[Puppy]";
+ mes "bow! wow wow!";
+ close;
+
+OnInit:
+ hideonnpc "Puppy#c2";
+ end;
+
+OnEnable:
+ hideoffnpc "Puppy#c2";
+ end;
+
+OnDisable:
+ hideonnpc "Puppy#c2";
+ end;
+}
+
+bra_fild01,260,60,3 script Puppy#c3 81,{
+ if (checkquest(9030) == 1) {
+ if (brazil_kid < 3) {
+ mes "[Puppy]";
+ mes "bow wow bow wow!!";
+ next;
+ set brazil_kid,brazil_kid+1;
+ if (brazil_kid == 3) {
+ mes "[" + strcharinfo(0) + "]";
+ mes "Good. I found all 3 puppies.";
+ mes "Now I need to go tell Angelo.";
+ set brazil_kid,0;
+ erasequest 9030;
+ setquest 9031;
+ if (rand(1,2) == 1) {
+ donpcevent "Puppy#c1::OnEnable";
+ hideonnpc "Puppy#c3";
+ } else {
+ donpcevent "Puppy#c2::OnEnable";
+ hideonnpc "Puppy#c3";
+ }
+ close;
+ }
+ mes "[" + strcharinfo(0) + "]";
+ mes "Ah... who's a good puppy?";
+ mes "Ok, where are the others?";
+ if (rand(1,2) == 1) {
+ donpcevent "Puppy#c1::OnEnable";
+ hideonnpc "Puppy#c3";
+ } else {
+ donpcevent "Puppy#c2::OnEnable";
+ hideonnpc "Puppy#c3";
+ }
+ close;
+ }
+ mes "[Puppy]";
+ mes "bow! wow wow!";
+ close;
+ }
+ mes "[Puppy]";
+ mes "bow! wow wow!";
+ close;
+
+OnInit:
+ hideonnpc "Puppy#c3";
+ end;
+
+OnEnable:
+ hideoffnpc "Puppy#c3";
+ end;
+
+OnDisable:
+ hideonnpc "Puppy#c3";
+ end;
+}
+
+bra_fild01,234,101,3 script Puppy#d1 81,{
+ if (checkquest(9030) == 1) {
+ if (brazil_kid < 3) {
+ mes "[Puppy]";
+ mes "bow wow bow wow!!";
+ next;
+ set brazil_kid,brazil_kid+1;
+ if (brazil_kid == 3) {
+ mes "[" + strcharinfo(0) + "]";
+ mes "Good. I found all 3 puppies.";
+ mes "Now I need to go tell Angelo.";
+ set brazil_kid,0;
+ erasequest 9030;
+ setquest 9031;
+ if (rand(1,2) == 1) {
+ donpcevent "Puppy#d2::OnEnable";
+ hideonnpc "Puppy#d1";
+ } else {
+ donpcevent "Puppy#d3::OnEnable";
+ hideonnpc "Puppy#d1";
+ }
+ close;
+ }
+ mes "[" + strcharinfo(0) + "]";
+ mes "Ah... who's a good puppy?";
+ mes "Ok, where are the others?";
+ if (rand(1,2) == 1) {
+ donpcevent "Puppy#d2::OnEnable";
+ hideonnpc "Puppy#d1";
+ } else {
+ donpcevent "Puppy#d3::OnEnable";
+ hideonnpc "Puppy#d1";
+ }
+ close;
+ }
+ mes "[Puppy]";
+ mes "bow! wow wow!";
+ close;
+ }
+ mes "[Puppy]";
+ mes "bow! wow wow!";
+ close;
+
+OnEnable:
+ hideoffnpc "Puppy#d1";
+ end;
+
+OnDisable:
+ hideonnpc "Puppy#d1";
+ end;
+}
+
+bra_fild01,200,84,3 script Puppy#d2 81,{
+ if (checkquest(9030) == 1) {
+ if (brazil_kid < 3) {
+ mes "[Puppy]";
+ mes "bow wow bow wow!!";
+ next;
+ set brazil_kid,brazil_kid+1;
+ if (brazil_kid == 3) {
+ mes "[" + strcharinfo(0) + "]";
+ mes "Good. I found all 3 puppies.";
+ mes "Now I need to go tell Angelo.";
+ set brazil_kid,0;
+ erasequest 9030;
+ setquest 9031;
+ if (rand(1,2) == 1) {
+ donpcevent "Puppy#d1::OnEnable";
+ hideonnpc "Puppy#d2";
+ } else {
+ donpcevent "Puppy#d3::OnEnable";
+ hideonnpc "Puppy#d2";
+ }
+ close;
+ }
+ mes "[" + strcharinfo(0) + "]";
+ mes "Ah... who's a good puppy?";
+ mes "Ok, where are the others?";
+ if (rand(1,2) == 1) {
+ donpcevent "Puppy#d1::OnEnable";
+ hideonnpc "Puppy#d2";
+ } else {
+ donpcevent "Puppy#d3::OnEnable";
+ hideonnpc "Puppy#d2";
+ }
+ close;
+ }
+ mes "[Puppy]";
+ mes "bow! wow wow!";
+ close;
+ }
+ mes "[Puppy]";
+ mes "bow! wow wow!";
+ close;
+
+OnInit:
+ hideonnpc "Puppy#d2";
+ end;
+
+OnEnable:
+ hideoffnpc "Puppy#d2";
+ end;
+
+OnDisable:
+ hideonnpc "Puppy#d2";
+ end;
+}
+
+bra_fild01,176,63,5 script Puppy#d3 81,{
+ if (checkquest(9030) == 1) {
+ if (brazil_kid < 3) {
+ mes "[Puppy]";
+ mes "bow wow bow wow!!";
+ next;
+ set brazil_kid,brazil_kid+1;
+ if (brazil_kid == 3) {
+ mes "[" + strcharinfo(0) + "]";
+ mes "Good. I found all 3 puppies.";
+ mes "Now I need to go tell Angelo.";
+ set brazil_kid,0;
+ erasequest 9030;
+ setquest 9031;
+ if (rand(1,2) == 1) {
+ donpcevent "Puppy#d1::OnEnable";
+ hideonnpc "Puppy#d3";
+ } else {
+ donpcevent "Puppy#d2::OnEnable";
+ hideonnpc "Puppy#d3";
+ }
+ close;
+ }
+ mes "[" + strcharinfo(0) + "]";
+ mes "Ah... who's a good puppy?";
+ mes "Ok, where are the others?";
+ if (rand(1,2) == 1) {
+ donpcevent "Puppy#d1::OnEnable";
+ hideonnpc "Puppy#d3";
+ } else {
+ donpcevent "Puppy#d2::OnEnable";
+ hideonnpc "Puppy#d3";
+ }
+ close;
+ }
+ mes "[Puppy]";
+ mes "bow! wow wow!";
+ close;
+ }
+ mes "[Puppy]";
+ mes "bow! wow wow!";
+ close;
+
+OnInit:
+ hideonnpc "Puppy#d3";
+ end;
+
+OnEnable:
+ hideoffnpc "Puppy#d3";
+ end;
+
+OnDisable:
+ hideonnpc "Puppy#d3";
+ end;
+}
+
+// Suspicious Beach, original file: Suspicious_Beach.sc
+//============================================================
+brasilis,192,133,6 script Lucia#brasilis 478,{
+ /* -------------- Hydra Ball -------------------------
+ if (countitem(12408) > 0) {
+ delitem 12408,1; //Leaf_Cat_Ball
+ getitem 12408,1; //Leaf_Cat_Ball
+ }
+ else if (countitem(6221) > 0) {
+ delitem 6221,1; //Mystic_Leaf_Cat_Ball
+ getitem 6221,1; //Mystic_Leaf_Cat_Ball
+ }
+ --------------------------------------------------- */
+ if (BaseLevel < 40) {
+ mes "[Lucia]";
+ mes "Hello.";
+ mes "I'm worried about ^FF0000Strange Hydra^000000's on";
+ mes "the south beach.";
+ mes "I hope some experienced adventurers";
+ mes "will come to help.";
+ emotion e_sigh;
+ close;
+ }
+ else {
+ set .@nQState1,checkquest(9028);
+ set .@nQState2,checkquest(9029);
+ if (.@nQState1 == 0) {
+ mes "[Lucia]";
+ mes "Hello.";
+ mes "Have you come here to hunt ^FF0000Strange Hydra^000000s?";
+ next;
+ switch(select("Yes.:No.:^006400What is happening here?^000000")) {
+ case 1:
+ setquest 9028;
+ getitem 12408,1; //Hydra_Ball
+ mes "[Lucia]";
+ mes "Here, take this ^006400Hydra Ball^000000.";
+ mes "Use it to capture a ^FF0000Strange Hydra^8B4513.^000000";
+ mes "I hope you can do it~!";
+ close;
+ case 2:
+ mes "[Lucia]";
+ mes "Ah, I misunderstood.";
+ mes "See you then.";
+ close;
+ case 3:
+ mes "[Lucia]";
+ mes "One day ^FF0000Strange Hydra^000000s";
+ mes "came here and surrounded the town.";
+ mes "We're not sure what attracted them but some say that it's because of you adventurers.";
+ next;
+ mes "[Lucia]";
+ mes "In any case, to contain the ^FF0000Strange Hydra^000000s,";
+ mes "you have to use this specially designed tool a.k.a. a ^8B4513Hydra Ball^000000";
+ next;
+ mes "[Lucia]";
+ mes "If you still have the ^006400Hydra Ball^000000,";
+ mes "please use it on the ^FF0000Strange Hydra^000000s that";
+ mes "you can find at the beach.";
+ mes "If you are lucky, the tool will work perfectly.";
+ next;
+ mes "[Lucia]";
+ mes "I hope many adventurers";
+ mes "volunteer for this job.";
+ mes " ";
+ mes "I really hate Hydra!";
+ emotion e_sob;
+ close;
+ }
+ }
+ else if ((.@nQState1 == 0) || (.@nQState1 == 1)) {
+ if (countitem(6221) > 0) {
+ mes "[Lucia]";
+ mes "Hello, you really did it!";
+ if (checkweight(11502,3)) {
+ //mes "I don't have enough ^006400Hydra Ball^000000s to give you."; //Poorly translated by iRO?
+ mes "I hope you will come";
+ mes "again to help me.";
+ mes "Have a nice day~!";
+ delitem 6221,1; //Mystic_Leaf_Cat_Ball
+ completequest 9028;
+ //recall_completequest 9029;
+ if (.@nQState2 > -1) erasequest 9029;
+ setquest 9029;
+ //ConsumeSpecialItem Yggdrasilberry
+ percentheal 100,100;
+ //ConsumeSpecialItem Luk_Dish05
+ sc_start SC_LUKFOOD, 1200000, 5; percentheal 5,2;
+ //ConsumeSpecialItem Vit_Dish05
+ sc_start SC_VITFOOD, 1200000, 5; percentheal 10,0;
+ //ConsumeSpecialItem Dex_Dish05
+ sc_start SC_DEXFOOD, 1200000, 5; percentheal 5,5;
+ getitem 11502,3; //Light_Blue_Pot
+ close;
+ }
+ else {
+ mes " ";
+ mes "I'd like to reward you,";
+ mes "however your bags are full.";
+ mes "Please make room and come back!";
+ close;
+ }
+ }
+ else {
+ mes "[Lucia]";
+ if (countitem(12408) < 1) {
+ mes "Did you need another ^006400Hydra Ball^000000?";
+ mes "I will give you one more.";
+ getitem 12408,1; //Leaf_Cat_Ball
+ close;
+ }
+ else {
+ mes "Any problems?";
+ next;
+ switch(select("No.:^006400Tell me again what happened^000000")) {
+ case 1:
+ mes "[Lucia]";
+ mes "Ok, please do me a favor.";
+ close;
+ case 2:
+ mes "[Lucia]";
+ mes "One day ^FF0000Strange Hydra^000000s";
+ mes "came here and surrounded the town.";
+ mes "We're not sure what attracted them but some say that it's because of you adventurers.";
+ next;
+ mes "[Lucia]";
+ mes "In any case, to contain the ^FF0000Strange Hydra^000000s,";
+ mes "you have to use this specially designed tool a.k.a. a ^8B4513Hydra Ball^000000";
+ next;
+ mes "[Lucia]";
+ mes "If you still have the ^006400Hydra Ball^000000,";
+ mes "please use it on the ^FF0000Strange Hydra^000000s that";
+ mes "you can find at the beach.";
+ mes "If you are lucky, the tool will work perfectly.";
+ next;
+ mes "[Lucia]";
+ mes "I hope many adventurers";
+ mes "volunteer for this job.";
+ mes " ";
+ mes "I really hate Hydra!";
+ emotion e_sob;
+ close;
+ }
+ }
+ }
+ }
+ else {
+ mes "[Lucia]";
+ mes "Oh, ^0000FF"+strcharinfo(0)+"^000000 you're back.";
+ set .@nCheckTime,checkquest(9029,PLAYTIME);
+ if ((.@nCheckTime == 0) || (.@nCheckTime == 1)) {
+ mes "I'm so grateful for your help.";
+ mes "Each ^006400Hydra Ball^000000 is provided ^006400every 24 hours^000000";
+ mes "Please come at the appropriate time.";
+ close;
+ }
+ else {
+ //recall_completequest 9028;
+ if (.@nQState1 > -1) erasequest 9028;
+ completequest 9029;
+ mes "Did you come here to hunt ^FF0000Strange Hydra^000000s?";
+ next;
+ switch(select("Yes.:No.:^006400What is happening here?^000000")) {
+ case 1:
+ setquest 9028;
+ getitem 12408,1; //Leaf_Cat_Ball
+ mes "[Lucia]";
+ mes "Here, take this ^006400Hydra Ball^000000.";
+ mes "Use it to capture a ^FF0000Strange Hydra^8B4513.^000000";
+ mes "I hope you can do it~!";
+ close;
+ case 2:
+ mes "[Lucia]";
+ mes "Ah, I misunderstood.";
+ mes "See you then.";
+ close;
+ case 3:
+ mes "[Lucia]";
+ mes "One day ^FF0000Strange Hydra^000000s";
+ mes "came here and surrounded the town.";
+ mes "We're not sure what attracted them but some say that it's because of you adventurers.";
+ next;
+ mes "[Lucia]";
+ mes "In any case, to contain the ^FF0000Strange Hydra^000000s,";
+ mes "you have to use this specially designed tool a.k.a. a ^8B4513Hydra Ball^000000";
+ next;
+ mes "[Lucia]";
+ mes "If you still have the ^006400Hydra Ball^000000,";
+ mes "please use it on the ^FF0000Strange Hydra^000000s that";
+ mes "you can find at the beach.";
+ mes "If you are lucky, the tool will work perfectly.";
+ next;
+ mes "[Lucia]";
+ mes "I hope many adventurers";
+ mes "volunteer for this job.";
+ mes " ";
+ mes "I really hate Hydra!";
+ emotion e_sob;
+ close;
+ }
+ }
+ }
+ }
+ end;
+
+OnInit:
+ initnpctimer;
+ end;
+
+OnTimer7000:
+ emotion e_gasp;
+ stopnpctimer;
+ initnpctimer;
+ end;
+}
+
+// Guarana Quest, Original file: brazil_tre.sc
+//============================================================
+brasilis,187,162,5 script Candy Maker 476,{
+ if (!checkweight(1201,1)) {
+ mes "- You can't start the quest. Please reduce the weight in your inventory. -";
+ close;
+ }
+ if (brazil_gua == 0) {
+ mes "[Candy Maker]";
+ mes "Yo, do you know a berry called ^FF0000Guarana^000000?";
+ next;
+ mes "[Candy Maker]";
+ mes "Guarana is a really special berry raised in a specific area, it relieves physical fatigue, and gives power to the body. It even detoxes waste from the body.";
+ next;
+ mes "[Candy Maker]";
+ mes "I used to sell the candy made of it back in the day.";
+ mes "I got a prize sometimes every year in the <annual best product contest>. Those were the good 'ol days.";
+ next;
+ mes "[Candy Maker]";
+ mes "Since then, the output of that fruit has reduced and the price has gone up so now candy ingredients were changed to coconuts or other tropical fruits instead. I miss the guarana candy.";
+ next;
+ switch(select("How can I taste this guarana candy?:End conversation.")) {
+ case 1:
+ mes "[Candy Maker]";
+ mes "Hmm? I already sold out of all my old supply.";
+ next;
+ mes "[Candy Maker]";
+ mes "But if you can find some guarana, I can make it for you.";
+ next;
+ switch(select("How do I find guarana?:End conversation.")) {
+ case 1:
+ mes "[Candy Maker]";
+ mes "Will you find the guarana?? Hoooooh~";
+ next;
+ mes "[Candy Maker]";
+ mes "Can you find it?";
+ mes "It's probably very expensive.";
+ mes "Trading isn't my thing. Let me think.";
+ next;
+ mes "[Candy Maker]";
+ mes "Let me introduce you to someone with whom I used to do guarana business with.";
+ mes "He might still be dealing it.";
+ next;
+ mes "[Candy Maker]";
+ mes "His name is Cherto.";
+ mes "If you can't find him in the city, go to museum.";
+ mes "He's a vain person so he likes to act big.";
+ mes "He's probably wandering in the museum trying to show off to someone for sure.";
+ set brazil_gua,1;
+ setquest 2192;
+ close;
+ case 2:
+ mes "[Candy Maker]";
+ mes "Don't you want to try the guarana candy?";
+ close;
+ }
+ case 2:
+ mes "[Candy Maker]";
+ mes "Those were the good 'ole days...";
+ close;
+ }
+ }
+ else if (brazil_gua == 1) {
+ mes "[Candy Maker]";
+ mes "If you want to get the guarana, find Cherto.";
+ mes "Maybe he will be in the museum.";
+ close;
+ }
+ else if (brazil_gua == 10) {
+ if (!countitem(6237)) {
+ mes "- The guarana that I had has disappeared. -";
+ close;
+ }
+ delitem 6237,1; //Guarana_Fruit
+ mes "[Candy Maker]";
+ mes "Did you get the guarana?";
+ next;
+ mes "- You give the guarana to him. -";
+ next;
+ mes "[Candy Maker]";
+ mes "Wow! You have special talent.";
+ mes "It's the best thing I have ever seen so far. Cool~!";
+ next;
+ mes "[Candy Maker]";
+ mes "Good, let's make the candy~!";
+ mes "Long time no see my wonderful guarana candy...";
+ next;
+ mes "- hash hash hash hash hash hash -";
+ mes "- hash hash hash hash hash hash -";
+ next;
+ mes "[Candy Maker]";
+ mes "Look! It's the popular guarana candy.";
+ mes "Try to savor its amazing taste hey~ take it easy. hahaha!!";
+ set brazil_gua,11;
+ completequest 2200;
+ getitem 12414,1; //Guarana_Candy
+ getexp 700000,100000;
+ close;
+ }
+ else if (brazil_gua == 11) {
+ mes "[Candy Maker]";
+ mes "Guarana candy. That was the most unique masterpiece in my life for sure!";
+ next;
+ mes "[Candy Maker]";
+ mes "Since you helped me, guarana supply has been steadily rising.";
+ mes "So, naturally I'm back to making guarana candy.";
+ next;
+ mes "[Candy Maker]";
+ mes "What about it? Wanna buy some?";
+ mes "It's 4000 zeny each.";
+ next;
+ switch(select("Buy a Guarana Candy.:Cancel.")) {
+ case 1:
+ if (Zeny > 3999) {
+ mes "[Candy Maker]";
+ mes "Here is a delicious guarana candy.";
+ set zeny,zeny-4000;
+ getitem 12414,1; //Guarana_Candy
+ close;
+ }
+ else {
+ mes "[Candy Maker]";
+ mes "What? You should say before if you don't have money!";
+ mes "Even if you are poor, I can't give this away for free.";
+ close;
+ }
+ case 2:
+ mes "[Candy Maker]";
+ mes "Sometimes some people don't like it due to it's arousal effect.";
+ close;
+ }
+ close;
+ }
+ else {
+ mes "[Candy Maker]";
+ mes "Guarana candy. That was the most unique masterpiece in my life for sure!";
+ close;
+ }
+}
+
+bra_in01,95,179,3 script Cherto 477,{
+ if (brazil_gua == 0) {
+ mes "[Cherto]";
+ mes "Hmm... hey man, you are from outside, aren't you?";
+ next;
+ mes "[Cherto]";
+ mes "Cherto can figure it out even if it's the first time. You can't trick Cherto.";
+ mes "Cherto has sharp eyes like an eagle! Hahaha!";
+ next;
+ mes "[Cherto]";
+ mes "Ok, ok. Yes, yes. I see!";
+ next;
+ mes "[Cherto]";
+ mes "Anyway, you arrived in Brasilis but don't know what to do?";
+ mes "Am I right?";
+ mes "You don't know how fortunate you are to have found a really proper helper as myself.";
+ next;
+ mes "[Cherto]";
+ mes "Cherto takes it by your expression that you want to say, ''You are a master!'' Right?";
+ mes "Cherto, I can read and figure out all at once! That is written in your face!";
+ next;
+ mes "[Cherto]";
+ mes "Cherto would love to stay here and explain everything to you but he is a busy man.";
+ close;
+ }
+ else if (brazil_gua == 1) {
+ mes "[Cherto]";
+ mes "Hmm... hey man, you are from outside, aren't you?";
+ next;
+ mes "[Cherto]";
+ mes "Cherto can figure it out even if it's the first time. You can't trick Cherto.";
+ mes "Cherto has sharp eyes like an eagle! Hahaha!";
+ next;
+ mes "[Cherto]";
+ mes "Ok, ok. Yes, yes. I see!";
+ next;
+ mes "[Cherto]";
+ mes "Anyway, you arrived in Brasilis but don't know what to do?";
+ mes "Am I right?";
+ mes "You don't know how fortunate you are to have found a really proper helper as myself.";
+ next;
+ mes "[Cherto]";
+ mes "Cherto takes it by your expression that you want to say, ''You are a master!'' Right?";
+ mes "Cherto, I can read and figure out all at once! That is written in your face!";
+ next;
+ mes "[Cherto]";
+ mes "If you have a curious thing to ask to Cherto. Cherto will be kind enough to answer.";
+ next;
+ select("Guarana?");
+ mes "[Cherto]";
+ mes "What? Do you want to find a guarana?";
+ next;
+ mes "[Cherto]";
+ mes "Guarana is only raised in this area, it has a soft inside and is coverd with a light fur.";
+ mes "It seems a little bit weird but the flower is really big and smells beautiful.";
+ next;
+ mes "[Cherto]";
+ mes "A long time ago, guarana was used to relieve desease and thirst. But recently it's getting popular to revitalize body power and increase blood circulation.";
+ next;
+ mes "[Cherto]";
+ mes "Although it has such great effects, Cherto is sorry to inform you that we can't get it anymore.";
+ next;
+ select("Whaaaat??");
+ mes "[Cherto]";
+ mes "For a while now, guarana berries haven't been growing here.";
+ next;
+ mes "[Cherto]";
+ mes "Even if Cherto managed to find one, it will rot quickly.";
+ next;
+ mes "[Cherto]";
+ mes "If only it didn't happen!";
+ next;
+ select("What are you talking about?");
+ mes "[Cherto]";
+ mes "Quiet!!!!!!!!!!!!!!!!";
+ mes "This story has been forbidden! Someone might be listening to our conversation...";
+ next;
+ mes "[Cherto]";
+ mes "If Cherto tells you, you might get us into trouble. But you look like you really wanna know so let me give you a tip.";
+ mes "Come closer. Cherto will whisper so nobody can listen in.";
+ set brazil_gua,2;
+ close;
+ }
+ else if (brazil_gua == 2) {
+ mes "[Cherto]";
+ mes "A Guarana boy was born.";
+ next;
+ select("Guarana kid?");
+ mes "[Cherto]";
+ mes "There was woman who was an expert botanist.";
+ mes "The woman was really popular to all living creatures.";
+ next;
+ mes "[Cherto]";
+ mes "At around the time her baby was born, she started a guarana farm. For some reason, her brothers were jealous so they destroyed the farm and disappeared.";
+ mes "That kind of story...";
+ next;
+ mes "[Cherto]";
+ mes "We can't be sure that baby was born in the world but since that time, all guarana in Brasilis disappeared.";
+ next;
+ mes "[Cherto]";
+ mes "Who is the guarana kid?";
+ mes "Pedro who is famous as a greedy man?";
+ mes "Meto who can't endure about all the fruits?";
+ mes "Hovenue who is gloomy?";
+ mes "They might know~!";
+ next;
+ mes "[Cherto]";
+ mes "What about you?";
+ mes "Who is the guarana kid?";
+ mes "Will you figure out it? hohohhhhh~";
+ set brazil_gua,3;
+ changequest 2192,2193;
+ close;
+ }
+ else if (brazil_gua == 3) {
+ mes "[Cherto]";
+ mes "Can you find the guarana kid?";
+ mes "Maybe yes? Maybe no?";
+ close;
+ }
+ else if (brazil_gua == 4) {
+ mes "[Cherto]";
+ mes "Did you find guarana kid?";
+ next;
+ mes "- I tell Cherto about the kid making animal-like sounds. -";
+ next;
+ mes "[Cherto]";
+ mes "Hoooh. That's unbelivable.";
+ mes "That kid might be a guarana kid. Sure...";
+ mes "According to the story the kid can have conversations with animals.";
+ next;
+ mes "[Cherto]";
+ mes "If he can make crying sounds of animals, they might be able to converse!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Now, what can I do?";
+ mes "If he is the kid from the legend, is there any way to raise the guarana again?";
+ next;
+ mes "[Cherto]";
+ mes "Haha!! What'd Cherto say?";
+ mes "Cherto knows all~!!";
+ mes "Cherto's already thought";
+ mes "of the next step.";
+ next;
+ mes "[Cherto]";
+ mes "In Brasilis there is an expert Mage.";
+ mes "His name is Paje.";
+ mes "Take this note over to him.";
+ mes "He will show the solution for you and the kid.";
+ set brazil_gua,5;
+ changequest 2194,2195;
+ close;
+ }
+ else {
+ mes "[Cherto]";
+ mes "hoho tickle~tickle~~~~!!!";
+ close;
+ }
+}
+
+brasilis,203,64,3 script Strange Kid#bra 706,{
+ if (brazil_gua < 3) {
+ mes "[Strange Kid]";
+ mes "................";
+ close;
+ }
+ else if (brazil_gua == 3) {
+ mes "[Strange Kid]";
+ mes "................";
+ next;
+ switch(select("Try to talk.:Pretend to pass by.")) {
+ case 1:
+ break;
+ case 2:
+ mes "[Strange Kid]";
+ mes "................";
+ close;
+ }
+ mes "What can I say to him?";
+ next;
+ while(1) {
+ switch(select("What's your name?:How old are you?:What are you doing?:End conversation.")) {
+ case 1:
+ mes "[Strange Kid]";
+ mes "Kaaaaaaao~";
+ mes "Grrrrrrrrr - kaaan-";
+ next;
+ break;
+ case 2:
+ mes "[Strange Kid]";
+ mes "Booooowoooooo-";
+ mes "Booooowoooooo- -";
+ next;
+ break;
+ case 3:
+ mes "[Strange Kid]";
+ mes "chamber pot braeee chamber pot brae chamber pot brae -";
+ mes "Bbeeeebbeee -";
+ next;
+ break;
+ case 4:
+ mes "[Strange Kid]";
+ mes "Kaaaaaaao~";
+ mes "Grrrrrrrrr - kaaan-";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "He makes strange sound like an animals.";
+ mes "Should I ask advice from Cherto?";
+ set brazil_gua,4;
+ changequest 2193,2194;
+ close;
+ }
+ }
+ }
+ else if (brazil_gua == 4) {
+ mes "["+strcharinfo(0)+"]";
+ mes "He makes strange sounds like an animal.";
+ mes "Should I ask advice from Cherto?";
+ close;
+ }
+ else if ((brazil_gua > 4) && (brazil_gua < 9)) {
+ mes "[Strange Kid]";
+ mes "Ah...? ah.....?";
+ close;
+ }
+ else if (brazil_gua == 9) {
+ mes "[Strange Kid]";
+ mes "ah... ahah.....";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I don't have a story but there are lots of friends waiting outside.";
+ next;
+ mes "- You give the feather, fresh meat and branch of grapes to the kid -";
+ next;
+ mes "[Strange Kid]";
+ mes "Ah.............";
+ next;
+ mes "[Strange Kid]";
+ mes "Un, uhh....";
+ mes "mooo... mommy.....";
+ next;
+ mes "[Strange Kid]";
+ mes "Ah..........";
+ mes "bird....";
+ mes "mon, mon, mon...key......";
+ mes "boo, booow...........";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Dog?!";
+ mes "kkk yes. Lots of friends want to meet you.";
+ mes "Don't be lonely anymore and be happy with your friends.";
+ next;
+ mes "[Strange Kid]";
+ mes "ah....he...hehe....";
+ next;
+ mes "- He starts to smile lightly and laughs. -";
+ next;
+ mes "[Strange Kid]";
+ mes "Ye......yes.......";
+ mes "tha... than......thank......yo.........you.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Alright such a cute smile!";
+ mes "Be a happy kid as always.";
+ next;
+ mes "[Strange Kid]";
+ mes "Uh......";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "what?";
+ next;
+ mes "[Strange Kid]";
+ mes "hey..........";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Do you want to say anything?";
+ next;
+ mes "- You get closer and pretend to take caution. -";
+ next;
+ emotion e_kis;
+ mes "(kiss~)";
+ next;
+ mes "- The kid laughs again lightly then puts something in your hand. -";
+ next;
+ mes "- It's a fresh berry that's colored red and hard. -";
+ next;
+ mes "[Strange Kid]";
+ mes "ga...ra..........na...";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Oops, guarana berry?";
+ mes "Ah! Thank you very much!";
+ emotion e_kis2,1;
+ emotion e_heh;
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "If I have this, I can make a guarana candy.";
+ mes "I better find that Candy Maker!";
+ set brazil_gua,10;
+ changequest 2199,2200;
+ getitem 6237,1; //Guarana_Fruit
+ close;
+ }
+ else if (brazil_gua == 10) {
+ if (!countitem(6237)) {
+ mes "[Strange Kid]";
+ mes "He.........";
+ getitem 6237,1; //Guarana_Fruit
+ close;
+ }
+ }
+ else {
+ mes "- The kid is smiling. -";
+ close;
+ }
+ end;
+}
+
+brasilis,56,224,7 script Mage Paje#bra 704,{
+ if (brazil_gua < 5) {
+ mes "[Mage Paje]";
+ mes "Abracadabra~";
+ set .@cspr_bra,rand(1,3);
+ if (.@cspr_bra == 1) {
+ specialeffect EF_POISONHIT,AREA,"Poring#bra";
+ setnpcdisplay "Poring#bra",876;
+ }
+ else if (.@cspr_bra == 2) {
+ specialeffect EF_POISONHIT,AREA,"Poring#bra";
+ setnpcdisplay "Poring#bra",800;
+ }
+ else {
+ specialeffect EF_POISONHIT,AREA,"Poring#bra";
+ setnpcdisplay "Poring#bra",909;
+ }
+ close;
+ }
+ else if (brazil_gua == 5) {
+ mes "[Mage Paje]";
+ mes "Abracadabra~";
+ set .@cspr_bra,rand(1,3);
+ if (.@cspr_bra == 1) {
+ specialeffect EF_POISONHIT,AREA,"Poring#bra";
+ setnpcdisplay "Poring#bra",876;
+ }
+ else if (.@cspr_bra == 2) {
+ specialeffect EF_POISONHIT,AREA,"Poring#bra";
+ setnpcdisplay "Poring#bra",800;
+ }
+ else {
+ specialeffect EF_POISONHIT,AREA,"Poring#bra";
+ setnpcdisplay "Poring#bra",909;
+ }
+ next;
+ mes "[Mage Paje]";
+ mes "Ohoooh~!";
+ mes "I have a guest.";
+ mes "Good to see you.";
+ mes "I am the Mage Paje.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Hello. Mr. Cherto told me to find you.";
+ next;
+ mes "[Mage Paje]";
+ mes "Um.. Mr. Cherto? What's happened?";
+ mes "Have you come here to ask about lots of weird rumors?";
+ next;
+ mes "- You give the note to Paje-";
+ next;
+ mes "[Mage Paje]";
+ mes "Ohoooh~";
+ mes "Hmm gosh.. that's what happened.";
+ next;
+ mes "[Mage Paje]";
+ mes "I can't help you directly.";
+ mes "But I will give you simple magic so you can figure it out by yourself.";
+ next;
+ select("What kind of magic?");
+ mes "[Mage Paje]";
+ mes "It's a magic that will make you appear as an animal to other animals. Pretty cool huh?";
+ next;
+ mes "[Mage Paje]";
+ mes "Ok~ I will give you the magic.";
+ mes "Most animals are really sensitive so they might be aware of it. Find a Toucan in the field that's oblivious to the spell. You'll know when you talk to it.";
+ next;
+ mes "[Mage Paje]";
+ mes "Good luck~!";
+ set brazil_gua,6;
+ changequest 2195,2196;
+ specialeffect2 EF_ASSUMPTIO;
+ close;
+ }
+ else {
+ mes "[Mage Paje]";
+ mes "Abrakatabra~";
+ set .@cspr_bra,rand(1,3);
+ if (.@cspr_bra == 1) {
+ specialeffect EF_POISONHIT,AREA,"Poring#bra";
+ setnpcdisplay "Poring#bra",876;
+ }
+ else if (.@cspr_bra == 2) {
+ specialeffect EF_POISONHIT,AREA,"Poring#bra";
+ setnpcdisplay "Poring#bra",800;
+ }
+ else {
+ specialeffect EF_POISONHIT,AREA,"Poring#bra";
+ setnpcdisplay "Poring#bra",909;
+ }
+ close;
+ }
+ end;
+}
+
+brasilis,59,226,3 script Poring#bra 909,{
+ end;
+}
+
+bra_fild01,75,83,5 script Toucan#bra 2073,2,2,{
+OnTouch:
+ if (brazil_gua == 6) {
+ mes "[Toucan]";
+ mes "Baaeecc!";
+ mes "I've never seen you before.";
+ mes "Baaeec!";
+ next;
+ mes "[Toucan]";
+ mes "It's the middle of the new and old continent... I know I've never seen you before but you seem familiar, like a woman dancing a samba. ";
+ next;
+ select("What are you talking about?");
+ mes "[Toucan]";
+ mes "I can feel some similar power like guarana kid. bbaaaeeeccc!";
+ next;
+ mes "[Toucan]";
+ mes "That kid has had a really lonely time, baaecc! Perhaps you are a friend of him? Baaeec!!";
+ next;
+ select("Not yet... but I want to be a friend.");
+ mes "[Toucan]";
+ mes "The kid who received care from guarana woman is also a friend of animals. Bbaaeecc!";
+ next;
+ mes "[Toucan]";
+ mes "I'd like to give the symbol of a toucan representative for the kid. Bbaaeecc!";
+ next;
+ mes "[Toucan]";
+ mes "If you want to relieve his loneliness, can you help me?";
+ next;
+ select("Absolutely!");
+ mes "[Toucan]";
+ mes "It's my feather.";
+ mes "Send it to the kid.";
+ mes "We will keep our promise of friendship between guarana kid and Toucan forever. Bbaaeecc!";
+ next;
+ mes "- You take a feather from Toucan. - ";
+ next;
+ mes "[Toucan]";
+ mes "There have to be others around here like me.";
+ mes "Why don't you find a jaguar Bbaaeecc!";
+ next;
+ mes "[Toucan]";
+ mes "I will give a blessing from Toucan to you.";
+ next;
+ mes "[Toucan]";
+ mes "Fly fly far away. bbaaaeeeccckkk--!";
+ set brazil_gua,7;
+ changequest 2196,2197;
+ specialeffect2 EF_SEISMICWEAPON;
+ close2;
+ warp "bra_fild01",68,146;
+ end;
+ }
+ else {
+ mes "[Toucan]";
+ mes "Bbbaaeec~! Baaeec~!";
+ close;
+ }
+ end;
+}
+
+bra_fild01,34,184,5 script Jaguar#bra 2072,2,2,{
+OnTouch_:
+ if (brazil_gua == 7) {
+ mes "[Jaguar]";
+ mes "Hhooww..hhooww.....";
+ next;
+ mes "[Jaguar]";
+ mes "Smelling! This smell is from a human!";
+ mes "Somewhere, a human!";
+ mes "I got it. You are!!!";
+ specialeffect EF_HIT1,AREA,"Jaguar#bra";
+ emotion e_omg,1;
+ next;
+ mes "[Jaguar]";
+ mes "Don't be afraid human.";
+ mes "I don't have enough power to hunt humans, just waiting time to end my lifetime in this jungle.";
+ next;
+ mes "[Jaguar]";
+ mes "Anyway you can talk with me, are you a guarana kid?";
+ next;
+ select("Yes? N...o......actually....");
+ mes "[Jaguar]";
+ mes "The son of guarana woman became our friend also.";
+ mes "They treated all life preciously.";
+ mes "I hope you are same the as her.";
+ next;
+ mes "[Jaguar]";
+ mes "Bird's chirpings informed me.";
+ mes "The son of guarana woman has a diseased heart.";
+ mes "Her brothers made him lonely, don't you think?";
+ next;
+ mes "[Jaguar]";
+ mes "Here is fresh meat that I hunted just a few days ago.";
+ mes "Take it and give it to the poor kid.";
+ next;
+ mes "[Jaguar]";
+ mes "I can give this tiny thing to you so, don't forget it.";
+ mes "The jungle will welcome you whenever!";
+ next;
+ mes "- You get fresh meat from Jaguar. -";
+ next;
+ mes "[Jaguar]";
+ mes "Monkey, who's always meddling with others, wants to meet you.";
+ next;
+ mes "[Jaguar]";
+ mes "I will give you a Jaguar's high blessing.";
+ mes "Go to monkey by flowing through the wind like a bee.";
+ mes "Let's meet again my friend!";
+ set brazil_gua,8;
+ changequest 2197,2198;
+ close2;
+ //ConsumeSpecialItem Speed_Up_Potion
+ sc_start SC_SpeedUp1,5000,0;
+ end;
+ }
+ else {
+ mes "[Jaguar]";
+ mes "krrrrrr....";
+ close;
+ }
+ end;
+}
+
+bra_fild01,245,53,3 script #Monkeybra 1057,{
+ end;
+}
+
+bra_fild01,245,52,3 script Monkey#bra 111,{
+ if (brazil_gua == 8) {
+ mes "[Monkey]";
+ mes "What is it??!!";
+ mes "We don't tolerate humans? Get out~!!";
+ next;
+ mes "[Monkey]";
+ mes "Nono... wait.... that scent!!";
+ mes "I can smell Jaguar from you, who are you?";
+ mes "Gosh, maybe there's no jaguar without fur and weird shape!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "........................";
+ mes "Are you saying that I look like an animal?!?!";
+ next;
+ mes "[Monkey]";
+ mes "Uh? Aren't you a jaguar?";
+ next;
+ mes "[Monkey]";
+ mes "Ahhha. Jaguar send you to me, right?? kkkikkki";
+ mes "But you don't look like guarana kid.";
+ next;
+ select("I've come here to help him.");
+ mes "[Monkey]";
+ mes "I heard guarana kid became lonely, is he?";
+ mes "We are experts in acrobatic acts, does kid like it?? kkkickkksk!";
+ next;
+ mes "[Monkey]";
+ mes "Give this branch of grapes to guarana kid.";
+ mes "We will make him have fun during the whole night whenever he comes to us!! kkkickkksk!";
+ next;
+ mes "- You get a bunch of grapes from Monkey. -";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Good~ Now it's time to go back to the kid~!!";
+ set brazil_gua,9;
+ changequest 2198,2199;
+ close;
+ }
+ else {
+ mes "[Monkey]";
+ mes "kkkickkksk!";
+ close;
+ }
+}
+
+// Water Lily Quest, Original file: brazil_tre.sc
+//============================================================
+brasilis,203,286,3 script Botanist Karmen#bra 893,{
+ if (brazil_regia == 0) {
+ mes "[Karmen]";
+ mes "Brasilis' climate is special.";
+ mes "This climate offers special cases in botany classes different from any other regions of the world.";
+ next;
+ mes "[Karmen]";
+ mes "The plants here have robust frames and are clear and colorful.";
+ mes "Here the plants are really huge and we can feel their presence.";
+ next;
+ mes "[Karmen]";
+ mes "One of them, a Water Lily, is a really gorgeous and unique plant.";
+ mes "This flower is quite sensitive so it doesn't bloom everywhere.";
+ next;
+ switch(select("Interesting.:End conversation.")) {
+ case 1:
+ break;
+ case 2:
+ mes "[Karmen]";
+ mes "I guess you aren't interested in botany.";
+ close;
+ }
+ mes "[Karmen]";
+ mes "It doesn't appear easily and it is a mysterious flower even to the natives, so the Brasilis people believe that a person will get great luck if someone finds it.";
+ next;
+ mes "[Karmen]";
+ mes "As a botanist, I have been hanging around here to find the lucky flower but as I expected, it hasn't shown itself yet.";
+ next;
+ mes "[Karmen]";
+ mes "I believe that with enough perseverence, this flower will show me it's beautiful brilliance.";
+ next;
+ mes "[Karmen]";
+ mes "Ah, if you are interested more in the Water Lily story, find someone named Marta.";
+ mes "She is wise and knows lots of stories here in Brasilis.";
+ set brazil_regia,1;
+ setquest 2201;
+ close;
+ }
+ else if (brazil_regia == 1) {
+ mes "[Karmen]";
+ mes "Ah, if you are interested more in the Water Lily story, find someone named Marta.";
+ mes "She is wise and knows lots of stories here in Brasilis.";
+ close;
+ }
+ else if (brazil_regia == 9) {
+ mes "- You show a lotus flower to Karmen and talk about the story so far. -";
+ next;
+ mes "[Karmen]";
+ mes "Wow!! You had a really good experience.";
+ mes "So~~~ the water lily lives in the depths of brasilis, right?";
+ mes "I wil try to find it again by myself, I won't give up!!";
+ next;
+ mes "[Karmen]";
+ mes "I am so grateful that I met you.";
+ mes "The water lily must truly be a lucky flower. hahaha";
+ set brazil_regia,10;
+ completequest 2207;
+ getexp 500000,100000;
+ close;
+ }
+ else {
+ mes "[Karmen]";
+ mes "This climate offers special cases in botany classes different from any other regions of the world.";
+ next;
+ mes "[Karmen]";
+ mes "The plants here have robust frames and are clear and colorful.";
+ mes "Here the plants are really huge and we can feel their presence.";
+ next;
+ mes "[Karmen]";
+ mes "It's a botanist's dream.";
+ close;
+ }
+}
+
+bra_in01,142,27,5 script Marta#bra 474,{
+ if (brazil_regia == 1) {
+ mes "[Brasilis Boy]";
+ mes "Grandma! That person has a weird smell.";
+ next;
+ mes "[Marta]";
+ mes "This person isn't from here.";
+ mes "Say hello to our guest.";
+ next;
+ mes "[Brasilis Boy]";
+ mes "heee~ hi!!";
+ mes "I am Kaka!!";
+ mes "Whats your name?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I am "+strcharinfo(0)+".";
+ next;
+ mes "[Brasilis Boy]";
+ mes "The outsider has a weird name!";
+ mes "Thas ok! If we keep talking we'll be friends! Cheer up!";
+ next;
+ mes "[Marta]";
+ mes "Hehe...";
+ mes "So, why have you come here stranger~?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I heard you knows lots of stories, is that true?";
+ next;
+ mes "[Kaka]";
+ mes "Wooo! how you know my grandma knows lots of stories, amazing~?";
+ mes "Grandma is really wise and kind so, I heard lotsa things.";
+ next;
+ mes "[Marta]";
+ mes "Hehe. Kaka always listens to many stories every night, he really likes my stories.";
+ mes "Kaka always makes me happy because he asks so many curious things. That is pure happiness.";
+ next;
+ mes "[Marta]";
+ mes "Ok, Kaka why don't you invite our guest today to our small meeting?";
+ next;
+ mes "[Kaka]";
+ mes "Ok grandma~!!";
+ next;
+ mes "[Marta]";
+ mes "Hey~ do you have special story that you want to listen to?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "About the mysterious water lily?";
+ next;
+ mes "[Marta]";
+ mes "Water lily....";
+ mes "It's from a long long time ago.";
+ next;
+ mes "[Marta]";
+ mes "Before Brasilis was established.";
+ mes "A tribe that lived with the giant waterfall and jungle as friends spent their whole time with nature.";
+ next;
+ mes "[Marta]";
+ mes "One of tribe chiefs had a pretty daughter called 'Naia'.";
+ next;
+ mes "[Marta]";
+ mes "Naia liked listening to stories like Kaka so, her mom told her stories every night about nature and gods.";
+ next;
+ mes "[Kaka]";
+ mes "Woooa, she's just like me!";
+ mes "Maybe she would be pretty... hehe.";
+ next;
+ mes "[Marta]";
+ mes "According to her mother...";
+ mes "If the moon in the sky loves some woman in the earth, he turns her into a star so that they can stay together forever.";
+ next;
+ mes "[Marta]";
+ mes "After Naia heard this story, she went to her dad to ask if it was true or not.";
+ next;
+ mes "[Kaka]";
+ mes "So, what did he say?";
+ next;
+ mes "[Marta]";
+ mes "^3131FF'My dear, Naia the moon is one of the bravest men. But he can no longer have a bride. So you can't become a star... Sorry~.^000000";
+ next;
+ mes "[Kaka]";
+ mes "Did Naia wants to be the bride of the man?";
+ next;
+ mes "[Marta]";
+ mes "Yes Kaka, imagine the moon how beautiful and mysterious, that's just ideal for girls.";
+ next;
+ mes "[Kaka]";
+ mes "But the moon doesn't meet a human as his wife anymore? What was going on with Naia?";
+ next;
+ mes "[Marta]";
+ mes "Naia was really a nice girl.";
+ next;
+ mes "[Marta]";
+ mes "Although her parents tried to prevent her, she still went to the forest to meet the moon every night.";
+ mes "Sadly, even with all of her effort, the moon didn't show any reaction to her.";
+ next;
+ mes "[Marta]";
+ mes "One day she also went to the top of the mountain to be closer to him. She decided to take a rest for a while around the lake.";
+ next;
+ mes "[Marta]";
+ mes "That's when.. Naia saw it.";
+ mes "It was the moon he was shining beautifully over the waving lake lightly.";
+ next;
+ mes "[Kaka]";
+ mes "I know, it's just the moon reflecting on the water. Right?!";
+ next;
+ mes "[Marta]";
+ mes "Yes, but to her, the image made her fall into the lake without hesitating and drowned.";
+ next;
+ mes "[Kaka]";
+ mes "Oh no.";
+ next;
+ mes "[Marta]";
+ mes "The moon was also watching her from the sky.";
+ mes "He felt sad and pitied her. So he decided to turn her into a beautiful flower to thank her for her love.";
+ next;
+ mes "[Marta]";
+ mes "That is the story of the mysterious flower people called the Brasilis Water Flower.";
+ mes "This Naia flower appears as light white during daytime but in the night turns into red due to it's love connection to the moon.";
+ next;
+ mes "[Kaka]";
+ mes "How sad but beautiful!";
+ next;
+ mes "[Marta]";
+ mes "How about you stranger?";
+ mes "Did you enjoy this story?";
+ mes "If you want to listen to another story, just come to me.";
+ mes "If you don't mind playing with my grandson a ~ little. hoohoo.";
+ set brazil_regia,2;
+ close;
+ }
+ else if (brazil_regia > 1) {
+ mes "[Kaka]";
+ mes "My grandma is really a bit tired doing some tribe stuff!";
+ mes "Could you come another day?";
+ close;
+ }
+ else {
+ mes "[Marta]";
+ mes "You are not from around here.";
+ mes "I can sense a strange earth smell.";
+ next;
+ mes "[Marta]";
+ mes "But your eyes shine with strength.";
+ mes "Indeed you are spreading out spirit and will from your whole body.";
+ next;
+ mes "[Marta]";
+ mes "If you work at it you will be a great person someday.";
+ close;
+ }
+}
+
+bra_in01,145,27,3 script Brasilis Boy#bra 472,{
+ if (brazil_regia == 1) {
+ mes "[Brasilis Boy]";
+ mes "Grandma! That person has a weird smell.";
+ next;
+ mes "[Marta]";
+ mes "This person isn't from here.";
+ mes "Say hello to our guest.";
+ next;
+ mes "[Brasilis Boy]";
+ mes "heee~ hi!!";
+ mes "I am Kaka!!";
+ mes "Whats your name?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I am "+strcharinfo(0)+".";
+ next;
+ mes "[Brasilis Boy]";
+ mes "The outsider has a weird name!";
+ mes "Thas ok! If we keep talking we'll be friends! Cheer up!";
+ next;
+ mes "[Marta]";
+ mes "Hehe...";
+ mes "So, why have you come here stranger~?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I heard you knows lots of stories, is that true?";
+ next;
+ mes "[Kaka]";
+ mes "Wooo! how you know my grandma knows lots of stories, amazing~?";
+ mes "Grandma is really wise and kind so, I heard lotsa things.";
+ next;
+ mes "[Marta]";
+ mes "Hehe. Kaka always listens to many stories every night, he really likes my stories.";
+ mes "Kaka always makes me happy because he asks so many curious things. That is pure happiness.";
+ next;
+ mes "[Marta]";
+ mes "Ok, Kaka why don't you invite our guest today to our small meeting?";
+ next;
+ mes "[Kaka]";
+ mes "Ok grandma~!!";
+ next;
+ mes "[Marta]";
+ mes "Hey~ do you have special story that you want to listen to?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "About the mysterious water lily?";
+ next;
+ mes "[Marta]";
+ mes "Water lily....";
+ mes "It's from a long long time ago.";
+ next;
+ mes "[Marta]";
+ mes "Before Brasilis was established.";
+ mes "A tribe that lived with the giant waterfall and jungle as friends spent their whole time with nature.";
+ next;
+ mes "[Marta]";
+ mes "One of tribe chiefs had a pretty daughter called 'Naia'.";
+ next;
+ mes "[Marta]";
+ mes "Naia liked listening to stories like Kaka so, her mom told her stories every night about nature and gods.";
+ next;
+ mes "[Kaka]";
+ mes "Woooa, she's just like me!";
+ mes "Maybe she would be pretty... hehe.";
+ next;
+ mes "[Marta]";
+ mes "According to her mother...";
+ mes "If the moon in the sky loves some woman in the earth, he turns her into a star so that they can stay together forever.";
+ next;
+ mes "[Marta]";
+ mes "After Naia heard this story, she went to her dad to ask if it was true or not.";
+ next;
+ mes "[Kaka]";
+ mes "So, what did he say?";
+ next;
+ mes "[Marta]";
+ mes "^3131FF'My dear, Naia the moon is one of the bravest men. But he can no longer have a bride. So you can't become a star... Sorry~.^000000";
+ next;
+ mes "[Kaka]";
+ mes "Did Naia wants to be the bride of the man?";
+ next;
+ mes "[Marta]";
+ mes "Yes Kaka, imagine the moon how beautiful and mysterious, that's just ideal for girls.";
+ next;
+ mes "[Kaka]";
+ mes "But the moon doesn't meet a human as his wife anymore? What was going on with Naia?";
+ next;
+ mes "[Marta]";
+ mes "Naia was really a nice girl.";
+ next;
+ mes "[Marta]";
+ mes "Although her parents tried to prevent her, she still went to the forest to meet the moon every night.";
+ mes "Sadly, even with all of her effort, the moon didn't show any reaction to her.";
+ next;
+ mes "[Marta]";
+ mes "One day she also went to the top of the mountain to be closer to him. She decided to take a rest for a while around the lake.";
+ next;
+ mes "[Marta]";
+ mes "That's when.. Naia saw it.";
+ mes "It was the moon he was shining beautifully over the waving lake lightly.";
+ next;
+ mes "[Kaka]";
+ mes "I know, it's just the moon reflecting on the water. Right?!";
+ next;
+ mes "[Marta]";
+ mes "Yes, but to her, the image made her fall into the lake without hesitating and drowned.";
+ next;
+ mes "[Kaka]";
+ mes "Oh no.";
+ next;
+ mes "[Marta]";
+ mes "The moon was also watching her from the sky.";
+ mes "He felt sad and pitied her. So he decided to turn her into a beautiful flower to thank her for her love.";
+ next;
+ mes "[Marta]";
+ mes "That is the story of the mysterious flower people called the Brasilis Water Flower.";
+ mes "This Naia flower appears as light white during daytime but in the night turns into red due to it's love connection to the moon.";
+ next;
+ mes "[Kaka]";
+ mes "How sad but beautiful!";
+ next;
+ mes "[Marta]";
+ mes "How about you stranger?";
+ mes "Did you enjoy this story?";
+ mes "If you want to listen to another story, just come to me.";
+ mes "If you don't mind playing with my grandson a ~ little. hoohoo.";
+ set brazil_regia,2;
+ close;
+ }
+ else if (brazil_regia > 1) {
+ mes "[Kaka]";
+ mes "My grandma is really a bit tired doing some tribe stuff!";
+ mes "Could you come another day?";
+ close;
+ }
+ else {
+ mes "[Marta]";
+ mes "You are not from around here.";
+ mes "I can sense a strange earth smell.";
+ next;
+ mes "[Marta]";
+ mes "But your eyes shine with strength.";
+ mes "Indeed you are spreading out spirit and will from your whole body.";
+ next;
+ mes "[Marta]";
+ mes "If you work at it you will be a great person someday.";
+ close;
+ }
+}
+
+brasilis,270,145,5 script Brasilis Girl#bra 473,5,5,{
+ if (!checkweight(1201,1)) {
+ mes "- wait a second!! -";
+ mes "- you have too many items -";
+ mes "- so you can't get any more items. -";
+ mes "- make your body lighter -";
+ mes "- then try again. -";
+ close;
+ }
+ if (brazil_regia == 2) {
+ mes "[Distant Sound]";
+ mes "Jasira!!!";
+ mes "Where are you going again?!!";
+ mes "come back~, please!!";
+ next;
+ mes "[Brasilis Girl]";
+ mes "Mom, I have to go out!!";
+ next;
+ mes "[Distant Sound]";
+ mes "No way~!! You shouldn't!!";
+ next;
+ mes "[Brasilis Girl]";
+ mes "Gosh.. today also failed.";
+ next;
+ mes "[Brasilis Girl]";
+ mes "......";
+ mes "What's up? Why are you looking at me?";
+ mes "I don't want to be a showgirl!! Get out!!";
+ next;
+ switch(select("Nothing, sorry.:What's wrong?")) {
+ case 1:
+ mes "[Brasilis Girl]";
+ mes "I am so sad!!!";
+ close;
+ case 2:
+ break;
+ }
+ mes "[Brasilis Girl]";
+ mes "It's not your business.";
+ mes "You are just an outsider!";
+ next;
+ switch(select("How rude!:Just trying to help.")) {
+ case 1:
+ mes "[Brasilis Girl]";
+ mes "What's it matter to you that I'm rude??!!";
+ close;
+ case 2:
+ break;
+ }
+ mes "["+strcharinfo(0)+"]";
+ mes "I know that I'm just passing by but I might be able to help you. What do you think?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "This kind of meeting could be more than just a coincidence.";
+ next;
+ mes "[Brasilis Girl]";
+ mes "......................";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Hmm can you tell me your name?";
+ next;
+ mes "[Brasilis Girl]";
+ mes "ja...";
+ mes "Jasira.";
+ mes "My name is Jasira.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Nice name~.";
+ mes "Jasira what's going on?";
+ next;
+ mes "[Jasira]";
+ mes ".............";
+ next;
+ mes "[Jasira]";
+ mes "I have to meet 'Jasi' but I can't go out....";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "who is Jasi?";
+ mes "Your.... lover?";
+ next;
+ emotion e_omg;
+ mes "[Jasira]";
+ mes "l...o...v...e...lover??!!";
+ mes "No way~";
+ next;
+ mes "[Jasira]";
+ mes "If he is my lover, it would be great... but...";
+ next;
+ mes "[Jasira]";
+ mes "Jasi is......";
+ mes "the great moon.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "The moon?";
+ mes "Maybe... are you talking about the moon from the story?";
+ next;
+ mes "[Jasira]";
+ mes "Yeah!";
+ mes "Dear Jasi is from the moon from the sky!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Why are you thinking like that?";
+ next;
+ mes "[Jasira]";
+ mes "Cuz' Jasi is really gorgeous and the most important thing is he is taking care of the water lily in Brasilis.";
+ next;
+ emotion e_omg,1;
+ mes "["+strcharinfo(0)+"]";
+ mes "Brasilis water lily??!!";
+ mes "Isn't it the uniqe flower?";
+ next;
+ mes "[Jasira]";
+ mes "Right. It's a really mysterious flower and difficult to find.";
+ mes "But around Jasi there are lots of water lilies.";
+ mes "That's why I believe Jasi is the moon.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Where is Jasi?";
+ next;
+ mes "[Jasira]";
+ mes "He is deep inside the Jungle.";
+ mes "As you can see I am so weak so, I've been staying home. But once, I was strong enough to leave this village.";
+ next;
+ mes "[Jasira]";
+ mes "I just wandered the jungle and fell down somewhere and that's where I saw him.";
+ mes "He was so nice. He helped heal me and guided me back home.";
+ mes "That was really really great time.";
+ next;
+ mes "[Jasira]";
+ mes "Since I came back home, my parents punished me.";
+ mes "I can understand why they are worrying but i missed Jasi a lot!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Why don't you meet him after recovering your strength?";
+ next;
+ mes "[Jasira]";
+ mes ".................";
+ mes "I wanna see him right now...";
+ next;
+ switch(select("Help Jasira.:Ignore her.")) {
+ case 1:
+ break;
+ case 2:
+ mes "["+strcharinfo(0)+"]";
+ mes "Sorry I can't help you. Cheer up!";
+ next;
+ mes "[Jasira]";
+ mes "Crying........";
+ close;
+ }
+ mes "["+strcharinfo(0)+"]";
+ mes "Jasira I came here to find the Brasilis water lily.";
+ mes "Don't you think fate has brought us together?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "If you tell me how to find Jasi, I can help you.";
+ next;
+ mes "[Jasira]";
+ mes "Really? But I don't know exactly how to get there. I was just wandering around when I met him.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Can't you remember anything?";
+ mes "If you know something you've gotta tell me.";
+ next;
+ mes "[Jasira]";
+ mes "Let's see... I was wandering around a waterfall then fell down into the water then I was sucked into somewhere.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Good, that's better than nothing! I will look for a similar place.";
+ next;
+ mes "[Jasira]";
+ mes "I gave you your information, so can you do me a favor?";
+ mes "It's really simple...";
+ next;
+ mes "[Jasira]";
+ mes "I'd like to give a delicious fruit.";
+ mes "The place where Jas seemed cozy but I didn't see any food around... So if he sees a yummy fruit he will be happy!";
+ next;
+ mes "[Jasira]";
+ mes "Give him 10 Banana and tell him that I really miss him.";
+ mes "Sorry for ignoring you before. Please, only you can help me!";
+ set brazil_regia,3;
+ changequest 2201,2202;
+ close;
+ }
+ else if ((brazil_regia == 3) || (brazil_regia == 4)) {
+ mes "[Jasira]";
+ mes "If you meet Jasi, give him 10 Bananas.";
+ mes "Let's see... I was wandering around a waterfall then fell down into the water then I was sucked into somewhere.";
+ next;
+ mes "[Jasira]";
+ mes "If you can't find the way, go up to the waterfall and ask the kids in Brasilis village.";
+ mes "I heard one of the children went to a strange place before. He might've gone to the same place as me!";
+ close;
+ }
+ else if (brazil_regia == 5) {
+ mes "[Jasira]";
+ mes "Did you meet Jasi?";
+ mes "Did you talk about me?";
+ mes "You didn't? Uh? Stupid! Gosh~!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Hey girl~ you've got a short temper.";
+ mes "I did see him and I talked about you!";
+ next;
+ mes "[Jasira]";
+ mes "Did you?";
+ mes "What did he say?";
+ mes "Does he remember me?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "That you have a really good heart~";
+ mes "I told him that you will try to meet him when your condition gets better.";
+ next;
+ mes "[Jasira]";
+ mes "Yeahhhhh!!";
+ mes "Thank you! You are more reliable than I thought you would be.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Anyway, I'm looking for a fruit that's brown and has a hard shell.";
+ mes "It has juice inside and can be used as a cup to drink out of.";
+ next;
+ mes "[Jasira]";
+ mes "Duh! You mean a coconut right?!";
+ mes "They're everywhere here in Brasilis.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Thanks Jasira!";
+ set brazil_regia,6;
+ changequest 2204,2205;
+ close;
+ }
+ else if ((brazil_regia == 6) || (brazil_regia == 7)) {
+ mes "[Jasira]";
+ mes "I should take care of my strength by myself!";
+ mes "I can't just lie in my bed forever. Don't you agree?";
+ close;
+ }
+ else if (brazil_regia == 8) {
+ mes "[Jasira]";
+ mes "Uh? Why have you come back?";
+ next;
+ mes "- You tell her what Jasi told you to tell her -";
+ next;
+ mes "[Jasira]";
+ mes "Oh... really?";
+ mes "Did he say that?";
+ mes "Gosh! Gosh!!!";
+ mes "Kkkkkaaaaa - !!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Thanks to you, I was able to get a flower.";
+ mes "Thanks a lot!!";
+ next;
+ mes "[Jasira]";
+ mes "Wooow. It's so beautiful.";
+ next;
+ mes "[Jasira]";
+ mes "Ah... can I see it for a second?";
+ next;
+ mes "[Jasira]";
+ mes "Surprise~!!";
+ mes "I've been working on this hat while you were gone and now it's complete with the water lily flower!";
+ next;
+ mes "[Jasira]";
+ mes "I know, I know! I'm the best...";
+ delitem 7553,1; //Lotus_Flower
+ set brazil_regia,9;
+ changequest 2206,2207;
+ set .@regiahat,rand(1,3);
+ if (.@regiahat == 1)
+ getitem2 5302,1,1,0,0,4195,0,0,0; //Lotus_Flower_Hat, Leaf_Cat_Card
+ else if (.@regiahat == 2)
+ getitem2 5302,1,1,0,0,4177,0,0,0; //Lotus_Flower_Hat, Dryad_Card
+ else
+ getitem2 5302,1,1,0,0,4188,0,0,0; //Lotus_Flower_Hat, Leib_Olmai_Card
+ close;
+ }
+ else if (brazil_regia > 8) {
+ mes "[Jasira]";
+ mes "I just need to get a little bit stronger!";
+ mes "I can't just lie in bed forever. My Jasi is waiting for me~";
+ close;
+ }
+ else {
+ mes "[Distant Sound]";
+ mes "Jasira!!!";
+ mes "Where are you going again?!!";
+ mes "Come back~, please!!";
+ next;
+ mes "[Brasilis Girl]";
+ mes "Please mom~!";
+ mes "Please let me go!";
+ close;
+ }
+ end;
+
+OnTouch:
+ if (brazil_regia == 2) {
+ emotion e_an;
+ }
+ end;
+}
+
+bra_dun02,67,205,5 script Recluse#bra 475,3,3,{
+ if (brazil_regia == 3) {
+ mes "[Recluse]";
+ mes "Oh, I haven't seen another person in such a long time.";
+ next;
+ switch(select("Keep going.:Are you the moon?")) {
+ case 1:
+ mes "[Recluse]";
+ mes "You don't have specific business with me.";
+ close;
+ case 2:
+ break;
+ }
+ mes "[Recluse]";
+ mes "Moon?";
+ mes "My name is Jasi.";
+ mes "My family has worked to take care of the water lily from generation to generation.";
+ next;
+ mes "[Jasi]";
+ mes "Basically the Brasilis water lily is too shy to appear in front of people so, they only bloom in rare places. I guess they like it here, though, that's why I've been staying here for such a long time.";
+ next;
+ mes "[Jasi]";
+ mes "My family has taken care of the water lily calmly to prevent harm from people's hand or monsters.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Do you remember a girl named Jasi.";
+ next;
+ mes "[Jasi]";
+ mes "Ja...si..........";
+ mes "Ah!! a hurry scurry girl. ";
+ mes "Gosh.. I was in trouble due to that girl.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Trouble?";
+ next;
+ mes "[Jasi]";
+ mes "One day a young lady appeared with lots of scars so I helped her. Then suddenly she tried to pick up the water lily and asked me to accept her as my wife or make her into a water lily what a nutcase!";
+ next;
+ mes "[Jasi]";
+ mes "I was barely able to calm down and send her to the village.";
+ mes "My life is that water lily so I didn't want anything embarrassing to happen.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "This is a gift from Jasira to say sorry for that time.";
+ mes "She is really sad that can't come here by herself due to private difficulties.";
+ next;
+ if (countitem(513) < 10) {
+ mes "[Jasi]";
+ mes "What are you saying?";
+ next;
+ mes "- Oh yeah, I forgot to bring 10 Bananas -";
+ close;
+ }
+ mes "[Jasi]";
+ mes "Ah! Bananas! Wow it's been a long time. She's pretty considerate isn't she?";
+ next;
+ mes "[Jasi]";
+ mes "Anyway is that all the business you have with me?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Umm honestly I was wondering to find water lily and met you by coincidence. Jasira told me her sad story so that's what led me here.";
+ next;
+ mes "[Jasi]";
+ mes "I got it.";
+ mes "As you can see, there are lots of Brasilis water lily around here.";
+ mes "If you make sure that you won't destroy them you can appreciate them as you wish.";
+ set brazil_regia,4;
+ changequest 2202,2203;
+ close;
+ }
+ else if (brazil_regia == 4) {
+ mes "[Jasi]";
+ mes "Did you enjoy the water lily?";
+ close;
+ }
+ else if (brazil_regia == 5) {
+ mes "[Jasi]";
+ mes "I forgot what the name of that fruit was...";
+ close;
+ }
+ else if (brazil_regia == 6) {
+ if (countitem(11515) < 5) {
+ mes "[Jasi]";
+ mes "I forgot what the name of that fruit was...";
+ close;
+ }
+ else {
+ mes "[Jasi]";
+ mes "Did you find the fruit?";
+ mes "Oh right this is....?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "It's called a 'coconut'.";
+ next;
+ mes "[Jasi]";
+ mes "Ahah! COCONUT!!";
+ mes "Now I remember thank you very much. I can't remember the last time I had this fruit.";
+ next;
+ mes "[Jasi]";
+ mes "I guess I should keep my promise.";
+ mes "You can take one Water lily.";
+ next;
+ mes "[Jasi]";
+ mes "I hope the Brasilis water lily will understand me.";
+ mes "You better grab the flower while you have a chance~";
+ next;
+ mes "[Jasi]";
+ mes "Oh, can you tell that girl Jasira something for me?";
+ mes "Tell her that I am not the moon from the story, but I want to become the moon to shine only for her.";
+ delitem 11515,5; //Coconut
+ set brazil_regia,7;
+ changequest 2205,2206;
+ close;
+ }
+ }
+ else {
+ mes "[Jasi]";
+ mes "The flowers blooming from the Water lily today is wonderful.";
+ close;
+ }
+ end;
+
+OnTouchNPC:
+ unitwarp 0,"this",67,215;
+ end;
+}
+
+bra_dun02,71,200,3 script Water lily#bra 111,{
+ if (brazil_regia == 4) {
+ mes "An unusual Water lily is blooming here. You can't stop staring at it, knowing that few people have seen this flower bloom.";
+ next;
+ switch(select("Pick up the flower.:Keep gazing.")) {
+ case 1:
+ break;
+ case 2:
+ mes "- You can't avoid staring at it's beauty. -";
+ close;
+ }
+ mes "[Jasi]";
+ mes "Uh! What are you doing??!!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "There is a person who really needs this flower, can I just take one of 'em?";
+ next;
+ mes "[Jasi]";
+ mes "As I said earlier, I am the guardian of this water lily.";
+ mes "I can't just stand by here and watch you pluck even a single flower from it.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Hey man~ I brought these delicious fruits for you... try it! They are really well matured and fresh bananas.";
+ next;
+ if (countitem(513) < 10) {
+ mes "[Jasi]";
+ mes "What are you saying?";
+ next;
+ mes "- Oh yeah, I forgot to bring 10 Bananas -";
+ close;
+ }
+ mes "[Jasi]";
+ mes "Hmm... It's been so long since I've had this fruit.";
+ next;
+ mes "[Jasi]";
+ mes "I will just try one. That's all.";
+ next;
+ mes "- munch -";
+ mes "- mumble mumble mumble -";
+ specialeffect EF_POTION7,AREA,"Recluse#bra";
+ next;
+ mes "[Jasi]";
+ mes "Uh, this taste... is!";
+ mes "I remember my mom baking these into a tasty bread!";
+ next;
+ mes "[Jasi]";
+ mes "It makes me miss my childhood.";
+ next;
+ emotion e_omg,0,"Recluse#bra";
+ mes "[Jasi]";
+ mes "Hoho!!!!";
+ mes "I've been here for as long as I can remember...";
+ mes "I don't have enough time to even do simple things like eat delicious fruit.";
+ next;
+ mes "[Jasi]";
+ mes "It was a really delicious banana.";
+ mes "But rules are rules!";
+ mes "I must do my duty.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Please! I just need one flower~ What can I do to convince you?";
+ next;
+ mes "[Jasi]";
+ mes "Rules are rules, what do you want from me?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Didn't that banana remind you of your childhood? What can I get for you?";
+ next;
+ mes "[Jasi]";
+ mes "Now that you mention it, there is one fruit that I really miss.";
+ mes "It was my favorite when I was young but I don't remember what it was called.";
+ next;
+ mes "[Jasi]";
+ mes "It's brown and has a hard shell around it. It has juice inside and you can use it as a cup when you're done eating the fruit.";
+ mes "Do you know what it is?";
+ next;
+ mes "[Jasi]";
+ mes "If you bring 5 of those things, I will reconsider your suggestion.";
+ delitem 513,10; //Banana
+ set brazil_regia,5;
+ changequest 2203,2204;
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Ok so I have to bring 5 fruits with hard shells.";
+ mes "Hmm what is it?";
+ close;
+ }
+ else if (brazil_regia == 5) {
+ mes "[Jasi]";
+ mes "It was my favorite when I was young but I don't remember what it was called.";
+ next;
+ mes "[Jasi]";
+ mes "It's brown and has a hard shell around it. It has juice inside and you can use it as a cup when you're done eating the fruit.";
+ mes "Do you know what it is?";
+ close;
+ }
+ else if (brazil_regia == 7) {
+ if (!checkweight(1201,1)) {
+ mes "- wait a second!! -";
+ mes "- you have too many items -";
+ mes "- so you can't get any more items. -";
+ mes "- make your body lighter -";
+ mes "- then try again. -";
+ close;
+ }
+ mes "- You take a beautiful water lily carefully in your hands. -";
+ set brazil_regia,8;
+ getitem 7553,1; //Lotus_Flower
+ close;
+ }
+}
+
+// Dungeon Access Quest, Original file: brazil_tre.sc
+//============================================================
+brasilis,185,246,5 script Pedro#bra 62,{
+ if (brazil_ghost == 0) {
+ mes "[Pedro]";
+ mes "Wow it's really a great statue!";
+ next;
+ mes "[Mariana]";
+ mes "It is, isn't it?";
+ mes "This statue is called Verass Monument.";
+ next;
+ mes "[Mariana]";
+ mes "A long time ago there was a really brave adventurer named Verass, thanks to his dedicated exploration, Brasilis was able to develop into this great city.";
+ next;
+ mes "[Pedro]";
+ mes "Awesome!!";
+ mes "i wanna become a real man like Verass.";
+ next;
+ mes "[Mariana]";
+ mes "Pedro, you can become whatever you want.";
+ next;
+ mes "[Pedro]";
+ mes "Mariana is so smart, isn't she? hehe.";
+ next;
+ mes "[Fabio]";
+ mes "Ooooh! You love her don't you!";
+ next;
+ mes "[Daniel]";
+ mes "Wooooaaaa Pedro and Mari sitting in a tree!";
+ next;
+ mes "[Fabio]";
+ mes "Woooo k-i-s-s-i-n-g~!!!";
+ next;
+ mes "[Daniel]";
+ mes "Nya nya nya!";
+ next;
+ mes "[Fabio]";
+ mes "Hahahahaha.";
+ next;
+ mes "[Pedro]";
+ mes "Stop acting like babies!";
+ next;
+ mes "[Mariana]";
+ mes "Boys~!";
+ next;
+ mes "[Daniel]";
+ mes "Yah yah...";
+ mes "Hey guys, did you hear that something happened a few days ago?";
+ next;
+ mes "[Mariana]";
+ mes "Oh yeah~ I heard that something really scary happened.";
+ next;
+ mes "[Fabio]";
+ mes "Uh, yeah that's why Mariana got scared of going ot the bathroom for 3 days and everything was stinky. Ewwww~";
+ next;
+ mes "[Daniel]";
+ mes "Ha ha ha! Smelly Mari!";
+ next;
+ mes "[Mariana]";
+ mes "I hate you~!";
+ mes "Stop spreading rumors about me. I'm not scared of the bathroom.";
+ mes "Pedro, do you think that I stink?";
+ next;
+ mes "[Pedro]";
+ mes "Uh? Uh?";
+ mes "N......no... no way.";
+ mes "Hey guys~ be nice to her~";
+ next;
+ mes "[Fabio]";
+ mes "kkkickkkkkkkkick";
+ next;
+ mes "[Daniel]";
+ mes "kkkickkkkkkkk";
+ next;
+ switch(select("Walk by.:Ask about the gossip.")) {
+ case 1:
+ mes "[Fabio]";
+ mes "Mariana~ smells~ Nya nya~";
+ next;
+ mes "[Daniel]";
+ mes "Oh man you stink too~! Nya nya~";
+ close;
+ case 2:
+ break;
+ }
+ mes "[Fabio]";
+ mes "Haven't you heard?";
+ mes "The ghost story in the art museum.";
+ next;
+ mes "[Daniel]";
+ mes "Ooohhhh! Scary~~~!";
+ next;
+ select("Can you tell me more?");
+ mes "[Fabio]";
+ mes "A coupla days ago we went to the art museum for a picnic at school.";
+ mes "You know nothing special, just a ordinary field trip.";
+ next;
+ mes "[Fabio]";
+ mes "Museums are boring so me and some friends snuck away from the group~!";
+ next;
+ mes "[Fabio]";
+ mes "That's when we heard a scream echoing through the whole museum.";
+ next;
+ mes "[Daniel]";
+ mes "kkakkakkaaaah!!";
+ mes "kkieeeeeeh!";
+ mes "kehkeh..";
+ next;
+ mes "[Mariana]";
+ mes "I heard the scream too...";
+ mes "You boys are always making noises where you're not supposed to.";
+ next;
+ mes "[Pedro]";
+ mes "What else are we supposed to do? If we don't do it someone else will.";
+ next;
+ emotion e_an,0,"Mariana#bra";
+ mes "[Mariana]";
+ mes "Argh~ Boys are so frustrating sometimes.";
+ next;
+ select("So then what happened?");
+ mes "[Fabio]";
+ mes "Daniel and me guessed something weird was goin' on so we ran to where we thought the screams were comin' from.";
+ next;
+ mes "[Fabio]";
+ mes "They were coming from the bathroom.";
+ mes "Some kids got so scared that they started screaming too and closing their eyes. It got pretty bad.";
+ next;
+ mes "[Daniel]";
+ mes "I think you pissed or pooped your pants. It smelled freakin' gross.";
+ next;
+ mes "[Fabio]";
+ mes "Nah uh~ Your mom pissed her pants~ Nyah!";
+ next;
+ mes "[Daniel]";
+ mes "Nah uh~ You~ pissed your pants~";
+ next;
+ mes "[Fabio]";
+ mes "Anyway, so yeah, anyway that's how the rumor of the ghost in the museum started.";
+ next;
+ mes "[Daniel]";
+ mes "Liar, there's no such thing as ghosts~";
+ next;
+ select("So was it a ghost?");
+ mes "[Fabio]";
+ mes "How should I know?";
+ mes "No one could say they saw one and no one wanted to get in trouble from the teachers.";
+ next;
+ mes "[Pedro]";
+ mes "I heard if you say special magic words that the ghost will come out.";
+ next;
+ mes "[Daniel]";
+ mes "Quit butting into our conversation Pedro.";
+ next;
+ mes "[Fabio]";
+ mes "Yah, what are you talking about, Pedro?";
+ mes "So did you see the ghost?";
+ next;
+ mes "[Pedro]";
+ mes "N... no. I'm scared of ghosts.";
+ mes "But my friends said they saw one and they're not liars.";
+ next;
+ select("Did anyone tell you the magic words?");
+ mes "[Pedro]";
+ mes "I heard it in a kind of song.";
+ mes "the special magic words are...";
+ next;
+ mes "[Pedro]";
+ mes "'^3131FFMother the door won't open!^000000'";
+ mes "'^FF0000Turn the key as many times as there are colors in the rainbow.^000000'";
+ mes "";
+ mes "'^3131FFMother the water is flooding!^000000'";
+ mes "'^FF0000If the moon disappears 3 times, don't worry.^000000'";
+ mes "";
+ mes "'^3131FFMother the drought has started!^000000'";
+ mes "'^FF0000Don't worry, the waterfall will help it.^000000'";
+ mes "";
+ mes "'^3131FFMother where are my friends?^000000'";
+ mes "'^FF0000Your 7 friends are sleeping. now it's time to wake them.^000000'";
+ mes "";
+ mes "'^3131FFWhere are you mom?^000000'";
+ next;
+ mes "[Mariana]";
+ mes "Umm it seems like a riddle.";
+ next;
+ select("Wanna help me find this ghost?");
+ mes "[Pedro]";
+ mes "You're on your own pal~.";
+ next;
+ mes "[Mariana]";
+ mes "I don't like scary things!";
+ next;
+ mes "[Fabio]";
+ mes "Pfft, I can't believe you're gonna believe that story.";
+ next;
+ mes "[Daniel]";
+ mes "I'll do whatever Fabio does, as always!";
+ next;
+ mes "[Fabio]";
+ mes "Maybe you're just scared...";
+ set brazil_ghost,1;
+ setquest 2208;
+ close;
+ }
+ else if (brazil_ghost == 1) {
+ mes "[Pedro]";
+ mes "Do you wanna hear the magic words again?";
+ next;
+ mes "[Pedro]";
+ mes "'^3131FFMother the door won't open!^000000'";
+ mes "'^FF0000Turn the key as many times as there are colors in the rainbow.^000000'";
+ mes "";
+ mes "'^3131FFMother the water is flooding!^000000'";
+ mes "'^FF0000If the moon disappears 3 times, don't worry.^000000'";
+ mes "";
+ mes "'^3131FFMother the drought has started!^000000'";
+ mes "'^FF0000Don't worry, the waterfall will help it.^000000'";
+ mes "";
+ mes "'^3131FFMother where are my friends?^000000'";
+ mes "'^FF0000Your 7 friends are sleeping. now it's time to wake them.^000000'";
+ mes "";
+ mes "'^3131FFWhere are you mom?^000000'";
+ close;
+ }
+ else {
+ mes "[Pedro]";
+ mes "I wonder what I need to do to have a statue made of me?";
+ close;
+ }
+}
+
+brasilis,187,244,1 script Mariana#bra 72,{
+ if (brazil_ghost == 0) {
+ mes "[Pedro]";
+ mes "Wow it's really a great statue!";
+ next;
+ mes "[Mariana]";
+ mes "It is, isn't it?";
+ mes "This statue is called Verass Monument.";
+ next;
+ mes "[Mariana]";
+ mes "A long time ago there was a really brave adventurer named Verass, thanks to his dedicated exploration, Brasilis was able to develop into this great city.";
+ next;
+ mes "[Pedro]";
+ mes "Awesome!!";
+ mes "i wanna become a real man like Verass.";
+ next;
+ mes "[Mariana]";
+ mes "Pedro, you can become whatever you want.";
+ next;
+ mes "[Pedro]";
+ mes "Mariana is so smart, isn't she? hehe.";
+ next;
+ mes "[Fabio]";
+ mes "Ooooh! You love her don't you!";
+ next;
+ mes "[Daniel]";
+ mes "Wooooaaaa Pedro and Mari sitting in a tree!";
+ next;
+ mes "[Fabio]";
+ mes "Woooo k-i-s-s-i-n-g~!!!";
+ next;
+ mes "[Daniel]";
+ mes "Nya nya nya!";
+ next;
+ mes "[Fabio]";
+ mes "Hahahahaha.";
+ next;
+ mes "[Pedro]";
+ mes "Stop acting like babies!";
+ next;
+ mes "[Mariana]";
+ mes "Boys~!";
+ next;
+ mes "[Daniel]";
+ mes "Yah yah...";
+ mes "Hey guys, did you hear that something happened a few days ago?";
+ next;
+ mes "[Mariana]";
+ mes "Oh yeah~ I heard that something really scary happened.";
+ next;
+ mes "[Fabio]";
+ mes "Uh, yeah that's why Mariana got scared of going ot the bathroom for 3 days and everything was stinky. Ewwww~";
+ next;
+ mes "[Daniel]";
+ mes "Ha ha ha! Smelly Mari!";
+ next;
+ mes "[Mariana]";
+ mes "I hate you~!";
+ mes "Stop spreading rumors about me. I'm not scared of the bathroom.";
+ mes "Pedro, do you think that I stink?";
+ next;
+ mes "[Pedro]";
+ mes "Uh? Uh?";
+ mes "N......no... no way.";
+ mes "Hey guys~ be nice to her~";
+ next;
+ mes "[Fabio]";
+ mes "kkkickkkkkkkkick";
+ next;
+ mes "[Daniel]";
+ mes "kkkickkkkkkkk";
+ next;
+ switch(select("Walk by.:Ask about the gossip.")) {
+ case 1:
+ mes "[Fabio]";
+ mes "Mariana~ smells~ Nya nya~";
+ next;
+ mes "[Daniel]";
+ mes "Oh man you stink too~! Nya nya~";
+ close;
+ case 2:
+ break;
+ }
+ mes "[Fabio]";
+ mes "Haven't you heard?";
+ mes "The ghost story in the art museum.";
+ next;
+ mes "[Daniel]";
+ mes "Ooohhhh! Scary~~~!";
+ next;
+ select("Can you tell me more?");
+ mes "[Fabio]";
+ mes "A coupla days ago we went to the art museum for a picnic at school.";
+ mes "You know nothing special, just a ordinary field trip.";
+ next;
+ mes "[Fabio]";
+ mes "Museums are boring so me and some friends snuck away from the group~!";
+ next;
+ mes "[Fabio]";
+ mes "That's when we heard a scream echoing through the whole museum.";
+ next;
+ mes "[Daniel]";
+ mes "kkakkakkaaaah!!";
+ mes "kkieeeeeeh!";
+ mes "kehkeh..";
+ next;
+ mes "[Mariana]";
+ mes "I heard the scream too...";
+ mes "You boys are always making noises where you're not supposed to.";
+ next;
+ mes "[Pedro]";
+ mes "What else are we supposed to do? If we don't do it someone else will.";
+ next;
+ emotion e_an,0,"Mariana#bra";
+ mes "[Mariana]";
+ mes "Argh~ Boys are so frustrating sometimes.";
+ next;
+ select("So then what happened?");
+ mes "[Fabio]";
+ mes "Daniel and me guessed something weird was goin' on so we ran to where we thought the screams were comin' from.";
+ next;
+ mes "[Fabio]";
+ mes "They were coming from the bathroom.";
+ mes "Some kids got so scared that they started screaming too and closing their eyes. It got pretty bad.";
+ next;
+ mes "[Daniel]";
+ mes "I think you pissed or pooped your pants. It smelled freakin' gross.";
+ next;
+ mes "[Fabio]";
+ mes "Nah uh~ Your mom pissed her pants~ Nyah!";
+ next;
+ mes "[Daniel]";
+ mes "Nah uh~ You~ pissed your pants~";
+ next;
+ mes "[Fabio]";
+ mes "Anyway, so yeah, anyway that's how the rumor of the ghost in the museum started.";
+ next;
+ mes "[Daniel]";
+ mes "Liar, there's no such thing as ghosts~";
+ next;
+ select("So was it a ghost?");
+ mes "[Fabio]";
+ mes "How should I know?";
+ mes "No one could say they saw one and no one wanted to get in trouble from the teachers.";
+ next;
+ mes "[Pedro]";
+ mes "I heard if you say special magic words that the ghost will come out.";
+ next;
+ mes "[Daniel]";
+ mes "Quit butting into our conversation Pedro.";
+ next;
+ mes "[Fabio]";
+ mes "Yah, what are you talking about, Pedro?";
+ mes "So did you see the ghost?";
+ next;
+ mes "[Pedro]";
+ mes "N... no. I'm scared of ghosts.";
+ mes "But my friends said they saw one and they're not liars.";
+ next;
+ select("Did anyone tell you the magic words?");
+ mes "[Pedro]";
+ mes "I heard it in a kind of song.";
+ mes "the special magic words are...";
+ next;
+ mes "[Pedro]";
+ mes "'^3131FFMother the door won't open!^000000'";
+ mes "'^FF0000Turn the key as many times as there are colors in the rainbow.^000000'";
+ mes "";
+ mes "'^3131FFMother the water is flooding!^000000'";
+ mes "'^FF0000If the moon disappears 3 times, don't worry.^000000'";
+ mes "";
+ mes "'^3131FFMother the drought has started!^000000'";
+ mes "'^FF0000Don't worry, the waterfall will help it.^000000'";
+ mes "";
+ mes "'^3131FFMother where are my friends?^000000'";
+ mes "'^FF0000Your 7 friends are sleeping. now it's time to wake them.^000000'";
+ mes "";
+ mes "'^3131FFWhere are you mom?^000000'";
+ next;
+ mes "[Mariana]";
+ mes "Umm it seems like a riddle.";
+ next;
+ select("Wanna help me find this ghost?");
+ mes "[Pedro]";
+ mes "You're on your own pal~.";
+ next;
+ mes "[Mariana]";
+ mes "I don't like scary things!";
+ next;
+ mes "[Fabio]";
+ mes "Pfft, I can't believe you're gonna believe that story.";
+ next;
+ mes "[Daniel]";
+ mes "I'll do whatever Fabio does, as always!";
+ next;
+ mes "[Fabio]";
+ mes "Maybe you're just scared...";
+ set brazil_ghost,1;
+ setquest 2208;
+ close;
+ }
+ else if (brazil_ghost == 1) {
+ mes "[Mariana]";
+ mes "Can you guys stop talking about the ghosts?";
+ mes "I've already got goosebumps all over.";
+ close;
+ }
+ else {
+ mes "[Mariana]";
+ mes "Why do Fabio and Daniel always bother us?";
+ close;
+ }
+}
+
+brasilis,181,250,5 script Fabio#bra 706,{
+ if (brazil_ghost == 0) {
+ mes "[Pedro]";
+ mes "Wow it's really a great statue!";
+ next;
+ mes "[Mariana]";
+ mes "It is, isn't it?";
+ mes "This statue is called Verass Monument.";
+ next;
+ mes "[Mariana]";
+ mes "A long time ago there was a really brave adventurer named Verass, thanks to his dedicated exploration, Brasilis was able to develop into this great city.";
+ next;
+ mes "[Pedro]";
+ mes "Awesome!!";
+ mes "i wanna become a real man like Verass.";
+ next;
+ mes "[Mariana]";
+ mes "Pedro, you can become whatever you want.";
+ next;
+ mes "[Pedro]";
+ mes "Mariana is so smart, isn't she? hehe.";
+ next;
+ mes "[Fabio]";
+ mes "Ooooh! You love her don't you!";
+ next;
+ mes "[Daniel]";
+ mes "Wooooaaaa Pedro and Mari sitting in a tree!";
+ next;
+ mes "[Fabio]";
+ mes "Woooo k-i-s-s-i-n-g~!!!";
+ next;
+ mes "[Daniel]";
+ mes "Nya nya nya!";
+ next;
+ mes "[Fabio]";
+ mes "Hahahahaha.";
+ next;
+ mes "[Pedro]";
+ mes "Stop acting like babies!";
+ next;
+ mes "[Mariana]";
+ mes "Boys~!";
+ next;
+ mes "[Daniel]";
+ mes "Yah yah...";
+ mes "Hey guys, did you hear that something happened a few days ago?";
+ next;
+ mes "[Mariana]";
+ mes "Oh yeah~ I heard that something really scary happened.";
+ next;
+ mes "[Fabio]";
+ mes "Uh, yeah that's why Mariana got scared of going ot the bathroom for 3 days and everything was stinky. Ewwww~";
+ next;
+ mes "[Daniel]";
+ mes "Ha ha ha! Smelly Mari!";
+ next;
+ mes "[Mariana]";
+ mes "I hate you~!";
+ mes "Stop spreading rumors about me. I'm not scared of the bathroom.";
+ mes "Pedro, do you think that I stink?";
+ next;
+ mes "[Pedro]";
+ mes "Uh? Uh?";
+ mes "N......no... no way.";
+ mes "Hey guys~ be nice to her~";
+ next;
+ mes "[Fabio]";
+ mes "kkkickkkkkkkkick";
+ next;
+ mes "[Daniel]";
+ mes "kkkickkkkkkkk";
+ next;
+ switch(select("Walk by.:Ask about the gossip.")) {
+ case 1:
+ mes "[Fabio]";
+ mes "Mariana~ smells~ Nya nya~";
+ next;
+ mes "[Daniel]";
+ mes "Oh man you stink too~! Nya nya~";
+ close;
+ case 2:
+ break;
+ }
+ mes "[Fabio]";
+ mes "Haven't you heard?";
+ mes "The ghost story in the art museum.";
+ next;
+ mes "[Daniel]";
+ mes "Ooohhhh! Scary~~~!";
+ next;
+ select("Can you tell me more?");
+ mes "[Fabio]";
+ mes "A coupla days ago we went to the art museum for a picnic at school.";
+ mes "You know nothing special, just a ordinary field trip.";
+ next;
+ mes "[Fabio]";
+ mes "Museums are boring so me and some friends snuck away from the group~!";
+ next;
+ mes "[Fabio]";
+ mes "That's when we heard a scream echoing through the whole museum.";
+ next;
+ mes "[Daniel]";
+ mes "kkakkakkaaaah!!";
+ mes "kkieeeeeeh!";
+ mes "kehkeh..";
+ next;
+ mes "[Mariana]";
+ mes "I heard the scream too...";
+ mes "You boys are always making noises where you're not supposed to.";
+ next;
+ mes "[Pedro]";
+ mes "What else are we supposed to do? If we don't do it someone else will.";
+ next;
+ emotion e_an,0,"Mariana#bra";
+ mes "[Mariana]";
+ mes "Argh~ Boys are so frustrating sometimes.";
+ next;
+ select("So then what happened?");
+ mes "[Fabio]";
+ mes "Daniel and me guessed something weird was goin' on so we ran to where we thought the screams were comin' from.";
+ next;
+ mes "[Fabio]";
+ mes "They were coming from the bathroom.";
+ mes "Some kids got so scared that they started screaming too and closing their eyes. It got pretty bad.";
+ next;
+ mes "[Daniel]";
+ mes "I think you pissed or pooped your pants. It smelled freakin' gross.";
+ next;
+ mes "[Fabio]";
+ mes "Nah uh~ Your mom pissed her pants~ Nyah!";
+ next;
+ mes "[Daniel]";
+ mes "Nah uh~ You~ pissed your pants~";
+ next;
+ mes "[Fabio]";
+ mes "Anyway, so yeah, anyway that's how the rumor of the ghost in the museum started.";
+ next;
+ mes "[Daniel]";
+ mes "Liar, there's no such thing as ghosts~";
+ next;
+ select("So was it a ghost?");
+ mes "[Fabio]";
+ mes "How should I know?";
+ mes "No one could say they saw one and no one wanted to get in trouble from the teachers.";
+ next;
+ mes "[Pedro]";
+ mes "I heard if you say special magic words that the ghost will come out.";
+ next;
+ mes "[Daniel]";
+ mes "Quit butting into our conversation Pedro.";
+ next;
+ mes "[Fabio]";
+ mes "Yah, what are you talking about, Pedro?";
+ mes "So did you see the ghost?";
+ next;
+ mes "[Pedro]";
+ mes "N... no. I'm scared of ghosts.";
+ mes "But my friends said they saw one and they're not liars.";
+ next;
+ select("Did anyone tell you the magic words?");
+ mes "[Pedro]";
+ mes "I heard it in a kind of song.";
+ mes "the special magic words are...";
+ next;
+ mes "[Pedro]";
+ mes "'^3131FFMother the door won't open!^000000'";
+ mes "'^FF0000Turn the key as many times as there are colors in the rainbow.^000000'";
+ mes "";
+ mes "'^3131FFMother the water is flooding!^000000'";
+ mes "'^FF0000If the moon disappears 3 times, don't worry.^000000'";
+ mes "";
+ mes "'^3131FFMother the drought has started!^000000'";
+ mes "'^FF0000Don't worry, the waterfall will help it.^000000'";
+ mes "";
+ mes "'^3131FFMother where are my friends?^000000'";
+ mes "'^FF0000Your 7 friends are sleeping. now it's time to wake them.^000000'";
+ mes "";
+ mes "'^3131FFWhere are you mom?^000000'";
+ next;
+ mes "[Mariana]";
+ mes "Umm it seems like a riddle.";
+ next;
+ select("Wanna help me find this ghost?");
+ mes "[Pedro]";
+ mes "You're on your own pal~.";
+ next;
+ mes "[Mariana]";
+ mes "I don't like scary things!";
+ next;
+ mes "[Fabio]";
+ mes "Pfft, I can't believe you're gonna believe that story.";
+ next;
+ mes "[Daniel]";
+ mes "I'll do whatever Fabio does, as always!";
+ next;
+ mes "[Fabio]";
+ mes "Maybe you're just scared...";
+ set brazil_ghost,1;
+ setquest 2208;
+ close;
+ }
+ else if (brazil_ghost == 1) {
+ mes "[Fabio]";
+ mes "You still wasting your time with that ghost story?";
+ close;
+ }
+ else {
+ mes "[Fabio]";
+ mes "Mariana, wanna see something cool?";
+ next;
+ mes "[Mariana]";
+ mes "kkkkkkkaaaaaacck!! Bugs!! Get 'em away!";
+ close;
+ }
+}
+
+brasilis,180,249,5 script Daniel#bra 706,{
+ if (brazil_ghost == 0) {
+ mes "[Pedro]";
+ mes "Wow it's really a great statue!";
+ next;
+ mes "[Mariana]";
+ mes "It is, isn't it?";
+ mes "This statue is called Verass Monument.";
+ next;
+ mes "[Mariana]";
+ mes "A long time ago there was a really brave adventurer named Verass, thanks to his dedicated exploration, Brasilis was able to develop into this great city.";
+ next;
+ mes "[Pedro]";
+ mes "Awesome!!";
+ mes "i wanna become a real man like Verass.";
+ next;
+ mes "[Mariana]";
+ mes "Pedro, you can become whatever you want.";
+ next;
+ mes "[Pedro]";
+ mes "Mariana is so smart, isn't she? hehe.";
+ next;
+ mes "[Fabio]";
+ mes "Ooooh! You love her don't you!";
+ next;
+ mes "[Daniel]";
+ mes "Wooooaaaa Pedro and Mari sitting in a tree!";
+ next;
+ mes "[Fabio]";
+ mes "Woooo k-i-s-s-i-n-g~!!!";
+ next;
+ mes "[Daniel]";
+ mes "Nya nya nya!";
+ next;
+ mes "[Fabio]";
+ mes "Hahahahaha.";
+ next;
+ mes "[Pedro]";
+ mes "Stop acting like babies!";
+ next;
+ mes "[Mariana]";
+ mes "Boys~!";
+ next;
+ mes "[Daniel]";
+ mes "Yah yah...";
+ mes "Hey guys, did you hear that something happened a few days ago?";
+ next;
+ mes "[Mariana]";
+ mes "Oh yeah~ I heard that something really scary happened.";
+ next;
+ mes "[Fabio]";
+ mes "Uh, yeah that's why Mariana got scared of going ot the bathroom for 3 days and everything was stinky. Ewwww~";
+ next;
+ mes "[Daniel]";
+ mes "Ha ha ha! Smelly Mari!";
+ next;
+ mes "[Mariana]";
+ mes "I hate you~!";
+ mes "Stop spreading rumors about me. I'm not scared of the bathroom.";
+ mes "Pedro, do you think that I stink?";
+ next;
+ mes "[Pedro]";
+ mes "Uh? Uh?";
+ mes "N......no... no way.";
+ mes "Hey guys~ be nice to her~";
+ next;
+ mes "[Fabio]";
+ mes "kkkickkkkkkkkick";
+ next;
+ mes "[Daniel]";
+ mes "kkkickkkkkkkk";
+ next;
+ switch(select("Walk by.:Ask about the gossip.")) {
+ case 1:
+ mes "[Fabio]";
+ mes "Mariana~ smells~ Nya nya~";
+ next;
+ mes "[Daniel]";
+ mes "Oh man you stink too~! Nya nya~";
+ close;
+ case 2:
+ break;
+ }
+ mes "[Fabio]";
+ mes "Haven't you heard?";
+ mes "The ghost story in the art museum.";
+ next;
+ mes "[Daniel]";
+ mes "Ooohhhh! Scary~~~!";
+ next;
+ select("Can you tell me more?");
+ mes "[Fabio]";
+ mes "A coupla days ago we went to the art museum for a picnic at school.";
+ mes "You know nothing special, just a ordinary field trip.";
+ next;
+ mes "[Fabio]";
+ mes "Museums are boring so me and some friends snuck away from the group~!";
+ next;
+ mes "[Fabio]";
+ mes "That's when we heard a scream echoing through the whole museum.";
+ next;
+ mes "[Daniel]";
+ mes "kkakkakkaaaah!!";
+ mes "kkieeeeeeh!";
+ mes "kehkeh..";
+ next;
+ mes "[Mariana]";
+ mes "I heard the scream too...";
+ mes "You boys are always making noises where you're not supposed to.";
+ next;
+ mes "[Pedro]";
+ mes "What else are we supposed to do? If we don't do it someone else will.";
+ next;
+ emotion e_an,0,"Mariana#bra";
+ mes "[Mariana]";
+ mes "Argh~ Boys are so frustrating sometimes.";
+ next;
+ select("So then what happened?");
+ mes "[Fabio]";
+ mes "Daniel and me guessed something weird was goin' on so we ran to where we thought the screams were comin' from.";
+ next;
+ mes "[Fabio]";
+ mes "They were coming from the bathroom.";
+ mes "Some kids got so scared that they started screaming too and closing their eyes. It got pretty bad.";
+ next;
+ mes "[Daniel]";
+ mes "I think you pissed or pooped your pants. It smelled freakin' gross.";
+ next;
+ mes "[Fabio]";
+ mes "Nah uh~ Your mom pissed her pants~ Nyah!";
+ next;
+ mes "[Daniel]";
+ mes "Nah uh~ You~ pissed your pants~";
+ next;
+ mes "[Fabio]";
+ mes "Anyway, so yeah, anyway that's how the rumor of the ghost in the museum started.";
+ next;
+ mes "[Daniel]";
+ mes "Liar, there's no such thing as ghosts~";
+ next;
+ select("So was it a ghost?");
+ mes "[Fabio]";
+ mes "How should I know?";
+ mes "No one could say they saw one and no one wanted to get in trouble from the teachers.";
+ next;
+ mes "[Pedro]";
+ mes "I heard if you say special magic words that the ghost will come out.";
+ next;
+ mes "[Daniel]";
+ mes "Quit butting into our conversation Pedro.";
+ next;
+ mes "[Fabio]";
+ mes "Yah, what are you talking about, Pedro?";
+ mes "So did you see the ghost?";
+ next;
+ mes "[Pedro]";
+ mes "N... no. I'm scared of ghosts.";
+ mes "But my friends said they saw one and they're not liars.";
+ next;
+ select("Did anyone tell you the magic words?");
+ mes "[Pedro]";
+ mes "I heard it in a kind of song.";
+ mes "the special magic words are...";
+ next;
+ mes "[Pedro]";
+ mes "'^3131FFMother the door won't open!^000000'";
+ mes "'^FF0000Turn the key as many times as there are colors in the rainbow.^000000'";
+ mes "";
+ mes "'^3131FFMother the water is flooding!^000000'";
+ mes "'^FF0000If the moon disappears 3 times, don't worry.^000000'";
+ mes "";
+ mes "'^3131FFMother the drought has started!^000000'";
+ mes "'^FF0000Don't worry, the waterfall will help it.^000000'";
+ mes "";
+ mes "'^3131FFMother where are my friends?^000000'";
+ mes "'^FF0000Your 7 friends are sleeping. now it's time to wake them.^000000'";
+ mes "";
+ mes "'^3131FFWhere are you mom?^000000'";
+ next;
+ mes "[Mariana]";
+ mes "Umm it seems like a riddle.";
+ next;
+ select("Wanna help me find this ghost?");
+ mes "[Pedro]";
+ mes "You're on your own pal~.";
+ next;
+ mes "[Mariana]";
+ mes "I don't like scary things!";
+ next;
+ mes "[Fabio]";
+ mes "Pfft, I can't believe you're gonna believe that story.";
+ next;
+ mes "[Daniel]";
+ mes "I'll do whatever Fabio does, as always!";
+ next;
+ mes "[Fabio]";
+ mes "Maybe you're just scared...";
+ set brazil_ghost,1;
+ setquest 2208;
+ close;
+ }
+ else if (brazil_ghost == 1) {
+ mes "[Daniel]";
+ mes "Nyah nyah nyah~";
+ close;
+ }
+ else {
+ mes "[Daniel]";
+ mes "Keke Here~ I found more bugs~";
+ close;
+ }
+}
+
+bra_in01,149,184,3 script Door#bra 844,{
+ if (brazil_ghost > 0) {
+ mes "- A key is inserted in the locked door.-";
+ next;
+ switch(select("Turn the key.:Ignore it.")) {
+ case 1:
+ mes "You start saying the first line of the magic words.";
+ input .@input$;
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes .@input$;
+ next;
+ set .@braspell$,"Mother the door won't open!";
+ set .@chkspell,compare(.@braspell$,.@input$);
+ if (!.@chkspell) {
+ mes "Seems like you said something wrong.";
+ close;
+ }
+ else {
+ if (brazil_ghost == 2) {
+ mes "[Sobbing Voice]";
+ mes "'^FF0000Turn the key as many times as there are colors in the rainbow.^000000'";
+ next;
+ switch(select("Open the door:Knock on the door.:Turn the key.:Take the key out.")) {
+ case 1:
+ mes "The door is locked.";
+ mes "So nothing happens.";
+ close;
+ case 2:
+ mes "How many times should I try to knock?";
+ input .@input,0,999;
+ next;
+ mes "You knocked on the door "+.@input+" times.";
+ next;
+ mes "But, nothing happens.";
+ close;
+ case 3:
+ mes "How many times should I turn the key?";
+ input .@input,0,999;
+ next;
+ if (.@input == 7) {
+ mes "You turn the key 7 times.";
+ next;
+ mes "Click! Click! Click!";
+ mes "Click! Click! Click!";
+ mes "Click...!";
+ next;
+ mes "[Distant Sound]";
+ mes "^FF0000kkkkhee- hihihihi!!!^000000";
+ mes "You hear water flushing.";
+ next;
+ specialeffect2 EF_VENOMDUST;
+ mes "Faint laughing can be heard off in the direction of the toilet.";
+ set brazil_ghost,3;
+ changequest 2208,60351;
+ close;
+ }
+ else {
+ mes "You turned over the key "+.@input+" times.";
+ next;
+ mes "But nothing doesn't happened.";
+ close;
+ }
+ case 4:
+ mes "How many times should I insert the key into the door?";
+ input .@input,0,999;
+ next;
+ mes "You inserted the key "+.@input+" times.";
+ next;
+ mes "But nothing happened.";
+ close;
+ }
+ }
+ else {
+ mes "Mother the door won't open!";
+ close;
+ }
+ }
+ case 2:
+ mes "You do nothing.";
+ close;
+ }
+ }
+ else {
+ mes "- A key is inserted in the locked door.-";
+ close;
+ }
+}
+
+bra_in01,144,187,3 script Toilet#bra 844,{
+ if (brazil_ghost > 0) {
+ mes "- Looks like an ordinary toilet -";
+ next;
+ if (brazil_ghost > 6) {
+ switch(select("Flush the toilet.:Doing nothing.")) {
+ case 1:
+ mes "After flushing the toilet, you suddenly feel dizzy and are suddenly swept away somewhere.";
+ specialeffect2 EF_WATERFALL_SMALL_T2_90;
+ close2;
+ warp "bra_in01",206,102;
+ end;
+ case 2:
+ mes "The water in the toilet looks gross.";
+ close;
+ }
+ }
+ switch(select("Use the toilet:Ignore.")) {
+ case 1:
+ mes "- What was the second line to that spell now? -";
+ input .@input$;
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes .@input$;
+ next;
+ set .@braspell$,"Mother the water is flooding!";
+ set .@chkspell,compare(.@braspell$,.@input$);
+ if (!.@chkspell) {
+ mes "Seems like you said something wrong.";
+ close;
+ }
+ else {
+ if (brazil_ghost == 3) {
+ mes "[Sobbing Voice]";
+ mes "^FF0000If the moon disappears 3 times... don't worry.....^000000";
+ next;
+ switch(select("Flush the toilet.:Close the lid.")) {
+ case 1:
+ mes "How many times should I flush?";
+ input .@input,0,999;
+ next;
+ if (.@input == 3) {
+ mes "You flush the toilet 3 times.";
+ next;
+ mes "qwaaaaaaaaa!";
+ mes "kwaaaaaaaaaa!";
+ mes "kwaaaaaaaaaaaaaaaaaaa!";
+ next;
+ mes "[Distant Sound]";
+ mes "^FF0000kkkkhee- hihihihi!!!^000000";
+ mes "Suddenly the sink sounds like water is flowing freely from it.";
+ next;
+ specialeffect2 EF_VENOMDUST;
+ mes "Faint laughing can be heard off in the direction of the faucet.";
+ set brazil_ghost,4;
+ changequest 60351,60352;
+ close;
+ }
+ else {
+ mes "You flush the toilet "+.@input+" times.";
+ next;
+ mes "But nothing happens.";
+ close;
+ }
+ case 2:
+ mes "You close the lid of the toilet.";
+ mes "Nothing seems to be happening.";
+ close;
+ }
+ }
+ else {
+ mes "Nothing happens.";
+ close;
+ }
+ }
+ case 2:
+ mes "You do nothing.";
+ close;
+ }
+ }
+ else {
+ mes "- Looks like an ordinary toilet -";
+ close;
+ }
+}
+
+bra_in01,134,189,3 script Faucet#bra 844,{
+ if (brazil_ghost > 0) {
+ mes "- It seems like an ordinary faucet -";
+ next;
+ switch(select("Examine it.:Ignore.")) {
+ case 1:
+ mes "- What was the next line to that spell now? -";
+ input .@input$;
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes .@input$;
+ next;
+ set .@braspell$,"Mother the drought has started!";
+ set .@chkspell,compare(.@braspell$,.@input$);
+ if (!.@chkspell) {
+ mes "Seems like you said something wrong.";
+ close;
+ }
+ else {
+ if (brazil_ghost == 4) {
+ mes "[Sobbing Voice]";
+ mes "^FF0000Don't worry... the waterfall will help it....^000000";
+ next;
+ switch(select("Tap on the faucet.:Turn on the water.")) {
+ case 1:
+ mes "How many times will you tap the faucet?";
+ input .@input,0,999;
+ next;
+ mes "You tap the faucet "+.@input+" times.";
+ next;
+ mes "But nothing happens.";
+ close;
+ case 2:
+ mes "How many times should I turn the water on?";
+ input .@input,0,999;
+ next;
+ if (.@input == 1) {
+ mes "You turn the faucet on once.";
+ next;
+ mes "swwwaaaaaaa-";
+ next;
+ mes "[Distant Sound]";
+ mes "^FF0000kkkkhee- hihihihi!!!^000000";
+ mes "You see the carpet move.";
+ next;
+ specialeffect2 EF_VENOMDUST;
+ mes "Faint laughing can be heard off in the direction of the carpet.";
+ set brazil_ghost,5;
+ changequest 60352,60353;
+ close;
+ }
+ else {
+ mes "You turn the faucet on "+.@input+" times.";
+ next;
+ mes "But nothing happens.";
+ close;
+ }
+ }
+ }
+ else {
+ mes "Nothing happens.";
+ close;
+ }
+ }
+ case 2:
+ mes "You do nothing.";
+ close;
+ }
+ }
+ else {
+ mes "- It seems like an ordinary faucet -";
+ close;
+ }
+}
+
+bra_in01,138,184,3 script Carpet#bra 844,{
+ if (brazil_ghost > 0) {
+ mes "- A carpet with an intricate pattern on it -";
+ next;
+ switch(select("Examine it.:Ignore.")) {
+ case 1:
+ mes "- What was the next line to that spell now? -";
+ input .@input$;
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes .@input$;
+ next;
+ set .@braspell$,"Mother where are my friends?";
+ set .@chkspell,compare(.@braspell$,.@input$);
+ if (!.@chkspell) {
+ mes "Seems like you said something wrong.";
+ close;
+ }
+ else {
+ if (brazil_ghost == 5) {
+ mes "[Sobbing Voice]";
+ mes "^FF0000your 7 friends....are...sleeping... now it...'s time ....to wake them........^000000";
+ next;
+ switch(select("Jump on the carpet.:Lie on the carpet.:Shake the carpet.")) {
+ case 1:
+ mes "How many times should I jump?";
+ input .@input,0,999;
+ next;
+ mes "You jump on the carpet "+.@input+" times.";
+ next;
+ mes "But nothing happens.";
+ close;
+ case 2:
+ mes "How many times should I lie on the carpet?";
+ input .@input,0,999;
+ next;
+ mes "You lie on the carpet "+.@input+" times.";
+ next;
+ mes "But nothing happens.";
+ close;
+ case 3:
+ mes "How many times should I shake the carpet?";
+ input .@input,0,999;
+ next;
+ if (.@input == 7) {
+ mes "You shake the carpet 7 times.";
+ next;
+ mes "- fly~ fly~ fly~ fly~ fly~ fly~ fly~ -";
+ next;
+ mes "[Distant Sound]";
+ mes "^FF0000kkkkhee- hihihihi!!!^000000";
+ next;
+ specialeffect2 EF_VENOMDUST;
+ mes "Faint laughing can be heard off in the direction of the mirror.";
+ set brazil_ghost,6;
+ changequest 60353,60354;
+ close;
+ }
+ else {
+ mes "You shake the carpet "+.@input+" times.";
+ next;
+ mes "But nothing happens.";
+ close;
+ }
+ }
+ }
+ else {
+ mes "Nothing happens.";
+ close;
+ }
+ }
+ case 2:
+ mes "You do nothing.";
+ close;
+ }
+ }
+ else {
+ mes "- A carpet with an intricate pattern on it -";
+ close;
+ }
+}
+
+bra_in01,151,180,3 script Mirror#bra 844,{
+ if (brazil_ghost > 0) {
+ mes "- You can see a clean mirror without any marks or dust -";
+ next;
+ switch(select("Examine it.:Ignore.")) {
+ case 1:
+ mes "- What was the next line to that spell now? -";
+ input .@input$;
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes .@input$;
+ next;
+ set .@braspell$,"Where are you mom?";
+ set .@chkspell,compare(.@braspell$,.@input$);
+ if (!.@chkspell) {
+ mes "Seems like you said something wrong.";
+ close;
+ }
+ else {
+ if (brazil_ghost == 6) {
+ mes "[Distant Sound]";
+ mes "^FF0000kihe! hit! hit! hit! hit!^000000";
+ next;
+ mes "[Distant Sound]";
+ mes "^FF0000kihe! hit! hit! hit! hit!^000000";
+ mes "^FF0000kihe! hit! hit! hit! hit!^000000";
+ next;
+ mes "[Distant Sound]";
+ mes "Behind you...";
+ enablenpc "Ghost#bra";
+ next;
+ emotion e_omg,1;
+ mes "["+strcharinfo(0)+"]";
+ mes "The stories about the ghost are true~!";
+ next;
+ mes "[Ghost]";
+ mes "^FF0000my baby....^000000";
+ next;
+ mes "[Ghost]";
+ mes "^FF0000I can't see.... my eye....^000000";
+ mes "^FF0000What's going on....?^000000";
+ next;
+ mes "- You take a deep breath and then look at the Ghost and notice it has an eye patch -";
+ next;
+ mes "[Ghost]";
+ mes "^FF0000My eyes are so tight... can you take this off?^000000";
+ next;
+ mes "You step carefully towards the ghost.";
+ next;
+ mes "His face was covered with dust making strange contortions with it's face.";
+ next;
+ mes "[Ghost]";
+ mes "^FF0000Come on help mom.....^000000";
+ next;
+ switch(select("Take the eye bandage off.:Run away~.")) {
+ case 1:
+ while(1) {
+ set .@cpudice,rand(1,6);
+ set .@pcdice,rand(1,6);
+ if (.@cpudice != .@pcdice) {
+ emotion (57+.@cpudice),0,"Ghost#bra";
+ emotion (57+.@cpudice),1;
+ break;
+ }
+ }
+ if (.@cpudice > .@pcdice) {
+ specialeffect2 EF_DEVIL;
+ mes "[Ghost]";
+ mes "^FF0000Go away!^000000";
+ set brazil_ghost,1;
+ changequest 60354,2208;
+ percentheal -50,-50;
+ close2;
+ disablenpc "Ghost#bra";
+ warp "bra_in01",12,183;
+ end;
+ }
+ else {
+ emotion e_bzz,1;
+ mes "[Ghost]";
+ mes "^FF0000Ahh!^000000";
+ mes "The Ghost disappeared into the toilet.";
+ set brazil_ghost,7;
+ changequest 60354,60355;
+ close2;
+ disablenpc "Ghost#bra";
+ warp "bra_in01",206,100;
+ end;
+ }
+ case 2:
+ mes "You run away from the ghost.";
+ close2;
+ set brazil_ghost,1;
+ changequest 60354,2208;
+ warp "bra_in01",12,183;
+ disablenpc "Ghost#bra";
+ end;
+ }
+ close;
+ }
+ else {
+ mes "Nothing happens.";
+ close;
+ }
+ }
+ case 2:
+ mes "You do nothing.";
+ close;
+ }
+ }
+ else {
+ mes "- You can see a clean mirror without any marks or dust -";
+ close;
+ }
+}
+
+bra_in01,136,180,5 script Ghost#bra 1867,{
+ end;
+
+OnInit:
+ disablenpc "Ghost#bra";
+ end;
+}
+
+bra_in01,7,181,5 script Curator#bra 477,{
+ if (BaseLevel < 40) {
+ mes "[Curator]";
+ mes "I'm sorry but this area is under construction right now.";
+ close;
+ }
+ if ((brazil_ghost > 0) && (brazil_ghost < 7)) {
+ if (countitem(11515) > 0) {
+ mes "[Curator]";
+ mes "What can I do for you?";
+ next;
+ select("I need to use the bathroom.");
+ mes "[Curator]";
+ mes "Sorry we are remodeling inside right now so, it's closed.";
+ mes "Please use the other one.";
+ next;
+ switch(select("But I forgot something inside.:Give up.")) {
+ case 1:
+ mes "[Curator]";
+ mes "That's tooooo bad.";
+ mes "But my manager ordered me to stop anyone from entering this bathroom so, I should follow his orders.";
+ next;
+ select("It's such a hot day!");
+ mes "[Curator]";
+ mes "It's always hot in Brasilis but today is ridiculously hot.";
+ mes "Maybe I need to drink some coconut juice to cool down.";
+ next;
+ mes "You give a coconut to the Curator.";
+ next;
+ mes "[Curator]";
+ mes "Oh really can I have it?";
+ mes "Thanks a lot!";
+ next;
+ mes "[Curator]";
+ mes "Pay it forward right?";
+ mes "Ok I'll let you through this one time.";
+ next;
+ mes "The curator looks around calmly then opens the door.";
+ delitem 11515,1; //Coconut
+ set brazil_ghost,2;
+ close2;
+ warp "bra_in01",138,176;
+ end;
+ case 2:
+ mes "You give up trying to enter.";
+ close;
+ }
+ }
+ else {
+ mes "[Curator]";
+ mes "What can I do for you?";
+ next;
+ select("I need to use the bathroom.");
+ mes "[Curator]";
+ mes "Sorry we are remodeling inside right now so, it's closed.";
+ mes "Please use the other one.";
+ next;
+ switch(select("But I forgot something inside.:Give up.")) {
+ case 1:
+ mes "[Curator]";
+ mes "That's tooooo bad.";
+ mes "But my manager ordered me to stop anyone from entering this bathroom so, I should follow his orders.";
+ next;
+ select("It's such a hot day!");
+ mes "[Curator]";
+ mes "It's always hot in Brasilis but today is ridiculously hot.";
+ mes "Maybe I need to drink some coconut juice to cool down.";
+ close;
+ case 2:
+ mes "You give up trying to enter.";
+ close;
+ }
+ }
+ }
+ else if (brazil_ghost > 6) {
+ mes "[Curator]";
+ mes "Hey thanks for the Coconut earlier it really helped me cool down.";
+ close;
+ }
+ else {
+ mes "[Curator]";
+ mes "Is it just me? Or is it hotter than it's ever been today!";
+ close;
+ }
+}
+
+bra_in01,12,185,0 script inbathroom#bra 45,1,1,{
+OnTouch_:
+ if (brazil_ghost > 6)
+ warp "bra_in01",138,176;
+ else {
+ mes "The entrance has been blocked.";
+ close;
+ }
+ end;
+}
+
+bra_in01,138,174,0 warp outbathroom#bra 1,1,bra_in01,12,183
+bra_in01,206,98,0 warp tobath#bra 1,1,bra_in01,138,176
+
+bra_in01,206,188,1 script Open Manhole#todunbra 844,{
+ if (brazil_ghost == 7) {
+ enablenpc "Ghost#bra_end";
+ mes "[Ghost]";
+ mes "I am a ghost who died while wandering the jungle many years ago.";
+ next;
+ mes "[Ghost]";
+ mes "I found a pipeline in the jungle and followed the voice of a man to this very spot.";
+ next;
+ mes "[Ghost]";
+ mes "That's also where I hurt one of my eyes while walking around in the dark.";
+ next;
+ mes "[Ghost]";
+ mes "I wandered these sewers for days until I found the end of this line connected to the toilet in the museum. I shouted forever begging for help but no one answered my calls.";
+ next;
+ mes "[Ghost]";
+ mes "You finally answered my call but it's already way too late. Thank you for at least checking. No one else has bothered to this day.";
+ next;
+ mes "[Ghost]";
+ mes "There are many dangerous creatures at the end of this sewer.";
+ mes "You seem brave though. I bet you wouldn't worry about the monsters there anyways.";
+ next;
+ mes "[Ghost]";
+ mes "I guess now I can finally rest in peace.";
+ mes "Thank you friend.";
+ set brazil_ghost,8;
+ //completequest 2208;
+ completequest 60355;
+ getexp 900000,0;
+ disablenpc "Ghost#bra_end";
+ close;
+ }
+ warp "bra_dun01",87,47;
+ end;
+}
+
+
+bra_dun01,87,43,1 script Pipe#bra 844,{
+ warp "bra_in01",206,185;
+ end;
+}
+
+bra_fild01,323,136,1 script Pipe#brafild 844,{
+ if (brazil_ghost > 6) {
+ mes "You see a rusty pipe. It seems to be linked to somewhere beneath the jungle.";
+ next;
+ switch(select("Examine it:Ignore.")) {
+ case 1:
+ mes "You swim through a gap in the pipe and are swept by a sudden rush of water.";
+ close2;
+ warp "bra_in01",206,182;
+ end;
+ case 2:
+ mes "It might be dangerous, I better not act rashly.";
+ close;
+ }
+ }
+ else {
+ mes "You see a rusty pipe. It seems to be linked to somewhere beneath the jungle.";
+ close;
+ }
+}
+
+bra_in01,206,190,3 script Ghost#bra_end 1867,{
+ end;
+
+OnInit:
+ disablenpc "Ghost#bra_end";
+ end;
+}
+
+// Iara, Original file: iara.sc
+//============================================================
+brasilis,315,334,5 script Shaman#nk 474,{
+ set .@iara_re,checkquest(4135,PLAYTIME);
+ if ((.@iara_re == 0) || (.@iara_re == 1)) {
+ mes "[Anori]";
+ mes "I'm still preparing.";
+ mes "I don't require your help at this time.";
+ mes "Please come back later...";
+ close;
+ }
+ else {
+ if (checkquest(4135) > 1) erasequest 4135;
+ set .@iara_q,checkquest(4133);
+ if ((.@iara_q == 0) || (.@iara_q == 1)) {
+ mes "[Anori]";
+ mes "To block Iara ";
+ mes "seducing the tribes";
+ mes "we need a purifying potion...";
+ next;
+ mes "[Anori]";
+ mes "Did you bring the materials";
+ mes "to make the purifying potion?";
+ next;
+ if ((countitem(950) > 19) && (countitem(7172) > 9) && (countitem(1054) > 2)) {
+ mes "[Anori]";
+ mes "Um... it seems to be okay.";
+ mes "I'll make you a potion which will";
+ mes "weaken Iara's power.";
+ next;
+ mes "[Anori]";
+ mes "Let's see grind this...";
+ mes "and mix in that...";
+ mes "then add some magic...";
+ next;
+ setquest 4135;
+ erasequest 4133;
+ setquest 4134;
+ completequest 4134;
+ delitem 950,20; //Heart_Of_Mermaid
+ delitem 7172,10; //Leopard_Talon
+ delitem 1054,3; //Lip_Of_Ancient_Fish
+ getitem 11517,2; //Puri_Potion
+ mes "[Anori]";
+ mes "Here, it's completed.";
+ mes "Take this.";
+ mes "It will make Iara stop";
+ mes "training at the cave";
+ mes "for a while.";
+ next;
+ mes "[Anori]";
+ mes "Please block the Iara threatening the security of the tribe.";
+ close;
+ }
+ else {
+ mes "[Anori]";
+ mes "You haven't brought enough materials yet.";
+ mes "We cannot make the purification potion with only these.";
+ close;
+ }
+ }
+ else {
+ if (BaseLevel < 40) {
+ mes "[Anori]";
+ mes "Ah... we need a strong adventurer.";
+ mes "The tribe is facing a major threat.";
+ close;
+ }
+ set .@re_q,checkquest(4134);
+ if (.@re_q == 2) {
+ mes "[Anori]";
+ mes "you are...";
+ mes "the adventurer who came for the";
+ mes "purification potion...";
+ next;
+ mes "[Anori]";
+ mes "Maybe because of the purification potion...";
+ mes "After that, the Iara stopped seducing tribesmen but the effect didn't last long.";
+ next;
+ mes "[Anori]";
+ mes "Could you get the same";
+ mes "materials as before...";
+ mes "I need your power.";
+ next;
+ switch(select("No.:Okay, I'll do it.")) {
+ case 1:
+ mes "[Anori]";
+ mes "This, ah...";
+ mes "There is no other way.";
+ close;
+ case 2:
+ mes "[Anori]";
+ mes "You are truly brave!";
+ mes "I, on behalf of the tribe,";
+ mes "offer you my thanks.";
+ next;
+ mes "[Anori]";
+ mes "Materials are the same as before.";
+ mes "If you just get^ff0000 20 Hearts of Mermaids,";
+ mes "10 Leopard Claws and";
+ mes "3 Ancient Lips^000000,";
+ mes "I will make you a potion that purifies evil spirits";
+ mes "by using a secret formula handed down to the tribe.";
+ next;
+ mes "[Anori]";
+ mes "The destiny of the tribe is up to you.";
+ mes "please get the materials quickly.";
+ mes "I will be preparing to make";
+ mes "the purification potion right here.";
+ setquest 4133;
+ close;
+ }
+ }
+ else {
+ mes "[Anori]";
+ mes "There are some people I haven't seen before around here.";
+ mes "It's a good sign...";
+ next;
+ mes "[Anori]";
+ mes "Hey you...";
+ mes "Could you listen to my stories for a moment.";
+ mes "There's an emergency in our tribe.";
+ next;
+ switch(select("No.:Okay.")) {
+ case 1:
+ mes "[Anori]";
+ mes "You are a heartless person...";
+ mes "You don't seem the helpful type.";
+ mes "Just keep on going your way.";
+ close;
+ case 2:
+ mes "[Anori]";
+ mes "Thank you, I met a kind person.";
+ mes "It's a secret of our tribe that";
+ mes "you cannot tell anyone.";
+ next;
+ break;
+ }
+ mes "[Anori]";
+ mes "Lately young men from";
+ mes "the tribe are disappearing.";
+ mes "Our entire tribe is being threatened.";
+ next;
+ mes "[Anori]";
+ mes "It is likely because of a witch called Iara.";
+ mes "She is a water nymph seducing the hearts of young tribesmen at a cave behind the waterfall.";
+ next;
+ mes "[Anori]";
+ mes "How can I stop these young tribesmen?";
+ mes "But I discovered a way to make a purification potion to reverse the effects of the Iara's spells.";
+ next;
+ mes "[Anori]";
+ mes "This potion has been handed down from many generations in our tribe.";
+ mes "This purification potion possesses the power to cleanse evil spirits.";
+ next;
+ mes "[Anori]";
+ mes "If you could get the materials";
+ mes "I will make you";
+ mes "the purification potion.";
+ mes "Could you do that for me?";
+ next;
+ switch(select("No.:Yes, I can.")) {
+ case 1:
+ mes "[Anori]";
+ mes "Hm...";
+ mes "Well, then.";
+ mes "If you change your mind you can come to me again.";
+ next;
+ mes "[Anori]";
+ mes "You shouldn't talk about";
+ mes "what you heard now to anyone";
+ mes "It's kind of embarrassing...";
+ close;
+ case 2:
+ mes "[Anori]";
+ mes "Oh! You are the savior";
+ mes "of our tribe indeed.";
+ mes "On behalf of the tribe, I offer you my thanks.";
+ next;
+ mes "[Anori]";
+ mes "Well, what we need is this.";
+ mes "It's all you can get from near here.";
+ mes "Note down well.";
+ next;
+ mes "[Anori]";
+ mes "^ff0000 20 Hearts of Mermaids";
+ mes "10 Leopard Claws";
+ mes "3 Ancient Lips^000000";
+ mes "are the only ones that are needed as the materials.";
+ next;
+ mes "[Anori]";
+ mes "When you get those, I will make you a potion that purifies evil spirits using a secret formula handed down to the tribe.";
+ setquest 4133;
+ next;
+ mes "[Anori]";
+ mes "The destiny of the tribe is up to you.";
+ mes "I hope you move quickly.";
+ mes "Even at this moment, the village men are being seduced and slipping way...";
+ close;
+ }
+ }
+ }
+ }
+}
+
+bra_dun02,157,74,5 script Iara#nk 478,2,2,{
+ if (countitem(11517) > 0) {
+ mes "[" + strcharinfo(0) + "]";
+ mes "Should I use a Purification Potion?";
+ next;
+ switch(select("Yes.:No.")) {
+ case 1:
+ specialeffect EF_MAPPILLAR;
+ mes "[Iara]";
+ mes "Ah...this light is...";
+ mes "It's like getting cleansed of evil thoughts";
+ mes "from deep within my heart.";
+ next;
+ mes "[Iara]";
+ mes "At last I can forget the curse that I placed on myself when I drowned in the water.";
+ next;
+ mes "[Iara]";
+ mes "Do you think I can be born again as a kind water nymph?";
+ next;
+ specialeffect EF_GHOST;
+ mes "[Iara]";
+ mes "Ah... Thank you for helping me recover my consciousness for a while.";
+ mes "But... I think that the curse has been with me too long.";
+ mes "Get away from me quickly.";
+ delitem 11517,1; //Puri_Potion
+ percentheal 100,100;
+ // may requitre new SCs
+ sc_start SC_INCFLEE,3600000,20;
+ sc_start SC_INCCRI,3600000,10;
+ sc_start SC_STRFOOD,1200000,3;
+ sc_start SC_DEXFOOD,1200000,3;
+ sc_start SC_AGIFOOD,1200000,3;
+ sc_start SC_VITFOOD,1200000,3;
+ sc_start SC_INTFOOD,1200000,3;
+ sc_start SC_LUKFOOD,1200000,3;
+ next;
+ mes "[Iara]";
+ mes "Ahhh~...";
+ specialeffect EF_DEVIL;
+ next;
+ mes "[Iara]";
+ mes "The curse is too strong for me to keep contained.";
+ mes "Leave now while you are safe.";
+ close;
+ case 2:
+ mes "[" + strcharinfo(0) + "]";
+ mes "(I guess I should ignore her.)";
+ close;
+ }
+ }
+ else {
+ mes "[Iara]";
+ mes "Aaaaaaaaaaaaaaaaaaaaaah.";
+ mes "Eeeeeeeeeeeeeeeeeeeh.";
+ mes "Oooooooooooooooooh.";
+ set .@get_de,rand(1,2);
+ if (.@get_de == 1)
+ sc_start Sc_Curse,60000,0;
+ else
+ sc_start Sc_Confusion,60000,0;
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Ugh! What's this strange voice?";
+ close;
+ }
+ end;
+
+OnTouch:
+ if (countitem(11517) < 1) {
+ mes "[Iara]";
+ mes "Aaaaaaaaaaaaaaaaaaaaaah.";
+ mes "Eeeeeeeeeeeeeeeeeeeh.";
+ mes "Oooooooooooooooooh.";
+ set .@get_de,rand(1,2);
+ if (.@get_de == 1)
+ sc_start Sc_Curse,60000,0;
+ else
+ sc_start Sc_Confusion,60000,0;
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Ugh! What's this strange voice?";
+ close;
+ }
+ end;
+}
+
+bra_fild01,188,301,5 script Native Warrior#nk 472,{
+ mes "[Native Warrior]";
+ mes "Ah...the face I would never forget even in my dreams.";
+ next;
+ mes "[Native Warrior]";
+ mes "When will she come out of the waterfall again...?";
+ next;
+ if ((checkquest(4133) >= 0) || (checkquest(4134) >= 0)) {
+ mes "[" + strcharinfo(0) + "]";
+ mes "(Wh...what's this guy?)";
+ }
+ else {
+ mes "[" + strcharinfo(0) + "]";
+ mes "(This guy will never";
+ mes "get ocer Iara's curse...)";
+ }
+ close;
+}
diff --git a/npc/pre-re/quests/quests_comodo.txt b/npc/pre-re/quests/quests_comodo.txt
new file mode 100644
index 000000000..710bd1d42
--- /dev/null
+++ b/npc/pre-re/quests/quests_comodo.txt
@@ -0,0 +1,2513 @@
+//===== rAthena Script =======================================
+//= Quest NPCs related to Comodo
+//===== By: ==================================================
+//= kobra_k88; L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.5b
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= Headgear Quests 1 [Aegis Conversion]:
+//= - 'Cross Hat', 'Bulb Hairband'
+//= - 'Striped Hairband', 'Blue Hairband'
+//= Headgear Quests 2:
+//= - 'Mine Helmet', 'Parcel Hat'
+//= - 'Money Loser's Grief', 'Phantom of the Opera Mask'
+//= Doomed Swords Part 1:
+//= - Creation of doomed swords.
+//= - Part 2: Found in Quests_Yuno.txt
+//= - Part 3: Found in Doomed_Swords.txt
+//= - Variable in use: dmdswrd_Q (Max 45)
+//===== Additional Comments: =================================
+//= 1.1 Fixed exploits [Lupus]
+//= 1.2 Added more quest from cities/comodo.txt [Evera]
+//= 1.2a missing label [Lupus]
+//= 1.3 Doomed sword quest rescripted to Aegis 10.3 standards. [L0ne_W0lf]
+//= 1.4 Corrected NPC names to fall within proper restrictions. [L0ne_W0lf]
+//= 1.5 Rescripted Headgear Quests 1 to Aegis 10.3 Standards. [Samuray22]
+//= 1.5a Fixed a bad countitem. (bugreport:840) [Samuray22]
+//= 1.5b Fixed stripped hairband and blue hairband checking the wrong amount of items, bugreport:1674 [Brainstorm]
+//= 1.6 Updated headgear quest NPCs. [L0ne_W0lf]
+//============================================================
+
+// Headgear Quests 1
+// Cross Hat, Bulb Hairband, Striped Hairband, Blue Hairband
+//============================================================
+comodo,228,159,3 script Hair Ornament Girl 700,{
+ mes "[Hair Ornament Girl]";
+ if (Sex == 1) {
+ mes "Oh, hello!";
+ mes "Would you like to order a hairband? They're great presents to give to your girlfriend, and show that you're thinking of her.";
+ }
+ else {
+ mes "Hello~!";
+ mes "I think one of these will suit a pretty girl like you very well. Would you like to order a hairband?";
+ }
+ next;
+ mes "[Hair Ornament Girl]";
+ mes "If you give me a few simple items then I can make a gorgeous Hair Band. If you have any questions, go ahead and have a look.";
+ next;
+ switch(select("Cross Hat:Bulb Band:Stripe Hairband:Blue Hairband")) {
+ case 1:
+ if ((countitem(2608) > 0) && (countitem(7069) > 499)) {
+ mes "[Hair Ornament Girl]";
+ mes "You've chosen the Cross Hat?";
+ mes "If you brought all the required items, I will make it for you~";
+ next;
+ mes "[Hair Ornament Girl]";
+ mes "But before I can make it, can you check that the items are right?";
+ mes "If it is a forged, upgraded item or has monster cards in it, then those cards and upgrades will be lost.";
+ next;
+ mes "[Hair Ornament Girl]";
+ mes "It's better to bring just to keep the requested items in your inventory. Did you check? Then let's make it, okay?";
+ next;
+ switch(select("No.:Yes.")) {
+ case 1:
+ mes "[Hair Ornament Girl]";
+ mes "Ah, alright. I guess you should put all your other things into Kafra Storage first. Okay then, see you soon.";
+ mes "See you soon~";
+ close;
+ case 2:
+ mes "^3355FFSwish swish snip snip^000000";
+ next;
+ delitem 2608,1; //Rosary
+ delitem 7069,500; //Broken_Armor_Piece
+ mes "[Hair Ornament Girl]";
+ mes "Look at this! Well done~";
+ mes "Please come again~ hoooo!";
+ getitem 5036,1; // Cross_Band
+ close;
+ }
+ }
+ else {
+ mes "[Hair Ornament Girl]";
+ mes "Oh, you've chosen Cross Hat?";
+ mes "There are some items needed to make this headband.";
+ next;
+ mes "[Hair Ornament Girl]";
+ mes "I'll need...";
+ mes "^3355FF1 Rosary^000000";
+ mes "^3355FF500 Destroyed Armor^000000";
+ next;
+ mes "[Hair Ornament Girl]";
+ mes "If you bring all the items then I will make it for you right away.";
+ mes "See you then~";
+ close;
+ }
+ case 2:
+ if ((countitem(2233) > 0) && (countitem(746) > 19)) {
+ mes "[Hair Ornament Girl]";
+ mes "You've chosen Bulb band?";
+ mes "If you brought all the required items, I will make it for you~";
+ next;
+ mes "[Hair Ornament Girl]";
+ mes "But before I can make it, can you check that the items are right?";
+ mes "If it is a forged, upgraded item or has monster cards in it, then those cards and upgrades will be lost.";
+ next;
+ mes "[Hair Ornament Girl]";
+ mes "It's better to bring just to keep the requested items in your inventory. Did you check? Then let's make it, okay?";
+ next;
+ switch(select("No.:Yes.")) {
+ case 1:
+ mes "[Hair Ornament Girl]";
+ mes "Ah, alright. I guess you should put all your other things into Kafra Storage first. Okay then, see you soon.";
+ close;
+ case 2:
+ mes "^3355FFSwish swish snip snip^000000";
+ next;
+ delitem 2233,1; //Circlet_
+ delitem 746,20; //Glass_Bead
+ mes "[Hair Ornament Girl]";
+ mes "Look at this! Well done~";
+ mes "Please come again~ hoooo!";
+ getitem 5034,1; // Light_Bulb_Band
+ close;
+ }
+ }
+ else {
+ mes "[Hair Ornament Girl]";
+ mes "Oh, you've chosen Bulb Band?";
+ mes "There are some required items needed to make this headband.";
+ next;
+ mes "[Hair Ornament Girl]";
+ mes "I'll need...";
+ mes "^3355FF1 Slotted Circlet^000000";
+ mes "^3355FF20 Glass Bead^000000";
+ next;
+ mes "[Hair Ornament Girl]";
+ mes "If you bring all the items then I will make it for you right away.";
+ mes "See you then~";
+ close;
+ }
+ case 3:
+ if (countitem(1099) > 1499) {
+ mes "[Hair Ornament Girl]";
+ mes "You've chosen Stripe band?";
+ mes "If you brought all the required items, I will make it for you~";
+ next;
+ mes "[Hair Ornament Girl]";
+ mes "You want me to make it now?";
+ next;
+ switch(select("No.:Yes.")) {
+ case 1:
+ mes "[Hair Ornament Girl]";
+ mes "See you later then~";
+ close;
+ case 2:
+ mes "^3355FFSwish swish snip snip^000000";
+ next;
+ delitem 1099,1500; //Worn_Out_Prison_Uniform
+ mes "[Hair Ornament Girl]";
+ mes "Look at this! Well done~";
+ mes "Please come again~";
+ getitem 5049,1; // Stripe_Band
+ close;
+ }
+ }
+ else {
+ mes "[Hair Ornament Girl]";
+ mes "Oh, you've chosen the Stripe band? There are some required items needed to make this headband.";
+ next;
+ mes "[Hair Ornament Girl]";
+ mes "I'll need...";
+ mes "^3355FF1500 Worn-out Prison Uniform^000000";
+ next;
+ mes "[Hair Ornament Girl]";
+ mes "If you bring all the items then I will make it for you right away.";
+ mes "See you then~";
+ close;
+ }
+ case 4:
+ if ((countitem(2211) > 0) && (countitem(978) > 0) && (countitem(7003) > 299)) {
+ mes "[Hair Ornament Girl]";
+ mes "You've chosen Blue Hairband?";
+ mes "If you brought all the required items, I will make it for you~";
+ next;
+ mes "[Hair Ornament Girl]";
+ mes "But before I can make it, can you check that the items are right?";
+ mes "If it is a forged, upgraded item or has monster cards in it, then those cards and upgrades will be lost.";
+ next;
+ mes "[Hair Ornament Girl]";
+ mes "It's better to bring just to keep the requested items in your inventory. Did you check? Then let's make it, okay?";
+ next;
+ switch(select("No.:Yes.")) {
+ case 1:
+ mes "[Hair Ornament Girl]";
+ mes "Ah, alright. I guess you should put all your other things into Kafra Storage first. Okay then, see you soon.";
+ close;
+ case 2:
+ mes "^3355FFSwish swish snip snip^000000";
+ next;
+ delitem 2211,1; //Bandana
+ delitem 978,1; //Cobaltblue_Dyestuffs
+ delitem 7003,300; //Anolian_Skin
+ mes "[Hair Ornament Girl]";
+ mes "Look, at this! Well done!";
+ mes "Please come again~ ";
+ getitem 5052,1; // Blue_Hair_Band
+ close;
+ }
+ }
+ else {
+ mes "[Hair Ornament Girl]";
+ mes "Oh, you've chosen Blue Hairband?";
+ mes "There are some required items needed to make this headband.";
+ next;
+ mes "[Hair Ornament Girl]";
+ mes "I'll need...";
+ mes "^3355FF1 Bandana^000000";
+ mes "^3355FF1 Cobaltblue Dyestuffs^000000";
+ mes "^3355FF300 Anolian Skin^000000";
+ next;
+ mes "[Hair Ornament Girl]";
+ mes "If you bring all the items then I will make it for you right away.";
+ mes "See you then~";
+ close;
+ }
+ }
+}
+
+// Headgear Quests 2
+// 'Mine Helmet', 'Parcel Hat', 'Money Loser's Grief', 'Phantom of the Opera Mask'
+//============================================================
+comodo,273,137,4 script Traveler#head 702,{
+ mes "[Isac Mari]";
+ mes "I travel around the world, and collect many interesting stories from people. Sometimes they teach me how to make special items.";
+ next;
+ mes "[Isac Mari]";
+ mes "I know how to make all sorts of worldly hats. But right now, I can't make these since I don't have the right items.";
+ next;
+ switch(select("Mine Helmet:Parcel Hat:Grief for Greed:Opera Phantom Mask")) {
+ case 1:
+ if ((countitem(5009) > 0) && (countitem(5028) > 0) && (countitem(999) > 24) && (countitem(747) > 0)) {
+ mes "[Isac Mari]";
+ mes "Mine Helmet was designed for the miners in the coal mines to have light in the dark. If you brought all the required items, I will go ahead and make it for you~";
+ next;
+ mes "[Isac Mari]";
+ mes "But can you check that the items in your inventory aren't upgraded or have cards compounded into them? If any of the required items have forged upgrades or cards, those will be lost once I create the Mine Hat.";
+ next;
+ mes "[Isac Mari]";
+ mes "It's better to keep only the items used to make the Mine Hat in your inventory. Did you check? If so, let's get started.";
+ next;
+ switch(select("Give me a minute~!:Let's make the Mine Hat.")) {
+ case 1:
+ mes "[Isac Mari]";
+ mes "Alright. Please check your items again. It's much better to be safe than sorry.";
+ close; break;
+ case 2:
+ mes "^3355FF*Thook Thook*";
+ mes "*Pop!*^000000";
+ next;
+ mes "[Isac Mari]";
+ mes "Whew! This is pretty hard!";
+ next;
+ delitem 5009,1; //Safety_Helmet
+ delitem 5028,1; //Candle
+ delitem 747,1; //Crystal_Mirror
+ delitem 999,25; //Steel
+ mes "[Isac Mari]";
+ mes "I'm not quite sure if this is the right one, but it looks about right. Ha ha~";
+ getitem 5031,1; // Mine_Helm
+ close;
+ }
+ }
+ else {
+ mes "[Isac Mari]";
+ mes "I hear Mine Helmets are used in the mines near Geffen. As you know, it's not possible to work without light, even though it attracts monsters in the caves.";
+ next;
+ mes "[Isac Mari]";
+ mes "One day, a miner remodeled his own Safety Helmet so that he could work with both hands. Since then, it's been called the Mine Helm.";
+ next;
+ mes "[Isac Mari]";
+ mes "If you want to make Mine Helmet,";
+ mes "^3355FF1 Safety Helmet^000000";
+ mes "^3355FF1 Candle^000000 ";
+ mes "^3355FF1 Crystal Mirror^000000";
+ mes "^3355FF25 Steel^000000";
+ mes "is needed to create it.";
+ next;
+ mes "[Isac Mari]";
+ mes "If you bring all the items then I will make it for you right away. See you later~";
+ close;
+ }
+ case 2:
+ if ((countitem(1059) > 149) && (countitem(907) > 99) && (countitem(978) > 0)) {
+ mes "[Isac Mari]";
+ mes "Parcel Hat seems to be useful for business people to carry around their products. If you brought everything I need, I will make it for you.";
+ mes "If you brought all the required items, I will make it for you~";
+ next;
+ mes "[Isac Mari]";
+ mes "But can you check that the items in your inventory aren't upgraded or have cards compounded into them? If any of the required items have forged upgrades or cards, those will be lost once I create the Parcel Hat.";
+ next;
+ mes "[Isac Mari]";
+ mes "It's better to keep only the items used to make the Parcel Hat in your inventory. Did you check? If so, let's get started.";
+ next;
+ switch(select("Give me a minute~!:Let's make the Parcel Hat.")) {
+ case 1:
+ mes "[Isac Mari]";
+ mes "Alright. Please check your items again. It's much better to be safe than sorry.";
+ close;
+ case 2:
+ mes "^3355FF*Thook Thook*";
+ mes "*Pop!*^000000";
+ next;
+ mes "[Isac Mari]";
+ mes "Oh...";
+ mes "I think I messed up!";
+ mes "No, wait, I think I can fix this...";
+ next;
+ delitem 1059,150; //Transparent_Cloth
+ delitem 907,100; //Resin
+ delitem 978,1; //Cobaltblue_Dyestuffs
+ mes "[Isac Mari]";
+ mes "Well...";
+ mes "Um, it looks like a Parcel Hat. So that's good enough for me! Ha ha~";
+ getitem 5023,1; // Hat_Of_Bundle
+ close;
+ }
+ }
+ else {
+ mes "[Isac Mari]";
+ mes "I heard that around Alberta, Merchants are always selling goods from their carts in the middle of the streets.";
+ next;
+ mes "[Isac Mari]";
+ mes "But in the East side of the country, they use a different way to transfer goods.";
+ next;
+ mes "[Isac Mari]";
+ mes "Goods would be packed into a bundle and placed on top of the head so you wouldn't need to carry things by hand. But it's hard to keep your balance.";
+ next;
+ mes "[Isac Mari]";
+ mes "I'll need...";
+ mes "^3355FF150 Fabric^000000";
+ mes "^3355FF100 Resin^000000 and";
+ mes "^3355FF1 Cobaltblue Dyestuffs^000000";
+ mes "to make a Parcel Hat.";
+ next;
+ mes "[Isac Mari]";
+ mes "If you bring all the items then I will make it for you right away. See you later~!";
+ close;
+ }
+ case 3:
+ if ((countitem(2233) > 0) && (countitem(969) > 0) && (countitem(949) > 79) && (countitem(999) > 19) && (countitem(938) > 799)) {
+ mes "[Isac Mari]";
+ mes "Grief for Greed...";
+ mes "If you brought all the required items, I'll go ahead and make it for you~";
+ next;
+ mes "[Isac Mari]";
+ mes "But can you check that the items in your inventory aren't upgraded or have cards compounded into them? If any of the required items have forged upgrades or cards, those will be lost once I create the Money Loser's Grief.";
+ next;
+ mes "[Isac Mari]";
+ mes "It's better to keep only the items used to make the Grief for Greed in your inventory. Did you check? If so, let's get started.";
+ next;
+ switch(select("Give me a minute~!:Let's make the Grief for Greed.")) {
+ case 1:
+ mes "[Isac Mari]";
+ mes "Alright. Please check your items again. It's much better to be safe than sorry.";
+ close;
+ case 2:
+ mes "^3355FF*Thook Thook*";
+ mes "*Pop!*^000000";
+ next;
+ mes "[Isac Mari]";
+ mes "Whew! This is pretty hard!";
+ next;
+ delitem 2233,1; //Circlet_
+ delitem 969,1; //Gold
+ delitem 949,80; //Feather
+ delitem 999,20; //Steel
+ delitem 938,800; //Sticky_Mucus
+ mes "[Isac Mari]";
+ mes "I might have made a few mistakes, but it looks good enough. Here you go, your own Grief for Greed hat!";
+ getitem 5021,1; // Bankruptcy_Of_Heart
+ close;
+ }
+ }
+ else {
+ mes "[Isac Mari]";
+ mes "Grief for Greed...";
+ mes "There's a tale of an honest Merchant that lived in Morroc long ago who had a quarrel with a bad guild.";
+ next;
+ mes "[Isac Mari]";
+ mes "Because the honest Merchant was not cheating people by his prices, his street stall was attacked by the bad guild and all his goods were taken.";
+ next;
+ mes "[Isac Mari]";
+ mes "So, the honest Merchant lost everything except some broken items. To express his sadness, he took these broken items and created this magnificent hat, the Grief for Greed.";
+ next;
+ mes "[Isac Mari]";
+ mes "This special hat appeals to people's sympathies, making them buy more goods to support the inner goodness of honest Merchants.";
+ next;
+ mes "[Isac Mari]";
+ mes "For this hat, I'll need...";
+ mes "^3355FF1 Slotted Circlet^000000";
+ mes "^3355FF1 Gold^000000";
+ mes "^3355FF20 Steel^000000";
+ mes "^3355FF80 Feather^000000";
+ mes "^3355FF800 Sticky Mucus^000000";
+ next;
+ mes "[Isac Mari]";
+ mes "If you bring all the items then I will make it for you right away. See you later~";
+ close;
+ }
+ case 4:
+ if ((countitem(2281) > 0) && (countitem(1048) > 49)) {
+ mes "[Isac Mari]";
+ mes "Opera Phantom Mask...";
+ mes "Frightening, but also tragic and romantic. If you brought all the required items, I will make it for you~";
+ next;
+ mes "[Isac Mari]";
+ mes "But can you check that the items in your inventory aren't upgraded or have cards compounded into them? If any of the required items have forged upgrades or cards, those will be lost once I create the Opera Masque.";
+ next;
+ mes "[Isac Mari]";
+ mes "It's better to keep only the items used to make the Opera Mask in your inventory. Did you check? If so, let's get started.";
+ next;
+ switch(select("Give me a minute~!:Let's make the Opera Masque.")) {
+ case 1:
+ mes "[Isac Mari]";
+ mes "Alright. Please check your items again. It's much better to be safe than sorry.";
+ close;
+ case 2:
+ mes "^3355FF*Thook Thook*";
+ mes "*Pop!*^000000";
+ next;
+ mes "[Isac Mari]";
+ mes "Whew! This is pretty hard!";
+ next;
+ delitem 2281,1; //Phantom_Of_Opera
+ delitem 1048,50; //Slender_Snake
+ mes "[Isac Mari]";
+ mes "I'm not quite sure if this is the right one.";
+ mes "But it looks fine. Ha ha";
+ getitem 5043,1; // Opera_Ghost_Mask
+ close;
+ }
+ }
+ else {
+ mes "[Isac Mari]";
+ mes "Opera Phantom Mask...";
+ mes "Behind this mask is a story about a man's love and personal tragedy.";
+ next;
+ mes "[Isac Mari]";
+ mes "You may know him as the Phantom of the Opera. He was a musical genius that brought terror to the stage, because his scarred face forced him to live outside of society.";
+ next;
+ mes "[Isac Mari]";
+ mes "However, he fell in love with a beautiful singer and used his talents to propel her to new heights of fame. He finally revealed himself to her.";
+ next;
+ mes "[Isac Mari]";
+ mes "In the end...";
+ mes "She deeply cared for him, but was in love with another singer. The Phantom disappeared, perhaps to haunt some other place, and all that was left of him was his mask...";
+ next;
+ mes "[Isac Mari]";
+ mes "The mask that he was wearing is differently shaped that other opera masks, and was made to cover his particular facial scarring.";
+ next;
+ mes "[Isac Mari]";
+ mes "If you want to make Phantom of Opera. You will need:";
+ mes "^3355FF1 Opera Masque^000000";
+ mes "^3355FF50 Horrendous Hair^000000";
+ next;
+ mes "[Isac Mari]";
+ mes "If you bring all the items then I will make it for you right away. See you later~";
+ close;
+ }
+ }
+}
+
+// Doomed Swords - Comodo Portion. (Continued in Juno)
+//============================================================
+comodo,206,310,4 script Campground Boy#cmd 704,{
+ switch (dmdswrd_Q) {
+ case 0:
+ mes "[Rochito]";
+ mes "Bread, fruits, vegetables...";
+ mes "Bleh. All that other food is";
+ mes "nothing compared to the ";
+ mes "hearty flavor of meat. Yeap,";
+ mes "BBQ camping in Comodo is";
+ mes "heaven to a meat lover like me~";
+ next;
+ if (select("BBQ Camping...?:Cancel") == 1) {
+ mes "[Rochito]";
+ mes "Yeah man... You can eat";
+ mes "Komodoru meat all day when";
+ mes "you go BBQ camping. Komodoru";
+ mes "is an animal native to Comodo";
+ mes "and every part of it is delicious. Every. Single. Morsel.";
+ next;
+ mes "[Rochito]";
+ mes "What makes this meat even";
+ mes "more delicious is the special";
+ mes "Koserahserah seasoning they";
+ mes "use. That stuff is almost...";
+ mes "addictive. Without it, we";
+ mes "can't start our barbeque!";
+ next;
+ mes "[Rochito]";
+ mes "If we settled on anything";
+ mes "less than the very best BBQ,";
+ mes "then our comrades that died";
+ mes "to help ^FF0000banish that witch^000000 would";
+ mes "surely be ashamed of us!";
+ next;
+ mes "[Rochito]";
+ mes "Say, would you do us a favor?";
+ mes "The Chief of Comodo was going";
+ mes "to bring the Koserahserah and";
+ mes "join us for our barbeque, but";
+ mes "we're guessing he's got to";
+ mes "cancel because of his duties.";
+ next;
+ mes "[Rochito]";
+ mes "Let's see, our Chief lives to";
+ mes "the west of these campgrounds.";
+ mes "Would you visit him and see";
+ mes "what's taking him so long";
+ mes "to get over here?";
+ set dmdswrd_Q,1;
+ close;
+ }
+ mes "[Rochito]";
+ mes "You know, people gather";
+ mes "on these campgrounds in";
+ mes "memory and respect of those";
+ mes "that have fallen in battle";
+ mes "against the witch of Comodo.";
+ next;
+ mes "[Rochito]";
+ mes "Long before Comodo was";
+ mes "built inside this huge cave,";
+ mes "this witch used to live in here.^FFFFFF ^000000 A lot of people died trying to";
+ mes "get rid of her, but there're^FFFFFF ^000000 rumors that she's still around...";
+ break;
+ case 1:
+ mes "[Rochito]";
+ mes "Komodoru meat is especially";
+ mes "great when it's seasoned with";
+ mes "Koserahserah. That flavoring";
+ mes "is one of Comodo's claims to";
+ mes "fame! You should try some~";
+ next;
+ mes "[Rochito]";
+ mes "Speaking of which, our Chief";
+ mes "still hasn't come and brought";
+ mes "the Koserahserah! Would you";
+ mes "see what's taking him so long?";
+ mes "His house is located west of";
+ mes "these campgrounds.";
+ break;
+ case 2:
+ mes "[Rochito]";
+ mes "Oh, hey, you're back.";
+ mes "Did you speak to our";
+ mes "Chief? Don't tell me";
+ mes "he had to cancel--we've";
+ mes "been planning this outing";
+ mes "with him for a quite a while...";
+ next;
+ mes "^3355FFYou give Rochito the";
+ mes "Koserahserah seasoning,";
+ mes "and explain why the Chief";
+ mes "cannot attend the barbeque.^000000";
+ next;
+ mes "[Rochito]";
+ mes "Awww, nuts. I guess he's";
+ mes "got responsbilities, but it's";
+ mes "still a little disappointing.";
+ mes "He's a buddy, after all. Well,";
+ mes "at least he was kind enough";
+ mes "to send the Koserahserah.";
+ next;
+ mes "[Rochito]";
+ mes "It's really too bad that";
+ mes "he can't join us. Ah, I've got";
+ mes "an idea! Would you please bring";
+ mes "this bottle to Tausupa, er, our";
+ mes "Chief? It's Mureuchieligu, a";
+ mes "special vintage wine~";
+ next;
+ mes "^3355FFYou've received a bottle";
+ mes "of Mureuchieligu wine to";
+ mes "deliver to the Comodo Chief.^000000";
+ set dmdswrd_Q,3;
+ break;
+ case 3:
+ mes "[Rochito]";
+ mes "I know that I should be";
+ mes "delivering that bottle of";
+ mes "wine to the Chief myself,";
+ mes "but I've got to tend to this";
+ mes "barbeque. I hope you ";
+ mes "understand...";
+ next;
+ mes "[Rochito]";
+ mes "Anyway, you'd be doing";
+ mes "me a huge favor if you";
+ mes "spoke to the Chief, and gave";
+ mes "him my thanks, along with";
+ mes "that bottle of Mureuchieligu.";
+ break;
+ default:
+ mes "[Rochito]";
+ mes "Oh, hey there~";
+ mes "Thanks for helping us";
+ mes "out earlier. I wish the";
+ mes "Chief would join us in our";
+ mes "barbeque, but I understand";
+ mes "that he has to protect Comodo.";
+ next;
+ mes "[Rochito]";
+ mes "Hey, you know what?";
+ mes "I can't exactly repay you";
+ mes "with, you know, actual stuff,";
+ mes "but I can give you a hot tip.";
+ mes "There's some guy at the local";
+ mes "Pub with some precious info.";
+ next;
+ mes "[Rochito]";
+ mes "Yeah, supposedly, this";
+ mes "guy knows more about the";
+ mes "cave that Comodo was built";
+ mes "in... Anyway, I really get the";
+ mes "feeling that it just might";
+ mes "lead to something, you know?";
+ break;
+ }
+ close;
+}
+
+comodo,204,310,4 script Camping Youth#cmd 65,{
+ switch (dmdswrd_Q) {
+ case 0:
+ case 1:
+ mes "[Rockha]";
+ mes "Oh man...";
+ mes "I'm so excited!";
+ mes "My buddies and I've";
+ mes "been planning to get";
+ mes "together for this barbeque";
+ mes "for such a long time~";
+ next;
+ if(select("Buddies...?:Cancel") == 1) {
+ mes "[Rockha]";
+ mes "Yeah, some of us know";
+ mes "each other when we fought";
+ mes "together in the War of the";
+ mes "Witch. In fact, one of them";
+ mes "is the Chief of this village!";
+ mes "Huh, why isn't he here yet?";
+ next;
+ mes "[Rockha]";
+ mes "Anyway, even though";
+ mes "our stations in life have";
+ mes "changed, thankfully we're";
+ mes "still friends. It's kinda weird, though, being on a first name";
+ mes "basis with a village chief.";
+ next;
+ mes "[Rockha]";
+ mes "Makes me feel...";
+ mes "Important. I'm hobnobbing";
+ mes "with a major political figure,";
+ mes "after all. Amazing where your";
+ mes "friends can end up in life...";
+ close;
+ }
+ mes "[Rockha]";
+ mes "I've almost forgotten";
+ mes "how much I love hanging";
+ mes "out with these guys. We";
+ mes "should have barbeques";
+ mes "together all the time~";
+ break;
+ case 2:
+ mes "[Rockha]";
+ mes "Wha--? Tausupa can't come,";
+ mes "but he still sent us all of this Koserahserah? What a guy...";
+ mes "I guess... That gives us";
+ mes "a reason to hold another";
+ mes "barbeque here soon, right?";
+ break;
+ case 3:
+ mes "[Rockha]";
+ mes "Hey, when you deliver";
+ mes "that wine to Tausupa, the";
+ mes "Village Chief, would you let";
+ mes "him know that we miss the guy?";
+ mes "He may be busy, but he'll always^FFFFFF ^000000 be our irreplaceable buddy.";
+ break;
+ case 4:
+ mes "[Rockha]";
+ mes "Oh hey, you spoke";
+ mes "to Tausupa? Ah, it's";
+ mes "too bad that he's busy,";
+ mes "but it's great to hear that";
+ mes "he'll enjoy our gift. Okay~";
+ mes "I believe it's time to eat!";
+ next;
+ mes "[Rockha]";
+ mes "But before that, let's";
+ mes "make a toast... to Tausupa!";
+ mes "Guardian of Comodo, and";
+ mes "one of the best friends that";
+ mes "a guy can have! Cheers!";
+ mes "Hahahaha hahahaha~!";
+ set dmdswrd_Q,5;
+ next;
+ mes "[Rockha]";
+ mes "Ahh, you know what would";
+ mes "make this meal perfect?";
+ mes "Some of that legendary";
+ mes "^3355FFComodo Cheese^000000 that I heard";
+ mes "about from ^3355FFToruna^000000. Sure, it";
+ mes "might not exist, but still...!";
+ break;
+ default:
+ mes "[Rockha]";
+ mes "You know, you're a really";
+ mes "chill person. Thanks for";
+ mes "helping us keep in touch";
+ mes "with our old friend, the";
+ mes "Village Chief. Man, being";
+ mes "responsible must be rough...";
+ next;
+ mes "[Rockha]";
+ mes "There's two things that";
+ mes "would make our barbeque";
+ mes "absolutely perfect--having";
+ mes "the Village Chief here, and";
+ mes "some of that legendary Comodo^FFFFFF ^000000 Cheese that ^3355FFToruna^000000 told me about.";
+ break;
+ }
+ close;
+}
+
+comodo,209,305,4 script Camping Maiden#cmd 71,{
+ mes "[Emralhandas]";
+ mes "Rockha, let me pour";
+ mes "you another drink. We";
+ mes "always dreamed of this";
+ mes "during the War of the Witch...";
+ mes "Having a good time, all of us";
+ mes "together in a time of peace~";
+ next;
+ if (select("War of the Witch?:Cancel") == 1) {
+ mes "[Emralhandas]";
+ mes "Before I tell you about the";
+ mes "War of the Witch, I guess";
+ mes "I should tell you about the";
+ mes "quest to retrieve 4 rare swords";
+ mes "of power, said to be the most";
+ mes "powerful weapons ever made.";
+ next;
+ mes "[Emralhandas]";
+ mes "Now, all 4 swords were";
+ mes "successfully found 10 years";
+ mes "after the search began. Then,";
+ mes "4 protectors were chosen to";
+ mes "ensure that the swords did";
+ mes "not fall into the wrong hands.";
+ next;
+ mes "[Emralhandas]";
+ mes "You might not think so just";
+ mes "by looking at us, but we were";
+ mes "the protectors--me, Rockha,";
+ mes "Rochito, and Tausupa, the chief";
+ mes "of this village. Now, we guarded these weapons very carefully...";
+ next;
+ mes "[Emralhandas]";
+ mes "However, that didn't deter";
+ mes "Mariposum, ancient witch of";
+ mes "Comodo, from attacking us and";
+ mes "trying to steal the swords. She";
+ mes "was incredibly powerful, and";
+ mes "we needed an army to fight her.";
+ next;
+ mes "[Emralhandas]";
+ mes "That was the War of the";
+ mes "Witch, basically. Mariposum";
+ mes "with her own strange weapon";
+ mes "of mass destruction against the";
+ mes "four of us backed by a large";
+ mes "force of courageous soldiers.";
+ next;
+ mes "[Emralhandas]";
+ mes "Many of our comrades died...";
+ mes "But finally we succeeded in";
+ mes "imprisoning the witch by using";
+ mes "the power of the swords. Yeah,";
+ mes "if it weren't for Tausupa, we'd";
+ mes "never have been able to do it.";
+ close;
+ }
+ mes "[Emralhandas]";
+ mes "Rockha, we still have";
+ mes "to finish our mission:";
+ mes "eat all of the barbeque";
+ mes "that that we possibly can!";
+ mes "Let's just stuff ourselves...";
+ mes "All the way until tommorrow!";
+ close;
+}
+
+comodo,209,314,4 script Campground Lad#cmd 706,{
+ switch (dmdswrd_Q) {
+ case 0:
+ case 1:
+ mes "[Rotute]";
+ mes "Years ago, there was a huge";
+ mes "quest to retrieve 4 rare swords";
+ mes "of incredible power, supposedly";
+ mes "the strongest swords ever made!";
+ mes "But you know, there's a strange";
+ mes "rumor about a secret 5th sword.";
+ next;
+ mes "[Rotute]";
+ mes "This 5th sword is supposed";
+ mes "to be hidden near Glastheim.";
+ mes "If it does exist, it might have";
+ mes "the power to change the world!";
+ mes "Isn't that freakin' scary?";
+ break;
+ case 2:
+ case 3:
+ mes "[Rotute]";
+ mes "Hey, isn't that Koserahserah?";
+ mes "That's the best seasoning that";
+ mes "you can have for meat dishes!";
+ mes "Oh, you got that from the Chief";
+ mes "to give to Rochito? Wow, they";
+ mes "must be really good friends...";
+ break;
+ default:
+ mes "[Rotute]";
+ mes "Hello, thanks for helping";
+ mes "out Rockha, Rochito and";
+ mes "Emralhandas. They've known";
+ mes "me since I was born, so it's";
+ mes "like they're family to me.";
+ next;
+ mes "[Rotute]";
+ mes "One of the reasons that";
+ mes "they brought me here to";
+ mes "Comodo was so that I could";
+ mes "finally meet Tausupa. But...";
+ mes "I guess he's too busy now.";
+ mes "Still, I like this place!";
+ break;
+ }
+ close;
+}
+
+comodo,221,310,4 script BBQ Boy#cmd 86,{
+ mes "[Rinta]";
+ mes "I didn't mean to,";
+ mes "but I accidentally";
+ mes "eavesdropped on those";
+ mes "people over there. Are";
+ mes "they really old friends";
+ mes "with our Village Chief?";
+ next;
+ mes "[Rinta]";
+ mes "In that case, they must";
+ mes "be getting the special";
+ mes "treatment usually reserved";
+ mes "for visiting dignitaries and";
+ mes "the like. Or something like that.";
+ close;
+}
+
+comodo,218,309,4 script BBQ Visitor#cmd 90,{
+ mes "[Razy]";
+ mes "Those people over there";
+ mes "are friends of the Village";
+ mes "Chief? I was wondering about";
+ mes "them for the longest time...";
+ mes "I didn't even know our Chief";
+ mes "had friends outside of Comodo.";
+ next;
+ mes "[Razy]";
+ mes "You know, they kind of";
+ mes "strike me as old war buddies,";
+ mes "sprinkling their conversations";
+ mes "with words like ''mission'' all";
+ mes "the time. Then, there's those";
+ mes "little scars they all have...";
+ close;
+}
+
+comodo,216,310,4 script BBQ Papa#cmd::CmdFamily 50,{
+ mes "[BBQ Boy]";
+ mes "D-daddy! Is what those";
+ mes "people talking about true?";
+ mes "Was there really an evil";
+ mes "witch here in our village?";
+ next;
+ mes "[BBQ Mama]";
+ mes "Honey...";
+ mes "I'm sure those";
+ mes "good people were";
+ mes "just kidding around~";
+ mes "How can that be true?";
+ next;
+ mes "[BBQ Papa]";
+ mes "Now, now, don't tell";
+ mes "me my little man is afraid";
+ mes "of something like a little";
+ mes "witch. It's just an old fairy";
+ mes "tale, son: no reason to";
+ mes "feel frightened at all.";
+ next;
+ mes "[BBQ Boy]";
+ mes "No, Daddy, I'm not";
+ mes "scared! But if the witch";
+ mes "really lived here, then her";
+ mes "home is somewhere around";
+ mes "here in Comodo, right? I'm";
+ mes "gonna go find it someday!";
+ next;
+ mes "[BBQ Mama]";
+ mes "Oh, but I'm sure our";
+ mes "Chief would already know";
+ mes "something about that witch";
+ mes "if she truly exists. Anyway,";
+ mes "let's hurry and eat before";
+ mes "the barbeque burns, okay?";
+ next;
+ mes "[BBQ Boy]";
+ mes "Yay, barbeque!";
+ mes "Mmmmm... Someday,";
+ mes "if that witch is real,";
+ mes "I'm gonna find out";
+ mes "all about her!";
+ close;
+}
+
+comodo,215,307,4 duplicate(CmdFamily) BBQ Mama#cmd 74
+
+comodo,213,310,4 duplicate(CmdFamily) BBQ Boy#cmd2 706
+
+cmd_in02,32,140,4 script Chief#cmd 49,{
+ if (dmdswrd_Q > 4) {
+ mes "[Tausupa]";
+ mes "Maybe you can't tell because";
+ mes "of the way the light reflects,";
+ mes "but Comodo is actually built";
+ mes "inside a huge cave, giving the";
+ mes "illusion of an eternal night.";
+ mes "It's quite beautiful, really...";
+ next;
+ mes "[Tausupa]";
+ mes "People come from all over";
+ mes "the world to experience the";
+ mes "excitement and beauty of";
+ mes "our unique little village.";
+ mes "We've become quite";
+ mes "the tourist attraction~";
+ close;
+ }
+ switch (dmdswrd_Q) {
+ case 3:
+ mes "[Tausupa]";
+ mes "Oh, how are my friends";
+ mes "doing? I really wish that";
+ mes "I could have delivered that";
+ mes "Koserahserah personally,";
+ mes "but I can't shirk my duties as";
+ mes "Village Chief and protector.";
+ next;
+ mes "^3355FFYou give Tausupa the";
+ mes "Meruchieligu wine that";
+ mes "Rochito asked you to deliver.^000000";
+ next;
+ mes "[Tausupa]";
+ mes "Ah... How very kind of";
+ mes "them! They really sent me";
+ mes "this wine? I'm truly touched...";
+ mes "Rockha must have chosen";
+ mes "this--I'll be sure to enjoy it.";
+ next;
+ mes "[Tausupa]";
+ mes "Would you please express my";
+ mes "thanks to my friends, ^3355FFRochito^000000,";
+ mes "and ^3355FFRockha^000000? It's been far too";
+ mes "long since I've seen them, but";
+ mes "I hope that I get a chance to";
+ mes "visit them someday soon.";
+ set dmdswrd_Q,4;
+ break;
+ case 4:
+ mes "[Tausupa]";
+ mes "Would you please express my";
+ mes "thanks to my friends, ^3355FFRochito^000000,";
+ mes "and ^3355FFRockha^000000? It's been far too";
+ mes "long since I've seen them, but";
+ mes "I hope that I get a chance to";
+ mes "visit them someday soon.";
+ break;
+ default:
+ mes "[Tausupa]";
+ mes "Greetings, adventurer,";
+ mes "I am Tausupa, the Chief of";
+ mes "Comodo, a city famous for its^FFFFFF ^000000 beauty and nightlife. I hope you";
+ mes "enjoy your stay, whether you are^FFFFFF ^000000 seeking excitement or relaxation~";
+ next;
+ switch(select("About Casino:About Banished Witch:Cancel")) {
+ case 1:
+ mes "[Tausupa]";
+ mes "Ah yes, Comodo is world";
+ mes "famous for its Casino. There";
+ mes "are many games that you can";
+ mes "enjoy, but you'll need to use";
+ mes "the Casino's special Eulwo^FFFFFF ^000000 currency and conversion system...";
+ break;
+ case 2:
+ switch (dmdswrd_Q) {
+ case 0:
+ mes "[Tausupa]";
+ mes "Banished witch...?";
+ mes "Ah ha ha, do not worry,";
+ mes "my friend, that is merely";
+ mes "a very old tale. Not worth";
+ mes "your concern at all...";
+ break;
+ case 1:
+ mes "[Tausupa]";
+ mes "Ah, judging from the scent";
+ mes "of BBQ meat on your clothes,";
+ mes "I'm guessing that you ran into";
+ mes "Rochito in the campgrounds, ";
+ mes "right? He must have told you^FFFFFF ^000000 that old story about the witch...";
+ next;
+ mes "[Tausupa]";
+ mes "I'd like nothing better";
+ mes "than to join them, but I must";
+ mes "stay here. The witch does exist, and one my jobs is to make sure";
+ mes "that she does not revive by using my sword's power to suppress her.";
+ next;
+ mes "[Tausupa]";
+ mes "Although I planned to see";
+ mes "them today, my duties must";
+ mes "take priority. Would you please";
+ mes "take this seasoning to Rochito";
+ mes "and let him know that I can't";
+ mes "come, and that I'm sorry...?";
+ next;
+ mes "^3355FFYou have received";
+ mes "the Koserahserah";
+ mes "seasoning from the Chief.^000000";
+ next;
+ mes "[Tausupa]";
+ mes "Thank you so much...";
+ mes "I understand that my";
+ mes "friends cannot begin the";
+ mes "barbeque without Comodo's";
+ mes "world famous seasoning...";
+ set dmdswrd_Q,2;
+ break;
+ case 2:
+ mes "[Tausupa]";
+ mes "Please take this special";
+ mes "Koserserah seasoning to";
+ mes "my friend ^3355FFRochito^000000 at the";
+ mes "barbeque campground. Thanks";
+ mes "again for your help, adventurer. ^FFFFFF ^000000";
+ break;
+ }
+ break;
+ case 3:
+ mes "[Tausupa]";
+ mes "Maybe you can't tell because";
+ mes "of the way the light reflects,";
+ mes "but Comodo is actually built";
+ mes "inside a huge cave, giving the";
+ mes "illusion of an eternal night.";
+ mes "It's quite beautiful, really...";
+ next;
+ mes "[Tausupa]";
+ mes "People come from all over";
+ mes "the world to experience the";
+ mes "excitement and beauty of";
+ mes "our unique little village.";
+ mes "We've become quite";
+ mes "the tourist attraction~";
+ break;
+ }
+ break;
+ }
+ close;
+}
+
+comodo,88,97,4 script Toruna#cmd 109,{
+ mes "[Toruna]";
+ mes "When I think about it,";
+ mes "there are many fascinating";
+ mes "facts about Comodo. Can";
+ mes "you believe this entire city";
+ mes "is built inside a natural cave?";
+ next;
+ switch(select("This cave is huge!:This place sure is strange...:Cancel")) {
+ case 1:
+ mes "[Toruna]";
+ mes "Oh, this is a huge cave,";
+ mes "but it's not impossible for";
+ mes "nature to create something";
+ mes "of this size and scale if given";
+ mes "thousands, maybe even millions";
+ mes "of years. Let me explain...";
+ next;
+ mes "[Toruna]";
+ mes "Now, water is known as";
+ mes "a universal solvent: running";
+ mes "water will carve its own path";
+ mes "in rock, given enough time.";
+ mes "Now, keep in mind that this";
+ mes "cave was once solid limestone.";
+ next;
+ mes "[Toruna]";
+ mes "Years and years of running";
+ mes "water from the rains and the";
+ mes "water table have broken down";
+ mes "this giant pocket of limestone,";
+ mes "clearing out this huge, open";
+ mes "area, the Comodo Cave.";
+ next;
+ mes "[Toruna]";
+ mes "That may sound incredulous,";
+ mes "but cracks in limestone grow";
+ mes "into faults, then spacious gaps";
+ mes "over years and years of erosion. Now, isn't natural science just";
+ mes "amazing? You've got to agree...";
+ break;
+ case 2:
+ switch (dmdswrd_Q) {
+ case 5:
+ mes "[Toruna]";
+ mes "Yes, that is rather";
+ mes "peculiar. What's also";
+ mes "strange is this rumor I've";
+ mes "been hearing about. Now, are^FFFFFF ^000000 you familiar with Comodo Cheese?";
+ next;
+ mes "[Toruna]";
+ mes "It's this urban legend";
+ mes "about this magnificent cheese";
+ mes "that you can only find in Comodo. Now, not too many people believe";
+ mes "it. I mean, you need goats or cows";
+ mes "in order to make any cheese.";
+ next;
+ mes "[Toruna]";
+ mes "However, there's this";
+ mes "strange man that insists";
+ mes "on its existence. The locals";
+ mes "here chalk him up to be some";
+ mes "sort of common loon, but who";
+ mes "knows? Maybe it does exist...";
+ set dmdswrd_Q,6;
+ next;
+ mes "[Toruna]";
+ mes "Well, you can decide for";
+ mes "yourself whether he's off";
+ mes "his rocker. The last time";
+ mes "I saw him, he was in the";
+ mes "Comodo Bar, so you can";
+ mes "probably find him there.";
+ break;
+ case 6:
+ mes "[Toruna]";
+ mes "Well, I like to think of";
+ mes "Comodo as unique. What's";
+ mes "really strange are some of";
+ mes "the locals in this area. I've";
+ mes "already told you about the";
+ mes "man in the Comodo Bar, yes?";
+ next;
+ mes "[Toruna]";
+ mes "He keeps insisting";
+ mes "that there is a special";
+ mes "kind of cheese in Comodo";
+ mes "that you cannot get anywhere";
+ mes "else. It sounds crazy, but his";
+ mes "claim may be worth verifying...";
+ break;
+ default:
+ mes "[Toruna]";
+ mes "Ah, did you know that";
+ mes "before it was an exotic";
+ mes "village of excitement and";
+ mes "leisure, Comodo was once";
+ mes "a haven for evil creatures, ruled^FFFFFF ^000000 by a witch named Meropusum?";
+ next;
+ mes "[Toruna]";
+ mes "This witch lay dormant for";
+ mes "years until she was awoken";
+ mes "somehow years ago. She was";
+ mes "a huge threat to the people, but then she was finally defeated";
+ mes "in the famous War of the Witch.";
+ next;
+ mes "[Toruna]";
+ mes "One of the heroes of that";
+ mes "war became the current Chief";
+ mes "of this village, and it was";
+ mes "through his leadership that";
+ mes "Comodo grew into a thriving";
+ mes "tourist attraction.";
+ next;
+ mes "[Toruna]";
+ mes "However, the threat of";
+ mes "Meropusum still exists,";
+ mes "so I would be careful when";
+ mes "exploring the uninhabited";
+ mes "areas of the Comodo region.";
+ break;
+ }
+ break;
+ case 3:
+ mes "[Toruna]";
+ mes "There's much to do";
+ mes "in this city of Comodo,";
+ mes "as well as much to learn";
+ mes "about it. I can never tire of";
+ mes "visiting this exotic city...";
+ break;
+ }
+ close;
+}
+
+comodo,164,291,4 script Rakusa#cmd 73,{
+ switch (dmdswrd_Q) {
+ case 6:
+ mes "[Rakusa]";
+ mes "See that guy sitting";
+ mes "over there? All he does";
+ mes "is talk about Comodo Cheese,";
+ mes "just mumbling nonsense about";
+ mes "its incredible flavors all day";
+ mes "long. He's nuts, I tell you.";
+ next;
+ mes "[Rakusa]";
+ mes "First of all, you need";
+ mes "freakin' milk to make any";
+ mes "cheese. You see any cows";
+ mes "around here? Nope, I thought";
+ mes "so! Still, I think he really";
+ mes "believes that it exists...";
+ set dmdswrd_Q,7;
+ break;
+ case 7:
+ mes "[Rakusa]";
+ mes "Damn it! I know for a fact";
+ mes "that the idea of Comodo even";
+ mes "having a cheese is crazy, but";
+ mes "that guy's talking has gotten";
+ mes "me curious now! Maybe it does";
+ mes "exist? How would it even taste?";
+ break;
+ default:
+ mes "[Rakusa]";
+ mes "You know, Comodo has";
+ mes "a reputation for offering";
+ mes "high class recreation, so";
+ mes "people forget that we actually";
+ mes "have two dangerous dungeons.";
+ next;
+ mes "[Rakusa]";
+ mes "You adventurers need to";
+ mes "be extra careful if you explore";
+ mes "the caves--the monsters there";
+ mes "are unusually strong. Make";
+ mes "sure that you're well prepared";
+ mes "before you even think of going!";
+ break;
+ }
+ close;
+}
+
+comodo,169,284,4 script Kichiri#cmd 98,{
+ switch (dmdswrd_Q) {
+ case 7:
+ mes "[Kichiri]";
+ mes "Freakin' ^3355FFMagatu^000000...!";
+ mes "Can he talk about anything else";
+ mes "aside from Comodo Cheese?";
+ mes "I don't see why he's so excited";
+ mes "about the stuff! Everyone knows";
+ mes "it's just an old wive's tale.";
+ next;
+ mes "[Kichiri]";
+ mes "Would you do";
+ mes "me a favor and get";
+ mes "Magatu to shut up?";
+ mes "I just want to drink";
+ mes "my alcohol in peace!";
+ set dmdswrd_Q,8;
+ break;
+ case 8:
+ mes "[Kichiri]";
+ mes "Cripes! Now Magatu's";
+ mes "got me wondering! I mean,";
+ mes "just because I've never seen";
+ mes "Comodo Cheese doesn't mean";
+ mes "it doesn't exist, right? Curses!^FFFFFF ^000000 Now I'm thinking about it too!";
+ break;
+ default:
+ mes "[Kichiri]";
+ mes "There's more to do than";
+ mes "gambling in Comodo, you";
+ mes "know. Sometimes, I love";
+ mes "to watch the Dancers on";
+ mes "stage in the middle of the";
+ mes "village. They're so glamorous~";
+ next;
+ mes "[Kichiri]";
+ mes "I hear that the Dance";
+ mes "Academy only accepts female";
+ mes "Archers to become prospective";
+ mes "Dancers. I guess that makes";
+ mes "sense--they're tone and fit,";
+ mes "but not musclebound either...";
+ break;
+ }
+ close;
+}
+
+comodo,163,280,4 script Magatu#cmd 55,{
+ switch (dmdswrd_Q) {
+ case 8:
+ mes "[Magatu]";
+ mes "Comodo Cheese...";
+ mes "It really exists...!";
+ mes "And I'm so close to";
+ mes "having the proof! Oh...";
+ mes "That look in your eyes...";
+ mes "Y-you really believe me!";
+ next;
+ mes "[Magatu]";
+ mes "At long last, not only";
+ mes "someone who believes me,";
+ mes "but an adventurer to boot!";
+ mes "Great, this is perfect! Now,";
+ mes "listen, you want to learn more";
+ mes "about Comodo Cheese, right?";
+ next;
+ mes "[Magatu]";
+ mes "Well, I happen to know";
+ mes "someone who knows someone";
+ mes "that might be able to give you";
+ mes "the chance to try it for yourself! His name is ^3355FFManzi^000000 , and you can";
+ mes "find him in Comodo's Casino.";
+ next;
+ mes "[Magatu]";
+ mes "Oh, here, before I forget,";
+ mes "take my lucky bottle cap!";
+ mes "Show this to Manzi, and he'll";
+ mes "know that I sent you, and that";
+ mes "you want to learn more about";
+ mes "the elusive Comodo Cheese.";
+ next;
+ mes "^3355FFYou have received";
+ mes "Magatu's lucky bottle";
+ mes "cap to present to Manzi.";
+ set dmdswrd_Q,9;
+ break;
+ case 9:
+ mes "[Magatu]";
+ mes "Oh, don't forget to";
+ mes "show my lucky bottle cap";
+ mes "to Manzi, okay? You can find";
+ mes "him inside Comodo's Casino~";
+ mes "Good luck, and I hope you get";
+ mes "to try that Comodo Cheese~";
+ break;
+ default:
+ mes "[Magatu]";
+ mes "It's true, it really";
+ mes "exists... Comodo Cheese!";
+ mes "Its flavor must be incomparably";
+ mes "delicious if adventurers have";
+ mes "quested to obtain it for so";
+ mes "many generations...";
+ break;
+ }
+ close;
+}
+
+cmd_in02,189,99,4 script Manzi#cmd 85,{
+ switch (dmdswrd_Q) {
+ case 9:
+ mes "["+strcharinfo(0)+"]";
+ mes "Excuse, but I'm";
+ mes "looking for someone";
+ mes "named Manzi. Do you";
+ mes "know where I can find him?";
+ next;
+ mes "[Manzi]";
+ mes "Hey guy, I'm right here.";
+ mes "So what exactly do you";
+ mes "want? I'm, um, not in";
+ mes "trouble or anything, am I?";
+ next;
+ mes "^3355FFYou give Manzi the";
+ mes "lucky bottle cap that you";
+ mes "received from Magatsu.^000000";
+ next;
+ mes "[Manzi]";
+ mes "Whoa, Magatsu gave you";
+ mes "this? Ah, okay, so you must";
+ mes "be looking for that Comodo";
+ mes "Cheese he keeps talking about.";
+ mes "Alright, I owe him a favor, so";
+ mes "I'll tell you who to talk to...";
+ next;
+ mes "[Manzi]";
+ mes "From the Casino, go north";
+ mes "towards the center of the";
+ mes "village, and then look to";
+ mes "the right where you'll see";
+ mes "the Dance Stage. You'll see";
+ mes "this old woman right there.";
+ next;
+ mes "[Manzi]";
+ mes "Don't be fooled by the";
+ mes "way she looks--that old";
+ mes "lady is one of Comodo's";
+ mes "wisest elders. Ask her";
+ mes "about the cheese, and";
+ mes "let her know I sent you~";
+ next;
+ mes "[Manzi]";
+ mes "Ah, she won't take you";
+ mes "very seriously unless you";
+ mes "show her this. Magatsu gave";
+ mes "you his lucky bottle cap, so I'm^FFFFFF ^000000 gonna give you my lucky coin!";
+ mes "The old crone'll recognize it~";
+ next;
+ set dmdswrd_Q,10;
+ mes "^3355FFYou received Manzi's";
+ mes "''lucky coin.'' Strangely";
+ mes "enough, both sides";
+ mes "are heads.";
+ break;
+ case 10:
+ mes "[Manzi]";
+ mes "Look for the old crone";
+ mes "near the Dance Stage here";
+ mes "in Comodo and ask her about";
+ mes "Comodo Cheese, alright? Ah,";
+ mes "and try not to insult her, kay?";
+ mes "It'll make me look bad~";
+ break;
+ default:
+ if (Class == Job_Novice) {
+ mes "[Manzi]";
+ mes "What th...?";
+ mes "What's a kid like";
+ mes "you doing in a Casino?";
+ mes "Sure, it's not against the";
+ mes "rules, but I think you oughta";
+ mes "scram and play somewhere else!";
+ close;
+ }
+ mes "[Manzi]";
+ mes "Hey, have a good time in";
+ mes "the Casino, but don't go buck";
+ mes "wild. You wanna walk out of";
+ mes "here with the shirt on your back,^FFFFFF ^000000 you know? Some people don't";
+ mes "even leave here with that...";
+ break;
+ }
+ close;
+}
+
+comodo,187,153,4 script Hullaris#cmd 701,{
+ switch (dmdswrd_Q) {
+ case 10:
+ mes "[Hullaris]";
+ mes "Hula~hula~hula~";
+ mes "Love togther, love together,";
+ mes "we've groovin' on some more~";
+ mes "Love togther, love together,";
+ mes "we've living on the floor~";
+ next;
+ if (select("Present Muzi's Coin:Um... Comodo Cheese?") == 1) {
+ mes "^3355FFYou present Muzi's lucky";
+ mes "coin to the old woman.^000000";
+ next;
+ mes "[Hullaris]";
+ mes "Love! Love!";
+ mes "Love together~";
+ mes "Love! Love!";
+ mes "Love togeth-hm?";
+ mes "Oh, that's um, Muzi's";
+ mes "cheat coin, isn't it?";
+ next;
+ mes "[Hullaris]";
+ mes "He always said that he";
+ mes "might send someone with";
+ mes "that coin to me as a sign";
+ mes "of his trust in that person.";
+ mes "I suppose, then, that I'm";
+ mes "at your service. Now...";
+ next;
+ mes "[Hullaris]";
+ mes "What exactly did you need?";
+ mes "I'm guessing you've come";
+ mes "here to ask me something";
+ mes "about Comodo. As one of the";
+ mes "oldest elders, I know more";
+ mes "about this village than most...";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Actually, I was hoping";
+ mes "you can tell me about";
+ mes "Comodo Cheese. If it really";
+ mes "exists, I'd like to know";
+ mes "where I can get some.";
+ next;
+ mes "[Hullaris]";
+ mes "Oh... That. First of all,";
+ mes "Comodo Cheese does exist,";
+ mes "and it's as precious as the";
+ mes "legends say. However, it's";
+ mes "not a true cheese, although^FFFFFF ^000000 you may think so from its taste.";
+ next;
+ mes "[Hullaris]";
+ mes "Yes, it's a very rare, natural";
+ mes "substance and isn't made from";
+ mes "cow or goat milk or anything";
+ mes "like that. However, Comodo";
+ mes "Cheese isn't merely food.";
+ mes "No, it's much more...";
+ next;
+ mes "[Hullaris]";
+ mes "Those that eat Comodo";
+ mes "Cheese find that their";
+ mes "true potential is unlocked.";
+ mes "Comodo Cheese's true name";
+ mes "is the ^3355FFAwakening Stone^000000. Now,";
+ mes "doesn't that sound impressive?";
+ next;
+ mes "[Hullaris]";
+ mes "The Awakening Stone is";
+ mes "one of the keys to obtaining";
+ mes "some kind of forbidden power.";
+ mes "That's why only the bravest";
+ mes "adventurers can expect the";
+ mes "chance of ever eating it.";
+ next;
+ mes "[Hullaris]";
+ mes "Do you really wish to";
+ mes "eat the Comodo Cheese and";
+ mes "see where its power may lead";
+ mes "you? If so, you'll have to endure great challenges to obtain it...";
+ next;
+ mes "[Hullaris]";
+ mes "When you've decided";
+ mes "to pursue the Awakening";
+ mes "Stone, seek out a man named";
+ mes "^3355FFNigirboran^000000. He will judge";
+ mes "whether you are worthy";
+ mes "of the Comodo Cheese...";
+ set dmdswrd_Q,11;
+ next;
+ mes "[Hullaris]";
+ mes "Now, you should be";
+ mes "able to find Nigiroban";
+ mes "training somewhere in one";
+ mes "of Comodo's Dungeon Caves.";
+ mes "I'll send him a message to";
+ mes "let him know you're coming...";
+ close;
+ }
+ mes "[Hullaris]";
+ mes "Love! Love!";
+ mes "Love together~";
+ mes "Love! Love!";
+ mes "Love togeth-hm?";
+ if (sex) {
+ mes "Boy, you're ruining";
+ mes "my groove! Now beat it!";
+ }
+ else {
+ mes "Girl, you're ruining";
+ mes "my groove! Get away~";
+ }
+ break;
+ case 11:
+ mes "[Hullaris]";
+ mes "Do you really wish to";
+ mes "eat the Comodo Cheese and";
+ mes "see where its power may lead";
+ mes "you? If so, you'll have to endure great challenges to obtain it...";
+ next;
+ mes "[Hullaris]";
+ mes "When you've decided";
+ mes "to pursue the Awakening";
+ mes "Stone, seek out a man named";
+ mes "^3355FFNigirboran^000000. He will judge";
+ mes "whether you are worthy";
+ mes "of the Comodo Cheese...";
+ next;
+ mes "[Hullaris]";
+ mes "Now, you should be";
+ mes "able to find Nigiroban";
+ mes "training somewhere in one";
+ mes "of Comodo's Dungeon Caves.";
+ mes "I'll send him a message to";
+ mes "let him know you're coming...";
+ break;
+ case 12:
+ mes "[Hullaris]";
+ mes "Hmm? So you've failed";
+ mes "Nigirboran's test, have";
+ mes "you? Well, you better train";
+ mes "until you can pass it. Otherwise, eating Comodo Cheese could";
+ mes "mean your death, you know.";
+ break;
+ case 13:
+ mes "[Hullaris]";
+ mes "Ah, you've returned.";
+ mes "So were you able to pass";
+ mes "Nigirboran's little test? An";
+ mes "adventurer like you should";
+ mes "be able to have no problem";
+ mes "with it. I've got faith in you~";
+ next;
+ mes "^3355FFYou present the token that";
+ mes "signifies that you passed";
+ mes "Nigirboran's test to Hullaris.^000000";
+ next;
+ mes "[Hullaris]";
+ mes "Ah, I was right after all.";
+ mes "I'm glad to see that you've";
+ mes "proven worthy of eating this";
+ mes "Comodo Cheese, or more";
+ mes "accurately, the Awakening";
+ mes "Stone. Here, let me get it...";
+ next;
+ mes "[Hullaris]";
+ mes "There you are...";
+ mes "Only brave and worthy";
+ mes "adventurers are allowed to";
+ mes "eat this. Understand that";
+ mes "eating Comodo Cheese is";
+ mes "a rare and coveted honor!";
+ next;
+ mes "^3355FFHullaris carefully";
+ mes "hands you a plate of";
+ mes "Comodo Cheese. You enjoy";
+ mes "the rich, smooth flavor of";
+ mes "each and every morsel...";
+ mes "It's sublimely delicious!^000000";
+ next;
+ mes "^3355FFAfter you finish eating the";
+ mes "Comodo Cheese, you feel";
+ mes "a subtle, yet definite energy";
+ mes "gently pulsing through your";
+ mes "body. You feel a powerful, yet";
+ mes "quiet confidence of being able";
+ mes "to accomplish anything.^000000";
+ set dmdswrd_Q,14;
+ next;
+ mes "[Hullaris]";
+ mes "Hahahah! So what";
+ mes "do you think? It's great,";
+ mes "isn't it? It's unreal, how";
+ mes "delicious it is. All other";
+ mes "foods can never match the";
+ mes "quality of Comodo Cheese~";
+ next;
+ mes "[Hullaris]";
+ mes "Now, I know that you probably";
+ mes "have things to do, but might";
+ mes "I suggest that you visit the";
+ mes "town of Al De Baran? There's";
+ mes "a man there that can tell you";
+ mes "about the Slate of Muriniel.";
+ next;
+ mes "[Hullaris]";
+ mes "You've already eaten the";
+ mes "Awakening Stone, so you may";
+ mes "as well obtain the other things";
+ mes "that you need to earn one of";
+ mes "the three forbidden swords.";
+ mes "It's just a thought...";
+ break;
+ default:
+ mes "[Hullaris]";
+ mes "Ah... Dance.";
+ mes "It's more than just a form";
+ mes "of entertainment. It's art,";
+ mes "it's seduction, it's battle,";
+ mes "and it's love. Only a true";
+ mes "Dancer can understand this...";
+ next;
+ mes "[Hullaris]";
+ mes "You know, Comodo is famous";
+ mes "for its Dance Academy and the";
+ mes "Dancers that have been trained";
+ mes "there. If you know any female";
+ mes "Archers, why don't you suggest";
+ mes "visiting the school to them?";
+ break;
+ }
+ close;
+}
+
+beach_dun3,30,220,4 script Nigirboran#cmd 704,{
+ switch (dmdswrd_Q) {
+ case 11:
+ mes "[Nigirboran]";
+ mes "You're the one that";
+ mes "Hullaris sent? So you're";
+ mes "here to earn the right to";
+ mes "eat the Awakening Stone...";
+ mes "Or Comodo Cheese, as it's";
+ mes "more commonly known.";
+ next;
+ mes "[Nigirboran]";
+ mes "Yes, it has many names...";
+ mes "But it's more than a mere";
+ mes "tasty treat--the Awakening";
+ mes "Stone can help you access";
+ mes "your true potential. But if you're not prepared... then you'll die.";
+ next;
+ mes "[Nigirboran]";
+ mes "If your mind and body";
+ mes "aren't sufficiently trained,";
+ mes "your body will reject the";
+ mes "Comodo Cheese and you";
+ mes "would die a slow, painful,";
+ mes "yet incredibly flavorful death.";
+ next;
+ mes "[Nigirboran]";
+ mes "But I'm sure that won't";
+ mes "happen to you! If Hullaris";
+ mes "sent you to me, you must";
+ mes "have a fighting chance, right?";
+ mes "So come back when you're";
+ mes "ready for the testing~";
+ set dmdswrd_Q,12;
+ break;
+ case 12:
+ mes "[Nigirboran]";
+ mes "Good, you have returned--";
+ mes "I'd expect nothing less of";
+ mes "a brave and daring adventurer.";
+ mes "Now hold still as I gauge your";
+ mes "body's internal energies and see^FFFFFF ^000000 if it can handle Comodo Cheese...";
+ next;
+ mes "[Nigirboran]";
+ mes "Alright.";
+ mes "Are you ready?";
+ mes "Now... Brace yourself!";
+ mes "Heeeeeyah! Hoooo-HAH!";
+ next;
+ if (JobLevel > 20 && BaseLevel > 25) {
+ switch(rand(1,3)) {
+ case 1:
+ mes "^3355FFA powerful current of";
+ mes "warmth immediately coarses";
+ mes "through your body from head";
+ mes "to toe, and you struggle to";
+ mes "keep yourself from writhing.^000000";
+ next;
+ mes "[Nigirboran]";
+ mes "Hmm... Your body seems";
+ mes "well trained, but your mind";
+ mes "is still reeling from the test.";
+ mes "If you ate the Comodo Cheese";
+ mes "now, you'd be reduced to an";
+ mes "incoherent invalid...";
+ next;
+ mes "[Nigirboran]";
+ mes "Go and train yourself";
+ mes "a little more, and try";
+ mes "to improve your mind's";
+ mes "sense of clarity. When";
+ mes "you feel ready, come";
+ mes "back to me once more.";
+ break;
+ case 2:
+ mes "^3355FFA powerful current of";
+ mes "warmth immediately coarses";
+ mes "through your body from head";
+ mes "to toe, and you struggle to";
+ mes "keep yourself from writhing.^000000";
+ next;
+ mes "[Nigirboran]";
+ mes "Huh. Your body is";
+ mes "strong, but your spirit";
+ mes "is weak. You need more";
+ mes "training. If you were to eat";
+ mes "the Comodo Cheese now...";
+ mes "You would evaporate.";
+ next;
+ mes "[Nigirboran]";
+ mes "But don't lose heart,";
+ mes "it's too early for you";
+ mes "to give up. Go out and";
+ mes "train some more, and then";
+ mes "come back to me when you";
+ mes "feel like you're ready.";
+ break;
+ case 3:
+ mes "^3355FFA powerful current of";
+ mes "warmth immediately coarses";
+ mes "through your body from head";
+ mes "to toe, and you struggle to";
+ mes "keep yourself from writhing.^000000";
+ next;
+ mes "[Nigirboran]";
+ mes "Yes... Yes...";
+ mes "Your mind, soul, and body";
+ mes "seem well trained. I think you";
+ mes "can eat the Comodo Cheese";
+ mes "without any ill effect. Good,";
+ mes "good, I think you're ready.";
+ next;
+ mes "[Nigirboran]";
+ mes "Here, take this little";
+ mes "token to Hullaris. That";
+ mes "will prove to her that";
+ mes "you've passed my little";
+ mes "test. Congratulations~";
+ next;
+ mes "^3355FFYou've received";
+ mes "a token button to";
+ mes "present to Hullaris";
+ mes "from Nigirboran.^000000";
+ set dmdswrd_Q,13;
+ next;
+ mes "[Nigirboran]";
+ mes "Ah, I almost forgot";
+ mes "to ask you. Why do you";
+ mes "seek the Comodo Cheese,";
+ mes "or the Awakening Stone?";
+ mes "Are you seeking one of";
+ mes "the 3 forbidden swords?";
+ next;
+ mes "[Nigirboran]";
+ mes "I don't know all the details,";
+ mes "but I do know that you'll need";
+ mes "the ^3355FFAwakening Stone^000000, the ^3355FFBook^000000";
+ mes "^3355FFof the Lamb^000000 and the ^3355FFSlate of^000000";
+ mes "^3355FFMurniel^000000 to even have a chance^FFFFFF ^000000 of obtaining one of those swords.";
+ next;
+ mes "[Nigirboran]";
+ mes "Let's see... After you";
+ mes "speak to Hullaris, you";
+ mes "should go to Al De Baran";
+ mes "and find someone named";
+ mes "^3355FFMeteurengut^000000 to learn about";
+ mes "the Slate of Muriniel.";
+ next;
+ mes "[Nigirboran]";
+ mes "Anyway, I wish you";
+ mes "the best of luck in";
+ mes "accomplishing your";
+ mes "goals. Godspeed...";
+ break;
+ }
+ close;
+ }
+ else {
+ mes "^3355FFA torrent of warmth";
+ mes "coarses through your";
+ mes "entire body, and you";
+ mes "immediately faint from";
+ mes "the rush of energy.^000000";
+ next;
+ mes "[Nigirboran]";
+ mes "Goodness...!";
+ mes "Your mind and body";
+ mes "are far too weak to";
+ mes "handle the Comodo Cheese";
+ mes "now. You must seriously";
+ mes "train yourself much more...";
+ next;
+ mes "[Nigirboran]";
+ mes "After you've developed";
+ mes "some more strength, come";
+ mes "back to me. You can retake";
+ mes "this little test anytime~";
+ close;
+ }
+ break;
+ case 13:
+ mes "[Nigirboran]";
+ mes "I don't know all the details,";
+ mes "but I do know that you'll need";
+ mes "the ^3355FFAwakening Stone^000000, the ^3355FFBook^000000";
+ mes "^3355FFof the Lamb^000000 and the ^3355FFSlate of^000000";
+ mes "^3355FFMurniel^000000 to even have a chance";
+ mes "of obtaining a forbidden sword.";
+ next;
+ mes "[Nigirboran]";
+ mes "Let's see... After you";
+ mes "speak to Hullaris, you";
+ mes "should go to Al De Baran";
+ mes "and find someone named";
+ mes "^3355FFMeteurengut^000000 to learn about";
+ mes "the Slate of Muriniel.";
+ next;
+ mes "[Nigirboran]";
+ mes "Anyway, I wish you";
+ mes "the best of luck in";
+ mes "accomplishing your";
+ mes "goals. Godspeed...";
+ break;
+ case 14:
+ mes "[Nigirboran]";
+ mes "Somewhere in ^3355FFAl De Baran^000000,";
+ mes "you'll find a man named";
+ mes "^3355FFMeteurengut^000000. He should be";
+ mes "able to help you learn more";
+ mes "about the Slate of Muriniel.";
+ break;
+ default:
+ mes "[Nigirboran]";
+ mes "Oh... Hello there.";
+ mes "I guess you could say";
+ mes "that I'm something of";
+ mes "a trainer here in Comodo.";
+ mes "My name is Nigirboran.";
+ mes "I know it's hard to say...";
+ next;
+ mes "[Nigirboran]";
+ mes "If Hullaris hasn't sent";
+ mes "you, then I don't think";
+ mes "I can be of any real help";
+ mes "for you. That seems to be";
+ mes "the case, so I'd appreciate";
+ mes "it if you'd let me train...";
+ break;
+ }
+ close;
+}
+
+aldebaran,44,53,4 script Meteurengut#cmd 64,{
+ switch (dmdswrd_Q) {
+ case 14:
+ mes "[Meteurengut]";
+ mes "Ah. Your body is surrounded";
+ mes "by the glow of one that has";
+ mes "eaten of the Awakening Stone.";
+ mes "That alone may prove your value";
+ mes "as an adventurer, but are you";
+ mes "free from your selfish desires?";
+ next;
+ mes "[Meteurengut]";
+ mes "Even just the smallest";
+ mes "taint of greed or jealousy";
+ mes "can prove to be a corruptive";
+ mes "influence when power is not";
+ mes "tempered by wisdom and a";
+ mes "sense of true compassion.";
+ next;
+ mes "[Meteurengut]";
+ mes "Others like you have come";
+ mes "before me in hopes of learning";
+ mes "about the Slate of Muriniel and";
+ mes "eventually obtaining one of the";
+ mes "three accursed blades. You are probably no different from them...";
+ next;
+ mes "[Meteurengut]";
+ mes "The Slate of Muriniel is an";
+ mes "alchemic artifact that can";
+ mes "help one access unimaginable";
+ mes "power, originally developed";
+ mes "by a master of alchemy that was";
+ mes "known as Rikaseh Sumarecon.";
+ next;
+ mes "[Meteurengut]";
+ mes "Sumarecon had two apprentices,";
+ mes "and after he had passed down the secrets of the Slate of Muriniel";
+ mes "to only one of his proteges, his other protege killed him and the";
+ mes "other student out of jealousy.";
+ next;
+ mes "[Meteurengut]";
+ mes "Sumarecon's secrets were";
+ mes "thought to be lost forever...";
+ mes "Fortunately, years later, an";
+ mes "Alchemist named Kuprite found";
+ mes "Sumarecon's secret documents";
+ mes "containing his knowledge.";
+ next;
+ mes "[Meteurengut]";
+ mes "Kuprite then taught these";
+ mes "secrets to a select group of";
+ mes "Alchemy students, one of which";
+ mes "was my ancestor, Burukesaemu.";
+ mes "And so, because of my lineage,";
+ mes "I have learned those secrets.";
+ next;
+ mes "[Meteurengut]";
+ mes "If you wish for me to";
+ mes "reproduce the Slate of";
+ mes "Muriniel for you, then";
+ mes "please bring me the items";
+ mes "I require to complete the";
+ mes "secret alchemic procedure.";
+ next;
+ mes "[Meteurengut]";
+ mes "I shall need";
+ mes "^3355FF1 Sapphire^000000,";
+ mes "^3355FF1 Shining Stone^000000,";
+ mes "^3355FF1 Rough Elunium^000000,";
+ mes "^3355FF1 Emerald^000000, and";
+ mes "^3355FF1 Blue Gemstone^000000.";
+ set dmdswrd_Q,15;
+ break;
+ case 15:
+ if (countitem(717) > 0 && countitem(726) > 0 && countitem(721) > 0 && countitem(640) > 0 && countitem(757) > 0) {
+ mes "[Meteurengut]";
+ mes "You've already found";
+ mes "all of the items I require to";
+ mes "create the Slate of Muriniel?";
+ mes "Fantastic. Now I can begin work";
+ mes "on this. However, there is one";
+ mes "more thing I must ask of you.";
+ delitem 717,1; //Blue_Gemstone
+ delitem 726,1; //Blue_Jewel
+ delitem 721,1; //Azure_Jewel
+ delitem 640,1; //Shining_Stone
+ delitem 757,1; //Elunium_Stone
+ set dmdswrd_Q,16;
+ next;
+ mes "[Meteurengut]";
+ mes "Would you please bring me";
+ mes "^3355FF1 Cobweb^000000? You can obtain";
+ mes "them by slaying spiders in";
+ mes "Muriniel Pass which is on the";
+ mes "way to Al De Baran from here.";
+ next;
+ mes "[Meteurengut]";
+ mes "I'd have asked for it";
+ mes "sooner, but I need to prepare";
+ mes "all of these stones, and I need";
+ mes "the freshest Cobwebs I can get.";
+ mes "I'll make sure that these stones^FFFFFF ^000000 are ready when you return.";
+ close;
+ }
+ mes "[Meteurengut]";
+ mes "If you wish for me to";
+ mes "reproduce the Slate of";
+ mes "Muriniel for you, then";
+ mes "please bring me the items";
+ mes "I require to complete the";
+ mes "secret alchemic procedure.";
+ next;
+ mes "[Meteurengut]";
+ mes "I shall need";
+ mes "^3355FF1 Sapphire^000000,";
+ mes "^3355FF1 Shining Stone^000000,";
+ mes "^3355FF1 Rough Elunium^000000,";
+ mes "^3355FF1 Emerald^000000, and";
+ mes "^3355FF1 Blue Gemstone^000000.";
+ break;
+ case 16:
+ if (countitem(1025) > 0) {
+ mes "[Meteurengut]";
+ mes "I see that you've brought";
+ mes "me a Cobweb. It's hard to";
+ mes "believe, but it's integreal to";
+ mes "creating the Slate of Muriniel.";
+ mes "Now, if you'll wait a moment,";
+ mes "I shall complete the slate...";
+ next;
+ delitem 1025,1; //Spiderweb
+ mes "*^3355FFClang Clang Clang!*";
+ mes "*Zaaaaaaaaaaaaaap*";
+ mes "*Ching tink t-t-t-tap*^000000";
+ set dmdswrd_Q,17;
+ next;
+ mes "[Meteurengut]";
+ mes "*Whew* It's finished.";
+ mes "Please take care of this";
+ mes "slate, and know that I am";
+ mes "entrusting you with an artifact";
+ mes "that can help you access power";
+ mes "beyond your imagination...";
+ next;
+ mes "^3355FFYou have received";
+ mes "the Slate of Muriniel.^000000";
+ next;
+ mes "[Meteurengut]";
+ mes "There. You have eaten of";
+ mes "the Awakening Stone and you";
+ mes "possess the Slate of Muriniel.";
+ mes "Now, you must try to obtain the";
+ mes "^3355FFBook of the Lamb^000000 if you are";
+ mes "questing for a doomed sword...";
+ next;
+ mes "[Meteurengut]";
+ mes "I know very little about";
+ mes "that artifact, and its secrets";
+ mes "are as well guarded as that of";
+ mes "the Slate of Muriniel. However,";
+ mes "I do know that a man in Morroc^FFFFFF ^000000 can create the Book of the Lamb...";
+ next;
+ mes "[Meteurengut]";
+ mes "If that man is still in";
+ mes "Morroc, then he will probably";
+ mes "recognize the subtle emanation";
+ mes "of the Awakening Stone and the";
+ mes "Slate of Muriniel from you. Best^FFFFFF ^000000 of luck to you, adventurer...";
+ close;
+ }
+ mes "[Meteurengut]";
+ mes "Ah, have you brought a";
+ mes "Cobweb? I know it sounds";
+ mes "strange, but I really need the";
+ mes "unique energy found only in";
+ mes "fresh Cobwebs to finish the";
+ mes "Slate of Muriniel for you...";
+ break;
+ case 17:
+ mes "[Meteurengut]";
+ mes "You've eaten of the";
+ mes "Awakening Stone and";
+ mes "now possess the Slate of";
+ mes "Muriniel. Now, all you must";
+ mes "do is obtain the Book of the";
+ mes "Lamb. I know little about it...";
+ next;
+ mes "[Meteurengut]";
+ mes "All I can tell you is that";
+ mes "there should be a man in";
+ mes "Morroc that can create it";
+ mes "for you. A man like that can";
+ mes "sense the Slate of Muriniel,";
+ mes "so he may call out to you...";
+ break;
+ default:
+ mes "[Meteurengut]";
+ mes "The ^3355FFSlate of Muriniel^000000";
+ mes "is an ancient artifact";
+ mes "that can only be created";
+ mes "by the power of Alchemy.";
+ mes "It is one of the best kept";
+ mes "secrets of my family...";
+ next;
+ mes "[Meteurengut]";
+ mes "I'm responsible for guarding";
+ mes "the secrets of its creation, but^FFFFFF ^000000 I must also share the power";
+ mes "of the slate with those that";
+ mes "prove themselves worthy of it.";
+ next;
+ mes "[Meteurengut]";
+ mes "After all, power is useless";
+ mes "if it is never used. However,";
+ mes "if power is never balanced with";
+ mes "wisdom and compassion, then";
+ mes "it will inevitably do more harm";
+ mes "than good in the very end...";
+ break;
+ }
+ close;
+}
+
+morocc,201,30,4 script Zaka#cmd 99,{
+ switch (dmdswrd_Q) {
+ case 17:
+ mes "[Zaka]";
+ mes "...You there! Hold it!";
+ mes "Yes, I can feel it from";
+ mes "you... The power of the";
+ mes "Awakening Stone... And...";
+ mes "The Slate of Muriniel?";
+ mes "Finally, you've come.";
+ next;
+ mes "[Zaka]";
+ mes "I'm fully aware that only";
+ mes "those that seek to own one";
+ mes "of the doomed swords would";
+ mes "trouble themselve to obtain";
+ mes "those items. All that is left for^FFFFFF ^000000 you is the Book of the Lamb...";
+ next;
+ mes "[Zaka]";
+ mes "I've been waiting for so";
+ mes "long for the opportunity to";
+ mes "create the Book of the Lamb.";
+ mes "If you really want the book,";
+ mes "I will help you so long as";
+ mes "you will help me.";
+ next;
+ mes "[Zaka]";
+ mes "However, creating the book";
+ mes "is a complicated process and";
+ mes "requires multiple stages of";
+ mes "preparation. Therefore, I shall";
+ mes "ask you to bring me the items";
+ mes "I require in separate batches.";
+ next;
+ mes "[Zaka]";
+ mes "Alright...";
+ mes "What was it now?";
+ mes "Ah, yes. The first thing";
+ mes "I need is ^3355FF2 Snake Scales^000000,";
+ mes "so please bring those soon.";
+ set dmdswrd_Q,18;
+ break;
+ case 18:
+ if (countitem(926) > 1) {
+ delitem 926,2; //Scale_Of_Snakes
+ set dmdswrd_Q,19;
+ mes "[Zaka]";
+ mes "Ah, you've brought";
+ mes "the Snake Scales? Good,";
+ mes "let me take them now and";
+ mes "begin work on the Book of";
+ mes "the Lamb. Now, I need you";
+ mes "to bring me ^3355FF1 Scale Shell^000000.";
+ next;
+ mes "[Zaka]";
+ mes "I know it would be more";
+ mes "convenient for you if I told";
+ mes "you everything I needed at";
+ mes "once, but actually, this way";
+ mes "is much more convenient for";
+ mes "me. I'll be waiting right here!";
+ close;
+ }
+ mes "[Zaka]";
+ mes "The first thing I'll";
+ mes "need to begin creating";
+ mes "the Book of the Lamb is";
+ mes "^3355FF2 Snake Scales^000000. Come back";
+ mes "to me once you get them,";
+ mes "alright? I'll be right here.";
+ break;
+ case 19:
+ if (countitem(936) > 0) {
+ mes "[Zaka]";
+ mes "Oh, nice! You've brought";
+ mes "this Scale Shell for me,";
+ mes "right? Great, great, this will";
+ mes "help enhance the book's";
+ mes "physical durability, but it";
+ mes "still needs magic durability...";
+ next;
+ mes "[Zaka]";
+ mes "Next, you need to bring";
+ mes "me ^3355FF1 Shining Shell^000000. Hurry";
+ mes "and bring you to me before";
+ mes "I finish this part of the process, okay? Wait, actually, I think";
+ mes "you can take your time...";
+ delitem 936,1; //Scales_Shell
+ set dmdswrd_Q,20;
+ close;
+ }
+ mes "[Zaka]";
+ mes "I'll be waiting right";
+ mes "here while you go and";
+ mes "look for a ^3355FFScale Shell^000000";
+ mes "that you can bring to me.";
+ mes "I'll need that in order to";
+ mes "finish this Book of the Lamb.";
+ break;
+ case 20:
+ if (countitem(954) > 0) {
+ mes "[Zaka]";
+ mes "Ah, you're just in time!";
+ mes "Have you got the Shining";
+ mes "Scale? Perfect. Now, there";
+ mes "is just one more item that";
+ mes "I want to ask you to bring me:";
+ mes "^3355FF1 Stinky Scale^000000. Easy, right?";
+ delitem 954,1; //Shining_Scales
+ set dmdswrd_Q,21;
+ next;
+ mes "[Zaka]";
+ mes "The energy of a Stinky";
+ mes "Scale can be used to";
+ mes "regulate the power of";
+ mes "incredibly potent artifacts.";
+ mes "Without that item, the Book";
+ mes "of the Lamb isn't much use...";
+ close;
+ }
+ mes "[Zaka]";
+ mes "If you want me to";
+ mes "finish this Book of";
+ mes "the Lamb, you need";
+ mes "to come back here with";
+ mes "^3355FF1 Shining Scale^000000. There's";
+ mes "no way to work around it...";
+ break;
+ case 21:
+ if (countitem(959) > 0) {
+ mes "[Zaka]";
+ mes "What's that sme--?";
+ mes "Oh, right. I asked you to";
+ mes "bring me a Stinky Scale.";
+ mes "Now I can finally complete";
+ mes "this Book of the Lamb! I've";
+ mes "been looking forward to this...";
+ next;
+ mes "^3355FFZaka completes";
+ mes "the creation of the";
+ mes "Book of the Lamb.^000000";
+ delitem 959,1; //Rotten_Scale
+ set dmdswrd_Q,22;
+ next;
+ mes "[Zaka]";
+ mes "What...?!";
+ mes "That's it? Well, um,";
+ mes "it's done. That felt";
+ mes "rather anticlimatic, but";
+ mes "I can finally see this";
+ mes "thing with my own eyes!";
+ next;
+ mes "[Zaka]";
+ mes "Alright, you've eaten of the";
+ mes "Awakening Stone, obtained the";
+ mes "Slate of Muriniel, and now have";
+ mes "the Book of the Lamb. You're";
+ mes "getting very close to owning";
+ mes "one of the doomed swords.";
+ next;
+ mes "[Zaka]";
+ mes "There is man that you";
+ mes "must find in Comodo named";
+ mes "^3355FFWon^000000. He will judge you, and";
+ mes "then give you the proof that";
+ mes "shows you are qualified to";
+ mes "be a doomed sword bearer.";
+ next;
+ mes "[Zaka]";
+ mes "He looks like a simple";
+ mes "man, but he is a true living";
+ mes "legend renown for his wisdom.";
+ mes "If you really want a doomed";
+ mes "sword, you need to speak to";
+ mes "Won and ask him to guide you.";
+ close;
+ }
+ mes "[Zaka]";
+ mes "The last thing that I need";
+ mes "to complete the Book of the";
+ mes "Lamb is ^3355FF1 Stinky Scale^000000. Please";
+ mes "bring that to me as soon as";
+ mes "you can. Thank you for being";
+ mes "patient, young adventurer.";
+ break;
+ case 22:
+ mes "[Zaka]";
+ mes "Now, you need to visit a";
+ mes "man named ^3355FFWon^000000 in Comodo";
+ mes "in order to get the proof that";
+ mes "shows that you're qualified to";
+ mes "possess a doomed sword.";
+ mes "Hopefully, you'll get it...";
+ break;
+ default:
+ mes "[Zaka]";
+ mes "Have you heard that swords";
+ mes "with the power to change the";
+ mes "world actually exist? It's true";
+ mes "that three swords contain this";
+ mes "immense power, but they are";
+ mes "also bound to powerful curses.";
+ next;
+ mes "[Zaka]";
+ mes "Therefore, the Mysteltainn,";
+ mes "Ogretooth, and Executioner";
+ mes "have all been sealed away.";
+ mes "Only a truly great adventurer";
+ mes "can release these doomed^FFFFFF ^000000 swords and actually wield them...";
+ break;
+ }
+ close;
+}
+
+comodo,232,87,4 script Won#cmd 106,{
+ switch (dmdswrd_Q) {
+ case 22:
+ mes "[Won]";
+ mes "Hmm...? It's been a while";
+ mes "since someone came here to";
+ mes "get the qualification to own a";
+ mes "doomed sword. Yeah, I know";
+ mes "that's why you're here...";
+ next;
+ mes "[Won]";
+ mes "To a man like me, the";
+ mes "presenses of the Book of the";
+ mes "Lamb, the Slate of Muriniel,";
+ mes "and one that has eaten of the";
+ mes "Awakening Stone are unmistakable. ^FFFFFF ^000000";
+ next;
+ mes "[Won]";
+ mes "Now, listen. I personally";
+ mes "don't care why you want a";
+ mes "doomed sword. If you abuse";
+ mes "its power, you'll pay the price";
+ mes "eventually. I'm only here to";
+ mes "make sure you're up to snuff.";
+ next;
+ mes "[Won]";
+ mes "Of course, I also want to";
+ mes "make sure that you don't bring";
+ mes "great suffering to the world";
+ mes "using a doomed sword. So I'm";
+ mes "going to check if you're, you";
+ mes "know, balanced and all that.";
+ next;
+ mes "[Won]";
+ mes "Alright, let me take";
+ mes "a look into your eyes...";
+ mes "Yeah, alright. You seem to";
+ mes "understand the value of the";
+ mes "Awakening Stone, Book of the^FFFFFF ^000000 Lamb, and the Slate of Muriniel.";
+ next;
+ mes "[Won]";
+ mes "Yeah, I can't sense any";
+ mes "ill intent from you at all.";
+ mes "That's very good. Huh, you";
+ mes "seem pretty experienced in battle, so I'm sure you have the stamina";
+ mes "to handle to a doomed sword...";
+ next;
+ mes "[Won]";
+ mes "Ah, but most importantly,";
+ mes "you don't strike me as crazy";
+ mes "at all. Alright, we're done here. Take this Stamp of Muriniel:";
+ mes "it's the official qualification";
+ mes "token to own a doomed sword.";
+ next;
+ mes "^3355FFYou receive the";
+ mes "Stamp of Muriniel.^000000";
+ set dmdswrd_Q,23;
+ next;
+ mes "[Won]";
+ mes "Mysteltainn, Executioner,";
+ mes "and Ogretooth... These are";
+ mes "the forbidden blades, the";
+ mes "doomed swords. Remember";
+ mes "that you cannot choose";
+ mes "which weapon you'll wield...";
+ next;
+ mes "[Won]";
+ mes "These swords have a will";
+ mes "of their own. The doomed";
+ mes "sword that finds you most";
+ mes "worthy of it will choose you.";
+ mes "You can understand that, right?";
+ next;
+ mes "[Won]";
+ mes "Now that you have this";
+ mes "qualification, I'm supposed";
+ mes "to direct you to the Sages";
+ mes "that can help lead you to";
+ mes "the doomed swords.";
+ next;
+ mes "[Won]";
+ mes "The first Sage that you";
+ mes "must visit is ^3355FFSage Yklah^000000";
+ mes "in the city of ^3355FFJuno^000000 in the";
+ mes "Schwaltzvalt Republic.";
+ mes "Your quest to obtain a";
+ mes "doomed sword isn't over yet...";
+ break;
+ case 23:
+ mes "[Won]";
+ mes "Now that you have this";
+ mes "qualification, I'm supposed";
+ mes "to direct you to the Sages";
+ mes "that can help lead you to";
+ mes "the doomed swords.";
+ next;
+ mes "[Won]";
+ mes "The first Sage that you";
+ mes "must visit is ^3355FFSage Yklah^000000";
+ mes "in the city of ^3355FFJuno^000000 in the";
+ mes "Schwaltzvalt Republic.";
+ mes "Your quest to obtain a";
+ mes "doomed sword isn't over yet...";
+ break;
+ case 24:
+ mes "1 2 3 4 5 6 7 8 9 10 1 2 3 4 5";
+ break;
+ default:
+ mes "[Won]";
+ mes "The visitors and even the";
+ mes "people that live here always";
+ mes "seem to be having such a good";
+ mes "time, just lounging in leisure.";
+ mes "It's hard to believe the War";
+ mes "of the Witch even happened...";
+ next;
+ mes "[Won]";
+ mes "But not everyone here in";
+ mes "Comodo can afford to relax";
+ mes "so easily. I, for one, have";
+ mes "the responsibility of seeking";
+ mes "out those that are worthy of,^FFFFFF ^000000 well, I don't know if I can say...";
+ next;
+ mes "[Won]";
+ mes "You just have to";
+ mes "trust that I've got an";
+ mes "incredibly important";
+ mes "job to do. I mean, sure,";
+ mes "it doesn't look like I'm doing";
+ mes "anything right now, but...";
+ break;
+ }
+ close;
+}
diff --git a/npc/pre-re/quests/quests_dewata.txt b/npc/pre-re/quests/quests_dewata.txt
new file mode 100644
index 000000000..1d8c16346
--- /dev/null
+++ b/npc/pre-re/quests/quests_dewata.txt
@@ -0,0 +1,2398 @@
+//===== rAthena Script =======================================
+//= Dewata Quest NPCs
+//===== By: ==================================================
+//= Gennosuke Kouga
+//===== Current Version: =====================================
+//= 1.1
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= Quest NPCs related to Dewata:
+//== "Dewata Legend"
+//== "Help The Old Man"
+//== "The Enchantment Weapon" (Keris)
+//===== Additional Comments: =================================
+//= 1.0 First version.
+//= 1.1 Standardized. [Euphy]
+//============================================================
+
+// Entrance - Alberta Sailors
+//============================================================
+
+alberta,240,47,5 script Alberta Sailor#alberta 536,{
+ mes "[Alberta Sailor]";
+ mes "Do ya want to visit ^C35817Dewata Island?^000000";
+ mes "With dazzling waves and charming vistas, it's a great place to relax.";
+ mes "The transit fee is 10,000 Zeny.";
+ next;
+ if(select("Yes:No")==2) {
+ mes "[Alberta Sailor]";
+ mes "Let me know";
+ mes "when you're ready to travel~";
+ close; }
+ mes "[Alberta Sailor]";
+ mes "Have a nice trip~";
+ close2;
+ warp "dewata",232,53;
+ end;
+}
+
+dewata,230,49,5 script Alberta Sailor#dewata 536,{
+ mes "[Alberta Sailor]";
+ mes "Want to go back to ^C35817Alberta^000000?";
+ next;
+ if(select("Yes:No")==2) {
+ mes "[Alberta Sailor]";
+ mes "Have some more fun before you go!";
+ mes "^C35817Dewata^000000 Island still has more to offer.";
+ close; }
+ mes "[Alberta Sailor]";
+ mes "I hope you had a lot of fun on your trip to ^C35817Dewata^000000 Island.";
+ close2;
+ warp "alberta",235,44;
+ end;
+}
+
+dewata,235,56,4 script Gatekeeper of Krakatau#1 534,{
+ mes "[Gatekeeper of Krakatau Volcano]";
+ mes "^C35817Krakatau Volcano^000000 is a very dangerous area";
+ mes "I cannot allow anyone to go inside.";
+ next;
+ if (checkquest(9162)>=0 && countitem(11533)) {
+ select("^0000FFTribal Chief Paiko^000000");
+ mes "[Gatekeeper of Krakatau Volcano]";
+ mes "Oh! I didn't know about that!";
+ mes "This is some of the best news";
+ mes "I have heard recently.";
+ next;
+ mes "[Gatekeeper of Krakatau Volcano]";
+ mes "What is this wonderful smell?";
+ mes "Of course, it's our ^4AA02CSatay^000000!";
+ mes "I was sightly hungry...";
+ mes "so this should fill me up.";
+ next;
+ mes "[Gatekeeper of Krakatau Volcano]";
+ mes "Since you came all the way here";
+ mes "I will share an interesting story.";
+ next;
+ mes "[Gatekeeper of Krakatau Volcano]";
+ mes "It has become a lost tradition in";
+ mes "recent years, but until 10";
+ mes "years ago in order to become a";
+ mes "^C35817Jaty Tribe^000000 warrior you had to";
+ mes "climb ^C35817Krakatau Volcano^000000 to prove your endurance.";
+ next;
+ mes "[Gatekeeper of Krakatau Volcano]";
+ mes "The eyes of those warriors were";
+ mes "anxious yet determined before going";
+ mes "up ^C35817Krakatau Volcano^000000.";
+ next;
+ mes "[Gatekeeper of Krakatau Volcano]";
+ mes "I still cannot forget that look in";
+ mes "their eyes. I feel a little bit of";
+ mes "the same emotion from you, Adventurer.";
+ next;
+ mes "[Gatekeeper of Krakatau Volcano]";
+ mes "I want you to live long and";
+ mes "prosper. Be heathly and safe.";
+ mes "Travel so you can live to tell";
+ mes "the tale of your adventures.";
+ changequest 9162,9163;
+ delitem 11533,1;
+ close; }
+ if(select("Allow me through:I don't want to go in")==1) {
+ if(dewata_legend >= 5) {
+ mes "[Gatekeeper of Krakatau Volcano]";
+ mes "You are the traveler who was";
+ mes "acknowledged by tribe leader as a";
+ mes "friend of the tribe and received a";
+ mes "^4AA02CShining Cendrawasih Feather.^000000";
+ next;
+ mes "[Gatekeeper of Krakatau Volcano]";
+ mes "I will let you pass, but";
+ mes "^C35817Krakatau Volcano^000000 is";
+ mes "dangerous so please take care.";
+ close2;
+ warp "dew_dun01",289,160;
+ end; }
+ mes "[Gatekeeper of Krakatau Volcano]";
+ mes "^C35817Krakatau Volcano^000000 is";
+ mes "a very dangerous area,";
+ mes "so I can't allow you in";
+ mes "unless you qualify for entry.";
+ close; }
+ mes "[Gatekeeper of Krakatau Volcano]";
+ mes "You have choosen wisely.";
+ mes "^C35817Krakatau Volcano^000000 is";
+ mes "an extremely dangerous area.";
+ close;
+}
+
+dew_dun01,292,164,4 script Gatekeeper of Krakatau#2 541,{
+ mes "[Gatekeeper of Krakatau Volcano]";
+ mes "Want to go back to Dewata?";
+ next;
+ if(select("Yes:No")==2) {
+ mes "[Gatekeeper of Krakatau Volcano]";
+ mes "^C35817Krakatau Volcano^000000 is";
+ mes "a dangerous place.";
+ mes "You should go back now.";
+ close; }
+ close2;
+ warp "dewata",232,53;
+ end;
+}
+
+dew_fild01,78,288,5 script Jaty Tribe Warrior 541,{
+ mes "[Jaty Tribe Warrior]";
+ mes "We revere strength and bravery.";
+ mes "We are the ^FF0000Jaty^000000 Tribe.";
+ if (checkquest(9158)==-1 || !countitem(11533)) close;
+ next;
+ mes "[Jaty Tribe Warrior]";
+ mes "My trained eyes see that";
+ mes "you are about to say something.";
+ mes "Speak, state your business.";
+ next;
+ select("^0000FFTribal Chief Paiko^000000");
+ mes "[Jaty Tribe Warrior]";
+ mes "I've heard about your";
+ mes "helpful deeds...";
+ mes "As a representative of my tribe";
+ mes "I express my thanks to you.";
+ next;
+ mes "[Jaty Tribe Warrior]";
+ mes "Also, thank you for the ^4AA02CSatay^000000.";
+ mes "My mouth is already watering...";
+ mes "There is something I would like";
+ mes "to share with you regarding our tribe.";
+ next;
+ mes "[Jaty Tribe Warrior]";
+ mes "Unlike the ancient times when our";
+ mes "tribe's warriors fought and shed";
+ mes "their blood, the world has become";
+ mes "more peaceful nowadays. But our";
+ mes "tribe's territory has shrunk drastically.";
+ next;
+ mes "[Jaty Tribe Warrior]";
+ mes "Nevertheless, we will continue";
+ mes "keeping the warrior tradition of";
+ mes "our tribe alive, and we will";
+ mes "preserve the pride we have earned";
+ mes "through the sacrifice of past warriors.";
+ next;
+ mes "[Jaty Tribe Warrior]";
+ mes "I hope that your perserverance and";
+ mes "pride remain with you in your travels.";
+ changequest 9158,9159;
+ delitem 11533,1;
+ close;
+}
+
+dew_fild01,185,300,4 script Tribe Manager 541,{
+ mes "[Tribe Manager]";
+ mes "Keeping our culture and tradition";
+ mes "is very important.";
+ if(!checkquest(9160)>=0 || !countitem(11533)) {
+ mes "Although it is a little boring...";
+ close; }
+ next;
+ mes "[Tribe Manager]";
+ mes "It seems to me that you have";
+ mes "something to say, don't you?";
+ next;
+ select("^0000FFTribal Chief Paiko^000000");
+ mes "[Tribe Manager]";
+ mes "I didn't know that there was";
+ mes "such an effort being put forth";
+ mes "and that you took a key role in the effort...";
+ mes "You are the hero of the ^C35817Jaty Tribe^000000!";
+ next;
+ mes "[Tribe Manager]";
+ mes "Wow~ the savory scent of";
+ mes "delicious homemade ^4AA02CSatay^000000!";
+ mes "Thank you for the meal.";
+ mes "Please give my regards";
+ mes "to our Tribe Leader.";
+ next;
+ mes "[Tribe Manager]";
+ mes "There are few contacts between";
+ mes "^C35817Dewata Island^000000 and ^C35817Jaty Tribe^000000.";
+ mes "We used to have a stronger bond";
+ mes "in older times.";
+ next;
+ mes "[Tribe Manager]";
+ mes "But with the new culture and";
+ mes "foreigners flowing in,";
+ mes "^C35817Dewata Island^000000 has became a";
+ mes "tourist attraction and we";
+ mes "have lost touch with them.";
+ next;
+ mes "[Tribe Manager]";
+ mes "The tourist attraction has";
+ mes "expanded continously, but the";
+ mes "reason it hasn't influenced us";
+ mes "here is due to this small temple";
+ mes "which I am managing.";
+ next;
+ mes "[Tribe Manager]";
+ mes "I couldn't let our tradition fade";
+ mes "away like that so easily.";
+ mes "I hope keeping our tradition and";
+ mes "culture alive lets people know how";
+ mes "important these things are to us.";
+ next;
+ mes "[Tribe Manager]";
+ mes "From now on, I hope people from";
+ mes "^C35817Dewata Island^000000 and ^C35817Jaty";
+ mes "Tribe^000000 can get along and interact";
+ mes "more often.";
+ changequest 9160,9161;
+ delitem 11533,1;
+ close;
+}
+
+// NPC - Memo
+//============================================================
+
+dewata,109,262,4 script Memo#dew_drink 534,{
+ if(dewata_oldman >= 1) {
+ if (checkquest(5040) >= 0) {
+ mes "[Memo]";
+ mes "So, what did Lero say?";
+ next;
+ select("Palm tree... became.");
+ mes "- You explain the situation to";
+ mes "Mr. Memo -";
+ next;
+ mes "[Memo]";
+ mes "Lero said sorry?";
+ mes "Hmmm, it's okay.";
+ next;
+ mes "[Memo]";
+ mes "That must be ^0000FFPoby^000000. If he has";
+ mes "been hurt, that's why there wasn't";
+ mes "any message. Lero actually";
+ mes "cares about him a lot...";
+ next;
+ changequest 5040,5041; }
+ if (checkquest(5041) >= 0) {
+ mes "[Memo]";
+ mes "He might be troublesome,";
+ mes "but please visit Jaty village.";
+ mes "Lero must complete the oil.";
+ next;
+ mes "[Memo]";
+ mes "If it is not, wait there and bring";
+ mes "^FF000030 Bottle of Oil^000000 to me.";
+ close; }
+ if (checkquest(5042) >= 0 && countitem(6401) >= 30) {
+ mes "[Memo]";
+ mes "You brought the oil. Good job, and thank you.";
+ next;
+ mes "[Memo]";
+ mes "Excuse me, but I have an urgent";
+ mes "matter to attend to. Wait for a bit,";
+ mes "then talk to me when I'm done.";
+ delitem 6401,30;
+ changequest 5042,5043;
+ set dewata_oldman,2;
+ close;
+ } else if (checkquest(5043,PLAYTIME) == 2) {
+ mes "[Memo]";
+ mes "Did I make you wait too long?";
+ next;
+ mes "[Memo]";
+ mes "My family has been making Arks for four generations.";
+ next;
+ mes "[Memo]";
+ mes "Grandfather had a hard living";
+ mes "since he didn't get many good sales.";
+ next;
+ mes "[Memo]";
+ mes "Dewata island people do not drink";
+ mes "much in the hot weather.";
+ next;
+ mes "[Memo]";
+ mes "When I was young, Dewata";
+ mes "developed as a tourist atrraction,";
+ mes "and that's when the tour package";
+ mes "Ark started selling well.";
+ next;
+ mes "[Memo]";
+ mes "Good liquid needs fresh oil,";
+ mes "I was able to make a liquid";
+ mes "for ten years and deliver it all on time.";
+ next;
+ mes "[Memo]";
+ mes "Because today's oil has not";
+ mes "arrived on time, I think I might";
+ mes "have a hard time.";
+ next;
+ mes "[Memo]";
+ mes "You helped me make the liquid correctly.";
+ next;
+ mes "[Memo]";
+ mes "This proverb '^0000FFMengatakan mudah,";
+ mes "mengerjakan susah^000000.' means it is";
+ mes "easy to say something, but hard to";
+ mes "do anything.";
+ next;
+ mes "[Memo]";
+ mes "In other words, it's easy to say";
+ mes "that we'll help others but its hard";
+ mes "to actually do the action.";
+ next;
+ emotion e_thx;
+ mes "[Memo]";
+ mes "You really did a great job. I like";
+ mes "you because you are different from";
+ mes "today's youngins.";
+ getitem 617,1;
+ getexp 50000,10000;
+ changequest 5043,5044;
+ next;
+ mes "[Memo]";
+ mes "Will you help me with my work";
+ mes "from time to time?";
+ mes "I will pay you for what you do for me.";
+ close;
+ } else if (checkquest(5043,PLAYTIME) != -1) {
+ mes "[Memo]";
+ mes "... ... ...";
+ next;
+ mes "- Memo is making an ark -";
+ close;
+ } else if (checkquest(5044,PLAYTIME) == 2) {
+ mes "[Memo]";
+ mes "^FF0000" + strcharinfo(0) +"^000000? -";
+ next;
+ if(select("Just came by to say hello...:I will help you.")==1) {
+ mes "[Memo]";
+ mes "I guess you are busy.";
+ mes "If possible, will you get the oil";
+ mes "from Lero? I appreciate it...";
+ close; }
+ mes "[Memo]";
+ mes "Thank you, I know you're busy";
+ mes "and helping me can be a chore.";
+ next;
+ mes "[Memo]";
+ mes "Can you help Lero and bring back palm tree oil...?";
+ erasequest 5044;
+ setquest 5045;
+ close;
+ } else if (checkquest(5044,PLAYTIME) != -1) {
+ mes "[Memo]";
+ mes "Will you help me tomorrow?";
+ mes "Poby still has a back pain.";
+ mes "Backaches don't just go away";
+ mes "after one day...";
+ close;
+ } else if (checkquest(5045) >= 0) {
+ mes "[Memo]";
+ mes "Can you help Lero and bring back palm tree oil...?";
+ close;
+ } else if (checkquest(5047) >= 0 || checkquest(5049) >= 0 || checkquest(5051) >= 0) {
+ mes "[Memo]";
+ mes "Oh, you brought the oil! Good job!";
+ next;
+ mes "[Memo]";
+ mes "You must have had a hard time";
+ mes "bringing the oil, so take this drink.";
+ next;
+ mes "[Memo]";
+ mes "Ark is famous for tourists. A guy";
+ mes "bought many bottles by himself.";
+ next;
+ mes "[Memo]";
+ mes "Worrying that he'll drink alone?";
+ mes "Too much drink always becomes poisonous.";
+ next;
+ mes "[Memo]";
+ mes "I want you to help me this time.";
+ next;
+ mes "[Memo]";
+ mes "Poby still has back pains and it";
+ mes "will take some days for him to";
+ mes "recover.";
+ if (checkquest(5047)>=0) {
+ delitem 6401,10;
+ getitem 11534,2;
+ erasequest 5047;
+ setquest 5044;
+ } else if (checkquest(5049)>=0) {
+ delitem 6401,15;
+ getitem 11534,2;
+ erasequest 5049;
+ setquest 5044;
+ } else if (checkquest(5051)>=0) {
+ delitem 6401,20;
+ getitem 11534,2;
+ erasequest 5051;
+ setquest 5044; }
+ close; }
+ mes "[Memo]";
+ mes "So, what did Lero say?";
+ next;
+ emotion e_dots;
+ mes "[Memo]";
+ mes "... ... ...";
+ next;
+ mes "[Memo]";
+ mes "You didn't find out what happened?";
+ next;
+ mes "[Memo]";
+ mes "Find the best oil master. His name is ^0000FFLero^000000.";
+ close; }
+ if(rand(1,5)==1) {
+ mes "[Memo]";
+ mes "What should I do? I still don't";
+ mes "have any news from the Jaty tribe.";
+ next;
+ mes "[Memo]";
+ mes "Oh no~ All the liquid is going to spoil...";
+ next;
+ select("What happened?");
+ emotion e_what;
+ mes "[Memo]";
+ mes "Who are you?";
+ next;
+ mes "[Memo]";
+ mes "You're an adventurer, right?";
+ mes "As you can see from the jars around";
+ mes "me, I am making ^0000FFtraditional wine^000000";
+ mes "for a living.";
+ next;
+ mes "[Memo]";
+ mes "Everyone knows about this, so";
+ mes "^0000FFDewata Island^000000 attracts many";
+ mes "tourists.";
+ next;
+ mes "[Memo]";
+ mes "Especially this traditional wine, which";
+ mes "has been made for four generations!";
+ mes "But ^FF0000Ark^000000 is short of supply.";
+ mes "Ark needs ^0000FFPalm Oils^000000, made";
+ mes "from Oil Palm Fruit.";
+ next;
+ mes "[Memo]";
+ mes "Unfortunately, we haven't been";
+ mes "getting ^0000FFPalm Oil^000000 from the Jaty";
+ mes "tribe village lately.";
+ mes "The ingredients might be useless";
+ mes "if it is delivered too late.";
+ next;
+ select("Sound like a big problem.");
+ mes "[Memo]";
+ mes "It is more of a problem than you";
+ mes "think. Sales are credit, but if we";
+ mes "do not make due today we'll lose";
+ mes "the credit, the ingredients, and";
+ mes "the tourists who do not get the";
+ mes "Ark. So it's quite damaging.";
+ next;
+ emotion e_dots;
+ mes "[Memo]";
+ mes "... ...";
+ next;
+ emotion e_gasp;
+ mes "[Memo]";
+ mes "Ah, right! Are you busy now?";
+ next;
+ if(select("Sorry, I am busy.:No, I am not busy.")==1) {
+ emotion e_pif;
+ mes "[Memo]";
+ mes "Hmm, I have no choice.";
+ mes "You don't care that others are in";
+ mes "trouble. What has this world come to?";
+ close; }
+ mes "[Memo]";
+ mes "That's good to hear.";
+ mes "So since you are wandering here...";
+ next;
+ mes "[Memo]";
+ mes "Do you mind if I ask a favor~?";
+ mes "Actually, I have visited the Jaty";
+ mes "Tribe, but this unmatured ^FF0000Ark^000000";
+ mes "won't let me leave.";
+ next;
+ mes "[Memo]";
+ mes "Will you go to Jaty village and";
+ mes "ask ^0000FFLero^000000 what happened?";
+ next;
+ mes "[Memo]";
+ mes "This guy has never broken a";
+ mes "promise for 10 years, so he must have";
+ mes "a really good reason not to come.";
+ setquest 5035;
+ set dewata_oldman,1;
+ next;
+ mes "[Memo]";
+ mes "Find the best oil master.";
+ mes "His name again is ^0000FFLero^000000... Remember it!";
+ close;
+ } else {
+ emotion e_swt2;
+ mes "[Memo]";
+ mes "Oh God! We don't have a message";
+ mes "from the Jaty tribe yet.";
+ next;
+ mes "[Memo]";
+ mes "They have never broken a promise";
+ mes "for 10 years, and I don't know the";
+ mes "reason. What's happening...?";
+ next;
+ emotion e_sob;
+ mes "[Memo]";
+ mes "I might soil all the liquid if it";
+ mes "is going on like this.";
+ close;
+ }
+}
+
+// NPC - Lero
+//============================================================
+
+dew_fild01,114,275,4 script Lero#dew_drink 536,{
+ if(dewata_oldman == 2) {
+ if (checkquest(5045) >= 0) {
+ mes "[Lero]";
+ mes "Hey, I've been waiting for you.";
+ mes "I didn't know that Poby's injury";
+ mes "would make my life so difficult.";
+ next;
+ set .@dailylero,rand(1,3);
+ if (.@dailylero == 1) changequest 5045,5046;
+ else if (.@dailylero == 2) changequest 5045,5048;
+ else if (.@dailylero == 3) changequest 5045,5050;
+ mes "[Lero]";
+ mes "I'm ashamed to ask you this, but";
+ if (checkquest(5048) >= 0)
+ mes "could you bring ^0000FF30 pieces of oil palm nuts^000000?";
+ else if (checkquest(5046) >= 0)
+ mes "could you bring ^0000FF20 pieces of oil palm nuts^000000?";
+ else if (checkquest(5050) >= 0)
+ mes "could you bring ^0000FF40 pieces of oil palm nuts^000000?";
+ next;
+ lerowait:
+ if (checkquest(5046) >= 0 && countitem(6402) > 19) {
+ callsub lerocount,20;
+ changequest 5046,5047;
+ close;
+ } else if (checkquest(5048) >= 0 && countitem(6402) > 29) {
+ callsub lerocount,30;
+ changequest 5048,5049;
+ close;
+ } else if (checkquest(5050) >= 0 && countitem(6402) > 39) {
+ callsub lerocount,40;
+ changequest 5050,5051;
+ close; }
+ mes "[Lero]";
+ mes "Once you bring the oil palm nuts,";
+ mes "Mr. Memo will exchange them with oil.";
+ close; }
+ else if (checkquest(5046) >= 0 || checkquest(5048) >= 0 || checkquest(5050) >= 0) goto lerowait;
+ else if (checkquest(5047) >= 0 || checkquest(5049) >= 0 || checkquest(5051) >= 0) {
+ mes "[Lero]";
+ mes "As I told you before, it is heavier";
+ mes "than you might think, so be careful";
+ mes "when carrying this.";
+ close; }
+ mes "[Lero]";
+ mes "What happened? I didn't get a memo";
+ mes "from Mr. Memo someone was coming.";
+ close; }
+ if (checkquest(5035) >= 0) {
+ emotion e_an;
+ mes "[Lero]";
+ mes "Oh no! I have so many orders and";
+ mes "I'm running out of ingredients.";
+ mes "Not yet? What's going on, Poby?";
+ mes "Where did he go?";
+ next;
+ emotion e_ag;
+ select("Excuse me, but are you Lero?");
+ mes "[Lero]";
+ mes "When Poby gets back here, I'm";
+ mes "gonna give him a beating he'll never forget!";
+ next;
+ mes "- Lero seems pretty mad at someone";
+ mes "and ignores you -";
+ next;
+ mes "[Lero]";
+ mes "Oops. Who are you?";
+ next;
+ select("Memo sent me here.");
+ mes "[Lero]";
+ mes "Ah, right! I forgot about Memo";
+ mes "because the workers who gather";
+ mes "nuts have not come yet. Sorry.";
+ next;
+ mes "[Lero]";
+ mes "To make fresh palm oils, I need";
+ mes "fresh Palm Oil Fruit. Then I'll be";
+ mes "able able to get more from its";
+ mes "fresh fruit.";
+ next;
+ mes "[Lero]";
+ mes "Between you and me, Mr.Memo is so";
+ mes "fussy that he will not use any";
+ mes "unfresh oil.";
+ next;
+ mes "[Lero]";
+ mes "To make fresh oil, he always sends";
+ mes "the workers to the palm tree forest,";
+ mes "but... the guys sent at dawn have";
+ mes "not come back yet.";
+ next;
+ mes "[Lero]";
+ mes "First, I thought that he was lazy";
+ mes "and it made me very uneasy.";
+ mes "Can you find the workers in palm forest?";
+ next;
+ select("Yes, I will find them.");
+ mes "[Lero]";
+ mes "Thank you so much.";
+ mes "Find Poby.";
+ next;
+ mes "[Lero]";
+ mes "Poby might in ^0000FFPalm Forest^000000.";
+ mes "The crop is best at the southern part of the forest.";
+ changequest 5035,5036;
+ close;
+ } else if (checkquest(5036) >= 0) {
+ emotion e_what;
+ mes "[Lero]";
+ mes "Did you find Poby?";
+ next;
+ mes "[Lero]";
+ mes "... ... ...";
+ next;
+ mes "[Lero]";
+ mes "Oh, you haven't visited the east";
+ mes "of ^0000FFPalm Forest^000000 yet. I'm pretty";
+ mes "worried...";
+ close;
+ } else if (checkquest(5037) >= 0) {
+ emotion e_what;
+ mes "[Lero]";
+ mes "You're back... and... Poby...";
+ mes "How is Poby?";
+ next;
+ select("Pobu...");
+ mes "[Lero]";
+ mes "Ah! I didn't know that. I always";
+ mes "tell Poby '^0000FFKemarau setahun rusak sehari.'^000000";
+ next;
+ mes "[Lero]";
+ mes "He climbed the tree without any";
+ mes "safety equipment, so he might've";
+ mes "fallen down and gotten injured.";
+ next;
+ mes "[Lero]";
+ mes "Hmm... Sorry I couln't get the";
+ mes "Palm Oil right now.";
+ next;
+ mes "[Lero]";
+ mes "Will you deliver the message to";
+ mes "Mr. Memo that it is impossible";
+ mes "to get the oil due do to a";
+ mes "lack of ingredients?";
+ mes "No artisans can create anything";
+ mes "without ingredients.";
+ next;
+ select("Why don't I get the ingredients?");
+ mes "[Lero]";
+ mes "Ah, that can be a good way, but it";
+ mes "will be hard to gather nuts as a starter.";
+ next;
+ mes "[Lero]";
+ mes "Hmm!!!";
+ mes "I have a good idea.";
+ next;
+ mes "[Lero]";
+ mes "You can ask Poby about the best";
+ mes "method of gathering nuts where you";
+ mes "met him in forest. He should be";
+ mes "able to teach you the technique.";
+ changequest 5037,5038;
+ next;
+ mes "[Lero]";
+ mes "Although he is lazy and rather";
+ mes "careless, he is the best worker.";
+ close;
+ } else if (checkquest(5038) >= 0) {
+ mes "[Lero]";
+ mes "You can ask Poby about the best";
+ mes "method of gathering nuts where you";
+ mes "met him in forest. He should be";
+ mes "able to tell you the technique.";
+ next;
+ mes "[Lero]";
+ mes "Although he is lazy and rather";
+ mes "careless, he is the best worker.";
+ close;
+ } else if (checkquest(5039) >= 0) {
+ if(countitem(6402) > 59) {
+ mes "[Lero]";
+ mes "One two three four,....";
+ next;
+ mes "[Lero]";
+ mes "60 pieces of nuts, exactly. I will";
+ mes "press the oil right now.";
+ next;
+ emotion e_sry;
+ mes "[Lero]";
+ mes "It takes sometime, so go back to";
+ mes "Mr. Memo and tell him the";
+ mes "situation. Alse tell him that I'm";
+ mes "sorry for the delay.";
+ delitem 6402,60;
+ changequest 5039,5040;
+ close; }
+ mes "[Lero]";
+ mes "Did you gather the nuts already?";
+ next;
+ mes "[Lero]";
+ mes "One, two....";
+ next;
+ mes "[Lero]";
+ mes "This isn't the number I ordered from Poby.";
+ next;
+ mes "[Lero]";
+ mes "It's going to be difficult if it is";
+ mes "delayed more, so hurry up and bring me ^FF000060^000000 ^0000FFPalm Oil Fruit^000000.";
+ close;
+ } else if (checkquest(5040) >= 0) {
+ mes "[Lero]";
+ mes "It takes sometime, so go back to";
+ mes "Mr. Memo and tell him the";
+ mes "situation. Alse tell him that I'm";
+ mes "sorry for the delay.";
+ close;
+ } else if (checkquest(5041) >= 0) {
+ mes "[Lero]";
+ mes "You've come at the right time.";
+ mes "I just finished making the palm tree oil.";
+ next;
+ mes "[Lero]";
+ mes "It is heavier than you might think,";
+ mes "so be careful when carrying it.";
+ next;
+ emotion e_sry;
+ mes "[Lero]";
+ mes "Oh, tell Mr. Memo that I'm sorry";
+ mes "for the late delivery, and explain";
+ mes "that it wasn't my fault.";
+ changequest 5041,5042;
+ getitem 6401,30;
+ close;
+ } else if (checkquest(5042) >= 0) {
+ mes "[Lero]";
+ mes "It is heavier than you might think,";
+ mes "so be careful when carrying it.";
+ next;
+ emotion e_sry;
+ mes "[Lero]";
+ mes "Oh, tell Mr. Memo that I'm sorry";
+ mes "for the late delivery, and explain";
+ mes "that it wasn't my fault.";
+ close; }
+ mes "[Lero]";
+ mes "What's going on with Poby...?";
+ mes "Why hasn't he come back...?";
+ next;
+ mes "- Seems like he is waitting for someone -";
+ close;
+
+lerocount:
+ mes "[Lero]";
+ mes "One, two, three, four....";
+ next;
+ mes "[Lero]";
+ mes "Extracly "+getarg(0)+" pieces of oil palm";
+ mes "nuts. Let you exchange them with oil right now.";
+ next;
+ mes "[Lero]";
+ mes "As I told you before, it is";
+ mes "heavier than you might think, so";
+ mes "be careful when carrying this.";
+ delitem 6402, getarg(0);
+ getitem 6401, getarg(0)/2;
+ return;
+}
+
+// NPC - Poby
+//============================================================
+
+dew_fild01,259,48,4 script Poby#dew_drink 538,{
+
+ if(dewata_oldman >= 2) {
+ mes "[Poby]";
+ mes "Oh? ^FF0000" + strcharinfo(0) +"^000000, we meet again. What's going on?";
+ next;
+ if(select("Why'd you come here?:I want to know how to get fruit.")==2) {
+ mes "[Memo]";
+ mes "It is easy for a beginner like";
+ mes "you. All you have to do is";
+ mes "shake or kick the tree.";
+ next;
+ mes "[Memo]";
+ mes "It might be dangerous, so you";
+ mes "must always wear a ^0000FFSafety Helmet^000000.";
+ close; }
+ mes "[Poby]";
+ mes "I'm taking a walk because I think";
+ mes "it will make my back ache less.";
+ close; }
+ if (checkquest(5036) >= 0) {
+ emotion e_swt2;
+ mes "[Poby]";
+ mes "Ah~ backache..";
+ next;
+ select("Are you Poby?");
+ mes "[Poby]";
+ mes "Who are you?";
+ next;
+ mes "[Poby]";
+ mes "I don't know you, but";
+ mes "are you a fan of mine?";
+ mes "I'm Poby, the best fruit";
+ mes "hunter in the Jaty tribe.";
+ next;
+ emotion e_what;
+ mes "[Poby]";
+ mes "You're here for my autograph?";
+ next;
+ select("Lero made me come here.");
+ mes "[Poby]";
+ mes "Ah! Mr.Lero made you come here. I";
+ mes "can't move because I hurt my back";
+ mes "while climbing a tree.";
+ next;
+ emotion e_sob;
+ mes "[Poby]";
+ mes "!#@$*&!@$&!@$%!$#*&!@#$";
+ next;
+ mes "[Poby]";
+ mes "And I've still never had a girlfriend...";
+ next;
+ emotion e_sob;
+ mes "[Poby]";
+ mes "!#@$*&!@$&!@$%!$#*&!@#$";
+ next;
+ mes "[Poby]";
+ mes "Ah! Sorry. Tell Mr. Lero that I'll";
+ mes "go back if I can find a way to move.";
+ changequest 5036,5037;
+ next;
+ mes "[Poby]";
+ mes "I can't move at all 'cuz of this backache...";
+ close;
+ } else if (checkquest(5037) >= 0) {
+ mes "[Poby]";
+ mes "Ah! Sorry. Tell Mr. Lero that I'll";
+ mes "go back if I can find a way to move.";
+ next;
+ emotion e_swt2;
+ mes "[Poby]";
+ mes "I can't move at all 'cuz of this backache...";
+ close;
+ } else if (checkquest(5038) >= 0) {
+ emotion e_swt2;
+ mes "[Poby]";
+ mes "Ah~ Backache..";
+ next;
+ mes "[Poby]";
+ mes "Oh!! You're-- Let me guess...";
+ next;
+ emotion e_dots;
+ mes "[Poby]";
+ mes "... ... ... ...";
+ next;
+ mes "[Poby]";
+ mes "...you're back! You plan to";
+ mes "catch ^0000FFPalm Oil Fruit^000000 instead of me, right?";
+ next;
+ mes "[Poby]";
+ mes "It is hard for beginners to catch";
+ mes "the fruit like me. No, it's";
+ mes "impossible.";
+ next;
+ mes "[Poby]";
+ mes "Masters usually climb the tree to";
+ mes "catch the fruit, but you're a";
+ mes "beginner...";
+ next;
+ mes "[Poby]";
+ mes "It's easiest for beginners";
+ mes "to shake or kick the tree.";
+ mes "It might be dangerous, so remember to wear a ^0000FFSafety Helmet^000000.";
+ changequest 5038,5039;
+ next;
+ emotion e_gasp;
+ mes "[Poby]";
+ mes "Ok! Gather ^FF000060 ^0000FFPalm Oil Fruit^000000 and";
+ mes "bring it to Mr. Lero.";
+ close;
+ } else if (checkquest(5039) >= 0) {
+ if(countitem(6402) > 59) {
+ mes "[Poby]";
+ mes "You've got all the fruits.";
+ mes "Bring them to Mr. Lero.";
+ close; }
+ mes "[Poby]";
+ mes "It's easiest for beginners like";
+ mes "you to shake or kick the tree.";
+ next;
+ mes "[Poby]";
+ mes "It might be dangerous, so always";
+ mes "wear a ^0000FFSafety Helmet^000000.";
+ next;
+ mes "[Poby]";
+ mes "Gather ^FF000060 ^0000FFPalm Oil Fruit^000000 and";
+ mes "bring it to Mr. Lero.";
+ close;
+ }
+ emotion e_sob;
+ mes "[Poby]";
+ mes "Ah~ my freakin' back is killing me.";
+ close;
+}
+
+// NPC - Tribal Chief Paiko
+//============================================================
+
+dew_in01,15,49,5 script Tribal Chief Paiko#dew_ 540,{
+ set .@n$, "[Tribal Chief Paiko]";
+ if(dewata_legend == 2) {
+ mes .@n$;
+ mes "I can see you are a traveler";
+ mes "from another land.";
+ mes "What brings you here?";
+ next;
+ if(select("I overheard the story by accident:I have nothing to say.")==2) {
+ mes .@n$;
+ mes "You are wasting your time here.";
+ mes "There are many other attractions";
+ mes "around our village.";
+ close; }
+ mes .@n$;
+ mes "What do you mean?";
+ mes "You heard the story about the crown?";
+ mes "You must have heard incorrectly.";
+ mes "I have nothing to say to you";
+ mes "regarding such things.";
+ next;
+ select("Kasyapa was talking about a crown...");
+ mes .@n$;
+ mes "It seems that ^0000FFKasyapa^000000 has told you";
+ mes "a tall tale, and I appreciate your";
+ mes "concern about our affairs.";
+ next;
+ mes .@n$;
+ mes "It's not something that a stranger";
+ mes "like you could understand. Make";
+ mes "like a tree, and get out of here.";
+ set dewata_legend,3;
+ close;
+ } else if(dewata_legend == 3) {
+ mes .@n$;
+ mes "There are many other attractions around our village.";
+ next;
+ mes .@n$;
+ mes "If it's about the crown, I want";
+ mes "you to stop asking about it.";
+ mes "Please leave.";
+ close;
+ } else if(dewata_legend == 4) {
+ if (checkquest(9155) >= 0) {
+ if(countitem(6405) > 14) {
+ mes .@n$;
+ mes "Oh! You've found all of them.";
+ mes "Look! The feathers you have found";
+ mes "are sparkling, aren't they?";
+ mes "Alright, let me begin crafting";
+ mes "the ^4AA02CJaty Crown^000000. I feel that";
+ mes "I am ready.";
+ next;
+ specialeffect EF_MAPPILLAR3;
+ mes "- Suddenly, a large noise begins";
+ mes "to boom as you and ^0000FFPaiko^000000 are";
+ mes "surrounded by warm and bright";
+ mes "sparkling energy like a thousand";
+ mes "tinkling fireflies. -";
+ changequest 9155,9156;
+ delitem 6405,15;
+ close; }
+ mes .@n$;
+ mes "It seems that you have yet to find";
+ mes "the materials to make the ^4AA02CJaty Crown^000000.";
+ next;
+ mes .@n$;
+ mes "The symbol of the Jaty Tribe is";
+ mes "also a famous mystical creature.";
+ mes "Find ^FF000015 ^4AA02CCendrawasih Feathers^000000 and";
+ mes "bring them to me.";
+ close;
+ } else if (checkquest(9156) >= 0) {
+ mes .@n$;
+ mes "With your help the ^4AA02CJaty Crown^000000 is";
+ mes "coming along nicely.";
+ mes "It will take some time until the";
+ mes "task is finished, so please wait a little.";
+ next;
+ mes .@n$;
+ mes "After the ^4AA02CJaty Crown^000000 is complete,";
+ mes "there is a gift that I want to give";
+ mes "to you.";
+ next;
+ mes .@n$;
+ mes "Ah, you should go see ^0000FFSage";
+ mes "Kasyapa^000000, who really wants to";
+ mes "reward you with something.";
+ changequest 9156,9157;
+ close;
+ } else if (checkquest(9157) >= 0) {
+ mes .@n$;
+ mes "Ah, you should go see ^0000FFSage";
+ mes "Kasyapa^000000, who really wants to";
+ mes "reward you with something.";
+ close; }
+ mes .@n$;
+ mes "I've been waiting for you.";
+ mes "According to ^0000FFSage Kasyapa^000000,";
+ mes "you are willing to help us make";
+ mes "a crown for our tribe.";
+ next;
+ select("Crown-a-what's it?");
+ mes .@n$;
+ mes "The tribe leader has the duty of";
+ mes "making and protecting the ^4AA02CJaty";
+ mes "Crown^000000 to uphold the tribe's pride";
+ mes "and honor.";
+ next;
+ mes .@n$;
+ mes "But ever since I became the tribe";
+ mes "leader, there have been difficulties";
+ mes "making it.";
+ next;
+ mes "[Tribale Chief Paiko]";
+ mes "According to ^0000FFSage Kasyapa^000000, you can";
+ mes "help us create a ^4AA02CJaty Crown^000000.";
+ next;
+ mes .@n$;
+ mes "Do you think you can help?";
+ mes "Your efforts will not go";
+ mes "unrewarded.";
+ next;
+ if(select("I will help.:Sorry, I cannot help now.")==2) {
+ mes .@n$;
+ mes "That's really sad.";
+ mes "If you ever change";
+ mes "your mind, please come again.";
+ mes "I will be waiting.";
+ close; }
+ mes .@n$;
+ mes "Many thanks to you, stranger";
+ mes "If Kasyapa trusts you, then I know";
+ mes "that you can help us make a";
+ mes "^4AA02CJaty Crown^000000.";
+ mes "What you can do to";
+ mes "help us is very simple.";
+ next;
+ mes .@n$;
+ mes "The symbol of the Jaty Tribe is";
+ mes "also a famous mystical creature.";
+ mes "Find ^FF000015 ^4AA02CCendrawasih Feathers^000000 and";
+ mes "bring them to me.";
+ mes "Our faith is in you, stranger.";
+ setquest 9155;
+ close;
+ } else if(dewata_legend == 5) {
+ if (checkquest(9158) >= 0) {
+ chiefrequest:
+ mes .@n$;
+ mes "It seems that you haven't";
+ mes "delivered the ^4AA02CSatay^000000 yet.";
+ if (checkquest(9158) >= 0) mes "Did you run into any problems?";
+ else if (checkquest(9160) >= 0) mes "Is there something wrong?";
+ else if (checkquest(9162) >= 0) mes "Anything happened?";
+ else if (checkquest(9163) >= 0) mes "Anything go wrong?";
+ next;
+ switch( select("I ate them all.:Who do I deliver this to...?:Nothing.")) {
+ case 1:
+ if (checkquest(9158) >= 0 || checkquest(9160) >= 0) {
+ mes .@n$;
+ mes "Huh... so you couldn't resist";
+ mes "yourself, eh?";
+ mes "Don't blame yourself too much. It";
+ mes "is difficult resist the ^4AA02CSatay^000000's";
+ mes "addicting aroma."; }
+ else if (checkquest(9162) >= 0 || checkquest(9164) >= 0) {
+ mes .@n$;
+ mes "I warned you not to give in";
+ mes "to the sweet smells of the ^4AA02CSatay^000000."; }
+ next;
+ mes .@n$;
+ mes "Our tribe is short on food";
+ mes "supplies so we can't give out more";
+ mes "of our ^4AA02CSatay^000000. But there's a rumor";
+ mes "that the restaurant owner in";
+ mes "Dewata Island is making and";
+ mes "selling their own ^4AA02CSatay^000000.";
+ next;
+ mes .@n$;
+ mes "It is not as tasty as our tribe's";
+ mes "recipe, but this is an urgent task.";
+ mes "Just find and deliver it.";
+ close;
+ case 2:
+ if (checkquest(9158) >= 0) {
+ mes .@n$;
+ mes "Our tribe warriors come to mind";
+ mes "to deliver the food to share ^4AA02CSatay^000000";
+ mes "with warriors in the village.";
+ } else if (checkquest(9160) >= 0) {
+ mes .@n$;
+ mes "The second person to deliver the";
+ mes "^4AA02CSatay^000000 to is someone who stays";
+ mes "across the river.";
+ next;
+ mes .@n$;
+ mes "That is the ^0000FFTribe Manager^000000.";
+ mes "Please deliver it to him before it cools down.";
+ } else if (checkquest(9162) >= 0) {
+ mes .@n$;
+ mes "The third person to deliver the";
+ mes "^4AA02CSatay^000000 to is the ^0000FFGatekeeper";
+ mes "of Krakatau Volcano^000000.";
+ mes "Please deliver it to him before it cools down.";
+ } else if (checkquest(9164) >= 0) {
+ mes .@n$;
+ mes "The last person to deliver the";
+ mes "^4AA02CSatay^000000 to is the ^0000FFBorobudur";
+ mes "Temple Manager^000000, who is in";
+ mes "^C35817Dewata Island^000000.";
+ mes "Please deliver it to him before it cools down.";
+ close; }
+ close;
+ case 3:
+ mes .@n$;
+ mes "Alright! Deliver it right now!";
+ close;
+ }
+ } else if (checkquest(9159) >= 0) {
+ mes .@n$;
+ mes "Ah, the next person whom I want";
+ mes "the ^4AA02CSatay^000000 delivered to is someone";
+ mes "who stays across from the river,";
+ mes "the ^0000FFTribe Manager^000000.";
+ next;
+ mes .@n$;
+ mes "To this end, I will give you 2";
+ mes "more servings of ^4AA02CSatay^000000.";
+ next;
+ mes .@n$;
+ mes "If you are attracted by the aroma";
+ mes "of the ^4AA02CSatay^000000, you may eat one.";
+ mes "But if you eat more you won't be";
+ mes "able to share ^4AA02CSatay^000000 with our friends.";
+ changequest 9159,9160;
+ getitem 11533,2;
+ close; }
+ else if (checkquest(9160) >= 0) goto chiefrequest;
+ else if (checkquest(9161) >= 0) {
+ mes .@n$;
+ mes "Oh, you delivered it already?";
+ mes "The third person to deliver the";
+ mes "^4AA02CSatay^000000 to is the ^0000FFGatekeeper of Krakatau Volcano^000000.";
+ next;
+ mes .@n$;
+ mes "I'll give you 2 more servings";
+ mes "of ^4AA02CSatay^000000 for this delivery.";
+ next;
+ mes .@n$;
+ mes "And just like before, don't give";
+ mes "in to the smell and try not to eat the ^4AA02CSatay^000000.";
+ changequest 9161,9162;
+ getitem 11533,2;
+ close; }
+ else if (checkquest(9162) >= 0) goto chiefrequest;
+ else if (checkquest(9163) >= 0) {
+ mes .@n$;
+ mes "Oh, you delivered it!";
+ mes "Last person to deliver ^4AA02CSatay^000000 to is";
+ mes "the ^0000FFBorobudur Temple Manager^000000, who is";
+ mes "on ^C35817Dewata Island^000000.";
+ next;
+ mes .@n$;
+ mes "I will give you 2 more ^4AA02CSatay^000000.";
+ next;
+ mes .@n$;
+ mes "And just like before, don't give";
+ mes "in to the smell and try not to eat the ^4AA02CSatay^000000.";
+ changequest 9163,9164;
+ getitem 11533,2;
+ close; }
+ else if (checkquest(9164) >= 0) goto chiefrequest;
+ else if (checkquest(9165) >= 0) {
+ mes .@n$;
+ mes "Oh, you delivered it!";
+ mes "You've done good work.";
+ mes "It has been a good time for";
+ mes "all of us to share and enjoy";
+ mes "this happy occasion together.";
+ mes "Thank you.";
+ next;
+ mes .@n$;
+ mes "While you were on the way back";
+ mes "from delivering the ^4AA02CSatay^000000,";
+ mes "the ^4AA02CJaty Crown^000000 has been made.";
+ mes "Its ambience and radiance make it a";
+ mes "truly flawless crown.";
+ next;
+ mes .@n$;
+ mes "Also, you brought more than enough";
+ mes "materials, so after making the ^4AA02CJaty";
+ mes "Crown^000000 we were able to craft a";
+ mes "similar one for you to keep.";
+ next;
+ mes .@n$;
+ mes "It's not the same as the original,";
+ mes "but it has its own specialty. It is";
+ mes "my reward to thank you for what you";
+ mes "have done.";
+ next;
+ mes .@n$;
+ mes "Made with our tribe's secret";
+ mes "marinade, try the ^4AA02CSatay^000000.";
+ mes "It was made with all our heart";
+ mes "especially for you, but don't";
+ mes "forget to share it with friends.";
+ next;
+ mes .@n$;
+ mes "You've done good work.";
+ mes "Whatever you do in the future, I";
+ mes "wish for you to have a life which";
+ mes "is full of fortune and joy";
+ mes "As Chief of the ^C35817Jaty Tribe^000000, I wish";
+ mes "you the best of luck!!";
+ set dewata_legend,6;
+ erasequest 9165;
+ getitem 11533,5;
+ getitem 18520,1;
+ close; }
+ mes .@n$;
+ mes "With your support I am not";
+ mes "worried about creating the";
+ mes "^4AA02CJaty Crown^000000. I really appreciate it.";
+ next;
+ mes .@n$;
+ mes "A delightful day like today should";
+ mes "be celebrated. Don't you think?";
+ mes "So I prepared to sample the";
+ mes "special food of our tribe, called ^4AA02CSatay^000000.";
+ next;
+ mes .@n$;
+ mes "But, this ^4AA02CSatay^000000 is too tasty for";
+ mes "just the two of us to share, so we";
+ mes "would like to share it with people";
+ mes "out in the village.";
+ next;
+ mes .@n$;
+ mes "What do you think?";
+ mes "In order to share news that";
+ mes "the ^4AA02CJaty Crown^000000 is being";
+ mes "sucessfully crafted, and to share";
+ mes "the delicious ^4AA02CSatay^000000 with our";
+ mes "friends, I need your help.";
+ next;
+ mes .@n$;
+ mes "Are you up for a short delivery job?";
+ next;
+ if(select("Of course, I can help:Sorry, I am too busy to help.")==2) {
+ mes .@n$;
+ mes "I believed you would definitely help me...";
+ mes "It's a little disappointing.";
+ mes "If you ever change your mind";
+ mes "come speak with me again.";
+ close; }
+ mes .@n$;
+ mes "Oh!, I knew you'd help.";
+ mes "Our tribe's warriors come to my";
+ mes "mind before we share with anyone else.";
+ mes "Please share ^4AA02CSatay^000000 with the";
+ mes "warriors in the village.";
+ next;
+ mes .@n$;
+ mes "For the moment I will give you 2 ^4AA02CSatay^000000.";
+ next;
+ mes .@n$;
+ mes "You may be tempted by the aroma";
+ mes "of our ^4AA02CSatay^000000, and you may eat one.";
+ mes "But if you eat more than that you won't";
+ mes "be able to share the ^4AA02CSatay^000000";
+ mes "with our village friends.";
+ setquest 9158;
+ getitem 11533,2;
+ close;
+ } else if(dewata_legend == 6) {
+ mes .@n$;
+ mes "You've done good work.";
+ mes "Whatever you do in the future, I";
+ mes "wish for you to have a life which";
+ mes "is full of fortune and joy.";
+ mes "As Chief of the ^C35817Jaty Tribe^000000, I wish";
+ mes "you the best of luck!!";
+ close; }
+ mes .@n$;
+ mes "I am the leader of this ^0000FFPaiko^000000 tribe.";
+ close;
+}
+
+// NPC - Sage Kasyapa
+//============================================================
+
+dew_in01,22,48,3 script Sage Kasyapa#dew_ 541,{
+
+ if(dewata_legend == 2 || dewata_legend == 3) {
+ mes "[Sage Kasyapa]";
+ mes "Instead of talking to me, why";
+ mes "don't you talk to our tribe's";
+ mes "leader, ^0000FFChief Paiko^000000?";
+ close;
+ } else if(dewata_legend == 4) {
+ if (checkquest(9155) >= 0) {
+ mes "[Sage Kasyapa]";
+ mes "I heard you could help making";
+ mes "a crown for our tribe leader.";
+ mes "You will certainly be a big";
+ mes "help to us... I trust my";
+ mes "own eyes and the";
+ mes "sparking light...";
+ next;
+ mes "[Sage Kasyapa]";
+ mes "The symbol of the Dayak Tribe";
+ mes "and a famous mystical creature.";
+ mes "Find ^FF000015 ^4AA02CCendrawasih Feathers^000000";
+ mes "and bring them to ^0000FFChief Paiko^000000.";
+ close;
+ } else if (checkquest(9156) >= 0) {
+ mes "[Sage Kasyapa]";
+ mes "With the feathers that you have";
+ mes "brought, creating a ^4AA02CJaty Crown^000000 is";
+ mes "going much more smoothly.";
+ mes "Go see ^0000FFChief Paiko^000000.";
+ close;
+ } else if (checkquest(9157) >= 0) {
+ mes "[Sage Kasyapa]";
+ mes "There is something";
+ mes "I wish to give to you";
+ mes "as a reward for your help.";
+ mes "Please, it would honor us if you would take it.";
+ next;
+ specialeffect2 EF_PNEUMA;
+ mes "[Sage Kasyapa]";
+ mes "The reason I asked you to embark";
+ mes "on this important mission is";
+ mes "because of this feather.";
+ mes "Handed down from generation to";
+ mes "generation, the legendary origin of";
+ mes "the crown is this feather...";
+ next;
+ mes "[Sage Kasyapa]";
+ mes "I saw this feather begin to shine";
+ mes "when you came here.";
+ mes "I knew you were a person who";
+ mes "would endeavour to help us.";
+ mes "On behalf of my people,";
+ mes "I give my thanks.";
+ next;
+ mes "[Sage Kasyapa]";
+ mes "Also, the feather you received";
+ mes "isn't just valuable on it's own,";
+ mes "it also is an acknowledgment from our tribe.";
+ next;
+ mes "[Sage Kasyapa]";
+ mes "Like ^C35817Krakatau Volcano^000000, when you";
+ mes "venture into dangerous areas like";
+ mes "that, if you display this feather,";
+ mes "you can get help from the tribe.";
+ mes "Anyway, I really thank you.";
+ set dewata_legend,5;
+ erasequest 9157;
+ getitem 6406,1;
+ close; }
+ mes "[Sage Kasyapa]";
+ mes "I've been waiting for you.";
+ mes "Our tribe's leader has a favor";
+ mes "to ask of you.";
+ mes "Please talk to ^0000FFChief Paiko^000000.";
+ close;
+ } else if(dewata_legend >= 5) {
+ mes "[Sage Kasyapa]";
+ mes "Also, the feather you received";
+ mes "isn't just valuable on it's own,";
+ mes "it also is an acknowledgment from our tribe.";
+ next;
+ mes "[Sage Kasyapa]";
+ mes "Like ^C35817Krakatau Volcano^000000, when you";
+ mes "venture into dangerous areas like";
+ mes "that, if you display this feather";
+ mes "you can get help from the tribe.";
+ mes "Anyway, I really thank you.";
+ close; }
+ mes "[Sage Kasyapa]";
+ mes "Your earnest expression tells me";
+ mes "that you have something to say";
+ mes "you might as well tell me what it is.";
+ next;
+ if(select("I overheard talk about a crown...:Just looking for the gift shop.")==2) {
+ emotion e_hmm,0,"Tribal Chief Paiko#dew_";
+ mes .@n$;
+ mes "Really?";
+ mes "It looked as if your eyes";
+ mes "wanted to say something.";
+ close; }
+ mes "[Sage Kasyapa]";
+ mes "Oh, you heard about the crown, eh?";
+ mes "Ah, this old man's got loose lips.";
+ mes "We should have used a little more";
+ mes "discretion...";
+ next;
+ select("Anything I can do to help?");
+ mes "[Sage Kasyapa]";
+ mes "I can see in your eyes";
+ mes "that you are a trustworthy sort... but...";
+ next;
+ specialeffect EF_PNEUMA;
+ mes "- There is a brief twinkling";
+ mes "of light. All of a sudden ^0000FFKasyapa^000000";
+ mes "seems taken aback. -";
+ next;
+ mes "[Sage Kasyapa]";
+ mes "Ah, the feather......!";
+ mes "Instead of talking to me, why don't";
+ mes "you talk to our tribe's leader,";
+ mes "^0000FFPaiko^000000?";
+ set dewata_legend,2;
+ close;
+}
+
+// NPC - Palm Tree
+//============================================================
+
+- script Palm Tree -1,{
+
+ if (checkquest(5039) >= 0 || checkquest(5046) >= 0 || checkquest(5048) >= 0 || checkquest(5050) >= 0) {
+ if ((checkquest(5039) >= 0) && countitem(6402) > 59 || (checkquest(5046) >= 0 && countitem(6402) > 19) || (checkquest(5048) >= 0 && countitem(6402) > 29) || (checkquest(5050) >= 0 && countitem(6402) > 39)) {
+ mes "- The palm tree denies your greedy hands. -";
+ close; }
+ mes "There's palm tree.";
+ mes "You can kick or shake it.";
+ mes "What do you want to do?";
+ next;
+ switch(select("Shake the tree:Kick the tree")) {
+ case 1:
+ specialeffect EF_HITLINE2;
+ mes "You shake the palm tree.";
+ next;
+ mes "... ... ...";
+ next;
+ set .@palm_rand,rand(1,20);
+ if (.@palm_rand > 0 && .@palm_rand < 5) {
+ set .@pstone,rand(1,3);
+ if (.@pstone == 1) {
+ mes "As you shake the palm tree like a";
+ mes "polaroid picture...";
+ mes "a ^FF0000stone^000000 falls out.";
+ } else if (.@pstone == 2) {
+ mes "As you shake the palm tree";
+ mes "enough to move its branchs...";
+ mes "a ^FF0000Stone^000000 falls out.";
+ } else if (.@pstone == 3) {
+ mes "As you shake the palm tree like";
+ mes "a crazed Alchemist...";
+ mes "a ^FF0000Stone^000000 falls out."; }
+ getitem 7049,1;
+ } else if (.@palm_rand == 13 || .@palm_rand == 12) {
+ if(getequipid(EQI_HEAD_TOP) == 5009) {
+ mes "- Something smashes down on your";
+ mes "head, right where that soft spot";
+ mes "is, but it's ok, you're safe!";
+ mes "'cuz you already equipped ^0000FFSafety Helmet^000000. -";
+ close2;
+ specialeffect EF_BASH;
+ initnpctimer;
+ disablenpc "Palm Tree#"+strnpcinfo(2);
+ end; }
+ mes "As you shake the palm tree with";
+ mes "wreckless abandon...";
+ mes "something smashes down on your";
+ mes "head, right where that soft spot";
+ mes "is, $#*@! that's a one in a million shot.";
+ close2;
+ initnpctimer;
+ disablenpc "Palm Tree#"+strnpcinfo(2);
+ warp "dew_fild01",371,211;
+ percentheal -10,0;
+ end;
+ } else if (.@palm_rand >= 5 && .@palm_rand < 9) {
+ set .@pleaf,rand(1,3);
+ if (.@pleaf == 1) {
+ mes "As you shake the palm tree like a";
+ mes "salt shaker...";
+ mes "a ^FF0000Great Leaf^000000 falls out.";
+ } else if (.@pleaf == 2) {
+ mes "As you shake the palm tree with";
+ mes "furious violence...";
+ mes "a ^FF0000Great Leaf^000000 falls out.";
+ } else if (.@pleaf == 3) {
+ mes "As you shake the palm tree";
+ mes "enough to move its branchs...";
+ mes "a ^FF0000Great Leaf^000000 falls out."; }
+ getitem 7198,1;
+ } else if (.@palm_rand >= 9 && .@palm_rand < 12) {
+ set .@pfruit,rand(1,6);
+ if (.@pfruit == 1) {
+ mes "Once shaking a palm tree";
+ mes "an ^0000FFOil Palm Fruit^000000 falls out.";
+ mes "- Fell in a Hurly-Burly.. -";
+ mes "- Fell in a Hurly-Burly.. -";
+ } else if (.@pfruit == 2) {
+ mes "As you shake the palm tree with";
+ mes "all of your strength...";
+ mes "tons of ^0000FFOil Palm Fruit^000000 crashes down from the tree.";
+ } else if (.@pfruit == 3) {
+ mes "As you shake the palm tree like";
+ mes "a disobedient child...";
+ mes "an ^0000FFOil Palm Fruit^000000 falls out.";
+ } else if (.@pfruit == 4) {
+ mes "As you shake the palm tree";
+ mes "enough to move its branchs...";
+ mes "an ^0000FFOil Palm Fruit^000000 falls out.";
+ } else if (.@pfruit == 5) {
+ mes "Once shaking a palm tree";
+ mes "an ^0000FFOil Palm Fruit^000000 falls out.";
+ } else if (.@pfruit == 6) {
+ mes "As you shake the palm tree like";
+ mes "a crazed Alchemist...";
+ mes "an ^0000FFOil Palm Fruit^000000 falls out."; }
+ getitem 6402,rand(1,5);
+ } else if (.@palm_rand > 13 && .@palm_rand < 17) {
+ set .@pworm,rand(1,3);
+ if (.@pworm == 1){
+ mes "As you shake the palm tree like";
+ mes "a disobedient child...";
+ mes "a ^FF0000Worm Peeling^000000 falls out";
+ } else if (.@pworm == 2) {
+ mes "As you shake the palm tree like";
+ mes "a crazed Alchemist...";
+ mes "a ^FF0000Worm Peeling^000000 falls out.";
+ } else if (.@pworm == 3) {
+ mes "As you shake the palm tree with";
+ mes "all of your strength...";
+ mes "tons of ^FF0000Worm Peeling^000000 crashes down from the tree."; }
+ getitem 955,1;
+ } else if (.@palm_rand >= 17 && .@palm_rand <= 19) {
+ set .@pnothing,rand(1,3);
+ if (.@pnothing == 1) {
+ mes "As you shake the palm tree like";
+ mes "a crazed Alchemist...";
+ mes "but nothing happens.";
+ } else if (.@pnothing == 2) {
+ mes "As you shake the palm tree";
+ mes "with wreckless abandon...";
+ mes "but nothing happens.";
+ } else if (.@pnothing == 3) {
+ mes "As you shake the palm tree";
+ mes "enough to move its branchs...";
+ mes "but nothing happens.";
+ }
+ }
+ close2;
+ specialeffect EF_BASH;
+ initnpctimer;
+ disablenpc "Palm Tree#"+strnpcinfo(2);
+ end;
+ case 2:
+ specialeffect EF_BASH;
+ mes "You kick the palm tree swiftly with";
+ mes "all your might.";
+ next;
+ mes "... ... ...";
+ next;
+ set .@palm_rand,rand(1,20);
+ if (.@palm_rand > 0 && .@palm_rand < 5) {
+ set .@pstone,rand(1,3);
+ if (.@pstone == 1) {
+ mes "As you give the palm tree";
+ mes "a big boot...";
+ mes "a ^FF0000Stone^000000 falls out.";
+ } else if (.@pstone == 2) {
+ mes "As you give the palm tree";
+ mes "a strong kick like a scorned";
+ mes "woman...";
+ mes "a ^FF0000stone^000000 falls out.";
+ } else if (.@pstone == 3) {
+ mes "As you give the palm tree";
+ mes "a good'ole football punt...";
+ mes "a ^FF0000stone^000000 falls out."; }
+ getitem 7049,1;
+ } else if (.@palm_rand == 13 || .@palm_rand == 12) {
+ if(getequipid(EQI_HEAD_TOP) == 5009) {
+ mes "- Something smashes down on your";
+ mes "head, right where that soft spot";
+ mes "is, but it's ok, you're safe!";
+ mes "'cuz you already equipped ^0000FFSafety Helmet^000000. -";
+ close2;
+ specialeffect EF_BASH;
+ initnpctimer;
+ disablenpc "Palm Tree#"+strnpcinfo(2);
+ end; }
+ mes "As you shake the palm tree with";
+ mes "wreckless abandon...";
+ mes "something smashes down on your";
+ mes "head, right where that soft spot";
+ mes "is, $#*@! that's a one in a million shot.";
+ close2;
+ initnpctimer;
+ disablenpc "Palm Tree#"+strnpcinfo(2);
+ warp "dew_fild01",371,211;
+ percentheal -10,0;
+ end;
+ } else if (.@palm_rand >= 5 && .@palm_rand < 9) {
+ set .@pleaf,rand(1,3);
+ if (.@pleaf == 1) {
+ mes "Once kicking a palm tree";
+ mes "with all power";
+ mes "a ^FF0000Great Leaf^000000 falls out.";
+ } else if (.@pleaf == 2) {
+ mes "As you give the palm tree";
+ mes "a good'ole football punt...";
+ mes "a ^FF0000Great Leaf^000000 falls out.";
+ } else if (.@pleaf == 3) {
+ mes "As you give the palm tree";
+ mes "a quick kick to it's";
+ mes "proverbial shin...";
+ mes "a ^FF0000Great Leaf^000000 falls out."; }
+ getitem 7198,1;
+ } else if (.@palm_rand >= 9 && .@palm_rand < 12) {
+ set .@pfruit,rand(1,6);
+ if (.@pfruit == 1) {
+ mes "Once kicking a palm tree";
+ mes "with all power...";
+ mes "an ^0000FFOil Palm Tree^000000 falls out.";
+ mes "- Fell in a Hurly-Burly.. -";
+ mes "- Fell in a Hurly-Burly.. -";
+ } else if (.@pfruit == 2) {
+ mes "As you give the palm tree";
+ mes "a quick kick to it's";
+ mes "proverbial shin...";
+ mes "an ^0000FFOil Palm Fruit^000000 falls out.";
+ } else if (.@pfruit == 3) {
+ mes "As you give the palm tree";
+ mes "a good 'ole punt...";
+ mes "tons of ^0000FFOil Palm Fruit^000000 crashs down";
+ mes "from the tree.";
+ } else if (.@pfruit == 4) {
+ mes "As you give the palm tree";
+ mes "a chuck norris kick...";
+ mes "an ^0000FFOil Palm Fruit^000000 falls out.";
+ } else if (.@pfruit == 5) {
+ mes "As you give the palm tree";
+ mes "a strong dropkick...";
+ mes "tons of ^0000FFOil Palm Fruit^000000 crashs down";
+ mes "from the tree.";
+ } else if (.@pfruit == 6) {
+ mes "As you give the palm tree";
+ mes "a good'ole football punt...";
+ mes "an ^0000FFOil Palm Fruit^000000 falls out."; }
+ getitem 6402,rand(1,5);
+ } else if (.@palm_rand > 13 && .@palm_rand < 17) {
+ set .@pworm,rand(1,3);
+ if (.@pworm == 1) {
+ mes "As you give the palm tree";
+ mes "a strong dropkick...";
+ mes "a ^FF0000Worm Peeling^000000 falls out";
+ } else if (.@pworm == 2) {
+ mes "Once kicking a palm tree";
+ mes "with all power...";
+ mes "a ^FF0000Worm Peeling^000000 falls out.";
+ } else if (.@pworm == 3) {
+ mes "As you give the palm tree";
+ mes "a chuck norris kick...";
+ mes "tons of ^FF0000Worm Peeling^000000 crashes down from the tree."; }
+ getitem 955,1;
+ } else if (.@palm_rand >= 17 && .@palm_rand <= 19) {
+ set .@pnothing,rand(1,3);
+ if (.@pnothing == 1) {
+ mes "As you give the palm tree";
+ mes "a good'ole roundhouse...";
+ mes "but nothing happens.";
+ } else if (.@pnothing == 2) {
+ mes "As you give the palm tree";
+ mes "a strong kick like a scormed";
+ mes "woman...";
+ mes "but nothing happens.";
+ } else if (.@pnothing == 3) {
+ mes "As you give the palm tree";
+ mes "a thunderous kick...";
+ mes "but nothing happens."; }
+ }
+ close2;
+ specialeffect EF_BASH;
+ initnpctimer;
+ disablenpc "Palm Tree#"+strnpcinfo(2);
+ end;
+ }
+ } else {
+ mes "- There's a palm tree facing the cool wind. -";
+ close; }
+ end;
+
+OnTimer60000:
+ enablenpc "Palm Tree#"+strnpcinfo(2);
+ stopnpctimer;
+ end;
+}
+dew_fild01,209,201,0 duplicate(Palm Tree) Palm Tree#drink01 844
+dew_fild01,338,121,0 duplicate(Palm Tree) Palm Tree#drink02 844
+dew_fild01,247,62,0 duplicate(Palm Tree) Palm Tree#drink03 844
+dew_fild01,358,136,0 duplicate(Palm Tree) Palm Tree#drink04 844
+dew_fild01,276,73,0 duplicate(Palm Tree) Palm Tree#drink05 844
+dew_fild01,326,147,0 duplicate(Palm Tree) Palm Tree#drink06 844
+dew_fild01,278,63,0 duplicate(Palm Tree) Palm Tree#drink07 844
+dew_fild01,334,107,0 duplicate(Palm Tree) Palm Tree#drink08 844
+dew_fild01,301,88,0 duplicate(Palm Tree) Palm Tree#drink09 844
+dew_fild01,307,146,0 duplicate(Palm Tree) Palm Tree#drink10 844
+dew_fild01,314,72,0 duplicate(Palm Tree) Palm Tree#drink11 844
+dew_fild01,325,159,0 duplicate(Palm Tree) Palm Tree#drink12 844
+dew_fild01,320,68,0 duplicate(Palm Tree) Palm Tree#drink13 844
+dew_fild01,339,163,0 duplicate(Palm Tree) Palm Tree#drink14 844
+dew_fild01,345,88,0 duplicate(Palm Tree) Palm Tree#drink15 844
+dew_fild01,346,193,0 duplicate(Palm Tree) Palm Tree#drink16 844
+dew_fild01,344,71,0 duplicate(Palm Tree) Palm Tree#drink17 844
+dew_fild01,355,193,0 duplicate(Palm Tree) Palm Tree#drink18 844
+dew_fild01,358,93,0 duplicate(Palm Tree) Palm Tree#drink19 844
+dew_fild01,341,261,0 duplicate(Palm Tree) Palm Tree#drink20 844
+dew_fild01,70,196,0 duplicate(Palm Tree) Palm Tree#drink21 844
+dew_fild01,363,219,0 duplicate(Palm Tree) Palm Tree#drink22 844
+dew_fild01,289,302,0 duplicate(Palm Tree) Palm Tree#drink23 844
+dew_fild01,97,145,0 duplicate(Palm Tree) Palm Tree#drink24 844
+dew_fild01,299,107,0 duplicate(Palm Tree) Palm Tree#drink25 844
+dew_fild01,206,99,0 duplicate(Palm Tree) Palm Tree#drink26 844
+dew_fild01,355,113,0 duplicate(Palm Tree) Palm Tree#drink27 844
+dew_fild01,188,72,0 duplicate(Palm Tree) Palm Tree#drink28 844
+dew_fild01,278,136,0 duplicate(Palm Tree) Palm Tree#drink29 844
+dew_fild01,238,80,0 duplicate(Palm Tree) Palm Tree#drink30 844
+dew_fild01,258,128,0 duplicate(Palm Tree) Palm Tree#drink31 844
+dew_fild01,252,97,0 duplicate(Palm Tree) Palm Tree#drink32 844
+dew_fild01,240,125,0 duplicate(Palm Tree) Palm Tree#drink33 844
+dew_fild01,256,98,0 duplicate(Palm Tree) Palm Tree#drink34 844
+dew_fild01,225,117,0 duplicate(Palm Tree) Palm Tree#drink35 844
+dew_fild01,119,42,0 duplicate(Palm Tree) Palm Tree#drink36 844
+dew_fild01,219,121,0 duplicate(Palm Tree) Palm Tree#drink37 844
+dew_fild01,279,93,0 duplicate(Palm Tree) Palm Tree#drink38 844
+dew_fild01,209,137,0 duplicate(Palm Tree) Palm Tree#drink39 844
+dew_fild01,206,156,0 duplicate(Palm Tree) Palm Tree#drink40 844
+
+// NPC - Hideouts
+//============================================================
+
+dew_fild01,57,273,0 script #hideout 45,1,1,{
+ if(dewata_legend >= 1) {
+ warp "dew_in01",16,34;
+ end; }
+ mes "- You hear a faint conversation going on inside -";
+ next;
+ mes "[Tribal Chief Paiko]";
+ mes "Once again, I have failed to";
+ mes "make the ^E66C2CJaty Crown^000000...";
+ mes "I was sure that I could do it this time.";
+ mes "Why won't it work?";
+ next;
+ mes "[Sage Kasyapa]";
+ mes "The ^4AA02CJaty Crown^000000 has been known to";
+ mes "have miraculous power since the";
+ mes "time of the ancients.";
+ mes "But it's been said that only those";
+ mes "who've earned a tribal honor";
+ mes "would be able to use it.";
+ next;
+ mes "[Tribal Chief Paiko]";
+ mes "^0000FFKasyapa^000000!!";
+ mes "Are you saying that even though I";
+ mes "am the leader of our tribe, I have";
+ mes "not yet received that honor?";
+ next;
+ mes "[Sage Kasyapa]";
+ mes "Calm down, ^0000FFChief Paiko^000000...";
+ mes "As the Great and Powerful Chief,";
+ mes "you should be more than enough to qualify.";
+ next;
+ mes "[Sage Kasyapa]";
+ mes "In my younger years I could have";
+ mes "easily solved the problem, but this";
+ mes "old man's mind cannot figure out";
+ mes "what's missing.";
+ next;
+ mes "- The conversation trails off and";
+ mes "you don't hear anymore. -";
+ set dewata_legend,1;
+ close;
+}
+
+dew_in01,16,31,0 script #hidein 45,1,1,{
+ if(dewata_legend != 3) {
+ warp "dew_fild01",60,273;
+ end; }
+ mes "- Kasyapa and Chief Paiko begin";
+ mes "talking as you are about to";
+ mes "leave... -";
+ next;
+ mes "[Sage Kasyapa]";
+ mes "I am unsure of what is missing, but";
+ mes "that traveler could be a big help in";
+ mes "creating the ^4AA02CJaty Crown^000000.";
+ mes "Of this I am certain.";
+ mes "The reason is...";
+ next;
+ mes "[Tribal Chief Paiko]";
+ mes "What is the reason?";
+ next;
+ mes "[Sage Kasyapa]";
+ mes "This ^E56717Cendrawasih Feather^000000 was owned";
+ mes "by our first tribe leader when the";
+ mes "crown was originally created.";
+ mes "It was stored as a treasured";
+ mes "heirloom of our tribe.";
+ next;
+ mes "[Sage Kasyapa]";
+ mes "But when the traveler came near,";
+ mes "this feather started to shine, and";
+ mes "I kept thinking that this is not";
+ mes "just a coincidence";
+ mes "This person will be the key to";
+ mes "assisting us to make the crown.";
+ next;
+ mes "[Tribal Chief Paiko]";
+ mes "Could it happen for sure?";
+ mes "If so, I will give everything";
+ mes "to support them...";
+ set dewata_legend,4;
+ close;
+}
+
+// NPC - Mastersmith Gatti
+//============================================================
+
+dew_fild01,127,240,4 script Gatti#weapon 813,{
+ if (checkquest(5052) >= 0) {
+ mes "[Gatti]";
+ mes "Were you recognized by the natives?";
+ next;
+ mes "[Gatti]";
+ mes "... ... ...";
+ next;
+ if (dewata_legend >= 5) {
+ mes "[Gatti]";
+ mes "Oh yes! Finally.";
+ mes "You also possess a strong energy.";
+ mes "Did you finally get the recognition from natives?";
+ next;
+ select("Yes.");
+ mes "[Gatti]";
+ mes "Oh! Just as I expected!";
+ mes "I was so lucky to meet you.";
+ mes "Everything is going so well.";
+ next;
+ mes "[Gatti]";
+ mes "I know I have no right to ask";
+ mes "you for this, but a meeting like";
+ mes "this is destiny...";
+ next;
+ mes "[Gatti]";
+ mes "- Gatti mumbles. -";
+ next;
+ mes "[Gatti]";
+ mes "The weapon material that I so";
+ mes "longed for is ^0000FFComodo Leather^000000.";
+ mes "Please get me 100 of them.";
+ next;
+ mes "[Gatti]";
+ mes "I'm so eager to make the weapon in";
+ mes "the weapon blueprint.";
+ next;
+ mes "[Gatti]";
+ mes "Please, before my passion fades out.";
+ next;
+ mes "[Gatti]";
+ mes "Oh! And the Comodo Dragon is a very";
+ mes "powerful monster, so please be careful.";
+ changequest 5052,5053;
+ close; }
+ mes "[Gatti]";
+ mes "Not yet, I guess. I'm asking around";
+ mes "everywhere, but I couldn't find a";
+ mes "way to get recognition from natives.";
+ mes "I don't know when I can finish";
+ mes "making this weapon.";
+ next;
+ mes "[Gatti]";
+ mes "If you get recognition before";
+ mes "me, please DON'T forget to visit";
+ mes "me.";
+ close;
+ } else if (checkquest(5053) >= 0) {
+ if (countitem(6403) > 99) {
+ mes "[Gatti]";
+ mes "By the looks of your walk, you must";
+ mes "have brought me 100 Comodo Leather. Hand it over to me.";
+ next;
+ mes "- Gatti takes the Comodo Leather from you. -";
+ erasequest 5053;
+ set dewata_gatti,2;
+ delitem 6403,100;
+ close; }
+ mes "[Gatti]";
+ mes "Please be careful. The Comodo";
+ mes "Dragon is very powerful monster.";
+ mes "And don't forget to bring me 100";
+ mes "Comodo Leather on your";
+ mes "way back.";
+ close; }
+ if (dewata_gatti == 0) {
+ mes "[Gatti]";
+ mes "Hey there, young man~ Are you from here?";
+ next;
+ select("No, I'm not.");
+ mes "[Gatti]";
+ mes "I'd like to ask you a question.";
+ mes "Where is this place?";
+ next;
+ mes "- He seems to be asking for the";
+ mes "Island name. -";
+ next;
+ input .@dewataname$;
+ if (.@dewataname$ != "Dewata Island") {
+ mes "[Gatti]";
+ mes "Is that so... "+.@dewataname$+"? "+.@dewataname$+"... "+.@dewataname$+"...";
+ mes ""+.@dewataname$+"...";
+ next;
+ mes "- The old man gave a deep sign of resignation and countinued speaking. -";
+ next;
+ mes "[Gatti]";
+ mes "Damn... My plan is ruined. I";
+ mes "invested all my fortunes to get";
+ mes "there, but I failed. I can't do";
+ mes "anything now, my boat has been";
+ mes "wrecked.";
+ next;
+ mes "- The old man starts to cry. -";
+ mes "- Feeling awkward, you quickly leave. -";
+ close; }
+ mes "[Gatti]";
+ mes "This is Dewata Island? You're sure";
+ mes "this is Dewata Island?";
+ next;
+ mes "[Gatti]";
+ mes "Hahahahahahahahaha...!!!";
+ next;
+ mes "- The old man started to laugh";
+ mes "like a crazy person after";
+ mes "hearing the name of the island.";
+ mes "You decide to ask a little bit later. -";
+ set dewata_gatti,1;
+ close;
+ } else if (dewata_gatti == 1) {
+ select("Well, sir...");
+ mes "[Gatti]";
+ mes "Cough... cough...";
+ next;
+ mes "[Gatti]";
+ mes "Oh... Sorry~ Sorry. I was so happy";
+ mes "that I finally arrived at Dewata";
+ mes "Island.";
+ next;
+ mes "[Gatti]";
+ mes "This is not a short story. Oh! I";
+ mes "have to introduce myself first. I";
+ mes "am Mastersmith Gatti, also an";
+ mes "Adventurer.";
+ next;
+ mes "[Gatti]";
+ mes "I found a mysterious weapon";
+ mes "blueprint, but I don't remember";
+ mes "exactly when I acquired it.";
+ next;
+ select("Weapon blueprint...?");
+ mes "[Gatti]";
+ mes "Yes! I traveled all around to find";
+ mes "the materials for the weapon, but...";
+ next;
+ select("But what?");
+ mes "[Gatti]";
+ mes "I couldn't find the last material anywhere.";
+ next;
+ mes "[Gatti]";
+ mes "It was about to give up, but there";
+ mes "was some fine print on the";
+ mes "blueprint saying that it could be";
+ mes "found on Dewata Island.";
+ next;
+ mes "[Gatti]";
+ mes "I don't know why somebody put such";
+ mes "an important thing in fine print.";
+ mes "Anyway, after reading that, I";
+ mes "invested all my fortunes to find";
+ mes "that Island.";
+ next;
+ select("Oh... Is that so?");
+ mes "[Gatti]";
+ mes "This island is strange. I arrived";
+ mes "here a week ago, and everybody here";
+ mes "has been avoiding me.";
+ next;
+ mes "[Gatti]";
+ mes "Last week was so hard, but you";
+ mes "saved me by telling me this is";
+ mes "Dewata Island.";
+ mes "Thank you for telling me, and";
+ mes "thank you for passing here at";
+ mes "just the right time.";
+ next;
+ select("Uh... No problem.");
+ mes "[Gatti]";
+ mes "Well... There was a little problem";
+ mes "of my ship getting wrecked, but";
+ mes "that's neither here nor there.";
+ next;
+ mes "[Gatti]";
+ mes "Now that I found out this is";
+ mes "Dewata Island, I should find";
+ mes "the material for this great weapon.";
+ next;
+ mes "[Gatti]";
+ mes "... ... ... ...";
+ next;
+ mes "[Gatti]";
+ mes "Ah! The material that I am looking";
+ mes "for is ^FF0000Comodo Leather^000000.";
+ next;
+ select("^FF0000Comodo Leather?^000000");
+ mes "[Gatti]";
+ mes "Yes. In the blueprint, it's";
+ mes "written that only a few";
+ mes "of the Dewata Natives are";
+ mes "worthy enough to fight";
+ mes "against the Comodo Dragon.";
+ next;
+ mes "[Gatti]";
+ mes "In order to fight the Comodo";
+ mes "Dragon, you have to get recognized";
+ mes "by the natives. I assume it'll be";
+ mes "hard to get the recognition.";
+ next;
+ select("Of course, it must be...");
+ mes "[Gatti]";
+ mes "Let me ask you a favor.";
+ mes "If you get the recognition first,";
+ mes "please don't forget to visit me.";
+ setquest 5052;
+ close;
+ } else if (dewata_gatti == 2) {
+ mes "[Gatti]";
+ mes "Oh~ Look at this. How resilient.. So soft.";
+ next;
+ mes "[Gatti]";
+ mes "Comodo Leather is the best material ever.";
+ next;
+ mes "[Gatti]";
+ mes "Hmm... Like this?";
+ next;
+ mes "[Gatti]";
+ mes "Or like this? Yes! This is the way!";
+ next;
+ mes "- Mastersmith Gatti enjoys";
+ mes "processing the Leathers you've";
+ mes "brought to make the weapon. -";
+ mes "- You should wait a little while. -";
+ set dewata_gatti,3;
+ close;
+ } else if (dewata_gatti == 3) {
+ if (checkquest(5054) >= 0) {
+ mes "[Gatti]";
+ mes "You brought all the material already?";
+ mes "You were also curious about the finished weapon? Haha.";
+ next;
+ mes "[Gatti]";
+ mes ".... .... ....";
+ next;
+ if (countitem(6403)>99 && countitem(999)>19 && countitem(984)>9 && countitem(6404)) {
+ mes "[Gatti]";
+ mes "Great, we have enough. Wait a little.";
+ next;
+ specialeffect EF_REFINEOK;
+ mes "[Gatti]";
+ mes "I finished making the weapon. This";
+ mes "is called ^FF0000Keris^000000, according to the blueprint.";
+ next;
+ mes "[Gatti]";
+ mes "I keep finding new stuff when I";
+ mes "lay my eyes on this blueprint.";
+ next;
+ mes "[Gatti]";
+ mes "I've learned how to make the";
+ mes "weapon, so ask me anytime if you need it.";
+ set dewata_gatti,4;
+ getitem 13067,1;
+ delitem 6403,100;
+ delitem 999,20;
+ delitem 984,10;
+ delitem 6404,1;
+ erasequest 5054;
+ close; }
+ mes "[Gatti]";
+ mes "Hmm... I need more of those.";
+ mes "If my ship didn't get wrecked.";
+ mes "I could made it on my own, but...";
+ next;
+ mes "- Gatti mumbles to himself. -";
+ next;
+ mes "[Gatti]";
+ mes "100 Comodo Leather, 20 Steel,";
+ mes "and 10 Oridecon are what I need.";
+ next;
+ mes "[Gatti]";
+ mes "If you bring them all,";
+ mes "I'll make the best weapon ever.";
+ close; }
+ select("Well... Gatti?");
+ mes "[Gatti]";
+ mes "Oh! Sorry, sorry! This leather is";
+ mes "so interesting.";
+ next;
+ mes "[Gatti]";
+ mes "I made a hilt out of the leather you brought me.";
+ next;
+ mes "[Gatti]";
+ mes ".... .... .... ....";
+ next;
+ select("Hilt?");
+ mes "[Gatti]";
+ mes "You don't know what a hilt is?";
+ mes "That's what you call the handle of a weapon.";
+ next;
+ mes "- Gatti shows a thing that looks like the handle of a weapon. -";
+ next;
+ mes "[Gatti]";
+ mes "I tried making it like what's";
+ mes "written in the blueprint, but";
+ mes "I need more material.";
+ next;
+ select("Really?");
+ mes "[Gatti]";
+ mes ".... .... .... ....";
+ next;
+ mes "[Gatti]";
+ mes "Yes... To be frank with you,";
+ mes "I ruined a lot of them trying";
+ mes "different things.";
+ next;
+ mes "[Gatti]";
+ mes "I know this is alot to ask,";
+ mes "but can you get me 100 more";
+ mes "Comodo Leather, 20 Steel, and 10 Oridecon?";
+ next;
+ mes "[Gatti]";
+ mes "I'll make you a best weapon ever.";
+ next;
+ mes "[Gatti]";
+ mes "Oh! I almost forgot. Don't forget";
+ mes "to bring the hilt that I just made you.";
+ next;
+ mes "[Gatti]";
+ mes "A weapon must have a handle.";
+ getitem 6404,1;
+ setquest 5054;
+ close;
+ } else if (dewata_gatti >= 4) {
+ mes "[Gatti]";
+ mes "You're ^FF0000"+strcharinfo(0)+"^000000?";
+ mes "So, how's the Keris that I made it for you?";
+ next;
+ switch(select("It's great!:I need another Keris.:Can I make it stronger?")) {
+ case 1:
+ mes "[Gatti]";
+ mes "Yes, yes of course it's great.";
+ mes "I made that weapon so it must be good.";
+ close;
+ case 2:
+ if (countitem(6404) == 1) {
+ if (countitem(6403)>69 && countitem(999)>19 && countitem(984)>9) {
+ mes "[Gatti]";
+ mes "You have all materials.";
+ mes "Wait just a little.";
+ next;
+ specialeffect EF_REFINEOK;
+ mes "[Gatti]";
+ mes "Here is the Keris! Ask me anytime.";
+ getitem 13067,1;
+ delitem 6404,1;
+ delitem 6403,70;
+ delitem 999,20;
+ delitem 984,10;
+ close; }
+ mes "[Gatti]";
+ mes "You only have a Hilt. You'll need";
+ mes "to bring me 10 Oridecon, 20 Steel,";
+ mes "and 70 Comodo Leather.";
+ next;
+ mes "[Gatti]";
+ mes "If you bring them, I'll make a";
+ mes "brand new Keris.";
+ close;
+ } else if (countitem(6404) > 1) {
+ mes "[Gatti]";
+ mes "You already have 1 Hilt in your inventory. What do you need 1 more Hilt for?";
+ close;
+ } else if (countitem(6403)>49 && countitem(7201)) {
+ mes "[Gatti]";
+ mes "You bought the material for the";
+ mes "Hilt. I'll make it right away.";
+ next;
+ mes "[Gatti]";
+ mes "Put in here, and process it like this...";
+ next;
+ mes "[Gatti]";
+ mes "Here you go. I can make a Keris if";
+ mes "you bring me 10 Oridecon, 20 Steel,";
+ mes "and 70 Comodo Leather.";
+ getitem 6404,1;
+ delitem 6403,50;
+ delitem 7201,1;
+ close; }
+ mes "[Gatti]";
+ mes "You want me to make one more";
+ mes "Keris for you? In that case I";
+ mes "need a Hilt, 50 Comodo Leather,";
+ mes "and 1 Log. These are what I need to make a Hilt.";
+ close;
+ case 3:
+ mes "[Gatti]";
+ mes "So, you want to enchant your";
+ mes "weapon? The weapon gets broken";
+ mes "from time to time during the";
+ mes "process, but it doesn't";
+ mes "happen that often.";
+ next;
+ mes "[Gatti]";
+ mes "In another case, the enchantment";
+ mes "may be applied to an item which";
+ mes "you didn't mean to enchant.";
+ mes "So just bring ^5555ffONE Weapon^000000";
+ mes "if you want the enchantment to be safe.";
+ next;
+ switch(select("Please enchant the weapon.","Things you need to know.","Maybe next time.")) {
+ case 1:
+ mes "[Gatti]";
+ mes "^FFA500To enchant your Weapon^000000:";
+ mes "- 100,000 Zeny";
+ mes "- ^FF0000Weapon will lose refines and cards^000000.";
+ next;
+ if (countitem(13067) > 1) {
+ mes "[Gatti]";
+ mes "Please come back with just ONE equipment to be enchanted.";
+ close; }
+ mes "[Gatti]";
+ mes "You want to enchant your";
+ mes "^FF0000" + getitemname(13067) + "^000000?";
+ mes "The cost of this work is ^0000FF100,000^000000 Zeny.";
+ next;
+ if(select("Do it, please!:May be next time..")==2) close;
+ if (Zeny < 100000) {
+ mes "[Gatti]";
+ mes "I'd like to go ahead with this enchant attempt, but you're missing a few things.";
+ mes "You sure that you have enough Zeny.";
+ close; }
+ delitem 13067,1;
+ set Zeny, Zeny-100000;
+ close2;
+ specialeffect2 EF_REPAIRWEAPON;
+ progressbar "FFFF00",3;
+ set .@Enchant_3,rand(4760,4802);
+ set .@Enchant_4,rand(4760,4802);
+ set .@ERate, rand(100);
+ if (.@ERate < 14) { // -- 14% Break chance
+ mes "[Gatti]";
+ mes "Wah! I am so sorry, but it failed.";
+ mes "However, I am completely innocent.";
+ mes "This is your luck, and it was destined by god, okay?";
+ mes "Don't be so disappointed, and try next time.";
+ next;
+ mes "[Gatti]";
+ mes "I wish you good luck next time!";
+ close;
+ } else {
+ getitem2 13067,1,1,0,0,0,0,.@Enchant_3,.@Enchant_4;
+ mes "[Gatti]";
+ mes "Great, your weapon received the enchant.";
+ mes "It looks pretty well done. Congratulations!";
+ next;
+ mes "[Gatti]";
+ mes "See you again, adventurer!";
+ close; }
+ case 2:
+ mes "[Gatti]";
+ mes "If you want to do it, I'll";
+ mes "have to tell you some cautionary";
+ mes "things before enchanting the";
+ mes "weapon.";
+ next;
+ mes "[Gatti]";
+ mes "I need 1 weapon of level";
+ mes "3 or 4, and maximum slot of 2.";
+ mes "And 100,000 Zeny too.";
+ mes "As you know, I don't have any";
+ mes "money right now because my";
+ mes "ship got wrecked.";
+ next;
+ mes "[Gatti]";
+ mes "If you have a weapon that is";
+ mes "refined or inserted with cards";
+ mes "in your inventory which you";
+ mes "don't want to enchant, it";
+ mes "could get destroyed.";
+ next;
+ mes "[Gatti]";
+ mes "Or its upgrades could get";
+ mes "changed during the";
+ mes "enchantment process.";
+ next;
+ mes "[Gatti]";
+ mes "If you don't want that to";
+ mes "happen, put the refined";
+ mes "weapon elsewhere before the enchantment.";
+ next;
+ mes "[Gatti]";
+ mes "Sometimes the enchantment";
+ mes "fails. The weapon doesn't get";
+ mes "destroyed every time you fail.";
+ mes "However, you should know that";
+ mes "the weapon gets destroyed from";
+ mes "time to time.";
+ close;
+ case 3:
+ mes "[Gatti]";
+ mes "Whenever you want to enchant";
+ mes "weapon, just bring me the";
+ mes "weapon you want to enchant";
+ mes "and 100,000 Zeny.";
+ close;
+ }
+ }
+ }
+}
diff --git a/npc/pre-re/quests/quests_dicastes.txt b/npc/pre-re/quests/quests_dicastes.txt
new file mode 100644
index 000000000..2d1132cff
--- /dev/null
+++ b/npc/pre-re/quests/quests_dicastes.txt
@@ -0,0 +1,6557 @@
+//===== rAthena Script =======================================
+//= El Dicastes Quest NPCs
+//===== By: ==================================================
+//= Gennosuke Kouga
+//===== Current Version: =====================================
+//= 1.2a
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= Quest NPCs related to Dewata:
+//== Sapha's Visit, Doha's Secrect Order, Frede's Request,
+//== Department Quests, Document Quests,
+//== Chesire's Call, Cat Hands Enchantment
+//===== Additional Comments: =================================
+//= 1.0 First version. 14107 lines, oh, the pain...
+//= 1.1 Standardized and reduced by 7000+ lines. [Euphy]
+//= 1.2 Further optimization. [Euphy]
+//= 1.2a Small bug fix. [Euphy]
+//============================================================
+
+// Entrance
+//============================================================
+
+manuk,321,182,5 script Entrance Manager#ep13_3_ 450,{
+ mes "[Entrance Manager]";
+ if (isequipped(2782)) {
+ if (ep13_3_invite >= 4) {
+ mes "Are you visiting the capital city, El Dicastes?";
+ next;
+ if(select("Yes:No")==2) {
+ mes "[Entrance Manager]";
+ mes "Then use the tunnel next time.";
+ close; }
+ mes "[Entrance Manager]";
+ mes "Be careful.";
+ close2;
+ warp "dic_dun01",33,212;
+ end; }
+ mes "Sorry.";
+ mes "I cannot let you pass because you are not a Sapha.";
+ close; }
+ mes "¢¤¡ð¡ú? ¢£ ¡ù¡ð...";
+ mes "¡ï¡ò¡Ð ¢¤ ?";
+ mes "¡ñ¡ï..?";
+ close;
+}
+
+dic_dun01,266,113,5 script Curious Sapha#ep13_3_ 449,{
+ mes "[Curious Sapha]";
+ if (isequipped(2782)) {
+ mes "Hello?";
+ next;
+ switch(select("What are you doing here?:Buy research items.:Hello!:I want to help your research.")) {
+ case 1:
+ mes "[Curious Sapha]";
+ mes "Do you see that dirty vigilante over there?";
+ next;
+ mes "[Curious Sapha]";
+ mes "He was attacked by Scarabas after falling into Scaraba Hall.";
+ mes "And he was the only one attacked even with others around him.";
+ next;
+ mes "[Curious Sapha]";
+ mes "I think he slipped and fell on some secretion of the Queen Scaraba. I thought it was an accident was looking into it.";
+ next;
+ mes "[Curious Sapha]";
+ mes "If the research results are correct, the Scarabas are very sensitive to the smell.";
+ mes "Or else say they go crazy over it. Almost as if they were losing it...";
+ next;
+ mes "[Curious Sapha]";
+ mes "I came to research the relationship between the Queen secretion component and the Scarabas.";
+ mes "So I created this into a perfume to carry it easily.";
+ next;
+ mes "[Curious Sapha]";
+ mes "I might be able to use this perfume's reaction to Scarabas and make progress in research.";
+ close;
+ case 2:
+ mes "[Curious Sapha]";
+ mes "You want to buy the Scaraba";
+ mes "Perfume? A gift for home?";
+ mes "Well, it has become a rare perfume.";
+ next;
+ mes "[Curious Sapha]";
+ mes "I'll give you a deal and sell it by 500 Zeny each. But, try not to carry it with you into Scaraba Hall.";
+ mes "How many do you want? You can buy up to 100.";
+ next;
+ input .@deal,0,100;
+ if (.@deal == 0) {
+ mes "[Curious Sapha]";
+ mes "You changed your mind?";
+ close; }
+ if (Zeny < .@deal*500) {
+ mes "[Curious Sapha]";
+ mes "You don't have enough money.";
+ close; }
+ mes "[Curious Sapha]";
+ mes "Will you buy "+.@deal+"?";
+ next;
+ if(select("Yes:No")==2) close;
+ mes "[Curious Sapha]";
+ mes "Here you go. Scaraba might flock";
+ mes "around you, so don't use it near Scaraba Hall.";
+ getitem 6437, .@deal;
+ set Zeny, Zeny-(.@deal*500);
+ close;
+ case 3:
+ mes "[Curious Sapha]";
+ mes "Hello?";
+ close;
+ case 4:
+ mes "[Curious Sapha]";
+ mes "Do you have any useful information?";
+ mes "Please let me know!";
+ next;
+ input .@talksap$;
+ mes "[Curious Sapha]";
+ mes "It says ^0000FF"+.@talksap$+"^000000.";
+ next;
+ set .@curiousrand,rand(1,4);
+ // Needs more information!
+ if (.@curiousrand == 1) {
+ mes "[Curious Sapha]";
+ mes "That is great information!";
+ mes "I must start on the research.";
+ close;
+ } else if (.@curiousrand == 2) {
+ mes "[Curious Sapha]";
+ mes "I already know about that information, but I'm really grateful for you to come all the way here to tell me.";
+ close;
+ } else {
+ mes "[Curious Sapha]";
+ mes "Hmm... do you think so?";
+ mes "I have some doubts about your information. I'll think it over.";
+ close;
+ }
+ }
+ }
+ mes "¡ö¡ñ¡Ð ¡ò ¡õ?";
+ next;
+ mes "- Cannot understand a word. -";
+ close;
+}
+
+// Vigilantes
+//============================================================
+
+function script eldicastes_dv {
+ mes "[Vigilante]";
+ if (isequipped(2782)) {
+ if (ep13_3_secret >= 4) {
+ if (countitem(6437)) {
+ mes "Do you need something from the cave?";
+ next;
+ if(select("Yes:No")==2) {
+ mes "[Vigilante]";
+ mes "Please step aside because it is dangerous.";
+ mes "You won't know when those Scarabas will start to rampage.";
+ close; }
+ mes "[Vigilante]";
+ mes "Ewwww, what's this smell?";
+ mes "Be careful. The smell from the Scaraba Secretion was picked up by other Scarabas.";
+ next;
+ if(select("Enter after spraying perfume.:Do not enter because it's dangerous.")==2) {
+ mes "[Vigilante]";
+ mes "Please step aside because it is dangerous.";
+ mes "You won't know when those Scarabas will start to rampage.";
+ close; }
+ mes "[Vigilante]";
+ mes "Okay. Then good luck to you. Be careful.";
+ close2;
+ warp "dic_dun02",101,142;
+ end; }
+ switch(getarg(0)) {
+ case 1:
+ mes "Phew, what happened?! Why are they all over me?";
+ next;
+ mes "[Vigilante]";
+ mes "I already had bad luck in falling into Scaraba Hall and being";
+ mes "drenched with this awful ^E77471stench^000000 my";
+ mes "head is starting to ache!";
+ next;
+ mes "- The vigilante complained while brushing off the traces of the Scarabas. -";
+ close;
+ case 2:
+ mes "Be careful. The smell from the Scaraba Secretion was picked up by other Scarabas.";
+ next;
+ mes "[Vigilante]";
+ mes "If you need something from the cave!";
+ mes "Please get some ^E77471Scaraba Perfume^000000 before you go.";
+ close; }
+ }
+ switch(getarg(0)) {
+ case 1:
+ mes "Hey! This is no place for a rookie like you.";
+ mes "Those Scaraba can snatch you away!";
+ close;
+ case 2:
+ mes "The area below is restricted because it is dangerous.";
+ mes "I cannot let you pass because you are here as a guest.";
+ mes "Please follow the tunnel to get to the capital city.";
+ close; }
+ }
+ switch(getarg(0)) {
+ case 1:
+ mes "¡ô¡ó¡ö ¡÷ ¡þ¡ù¡ó¢¤¡ö¡ø ¢³ ¡÷¢£¡ü ¡ø ¡Ð¡õ¡û.";
+ mes "¡ð¡ú¢± ¡ô ¡ò¡õ¡ú ¡õ..!";
+ break;
+ case 2:
+ mes "¡ô¡ó¡ö ¡÷ ¡þ¡ù¡ó?";
+ mes "¢¤¡ö¡ø ¢³ ¡÷¢£¡ü ¡ø ¡Ð¡õ¡û...";
+ mes "¡ð¡ú¢± ¡ô ¡ò¡õ¡ú ¡õ..!";
+ break; }
+ next;
+ mes "- Cannot understand a word. -";
+ close;
+}
+
+dic_dun01,284,102,5 script Dirty Vigilante#ep13_3_ 450,{
+ callfunc "eldicastes_dv",1; }
+dic_dun01,294,106,4 script Vigilante#ep13_3_23 492,{
+ callfunc "eldicastes_dv",2; }
+dic_dun01,286,104,5 script Vigilante#ep13_3_24 450,{
+ callfunc "eldicastes_dv",2; }
+
+dic_dun01,28,212,0 script Vigilante#ep13_3_26 45,1,1,{
+ mes "[Vigilante]";
+ if (isequipped(2782)) {
+ mes "Manuk is just before us.";
+ mes "Are you heading to Manuk?";
+ next;
+ if(select("Yes:No")==2) {
+ mes "[Vigilante]";
+ mes "Good luck.";
+ close; }
+ mes "[Vigilante]";
+ mes "I will send you back to Manuk.";
+ close2;
+ warp "manuk",326,180;
+ end; }
+ mes "¡ô¡ó¡ö ¡÷ ¡þ¡ù¡ó?";
+ mes "¢¤¡ö¡ø ¢³ ¡÷¢£¡ü ¡ø ¡Ð¡õ¡û...";
+ next;
+ mes "- The Vigilante says something and then shakes his head.";
+ mes "Looks like a negative reaction from the looks of his firm pose holding his shield in front of him. -";
+ close;
+}
+
+dic_fild01,153,281,4 script Capital City Guard 492,{
+ mes "[Capital City Guard]";
+ if (isequipped(2782)) {
+ mes "Access to the city is restricted from other races without permits.";
+ mes "Please go back.";
+ next;
+ mes "[Capital City Guard]";
+ mes "Hmmm? You are human.";
+ mes "If you went through that tunnel, you are here by Ravail's invitation?";
+ next;
+ select("Yes.");
+ mes "[Capital City Guard]";
+ mes "No wonder Vyhannus approved you.";
+ mes "Understood.";
+ mes "I approve your entrance and will guide you on what you should first do in El Dicastes.";
+ next;
+ mes "[Capital City Guard]";
+ mes "First enter the fortress,";
+ mes "and register yourself at Dicastes Diel located at the highest location in the north.";
+ mes "You must first register to be able to move freely.";
+ next;
+ mes "[Capital City Guard]";
+ mes "You'll see Diel if you follow here towards the north.";
+ mes "You won't get lost.";
+ mes "You need to find the register window at the Diel public service center.";
+ close2;
+ warp "dicastes01",199,41;
+ end; }
+ mes "¡ô¡ó¡ö ¡÷ ¡þ¡ù¡ó?";
+ mes "¡ð¡ú¢± ¡ô ¡ò¡õ¡ú ¡õ..!";
+ next;
+ mes "- Cannot communicate with him. -";
+ close;
+}
+
+dic_in01,254,119,0 script Item Storage#01 844,{
+ mes "This is the item storage.";
+ mes "There is some writing on the paper.";
+ next;
+ mes "+ Shay's precious safe +";
+ mes "For those you want to use this safe!";
+ mes "1. Is my cooking delicious?";
+ mes "2. You have enough basic skills, right?";
+ mes "3. It will be ^0000FF500 Zeny^000000, please!";
+ next;
+ mes "You'll have to put in some coins to use it.";
+ mes "Insert Coins: Will you";
+ mes "put in 500 Zeny?";
+ next;
+ if(select("Use safe:No way.")==2) {
+ mes "["+strcharinfo(0)+"]";
+ mes "I will use it later.";
+ close; }
+ if (Zeny < 500) {
+ mes "Not enough Zeny.";
+ close; }
+ set Zeny, Zeny-500;
+ close2;
+ openstorage;
+ end;
+}
+
+// Civil Services
+//============================================================
+
+function script que_dic {
+ if (getarg(0) > 1) {
+ for(set .@i,0; .@i<getargcount(); set .@i,.@i+1)
+ if (checkquest(getarg(.@i)) >= 0) {
+ erasequest getarg(.@i);
+ break; }
+ return; }
+ if (!getarg(0)) {
+ if (checkquest(getarg(1),HUNTING) != 2) return;
+ mes getarg(3); }
+ else if (getarg(0)) {
+ if (checkquest(getarg(1)) == -1) return;
+ if (countitem(getarg(3)) < getarg(4)) {
+ mes "It looks like you are short on the amount.";
+ close; }
+ mes getarg(5); mes getarg(6,"");
+ delitem getarg(3), getarg(4); }
+ getexp getarg(2),0;
+ erasequest getarg(1);
+ specialeffect2 18;
+ getitem 6304,1;
+ close;
+}
+
+dic_in01,48,263,5 script Hunting Dept. 1 Manager 449,{
+ mes "[Hunting Dept. 1 Manager]";
+ if (isequipped(2782)) {
+ if (ep13_3_invite == 5) {
+ if (checkquest(12159) == -1) {
+ mes "So you didn't get any requests yet.";
+ mes "Laponte will have piles of requests and might give you one.";
+ next;
+ mes "[Hunting Dept. 1 Manager]";
+ mes "Try meeting him near the center of El Dicastes.";
+ close;
+ } else if (checkquest(12159,PLAYTIME) == 2) {
+ mes "Time limit has expired for the existing request.";
+ next;
+ mes "[Hunting Dept. 1 Manager]";
+ mes "If any incomplete request is found, it will be consider that you failed it and the request will be deleted.";
+ next;
+ mes "[Hunting Dept. 1 Manager]";
+ mes "You can get a new request after the existing request record being removed, go to see Laponte.";
+ que_dic(12099,12100,12101,12102,12103,12104,12105);
+ erasequest 12159;
+ close; }
+ mes "Welcome.";
+ mes "How can I help you?";
+ next;
+ select("I completed the request.");
+ mes "[Hunting Dept. 1 Manager]";
+ mes "Ah...";
+ mes "You are done with the request?";
+ mes "Let me check your records first.";
+ next;
+ mes "[Hunting Dept. 1 Manager]";
+ set .@s$, "Oh, you completed all your requests. Confirmation complete.";
+ que_dic(0,12099,4000,.@s$);
+ que_dic(0,12100,49000,.@s$);
+ que_dic(0,12101,18000,.@s$);
+ que_dic(0,12102,45000,.@s$);
+ que_dic(0,12103,4000,.@s$);
+ que_dic(0,12104,73000,.@s$);
+ que_dic(0,12105,59000,.@s$);
+ mes "You will get in trouble if you lie about the request...";
+ close; }
+ mes "- The Sapha keeps a distance from you even when you try to talk.";
+ mes "It looks like he is calling for a Galten. Time to go. -";
+ close; }
+ mes "¡õ¢£¡ô";
+ mes "¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£";
+ next;
+ mes "- I don't understand him. -";
+ close;
+}
+
+dic_in01,51,266,6 script Hunting Dept. 2 Manager 449,{
+ mes "[Hunting Dept. 2 Manager]";
+ if (isequipped(2782)) {
+ if (ep13_3_invite == 5) {
+ if (checkquest(12160) == -1) {
+ mes "So you didn't get any requests yet.";
+ mes "Kalipo will have piles of requests and might give you one. Try to find him.";
+ close;
+ } else if (checkquest(12160,PLAYTIME) == 2) {
+ mes "Kalipo seems to have another request for you.";
+ next;
+ mes "[Hunting Dept. 2 Manager]";
+ mes "I will erase any other records including previous requests from Kalipo that you haven't completed yet.";
+ next;
+ mes "[Hunting Dept. 2 Manager]";
+ mes "Your request history is cleared now. Please visit Kalipo.";
+ que_dic(12106,12107,12108,12109,12110,12111);
+ erasequest 12160;
+ close; }
+ mes "Welcome.";
+ mes "How can I help you?";
+ next;
+ select("I completed the request.");
+ mes "[Hunting Dept. 2 Manager]";
+ mes "Ah...";
+ mes "You are done with the request?";
+ mes "Let me check your records first.";
+ next;
+ mes "[Hunting Dept. 2 Manager]";
+ set .@s$, "Oh, you completed all your requests. Confirmation complete.";
+ que_dic(0,12106,77000,.@s$);
+ que_dic(0,12107,47000,.@s$);
+ que_dic(0,12108,50000,.@s$);
+ que_dic(0,12109,53000,.@s$);
+ que_dic(0,12110,30000,.@s$);
+ que_dic(0,12111,42000,.@s$);
+ mes "Please check your request history again. There is a discrepancy with our documents.";
+ close; }
+ mes "- The Sapha keeps a distance from you even when you try to talk.";
+ mes "It looks like he is calling for a Galten. Time to go. -";
+ close; }
+ mes "¡õ¢£¡ô";
+ mes "¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£";
+ next;
+ mes "- I don't understand him. -";
+ close;
+}
+
+dic_in01,51,270,6 script Supply Dept. 1 Manager# 449,{
+ mes "[Supply Dept. 1 Manager]";
+ if (isequipped(2782)) {
+ if (ep13_3_invite == 5) {
+ if (checkquest(12161) == -1) {
+ mes "So you didn't get any requests yet. Pura will have piles of requests and might give you one. Try meeting him.";
+ close;
+ } else if (checkquest(12163,PLAYTIME) == 2) {
+ mes "I erased all records related with the previous request. Go to meet Pura.";
+ que_dic(12117,12118,12119,12120,12121,12122,12123,12124,12125,12126);
+ erasequest 12161;
+ close; }
+ mes "Welcome.";
+ mes "How can I help you?";
+ next;
+ select("I completed the request.");
+ mes "[Supply Dept. 1 Manager]";
+ mes "Ah...";
+ mes "You are done with the request?";
+ mes "Let me check your records first.";
+ next;
+ mes "[Supply Dept. 1 Manager]";
+ set .@s$, "It's done. You can't start any other request till tomorrow, why don't you go to the famous pub and rest?";
+ que_dic(1,12117,26300,6086,6,.@s$);
+ que_dic(1,12118,25600,6090,3,.@s$);
+ que_dic(1,12119,51100,6073,16,.@s$);
+ que_dic(1,12120,26300,1037,6,.@s$);
+ que_dic(1,12121,79900,7032,26,.@s$);
+ que_dic(1,12122,26300,6075,6,.@s$);
+ que_dic(1,12123,79900,7326,26,.@s$);
+ que_dic(1,12124,53000,12353,1,.@s$);
+ que_dic(1,12125,56700,936,18,.@s$);
+ que_dic(1,12126,37500,954,11,.@s$);
+ if ((checkquest(12117) == -1 || checkquest(12118) == -1 || checkquest(12119) == -1 || checkquest(12120) == -1 || checkquest(12121) == -1 || checkquest(12122) == -1 || checkquest(12123) == -1 || checkquest(12124) == -1 || checkquest(12125) == -1 || checkquest(12126) == -1) && checkquest(12161) >= 0) {
+ mes "Cannot find any record...";
+ mes "Nothing... There is nothing that I can say ^E77471Request completed!^000000.";
+ close; }
+ mes "It looks like you are short on the amount.";
+ close; }
+ mes "- The Sapha keeps a distance from you even when you try to talk.";
+ mes "It looks like he is calling for a Galten. Time to go. -";
+ close; }
+ mes "¡õ¢£¡ô";
+ mes "¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£";
+ next;
+ mes "- I don't understand him. -";
+ close;
+}
+
+dic_in01,48,273,1 script Supply Dept. 2 Manager# 449,{
+ mes "[Supply Dept. 2 Manager]";
+ if (isequipped(2782)) {
+ if (ep13_3_invite == 5) {
+ if (checkquest(12162) == -1) {
+ mes "So you didn't get any requests yet.";
+ mes "Tragis will have piles of requests and might give you one. Try meeting him.";
+ close;
+ } else if (checkquest(12162,PLAYTIME) == 2) {
+ mes "I erased all records related with the previous request. Tragis is looking for you so hurry up to meet him.";
+ que_dic(12127,12128,12129,12130,12131,12132,12133,12134,12135,12136);
+ erasequest 12162;
+ close; }
+ mes "Welcome.";
+ mes "How can I help you?";
+ next;
+ select("I completed the request.");
+ mes "[Supply Dept. 2 Manager]";
+ mes "Ah...";
+ mes "You are done with the request?";
+ mes "Let me check your records first.";
+ next;
+ mes "[Supply Dept. 2 Manager]";
+ set .@s1$, strcharinfo(0)+", you handle your requests quite well.";
+ set .@s2$, "You are not like the pub owner who just sends requests here every day.";
+ que_dic(1,12127,65300,6023,5,.@s1$,.@s2$);
+ que_dic(1,12128,65300,6020,21,.@s1$,.@s2$);
+ que_dic(1,12129,82800,1042,27,.@s1$,.@s2$);
+ que_dic(1,12130,79900,912,26,.@s1$,.@s2$);
+ que_dic(1,12131,42800,943,13,.@s1$,.@s2$);
+ que_dic(1,12132,51100,6041,16,.@s1$,.@s2$);
+ que_dic(1,12133,79900,7100,26,.@s1$,.@s2$);
+ que_dic(1,12134,37500,7198,11,.@s1$,.@s2$);
+ que_dic(1,12135,51100,7188,16,.@s1$,.@s2$);
+ que_dic(1,12136,31000,518,2,.@s1$,.@s2$);
+ if ((checkquest(12127) == -1 || checkquest(12128) == -1 || checkquest(12129) == -1 || checkquest(12130) == -1 || checkquest(12131) == -1 || checkquest(12132) == -1 || checkquest(12133) == -1 || checkquest(12134) == -1 || checkquest(12135) == -1 || checkquest(12136) == -1) && checkquest(12162) >= 0) {
+ mes " I would like to complete a request for you but you have none going on now.";
+ close; }
+ mes "It looks like you are short on the amount.";
+ close; }
+ mes "- The Sapha keeps a distance from you even when you try to talk.";
+ mes "It looks like he is calling for a Galten. Time to go. -";
+ close; }
+ mes "¡õ¢£¡ô";
+ mes "¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£";
+ next;
+ mes "- I don't understand him. -";
+ close;
+}
+
+dic_in01,43,273,1 script Transport Dept. 1 Mgr.# 449,{
+ mes "[Transport Dept. 1 Mgr.]";
+ if (isequipped(2782)) {
+ if (ep13_3_invite == 5) {
+ if (checkquest(12163) == -1) {
+ mes "So you didn't get any requests yet.";
+ mes "Calyon will have piles of requests and might give you one. Try meeting him.";
+ close;
+ } else if (checkquest(12163,PLAYTIME) == 2) {
+ mes "I erased all records related with the previous request. Calyon is looking for you so hurry up to meet him.";
+ que_dic(12137,12138,12139,12140,12141,12142,12143,12144,12145,12146,12147);
+ erasequest 12163;
+ close; }
+ mes "Welcome.";
+ mes "How can I help you?";
+ next;
+ select("I completed the request.");
+ mes "[Transport Dept. 1 Mgr.]";
+ mes "Ah...";
+ mes "You are done with the request?";
+ mes "Let me check your records first.";
+ next;
+ mes "[Transport Dept. 1 Mgr.]";
+ set .@s1$, "Quantity check finished. Ahhh, you going to rest?";
+ set .@s2$, "Then why don't you visit the famous pub of the Capital? They have no yummy food though....";
+ que_dic(1,12137,30000,7143,4,.@s1$,.@s2$);
+ que_dic(1,12138,25000,744,5,.@s1$,.@s2$);
+ que_dic(1,12139,47500,748,1,.@s1$,.@s2$);
+ que_dic(1,12140,27500,736,15,.@s1$,.@s2$);
+ que_dic(1,12141,27000,746,10,.@s1$,.@s2$);
+ que_dic(1,12142,27500,740,15,.@s1$,.@s2$);
+ que_dic(1,12143,21600,925,50,.@s1$,.@s2$);
+ que_dic(1,12144,21400,965,50,.@s1$,.@s2$);
+ que_dic(1,12145,20900,964,20,.@s1$,.@s2$);
+ que_dic(1,12146,22400,911,30,.@s1$,.@s2$);
+ que_dic(1,12147,22400,910,40,.@s1$,.@s2$);
+ if ((checkquest(12137) == -1 || checkquest(12138) == -1 || checkquest(12139) == -1 || checkquest(12140) == -1 || checkquest(12141) == -1 || checkquest(12142) == -1 || checkquest(12143) == -1 || checkquest(12144) == -1 || checkquest(12145) == -1 || checkquest(12146) == -1 || checkquest(12147) == -1) && checkquest(12163) >= 0) {
+ mes "Um... What do you want me to do?";
+ next;
+ mes "[Transport Dept. 1 Mgr.]";
+ mes "You've got nothing that I can handle...";
+ close; }
+ mes "It looks like you are short on the amount.";
+ close; }
+ mes "- The Sapha keeps a distance from you even when you try to talk.";
+ mes "It looks like he is calling for a Galten. Time to go. -";
+ close; }
+ mes "¡õ¢£¡ô";
+ mes "¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£";
+ next;
+ mes "- I don't understand him. -";
+ close;
+}
+
+dic_in01,40,270,3 script Transport Dept. 2 Mgr.# 449,{
+ mes "[Transport Dept. 2 Mgr.]";
+ if (isequipped(2782)) {
+ if (ep13_3_invite == 5) {
+ if (checkquest(12164) == -1) {
+ mes "So you didn't get any requests yet.";
+ mes "Moltuka will have piles of requests and might give you one. Try meeting him.";
+ close;
+ } else if (checkquest(12164,PLAYTIME) == 2) {
+ mes "I erased all records related with the previous request. Moltuka is looking for you so hurry up to meet him.";
+ que_dic(12148,12149,12150,12151,12152,12153,12154,12155,12156,12157,12158);
+ erasequest 12164;
+ close; }
+ mes "Welcome.";
+ mes "How can I help you?";
+ next;
+ select("I completed the request.");
+ mes "[Transport Dept. 2 Mgr.]";
+ mes "Ah...";
+ mes "You are done with the request?";
+ mes "Let me check your records first.";
+ next;
+ mes "[Transport Dept. 2 Mgr.]";
+ set .@s$, "Well received. One less thing to worry about now.";
+ que_dic(1,12148,23000,528,100,.@s$);
+ que_dic(1,12149,20750,512,100,.@s$);
+ que_dic(1,12150,20750,515,100,.@s$);
+ que_dic(1,12151,20750,535,100,.@s$);
+ que_dic(1,12152,24500,516,50,.@s$);
+ que_dic(1,12153,20750,513,100,.@s$);
+ que_dic(1,12154,21250,517,50,.@s$);
+ que_dic(1,12155,24000,737,20,.@s$);
+ que_dic(1,12156,20037,747,5,.@s$);
+ que_dic(1,12157,23000,6265,2,.@s$);
+ que_dic(1,12158,23000,6264,2,.@s$);
+ if ((checkquest(12148) == -1 || checkquest(12149) == -1 || checkquest(12150) == -1 || checkquest(12151) == -1 || checkquest(12152) == -1 || checkquest(12153) == -1 || checkquest(12154) == -1 || checkquest(12155) == -1 || checkquest(12156) == -1 || checkquest(12157) == -1 || checkquest(12158) == -1) && checkquest(12164) >= 0) {
+ mes "This is the first time in my 200 years of working at this department that a person comes back to complete a request without starting any.";
+ close; }
+ mes "It looks like you are short on the amount.";
+ close; }
+ mes "- The Sapha keeps a distance from you even when you try to talk.";
+ mes "It looks like he is calling for a Galten. Time to go. -";
+ close; }
+ mes "¡õ¢£¡ô";
+ mes "¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£";
+ next;
+ mes "- I don't understand him. -";
+ close;
+}
+
+dic_in01,40,193,0 script Papyrus#0001 453,{
+ mes "[Papyrus]";
+ if (isequipped(2782)) {
+ if (ep13_3_invite == 5) {
+ set .@papyrustalk,rand(1,4);
+ if (.@papyrustalk == 1) mes "The number of adventurers visiting the Archive room has increased";
+ else if (.@papyrustalk == 2) mes "This is the very place where Ancient Sapha forefathers created history";
+ else if (.@papyrustalk == 3) mes "The Archive room holds transcendent knowledge beyond that of Midgard and Asgard";
+ else if (.@papyrustalk == 4) mes "Welcome, I am Papyrus, the manager of the Archive room here.";
+ next;
+ if (countitem(6308) > 2 && countitem(6308) < 30) {
+ mes "[Papyrus]";
+ mes "Wow~";
+ mes "You've found an Unknown Relic.";
+ mes "Do you want to exchange it with for 1 Sapha Certification?";
+ next;
+ if(select("Next time:Exchange now")==1) {
+ mes "[Papyrus]";
+ mes "Ok, have it your way. I'm here if you change your mind";
+ close; }
+ mes "[Papyrus]";
+ mes "Ok here's your 1 Sapha Certifications.";
+ delitem 6308,3;
+ getitem 6304,1;
+ close;
+ } else if (countitem(6308) > 29) {
+ mes "[Papyrus]";
+ mes "Oh... You've brought back plenty of unknown relics";
+ mes "We exchange 11 Sapha Certifications for 30 Unknown Relics. Do you want to exchange?";
+ next;
+ if(select("Next time:Exchange now")==1) {
+ mes "[Papyrus]";
+ mes "Ok, have it your way. I'm here if you change your mind";
+ close; }
+ mes "[Papyrus]";
+ mes "Ok here's your 11 Sapha Certifications.";
+ delitem 6308,30;
+ getitem 6304,11;
+ close; }
+ mes "[Papyrus]";
+ mes "How can I help you? ";
+ next;
+ switch(select("What is this place for?:How do I view documents?:What is an Unknown Relic?")) {
+ case 1:
+ mes "[Papyrus]";
+ mes "This is an important place where data of various relics collected, since our ancient forefathers, are kept.";
+ next;
+ mes "[Papyrus]";
+ mes "You can say it's something similar to the human's museum. Take your time to look through our ancient records.";
+ next;
+ mes "[Papyrus]";
+ mes "You'll never know if you'll find something that catches your adventurous eye.";
+ close;
+ case 2:
+ mes "[Papyrus]";
+ mes "Some documents are written in Ancient Sapha Language so humans have trouble viewing all of the documents.";
+ next;
+ mes "[Papyrus]";
+ mes "You can find recent documents on the left where I am standing.";
+ mes "You can also take notes on documents you found interesting.";
+ next;
+ mes "[Papyrus]";
+ mes "I would appreciate it if you bring back any Unknown Relics you happen to find while exploring using your notes from here to me.";
+ close;
+ case 3:
+ mes "[Papyrus]";
+ mes "Unknown Relics are relics that have not yet been verified and they are valuable research material for us.";
+ next;
+ mes "[Papyrus]";
+ mes "Many of us researchers are studying life and death, the birth and extinction of the universe through the ancient relics";
+ next;
+ mes "[Papyrus]";
+ mes "If you find and bring an Unknown Relics to me,";
+ mes "in exchange I will give you ^8000801 Sapha Certifications^000000 for every ^8000803 Unknown Relics^000000 you bring.";
+ next;
+ mes "[Papyrus]";
+ mes "If you bring ^80008030 Relics^000000, I will exchange it for ^80008011 Sapha Certifications^000000.";
+ close; }
+ }
+ mes "- Sapha keeps a distance from you even when you try to talk. Looks like he called on Guard Galten. Time to go... -";
+ close; }
+ mes "¡õ¡ú¡ô";
+ mes "¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£";
+ next;
+ mes "- I don't feel confident in talking since you wouldn't understand anything. -";
+ close;
+}
+
+// Document Packages
+//============================================================
+
+function script eldicastes_dp {
+ specialeffect2 235;
+ progressbar "ffff00",4;
+ if (checkquest(getarg(0)) >= 0) {
+ mes "You've found a document you already have.";
+ close;
+ } else {
+ mes getarg(2);
+ mes getarg(3);
+ next;
+ mes "You've found a document about ^800080"+getarg(1)+"^000000. Check for details in the ^800080Quest Window^000000.";
+ specialeffect2 18;
+ setquest getarg(0);
+ close; }
+}
+
+dic_in01,31,192,0 script Document Package#0001 844,{
+ if (isequipped(2782)) {
+ if (ep13_3_invite == 5) {
+ if (checkquest(12165,PLAYTIME) == 2) {
+ mes "Feeling a bit better.";
+ erasequest 12165;
+ close;
+ } else if (checkquest(12165,PLAYTIME) != -1) {
+ mes "Ugh... feel dizzy from simply staring at the document. Will come back after cooling down.";
+ close; }
+ set .@doc,rand(1,70);
+ if (.@doc > 50 && .@doc <= 60) {
+ specialeffect2 235;
+ progressbar "ffff00",4;
+ mes "No documents look out of the ordinary.";
+ close;
+ } else if (.@doc > 60 && .@doc <= 70) {
+ specialeffect2 235;
+ progressbar "ffff00",4;
+ mes "You suddenly feel nauseated. You feel like this won't go away any time soon. Finding the documents will have to wait.";
+ setquest 12165;
+ close; }
+ else if (.@doc == 1) callfunc "eldicastes_dp",12209,"Horn","Hard wedge-like horn from some insects. Doesn't have much practical use.","";
+ else if (.@doc == 2) callfunc "eldicastes_dp",12195,"Horrendous Mouth","Tooth from a dead body.","Important material for research on time of death and health conditions. Useful in discovering human ecology.";
+ else if (.@doc == 3) callfunc "eldicastes_dp",12186,"Orc's Fangs","Green skinned monster living in the woods. The creature is humanlike but is very hostile to humans.","Known to have a friendly relationship between the two races long ago.";
+ else if (.@doc == 4) callfunc "eldicastes_dp",12172,"Frog Eggs","An egg from an amphibian living in warm areas. Unknown if this egg can hatch in Manuk's cold regions.","";
+ else if (.@doc == 5) callfunc "eldicastes_dp",12208,"Snail's Shells","Hard Carapace that protects the body of a huge snail. Creature fun to research out of pure curiousity.","";
+ else if (.@doc == 6) callfunc "eldicastes_dp",12188,"Powder of Butterfly","Powder from the winged insects from Midgard. Some humans use it for makeup or medicine.","";
+ else if (.@doc == 7) callfunc "eldicastes_dp",12167,"Reptile Tongue","Tongue of a monster living in the desert terrain of Midgard. Often used as medicine after drying.","";
+ else if (.@doc == 8) callfunc "eldicastes_dp",12168,"Scorpion Tail","Poisonous reptile tail from a creature living in the deserts.","Records say that humans can lose their life when attacked.";
+ else if (.@doc == 9) callfunc "eldicastes_dp",12173,"Jellopy","Unknown substance in Manuk regions but found throughout Midgard.","Research required to see possibilities on using it for construction material.";
+ else if (.@doc == 10) callfunc "eldicastes_dp",12166,"Tree Root","Humans are using this for firewood or construction material. Found commonly in the woods of Midgard.","";
+ else if (.@doc == 11) callfunc "eldicastes_dp",12169,"Stem","There is nothing like Midgard plants in Manuk.","These plants are used for food and medicine and some are even poisonous.";
+ else if (.@doc == 12) callfunc "eldicastes_dp",12170,"Pointed Scale","Stem from a bumpy life form. Research required as the usage is unknown.","";
+ else if (.@doc == 13) callfunc "eldicastes_dp",12171,"Resin","Sap from an old tree collected and solidified. Very valuable in the human world.","";
+ else if (.@doc == 14) callfunc "eldicastes_dp",12174,"Fish Tail","Humans eat meat called fish.","Can be used as important food supply for foreign adventurers visiting in the city.";
+ else if (.@doc == 15) callfunc "eldicastes_dp",12175,"Worm Peeling","They say some Worm Peelings are valuable.","But this is based on the human's standard of value. Research required.";
+ else if (.@doc == 16) callfunc "eldicastes_dp",12176,"Gill","There are Midgard creatures that live in the sea and breathe through gills.","Further research on their ecology will be useful.";
+ else if (.@doc == 17) callfunc "eldicastes_dp",12177,"Tooth of Bat","Traces of a nocturnal creature unknown to Manuk. Not a strong creature from the size of its teeth.","";
+ else if (.@doc == 18) callfunc "eldicastes_dp",12178,"Fluff","Many of Midgard creatures are covered with soft hair.","Hair can be used as great cold protection. Further research required.";
+ else if (.@doc == 19) callfunc "eldicastes_dp",12179,"Chrysalis","Large insect sack that is alive and contains who knows what.","Not active at all but the life structure within it is very unique and worth researching.";
+ else if (.@doc == 20) callfunc "eldicastes_dp",12180,"Feather of Birds","Bird feather located throughout Midgard.","The feathers aren't great for cold protection but can be used as decorative accessories or tools for writing.";
+ else if (.@doc == 21) callfunc "eldicastes_dp",12181,"Talon","Pointy talon convenient for making holes or simple accessories.","Very useful with the nails from large creatures from Manuk.";
+ else if (.@doc == 22) callfunc "eldicastes_dp",12182,"Sticky Webfoot","Strange body structure found from Midgard amphibians. Evolved to better adapt to ocean life.","";
+ else if (.@doc == 23) callfunc "eldicastes_dp",12183,"Animal Skin","Leather from a mammal.","Very warm and soft and can be used in various ways. Processed in Midgard and valuable.";
+ else if (.@doc == 24) callfunc "eldicastes_dp",12184,"Wolf Claw","Claw from a creature called wolf.","Usage is unknown but many curious Saphas are taking an interest in it.";
+ else if (.@doc == 25) callfunc "eldicastes_dp",12185,"Mushroom Spore","Spores from a mushroom found throughout Midgard.","Looks like it can be cultivated here with a little research.";
+ else if (.@doc == 26) callfunc "eldicastes_dp",12187,"Evil Horn","Item made from Evil Horns that appear in areas that aren't holy.","Sold at a high price but doesn't seem to be practical.";
+ else if (.@doc == 27) callfunc "eldicastes_dp",12214,"Cactus Needle","Surface of a plant that survives in deserts with almost no moisture.","";
+ else if (.@doc == 28) callfunc "eldicastes_dp",12189,"Bill of Birds","Pointy bill convenient for making holes or simple accessories. Looks similar to bird claws.","";
+ else if (.@doc == 29) callfunc "eldicastes_dp",12190,"Snake Scale","Scales from a reptile that moves without legs.","Scales are shed from the creature and are used for simple craftwork.";
+ else if (.@doc == 30) callfunc "eldicastes_dp",12191,"Insect Feeler","Bug feeler from an insect with keen nerves.","Research subject for its unique structure different from Manuk creatures.";
+ else if (.@doc == 31) callfunc "eldicastes_dp",12192,"Immortal Heart","Heart that never stops beating. Obtained from mystical creatures called mermaids.","The driving force of the heart is still unknown and worth researching.";
+ else if (.@doc == 32) callfunc "eldicastes_dp",12193,"Rotten Bandage","Bandage used for dead bodies. Looks like humans believed in the dead coming back for their bodies.","";
+ else if (.@doc == 33) callfunc "eldicastes_dp",12194,"Decayed Nail","Nail from a dead body. Important material for research on time of death and health conditions.","Useful in discovering human ecology.";
+ else if (.@doc == 34) callfunc "eldicastes_dp",12195,"Stone Heart","They say a huge stone in a dead area in Midgard moves by itself.","The heart of the huge stone would be a rare research subject.";
+ else if (.@doc == 35) callfunc "eldicastes_dp",12196,"Tentacle","Feeler from ocean creatures. Unlike those from insects, these show active movement.","";
+ else if (.@doc == 36) callfunc "eldicastes_dp",12197,"Shell","Shell protecting insects or crustacean creatures.","These creatures have a shell surrounding their skin and are very flexible in movement. Worth researching.";
+ else if (.@doc == 37) callfunc "eldicastes_dp",12198,"Scale Shell","Shiny scales found from some reptiles.","The fluorescent substance contained on the surface can be used in various places.";
+ else if (.@doc == 38) callfunc "eldicastes_dp",12199,"Venom Canine","Canine tooth with poison. Humans use this to make weapons for killing.","";
+ else if (.@doc == 39) callfunc "eldicastes_dp",12200,"Sticky Mucus","Sticky liquid with a bit of viscosity left.","Can be used as key material for construction and currently is used for some Manuk architecture style. Commonly found throughout Midgard.";
+ else if (.@doc == 40) callfunc "eldicastes_dp",12201,"Bee Sting","Stinger taken from a living insect.","Some humans use it for medical treatment for its medicinal effect.";
+ else if (.@doc == 41) callfunc "eldicastes_dp",12202,"Grasshopper's Leg","Back legs of an insect that can leap far. Fun to research its structure.","";
+ else if (.@doc == 42) callfunc "eldicastes_dp",12203,"Royal Jelly","A kind of wonder drug collected from a queen bee.","Humans love this but no efficacy found for Manuk.";
+ else if (.@doc == 43) callfunc "eldicastes_dp",12204,"Yoyo Tail","Tail from a humanlike creature.","Research on why humans do not have this trace on them would be amusing but would hurt current alliance with the humans.";
+ else if (.@doc == 44) callfunc "eldicastes_dp",12205,"Solid Shell","Shell evolved by some kind of environmental factor.","This can be great material to make various tool or armory.";
+ else if (.@doc == 45) callfunc "eldicastes_dp",12206,"Yam","Edible when ripe, yellow food.","Humans like this very much. Haven't tried it yet but smells like ripe sweet Potatoes.";
+ else if (.@doc == 46) callfunc "eldicastes_dp",12207,"Raccoon Leaf","They say there is an animal that can change its form with this pasted on it.","Worth research to validate if this rumor is true.";
+ else if (.@doc == 47) callfunc "eldicastes_dp",12210,"Bear's Footskin","Humans collect hunted bear paws.","Usage is unknown. The humans that collect the paws are subjects for research.";
+ else if (.@doc == 48) callfunc "eldicastes_dp",12211,"Feather","Warm hair as soft as downy hair.","Must be used for cold protection. Collectable throughout Midgard.";
+ else if (.@doc == 49) callfunc "eldicastes_dp",12212,"Red Herb","Kind of medicinal red plant.","Humans use this to make recovery medicine. Plant worth researching.";
+ else if (.@doc == 50) callfunc "eldicastes_dp",12213,"Carrot","Red colored plant. Pub owner requests it all the time. Worth research.","";
+ }
+ mes "- When you try to open and read a document, a Sapha manager motions to call Guard Galten. Let's get out of here quickly. -";
+ close; }
+ mes "¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£";
+ close;
+}
+
+dic_in01,31,187,0 duplicate(Document Package#0001) Document Package#0002 844
+dic_in01,25,192,0 duplicate(Document Package#0001) Document Package#0003 844
+dic_in01,25,187,0 duplicate(Document Package#0001) Document Package#0004 844
+
+// Unknown Relics
+//============================================================
+
+function script unknown_d {
+ if (checkquest(getarg(0)) >= 0) {
+ specialeffect2 310;
+ specialeffect2 12;
+ progressbar "ffff00",4;
+ erasequest getarg(0);
+ mes "You were able to find information on the "+getitemname(getarg(1))+".";
+ specialeffect2 18;
+ getitem getarg(1), rand(1,3);
+ if (rand(1,2)==1) close;
+ next;
+ mes "In addition, you've obtained an Unknown Relic to report back to the Saphas.";
+ specialeffect2 18;
+ getitem 6308,1;
+ close; }
+ mes "- You see traces of digging. -";
+ close;
+}
+
+cmd_fild08,324,163,0 script Stone Heart?#33 844,{
+ callfunc "unknown_d",12215,953; }
+moc_fild01,169,62,0 script Cactus Needle?#33 844,{
+ callfunc "unknown_d",12214,952; }
+prt_fild02,280,328,0 script Carrot?#33 844,{
+ callfunc "unknown_d",12213,515; }
+prt_fild02,97,209,0 script Red Herb?#33 844,{
+ callfunc "unknown_d",12212,507; }
+prt_fild02,142,116,0 script Feather?#33 844,{
+ callfunc "unknown_d",12211,949; }
+pay_fild07,269,164,0 script Bear's Footskin?#33 844,{
+ callfunc "unknown_d",12210,948; }
+prt_fild03,284,190,0 script Raccoon Leaf?#33 844,{
+ callfunc "unknown_d",12207,945; }
+prt_fild03,262,201,0 script Yam?#33 844,{
+ callfunc "unknown_d",12206,549; }
+prt_fild03,226,170,0 script Solid Shell?#33 844,{
+ callfunc "unknown_d",12205,943; }
+prt_fild03,180,163,0 script Yoyo Tail?#33 844,{
+ callfunc "unknown_d",12204,942; }
+prt_fild03,64,35,0 script Royal Jelly?#33 844,{
+ callfunc "unknown_d",12203,526; }
+prt_fild07,76,122,0 script Grasshopper's Leg?#33 844,{
+ callfunc "unknown_d",12202,940; }
+mjolnir_09,99,100,0 script Bee Sting?#33 844,{
+ callfunc "unknown_d",12201,939; }
+prt_fild02,102,97,0 script Sticky Mucus?#33 844,{
+ callfunc "unknown_d",12200,938; }
+mjolnir_04,162,168,0 script Venom Canine?#33 844,{
+ callfunc "unknown_d",12199,937; }
+mjolnir_04,191,154,0 script Scale Shell?#33 844,{
+ callfunc "unknown_d",12198,936; }
+iz_dun01,191,92,0 script Shell?#33 844,{
+ callfunc "unknown_d",12197,935; }
+iz_dun01,210,77,0 script Tentacle?#33 844,{
+ callfunc "unknown_d",12196,962; }
+moc_pryd02,36,75,0 script Decayed Nail?#33 844,{
+ callfunc "unknown_d",12194,957; }
+moc_pryd02,134,112,0 script Rotten Bandage?#33 844,{
+ callfunc "unknown_d",12193,930; }
+iz_dun02,112,96,0 script Immortal Heart?#33 844,{
+ callfunc "unknown_d",12192,929; }
+pay_fild07,126,49,0 script Insect Feeler?#33 844,{
+ callfunc "unknown_d",12191,928; }
+pay_fild06,306,233,0 script Snake Scale?#33 844,{
+ callfunc "unknown_d",12190,926; }
+moc_fild11,237,273,0 script Bill of Birds?#33 844,{
+ callfunc "unknown_d",12189,925; }
+c_tower2,170,9,0 script Evil Horn?#33 844,{
+ callfunc "unknown_d",12187,923; }
+pay_fild08,188,153,0 script Mushroom Spore?#33 844,{
+ callfunc "unknown_d",12185,921; }
+moc_fild03,175,201,0 script Wolf Claw?#33 844,{
+ callfunc "unknown_d",12184,920; }
+mjolnir_08,108,99,0 script Animal Skin?#33 844,{
+ callfunc "unknown_d",12183,919; }
+prt_fild04,315,245,0 script Sticky Webfoot?#33 844,{
+ callfunc "unknown_d",12182,918; }
+moc_fild12,116,122,0 script Talon?#33 844,{
+ callfunc "unknown_d",12181,917; }
+moc_fild07,201,360,0 script Feather of Birds?#33 844,{
+ callfunc "unknown_d",12180,916; }
+prt_fild06,127,85,0 script Chrysalis?#33 844,{
+ callfunc "unknown_d",12179,915; }
+prt_fild06,182,290,0 script Fluff?#33 844,{
+ callfunc "unknown_d",12178,914; }
+mjo_dun01,222,226,0 script Tooth of Bat?#33 844,{
+ callfunc "unknown_d",12177,913; }
+iz_dun03,155,165,0 script Gill?#33 844,{
+ callfunc "unknown_d",12176,956; }
+prt_fild05,303,169,0 script Worm Peeling?#33 844,{
+ callfunc "unknown_d",12175,955; }
+izlude,132,136,0 script Fish Tail?#33 844,{
+ callfunc "unknown_d",12174,1023; }
+pay_fild01,152,171,0 script Resin?#33 844,{
+ callfunc "unknown_d",12171,907; }
+pay_fild02,105,113,0 script Pointed Scale?#33 844,{
+ callfunc "unknown_d",12170,906; }
+pay_fild02,177,108,0 script Stem?#33 844,{
+ callfunc "unknown_d",12169,905; }
+pay_fild03,144,95,0 script Tree Root?#33 844,{
+ callfunc "unknown_d",12166,902; }
+prt_fild08,299,332,0 script Jellopy?#33 844,{
+ callfunc "unknown_d",12173,909; }
+prt_fild09,352,241,0 script Scorpion Tail?#33 844,{
+ callfunc "unknown_d",12168,904; }
+prt_fild09,371,255,0 script Reptile Tongue?#33 844,{
+ callfunc "unknown_d",12167,903; }
+prt_fild03,366,237,0 script Horn?#33 844,{
+ callfunc "unknown_d",12209,947; }
+moc_pryd02,148,184,0 script Horrendous Mouths?#33 844,{
+ callfunc "unknown_d",12195,958; }
+gef_fild03,251,109,0 script Orc's Fangs?#33 844,{
+ callfunc "unknown_d",12186,922; }
+gef_fild01,104,111,0 script Spawn?#33 844,{
+ callfunc "unknown_d",12172,908; }
+gef_fild09,67,46,0 script Snail's Shell#33 844,{
+ callfunc "unknown_d",12208,946; }
+gef_fild05,111,96,0 script Powder of Butterfly?#33 844,{
+ callfunc "unknown_d",12188,924; }
+
+dic_in01,25,190,0 script Mysterious Documents#00 844,{
+ if (isequipped(2782)) {
+ if (ep13_3_invite == 5) {
+ if (checkquest(12165,PLAYTIME) == 2) {
+ mes "You don't feel as nauseous anymore. It should be safe to proceed now.";
+ erasequest 12165;
+ close;
+ } else if (checkquest(12165,PLAYTIME) != -1) {
+ mes "The documents are making you feel nauseous. You should come back later after your stomach settles.";
+ close; }
+ mes "The documents in this container aren't legible. It's not use trying to read them.";
+ close; }
+ mes "- When you approach the documents,";
+ mes "an Evil Giant that looks like the archive manager tries to call Guard Galton. You should get out of here quickly. -";
+ close; }
+ mes "¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£";
+ close;
+}
+
+dic_in01,137,225,5 script Diel Guard#ep133_19 450,{
+ mes "[Diel Guard]";
+ if (isequipped(2782)) {
+ if (ep13_3_secret > 6 && ep13_3_secret < 11) {
+ mes "Please stop.";
+ mes "Only those with permission";
+ mes "are allowed to enter.";
+ next;
+ if(select("I have permission.:Go back.")==2) {
+ mes "[Diel Guard]";
+ mes "Sigh...";
+ mes "Please understand.";
+ mes "There are many that try to meet the minister.";
+ mes "That is why security is heavy.";
+ close; }
+ mes "[Diel Guard]";
+ mes "Wait...";
+ mes ""+strcharinfo(0)+"......ah...";
+ mes "I see your name on the list.";
+ mes "I'm sorry.";
+ mes "Please go through.";
+ close2;
+ warp "dic_in01",241,177;
+ end;
+ } else if (ep13_3_secret > 10) {
+ mes "Ah, you are "+strcharinfo(0)+"..";
+ mes "I received an order from Ahat to let you through anytime.";
+ mes "Please go up.";
+ close2;
+ warp "dic_in01",241,177;
+ end; }
+ mes "You can't go further.";
+ mes "This is the highest minister's office.";
+ mes "Only those with permission are allowed in.";
+ mes "Please go back.";
+ close; }
+ mes "¡ô¡ó¡ö ¡÷ ¡þ¡ù¡ó?";
+ mes "¢¤¡ö¡ø ¢³ ¡÷¢£¡ü ¡ø ¡Ð¡õ¡û...";
+ mes "¡ð¡ú¢± ¡ô ¡ò¡õ¡ú ¡õ..!";
+ next;
+ mes "- Cannot communicate with him. -";
+ close;
+}
+
+dic_in01,242,182,0 script Elevator#5f_to_4f 844,{
+ select("Administrative Office");
+ warp "dic_in01",138,221;
+ end;
+}
+
+dic_in01,263,193,3 script Diel Guard#ep133_20 450,{
+ mes "[Diel Guard]";
+ if (ep13_3_secret > 10) {
+ if (checkquest(7201) >= 0) {
+ mes "You just came back from Ahat's errand?";
+ mes "He is waiting inside.";
+ mes "Please go in.";
+ close2;
+ warp "dic_in01",299,251;
+ end;
+ } else if (countitem(6304) > 1) {
+ delitem 6304,1;
+ } else {
+ mes "You need 1 Sapha Certification to meet Ahat.";
+ mes "At least you're getting special treatment.";
+ close; }
+ }
+ mes "Are you here to meet Ahat?";
+ mes "You are on the list.";
+ close2;
+ warp "dic_in01",299,251;
+ end;
+}
+
+dic_in01,299,268,0 script #ep133_event01 111,5,5,{
+OnTouch:
+ if (checkquest(7198) >= 0 && ep13_3_secret == 7) {
+ mes "- As soon as you try to approach Ahat, someone pushes your head down to force you to bow. -";
+ next;
+ sc_start SC_Blind,10000,0;
+ mes "[Ringing Voice]";
+ mes "That is fine, Cheshire.";
+ mes "Are you here to see me?";
+ next;
+ cutin "ep13_ahat_f",2;
+ mes "[Ringing Voice]";
+ mes "Hold up your head and come closer.";
+ mes "Conversations are meant to be eye to eye.";
+ next;
+ mes "You hold up your head at the sound of Ahat's voice";
+ mes "But you see a human in high-ranking Sapha clothing in front of you.";
+ emotion e_omg,1;
+ erasequest 7198;
+ close2;
+ cutin "",255; }
+ end;
+}
+
+dic_in01,294,276,5 script Secret Adjutant#ep133_2 498,{
+ cutin "ep13_cheshire_h",2;
+ if (ep13_3_secret == 9) {
+ if (checkquest(7199) >= 0) {
+ if (countitem(6305) > 10 && countitem(6306) > 10 && countitem(6307) > 10) {
+ mes "[Cheshire]";
+ mes "You are useful, aren't you?";
+ mes "That will be all for today.";
+ mes "We will need to work little by little so we don't draw attention.";
+ set ep13_3_secret,10;
+ delitem 6305,10;
+ delitem 6306,10;
+ delitem 6307,10;
+ erasequest 7199;
+ setquest 7200;
+ close2;
+ cutin "",255;
+ end; }
+ mes "[Cheshire]";
+ mes "Erase the various traces near the crack.";
+ mes "Your job is to collect and bring back ^0000FFClotted Bloodstains, Strange Magic Stones, and Frozen Piece of Skins^000000.";
+ next;
+ mes "[Cheshire]";
+ mes "This cannot be done in a day so please bring back at least 10 of each.";
+ mes "Got it?";
+ close2;
+ cutin "",255;
+ end; }
+ mes "- Cheshire stands quietly next to Ahat with his head and face covered with a bandana.";
+ mes "You see a tail behind Cheshire's hip for a split second. -";
+ next;
+ select("Tail?");
+ mes "[Cheshire]";
+ mes "What are you looking at?!";
+ mes "What tail are you talking about?";
+ next;
+ select("Have you ever been near the triangle?");
+ mes "[Cheshire]";
+ mes "Hey, what are you talking about?";
+ mes "What do you want to say?";
+ next;
+ cutin "",255;
+ cutin "ep13_cheshire_h",2;
+ mes "[Ahat]";
+ mes ""+strcharinfo(0)+"....";
+ mes "All you need to do is follow Cheshire's orders.";
+ mes "Don't ask stupid questions.";
+ mes "This is an order.";
+ mes "Cheshire, continue.";
+ next;
+ cutin "",255;
+ cutin "ep13_cheshire_h",2;
+ mes "[Cheshire]";
+ mes "Hmm... here is what you need to do.";
+ mes "There is a huge crack south from the city.";
+ mes "There are many accidents happening near it.";
+ next;
+ mes "[Cheshire]";
+ mes "I need you to go and clear out any traces.";
+ mes "You'll find ^0000FFClotted Bloodstains, Strange Magic Stones, and Frozen Piece of Skins^000000.";
+ next;
+ mes "[Cheshire]";
+ mes "Clear them out without anyone knowing.";
+ mes "Bring them here instead of throwing them away somewhere.";
+ mes "Bring back at least 10 of each.";
+ next;
+ mes "[Cheshire]";
+ mes "You mustn't be seen by anyone.";
+ mes "You mustn't tell the Saphas. Work in asbolute secrecly!";
+ setquest 7199;
+ close2;
+ cutin "",255;
+ end;
+ } else if (ep13_3_secret == 10) {
+ mes "[Cheshire]";
+ mes "Your work is done with me.";
+ mes "Do you have something for Ahat?";
+ close2;
+ cutin "",255;
+ end;
+ } else if (checkquest(7200,PLAYTIME) == 2) {
+ mes "[Cheshire]";
+ mes "Back to work today.";
+ mes "^0000FFClotted Bloodstains, Strange Magic Stones, and Frozen Piece of Skins^000000.";
+ mes "Bring them back quietly.";
+ next;
+ mes "[Cheshire]";
+ mes "Collect 10 of each as always.";
+ mes "Got it?";
+ changequest 7200,7201;
+ next;
+ mes "- You've received a request from Cheshire to clean up the crack area.";
+ mes "Ahat and Cheshire still have no clue. -";
+ close2;
+ cutin "",255;
+ end;
+ } else if (checkquest(7200,PLAYTIME) != -1) {
+ mes "[Cheshire]";
+ mes "Not just yet.";
+ mes "We must plan the cleanup near the dimensional crack carefully.";
+ mes "Come back later.";
+ close2;
+ cutin "",255;
+ end;
+ } else if (checkquest(7201) >= 0) {
+ if (countitem(6305) > 10 && countitem(6306) > 10 && countitem(6307) > 10) {
+ mes "[Cheshire]";
+ mes "We will do this again tomorrow.";
+ mes "Ahat seems to trust you very much.";
+ mes "Let's do our best.";
+ getitem 6304,1;
+ delitem 6305,10;
+ delitem 6306,10;
+ delitem 6307,10;
+ erasequest 7201;
+ setquest 7200;
+ getexp 70000,30000;
+ close2;
+ cutin "",255;
+ end; }
+ mes "[Cheshire]";
+ mes "As always, go and collect traces near the crack north from here.";
+ mes "^0000FFClotted Bloodstains, Strange Magic Stones, and Frozen Piece of Skins^000000.";
+ mes "10 of each.";
+ close2;
+ cutin "",255;
+ end; }
+ mes "[Cheshire]";
+ mes "........";
+ mes "........Humph.";
+ close2;
+ cutin "",255;
+ end;
+}
+
+dic_in01,300,280,5 script Minister Ahat#ep133_21 493,{
+ cutin "ep13_ahat_f",2;
+ if (ep13_3_secret == 8) {
+ mes "[Ahat]";
+ mes "My loyal evil servant.";
+ mes "Come closer.";
+ next;
+ if(select("Wait! I'm nobody's servant!:Your wish is my command.")==2) {
+ mes "[Ahat]";
+ mes "Good. You are now allowed to come and go freely.";
+ mes "You will work for me starting now.";
+ next;
+ ahatsuccess:
+ mes "[Ahat]";
+ mes "Here is your first mission.";
+ mes "A dimensional crack has opened south of El Dicastes.";
+ mes "Do you know about it?";
+ next;
+ mes "[Ahat]";
+ mes "There are many traces around the crack.";
+ mes "You're mission is to go find these tracks and erase them.";
+ next;
+ mes "[Ahat]";
+ mes "Cheshire, will tell you the details of this mission.";
+ mes "^0000FFI'm very tired from casting a spell because I'm not fully awake.^000000";
+ next;
+ mes "[Ahat]";
+ mes "You will now talk about us meeting to the Naga people.";
+ mes "Tell them that I look like a Sapha and always work alone in my office.";
+ next;
+ mes "[Ahat]";
+ mes "Never talk about Cheshire.";
+ mes "Cheshire is never here.";
+ mes "You must follow Cheshire's order from now on.";
+ mes "Go now.";
+ next;
+ mes "- Ahat doesn't suspect a thing yet.";
+ mes "He seems to believe that his spell actually works. -";
+ set ep13_3_secret,9;
+ close2;
+ cutin "",255;
+ end; }
+ mes "[Ahat]";
+ mes "Aren't you stubborn.";
+ mes "My spell doesn't work on you?";
+ mes "Or it was broken.";
+ mes "Or because you don't have your strength back.";
+ next;
+ mes "- Ahat casts another powerful spell. -";
+ next;
+ mes "[Ahat]";
+ mes "Who is your master?";
+ next;
+ select("My master is Ahat.");
+ goto ahatsuccess;
+ } else if (ep13_3_secret == 9) {
+ if (checkquest(7199) >= 0) {
+ mes "[Ahat]";
+ mes "Cheshire's orders are";
+ mes "important for future plans.";
+ mes "Make no mistakes and never leave traces that may lead to me.";
+ mes "This is your master's orders.";
+ close2;
+ cutin "",255;
+ end; }
+ mes "[Ahat]";
+ mes "You must follow Cheshire's order from now on.";
+ mes "Go now.";
+ next;
+ mes "- Ahat doesn't suspect a thing yet.";
+ mes "He seems to believe that his spell actually works. -";
+ close2;
+ cutin "",255;
+ end;
+ } else if (ep13_3_secret == 10) {
+ mes "[Ahat]";
+ mes "Do you have something to say?";
+ mes "You've done well in the crack area.";
+ next;
+ select("What are those?");
+ mes "[Ahat]";
+ mes "Well...";
+ mes "You don't need to know now.";
+ mes "Or probably never need to know. Ho ho.";
+ next;
+ mes "[Ahat]";
+ mes "Where will your sword point at... the day you get to know..";
+ mes "Now leave me since I'm tired.";
+ next;
+ mes "[Ahat]";
+ mes "I'm still the Minister of El Dicastes and have piles of work to do.";
+ mes "Because it is difficult to satisfy everyone with only one loaf of bread.";
+ next;
+ mes "[Ahat]";
+ mes "And this is something to reward you for your deeds.";
+ mes "Nothing much but I hope you like it.";
+ getitem 2790,1;
+ set ep13_3_secret,11;
+ close2;
+ cutin "",255;
+ end;
+ } else if (ep13_3_secret > 10) {
+ mes "[Ahat]";
+ mes "Follow Cheshire's orders for the time being and clear the are near the crack.";
+ next;
+ mes "- Ahat still thinks you are under her spell.";
+ mes "Let's follow along with Cheshire's orders and act normal. -";
+ close2;
+ cutin "",255;
+ end; }
+ mes "[Ahat]";
+ mes "Supprised?";
+ mes "Because I look like a human just like you?";
+ next;
+ select("You aren't a Sapha?:Human?!!!!!:Pretty!:So handsome!");
+ mes "[Ahat]";
+ mes "Hahaha... that's fine.";
+ mes "I understand you can't help being supprised at my appearance.";
+ mes "How do I look to you?";
+ next;
+ mes "[Ahat]";
+ mes "A perfect male?";
+ mes "A perfect female?";
+ mes "Doesn't matter.";
+ next;
+ mes "[Ahat]";
+ mes "Who you see in front of you is not me.";
+ mes "Lie to a lie.";
+ mes "A vision in a wavering reflection.";
+ next;
+ mes "[Ahat]";
+ mes "Just an image from a memory in your fixed concept...";
+ mes "Look deep into your past.";
+ next;
+ mes "- Ahat's voice rings pleasantly in your ears.";
+ mes "Each syllable he says takes effect on your body. -";
+ next;
+ mes "- You see someone smilling peacefully at your from afar... -";
+ next;
+ mes "[Soft Voice]";
+ mes "Who is the master?";
+ next;
+ mes "- Ahat seems to be casting a powerful spell.";
+ mes "This might be his real ability. -";
+ next;
+ if(select("Stop that!:Demon go away!")==2) {
+ ahatjoke:
+ mes "[Ahat]";
+ mes "It's useless to resist...";
+ mes "But this is fun from time to time.";
+ mes "I can always cast a spell on you again.";
+ next;
+ mes "[Ahat]";
+ mes "Now... hold up your head and look into my eyes.....";
+ next;
+ mes "- Ahat tries to hypnotize you again.";
+ mes "He must have hypnotize himself by doing this over and over again. -";
+ next;
+ select("You close your eyes.");
+ mes "[Ahat]";
+ mes "No, no.. you mustn't close them. Cheshire.";
+ next;
+ mes "- As soon as the order was made Ahat's aide comes to make you stare at Ahat. -";
+ next;
+ mes "- Ahat tries to hypnotize you again.";
+ mes "He must have hypnotize himself by doing this over and over again. -";
+ next;
+ select("Try to sing a song.");
+ mes "[Ahat]";
+ mes "Humans are funny.";
+ mes "But you need to listen to me so I will make you quiet for awhile.";
+ next;
+ mes "[Ahat]";
+ mes "No use on resisting.";
+ mes "Just leave everything to me.";
+ next;
+ mes "- Ahat tries to hypnotize you again.";
+ mes "He must have hypnotize himself by doing this over and over again. -";
+ next;
+ select("Try to twist your body.");
+ mes "[Ahat]";
+ mes "Amusing.";
+ mes "Don't you think, Cheshire?";
+ mes "Hahaha. Playing hard to get.. this will be fun..";
+ next;
+ mes "[Ahat]";
+ mes "Stop that! You look pathetic. Just relax...";
+ next;
+ mes "- Ahat tries to hypnotize you again.";
+ mes "He must have hypnotize himself by doing this over and over again. -";
+ next;
+ select("Try to twist your body.");
+ mes "[Ahat]";
+ mes "Amusing.";
+ mes "Don't you think, Cheshire?";
+ mes "Hahaha. Playing hard to get.. this will be fun..";
+ next;
+ mes "[Ahat]";
+ mes "Stop that! You look pathetic. Just relax...";
+ next;
+ mes "[Ahat]";
+ mes "You are resisting.";
+ mes "So you didn't just come here.";
+ mes "Let's see how much you can stand.";
+ next;
+ mes "[Ahat]";
+ mes "Who is your master?";
+ next;
+ if(select("Pretend to be under the spell.:Well, you tell me")==2) {
+ mes "["+strcharinfo(0)+"]";
+ mes "You!!!";
+ mes "I'm in love!";
+ mes "I will die for you!";
+ next;
+ mes "- You start acting like you are hypnotized. Ahat looks satisfied. -";
+ next;
+ mes "[Ahat]";
+ mes "........ah, no.";
+ mes "No need to kill yourself";
+ mes "Now you are under my spell.....";
+ next;
+ mes "[Ahat]";
+ mes "Who are you to me?";
+ next;
+ goto ahatfool; }
+ mes "- You start acting like you are hypnotized. Ahat looks satisfied. -";
+ next;
+ mes "[Ahat]";
+ mes "Who are you to me?";
+ next;
+ ahatfool:
+ if(select("A foot stool!:Loyal servant.")==2) {
+ mes "[Ahat]";
+ mes "I see... you are my servant... my legs.. and my hands...";
+ set ep13_3_secret,8;
+ close2;
+ cutin "",255;
+ end; }
+ mes "[Ahat]";
+ mes "I don't need a foot stool. Let's talk after a minute.";
+ set ep13_3_secret,8;
+ close2;
+ cutin "",255;
+ end; }
+ goto ahatjoke;
+}
+
+dic_in01,138,188,0 script #ep133_event02 111,5,5,{
+OnTouch:
+ if (ep13_3_secret > 10 && ep13_3_secret < 14) {
+ mes "[Quiet Voice]";
+ mes "Sorry.";
+ mes "Just a moment.";
+ close2;
+ warp "dic_in01",155,188; }
+ end;
+}
+
+dic_in01,158,188,3 script Jarute HesLanta#ep133_2 451,{
+ if (isequipped(2782)) {
+ cutin "ep13_heslanta",2;
+ if (ep13_3_secret == 11 || ep13_3_secret == 12) {
+ if (ep13_3_secret == 12) {
+ mes "[HesLanta]";
+ mes "Ah, sorry.";
+ mes "You can't get out?";
+ mes "It was designed that way.";
+ mes "I will send you out";
+ next;
+ select("I was joking before.");
+ mes "["+strcharinfo(0)+"]";
+ mes "I want to know about Ahat too.";
+ mes "I want to talk about him with you.";
+ mes "But aren't you too defenseless while I'm talking like this?";
+ next;
+ mes "[HesLanta]";
+ mes "Well. Are you Ahat's servant?";
+ mes "Then that is strange too.";
+ mes "Why would Ahat use a non-Sapha as a servant?";
+ mes "Why are you serving Ahat?";
+ next;
+ goto heslantaq; }
+ mes "[HesLanta]";
+ mes "I'm sorry to bring you here suddenly.";
+ mes "But I wanted to check someone.";
+ next;
+ mes "[HesLanta]";
+ mes "Jarute... what did Ahat look like to you?";
+ next;
+ if(select("I don't understand your question.:My master.")==2) {
+ mes "[HesLanta]";
+ mes "....huh....?";
+ mes "Is he?";
+ mes "Sorry.";
+ next;
+ mes "- HesLanta is upset with my reply.";
+ mes "His expression is complex and dark. -";
+ set ep13_3_secret,12;
+ close2;
+ cutin "",255;
+ end; }
+ mes "[HesLanta]";
+ mes "I'll rephrase my question.";
+ mes "Did you find anything strange about Ahat?";
+ next;
+ select("Why are you asking?");
+ mes "[HesLanta]";
+ mes "Well, because I don't trust Ahat.";
+ mes "There are too many odd things about Ahat.";
+ next;
+ select("Are you allowed to say that?");
+ mes "[HesLanta]";
+ mes "Are you Ahat's servant?";
+ mes "Then that is strange too.";
+ mes "Why would Ahat use a non-Sapha as a servant?";
+ mes "Why are you serving Ahat?";
+ next;
+ heslantaq:
+ select("What if I hurt you?");
+ mes "[HesLanta]";
+ mes "Try it if you can.";
+ mes "My office is special and you won't be able to leave here.";
+ mes "And nobody can come in to help you either.";
+ next;
+ mes "[HesLanta]";
+ mes "But this room is open to anyone.";
+ mes "If you have any bad intentions in hurting me then brave Galtens will come and teach you a lesson.";
+ next;
+ mes "[HesLanta]";
+ mes "If things flow like that then you and Ahat won't stand a chance.";
+ next;
+ mes "[HesLanta]";
+ mes "I'm now risking my life";
+ mes "to unveil Ahat's identity.";
+ mes "Sapha's don't fear death.";
+ next;
+ mes "[HesLanta]";
+ mes "If I were to die at your hands";
+ mes "I will have no regrets as long as I reveal the truth.";
+ next;
+ select("Okay. Stop it.");
+ mes "[HesLanta]";
+ mes "Now you understand.";
+ mes "I'll ask you again.";
+ mes "Have you found anything suspicious about Ahat?";
+ next;
+ mes "[HesLanta]";
+ mes "Ahat almost never meets anyone else except for Ravail.";
+ mes "But he allowed you to visit him means there is something going on.";
+ next;
+ select("He cast a spell on me.");
+ mes "[HesLanta]";
+ mes "Hypnotize? Why would he?";
+ mes "Wait, that means you are under Ahat's spell...!!";
+ mes "Oh no!";
+ next;
+ if(select("No!:That's not it!")==2) {
+ mes "["+strcharinfo(0)+"]";
+ mes "I'm not under a spell!";
+ mes "I only pretended that I am. I'm also investigating Ahat!";
+ next;
+ mes "[HesLanta]";
+ mes "Huh? What does that mean?";
+ mes "Are you acting right now?";
+ next;
+ mes "You take out the traces you've found near the crack.";
+ mes "And start to explain what Ahat ordered you to do.";
+ next;
+ mes "[HesLanta]";
+ mes "... you went through that..";
+ mes "He is strange.";
+ mes "I only thought he was a Sapha colleague that avoided the curse.";
+ mes "So everything started from the crack.";
+ next;
+ goto heslantaq1; }
+ mes "["+strcharinfo(0)+"]";
+ mes "I'm not under the spell!";
+ mes "I only pretended that I am. I'm also investigating Ahat!";
+ next;
+ mes "[HesLanta]";
+ mes "Huh? What does that mean?";
+ mes "Are you acting right now?";
+ next;
+ mes "- You take out the traces you've found near the crack.";
+ mes "And start to explain what Ahat ordered you to do. -";
+ next;
+ mes "[HesLanta]";
+ mes "... you went through that..";
+ mes "He is strange.";
+ mes "I only thought he was a Sapha colleague that avoided the curse.";
+ mes "So everything started from the crack.";
+ next;
+ heslantaq1:
+ select("He is human.");
+ mes "["+strcharinfo(0)+"]";
+ mes "El Dicastes only recently allowed humans to visit.";
+ mes "Why would a human take the place of a Sapha Jarute?";
+ next;
+ mes "[HesLanta]";
+ mes "Human?";
+ mes "He is a Sapha. And a very beautiful and noble one.";
+ mes "When we first found him at the crack. We all thought the same thing.";
+ next;
+ mes "[HesLanta]";
+ mes "The only Sapha that avoided the curse.";
+ mes "Because Ahat doesn't use Bradium.";
+ mes "Our race will get stiff and die by this curse";
+ mes "but he is delicate, elegant and beautiful.";
+ next;
+ mes "[HesLanta]";
+ mes "There was a bright light when the ground split with a huge roaring sound north from here.";
+ mes "And this beautiful Sapha was found next to the crack.";
+ next;
+ mes "[HesLanta]";
+ mes "He was not a Sapha from Dicastes.";
+ mes "We took him to Ravail and wise Ravail concluded.";
+ next;
+ mes "[HesLanta]";
+ mes "When we came here to avoid the god's curse,";
+ mes "we found a friend that was lucky enough to not be cursed.";
+ next;
+ mes "[HesLanta]";
+ mes "Ahat climbed the ladder up to where he is now after gaining Ravail's trust.";
+ mes "His working abilities are amazing.";
+ mes "He is the perfect Sapha.";
+ next;
+ mes "- HesLanta starts to think deeply after saying this. -";
+ set ep13_3_secret,13;
+ close2;
+ cutin "",255;
+ end;
+ } else if (ep13_3_secret == 13) {
+ mes "[HesLanta]";
+ mes "Ah, sorry.";
+ mes "I was thinking.";
+ mes "The Crack.. hypnotism.. and the evidence you showed me.";
+ next;
+ mes "[HesLanta]";
+ mes "I don't know why you think Ahat is human but that can also be part of his spell.";
+ next;
+ mes "[HesLanta]";
+ mes "The reason he cast a spell";
+ mes "was to clean up the traces near the crack.";
+ mes "and he chose a non-Sapha, you..";
+ next;
+ mes "[HesLanta]";
+ mes "Because we Saphas mustn't know about the crack traces.";
+ mes "That means, Ahat is..";
+ mes "^0000FFcleaning up his traces that started from the crack^000000.";
+ next;
+ mes "[HesLanta]";
+ mes "Yes.";
+ mes "He is trying to cover up something related to the crack.";
+ mes "But what is it?";
+ next;
+ mes "[HesLanta]";
+ mes "When Ahat was first found near the crack, ^0000FFhe had no memory^000000.";
+ mes "Isn't that strange?";
+ next;
+ mes "[HesLanta]";
+ mes "I only get suspicious more and more when I hear your story.";
+ mes "But the reason I can't agree with this story is...";
+ next;
+ mes "[HesLanta]";
+ mes "Ahat is pure.";
+ mes "He is truly working for Sapha and Dicastes.";
+ next;
+ select("Then why are you investigating Ahat?");
+ mes "[HesLanta]";
+ mes "Ahat is loyal and is working wonders for the Sapha community but.";
+ next;
+ mes "[HesLanta]";
+ mes "Ravail's trust and popularity from other Saphas";
+ mes "is concentrating Dicastes's power to one place.";
+ next;
+ mes "[HesLanta]";
+ mes "The power is focused on Ahat.";
+ mes "When power should be spread out evenly throughout departments.";
+ next;
+ mes "[HesLanta]";
+ mes "That is how everyone can monitor and check each other...";
+ mes "and try their best and not stray to the wrong side of the road";
+ mes "that is how we can live together.";
+ next;
+ mes "[HesLanta]";
+ mes "But if power is concentrated to one place and abused?";
+ mes "If all decisions are made by Ahat. Then what can he do with just a nod or shake of his head?";
+ next;
+ mes "[HesLanta]";
+ mes "I'm scared of that.";
+ mes "He is beautiful. But beauty comes with thorns.";
+ next;
+ mes "[HesLanta]";
+ mes "Ahat has slowly become the center.";
+ mes "If what he was holding in his was not bread but a sword..";
+ mes ".......";
+ next;
+ mes "[HesLanta]";
+ mes "I've gone too emotional.";
+ mes "Sorry.";
+ mes "My mind is so complicated now after hearing your story.";
+ next;
+ select("Do you know about Cheshire?");
+ mes "[HesLanta]";
+ mes "You mean the aide?";
+ mes "Yes I do but most Sapha's don't.";
+ mes "Everyone near Ahat knows Cheshire.";
+ next;
+ mes "[HesLanta]";
+ mes "^0000FFCheshire is a feline Ahat brought with him^000000.";
+ mes "Ahat took care of injured Cheshire and brought him with him.";
+ mes "We have cats around so we didn't think much of him.";
+ next;
+ mes "[HesLanta]";
+ mes "Because this land is their second homeland.";
+ mes "There may be other felines living elsewhere.";
+ mes "But he always covers his face with a bandana because he looks different from Saphas.";
+ next;
+ mes "[HesLanta]";
+ mes "But why are you asking?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Nothing.";
+ mes "I was only curious personally.";
+ mes "What are you going to do now?";
+ next;
+ mes "[HesLanta]";
+ mes "I will continue to keep an eye on Ahat.";
+ mes "Until I know the truth that is.";
+ next;
+ mes "- You try to summarize what you talked about with HesLanta while he thinks things through. -";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "First the report culprit was..";
+ next;
+ recalltalk:
+ switch(select("Cheshire:Ahat:BK")) {
+ case 1:
+ mes "["+strcharinfo(0)+"]";
+ mes "It was Cheshire";
+ mes "Cheshire is a cat.";
+ mes "and the bandana was to hid his ears.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Why would Cheshire try to steal the report?";
+ next;
+ if(select("No idea.:To make the conflict between 3 countries worse")==2) {
+ mes "["+strcharinfo(0)+"]";
+ mes "To bring conflict between the three countries?";
+ mes "What will Cheshire gain out of this?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Cheshire's master is Ahat.";
+ mes "So all his actions are to..";
+ next;
+ goto cheshirefail; }
+ mes "["+strcharinfo(0)+"]";
+ mes "We don't know the actual reason at this point.";
+ mes "But what will Cheshire gain out of this?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Cheshire's master is Ahat.";
+ mes "So all his actions are to..";
+ next;
+ cheshirefail:
+ if(select("Cheshire is plotting on his own.:Ahat must be ordering him.")==2) {
+ mes "["+strcharinfo(0)+"]";
+ mes "Yes. Ahat must have ordered him.";
+ mes "But why would Ahat do that?";
+ mes "Conflict between three countries? Or the report content?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Let's think Ahat over.";
+ mes "Ahat came from the crack.";
+ mes "and has no records before that.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "And tries to erase all traces found near the crack.";
+ mes "And Ahat wants to eliminate...";
+ next;
+ if(select("Himself.", "Morroc because of the crack?")==2) {
+ mes "["+strcharinfo(0)+"]";
+ mes "A bit dramatic but we cannot rule out Satan Morocc.";
+ mes "Because the crack was created by him.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Ahat and the crack and then Morocc...";
+ mes "I can tell there is a relationship between them but I can't pinpoint it.";
+ mes "And in the expedition's report was content of...";
+ next;
+ cheshire_:
+ if(select("conflict between the 3 countries..", "Satan Morocc...")==2) {
+ mes "["+strcharinfo(0)+"]";
+ mes "Yes. There is a report from the tracking team led by Echinacea.";
+ mes "It was about Satan Morocc.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "To summarize.";
+ mes "The report robber is Cheshire.";
+ mes "Cheshire is Ahat's servant and they are related to the crack.";
+ mes "They are trying to hide something or someone at the crack";
+ mes "and the crack was created by Satan Morocc!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Ahat is Satan Morocc?";
+ mes "No...";
+ mes "This is unbelievable.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I must go back to the expedition camp to report to Doha!";
+ set ep13_3_secret,14;
+ setquest 7203;
+ close2;
+ cutin "",255;
+ end; }
+ mes "["+strcharinfo(0)+"]";
+ mes "There was something about the conflict between three countries..";
+ mes "But.. I don't think it all adds up?";
+ mes "Let's think it over.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Ahat and the crack and then Morocc...";
+ mes "I can tell there is a relationship between them but I can't pinpoint it.";
+ mes "And in the expedition's report was content of...";
+ next;
+ goto cheshire_; }
+ mes "["+strcharinfo(0)+"]";
+ mes "Yes, Ahat might just be a shell...";
+ mes "Saphas want to hide something that is why they hired me.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Ahat and the crack and then Morocc...";
+ mes "I can tell there is a relationship between them but I can't pinpoint it.";
+ mes "And in the expedition's report was content of...";
+ next;
+ goto cheshire_; }
+ mes "["+strcharinfo(0)+"]";
+ mes "Cheshire is the mastermind?";
+ mes "Are you sure?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Cheshire's master is Ahat.";
+ mes "So all his actions are to..";
+ next;
+ goto cheshirefail;
+ case 2:
+ mes "["+strcharinfo(0)+"]";
+ mes "Ahat?";
+ mes "Ahat doesn't fit the witness information.";
+ mes "Let's rethink this.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "First the report culprit was..";
+ next;
+ goto recalltalk;
+ case 3:
+ mes "["+strcharinfo(0)+"]";
+ mes "BK?";
+ mes "Nonsense";
+ mes "Let's rethink this.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "First the report culprit was..";
+ next;
+ goto recalltalk; }
+ } else if (ep13_3_secret == 14) {
+ mes "[HesLanta]";
+ mes "You made a decision.";
+ mes "What are you going to do now?";
+ mes "If possible, please help Ahat and keep a close eye on him.";
+ next;
+ mes "[HesLanta]";
+ mes "I will prepare myself to confront him if he ever becomes a threat.";
+ mes "This is the best I can do now.";
+ next;
+ mes "[HesLanta]";
+ mes "I only hope nothing sad will happen.";
+ mes "........";
+ next;
+ mes "[HesLanta]";
+ mes "I'm sorry to take your time. I will send you out now.";
+ mes "It was great to talk with you today.";
+ next;
+ select("Me too.");
+ mes "[HesLanta]";
+ mes "Let's keep our meeting a secret, alright?";
+ mes "Hahaha.";
+ close2;
+ cutin "",255;
+ warp "dic_in01",144,188;
+ end;
+ } else if (ep13_3_secret == 15) {
+ mes "[HesLanta]";
+ mes "Ahat takes a walk with Cheshire sometimes.";
+ mes "They don't go far but they often go to the Jorhi Forest around dawn.";
+ next;
+ mes "[HesLanta]";
+ mes "You get to see him walking if you are lucky.";
+ mes "Cheshire wears convenient clothes when walking, if that satisfies your curiosity.";
+ close2;
+ cutin "",255;
+ end; }
+ mes "[HesLanta]";
+ mes "You are from the Midgard expedition.";
+ mes "I heard many stories of you being active around here.";
+ next;
+ mes "[HesLanta]";
+ mes "Ah, it is a bit far, isn't it?";
+ mes "There is an invisible wall between this room and the corridor.";
+ mes "But of course I can move around freely.";
+ next;
+ mes "[HesLanta]";
+ mes "There is nothing threatening Diel but we've put this wall up just in case.";
+ mes "This isn't magical, it is made by a magnetic field.";
+ next;
+ mes "[HesLanta]";
+ mes "Oh no, I'm talking too much.";
+ mes "Sorry. There aren't many people that come here. I got excited.";
+ next;
+ mes "[HesLanta]";
+ mes "You've come to help Ahat?";
+ mes "Haha.. good luck.";
+ close2;
+ cutin "",255;
+ end; }
+ cutin "ep13_heslanta",2;
+ mes "[Jarute HesLanta]";
+ mes "¡ô¡ó¡ö ¡÷ ¡þ¡ù¡ó?";
+ mes "¢¤¡ö¡ø ¢³ ¡÷¢£¡ü ¡ø ¡Ð¡õ¡û...";
+ mes "¡ð¡ú¢± ¡ô ¡ò¡õ¡ú ¡õ..!";
+ next;
+ mes "- Cannot communicate with him. -";
+ mes "The Sapha minister looking hopeless gestures with an expression of abandonment.";
+ next;
+ if(select("Is he asking me to leave?:Is he trying to tell me something?")==2) {
+ mes "- The minister sighs and nods. -";
+ close2;
+ cutin "",255;
+ end; }
+ mes "The minister sighs and nods. -";
+ close2;
+ cutin "",255;
+ end;
+}
+
+dicastes01,223,190,1 script Calyon#pa8029 453,{
+ mes "[Calyon]";
+ if (isequipped(2782)) {
+ if (ep13_3_invite == 5) {
+ if (BaseLevel < 80) {
+ mes "Sorry, a minimum base level of 80 or higher is required to obtain my request.";
+ close; }
+ if (checkquest(12163,PLAYTIME) == 2) {
+ mes "Calculate your request activities with the ^800080Transport Dept. 1 Manager^000000 at Operations and then come back.";
+ close;
+ } else if (checkquest(12163,PLAYTIME) != -1) {
+ mes "We're done for the day. You can report back to the ^800080Transport Dept. 1 Manager^000000 at Operations. Good luck.";
+ close; }
+ mes "Welcome.";
+ mes "What brings you here?";
+ next;
+ if(select("Please explain the request to me.", "Please give me a request.")==1) {
+ mes "[Calyon]";
+ mes "The Transport Dept. 1 and 2 brings in rare items that are not available here.";
+ next;
+ mes "[Calyon]";
+ mes "It is one of the key departments that obtains the rich supplies mostly from the Midgard Continent.";
+ next;
+ mes "[Calyon]";
+ mes "Please see me any time once you are ready.";
+ close; }
+ set .@calyonrequest,rand(1,11);
+ mes "[Calyon]";
+ mes "Finally, I have a request for you. It is an important one so I need you to be focused.";
+ next;
+ mes "[Calyon]";
+ if (.@calyonrequest == 1) {
+ setquest 12139;
+ setquest 12163;
+ mes "The high minister is looking for the Midgard product, Witherless Roses these days.";
+ mes "Not sure if it's a good gift but some have seen him with it on his head and showing it off.";
+ next;
+ mes "[Calyon]";
+ mes "So... I know this is difficult to ask for but please bring me 1 Witherless Rose. This is just between you and me.";
+ next;
+ mes "You have received a request named ^800080Respect for Taste^000000.";
+ } else if (.@calyonrequest == 2) {
+ setquest 12137;
+ setquest 12163;
+ mes "The industrial research center researches ways of refining Bradium efficiently but they are always short on test materials.";
+ next;
+ mes "[Calyon]";
+ mes "I heard there is a merchant in the adventurer's city who sells Glass Tubes. I will need 4 of them.";
+ next;
+ mes "You have received a request named ^800080Tools for Experiment^000000.";
+ } else if (.@calyonrequest == 3) {
+ setquest 12138;
+ setquest 12163;
+ mes "The pub owner said he wants to give a gift to all his regular Sapha customers.";
+ next;
+ mes "[Calyon]";
+ mes "But doesn't know what to give. If you see any interesting gifts in Midgard, can bring back 5 of them?";
+ next;
+ mes "You have received a request named ^800080Fine Gift Samples^000000.";
+ } else if (.@calyonrequest == 4) {
+ setquest 12140;
+ setquest 12163;
+ mes "A request from the pub owner. He says he can't use disposable leaf plates for regular customers.";
+ next;
+ mes "[Calyon]";
+ mes "He is asking for 15 solid, white chinas from Midgard.";
+ next;
+ mes "You have received a request named ^800080Courtesy for Regular^000000.";
+ } else if (.@calyonrequest == 5) {
+ setquest 12141;
+ setquest 12163;
+ mes "I have a personal request. I heard there is a round transparent handicraft in Midgard.";
+ mes "I think they are called Glass Beads.";
+ next;
+ mes "[Calyon]";
+ mes "We have similar manufactured items here but nothing compared to the elaborate sphere there.";
+ mes "Please get me 10 of them.";
+ next;
+ mes "You have received a request named ^800080Special Package^000000.";
+ } else if (.@calyonrequest == 6) {
+ setquest 12142;
+ setquest 12163;
+ mes "Hmm... I don't know how to start. The high minister is requesting for puppets from Midgard.";
+ mes "I don't know what it is but since the high minister is asking for it, it must be used for a very important purpose.";
+ next;
+ mes "[Calyon]";
+ mes "Please bring 15 of them.";
+ next;
+ mes "You have received a request named ^800080Dangerous Request^000000.";
+ } else if (.@calyonrequest == 7) {
+ setquest 12143;
+ setquest 12163;
+ mes "I heard there is a trend among many of my colleagues here about a musical accessory made from a Bill of Birds from Midgard.";
+ next;
+ mes "[Calyon]";
+ mes "I'm thinking of distributing them within the Operations building.";
+ mes "Can you buy and bring back 50 of them?";
+ next;
+ mes "You have received a request named ^800080Strange Trend^000000.";
+ } else if (.@calyonrequest == 8) {
+ setquest 12144;
+ setquest 12163;
+ mes "The pub owner said he wanted to decorate the pub with something called Clam Shells.";
+ mes "Please bring back about 50 of them.";
+ next;
+ mes "[Calyon]";
+ mes "I have no idea how he will use them but I think he has a very unique taste after being acquainted with many adventurers.";
+ next;
+ mes "You have received a request named ^800080Unknown Usage^000000.";
+ } else if (.@calyonrequest == 9) {
+ setquest 12145;
+ setquest 12163;
+ mes "We don't have cuisine for ourselves but many adventurers seem to enjoy the art of eating.";
+ mes "So the pub owner needs a plate for his new cuisine.";
+ next;
+ mes "[Calyon]";
+ mes "He asked for 20 Crab Shells.";
+ mes "I have no idea where you can get them but... good luck.";
+ next;
+ mes "You have received a request named ^800080Other World Cuisine^000000.";
+ } else if (.@calyonrequest == 10) {
+ setquest 12146;
+ setquest 12163;
+ mes "I think the most useful Midgard item is Scells.";
+ next;
+ mes "[Calyon]";
+ mes "Use Scells to fill any crack or holes in a building and then mix and plaster grinded Garlet to it and the building is maintained quick and simple.";
+ mes "Can you bring back 30 of them?";
+ next;
+ mes "You have received a request named ^800080Filling in Cracks^000000.";
+ } else if (.@calyonrequest == 11) {
+ setquest 12147;
+ setquest 12163;
+ mes "Garlets are an element in building maintenance.";
+ mes "It is one of the most important materials in buildings.";
+ next;
+ mes "[Calyon]";
+ mes "Before Garlets were available, we crushed and used Zargons but they have become difficult to come by.";
+ mes "Please bring back 40 of them.";
+ next;
+ mes "You have received a request named ^800080Adhesive Material^000000."; }
+ mes "You can check details of the request and who to report back to by opening the ^800080Quest Window^000000.";
+ mes "You have 23 hours to complete this mission.";
+ close; }
+ mes "- The Sapha keeps a distance from you even when you try to talk.";
+ mes "It looks like he is calling for a Galten. Time to go. -";
+ close; }
+ mes "¡õ¢£¡ô";
+ mes "¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£";
+ next;
+ mes "- I can't understand him... -";
+ close;
+}
+
+dicastes01,211,178,1 script Moltuka#pa8029 453,{
+ mes "[Moltuka]";
+ if (isequipped(2782)) {
+ if (ep13_3_invite == 5) {
+ if (BaseLevel < 80) {
+ mes "Sorry, a minimum base level of 80 or higher is required to obtain my request.";
+ close; }
+ if (checkquest(12164,PLAYTIME) == 2) {
+ mes "Have you met the ^800080Transport Dept. 2 Manager^000000 at Operations? I will give you a new request after you clear your request history.";
+ close;
+ } else if (checkquest(12164,PLAYTIME) != -1) {
+ mes "I don't have any requests for you now.";
+ mes "Report back to the ^800080Transport Dept. 2 Manager^000000 at Operations after you complete all requests.";
+ close; }
+ mes "Welcome.";
+ mes "What brings you here?";
+ next;
+ if(select("Please explain the request to me.:Please give me a request.")==1) {
+ mes "[Moltuka]";
+ mes "You'd rather go to see Calyon for him to explain you about Transport 1,2 Department.";
+ next;
+ mes "[Moltuka]";
+ mes "Since I am not good at speaking.";
+ close; }
+ set .@moltukarequest,rand(1,11);
+ mes "[Moltuka]";
+ mes "Request... Yeah, there's one. Wait a second.";
+ next;
+ mes "- You hear a rustling sound -";
+ next;
+ mes "[Moltuka]";
+ if (.@moltukarequest == 1) {
+ setquest 12156;
+ setquest 12164;
+ mes "The high minister wanted mirrors made from Midgard crystal. There are many Manukan mirrors but he seems to prefer the Midgard ones.";
+ next;
+ mes "[Moltuka]";
+ mes "I am actually a bit worried but there must be a reason for our 'wise' high minister.";
+ next;
+ mes "You have received a request named ^800080Respect personal appetite!^000000.";
+ } else if (.@moltukarequest == 2) {
+ setquest 12148;
+ setquest 12164;
+ mes "Those Tatachos are so quick if we want to catch them which is pretty hard. So the galtens here lure them with Monster's Feed.";
+ next;
+ mes "[Moltuka]";
+ mes "It's said that there is an expert who does that job, please get 100 Monster's Feed.";
+ next;
+ mes "You have received a request named ^800080Bait for Tatacho Hunting^000000.";
+ } else if (.@moltukarequest == 3) {
+ setquest 12149;
+ setquest 12164;
+ mes "The pub owner wants some apple to learn how to cook well. But I never heard of any adventurers from Midgard who were fond of his food.";
+ next;
+ mes "[Moltuka]";
+ mes "Anyway he says that he will try, so get 100 Apples for him.";
+ next;
+ mes "You have received a request named ^800080Swordmanship Practice^000000.";
+ } else if (.@moltukarequest == 4) {
+ setquest 12150;
+ setquest 12164;
+ mes "This is a request from the pub owner. He wants some vegetable in order to have a colorful dish.";
+ next;
+ mes "[Moltuka]";
+ mes "Well... Carrot, is it? Anyway it's being called that in your land... I just was talking myself before. Please bring 100 of them.";
+ next;
+ mes "You have received a request named ^800080Pretty reddish vegetable^000000.";
+ } else if (.@moltukarequest == 5) {
+ setquest 12151;
+ setquest 12164;
+ mes "It's said that there had been an explosion in the pub. People say it was because of some vegetable named Pumpkin which was being roasted on the fire.";
+ next;
+ mes "[Moltuka]";
+ mes "Bring 100 Pumpkins because they're all gone.";
+ next;
+ mes "You have received a request named ^800080Tenacity of the pub owner^000000.";
+ } else if (.@moltukarequest == 6) {
+ setquest 12152;
+ setquest 12164;
+ mes "The pub owner has another request... He misses Potatos which he used to eat when he was young.";
+ next;
+ mes "[Moltuka]";
+ mes "He wants 50 Potatos. By chance if you visit Midgard, please try to get them.";
+ next;
+ mes "You have received a request named ^800080Tastes like home cooking^000000.";
+ } else if (.@moltukarequest == 7) {
+ setquest 12153;
+ setquest 12164;
+ mes "The pub owner wants to cook something strange. He said it will be Roasted Banana but I figure he's cooked something similar before...";
+ next;
+ mes "[Moltuka]";
+ mes "Well, I can't remember much. Anyway... you need to get 100 Bananas.";
+ next;
+ mes "You have received a request named ^800080Hazardous plant when burnt^000000.";
+ } else if (.@moltukarequest == 8) {
+ setquest 12154;
+ setquest 12164;
+ mes "This request is from....the pub owner. He wants some meat. Nothing else in his request direction.";
+ next;
+ mes "[Moltuka]";
+ mes "It will be enough with 50 chunks. I wonder if he really is running his business...";
+ next;
+ mes "You have received a request named ^800080Unexpectedly Normal^000000.";
+ } else if (.@moltukarequest == 9) {
+ setquest 12155;
+ setquest 12164;
+ mes "Few days ago, I saw the pub owner frustrated with all broken ladles...";
+ next;
+ mes "[Moltuka]";
+ mes "I felt sorry for him so I want you to get 20 Black Ladles which can be purchased in Midgard.";
+ next;
+ mes "You have received a request named ^800080Gift with heart^000000.";
+ } else if (.@moltukarequest == 10) {
+ setquest 12157;
+ setquest 12164;
+ mes "The pub owner wants to try to make a special cocktail since he was so good at making poisons back in his assassin days.";
+ next;
+ mes "You have received a request named ^800080Resolution of the pub owner^000000.";
+ } else if (.@moltukarequest == 11) {
+ setquest 12158;
+ setquest 12164;
+ mes "Find 2 Melons for the pub owner in El Dicastes. You can get these by hunting Galapagos or Green Iguanas.";
+ next;
+ mes "You have received a request named ^800080Rage of the pub owner^000000."; }
+ mes "You can check details of the request and who to report back to by opening the ^800080Quest Window^000000.";
+ mes "You have 23 hours to complete this mission.";
+ close; }
+ mes "- The Sapha keeps a distance from you even when you try to talk.";
+ mes "It looks like he is calling for a Galten. Time to go. -";
+ close; }
+ mes "¡õ¢£¡ô";
+ mes "¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£";
+ next;
+ mes "- I can't understand him... -";
+ close;
+}
+
+dicastes01,175,217,5 script Kalipo#pa8029 453,{
+ mes "[Kalipo]";
+ if (isequipped(2782)) {
+ if (ep13_3_invite == 5) {
+ if (BaseLevel < 100) {
+ mes "Sorry, a minimum base level of 100 or higher is required to obtain my request.";
+ close; }
+ if (checkquest(12160,PLAYTIME) == 2) {
+ mes "Please come back after checking previous requests with the ^800080Hunting Dept. 2 Manager^000000.";
+ close;
+ } else if (checkquest(12160,PLAYTIME) != -1) {
+ mes "I do not have any additional requests.";
+ mes "Please report to the ^800080Hunting Dept. 2 Manager^000000 at Operations to report request completion.";
+ close; }
+ mes "Welcome.";
+ mes "Are you here for a request?";
+ next;
+ if(select("Please explain the request to me.:Please give me a request.")==1) {
+ mes "[Kalipo]";
+ mes "As you know better and Laponte explained to you already I just can offer you one single request a day.";
+ next;
+ mes "[Kalipo]";
+ mes "You will get more interesting requests after you raise your levels don't feel bad with the simple requests at first.";
+ close; }
+ set .@kaliporequest,rand(1,6);
+ mes "[Kalipo]";
+ mes "I will check the list of requests that came in today.";
+ next;
+ mes "[Kalipo]";
+ mes "Hmm...";
+ mes "I actually have something just right for you.";
+ next;
+ mes "[Kalipo]";
+ if (.@kaliporequest == 1) {
+ setquest 12106;
+ setquest 12160;
+ mes "Our scout, who went to Splendide, is being attacked by cute child looking monsters.";
+ next;
+ mes "[Kalipo]";
+ mes "So we need to hunt them inevitably, and you are the one for hunting them since you are not from Splendide.";
+ next;
+ mes "You have received a request named ^800080A child on a flower^000000.";
+ close;
+ } else if (.@kaliporequest == 2) {
+ setquest 12107;
+ setquest 12160;
+ mes "Are you aware of the child looking flower, Pinguicula? People say there has been a mutation of that flower.";
+ next;
+ mes "[Kalipo]";
+ mes "They are very violent and aggressive. Please go to check up and treat it before they are spread all over the area.";
+ next;
+ mes "You have received a request named ^800080Twisted Love^000000.";
+ } else if (.@kaliporequest == 3) {
+ setquest 12108;
+ setquest 12160;
+ mes "Some mineral collectors are missing, and it seems to be done by nepenthes for sure. Nepenthes is similar to Mandragora.";
+ next;
+ mes "[Kalipo]";
+ mes "We gotta do something in order to protect people from more damage.";
+ next;
+ mes "You have received a request named ^800080Dangerous Plant Removal^000000.";
+ } else if (.@kaliporequest == 4) {
+ setquest 12109;
+ setquest 12160;
+ mes "They've discovered the Centipede Larva habitat. We can remove them now so there will be less centipedes.";
+ next;
+ mes "[Kalipo]";
+ mes "Would you find them and kill them? You will have to be careful with the centipedes around them.";
+ next;
+ mes "You have received a request named ^800080Larva Extermination^000000.";
+ } else if (.@kaliporequest == 5) {
+ setquest 12110;
+ setquest 12160;
+ mes "Miners heading to Nidhoggur's nest reported being attacked by a strange water creature.";
+ next;
+ mes "[Kalipo]";
+ mes "It's said that it was human-looking water creature. Perhaps the Nidhoggur Dungeon is the origin so please visit there to check up.";
+ next;
+ mes "You have received a request named ^800080Demon of Water^000000.";
+ } else if (.@kaliporequest == 6) {
+ setquest 12111;
+ setquest 12160;
+ mes "Tatachos were originally beautiful birds, and they could fly.";
+ mes "But since they settled here where there is no natural enemy, they started to be fat and lazy.";
+ next;
+ mes "[Kalipo]";
+ mes "Eventually they became like now, such ugly birds. You will be a good natural enemy for them.";
+ next;
+ mes "You have received a request named ^800080Bird with ugly face^000000."; }
+ mes "You can check details of the request and who to report back to by opening the ^800080Quest Window^000000.";
+ mes "You have 23 hours to complete this mission.";
+ close; }
+ mes "- The Sapha keeps a distance from you even when you try to talk.";
+ mes "It looks like he is calling for a Galten. Time to go. -";
+ close; }
+ mes "¡õ¢£¡ô";
+ mes "¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£";
+ next;
+ mes "- I can't understand him... -";
+ close;
+}
+
+dicastes01,187,230,5 script Laponte#pa8029 453,{
+ mes "[Laponte]";
+ if (isequipped(2782)) {
+ if (ep13_3_invite == 5) {
+ if (BaseLevel < 95) {
+ mes "Sorry, a minimum base level of 95 or higher is required to obtain my request.";
+ close; }
+ if (checkquest(12159,PLAYTIME) == 2) {
+ mes "Please come back after checking previous requests with the ^800080Hunting Dept. 1 Manager^000000.";
+ close;
+ } else if (checkquest(12159,PLAYTIME) != -1) {
+ mes "I do not have any additional requests.";
+ mes "Please report to the ^800080Hunting Dept. 1 Manager^000000 at Operations to report request completion.";
+ close; }
+ mes "Welcome.";
+ mes "Are you here for a request?";
+ next;
+ if(select("Please explain the request to me.:Please give me a request.")==1) {
+ mes "[Laponte]";
+ mes "I'm responsible for allocating requests from other departments related to hunting monsters to adventurers.";
+ next;
+ mes "[Laponte]";
+ mes "Each adventurer is randomly assigned to one request each day and the range of the request assigned is limited to the adventurer's training level.";
+ next;
+ mes "[Laponte]";
+ mes "Advanced jobs are assigned to adventurers who advance in their battle skills so no need to be upset if your first few requests are small.";
+ close; }
+ set .@laponterequest,rand(1,7);
+ mes "[Laponte]";
+ mes "I will check the list of requests that came in today.";
+ next;
+ mes "[Laponte]";
+ mes "Hmm...";
+ mes "I actually have something just right for you.";
+ next;
+ mes "[Laponte]";
+ if (.@laponterequest == 1) {
+ setquest 12099;
+ setquest 12159;
+ mes "This is a very small request. Baby dragons near the Yggdrasilberry roots are reportedly hatching.";
+ next;
+ mes "[Laponte]";
+ mes "Eliminating the baby dragon is important because those baby dragons will eventually grow to be mean adults so we have to take them out while they're young.";
+ next;
+ mes "You have received a request named ^800080Remove Root Cause^000000.";
+ } else if (.@laponterequest == 2) {
+ setquest 12100;
+ setquest 12159;
+ mes "Received reports of sightings of an unknown huge winged insect near the Laphine camp recently.";
+ next;
+ mes "[Laponte]";
+ mes "We don't know how far the infestation of this insect may spread so please exterminate as many as you spot.";
+ next;
+ mes "You have received a request named ^800080Violent Winged Insect^000000.";
+ mes "You can check details of the request and who to report back to by opening the ^800080Quest Window^000000.";
+ mes "You have 23 hours to complete this mission.";
+ close;
+ } else if (.@laponterequest == 3) {
+ setquest 12101;
+ setquest 12159;
+ mes "This just came in from colleagues working in the mine. The baby dragons living near Yggdrasilberry roots are destroying the grounds near the mines.";
+ next;
+ mes "[Laponte]";
+ mes "It will get dangerous if we don't take care of it. Please wipe out the baby dragons near Yggdrasilberry.";
+ next;
+ mes "You have received a request named ^800080Work Interference^000000.";
+ mes "You can check details of the request and who to report back to by opening the ^800080Quest Window^000000.";
+ mes "You have 23 hours to complete this mission.";
+ close;
+ } else if (.@laponterequest == 4) {
+ setquest 12102;
+ setquest 12159;
+ mes "A new race called Naga was found at the swamp near the Laphine camp.";
+ mes "The problem is that they are primitive intellectuals and are violent.";
+ next;
+ mes "[Laponte]";
+ mes "We will have many conflicts with them in the future if they expand their colony. Please eliminate the adult Nagas.";
+ next;
+ mes "You have received a request named ^800080Intelligent Snakes^000000.";
+ mes "You can check details of the request and who to report back to by opening the ^800080Quest Window^000000.";
+ mes "You have 23 hours to complete this mission.";
+ close;
+ } else if (.@laponterequest == 5) {
+ setquest 12103;
+ setquest 12159;
+ mes "We get continuous reports of sightings of a legendary winged white horse near by the Laphine base.";
+ next;
+ mes "[Laponte]";
+ mes "Can you go there and take a look?";
+ mes "It could be a hallucination so please make sure to touch it with your bare hand to make sure it is a living creature.";
+ next;
+ mes "You have received a request named ^800080Legendary Creature^000000.";
+ mes "You can check details of the request and who to report back to by opening the ^800080Quest Window^000000.";
+ mes "You have 23 hours to complete this mission.";
+ close;
+ } else if (.@laponterequest == 6) {
+ setquest 12104;
+ setquest 12159;
+ mes "Centipede's reproduction is another problem but their appetite is also threatening our survival.";
+ mes "They absorb Bradium minerals and damage our mining grounds.";
+ next;
+ mes "[Laponte]";
+ mes "Many of our Sapha colleagues have lost their lives to the Centipedes. Please exterminate them.";
+ next;
+ mes "You have received a request named ^800080Insects with an Appetite^000000.";
+ mes "You can check details of the request and who to report back to by opening the ^800080Quest Window^000000.";
+ mes "You have 23 hours to complete this mission.";
+ close;
+ } else if (.@laponterequest == 7) {
+ setquest 12105;
+ setquest 12159;
+ mes "Got a report that Bradium raw minerals in the mines are alive.";
+ next;
+ mes "[Laponte]";
+ mes "Looks like Bradium raw minerals were turned into Golems by an ancient spell and now we may need to close down our mines because of them.";
+ mes "Can you please go and eliminate them?";
+ next;
+ mes "You have received a request named ^800080Moving Rocks^000000.";
+ close; }
+ mes "You can check details of the request and who to report back to by opening the ^800080Quest Window^000000.";
+ mes "You have 23 hours to complete this mission.";
+ close; }
+ mes "- The Sapha keeps a distance from you even when you try to talk.";
+ mes "It looks like he is calling for a Galten. Time to go. -";
+ close; }
+ mes "¡õ¢£¡ô";
+ mes "¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£";
+ next;
+ mes "- I can't understand him... -";
+ close;
+}
+
+dicastes01,181,224,5 script Pura#pa8029 453,{
+ mes "[Pura]";
+ if (isequipped(2782)) {
+ if (ep13_3_invite == 5) {
+ if (BaseLevel < 80) {
+ mes "Sorry, a minimum base level of 80 or higher is required to obtain my request.";
+ close; }
+ if (checkquest(12161,PLAYTIME) == 2) {
+ mes "Have you already met the ^800080Supply Dept. 1 Manager^000000 at Operations? I will give you a new request after you clear your request history.";
+ close;
+ } else if (checkquest(12161,PLAYTIME) != -1) {
+ mes "I don't have any requests for you now";
+ mes "Report back to the ^800080Supply Dept. 1 Manager^000000 at Operations after you complete all requests.";
+ close; }
+ mes "Welcome.";
+ mes "What brings you here?";
+ next;
+ if(select("Please explain the request to me.:Please give me a request.")==1) {
+ mes "[Pura]";
+ mes "Adventurers help me deliver various items produced here to other parts of the area.";
+ next;
+ mes "[Pura]";
+ mes "There is no restrictions to the job but some jobs are more difficult than others.";
+ next;
+ mes "[Pura]";
+ mes "Please see me any time once you are ready.";
+ close; }
+ set .@purarequest,rand(1,10);
+ mes "[Pura]";
+ mes "I will check the list of requests that came in today.";
+ next;
+ mes "[Pura]";
+ mes "Hmm...";
+ mes "I actually have something just right for you.";
+ next;
+ mes "[Pura]";
+ if (.@purarequest == 1) {
+ setquest 12117;
+ setquest 12161;
+ mes "This area was a wetland long ago. But for some reason the environment has changed over the years.";
+ next;
+ mes "[Pura]";
+ mes "There is a preserved of land nearby the Laphine camp.";
+ mes "Can you bring me a Withered Flower sample? It will be to research on environmental changes.";
+ next;
+ mes "You have received a request named ^800080Withered Flower^000000.";
+ } else if (.@purarequest == 2) {
+ setquest 12118;
+ setquest 12161;
+ mes "The Bradium refine machinery is broken and now we are short supplying refined Bradium to our colleagues working at the mine.";
+ next;
+ mes "[Pura]";
+ mes "So we are using all our adventurers to help collect refined Bradium.";
+ mes "Please bring back 3 Refined Bradiums from the Bradium Golem.";
+ next;
+ mes "You have received a request named ^800080Welcomed Mineral^000000.";
+ } else if (.@purarequest == 3) {
+ setquest 12119;
+ setquest 12161;
+ mes "I have a request to bring in 16 Dragon's Manes.";
+ next;
+ mes "[Pura]";
+ mes "Dragon's Mane is only dropped in small volumes by the Dracos and is very valuable.";
+ mes "It is used in our indigenous designs in our flags, clothes and field equipment.";
+ next;
+ mes "You have received a request named ^800080Valuable Textile^000000.";
+ } else if (.@purarequest == 4) {
+ setquest 12120;
+ setquest 12161;
+ mes "This is a request from the pub for the food of people from other worlds.";
+ next;
+ mes "[Pura]";
+ mes "They want Dragon Tails to use as a cooking ingredient for field food that can be stored extensively.";
+ mes "So humans like this. Please bring back 6 of them.";
+ next;
+ mes "You have received a request named ^800080Curious Meat^000000.";
+ } else if (.@purarequest == 5) {
+ setquest 12121;
+ setquest 12161;
+ mes "The path that goes out of the city is now a hazardous icy road because of the snow we've been getting.";
+ next;
+ mes "[Pura]";
+ mes "Spreading Pieces of Egg Shells will help and we need a lot of them. Around 26 or so will do.";
+ next;
+ mes "You have received a request named ^800080Materials to Clear Snow^000000.";
+ } else if (.@purarequest == 6) {
+ setquest 12122;
+ setquest 12161;
+ mes "The Bradium Processing Machinery emits tremendous heat when used and cannot be stabilized with any kind of water.";
+ next;
+ mes "[Pura]";
+ mes "So we mix Crystalized Teardrops obtained from Aqua Elementals from melted snow. we need daily so please bring back 6 of them.";
+ next;
+ mes "You have received a request named ^800080Best Cooler Material^000000.";
+ } else if (.@purarequest == 7) {
+ setquest 12123;
+ setquest 12161;
+ mes "The Supply Manager has urgently requested paint to use on building maintenance throughout the city.";
+ next;
+ mes "[Pura]";
+ mes "He can make enough paint by using the Fluorescent Liquid obtained from Aqua Elementals. Please bring back 26 containers of it.";
+ next;
+ mes "You have received a request named ^800080Best Paint^000000.";
+ } else if (.@purarequest == 8) {
+ setquest 12124;
+ setquest 12161;
+ mes "The valuable interior water bottle in the minister's room is broken.";
+ next;
+ mes "[Pura]";
+ mes "They won't be able to find who did it because there are so many visitors every day.";
+ mes "Can you please bring me this valuable item from Aqua Elemental? I only need 1.";
+ next;
+ mes "You have received a request named ^800080Rare Valuable^000000.";
+ } else if (.@purarequest == 9) {
+ setquest 12125;
+ setquest 12161;
+ mes "Lining supplies for armor for the Guards are all out.";
+ mes "The Scale Shell from Naga are perfect lining material. Please bring back 18 of them.";
+ next;
+ mes "You have received a request named ^800080Armory Material^000000.";
+ } else if (.@purarequest == 10) {
+ setquest 12126;
+ setquest 12161;
+ mes "I got you a request named lining material for armor supplied to the guard commanders.";
+ next;
+ mes "[Pura]";
+ mes "They are different from ordinary lining. Please bring me 11 shining scales of Naga. I don't think it will be much trouble for you.";
+ next;
+ mes "You have received a request named ^800080Advanced Armory Material^000000."; }
+ mes "You can check details of the request and who to report back to by opening the ^800080Quest Window^000000.";
+ mes "You have 23 hours to complete this mission.";
+ close; }
+ mes "- The Sapha keeps a distance from you even when you try to talk.";
+ mes "It looks like he is calling for a Galten. Time to go. -";
+ close; }
+ mes "¡õ¢£¡ô";
+ mes "¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£";
+ next;
+ mes "- I can't understand him... -";
+ close;
+}
+
+dicastes01,217,184,1 script Tragis#pa8029 453,{
+ mes "[Tragis]";
+ if (isequipped(2782)) {
+ if (ep13_3_invite == 5) {
+ if (BaseLevel < 80) {
+ mes "Sorry, a minimum base level of 80 or higher is required to obtain my request.";
+ close; }
+ if (checkquest(12162,PLAYTIME) == 2) {
+ mes "Calculate your request activities with the ^800080Supply Dept. 2 Manager^000000 at Operations and then come back.";
+ close;
+ } else if (checkquest(12162,PLAYTIME) != -1) {
+ mes "I don't have any requests for you now";
+ mes "Report back to the ^800080Supply Dept. 2 Manager^000000 at Operations after you complete all requests.";
+ close; }
+ mes "Welcome.";
+ mes "What brings you here?";
+ next;
+ if(select("Please explain the request to me.:Please give me a request.")==1) {
+ mes "[Tragis]";
+ mes "Pura will explain the detail about the supply job. I'm soooo busy, as you can see.";
+ close; }
+ set .@tragisrequest,rand(1,10);
+ mes "[Tragis]";
+ mes "I just got a request. It's good that none of us wasted time.";
+ next;
+ mes "[Tragis]";
+ if (.@tragisrequest == 1) {
+ setquest 12130;
+ setquest 12162;
+ mes "Zargon is very popular among the residents here.";
+ mes "It's a beautiful, round shaped ball and can be used as an adhesive when its powder is mixed with water.";
+ next;
+ mes "[Tragis]";
+ mes "Heard that it's very common material from the adventurers' land. Would you get some? It will be enough with 26 Zargons.";
+ next;
+ mes "You have received a request named ^800080Useful Material^000000.";
+ } else if (.@tragisrequest == 2) {
+ setquest 12129;
+ setquest 12162;
+ mes "There was a request from the pub to collect 27 Bug Legs.";
+ mes "They don't wanna reveal the reason why they need them. Anyway, thank you.";
+ next;
+ mes "You have received a request named ^800080Suspicious Food^000000.";
+ } else if (.@tragisrequest == 3) {
+ setquest 12128;
+ setquest 12162;
+ mes "It seems that there isn't enough amount of fur which is for the adventurers.";
+ mes "It will be necessary to get some Fur from Tatacho. 21 lumps will be enough.";
+ next;
+ mes "You have received a request named ^800080Preparation for Heating^000000.";
+ } else if (.@tragisrequest == 4) {
+ setquest 12127;
+ setquest 12162;
+ mes "It's time to repair the trumpets for Mine supervisors.";
+ mes "Because those trumpets are necessary to control the miners.";
+ next;
+ mes "[Tragis]";
+ mes "The Mystic Horn from Cornus is the perfect trumpet material, please get 5 pieces of them.";
+ next;
+ mes "You have received a request named ^800080Supervisor's Tool^000000.";
+ } else if (.@tragisrequest == 5) {
+ setquest 12131;
+ setquest 12162;
+ mes "There is a request which is to find a material to be used for every quarter's building repair work.";
+ mes "Please get 13 Solid Shells which can be obtained from Centipede and Centipede Larva.";
+ next;
+ mes "[Tragis]";
+ mes "It will be very useful for the repair work.";
+ next;
+ mes "You have received a request named ^800080Essential Material for Construction^000000.";
+ } else if (.@tragisrequest == 6) {
+ setquest 12132;
+ setquest 12162;
+ mes "There is a request which is to find a material to be used for every quarter's building repair work.";
+ mes "You need to get 16 Strong Vines which can be got from nepenthes.";
+ next;
+ mes "[Tragis]";
+ mes "It's a vital material for building repair work.";
+ next;
+ mes "You have received a request named ^800080Essential Material for Construction 2^000000.";
+ } else if (.@tragisrequest == 7) {
+ setquest 12133;
+ setquest 12162;
+ mes "The guard need many sharp leaves for a decoration reason.";
+ mes "Some other adventurers started searching them.";
+ next;
+ mes "[Tragis]";
+ mes "They need pretty many quantity of the leaves so they want 26 Sharp Leaves from you. I know it's hard. Wish you good luck!";
+ next;
+ mes "You have received a request named ^800080Decoration arrangement^000000.";
+ } else if (.@tragisrequest == 8) {
+ setquest 12134;
+ setquest 12162;
+ mes "The pub owner is in trouble due to many adventurers from outside.";
+ mes "He wishes to have an utensil which can be used simply and instantly... Something like a wide leaf.";
+ next;
+ mes "You have received a request named ^800080Instant Receptacle^000000.";
+ } else if (.@tragisrequest == 9) {
+ setquest 12135;
+ setquest 12162;
+ mes "There have been couple of attacks in mine. It must be those Nepenthes that were trying to attack miners.";
+ next;
+ mes "[Tragis]";
+ mes "In order to make the medicine, we need 16 Brown Roots. Find and bring them.";
+ next;
+ mes "You have received a request named ^800080Not enough medicine^000000.";
+ } else if (.@tragisrequest == 10) {
+ setquest 12136;
+ setquest 12162;
+ mes "The pub owner came by and blamed and blamed about the big appetite of you guys.";
+ next;
+ mes "[Tragis]";
+ mes "He said he has no more stock of Honey and fruits. 2 jugs of Honey will be enough to soothe him.";
+ next;
+ mes "You have received a request named ^800080Honey robber^000000."; }
+ mes "You can check details of the request and who to report back to by opening the ^800080Quest Window^000000.";
+ mes "You have 23 hours to complete this mission.";
+ close; }
+ mes "- The Sapha keeps a distance from you even when you try to talk.";
+ mes "It looks like he is calling for a Galten. Time to go. -";
+ close; }
+ mes "¡õ¢£¡ô";
+ mes "¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£";
+ next;
+ mes "- I can't understand him... -";
+ close;
+}
+
+// Doha's Secret Orders
+//============================================================
+
+mid_campin,168,170,3 script Inspector Doha#ep13_3_ 59,{
+ if (checkquest(7185) >= 0) {
+ if (ep13_3_secret == 1) {
+ mes "[Doha]";
+ mes "Wow.... they say this is the water melted from the snow from the snowy fields.";
+ mes "Very refreshing, don't you agree?";
+ mes "....";
+ next;
+ mes "[Doha]";
+ mes "Then back to the story.";
+ mes "So I asked why the cat thought it was his own kind.";
+ next;
+ mes "[Doha]";
+ mes "He said the attacker had a wonderful tail and attractive ears. Hard to believe.";
+ next;
+ select("It was a cat?");
+ mes "[Doha]";
+ mes "No. I asked the same question.";
+ mes "And he said the attacker looked more like me.";
+ mes "Meaning humanlike to be precise.";
+ next;
+ mes "[Doha]";
+ mes "Yes. A human male.";
+ mes "He said ^0000FFthe attacker had attractive ears and a sleek and glossy tail^000000!";
+ next;
+ select("Could it be a headgear?");
+ mes "[Doha]";
+ mes "Are you talking about the Kitty Band that was popular in Prontera?";
+ mes "If a full grown male was wearing one of those... and also a tail?";
+ next;
+ if(select("Was he in disguise?:To each their own...")==2) {
+ mes "[Doha]";
+ mes "....................";
+ mes "............Of course";
+ mes "different tastes should be respected.";
+ next;
+ mes "[Doha]";
+ mes "....Ahem.";
+ mes "My conclusion is";
+ mes "Someone disguised themselves ridiculously in order to hide where they came from!";
+ next;
+ mes "[Doha]";
+ mes "So what we need to do now";
+ mes "is find a guy with cat ears.";
+ mes "But I'm not so sure he will";
+ mes "have them on him now.";
+ next;
+ mes "[Doha]";
+ mes "But as the Cat Merchant mentioned, we shouldn't rule out the possibility that he might";
+ mes "be from a third party.";
+ mes "Then what could his motives be?";
+ next;
+ mes "[Doha]";
+ mes "Let's start simple before";
+ mes "it gets too complicated.";
+ mes "I heard you are visiting";
+ mes "the capital city of Sapha.";
+ next;
+ mes "[Doha]";
+ mes "Whether it is a cat or dog, please try to collect information on a guy with animal ears.";
+ next;
+ mes "[Doha]";
+ mes "I will continue on searching and investigating Manuk and Splendide from here.";
+ mes "I need you to investigate during your journey.";
+ next;
+ mes "[Doha]";
+ mes "This is a very important mission.";
+ mes "There is a delicate conflict between the three countries";
+ mes "and there might be a possibility of an unknown third party.";
+ next;
+ mes "[Doha]";
+ mes "And why did the attacker only interfere instead of stealing the whole report.";
+ mes "We need to find out his motives.";
+ next;
+ mes "[Doha]";
+ mes "Please bring back some clues if you find anything during your journey.";
+ mes "Please report back to me";
+ mes "if you find any leads.";
+ changequest 7185,7186;
+ close; }
+ mes "[Doha]";
+ mes "He had to be...";
+ mes "I think one of the countries is behind this.";
+ mes "I honestly think both the Sapha and Laphine won't get anything out of this.";
+ next;
+ mes "[Doha]";
+ mes "I guess the only way to hide where you're from is with a disguise right?";
+ mes "Disguised as a cat, that is!";
+ next;
+ mes "[Doha]";
+ mes "So what we need to do now";
+ mes "is find a guy with cat ears.";
+ mes "But I'm not so sure he will";
+ mes "have them on him now.";
+ next;
+ mes "[Doha]";
+ mes "But as the Cat Merchant mentioned, we shouldn't rule out the possibility that he might";
+ mes "be from a third party.";
+ mes "Then what could his motives be?";
+ next;
+ mes "[Doha]";
+ mes "Let's start simple before";
+ mes "it gets too complicated.";
+ mes "I heard you are visiting";
+ mes "the capital city of Sapha.";
+ next;
+ mes "[Doha]";
+ mes "Whether it is a cat or dog, please try to collect information on a guy with animal ears.";
+ next;
+ mes "[Doha]";
+ mes "I will continue on searching and investigating Manuk and Splendide from here.";
+ mes "I need you to investigate during your journey.";
+ next;
+ mes "[Doha]";
+ mes "This is a very important mission.";
+ mes "There is a delicate conflict between the three countries";
+ mes "and there might be a possibility of an unknown third party.";
+ next;
+ mes "[Doha]";
+ mes "And why did the attacker only interfere instead of stealing the whole report.";
+ mes "We need to find out his motives.";
+ next;
+ mes "[Doha]";
+ mes "Please bring back some clues if you find anything during your journey.";
+ mes "Please report back to me";
+ mes "if you find any leads.";
+ changequest 7185,7186;
+ close; }
+ mes "[Doha]";
+ mes "Who are you?";
+ mes "If you are in the wrong room, please leave now.";
+ next;
+ if(select("I came to meet the inspector.:Sorry, I have the wrong room.")==2) {
+ mes "[Doha]";
+ mes "Thank you.";
+ mes "I'm a little tired now.";
+ mes "I hope to see you next time.";
+ close; }
+ mes "[Doha]";
+ mes "Me?";
+ mes "Are you the person the captain was talkin' about?";
+ mes "What was the name...?";
+ next;
+ mes "[Doha]";
+ mes "Hmm... I don't know why you were chosen but I guess they trusted you enough.";
+ mes "So you were chosen to visit El Dicastes?";
+ next;
+ mes "[Doha]";
+ mes "I have a secret mission";
+ mes "regarding this visit.";
+ mes "More like an order.";
+ next;
+ mes "[Doha]";
+ mes "I'm the inspector dispatched from home because of a certain case.";
+ mes "We are working on investigating the truth behind the reported case.";
+ next;
+ select("Reported case?");
+ mes "[Doha]";
+ mes "You haven't heard of it?";
+ mes "I thought you already knew...";
+ mes "So you're not the one that collected the report back then?";
+ next;
+ mes "[Doha]";
+ mes "When the expedition was first dispatched there was a general report on our research results and the messenger,";
+ mes "that was carrying this report back home, was attacked.";
+ next;
+ mes "[Doha]";
+ mes "Luckily the report wasn't stolen completely and we did get the report after painstakingly restoring it.";
+ mes "The important thing is who did this.";
+ next;
+ mes "[Doha]";
+ mes "The expedition here is an alliance of 3 countries.";
+ mes "And we weren't all on good terms.";
+ mes "That is why Hibba Agip was put in charge because he isn't attached to any of the countries.";
+ next;
+ mes "[Doha]";
+ mes "But the important thing is which country was behind this and why would they do such a thing when we must promote peace and cooperation.";
+ next;
+ mes "[Doha]";
+ mes "That is why I was dispatched here.";
+ mes "To investigate the situation.";
+ mes "I've come across an unexpected bit of information during my investigation.";
+ next;
+ mes "[Doha]";
+ mes "Do you know the";
+ mes "Cat Hand Merchants?";
+ mes "They are also doing";
+ mes "business nearby.";
+ mes "One of them leaked this";
+ mes "information to me.";
+ next;
+ mes "[Doha]";
+ mes "I was investigating at the location assumed to be where the attack took place when I met a cat.";
+ mes "Well... I don't know what else I'm supposed to call them.";
+ next;
+ mes "[Doha]";
+ mes "But it turns out, I was lucky to meet this cat.";
+ mes "Because he turned out to be a witness to the case.";
+ next;
+ select("Witness!:Who did it?");
+ mes "[Doha]";
+ mes "Sigh...";
+ mes "He did witness the case but the description I got was...";
+ mes "suspicious at best.";
+ next;
+ mes "[Doha]";
+ mes "Well... the cat said in his own words, 'the guy you're looking for might be one of us because he was very agile and quick.'";
+ next;
+ select("Same race? A cat?");
+ mes "[Doha]";
+ mes "Yes.";
+ mes "I heard the cat say that with my own ears.";
+ mes "He said he went back to the place to see if it was a lost friend of his.";
+ next;
+ mes "[Doha]";
+ mes "Hmm... my throat is sore from talking too much.";
+ mes "Let's continue later after I get some rest.";
+ mes "I think I need a cup of water.";
+ set ep13_3_secret,1;
+ close;
+ } else if (checkquest(7186) > 0) {
+ mes "[Doha]";
+ mes "I will investigate Manuk and Splendide.";
+ mes "So you will have to look for clues in El Dicastes.";
+ next;
+ mes "[Doha]";
+ mes "About the guy with animal ears.";
+ mes "It will be a tough mission but I know you will do well.";
+ close; }
+ if (ep13_3_secret > 1 && ep13_3_secret < 15) {
+ if (checkquest(7202) >= 0 && checkquest(7203) >= 0) {
+ mes "[Doha]";
+ mes "How is the investigation going?";
+ mes "Do you have any significant status?";
+ next;
+ mes "- You share the details regarding Diel, Cheshire, Ahat and the dimensional crack.";
+ mes "You give him Clotted Bloodstain, Frozen Piece of Skin and a Strange Magic Stone as evidence. -";
+ next;
+ mes "[Doha]";
+ mes "Hmm..";
+ mes "I actually gave the same mission to all the other people heading for El Dicastes.";
+ next;
+ mes "[Doha]";
+ mes "They have all brought information based on assumptions.";
+ mes "Meaning your evidence is not much different from the others.";
+ next;
+ mes "[Doha]";
+ mes "At least we found out one thing.";
+ mes "At least we now know that the attacker is not from the three countries of Midgard.";
+ mes "But this is only an assumption.";
+ next;
+ mes "[Doha]";
+ mes "Details of the report will be verified by a superior authority and a schedule for the next step will be given.";
+ mes "Thank you.";
+ next;
+ mes "[Doha]";
+ mes "Please have this.";
+ mes "This is a reward for your services up to now.";
+ mes "You deserve this for the hardship you are going through.";
+ set ep13_3_secret,15;
+ delitem 6306,1;
+ delitem 6305,1;
+ delitem 6307,1;
+ getitem 2553,1;
+ erasequest 7202;
+ erasequest 7203;
+ next;
+ mes "[Doha]";
+ mes "....";
+ mes "Sapha and Laphine, which ever.";
+ mes "I have something more urgent.";
+ next;
+ select("Can you repeat that?");
+ mes "[Doha]";
+ mes "..?";
+ mes "I didn't say a thing.";
+ mes "I guess you heard wrong.";
+ mes "Will you leave now? Because I have to organize a report.";
+ close; }
+ mes "[Doha]";
+ mes "How is the investigation going?";
+ mes "Please try your best.";
+ mes "Don't mess up the relationship between countries.";
+ close;
+ } else if (ep13_3_secret == 15) {
+ mes "[Doha]";
+ mes "There won't be any changes to the current policy.";
+ mes "Home land will continue to review the contents of your reports.";
+ next;
+ mes "[Doha]";
+ mes "All we can do for now is";
+ mes "do our best, right?";
+ next;
+ mes "- He says this kindly but his eyes have a get out and do your work kind of look. -";
+ close; }
+ mes "[Doha]";
+ mes "What is it?";
+ mes "You don't look like you have any business with me.";
+ mes "If you don't, please leave now.";
+ close;
+}
+
+dic_in01,245,119,4 script Shay#ep133_13 884,{
+ mes "[Shay]";
+ cutin "ep13_shy",2;
+ set .@ep13_shy,rand(1,5);
+ if (.@ep13_shy == 1) {
+ mes "Another failure?.";
+ mes "I'm talking to myself. Don't bother.";
+ mes "What do you want?"; }
+ else if (.@ep13_shy == 2) mes "Boring, What is it?";
+ else if (.@ep13_shy == 3) mes "Welcome to Burman Flone...";
+ else if (.@ep13_shy == 4) mes "Whatcha want?";
+ else if (.@ep13_shy == 5) mes "Sigh... Ready to order?";
+ next;
+ switch(select("Order.:Talk:Nevermind.")) {
+ case 1:
+ mes "[Shay]";
+ mes "What will it be?";
+ mes "I have Tropical Sograt and";
+ mes "Vermilion on the Beach flown in from Morroc.";
+ mes "A bit on the expensive side though.";
+ next;
+ switch(select("Tropical Sograt","Vermilion on the Beach","Anything else?")) {
+ case 1:
+ mes "[Shay]";
+ if (Zeny < 2000) {
+ mes "Hey, do you have money?";
+ break; }
+ mes "Here is your Tropical Sorgrat.";
+ getitem 12112,1;
+ set Zeny, Zeny-2000;
+ break;
+ case 2:
+ mes "[Shay]";
+ if (Zeny < 2000) {
+ mes "Hey, do you have money?";
+ break; }
+ mes "Here is your Vermilion on the Beach.";
+ getitem 12113,1;
+ set Zeny, Zeny-2000;
+ break;
+ case 3:
+ mes "[Shay]";
+ mes "Hmmm...";
+ mes "Nah.";
+ break; }
+ close2;
+ cutin "",255;
+ end;
+ case 2:
+ if (ep13_3_invite == 5) {
+ if (checkquest(7186) >= 0) {
+ mes "[Shay]";
+ mes "I don't want to talk about personal stuff.";
+ mes "But do you have any questions?";
+ next;
+ switch(select("Tell me about yourself:About Sapha:About other races:Hmm...")) {
+ case 1:
+ shayabout:
+ mes "[Shay]";
+ mes "Me?";
+ mes "If you are asking about my name, it is written on my badge here.";
+ mes "It's Shay.";
+ next;
+ select("Not that");
+ mes "[Shay]";
+ mes "Hmm. Then should I tell you the story on how I settled here?";
+ mes "The first to apply to expedite here";
+ mes "where the Assassins.";
+ next;
+ mes "[Shay]";
+ mes "I was one of them.";
+ mes "That is how I got to reach this place before anyone else did";
+ mes "And that is how the base of the expedition camp was built.";
+ next;
+ mes "[Shay]";
+ mes "But you know.";
+ mes "I thought I'd return to my hometown and retire.";
+ mes "But El Dicastes contacted me.";
+ next;
+ mes "[Shay]";
+ mes "They requested if I could open a place for us outsiders to feel comfortable with.";
+ mes "They also were considerate enough to build it in Midgard style.";
+ next;
+ mes "[Shay]";
+ mes "So the framework and style,";
+ mes "architect was brought in..";
+ mes "and then I found myself managing the whole project?";
+ next;
+ mes "[Shay]";
+ mes "And...";
+ mes "that is how I got here.";
+ mes "I've been here ever since!";
+ next;
+ mes "[Shay]";
+ mes "I don't remember what my original job was.";
+ mes "Little rusty on the Katar, I guess...";
+ next;
+ mes "Shay suddenly has a lonely expression and sighs deeply about his situation.";
+ mes "Looks very tired.";
+ close2;
+ cutin "",255;
+ end;
+ case 2:
+ mes "[Shay]";
+ mes "Sapha?";
+ mes "You are surrounded by Saphas.";
+ mes "......";
+ next;
+ mes "[Shay]";
+ mes "What are you asking me?";
+ mes "Just ask any Sapha passing by.";
+ mes "Ask 'what are you'.";
+ close2;
+ cutin "",255;
+ end;
+ case 3:
+ mes "[Shay]";
+ mes "Other races?";
+ mes "Talking about Sapha?";
+ next;
+ switch(select("With cat ears.:With butterfly wings.")) {
+ case 1:
+ mes "[Shay]";
+ mes "Cat?";
+ mes "Are you talking about the Cat Merchant?";
+ mes "They are camped outside of the capital gate.";
+ next;
+ mes "[Shay]";
+ mes "They even mined and fished near the expedition camp.";
+ mes "They are currently trying to expand their business.";
+ next;
+ mes "[Shay]";
+ mes "Well... bigger than them?";
+ mes "Not sure. Haven't heard of it.";
+ mes "Why don't you ask the";
+ mes "^0000FFSapha around here?^000000";
+ set ep13_3_secret,2;
+ changequest 7186,7187;
+ break;
+ case 2:
+ mes "[Shay]";
+ mes "Butterfly wings? Are you talking about Laphine?";
+ mes "Don't know them?";
+ mes "You really know nothing.";
+ next;
+ mes "[Shay]";
+ mes "If you want to know about Laphine, go to Splendide.";
+ mes "They are rough and tough.";
+ break; }
+ close2;
+ cutin "",255;
+ end;
+ case 4:
+ mes "[Shay]";
+ mes "What...";
+ mes "I'm not that busy but don't bother me too much.";
+ close2;
+ cutin "",255;
+ end; }
+ } else if (checkquest(7187) >= 0) {
+ mes "[Shay]";
+ mes "What is it now?";
+ mes "Any luck?";
+ next;
+ if (checkquest(7188) >= 0 && checkquest(7189) >= 0 && checkquest(7190) >= 0) {
+ mes "["+strcharinfo(0)+"]";
+ mes "I'm trying to organize the information I've collected.";
+ mes "The Knits at the square are interested in Ahat.";
+ mes "I heard from Pioms that most of the Saphas are interested in the minister.";
+ mes "Galtens are interested in the Cat Merchant for their cat ears.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Everybody is talking about the minister these days!";
+ mes "What is with this Ahat anyway?";
+ next;
+ mes "[Shay]";
+ mes "I haven't even seen the minister.";
+ mes "I heard many say that he is beautiful.";
+ next;
+ mes "[Shay]";
+ mes "Anyway...";
+ mes "Try this.";
+ mes "I've been working on this for some time and hope that this can go on the menu.";
+ next;
+ mes "- Shay places a baked pie with the base made out of carrots.";
+ mes "Topped with something that looks like apples or bananas.";
+ mes "You immediately think it is too risky to try.";
+ next;
+ select("The minced ingredient is...");
+ mes "[Shay]";
+ mes "An apple pie.";
+ mes "I garnished it with bananas.";
+ mes "Doesn't look like it but this is an apple pie.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "But why is there a carrot in a pie.";
+ mes "And there is no hint of apples.";
+ next;
+ mes "[Shay]";
+ mes "Stop!!!!!!!!!!!!!";
+ specialeffect2 EF_HIT1;
+ specialeffect2 EF_HIT2;
+ percentheal -20,0;
+ next;
+ mes "-Shay got all upset and threw something sticky and smelly.";
+ mes "The pie left Shay's palm and landed square in your face. -";
+ next;
+ mes "[Shay]";
+ mes "Oops.. umph.. hmph...";
+ mes "Phew... sigh...";
+ mes "...........";
+ next;
+ mes "[Shay]";
+ mes "S...Sorry. Aello told me to help you but..";
+ mes ".......";
+ mes "I couldn't help myself.";
+ next;
+ mes "[Shay]";
+ mes "Ha.. there is a cat named BK among the Cat Merchants.";
+ mes "He might have the information you want.";
+ mes "... Go.. meet BK.";
+ next;
+ mes "[Shay]";
+ mes "And if he ignores you, tell him that ^E77471Shay's special drink will be delivered^000000.";
+ erasequest 7188;
+ erasequest 7189;
+ erasequest 7190;
+ erasequest 7187;
+ setquest 7191;
+ set ep13_3_secret,3;
+ close2;
+ cutin "",255;
+ end; }
+ mes "["+strcharinfo(0)+"]";
+ mes "I'm trying to organize the information I've collected.";
+ mes "But what should I do with the collected information?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Moan...";
+ next;
+ mes "[Shay]";
+ mes "You look lost as if nothing makes sense anymore.";
+ mes "The solution is simply to ask around.";
+ next;
+ mes "[Shay]";
+ mes "There are many Saphas working at the factory, drill hall, square and anywhere else.";
+ mes "There are the Cat Merchants outside of the castle, too.";
+ close2;
+ cutin "",255;
+ end;
+ } else if (checkquest(7191) >= 0) {
+ mes "[Shay]";
+ mes "You can find the Cat Merchants outside of the gate.";
+ mes "They seem like a small group of wanderers.";
+ mes "You'll see their tent southeast from the gate.";
+ next;
+ mes "[Shay]";
+ mes "BK is the one that holds information around there.";
+ mes "He will be able to help you.";
+ close2;
+ cutin "",255;
+ end;
+ } else if (checkquest(7192) >= 0) {
+ mes "[Shay]";
+ mes "You say BK said that?";
+ mes "Is that so?";
+ mes "I did think Ahat was more";
+ mes "beautiful than normal.";
+ next;
+ mes "[Shay]";
+ mes "But according to the Sapha's stories, I hear in this pub, they all see a different version of Ahat.";
+ next;
+ mes "[Shay]";
+ mes "But BK said Ahat isn't a Sapha?";
+ mes "That only means that its not the looks that is different but he may be a completely different race.";
+ next;
+ mes "[Shay]";
+ mes "We can only investigate.";
+ mes "They say he came from the dimensional crack so let's investigate there.";
+ next;
+ mes "[Shay]";
+ mes "I guess it makes sense that there's a dimensional crack here too...";
+ mes "Sounds like what happened at Morocc.";
+ set ep13_3_secret,6;
+ changequest 7192,7193;
+ close2;
+ cutin "",255;
+ end;
+ } else if (checkquest(7193) >= 0) {
+ mes "[Shay]";
+ mes "It is always better to go to the site.";
+ mes "Because it is difficult to meet the minister.";
+ next;
+ mes "[Shay]";
+ mes "The crack here must have been created when the crack in Morroc appeared.";
+ mes "If he did it.";
+ next;
+ mes "[Shay]";
+ mes "You'll find the dimensional crack northeast from El Dicastes.";
+ mes "Try investigating there.";
+ close2;
+ cutin "",255;
+ end;
+ } else if (checkquest(7194) >= 0 || checkquest(7195) >= 0 || checkquest(7196) >= 0) {
+ mes "[Shay]";
+ mes "Any luck?";
+ next;
+ if (checkquest(7196) >= 0) mes "- You show the strange magical stone fragment you collected from near the crack. -";
+ else if (checkquest(7194) >= 0) mes "- You show the bloodstain you collected from near the crack. -";
+ else if (checkquest(7195) >= 0) mes "- You show the frozen piece of skin collected near the crack. -";
+ next;
+ mes "[Shay]";
+ mes "I didn't expect this.";
+ mes "Then who is Ahat...?";
+ mes "...I smell something fishy.";
+ next;
+ mes "[Shay]";
+ mes "I don't know since I haven't";
+ mes "seen Ahat in person but";
+ mes "we must find out what";
+ mes "all this means.";
+ next;
+ select("Do you trust BK?");
+ mes "[Shay]";
+ mes "At least BK doesn't lie.";
+ mes "The BK I know never lies.";
+ mes "Why are these found near the crack?";
+ mes "Why was Ahat found there...?";
+ next;
+ select("Do you want to meet in person?");
+ mes "[Shay]";
+ mes "You can't just waltz in on him.";
+ mes "It's even harder for outsiders";
+ mes "like us to meet him.";
+ mes "Hm...";
+ next;
+ mes "[Shay]";
+ mes "We can try collecting";
+ mes "Sapha Certifications.";
+ mes "Those who did great deeds get the opportunity to meet the minister.";
+ next;
+ mes "[Shay]";
+ mes "The Cat Merchants are also collecting Sapha Certifications. They want to meet the minister in person so they can negotiate business.";
+ next;
+ mes "[Shay]";
+ mes "You can receive Sapha Certifications from handling requests throughout the city.";
+ mes "Get enough so you can meet with minister Ahat.";
+ next;
+ mes "[Shay]";
+ mes "You'll need at least";
+ mes "^0000FF3 Sapha Certifications^000000.";
+ mes "Go ^0000FFask around in Dicastes Diel^000000 for more information.";
+ next;
+ mes "[Shay]";
+ mes "There's a Sapha that registers adventurers there.";
+ mes "His name is ^0000FFRhawyne^000000? Ask him.";
+ next;
+ select("Don't you have any Sapha Certifications?");
+ mes "[Shay]";
+ mes "................";
+ mes "Do you think I'm that free?";
+ mes "I'm not the one receiving requests, I'm the one that makes the requests!";
+ next;
+ mes "[Shay]";
+ mes "Think of what you have to do.";
+ mes "Meet Ahat by collecting";
+ mes "Sapha Certifications.";
+ mes "Then find doubt about his relationship between him and the crack.";
+ setquest 7197;
+ if (checkquest(7196) >= 0) erasequest 7196;
+ else if (checkquest(7194) >= 0) erasequest 7194;
+ else if (checkquest(7195) >= 0) erasequest 7195;
+ close2;
+ cutin "",255;
+ end;
+ } else if (checkquest(7197) >= 0) {
+ mes "[Shay]";
+ mes "Start with collecting";
+ mes "Sapha Certifications.";
+ mes "You'll need at least 3 certifications to meet the minister.";
+ next;
+ mes "[Shay]";
+ mes "Once you have your certifications, go make a request to meet the minister at the Adventurer's reception desk in Diel.";
+ mes "Rhawyne will help you.";
+ close2;
+ cutin "",255;
+ end;
+ } else if (ep13_3_secret > 6 && ep13_3_secret < 11) {
+ if (checkquest(7199) >= 0) {
+ mes "[Shay]";
+ mes "Hmm...";
+ mes "Clearing the area?";
+ mes "Sounds weird.";
+ mes "Something smells fishy.";
+ next;
+ mes "[Shay]";
+ mes "Don't forget to bring back evidence.";
+ mes "And to pretend you are hypnotized.";
+ mes "Good. This is our secret.";
+ next;
+ mes "[Shay]";
+ mes "Funny how things come about.";
+ mes "But you really are talkative.";
+ mes "You are telling me everything. Tsk.";
+ close2;
+ cutin "",255;
+ end; }
+ mes "[Shay]";
+ mes "So... you got permitted?";
+ mes "I'm also curious who this Ahat character is.";
+ next;
+ mes "[Shay]";
+ mes "Good. I'll prepare some food until you come back.";
+ mes "I just found this amazing chocolate recipe a few days ago.";
+ next;
+ select("Oh..no..");
+ mes "[Shay]";
+ mes "When I was in Morroc.";
+ mes "A colleague from the guild used to make chocolate stuff you see?";
+ mes "I thought it would be simple since he was making it.";
+ next;
+ select("So.....");
+ mes "[Shay]";
+ mes "Wait till you taste it.";
+ mes "Now, get going.";
+ close2;
+ cutin "",255;
+ end;
+ } else if (ep13_3_secret > 10 && ep13_3_secret < 14) {
+ mes "[Shay]";
+ mes "Did you know?";
+ mes "There is another skillful Jarute.";
+ mes "Name is HesLanta.";
+ next;
+ mes "[Shay]";
+ mes "He sometimes comes back and shares his stories.";
+ mes "But I think he also has a story to tell.";
+ next;
+ mes "[Shay]";
+ mes "It's only a thought but it might be good to talk to those near Ahat too.";
+ next;
+ mes "[Shay]";
+ mes "How about talking to the Jarute named HesLanta?";
+ mes "You don't have anything to lose, anyway.";
+ close2;
+ cutin "",255;
+ end;
+ } else if (ep13_3_secret == 13) {
+ mes "[Shay]";
+ mes "Why are you here again?";
+ mes "Are you working?";
+ next;
+ if(select("Mission completed!:I came to thank you.")==2) {
+ mes "[Shay]";
+ mes "If you are that grateful, all my new cuisines till the last bite.";
+ next;
+ select("Ah, that is um...");
+ mes "[Shay]";
+ mes "Huh?";
+ mes "Ungrateful....";
+ close2;
+ cutin "",255;
+ end; }
+ mes "[Shay]";
+ mes "Really?";
+ mes "Good for you.";
+ mes ".....";
+ mes "Mission. Haven't heard that word for ages.";
+ next;
+ mes "[Shay]";
+ mes "Now go.";
+ mes "I'm busy.";
+ mes "New ingredients are coming in today.";
+ mes "Go now.";
+ close2;
+ cutin "",255;
+ end;
+ } else if (ep13_3_secret == 14) {
+ mes "[Shay]";
+ mes "What did you bring here now?";
+ mes ".........";
+ mes "What? No?";
+ next;
+ mes "[Shay]";
+ mes "Tsk.... boring.";
+ close2;
+ cutin "",255;
+ end;
+ }
+ mes "[Shay]";
+ mes "I don't want to talk about personal stuff.";
+ mes "But do you have any questions?";
+ next;
+ switch(select("Tell me about yourself:About Sapha:...Hmm...")) {
+ case 1: goto shayabout;
+ case 2:
+ mes "[Shay]";
+ mes "Sapha?";
+ mes "You are surrounded by Saphas.";
+ mes "......";
+ next;
+ mes "[Shay]";
+ mes "What are you asking me?";
+ mes "Just ask any Sapha passing by.";
+ mes "Ask 'what are you'.";
+ close2;
+ cutin "",255;
+ end;
+ case 3:
+ mes "[Shay]";
+ mes "What...";
+ mes "I'm not that busy but don't bother me too much.";
+ close2;
+ cutin "",255;
+ end; }
+ }
+ mes "[Shay]";
+ mes "If you haven't registered at Diel yet, you better do it soon.";
+ mes "That is the only way to start receiving requests and guarantee your safety here.";
+ next;
+ mes "[Shay]";
+ mes "To avoid conflicts apart from diplomatic trouble";
+ mes "it is always better to respect each sides agreement.";
+ mes "Don't you agree?";
+ close2;
+ cutin "",255;
+ end;
+ case 3:
+ mes "[Shay]";
+ mes "Suit yourself.";
+ close2;
+ cutin "",255;
+ end; }
+}
+
+dicastes01,207,210,5 script Walking Knit#ep13_3_15 449,{
+ if (isequipped(2782)) {
+ if (ep13_3_secret == 2) {
+ mes "[Knit]";
+ mes "Welcome, human.";
+ mes "I'm finally used to meeting other races like you.";
+ next;
+ switch(select("Are there races other than humans?:What are you doing?")) {
+ case 1:
+ if (checkquest(7188) >= 0) {
+ mes "[Knit]";
+ mes "There were Laphine";
+ mes "before you came.";
+ mes "And of course there are still.";
+ mes "But they are over the Kamidal mountains.";
+ next;
+ mes "[Knit]";
+ mes "And then the cats..";
+ mes "Ah, did you see the group of cats in front of the castle?";
+ mes "They are really soft and cuddly unlike us.";
+ next;
+ mes "[Knit]";
+ mes "They are really lovely.";
+ mes "Those cute cats..";
+ next;
+ mes "[Knit]";
+ mes "But Ahat is also loveable even for a Sapha.";
+ mes "....if my hair is like a dry winter tree..";
+ mes "Ahat's hair is like new sprouts in early spring.....";
+ next;
+ mes "[Knit]";
+ mes "Ah.. I'm so jealous, envious..";
+ close; }
+ mes "[Knit]";
+ mes "There were Laphine";
+ mes "before you came.";
+ mes "And of course there are still.";
+ mes "But they are over the Kamidal mountains.";
+ next;
+ mes "[Knit]";
+ mes "And then the cats..";
+ mes "Ah, did you see the group of cats in front of the castle?";
+ mes "They are really soft and cuddly unlike us.";
+ next;
+ mes "[Knit]";
+ mes "And especially their ears and tail!!";
+ next;
+ select("Have you seen a man with cat ears?");
+ mes "[Knit]";
+ mes "Eh?";
+ mes "Man? Human male?";
+ mes "A human male with cat ears?";
+ mes "Never heard such a thing.";
+ next;
+ mes "[Knit]";
+ mes "Humans are amazing!";
+ mes "Didn't even think of that...!";
+ mes ".....";
+ next;
+ mes "[Knit]";
+ mes "But they are really lovely.";
+ mes "Those cute cats..";
+ next;
+ mes "[Knit]";
+ mes "But Ahat is also loveable even for a Sapha.";
+ mes "....if my hair is like a dry winter tree..";
+ mes "Ahat's hair is like new sprouts in early spring.....";
+ next;
+ mes "[Knit]";
+ mes "I can't believe how he does his work for Dicastes and still maintains such great hair.";
+ mes "I can almost see a glow.";
+ next;
+ mes "[Knit]";
+ mes "Ah.....his skin is divine.";
+ mes "But he never comes out from his office high up in Dicastes Diel.";
+ next;
+ mes "[Knit]";
+ mes "But I guess it would be better for Ahat's complexion...";
+ mes "to stay warm and safe like a crystal bird in Diel instead of being out in the winter weather!";
+ next;
+ mes "- Continues to talk about Ahat.";
+ mes "Don't think I'll get any more information. -";
+ setquest 7188;
+ close;
+ case 2:
+ mes "[Knit]";
+ mes "As you can see, I'm taking a walk.";
+ mes "I should walk from time to time to prevent myself from getting stiff.";
+ mes "I really don't like to get stiff.";
+ close; }
+ }
+ mes "[Knit]";
+ mes "Don't you think cats are amazing.";
+ mes "I heard from where you came from, you have pets..";
+ next;
+ mes "[Knit]";
+ mes "Is it okay to raise other creatures?";
+ mes "Do they want that?";
+ mes "It's a difficult issue..";
+ close; }
+ mes "[Moltuka]";
+ mes "¡õ¢£¡ô";
+ mes "¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£";
+ next;
+ mes "- Cannot communicate with him. -";
+ close;
+}
+
+dicastes01,112,248,5 script Resting Piom#ep133_16 491,{
+ mes "[Piom]";
+ if (isequipped(2782)) {
+ if (ep13_3_secret == 2) {
+ if (checkquest(7189) >= 0) {
+ mes "Phew.. I need to rest.";
+ mes "Huh?";
+ mes "Why are you here?";
+ next;
+ mes "[Piom]";
+ mes "Don't follow cats around";
+ mes "Go and meet Ahat.";
+ mes "He is really beautiful.";
+ close; }
+ mes "Phew.. I need to rest.";
+ mes "Huh?";
+ mes "Why are you here?";
+ next;
+ select("Ask about human with cat ears.");
+ mes "[Piom]";
+ mes "HAHAHAHA!!!";
+ mes "There are so many asking";
+ mes "about that recently.";
+ mes "Is there any conflict with the Cat Hand Merchants?";
+ next;
+ mes "[Piom]";
+ mes "Haha.. ... funny.";
+ mes "Human with cat ears?";
+ mes "Never heard of such thing.";
+ mes "But you seem to be new around here.";
+ next;
+ mes "[Piom]";
+ mes "Don't waste your time on something ridiculous as that.";
+ mes "That's it! I think you are the right person.";
+ next;
+ mes "[Piom]";
+ mes "The minister stays at the top of Diel.";
+ mes "Try meeting the minister.";
+ mes "He is a wonderful person.";
+ mes "A role model to all Saphas!";
+ next;
+ mes "[Piom]";
+ mes "You need to know about Saphas if you are staying in El Dicastes, right?";
+ mes "Don't spend time with a dusty Piom like me, and go meet Ahat.";
+ mes "You will love him.";
+ next;
+ mes "- Continues to talk about Ahat.";
+ mes "Don't think I'll get any more information. -";
+ setquest 7189;
+ close; }
+ mes "As you can see, I'm resting.";
+ mes "I like my job but it is so tiring.";
+ mes "But I'm happier than when I was a Knit.";
+ next;
+ mes "[Piom]";
+ mes "I can't think straight.";
+ mes "I didn't like working through documents the Knits do.";
+ mes "But then Galtens have to carry heavy weapons.";
+ next;
+ mes "[Piom]";
+ mes "The last thing I did was mine and refine Bradium and I loved it!";
+ mes "And to think that my work keeps everyone healthy is rewarding.";
+ close; }
+ mes "¡ñ¡÷¢¤ ¡ö ¢±¡ñ¡ú?";
+ mes "¡ò¢³~!";
+ mes "¡Ð¢²¢¤ ¢± ¡ü¡ñ¡õ ¢³ ¡ð !!!";
+ next;
+ mes "- Cannot communicate with him. -";
+ close;
+}
+
+dicastes01,252,144,0 script Training Galten#e 450,{
+ mes "[Training Galten]";
+ if (isequipped(2782)) {
+ if (ep13_3_secret == 2) {
+ if (checkquest(7190) >= 0) {
+ mes "Hmm...another peaceful day.";
+ mes "Hmm? Aren't you the outsider that came here a while ago?";
+ mes "Have you come to see the training grounds?";
+ next;
+ mes "[Training Galten]";
+ mes "Ahat...";
+ mes "He is a strong Sapha.";
+ mes "He may be a minister working through piles of documents but he must be hiding his power!";
+ next;
+ mes "[Training Galten]";
+ mes "Everyone says Ahat is like a delicate spring sprout but I don't agree!";
+ mes "I've never seen a stronger Sapha before.";
+ mes "I don't quite understand why he didn't become a Galten...";
+ next;
+ mes "[Training Galten]";
+ mes "Maybe he is physically strong but has a warm heart..";
+ mes "but you never know...";
+ close; }
+ mes "Hmm...another peaceful day.";
+ mes "Hmm? Aren't you the outsider that came here a while ago?";
+ mes "Have you come to see the training grounds?";
+ next;
+ select("About a human with cat ears..");
+ mes "[Training Galten]";
+ mes "Cat ears?";
+ mes "Is there someone like that?";
+ mes "Humans are like that?";
+ next;
+ mes "[Training Galten]";
+ mes "What? No?";
+ mes "Then why are you looking him..";
+ mes "Why don't you go meet Ahat instead of wasting your time.";
+ next;
+ mes "[Training Galten]";
+ mes "Anyone that wants to be strong";
+ mes "should meet Ahat.";
+ mes "He is a very strong Sapha.";
+ next;
+ mes "[Training Galten]";
+ mes "He may be a minister working through piles of documents but he must be hiding his power!";
+ next;
+ mes "[Training Galten]";
+ mes "Everyone says Ahat is like a delicate spring sprout but I don't agree!";
+ mes "I've never seen a stronger Sapha before.";
+ mes "I don't quite understand why he didn't become a Galten...";
+ next;
+ mes "- Continues to talk about Ahat.";
+ mes "I don't think I'll get any more information. -";
+ setquest 7190;
+ close; }
+ mes "I will get great results";
+ mes "If I do my best, right?";
+ close; }
+ mes "¡ø¡ô¡ü ¡ø ¡ø¡ô¡ü";
+ mes "¡ø¡ô¡ü";
+ next;
+ mes "- I can't understand what he's trying to say. -";
+ close;
+}
+
+dic_fild01,231,174,4 script BK#ep133_18 496,{
+ if (checkquest(7191) >= 0) {
+ if (ep13_3_secret == 4) {
+ mes "[BK]";
+ mes "...So what do you want to know?";
+ next;
+ select("About other feline races");
+ mes "[BK]";
+ mes "Feline? Are you asking about us cats?";
+ mes "Well~";
+ mes "Don't know about races... unless...";
+ next;
+ mes "- BK asks for a Sapha Certification. -";
+ next;
+ if(select("No way.:Give.")==1) {
+ mes "[BK]";
+ mes "Humph";
+ mes "We made a deal.";
+ mes "Give me a Sapha Certification.";
+ close; }
+ if (countitem(6304) > 1) {
+ mes "[BK]";
+ mes "Haha.. good, good.";
+ mes "I don't know anything outside of our race but I did see someone with cute ears that has been visiting Dicastes Diel.";
+ next;
+ mes "[BK]";
+ mes "I even saw him meet the new minister alone.";
+ mes "Hu hu...";
+ mes "Satisfied?";
+ delitem 6304,1;
+ next;
+ mes "- BK says this and takes the Sapha Certification out of your hand.";
+ mes "Information on the person with animal ears Doha mentioned! -";
+ set ep13_3_secret,5;
+ close; }
+ mes "[BK]";
+ mes "I will give you information";
+ mes "and you give me a Sapha Certification";
+ mes "great teamwork, don't you agree?";
+ next;
+ mes "[BK]";
+ mes "If you want to know my information, you have to give me a Sapha Certification.";
+ close;
+ } else if (ep13_3_secret == 5) {
+ mes "[BK]";
+ mes "...Didn't I just tell you about";
+ mes "the man with cat ears?";
+ mes "I've seen him with the";
+ mes "minister in Dicastes Diel.";
+ next;
+ switch(select("About Ravail?:Who is the minister?")) {
+ case 1:
+ mes "[BK]";
+ mes "Ravail is the high minister.";
+ mes "Something like a Chief.";
+ mes "They also call him elder.";
+ mes "We would call him leader?";
+ next;
+ mes "[BK]";
+ mes ".......ah.........";
+ mes "I should have gotten a Sapha Certification before answering.";
+ close;
+ case 2:
+ mes "[BK]";
+ mes "The infamous Ahat.";
+ mes "The new minister...";
+ mes "(BK rubs his front paws";
+ mes "together and winks)";
+ next;
+ if(select("Give him a Sapha Certification.:No way.")==2) {
+ mes "[BK]";
+ mes "No, no, contract violation.";
+ mes "I have nothing to say if you don't give me a Sapha Certification.";
+ close; }
+ mes "[BK]";
+ mes "The new minister is";
+ mes "not from around here.";
+ mes "There is a huge crack down there.";
+ next;
+ mes "[BK]";
+ mes "The new minister was picked";
+ mes "up near the crack.";
+ mes "He must be an alien!";
+ delitem 6304,1;
+ next;
+ select("An alien! You must be nuts!");
+ mes "[BK]";
+ mes "Because he isn't a Sapha!";
+ next;
+ select("He isn't a Sapha?");
+ mes "[BK]";
+ mes "Yes.";
+ mes "But, isn't it strange?";
+ mes "All the Saphas here think";
+ mes "he is a beautiful Sapha...";
+ mes "But I've seen him from a";
+ mes "distance and he wasn't.";
+ next;
+ mes "[BK]";
+ mes "To me, he is a feline.";
+ mes "He might even be a";
+ mes "lost friend of mine.";
+ next;
+ mes "[BK]";
+ mes "Well, I don't understand why because all Saphas are beautiful.";
+ delitem 6304,1;
+ changequest 7191,7192;
+ next;
+ mes "- BK says this and takes the Sapha Certification out of your hand.";
+ mes "Shocking information that the Sapha minister Ahat is not a Sapha!-";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "...I must find out.";
+ mes "Near the crack, he said...";
+ mes "Should I talk to Shay?";
+ close; }
+ }
+ mes "[BK]";
+ mes "Ha. I'm the information collector of the Cat Merchants.";
+ mes "..............";
+ mes "I don't give out information just to anyone.";
+ mes "Meow...";
+ next;
+ mes "- BK of the Cat Merchant group is being difficult.";
+ mes "What did Shay tell you to do?-";
+ next;
+ input .@shaytalk$;
+ if (.@shaytalk$ != "Shay's special drink will be delivered") {
+ mes "["+strcharinfo(0)+"]";
+ mes .@shaytalk$+"...?";
+ mes "Hmm... I think you are wrong?";
+ mes "What was it..";
+ next;
+ mes "[BK]";
+ mes "What. Are you threatening me with that?";
+ mes "Meow.. You don't know my well enough~!!";
+ close; }
+ mes "["+strcharinfo(0)+"]";
+ mes "Hmm. If you don't cooperate,";
+ mes "Shay's special drink will be delivered.";
+ mes "By Shay himself!";
+ next;
+ mes "[BK]";
+ mes "What?!";
+ mes "What do you want.";
+ mes "Why are you harassing me?";
+ mes "Bully... sob";
+ emotion e_sob;
+ next;
+ mes "[BK]";
+ mes "Okay. I will cooperate.";
+ mes "But with some conditions.";
+ mes "First, you must tell Shay that I cooperated with you.";
+ next;
+ mes "[BK]";
+ mes "Second, we must meet the minister to expand our business.";
+ mes "But you need Sapha Certifications to meet him.";
+ next;
+ mes "[BK]";
+ mes "So I'll sell my information for Sapha Certifications.";
+ mes "Tell me when you are ready.";
+ set ep13_3_secret,4;
+ close;
+ } else if (checkquest(7192) >= 0) {
+ mes "[BK]";
+ mes "Why are you always coming back?";
+ mes "Why don't you go to the crack yourself if you are curious about the new minister?";
+ mes "You'll find something there since he was from there. Meow";
+ close;
+ } else if (ep13_3_secret > 5) {
+ mes "[BK]";
+ mes "MEOW~";
+ mes "I thought you brought Shay's food here as a reward.";
+ mes "(BK shivers at the thought)";
+ next;
+ mes "[BK]";
+ mes "Eeeew...";
+ mes "I can't even imagine it.";
+ mes "...........Ha! Don't tell Shay this!";
+ close; }
+ mes "[BK]";
+ mes "Ha. I'm the information collector of the Cat Hand Merchants.";
+ mes "Ask me anything...but..";
+ mes "Meow.. I'm not an easy cat you see.";
+ next;
+ mes "[BK]";
+ mes "Go away, Ha";
+ close;
+}
+
+- script Rock Pile#ep133_ -1,{
+ if (checkquest(7193) >= 0) {
+ mes "There are many piles of rock around because of the unstable crust movements.";
+ mes "This rock pile is also one of them.";
+ mes "Don't see anything suspicious.";
+ next;
+ if(select("Try to knock down the rock pile.:Study the pile closely.")==1) {
+ mes "- Knock down the pebbles that make up the pile of rocks and spread them out. -";
+ close; }
+ mes "You feel an evil energy from the small stone fragments.";
+ mes "Doesn't look natural but more like remnants from a powerful magic spell nearby.";
+ next;
+ mes "You feel evil energy. Does this have anything to do with Ahat?";
+ mes "You collected a stone that emits strange energy.";
+ getitem 6307,1;
+ changequest 7193,7196;
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Hmm... I may need to discuss these with Shay.";
+ close;
+ } else if (checkquest(7196) >= 0) {
+ mes "["+strcharinfo(0)+"]";
+ mes "This is where you picked up the strange magical stone.";
+ mes "Also feel a strange energy around.";
+ mes "Let's go back to the pub and talk with Shay.";
+ close;
+ } else if (checkquest(7199) >= 0) {
+ if (countitem(6307) == 10) {
+ mes "Need more stone fragments to report back to Doha at the expedition camp.";
+ mes "You collect another stone fragment that emits a strange magical force.";
+ getitem 6307,1;
+ if (checkquest(7202) == -1) setquest 7202;
+ close2;
+ initnpctimer;
+ disablenpc "Rock Pile#"+strnpcinfo(2);
+ end;
+ } else if (countitem(6307) < 11) {
+ mes "There are many piles of rock around because of the unstable crust movements.";
+ mes "This is one of them.";
+ mes "You feel an evil energy from the small stone fragments.";
+ getitem 6307,1;
+ next;
+ mes "You collect stone fragments.";
+ mes "Not enough was collected to fill Cheshire's request.";
+ close2;
+ initnpctimer;
+ disablenpc "Rock Pile#"+strnpcinfo(2);
+ end;
+ } else {
+ mes "No need to collect more.";
+ close; }
+ } else if (checkquest(7201) >= 0) {
+ if (countitem(6307) < 10) {
+ mes "There are many piles of rock around because of the unstable crust movements.";
+ mes "This is one of them.";
+ mes "You feel an evil energy from the small stone fragments.";
+ getitem 6307,1;
+ next;
+ mes "You collect stone fragments.";
+ mes "Not enough was collected to fill Cheshire's request.";
+ close2;
+ initnpctimer;
+ disablenpc "Rock Pile#"+strnpcinfo(2);
+ end;
+ } else {
+ mes "No need to collect more.";
+ close; }
+ } else {
+ mes "- You found traces of something. -";
+ close; }
+
+OnTimer120000:
+ enablenpc "Rock Pile#"+strnpcinfo(2);
+ stopnpctimer;
+ end;
+}
+
+dic_fild02,269,55,0 duplicate(Rock Pile#ep133_) Rock Pile#ep133_ef1 844
+dic_fild02,236,29,0 duplicate(Rock Pile#ep133_) Rock Pile#ep133_ef2 844
+dic_fild02,220,34,0 duplicate(Rock Pile#ep133_) Rock Pile#ep133_ef3 844
+dic_fild02,228,55,0 duplicate(Rock Pile#ep133_) Rock Pile#ep133_ef4 844
+dic_fild02,228,63,0 duplicate(Rock Pile#ep133_) Rock Pile#ep133_ef5 844
+dic_fild02,210,75,0 duplicate(Rock Pile#ep133_) Rock Pile#ep133_ef6 844
+dic_fild02,213,35,0 duplicate(Rock Pile#ep133_) Rock Pile#ep133_ef7 844
+dic_fild02,171,49,0 duplicate(Rock Pile#ep133_) Rock Pile#ep133_ef8 844
+dic_fild02,266,44,0 duplicate(Rock Pile#ep133_) Rock Pile#ep133_ef9 844
+dic_fild02,174,79,0 duplicate(Rock Pile#ep133_) Rock Pile#ep133_ef10 844
+
+- script Dirt Pile#ep133_ -1,{
+ if (checkquest(7193) >= 0) {
+ mes "There a several dirt piles near the crack.";
+ mes "This is one of them.";
+ mes "Don't see anything suspicious.";
+ next;
+ if(select("Stomp on it with your feet.:Poke around in the dirt pile.")==1) {
+ mes "- You step on the dug up dirt pile and make the ground flat. -";
+ close; }
+ mes "You poke around the dirt pile to find blood clotted in the dirt.";
+ mes "You feel evil energy. Does this have anything to do with Ahat?";
+ next;
+ mes "You collect the Clotted Bloodstains.";
+ getitem 6306,1;
+ changequest 7193,7194;
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Hmm... I may need to discuss these with Shay.";
+ close;
+ } else if (checkquest(7194) >= 0) {
+ mes "["+strcharinfo(0)+"]";
+ mes "Collected Clotted Bloodstains from the dirt pile here.";
+ mes "Also feel a strange energy around.";
+ mes "Let's go back to the pub and talk with Shay.";
+ close;
+ } else if (checkquest(7199) >= 0) {
+ if (countitem(6306) == 10) {
+ mes "Need more bloodstains to report back to Doha at the expedition camp.";
+ mes "You collect another Clotted Bloodstain from the dirt pile.";
+ getitem 6306,1;
+ if (checkquest(7202) == -1) setquest 7202;
+ close2;
+ initnpctimer;
+ disablenpc "Dirt Pile#"+strnpcinfo(2);
+ end;
+ } else if (countitem(6306) < 11) {
+ mes "There a several dirt piles near the crack.";
+ mes "This is one of them.";
+ mes "You find a Clotted Bloodstain beneath the dirt pile.";
+ getitem 6306,1;
+ next;
+ mes "Collect bloodstains.";
+ mes "Not enough was collected to fill Cheshire's request.";
+ close2;
+ initnpctimer;
+ disablenpc "Dirt Pile#"+strnpcinfo(2);
+ end;
+ } else {
+ mes "No need to collect more.";
+ close; }
+ } else if (checkquest(7201) >= 0) {
+ if (countitem(6306) < 10) {
+ mes "There a several dirt piles near the crack.";
+ mes "This is one of them.";
+ mes "You find a Clotted Bloodstain beneath the dirt pile.";
+ getitem 6306,1;
+ next;
+ mes "Collect bloodstains.";
+ mes "Not enough was collected to fill Cheshire's request.";
+ close2;
+ initnpctimer;
+ disablenpc "Dirt Pile#"+strnpcinfo(2);
+ end;
+ } else {
+ mes "No need to collect more.";
+ close; }
+ } else {
+ mes "- You found traces of something. -";
+ close; }
+OnTimer120000:
+ enablenpc "Dirt Pile#"+strnpcinfo(2);
+ stopnpctimer;
+ end;
+}
+
+dic_fild02,215,85,0 duplicate(Dirt Pile#ep133_) Dirt Pile#ep133_ef1 844
+dic_fild02,207,41,0 duplicate(Dirt Pile#ep133_) Dirt Pile#ep133_ef2 844
+dic_fild02,232,41,0 duplicate(Dirt Pile#ep133_) Dirt Pile#ep133_ef3 844
+dic_fild02,245,68,0 duplicate(Dirt Pile#ep133_) Dirt Pile#ep133_ef4 844
+dic_fild02,184,63,0 duplicate(Dirt Pile#ep133_) Dirt Pile#ep133_ef5 844
+dic_fild02,207,94,0 duplicate(Dirt Pile#ep133_) Dirt Pile#ep133_ef6 844
+dic_fild02,230,71,0 duplicate(Dirt Pile#ep133_) Dirt Pile#ep133_ef7 844
+dic_fild02,188,50,0 duplicate(Dirt Pile#ep133_) Dirt Pile#ep133_ef8 844
+dic_fild02,206,115,0 duplicate(Dirt Pile#ep133_) Dirt Pile#ep133_ef10 844
+dic_fild02,248,36,0 duplicate(Dirt Pile#ep133_) Dirt Pile#ep133_ef9 844
+
+- script Split Ground#ep133_ -1,{
+
+ if (checkquest(7193) >= 0) {
+ mes "Surface of the ground is split by the shock from the dimensional crack.";
+ mes "The split ground is solid and icy making it look like sharp blades.";
+ mes "Don't see anything suspicious.";
+ next;
+ if(select("Stomp on it with your feet.:Poke around in the dirt pile.")==1) {
+ mes "- You step on the dry, split surface and make the ground flat. -";
+ close; }
+ /*
+ mes "There is something stuck by the frost on the sharp, cracked surface.";
+ mes "You take a closer look and see it looks like the skin of a creature that crawls on the ground.";
+ next;
+ mes "You feel evil energy. Does this have anything to do with Ahat?";
+ mes "You collect the Frozen Piece of Skin.";
+ getitem 6305,1;
+ changequest 7193,7195;
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Hmm... I may need to discuss these with Shay.";
+ close;
+ */
+
+ } else if (checkquest(7195) >= 0) {
+ mes "["+strcharinfo(0)+"]";
+ mes "It is the place where the frozen skin was found.";
+ mes "Also feel a strange energy around.";
+ mes "Let's go back to the pub and talk with Shay.";
+ close;
+ } else if (checkquest(7199) >= 0) {
+ if (countitem(6305) == 10) {
+ mes "Need more pieces of skin to report back to Doha at the expedition camp.";
+ mes "You collect another Frozen Piece of Skin in the frost in the crack of the split ground.";
+ getitem 6305,1;
+ if (checkquest(7202) == -1) setquest 7202;
+ close2;
+ initnpctimer;
+ disablenpc "Split Ground#"+strnpcinfo(2);
+ end;
+ } else if (countitem(6305) < 11) {
+ mes "Surface of the ground near the dimensional crack is split by some kind of impact.";
+ mes "This is one of them.";
+ mes "There is something stuck by the frost on the sharp, cracked surface.";
+ getitem 6305,1;
+ next;
+ mes "Collect a piece of skin.";
+ mes "Not enough was collected to fill Cheshire's request.";
+ close2;
+ initnpctimer;
+ disablenpc "Split Ground#"+strnpcinfo(2);
+ end;
+ } else {
+ mes "No need to collect more.";
+ close; }
+ } else if (checkquest(7201) >= 0) {
+ if (countitem(6305) < 10) {
+ mes "Surface of the ground near the dimensional crack is split by some kind of impact.";
+ mes "This is one of them.";
+ mes "There is something stuck by the frost on the sharp, cracked surface.";
+ getitem 6305,1;
+ next;
+ mes "Collect a piece of skin.";
+ mes "Not enough was collected to fill Cheshire's request.";
+ close2;
+ initnpctimer;
+ disablenpc "Split Ground#"+strnpcinfo(2);
+ end;
+ } else {
+ mes "No need to collect more.";
+ close; }
+ } else {
+ mes "- You found traces of something. -";
+ close; }
+OnTimer120000:
+ enablenpc "Split Ground#"+strnpcinfo(2);
+ stopnpctimer;
+ end;
+}
+
+dic_fild02,194,86,0 duplicate(Split Ground#ep133_) Split Ground#ep133_ef1 844
+dic_fild02,240,51,0 duplicate(Split Ground#ep133_) Split Ground#ep133_ef2 844
+dic_fild02,176,65,0 duplicate(Split Ground#ep133_) Split Ground#ep133_ef3 844
+dic_fild02,254,45,0 duplicate(Split Ground#ep133_) Split Ground#ep133_ef4 844
+dic_fild02,178,119,0 duplicate(Split Ground#ep133_) Split Ground#ep133_ef5 844
+dic_fild02,200,81,0 duplicate(Split Ground#ep133_) Split Ground#ep133_ef6 844
+dic_fild02,205,54,0 duplicate(Split Ground#ep133_) Split Ground#ep133_ef7 844
+dic_fild02,224,74,0 duplicate(Split Ground#ep133_) Split Ground#ep133_ef8 844
+dic_fild02,244,59,0 duplicate(Split Ground#ep133_) Split Ground#ep133_ef9 844
+dic_fild02,249,43,0 duplicate(Split Ground#ep133_) Split Ground#ep133_ef10 844
+
+// Frede's Request
+//============================================================
+
+dicastes01,117,262,0 script Frede#ep133_ 491,{
+ mes "[Frede]";
+ if (isequipped(2782)) {
+ if (ep13_3_bra == 1) {
+ mes "I'm getting tired, can we continue talking inside.";
+ close2;
+ warp "dic_in01",165,101;
+ end;
+ } else if (ep13_3_bra == 3) {
+ mes "How is little favor going?";
+ mes "We can have a chat after you are done with it.";
+ close;
+ } else if (ep13_3_bra == 6) {
+ mes ""+strcharinfo(0)+", the guys said they wanted to meet up together sometime.";
+ mes "Make sure you clear your schedule.";
+ close; }
+ mes "Moan... moan...";
+ if (ep13_3_invite == 5) {
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Are you alright?";
+ mes "You don't look well. Do you need help?";
+ next;
+ mes "[Frede]";
+ mes "Ah.. Thank you.";
+ mes "My leg is injured...";
+ next;
+ mes "[Frede]";
+ mes "Do you mind helping me get to the building over there?";
+ mes "I will feel better if I rest a little.";
+ set ep13_3_bra,1;
+ close2;
+ warp "dic_in01",165,101;
+ end; }
+ close; }
+ mes "¢£¡ô¡ñ ¡û";
+ mes "¡ú¡ö¡ø ¢£ ¡ô";
+ close;
+}
+
+dic_in01,165,104,1 script Frede#13_3_in 454,{
+ if (isequipped(2782)) {
+ if (ep13_3_bra >= 1) {
+ if (checkquest(11171) == 1) {
+ if (ep13_3_bra == 2) {
+ mes "[Frede]";
+ mes "Oh.. what should I do...?";
+ mes "I would run there myself if only my legs would move normally.";
+ next;
+ mes "[Frede]";
+ mes "Would you mind visiting the cave to see if my friends are alright?";
+ goto fredestill; }
+ mes "["+strcharinfo(0)+"]";
+ mes "But the injury on your leg doesn't look new. Why did you come out with a wounded leg?";
+ next;
+ mes "[Frede]";
+ mes "I can still move around with this leg and I wanted to help the village.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "But you should stay home and recover.";
+ next;
+ mes "[Frede]";
+ mes "The fact is, my leg will never recover.";
+ mes "I can only keep my injury from getting worse.";
+ next;
+ mes "[Frede]";
+ mes "But I'm grateful that I can still move around.";
+ mes "Ha......";
+ mes "When did we start to be afraid of 'death'?";
+ next;
+ mes "[Frede]";
+ mes "Saphas have never had any 'sicknesses' and we don't die unless there is a terrible accident.";
+ next;
+ mes "[Frede]";
+ mes "This is also the reason why we Saphas can maintain a perfect community.";
+ mes "We didn't have to be greedy.";
+ next;
+ mes "[Frede]";
+ mes "But suddenly we are hit with this epidemic and many Saphas have lost their loved ones ever since.";
+ next;
+ mes "[Frede]";
+ mes "We weren't prepared for such a disaster.";
+ mes "It was chaos. Nobody knew what to do but watch them die.";
+ next;
+ mes "[Frede]";
+ mes "It was worse for us because we never experienced death from getting old.";
+ mes "I also thought my ^E77471Still Friends^000000 would wake up one day.";
+ next;
+ mes "[Frede]";
+ mes "But after a while, we realized it was a sickness that led to death and started to search for a cure, but the situation was out of control.";
+ next;
+ mes "[Frede]";
+ mes "We are very advanced in science technology but we lack knowledge in the medical field.";
+ next;
+ mes "[Frede]";
+ mes "A medicine was completed only after we lost many lives but it isn't enough to completely cure the sickness.";
+ next;
+ mes "[Frede]";
+ mes "As long as I don't forget to take my Bradium, I can keep from getting any worse.";
+ next;
+ mes "[Frede]";
+ mes "I recently did some ^E77471repair work in the cave next to the village^000000, but I forgot to take Bradium while I was working.";
+ next;
+ mes "[Frede]";
+ mes "I usually carry extra Bradium with me when I go outside of town for work but you can easily lose sense of time in a cave.";
+ next;
+ mes "[Frede]";
+ mes "......umm......";
+ mes "..............";
+ next;
+ mes "[Frede]";
+ mes "Oh no!!!!!!!!!!!!!!!!";
+ mes "Come... to think of it....";
+ mes "My friends!!!!!!!!!!";
+ next;
+ mes "[Frede]";
+ mes "I haven't seen my friends who I worked with in the cave.";
+ next;
+ mes "[Frede]";
+ mes "They have to return to the village once every few days to replenish their Bradium.";
+ mes "Maybe......they forgot?";
+ next;
+ mes "[Frede]";
+ mes "Oh.. what should I do...?";
+ mes "I would run there myself if only my legs would move normally.";
+ next;
+ mes "[Frede]";
+ mes "Would you mind visiting the cave to see if my friends are alright?";
+ fredestill:
+ next;
+ switch(select("Will do.:No can do.")) {
+ case 1:
+ mes "[Frede]";
+ mes "Thank you so much.";
+ mes "My memory is a bit fuzzy since its been a while since I came back to the village,";
+ mes "but you will find a cave nearby the village with repair work going on.";
+ next;
+ mes "[Frede]";
+ mes "I saw friends leaving the village after returning for more Bradium a few days ago.";
+ mes "I only hope they are all healthy and well.";
+ set ep13_3_bra,3;
+ changequest 11171,11172;
+ close;
+ case 2:
+ mes "[Frede]";
+ mes "I guess I can't do anything about it.";
+ mes "But drag myself there.";
+ set ep13_3_bra,2;
+ close; }
+ } else if (checkquest(11172) >= 0) {
+ if (checkquest(11159) >= 0 && checkquest(11160) >= 0 && checkquest(11161) >= 0 && checkquest(11162) >= 0 && checkquest(11163) >= 0 && checkquest(11164) >= 0) {
+ mes "[Frede]";
+ mes "I knew they were working all along and forgot to return back to the village.";
+ mes "They must have been short on Bradium.";
+ next;
+ mes "[Frede]";
+ mes "Hmmm..";
+ next;
+ mes "[Frede]";
+ mes "I'm sorry to ask again but can you take some Bradium to my friends?";
+ next;
+ mes "[Frede]";
+ mes "They may be safe now, but they might forget and fall ill suddenly.";
+ next;
+ mes "[Frede]";
+ mes "Ask ^E77471Bouy at the building located northwest of the village^000000 and he will give you some refined Bradium.";
+ mes "I can't thank you enough.";
+ set ep13_3_bra,4;
+ changequest 11172,11173;
+ erasequest 11159;
+ erasequest 11160;
+ erasequest 11161;
+ erasequest 11162;
+ erasequest 11163;
+ erasequest 11164;
+ close; }
+ mes "[Frede]";
+ mes "Thank you so much.";
+ mes "My memory is a bit fuzzy since its been a while since I came back to the village,";
+ next;
+ mes "[Frede]";
+ mes "You can find them in the cave nearby the village with repair work going on.";
+ next;
+ mes "[Frede]";
+ mes "I saw friends leaving the village after returning for more Bradium a few days ago.";
+ next;
+ mes "[Frede]";
+ mes "I hope they are all doing well.";
+ mes "Please get back to me once you meet my friends.";
+ close;
+ } else if (checkquest(11173) >= 0) {
+ mes "[Frede]";
+ mes "I knew they were working all along and forgot to return back to the village.";
+ mes "They must have been short on Bradium.";
+ next;
+ mes "[Frede]";
+ mes "Hmmm..";
+ next;
+ mes "[Frede]";
+ mes "I'm sorry to ask again but can you take some Bradium to my friends?";
+ next;
+ mes "[Frede]";
+ mes "They may be safe now, but they might forget and fall ill suddenly.";
+ next;
+ mes "[Frede]";
+ mes "Ask ^E77471Bouy at the building located northwest of the village^000000 and he will give you some refined Bradium.";
+ mes "I can't thank you enough.";
+ close;
+ } else if (checkquest(11174) >= 0 || checkquest(11175) >= 0) {
+ mes "[Frede]";
+ mes "So they are out of Braidum.";
+ mes "Will they need to wait till other Piom or Galtens return?";
+ close;
+ } else if (checkquest(11176) >= 0) {
+ if (checkquest(11165) >= 0 && checkquest(11166) >= 0 && checkquest(11167) >= 0 && checkquest(11168) >= 0 && checkquest(11169) >= 0 && checkquest(11170) >= 0) {
+ mes "[Frede]";
+ mes ""+strcharinfo(0)+" I'm forever in your debt!";
+ mes "I just came back after meeting my friends!";
+ mes "Tyler needs some medical treatment but everyone else is safe.";
+ next;
+ mes "[Frede]";
+ mes "I don't even want to imagine what could have happened if you, "+strcharinfo(0)+", weren't here to help.";
+ mes "I don't want to lose any more friends.";
+ next;
+ mes "[Frede]";
+ mes "Please take this as a token of my gratitude and friendship.";
+ mes "It's nothing much but I want you to have it.";
+ mes "We may be from different races but we can be great friends.";
+ set ep13_3_bra,6;
+ erasequest 11176;
+ getitem 2788,1;
+ erasequest 11165;
+ erasequest 11166;
+ erasequest 11167;
+ erasequest 11168;
+ erasequest 11169;
+ erasequest 11170;
+ close; }
+ mes "[Frede]";
+ mes "Please give this Bradium to my friends.";
+ mes "They must take this or else they may get sick.";
+ close;
+ } else if (ep13_3_bra == 6) {
+ mes "[Frede]";
+ mes ""+strcharinfo(0)+", the guys said they wanted to meet up together sometime.";
+ mes "Make sure you clear your schedule.";
+ close; }
+ mes "[Frede]";
+ mes "Phew...";
+ mes "Thank you so much.";
+ mes "I'm glad I got a shot of Bradium before it was too late.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Huff...Huff...";
+ mes "I'm glad that you feel better.";
+ next;
+ mes "[Frede]";
+ mes "Oh my!! Why are you sweating so much!";
+ mes "You look a little pale too......";
+ emotion e_omg;
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "No, it's nothing.";
+ mes "I'm only a little tired, that's all.";
+ next;
+ mes "[Frede]";
+ mes "Here, sit and eat this.";
+ mes "The cats outside gave it to me. It doesn't do much good for Saphas but I heard it's suppose to help you humans.";
+ percentheal -10,0;
+ setquest 11171;
+ getitem 513,1;
+ close; }
+ mes "[Frede]";
+ mes "Zzz...Zzz...";
+ close; }
+ mes "[Frede]";
+ mes "¢¤¡ô¡ø ¢³ ¡÷¡û¡";
+ mes "¡û¡ö ¡õ";
+ close;
+}
+
+dic_dun01,205,43,5 script Brian#ep13_3_ 490,{
+ mes "[Brian]";
+ if (isequipped(2782)) {
+ if (ep13_3_bra == 3) {
+ if (checkquest(11159) >= 0) {
+ mes "Oh... that reminds me, how many days passed since I came here...";
+ mes "Do you happen to know what day it is today?";
+ close; }
+ mes "You never know what kind of accident might happen if we don't do a thorough job.";
+ next;
+ mes "[Brian]";
+ mes "Not only is creating things important, but regular maintenance is also very important.";
+ next;
+ mes "[Brian]";
+ mes "Hmm. But what brings an outsider here?";
+ next;
+ mes "[Brian]";
+ mes "Oh, you are here for Frede?";
+ mes "How is he doing?";
+ next;
+ mes "[Brian]";
+ mes "I saw him a few days ago but I'm always worried about my old friend.";
+ next;
+ mes "[Brian]";
+ mes "I hope he is getting used to his new work.";
+ mes "I shouldn't be worried because he is very hardworking but...";
+ next;
+ mes "[Brian]";
+ mes "He got sick by overworking himself already. But you don't have to tell him I said this.";
+ next;
+ mes "[Brian]";
+ mes "I just hope his condition doesn't get worse.";
+ next;
+ mes "[Brian]";
+ mes "Oh... that reminds me, how many days passed since I came here...";
+ mes "Do you happen to know what day it is today?";
+ setquest 11159;
+ close;
+ } else if (ep13_3_bra == 5) {
+ if (checkquest(11165) >= 0) {
+ mes "I remember you.";
+ mes "What brings you here this time?";
+ next;
+ select("Give Bradium to Brian.");
+ mes "["+strcharinfo(0)+"]";
+ mes "Frede asked me to give you this.";
+ next;
+ mes "[Brian]";
+ mes "Come to think of it, I do feel a bit heavy.";
+ mes "I've been standing here all day and I could have stiffened up without knowing it.";
+ next;
+ mes "[Brian]";
+ mes "I'm out of Bradium already.";
+ mes "Frede has been nagging me about this all the time but now I see why.";
+ mes "Ha ha..";
+ next;
+ mes "[Brian]";
+ mes "Please tell Frede that I will return to the village after I recover.";
+ close; }
+ mes "I remember you.";
+ mes "What brings you here this time?";
+ next;
+ select("Give Bradium to Brian.");
+ mes "["+strcharinfo(0)+"]";
+ mes "Frede asked me to give you this.";
+ next;
+ mes "[Brian]";
+ mes "Come to think of it, I do feel a bit heavy.";
+ mes "I've been standing here all day and I could have stiffened up without knowing it.";
+ next;
+ mes "[Brian]";
+ mes "I'm out of Bradium already.";
+ mes "Frede has been nagging me about this all the time but now I see why.";
+ mes "Ha ha..";
+ next;
+ mes "[Brian]";
+ mes "Please tell Frede that I will return to the village after I recover.";
+ setquest 11165;
+ close;
+ } else if (ep13_3_bra == 6) {
+ mes "You saved me from the inevitable.";
+ mes "If I didn't take Bradium then, I would have been frozen and gradually died.";
+ next;
+ mes "[Brian]";
+ mes "I am able to work now after I recovered while I was in the village.";
+ mes "Thank you so much.";
+ close; }
+ mes "You never know what kind of accident might happen if we don't do a thorough job.";
+ next;
+ mes "[Brian]";
+ mes "Not only is creating things important, but regular maintenance is also very important.";
+ close; }
+ mes "¡ô¡õ¡ó ¡ø ¡ð¢±¡û ¡ö ¡ð";
+ mes "¡ð¡þ¡þ ¡ù ¡Ð¡ñ¡ï ¢¤";
+ mes "¡ô¡ò¢² ¡ø";
+ close;
+}
+
+dic_dun01,153,107,4 script Tyler#ep13_3_ 489,{
+ mes "[Tyler]";
+ if (isequipped(2782)) {
+ if (ep13_3_bra == 3) {
+ if (checkquest(11161) >= 0) {
+ mes "If you happen to bump into him in the village, please tell him I'm fine and not to worry.";
+ close; }
+ mes "I still see things to fix after fixing all day!";
+ mes "It's logical to fix things that needs to be fixed!!";
+ next;
+ mes "[Tyler]";
+ mes "Labor is rewarding at the end!";
+ mes "Ha ha ha ha ha!!!!!";
+ next;
+ mes "[Tyler]";
+ mes "Huh?! Who are you?";
+ mes "Why is an outsider here?";
+ next;
+ mes "[Tyler]";
+ mes "You came because of Frede?";
+ next;
+ mes "[Tyler]";
+ mes "I can't believe him.";
+ mes "He should take care of himself.";
+ next;
+ mes "[Tyler]";
+ mes "We two go way back.";
+ mes "He has always been the diligent one.";
+ next;
+ mes "[Tyler]";
+ mes "We used to work together in a snack bar before.";
+ mes "He always said he wanted to do something related to ^E77471stone^000000 or ^E77471heavy metal^000000.";
+ next;
+ mes "[Tyler]";
+ mes "But Pioms are not really good at brainwork so he was looking someplace else.";
+ next;
+ mes "[Tyler]";
+ mes "All of our friends applied for this job because we could do something related with stones and metal by working in a tunnel.";
+ next;
+ mes "[Tyler]";
+ mes "He may be categorizing stones in the village now, but I'm sure he is happy with his work.";
+ next;
+ mes "[Tyler]";
+ mes "If you happen to bump into him in the village, please tell him I'm fine and not to worry.";
+ next;
+ mes "[Tyler]";
+ mes "Do you mind scratching my back?";
+ mes "I have an itch probably from a bug bite.";
+ mes "But I doubt there is a bug big enough to bite me on the back.";
+ setquest 11161;
+ close;
+ } else if (ep13_3_bra == 5) {
+ if (checkquest(11167) >= 0) {
+ mes "We meet again!";
+ next;
+ mes "[Tyler]";
+ mes "I've been waiting for you!";
+ mes "Scratch my back please~";
+ mes "It felt so good the last time you scratched it for me.";
+ next;
+ select("Give Bradium to Tyler.");
+ mes "["+strcharinfo(0)+"]";
+ mes "Frede asked me to give you this.";
+ next;
+ mes "[Tyler]";
+ mes "Oh!! I was out of Bradium. How did you know!";
+ mes "Thanks!";
+ next;
+ mes "[Tyler]";
+ mes "I always end up short even if I bring extra.";
+ mes "I will have to go back to the village after I'm done with this to bring back more.";
+ close; }
+ mes "We meet again!";
+ next;
+ mes "[Tyler]";
+ mes "I've been waiting for you!";
+ mes "Scratch my back please~";
+ mes "It felt so good the last time you scratched it for me.";
+ next;
+ select("Give Bradium to Tyler.");
+ mes "["+strcharinfo(0)+"]";
+ mes "Frede asked me to give you this.";
+ next;
+ mes "[Tyler]";
+ mes "Oh!! I was out of Bradium. How did you know!";
+ mes "Thanks!";
+ next;
+ mes "[Tyler]";
+ mes "I always end up short even if I bring extra.";
+ mes "I will have to go back to the village after I'm done with this to bring back more.";
+ setquest 11167;
+ close;
+ } else if (ep13_3_bra == 6) {
+ mes "I visited the village afterwards.";
+ mes "But the itch on my back wasn't a bug bite.";
+ next;
+ mes "[Tyler]";
+ mes "Something terrible might have happened if it was too late.";
+ mes "I must visit the village often just so that my friends don't worry.";
+ close; }
+ mes "I still see things to fix after.";
+ mes "fixing all day!";
+ mes "It's logical to fix things that needs to be fixed.";
+ next;
+ mes "[Tyler]";
+ mes "Labor is rewarding at the end!";
+ mes "Hahahahaha!!!!!";
+ close; }
+ mes "¡ó¡ø¢± ¡÷";
+ mes "¡ö¡ñ¡Ð ¡ò ¡õ";
+ close;
+}
+
+dic_dun01,64,107,0 script Bain#ep13_3_ 490,{
+ mes "[Bain]";
+ if (isequipped(2782)) {
+ if (ep13_3_bra == 3) {
+ if (checkquest(11163) >= 0) {
+ mes "Just tell him I'm doing well.";
+ mes "Simple, isn't it?";
+ close; }
+ mes "You take sturdy lumber and erect it to make a pillar.";
+ mes "Simple, isn't it?";
+ next;
+ mes "[Bain]";
+ mes "To fix the erected lumber, you need to use wedges to keep it in place.";
+ mes "Simple, isn't it?";
+ next;
+ mes "[Bain]";
+ mes "What is it? Do you have any questions?";
+ next;
+ mes "[Bain]";
+ mes "Frede asked you to come?";
+ mes "Just tell him I'm doing well.";
+ mes "Simple, isn't it?";
+ setquest 11163;
+ close;
+ } else if (ep13_3_bra == 5) {
+ if (checkquest(11169) >= 0) {
+ mes "I found a dark brown stain on my shoulder.";
+ mes "It doesn't come off. I'll have to go back to the village to get treatment.";
+ next;
+ select("Give Bradium.");
+ mes "["+strcharinfo(0)+"]";
+ mes "Frede asked me to give you this.";
+ next;
+ mes "[Bain]";
+ mes "I found a dark brown stain on my shoulder.";
+ mes "It doesn't come off. I'll have to go back to the village to get treatment.";
+ next;
+ mes "[Bain]";
+ mes "But I will be in trouble if I don't go back to the village for Bradium.";
+ next;
+ mes "[Bain]";
+ mes "Thank you.";
+ mes "Hope to see you again.";
+ close; }
+ mes "I found a dark brown stain on my shoulder.";
+ mes "It doesn't come off. I'll have to go back to the village to get treatment.";
+ next;
+ select("Give Bradium.");
+ mes "["+strcharinfo(0)+"]";
+ mes "Frede asked me to give you this.";
+ next;
+ mes "[Bain]";
+ mes "I found a dark brown stain on my shoulder.";
+ mes "It doesn't come off. I'll have to go back to the village to get treatment.";
+ next;
+ mes "[Bain]";
+ mes "But I will be in trouble if I don't go back to the village for Bradium.";
+ next;
+ mes "[Bain]";
+ mes "Thank you.";
+ mes "Hope to see you again.";
+ setquest 11169;
+ close;
+ } else if (ep13_3_bra == 6) {
+ mes "We meet again.";
+ mes "I wouldn't have had the chance to return to the village if you didn't give me the Bradium before.";
+ next;
+ mes "[Bain]";
+ mes "I am forever grateful.";
+ mes "I'm willing to teach you how to erect a pillar anytime you want.";
+ next;
+ mes "[Bain]";
+ mes "I don't teach these things to just anyone!!";
+ mes "Ha ha ha!!";
+ mes "Aren't you excited about it?";
+ close; }
+ mes "You take sturdy lumber and erect it to make a pillar.";
+ mes "Simple, isn't it?";
+ next;
+ mes "[Bain]";
+ mes "To fix the erected lumber, you need to use wedges to keep it in place.";
+ mes "Simple, isn't it?";
+ close; }
+ mes "¡ó¡ø¢± ¡÷";
+ mes "¡ö¡ñ¡Ð ¡ò ¡õ";
+ close;
+}
+
+dic_dun01,335,187,0 script John#ep13_3_ 454,{
+ mes "[John]";
+ if (isequipped(2782)) {
+ if (ep13_3_bra == 5) {
+ if (checkquest(11166) >= 0) {
+ mes "......";
+ next;
+ select("You give Bradium to John.");
+ mes "["+strcharinfo(0)+"]";
+ mes "Frede asked me to give you this.";
+ next;
+ mes "[John]";
+ mes "......";
+ mes "Thanks....";
+ close; }
+ mes "......";
+ next;
+ select("You give Bradium to John.");
+ mes "["+strcharinfo(0)+"]";
+ mes "Frede asked me to give you this.";
+ next;
+ mes "[John]";
+ mes "......";
+ mes "Thanks....";
+ setquest 11166;
+ close;
+ } else if (ep13_3_bra == 6) {
+ mes "...";
+ mes "I'm... okay now...";
+ mes "Thanks...";
+ close; }
+ mes "- *muffling, *rap *rap, *xrunch, *blob, *alide, *thud - ";
+ if (ep13_3_bra == 3) {
+ next;
+ mes "[John]";
+ if (checkquest(11160) >= 0) {
+ mes "Oh well...";
+ mes "There... is nothing to worry about.";
+ next;
+ mes "[John]";
+ mes "Don't worry.";
+ close; }
+ mes "Wh..Who is it?";
+ next;
+ mes "[John]";
+ mes "Oh, are you a friend of Frede's?";
+ next;
+ mes "[John]";
+ mes "Oh well...";
+ mes "There... is nothing to worry about.";
+ next;
+ mes "[John]";
+ mes "Don't worry.";
+ next;
+ mes "[John]";
+ mes "- *whiz, *clink -";
+ setquest 11160; }
+ close; }
+ mes "¡ù¡õ¡Ð ¢³ ¡ó";
+ mes "¡ï¡ï¡ò ¡÷ ¡þ¡ð¡ö ¢£...";
+ close;
+}
+
+dic_dun01,61,226,4 script Lash#ep13_3_ 491,{
+ mes "[Lash]";
+ if (isequipped(2782)) {
+ if (ep13_3_bra == 5) {
+ if (checkquest(11170) >= 0) {
+ mes "Moan...";
+ mes "Is... this what they call fatigue!";
+ mes "Never knew I would feel this. Sob.";
+ next;
+ select("You give Bradium to Lash.");
+ mes "["+strcharinfo(0)+"]";
+ mes "Frede asked me to give you this.";
+ next;
+ mes "[Lash]";
+ mes "Wow!!!!";
+ mes "You've saved me!";
+ next;
+ mes "[Lash]";
+ mes "I would have perished into ashes here if it weren't for you!";
+ close; }
+ mes "Moan...";
+ mes "Is... this what they call fatigue!";
+ mes "Never knew I would feel this. Sob.";
+ next;
+ select("You give Bradium to Lash.");
+ mes "["+strcharinfo(0)+"]";
+ mes "Frede asked me to give you this.";
+ next;
+ mes "[Lash]";
+ mes "Wow!!!!";
+ mes "You've saved me!";
+ next;
+ mes "[Lash]";
+ mes "I would have perished into ashes here if it weren't for you!";
+ setquest 11170;
+ close;
+ } else if (ep13_3_bra == 6) {
+ mes "Ha ha ha!!";
+ mes "You are my savior!";
+ mes "Our friendship will last forever regardless of race!";
+ close; }
+ mes "Sigh......";
+ mes "I'm so tired...";
+ mes "But fatigue helps me to move forward.";
+ next;
+ mes "[Lash]";
+ mes "The sweat, heavy breathing, and continuous tiredness proves that I'm a true Sapha.";
+ mes "And I actually enjoy it. Ha ha ha ha.";
+ if (ep13_3_bra == 3) {
+ next;
+ mes "[Lash]";
+ if (checkquest(11164) >= 0) {
+ mes "If you'd like to tell him how I'm doing, look at my forearm. Doesn't it spell out 'Strong' on it?";
+ next;
+ mes "[Lash]";
+ mes "Just tell him what you see!";
+ mes "Ha ha ha ha ha!";
+ close; }
+ mes "But what is your business here?";
+ mes "You want to share the labor and sweat?";
+ next;
+ mes "[Lash]";
+ mes "Hm?";
+ mes "Oh, you are Frede's messenger?";
+ mes "To bad.";
+ mes "I thought you were like me judging from your forearm.";
+ next;
+ mes "[Lash]";
+ mes "If you'd like to tell him how I'm doing, look at my forearm. Doesn't it spell out 'Strong' on it?";
+ next;
+ mes "[Lash]";
+ mes "Just tell him what you see!";
+ mes "Ha ha ha ha ha!";
+ setquest 11164; }
+ close; }
+ mes "¡ô¡õ¡ó ¡ø ¡ð¢±¡û ¡ö ¡ð";
+ mes "¡ð¡þ¡þ ¡ù ¡Ð¡ñ¡ï ¢¤";
+ mes "¡ô¡ò¢² ¡ø";
+ mes "¡÷";
+ mes "¡õ¢³¡ñ ¡õ ¡ñ";
+ close;
+}
+
+dic_dun02,110,127,5 script Rose#13_3 489,{
+ mes "[Rose]";
+ if (isequipped(2782)) {
+ if (ep13_3_bra == 5) {
+ if (checkquest(11168) >= 0) {
+ mes "Ah~";
+ mes "So you came back because you missed me?";
+ next;
+ mes "[Rose]";
+ mes "Don't have to be shy.";
+ mes "If you really have feelings, race differences shouldn't be a problem.";
+ next;
+ select("You give Bradium to Rose.");
+ mes "["+strcharinfo(0)+"]";
+ mes "You give Bradium to Rose.";
+ next;
+ mes "[Rose]";
+ mes "Aww... you shouldn't have.";
+ mes "My ^E77471heartbeat^000000 skipped.";
+ mes "You are already taking care of me.";
+ mes "He he he";
+ next;
+ mes "[Rose]";
+ mes "I'll return to the village soon.";
+ mes "We can meet up then~";
+ close; }
+ mes "Ah~";
+ mes "So you came back because you missed me?";
+ next;
+ mes "[Rose]";
+ mes "Don't have to be shy.";
+ mes "If you really have feelings, race differences shouldn't be a problem.";
+ next;
+ select("You give Bradium to Rose.");
+ mes "["+strcharinfo(0)+"]";
+ mes "You give Bradium to Rose.";
+ next;
+ mes "[Rose]";
+ mes "Aww... you shouldn't have.";
+ mes "My ^E77471heartbeat^000000 skipped.";
+ mes "You are already taking care of me.";
+ mes "He he he";
+ next;
+ mes "[Rose]";
+ mes "I'll return to the village soon.";
+ mes "We can meet up then~";
+ setquest 11168;
+ close;
+ } else if (ep13_3_bra == 6) {
+ mes "You're here?";
+ mes "Just in time when I was about to return to the village because I missed you.";
+ next;
+ mes "[Rose]";
+ mes "We must be connected?";
+ mes "E77471Hahaha^000000";
+ close; }
+ mes "Lalala~";
+ mes "Yeah~!";
+ next;
+ mes "[Rose]";
+ mes "He he he!";
+ mes "I'm so awesome!";
+ mes "This is a perfect fix!";
+ mes "I see no errors in my work!";
+ if (ep13_3_bra == 3) {
+ if (checkquest(11162) >= 0) {
+ next;
+ mes "[Rose]";
+ mes "Tell him there is no problem at all except that I am too good at my job.";
+ mes "Because I'm perfect.";
+ close; }
+ next;
+ mes "[Rose]";
+ mes "Who are you!";
+ mes "You can never hide beauty. Please try not to stare intensely at me. I know I'm beautiful.";
+ next;
+ mes "[Rose]";
+ mes "What? You came on behalf of Frede?";
+ mes "You mean you're not my admirer?";
+ mes "Tsk....";
+ next;
+ mes "[Rose]";
+ mes "Tell him there is no problem at all except that I am too good at my job.";
+ mes "Because I'm perfect.";
+ setquest 11162;
+ close; }
+ close; }
+ mes "¡ù¡ó¡ð ¢² ¡ð";
+ mes "¡û¡ö¡÷ ¡ù ¢³";
+ mes "¢£¡ó¢²";
+ close;
+}
+
+dic_in01,349,129,5 script Bouy#13_3 449,{
+ mes "[Bouy]";
+ if (isequipped(2782)) {
+ if (checkquest(11173) >= 0) {
+ mes "Outsiders are prohibited here.";
+ mes "If you have come here by mistake, please find your way out now.";
+ next;
+ select("I came on behalf of Frede.");
+ mes "[Bouy]";
+ mes "I didn't know. Excuse me.";
+ mes "What did he ask you to do?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "He asked me to deliver Bradium to his friends working in the cave outside the village.";
+ next;
+ mes "[Bouy]";
+ mes "Oh no. I don't have any portable Bradium because of insufficient supplies.";
+ next;
+ mes "[Bouy]";
+ mes "I will only be able to get the Bradium that is being refined now in a few days.";
+ mes "We let Pioms returning from outside work stay and rest in the village.";
+ next;
+ mes "[Bouy]";
+ mes "But I see they haven't returned yet.";
+ mes "They must be out of Bradium by now.";
+ mes "This isn't good.";
+ next;
+ mes "[Bouy]";
+ mes "Worst case, they wouldn't come back to the village at all.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Is there another way?";
+ next;
+ mes "[Bouy]";
+ mes "It takes a lot of time to refine a large Bradium mineral but small pieces of Bradium will be quick.";
+ next;
+ mes "[Bouy]";
+ mes "Bradium mineral can be collected anywhere in this area but the effectiveness of refined pieces is low.";
+ next;
+ mes "[Bouy]";
+ mes "You can easily collect ^E77471pieces of Bradium from monsters nearby^000000.";
+ next;
+ mes "[Bouy]";
+ mes "About ^E7747130 pieces of Bradium^000000 will be enough to share with 6 people.";
+ changequest 11173,11174;
+ close;
+ } else if (checkquest(11174) >= 0) {
+ if (countitem(6319) > 29) {
+ mes "You've brought back the Bradium.";
+ mes "I've been waiting for the Galtens to return because I'm not accustomed to battle since I'm Venknick. Thank you very much.";
+ next;
+ mes "[Bouy]";
+ mes "Handwork is much faster to refine pieces of Bradium instead of using a machine. I will only need an hour to finish.";
+ next;
+ mes "[Bouy]";
+ mes "Please go rest while I get to work.";
+ delitem 6319,30;
+ changequest 11174,11175;
+ close; }
+ mes "Bradium mineral can be collected anywhere in this area but the effectiveness of refined pieces is low.";
+ next;
+ mes "[Bouy]";
+ mes "You can easily collect ^E77471pieces of Bradium from monsters nearby^000000.";
+ next;
+ mes "[Bouy]";
+ mes "About ^E7747130 pieces of Bradium^000000 will be enough to share with 6 people.";
+ close;
+ } else if (checkquest(11175,PLAYTIME) == 2) {
+ mes "I did it!";
+ mes "I was a bit nervous because it has been a long time since I did manual work but I think I did a good job.";
+ mes "Please take these to them.";
+ set ep13_3_bra,5;
+ changequest 11175,11176;
+ close;
+ } else if (checkquest(11175,PLAYTIME) != -1) {
+ mes "I'm still working on it so please rest a little more.";
+ close;
+ } else if (ep13_3_bra >= 5) {
+ mes "Saphas cannot live unless we consume Bradium continuously.";
+ mes "That is why we needed spaces for us to inject Bradium all over the village.";
+ next;
+ mes "[Bouy]";
+ mes "But those working outside of the village cannot return often to refill their Bradium so we provide Bradium that is portable.";
+ next;
+ mes "[Bouy]";
+ mes "But there was a problem with the Bradium mining in the Manuk area recently and we have a shortage of supplies. We don't have enough to give out.";
+ next;
+ mes "[Bouy]";
+ mes "That is why many Pioms working in the outskirts of the village return for more supplies,";
+ next;
+ mes "[Bouy]";
+ mes "and the time spent on transportation is what is slowing down work.";
+ next;
+ mes "[Bouy]";
+ mes "To tell you the truth, transportation time doesn't make much difference but it adds up in the end.";
+ next;
+ mes "[Bouy]";
+ mes "We call this the ^E77471Creamy Effect^000000.";
+ close; }
+ mes "Outsiders are prohibited here.";
+ mes "If you have come here by mistake, please find your way out now.";
+ close; }
+ mes "¡ø¡ö¡þ ¡ù ¡ú¡ð¡ï ¡ø";
+ mes "¡ï¡ú¡ö ¡ù";
+ mes "¡õ¡ï¡õ ¡ò";
+ close;
+}
+
+// Sapha's Visit
+//============================================================
+
+mid_camp,220,246,5 script Expedition Guard Ben 930,{
+ mes "[Ben]";
+ if (ep13_3_invite >= 2) {
+ mes "There is nothing strange!";
+ mes "I'd love to be like you and respected by many people.";
+ next;
+ mes "[Ben]";
+ mes "I can also visit the Sapha if I work well here, can't I?";
+ close; }
+ mes "Hmm. Hey, Maha,";
+ mes "what do you think?";
+ mes "Why do you think he is here?";
+ next;
+ mes "[Maha]";
+ mes "Don't know.";
+ mes "Not interested.";
+ next;
+ mes "[Ben]";
+ mes "Don't you find";
+ mes "that guy strange?";
+ mes "I've never seen his race before I joined the expedition.";
+ next;
+ mes "[Maha]";
+ mes "Ah. Really?";
+ mes "Then it's only you.";
+ mes "There must be a reason why he is here.";
+ next;
+ mes "[Ben]";
+ mes "................";
+ mes "Oh no you don't...";
+ next;
+ mes "[Maha]";
+ mes "They may make an";
+ mes "announcement soon.";
+ mes "All we need to do is wait for it and we'll have all our questions answered.";
+ next;
+ if(select("What's the announcement?:Stay silent and listen.")==2) {
+ mes "[Ben]";
+ mes "Excuse me.";
+ mes "There was no order to restrict or keep it a secret.";
+ mes "Besides, it looks like they are making an official visit.";
+ next;
+ mes "[Ben]";
+ mes "Hmm...";
+ mes "That can be true but aren't you thinking about it too much?";
+ next;
+ mes "[Maha]";
+ mes "I don't like to get into trouble.";
+ mes "I only follow orders.";
+ mes "Besides, there is nothing out of the ordinary with those Sapha.";
+ next;
+ mes "[Maha]";
+ mes "From what I can tell, the tree-like giants are a kind race of people.";
+ mes "There won't be any trouble so relax.";
+ next;
+ mes "[Ben]";
+ mes "We might be able to get some information if we go to the command center now.";
+ mes "Try finding ^8D38C9Aello^000000.";
+ close; }
+ mes "[Ben]";
+ mes "Huh? Did you hear us?";
+ mes "Nothing really or maybe something...";
+ mes "So...";
+ next;
+ mes "[Ben]";
+ mes "Research members dispatched to Manuk just came back.";
+ mes "But...";
+ next;
+ select("But?");
+ mes "[Ben]";
+ mes "Well... they came back with a Manuk messenger!";
+ mes "...some important Sapha from Manuk.";
+ next;
+ select("Where is he?!");
+ mes "[Ben]";
+ mes "He's in the command";
+ mes "center right now.";
+ mes "We should go there.";
+ close;
+}
+
+mid_camp,223,246,4 script Expedition Guard Maha 868,{
+ if (ep13_3_invite >= 2) {
+ mes "[Maha]";
+ mes "But I do think the Sapha race is overly kind, almost unnaturally.";
+ mes "Guess it'll be fine.";
+ close; }
+ mes "[Ben]";
+ mes "Hmm. Hey, Maha,";
+ mes "what do you think?";
+ mes "Why do you think he is here?";
+ next;
+ mes "[Maha]";
+ mes "Don't know.";
+ mes "Not interested.";
+ next;
+ mes "[Ben]";
+ mes "Don't you find";
+ mes "that guy strange?";
+ mes "I've never seen his race before I joined the expedition.";
+ next;
+ mes "[Maha]";
+ mes "Ah. Really?";
+ mes "Then it's only you.";
+ mes "There must be a reason why he is here.";
+ next;
+ mes "[Ben]";
+ mes "................";
+ mes "Oh no you don't...";
+ next;
+ mes "[Maha]";
+ mes "They may make an";
+ mes "announcement soon.";
+ mes "All we need to do is wait for it and we'll have all our questions answered.";
+ next;
+ if(select("What's the announcement?:Stay silent and listen.")==2) {
+ mes "[Ben]";
+ mes "Excuse me.";
+ mes "There was no order to restrict or keep it a secret.";
+ mes "Besides, it looks like they are making an official visit.";
+ next;
+ mes "[Ben]";
+ mes "Hmm...";
+ mes "That can be true but aren't you thinking about it too much?";
+ next;
+ mes "[Maha]";
+ mes "I don't like to get into trouble.";
+ mes "I only follow orders.";
+ mes "Besides, there is nothing out of the ordinary with those Sapha.";
+ next;
+ mes "[Maha]";
+ mes "From what I can tell, the tree-like giants are a kind race of people.";
+ mes "There won't be any trouble so relax.";
+ next;
+ mes "[Ben]";
+ mes "We might be able to get some information if we go to the command center now.";
+ mes "Try finding ^8D38C9Aello^000000.";
+ close; }
+ mes "[Ben]";
+ mes "Huh? Did you hear us?";
+ mes "Nothing really or maybe something...";
+ mes "So...";
+ next;
+ mes "[Ben]";
+ mes "Research members dispatched to Manuk just came back.";
+ mes "But...";
+ next;
+ select("But?");
+ mes "[Ben]";
+ mes "Well.. they came back with a Manuk messenger!";
+ mes "...some important Sapha from Manuk.";
+ next;
+ select("Where's he?!");
+ mes "[Ben]";
+ mes "He's in the command";
+ mes "center right now.";
+ mes "We should go there.";
+ close;
+}
+
+mid_campin,93,114,3 script Guard Aello#ep13_3_03 967,{
+ mes "[Aello]";
+ if (ep13_3_invite >= 2) {
+ mes "I knew I could count on you.";
+ mes "You're activities will help us tremendously in expanding our territory.";
+ close; }
+ if (checkquest(7182) >= 0) {
+ mes "It's the room at the right on the second floor.";
+ mes "There is a guard in front of the room.";
+ mes "He'll let you pass if you tell him you have authorization.";
+ next;
+ mes "[Aello]";
+ mes "Try not to give unnecessary information";
+ mes "and avoid any small talk.";
+ close; }
+ mes "Ah, you. Good timing.";
+ mes "I have something urgent to tell you.";
+ next;
+ mes "[Aello]";
+ mes "Do you happen to know that a messenger from Manuk is here?";
+ mes "Not a big secret but...";
+ next;
+ mes "[Aello]";
+ mes "The Sapha from Manuk wants to talk to you.";
+ mes "Agip says anyone from the expedition can meet him but..";
+ mes "I think someone with more experience should go.";
+ next;
+ mes "[Aello]";
+ mes "I know your abilities and trust you.";
+ mes "The delegation is in the room at the right on the second floor.";
+ next;
+ mes "[Aello]";
+ mes "There will be a guard standing in front just tell him you got authorization.";
+ mes "The delegate is interested in humans, so try to be courteous while talking to him.";
+ set ep13_3_invite,1;
+ setquest 7182;
+ close;
+}
+
+mid_campin,111,120,3 script Soldier#ep13_3_04 852,{
+ mes "[Soldier]";
+ if (ep13_3_invite >= 2) {
+ mes "You're back.";
+ mes "Are you acquainted with the Sapha messenger now?";
+ mes "We have high expectations from you.";
+ goto warpnow; }
+ mes "Sorry, but this room is currently restricted from visitors.";
+ next;
+ if(select("I have authorization:Is that so.")==2) {
+ mes "[Soldier]";
+ mes "You can't enter without Aello's permission.";
+ mes "No exceptions.";
+ close; }
+ mes "[Soldier]";
+ mes "You do?";
+ mes "What is your name?";
+ if (ep13_3_invite < 1) {
+ mes ""+strcharinfo(0)+"?";
+ mes "I never heard your name before!";
+ mes "So, please leave.";
+ close; }
+ mes "Thank you.";
+ mes "So you are "+strcharinfo(0)+"?";
+ next;
+ mes "[Soldier]";
+ mes "You may go in now.";
+warpnow:
+ close2;
+ warp "mid_campin",165,126;
+ end;
+}
+
+function script eldicastes_c {
+switch(getarg(0)) {
+ case 1:
+ mes "[Vyhannus]";
+ mes "Your captain is like the wind.";
+ mes "We have someone like that in Manuk, too.";
+ mes "His name is Galten. He is so quick, you won't notice that he's so large.";
+ next;
+ mes "[Hound]";
+ mes "Let's continue..";
+ mes "Although the details are already settled.";
+ next;
+ mes "[Vyhannus]";
+ mes "Ah, yes.";
+ mes "Where was I?";
+ mes "El Dicastes!";
+ mes "The capital city of the Sapha.";
+ next;
+ mes "[Vyhannus]";
+ mes "A city like a sparkling jewel in white snow.";
+ mes "Manuk was originally a village created to mine Bradium.";
+ mes "El Dicastes has now grown to";
+ mes "be the Sapha home ground.";
+ next;
+ mes "[Vyhannus]";
+ mes "Ravail holds all authority there and makes decisions on reports from Manuk.";
+ next;
+ mes "[Vyhannus]";
+ mes "I know that you're not from this world so we are grateful for your kindness in helping and cooperating with us.";
+ next;
+ mes "[Vyhannus]";
+ mes "Ravail would like to invite humans to El Dicastes";
+ next;
+ select("Invite me?:What is that suppose to mean, Hound?");
+ mes "[Hound]";
+ mes "Just as he said.";
+ mes "Our expedition team has helped the Saphas for some time.";
+ mes "Collect Bradium for their survival or eliminate the vicious beasts that threaten them.";
+ next;
+ mes "[Hound]";
+ mes "They have given us an official invitation to visit their capital city in return.";
+ mes "That is why I've been selecting expedition members to send to El Dicastes.";
+ next;
+ select("You mean...");
+ mes "[Vyhannus]";
+ mes "Yes.";
+ mes "That is what he meant.";
+ mes "Agip also approved before he left.";
+ mes ""+strcharinfo(0)+", you are invited.";
+ next;
+ mes "[Vyhannus]";
+ mes "You are kind, respect others, polite, trustworthy and most of all, a fun person.";
+ next;
+ mes "[Vyhannus]";
+ mes "You are perfect.";
+ mes "Ravail will approve too.";
+ mes "That is why I'm here.";
+ next;
+ mes "[Vyhannus]";
+ mes ""+strcharinfo(0)+"";
+ mes "I invite you to El Dicastes, our capital city.";
+ next;
+ select("I am honored.");
+ mes "[Hound]";
+ mes "Shouldn't you already be used to the unexpected by now?";
+ mes "Come on... you're not a newbie haha.";
+ next;
+ mes "[Hound]";
+ mes "If you are going to leave, it better be now.";
+ mes "Come back to me once you are ready to leave.";
+ mes "I will let you know your mission.";
+ set ep13_3_invite,3;
+ close;
+ case 2:
+ mes "[Vyhannus]";
+ mes "First go to Manuk and meet";
+ mes "General Guard Avalanche.";
+ mes "Avalanche will be heavily armed because he is a Galten.";
+ mes "You can't miss him.";
+ next;
+ mes "[Vyhannus]";
+ mes "Once you tell Avalanche that you are a guest of the city, he will let you pass the path to El Dicastes.";
+ next;
+ mes "[Vyhannus]";
+ mes "You cannot pass without his approval so make sure you get his permission.";
+ mes "He will let you pass with my recommendation.";
+ next;
+ mes "[Vyhannus]";
+ mes "I'm a little excited on what our meeting will bring in the future.";
+ mes "I only hope it won't be like a blizzard in the middle of the night.";
+ changequest 7182,7183;
+ close;
+ case 3:
+ mes "[Hound]";
+ mes "My name is Hound.";
+ mes "Are you here by Aello's request?";
+ next;
+ select("Yes. He told me to meet the Sapha.");
+ mes "[Hound]";
+ mes "Okay. You should be able to talk to him, right?";
+ mes "Shall we start with introducing ourselves?";
+ mes "This is...";
+ mes ""+strcharinfo(0)+"...";
+ next;
+ mes "[Vyhannus]";
+ mes "My name is Vyhannus.";
+ mes strcharinfo(0)+"...?";
+ mes "Glad to meet you.";
+ next;
+ if(select("Same here.:A tree monster!")==1) {
+ mes "[Vyhannus]";
+ mes "Amazing.";
+ mes "Like with Hound, that ring you humans made...";
+ mes "is like a ring of wisdom."; }
+ else {
+ mes "[Hound]";
+ mes "What are you saying?";
+ mes "That was rude!";
+ next;
+ mes "[Vyhannus]";
+ mes "Oh. Monster?";
+ mes "That is something new.";
+ mes "Hound. I'm fine. You humans are amusing.";
+ next;
+ mes "[Vyhannus]";
+ mes "Shall we skip to the point?";
+ mes "The reason why I am here..."; }
+ next;
+ enablenpc "Hibba Agip#ep13_3_07";
+ mes "[Someone's voice]";
+ mes "Excuse me, hold on a second.";
+ next;
+ mes "[Hound]";
+ mes "Captain!";
+ mes "You've come at such short notice.";
+ mes "Is there a situation?";
+ next;
+ emotion e_omg;
+ mes "[Hibba Agip]";
+ mes "Huh? Nothing.";
+ mes "You said you wanted to send a trust worthy person, right?";
+ mes "I wanted to see the person";
+ mes "Aello chose to send.";
+ next;
+ mes "[Hibba Agip]";
+ mes "Hm... Ah.";
+ mes "Is it you?";
+ mes "I see, just as Aello explained.";
+ mes "Well, I think we are in good hands if it is you.";
+ next;
+ select("What are you implying?");
+ mes "[Vyhannus]";
+ mes "So... It's like this.";
+ mes "Both Saphas and humans had many differences in the past.";
+ next;
+ mes "[Vyhannus]";
+ mes "We've worried about becoming enemies with your race after you've suddenly appeared";
+ mes "and were afraid of your abilities.";
+ next;
+ mes "[Vyhannus]";
+ mes "But you have respected us Saphas";
+ mes "and helped Manuk with many deeds.";
+ mes "We've come to recognize humans as good people.";
+ next;
+ mes "[Hibba Agip]";
+ mes "Yes, we made efforts.";
+ mes "We also tried to keep a neutral attitude.";
+ mes "Because it is always better to strengthen amnity as a third party then taking sides in a conflict.";
+ next;
+ mes "[Hound]";
+ mes "Well..";
+ mes "Not totally wrong, I guess...";
+ next;
+ mes "[Vyhannus]";
+ mes "(Vyhannus smiles)";
+ mes "We have told Ravail about you humans.";
+ mes "Ravail is the highest elder of glorious El Dicastes.";
+ next;
+ select("El Dicastes?");
+ mes "[Hibba Agip]";
+ mes "Ah, sorry for interrupting.";
+ mes "I have to go now.";
+ mes "Hound, I approve of this adventurer.";
+ next;
+ mes "[Hibba Agip]";
+ mes "Then it's settled.";
+ mes "And... ah yes, you.";
+ mes "Please go meet the inspector in the next room after this.";
+ mes "Got it?";
+ next;
+ mes "[Hibba Agip]";
+ mes "I'm leaving now.";
+ mes "I'll come by to see you again Vyhannus.";
+ mes "And you should meet Inspector Doha after talking with Vyhannus.";
+ mes "Then bye everyone.";
+ disablenpc "Hibba Agip#ep13_3_07";
+ set ep13_3_invite,2;
+ setquest 7185;
+ next;
+ emotion e_swt;
+ emotion e_swt,0,"Sapha from Manuk";
+ mes "- Captain Hibba Agip quickly left the room after saying what he wanted to say.";
+ mes "First, let's listen to Vyhannus's story. -";
+ close;
+ case 4:
+ mes "[Hound]";
+ mes "Where is your interpreter ring?";
+ mes "I'm not going to be your personal translator.";
+ close;
+ }
+}
+
+mid_campin,168,125,3 script Hound#ep13_3_06 997,{
+ if (isequipped(2782)) {
+ if (ep13_3_invite == 2) {
+ callfunc "eldicastes_c",1;
+ } else if (ep13_3_invite == 3) {
+ if (checkquest(7183) >= 0) {
+ mes "[Hound]";
+ mes "First thing you need to do when you reach Manuk is to meet";
+ mes "General Guard Avalanche.";
+ mes "Tell Avalanche that you are";
+ mes "the one invited by Vyhannus.";
+ next;
+ mes "[Hound]";
+ mes "Then you'll go through a simple process of confirmation and will be permitted to go through the tunnel to the capital city.";
+ mes "Passing through the tunnel is";
+ mes "easy as long as you are polite.";
+ next;
+ mes "[Hound]";
+ mes "And don't forget what the captain said.";
+ mes "Inspector Doha is in the next room.";
+ close; }
+ callfunc "eldicastes_c",2;
+ } else if (ep13_3_invite >= 4) {
+ mes "[Hound]";
+ mes "I've just returned from Manuk from a long term dispatch";
+ mes "and haven't gotten any rest yet.";
+ mes "El Dicastes.. I will find the time to visit once your advance party settles in.";
+ next;
+ mes "[Hound]";
+ mes "I have to take care of Vyhannus here.";
+ mes "We might see the day when Saphas like Vyhannus will be living with us on our continent.";
+ close; }
+ callfunc "eldicastes_c",3; }
+ callfunc "eldicastes_c",4;
+}
+
+mid_campin,168,128,3 script Sapha from Manuk 451,{
+ if (isequipped(2782)) {
+ if (ep13_3_invite == 2) {
+ callfunc "eldicastes_c",1;
+ } else if (ep13_3_invite == 3) {
+ if (checkquest(7183) >= 0) {
+ mes "[Vyhannus]";
+ mes "Avalanche will be at the Manuk Operations building.";
+ mes "Once he approves, you can use the tunnel that leads to El Dicastes.";
+ next;
+ mes "[Vyhannus]";
+ mes "The tunnel might";
+ mes "be a little scary.";
+ mes "But I'm sure you will reach the";
+ mes "end of it since you are strong.";
+ close; }
+ callfunc "eldicastes_c",2;
+ } else if (ep13_3_invite == 4) {
+ mes "[Vyhannus]";
+ mes "Oh, the tunnel?";
+ mes "It was originally a mineral mine.";
+ mes "But we found ourselves on the opposite side while mining away.";
+ next;
+ mes "[Vyhannus]";
+ mes "We found better mines afterwards and that is how Manuk came about.";
+ mes "The tunnel is reorganized with paths between the capital city and Manuk.";
+ next;
+ mes "[Vyhannus]";
+ mes "That is it.";
+ close;
+ } else if (ep13_3_invite == 5) {
+ mes "[Vyhannus]";
+ mes "You received the Light of El Dicastes.";
+ mes "With this, you can return to Diel from anywhere, anytime.";
+ mes "Looks like an item made for your convenience.";
+ next;
+ mes "[Vyhannus]";
+ mes "Ravail seems to like you very much.";
+ mes "The Light of El Dicastes is convenient to use instead of moving through long tunnels.";
+ next;
+ mes "[Vyhannus]";
+ mes "Oh, the tunnel?";
+ mes "It was originally a mineral mine.";
+ mes "But we found ourselves on the opposite side while mining away.";
+ next;
+ mes "[Vyhannus]";
+ mes "We found better mines afterwards and that is how Manuk came about.";
+ mes "The tunnel is reorganized with paths between the capital city and Manuk.";
+ next;
+ mes "[Vyhannus]";
+ mes "That is it.";
+ close; }
+ mes "[Sapha]";
+ mes "- This person look like the Sapha messenger from Manuk. -";
+ mes "You just stand there without";
+ mes "knowing what he says, so the";
+ mes "expedition guard next to you starts to talk. -";
+ next;
+ callfunc "eldicastes_c",3; }
+ mes "[Sapha]";
+ mes "¢¤¡ð¡ú? ¢£ ¡ù¡ð...";
+ mes "¡ï¡ò¡Ð ¢¤ ?";
+ mes "¡ñ¡ï..?";
+ next;
+ callfunc "eldicastes_c",4;
+}
+
+mid_campin,165,127,5 script Hibba Agip#ep13_3_07 459,{
+ mes "[Hibba Agip]";
+ mes "Ahh, I think I should go now...";
+ close2;
+ disablenpc "Hibba Agip#ep13_3_07";
+ end;
+OnInit:
+ disablenpc "Hibba Agip#ep13_3_07";
+ end;
+}
+
+man_in01,315,52,3 script Guard Captain Avalanche 450,{
+ mes "[Guard Captain Avalanche]";
+ if (isequipped(2782)) {
+ if (ep13_3_invite == 4) {
+ mes "Go out of this building and straight below the mountain";
+ mes "east from the village.";
+ mes "You will know where it is if you see soldiers guarding the tunnel.";
+ next;
+ mes "[Guard Captain Avalanche]";
+ mes "I hope that the";
+ mes "Light of El Dicastes";
+ mes "will show you the way.";
+ close; }
+ if (ep13_3_invite == 5) {
+ mes "Oh.. You have the Light of El Dicastes.";
+ mes "It would be helpful for your travel.";
+ next;
+ mes "[Guard Captain Avalanche]";
+ mes "The path to the capital city was previously a mine.";
+ mes "So we have reports of wild monsters appearing although the tunnel is well maintained.";
+ next;
+ mes "[Guard Captain Avalanche]";
+ mes "Always take care of yourself at all times.";
+ mes "Haha.. but then you humans are very strong.";
+ close; }
+ mes "You are human.";
+ mes "What do you want here?";
+ next;
+ select("I've come with Vyhannus's invitation.");
+ mes "[Guard Captain Avalanche]";
+ mes "Ah. Jarute Vyhannus.";
+ mes "I though it would be better for";
+ mes "him to take a guard with him.";
+ next;
+ mes "[Guard Captain Avalanche]";
+ mes "I guess Vyhannus";
+ mes "trusts you humans.";
+ mes "I'm fine as long as";
+ mes "Vyhannus approved you.";
+ next;
+ mes "[Guard Captain Avalanche]";
+ mes "I authorize you to pass through to El Dicastes.";
+ mes "There is a tunnel that leads to the city outside of this building which goes down by the east mountain range of this village.";
+ next;
+ mes "[Guard Captain Avalanche]";
+ mes "That tunnel is the only way to the capital city. There is no other route because Kamidal mountain is so huge.";
+ next;
+ mes "[Guard Captain Avalanche]";
+ mes "The tunnel is well maintained. There was a time when part of the tunnel, which connects";
+ mes "with the lowest cave of the mountain, collapsed and reports of wild monsters was received.";
+ next;
+ mes "[Guard Captain Avalanche]";
+ mes "So I recommend that";
+ mes "you move in a group.";
+ mes "It is dangerous and";
+ mes "can be a long journey.";
+ mes "That is all I have to say for now.";
+ next;
+ mes "[Guard Captain Avalanche]";
+ mes "Please let me know any news about the capital city when you come back.";
+ changequest 7183,7184;
+ set ep13_3_invite,4;
+ close; }
+ mes "¢¤¡ð¡ú? ¢£ ¡ù¡ð...";
+ mes "¡ï¡ò¡Ð ¢¤ ?";
+ mes "¡ñ¡ï..?";
+ close;
+}
+
+dic_in01,42,264,3 script Adventurer Clerk#ep133_ 453,{
+ mes "[Clerk Knit]";
+ if (isequipped(2782)) {
+ mes "How can I help you?";
+ next;
+ switch(select("Register as an adventurer.:Talk.:Cancel.")) {
+ case 1:
+ if (checkquest(7184) >= 0) {
+ if (ep13_3_invite == 5) {
+ mes "[Clerk Rhawyne]";
+ mes "Strange.";
+ mes "Aren't you already registered?";
+ mes "I see your name in the records.";
+ close; }
+ mes "[Clerk Rhawyne]";
+ mes "Do you want to register";
+ mes "as an adventurer?";
+ mes "I will compare with the invitation list from Manuk.";
+ mes "What is your name?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "My name is "+strcharinfo(0)+".";
+ next;
+ mes "[Clerk Rhawyne]";
+ mes "Yes... "+strcharinfo(0)+"...";
+ mes "I found it.";
+ mes "Welcome to El Dicastes.";
+ next;
+ mes "[Clerk Rhawyne]";
+ mes "You will be treated the same as other Saphas here. Allowed to do as you wish and can have contracts with official requests from Dicastes.";
+ next;
+ mes "[Clerk Rhawyne]";
+ mes "This is a little souvenir for visiting El Dicastes.";
+ mes "You can use it to return to El Dicastes whenever you wish.";
+ next;
+ getitem 2844,1;
+ erasequest 7184;
+ set ep13_3_invite,5;
+ mes "[Clerk Rhawyne]";
+ mes "There is a special place for humans located beneath the residential area of Pioms.";
+ mes "It is called in your language...";
+ mes "a pub. Hope you get to visit there.";
+ close; }
+ mes "[Clerk Rhawyne]";
+ mes "Hmm... You don't have Ravail's invitation? What are you doing here?";
+ close;
+ case 2:
+ mes "[Clerk Rhawyne]";
+ if (checkquest(7197) >= 0) {
+ mes "I recognize you.";
+ mes "How can I help you?";
+ next;
+ if(select("I want to meet the minister.:Nothing particular.")==2) {
+ mes "[Clerk Rhawyne]";
+ mes "What are you curious about today?";
+ close; }
+ mes "[Clerk Rhawyne]";
+ mes "You want to meet the minister?";
+ mes "Which minister?";
+ mes "Ravail cannot be met in person";
+ mes "even with Sapha Certifications.";
+ next;
+ if(select("Ahat:Another minister")==2) {
+ mes "[Clerk Rhawyne]";
+ mes "Another minister? Who?";
+ next;
+ select("Sorry, but I know no one else.");
+ mes "[Clerk Rhawyne]";
+ mes "You are difficult.";
+ mes "Unlike other Saphas, ministers are very busy.";
+ close; }
+ if (countitem(6304) > 2) {
+ mes "[Clerk Rhawyne]";
+ mes "You've really collected 3 Sapha Certification already.";
+ mes "Alright. I will send a request.";
+ next;
+ mes "[Clerk Rhawyne]";
+ mes "Please take the elevator up to the Administrative Office.";
+ mes "There is another elevator in the corridor next to the Administrative Office.";
+ next;
+ mes "[Clerk Rhawyne]";
+ mes "It is a separate elevator that leads to the high minister's office";
+ mes "You will be guided in front of the office.";
+ set ep13_3_secret,7;
+ delitem 6304,3;
+ changequest 7197,7198;
+ close; }
+ mes "[Clerk Rhawyne]";
+ mes "You need 3 Sapha Certification to meet Ahat.";
+ mes "You know what a Sapha Certification is, right?";
+ mes "Well, please try to help around El Dicastes to collect them.";
+ close;
+ } else if (checkquest(7198) >= 0) {
+ mes "Ahat is on the same floor as high minister Ravail.";
+ mes "Take the elevator up to the Administrative Office and then you will be guided in front of the separate elevator.";
+ close; }
+ mes "What are you curious about today?";
+ next;
+ switch(select("About official requests:About the Adventurer's pub:Ahat?:Sapha Certification?:End conversation.")) {
+ case 1:
+ mes "[Clerk Rhawyne]";
+ mes "If Diel or ministers need help on operations, in the capital, they post a notice on the public board.";
+ next;
+ mes "[Clerk Rhawyne]";
+ mes "Anyone who can take the job can take up the request.";
+ mes "Adventurers who are officially registered can also take jobs.";
+ next;
+ mes "[Clerk Rhawyne]";
+ mes "After you handle a request";
+ mes "you are given an Sapha Certification for helping El Dicastes.";
+ next;
+ mes "[Clerk Rhawyne]";
+ mes "It is better to spend spare time on these official requests.";
+ mes "Because you are contributing to the community.";
+ next;
+ mes "[Clerk Rhawyne]";
+ mes "Due to the increase of visitors from other worlds,";
+ mes "some requests are targeted for you.";
+ mes "You can take your pick.";
+ close;
+ case 2:
+ mes "[Clerk Rhawyne]";
+ mes "The Adventurer's pub is open for the convenience of visitors like you.";
+ mes "It is located in the Piom residential area below the mine and factory zone.";
+ next;
+ mes "[Clerk Rhawyne]";
+ mes "We thought the living environment here would be unfamiliar and inconvenient for you.";
+ mes "So we tried to make a place that is similar to what you have back home with a little help from adventurers.";
+ mes "I hope you like it.";
+ close;
+ case 3:
+ mes "[Clerk Rhawyne]";
+ mes "Ahat is the next minister in line after Ravail.";
+ mes "Why?";
+ mes "Because we respect him.";
+ next;
+ mes "[Clerk Rhawyne]";
+ mes "What should I say, we would like to protect him.";
+ mes "But I'm not sure how respect is used in your language.";
+ next;
+ mes "[Clerk Rhawyne]";
+ mes "Ahat is popular.";
+ mes "Not many have seen him and he works in his room all the time.";
+ next;
+ mes "[Clerk Rhawyne]";
+ mes "If you want to meet Ahat..well.";
+ mes "He is really good at his work but is very shy of strangers..";
+ next;
+ mes "[Clerk Rhawyne]";
+ mes "He doesn't like to be in places where a lot of people are gathered.";
+ mes "That is why we barely see him.";
+ close;
+ case 4:
+ mes "[Clerk Rhawyne]";
+ mes "Sapha Certifications are made for outsiders like you.";
+ mes "They are given out as rewards when adventurers help with requests from Saphas throughout the city.";
+ next;
+ mes "[Clerk Rhawyne]";
+ mes "The Sapha Certification is used to meet ministers.";
+ mes "I guess in order to meet busy ministers, you must at least contribute to our society.";
+ close;
+ case 5:
+ mes "[Clerk Rhawyne]";
+ mes "Please feel free to ask questions when you need help.";
+ close;
+ }
+ case 3:
+ mes "[Clerk Rhawyne]";
+ mes "Please feel free to ask questions when you need help.";
+ close;
+ }
+ }
+ mes "¡ð¡ñ¡ô ¡õ ¡ü¢±¢³ ¡ö ¡ò...?";
+ mes "¢¤¡ö¡ø ... ¢³ ¡÷¢£¡ü ¡ø ¡Ð¡õ¡û...";
+ next;
+ mes "- Cannot communicate with him. -";
+ close;
+}
+
+// Enchantment NPCs
+//============================================================
+
+dic_fild01,240,198,2 script Jalapeno#pa8027 495,{
+ set .@cattalk_, rand(1,14);
+ set .@re$, strnpcinfo(1);
+ set .@n$, "["+.@re$+"]";
+ mes .@n$;
+ if (.@cattalk_ == 1) mes "It is difficult to find fish here. Can't find any so Jahbong would forget that he's busy or angry at the sight of a Fish Tail.";
+ else if (.@cattalk_ == 2) mes "Our people say Ahat looks like a beautiful cat.";
+ else if (.@cattalk_ == 3) mes "Newbie Jarute, Ahat doesn't seem to look like a Sapha.";
+ else if (.@cattalk_ == 4) mes "There is a guy named Pinguicula nearby who has the Sharp Leaf.";
+ else if (.@cattalk_ == 5) mes "Grrr... I don't think my voice sounds normal these days. I think it's the weather.";
+ else if (.@cattalk_ == 6) mes "I recommend getting it from the Dracos nearby. But they only drop it randomly so you may come back empty handed...";
+ else if (.@cattalk_ == 7) mes "I sometimes dream of a giant patting me on the head. But I feel more annoyed than afraid.";
+ else if (.@cattalk_ == 8) mes "Yup!!";
+ else if (.@cattalk_ == 9) mes "I must have been a cat in my previous life.";
+ else if (.@cattalk_ == 10) mes "Grrr... I was punished with a ladle for peeing on my blanket yesterday.";
+ else if (.@cattalk_ == 11) mes "I heard there was a superior equipment upgrade craftsman in the capital city of Manuk.";
+ else if (.@cattalk_ == 12) mes "There are times when I shout out loud but it is only because I am in a good mood. No need to be startled.";
+ else if (.@cattalk_ == 13) mes "I feel an urge to jump on a pile with my four paws when I see one.";
+ else mes "I heard on my way that this Dark Pinguicula has a Withered Flower.";
+ next;
+ mes .@n$;
+ mes "Hmm... This may not be important to you, but...";
+ next;
+ mes .@n$;
+ mes "We had a lot of customers today too.";
+ next;
+ mes .@n$;
+ if (countitem(6304) < 1) {
+ if (.@re$ == "Brare") {
+ mes "Oh... no luck on Sapha Certifications?";
+ next;
+ mes .@n$;
+ mes "So you haven't got any...";
+ next;
+ mes .@n$;
+ mes "That's sad. They're very are useful, you know...";
+ close;
+ } else if (.@re$ == "Mancho") {
+ mes "If you work hard in this city, you can get Sapha Certifications from certain people.";
+ next;
+ mes .@n$;
+ mes "If you do come across one of the certifications, can you bring it to me?";
+ next;
+ mes .@n$;
+ mes "We can make an exchange and you won't regret it.";
+ close;
+ } else if (.@re$ == "Jalapeno") {
+ mes "It is difficult to find fish here. Can't find any so Jahbong would forget that he's busy or angry at the sight of a Fish Tail.";
+ next;
+ mes .@n$;
+ mes "Hmm... This may not be important to you, but...";
+ next;
+ mes .@n$;
+ mes "I've been gathering Sapha Certifications for a year now to meet Ahat.";
+ next;
+ mes .@n$;
+ mes "But I'm far from it because it takes a high position and some bribery for a low creature like me to meet him.";
+ next;
+ mes .@n$;
+ mes "If you have any Sapha Certifications to spare, please share them with me. I promise to pay you back in services that you can't get anywhere else.";
+ close; }
+ }
+ if (.@re$ == "Brare") mes "Do you want to look luxurious with ^800080Golden Bells^000000?";
+ else if (.@re$ == "Mancho") mes "You must be interested in the ^800080Feral Tail^000000?";
+ else if (.@re$ == "Jalapeno") mes "You've come for ^800080Feral Boots^000000. I have just the item for you.";
+ next;
+ switch(select("Please explain.:I want to reset.:I want to upgrade.")) {
+ case 1:
+ if (.@re$ == "Brare") {
+ mes .@n$;
+ mes "Hmm. The ^800080Golden Bell^000000 is an accessory awarded to only the best and bravest warriors among our people.";
+ next;
+ mes .@n$;
+ mes "A random stat effect is casted up to the first and second steps... but...";
+ next;
+ mes .@n$;
+ mes "there is a risk of the item breaking during the third upgrade.";
+ next;
+ mes .@n$;
+ mes "The random enchantment added on the first secret slot is to increase Atk +2% or +3%, Cri +5 or +7, Matk+1% or +2%, or Flee +6 or +12.";
+ next;
+ mes .@n$;
+ mes "The random enchantment added on the second secret slot is to increase Agi, Dex, or Int up to +2.";
+ next;
+ mes .@n$;
+ mes "And the final random enchantment added is to increase Agi, Dex, or Int up to +2.";
+ } else if (.@re$ == "Mancho") {
+ mes .@n$;
+ mes "You say you want me to explain about upgrade?";
+ next;
+ mes .@n$;
+ mes "Hmm. The ^800080Feral Tail^000000 is an unique item. It looks just like our tails.";
+ next;
+ mes .@n$;
+ mes "It is not only strong and warm but is also powerful enough to be enchanted with magical spells in 3 special slots.";
+ next;
+ mes .@n$;
+ mes "The random enchantment added on the first secret slot is to increase Atk +2% or +3%, Cri +5 or +7, Matk+1% or +2%, or Flee +6 or +12.";
+ next;
+ mes .@n$;
+ mes "The random enchantment added on the second secret slot is to increase Agi, Dex, or Int up to +2.";
+ next;
+ mes .@n$;
+ mes "And the final random enchantment added is to increase Agi, Dex, or Int up to +3.";
+ next;
+ mes .@n$;
+ mes "Well... it comes with the same risks as the ^800080Feral Boots^000000 of breaking at the third step of upgrade.";
+ } else if (.@re$ == "Jalapeno") {
+ mes .@n$;
+ mes "You say you want me to explain about upgrade?";
+ next;
+ mes .@n$;
+ mes "Hmm. The ^800080Feral Boots^000000 are very unique. A shoemaker took the design of our feet and designed this item long ago.";
+ next;
+ mes .@n$;
+ mes "I do not know the actual materials used but they are strong enough to enchant up to 3 kinds of upgrade magic spells into 3 secret slots.";
+ next;
+ mes .@n$;
+ mes "The random enchantment added on the first secret slot is to increase Atk +2% or +3%, Cri +5 or +7, Matk+1% or +2%, or Flee +6 or +12.";
+ next;
+ mes .@n$;
+ mes "The random enchantment added on the second secret slot is to increase Agi, Dex, or Int up to +2.";
+ next;
+ mes .@n$;
+ mes "And the final random enchantment added is to increase Agi, Dex, or Int up to +3.";
+ next;
+ mes .@n$;
+ mes "Well... some do get broken at the third attempt and I do have some customers complaining when that happens... meow.";
+ next;
+ mes .@n$;
+ mes "... I almost died on one occasion. (murmuring)"; }
+ close;
+ case 2:
+ mes .@n$;
+ mes "Reset!!";
+ mes "This involves ^7E2217destroying the equipment^000000 and cancelling all records of it.";
+ next;
+ mes .@n$;
+ mes "Basically, if you want to start over I'll take your current one away and then you can bring me another one to try to enchant. So are you sure?";
+ next;
+ if(select("Maybe next time.:Please reset it.")==1) {
+ mes .@n$;
+ mes "When you are ready,";
+ mes "Please come back again";
+ close; }
+ if (.@re$ == "Brare") set .@Items_,2843;
+ else if (.@re$ == "Mancho") set .@Items_,2564;
+ else if (.@re$ == "Jalapeno") set .@Items_,2463;
+ if (isequipped(.@Items_) == 1 || countitem(.@Items_) < 1) {
+ mes .@n$;
+ mes "Then, take the equipment off first.";
+ close; }
+ mes .@n$;
+ mes "I've collected all equipment and erased all records as you requested. Now all your equipment and records are clean.";
+ delitem .@Items_,1;
+ if (getd("EP13_"+.@re$+"_3") > 1) {
+ setd "EP13_"+.@re$+"_3",0;
+ setd "EP13_"+.@re$+"_2",0;
+ setd "EP13_"+.@re$+"_1",0; }
+ else if (getd("EP13_"+.@re$+"_2") > 1) {
+ setd "EP13_"+.@re$+"_2",0;
+ setd "EP13_"+.@re$+"_1",0; }
+ else if (getd("EP13_"+.@re$+"_1") > 1)
+ setd "EP13_"+.@re$+"_1",0;
+ close;
+ case 3:
+ if (.@re$ == "Brare") set .@Items_,2843;
+ else if (.@re$ == "Mancho") set .@Items_,2564;
+ else if (.@re$ == "Jalapeno") set .@Items_,2463;
+ if (isequipped(.@Items_) == 1 || countitem(.@Items_) < 1) {
+ mes .@n$;
+ mes "But...";
+ mes "you don't seem to be wearing or even carrying equipment to upgrade on you.";
+ close; }
+ if (getd("EP13_"+.@re$+"_1") == 0) {
+ mes .@n$;
+ mes "I'm preparing for the";
+ mes "first step of upgrade.";
+ mes "Once equipment is upgraded";
+ mes "you cannot change the upgrade";
+ mes "unless you destroy it first.";
+ next;
+ mes .@n$;
+ mes "First upgrade step requires ^8000801 Sapha Certification^000000. Do you want to proceed?";
+ } else if (getd("EP13_"+.@re$+"_3") > 1) {
+ mes .@n$;
+ mes "You want to upgrade ^800080"+getitemname(.@Items_)+"^000000 again?";
+ next;
+ mes .@n$;
+ mes "I see... the enchantments of the item winds up with are not what you desires..";
+ mes "But don't worry about thats! Let's me remove all of your records and go to Jahbong to buy a new one.";
+ close;
+ } else if (getd("EP13_"+.@re$+"_2") > 1) {
+ mes .@n$;
+ mes "I'm preparing for the";
+ mes "third step of upgrade.";
+ mes "Once equipment is upgraded";
+ mes "you cannot change the upgrade";
+ mes "unless you destroy it first.";
+ next;
+ mes .@n$;
+ mes "And this is the most important thing,";
+ mes "the risk of equipment to break";
+ mes "during the third upgrade step is high!";
+ mes "And you need ^8000803 Sapha Certification^000000 for the procedure.";
+ next;
+ mes .@n$;
+ mes "Please keep in mind that";
+ mes "this is a delicate process of";
+ mes "casting immense power to the equipment.";
+ mes "Are you ready?";
+ } else if (getd("EP13_"+.@re$+"_1") > 1) {
+ mes .@n$;
+ mes "I'm preparing for the";
+ mes "second step of upgrade.";
+ mes "Once equipment is upgraded";
+ mes "you cannot change the upgrade";
+ mes "unless you destroy it first.";
+ next;
+ mes .@n$;
+ mes "Second upgrade step requires ^8000802 Sapha Certification^000000. Do you want to proceed?"; }
+ next;
+ if(select("Maybe next time.:I want to upgrade.")==1) {
+ mes .@n$;
+ mes "When you are ready,";
+ mes "Please come back again.";
+ close; }
+ if (getd("EP13_"+.@re$+"_2") > 1)
+ if (countitem(6304) < 3) {
+ mes .@n$;
+ mes "Third upgrade step requires ^8000803 Sapha Certification^000000.";
+ mes "Come back here when you fulfill Sapha in your inventory.";
+ close; }
+ else if (getd("EP13_"+.@re$+"_1") > 1)
+ if (countitem(6304) < 2) {
+ mes .@n$;
+ mes "Second upgrade step requires ^8000802 Sapha Certification^000000.";
+ mes "Come back to me when you fulfill Sapha in your inventory.";
+ close; }
+ mes .@n$;
+ mes "Then let's start.";
+ close2;
+ if (getd("EP13_"+.@re$+"_1") == 0) {
+ setd "EP13_"+.@re$+"_1",rand(4760,4767);
+ delitem .@Items_,1;
+ specialeffect2 101;
+ progressbar "ffff00",3;
+ delitem 6304,1;
+ getitem2 .@Items_,1,1,0,0,0,0,0,getd("EP13_"+.@re$+"_1");
+ end;
+ } else if (getd("EP13_"+.@re$+"_2") > 1) {
+ if (.@re$ == "Brare") {
+ set .@EnchantR,rand(1,3);
+ if (.@EnchantR == 1) setd "EP13_"+.@re$+"_3",4711 + (rand(3) * 10);
+ else if (.@EnchantR > 1 && .@EnchantR <= 3) setd "EP13_"+.@re$+"_3",4710 + (rand(3) * 10);
+ } else {
+ set .@EnchantR,rand(1,50);
+ if (.@EnchantR > 25 && .@EnchantR <= 50) setd "EP13_"+.@re$+"_3",4710 + (rand(3) * 10);
+ else if (.@EnchantR > 10 && .@EnchantR < 26) setd "EP13_"+.@re$+"_3",4711 + (rand(3) * 10);
+ else if (.@EnchantR > 0 && .@EnchantR < 11) setd "EP13_"+.@re$+"_3",4712 + (rand(3) * 10); }
+ delitem .@Items_,1;
+ specialeffect2 101;
+ progressbar "ffff00",3;
+ delitem 6304,3;
+ if (rand(0,ep13_yong1+99) < ep13_yong1+9)
+ getitem2 .@Items_,1,1,0,0,0,getd("EP13_"+.@re$+"_3"),getd("EP13_"+.@re$+"_2"),getd("EP13_"+.@re$+"_1");
+ else {
+ npctalk "Oh no....!!!! What happened to the "+getitemname(.@Items_)+"!";
+ setd "EP13_"+.@re$+"_1",0;
+ setd "EP13_"+.@re$+"_2",0;
+ setd "EP13_"+.@re$+"_3",0; }
+ end;
+ } else if (getd("EP13_"+.@re$+"_1") > 1) {
+ delitem .@Items_,1;
+ set .@EnchantR,rand(1,3);
+ if (.@EnchantR == 1) setd "EP13_"+.@re$+"_2",4711 + (rand(3) * 10);
+ else if (.@EnchantR > 1 && .@EnchantR <= 3) setd "EP13_"+.@re$+"_2",4710 + (rand(3) * 10);
+ specialeffect2 101;
+ progressbar "ffff00",3;
+ delitem 6304,2;
+ getitem2 .@Items_,1,1,0,0,0,0,getd("EP13_"+.@re$+"_2"),getd("EP13_"+.@re$+"_1");
+ end; }
+ }
+}
+
+dic_fild01,228,159,4 script Jahbong#pa0829 496,{
+ mes "[Jahbong]";
+ if (countitem(6304) < 1) {
+ mes "You haven't received a Sapha Certification yet?";
+ next;
+ mes "[Jahbong]";
+ mes "Come back to me once you have one. I'll give you something good in exchange.";
+ close; }
+ set .@cattalkj,rand(1,9);
+ if (.@cattalkj == 1) mes "Don't touch my back! I might bite you unconsciously.";
+ else if (.@cattalkj == 2) mes "Pub owner Shay carried something away to make something strange! Be careful!";
+ else if (.@cattalkj == 3) mes "We cats can jump 5 times our size. Isn't it cool? But then, don't ask me to jump from here now.";
+ else if (.@cattalkj == 4) mes "I have to be diligent with my grooming to maintain beautiful fur.";
+ else if (.@cattalkj == 5) mes "I have to groom myself everyday to maintain shiny fluffy fur. But I don't have very nice fur in the first place. Very sad.";
+ else if (.@cattalkj == 6) mes "You should receive a Sapha Certification with both paws as a sign of respect. No cat deserves a certification if they don't!";
+ else if (.@cattalkj == 7) mes "I don't really talk that much! Ahat looks like... meow meow meooow... sorry.";
+ else if (.@cattalkj == 8) mes "Meow~~~~~~~~~~";
+ else mes "Yarn is a great way to calm a cat.";
+ next;
+ mes "[Jahbong]";
+ mes "Why are you here?";
+ mes "Jahbong will exchange ^8000801 Sapha Certification^000000 for ^8000801 item^000000!";
+ next;
+ switch(select("Just came to see what you have.:I want the Feral Boots!:Give me the Feral Tail!:Give me the Golden Bell!:How much to buy you?")) {
+ case 1:
+ mes "[Jahbong]";
+ mes "Meow!";
+ next;
+ mes "[Jahbong]";
+ mes "^8000801Feral Boots^000000 are shoes for your feet! Buy one and Jalapeno over there will refine it for you!";
+ next;
+ mes "[Jahbong]";
+ mes "^8000801Feral Tail^000000 is pretty rough! Mancho over there can help you fix it!!";
+ next;
+ mes "[Jahbong]";
+ mes "^8000801Golden Bell^000000 is an accessory. Brare spent 40 years making this! Or maybe 4 years! Oh well, come back when you need anything!";
+ next;
+ mes "[Jahbong]";
+ mes "There are some crazy adventurers asking if they can purchase me! Jahbong is not for sale! I'll just bite you if you ask!!";
+ close;
+ case 2:
+ mes "[Jahbong]";
+ mes "Are you really buying something?!";
+ next;
+ if(select("Nope:Give me!!!")==1) {
+ mes "[Jahbong]";
+ mes "Okay!";
+ close; }
+ mes "[Jahbong]";
+ mes "Here you go!";
+ delitem 6304,1;
+ getitem 2463,1;
+ close;
+ case 3:
+ mes "[Jahbong]";
+ mes "Are you really buying something?!";
+ next;
+ if(select("Nope:Give me!!!")==1) {
+ mes "[Jahbong]";
+ mes "Okay!";
+ close; }
+ mes "[Jahbong]";
+ mes "Here you go!";
+ delitem 6304,1;
+ getitem 2564,1;
+ close;
+ case 4:
+ mes "[Jahbong]";
+ mes "Are you really buying something?!";
+ next;
+ if(select("Nope:Give me!!!")==1) {
+ mes "[Jahbong]";
+ mes "Okay!";
+ close; }
+ mes "[Jahbong]";
+ mes "Here you go!";
+ delitem 6304,1;
+ getitem 2843,1;
+ close;
+ case 5:
+ mes "[Jahbong]";
+ mes "Meooooooooooow!!!!!!!!~~ Meooooooooow!!!!!";
+ next;
+ mes "- ^800080Jahbong goes wild^000000. -";
+ next;
+ mes "[Jahbong]";
+ mes "I'm not an item!! I will not be merciful if you treat me like one!!";
+ next;
+ mes "- He may react extremely, but Jahbong doesn't seem to be really angry. -";
+ close;
+ }
+}
+
+dic_fild01,251,183,3 duplicate(Jalapeno#pa8027) Brare#pa0828 495
+dic_fild01,259,172,3 duplicate(Jalapeno#pa8027) Mancho#pa0829 495
+
+dic_in01,353,37,5 script Kareka#pa0829 460,{
+ mes "[Kareka]";
+ if (countitem(6304)) {
+ if (EP13Enchant3 > 1) {
+ mes "Do you want to upgrade the";
+ mes "^800080Light of El Dicastes^000000 again?";
+ next;
+ mes "[Kareka]";
+ mes "That will cost ^8000806 Sapha Certifications^000000 in order to retry.";
+ mes "And note this, your current";
+ mes "Light of El Dicastes will be destroyed along with all of it's enchantments.";
+ next;
+ mes "[Kareka]";
+ mes "Are you sure you want to do this?";
+ next;
+ if(select("No, let me think about it.:Take my Light of El Dicastes.")==1) close;
+ mes "[Kareka]";
+ if (countitem(6304) < 6) {
+ mes "You need to bring the Light of El Dicastes and 6 Sapha Certifications!";
+ mes "Don't try to cheat me!";
+ close; }
+ mes "Ok, let's get this started.";
+ mes "I'm going to remove all enchantments from your";
+ mes "Light of El Dicastes.";
+ mes "Haaap~~!";
+ close2;
+ specialeffect2 101;
+ progressbar "ffff00",3;
+ set EP13Enchant1,0;
+ set EP13Enchant2,0;
+ set EP13Enchant3,0;
+ delitem 6304,6;
+ delitem 2844,1;
+ getitem 2844,1;
+ end; }
+ mes "You've come to awaken the";
+ mes "^800080Light El Dicastes^000000' infinite strength. ";
+ next;
+ switch(select("Please explain.:I want to upgrade.")) {
+ case 1:
+ mes "[Kareka]";
+ mes "I heard some craftsmen outside of the city can also cast spells on equipment.";
+ next;
+ mes "[Kareka]";
+ mes "I'm the same but at least I don't destroy equipment.";
+ next;
+ mes "[Kareka]";
+ mes "If you bring Sapha Certifications, I will cast spells from 1 to 3 steps to your ^800080Light of El Dicastes^000000.";
+ next;
+ mes "[Kareka]";
+ mes "The random enchantment added on the first secret slot is to increase Atk +2% or +3%, Cri +5 or +7, Matk+1% or +2%, or Flee +6 or +12.";
+ next;
+ mes "[Kareka]";
+ mes "The random enchantment added on the second secret slot is to increase Agi, Dex, or Int up to +2.";
+ next;
+ mes "[Kareka]";
+ mes "And the final random enchantment added is to increase Agi, Dex, or Int up to +2.";
+ next;
+ mes "[Kareka]";
+ mes "But of course, since this is adding spells on top of its original magic, I cannot guarantee that you will get what you want on one try.";
+ close;
+ case 2:
+ if (isequipped(2844) == 1 || countitem(2844) < 1) {
+ mes "[Kareka]";
+ mes "You can't be wearing the Light of El Dicastes while I upgrade it.";
+ close; }
+ mes "[Kareka]";
+ if (EP13Enchant1 == 0) {
+ mes "I'm preparing for the";
+ mes "first step of upgrade.";
+ mes "Once equipment is upgraded";
+ mes "you cannot change the upgrade";
+ mes "unless you destroy it first.";
+ next;
+ mes "[Kareka]";
+ mes "First upgrade step requires";
+ mes "^8000801 Sapha Certification^000000.";
+ mes "Do you want to proceed?";
+ } else if (EP13Enchant2 > 1) {
+ mes "I'm preparing for the";
+ mes "third step of upgrade.";
+ mes "Once equipment is upgraded";
+ mes "unless you destroy it first.";
+ next;
+ mes "[Kareka]";
+ mes "You won't have to worry of this Light of El Dicastes getting broken from casting additional magical spells to it. I think so.";
+ next;
+ mes "[Kareka]";
+ mes "Third upgrade step requires 3 Sapha Certification. Do you want to proceed?";
+ } else if (EP13Enchant1 > 1) {
+ mes "I'm preparing for the";
+ mes "second step of upgrade.";
+ mes "Once equipment is upgraded";
+ mes "you cannot change the upgrade";
+ mes "unless you destroy it first.";
+ next;
+ mes "[Kareka]";
+ mes "Second upgrade step requires 2 Sapha Certifications. Do you want to proceed?"; }
+ next;
+ if(select("Maybe next time.:I want to upgrade.")==1) {
+ mes "[Kareka]";
+ mes "When you are ready,";
+ mes "Please come back again";
+ close; }
+ mes "[Kareka]";
+ if (EP13Enchant2 > 1 && countitem(6304) < 3) {
+ mes "Sorry, but you need to know... your Sapha is not enough to do third stage, please come back again.";
+ close; }
+ else if ((EP13Enchant1 > 1 && countitem(6304) < 2) || (EP13Enchant1 == 0 && countitem(6304) < 1)) {
+ mes "Please come back here when you collect enough Sapha.";
+ close; }
+ mes "Then let's start.";
+ close2;
+ if (EP13Enchant1 == 0) {
+ set EP13Enchant1,rand(4760,4767);
+ specialeffect2 101;
+ delitem 6304,1;
+ progressbar "ffff00",3;
+ delitem 2844,1;
+ getitem2 2844,1,1,0,0,0,0,0,EP13Enchant1;
+ end;
+ } else if (EP13Enchant2 > 1) {
+ set .@EnchantR,rand(1,3);
+ if (.@EnchantR == 1) set EP13Enchant1,4711 + (rand(3) * 10);
+ else if (.@EnchantR > 1 && .@EnchantR <= 3) set EP13Enchant1,4710 + (rand(3) * 10);
+ specialeffect2 101;
+ delitem 6304,3;
+ progressbar "ffff00",3;
+ delitem 2844,1;
+ getitem2 2844,1,1,0,0,0,EP13Enchant3,EP13Enchant2,EP13Enchant1;
+ end;
+ } else if (EP13Enchant1 > 1) {
+ set .@EnchantR,rand(1,3);
+ if (.@EnchantR == 1) set EP13Enchant2,4711 + (rand(3) * 10);
+ else if (.@EnchantR > 1 && .@EnchantR <= 3) set EP13Enchant2,4710 + (rand(3) * 10);
+ specialeffect2 101;
+ delitem 6304,2;
+ progressbar "ffff00",3;
+ delitem 2844,1;
+ getitem2 2844,1,1,0,0,0,0,EP13Enchant2,EP13Enchant1;
+ end; }
+ }
+ }
+ mes "The Sapha Certifications that you collect by helping throughout the city has other uses besides meeting the minister.";
+ next;
+ mes "[Kareka]";
+ mes "If you come across an Sapha Certification, please come back to me.";
+ next;
+ mes "[Kareka]";
+ mes "I can cast an additional spell to your ^800080Light of El Dicastes^000000 accessory.";
+ close;
+} \ No newline at end of file
diff --git a/npc/pre-re/quests/quests_ein.txt b/npc/pre-re/quests/quests_ein.txt
new file mode 100644
index 000000000..0e2e0fa8f
--- /dev/null
+++ b/npc/pre-re/quests/quests_ein.txt
@@ -0,0 +1,7347 @@
+//===== rAthena Script =======================================
+//= Quest NPCs related to Einbroch and Einbech
+//===== By: ==================================================
+//= Evera and The rAthena Dev Team
+//===== Current Version: =====================================
+//= 2.5
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis conversion]
+//= Oridecon/Mineral Quest
+//= - Variable in use: ein_gear1 (max 2)
+//= - Variable in use: $ein_amano (max 60)
+//= Uwe Kliene Quest
+//= - Variable in use: ein_cook (max ???)
+//= Factory Quest
+//= - Variable in use: EinFactory (max 16)
+//= - Variable in use: $EinPolution (max 10)
+//= Murder Quest
+//= - Variable in use: Shinokas_Quest (max 11)
+//= Lovers Quest
+//= - Variable in use: EIN_LOVERQ (max 17)
+//===== Additional Comments: =================================
+//= 1.0 Initial Release [Evera]
+//= 1.1 Added more quests [Evera]
+//= 1.2 Added quest bits from Einbech and renamed file to
+//= quests_ein.txt [Evera]
+//= 1.3 Implemented the polution quest. [MasterOfMuppets]
+//= 1.4.1 Massive bugfix. Fixed Pollution exploit [Lupus]
+//= 1.4.2 Fixed Khowropher bug [Lupus]
+//= 1.5 Fixed double levelup bug [Lupus]
+//= 1.5.1 Fixed exploit [KarLaeda]
+//= 1.5.2 Updated Shino Quest to leave no grabage vars [Lupus]
+//= 1.5.3 Fixed some typos regarding Schwartzvalt Trilogy [SinSloth]
+//= 1.6 Updated Laboratory Entrance regarding Heart Fragment quest. [SinSloth]
+//= 1.7 Changed the laboratory entrance checking to prevent players
+//= from being stuck in the quest. [SinSloth]
+//= 1.8 Fixed experience gains to match upcoming rate adjustments. [SinSloth]
+//= 1.9 Fixed a bug with Einbroch Pollution quest. [SinSloth]
+//= 2.0 Fixed bad NPC header data to comply with rev. 11603. [L0ne_W0lf]
+//= 2.1 Fixed typo in disable/enable npc's (bugreport:2027) [Yommy]
+//= 2.2 Overall update to the structure of the scripts. [L0ne_W0lf]
+//= Swapped the use of enable/disablenpc with hideon/offnpc.
+//= Added missing quest, "Oridecon/Mineral Quest"
+//= Full overhual of the Uwe Kleine quest.
+//= 2.2a Fixed typos in var names from EIN_LOVERQRQ to EIN_LOVERQ. (bugreport:2464) [Paradox924X]
+//= 2.3 Removed occurance of PcName. [L0ne_W0lf]
+//= 2.4 Added missing remove cutin. [Kisuka]
+//= 2.5 Added quest log entries for:
+//= - Factory Quest
+//= - Murder Quest
+//============================================================
+
+// Oridecon Stone OR Mineral Stone Quest
+//============================================================
+einbech,97,167,5 script Cavitar 847,{
+ if (ein_gear1 == 2){
+ mes "[Cavitar]";
+ mes "It's been a long";
+ mes "time, my friend. With";
+ mes "your help, my wife has";
+ mes "gotten much better.";
+ next;
+ mes "[Cavitar]";
+ mes "Once again, I want to";
+ mes "thank you for what you've";
+ mes "done for me. Please drop";
+ mes "by anytime whenever you";
+ mes "come visit my town.";
+ close;
+ }
+ else if(ein_gear1 == 1){
+ mes "[Cavitar]";
+ mes "Oh, welcome.";
+ mes "So did you bring";
+ mes "everything that";
+ mes "I've asked you?";
+ next;
+ switch(select("Yes.:No, not yet.")) {
+ case 1:
+ if ((countitem(1011) > 9) && (countitem(1003) > 2) && (countitem(912) > 9) && (countitem(7126) > 39)) {
+ mes "[Cavitar]";
+ mes "Let me check the items";
+ mes "that you brought before";
+ mes "I give you an Oridecon.";
+ next;
+ if (checkweight(618,1)) {
+ mes "[Cavitar]";
+ mes "Good, you brought";
+ mes "everything! Now let me";
+ mes "give you this Oridecon.";
+ mes "I'm sorry that I can't offer";
+ mes "you much more than this.";
+ next;
+ mes "[Cavitar]";
+ mes "Alright then,";
+ mes "adventurer. I hope";
+ mes "you travel in safety.";
+ delitem 1003,3; //Coal
+ delitem 7126,40; //Large_Jellopy
+ delitem 1011,10; //Emveretarcon
+ delitem 912,10; //Zargon
+ set ein_gear1,0;
+ getitem 615,1; // Oridecon
+ close;
+ }
+ else {
+ mes "[Cavitar]";
+ mes "Hmmm, it seems you're";
+ mes "carrying too many things";
+ mes "with you. Shouldn't you";
+ mes "store some of your items";
+ mes "in Kafra Storage first?";
+ close;
+ }
+ }
+ else {
+ mes "[Cavitar]";
+ mes "Hm...?";
+ mes "You're missing some";
+ mes "things. Let me tell you";
+ mes "what you need to bring";
+ mes "once again so that I can";
+ mes "give you 1 Oridecon.";
+ next;
+ mes "[Cavitar]";
+ mes "40 Large Jellopy,";
+ mes "10 Emveretarcon,";
+ mes "3 Coal and";
+ mes "10 Zargon.";
+ mes "Please don't";
+ mes "forget this.";
+ close;
+ }
+ case 2:
+ mes "[Cavitar]";
+ mes "Oh, alright.";
+ mes "Let me remind";
+ mes "you of what you";
+ mes "need to trade for";
+ mes "1 Oridecon in";
+ mes "case you've forgotten.";
+ next;
+ mes "[Cavitar]";
+ mes "40 Large Jellopy,";
+ mes "10 Emveretarcon,";
+ mes "3 Coal and";
+ mes "10 Zargon.";
+ mes "Come back";
+ mes "whenever you're ready.";
+ close;
+ }
+ }
+ else {
+ if (BaseLevel < 40){
+ mes "[Cavitar]";
+ mes "Recently, we've had some";
+ mes "tunnel cave-ins which resulted";
+ mes "in miner casualties. We're having";
+ mes "a harder time working in the";
+ mes "mines now that we're even";
+ mes "lower on manpower.";
+ next;
+ mes "[Cavitar]";
+ mes "What's really suspicious";
+ mes "is that it seems something";
+ mes "has been making the tunnels";
+ mes "collapse on purpose. Some of";
+ mes "us believe it's because we've";
+ mes "angered the master of the cave.";
+ next;
+ mes "[Cavitar]";
+ mes "The tunnel accident";
+ mes "is still fresh in my mind.";
+ mes "It seems that there are";
+ mes "more ^FF0000Cave Master^000000 sightings";
+ mes "when the tunnels started";
+ mes "to inexplicably collapse.";
+ next;
+ mes "[Cavitar]";
+ mes "I was off duty when";
+ mes "the accident happened.";
+ mes "Still, I hear the only survivor";
+ mes "went crazy and disappeared";
+ mes "somewhere. The poor bastard...";
+ close;
+ }
+ else {
+ if (Zeny < 1000){
+ mes "[Cavitar]";
+ mes "You're...";
+ mes "You're just as";
+ mes "bad off as I am!";
+ mes "I feel so sorry for you";
+ mes "that I'd give you some";
+ mes "zeny if I could spare it...";
+ close;
+ }
+ else {
+ mes "[Cavitar]";
+ mes "Hmm...?";
+ mes "I'm sorry, but";
+ mes "I don't think I have";
+ mes "the luxury of chatting";
+ mes "at the moment.";
+ next;
+ mes "[Cavitar]";
+ mes "My wife was seriously";
+ mes "injured when she was";
+ mes "working with me in the";
+ mes "mine when it collapsed.";
+ mes "It's agonizing, wondering";
+ mes "if she'll be okay or not.";
+ next;
+ mes "[Cavitar]";
+ mes "Luckily no one";
+ mes "was killed, but my";
+ mes "wife is... ^333333*S-Sob*^000000";
+ mes "I'm sorry, but I need";
+ mes "to be alone right now...";
+ next;
+ switch(select("I can help you.:Okay...:An accident?")) {
+ case 1:
+ mes "[Cavitar]";
+ mes "Are you serious?!";
+ mes "Thank you, thank you so much!";
+ mes "A-as you can see, I'm not doing";
+ mes "so well financially. But I've got to get my wife to a hospital.";
+ next;
+ mes "[Cavitar]";
+ mes "And since I've got to";
+ mes "take of her myself,";
+ mes "I haven't been able to work.";
+ mes "I don't know what I should do.";
+ next;
+ select("Then how can I help?");
+ mes "[Cavitar]";
+ mes "Well, to be frank,";
+ mes "I'm in dire need of zeny.";
+ mes "It costs 1,000 zeny to cover";
+ mes "her medical expenses and";
+ mes "food for just one day.";
+ next;
+ switch(select("Help Him.:Quit.")) {
+ case 1:
+ if (checkweight(908,10) == 0) {
+ mes "[Cavitar]";
+ mes "Hmmm, it seems you're";
+ mes "carrying too many things";
+ mes "with you. Shouldn't you";
+ mes "store some of your items";
+ mes "in Kafra Storage first?";
+ close;
+ }
+ else {
+ mes "[Cavitar]";
+ mes "Oh...!";
+ mes "Thank you, you";
+ mes "can't imagine how";
+ mes "grateful I am! I never";
+ mes "believed that I'd meet";
+ mes "someone as kind as you.";
+ next;
+ if ($ein_amano == 60) {
+ if (rand(1,3) == 1) {
+ mes "[Cavitar]";
+ mes "Other adventurers have";
+ mes "also been helping me, so";
+ mes "with all of your help, my wife";
+ mes "has been getting better.";
+ next;
+ mes "[Cavitar]";
+ mes "I would like to give";
+ mes "you a small present";
+ mes "as a token of my gratitute.";
+ mes "If you would, please take this.";
+ set Zeny,Zeny-1000;
+ set ein_gear1,2;
+ switch(rand(1,7)) {
+ case 1:
+ getitem 7290,1; // Phlogopite
+ break;
+ case 2:
+ getitem 7291,1; // Agate
+ break;
+ case 3:
+ getitem 7293,1; // Rose_Quartz
+ break;
+ case 4:
+ getitem 7294,1; // Turquoise
+ break;
+ case 5:
+ getitem 7295,1; // Citrine
+ break;
+ case 6:
+ getitem 7296,1; // Pyroxene
+ break;
+ case 7:
+ getitem 7289,1; // Olivine
+ }
+ next;
+ mes "[Cavitar]";
+ mes "I've been keeping these";
+ mes "kinds of metals since I was";
+ mes "sure they'd be more useful";
+ mes "to someone other than me.";
+ mes "Hopefully, you'll find this ore";
+ mes "useful in one way or another.";
+ close;
+ }
+ else {
+ mes "[Cavitar]";
+ mes "If I were still";
+ mes "working, I'd try my";
+ mes "best to pay you back.";
+ mes "But my current situation";
+ mes "doesn't really allow it...";
+ next;
+ mes "[Cavitar]";
+ mes "Still, I'd be happy";
+ mes "to trade you 1 Oridecon";
+ mes "if you can bring me some";
+ mes "items. How does that sound?";
+ next;
+ mes "[Cavitar]";
+ mes "Would you bring me";
+ mes "40 Large Jellopy,";
+ mes "10 Emveretarcon,";
+ mes "3 Coal and";
+ mes "10 Zargon?";
+ next;
+ switch(select("Sure~!:No, thanks.")) {
+ case 1:
+ set Zeny,Zeny-1000;
+ set ein_gear1,1;
+ mes "[Cavitar]";
+ mes "Great...!";
+ mes "Now I need to go";
+ mes "take care of my wife.";
+ mes "Come back when you";
+ mes "gather everything I've";
+ mes "asked you to bring.";
+ close;
+ case 2:
+ mes "[Cavitar]";
+ mes "I see.";
+ mes "Well, I understand";
+ mes "that adventurers don't";
+ mes "stay in one place for";
+ mes "very long. Once again,";
+ mes "thank you for your help.";
+ next;
+ mes "[Cavitar]";
+ mes "But please take";
+ mes "this small gift";
+ mes "as a token of";
+ mes "my gratitude.";
+ set Zeny,Zeny-1000;
+ getitem 1010,1; // Phracon
+ close;
+ }
+ }
+ }
+ else {
+ mes "[Cavitar]";
+ mes "If I were still";
+ mes "working, I'd try my";
+ mes "best to pay you back.";
+ mes "But my current situation";
+ mes "doesn't really allow it...";
+ next;
+ mes "[Cavitar]";
+ mes "Still, I'd be happy";
+ mes "to trade you 1 Oridecon";
+ mes "if you can bring me some";
+ mes "items. How does that sound?";
+ next;
+ mes "[Cavitar]";
+ mes "Would you bring me";
+ mes "40 Large Jellopy,";
+ mes "10 Emveretarcon,";
+ mes "3 Coal and";
+ mes "10 Zargon?";
+ next;
+ switch(select("Sure~!:No, thanks.")) {
+ case 1:
+ set Zeny,Zeny-1000;
+ set $einamanoama,$einamanoama + 1;
+ set ein_gear1,1;
+ mes "[Cavitar]";
+ mes "Great...!";
+ mes "Now I need to go";
+ mes "take care of my wife.";
+ mes "Come back when you";
+ mes "gather everything I've";
+ mes "asked you to bring.";
+ close;
+ case 2:
+ mes "[Cavitar]";
+ mes "I see.";
+ mes "Well, I understand";
+ mes "that adventurers don't";
+ mes "stay in one place for";
+ mes "very long. Once again,";
+ mes "thank you for your help.";
+ next;
+ mes "[Cavitar]";
+ mes "But please take";
+ mes "this small gift";
+ mes "as a token of";
+ mes "my gratitude.";
+ set Zeny,Zeny-1000;
+ getitem 1010,1; // Phracon
+ close;
+ }
+ }
+ }
+ case 2:
+ mes "[Cavitar]";
+ mes "I understand.";
+ mes "I'm sorry that I've";
+ mes "asked so much of you.";
+ mes "But please understand";
+ mes "that I'm desperate...";
+ close;
+ }
+ case 2:
+ mes "[Cavitar]";
+ mes "You're...";
+ mes "You're heartless!";
+ mes "^666666*Sob...*^000000";
+ mes "Can't you see that I'm";
+ mes "poor and need help?!";
+ close;
+ case 3:
+ mes "[Cavitar]";
+ mes "Recently, we've had some";
+ mes "tunnel cave-ins which resulted";
+ mes "in miner casualties. We're having";
+ mes "a harder time working in the";
+ mes "mines now that we're even";
+ mes "lower on manpower.";
+ next;
+ mes "[Cavitar]";
+ mes "What's really suspicious";
+ mes "is that it seems something";
+ mes "has been making the tunnels";
+ mes "collapse on purpose. Some of";
+ mes "us believe it's because we've";
+ mes "angered the master of the cave.";
+ next;
+ mes "[Cavitar]";
+ mes "The tunnel accident";
+ mes "is still fresh in my mind.";
+ mes "It seems that there are";
+ mes "more ^FF0000Cave Master^000000 sightings";
+ mes "when the tunnels started";
+ mes "to inexplicably collapse.";
+ next;
+ mes "[Cavitar]";
+ mes "I was off duty when";
+ mes "the accident happened.";
+ mes "Still, I hear the only survivor";
+ mes "went crazy and disappeared";
+ mes "somewhere. The poor bastard...";
+ close;
+ }
+ }
+ }
+ }
+}
+
+// Uwe Kleine
+//============================================================
+einbroch,215,180,6 script Uwe Kleine#ein 85,{
+ set EinUwe,0;
+ if (BaseClass == Job_Blacksmith) {
+ if (ein_cook > 999) {
+ set .@ccc,ein_cook-1000;
+ if (.@ccc > 199) {
+ mes "[Uwe]";
+ mes "Oh hello hello~";
+ mes "It's been a long";
+ mes "time since we've talked,";
+ mes "you cutie adventurer~";
+ next;
+ switch(select("So... You're a chef.:Yes, I tried my best.")) {
+ case 1:
+ mes "["+ strcharinfo(0) +"]";
+ mes "So...";
+ mes "You're a chef.";
+ next;
+ mes "[Uwe]";
+ mes "That's right, it's";
+ mes "what I do for business.";
+ mes "Now, as for what I do for";
+ mes "^EEA9B8pleasure^000000, well, please don't";
+ mes "hesitate to ask, sugar honey~ ";
+ next;
+ break;
+ case 2:
+ mes "[Uwe]";
+ mes "Only continuous effort will lead you to success. I guess that means you've learned your lesson, sugar honey~";
+ next;
+ break;
+ }
+ if (checkweight(908,200) == 0) {
+ mes "[Uwe]";
+ mes "Oh, I was going to give";
+ mes "you a little something,";
+ mes "but you've carrying too";
+ mes "many things. Why don't";
+ mes "you put some of it away";
+ mes "in your Kafra Storage?";
+ close;
+ }
+ set ein_cook,219;
+ getitem 612,10; //Portable_Furnace
+ mes "[Uwe]";
+ mes "I had these lying";
+ mes "around, so why don't";
+ mes "you take them, sugar";
+ mes "honey? They're not very";
+ mes "pricey, but they're useful";
+ mes "in doing some smithing.";
+ next;
+ mes "[Uwe]";
+ mes "Alright then~";
+ mes "Hope you enjoy";
+ mes "your Mini Furances";
+ switch(rand(1,3)) {
+ case 1: mes "...Ho ho~"; close;
+ case 2: mes "...*Tee Hee~*"; close;
+ case 3: mes "...Behbie~"; close;
+ }
+ }
+ else if (.@ccc > 99) {
+ mes "[Uwe]";
+ mes "Oh hello hello~";
+ mes "It's been a long";
+ mes "time since we've talked,";
+ mes "you cutie adventurer~";
+ next;
+ mes "[Uwe]";
+ mes "So, sugar honey,";
+ mes "how is it going with";
+ mes "the little favor I asked";
+ mes "you about last time?";
+ mes "Did you already forget";
+ mes "the 6 Large Jellopy?";
+ next;
+ switch(select("There you go.:I want to quit.:Can I do it later?")) {
+ case 1:
+ if (countitem(7126) > 5) {
+ if (checkweight(908,199) == 0) {
+ mes "[Uwe]";
+ mes "Oh, I was going to give";
+ mes "you a little something,";
+ mes "but you've carrying too";
+ mes "many things. Why don't";
+ mes "you put some of it away";
+ mes "in your Kafra Storage?";
+ close;
+ }
+ mes "[Uwe]";
+ mes "Thank you ^EEA9B8so^000000 much!";
+ mes "Here's the Coal I promised~";
+ mes "Oh, and take these Mini Furnaces. They were just lying around, so you know, I thought, well, why don't you take them? *Tee hee hee~*";
+ delitem 7126,6; //Large_Jellopy
+ set ein_cook,219;
+ getitem 1003,1; //Coal
+ getitem 612,10; //Portable_Furnace
+ next;
+ mes "[Uwe]";
+ mes "I hope you enjoy!";
+ mes "Personally, I think the";
+ mes "best part of smithing";
+ mes "is standing over the flaming";
+ mes "heat and getting all ^EEA9B8hot and";
+ mes "sweaty^000000. Ooh, how exciting~!";
+ close;
+ }
+ else if (countitem(7126) > 0) {
+ mes "[Uwe]";
+ mes "Ooh, you're missing";
+ mes "some. I guess you can";
+ mes "still give them to me, but";
+ mes "you'd get less of a reward";
+ if (Sex) {
+ mes "...you ^EEA9B8naughty boy^000000.";
+ }
+ else {
+ mes "...you ^EEA9B8naughty girl^000000.";
+ }
+ switch(select("Give him all.:Cancel.")) {
+ case 1:
+ if (checkweight(1201,1) == 0) {
+ mes "[Uwe]";
+ mes "Oh, I was going to give";
+ mes "you a little something,";
+ mes "but you've carrying too";
+ mes "many things. Why don't";
+ mes "you put some of it away";
+ mes "in your Kafra Storage?";
+ close;
+ }
+ mes "[Uwe]";
+ mes "Just kidding~";
+ mes "Don't be so nervous, I don't really need those anymore. But since I know you're hard working, I'll throw in a little something extra...";
+ next;
+ if (checkweight(908,220) == 0) {
+ mes "[Uwe]";
+ mes "Oh, I was going to give";
+ mes "you a little something,";
+ mes "but you've carrying too";
+ mes "many things. Why don't";
+ mes "you put some of it away";
+ mes "in your Kafra Storage?";
+ close;
+ }
+ mes "[Uwe]";
+ if (Class == Job_Whitesmith) {
+ mes "I usually give you cutie MasterSmiths 10 Mini Furnaces, but you can have ^EEA9B811^000000. There's the little something extra I was talking about.";
+ }
+ else {
+ mes "I usually give you cutie Blacksmiths 10 Mini Furnaces, but you can have ^EEA9B811^000000. There's the little something extra I was talking about.";
+ }
+ set ein_cook,219;
+ getitem 612,11; //Portable_Furnace
+ next;
+ mes "[Uwe]";
+ mes "I know it's not very extravagant, but these will come in handy next time you're smithing. So make the best use of them, 'kay?";
+ close;
+ case 2:
+ if (checkweight(1201,1) == 0) {
+ mes "[Uwe]";
+ mes "Oh, I was going to give";
+ mes "you a little something,";
+ mes "but you've carrying too";
+ mes "many things. Why don't";
+ mes "you put some of it away";
+ mes "in your Kafra Storage?";
+ close;
+ }
+ mes "[Uwe]";
+ mes "Well... Then... Anyway,";
+ mes "Congratulation to became";
+ if (Class == Job_Whitesmith) {
+ mes "a Master Smith!!";
+ }
+ else {
+ mes "a Black Smith!!";
+ }
+ mes "This is my present for it.";
+ if (Sex) {
+ mes "...you ^EEA9B8naughty boy^000000.";
+ }
+ else {
+ mes "...you ^EEA9B8naughty girl^000000.";
+ }
+ break;
+ }
+ if (checkweight(908,100) == 0) {
+ next;
+ mes "Oh, I was going to give";
+ mes "you a little something,";
+ mes "but you've carrying too";
+ mes "many things. Why don't";
+ mes "you put some of it away";
+ mes "in your Kafra Storage?";
+ close;
+ }
+ set ein_cook,219;
+ getitem 612,5; //Portable_Furnace
+ next;
+ mes "[Uwe]";
+ mes "I know it's not very extravagant, but these will come in handy next time you're smithing. So make the best use of them, 'kay?";
+ close;
+ }
+ else {
+ mes "[Uwe]";
+ mes "^666666You didn't bring";
+ mes "any Large Jellopy...?^000000.";
+ set ein_cook,219;
+ next;
+ mes "[Uwe]";
+ mes "It's fine! It's not like I feel ^EEA9B8betrayed^000000 or anything, but I don't need them anymore! Since we're both in the business of smithing, I just hope that you remember to follow through on your favors, 'kay? Buhbye~";
+ close;
+ }
+ case 2:
+ if (checkweight(908,200) == 0) {
+ mes "[Uwe]";
+ mes "Oh, I was going to give";
+ mes "you a little something,";
+ mes "but you've carrying too";
+ mes "many things. Why don't";
+ mes "you put some of it away";
+ mes "in your Kafra Storage?";
+ close;
+ }
+ mes "[Uwe]";
+ mes "Quit...?";
+ mes "Oh well, at least you're honest. But let me give you a little something, since we're both fellow smiths.";
+ next;
+ mes "[Uwe]";
+ mes "Still...";
+ mes "That doesn't change";
+ mes "the fact that you've";
+ mes "been very, very bad.";
+ if (Sex) {
+ mes "...You ^EEA9B8naughty boy^000000.";
+ }
+ else {
+ mes "...You ^EEA9B8naughty girl^000000.";
+ }
+ set ein_cook,219;
+ getitem 612,10; //Portable_Furnace
+ next;
+ mes "[Uwe]";
+ mes "I know it's not very extravagant, but these will come in handy next time you're smithing. So make the best use of them, 'kay?";
+ close;
+ case 3:
+ mes "[Uwe]";
+ mes "Oooh, you came back later than I thought, so I don't need really need them anymore. Then again, just holding onto them doesn't sound right either...";
+ next;
+ switch(select("Here you go~:I want to quit.")) {
+ case 1:
+ if (checkweight(908,199) == 0) {
+ mes "[Uwe]";
+ mes "Oh, I was going to give";
+ mes "you a little something,";
+ mes "but you've carrying too";
+ mes "many things. Why don't";
+ mes "you put some of it away";
+ mes "in your Kafra Storage?";
+ close;
+ }
+ if (countitem(7126) > 5) {
+ mes "[Uwe]";
+ mes "Thank you ^EEA9B8so^000000 much!";
+ mes "Here's the Coal I promised~";
+ mes "Oh, and take these Mini Furnaces. They were just lying around, so you know, I thought, well, why don't you take them? *Tee hee hee~*";
+ delitem 7126,6; //Large_Jellopy
+ set ein_cook,219;
+ getitem 1003,1; //Coal
+ getitem 612,10; //Portable_Furnace
+ close;
+ }
+ else if (countitem(7126) > 0) {
+ mes "[Uwe]";
+ mes "Ooh, you're missing";
+ mes "some. I guess you can";
+ mes "still give them to me, but";
+ mes "you'd get less of a reward";
+ if (Sex) {
+ mes "...You ^EEA9B8naughty boy^000000.";
+ }
+ else {
+ mes "...You ^EEA9B8naughty girl^000000.";
+ }
+ switch(select("Give them all.:Cancel.")) {
+ case 1:
+ if (checkweight(908,220) == 0) {
+ mes "[Uwe]";
+ mes "Oh, I was going to give";
+ mes "you a little something,";
+ mes "but you've carrying too";
+ mes "many things. Why don't";
+ mes "you put some of it away";
+ mes "in your Kafra Storage?";
+ close;
+ }
+ mes "[Uwe]";
+ mes "Just kidding~";
+ mes "Don't be so nervous, I don't really need those anymore. But since I know you're hard working, I'll throw in a little something extra...";
+ next;
+ mes "[Uwe]";
+ if (Class == Job_Whitesmith) {
+ mes "I usually give you cutie MasterSmiths 10 Mini Furnaces, but you can have ^EEA9B811^000000. There's the little something extra I was talking about.";
+ }
+ else {
+ mes "I usually give you cutie Blacksmiths 10 Mini Furnaces, but you can have ^EEA9B811^000000. There's the little something extra I was talking about.";
+ }
+ set ein_cook,219;
+ getitem 612,11; //Portable_Furnace
+ next;
+ mes "[Uwe]";
+ mes "I know it's not very extravagant, but these will come in handy next time you're smithing. So make the best use of them, 'kay?";
+ close;
+ case 2:
+ if (checkweight(908,200) == 0) {
+ mes "[Uwe]";
+ mes "Oh, I was going to give";
+ mes "you a little something,";
+ mes "but you've carrying too";
+ mes "many things. Why don't";
+ mes "you put some of it away";
+ mes "in your Kafra Storage?";
+ close;
+ }
+ mes "[Uwe]";
+ mes "Okay.";
+ mes "Anyway~!";
+ mes "When you do get all";
+ mes "that Large Jellopy,";
+ mes "just come back to me.";
+ if (Sex) {
+ mes "...you ^EEA9B8naughty boy^000000.";
+ }
+ else {
+ mes "...you ^EEA9B8naughty girl^000000.";
+ }
+ set ein_cook,219;
+ getitem 612,10; //Portable_Furnace
+ next;
+ mes "[Uwe]";
+ mes "This Portable Furnace is not expensive";
+ mes "but very important item for smiths, right?";
+ mes "Use it!";
+ mes "And visit me someday again. Huhuhu..";
+ close;
+ }
+ }
+ else {
+ mes "[Uwe]";
+ mes "^666666You didn't bring";
+ mes "any Large Jellopy...?^000000.";
+ set ein_cook,219;
+ next;
+ mes "[Uwe]";
+ mes "It's fine! It's not like I feel ^EEA9B8betrayed^000000 or anything, but I don't need them anymore! Since we're both in the business of smithing, I just hope that you remember to follow through on your favors, 'kay? Buhbye~";
+ close;
+ }
+ case 2:
+ if (checkweight(908,200) == 0) {
+ mes "[Uwe]";
+ mes "Oh, I was going to give";
+ mes "you a little something,";
+ mes "but you've carrying too";
+ mes "many things. Why don't";
+ mes "you put some of it away";
+ mes "in your Kafra Storage?";
+ close;
+ }
+ mes "[Uwe]";
+ mes "Well... Then... Anyway,";
+ mes "Congratulation to became";
+ if (Class == Job_Whitesmith) {
+ mes "a Master Smith!!";
+ mes "This is my present for it. Huhuhu.";
+ }
+ else {
+ mes "a Black Smith!!";
+ mes "This is my present for it. Huhuhu.";
+ if (Sex) {
+ mes "...You ^EEA9B8naughty boy^000000.";
+ }
+ else {
+ mes "...You ^EEA9B8naughty girl^000000.";
+ }
+ }
+ set ein_cook,219;
+ getitem 612,10; //Portable_Furnace
+ next;
+ mes "[Uwe]";
+ mes "I know it's not very extravagant, but these will come in handy next time you're smithing. So make the best use of them, 'kay?";
+ close;
+ }
+ }
+ }
+ }
+ if (ein_cook == 0) {
+ mes "[Uwe]";
+ mes "Cooking is such a joy~!";
+ mes "The scents, the flavors, the sensation of sheer ^EEA9B8satiation^000000...";
+ next;
+ switch(select("Um, isn't this a forge?:Ignore him.")) {
+ case 1:
+ mes "[Uwe]";
+ mes "Is this a forge?";
+ mes "Oh, sugar honey,";
+ mes "you haven't been here";
+ mes "before, haven't you?";
+ next;
+ mes "[Uwe]";
+ mes "My name is Uwe Kleine";
+ mes "and this is my forge~! I am";
+ mes "the most elegant Blacksmith";
+ mes "and the best chef here in the";
+ mes "Schwaltzvalt Republic~";
+ next;
+ mes "[Uwe]";
+ mes "Cooking is probably one";
+ mes "of the greatest pleasures";
+ mes "a craftsman can enjoy. Ooh,";
+ mes "what do you think is the most";
+ mes "important factor in cooking,";
+ if (Sex) {
+ mes "you ^EEA9B8naughty little man^000000?";
+ }
+ else {
+ mes "you ^EEA9B8naughty, naughty girl^000000?";
+ }
+ next;
+ switch(select("Heart.:Ingredients.:Skills.:Tools.")) {
+ case 1:
+ mes "[Uwe]";
+ mes "...";
+ mes "......";
+ mes "......Heart?";
+ next;
+ mes "[Uwe]";
+ mes "Na-na-na-na-noooo~";
+ mes "If a heart was all you";
+ mes "needed to cook or forge,";
+ mes "then anyone can make and";
+ mes "upgrade a Claymore, right?";
+ next;
+ mes "[Uwe]";
+ mes "What you really need";
+ mes "when cooking and forging";
+ mes "is ^EEA9B8desire^000000. The burning desire";
+ mes "and passion to make something";
+ mes "great! If that was what you meant, then you are absolutely right!";
+ next;
+ mes "[Uwe]";
+ mes "But any other meaning";
+ mes "to that answer would have";
+ mes "been absolutely wrooooong.";
+ next;
+ mes "[Uwe]";
+ mes "Oooh, I just received";
+ mes "some Emvertarcons today,";
+ mes "so please have one, 'kay?";
+ mes "Welcome to Einbroch, cutie~";
+ set ein_cook,1;
+ getitem 1011,1; //Emveretarcon
+ break;
+ case 2:
+ mes "[Uwe]";
+ mes "...";
+ mes "......";
+ mes "......Ingredients?";
+ next;
+ mes "[Uwe]";
+ mes "Na-na-na-na-noooo~";
+ mes "People always blame their";
+ mes "ingredients when something";
+ mes "goes wrong! It's those people";
+ mes "who just embarrass themselves~ ";
+ next;
+ mes "[Uwe]";
+ mes "Now, if you have the pride to only use the very best ingredients you can find, then that's fine. But the quality of whatever you make can't depend on the ingredients alone.";
+ next;
+ mes "[Uwe]";
+ mes "Speaking of ingredients,";
+ mes "someone just gave me some";
+ mes "Steel. Why don't you have 2 of";
+ mes "them as my little way of saying, ''Welcome to Einbroch, cutie~!''";
+ set ein_cook,3;
+ getitem 998,2; //Iron
+ break;
+ case 3:
+ mes "[Uwe]";
+ mes "...";
+ mes "......";
+ mes "......Skills?";
+ next;
+ mes "[Uwe]";
+ mes "Well, skill alone isn't";
+ mes "enough to make something";
+ mes "great. You also need to put in";
+ mes "the effort. You can't complain";
+ mes "about not having enough skill";
+ mes "when you slack off, right?";
+ next;
+ mes "[Uwe]";
+ mes "You always need to invest";
+ mes "time and effort to make your";
+ mes "crafts stand out. Now, if you";
+ mes "meet someone whose skill";
+ mes "makes yours seem pathetic, driving you to improve yourself...";
+ next;
+ mes "[Uwe]";
+ mes "Then by all means,";
+ mes "feel free to follow";
+ mes "your drive and improve";
+ mes "your skills! Just don't";
+ mes "fall back on your lack";
+ mes "of skills as any excuse.";
+ next;
+ mes "[Uwe]";
+ mes "Oooh, I just received";
+ mes "some Emvertarcons today,";
+ mes "so please have one, 'kay?";
+ mes "Welcome to Einbroch, cutie~";
+ set ein_cook,5;
+ getitem 1011,1; //Emveretarcon
+ break;
+ case 4:
+ mes "[Uwe]";
+ mes "...";
+ mes "......";
+ mes "......Tools?";
+ next;
+ mes "[Uwe]";
+ mes "Well, not just anyone can";
+ mes "bake delicious cakes, even";
+ mes "if they had the best oven in";
+ mes "in the Schwaltzvalt Republic.";
+ mes "And a child with all the tools";
+ mes "couldn't put a sword together.";
+ next;
+ mes "[Uwe]";
+ mes "Tools are helpful, but";
+ mes "master craftsmen never blame";
+ mes "their tools for their mistakes.";
+ next;
+ mes "[Uwe]";
+ mes "Oh, and speaking of";
+ mes "tools, I just received";
+ mes "some new hammers today.";
+ mes "Why don't you have one as";
+ mes "my way of saying ''Welcome";
+ mes "to Einbroch, sugar honey~''";
+ set ein_cook,7;
+ getitem 613,1; //Iron_Hammer
+ break;
+ }
+ next;
+ mes "[Uwe]";
+ mes "Oh...";
+ mes "And feel free to";
+ mes "come and see me";
+ mes "anytime, alright?";
+ mes "So don't be shy";
+ switch(rand(1,3)) {
+ case 1: mes "...Ho ho~"; close;
+ case 2: mes "...*Tee Hee~*"; close;
+ case 3: mes "...Behbie~"; close;
+ }
+ case 2:
+ mes "[Uwe]";
+ mes "Hmmm...?";
+ mes "Why don't you stay and chat?";
+ mes "Oh, you adventurers are always";
+ mes "so busy with your things to do";
+ mes "and people to see. Ah well~";
+ close;
+ }
+ }
+ else if (ein_cook < 10) {
+ mes "[Uwe]";
+ mes "Oh! Hello again,";
+ mes "you cutie adventurer.";
+ mes "So tell me, what brings";
+ mes "you here, "+strcharinfo(0)+"?";
+ next;
+ switch(select("Ask about Cooking.:Ask about Einbroch.:Cancel.")) {
+ case 1:
+ if (ein_cook == 1) {
+ mes "[Uwe]";
+ mes "Ooh, cooking!";
+ mes "So what did you";
+ mes "want to ask me...?";
+ next;
+ switch(select("Ingredients:Skills:Tools:Cancel")) {
+ case 1:
+ mes "[Uwe]";
+ mes "Now for beginners,";
+ mes "learning to select";
+ mes "and use ingredients";
+ mes "is one of the most";
+ mes "important fundamentals.";
+ next;
+ mes "[Uwe]";
+ mes "Cooking is like forging";
+ mes "since specific ingredients";
+ mes "are needed to make specialty";
+ mes "items or dishes. You can't just";
+ mes "skip them if you really need";
+ mes "them, right? Right!";
+ next;
+ mes "[Uwe]";
+ mes "Once you make up your";
+ mes "mind to do something,";
+ mes "focus on finishing it, 'kay?";
+ mes "Never cut corners and always";
+ mes "dedicate yourself to make the";
+ mes "very best finished product~";
+ next;
+ mes "[Uwe]";
+ mes "Well, that was";
+ mes "a fun talk. Come";
+ mes "back and visit, 'kay?";
+ mes "I'll miss you until";
+ mes "the next time~";
+ switch(rand(1,3)) {
+ case 1: mes "...Ho ho~"; close;
+ case 2: mes "...*Tee Hee~*"; close;
+ case 3: mes "...Behbie~"; close;
+ }
+ case 2:
+ mes "[Uwe]";
+ mes "When you're beginning to learn";
+ mes "skills, you can't let yourself be discouraged! Practice makes";
+ mes "perfect, you know? But never";
+ mes "use your lack of skills as an";
+ mes "excuse if you happen to fail...";
+ next;
+ mes "[Uwe]";
+ mes "Effort is also an essential";
+ mes "in forging and cooking! Now,";
+ mes "on the other hand, if you put";
+ mes "in all the effort but didn't learn any of the skills, you'll still get nowhere fast, right? Right!";
+ next;
+ mes "[Uwe]";
+ mes "The key is to always";
+ mes "give 100% effort and work";
+ mes "on improving your skills.";
+ mes "Before you know it, you'll";
+ mes "be a respected master!";
+ next;
+ mes "[Uwe]";
+ mes "Well, that was";
+ mes "a fun talk. Come";
+ mes "back and visit, 'kay?";
+ mes "I'll miss you until";
+ mes "the next time~";
+ switch(rand(1,3)) {
+ case 1: mes "Hohohohoho."; close;
+ case 2: mes "Umhohohoho.*"; close;
+ case 3: mes "Umho."; close;
+ }
+ case 3:
+ mes "[Uwe]";
+ mes "Cooking is a little";
+ mes "easier if you have";
+ mes "nicer tools to use,";
+ mes "but that's it. Tools by";
+ mes "themselves can't make";
+ mes "just anybody a master.";
+ next;
+ mes "[Uwe]";
+ mes "In the end, the best";
+ mes "tools are the ones you're";
+ mes "most comfortable with using.";
+ mes "In fact, I still use the old knife I used back when I was just";
+ mes "a little novice chef~";
+ next;
+ mes "[Uwe]";
+ mes "Oh, while we're on";
+ mes "the subject of tools,";
+ mes "I just received some";
+ mes "new hammers today.";
+ mes "Would you like a couple?";
+ next;
+ if (checkweight(908,50) == 0) {
+ mes "[Uwe]";
+ mes "Mmmm...?";
+ mes "You're holding too many";
+ mes "things. I can't give you any";
+ mes "hammers if you don't have";
+ mes "room. Hurry, put your extra";
+ mes "stuff in your Kafra Storage~";
+ close;
+ }
+ set ein_cook,11;
+ getitem 614,1; //Golden_Hammer
+ getitem 613,1; //Iron_Hammer
+ mes "[Uwe]";
+ mes "Well, I hope";
+ mes "you like them~";
+ switch(rand(1,3)) {
+ case 1: mes "...Ho ho~"; close;
+ case 2: mes "...*Tee Hee~*"; close;
+ case 3: mes "...Behbie~"; close;
+ }
+ case 4:
+ mes "[Uwe]";
+ mes "Oh...?";
+ mes "Well, feel";
+ mes "free to visit";
+ mes "me whenever";
+ mes "you want, 'kay?";
+ close;
+ }
+ }
+ else if (ein_cook == 3) {
+ mes "[Uwe]";
+ mes "Ooh, cooking!";
+ mes "So what did you";
+ mes "want to ask me...?";
+ next;
+ switch(select("Heart:Skills:Tools:Cancel.")) {
+ case 1:
+ mes "[Uwe]";
+ mes "Ah, heart. Just like forging,";
+ mes "you need passion and desire";
+ mes "to create something special.";
+ mes "Every smith and cook knows that";
+ mes "you can do anything if you have";
+ mes "the will and the commitment.";
+ next;
+ mes "[Uwe]";
+ mes "Well, that's all";
+ mes "I really have to";
+ mes "say about that. But";
+ mes "come back and chat";
+ mes "whenever you please.";
+ switch(rand(1,3)) {
+ case 1: mes "...Ho ho~"; close;
+ case 2: mes "...*Tee Hee~*"; close;
+ case 3: mes "...Behbie~"; close;
+ }
+ case 2:
+ mes "[Uwe]";
+ mes "When you're beginning to learn";
+ mes "skills, you can't let yourself be discouraged! Practice makes";
+ mes "perfect, you know? But never";
+ mes "use your lack of skills as an";
+ mes "excuse if you happen to fail...";
+ next;
+ mes "[Uwe]";
+ mes "Effort is also an essential";
+ mes "in forging and cooking! Now,";
+ mes "on the other hand, if you put";
+ mes "in all the effort but didn't learn any of the skills, you'll still get nowhere fast, right? Right!";
+ next;
+ mes "[Uwe]";
+ mes "The key is to always";
+ mes "give 100% effort and work";
+ mes "on improving your skills.";
+ mes "Before you know it, you'll";
+ mes "be a respected master!";
+ next;
+ mes "[Uwe]";
+ mes "Well, that was";
+ mes "a fun talk. Come";
+ mes "back and visit, 'kay?";
+ mes "I'll miss you until";
+ mes "the next time~";
+ switch(rand(1,3)) {
+ case 1: mes "Hohohohoho."; close;
+ case 2: mes "Umhohohoho.*"; close;
+ case 3: mes "Umho."; close;
+ }
+ case 3:
+ mes "[Uwe]";
+ mes "Cooking is a little";
+ mes "easier if you have";
+ mes "nicer tools to use,";
+ mes "but that's it. Tools by";
+ mes "themselves can't make";
+ mes "just anybody a master.";
+ next;
+ mes "[Uwe]";
+ mes "In the end, the best";
+ mes "tools are the ones you're";
+ mes "most comfortable with using.";
+ mes "In fact, I still use the old knife I used back when I was just";
+ mes "a little novice chef~";
+ next;
+ mes "[Uwe]";
+ mes "Oh, while we're on";
+ mes "the subject of tools,";
+ mes "I just received some";
+ mes "new hammers today.";
+ mes "Would you like a couple?";
+ next;
+ if (checkweight(908,50) == 0) {
+ mes "[Uwe]";
+ mes "Mmmm...?";
+ mes "You're holding too many";
+ mes "things. I can't give you any";
+ mes "hammers if you don't have";
+ mes "room. Hurry, put your extra";
+ mes "stuff in your Kafra Storage~";
+ close;
+ }
+ set ein_cook,13;
+ getitem 614,1; //Golden_Hammer
+ getitem 613,1; //Iron_Hammer
+ mes "[Uwe]";
+ mes "Well, I hope";
+ mes "you like them~";
+ switch(rand(1,3)) {
+ case 1: mes "...Ho ho~"; close;
+ case 2: mes "...*Tee Hee~*"; close;
+ case 3: mes "...Behbie~"; close;
+ }
+ case 4:
+ mes "[Uwe]";
+ mes "Oh...?";
+ mes "Well, feel";
+ mes "free to visit";
+ mes "me whenever";
+ mes "you want, 'kay?";
+ close;
+ }
+ }
+ else if (ein_cook == 5) {
+ mes "[Uwe]";
+ mes "Ooh, cooking!";
+ mes "So what did you";
+ mes "want to ask me...?";
+ next;
+ switch(select("Heart:Ingredients:Tools:Cancel")) {
+ case 1:
+ mes "[Uwe]";
+ mes "Ah, heart. Just like forging,";
+ mes "you need passion and desire";
+ mes "to create something special.";
+ mes "Every smith and cook knows that";
+ mes "you can do anything if you have";
+ mes "the will and the commitment.";
+ next;
+ mes "[Uwe]";
+ mes "Well, that's all";
+ mes "I really have to";
+ mes "say about that. But";
+ mes "come back and chat";
+ mes "whenever you please.";
+ switch(rand(1,3)) {
+ case 1: mes "...Ho ho~"; close;
+ case 2: mes "...*Tee Hee~*"; close;
+ case 3: mes "...Behbie~"; close;
+ }
+ case 2:
+ mes "[Uwe]";
+ mes "Now for beginners,";
+ mes "learning to select";
+ mes "and use ingredients";
+ mes "is one of the most";
+ mes "important fundamentals.";
+ next;
+ mes "[Uwe]";
+ mes "Cooking is like forging";
+ mes "since specific ingredients";
+ mes "are needed to make specialty";
+ mes "items or dishes. You can't just";
+ mes "skip them if you really need";
+ mes "them, right? Right!";
+ next;
+ mes "[Uwe]";
+ mes "Once you make up your";
+ mes "mind to do something,";
+ mes "focus on finishing it, 'kay?";
+ mes "Never cut corners and always";
+ mes "dedicate yourself to make the";
+ mes "very best finished product~";
+ next;
+ mes "[Uwe]";
+ mes "Well, that was";
+ mes "a fun talk. Come";
+ mes "back and visit, 'kay?";
+ mes "I'll miss you until";
+ mes "the next time~";
+ switch(rand(1,3)) {
+ case 1: mes "...Ho ho~"; close;
+ case 2: mes "...*Tee Hee~*"; close;
+ case 3: mes "...Behbie~"; close;
+ }
+ case 3:
+ mes "[Uwe]";
+ mes "Cooking is a little";
+ mes "easier if you have";
+ mes "nicer tools to use,";
+ mes "but that's it. Tools by";
+ mes "themselves can't make";
+ mes "just anybody a master.";
+ next;
+ mes "[Uwe]";
+ mes "In the end, the best";
+ mes "tools are the ones you're";
+ mes "most comfortable with using.";
+ mes "In fact, I still use the old knife I used back when I was just";
+ mes "a little novice chef~";
+ next;
+ mes "[Uwe]";
+ mes "Oh, while we're on";
+ mes "the subject of tools,";
+ mes "I just received some";
+ mes "new hammers today.";
+ mes "Would you like a couple?";
+ next;
+ if (checkweight(908,50) == 0) {
+ mes "[Uwe]";
+ mes "Mmmm...?";
+ mes "You're holding too many";
+ mes "things. I can't give you any";
+ mes "hammers if you don't have";
+ mes "room. Hurry, put your extra";
+ mes "stuff in your Kafra Storage~";
+ close;
+ }
+ set ein_cook,15;
+ getitem 614,1; //Golden_Hammer
+ getitem 613,1; //Iron_Hammer
+ next;
+ mes "[Uwe]";
+ mes "Well, I hope";
+ mes "you like them~";
+ switch(rand(1,3)) {
+ case 1: mes "...Ho ho~"; close;
+ case 2: mes "...*Tee Hee~*"; close;
+ case 3: mes "...Behbie~"; close;
+ }
+ case 4:
+ mes "[Uwe]";
+ mes "Oh...?";
+ mes "Well, feel";
+ mes "free to visit";
+ mes "me whenever";
+ mes "you want, 'kay?";
+ close;
+ }
+ }
+ else if (ein_cook == 7) {
+ mes "[Uwe]";
+ mes "Ooh, cooking!";
+ mes "So what did you";
+ mes "want to ask me...?";
+ next;
+ switch(select("Heart:Ingredients:Skills:Cancel.")) {
+ case 1:
+ mes "[Uwe]";
+ mes "Ah, heart. Just like forging,";
+ mes "you need passion and desire";
+ mes "to create something special.";
+ mes "Every smith and cook knows that";
+ mes "you can do anything if you have";
+ mes "the will and the commitment.";
+ next;
+ mes "[Uwe]";
+ mes "Well, that's all";
+ mes "I really have to";
+ mes "say about that. But";
+ mes "come back and chat";
+ mes "whenever you please.";
+ switch(rand(1,3)) {
+ case 1: mes "...Ho ho~"; close;
+ case 2: mes "...*Tee Hee~*"; close;
+ case 3: mes "...Behbie~"; close;
+ }
+ case 2:
+ mes "[Uwe]";
+ mes "Now for beginners,";
+ mes "learning to select";
+ mes "and use ingredients";
+ mes "is one of the most";
+ mes "important fundamentals.";
+ next;
+ mes "[Uwe]";
+ mes "Cooking is like forging";
+ mes "since specific ingredients";
+ mes "are needed to make specialty";
+ mes "items or dishes. You can't just";
+ mes "skip them if you really need";
+ mes "them, right? Right!";
+ next;
+ mes "[Uwe]";
+ mes "Once you make up your";
+ mes "mind to do something,";
+ mes "focus on finishing it, 'kay?";
+ mes "Never cut corners and always";
+ mes "dedicate yourself to make the";
+ mes "very best finished product~";
+ set ein_cook,17;
+ next;
+ mes "[Uwe]";
+ mes "Well, that was";
+ mes "a fun talk. Come";
+ mes "back and visit, 'kay?";
+ mes "I'll miss you until";
+ mes "the next time~";
+ switch(rand(1,3)) {
+ case 1: mes "...Ho ho~"; close;
+ case 2: mes "...*Tee Hee~*"; close;
+ case 3: mes "...Behbie~"; close;
+ }
+ case 3:
+ mes "[Uwe]";
+ mes "'I couldn't do it cuz";
+ mes "I'm not skillful with it.'";
+ mes "It's the most foolish words in the world.";
+ mes "There's only way for cooking.";
+ mes "Practice, practice and try!.";
+ next;
+ mes "[Uwe]";
+ mes "I know it's the easiest";
+ mes "lame excuse for a person";
+ mes "who never try hard anything.";
+ mes "";
+ next;
+ mes "[Uwe]";
+ mes "It's very same for a smith job.";
+ mes "If you don't try to";
+ mes "upgrade your skill,";
+ mes "your works will be poor";
+ mes "forever..";
+ next;
+ mes "[Uwe]";
+ mes "But there's different way";
+ mes "to blaim on your skill.";
+ mes "When you face the higher wall,";
+ mes "you can feel that you're not enough yet.";
+ mes "Then you can reproch yourself and your skills.";
+ mes "It's natural.";
+ next;
+ mes "[Uwe]";
+ mes "After that ordeal, if you try harder";
+ mes "and make your goal higher,";
+ mes "every people around you will";
+ mes "look up to you.";
+ next;
+ mes "[Uwe]";
+ mes "Well, I hope";
+ mes "you like them~";
+ switch(rand(1,3)) {
+ case 1: mes "...Ho ho~"; close;
+ case 2: mes "...*Tee Hee~*"; close;
+ case 3: mes "...Behbie~"; close;
+ }
+ case 4:
+ mes "[Uwe]";
+ mes "Oh...?";
+ mes "Well, feel";
+ mes "free to visit";
+ mes "me whenever";
+ mes "you want, 'kay?";
+ close;
+ }
+ }
+ else if (ein_cook == 9) {
+ mes "[Uwe]";
+ mes "Ooh, cooking!";
+ mes "So what did you";
+ mes "want to ask me...?";
+ next;
+ switch(select("Heart:Ingredients:Skills:Tools:Cancel.")) {
+ case 1:
+ mes "[Uwe]";
+ mes "Ah, heart. Just like forging,";
+ mes "you need passion and desire";
+ mes "to create something special.";
+ mes "Every smith and cook knows that";
+ mes "you can do anything if you have";
+ mes "the will and the commitment.";
+ next;
+ mes "[Uwe]";
+ mes "Well, that's all";
+ mes "I really have to";
+ mes "say about that. But";
+ mes "come back and chat";
+ mes "whenever you please.";
+ switch(rand(1,3)) {
+ case 1: mes "...Ho ho~"; close;
+ case 2: mes "...*Tee Hee~*"; close;
+ case 3: mes "...Behbie~"; close;
+ }
+ case 2:
+ mes "[Uwe]";
+ mes "Now for beginners,";
+ mes "learning to select";
+ mes "and use ingredients";
+ mes "is one of the most";
+ mes "important fundamentals.";
+ next;
+ mes "[Uwe]";
+ mes "Cooking is like forging";
+ mes "since specific ingredients";
+ mes "are needed to make specialty";
+ mes "items or dishes. You can't just";
+ mes "skip them if you really need";
+ mes "them, right? Right!";
+ next;
+ mes "[Uwe]";
+ mes "Once you make up your";
+ mes "mind to do something,";
+ mes "focus on finishing it, 'kay?";
+ mes "Never cut corners and always";
+ mes "dedicate yourself to make the";
+ mes "very best finished product~";
+ next;
+ mes "[Uwe]";
+ mes "Well, that was";
+ mes "a fun talk. Come";
+ mes "back and visit, 'kay?";
+ mes "I'll miss you until";
+ mes "the next time~";
+ switch(rand(1,3)) {
+ case 1: mes "...Ho ho~"; close;
+ case 2: mes "...*Tee Hee~*"; close;
+ case 3: mes "...Behbie~"; close;
+ }
+ case 3:
+ mes "[Uwe]";
+ mes "When you're beginning to learn";
+ mes "skills, you can't let yourself be discouraged! Practice makes";
+ mes "perfect, you know? But never";
+ mes "use your lack of skills as an";
+ mes "excuse if you happen to fail...";
+ next;
+ mes "[Uwe]";
+ mes "Effort is also an essential";
+ mes "in forging and cooking! Now,";
+ mes "on the other hand, if you put";
+ mes "in all the effort but didn't learn any of the skills, you'll still get nowhere fast, right? Right!";
+ next;
+ mes "[Uwe]";
+ mes "The key is to always";
+ mes "give 100% effort and work";
+ mes "on improving your skills.";
+ mes "Before you know it, you'll";
+ mes "be a respected master!";
+ next;
+ mes "[Uwe]";
+ mes "Well, that was";
+ mes "a fun talk. Come";
+ mes "back and visit, 'kay?";
+ mes "I'll miss you until";
+ mes "the next time~";
+ switch(rand(1,3)) {
+ case 1: mes "Hohohohoho."; close;
+ case 2: mes "Umhohohoho.*"; close;
+ case 3: mes "Umho."; close;
+ }
+ case 4:
+ mes "[Uwe]";
+ mes "Cooking is a little";
+ mes "easier if you have";
+ mes "nicer tools to use,";
+ mes "but that's it. Tools by";
+ mes "themselves can't make";
+ mes "just anybody a master.";
+ next;
+ mes "[Uwe]";
+ mes "In the end, the best";
+ mes "tools are the ones you're";
+ mes "most comfortable with using.";
+ mes "In fact, I still use the old knife I used back when I was just";
+ mes "a little novice chef~";
+ next;
+ mes "[Uwe]";
+ mes "Oh, while we're on";
+ mes "the subject of tools,";
+ mes "I just received some";
+ mes "new hammers today.";
+ mes "Would you like a couple?";
+ next;
+ if (checkweight(908,50) == 0) {
+ mes "[Uwe]";
+ mes "Mmmm...?";
+ mes "You're holding too many";
+ mes "things. I can't give you any";
+ mes "hammers if you don't have";
+ mes "room. Hurry, put your extra";
+ mes "stuff in your Kafra Storage~";
+ close;
+ }
+ set ein_cook,19;
+ getitem 614,1; //Golden_Hammer
+ getitem 613,1; //Iron_Hammer
+ next;
+ mes "[Uwe]";
+ mes "Well, I hope";
+ mes "you like them~";
+ switch(rand(1,3)) {
+ case 1: mes "...Ho ho~"; close;
+ case 2: mes "...*Tee Hee~*"; close;
+ case 3: mes "...Behbie~"; close;
+ }
+ case 5:
+ mes "[Uwe]";
+ mes "Oh...?";
+ mes "Well, feel";
+ mes "free to visit";
+ mes "me whenever";
+ mes "you want, 'kay?";
+ close;
+ }
+ }
+ case 2:
+ mes "[Uwe]";
+ mes "Einbroch was originally";
+ mes "built to support Einbech's";
+ mes "mining efforts. Because it's";
+ mes "small and crowded with people,";
+ mes "there's no room to build the ore refining factories over there.";
+ next;
+ mes "[Uwe]";
+ mes "Since Einbroch used to be";
+ mes "an empty lot, it was perfect";
+ mes "for building factories. That's";
+ mes "what my grandfather told me a";
+ mes "long time ago. Anyway, Einbroch quickly grew into a major city.";
+ next;
+ mes "[Uwe]";
+ mes "Now people think that this";
+ mes "city was never planned to be";
+ mes "just an extension of Einbech.";
+ mes "See that rampart over there?";
+ mes "It doesn't connect to Einbech at all! No protection for them...";
+ next;
+ mes "[Uwe]";
+ mes "It's like the government";
+ mes "lost all interest in Einbech.";
+ mes "Even the miners there have";
+ mes "been moving here to work in ";
+ mes "the factories. But more people hasn't made this city more lively.";
+ next;
+ mes "[Uwe]";
+ mes "Einbroch may look modern";
+ mes "and exciting now, but soon";
+ mes "you'll see that there's no sign";
+ mes "of warmth or life. So... Just don't live here in your old age.";
+ next;
+ switch(select("Then why are you here?:But I like the city life~")) {
+ case 1:
+ mes "[Uwe]";
+ mes "Well, sugar honey,";
+ mes "I've been waiting for";
+ mes "someone. But... It looks";
+ mes "like that person won't be";
+ mes "coming back anyway.";
+ next;
+ mes "[Uwe]";
+ mes "Oooh, but let's not talk";
+ mes "about that. Next time you";
+ mes "drop by, we'll talk about";
+ mes "something more fun, 'kay?";
+ close;
+ case 2:
+ mes "[Uwe]";
+ mes "Big cities can be nice,";
+ mes "but you never get to enjoy";
+ mes "the sensation of stepping";
+ mes "barefoot through the grass,";
+ mes "or the magnificent sight of";
+ mes "the shining stars at night.";
+ next;
+ mes "[Uwe]";
+ mes "And the people who live";
+ mes "in the cities can be so";
+ mes "uptight! I've known more";
+ mes "than a few who look down";
+ mes "on people from smaller towns.";
+ next;
+ mes "[Uwe]";
+ mes "It's sad to see some";
+ mes "people will always be";
+ mes "that ignorant. I... I just";
+ mes "can't believe those people";
+ mes "can be sooo close minded!";
+ next;
+ mes "[Uwe]";
+ mes "Oh...!";
+ mes "I'm sorry, I guess";
+ mes "I went a little overboard.";
+ mes "^666666*Titter*^000000 Next time you drop";
+ mes "by, we'll talk about something";
+ mes "more fun, 'kay? Buhbye~";
+ close;
+ }
+ case 3:
+ mes "[Uwe]";
+ mes "Oh...?";
+ mes "Well, feel";
+ mes "free to visit";
+ mes "me whenever";
+ mes "you want, 'kay?";
+ close;
+ }
+ }
+ else if ((ein_cook < 20) || (ein_cook == 219)) {
+ mes "[Uwe]";
+ mes "Oh, welcome back.";
+ mes "So how's the weapon";
+ mes "forging coming along?";
+ next;
+ switch(select("Talk about Cooking:Talk about Einbroch:Talk about Cooking Utensils:Cancel")) {
+ case 1:
+ mes "[Uwe]";
+ mes "Ooh, cooking!";
+ mes "So what did you";
+ mes "want to ask me...?";
+ next;
+ switch(select("Heart:Ingredients:Skills:Tools:Cancel.")) {
+ case 1:
+ mes "[Uwe]";
+ mes "Ah, heart. Just like forging,";
+ mes "you need passion and desire";
+ mes "to create something special.";
+ mes "Every smith and cook knows that";
+ mes "you can do anything if you have";
+ mes "the will and the commitment.";
+ next;
+ mes "[Uwe]";
+ mes "Well, that's all";
+ mes "I really have to";
+ mes "say about that. But";
+ mes "come back and chat";
+ mes "whenever you please.";
+ switch(rand(1,3)) {
+ case 1: mes "...Ho ho~"; close;
+ case 2: mes "...*Tee Hee~*"; close;
+ case 3: mes "...Behbie~"; close;
+ }
+ case 2:
+ mes "[Uwe]";
+ mes "Now for beginners,";
+ mes "learning to select";
+ mes "and use ingredients";
+ mes "is one of the most";
+ mes "important fundamentals.";
+ next;
+ mes "[Uwe]";
+ mes "Cooking is like forging";
+ mes "since specific ingredients";
+ mes "are needed to make specialty";
+ mes "items or dishes. You can't just";
+ mes "skip them if you really need";
+ mes "them, right? Right!";
+ next;
+ mes "[Uwe]";
+ mes "Once you make up your";
+ mes "mind to do something,";
+ mes "focus on finishing it, 'kay?";
+ mes "Never cut corners and always";
+ mes "dedicate yourself to make the";
+ mes "very best finished product~";
+ next;
+ mes "[Uwe]";
+ mes "Well, that was";
+ mes "a fun talk. Come";
+ mes "back and visit, 'kay?";
+ mes "I'll miss you until";
+ mes "the next time~";
+ switch(rand(1,3)) {
+ case 1: mes "...Ho ho~"; close;
+ case 2: mes "...*Tee Hee~*"; close;
+ case 3: mes "...Behbie~"; close;
+ }
+ case 3:
+ mes "[Uwe]";
+ mes "When you're beginning to learn";
+ mes "skills, you can't let yourself be discouraged! Practice makes";
+ mes "perfect, you know? But never";
+ mes "use your lack of skills as an";
+ mes "excuse if you happen to fail...";
+ next;
+ mes "[Uwe]";
+ mes "Effort is also an essential";
+ mes "in forging and cooking! Now,";
+ mes "on the other hand, if you put";
+ mes "in all the effort but didn't learn any of the skills, you'll still get nowhere fast, right? Right!";
+ next;
+ mes "[Uwe]";
+ mes "The key is to always";
+ mes "give 100% effort and work";
+ mes "on improving your skills.";
+ mes "Before you know it, you'll";
+ mes "be a respected master!";
+ next;
+ mes "[Uwe]";
+ mes "Well, that was";
+ mes "a fun talk. Come";
+ mes "back and visit, 'kay?";
+ mes "I'll miss you until";
+ mes "the next time~";
+ switch(rand(1,3)) {
+ case 1: mes "...Ho ho~"; close;
+ case 2: mes "...*Tee Hee~*"; close;
+ case 3: mes "...Behbie~"; close;
+ }
+ case 4:
+ mes "[Uwe]";
+ mes "Cooking is a little";
+ mes "easier if you have";
+ mes "nicer tools to use,";
+ mes "but that's it. Tools by";
+ mes "themselves can't make";
+ mes "just anybody a master.";
+ next;
+ mes "[Uwe]";
+ mes "In the end, the best";
+ mes "tools are the ones you're";
+ mes "most comfortable with using.";
+ mes "In fact, I still use the old knife I used back when I was just";
+ mes "a little novice chef~";
+ next;
+ mes "[Uwe]";
+ mes "Well, that was";
+ mes "a fun talk. Come";
+ mes "back and visit, 'kay?";
+ mes "I'll miss you until";
+ mes "the next time~";
+ switch(rand(1,3)) {
+ case 1: mes "...Ho ho~"; close;
+ case 2: mes "...*Tee Hee~*"; close;
+ case 3: mes "...Behbie~"; close;
+ }
+ case 5:
+ mes "[Uwe]";
+ mes "Oh...?";
+ mes "Well, feel";
+ mes "free to visit";
+ mes "me whenever";
+ mes "you want, 'kay?";
+ close;
+ }
+ case 2:
+ mes "[Uwe]";
+ mes "Einbroch was originally";
+ mes "built to support Einbech's";
+ mes "mining efforts. Because it's";
+ mes "small and crowded with people,";
+ mes "there's no room to build the ore refining factories over there.";
+ next;
+ mes "[Uwe]";
+ mes "Since Einbroch used to be";
+ mes "an empty lot, it was perfect";
+ mes "for building factories. That's";
+ mes "what my grandfather told me a";
+ mes "long time ago. Anyway, Einbroch quickly grew into a major city.";
+ next;
+ mes "[Uwe]";
+ mes "Now people think that this";
+ mes "city was never planned to be";
+ mes "just an extension of Einbech.";
+ mes "See that rampart over there?";
+ mes "It doesn't connect to Einbech at all! No protection for them...";
+ next;
+ mes "[Uwe]";
+ mes "It's like the government";
+ mes "lost all interest in Einbech.";
+ mes "Even the miners there have";
+ mes "been moving here to work in ";
+ mes "the factories. But more people hasn't made this city more lively.";
+ next;
+ mes "[Uwe]";
+ mes "Einbroch may look modern";
+ mes "and exciting now, but soon";
+ mes "you'll see that there's no sign";
+ mes "of warmth or life. So... Just don't live here in your old age.";
+ next;
+ switch(select("Then why are you here?:But I like the city life~")) {
+ case 1:
+ mes "[Uwe]";
+ mes "Well, sugar honey,";
+ mes "I've been waiting for someone. But... It looks like that person won't be coming back anyway.";
+ next;
+ mes "[Uwe]";
+ mes "Oooh, but let's not talk about that. Next time you drop by, we'll talk about something more fun, 'kay? Buhbye~";
+ close;
+ case 2:
+ mes "[Uwe]";
+ mes "Well, big cities are nice, but you never get to enjoy the sensation of stepping barefoot through the grass, or the clear sight of the stars at night.";
+ next;
+ mes "[Uwe]";
+ mes "And the people who live in cities can be so uptight! I've known more than a few who look down on people who live in smaller towns.";
+ next;
+ mes "[Uwe]";
+ mes "It's sad to see some people will always be that ignorant. I... I just can't believe people can be sooo close minded!";
+ next;
+ mes "[Uwe]";
+ mes "Oh...!";
+ mes "I'm sorry, I guess I went a little overboard. ^666666*Titter*^000000 Next time you drop by, we'll talk about something more fun, 'kay? Buhbye~";
+ close;
+ }
+ case 3:
+ mes "[Uwe]";
+ mes "Cooking utensils?";
+ mes "Well, they're usually";
+ mes "made out of ^0000FFJubilee^000000,";
+ mes "a crystallization dropped";
+ mes "from mineral monsters.";
+ next;
+ mes "[Uwe]";
+ mes "Jubilee is too soft";
+ mes "to make weapons, but";
+ mes "it conducts heat very well";
+ mes "so it's perfect for making";
+ mes "cooking utensils! *Tee hee~*";
+ next;
+ mes "[Uwe]";
+ mes "That reminds me...";
+ mes "I need to make some new cooking utensils soon. Would you do me a favor and let me have some of your materials? Pretty pleeeeeease~";
+ next;
+ mes "[Uwe]";
+ mes "If you don't mind,";
+ mes "would you please give me";
+ mes "30 ^0000FFJubilee^000000 and 4 ^0000FFLarge Jellopy^000000.";
+ mes "Then, I'll trade you 1 Coal for all of those. How does it sound?";
+ next;
+ switch(select("Sure.:No, thanks.")) {
+ case 1:
+ if ((countitem(7312) > 29) && (countitem(7126) > 3)) {
+ delitem 7312,30; //Jubilee
+ delitem 7126,4; //Large_Jellopy
+ getitem 1003,1; //Coal
+ mes "[Uwe]";
+ mes "Hooray!";
+ mes "Thank you";
+ mes "^EEA9B8soooo^000000 much!";
+ close;
+ }
+ else {
+ mes "[Uwe]";
+ mes "Hmmm...?";
+ mes "You don't have";
+ mes "enough of them?";
+ next;
+ mes "[Uwe]";
+ mes "Oh well, don't";
+ mes "worry. You can take";
+ mes "your time and bring";
+ mes "that stuff whenever";
+ mes " you can, 'kay?";
+ close;
+ }
+ case 2:
+ mes "[Uwe]";
+ mes "I understand.";
+ mes "You might not have all";
+ mes "that Jubilee and Large Jellopy";
+ mes "I'm asking for at the moment,";
+ mes "anyway. But if you do get them, would visit me again, cutie?";
+ close;
+ }
+ case 4:
+ mes "[Uwe]";
+ mes "Oh...?";
+ mes "Well, feel";
+ mes "free to visit";
+ mes "me whenever";
+ mes "you want, 'kay?";
+ close;
+ }
+ }
+ else if (ein_cook > 299) {
+ if (Class == Job_Whitesmith) {
+ mes "[Uwe]";
+ mes "Oooh...!";
+ mes "Congratulations!";
+ mes "You finally became";
+ mes "a cutie MasterSmith!";
+ next;
+ mes "[Uwe]";
+ mes "Mmmm...";
+ mes "I know!";
+ mes "Let's celebrate!";
+ mes "Here sugar honey,";
+ mes "have some of these";
+ mes "cookies I just baked~";
+ next;
+ set ein_cook,9;
+ getitem 538,5; //Well_Baked_Cookie
+ mes "[Uwe]";
+ mes "Okay, enjoy!";
+ mes "I hope you have";
+ mes "a good time smithing!";
+ close;
+ }
+ else {
+ mes "[Uwe]";
+ mes "Hmmm?";
+ mes "Oh, it's you~";
+ mes "I'm sorry, I was";
+ mes "just thinking about";
+ mes "something but now I just";
+ mes "lost my train of thought.";
+ set ein_cook,219;
+ next;
+ mes "[Uwe]";
+ mes "What was I going";
+ mes "to say? Hmm, I can't";
+ mes "quite remember. Oh well,";
+ mes "I'll see you later, cutie~";
+ close;
+ }
+ }
+ }
+ else {
+ set .@aaa,ein_cook % 2;
+ if (.@aaa == 1) {
+ set .@bbb,ein_cook;
+ if (.@bbb > 99) {
+ set .@bbb,.@bbb-100;
+ if (.@bbb > 99) {
+ set .@bbb,.@bbb-100;
+ if (.@bbb > 99) {
+ set .@ccc,3;
+ }
+ else {
+ set .@ccc,2;
+ }
+ }
+ else {
+ set .@ccc,1;
+ }
+ }
+ else {
+ set .@ccc,0;
+ }
+ if (.@ccc < 3) {
+ mes "[Uwe]";
+ mes "Hm...?";
+ mes "I never forget a face,";
+ mes "but somehow I feel like";
+ mes "we've met somewhere before...";
+ next;
+ if (.@ccc == 0) {
+ set ein_cook,ein_cook+300;
+ }
+ else if (.@ccc == 2) {
+ set ein_cook,ein_cook+100;
+ }
+ mes "[Uwe]";
+ mes "Ah...!";
+ mes "I have it!";
+ mes "" + strcharinfo(0) + "!";
+ mes "Yes, now I remember you.";
+ mes "Decided to transcend, eh?";
+ next;
+ mes "[Uwe]";
+ mes "What brings to";
+ if (Sex) {
+ mes "me, you ^EEA9B8naughty boy^000000?";
+ }
+ else {
+ mes "me, you ^EEA9B8naughty girl^000000?";
+ }
+ next;
+ }
+ else if (.@ccc == 3) {
+ mes "[Uwe]";
+ mes "Ah, hello again,";
+ mes "cutie adventurer.";
+ mes "How can I help you?";
+ next;
+ }
+ switch(select("Ask about Einbroch.:Ask about Cooking.:Cancel.")) {
+ case 1:
+ mes "[Uwe]";
+ mes "Einbroch was originally";
+ mes "built to support Einbech's";
+ mes "mining efforts. Because it's";
+ mes "small and crowded with people,";
+ mes "there's no room to build the ore refining factories over there.";
+ next;
+ mes "[Uwe]";
+ mes "Since Einbroch used to be";
+ mes "an empty lot, it was perfect";
+ mes "for building factories. That's";
+ mes "what my grandfather told me a";
+ mes "long time ago. Anyway, Einbroch quickly grew into a major city.";
+ next;
+ mes "[Uwe]";
+ mes "Now people think that this";
+ mes "city was never planned to be";
+ mes "just an extension of Einbech.";
+ mes "See that rampart over there?";
+ mes "It doesn't connect to Einbech at all! No protection for them...";
+ next;
+ mes "[Uwe]";
+ mes "It's like the government";
+ mes "lost all interest in Einbech.";
+ mes "Even the miners there have";
+ mes "been moving here to work in ";
+ mes "the factories. But more people hasn't made this city more lively.";
+ next;
+ mes "[Uwe]";
+ mes "Einbroch may look modern";
+ mes "and exciting now, but soon";
+ mes "you'll see that there's no sign";
+ mes "of warmth or life. So... Just don't live here in your old age.";
+ next;
+ switch(select("Then why are you here?:I won't. Thanks for the advice.")) {
+ case 1:
+ mes "[Uwe]";
+ mes "Well, I have some";
+ mes "precious memories of";
+ mes "this place. Once, there was";
+ mes "a man who lived here who";
+ mes "was just like a father to me.";
+ next;
+ mes "[Uwe]";
+ mes "Oh, but I'm sure that";
+ mes "you don't want to hear";
+ mes "about that. Next time you";
+ mes "drop by, we'll talk about";
+ mes "something more fun, 'kay?";
+ mes "Buhbye for now, cutie~";
+ close;
+ case 2:
+ mes "[Uwe]";
+ mes "Oh, that is such";
+ mes "a good decision,";
+ mes "sugar honey! Oh, you";
+ mes "cutie adventurers are";
+ mes "so precious, so lovable.";
+ mes "^333333*Tee hee hee~*^000000";
+ next;
+ mes "[Uwe]";
+ mes "Well, that was";
+ mes "a fun talk. Come";
+ mes "back and visit, 'kay?";
+ mes "I'll miss you until";
+ mes "the next time~";
+ close;
+ }
+ case 2:
+ mes "[Uwe]";
+ mes "Ooh, cooking!";
+ mes "So what did you";
+ mes "want to ask me...?";
+ next;
+ switch(select("Heart:Ingredients:Skills:Tools:Cancel.")) {
+ case 1:
+ mes "[Uwe]";
+ mes "Ah, heart. Just like forging,";
+ mes "you need passion and desire";
+ mes "to create something special.";
+ mes "Every smith and cook knows that";
+ mes "you can do anything if you have";
+ mes "the will and the commitment.";
+ next;
+ mes "[Uwe]";
+ mes "Well, that's all";
+ mes "I really have to";
+ mes "say about that. But";
+ mes "come back and chat";
+ mes "whenever you please.";
+ break;
+ case 2:
+ mes "[Uwe]";
+ mes "Now for beginners,";
+ mes "learning to select";
+ mes "and use ingredients";
+ mes "is one of the most";
+ mes "important fundamentals.";
+ next;
+ mes "[Uwe]";
+ mes "Cooking is like forging";
+ mes "since specific ingredients";
+ mes "are needed to make specialty";
+ mes "items or dishes. You can't just";
+ mes "skip them if you really need";
+ mes "them, right? Right!";
+ next;
+ mes "[Uwe]";
+ mes "Once you make up your";
+ mes "mind to do something,";
+ mes "focus on finishing it, 'kay?";
+ mes "Never cut corners and always";
+ mes "dedicate yourself to make the";
+ mes "very best finished product~";
+ next;
+ mes "[Uwe]";
+ mes "Well, that was";
+ mes "a fun talk. Come";
+ mes "back and visit, 'kay?";
+ mes "I'll miss you until";
+ mes "the next time~";
+ break;
+ case 3:
+ mes "[Uwe]";
+ mes "When you're beginning to learn";
+ mes "skills, you can't let yourself be discouraged! Practice makes";
+ mes "perfect, you know? But never";
+ mes "use your lack of skills as an";
+ mes "excuse if you happen to fail...";
+ next;
+ mes "[Uwe]";
+ mes "Effort is also an essential";
+ mes "in forging and cooking! Now,";
+ mes "on the other hand, if you put";
+ mes "in all the effort but didn't learn any of the skills, you'll still get nowhere fast, right? Right!";
+ next;
+ mes "[Uwe]";
+ mes "The key is to always";
+ mes "give 100% effort and work";
+ mes "on improving your skills.";
+ mes "Before you know it, you'll";
+ mes "be a respected master!";
+ next;
+ mes "[Uwe]";
+ mes "Well, that was";
+ mes "a fun talk. Come";
+ mes "back and visit, 'kay?";
+ mes "I'll miss you until";
+ mes "the next time~";
+ break;
+ case 4:
+ mes "[Uwe]";
+ mes "Cooking is a little";
+ mes "easier if you have";
+ mes "nicer tools to use,";
+ mes "but that's it. Tools by";
+ mes "themselves can't make";
+ mes "just anybody a master.";
+ next;
+ mes "[Uwe]";
+ mes "In the end, the best";
+ mes "tools are the ones you're";
+ mes "most comfortable with using.";
+ mes "In fact, I still use the old knife I used back when I was just";
+ mes "a little novice chef~";
+ next;
+ mes "[Uwe]" ;
+ mes "Well, that was";
+ mes "a fun talk. Come";
+ mes "back and visit, 'kay?";
+ mes "I'll miss you until";
+ mes "the next time~";
+ break;
+ case 5:
+ mes "[Uwe]";
+ mes "Oh...?";
+ mes "Well, feel";
+ mes "free to visit";
+ mes "me whenever";
+ mes "you want, 'kay?";
+ close;
+ }
+ switch(rand(1,3)) {
+ case 1: mes "...Ho ho~"; break;
+ case 2: mes "...*Tee Hee~*"; break;
+ case 3: mes "...Behbie~";
+ }
+ close;
+
+ case 3:
+ mes "[Uwe]";
+ mes "Oh...?";
+ mes "Well, feel";
+ mes "free to visit";
+ mes "me whenever";
+ mes "you want, 'kay?";
+ close;
+ }
+ }
+ if (ein_cook > 999) {
+ set .@eee,ein_cook-1000;
+ if (.@eee > 199) {
+ mes "[Uwe]";
+ mes "Ah, hello again,";
+ mes "cutie adventurer.";
+ mes "How can I help you?";
+ next;
+ switch(select("Talk about Einbroch.:Ask him to forge a Weapon.:Talk about Cooking.:Cancel.")) {
+ case 1:
+ mes "[Uwe]";
+ mes "Einbroch was originally";
+ mes "built to support Einbech's";
+ mes "mining efforts. Because it's";
+ mes "small and crowded with people,";
+ mes "there's no room to build the ore refining factories over there.";
+ next;
+ mes "[Uwe]";
+ mes "Since Einbroch used to be";
+ mes "an empty lot, it was perfect";
+ mes "for building factories. That's";
+ mes "what my grandfather told me a";
+ mes "long time ago. Anyway, Einbroch quickly grew into a major city.";
+ next;
+ mes "[Uwe]";
+ mes "Now people think that this";
+ mes "city was never planned to be";
+ mes "just an extension of Einbech.";
+ mes "See that rampart over there?";
+ mes "It doesn't connect to Einbech at all! No protection for them...";
+ next;
+ mes "[Uwe]";
+ mes "It's like the government";
+ mes "lost all interest in Einbech.";
+ mes "Even the miners there have";
+ mes "been moving here to work in ";
+ mes "the factories. But more people hasn't made this city more lively.";
+ next;
+ mes "[Uwe]";
+ mes "Einbroch may look modern";
+ mes "and exciting now, but soon";
+ mes "you'll see that there's no sign";
+ mes "of warmth or life. So... Just don't live here in your old age.";
+ next;
+ switch(select("Then why are you here?:I won't. Thanks for the advice.")) {
+ case 1:
+ mes "[Uwe]";
+ mes "Well, I have some";
+ mes "precious memories of";
+ mes "this place. Once, there was";
+ mes "a man who lived here who";
+ mes "was just like a father to me.";
+ next;
+ mes "[Uwe]";
+ mes "Oh, but I'm sure that";
+ mes "you don't want to hear";
+ mes "about that. Next time you";
+ mes "drop by, we'll talk about";
+ mes "something more fun, 'kay?";
+ mes "Buhbye for now, cutie~";
+ close;
+ case 2:
+ mes "[Uwe]";
+ mes "Oh, that is such";
+ mes "a good decision,";
+ mes "sugar honey! Oh, you";
+ mes "cutie adventurers are";
+ mes "so precious, so lovable.";
+ mes "^333333*Tee hee hee~*^000000";
+ next;
+ mes "[Uwe]";
+ mes "Well, that was";
+ mes "a fun talk. Come";
+ mes "back and visit, 'kay?";
+ mes "I'll miss you until";
+ mes "the next time~";
+ close;
+ }
+ case 2:
+ mes "[Uwe]";
+ mes "Well...";
+ mes "I actually just";
+ mes "do smithing work";
+ mes "to create my own";
+ mes "cooking tools.";
+ next;
+ mes "[Uwe]";
+ mes "Oh, I understand";
+ mes "that somebody needs";
+ mes "to fight the monsters,";
+ mes "but I'm the wrong person";
+ mes "to ask for forging weapons.";
+ mes "I... am a strict pacifist~";
+ next;
+ mes "[Uwe]";
+ mes "Just go look";
+ mes "around for a little";
+ mes "bit, I'm sure you'll";
+ mes "find a Blacksmith";
+ mes "who's willing to forge";
+ mes "you a good weapon~";
+ close;
+ case 3:
+ mes "[Uwe]";
+ mes "Ooh, cooking!";
+ mes "So what did you";
+ mes "want to ask me...?";
+ next;
+ switch(select("Heart:Ingredients:Skills:Tools:Cancel.")) {
+ case 1:
+ mes "[Uwe]";
+ mes "Ah, heart. Just like forging,";
+ mes "you need passion and desire";
+ mes "to create something special.";
+ mes "Every smith and cook knows that";
+ mes "you can do anything if you have";
+ mes "the will and the commitment.";
+ next;
+ mes "[Uwe]";
+ mes "Well, that's all";
+ mes "I really have to";
+ mes "say about that. But";
+ mes "come back and chat";
+ mes "whenever you please.";
+ break;
+ case 2:
+ mes "[Uwe]";
+ mes "Now for beginners,";
+ mes "learning to select";
+ mes "and use ingredients";
+ mes "is one of the most";
+ mes "important fundamentals.";
+ next;
+ mes "[Uwe]";
+ mes "Cooking is like forging";
+ mes "since specific ingredients";
+ mes "are needed to make specialty";
+ mes "items or dishes. You can't just";
+ mes "skip them if you really need";
+ mes "them, right? Right!";
+ next;
+ mes "[Uwe]";
+ mes "Once you make up your";
+ mes "mind to do something,";
+ mes "focus on finishing it, 'kay?";
+ mes "Never cut corners and always";
+ mes "dedicate yourself to make the";
+ mes "very best finished product~";
+ next;
+ mes "[Uwe]";
+ mes "Well, that was";
+ mes "a fun talk. Come";
+ mes "back and visit, 'kay?";
+ mes "I'll miss you until";
+ mes "the next time~";
+ break;
+ case 3:
+ mes "[Uwe]";
+ mes "When you're beginning to learn";
+ mes "skills, you can't let yourself be discouraged! Practice makes";
+ mes "perfect, you know? But never";
+ mes "use your lack of skills as an";
+ mes "excuse if you happen to fail...";
+ next;
+ mes "[Uwe]";
+ mes "Effort is also an essential";
+ mes "in forging and cooking! Now,";
+ mes "on the other hand, if you put";
+ mes "in all the effort but didn't learn any of the skills, you'll still get nowhere fast, right? Right!";
+ next;
+ mes "[Uwe]";
+ mes "The key is to always";
+ mes "give 100% effort and work";
+ mes "on improving your skills.";
+ mes "Before you know it, you'll";
+ mes "be a respected master!";
+ next;
+ mes "[Uwe]";
+ mes "Well, that was";
+ mes "a fun talk. Come";
+ mes "back and visit, 'kay?";
+ mes "I'll miss you until";
+ mes "the next time~";
+ break;
+ case 4:
+ mes "[Uwe]";
+ mes "Cooking is a little";
+ mes "easier if you have";
+ mes "nicer tools to use,";
+ mes "but that's it. Tools by";
+ mes "themselves can't make";
+ mes "just anybody a master.";
+ next;
+ mes "[Uwe]";
+ mes "In the end, the best";
+ mes "tools are the ones you're";
+ mes "most comfortable with using.";
+ mes "In fact, I still use the old knife I used back when I was just";
+ mes "a little novice chef~";
+ next;
+ mes "[Uwe]" ;
+ mes "Well, that was";
+ mes "a fun talk. Come";
+ mes "back and visit, 'kay?";
+ mes "I'll miss you until";
+ mes "the next time~";
+ break;
+ case 5:
+ mes "[Uwe]";
+ mes "Oh...?";
+ mes "Well, feel";
+ mes "free to visit";
+ mes "me whenever";
+ mes "you want, 'kay?";
+ close;
+ }
+ switch(rand(1,3)) {
+ case 1: mes "...Ho ho~"; close;
+ case 2: mes "...*Tee Hee~*"; close;
+ case 3: mes "...Behbie~"; close;
+ }
+
+ case 4:
+ mes "[Uwe]";
+ mes "Alright then,";
+ mes "sugar honey.";
+ mes "Take care~";
+ mes "Hohohohoho~";
+ close;
+ }
+ }
+ else if (.@eee > 99) {
+ mes "[Uwe]";
+ mes "Oh hello hello~";
+ mes "It's been a long";
+ mes "time since we've talked,";
+ mes "you cutie adventurer~";
+ next;
+ mes "[Uwe]";
+ mes "So, sugar honey,";
+ mes "how is it going with";
+ mes "the little favor I asked";
+ mes "you about last time?";
+ mes "Did you already forget";
+ mes "the 6 Large Jellopy?";
+ next;
+ switch(select("Talk about Einbroch.:Ask him to forge a Weapon.:Give him the Materials.:Cancel.")) {
+ case 1:
+ mes "[Uwe]";
+ mes "Einbroch was originally";
+ mes "built to support Einbech's";
+ mes "mining efforts. Because it's";
+ mes "small and crowded with people,";
+ mes "there's no room to build the ore refining factories over there.";
+ next;
+ mes "[Uwe]";
+ mes "Since Einbroch used to be";
+ mes "an empty lot, it was perfect";
+ mes "for building factories. That's";
+ mes "what my grandfather told me a";
+ mes "long time ago. Anyway, Einbroch quickly grew into a major city.";
+ next;
+ mes "[Uwe]";
+ mes "Now people think that this";
+ mes "city was never planned to be";
+ mes "just an extension of Einbech.";
+ mes "See that rampart over there?";
+ mes "It doesn't connect to Einbech at all! No protection for them...";
+ next;
+ mes "[Uwe]";
+ mes "It's like the government";
+ mes "lost all interest in Einbech.";
+ mes "Even the miners there have";
+ mes "been moving here to work in ";
+ mes "the factories. But more people hasn't made this city more lively.";
+ next;
+ mes "[Uwe]";
+ mes "Einbroch may look modern";
+ mes "and exciting now, but soon";
+ mes "you'll see that there's no sign";
+ mes "of warmth or life. So... Just don't live here in your old age.";
+ next;
+ switch(select("Then why are you here?:I won't. Thanks for the advice.")) {
+ case 1:
+ mes "[Uwe]";
+ mes "Well, I have some";
+ mes "precious memories of";
+ mes "this place. Once, there was";
+ mes "a man who lived here who";
+ mes "was just like a father to me.";
+ next;
+ mes "[Uwe]";
+ mes "Oh, but I'm sure that";
+ mes "you don't want to hear";
+ mes "about that. Next time you";
+ mes "drop by, we'll talk about";
+ mes "something more fun, 'kay?";
+ mes "Buhbye for now, cutie~";
+ close;
+ case 2:
+ mes "[Uwe]";
+ mes "Oh, that is such";
+ mes "a good decision,";
+ mes "sugar honey! Oh, you";
+ mes "cutie adventurers are";
+ mes "so precious, so lovable.";
+ mes "^333333*Tee hee hee~*^000000";
+ next;
+ mes "[Uwe]";
+ mes "Well, that was";
+ mes "a fun talk. Come";
+ mes "back and visit, 'kay?";
+ mes "I'll miss you until";
+ mes "the next time~";
+ close;
+ }
+ case 2:
+ mes "[Uwe]";
+ mes "Well...";
+ mes "I actually just";
+ mes "do smithing work";
+ mes "to create my own";
+ mes "cooking tools.";
+ next;
+ mes "[Uwe]";
+ mes "Oh, I understand";
+ mes "that somebody needs";
+ mes "to fight the monsters,";
+ mes "but I'm the wrong person";
+ mes "to ask for forging weapons.";
+ mes "I... am a strict pacifist~";
+ next;
+ mes "[Uwe]";
+ mes "Just go look";
+ mes "around for a little";
+ mes "bit, I'm sure you'll";
+ mes "find a Blacksmith";
+ mes "who's willing to forge";
+ mes "you a good weapon~";
+ close;
+ case 3:
+ if (countitem(7126) > 5) {
+ mes "[Uwe]";
+ mes "Thank you ^EEA9B8so^000000 much!";
+ mes "Here's the Coal I promised~";
+ delitem 7126,6; //Large_Jellopy
+ set ein_cook,ein_cook+100;
+ getitem 1003,1; //Coal
+ next;
+ }
+ else {
+ mes "[Uwe]";
+ mes "Huh...?";
+ if (countitem(7126) == 0) {
+ mes "You brought";
+ mes "none at all...?";
+ }
+ else {
+ mes "This isn't enough";
+ mes "Large Jellopy...!";
+ }
+ mes "Next time, be sure";
+ mes "to bring 6 Large Jellopy,";
+ mes "okay? Don't forget, cutie~";
+ close;
+ }
+ mes "[Uwe]";
+ mes "Now, I can't teach you everything about cooking, but I will give you some good advice for beginners.";
+ mes "I hope you pay attention, sugar";
+ mes "honey. Now what would you like";
+ mes "to hear more about? Hmm...?";
+ next;
+ switch(select("Heart:Materials:Skills:Tools:Cancel.")) {
+ case 1:
+ mes "[Uwe]";
+ mes "Ah, heart. Just like forging,";
+ mes "you need passion and desire";
+ mes "to create something special.";
+ mes "Every smith and cook knows that";
+ mes "you can do anything if you have";
+ mes "the will and the commitment.";
+ next;
+ mes "[Uwe]";
+ mes "Well, that's all";
+ mes "I really have to";
+ mes "say about that. But";
+ mes "come back and chat";
+ mes "whenever you please.";
+ switch(rand(1,3)) {
+ case 1: mes "...Ho ho~"; close;
+ case 2: mes "...*Tee Hee~*"; close;
+ case 3: mes "...Behbie~"; close;
+ }
+ case 2:
+ mes "[Uwe]";
+ mes "Now for beginners,";
+ mes "learning to select";
+ mes "and use ingredients";
+ mes "is one of the most";
+ mes "important fundamentals.";
+ next;
+ mes "[Uwe]";
+ mes "Cooking is like forging";
+ mes "since specific ingredients";
+ mes "are needed to make specialty";
+ mes "items or dishes. You can't just";
+ mes "skip them if you really need";
+ mes "them, right? Right!";
+ next;
+ mes "[Uwe]";
+ mes "Once you make up your";
+ mes "mind to do something,";
+ mes "focus on finishing it, 'kay?";
+ mes "Never cut corners and always";
+ mes "dedicate yourself to make the";
+ mes "very best finished product~";
+ next;
+ mes "[Uwe]";
+ mes "Well, that was";
+ mes "a fun talk. Come";
+ mes "back and visit, 'kay?";
+ mes "I'll miss you until";
+ mes "the next time~";
+ switch(rand(1,3)) {
+ case 1: mes "...Ho ho~"; close;
+ case 2: mes "...*Tee Hee~*"; close;
+ case 3: mes "...Behbie~"; close;
+ }
+ case 3:
+ mes "[Uwe]";
+ mes "When you're beginning to learn";
+ mes "skills, you can't let yourself be discouraged! Practice makes";
+ mes "perfect, you know? But never";
+ mes "use your lack of skills as an";
+ mes "excuse if you happen to fail...";
+ next;
+ mes "[Uwe]";
+ mes "Effort is also an essential";
+ mes "in forging and cooking! Now,";
+ mes "on the other hand, if you put";
+ mes "in all the effort but didn't learn any of the skills, you'll still get nowhere fast, right? Right!";
+ next;
+ mes "[Uwe]";
+ mes "The key is to always";
+ mes "give 100% effort and work";
+ mes "on improving your skills.";
+ mes "Before you know it, you'll";
+ mes "be a respected master!";
+ next;
+ mes "[Uwe]";
+ mes "Well, that was";
+ mes "a fun talk. Come";
+ mes "back and visit, 'kay?";
+ mes "I'll miss you until";
+ mes "the next time~";
+ switch(rand(1,3)) {
+ case 1: mes "Hohohohoho."; close;
+ case 2: mes "Umhohohoho.*"; close;
+ case 3: mes "Umho."; close;
+ }
+ case 4:
+ mes "[Uwe]";
+ mes "Cooking is a little";
+ mes "easier if you have";
+ mes "nicer tools to use,";
+ mes "but that's it. Tools by";
+ mes "themselves can't make";
+ mes "just anybody a master.";
+ next;
+ mes "[Uwe]";
+ mes "In the end, the best";
+ mes "tools are the ones you're";
+ mes "most comfortable with using.";
+ mes "In fact, I still use the old knife I used back when I was just";
+ mes "a little novice chef~";
+ next;
+ mes "[Uwe]" ;
+ mes "Well, that was";
+ mes "a fun talk. Come";
+ mes "back and visit, 'kay?";
+ mes "I'll miss you until";
+ mes "the next time~";
+ switch(rand(1,3)) {
+ case 1: mes "...Ho ho~"; close;
+ case 2: mes "...*Tee Hee~*"; close;
+ case 3: mes "...Behbie~"; close;
+ }
+ case 5:
+ mes "[Uwe]";
+ mes "Alright then,";
+ mes "sugar honey.";
+ mes "Take care~";
+ mes "Hohohohoho~";
+ close;
+ }
+ break;
+ case 4:
+ mes "[Uwe]";
+ mes "Alright then,";
+ mes "sugar honey.";
+ mes "Take care~";
+ mes "Hohohohoho~";
+ close;
+ }
+ }
+ else {
+ mes "[Uwe]";
+ mes "Hello, cutie~";
+ mes "How can I help you?";
+ next;
+ switch(select("Talk about Einbroch.:Ask him to forge a Weapon.:Master, I want to learn cooking.:Cancel.")) {
+ case 1:
+ mes "[Uwe]";
+ mes "Einbroch was originally";
+ mes "built to support Einbech's";
+ mes "mining efforts. Because it's";
+ mes "small and crowded with people,";
+ mes "there's no room to build the ore refining factories over there.";
+ next;
+ mes "[Uwe]";
+ mes "Since Einbroch used to be";
+ mes "an empty lot, it was perfect";
+ mes "for building factories. That's";
+ mes "what my grandfather told me a";
+ mes "long time ago. Anyway, Einbroch quickly grew into a major city.";
+ next;
+ mes "[Uwe]";
+ mes "Now people think that this";
+ mes "city was never planned to be";
+ mes "just an extension of Einbech.";
+ mes "See that rampart over there?";
+ mes "It doesn't connect to Einbech at all! No protection for them...";
+ next;
+ mes "[Uwe]";
+ mes "It's like the government";
+ mes "lost all interest in Einbech.";
+ mes "Even the miners there have";
+ mes "been moving here to work in ";
+ mes "the factories. But more people hasn't made this city more lively.";
+ next;
+ mes "[Uwe]";
+ mes "Einbroch may look modern";
+ mes "and exciting now, but soon";
+ mes "you'll see that there's no sign";
+ mes "of warmth or life. So... Just don't live here in your old age.";
+ next;
+ switch(select("Then why are you here?:I won't. Thanks for the advice.")) {
+ case 1:
+ mes "[Uwe]";
+ mes "Well, I have some";
+ mes "precious memories of";
+ mes "this place. Once, there was";
+ mes "a man who lived here who";
+ mes "was just like a father to me.";
+ next;
+ mes "[Uwe]";
+ mes "Oh, but I'm sure that";
+ mes "you don't want to hear";
+ mes "about that. Next time you";
+ mes "drop by, we'll talk about";
+ mes "something more fun, 'kay?";
+ mes "Buhbye for now, cutie~";
+ close;
+ case 2:
+ mes "[Uwe]";
+ mes "Oh, that is such";
+ mes "a good decision,";
+ mes "sugar honey! Oh, you";
+ mes "cutie adventurers are";
+ mes "so precious, so lovable.";
+ mes "^333333*Tee hee hee~*^000000";
+ next;
+ mes "[Uwe]";
+ mes "Well, that was";
+ mes "a fun talk. Come";
+ mes "back and visit, 'kay?";
+ mes "I'll miss you until";
+ mes "the next time~";
+ close;
+ }
+ case 2:
+ mes "[Uwe]";
+ mes "Well...";
+ mes "I actually just";
+ mes "do smithing work";
+ mes "to create my own";
+ mes "cooking tools.";
+ next;
+ mes "[Uwe]";
+ mes "Oh, I understand";
+ mes "that somebody needs";
+ mes "to fight the monsters,";
+ mes "but I'm the wrong person";
+ mes "to ask for forging weapons.";
+ mes "I... am a strict pacifist~";
+ next;
+ mes "[Uwe]";
+ mes "Just go look";
+ mes "around for a little";
+ mes "bit, I'm sure you'll";
+ mes "find a Blacksmith";
+ mes "who's willing to forge";
+ mes "you a good weapon~";
+ close;
+ case 3:
+ mes "[Uwe]";
+ mes "Mm...?";
+ mes "Did you just";
+ mes "say that you";
+ mes "want to learn";
+ mes "the art of cooking?";
+ next;
+ mes "[Uwe]";
+ mes "I'm sorry, but I can't";
+ mes "really give culinary";
+ mes "lessons. But I will";
+ mes "give good advice for";
+ mes "hopeful beginners.";
+ next;
+ mes "[Uwe]";
+ mes "Now...";
+ mes "For your tuition";
+ mes "I'll need-- Gosh,";
+ mes "there's just so many";
+ mes "things. Get some paper,";
+ mes "and a pen for this list...";
+ next;
+ set ein_cook,ein_cook+100;
+ mes "[Uwe]";
+ mes "Just kidding!";
+ mes "^333333*Titter~*^000000 I don't need";
+ mes "much to make some";
+ mes "cooking utensils. Bring";
+ mes "6 ^0000FFLarge Jellopy^000000. That's it!";
+ next;
+ mes "[Uwe]";
+ mes "In return, I will give you";
+ mes "1 Coal and some useful";
+ mes "cooking advice for novices.";
+ mes "I give this advice for free to";
+ mes "my smithing colleages, though...";
+ next;
+ mes "[Uwe]";
+ mes "Why ^EEA9B8don't^000000 you";
+ mes "become a Blacksmith?";
+ mes "I'm much more confident";
+ mes "in that field. ^333333*Tee hee~*^000000";
+ next;
+ mes "[Uwe]";
+ mes "Well, I'll be";
+ mes "waiting right";
+ mes "here until you";
+ mes "come back.";
+ switch(rand(1,3)) {
+ case 1: mes "...Ho ho~"; close;
+ case 2: mes "...*Tee Hee~*"; close;
+ case 3: mes "...Behbie~"; close;
+ }
+ case 4:
+ mes "[Uwe]";
+ mes "Take care,";
+ mes "cutie adventurer!";
+ mes "Hohoho!";
+ close;
+ }
+ }
+ }
+ else if (ein_cook == 0) {
+ mes "[Uwe]";
+ mes "Cooking is such a joy~!";
+ mes "The scents, the flavors, the sensation of sheer ^EEA9B8satiation^000000...";
+ next;
+ switch(select("Um, isn't this a forge?:Ignore him.")) {
+ case 1:
+ mes "[Uwe]";
+ set ein_cook,1000;
+ mes "Is this a forge?";
+ mes "Oh, sugar honey,";
+ mes "you haven't been here";
+ mes "before, haven't you?";
+ next;
+ mes "[Uwe]";
+ mes "My name is Uwe Kleine";
+ mes "and this is my forge~! I am";
+ mes "the most elegant Blacksmith";
+ mes "and the best chef here in the";
+ mes "Schwaltzvalt Republic~";
+ next;
+ mes "[Uwe]";
+ mes "So, how can";
+ mes "I help you, you";
+ mes "adooooooooorable";
+ if (Sex) {
+ mes "hunk of a man?";
+ }
+ else {
+ mes "womanly woman?";
+ }
+ next;
+ switch(select("Talk about Einbroch.:Ask him to forge a Weapon.:Master, I want to learn cooking.:Cancel.")) {
+ case 1:
+ mes "[Uwe]";
+ mes "Einbroch was originally";
+ mes "built to support Einbech's";
+ mes "mining efforts. Because it's";
+ mes "small and crowded with people,";
+ mes "there's no room to build the ore refining factories over there.";
+ next;
+ mes "[Uwe]";
+ mes "Since Einbroch used to be";
+ mes "an empty lot, it was perfect";
+ mes "for building factories. That's";
+ mes "what my grandfather told me a";
+ mes "long time ago. Anyway, Einbroch quickly grew into a major city.";
+ next;
+ mes "[Uwe]";
+ mes "Now people think that this";
+ mes "city was never planned to be";
+ mes "just an extension of Einbech.";
+ mes "See that rampart over there?";
+ mes "It doesn't connect to Einbech at all! No protection for them...";
+ next;
+ mes "[Uwe]";
+ mes "It's like the government";
+ mes "lost all interest in Einbech.";
+ mes "Even the miners there have";
+ mes "been moving here to work in ";
+ mes "the factories. But more people hasn't made this city more lively.";
+ next;
+ mes "[Uwe]";
+ mes "Einbroch may look modern";
+ mes "and exciting now, but soon";
+ mes "you'll see that there's no sign";
+ mes "of warmth or life. So... Just don't live here in your old age.";
+ next;
+ switch(select("Then why are you here?:I won't. Thanks for the advice.")) {
+ case 1:
+ mes "[Uwe]";
+ mes "Well, I have some";
+ mes "precious memories of";
+ mes "this place. Once, there was";
+ mes "a man who lived here who";
+ mes "was just like a father to me.";
+ next;
+ mes "[Uwe]";
+ mes "Oh, but I'm sure that";
+ mes "you don't want to hear";
+ mes "about that. Next time you";
+ mes "drop by, we'll talk about";
+ mes "something more fun, 'kay?";
+ mes "Buhbye for now, cutie~";
+ close;
+ case 2:
+ mes "[Uwe]";
+ mes "Oh, that is such";
+ mes "a good decision,";
+ mes "sugar honey! Oh, you";
+ mes "cutie adventurers are";
+ mes "so precious, so lovable.";
+ mes "^333333*Tee hee hee~*^000000";
+ next;
+ mes "[Uwe]";
+ mes "Well, that was";
+ mes "a fun talk. Come";
+ mes "back and visit, 'kay?";
+ mes "I'll miss you until";
+ mes "the next time~";
+ close;
+ }
+ case 2:
+ mes "[Uwe]";
+ mes "Well...";
+ mes "I actually just";
+ mes "do smithing work";
+ mes "to create my own";
+ mes "cooking tools.";
+ next;
+ mes "[Uwe]";
+ mes "Oh, I understand";
+ mes "that somebody needs";
+ mes "to fight the monsters,";
+ mes "but I'm the wrong person";
+ mes "to ask for forging weapons.";
+ mes "I... am a strict pacifist~";
+ next;
+ mes "[Uwe]";
+ mes "Just go look";
+ mes "around for a little";
+ mes "bit, I'm sure you'll";
+ mes "find a Blacksmith";
+ mes "who's willing to forge";
+ mes "you a good weapon~";
+ close;
+ case 3:
+ mes "[Uwe]";
+ mes "Mm...?";
+ mes "Did you just";
+ mes "say that you";
+ mes "want to learn";
+ mes "the art of cooking?";
+ next;
+ mes "[Uwe]";
+ mes "I'm sorry, but I can't";
+ mes "really give culinary";
+ mes "lessons. But I will";
+ mes "give good advice for";
+ mes "hopeful beginners.";
+ next;
+ mes "[Uwe]";
+ mes "Now...";
+ mes "For your tuition";
+ mes "I'll need-- Gosh,";
+ mes "there's just so many";
+ mes "things. Get some paper,";
+ mes "and a pen for this list...";
+ next;
+ set ein_cook,ein_cook+100;
+ mes "[Uwe]";
+ mes "Just kidding!";
+ mes "^333333*Titter~*^000000 I don't need";
+ mes "much to make some";
+ mes "cooking utensils. Bring";
+ mes "6 ^0000FFLarge Jellopy^000000. That's it!";
+ next;
+ mes "[Uwe]";
+ mes "In return, I will give you";
+ mes "1 Coal and some useful";
+ mes "cooking advice for novices.";
+ mes "I give this advice for free to";
+ mes "my smithing colleages, though...";
+ next;
+ mes "[Uwe]";
+ mes "Why ^EEA9B8don't^000000 you";
+ mes "become a Blacksmith?";
+ mes "I'm much more confident";
+ mes "in that field. ^333333*Tee hee~*^000000";
+ next;
+ mes "[Uwe]";
+ mes "Well, I'll be";
+ mes "waiting right";
+ mes "here until you";
+ mes "come back.";
+ switch(rand(1,3)) {
+ case 1: mes "...Ho ho~"; close;
+ case 2: mes "...*Tee Hee~*"; close;
+ case 3: mes "...Behbie~"; close;
+ }
+ case 4:
+ mes "[Uwe]";
+ mes "Take care,";
+ mes "sugar honey~";
+ mes "Ho ho ho!";
+ close;
+ }
+ case 2:
+ mes "[Uwe]";
+ mes "Cooking begins with";
+ mes "fire and ends with fire.";
+ mes "There's a certain art to";
+ mes "creating fine, delicious";
+ mes "foods to delight the palate~";
+ close;
+ }
+ }
+ }
+}
+
+// Factory Quest
+//============================================================
+einbroch,1,1,0 script Einbroch Smog Alert -1,{
+ end;
+
+OnEnable:
+ set $@AlrdEinPoll,1;
+ mapannounce "einbroch","This is a state of emercency! Harmful smog is reaching high levels of saturation. Residents of Einbroch must find shelter immediately.",bc_map;
+ enablenpc "Einbroch Smog Alert";
+ hideonnpc "Centzu#ein";
+ hideonnpc "Khowropher#ein";
+ hideonnpc "Khetine#ein";
+ hideonnpc "Sleik#ein";
+ hideonnpc "Tollaf#ein";
+ hideonnpc "Keneshiotz#ein";
+ hideonnpc "Khashurantze#ein";
+ hideonnpc "Kesunboss#ein";
+ hideonnpc "Train Station Staff#ein1";
+ hideonnpc "Train Station Staff#ein2";
+ hideonnpc "Leslie#ein_1";
+ hideonnpc "Tan#ein";
+ hideonnpc "Little Toby#ein-1";
+ hideonnpc "Airship Engineer#ein-1";
+ hideonnpc "Kafra Employee#ein1";
+ hideonnpc "Kafra Employee#ein2";
+ hideonnpc "Kafra Employee#ein3";
+ hideonnpc "Morei#ein";
+ hideonnpc "Mark#ein";
+ hideonnpc "Khemko#ein";
+ hideonnpc "Oberu#ein";
+ hideonnpc "Uwe Kleine#ein";
+ hideonnpc "Flu Mask Dealer#ein";
+ hideonnpc "Paddler#ein";
+ hideonnpc "Laboratory Soldier#ein-1";
+ hideonnpc "Laboratory Soldier#ein=2";
+ initnpctimer;
+ monster "einbroch",82,332,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
+ monster "einbroch",99,328,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
+ monster "einbroch",122,317,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
+ monster "einbroch",138,319,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
+ monster "einbroch",147,312,"Red Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
+ monster "einbroch",159,316,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
+ monster "einbroch",173,315,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
+ monster "einbroch",161,311,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
+ monster "einbroch",147,296,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
+ monster "einbroch",168,282,"Red Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
+ monster "einbroch",175,271,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
+ monster "einbroch",146,274,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
+ monster "einbroch",160,272,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
+ monster "einbroch",155,256,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
+ monster "einbroch",179,262,"Red Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
+ monster "einbroch",192,248,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
+ monster "einbroch",212,255,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
+ monster "einbroch",230,250,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
+ monster "einbroch",246,251,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
+ monster "einbroch",262,254,"Red Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
+ monster "einbroch",253,240,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
+ monster "einbroch",202,245,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
+ monster "einbroch",181,251,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
+ monster "einbroch",172,238,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
+ monster "einbroch",146,242,"Red Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
+ monster "einbroch",186,226,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
+ monster "einbroch",173,239,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
+ monster "einbroch",124,248,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
+ monster "einbroch",120,234,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
+ monster "einbroch",98,234,"Red Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
+ monster "einbroch",101,219,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
+ monster "einbroch",89,208,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
+ monster "einbroch",96,191,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
+ monster "einbroch",76,194,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
+ monster "einbroch",60,196,"Red Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
+ monster "einbroch",45,194,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
+ monster "einbroch",34,201,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
+ monster "einbroch",40,184,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
+ monster "einbroch",64,173,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
+ monster "einbroch",96,173,"Red Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
+ monster "einbroch",41,155,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
+ monster "einbroch",46,131,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
+ monster "einbroch",46,108,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
+ monster "einbroch",38,93,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
+ monster "einbroch",55,86,"Red Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
+ monster "einbroch",81,81,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
+ monster "einbroch",107,82,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
+ monster "einbroch",107,104,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
+ monster "einbroch",123,73,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
+ monster "einbroch",132,87,"Red Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
+ monster "einbroch",125,63,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
+ monster "einbroch",142,64,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
+ monster "einbroch",150,52,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
+ monster "einbroch",157,37,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
+ monster "einbroch",179,39,"Red Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
+ monster "einbroch",197,46,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
+ monster "einbroch",217,67,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
+ monster "einbroch",246,54,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
+ monster "einbroch",228,110,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
+ monster "einbroch",250,118,"Red Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
+ monster "einbroch",273,127,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
+ monster "einbroch",288,138,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
+ monster "einbroch",281,160,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
+ monster "einbroch",281,192,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
+ monster "einbroch",291,201,"Red Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
+ monster "einbroch",283,218,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
+ monster "einbroch",268,216,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
+ monster "einbroch",273,196,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
+ monster "einbroch",262,164,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
+ monster "einbroch",241,180,"Red Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
+ monster "einbroch",216,205,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
+ monster "einbroch",209,198,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
+ monster "einbroch",224,177,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
+ monster "einbroch",227,163,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
+ monster "einbroch",208,166,"Red Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
+ monster "einbroch",132,87,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
+ monster "einbroch",149,119,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
+ monster "einbroch",119,36,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
+ monster "einbroch",84,155,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
+ monster "einbroch",82,107,"Red Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ if (mobcount("einbroch","Einbroch Smog Alert::OnMyMobDead")) {
+ end;
+ }
+
+OnTimer600000:
+ killmonsterall "einbroch";
+ mapannounce "einbroch","Emergency status is now cancelled. Air pollution levels are now within the safety zone.",bc_map;
+ disablenpc "Einbroch Smog Alert";
+ hideoffnpc "Liotzburg#ein";
+ hideoffnpc "Centzu#ein";
+ hideoffnpc "Khowropher#ein";
+ hideoffnpc "Khetine#ein";
+ hideoffnpc "Sleik#ein";
+ hideoffnpc "Tollaf#ein";
+ hideoffnpc "Keneshiotz#ein";
+ hideoffnpc "Khashurantze#ein";
+ hideoffnpc "Kesunboss#ein";
+ hideoffnpc "Train Station Staff#ein1";
+ hideoffnpc "Train Station Staff#ein2";
+ hideoffnpc "Leslie#ein_1#ein";
+ hideoffnpc "Tan#ein#ein";
+ hideoffnpc "Little Toby#ein-1";
+ hideoffnpc "Airship Engineer#ein-1";
+ hideoffnpc "Kafra Employee#ein1";
+ hideoffnpc "Kafra Employee#ein2";
+ hideoffnpc "Kafra Employee#ein3";
+ hideoffnpc "Morei#ein";
+ hideoffnpc "Mark#ein";
+ hideoffnpc "Khemko#ein";
+ hideoffnpc "Oberu#ein";
+ hideoffnpc "Uwe Kleine#ein";
+ hideoffnpc "Flu Mask Dealer#ein";
+ hideoffnpc "Paddler#ein";
+ hideoffnpc "Laboratory Soldier#ein-1";
+ hideoffnpc "Laboratory Soldier#ein-2";
+ set $@AlrdEinPoll,0;
+ set $EinPolution,0;
+ stopnpctimer;
+ end;
+}
+
+einbroch,132,84,3 script Liotzburg#ein 853,2,2,{
+ if ((EinFactory == 13) || (EinFactory == 14)) {
+ changequest 8029,8030;
+ set EinFactory,14;
+ mes "[Liotzburg]";
+ mes "What...?";
+ mes "Factory Repair";
+ mes "budget? No way!";
+ next;
+ mes "[Liotzburg]";
+ mes "Why waste money?";
+ mes "We haven't had any";
+ mes "problems so far! Look,";
+ mes "everything's fine! Why";
+ mes "are you exaggerating";
+ mes "such small details?";
+ next;
+ mes "[Liotzburg]";
+ mes "The field overseer,";
+ mes "Zelmeto, just came by to";
+ mes "ask for a budget increase.";
+ mes "Well, I think he's lying!";
+ mes "Everything's perfect!";
+ close;
+ }
+ mes "[Liotzburg]";
+ mes "I'm the plant";
+ mes "superintendant of this";
+ mes "factory. Most of my employees";
+ mes "are diligent workers. I can't say that of everyone, but overall we're doing an excellent job. Ha ha ha~!";
+ next;
+ mes "[Liotzburg]";
+ mes "So long as this factory";
+ mes "is well maintained, we won't";
+ mes "have to worry about this city's";
+ mes "safety. The field overseer,";
+ mes "Zelmeto, is also very reliable.";
+ next;
+ mes "[Liotzburg]";
+ mes "I can trust Zelmeto";
+ mes "to look after things,";
+ mes "so there's no need for";
+ mes "me to go inside the factory.";
+ mes "Delegating work is great!";
+ next;
+ mes "[Liotzburg]";
+ mes "Our factory will";
+ mes "continue to develop";
+ mes "and everyone will be";
+ mes "proud of the progress";
+ mes "we're making. Yes, I can";
+ mes "assure you of that!";
+ close;
+
+OnTouch:
+ if ($EinPolution > 9 && !$@AlrdEinPoll) {
+ mes "[Liotzburg]";
+ mes "What's going on?!";
+ mes "Who's responsible?!";
+ mes "God, I can't believe";
+ mes "this is happening!";
+ mes "^333333*Cough Cough!*^000000";
+ next;
+ mes "[Liotzburg]";
+ mes "I need to get out of here!";
+ mes "You! D-do something and";
+ mes "fix this! I gotta hide and find";
+ mes "someplace safe!";
+ close2;
+ if ($EinPolution > 9 && !$@AlrdEinPoll) {
+ donpcevent "Einbroch Smog Alert::OnEnable";
+ hideonnpc "Liotzburg#ein";
+ }
+ end;
+ }
+ else {
+ end;
+ }
+}
+
+ein_in01,67,242,3 script Zelmeto 851,{
+ if ($EinPolution > 9) {
+ mes "[Zelmeto]";
+ mes "We've got a big problem";
+ mes "here! I appreciate that you've";
+ mes "been gathering the materials,";
+ mes "but the machines have been";
+ mes "broken for too long!";
+ next;
+ mes "[Zelmeto]";
+ mes "Right when I tried to";
+ mes "fix it, a huge shortout";
+ mes "occurred. Our town is";
+ mes "probably filled with";
+ mes "toxic fog right now!";
+ next;
+ mes "[Zelmeto]";
+ mes "I'll try my best to fix";
+ mes "this, but we really should";
+ mes "have allocated some funds";
+ mes "to fix this machine earlier!";
+ next;
+ mes "[Zelmeto]";
+ mes "The most important";
+ mes "thing is that you get";
+ mes "out of here and find";
+ mes "shelter! Right now!";
+ close2;
+ warp "einbroch",131,83;
+ end;
+ }
+ if (EinFactory == 16) {
+ mes "[Zelmeto]";
+ mes "We'll be putting good";
+ mes "use to the materials you";
+ mes "gave me. With your help,";
+ mes "our factory will operate";
+ mes "safely. At least, for just";
+ mes "a little while longer.";
+ close;
+ }
+ if ((EinFactory == 15) && (countitem(7325) > 19) && (countitem(7317) > 9) && (countitem(7319) > 9)) {
+ mes "[Zelmeto]";
+ mes "Ah, it's you again.";
+ mes "It's shameful letting";
+ mes "other people know about";
+ mes "our miserable situation...";
+ next;
+ mes "[Zelmeto]";
+ mes "There's nothing";
+ mes "worth seeing here,";
+ mes "so there really isn't";
+ mes "a point in you coming to";
+ mes "visit this place anymore.";
+ next;
+ switch(select("Give him materials.:Huh.")) {
+ case 1:
+ mes "[Zelmeto]";
+ mes "...Hm?";
+ mes "Aren't these the";
+ mes "materials we need";
+ mes "to make repairs in";
+ mes "the factory? How did";
+ mes "you find all of these?";
+ next;
+ mes "[Zelmeto]";
+ mes "I don't know how";
+ mes "I can possibly pay you";
+ mes "back for this great favor.";
+ mes "I appreciate that you've";
+ mes "stepped forward to help us.";
+ next;
+ mes "[Zelmeto]";
+ mes "Oh...!";
+ mes "In my years of managing,";
+ mes "I've learned the ultimate";
+ mes "motivation techniques. Let";
+ mes "me enhance your motivation";
+ mes "to show you my gratitude.";
+ next;
+ mes "[Zelmeto]";
+ mes "Now...";
+ mes "Just open your mind";
+ mes "and listen to my words";
+ mes "of encouragement";
+ mes "and inspiration...";
+ next;
+ mes "[Zelmeto]";
+ mes "^236B8EWhen the going";
+ mes "gets rough, you've";
+ mes "gotta get rougher!";
+ mes "You gotta climb that";
+ mes "mountain 'cause no one's";
+ mes "gonna climb it for you!^000000";
+ next;
+ mes "[Zelmeto]";
+ mes "^236B8EDon't give it up!";
+ mes "Go for broke!";
+ mes "Losers are quitters";
+ mes "and quitters are losers!";
+ delitem 7325,20; //Tube
+ delitem 7317,10; //Screw
+ delitem 7319,10; //Old_Steel_Plate
+ set $EinPolution,$EinPolution+1;
+ completequest 8031;
+ set EinFactory,16;
+ if (BaseLevel < 41) {
+ getexp 62,0;
+ }
+ else if (BaseLevel < 51) {
+ getexp 308,0;
+ }
+ else if (BaseLevel < 61) {
+ getexp 660,0;
+ }
+ else if (BaseLevel < 71) {
+ getexp 1851,0;
+ }
+ else if( BaseLevel < 81) {
+ getexp 3206,0;
+ }
+ else if (BaseLevel < 91) {
+ getexp 7603,0;
+ }
+ else if (BaseLevel < 99) {
+ getexp 29068,0;
+ }
+ next;
+ mes "[Zelmeto]";
+ mes "^333333*Whew*^000000";
+ mes "I haven't given that much";
+ mes "inspriration in a while, but";
+ mes "your help was well worth it.";
+ mes "I'm going to start the repairs, but once again, I'd like to thank you.";
+ close;
+ case 2:
+ mes "[Zelmeto]";
+ mes "^333333*Sigh...*^000000";
+ mes "I'm really worried";
+ mes "about this factory's";
+ mes "future. What is our";
+ mes "superintendant thinking...?";
+ close;
+ }
+ }
+ if (EinFactory == 15) {
+ mes "[Zelmeto]";
+ mes "We need";
+ mes "at least";
+ mes "20 ^FF0000Flexible Tubes^000000,";
+ mes "10 ^FF0000Rusty Screw^000000 and";
+ mes "10 ^FF0000Used Iron Plate^000000";
+ mes "to repair this factory.";
+ next;
+ mes "[Zelmeto]";
+ mes "^333333*Sigh...*^000000";
+ mes "But there's no way";
+ mes "we can get all of those";
+ mes "things. Our budget isn't";
+ mes "big enough to cover it...";
+ close;
+ }
+ if (EinFactory == 14) {
+ mes "[Zelmeto]";
+ mes "...";
+ mes "......";
+ next;
+ mes "[Zelmeto]";
+ mes "^333333*Sigh*^000000";
+ mes "My proposal was rejected";
+ mes "by our superintendant. But";
+ mes "maintainance and repairs";
+ mes "are crucial for peak operating";
+ mes "efficiency and worker safety!";
+ next;
+ mes "[Zelmeto]";
+ mes "I'm frustrated and worried.";
+ mes "Maybe nothing will happen";
+ mes "for now, but we've got to";
+ mes "safeguard our future by";
+ mes "regularly maintaining";
+ mes "all of these machines.";
+ next;
+ mes "[Zelmeto]";
+ mes "Even possible threats";
+ mes "to the safety of our workers";
+ mes "can't be ignored. Isn't there";
+ mes "something I can do? ^333333*Sigh*^000000";
+ next;
+ mes "[Zelmeto]";
+ mes "If we can";
+ mes "just get";
+ mes "20 ^FF0000Flexible Tube^000000,";
+ mes "10 ^FF0000Rusty Screw^000000 and";
+ mes "10 ^FF0000Used Iron Plate^000000,";
+ mes "we could make those repairs.";
+ next;
+ changequest 8030,8031;
+ set EinFactory,15;
+ mes "[Zelmeto]";
+ mes "But without funds, there's";
+ mes "no way we can purchase";
+ mes "those items. If something";
+ mes "happens, who's going to";
+ mes "be responsible?";
+ close;
+ }
+ if (EinFactory == 13) {
+ mes "[Zelmeto]";
+ mes "I've got to report this";
+ mes "to our superintendant";
+ mes "as soon as possible.";
+ next;
+ mes "[Zelmeto]";
+ mes "With any luck, he'll approve";
+ mes "a budget increase so that we";
+ mes "can get all of the materials";
+ mes "needed for the repairs.";
+ close;
+ }
+ if (EinFactory == 12) {
+ mes "[Zelmeto]";
+ mes "Well, I figured that both";
+ mes "conveyors would have";
+ mes "similar problems. We";
+ mes "can fix them at the";
+ mes "same time, but it'll";
+ mes "be a hassle.";
+ next;
+ mes "[Zelmeto]";
+ mes "Thank you so much for";
+ mes "your help. Without you,";
+ mes "I'm pretty sure we wouldn't";
+ mes "know about these problems";
+ mes "until it was too late.";
+ next;
+ mes "[Zelmeto]";
+ mes "Now, I've got to make sure";
+ mes "we have enough materials";
+ mes "to make the repairs so that";
+ mes "the machines will be safely";
+ mes "functioning again.";
+ next;
+ changequest 8028,8029;
+ set EinFactory,13;
+ mes "[Zelmeto]";
+ mes "First, I better";
+ mes "hurry and request";
+ mes "an increase for the";
+ mes "Factory Repair budget";
+ mes "from our superintendant.";
+ close;
+ }
+ if (EinFactory == 11) {
+ mes "[Zelmeto]";
+ mes "The machine which";
+ mes "you are supposed to";
+ mes "inspect right now";
+ mes "is a large conveyor.";
+ next;
+ mes "[Zelmeto]";
+ mes "Remember that we";
+ mes "also have a small sized";
+ mes "conveyor, so make sure";
+ mes "that you examine the";
+ mes "larger one, alright?";
+ close;
+ }
+ if (EinFactory == 10) {
+ mes "[Zelmeto]";
+ mes "This is";
+ mes "worse than";
+ mes "I imagined...";
+ next;
+ mes "[Zelmeto]";
+ mes "We've got to start";
+ mes "repairs as soon as we";
+ mes "can! Hopefully, we can";
+ mes "resolve this before any";
+ mes "serious problems happen...";
+ next;
+ mes "[Zelmeto]";
+ mes "Alright, the last";
+ mes "thing that you need to";
+ mes "inspect is a ^FF0000large converyor^000000.";
+ mes "It's similar to the one you";
+ mes "inspected before, but it's";
+ mes "bigger and more powerful.";
+ next;
+ mes "[Zelmeto]";
+ mes "We have only one of these";
+ mes "machines and it's usually";
+ mes "moved around a lot since";
+ mes "a lot of people in the factory";
+ mes "use it. I really don't know";
+ mes "where it could be now.";
+ next;
+ changequest 8026,8027;
+ set EinFactory,11;
+ mes "[Zelmeto]";
+ mes "Still, I'm sure that";
+ mes "it's inside the building,";
+ mes "so you should be able to";
+ mes "find it. I hope you can inspect";
+ mes "that conveyor for me soon.";
+ close;
+ }
+ if (EinFactory == 9) {
+ mes "[Zelmeto]";
+ mes "This time, you need";
+ mes "to inspect an outdoor";
+ mes "pipe that is located far";
+ mes "outside of the factory.";
+ next;
+ mes "[Zelmeto]";
+ mes "Since there aren't any";
+ mes "other machines in that";
+ mes "area, that pipe shouldn't";
+ mes "be too hard to find.";
+ close;
+ }
+ if (EinFactory == 8) {
+ mes "[Zelmeto]";
+ mes "Huh?";
+ mes "I'm suprised to hear";
+ mes "that. ^333333*Sigh*^000000 There's just";
+ mes "too many things that need";
+ mes "fixing. This is terrible...";
+ next;
+ mes "[Zelmeto]";
+ mes "Well, let me worry";
+ mes "about that for now. Please";
+ mes "focus on continuing to inspect";
+ mes "some of the other machines.";
+ next;
+ mes "[Zelmeto]";
+ mes "Now, there's a pipe inside";
+ mes "this factory that I want you";
+ mes "to look at. Many of our pipes";
+ mes "aren't in the best condition,";
+ mes "but this particular one might";
+ mes "be severely damaged.";
+ next;
+ mes "[Zelmeto]";
+ mes "Now, the pipe I want";
+ mes "you to inspect is located";
+ mes "near those large caultrons";
+ mes "of molten metal. You should";
+ mes "be able to find it pretty easily.";
+ next;
+ changequest 8024,8025;
+ set EinFactory,9;
+ mes "[Zelmeto]";
+ mes "Thanks again";
+ mes "for your help,";
+ mes "adventurer.";
+ close;
+ }
+ if (EinFactory == 7) {
+ mes "[Zelmeto]";
+ mes "The machine which";
+ mes "I want you to inspect";
+ mes "this time is a small";
+ mes "sized conveyor.";
+ next;
+ mes "[Zelmeto]";
+ mes "Be sure that you";
+ mes "inspect the small";
+ mes "one, since we also";
+ mes "have a large conveyor";
+ mes "in the factory as well.";
+ close;
+ }
+ if (EinFactory == 6) {
+ mes "[Zelmeto]";
+ mes "I see...";
+ mes "It's most likely that";
+ mes "there was a short";
+ mes "circuit and most";
+ mes "of the internal devices";
+ mes "were burnt out...";
+ next;
+ mes "[Zelmeto]";
+ mes "Thanks for checking";
+ mes "that out for me. Now,";
+ mes "the next machine I need";
+ mes "you to inspect is different";
+ mes "than the others I've had";
+ mes "you examine.";
+ next;
+ mes "[Zelmeto]";
+ mes "It's a mechanical";
+ mes "hand that transports";
+ mes "small objects. We didn't";
+ mes "really give it a name, but";
+ mes "you should be able to find it.";
+ next;
+ mes "[Zelmeto]";
+ mes "Recently, it seems";
+ mes "that there have been";
+ mes "problems in operating";
+ mes "that machine. If something's";
+ mes "broken, we need to know";
+ mes "and fix it right away.";
+ next;
+ changequest 8022,8023;
+ set EinFactory,7;
+ mes "[Zelmeto]";
+ mes "Thanks again";
+ mes "in advance.";
+ close;
+ }
+ if (EinFactory == 5) {
+ mes "[Zelmeto]";
+ mes "I'd like you to inspect";
+ mes "the control panel. It's";
+ mes "fairly large and can be";
+ mes "found in the middle of the";
+ mes "factory. You shouldn't have";
+ mes "too much trouble finding it.";
+ close;
+ }
+ if (EinFactory == 4) {
+ mes "[Zelmeto]";
+ mes "What...?";
+ mes "This is worse";
+ mes "than I expected. But";
+ mes "it's good that we know";
+ mes "about these problems";
+ mes "as soon as possible.";
+ next;
+ mes "[Zelmeto]";
+ mes "Don't you worry,";
+ mes "we'll take care of";
+ mes "this. In the meantime,";
+ mes "I'd like you to inspect";
+ mes "the next machine for me.";
+ next;
+ mes "[Zelmeto]";
+ mes "I want you to check";
+ mes "a ^FF0000control panel^000000. It's the";
+ mes "same kind as the one";
+ mes "you just inspected, but";
+ mes "bigger in size.";
+ next;
+ mes "[Zelmeto]";
+ mes "It's located in the";
+ mes "middle of the factory,";
+ mes "so you should be able";
+ mes "to find it. It may be in bad";
+ mes "condition, even though it's";
+ mes "operating fine for now...";
+ next;
+ changequest 8020,8021;
+ set EinFactory,5;
+ mes "[Zelmeto]";
+ mes "We need to ensure that";
+ mes "it's stable, reliable and";
+ mes "doesn't pose a threat to";
+ mes "our workforce. Thanks";
+ mes "again, adventurer.";
+ close;
+ }
+ if (EinFactory == 3) {
+ mes "[Zelmeto]";
+ mes "You need to inspect";
+ mes "an automatic pressure";
+ mes "governor. It looks fine,";
+ mes "but sometimes it makes";
+ mes "strange noises.";
+ next;
+ mes "[Zelmeto]";
+ mes "It probably will";
+ mes "be a good idea to";
+ mes "check that machine";
+ mes "more carefully this";
+ mes "time, just in case.";
+ next;
+ mes "[Zelmeto]";
+ mes "Thank you";
+ mes "for helping us,";
+ mes "adventurer.";
+ close;
+ }
+ if (EinFactory == 2) {
+ mes "[Zelmeto]";
+ mes "Huh, I see.";
+ mes "We must do something";
+ mes "about that as soon as";
+ mes "we can. Now, let me tell";
+ mes "you what to check next.";
+ next;
+ mes "[Zelmeto]";
+ mes "There are 3 automatic";
+ mes "pressure governors which";
+ mes "hammer the bent iron plates";
+ mes "from above to flatten them. It";
+ mes "seems that one of them may";
+ mes "have some kind of problem.";
+ next;
+ mes "[Zelmeto]";
+ mes "Please inspect the ^FF0000automatic pressure governors^000000. Even if the";
+ mes "problem seems small, please";
+ mes "report it to me. I know it might seem fine now, but I want to prevent an accident if I can.";
+ next;
+ changequest 8018,8019;
+ set EinFactory,3;
+ mes "[Zelmeto]";
+ mes "Thank you";
+ mes "in advance,";
+ mes "adventurer.";
+ close;
+ }
+ if (EinFactory == 1) {
+ mes "[Zelmeto]";
+ mes "If you would,";
+ mes "please inspect the";
+ mes "2nd control panel that";
+ mes "seems to have been";
+ mes "broken for a while...";
+ close;
+ }
+ mes "[Zelmeto]";
+ mes "Ah, you must be a visitor.";
+ mes "I'm Zelmeto Abellov, the";
+ mes "field overseer. Have you";
+ mes "been in this facility before?";
+ next;
+ mes "[Zelmeto]";
+ mes "This factory plays an";
+ mes "important role in our city";
+ mes "and generates a lot of income.";
+ mes "However, our employees suffer";
+ mes "from a poor work environment.";
+ next;
+ mes "[Zelmeto]";
+ mes "Our superintendant makes a lot";
+ mes "of money and seems content with";
+ mes "the current situation. However, the rest of the workforce doesn't enjoy all of the benefits he receives...";
+ next;
+ mes "[Zelmeto]";
+ mes "Many people have already";
+ mes "quit and there are only a few";
+ mes "people who continue to work";
+ mes "here. So now we're understaffed";
+ mes "and I'm in quite a bind...";
+ next;
+ mes "[Zelmeto]";
+ mes "There are some urgent";
+ mes "tasks I need done, but";
+ mes "there's no way for me";
+ mes "to recruit new workers.";
+ mes "Ah, I'm sorry, I've spoken too";
+ mes "freely about my own problems...";
+ next;
+ switch(select("You're understaffed?:No, it's okay.")) {
+ case 1:
+ mes "[Zelmeto]";
+ mes "Yes, we are!";
+ mes "I don't have enough";
+ mes "people to inspect the";
+ mes "factory machines and";
+ mes "determine what kinds";
+ mes "of problems we have.";
+ next;
+ mes "[Zelmeto]";
+ mes "It's a time consuming";
+ mes "task I'd rather do on my";
+ mes "own. However, between that";
+ mes "and managing the workforce,";
+ mes "I don't have enough time...";
+ next;
+ switch(select("I can help you.:Keep up the good job.")) {
+ case 1:
+ mes "[Zelmeto]";
+ mes "You can help me?";
+ mes "I know something like";
+ mes "this is too much to ask,";
+ mes "but I'll accept any help";
+ mes "anyone offers me. I'm";
+ mes "that desperate.";
+ next;
+ mes "[Zelmeto]";
+ mes "Alright, I'll have you";
+ mes "inspect the machines";
+ mes "in the factory one by one.";
+ mes "It's imperative that we know";
+ mes "what needs to be repaired";
+ mes "and what's working fine.";
+ next;
+ mes "[Zelmeto]";
+ mes "First, find the ^FF00002nd control";
+ mes "panel^000000 and determine its";
+ mes "status. I'm fairly certain that";
+ mes "it broke a long time ago, but";
+ mes "it wouldn't hurt to make sure.";
+ mes "You should find it easily.";
+ next;
+ setquest 8017;
+ set EinFactory,1;
+ mes "[Zelmeto]";
+ mes "When you finish your";
+ mes "inspection, report back";
+ mes "to me so I can tell you";
+ mes "which machine to check";
+ mes "next. Thanks again for";
+ mes "offering to help.";
+ close;
+ case 2:
+ mes "[Zelmeto]";
+ mes "Well, it's a living.";
+ mes "^333333*Sigh*^000000 I can put up with";
+ mes "this, but I hope the higher";
+ mes "ups will consider improving";
+ mes "the work environment here...";
+ close;
+ }
+ case 2:
+ mes "[Zelmeto]";
+ mes "Thank you for";
+ mes "your kindness.";
+ mes "And please don't";
+ mes "let anyone know about";
+ mes "anything I just told you.";
+ close;
+ }
+}
+
+ein_in01,49,232,3 script 2nd Control Panel#ins 111,{
+ if ((EinFactory == 1) || (EinFactory == 2)) {
+ changequest 8017,8018;
+ set EinFactory,2;
+ mes "^3355FFIt's the 2nd control panel";
+ mes "Zelmeto asked you to inspect.";
+ mes "It looks totally broken: screws";
+ mes "are missing, and the iron cover";
+ mes "has been bent open, revealing";
+ mes "a tangled mess of wires inside.^000000";
+ close;
+ }
+ end;
+}
+
+ein_in01,108,217,3 script 3rd Pressure Governor#1 111,{
+ if ((EinFactory == 3) || (EinFactory == 4)) {
+ changequest 8019,8020;
+ set EinFactory,4;
+ mes "^3355FFAt first glance, this";
+ mes "pressure governor looks";
+ mes "perfectly fine. But after you";
+ mes "check it more carefully, you";
+ mes "find that it's making strange";
+ mes "grinding noises and a few of";
+ mes "the surface screws are loose.";
+ close;
+ }
+ end;
+}
+
+ein_in01,62,258,3 script Main Control Panel#ins 111,{
+ if ((EinFactory == 5) || (EinFactory == 6)) {
+ changequest 8021,8022;
+ set EinFactory,6;
+ mes "^3355FFThe main control panel";
+ mes "doesn't look like it has";
+ mes "any problems. But after";
+ mes "tapping on its surface,";
+ mes "you hear a disheartening";
+ mes "hollow sound. It looks like";
+ mes "it's missing some parts...^000000";
+ close;
+ }
+ end;
+}
+
+ein_in01,46,197,3 script Conveyor#ins 111,{
+ if ((EinFactory == 7) || (EinFactory == 8)) {
+ changequest 8023,8024;
+ set EinFactory,8;
+ mes "^3355FFThe conveyor's movements";
+ mes "look jittery and clumsy. The";
+ mes "mechanical arm also doesn't";
+ mes "look powerful enough to bear";
+ mes "the loads that it's carrying. The screws in the conveyor look";
+ mes "loose and rusted over.^000000";
+ close;
+ }
+ end;
+}
+
+ein_in01,100,266,3 script Pipe#ins 111,{
+ if ((EinFactory == 9) || (EinFactory == 10)) {
+ changequest 8025,8026;
+ set EinFactory,10;
+ mes "^3355FFThe inspection of this";
+ mes "pipe didn't take very long.";
+ mes "It's bloated and worn out";
+ mes "from long durations of ";
+ mes "being overloaded with";
+ mes "pressure. It's a wonder";
+ mes "it hasn't exploded yet.";
+ close;
+ }
+ end;
+}
+
+ein_in01,95,239,3 script Conveyor#ins2 111,{
+ if ((EinFactory == 11) || (EinFactory == 12)) {
+ changequest 8027,8028;
+ set EinFactory,12;
+ mes "^3355FFThis conveyor seems";
+ mes "to have similar problems";
+ mes "as its smaller version. Its";
+ mes "movements are awkward,";
+ mes "erratic and weak, and almost";
+ mes "all of its screws are rusted.^000000";
+ close;
+ }
+ end;
+}
+
+// Administrator NPC used to rig the invasion in Einbroch.
+/**/
+sec_in02,127,86,3 script Factory Quest Test 851,{
+ input .@input; //,0,9000;
+ if ((.@input < 0) || (.@input > 9000)) {
+ mes "[Test1]";
+ mes "Boo~ya.";
+ close;
+ }
+ else if (.@input == 0) {
+ mes "[Test1]";
+ mes "Do you want";
+ mes "to cancel~?";
+ close;
+ }
+ else if (.@input == 8028) {
+ mes "[Test1]";
+ mes "The current value";
+ mes "of the global variable";
+ mes "for the Factory Quest";
+ mes "is... ^3355FF" + z + "^000000.";
+ mes "You wanna change?";
+ next;
+ switch(select("0:10:Invade")) {
+ case 1:
+ mes "[Test1]";
+ mes "Okay...!";
+ mes "It's been";
+ mes "changed to ''0.''";
+ set $EinPolution,0;
+ close;
+ case 2:
+ mes "[Test2]";
+ mes "Okay...!";
+ mes "It's been";
+ mes "changed to ''10.''";
+ set $EinPolution,10;
+ close;
+ case 3:
+ donpcevent "Einbroch Smog Alert::OnEnable";
+ close;
+ }
+ }
+ else {
+ mes "[Test1]";
+ mes "Whoa...";
+ mes "That is";
+ mes "sooo wrong!";
+ close;
+ }
+}
+/**/
+
+// Murder Quest
+//============================================================
+einbech,165,105,7 script Buender Hikeman#ein 847,{
+ cutin "ein_hicman",2;
+ if (Shinokas_Quest == 0) {
+ mes "[Buender Hikeman]";
+ mes "...";
+ mes "......";
+ next;
+ mes "[Buender Hikeman]";
+ mes "...";
+ mes "......";
+ mes "......You...";
+ emotion e_what,1;
+ next;
+ mes "[Buender Hikeman]";
+ mes "...";
+ mes "......";
+ mes "......You...";
+ mes "......Stop it...";
+ next;
+ mes "[Buender Hikeman]";
+ mes "...";
+ mes "......";
+ mes "......You...";
+ mes "......Stop it...";
+ mes "...You ^FF0000bastard^000000!";
+ next;
+ mes "[Buender Hikeman]";
+ mes "RaaaaAAAARGHHH!!";
+ next;
+ mes "^3355FFThe old man seems";
+ mes "slightly irked at seeing";
+ mes "you. Unfortunately, his";
+ mes "screaming and rambling";
+ mes "is totally incoherent.^000000";
+ next;
+ mes "[Buender Hikeman]";
+ mes "It ^FF0000IS^000000 you!";
+ mes "You're responsible!";
+ mes "You've taken everything";
+ mes "away from me!!";
+ next;
+ switch(select("'What are you talking about?':Ignore Him.")) {
+ case 1:
+ mes "[Buender Hikeman]";
+ mes "How dare you...";
+ mes "How dare you treat ";
+ mes "after destroying all the";
+ mes "happiness in my life!";
+ next;
+ mes "[Buender Hikeman]";
+ mes "Damn you...";
+ mes "How can you have";
+ mes "the audacity to pretend";
+ mes "as if nothing happened?!";
+ mes "^333333*C-cough Cough...*^000000";
+ next;
+ break;
+ case 2:
+ mes "[Buender Hikeman]";
+ mes "W...wait!";
+ mes "I said wait!";
+ mes "^333333*Cough!*^000000";
+ close2;
+ cutin "ein_hicman",255;
+ end;
+ }
+ mes "[Buender Hikeman]";
+ mes "Are you so evil to";
+ mes "just shallowly forget";
+ mes "what you've done to our";
+ mes "lives? Did you already";
+ mes "forget what you did";
+ mes "here in Einbech?!";
+ next;
+ mes "[Buender Hikeman]";
+ mes "It was such a long";
+ mes "time ago, but I'll never";
+ mes "forget. This town was";
+ mes "small, but full of folk";
+ mes "with warm hearts...";
+ next;
+ mes "[Buender Hikeman]";
+ mes "Me, Khartophe, Anuto,";
+ mes "Maskharundt... All of";
+ mes "us were friends hired";
+ mes "by that big businessman";
+ mes "to dig up ores in the mine.";
+ next;
+ mes "[Buender Hikeman]";
+ mes "And then there";
+ mes "was you! All of us";
+ mes "put together made the";
+ mes "greatest mining team!";
+ mes "That was, until, we";
+ mes "discovered ^FF0000it^000000.";
+ next;
+ mes "[Buender Hikeman]";
+ mes "Yes...";
+ mes "The mysterious ore";
+ mes "that dazzled with a";
+ mes "magnificent light.";
+ next;
+ mes "[Buender Hikeman]";
+ mes "But we should have known";
+ mes "that the ^3131FFUngoliant^000000 would";
+ mes "be around that ore. We";
+ mes "should have realized";
+ mes "the danger...";
+ next;
+ mes "[Buender Hikeman]";
+ mes "We reported our findings";
+ mes "to our employer, and then";
+ mes "the ore just disappeared. He";
+ mes "must have sent it somewhere,";
+ mes "it was none of our business.";
+ next;
+ mes "[Buender Hikeman]";
+ mes "Then life was back";
+ mes "to normal for a while.";
+ mes "But one day you yelled";
+ mes "to us that you had found";
+ mes "another special, mysterious";
+ mes "ore in the mines.";
+ next;
+ mes "[Buender Hikeman]";
+ mes "But when we came";
+ mes "over to check the hole";
+ mes "you dug up, you know";
+ mes "what we found...?!";
+ next;
+ switch(select("Ungoliant?:A mysterious ore, right?:Nothing...?")) {
+ case 1:
+ mes "[Buender Hikeman]";
+ mes "Don't you remember";
+ mes "what happened? What";
+ mes "you did to us at that time?!";
+ next;
+ break;
+ case 2:
+ mes "[Buender Hikeman]";
+ mes "Don't you remember";
+ mes "what happened? What";
+ mes "you did to us at that time?!";
+ next;
+ break;
+ case 3:
+ mes "[Buender Hikeman]";
+ mes "Yes...";
+ mes "Nothing.";
+ next;
+ break;
+ }
+ mes "[Buender Hikeman]";
+ mes "There was nothing";
+ mes "inside the hole!";
+ next;
+ mes "[Buender Hikeman]";
+ mes "Then you pointed to";
+ mes "the wall behind us and";
+ mes "screamed that Ungoliant";
+ mes "was coming! In our panic";
+ mes "we started to dig our way out!";
+ next;
+ mes "[Buender Hikeman]";
+ mes "I remember that the expression on your face seemed so strange. I had thought you looked sad, but now I'm sure you were consumed by greed! We trusted you and you betrayed us! ^FFFFFFspace^000000";
+ next;
+ mes "[Buender Hikeman]";
+ mes "When we finally smashed";
+ mes "down that last wall, everything";
+ mes "starting to fall around us. We";
+ mes "were the only two to survive";
+ mes "that tunnel collapse.";
+ next;
+ mes "[Buender Hikeman]";
+ mes "Then I learned...";
+ mes "You planned it all along.";
+ setquest 2071;
+ set Shinokas_Quest,1;
+ close2;
+ cutin "ein_hicman",255;
+ end;
+ }
+ else if (Shinokas_Quest == 1) {
+ mes "[Buender Hikeman]";
+ mes "Bastard!";
+ mes "I'm sick of";
+ mes "your lies!";
+ next;
+ switch(select("I'm not who you think!:How did you survive the accident?")) {
+ case 1:
+ mes "[Buender Hikeman]";
+ mes "Ha...!";
+ mes "Do you think";
+ mes "I'd so easily";
+ mes "forget the face";
+ mes "of the person who";
+ mes "shattered my life?!";
+ next;
+ break;
+ case 2:
+ break;
+ }
+ next;
+ mes "[Buender Hikeman]";
+ mes "When I came to,";
+ mes "I was lying on my";
+ mes "stomach in the ruins";
+ mes "of that dark tunnel.";
+ next;
+ mes "[Buender Hikeman]";
+ mes "And I found...";
+ mes "You know what I found.";
+ next;
+ mes "[Buender Hikeman]";
+ mes "^333333*Cough Cough*^000000";
+ mes "The corpses of my friends!";
+ mes "Khartophe, Anuto, Maskharundt!";
+ mes "Great men and my best friends.";
+ mes "But where were you?!";
+ next;
+ mes "[Buender Hikeman]";
+ mes "Your body was nowhere";
+ mes "to be found. I searched";
+ mes "the tunnel and finally";
+ mes "climbed outside where";
+ mes "I was found unconscious.";
+ next;
+ mes "[Buender Hikeman]";
+ mes "I was so stupid.";
+ mes "It was because of";
+ mes "that ore! You killed our";
+ mes "friends and destroyed";
+ mes "my life for that thing!";
+ next;
+ mes "[Buender Hikeman]";
+ mes "And now...";
+ mes "You come out of";
+ mes "hiding and show up.";
+ mes "What do you want of";
+ mes "me? What more can";
+ mes "you possibly take away?!";
+ next;
+ switch(select("I'm not who you think I am!:I'd like to apologize.")) {
+ case 1:
+ mes "[Buender Hikeman]";
+ mes "Quit lying!";
+ mes "You've stirred up";
+ mes "my hatred by showing";
+ mes "up again! I've never";
+ mes "forgotten that day!";
+ next;
+ break;
+ case 2:
+ mes "[Buender Hikeman]";
+ mes "Ha ha...";
+ mes "Apologize?";
+ mes "The harm is";
+ mes "already done...";
+ next;
+ break;
+ }
+ mes "[Buender Hikeman]";
+ mes "It's too late";
+ mes "for you now. For";
+ mes "the sake of my friends,";
+ mes "I'll have my vengeance!";
+ next;
+ mes "[Buender Hikeman]";
+ mes "Prepare to die!";
+ mes "^3131FFShinokas^000000!!!!";
+ next;
+ mes "[Buender Hikeman]";
+ mes "...!";
+ mes "^333333*Cough! Cough!*^000000";
+ mes "Noooo! N-not now...";
+ mes "^333333*Cough! Cough!*^000000";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "...";
+ mes "I better";
+ mes "get away";
+ mes "from him!";
+ next;
+ mes "^3355FFYou ran away from Hikeman";
+ mes "as he collapsed on the ground.";
+ mes "It wouldn't be a good idea to";
+ mes "provoke the old man anymore,";
+ mes "intentionally or not.^000000";
+ changequest 2071,2072;
+ set Shinokas_Quest,2;
+ close2;
+ cutin "ein_hicman",255;
+ end;
+ }
+ else if (Shinokas_Quest == 2) {
+ mes "^3355FFIt'd be best";
+ mes "to avoid aggravating";
+ mes "the old man for now.^000000";
+ close2;
+ cutin "ein_hicman",255;
+ end;
+ }
+ else if (Shinokas_Quest == 10) {
+ mes "^3355FFHikeman is dozing";
+ mes "off in his chair. Judging";
+ mes "from the look of discomfort";
+ mes "on his face, he seems to be";
+ mes "having a nightmare.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Excuse me...";
+ next;
+ mes "[Buender Hikeman]";
+ mes "Huh...?";
+ mes ".........!!";
+ mes "Hahahahaha!";
+ mes "Come back for";
+ mes "your beating,";
+ mes "eh, Shinokas?!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Look...!";
+ mes "I'm not Shinokas,";
+ mes "okay? How can you";
+ mes "forget what he looks";
+ mes "like or how old he is?";
+ mes "I'm way younger!";
+ next;
+ mes "[Buender Hikeman]";
+ mes "What...?";
+ next;
+ mes "[Buender Hikeman]";
+ mes "................";
+ emotion e_gasp;
+ next;
+ mes "[Buender Hikeman]";
+ mes "Uhhhh......";
+ next;
+ mes "[Buender Hikeman]";
+ mes "Huh.";
+ next;
+ if (Sex == 0) {
+ mes "["+strcharinfo(0)+"]";
+ mes "And...";
+ mes "I'm a cute girl!";
+ mes "Shinokas is male";
+ mes "and kind of...";
+ next;
+ mes "[Buender Hikeman]";
+ mes "What...?";
+ mes "IMPOSSIBLE!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "...";
+ mes "......";
+ next;
+ mes "[Buender Hikeman]";
+ mes "...";
+ mes "......";
+ next;
+ }
+ mes "[Buender Hikeman]";
+ mes "It seems...";
+ mes "I've made a";
+ mes "huge mistake.";
+ next;
+ mes "[Buender Hikeman]";
+ mes "Ever since the accident, people have said that I haven't been the same. Maybe they're right.";
+ next;
+ mes "[Buender Hikeman]";
+ mes "I keep making the same";
+ mes "mistakes, so maybe they're";
+ mes "right about me getting senile.";
+ mes "Did you come just to clear";
+ mes "up this misunderstanding?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Um...";
+ mes "Actually...";
+ next;
+ switch(select("Tell Hikeman about Shinokas's death.:Don't notify Hikeman.")) {
+ case 1:
+ mes "["+strcharinfo(0)+"]";
+ mes "Shinokas died";
+ mes "a while ago in";
+ mes "Einbroch.";
+ next;
+ mes "[Buender Hikeman]";
+ mes "Wh-what...?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Shinokas was killed by";
+ mes "some men. He thinks they";
+ mes "may have been the ones";
+ mes "who hired you guys. In the";
+ mes "end, he was betrayed too...";
+ next;
+ mes "[Buender Hikeman]";
+ mes "I...";
+ mes "I see...";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Shinokas may have";
+ mes "gotten some money,";
+ mes "but he spent the rest";
+ mes "of his life in hiding,";
+ mes "being hunted down.";
+ next;
+ mes "[Buender Hikeman]";
+ mes "Nothing's left.";
+ mes "I've got nothing";
+ mes "to look foward to.";
+ mes "I was living only to";
+ mes "avenge my friends...";
+ next;
+ mes "[Buender Hikeman]";
+ mes "Please...";
+ mes "Just go back to";
+ mes "wherever you came";
+ mes "from. Leave me alone...";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "...";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "^333333Did Hikeman really want";
+ mes "revenge on Shinokas or did";
+ mes "he want to hear him out since";
+ mes "they used to be close friends?^000000";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "^333333If I mention that";
+ mes "what they found was";
+ mes "the Ymir Heart Piece,";
+ mes "Hikeman might end up";
+ mes "getting hunted down, so";
+ mes "I better not say anything.^000000";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "^333333Why are those men";
+ mes "so obsessed with that";
+ mes "Ymir Heart Piece? Is it";
+ mes "really worth this kind of";
+ mes "cruelty? Whoever they are,";
+ mes "their intentions can't be good.";
+ close2;
+ cutin "ein_hicman",255;
+ completequest 2078;
+ set Shinokas_Quest,11;
+ if (BaseLevel < 70) {
+ getexp 10000,8000;
+ }
+ else if ((BaseLevel > 69) && (BaseLevel < 80)) {
+ getexp 30000,10000;
+ }
+ else if ((BaseLevel > 79) && (BaseLevel < 90)) {
+ getexp 50000,30000;
+ }
+ else if ((BaseLevel > 89) && (BaseLevel < 100)) {
+ getexp 70000,50000;
+ }
+ end;
+ case 2:
+ mes "["+strcharinfo(0)+"]";
+ mes "Yeah...";
+ mes "That' right.";
+ mes "I wanted to clear up";
+ mes "this misunderstanding";
+ mes "so you could calm down,";
+ mes "even if it's just a little bit.";
+ next;
+ mes "[Buender Hikeman]";
+ mes "Well, you don't have";
+ mes "to worry so much about";
+ mes "my stress. I find that the";
+ mes "winds that pass through";
+ mes "this town to be very relaxing.";
+ next;
+ mes "[Buender Hikeman]";
+ mes "Each time the wind";
+ mes "blows by, my vision blurs,";
+ mes "my memories haze and all";
+ mes "of my hatred just drifts away.";
+ next;
+ mes "[Buender Hikeman]";
+ mes "Without the wind, I'd only";
+ mes "have my hatred towards ^FF0000him^000000.";
+ mes "Maybe it's my only reason for";
+ mes "living and maybe I'm lonely,";
+ mes "but it's too late to feel";
+ mes "sorry for myself now.";
+ close2;
+ cutin "ein_hicman",255;
+ end;
+ }
+ }
+ else {
+ mes "^3355FFHikeman is dozing";
+ mes "off in his chair. Judging";
+ mes "from the look of discomfort";
+ mes "on his face, he seems to be";
+ mes "having a nightmare.";
+ cutin "ein_hicman",255;
+ close;
+ }
+}
+
+ein_in01,231,163,7 script Sick Old Man#ein 849,{
+ if (Shinokas_Quest < 2) {
+ mes "[Sick Old Man]";
+ mes "...!";
+ next;
+ mes "[Sick Old Man]";
+ mes "Awwwk~";
+ mes "It's killing me!";
+ mes "Arrrgh! Awwwrgh!";
+ mes "W-when will my son";
+ mes "come back from";
+ mes "the factory...?!";
+ next;
+ mes "^3355FFYou feel really awkward";
+ mes "just staring at this old";
+ mes "man violently rolling";
+ mes "around in his bed.^000000";
+ close;
+ }
+ else if (Shinokas_Quest == 2) {
+ set einbech,0;
+ mes "[Sick Old Man]";
+ mes "...!";
+ next;
+ mes "[Sick Old Man]";
+ mes "Awwwk~";
+ mes "It's killing me!";
+ mes "Arrrgh! Awwwrgh!";
+ mes "W-when will my son";
+ mes "come back from";
+ mes "the factory...?!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Shi...";
+ mes "Shinokas?";
+ next;
+ mes "[Sick Old Man]";
+ mes "Huh...?";
+ mes "Noooo! M-my name is";
+ mes "Shinotarous. Y-you've";
+ mes "got the wrong person!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "^333333This has to be the";
+ mes "Shinokas that Hikeman";
+ mes "was talking about in Einbech.";
+ mes "Hmmm, but how can I get";
+ mes "him to admit it?^000000";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "^333333*Ahem!*^000000";
+ mes "Excuse me...";
+ next;
+ while(1) {
+ if (.@einbech > 6) {
+ if (select("Have you ever heard of ^3131FFHikeman^000000 before?:Weren't you living in ^3131FFEinbech^000000?") == 1) {
+ break;
+ }
+ mes "[Sick Old Man]";
+ mes "Einbech...?";
+ mes "No! I've never";
+ mes "lived there before!";
+ next;
+ mes "^3355FFIt doesn't seem";
+ mes "like this old man";
+ mes "is telling the truth...^000000";
+ set einbech,0;
+ next;
+ }
+ else {
+ switch(select("Remember the mine tunnel collapse?:Didn't you used to be a miner?:Have you lived in Einbroch all your life?")) {
+ case 1:
+ mes "[Sick Old Man]";
+ mes "Noooo!";
+ mes "I don't know";
+ mes "what the hell";
+ mes "you're talking";
+ mes "about!";
+ set .@einbech,.@einbech+1;
+ next;
+ break;
+ case 2:
+ mes "[Sick Old Man]";
+ mes "Nooo...!";
+ mes "W-why would you";
+ mes "even ask me that";
+ mes "kind of question?!";
+ set .@einbech,.@einbech+1;
+ next;
+ break;
+ case 3:
+ mes "[Sick Old Man]";
+ mes "Y-yes!";
+ mes "Born and raised";
+ mes "raised here in";
+ mes "Einbe--Einbroch!";
+ next;
+ mes "^3355FFIt doesn't seem";
+ mes "like this old man";
+ mes "is telling the truth...^000000";
+ if (.@einbech > 0) {
+ set .@einbech,0;
+ }
+ next;
+ break;
+ }
+ }
+ }
+ mes "["+strcharinfo(0)+"]";
+ mes "Are you sure";
+ mes "that you don't";
+ mes "know anything";
+ mes "about ^3131FFHikeman^000000?";
+ next;
+ mes "[Shinokas]";
+ mes "No...!";
+ mes "I've never met";
+ mes "Buender Hikeman";
+ mes "in my entire li--";
+ next;
+ mes "[Shinokas]";
+ mes "...";
+ mes ".......";
+ emotion e_swt2;
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I was right.";
+ mes "You're Shinokas!";
+ emotion e_gg,1;
+ next;
+ mes "[Shinokas]";
+ mes "Curses!";
+ mes "I've blown";
+ mes "my cover!";
+ mes "W-wait! How much";
+ mes "do you know?!";
+ emotion e_omg;
+ next;
+ mes "[Shinokas]";
+ mes "Did ^3131FFthey^000000 send you?";
+ mes "^333333*Sigh*^000000 I think that this";
+ mes "is it. I'll never be";
+ mes "able to solve the";
+ mes "secret before I die.";
+ next;
+ mes "[Shinokas]";
+ mes "Okay.";
+ mes "Get on with it.";
+ mes "I'm ready now...";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Tell me everything";
+ mes "you know related to";
+ mes "that incident where";
+ mes "the mine tunnel";
+ mes "collapsed around";
+ mes "you and Hikeman.";
+ next;
+ mes "[Shinokas]";
+ mes "...?";
+ mes "Errr....";
+ mes "You're not";
+ mes "here to kill me?";
+ emotion e_what;
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "No...!";
+ mes "I'm here to find";
+ mes "out the truth!";
+ next;
+ mes "[Shinokas]";
+ mes "That means...";
+ mes "I still have some time.";
+ mes "This must be destiny!";
+ mes "Alright, I'll tell you what";
+ mes "happened. But it's a";
+ mes "long story...";
+ changequest 2072,2073;
+ set Shinokas_Quest,3;
+ close;
+ }
+ else if (Shinokas_Quest == 3) {
+ mes "[Shinokas]";
+ mes "How much do you know";
+ mes "about the accident? No,";
+ mes "wait. Don't answer that.";
+ mes "I don't want to hear it.";
+ next;
+ mes "[Shinokas]";
+ mes "I admit it. Yes.";
+ mes "I stabbed my friends";
+ mes "in the back. It was an";
+ mes "unforgivable sin that will";
+ mes "haunt me until the day I die.";
+ next;
+ mes "[Shinokas]";
+ mes "I sold out my friends for";
+ mes "money. I destroyed that";
+ mes "tunnel and killed them. But";
+ mes "I suppose I was tricked as well. ^3131FFThey^000000 never intended to keep their end of our agreement.";
+ next;
+ mes "[Shinokas]";
+ mes "After I destroyed the tunnel,";
+ mes "they targeted me and I ended";
+ mes "spending the rest of my life being pursued and running from place to place. What the hell was that ^3131FFore^000000 and why was it so important?";
+ next;
+ mes "[Shinokas]";
+ mes "I need to know more about";
+ mes "that ore if it's worth killing for. That's why I've risked sneaking into Einbroch. Supposedly, an ore similar to the one we found has";
+ mes "been transported here recently.";
+ next;
+ select("Did you find it?");
+ mes "[Shinokas]";
+ mes "No, not yet.";
+ mes "I've been searching";
+ mes "for that ore every night.";
+ mes "During the day, this kind";
+ mes "blacksmith has managed";
+ mes "to hide me from those men.";
+ next;
+ mes "[Shinokas]";
+ mes "But I won't be safe";
+ mes "for very long. Look, I'm";
+ mes "no saint, but before I die,";
+ mes "I wanna do this one last";
+ mes "thing and see what's so";
+ mes "great about this ore...";
+ next;
+ select("Wait, who's trying to get you?");
+ mes "[Shinokas]";
+ mes "Who's trying to kill me?";
+ mes "The people who hired me and";
+ mes "my friends to dig up that ore in the first place. We thought they were ordinary businessmen,";
+ mes "but... They're dangerous.";
+ next;
+ mes "[Shinokas]";
+ mes "So I told you everything";
+ mes "and now you know that my";
+ mes "days might be numbered.";
+ mes "Please do an old man a favor";
+ mes "and search Einbroch for that";
+ mes "strange, mysterious ore.";
+ next;
+ mes "[Shinokas]";
+ mes "Now, the first thing I learned";
+ mes "in this town is that the richest family is the Kapellthaines. Only the rich and powerful can possibly be involved in something so big.";
+ next;
+ mes "[Shinokas]";
+ mes "Would you search";
+ mes "Kappellthaine Manor";
+ mes "for that ore? It's on the way";
+ mes "to the Airport and it shouldn't be hard to miss. They're the richest people in Einbroch, after all.";
+ next;
+ mes "[Shinokas]";
+ mes "I'm too old and weak to leave";
+ mes "this house, and there's the chance that those men will find me. If you can sympathize with my situation, please find out if the Kapellthaine family has any unique ores...";
+ changequest 2073,2074;
+ set Shinokas_Quest,4;
+ close;
+ }
+ else if (Shinokas_Quest == 4) {
+ mes "[Shinokas]";
+ mes "Please...";
+ mes "Find out if the Kapellthaines";
+ mes "are keeping some kind of unique";
+ mes "ore. Their manor is on the road";
+ mes "that leads to the Airport.";
+ close;
+ }
+ else if (Shinokas_Quest == 5) {
+ mes "[Shinokas]";
+ mes "So, did you find";
+ mes "anything from the";
+ mes "Kapellthaines?";
+ next;
+ mes "["+strcharinfo(0)+"]" ;
+ mes "Well, Mr. Kapellthaine";
+ mes "is kind of violent, but";
+ mes "I didn't find anything";
+ mes "really suspicious.";
+ next;
+ mes "[Shinokas]";
+ mes "Huh...";
+ mes "I must have";
+ mes "been wrong, then...";
+ mes "Where else could it be?";
+ next;
+ mes "[Shinokas]";
+ mes "Oh, right! The huge";
+ mes "factory in Einbroch!";
+ mes "What could be more";
+ mes "suspicious? There's a ton";
+ mes "of workers, but no one really";
+ mes "knows what they do there...";
+ next;
+ mes "[Shinokas]";
+ mes "If they're so secretive,";
+ mes "it's possible that they're";
+ mes "keeping the ore over there.";
+ mes "Please go and search the";
+ mes "Factory for that ore as";
+ mes "soon as you can.";
+ changequest 2074,2075;
+ set Shinokas_Quest,6;
+ close;
+ }
+ else if (Shinokas_Quest == 6) {
+ if (EinFactory > 12) {
+ mes "[Shinokas]";
+ mes "So...?";
+ mes "Did you learn";
+ mes "anything new";
+ mes "in the Factory?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Well...";
+ mes "There's a lot of";
+ mes "suspicious business";
+ mes "in the factory, but I don't";
+ mes "think any of it is related";
+ mes "to that ore you mentioned.";
+ next;
+ mes "[Shinokas]";
+ mes "Damn it...";
+ mes "Then where did";
+ mes "they hide it? Where";
+ mes "do you think that";
+ mes "ore might be?";
+ next;
+ switch(select("Airport:Factory:Train Station:Airship Repairshop:Laboratory")) {
+ case 1:
+ mes "[Shinokas]";
+ mes "No...";
+ mes "The Airport is always";
+ mes "crowded with people.";
+ mes "It'd be a bad idea to hide";
+ mes "something so important";
+ mes "in that kind of place.";
+ close;
+ case 2:
+ mes "[Shinokas]";
+ mes "Didn't you just";
+ mes "check the factory?";
+ mes "You couldn't find";
+ mes "any clues to the";
+ mes "ore over there...";
+ close;
+ case 3:
+ mes "[Shinokas]";
+ mes "Hmm...";
+ mes "People are always going";
+ mes "in and out of the Train Station. It's not the best place to hide something as important as the ore.";
+ close;
+ case 4:
+ mes "[Shinokas]";
+ mes "The Airship? Hm, it does";
+ mes "fly through some mysterious";
+ mes "power... But I already checked";
+ mes "the Airship Repairshop myself.";
+ mes "I haven't found any trace of";
+ mes "the ore over there.";
+ close;
+ case 5:
+ mes "[Shinokas]";
+ mes "...!";
+ mes "Yes. Yes...!";
+ mes "That could be it!";
+ mes "Why didn't I think";
+ mes "about the Laboratory?";
+ mes "It makes so much sense!";
+ next;
+ mes "[Shinokas]";
+ mes "I have a good feeling";
+ mes "about this. Please sneak";
+ mes "into that Laboratory and";
+ mes "see if you can find the ore!";
+ next;
+ mes "[Shinokas]";
+ mes "Remember...";
+ mes "Not just anybody";
+ mes "can enter that kind";
+ mes "of place. But I'm sure";
+ mes "you'll figure something out.";
+ changequest 2075,2076;
+ set Shinokas_Quest,7;
+ close;
+ }
+ }
+ else {
+ mes "[Shinokas]";
+ mes "I'm really in no position";
+ mes "to ask and I'm not trying";
+ mes "to give you a hard time on";
+ mes "purpose, but would you please";
+ mes "check for any traces of the ore";
+ mes "in the Factory once again?";
+ close;
+ }
+ }
+ else if (Shinokas_Quest == 9) {
+ mes "["+strcharinfo(0)+"]";
+ mes "Shinokas,";
+ mes "I found something!";
+ next;
+ mes "[Shinokas]";
+ mes "You...";
+ mes "Came... back...";
+ mes "Even... if... it's";
+ mes "already... Too late.";
+ mes "^333333*Cough Cough*^000000";
+ next;
+ mes "^3355FFYou help Shinokas";
+ mes "sit up, but find that";
+ mes "your hands have been";
+ mes "stained with his blood.^000000";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Blood...?!";
+ mes "Shinokas!";
+ mes "Who did this to you?";
+ mes "W-we need to call for help!";
+ next;
+ mes "[Shinokas]";
+ mes "No...";
+ mes "It's already";
+ mes "too late for me.";
+ mes "I should have died";
+ mes "a long time ago...";
+ next;
+ mes "[Shinokas]";
+ mes "^333333*Cough*^000000";
+ mes "I only regret that";
+ mes "I've never been able";
+ mes "to apologize to my";
+ mes "friends... ^333333*Cough!*^000000";
+ next;
+ mes "[Shinokas]";
+ mes "But did you";
+ mes "find out? D-did";
+ mes "you find out what's";
+ mes "so special about";
+ mes "that ore? W-what";
+ mes "is it... Really?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "It was...";
+ next;
+ input .@input$;
+ mes "["+strcharinfo(0)+"]";
+ mes "It was";
+ mes "^3131FF"+.@input$+"^000000!";
+ next;
+ if (.@input$ == "Ymir") {
+ mes "[Shinokas]";
+ mes "Y-Ymir...?";
+ mes "The h-heart of Ymir?";
+ mes "The power to control";
+ mes "the world... We really";
+ mes "did find something";
+ mes "great, didn't we?";
+ next;
+ mes "[Shinokas]";
+ mes "I remember...";
+ mes "The first time";
+ mes "we saw it. We...";
+ mes "We were so excited.";
+ mes "So amazed and proud...";
+ next;
+ mes "[Shinokas]";
+ mes "But digging up...";
+ mes "Something so great...";
+ mes "Was only possible";
+ mes "with-- ^333333*Cough*^000000 --";
+ mes "M-my buddies...";
+ next;
+ mes "[Shinokas]";
+ mes "^333333*Cough*^000000";
+ mes "It's getting...";
+ mes "Darker... I...";
+ mes "Don't have to";
+ mes "run anymore.";
+ next;
+ }
+ else {
+ mes "[Shinokas]";
+ mes "W-wait...!";
+ mes "What did...";
+ mes "I can't underst--";
+ mes "^333333*Cough cough!*^000000";
+ next;
+ }
+ mes "["+strcharinfo(0)+"]";
+ mes "No...!";
+ mes "Tell me who";
+ mes "did this to you!";
+ mes "Where are they?";
+ mes "Speak to me, please!";
+ next;
+ mes "[Shinokas]";
+ mes "W-wha...?";
+ mes "I told you.";
+ mes "Th-they we--";
+ next;
+ mes "[Shinokas]";
+ mes "...";
+ mes "......";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "No!";
+ mes "Shinokas!";
+ mes "Why, God?";
+ mes "Why...";
+ changequest 2077,2078;
+ set Shinokas_Quest,10;
+ close;
+ }
+ else if (Shinokas_Quest > 9) {
+ mes "^3355FFShinokas's";
+ mes "body has grown";
+ mes "cold to the touch.^000000";
+ close;
+ }
+ else {
+ mes "[Shinokas]";
+ mes "...";
+ mes "......";
+ close;
+ }
+}
+
+ein_in01,32,133,7 script Maid#ein 850,{
+ if (Shinokas_Quest == 4) {
+ mes "[Maid]";
+ mes "Did you ask me";
+ mes "if I saw some kind";
+ mes "of ore around here?";
+ mes "That's strange...";
+ next;
+ mes "[Maid]";
+ mes "Well, I've been with";
+ mes "this family for a long";
+ mes "time. Let me assure you";
+ mes "that there's no secrets";
+ mes "from me in this household!";
+ next;
+ mes "[Maid]";
+ mes "I'm sorry, but I don't";
+ mes "think we have any ores,";
+ mes "special or otherwise, here";
+ mes "in the manor. What exactly";
+ mes "do you need them for?";
+ set Shinokas_Quest,5;
+ close;
+ }
+ else {
+ mes "[Maid]";
+ mes "There's no end";
+ mes "to all these plates";
+ mes "I have to clean...!";
+ close;
+ }
+}
+
+ein_in01,254,35,1 script Scientist#ein 749,{
+ mes "[Scientist]";
+ mes "^333333*Grumble grumble*^000000";
+ next;
+ mes "[Scientist]";
+ mes "Huh...?";
+ mes "How did you";
+ mes "get in here?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Oh! Ah....";
+ mes "I'm the new...";
+ mes "Guard. Nice";
+ mes "to meet you.";
+ next;
+ mes "[Scientist]";
+ mes "Oh. Yeah.";
+ mes "Nice-meet-you.";
+ mes "..............";
+ mes "^333333*Grumble grumble*^000000";
+ if (Shinokas_Quest == 7) {
+ next;
+ switch(select("What's wrong?:Catch you later.")) {
+ case 1:
+ mes "[Scientist]";
+ mes "What's wrong...?!";
+ mes "Oh, don't get me started!";
+ mes "I'm stuck here doing all the";
+ mes "work while the Lab Department Head goes out every freakin' day!";
+ next;
+ mes "[Scientist]";
+ mes "While I'm slaving";
+ mes "away here, he's in";
+ mes "that Airship, busy";
+ mes "flirting with that";
+ mes "woman. God...!";
+ mes "I'm like, so teed off!";
+ set Shinokas_Quest,8;
+ close;
+ case 2:
+ mes "[Scientist]";
+ mes "Right.";
+ mes "Yeah.";
+ mes "Later, man.";
+ close;
+ }
+ }
+ else if (Shinokas_Quest == 8) {
+ next;
+ mes "[Scientist]";
+ mes "Man alive!";
+ mes "Would it kill the";
+ mes "Department Head";
+ mes "to come in here and do";
+ mes "some work for a change?!";
+ next;
+ mes "[Scientist]";
+ mes "I mean, come on!";
+ mes "I shouldn't have to";
+ mes "carry his workload!";
+ close;
+ }
+ close;
+}
+
+ein_in01,266,27,3 script Unknown Stuff#ein 111,{
+ mes "^3355FFThere's something";
+ mes "attached to a huge";
+ mes "machine with many cords";
+ mes "and folds of barbed wire.^000000";
+ close;
+}
+
+einbroch,51,46,5 script Laboratory Soldier#ein-1 852,{
+ mes "[Laboratory Soldier]";
+ mes "This area";
+ mes "is off limits.";
+ mes "Please leave";
+ mes "immediately.";
+ close;
+}
+
+einbroch,51,56,5 script Laboratory Soldier#ein-2 852,{
+ mes "[Laboratory Soldier]";
+ mes "Yuck...!";
+ mes "There's this";
+ mes "nasty dusty taste";
+ mes "right inside my mouth";
+ mes "that I can't get rid of!";
+ next;
+ mes "[Laboratory Soldier]";
+ mes "^333333*Sigh*^000000";
+ mes "I want to go home.";
+ mes "Get some mouthwash.";
+ mes "You know. Something.";
+ close;
+}
+
+airplane,31,77,5 script Drunken Man#ein 853,{
+ if (Shinokas_Quest == 8) {
+ mes "[Drunken Man]";
+ mes "Okay okay...";
+ mes "Daddy's gonna";
+ mes "win some Apples";
+ mes "this time for sure!";
+ next;
+ mes "[Drunken Man]";
+ mes "Let's do it!";
+ mes "^3131FFYmir's Heart^000000 is";
+ mes "on my side! GO!";
+ emotion e_go;
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Huh...?";
+ mes "What did he just say?";
+ mes "It seemed important!";
+ next;
+ mes "^3355FF*Rolling and rumbling*^000000";
+ next;
+ emotion e_kis;
+ mes "[Kaci]";
+ mes "I have a total of ^FF000011^000000";
+ mes "and you have total ^FF00005^000000.";
+ mes "You lose this game. I'm";
+ mes "sorry, but I hope we play";
+ mes "again sometime.";
+ next;
+ mes "[Drunken Man]";
+ mes "Waaaaaahhhhhhhhh!";
+ mes "Apples! My apples!";
+ mes "Apples, I need more...!";
+ if (countitem(512) < 11) {
+ close;
+ }
+ else if ((countitem(512) > 10) && (countitem(512) < 100)) {
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Do you want";
+ mes "some of mine?";
+ next;
+ mes "[Drunken Man]";
+ mes "What...?";
+ mes "I can't do anything";
+ mes "with so few Apples!";
+ mes "I'm a high roller and";
+ mes "this is a high stakes game!";
+ close;
+ }
+ else {
+ delitem 512,countitem(512); //Apple
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Do you want";
+ mes "some of mine?";
+ next;
+ mes "[Drunken Man]";
+ mes "Wha--? Yes...";
+ mes "Hell yes! Gimme";
+ mes "some of your Apples!";
+ mes "Yeeeeeeeeeeehaw!";
+ mes "I'm back, baby!";
+ next;
+ mes "[Drunken Man]";
+ mes "Now, to win!";
+ mes "Daddy needs love...";
+ mes "Time to go from";
+ mes "crappy to classy!";
+ next;
+ mes "^3355FF*Rolling and rumbling*^000000";
+ next;
+ if (rand(1,10) > 7) {
+ emotion e_kis;
+ mes "[Kaci]";
+ mes "I got a total of ^FF00008^000000,";
+ mes "and you have total ^FF000011^000000.";
+ mes "Congratulations, you won!";
+ mes "Let me give you your winnings";
+ mes "and we'll play again some time~";
+ next;
+ }
+ else {
+ emotion e_omg;
+ mes "[Kaci]";
+ mes "Oooh...";
+ mes "I got a total of ^FF000010^000000,";
+ mes "and you have a total of ^FF00007^000000.";
+ mes "I'm sorry, but you lose";
+ mes "again. Better luck next time...";
+ next;
+ mes "[Drunken Man]";
+ mes "Waaaaahhhhhhhhhh!";
+ mes "Waaaaaaahhhhhhh!";
+ close;
+ }
+ }
+ mes "[Drunken Man]";
+ mes "Mwahhahahahaha!";
+ mes "Whahahahahahahaha!";
+ mes "That's why they call me";
+ mes "the ''Resurrection Kid!''";
+ mes "I always come back!";
+ next;
+ mes "[Drunken Man]";
+ mes "Oh yes, right!";
+ mes "You...! You lent";
+ mes "me those lucky";
+ mes "Apples. ^333333*Hiccup*^000000";
+ next;
+ mes "[Drunken Man]";
+ mes "I'm Kurshenburg!";
+ mes "Thanks to you, I'm";
+ mes "on a winning streak!";
+ mes "Hahaha! Th-thank you~";
+ mes "^333333*Hic-hic-hiccup!*^000000";
+ next;
+ switch(select("So what was that about Ymir's Heart?:Hehe, you're welcome.")) {
+ case 1:
+ mes "[Drunken Man]";
+ mes "What...?";
+ mes "Ymir's Heart?";
+ mes "How do you know";
+ mes "about that? ^333333*Hiccup*^000000";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Y-you...!";
+ mes "You were just yelling,";
+ mes "''Ymir's Heart is on my";
+ mes "side,'' while you were";
+ mes "gambling with those Apples!";
+ next;
+ mes "[Drunken Man]";
+ mes "What...?!";
+ mes "No way~";
+ mes "Err...? Did I...?";
+ next;
+ mes "[Drunken Man]";
+ mes "Heh heh...";
+ mes "I'm not really";
+ mes "supposed to be talking";
+ mes "about this. As head of";
+ mes "the Laboratory, I'm sworn";
+ mes "to secrecy about Ymir's Heart.";
+ next;
+ mes "[Drunken Man]";
+ mes "But what do I care?!";
+ mes "All they want are the";
+ mes "results of my research!";
+ mes "They don't appreciate";
+ mes "my work at all! My title";
+ mes "is completely worthless!";
+ next;
+ mes "[Drunken Man]";
+ mes "You don't know how long I've";
+ mes "been imprisoned in the lab and";
+ mes "that the work conditions just get worse and worse. Screw them! I'll keep getting paid as long as I show them some progress in our project!";
+ next;
+ select("Project?");
+ next;
+ mes "[Drunken Man]";
+ mes "Yeah, we're researching";
+ mes "Ymir's Heart. It was found";
+ mes "a long time ago in ^3131FFEinbech^000000";
+ mes "and it's in our lab now.";
+ next;
+ mes "[Drunken Man]";
+ mes "Everyone knows it's supposed";
+ mes "to hold some legendary power,";
+ mes "but even I was surprised to see";
+ mes "what it was capable of. It's both terrible and miraculous, scary";
+ mes "and wondrous...";
+ next;
+ mes "[Drunken Man]";
+ mes "So...";
+ mes "I figure...";
+ mes "It may even";
+ mes "have the power to";
+ mes "win me Dice games!";
+ mes "Bwahaha--^333333*Hiccup!*^000000";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "^333333(That thing I saw";
+ mes "hooked up to all those";
+ mes "wires in the Laboratory";
+ mes "must have been a piece";
+ mes "of ^3131FFYmir's Heart^333333. I better";
+ mes "tell Shinokas about this.)^000000";
+ changequest 2076,2077;
+ set Shinokas_Quest,9;
+ close;
+ case 2:
+ mes "[Drunken Man]";
+ mes "Hahahaha!";
+ mes "You're great!";
+ mes "And I feel great!";
+ mes "Everything's great!";
+ mes "Bwahahahaahahah!";
+ mes "^333333*Hiccup*^000000";
+ close;
+ }
+ }
+ else if (Shinokas_Quest == 9) {
+ mes "[Drunken Man]";
+ mes "Hahahaha!";
+ mes "You're great!";
+ mes "I feel great!";
+ mes "Everything's great!";
+ mes "Bwahahahaahahah!";
+ mes "^333333*Hiccup*^000000";
+ close;
+ }
+ else {
+ mes "[Drunken Man]";
+ mes "Okay okay...";
+ mes "Daddy's gonna";
+ mes "win some Apples";
+ mes "this time for sure!";
+ next;
+ mes "[Drunken Man]";
+ mes "Let's do it!";
+ mes "^3131FFYmir's Heart^000000 is";
+ mes "on my side! GO!";
+ emotion e_go;
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Huh...?";
+ mes "What did he just say?";
+ mes "It seemed important!";
+ next;
+ mes "^3355FF*Rolling and rumbling*^000000";
+ next;
+ emotion e_kis;
+ mes "[Kaci]";
+ mes "I have a total of ^FF00003^000000";
+ mes "and you have total ^FF00002^000000.";
+ mes "You lose this game. I'm";
+ mes "sorry, but I hope we play";
+ mes "again sometime.";
+ next;
+ mes "[Drunken Man]";
+ mes "Waaaaaahhhhhhhhh!";
+ mes "Apples! My apples!";
+ close;
+ }
+}
+
+ein_in01,231,170,0 script #kenka -1,2,2,{
+OnTouch:
+ if (Shinokas_Quest > 8) {
+ mes "^3355FFThe open window rattles";
+ mes "as you enter the room and";
+ mes "are welcomed by a sudden";
+ mes "chill. A trail of red footprints";
+ mes "lies near your feet.^000000";
+ next;
+ mes "^3355FFA grey sheet lies";
+ mes "rumpled on the bed,";
+ mes "but you can see dark red";
+ mes "stains in between the folds.^000000";
+ close;
+ }
+ end;
+}
+
+einbech,57,210,3 script Young Man#Shinokas_Quest 855,{
+ mes "[Young Man]";
+ mes "Behind the pub,";
+ mes "you'll see this old man";
+ mes "who's always mumbling";
+ mes "something to himself.";
+ next;
+ mes "[Young Man]";
+ mes "Sometimes he seems really";
+ mes "angry, but other times he looks";
+ mes "awfully depressed. He must have";
+ mes "lived through some really horrible experience. I can't help but feel really sorry for the old guy.";
+ next;
+ mes "[Young Man]";
+ mes "He says and does";
+ mes "a lot of strange things.";
+ mes "It's sad to see someone";
+ mes "that old act that way, but";
+ mes "it makes me wonder what";
+ mes "could have happened to him.";
+ close;
+}
+
+
+einbroch,51,52,0 script Security#ein 45,1,1,{
+ end;
+
+OnTouch:
+ if (((Shinokas_Quest == 7) || (lhz_heart == 9)) || (lhz_heart == 10)) {
+ mes "[Security System]";
+ mes "^8B0000*Beep Boop*^000000";
+ mes "Restricted Access Area.";
+ mes "Please identify yourself";
+ mes "through the system.";
+ next;
+ switch(select("Identify.:Information:Cancel")) {
+ case 1:
+ mes "[Security System]";
+ mes "Enter the following";
+ mes "password in 60 seconds.";
+ mes "Failure to do so will result";
+ mes "in lockout. Please wait.";
+ next;
+ set .@startseconds,gettime(3)*60*60+gettime(2)*60+gettime(1);
+ mes "[Security System]";
+ switch(rand(1,7)) {
+ case 1:
+ set .@word1$,"burrdingdingdilidingdingphoohudaambandoorabambarambambamburanbamding";
+ set .@word2$,"burapaphurarlandreamduranbatuhiwooikabamturubamdingding";
+ mes "^3CBCBC"+.@word1$+"^000000";
+ next;
+ input .@input1$;
+ mes "[Security System]";
+ mes "^FF1493"+.@word2$+"^000000";
+ break;
+ case 2:
+ set .@word1$,"...silence. quiet benevolence... soul mate... wonder. enigma... cloud.";
+ set .@word2$,"opeN,Open!op3n.openOpen0p3nOpEn0pen`open'0Pen open?open!111OPENSESAME";
+ mes "^3CBCBC"+.@word1$+"^000000";
+ next;
+ input .@input1$;
+ mes "[Security System]";
+ mes "^FF1493"+.@word2$+"^000000";
+ break;
+ case 3:
+ set .@word1$,"Coboman no chikara-yumei na chikara-daiookii na chikara da ze! COBO ON";
+ set .@word2$,"hfjdkeldjsieldjshfjdjeiskdlefvbd";
+ mes "^3CBCBC"+.@word1$+"^000000";
+ next;
+ input .@input1$;
+ mes "[Security System]";
+ mes "^FF1493"+.@word2$+"^000000";
+ break;
+ case 4:
+ set .@word1$,"belief love luck grimace sweat rush folktale rodimus optimus bumblebee";
+ set .@word2$,"LiGhTsPeEd RiGhT SPEed LeFT TURn RiGhT BuRn OrIGInAL GaNgSteR SmACk";
+ mes "^3CBCBC"+.@word1$+"^000000";
+ next;
+ input .@input1$;
+ mes "[Security System]";
+ mes "^FF1493"+.@word2$+"^000000";
+ break;
+ case 5:
+ set .@word1$,"By the power of p-po-poi-po-poi-poin-poing GOD-POING. I NEVER LOSE!";
+ set .@word2$,"uNflAPPaBLe LoVaBLe SeCreTs AnD BoWLiNg aGaINST tHe KarMA of YoUtH";
+ mes "^3CBCBCBy the power of p-po-poi-po-poi-poin-poing";
+ mes "GOD-POING. I NEVER LOSE!^000000";
+ next;
+ input .@input1$;
+ mes "[Security System]";
+ mes "^FF1493"+.@word2$+"^000000";
+ break;
+ case 6:
+ set .@word1$,"You give me no choice. I guess it's time for me to reveal my secret...";
+ set .@word2$,"fReeDoM eCstAcy JoUrnaLiSm ArMpIt DisCoverY hEaDaChE MoonbeAmS jUsTiCE";
+ mes "^3CBCBC"+.@word1$+"^000000";
+ next;
+ input .@input1$;
+ mes "[Security System]";
+ mes "^800080"+.@word2$+"^000000";
+ break;
+ case 7:
+ set .@word1$,"I'm the King of All Weirdos! Now you know of my true power. Obey~!";
+ set .@word2$,"0uNflAPPaBLe LoVaBLe SeCreTs AnD BoWLiNg aGaINST tHe KarMA of YoUtH";
+ mes "^3CBCBC"+.@word1$+"^000000";
+ next;
+ input .@input1$;
+ mes "[Security System]";
+ mes "^800080"+.@word2$+"^000000";
+ }
+ next;
+ input .@input2$;
+ set .@endtime,gettime(3)*60*60+gettime(2)*60+gettime(1);
+ set .@time,.@endtime-.@startseconds;
+ mes "[Security System]";
+ if ((.@input1$ == .@word1$) && (.@input2$ == .@word2$)) {
+ if (.@time > 60) {
+ mes "Time over.";
+ mes "It took ^ff0000" + .@time + " seconds^000000";
+ mes "for you to enter the";
+ mes "password. Initiating";
+ mes "lockout. Access denied.";
+ close;
+ }
+ else {
+ mes "It took ^ff0000" + .@time + " seconds^000000";
+ mes "for you to enter the";
+ mes "password. Initiating";
+ mes "override. Access granted.";
+ close2;
+ warp "ein_in01",283,25;
+ end;
+ }
+ }
+ else {
+ mes "[Security System]";
+ mes "You haved failed";
+ mes "the identification";
+ mes "check. Access denied.";
+ close;
+ }
+ case 2:
+ mes "[Security System]";
+ mes "You must use the";
+ mes "security system in order";
+ mes "to gain access into the";
+ mes "Einbroch Laboratory.";
+ next;
+ mes "[Security System]";
+ mes "You will be given";
+ mes "a password that you";
+ mes "must input correctly";
+ mes "within 60 seconds.";
+ mes "Otherwise, you will";
+ mes "fail the security check.";
+ next;
+ mes "[Security System]";
+ mes "If you take longer";
+ mes "than 3 minutes to";
+ mes "enter the password,";
+ mes "the security system";
+ mes "will initiate lockout.";
+ close;
+ case 3:
+ mes "[Security System]";
+ mes "You have canceled";
+ mes "the ID security check.";
+ close;
+ }
+ }
+ else {
+ mes "^3355FFThe door is locked.";
+ mes "You cannot enter.^000000";
+ close;
+ }
+}
+
+// Lovers Quest
+//============================================================
+ein_in01,31,138,3 script Calla#ein 90,{
+ if (checkweight(908,70) == 0) {
+ mes "^3355FFWait a second!";
+ mes "Right now, you're carrying";
+ mes "too many things with you.";
+ mes "Please come back after";
+ mes "using the Kafra Service";
+ mes "to store some of your items.^000000";
+ close;
+ }
+ if (BaseLevel < 60) {
+ mes "[Calla]";
+ mes "Hello adventurer.";
+ mes "Our city must just be";
+ mes "another place where";
+ mes "you'll stay no longer";
+ mes "than a few days.";
+ next;
+ mes "[Calla]";
+ mes "You must have so much";
+ mes "freedom. I envy you. I can't";
+ mes "do what I want to do. I don't";
+ mes "even have the courage to tell";
+ mes "my family what I really want,";
+ mes "much less change things here...";
+ next;
+ mes "[Calla]";
+ mes "How is it like?";
+ mes "Going wherever you";
+ mes "please, following your";
+ mes "heart's true desire?";
+ mes "What I would give to";
+ mes "be able to do that...";
+ close;
+ }
+ if (EIN_LOVERQ == 17) {
+ mes "[Calla]";
+ mes "Thank you so much!";
+ mes "I'll try my best to convince";
+ mes "my parents to accept our";
+ mes "relationship. It'll be hard,";
+ mes "but it's a good first step~";
+ next;
+ mes "[Calla]";
+ mes "I hope that we can all";
+ mes "work together to improve";
+ mes "relations between Einbech";
+ mes "and Einbroch. The hatred";
+ mes "between our towns must end...";
+ next;
+ mes "[Calla]";
+ mes "I really appreciate";
+ mes "what you've done for";
+ mes "all of us. I'll be praying";
+ mes "for your safety, adventurer.";
+ close;
+ }
+ if (EIN_LOVERQ == 16) {
+ mes "[Calla]";
+ mes "I just heard from my mother";
+ mes "that she's planning to have";
+ mes "tea with Klitzer! I'm sure that";
+ mes "I have you to thank for this~";
+ next;
+ mes "[Calla]";
+ mes "I never dreamed that";
+ mes "something as wonderful";
+ mes "as this could happen.";
+ mes "I'm so happy, I could cry...";
+ mes "I'll always be grateful";
+ mes "for what you've done.";
+ next;
+ mes "[Calla]";
+ mes "I feel like such a fool,";
+ mes "thinking it was all hopeless.";
+ mes "I'll be doing my best to have";
+ mes "my parents accept Klitzer and";
+ mes "someday we'll be married~";
+ next;
+ mes "[Calla]";
+ mes "There isn't much that I can";
+ mes "give you, but I can show you";
+ mes "one of my family's secrets.";
+ mes "It's an invigorating massage";
+ mes "technique that makes you a lot";
+ mes "healthier in only ten seconds.";
+ next;
+ mes "[Calla]";
+ mes "Well, please take";
+ mes "off your equipment";
+ mes "and stand still while";
+ mes "I give the massage. It";
+ mes "might hurt a bit at first...";
+ nude;
+ next;
+ mes "^3355FF*Rub Rub Rub*";
+ mes "*Knead Knead Knead*";
+ mes "*Crrack C-c-c--c-crack*";
+ mes "*Crack Crack Crrrrrrack*";
+ mes "*Rub Crrraaaaaaaaaack*^000000";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Ooooooooh...";
+ mes "I feel sooo";
+ mes "sore and yet";
+ mes "soooooo good.";
+ mes "Wait. Now I just";
+ mes "feel goooood~";
+ percentheal 100,0;
+ set EIN_LOVERQ,17;
+ if (BaseLevel < 41) {
+ getexp 61,0;
+ }
+ else if (BaseLevel < 61) {
+ getexp 600,0;
+ }
+ else if (BaseLevel < 81) {
+ getexp 3000,0;
+ }
+ else if (BaseLevel < 99) {
+ getexp 20000,0;
+ }
+ next;
+ mes "[Calla]";
+ mes "So how was it?";
+ mes "I hope it was refreshing.";
+ mes "Please understand that";
+ mes "it's the best thing I can";
+ mes "give you to show my gratitude.";
+ next;
+ mes "[Calla]";
+ mes "Once again,";
+ mes "thank you so";
+ mes "much, "+ strcharinfo(0) +".";
+ mes "I'll always pray for";
+ mes "your safety on your";
+ mes "your adventures~";
+ close;
+ }
+ if ((EIN_LOVERQ == 5) && (countitem(712) > 0)) {
+ mes "[Calla]";
+ mes "You've spoken";
+ mes "with Klitzer? How";
+ mes "is he? What did he say?";
+ next;
+ mes "[Calla]";
+ mes "Oh...?";
+ mes "He asked you to";
+ mes "deliver this flower";
+ mes "to me? How sweet~";
+ mes "Thank you very much,";
+ mes "kind adventurer~";
+ next;
+ mes "[Calla]";
+ mes "Ah, I'm so rude!";
+ mes "I've been calling you";
+ mes "''adventurer'' this whole";
+ mes "time you've been helping";
+ mes "me! Would you please";
+ mes "tell me your name?";
+ next;
+ input .@input$;
+ if (.@input$ == strcharinfo(0)) {
+ mes "[Calla]";
+ mes "Ah, " + strcharinfo(0) + "!";
+ mes "Such a lovely name~";
+ mes "I promise that I won't ever";
+ mes "forget it. Oh, and if you pass by Einbech, would you thank Klitzer for the flower for me please?";
+ next;
+ mes "[Calla]";
+ mes "A-and... And...";
+ mes "Please tell him that";
+ mes "I really miss him a lot.";
+ mes "^333333*Sob Sob...*^000000";
+ delitem 712,1; //Flower
+ set EIN_LOVERQ,6;
+ close;
+ }
+ else {
+ mes "[Calla]";
+ mes "I'm sorry...";
+ mes "I didn't catch that.";
+ mes "Would you please tell";
+ mes "me your name again?";
+ close;
+ }
+ }
+ if (EIN_LOVERQ == 4) {
+ mes "[Calla]";
+ mes "Oh my god...";
+ mes "Are you alright?";
+ mes "I just found out that";
+ mes "you ran into my father!";
+ next;
+ mes "[Calla]";
+ mes "By all means,";
+ mes "try to avoid my dad!";
+ mes "He doesn't trust anyone";
+ mes "who's not considered part";
+ mes "of the upper class, even";
+ mes "adventurers like you!";
+ next;
+ mes "[Calla]";
+ mes "Would you please";
+ mes "take this Violin and";
+ mes "try to make it to Klitzer";
+ mes "this time? Thank you";
+ mes "for your help~";
+ set EIN_LOVERQ,3;
+ getitem 1901,1; //Violin
+ close;
+ }
+ if ((EIN_LOVERQ == 3) || (EIN_LOVERQ == 5)) {
+ mes "[Calla]";
+ mes "Oh, please send my";
+ mes "regards to Klitzer for me.";
+ mes "I wish I could comfort";
+ mes "him in person, but this";
+ mes "is the best I can do for now.";
+ close;
+ }
+ if (EIN_LOVERQ == 2) {
+ mes "[Calla]";
+ mes "You're the adventurer";
+ mes "from before, aren't you?";
+ mes "Sadly, there isn't much";
+ mes "to do around here. This";
+ mes "place is basically like";
+ mes "a prison to me...";
+ next;
+ mes "[Calla]";
+ mes "Oh, you've met Klitzer?";
+ mes "Isn't he so kind, and such";
+ mes "a perfect gentleman?";
+ next;
+ mes "[Calla]";
+ mes "I really wish I could";
+ mes "see him, but it's almost";
+ mes "impossible. My parents think";
+ mes "he's not good enough for me,";
+ mes "but they're wrong! What am";
+ mes "I going to do? Oh, Klitzer...";
+ next;
+ mes "[Calla]";
+ mes "Well, maybe I can't see";
+ mes "him, but would you give";
+ mes "my violin to Klitzer for me?";
+ mes "I used to play this for him";
+ mes "all the time...";
+ next;
+ set EIN_LOVERQ,3;
+ getitem 1901,1; //Violin
+ mes "[Calla]";
+ mes "I'm sorry to trouble you,";
+ mes "but please understand";
+ mes "that I want to comfort my";
+ mes "Klitzer in any way that";
+ mes "I possibly can. Thank";
+ mes "you so much, adventurer...";
+ close;
+ }
+ else {
+ mes "[Calla]";
+ mes "Hello adventurer.";
+ mes "Our city must just be";
+ mes "another place where";
+ mes "you'll stay no longer";
+ mes "than a few days.";
+ next;
+ mes "[Calla]";
+ mes "You must have so much";
+ mes "freedom. I envy you. I can't";
+ mes "do what I want to do. I don't";
+ mes "even have the courage to tell";
+ mes "my family what I really want,";
+ mes "much less change things here...";
+ next;
+ if (EIN_LOVERQ == 0) {
+ set EIN_LOVERQ,1;
+ }
+ mes "[Calla]";
+ mes "How is it like?";
+ mes "Going wherever you";
+ mes "please, following your";
+ mes "heart's true desire?";
+ mes "What I would give to";
+ mes "be able to do that...";
+ close;
+ }
+}
+
+ein_in01,200,101,5 script Klitzer#ein 854,{
+ if (EIN_LOVERQ == 16) {
+ mes "[Klitzer]";
+ mes "Look out, world!";
+ mes "I'm gonna become";
+ mes "worthy of Calla's love!";
+ mes "Someday, maybe even her";
+ mes "parents will approve me!";
+ close;
+ }
+ if ((EIN_LOVERQ == 15) && (countitem(7170) > 0)) {
+ mes "[Klitzer]";
+ mes "Waaaah!";
+ mes "What should I wear?!";
+ mes "I can't for the life of me";
+ mes "figure this out! Something,";
+ mes "um, formal? I've never worn";
+ mes "anything like that before!";
+ next;
+ mes "[Klitzer]";
+ mes "Wait, " + strcharinfo(0) + ".";
+ mes "What's that you've got";
+ mes "there? I've seen something";
+ mes "like that before. It's called";
+ mes "a Tuxedo, right? Something";
+ mes "like that would be perfect!";
+ next;
+ switch(select("Give it to him.:Ignore Him.")) {
+ case 1:
+ mes "[Klitzer]";
+ mes "I can have this?";
+ mes "Oh, thank you so much!";
+ mes "Finally, I have something";
+ mes "nice enough to wear to meet";
+ mes "Calla's mom! What a relief!";
+ next;
+ mes "[Klitzer]";
+ mes "You've been helping me all";
+ mes "this time and I haven't properly expressed my gratitude. I'm sorry";
+ mes "if I've been too absorbed in my own problems. I may be poor, but I need to repay you somehow...";
+ next;
+ mes "[Klitzer]";
+ mes "Wait...";
+ mes "Why don't you have this";
+ mes "ore? I don't know how";
+ mes "valuable it is, but I know";
+ mes "that it's pretty rare. It may";
+ mes "even be useful to you later~";
+ delitem 7170,1; //Tuxedo
+ set EIN_LOVERQ,16;
+ switch(rand(1,7)) {
+ case 1:
+ getitem 7289,1; //Olivine
+ break;
+ case 2:
+ getitem 7290,1; //Phlogopite
+ break;
+ case 3:
+ getitem 7291,1; //Agate
+ break;
+ case 4:
+ getitem 7293,1; //Rose_Quartz
+ break;
+ case 5:
+ getitem 7294,1; //Turquoise
+ break;
+ case 6:
+ getitem 7295,1; //Citrine
+ break;
+ case 7:
+ getitem 7296,1; //Pyroxene
+ }
+ next;
+ mes "[Klitzer]";
+ mes "" + strcharinfo(0) + ",";
+ mes "you've really opened";
+ mes "my eyes. From now on,";
+ mes "I'll do my best to earn the";
+ mes "approval of Calla's parents and";
+ mes "become worthy of Calla's love.";
+ close;
+ case 2:
+ mes "[Klitzer]";
+ mes "But how can I get";
+ mes "a Tuxedo? Ooh, I hope";
+ mes "it doesn't cost too much";
+ mes "zeny or I won't be able to";
+ mes "get one of those soon...";
+ close;
+ }
+ }
+ if (EIN_LOVERQ == 15) {
+ mes "[Klitzer]";
+ mes "Noooooo!";
+ mes "I've got to find";
+ mes "the perfect thing";
+ mes "to wear or Calla's";
+ mes "mother might ^FF0000hate^000000 me!";
+ next;
+ mes "[Klitzer]";
+ mes "What am I gonna do?!";
+ mes "Okay, nothing too flashy";
+ mes "or revealing. Can't let her";
+ mes "think I'm wild, immature or";
+ mes "unpredictable. Should I";
+ mes "wear suspenders or a belt?!";
+ close;
+ }
+ if (EIN_LOVERQ == 14) {
+ mes "[Klitzer]";
+ mes "Noooooo!";
+ mes "I've got to find";
+ mes "the perfect thing";
+ mes "to wear or Calla's";
+ mes "mother might ^FF0000hate^000000 me!";
+ next;
+ mes "[Klitzer]";
+ mes "Think, Klitzer, think!";
+ mes "Okay, no fun colors.";
+ mes "I don't want her to";
+ mes "think I'm not serious";
+ mes "about Calla. Stripes";
+ mes "might be bad too...";
+ close;
+ }
+ if (EIN_LOVERQ == 13) {
+ mes "[Klitzer]";
+ mes "Eh...?";
+ mes "What did you just say?";
+ mes "You did something for";
+ mes "the Kapellthaines?";
+ next;
+ mes "[Klitzer]";
+ mes "What...?";
+ mes "Did you just say";
+ mes "that Calla's mother";
+ mes "wants me to have tea";
+ mes "with her? Holy moley...!";
+ next;
+ mes "[Klitzer]";
+ mes "Okay, okay.";
+ mes "I-I I'll need something";
+ mes "nice to wear, right? Oh.";
+ mes "Wow. This is so sudden!";
+ mes "W-what should I do?";
+ next;
+ set EIN_LOVERQ,14;
+ mes "[Klitzer]";
+ mes "This monkey suit";
+ mes "that I've got on just";
+ mes "won't do! Arrrgh! But I've";
+ mes "already outgrown all of my";
+ mes "nice clothes already. Boy,";
+ mes "am I in a pickle...";
+ close;
+ }
+ if (EIN_LOVERQ > 6) {
+ mes "[Klitzer]";
+ mes "*Sigh...*";
+ mes "What can I do to";
+ mes "get Calla's parents";
+ mes "to accept me as her";
+ mes "boyfriend? I can't";
+ mes "think of anything...";
+ close;
+ }
+ if (EIN_LOVERQ == 6) {
+ mes "[Klitzer]";
+ mes "You've given her";
+ mes "the flower? That's";
+ mes "great! Thank you,";
+ mes "thank you so mu--";
+ next;
+ mes "[Klitzer]";
+ mes "...Oh!";
+ mes "Gosh! I was thinking so";
+ mes "much about myself that";
+ mes "I forgot to ask you for your";
+ mes "name! I'm sorry for being";
+ mes "so knuckle-headed...";
+ next;
+ mes "[Klitzer]";
+ mes "So...";
+ mes "What's your name?";
+ next;
+ input .@input$;
+ if (.@input$ == strcharinfo(0)) {
+ mes "[Klitzer]";
+ mes "" + strcharinfo(0) + "...";
+ mes "That's very nice. Thank you,";
+ mes "I'm really grateful for your help. Although I can't see Calla in";
+ mes "person, I can at least send";
+ mes "my regards if you help me.";
+ next;
+ set EIN_LOVERQ,7;
+ mes "[Klitzer]";
+ mes "I feel so much";
+ mes "better now. Oh!";
+ mes "When you have the";
+ mes "time, why don't you talk";
+ mes "to my mother? She always";
+ mes "likes meeting my friends.";
+ close;
+ }
+ else {
+ mes "[Klitzer]";
+ mes "Hm...?";
+ mes "Oh, don't be";
+ mes "so nervous~";
+ mes "But would you please";
+ mes "tell me your name again?";
+ mes "I couldn't hear you...";
+ close;
+ }
+ }
+ if (EIN_LOVERQ == 5) {
+ mes "[Klitzer]";
+ mes "Have you left to";
+ mes "see Calla for me yet?";
+ mes "I'm sorry if I sound";
+ mes "pretty demanding...";
+ next;
+ mes "[Klitzer]";
+ mes "Anyway, please";
+ mes "remember to bring";
+ mes "Calla ^FF00001 Flower^000000 for me.";
+ mes "It doesn't need to be";
+ mes "fancy, an ordinary one";
+ mes "should be just fine.";
+ close;
+ }
+ if ((EIN_LOVERQ == 3) && (countitem(1901) == 1)) {
+ mes "[Klitzer]";
+ mes "What brings you here?";
+ mes "Aren't you tired of hearing";
+ mes "me moan and whine about";
+ mes "lost love? ^333333*Siiiiigh...*^000000";
+ next;
+ mes "[Klitzer]";
+ mes "Hey, this violin...";
+ mes "Calla used to play";
+ mes "such beautiful music";
+ mes "on this for me. Did";
+ mes "she give this to you?";
+ next;
+ mes "[Klitzer]";
+ mes "I see. Calla must have";
+ mes "known that I'm all broken up";
+ mes "right now. She's too good to";
+ mes "to me. How can she consider";
+ mes "my feelings before thinking";
+ mes "about herself?";
+ next;
+ mes "[Klitzer]";
+ mes "I know I'm being";
+ mes "shameless, but I have";
+ mes "a favor to ask. Adventurer,";
+ mes "would you please send";
+ mes "Calla a present for me?";
+ next;
+ mes "[Klitzer]";
+ mes "All you need to do is";
+ mes "just give her ^FF00001 Flower^000000.";
+ mes "I don't have the zeny and";
+ mes "I don't think I'm welcome";
+ mes "at Kapellthaine Manor.";
+ next;
+ mes "[Klitzer]";
+ mes "Here, in return, I'll";
+ mes "give you this health";
+ mes "massage. It's not a";
+ mes "big deal, but when I'm";
+ mes "done, your mind and body";
+ mes "will be refreshed. Here goes!";
+ next;
+ mes "^3355FF*Knead Knead*";
+ mes "*Rub Rub Rub Rub*";
+ mes "*Press Press Press*";
+ mes "*C-c-c-c-c-c-crack!*";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Oh--";
+ mes "Hell yeah!";
+ mes "That's the stuff!";
+ percentheal 100,0;
+ delitem 1901,1; //Violin
+ set EIN_LOVERQ,5;
+ if (BaseLevel < 41) {
+ getexp 61,0;
+ }
+ else if (BaseLevel < 61) {
+ getexp 600,0;
+ }
+ else if (BaseLevel < 81) {
+ getexp 3000,0;
+ }
+ else if (BaseLevel < 99) {
+ getexp 20000,0;
+ }
+ next;
+ mes "[Klitzer]";
+ mes "Would you please bring";
+ mes "1 Flower to Calla for me?";
+ mes "I'm sorry for troubling you... ";
+ close;
+ }
+ if (EIN_LOVERQ == 2) {
+ mes "[Klitzer]";
+ mes "^333333*Sigh*^000000";
+ mes "I really appreciate your";
+ mes "sympathy, but I'm merely";
+ mes "a coward and a fool.";
+ next;
+ mes "[Klitzer]";
+ mes "Yeah...";
+ mes "I'm a coward for doing";
+ mes "nothing about my feelings";
+ mes "and an idiot for falling in love with such a high class girl in";
+ mes "the first place... Oh, Calla...";
+ close;
+ }
+ if (EIN_LOVERQ == 1) {
+ mes "[Klitzer]";
+ mes "That faintly sweet";
+ mes "and pleasant scent...";
+ mes "It's just like the fragrance";
+ mes "they use in Calla's house.";
+ next;
+ mes "[Klitzer]";
+ mes "Ah, so you visited";
+ mes "Calla in Einbroch?";
+ mes "I miss her sooo much!";
+ mes "Is she doing alright?";
+ next;
+ mes "[Klitzer]";
+ mes "Calla's so beautiful.";
+ mes "And she's so lovely.";
+ mes "Every time I close my";
+ mes "eyes, I can still see";
+ mes "her lovely smile.";
+ next;
+ mes "[Klitzer]";
+ mes "I'm sorry if I sound";
+ mes "silly, but I can't help";
+ mes "it. I know I'm acting like";
+ mes "a complete idiot. But I'd";
+ mes "give anything to see her...";
+ next;
+ set EIN_LOVERQ,2;
+ mes "[Klitzer]";
+ mes "Just...";
+ mes "Just don't listen";
+ mes "to anything I say.";
+ mes "I'm just a poor fool";
+ mes "in love with the wrong";
+ mes "person. That has to be it...";
+ close;
+ }
+ mes "[Klitzer]";
+ mes "Is there something";
+ mes "that you really want";
+ mes "in life, but it's just";
+ mes "beyond your grasp?";
+ next;
+ mes "[Klitzer]";
+ mes "I wish I were more";
+ mes "like you adventurers.";
+ mes "People like you never";
+ mes "seem to give up, no matter";
+ mes "what the obstacles may be.";
+ mes "But I'm so helpless...";
+ next;
+ mes "[Klitzer]";
+ mes "I can't even see";
+ mes "the one person that";
+ mes "I love. We've just so";
+ mes "different that it's not";
+ mes "even possible anymore...";
+ close;
+}
+
+ein_in01,21,147,3 script Megass#EIN 853,3,3,{
+ end;
+
+OnTouch:
+ if ((EIN_LOVERQ == 4) && (EIN_LOVERQ == 5)) {
+ mes "[Megass]";
+ mes "You again?!";
+ mes "What do you";
+ mes "want from me?!";
+ next;
+ mes "[Megass]";
+ mes "Guards...!";
+ mes "Sweep the driveway with";
+ mes "this guy's face and keep";
+ mes "punching the stomach";
+ mes "until there's nothing";
+ mes "left to throw up!";
+ close2;
+ percentheal -90,0;
+ warp "einbroch",112,245;
+ end;
+ }
+ if ((EIN_LOVERQ == 3) && (countitem(1901) > 0)) {
+ mes "[Megass]";
+ mes "That's...";
+ mes "That's my";
+ mes "daughter's Violin.";
+ mes "I gave that to her";
+ mes "for her sweet sixteen...";
+ next;
+ mes "[Megass]";
+ mes "It's bad enough to";
+ mes "intrude into my house,";
+ mes "but to steal from my Calla?!";
+ mes "You've crossed the line, punk!";
+ mes "Guards! Get over here!";
+ next;
+ mes "[Megass]";
+ mes "Men, I want you to";
+ mes "knock the wind out";
+ mes "of this fool and anything";
+ mes "else that might be inside!";
+ mes "Make sure that if this punk";
+ mes "wakes up, it won't be today!";
+ delitem 1901,1; //Violin
+ set EIN_LOVERQ,4;
+ percentheal -90,0;
+ close2;
+ warp "einbroch",112,245;
+ end;
+ }
+ mes "[Megass]";
+ mes "How dare you...";
+ mes "A vagabond like";
+ mes "you setting foot";
+ mes "into my home!?";
+ mes "Unthinkable!";
+ next;
+ mes "[Megass]";
+ mes "Leave immediately";
+ mes "before I report you";
+ mes "to the authorities";
+ mes "for trespassing!";
+ next;
+ warp "einbroch",112,245;
+ close;
+}
+
+ein_in01,31,151,3 script Satra#ein 850,{
+ if (EIN_LOVERQ > 12) {
+ mes "[Satra]";
+ mes "I understand that my";
+ mes "home is extravagantly";
+ mes "splendid and to approach";
+ mes "any Kappelthaine is an";
+ mes "honor to most commoners.";
+ next;
+ mes "[Satra]";
+ mes "However, Klitzer";
+ mes "has no reason to feel so";
+ mes "intimidated. Tell the poor";
+ mes "boy that he's earned the";
+ mes "honor of speaking with me.";
+ close;
+ }
+ if ((EIN_LOVERQ == 12) && (countitem(1003) > 9)) {
+ mes "[Satra]";
+ mes "Ho ho ho ho~";
+ mes "Welcome adventurer,";
+ mes "I so enjoy our little chats.";
+ mes "Hors d'oeuvre?";
+ next;
+ mes "[Satra]";
+ mes "Oh! You can't enjoy";
+ mes "any food in that state!";
+ mes "Your hands are atrociously";
+ mes "grimy! May I ask why?";
+ next;
+ mes "[Satra]";
+ mes "Ah~";
+ mes "In my excitement,";
+ mes "I nearly forgot that";
+ mes "I asked you to bring";
+ mes "Coals to me again!";
+ mes "My apologies~";
+ next;
+ mes "[Satra]";
+ mes "You've brought so much Coal";
+ mes "to me, I'm convinced that you're much more diligent than those";
+ mes "languid peasants in Einbech.";
+ mes "I appreciate that you've labored so much to win my favor.";
+ next;
+ mes "[Satra]";
+ mes "Hm, what was that?";
+ mes "Someone else provided";
+ mes "these Coals and you were";
+ mes "only delivering them? Then";
+ mes "who actually gathered these?";
+ next;
+ input .@input$;
+ if (.@input$ == "Klitzer") {
+ mes "[Satra]";
+ mes "Ah, Klitzer?";
+ mes "I must say, that's";
+ mes "a very humble name.";
+ mes "Yet it's so familiar...";
+ next;
+ mes "[Satra]";
+ mes "Ah, I recall there";
+ mes "was a hooligan that";
+ mes "has been pestering my";
+ mes "daughter named Klitzer.";
+ mes "Perhaps they are one";
+ mes "and the same. Hmm...";
+ next;
+ mes "[Satra]";
+ mes "I remember that he was";
+ mes "rather shabby looking and";
+ mes "lacked any semblance of";
+ mes "etiquette whatsoever. Clearly,";
+ mes "he is a fool and a coward, but now I see that he is sincere.";
+ next;
+ mes "[Satra]";
+ mes "It might not be possible";
+ mes "to let him go out with my";
+ mes "daughter straight away, but";
+ mes "I will invite him for a spot of";
+ mes "tea. And if Calla likes him,";
+ mes "well, he must be special.";
+ next;
+ mes "[Satra]";
+ mes "For a humble peasant,";
+ mes "this must be like a dream";
+ mes "come true! And to have tea";
+ mes "with Klitzer. Oh, what would";
+ mes "the girls say? Ah, but I did";
+ mes "marry that oafish Megass~";
+ next;
+ delitem 1003,10; //Coal
+ set EIN_LOVERQ,13;
+ mes "[Satra]";
+ mes "Anyway, when you next";
+ mes "meet Klitzer, please tell";
+ mes "him to pay me a visit soon.";
+ mes "Oh, and remind him to dress";
+ mes "appropriately for this special";
+ mes "occasion. Ho ho ho ho ho~";
+ close;
+ }
+ else {
+ mes "[Satra]";
+ mes "I beg your pardon?";
+ mes .@input$ + "? Oh my...";
+ mes "I believe I may have";
+ mes "misheard you. Ho ho ho ho~";
+ close;
+ }
+ }
+ if (EIN_LOVERQ == 12) {
+ mes "[Satra]";
+ mes "Ho ho ho ho~";
+ mes "Welcome adventurer,";
+ mes "I so enjoy our little chats.";
+ mes "Hors d'oeuvre?";
+ next;
+ mes "[Satra]";
+ mes "Ah...";
+ mes "It seems you've";
+ mes "forgotten your ^FF0000Coals^000000.";
+ mes "A silly mistake, but one";
+ mes "I'm willing to overlook.";
+ close;
+ }
+ if ((EIN_LOVERQ == 11) && (countitem(1003) > 9)) {
+ mes "[Satra]";
+ mes "Why hello~";
+ mes "Your visits have";
+ mes "recently been quite";
+ mes "delightful, fair adventurer.";
+ next;
+ mes "[Satra]";
+ mes "Continue to show";
+ mes "your appreciation";
+ mes "and dedication to me";
+ mes "and you'll soon be known";
+ mes "to be my most favored";
+ mes "commoner. Ho ho ho ho~";
+ next;
+ mes "[Satra]";
+ mes "I'm sure you've noticed";
+ mes "the strained relationship";
+ mes "between Einbroch and Einbech";
+ mes "by now. It's a shame, really.";
+ next;
+ mes "[Satra]";
+ mes "As Einbroch grew wealthier";
+ mes "and Einbech became more";
+ mes "destitude, the affluent began";
+ mes "despising the impoverished.";
+ mes "I suppose it follows that the poor started to resent the rich.";
+ next;
+ mes "[Satra]";
+ mes "It might be said that";
+ mes "both towns have been";
+ mes "trying to take advantage";
+ mes "of each other, but it's";
+ mes "clear that Einbroch has";
+ mes "always had the upper hand.";
+ next;
+ mes "[Satra]";
+ mes "In fact, because of";
+ mes "this rift between our";
+ mes "cities, our families are";
+ mes "taught not to associate";
+ mes "with the people of Einbech.";
+ next;
+ mes "[Satra]";
+ mes "Now, I believe that most";
+ mes "people who live in Einbech";
+ mes "are peons, but that does not";
+ mes "mean I will not give them a";
+ mes "chance to prove their worth.";
+ next;
+ delitem 1003,10; //Coal
+ set EIN_LOVERQ,12;
+ mes "[Satra]";
+ mes "Why should I deprive";
+ mes "the lowly of my gracious";
+ mes "presense if they prove";
+ mes "themselves meritable?";
+ mes "Ho ho ho ho~";
+ next;
+ mes "[Satra]";
+ mes "Oh, that was scrumptious!";
+ mes "If you wish to pay me another";
+ mes "visit, don't forget to bring some Coal with you. Tah tah~";
+ close;
+ }
+ if (EIN_LOVERQ == 11) {
+ mes "[Satra]";
+ mes "Why hello~";
+ mes "Your visits have";
+ mes "recently been quite";
+ mes "delightful, fair adventurer.";
+ next;
+ mes "[Satra]";
+ mes "Oh, my apologies!";
+ mes "I suppose you're just";
+ mes "here for sight seeing,";
+ mes "or perhaps you're running";
+ mes "some sort of adventurer's";
+ mes "errand. Am I right?" ;
+ next;
+ mes "[Satra]";
+ mes "I know you well enough";
+ mes "to know that you wouldn't";
+ mes "be so rude as to stop by";
+ mes "and chat without bringing";
+ mes "any ^FF0000Coal^000000. Ho ho ho ho~";
+ close;
+ }
+ if ((EIN_LOVERQ == 10) && (countitem(1003) > 9)) {
+ mes "[Satra]";
+ mes "^333333*Titter~*^000000";
+ mes "Why, if it isn't my";
+ mes "intrepid adventurer.";
+ mes "Ho ho ho ho~";
+ next;
+ mes "[Satra]";
+ mes "My word!";
+ mes "Why are you carrying";
+ mes "all of that dirty Coal";
+ mes "with you? You poor,";
+ mes "impoverished thing.";
+ next;
+ mes "[Satra]";
+ mes "Oh! Dear me,";
+ mes "I've nearly forgotten~";
+ mes "How divinely silly of me!";
+ mes "Once again, I graciously";
+ mes "accept your small gift on";
+ mes "behalf of the Kappellthaines.";
+ next;
+ mes "[Satra]";
+ mes "Let me share a little";
+ mes "bit of history concerning";
+ mes "our lovely Einbroch. At one";
+ mes "time, there was only Einbech,";
+ mes "the mining village. You can";
+ mes "imagine how long ago that was.";
+ next;
+ mes "[Satra]";
+ mes "However, the minerals";
+ mes "and ores mined in Einbech";
+ mes "need to be processed and";
+ mes "refined in factories that were";
+ mes "all built in a nearby industrial complex which became Einbroch.";
+ next;
+ mes "[Satra]";
+ mes "Now every citizen in";
+ mes "Einbroch is wealthy and";
+ mes "it's well known that there";
+ mes "is a higher standard of";
+ mes "living here than in Einbech.";
+ next;
+ delitem 1003,10; //Coal
+ set EIN_LOVERQ,11;
+ mes "[Satra]";
+ mes "Goodness, I believe";
+ mes "it's time for a spot of tea~";
+ mes "The next time you wish to have";
+ mes "an audience with me, it would";
+ mes "behoove you to bring another";
+ mes "gift of Coal. Toodles~";
+ close;
+ }
+ if (EIN_LOVERQ == 10) {
+ mes "[Satra]";
+ mes "^333333*Titter~*^000000";
+ mes "Why, if it isn't my";
+ mes "intrepid adventurer.";
+ mes "Ho ho ho ho~";
+ next;
+ mes "[Satra]";
+ mes "My apologies, but you";
+ mes "must first prove to me";
+ mes "that you are worthy of";
+ mes "conversation. Why don't";
+ mes "you deliver more of those";
+ mes "^FF0000Coals^000000, mmm?";
+ next;
+ mes "[Satra]";
+ mes "After all, I have no other";
+ mes "means of knowing whether";
+ mes "or not you appreciate the time";
+ mes "I sacrifice by socializing with";
+ mes "someone of your status.";
+ mes "Ho ho ho ho~";
+ close;
+ }
+ if ((EIN_LOVERQ == 9) && (countitem(1003) > 9)) {
+ mes "[Satra]";
+ mes "My, you've already";
+ mes "brought the Coal?";
+ mes "How charmingly";
+ mes "prompt you are~";
+ next;
+ mes "[Satra]";
+ mes "On behalf of the";
+ mes "Kappellthaine family,";
+ mes "I shall ignore your lowly";
+ mes "status and graciously";
+ mes "accept your small gift.";
+ mes "Ho ho ho ho~";
+ next;
+ mes "[Satra]";
+ mes "Do you hail from";
+ mes "Einbech, adventurer?";
+ mes "Ah, the Rune-Midgarts";
+ mes "kingdom! I've visited your";
+ mes "country. It's quite quaint";
+ mes "and Jawaii is very lovely.";
+ next;
+ delitem 1003,10; //Coal
+ set EIN_LOVERQ,10;
+ mes "[Satra]";
+ mes "Well, I shall try to";
+ mes "find some use for these.";
+ mes "I'm afraid the gift I've asked";
+ mes "from you isn't very practical.";
+ mes "How is Coal usually used?";
+ mes "Ah, I have a novel idea!";
+ next;
+ mes "[Satra]";
+ mes "Wouldn't it be";
+ mes "intoxicatingly wild if";
+ mes "Megass were to hold one";
+ mes "of those social functions that";
+ mes "the lower classes are so fond";
+ mes "of? A 'barbeque,' yes?";
+ next;
+ mes "[Satra]";
+ mes "In any case, if you";
+ mes "bring me more of that";
+ mes "Coal, you would be even";
+ mes "more favored by me and";
+ mes "you'll become a recipient";
+ mes "of my good graces. Ho ho~";
+ close;
+ }
+ if (EIN_LOVERQ == 9) {
+ mes "[Satra]";
+ mes "A wandering adventurer...?";
+ mes "How ravishingly delightful!";
+ mes "You must have risked life and";
+ mes "limb to sneak past my husband";
+ mes "to enjoy the captivating sights";
+ mes "of my home. Ho ho ho ho~";
+ next;
+ mes "[Satra]";
+ mes "Since you're a very";
+ mes "unique guest, I shall";
+ mes "give you a unique honor";
+ mes "and deign to converse";
+ mes "with you, adventurer.";
+ next;
+ mes "[Satra]";
+ mes "Einbech exists to provide";
+ mes "my family with coal and";
+ mes "materials from their mines.";
+ mes "It's a natural law: workers";
+ mes "must be led by a chosen few.";
+ next;
+ mes "[Satra]";
+ mes "It's delightfully";
+ mes "ludicrous to see those";
+ mes "workers aspire to reach";
+ mes "our heights of social";
+ mes "prestige. Ho ho ho ho~";
+ next;
+ mes "[Satra]";
+ mes "Oh, I haven't spoken to";
+ mes "someone from a lower";
+ mes "class in ages! It feels";
+ mes "so forbiddenly exciting!";
+ next;
+ mes "[Satra]";
+ mes "Well adventurer, that's ";
+ mes "the end of our informal";
+ mes "chat. I'll even grant you";
+ mes "full permission to boast";
+ mes "of the fact that you've";
+ mes "spoken to Lady Satra.";
+ next;
+ mes "[Satra]";
+ mes "If you do wish for";
+ mes "me to share words with";
+ mes "you once more, prove to";
+ mes "me that you're worthier";
+ mes "than the other peons of";
+ mes "my graceful presense.";
+ next;
+ mes "[Satra]";
+ mes "Oh, I have a marvelous";
+ mes "idea! Why don't you bring";
+ mes "me ^990000Coals^000000? It's not impossible";
+ mes "for someone like yourself, but";
+ mes "this kind of task will require";
+ mes "some effort on your part.";
+ next;
+ mes "[Satra]";
+ mes "Tah tah,";
+ mes "adventurer~";
+ close;
+ }
+ if (EIN_LOVERQ == 8) {
+ mes "[Satra]";
+ mes "A wandering adventurer...?";
+ mes "How ravishingly delightful!";
+ mes "You must have risked life and";
+ mes "limb to sneak past my husband";
+ mes "to enjoy the captivating sights";
+ mes "of my home. Ho ho ho ho~";
+ next;
+ mes "[Satra]";
+ mes "Since you're a very";
+ mes "unique guest, I shall";
+ mes "give you a unique honor";
+ mes "and deign to converse";
+ mes "with you, adventurer.";
+ next;
+ mes "[Satra]";
+ mes "Einbech exists to provide";
+ mes "my family with coal and";
+ mes "materials from their mines.";
+ mes "It's a natural law: workers";
+ mes "must be led by a chosen few.";
+ next;
+ mes "[Satra]";
+ mes "It's delightfully";
+ mes "ludicrous to see those";
+ mes "workers aspire to reach";
+ mes "our heights of social";
+ mes "prestige. Ho ho ho ho~";
+ next;
+ mes "[Satra]";
+ mes "Oh, I haven't spoken to";
+ mes "someone from a lower";
+ mes "class in ages! It feels";
+ mes "so forbiddenly exciting!";
+ next;
+ mes "[Satra]";
+ mes "Well adventurer, that's ";
+ mes "the end of our informal";
+ mes "chat. I'll even grant you";
+ mes "full permission to boast";
+ mes "of the fact that you've";
+ mes "spoken to Lady Satra.";
+ next;
+ mes "[Satra]";
+ mes "If you do wish for";
+ mes "me to share words with";
+ mes "you once more, prove to";
+ mes "me that you're worthier";
+ mes "than the other peons of";
+ mes "my graceful presense.";
+ next;
+ mes "[Satra]";
+ mes "Oh, I have a marvelous";
+ mes "idea! Why don't you bring";
+ mes "me ^990000Coals^000000? It's not impossible";
+ mes "for someone like yourself, but";
+ mes "this kind of task will require";
+ mes "some effort on your part.";
+ set EIN_LOVERQ,9;
+ next;
+ mes "[Satra]";
+ mes "Tah tah,";
+ mes "adventurer~";
+ close;
+ }
+ mes "[Satra]";
+ mes "A wandering";
+ mes "adventurer...?";
+ mes "How sinfully";
+ mes "intriguing!";
+ mes "Ho ho ho ho~";
+ next;
+ mes "[Satra]";
+ mes "Oh, do not worry.";
+ mes "I'm sure the beauty of";
+ mes "my home has captured your";
+ mes "curiosity. My brutish excuse";
+ mes "for a husband would have you";
+ mes "beat if he found you...";
+ next;
+ mes "[Satra]";
+ mes "But I'm far more genteel";
+ mes "than Megass. You're more";
+ mes "than welcome to enjoy the";
+ mes "furnishings. Ho ho ho ho~";
+ close;
+}
+
+ein_in01,191,102,5 script Kaijeta#ein 846,{
+ if (EIN_LOVERQ > 15) {
+ mes "[Kaijeta]";
+ mes "My son learned";
+ mes "an awful lot from";
+ mes "your good example.";
+ mes "As a mother, I really";
+ mes "appreciate everything";
+ mes "you've done for him.";
+ next;
+ mes "[Kaijeta]";
+ mes "Well, adventurer,";
+ mes "I will be praying for";
+ mes "your safety wherever";
+ mes "your journeys may";
+ mes "take you.";
+ close;
+ }
+ if (EIN_LOVERQ == 15) {
+ mes "[Kaijeta]";
+ mes "Thank you for helping";
+ mes "my son Klitzer. Sadly, the";
+ mes "little fool doesn't have any";
+ mes "clue when it comes to certain";
+ mes "things like choosing clothing.";
+ mes "He gets so nervous about it!";
+ next;
+ mes "[Kaijeta]";
+ mes "A man should wear nice";
+ mes "clothes, like a Formal Suit";
+ mes "or a Tuxedo, for important";
+ mes "meetings and special occasions.";
+ mes "Hopefully, he'll learn that soon.";
+ close;
+ }
+ if (EIN_LOVERQ == 14) {
+ mes "[Kaijeta]";
+ mes "Thank you for helping";
+ mes "my son Klitzer. Sadly, the";
+ mes "little fool doesn't have any";
+ mes "clue when it comes to certain";
+ mes "things like choosing clothing.";
+ mes "He gets so nervous about it!";
+ next;
+ set EIN_LOVERQ,15;
+ mes "[Kaijeta]";
+ mes "A man should wear nice";
+ mes "clothes, like a Formal Suit";
+ mes "or a Tuxedo, for important";
+ mes "meetings and special occasions.";
+ mes "Hopefully, he'll learn that soon.";
+ close;
+ }
+ if (EIN_LOVERQ == 8) {
+ mes "[Kaijeta]";
+ mes "I can't bear to see the";
+ mes "petty hatred between our";
+ mes "two towns stop my son from";
+ mes "seeing the woman he loves...";
+ close;
+ }
+ if (EIN_LOVERQ == 7) {
+ mes "[Kaijeta]";
+ mes "Thank you for helping my";
+ mes "son. He may look like a fool";
+ mes "for falling in love with someone from Einbroch, but he's an honest";
+ mes "hard working man.";
+ next;
+ mes "[Kaijeta]";
+ mes "Then again, it was bound to";
+ mes "happen sometime. Einbech is";
+ mes "a very poor town while Einbroch";
+ mes "is a very rich town. I'd understand if you don't agree, but opposites attract sooner or later.";
+ next;
+ mes "[Kaijeta]";
+ mes "^666666*Sigh...*^000000";
+ mes "If my son and Calla can";
+ mes "work things out, maybe it";
+ mes "would improve relations";
+ mes "between our two towns.";
+ mes "I certainly hope so...";
+ next;
+ mes "[Kaijeta]";
+ mes "Still, I'm quite baffled!";
+ mes "I raised my son to have more";
+ mes "guts than to wallow in misery";
+ mes "when his heart's broken. And";
+ mes "I still have no idea how he got together with such a rich woman.";
+ next;
+ set EIN_LOVERQ,8;
+ mes "[Kaijeta]";
+ mes "Do you have any idea";
+ mes "how we can put an end";
+ mes "to the hate between our";
+ mes "two towns? I don't want to";
+ mes "see this couple separated";
+ mes "because of such pettiness.";
+ close;
+ }
+ mes "[Kaijeta]";
+ mes "Welcome to my humble";
+ mes "abode, adventurer. I'm";
+ mes "sorry if I'm a poor host.";
+ next;
+ mes "[Kaijeta]";
+ mes "As you can see, we have";
+ mes "to share this house with";
+ mes "other families so we don't";
+ mes "have much open space or";
+ mes "privacy. I'm afraid we can't";
+ mes "afford even basic comfort.";
+ next;
+ mes "[Kaijeta]";
+ mes "For now, this is the best";
+ mes "we can do. We don't have";
+ mes "the zeny to buy a house or";
+ mes "land, so we have no choice";
+ mes "but to endure through this...";
+ close;
+}
+
+einbroch,188,72,3 script Keneshiotz#ein 855,{
+ mes "[Keneshiotz]";
+ mes "This city is full of sky";
+ mes "high smokestacks and";
+ mes "the droning hum of machines.";
+ next;
+ mes "[Keneshiotz]";
+ mes "Sure, the air is polluted,";
+ mes "but I think it's a fair price";
+ mes "to pay for wealth and a";
+ mes "modern life of comfort.";
+ mes "Screw the environment!";
+ next;
+ mes "[Keneshiotz]";
+ mes "I'd much rather live like";
+ mes "this than end up like those";
+ mes "backwards vagrants in that";
+ mes "filthy Einbech. Don't they";
+ mes "know that money makes";
+ mes "the world go 'round?";
+ close;
+}
+
+einbech,216,118,3 script Catzllanpu#ein 854,{
+ mes "[Catzllanpu]";
+ mes "^333333*Sigh...*^000000";
+ mes "Simple pleasures.";
+ mes "They're what make";
+ mes "life worth living,";
+ mes "you know?";
+ next;
+ mes "[Catzllanpu]";
+ mes "It's enough for me just to";
+ mes "live a normal and happy life,";
+ mes "but everyone around me wants";
+ mes "to work harder and harder. If";
+ mes "you never take a rest, you're";
+ mes "killing yourself pretty slowly.";
+ next;
+ mes "[Catzllanpu]";
+ mes "I guess you can tell that";
+ mes "I don't have the worries";
+ mes "other people have about";
+ mes "money. It's great, but it's";
+ mes "not worth sacrificing the";
+ mes "quality of your life, right?";
+ close;
+}
+
+einbroch,208,208,3 script Kesunboss#ein 850,{
+ mes "[Kesunboss]";
+ mes "Lady Calla is the";
+ mes "epitome of elegance,";
+ mes "a veritable goddess";
+ mes "of Einbroch.";
+ next;
+ mes "[Kesunboss]";
+ mes "Her gentle voice,";
+ mes "that angelic smile, her";
+ mes "kindness and warmth";
+ mes "towards other people";
+ mes "and above all...";
+ next;
+ mes "[Kesunboss]";
+ mes "Calla's family";
+ mes "is wealthy beyond";
+ mes "imagination! She's";
+ mes "perfect! I don't know who";
+ mes "she'll marry, but he'd be";
+ mes "a lucky gentleman, I'm sure.";
+ next;
+ mes "[Kesunboss]";
+ mes "Lady Calla lives in a magnificent mansion that makes other houses";
+ mes "look like shacks in comparison.";
+ mes "Head north and then west from";
+ mes "here if you wish to marvel in its";
+ mes "beauty and elegance.";
+ close;
+}
+
+einbech,176,125,3 script Ellhenje#ein 850,{
+ mes "[Ellhenje]";
+ mes "Things might be";
+ mes "bad in this town";
+ mes "with the pollution";
+ mes "and the bullying";
+ mes "from Einbroch...";
+ next;
+ mes "[Ellhenje]";
+ mes "But somehow, people";
+ mes "are able to get by. That's";
+ mes "because there's a guy";
+ mes "that everyone here likes...";
+ next;
+ mes "[Ellhenje]";
+ mes "I'm talking about Klitzer!";
+ mes "He's almost too honest and";
+ mes "almost too diligent. But most";
+ mes "of all, he's the nicest guy~";
+ next;
+ mes "[Ellhenje]";
+ mes "Klitzer was born in one of";
+ mes "Einbech's poorest families,";
+ mes "but he's usually happy and always thinks about others. I guess that's why people like to think of him";
+ mes "as representing all of Einbech.";
+ next;
+ mes "[Ellhenje]";
+ mes "Recently, something's";
+ mes "been bothering him. I'm";
+ mes "not sure, but I think only";
+ mes "woman troubles could make";
+ mes "a guy feel so glum. I hope he";
+ mes "feels better soon...";
+ close;
+}
+
+ein_in01,208,86,3 script Decii#ein 855,{
+ mes "[Decii]";
+ mes "This is so";
+ mes "frustrating!";
+ mes "I'm surrounded";
+ mes "by all these ^FF0000people^000000!";
+ next;
+ mes "[Decii]";
+ mes "There's absolutely";
+ mes "no privacy in a city";
+ mes "this crowded! I guess";
+ mes "I should try to move";
+ mes "out as soon as I can.";
+ close;
+}
+
+ein_in01,192,90,3 script Supineque#ein 849,{
+ mes "[Supineque]";
+ mes "Ugh...";
+ mes "I'm starving!";
+ next;
+ mes "[Supineque]";
+ mes "I haven't had food for so";
+ mes "long that my stomach is";
+ mes "beginning to digest itself!";
+ mes "This is horrible...";
+ next;
+ mes "[Supineque]";
+ mes "I mean, I have";
+ mes "food that I can";
+ mes "eat today. But if";
+ mes "I finish it, what am";
+ mes "I gonna eat tomorrow?";
+ close;
+}
diff --git a/npc/pre-re/quests/quests_geffen.txt b/npc/pre-re/quests/quests_geffen.txt
new file mode 100644
index 000000000..1ac2330b1
--- /dev/null
+++ b/npc/pre-re/quests/quests_geffen.txt
@@ -0,0 +1,168 @@
+//===== rAthena Script =======================================
+//= Quest NPCs related to Geffen
+//===== By: ==================================================
+//= kobra_k88 & Samuray22
+//===== Current Version: =====================================
+//= 1.4
+//===== Compatible With: =====================================
+//= rAthena 7.15 +
+//===== Description: =========================================
+//= Welding Mask and Headset Quests.
+//===== Additional Comments: =================================
+//= 1.1 Fixed exploits [Lupus]
+//= 1.2 Removed Duplicates [Silent]
+//= 1.3 Updated "Welding Mask" Quest to the Official one. [Samuray22]
+//= 1.3a replaced item "names" with item id. Added missing [Lupus]
+//= 1.4 Updated welding mask and headset quests. [L0ne_W0lf]
+//============================================================
+
+//==============================================================================================//
+// Blacksmith: 'Welding Mask' Quest
+//==============================================================================================//
+geffen_in,144,166,4 script Blacksmith 63,{
+ mes "[Blacksmith]";
+ mes "You've never heard of me? Why, I'm the Veteran Blacksmith of this land. I've spent 30 years in this hot and bloody hellfire, bending steel to my iron will!";
+ next;
+ mes "[Blacksmith]";
+ mes "But...";
+ mes "I am growing older and my prowess begins to fade with age. So I've invented something for young, hot, upcoming Blacksmiths, in hopes that they too will master my craft...";
+ next;
+ switch(select("What is it?:...")) {
+ case 1:
+ mes "[Blacksmith]";
+ mes "We Blacksmiths must always manipulate steel under extreme heat, and the hot air and melted metals are more than most people can stand.";
+ next;
+ mes "[Blacksmith]";
+ mes "For the sake of our craft, our beautiful, yet masculine faces are put at risk...";
+ next;
+ mes "[Blacksmith]";
+ mes "But with this wonder of technology, there's no need to worry! Behold, the ^3355FFWelding Mask^000000 !!";
+ next;
+ mes "[Blacksmith]";
+ mes "It works by covering your face with a fat metal plate. Truly, it's an item that everyone should want! If not yourself, it'd be a good idea to give this to a friend who is studying smithing.";
+ next;
+ mes "[Blacksmith]";
+ mes "So how about it ? If you give me ^2244FF50 Steel^000000 and ^4422FFonly 2000 Zeny^000000, I will make it for you right away~!!";
+ next;
+ switch(select("Hm... Not bad. Alright.:How does it work again?")) {
+ case 1:
+ if ((countitem(999) > 49) && (Zeny > 1999)){
+ mes "[Blacksmith]";
+ mes "Ah, I see that you appreciate a Blacksmith's work! Alright, I'll do it right away !!";
+ next;
+ delitem 999,50; //Steel
+ set Zeny,Zeny-2000;
+ getitem 2292,1; // Welding_Mask
+ mes "[Blacksmith]";
+ mes "Hahaha~! Make good use of that!";
+ close;
+ }
+ else {
+ mes "[Blacksmith]";
+ mes "Hmmm...";
+ mes "You do not have the items I require.";
+ next;
+ mes "[Blacksmith]";
+ mes "A common Blacksmith would interpret this as a sign of disrepect, but I will forgive you. Just don't forget what I need if you want me to make you this mask.";
+ close;
+ }
+ case 2:
+ mes "[Blacksmith]";
+ mes "The ^3355FFWelding Mask^000000 protects your face by covering it with a fat metal plate. This invention is the result of 30 years of endless toil at the hammer and anvil.";
+ close;
+ }
+ case 2:
+ mes "[Blacksmith]";
+ mes "Ah...!";
+ mes "I guess this is the first time you've met a Blacksmith as great as me, and you're just speechless with awe. Please, take your time and speak up when you are ready.";
+ next;
+ mes "^3355FFThis guy seems";
+ mes "a little full";
+ mes "of himself.^000000";
+ close;
+ }
+}
+
+
+
+//=============================================================================================//
+// Eric: Headset Quest
+//=============================================================================================//
+geffen_in,30,71,4 script Eric 83,{
+ mes "[Eric]";
+ mes "Please listen";
+ mes "to my story";
+ mes "of my blessed";
+ mes "grandfather.";
+ next;
+ switch(select("Talk:Ask about Items needed:Manufacture:Quit")) {
+ case 1:
+ mes "[Eric]";
+ mes "My Grandfather, who passed away a few years ago, was special to me. He always stayed with me, and took care of me. He was much better than my old man, who was always busy working.";
+ next;
+ mes "[Eric]";
+ mes "To me, Grandfather's library was always like a fantasy land where I could escape. I spent most of my time there.";
+ next;
+ mes "[Eric]";
+ mes "I learned a lot of things from his books in the Library. Grandfather was interested in Alchemy and Music, and his Library was filled with many mysterious old books.";
+ next;
+ mes "[Eric]";
+ mes "One day...";
+ mes "As usual, I went to the Library and discovered an interesting schematic.";
+ next;
+ mes "[Eric]";
+ mes "It showed some instrument which looked like Ear Muffs that, when worn on the head, could transmit music or whispers to the ears through a thin wire.";
+ next;
+ mes "[Eric]";
+ mes "I guess...";
+ mes "It is my grand father's unfinished work. I met a few Alchemists and asked them to produce it, but they rejected my offer...";
+ next;
+ mes "[Eric]";
+ mes "In the end, I thought 'I've gotta make it myself.' So I researched for a few years, and now I fully understand how to make that thing. But, I could never gather the materials to make it!";
+ next;
+ mes "[Eric]";
+ mes "If I can get those articles, I would build it right away. If you are interested in my idea, would you bring them for me?";
+ next;
+ mes "[Eric]";
+ mes "All I wanna do is build this thing in honor of my grandfather and finish the work he started. If you ask me to keep it, I wouldn't mind.";
+ close;
+ case 2:
+ mes "[Eric]";
+ mes "40 ^3355FFSteel^000000";
+ mes "1 ^3355FFOridecon^000000";
+ mes "1 ^3355FFAlcohol^000000";
+ mes "1 ^3355FFCoal^000000";
+ mes "These are the things I need for Grandfather's masterpiece.";
+ close;
+ case 3:
+ if ((countitem(999) > 39) && (countitem(984) > 0) && (countitem(970) > 0) && (countitem(1003) > 0)) {
+ delitem 999,40; //Steel
+ delitem 984,1; //Oridecon
+ delitem 970,1; //Alchol
+ delitem 1003,1; //Coal
+ getitem 5001,1; // Headset
+ mes "*Tap! Tap! Tap!*";
+ next;
+ mes "[Eric]";
+ mes "Thank you.";
+ mes "Because of you, I could accomplish my grandfather's wish. He would be happy if he looked down on me from Heaven.";
+ next;
+ mes "[Eric]";
+ mes "As I said, please take this. I am just proud that I can make this by myself.";
+ close;
+ }
+ else {
+ mes "[Eric]";
+ mes "Thank you for trying to help me, but you didn't bring all the items I need. I think you will find them all soon though.";
+ close;
+ }
+ case 4:
+ mes "[Eric]";
+ mes "N-no?";
+ mes "Well...";
+ mes "You have your own";
+ mes "worries, I suppose.";
+ mes "Farewell.";
+ close;
+ }
+}
diff --git a/npc/pre-re/quests/quests_gonryun.txt b/npc/pre-re/quests/quests_gonryun.txt
new file mode 100644
index 000000000..ec7142c70
--- /dev/null
+++ b/npc/pre-re/quests/quests_gonryun.txt
@@ -0,0 +1,3815 @@
+//===== rAthena Script =======================================
+//= Quest NPCs related to Gonryun
+//===== By: ==================================================
+//= KarLaeda
+//===== Current Version: =====================================
+//= 1.2
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Broken Sword Quest (Kept old mechanics)
+//= Lost Knife Quest
+//===== Additional Comments: =================================
+//= 1.1 Fixed bad NPC header data to comply with rev. 11603. [L0ne_W0lf]
+//= 1.2 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
+//= Added Lost Knife, updated dialog for Broken Sword
+//= dungeon quest mechanics aportion is still the same.
+//= 1.2a Bugfixes (bugreport:2404) [Paradox924X]
+//= 1.2b More Bugfixes (bugreport:2407) [Paradox924X]
+//============================================================
+
+// Broken Sword
+//============================================================
+gon_in,17,93,5 script Chief#gon 775,{
+ if (BaseLevel > 50) {
+ if (b_sword == 0) {
+ set b_sword,1;
+ mes "[Shi Yan Wen]";
+ mes "Hmm...?";
+ mes "Oh, hello there~";
+ mes "I am Shi Yan Wen, the chief of";
+ mes "this village. Allow me to personally welcome you to Kunlun.";
+ next;
+ mes "[Shi Yan Wen]";
+ mes "Although our village hasn't";
+ mes "associated with other towns very";
+ mes "much, we have recently begun";
+ mes "to allow visitors coming from Alberta.";
+ next;
+ mes "[Shi Yan Wen]";
+ mes "I feel that this town has been";
+ mes "isolated for too long. Because";
+ mes "of that, people in this town aren't too friendly with visitors yet.";
+ next;
+ mes "[Shi Yan Wen]";
+ mes "Moreover, we've been having a recent problem with thieves";
+ mes "that have been enjoying themselves far too much in Kunlun...";
+ mes "Well, you've come to visit here";
+ mes "so I hope you enjoy your stay.";
+ close;
+ }
+ else if (b_sword < 18) {
+ switch (b_sword) {
+ case 1:
+ mes "[Shi Yan Wen]";
+ mes "Oh, hello there~";
+ mes "I am Shi Yan Wen, the chief of";
+ mes "this village. Allow me to personally welcome you to Kunlun.";
+ next;
+ mes "[Shi Yan Wen]";
+ mes "Although our village hasn't";
+ mes "associated with other towns very";
+ mes "much, we have recently begun";
+ mes "to allow visitors coming from Alberta.";
+ next;
+ mes "[Shi Yan Wen]";
+ mes "I feel that this town has been";
+ mes "isolated for too long. Because";
+ mes "of that, people in this town aren't too friendly with visitors yet.";
+ next;
+ mes "[Shi Yan Wen]";
+ mes "Moreover, we've been having a recent problem with thieves";
+ mes "that have been enjoying themselves far too much in Kunlun...";
+ mes "Well, you've come to visit here";
+ mes "so I hope you enjoy your stay.";
+ close;
+ case 2:
+ mes "[Shi Yan Wen]";
+ mes "Oh, it's you~";
+ mes "How do you like it here so far?";
+ mes "As you've probably noticed,";
+ mes "the village isn't that peaceful, huh?";
+ next;
+ if (select("It's alright.:I heard that something was stolen...") == 1) {
+ mes "[Shi Yan Wen]";
+ mes "Well, I'm glad you don't mind.";
+ mes "Just watch out for robbers,";
+ mes "and try not to act suspicious";
+ mes "in the village.";
+ close;
+ }
+ mes "[Shi Yan Wen]";
+ mes "Hmm...you've heard of it?";
+ mes "It was just last night when the";
+ mes "robbery occurred. The rumors";
+ mes "are true. Sadly, there are lots of thieves out there in the village...";
+ next;
+ switch(select("......:What was stolen?:Was anyone hurt?")) {
+ case 1:
+ mes "[Shi Yan Wen]";
+ mes "I can't believe it really";
+ mes "happened... Well, if you see";
+ mes "any suspicious characters around,";
+ mes "or find what was stolen, please let me know.";
+ set b_sword,3;
+ close;
+ case 2:
+ mes "[Shi Yan Wen]";
+ mes "Well...";
+ mes "Erm...it was...";
+ mes "...just an ordinary sword.";
+ mes "But to us, it's been a family treasure for many generations.";
+ next;
+ mes "[Shi Yan Wen]";
+ mes "I must find this sword";
+ mes "no matter what!";
+ mes "...but I can't go find it just";
+ mes "by myself. I'm just too busy.";
+ next;
+ mes "[Shi Yan Wen]";
+ mes "You know how busy it is to be the";
+ mes "chief of a village. This is very troubling...*Sigh*";
+ next;
+ if (select("Hope you find it soon.:Can I find it for you?") == 1) {
+ mes "[Shi Yan Wen]";
+ mes "um..Thank you.";
+ mes "If you somehow come across it,";
+ mes "please let me know.";
+ set b_sword,11;
+ close;
+ }
+ mes "[Shi Yan Wen]";
+ mes "Oh!~ Are you serious??";
+ mes "...The people in the village are";
+ mes "very fearful these days because";
+ mes "of the thieves. It is so difficult";
+ mes "to ask them for help...";
+ next;
+ mes "[Shi Yan Wen]";
+ mes "If you would help me find the sword, I will surely repay you for your efforts.";
+ set b_sword,3;
+ close;
+ case 3:
+ mes "[Shi Yan Wen]";
+ mes "Fortunately, no one was hurt.";
+ mes "However, the thieves took a";
+ mes "valuable family treasure";
+ mes "which has been passed down from";
+ mes "generation to generation.";
+ next;
+ mes "[Shi Yan Wen]";
+ mes "I must find this sword";
+ mes "no matter what!";
+ mes "...But I can't go find it just";
+ mes "by myself. I'm just too busy.";
+ next;
+ mes "[Shi Yan Wen]";
+ mes "You know how busy it is to be the";
+ mes "chief of a village. This is very troubling...*Sigh*";
+ next;
+ if (select("Hope you find it soon.:Can I find it for you?") == 1) {
+ mes "[Shi Yan Wen]";
+ mes "Um..Thank you.";
+ mes "If you somehow come across it,";
+ mes "please let me know.";
+ set b_sword,11;
+ close;
+ }
+ mes "[Shi Yan Wen]";
+ mes "Oh!~ Are you serious??";
+ mes "...The people in the village are";
+ mes "very fearful these days because";
+ mes "of the thieves. It is so difficult";
+ mes "to ask them for help...";
+ next;
+ mes "[Shi Yan Wen]";
+ mes "If you would help me find the sword, I will surely repay you for your efforts.";
+ set b_sword,3;
+ close;
+ }
+ case 3:
+ case 4:
+ case 5:
+ mes "[Shi Yan Wen]";
+ mes "Haven't found it yet?";
+ mes "There's no rush, take it easy.";
+ mes "You have to take care of";
+ mes "youself first before";
+ mes "doing favors for others.";
+ close;
+ case 6:
+ mes "[Shi Yan Wen]";
+ mes "Oh, you found a clue?";
+ mes "So far, it looks like";
+ mes "you're doing good work.";
+ mes "Take this old family medicine, it might be of use sometime soon.";
+ set b_sword,7;
+ getitem 504,3; //White_Potion
+ close;
+ case 7:
+ mes "[Shi Yan Wen]";
+ mes "It might be helpful for you to";
+ mes "know that the thief sustained";
+ mes "an injury, so he is probably not very far from here.";
+ close;
+ case 8:
+ mes "[Shi Yan Wen]";
+ mes "What...?";
+ mes "My sword has been broken!?";
+ mes "Unbelievable~!!";
+ mes "How could this happen??";
+ next;
+ mes "[Shi Yan Wen]";
+ mes "First it's stolen, and now";
+ mes "it's in pieces... *Sob*";
+ mes "Would you please search";
+ mes "for the rest of my sword?";
+ mes "It means so much to my family...";
+ close;
+ case 9:
+ mes "[Shi Yan Wen]";
+ mes "*Sob*...";
+ mes "...my sword... in pieces...";
+ mes "I beg of you, please find them";
+ mes "for me. I will give you something in return.";
+ close;
+ case 10:
+ mes "[Shi Yan Wen]";
+ mes "Oh!~";
+ mes "You've found the pieces for me~";
+ mes "I knew you could do it.";
+ mes "But the sword is still shattered.";
+ mes "What shall I do...?";
+ next;
+ mes "[Shi Yan Wen]";
+ mes "If it's okay with you,";
+ mes "would you repair my sword for me?";
+ mes "I'll repay you for your help.";
+ next;
+ if (select("No way.:Alright.") == 1) {
+ mes "[Shi Yan Wen]";
+ mes "Well, I see...you've been such a";
+ mes "nice person. I truly appreciate";
+ mes "your hard work. It would be";
+ mes "wonderful if you could help";
+ mes "me repair the sword, but I";
+ mes "will not force you.";
+ next;
+ mes "[Shi Yan Wen]";
+ mes "I'll find some way to repair";
+ mes "it. Without your help, I ";
+ mes "would have never found it.";
+ mes "Please accept this as a";
+ mes "token of my gratitude...";
+ set b_sword,15;
+ getitem 603,1; //Old_Blue_Box
+ next;
+ mes "[Shi Yan Wen]";
+ mes "If you find any information";
+ mes "or clues about that cursed";
+ mes "thief, please let me know.";
+ mes "I have my sword back but";
+ mes "there's no way I can forgive";
+ mes "this affront to my ancestors...";
+ close;
+ }
+ mes "[Shi Yan Wen]";
+ mes "Such generosity...";
+ mes "I'm truly indebted to you...";
+ mes "I have no idea how this sword";
+ mes "broke into pieces, though.";
+ mes "You will probably need to find a";
+ mes "famous blacksmith to repair it.";
+ next;
+ mes "[Shi Yan Wen]";
+ mes "As I already mentioned, this is";
+ mes "an important family treasure...";
+ mes "Oh! I just remembered--";
+ next;
+ mes "[Shi Yan Wen]";
+ mes "There's a guy named ^555555Zuo Hei^000000";
+ mes "in the village. He has been to";
+ mes "many places around the world.";
+ mes "He may know of such a weaponsmith. Please seek this man out.";
+ next;
+ mes "[Shi Yan Wen]";
+ mes "Oh, one last thing. This is";
+ mes "but a trinket, but please";
+ mes "accept this gift from me.";
+ set b_sword,14;
+ getitem 603,1; //Old_Blue_Box
+ close;
+ case 11:
+ mes "[Shi Yan Wen]";
+ mes "The village is not in a good";
+ mes "mood these days, but there are";
+ mes "still lots of things to see in Kunlun.";
+ close;
+ case 12:
+ mes "[Shi Yan Wen]";
+ mes "Hmm.. no traces? No clues?";
+ mes "... Nothing? Well, that's";
+ mes "alright. Thank you for";
+ mes "trying to help.";
+ mes "Hmm....";
+ next;
+ mes "[Shi Yan Wen]";
+ mes "Here...take this.";
+ mes "Have a good time in Kunlun~";
+ set b_sword,13;
+ getitem 504,1; //White_Potion
+ close;
+ case 13:
+ mes "[Shi Yan Wen]";
+ mes "Is everything going well?";
+ mes "The village has not been";
+ mes "in a good mood, lately.";
+ mes "Still, please try to";
+ mes "enjoy yourself.";
+ close;
+ case 14:
+ case 15:
+ case 16:
+ case 17:
+ mes "[Shi Yan Wen]";
+ mes "I really appreciate what you are";
+ mes "doing. It's a big relief that";
+ mes "something is finally being done";
+ mes "about these thefts.";
+ next;
+ mes "[Shi Yan Wen]";
+ mes "Perhaps now, peace will finally";
+ mes "come to the village, just like in the old days...";
+ close;
+ }
+ }
+ else if (b_sword < 32) {
+ mes "[Shi Yan Wen]";
+ mes "I appreciate what you are doing,";
+ mes "and your help has been";
+ mes "a relief to me. The Village";
+ mes "seems less tense, much like";
+ mes "it was in the old days.";
+ next;
+ mes "[Shi Yan Wen]";
+ mes "Although I hope you'll be";
+ mes "be able to repair my";
+ mes "sword soon, you've";
+ mes "already done so much for";
+ mes "me. I feel sorry for";
+ mes "asking you to do more.";
+ close;
+ }
+ else if (b_sword == 32) {
+ if (countitem(1123) < 1) {
+ mes "[Shi Yan Wen]";
+ mes "Hm.....";
+ mes "Not finished yet, huh?";
+ mes "Still, it's good to know";
+ mes "it's being repaired...";
+ mes "I'll be waiting, then.";
+ close;
+ }
+ mes "[Shi Yan Wen]";
+ mes "Oh, it's you~ Hello.";
+ mes "............";
+ mes "Is that my sword?";
+ mes "Wow, you've done it!";
+ mes "Good work!";
+ next;
+ mes "[Shi Yan Wen]";
+ mes "This is a small gift for you.";
+ mes "Please take it as thanks for a job well done!";
+ delitem 1123,1; //Haedonggum
+ set b_sword,33;
+ getitem 2404,1; //Shoes_
+ next;
+ mes "[Shi Yan Wen]";
+ mes "Thank you for all of your efforts.";
+ mes "With this sword repaired, I no";
+ mes "longer feel that I am shaming";
+ mes "my ancestors...";
+ mes "Heh heh...";
+ mes "Have a good time in Kunlun.";
+ close;
+ }
+ mes "[Shi Yan Wen]";
+ mes "Oh, it's you~";
+ mes "Once again, I'd like to thank";
+ mes "you for all of your help.";
+ mes "Enjoy your stay in our village.";
+ mes "Heh heh~";
+ close;
+ }
+ mes "[Shi Yan Wen]";
+ mes "Hmm...?";
+ mes "Oh, hello there~";
+ mes "I am Shi Yan Wen, the chief of";
+ mes "this village. Allow me to personally welcome you to Kunlun.";
+ next;
+ mes "[Shi Yan Wen]";
+ mes "Although our village hasn't";
+ mes "associated with other towns very";
+ mes "much, we have recently begun";
+ mes "to allow visitors coming from Alberta.";
+ next;
+ mes "[Shi Yan Wen]";
+ mes "I feel that this town has been";
+ mes "isolated for too long. Because";
+ mes "of that, people in this town aren't too friendly with visitors yet.";
+ next;
+ mes "[Shi Yan Wen]";
+ mes "Moreover, we've been having a recent problem with thieves";
+ mes "that have been enjoying themselves far too much in Kunlun...";
+ mes "Well, you've come to visit here";
+ mes "so I hope you enjoy your stay.";
+ close;
+}
+
+gon_in,152,35,4 script Hostess#gon 702,{
+ if (b_sword < 1) {
+ mes "[Mei Yen Fang]";
+ mes "Oh...you're new here, right?";
+ mes "Came from out of town?";
+ mes "It's common to see lots of";
+ mes "foreigners these days.";
+ mes "It made people in the village busy.";
+ next;
+ mes "[Mei Yen Fang]";
+ mes "Oh, what am I saying...";
+ mes "Want some wine?";
+ next;
+ if (select("Yes, please:No, it's okay.") == 1) {
+ mes "[Mei Yen Fang]";
+ mes "Oooops~! Oh no...";
+ mes "A lot of customers came by earlier,";
+ mes "so now we're out of wine...";
+ mes "It's getting difficult to keep up with the increasing number of customers...";
+ close;
+ }
+ mes "[Mei Yen Fang]";
+ mes "Well, have fun in the village.";
+ mes "Stop by again sometime.";
+ close;
+ }
+ switch(b_sword) {
+ case 1:
+ case 2:
+ mes "[Mei Yen Fang]";
+ mes "Hey, you know what?";
+ mes "The chief's house was robbed";
+ mes "last night. I can't believe";
+ mes "this happened...I guess this is the work of those thieves...";
+ next;
+ mes "[Mei Yen Fang]";
+ mes "How worrisome it all is...";
+ mes "It could even happen to me!";
+ mes "I better watch out...";
+ mes "Oh, what am I saying?";
+ mes "Enjoy your time in my shop...hehe~";
+ set b_sword,2;
+ close;
+ case 3:
+ mes "[Mei Yen Fang]";
+ mes "Oh, it's you again~";
+ mes "I heard that you've decided";
+ mes "to help our chief.";
+ mes "Please do your best for him!";
+ mes "Everyone in the village has";
+ mes "been on edge...";
+ next;
+ mes "[Mei Yen Fang]";
+ mes "Do you see that guy over there";
+ mes "leaning on the table?";
+ mes "He seems to know about what";
+ mes "happened last night, but...";
+ mes "He's been drinking all night long.";
+ set b_sword,4;
+ close;
+ }
+ if (b_sword > 3 && b_sword < 11) {
+ mes "[Mei Yen Fang]";
+ mes "Hello there~";
+ mes "Feeling tension in the village,";
+ mes "huh? It's all because of those";
+ mes "thieves... ";
+ next;
+ mes "[Mei Yen Fang]";
+ mes "They're also making things hard for my business...";
+ mes " ";
+ mes "*Sigh*";
+ close;
+ }
+ else if (b_sword == 11 || b_sword == 12) {
+ mes "[Mei Yen Fang]";
+ mes "Feeling tension in the village,";
+ mes "huh? I Hope the thief will get caught soon.";
+ mes "...";
+ close;
+ }
+ mes "[Mei Yen Fang]";
+ mes "You caught him?!";
+ mes "Wow, you're very brave.";
+ mes "I should get ready to run the";
+ mes "shop again. But I'll need to";
+ mes "order some wine first.";
+ next;
+ mes "[Mei Yen Fang]";
+ mes "Xue Bong drank all the wine in the";
+ mes "shop, and I didn't restock any";
+ mes "since everyone has been scared";
+ mes "off by the thefts...";
+ mes "But stop by next time.";
+ mes "I'll have some wine ready.";
+ close;
+}
+
+gon_in,165,16,4 script Man in hangover#gon 748,{
+ if (b_sword < 4) {
+ mes "[Xue Bong]";
+ mes "Ahhh.. my stomach.. my head..";
+ mes "I shouldn't drink so much..";
+ mes "Ehhhh....";
+ emotion e_swt2;
+ close;
+ }
+ else if (b_sword < 6) {
+ switch(b_sword) {
+ case 4:
+ if (countitem(506) < 1) {
+ mes "[Xue Bong]";
+ mes "*Urk!* I feel sick...";
+ mes "Can somebody bring me a potion?";
+ mes "*Groan*....";
+ emotion e_swt2;
+ close;
+ }
+ mes "[Xue Bong]";
+ mes "Ohhh...my stomach...";
+ mes "I need something...";
+ mes "Moan~ Uh, hey you!";
+ mes "Could you give me one";
+ mes "of your ^00FF00Green_Potion^000000s?";
+ mes "I think I'm going to barf...";
+ next;
+ switch(select("No.:Here, drink this!")) {
+ case 1:
+ mes "[Xue Bong]";
+ mes "Uhh...";
+ mes "Are you sure?";
+ next;
+ switch(select("Sorry, I don't have any.:Here, you can have it!")) {
+ case 1:
+ mes "[Xue Bong]";
+ mes "C'mon, man...";
+ mes "I...I'm in freakin' pain here...";
+ set b_sword,12;
+ close;
+ case 2:
+ delitem 506,1; //Green_Potion
+ set b_sword,5;
+ mes "[Xue Bong]";
+ mes "Oh man...thanks.";
+ mes "I thought you were teasing me.";
+ mes "I feel much better now.";
+ mes "So...uh, what brings you here?";
+ next;
+ if (select("Heard about the thief?:Nothing.") == 1) {
+ mes "[Xue Bong]";
+ mes "Ah, a thief~";
+ mes "Hmm...let me see..";
+ mes "I went out for walk in the middle";
+ mes "of the night while I was drinking.";
+ mes "And I heard a noise.";
+ next;
+ mes "[Xue Bong]";
+ mes "I looked around and found that the";
+ mes "area near the chief's house was";
+ mes "brighter than any other area...";
+ mes "It was odd...";
+ mes "[Xue Bong]";
+ mes "So I kept watching it and";
+ mes "all of a sudden, I saw something";
+ mes "moving on the rooftops...";
+ next;
+ mes "[Xue Bong]";
+ mes "It disappeared in a second.";
+ mes "I was drunk, and it was dark";
+ mes "outside. I have no idea";
+ mes "whether it was a man,";
+ mes "a poring, or if I had just";
+ mes "drank too much..eheh.";
+ set b_sword,6;
+ close;
+ }
+ mes "[Xue Bong]";
+ mes "Okay then, thanks again.";
+ mes "Don't be a drinker like me,";
+ mes "unless you want to suffer from";
+ mes "serious hangovers. See you later~";
+ close;
+ }
+ case 2:
+ delitem 506,1; //Green_Potion
+ set b_sword,5;
+ emotion e_thx;
+ mes "[Xue Bong]";
+ mes "Whew, Thanks!";
+ mes "I feel much better now.";
+ mes "Hmm...you seem new around here.";
+ mes "Anything you wanna know?";
+ next;
+ switch(select("About a thief...:How much have you been drinking?:Nothing~")) {
+ case 1:
+ mes "[Xue Bong]";
+ mes "Ah, a thief, eh? Let's see...";
+ mes "I went out for walk in the middle";
+ mes "of the night while I was drinking.";
+ mes "All of a sudden, I heard a strange noise...";
+ next;
+ mes "[Xue Bong]";
+ mes "I looked around and found that the";
+ mes "area near the chief's house was";
+ mes "brighter than any other area. It was odd...";
+ next;
+ mes "[Xue Bong]";
+ mes "So I kept watching it and,";
+ mes "all of a sudden, I saw something moving on the rooftops...";
+ next;
+ if (select("Where to?:Probably a Wild Rose.") == 1) {
+ mes "[Xue Bong]";
+ mes "Umm?";
+ mes "Well..let me see..";
+ mes "It came from... and head to...um...";
+ mes "murmur..";
+ next;
+ mes "^3355FFHe started mumbling for a bit^000000";
+ mes "......";
+ next;
+ mes "[Xue Bong]";
+ mes "Ah ha!! Right...";
+ mes "A shrine, yeah, the thief was";
+ mes "heading to a shrine and";
+ mes "disappeared. I'm not";
+ mes "sure if it was a human or an";
+ mes "animal...";
+ set b_sword,6;
+ next;
+ mes "[Xue Bong]";
+ mes "Anything else I can help you with?";
+ mes "I appreciate the potion.";
+ next;
+ switch(select("Thanks for the information.:Stop drinking so much.:Okay, bye")) {
+ case 1:
+ mes "[Xue Bong]";
+ mes "I'll see you later then.";
+ mes "I'm always be here drinking..eheh.";
+ close;
+ case 2:
+ mes "[Xue Bong]";
+ mes "Ehh..Don't mind me.";
+ mes "I'm a social drinker...";
+ mes " ";
+ mes "It's just I don't got nobody to be social with.";
+ close;
+ case 3:
+ mes "[Xue Bong]";
+ mes "Alright.";
+ mes "Come again whenever you have";
+ mes "any other questions.";
+ close;
+ }
+ }
+ mes "[Xue Bong]";
+ mes "Yeah..maybe.";
+ mes "It was so dark outside and I was";
+ mes "drunk so I don't remember";
+ mes "clearly. I'm pretty sure it was bigger than that, though.";
+ close;
+ case 2:
+ mes "[Xue Bong]";
+ mes "Ah..um....I..I don't remember.";
+ mes "When I woke up, There were tons of";
+ mes "empty bottles around me.";
+ mes "...";
+ next;
+ mes "^3355FF.......";
+ mes "For some reason, you can't discern his testimony's reliability...^000000";
+ close;
+ case 3:
+ mes "[Xue Bong]";
+ mes "Alrighty then.";
+ mes "Hope you don't ever drink like me";
+ mes "in the future. You'll suffer";
+ mes "for a long time if you do.";
+ mes "You know what a hangover is, right?";
+ close;
+ }
+ }
+ case 5:
+ mes "[Xue Bong]";
+ mes "Oh, it's you. Hey.";
+ mes "Thanks for the potion last time.";
+ mes "What are you up to?";
+ mes "Got any questions for me?";
+ next;
+ switch(select("About a thief last night...:Nope, just passing by..")) {
+ case 1:
+ mes "[Xue Bong]";
+ mes "Ah~ a thief...?";
+ mes "Hmm...let me see...";
+ mes "I went out for walk in the middle";
+ mes "of the night while I was drinking.";
+ mes "All of a sudden, I heard a strange noise...";
+ next;
+ mes "[Xue Bong]";
+ mes "I looked around and found that the";
+ mes "area near the chief's house was";
+ mes "brighter than any other area. It was odd...";
+ next;
+ mes "[Xue Bong]";
+ mes "So I kept watching it and,";
+ mes "all of a sudden, I saw something moving on the rooftops...";
+ next;
+ mes "[Xue Bong]";
+ mes "It disappeared in a second.";
+ mes "I was drunk, and it was dark";
+ mes "outside. I have no idea";
+ mes "whether it was a man, a poring,";
+ mes "or if I just had too much to drink...heheh~";
+ set b_sword,6;
+ close;
+ case 2:
+ mes "[Xue Bong]";
+ mes "Okay, then, thanks again.";
+ mes "Don't be a drinker like me,";
+ mes "unless you want to suffer from";
+ mes "serious hangovers. See you later~";
+ close;
+ }
+ }
+ }
+ else if (b_sword < 11) {
+ mes "[Xue Bong]";
+ mes "Well, hopefully you can find";
+ mes "those thieves. To keep the";
+ mes "peace in our village, we need to help out our chief...";
+ close;
+ }
+ else if (b_sword <14) {
+ switch(b_sword) {
+ case 11:
+ mes "[Xue Bong]";
+ mes "Ahhh.. my stomach.. my head..";
+ mes "I shouldn't drink so much..";
+ mes "ughh....";
+ emotion e_swt2;
+ close;
+ case 12:
+ mes "[Xue Bong]";
+ mes "Enhhhh..go away.";
+ mes "You're merciless...";
+ mes "How could you turn a";
+ mes "blind eye to a";
+ mes "boozer's suffering?";
+ mes "Urk...!";
+ emotion e_an;
+ close;
+ case 13:
+ mes "[Xue Bong]";
+ mes "Enhhhh...go away.";
+ mes "You're so coldhearted...";
+ mes "How could you turn away";
+ mes "a drunk in need...?";
+ mes "*Groan*...";
+ emotion e_an;
+ close;
+ }
+ }
+ mes "[Xue Bong]";
+ mes "So you found the chief's";
+ mes "belongings?! I knew it!";
+ mes "I knew you could do it!";
+ mes "You're brave enough";
+ mes "to do anything!";
+ mes "Good job!";
+ close;
+}
+
+gon_dun01,148,156,0 script start01#gnbs -1,{
+ OnInit:
+ sleep 10000;
+ OnCommandOn:
+ donpcevent "trace1-"+rand(1,5)+"#gnbs::OnCommandOn";
+ end;
+}
+
+gon_dun01,201,25,0 script trace1-1#gnbs 139,1,1,{
+ if (b_sword == 7) donpcevent "timer1-1::OnCommandOn";
+ end;
+
+ OnTimer10000:
+ stopnpctimer;
+ disablenpc "trace1-1#gnbs";
+ donpcevent "start01#gnbs::OnCommandOn";
+ end;
+
+ OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "trace1-1#gnbs";
+ end;
+
+ OnCommandOn:
+ enablenpc "trace1-1#gnbs";
+ setnpctimer 0;
+ startnpctimer;
+ end;
+}
+
+gon_dun01,2,1,0 script timer1-1 -1,{
+ OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "timer1-1";
+ end;
+
+ OnCommandOn:
+ enablenpc "timer1-1";
+ setnpctimer 0;
+ startnpctimer;
+ end;
+
+ OnCommandOff:
+ stopnpctimer;
+ disablenpc "timer1-1";
+ end;
+
+ OnTimer3000:
+ donpcevent "#getitem1-1::OnCommandOn";
+ end;
+}
+
+gon_dun01,202,25,0 script #getitem1-1 111,2,1,{
+ if (b_sword != 7) end;
+ set b_sword,8;
+ mes "You found a ^FF0000piece of blade^000000.";
+ mes "Seems like it's a part of the sword you've been looking for.";
+ close;
+
+ OnInit:
+ disablenpc "#getitem1-1";
+ end;
+
+ OnCommandOn:
+ enablenpc "#getitem1-1";
+ donpcevent "timer1-1::OnCommandOff";
+ donpcevent "start01#gnbs::OnCommandOn";
+ end;
+
+ OnCommandOff:
+ disablenpc "#getitem1-1";
+ end;
+}
+
+gon_dun01,190,160,0 script trace1-2#gnbs 139,1,1,{
+ if (b_sword == 7) donpcevent "timer1-2::OnCommandOn";
+ end;
+
+ OnTimer100000:
+ stopnpctimer;
+ disablenpc "trace1-2#gnbs";
+ donpcevent "start01#gnbs::OnCommandOn";
+ end;
+
+ OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "trace1-2#gnbs";
+ end;
+
+ OnCommandOn:
+ enablenpc "trace1-2#gnbs";
+ setnpctimer 0;
+ startnpctimer;
+ end;
+}
+
+gon_dun01,3,1,0 script timer1-2 -1,{
+ OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "timer1-2";
+ end;
+
+ OnCommandOn:
+ enablenpc "timer1-2";
+ setnpctimer 0;
+ startnpctimer;
+ end;
+
+ OnCommandOff:
+ stopnpctimer;
+ disablenpc "timer1-2";
+ end;
+
+ OnTimer3000:
+ donpcevent "#getitem1-2::OnCommandOn";
+ end;
+}
+
+gon_dun01,190,159,0 script #getitem1-2 111,2,1,{
+ if (b_sword != 7) end;
+ set b_sword,8;
+ mes "You found a ^FF0000piece of blade^000000.";
+ mes "Seems like it's a part of the sword you've been looking for.";
+ close;
+
+ OnInit:
+ disablenpc "#getitem1-2";
+ end;
+
+ OnCommandOn:
+ enablenpc "#getitem1-2";
+ donpcevent "timer1-2::OnCommandOff";
+ donpcevent "start01#gnbs::OnCommandOn";
+ end;
+
+ OnCommandOff:
+ disablenpc "#getitem1-2";
+ end;
+}
+
+gon_dun01,163,53,0 script trace1-3#gnbs 139,1,1,{
+ if (b_sword == 7) donpcevent "timer1-3::OnCommandOn";
+ end;
+
+ OnTimer90000:
+ stopnpctimer;
+ disablenpc "trace1-3#gnbs";
+ donpcevent "start01#gnbs::OnCommandOn";
+ end;
+
+ OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "trace1-3#gnbs";
+ end;
+
+ OnCommandOn:
+ enablenpc "trace1-3#gnbs";
+ setnpctimer 0;
+ startnpctimer;
+ end;
+}
+
+gon_dun01,4,1,0 script timer1-3 -1,{
+ OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "timer1-3";
+ end;
+
+ OnCommandOn:
+ enablenpc "timer1-3";
+ setnpctimer 0;
+ startnpctimer;
+ end;
+
+ OnCommandOff:
+ stopnpctimer;
+ disablenpc "timer1-3";
+ end;
+
+ OnTimer3000:
+ donpcevent "#getitem1-3::OnCommandOn";
+ end;
+}
+
+gon_dun01,164,53,0 script #getitem1-3 111,2,1,{
+ if (b_sword != 7) end;
+ set b_sword,8;
+ mes "You found a ^FF0000piece of blade^000000.";
+ mes "Seems like it's a part of the sword you've been looking for.";
+ close;
+
+ OnInit:
+ disablenpc "#getitem1-3";
+ end;
+
+ OnCommandOn:
+ enablenpc "#getitem1-3";
+ donpcevent "timer1-3::OnCommandOff";
+ donpcevent "start01#gnbs::OnCommandOn";
+ end;
+
+ OnCommandOff:
+ disablenpc "#getitem1-3";
+ end;
+}
+
+gon_dun01,133,183,0 script trace1-4#gnbs 139,1,1,{
+ if (b_sword == 7) donpcevent "timer1-4::OnCommandOn";
+ end;
+
+ OnTimer150000:
+ stopnpctimer;
+ disablenpc "trace1-4#gnbs";
+ donpcevent "start01#gnbs::OnCommandOn";
+ end;
+
+ OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "trace1-4#gnbs";
+ end;
+
+ OnCommandOn:
+ enablenpc "trace1-4#gnbs";
+ setnpctimer 0;
+ startnpctimer;
+ end;
+}
+
+gon_dun01,5,1,0 script timer1-4 -1,{
+ OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "timer1-4";
+ end;
+
+ OnCommandOn:
+ enablenpc "timer1-4";
+ setnpctimer 0;
+ startnpctimer;
+ end;
+
+ OnCommandOff:
+ stopnpctimer;
+ disablenpc "timer1-4";
+ end;
+
+ OnTimer3000:
+ donpcevent "#getitem1-4::OnCommandOn";
+ end;
+}
+
+gon_dun01,134,183,0 script #getitem1-4 111,2,1,{
+ if (b_sword != 7) end;
+ set b_sword,8;
+ mes "You found a ^FF0000piece of blade^000000.";
+ mes "Seems like it's a part of the sword you've been looking for.";
+ close;
+
+ OnInit:
+ disablenpc "#getitem1-4";
+ end;
+
+ OnCommandOn:
+ enablenpc "#getitem1-4";
+ donpcevent "timer1-4::OnCommandOff";
+ donpcevent "start01#gnbs::OnCommandOn";
+ end;
+
+ OnCommandOff:
+ disablenpc "#getitem1-4";
+ end;
+}
+
+gon_dun01,139,257,0 script trace1-5#gnbs 139,1,1,{
+ if (b_sword == 7) donpcevent "timer1-5::OnCommandOn";
+ end;
+
+ OnTimer170000:
+ stopnpctimer;
+ disablenpc "trace1-5#gnbs";
+ donpcevent "start01#gnbs::OnCommandOn";
+ end;
+
+ OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "trace1-5#gnbs";
+ end;
+
+ OnCommandOn:
+ enablenpc "trace1-5#gnbs";
+ setnpctimer 0;
+ startnpctimer;
+ end;
+}
+
+gon_dun01,6,1,0 script timer1-5 -1,{
+ OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "timer1-5";
+ end;
+
+ OnCommandOn:
+ enablenpc "timer1-5";
+ setnpctimer 0;
+ startnpctimer;
+ end;
+
+ OnCommandOff:
+ stopnpctimer;
+ disablenpc "timer1-5";
+ end;
+
+ OnTimer3000:
+ donpcevent "#getitem1-5::OnCommandOn";
+ end;
+}
+
+gon_dun01,140,257,0 script #getitem1-5 111,2,1,{
+ if (b_sword != 7) end;
+ set b_sword,8;
+ mes "You found a ^FF0000piece of blade^000000.";
+ mes "Seems like it's a part of the sword you've been looking for.";
+ close;
+
+ OnInit:
+ disablenpc "#getitem1-5";
+ end;
+
+ OnCommandOn:
+ enablenpc "#getitem1-5";
+ donpcevent "timer1-5::OnCommandOff";
+ donpcevent "start01#gnbs::OnCommandOn";
+ end;
+
+ OnCommandOff:
+ disablenpc "#getitem1-5";
+ end;
+}
+
+gon_dun02,1,1,0 script start02#gnbs -1,{
+ OnInit:
+ sleep 10000;
+ OnCommandOn:
+ donpcevent "trace2-"+rand(1,6)+"#gnbs::OnCommandOn";
+ end;
+}
+
+gon_dun02,65,168,0 script trace2-1#gnbs 139,1,1,{
+ if (b_sword == 8) donpcevent "timer2-1::OnCommandOn";
+ end;
+
+ OnTimer80000:
+ stopnpctimer;
+ disablenpc "trace2-1#gnbs";
+ donpcevent "start02#gnbs::OnCommandOn";
+ end;
+
+ OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "trace2-1#gnbs";
+ end;
+
+ OnCommandOn:
+ enablenpc "trace2-1#gnbs";
+ setnpctimer 0;
+ startnpctimer;
+ end;
+}
+
+gon_dun02,2,1,0 script timer2-1 -1,{
+ OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "timer2-1";
+ end;
+
+ OnCommandOn:
+ enablenpc "timer2-1";
+ setnpctimer 0;
+ startnpctimer;
+ end;
+
+ OnCommandOff:
+ stopnpctimer;
+ disablenpc "timer2-1";
+ end;
+
+ OnTimer3000:
+ donpcevent "#getitem2-1::OnCommandOn";
+ end;
+}
+
+gon_dun02,202,25,0 script #getitem2-1 111,2,1,{
+ if (b_sword != 8) end;
+ set b_sword,9;
+ mes "You found a ^FF0000piece of blade^000000.";
+ mes "Seems like it's a part of the sword you've been looking for.";
+ close;
+
+ OnInit:
+ disablenpc "#getitem2-1";
+ end;
+
+ OnCommandOn:
+ enablenpc "#getitem2-1";
+ donpcevent "timer2-1::OnCommandOff";
+ donpcevent "start02#gnbs::OnCommandOn";
+ end;
+
+ OnCommandOff:
+ disablenpc "#getitem2-1";
+ end;
+}
+
+gon_dun02,265,200,0 script trace2-2#gnbs 139,1,1,{
+ if (b_sword == 8) donpcevent "timer2-2::OnCommandOn";
+ end;
+
+ OnTimer130000:
+ stopnpctimer;
+ disablenpc "trace2-2#gnbs";
+ donpcevent "start02#gnbs::OnCommandOn";
+ end;
+
+ OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "trace2-2#gnbs";
+ end;
+
+ OnCommandOn:
+ enablenpc "trace2-2#gnbs";
+ setnpctimer 0;
+ startnpctimer;
+ end;
+}
+
+gon_dun02,3,1,0 script timer2-2 -1,{
+ OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "timer2-2";
+ end;
+
+ OnCommandOn:
+ enablenpc "timer2-2";
+ setnpctimer 0;
+ startnpctimer;
+ end;
+
+ OnCommandOff:
+ stopnpctimer;
+ disablenpc "timer2-2";
+ end;
+
+ OnTimer3000:
+ donpcevent "#getitem2-2::OnCommandOn";
+ end;
+}
+
+gon_dun02,265,201,0 script #getitem2-2 111,2,1,{
+ if (b_sword != 8) end;
+ set b_sword,9;
+ mes "You found a ^FF0000piece of blade^000000.";
+ mes "Seems like it's a part of the sword you've been looking for.";
+ close;
+
+ OnInit:
+ disablenpc "#getitem2-2";
+ end;
+
+ OnCommandOn:
+ enablenpc "#getitem2-2";
+ donpcevent "timer2-2::OnCommandOff";
+ donpcevent "start02#gnbs::OnCommandOn";
+ end;
+
+ OnCommandOff:
+ disablenpc "#getitem2-2";
+ end;
+}
+
+gon_dun02,247,129,0 script trace2-3#gnbs 139,1,1,{
+ if (b_sword == 8) donpcevent "timer2-3::OnCommandOn";
+ end;
+
+ OnTimer110000:
+ stopnpctimer;
+ disablenpc "trace2-3#gnbs";
+ donpcevent "start02#gnbs::OnCommandOn";
+ end;
+
+ OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "trace2-3#gnbs";
+ end;
+
+ OnCommandOn:
+ enablenpc "trace2-3#gnbs";
+ setnpctimer 0;
+ startnpctimer;
+ end;
+}
+
+gon_dun02,4,1,0 script timer2-3 -1,{
+ OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "timer2-3";
+ end;
+
+ OnCommandOn:
+ enablenpc "timer2-3";
+ setnpctimer 0;
+ startnpctimer;
+ end;
+
+ OnCommandOff:
+ stopnpctimer;
+ disablenpc "timer2-3";
+ end;
+
+ OnTimer3000:
+ donpcevent "#getitem2-3::OnCommandOn";
+ end;
+}
+
+gon_dun02,247,128,0 script #getitem2-3 111,2,1,{
+ if (b_sword != 8) end;
+ set b_sword,9;
+ mes "You found a ^FF0000piece of blade^000000.";
+ mes "Seems like it's a part of the sword you've been looking for.";
+ close;
+
+ OnInit:
+ disablenpc "#getitem2-3";
+ end;
+
+ OnCommandOn:
+ enablenpc "#getitem2-3";
+ donpcevent "timer2-3::OnCommandOff";
+ donpcevent "start02#gnbs::OnCommandOn";
+ end;
+
+ OnCommandOff:
+ disablenpc "#getitem2-3";
+ end;
+}
+
+gon_dun02,149,74,0 script trace2-4#gnbs 139,1,1,{
+ if (b_sword == 8) donpcevent "timer2-4::OnCommandOn";
+ end;
+
+ OnTimer230000:
+ stopnpctimer;
+ disablenpc "trace2-4#gnbs";
+ donpcevent "start02#gnbs::OnCommandOn";
+ end;
+
+ OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "trace2-4#gnbs";
+ end;
+
+ OnCommandOn:
+ enablenpc "trace2-4#gnbs";
+ setnpctimer 0;
+ startnpctimer;
+ end;
+}
+
+gon_dun02,5,1,0 script timer2-4 -1,{
+ OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "timer2-4";
+ end;
+
+ OnCommandOn:
+ enablenpc "timer2-4";
+ setnpctimer 0;
+ startnpctimer;
+ end;
+
+ OnCommandOff:
+ stopnpctimer;
+ disablenpc "timer2-4";
+ end;
+
+ OnTimer3000:
+ donpcevent "#getitem2-4::OnCommandOn";
+ end;
+}
+
+gon_dun02,149,75,0 script #getitem2-4 111,2,1,{
+ if (b_sword != 8) end;
+ set b_sword,9;
+ mes "You found a ^FF0000piece of blade^000000.";
+ mes "Seems like it's a part of the sword you've been looking for.";
+ close;
+
+ OnInit:
+ disablenpc "#getitem2-4";
+ end;
+
+ OnCommandOn:
+ enablenpc "#getitem2-4";
+ donpcevent "timer2-4::OnCommandOff";
+ donpcevent "start02#gnbs::OnCommandOn";
+ end;
+
+ OnCommandOff:
+ disablenpc "#getitem2-4";
+ end;
+}
+
+gon_dun02,23,105,0 script trace2-5#gnbs 139,1,1,{
+ if (b_sword == 8) donpcevent "timer2-5::OnCommandOn";
+ end;
+
+ OnTimer190000:
+ stopnpctimer;
+ disablenpc "trace2-5#gnbs";
+ donpcevent "start02#gnbs::OnCommandOn";
+ end;
+
+ OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "trace2-5#gnbs";
+ end;
+
+ OnCommandOn:
+ enablenpc "trace2-5#gnbs";
+ setnpctimer 0;
+ startnpctimer;
+ end;
+}
+
+gon_dun02,6,1,0 script timer2-5 -1,{
+ OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "timer2-5";
+ end;
+
+ OnCommandOn:
+ enablenpc "timer2-5";
+ setnpctimer 0;
+ startnpctimer;
+ end;
+
+ OnCommandOff:
+ stopnpctimer;
+ disablenpc "timer2-5";
+ end;
+
+ OnTimer3000:
+ donpcevent "#getitem2-5::OnCommandOn";
+ end;
+}
+
+gon_dun02,23,106,0 script #getitem2-5 111,2,1,{
+ if (b_sword != 8) end;
+ set b_sword,9;
+ mes "You found a ^FF0000piece of blade^000000.";
+ mes "Seems like it's a part of the sword you've been looking for.";
+ close;
+
+ OnInit:
+ disablenpc "#getitem2-5";
+ end;
+
+ OnCommandOn:
+ enablenpc "#getitem2-5";
+ donpcevent "timer2-5::OnCommandOff";
+ donpcevent "start02#gnbs::OnCommandOn";
+ end;
+
+ OnCommandOff:
+ disablenpc "#getitem2-5";
+ end;
+}
+
+gon_dun02,249,39,0 script trace2-6#gnbs 139,1,1,{
+ if (b_sword == 8) donpcevent "timer2-6::OnCommandOn";
+ end;
+
+ OnTimer110000:
+ stopnpctimer;
+ disablenpc "trace2-6#gnbs";
+ donpcevent "start02#gnbs::OnCommandOn";
+ end;
+
+ OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "trace2-6#gnbs";
+ end;
+
+ OnCommandOn:
+ enablenpc "trace2-6#gnbs";
+ setnpctimer 0;
+ startnpctimer;
+ end;
+}
+
+gon_dun02,7,1,0 script timer2-6 -1,{
+ OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "timer2-6";
+ end;
+
+ OnCommandOn:
+ enablenpc "timer2-6";
+ setnpctimer 0;
+ startnpctimer;
+ end;
+
+ OnCommandOff:
+ stopnpctimer;
+ disablenpc "timer2-6";
+ end;
+
+ OnTimer3000:
+ donpcevent "#getitem2-6::OnCommandOn";
+ end;
+}
+
+gon_dun02,249,40,0 script #getitem2-6 111,2,1,{
+ if (b_sword != 8) end;
+ set b_sword,9;
+ mes "You found a ^FF0000piece of blade^000000.";
+ mes "Seems like it's a part of the sword you've been looking for.";
+ close;
+
+ OnInit:
+ disablenpc "#getitem2-6";
+ end;
+
+ OnCommandOn:
+ enablenpc "#getitem2-6";
+ donpcevent "timer2-6::OnCommandOff";
+ donpcevent "start02#gnbs::OnCommandOn";
+ end;
+
+ OnCommandOff:
+ disablenpc "#getitem2-6";
+ end;
+}
+
+gon_dun03,1,1,0 script start03#gnbs -1,{
+ OnInit:
+ sleep 10000;
+ OnCommandOn:
+ donpcevent "trace3-"+rand(1,7)+"#gnbs::OnCommandOn";
+ end;
+}
+
+gon_dun03,11,75,0 script trace3-1#gnbs 139,1,1,{
+ if (b_sword == 9) donpcevent "timer3-1::OnCommandOn";
+ end;
+
+ OnTimer200000:
+ stopnpctimer;
+ disablenpc "trace3-1#gnbs";
+ donpcevent "start03#gnbs::OnCommandOn";
+ end;
+
+ OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "trace3-1#gnbs";
+ end;
+
+ OnCommandOn:
+ enablenpc "trace3-1#gnbs";
+ setnpctimer 0;
+ startnpctimer;
+ end;
+}
+
+gon_dun03,2,1,0 script timer3-1 -1,{
+ OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "timer3-1";
+ end;
+
+ OnCommandOn:
+ enablenpc "timer3-1";
+ setnpctimer 0;
+ startnpctimer;
+ end;
+
+ OnCommandOff:
+ stopnpctimer;
+ disablenpc "timer3-1";
+ end;
+
+ OnTimer3000:
+ donpcevent "#getitem3-1::OnCommandOn";
+ end;
+}
+
+gon_dun03,10,74,0 script #getitem3-1 111,2,1,{
+ if (b_sword != 9) end;
+ set b_sword,10;
+ mes "You found a ^FF0000piece of blade^000000.";
+ mes "Seems like it's a part of the sword you've been looking for.";
+ next;
+ mes "You put all the pieces on the";
+ mes "ground and assembled them.";
+ mes "It looks like you've found all of the pieces of the blade.";
+ close;
+
+ OnInit:
+ disablenpc "#getitem3-1";
+ end;
+
+ OnCommandOn:
+ enablenpc "#getitem3-1";
+ donpcevent "timer3-1::OnCommandOff";
+ donpcevent "start03#gnbs::OnCommandOn";
+ end;
+
+ OnCommandOff:
+ disablenpc "#getitem3-1";
+ end;
+}
+
+gon_dun03,199,103,0 script trace3-2#gnbs 139,1,1,{
+ if (b_sword == 9) donpcevent "timer3-2::OnCommandOn";
+ end;
+
+ OnTimer130000:
+ stopnpctimer;
+ disablenpc "trace3-2#gnbs";
+ donpcevent "start03#gnbs::OnCommandOn";
+ end;
+
+ OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "trace3-2#gnbs";
+ end;
+
+ OnCommandOn:
+ enablenpc "trace3-2#gnbs";
+ setnpctimer 0;
+ startnpctimer;
+ end;
+}
+
+gon_dun03,3,1,0 script timer3-2 -1,{
+ OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "timer3-2";
+ end;
+
+ OnCommandOn:
+ enablenpc "timer3-2";
+ setnpctimer 0;
+ startnpctimer;
+ end;
+
+ OnCommandOff:
+ stopnpctimer;
+ disablenpc "timer3-2";
+ end;
+
+ OnTimer3000:
+ donpcevent "#getitem3-2::OnCommandOn";
+ end;
+}
+
+gon_dun03,199,102,0 script #getitem3-2 111,2,1,{
+ if (b_sword != 9) end;
+ set b_sword,10;
+ mes "You found a ^FF0000piece of blade^000000.";
+ mes "Seems like it's a part of the sword you've been looking for.";
+ next;
+ mes "You put all the pieces on the";
+ mes "ground and assembled them.";
+ mes "It looks like you've found all of the pieces of the blade.";
+ close;
+
+ OnInit:
+ disablenpc "#getitem3-2";
+ end;
+
+ OnCommandOn:
+ enablenpc "#getitem3-2";
+ donpcevent "timer3-2::OnCommandOff";
+ donpcevent "start03#gnbs::OnCommandOn";
+ end;
+
+ OnCommandOff:
+ disablenpc "#getitem3-2";
+ end;
+}
+
+gon_dun03,14,162,0 script trace3-3#gnbs 139,1,1,{
+ if (b_sword == 9) donpcevent "timer3-3::OnCommandOn";
+ end;
+
+ OnTimer110000:
+ stopnpctimer;
+ disablenpc "trace3-3#gnbs";
+ donpcevent "start03#gnbs::OnCommandOn";
+ end;
+
+ OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "trace3-3#gnbs";
+ end;
+
+ OnCommandOn:
+ enablenpc "trace3-3#gnbs";
+ setnpctimer 0;
+ startnpctimer;
+ end;
+}
+
+gon_dun03,4,1,0 script timer3-3 -1,{
+ OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "timer3-3";
+ end;
+
+ OnCommandOn:
+ enablenpc "timer3-3";
+ setnpctimer 0;
+ startnpctimer;
+ end;
+
+ OnCommandOff:
+ stopnpctimer;
+ disablenpc "timer3-3";
+ end;
+
+ OnTimer3000:
+ donpcevent "#getitem3-3::OnCommandOn";
+ end;
+}
+
+gon_dun03,14,163,0 script #getitem3-3 111,2,1,{
+ if (b_sword != 9) end;
+ set b_sword,10;
+ mes "You found a ^FF0000piece of blade^000000.";
+ mes "Seems like it's a part of the sword you've been looking for.";
+ next;
+ mes "You put all the pieces on the";
+ mes "ground and assembled them.";
+ mes "It looks like you've found all of the pieces of the blade.";
+ close;
+
+ OnInit:
+ disablenpc "#getitem3-3";
+ end;
+
+ OnCommandOn:
+ enablenpc "#getitem3-3";
+ donpcevent "timer3-3::OnCommandOff";
+ donpcevent "start03#gnbs::OnCommandOn";
+ end;
+
+ OnCommandOff:
+ disablenpc "#getitem3-3";
+ end;
+}
+
+gon_dun03,155,263,0 script trace3-4#gnbs 139,1,1,{
+ if (b_sword == 9) donpcevent "timer3-4::OnCommandOn";
+ end;
+
+ OnTimer230000:
+ stopnpctimer;
+ disablenpc "trace3-4#gnbs";
+ donpcevent "start03#gnbs::OnCommandOn";
+ end;
+
+ OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "trace3-4#gnbs";
+ end;
+
+ OnCommandOn:
+ enablenpc "trace3-4#gnbs";
+ setnpctimer 0;
+ startnpctimer;
+ end;
+}
+
+gon_dun03,5,1,0 script timer3-4 -1,{
+ OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "timer3-4";
+ end;
+
+ OnCommandOn:
+ enablenpc "timer3-4";
+ setnpctimer 0;
+ startnpctimer;
+ end;
+
+ OnCommandOff:
+ stopnpctimer;
+ disablenpc "timer3-4";
+ end;
+
+ OnTimer3000:
+ donpcevent "#getitem3-4::OnCommandOn";
+ end;
+}
+
+gon_dun03,156,263,0 script #getitem3-4 111,2,1,{
+ if (b_sword != 9) end;
+ set b_sword,10;
+ mes "You found a ^FF0000piece of blade^000000.";
+ mes "Seems like it's a part of the sword you've been looking for.";
+ next;
+ mes "You put all the pieces on the";
+ mes "ground and assembled them.";
+ mes "It looks like you've found all of the pieces of the blade.";
+ close;
+
+ OnInit:
+ disablenpc "#getitem3-4";
+ end;
+
+ OnCommandOn:
+ enablenpc "#getitem3-4";
+ donpcevent "timer3-4::OnCommandOff";
+ donpcevent "start03#gnbs::OnCommandOn";
+ end;
+
+ OnCommandOff:
+ disablenpc "#getitem3-4";
+ end;
+}
+
+gon_dun03,169,90,0 script trace3-5#gnbs 139,1,1,{
+ if (b_sword == 9) donpcevent "timer3-5::OnCommandOn";
+ end;
+
+ OnTimer190000:
+ stopnpctimer;
+ disablenpc "trace3-5#gnbs";
+ donpcevent "start03#gnbs::OnCommandOn";
+ end;
+
+ OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "trace3-5#gnbs";
+ end;
+
+ OnCommandOn:
+ enablenpc "trace3-5#gnbs";
+ setnpctimer 0;
+ startnpctimer;
+ end;
+}
+
+gon_dun03,6,1,0 script timer3-5 -1,{
+ OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "timer3-5";
+ end;
+
+ OnCommandOn:
+ enablenpc "timer3-5";
+ setnpctimer 0;
+ startnpctimer;
+ end;
+
+ OnCommandOff:
+ stopnpctimer;
+ disablenpc "timer3-5";
+ end;
+
+ OnTimer3000:
+ donpcevent "#getitem3-5::OnCommandOn";
+ end;
+}
+
+gon_dun03,170,90,0 script #getitem3-5 111,2,1,{
+ if (b_sword != 9) end;
+ set b_sword,10;
+ mes "You found a ^FF0000piece of blade^000000.";
+ mes "Seems like it's a part of the sword you've been looking for.";
+ next;
+ mes "You put all the pieces on the";
+ mes "ground and assembled them.";
+ mes "It looks like you've found all of the pieces of the blade.";
+ close;
+
+ OnInit:
+ disablenpc "#getitem3-5";
+ end;
+
+ OnCommandOn:
+ enablenpc "#getitem3-5";
+ donpcevent "timer3-5::OnCommandOff";
+ donpcevent "start03#gnbs::OnCommandOn";
+ end;
+
+ OnCommandOff:
+ disablenpc "#getitem3-5";
+ end;
+}
+
+gon_dun03,162,40,0 script trace3-6#gnbs 139,1,1,{
+ if (b_sword == 9) donpcevent "timer3-6::OnCommandOn";
+ end;
+
+ OnTimer110000:
+ stopnpctimer;
+ disablenpc "trace3-6#gnbs";
+ donpcevent "start03#gnbs::OnCommandOn";
+ end;
+
+ OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "trace3-6#gnbs";
+ end;
+
+ OnCommandOn:
+ enablenpc "trace3-6#gnbs";
+ setnpctimer 0;
+ startnpctimer;
+ end;
+}
+
+gon_dun03,7,1,0 script timer3-6 -1,{
+ OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "timer3-6";
+ end;
+
+ OnCommandOn:
+ enablenpc "timer3-6";
+ setnpctimer 0;
+ startnpctimer;
+ end;
+
+ OnCommandOff:
+ stopnpctimer;
+ disablenpc "timer3-6";
+ end;
+
+ OnTimer3000:
+ donpcevent "#getitem3-6::OnCommandOn";
+ end;
+}
+
+gon_dun03,68,39,0 script #getitem3-6 111,1,2,{
+ if (b_sword != 9) end;
+ set b_sword,10;
+ mes "You found a ^FF0000piece of blade^000000.";
+ mes "Seems like it's a part of the sword you've been looking for.";
+ next;
+ mes "You put all the pieces on the";
+ mes "ground and assembled them.";
+ mes "It looks like you've found all of the pieces of the blade.";
+ close;
+
+ OnInit:
+ disablenpc "#getitem3-6";
+ end;
+
+ OnCommandOn:
+ enablenpc "#getitem3-6";
+ donpcevent "timer3-6::OnCommandOff";
+ donpcevent "start03#gnbs::OnCommandOn";
+ end;
+
+ OnCommandOff:
+ disablenpc "#getitem3-6";
+ end;
+}
+
+gon_dun03,68,212,0 script trace3-7#gnbs 139,1,1,{
+ if (b_sword == 9) donpcevent "timer3-7::OnCommandOn";
+ end;
+
+ OnTimer110000:
+ stopnpctimer;
+ disablenpc "trace3-7#gnbs";
+ donpcevent "start03#gnbs::OnCommandOn";
+ end;
+
+ OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "trace3-7#gnbs";
+ end;
+
+ OnCommandOn:
+ enablenpc "trace3-7#gnbs";
+ setnpctimer 0;
+ startnpctimer;
+ end;
+}
+
+gon_dun03,6,1,0 script timer3-7 -1,{
+ OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "timer3-7";
+ end;
+
+ OnCommandOn:
+ enablenpc "timer3-7";
+ setnpctimer 0;
+ startnpctimer;
+ end;
+
+ OnCommandOff:
+ stopnpctimer;
+ disablenpc "timer3-7";
+ end;
+
+ OnTimer3000:
+ donpcevent "#getitem3-7::OnCommandOn";
+ end;
+}
+
+gon_dun03,68,213,0 script #getitem3-7 111,1,2,{
+ if (b_sword != 9) end;
+ set b_sword,10;
+ mes "You found a ^FF0000piece of blade^000000.";
+ mes "Seems like it's a part of the sword you've been looking for.";
+ next;
+ mes "You put all the pieces on the";
+ mes "ground and assembled them.";
+ mes "It looks like you've found all of the pieces of the blade.";
+ close;
+
+ OnInit:
+ disablenpc "#getitem3-7";
+ end;
+
+ OnCommandOn:
+ enablenpc "#getitem3-7";
+ donpcevent "timer3-7::OnCommandOff";
+ donpcevent "start03#gnbs::OnCommandOn";
+ end;
+
+ OnCommandOff:
+ disablenpc "#getitem3-7";
+ end;
+}
+
+gon_in,18,27,5 script Madam#gnbs 771,{
+ mes "[Shang Hua Yen]";
+ mes "Ho, ho, ho~";
+ mes "Who might this be?";
+ mes "A visitor from out of town~";
+ mes "Welcome!";
+ next;
+ if (select("Hello, Madam~:Where's the chief?") == 1) {
+ mes "[Shang Hua Yen]";
+ mes "Hello, darling~";
+ close;
+ }
+ if (Sex == 0) {
+ mes "[Shang Hua Yen]";
+ mes "Hoho~ he's upstairs.";
+ mes "My, are you such a pretty lady~";
+ mes "Just don't be too enraptured by my husband, alright?";
+ mes "Tee hee~";
+ close;
+ }
+ mes "[Shang Hua Yen]";
+ mes "Oh, he's upstairs...";
+ mes "My~! Aren't you a darling young";
+ mes "man. But still, not nearly as handsome as my husband~";
+ mes "Tee hee~";
+ emotion e_lv;
+ close;
+}
+
+gon_dun03,62,222,0 script Strange dead body#gnbs 111,{
+ if (b_sword < 7) {
+ mes "Here's a decomposing corpse.";
+ mes "It seems like monsters devoured it.";
+ close;
+ }
+ else if (b_sword > 6 && b_sword < 11) {
+ mes "There's a written message between the bones of the corpse.";
+ mes "of the corpse.";
+ mes "Take a look?";
+ next;
+ if (select("Yes.:Eew, no!") == 1) {
+ mes "^3355FFThe paper is old and fading,";
+ mes "but there are words on it.";
+ mes "It's written in blood.";
+ mes "The letters are faded and it's almost impossible to read...^000000 ";
+ next;
+ mes "^FF0000Damn I can't.. believe.. failed..";
+ mes "Sayum... I should've..";
+ mes "watchout.. ehhh.. but.. break";
+ mes "..pieces.. and seperate..";
+ mes "I.. with";
+ mes "this...^000000";
+ next;
+ mes "^3355FFThe rest was indecipherable...";
+ mes "He probably couldn't take it any longer...^000000";
+ close;
+ }
+ mes "[ ^6699FF" + strcharinfo(0) + "^000000 ]";
+ mes "Eew, no!";
+ mes " ";
+ mes "Yucky yucky YUCKY!";
+ next;
+ mes "^3355FFYou feel like there's something important here...";
+ mes "But the rotting carcass has a";
+ mes "foul odor that makes you feel nauseated.^000000";
+ close;
+ }
+ else if (b_sword == 11 || b_sword == 12) {
+ mes "^3355FFIt's a rotting human corpse...";
+ mes "I should just pass by.^000000";
+ close;
+ }
+ mes "^3355FFA skeleton chewed up by";
+ mes "monsters...I feel sorry for";
+ mes "him, but start getting this";
+ mes "really creepy feeling after staring at it for a while.^000000";
+ close;
+}
+
+gonryun,139,142,7 script Girl##gnbs1 772,{
+ if (b_sword < 12) {
+ mes "[Shi Ying Xiao]";
+ mes "..........";
+ mes "I was happy meeting visitors";
+ mes "from outside the village,";
+ mes "but because of the thief, I feel terrible now...";
+ emotion e_dots;
+ close;
+ }
+ mes "[Shi Ying Xiao]";
+ mes "Hehe...";
+ mes "I am so happy now~";
+ mes "Lots of visitors are coming to our";
+ mes "village now. But most of all,";
+ mes "Someone found my father's heirloom~";
+ next;
+ if (select("I'm glad you're relieved.:That would be me!") == 1) {
+ mes "[Shi Ying Xiao]";
+ mes "Yes, the mood of the entire";
+ mes "village seems to have calmed...";
+ mes "I'm sure whoever found my father's sword is a great person.";
+ close;
+ }
+ mes "[ ^6699FF" + strcharinfo(0) + "^000000 ]";
+ mes "That would be me!";
+ next;
+ mes "[ ^6699FF" + strcharinfo(0) + "^000000 ]";
+ mes "I AM YOUR HERO!";
+ next;
+ emotion e_heh;
+ mes "[Shi Ying Xiao]";
+ mes "Thank you so much for bringing hope to our village, hero~";
+ close;
+}
+
+gonryun,100,241,0 script Stranger#gnbs 733,{
+ if (b_sword < 14) {
+ mes "[Zuo Hei]";
+ mes "Hmm...";
+ mes "I'm pretty busy right now, come back later.";
+ emotion e_dots;
+ close;
+ }
+ else if (b_sword < 17) {
+ switch(b_sword) {
+ case 14:
+ switch(nakha) {
+ case 0:
+ mes "[Zuo Hei]";
+ mes "Hmm...";
+ mes "What is it?";
+ mes "What do you want?";
+ mes "I don't like to be bothered.";
+ next;
+ if (select("Ask about the blacksmith.:Why are you being so mean?") == 1) {
+ mes "[Zuo Hei]";
+ mes "Ahh..";
+ mes "So you're the one who found";
+ mes "the sword, eh?";
+ mes "Did you also get asked to repair it?";
+ next;
+ if (select("Exactly.:No..I'm just...") == 1) {
+ mes "[Zuo Hei]";
+ mes "Hmm...";
+ mes "If you want some information from";
+ mes "me, come back after helping the";
+ mes "person in the village who's in";
+ mes "trouble right now.";
+ next;
+ mes "[Zuo Hei]";
+ mes "It's another heirloom";
+ mes "problem, but I want to";
+ mes "see for myself that";
+ mes "you're really interested";
+ mes "in helping others.";
+ set b_sword,16;
+ close;
+ }
+ mes "[Zuo Hei]";
+ mes "Hmm, I didn't think so...";
+ mes "Now, don't bother me anymore.";
+ mes "I've got a bunch of things to do.";
+ close;
+ }
+ mes "[Zuo Hei]";
+ mes "Grr...";
+ mes "Why should you care about the";
+ mes "someone else's personality?";
+ mes "That's none of your business.";
+ mes "Take a look in the mirror first";
+ mes "before you say things like that.";
+ emotion e_ag;
+ close;
+ case 1:
+ mes "[Zuo Hei]";
+ mes "Hmm...";
+ mes "You're in the middle of helping";
+ mes "someone now, I hear.";
+ mes "Why don't you go and take care of them first.";
+ mes "Once you start to help someone,";
+ mes "you can't just quit halfway.";
+ set b_sword,16;
+ close;
+ case 2:
+ mes "[Zuo Hei]";
+ mes "Hmm...";
+ mes "You're in the middle of helping";
+ mes "someone now, I hear.";
+ mes "Why don't you go and take care of them first.";
+ mes "Once you start to help someone,";
+ mes "you can't just quit halfway.";
+ set b_sword,16;
+ close;
+ case 3:
+ mes "[Zuo Hei]";
+ mes "Hmm...";
+ mes "What do you want??";
+ next;
+ if (select("Ask about the blacksmith.:Why are you being so mean?") == 1) {
+ mes "[Zuo Hei]";
+ mes "Ahh...";
+ mes "So you are the one who found";
+ mes "the sword, eh? I assume you were also asked to repair it...";
+ next;
+ if (select("Exactly.:No...I'm just...") == 1) {
+ mes "[Zuo Hei]";
+ mes "Hmm...";
+ mes "Since it's been shattered,";
+ mes "you'll need a very skilled smith.";
+ mes "Go to ^FF0000Geffen^000000, you'll find someone";
+ mes "who can help you.";
+ set b_sword,17;
+ close;
+ }
+ mes "[Zuo Hei]";
+ mes "Hmm, I didn't think so...";
+ mes "Now, don't bother me anymore.";
+ mes "I've got a bunch of things to do.";
+ close;
+ }
+ mes "[Zuo Hei]";
+ mes "Grr...";
+ mes "Why should you care about the";
+ mes "someone else's personality?";
+ mes "That's none of your business.";
+ mes "Take a look in the mirror first";
+ mes "before you say things like that.";
+ emotion e_ag;
+ close;
+ case 4:
+ mes "[Zuo Hei]";
+ mes "Guess I was wasting my time.";
+ mes "If you make a promise to someone,";
+ mes "it's your responsibility to";
+ mes "follow through with it to completion.";
+ next;
+ mes "[Zuo Hei]";
+ mes "I don't like people who fail to";
+ mes "keep the promises they make.";
+ mes "You'll not get any information from me.";
+ mes "Don't ever bother me again.";
+ set b_sword,15;
+ close;
+ }
+ break;
+ case 15:
+ mes "[Zuo Hei]";
+ mes "Sorry, I'm busy right now.";
+ mes "Why don't you come back later.";
+ emotion e_dots;
+ close;
+ case 16:
+ switch(nakha) {
+ case 0:
+ mes "[Zuo Hei]";
+ mes "Hmm......";
+ mes "You're not done with the";
+ mes "requirement I've given you...";
+ mes "I can't give you any information";
+ mes "until you finish your job.";
+ close;
+ case 1:
+ mes "[Zuo Hei]";
+ mes "Hmm....";
+ mes "Once you start to help someone,";
+ mes "you can't just quit halfway.";
+ mes "Why don't you go and take care of them first.";
+ close;
+ case 2:
+ mes "[Zuo Hei]";
+ mes "Hmm....";
+ mes "Once you start to help someone,";
+ mes "you can't just quit halfway.";
+ mes "Why don't you go and take care of them first.";
+ close;
+ case 3:
+ mes "[Zuo Hei]";
+ mes "Hmm......";
+ mes "What do you want?";
+ next;
+ if (select("Ask about the blacksmith.:Why are you being so mean?") == 1) {
+ mes "[Zuo Hei]";
+ mes "Ahh...";
+ mes "So you are the one who found";
+ mes "the sword eh?";
+ mes "Did you also get asked to repair it?";
+ next;
+ if (select("Exactly.:No, i'm just...") == 1) {
+ mes "[Zuo Hei]";
+ mes "Hmm...";
+ mes "Since it's been shattered,";
+ mes "you'll need a very skilled smith.";
+ mes "Go to ^FF0000Geffen^000000, you'll find someone";
+ mes "who can help you.";
+ set b_sword,17;
+ close;
+ }
+ mes "[Zuo Hei]";
+ mes "Oh, I suppose not.";
+ mes "Why are you asking me, then?";
+ mes "Don't bother me anymore.";
+ mes "I've got a bunch of things to do.";
+ close;
+ }
+ mes "[Zuo Hei]";
+ mes "Grr...";
+ mes "Why should you care about the";
+ mes "someone else's personality?";
+ mes "That's none of your business.";
+ mes "Take a look in the mirror first";
+ mes "before you say things like that.";
+ emotion e_ag;
+ close;
+ case 4:
+ mes "[Zuo Hei]";
+ mes "Guess I was wasting my time.";
+ mes "If you make a promise to";
+ mes "someone, it's your";
+ mes "responsibility to";
+ mes "follow through with it to completion.";
+ next;
+ mes "[Zuo Hei]";
+ mes "I don't like people who fail";
+ mes "to keep their promises.";
+ mes "You'll not get any information from me. Don't ever bother me again.";
+ set b_sword,15;
+ close;
+ }
+ }
+ }
+ else if (b_sword < 33) {
+ mes "[Zuo Hei]";
+ mes "Hey there...uhm..";
+ mes "Didn't I tell you to go to ^FF0000Geffen^000000?";
+ mes "You'll find a famous blacksmith";
+ mes "that can repair the sword for you.";
+ mes "That's all the information I can";
+ mes "give you, really.";
+ next;
+ mes "[Zuo Hei]";
+ mes "It's up to you to make good use of it.";
+ close;
+ }
+ mes "[Zuo Hei]";
+ mes "Hmm...";
+ mes "Helping people in trouble is";
+ mes "such a nice thing to do.";
+ mes "You are doing the right thing.";
+ close;
+}
+
+geffen_in,71,112,2 script Blacksmith#SaYumMoon 731,{
+ if (b_sword < 17) {
+ mes "[Aumgarl]";
+ mes "*Sob*..*sob*....";
+ mes "My poor baby Lyroo..";
+ mes "*Sniff*...";
+ close;
+ }
+ else if (b_sword < 32) {
+ switch(b_sword) {
+ case 17:
+ mes "[Aumgarl]";
+ mes "*Sob*...";
+ mes "My poor baby Lyroo..";
+ mes "*Sniff*...";
+ next;
+ if (select("Sir...?:...........") == 1) {
+ mes "[Aumgarl]";
+ mes "Hmm...Who are you?";
+ mes "Do you need something?";
+ mes "If not, please leave...";
+ next;
+ if (select("I came to repair this sword.:I heard you are a famous blacksmith...") == 1) {
+ mes "[Aumgarl]";
+ mes "Umm...";
+ mes "I'm sorry, but we're closed.";
+ mes "Come again another time.";
+ mes "Goodbye.";
+ set b_sword,18;
+ close;
+ }
+ mes "[Aumgarl]";
+ mes "Yes, I am a blacksmith,";
+ mes "but I don't think I'm famous.";
+ mes "And unfortunately, we're closed right now.";
+ close;
+ }
+ mes "[Aumgarl]";
+ mes "If you have nothing to say to me,";
+ mes "then please leave me alone.";
+ close;
+ case 18:
+ mes "[Aumgarl]";
+ mes "Like I said, we're closed!";
+ mes "Come back later.";
+ if (rand(1,8) == 7) {
+ set b_sword,19;
+ mes "Didn't you hear me?! Sheesh!";
+ }
+ close2;
+ warp "geffen",173,169;
+ end;
+ case 19:
+ mes "[Aumgarl]";
+ mes "Hmm...";
+ mes "You're a persistent one!!";
+ mes "What is it that you want?";
+ next;
+ switch(select("I want to marry your granddaughter.:Your granddaughter is such a pretty girl.:I came to repair the sword.")) {
+ case 1:
+ mes "[Aumgarl]";
+ mes ".....";
+ mes ".........";
+ mes ".............";
+ mes "...................";
+ mes "........................";
+ next;
+ mes "[Aumgarl]";
+ mes "Who the heck are you?";
+ mes "What do you want with my";
+ mes "granddaughter all of a sudden!?";
+ mes "Get the hell out of here!";
+ mes "Don't ever come back here again!";
+ emotion e_pif;
+ close;
+ case 2:
+ mes "[Aumgarl]";
+ mes "You're darn right~";
+ mes "My granddaughter is soo~ pretty.";
+ mes "Hahaha...ah....hah...";
+ mes ".....*Sob, sob*....";
+ next;
+ switch(select("I want to marry her...:I came to repair the sword.:Anything wrong?")) {
+ case 1:
+ mes "[Aumgarl]";
+ mes ".....";
+ mes ".........";
+ mes ".............";
+ mes "...................";
+ mes "........................";
+ next;
+ mes "[Aumgarl]";
+ mes "Who the heck are you?";
+ mes "What do you want with my";
+ mes "granddaughter all of a sudden!?";
+ mes "Get out of here you pervert!";
+ mes "Don't ever come back here again!";
+ emotion e_pif;
+ close;
+ case 2:
+ mes "[Aumgarl]";
+ mes "...............";
+ mes "A sword?";
+ mes "I don't remember when the last";
+ mes "time I worked with steel was.";
+ mes "Hmm...";
+ mes "May I see the sword?";
+ next;
+ mes "[Aumgarl]";
+ mes "Hmm......";
+ mes "Hmmmm......";
+ mes "............";
+ next;
+ mes "^0000FFHe intently studied the pieces of the sword for a while.^000000";
+ next;
+ mes "[Aumgarl]";
+ mes "Hmm...";
+ mes "So this is the one, huh?";
+ mes "Well...I am sorry, but this sword";
+ mes "is not something I can repair";
+ mes "at the moment.";
+ next;
+ mes "[Aumgarl]";
+ mes "Why don't you go find";
+ mes "another blacksmith?";
+ mes "I am truly sorry.";
+ close;
+ case 3:
+ mes "[Aumgarl]";
+ mes "Um..well...";
+ mes "This is not something I normally";
+ mes "tell strangers, but....";
+ mes "My granddaughter Lyroo has";
+ mes "an incurable disease...";
+ next;
+ mes "[Aumgarl]";
+ mes "Not long after she was born,";
+ mes "her parents died from an accident.";
+ mes "Since that day, I have been taking care of her...";
+ next;
+ mes "[Aumgarl]";
+ mes "But that wasn't the end of it...";
+ mes "Soon after, she started to suffer";
+ mes "from a serious illness. I've met";
+ mes "doctors from all around";
+ mes "Rune-Midgard...";
+ next;
+ mes "[Aumgarl]";
+ mes "But not one of them could";
+ mes "diagnose her sickness...";
+ next;
+ switch(select("I am sorry to hear that.:I'll make her happy.:I want to cure her.")) {
+ case 1:
+ mes "[Aumgarl]";
+ mes "*Sigh*...";
+ mes "I'll just have to accept it";
+ mes "as her fate. I just feel";
+ mes "so sorry for Lyroo.";
+ mes "...";
+ emotion e_dots;
+ close;
+ case 2:
+ mes "[Aumgarl]";
+ mes "Umm...";
+ mes "What do you mean...?";
+ mes "'Make her happy?'";
+ mes "You're not making any sense...";
+ mes "I'm confused...";
+ next;
+ switch(select("I'll make her happy all the time.:I want to take her with me.:I will cure her.")) {
+ case 1:
+ mes "[Aumgarl]";
+ mes "...";
+ mes "What are you talking about?";
+ mes "Make her happy all the time?";
+ mes "She is dying even at";
+ mes "this moment.";
+ next;
+ mes "[Aumgarl]";
+ mes "I think you're out of";
+ mes "your mind, sicko!";
+ mes "Get out of here!";
+ close;
+ case 2:
+ mes "[Aumgarl]";
+ mes "...What do you mean?";
+ mes "You want to take her to where?";
+ mes "What are you gonna do?";
+ next;
+ if (select("I will cure her.:I am sorry.") == 1) {
+ mes "[Aumgarl]";
+ mes "It's useless talking about";
+ mes "it any longer. I don't think";
+ mes "there is anyone who can";
+ mes "cure my granddaughter.";
+ close;
+ }
+ mes "[Aumgarl]";
+ mes "Ahh...";
+ mes "I'm not blaming you.";
+ mes "It's not your fault anyway.";
+ mes "...*Sigh*...";
+ next;
+ if (select("Well...:I'll pray for her recovery.") == 1) {
+ mes "[Aumgarl]";
+ mes "Err..";
+ mes "I am sorry to ask you this...";
+ mes "But would you do me a favor?";
+ mes "Umm...";
+ next;
+ if (select("No.:Sure.") == 1) {
+ mes "[Aumgarl]";
+ mes "Err...";
+ mes "Alright, I won't bother you..";
+ mes "Goodbye...";
+ close;
+ }
+ mes "[Aumgarl]";
+ mes "It won't be easy, but";
+ mes "would you help me to find";
+ mes "a doctor...No, anybody";
+ mes "who can cure Lyroo...";
+ next;
+ mes "[Aumgarl]";
+ mes "Anyone who has any information about her illness?? Please...";
+ mes "...*Sob*...";
+ next;
+ select("Yes, Sir.");
+ mes "[Aumgarl]";
+ mes "Oh...";
+ mes "Thank you so much.";
+ mes "If Lyroo can get her health back,";
+ mes "I'll never forget your help.";
+ next;
+ mes "[Aumgarl]";
+ mes "Thank you...";
+ mes "Thank you...";
+ set b_sword,20;
+ close;
+ }
+ mes "[Aumgarl]";
+ mes "Well...thank you.";
+ mes "I'm going to try my best to";
+ mes "make her happy until the";
+ mes "very end..";
+ mes "Please come by sometime";
+ mes "to say hi to Lyroo.";
+ close;
+ case 3:
+ mes "[Aumgarl]";
+ mes ".............";
+ mes "How're you going to cure";
+ mes "my granddaughter?";
+ mes "You don't look like";
+ mes "a doctor to me.";
+ next;
+ switch(select("I am a doctor.:I know a famous doctor.:I'll cure her no matter what.")) {
+ case 1:
+ mes "[Aumgarl]";
+ mes "Ehm...";
+ mes "Do I look like a fool to you?";
+ mes "I hate people who lie like that. Get out of my sight.";
+ mes "Get out of my sight.";
+ mes " ";
+ emotion e_pif;
+ close2;
+ warp "geffen",173,169;
+ end;
+ case 2:
+ mes "[Aumgarl]";
+ mes "A famous doctor?";
+ mes "I've met all kinds of";
+ mes "famous doctors. I've";
+ mes "probably met whoever";
+ mes "you may know already.";
+ close;
+ case 3:
+ mes "[Aumgarl]";
+ mes "................";
+ mes "You want to cure her";
+ mes "no matter what?";
+ mes "How're going to do that?";
+ mes "What if it turns worse,";
+ mes "Huh?";
+ next;
+ mes "[Aumgarl]";
+ mes "I'm tired of your bragging.";
+ mes "Please just leave us alone.";
+ close;
+ }
+ }
+ case 3:
+ mes "[Aumgarl]";
+ mes ".................";
+ mes "Thanks for your concern...";
+ mes "but you're a stranger to us.";
+ mes "I can't let you do that.";
+ mes "Thanks anyways.";
+ close;
+ }
+ }
+ case 3:
+ mes "[Aumgarl]";
+ mes ".........";
+ mes "Umm...";
+ mes "I'm sorry, but I am";
+ mes "very tired right now.";
+ mes "Can't help you...";
+ close;
+ }
+ case 20:
+ case 21:
+ case 22:
+ case 23:
+ mes "[Aumgarl]";
+ mes "Hmmm...";
+ mes "Why don't you try looking";
+ mes "someplace that's always";
+ mes "crowded with people. I'm";
+ mes "sure there must be someone";
+ mes "out there who knows...";
+ close;
+ case 24:
+ case 25:
+ case 26:
+ mes "[Aumgarl]";
+ mes "Ahh...";
+ mes "Lyroo is upstairs...";
+ mes "Bue she's in pain.";
+ mes "Try not to talk to her";
+ mes "for too long.";
+ close;
+ case 27:
+ mes "[Aumgarl]";
+ mes "Oh my...";
+ mes "Thank you...";
+ mes "I never thought you'd";
+ mes "really help me.";
+ mes "Go ahead and see Lyroo.";
+ close;
+ case 28:
+ mes "[Aumgarl]";
+ mes "Thank you so much...";
+ mes "Without your help...";
+ emotion e_sob;
+ mes "it would have been hopeless.";
+ next;
+ mes "[Aumgarl]";
+ mes "Alright....";
+ mes "Is there anything I can";
+ mes "do for you? I want to";
+ mes "return your favor somehow.";
+ next;
+ switch(select("No...I don't need anything.:Would you repair the sword for me?")) {
+ case 1:
+ mes "[Aumgarl]";
+ mes "Hmm...";
+ mes "Whenever you have a favor to ask,";
+ mes "come and find me. I'll do";
+ mes "my best to help you.";
+ set b_sword,29;
+ close;
+ case 2:
+ mes "[Aumgarl]";
+ mes "Hmm....";
+ mes "Show me this sword.";
+ mes "I need to take a look at it first";
+ mes "to find out whether I can repair it or not.";
+ next;
+ mes "^0000FFYou Show the pieces of the";
+ mes "broken sword to Aumgarl.";
+ mes "....................";
+ mes "Aumgarl took a careful look";
+ mes "at the pieces for awhile...^000000";
+ next;
+ mes "...";
+ mes "...";
+ mes "...";
+ mes "...";
+ next;
+ mes "[Aumgarl]";
+ mes "Hmm...";
+ mes "It's not possible to start work";
+ mes "immediately. I'll need";
+ mes "some materials.";
+ next;
+ mes "[Aumgarl]";
+ mes "To repair this sword, I need";
+ mes "to restock my supplies.";
+ mes "Since Lyroo is upstairs in pain,";
+ mes "I don't think I can leave the house.";
+ next;
+ mes "[Aumgarl]";
+ mes "So...could you get the";
+ mes "materials for me?";
+ mes "I am sorry I am asking";
+ mes "you to do this, as well.";
+ next;
+ if (select("Umm...let's do it next time.:Alright, I'll go get them.") == 1) {
+ mes "[Aumgarl]";
+ mes "Umm.....";
+ mes "I am sorry I can't";
+ mes "help you right away.";
+ mes "Come back here when";
+ mes "you need my help then.";
+ close;
+ }
+ mes "[Aumgarl]";
+ mes "Oh~~ really?";
+ mes "Thank you!";
+ mes "I'm sure I can repair it for you.";
+ mes "Now, listen carefully,";
+ mes "this is what I will need-";
+ next;
+ mes "[Aumgarl]";
+ mes "^FF00FF One Anvil";
+ mes "2 Rough Oridecons";
+ mes "5 Broken Swords";
+ mes "2 Steels";
+ mes "1 Hammer of Blacksmith";
+ mes "2 Star Crumbs";
+ mes "5 Live Coals^000000";
+ next;
+ mes "[Aumgarl]";
+ mes "It's quite a lot, huh?";
+ mes "But these are the necessary";
+ mes "supplies we need to repair the sword.";
+ mes "I'll go find some other materials.";
+ set b_sword,30;
+ close;
+ }
+ case 29:
+ mes "[Aumgarl]";
+ mes "Oh~ It's you.";
+ mes "Got any favors to ask?";
+ mes "I'll do my best";
+ mes "to help you.";
+ next;
+ switch(select("Maybe next time...:Please repair this sword for me.")) {
+ case 1:
+ mes "[Aumgarl]";
+ mes "Well...";
+ mes "If you ever have a favor to";
+ mes "ask, come and find me.";
+ close;
+ case 2:
+ mes "[Aumgarl]";
+ mes "Hmm....";
+ mes "Show me this sword.";
+ mes "I need to take a look at it first";
+ mes "to find out whether I can repair it or not.";
+ next;
+ mes "^0000FFYou show the pieces of the";
+ mes "broken sword to Aumgarl.";
+ mes "....................";
+ mes "Aumgarl took a careful look";
+ mes "at the pieces for a while...^000000";
+ next;
+ mes "...";
+ mes "...";
+ mes "...";
+ mes "...";
+ next;
+ mes "[Aumgarl]";
+ mes "Hmm...";
+ mes "Well,";
+ mes "It's not possible to start work";
+ mes "immediately.";
+ mes "I need some materials.";
+ next;
+ mes "[Aumgarl]";
+ mes "To repair this sword, I need";
+ mes "to restock my supplies.";
+ mes "Since Lyroo is upstairs in pain,";
+ mes "I don't think I can leave the house.";
+ next;
+ mes "[Aumgarl]";
+ mes "So...could you get the";
+ mes "materials for me?";
+ mes "I am sorry I am asking";
+ mes "you to do this, as well.";
+ next;
+ if (select("Umm..let's do it next time.:Alright, I'll go get them.") == 1) {
+ mes "[Aumgarl]";
+ mes "Umm.....";
+ mes "I am sorry I can't";
+ mes "help you right away.";
+ mes "Come back here when";
+ mes "you need my help then.";
+ close;
+ }
+ mes "[Aumgarl]";
+ mes "Oh~~ really?";
+ mes "Thank you!";
+ mes "I'm sure I can repair it for you.";
+ mes "Now, listen carefully,";
+ mes "this is what I will need-";
+ next;
+ mes "[Aumgarl]";
+ mes "^FF00FF One Anvil";
+ mes "2 Rough Oridecons";
+ mes "5 Broken Swords";
+ mes "2 Steels";
+ mes "1 Hammer of Blacksmith";
+ mes "2 Star Crumbs";
+ mes "5 Live Coals^000000";
+ next;
+ mes "[Aumgarl]";
+ mes "It's quite alot, huh?";
+ mes "These are necessary supplies.";
+ mes "We need them to repair the sword.";
+ mes "I'll go find some other materials.";
+ set b_sword,30;
+ close;
+ }
+ case 30:
+ if (countitem(986) > 0 && countitem(756) > 1 && countitem(7110) > 4 && countitem(999) > 1 && countitem(1005) > 0 && countitem(1000) > 1 && countitem(7098) > 4) {
+ mes "[Aumgarl]";
+ mes "Oh, good! You got them all.";
+ mes "Alright, come back later,";
+ mes "and I'll have it repaired.";
+ delitem 986,1; //Anvil
+ delitem 756,2; //Oridecon_Stone
+ delitem 7110,5; //Vroken_Sword
+ delitem 999,2; //Steel
+ delitem 1005,1; //Hammer_Of_Blacksmith
+ delitem 1000,2; //Star_Crumb
+ delitem 7098,5; //Live_Coal
+ set b_sword,31;
+ close;
+ }
+ mes "[Aumgarl]";
+ mes "Hmm.....";
+ mes "Haven't found everything yet?";
+ mes "Here's the list again-";
+ next;
+ mes "[Aumgarl]";
+ mes "^FF00FF 1 Anvil";
+ mes "2 Rough Oridecons";
+ mes "5 Broken Swords";
+ mes "2 Steels";
+ mes "1 Hammer of Blacksmith";
+ mes "2 Star Crumbs";
+ mes "5 Live Coals^000000";
+ next;
+ mes "[Aumgarl]";
+ mes "Wrote them down?";
+ mes "I've almost found the other materials.";
+ close;
+ case 31:
+ if (rand(1,5) == 2) {
+ mes "[Aumgarl]";
+ mes "Hey, you're back.";
+ mes "Here it is! This sword";
+ mes "is a great one, for";
+ mes "sure. I noticed that at";
+ mes "first sight.";
+ mes "Indeed...";
+ next;
+ mes "[Aumgarl]";
+ mes "I haven't seen quality";
+ mes "of this magnitude in a";
+ mes "in a long time.";
+ mes "I envy you...";
+ mes "Hehehe......";
+ next;
+ mes "'You received repaired";
+ mes "'^FF0000SaYumMoon's sword^000000'.";
+ set b_sword,32;
+ getitem 1123,1; //Haedonggum
+ close;
+ }
+ mes "[Aumgarl]";
+ mes "Umm... it's not done yet.";
+ mes "Would you give me a little";
+ mes "bit more time? It's taking";
+ mes "longer than I thought. Sorry.";
+ close;
+ }
+ }
+ mes "[Aumgarl]";
+ mes "Thank you...";
+ mes "You've been a great help";
+ mes "to us. I hope my work";
+ mes "has been of some use to you.";
+ close;
+}
+
+geffen_in,106,106,7 script Girl#gnbs2 716,{
+ if (b_sword < 20) {
+ mes "[Lyroo]";
+ mes "Ah...Ah....";
+ mes "Ah...Hi.......";
+ next;
+ mes "^0000FFThis girl seems to be in serious pain...^000000";
+ close;
+ }
+ else if (b_sword < 24) {
+ mes "[Lyroo]";
+ mes "Aaa....Aaa....";
+ mes "you...you....";
+ mes "you are the....one...";
+ mes "who will....cure....";
+ mes "...me? Aa....";
+ next;
+ mes "[Lyroo]";
+ mes "..tha... thank you....";
+ next;
+ mes "^0000FFBetter stop talking to her and";
+ mes "hurry and find a cure.^000000";
+ close;
+ }
+ else if (b_sword == 24 || b_sword == 25 || b_sword == 26) {
+ mes "[Lyroo]";
+ mes "Ahh...ahh....";
+ if (Sex == 0)
+ mes "It's ..you.. pretty...sister..";
+ else
+ mes "It's ..you.. handsome...brother..";
+ mes "Ahh...heh heh...";
+ next;
+ if (select("Ask about her health condition.:Talk to her for a while.") == 1) {
+ if (rand(1,4) == 3) {
+ mes "[Lyroo]";
+ mes "Uh....umm...?";
+ mes "Umm... I...";
+ mes "I can't talk...too long..";
+ mes "So...listen....";
+ mes "carefully..please...";
+ next;
+ mes "[Lyroo]";
+ mes "^0030FFMy body...repeatedly turns cold and";
+ mes "hot... I'm not sweating at all...";
+ mes "....But I'm paralyzed...often";
+ mes "often..and...my heart beats...";
+ mes "...irregularly.^000000";
+ next;
+ mes "[Lyroo]";
+ mes "Ahh...hah~";
+ mes "...........";
+ next;
+ mes "^0000FFShe seems to have fallen asleep.^000000";
+ close;
+ }
+ mes "[Lyroo]";
+ mes "I...am...so...";
+ mes "...tired.";
+ mes ".............";
+ next;
+ mes "^0000FFShe seems to have fallen asleep.^000000";
+ close;
+ }
+ mes "[Lyroo]";
+ mes "Ahh........";
+ mes "I..want to ...talk to...you..";
+ mes "but.... sorry....";
+ next;
+ mes "^0000FFShe seems to have fallen asleep.^000000";
+ close;
+ }
+ else if (b_sword == 27) {
+ mes "[Lyroo]";
+ mes "uh...umm?";
+ if (Sex == 0)
+ mes "Ah....It's you, pretty sister...";
+ else
+ mes "Ah....It's you, handsome brother...";
+ mes "Uhm? what is that you have?";
+ next;
+ if (select("It's nothing.:It's your medicine.") == 1) {
+ mes "[Lyroo]";
+ mes "Oh...";
+ mes "Alright...";
+ mes "...";
+ next;
+ mes "^0000FFYou really should be giving her the medicine.^000000";
+ close;
+ }
+ mes "[Lyroo]";
+ mes "Ah!";
+ mes "You found the medicine~!";
+ mes "I'm...so relieved...";
+ next;
+ mes "^0000FFYou gave her the medicine you";
+ mes "received from Cylrnel.";
+ mes "After taking the medicine, Lyroo";
+ mes "fell asleep.^000000";
+ delitem 606,1; //Aloebera
+ set b_sword,28;
+ close;
+ }
+ mes "[Lyroo]";
+ mes "Heehehe...";
+ if (Sex == 0)
+ mes "Thank you my pretty sister.";
+ else
+ mes "Thank you handsome brother~";
+ mes "I'll get my health back";
+ mes "and be a strong girl!";
+ close;
+}
+
+prontera,275,86,2 script Young man#SaYumMoon 97,{
+ if (b_sword < 20) {
+ mes "[Neil]";
+ mes "Oh man, it feels so good";
+ mes "to be out of the hospital...";
+ mes "I thought I was going to be";
+ mes "there forever~!";
+ next;
+ mes "[Neil]";
+ mes "Listen guy, appreciate";
+ mes "your health, 'cuz almost";
+ mes "nothing is worse than";
+ mes "being really really sick...";
+ close;
+ }
+ mes "[Neil]";
+ mes "Not long ago, I was in the";
+ mes "hospital, stuck lying in bed...";
+ mes "No one knew what was wrong";
+ mes "with me...but I grew weaker";
+ mes "everyday...";
+ next;
+ mes "[Neil]";
+ mes "But then, this ^FF5000doctor from Juno^000000";
+ mes "arrived, and she helped me";
+ mes "recover in no time!";
+ mes "Though...I still can't walk so well.";
+ next;
+ mes "[Neil]";
+ mes "All the other doctors had said";
+ mes "my case was hopeless, and that";
+ mes "I'd never recover. Luckily,";
+ mes "this Juno doctor was able to";
+ mes "find a cure...";
+ next;
+ mes "[Neil]";
+ mes "It was a miracle!";
+ mes "I'm so happy to be alive!";
+ if (b_sword == 20) set b_sword,21;
+ close;
+}
+
+yuno,208,164,4 script Active little girl#gnbs 101,{
+ if (b_sword < 21) {
+ mes "[Hisa]";
+ mes ".....";
+ mes "This town is so boring.";
+ mes "No events, no festivals...";
+ mes "All people do all day is stay at";
+ mes "at home and study. How dull!";
+ close;
+ }
+ mes "[Hisa]";
+ mes "There's one person in Juno that";
+ mes "I still respect. Her name is ^FF5500Cylrnel^000000.";
+ next;
+ mes "[Hisa]";
+ mes "She's an expert in medical";
+ mes "treatment. Whenever someone falls";
+ mes "ill in this town, she comes to";
+ mes "cure that person right away...";
+ next;
+ mes "[Hisa]";
+ mes "She also tells me lots of";
+ mes "interesting stories about";
+ mes "her experiences. She's even";
+ mes "made a journey around the";
+ mes "world... It's so interesting!";
+ next;
+ mes "[Hisa]";
+ mes "She's probably at home after";
+ mes "coming back from some trip.";
+ mes "Haha~";
+ if (b_sword == 21) set b_sword,22;
+ if (rand(1,2) == 2) {
+ next;
+ mes "[Hisa]";
+ mes "Oh right~!";
+ mes "She's also known to be a fickle";
+ mes "and forgetful woman. So you'd better watch out, hehe~";
+ }
+ close;
+}
+
+yuno_in01,99,101,4 script Doctor#gnbs 744,{
+ if (b_sword < 23) {
+ mes "[??????]";
+ mes "I don't believe we've met";
+ mes "before, but would you mind";
+ mes "coming back later? I've got a lot of work to do at the moment.";
+ close;
+ }
+ else if (b_sword < 27) {
+ switch(b_sword) {
+ case 23:
+ mes "[Cylrnel]";
+ mes "Hello, can I help you?";
+ mes "If it's not urgent,";
+ mes "please come back later.";
+ next;
+ if (rand(1,4) == 2) {
+ mes "[Cylrnel]";
+ mes "Hmm...you look like you";
+ mes "want to ask me something?";
+ next;
+ if (select("You're so beautiful.:Do you like traveling?") == 1) {
+ if (rand(1,4) == 4) {
+ mes "[Cylrnel]";
+ mes "...excuse me?";
+ mes "Ah ha ha~";
+ mes "You're a funny guy.";
+ mes "Trying to hit on me?";
+ mes "Ah ha ha ha.";
+ next;
+ if (select("Yes, I fell in love at first sight.:I have a favor to ask.") == 1) {
+ if (rand(1,3) == 3) {
+ mes "[Cylrnel]";
+ mes "HAHAHAHHAHAHAHAH!";
+ mes "Ah...I'm sorry..";
+ mes "I haven't seen a guy like you";
+ mes "for a long time.";
+ emotion e_heh;
+ next;
+ mes "[Cylrnel]";
+ mes "You make me laugh...";
+ mes "But guess what?";
+ mes "I already know you're not";
+ mes "here to hit on me.";
+ mes "So what did you really want?";
+ next;
+ select("Well, actually...");
+ mes "^FF0000You Tell Cylrnel about Lyroo,";
+ mes "and about the favor for Aumgarl the blacksmith.^000000";
+ next;
+ if (rand(1,3) == 2) {
+ mes "[Cylrnel]";
+ mes "Hmm.....";
+ mes "So that's what happened...";
+ mes "Well, I need to know the";
+ mes "exact symptoms...go and";
+ mes "find out for me and then";
+ mes "come back afterwards.";
+ next;
+ mes "[Cylrnel]";
+ mes "Without the exact symptoms, I can't make an accurate diagnosis.";
+ set b_sword,24;
+ close;
+ }
+ mes "[Cylrnel]";
+ mes "Well now...";
+ mes "That's quite a long story.";
+ next;
+ mes "[Cylrnel]";
+ mes "I have no idea why you're";
+ mes "trying to help these people,";
+ mes "so it's a bit hard to believe";
+ mes "you...";
+ close;
+ }
+ mes "[Cylrnel]";
+ mes "Oh brother!";
+ mes "I never thought someone";
+ mes "like you could still exist.";
+ mes "I'm sorry, but you're";
+ mes "really not my type.";
+ close;
+ }
+ if (rand(1,3) == 3) {
+ mes "[Cylrnel]";
+ mes "Is that so?";
+ mes "well then,";
+ mes "Let me hear your story.";
+ next;
+ select("Well, it's like this...");
+ mes "^FF0000You Tell Cylrnel about Lyroo,";
+ mes "and about the favor of Aumgarl the blacksmith.^000000";
+ next;
+ if (rand(1,3) == 2) {
+ mes "[Cylrnel]";
+ mes "Hmm.....";
+ mes "So that's what happened...";
+ mes "Well, I need to know the";
+ mes "exact symptoms...go and";
+ mes "find out for me and then";
+ mes "come back afterwards.";
+ next;
+ mes "[Cylrnel]";
+ mes "Without the exact symptoms, I can't make an accurate diagnosis.";
+ set b_sword,24;
+ close;
+ }
+ mes "[Cylrnel]";
+ mes "Well now...";
+ mes "That's quite a long story.";
+ next;
+ mes "[Cylrnel]";
+ mes "I have no idea why you're";
+ mes "trying to help these people,";
+ mes "so it's a bit hard to believe";
+ mes "you...";
+ close;
+ }
+ mes "[Cylrnel]";
+ mes "Well...";
+ mes "While I'd like to help,";
+ mes "You're a stranger, and the";
+ mes "residents need my help.";
+ mes "I don't have any extra time";
+ mes "to help you. Please leave.";
+ close2;
+ warp "yuno",246,143;
+ end;
+ }
+ mes "[Cylrnel]";
+ mes "Ahahaha..";
+ mes "You're a funny guy.";
+ mes "But, that won't";
+ mes "work on me!";
+ close;
+ }
+ mes "[Cylrnel]";
+ mes "Err...well, I do, but...";
+ mes "If you don't have any";
+ mes "favors to ask, please leave.";
+ mes "I'm very busy right now.";
+ close;
+ }
+ mes "[Cylrnel]";
+ mes "I'm sorry, but I don't have";
+ mes "any time for you right now.";
+ close;
+ case 24:
+ mes "[Cylrnel]";
+ mes "Oh, you're back...";
+ mes "Did you figure out the symptoms?";
+ mes "I wanted to go with you, but";
+ mes "I've been really busy.";
+ next;
+ if (select("Not yet...:Yes, Here.") == 1) {
+ mes "[Cylrnel]";
+ mes "What! Why not!?";
+ mes "Hurry to her house!";
+ mes "She's in serious pain!";
+ mes "Her body could be paralyzed";
+ mes "at any moment!";
+ close;
+ }
+ mes "[Cylrnel]";
+ mes "What a relief...";
+ mes "You're earlier than I thought.";
+ mes "I'll ask you some questions about";
+ mes "her condition. Answer correctly.";
+ next;
+ mes "[Cylrnel]";
+ mes "First, how was her body temperature?";
+ set sick,0;
+ next;
+ switch(select("Very hot.:Very cold.:Normal.:Turns hot and cold repeatedly.")) {
+ case 1:
+ set .@sick1$,"Very hot.";
+ break;
+ case 2:
+ set .@sick1$,"Very cold.";
+ break;
+ case 3:
+ set .@sick1$,"Normal.";
+ break;
+ case 4:
+ set .@sick1$,"Turns hot and cold repeatedly";
+ set .@sick,.@sick+1;
+ break;
+ }
+ mes "[Cylrnel]";
+ mes "Okay...";
+ mes "Now, about physiological condition.";
+ next;
+ switch(select("No sweating at all.:Sweating all over the body.:Runny nose.:No tears, sweats at all.")) {
+ case 1:
+ set .@sick2$,"No sweating at all.";
+ set .@sick,.@sick+1;
+ break;
+ case 2:
+ set .@sick2$,"Sweating all over the body.";
+ break;
+ case 3:
+ set .@sick2$,"Runny nose.";
+ break;
+ case 4:
+ set .@sick2$,"No tears, sweats at all.";
+ break;
+ }
+ mes "[Cylrnel]";
+ mes "Next, tell me about";
+ mes "her physical condition.";
+ next;
+ switch(select("Nothing in particular.:Becomes paralyzed often.:Muscles became soft.:Muscles became hard.")) {
+ case 1:
+ set .@sick3$,"Nothing in particular.";
+ break;
+ case 2:
+ set .@sick3$,"Becomes paralyzed often.";
+ set .@sick,.@sick+1;
+ break;
+ case 3:
+ set .@sick3$,"Muscles became soft.";
+ break;
+ case 4:
+ set .@sick3$,"Muscles became hard.";
+ break;
+ }
+ mes "[Cylrnel]";
+ mes "How about internal organs?";
+ next;
+ switch(select("Stomach hurts like it's been stabbed by a knife.:Head hurts like it's been smashed by a hammer.:Heart beats irregularly.:Has difficulty in breathing.")) {
+ case 1:
+ set .@sick4$,"Stomach hurts like it's been stabbed by a knife.";
+ break;
+ case 2:
+ set .@sick4$,"Head hurts like it's been smashed by a hammer.";
+ break;
+ case 3:
+ set .@sick4$,"Heart beats irregularly.";
+ set .@sick,.@sick+1;
+ break;
+ case 4:
+ set .@sick4$,"Has difficulty in breathing.";
+ break;
+ }
+ mes "[Cylrnel]";
+ mes "Hmm.. alright.";
+ mes "Let me check this.";
+ mes "so the symptoms are";
+ mes "..............";
+ next;
+ mes "[Cylrnel]";
+ mes "^FF0000"+.@sick1$+"";
+ mes ""+.@sick2$+"";
+ mes ""+.@sick3$+"";
+ mes ""+.@sick4$+"^000000";
+ mes "right?";
+ next;
+ if (select("No..not exactly..:Yes, I am sure.") == 1) {
+ mes "[Cylrnel]";
+ mes "Then go back to her and";
+ mes "find the exact symptoms";
+ mes "right away~!!";
+ close;
+ }
+ mes "[Cylrnel]";
+ mes "You're sure about this, right?";
+ mes "If they're the wrong symptoms,";
+ mes "I can't be responsible.";
+ next;
+ if (select("Err..let me go and double check.:I'm sure.") == 1) {
+ mes "[Cylrnel]";
+ mes "Then, go back to her and";
+ mes "find the exact symptoms";
+ mes "right away~!!";
+ close;
+ }
+ mes "[Cylrnel]";
+ mes "Hmm.....";
+ mes "Aright. I'll trust you.";
+ mes "Now, go get these ingredients.";
+ mes "Get them as fast as possible.";
+ mes "Alright?";
+ next;
+ if (.@sick == 4) {
+ mes "[Cylrnel]";
+ mes "^FF00002 Yggdrasil Seeds";
+ mes "3 Aloes";
+ mes "1 Witherless Rose";
+ mes "10 Witch Starsands";
+ mes "5 Burning Hearts";
+ mes "5 Ice Cubics";
+ set b_sword,26;
+ next;
+ mes "[Cylrnel]";
+ mes "Wrote them down?";
+ mes "I'll tell you once again.";
+ mes "We need...";
+ next;
+ mes "[Cylrnel]";
+ mes "^FF00002 Yggdrasil Seeds";
+ mes "3 Aloes";
+ mes "1 Witherless Rose";
+ mes "10 Witch Starsands";
+ mes "5 Burning Hearts";
+ mes "5 Ice Cubics";
+ next;
+ }
+ else {
+ mes "[Cylrnel]";
+ mes "^FF00001 Yggdrasil Seed";
+ mes "1 Aloe";
+ mes "5 Witch Starsands";
+ mes "3 Burning Hearts";
+ mes "3 Ice Cubics";
+ set b_sword,25;
+ next;
+ mes "[Cylrnel]";
+ mes "Wrote them down?";
+ mes "I'll tell you once again.";
+ mes "We need...";
+ next;
+ mes "[Cylrnel]";
+ mes "^FF00001 Yggdrasil Seed";
+ mes "1 Aloe";
+ mes "5 Witch Starsands";
+ mes "3 Burning Hearts";
+ mes "3 Ice Cubics";
+ next;
+ }
+ mes "[Cylrnel]";
+ mes "Get them as fast as possible.";
+ mes "There isn't much time for Lyroo.";
+ close;
+ case 25:
+ if (countitem(608) > 0 && countitem(704) > 0 && countitem(1061) > 2 && countitem(7066) > 2) {
+ mes "[Cylrnel]";
+ mes "Hmm...";
+ mes "Good, you got them all.";
+ mes "Let me see now...";
+ mes ".............";
+ next;
+ mes "^FF0000Cylrnel began to mix";
+ mes "the ingredients.";
+ mes "................";
+ mes ".............";
+ mes ".........";
+ mes "......^000000";
+ next;
+ mes "[Cylrnel]";
+ mes "............";
+ mes "What the?!?!";
+ mes "...";
+ mes "Hey you...";
+ mes "You gave me the wrong information!";
+ delitem 608,1; //Seed_Of_Yggdrasil
+ delitem 704,1; //Aloe
+ delitem 1061,5; //Starsand_Of_Witch
+ delitem 7097,3; //Burning_Heart
+ delitem 7066,3; //Ice_Piece
+ set b_sword,24;
+ next;
+ mes "[Cylrnel]";
+ mes "I've chosen the ingredients";
+ mes "according to the symptoms";
+ mes "you've described...";
+ mes "But this isn't medicine!!";
+ mes "Now go and find out her exact symptoms!";
+ close2;
+ warp "yuno",246,143;
+ end;
+ }
+ mes "[Cylrnel]";
+ mes "...";
+ mes "Hey~ you don't have all";
+ mes "the ingredients yet.";
+ mes "Go get them all right away.";
+ next;
+ mes "[Cylrnel]";
+ mes "^FF00001 Seed of Yggdrasil";
+ mes "1 Aloe";
+ mes "5 Witch Starsands";
+ mes "3 Burning Hearts";
+ mes "3 Ice Cubics";
+ next;
+ mes "[Cylrnel]";
+ mes "Alright?";
+ mes "Now, hurry up!";
+ close2;
+ warp "yuno",246,143;
+ end;
+ case 26:
+ if (countitem(608) > 1 && countitem(704) > 2 && countitem(748) > 0 && countitem(1061) > 9 && countitem(7097) > 4 && countitem(7066) > 4) {
+ mes "[Cylrnel]";
+ mes "Hmm...";
+ mes "Good, you got them all.";
+ mes "Let me see..";
+ mes ".............";
+ next;
+ mes "^FF0000Cylrnel began to mix";
+ mes "the ingredients.";
+ mes "................";
+ mes ".............";
+ mes ".........";
+ mes "......^000000";
+ next;
+ mes "[Cylrnel]";
+ mes "Here~! It's done...";
+ mes "I don't think this medicine will";
+ mes "cure her disease completely.";
+ mes "However, it will greatly alleviate her pain.";
+ next;
+ mes "[Cylrnel]";
+ mes "It wasn't easy to make this";
+ mes "medicine. Take care, bring";
+ mes "this to Lyroo and give her my regards...";
+ delitem 608,2; //Seed_Of_Yggdrasil
+ delitem 704,3; //Aloe
+ delitem 748,1; //Witherless_Rose
+ delitem 1061,10; //Starsand_Of_Witch
+ delitem 7097,5; //Burning_Heart
+ delitem 7066,5; //Ice_Piece
+ set b_sword,27;
+ getitem 606,1; //Aloebera
+ close;
+ }
+ mes "[Cylrnel]";
+ mes "...";
+ mes "Hey~ You don't have all";
+ mes "the ingredients yet.";
+ mes "Go get them all right away!";
+ next;
+ mes "[Cylrnel]";
+ mes "^FF00002 Yggdrasil Seeds";
+ mes "3 Aloes";
+ mes "1 Witherless Rose";
+ mes "10 Witch Starsands";
+ mes "5 Burning Hearts";
+ mes "5 Ice Cubics";
+ next;
+ mes "[Cylrnel]";
+ mes "Alright?";
+ mes "Go get them as fast as possible.";
+ close2;
+ warp "yuno",246,143;
+ end;
+ }
+ }
+ mes "[Cylrnel]";
+ mes "Hey there...";
+ mes "How is she doing?";
+ mes "Getting better?";
+ mes "By taking that medicine,";
+ mes "she'll recover fast.";
+ next;
+ mes "[Cylrnel]";
+ mes "Tell her to come to me";
+ mes "sometime to get medical";
+ mes "treatment. Walking from her";
+ mes "house to here would be good";
+ mes "exercise too.";
+ next;
+ mes "[Cylrnel]";
+ mes "The name of her disease is";
+ mes "called '^FF0000Amarhade^000000'.";
+ mes "It's a rare, relatively";
+ mes "unknown illness, so an exact";
+ mes "treatment hasn't been found yet.";
+ next;
+ mes "[Cylrnel]";
+ mes "But I found a treatment...";
+ mes "And...it's..a...secret! Haha~!";
+ emotion e_ho;
+ close;
+}
+
+yuno_in01,104,94,0 script go away#gnbs 139,2,1,{
+OnTouch:
+ if (b_sword < 22) {
+ mes "[??????]";
+ mes "^FF0000What are you doing here?";
+ mes "Get out of here!^000000";
+ close2;
+ warp "yuno",246,143;
+ end;
+ }
+ else if (b_sword == 22) {
+ if (rand(1,10) == 10) {
+ mes "[??????]";
+ mes "I am very busy right now. Please leave.";
+ set b_sword,23;
+ close;
+ }
+ mes "[??????]";
+ mes "^FF0000What are you doing here?";
+ mes "Get out of here!^000000";
+ close2;
+ warp "yuno",246,143;
+ end;
+ }
+ end;
+}
+
+// Lost Knife
+//============================================================
+gonryun,237,226,3 script Han Ran Jiao#gon 776,{
+ if (nakha == 0) {
+ mes "[Han Ran Jiao]";
+ mes "Oh no! What will I do?!";
+ mes "I can't believe I dropped";
+ mes "my irreplaceable knife! Ahhhhhh!";
+ next;
+ if (BaseLevel >= 20) {
+ set nakha,1;
+ mes "[Han Ran Jiao]";
+ mes "I need to go down to get it";
+ mes "but...the monsters...";
+ mes "I'm so scared... What should I do?!";
+ close;
+ }
+ }
+ if (nakha == 1) {
+ mes "[Han Ran Jiao]";
+ mes "Oh no! What will I do?";
+ mes "I can't believe I dropped";
+ mes "my irreplaceable knife! Ahhhhhh!";
+ next;
+ mes "[Han Ran Jiao]";
+ mes "I need to go down to get it";
+ mes "but...the monsters...";
+ mes "I'm so scared... What should I do?!";
+ close;
+ }
+ if (nakha == 2 && countitem(1201) > 0) {
+ mes "[Han Ran Jiao]";
+ mes "Ehhhh... what should I do...";
+ mes "Oh~! I didn't notice you there.";
+ mes "Can I help you with anything?";
+ mes "Hmm?";
+ next;
+ mes "[Han Ran Jiao]";
+ mes "That...that knife!";
+ mes "That's my ancestor's sacred knife";
+ mes "that I accidentally dropped from";
+ mes "here! Where did you get it!?";
+ next;
+ mes "[Han Ran Jiao]";
+ mes "I dropped that knife from being";
+ mes "careless. It belongs to one of my";
+ mes "ancestors. I know it looks like";
+ mes "a cheap knife...";
+ next;
+ mes "[Han Ran Jiao]";
+ mes "But it has been in the";
+ mes "family for a very long time.";
+ mes "Would you please return that";
+ mes "knife to me?";
+ next;
+ if (select("Return the knife.:Refuse.") == 1) {
+ set nakha,3;
+ delitem 1201,1; //Knife
+ mes "[Han Ran Jiao]";
+ mes "Thank you! Thank you so much!";
+ mes "Please take these potions.";
+ mes "They may not be much, but they";
+ mes "are the best I can give you.";
+ getitem 505,2; //Blue_Potion
+ next;
+ mes "[Han Ran Jiao]";
+ mes "You kept my family heirloom safe!";
+ mes "I give you my deepest gratitude";
+ mes "for returning this.";
+ close;
+ }
+ mes "[Han Ran Jiao]";
+ mes "No~! My family heirloom!!";
+ mes "You scoundrel! May the spirits";
+ mes "forever haunt you! My curse shall be upon your head!";
+ close;
+ }
+ if (nakha == 2) {
+ mes "[Han Ran Jiao]";
+ mes "Oh no! What will I do?";
+ mes "I can't believe I dropped";
+ mes "my irreplaceable knife! Ahhhhhh!";
+ next;
+ mes "[Han Ran Jiao]";
+ mes "I need to go down to get it";
+ mes "but...the monsters...";
+ mes "I'm so scared... What should I do?!";
+ close;
+ }
+ if (nakha == 3) {
+ mes "[Han Ran Jiao]";
+ mes "My neighbor seemed looked pretty bothered about something...";
+ mes "Oh well, I have better things to worry about than his fancy tea.";
+ close;
+ }
+}
+
+gon_fild01,245,257,0 script #gonknife 111,3,3,{
+OnTouch:
+ if (nakha == 1) {
+ set nakha,2;
+ mes "^3355FFHm? What's this?";
+ mes " ";
+ mes "Something was hidden beneath the leaves...^000000";
+ mes " ";
+ mes "- You have found an old knife -";
+ close2;
+ getitem 1201,1; //Knife
+ }
+ end;
+}
diff --git a/npc/pre-re/quests/quests_hugel.txt b/npc/pre-re/quests/quests_hugel.txt
new file mode 100644
index 000000000..d81eedd54
--- /dev/null
+++ b/npc/pre-re/quests/quests_hugel.txt
@@ -0,0 +1,10942 @@
+//===== rAthena Script =======================================
+//= Hugel Quest NPCs
+//===== By: ==================================================
+//= MasterOfMuppets & SinSloth
+//===== Current Version: =====================================
+//= 2.1
+//===== Compatible With: =====================================
+//= rAthena
+//===== Description: =========================================
+//= Quest NPC's related to Hugel
+//===== Additional Comments: =================================
+//= 1.0 First version. [MasterOfMuppets]
+//= 1.1 Added most of Hugel quests. Thanks to MasterOfMuppets
+//= for scripting most of them. [SinSloth]
+//= 1.2 Added Odin Temple Excavation quest. [SinSloth]
+//= 1.3 Added a Missing "close;". [Samuray22]
+//= -Thanks to Elfange
+//= 1.4 Fixed experience gains to match upcoming rate adjustments. [SinSloth]
+//= 1.5a Corrected NPC names to fall within proper restrictions. [L0ne_W0lf]
+//= 1.5b Fixed a variable name. [SinSloth]
+//= 1.6 Fixed bad NPC header data to comply with rev. 11603. [L0ne_W0lf]
+//= 1.7 Corrected locations of warpinside#1. (DarkValmir) [L0ne_W0lf]
+//= 1.8 Added missing checkweight. [L0ne_W0lf]
+//= 1.9 Replaced effect numerics with constants. [Samuray22]
+//= 2.0 Commented a break out to fix a script hang.
+//= 2.1 Added quest log entries for:
+//= - Juno Remedy Quest
+//============================================================
+
+//-------------------------------------------------------------------------
+// Medicine Quest
+//-------------------------------------------------------------------------
+
+hu_in01,387,245,0 script Allen Schuwell 849,2,2,{
+
+ if(BaseLevel > 49)
+ {
+ if(hg_herb == 0)
+ {
+ mes "[Allen]";
+ mes "*Groooooan~*";
+ mes "Arrrgh, my back hurts...";
+ mes "And my stomach... Why do";
+ mes "I have to suffer like this";
+ mes "while other people get to";
+ mes "live happy, luxurious lives?";
+ next;
+ mes "[Allen]";
+ mes "My son is the only family";
+ mes "I've got. He used to be such";
+ mes "a good obedient kid, but now";
+ mes "I doubt whether he cares about";
+ mes "his father! I told that lazy kid^FFFFFF ^000000 to hurry and bring me my meds...";
+ next;
+ mes "[Allen]";
+ mes "But does he worry about";
+ mes "his father's suffering?! No!";
+ mes "I bet you he's hanging out with";
+ mes "his no good hoodlum friends!";
+ mes "Argh! The pain is getting worse!^FFFFFF ^000000 I... I need my medication!";
+ next;
+ mes "[Allen]";
+ mes "Oh! I can definitely feel";
+ mes "it getting worse! Please,";
+ mes "adventurer, would you help";
+ mes "a sick man? I need you to";
+ mes "find my son Postell and to";
+ mes "tell him to bring my medicine!";
+ next;
+ switch( select( "Sure.:No, I'm sorry." ) )
+ {
+ case 1:
+ mes "[Allen]";
+ mes "Th-thank you so much!";
+ mes "Please head east, go";
+ mes "outside of town, and";
+ mes "you should be able to";
+ mes "find Postell. Tell him that";
+ mes "I need my ''Kolbun A'' now!";
+ set hg_herb,1;
+ next;
+ mes "[Allen]";
+ mes "And let him know that";
+ mes "if he doesn't shape up...";
+ mes "Well, I just might have";
+ mes "to disown my own son!";
+ mes "He's dead to me if he";
+ mes "doesn't love his father!";
+ close;
+ break;
+ case 2:
+ mes "[Allen]";
+ mes "I... I don't understand...!";
+ mes "How can you leave a sick";
+ mes "man alone with his suffering?";
+ mes "I-I desperately need help!";
+ mes "No! Please, d-don't go away!";
+ close;
+ break;
+ }
+ }
+ else if(hg_herb == 2)
+ {
+ mes "[Allen]";
+ mes "Postell... My son...";
+ mes "Why have you forsaken me?";
+ mes "I'm lying here at the brink";
+ mes "of death, and the boy won't";
+ mes "even come to see his father!";
+ next;
+ mes "[Allen]";
+ mes "But you... I can count on you.";
+ mes "Even in Lighthazlen, I'd never";
+ mes "find anyone as dependable as";
+ mes "you. This time, I've decided to";
+ mes "discipline my degenerate son.";
+ mes "Will you help me once more?";
+ next;
+ mes "[" +strcharinfo(0)+ "]";
+ mes "Wait, wait...";
+ mes "Lighthalzen?";
+ mes "Did you used to";
+ mes "live there or something?";
+ next;
+ mes "[Allen]";
+ mes "Uh? Er, well, that's just";
+ mes "an expression I use. You";
+ mes "know, like an example.";
+ mes "I-I--^333333*Cough!*^000000 Oh, oh no.";
+ mes "My ^333333*Hack!*^000000 pancreas! Or liver!";
+ mes "I'm having another attack!";
+ next;
+ mes "[" +strcharinfo(0)+ "]";
+ mes "......";
+ mes ".........";
+ mes "............";
+ next;
+ mes "[Allen]";
+ mes "Oh, everything's getting";
+ mes "so dark! P-please, if you";
+ mes "have any mercy at all, any";
+ mes "shred of human decency,";
+ mes "would you please let me";
+ mes "have a White P-Potion?";
+ next;
+ switch( select( "Give White Potion:Ignore" ) )
+ {
+ case 1:
+ if(!countitem(504)) //White potion
+ {
+ mes "[Allen]";
+ mes "Oh... Oh no...! You";
+ mes "don't have any White";
+ mes "Potions either?! Wh-what";
+ mes "what am I gonna--?! Help me,";
+ mes "please! Bring me a White Potion";
+ mes "as soon as you can! ^333333*Cough!*^000000";
+ close;
+ }
+ else
+ {
+ delitem 504,1; //White potion
+ mes "[Allen]";
+ mes "Oh, thank you!";
+ mes "I-It hurts so much...";
+ mes "A White Potion just has";
+ mes "to help. I-It has to work!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "......";
+ mes ".........";
+ mes "............";
+ next;
+ mes "[Allen]";
+ mes "Ah, that... *Whew*";
+ mes "Thank you so much. Now,";
+ mes "all I need to do is wait for";
+ mes "my son to bring my medicine.";
+ mes "Wait. What if he takes too long";
+ mes "to get here. No, no, what if...";
+ next;
+ mes "[Allen]";
+ mes "Wh-what if I have another";
+ mes "ulcer attack before Postell";
+ mes "can bring my meds?! I might";
+ mes "not survive! A-adventurer, would^FFFFFF ^000000 you please stay by my side until";
+ mes "my son arrives? P-please?";
+ next;
+ set hg_herb,3;
+ mes "[" +strcharinfo(0)+ "]";
+ mes "......";
+ mes ".........";
+ mes "............";
+ close;
+ }
+ break;
+ case 2:
+ mes "[Allen]";
+ mes "W-wait! A-are you just";
+ mes "going to let me d-die?";
+ mes "Noo! ^333333*Cough*^000000 Arrgh! A plague!";
+ mes "A plague on both your houses!";
+ close;
+ break;
+ }
+ }
+ else if(hg_herb == 3)
+ {
+ mes "[Allen]";
+ mes "*Gasp* I... I can";
+ mes "feel it! I think I'm";
+ mes "gonna have another";
+ mes "neutron attack! Argh, it's";
+ mes "already effecting all of the";
+ mes "neutrons in my nervous system!";
+ next;
+ mes "[Allen]";
+ mes "C-can't... Lift...";
+ mes "Legs and fingers...";
+ mes "But... Must... Get...";
+ mes "''Withstander'' medicine...";
+ mes "from... Drawer... H-heeelp me!";
+ mes "Adventurer! H-Heeeeelp~!";
+ set hg_herb,4;
+ close;
+ }
+ else if(hg_herb == 4)
+ {
+ mes "[Allen]";
+ mes "No...!";
+ mes "There's a light at the";
+ mes "the end of the tunnel!";
+ mes "Please, adventurer! C-come";
+ mes "a little closer to me! Don't";
+ mes "let me step into the light!";
+ close;
+ }
+ else if(hg_herb == 6)
+ {
+ mes "^3355FFYou have given the";
+ mes "Withstander medicine";
+ mes "to Allen who guzzles";
+ mes "it down very quickly.^000000";
+ next;
+ mes "[Allen]";
+ mes "Blood... circulating...";
+ mes "through limbs... Clarity...";
+ mes "of thought... returning...";
+ next;
+ mes "[Allen]";
+ mes "Ah, wh-what a relief. It looks";
+ mes "like I-I live to see another";
+ mes "day. Th-thank you so much...";
+ set hg_herb,7;
+ close;
+ }
+ else if(hg_herb == 7)
+ {
+ mes "[Allen]";
+ mes "I... I can't...!";
+ mes "I can barely breathe!";
+ mes "A-adventurer, I need you";
+ mes "again! Please, c-come closer";
+ mes "to me! I-I think I need CPR!";
+ close;
+ }
+ else if(hg_herb == 9)
+ {
+ mes "^3355FFYou give another dose";
+ mes "of Withstander to Allen.^000000";
+ next;
+ if(rand(1,3) == 3)
+ {
+ mes "[Allen]";
+ mes "Oh... Thank you...";
+ mes "I feel much b-better now.";
+ mes "My son Postell, he should";
+ mes "be coming soon. Thank you";
+ mes "for being so patient with me...";
+ set hg_herb,10;
+ close;
+ }
+ mes "[Allen]";
+ mes "Oh... Thank you...";
+ mes "Y-you're an angel, a regular";
+ mes "Florence Nightingale. Please";
+ mes "stay with m-me until my son";
+ mes "arrives. You wouldn't abandon";
+ mes "this sick man now, would you?";
+ next;
+ mes "[" +strcharinfo(0)+ "]";
+ mes "(^333333Your son Postell";
+ mes "better get here soon!^000000)";
+ set hg_herb,7;
+ close;
+ }
+ else if(hg_herb == 10)
+ {
+ mes "[Allen]";
+ mes "Arrrgh! My ligaments!";
+ mes "They're in such pain!";
+ mes "Oh, oh no! I think my";
+ mes "bones are infected!";
+ mes "Help me, oh help me!";
+ next;
+ donpcevent "Postell Schuwell#D::OnEnable";
+ mes "[Allen]";
+ mes "Oh...";
+ mes "My son...!";
+ mes "P-Postell!";
+ next;
+ mes "[Postell]";
+ mes "Uh... Hey, dad.";
+ mes "I brought that";
+ mes "medicine you're";
+ mes "supposed to";
+ mes "need so badly.";
+ specialeffect EF_CHANGECOLD,AREA,"Postell Schuwell#D";
+ next;
+ mes "[Allen]";
+ mes "Thank goodness...";
+ mes "G-give it to me!";
+ mes "^333333*Gulp gulp gulp*^000000";
+ next;
+ mes "[Allen]";
+ mes "W-wait...";
+ mes "Something's not";
+ mes "right. Bunkoll A";
+ mes "doesn't taste like this...";
+ emotion e_swt,0,"Postell Schuwell#D";
+ next;
+ mes "[Postell]";
+ mes "Bunkoll A...?";
+ mes "I thougt you said that";
+ mes "you wanted Kolbun A?";
+ next;
+ mes "[Allen]";
+ mes "My own son, lying to";
+ mes "me! Are you trying to";
+ mes "trick me, Postell?!";
+ mes "I told you get Bunkoll A!";
+ next;
+ mes "[" +strcharinfo(0)+ "]";
+ mes "(^333333Wait, wait...";
+ mes "Allen did say that";
+ mes "he wanted Kolbun A...^000000)";
+ next;
+ mes "[Postell]";
+ mes "Right. Okay, I guess";
+ mes "I made a mistake? Um,";
+ mes "Dad, I'll be right back with";
+ mes "the medicine that you want.";
+ mes "It won't take long, so don't";
+ mes "stress yourself about it.";
+ close2;
+ set hg_herb,11;
+ disablenpc "Postell Schuwell#D";
+ emotion e_swt,1;
+ emotion e_swt;
+ end;
+ }
+ else if(hg_herb == 11)
+ {
+ mes "[Allen]";
+ mes "*Sniff* I should have known";
+ mes "that Postell really does care";
+ mes "about me deep down inside.";
+ mes "I wish I had never gotten";
+ mes "myself sick in Lighthalzen...";
+ mes "Then we both wouldn't suffer...";
+ next;
+ mes "[Allen]";
+ mes "Don't worry, adventurer.";
+ mes "I haven't forgotten about";
+ mes "you. Please take a look inside";
+ mes "the medicine drawer, and help";
+ mes "yourself to whatever you like~";
+ set hg_herb,12;
+ close;
+ }
+ else if(hg_herb == 12)
+ {
+ mes "[Allen]";
+ mes "Don't worry, adventurer.";
+ mes "I haven't forgotten about";
+ mes "you. Please take a look inside";
+ mes "the medicine drawer, and help";
+ mes "yourself to whatever you like~";
+ close;
+ }
+ else if(hg_herb == 13)
+ {
+ mes "[Allen]";
+ mes "So did you find the";
+ mes "Old Blue Box I put in";
+ mes "my medicine drawer? It's";
+ mes "not much, but I hope you";
+ mes "like it. Consider my way";
+ mes "of thanking you for your help~";
+ close;
+ }
+ else
+ {
+ mes "[Allen]";
+ mes "*Groooooan~*";
+ mes "Arrrgh, my back hurts...";
+ mes "And my stomach... Why do";
+ mes "I have to suffer like this";
+ mes "while other people get to";
+ mes "live happy, luxurious lives?";
+ close;
+ }
+ }
+ else
+ {
+ mes "[Allen]";
+ mes "*Groooooan~*";
+ mes "Arrrgh, my back hurts...";
+ mes "And my stomach... Why do";
+ mes "I have to suffer like this";
+ mes "while other people get to";
+ mes "live happy, luxurious lives?";
+ close;
+ }
+
+OnTouch:
+ if(hg_herb == 4)
+ {
+ mes "[Allen]";
+ mes "^333333*Cough cough!*^000000";
+ mes "W-Withstander...!";
+ mes "I need m-my Withstander!";
+ mes "P-please! ^333333*Cough cough!*^000000";
+ set hg_herb,5;
+ donpcevent "#DrawerOpener::OnEnable";
+ close;
+ }
+ else if(hg_herb == 7)
+ {
+ mes "[Allen]";
+ mes "^333333*Whew*^000000";
+ mes "I... I can breathe again!";
+ mes "B-but what if I have another";
+ mes "attack?! Please, g-get me";
+ mes "another dose of Withstander,";
+ mes "just to be on the safe side!";
+ set hg_herb,8;
+ donpcevent "#DrawerOpener::OnEnable";
+ close;
+ }
+
+}
+
+hu_in01,385,247,5 script Postell Schuwell#D 97,{
+
+ mes "[Postell]";
+ mes "Hey, uh...";
+ mes "I'm in the middle";
+ mes "of something here.";
+ close;
+
+OnInit:
+ disablenpc "Postell Schuwell#D";
+ end;
+
+OnEnable:
+ enablenpc "Postell Schuwell#D";
+ initnpctimer;
+ end;
+
+OnTimer100000:
+ disablenpc "Postell Schuwell#D";
+ stopnpctimer;
+ end;
+}
+
+hu_fild06,34,123,3 script Postell Schuwell 97,{
+
+ if(hg_herb == 1)
+ {
+ mes "[Postell]";
+ mes "I really like living";
+ mes "in Hugel. Fresh air,";
+ mes "clean water, everyone's";
+ mes "friendly and nice. What";
+ mes "more could I want?";
+ next;
+ mes "[Postell]";
+ mes "Oh, what's that?";
+ mes "My dad wants me to";
+ mes "bring him some medicine?";
+ mes "Again? Well, he was really";
+ mes "sick a long time ago, but";
+ mes "nowadays, I'm not so sure.";
+ next;
+ mes "[Postell]";
+ mes "I mean, I'm pretty sure";
+ mes "his illnesses are all, you";
+ mes "know, psychosomatic.";
+ mes "Besides, I'm worried that";
+ mes "all the medicines he's taking";
+ mes "are habit forming, you know?";
+ next;
+ switch( select( "But your father needs you!:Habit forming?" ) )
+ {
+ case 1:
+ mes "[Allen's Voice]";
+ mes "Yeah, I guess you're right.";
+ mes "Even if I think he's nuts,";
+ mes "and I don't agree with him,";
+ mes "I should at least show that";
+ mes "I care about my dad. What";
+ mes "medicine did he say he needed?";
+ next;
+ mes "[Postell]";
+ mes "''Kolbun A?'' Alright,";
+ mes "I better make sure that";
+ mes "it's safe for him to take.";
+ mes "Who knows, that stuff might";
+ mes "make him worse. Anyway,";
+ mes "I'll try to get it to him soon.";
+ next;
+ mes "[Postell]";
+ mes "Hey, would you do";
+ mes "me a favor and make";
+ mes "sure that my dad doesn't";
+ mes "get himself into any";
+ mes "more trouble? I'd really";
+ mes "appreciate it if you do.";
+ set hg_herb,2;
+ close;
+ break;
+ case 2:
+ mes "[Postell]";
+ mes "Yeah, like he's addicted";
+ mes "to the medicine. That's why";
+ mes "I'm trying to make sure he";
+ mes "gets as little of it as possible! Honestly, I think he drinks";
+ mes "too much medicine already...";
+ close;
+ break;
+ }
+ }
+ else if(hg_herb > 1)
+ {
+ mes "[Postell]";
+ mes "Kolbun A, Kolbun A...";
+ mes "Let's see, is it really";
+ mes "safe for my dad to take?";
+ mes "If it isn't, I better come up";
+ mes "with some replacement...";
+ close;
+ }
+ else
+ {
+ mes "[Postell]";
+ mes "I really like living";
+ mes "in Hugel. Fresh air,";
+ mes "clean water, everyone's";
+ mes "friendly and nice. What";
+ mes "more could I want?";
+ close;
+ }
+
+}
+
+hu_in01,370,255,3 script Upper Drawer#First 139,2,2,{
+
+OnTouch:
+ set @randvar,rand(1,7);
+ if(hg_herb < 5)
+ {
+ mes "^3355FFThere are several";
+ mes "books and a few";
+ mes "liquid medicines";
+ mes "inside this drawer.^000000";
+ close;
+ }
+ else if(hg_herb == 5)
+ {
+ mes "[Allen]";
+ mes "Oh... Oh...";
+ mes "Oooh... The pain";
+ mes "is gone! It's a miracle!";
+ mes "Maybe I'll just take the";
+ mes "Withstander later...";
+ set hg_herb,4;
+ next;
+ if(@randvar == 4)
+ {
+ mes "^3355FFYou find an old book";
+ mes "inside the drawer.^000000";
+ next;
+ mes "[Welcome to Lighthalzen!]";
+ mes "Author: Tupetso Iltekka";
+ next;
+ mes "......";
+ mes ".........";
+ mes "............";
+ next;
+ mes "[" +strcharinfo(0)+ "]";
+ mes "(^333333I guess Allen used";
+ mes "to live in Lighthalzen.";
+ mes "I guess that's why he'd";
+ mes "keep this old PR brochure...^000000)";
+ close;
+ }
+ else if(@randvar == 5)
+ {
+ mes "^3355FFYou find Allen's";
+ mes "journal inside the";
+ mes "drawer and quickly";
+ mes "leaf through its pages.";
+ mes "It's difficult to read since";
+ mes "the pages are old and worn.^000000";
+ next;
+ mes "[" +strcharinfo(0)+ "]";
+ mes "Let's see, let's see...";
+ mes "Rekenber Corporation...";
+ mes "Something about the Slums....";
+ mes "Enormous funds... Experiments.";
+ mes "Lab... Escape... Hugel... Um...";
+ mes "Dr. Morriphen... Side effects?";
+ close;
+ }
+ else
+ {
+ mes "[" +strcharinfo(0)+ "]";
+ mes "Wh-what...?";
+ mes "Do you really";
+ mes "need that medicine?!";
+ close;
+ }
+ }
+ else if(hg_herb == 6)
+ end;
+ else if(hg_herb == 8)
+ {
+ mes "[Allen]";
+ mes "Oh... Oh...";
+ mes "Oooh... The pain";
+ mes "is gone! It's a miracle!";
+ mes "Maybe I'll just take the";
+ mes "Withstander later...";
+ set hg_herb,7;
+ next;
+ if(@randvar == 4)
+ {
+ mes "^3355FFYou find an old book";
+ mes "inside the drawer.^000000";
+ next;
+ mes "[Welcome to Lighthalzen!]";
+ mes "Author: Tupetso Iltekka";
+ next;
+ mes "......";
+ mes ".........";
+ mes "............";
+ next;
+ mes "[" +strcharinfo(0)+ "]";
+ mes "(^333333I guess Allen used";
+ mes "to live in Lighthalzen.";
+ mes "I guess that's why he'd";
+ mes "keep this old PR brochure...^000000)";
+ close;
+ }
+ else if(@randvar == 5)
+ {
+ mes "^3355FFYou find Allen's";
+ mes "journal inside the";
+ mes "drawer and quickly";
+ mes "leaf through its pages.";
+ mes "It's difficult to read since";
+ mes "the pages are old and worn.^000000";
+ next;
+ mes "[" +strcharinfo(0)+ "]";
+ mes "Let's see, let's see...";
+ mes "Rekenber Corporation...";
+ mes "Something about the Slums....";
+ mes "Enormous funds... Experiments.";
+ mes "Lab... Escape... Hugel... Um...";
+ mes "Dr. Morriphen... Side effects?";
+ close;
+ }
+ else
+ {
+ mes "[" +strcharinfo(0)+ "]";
+ mes "Wh-what...?";
+ mes "Do you really";
+ mes "need that medicine?!";
+ close;
+ }
+ }
+ else if(hg_herb == 9)
+ end;
+ else if(hg_herb == 12)
+ {
+ mes "^3355FFYou find an";
+ mes "Old Blue Box deep";
+ mes "inside the drawer.^000000";
+ close2;
+ specialeffect EF_CONE;
+ set hg_herb,13;
+ getitem 603,1; //Old blue box
+ getexp 5000,0;
+ }
+ else
+ {
+ if(@randvar > 3)
+ {
+ mes "^3355FFYou find an old book";
+ mes "inside the drawer.^000000";
+ next;
+ mes "[Welcome to Lighthalzen!]";
+ mes "Author: Tupetso Iltekka";
+ next;
+ mes "......";
+ mes ".........";
+ mes "............";
+ next;
+ mes "[" +strcharinfo(0)+ "]";
+ mes "(^333333I guess Allen used";
+ mes "to live in Lighthalzen.";
+ mes "I guess that's why he'd";
+ mes "keep this old PR brochure...^000000)";
+ close;
+ }
+ else
+ {
+ mes "^3355FFYou find Allen's";
+ mes "journal inside the";
+ mes "drawer and quickly";
+ mes "leaf through its pages.";
+ mes "It's difficult to read since";
+ mes "the pages are old and worn.^000000";
+ next;
+ mes "[" +strcharinfo(0)+ "]";
+ mes "Let's see, let's see...";
+ mes "Rekenber Corporation...";
+ mes "Something about the Slums....";
+ mes "Enormous funds... Experiments.";
+ mes "Lab... Escape... Hugel... Um...";
+ mes "Dr. Morriphen... Side effects?";
+ close;
+ }
+ }
+
+}
+
+hu_in01,370,255,3 script Upper Drawer#Second 139,2,2,{
+OnInit:
+ disablenpc "Upper Drawer#Second";
+ end;
+
+ OnTouch:
+ if(hg_herb == 5)
+ {
+ mes "^3355FFYou take out one dose of";
+ mes "Withstander from the drawer.^000000";
+ set hg_herb,6;
+ close;
+ }
+ else if(hg_herb == 8)
+ {
+ mes "^3355FFYou take out one dose of";
+ mes "Withstander from the drawer.^000000";
+ set hg_herb,9;
+ close;
+ }
+ else
+ {
+ mes "^3355FFThere are several books";
+ mes "kept inside this drawer.^000000";
+ close;
+ }
+
+}
+
+hu_in01,1,1,0 script #DrawerOpener -1,{
+OnInit:
+ disablenpc "#DrawerOpener";
+ end;
+
+OnEnable:
+ enablenpc "#DrawerOpener";
+ initnpctimer;
+ end;
+
+OnTimer1000:
+ enablenpc "Upper Drawer#Second";
+ disablenpc "Upper Drawer#First";
+ end;
+
+OnTimer4500:
+ enablenpc "Upper Drawer#First";
+ disablenpc "Upper Drawer#Second";
+ disablenpc "#DrawerOpener";
+ stopnpctimer;
+ end;
+
+}
+
+//-------------------------------------------------------------------------
+// Biological Weapon Quest
+//-------------------------------------------------------------------------
+
+ein_in01,16,36,3 script Morriphen 86,{
+
+ if(hg_bio == 0)
+ {
+ if(hg_herb == 13)
+ {
+ mes "[Morriphen]";
+ mes "Wh-who are you, and what are";
+ mes "you looking for? If you're here";
+ mes "for the stuff, then you came";
+ mes "too early. As you can see,";
+ mes "I don't feel well enough to";
+ mes "speak to you right now.";
+ next;
+ mes "[Morriphen]";
+ mes "^333333*Cough Cough*";
+ mes "*Cough Cough*^000000";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Holy--! Are you alright?";
+ mes "Y-you're coughing up blood!";
+ mes "Relax, I was just passing by!";
+ next;
+ mes "[Morriphen]";
+ mes "R-really? Well then, I'm";
+ mes "sorry to have bothered you,";
+ mes "then. I guess I'm just a little";
+ mes "jumpy is all. ^333333*Cough, cough~*^000000";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Hey... You don't sound";
+ mes "too good. Do you want me";
+ mes "to bring you to a hospital?";
+ mes "That's a really nasty cough";
+ mes "you've got there, so maybe";
+ mes "you should get it checked.";
+ next;
+ mes "[Morriphen]";
+ mes "No, thanks, I'm fine.";
+ mes "I just haven't gone home";
+ mes "for a few months and wasn't";
+ mes "able to get my prescription";
+ mes "refilled, that's all. ^333333*Haaak*";
+ mes "*Cough-cough-cooooooough!*^000000";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Hmm...";
+ mes "What should I do?";
+ next;
+ switch( select( "Leave him:Help him" ) )
+ {
+ case 1:
+ mes "["+strcharinfo(0)+"]";
+ mes "You know, I'm a little";
+ mes "worried about your coughing,";
+ mes "but I don't think there's any";
+ mes "way that I can help you...";
+ next;
+ mes "[Morriphen]";
+ mes "^333333*Cough cough*^000000";
+ mes "Don't worry, I'll be";
+ mes "just fine. You take care";
+ mes "of yourself, you hear?";
+ close;
+ break;
+ case 2:
+ mes "["+strcharinfo(0)+"]";
+ mes "Hey...";
+ mes "Are you sure that";
+ mes "you'll be alright?";
+ next;
+ mes "[Morriphen]";
+ mes "^333333*Cough cough*^000000";
+ mes "Don't worry, I'll be";
+ mes "just fine. You take care";
+ mes "of yourself, you hear?";
+ mes "^333333*Haaaak* *Reeetch*^000000";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "...";
+ mes "......";
+ mes ".........";
+ next;
+ mes "[Morriphen]";
+ mes "^333333*Reeeeetch*";
+ mes "*Cooooough Cough*";
+ mes "*Hhhh, Hhhhh, Hhhh*";
+ mes "*Haaaaack* *Retch*^000000";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Please, mister.";
+ mes "Let me help you.";
+ mes "I can't just leave";
+ mes "you alone if you";
+ mes "sound like that.";
+ next;
+ mes "[Morriphen]";
+ mes "...............................";
+ mes "I didn't, I didn't want to";
+ mes "bother you, b-but if you insist";
+ mes "oh h-helping me, then maybe";
+ mes "I'll ask you to do me a favor.";
+ next;
+ mes "[Morriphen]";
+ mes "Would you visit my home in";
+ mes "Hugel and ask my wife, Siria,";
+ mes "for my medication? She knows";
+ mes "where to find it, and will give";
+ mes "it to you. Oh, and please don't";
+ mes "tell her anything else, okay?";
+ next;
+ mes "[Morriphen]";
+ mes "She's always worried about";
+ mes "me getting worse, and I don't";
+ mes "want to give her any reason to";
+ mes "get stressed. Please just tell";
+ mes "her that I ran out of medicine.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Alright.";
+ mes "I'll come back here";
+ mes "as soon as I can.";
+ next;
+ mes "[Morriphen]";
+ mes "Thanks so much.";
+ mes "^333333*Cough Cough*";
+ mes "*Cough Cough*^000000";
+ set hg_bio,1;
+ close;
+ break;
+ }
+ }
+ else
+ {
+ mes "[Morriphen]";
+ mes "Ugh... I don't feel";
+ mes "very well. I guess";
+ mes "I better call it a day...";
+ close;
+ }
+ }
+ else if(hg_bio == 1)
+ {
+ mes "[Morriphen]";
+ mes "Please ask my ^333333*Cough*^000000";
+ mes "wife Siria in my home in";
+ mes "^333333*Reeetch*^000000 Hugel for m-my";
+ mes "medicine. Th-thank you...";
+ mes "^333333*Haaaaack* *Hhh, haaaack*^000000";
+ close;
+ }
+ else if(hg_bio == 2)
+ {
+ mes "["+strcharinfo(0)+"]";
+ mes "Oh no... Morriphen";
+ mes "doesn't look good at all!";
+ mes "I better hurry and bring";
+ mes "him medicine from Siria";
+ mes "in Hugel as soon as I can!";
+ close;
+ }
+ else if(hg_bio == 3)
+ {
+ mes "["+strcharinfo(0)+"]";
+ mes "Oh no... Morriphen";
+ mes "doesn't look good at all!";
+ mes "I better hurry and bring";
+ mes "him medicine from Dono";
+ mes "in Hugel as soon as I can!";
+ close;
+ }
+ else if(hg_bio == 4)
+ {
+ mes "["+strcharinfo(0)+"]";
+ mes "Oh no... Morriphen";
+ mes "doesn't look good at all!";
+ mes "I better hurry and bring";
+ mes "him medicine from Dono";
+ mes "in Hugel as soon as I can!";
+ close;
+ }
+ else if(hg_bio == 5)
+ {
+ mes "["+strcharinfo(0)+"]";
+ mes "Oh no... Morriphen";
+ mes "doesn't look good at all!";
+ mes "I better hurry and bring";
+ mes "him medicine from Dono";
+ mes "in Hugel as soon as I can!";
+ close;
+ }
+ else if(hg_bio == 6)
+ {
+ mes "^3355FFYou administer the";
+ mes "medicine to Morriphen,";
+ mes "who slowly regains";
+ mes "consciousness.^000000";
+ next;
+ mes "[Morriphen]";
+ mes "^333333*Cough, cough*^000000";
+ mes "Wh-where am I?";
+ mes "I'm... not dead yet?";
+ mes "Oh, you! It seems I was";
+ mes "right to trust you. So did my";
+ mes "wife give you my medicine?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Actually, Siria also ran";
+ mes "out of your medicine when";
+ mes "I arrived at your house, so";
+ mes "she told me to go get some";
+ mes "from your friend, Dono.";
+ next;
+ mes "[Morriphen]";
+ mes "Oh, no, what have you done?";
+ mes "My wife's life depends on that";
+ mes "medicine too! Oh no, if she";
+ mes "doesn't get any, she'll die";
+ mes "from my stupidity! Please!";
+ mes "I beg you, bring this to her!";
+ next;
+ mes "[Morriphen]";
+ mes "That woman is everything";
+ mes "to me. If she's gone, then";
+ mes "I don't know what I'll do.";
+ mes "Please take this medicine";
+ mes "to her as soon as you can!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Don't worry, I'm on my";
+ mes "way. I'll hurry as fast as";
+ mes "I can back to Hugel to";
+ mes "give Siria this medicine.";
+ set hg_bio,7;
+ close;
+ }
+ else if(hg_bio == 7)
+ {
+ mes "["+strcharinfo(0)+"]";
+ mes "What am I doing...?";
+ mes "I need to return to";
+ mes "Hugel and deliver this";
+ mes "medicine to Siria as";
+ mes "soon as possible!";
+ close;
+ }
+ else if(hg_bio == 8)
+ {
+ mes "[Morriphen]";
+ mes "You're back! So, have you";
+ mes "seen my wife? She's okay,";
+ mes "isn't she? Why aren't you";
+ mes "saying--oh no. Oh dear God,";
+ mes "no. D-don't tell me she's dead!";
+ next;
+ mes "[Morriphen]";
+ mes "She has to be fine...!";
+ mes "If anything happened";
+ mes "to her, I... I won't forgive";
+ mes "you! No one would find your";
+ mes "body! No, wait, wait... No, I'm";
+ mes "sorry, I'm just so anxious...!";
+ next;
+ mes "[Morriphen]";
+ mes "^333333*Sob*^000000 Please forgive me!";
+ mes "Please tell me my wife is";
+ mes "okay. I'm sorry, everything";
+ mes "is just so overwhelming right";
+ mes "now. ^333333*Sob*^000000 Please, please...";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Siria is fine.";
+ mes "Now are you satisfied?";
+ mes "If you're that worried about";
+ mes "her, you ought to see her";
+ mes "more often. Geez...";
+ next;
+ mes "[Morriphen]";
+ mes "Hallelujah! I'm so";
+ mes "relieved! She's alive!";
+ mes "I'm sorry, I'd be home";
+ mes "more often, but I'm always";
+ mes "struggling here to make ends";
+ mes "meet. Thank you so much!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Don't sweat it.";
+ mes "It was just the right";
+ mes "thing to do, that's all.";
+ next;
+ mes "[Morriphen]";
+ mes "You're such a kind person...";
+ mes "You save my life and my wife's";
+ mes "life. I'll do anything you ask me^FFFFFF ^000000 to do to repay you! Consider me";
+ mes "your humble servant from now on. What is your command, oh master?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "That's...";
+ mes "That's going too far.";
+ mes "Becoming my servant for";
+ mes "life isn't necessary, you know.";
+ next;
+ mes "[Morriphen]";
+ mes "Wait, I know! If you won't";
+ mes "accept my life, then I can";
+ mes "give you someone else's. Do";
+ mes "you have any enemies! I'll go";
+ mes "out and kill someone for you!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "...That's fine.";
+ mes "Actually, I'm more interested";
+ mes "in hearing how you, Siria, and";
+ mes "Dono are all connected. When";
+ mes "I spoke to Siria, she told me";
+ mes "that you two weren't married...";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Siria did mention";
+ mes "that she's greatly";
+ mes "indebted to you for";
+ mes "some reason, and she'll";
+ mes "never be able to fully repay";
+ mes "you, not even with her life.";
+ next;
+ mes "[Morriphen]";
+ mes "She said that? ^333333*Sigh*^000000";
+ mes "Poor girl, I've asked so";
+ mes "many times not to think";
+ mes "that way. Alright, if that's";
+ mes "what you really want, then";
+ mes "I will tell you our story.";
+ next;
+ mes "[Morriphen]";
+ mes "Dono and I have been friends";
+ mes "since childhood. We did almost";
+ mes "everything together. Even when";
+ mes "we started our professional";
+ mes "careers, we both decided to work^FFFFFF ^000000 for the Rekenber Corporation.";
+ next;
+ mes "[Morriphen]";
+ mes "Dono eventually became in";
+ mes "charge of Rekenber's Medical";
+ mes "Experimental Research, while";
+ mes "I spearheaded projects for";
+ mes "Rekenber's weapon research.";
+ next;
+ mes "[Morriphen]";
+ mes "Although our areas of expertise";
+ mes "are different, Dono and I found";
+ mes "that our collaborations were";
+ mes "productive for both of us. But";
+ mes "then, one day, I dropped by";
+ mes "Dono's office and saw her.";
+ next;
+ mes "[Morriphen]";
+ mes "She was floating in a giant";
+ mes "test tube, and I couldn't take";
+ mes "my eyes off her: she was the";
+ mes "most beautiful thing I'd ever";
+ mes "seen. But Dono said she was";
+ mes "nothing but an experiment...";
+ next;
+ mes "[Morriphen]";
+ mes "He told me not to be so";
+ mes "curious, but I didn't listen.";
+ mes "Ever since then, I went to his^FFFFFF ^000000 office as often as I could, making";
+ mes "stupid excuses to see her. I just couldn't help it. I was in love.";
+ next;
+ mes "[Morriphen]";
+ mes "Then, I heard news that Dono's";
+ mes "research wasn't producing the";
+ mes "expected results, and that he";
+ mes "would be shutting everything";
+ mes "down. All experiments would";
+ mes "be efficiently disposed.";
+ next;
+ mes "[Morriphen]";
+ mes "There was a snowstorm";
+ mes "that night, but I braved the";
+ mes "freezing cold to sneak into the";
+ mes "Rekenber Laboratory. I broke her^FFFFFF ^000000 out of her test tube, set the lab";
+ mes "on fire, and got the hell out.";
+ next;
+ mes "[Morriphen]";
+ mes "I couldn't know it at the";
+ mes "time, but I was exposed to";
+ mes "some chemicals during the fire.";
+ mes "They damaged my tissues badly,";
+ mes "so that's why I'm so dependent";
+ mes "on these medicines now.";
+ next;
+ mes "[Morriphen]";
+ mes "Anyway, we ran from the lab,";
+ mes "escaping to the mountains.";
+ mes "I just carried her on my back,";
+ mes "as far as I could go. Finally,";
+ mes "I couldn't fight the dizziness,";
+ mes "and I suddenly blacked out.";
+ next;
+ mes "[Morriphen]";
+ mes "I remember seeing a tall, robed";
+ mes "man right before I fainted. He";
+ mes "said something about bringing";
+ mes "us to Hugel, a resting place";
+ mes "for the lost, those born from^FFFFFF ^000000 Odin's shadow. It was strange...";
+ next;
+ mes "[Morriphen]";
+ mes "I couldn't see his face.";
+ mes "His hood was covering it,";
+ mes "but I think his name was, um...";
+ mes "Mawon... Mawong? Anyway, when";
+ mes "we woke up, we were lying in";
+ mes "warm beds inside Hugel Village.";
+ next;
+ mes "[Morriphen]";
+ mes "The people we met were very";
+ mes "accomdating, welcome, and";
+ mes "friendly. They also didn't";
+ mes "ask us any questions: we were";
+ mes "just accepted. The girl I saved^FFFFFF ^000000 didn't know how to speak then...";
+ next;
+ mes "[Morriphen]";
+ mes "As soon as I got better,";
+ mes "I taught her our language,";
+ mes "and even gave her a name,";
+ mes "Siria. She was no longer an";
+ mes "experiment, but my beloved. Still, we didn't live happily ever after.";
+ next;
+ mes "[Morriphen]";
+ mes "I had to make living for the";
+ mes "two of us to survive, so I found work in Einbroch and Lighthalzen.";
+ mes "Eventually, I bumped into Dono";
+ mes "inside a shabby herb shop in Lighthalzen. I felt so ashamed...";
+ next;
+ mes "[Morriphen]";
+ mes "I burned up his lab, which";
+ mes "must've hurt his reputation";
+ mes "in the company. Still, when";
+ mes "I told him what happened, he";
+ mes "seemed to understand. He";
+ mes "even started to help me...";
+ next;
+ mes "[Morriphen]";
+ mes "You know, Siria was supposed";
+ mes "to become a mass murder weapon.";
+ mes "The reason why Dono's experiment failed was became she resisted";
+ mes "their plans. She's more than just^FFFFFF ^000000 an experiment or weapon, you know.";
+ next;
+ mes "[Morriphen]";
+ mes "If everything had turned out";
+ mes "as Dono planned, Siria would";
+ mes "become a soldier, and I would";
+ mes "be supplying her armaments,";
+ mes "cutting edge weapons at the pinnacle of military development.";
+ next;
+ mes "[Morriphen]";
+ mes "While I was working for Rekenber,^FFFFFF ^000000 I was working on mass producing";
+ mes "imitations of the legendary sword, ''Executioner.'' They wouldn't be";
+ mes "perfect copies, but imagine what would've happened if I succeeded.";
+ next;
+ mes "[Morriphen]";
+ mes "When I think about it, we all";
+ mes "could have been rich. I was in";
+ mes "charge of weapon manufacturing";
+ mes "after all, and our biggest";
+ mes "customer, Arunafeltz, would";
+ mes "have given us good business.";
+ next;
+ mes "[Morriphen]";
+ mes "I made my choice, and I have";
+ mes "no regrets. In fact, I wouldn't";
+ mes "change my life or give away";
+ mes "Siria for the world. However,";
+ mes "Dono would probably think";
+ mes "differently: work was his life.";
+ next;
+ mes "[Morriphen]";
+ mes "I get the feeling that Dono";
+ mes "would never tell Rekenber about";
+ mes "me and Siria. I can never repay";
+ mes "him for the helping us now, but";
+ mes "I'm sure that he must hate me";
+ mes "deep down inside.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Don't think like that.";
+ mes "I'm sure Dono still thinks";
+ mes "of you as his friend. He's";
+ mes "bitter about what happened,";
+ mes "but he won't abandon you.";
+ mes "Why don't you go see him?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Besides, you have an";
+ mes "excuse to go see him now,";
+ mes "your medicine, right? I'm";
+ mes "sure you can repay him by";
+ mes "visiting him, and living";
+ mes "happily with your Seria.";
+ next;
+ mes "[Morriphen]";
+ mes "^333333*Sob*^000000 You're right...";
+ mes "I'm so sorry Dono! ^333333*Sniff*^000000";
+ mes "Thank you so much. If you";
+ mes "ever visit Hugel again, come";
+ mes "by and see me. You've really";
+ mes "helped me and Seria so much.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Don't worry about it.";
+ mes "Just get better so that";
+ mes "I won't have to worry";
+ mes "about you. Take care~";
+ set hg_bio,9;
+ getexp 70000,0;
+ close;
+ }
+ else if(hg_bio == 9)
+ {
+ mes "[Morriphen]";
+ mes "Oh, long time no see~";
+ mes "Yes, my wife and I can't";
+ mes "possibly be any happier.";
+ mes "We've been taking it easy,";
+ mes "and managed to make full";
+ mes "recoveries. Amazing, isn't it?";
+ next;
+ mes "[Morriphen]";
+ mes "Oh, and we finally got";
+ mes "married in a small ceremony";
+ mes "here in Hugel. Why don't you";
+ mes "come visit our house sometime?";
+ close;
+ }
+ else
+ {
+ mes "[Morriphen]";
+ mes "Oh, long time no see~";
+ mes "Yes, my wife and I can't";
+ mes "possibly be any happier.";
+ mes "We've been taking it easy,";
+ mes "and managed to make full";
+ mes "recoveries. Amazing, isn't it?";
+ next;
+ mes "[Morriphen]";
+ mes "Oh, and we finally got";
+ mes "married in a small ceremony";
+ mes "here in Hugel. Why don't you";
+ mes "come visit our house sometime?";
+ close;
+ }
+
+}
+
+hu_in01,326,307,3 script Siria 90,{
+
+ if(hg_bio == 1)
+ {
+ mes "[Siria]";
+ mes "Oh, hello there.";
+ mes "Can I help you";
+ mes "with anything?";
+ mes "It looks like you want";
+ mes "to ask me something...";
+ next;
+ mes "^3355FFHow can a woman this";
+ mes "young be Morriphen's wife?^000000";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Yes, um, Morriphen sent";
+ mes "me here so that I can bring";
+ mes "him his medicine. I was wo--";
+ next;
+ mes "[Siria]";
+ mes "Oh my God! Is he alright?";
+ mes "Please, oh dear Lord, don't";
+ mes "let him be dead! No! D-did";
+ mes "anything bad happen to him?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "(She is being panicky, and doesn't seem to know what she should do.";
+ mes "She absent-mindedly steps forward and then stumbles on the floor.)";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Are you okay?!";
+ mes "(Her eyes look blank. She seems to have a hard time to see things.)";
+ next;
+ mes "[Siria]";
+ mes "Oh, I am fine, thank you.";
+ mes "I am just...I am just having a vision problem.";
+ mes "So...what happened to him?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "He's just not feeling";
+ mes "well, that's all. All he";
+ mes "told me was that he ran";
+ mes "out of his medicine, and";
+ mes "needs some more.";
+ next;
+ mes "[Siria]";
+ mes "Aww, I just ran out of";
+ mes "the medicine too. Find";
+ mes "Morriphen's friend, and get";
+ mes "it from him. He's supposed to";
+ mes "be in Lighthalzen, somewhere...";
+ next;
+ mes "[Siria]";
+ mes "^333333*Cough cough!*^000000";
+ mes "Ugh, excuse me.";
+ mes "Let me sit down for";
+ mes "a moment. *Cough!*";
+ next;
+ mes "^3355FFSiria's face grows";
+ mes "pale, and she starts";
+ mes "to sweat profusely.^000000";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Um...";
+ mes "Are you feeling";
+ mes "alright? You're not";
+ mes "sick too, are you?";
+ next;
+ mes "[Siria]";
+ mes "Oh, no, no... I'm just";
+ mes "so worried about Morriphen.";
+ mes "*Sob* I can't live without him,";
+ mes "he's everything in the world";
+ mes "to me. I owe him everything,";
+ mes "I have to go see Dono, I hav--";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "You know what? You better";
+ mes "relax and rest here, and I'll";
+ mes "go visit this Dono person in";
+ mes "Lighthalzen. You don't sound";
+ mes "well enough to be traveling.";
+ next;
+ mes "[Siria]";
+ mes "I'm... I'm sorry to";
+ mes "trouble you. But if";
+ mes "Morriphen can trust you";
+ mes "to come here, then I'll";
+ mes "trust you too. ^333333*Cough*^000000";
+ mes "Thank you so much...";
+ set hg_bio,2;
+ close;
+ }
+ else if(hg_bio == 2)
+ {
+ mes "[Siria]";
+ mes "^333333*Sniff*^000000 Please";
+ mes "go to Lighthalzen and";
+ mes "get ^333333*Cough*^000000 Morriphen's";
+ mes "medicine from his friend,";
+ mes "Dono, as soon as you can.";
+ close;
+ }
+ else if(hg_bio == 3)
+ {
+ mes "[Siria]";
+ mes "Oh, have you met Dono?";
+ mes "I'm so grateful for all of";
+ mes "his help. He really is a";
+ mes "good friend to Morriphen,";
+ mes "no matter what he says.";
+ close;
+ }
+ else if(hg_bio == 4)
+ {
+ mes "[Siria]";
+ mes "Oh, have you met Dono?";
+ mes "I'm so grateful for all of";
+ mes "his help. He really is a";
+ mes "good friend to Morriphen,";
+ mes "no matter what he says.";
+ close;
+ }
+ else if(hg_bio == 5)
+ {
+ mes "[Siria]";
+ mes "Oh, have you met Dono?";
+ mes "I'm so grateful for all of";
+ mes "his help. He really is a";
+ mes "good friend to Morriphen,";
+ mes "no matter what he says.";
+ close;
+ }
+ else if(hg_bio == 6)
+ {
+ mes "[Siria]";
+ mes "*Cough* I-I'm fine,";
+ mes "so please don't worry";
+ mes "about me. Just bring the";
+ mes "medicine to Morriphen as";
+ mes "fast as you can for me.";
+ close;
+ }
+ else if(hg_bio == 7)
+ {
+ mes "^3355FFYou gently administered";
+ mes "the medicine to Siria, who";
+ mes "slow regained consciousness.^000000";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Hey, are you alright?";
+ mes "How are you feeling?";
+ mes "Morriphen asked me to";
+ mes "come here and give you";
+ mes "this medicine right away.";
+ next;
+ mes "[Siria]";
+ mes "...Ah... I can't...";
+ mes "I don't know... I...";
+ mes "Where is...? Oh, it's";
+ mes "you. I think... I think";
+ mes "you just saved my life.";
+ mes "I'm sorry for being a burden...";
+ next;
+ mes "[Siria]";
+ mes "All I've been is a nuisance";
+ mes "to both Morriphen and Dono.";
+ mes "You don't understand how I've";
+ mes "destroyed their lives. I just--";
+ mes "I just... I just need to relax.";
+ mes "Thank you for everything...";
+ set hg_bio,8;
+ getexp 50000,0;
+ close;
+ }
+ else if(hg_bio == 8)
+ {
+ mes "[Siria]";
+ mes "Oh, please go back";
+ mes "to Morriphen and let";
+ mes "him know that I'm much";
+ mes "better. I don't want him";
+ mes "to worry about me!";
+ close;
+ }
+ else if(hg_bio == 9)
+ {
+ mes "[Siria]";
+ mes "Oh, welcome~";
+ mes "Thank you so much";
+ mes "for helping me and";
+ mes "Morriphen. You've been";
+ mes "a real godsend, you know?";
+ close;
+ }
+ else
+ {
+ mes "[Siria]";
+ mes "Oh, hello there.";
+ mes "Can I help you";
+ mes "with anything?";
+ close;
+ }
+
+}
+
+lighthalzen,88,79,7 script Dono 85,{
+
+ if(hg_bio == 2)
+ {
+ mes "[Dono]";
+ mes "What do you want?";
+ mes "Spit it out, I don't";
+ mes "have all day.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Excuse me, but";
+ mes "I'm looking for a";
+ mes "man named Dono.";
+ next;
+ mes "[Dono]";
+ mes "Yeah, that's me,";
+ mes "but who the heck";
+ mes "are you, anyway?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Oh, I'm just here";
+ mes "to get some medicine";
+ mes "for Morriphen. Um, his";
+ mes "wife Siria said that";
+ mes "you would have it?";
+ next;
+ mes "[Dono]";
+ mes "Wife? Hurmph! Not likely.";
+ mes "Alright, I see. He must've";
+ mes "run out of medicine. Jesus,";
+ mes "they're both still alive? It's";
+ mes "a miracle that they've both";
+ mes "lasted this long. Eh, oh well.";
+ next;
+ mes "[Dono]";
+ mes "It's his own fault his body";
+ mes "got messed up. Now let's";
+ mes "see how much medicine we";
+ mes "got here... Hmm... Dang. This";
+ mes "isn't good. Hey, you said you";
+ mes "work for Morriphen, that right?";
+ next;
+ mes "[Dono]";
+ mes "I have the medicine, but it's";
+ mes "not enough for one person, much";
+ mes "less the two of them. I need you^FFFFFF ^000000 to help me make some more.";
+ mes "Now, listen carefully, these";
+ mes "are the ingredients I need...";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Wait, wait, I thought I was";
+ mes "only getting medicine for";
+ mes "Morriphen. Are you saying";
+ mes "that his wife Siria needs";
+ mes "the medicine too?";
+ next;
+ mes "[Dono]";
+ mes "Why do you keep calling";
+ mes "Siria his wife? Yeah, she's";
+ mes "sick too. If you met her, you'd";
+ mes "see for yourself, right? Well,";
+ mes "I'm getting pretty worried about them, so you better hurry this up.";
+ next;
+ mes "[Dono]";
+ mes "Go get";
+ mes "^3355FF5 Coal^000000,";
+ mes "^3355FF5 Brigan^000000,";
+ mes "^3355FF5 Cyfar^000000,";
+ mes "^3355FF1 Unripe Apple^000000,";
+ mes "^3355FF3 Detrimindexta^000000...";
+ next;
+ mes "[Dono]";
+ mes "...^3355FF20 Shells^000000,";
+ mes "^3355FF1 Red Herb^000000,";
+ mes "^3355FF1 Blue Herb^000000,";
+ mes "^3355FF1 Green Herb^000000,";
+ mes "^3355FF1 White Herb^000000, and";
+ mes "^3355FF1 Yellow Herb^000000.";
+ next;
+ mes "[Dono]";
+ mes "I know this is sudden,";
+ mes "I know I'm pushing you";
+ mes "hard, but I've got no choice.";
+ mes "If you don't hurry, then";
+ mes "those two will die, simple^FFFFFF ^000000 as that. I'll wait for you here.";
+ set hg_bio,3;
+ close;
+ }
+ else if(hg_bio == 1)
+ {
+ mes "[Dono]";
+ mes "Store's closed.";
+ mes "Get outta here, and";
+ mes "come back later to";
+ mes "buy something, got it?";
+ close;
+ }
+ else if(hg_bio == 3)
+ {
+ if (countitem(971) > 2 && countitem(1003) > 4 && countitem(619) && countitem(507) && countitem(508) && countitem(511) && countitem(509) && countitem(510) && countitem(7053) > 4 && countitem(7054) > 4 && countitem(935) > 19)
+ {
+ delitem 971,3;
+ delitem 1003,5;
+ delitem 619,1;
+ delitem 507,1;
+ delitem 508,1;
+ delitem 511,1;
+ delitem 509,1;
+ delitem 510,1;
+ delitem 7053,5;
+ delitem 7054,5;
+ delitem 935,20;
+ set hg_bio,4;
+ mes "[Dono]";
+ mes "Good, good, you've brought";
+ mes "everything I've asked. Give";
+ mes "me a moment to process these";
+ mes "materials and make the medicine. ^333333*Sigh*^000000 I used to have assistants";
+ mes "do this kind of work for me...";
+ next;
+ mes "[Dono]";
+ mes "Back when I used to work for";
+ mes "the Rekenber Corporation, I was";
+ mes "a department head! Oh well, it";
+ mes "can't be helped now. Ah, it's";
+ mes "done. Now, let me test this";
+ mes "out before I give it to you.";
+ next;
+ mes "^3355FFDono reveals that he has";
+ mes "grinded the materials into";
+ mes "a fine powder. He sprinkles";
+ mes "a small amount into a glass";
+ mes "of water, and the liquid turns";
+ mes "blue after he mixes it.^000000";
+ next;
+ mes "[Dono]";
+ mes "Damn! I used the right";
+ mes "proportions! Why isn't it";
+ mes "working?! Morriphen, I hate";
+ mes "you! Grrr...! Hey, kid, I need";
+ mes "you to help me again!";
+ next;
+ mes "[Dono]";
+ mes "Go to the Lighthalzen";
+ mes "Makkie. Tell him I sent you";
+ mes "to get some Red Plant Stem^FFFFFF ^000000 Powder for Morriphen's medicine.";
+ next;
+ mes "[Dono]";
+ mes "Look, I know it's a pain,";
+ mes "but hurry and get it for me";
+ mes "as fast as you can. I need";
+ mes "that stuff to correct some";
+ mes "chemical impurities in this";
+ mes "medicine. Go, go now!";
+ close;
+ }
+ else
+ {
+ mes "[Dono]";
+ mes "If you don't hurry and";
+ mes "gather the materials for";
+ mes "the medicine, Morriphen";
+ mes "and Siria are gonna be";
+ mes "in big trouble. Listen";
+ mes "up, this is what I need...";
+ next;
+ mes "[Dono]";
+ mes "Go get";
+ mes "^3355FF5 Coal^000000,";
+ mes "^3355FF5 Brigan^000000,";
+ mes "^3355FF5 Cyfar^000000,";
+ mes "^3355FF1 Unripe Apple^000000,";
+ mes "^3355FF3 Detrimindexta^000000...";
+ next;
+ mes "[Dono]";
+ mes "...^3355FF20 Shells^000000,";
+ mes "^3355FF1 Red Herb^000000,";
+ mes "^3355FF1 Blue Herb^000000,";
+ mes "^3355FF1 Green Herb^000000,";
+ mes "^3355FF1 White Herb^000000, and";
+ mes "^3355FF1 Yellow Herb^000000.";
+ close;
+ }
+ }
+ else if(hg_bio == 4)
+ {
+ mes "[Dono]";
+ mes "Hey, you should be able";
+ mes "to find Makkie inside the";
+ mes "pub across the street. Hurry";
+ mes "up and bring me some Red";
+ mes "Plant Stem Power from him.^FFFFFF ^000000 Come on, Morriphen's in trouble!";
+ close;
+ }
+ else if(hg_bio == 5)
+ {
+ mes "[Dono]";
+ mes "Where is it?!";
+ mes "Okay, good, you brought";
+ mes "it. Huh. This isn't a lot of";
+ mes "Red Plant Stem Powder,";
+ mes "but this should do. Alright,";
+ mes "let's see if it works now.";
+ next;
+ mes "^3355FFDono sprinkles the";
+ mes "red powder into the";
+ mes "glass of blue water.";
+ mes "The liquid immediately";
+ mes "becomes red.^000000";
+ next;
+ mes "[Dono]";
+ mes "Great, the medicine is";
+ mes "finally ready! By the way,";
+ mes "how is Makkie doing? I know";
+ mes "he's got a big mouth, so did";
+ mes "he tell you anything stupid?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Er, he did mention that";
+ mes "both you and Morriphen used";
+ mes "to work together for Rekenber.";
+ next;
+ mes "[Dono]";
+ mes "He did, huh? Yeah, that's";
+ mes "true. Morriphen and I used";
+ mes "to be researchers... those";
+ mes "were the best damn days";
+ mes "of my life. Afterwards, it";
+ mes "pretty much went downhill.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "What do you mean?";
+ mes "Did something happen?";
+ next;
+ mes "[Dono]";
+ mes "Oh, hell yeah. That dumb";
+ mes "romanticist Morriphen caused";
+ mes "huge trouble for the company.";
+ mes "It's pretty much his fault that";
+ mes "I got fired from Rekenber.";
+ mes "Grr! Let's not talk about it!";
+ next;
+ mes "[Dono]";
+ mes "Just thinking about what";
+ mes "happened makes me so angry!";
+ mes "I swear, I'd kill him if he wasn't my best friend! Ah, speaking";
+ mes "of which, you better get this";
+ mes "medicine to Morriphen now!";
+ next;
+ mes "[Dono]";
+ mes "Right, and don't";
+ mes "mention anything";
+ mes "I said to him, willya?";
+ mes "If he gets upset, and";
+ mes "stresses himself to death,";
+ mes "my work will be for nothing.";
+ set hg_bio,6;
+ close;
+ }
+ else if(hg_bio == 6)
+ {
+ mes "[Dono]";
+ mes "Whoa, what are you still";
+ mes "doing here?! Hurry and";
+ mes "get that medicine over to";
+ mes "Morriphen, or he'll die soon!";
+ close;
+ }
+ else if(hg_bio == 7)
+ {
+ mes "[Dono]";
+ mes "Oh, hey, do you know";
+ mes "how Morriphen's doing?";
+ mes "Tell that jerk to come";
+ mes "by more often. He's the";
+ mes "only guy that can offer me";
+ mes "a decent challenge at chess...";
+ close;
+ }
+ else if(hg_bio == 8)
+ {
+ mes "[Dono]";
+ mes "Oh, hey, do you know";
+ mes "how Morriphen's doing?";
+ mes "Tell that jerk to come";
+ mes "by more often. He's the";
+ mes "only guy that can offer me";
+ mes "a decent challenge at chess...";
+ close;
+ }
+ else if(hg_bio == 9)
+ {
+ mes "[Dono]";
+ mes "Oh, hey, do you know";
+ mes "how Morriphen's doing?";
+ mes "Tell that jerk to come";
+ mes "by more often. He's the";
+ mes "only guy that can offer me";
+ mes "a decent challenge at chess...";
+ close;
+ }
+ else
+ {
+ mes "[Dono]";
+ mes "Hey, store's closed!";
+ mes "I'll open when I feel";
+ mes "like it, so until then,";
+ mes "I'm not selling you";
+ mes "anything! Now, scram!";
+ close;
+ }
+
+}
+
+lhz_in03,193,28,3 script Makkie 83,{
+
+ if(hg_bio == 4)
+ {
+ mes "[Makkie]";
+ mes "Hello, how may";
+ mes "I help you today?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Hi, I'm here to get";
+ mes "some Red Plant Stem";
+ mes "Powder for Dono. It's";
+ mes "pretty important, actually.";
+ next;
+ mes "[Makkie]";
+ mes "Ah, I see. He must need";
+ mes "it to prepare medicine for";
+ mes "Morriphen and Siria, am";
+ mes "I right? Okay, just give me";
+ mes "a moment. While you're waiting,^FFFFFF ^000000 go ahead and relax, look around...";
+ next;
+ mes "^3355FFMakkie sifted the powder";
+ mes "into a bag for you, you see";
+ mes "a picture of Makkie, Dono,";
+ mes "and Morriphen wearing white";
+ mes "lab coats on the table.^000000";
+ next;
+ mes "[Makkie]";
+ mes "Oh, that? Yeah, that was";
+ mes "taken when Dono, Morriphen";
+ mes "and I worked for the";
+ mes "Rekenber Corporation. I know";
+ mes "they look eccentric, but they're really good guys, trust me.";
+ next;
+ mes "[Makkie]";
+ mes "Yeah, I used to work under";
+ mes "Dono, actually. He was head";
+ mes "of the Genetic Engineering";
+ mes "Department, and Morriphen";
+ mes "was doing other research.";
+ mes "Those were some good times.";
+ next;
+ mes "[Makkie]";
+ mes "Suddenly, me, Dono, and";
+ mes "everyone else working under";
+ mes "him was just fired! I was new";
+ mes "at the time, so I was only able";
+ mes "to learn why we were fired much";
+ mes "later than everyone else.";
+ next;
+ mes "[Makkie]";
+ mes "It turns out that there";
+ mes "was a fire, possibly arson,";
+ mes "in the Rekenber genetic labs.";
+ mes "Dono assumed full responsibility, though everyone who worked for";
+ mes "him just knows he didn't do it.";
+ next;
+ mes "[Makkie]";
+ mes "So that's how we ended";
+ mes "up at our current jobs.";
+ mes "Strangely enough, Morriphen";
+ mes "disappeared at the same time.";
+ mes "I don't know what happened to^FFFFFF ^000000 him since our days at Rekenber...";
+ next;
+ mes "[Makkie]";
+ mes "Anyway, when Morriphen";
+ mes "showed up again, he ended up";
+ mes "needing the medicine we're";
+ mes "making. I sure wish I had a";
+ mes "best friend like Dono or";
+ mes "Morriphen. Those two are close.";
+ next;
+ mes "[Makkie]";
+ mes "Yeah, Dono sure is a nice guy.";
+ mes "He even helped me get this job~";
+ mes "Anyway, if you see him, or if";
+ mes "you visit Morriphen, please";
+ mes "give them my regards. Here you";
+ mes "are: Red Plant Stem Powder.";
+ next;
+ mes "^3355FFYou receive a small bag";
+ mes "of Red Plant Stem Powder.^000000";
+ set hg_bio,5;
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Oh! Thanks so much";
+ mes "for the powder. Now,";
+ mes "I better hurry and give";
+ mes "this to Dono. Goodbye~";
+ close;
+ }
+ else if(hg_bio == 1)
+ {
+ mes "[Makkie]";
+ mes "Gosh, I'm so bored~";
+ mes "I wouldn't even mind";
+ mes "having some work to do.";
+ close;
+ }
+ else if(hg_bio == 2)
+ {
+ mes "[Makkie]";
+ mes "Gosh, I'm so bored~";
+ mes "I wouldn't even mind";
+ mes "having some work to do.";
+ close;
+ }
+ else if(hg_bio == 3)
+ {
+ mes "[Makkie]";
+ mes "Gosh, I'm so bored~";
+ mes "I wouldn't even mind";
+ mes "having some work to do.";
+ close;
+ }
+ else if(hg_bio == 5)
+ {
+ mes "[Makkie]";
+ mes "Hm? Shouldn't you hurry";
+ mes "and get that bag of Red";
+ mes "Plant Stem Powder to";
+ mes "Dono as soon as you can?";
+ close;
+ }
+ else if(hg_bio == 6)
+ {
+ mes "[Makkie]";
+ mes "Hey, have you seen";
+ mes "Morriphen and Dono";
+ mes "lately? I hope they're";
+ mes "doing alright. Maybe";
+ mes "I should go see them";
+ mes "soon, for old time's sake.";
+ close;
+ }
+ else if(hg_bio == 7)
+ {
+ mes "[Makkie]";
+ mes "Hey, have you seen";
+ mes "Morriphen and Dono";
+ mes "lately? I hope they're";
+ mes "doing alright. Maybe";
+ mes "I should go see them";
+ mes "soon, for old time's sake.";
+ close;
+ }
+ else if(hg_bio == 8)
+ {
+ mes "[Makkie]";
+ mes "Hey, have you seen";
+ mes "Morriphen and Dono";
+ mes "lately? I hope they're";
+ mes "doing alright. Maybe";
+ mes "I should go see them";
+ mes "soon, for old time's sake.";
+ close;
+ }
+ else if(hg_bio == 9)
+ {
+ mes "[Makkie]";
+ mes "Hey, have you seen";
+ mes "Morriphen and Dono";
+ mes "lately? I hope they're";
+ mes "doing alright. Maybe";
+ mes "I should go see them";
+ mes "soon, for old time's sake.";
+ close;
+ }
+ else
+ {
+ mes "[Makkie]";
+ mes "Hey, welcome to the";
+ mes "Lighthalzen Pub. Relax,";
+ mes "and make yourself at home~";
+ close;
+ }
+
+}
+
+//-------------------------------------------------------------------------
+// Rebellion Quest
+//-------------------------------------------------------------------------
+
+hugel,70,137,5 script Shede 879,{
+
+ cutin "siide1.bmp",2;
+ if(hg_tre == 0)
+ {
+ mes "[Shede]";
+ mes "Yay~ are you talking to me? Yay!";
+ mes "Hey, are you from a different city? Wow, nice to see you!";
+ emotion e_gasp;
+ next;
+ mes "[Shede]";
+ mes "Ever since the airport was built, Hugel has been so busy to welcome tourists and adventurers.";
+ mes "I am kind of surprised to see Hugel being so crowded like this,";
+ mes "but I think that this is a good change for this town.";
+ next;
+ mes "[Shede]";
+ mes "At the same time, I have so many customers to serve...";
+ mes "In fact, I don't even have a time to cht-chat, hohoho.";
+ next;
+ switch( select( "Do you want me to help you?","I will leave you alone" ) )
+ {
+ case 1:
+ mes "[Shede]";
+ mes "Oh~ how kind of you! Thank you so much~";
+ mes "Then can I ask you a favor?";
+ emotion e_lv;
+ next;
+ mes "[Shede]";
+ switch(rand(1,3))
+ {
+ case 1:
+ mes "Uncle Hollun's birthday is coming,";
+ mes "so I want to make \"^3131FFMushroom Flavor Cookies^000000\" for him.";
+ mes "Unfortunately, I am short of the most important ingredient, the Mushrooms.";
+ next;
+ cutin "siide2.bmp",2;
+ mes "[Shede]";
+ mes "Ordinary mushrooms don't smell that good, but";
+ mes "\"^3131FFMoks Mushrooms^000000\" which only grow in Hugel have such appetizing scent.";
+ mes "So, when they are added to cookies, they enhance the taste of cookies so much better.";
+ next;
+ mes "[Shede]";
+ mes "Can you please go gather \"^3131FF5 Moks Mushroom Solution^000000\" from \"^3131FFMoks Mushrooms^000000\"?";
+ mes "You will find the mushrooms in fields near Hugel.";
+ mes "I hope that you will bring their solution as quickly as you can!";
+ set hg_tre,10;
+ close2;
+ cutin "",255;
+ end;
+ break;
+ case 2:
+ mes "In fact, Agette and I am competing with each other for the Hugel's best cookie master position.";
+ next;
+ mes "[Shede]";
+ mes "Becoming the best cookie mater is not an easy thing to achieve.";
+ mes "Everyone can have the best ingredients and the best cooking utensils,";
+ mes "but that doesn't mean that they can become the best cookie masters.";
+ next;
+ mes "[Shede]";
+ mes "You need to know how to harmonize your skills and your senses";
+ mes "to make the most delicious cookies.";
+ next;
+ cutin "siide2.bmp",2;
+ mes "[Shede]";
+ mes "I dare to say that my cookies are the best.";
+ mes "However, Agette is also a professional cookie baker.";
+ next;
+ mes "[Shede]";
+ mes "If I hear her name while baking,";
+ mes "it makes me shake my hands in anxiety";
+ mes "so that I make a mistake to measure the right amount of ingredients.";
+ mes "That explains how good she is at baking cookies.";
+ next;
+ mes "[Shede]";
+ mes "Still, I am a proud cookie baker, and";
+ mes "I can hear a voice from deep inside of me saying";
+ mes "that I cannot be beat by her!";
+ mes "Can you hear that?";
+ mes "Can you hear my inner fighting spirit as a cookie baker?";
+ next;
+ mes "[Shede]";
+ mes "I am going to compete with her";
+ mes "for the Hugel's best cookie mater position after a while.";
+ mes "So, I have been doing my best in practicing my skills to win her!";
+ next;
+ mes "[Shede]";
+ mes "There were many obstacles in my way to become the best cookie baker.";
+ mes "But, see? I am still here, alive and kicking! I will never give up! In that sense..";
+ mes "I am going to challenge on baking ^FF0000Clam Cookies^000000 today!";
+ mes "I am going to make them taste tangy and unique. I am sure that they will be a great sucess!";
+ next;
+ mes "[Shede]";
+ mes "When you go to the beach, ";
+ mes "you will find clams near the ferry.";
+ mes "Please gather ^3131FF5 Clam Flesh^000000 from the clams.";
+ mes "Please hurry!";
+ set hg_tre,20;
+ close2;
+ cutin "",255;
+ end;
+ break;
+ case 3:
+ mes "In fact, I gave my heart to a gentleman.";
+ mes "I think that the time has come to let him know";
+ mes "how I feel about him.";
+ next;
+ cutin "siide2.bmp",2;
+ mes "[Shede]";
+ mes "So, I decided to bake special cookies called...";
+ mes "...... ^3131FFDevil's Cookies^000000!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Devil's Cookies?";
+ next;
+ cutin "siide1.bmp",2;
+ mes "[Shede]";
+ mes "Yes, Devil's Cookies.";
+ mes "When you go outside of Hugel, you will find \"^3131FFMoks Bugs^000000\"";
+ mes "hiding in the bushes. They breed in this season, so they are plump with eggs.";
+ next;
+ mes "[Shede]";
+ mes "When you stew their shells and use the broth to kneed flour,";
+ mes "you can make fresh and crunch cookies.";
+ next;
+ cutin "siide2.bmp",2;
+ mes "[Shede]";
+ mes "Devil's Cookies are so delicious, so they are rumored to dazzle the eaters with";
+ mes "the mysteriously crunch texture and the sweetness, and to allure them to hell without them knowing.";
+ mes "Ah~ I hope that he will like them...";
+ next;
+ cutin "siide1.bmp",2;
+ mes "[Shede]";
+ mes "Would you please help me to bake the cookies? I need 5 Moks Bug Shells~";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "'......I am confused...Does she love him or hate him?'";
+ emotion e_dots,1;
+ set hg_tre,30;
+ close2;
+ cutin "",255;
+ end;
+ break;
+ }
+ break;
+ case 2:
+ mes "[Shede]";
+ mes "No, it is fine. Somehow I needed a break, hohoh!";
+ close2;
+ cutin "",255;
+ end;
+ break;
+ }
+ }
+ else if(hg_tre > 9 && hg_tre < 15)
+ {
+ mes "[Shede]";
+ mes "Can you please go gather \"^3131FF5 Moks Mushroom Solution^000000\" from \"^3131FFMoks Mushrooms^000000\"?";
+ mes "You will find the mushrooms in fields near Hugel.";
+ mes "I hope that you will bring their solution as quickly as you can!";
+ close2;
+ cutin "",255;
+ end;
+ }
+ else if(hg_tre > 19 && hg_tre < 25)
+ {
+ mes "[Shede]";
+ mes "Please pick up \"^3131FF5 Clams^000000\" from a fish trap in the ferry.";
+ mes "I hope that you will bring their solution as quickly as you can!";
+ close2;
+ cutin "",255;
+ end;
+ }
+ else if(hg_tre > 29 && hg_tre < 35)
+ {
+ mes "[Shede]";
+ mes "Please bring \"^3131FF5 Moks Bug Shells^000000\" from outside of Hugel.";
+ mes "I hope that you will bring their solution as quickly as you can!";
+ close2;
+ cutin "",255;
+ end;
+ }
+ else if(hg_tre == 15)
+ {
+ mes "[Shede]";
+ mes "Oh! You came back earlier than I thought.";
+ mes "Now, I can bake the Mushroom Flavor Cookies for uncle Hollun.";
+ mes "Thank you so much.";
+ emotion e_heh;
+ set hg_tre,40;
+ close2;
+ cutin "",255;
+ end;
+ }
+ else if(hg_tre == 25)
+ {
+ mes "[Shede]";
+ mes "Oh! You came back earlier than I thought.";
+ mes "Now, I can bake the best cookies of mine and compete with Agette!";
+ mes "Thank you so much.";
+ emotion e_heh;
+ set hg_tre,40;
+ close2;
+ cutin "",255;
+ end;
+ }
+ else if(hg_tre == 35)
+ {
+ mes "[Shede]";
+ mes "Oh! You came back earlier than I thought.";
+ mes "Now, I can bake Devil's Cookies to confess my love to the gentleman.";
+ mes "Thank you so much.";
+ emotion e_heh;
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "(If he knew what ingredients she used for the cookies,)";
+ mes "(I am pretty sure that at least he will remember her face to avoid next time...)'";
+ emotion e_dots,1;
+ set hg_tre,40;
+ close2;
+ cutin "",255;
+ end;
+ }
+ else if(hg_tre == 40)
+ {
+ if(lhz_boss == 44 && lhz_curse > 30)
+ {
+ mes "[Shede]";
+ mes "Have you seen Mr. Herico?";
+ mes "He is a lonesome old man who is staying at Hugel Inn.";
+ next;
+ mes "[Shede]";
+ mes "If you have some time, why don't you go spend some time with him?";
+ mes "I know that he will appreciate it.";
+ set hg_tre,41;
+ close2;
+ cutin "",255;
+ end;
+ }
+ else
+ {
+ mes "[Shede]";
+ mes "So, how do you like Hugel?";
+ mes "It is a peaceful village, isn't it?";
+ close2;
+ cutin "",255;
+ end;
+ }
+ }
+ else if(hg_tre == 41)
+ {
+ mes "[Shede]";
+ mes "Mr. Herico has an impediment in movement, so he usually stays in his room.";
+ mes "Please go spend some time with him. I know that he will appreciate it.";
+ close2;
+ cutin "",255;
+ end;
+ }
+ else
+ {
+ mes "[Shede]";
+ mes "So, how do you like Hugel?";
+ mes "It is a peaceful village, isn't it?";
+ close2;
+ cutin "",255;
+ end;
+ }
+
+}
+
+hu_in01,256,40,3 script Herico 897,{
+
+ if(checkweight(7342,1) != 1)
+ {
+ mes "[Herico]";
+ mes "Why don't you go take some load off your shoulder first, and come back?";
+ close;
+ }
+ cutin "heri1.bmp",2;
+ if(hg_tre < 41)
+ {
+ mes "[Herico]";
+ mes "The weather is beautiful today. *Sigh* But my body aches too badly to go out...";
+ close2;
+ cutin "",255;
+ end;
+ }
+ else if(hg_tre == 41)
+ {
+ mes "[Herico]";
+ mes "The weather is beautiful today. *Sigh* But my body aches too badly to go out...";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Hello!";
+ next;
+ mes "[Herico]";
+ mes "Shede?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Oh, hello. Ms. Shede asked me to drop you by. Nice to meet you, I am ^3131FF"+strcharinfo(0)+"^000000.";
+ next;
+ mes "[Herico]";
+ mes "Ah, hello. I heard that recently an airport was built in this town. So, are you from a different city?";
+ mes "I like to see new things...although I don't like this chilly wind.";
+ mes "How do you like Hugel?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "It is a peaceful and beautiful village, although I can tell that it is experiencing a change.";
+ mes "Everyone looks happy, and they feel very different than people in the other areas.";
+ mes "So I feel like that I am in a different land.";
+ next;
+ mes "[Herico]";
+ mes "Everyone has worries and happyness at the same time.";
+ mes "You must have travelled many cities of this country,";
+ mes "and have figured out many things on your own.";
+ mes "Am I right?";
+ next;
+ switch( select( "Yes, you are right.","I am not so sure.","No." ) )
+ {
+ case 1:
+ cutin "heri2.bmp",2;
+ mes "[Herico]";
+ mes "I think that my senses are still working fine.";
+ mes "People's eyes tell many things to me.";
+ next;
+ cutin "heri1.bmp",2;
+ mes "[Herico]";
+ mes "Your eyes are telling me your admiration and astonishment";
+ mes "toward what you have seen in Hugel,";
+ mes "which is a totally different experience for you.";
+ next;
+ mes "[Herico]";
+ mes "People of Hugel don't question anyone.";
+ mes "It is an unwritten law of this village.";
+ mes "That is why I could have been resting in this village without worries.";
+ next;
+ mes "[Herico]";
+ mes "However, as I see you, I suddenly have an urge to ruminate on my past";
+ mes "that I have never spoken to anyone.";
+ mes "May I have a moment of your time, if you don't mind?";
+ next;
+ mes "[Herico]";
+ mes "Perhaps we will learn something from each other's story.";
+ set hg_tre,42;
+ close2;
+ cutin "",255;
+ end;
+ break;
+ case 2:
+ mes "[Herico]";
+ mes "Then I guess that you have not been deeply impressed by this country.";
+ mes "Haha, alright, that's fine.";
+ close2;
+ cutin "",255;
+ end;
+ break;
+ case 3:
+ mes "[Herico]";
+ mes "Oh, am I not?";
+ mes "Haha, I am sorry for hazarding a conjecture.";
+ close2;
+ cutin "",255;
+ end;
+ break;
+ }
+ }
+ else if(hg_tre == 42)
+ {
+ mes "[Herico]";
+ mes "Hmm...can you tell me your name once again?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Yes, my name is ^3131FF"+strcharinfo(0)+"^000000.";
+ next;
+ mes "[Herico]";
+ mes "^3131FF"+strcharinfo(0)+"^000000, I have many interesting stories for you.";
+ mes "However, before I tell you my stories, I would like to ask you something. Do you mind?";
+ next;
+ mes "[Herico]";
+ mes "As you see, ever since an airport was built in this Hugel, many strangers are coming in and going out this village.";
+ mes "It may be a good change for Hugel, so that more people will know about its existence.";
+ mes "However, I have this bad feeling about the airport and airships.";
+ mes "I do not think that this country is not extending their airlines only for the transportation purposes.";
+ next;
+ mes "[Herico]";
+ mes "Did you know that more and more people are using the ferry after the airport was built?";
+ mes "Can't you see the reason of my doubt?";
+ next;
+ mes "[Herico]";
+ mes "Please find out the secret about the airship and the island.";
+ mes "Then I will tell you my stories.";
+ mes "I hope that you will do your best to find out the secret.";
+ set hg_tre,43;
+ close2;
+ cutin "",255;
+ end;
+ }
+ else if(hg_tre == 43)
+ {
+ if(hg_odin == 60)
+ {
+ mes "[Herico]";
+ mes "Welcome back. I have been waiting for you with eager anticipation to hear about the secret.";
+ mes "Now, please tell me what you have found out.";
+ next;
+ mes "- You told him what you have seen and heard from the Odin Shirine, -";
+ mes "- such as Giantes, Ymir's Heart and Rekenber. -";
+ next;
+ cutin "heri3.bmp",2;
+ mes "[Herico]";
+ mes "Rekenber...So, they have expanded";
+ mes "their power even to this small village, Hugel.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Do you know about them?";
+ next;
+ mes "[Herico]";
+ mes "Of course, I know them too well.";
+ next;
+ mes "[Herico]";
+ mes "............";
+ next;
+ cutin "heri1.bmp",2;
+ mes "[Herico]";
+ mes "Thank you so much for your effort.";
+ mes "I am afraid that your dangerous journey has not been ended.";
+ next;
+ mes "[Herico]";
+ mes "Well, this is time for me to tell you my story.";
+ mes "I hope that you will enjoy it.";
+ set hg_tre,44;
+ close2;
+ cutin "",255;
+ end;
+ }
+ else
+ {
+ mes "[Herico]";
+ mes "Please find out the secret about the airship and the island.";
+ mes "Then I will tell you my stories.";
+ mes "I hope that you will do your best to find out the secret.";
+ close2;
+ cutin "",255;
+ end;
+ }
+ }
+ else if(hg_tre == 44)
+ {
+ mes "[Herico]";
+ mes "Hmm...I don't know where to start.";
+ next;
+ mes "[Herico]";
+ mes "As you know, we have bionic machines called";
+ mes "^FF0000Guardians^000000.";
+ mes "We are using Guardians to protect important facilities";
+ mes "or to avoid meaningless murders.";
+ next;
+ mes "[Herico]";
+ mes "Have you ever thought about how the people in old times";
+ mes "would protect their important facilities without guardians?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Perhaps, they hired many men to do that?";
+ next;
+ mes "[Herico]";
+ mes "Yes, you are right.";
+ mes "For the longest time, Schwaltzvalt Republic had had";
+ mes "^3131FFMercenary Soldiers^000000 who exchanged their lives";
+ mes "with the good money, and they used to take care of";
+ mes "all the dirty jobs in the past.";
+ next;
+ mes "[Herico]";
+ mes "They lost their jobs when Rekenber successfully invented and publicized guardians.";
+ mes "Guardians were made for humans, but sadly it was the worst thing that could happen to them.";
+ next;
+ mes "[Herico]";
+ mes "As they lost their jobs to guardians, they rose in rebellion called ^FF0000Mercenary Rebellion^000000.";
+ next;
+ mes "[Herico]";
+ mes "This Mercenary Rebellion was greatly responded to by the public.";
+ mes "However, they lost people's trust by choosing ^3131FFa violent method^000000";
+ mes "to fight, instead of appealing to the public in a convincible way.";
+ mes "In other words, they lost their game by making a critical mistake.";
+ next;
+ mes "[Herico]";
+ mes "Ever since their rebellion was failed,";
+ mes "survivors of the rebellion have disappeared beyond history.";
+ next;
+ cutin "heri3.bmp",2;
+ mes "[Herico]";
+ mes "Not only that, they held a fight with guardians in";
+ mes "^FF0000the Sage Varmunt's birthplace^000000";
+ mes "which was our proud national treasure!";
+ mes "So the house was completely destroyed by the battle, and";
+ mes "since then, no one knows where Sage Varmunt is.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Sage Varmunt.....!";
+ next;
+ cutin "heri1.bmp",2;
+ mes "[Herico]";
+ mes "Oh...I must have been really upset about it.";
+ next;
+ mes "[Herico]";
+ mes "To be honest with you,";
+ mes "Sage Varmunt is partially responsible on guardians.";
+ mes "You know that he was the one";
+ mes "who created their motive power.";
+ next;
+ mes "[Herico]";
+ mes "It is riduculous that the mercenary soldiers were trying to";
+ mes "make their revenge on Sage Varmunt";
+ mes "for inventing guardians, you know.";
+ mes "But, it is understandable because they lost their jobs to guardians.";
+ next;
+ mes "[Herico]";
+ mes "I heard about the Mercenary Rebellion after everything was ended,";
+ mes "so there was nothing that I could do about Sage Varmunt.";
+ mes "He disappeared, and I couldn't figure out more";
+ mes "than what I found from his birth place...so...";
+ mes "I came to Hugel and settled down here.";
+ next;
+ mes "[Herico]";
+ mes "I tried to find at least a little bit of his documents from his laboratory...";
+ mes "but everything was gone...huh?";
+ mes "Hold on, I just remember something very important!";
+ next;
+ mes "[Herico]";
+ mes "Where are all of his research documents?";
+ mes "No...did mercenary soldiers took them or...possibly dispose them?";
+ next;
+ mes "[Herico]";
+ mes "Damn it! I am so stupid! Grrr...";
+ mes "How couldn't I think about this earlier?";
+ next;
+ mes "[Herico]";
+ mes ""+strcharinfo(0)+", can you see what I want to tell you now?";
+ mes "I have to take a long time to remember everything";
+ mes "about the incident, but you must understand";
+ mes "that this is an extremely important matter.";
+ next;
+ mes "[Herico]";
+ mes "Mercenary Rebellion was a huge issue back then.";
+ mes "Hopefully, there will be at least one news reporter";
+ mes "who remembers about the rebellion.";
+ next;
+ mes "[Herico]";
+ mes "Please go to Lighthalzen and find a news reporter";
+ mes "who still remembers about the rebellion.";
+ mes "If you find him, please ask him if he knows whereabouts of the rebellion survivors,";
+ mes "so that you can find out what happened to Sage Varmunt and his research documents.";
+ set hg_tre,45;
+ close2;
+ cutin "",255;
+ end;
+ }
+ else if(hg_tre == 45)
+ {
+ mes "[Herico]";
+ mes "Please go to Lighthalzen and find a news reporter";
+ mes "who still remembers about the rebellion.";
+ mes "If you find him, please ask him if he knows whereabouts of the rebellion survivors,";
+ mes "so that you can find out what happened to Sage Varmunt and his research documents.";
+ close2;
+ cutin "",255;
+ end;
+ }
+ else if(hg_tre > 45 && hg_tre < 49)
+ {
+ mes "[Herico]";
+ mes "How have you been doing?";
+ close2;
+ cutin "",255;
+ end;
+ }
+ else if(hg_tre == 49)
+ {
+ mes "[Herico]";
+ mes "Did you find Sage Varmunt's research documents?";
+ next;
+ cutin "",255;
+ mes "["+strcharinfo(0)+"]";
+ mes "Well, about the documents...";
+ next;
+ switch( select( "I ate them.","Rekenber has taken them into their possession." ) )
+ {
+ case 1:
+ mes "I ate them.";
+ next;
+ mes "[Herico]";
+ mes "Hahaha! That's funny!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "No, it is not funny.";
+ next;
+ mes "[Herico]";
+ mes ".................";
+ next;
+ mes "[Herico]";
+ mes "Then...SPIT THEM OUT!";
+ percentheal -5,0;
+ specialeffect2 EF_HIT4;
+ next;
+ mes "[Herico]";
+ mes "SPIT THEM OUT!";
+ percentheal -5,0;
+ specialeffect2 EF_HIT4;
+ next;
+ mes "[Herico]";
+ mes "I SAID, SPIT THEM OUUUUUT!";
+ percentheal -5,0;
+ specialeffect2 EF_HIT4;
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Err...I was just kidding...";
+ next;
+ cutin "heri2.bmp",2;
+ mes "[Herico]";
+ mes "Haha, the first part was funny,";
+ mes "but the second part was kind of scary, you know?";
+ emotion e_dots;
+ emotion e_sob,1;
+ next;
+ mes "[Herico]";
+ mes "So, tell me, where are all of his research documents?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Rekenber has taken them into their possession.";
+ next;
+ break;
+ case 2:
+ mes "Rekenber has taken them into their possession.";
+ next;
+ break;
+ }
+ cutin "heri3.bmp",2;
+ mes "[Herico]";
+ mes "...........................";
+ next;
+ cutin "heri1.bmp",2;
+ mes "[Herico]";
+ mes "It was expected.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "What do you have in mind?";
+ next;
+ mes "[Herico]";
+ mes "First, I think that I should inform you about my true identity.";
+ mes "I may now be an old man whose days are numbered,";
+ mes "but I used to work at ^3131FFthe Ymir's Heart imitation research department";
+ mes " in Regenschirm laboratory^000000 under Sage Varmunt's supervision.";
+ emotion e_omg,1;
+ next;
+ cutin "heri2.bmp",2;
+ mes "[Herico]";
+ mes "You look very surprised.";
+ next;
+ cutin "heri1.bmp",2;
+ mes "["+strcharinfo(0)+"]";
+ mes "Does it mean that you are the one";
+ mes "who created the Ymir's Heart imitation?";
+ next;
+ mes "[Herico]";
+ mes "Well, I was a mere assistant of Sage Varmunt,";
+ mes "so I can't say that I created it.";
+ next;
+ mes "[Herico]";
+ mes "Rekenber has been secretly gathering ^FF0000Ymir's Heart Pieces^000000.";
+ mes "They are very obsessed with Ymir's Heart Pieces,";
+ mes "and I guess that it is because of the enormous power that the heart pieces possess within..";
+ next;
+ mes "[Herico]";
+ mes "However, the power of the original heart pieces";
+ mes "are too strong for humans to control.";
+ mes "Thus, it is not fiseable to manipulate the power";
+ mes "as energy sources.";
+ mes "That is why ^3131FFthe imitations of Ymir's Heart";
+ mes "Pieces^000000 have been created.";
+ next;
+ mes "[Herico]";
+ mes "We, researchers including Sage Varmunt, endeavoured";
+ mes "our effort in studying and analyzing the revolutionary energy source";
+ mes "for a long time.";
+ mes "And our effort has gained a fruitful result; the Imitations of Ymir's Heart Piece.";
+ next;
+ mes "[Herico]";
+ mes "With the invention, we could create guardians.";
+ mes "We were so happy for the fact that we";
+ mes "finally made our dream come true.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "But, Sage Varmunt was against the idea of using guardians";
+ mes "for militant purposes, and I heard that he also participated";
+ mes "in the Mercenary Rebellion.";
+ next;
+ mes "- You told him what you knew about the Mercenary Rebellion. -";
+ next;
+ mes "[Herico]";
+ mes "Hmm...now I see.";
+ next;
+ mes "[Herico]";
+ mes "After we succeeded in creating the imitations of Ymir's Heart Piece,";
+ mes "Sage Varmunt looked pretty depressed for some reason.";
+ mes "After all, he left the laboratory and said that ^3131FFby him";
+ mes "staying with Regenschirm laboratory";
+ mes "will make everyone miserable^000000.";
+ mes "I still don't figure out why he said that.";
+ next;
+ mes "[Herico]";
+ mes "He was a really great scholar.";
+ mes "He always tried to use his knowledge in science for humankind.";
+ next;
+ mes "[Herico]";
+ mes "As expected, after Sage Varmunt left Regenschirm,";
+ mes "almost every research process started stagnating.";
+ mes "Even many projects were canceled or postponed.";
+ next;
+ cutin "heri3.bmp",2;
+ mes "[Herico]";
+ mes "The upper management were threatened by the phenomenon,";
+ mes "so they yelled at people to ^FF0000continue";
+ mes "with their research by all means^000000.";
+ mes "They even allowed people to experiment";
+ mes "on anything that is alive.";
+ next;
+ cutin "heri1.bmp",2;
+ mes "[Herico]";
+ mes "......................";
+ mes "That gave me a reason to leave Regenschirm.";
+ next;
+ mes "[Herico]";
+ mes "Rekenber will do anything to achieve their goals.";
+ mes "They have become too powerful to just be considered a big corporation.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "That was why they founded the \"Bio Lab\"";
+ mes "in order to continue with their research without Sage Varmunt.";
+ next;
+ cutin "heri3.bmp",2;
+ emotion e_ag;
+ mes "[Herico]";
+ mes "What? \"Bio Lab\"? I didn't image that they could";
+ mes "even think of that! I can't express enough of my resentment toward them!";
+ next;
+ mes "[Herico]";
+ mes "Science is to benefit humankinds,";
+ mes "not to harm them. I think that something must be done.";
+ mes "Can you bring me a glass of water?";
+ set hg_tre,50;
+ close2;
+ cutin "",255;
+ end;
+ }
+ else if(hg_tre == 50)
+ {
+ mes "[Herico]";
+ mes "Can you guess what I am thinking right now?";
+ next;
+ mes "[Herico]";
+ mes "I am thinking about ^3131FFdestroying Regenschirm^000000.";
+ next;
+ mes "[Herico]";
+ mes "Rekenber has become as powerful as this Schwaltzvalt Republic.";
+ mes "I don't think that I could destroy the entire corporation.";
+ mes "But even if I could, it could also lead to the fall of my country,";
+ mes "because that's who big Rekenber means to this country.";
+ next;
+ mes "[Herico]";
+ mes "So, instead, I am thinking to destroy \"Regenschirm\".";
+ mes "Because the laboratory may not be as big as the corporation,";
+ mes "but at the same time, it has a great meaning to them.";
+ mes "I want to stop their inhumane and dangerous practice in research.";
+ next;
+ mes "[Herico]";
+ mes "...*Sigh*...Unfortunately, I do not possess any power to";
+ mes "proceed with my plan. Thus, I need your help, desperately.";
+ next;
+ mes "[Herico]";
+ mes "Let me hear your opinion.";
+ mes "Will you join me in destroying Regenschirm?";
+ next;
+ switch( select( "Sorry, I won't.","Yes, I will." ) )
+ {
+ case 1:
+ mes "[Herico]";
+ mes "I respect your decision since this is not something";
+ mes "that is okay for you to make a quick judgement.";
+ mes "I appreciate everything that you have done for me so far.";
+ mes "And if you change your mind, feel free to come back any time.";
+ close2;
+ cutin "",255;
+ end;
+ break;
+ case 2:
+ cutin "heri2.bmp",2;
+ mes "[Herico]";
+ mes "I knew that you are too righteous to";
+ mes "neglect lies and injustice.";
+ mes "I have seen that through your eyes.";
+ mes "I don't know how much we can achieve with this mission,";
+ mes "but it is very meaningful for us to at least try.";
+ next;
+ mes "[Herico]";
+ mes "Let's discuss further what we should do.";
+ set hg_tre,51;
+ close2;
+ cutin "",255;
+ end;
+ break;
+ }
+ }
+ else if(hg_tre == 51)
+ {
+ mes "[Herico]";
+ mes "We must find out how we can stop them";
+ mes "from doing more evil things, at least for a while.";
+ mes "Regenschirm is a historic laboratory, and thus";
+ mes "an enormous amount of accumulated research data";
+ mes "has been saved within the laboratory.";
+ mes "Without the research data,";
+ mes "all the researching activity within Regenschirm";
+ mes "will not be progressed.";
+ next;
+ mes "[Herico]";
+ mes "Regenschirm is located at the underground level";
+ mes "of Rekenber's Lighthalzen headquarters.";
+ mes "It is where their filthy ambitions are reflected on.";
+ mes "Please sneak into the laboratory";
+ mes "and bring ^FF0000their research data^000000 to me.";
+ set hg_tre,52;
+ close2;
+ cutin "",255;
+ end;
+ }
+ else if(hg_tre == 52)
+ {
+ mes "[Herico]";
+ mes "Regenschirm is located at the underground level";
+ mes "of Rekenber's Laighthalzen headquarters.";
+ mes "Can you sneak into the place and bring me their research data?";
+ close2;
+ cutin "heri1.bmp",255;
+ end;
+ }
+ else if(hg_tre == 53)
+ {
+ mes "[Herico]";
+ mes "Ah, you are back.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I had a little bit of trouble because I was caught by a guard.";
+ mes "But I took care of it.";
+ next;
+ mes "[Herico]";
+ mes "Thank you so much for your trouble.";
+ mes "Haha, since they lost their research data,";
+ mes "they wouldn't be able to continue with their research";
+ mes "at least for a while, I hope.";
+ next;
+ mes "[Herico]";
+ mes "Now, let's get into the next step, shall we?";
+ mes "I know that you have gone through many difficulties so far,";
+ mes "but this might be the most difficult thing that you've ever done.";
+ next;
+ mes "[Herico]";
+ mes "In my opinion, the bio lab is the most important facility in Regenschirm.";
+ mes "We must not let that kind of inhumane place exist in this world any longer.";
+ mes "I am so horrified by the thought that they have been doing all sorts of evil things";
+ mes "under an excuse of scientific research.";
+ next;
+ mes "[Herico]";
+ mes "As I analyzed the research data which you have brought to me,";
+ mes "the bio lab is consisted of 3 levels,";
+ mes "and I suspect that the 2nd level is used to";
+ mes "perform experimental research on living bodies.";
+ next;
+ mes "[Herico]";
+ mes "I am pretty sure that we can find";
+ mes "a miner who knows how to make";
+ mes "Marine Sphere Bottles in ^3131FFEinbech^000000,";
+ mes "since the Marine Sphere Bottles are needed to";
+ mes "blast tunnels inside mines.";
+ next;
+ mes "[Herico]";
+ mes "Haha...you know what I am going to ask you now, don't you?";
+ next;
+ mes "[Herico]";
+ mes "Please go meet with ^3131FFthe Marine Sphere Bottle manufacturer^000000,";
+ mes "and purchase some Marine Sphere Bottles.";
+ mes "And explode ^3131FFthe bio experiment equipment^000000 in the 2nd level of bio lab!";
+ next;
+ mes "[Herico]";
+ mes "I know that this is a difficult task. But, please understand";
+ mes "that you are the only hope that I have.";
+ mes "Please stop them from performing experimental research on living bodies!";
+ delitem 7342,1; //File Folder
+ set hg_tre,54;
+ close2;
+ cutin "",255;
+ end;
+ }
+ else if(hg_tre == 54)
+ {
+ mes "[Herico]";
+ mes "Please go meet with ^3131FFthe Marine Sphere Bottle manufacturer^000000,";
+ mes "and purchase some Marine Sphere Bottles.";
+ mes "And explode ^3131FFthe bio experiment equipment^000000 in the 2nd level of bio lab.";
+ mes "You are the only hope that I have.";
+ mes "Let's hope that it will work out well.";
+ next;
+ mes "[Herico]";
+ mes "If you know anyone";
+ mes "who can create Marine Sphere Bottles for you,";
+ mes "you may use his instead.";
+ close2;
+ cutin "",255;
+ end;
+ }
+ else if(hg_tre == 55)
+ {
+ mes "["+strcharinfo(0)+"]";
+ mes "The machine was blown up.";
+ next;
+ cutin "heri2.bmp",2;
+ mes "[Herico]";
+ mes "Excellent! Excellent!";
+ next;
+ mes "[Herico]";
+ mes "Now, I am relieved that they won't be able to";
+ mes "proceed with their bio research at least for a while.";
+ mes "You did a great job, and I am so proud of you.";
+ next;
+ cutin "heri1.bmp",2;
+ mes "[Herico]";
+ mes "I assume that there are";
+ mes "some failed experimental objects remaining within the laboratory.";
+ mes "According to the research document,";
+ mes "those experimental objects are identified with ^3131FFHandcuffs^000000.";
+ next;
+ mes "[Herico]";
+ mes "From now on, I will reward you every time when you bring me";
+ mes "a certain amount of the Handcuffs.";
+ next;
+ mes "[Herico]";
+ mes "And...even though we succeeded in stopping them for now,";
+ mes "it will not last that long.";
+ mes "We need someone who has a power to stop them permanently.";
+ mes "Sadly, I am not the one.";
+ next;
+ mes "[Herico]";
+ mes "By any chance, do you know a man who can aid his power in stopping them?";
+ next;
+ input .@inputstr$;
+ if(.@inputstr$ == "President Karl" || .@inputstr$ == "President Weierstrass" || .@inputstr$ == "President" || .@inputstr$ == "Karl Weierstrass")
+ {
+ mes "["+strcharinfo(0)+"]";
+ mes "I think that I know one...";
+ next;
+ mes "[Herico]";
+ mes "Okay, tell me who he is.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Mr. President.....!";
+ mes "Mr. President must be the one who can help us.";
+ next;
+ mes "[Herico]";
+ mes "You mean Karl...something something?";
+ mes "I may well say that Rekenber owns this country.";
+ mes "I don't think that he has not been influenced by them.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "No, Mr. President, who I know,";
+ mes "has been trying to free this country from Rekenber.";
+ mes "Even if he was frustrated by a ridiculous reason at the last time,";
+ mes "I believe that he has not given up in his hope.";
+ next;
+ mes "[Herico]";
+ mes "Hmm...I see. Then I must count on your word.";
+ mes "I am giving the research data back to you,";
+ mes "so please bring it to Mr. President.";
+ mes "Let's see how well he can handle it.";
+ mes "I appreciate you for doing everything for me so far,";
+ mes "I really appreciate it.";
+ set hg_tre,56;
+ getitem 7342,1;
+ close2;
+ cutin "",255;
+ end;
+ }
+ mes "["+strcharinfo(0)+"]";
+ mes "Umm...no, I don't think that I know anyone.";
+ next;
+ mes "[Herico]";
+ mes "Oh...okay. Hmm...we certainly need someone";
+ mes "with a power who can stop them permanently.";
+ mes "Why don't you go to different cities and find the one";
+ mes "who can help us? I am pretty sure that";
+ mes "you will find one.";
+ close2;
+ cutin "",255;
+ end;
+ }
+ else
+ {
+ if(countitem(7342))
+ {
+ mes "[Herico]";
+ mes "Why are you still here?";
+ mes "That research data will aid a great help to Mr. President.";
+ mes "Please deliver it to him as soon as you can.";
+ close2;
+ cutin "",255;
+ end;
+ }
+ else
+ {
+ mes "[Herico]";
+ mes "Hey, welcome back.";
+ next;
+ switch( select( "I brought Handcuffs","Regarding Sage Varmunt's documents" ) )
+ {
+ case 1:
+ mes "[Herico]";
+ mes "I am willing to exchange 1 of level 4 food with 100 Handcuffs.";
+ next;
+ switch( select( "Exchange.","Cancel." ) )
+ {
+ case 1:
+ if(countitem(7345) > 99) //Handcuffs
+ {
+ mes "[Herico]";
+ mes "There you go, thank you for your trouble.";
+ delitem 7345,100; //Handcuffs
+ switch(rand(1,6))
+ {
+ case 1:
+ getitem 12044,1; //Herb Marinade Beef
+ break;
+ case 2:
+ getitem 12049,1; //Morroc Fruit Wine
+ break;
+ case 3:
+ getitem 12059,1; //Lutie Cold Noodle
+ break;
+ case 4:
+ getitem 12064,1; //Cream Sandwich
+ break;
+ case 5:
+ getitem 12069,1; //Steamed Ancient Lips
+ break;
+ case 6:
+ getitem 12054,1; //Seasoned Jellyfish
+ break;
+ }
+ close2;
+ cutin "",255;
+ end;
+ }
+ else
+ {
+ mes "[Herico]";
+ mes "I don't think that you have brought me 100 Handcuffs.";
+ close2;
+ cutin "",255;
+ end;
+ }
+ break;
+ case 2:
+ break;
+ }
+ close2;
+ cutin "",255;
+ end;
+ break;
+ case 2:
+ mes "[Herico]";
+ mes "When I checked the research data that you have brought to me,";
+ mes "it seemed that Sage Varmunt wrote his documents in cipher,";
+ mes "so they could not decode them.";
+ mes "That explains why they have been obsessed";
+ mes "with bionic researches to figure out on their own.";
+ close2;
+ cutin "",255;
+ end;
+ break;
+ }
+ }
+ }
+ cutin "",255;
+ end;
+
+}
+
+lhz_in03,39,44,3 script Enquro Carson 97,{
+
+ if(hg_tre < 45)
+ {
+ mes "[Enquro Carson]";
+ mes "Hello, everyone. This is Enquro Carson";
+ mes "from Light News.";
+ next;
+ mes "[Enquro Carson]";
+ mes "People want to hear prompt and accurate news.";
+ mes "I feel proud of myself as a news reporter";
+ mes "especially when people are astonished by the news";
+ mes "which I am delivering to them.";
+ close;
+ }
+ else if(hg_tre == 45)
+ {
+ mes "[Enquro Carson]";
+ mes "Hello, everyone. This is Enquro Carson";
+ mes "from Light News.";
+ next;
+ mes "[Enquro Carson]";
+ mes "People want to hear prompt and accurate news.";
+ mes "I feel proud of myself as a news reporter";
+ mes "especially when people are astonished by the news";
+ mes "which I am delivering to them.";
+ next;
+ switch( select( "Mercenary Rebellion","News reporter job" ) )
+ {
+ case 1:
+ mes "[Enquro Carson]";
+ mes "Hmm...Mercenary Rebellion...?";
+ mes "It happened pretty long time ago.";
+ mes "Mercenary soldiers lost their jobs";
+ mes "after guardians were invented.";
+ mes "And they insisted their social security";
+ mes "through a violent method, so the government had to stop them with force.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Do you know any survivor of Mercenary Rebellion?";
+ next;
+ mes "[Enquro Carson]";
+ mes "Welll...I was not assigned to the case,";
+ mes "and the news reporter who kept the coverage of the case";
+ mes "retired long time ago...";
+ mes "Oh, I think that I can check";
+ mes "if he has left any documents about the rebellion.";
+ mes "Give me a moment.";
+ next;
+ mes "- *Rummage Rummage* -";
+ mes "- *Rummage Rummage* -";
+ mes "- *Rummage Rummage* -";
+ next;
+ mes "[Enquro Carson]";
+ mes "Oh! I found it.";
+ next;
+ mes "[Enquro Carson]";
+ mes "Mr. Balparan, yes, he is the news reporter,";
+ mes "must be greatly intrigued by the rebellion.";
+ mes "According to this documents, he tried to";
+ mes "contact with the rebellion survivors";
+ mes "after the rebellion ended in failure.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Can you tell me the survivors' locations?";
+ next;
+ mes "[Enquro Carson]";
+ mes "Well, I am not supposed to release";
+ mes "any kind of personal information to outside.";
+ mes "Hmm...but it happened a long time ago, and";
+ mes "I don't know if they are still alive or not...";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Thank you so much!";
+ next;
+ mes "[Enquro Carson]";
+ mes "Wait, wait, I didn't say that I would release their information yet.";
+ mes "Actually my motto is that";
+ mes "\"^3131FFEvery bit of information must be shared^000000\".";
+ next;
+ mes "[Enquro Carson]";
+ mes "I hope that you are willing to share any information";
+ mes "that you will find from the survivors with me.";
+ mes "Oh yes, do you know what? \"Commutative contract\".";
+ next;
+ mes "[Enquro Carson]";
+ mes "I heard of a private pub in Morroc,";
+ mes "a city of Rune-Midgarts Kingdom";
+ mes "that is not open to the public.";
+ mes "People keep talking about the pub's best drink,";
+ mes "and I wonder how delicious the drink will be.";
+ mes "Can you please get me the drink? Hahaha, thanks!";
+ set hg_tre,46;
+ close;
+ break;
+ case 2:
+ mes "[Enquro Carson]";
+ mes ".......Hmmm...Hmmm...Hmmm.";
+ next;
+ mes "- Enquro Carson looks you up and down with squinting his eyes. -";
+ next;
+ mes "[Enquro Carson]";
+ mes "You are not saying that you want to be a news reporter, are you?";
+ close;
+ break;
+ }
+ }
+ else if(hg_tre == 46)
+ {
+ if(!countitem(12112) || !countitem(12113))
+ {
+ mes "[Enquro Carson]";
+ mes "I heard of a private pub in Morroc,";
+ mes "a city of Rune-Midgarts Kingdom";
+ mes "that is not open to the public.";
+ mes "People keep talking about the pub's best drink,";
+ mes "and I wonder how delicious the drink will be.";
+ mes "Can you please get me the drink? Hahaha, thanks!";
+ close;
+ }
+ else
+ {
+ mes "[Enquro Carson]";
+ mes "Wow, this is that famous drink!";
+ mes "Let's see...*Gulp*";
+ next;
+ emotion e_no1;
+ mes "[Enquro Carson]";
+ mes "Wow! This is awsome!";
+ mes "It is as delicious as I heard!";
+ mes "Its taste is still lingering on my tongue,";
+ mes "and it is like Wow!";
+ next;
+ mes "[Enquro Carson]";
+ mes "Anyways, according to Mr. Balparan's documents,";
+ mes "errr....yes, this must be the name of the last mercenary soldier.";
+ mes "Mr. Balparan contacted with";
+ mes "^3131FFWintzil Trony^000000,";
+ mes "the last mercenary soldier for the last time in...";
+ mes "^FF0000Hugel^000000. Wait, Hugel?";
+ mes "Isn't that the small country at the corner of Schwaltzvalt Republic?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "What? Hugel?";
+ next;
+ mes "[Enquro Carson]";
+ mes "Previously, it was very difficult to get to Hugel";
+ mes "because there was no safe route.";
+ mes "Basically, the village was like an island within the continent,";
+ mes "but ever since an airport was built there,";
+ mes "the village is now having its period of prosperity.";
+ next;
+ mes "[Enquro Carson]";
+ mes "You are lucky, you know that?";
+ mes "Mr. Balparan gave up on meeting with the mercenary soldier";
+ mes "in Hugel because it was too tough to just get there.";
+ mes "But you, all you need to do is just getting on to the airship.";
+ next;
+ mes "[Enquro Carson]";
+ mes "Oh, by the way, I hope that you will keep";
+ mes "this secret between you and me.";
+ mes "I released the personal information at my discretion,";
+ mes "and I know that I am not allowed to do that. Hehe.";
+ emotion e_gg;
+ set hg_tre,47;
+ delitem 12112,1; //Tropical Sograt
+ delitem 12113,1; //Vermilion on the Beach
+ close;
+ }
+ }
+ else if(hg_tre == 47)
+ {
+ mes "[Enquro Carson]";
+ mes "Just get on to the airship and go to Hugel.";
+ mes "Hopefully you will meet with ^3131FFWintzil Trony^000000";
+ mes "or his son...or something.";
+ mes "Oh, be careful not to provoke him though.";
+ mes "He used to be a mercenary soldier, and they were famed for their violence.";
+ close;
+ }
+ else
+ {
+ mes "[Enquro Carson]";
+ mes "This is very shameful for me to confess,";
+ mes "but I tend to make lots and lots of spelling mistakes.";
+ mes "Yeah, I know, it is a shame.";
+ close;
+ }
+
+}
+
+hu_in01,310,380,5 script Girl#hugel 891,{
+
+ if(hg_tre < 47)
+ {
+ mes "[Girl]";
+ mes "Bah, I am bored.";
+ close;
+ }
+ else if(hg_tre == 47)
+ {
+ mes "[Girl]";
+ mes "Hehe...are you from another city?";
+ mes "Heheh.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Hey, little lady?";
+ mes "By any chance, do you know a man named \"Wintzil Trony\"?";
+ next;
+ mes "[Girl]";
+ mes "There is no man named Wintzil Trony.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Huh?";
+ next;
+ mes "[Girl]";
+ mes "I am the Wintzil Trony.";
+ mes "I am a girl, not a man.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "...............................................................................................................";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "(^3131FFOh dear Odin, am I on a test?";
+ mes "Or are you trying to make sure that I still have a good memory?";
+ mes "How could...how could...how could this little child";
+ mes "is the last mercenary soldier?! This is absurd!)";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Well...lady,";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Are you sure that you are the last mer....no, no.";
+ mes "Then do you have any family member who shares the same name as yours?";
+ mes "Like your father, for instance.";
+ next;
+ mes "[Wintzil Trony]";
+ mes "I said, I am the only Wintzil Trony in my family.";
+ mes "And I don't have a father.";
+ mes "My mom is out of Hugel to sell Hugel's principal products.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Did...did your father pass away?";
+ next;
+ mes "[Wintzil Trony]";
+ mes "I can't help it. He was too old.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Well...do you remember what your father";
+ mes "used to do when he was alive?";
+ next;
+ mes "[Wintzil Trony]";
+ mes "My father sowed seeds.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "(^3131FFGosh, she is not helping! This is not good!^000000)";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Well, lady, I think that people usually";
+ mes "say \"cultivate a field\" instead of saying \"sowing seeds\".";
+ mes "Did you know that?";
+ next;
+ mes "[Wintzil Trony]";
+ mes "^3131FFBut my father had only one arm,";
+ mes "so he couldn't do such a hard work like cultivating a field.^000000";
+ mes "But, it was alright. I could help him because I am strong enough.";
+ mes "I cultivated fields with my mom and my father.";
+ mes "Do you want to know how strong I am? Look at this! Yap!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes ".................!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Umm...lady, can you show me your father's picture";
+ mes "or something that used to belong to him?";
+ next;
+ mes "[Wintzil Trony]";
+ mes "Beh~ You are just like the guy who came by a long time ago.";
+ mes "He kept asking me things over and over again,";
+ mes "then he became upset and left.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "(He might be the news reporter from the Light News.)";
+ next;
+ mes "[Wintzil Trony]";
+ mes "My father was a farmer. That's all I can say.";
+ mes "Beeeeh~";
+ next;
+ mes "[Wintzil Trony]";
+ mes "I am living in a house that is pretty empty.";
+ mes "All my father left to us is the shelf at the upstairs.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Do you mind if I take a look at your father's shelf?";
+ next;
+ mes "[Wintzil Trony]";
+ mes "Sure!";
+ mes "It is filled with books, and they don't look that interesting.";
+ mes "But, can you be careful to treat the shelf? It is a keepsake from my father.";
+ set hg_tre,48;
+ close;
+ }
+ else if(hg_tre > 48)
+ {
+ mes "[Wintzil Trony]";
+ mes "I am bored and bored! When is my mom coming back?";
+ close;
+ }
+ else
+ {
+ mes "[Wintzil Trony]";
+ mes "If you promise me that you will not break it,";
+ mes "you can take a look at the shelf.";
+ close;
+ }
+
+}
+
+hu_in01,317,312,0 script Book 111,{
+
+ cutin "hg_book.bmp",2;
+ if(hg_tre > 47)
+ {
+ mes "- You picked up a very thick book. -";
+ mes "- You opened the book and found out -";
+ mes "- that there were a small book hidden behind.-";
+ next;
+ switch( select( "Read the small book.","Leave it alone." ) )
+ {
+ case 1:
+ mes "- You picked up the small book. -";
+ mes "- The book owner must want to -";
+ mes "- keep it secret. -";
+ next;
+ set @whilevar,1;
+ while(@whilevar)
+ {
+ switch( select( "Page 1","Page 2","Page 3","Page 4","Page 5","Page 6","Page 7","Page 8","Page 9","Stop Reading." ) )
+ {
+ case 1:
+ mes "- You started reading the 1st page of the book. -";
+ next;
+ mes "Date: **month **day";
+ mes "I was told that Rekenber succeeded";
+ mes "in creating a type of machine called ^FF0000Guardian^000000.";
+ mes "I have a bad feeling about that, so I decided to write a journal";
+ mes "starting from today and keep everything in record.";
+ mes "��";
+ mes "\"^FF0000Guardian^000000\" is an android";
+ mes "that was created based on the idea of \"^3131FFGiantes^000000\",";
+ mes "the giant tribe that was said to live in an ancient age.";
+ mes "It is memorized with various commands,";
+ mes "so it is said to handle difficult things for humans as protecting";
+ mes "important facilities and such.";
+ mes "��";
+ mes "However, those things are our job, the mercenary soldiers' job.";
+ mes "Mercenary soldier groups in many areas";
+ mes "are already agitated by the news of the Guardian creation.";
+ mes "I am worried what is going to happen to us.";
+ next;
+ mes "...............................";
+ mes "...............................";
+ mes "...............................";
+ next;
+ break;
+ case 2:
+ mes "- You started reading the 2nd page of the book. -";
+ next;
+ mes "Date: **month **day";
+ mes "Everybody in this place seems to be very confused and upset as well as me.";
+ mes "I made a stupid mistake to slip on one of the stairs";
+ mes "while absent-mindedly walking down. I really need to straighten myself out.";
+ next;
+ mes "...............................";
+ mes "...............................";
+ mes "...............................";
+ next;
+ break;
+ case 3:
+ mes "- You started reading the 3rd page of the book. -";
+ next;
+ mes "Date: **month **day";
+ mes "Today, we, \"Republic Garrison\",";
+ mes "were introduced to ^3131FF2 Guardians.";
+ mes "Those machines joined us for their test operation^000000.";
+ mes "Everyone seemed to be intimidated by their big and heavy frames.";
+ mes "I thought that these machines were supposed to aid humans in doing";
+ mes "hard works. But it doesn't seem to be true.";
+ mes "To me, they are nothing but \"^FF0000weapons of mass destruction^000000\".";
+ mes "Perhaps, they might be intended to be that way from the beginning.";
+ mes "��";
+ mes "What is going to be next after we finish testing the machines?";
+ mes "No matter how bad other people criticize us for being greedy toward money,";
+ mes "we always take pride in what we are doing, and we always do our best.";
+ mes "We must try our best to do our job, otherwise we will be dead right away.";
+ mes "But, now, we are losing our place to the lifeless machines.";
+ mes "Many people have quit this job after the machines were introduced.";
+ mes "I must admit that I am also being shaken by the thought.";
+ mes "��";
+ mes "Bah, god damn you, Rekenber! You just have created the worst invention in history!";
+ next;
+ mes "...............................";
+ mes "...............................";
+ mes "...............................";
+ next;
+ break;
+ case 4:
+ mes "- You started reading the 4th page of the book. -";
+ next;
+ mes "Date: **month **day";
+ mes "No one wouldn't know how boring it is to mount guard with a machine.";
+ next;
+ mes "...............................";
+ mes "...............................";
+ mes "...............................";
+ next;
+ break;
+ case 5:
+ mes "- You started reading the 5th page of the book. -";
+ next;
+ mes "Date: **month **day";
+ mes "Damn it! Finally it happened today!";
+ mes "Today, our troops was in total disorder.";
+ mes "One of the guardians caused an error and brought havoc.";
+ mes "While we were terrified and didn't know what to do, that broken guardian";
+ mes "crushed the commander of 'Blade Canine Mercenary' to death.";
+ mes "��";
+ mes "I can't remember how we could regain control over the broken guardian.";
+ mes "My mind is still baffled for the fact that that machine actually killed an innocent guy as I was kind of worried about.";
+ mes "Many people were dispatched from Rekenber to investigate this matter, so hopefully they will figure out";
+ mes "what the hell was wrong with that machine.";
+ mes "But, it is not going to change the fact that one of our comrade was taken his life by that merciless machine,";
+ mes "and no once can replace his place for his family.";
+ next;
+ mes "...............................";
+ mes "...............................";
+ mes "...............................";
+ next;
+ break;
+ case 6:
+ mes "- You started reading the 6th page of the book. -";
+ next;
+ mes "Date: **month **day";
+ mes "We received a message from upper management.";
+ mes "\"^3131FFKeep our mouth from spreading the story to outside.^000000\", that's the content of message.";
+ mes "Rekenber must have bribed the upper management of our troops with money.";
+ mes "Otherwise, why would they want us to keep our mouth sealed about a such shocking incident?";
+ mes "We, angry mercenary soldiers burst into rage right after the morning session was over.";
+ mes "��";
+ mes "We went ahead and spread the story about the shocking incident to every mercenary troops.";
+ mes "And then we destroyed every guardian which we found in hangars.";
+ mes "The sounds of hammering metal and sirens were echoing everywhere, everywhere you went.";
+ mes "��";
+ mes "...We took refuge in a safe place out of our unit because of what happened.";
+ mes "We are planning to assert our social security to the public and inform the public with";
+ mes "the danger of the guardians and the negligence of the government and Rekenber toward the incident.";
+ mes "Our leader told us that he has sent out letters to every mercenary troop";
+ mes "to encourage them to participate in what we are trying to do.";
+ mes "��";
+ mes "I feel like...that I have just turn into a no-way-out.";
+ mes "I am facing my future with a deep sense of gloom.";
+ next;
+ mes "- You found a folded note between the pages that you were reading. -";
+ next;
+ switch( select( "Check the note.","Read the next page." ) )
+ {
+ case 1:
+ next;
+ mes "^3131FF.........................^000000";
+ next;
+ mes "^3131FF...I am so sorry for hearing such devastating news and for your loss.";
+ mes "Every member of our troops are already aware of the shocking incident,";
+ mes "and all of us are uncontrollably enraged.";
+ mes "The government has been bribed ";
+ mes "with Rekenber's filthy money and has become nothing but a puppet.";
+ mes "We must take control over our life once again. Our future depends on us.";
+ mes "We will join you, 'Blade Canine Mercenary' to fight for our rights.^000000";
+ next;
+ mes "^3131FF.........................^000000";
+ next;
+ break;
+ case 2:
+ break;
+ }
+ break;
+ case 7:
+ mes "- You started reading the 7th page.-";
+ next;
+ mes "Date: **month **day";
+ mes "Our firm will was not enough.";
+ mes "Our desperate effort was not enough!";
+ mes "Many mercenary groups joined us to fight with the government and Rekenber.";
+ mes "But we were too weak to compete with their invincible guardians. We were literally swept away.";
+ mes "They were quicker than we expected in taking action, and lines and lines of guardians were coming after us.";
+ mes "There was nothing that we could do. We met with a disastrous defeat in the battle with guardians.";
+ mes "��";
+ mes "Everybody is still in shock, but we can't give up now.";
+ mes "I think that we are going to visit a house of a sage called \"Varmunt\" early in the morning.";
+ mes "I don't know why, but it seems that the sage is against the use of guardians.";
+ mes "People say that his mansion is rather like a fortress.";
+ mes "I also don't know why someone would want to build his house";
+ mes "as strong as a fortress. Regardless, I am pretty sure that his support will be a great help for us.";
+ mes "";
+ mes "It was a really tiring day today. It was also a very chaotic day.";
+ mes "To be honest, I don't know what is going to happen now.";
+ mes "I am scared if I would die helplessly. I am scared and depressed.";
+ mes "Why must this happen to us, and what have we done to deserve such a horrible treatment?";
+ next;
+ mes "...............................";
+ mes "...............................";
+ mes "...............................";
+ next;
+ break;
+ case 8:
+ mes "- You started reading the 8th page. -";
+ next;
+ mes "Date: **month **day";
+ mes "Our leader became desperate, so he sent a request to Schwaltzvalt Republic for ^3131FFa cease-fire agreement^000000.";
+ mes "I guess that he was frightened by guardians around the Varmunt mansion.";
+ mes "Sadly, Schwaltzvalt Republic declined our request without hesitation.";
+ mes "They stated through their reponse that ^FF0000they would not tolerate this kind of unacceptable rebellion by any means,";
+ mes "and thus, they would take strong action against the rebellion this time.^000000.";
+ mes "I guess that the government is determined to eliminate us, the mercenary soldiers through this event.";
+ mes "People now started showing their resentment toward us, who brought disorder to their country.";
+ mes "This is not right. Something has went wrong. We just wanted the government to secure our lives, that was all.";
+ mes "Since we were declined for a cease-fire agreement, we are planning to hold the last fight tomorrow in this place.";
+ next;
+ mes "...............................";
+ mes "...............................";
+ mes "...............................";
+ next;
+ break;
+ case 9:
+ mes "- You started reading the 9th page. -";
+ next;
+ mes "Date: **month **day";
+ mes "It has been a while since I wrote a journal last time.";
+ mes "I am in Hugel, a small town at the border of Schwaltzvalt Republic.";
+ mes "Because of the locational penalty, people of this town seldom see outsiders, and if they see one, they treate them warmheartedly.";
+ mes "Although I didn't have a time to write a journal that time, the last fight in the Varmunt mansion turned out to be our miserable defeat...as I was worried.";
+ mes "I was told that Sage Varmunt disappeared after the fight, and all of his documents were taken by Rekenber.";
+ mes "I am afraid that they might create a more powerful version of the existing guardian by using his documents.";
+ mes "��";
+ mes "I lost one arm during the last fight, and I barely escaped to Hugel.";
+ mes "I feel so lucky to be in Hugel, because when I arrived, I was a total mess with only one arm,";
+ mes "but the people in this town did not ask me anything but welcomed me.";
+ mes " ";
+ mes "I have nowhere to go any longer. I am planning to live my life here as long as nothing happens soon.";
+ mes "��";
+ mes "My arm is throbbing with pain again. The history of mercenary soldiers ended, and I need to rest.";
+ mes "I hope that this will be the last page of my journal.";
+ if(hg_tre == 48) set hg_tre,49;
+ next;
+ mes "- The journal was ended at the page. -";
+ next;
+ break;
+ case 10:
+ set @whilevar,0;
+ mes "- You closed the book. -";
+ close2;
+ cutin "",255;
+ end;
+ break;
+ }
+ }
+ break;
+ case 2:
+ mes "- You closed the book. -";
+ close2;
+ cutin "",255;
+ end;
+ break;
+ }
+
+ }
+
+}
+
+einbech,208,124,3 script Bomb Maker 851,{
+
+ if(hg_tre == 54)
+ {
+ if ((MaxWeight-Weight) < 2000 || checkweight(1201,1) == 0) {
+ mes "[Boomer]";
+ mes "Hey, you look pretty heavy, huh?";
+ mes "Do you want me to help you?";
+ close;
+ }
+ mes "[Boomer]";
+ mes "Hey, what's up?";
+ mes "I am a professional Marine Sphere Bottle maker.";
+ mes "You can call me Boomer.";
+ next;
+ switch( select( "Buy Marine Sphere Bottle.","End conversation." ) )
+ {
+ case 1:
+ mes "[Boomer]";
+ mes "Heh, you want my Marine Sphere Bottles, huh?";
+ mes "You know, my bomb never fail to blow things away.";
+ mes "Do you want to cut a tunnel?";
+ mes "You've got the right choice for the bomb here!";
+ next;
+ mes "[Boomer]";
+ mes "One Marine Sphere Bottle is 3,000 zeny.";
+ mes "You must understand that I am providing the bomb at such a low price";
+ mes "considering its amazing performance!";
+ mes "You will regret if you miss this chance. Hahaha!";
+ next;
+ switch( select( "Buy.","Cancel." ) )
+ {
+ case 1:
+ if(Zeny < 3000)
+ {
+ mes "[Boomer]";
+ mes "Errr...You must have been so hurry to carry your wallet with you.";
+ close;
+ }
+ mes "[Boomer]";
+ mes "Just make sure that you are not going to";
+ mes "blow yourself away with this bomb, hahah!";
+ set Zeny,Zeny-3000;
+ getitem 7138,1; //Marine Sphere Bottle
+ close;
+ break;
+ case 2:
+ mes "[Boomer]";
+ mes "I believe that you will end up coming back to me. Heheh.";
+ close;
+ break;
+ }
+ break;
+ case 2:
+ mes "[Boomer]";
+ mes "Boom! Don't you need a bomb? Boom!";
+ close;
+ break;
+ }
+ }
+ else
+ {
+ mes "[Boomer]";
+ mes "Hey, what's up?";
+ mes "I am a professional Marine Sphere Bottle maker.";
+ mes "You can call me Boomer.";
+ close;
+ }
+
+}
+
+hu_fild06,168,359,3 script Moks Mushrooms#Mush1 111,{
+
+ if(hg_tre > 9 && hg_tre < 15)
+ {
+ mes "- You found mushrooms that are as big as your palm. -";
+ next;
+ switch( select( "Gather them.","Pass." ) )
+ {
+ case 1:
+ mes "- You decided to gather the mushrooms. -";
+ next;
+ mes "- *Snip Snip* -";
+ next;
+ mes "- *Snip Snip* -";
+ mes "- *Snip Snip* -";
+ next;
+ mes "- *Snip Snip* -";
+ mes "- *Snip Snip* -";
+ mes "- *Snip Snip* -";
+ specialeffect2 EF_CONE;
+ next;
+ if(rand(1,5) > 4)
+ {
+ mes "- You were being clumsy and broke the mushrooms. You have failed in gathering the mushrooms. -";
+ specialeffect2 EF_STUNATTACK;
+ close;
+ }
+ mes "- You have successfully gathered mushrooms. -";
+ specialeffect2 EF_VALLENTINE2;
+ set hg_tre,hg_tre+1;
+ if(hg_tre == 11)
+ mes "Collected Moks Mushroom Solution: 1ea ";
+ else if(hg_tre == 12)
+ mes "Collected Moks Mushroom Solution: 2ea ";
+ else if(hg_tre == 13)
+ mes "Collected Moks Mushroom Solution: 3ea ";
+ else if(hg_tre == 14)
+ mes "Collected Moks Mushroom Solution: 4ea ";
+ else if(hg_tre == 15)
+ mes "Collected Moks Mushroom Solution: 5ea ";
+ initnpctimer;
+ disablenpc "Moks Mushrooms#Mush1";
+ close;
+ break;
+ case 2:
+ mes "- You decided to pass by them. -";
+ close;
+ break;
+ }
+ }
+ else if(hg_tre == 15)
+ {
+ mes "["+strcharinfo(0)+"]";
+ mes "I think that this will do.";
+ close;
+ }
+
+OnTimer20000:
+ enablenpc "Moks Mushrooms#Mush1";
+ stopnpctimer;
+ end;
+
+}
+
+hu_fild06,194,341,3 script Moks Mushrooms#Mush2 111,{
+
+ if(hg_tre > 9 && hg_tre < 15)
+ {
+ mes "- You found mushrooms that are as big as your palm. -";
+ next;
+ switch( select( "Gather them.","Pass." ) )
+ {
+ case 1:
+ mes "- You decided to gather the mushrooms. -";
+ next;
+ mes "- *Snip Snip* -";
+ next;
+ mes "- *Snip Snip* -";
+ mes "- *Snip Snip* -";
+ next;
+ mes "- *Snip Snip* -";
+ mes "- *Snip Snip* -";
+ mes "- *Snip Snip* -";
+ specialeffect2 EF_CONE;
+ next;
+ if(rand(1,5) > 4)
+ {
+ mes "- You were being clumsy and broke the mushrooms. You have failed in gathering the mushrooms. -";
+ specialeffect2 EF_STUNATTACK;
+ close;
+ }
+ mes "- You have successfully gathered mushrooms. -";
+ specialeffect2 EF_VALLENTINE2;
+ set hg_tre,hg_tre+1;
+ if(hg_tre == 11)
+ mes "Collected Moks Mushroom Solution: 1ea ";
+ else if(hg_tre == 12)
+ mes "Collected Moks Mushroom Solution: 2ea ";
+ else if(hg_tre == 13)
+ mes "Collected Moks Mushroom Solution: 3ea ";
+ else if(hg_tre == 14)
+ mes "Collected Moks Mushroom Solution: 4ea ";
+ else if(hg_tre == 15)
+ mes "Collected Moks Mushroom Solution: 5ea ";
+ initnpctimer;
+ disablenpc "Moks Mushrooms#Mush2";
+ close;
+ break;
+ case 2:
+ mes "- You decided to pass by them. -";
+ close;
+ break;
+ }
+ }
+ else if(hg_tre == 15)
+ {
+ mes "["+strcharinfo(0)+"]";
+ mes "I think that this will do.";
+ close;
+ }
+
+OnTimer20000:
+ enablenpc "Moks Mushrooms#Mush2";
+ stopnpctimer;
+ end;
+
+}
+
+hu_fild06,198,339,3 script Moks Mushrooms#Mush3 111,{
+
+ if(hg_tre > 9 && hg_tre < 15)
+ {
+ mes "- You found mushrooms that are as big as your palm. -";
+ next;
+ switch( select( "Gather them.","Pass." ) )
+ {
+ case 1:
+ mes "- You decided to gather the mushrooms. -";
+ next;
+ mes "- *Snip Snip* -";
+ next;
+ mes "- *Snip Snip* -";
+ mes "- *Snip Snip* -";
+ next;
+ mes "- *Snip Snip* -";
+ mes "- *Snip Snip* -";
+ mes "- *Snip Snip* -";
+ specialeffect2 EF_CONE;
+ next;
+ if(rand(1,5) > 4)
+ {
+ mes "- You were being clumsy and broke the mushrooms. You have failed in gathering the mushrooms. -";
+ specialeffect2 EF_STUNATTACK;
+ close;
+ }
+ mes "- You have successfully gathered mushrooms. -";
+ specialeffect2 EF_VALLENTINE2;
+ set hg_tre,hg_tre+1;
+ if(hg_tre == 11)
+ mes "Collected Moks Mushroom Solution: 1ea ";
+ else if(hg_tre == 12)
+ mes "Collected Moks Mushroom Solution: 2ea ";
+ else if(hg_tre == 13)
+ mes "Collected Moks Mushroom Solution: 3ea ";
+ else if(hg_tre == 14)
+ mes "Collected Moks Mushroom Solution: 4ea ";
+ else if(hg_tre == 15)
+ mes "Collected Moks Mushroom Solution: 5ea ";
+ initnpctimer;
+ disablenpc "Moks Mushrooms#Mush3";
+ close;
+ break;
+ case 2:
+ mes "- You decided to pass by them. -";
+ close;
+ break;
+ }
+ }
+ else if(hg_tre == 15)
+ {
+ mes "["+strcharinfo(0)+"]";
+ mes "I think that this will do.";
+ close;
+ }
+
+OnTimer20000:
+ enablenpc "Moks Mushrooms#Mush3";
+ stopnpctimer;
+ end;
+
+}
+
+hugel,209,163,3 script Clam#C1 111,{
+
+ if(hg_tre > 19 && hg_tre < 25)
+ {
+ mes "- You found very fresh clams whose shells are shining under the sunlight. -";
+ next;
+ switch( select( "Gather them.","Pass." ) )
+ {
+ case 1:
+ mes "- You started opening clam shells to gather Clam Flesh.-";
+ next;
+ mes "- *Snip Snip* -";
+ next;
+ mes "- *Snip Snip* -";
+ mes "- *Snip Snip* -";
+ next;
+ mes "- *Snip Snip* -";
+ mes "- *Snip Snip* -";
+ mes "- *Snip Snip* -";
+ specialeffect2 EF_CONE;
+ next;
+ if(rand(1,5) > 4)
+ {
+ mes "- Clams are too strong to open. You have failed in gathering Clam Flesh. -";
+ specialeffect2 EF_STUNATTACK;
+ close;
+ }
+ mes "- You have successfully gathered Clam Flesh. -";
+ specialeffect2 EF_VALLENTINE2;
+ set hg_tre,hg_tre+1;
+ if(hg_tre == 21)
+ mes "Collected Clam Flesh: 1ea ";
+ else if(hg_tre == 22)
+ mes "Collected Clam Flesh: 2ea ";
+ else if(hg_tre == 23)
+ mes "Collected Clam Flesh: 3ea ";
+ else if(hg_tre == 24)
+ mes "Collected Clam Flesh: 4ea ";
+ else if(hg_tre == 25)
+ mes "Collected Clam Flesh: 5ea ";
+ initnpctimer;
+ disablenpc "Clam#C1";
+ close;
+ break;
+ case 2:
+ mes "- You decided to pass by them. -";
+ close;
+ break;
+ }
+ }
+ else if(hg_tre == 25)
+ {
+ mes "["+strcharinfo(0)+"]";
+ mes "I think that this will do.";
+ close;
+ }
+
+OnTimer20000:
+ enablenpc "Clam#C1";
+ stopnpctimer;
+ end;
+
+}
+
+hugel,203,166,3 script Clam#C2 111,{
+
+ if(hg_tre > 19 && hg_tre < 25)
+ {
+ mes "- You found very fresh clams whose shells are shining under the sunlight. -";
+ next;
+ switch( select( "Gather them.","Pass." ) )
+ {
+ case 1:
+ mes "- You started opening clam shells to gather Clam Flesh.-";
+ next;
+ mes "- *Snip Snip* -";
+ next;
+ mes "- *Snip Snip* -";
+ mes "- *Snip Snip* -";
+ next;
+ mes "- *Snip Snip* -";
+ mes "- *Snip Snip* -";
+ mes "- *Snip Snip* -";
+ specialeffect2 EF_CONE;
+ next;
+ if(rand(1,5) > 4)
+ {
+ mes "- Clams are too strong to open. You have failed in gathering Clam Flesh. -";
+ specialeffect EF_STUNATTACK;
+ close;
+ }
+ mes "- You have successfully gathered Clam Flesh. -";
+ specialeffect2 EF_VALLENTINE2;
+ set hg_tre,hg_tre+1;
+ if(hg_tre == 21)
+ mes "Collected Clam Flesh: 1ea ";
+ else if(hg_tre == 22)
+ mes "Collected Clam Flesh: 2ea ";
+ else if(hg_tre == 23)
+ mes "Collected Clam Flesh: 3ea ";
+ else if(hg_tre == 24)
+ mes "Collected Clam Flesh: 4ea ";
+ else if(hg_tre == 25)
+ mes "Collected Clam Flesh: 5ea ";
+ initnpctimer;
+ disablenpc "Clam#C2";
+ close;
+ break;
+ case 2:
+ mes "- You decided to pass by them. -";
+ close;
+ break;
+ }
+ }
+ else if(hg_tre == 25)
+ {
+ mes "["+strcharinfo(0)+"]";
+ mes "I think that this will do.";
+ close;
+ }
+
+OnTimer20000:
+ enablenpc "Clam#C2";
+ stopnpctimer;
+ end;
+
+}
+
+hugel,217,158,3 script Clam#C3 111,{
+
+ if(hg_tre > 19 && hg_tre < 25)
+ {
+ mes "- You found very fresh clams whose shells are shining under the sunlight. -";
+ next;
+ switch( select( "Gather them.","Pass." ) )
+ {
+ case 1:
+ mes "- You started opening clam shells to gather Clam Flesh.-";
+ next;
+ mes "- *Snip Snip* -";
+ next;
+ mes "- *Snip Snip* -";
+ mes "- *Snip Snip* -";
+ next;
+ mes "- *Snip Snip* -";
+ mes "- *Snip Snip* -";
+ mes "- *Snip Snip* -";
+ specialeffect2 EF_CONE;
+ next;
+ if(rand(1,5) > 4)
+ {
+ mes "- Clams are too strong to open. You have failed in gathering Clam Flesh. -";
+ specialeffect2 EF_STUNATTACK;
+ close;
+ }
+ mes "- You have successfully gathered Clam Flesh. -";
+ specialeffect2 EF_VALLENTINE2;
+ set hg_tre,hg_tre+1;
+ if(hg_tre == 21)
+ mes "Collected Clam Flesh: 1ea ";
+ else if(hg_tre == 22)
+ mes "Collected Clam Flesh: 2ea ";
+ else if(hg_tre == 23)
+ mes "Collected Clam Flesh: 3ea ";
+ else if(hg_tre == 24)
+ mes "Collected Clam Flesh: 4ea ";
+ else if(hg_tre == 25)
+ mes "Collected Clam Flesh: 5ea ";
+ initnpctimer;
+ disablenpc "Clam#C3";
+ close;
+ break;
+ case 2:
+ mes "- You decided to pass by them. -";
+ close;
+ break;
+ }
+ }
+ else if(hg_tre == 25)
+ {
+ mes "["+strcharinfo(0)+"]";
+ mes "I think that this will do.";
+ close;
+ }
+
+OnTimer20000:
+ enablenpc "Clam#C3";
+ stopnpctimer;
+ end;
+
+}
+
+hugel,204,150,3 script Clam#C4 111,{
+
+ if(hg_tre > 19 && hg_tre < 25)
+ {
+ mes "- You found very fresh clams whose shells are shining under the sunlight. -";
+ next;
+ switch( select( "Gather them.","Pass." ) )
+ {
+ case 1:
+ mes "- You started opening clam shells to gather Clam Flesh.-";
+ next;
+ mes "- *Snip Snip* -";
+ next;
+ mes "- *Snip Snip* -";
+ mes "- *Snip Snip* -";
+ next;
+ mes "- *Snip Snip* -";
+ mes "- *Snip Snip* -";
+ mes "- *Snip Snip* -";
+ specialeffect2 EF_CONE;
+ next;
+ if(rand(1,5) > 4)
+ {
+ mes "- Clams are too strong to open. You have failed in gathering Clam Flesh. -";
+ specialeffect2 EF_STUNATTACK;
+ close;
+ }
+ mes "- You have successfully gathered Clam Flesh. -";
+ specialeffect2 EF_VALLENTINE2;
+ set hg_tre,hg_tre+1;
+ if(hg_tre == 21)
+ mes "Collected Clam Flesh: 1ea ";
+ else if(hg_tre == 22)
+ mes "Collected Clam Flesh: 2ea ";
+ else if(hg_tre == 23)
+ mes "Collected Clam Flesh: 3ea ";
+ else if(hg_tre == 24)
+ mes "Collected Clam Flesh: 4ea ";
+ else if(hg_tre == 25)
+ mes "Collected Clam Flesh: 5ea ";
+ initnpctimer;
+ disablenpc "Clam#C4";
+ close;
+ break;
+ case 2:
+ mes "- You decided to pass by them. -";
+ close;
+ break;
+ }
+ }
+ else if(hg_tre == 25)
+ {
+ mes "["+strcharinfo(0)+"]";
+ mes "I think that this will do.";
+ close;
+ }
+
+OnTimer20000:
+ enablenpc "Clam#C4";
+ stopnpctimer;
+ end;
+
+}
+
+hu_fild06,155,309,1 script Moks Bugs#Bug1 1053,{
+
+ if(hg_tre > 29 && hg_tre < 35)
+ {
+ mes "- You found big brown Moks Bugs in the bushes. -";
+ next;
+ switch( select( "Catch them.","Pass." ) )
+ {
+ case 1:
+ mes "- You nervously stretched your hands toward Moks Bugs.-";
+ next;
+ mes "- *Whizz Whizz*-";
+ next;
+ mes "- *Whizz Whizz Bzzzz* -";
+ mes "- *Whizz Whizz*-";
+ next;
+ mes "- *Whizz Whizz Bzzzz* -";
+ mes "- *Whizz Whizz*-";
+ mes "- *Whizz Whizz*-";
+ specialeffect2 EF_CONE;
+ next;
+ if(rand(1,5) > 4)
+ {
+ mes "- The bugs quickly ran away. You have failed to gather their shells. -";
+ specialeffect2 EF_STUNATTACK;
+ close;
+ }
+ mes "- You have successfully gathered Moks Bugs Shells. -";
+ specialeffect2 EF_VALLENTINE2;
+ set hg_tre,hg_tre+1;
+ if(hg_tre == 31)
+ mes "Collected Moks Bugs Shells: 1ea ";
+ else if(hg_tre == 32)
+ mes "Collected Moks Bugs Shells: 2ea ";
+ else if(hg_tre == 33)
+ mes "Collected Moks Bugs Shells: 3ea ";
+ else if(hg_tre == 34)
+ mes "Collected Moks Bugs Shells: 4ea ";
+ else if(hg_tre == 35)
+ mes "Collected Moks Bugs Shells: 5ea ";
+ initnpctimer;
+ disablenpc "Moks Bugs#Bug1";
+ close;
+ break;
+ case 2:
+ mes "- You decided to pass by them. -";
+ close;
+ break;
+ }
+ }
+ else if(hg_tre == 35)
+ {
+ mes "["+strcharinfo(0)+"]";
+ mes "Aww...I don't want to touch dirty things like bugs!";
+ close;
+ }
+
+OnTimer20000:
+ enablenpc "Moks Bugs#Bug1";
+ stopnpctimer;
+ end;
+
+}
+
+hu_fild06,218,320,1 script Moks Bugs#Bug2 1053,{
+
+ if(hg_tre > 29 && hg_tre < 35)
+ {
+ mes "- You found big brown Moks Bugs in the bushes. -";
+ next;
+ switch( select( "Catch them","Pass." ) )
+ {
+ case 1:
+ mes "- You nervously stretched your hands toward Moks Bugs.-";
+ next;
+ mes "- *Whizz Whizz*-";
+ next;
+ mes "- *Whizz Whizz Bzzzz* -";
+ mes "- *Whizz Whizz*-";
+ next;
+ mes "- *Whizz Whizz Bzzzz* -";
+ mes "- *Whizz Whizz*-";
+ mes "- *Whizz Whizz*-";
+ specialeffect2 EF_CONE;
+ next;
+ if(rand(1,5) > 4)
+ {
+ mes "- The bugs quickly ran away. You have failed to gather their shells. -";
+ specialeffect2 EF_STUNATTACK;
+ close;
+ }
+ mes "- You have successfully gathered Moks Bugs Shells. -";
+ specialeffect2 EF_VALLENTINE2;
+ set hg_tre,hg_tre+1;
+ if(hg_tre == 31)
+ mes "Collected Moks Bugs Shells: 1ea ";
+ else if(hg_tre == 32)
+ mes "Collected Moks Bugs Shells: 2ea ";
+ else if(hg_tre == 33)
+ mes "Collected Moks Bugs Shells: 3ea ";
+ else if(hg_tre == 34)
+ mes "Collected Moks Bugs Shells: 4ea ";
+ else if(hg_tre == 35)
+ mes "Collected Moks Bugs Shells: 5ea ";
+ initnpctimer;
+ disablenpc "Moks Bugs#Bug2";
+ close;
+ break;
+ case 2:
+ mes "- You decided to pass by them. -";
+ close;
+ break;
+ }
+ }
+ else if(hg_tre == 35)
+ {
+ mes "["+strcharinfo(0)+"]";
+ mes "Aww...I don't want to touch dirty things like bugs!";
+ close;
+ }
+
+OnTimer20000:
+ enablenpc "Moks Bugs#Bug2";
+ stopnpctimer;
+ end;
+
+}
+
+hu_fild06,249,329,1 script Moks Bugs#Bug3 1053,{
+
+ if(hg_tre > 29 && hg_tre < 35)
+ {
+ mes "- You found big brown Moks Bugs in the bushes. -";
+ next;
+ switch( select( "Catch them","Pass." ) )
+ {
+ case 1:
+ mes "- You nervously stretched your hands toward Moks Bugs.-";
+ next;
+ mes "- *Whizz Whizz*-";
+ next;
+ mes "- *Whizz Whizz Bzzzz* -";
+ mes "- *Whizz Whizz*-";
+ next;
+ mes "- *Whizz Whizz Bzzzz* -";
+ mes "- *Whizz Whizz*-";
+ mes "- *Whizz Whizz*-";
+ specialeffect2 EF_CONE;
+ next;
+ if(rand(1,5) > 4)
+ {
+ mes "- The bugs quickly ran away. You have failed to gather their shells. -";
+ specialeffect2 EF_STUNATTACK;
+ close;
+ }
+ mes "- You have successfully gathered Moks Bugs Shells. -";
+ specialeffect2 EF_VALLENTINE2;
+ set hg_tre,hg_tre+1;
+ if(hg_tre == 31)
+ mes "Collected Moks Bugs Shells: 1ea ";
+ else if(hg_tre == 32)
+ mes "Collected Moks Bugs Shells: 2ea ";
+ else if(hg_tre == 33)
+ mes "Collected Moks Bugs Shells: 3ea ";
+ else if(hg_tre == 34)
+ mes "Collected Moks Bugs Shells: 4ea ";
+ else if(hg_tre == 35)
+ mes "Collected Moks Bugs Shells: 5ea ";
+ initnpctimer;
+ disablenpc "Moks Bugs#Bug3";
+ close;
+ break;
+ case 2:
+ mes "- You decided to pass by them. -";
+ close;
+ break;
+ }
+ }
+ else if(hg_tre == 35)
+ {
+ mes "["+strcharinfo(0)+"]";
+ mes "Aww...I don't want to touch dirty things like bugs!";
+ close;
+ }
+
+OnTimer20000:
+ enablenpc "Moks Bugs#Bug3";
+ stopnpctimer;
+ end;
+
+}
+
+hu_fild06,218,373,1 script Moks Bugs#Bug4 1053,{
+
+ if(hg_tre > 29 && hg_tre < 35)
+ {
+ mes "- You found big brown Moks Bugs in the bushes. -";
+ next;
+ switch( select( "Catch them.","Pass." ) )
+ {
+ case 1:
+ mes "- You nervously stretched your hands toward Moks Bugs.-";
+ next;
+ mes "- *Whizz Whizz*-";
+ next;
+ mes "- *Whizz Whizz Bzzzz* -";
+ mes "- *Whizz Whizz*-";
+ next;
+ mes "- *Whizz Whizz Bzzzz* -";
+ mes "- *Whizz Whizz*-";
+ mes "- *Whizz Whizz*-";
+ specialeffect2 EF_CONE;
+ next;
+ if(rand(1,5) > 4)
+ {
+ mes "- The bugs quickly ran away. You have failed to gather their shells. -";
+ specialeffect2 EF_STUNATTACK;
+ close;
+ }
+ mes "- You have successfully gathered Moks Bugs Shells. -";
+ specialeffect2 EF_VALLENTINE2;
+ set hg_tre,hg_tre+1;
+ if(hg_tre == 31)
+ mes "Collected Moks Bugs Shells: 1ea ";
+ else if(hg_tre == 32)
+ mes "Collected Moks Bugs Shells: 2ea ";
+ else if(hg_tre == 33)
+ mes "Collected Moks Bugs Shells: 3ea ";
+ else if(hg_tre == 34)
+ mes "Collected Moks Bugs Shells: 4ea ";
+ else if(hg_tre == 35)
+ mes "Collected Moks Bugs Shells: 5ea ";
+ initnpctimer;
+ disablenpc "Moks Bugs#Bug4";
+ close;
+ break;
+ case 2:
+ mes "- You decided to pass by them. -";
+ close;
+ break;
+ }
+ }
+ else if(hg_tre == 35)
+ {
+ mes "["+strcharinfo(0)+"]";
+ mes "Aww...I don't want to touch dirty things like bugs!";
+ close;
+ }
+
+OnTimer20000:
+ enablenpc "Moks Bugs#Bug4";
+ stopnpctimer;
+ end;
+
+}
+
+lhz_in01,214,129,0 script A Pile of Paper 111,{
+
+ if(hg_tre == 52)
+ {
+ mes "- You found a pile of paper that was tied up with a thick ribbon.";
+ mes "On the very top paper, a period and a title saying 'Report of the **th Research'";
+ mes "were written.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Good, I must take this with me.";
+ set hg_tre,53;
+ getitem 7342,1; //File folder
+ donpcevent "HuMSpawner::OnMonster";
+ close;
+ }
+
+}
+
+lhz_in01,235,129,0 script HuMSpawner 139,{
+
+ OnMonster:
+ if(rand(0,1))
+ mapannounce "lhz_in01","Intruder alert! Protect the research documents!",1,0xFF0000;
+ else
+ mapannounce "lhz_in01","Intruder alert! Intruder alert!",1,0xFF0000;
+ monster "lhz_in01",208,133,"Guard",1682,1,"HuMSpawner::OnMonsterDead";
+ monster "lhz_in01",217,135,"Guard",1682,1,"HuMSpawner::OnMonsterDead";
+ initnpctimer;
+ end;
+
+OnTimer60000:
+ killmonster "lhz_in01","HuMSpawner::OnMonsterDead";
+ stopnpctimer;
+ end;
+
+OnMonsterDead:
+ end;
+
+}
+
+lhz_dun02,244,226,0 script Unethical Machine 111,{
+
+ if(hg_tre == 54)
+ {
+ if(countitem(7138))
+ {
+ mes "["+strcharinfo(0)+"]";
+ mes "This must be it...whoa, it looks very spooky.";
+ mes "Today, I am going to destroy you";
+ mes "for making innocent people's lives miserable!";
+ next;
+ mes "- You threw a Marine Sphere Bottle toward the machine. -";
+ next;
+ mes "BOOM!";
+ specialeffect2 EF_SUI_EXPLOSION;
+ enablenpc "HiddenExplosion";
+ mapannounce "lhz_dun02","Beep------------------ ",1,0x99CCFF;
+ delitem 7138,1; //Marine sphere bottle
+ set hg_tre,55;
+ close;
+ }
+ else
+ {
+ mes "- You were staggered for the fact that";
+ mes "you forgot to bring the Marine Sphere Bottle with you. -";
+ close;
+ }
+ }
+
+}
+
+lhz_dun02,244,227,0 script HiddenExplosion 139,5,5,{
+OnInit:
+ disablenpc "HiddenExplosion";
+ end;
+
+OnTouch:
+ percentheal -10,0;
+ specialeffect EF_HIT5;
+ disablenpc "HiddenExplosion";
+ end;
+
+}
+
+hu_in01,365,170,3 script Girl#Hu 793,{
+
+ mes "[Girl]";
+ mes "I love sitting in front of a stove because it makes me warm~";
+ mes "Ah...it is so warm and relaxing...and now I feel sleepy...Zzzzz Zzzz...";
+ close;
+
+}
+
+hu_in01,377,106,3 script Pub Granny 892,{
+
+ mes "[Pub Granny]";
+ mes "Recently we have many tourists visiting our town.";
+ mes "They make me pretty busy, but I am so happy to see them enjoying my food. Hohoho!";
+ close;
+}
+
+//-------------------------------------------------------------------------
+// Memory Quest
+//-------------------------------------------------------------------------
+
+hugel,198,169,0 script #HugelTree 139,2,2,{
+
+ if(BaseLevel > 49)
+ {
+ if(!hg_memory)
+ {
+ set hg_memory,1;
+ mes "^3355FFFor some reason, you";
+ mes "feel very warm, safe,";
+ mes "and secure near this";
+ mes "tree. Just being near";
+ mes "it brings you a sense";
+ mes "of overwhelming comfort.^000000";
+ close;
+ }
+ else if(hg_memory == 1)
+ {
+ mes "^3355FFFor some reason, you";
+ mes "feel very warm, safe,";
+ mes "and secure near this";
+ mes "tree. Just being near";
+ mes "it brings you a sense";
+ mes "of overwhelming comfort.^000000";
+ close;
+ }
+ else if(hg_memory == 6)
+ {
+ specialeffect2 EF_BEGINSPELL5;
+ mes "^3355FFWhat's this strange";
+ mes "feeling of dread?";
+ mes "This peculiar chill...";
+ mes "It's almost as if you";
+ mes "were in Nifflheim...^000000";
+ close;
+ }
+ else
+ {
+ mes "^3355FFFor some reason, you";
+ mes "feel very warm, safe,";
+ mes "and secure near this";
+ mes "tree. Just being near";
+ mes "it brings you a sense";
+ mes "of overwhelming comfort.^000000";
+ close;
+ }
+ }
+ else
+ {
+ mes "^3355FFFor some reason, you";
+ mes "feel very warm, safe,";
+ mes "and secure near this";
+ mes "tree. Just being near";
+ mes "it brings you a sense";
+ mes "of overwhelming comfort.^000000";
+ close;
+ }
+
+}
+
+hugel,191,172,3 script Manainne 892,1,{
+
+ if(hg_memory == 1)
+ {
+ mes "[Manainne]";
+ mes "This tree means so much";
+ mes "to everyone in this town,";
+ mes "and we all have special";
+ mes "memories of this place. But";
+ mes "that El Schatt fellow plans to";
+ mes "chop it down for his shop...";
+ next;
+ mes "[Manainne]";
+ mes "You see him? That's";
+ mes "El Schatt right there.";
+ mes "I've never met anyone";
+ mes "so cruel and selfish!";
+ mes "Right now he's surveying";
+ mes "the land for construction...";
+ set hg_memory,2;
+ close;
+ }
+ else if(hg_memory == 2)
+ {
+ mes "[Manainne]";
+ mes "This tree means so much";
+ mes "to everyone in this town,";
+ mes "and we all have special";
+ mes "memories of this place. But";
+ mes "that El Schatt fellow plans to";
+ mes "chop it down for his shop...";
+ next;
+ mes "[Manainne]";
+ mes "You see him? That's";
+ mes "El Schatt right there.";
+ mes "I've never met anyone";
+ mes "so cruel and selfish!";
+ mes "Right now he's surveying";
+ mes "the land for construction...";
+ close;
+ }
+ else if(hg_memory == 5)
+ {
+ mes "[Manainne]";
+ mes "You know, El Schatt and";
+ mes "I used to get along when";
+ mes "he dated my older sister,";
+ mes "Kanainne. In fact, they'd";
+ mes "always spend time together^FFFFFF ^000000 right under that tree. Weird, huh?";
+ next;
+ mes "[Manainne]";
+ mes "Then, well, Kanainne";
+ mes "got really sick, and we...";
+ mes "We couldn't help her. She";
+ mes "passed away, and then El Schatt";
+ mes "just disappeared. It was only";
+ mes "recently that he's come back.";
+ next;
+ mes "[Manainne]";
+ mes "Now El Schatt is just a";
+ mes "heartless, money grubbing...!";
+ mes "He's completely changed.";
+ mes "My sister would be rolling";
+ mes "in her grave, seeing him now...";
+ set hg_memory,6;
+ close;
+ }
+ else if(hg_memory == 6)
+ {
+ mes "[Manainne]";
+ mes "Now El Schatt is just a";
+ mes "heartless, money grubbing...!";
+ mes "He's completely changed.";
+ mes "My sister would be rolling";
+ mes "in her grave, seeing him now...";
+ close;
+ }
+ else if(hg_memory == 7)
+ {
+ mes "[Manainne]";
+ mes "What? That's...";
+ mes "That's an incredible";
+ mes "story. You met my dead";
+ mes "sister in Nifflheim?! You";
+ mes "must be lying to me!";
+ next;
+ mes "[Manainne]";
+ mes "Let's... Let's just";
+ mes "stop talking about this,";
+ mes "okay? I appreciate that you";
+ mes "want to stop El Schatt from";
+ mes "cutting down our tree, but";
+ mes "this is almost too much.";
+ next;
+ set hg_memory,8;
+ mes "[Manainne]";
+ mes "Gosh, all that talk";
+ mes "about Nifflheim is...";
+ mes "It's giving me the chills!";
+ mes "A-aren't you cold?";
+ close;
+ }
+ else if(hg_memory == 8)
+ {
+ mes "[Manainne]";
+ mes "......";
+ mes ".........";
+ mes "Huh? You're...";
+ mes "Still here...?";
+ next;
+ mes "[Manainne]";
+ mes "Y-you know what's";
+ mes "weird? The weather's";
+ mes "perfectly fine, but I...";
+ mes "I feel so cold all of a";
+ mes "sudden. You don't feel";
+ mes "it at all, don't you?";
+ next;
+ mes "[Manainne]";
+ mes "I think I'm coming down";
+ mes "with something. My head";
+ mes "feels so numb, and I c-can't";
+ mes "focus any of my thoughts.";
+ mes "This is freakin' me out...";
+ next;
+ mes "[Manainne]";
+ mes "...!";
+ next;
+ set hg_memory,9;
+ mes "[Manainne]";
+ mes "......";
+ mes "..........";
+ close;
+ }
+ else if(hg_memory == 9)
+ {
+ mes "[Manainne]";
+ mes "...I'm here. I'm really";
+ mes "back! Oh, it's been so";
+ mes "long! Hello, adventurer,";
+ mes "remember me? I'm Kanainne,";
+ mes "the spirit you saw down in";
+ mes "Nifflheim. Let me explain...";
+ next;
+ mes "[Manainne]";
+ mes "My spirit was able to follow";
+ mes "you here, and now that I'm";
+ mes "here, I only have so much time";
+ mes "to possess my sister's body,";
+ mes "and then talk to El Schatt.";
+ mes "El Schatt? El Schatt...?";
+ next;
+ mes "[El Schatt]";
+ mes "Manainne...?";
+ mes "What do you want?";
+ mes "Quit bugging me,";
+ mes "I'm busy right now...";
+ next;
+ mes "[Manainne]";
+ mes "It's... It's me,";
+ mes "El Schatt, it's Kanainne.";
+ mes "Of course you remember";
+ mes "me, right? Listen, I need to--";
+ next;
+ mes "[El Schatt]";
+ mes "Manainne...?!";
+ mes "I'm shocked...";
+ mes "Don't you respect";
+ mes "your own sister?!";
+ mes "I can't believe you'd...";
+ mes "Knock it off right now!";
+ next;
+ set hg_memory,10;
+ mes "[El Schatt]";
+ mes "Look, out of my respect";
+ mes "for you and the relationship";
+ mes "that me and your sister had,";
+ mes "I'm going to forget you said";
+ mes "that. But don't you dare use";
+ mes "her name that way again!";
+ next;
+ mes "[Manainne]";
+ mes "......";
+ mes ".........";
+ mes "............";
+ close;
+ }
+ else if(hg_memory == 10)
+ {
+ mes "[Manainne]";
+ mes "Wait, El Schatt!";
+ mes "It's really me, but";
+ mes "I can only speak to you";
+ mes "through my sister for";
+ mes "a short time. L-listen...";
+ next;
+ mes "[El Schatt]";
+ mes "Manainne...";
+ mes "You don't make jokes";
+ mes "like that about the departed,";
+ mes "especially if it's Kannaine.";
+ mes "You know better than that!";
+ mes "Where the hell's your respect?!";
+ next;
+ mes "[Manainne]";
+ mes "''If you're the wind,";
+ mes "I'll be the sky, so that you";
+ mes "can fly freely in my arms...''";
+ next;
+ mes "[El Schatt]";
+ mes "Huh...?!";
+ next;
+ mes "[Manainne]";
+ mes "''My soul is just";
+ mes "for you, the shining";
+ mes "sun that brightens";
+ mes "up my whole world.''";
+ next;
+ mes "[El Schatt]";
+ mes "How do you...";
+ mes "How do you know";
+ mes "those words...?";
+ next;
+ mes "[Manainne]";
+ mes "''In my dream, your";
+ mes "eyes held the reflection";
+ mes "of the ocean's clear waters...^FFFFFF ^000000 Someday I'll show them to you.''";
+ next;
+ mes "[Manainne]";
+ mes "''Your lovely face,";
+ mes "your enticing smile...";
+ mes "They're forever be in my";
+ mes "heart, so I'll never be lonely.'' ^FFFFFF ^000000";
+ next;
+ mes "[El Schatt]";
+ mes "Manainne...";
+ mes "How do you";
+ mes "know that song?";
+ next;
+ mes "[Manainne]";
+ mes "El Schatt...";
+ mes "It's me, Kanainne.";
+ mes "You wrote this song";
+ mes "just for me. But I died";
+ mes "before you could finish it.";
+ next;
+ mes "[Manainne]";
+ mes "That was your dream,";
+ mes "wasn't it? To play your";
+ mes "beautiful music to make";
+ mes "people happy? Did you ever";
+ mes "finish our song for me?";
+ next;
+ mes "[El Schatt]";
+ mes "Hahahah, Manainne, alright.";
+ mes "Your sister must have told";
+ mes "you about that song. Ha ha...";
+ mes "You're t-taking it too far...";
+ mes "Please, just... Just stop.";
+ next;
+ mes "[Manainne]";
+ mes "El Schatt...";
+ mes "Listen to me.";
+ mes "Look at me. It's";
+ mes "really your Kanainne.";
+ next;
+ mes "[El Schatt]";
+ mes "Kanainne...?";
+ mes "It's too much to";
+ mes "believe. I want to";
+ mes "believe it so badly...";
+ mes "Is it really you?";
+ set hg_memory,11;
+ close;
+ }
+ else if(hg_memory == 11)
+ {
+ mes "[Manainne]";
+ mes "El Schatt...";
+ close;
+ }
+ else if(hg_memory == 12)
+ {
+ mes "^3355FFManainne is sobbing";
+ mes "uncontrollably, and there's";
+ mes "nothing you can do to comfort";
+ mes "her. Nothing at all. You must";
+ mes "leave her alone to her despair";
+ mes "and unfathomable sense of loss.^000000";
+ close;
+ }
+ else
+ {
+ mes "[Manainne]";
+ mes "You know, even though";
+ mes "it's not a wealthy area,";
+ mes "I really love this small";
+ mes "and quiet town. Even if";
+ mes "I could live anywhere in";
+ mes "the world, I'd live right here~";
+ close;
+ }
+
+}
+
+niflheim,90,106,3 script A Spirit#HQuest 802,{
+
+ if(hg_memory == 6)
+ {
+ mes "[Spirit]";
+ mes "El Schatt...";
+ mes "Manainne...";
+ mes "I miss them...";
+ next;
+ mes "[Spirit]";
+ mes "Those names... Yes,";
+ mes "I remember now. Manainee";
+ mes "was... my younger sister.";
+ mes "El Schatt was... my lover.";
+ mes "M-my name was... Kanainne!";
+ next;
+ mes "[Kanainne's Spirit]";
+ mes "Now I know why I'm here";
+ mes "in this realm. El Schatt...";
+ mes "I've been watching him.";
+ mes "He isn't able to let me go...";
+ mes "But I can't directly intervene";
+ mes "with the affairs of the living.";
+ next;
+ mes "[Kanainne's Spirit]";
+ mes "I... I can borrow my";
+ mes "sister's body? Yes, if she";
+ mes "cooperates, maybe... Maybe";
+ mes "it will work. I must... must do";
+ mes "something before he does";
+ mes "he hurts himself even more...";
+ next;
+ mes "[Kanainne's Spirit]";
+ mes "You... You can help";
+ mes "me... Just go back to ";
+ mes "the living... to Hugel...";
+ mes "Let me send you there...";
+ set hg_memory,7;
+ close2;
+ warp "hugel",78,148;
+ }
+ else if(hg_memory == 7)
+ {
+ mes "[Kanainne's Spirit]";
+ mes "You...! You can help";
+ mes "me... Just go back to ";
+ mes "the living... to Hugel...";
+ mes "Let me send you there...";
+ close2;
+ warp "hugel",78,148;
+ }
+ else
+ {
+ mes "[Spirit]";
+ mes "The living shouldn't";
+ mes "be here in Nifflheim...";
+ mes "Go back! Go back to your";
+ mes "own world before it's too late!";
+ next;
+ mes "[Spirit]";
+ mes "El Schatt...";
+ mes "Manainne...";
+ mes "I miss them...";
+ close;
+ }
+
+}
+
+hugel,100,103,3 script Perfitz 866,{
+
+ if(hg_memory == 3)
+ {
+ set hg_memory,4;
+ mes "[Perfitz]";
+ mes "I'm pleased that my son has";
+ mes "finally set his mind on the";
+ mes "family business. I didn't know";
+ mes "he had it in him to become";
+ mes "such a proactive entrepreneur.";
+ next;
+ mes "[Perfitz]";
+ mes "It's funny... He used to";
+ mes "deperately fight me when it";
+ mes "came to building shops where";
+ mes "that tree has planted. Yes, I'm";
+ mes "proud that he's grown as a";
+ mes "business person. Heh heh~";
+ next;
+ mes "[Perfitz]";
+ mes "Although I'm pleased,";
+ mes "I get this gut feeling that";
+ mes "something's not right, like";
+ mes "he's too excited about cutting";
+ mes "that tree down. Maybe this old";
+ mes "man is just too suspcious~";
+ close;
+ }
+ else if(hg_memory == 4)
+ {
+ mes "[Perfitz]";
+ mes "It's funny how things";
+ mes "change. You know, El Schatt";
+ mes "actually used to protest against^FFFFFF ^000000 my idea of building shops in the";
+ mes "area when that tree grows. Hmm...^FFFFFF ^000000 I wonder, what happened to him?";
+ close;
+ }
+ else
+ {
+ mes "[Perfitz]";
+ mes "Money is very dependable...";
+ mes "But it's value is relative, and";
+ mes "can change at any moment.";
+ mes "Still, at my age, you can't";
+ mes "live without it. Make sure you";
+ mes "financially prepare of old age.";
+ next;
+ mes "[Perfitz]";
+ mes "Now, most people assume that";
+ mes "I have very few friends because";
+ mes "I trust money more than people.";
+ mes "That's somewhat true: money";
+ mes "will never betray you, and few";
+ mes "friends can be so dependable.";
+ next;
+ mes "[Perfitz]";
+ mes "However, friends that can";
+ mes "be trusted for life are worth";
+ mes "more than all the money in the";
+ mes "world. To a rich man like me,";
+ mes "those are the only friends";
+ mes "that are worth having.";
+ close;
+ }
+
+}
+
+hugel,196,164,3 script El Schatt 50,{
+
+ if(hg_memory == 2)
+ {
+ mes "[El Schatt]";
+ mes "What? What's that look for?";
+ mes "Oh, you must have spoken to";
+ mes "Manainne. Look, memories are";
+ mes "nice and all, but I don't dwell";
+ mes "on the past. I think about the";
+ mes "future. That's what's best.";
+ next;
+ mes "[El Schatt]";
+ mes "Hey, I've got some great";
+ mes "memories of this place too,";
+ mes "but you know what? I've decided";
+ mes "to let go of them before they";
+ mes "get too painful. That's life.";
+ mes "Besides, it's not all bad.";
+ next;
+ mes "[El Schatt]";
+ mes "My father's been wanting to";
+ mes "build a shop here for so long,";
+ mes "and now, I think it's about time.^FFFFFF ^000000 And this business will help the";
+ mes "entire community. We should've";
+ mes "done this a long time ago...";
+ next;
+ set hg_memory,3;
+ mes "[El Schatt]";
+ mes "C'mon... Take a look";
+ mes "around. I won't deny that";
+ mes "this is a quaint and lovely";
+ mes "town, but how much money do";
+ mes "you think these people enjoy?";
+ mes "I need to look to the future...";
+ close;
+ }
+ else if(hg_memory == 3)
+ {
+ mes "[El Schatt]";
+ mes "This is the perfect";
+ mes "location for shops.";
+ mes "Yeah, I'll build a whole";
+ mes "plaza, and rent it out to the";
+ mes "merchants. Build up some";
+ mes "commerce, attract businesses...";
+ next;
+ mes "[El Schatt]";
+ mes "Everyone should just";
+ mes "forget about that tree.";
+ mes "When you think about it,";
+ mes "it's just a waste of space...";
+ close;
+ }
+ else if(hg_memory == 4)
+ {
+ set hg_memory,5;
+ mes "[El Schatt]";
+ mes "You've spoken with my father?";
+ mes "Hmpf! Don't tell me you're here";
+ mes "to change my mind. I'm building";
+ mes "those shops, and that's final.";
+ mes "It's useless to try to convince";
+ mes "me otherwise. Understand?";
+ next;
+ mes "[El Schatt]";
+ mes "It's true that I used";
+ mes "to think differently...";
+ mes "I'd protect that old tree";
+ mes "with my life, I won't deny";
+ mes "it. But that's an old story that^FFFFFF ^000000 should be buried in the past...";
+ close;
+ }
+ else if(hg_memory == 5)
+ {
+ mes "[El Schatt]";
+ mes "The past is behind me";
+ mes "as it should be. Now";
+ mes "I must focus on building";
+ mes "my family's businesses.";
+ mes "Father was right all along...";
+ close;
+ }
+ else if(hg_memory == 7)
+ {
+ mes "[El Schatt]";
+ mes "What did you say...?";
+ mes "You met Kanainne?";
+ mes "Listen, that's not funny.";
+ mes "I won't tolerate that kind";
+ mes "of sick joke, so get out";
+ mes "of here before I get angry.";
+ close;
+ }
+ else if(hg_memory == 10)
+ {
+ mes "[El Schatt]";
+ mes "No way...!";
+ mes "Kanainne is dead!";
+ mes "There's no way";
+ mes "I can believe this!";
+ next;
+ mes "[Manainne]";
+ mes "......";
+ mes ".........";
+ mes "............";
+ close;
+ }
+ else if(hg_memory == 11)
+ {
+ mes "[El Schatt]";
+ mes "K-Kanainne! ^333333*Sob*^000000";
+ mes "I've missed you so much!";
+ mes "Why did you leave me?";
+ next;
+ mes "[Manainne]";
+ mes "Oh, my dear,";
+ mes "sweet El Schatt...";
+ mes "I'm so sorry. But";
+ mes "that was my fate...";
+ mes "It was my time to go...";
+ mes "You have to let me go...";
+ next;
+ mes "[El Schatt]";
+ mes "I can't take it anymore!";
+ mes "It hurts too much without you!";
+ mes "I can't stop thinking about us,";
+ mes "and all the memories... all of";
+ mes "the memories hurt so much...";
+ next;
+ mes "[Manainne]";
+ mes "Is that why you want to";
+ mes "cut down that tree? Because";
+ mes "it reminds you too much of";
+ mes "all of our days together?";
+ next;
+ mes "[El Schatt]";
+ mes "Y-yes! Seeing it makes";
+ mes "me so angry and so sad!";
+ mes "I wanted to get rid of it!";
+ mes "If I don't forget you, then";
+ mes "what will I do? I c-can't";
+ mes "forget about you, c-can I?";
+ next;
+ mes "[Manainne]";
+ mes "Will destroying that tree";
+ mes "make you happy? Do you think";
+ mes "you'll be happy if you forget";
+ mes "all about me? I know you're";
+ mes "not like that, El Schatt.";
+ mes "You're not that cold...";
+ next;
+ mes "[El Schatt]";
+ mes "No... I don't want";
+ mes "to forget you. All of";
+ mes "our good times. But I miss";
+ mes "you so much... I think I'm";
+ mes "going to go insane! I don't";
+ mes "know if I can endure this pain!";
+ next;
+ mes "[Manainne]";
+ mes "Please be strong for me,";
+ mes "El Schatt. Someday, time";
+ mes "will heal your wounds, and";
+ mes "your memories of me will only";
+ mes "bring you fondness, not pain.";
+ mes "I miss you El Schatt, and I...";
+ next;
+ mes "[El Schatt]";
+ mes "Kanainne...?";
+ mes "K-Kanaine?";
+ mes "What's happening?";
+ next;
+ mes "[Manainne]";
+ mes "El Schatt, I'm so sorry...";
+ mes "But I have to go now. I can't";
+ mes "stay in the world of the living";
+ mes "for too long, and my time limit";
+ mes "is almost up. I still... I...";
+ next;
+ mes "[El Schatt]";
+ mes "N-no! Please, stay with";
+ mes "me! I'm not ready to lose";
+ mes "you again! D-don't leave";
+ mes "me again! Nooo! Kanainne!";
+ mes "I need you here with me!";
+ next;
+ mes "[Manainne]";
+ mes "I can't do that...";
+ mes "But please, El Schatt...";
+ mes "Promise that you'll be";
+ mes "yourself from now on...";
+ mes "Be kind... And follow";
+ mes "your true dreams...";
+ next;
+ mes "[Manainne]";
+ mes "Don't cut down";
+ mes "that tree... And make...";
+ mes "make beautiful music.";
+ mes "Please finish the song";
+ mes "that you made for me for...";
+ mes "for both of our sakes...";
+ next;
+ mes "[El Schatt]";
+ mes "Anything for you,";
+ mes "Kanainne. I vow it...";
+ next;
+ mes "[Manainne]";
+ mes "El Schatt...";
+ mes "I still... I still...";
+ next;
+ mes "[El Schatt]";
+ mes "Y-yes...";
+ mes "Kanainne...?";
+ next;
+ mes "[Manainne]";
+ mes "......";
+ mes ".........";
+ mes "............";
+ next;
+ mes "^3355FF*Thud!*^000000";
+ next;
+ mes "[El Schatt]";
+ mes "Kanainne...?";
+ mes "Kanainne!";
+ next;
+ mes "[Manainne]";
+ mes "...I...";
+ mes "...El Schatt...";
+ mes "She's gone again.";
+ mes "It's... I'm Manainne...";
+ mes "^333333*Sniff*^000000 She had to go back...";
+ next;
+ specialeffect2 EF_CONE;
+ set hg_memory,12;
+ getexp 5000,0;
+ getitem 603,1; //Old blue box
+ mes "[El Schatt]";
+ mes "Oh... Oh dear";
+ mes "sweet God... My...";
+ mes "My dear Kanainne...";
+ mes "No.... No... Please...";
+ close;
+ }
+ else if(hg_memory == 12)
+ {
+ mes "[El Schatt]";
+ mes "...Would you please";
+ mes "leave me alone? I have...";
+ mes "I have an awful lot to";
+ mes "think about. And there's";
+ mes "music that I have to write...";
+ close;
+ }
+ else
+ {
+ mes "[El Schatt]";
+ mes "Father was right...";
+ mes "This area is the perfect";
+ mes "place to build some stores.";
+ mes "All that's left is to chop down";
+ mes "that old tree. It's in the way";
+ mes "of a whole lot of things...";
+ close;
+ }
+
+}
+
+//-------------------------------------------------------------------------
+// Hide and Seek quest
+//-------------------------------------------------------------------------
+
+hugel,107,67,3 script Torpy 706,{
+
+ if(BaseLevel > 49)
+ {
+ if(!hg_ubu01)
+ {
+ mes "[Torpy]";
+ mes "D-Daddy...!";
+ mes "Daddy where";
+ mes "are you?! Wah~!";
+ next;
+ switch( select( "What's wrong?:Ignore" ) )
+ {
+ case 1:
+ mes "[Torpy]";
+ mes "My Daddy hasn't";
+ mes "been home for a few";
+ mes "day now. I'm afraid that";
+ mes "something must have";
+ mes "happened to him. *Sniff*";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Your Dad is missing?";
+ mes "Why don't you tell me";
+ mes "about the last time";
+ mes "that you saw him?";
+ next;
+ mes "[Torpy]";
+ mes "Well, we were playing";
+ mes "Hide-and-Seek, and then";
+ mes "it was his turn to hide,";
+ mes "and then, a-and then...";
+ mes "I never found him!";
+ next;
+ switch( select( "Really? Tell me more...:What, is that all...?" ) )
+ {
+ case 1:
+ mes "[Torpy]";
+ mes "Th-then my Mom got";
+ mes "mad at Dad for hiding";
+ mes "for so long. But when";
+ mes "she went to find him, she";
+ mes "disappeared too! I-I'm all";
+ mes "alone now! Waaaaaah~!";
+ next;
+ emotion e_dots,1;
+ mes "["+strcharinfo(0)+"]";
+ mes "Don't worry, I'll look";
+ mes "for your parents. I'm";
+ mes "sure that I can find at";
+ mes "least one of them just";
+ mes "outside of town.";
+ set hg_ubu01,1;
+ close;
+ break;
+ case 2:
+ mes "["+strcharinfo(0)+"]";
+ mes "Don't worry, your";
+ mes "Dad will probably";
+ mes "show up sooner";
+ mes "or later. Well, lots";
+ mes "of luck, kid.";
+ emotion e_dots,1;
+ close;
+ break;
+ }
+ break;
+ case 2:
+ mes "[Torpy]";
+ mes "D-Daddy...!";
+ mes "Mommiiiiiiiiie!";
+ mes "Where are yoooou?!";
+ mes "Wuh-Waaaaaaaaaah!";
+ close;
+ break;
+ }
+ }
+ else if(hg_ubu01 == 2)
+ {
+ mes "[Torpy]";
+ mes "Oh...";
+ mes "Mommy was just";
+ mes "outside of town?";
+ mes "*Sob* Okay, I hope my";
+ mes "Daddy comes back soon...";
+ set hg_ubu01,3;
+ close;
+ }
+ else if(hg_ubu01 == 6)
+ {
+ mes "[Torpy]";
+ mes "Y-you found my Daddy!";
+ mes "Hooray! I was so worried";
+ mes "about him! Th-thank you";
+ mes "so much for your help!";
+ next;
+ mes "[Torpy]";
+ mes "Um, um, where is my";
+ mes "Daddy hiding anyway?";
+ mes "Oh? A barrel? Where";
+ mes "was it again? Heh heh!";
+ mes "Now I can find him!";
+ next;
+ mes "[Torpy]";
+ mes "Oh, would you go talk";
+ mes "to my Mom, and tell her";
+ mes "to come here please? And";
+ mes "also tell her that Daddy";
+ mes "is safe! See you later~";
+ next;
+ emotion e_dots,1;
+ mes "......";
+ mes ".........";
+ mes "............";
+ next;
+ mes "[Torpy]";
+ mes "^333333...............................";
+ mes "Hee hee~ Once I find";
+ mes "my Daddy, he has to get me";
+ mes "a girlfriend! He promised~!^000000";
+ set hg_ubu01,7;
+ close;
+ }
+ else if(hg_ubu01 == 7)
+ {
+ mes "[Torpy]";
+ mes "Would you please hurry";
+ mes "and talk to my Mom? She";
+ mes "should be just outside of?";
+ mes "this town, where you last";
+ mes "saw her. Bye bye for now~";
+ next;
+ emotion e_dots,1;
+ mes "......";
+ mes ".........";
+ mes "............";
+ next;
+ mes "[Torpy]";
+ mes "^333333...............................";
+ mes "Oh yeah! Should I have";
+ mes "Mom help me pick out my";
+ mes "new girlfriend? Hmm, I dunno.";
+ mes "Wh-what if they become friends?";
+ mes "Um, that might not be good...^000000";
+ close;
+ }
+ else if(hg_ubu01 == 8)
+ {
+ emotion e_dots,1;
+ mes "[Torpy]";
+ mes "Daddy promised to get";
+ mes "me a girlfriend if I beat him";
+ mes "at Hide-and-Seek! Hahaha!";
+ mes "I won, so now he has to do it!";
+ next;
+ mes "[Torpy]";
+ mes "Wait, but should I let";
+ mes "my Dad pick my girlfriend?";
+ mes "Maybe I should pick her...";
+ mes "Yeah, I'll pick the perfectest";
+ mes "girl that I can find! Yaaay~";
+ set hg_ubu01,9;
+ close;
+ }
+ else if(hg_ubu01 == 9)
+ {
+ emotion e_dots,1;
+ mes "[Torpy]";
+ mes "Maybe I should wait until";
+ mes "I'm older to have a girlfriend.";
+ mes "I mean, what if the girl I pick";
+ mes "now gets uglier when she";
+ mes "grows up? Or what if she gets^FFFFFF ^000000 really fat? I better be careful...";
+ next;
+ mes "^3355FFTorpy is still a young,";
+ mes "naive child that has much";
+ mes "to learn about girlfriends,";
+ mes "or just people, in general.^000000";
+ close;
+ }
+ else
+ {
+ mes "[Torpy]";
+ mes "^333333*Sniff*^000000 D-Daddy's gone!";
+ mes "Will you help me find my";
+ mes "Daddy please? I h-have";
+ mes "to find him now! H-Hurry!";
+ close;
+ }
+ }
+ else
+ {
+ mes "[Torpy]";
+ mes "Waaah~!";
+ mes "I have to find";
+ mes "my Daddy! Daddy...!";
+ mes "Where are yooooou?!";
+ close;
+ }
+
+}
+
+hu_fild06,190,367,3 script Torpy's Mom 701,{
+
+ if(hg_ubu01 == 0)
+ {
+ mes "[Torpy's Mom]";
+ mes "Where did he go this time?!";
+ mes "If my husband doesn't have";
+ mes "a good excuse for not coming";
+ mes "home, then he better come";
+ mes "up with one or he'll be sorry!";
+ close;
+ }
+ else if(hg_ubu01 == 1)
+ {
+ mes "[Torpy's Mom]";
+ mes "Hmm? Oh, you talked to";
+ mes "my little Torpy? He thinks his";
+ mes "father and I just vanished?";
+ mes "Oh, I'm so sorry, I think there's been some misunderstanding!";
+ next;
+ mes "[Torpy's Mom]";
+ mes "Although Torpy's father has";
+ mes "been missing for a little";
+ mes "while, I just stepped out of";
+ mes "the house this morning. So";
+ mes "I haven't even been gone for";
+ mes "a few hours, much less a day.";
+ next;
+ mes "[Torpy's Mom]";
+ mes "You see, my husband is";
+ mes "a hunter, so it's usual for him";
+ mes "not to come home for a few";
+ mes "days. Still, he's never been";
+ mes "gone for this long before,";
+ mes "so I've been looking for him...";
+ next;
+ mes "[Torpy's Mom]";
+ mes "I've been getting a little";
+ mes "worried myself, honestly.";
+ mes "He's not in any of his usual";
+ mes "hunting grounds. Hopefully,";
+ mes "if I wait here long enough,";
+ mes "he'll show up sooner or later.";
+ next;
+ mes "[Torpy's Mom]";
+ mes "If he doesn't show up";
+ mes "today, I better search";
+ mes "for him inside town. Maybe";
+ mes "he's hiding somewhere,";
+ mes "like at his friend's house.";
+ mes "Why is like always like this?";
+ next;
+ mes "[Torpy's Mom]";
+ mes "Listen, would you please";
+ mes "tell my son Torpy that I'm";
+ mes "fine and will be coming back";
+ mes "home soon? Also, if you see";
+ mes "my husband inside town, tell";
+ mes "him that he better come home!";
+ set hg_ubu01,2;
+ close;
+ }
+ else if(hg_ubu01 == 2)
+ {
+ mes "[Torpy's Mom]";
+ mes "Listen, would you please";
+ mes "tell my son Torpy that I'm";
+ mes "fine and will be coming back";
+ mes "home soon? Also, if you see";
+ mes "my husband inside town, tell";
+ mes "him that he better come home!";
+ close;
+ }
+ else if(hg_ubu01 == 6)
+ {
+ mes "[Torpy's Mom]";
+ mes "What?! He was hiding";
+ mes "inside a barrel this";
+ mes "entire time?! Oh, no.";
+ mes "I'm sorry, my husband has";
+ mes "caused you so much trouble.";
+ next;
+ mes "[Torpy's Mom]";
+ mes "I really appreciate";
+ mes "everything you've done";
+ mes "to help us find him. I know";
+ mes "it's not much, but I hope";
+ mes "you accept this as our thanks.";
+ mes "Goodbye for now, adventurer~";
+ specialeffect2 EF_CONE;
+ set hg_ubu01,8;
+ getitem 12065,3; //Green salad
+ getexp 5000,0;
+ close;
+ }
+ else if(hg_ubu01 == 7)
+ {
+ mes "[Torpy's Mom]";
+ mes "What?! He was hiding";
+ mes "inside a barrel this";
+ mes "entire time?! Oh, no.";
+ mes "I'm sorry, my husband has";
+ mes "caused you so much trouble.";
+ next;
+ mes "[Torpy's Mom]";
+ mes "I really appreciate";
+ mes "everything you've done";
+ mes "to help us find him. I know";
+ mes "it's not much, but I hope";
+ mes "you accept this as our thanks.";
+ mes "Goodbye for now, adventurer~";
+ specialeffect2 EF_MVP;
+ set hg_ubu01,8;
+ getitem 12065,3; //Green salad
+ getexp 5000,0;
+ close;
+ }
+ else if(hg_ubu01 == 8)
+ {
+ mes "[Torpy's Mom]";
+ mes "Sometimes I wonder if";
+ mes "Torpy is too mature for";
+ mes "his age, or if my husband";
+ mes "is too immature. In a strange";
+ mes "way, those two really take";
+ mes "after each other. Oh, well...";
+ close;
+ }
+ else if(hg_ubu01 == 9)
+ {
+ emotion e_dots,1;
+ mes "[Torpy's Mom]";
+ mes "When is that husband";
+ mes "of mine going to come";
+ mes "out of that barrel? He";
+ mes "didn't make another weird";
+ mes "bet with Torpy, did he? Oh,";
+ mes "the trouble with those two...";
+ close;
+ }
+ else
+ {
+ mes "[Torpy's Mom]";
+ mes "Where did he go this time?!";
+ mes "If my husband doesn't have";
+ mes "a good excuse for not coming";
+ mes "home, then he better come";
+ mes "up with one or he'll be sorry!";
+ close;
+ }
+
+}
+
+hugel,100,176,3 script Suspicious Barrel 111,{
+
+ if(hg_ubu01 == 3)
+ {
+ mes "[Strange Man]";
+ mes "So... hun...gry...";
+ mes "F-food... Give me...";
+ mes "F-food... Must... replenish...";
+ mes "h-health... with... Steamed...";
+ mes "Crab... Nippers... Please...";
+ next;
+ emotion e_dots,1;
+ mes "^3355FFIt sounds like";
+ mes "this barrel wants";
+ mes "Steamed Crab Nippers.^000000";
+ next;
+ switch( select( "I'll bring you Steamed Crab Nippers:Ignore" ) )
+ {
+ case 1:
+ mes "[Strange Man]";
+ mes "Please... cook me...";
+ mes "Steamed... Crab Nippers...!";
+ mes "You... n-need.... 10 Green";
+ mes "Herbs... 1 Yellow Potions...";
+ mes "and 10... N-Nippers... to";
+ mes "c-cook th-them. Ugh...";
+ next;
+ emotion e_dots,1;
+ mes "["+strcharinfo(0)+"]";
+ mes "Hold on,";
+ mes "I have to cook";
+ mes "them for you?!";
+ next;
+ mes "[Strange Man]";
+ mes "Y-yes...";
+ mes "It's... It's the";
+ mes "o-only... possible...";
+ mes "Way... P-please help...";
+ set hg_ubu01,4;
+ close;
+ break;
+ case 2:
+ mes "[Strange Man]";
+ mes "D-don't... leave...";
+ mes "me... Here... Th-the...";
+ mes "hunger...! It... It can't...";
+ mes "It c-can't be... d-denied!";
+ next;
+ emotion e_dots,1;
+ mes "["+strcharinfo(0)+"]";
+ mes "Weirdo! Why don't you";
+ mes "get out of that barrel,";
+ mes "and get your Steamed";
+ mes "Crab Nippers yourself?!";
+ close;
+ break;
+ }
+ }
+ else if(hg_ubu01 == 4)
+ {
+ if(countitem(12051)) //Steamed crab nippers
+ {
+ mes "[Strange Man]";
+ mes "Th-that... tantalizing...";
+ mes "scent... It's S-Steamed...";
+ mes "Crab... Nippers... Oh God...";
+ mes "It's b-been so... l-long...";
+ mes "G-Give me! G-Give me now!";
+ next;
+ emotion e_dots,1;
+ mes "^3355FFYou dumped the";
+ mes "Steamed Crab Nippers";
+ mes "into the barrel where";
+ mes "it was quickly devoured.^000000";
+ delitem 12051,1; //Steamed crab nippers
+ set hg_ubu01,5;
+ next;
+ mes "[Strange Man]";
+ mes "Ha ha ha!";
+ mes "Back in the game, baby!";
+ mes "Man, it's been, about what,";
+ mes "3 days since I last ate?";
+ mes "It's good to be alive!";
+ close2;
+ donpcevent "Strange Man#Hugel::OnEnable";
+ end;
+ }
+ else
+ {
+ mes "[Strange Man]";
+ mes "Please... cook me...";
+ mes "Steamed... Crab Nippers...!";
+ mes "You... n-need.... 10 Green";
+ mes "Herbs... 1 Yellow Potions...";
+ mes "and 10... N-Nippers... to";
+ mes "c-cook th-them. Ugh...";
+ next;
+ emotion e_dots,1;
+ mes "["+strcharinfo(0)+"]";
+ mes "Hold on,";
+ mes "I have to cook";
+ mes "them for you?!";
+ next;
+ mes "[Strange Man]";
+ mes "Y-yes...";
+ mes "It's... It's the";
+ mes "o-only... possible...";
+ mes "Way... P-please help...";
+ close;
+ }
+ }
+ else if(hg_ubu01 == 5)
+ {
+ if(countitem(12051)) //Steamed crab nippers
+ {
+ mes "[Strange Man]";
+ mes "Th-that... tantalizing...";
+ mes "scent... It's S-Steamed...";
+ mes "Crab... Nippers... Oh God...";
+ mes "It's b-been so... l-long...";
+ mes "G-Give me! G-Give me now!";
+ next;
+ emotion e_dots,1;
+ mes "^3355FFYou dumped the";
+ mes "Steamed Crab Nippers";
+ mes "into the barrel where";
+ mes "it was quickly devoured.^000000";
+ delitem 12051,1; //Steamed crab nippers
+ set hg_ubu01,5;
+ next;
+ mes "[Strange Man]";
+ mes "Ha ha ha!";
+ mes "Back in the game, baby!";
+ mes "Man, it's been, about what,";
+ mes "3 days since I last ate?";
+ mes "It's good to be alive!";
+ close2;
+ donpcevent "Strange Man#Hugel::OnEnable";
+ end;
+ }
+ else
+ {
+ mes "[Strange Man]";
+ mes "Please... cook me...";
+ mes "Steamed... Crab Nippers...!";
+ mes "You... n-need.... 10 Green";
+ mes "Herbs... 1 Yellow Potions...";
+ mes "and 10... N-Nippers... to";
+ mes "c-cook th-them. Ugh...";
+ next;
+ emotion e_dots,1;
+ mes "["+strcharinfo(0)+"]";
+ mes "Hold on,";
+ mes "I have to cook";
+ mes "them for you?!";
+ next;
+ mes "[Strange Man]";
+ mes "Y-yes...";
+ mes "It's... It's the";
+ mes "o-only... possible...";
+ mes "Way... P-please help...";
+ close;
+ }
+ }
+ else if(hg_ubu01 == 6)
+ {
+ emotion e_dots,1;
+ mes "^3355FFFor now, you should";
+ mes "tell Torpy and his mom";
+ mes "where Torpy's father is";
+ mes "hiding so they won't";
+ mes "worry about him so much.";
+ close;
+ }
+ else if(hg_ubu01 == 7)
+ {
+ emotion e_dots,1;
+ mes "^800080Torpy's mom might want to know about^000000";
+ mes "^800080this extraordinary barrel.^000000";
+ close;
+ }
+ else if(hg_ubu01 == 8)
+ {
+ emotion e_dots,1;
+ mes "^800080How long does Torpy's father plan to stay within the barrel?^000000";
+ close;
+ }
+ else if(hg_ubu01 == 9)
+ {
+ emotion e_dots,1;
+ mes "^800080That barrel will become a symbolic object^000000";
+ mes "^800080that pays tribute to the firm will of Torpy's father^000000";
+ mes "^800080who is trying hard to avoid keeping the promise with his son to find his wife.^000000";
+ close;
+ }
+ else
+ {
+ emotion e_dots,1;
+ mes "^800080You hear something bustling from the hole in the barrel.^000000";
+ mes "^800080However, it doesn't seem to be a big deal.^000000";
+ close;
+ }
+
+}
+
+hugel,100,174,3 script Strange Man#Hugel 898,{
+
+ if(hg_ubu01 == 5)
+ {
+ mes "[Strange Man]";
+ mes "Ahhhh... Thanks for";
+ mes "the free meal! It was";
+ mes "so invigorating! Well,";
+ mes "I better climb back";
+ mes "inside that barrel. See";
+ mes "ya round, adventurer~";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Hold it!";
+ mes "Why are you hiding";
+ mes "inside that barrel?!";
+ next;
+ mes "[Strange Man]";
+ mes "Huh? Oh, I'm just";
+ mes "playing Hide-and-Seek";
+ mes "with my son, that's all.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "But you haven't";
+ mes "eaten in days! Wait,";
+ mes "hold on, you wouldn't";
+ mes "happen to be Torpy's";
+ mes "father now, would you?";
+ next;
+ mes "[Strange Man]";
+ mes "Oh, you ran into my boy?";
+ mes "Has he given up on our";
+ mes "little wager yet? Because";
+ mes "I'd really hate to lose...";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Um, your wife and son";
+ mes "are really worried about";
+ mes "you. Shouldn't you be going";
+ mes "home as soon as you can?";
+ next;
+ mes "[Strange Man]";
+ mes "No, I can't! Not until";
+ mes "Torpy gives up! I made";
+ mes "a really silly promise";
+ mes "with my son, and if I lose";
+ mes "this game of Hide-and-Seek...";
+ mes "Well, I just can't lose! Bye!";
+ set hg_ubu01,6;
+ next;
+ mes "^3355FFTorpy's father has";
+ mes "hidden himself again,";
+ mes "but at least now you";
+ mes "can go back to Torpy's";
+ mes "Mom and Torpy, and let them";
+ mes "both know where he is hiding.^000000";
+ close2;
+ disablenpc "Strange Man#Hugel";
+ enablenpc "Suspicious Barrel";
+ end;
+ }
+ else
+ {
+ mes "[Strange Man]";
+ mes "Hahahaha!";
+ mes "Steamed Crab Nippers!";
+ mes "That really hit the spot!";
+ mes "I ate so much, I won't";
+ mes "have to eat again for days!";
+ close;
+ }
+
+OnEnable:
+ enablenpc "Strange Man#Hugel";
+ disablenpc "Suspicious Barrel";
+ initnpctimer;
+ end;
+
+OnInit:
+ disablenpc "Strange Man#Hugel";
+ end;
+
+OnTimer60000:
+ stopnpctimer;
+ disablenpc "Strange Man#Hugel";
+ enablenpc "Suspicious Barrel";
+ end;
+
+}
+
+//-------------------------------------------------------------------------
+// Fish cake soup delivery
+//-------------------------------------------------------------------------
+
+hu_in01,15,372,3 script Cellette Lavit 74,{
+
+ if(!hg_odeng)
+ {
+ mes "[Cellette]";
+ mes "Hi there, thanks for";
+ mes "visiting our lovely town!";
+ mes "Why don't you come in and";
+ mes "have a taste of authentic";
+ mes "Hugel cuisine? I guarantee";
+ mes "that you won't regret it~";
+ next;
+ mes "[Cellette]";
+ mes "My name is Cellette Lavit,";
+ mes "and I proudly serve Fish Cake";
+ mes "Soup, Hugel's specialty dish.";
+ mes "All the tourists that've tried";
+ mes "it have loved it, and I have";
+ mes "many regular customers~";
+ next;
+ mes "[Cellette]";
+ mes "This dish has something";
+ mes "of a cult following, and it's";
+ mes "not widely popularized, but I'm";
+ mes "sure that it'll be considered";
+ mes "representative of Schwaltzvalt";
+ mes "Republic cuisine someday.";
+ next;
+ mes "[Cellette]";
+ mes "Listen, you look like an";
+ mes "able adventurer, so would";
+ mes "you consider working part time";
+ mes "for me? I have many orders for";
+ mes "Fish Cake Soup, so there's";
+ mes "no way I can make deliveries...";
+ next;
+ mes "[Cellette]";
+ mes "If you work for me, I'll";
+ mes "waive the price: I'll give you";
+ mes "1 Fish Cake Soup for each";
+ mes "delivery that you complete.";
+ mes "But if you're not interested,";
+ mes "you can just buy some now~";
+ next;
+ switch( select( "Sure, I'll work for you!:I want to buy Fish Cake Soup.:See ya." ) )
+ {
+ case 1:
+ mes "[Cellette]";
+ mes "Oh, thank you so much!";
+ mes "You can't imagine how busy";
+ mes "I've been, and how much I need^FFFFFF ^000000 the help! Now, let's get started~";
+ next;
+ set @randvar, rand(1,4);
+ if(@randvar == 1)
+ {
+ mes "[Cellette]";
+ mes "Alright, please take this";
+ mes "order of Fish Cake Soup to";
+ mes "my friend Neha. I'm grateful";
+ mes "that she's a regular customer--";
+ mes "she's a good friend, but I'm sure^FFFFFF ^000000 that she loves the soup as well.";
+ set hg_odeng,1;
+ getitem 584,1; //Skewer soup
+ close;
+ }
+ else if(@randvar == 2)
+ {
+ mes "[Cellette]";
+ mes "Right, take this next order";
+ mes "of Fish Cake Soup to Maewan,";
+ mes "another one of my regulars.";
+ mes "He's been buying my soup ever";
+ mes "since I helped him start his^FFFFFF ^000000 business. Nice of him, isn't it?";
+ set hg_odeng,2;
+ getitem 584,1; //Skewer soup
+ close;
+ }
+ else if(@randvar == 3)
+ {
+ mes "[Cellette]";
+ mes "Okay, this order of Fish";
+ mes "Cake Soup is ready! Please";
+ mes "take it to my roommate Layoma.";
+ mes "But... Be careful. She's got";
+ mes "a thing about punctuality.";
+ mes "Just try not to be late...";
+ set hg_odeng,3;
+ getitem 584,1; //Skewer soup
+ close;
+ }
+ else if(@randvar == 4)
+ {
+ mes "[Cellette]";
+ mes "Quick, take this Fish";
+ mes "Paste Soup to Erjan. Um,";
+ mes "but be careful, he's really";
+ mes "nitpicky... And he likes to";
+ mes "have everything in such";
+ mes "and such and order...";
+ set hg_odeng,4;
+ getitem 584,1; //Skewer soup
+ close;
+ }
+ break;
+ case 2:
+ mes "[Cellette]";
+ mes "Oh, you'd like to try my";
+ mes "Fish Cake Soup, eh? Good";
+ mes "choice, I know you'll enjoy";
+ mes "its delicious, hearty flavor~";
+ mes "Each order costs 100 zeny.";
+ next;
+ switch( select( "Order a Fish Cake Soup:Cancel" ) )
+ {
+ case 1:
+ if(Zeny > 99)
+ {
+ mes "[Cellette]";
+ mes "Thanks! Enjoy your";
+ mes "bowl of Fish Cake Soup.";
+ mes "I hope you come and ";
+ mes "visit me again, okay?";
+ set Zeny,Zeny-100;
+ getitem 584,1; //Skewer soup
+ close;
+ }
+ else
+ {
+ mes "[Cellette]";
+ mes "Oh, what's this?";
+ mes "You don't have enough";
+ mes "money? Well, come back";
+ mes "after you save 100 zeny.";
+ mes "That's a really good price";
+ mes "for my gourmet soup, you know.";
+ close;
+ }
+ break;
+ case 2:
+ mes "[Cellette]";
+ mes "If you're ever hungry,";
+ mes "or just want to enjoy";
+ mes "a delicious meal, come";
+ mes "and have some of my soup~";
+ close;
+ break;
+ }
+ break;
+ case 3:
+ mes "[Cellette]";
+ mes "Oh? You're not interested";
+ mes "in trying my Fish Cake Soup";
+ mes "at all? Well, if you change";
+ mes "your mind, please come";
+ mes "back. I just know you'll love";
+ mes "the taste if you give it a try.";
+ close;
+ break;
+ }
+ }
+ else if(hg_odeng == 1)
+ {
+ if(countitem(584)) //Skewer soup
+ {
+ mes "[Cellette]";
+ mes "Haven't you left already?";
+ mes "My friend Neha is waiting";
+ mes "for you to deliver her order";
+ mes "of Fish Cake Soup. Please";
+ mes "try to get it to her before the";
+ mes "soup gets cold, okay?";
+ close;
+ }
+ else
+ {
+ mes "[Cellette]";
+ mes "What's that? You lost";
+ mes "the Fish Cake Soup you're";
+ mes "supposed to deliver to Neha?";
+ mes "Oh well, I suppose I'll have";
+ mes "to give you this fresh bowl";
+ mes "of soup that I just made...";
+ next;
+ if(Zeny > 99)
+ {
+ mes "[Cellette]";
+ mes "But you need to be";
+ mes "responsible and pay";
+ mes "me for the food you lost.";
+ mes "There, I took 100 zeny";
+ mes "from you. That's fair, so";
+ mes "please don't lose it this time.";
+ set Zeny,Zeny-100;
+ getitem 584,1; //Skewer soup
+ close;
+ }
+ else
+ {
+ mes "[Cellette]";
+ mes "W-wait... You don't";
+ mes "have any money to pay";
+ mes "me for the soup you lost?";
+ mes "Well, I don't think I can";
+ mes "trust somebody like you";
+ mes "with any deliveries...";
+ set hg_odeng,5;
+ close;
+ }
+ }
+ }
+ else if(hg_odeng == 2)
+ {
+ if(countitem(584)) //Skewer soup
+ {
+ mes "[Cellette]";
+ mes "Whoa, whoa, whoa!";
+ mes "You should have left";
+ mes "already to deliver that";
+ mes "soup to Maewan! Hurry,";
+ mes "before it gets too cold!";
+ close;
+ }
+ else
+ {
+ mes "[Cellette]";
+ mes "What's that? You lost";
+ mes "the Fish Cake Soup you're";
+ mes "supposed to give to Maewan?";
+ mes "Oh well, I suppose I'll have";
+ mes "to give you this fresh bowl";
+ mes "of soup that I just made...";
+ next;
+ if(Zeny > 99)
+ {
+ mes "[Cellette]";
+ mes "But you need to be";
+ mes "responsible and pay";
+ mes "me for the food you lost.";
+ mes "There, I took 100 zeny";
+ mes "from you. That's fair, so";
+ mes "please don't lose it this time.";
+ set Zeny,Zeny-100;
+ getitem 584,1; //Skewer soup
+ close;
+ }
+ else
+ {
+ mes "[Cellette]";
+ mes "W-wait... You don't";
+ mes "have any money to pay";
+ mes "me for the soup you lost?";
+ mes "Well, I don't think I can";
+ mes "trust somebody like you";
+ mes "with any deliveries...";
+ set hg_odeng,5;
+ close;
+ }
+ }
+ }
+ else if(hg_odeng == 3)
+ {
+ if(countitem(584)) //Skewer soup
+ {
+ mes "[Cellette]";
+ mes "I thought you left to";
+ mes "deliver that soup to";
+ mes "Layoma. You should hurry";
+ mes "and bring it to her, before";
+ mes "it doesn't taste good after";
+ mes "it gets cold, you know.";
+ close;
+ }
+ else
+ {
+ mes "[Cellette]";
+ mes "What's that? You lost";
+ mes "the Fish Cake Soup you're";
+ mes "supposed to give to Layoma?";
+ mes "Oh well, I suppose I'll have";
+ mes "to give you this fresh bowl";
+ mes "of soup that I just made...";
+ next;
+ if(Zeny > 99)
+ {
+ mes "[Cellette]";
+ mes "But you need to be";
+ mes "responsible and pay";
+ mes "me for the food you lost.";
+ mes "There, I took 100 zeny";
+ mes "from you. That's fair, so";
+ mes "please don't lose it this time.";
+ set Zeny,Zeny-100;
+ getitem 584,1; //Skewer soup
+ close;
+ }
+ else
+ {
+ mes "[Cellette]";
+ mes "W-wait... You don't";
+ mes "have any money to pay";
+ mes "me for the soup you lost?";
+ mes "Well, I don't think I can";
+ mes "trust somebody like you";
+ mes "with any deliveries...";
+ set hg_odeng,5;
+ close;
+ }
+ }
+ }
+ else if(hg_odeng == 4)
+ {
+ if(countitem(584))
+ {
+ mes "[Cellette]";
+ mes "Oh, dear, you better";
+ mes "leave now and deliver";
+ mes "that Fish Cake Soup to";
+ mes "Erjan before he can think";
+ mes "of something to complain about.^FFFFFF ^000000 Although it's probably too late...";
+ close;
+ }
+ else
+ {
+ mes "[Cellette]";
+ mes "What's that? You lost";
+ mes "the Fish Cake Soup you're";
+ mes "supposed to deliver to Erjan?";
+ mes "Oh well, I suppose I'll have";
+ mes "to give you this fresh bowl";
+ mes "of soup that I just made...";
+ next;
+ if(Zeny > 99)
+ {
+ mes "[Cellette]";
+ mes "But you need to be";
+ mes "responsible and pay";
+ mes "me for the food you lost.";
+ mes "There, I took 100 zeny";
+ mes "from you. That's fair, so";
+ mes "please don't lose it this time.";
+ set Zeny,Zeny-100;
+ getitem 584,1; //Skewer soup
+ close;
+ }
+ else
+ {
+ mes "[Cellette]";
+ mes "W-wait... You don't";
+ mes "have any money to pay";
+ mes "me for the soup you lost?";
+ mes "Well, I don't think I can";
+ mes "trust somebody like you";
+ mes "with any deliveries...";
+ set hg_odeng,5;
+ close;
+ }
+ }
+ }
+ else if(hg_odeng == 5)
+ {
+ mes "[Cellette]";
+ mes "Ah, I'm sorry, but";
+ mes "I can't do any business";
+ mes "with somebody that's proven";
+ mes "to be irresponsible. Nothing";
+ mes "personal, it's just my policy.";
+ close;
+ }
+ else if(hg_odeng == 10)
+ {
+ mes "[Cellette]";
+ mes "Good work! I hear that";
+ mes "you successfully delivered";
+ mes "the soup. I knew I could trust";
+ mes "you! Ah, before I forget, here";
+ mes "is your Fish Cake Soup. Thank";
+ mes "you so much for your help~";
+ set hg_odeng,0;
+ getitem 584,3; //Skewer soup
+ getexp 100,0;
+ next;
+ mes "[Cellette]";
+ mes "It was really nice working";
+ mes "with you, and I hope you come";
+ mes "by and help me again sometime.";
+ mes "Oh, and please tell all your";
+ mes "friends about my delicious";
+ mes "Fish Cake Soup. See you later~";
+ close;
+ }
+ else
+ {
+ mes "[Cellette]";
+ mes "Come and taste some";
+ mes "authentic Hugel cuisine!";
+ mes "Enjoy a big steaming bowl";
+ mes "of delicious Fish Cake Soup~";
+ close;
+ }
+}
+
+hugel,76,134,3 script Neha 101,{
+
+ if(hg_odeng == 1)
+ {
+ if(countitem(584))
+ {
+ mes "[Neha]";
+ mes "Oh, you have a delivery";
+ mes "from Cellette, hm? Hmpf!";
+ mes "You're late! Don't you know";
+ mes "this soup isn't good if it";
+ mes "isn't steaming hot?";
+ next;
+ if(sex)
+ {
+ mes "[Neha]";
+ mes "But... You're a handsome";
+ mes "fellow, so I'll forgive you...";
+ mes "On one condition. Bring me";
+ mes "^FF00001 Whip^000000 with which to spank ";
+ mes "you. You better hurry, boy, or";
+ mes "I won't let you off that easy.";
+ set hg_odeng,6;
+ close;
+ }
+ else
+ {
+ mes "[Neha]";
+ mes "Yes, yes... You should";
+ mes "be punished. You should be";
+ mes "spanked. If you want to finish";
+ mes "your delivery, then bring me";
+ mes "^FF00001 Whip^000000 so that I can spank you";
+ mes "for your impertinence, girl!";
+ set hg_odeng,6;
+ close;
+ }
+ }
+ else
+ {
+ mes "[Neha]";
+ mes "Oh ho ho ho ho ho~";
+ mes "I just love cute little boys...";
+ mes "But for some reason, it";
+ mes "thrills me to torture them";
+ mes "a little bit as well. Hoho~";
+ close;
+ }
+ }
+ else if(hg_odeng == 6)
+ {
+ if(countitem(1960) && countitem(584)) //Whip and Skewer soup
+ {
+ mes "[Neha]";
+ mes "Finally... My soup!";
+ mes "And you brought me my Whip!";
+ mes "Don't worry, I'll only give you";
+ mes "just one hard spanking. It'll";
+ mes "be over before you know it~";
+ next;
+ mes "[Neha]";
+ mes "Ha!";
+ next;
+ mes "^3355FF*Slap*^000000";
+ percentheal -25,0;
+ next;
+ mes "[Neha]";
+ mes "Heeyah!!";
+ next;
+ mes "^3355FF*SLAP*^000000";
+ percentheal -25,0;
+ next;
+ mes "[Neha]";
+ mes "Ooh, did I accidentally";
+ mes "whip you twice? Heh heh...";
+ mes "Well, I'm satisfied. I'll go";
+ mes "ahead and tell Celette that";
+ mes "you did a good job... I hope";
+ mes "you come deliver my soup again~";
+ delitem 1960,1; //Whip
+ delitem 584,1; //Skewer soup
+ set hg_odeng,10;
+ close;
+ }
+ else
+ {
+ mes "[Neha]";
+ mes "^FF00001 Fish Cake Soup^000000...";
+ mes "^FF00001 Whip^000000... Is that too";
+ mes "much for a girl to ask?";
+ mes "I'm hungry, and I want to";
+ mes "hit somebody! What's wrong";
+ mes "with that, huh? Now hurry up!";
+ close;
+ }
+ }
+ else
+ {
+ mes "[Neha]";
+ mes "Oh ho ho ho ho ho~";
+ mes "I just love cute little boys...";
+ mes "But for some reason, it";
+ mes "thrills me to torture them";
+ mes "a little bit as well. Hoho~";
+ close;
+ }
+
+}
+
+hugel,87,139,3 script Maewan 86,{
+
+ if(hg_odeng == 2)
+ {
+ if(countitem(584))
+ {
+ mes "[Maewan]";
+ mes "Oh, finally, I've been";
+ mes "waiting for my order of";
+ mes "Fish Cake Soup from Cellette!";
+ mes "Aaaah, it smells oh so delicious~ ^FFFFFF ^000000";
+ next;
+ mes "[Maewan]";
+ mes "Argh, but you're late!";
+ mes "This is your fault, you";
+ mes "know that, right? Well,";
+ mes "it's not a big deal, but";
+ mes "I can forgive you if you";
+ mes "help me with my collection.";
+ next;
+ mes "[Maewan]";
+ mes "Just bring me";
+ mes "1 Bookclip in Memory,";
+ mes "alright? Oh, and don't";
+ mes "eat my soup before";
+ mes "you deliver it to me!";
+ set hg_odeng,7;
+ close;
+ }
+ else
+ {
+ mes "[Maewan]";
+ mes "I like to think of";
+ mes "myself as a man of";
+ mes "eclectic taste. I love";
+ mes "collecting strange and";
+ mes "unique items, and learning";
+ mes "all sorts of new things~";
+ close;
+ }
+ }
+ else if(hg_odeng == 7 )
+ {
+ if(countitem(584) && countitem(7015)) //Skewer soup and Bookclip in memory
+ {
+ mes "[Maewan]";
+ mes "Great, you really brought";
+ mes "me a Bookclip in Memory!";
+ mes "Yes, this'll make a fine";
+ mes "addition to my collection~";
+ mes "Oh, and give me my soup.";
+ mes "Thanks again for delivering~";
+ delitem 584,1; //Skewer soup
+ delitem 7015,1; //Bookclip in memory
+ set hg_odeng,10;
+ close;
+ }
+ else
+ {
+ mes "[Maewan]";
+ mes "I know it sounds unfair";
+ mes "of me to ask you to bring";
+ mes "^FF00001 Bookclip in Memory^000000 with";
+ mes "my ^FF0000Fish Cake Soup^000000, but well...";
+ next;
+ mes "[Maewan]";
+ mes "I'd feel left out if";
+ mes "I didn't do it. I know";
+ mes "all of Cellette's other";
+ mes "customers are asking the";
+ mes "people delivering their soup";
+ mes "for all sorts of crazy things.";
+ close;
+ }
+ }
+ else
+ {
+ mes "[Maewan]";
+ mes "I like to think of";
+ mes "myself as a man of";
+ mes "eclectic taste. I love";
+ mes "collecting strange and";
+ mes "unique items, and learning";
+ mes "all sorts of new things~";
+ close;
+ }
+
+}
+
+hugel,84,125,3 script Layoma 700,{
+
+ if(hg_odeng == 3)
+ {
+ if(countitem(584))
+ {
+ mes "[Layoma]";
+ mes "You're here to deliver";
+ mes "my Fish Cake Soup?";
+ mes "How could you be so late?!";
+ mes "Don't you know that your";
+ mes "incompetence also reflects";
+ mes "on Cellette and her shop?!";
+ next;
+ mes "[Layoma]";
+ mes "I can't let you continue";
+ mes "delivering for Cellette";
+ mes "unless you prove that you're";
+ mes "dependable to me. Erm, bring";
+ mes "me ^FF00001 Mushroom Spore^000000, and";
+ mes "I'll forget this whole thing.";
+ set hg_odeng,8;
+ close;
+ }
+ else
+ {
+ mes "[Layoma]";
+ mes "I love singing songs,";
+ mes "and I love eating mushrooms.";
+ mes "For a person living in Hugel,";
+ mes "that's a pretty exciting life!";
+ close;
+ }
+ }
+ else if(hg_odeng == 8)
+ {
+ if(countitem(584) && countitem(921)) //Skewer soup and Mushroom spore
+ {
+ mes "[Layoma]";
+ mes "Great! You brought me";
+ mes "1 Mushroom Spore! This";
+ mes "will taste perfect with my";
+ mes "bowl of Fish Cake Soup~";
+ next;
+ mes "[Layoma]";
+ mes "Alright, maybe I can";
+ mes "count on you to work";
+ mes "for my roommate Cellette";
+ mes "a little while longer. Oh, and";
+ mes "please tell her to not to come^FFFFFF ^000000 home so late all the time, okay?";
+ delitem 921,1; //Mushroom spore
+ delitem 584,1; //Skewer soup
+ set hg_odeng,10;
+ close;
+ }
+ else
+ {
+ mes "[Layoma]";
+ mes "Hey! I thought you";
+ mes "wanted to prove that";
+ mes "you're a reliable and";
+ mes "trustworthy person! Go";
+ mes "and bring me 1 Mushroom";
+ mes "Spore with my Fish Cake Soup!";
+ close;
+ }
+ }
+ else
+ {
+ mes "[Layoma]";
+ mes "I love singing songs,";
+ mes "and I love eating mushrooms.";
+ mes "For a person living in Hugel,";
+ mes "that's a pretty exciting life!";
+ close;
+ }
+
+}
+
+hugel,102,161,3 script Erjan 100,{
+
+ if(hg_odeng == 4)
+ {
+ if(countitem(584))
+ {
+ mes "[Erjan]";
+ mes "Well, I thought you'd";
+ mes "never come to deliver";
+ mes "my Fish Cake Soup. You're";
+ mes "awfully late, you know that?";
+ mes "Still, the smell is just so^FFFFFF ^000000 appetizing, I can barely resist...";
+ next;
+ mes "[Erjan]";
+ mes "Hm, but as the first son";
+ mes "of the Franchefeschu family,";
+ mes "I cannot eat this soup unless";
+ mes "it is suitably prepared. Go!";
+ mes "I command you to bring me";
+ mes "the commoner's ^FF0000China^000000!";
+ next;
+ set hg_odeng,9;
+ mes "[Erjan]";
+ mes "Realize that I'm compromising";
+ mes "with you by asking you to bring";
+ mes "me regular China... I always";
+ mes "enjoy my meals on the finest";
+ mes "glass and tableware available.";
+ mes "That's how we noblemen live~";
+ close;
+ }
+ else
+ {
+ mes "[Erjan]";
+ mes "I am Erjan, first son of";
+ mes "the noble Franchefeschu";
+ mes "family. Commoner, if you";
+ mes "do not have any business";
+ mes "with me, then leave me be,";
+ mes "and do whatever it is you do.";
+ close;
+ }
+ }
+ else if(hg_odeng == 9)
+ {
+ if(countitem(584) && countitem(736)) //Skewer soup and China
+ {
+ mes "[Erjan]";
+ mes "Ah, so you've delivered";
+ mes "my Fish Cake Soup with some";
+ mes "proper China. Yes, this pleases";
+ mes "me. Now, I may enjoy this meal";
+ mes "in a manner befitting the";
+ mes "Franchefeschu family.";
+ next;
+ mes "[Erjan]";
+ mes "Although this China is";
+ mes "below my standards, I also";
+ mes "understand that this is the";
+ mes "best you can do. Yes, to accept";
+ mes "this is my... noblesse oblige.";
+ next;
+ mes "[Erjan]";
+ mes "You are dismissed.";
+ mes "Please take your leave,";
+ mes "and return to Cellette";
+ mes "with my noble thanks.";
+ delitem 736,1; //China
+ delitem 584,1; //Skewer soup
+ set hg_odeng,10;
+ close;
+ }
+ else
+ {
+ mes "[Erjan]";
+ mes "Must I repeat myself?";
+ mes "Bring me my ^FF0000Fish Cake Soup^000000";
+ mes "with ^FF00001 China^000000 so that I may";
+ mes "properly enjoy my meal.";
+ close;
+ }
+ }
+ else
+ {
+ mes "[Erjan]";
+ mes "I am Erjan, first son of";
+ mes "the noble Franchefeschu";
+ mes "family. Commoner, if you";
+ mes "do not have any business";
+ mes "with me, then leave me be,";
+ mes "and do whatever it is you do.";
+ close;
+ }
+}
+
+//-------------------------------------------------------------------------
+// Juno Remedy Quest
+//-------------------------------------------------------------------------
+
+yuno,111,156,3 script Euslan 90,{
+
+ if(BaseLevel < 60)
+ {
+ mes "[Euslan]";
+ mes "^333333*Cough Cough*";
+ mes "*Haaaaaaack*";
+ mes "*C-cough* *Sob*^000000";
+ close;
+ }
+ if(!hg_ma1)
+ {
+ mes "[Euslan]";
+ mes "^333333*Cough Cough*";
+ mes "*Haaaaaaack*";
+ mes "*C-cough* *Sob*^000000";
+ next;
+ switch( select( "Ignore:Speak to Euslan" ) )
+ {
+ case 1:
+ mes "[Euslan]";
+ mes "^333333*Sniff*";
+ mes "*Huff Huff*";
+ mes "*Cough Cough*^000000";
+ close;
+ break;
+ case 2:
+ mes "[Euslan]";
+ mes "*Huff Huff*";
+ mes "*Cough Cough*^000000";
+ next;
+ mes "^3355FFEusan is seized";
+ mes "with emotion: it's";
+ mes "been so long since";
+ mes "someone has tried";
+ mes "to speak to her.^000000";
+ set hg_ma1,1;
+ close;
+ break;
+ }
+ }
+ else if(hg_ma1 == 1)
+ {
+ mes "[Euslan]";
+ mes "^333333*Sniff* *Cough";
+ mes "*Cough Cough*";
+ mes "*Sob* *Sniff*^000000";
+ next;
+ switch( select( "Ignore:Speak to Euslan" ) )
+ {
+ case 1:
+ mes "[Euslan]";
+ mes "^333333*Sniff*";
+ mes "*Huff Huff*";
+ mes "*Cough Cough*^000000";
+ close;
+ break;
+ case 2:
+ mes "[Euslan]";
+ mes "^333333*Sniff*";
+ mes "*Huff Huff*";
+ mes "*Cough Cough*^000000";
+ next;
+ mes "[Euslan]";
+ mes "Oh...";
+ mes "Hello, wh-what";
+ mes "^333333*Cough cough*^000000 did";
+ mes "you want? ^333333*Sniff*^000000";
+ next;
+ break;
+ }
+ switch( select( "Nothing!:Are you alright?" ) )
+ {
+ case 1:
+ mes "[Euslan]";
+ mes "Oh, I'm s-sorry...";
+ mes "^333333*Cough Cough*^000000 I must";
+ mes "have been mistaken...";
+ close;
+ break;
+ case 2:
+ mes "[Euslan]";
+ mes "Th-thank you so much";
+ mes "for your concern. My";
+ mes "^333333*Cough*^000000 name is Euslan,";
+ mes "and it's nice to meet you.";
+ next;
+ mes "[Euslan]";
+ mes "I've just been waiting here";
+ mes "for my fiancee to return, but";
+ mes "I'm starting to worry since";
+ mes "I haven't heard from him in";
+ mes "days. I really want to go out";
+ mes "and find him on my own. ^333333*Cough*^000000";
+ next;
+ mes "[Euslan]";
+ mes "I really want to see my";
+ mes "Thierry. If only I wasn't";
+ mes "so sick, then I wouldn't have";
+ mes "these problems. ^333333*Sob*^000000 Where";
+ mes "is he? ^333333*Sniff*^000000 Where's my";
+ mes "Thierry? I want to see him...";
+ next;
+ break;
+ }
+ switch( select( "Leave her alone:Offer to find Thierry" ) )
+ {
+ case 1:
+ mes "[Euslan]";
+ mes "Thierry... ^333333*Sob*^000000";
+ mes "When are you";
+ mes "coming home?";
+ mes "I'm so worried...";
+ mes "^333333*Cough Cough*^000000";
+ set hg_ma1,2;
+ close;
+ break;
+ case 2:
+ mes "[Euslan]";
+ mes "...Are you really willing to";
+ mes "go out and look for Thierry";
+ mes "for me? Oh, thank you so";
+ mes "much! You don't know how";
+ mes "much your kind offer means";
+ mes "to me. Now, let's see...";
+ next;
+ mes "[Euslan]";
+ mes "^333333*Cough*^000000 Right, Thierry";
+ mes "went on a trip, traveling";
+ mes "on one of the Airships, to";
+ mes "find some medicine that the";
+ mes "doctors say I need for my";
+ mes "illness. ^333333*Cough Cough*^000000";
+ next;
+ mes "[Euslan]";
+ mes "I know it's like searching";
+ mes "for a needle in a haystack,";
+ mes "but the only way I can think";
+ mes "of finding Thierry is to ask";
+ mes "the Airship Crewmen if they";
+ mes "might know where my fiancee is.";
+ next;
+ mes "[Euslan]";
+ mes "^333333*Cough*^000000 Oh, right...";
+ mes "My fiancee was planning on";
+ mes "searching the Schwaltzvalt";
+ mes "Republic, so maybe the crewmen";
+ mes "on the Schwaltzvalt Republic^FFFFFF ^000000 domestic flights might know him.";
+ next;
+ mes "[Euslan]";
+ mes "If you manage to find";
+ mes "where Thierry might have";
+ mes "gone, then please let me";
+ mes "know as soon as you can,";
+ mes "okay? Thanks for cheering";
+ mes "me up, "+strcharinfo(0)+".";
+ setquest 8044;
+ set hg_ma1,3;
+ close;
+ break;
+ }
+ }
+ else if(hg_ma1 == 2)
+ {
+ mes "[Euslan]";
+ mes "I've just been waiting here";
+ mes "for my fiancee to return, but";
+ mes "I'm starting to worry since";
+ mes "I haven't heard from him in";
+ mes "days. I really want to go out";
+ mes "and find him on my own. ^333333*Cough*^000000";
+ next;
+ mes "[Euslan]";
+ mes "I really want to see my";
+ mes "Thierry. If only I wasn't";
+ mes "so sick, then I wouldn't have";
+ mes "these problems. ^333333*Sob*^000000 Where";
+ mes "is he? ^333333*Sniff*^000000 Where's my";
+ mes "Thierry? I want to see him...";
+ next;
+ switch( select( "Leave her alone:Offer to find Thierry" ) )
+ {
+ case 1:
+ mes "[Euslan]";
+ mes "Thierry... ^333333*Sob*^000000";
+ mes "When are you";
+ mes "coming home?";
+ mes "I'm so worried...";
+ mes "^333333*Cough Cough*^000000";
+ close;
+ break;
+ case 2:
+ mes "[Euslan]";
+ mes "...Are you really willing to";
+ mes "go out and look for Thierry";
+ mes "for me? Oh, thank you so";
+ mes "much! You don't know how";
+ mes "much your kind offer means";
+ mes "to me. Now, let's see...";
+ next;
+ mes "[Euslan]";
+ mes "^333333*Cough*^000000 Right, Thierry";
+ mes "went on a trip, traveling";
+ mes "on one of the Airships, to";
+ mes "find some medicine that the";
+ mes "doctors say I need for my";
+ mes "illness. ^333333*Cough Cough*^000000";
+ next;
+ mes "[Euslan]";
+ mes "I know it's like searching";
+ mes "for a needle in a haystack,";
+ mes "but the only way I can think";
+ mes "of finding Thierry is to ask";
+ mes "the Airship Crewmen if they";
+ mes "might know where my fiancee is.";
+ next;
+ mes "[Euslan]";
+ mes "^333333*Cough*^000000 Oh, right...";
+ mes "My fiancee was planning on";
+ mes "searching the Schwaltzvalt";
+ mes "Republic, so maybe the crewmen";
+ mes "on the Schwaltzvalt Republic^FFFFFF ^000000 domestic flights might know him.";
+ next;
+ mes "[Euslan]";
+ mes "If you manage to find";
+ mes "where Thierry might have";
+ mes "gone, then please let me";
+ mes "know as soon as you can,";
+ mes "okay? Thanks for cheering";
+ mes "me up, "+strcharinfo(0)+".";
+ setquest 8044;
+ set hg_ma1,3;
+ close;
+ break;
+ }
+ }
+ else if(hg_ma1 == 3 || hg_ma1 == 4)
+ {
+ mes "^333333Euslan is still patiently";
+ mes "waiting for Thierry's return.";
+ mes "You should keep your promise";
+ mes "to her by asking the crewmen on";
+ mes "the Schwaltvalt Republic domestic flights about Euslan's fiancee.^000000";
+ close;
+ }
+ else if(hg_ma1 == 5)
+ {
+ mes "[Euslan]";
+ mes "Oh, you're back!";
+ mes "^333333*Cough*^000000 Maybe it's too";
+ mes "much to hope for, but did";
+ mes "you learn anything about";
+ mes "where my fiancee might be?";
+ next;
+ menu "Well, I met Kaci on the Airship.",-;
+ mes "[Euslan]";
+ mes "Oh, Kaci works on the";
+ mes "Airship? It's been so long";
+ mes "since I've seen her. I guess";
+ mes "we've lost touch ever since";
+ mes "I've gotten sick... Still, I'm";
+ mes "glad to have heard from her.";
+ next;
+ mes "[Euslan]";
+ mes "Oh, how fortunate! So Kaci";
+ mes "knows where Thierry might be?";
+ mes "^333333*Cough*^000000 Ah, he went to Hugel.";
+ mes "I have a brother that lives";
+ mes "there, though it's been a while";
+ mes "since I've heard from him...";
+ next;
+ mes "[Euslan]";
+ mes "Um, if you don't mind, would";
+ mes "you please do another favor";
+ mes "for me? If you travel to Hugel,";
+ mes "would you find Thierry and tell";
+ mes "that I'm alright? He must be";
+ mes "so worried about he by now...";
+ next;
+ mes "[Euslan]";
+ mes "^333333*Cough Cough*^000000 It might";
+ mes "be a good idea to ask my";
+ mes "brother Eukran, who's working";
+ mes "as a Bingo game coordinator";
+ mes "in Hugel, since he might know";
+ mes "where Thierry is. ^333333*Cough*^000000";
+ next;
+ mes "[Euslan]";
+ mes "I know that it's a lot";
+ mes "to ask, so please don't";
+ mes "trouble yourself if it's out";
+ mes "of your way. Still, I'd really";
+ mes "appreciate your help if you";
+ mes "happen to pass through Hugel.";
+ changequest 8046,8047;
+ set hg_ma1,6;
+ close;
+ }
+ else if(hg_ma1 == 6 || hg_ma1 == 7)
+ {
+ mes "[Euslan]";
+ mes "If you get the chance,";
+ mes "please visit my brother";
+ mes "Eukran in Hugel, and ask";
+ mes "him where my Thierry might be.";
+ mes "Thank you again for your kindness. ^FFFFFF ^000000";
+ close;
+ }
+ else if(hg_ma1 == 8 || hg_ma1 == 9 || hg_ma1 == 10 || hg_ma1 == 11)
+ {
+ mes "^3355FFEuslan is waiting for";
+ mes "you to bring her news from";
+ mes "her fiancee Thierry. You better";
+ mes "go back to Hugel to find him.";
+ close;
+ }
+ else if(hg_ma1 == 12)
+ {
+ mes "[Euslan]";
+ mes "Oh, you've returned!";
+ mes "^333333*Cough*^000000 Were you able to";
+ mes "speak to my brother and";
+ mes "find my fiancee Thierry?";
+ next;
+ mes "^333333You tell Euslan that you";
+ mes "were able to find Thierry,";
+ mes "and that he has managed to";
+ mes "procure some medicine for";
+ mes "her. You give Euslan the";
+ mes "medicine as Thierry requested.^000000";
+ next;
+ mes "[Euslan]";
+ mes "*Sniff* I don't deserve";
+ mes "such a wonderful man. Why";
+ mes "did that silly fool go through";
+ mes "so much trouble for a useless";
+ mes "woman like me. *Cough* I still^FFFFFF ^000000 don't understand it... I don't...";
+ next;
+ mes "[Euslan]";
+ mes "Thank you so much for";
+ mes "your help, adventurer, and";
+ mes "for bringing me this medicine.";
+ mes "I'll be waiting for Thierry to";
+ mes "come back home, and do my";
+ mes "best to get better. ^333333*Cough*^000000";
+ next;
+ mes "[Euslan]";
+ mes ""+strcharinfo(0)+"...";
+ mes "I'll never forget what";
+ mes "you've done for Thierry and";
+ mes "me. I'll always be praying for";
+ mes "your safety in your adventures.";
+ mes "Take care of yourself...";
+ close2;
+ completequest 8052;
+ set hg_ma1,13;
+ specialeffect EF_ABSORBSPIRITS;
+ getexp 90000,60000;
+ end;
+ }
+ else if(hg_ma1 == 13)
+ {
+ mes "^3355FFEuslan is still waiting";
+ mes "for her fiancee to return";
+ mes "home, but she appears";
+ mes "much more relieved and";
+ mes "relaxed than she used to be.^000000";
+ close;
+ }
+
+}
+
+que_bingo,49,12,0 script #Hg_Quest 139,4,4,{
+OnTouch:
+ if(hg_ma1 == 6)
+ {
+ mes "[Arcade Owner]";
+ mes "Welcome to the";
+ mes "Bingo Game Arcade.";
+ mes "Would you like to";
+ mes "play a game?";
+ next;
+ menu "I want to meet the game coordinator.",-;
+ mes "[Arcade Owner]";
+ mes "I'm sorry, but if he's on";
+ mes "duty, we can't really let you";
+ mes "meet him unless you come";
+ mes "here to play a game. Our";
+ mes "game coordinators tend";
+ mes "to be pretty busy...";
+ close;
+ }
+}
+
+que_bingo,53,190,7 script Eukran 778,{
+
+ if(hg_ma1 == 6)
+ {
+ mes "[Eukran]";
+ mes "Oh, weren't you just";
+ mes "in the bingo room?";
+ mes "I hope you enjoyed";
+ mes "the game. Now, can";
+ mes "I help you with anything?";
+ next;
+ menu "Talk about Euslan",-;
+ mes "^3355FFYou tell Eukran about his";
+ mes "sister's illness, and that";
+ mes "she has sent you to search";
+ mes "for her fiancee Thierry.^000000";
+ next;
+ mes "[Eukran]";
+ mes "*Sob* I had no idea";
+ mes "that my sister Euslan";
+ mes "was so sick! No wonder";
+ mes "Thierry looked so depressed";
+ mes "the last time I saw him. Why";
+ mes "didn't he tell me anything?";
+ next;
+ mes "[Eukran]";
+ mes "You see, Thierry passed by";
+ mes "here about a month ago, and";
+ mes "told me that he had to visit";
+ mes "the Odin Shrine. I wasn't";
+ mes "sure then, but now I think";
+ mes "he's trying to help my sister.";
+ next;
+ mes "[Eukran]";
+ mes "There must be something";
+ mes "there that can help my";
+ mes "sister recover. Why else";
+ mes "would Thierry go to such a";
+ mes "dangerous place? No one goes^FFFFFF ^000000 to the Odin Shrine for no reason.";
+ close2;
+ changequest 8047,8048;
+ set hg_ma1,8;
+ warp "que_bingo",37,24;
+ end;
+ }
+
+}
+
+odin_tem01,129,127,0 script HiddenActivator#Hugel 139,3,3,{
+OnTouch:
+ if(hg_ma1 == 8)
+ {
+ mes "^3355FFYou can hear two";
+ mes "people talking to";
+ mes "each other a short";
+ mes "distance away.^000000";
+ next;
+ mes "[Suspicious Man]";
+ mes "You sure your research";
+ mes "is progressing? I haven't";
+ mes "seen anything that even";
+ mes "resembles real results!";
+ next;
+ mes "[Young Man]";
+ mes "I'm telling you, this isn't";
+ mes "like the last project. There's";
+ mes "no other way around it, it's";
+ mes "going to take some time.";
+ mes "You just have to be patient...";
+ next;
+ mes "[Suspicious Man]";
+ mes "Fine. That's fine by me.";
+ mes "But what about your fiancee?";
+ mes "I know she's near death's door:";
+ mes "can you really afford to wait";
+ mes "this long? Think about it.";
+ next;
+ mes "[Young Man]";
+ mes "......";
+ mes ".........";
+ mes "............";
+ next;
+ mes "[Suspicious Man]";
+ mes "Just finish this as";
+ mes "soon as you can. For";
+ mes "your fiancee's sake.";
+ mes "And your own sake.";
+ mes "Catch my meaning?";
+ next;
+ mes "[Young Man]";
+ mes "...I understand.";
+ next;
+ mes "^3355FFYou hear the sound of";
+ mes "footsteps steadily becoming";
+ mes "fainter and fainter. One of the";
+ mes "men must be walking away.^000000";
+ close2;
+ enablenpc "Young Man#Hu_Quest";
+ initnpctimer;
+ end;
+ }
+ else if(hg_ma1 == 9 || hg_ma1 == 10 || hg_ma1 == 11)
+ {
+ enablenpc "Young Man#Hu_Quest";
+ initnpctimer;
+ end;
+ }
+
+OnTimer180000:
+ disablenpc "Young Man#Hu_Quest";
+ stopnpctimer;
+ end;
+
+OnInit:
+ disablenpc "Young Man#Hu_Quest";
+ end;
+
+}
+
+odin_tem01,130,134,4 script Young Man#Hu_Quest 774,{
+
+ if(hg_ma1 == 8)
+ {
+ mes "[Young Man]";
+ mes "Hm? Oh, an adventurer.";
+ mes "There's more and more";
+ mes "of you coming to visit this";
+ mes "Odin Shrine nowadays.";
+ next;
+ menu "Mr. Thierry?",-;
+ mes "[Thierry]";
+ mes "...?!";
+ mes "H-how do you";
+ mes "know my name?";
+ mes "Do I know you";
+ mes "from somewhere?";
+ next;
+ menu "Tell him about Euslan",-;
+ mes "[Thierry]";
+ mes "Oh, Euslan sent you to me?";
+ mes "I'm so sorry that you had to";
+ mes "go through so much trouble.";
+ mes "Still, I'm glad to hear from her. Please let her know that I'm";
+ mes "coming home soon, would you?";
+ next;
+ menu "What are you doing here?",-;
+ mes "[Thierry]";
+ mes "Well, um, I'm sorry.";
+ mes "I can't really go into the";
+ mes "details, but I'm doing this";
+ mes "work to find a cure for";
+ mes "Euslan's disease. It's not";
+ mes "curable by modern medicine...";
+ close2;
+ changequest 8048,8049;
+ set hg_ma1,9;
+ end;
+ }
+ else if(hg_ma1 == 9)
+ {
+ mes "[Thierry]";
+ mes "I can't tell you more";
+ mes "than that. Please just";
+ mes "trust me on this. In the";
+ mes "meantime, would you tell";
+ mes "Euslan that I should be";
+ mes "coming home very soon?";
+ close;
+ }
+ else if(hg_ma1 == 10)
+ {
+ mes "[Thierry]";
+ mes "Oh, I thought you";
+ mes "already left Odin Shrine.";
+ mes "You don't have anything ";
+ mes "else to tell me, do you?";
+ next;
+ menu "Warn Thierry about Suspicious Men",-;
+ mes "[Thierry]";
+ mes "What?! It's just what";
+ mes "I thought! They were just";
+ mes "using me this whole time...!";
+ mes "Still, I can't leave this";
+ mes "place just yet... I can't...";
+ next;
+ mes "[Thierry]";
+ mes "I guess it all started when";
+ mes "Euslan contracted that weird";
+ mes "disease. None of the doctors";
+ mes "knew what it was, none of them";
+ mes "could do anything about it.";
+ mes "It was totally devastating...";
+ next;
+ mes "[Thierry]";
+ mes "Finally, I took her to see";
+ mes "Mawong, who told us that he";
+ mes "actually met someone that had";
+ mes "that disease, and that there";
+ mes "was a way for me to cure it.";
+ mes "I had to take my chances...";
+ next;
+ mes "[Thierry]";
+ mes "Mawong told me that the cure";
+ mes "was somewhere near the Odin";
+ mes "Shrine in Hugel. As you already";
+ mes "know, this place is incredibly";
+ mes "dangerous. But I don't care.";
+ mes "I'll do anything for Euslan.";
+ next;
+ mes "[Thierry]";
+ mes "Of course, I only told Euslan";
+ mes "that I'd be looking around the";
+ mes "Schwaltzvalt Republic... If she";
+ mes "knew I was at the Odin Shrine,";
+ mes "she'd worry too much about me.";
+ next;
+ mes "[Thierry]";
+ mes "Once I got here, I didn't";
+ mes "know what to do, or what I was";
+ mes "even looking for. Then, I ran";
+ mes "into these strange men, and";
+ mes "told them my story out of my";
+ mes "frustration over my situation.";
+ next;
+ mes "[Thierry]";
+ mes "It seemed like a miracle";
+ mes "when they said that they knew";
+ mes "how to cure Euslan. They told";
+ mes "me that they were a research";
+ mes "team working on a project";
+ mes "related to my dilemna.";
+ next;
+ mes "[Thierry]";
+ mes "I didn't even think twice";
+ mes "about it: I immediately";
+ mes "accepted their offer to";
+ mes "join them. I did whatever";
+ mes "research they asked while";
+ mes "I searched for Euslan's cure...";
+ next;
+ mes "[Thierry]";
+ mes "Later, I overheard them";
+ mes "talking, and I learned that";
+ mes "they were really Rekenber";
+ mes "Corporation agents. Their";
+ mes "project had nothing to do";
+ mes "with medicine or my Euslan...";
+ next;
+ mes "[Thierry]";
+ mes "Their true goal is to improve";
+ mes "their guardian technology by";
+ mes "finding the remains of some";
+ mes "giant beneath the Odin Shrine.";
+ mes "Still, working with them gave";
+ mes "me access to so many resources.";
+ next;
+ mes "[Thierry]";
+ mes "I've actually been able to";
+ mes "find a cure for Euslan's";
+ mes "illness through my research";
+ mes "with those men, so I can't";
+ mes "quit now. I still need to make";
+ mes "that medicine for Euslan!";
+ next;
+ mes "[Thierry]";
+ mes "So, behind their backs, I've";
+ mes "been using their guardians to";
+ mes "gather the ingredients needed";
+ mes "for my fiancee's medicine. But";
+ mes "if they're planning to get rid of^FFFFFF ^000000 me, I've just run out of time.";
+ next;
+ mes "[Thierry]";
+ mes "It doesn't matter what";
+ mes "happens to me, but I must";
+ mes "save Euslan. I only need";
+ mes "^FF00005 Runes of the Darkness^000000 to";
+ mes "finish that medicine. Please";
+ mes "help me get them, adventurer...";
+ next;
+ mes "[Thierry]";
+ mes "You're the only one I can";
+ mes "trust to save Euslan. In the";
+ mes "meantime, I'll be hiding from";
+ mes "those men right over here.";
+ mes "If they get me, I'll never be";
+ mes "able to make the medicine!";
+ close2;
+ changequest 8050,8051;
+ set hg_ma1,11;
+ end;
+ }
+ else if(hg_ma1 == 11)
+ {
+ if(countitem(7511) < 5)
+ {
+ mes "[Thierry]";
+ mes "I understand that gathering";
+ mes "materials here in the Odin";
+ mes "Shrine is difficult, but try to";
+ mes "get me ^3355FF5 Runes of the Darkness^000000";
+ mes "as soon as you can. My Euslan";
+ mes "really needs that medicine...";
+ close;
+ }
+ mes "[Thierry]";
+ mes "Oh! You really brought me";
+ mes "the Runes of the Darkness!";
+ mes "I can finally make the medicine";
+ mes "that will save my dear Euslan.";
+ mes "I... I can't thank you enough";
+ mes "for this. I'm so happy...";
+ next;
+ mes "[Thierry]";
+ mes "Please give me a moment:";
+ mes "I want to make this right";
+ mes "away. Let's see, ah, here";
+ mes "are my research notes...";
+ next;
+ mes "......";
+ mes ".........";
+ mes "............";
+ next;
+ mes "[Thierry]";
+ mes "It's finally done. This";
+ mes "medicine will cure Euslan.";
+ mes "If you'd do one last thing";
+ mes "for me, please bring this to";
+ mes "her. I've got to sneak away";
+ mes "later after things calm down.";
+ next;
+ mes "[Thierry]";
+ mes "Please understand that";
+ mes "I want to see her as soon";
+ mes "as I can, but I have to wait";
+ mes "until those Rekenber agents";
+ mes "stop searching for me. And let";
+ mes "Eslan know I'll come home soon.";
+ next;
+ mes "^3355FFYou received the";
+ mes "medicine that Thierry";
+ mes "has made to give to Euslan.^000000";
+ close2;
+ delitem 7511,5; //Darkness rune
+ changequest 8051,8052;
+ set hg_ma1,12;
+ end;
+ }
+ else if(hg_ma1 == 12)
+ {
+ mes "[Thierry]";
+ mes "Please give that";
+ mes "medicine to Euslan as";
+ mes "soon as you can: her life";
+ mes "depends on it. Please let";
+ mes "her know that I'm coming";
+ mes "home as soon as I can.";
+ close;
+ }
+ else
+ {
+ mes "[Researcher]";
+ mes "I'm sorry, Euslan...";
+ mes "Please just wait for";
+ mes "me a little while longer.";
+ mes "I swear I'll come home to you!";
+ close;
+ }
+
+}
+
+odin_tem01,111,144,0 script HiddenHugel 139,2,2,{
+OnTouch:
+ if(hg_ma1 == 9)
+ {
+ mes "^3355FFYou hear the voice of";
+ mes "the suspicious man that";
+ mes "was speaking to Thierry";
+ mes "a little while ago. You";
+ mes "carefully listen to what";
+ mes "he is saying...^000000";
+ next;
+ mes "[Suspicious Man]";
+ mes "Thierry seems to have";
+ mes "caught on to what we're";
+ mes "really up to. I think that's why^FFFFFF ^000000 he's slowing down on his";
+ mes "research. We better get rid";
+ mes "of him before it's too late.";
+ next;
+ mes "[Very Suspicious Man]";
+ mes "Sure. Just let me";
+ mes "know when you";
+ mes "want him dead.";
+ mes "Then I'll kill him.";
+ mes "No problem.";
+ next;
+ mes "^3355FFThis isn't good!";
+ mes "Thierry's in danger, so";
+ mes "you better go tell him";
+ mes "about this right now!^000000";
+ close2;
+ changequest 8049,8050;
+ set hg_ma1,10;
+ end;
+ }
+}
+
+//-------------------------------------------------------------------------
+// Cow Milking Quest
+//-------------------------------------------------------------------------
+
+hugel,56,104,3 script Kurupe 709,3,3,{
+
+ if(hg_milk == 1)
+ {
+ mes "[Kurupe]";
+ mes "Could Burupu be hiding";
+ mes "from me again? He's been";
+ mes "wanting to ditch work more";
+ mes "and more ever since he wanted";
+ mes "to become a Swordman. If only";
+ mes "I could hire someone else...";
+ next;
+ mes "[Kurupe]";
+ mes "Unfortunately, he's the";
+ mes "only one I can find that";
+ mes "can actually milk my cow,";
+ mes "Booboo! If you can find";
+ mes "Burupu for me, I'll be sure";
+ mes "to pay you for your effort.";
+ next;
+ switch( select( "Sure.","Sorry, I'm busy." ) )
+ {
+ case 1:
+ mes "[Kurupe]";
+ mes "Thank you, you're a";
+ mes "lifesaver! I need to get the";
+ mes "milk delivered by tomorrow,";
+ mes "so I really need Burupu back!";
+ mes "You should be able to find him";
+ mes "somewhere just outside of town.";
+ set hg_milk,2;
+ close;
+
+ case 2:
+ mes "[Kurupe]";
+ mes "N-no...!";
+ mes "If I can't find";
+ mes "Burupu, then there's no";
+ mes "way I'd be able to deliver";
+ mes "the milk orders by tomorrow!";
+ mes "Great, what am I gonna do?";
+ close;
+ }
+ }
+ else if(hg_milk > 1 && hg_milk < 5)
+ {
+ mes "[Kurupe]";
+ mes "Burupu, I need you";
+ mes "to come to work! Maybe";
+ mes "you can find him practicing";
+ mes "with his sword right outside";
+ mes "of town. I hope you can find";
+ mes "that lazy guy for me...";
+ close;
+ }
+ else if(hg_milk == 5)
+ {
+ mes "[Kurupe]";
+ mes "Burupu is making demands?!";
+ mes "I guess I don't have a choice.";
+ mes "You wouldn't happen to know";
+ mes "how much Rapiers cost, do you?";
+ mes "Why does Burupu want to become";
+ mes "a Swordman so much, huh?";
+ close;
+ }
+ else if(hg_milk == 6)
+ {
+ mes "[Kurupe]";
+ mes "Oh, you're going to";
+ mes "help me milk the cow?";
+ mes "Great, great, thanks so";
+ mes "much! Please milk Booboo";
+ mes "right away, and get me";
+ mes "some delicious milk~";
+ set hg_milk,7;
+ close;
+ }
+ else if(hg_milk == 7)
+ {
+ mes "[Kurupe]";
+ mes "Hmm, how about this?";
+ mes "If you can actually milk";
+ mes "Booboo the cow, then I'll";
+ mes "give you some food. Does";
+ mes "that sound fair? Anyway,";
+ mes "please get to work soon~";
+ close;
+ }
+ else if(hg_milk == 8)
+ {
+ mes "[Kurupe]";
+ mes "Great! Now that you've";
+ mes "milked Booboo, I can go";
+ mes "and make my deliveries";
+ mes "tomorrow! Here's a little";
+ mes "something to eat as my way";
+ mes "of saying, ''Thanks a lot~''";
+ next;
+ if(checkweight(12063,3) != 1)
+ {
+ mes "[Kurupe]";
+ mes "Wait a minute!";
+ mes "Currently you are carrying";
+ mes "too many items with you.";
+ mes "Please come back again";
+ mes "after you store some items into kafra storage.";
+ close;
+ }
+ set hg_milk,9;
+ specialeffect2 EF_CONE;
+ getexp 10000,0;
+ getitem 12063,3;
+ mes "[Kurupe]";
+ mes "I always need";
+ mes "someone to help me";
+ mes "milk Booboo, especially";
+ mes "when Burupu doesn't feel";
+ mes "like doing it, so please come";
+ mes "by and help me when you can~";
+ close;
+ }
+ else if(hg_milk == 9)
+ {
+ mes "[Kurupe]";
+ mes "Oh, it's you again!";
+ mes "Did you want to help me";
+ mes "out by milking Booboo the";
+ mes "cow? I can always use a";
+ mes "dependable person like you.";
+ next;
+ switch( select( "Sure, I'll milk Booboo.","What'll pay me this time?","Nah, just dropping by." ) )
+ {
+ case 1:
+ mes "[Kurupe]";
+ mes "Great, great! If you want";
+ mes "to milk Booboo, first tell";
+ mes "Burupu that he doesn't need";
+ mes "to come in today, and then";
+ mes "come back to me. Then, I'll";
+ mes "let you milk Booboo the cow.";
+ set hg_milk,10;
+ close;
+
+ case 2:
+ mes "[Kurupe]";
+ mes "Let's see...";
+ mes "Milk Booboo for me this";
+ mes "time, and I'll randomly";
+ mes "choose one of the following";
+ mes "sets of rewards to give you.";
+ next;
+ mes "1 set of 5 Milk,";
+ mes "1 set of 3 Honey,";
+ mes "1 set of 5 Orange Potions,";
+ mes "1 set of Yellow Potions, or";
+ mes "1 Bundle of Food. Hmmm...";
+ mes "That sounds fair, right?";
+ close;
+
+ case 3:
+ mes "[Kurupe]";
+ mes "Ahahahah, it's good";
+ mes "to see you! Now, don't";
+ mes "be a stranger, alright?";
+ mes "Burupu could learn a";
+ mes "couple things from you...";
+ close;
+ }
+ }
+ else if(hg_milk == 10)
+ {
+ mes "[Kurupe]";
+ mes "For now, go talk";
+ mes "to Burupu and let him";
+ mes "know that he doesn't need";
+ mes "to come into work today~";
+ close;
+ }
+ else if(hg_milk == 11)
+ {
+ mes "[Kurupe]";
+ mes "Ah, you spoke to";
+ mes "Burupu already? Good,";
+ mes "now would you please";
+ mes "milk Booboo the cow?";
+ mes "Thanks once again~";
+ set hg_milk,12;
+ close;
+ }
+ else if(hg_milk == 12)
+ {
+ mes "[Kurupe]";
+ mes "Please go and milk";
+ mes "Booboo the cow as";
+ mes "soon as you can, okay?";
+ close;
+ }
+ else if(hg_milk == 13)
+ {
+ mes "[Kurupe]";
+ mes "Ah, you've done a good";
+ mes "job of milking Booboo the";
+ mes "cow for me. Let's see, let's";
+ mes "see, what would be good to";
+ mes "give you as payment. Hmm...";
+ next;
+ set .@milkreward,rand(1,10);
+ if (.@milkreward < 5)
+ {
+ mes "[Kurupe]";
+ mes "You know what?";
+ mes "Why don't you have";
+ mes "some Milk? It's only";
+ mes "fitting, after all. Besides,";
+ mes "it's really good for you!";
+ mes "Thanks again for your help~";
+ if(checkweight(519,5) != 1)
+ {
+ next;
+ mes "[Kurupe]";
+ mes "Wait a minute!";
+ mes "Currently you are carrying";
+ mes "too many items with you.";
+ mes "Please come back again";
+ mes "after you store some items into kafra storage.";
+ close;
+ }
+ set hg_milk,9;
+ getitem 519,5;
+ close;
+ }
+ else if(.@milkreward > 4 && .@milkreward < 8)
+ {
+ mes "[Kurupe]";
+ mes "Ah, I've got it!";
+ mes "You like Orange Potions,";
+ mes "right? Come on, you looove";
+ mes "Orange Potions! Here, you can";
+ mes "have a bunch as my way of saying thanks for milking Booboo the cow~";
+ if(checkweight(502,5) != 1)
+ {
+ next;
+ mes "[Kurupe]";
+ mes "Wait a minute!";
+ mes "Currently you are carrying";
+ mes "too many items with you.";
+ mes "Please come back again";
+ mes "after you store some items into kafra storage.";
+ close;
+ }
+ set hg_milk,9;
+ getitem 502,5;
+ close;
+ }
+ else if(.@milkreward > 7 && .@milkreward < 10)
+ {
+ mes "[Kurupe]";
+ mes "Oooh, I could give you";
+ mes "some Yellow Potions, Yes,";
+ mes "that's a good idea. Please";
+ mes "take these Yellow Potions";
+ mes "as a token of my gratitude";
+ mes "for milking old Booboo.";
+ if(checkweight(503,5) != 1)
+ {
+ next;
+ mes "[Kurupe]";
+ mes "Wait a minute!";
+ mes "Currently you are carrying";
+ mes "too many items with you.";
+ mes "Please come back again";
+ mes "after you store some items into kafra storage.";
+ close;
+ }
+ set hg_milk,9;
+ getitem 503,5;
+ close;
+ }
+ else
+ {
+ set .@milkreward,rand(1,10);
+ if (.@milkreward < 7)
+ {
+ mes "[Kurupe]";
+ mes "Hey, why don't you";
+ mes "take some fresh Honey?";
+ mes "Yes, it's sweet, delicious,";
+ mes "it's everything you could";
+ mes "ever want! Thanks for";
+ mes "milking Booboo for me~";
+ if(checkweight(518,3) != 1)
+ {
+ next;
+ mes "[Kurupe]";
+ mes "Wait a minute!";
+ mes "Currently you are carrying";
+ mes "too many items with you.";
+ mes "Please come back again";
+ mes "after you store some items into kafra storage.";
+ close;
+ }
+ set hg_milk,9;
+ getitem 518,3;
+ close;
+ }
+ mes "[Kurupe]";
+ mes "Here, why don't you";
+ mes "have some of this really";
+ mes "delicious food? I don't";
+ mes "remember what I packed in";
+ mes "here, but I'm sure it tastes";
+ mes "good, and it's good for you~";
+ if(checkweight(12111,1) != 1)
+ {
+ next;
+ mes "[Kurupe]";
+ mes "Wait a minute!";
+ mes "Currently you are carrying";
+ mes "too many items with you.";
+ mes "Please come back again";
+ mes "after you store some items into kafra storage.";
+ close;
+ }
+ set hg_milk,9;
+ getitem 12111,1;
+ close;
+ }
+ }
+ else
+ {
+ mes "[Kurupe]";
+ mes "Aww, nuts...!";
+ mes "I've got so many";
+ mes "Milk deliveries to do";
+ mes "tomorrow, but what can";
+ mes "I do without any Milk?!";
+ close;
+ }
+
+OnTouch:
+ if (BaseLevel > 49)
+ {
+ if(!hg_milk)
+ {
+ mes "[Kurupe]";
+ mes "Oh no, what am I gonna";
+ mes "do?! I need to deliver the";
+ mes "milk tomorrow, but Burupu";
+ mes "still hasn't arrived yet!";
+ emotion e_omg,0;
+ next;
+ mes "[Kurupe]";
+ mes "When is he coming";
+ mes "to work? Burupu,";
+ mes "where are you?!";
+ emotion e_swt,0;
+ set hg_milk,1;
+ close;
+ }
+ }
+ mes "[Kurupe]";
+ mes "Why hasn't Burupu";
+ mes "arrived yet? If he";
+ mes "doesn't come soon,";
+ mes "how will I get the milk";
+ mes "delivered by tomorrow?";
+ close;
+}
+
+hu_fild06,217,270,3 script Burupu 896,3,3,{
+
+ if (hg_milk == 3)
+ {
+ mes "[Burupu]";
+ mes "What? Kurupe wants me";
+ mes "to come in to work again?";
+ mes "Man, does it look like I want";
+ mes "to milk Booboo all my life?";
+ mes "Forget that, I'm gonna be";
+ mes "a Swordman! Tally-hoooe!";
+ next;
+ mes "[Burupu]";
+ mes "Yeah, ever since that";
+ mes "Airship landed in our";
+ mes "town, and I saw all those";
+ mes "Swordmen, I knew it'd be";
+ mes "my destiny! Forget ranching,^FFFFFF ^000000 I'm gonna wield a frickin' sword!";
+ set hg_milk,4;
+ close;
+ }
+ else if(hg_milk == 4)
+ {
+ mes "[Burupu]";
+ mes "Hey, that equipment of";
+ mes "yours looks plenty expensive.";
+ mes "I think I'll need something";
+ mes "like that if I wanna become";
+ mes "a Swordman. Hey, I know";
+ mes "how we can help each other~";
+ next;
+ mes "[Burupu]";
+ mes "I'll help you with milking";
+ mes "Booboo the cow if you can get";
+ mes "me some proper Swordman";
+ mes "equipment. Let's see... Why not";
+ mes "give me 1 Rapier with 2 Slots?^FFFFFF ^000000 That's not too much to ask, right?";
+ next;
+ switch( select( "Alright.","Whoa, that's too much!" ) )
+ {
+ case 1:
+ mes "[Burupu]";
+ mes "I'm glad you agree~";
+ mes "Okay then, try to bring";
+ mes "me a Rapier with 2 Slots";
+ mes "as soon as you can! I can't";
+ mes "wait to start training with it!";
+ set hg_milk,5;
+ close;
+
+ case 2:
+ mes "[Burupu]";
+ mes "You think so...?";
+ mes "Well, it's the only";
+ mes "thing I can think of";
+ mes "that I really want...";
+ close;
+ }
+ }
+ else if(hg_milk == 5)
+ {
+ if (!countitem(1110))
+ {
+ mes "[Burupu]";
+ mes "Hey, weren't you";
+ mes "supposed to bring me";
+ mes "a Rapier with 2 Slots?";
+ mes "If you want me to milk";
+ mes "Booboo the cow, then keep";
+ mes "your end of our bargain~";
+ close;
+ }
+ mes "[Burupu]";
+ mes "Oh, wow...!";
+ mes "That's such a beautiful";
+ mes "Rapier! Look, it's got";
+ mes "2 Slots and everything!";
+ mes "I'm gonna start training";
+ mes "with it right now!";
+ delitem 1110,1;
+ set hg_milk,6;
+ next;
+ mes "[Burupu]";
+ mes "You know what?";
+ mes "I've changed my mind.";
+ mes "Screw milking that dumb cow!";
+ mes "Still, a Swordman is supposed";
+ mes "to keep his promises, huh?";
+ mes "Okay then, how about this?";
+ next;
+ mes "[Burupu]";
+ mes "I hid my secret instructions";
+ mes "for milking Booboo the cow";
+ mes "under the ground just northeast";
+ mes "of her. Read them carefully, and^FFFFFF ^000000 you should be able to milk her";
+ mes "yourself. You can do it, right?";
+ next;
+ mes "[Burupu]";
+ mes "Anyway, don't forget";
+ mes "to find and read those";
+ mes "instructions. Oh, and";
+ mes "thanks again for the Rapier~";
+ close;
+ }
+ else if(hg_milk == 10)
+ {
+ mes "[Burupu]";
+ mes "Hmm? You wanna milk";
+ mes "Booboo today? Great,";
+ mes "that means I've got more";
+ mes "time to work on my fencing.";
+ mes "All right, now I can focus";
+ mes "completely on my training!";
+ set hg_milk,11;
+ close;
+ }
+ else
+ {
+ mes "[Burupu]";
+ mes "I'm gonna become the";
+ mes "best Swordman in the";
+ mes "world! But first, I gotta";
+ mes "learn how to use this thing!";
+ mes "Heeeeee-YAH! How's that? That^FFFFFF ^000000 was almost a Magnum Break, right?";
+ emotion e_swt2,0;
+ close;
+ }
+
+OnTouch:
+ if (hg_milk == 2)
+ {
+ mes "[Burupu]";
+ mes "Heeeyah!";
+ mes "Yaaaaaaaah!";
+ mes "Wh-whooooooosh!";
+ emotion e_swt2,0;
+ next;
+ mes "[Burupu]";
+ mes "Crap! Why do I have";
+ mes "to have such a crappy";
+ mes "sword?! I mean, I'm getting";
+ mes "tired of making all my own";
+ mes "whooshing sounds and effects.";
+ set hg_milk,3;
+ emotion e_an,0;
+ close;
+ }
+ else if(hg_milk == 5)
+ {
+ mes "[Burupu]";
+ mes "Heeeyah!";
+ mes "Yaaaaaaaah!";
+ mes "Yeeeeeeeyoooop!";
+ emotion e_swt2,0;
+ close;
+ }
+}
+
+hugel,72,101,0 script Burupu's Instructions 111,{
+
+ if (hg_milk < 6)
+ {
+ mes "^3355FFYou've found a small^000000";
+ mes "^3355FFnotebook on the ground.^000000";
+ close;
+ }
+ mes "^804000This small notebook^000000";
+ mes "^804000contains Burupu's detailed^000000";
+ mes "^804000instructions for milking^000000";
+ mes "^804000Booboo the cow. Although^000000";
+ mes "^804000it is written by hand, it^000000";
+ mes "^804000is very well organized.^000000";
+ next;
+ mes "[Table of Contents]";
+ mes " ";
+ mes "Chapter 1: How to Milk Booboo";
+ mes "Chapter 2: How to Treat Booboo";
+ mes "Chapter 3: Before You Begin";
+ next;
+ switch( select( "Chapter 1","Chapter 2","Chapter 3" ) )
+ {
+ case 1:
+ mes "[Chapter 1]";
+ mes "Booboo is a very emotionally";
+ mes "sensitive cow that expresses";
+ mes "herself through the power of";
+ mes "song. You must listen to her";
+ mes "song, determine how she feels,";
+ mes "and then comb her just right.";
+ next;
+ mes "[Chapter 1]";
+ mes "Basically, depending on";
+ mes "how Booboo feels, you must";
+ mes "give her the number of brush";
+ mes "strokes that correspond to";
+ mes "her song. I'll explain more";
+ mes "about that in Chapter 2.";
+ close;
+
+ case 2:
+ mes "[Chapter 2 Contents]";
+ mes " ";
+ mes "Part 1: How to Respond to";
+ mes "Booboo the Cow's Feelings";
+ mes "Part 2: Booboo's Songs";
+ next;
+ switch( select( "Part 1","Part 2" ) )
+ {
+ case 1:
+ mes "[Chapter 2, Part 1]";
+ mes "Booboo the Cow usually";
+ mes "expresses five different";
+ mes "feelings through her songs:";
+ mes "these are joy, sadness, anger,";
+ mes "love, and neutral contentment.";
+ next;
+ mes "[Chapter 2, Part 1]";
+ mes "^800080She is so happy^000000!";
+ mes "When Booboo the Cow";
+ mes "feels joy, then you go";
+ mes "ahead and brush her";
+ mes "hair 3 times before";
+ mes "you can milk her.";
+ mes "^800080 3 times^000000.";
+ next;
+ mes "[Chapter 2, Part 1]";
+ mes "^800080She is as usual^000000.";
+ mes "When she feels so-so, you need to";
+ mes "comb her hair ^800080 5 times^000000.";
+ next;
+ mes "[Chapter 2, Part 1]";
+ mes "If Booboo the cow feels";
+ mes "sad, then you need to make";
+ mes "her feel more loved. How";
+ mes "do you do this? Just brush";
+ mes "her hair at least 10 times.";
+ next;
+ mes "[Chapter 2, Part 1]";
+ mes "Now, remember that when";
+ mes "Booboo the cow is angry,";
+ mes "you shouldn't touch her";
+ mes "at all. Just say, ''No!'' to";
+ mes "brushing her hair, okay?";
+ next;
+ mes "[Chapter 2, Part 1]";
+ mes "If you happen to see";
+ mes "Booboo the cow in love,";
+ mes "then just brush her hair";
+ mes "once. Just look for the";
+ mes "hearts, and you'll know";
+ mes "that she's in love, okay?";
+ next;
+ mes "[Chapter 2, Part 1]";
+ mes "Whenever Booboo the";
+ mes "cow is just feeling";
+ mes "neutral contentment,";
+ mes "then just brush her";
+ mes "5 times. That's all~";
+ close;
+
+ case 2:
+ mes "[Chapter 2, Part 2]";
+ mes "Booboo the cow will";
+ mes "always sing this song.";
+ mes "Keep these sounds in";
+ mes "mind when she sings them...";
+ next;
+ mes "^ff0000Brr~ Brrbrr~ Boobooboo~^000000";
+ mes "^0000ffBrrrrrr~ Booboo~ Boorrboo~^000000";
+ mes "^ff0000Booruboorubrr~ Rrrrboo~^000000";
+ mes "^0000ffRrrr~ Booboorrrr~ Boobooru~^000000";
+ mes "^ff0000Boobooboo~ Rururu~ Booruboorub~^000000";
+ mes "^0000ffBoo! B! Boo~^000000";
+ next;
+ mes "[Chapter 2, Part 2]";
+ mes "When you try to milk";
+ mes "Booboo, she will sing this";
+ mes "song with a slight difference.";
+ mes "Look for the difference in";
+ mes "Booboo's song, and then";
+ mes "hum the correvt word to her.";
+ close;
+ }
+
+ case 3:
+ mes "[Chapter 3]";
+ mes "If you want to milk";
+ mes "Booboo the cow, you";
+ mes "must first get permission";
+ mes "from Kurupe. You will also";
+ mes "need 3 Concentration Potions";
+ mes "to insert into Booboo's comb.";
+ close;
+ }
+}
+
+hugel,68,99,3 script Booboo the Cow 889,{
+
+ if (hg_milk == 7 || hg_milk == 12)
+ {
+ mes "[Booboo]";
+ mes "Boop boop boo~";
+ mes "Booboo Boop boo!";
+ next;
+ mes "^804000It seems that";
+ mes "Booboo the cow";
+ mes "has something that";
+ mes "she wants to tell you.^000000";
+ next;
+ switch( select( "Attempt to Milk Booboo","It's not the right time!" ) )
+ {
+ case 1:
+ if(countitem(645) > 2)
+ {
+ set @cowsong1,rand(1,5);
+ if (@cowsong1 == 1) callfunc "Func_MilkCow","cow_01.wav",3;
+ else if(@cowsong1 == 2) callfunc "Func_MilkCow","cow_02.wav",5;
+ else if(@cowsong1 == 3) callfunc "Func_MilkCow","cow_03.wav",10;
+ else if(@cowsong1 == 4) callfunc "Func_MilkCow","cow_04.wav",0;
+ else if(@cowsong1 == 5) callfunc "Func_MilkCow","cow_05.wav",1;
+ end;
+ }
+ mes "^3355FFTo use this comb to";
+ mes "brush Booboo the cow,";
+ mes "you will need to insert";
+ mes "3 Concentration Potions.";
+ mes "You can only brush Booboo";
+ mes "with this luxurious magic comb.^000000";
+ close;
+
+ case 2:
+ mes "^3355FFMaybe you should learn more";
+ mes "about Booboo the cow, and";
+ mes "get more information before";
+ mes "you can attempt to milk her.^000000";
+ close;
+ }
+ }
+ mes "[Booboo]";
+ mes "Booo~Boooo!!";
+ mes "Boobooboo Booo~~~";
+ mes "Booboo Boop~";
+ close;
+}
+
+function script Func_MilkCow {
+
+
+ mes "^3355FFThis giant magic comb was";
+ mes "specially ordered from Geffen's";
+ mes "Magic Academy. It is designed";
+ mes "to operate after inserting";
+ mes "3 Concentration Potions";
+ mes "into its special slots.^000000";
+ next;
+ mes "^3355FFOnce you place your";
+ mes "3 Concentration Potions";
+ mes "into the comb, it begins";
+ mes "to chime, and Booboo the";
+ mes "cow beings to express her^FFFFFF ^3355FF feelings in the center of Hugel.^000000";
+ delitem 645,3;
+ soundeffect ""+getarg(0)+"",0;
+ next;
+ soundeffect ""+getarg(0)+"",0;
+ mes "^3355FFNow it's time for you";
+ mes "to brush Booboo the cow.";
+ mes "Depending on her mood,";
+ mes "you need to brush her a";
+ mes "certain number of times.^000000";
+ next;
+ input @cowbrush;
+ if (@cowbrush != getarg(1))
+ {
+ soundeffect "taming_fail.wav",0;
+ mes "^3355FFAwwww...";
+ mes "Booboo the cow looks";
+ mes "so disappointed. She";
+ mes "looks like she wants";
+ mes "to close herself off";
+ mes "from the rest of the world...^000000";
+ close;
+ }
+ soundeffect "cow_06.wav",0;
+ mes "^3355FFBooboo the cow";
+ mes "seems fairly content,";
+ mes "and is singing a serenade.^000000";
+ next;
+ soundeffect "cow_06.wav",0;
+ set @cowsong2,rand(1,6);
+ mes "[Mrs. Booboo]";
+ if (@cowsong2 == 1)
+ {
+ mes "^ff0000Brr~ Brrboo~ Boobooboo~^000000";
+ mes "^0000ffBrrrrrr~ Booboo~ Boorrboo~^000000";
+ mes "^ff0000Booruboorubrr~ Rrrrboo~^000000";
+ mes "^0000ffRrrr~ Booboorrrr~ Boobooru~^000000";
+ mes "^ff0000Boobooboo~ Rururu~ Booruboorub~^000000";
+ mes "^0000ffBoo! B! Boo~~~^000000";
+ }
+ else if (@cowsong2 == 2)
+ {
+ mes "^ff0000Brr~ Brrboo~ Boobooboo~^000000";
+ mes "^0000ffRrrururu~ Booboo~ Boorrboo~^000000";
+ mes "^ff0000Booruboorubrr~ Rrrrboo~^000000";
+ mes "^0000ffRrrr~ Booboorrrr~ Boobooru~^000000";
+ mes "^ff0000Boobooboo~ Rururu~ Booruboorub~^000000";
+ mes "^0000ffBoo! B! Boo~~~^000000";
+ }
+ else if (@cowsong2 == 3)
+ {
+ mes "^ff0000Brr~ Brrbrr~ Boobooboo~^000000";
+ mes "^0000ffBrrrrrr~ Booboo~ Boorrboo~^000000";
+ mes "^ff0000Booruboorubrr~ Rurub~^000000";
+ mes "^0000ffRrrr~ Booboorrrr~ Boobooru~^000000";
+ mes "^ff0000Boobooboo~ Rururu~ Booruboorub~^000000";
+ mes "^0000ffBoo! B! Boo~^000000";
+ }
+ else if (@cowsong2 == 4)
+ {
+ mes "^ff0000Brr~ Brrbrr~ Boobooboo~^000000";
+ mes "^0000ffBrrrrrr~ Booboo~ Boorrboo~^000000";
+ mes "^ff0000Booruboorubrr~ Rrrrboo~^000000";
+ mes "^0000ffRrrr~ Booboorrrr~ Bbrrrr~^000000";
+ mes "^ff0000Boobooboo~ Rururu~ Booruboorub~^000000";
+ mes "^0000ffBoo! B! Boo~^000000";
+ }
+ else if (@cowsong2 == 5)
+ {
+ mes "^ff0000Brr~ Brrbrr~ Boobooboo~^000000";
+ mes "^0000ffBrrrrrr~ Booboo~ Boorrboo~^000000";
+ mes "^ff0000Booruboorubrr~ Rrrrboo~^000000";
+ mes "^0000ffRrrr~ Booboorrrr~ Boobooru~^000000";
+ mes "^ff0000Bbb~ Rururu~ Booruboorub~^000000";
+ mes "^0000ffBoo! B! Boo~^000000";
+ }
+ else if (@cowsong2 == 6)
+ {
+ mes "^ff0000Brr~ Brrbrr~ Boobooboo~^000000";
+ mes "^0000ffBrrrrrr~ Booboo~ Boorrboo~^000000";
+ mes "^ff0000Booruboorubrr~ Rrrrboo~^000000";
+ mes "^0000ffRrrr~ Booboorrrr~ Boobooru~^000000";
+ mes "^ff0000Boobooboo~ Rururu~ Booruboorub~^000000";
+ mes "^0000ffBoo! Boo! Boo~^000000";
+ }
+ next;
+ mes "^3355FFHurry, respond to Booboo's song! Look for the word that is slightly";
+ mes "different than Booboo's normal";
+ mes "song in Burupu's notes, and then tell her the correct world without";
+ mes "the tilde character (''~'').^000000";
+ next;
+ if(@cowsong2 == 1) set @cowsong$,"Brrbrr";
+ else if(@cowsong2 == 2) set @cowsong$,"Brrrrrr";
+ else if(@cowsong2 == 3) set @cowsong$,"Rrrrboo";
+ else if(@cowsong2 == 4) set @cowsong$,"Boobooru";
+ else if(@cowsong2 == 5) set @cowsong$,"Boobooboo";
+ else if(@cowsong2 == 6) set @cowsong$,"B";
+ input @cowanswer$;
+ if (@cowanswer$ == @cowsong$)
+ {
+ soundeffect "tming_success.wav",0;
+ mes "^3355FFSuccess!";
+ mes "Booboo the cow";
+ mes "is quite happy, and";
+ mes "you were able to milk";
+ mes "her. Now, you should";
+ mes "report to Kurupe.^000000";
+ if(hg_milk == 12) set hg_milk,13;
+ else set hg_milk,8;
+ close;
+ }
+ soundeffect "taming_fail.wav",0;
+ mes "^3355FFUh oh...";
+ mes "Booboo the cow is starting";
+ mes "to snort violently! She seems";
+ mes "pretty angry with you, so you";
+ mes "better get away for now...^000000";
+ close;
+}
+
+//-------------------------------------------------------------------------
+// Odin Temple Excavation quest
+//-------------------------------------------------------------------------
+
+hugel,91,152,1 script Sign 837,{
+
+ mes "**Recruitment Notice**";
+ mes " ";
+ if(hg_odin < 60)
+ {
+ mes "We are now hiring recruits";
+ mes "for the Odin Shrine Expedition.";
+ mes " ";
+ mes "- Shrine Expedition Dept.";
+ if(!hg_odin) set hg_odin,1;
+ close;
+ }
+ mes "Join our magician";
+ mes "community, and make";
+ mes "all your days a festival!";
+ mes " ";
+ mes "- Hugel Magician Community";
+ close;
+}
+
+hu_in01,19,161,0 script Alex 803,{
+
+ if(!hg_odin)
+ {
+ mes "[Alex]";
+ mes "Whatever you're";
+ mes "trying to sell me,";
+ mes "I'm not interested!";
+ mes "Now get out of here!";
+ close;
+ }
+ else if(hg_odin == 1)
+ {
+ cutin "hu_alex01.bmp",2;
+ mes "[Alex]";
+ mes "Huh...?";
+ mes "What do you want?";
+ next;
+ switch( select( "Excuse me...","I saw the recruitment notice and..." ) )
+ {
+ case 1:
+ mes "[Alex]";
+ mes "Whatever you're";
+ mes "trying to sell me,";
+ mes "I'm not interested!";
+ mes "Now get out of here!";
+ close2;
+ cutin "",255;
+ end;
+
+ case 2:
+ mes "[Alex]";
+ mes "Oh, so you saw the";
+ mes "recruitment notice for the";
+ mes "Odin Shrine Expedition, eh?";
+ if(BaseLevel > 59)
+ {
+ mes "Hmmm... Alright, you look";
+ mes "like you're strong enough.";
+ mes "Yeah, I think you qualify.";
+ next;
+ }
+ else
+ {
+ cutin "hu_alex02.bmp",2;
+ mes "Well, I dunno. I think that";
+ mes "kind of expedition would";
+ mes "eat you alive. No offense...";
+ next;
+ mes "[Alex]";
+ mes "Look, I'll reconsider";
+ mes "whether you qualify after";
+ mes "you get train a little more,";
+ mes "develop your skills, you know,";
+ mes "get stronger. For now, though,";
+ mes "I don't think we can use you.";
+ close2;
+ cutin "",255;
+ end;
+ }
+ break;
+ }
+ cutin "hu_alex03.bmp",2;
+ mes "[Alex]";
+ mes "I'm Alex Helmut, and I'm";
+ mes "in charge of the expedition.";
+ mes "See that guy over there? That's";
+ mes "my younger brother Julian who's";
+ mes "also working on the excavation.";
+ next;
+ mes "[Alex]";
+ mes "Our main goal in this";
+ mes "excavation is to retrieve";
+ mes "some extremely valuable";
+ mes "item inside the shrine. However,^FFFFFF ^000000 it's too dangerous to go in there";
+ mes "if you're not strong enough.";
+ next;
+ mes "[Alex]";
+ mes "Anyway, if you'd like to";
+ mes "help us, please take a look";
+ mes "around the shrine and see";
+ mes "if you'd want to work for us.";
+ mes "Please talk to the Boatman";
+ mes "to travel to the shrine, okay?";
+ set hg_odin,2;
+ close2;
+ cutin "",255;
+ end;
+ }
+ else if(hg_odin == 2)
+ {
+ cutin "hu_alex03.bmp",2;
+ mes "[Alex]";
+ mes "You really oughtta";
+ mes "check out the shrine";
+ mes "for yourself first. Just talk";
+ mes "to the Boatman so that";
+ mes "he take you over there.";
+ close2;
+ cutin "",255;
+ end;
+ }
+ else if(hg_odin == 3)
+ {
+ cutin "hu_alex01.bmp",2;
+ mes "[Alex]";
+ mes "Oh, so you've gone";
+ mes "and seen the shrine";
+ mes "already. So will you help";
+ mes "us in our expedition?";
+ next;
+ switch( select( "Who are the people in the next room?","Well...","Yes, I do." ) )
+ {
+ case 1:
+ cutin "hu_alex02.bmp",2;
+ mes "[Alex]";
+ mes "Oh... Them.";
+ mes "They're officially my";
+ mes "co-workers, but quite";
+ mes "frankly, they were forced";
+ mes "upon me by the Rune-Midgarts";
+ mes "Kingdom. It can't be helped...";
+ next;
+ mes "[Alex]";
+ mes "Anyway, I have to accept";
+ mes "them to help international";
+ mes "relations or something silly";
+ mes "like that. They say they're here^FFFFFF ^000000 to research religious relics,";
+ mes "but I just don't trust them.";
+ next;
+ cutin "hu_alex04.bmp",2;
+ mes "[Alex]";
+ mes "In fact, I think it's";
+ mes "obvious that they're here";
+ mes "for something else, though";
+ mes "I'm not sure what it may be.";
+ mes "And that gray haired lady...";
+ mes "She totally creeps me out!";
+ close2;
+ cutin "",255;
+ end;
+
+ case 2:
+ mes "[Alex]";
+ mes "Yeah, well, I know";
+ mes "it might be a tough";
+ mes "decision to make. Well,";
+ mes "take your time. I understand";
+ mes "that you have to weigh the";
+ mes "risks and everything.";
+ close2;
+ cutin "",255;
+ end;
+
+ case 3:
+ mes "[Alex]";
+ mes "Great! In that case, your";
+ mes "first assignment is to bring";
+ mes "me ^3355FF5 Runes of the Darkness^000000";
+ mes "from the shrine. Don't worry,";
+ mes "I'll make sure that you're";
+ mes "rewarded for your efforts.";
+ set hg_odin,4;
+ next;
+ mes "[Alex]";
+ mes "This is your chance";
+ mes "to show me that your";
+ mes "dependability and sense";
+ mes "of responsibility. Then,";
+ mes "we can move on to the";
+ mes "more important stuff.";
+ close2;
+ cutin "",255;
+ end;
+ }
+ }
+ else if(hg_odin == 4)
+ {
+ cutin "hu_alex02.bmp",2;
+ mes "[Alex]";
+ mes "What are you still";
+ mes "doing here? Shouldn't";
+ mes "you be headed to the";
+ mes "shrine already?";
+ next;
+ switch( select( "What was I supposed to gather?","I'm leaving, I'm leaving!" ) )
+ {
+ case 1:
+ cutin "hu_alex03.bmp",2;
+ mes "[Alex]";
+ mes "You've forgotten";
+ mes "already? I asked you";
+ mes "to bring me ^3355FF5 Runes";
+ mes "of the Darkness^000000. Okay,";
+ mes "now hurry up and get to it.";
+ close2;
+ cutin "",255;
+ end;
+
+ case 2:
+ mes "[Alex]";
+ mes "That's fine...";
+ mes "Just keep in mind that";
+ mes "we're running behind";
+ mes "schedule. If only that";
+ mes "grey haired crone wasn't";
+ mes "here... We'd be done by now!";
+ close2;
+ cutin "",255;
+ end;
+ }
+ }
+ else if(hg_odin == 5)
+ {
+ cutin "hu_alex01.bmp",2;
+ mes "[Alex]";
+ mes "Well, it's about";
+ mes "time you came back.";
+ mes "So did you bring me";
+ mes "^3355FF5 Runes of the Darkness^000000?";
+ next;
+ switch( select( "Er, not yet...:There you go!" ) )
+ {
+ case 1:
+ cutin "hu_alex02.bmp",2;
+ mes "[Alex]";
+ mes "Wh-what?!";
+ mes "You came here just to";
+ mes "tell me that? Come back";
+ mes "when you're done and";
+ mes "don't waste my time!";
+ next;
+ emotion e_ho,0,"Julian";
+ mes "[Julian]";
+ mes "Hey, you know what,";
+ mes "Alex? You can't push";
+ mes "people around like that.";
+ mes "Besides, this adventurer";
+ mes "isn't a pushover, you know?";
+ next;
+ cutin "hu_alex03.bmp",2;
+ emotion e_an;
+ mes "[Alex]";
+ mes "What was that...?";
+ mes "Are you trying to";
+ mes "make me mad, Julian?";
+ next;
+ cutin "hu_alex02.bmp",2;
+ mes "[Julian]";
+ mes "All I'm saying is that";
+ mes "most adventurers know that";
+ mes "you can't pay them what they're";
+ mes "worth. That's why so many of";
+ mes "them are going in and out";
+ mes "of the other room, you know.";
+ next;
+ cutin "hu_alex04.bmp",2;
+ mes "[Alex]";
+ mes "That... grey... haired...!";
+ mes "N-no... Calm down, Alex...";
+ mes "Lose your head, you lose";
+ mes "everything... D-don't stoop";
+ mes "down to her level.";
+ next;
+ cutin "hu_alex01.bmp",2;
+ mes "[Alex]";
+ mes "Alright, I'm not in any";
+ mes "position to make demands";
+ mes "of you... But I would really";
+ mes "appreciate it if you would";
+ mes "bring me 5 Runes of the";
+ mes "Darkness as soon as possible.";
+ close2;
+ cutin "",255;
+ end;
+
+ case 2:
+ if(countitem(7511) > 4)
+ {
+ delitem 7511,5;
+ set hg_odin,6;
+ getitem 603,1;
+ mes "[Alex]";
+ mes "Oh! Thank you";
+ mes "so much, I'm sure";
+ mes "these Runes will help";
+ mes "us in our research. I know";
+ mes "this isn't much, but please";
+ mes "accept this Old Blue Box.";
+ next;
+ mes "[Julian]";
+ mes "Wait...";
+ mes "Research?";
+ mes "Since when did";
+ mes "you do research?";
+ next;
+ cutin "hu_alex03.bmp",2;
+ mes "[Alex]";
+ mes "Gosh, Julian,";
+ mes "will you just";
+ mes "shut up for a bit?";
+ next;
+ mes "[Julian]";
+ mes "Why? I'm the one who";
+ mes "does all the grunt work";
+ mes "and actual research.";
+ mes "You think you're so";
+ mes "big just ''supervising...''";
+ next;
+ cutin "hu_alex04.bmp",2;
+ mes "[Alex]";
+ mes "J-Julian!";
+ next;
+ mes "[Julian]";
+ mes "Right, right, we've";
+ mes "got a visitor. Yeah,";
+ mes "okay, sorry about that.";
+ next;
+ cutin "hu_alex02.bmp",2;
+ mes "[Alex]";
+ mes "I'm sorry about all";
+ mes "this. If you don't mind,";
+ mes "we'll continue our research";
+ mes "and hopefully finish our";
+ mes "project soon. Thanks once";
+ mes "again for all of your help.";
+ close2;
+ cutin "",255;
+ end;
+ }
+ cutin "hu_alex02.bmp",2;
+ mes "[Alex]";
+ mes "Hm? Oh, this isn't";
+ mes "enough Runes of the";
+ mes "Darkness. I asked you";
+ mes "to bring me 5 of them...";
+ close2;
+ cutin "",255;
+ end;
+ }
+ }
+ else if(hg_odin == 6)
+ {
+ cutin "hu_alex02.bmp",2;
+ mes "[Alex]";
+ mes "...Darn it! I think I might";
+ mes "have miscalculated. Maybe";
+ mes "I really do need more of";
+ mes "these. What am I gonna do?";
+ mes "And what is that grey haired";
+ mes "crone thinking? Hmmmm...";
+ next;
+ emotion e_omg;
+ cutin "hu_alex03.bmp",2;
+ cutin "hu_alex01.bmp",2;
+ mes "[Alex]";
+ mes "O-Oh! I had no idea that";
+ mes "you were there! Y-you";
+ mes "didn't hear anything";
+ mes "s-strange, did you?";
+ mes "Hahahahahahaha!";
+ close2;
+ cutin "",255;
+ end;
+ }
+ else if(hg_odin > 11 && hg_odin < 17)
+ {
+ cutin "hu_alex03.bmp",2;
+ mes "[Alex]";
+ mes "Excuse me?";
+ mes "The grey haired crone";
+ mes "offered you a part time";
+ mes "job, but won't pay you?";
+ next;
+ mes "[Alex]";
+ mes "She's really shameless!";
+ mes "We don't have much to pay";
+ mes "volunteers, but we should";
+ mes "at least give them something!";
+ mes "How can she do this?! Oh, er,";
+ mes "let me introduce myself first.";
+ next;
+ cutin "hu_alex01.bmp",2;
+ mes "[Alex]";
+ mes "I'm Alex Helmut, and I'm";
+ mes "in charge of the expedition.";
+ mes "See that guy over there? That's";
+ mes "my younger brother Julian who's";
+ mes "also working on the excavation.";
+ next;
+ cutin "hu_alex02.bmp",2;
+ mes "[Alex]";
+ mes "As supervisor of this";
+ mes "operation, I'm ashamed to";
+ mes "say that the excavation is";
+ mes "proceeding behind schedule.";
+ mes "If only that grey haired crone";
+ mes "in the next room weren't here!";
+ next;
+ mes "[Alex]";
+ mes "I can't work with";
+ mes "her at all! She's";
+ mes "manipulative, greedy,";
+ mes "selfish, and two faced!";
+ mes "There's got to be another";
+ mes "reason why she's here...!";
+ close2;
+ cutin "",255;
+ end;
+ }
+ else
+ {
+ cutin "hu_alex02.bmp",2;
+ mes "[Alex]";
+ mes "Hm? Did you need";
+ mes "something? I'm sorry,";
+ mes "but I can't help you";
+ mes "right now. I'm pretty";
+ mes "busy, so I just want to";
+ mes "be left alone for a while.";
+ close2;
+ cutin "",255;
+ end;
+ }
+}
+
+hu_in01,14,11,4 script Laura 70,{
+
+ if(!hg_odin)
+ {
+ cutin "hu_laura02.bmp",2;
+ mes "[Laura]";
+ mes "Hm? What are you doing";
+ mes "here? Ashe, Ashe! Get";
+ mes "this person out of here!";
+ close2;
+ cutin "",255;
+ warp "hu_in01",15,76;
+ end;
+ }
+ else if(hg_odin == 1)
+ {
+ cutin "hu_laura04.bmp",2;
+ mes "[Laura]";
+ mes "Hm? Oh, you must be";
+ mes "here in response to our";
+ mes "recruitment notice, yes?";
+ if(BaseLevel < 60)
+ {
+ cutin "hu_laura01.bmp",2;
+ mes "Let me take a look at you...";
+ mes "Oh, you're all skin and bone!";
+ mes "I can't use someone like you.";
+ close2;
+ cutin "",255;
+ end;
+ }
+ mes "I'm Laura Laurence, the";
+ mes "Rune-Midgarts Kingdom rep";
+ mes "for the Odin Shrine Expedition.";
+ next;
+ mes "[Laura]";
+ mes "My assistant, Ashe";
+ mes "Milton, is right over";
+ mes "there. Say, 'Hello,' Ashe.";
+ next;
+ emotion e_heh,0,"Ashe";
+ mes "[Ashe]";
+ mes "Hello!";
+ next;
+ mes "[Laura]";
+ mes "As you may already know,";
+ mes "we're here to uncover relics";
+ mes "from the Odin Shrine. However,";
+ mes "the shrine is infested with";
+ mes "powerful creatures that a weak";
+ mes "woman like me can never defeat.";
+ next;
+ cutin "hu_laura01.bmp",2;
+ mes "[Laura]";
+ mes "Would you let a poor";
+ mes "fragile woman like me go";
+ mes "in there alone? Someone like";
+ mes "you must go in there for me.";
+ mes "Hence, the recruitment notice.";
+ next;
+ mes "[Laura]";
+ mes "Now, we can't actually pay";
+ mes "you for your work. In fact,";
+ mes "we have absolutely nothing to";
+ mes "give you. But you'd be doing";
+ mes "a great service your country,";
+ mes "the Rune-Midgart's Kingdom.";
+ next;
+ cutin "hu_laura04.bmp",2;
+ mes "[Laura]";
+ mes "Think about it!";
+ mes "You'd be making a great";
+ mes "contribution, helping us";
+ mes "learn more about the age";
+ mes "when the gods showed";
+ mes "themselves to humans!";
+ next;
+ switch( select( "Nah, forget it.","Yes, I'll do it!" ) )
+ {
+ case 1:
+ cutin "hu_laura01.bmp",2;
+ mes "[Laura]";
+ mes "W-Wait! Think about";
+ mes "the importance of learning";
+ mes "about the age of gods! If you";
+ mes "don't help us, then who will?";
+ mes "We need to work together to";
+ mes "build a better future, right?";
+ next;
+ switch( select( "But you can't pay me.","Alright, I'll do it." ) )
+ {
+ case 1:
+ cutin "hu_laura04.bmp",2;
+ mes "[Laura]";
+ mes "You're right.";
+ mes "It's like I said";
+ mes "before. I don't have";
+ mes "anything to pay you.";
+ mes "...............................";
+ next;
+ cutin "hu_laura01.bmp",2;
+ mes "[Laura]";
+ mes "Curses! If this project had";
+ mes "more funding, we'd have more";
+ mes "than a cheesy recruitment ad,";
+ mes "and some professional staff";
+ mes "like those rich Schwaltzvalt";
+ mes "Republic boys in the next room!";
+ next;
+ cutin "hu_laura02.bmp",2;
+ mes "[Laura]";
+ mes "Fine, it's your choice";
+ mes "whether you want to work";
+ mes "for us. I'm just disappointed";
+ mes "that someone like you won't";
+ mes "help us. I mean, don't you";
+ mes "have any patriotism at all?";
+ close2;
+ cutin "hu_laura02.bmp",255;
+ end;
+
+ case 2:
+ break;
+ }
+ // Allow fall-through into the next case statment as this is a minor bug in aegis.
+ //break;
+
+ case 2:
+ mes "[Laura]";
+ mes "Perfect! Now, you first";
+ mes "you need to go to the shrine";
+ mes "and survey the area for your";
+ mes "own benefit. Talk to the Boatman,^FFFFFF ^000000 and he'll take you there, okay?";
+ mes "Hurry up and come back soon!";
+ set hg_odin,12;
+ close2;
+ cutin "hu_laura04.bmp",255;
+ end;
+ }
+ }
+ else if(hg_odin > 1 && hg_odin < 6)
+ {
+ mes "["+strcharinfo(0)+"]";
+ mes "Excuse me, but";
+ mes "what are you guys";
+ mes "doing over here?";
+ next;
+ cutin "hu_laura04.bmp",2;
+ mes "[Laura]";
+ mes "What are we doing...?";
+ mes "This is the shrine expedition";
+ mes "office. You know, we're doing";
+ mes "research on the artifacts found";
+ mes "in the Odin Shrine on behalf";
+ mes "of the Rune-Midgarts Kingdom.";
+ next;
+ switch( select( "About Alex and Julian","Alright, now I understand." ) )
+ {
+ case 1:
+ cutin "hu_laura01.bmp",2;
+ mes "["+strcharinfo(0)+"]";
+ mes "These people in the other";
+ mes "room, Alex and Julian, are";
+ mes "they also working in this same";
+ mes "expedition in the Odin Shrine?";
+ next;
+ cutin "hu_laura02.bmp",2;
+ mes "[Laura]";
+ mes "...Oh. You must be working";
+ mes "for those rich Schwaltvalt";
+ mes "Republic kids. I can't work";
+ mes "with that impudent girl, at";
+ mes "all, so we're actually working";
+ mes "in separate offices.";
+ next;
+ cutin "hu_laura04.bmp",2;
+ mes "[Laura]";
+ mes "Sorry, let me introduce";
+ mes "myself. I'm Laura Laurence,";
+ mes "the leader of the Odin Shrine";
+ mes "expedition for the Rune Midgarts^FFFFFF ^000000 Kingdom. Ashe Milton is my";
+ mes "assistant for this excavation.";
+ next;
+ emotion e_heh,0,"Ashe";
+ mes "[Ashe]";
+ mes "Hello!";
+ next;
+ mes "[Laura]";
+ mes "If you'd rather do";
+ mes "a service for your";
+ mes "country and quit working";
+ mes "for those wealthy snobs, then";
+ mes "come back here and let me know.";
+ close2;
+ cutin "hu_laura04.bmp",255;
+ end;
+
+ case 2:
+ cutin "hu_laura01.bmp",2;
+ mes "[Laura]";
+ mes "......";
+ mes ".........";
+ mes "............";
+ close2;
+ cutin "hu_laura01.bmp",255;
+ end;
+
+ }
+ }
+ else if(hg_odin == 6)
+ {
+ cutin "hu_laura04.bmp",2;
+ mes "[Laura]";
+ mes "Hey, I know you...";
+ mes "You're a volunteer for the";
+ mes "other office's expedition,";
+ mes "right? Your timing couldn't";
+ mes "be more perfect. Why don't";
+ mes "you help us for a while?";
+ next;
+ cutin "hu_laura01.bmp",2;
+ mes "[Laura]";
+ mes "Basically, I want you";
+ mes "to spy on that snobby girl,";
+ mes "Alex of the Schwaltzvalt";
+ mes "Republic office, and report";
+ mes "what she's actually doing to me. ^FFFFFF ^000000";
+ next;
+ cutin "hu_laura03.bmp",2;
+ mes "[Laura]";
+ mes "I have to know...";
+ mes "I need to know whether";
+ mes "they discovered ''that thing''";
+ mes "already. They can't have found";
+ mes "it before us. It's impossible!";
+ next;
+ cutin "hu_laura04.bmp",2;
+ mes "[Laura]";
+ mes "Anyway, just eavesdrop";
+ mes "on the Schwaltvalt Office";
+ mes "by putting your ear really";
+ mes "close to the door, and listen";
+ mes "to them talk. Will you do that?";
+ next;
+ cutin "hu_laura02.bmp",2;
+ mes "[Laura]";
+ mes "...............................";
+ mes "Of course, you're";
+ mes "going to do it. Right?";
+ next;
+ cutin "hu_laura03.bmp",2;
+ mes "[Laura]";
+ mes "RIGHT?!";
+ next;
+ switch( select( "Yeah, yeah, whatever.","Sure thing.","I s-s-s-suppose...!","Yes, Ma'am!" ) )
+ {
+ case 1:
+ case 2:
+ case 3:
+ case 4:
+ break;
+ }
+ set hg_odin,17;
+ cutin "hu_laura04.bmp",2;
+ mes "[Laura]";
+ mes "Good.";
+ mes "Now do it!";
+ close2;
+ cutin "hu_laura04.bmp",255;
+ end;
+ }
+ else if(hg_odin == 12)
+ {
+ cutin "hu_laura02.bmp",2;
+ mes "[Laura]";
+ mes "Ask the Boatman to take";
+ mes "you to the Odin Shrine so";
+ mes "that you can actually see it";
+ mes "for yourself. If you don't think^FFFFFF ^000000 you can handle the expedition,";
+ mes "then you can just let me know.";
+ close2;
+ cutin "hu_laura02.bmp",255;
+ end;
+ }
+ else if(hg_odin == 13)
+ {
+ cutin "hu_laura04.bmp",2;
+ mes "[Laura]";
+ mes "Have you been to the";
+ mes "Odin Shrine already?";
+ mes "I know it's scary, but we";
+ mes "need to finish our research";
+ mes "for the good of mankind.";
+ next;
+ switch( select( "Yeah, yeah, whatever.","I see.","You're right, Ma'am." ) )
+ {
+ case 1:
+ case 2:
+ case 3:
+ break;
+ }
+ mes "[Laura]";
+ mes "Well, then.";
+ mes "Did you happen to";
+ mes "find anything while";
+ mes "you were there?";
+ next;
+ switch( select( "Jellopies.","No." ) )
+ {
+ case 1:
+ cutin "hu_laura01.bmp",2;
+ mes "[Laura]";
+ mes "You can freakin' find";
+ mes "Jellopy anywhere! I meant,";
+ mes "did you find anything special";
+ mes "while you were at the shrine!";
+ next;
+ break;
+
+ case 2:
+ cutin "hu_laura01.bmp",2;
+ mes "[Laura]";
+ mes "Well, that's fine.";
+ mes "I did tell you to just";
+ mes "take a look around, so";
+ mes "I didn't expect you to";
+ mes "bring me anything.";
+ next;
+ break;
+ }
+ cutin "hu_laura04.bmp",2;
+ mes "[Laura]";
+ mes "Anyway, are you still willing";
+ mes "to help us? I know that I said";
+ mes "that we can't pay you, but to";
+ mes "be fair, I can offer you something from my special collection.";
+ mes "How does that sound?";
+ next;
+ switch( select( "Who are the guys in the other room?","Well...","Yes!" ) )
+ {
+ case 1:
+ cutin "hu_laura01.bmp",2;
+ mes "[Laura]";
+ mes "Oh, those are the";
+ mes "Schwartzvalt Republic";
+ mes "representatives for this";
+ mes "Odin Shrine expedition.";
+ mes "Personally, I think they're";
+ mes "just a bunch of rich phonies.";
+ next;
+ cutin "hu_laura03.bmp",2;
+ mes "[Laura]";
+ mes "And that Alex girl...";
+ mes "She may seem polite,";
+ mes "but she's always giving";
+ mes "these dirty looks, and";
+ mes "greets me with a fake";
+ mes "smile. I hate her!";
+ next;
+ emotion e_swt2,0,"Ashe";
+ mes "[Ashe]";
+ mes "Ms. Laurence...!";
+ mes "Stop it, please!";
+ mes "It's embarassing to";
+ mes "hear you talk about";
+ mes "a colleague like that.";
+ next;
+ mes "[Laura]";
+ mes "C-colleague?! No way!";
+ mes "I despise that spoiled brat,";
+ mes "and she doesn't deserve the";
+ mes "position that her rich daddy";
+ mes "probably bought for her! Grrr!";
+ mes "Come back later, I'm too mad!";
+ close2;
+ cutin "hu_laura03.bmp",255;
+ end;
+
+ case 2:
+ mes "[Laura]";
+ mes "If you're having second";
+ mes "thoughts, it might not be";
+ mes "the best idea to work for me.";
+ mes "I mean, I believe in following";
+ mes "your gut instincts, you know?";
+ close2;
+ cutin "hu_laura04.bmp",255;
+ end;
+
+ case 3:
+ set hg_odin,14;
+ mes "[Laura]";
+ mes "That's what I've been";
+ mes "waiting to hear! Alright,";
+ mes "please fetch me ^3355FF5 Runes of";
+ mes "the Darkness^000000 from the Odin";
+ mes "Shrine. Go now, adventurer~";
+ close2;
+ cutin "hu_laura04.bmp",255;
+ end;
+ }
+ }
+ else if(hg_odin == 14)
+ {
+ cutin "hu_laura02.bmp",2;
+ mes "[Laura]";
+ mes "Hm? You've got a job";
+ mes "to do, don't you? What";
+ mes "are you still doing here?";
+ next;
+ switch( select( "What was I supposed to gather?","Don't worry, I'm leaving." ) )
+ {
+ case 1:
+ mes "[Laura]";
+ mes "You're supposed";
+ mes "to bring me ^3355FF5 Runes";
+ mes "of the Darkness^000000. Now,";
+ mes "don't forget this time!";
+ close2;
+ cutin "hu_laura02.bmp",255;
+ end;
+
+ case 2:
+ mes "[Laura]";
+ mes "Well, try to hurry up";
+ mes "if you can. I'm already";
+ mes "behind schedule because";
+ mes "we have to work with those";
+ mes "snobby rich kids in the";
+ mes "other office. ^333333*Sigh...*^000000";
+ close2;
+ cutin "hu_laura02.bmp",255;
+ end;
+ }
+ }
+ else if(hg_odin == 15)
+ {
+ cutin "hu_laura04.bmp",2;
+ mes "[Laura]";
+ mes "Oh, you've come back.";
+ mes "So where are the Runes";
+ mes "of the Darkness you brought?";
+ next;
+ switch( select( "Er, I don't have them yet...","Right here!" ) )
+ {
+ case 1:
+ cutin "hu_laura03.bmp",2;
+ mes "[Laura]";
+ mes "This isn't really one";
+ mes "of those jobs where you";
+ mes "can take your time. Sure,^FFFFFF ^000000 I didn't give you a deadline, but";
+ mes "we can't make progress on our^FFFFFF ^000000 research until you make progress.";
+ close2;
+ cutin "hu_laura03.bmp",255;
+ end;
+
+ case 2:
+ if (countitem(7511) > 4)
+ {
+ delitem 7511,5;
+ set hg_odin,16;
+ getitem 603,1;
+ mes "[Laura]";
+ mes "Oooh, nice job. It's good";
+ mes "that we have more of these";
+ mes "to study. Though, it seems";
+ mes "that the more we research,";
+ mes "the quicker it seems that";
+ mes "we're not getting anywhere...";
+ next;
+ mes "[Laura]";
+ mes "Hey...";
+ mes "Ashe. Why aren't we";
+ mes "making any progress?";
+ mes "What exactly have you";
+ mes "been doing? None of those";
+ mes "runes have any writing?";
+ next;
+ mes "[Ashe]";
+ mes "Well, I think there's";
+ mes "supposed to be writing,";
+ mes "but these runes are pretty";
+ mes "old. I've got to polish this";
+ mes "gunk off without damaging";
+ mes "any writing that's there...";
+ next;
+ cutin "hu_laura01.bmp",2;
+ mes "[Laura]";
+ mes "By the way, what have the other guys been doing?";
+ mes "What, they don't do anything but wasting their time?";
+ mes "Ah~ I see. They are thinking that this is the perfect excuse";
+ mes "for them to relax and rest.";
+ mes "Well, somehow they are the citizens of this country, you know.";
+ next;
+ cutin "hu_laura02.bmp",2;
+ mes "[Laura]";
+ mes "What do you think those";
+ mes "Schwaltzvalt snobs are doing?";
+ mes "They must think this project";
+ mes "is an excuse for them to relax";
+ mes "and slack off! They can afford^FFFFFF ^000000 to, obviously. Hmpf! Rich people!";
+ next;
+ cutin "hu_laura03.bmp",2;
+ mes "[Laura]";
+ mes "They've got things so easy,";
+ mes "while we're barely covering";
+ mes "our research expenses!";
+ mes "In fact, we've had to cut";
+ mes "so many corners, skip";
+ mes "meals and amenities...";
+ next;
+ mes "[Ashe]";
+ mes "I know! How can we";
+ mes "carry on professional";
+ mes "research in a shack?";
+ mes "We're literally living at";
+ mes "poverty standards here...";
+ mes "Are we still researchers?";
+ next;
+ cutin "hu_laura02.bmp",2;
+ mes "[Laura]";
+ mes "I know that!";
+ mes "I know that already!";
+ mes "S-stop bringing it up!";
+ next;
+ cutin "hu_laura01.bmp",2;
+ mes "[Laura]";
+ mes "This is pathetic.";
+ mes "I can't even afford the";
+ mes "energy to continue this";
+ mes "conversation. You too,";
+ mes "why don't you take a rest?";
+ close2;
+ cutin "hu_laura01.bmp",255;
+ end;
+ }
+ else if(!countitem(7511))
+ {
+ cutin "hu_laura02.bmp",2;
+ mes "[Laura]";
+ mes "..................";
+ mes "What is this?!";
+ mes "You're supposed to";
+ mes "bring me 5 of them!";
+ next;
+ cutin "hu_laura03.bmp",2;
+ mes "[Laura]";
+ mes "Is this your way of";
+ mes "saying that you don't";
+ mes "want to work for us?";
+ mes "Why don't you say it";
+ mes "to my face, eh?";
+ next;
+ mes "[Ashe]";
+ mes "Ms. Laurence, please,";
+ mes "calm down! We're in no";
+ mes "position to yell at anyone,";
+ mes "especially volunteers! You";
+ mes "of all people should know";
+ mes "that they're doing us a favor!";
+ next;
+ cutin "hu_laura02.bmp",2;
+ mes "[Laura]";
+ mes "Okay, Ashe, I get it!";
+ mes "And as for you, I'll give";
+ mes "you another chance. Next";
+ mes "time you see me, bring";
+ mes "5 Runes of the Darkness!";
+ close2;
+ cutin "hu_laura02.bmp",255;
+ end;
+ }
+ else if(countitem(7511) == 1)
+ {
+ cutin "hu_laura03.bmp",2;
+ mes "[Laura]";
+ mes "...Only one?";
+ mes "Look at me. I asked";
+ mes "you for five. I know that";
+ mes "one is better than nothing...";
+ mes "But it's pretty darn close. Go";
+ mes "get me 4 more this instant!";
+ close2;
+ cutin "hu_laura03.bmp",255;
+ end;
+ }
+ else if(countitem(7511) == 2)
+ {
+ cutin "hu_laura03.bmp",2;
+ mes "[Laura]";
+ mes "One, two...";
+ mes "Huh? Th-that's all?!";
+ mes "When I ask for 5 Runes";
+ mes "of the Darkness, I mean";
+ mes "5, not 2. Now hurry up";
+ mes "and just do what I asked!";
+ close2;
+ cutin "hu_laura03.bmp",255;
+ end;
+ }
+ else
+ {
+ mes "[Laura]";
+ mes "One, two, three...";
+ mes "That's it? Don't you";
+ mes "know how to count to 5?";
+ mes "Go and get me more of those";
+ mes "Runes of the Darkness now!";
+ next;
+ cutin "hu_laura03.bmp",2;
+ close2;
+ cutin "hu_laura03.bmp",255;
+ end;
+ }
+ }
+ }
+ else if(hg_odin == 16)
+ {
+ cutin "hu_laura02.bmp",2;
+ mes "[Laura]";
+ mes "I wonder how much progress";
+ mes "those pampered Schwaltzvalt";
+ mes "snobs actually made. They've";
+ mes "got the funds, so they could";
+ mes "actually be further ahead";
+ mes "than we are right now...";
+ next;
+ mes "[Laura]";
+ mes "I have to know...";
+ mes "I need to know whether";
+ mes "they discovered ''that thing''";
+ mes "already. They can't have found";
+ mes "it before us. It's impossible!";
+ next;
+ cutin "hu_laura01.bmp",2;
+ mes "[Laura]";
+ mes "...Hey, you.";
+ next;
+ switch( select( "...","...Me?" ) )
+ {
+ case 1:
+ mes "[Laura]";
+ mes "Hey, hey!";
+ mes "Hey hey hey!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "...Me?";
+ next;
+ break;
+
+ case 2:
+ break;
+ }
+ mes "[Laura]";
+ mes "Basically, I want you";
+ mes "to spy on that snobby girl,";
+ mes "Alex of the Schwaltzvalt";
+ mes "Republic office, and report";
+ mes "what she's actually doing to me. ^FFFFFF ^000000";
+ next;
+ cutin "hu_laura04.bmp",2;
+ mes "[Laura]";
+ mes "Anyway, just eavesdrop";
+ mes "on the Schwaltvalt Office";
+ mes "by putting your ear really";
+ mes "close to the door, and listen";
+ mes "to them talk. Will you do that?";
+ next;
+ cutin "hu_laura02.bmp",2;
+ mes "[Laura]";
+ mes "...............................";
+ mes "Of course, you're";
+ mes "going to do it. Right?";
+ next;
+ cutin "hu_laura03.bmp",2;
+ mes "[Laura]";
+ mes "RIGHT?!";
+ next;
+ switch( select( "Yeah, yeah, whatever.","Sure thing.","I s-s-s-suppose...!","Yes, Ma'am!" ) )
+ {
+ case 1:
+ case 2:
+ case 3:
+ case 4:
+ break;
+ }
+ set hg_odin,17;
+ cutin "hu_laura04.bmp",2;
+ mes "[Laura]";
+ mes "Good.";
+ mes "Now do it!";
+ close2;
+ cutin "hu_laura04.bmp",255;
+ end;
+ }
+ else if(hg_odin == 17)
+ {
+ cutin "hu_laura02.bmp",2;
+ mes "[Laura]";
+ mes "What are you standing";
+ mes "around here for? Go and";
+ mes "eavesdrop on those snobs";
+ mes "next door! I must know";
+ mes "what they're really up to!";
+ close2;
+ cutin "hu_laura02.bmp",255;
+ end;
+ }
+ else if(hg_odin == 18 || hg_odin == 19)
+ {
+ cutin "hu_laura01.bmp",2;
+ mes "[Laura]";
+ mes "Frankly, I know I'm paying";
+ mes "you nothing to be spy, but";
+ mes "please tell me what you";
+ mes "learned about the Schwaltzvalt";
+ mes "Republic Research Team.";
+ next;
+ switch( select( "Giantes","Ymir's Heart","Nothing" ) )
+ {
+ case 1:
+ cutin "hu_laura04.bmp",2;
+ mes "["+strcharinfo(0)+"]";
+ mes "I'm guessing that you're";
+ mes "already familiar with the";
+ mes "creature known as Giantes";
+ mes "since you're an archaeologist.";
+ next;
+ cutin "hu_laura02.bmp",2;
+ mes "[Laura]";
+ mes "Of course! It's an";
+ mes "ancient beast on which";
+ mes "the Guardians were inspired.";
+ mes "N-no way...! Are they here to";
+ mes "finish their guardian research?";
+ mes "What else did you learn?";
+ next;
+
+ case 2:
+ mes "["+strcharinfo(0)+"]";
+ mes "Well, have you";
+ mes "ever heard of Ymir's...";
+ next;
+ emotion e_gasp,0,"Ashe";
+ mes "[Ashe]";
+ mes "...Heart?";
+ mes "Ymir's Heart, right?";
+ next;
+ mes "[Laura]";
+ mes "Ashe, you know about";
+ mes "this? What exactly";
+ mes "is Ymir's Heart?";
+ next;
+ switch( select( "It's candy.","It's a book.","It's a place.","Ymir was a giant..." ) )
+ {
+ case 1:
+ mes "["+strcharinfo(0)+"]";
+ mes "It's this...";
+ mes "Um, really...";
+ next;
+ break;
+
+ case 2:
+ mes "["+strcharinfo(0)+"]";
+ mes "Er, you see...";
+ mes "A lot of people know";
+ mes "about Ymir's Heart...";
+ next;
+ break;
+
+ case 3:
+ mes "["+strcharinfo(0)+"]";
+ mes "You know the expression,";
+ mes "''Home is where the heart";
+ mes "is?'' Er, well, Ymir's Heart...";
+ next;
+ break;
+
+ case 4:
+ mes "["+strcharinfo(0)+"]";
+ mes "The truth is,";
+ mes "Ymir was this giant...";
+ next;
+ break;
+ }
+ emotion e_ok,0,"Ashe";
+ mes "[Ashe]";
+ mes "Ymir's Heart?";
+ mes "That's a clothing";
+ mes "brand, isn't it? Yeah,";
+ mes "it's popular amongst";
+ mes "the trendy crowd in the";
+ mes "Schwaltzvalt Republic.";
+ next;
+ cutin "hu_laura01.bmp",2;
+ mes "[Laura]";
+ mes "Clothing brand?";
+ mes "You mean those snobs";
+ mes "are just spending their";
+ mes "time talking about fashion";
+ mes "in there? Huh. Don't they";
+ mes "have better things to do?";
+ next;
+ cutin "hu_laura04.bmp",2;
+ mes "[Laura]";
+ mes "In the meantime, would";
+ mes "you do one more favor for";
+ mes "me? I'd like you to go to";
+ mes "the shrine one last time.";
+ mes "I hear that it's built on";
+ mes "two connected islands...";
+ next;
+ mes "[Laura]";
+ mes "I want you to check the";
+ mes "inner island, and see";
+ mes "what you can find while";
+ mes "I investigate the Schwaltzvalt";
+ mes "Research Team. I'm sorry, but";
+ mes "you're the only one I can ask.";
+ set hg_odin,20;
+ close2;
+ cutin "hu_laura04.bmp",255;
+ end;
+
+ case 3:
+ mes "[Laura]";
+ mes "Nothing...?";
+ mes "Are you sure that's";
+ mes "all you learned?";
+ close2;
+ cutin "hu_laura01.bmp",255;
+ end;
+ }
+ }
+ else if(hg_odin == 20)
+ {
+ cutin "hu_laura01.bmp",2;
+ mes "[Laura]";
+ mes "I wonder...";
+ mes "What could be going on?";
+ mes "Hopefully I'll be able";
+ mes "to find the answers...";
+ close2;
+ cutin "hu_laura01.bmp",255;
+ end;
+ }
+}
+
+hu_in01,18,167,4 script Julian 86,{
+
+ if(!hg_odin)
+ {
+ mes "[Julian]";
+ mes "^333333*Sigh...*^000000";
+ close;
+ }
+ else if(hg_odin == 1)
+ {
+ mes "[Julian]";
+ mes "Say, are you here";
+ mes "for a job? We're looking";
+ mes "for someone that's passionate";
+ mes "about ancient history. If you";
+ mes "want to make money, then this";
+ mes "this the wrong place for you~";
+ next;
+ mes "[Julian]";
+ mes "This is supposed to be";
+ mes "a collaborative excavation,";
+ mes "but the team leaders are too";
+ mes "stubborn and refuse to make";
+ mes "any compromises. It's been";
+ mes "incredibly frustrating...";
+ next;
+ mes "[Julian]";
+ mes "Basically, each of our teams";
+ mes "is conducting its own research";
+ mes "for now. Now, we need your help";
+ mes "to find any relics from the Odin ^FFFFFF ^000000 Shrine. We'd appreciate it if you";
+ mes "brought as many as you can!";
+ close;
+ }
+ else if(hg_odin == 2)
+ {
+ mes "[Julian]";
+ mes "You sure you want";
+ mes "to work for someone";
+ mes "like my boss? Can't";
+ mes "you tell that she's";
+ mes "evil? Escape from this";
+ mes "place while you still can!";
+ next;
+ mes "[Alex]";
+ mes "Julian...!";
+ next;
+ mes "[Julian]";
+ mes "See what I mean?";
+ close;
+ }
+ else if(hg_odin == 3)
+ {
+ mes "[Julian]";
+ mes "Wow, you must really";
+ mes "like this kind of work,";
+ mes "huh? I didn't really expect";
+ mes "that you'd go to the shrine...";
+ close;
+ }
+ else if(hg_odin == 4)
+ {
+ mes "[Julian]";
+ mes "I'm amazed to see you";
+ mes "working so hard. You must";
+ mes "like pleasing other people,";
+ mes "I guess, but try not to be too";
+ mes "kind. Wouldn't want that...";
+ close;
+ }
+ else if(hg_odin == 5)
+ {
+ mes "[Julian]";
+ mes "Geez...";
+ mes "You're a really nice";
+ mes "person, you know that?";
+ mes "Just try not to be taken";
+ mes "for a sucker, okay?";
+ close;
+ }
+ else
+ {
+ mes "[Julian]";
+ mes "Why are both of our";
+ mes "team leaders so bull";
+ mes "headed? Maybe it has";
+ mes "something to do with";
+ mes "them being old and single.";
+ mes "Don't tell them I said that!";
+ close;
+ }
+}
+
+hu_in01,16,21,0 script Ashe#5 139,2,2,{
+
+OnTouch:
+ if (hg_odin == 18)
+ {
+ mes "[Ashe]";
+ mes "......?";
+ next;
+ set hg_odin,19;
+ mes "[Ashe]";
+ mes "......";
+ mes ".........";
+ close;
+ }
+}
+
+hu_in01,16,20,4 script Ashe 95,{
+
+ switch(hg_odin)
+ {
+ case 0:
+ mes "[Ashe]";
+ mes "Hello, may I help you?";
+ mes "Please understand that";
+ mes "unauthorized personnel";
+ mes "are prohibited from entering";
+ mes "this area. Have you come to";
+ mes "assist in the expedition?";
+ close;
+
+ case 1:
+ mes "[Ashe]";
+ mes "Oh, you've here in response";
+ mes "to the recruitment notice?";
+ mes "Well then, let me give you";
+ mes "a brief idea about the work.";
+ mes "First off, we can't pay you any";
+ mes "money, so you'd be a volunteer.";
+ next;
+ mes "[Ashe]";
+ mes "Instead, you're allowed to";
+ mes "keep whatever you excavate";
+ mes "in the Odin Shrine, so long";
+ mes "as we don't need it for our";
+ mes "research. This opportunity";
+ mes "might prove worthwhile to you.";
+ next;
+ mes "[Ashe]";
+ mes "Now, we should be working";
+ mes "together with the Schwaltvalt";
+ mes "Republic's Research Team, but";
+ mes "our leaders aren't getting along^FFFFFF ^000000 at all. There's just a huge";
+ mes "clash of personalities...";
+ next;
+ mes "[Ashe]";
+ mes "In any case, if you'd";
+ mes "like to join us in our";
+ mes "efforts to uncover the";
+ mes "secrets of the past, then";
+ mes "please speak to Ms. Laurence.";
+ close;
+
+ case 2:
+ case 12:
+ mes "[Ashe]";
+ mes "So you're off to the";
+ mes "Odin Shrine? Good luck,";
+ mes "and be careful, alright?";
+ close;
+
+ case 3:
+ case 13:
+ mes "[Ashe]";
+ mes "Oh, you're back";
+ mes "earlier than I thought!";
+ mes "I think someone with";
+ mes "your talent can be";
+ mes "a really big help to us!";
+ close;
+
+ case 4:
+ mes "[Ashe]";
+ mes "Hm? You've decided to";
+ mes "help the Schwaltzvalt Team?";
+ mes "That's fine, but I'm afraid";
+ mes "Ms. Laurence may be a little";
+ mes "upset by that. Well, it's fine";
+ mes "with me. I don't really care.";
+ close;
+
+ case 5:
+ mes "[Ashe]";
+ mes "How's the work coming";
+ mes "along? I know the team";
+ mes "leaders hate each other,";
+ mes "but they should recognize";
+ mes "that one person's victory";
+ mes "in research is victory for all.";
+ close;
+
+ case 6:
+ mes "[Ashe]";
+ mes "How's the work coming";
+ mes "along? I know the team";
+ mes "leaders hate each other,";
+ mes "but they should recognize";
+ mes "that one person's victory";
+ mes "in research is victory for all.";
+ close;
+
+ case 14:
+ mes "[Ashe]";
+ mes "Please keep up";
+ mes "the good work~";
+ close;
+
+ case 15:
+ if(countitem(7511) > 4)
+ {
+ mes "[Ashe]";
+ mes "Well, it looks like";
+ mes "everything turned out";
+ mes "alright in the end, huh?";
+ mes "Good work getting those runes.";
+ close;
+ }
+ mes "[Ashe]";
+ mes "Oh, dear, you don't";
+ mes "look very well. Did";
+ mes "something happen?";
+ close;
+
+ case 16:
+ mes "[Ashe]";
+ mes "I know that Ms. Laurence";
+ mes "can be... vocally aggressive,";
+ mes "but I'm sure that she really";
+ mes "appreciates all of your hard";
+ mes "work. Thank you so much for";
+ mes "all of your efforts~";
+ close;
+
+ case 17:
+ mes "[Ashe]";
+ mes "Why does Ms. Laurence";
+ mes "have to be this way?";
+ mes "I honestly think this";
+ mes "rivalry is awfully petty...";
+ close;
+
+ case 19:
+ mes "[Ashe]";
+ mes "Ehm...";
+ mes "Don't worry";
+ mes "about it~";
+ close;
+
+ case 20:
+ mes "[Ashe]";
+ mes "Please don't ask";
+ mes "me about anything...";
+ mes "Besides, I mean";
+ mes "you no harm~";
+ close;
+ }
+}
+
+hu_in01,174,90,0 script Entrance 139,2,2,{
+
+OnTouch:
+ if(hg_odin == 22 || hg_odin == 23)
+ {
+ mes "[Laura]";
+ mes "So it means that everyone fooled me!";
+ next;
+ mes "== Laura is violently wielding a thick file in the air. ==";
+ close;
+ }
+}
+
+hu_in01,159,84,3 script Laura#2 70,{
+
+ if(hg_odin == 22 || hg_odin == 23)
+ {
+ cutin "hu_laura03.bmp",2;
+ emotion e_an,0,"Laura#2";
+ mes "[Laura]";
+ mes "Wh-what...?!";
+ mes "Does this mean";
+ mes "that everyone has";
+ mes "had me fooled this";
+ mes "whole time?! This is";
+ mes "complete lunacy!";
+ next;
+ cutin "hu_alex04.bmp",0;
+ emotion e_an,0,"Alex#2";
+ mes "[Alex]";
+ mes "What are you talking";
+ mes "about, you crazy wench?";
+ mes "You saw the shrine on the";
+ mes "other side! That's no secret!";
+ next;
+ cutin "hu_laura03.bmp",2;
+ mes "[Laura]";
+ mes "I'm not talking about that!";
+ mes "I saw your brother digging";
+ mes "everywhere in town in the";
+ mes "middle of the night!";
+ next;
+ cutin "hu_alex04.bmp",0;
+ mes "[Alex]";
+ mes "Lies...!";
+ mes "Where the hell did";
+ mes "you get that idea?";
+ mes "What makes you think";
+ mes "there are artifacts buried";
+ mes "around here inside town?";
+ next;
+ mes "[Alex]";
+ mes "Besides, what makes you";
+ mes "think that my brother would";
+ mes "waste so much time doing";
+ mes "something so ridiculous?";
+ next;
+ cutin "hu_laura03.bmp",2;
+ mes "[Laura]";
+ mes "Hahahaha! Yeah,";
+ mes "defend your brother";
+ mes "as much as you like,";
+ mes "you hypocrite! What do";
+ mes "you care about him, I know";
+ mes "you two really hate each other!";
+ next;
+ cutin "hu_alex04.bmp",0;
+ mes "[Alex]";
+ mes "What was that...?";
+ mes "I dare you to say";
+ mes "that again! I'll make";
+ mes "sure that you regret it!";
+ next;
+ cutin "hu_laura01.bmp",2;
+ mes "[Laura]";
+ mes "I know that you were helping";
+ mes "him in his excavations. There's";
+ mes "no way so much progress can be";
+ mes "done by one man alone! In fact,";
+ mes "I have evidence that proves it!";
+ next;
+ mes "^3355FFLaura violently";
+ mes "waves a thick file";
+ mes "clasped in her hands.^000000";
+ next;
+ emotion e_omg,0,"Julian#2";
+ mes "[Julian]";
+ mes "What...?";
+ mes "Argh, that's--!";
+ next;
+ emotion e_ag,0,"Laura#2";
+ mes "[Laura]";
+ mes "That's right.";
+ mes "Now tell me, what the";
+ mes "hell is ''^FF0000Ymir's Heart?^000000''";
+ next;
+ cutin "hu_alex02.bmp",0;
+ mes "[Alex]";
+ mes "......";
+ mes "Julian!";
+ next;
+ emotion e_swt2,0,"Julian#2";
+ mes "[Julian]";
+ mes "Uh, this isn't my fault!";
+ mes "Sh-she doesn't have any";
+ mes "right to come into our office!";
+ next;
+ cutin "hu_laura02.bmp",2;
+ mes "[Laura]";
+ mes "Hah! Aren't we supposed to";
+ mes "be equal partners in the same";
+ mes "expedition? That's what I heard";
+ mes "at the beginning! But you guys";
+ mes "have something different in mind! ^FFFFFF ^000000";
+ next;
+ cutin "hu_laura03.bmp",2;
+ mes "[Laura]";
+ mes "It's awfully suspicious: you";
+ mes "guys are only going out at";
+ mes "night, and you're making so";
+ mes "little progress with the Odin";
+ mes "Shrine excavation. Tell me,";
+ mes "what are your true goals?!";
+ next;
+ cutin "hu_alex03.bmp",0;
+ emotion e_swt2,0,"Alex#2";
+ mes "[Alex]";
+ mes "I-I don't know what you're";
+ mes "talking about! J-Julian must";
+ mes "have gotten some mission, and";
+ mes "has been carrying it out without^FFFFFF ^000000 my consent! Don't go twisting";
+ mes "the facts, you... you thief!";
+ next;
+ cutin "hu_laura03.bmp",2;
+ mes "[Laura]";
+ mes "Thief...?!";
+ mes "Look who's";
+ mes "talking!";
+ next;
+ mes "^3355FFLaura tossed the file";
+ mes "away, and threateningly";
+ mes "rolled up her sleeves.^000000";
+ next;
+ emotion e_sob,0,"Ashe#2";
+ mes "[Ashe]";
+ mes "S-stop!";
+ mes "Both of you!";
+ next;
+ emotion e_swt2,0,"Laura#2";
+ mes "[Laura]";
+ mes "Stay out of";
+ mes "this, Ashe!";
+ next;
+ cutin "hu_alex04.bmp",0;
+ emotion e_an,0,"Alex#2";
+ mes "[Alex]";
+ mes "Yeah, this is none";
+ mes "of your business!";
+ next;
+ set hg_odin,25;
+ mes "[Ashe]";
+ mes "Oh... Oh, dear!";
+ close2;
+ cutin "hu_alex04.bmp",255;
+ end;
+ }
+ else if(hg_odin > 23)
+ {
+ cutin "hu_laura03.bmp",2;
+ emotion e_an,0,"Laura#2";
+ mes "[Laura]";
+ mes "Hah...!";
+ mes "Did you...";
+ mes "Just hit me?";
+ next;
+ cutin "hu_alex04.bmp",0;
+ emotion e_an,0,"Alex#2";
+ mes "[Alex]";
+ mes "You crazy...!";
+ close2;
+ cutin "hu_alex04.bmp",255;
+ end;
+ }
+}
+
+hu_in01,158,84,5 duplicate(Laura#2) Alex#2 803,0,0
+
+hu_in01,162,85,4 script Ashe#2 95,{
+
+ if(hg_odin == 22 || hg_odin == 23)
+ {
+ mes "[Ashe]";
+ mes "This...";
+ mes "This doesn't";
+ mes "look good at all!";
+ close;
+ }
+ else if(hg_odin == 25)
+ {
+ mes "^3355FFAshe picked up";
+ mes "the file that Laura";
+ mes "tossed away.^000000";
+ next;
+ mes "[Ashe]";
+ mes "Um, I've got a favor";
+ mes "of my own to ask you.";
+ mes "Would you please bring";
+ mes "this file to Morroc? Just";
+ mes "bring it to my comrade";
+ mes "over at the South Gate.";
+ next;
+ mes "[Ashe]";
+ mes "I'm sorry, but we don't";
+ mes "have much time left. I guess";
+ mes "this is the last time we will";
+ mes "ever see each other, so thank";
+ mes "you for all your help, friend.";
+ next;
+ set hg_odin,59;
+ mes "[Ashe]";
+ mes "Don't worry, my comrade";
+ mes "at Morroc's South Gate will";
+ mes "explain everything once you";
+ mes "find him. Please hurry!";
+ close;
+ }
+ else if(hg_odin == 59)
+ {
+ mes "[Ashe]";
+ mes "Don't worry, my comrade";
+ mes "at Morroc's South Gate will";
+ mes "explain everything once you";
+ mes "find him. Please hurry, and";
+ mes "find him as soon as you can!";
+ close;
+ }
+}
+
+hu_in01,171,90,0 script Ashe#3 139,2,2,{
+
+OnTouch:
+ if(hg_odin == 25)
+ {
+ mes "^3355FFAshe picked up";
+ mes "the file that Laura";
+ mes "tossed away.^000000";
+ next;
+ mes "[Ashe]";
+ mes "Um, I've got a favor";
+ mes "of my own to ask you.";
+ mes "Would you please bring";
+ mes "this file to Morroc? Just";
+ mes "bring it to my comrade";
+ mes "over at the South Gate.";
+ next;
+ mes "[Ashe]";
+ mes "I'm sorry, but we don't";
+ mes "have much time left. I guess";
+ mes "this is the last time we will";
+ mes "ever see each other, so thank";
+ mes "you for all your help, friend.";
+ next;
+ set hg_odin,59;
+ mes "[Ashe]";
+ mes "Don't worry, my comrade";
+ mes "at Morroc's South Gate will";
+ mes "explain everything once you";
+ mes "find him. Please hurry!";
+ close;
+ }
+}
+
+hu_in01,155,82,4 script Julian#2 86,{
+
+ if (hg_odin == 22 || hg_odin == 23)
+ {
+ mes "[Julian]";
+ mes "I...";
+ mes "I don't know";
+ mes "what I should do!";
+ close;
+ }
+ mes "[Julian]";
+ mes "I've stopped caring";
+ mes "whether they fight or";
+ mes "not... I'm so not get";
+ mes "involved. If you want,";
+ mes "you can try to stop them...";
+ close;
+}
+
+moc_fild12,160,372,0 script Hit 139,{
+ end;
+}
+
+moc_fild12,160,365,0 script Ashe#4 139,4,4,{
+
+OnTouch:
+ if(hg_odin == 59)
+ {
+ mes "[???]";
+ mes "...Silence.";
+ next;
+ mes "[???]";
+ mes "Don't turn, don't";
+ mes "flinch, don't even";
+ mes "breathe. You're being";
+ mes "followed. Hold on a sec";
+ mes "while I take care of him.";
+ next;
+ specialeffect EF_SONICBLOWHIT,AREA,"Hit";
+ mes "[???]";
+ mes "Ha!";
+ next;
+ mes "[???]";
+ mes "...............................";
+ mes "Good. You've done some";
+ mes "good work. Just drop the file";
+ mes "to the ground. And for your";
+ mes "own good, don't turn around.";
+ next;
+ mes "^3355FFYou drop the file";
+ mes "to the ground, and it";
+ mes "immediately vanishes in";
+ mes "a small whirlwind of sand.^000000";
+ next;
+ mes "[???]";
+ mes "I know that you've";
+ mes "gotten involved in all";
+ mes "this unexpectedly. Before";
+ mes "I leave, have you got any";
+ mes "questions? Otherwise, I'll go.";
+ next;
+ switch( select( "Who's Ashe?","What happened to Laura?" ) )
+ {
+ case 1:
+ mes "[???]";
+ mes "You'll never see her";
+ mes "again. She's already";
+ mes "been assigned to a new";
+ mes "mission. If it makes you";
+ mes "feel better, she's one of the";
+ mes "members of ''Secret Wing.''";
+ next;
+ break;
+
+ case 2:
+ mes "[???]";
+ mes "She'll be fine. If you're that";
+ mes "interested in archaeology,";
+ mes "you'll be happy to know that";
+ mes "she'll run the excavation the";
+ mes "way she wants to. Rekenber and Arunafeltz should leave her alone.";
+ next;
+ mes "[???]";
+ mes "You're probably curious";
+ mes "about Ashe, and perhaps";
+ mes "myself as well. Now, have you";
+ mes "ever heard of ''Secret Wing?''";
+ next;
+ break;
+ }
+ mes "[???]";
+ mes "Secret Wing is a secret";
+ mes "organization that's scattered";
+ mes "now, but some of the members";
+ mes "are still active. Just consider us enemies of Rekenber Corporation";
+ mes "in the Schwaltzvalt Republic.";
+ next;
+ mes "[???]";
+ mes "Everything you saw and";
+ mes "heard is all true. The ghost";
+ mes "of Giantes still remains within";
+ mes "the Odin Shrine. Rekenber wants";
+ mes "it for their ends, as well as";
+ mes "Arunafeltz. It's complicated...";
+ next;
+ mes "[???]";
+ mes "The people of Rune-Midgarts";
+ mes "and Schwaltzvalt Republic still";
+ mes "don't know what's going on.";
+ mes "A lot of people are just being";
+ mes "used... Like that one lady,";
+ mes "that archaeologist, Laura.";
+ next;
+ getexp 70000,0;
+ set hg_odin,60;
+ mes "[???]";
+ mes "...Thanks for";
+ mes "the file. Take care.";
+ mes "Always watch your back.";
+ close;
+ }
+}
+
+hugel,209,109,2 script Boatman#hugel 709,{
+
+ mes "[Boatman]";
+ mes "Ah, hello~";
+ mes "Would you like to sail";
+ mes "to the Odin Shrine? The";
+ mes "fare for 1 passenger is";
+ mes "800 zeny. Shall we board?";
+ next;
+ switch( select( "No, thanks.","Sure!" ) )
+ {
+ case 1:
+ mes "[Boatman]";
+ mes "Ah, alright.";
+ mes "If you change your";
+ mes "mind, I invite you";
+ mes "to return and just";
+ mes "let me know.";
+ close;
+
+ case 2:
+ if (Zeny < 800)
+ {
+ mes "[Boatman]";
+ mes "Hm? You don't have enough";
+ mes "money to pay the fare. Well,";
+ mes "just come back when you do";
+ mes "have the zeny, and then I'll";
+ mes "take you to the Odin Shrine.";
+ close;
+ }
+ mes "[Boatman]";
+ mes "Alright then,";
+ mes "climb aboard!";
+ mes "We'll arrive near";
+ mes "the Odin Shrine soon~";
+ close2;
+ set Zeny,Zeny -800;
+ if (hg_odin == 2) set hg_odin,3;
+ else if(hg_odin == 4) set hg_odin,5;
+ else if(hg_odin == 12) set hg_odin,13;
+ else if(hg_odin == 14) set hg_odin,15;
+ warp "odin_tem01",100,146;
+ end;
+ }
+}
+
+odin_tem01,93,146,4 script Boatman 709,{
+
+ mes "[Boatman]";
+ mes "Ah, would you";
+ mes "like to sail back to";
+ mes "Hugel now, or did you";
+ mes "want to explore a bit more?";
+ next;
+ switch( select( "I still need to look around...","Yes, take me back to Hugel." ) )
+ {
+ case 1:
+ mes "[Boatman]";
+ mes "Well, alright.";
+ mes "Just let me know";
+ mes "when you're ready to";
+ mes "leave this dangerous place.";
+ close;
+
+ case 2:
+ mes "[Boatman]";
+ mes "Alright then,";
+ mes "climb aboard!";
+ mes "We'll arrive near";
+ mes "Hugel very soon~";
+ close2;
+ warp "hugel",206,109;
+ end;
+ }
+}
+
+odin_tem03,4,2,0 script OdinInit -1,{
+
+OnInit:
+ initnpctimer;
+ end;
+
+OnTimer100000:
+ stopnpctimer;
+ switch(rand(1,5))
+ {
+ case 1:
+ donpcevent "warpinside#1::OnEnter";
+ end;
+ case 2:
+ donpcevent "warpinside#2::OnEnter";
+ end;
+ case 3:
+ donpcevent "warpinside#3::OnEnter";
+ end;
+ case 4:
+ donpcevent "warpinside#4::OnEnter";
+ end;
+ case 5:
+ donpcevent "warpinside#5::OnEnter";
+ end;
+ }
+}
+
+odin_tem03,266,302,0 script warpinside#1 139,3,3,{
+
+OnInit:
+ disablenpc "warpinside#1";
+ end;
+
+OnEnter:
+ enablenpc "warpinside#1";
+ end;
+
+OnTouch:
+ if(hg_odin > 19 && hg_odin < 23)
+ {
+ switch(rand(1,4))
+ {
+ case 1:
+ donpcevent "warpinside#2::OnEnter";
+ break;
+
+ case 2:
+ donpcevent "warpinside#3::OnEnter";
+ break;
+
+ case 3:
+ donpcevent "warpinside#4::OnEnter";
+ break;
+
+ case 4:
+ donpcevent "warpinside#5::OnEnter";
+ break;
+ }
+ disablenpc "warpinside#1";
+ set hg_odin,21;
+ warp "que_hugel",36,179;
+ end;
+ }
+}
+
+odin_tem03,288,271,0 script warpinside#2 139,3,3,{
+
+OnInit:
+ disablenpc "warpinside#2";
+ end;
+
+OnEnter:
+ enablenpc "warpinside#2";
+ end;
+
+OnTouch:
+ if(hg_odin > 19 && hg_odin < 23)
+ {
+ switch(rand(1,4))
+ {
+ case 1:
+ donpcevent "warpinside#1::OnEnter";
+ break;
+
+ case 2:
+ donpcevent "warpinside#3::OnEnter";
+ break;
+
+ case 3:
+ donpcevent "warpinside#4::OnEnter";
+ break;
+
+ case 4:
+ donpcevent "warpinside#5::OnEnter";
+ break;
+ }
+ disablenpc "warpinside#2";
+ set hg_odin,21;
+ warp "que_hugel",36,179;
+ end;
+ }
+}
+
+odin_tem03,283,241,0 script warpinside#3 139,3,3,{
+
+OnInit:
+ disablenpc "warpinside#3";
+ end;
+
+OnEnter:
+ enablenpc "warpinside#3";
+ end;
+
+OnTouch:
+ if(hg_odin > 19 && hg_odin < 23)
+ {
+ switch(rand(1,4))
+ {
+ case 1:
+ donpcevent "warpinside#1::OnEnter";
+ break;
+
+ case 2:
+ donpcevent "warpinside#2::OnEnter";
+ break;
+
+ case 3:
+ donpcevent "warpinside#4::OnEnter";
+ break;
+
+ case 4:
+ donpcevent "warpinside#5::OnEnter";
+ break;
+ }
+ disablenpc "warpinside#3";
+ set hg_odin,21;
+ warp "que_hugel",36,179;
+ end;
+ }
+}
+
+odin_tem03,179,275,0 script warpinside#4 139,3,3,{
+
+OnInit:
+ disablenpc "warpinside#4";
+ end;
+
+OnEnter:
+ enablenpc "warpinside#4";
+ end;
+
+OnTouch:
+ if(hg_odin > 19 && hg_odin < 23)
+ {
+ switch(rand(1,4))
+ {
+ case 1:
+ donpcevent "warpinside#1::OnEnter";
+ break;
+
+ case 2:
+ donpcevent "warpinside#2::OnEnter";
+ break;
+
+ case 3:
+ donpcevent "warpinside#3::OnEnter";
+ break;
+
+ case 4:
+ donpcevent "warpinside#5::OnEnter";
+ break;
+ }
+ disablenpc "warpinside#4";
+ set hg_odin,21;
+ warp "que_hugel",36,179;
+ end;
+ }
+}
+
+odin_tem03,320,264,0 script warpinside#5 139,3,3,{
+
+OnInit:
+ disablenpc "warpinside#5";
+ end;
+
+OnEnter:
+ enablenpc "warpinside#5";
+ end;
+
+OnTouch:
+ if(hg_odin > 19 && hg_odin < 23)
+ {
+ switch(rand(1,4))
+ {
+ case 1:
+ donpcevent "warpinside#1::OnEnter";
+ break;
+
+ case 2:
+ donpcevent "warpinside#2::OnEnter";
+ break;
+
+ case 3:
+ donpcevent "warpinside#3::OnEnter";
+ break;
+
+ case 4:
+ donpcevent "warpinside#4::OnEnter";
+ break;
+ }
+ disablenpc "warpinside#5";
+ set hg_odin,21;
+ warp "que_hugel",36,179;
+ end;
+ }
+}
+
+hu_in01,99,90,0 script Empty 139,3,3,{
+
+OnTouch:
+ mes "^3355FFThis place is empty.";
+ mes "Everyone must";
+ mes "have already left.^000000";
+ close;
+}
+
+que_hugel,35,29,5 script object#1 139,2,2,{
+
+OnTouch:
+ if(hg_odin == 21)
+ {
+ mes "^3355FFA weathered structure";
+ mes "of the Odin Shrine is";
+ mes "half buried beneath the";
+ mes "ground, but it still looks";
+ mes "fairly stable and durable.^000000";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "......";
+ mes ".........";
+ next;
+ switch( select( "Pass","Explore" ) )
+ {
+ case 1:
+ mes "^3355FFYou decided to pass";
+ mes "by the shrine's remnants.^000000";
+ close;
+
+ case 2:
+ if (rand(1,3) == 1)
+ {
+ mes "^3355FFYou catch a bright";
+ mes "shimmer among the";
+ mes "remnants of the shrine.^000000";
+ next;
+ switch( select( "Ignore","Pick it up" ) )
+ {
+ case 1:
+ mes "^3355FFYou decide to continue";
+ mes "searching through the";
+ mes "shrine's ruins.^000000";
+ close;
+
+ case 2:
+ mes "^3355FFYou find a shining stone";
+ mes "within the ruins, and carefully";
+ mes "put it into your bag.^000000";
+ next;
+ mes "^FF0000Thud!^000000";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "What...?";
+ mes "What was";
+ mes "that noise?!";
+ next;
+ specialeffect EF_LORD;
+ specialeffect EF_LORD;
+ specialeffect EF_LORD;
+ mes "["+strcharinfo(0)+"]";
+ mes "Wa...waaaahhhh!";
+ close2;
+ set hg_odin,22;
+ warp "que_hugel",163,31;
+ end;
+ }
+ }
+ mes "^3355FFUnfortunately, you";
+ mes "were unable to find";
+ mes "anything in the ruins.^000000";
+ close;
+ }
+ }
+ else if(hg_odin == 22) { warp "que_hugel",163,31; end; }
+}
+
+que_hugel,163,31,0 script object#2 139,3,3,{
+
+OnTouch:
+ mes "^3355FFWhen you come back";
+ mes "to your senses, you";
+ mes "find that nothing is";
+ mes "left in this place.^000000";
+ close;
+}
+
+que_hugel,163,178,0 script object#3 139,3,3,{
+
+OnTouch:
+ if(hg_odin == 22)
+ {
+ mes "["+strcharinfo(0)+"]";
+ mes "Huh?";
+ mes "What's happening?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Waaaaahhhh!";
+ close2;
+ set hg_odin,23;
+ warp "odin_tem03",264,260;
+ end;
+ }
+}
+
+hu_in01,15,108,0 script alex#warp 45,1,1,{
+
+OnTouch:
+ if(hg_odin == 17)
+ {
+ mes "[Alex]";
+ mes "Haven't you found it yet?";
+ mes "You said that it'd be here!";
+ mes "You told me so many people";
+ mes "are drawn to his place since";
+ mes "Ymir's Heart might really";
+ mes "be buried in this area!";
+ next;
+ mes "[Julian]";
+ mes "I'm pretty sure it's";
+ mes "around here somewhere,";
+ mes "but I need more time to dig!";
+ next;
+ mes "[Alex]";
+ mes "I understand why you wanted";
+ mes "to follow me here, but there's";
+ mes "no way to confirm its existence";
+ mes "in this area without digging";
+ mes "it up. Plus, I'm still worried";
+ mes "about the ''Shinokas'' issue...";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "...Shinokas?";
+ next;
+ mes "[Alex]";
+ mes "We couldn't find";
+ mes "Ymir's Heart inside";
+ mes "the village, either...";
+ mes "Why don't you just--";
+ next;
+ mes "[Julian]";
+ mes "Yeah, you think you can do";
+ mes "everything yourself since";
+ mes "you're so much better than";
+ mes "me, huh?! I'm the black sheep";
+ mes "of the family, and father loves";
+ mes "you more than me, right?!";
+ next;
+ mes "[Alex]";
+ mes "You already know that.";
+ next;
+ mes "[Julian]";
+ mes "Wha--?!";
+ mes "Why... I...!";
+ next;
+ mes "[Alex]";
+ mes "Geez, you're impatient.";
+ mes "Listen, your ambitions";
+ mes "can ruin everything. You're";
+ mes "not planning on defying me,";
+ mes "are you? Because if you are...";
+ next;
+ mes "[Julian]";
+ mes "You can never understand";
+ mes "why I want to find Ymir's";
+ mes "Heart! I'm not going to give";
+ mes "up looking for it, so just";
+ mes "leave me alone!";
+ next;
+ mes "[Alex]";
+ mes "I know you better than";
+ mes "yourself, and I can do";
+ mes "everything better than you";
+ mes "can. Forget Ymir's Heart for";
+ mes "now. Giantes is our highest,";
+ mes "most important priority!";
+ next;
+ mes "[Julian]";
+ mes "You always...!";
+ mes "...............................";
+ mes "Wait... You hear that?";
+ next;
+ set hg_odin,18;
+ mes "[Alex]";
+ mes "We'll continue this";
+ mes "conversation later.";
+ close;
+ }
+ else if(hg_odin == 18)
+ {
+ mes "......";
+ mes ".........";
+ close;
+ }
+ else
+ {
+ warp "hu_in01",15,155;
+ end;
+ }
+}
+
+hugel,52,90,0 script alex#warp2 45,1,1,{
+
+OnTouch:
+ if(hg_odin > 59) warp "hu_in01",102,90;
+ else if(hg_odin > 21 && hg_odin < 60) warp "hu_in01",173,90;
+ else warp "hu_in01",33,90;
+ end;
+}
+
+hu_in01,155,70,0 script alex#warp3 45,1,1,{
+
+OnTouch:
+ mes "^3355FFThe door is locked.^000000";
+ close;
+}
+
+hu_in01,155,108,0 script alex#warp4 45,1,1,{
+
+OnTouch:
+ mes "^3355FFThe door is locked.^000000";
+ close;
+}
diff --git a/npc/pre-re/quests/quests_izlude.txt b/npc/pre-re/quests/quests_izlude.txt
new file mode 100644
index 000000000..a56c91dfa
--- /dev/null
+++ b/npc/pre-re/quests/quests_izlude.txt
@@ -0,0 +1,98 @@
+//===== rAthena Script =======================================
+//= Quest NPCs related to Izlude
+//===== By: ==================================================
+//= Evera and The rAthena Dev Team
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.1
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= Edgar's Offer:
+//= - [Aegis conversion]
+//= - Variables in use: MISC_QUEST (Bit 16)
+//===== Additional Comments: =================================
+//= 1.0 Initial release [Evera]
+//= 1.1 Updated to 10.3 standard. [L0ne_W0lf]
+//============================================================
+
+// Edgar's Offer
+//============================================================
+izlude,182,186,2 script Edgar#izlude 49,{
+ if (MISC_QUEST & 16) {
+ mes "[Edgar]";
+ mes "So are you heading to Alberta again? Let me give you the same discount and only charge 250 Zeny, just like the last time.";
+ mes "How's that sound?";
+ next;
+ if (select("Alrighty~!:Why are you being so nice to me?!") == 1) {
+ if (Zeny < 250) {
+ mes "[Edgar]";
+ mes "Um...";
+ mes "This isn't";
+ mes "enough money.";
+ mes "Why don't you go";
+ mes "get some more cash?";
+ close ;
+ }
+ set zeny,zeny-250;
+ warp "alberta",195,164;
+ end;
+ }
+ mes "[Edgar]";
+ mes "It's just the way I am. That, and your devilish smile reminds me of my beloved blond haired son who left home years ago to become a Sailor on his own ship. Bless his soul, wherever he is.";
+ close;
+ }
+ mes "[Edgar]";
+ mes "My town, Izlude, is connected to Alberta by the harbor in the West. There is so much traffic between us, I almost become an Albertian. Hehehe~";
+ next;
+ mes "[Edgar]";
+ mes "There's this guy I know pretty well, Phelix, who lives in Alberta. That guy is really stingy... He charges for everything!";
+ next;
+ mes "[Edgar]";
+ mes "But he's really a nice guy and likes helping other people. He has a good heart and will give you his support if you meet his price.";
+ next;
+ mes "[Edgar]";
+ mes "Lately, people in Alberta say that he is really trying to help folks and that his demand for Jellopies is just a coverup. Well, you should take a look at what he has to offer.";
+ next;
+ if (select("Can you tell me how to get to Alberta?:End Conversation") == 1) {
+ mes "[Edgar]";
+ mes "Huh? Well, you can use your feet and just walk. But if you have money, I'd like to suggest that you take a ship.";
+ next;
+ if (select("Okay, gotcha.:But I'm sick of walking and I'm broke!") == 1) {
+ mes "[Edgar]";
+ mes "Alrighty, take care~";
+ close;
+ }
+ mes "[Edgar]";
+ mes "Okay...";
+ mes "You don't want to walk AND you've got no cash, but you still want to go there? Oh geez...";
+ next;
+ mes "[Edgar]";
+ mes "Fine fine. Me, being the captain of a ship, can afford to bring you there at a lower price. How does 250 Zeny sound?";
+ next;
+ if (select("Alrighty~!:Bah, what a rip off!!") == 1) {
+ set MISC_QUEST,MISC_QUEST | 16;
+ if (Zeny < 250) {
+ mes "[Edgar]";
+ mes "Um...";
+ mes "This isn't";
+ mes "enough money.";
+ mes "Go and get";
+ mes "some more.";
+ close;
+ }
+ set zeny,zeny-250;
+ warp "alberta",195,164;
+ end;
+ }
+ mes "[Edgar]";
+ mes "Boy oh boy,";
+ mes "if you think";
+ mes "that's a rip off...";
+ close;
+ }
+ mes "[Edgar]";
+ mes "Yeah, alright.";
+ mes "See you later~";
+ close;
+}
diff --git a/npc/pre-re/quests/quests_juperos.txt b/npc/pre-re/quests/quests_juperos.txt
new file mode 100644
index 000000000..9a4675eef
--- /dev/null
+++ b/npc/pre-re/quests/quests_juperos.txt
@@ -0,0 +1,5116 @@
+//===== rAthena Script =======================================
+//= Juperos Dungeon Quests
+//===== By ===================================================
+//= MasterOfMuppets
+//===== Version ==============================================
+//= 1.7
+//===== Compatible With ======================================
+//= rAthena SVN
+//===== Description ==========================================
+//= [Partial Aegis COnversion]
+//= Juperos Ruins related Quests/Events
+//===== Comments =============================================
+//= 1.0 First version, partly implemented [MasterOfMuppets]
+//= 1.1 Added official Juperos Ruins History Quest. Thanks
+//= to Keplerk for his first version. [SinSloth]
+//= 1.2 Corrected NPC names to fall within proper restrictions. [L0ne_W0lf]
+//= 1.3 Removed semi-official core access NPCs, replaced with [L0ne_W0lf]
+//= event-driven story progressive NPCs. Optimization needed.
+//= 1.3a Adjusted the elevafor timer. (132000 -> 142000) [L0ne_W0lf]
+//= 1.3b Minor updates to juperos elevator NPCs. [L0ne_W0lf]
+//= 1.4 Fixed Elevator not working after failing once. [L0ne_W0lf]
+//= 1.5 Lots of Fixes, missing stopnpctimers, cleanup. [Zephyrus]
+//= 1.6 Added missing close in "Popular Feats" [L0ne_W0lf]
+//= 1.7 Replaced effect numerics with constants. [L0ne_W0lf]
+//============================================================
+
+yuno_in04,190,125,4 script Scholar 700,{
+
+ switch(yuno_hist)
+ {
+ case 0:
+ mes "[Scholar]";
+ mes "...Mm? ";
+ mes "...Yes?";
+ next;
+ mes "[Scholar]";
+ mes "...";
+ mes "......";
+ mes "May I help you?";
+ next;
+ switch( select( "Oh! N-Nothing!","Excuse me..." ) )
+ {
+ case 1:
+ mes "[Scholar]";
+ mes "...";
+ mes "......";
+ mes "Hmm?";
+ mes "...........";
+ mes "Hmpf.";
+ close;
+
+ case 2:
+ mes "[Scholar]";
+ mes "...";
+ mes "......";
+ mes "Hmm?";
+ mes "...........";
+ mes "Hmmm...";
+ next;
+ mes "[Scholar]";
+ mes "You must be lost.";
+ mes "This is the scholarly";
+ mes "research section, you know,";
+ mes "content you couldn't possibly";
+ mes "fathom. The popular novels and picture books are someplace else.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "...";
+ mes "......";
+ next;
+ mes "[Scholar]";
+ mes "Why don't you rummage";
+ mes "through the bookshelves?";
+ mes "I'm sure you can find some";
+ mes "book there that can hold your";
+ mes "interest. Well, depending on";
+ mes "your actual attention span...";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "(What's her damage?!";
+ mes "Does she have an attitude problem or is she just stuck-up?)";
+ close;
+ }
+
+ case 1:
+ mes "[Scholar]";
+ mes "...Mm? ";
+ mes "...Yes?";
+ next;
+ mes "[Scholar]";
+ mes "...";
+ mes "......";
+ mes "May I help you?";
+ next;
+ switch( select( "Oh! N-Nothing!","By any chance..." ) )
+ {
+ case 1:
+ mes "[Scholar]";
+ mes "...";
+ mes "......";
+ mes "Hmm?";
+ mes "...........";
+ mes "Hmpf.";
+ close;
+
+ case 2:
+ mes "["+strcharinfo(0)+"]";
+ mes "By any chance...";
+ mes "Are you conducting";
+ mes "research about Juperos?";
+ next;
+ mes "[Scholar]";
+ mes "Why yes, that is";
+ mes "correct. But how did";
+ mes "you come to learn about";
+ mes "my current research project?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Oh, I managed to read";
+ mes "a thesis paper entitled,";
+ mes "''The Fall of Juperos,'' and";
+ mes "I just thought that the writing";
+ mes "style and your personality";
+ mes "seem to match for some reason.";
+ next;
+ mes "[Scholar]";
+ mes "Oh...! You read my";
+ mes "thesis? So what did";
+ mes "you think about it?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "So far, it's alright, but";
+ mes "quite frankly it's incomplete.";
+ mes "I mean, you don't have much in";
+ mes "in the way of conjecture, much";
+ mes "less any evidence to back up";
+ mes "any of your statements.";
+ next;
+ mes "[Scholar]";
+ mes "....";
+ mes "Let me apologize for";
+ mes "being rude to you earlier.";
+ mes "As you know, my name is";
+ mes "Fayruz Khrhiyha. May I ask";
+ mes "what your name might be?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I'm "+strcharinfo(0)+",";
+ mes "a brave adventurer in the";
+ mes "service of his royal majesty,";
+ mes "the wise and benevolent";
+ mes "King Tristram III.";
+ set yuno_hist,2;
+ next;
+ mes "[Fayruz]";
+ mes "Well, "+strcharinfo(0)+",";
+ mes "I understand that my thesis";
+ mes "still requires more evidence.";
+ mes "But I'd need some ancient";
+ mes "documents from Juperos";
+ mes "to complete my research...";
+ next;
+ mes "[Fayruz]";
+ mes "If you happen to travel";
+ mes "through Juperos and find";
+ mes "any ancient documents, would";
+ mes "you bring them to me? Having";
+ mes "those would help my research";
+ mes "efforts immensely. Thank you...";
+ close;
+ }
+
+ case 2:
+ if((countitem(7352)) || (countitem(7353)) || (countitem(7354)) || (countitem(7355)))
+ {
+ mes "[Fayruz]";
+ mes "Ah, it's you! Listen,";
+ mes "I just found a record of";
+ mes "an adventurer who explored";
+ mes "Juperos. There's mention";
+ mes "of a stone statue here that";
+ mes "just might be noteworthy...";
+ next;
+ mes "[Fayruz]";
+ mes "If you happen to find";
+ mes "yourself in Juperos,";
+ mes "would you find the stone";
+ mes "statue at the entrance of";
+ mes "its dungeon and read the";
+ mes "engraved message for me?";
+ next;
+ mes "[Fayruz]";
+ mes "According to my notes,";
+ mes "there's a spell that will";
+ mes "make its reader memorize";
+ mes "its message, even if they don't";
+ mes "know the language. So come";
+ mes "to me if you manage to read it.";
+ close;
+ }
+ mes "[Fayruz]";
+ mes "If you ever chance to";
+ mes "travel through Juperos,";
+ mes "would you let me know if you";
+ mes "find anything that might help";
+ mes "my research there? I'd be";
+ mes "very grateful for your help.";
+ close;
+
+ case 3:
+ mes "[Fayruz]";
+ mes "Well, you look";
+ mes "quite pleased.";
+ mes "May I asked what";
+ mes "happened to put that";
+ mes "expression on your face?";
+ next;
+ switch( select( "I found something in Juperos.","Nothing much." ) )
+ {
+
+ case 1:
+ mes "[" +strcharinfo(0)+"]";
+ mes "I went to Juperos like";
+ mes "you asked and found that";
+ mes "stone statue you were talking";
+ mes "about. Just like you said, there was an engraved message on it.";
+ next;
+ mes "[Fayruz]";
+ mes "Fascinating!";
+ mes "So is it really enchanted";
+ mes "so anyone can memorize it?";
+ mes "Wh-what does the message say?";
+ next;
+ mes "^3355FFYou recite the message";
+ mes "engraved on the stone";
+ mes "statue, unable to interpret";
+ mes "the sounds you're uttering,";
+ mes "but weirdly enough, you can";
+ mes "easily recall them from memory.^000000";
+ next;
+ mes "[Fayruz]";
+ mes "Ah, I see! Wait,";
+ mes "give me a moment to";
+ mes "properly translate this...";
+ next;
+ mes "...";
+ mes "......";
+ mes ".........";
+ next;
+ mes "[Fayruz]";
+ mes "It means, ''Do you wish to";
+ mes "see the end of the madness?";
+ mes "He is waiting where the three";
+ mes "columns were destroyed, where";
+ mes "two hundred illusions wander.''";
+ next;
+ mes "[Fayruz]";
+ mes "''You will see him, the one";
+ mes "who was vain and extravagant,";
+ mes "with your own eyes at the place where the light passes through.";
+ set yuno_hist,4;
+ next;
+ mes "[Fayruz]";
+ mes "Ah, usually, descriptions";
+ mes "of the ''vain and extravagant";
+ mes "one'' refer to the mad scientist rumored to have lived in that";
+ mes "ancient era. But if this is true, I may have to rework my thesis...";
+ next;
+ mes "[Fayruz]";
+ mes "I have another favor to";
+ mes "ask of you. If you find any";
+ mes "object of historical significance in Juperos, would you bring it to";
+ mes "me? I'll reward you, of course.";
+ next;
+ mes "[Fayruz]";
+ mes "It would be most helpful";
+ mes "if you could manage to find";
+ mes "documents that existed from that era. Fortunately, back then,";
+ mes "they made all their records on material more durable than paper.";
+ close;
+
+ case 2:
+ mes "[Fayruz]";
+ mes "Nothing, huh?";
+ mes "My life is also fairly";
+ mes "uneventful, but somehow,";
+ mes "I'm don't think I'm content.";
+ close;
+ }
+
+ case 4:
+ mes "[Fayruz]";
+ mes "Oh hello, "+strcharinfo(0)+".";
+ mes "So what brings you to";
+ mes "the Juno Library today?";
+ next;
+ switch( select ( "Nice weather today, isn't it?","I found something in Juperos.","Nothing much.") )
+ {
+ case 1:
+ mes "[Fayruz]";
+ mes "Well, I wouldn't know.";
+ mes "It's late whenever I go";
+ mes "out, so I always happen to";
+ mes "miss the sunlight. I guess";
+ mes "I really miss nice weather";
+ mes "sometimes, you know?";
+ close;
+
+ case 2:
+ if((countitem(7352)) || (countitem(7353)) || (countitem(7354)) || (countitem(7355)))
+ {
+ mes "[Fayruz]";
+ mes "Oh, really?!";
+ mes "That's great news!";
+ mes "W-what did you find?";
+ next;
+ mes "^3355FFIn her excitement,";
+ mes "Fayruz begins to";
+ mes "rummage through your";
+ mes "things before you get";
+ mes "the chance to answer her.^000000";
+ next;
+ mes "[Fayruz]";
+ mes "Oh, this must be it!";
+ mes "Would you mind if I keep";
+ mes "this Transparent Plate for";
+ mes "my research? In return, I'll";
+ mes "tell you some tales about";
+ mes "Juperos that I've learned.";
+ next;
+ switch( select ("Please, be my guest.","No way, you can't have it.") )
+ {
+ case 1:
+ if(countitem(7352)) callfunc "Func_JupHist",7352,1;
+ else if(countitem(7353)) callfunc "Func_JupHist",7353,2;
+ else if(countitem(7354)) callfunc "Func_JupHist",7354,4;
+ else if(countitem(7355)) callfunc "Func_JupHist",7352,8;
+
+
+ case 2:
+ mes "[Fayruz]";
+ mes "Mm? Are you serious?";
+ mes "This object is very valuable";
+ mes "to a researcher like me, but";
+ mes "I have no idea what use it";
+ mes "would be for an adventurer.";
+ mes "Well, you have your reasons...";
+ close;
+ }
+ }
+ mes "[Fayruz]";
+ mes "Oh, really?!";
+ mes "That's great news!";
+ mes "W-what did you find?";
+ next;
+ mes "^3355FFIn her excitement,";
+ mes "Fayruz begins to";
+ mes "rummage through your";
+ mes "things before you get";
+ mes "the chance to answer her.^000000";
+ next;
+ mes "[Fayruz]";
+ mes "Oh. There isn't anything";
+ mes "here that would help in my";
+ mes "research, but thank you anyway.";
+ mes "If you find anything else while";
+ mes "you're in Juperos, please come back and show it to me, alright?";
+ close;
+
+ case 3:
+ mes "[Fayruz]";
+ mes "Ah, I see. Well, while";
+ mes "you're here, why don't you";
+ mes "read something? There are";
+ mes "many books that cover some";
+ mes "interesting topics, like the";
+ mes "Schwaltzvalt economy...";
+ next;
+ mes "[Fayruz]";
+ mes "Oh, in any case, please";
+ mes "don't forget the favor I asked";
+ mes "of you. If you find anything";
+ mes "in Juperos that's historically";
+ mes "significant, I'd appreciate it";
+ mes "if you bring it right away.";
+ close;
+
+ }
+
+ case 5:
+ mes "[Fayruz]";
+ mes "Oh, "+strcharinfo(0)+"!";
+ mes "Have you come back with";
+ mes "something from Juperos?";
+ mes "I've been hoping you'd come";
+ mes "back with something that'd";
+ mes "help me in my research!";
+ next;
+ switch( select( "Take a look at this.","Oh, I'm sorry...") )
+ {
+ case 1:
+ switch(jupe_hist)
+ {
+ case 1:
+ callfunc "Func_JupHist",7353,7354,7355,7352;
+
+ case 2:
+ callfunc "Func_JupHist",7352,7354,7355,7353;
+
+ case 4:
+ callfunc "Func_JupHist",7352,7353,7355,7354;
+
+ case 8:
+ callfunc "Func_JupHist",7352,7353,7354,7355;
+ }
+
+ case 2:
+ mes "[Fayruz]";
+ mes "Ah, I see. Well, while";
+ mes "you're here, why don't you";
+ mes "read something? There are";
+ mes "many books that cover some";
+ mes "interesting topics, like...";
+ mes "like... Self-Honesty (?).";
+ next;
+ mes "[Fayruz]";
+ mes "Oh, in any case, please";
+ mes "don't forget the favor I asked";
+ mes "of you. If you find anything";
+ mes "in Juperos that's historically";
+ mes "significant, I'd appreciate it";
+ mes "if you bring it right away.";
+ close;
+ }
+
+ case 6:
+ mes "[Fayruz]";
+ mes "Oh, "+strcharinfo(0)+"!";
+ mes "The Transparent Plate";
+ mes "that you brought for me";
+ mes "last time is really helping me";
+ mes "in my research. If you get the";
+ mes "chance, please bring me more!";
+ set yuno_hist,7;
+ next;
+ mes "[Fayruz]";
+ mes "This new data is adding";
+ mes "a lot more credibility to my";
+ mes "thesis. Oh, I'll be with you";
+ mes "in a moment, let me finish";
+ mes "translating this one last";
+ mes "passage really quickly...";
+ close;
+
+ case 7:
+ mes "[Fayruz]";
+ mes "Hello, "+strcharinfo(0)+"~";
+ mes "Oh, were you able to look";
+ mes "in Juperos for anything that";
+ mes "might help me in my research?";
+ next;
+ switch( select( "Yeah, take a look at this.","No, I'm sorry...") )
+ {
+ case 1:
+ switch(jupe_hist)
+ {
+ case 3:
+ callfunc "Func_JupHist",7354,7355,7352,7353;
+
+ case 5:
+ callfunc "Func_JupHist",7353,7355,7352,7354;
+
+ case 6:
+ callfunc "Func_JupHist",7352,7355,7353,7354;
+
+ case 9:
+ callfunc "Func_JupHist",7353,7354,7352,7355;
+
+ case 10:
+ callfunc "Func_JupHist",7352,7354,7353,7355;
+
+ case 12:
+ callfunc "Func_JupHist",7352,7353,7354,7355;
+ }
+
+ case 2:
+ mes "[Fayruz]";
+ mes "Oh, that's fine.";
+ mes "Besides, I don't really";
+ mes "have a deadline to complete";
+ mes "this research project. Still,";
+ mes "I just want you to know that";
+ mes "I really appreciate your help.";
+ close;
+ }
+
+ case 8:
+ mes "[Fayruz]";
+ mes ""+strcharinfo(0)+"...";
+ mes "I'm having great difficulty in";
+ mes "translating that Transparent";
+ mes "Plate you brought for me that";
+ mes "last time. I'm so frustrated...";
+ next;
+ mes "[Fayruz]";
+ mes "Wait a minute...";
+ mes "This here means...";
+ mes "Alright. Okay. Yes.";
+ mes "Yes! Of course, how";
+ mes "could I not see it before!";
+ set yuno_hist,9;
+ next;
+ mes "[Fayruz]";
+ mes "I'll be with you";
+ mes "in just a second!";
+ mes "I think I just made";
+ mes "a real through...!";
+ next;
+
+ case 9:
+ mes "[Fayruz]";
+ mes "Ah, I've been";
+ mes "expecting you, "+strcharinfo(0)+".";
+ mes "So did you have been to Juperos again? I'm really hoping that you";
+ mes "were able to find something new that would help in my research...";
+ next;
+ switch( select("Actually, I did find this...","I'm sorry, I haven't...") )
+ {
+ case 1:
+ switch(jupe_hist)
+ {
+ case 7:
+ callfunc "Func_JupHist",7355,7352,7353,7354;
+
+ case 11:
+ callfunc "Func_JupHist",7354,7352,7353,7355;
+
+ case 13:
+ callfunc "Func_JupHist",7353,7352,7354,7355;
+
+ case 14:
+ callfunc "Func_JupHist",7352,7353,7354,7355;
+ }
+
+ case 2:
+ mes "[Fayruz]";
+ mes "Ah, I see. Well, while";
+ mes "you're here, why don't you";
+ mes "read something? There are";
+ mes "many books that cover some";
+ mes "interesting topics, like";
+ mes "modern adventure history.";
+ next;
+ mes "[Fayruz]";
+ mes "Oh, in any case, please";
+ mes "don't forget the favor I asked";
+ mes "of you. If you find anything";
+ mes "in Juperos that's historically";
+ mes "significant, I'd appreciate it";
+ mes "if you bring it right away.";
+ close;
+ }
+
+ case 10:
+ mes "[Fayruz]";
+ mes "Oh hello, "+strcharinfo(0)+"...";
+ mes "So what exactly brings you";
+ mes "to the Juno Library this time?";
+ next;
+ switch( select("I found another Transparent Plate.","Just visiting, really.") )
+ {
+ case 1:
+ if((countitem(7352)) || (countitem(7353)) || (countitem(7354)) || (countitem(7355)))
+ {
+ mes "[Fayruz]";
+ mes "Hmm, well, we've made as";
+ mes "much headway as we can";
+ mes "with the Transparent Plates";
+ mes "you've already given me, but";
+ mes "it can't hurt to have too much";
+ mes "evidence to back my theories.";
+ next;
+ mes "[Fayruz]";
+ mes "I really appreciate";
+ mes "your continuing efforts";
+ mes "to help me. Please, would";
+ mes "you take this as my way";
+ mes "saying ''Thanks?'' You've been";
+ mes "great, "+strcharinfo(0)+"...";
+ if(countitem(7352)) delitem 7352,1;
+ else if(countitem(7353)) delitem 7353,1;
+ else if(countitem(7354)) delitem 7354,1;
+ else delitem 7355,1;
+ getitem 644,1;
+ close;
+ }
+ mes "[Fayruz]";
+ mes "Mmm...?";
+ mes "It doesn't look like";
+ mes "you brought another";
+ mes "Transparent Plate.";
+ mes "Are you sure that you";
+ mes "didn't misplace it?";
+ close;
+
+ case 2:
+ mes "[Fayruz]";
+ mes "Ah, I see. Well,";
+ mes "thanks to your help,";
+ mes "I've made a great deal";
+ mes "of progress on my thesis.";
+ mes "I really appreciate what you";
+ mes "have done for me, adventurer.";
+ close;
+ }
+ }
+
+
+}
+
+function script Func_JupHist {
+
+ switch(yuno_hist)
+ {
+ case 4:
+ mes "[Fayruz]";
+ mes "Thank you so much,";
+ mes "you don't know what";
+ mes "this means to me! Okay,";
+ mes "please relax and take a";
+ mes "seat. Close your eyes while";
+ mes "I tell you this ancient story.";
+ next;
+ mes "^3355FFFayruz begins to";
+ mes "relate an ancient tale";
+ mes "about Juperos that seems";
+ mes "typical for a classic story, but her way of storytelling subtly";
+ mes "draws you into a vicarious, yet extremely vivid experience.";
+ next;
+ mes "^3355FFYou feel the protagonist's";
+ mes "glories and tragedies as if";
+ mes "you were actually there with";
+ mes "the hero on his journeys. The";
+ mes "tale eventually comes to an end";
+ mes "and you awaken from the trance,";
+ mes "gently brought back to reality.^000000";
+ delitem getarg(0),1;
+ set yuno_hist,5;
+ set jupe_hist,getarg(1);
+ getexp 10000,0;
+ next;
+ mes "[Fayruz]";
+ mes "Everyone can relate";
+ mes "to these old, classic";
+ mes "stories. I hope this tale had";
+ mes "as meaning for you as it did";
+ mes "for me when I first heard it.";
+ next;
+ mes "[Fayruz]";
+ mes "If you can find me";
+ mes "another artifact from";
+ mes "Juperos, I'll share another";
+ mes "tale like that with you. Now";
+ mes "how does that sound? Okay";
+ mes "then, I'll see you, adventurer~";
+ close;
+
+ case 5:
+ if((countitem(getarg(0))) || (countitem(getarg(1))) || (countitem(getarg(2))))
+ {
+ mes "[Fayruz]";
+ mes "Oh, that's unexpected.";
+ mes "This Transparent Plate";
+ mes "seems to have been made";
+ mes "in a different era than the";
+ mes "one you gave me earlier.";
+ mes "How intriguing...";
+ next;
+ mes "[Fayruz]";
+ mes "*Sigh* I really wish";
+ mes "that I could explore";
+ mes "Juperos on my own, but";
+ mes "I'm just not strong enough.";
+ mes "In a way, I'm quite jealous of you. But it can't be helped...";
+ next;
+ mes "[Fayruz]";
+ mes "You know, that reminds";
+ mes "me of this great story of";
+ mes "a tragic hero that I'd like to";
+ mes "share with you. Let your";
+ mes "mind wander as I relate this ageless, yet bittersweet tale...";
+ next;
+ mes "^3355FFFayruz tells you a story";
+ mes "with a bright beginning, full";
+ mes "of hope that fills you with the";
+ mes "bliss of the heavens, but then";
+ mes "suddenly plummets you into all the despair and torment of hell.^000000";
+ next;
+ mes "^3355FFThe story finally";
+ mes "reaches its ending";
+ mes "and you're surprised";
+ mes "to find yourself sitting";
+ mes "in the Juno Library.^000000";
+ next;
+ mes "[Fayruz]";
+ mes "I know it's a very";
+ mes "depressing story, but";
+ mes "I hope you enjoyed it.";
+ mes "I think you'd agree that";
+ mes "it contains a truth about";
+ mes "mankind that can't be ignored.";
+ if(countitem(getarg(0)))
+ {
+ delitem getarg(0),1;
+ if(getarg(0) == 7352) set jupe_hist,jupe_hist +1;
+ else set jupe_hist,jupe_hist +2;
+ }
+ else if(countitem(getarg(1)))
+ {
+ delitem getarg(1),1;
+ if(getarg(1) == 7353) set jupe_hist,jupe_hist +2;
+ else set jupe_hist,jupe_hist +4;
+ }
+ else
+ {
+ delitem getarg(2),1;
+ if(getarg(2) == 7354) set jupe_hist,jupe_hist +4;
+ else set jupe_hist,jupe_hist +8;
+ }
+ set yuno_hist,6;
+ getexp 10000,0;
+ next;
+ mes "[Fayruz]";
+ mes "By now I'm sure you've";
+ mes "figured that these classic";
+ mes "tales are like condensed";
+ mes "experiences, refined and";
+ mes "immutable truths that we";
+ mes "can see in our own reality.";
+ next;
+ mes "[Fayruz]";
+ mes "If you find more of";
+ mes "these Transparent";
+ mes "Plates in Juperos, I'd be";
+ mes "very happy to share another";
+ mes "story with you, "+strcharinfo(0)+".";
+ close;
+ }
+ else if(countitem(getarg(3)))
+ {
+ mes "[Fayruz]";
+ mes "Oh, this one seems";
+ mes "to have been created";
+ mes "in a similar era as the";
+ mes "one you gave me earlier.";
+ mes "I'm not sure how much new";
+ mes "information this may provide...";
+ next;
+ mes "[Fayruz]";
+ mes "Still, I'm sure this will";
+ mes "helpful in my research. I just";
+ mes "won't be as making progress";
+ mes "as quickly as I had projected.";
+ mes "Please, I'd like you to take this as a token of my gratitude.";
+ delitem getarg(3),1;
+ getitem 644,1;
+ next;
+ mes "[Fayruz]";
+ mes "Now if you'll excuse";
+ mes "me, I need to go back";
+ mes "to compiling my research...";
+ mes "Thank you so much for";
+ mes "your help, "+strcharinfo(0)+".";
+ close;
+ }
+ else
+ {
+ mes "[Fayruz]";
+ mes "Oh. There isn't anything";
+ mes "here that would help in my";
+ mes "research, but thank you anyway.";
+ mes "If you find anything else while";
+ mes "you're in Juperos, please come back and show it to me, alright?";
+ close;
+ }
+
+ case 7:
+ if((countitem(getarg(0))) || (countitem(getarg(1))))
+ {
+ mes "[Fayruz]";
+ mes "Is this another";
+ mes "Transparent Plate?";
+ mes "Yes, it's quite different";
+ mes "than the last one you";
+ mes "brought over to me...";
+ mes "This is so exciting!";
+ next;
+ mes "[Fayruz]";
+ mes "Oh. You must be thinking";
+ mes "that I'm a complete academia";
+ mes "addict. Well, my life might be";
+ mes "a little uneventful, but there";
+ mes "are other things I think about!";
+ mes "Like, well... It's weird but...";
+ next;
+ mes "[Fayruz]";
+ mes "You see, there's this";
+ mes "guy that I like. I'm not sure";
+ mes "where he might be now, but";
+ mes "his name is Nadim Amal. He's";
+ mes "my friend's brother who I first";
+ mes "met 10 years ago. ^333333*Sigh...*^000000";
+ next;
+ mes "[Fayruz]";
+ mes "Just recently, I saw";
+ mes "him with his sister, my";
+ mes "friend from Morroc. It's";
+ mes "weird to think that I'd have";
+ mes "these feelings for him after";
+ mes "all this time, isn't it? Oh...!";
+ next;
+ mes "[Fayruz]";
+ mes "I really should repay";
+ mes "you for this Transparent";
+ mes "Plate. Why don't I tell you";
+ mes "the scariest story that I know?";
+ next;
+ mes "^3355FFFayruz tells you a";
+ mes "creepy horror story that";
+ mes "makes you shiver with fear.";
+ mes "You've heard other ghost";
+ mes "stories, but you've never been";
+ mes "so deeply immersed in one before.^000000";
+ next;
+ mes "It is only when the";
+ mes "story ends and you return";
+ mes "to your senses that you notice that you're soaked in cold sweat.^000000";
+ next;
+ mes "[Fayruz]";
+ mes "It may be a natural";
+ mes "response, but all people";
+ mes "fear the unknown in one way";
+ mes "or another. Scary stories are";
+ mes "appealing because we actually";
+ mes "like the strange and grotesque.";
+ if(countitem(getarg(0)))
+ {
+ delitem getarg(0),1;
+ if(getarg(0) == 7352) set jupe_hist,jupe_hist +1;
+ else if(getarg(0) == 7353) set jupe_hist,jupe_hist +2;
+ else set jupe_hist,jupe_hist +4;
+ }
+ else if(countitem(getarg(1)))
+ {
+ delitem getarg(1),1;
+ if(getarg(1) == 7353) set jupe_hist,jupe_hist +2;
+ else if(getarg(1) == 7354) set jupe_hist,jupe_hist +4;
+ else set jupe_hist,jupe_hist +8;
+ }
+ set yuno_hist,8;
+ getexp 10000,0;
+ next;
+ mes "[Fayruz]";
+ mes "Well... That's just my";
+ mes "opinion. Anyway, if you";
+ mes "find anything else in Juperos";
+ mes "that may help in my research,";
+ mes "please come back and show it";
+ mes "to me, alright? See you later~";
+ close;
+ }
+ else if((countitem(getarg(2))) || (countitem(getarg(3))))
+ {
+ mes "[Fayruz]";
+ mes "Oh, this one seems";
+ mes "to have been created";
+ mes "in a similar era as the";
+ mes "one you gave me earlier.";
+ mes "I'm not sure how much new";
+ mes "information this may provide...";
+ next;
+ mes "[Fayruz]";
+ mes "Still, I'm sure this will";
+ mes "helpful in my research. I just";
+ mes "won't be as making progress";
+ mes "as quickly as I had projected.";
+ mes "Please, I'd like you to take this as a token of my gratitude.";
+ next;
+ mes "[Fayruz]";
+ mes "Now if you'll excuse";
+ mes "me, I need to go back";
+ mes "to compiling my research...";
+ mes "Thank you so much for";
+ mes "your help, "+strcharinfo(0)+".";
+ if(countitem(getarg(2))) delitem getarg(2),1;
+ else if(countitem(getarg(3))) delitem getarg(3),1;
+ getitem 644,1;
+ close;
+ }
+ else
+ {
+ mes "[Fayruz]";
+ mes "Oh. There isn't anything";
+ mes "here that would help in my";
+ mes "research, but thank you anyway.";
+ mes "If you find anything else while";
+ mes "you're in Juperos, please come back and show it to me, alright?";
+ close;
+ }
+
+ case 9:
+ if(countitem(getarg(0)))
+ {
+ mes "[Fayruz]";
+ mes "Oooh...! This one is";
+ mes "much different than the";
+ mes "other ones you gave me";
+ mes "before. This should provide";
+ mes "a wealth of brand new insights";
+ mes "into the Juperos civilization!";
+ next;
+ mes "[Fayruz]";
+ mes "All the Transparent";
+ mes "Plates you've given me";
+ mes "should contain more than";
+ mes "enough data for me to fully";
+ mes "complete my research thesis.";
+ mes "Once again, thank you so much~";
+ next;
+ mes "[Fayruz]";
+ mes "Still, that doesn't mean that";
+ mes "I will stop collecting data for";
+ mes "my research. Anyway, I have one last story to tell you, about";
+ mes "a man of pure heart chosen by the gods to serve and protect mankind.";
+ next;
+ mes "[Fayruz]";
+ mes "For this purpose he was given";
+ mes "gaudy armor which contained";
+ mes "amazing powers, as well as a";
+ mes "book detailing the instructions";
+ mes "for its use. However, he promptly";
+ mes "lost these instructions...";
+ next;
+ mes "^3355FFThe story about the";
+ mes "greatest Juperosian hero";
+ mes "that Fayruz tells you is very";
+ mes "humorous at first, but then it";
+ mes "covers the entire spectrum";
+ mes "of emotion and humanity...";
+ next;
+ mes "^3355FFThe story ends and you";
+ mes "are left with a swelling";
+ mes "feeling of indefatigable";
+ mes "hope and inspiration...";
+ mes "You can make it if you try!^000000";
+ if(getarg(0) == 7352) set jupe_hist,jupe_hist+1;
+ else if(getarg(0) == 7353) set jupe_hist,jupe_hist+2;
+ else if(getarg(0) == 7354) set jupe_hist,jupe_hist+4;
+ else set jupe_hist,jupe_hist+8;
+ set yuno_hist,10;
+ delitem getarg(0),1;
+ getexp 10000,0;
+ next;
+ mes "[Fayruz]";
+ mes "Well, that is the";
+ mes "last and the best story";
+ mes "that I have to share";
+ mes "with you. Perhaps next";
+ mes "time, I'll fill you in on my";
+ mes "research progress~";
+ close;
+ }
+ else if((countitem(getarg(1))) || (countitem(getarg(2))) || (countitem(getarg(3))))
+ {
+ mes "[Fayruz]";
+ mes "Hmm...";
+ mes "This one seems to be created in a similar time";
+ mes "as the previous one.";
+ next;
+ mes "[Fayruz]";
+ mes "Don't you worry.";
+ mes "This will help my research of course,";
+ mes "although I do not think this will";
+ mes "help me in advancing my research";
+ mes "with a great speed unlike this other one.";
+ next;
+ mes "[Fayruz]";
+ mes "Please take this as a token of my gratitude.";
+ next;
+ mes "[Fayruz]";
+ mes "Now, excuse me. I need to go back to my research.";
+ if(countitem(getarg(1))) delitem getarg(1),1;
+ else if(countitem(getarg(2))) delitem getarg(2),1;
+ else delitem getarg(3),1;
+ getitem 644,1;
+ close;
+ }
+ else
+ {
+ mes "[Fayruz]";
+ mes "Oh. There isn't anything";
+ mes "here that would help in my";
+ mes "research, but thank you anyway.";
+ mes "If you find anything else while";
+ mes "you're in Juperos, please come back and show it to me, alright?";
+ close;
+ }
+ }
+}
+
+yuno_in04,186,125,4 script Bundle of Files 111,{
+
+ mes "^8B6914*Thesis: The Fall of Juperos*";
+ mes "By Fayruz Khrhiyha";
+ mes "Sage Castle Researcher^000000";
+ next;
+ switch( select("Table of Contents.","Leave it alone.") )
+ {
+ case 1:
+ if(yuno_hist > 4)
+ {
+ mes "^8B6914 1. Preface";
+ mes " 2. Juperos Background";
+ mes " 3. Theory Behind Its Fall^000000";
+ next;
+ switch( select("Preface","Juperos Background","Theory Behind Its Fall","Leave it alone.") )
+ {
+ case 1:
+ mes "^8B6914Scholars are certain";
+ mes "that the Juperos civilization";
+ mes "used to be located above the";
+ mes "ground, but it is now buried";
+ mes "beneath the El Mes Plateau.";
+ mes "The reasons for the city's";
+ if(yuno_hist < 9)
+ {
+ mes "ruin are still nebulous...^000000";
+ next;
+ mes "^8B6914There is much speculation";
+ mes "about the reasons for Jupero's";
+ mes "downfall, but any documentation";
+ mes "from that time period has been";
+ mes "difficult to find. As for now, any evidence we have regarding";
+ mes "Juperos is inconclusive.^000000";
+ next;
+ mes "^8B6914In spite of this lack";
+ mes "of empirical or concrete";
+ mes "data on the civilization of";
+ mes "Juperos, our modern world";
+ mes "may be able to learn much";
+ mes "from that ancient city's ruins.";
+ mes "..................^000000";
+ if(yuno_hist < 7)
+ {
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Hmmm...";
+ mes "A whole chapter";
+ mes "dedicated to saying,";
+ mes "''We know absolutely";
+ mes "nothing about something.''";
+ mes "I should write a book~";
+ }
+ close;
+ }
+ mes "ruin are still in debate...^000000";
+ next;
+ mes "^8B6914However, new findings";
+ mes "regarding the history";
+ mes "of Juperos have allowed";
+ mes "us to make a few conclusions.^000000";
+ close;
+
+ case 2:
+ if(yuno_hist < 9)
+ {
+ mes "^8B6914...";
+ mes "......";
+ mes "..........^000000";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "This is all just idle";
+ mes "conjecture! This paper";
+ mes "isn't developed enough";
+ mes "yet to be a real thesis...";
+ close;
+ }
+ else if(yuno_hist == 9)
+ {
+ mes "^8B6914Juperos was built over";
+ mes "a thousand years ago in";
+ mes "an era of peace just after";
+ mes "a major war. Contrary to";
+ mes "popular belief, there isn't any";
+ mes "evidence proving that Juno may";
+ mes "have descended from Juperos.^000000";
+ next;
+ mes "^8B6914In fact, there is a";
+ mes "strong possibility that";
+ mes "another war, between Juno";
+ mes "and Juperos, resulted in Juno's";
+ mes "independence from Juperos and";
+ mes "the destruction of any existing";
+ mes "documentation from that era.^000000";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Yes... Of course!";
+ mes "It all makes sense now!";
+ close;
+ }
+ mes "^8B6914Juperos was built over";
+ mes "a thousand years ago in";
+ mes "an era of peace just after";
+ mes "a major war. There is now";
+ mes "direct evidence linking Juno";
+ mes "to Juperos proving that Juno";
+ mes "was but a part of Juperos.^000000";
+ next;
+ mes "^8B6914Just like Juno, Juperos";
+ mes "was a society that prided";
+ mes "itself on its advancement";
+ mes "in the sciences which played";
+ mes "a permeating role in civilized";
+ mes "life. Science was reponsible for Juperos's rise and downfall.";
+ close;
+
+ case 3:
+ if(yuno_hist < 10)
+ {
+ mes "^8B6914...";
+ mes "......";
+ mes "..........^000000";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Huh. This writer keeps";
+ mes "talking about theories,";
+ mes "but the more I read, the";
+ mes "less clear I am on what";
+ mes "the theory actually is.";
+ mes "I don't think there is one...";
+ emotion 4,1;
+ close;
+ }
+ mes "^8B6914What is most unsettling";
+ mes "is recent evidence, including";
+ mes "a first hand written account,";
+ mes "regarding the role of one of";
+ mes "Jupero's foremost scientists";
+ mes "in that city's rise and fall.";
+ next;
+ mes "^8B6914If these writings are";
+ mes "authentic, then what actually";
+ mes "happened was that a scientific";
+ mes "revolution occurred as a direct";
+ mes "result of one scientist's effort to manipulate the energies of the";
+ mes "artifact known as Ymir's heart.";
+ next;
+ mes "^8B6914This one man and Ymir's";
+ mes "Heart are credited with";
+ mes "the success and prosperity";
+ mes "of the Jupero's civilization.";
+ mes "However, there are various accounts prior to Jupero's fall";
+ mes "detailing his work with chimera...^000000";
+ next;
+ mes "^8B6914This scientist, supposedly";
+ mes "in his passion to benefit his";
+ mes "people by finding a scientific";
+ mes "method for immortality by using";
+ mes "chimera for testing, was driven";
+ mes "insane. He experimented on";
+ mes "himself with disatrous results.^000000";
+ next;
+ mes "^8B6914There was an error in the";
+ mes "energy calibration of Ymir's";
+ mes "Heart and the scientist was";
+ mes "transformed into the monster";
+ mes "we now know as Chimera. He";
+ mes "and his test subjects were set";
+ mes "loose into the city of Juperos.^000000";
+ next;
+ mes "^8B6914These immortal Chimeras";
+ mes "razed the entire city, killing";
+ mes "countless people. Apparently,";
+ mes "a team of scientists were able";
+ mes "to salvage a fragment of Ymir's";
+ mes "Heart, and use it to lauch part";
+ mes "of Juperos into the sky.^000000";
+ next;
+ mes "^8B6914That section of Juperos";
+ mes "eventually developed into";
+ mes "the city of Juno. Since the";
+ mes "scientists who launched Juno into the sky all immediately died";
+ mes "afterwards from an unknown cause, they left no documentation.^000000";
+ next;
+ mes "^8B6914The Chimera, and the";
+ mes "laboratory in which it";
+ mes "was created, is rumored to";
+ mes "remain beneath the ruins of";
+ mes "the once great city of Juperos.^000000";
+ close;
+
+ case 4:
+ mes "["+strcharinfo(0)+"]";
+ mes "Ugh... My head hurts";
+ mes "too much from reading";
+ mes "a book for smarty people.";
+ mes "I know! I'll play videogames!";
+ close;
+ }
+ }
+ switch( select( "Preface","Close the file.") )
+ {
+ case 1:
+ mes "^8B6914Scholars are certain";
+ mes "that the Juperos civilization";
+ mes "used to be located above the";
+ mes "ground, but it is now buried";
+ mes "beneath the El Mes Plateau.";
+ mes "The reasons for the city's";
+ mes "ruin are still nebulous...^000000";
+ next;
+ mes "^8B6914There is much speculation";
+ mes "about the reasons for Jupero's";
+ mes "downfall, but any documentation";
+ mes "from that time period has been";
+ mes "difficult to find. As for now, any evidence we have regarding";
+ mes "Juperos is inconclusive.^000000";
+ next;
+ mes "^8B6914In spite of this lack";
+ mes "of empirical or concrete";
+ mes "data on the civilization of";
+ mes "Juperos, our modern world";
+ mes "may be able to learn much";
+ mes "from that ancient city's ruins.";
+ mes "..................^000000";
+ if(!yuno_hist) set yuno_hist,1;
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "This...";
+ mes "This is supposed to";
+ mes "be a research thesis?";
+ mes "There's barely any";
+ mes "research in it...";
+ close;
+
+ case 2:
+ mes "["+strcharinfo(0)+"]";
+ mes "Hmm...";
+ mes "This isn't heavy";
+ mes "enough to be a real";
+ mes "academic work. It must";
+ mes "not even be finished yet.";
+ close;
+ }
+ case 2:
+ if(yuno_hist < 5)
+ {
+ mes "["+strcharinfo(0)+"]";
+ mes "Nah...";
+ mes "I'm tired of reading.";
+ mes "Ironically enough.";
+ close;
+ }
+ else if(yuno_hist < 7)
+ {
+ mes "["+strcharinfo(0)+"]";
+ mes "I don't feel like";
+ mes "reading this. Not";
+ mes "enough pictures...";
+ close;
+ }
+ else if(yuno_hist < 9)
+ {
+ mes "["+strcharinfo(0)+"]";
+ mes "It looks very sophisticated...";
+ close;
+ }
+ else if(yuno_hist < 10)
+ {
+ mes "["+strcharinfo(0)+"]";
+ mes "I know this book...";
+ mes "But I don't feel like";
+ mes "reading it right now.";
+ close;
+ }
+ else
+ {
+ mes "["+strcharinfo(0)+"]";
+ mes "This thesis is";
+ mes "looking pretty good~";
+ mes "Of course, I did have";
+ mes "a hand in making it...";
+ close;
+ }
+ }
+}
+
+yuno_in04,188,118,4 script Book#juperos 111,{
+
+ if(yuno_hist > 7)
+ {
+ mes "^8B6914*Self-Honesty*";
+ mes "*'Benefits Fo' Life!'*";
+ mes "By Stephen Oyoung";
+ mes " ";
+ mes " ";
+ mes "Publisher:";
+ mes "Wushu Publishing, Co.^000000";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "W-whoa!";
+ mes "This book wasn't";
+ mes "here before! It looks";
+ mes "pretty interesting...";
+ close;
+ }
+ mes "["+strcharinfo(0)+"]";
+ mes "You know what?";
+ mes "I think I'll just flip";
+ mes "through some pages";
+ mes "from a random book.";
+ mes "Hmmm, let's see...";
+ next;
+ mes "^8B6914''Admiral, the Kylorians are";
+ mes "still advancing!'' Commander";
+ mes "McKenrick announced without";
+ mes "his usual swagger. ''They're...";
+ mes "They're not stopping!'' But";
+ mes "Admiral Leh's eyes were a cold,";
+ mes "unfeeling shade of sternness.^000000";
+ next;
+ mes "^8B6914''Let the goddamned space";
+ mes "aliens come,'' hissed Leh.";
+ mes "''We don't stand a chance";
+ mes "without the Zenoi Sword";
+ mes "to summon the power of";
+ mes "GOD-POING. It's... It's";
+ mes "all over. Damn it all...''^000000";
+ next;
+ mes "^8B6914The doors burst open as";
+ mes "Bucky flew into the room.";
+ mes "''The Zenoi Sword! The";
+ mes "Zenoi Sword! Someone's";
+ mes "found it!'' the boy yelled.";
+ mes "''Really?! We better hurry:";
+ mes "Earth doesn't have much time!''^000000";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "...";
+ mes "......";
+ mes "Whoa. I really";
+ mes "should have read";
+ mes "this masterpiece";
+ mes "from the beginning...";
+ close;
+}
+
+// Bronze Statue - juperos_01 99 112
+
+juperos_01,99,112,4 script Bronze Statue#1 844,{
+
+ if(yuno_hist > 3)
+ {
+ mes "^3355FF''Do you wish to see";
+ mes "the end of the madness?";
+ mes "He is waiting where the three";
+ mes "columns were destroyed, where";
+ mes "two hundred illusions wander.''^000000";
+ close;
+ }
+ else if(yuno_hist == 3)
+ {
+ mes "["+strcharinfo(0)+"]";
+ mes "I better go and";
+ mes "see Fayruz in the";
+ mes "Juno Library and tell";
+ mes "her about the inscription.";
+ close;
+ }
+ else
+ {
+ mes "^3355FFThere's a peculiar";
+ mes "engraving on the";
+ mes "Bronze Statue's rod.^000000";
+ next;
+ switch( select( "Investigate","Ignore it" ) )
+ {
+ case 1 :
+ mes "^3355FFIt's an inscription that's";
+ mes "written in an old language";
+ mes "that you can't understand,";
+ mes "but have no problem reading";
+ mes "and making out the sounds";
+ mes "for some weird reason.^000000";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "This is creepy!";
+ mes "I know that I'm not";
+ mes "supposed to be able";
+ mes "to read this, but here";
+ mes "I am. I know what sounds";
+ mes "all of these letters make...";
+ next;
+ if(yuno_hist == 2)
+ {
+ mes "["+strcharinfo(0)+"]";
+ mes "Then again, Fayruz did";
+ mes "say this was enchanted.";
+ mes "Okay, I guess I'll go back";
+ mes "to the Juno Library and";
+ mes "tell her what I found.";
+ set yuno_hist,3;
+ close;
+ }
+ mes "["+strcharinfo(0)+"]";
+ mes "Huh. Only a scholar,";
+ mes "maybe someone even in";
+ mes "Juno, could make sense";
+ mes "of what this stuff says.";
+ close;
+
+ case 2 :
+ close;
+ }
+ }
+}
+
+yuno_in04,169,109,1 script Ambitious Hollgrehenn 111,{
+
+ mes "*Hollgrehenn: The Ambition*";
+ mes "By Aragham Caul*";
+ mes "";
+ mes "";
+ mes "";
+ mes "";
+ mes "Publisher:";
+ mes "Muha Books, Co.";
+ next;
+ mes "...";
+ mes "He would stop at nothing";
+ mes "to have the greatest weapon";
+ mes "in the world in his possession.";
+ mes "He became a smith so that he";
+ mes "could discern which weapons";
+ mes "were the most powerful...";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "That's strange...";
+ mes "The next page";
+ mes "has been torn out.";
+ close;
+}
+
+yuno_in04,174,111,1 script Penniless Hollgrehenn 111,{
+
+ mes "^8B6914*Penniless Hollgrehenn*";
+ mes " * Pennyless Hollgrehenn * ";
+ mes "By Hollgrehenn";
+ mes " ";
+ mes " ";
+ mes "Publisher:";
+ mes "Muha Books, Co.^000000";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "This book looks";
+ mes "like a total piece of";
+ mes "crap. I'd have more";
+ mes "fun getting my teeth";
+ mes "drilled by a blindfolded";
+ mes "dentist. Or would I...?";
+ close;
+}
+
+yuno_in04,102,106,1 script Popular Feasts 111,{
+
+ mes "^8B6914*Popular Feasts*";
+ mes "By Cabbage Pickle Community";
+ mes " ";
+ mes " ";
+ mes " ";
+ mes "Publisher:";
+ mes "Muha Books, Co.^000000";
+ next;
+ switch( select( " 1. Fried Yoyo Tails"," 14. Poring Salad"," 252. Beak Soup" ) )
+ {
+ case 1:
+ mes "^8B6914...";
+ mes "If possible, try";
+ mes "to use tails cut";
+ mes "from live Yoyos.";
+ mes "Now, as for skinning...^000000";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Um...";
+ mes "Barf?";
+ close;
+
+ case 2:
+ mes "["+strcharinfo(0)+"]";
+ mes "Hey, this page is gone!";
+ mes "I guess Poring Salad is";
+ mes "the most popular feast";
+ mes "in this entire book.";
+ close;
+
+ case 3:
+ mes "^8B6914...";
+ mes "Fry the cut beaks";
+ mes "using herbal oil until";
+ mes "crisp. Then, pour the";
+ mes "feathers into a blender...^000000";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Hmm...";
+ mes "Sounds a little";
+ mes "too gourmet for my";
+ mes "taste. And by ''gourmet,''";
+ mes "I mean, ''totally gross.''";
+ close;
+ }
+}
+
+yuno_in04,111,108,1 script Hamerun, Rat Hunter 111,{
+
+ mes "["+strcharinfo(0)+"]";
+ mes "I can't...";
+ mes "reach it...!";
+ close;
+}
+
+yuno_in04,167,127,1 script Red Book 111,{
+
+ mes "^3355FFYou find a book";
+ mes "with red binding.^000000";
+ next;
+ switch( select( "Read.","Leave it alone." ) )
+ {
+ case 1:
+ mes "^8B6914...^000000";
+ next;
+ mes "^8B6914...";
+ mes "......^000000";
+ next;
+ mes "^8B6914...";
+ mes "......";
+ mes ".........^000000";
+ next;
+ mes "^8B6914...";
+ mes "......";
+ mes ".........";
+ mes "............^000000";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "This is...";
+ mes "A compilation of";
+ mes "Shakespeare in ";
+ mes "coloring book format?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Wait...";
+ mes "Why would fans of";
+ mes "Shakespeare even";
+ mes "want a coloring book?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Hmm... Well...";
+ mes "I suppose little kids who";
+ mes "read Shakespeare would";
+ mes "appreciate something like that.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Hold on...";
+ mes "Do little kids who";
+ mes "are able to read the";
+ mes "works of Shakespeare";
+ mes "even exist? I hope not...";
+ close;
+
+ case 2:
+ mes "["+strcharinfo(0)+"]";
+ mes "What a strange";
+ mes "and mysterious book.";
+ mes "I'll never know what's";
+ mes "inside unless I read it!";
+ mes "Come on! Doesn't the red";
+ mes "binding mean something?";
+ close;
+ }
+}
+
+yuno_in04,121,109,1 script Scroll 111,{
+
+ mes "^3355FFYou've found an";
+ mes "antiquated scroll";
+ mes "that's collected a";
+ mes "layer of fine dust.^000000";
+ next;
+ switch( select( "Peruse","Leave it alone" ) )
+ {
+ case 1:
+ mes "^8B6914Item Upgrade Introduction";
+ mes " ";
+ mes " ";
+ mes " ";
+ mes "1. Item Upgrade Definition";
+ mes " ";
+ mes "The key to success when";
+ mes "upgrading items comes from";
+ mes "only one place: Your ''Mind.''";
+ mes " ";
+ mes " ";
+ mes " ";
+ mes "2. Power of a Positive Attitude";
+ mes "Before trying to upgrade";
+ mes "an item, plan out how high";
+ mes "you want to upgrade and how";
+ mes "much you'll spend beforehand.";
+ mes "But like all ladies, Lady Luck";
+ mes "smiles when you fully splurge.^000000";
+ mes " ";
+ mes " ";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Wait, wait...";
+ mes "This thing IS old.";
+ mes "I mean, it's obviously";
+ mes "written from a patriarchal";
+ mes "standpoint that promotes";
+ mes "bipartisan gender roles.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I'm...";
+ mes "I'm so offended.";
+ close;
+
+ case 2:
+ mes "["+strcharinfo(0)+"]";
+ mes "This scroll is far too";
+ mes "primitive. There's been";
+ mes "all sorts of technological";
+ mes "reading advances that I can't";
+ mes "live without... Like pages.";
+ close;
+ }
+}
+
+yuno_in04,118,116,4 script Paper 111,{
+
+ mes "^3355FFIt's a piece of";
+ mes "paper that looks";
+ mes "like a personal letter.^000000";
+ next;
+ switch( select("Read it.","Leave it alone.") )
+ {
+ case 1:
+ if(yuno_hist > 7)
+ {
+ mes "^8B6914P.S.";
+ mes "Please...";
+ mes "Come back to me.";
+ mes " ";
+ mes " ";
+ mes "Love,";
+ mes "Fayruz^000000";
+ close;
+ }
+ mes "^8B6914...";
+ mes "I can't forget your smile.";
+ mes "No matter what, even if you";
+ mes "hate me, I'll always have these";
+ mes "feelings just for you. You are";
+ mes "the one who is most special,";
+ mes "who means the most to my heart.^000000";
+ next;
+ mes "^8B6914I know we've had our";
+ mes "differences, but please";
+ mes "don't refuse my love. By";
+ mes "your hands, I hope that";
+ mes "you can forgive me for us.";
+ mes "- Love, Fayruz^000000";
+ next;
+ if(getpartnerid())
+ {
+ mes "["+strcharinfo(0)+"]";
+ mes "Ahhhhhh~";
+ mes "Love sure is nice!";
+ close;
+ }
+ mes "["+strcharinfo(0)+"]";
+ mes "What th--?!";
+ mes "Booooooooo!";
+ mes "Love stinks!";
+ close;
+
+ case 2:
+ mes "["+strcharinfo(0)+"]";
+ mes "I guess I better";
+ mes "not look at this.";
+ mes "I mean, I might";
+ mes "regret reading it.";
+ close;
+ }
+}
+
+juperos_01,123,92,4 script Stone Statue 844,{
+
+ if(yuno_hist)
+ {
+ mes "^3355FFIt's a stone statue";
+ mes "that looks exactly like";
+ mes "the one in the Juno Library.";
+ mes "However, it has sculptures";
+ mes "of books instead of real ones.^000000";
+ next;
+ mes "^3355FFIt's possible that the";
+ mes "statue in the Juno Library";
+ mes "was made after this one.";
+ mes "But who can be sure?^000000";
+ close;
+ }
+ mes "^3355FFIt's an old";
+ mes "statue sculpted";
+ mes "out of stone.^000000";
+ close;
+}
+
+juperos_01,99,71,4 script Bronze Statue#2 844,{
+
+ mes "^3355FFIt's an elaborate";
+ mes "bronze statue that";
+ mes "is twice the height of";
+ mes "a normal human being.^000000";
+ close;
+}
+
+juperos_01,79,92,4 script Sculpture 844,{
+
+ mes "^3355FFIt's a sculpture that";
+ mes "looks familiar to you.^000000";
+ close;
+}
+
+juperos_01,215,127,4 script Machine Statue 844,{
+
+ mes "^3355FFThis is the bust of a";
+ mes "humanoid machine with";
+ mes "a familiar Crest Piece";
+ mes "carved into the middle.^000000";
+ next;
+ mes "^3355FFThe statue's entire";
+ mes "form is mind boggling,";
+ mes "but you manage to note";
+ mes "that its outstretched";
+ mes "arm points westward.^000000";
+ close;
+}
+
+//============================================================
+// Jupers Core access Story Event
+//============================================================
+//============================================================
+// 1rd Floor -> 2nd Floor
+//============================================================
+juperos_01,100,91,0 script jupe_goto#1 -1,2,2,{
+ end;
+
+OnTouch:
+ initnpctimer "jupe_goto#1",1;
+ mes "^777777["+ strcharinfo(0) +"]^000000";
+ mes "This light...";
+ mes "It feels like...";
+ mes "Its warmth is...";
+ mes "Wrapping all over me...";
+ next;
+ switch(select("Ah, it's so nice...:No! This is wrong!")) {
+ case 1:
+ mes "^777777["+ strcharinfo(0) +"]^000000";
+ mes "Ahhhh...";
+ mes "It feels like";
+ mes "I'm floating...";
+ specialeffect2 EF_LIGHTSPHERE;
+ close2;
+ stopnpctimer;
+ warp "juperos_02",128,278;
+ break;
+ case 2:
+ mes "^777777["+ strcharinfo(0) +"]^000000";
+ mes "N-No! This is";
+ mes "wrong! Something";
+ mes "weird's happening!";
+ mes "I gotta get away!";
+ close2;
+ stopnpctimer;
+ warp "juperos_01",96,91;
+ break;
+ }
+ end;
+
+OnTimer10000:
+ stopnpctimer;
+ warp "juperos_02",128,278;
+ donpcevent "jupe_goto#2::OnEnable";
+ end;
+}
+
+juperos_01,100,91,0 script jupe_goto#2 -1,2,2,{
+OnInit:
+ disablenpc "jupe_goto#2";
+ end;
+
+OnEnable:
+ enablenpc "jupe_goto#2";
+ disablenpc "jupe_goto#1";
+ initnpctimer;
+ end;
+
+OnTouch:
+ warp "juperos_02",128,278;
+ end;
+
+OnTimer2000:
+ enablenpc "jupe_goto#1";
+ disablenpc "jupe_goto#2";
+ end;
+}
+
+//============================================================
+// 2nd Floor
+//============================================================
+
+juperos_02,97,70,0 script 3F Gate Switch#jupe -1,{
+OnInit:
+ initnpctimer;
+ end;
+
+Onreset:
+ killmonster "juperos_02","3F Gate Switch#jupe::OnMyMobDead";
+ end;
+
+OnEnable:
+ enablenpc "3F Gate Switch#jupe";
+ initnpctimer;
+ end;
+
+OnTimer5000:
+ set .MyMobs,3;
+ monster "juperos_02",24,275,"1st Gate Switch",1674,1,"3F Gate Switch#jupe::OnMyMobDead";
+ monster "juperos_02",240,29,"2nd Gate Switch",1674,1,"3F Gate Switch#jupe::OnMyMobDead";
+ monster "juperos_02",282,183,"3rd Gate Switch",1674,1,"3F Gate Switch#jupe::OnMyMobDead";
+ stopnpctimer;
+ end;
+
+OnMyMobDead:
+ set .MyMobs,.MyMobs-1;
+ if (.MyMobs == 2)
+ mapannounce "juperos_02","Who are you to come here?",bc_map,"0xFF0000";
+ else if (.MyMobs == 1)
+ mapannounce "juperos_02","Have you come seeking Juperos?! It no longer exists...",bc_map,"0xFF0000";
+ else if (.MyMobs == 0) {
+ mapannounce "juperos_02","Have you come to see me? Fine! Find me first!",bc_map,"0xFF0000";
+ specialeffect2 563;
+ soundeffectall "earth_quake.wav",0;
+ disablenpc "3F Gate Switch#jupe";
+ donpcevent "Restricted Area#jupe::OnEnable";
+ }
+ end;
+}
+
+
+juperos_02,130,149,0 script Restricted Area#jupe 139,2,2,{
+OnInit:
+ disablenpc "Restricted Area#jupe";
+ end;
+
+OnEnable:
+ enablenpc "Restricted Area#jupe";
+ initnpctimer;
+ end;
+
+OnTimer5000:
+ mapannounce "juperos_02","Vroom! Vroom!",bc_map,"0xE559A2";
+ end;
+
+OnTimer7000:
+ mapannounce "juperos_02","Attention, visitors.",bc_map,"0xE559A2";
+ end;
+
+OnTimer9000:
+ mapannounce "juperos_02","You are allowed to enter the next zone for a short period of time. Please use the portal in the center of the map.",bc_map,"0xE559A2";
+ end;
+
+OnTimer9001:
+OnTimer23000:
+OnTimer46000:
+OnTimer69000:
+OnTimer92000:
+OnTimer115000:
+OnTimer161000:
+OnTimer184000:
+OnTimer207000:
+OnTimer230000:
+OnTimer253000:
+OnTimer276000:
+OnTimer299000:
+OnTimer322000:
+OnTimer345000:
+OnTimer368000:
+OnTimer391000:
+OnTimer414000:
+OnTimer460000:
+OnTimer483000:
+OnTimer506000:
+OnTimer529000:
+OnTimer552000:
+ specialeffect 561;
+ end;
+
+OnTimer556000:
+ mapannounce "juperos_02","Attention, visitors. The gate to the next zone will close shortly.",bc_map,"0xE559A2";
+ end;
+
+OnTimer561000:
+ mapannounce "juperos_02","1 minute remaining until Gate Closure. ",bc_map,"0xE559A2";
+ end;
+
+OnTimer598000:
+ specialeffect 561;
+ end;
+
+OnTimer600000:
+ mapannounce "juperos_02","The gate is being closed...",bc_map,"0xE559A2";
+ end;
+
+OnTimer603000:
+ mapannounce "juperos_02"," Switches will reactivate shortly.",bc_map,"0xE559A2";
+ end;
+
+OnTimer621000:
+ disablenpc "Restricted Area#jupe";
+ end;
+
+OnTimer1200000:
+ donpcevent "3F Gate Switch#jupe::OnEnable";
+ stopnpctimer;
+ end;
+
+OnTouch:
+ warp "jupe_gate",50,167;
+ end;
+}
+
+//============================================================
+// Security Checkpoint 1-1
+//============================================================
+jupe_area1,88,224,0 script #hole#1-1 844,{
+ cutin "1",2;
+ if ($@JupreArea1InUse == 1) {
+ mes "^3355FFThis seems like";
+ mes "some kind of device";
+ mes "that will allow you to";
+ mes "pass to the other side.";
+ mes "There's a slot where you";
+ mes "probably need to insert";
+ mes "some kind of object...^000000";
+ close2;
+ cutin "1",255;
+ end;
+ }
+ else if (countitem(7356) > 0 || countitem(7359) > 0 || countitem(7357) > 0 || countitem(7358) > 0) {
+ mes "^3355FFThis seems like";
+ mes "some kind of device";
+ mes "that will allow you to";
+ mes "pass to the other side.";
+ mes "There's a slot where you";
+ mes "probably need to insert";
+ mes "some kind of object...^000000";
+ next;
+ switch(select("Insert a Crest Piece.:Cancel.")) {
+ case 1:
+ if (countitem(7356) > 0) {
+ mes "^3355FFYou take out your";
+ mes "Crest Piece and place";
+ mes "it into the slot where it";
+ mes "happens to fit perfectly.^000000";
+ specialeffect EF_TOPRANK;
+ cutin "1-1",2;
+ next;
+ if ($@JupreArea1InUse == 1) {
+ mes "^3355FFNothing happens.";
+ mes "Perhaps an alarm or";
+ mes "some other safety measure";
+ mes "was activated to keep the";
+ mes "Crest Piece from activating";
+ mes "this transportation device.";
+ mes "You retrieve the Crest Piece.^000000";
+ close2;
+ cutin "1-1",255;
+ end;
+ }
+ else {
+ mes "^3355FFThe slot rotates and";
+ mes "the Crest Piece moves as";
+ mes "if it were turning a key. You";
+ mes "feel a weak tremor as a Warp";
+ mes "Portal to the other side is";
+ mes "activated. You then retrieve";
+ mes "your Crest Piece.^000000";
+ initnpctimer;
+ donpcevent "Warp#1-1::OnEnable";
+ enablenpc "Red Alarm#1-1";
+ disablenpc "#hole#1-1";
+ close2;
+ cutin "1-1",255;
+ end;
+ }
+ }
+ else {
+ mes "^3355FFUnfortunately, you're";
+ mes "not carrying anything";
+ mes "that might be able to fit";
+ mes "into the slot and activate";
+ mes "this mechanical device.^000000";
+ close2;
+ cutin "1",255;
+ end;
+ }
+ case 2:
+ mes "[" + strcharinfo(0) + "]";
+ mes "Hmmm...";
+ mes "Do I have anything";
+ mes "that might make this";
+ mes "weird machine work?";
+ close2;
+ cutin "1",255;
+ end;
+ }
+ close;
+ }
+ else {
+ mes "^3355FFThis seems like";
+ mes "some kind of device";
+ mes "that will allow you to";
+ mes "pass to the other side.";
+ mes "There's a slot where you";
+ mes "probably need to insert";
+ mes "some kind of object...^000000";
+ close2;
+ cutin "1",255;
+ end;
+ }
+
+Onstop_timer:
+ stopnpctimer;
+ end;
+
+OnTimer22500:
+ stopnpctimer;
+ enablenpc "#hole#1-1";
+ disablenpc "Red Alarm#1-1";
+ end;
+}
+
+jupe_area1,83,221,0 script Warp#1-1 139,2,2,{
+OnInit:
+ disablenpc "Warp#1-1";
+ end;
+
+OnEnable:
+ enablenpc "Warp#1-1";
+ specialeffect 561;
+ soundeffectall "jupe_warp.wav",0;
+ initnpctimer;
+ end;
+
+OnTouch:
+ warp "jupe_area1",47,259;
+ end;
+
+OnTimer22500:
+ stopnpctimer;
+ disablenpc "Warp#1-1";
+ end;
+}
+
+jupe_area1,47,259,0 script Red Alarm#1-1 -1,2,2,{
+OnInit:
+ disablenpc "Red Alarm#1-1";
+ end;
+
+OnTouch:
+ donpcevent "Red Alarm On#1-1::OnEnable";
+ disablenpc "Red Alarm#1-1";
+ donpcevent "#hole#1-1::Onstop_timer";
+ set $@JupreArea1InUse,1;
+ disablenpc "#hole#1-1";
+ end;
+}
+
+- script Red Alarm On#1-1 -1,{
+OnInit:
+ disablenpc "Red Alarm On#1-1";
+ end;
+
+OnEnable:
+ enablenpc "Red Alarm On#1-1";
+ initnpctimer;
+ end;
+
+OnTimer1000:
+ mapannounce "jupe_area1","Those of you who have come here...",bc_map,"0xFF0000";
+ end;
+
+OnTimer3000:
+ mapannounce "jupe_area1","I do not intend to stop you.",bc_map,"0xFF0000";
+ soundeffectall "jupe_warning.wav",0,"jupe_area1";
+ soundeffectall "jupe_warning.wav",0,"jupe_area1";
+ end;
+
+OnTimer5000:
+ mapannounce "jupe_area1","But I assume you are prepared for a few obstacles...",bc_map,"0xFF0000";
+ donpcevent "Monster1#1-1::OnEnable";
+ end;
+
+OnTimer7000:
+ mapannounce "jupe_area1","After all, you are venturing through a forbidden area!",bc_map,"0xFF0000";
+ end;
+
+OnTimer8000:
+ disablenpc "Red Alarm On#1-1";
+ soundeffectall "jupe_warning.wav",0,"jupe_area1";
+ soundeffectall "jupe_warning.wav",0,"jupe_area1";
+ stopnpctimer;
+ end;
+}
+
+- script Monster1#1-1 -1,{
+OnInit:
+ disablenpc "Monster1#1-1";
+ end;
+
+OnDisable:
+ disablenpc "Monster1#1-1";
+ killmonster "jupe_area1","Monster1#1-1::OnMyMobDead";
+ end;
+
+OnEnable:
+ enablenpc "Monster1#1-1";
+ initnpctimer;
+ set .MyMobs,8;
+ monster "jupe_area1",30,263,"Security Guard",1675,1,"Monster1#1-1::OnMyMobDead";
+ monster "jupe_area1",30,262,"Security Guard",1669,1,"Monster1#1-1::OnMyMobDead";
+ monster "jupe_area1",30,261,"Security Guard",1675,1,"Monster1#1-1::OnMyMobDead";
+ monster "jupe_area1",30,260,"Security Guard",1669,1,"Monster1#1-1::OnMyMobDead";
+ monster "jupe_area1",30,259,"Security Guard",1675,1,"Monster1#1-1::OnMyMobDead";
+ monster "jupe_area1",30,258,"Security Guard",1669,1,"Monster1#1-1::OnMyMobDead";
+ monster "jupe_area1",30,257,"Security Guard",1675,1,"Monster1#1-1::OnMyMobDead";
+ monster "jupe_area1",30,256,"Security Guard",1669,1,"Monster1#1-1::OnMyMobDead";
+ end;
+
+OnTimer300000:
+ mapannounce "jupe_area1","Do you realize this is a hallucination?",bc_map,"0xFF0000";
+ set $@JupreArea1InUse,0;
+ end;
+
+OnTimer300002:
+ enablenpc "#hole#1-1";
+ stopnpctimer;
+ donpcevent "Monster1#1-1::OnDisable";
+ end;
+
+OnMyMobDead:
+ set .MyMobs,.MyMobs-1;
+ if (.MyMobs < 1) {
+ donpcevent "Monster2#1-1::OnEnable";
+ disablenpc "Monster1#1-1";
+ stopnpctimer;
+ }
+ end;
+}
+
+- script Monster2#1-1 -1,{
+OnInit:
+ disablenpc "Monster2#1-1";
+ end;
+
+OnDisable:
+ disablenpc "Monster2#1-1";
+ killmonster "jupe_area1","Monster2#1-1::OnMyMobDead";
+ end;
+
+OnEnable:
+ enablenpc "Monster2#1-1";
+ initnpctimer;
+ end;
+
+OnTimer2000:
+ mapannounce "jupe_area1","How about now?",bc_map,"0xFF0000";
+ soundeffectall "jupe_warning.wav",0,"jupe_area1";
+ soundeffectall "jupe_warning.wav",0,"jupe_area1";
+ end;
+
+OnTimer4000:
+ mapannounce "jupe_area1","Let me see...",bc_map,"0xFF0000";
+ end;
+
+OnTimer7000:
+ mapannounce "jupe_area1","Just how strong you are!",bc_map,"0xFF0000";
+ soundeffectall "jupe_warning.wav",0,"jupe_area1";
+ soundeffectall "jupe_warning.wav",0,"jupe_area1";
+ set .MyMobs,8;
+ monster "jupe_area1",30,238,"Security Guard",1675,1,"Monster2#1-1::OnMyMobDead";
+ monster "jupe_area1",31,238,"Security Guard",1669,1,"Monster2#1-1::OnMyMobDead";
+ monster "jupe_area1",32,238,"Security Guard",1675,1,"Monster2#1-1::OnMyMobDead";
+ monster "jupe_area1",33,238,"Security Guard",1669,1,"Monster2#1-1::OnMyMobDead";
+ monster "jupe_area1",34,238,"Security Guard",1675,1,"Monster2#1-1::OnMyMobDead";
+ monster "jupe_area1",35,238,"Security Guard",1669,1,"Monster2#1-1::OnMyMobDead";
+ monster "jupe_area1",36,238,"Security Guard",1675,1,"Monster2#1-1::OnMyMobDead";
+ monster "jupe_area1",37,238,"Security Guard",1669,1,"Monster2#1-1::OnMyMobDead";
+ end;
+
+OnTimer300000:
+ mapannounce "jupe_area1","Bwahaha! You're only good at running away!",bc_map,"0xFF0000";
+ set $@JupreArea1InUse,0;
+ end;
+
+OnTimer300002:
+ enablenpc "#hole#1-1";
+ stopnpctimer;
+ donpcevent "Monster2#1-1::OnDisable";
+ end;
+
+OnMyMobDead:
+ set .MyMobs,.MyMobs-1;
+ if (.MyMobs < 1) {
+ mapannounce "jupe_area1","Zzzzt. Zzzzt..... ",bc_map,"0xFF0000";
+ disablenpc "Monster2#1-1";
+ enablenpc "#hole#1-1";
+ set $@JupreArea1InUse,0;
+ stopnpctimer;
+ }
+ end;
+}
+
+//============================================================
+// Security Checkpoint 1-2
+//============================================================
+jupe_area1,25,238,0 script #hole#1-2 844,{
+ cutin "2",2;
+ if ($@JupreArea1InUse == 1) {
+ mes "^3355FFThis seems like";
+ mes "some kind of device";
+ mes "that will allow you to";
+ mes "pass to the other side.";
+ mes "There's a slot where you";
+ mes "probably need to insert";
+ mes "some kind of object...^000000";
+ close2;
+ cutin "2",255;
+ end;
+ }
+ else if (countitem(7356) > 0 || countitem(7359) > 0 || countitem(7357) > 0 || countitem(7358) > 0) {
+ mes "^3355FFThis seems like";
+ mes "some kind of device";
+ mes "that will allow you to";
+ mes "pass to the other side.";
+ mes "There's a slot where you";
+ mes "probably need to insert";
+ mes "some kind of object...^000000";
+ next;
+ switch(select("Insert a Crest Piece.:Cancel.")) {
+ case 1:
+ if (countitem(7357) > 0) {
+ mes "^3355FFYou take out your";
+ mes "Crest Piece and place";
+ mes "it into the slot where it";
+ mes "happens to fit perfectly.^000000";
+ specialeffect EF_TOPRANK;
+ cutin "2-1",2;
+ next;
+ if ($@JupreArea1InUse == 1) {
+ mes "^3355FFNothing happens.";
+ mes "Perhaps an alarm or";
+ mes "some other safety measure";
+ mes "was activated to keep the";
+ mes "Crest Piece from activating";
+ mes "this transportation device.";
+ mes "You retrieve the Crest Piece.^000000";
+ close2;
+ cutin "2-1",255;
+ end;
+ }
+ else {
+ mes "^3355FFThe slot rotates and";
+ mes "the Crest Piece moves as";
+ mes "if it were turning a key. You";
+ mes "feel a weak tremor as a Warp";
+ mes "Portal to the other side is";
+ mes "activated. You then retrieve";
+ mes "your Crest Piece.^000000";
+ initnpctimer;
+ donpcevent "Warp#1-2::OnEnable";
+ enablenpc "Red Alarm#1-2";
+ disablenpc "#hole#1-2";
+ close2;
+ cutin "2-1",255;
+ end;
+ }
+ }
+ else {
+ mes "^3355FFUnfortunately, you're";
+ mes "not carrying anything";
+ mes "that might be able to fit";
+ mes "into the slot and activate";
+ mes "this mechanical device.^000000";
+ close2;
+ cutin "2",255;
+ end;
+ }
+ break;
+ case 2:
+ mes "[" + strcharinfo(0) + "]";
+ mes "Hmmm...";
+ mes "Do I have anything";
+ mes "that might make this";
+ mes "weird machine work?";
+ close2;
+ cutin "2",255;
+ end;
+ }
+ close;
+ }
+ else {
+ mes "^3355FFThis seems like";
+ mes "some kind of device";
+ mes "that will allow you to";
+ mes "pass to the other side.";
+ mes "There's a slot where you";
+ mes "probably need to insert";
+ mes "some kind of object...^000000";
+ close2;
+ cutin "2",255;
+ end;
+ }
+ end;
+
+Onstop_timer:
+ stopnpctimer;
+ end;
+
+OnTimer22500:
+ stopnpctimer;
+ enablenpc "#hole#1-2";
+ disablenpc "Red Alarm#1-2";
+ end;
+}
+
+jupe_area1,21,225,0 script Warp#1-2 139,2,2,{
+OnInit:
+ disablenpc "Warp#1-2";
+ end;
+
+OnEnable:
+ enablenpc "Warp#1-2";
+ specialeffect 561;
+ soundeffectall "jupe_warp.wav",0;
+ initnpctimer;
+ end;
+
+OnTouch:
+ warp "jupe_area1",21,191;
+ end;
+
+OnTimer22500:
+ disablenpc "Warp#1-2";
+ end;
+}
+
+jupe_area1,21,191,0 script Red Alarm#1-2 -1,2,2,{
+OnInit:
+ disablenpc "Red Alarm#1-2";
+ end;
+
+OnTouch:
+ set $@JupreArea1InUse,1;
+ donpcevent "Red Alarm On#1-2::OnEnable";
+ disablenpc "Red Alarm#1-2";
+ disablenpc "#hole#1-2";
+ end;
+}
+
+- script Red Alarm On#1-2 -1,{
+OnInit:
+ disablenpc "Red Alarm On#1-2";
+ end;
+
+OnEnable:
+ enablenpc "Red Alarm On#1-2";
+ initnpctimer;
+ end;
+
+OnTimer1000:
+ mapannounce "jupe_area1","Come on, come on!",bc_map,"0xFF0000";
+ end;
+
+OnTimer3000:
+ mapannounce "jupe_area1","Yes. Run... Right into my hands!",bc_map,"0xFF0000";
+ end;
+
+OnTimer5000:
+ mapannounce "jupe_area1","Do you want to know who I am?",bc_map,"0xFF0000";
+ donpcevent "Monster1#1-2::OnEnable";
+ end;
+
+OnTimer7000:
+ mapannounce "jupe_area1","You will know, once you defeat all of my minions!",bc_map,"0xFF0000";
+ end;
+
+OnTimer8000:
+ disablenpc "Red Alarm On#1-2";
+ stopnpctimer;
+ end;
+}
+
+- script Monster1#1-2 -1,{
+OnInit:
+ disablenpc "Monster1#1-2";
+ end;
+
+OnDisable:
+ disablenpc "Monster1#1-2";
+ killmonster "jupe_area1","Monster1#1-2::OnMyMobDead";
+ end;
+
+OnEnable:
+ initnpctimer;
+ enablenpc "Monster1#1-2";
+ set .MyMobs,8;
+ monster "jupe_area1",30,176,"High Guard",1669,1,"Monster1#1-2::OnMyMobDead";
+ monster "jupe_area1",31,176,"High Guard",1675,1,"Monster1#1-2::OnMyMobDead";
+ monster "jupe_area1",32,176,"High Guard",1669,1,"Monster1#1-2::OnMyMobDead";
+ monster "jupe_area1",33,176,"High Guard",1675,1,"Monster1#1-2::OnMyMobDead";
+ monster "jupe_area1",34,176,"High Guard",1669,1,"Monster1#1-2::OnMyMobDead";
+ monster "jupe_area1",35,176,"High Guard",1675,1,"Monster1#1-2::OnMyMobDead";
+ monster "jupe_area1",36,176,"High Guard",1669,1,"Monster1#1-2::OnMyMobDead";
+ monster "jupe_area1",37,176,"High Guard",1675,1,"Monster1#1-2::OnMyMobDead";
+ end;
+
+OnTimer300000:
+ mapannounce "jupe_area1","I can't believe how cowardly you really are...",bc_map,"0xFF0000";
+ set $@JupreArea1InUse,0;
+ end;
+
+OnTimer300002:
+ enablenpc "#hole#1-2";
+ stopnpctimer;
+ donpcevent "Monster1#1-2::OnDisable";
+ end;
+
+OnMyMobDead:
+ set .MyMobs,.MyMobs-1;
+ if (.MyMobs < 1) {
+ donpcevent "Monster2#1-2::OnEnable";
+ disablenpc "Monster1#1-2";
+ stopnpctimer;
+ }
+ end;
+}
+
+- script Monster2#1-2 -1,{
+OnInit:
+ disablenpc "Monster2#1-2";
+ end;
+
+OnDisable:
+ disablenpc "Monster2#1-2";
+ killmonster "jupe_area1","Monster2#1-2::OnMyMobDead";
+ end;
+
+OnEnable:
+ enablenpc "Monster2#1-2";
+ initnpctimer;
+ end;
+
+OnTimer2000:
+ mapannounce "jupe_area1","I was the head of this underground laboratory.",bc_map,"0xFF0000";
+ end;
+
+OnTimer4000:
+ mapannounce "jupe_area1","But that was a long time ago, back when I was merely a human.",bc_map,"0xFF0000";
+ end;
+
+OnTimer6000:
+ mapannounce "jupe_area1","I was called Vesper Newton. Hahah, they called me a mad man back then.",bc_map,"0xFF0000";
+ set .MyMobs,13;
+ monster "jupe_area1",30,152,"Security Guard",1669,1,"Monster2#1-2::OnMyMobDead";
+ monster "jupe_area1",31,152,"Security Guard",1675,1,"Monster2#1-2::OnMyMobDead";
+ monster "jupe_area1",32,152,"Security Guard",1669,1,"Monster2#1-2::OnMyMobDead";
+ monster "jupe_area1",33,152,"Security Guard",1675,1,"Monster2#1-2::OnMyMobDead";
+ monster "jupe_area1",34,152,"Security Guard",1669,1,"Monster2#1-2::OnMyMobDead";
+ monster "jupe_area1",35,152,"Security Guard",1675,1,"Monster2#1-2::OnMyMobDead";
+ monster "jupe_area1",36,152,"Security Guard",1669,1,"Monster2#1-2::OnMyMobDead";
+ monster "jupe_area1",37,152,"Security Guard",1675,1,"Monster2#1-2::OnMyMobDead";
+ monster "jupe_area1",30,150,"Security Guard",1669,1,"Monster2#1-2::OnMyMobDead";
+ monster "jupe_area1",31,150,"Security Guard",1675,1,"Monster2#1-2::OnMyMobDead";
+ monster "jupe_area1",32,150,"Security Guard",1669,1,"Monster2#1-2::OnMyMobDead";
+ monster "jupe_area1",33,150,"Security Guard",1675,1,"Monster2#1-2::OnMyMobDead";
+ monster "jupe_area1",34,150,"Security Guard",1669,1,"Monster2#1-2::OnMyMobDead";
+ end;
+
+OnTimer300000:
+ mapannounce "jupe_area1","...Not yet.",bc_map,"0xFF0000";
+ set $@JupreArea1InUse,0;
+ end;
+
+OnTimer300002:
+ enablenpc "#hole#1-2";
+ stopnpctimer;
+ donpcevent "Monster2#1-2::OnDisable";
+ end;
+
+OnMyMobDead:
+ set .MyMobs,.MyMobs-1;
+ if (.MyMobs < 1) {
+ mapannounce "jupe_area1","Not yet!",bc_map,"0xFF0000";
+ disablenpc "Monster2#1-2";
+ enablenpc "#hole#1-2";
+ set $@JupreArea1InUse,0;
+ stopnpctimer;
+ }
+ end;
+}
+
+//============================================================
+// Security Checkpoint 1-3
+//============================================================
+jupe_area1,36,146,0 script #hole#1-3 844,{
+ cutin "3",2;
+ if ($@JupreArea1InUse == 1) {
+ mes "^3355FFThis seems like";
+ mes "some kind of device";
+ mes "that will allow you to";
+ mes "pass to the other side.";
+ mes "There's a slot where you";
+ mes "probably need to insert";
+ mes "some kind of object...^000000";
+ close2;
+ cutin "3",255;
+ end;
+ }
+ else if (countitem(7356) > 0 || countitem(7359) > 0 || countitem(7357) > 0 || countitem(7358) > 0) {
+ mes "^3355FFThis seems like";
+ mes "some kind of device";
+ mes "that will allow you to";
+ mes "pass to the other side.";
+ mes "There's a slot where you";
+ mes "probably need to insert";
+ mes "some kind of object...^000000";
+ next;
+ switch(select("Insert a Crest Piece.:Cancel.")) {
+ case 1:
+ if (countitem(7358) > 0) {
+ mes "^3355FFYou take out your";
+ mes "Crest Piece and place";
+ mes "it into the slot where it";
+ mes "happens to fit perfectly.^000000";
+ specialeffect EF_TOPRANK;
+ cutin "3-1",2;
+ next;
+ if ($@JupreArea1InUse == 1) {
+ mes "^3355FFNothing happens.";
+ mes "Perhaps an alarm or";
+ mes "some other safety measure";
+ mes "was activated to keep the";
+ mes "Crest Piece from activating";
+ mes "this transportation device.";
+ mes "You retrieve the Crest Piece.^000000";
+ close2;
+ cutin "3-1",255;
+ end;
+ }
+ else {
+ mes "^3355FFThe slot rotates and";
+ mes "the Crest Piece moves as";
+ mes "if it were turning a key. You";
+ mes "feel a weak tremor as a Warp";
+ mes "Portal to the other side is";
+ mes "activated. You then retrieve";
+ mes "your Crest Piece.^000000";
+ initnpctimer;
+ donpcevent "Warp#1-3::OnEnable";
+ enablenpc "Red Alarm#1-3";
+ disablenpc "#hole#1-3";
+ close2;
+ cutin "3-1",255;
+ end;
+ }
+ }
+ else {
+ mes "^3355FFUnfortunately, you're";
+ mes "not carrying anything";
+ mes "that might be able to fit";
+ mes "into the slot and activate";
+ mes "this mechanical device.^000000";
+ close2;
+ cutin "3",255;
+ end;
+ }
+ case 2:
+ mes "[" + strcharinfo(0) + "]";
+ mes "Hmmm...";
+ mes "Do I have anything";
+ mes "that might make this";
+ mes "weird machine work?";
+ close2;
+ cutin "3",255;
+ end;
+ }
+ }
+ else {
+ mes "^3355FFThis seems like";
+ mes "some kind of device";
+ mes "that will allow you to";
+ mes "pass to the other side.";
+ mes "There's a slot where you";
+ mes "probably need to insert";
+ mes "some kind of object...^000000";
+ close2;
+ cutin "3",255;
+ end;
+ }
+ end;
+
+Onstop_timer:
+ stopnpctimer;
+ end;
+
+OnTimer22500:
+ stopnpctimer;
+ enablenpc "#hole#1-3";
+ disablenpc "Red Alarm#1-3";
+ end;
+}
+
+jupe_area1,33,137,0 script Warp#1-3 139,2,2,{
+OnInit:
+ disablenpc "Warp#1-3";
+ end;
+
+OnEnable:
+ enablenpc "Warp#1-3";
+ specialeffect 561;
+ soundeffectall "jupe_warp.wav",0;
+ initnpctimer;
+ end;
+
+OnTouch:
+ warp "jupe_area1",33,105;
+ end;
+
+OnTimer22500:
+ disablenpc "Warp#1-3";
+ end;
+}
+
+jupe_area1,33,105,0 script Red Alarm#1-3 -1,0,4,{
+OnInit:
+ disablenpc "Red Alarm#1-3";
+ end;
+
+OnTouch:
+ set $@JupreArea1InUse,1;
+ donpcevent "Red Alarm On#1-3::OnEnable";
+ disablenpc "Red Alarm#1-3";
+ disablenpc "#hole#1-3";
+ end;
+}
+
+- script Red Alarm On#1-3 -1,{
+OnInit:
+ disablenpc "Red Alarm On#1-3";
+ end;
+
+OnEnable:
+ enablenpc "Red Alarm On#1-3";
+ initnpctimer;
+ end;
+
+OnTimer1000:
+ mapannounce "jupe_area1","These security systems...",bc_map,"0xFF0000";
+ end;
+
+OnTimer3000:
+ mapannounce "jupe_area1","They're not really for protection.",bc_map,"0xFF0000";
+ end;
+
+OnTimer5000:
+ mapannounce "jupe_area1","It's sort of just a hobby to pass the time...",bc_map,"0xFF0000";
+ donpcevent "Monster1#1-3::OnEnable";
+ end;
+
+OnTimer7000:
+ mapannounce "jupe_area1","Being immortal, I have a lot of time on my hands...",bc_map,"0xFF0000";
+ end;
+
+OnTimer8000:
+ disablenpc "Red Alarm On#1-3";
+ stopnpctimer;
+ end;
+}
+
+- script Monster1#1-3 -1,{
+OnInit:
+ disablenpc "Monster1#1-3";
+ end;
+
+OnDisable:
+ disablenpc "Monster1#1-3";
+ killmonster "jupe_area1","Monster1#1-3::OnMyMobDead";
+ end;
+
+OnEnable:
+ initnpctimer;
+ enablenpc "Monster1#1-3";
+ set .MyMobs,8;
+ monster "jupe_area1",30,89,"Security Guard",1675,1,"Monster1#1-3::OnMyMobDead";
+ monster "jupe_area1",31,89,"Security Guard",1669,1,"Monster1#1-3::OnMyMobDead";
+ monster "jupe_area1",32,89,"Security Guard",1675,1,"Monster1#1-3::OnMyMobDead";
+ monster "jupe_area1",33,89,"Security Guard",1669,1,"Monster1#1-3::OnMyMobDead";
+ monster "jupe_area1",34,89,"Security Guard",1675,1,"Monster1#1-3::OnMyMobDead";
+ monster "jupe_area1",35,89,"Security Guard",1669,1,"Monster1#1-3::OnMyMobDead";
+ monster "jupe_area1",36,89,"Security Guard",1675,1,"Monster1#1-3::OnMyMobDead";
+ monster "jupe_area1",37,89,"Security Guard",1669,1,"Monster1#1-3::OnMyMobDead";
+ end;
+
+OnTimer300000:
+ mapannounce "jupe_area1","Zzzzt...Zzzzt....",bc_map,"0xFF0000";
+ set $@JupreArea1InUse,0;
+ end;
+
+OnTimer300002:
+ donpcevent "Monster1#1-3::OnDisable";
+ enablenpc "#hole#1-3";
+ end;
+
+OnMyMobDead:
+ set .MyMobs,.MyMobs-1;
+ if (.MyMobs < 1) {
+ donpcevent "Monster2#1-3::OnEnable";
+ disablenpc "Monster1#1-3";
+ stopnpctimer;
+ }
+ end;
+}
+
+- script Monster2#1-3 -1,{
+OnInit:
+ disablenpc "Monster2#1-3";
+ end;
+
+OnDisable:
+ disablenpc "Monster2#1-3";
+ killmonster "jupe_area1","Monster2#1-3::OnMyMobDead";
+ end;
+
+OnEnable:
+ initnpctimer;
+ enablenpc "Monster2#1-3";
+ end;
+
+OnTimer2000:
+ mapannounce "jupe_area1","Why have you come?",bc_map,"0xFF0000";
+ end;
+
+OnTimer5000:
+ mapannounce "jupe_area1","Were you hoping to find something wonderful? Something miraculous?",bc_map,"0xFF0000";
+ end;
+
+OnTimer8000:
+ mapannounce "jupe_area1","You're wrong! Welcome to Hell!",bc_map,"0xFF0000";
+ set .MyMobs,15;
+ monster "jupe_area1",42,64,"Security Guard",1669,1,"Monster2#1-3::OnMyMobDead";
+ monster "jupe_area1",43,64,"Security Guard",1675,1,"Monster2#1-3::OnMyMobDead";
+ monster "jupe_area1",44,64,"Security Guard",1669,1,"Monster2#1-3::OnMyMobDead";
+ monster "jupe_area1",45,64,"Security Guard",1675,1,"Monster2#1-3::OnMyMobDead";
+ monster "jupe_area1",46,64,"Security Guard",1669,1,"Monster2#1-3::OnMyMobDead";
+ monster "jupe_area1",47,64,"Security Guard",1675,1,"Monster2#1-3::OnMyMobDead";
+ monster "jupe_area1",48,64,"Security Guard",1669,1,"Monster2#1-3::OnMyMobDead";
+ monster "jupe_area1",49,64,"Security Guard",1675,1,"Monster2#1-3::OnMyMobDead";
+ monster "jupe_area1",42,62,"Security Guard",1669,1,"Monster2#1-3::OnMyMobDead";
+ monster "jupe_area1",43,62,"Security Guard",1675,1,"Monster2#1-3::OnMyMobDead";
+ monster "jupe_area1",44,62,"Security Guard",1669,1,"Monster2#1-3::OnMyMobDead";
+ monster "jupe_area1",45,62,"Security Guard",1675,1,"Monster2#1-3::OnMyMobDead";
+ monster "jupe_area1",46,62,"Security Guard",1669,1,"Monster2#1-3::OnMyMobDead";
+ monster "jupe_area1",47,62,"Security Guard",1675,1,"Monster2#1-3::OnMyMobDead";
+ monster "jupe_area1",48,62,"Security Guard",1669,1,"Monster2#1-3::OnMyMobDead";
+ end;
+
+OnTimer300000:
+ mapannounce "jupe_area1","Do you still have your courage? Come. Prove it.",bc_map,"0xFF0000";
+ set $@JupreArea1InUse,0;
+ end;
+
+OnTimer300002:
+ enablenpc "#hole#1-3";
+ stopnpctimer;
+ donpcevent "Monster2#1-3::OnDisable";
+ end;
+
+OnMyMobDead:
+ set .MyMobs,.MyMobs-1;
+ if (.MyMobs < 1) {
+ mapannounce "jupe_area1","Do you still have your courage? Come. Prove it.",bc_map,"0xFF0000";
+ disablenpc "Monster2#1-3";
+ enablenpc "#hole#1-3";
+ set $@JupreArea1InUse,0;
+ stopnpctimer;
+ }
+ end;
+}
+
+//============================================================
+// Security Checkpoint 1-4
+//============================================================
+jupe_area1,50,49,0 script #hole#1-4 844,{
+ cutin "4",2;
+ if ($@JupreArea1InUse == 1) {
+ mes "^3355FFThis seems like";
+ mes "some kind of device";
+ mes "that will allow you to";
+ mes "pass to the other side.";
+ mes "There's a slot where you";
+ mes "probably need to insert";
+ mes "some kind of object...^000000";
+ close2;
+ cutin "4",255;
+ end;
+ }
+ else if (countitem(7356) > 0 || countitem(7359) > 0 || countitem(7357) > 0 || countitem(7358) > 0) {
+ mes "^3355FFThis seems like";
+ mes "some kind of device";
+ mes "that will allow you to";
+ mes "pass to the other side.";
+ mes "There's a slot where you";
+ mes "probably need to insert";
+ mes "some kind of object...^000000";
+ next;
+ switch(select("Insert a Crest Piece.:Cancel.")) {
+ case 1:
+ if (countitem(7359) > 0) {
+ mes "^3355FFYou take out your";
+ mes "Crest Piece and place";
+ mes "it into the slot where it";
+ mes "happens to fit perfectly.^000000";
+ specialeffect EF_TOPRANK;
+ cutin "4-1",2;
+ next;
+ if ($@JupreArea1InUse == 1) {
+ mes "^3355FFNothing happens.";
+ mes "Perhaps an alarm or";
+ mes "some other safety measure";
+ mes "was activated to keep the";
+ mes "Crest Piece from activating";
+ mes "this transportation device.";
+ mes "You retrieve the Crest Piece.^000000";
+ close2;
+ cutin "4-1",255;
+ end;
+ }
+ else {
+ mes "^3355FFThe slot rotates and";
+ mes "the Crest Piece moves as";
+ mes "if it were turning a key. You";
+ mes "feel a weak tremor as a Warp";
+ mes "Portal to the other side is";
+ mes "activated. You then retrieve";
+ mes "your Crest Piece.^000000";
+ initnpctimer;
+ donpcevent "Warp#1-4::OnEnable";
+ donpcevent "Red Alarm#1-4::OnEnable";
+ disablenpc "#hole#1-4";
+ close2;
+ cutin "4-1",255;
+ end;
+ }
+ }
+ else {
+ mes "^3355FFUnfortunately, you're";
+ mes "not carrying anything";
+ mes "that might be able to fit";
+ mes "into the slot and activate";
+ mes "this mechanical device.^000000";
+ close2;
+ cutin "4",255;
+ end;
+ }
+ break;
+ case 2:
+ mes "[" + strcharinfo(0) + "]";
+ mes "Hmmm...";
+ mes "Do I have anything";
+ mes "that might make this";
+ mes "weird machine work?";
+ close2;
+ cutin "4",255;
+ end;
+ }
+ }
+ else {
+ mes "^3355FFThis seems like";
+ mes "some kind of device";
+ mes "that will allow you to";
+ mes "pass to the other side.";
+ mes "There's a slot where you";
+ mes "probably need to insert";
+ mes "some kind of object...^000000";
+ close2;
+ cutin "4",255;
+ end;
+ }
+ end;
+
+Onstop_timer:
+ stopnpctimer;
+ end;
+
+OnTimer5000:
+ stopnpctimer;
+ enablenpc "#hole#1-4";
+ disablenpc "Red Alarm#1-4";
+ end;
+}
+
+jupe_area1,57,53,0 script Warp#1-4 139,2,2,{
+OnInit:
+ disablenpc "Warp#1-4";
+ end;
+
+OnEnable:
+ enablenpc "Warp#1-4";
+ specialeffect 561;
+ soundeffectall "jupe_warp.wav",0;
+ initnpctimer;
+ end;
+
+OnTouch:
+ warp "jupe_area1",83,157;
+ end;
+
+OnTimer5000:
+ disablenpc "Warp#1-4";
+ end;
+}
+
+jupe_area1,83,157,0 script Red Alarm#1-4 -1,2,2,{
+OnInit:
+ disablenpc "Red Alarm#1-4";
+ end;
+
+OnEnable:
+ enablenpc "Red Alarm#1-4";
+ end;
+
+OnTouch:
+ set $@JupreArea1InUse,1;
+ donpcevent "Red Alarm On#1-4::OnEnable";
+ disablenpc "Red Alarm#1-4";
+ disablenpc "#hole#1-4";
+ end;
+}
+
+- script Red Alarm On#1-4 -1,{
+OnInit:
+ disablenpc "Red Alarm On#1-4";
+ end;
+
+OnEnable:
+ enablenpc "Red Alarm On#1-4";
+ initnpctimer;
+ end;
+
+OnTimer1000:
+ mapannounce "jupe_area1","I've been waiting for someone strong enough to compete with me.",bc_map,"0xFF0000";
+ end;
+
+OnTimer3000:
+ mapannounce "jupe_area1","If you hear this, I wish you will be the one...",bc_map,"0xFF0000";
+ end;
+
+OnTimer5000:
+ mapannounce "jupe_area1","Perhaps, a mere shadow of my former self...",bc_map,"0xFF0000";
+ donpcevent "Monster1#1-4::OnEnable";
+ end;
+
+OnTimer7000:
+ mapannounce "jupe_area1","Is somewhere down here, wandering...",bc_map,"0xFF0000";
+ end;
+
+OnTimer8000:
+ stopnpctimer;
+ disablenpc "Red Alarm On#1-4";
+ end;
+}
+
+- script Monster1#1-4 -1,{
+OnInit:
+ disablenpc "Monster1#1-4";
+ end;
+
+OnDisable:
+ disablenpc "Monster1#1-4";
+ killmonster "jupe_area1","Monster1#1-4::OnMyMobDead";
+ end;
+
+OnEnable:
+ initnpctimer;
+ enablenpc "Monster1#1-4";
+ set .MyMobs,8;
+ monster "jupe_area1",92,154,"Security Guard",1669,1,"Monster1#1-4::OnMyMobDead";
+ monster "jupe_area1",96,154,"Security Guard",1675,1,"Monster1#1-4::OnMyMobDead";
+ monster "jupe_area1",100,154,"Security Guard",1669,1,"Monster1#1-4::OnMyMobDead";
+ monster "jupe_area1",104,154,"Security Guard",1675,1,"Monster1#1-4::OnMyMobDead";
+ monster "jupe_area1",92,161,"Security Guard",1669,1,"Monster1#1-4::OnMyMobDead";
+ monster "jupe_area1",96,161,"Security Guard",1675,1,"Monster1#1-4::OnMyMobDead";
+ monster "jupe_area1",100,161,"Security Guard",1669,1,"Monster1#1-4::OnMyMobDead";
+ monster "jupe_area1",104,161,"Security Guard",1675,1,"Monster1#1-4::OnMyMobDead";
+ end;
+
+OnTimer300000:
+ mapannounce "jupe_area1","Zzzzt...Zzzzt....",bc_map,"0xFF0000";
+ set $@JupreArea1InUse,0;
+ end;
+
+OnTimer300002:
+ stopnpctimer;
+ enablenpc "#hole#1-4";
+ donpcevent "Monster1#1-4::OnDisable";
+ end;
+
+OnMyMobDead:
+ set .MyMobs,.MyMobs-1;
+ if (.MyMobs < 1) {
+ donpcevent "Monster2#1-4::OnEnable";
+ disablenpc "Monster1#1-4";
+ stopnpctimer;
+ }
+ end;
+}
+
+- script Monster2#1-4 -1,{
+OnInit:
+ disablenpc "Monster2#1-4";
+ end;
+
+OnDisable:
+ killmonster "jupe_area1","Monster2#1-4::OnMyMobDead";
+ disablenpc "Monster2#1-4";
+ end;
+
+OnEnable:
+ enablenpc "Monster2#1-4";
+ initnpctimer;
+ end;
+
+OnTimer2000:
+ mapannounce "jupe_area1","I can never rest in peace...",bc_map,"0xFF0000";
+ end;
+
+OnTimer4000:
+ mapannounce "jupe_area1","I'll wait forever or until someone can put me out of my misery...",bc_map,"0xFF0000";
+ end;
+
+OnTimer6000:
+ mapannounce "jupe_area1","I will be waiting for you!",bc_map,"0xFF0000";
+ set .MyMobs,10;
+ monster "jupe_area1",104,161,"Security Guard",1675,1,"Monster2#1-4::OnMyMobDead";
+ monster "jupe_area1",108,161,"Security Guard",1669,1,"Monster2#1-4::OnMyMobDead";
+ monster "jupe_area1",111,161,"Security Guard",1675,1,"Monster2#1-4::OnMyMobDead";
+ monster "jupe_area1",112,161,"Security Guard",1669,1,"Monster2#1-4::OnMyMobDead";
+ monster "jupe_area1",115,161,"Security Guard",1675,1,"Monster2#1-4::OnMyMobDead";
+ monster "jupe_area1",104,154,"Security Guard",1669,1,"Monster2#1-4::OnMyMobDead";
+ monster "jupe_area1",108,154,"Security Guard",1675,1,"Monster2#1-4::OnMyMobDead";
+ monster "jupe_area1",111,154,"Security Guard",1669,1,"Monster2#1-4::OnMyMobDead";
+ monster "jupe_area1",112,154,"Security Guard",1675,1,"Monster2#1-4::OnMyMobDead";
+ monster "jupe_area1",115,154,"Security Guard",1669,1,"Monster2#1-4::OnMyMobDead";
+ end;
+
+OnTimer300000:
+ set $@JupreArea1InUse,0;
+ mapannounce "jupe_area1","It's funny... Isn't it?",bc_map,"0xFF0000";
+ end;
+
+OnTimer300002:
+ enablenpc "#hole#1-4";
+ donpcevent "Monster2#1-4::OnDisable";
+ end;
+
+OnMyMobDead:
+ set .MyMobs,.MyMobs-1;
+ if (.MyMobs < 1) {
+ mapannounce "jupe_area1","It's funny... Isn't it?",bc_map,"0xFF0000";
+ disablenpc "Monster2#1-4";
+ enablenpc "#hole#1-4";
+ set $@JupreArea1InUse,0;
+ stopnpctimer;
+ }
+ end;
+}
+
+//============================================================
+// Move to Elevator
+//============================================================
+jupe_area1,112,162,0 script Lever#ufe 844,{
+ mes "^3355FFIt's a lever";
+ mes "whose function";
+ mes "is not known to you.^000000";
+ next;
+ switch(select("Pull.:Cancel.")) {
+ case 1:
+ if($@JupreArea1InUse == 1) close;
+ initnpctimer;
+ donpcevent "LeverWarp#ufe::OnEnable";
+ disablenpc "Lever#ufe";
+ close;
+ case 2:
+ mes "[" + strcharinfo(0) + "]";
+ mes "Pull this lever?";
+ mes "I don't even know";
+ mes "what will happen...";
+ close;
+ }
+ close;
+
+OnTimer3000:
+ enablenpc "Lever#ufe";
+ stopnpctimer;
+ end;
+}
+
+jupe_area1,117,157,0 script LeverWarp#ufe 139,2,2,{
+OnInit:
+ disablenpc "LeverWarp#ufe";
+ end;
+
+OnEnable:
+ enablenpc "LeverWarp#ufe";
+ specialeffect 561;
+ soundeffectall "jupe_warp.wav",0;
+ initnpctimer;
+ end;
+
+OnTouch:
+ warp "jupe_gate",28,30;
+ end;
+
+OnTimer3000:
+ stopnpctimer;
+ disablenpc "LeverWarp#ufe";
+ end;
+}
+
+//============================================================
+// Security Checkpoint 2-1
+//============================================================
+jupe_area2,74,224,0 script #hole#2-1 844,{
+ cutin "1",2;
+ if ($@JupreArea2InUse == 1) {
+ mes "^3355FFThis seems like";
+ mes "some kind of device";
+ mes "that will allow you to";
+ mes "pass to the other side.";
+ mes "There's a slot where you";
+ mes "probably need to insert";
+ mes "some kind of object...^000000";
+ close2;
+ cutin "1",255;
+ end;
+ }
+ else if (countitem(7356) > 0 || countitem(7359) > 0 || countitem(7357) > 0 || countitem(7358) > 0) {
+ mes "^3355FFThis seems like";
+ mes "some kind of device";
+ mes "that will allow you to";
+ mes "pass to the other side.";
+ mes "There's a slot where you";
+ mes "probably need to insert";
+ mes "some kind of object...^000000";
+ next;
+ switch(select("Insert a Crest Piece.:Cancel.")) {
+ case 1:
+ if (countitem(7356) > 0) {
+ mes "^3355FFYou take out your";
+ mes "Crest Piece and place";
+ mes "it into the slot where it";
+ mes "happens to fit perfectly.^000000";
+ specialeffect EF_TOPRANK;
+ cutin "1-1",2;
+ next;
+ if ($@JupreArea2InUse == 1) {
+ mes "^3355FFNothing happens.";
+ mes "Perhaps an alarm or";
+ mes "some other safety measure";
+ mes "was activated to keep the";
+ mes "Crest Piece from activating";
+ mes "this transportation device.";
+ mes "You retrieve the Crest Piece.^000000";
+ close2;
+ cutin "1-1",255;
+ end;
+ }
+ else {
+ mes "^3355FFThe slot rotates and";
+ mes "the Crest Piece moves as";
+ mes "if it were turning a key. You";
+ mes "feel a weak tremor as a Warp";
+ mes "Portal to the other side is";
+ mes "activated. You then retrieve";
+ mes "your Crest Piece.^000000";
+ initnpctimer;
+ donpcevent "Warp#2-1::OnEnable";
+ enablenpc "Red Alarm#2-1";
+ disablenpc "#hole#2-1";
+ close2;
+ cutin "1-1",255;
+ end;
+ }
+ }
+ else {
+ mes "^3355FFUnfortunately, you're";
+ mes "not carrying anything";
+ mes "that might be able to fit";
+ mes "into the slot and activate";
+ mes "this mechanical device.^000000";
+ close2;
+ cutin "1",255;
+ end;
+ }
+ case 2:
+ mes "[" + strcharinfo(0) + "]";
+ mes "Hmmm...";
+ mes "Do I have anything";
+ mes "that might make this";
+ mes "weird machine work?";
+ close2;
+ cutin "1",255;
+ end;
+ }
+ close;
+ }
+ else {
+ mes "^3355FFThis seems like";
+ mes "some kind of device";
+ mes "that will allow you to";
+ mes "pass to the other side.";
+ mes "There's a slot where you";
+ mes "probably need to insert";
+ mes "some kind of object...^000000";
+ close2;
+ cutin "1",255;
+ end;
+ }
+
+Onstop_timer:
+ stopnpctimer;
+ end;
+
+OnTimer22500:
+ stopnpctimer;
+ enablenpc "#hole#2-1";
+ disablenpc "Red Alarm#2-1";
+ end;
+}
+
+jupe_area2,80,221,0 script Warp#2-1 139,2,2,{
+OnInit:
+ disablenpc "Warp#2-1";
+ end;
+
+OnEnable:
+ enablenpc "Warp#2-1";
+ specialeffect 561;
+ soundeffectall "jupe_warp.wav",0;
+ initnpctimer;
+ end;
+
+OnTouch:
+ warp "jupe_area2",116,259;
+ end;
+
+OnTimer22500:
+ stopnpctimer;
+ disablenpc "Warp#2-1";
+ end;
+}
+
+jupe_area2,116,259,0 script Red Alarm#2-1 -1,2,2,{
+OnInit:
+ disablenpc "Red Alarm#2-1";
+ end;
+
+OnTouch:
+ donpcevent "Red Alarm On#2-1::OnEnable";
+ disablenpc "Red Alarm#2-1";
+ donpcevent "#hole#2-1::Onstop_timer";
+ set $@JupreArea2InUse,1;
+ disablenpc "#hole#2-1";
+ end;
+}
+
+- script Red Alarm On#2-1 -1,{
+OnInit:
+ disablenpc "Red Alarm On#2-1";
+ end;
+
+OnEnable:
+ enablenpc "Red Alarm On#2-1";
+ initnpctimer;
+ end;
+
+OnTimer1000:
+ mapannounce "jupe_area2","Those of you who have come here...",bc_map,"0xFF0000";
+ end;
+
+OnTimer3000:
+ mapannounce "jupe_area2","I do not intend to stop you.",bc_map,"0xFF0000";
+ soundeffectall "jupe_warning.wav",0,"jupe_area2";
+ soundeffectall "jupe_warning.wav",0,"jupe_area2";
+ end;
+
+OnTimer5000:
+ mapannounce "jupe_area2","But I assume you are prepared for a few obstacles...",bc_map,"0xFF0000";
+ donpcevent "Monster1#2-1::OnEnable";
+ end;
+
+OnTimer7000:
+ mapannounce "jupe_area2","After all, you are venturing through a forbidden area!",bc_map,"0xFF0000";
+ end;
+
+OnTimer8000:
+ disablenpc "Red Alarm On#2-1";
+ soundeffectall "jupe_warning.wav",0,"jupe_area2";
+ soundeffectall "jupe_warning.wav",0,"jupe_area2";
+ stopnpctimer;
+ end;
+}
+
+- script Monster1#2-1 -1,{
+OnInit:
+ disablenpc "Monster1#2-1";
+ end;
+
+OnDisable:
+ disablenpc "Monster1#2-1";
+ killmonster "jupe_area2","Monster1#2-1::OnMyMobDead";
+ end;
+
+OnEnable:
+ enablenpc "Monster1#2-1";
+ initnpctimer;
+ set .MyMobs,8;
+ monster "jupe_area2",126,252,"Security Guard",1669,1,"Monster1#2-1::OnMyMobDead";
+ monster "jupe_area2",127,252,"Security Guard",1675,1,"Monster1#2-1::OnMyMobDead";
+ monster "jupe_area2",128,252,"Security Guard",1669,1,"Monster1#2-1::OnMyMobDead";
+ monster "jupe_area2",129,252,"Security Guard",1675,1,"Monster1#2-1::OnMyMobDead";
+ monster "jupe_area2",130,252,"Security Guard",1669,1,"Monster1#2-1::OnMyMobDead";
+ monster "jupe_area2",131,252,"Security Guard",1675,1,"Monster1#2-1::OnMyMobDead";
+ monster "jupe_area2",132,252,"Security Guard",1669,1,"Monster1#2-1::OnMyMobDead";
+ monster "jupe_area2",133,252,"Security Guard",1675,1,"Monster1#2-1::OnMyMobDead";
+ end;
+
+OnTimer300000:
+ mapannounce "jupe_area2","Do you realize this is a hallucination?",bc_map,"0xFF0000";
+ set $@JupreArea2InUse,0;
+ end;
+
+OnTimer300002:
+ enablenpc "#hole#2-1";
+ stopnpctimer;
+ donpcevent "Monster1#2-1::OnDisable";
+ end;
+
+OnMyMobDead:
+ set .MyMobs,.MyMobs-1;
+ if (.MyMobs < 1) {
+ donpcevent "Monster2#2-1::OnEnable";
+ disablenpc "Monster1#2-1";
+ stopnpctimer;
+ }
+ end;
+}
+
+- script Monster2#2-1 -1,{
+OnInit:
+ disablenpc "Monster2#2-1";
+ end;
+
+OnDisable:
+ disablenpc "Monster2#2-1";
+ killmonster "jupe_area2","Monster2#2-1::OnMyMobDead";
+ end;
+
+OnEnable:
+ enablenpc "Monster2#2-1";
+ initnpctimer;
+ end;
+
+OnTimer2000:
+ mapannounce "jupe_area2","How about now?",bc_map,"0xFF0000";
+ soundeffectall "jupe_warning.wav",0,"jupe_area2";
+ soundeffectall "jupe_warning.wav",0,"jupe_area2";
+ end;
+
+OnTimer4000:
+ mapannounce "jupe_area2","Let me see...",bc_map,"0xFF0000";
+ end;
+
+OnTimer7000:
+ mapannounce "jupe_area2","Just how strong you are!",bc_map,"0xFF0000";
+ soundeffectall "jupe_warning.wav",0,"jupe_area2";
+ soundeffectall "jupe_warning.wav",0,"jupe_area2";
+ set .MyMobs,8;
+ monster "jupe_area2",126,236,"Security Guard",1675,1,"Monster2#2-1::OnMyMobDead";
+ monster "jupe_area2",127,236,"Security Guard",1669,1,"Monster2#2-1::OnMyMobDead";
+ monster "jupe_area2",128,236,"Security Guard",1675,1,"Monster2#2-1::OnMyMobDead";
+ monster "jupe_area2",129,236,"Security Guard",1669,1,"Monster2#2-1::OnMyMobDead";
+ monster "jupe_area2",130,236,"Security Guard",1675,1,"Monster2#2-1::OnMyMobDead";
+ monster "jupe_area2",131,236,"Security Guard",1669,1,"Monster2#2-1::OnMyMobDead";
+ monster "jupe_area2",132,236,"Security Guard",1675,1,"Monster2#2-1::OnMyMobDead";
+ monster "jupe_area2",133,236,"Security Guard",1669,1,"Monster2#2-1::OnMyMobDead";
+ end;
+
+OnTimer300000:
+ mapannounce "jupe_area2","Bwahaha! You're only good at running away!",bc_map,"0xFF0000";
+ set $@JupreArea2InUse,0;
+ end;
+
+OnTimer300002:
+ enablenpc "#hole#2-1";
+ stopnpctimer;
+ donpcevent "Monster2#2-1::OnDisable";
+ end;
+
+OnMyMobDead:
+ set .MyMobs,.MyMobs-1;
+ if (.MyMobs < 1) {
+ mapannounce "jupe_area2","Zzzzt. Zzzzt..... ",bc_map,"0xFF0000";
+ disablenpc "Monster2#2-1";
+ enablenpc "#hole#2-1";
+ set $@JupreArea2InUse,0;
+ stopnpctimer;
+ }
+ end;
+}
+
+//============================================================
+// Security Checkpoint 2-2
+//============================================================
+jupe_area2,138,238,0 script #hole#2-2 844,{
+ cutin "2",2;
+ if ($@JupreArea2InUse == 1) {
+ mes "^3355FFThis seems like";
+ mes "some kind of device";
+ mes "that will allow you to";
+ mes "pass to the other side.";
+ mes "There's a slot where you";
+ mes "probably need to insert";
+ mes "some kind of object...^000000";
+ close2;
+ cutin "2",255;
+ end;
+ }
+ else if (countitem(7356) > 0 || countitem(7359) > 0 || countitem(7357) > 0 || countitem(7358) > 0) {
+ mes "^3355FFThis seems like";
+ mes "some kind of device";
+ mes "that will allow you to";
+ mes "pass to the other side.";
+ mes "There's a slot where you";
+ mes "probably need to insert";
+ mes "some kind of object...^000000";
+ next;
+ switch(select("Insert a Crest Piece.:Cancel.")) {
+ case 1:
+ if (countitem(7357) > 0) {
+ mes "^3355FFYou take out your";
+ mes "Crest Piece and place";
+ mes "it into the slot where it";
+ mes "happens to fit perfectly.^000000";
+ specialeffect EF_TOPRANK;
+ cutin "2-1",2;
+ next;
+ if ($@JupreArea2InUse == 1) {
+ mes "^3355FFNothing happens.";
+ mes "Perhaps an alarm or";
+ mes "some other safety measure";
+ mes "was activated to keep the";
+ mes "Crest Piece from activating";
+ mes "this transportation device.";
+ mes "You retrieve the Crest Piece.^000000";
+ close2;
+ cutin "2-1",255;
+ end;
+ }
+ else {
+ mes "^3355FFThe slot rotates and";
+ mes "the Crest Piece moves as";
+ mes "if it were turning a key. You";
+ mes "feel a weak tremor as a Warp";
+ mes "Portal to the other side is";
+ mes "activated. You then retrieve";
+ mes "your Crest Piece.^000000";
+ initnpctimer;
+ donpcevent "Warp#2-2::OnEnable";
+ enablenpc "Red Alarm#2-2";
+ disablenpc "#hole#2-2";
+ close2;
+ cutin "2-1",255;
+ end;
+ }
+ }
+ else {
+ mes "^3355FFUnfortunately, you're";
+ mes "not carrying anything";
+ mes "that might be able to fit";
+ mes "into the slot and activate";
+ mes "this mechanical device.^000000";
+ close2;
+ cutin "2",255;
+ end;
+ }
+ break;
+ case 2:
+ mes "[" + strcharinfo(0) + "]";
+ mes "Hmmm...";
+ mes "Do I have anything";
+ mes "that might make this";
+ mes "weird machine work?";
+ close2;
+ cutin "2",255;
+ end;
+ }
+ close;
+ }
+ else {
+ mes "^3355FFThis seems like";
+ mes "some kind of device";
+ mes "that will allow you to";
+ mes "pass to the other side.";
+ mes "There's a slot where you";
+ mes "probably need to insert";
+ mes "some kind of object...^000000";
+ close2;
+ cutin "2",255;
+ end;
+ }
+ end;
+
+Onstop_timer:
+ stopnpctimer;
+ end;
+
+OnTimer22500:
+ stopnpctimer;
+ enablenpc "#hole#2-2";
+ disablenpc "Red Alarm#2-2";
+ end;
+}
+
+jupe_area2,142,225,0 script Warp#2-2 139,2,2,{
+OnInit:
+ disablenpc "Warp#2-2";
+ end;
+
+OnEnable:
+ enablenpc "Warp#2-2";
+ specialeffect 561;
+ soundeffectall "jupe_warp.wav",0;
+ initnpctimer;
+ end;
+
+OnTouch:
+ warp "jupe_area2",142,191;
+ end;
+
+OnTimer22500:
+ disablenpc "Warp#2-2";
+ end;
+}
+
+jupe_area2,142,191,0 script Red Alarm#2-2 -1,2,2,{
+OnInit:
+ disablenpc "Red Alarm#2-2";
+ end;
+
+OnTouch:
+ set $@JupreArea2InUse,1;
+ donpcevent "Red Alarm On#2-2::OnEnable";
+ disablenpc "Red Alarm#2-2";
+ disablenpc "#hole#2-2";
+ end;
+}
+
+- script Red Alarm On#2-2 -1,{
+OnInit:
+ disablenpc "Red Alarm On#2-2";
+ end;
+
+OnEnable:
+ enablenpc "Red Alarm On#2-2";
+ initnpctimer;
+ end;
+
+OnTimer1000:
+ mapannounce "jupe_area2","Come on, come on!",bc_map,"0xFF0000";
+ end;
+
+OnTimer3000:
+ mapannounce "jupe_area2","Yes. Run... Right into my hands!",bc_map,"0xFF0000";
+ end;
+
+OnTimer5000:
+ mapannounce "jupe_area2","Do you want to know who I am?",bc_map,"0xFF0000";
+ donpcevent "Monster1#2-2::OnEnable";
+ end;
+
+OnTimer7000:
+ mapannounce "jupe_area2","You will know, once you defeat all of my minions!",bc_map,"0xFF0000";
+ end;
+
+OnTimer8000:
+ disablenpc "Red Alarm On#2-2";
+ stopnpctimer;
+ end;
+}
+
+- script Monster1#2-2 -1,{
+OnInit:
+ disablenpc "Monster1#2-2";
+ end;
+
+OnDisable:
+ disablenpc "Monster1#2-2";
+ killmonster "jupe_area2","Monster1#2-2::OnMyMobDead";
+ end;
+
+OnEnable:
+ initnpctimer;
+ enablenpc "Monster1#2-2";
+ set .MyMobs,8;
+ monster "jupe_area2",126,176,"High Guard",1669,1,"Monster1#2-2::OnMyMobDead";
+ monster "jupe_area2",127,176,"High Guard",1675,1,"Monster1#2-2::OnMyMobDead";
+ monster "jupe_area2",128,176,"High Guard",1669,1,"Monster1#2-2::OnMyMobDead";
+ monster "jupe_area2",129,176,"High Guard",1675,1,"Monster1#2-2::OnMyMobDead";
+ monster "jupe_area2",130,176,"High Guard",1669,1,"Monster1#2-2::OnMyMobDead";
+ monster "jupe_area2",131,176,"High Guard",1675,1,"Monster1#2-2::OnMyMobDead";
+ monster "jupe_area2",132,176,"High Guard",1669,1,"Monster1#2-2::OnMyMobDead";
+ monster "jupe_area2",133,176,"High Guard",1675,1,"Monster1#2-2::OnMyMobDead";
+ end;
+
+OnTimer300000:
+ mapannounce "jupe_area2","I can't believe how cowardly you really are...",bc_map,"0xFF0000";
+ set $@JupreArea2InUse,0;
+ end;
+
+OnTimer300002:
+ enablenpc "#hole#2-2";
+ stopnpctimer;
+ donpcevent "Monster1#2-2::OnDisable";
+ end;
+
+OnMyMobDead:
+ set .MyMobs,.MyMobs-1;
+ if (.MyMobs < 1) {
+ donpcevent "Monster2#2-2::OnEnable";
+ disablenpc "Monster1#2-2";
+ stopnpctimer;
+ }
+ end;
+}
+
+- script Monster2#2-2 -1,{
+OnInit:
+ disablenpc "Monster2#2-2";
+ end;
+
+OnDisable:
+ disablenpc "Monster2#2-2";
+ killmonster "jupe_area2","Monster2#2-2::OnMyMobDead";
+ end;
+
+OnEnable:
+ enablenpc "Monster2#2-2";
+ initnpctimer;
+ end;
+
+OnTimer2000:
+ mapannounce "jupe_area2","I was the head of this underground laboratory.",bc_map,"0xFF0000";
+ end;
+
+OnTimer4000:
+ mapannounce "jupe_area2","But that was a long time ago, back when I was merely a human.",bc_map,"0xFF0000";
+ end;
+
+OnTimer6000:
+ mapannounce "jupe_area2","I was called Vesper Newton. Hahah, they called me a mad man back then.",bc_map,"0xFF0000";
+ set .MyMobs,13;
+ monster "jupe_area2",126,156,"Security Guard",1675,1,"Monster2#2-2::OnMyMobDead";
+ monster "jupe_area2",127,156,"Security Guard",1669,1,"Monster2#2-2::OnMyMobDead";
+ monster "jupe_area2",128,156,"Security Guard",1675,1,"Monster2#2-2::OnMyMobDead";
+ monster "jupe_area2",129,156,"Security Guard",1669,1,"Monster2#2-2::OnMyMobDead";
+ monster "jupe_area2",130,156,"Security Guard",1675,1,"Monster2#2-2::OnMyMobDead";
+ monster "jupe_area2",131,156,"Security Guard",1669,1,"Monster2#2-2::OnMyMobDead";
+ monster "jupe_area2",132,156,"Security Guard",1675,1,"Monster2#2-2::OnMyMobDead";
+ monster "jupe_area2",133,156,"Security Guard",1669,1,"Monster2#2-2::OnMyMobDead";
+ monster "jupe_area2",133,156,"Security Guard",1675,1,"Monster2#2-2::OnMyMobDead";
+ monster "jupe_area2",127,152,"Security Guard",1669,1,"Monster2#2-2::OnMyMobDead";
+ monster "jupe_area2",129,152,"Security Guard",1675,1,"Monster2#2-2::OnMyMobDead";
+ monster "jupe_area2",130,152,"Security Guard",1669,1,"Monster2#2-2::OnMyMobDead";
+ monster "jupe_area2",132,152,"Security Guard",1675,1,"Monster2#2-2::OnMyMobDead";
+ end;
+
+OnTimer300000:
+ mapannounce "jupe_area2","...Not yet.",bc_map,"0xFF0000";
+ set $@JupreArea2InUse,0;
+ end;
+
+OnTimer300002:
+ enablenpc "#hole#2-2";
+ stopnpctimer;
+ donpcevent "Monster2#2-2::OnDisable";
+ end;
+
+OnMyMobDead:
+ set .MyMobs,.MyMobs-1;
+ if (.MyMobs < 1) {
+ mapannounce "jupe_area2","Not yet!",bc_map,"0xFF0000";
+ disablenpc "Monster2#2-2";
+ enablenpc "#hole#2-2";
+ set $@JupreArea2InUse,0;
+ stopnpctimer;
+ }
+ end;
+}
+
+//============================================================
+// Security Checkpoint 2-3
+//============================================================
+jupe_area2,127,146,0 script #hole#2-3 844,{
+ cutin "3",2;
+ if ($@JupreArea2InUse == 1) {
+ mes "^3355FFThis seems like";
+ mes "some kind of device";
+ mes "that will allow you to";
+ mes "pass to the other side.";
+ mes "There's a slot where you";
+ mes "probably need to insert";
+ mes "some kind of object...^000000";
+ close2;
+ cutin "3",255;
+ end;
+ }
+ else if (countitem(7356) > 0 || countitem(7359) > 0 || countitem(7357) > 0 || countitem(7358) > 0) {
+ mes "^3355FFThis seems like";
+ mes "some kind of device";
+ mes "that will allow you to";
+ mes "pass to the other side.";
+ mes "There's a slot where you";
+ mes "probably need to insert";
+ mes "some kind of object...^000000";
+ next;
+ switch(select("Insert a Crest Piece.:Cancel.")) {
+ case 1:
+ if (countitem(7358) > 0) {
+ mes "^3355FFYou take out your";
+ mes "Crest Piece and place";
+ mes "it into the slot where it";
+ mes "happens to fit perfectly.^000000";
+ specialeffect EF_TOPRANK;
+ cutin "3-1",2;
+ next;
+ if ($@JupreArea2InUse == 1) {
+ mes "^3355FFNothing happens.";
+ mes "Perhaps an alarm or";
+ mes "some other safety measure";
+ mes "was activated to keep the";
+ mes "Crest Piece from activating";
+ mes "this transportation device.";
+ mes "You retrieve the Crest Piece.^000000";
+ close2;
+ cutin "3-1",255;
+ end;
+ }
+ else {
+ mes "^3355FFThe slot rotates and";
+ mes "the Crest Piece moves as";
+ mes "if it were turning a key. You";
+ mes "feel a weak tremor as a Warp";
+ mes "Portal to the other side is";
+ mes "activated. You then retrieve";
+ mes "your Crest Piece.^000000";
+ initnpctimer;
+ donpcevent "Warp#2-3::OnEnable";
+ enablenpc "Red Alarm#2-3";
+ disablenpc "#hole#2-3";
+ close2;
+ cutin "3-1",255;
+ end;
+ }
+ }
+ else {
+ mes "^3355FFUnfortunately, you're";
+ mes "not carrying anything";
+ mes "that might be able to fit";
+ mes "into the slot and activate";
+ mes "this mechanical device.^000000";
+ close2;
+ cutin "3",255;
+ end;
+ }
+ case 2:
+ mes "[" + strcharinfo(0) + "]";
+ mes "Hmmm...";
+ mes "Do I have anything";
+ mes "that might make this";
+ mes "weird machine work?";
+ close2;
+ cutin "3",255;
+ end;
+ }
+ }
+ else {
+ mes "^3355FFThis seems like";
+ mes "some kind of device";
+ mes "that will allow you to";
+ mes "pass to the other side.";
+ mes "There's a slot where you";
+ mes "probably need to insert";
+ mes "some kind of object...^000000";
+ close2;
+ cutin "3",255;
+ end;
+ }
+ end;
+
+Onstop_timer:
+ stopnpctimer;
+ end;
+
+OnTimer22500:
+ stopnpctimer;
+ enablenpc "#hole#2-3";
+ disablenpc "Red Alarm#2-3";
+ end;
+}
+
+jupe_area2,130,137,0 script Warp#2-3 139,2,2,{
+OnInit:
+ disablenpc "Warp#2-3";
+ end;
+
+OnEnable:
+ enablenpc "Warp#2-3";
+ specialeffect 561;
+ soundeffectall "jupe_warp.wav",0;
+ initnpctimer;
+ end;
+
+OnTouch:
+ warp "jupe_area2",130,105;
+ end;
+
+OnTimer22500:
+ disablenpc "Warp#2-3";
+ end;
+}
+
+jupe_area2,130,105,0 script Red Alarm#2-3 -1,0,4,{
+OnInit:
+ disablenpc "Red Alarm#2-3";
+ end;
+
+OnTouch:
+ set $@JupreArea2InUse,1;
+ donpcevent "Red Alarm On#2-3::OnEnable";
+ disablenpc "Red Alarm#2-3";
+ disablenpc "#hole#2-3";
+ end;
+}
+
+- script Red Alarm On#2-3 -1,{
+OnInit:
+ disablenpc "Red Alarm On#2-3";
+ end;
+
+OnEnable:
+ enablenpc "Red Alarm On#2-3";
+ initnpctimer;
+ end;
+
+OnTimer1000:
+ mapannounce "jupe_area2","These security systems...",bc_map,"0xFF0000";
+ end;
+
+OnTimer3000:
+ mapannounce "jupe_area2","They're not really for protection.",bc_map,"0xFF0000";
+ disablenpc "#hole#2-3";
+ end;
+
+OnTimer5000:
+ mapannounce "jupe_area2","It's sort of just a hobby to pass the time...",bc_map,"0xFF0000";
+ donpcevent "Monster1#2-3::OnEnable";
+ end;
+
+OnTimer7000:
+ mapannounce "jupe_area2","Being immortal, I have a lot of time on my hands...",bc_map,"0xFF0000";
+ end;
+
+OnTimer8000:
+ disablenpc "Red Alarm On#2-3";
+ stopnpctimer;
+ end;
+}
+
+- script Monster1#2-3 -1,{
+OnInit:
+ disablenpc "Monster1#2-3";
+ end;
+
+OnDisable:
+ disablenpc "Monster1#2-3";
+ killmonster "jupe_area2","Monster1#2-3::OnMyMobDead";
+ end;
+
+OnEnable:
+ initnpctimer;
+ enablenpc "Monster1#2-3";
+ set .MyMobs,8;
+ monster "jupe_area2",126,89,"Security Guard",1675,1,"Monster1#2-3::OnMyMobDead";
+ monster "jupe_area2",127,89,"Security Guard",1669,1,"Monster1#2-3::OnMyMobDead";
+ monster "jupe_area2",128,89,"Security Guard",1675,1,"Monster1#2-3::OnMyMobDead";
+ monster "jupe_area2",129,89,"Security Guard",1669,1,"Monster1#2-3::OnMyMobDead";
+ monster "jupe_area2",130,89,"Security Guard",1675,1,"Monster1#2-3::OnMyMobDead";
+ monster "jupe_area2",131,89,"Security Guard",1669,1,"Monster1#2-3::OnMyMobDead";
+ monster "jupe_area2",132,89,"Security Guard",1675,1,"Monster1#2-3::OnMyMobDead";
+ monster "jupe_area2",133,89,"Security Guard",1669,1,"Monster1#2-3::OnMyMobDead";
+ end;
+
+OnTimer300000:
+ mapannounce "jupe_area2","Zzzzt...Zzzzt....",bc_map,"0xFF0000";
+ set $@JupreArea2InUse,0;
+ end;
+
+OnTimer300002:
+ donpcevent "Monster1#2-3::OnDisable";
+ enablenpc "#hole#2-3";
+ end;
+
+OnMyMobDead:
+ set .MyMobs,.MyMobs-1;
+ if (.MyMobs < 1) {
+ donpcevent "Monster2#2-3::OnEnable";
+ disablenpc "Monster1#2-3";
+ stopnpctimer;
+ }
+ end;
+}
+
+- script Monster2#2-3 -1,{
+OnInit:
+ disablenpc "Monster2#2-3";
+ end;
+
+OnDisable:
+ disablenpc "Monster2#2-3";
+ killmonster "jupe_area2","Monster2#2-3::OnMyMobDead";
+ end;
+
+OnEnable:
+ initnpctimer;
+ enablenpc "Monster2#2-3";
+ end;
+
+OnTimer2000:
+ mapannounce "jupe_area2","Why have you come?",bc_map,"0xFF0000";
+ end;
+
+OnTimer5000:
+ mapannounce "jupe_area2","Were you hoping to find something wonderful? Something miraculous?",bc_map,"0xFF0000";
+ end;
+
+OnTimer8000:
+ mapannounce "jupe_area2","You're wrong! Welcome to Hell!",bc_map,"0xFF0000";
+ set .MyMobs,16;
+ monster "jupe_area2",114,64,"Security Guard",1675,1,"Monster2#2-3::OnMyMobDead";
+ monster "jupe_area2",115,64,"Security Guard",1669,1,"Monster2#2-3::OnMyMobDead";
+ monster "jupe_area2",116,64,"Security Guard",1675,1,"Monster2#2-3::OnMyMobDead";
+ monster "jupe_area2",117,64,"Security Guard",1669,1,"Monster2#2-3::OnMyMobDead";
+ monster "jupe_area2",118,64,"Security Guard",1675,1,"Monster2#2-3::OnMyMobDead";
+ monster "jupe_area2",119,64,"Security Guard",1669,1,"Monster2#2-3::OnMyMobDead";
+ monster "jupe_area2",120,64,"Security Guard",1675,1,"Monster2#2-3::OnMyMobDead";
+ monster "jupe_area2",121,64,"Security Guard",1669,1,"Monster2#2-3::OnMyMobDead";
+ monster "jupe_area2",114,62,"Security Guard",1675,1,"Monster2#2-3::OnMyMobDead";
+ monster "jupe_area2",115,62,"Security Guard",1669,1,"Monster2#2-3::OnMyMobDead";
+ monster "jupe_area2",116,62,"Security Guard",1675,1,"Monster2#2-3::OnMyMobDead";
+ monster "jupe_area2",117,62,"Security Guard",1669,1,"Monster2#2-3::OnMyMobDead";
+ monster "jupe_area2",118,62,"Security Guard",1675,1,"Monster2#2-3::OnMyMobDead";
+ monster "jupe_area2",119,62,"Security Guard",1669,1,"Monster2#2-3::OnMyMobDead";
+ monster "jupe_area2",120,62,"Security Guard",1675,1,"Monster2#2-3::OnMyMobDead";
+ monster "jupe_area2",121,62,"Security Guard",1669,1,"Monster2#2-3::OnMyMobDead";
+ end;
+
+OnTimer300000:
+ mapannounce "jupe_area2","Do you still have your courage? Come. Prove it.",bc_map,"0xFF0000";
+ set $@JupreArea2InUse,0;
+ end;
+
+OnTimer300002:
+ enablenpc "#hole#2-3";
+ stopnpctimer;
+ donpcevent "Monster2#2-3::OnDisable";
+ end;
+
+OnMyMobDead:
+ set .MyMobs,.MyMobs-1;
+ if (.MyMobs < 1) {
+ mapannounce "jupe_area2","Do you still have your courage? Come. Prove it.",bc_map,"0xFF0000";
+ disablenpc "Monster2#2-3";
+ enablenpc "#hole#2-3";
+ set $@JupreArea2InUse,0;
+ stopnpctimer;
+ }
+ end;
+}
+
+//============================================================
+// Security Checkpoint 2-4
+//============================================================
+jupe_area2,113,49,0 script #hole#2-4 844,{
+ cutin "4",2;
+ if ($@JupreArea2InUse == 1) {
+ mes "^3355FFThis seems like";
+ mes "some kind of device";
+ mes "that will allow you to";
+ mes "pass to the other side.";
+ mes "There's a slot where you";
+ mes "probably need to insert";
+ mes "some kind of object...^000000";
+ close2;
+ cutin "4",255;
+ end;
+ }
+ else if (countitem(7356) > 0 || countitem(7359) > 0 || countitem(7357) > 0 || countitem(7358) > 0) {
+ mes "^3355FFThis seems like";
+ mes "some kind of device";
+ mes "that will allow you to";
+ mes "pass to the other side.";
+ mes "There's a slot where you";
+ mes "probably need to insert";
+ mes "some kind of object...^000000";
+ next;
+ switch(select("Insert a Crest Piece.:Cancel.")) {
+ case 1:
+ if (countitem(7359) > 0) {
+ mes "^3355FFYou take out your";
+ mes "Crest Piece and place";
+ mes "it into the slot where it";
+ mes "happens to fit perfectly.^000000";
+ specialeffect EF_TOPRANK;
+ cutin "4-1",2;
+ next;
+ if ($@JupreArea2InUse == 1) {
+ mes "^3355FFNothing happens.";
+ mes "Perhaps an alarm or";
+ mes "some other safety measure";
+ mes "was activated to keep the";
+ mes "Crest Piece from activating";
+ mes "this transportation device.";
+ mes "You retrieve the Crest Piece.^000000";
+ close2;
+ cutin "4-1",255;
+ end;
+ }
+ else {
+ mes "^3355FFThe slot rotates and";
+ mes "the Crest Piece moves as";
+ mes "if it were turning a key. You";
+ mes "feel a weak tremor as a Warp";
+ mes "Portal to the other side is";
+ mes "activated. You then retrieve";
+ mes "your Crest Piece.^000000";
+ initnpctimer;
+ donpcevent "Warp#2-4::OnEnable";
+ donpcevent "Red Alarm#2-4::OnEnable";
+ disablenpc "#hole#2-4";
+ close2;
+ cutin "4-1",255;
+ end;
+ }
+ }
+ else {
+ mes "^3355FFUnfortunately, you're";
+ mes "not carrying anything";
+ mes "that might be able to fit";
+ mes "into the slot and activate";
+ mes "this mechanical device.^000000";
+ close2;
+ cutin "4",255;
+ end;
+ }
+ break;
+ case 2:
+ mes "[" + strcharinfo(0) + "]";
+ mes "Hmmm...";
+ mes "Do I have anything";
+ mes "that might make this";
+ mes "weird machine work?";
+ close2;
+ cutin "4",255;
+ end;
+ }
+ }
+ else {
+ mes "^3355FFThis seems like";
+ mes "some kind of device";
+ mes "that will allow you to";
+ mes "pass to the other side.";
+ mes "There's a slot where you";
+ mes "probably need to insert";
+ mes "some kind of object...^000000";
+ close2;
+ cutin "4",255;
+ end;
+ }
+ end;
+
+Onstop_timer:
+ stopnpctimer;
+ end;
+
+OnTimer5000:
+ stopnpctimer;
+ enablenpc "#hole#2-4";
+ disablenpc "Red Alarm#2-4";
+ end;
+}
+
+jupe_area2,106,53,0 script Warp#2-4 139,2,2,{
+OnInit:
+ disablenpc "Warp#2-4";
+ end;
+
+OnEnable:
+ enablenpc "Warp#2-4";
+ specialeffect 561;
+ soundeffectall "jupe_warp.wav",0;
+ initnpctimer;
+ end;
+
+OnTouch:
+ warp "jupe_area2",80,157;
+ end;
+
+OnTimer5000:
+ disablenpc "Warp#2-4";
+ end;
+}
+
+jupe_area2,80,157,0 script Red Alarm#2-4 -1,2,2,{
+OnInit:
+ disablenpc "Red Alarm#2-4";
+ end;
+
+OnEnable:
+ enablenpc "Red Alarm#2-4";
+ end;
+
+OnTouch:
+ set $@JupreArea2InUse,1;
+ donpcevent "Red Alarm On#2-4::OnEnable";
+ disablenpc "Red Alarm#2-4";
+ disablenpc "#hole#2-4";
+ end;
+}
+
+- script Red Alarm On#2-4 -1,{
+OnInit:
+ disablenpc "Red Alarm On#2-4";
+ end;
+
+OnEnable:
+ enablenpc "Red Alarm On#2-4";
+ initnpctimer;
+ end;
+
+OnTimer1000:
+ mapannounce "jupe_area2","I've been waiting for someone strong enough to compete with me.",bc_map,"0xFF0000";
+ end;
+
+OnTimer3000:
+ mapannounce "jupe_area2","If you hear this, I wish you will be the one...",bc_map,"0xFF0000";
+ end;
+
+OnTimer5000:
+ mapannounce "jupe_area2","Perhaps, a mere shadow of my former self...",bc_map,"0xFF0000";
+ donpcevent "Monster1#2-4::OnEnable";
+ end;
+
+OnTimer7000:
+ mapannounce "jupe_area2","Is somewhere down here, wandering...",bc_map,"0xFF0000";
+ end;
+
+OnTimer8000:
+ stopnpctimer;
+ disablenpc "Red Alarm On#2-4";
+ end;
+}
+
+- script Monster1#2-4 -1,{
+OnInit:
+ disablenpc "Monster1#2-4";
+ end;
+
+OnDisable:
+ disablenpc "Monster1#2-4";
+ killmonster "jupe_area2","Monster1#2-4::OnMyMobDead";
+ end;
+
+OnEnable:
+ initnpctimer;
+ enablenpc "Monster1#2-4";
+ set .MyMobs,8;
+ monster "jupe_area2",75,161,"Security Guard",1675,1,"Monster1#2-4::OnMyMobDead";
+ monster "jupe_area2",72,161,"Security Guard",1669,1,"Monster1#2-4::OnMyMobDead";
+ monster "jupe_area2",71,161,"Security Guard",1675,1,"Monster1#2-4::OnMyMobDead";
+ monster "jupe_area2",68,161,"Security Guard",1669,1,"Monster1#2-4::OnMyMobDead";
+ monster "jupe_area2",75,154,"Security Guard",1675,1,"Monster1#2-4::OnMyMobDead";
+ monster "jupe_area2",72,154,"Security Guard",1669,1,"Monster1#2-4::OnMyMobDead";
+ monster "jupe_area2",71,154,"Security Guard",1675,1,"Monster1#2-4::OnMyMobDead";
+ monster "jupe_area2",68,154,"Security Guard",1669,1,"Monster1#2-4::OnMyMobDead";
+ end;
+
+OnTimer300000:
+ mapannounce "jupe_area2","Zzzzt...Zzzzt....",bc_map,"0xFF0000";
+ set $@JupreArea2InUse,0;
+ end;
+
+OnTimer300002:
+ stopnpctimer;
+ enablenpc "#hole#2-4";
+ donpcevent "Monster1#2-4::OnDisable";
+ end;
+
+OnMyMobDead:
+ set .MyMobs,.MyMobs-1;
+ if (.MyMobs < 1) {
+ donpcevent "Monster2#2-4::OnEnable";
+ disablenpc "Monster1#2-4";
+ stopnpctimer;
+ }
+ end;
+}
+
+- script Monster2#2-4 -1,{
+OnInit:
+ disablenpc "Monster2#2-4";
+ end;
+
+OnDisable:
+ killmonster "jupe_area2","Monster2#2-4::OnMyMobDead";
+ disablenpc "Monster2#2-4";
+ end;
+
+OnEnable:
+ enablenpc "Monster2#2-4";
+ initnpctimer;
+ end;
+
+OnTimer2000:
+ mapannounce "jupe_area2","I can never rest in peace...",bc_map,"0xFF0000";
+ end;
+
+OnTimer4000:
+ mapannounce "jupe_area2","I'll wait forever or until someone can put me out of my misery...",bc_map,"0xFF0000";
+ end;
+
+OnTimer6000:
+ mapannounce "jupe_area2","I will be waiting for you!",bc_map,"0xFF0000";
+ set .MyMobs,12;
+ monster "jupe_area2",63,161,"Security Guard",1675,1,"Monster2#2-4::OnMyMobDead";
+ monster "jupe_area2",61,161,"Security Guard",1669,1,"Monster2#2-4::OnMyMobDead";
+ monster "jupe_area2",59,161,"Security Guard",1675,1,"Monster2#2-4::OnMyMobDead";
+ monster "jupe_area2",57,161,"Security Guard",1669,1,"Monster2#2-4::OnMyMobDead";
+ monster "jupe_area2",55,161,"Security Guard",1675,1,"Monster2#2-4::OnMyMobDead";
+ monster "jupe_area2",53,161,"Security Guard",1669,1,"Monster2#2-4::OnMyMobDead";
+ monster "jupe_area2",53,154,"Security Guard",1675,1,"Monster2#2-4::OnMyMobDead";
+ monster "jupe_area2",55,154,"Security Guard",1669,1,"Monster2#2-4::OnMyMobDead";
+ monster "jupe_area2",57,154,"Security Guard",1675,1,"Monster2#2-4::OnMyMobDead";
+ monster "jupe_area2",59,154,"Security Guard",1669,1,"Monster2#2-4::OnMyMobDead";
+ monster "jupe_area2",61,154,"Security Guard",1675,1,"Monster2#2-4::OnMyMobDead";
+ monster "jupe_area2",63,154,"Security Guard",1669,1,"Monster2#2-4::OnMyMobDead";
+ end;
+
+OnTimer300000:
+ set $@JupreArea2InUse,0;
+ mapannounce "jupe_area2","It's funny... Isn't it?",bc_map,"0xFF0000";
+ end;
+
+OnTimer300002:
+ enablenpc "#hole#2-4";
+ donpcevent "Monster2#2-4::OnDisable";
+ end;
+
+OnMyMobDead:
+ set .MyMobs,.MyMobs-1;
+ if (.MyMobs < 1) {
+ mapannounce "jupe_area2","It's funny... Isn't it?",bc_map,"0xFF0000";
+ disablenpc "Monster2#2-4";
+ enablenpc "#hole#2-4";
+ set $@JupreArea2InUse,0;
+ stopnpctimer;
+ }
+ end;
+}
+
+//============================================================
+// Move to Elevator
+//============================================================
+jupe_area2,51,162,0 script Lever#ufe2 844,{
+ mes "^3355FFIt's a lever";
+ mes "whose function";
+ mes "is not known to you.^000000";
+ next;
+ switch(select("Pull.:Cancel.")) {
+ case 1:
+ if($@JupreArea2InUse == 1) close;
+ initnpctimer;
+ donpcevent "LeverWarp#ufe2::OnEnable";
+ disablenpc "Lever#ufe2";
+ close;
+ case 2:
+ mes "[" + strcharinfo(0) + "]";
+ mes "Pull this lever?";
+ mes "I don't even know";
+ mes "what will happen...";
+ close;
+ }
+ close;
+
+OnTimer3000:
+ enablenpc "Lever#ufe2";
+ stopnpctimer;
+ end;
+}
+
+jupe_area2,46,157,0 script LeverWarp#ufe2 139,2,2,{
+OnInit:
+ disablenpc "LeverWarp#ufe2";
+ end;
+
+OnEnable:
+ enablenpc "LeverWarp#ufe2";
+ specialeffect 561;
+ soundeffectall "jupe_warp.wav",0;
+ initnpctimer;
+ end;
+
+OnTouch:
+ warp "jupe_gate",71,29;
+ end;
+
+OnTimer3000:
+ stopnpctimer;
+ disablenpc "LeverWarp#ufe2";
+ end;
+}
+
+//============================================================
+// Elevator Reception Room
+//============================================================
+jupe_ele_r,51,98,0 script Switch#ufe 844,{
+ if ($@JupeElevatorInUse == 1) {
+ mes "^3355FFIt's some sort of";
+ mes "lever that looks like";
+ mes "it was already pulled";
+ mes "by someone else.^000000";
+ close;
+ }
+ else {
+ cutin "5",2;
+ mes "^3355FFIt's some sort of";
+ mes "lever that's located";
+ mes "next to four empty slots.^000000";
+ next;
+ switch(select("Pull the lever.:Leave it alone.")) {
+ case 1:
+ mes "^3355FF*Snap Snap*^000000";
+ next;
+ mes "^3355FFYou pull the lever,";
+ mes "but nothing happened.";
+ mes "You probably need to";
+ mes "insert the correct objects";
+ mes "into the slots in order";
+ mes "for the lever to operate.^000000";
+ next;
+ if (countitem(7356) > 0 && countitem(7359) > 0 && countitem(7357) > 0 && countitem(7358) > 0) {
+ switch(select("Insert all of your Crest Pieces.")) {
+ case 1:
+ mes "^3300FF*Snap!*^000000";
+ mes "^3300FFStrangely enough,";
+ mes "all four of the Crest";
+ mes "Pieces fit perfectly into";
+ mes "the slots and begin to";
+ mes "emit a strange light.^000000";
+ cutin "5-1",2;
+ specialeffect EF_SPHERE;
+ delitem 7356,1; //Piece_Of_Crest1
+ delitem 7359,1; //Piece_Of_Crest4
+ delitem 7357,1; //Piece_Of_Crest2
+ delitem 7358,1; //Piece_Of_Crest3
+ next;
+ switch(select("Pull out the Crest Pieces.:Pull the lever.")) {
+ case 1:
+ cutin "5",2;
+ mes "^3355FFYou pull out all";
+ mes "the Crest Pieces";
+ mes "that you inserted";
+ mes "into the slots.^000000";
+ getitem 7356,1; //Piece_Of_Crest1
+ getitem 7359,1; //Piece_Of_Crest4
+ getitem 7357,1; //Piece_Of_Crest2
+ getitem 7358,1; //Piece_Of_Crest3
+ close2;
+ cutin "5",255;
+ end;
+ case 2:
+ if ($@JupeElevatorInUse == 1) {
+ mes "^3355FFIt's strange,";
+ mes "but this lever has";
+ mes "already been pulled.^000000";
+ close2;
+ cutin "5",255;
+ end;
+ }
+ else {
+ mes "^3355FFOnce you pull the lever,";
+ mes "the Crest Piece slots are";
+ mes "suddenly covered, making";
+ mes "them irretrievable, and the";
+ mes "ground begins to shake";
+ mes "violently. This isn't normal!^000000";
+ next;
+ set $@JupeElevatorInUse,1;
+ disablenpc "Switch#ufe";
+ enablenpc "Switch On#ufe";
+ initnpctimer;
+ specialeffect2 563;
+ soundeffectall "earth_quake.wav",0;
+ close2;
+ cutin "5-1",255;
+ end;
+ }
+ }
+ }
+ }
+ else if (countitem(7356) > 0 || countitem(7359) > 0 || countitem(7357) > 0 || countitem(7358) > 0) {
+ select("Insert Crest Pieces.");
+ mes "^3355FFRight now, you don't";
+ mes "have enough Crest Pieces";
+ mes "to place into all four of these";
+ mes "slots. You'll need to find and^FFFFFF ^3355FF bring them all to make this work.^000000";
+ close2;
+ cutin "5-1",255;
+ end;
+ }
+ else {
+ mes "^3355FFYou need to find";
+ mes "some kind of object";
+ mes "that you can fit into";
+ mes "each of these four slots...^000000";
+ close2;
+ cutin "5-1",255;
+ end;
+ }
+ case 2:
+ mes "^3355FFWho knows what";
+ mes "this lever may do?";
+ mes "You'll never know unless";
+ mes "you have the courage to try.^000000";
+ close2;
+ cutin "5",255;
+ end;
+ }
+ }
+ end;
+
+OnTimer2000:
+ mapannounce "jupe_ele_r","My descendents...",bc_map,"0x66FF00";
+ end;
+
+OnTimer3000:
+ mapannounce "jupe_ele_r","Do you want to know why this city was buried beneath the earth...?",bc_map,"0x66FF00";
+ end;
+
+OnTimer7000:
+ mapannounce "jupe_ele_r","If so, follow my voice...",bc_map,"0x66FF00";
+ end;
+
+OnTimer10000:
+ mapannounce "jupe_ele_r","I shall let you see for yourself what you desire to know...",bc_map,"0x66FF00";
+ end;
+
+OnTimer17000:
+ mapannounce "jupe_ele_r","Overcome all the hallucinations.",bc_map,"0xCC6600";
+ end;
+
+OnTimer20000:
+ mapannounce "jupe_ele_r","Open your eyes and see past all of the lies.",bc_map,"0xFF0000";
+ end;
+
+OnTimer23000:
+ mapannounce "jupe_ele_r","I can only maintain this vision for you for 20 minutes.",bc_map,"0xFF0000";
+ donpcevent "Elevator Guard1#ufe::OnEnable";
+ end;
+
+OnTimer27000:
+ mapannounce "jupe_ele_r","Look! And remember!",bc_map,"0xFF0000";
+ stopnpctimer;
+ end;
+}
+
+jupe_ele_r,51,98,0 script Switch On#ufe 844,{
+ mes "^3355FFIt seems like";
+ mes "someone else is";
+ mes "using this machine...^000000";
+ close;
+
+OnInit:
+ disablenpc "Switch On#ufe";
+ end;
+}
+
+//============================================================
+// Elevator Receptoin Guards
+//============================================================
+jupe_ele_r,10,50,0 script Elevator Guard1#ufe -1,{
+OnInit:
+ disablenpc "Elevator Guard1#ufe";
+ end;
+
+OnEnable:
+ set .MyMobs,9;
+ enablenpc "Elevator Guard1#ufe";
+ initnpctimer;
+ end;
+
+OnTimer1000:
+ monster "jupe_ele_r",44,99,"Guard",1669,1,"Elevator Guard1#ufe::OnMyMobDead";
+ end;
+
+OnTimer1200:
+ monster "jupe_ele_r",55,99,"Guard",1675,1,"Elevator Guard1#ufe::OnMyMobDead";
+ end;
+
+OnTimer1400:
+ monster "jupe_ele_r",45,84,"Guard",1683,1,"Elevator Guard1#ufe::OnMyMobDead";
+ end;
+
+OnTimer1600:
+ monster "jupe_ele_r",54,84,"Guard",1675,1,"Elevator Guard1#ufe::OnMyMobDead";
+ end;
+
+OnTimer1800:
+ monster "jupe_ele_r",45,99,"Guard",1669,1,"Elevator Guard1#ufe::OnMyMobDead";
+ end;
+
+OnTimer2000:
+ monster "jupe_ele_r",54,99,"Guard",1683,1,"Elevator Guard1#ufe::OnMyMobDead";
+ end;
+
+OnTimer2200:
+ monster "jupe_ele_r",48,84,"Guard",1669,1,"Elevator Guard1#ufe::OnMyMobDead";
+ end;
+
+OnTimer2400:
+ monster "jupe_ele_r",52,84,"Guard",1683,1,"Elevator Guard1#ufe::OnMyMobDead";
+ end;
+
+OnTimer2600:
+ monster "jupe_ele_r",50,84,"Chief Guard",1684,1,"Elevator Guard1#ufe::OnMyMobDead";
+ end;
+
+OnTimer120000:
+ mapannounce "jupe_ele_r","It is disappointing to see that you are too weak to even defeat a hallucination...",bc_map,"0x66FF00";
+ enablenpc "Switch#ufe";
+ disablenpc "Switch On#ufe";
+ donpcevent "Annihilation#ufe::OnEnable";
+ set $@JupeElevatorInUse,0;
+ end;
+
+OnTimer120005:
+ killmonster "jupe_ele_r","Elevator Guard1#ufe::OnMyMobDead";
+ stopnpctimer;
+ end;
+
+OnMyMobDead:
+ set .MyMobs,.MyMobs-1;
+ if (.MyMobs < 1) {
+ donpcevent "Elevator Safety#ufe::OnEnable";
+ stopnpctimer;
+ }
+ end;
+}
+
+jupe_ele_r,10,52,0 script Elevator Safety#ufe -1,{
+OnInit:
+ disablenpc "Elevator Safety#ufe";
+ end;
+
+OnEnable:
+ enablenpc "Elevator Safety#ufe";
+ initnpctimer;
+ end;
+
+OnTimer5000:
+ mapannounce "jupe_ele_r","Those of you who have defeated the hallucination, step forward.",bc_map,"0x66FF00";
+ soundeffectall "earth_quake.wav",0;
+ end;
+
+OnTimer8000:
+ donpcevent "Elevator On#ufe::OnEnable";
+ end;
+
+OnTimer10000:
+ disablenpc "Elevator Safety#ufe";
+ stopnpctimer;
+ end;
+}
+
+jupe_ele_r,50,89,0 script Annihilation#ufe -1,35,50,{
+OnInit:
+ disablenpc "Annihilation#ufe";
+ end;
+
+OnEnable:
+ enablenpc "Annihilation#ufe";
+ initnpctimer;
+ end;
+
+OnTouch:
+ percentheal -99,-100;
+ end;
+
+OnTimer1000:
+ mapwarp "jupe_ele_r", "jupe_gate",49,138;
+ end;
+
+OnTimer1600:
+ enablenpc "Elevator Escape#ufe";
+ end;
+
+OnTimer3000:
+ disablenpc "Annihilation#ufe";
+ disablenpc "Elevator Escape#ufe";
+ end;
+}
+
+jupe_ele_r,50,89,0 script Elevator Escape#ufe -1,35,50,{
+OnInit:
+ disablenpc "Elevator Escape#ufe";
+ end;
+
+OnTouch:
+ mapwarp "jupe_ele_r", "jupe_gate",49,138;
+ end;
+}
+
+jupe_ele_r,10,54,0 script Elevator On#ufe -1,{
+OnInit:
+ disablenpc "Elevator On#ufe";
+ end;
+
+OnEnable:
+ enablenpc "Elevator On#ufe";
+ initnpctimer;
+ end;
+
+OnTimer1000:
+ mapwarp "jupe_ele_r", "jupe_ele",42,47;
+ set $@JupeElevatorInUse2,0;
+ donpcevent "TimeOut#ufe::OnEnable";
+ donpcevent "Guard-1#ufe::OnEnable";
+ end;
+
+OnTimer10000:
+ stopnpctimer;
+ disablenpc "Elevator On#ufe";
+ end;
+}
+
+//============================================================
+// Elevator NPCs
+//============================================================
+jupe_ele,14,6,1 script TimeOut#ufe 844,{
+OnEnable:
+ initnpctimer;
+ end;
+
+OnDisable:
+ stopnpctimer;
+ end;
+
+OnTimer59000:
+ if (getmapusers("jupe_ele") == 0) {
+ killmonsterall "jupe_ele";
+ donpcevent "Guard-1#ufe::OnDisable";
+ donpcevent "Guard-2#ufe::OnDisable";
+ donpcevent "Guard-3#ufe::OnDisable";
+ donpcevent "Guard-4#ufe::OnDisable";
+ stopnpctimer;
+ set $@JupeElevatorInUse2,0;
+ set $@JupeElevatorInUse,0;
+ disablenpc "Switch On#ufe";
+ enablenpc "Switch#ufe";
+ }
+ end;
+
+OnTimer120000:
+ killmonsterall "jupe_ele";
+ donpcevent "Guard-1#ufe::OnDisable";
+ donpcevent "Guard-2#ufe::OnDisable";
+ donpcevent "Guard-3#ufe::OnDisable";
+ donpcevent "Guard-4#ufe::OnDisable";
+ mapannounce "jupe_ele","In the end, you can't even overcome your inner fear...",bc_map,"0xFF0000";
+ end;
+
+OnTimer122000:
+ mapannounce "jupe_ele","You have never encountered your inner fears, have you?",bc_map,"0xFF0000";
+ end;
+
+OnTimer125000:
+ mapannounce "jupe_ele","Did you expect this would be the end of the hallucination?",bc_map,"0xFF0000";
+ end;
+
+OnTimer127000:
+ mapannounce "jupe_ele","What if the voice you're hearing is also a hallucination?",bc_map,"0xFF0000";
+ end;
+
+OnTimer129000:
+ mapannounce "jupe_ele","What if you're just dreaming all of this?",bc_map,"0xFF0000";
+ end;
+
+OnTimer131000:
+ mapannounce "jupe_ele","What if the existence of this city is a lie?",bc_map,"0xFF0000";
+ end;
+
+OnTimer133000:
+ mapannounce "jupe_ele","Are you even real?",bc_map,"0xFF0000";
+ end;
+
+OnTimer134000:
+OnTimer135000:
+ mapwarp "jupe_ele", "jupe_gate",49,138;
+ end;
+
+OnTimer142000:
+ disablenpc "GuardEnd#ufe";
+ disablenpc "4F Enter#ufe";
+ donpcevent "TimeOut#ufe::OnDisable";
+ set $@JupeElevatorInUse2,0;
+ set $@JupeElevatorInUse,0;
+ disablenpc "Switch On#ufe";
+ enablenpc "Switch#ufe";
+ stopnpctimer;
+ end;
+}
+
+jupe_ele,15,6,1 script Guard-1#ufe 844,{
+OnEnable:
+ initnpctimer;
+ end;
+
+OnDisable:
+ stopnpctimer;
+ end;
+
+OnTimer2000:
+ mapannounce "jupe_ele","I admire your patience.",bc_map,"0xFF0000";
+ end;
+
+OnTimer5000:
+ mapannounce "jupe_ele","Let's see if everything you have experienced",bc_map,"0xFF0000";
+ end;
+
+OnTimer8000:
+ mapannounce "jupe_ele","were traps for intruders...",bc_map,"0xFF0000";
+ end;
+
+OnTimer12000:
+ set .MyMobs,8;
+ monster "jupe_ele",48,44,"Guard",1675,1,"Guard-1#ufe::OnMyMobDead";
+ monster "jupe_ele",45,42,"Guard",1669,1,"Guard-1#ufe::OnMyMobDead";
+ monster "jupe_ele",38,42,"Guard",1675,1,"Guard-1#ufe::OnMyMobDead";
+ monster "jupe_ele",35,44,"Guard",1669,1,"Guard-1#ufe::OnMyMobDead";
+ monster "jupe_ele",35,51,"Guard",1675,1,"Guard-1#ufe::OnMyMobDead";
+ monster "jupe_ele",38,53,"Guard",1669,1,"Guard-1#ufe::OnMyMobDead";
+ monster "jupe_ele",45,53,"Guard",1675,1,"Guard-1#ufe::OnMyMobDead";
+ monster "jupe_ele",48,51,"Guard",1669,1,"Guard-1#ufe::OnMyMobDead";
+ set $@JupeElevatorInUse2,1;
+ end;
+
+OnTimer30000:
+ if ($@JupeElevatorInUse2 == 1) {
+ donpcevent "Guard-2#ufe::OnEnable";
+ stopnpctimer;
+ }
+ end;
+
+OnMyMobDead:
+ set .MyMobs,.MyMobs-1;
+ if (.MyMobs < 1) {
+ if ($@JupeElevatorInUse2 == 1) {
+ donpcevent "Guard-2#ufe::OnEnable";
+ stopnpctimer;
+ } else if ($@JupeElevatorInUse2 == 4 && getvariableofnpc(.MyMobs,"Guard-2#ufe") < 1 && getvariableofnpc(.MyMobs,"Guard-3#ufe") < 1 && getvariableofnpc(.MyMobs,"Guard-4#ufe") < 1) {
+ donpcevent "GuardEnd#ufe::OnEnable";
+ stopnpctimer;
+ }
+ }
+ end;
+}
+
+jupe_ele,16,6,1 script Guard-2#ufe 844,{
+OnEnable:
+ initnpctimer;
+ end;
+
+OnDisable:
+ stopnpctimer;
+ end;
+
+OnTimer2000:
+ mapannounce "jupe_ele","This city was not",bc_map,"0xFF0000";
+ end;
+
+OnTimer5000:
+ mapannounce "jupe_ele","as magnificient as you thought.",bc_map,"0xFF0000";
+ end;
+
+OnTimer8000:
+ mapannounce "jupe_ele","This is a place where all the fears of humans flourish.",bc_map,"0xFF0000";
+ end;
+
+OnTimer11000:
+ mapannounce "jupe_ele","Yes. Nobody leaves alive!",bc_map,"0xFF0000";
+ end;
+
+OnTimer12000:
+ set .MyMobs,8;
+ monster "jupe_ele",48,44,"Guard",1683,1,"Guard-2#ufe::OnMyMobDead";
+ monster "jupe_ele",45,42,"Guard",1669,1,"Guard-2#ufe::OnMyMobDead";
+ monster "jupe_ele",38,42,"Guard",1683,1,"Guard-2#ufe::OnMyMobDead";
+ monster "jupe_ele",35,44,"Guard",1669,1,"Guard-2#ufe::OnMyMobDead";
+ monster "jupe_ele",35,51,"Guard",1683,1,"Guard-2#ufe::OnMyMobDead";
+ monster "jupe_ele",38,53,"Guard",1669,1,"Guard-2#ufe::OnMyMobDead";
+ monster "jupe_ele",45,53,"Guard",1683,1,"Guard-2#ufe::OnMyMobDead";
+ monster "jupe_ele",48,51,"Guard",1669,1,"Guard-2#ufe::OnMyMobDead";
+ set $@JupeElevatorInUse2,2;
+ end;
+
+OnTimer30000:
+ if ($@JupeElevatorInUse2 == 2) {
+ donpcevent "Guard-3#ufe::OnEnable";
+ stopnpctimer;
+ }
+ end;
+
+OnMyMobDead:
+ set .MyMobs,.MyMobs-1;
+ if (.MyMobs < 1) {
+ if ($@JupeElevatorInUse2 == 2) {
+ donpcevent "Guard-3#ufe::OnEnable";
+ stopnpctimer;
+ } else if ($@JupeElevatorInUse2 == 4 && getvariableofnpc(.MyMobs,"Guard-1#ufe") < 1 && getvariableofnpc(.MyMobs,"Guard-3#ufe") < 1 && getvariableofnpc(.MyMobs,"Guard-4#ufe") < 1) {
+ donpcevent "GuardEnd#ufe::OnEnable";
+ stopnpctimer;
+ }
+ }
+ end;
+}
+
+jupe_ele,17,6,1 script Guard-3#ufe 844,{
+OnEnable:
+ initnpctimer;
+ end;
+
+OnDisable:
+ stopnpctimer;
+ end;
+
+OnTimer2000:
+ mapannounce "jupe_ele","What do you see?",bc_map,"0xFF0000";
+ end;
+
+OnTimer5000:
+ mapannounce "jupe_ele","Are your eyes actually seeing something?",bc_map,"0xFF0000";
+ end;
+
+OnTimer8000:
+ mapannounce "jupe_ele","Or do you just believe you are seeing?",bc_map,"0xFF0000";
+ end;
+
+OnTimer12000:
+ set .MyMobs,8;
+ monster "jupe_ele",48,44,"Guard",1675,1,"Guard-3#ufe::OnMyMobDead";
+ monster "jupe_ele",45,42,"Guard",1669,1,"Guard-3#ufe::OnMyMobDead";
+ monster "jupe_ele",38,42,"Guard",1683,1,"Guard-3#ufe::OnMyMobDead";
+ monster "jupe_ele",35,44,"Guard",1675,1,"Guard-3#ufe::OnMyMobDead";
+ monster "jupe_ele",35,51,"Guard",1669,1,"Guard-3#ufe::OnMyMobDead";
+ monster "jupe_ele",38,53,"Guard",1683,1,"Guard-3#ufe::OnMyMobDead";
+ monster "jupe_ele",45,53,"Guard",1675,1,"Guard-3#ufe::OnMyMobDead";
+ monster "jupe_ele",48,51,"Guard",1669,1,"Guard-3#ufe::OnMyMobDead";
+ set $@JupeElevatorInUse2,3;
+ end;
+
+OnTimer30000:
+ if ($@JupeElevatorInUse2 == 3) {
+ donpcevent "Guard-4#ufe::OnEnable";
+ stopnpctimer;
+ }
+ end;
+
+OnMyMobDead:
+ set .MyMobs,.MyMobs-1;
+ if (.MyMobs < 1) {
+ if ($@JupeElevatorInUse2 == 3) {
+ donpcevent "Guard-4#ufe::OnEnable";
+ stopnpctimer;
+ }
+ else if ($@JupeElevatorInUse2 == 4 && getvariableofnpc(.MyMobs,"Guard-1#ufe") < 1 && getvariableofnpc(.MyMobs,"Guard-2#ufe") < 1 && getvariableofnpc(.MyMobs,"Guard-4#ufe") < 1) {
+ donpcevent "GuardEnd#ufe::OnEnable";
+ stopnpctimer;
+ }
+ }
+ end;
+}
+
+jupe_ele,18,6,1 script Guard-4#ufe 844,{
+OnEnable:
+ initnpctimer;
+ end;
+
+OnDisable:
+ stopnpctimer;
+ end;
+
+OnTimer2000:
+ mapannounce "jupe_ele","Do not forget. That which limits you is nothing but yourself.",bc_map,"0xFF0000";
+ end;
+
+OnTimer5000:
+ mapannounce "jupe_ele","Nothing is what you fear and you have nothing to fear...",bc_map,"0xFF0000";
+ end;
+
+OnTimer8000:
+ set .MyMobs,8;
+ monster "jupe_ele",48,44,"Guard",1684,1,"Guard-4#ufe::OnMyMobDead";
+ monster "jupe_ele",45,42,"Guard",1669,1,"Guard-4#ufe::OnMyMobDead";
+ monster "jupe_ele",38,42,"Guard",1684,1,"Guard-4#ufe::OnMyMobDead";
+ monster "jupe_ele",35,44,"Guard",1669,1,"Guard-4#ufe::OnMyMobDead";
+ monster "jupe_ele",35,51,"Guard",1675,1,"Guard-4#ufe::OnMyMobDead";
+ monster "jupe_ele",38,53,"Guard",1669,1,"Guard-4#ufe::OnMyMobDead";
+ monster "jupe_ele",45,53,"Guard",1683,1,"Guard-4#ufe::OnMyMobDead";
+ monster "jupe_ele",48,51,"Guard",1675,1,"Guard-4#ufe::OnMyMobDead";
+ set $@JupeElevatorInUse2,4;
+ end;
+
+OnMyMobDead:
+ set .MyMobs,.MyMobs-1;
+ if (.MyMobs < 1) {
+ if(getvariableofnpc(.MyMobs,"Guard-1#ufe") < 1 && getvariableofnpc(.MyMobs,"Guard-2#ufe") < 1 && getvariableofnpc(.MyMobs,"Guard-3#ufe") < 1)
+ {
+ donpcevent "GuardEnd#ufe::OnEnable";
+ stopnpctimer;
+ }
+ }
+ end;
+}
+
+jupe_ele,19,6,1 script GuardEnd#ufe 844,{
+OnInit:
+ disablenpc "GuardEnd#ufe";
+ end;
+
+OnEnable:
+ enablenpc "GuardEnd#ufe";
+ donpcevent "TimeOut#ufe::OnDisable";
+ initnpctimer;
+ end;
+
+OnDisable:
+ disablenpc "GuardEnd#ufe";
+ stopnpctimer;
+ end;
+
+OnTimer2000:
+ mapannounce "jupe_ele","I am not going to tell you anything.",bc_map,"0x66FF00";
+ end;
+
+OnTimer5000:
+ mapannounce "jupe_ele","My city, my people are now but a memory.",bc_map,"0x66FF00";
+ end;
+
+OnTimer8000:
+ mapannounce "jupe_ele","Everything was a mistake. We were not supposed to be here.",bc_map,"0x66FF00";
+ end;
+
+OnTimer11000:
+ mapannounce "jupe_ele","Is this a place where humans are forbidden?",bc_map,"0x66FF00";
+ end;
+
+OnTimer12000:
+ mapannounce "jupe_ele","You want to know, don't you? Go ahead... Go deeper.",bc_map,"0x66FF00";
+ enablenpc "4F Enter#ufe";
+ end;
+
+OnTimer22000:
+ mapannounce "jupe_ele","It's not real anyway. All of it's safe, it can't hurt you...",bc_map,"0x66FF00";
+ soundeffectall "earth_quake.wav",0;
+ disablenpc "4F Enter#ufe";
+ end;
+
+OnTimer24000:
+ mapwarp "jupe_ele","jupe_core",150,286;
+ end;
+
+OnTimer25000:
+ mapwarp "jupe_ele","jupe_core",151,286;
+ end;
+
+OnTimer26000:
+ set $@JupeElevatorInUse2,0;
+ set $@JupeElevatorInUse,0;
+ disablenpc "Switch On#ufe";
+ enablenpc "Switch#ufe";
+ donpcevent "GuardEnd#ufe::OnDisable";
+}
+
+jupe_ele,41,33,0 script 4F Enter#ufe 45,4,4,{
+OnInit:
+ disablenpc "4F Enter#ufe";
+ end;
+
+OnTouch:
+ warp "jupe_core",rand(149,151),286;
+ end;
+}
+
+//============================================================
+// Warps
+//============================================================
+jupe_gate,50,173,0 script gate#start -1,2,3,{
+ end;
+
+OnTouch:
+ initnpctimer "gate#start",1;
+ mes "^3355FFIt's a Warp Portal";
+ mes "that will teleport you";
+ mes "to the previous floor.^000000";
+ next;
+ switch(select("Use it.:Ignore it.")) {
+ case 1:
+ specialeffect2 EF_LIGHTSPHERE;
+ close2;
+ stopnpctimer;
+ warp "juperos_02",130,142;
+ break;
+ case 2:
+ mes "[" + strcharinfo(0) + "]";
+ mes "Not now!";
+ mes "I can't leave yet!";
+ close2;
+ stopnpctimer;
+ warp "jupe_gate",50,168;
+ break;
+ }
+ end;
+
+OnTimer10000:
+ warp "juperos_02",128,278;
+ enablenpc "gate#start#2";
+ disablenpc "gate#start";
+ end;
+}
+
+jupe_gate,50,171,0 script gate#start#2 -1,2,2,{
+OnInit:
+ disablenpc "gate#start#2";
+ end;
+
+OnTouch:
+ warp "juperos_02",130,142;
+ end;
+
+OnTimer2000:
+ enablenpc "gate#start";
+ disablenpc "gate#start#2";
+ end;
+}
+
+juperos_02,33,59,0 script jupe_goto2F 45,2,2,{
+OnTouch:
+ switch(rand(1,4)) {
+ case 1: warp "juperos_01",120,72; end;
+ case 2: warp "juperos_01",120,112; end;
+ case 3: warp "juperos_01",79,112; end;
+ case 4: warp "juperos_01",79,72; end;
+ }
+ end;
+}
diff --git a/npc/pre-re/quests/quests_lighthalzen.txt b/npc/pre-re/quests/quests_lighthalzen.txt
new file mode 100644
index 000000000..24182d46f
--- /dev/null
+++ b/npc/pre-re/quests/quests_lighthalzen.txt
@@ -0,0 +1,11818 @@
+//===== rAthena Script =======================================
+//= Quest NPCs located in Lighthalzen
+//===== By: ==================================================
+//= Persian, Vicious_Pucca, aoa00, Evera, MasterOfMupppets,
+//= Lupus, Lord Gywall
+//===== Current Version: =====================================
+//= 4.7
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= Quests related to Lighthalzen City.
+//===== Additional Comments: =================================
+//= Grammar/script check please. This was a quick job.
+//= Things to add: Look at the thread "Lighthalzen Guard" in SVN script
+//= 0.3 Initial Release
+//= 0.5 Added mobsters spawn and Einbroch pollution. Alert lasts either 10 minutes or all mob killed.
+//= 0.6-0.9 fix small bug. Added Bio-lab entrance Quest. Added Getting security-card Quest.
+//= 1.0 Patched "mobsters spawn & Alert" like Real-RO.
+//= 1.0a fixed rand(1,10) + comparision. There just can't be 'X < 1' [Lupus]
+//= 1.1 Changed the mobster spawn to g_mobster to prevent exploits [MasterOfMuppets]
+//= 1.2 Added the cube room quest by DeNy, translated by vicious_pucca. [MasterOfMuppets]
+//= Thanks to Linuxwolf for a grammar check as well =).
+//= 1.2a Moved Biolab entrance to lhz_dun warps. [Vicious]
+//= 1.3 Fixed password bug, fixed endless item exploit, some typos [Lupus]
+//= 1.4 Fixed password abuse. When people don't read the password under the picture
+//= and enter Zero shit 8) (TODO: I saw some "Sticks" abuses, too.. where you could skip a part of quest...)
+//= 1.5 Fixed Mobster's OnDead event(it has to start with "On"!) [Playtester]
+//= 1.5a Fixed "free stick" bug, thx 2 Neouni [Lupus]
+//= 1.6 Added Gywall's Pickpocket Quest
+//= 1.7 Implemented the Friendship quest [MasterOfMuppets]
+//= 1.8 Changed the name of the mobsters to Gangster, as it should be. [MasterOfMuppets]
+//= 1.9 Added extra input check on Biolab so that the first letter of the word could be capitalized or undercase. [Evera]
+//= 2.0 Removed Duplicates [Silent]
+//= 2.1 Added first part of Bio Ethics Quest [Evera]
+//= 2.2 Added bit to say Bio Ethics is unfinished, and if a player attempts, it warps them
+//= out after finished part... Don't want players getting stuck ;_; [Evera]
+//= 2.3 Finished Bio Ethics Quest. Need bug testers before moving to trunk, my
+//= mind was somewhere else when writing @_@ [Evera]
+//= 2.4 Fixed the bug where a str&int debug was shown in the console for
+//= test tube in bio labs quest. [Evera]
+//= 2.5 Fixed Kellasus giving you extra skills in Bio Ethics quest [Evera]
+//= 2.6 Fixed exploit letting any class get homunculus from Bio Ethics Quest [Evera]
+//= 2.6a Moved Bio Ethics Quest to Alchemist SKILL QUESTS [Lupus]
+//= 2.7 fixed bugs that let people bypass some quest parts V_V [Lupus]
+//= reused cubekey var for 4 Cube Room key vars
+//= 2.8 More optimization. Also fixed bug with "2x short sticks -> long" [Lupus]
+//= Now uses MISC_QUEST&512 instead of 'hzdun'. WIP
+//= 2.9 Fixed Friendship Quest levelup exploit (u could get EXP twice) [Lupus]
+//= 3.0 Added Cursed Spirit Quest. [SinSloth]
+//= Moved a book non-related to Lighthalzen quests.
+//= 3.1 Added Schwartzvalt Trilogy Quest. [SinSloth]
+//= 3.2 Updated some NPCs regarding Hugel Rebellion Quest. [SinSloth]
+//= 3.2 Removed the NPC "#kiz03-4" as I couldn't find any [L0ne_W0lf]
+//= reference to it in the Aegis script.
+//= 3.3 Fixed a wrong negative value checking in Schwartzvalt Trilogy quest. [SinSloth]
+//= 3.4 Fixed experience gains to match upcoming rate adjustments. [SinSloth]
+//= 3.5 Touch-ups to the Friendship quest. Added EXP reward. [L0ne_W0lf]
+//= Added cutins for "Maku" npc, and changed "set HP" to percentheal.
+//= 3.5a Adjusted EXP given by "Benkasttein" to be the same as that given by Maku. [L0ne_W0lf]
+//= 3.6 Corrected NPC names to fall within proper restrictions. [L0ne_W0lf]
+//= 3.7 Counter-fixed negative value checking to now look for both positive and negative values
+//= since its symbol depends on the time. [SinSloth]
+//= 3.8 Removed bio ethic quest definition from header. [L0ne_W0lf]
+//= 3.9 Added Rekenber Job quest. Don't know why it hasn't been there before though. [SinSloth]
+//= 4.0 Updated several NPCs to Official (iRO) dialog, and restrucured. [L0ne_W0lf]
+//= 4.1 Updated Dungeon quest, and Friendhsip quest to 10.3 standards. [L0ne_W0lf]
+//= 4.2 Fixed wrong variable type in use in "Box#cube1". [L0ne_W0lf]
+//= 4.3 Fixed a bug where if you relog after you take out the Lab Permit from the Box
+//= You can't finish the quest. (bugreport:1798) [Samuray22]
+//= 4.3a Reverted changes from the last version. . [L0ne_W0lf]
+//= Changed temp char vars to normal vars, that unset at end.
+//= Tube just makes sure you have 1 or more permits.
+//= 4.4 Replaced effect numerics with constants. [L0ne_W0lf]
+//= 4.5 Corrected an Incorrect check of the Shinokas_Quest. (bugreport:2276) [Samuray22]
+//= Replaced effect numerics with constants.
+//= 4.5 Official Gangster Alert script. [Gepard]
+//= 4.6 Added quest log entries for:
+//= - Cursed Spirit Quest
+//= 4.7 Fixed missing label. (bugreport:4654) [L0ne_W0lf]
+//============================================================
+
+// Gangster Alert [Aegis Conversion]
+//------------------------------------------------------------
+lighthalzen,1,1,0 script Law Enforcement -1,{
+ end;
+
+OnEnable:
+ mapannounce "lighthalzen","Attention, citizens. Our security has been breached and the city is in Gangster Alert status. Please find shelter immediately!",bc_map;
+ initnpctimer;
+ for (set .@i, 0; .@i < 30; set .@i, .@i + 1)
+ monster "lighthalzen",0,0,"Gangster",1592,1,"Law Enforcement::OnMyMobDead";
+ end;
+
+OnTimer220000:
+ killmonster "lighthalzen","Law Enforcement::OnMyMobDead";
+ mapannounce "lighthalzen","Attention, citizens. Our law enforcement department has successfully contained the situation. Alert status has been canceled.",bc_map;
+ set $@Lhz_Gangster_Alert, 0;
+ stopnpctimer;
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+lighthalzen,267,200,3 script Guard#lhz01 868,{
+ if (countitem(7350) > 0) {
+ mes "[Guard]";
+ mes "Hold it right th--!";
+ mes "Oh. I'm sorry. I didn't";
+ mes "realize you were carrying";
+ mes "a pass and had authorization.";
+ close2;
+ warp "lighthalzen",303,229;
+ end;
+ }
+ if ($@Lhz_Gangster_Alert >= 100) {
+ mes "[Guard]";
+ mes "Recently too many people";
+ mes "have been traveling between";
+ mes "Uptown and the ghetto, so";
+ mes "we've heightened security";
+ mes "around here. But how can";
+ mes "so many sneak through us?";
+ close;
+ }
+ if ($@Lhz_Gangster_Alert > 14) {
+ mes "[Guard]";
+ mes "Recently too many people";
+ mes "have been traveling between";
+ mes "Uptown and the ghetto, so";
+ mes "we've heightened security";
+ mes "around here. But how can";
+ mes "so many sneak through us?";
+ donpcevent "Law Enforcement::OnEnable";
+ set $@Lhz_Gangster_Alert, 100;
+ close;
+ }
+ if (gettime(3) >= 22 || gettime(3) < 2) {
+ mes "[Guard]";
+ mes "Zzzz... Zzz...";
+ mes "ZZZzzzzzzzzzz...";
+ next;
+ mes "^3355FFThis guard is";
+ mes "dozing off, so this is";
+ mes "the perfect opportunity";
+ mes "to sneak past him.^000000";
+ close2;
+ set $@Lhz_Gangster_Alert, $@Lhz_Gangster_Alert + 1;
+ warp "lighthalzen",303,229;
+ end;
+ }
+ if (rand(1,6) == 3) {
+ mes "^3355FFThe guard seems distracted";
+ mes "and is looking elsewhere. Now's";
+ mes "your chance to sneak past him!^000000";
+ close2;
+ set $@Lhz_Gangster_Alert, $@Lhz_Gangster_Alert + 1;
+ warp "lighthalzen",303,229;
+ end;
+ }
+ else {
+ mes "[Guard]";
+ mes "Hold it right there!";
+ mes "I can't permit anyone";
+ mes "to enter the slums.";
+ mes "Go back to where you";
+ mes "came from, adventurer!";
+ close;
+ }
+}
+
+lighthalzen,294,223,7 script Guard#lhz02 868,{
+ if (countitem(7350) > 0) {
+ mes "[Guard]";
+ mes "Hold it right th--!";
+ mes "Oh. I'm sorry. I didn't";
+ mes "realize you were carrying";
+ mes "a pass and had authorization.";
+ close2;
+ warp "lighthalzen",260,199;
+ end;
+ }
+ if ($@Lhz_Gangster_Alert >= 100) {
+ mes "[Guard]";
+ mes "Recently too many people";
+ mes "have been traveling between";
+ mes "Uptown and the ghetto, so";
+ mes "we've heightened security";
+ mes "around here. But how can";
+ mes "so many sneak through us?";
+ close;
+ }
+ if ($@Lhz_Gangster_Alert > 14) {
+ mes "[Guard]";
+ mes "Recently too many people";
+ mes "have been traveling between";
+ mes "Uptown and the ghetto, so";
+ mes "we've heightened security";
+ mes "around here. But how can";
+ mes "so many sneak through us?";
+ donpcevent "Law Enforcement::OnEnable";
+ set $@Lhz_Gangster_Alert, 100;
+ close;
+ }
+ if (gettime(3) >= 22 || gettime(3) < 2) {
+ mes "[Guard]";
+ mes "Zzzz... Zzz...";
+ mes "ZZZzzzzzzzzzz...";
+ next;
+ mes "^3355FFThis guard is";
+ mes "dozing off, so this is";
+ mes "the perfect opportunity";
+ mes "to sneak past him.^000000";
+ close2;
+ set $@Lhz_Gangster_Alert, $@Lhz_Gangster_Alert + 1;
+ warp "lighthalzen",260,199;
+ end;
+ }
+ if (rand(1,6) == 3) {
+ mes "^3355FFThe guard seems distracted";
+ mes "and is looking elsewhere. Now's";
+ mes "your chance to sneak past him!^000000";
+ close2;
+ set $@Lhz_Gangster_Alert, $@Lhz_Gangster_Alert + 1;
+ warp "lighthalzen",260,199;
+ end;
+ }
+ else {
+ mes "[Guard]";
+ mes "Hold it right there!";
+ mes "I can't permit anyone to";
+ mes "enter Uptown Lighthalzen!";
+ mes "If you don't have a pass,";
+ mes "then move on out of here!";
+ close;
+ }
+}
+
+//============================================================
+// Cube Room
+//============================================================
+
+lighthalzen,341,224,3 script Fishbone 868,{
+ // Retain prior position in quest.
+ if (piciburn) {
+ set lhz_sincube,piciburn;
+ set piciburn,0;
+ }
+ // Quest is finished.
+ if (MISC_QUEST&512) {
+ mes "[Fishbone]";
+ mes "Oh hey, it's you!";
+ mes "Now, listen. If you wanna";
+ mes "get into Regenschirm again,";
+ mes "you gotta enter that Sewer Pipe";
+ mes "that's like, northeast from me.";
+ mes "It's gross, but you gotta...";
+ next;
+ mes "[Fishbone]";
+ mes "Anyway, good luck in";
+ mes "whatever it is you're doing";
+ mes "here in Lighthazlen. Oh, and";
+ mes "be real careful! Something";
+ mes "shadier than me is going";
+ mes "on in this big city~";
+ close;
+ }
+ // Apparantly if the boss quest progress is at 6, you skip the level requirement.
+ if (lhz_boss == 6 || BaseLevel >= 60) {
+ if (lhz_sincube == 0) {
+ mes "[Fishbone]";
+ mes "What...?";
+ mes "Is there something";
+ mes "on my face? Quit looking";
+ mes "at me and let me do my work.";
+ set lhz_sincube,1;
+ close;
+ }
+ else if (lhz_sincube == 1) {
+ mes "[Fishbone]";
+ mes "Hey. Hey you.";
+ mes "You're still looking";
+ mes "at me. Quit it. I'm busy";
+ mes "here and you're bothering me.";
+ set lhz_sincube,2;
+ close;
+ }
+ else if (lhz_sincube == 2) {
+ mes "[Fishbone]";
+ mes "Seriously, you are";
+ mes "starting to really get";
+ mes "on my nerves! What could";
+ mes "you possibly want from me?!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Nothing really.";
+ mes "I just feel like";
+ mes "watching you work.";
+ mes "What exactly are you";
+ mes "doing anyway, huh?";
+ next;
+ mes "[Fishbone]";
+ mes "Hey! If I could just show";
+ mes "you what I'm doing, I wouldn't";
+ mes "be so uptight about you looking";
+ mes "at what I'm doing, now would I?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Nah...";
+ mes "I just think";
+ mes "you're uptight";
+ mes "in general.";
+ next;
+ mes "[Fishbone]";
+ mes "Muthafruit!";
+ mes "So you're just";
+ mes "gonna sit and watch";
+ mes "me all day?! Fine! Then";
+ mes "I'll just ignore you, jerk!";
+ next;
+ mes "[Fishbone]";
+ mes "...";
+ mes "......";
+ mes "Damn it!";
+ mes "This is really";
+ mes "ticking me off! Why";
+ mes "don't you go away?!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Well, I was also";
+ mes "wondering why you're";
+ mes "working in a place that's";
+ mes "so, um... depressing.";
+ next;
+ mes "[Fishbone]";
+ mes "Alright, fine!";
+ mes "But once I tell you";
+ mes "what I do here, you're";
+ mes "outta here! Okay? Now,";
+ mes "your lips are frickin' sealed.";
+ mes "See, what I do is kinda illegal.";
+ next;
+ mes "[Fishbone]";
+ mes "I provide routes that let";
+ mes "people enter Lighthalzen,";
+ mes "or even go anywhere in this";
+ mes "city, without authorization.";
+ mes "Hell, I could even get you";
+ mes "into that Laboratory...";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "W-wait!";
+ mes "Laboratory?!";
+ mes "Are you serious?";
+ mes "Can you get me";
+ mes "into that place?";
+ next;
+ mes "[Fishbone]";
+ mes "Sonuva--You're not";
+ mes "gonna leave me alone,";
+ mes "are you? Look, you seem";
+ mes "okay, even if you are kinda";
+ mes "stubborn, kid. But I don't trust";
+ mes "or serve strangers, period.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "But isn't there";
+ mes "anything I can do";
+ mes "so you can help me";
+ mes "get into the Laboratory?";
+ next;
+ mes "[Fishbone]";
+ mes "No way, no how.";
+ mes "No matter how much you";
+ mes "beg, I can't take a chance";
+ mes "and just trust anyone who";
+ mes "wants to know a secret";
+ mes "route. Now get outta here!";
+ set lhz_sincube,3;
+ close;
+ }
+ else if (lhz_sincube == 3) {
+ mes "["+strcharinfo(0)+"]";
+ mes "Please...";
+ mes "Please tell me";
+ mes "how I can get inside";
+ mes "the Laboratory. I'm...";
+ mes "I'm begging you!";
+ next;
+ mes "[Fishbone]";
+ mes "No! Now shaddup";
+ mes "and stop begging, okay?";
+ mes "You're only embarassing";
+ mes "yourself! Good grief...";
+ set lhz_sincube,4;
+ close;
+ }
+ else if (lhz_sincube == 4) {
+ mes "["+strcharinfo(0)+"]";
+ mes "Why won't you";
+ mes "heeeeelp meee?";
+ mes "Pleeeeeeeease~";
+ mes "You're the only one";
+ mes "who knoooooows~";
+ next;
+ mes "[Fishbone]";
+ mes "Yeesh, you're a nutty";
+ mes "kid. Look, ''no'' means";
+ mes "''no.'' That's it. That's";
+ mes "final. How many times do";
+ mes "you gotta make me spell it out?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "But there's gotta";
+ mes "be something I can";
+ mes "do so you'll help me?";
+ mes "Th-that's the way i-it";
+ mes "always w-works. You";
+ mes "can't just-- You c-can't...";
+ next;
+ mes "[Fishbone]";
+ mes "Alright, you got me.";
+ mes "But if I'm gonna risk";
+ mes "my life to help you get";
+ mes "into that Laboratory I want";
+ mes "something in return. Okay?";
+ next;
+ mes "[Fishbone]";
+ mes "All you need to do is";
+ mes "come back here with";
+ mes "^FF000071,381,305,294,921,000 zeny^000000.";
+ mes "Then I'll give you all the help";
+ mes "you need. Alright, good luck";
+ mes "to you, brave adventurer.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "You're joking right?!";
+ mes "There's no way I can ever";
+ mes "get that much zeny! I'd...";
+ mes "I'd have to at least take";
+ mes "over the world or, or...";
+ next;
+ mes "[Fishbone]";
+ mes "Good point.";
+ mes "Fine, maybe that";
+ mes "price is a little high.";
+ mes "I'll just cut it in half,";
+ mes "then. Still want my";
+ mes "help? Then bring me...";
+ next;
+ mes "[Fishbone]";
+ mes " ";
+ mes " ";
+ mes "...^FF000020 Jellopy^000000.";
+ next;
+ mes "[Fishbone]";
+ mes "Gosh.";
+ mes "It's like I'm";
+ mes "doing this for free...";
+ next;
+ if (select("Okay.:No! It's impossible!") == 1) {
+ mes "[Fishbone]";
+ mes "Alright, then";
+ mes "bring me back a";
+ mes "total of 20 Jellopy.";
+ mes "But you gotta have";
+ mes "exactly 20 Jellopy on";
+ mes "you, okay? Seeya pal~";
+ set lhz_sincube,5;
+ close;
+ }
+ mes "[Fishbone]";
+ mes "What are you--";
+ mes "Okay, now you're the";
+ mes "one who's joking around.";
+ mes "Look, it's either bring me";
+ mes "20 Jellopy or 71,381,3--";
+ mes "whatever number I said-- zeny!";
+ close;
+ }
+ else if (lhz_sincube == 5) {
+ mes "[Fishbone]";
+ mes "So...";
+ mes "Did you bring";
+ mes "the stuff?";
+ next;
+ switch(select("I'm still working on it.:Here you go!:Um... Stuff?")) {
+ case 1:
+ mes "[Fishbone]";
+ mes "Still working on it?";
+ mes "Okay, I know I didn't";
+ mes "ask you for very much,";
+ mes "but gimme some respect";
+ mes "and get serious about it!";
+ mes "It's 20 friggin' Jellopies!";
+ close;
+ case 2:
+ if (countitem(909) > 19) {
+ mes "[Fishbone]";
+ mes "Ooh. Hey, good work.";
+ mes "Okay, I can see you're";
+ mes "the reliable type. A deal";
+ mes "is a deal, so I'll tell you";
+ mes "how you can get inside";
+ mes "that Laboratory.";
+ next;
+ mes "[Fishbone]";
+ mes "Now, if you're wondering";
+ mes "why I don't got much qualm";
+ mes "against helping you, it's";
+ mes "because I used to work in";
+ mes "the Laboratory... But then";
+ mes "they laid me off unfairly.";
+ next;
+ mes "[Fishbone]";
+ mes "Anyway, anything I can";
+ mes "do to cause them trouble";
+ mes "is good in my book. Let me";
+ mes "get some stuff ready and";
+ mes "then I'll tell you what you";
+ mes "really need to know.";
+ delitem 909,20; //Jellopy
+ set lhz_sincube,6;
+ close;
+ }
+ mes "[Fishbone]";
+ mes "Uh...";
+ mes "I said 20 Jellopies,";
+ mes "didn't I? This ain't";
+ mes "enough pal, so go out";
+ mes "and get some more!";
+ close;
+ case 3:
+ mes "[Fishbone]";
+ mes "What the...?";
+ mes "How could you forget";
+ mes "something like that?";
+ mes "Anyway, I asked you to";
+ mes "bring 20 Jellopies.";
+ close;
+ }
+ }
+ else if (lhz_sincube == 6) {
+ mes "[Fishbone]";
+ if (lhz_boss == 6) {
+ mes "way to get into Regenschrim";
+ mes "Lab. However, I do know of";
+ mes "this secret maze that should";
+ mes "get you there. Still, if you're";
+ mes "willing and ready to go...";
+ }
+ else {
+ mes "Okay...";
+ mes "Are you ready now?";
+ mes "I'm gonna send you";
+ mes "someplace where you";
+ mes "can find the Lab entrance.";
+ }
+ next;
+ switch(select("Not yet.:Yes.")) {
+ case 1:
+ mes "[Fishbone]";
+ mes "Eh...?";
+ mes "Alright, it's";
+ mes "not a problem.";
+ mes "Just take your time.";
+ close;
+ }
+ mes "[Fishbone]";
+ mes "Great!";
+ mes "Okay then,";
+ mes "here we go!";
+ close2;
+ set lhz_sincube,7;
+ switch(rand(1,3)) {
+ case 1: warp "lhz_cube",67,193; break;
+ case 2: warp "lhz_cube",66,136; break;
+ case 3: warp "lhz_cube",66,74; break;
+ }
+ end;
+ }
+ else if (lhz_sincube < 10) {
+ mes "[Fishbone]";
+ mes "Hm, you must not have";
+ mes "accomplished whatever";
+ if (lhz_boss == 6) {
+ mes "it is you need to do in the";
+ mes "Regenschirm Laboratory yet.";
+ }
+ else {
+ mes "it was you were doing";
+ mes "in the Laboratory. Do";
+ }
+ mes "you want me to send";
+ mes "you there again?";
+ next;
+ if (select("No.:Yes.") == 1) {
+ mes "[Fishbone]";
+ mes "Geez, you must have";
+ mes "really had a hard time";
+ mes "there. Okay, well, when";
+ mes "you're ready to go there,";
+ mes "just let me know, got it?";
+ close;
+ }
+ mes "[Fishbone]";
+ mes "Got a lot of";
+ mes "spirit in you,";
+ mes "don't you? Heh!";
+ mes "I like you style~";
+ mes "Get ready, 'cuz";
+ mes "here we go...!";
+ close2;
+ set lhz_sincube,7;
+ switch(rand(1,3)) {
+ case 1: warp "lhz_cube",67,193; break;
+ case 2: warp "lhz_cube",66,136; break;
+ case 3: warp "lhz_cube",66,74; break;
+ }
+ end;
+ }
+ else if (lhz_sincube == 10) {
+ mes "[Fishbone]";
+ mes "Hey, you came back!";
+ mes "Good, I was starting";
+ mes "to get a little worried";
+ mes "about what happened to";
+ mes "you. So did you get what";
+ mes "you wanted over there?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Yeah...";
+ mes "I hope so,";
+ mes "anyway.";
+ next;
+ mes "[Fishbone]";
+ mes "Good! Whatever you did,";
+ mes "I hope it messes them up big";
+ mes "time! I usedta be a respected";
+ mes "scientist for Regenschirm till";
+ mes "they laid me off! Serves those";
+ mes "ungrateful jerkoffs right!";
+ next;
+ mes "[Fishbone]";
+ mes "Then again, my current";
+ mes "line of work seems to suit";
+ mes "me much better. And I don't";
+ mes "gotta worry about formulas";
+ mes "and algorithms anymore.";
+ next;
+ mes "[Fishbone]";
+ mes "Oh yeah, the place you";
+ mes "just went to? There's a";
+ mes "secret path the Laboratory";
+ mes "there. If you want, I can";
+ mes "send you back there. So";
+ mes "what do you say?";
+ next;
+ if (select("Sure:No thanks~") == 1) {
+ mes "[Fishbone]";
+ mes "Okay then, here";
+ mes "we go! Good luck";
+ mes "to you, buddy.";
+ close2;
+ switch(rand(1,3)) {
+ case 1: warp "lhz_cube",67,193; break;
+ case 2: warp "lhz_cube",66,136; break;
+ case 3: warp "lhz_cube",66,74; break;
+ }
+ end;
+ }
+ mes "[Fishbone]";
+ mes "Alright, it's your";
+ mes "choice. Oh, and that";
+ mes "pass you have should";
+ mes "let you into the Laboratory";
+ mes "anyway. Good luck to you, pal.";
+ close;
+ }
+ mes "[Fishbone]";
+ mes "Heya pal!";
+ mes "It's been a while.";
+ mes "You doin' good? I'm";
+ mes "just peachy, thanks~";
+ close;
+ }
+ else if (BaseLevel < 60) {
+ mes "Hey kid, get";
+ mes "outta here! Can't";
+ mes "you tell I'm dealin'";
+ mes "in something shady";
+ mes "here? This is no place";
+ mes "for baby faced guys like you!";
+ close;
+ }
+ else if (lhz_boss > 6) {
+ mes "[Fishbone]";
+ mes "Heya pal!";
+ mes "It's been a while.";
+ mes "You doin' good? I'm";
+ mes "just peachy, thanks~";
+ close;
+ }
+}
+
+lhz_cube,237,198,0 script Bundle of Files#cube 111,{
+ if (lhz_sincube < 7) {
+ mes "^3355FFThere are a bunch";
+ mes "of files scattered";
+ mes "on the ground.^000000";
+ close;
+ }
+ else if (lhz_sincube < 10) {
+ if (lhz_secret01 < 1) {
+ mes "^3355FFThere are a bunch";
+ mes "of files scattered";
+ mes "on the ground. They";
+ mes "seem to contain all";
+ mes "sorts of information,";
+ mes "but they're all mixed up.^000000";
+ next;
+ if (select("Rummage through the files.:Cancel") == 1) {
+ mes "^3355FFWhile you are";
+ mes "rummaging through";
+ mes "the files, a Red Key";
+ mes "drops to the ground";
+ mes "with a clink. You decide";
+ mes "to keep this ^000000Red Key^3355FF.^000000";
+ set lhz_secret01,1;
+ }
+ close;
+ }
+ mes "^3355FFThis is the place";
+ mes "where you found the";
+ mes "^000000Red Key^3355FF while you were";
+ mes "looking through the files";
+ mes "scattered on the ground.^000000";
+ close;
+ }
+ mes "^3355FFThis is the place";
+ mes "where you found the";
+ mes "^000000Red Key^3355FF while you were";
+ mes "looking through the files";
+ mes "scattered on the ground.^000000";
+ close;
+}
+
+lhz_cube,234,202,0 script Picture#cube 111,{
+ if (lhz_secret01 < 2) {
+ mes "^3355FFThis picture hanging";
+ mes "on the wall catches";
+ mes "your attention for some";
+ mes "inexplicably strange reason.^000000";
+ next;
+ if (select("Look behind picture.:Cancel") == 1) {
+ mes "^3355FFYou push and pull";
+ mes "with all your strength,";
+ mes "but the picture won't";
+ mes "budge. If it's too hard";
+ mes "to move, there must be";
+ mes "something hidden behind it.^000000";
+ }
+ close;
+ }
+ else if (lhz_secret01 == 2) {
+ mes "^3355FFThis picture hanging";
+ mes "on the wall catches";
+ mes "your attention for some";
+ mes "inexplicably strange reason.^000000";
+ next;
+ if (select("Look behind picture.:Cancel") == 1) {
+ mes "^3355FFYou push and pull";
+ mes "with all your strength,";
+ mes "but this picture is too";
+ mes "hard to move with just";
+ mes "brute strength alone.^000000";
+ next;
+ input .@input$;
+ if (.@input$ == "Jackknife") {
+ mes "^3355FFYou take the";
+ mes "Jackknife, thrust";
+ mes "it under the picture";
+ mes "and twist it in order to";
+ mes "pry the picture off the wall.^000000";
+ next;
+ mes "^3355FFBehind the picture, you";
+ mes "find that the following";
+ mes "numbers are written:^000000";
+ mes " ";
+ set .@number_rand,rand(1,3);
+ if (.@number_rand == 1) {
+ mes "4 3 2 9 1 6 8 2 7";
+ set lhz_secret01,3;
+ }
+ else if (.@number_rand == 2) {
+ mes "3 6 4 1 2 8 7 1 5";
+ set lhz_secret01,4;
+ }
+ else {
+ mes "4 9 3 7 6 2 8 6 6";
+ set lhz_secret01,5;
+ }
+ close;
+ }
+ mes "^3355FFUnfortunately,";
+ mes "doing that apparently";
+ mes "wasn't enough to move";
+ mes "the picture. Perhaps you";
+ mes "should try something else.^000000";
+ close;
+ }
+ close;
+ }
+ else if (lhz_secret01 < 6) {
+ mes "^3355FFThe following numbers";
+ mes "were written behind the";
+ mes "picture. If they were hidden,";
+ mes "these numbers must have";
+ mes "some kind of importance.^000000";
+ mes " ";
+ if (lhz_secret01 == 3) {
+ mes "4 3 2 9 1 6 8 2 7";
+ }
+ else if (lhz_secret01 == 4) {
+ mes "3 6 4 1 2 8 7 1 5";
+ }
+ else if (lhz_secret01 == 5) {
+ mes "4 9 3 7 6 2 8 6 6";
+ }
+ close;
+ }
+ mes "^3355FFThere is a picture";
+ mes "hanging on the wall.^000000";
+ next;
+ if (select("Look beneath picture.:Cancel") == 1) {
+ mes "^3355FFThere are some";
+ mes "numbers behind the";
+ mes "picture, but now there is";
+ mes "no need to memorize them.^000000";
+ }
+ close;
+}
+
+lhz_cube,242,201,0 script Drawer#cube 111,{
+ if (lhz_secret01 < 1) {
+ mes "^3355FFThe drawer here";
+ mes "looks interesting,";
+ mes "but it's locked and";
+ mes "you can't open it.^000000";
+ close;
+ }
+ else if (lhz_secret01 == 1) {
+ mes "^3355FF The drawer here";
+ mes "looks interesting, but";
+ mes "it's locked. Hopefully, you";
+ mes "can figure how to open it.^000000";
+ next;
+ input .@input$;
+ if (.@input$ == "Red Key") {
+ mes "^3355FFYou insert the Red Key";
+ mes "into the lock and open the";
+ mes "drawer. Inside, you find a";
+ mes "^000000Jackknife^3355FF that you decide";
+ mes "to take. After all, it might";
+ mes "be handy sometime.^000000";
+ set lhz_secret01,2;
+ }
+ else {
+ mes "^3355FFUnfortunately, you";
+ mes "can't open or break";
+ mes "the lock on the drawer";
+ mes "by doing that. You need";
+ mes "to try something else.^000000";
+ }
+ close;
+ }
+ mes "^3355FFThis is the drawer";
+ mes "in which you found the";
+ mes "^000000Jackknife^3355FF. It is now empty";
+ mes "and devoid of purpose.^000000";
+ close;
+}
+
+lhz_cube,248,179,0 script Chest#cube 111,{
+ if (lhz_sincube < 7) {
+ mes "^3355FFYou've found a chest";
+ mes "with an axe laid on";
+ mes "top. The axe's purpose";
+ mes "is completely utilitarian";
+ mes "and isn't suited for battle.^000000";
+ close;
+ }
+ else if (lhz_sincube == 7) {
+ mes "^3355FFYou've found a chest,";
+ mes "but more importantly,";
+ mes "there is a utility Axe";
+ mes "laid on top of it.^000000";
+ next;
+ if (select("Take the utility Axe.:Cancel") == 1) {
+ mes "^3355FFWithout shame or";
+ mes "an ounce of guilt, you";
+ mes "pick up the utility ^000000Axe^3355FF";
+ mes "and claim it as your own.^000000";
+ set lhz_sincube,8;
+ }
+ close;
+ }
+ mes "^3355FFThis is just a normal";
+ mes "chest. There used to be";
+ mes "a utility ^000000Axe^3355FF on top of";
+ mes "it until you picked it up.^000000";
+ close;
+}
+
+lhz_cube,237,183,0 script Barrel#cube 111,{
+ set number_line,0;
+ if (lhz_sincube < 8) {
+ mes "^3355FFYou have";
+ mes "found a shabbily";
+ mes "constructed barrel.^000000";
+ close;
+ }
+ else if (lhz_sincube == 8) {
+ mes "^3355FFYou have";
+ mes "found a shabbily";
+ mes "constructed barrel.";
+ mes "You sense that there's";
+ mes "something inside, but";
+ mes "you need something to";
+ mes "smash the barrel open.^000000";
+ next;
+ input .@input$;
+ if (.@input$ == "Axe") {
+ mes "^3355FFAxe in hand, you lift";
+ mes "it above your head and";
+ mes "swing it downwards,";
+ mes "smashing off the top of";
+ mes "the barrel. Inside, you find a";
+ mes "box topped with a metal plate.^000000";
+ next;
+ mes "^3355FFThe numbers one";
+ mes "through nine are";
+ mes "etched on the surface";
+ mes "of the metal plate on";
+ mes "top of the box you found,";
+ mes "like some kind of keypad...^000000";
+ set lhz_sincube,9;
+ }
+ else {
+ mes "^3355FFDoing that probably won't";
+ mes "break open this keg. You'll";
+ mes "need to try something else.^000000";
+ }
+ close;
+ }
+ else if (lhz_sincube == 9) {
+ if (lhz_secret01 < 3) {
+ mes "^3355FFYou decide to enter";
+ mes "some numbers into the";
+ mes "metallic keypad. Remember,";
+ mes "you can only enter single";
+ mes "digit numbers at one time...^000000";
+ next;
+ for( set $@i, 0; .@i < 9; set .@i, .@i + 1 )
+ input .@input;
+ mes "^3355FFNothing happened...^000000";
+ close;
+ }
+ else if (lhz_secret01 >= 3 && lhz_secret01 <= 5) {
+ switch(lhz_secret01) {
+ case 3: setarray .@numbers[0],4,3,2,9,1,6,8,2,7; break;
+ case 4: setarray .@numbers[0],3,6,4,1,2,8,7,1,5; break;
+ case 5: setarray .@numbers[0],4,9,3,7,6,2,8,6,6; break;
+ }
+ mes "^3355FFYou decide to enter";
+ mes "some numbers into the";
+ mes "numberpad etched on the";
+ mes "metal plate on top of the box";
+ mes "you found inside the keg.^000000";
+ next;
+ for( set $@i, 0; .@i < 9; set .@i, .@i + 1 ) {
+ input .@input;
+ if (.@input == .@numbers[.@i]) set .@number_line,.@number_line+1;
+ }
+ if (.@number_line == 9) {
+ mes "^3355FFThe metal plate slides";
+ mes "open and you find a key";
+ mes "Key inside the box. You";
+ mes "to keep this ^000000Yellow Key^3355FF.^000000";
+ set lhz_secret01,6;
+ }
+ else {
+ mes "^3355FFNothing happened.";
+ mes "It's likely that you did not";
+ mes "enter the correct numbers.^000000";
+ }
+ close;
+ }
+ mes "^3355FFThis is the box with";
+ mes "the keypad in which you";
+ mes "found the ^000000Yellow Key^3355FF.";
+ mes "The box is now empty.^000000";
+ close;
+ }
+ mes "^3355FFThis is a box";
+ mes "topped with a metal";
+ mes "plate that looks like";
+ mes "a crudely made keypad.^000000";
+ close;
+}
+
+lhz_cube,224,192,0 script Power Generator#cube 111,{
+ if (lhz_secret01 < 6) {
+ mes "^3355FFThis is a noisily";
+ mes "operating huge machine";
+ mes "with a front panel that has";
+ mes "a strange mark. There is a";
+ mes "keyhole on the machine";
+ mes "right next to this panel.^000000";
+ next;
+ input .@input$;
+ mes "^3355FFNothing happened.";
+ mes "You probably need";
+ mes "to find the right key to";
+ mes "insert into the keyhole.^000000";
+ close;
+ }
+ else if (lhz_secret01 == 6) {
+ mes "^3355FFThis is a noisily";
+ mes "operating huge machine";
+ mes "with a front panel that has";
+ mes "a strange mark. There is a";
+ mes "keyhole on the machine";
+ mes "right next to this panel.^000000";
+ next;
+ input .@input$;
+ if (.@input$ == "Yellow Key") {
+ mes "^3355FFYou insert the";
+ mes "Yellow Key into the";
+ mes "keyhole and turn it,";
+ mes "causing the machine";
+ mes "to sputter and deactivate.^000000";
+ next;
+ mes "^3355FFYou notice that the";
+ mes "^000000Status Light ^3355FFnext to the";
+ mes "bed has now turned off.^000000";
+ set lhz_secret01,7;
+ }
+ else {
+ mes "^3355FFNothing happened.";
+ mes "You probably need";
+ mes "to find the right key to";
+ mes "insert into the keyhole.^000000";
+ }
+ close;
+ }
+ mes "^3355FFIt's a giant machine.^000000";
+ close;
+}
+
+lhz_cube,244,201,0 script Status Light#cube 111,{
+ if (lhz_secret01 < 7) {
+ mes "^3355FFThe Status Light is";
+ mes "on. It looks like there's";
+ mes "something inside the";
+ mes "bulb, but you can't get";
+ mes "near it since it generates";
+ mes "incredibly scorching heat.^000000";
+ next;
+ mes "^3355FFNow, if you could";
+ mes "somehow shut down the";
+ mes "Power Generator in this";
+ mes "room, the bulb would be";
+ mes "cool enough for you to touch...^000000";
+ close;
+ }
+ else if (lhz_secret01 == 7) {
+ mes "The Status Light";
+ mes "is now off and the";
+ mes "bulb has cooled down.";
+ next;
+ if (select("Smash the light bulb.:Cancel") == 1) {
+ mes "^3355FFYou smash the";
+ mes "Status Light's bulb";
+ mes "and discover another key.";
+ mes "You obtained a ^000000Black Key^3355FF.^000000";
+ set lhz_secret01,8;
+ }
+ close;
+ }
+ mes "^3355FFYou find the remains";
+ mes "of a broken light bulb.^000000";
+ close;
+}
+
+lhz_cube,234,200,0 script Desk#cube 111,{
+ if (lhz_secret02 <= 1) {
+ mes "^3355FFYou've found";
+ mes "a completely";
+ mes "cluttered desk.^000000";
+ next;
+ switch(select("On the desk:Under the desk:Desk drawer")) {
+ case 1:
+ mes "^3355FFVarious documents,";
+ mes "books and lab equipment";
+ mes "are scattered on the desk.";
+ mes "But none of them seem";
+ mes "all that useful right now.^000000";
+ close;
+ case 2:
+ if (lhz_secret02 < 1) {
+ mes "^3355FFUnder this desk, of";
+ mes "all conceivable places,";
+ mes "you find a ^000000Short Stick^3355FF";
+ mes "that you decide to keep.";
+ mes "You never know when";
+ mes "you'll need one of those.^000000";
+ set lhz_secret02,1;
+ }
+ else {
+ mes "^3355FFThis is where you";
+ mes "found your ^000000Short Stick^3355FF.";
+ mes "Sadly, there are no more";
+ mes "hidden treasures for you to";
+ mes "discover beneath this desk.^000000";
+ }
+ close;
+ case 3:
+ mes "^3355FFThe desk drawer is";
+ mes "locked and probably";
+ mes "with good reason. After all,";
+ mes "you just tried to invade this";
+ mes "private and intimate space.^000000";
+ close;
+ }
+ }
+ else if (lhz_secret02 == 2) {
+ mes "^3355FFYou're back at the";
+ mes "messy desk which";
+ mes "is probably used by";
+ mes "a high ranking executive";
+ mes "who has someone else";
+ mes "do his desk tidying for him.^000000";
+ next;
+ switch(select("On the desk:Under the desk:Desk drawer")) {
+ case 1:
+ mes "^3355FFAlas, no matter how much";
+ mes "you rummage through it,";
+ mes "the clutter on the desk";
+ mes "proves to be useless to you.^000000";
+ next;
+ if (Sex) {
+ mes "^3355FFAn issue of the";
+ mes "Dancer magazine,";
+ mes "''Harmonic Lick'' catches";
+ mes "your eye, but you really";
+ mes "shouldn't be interested";
+ mes "in that publication just";
+ mes "because of the pictures.^000000";
+ }
+ else {
+ mes "^3355FFAn issue of the female";
+ mes "entertainment magazine,";
+ mes "''Magnum Break'' catches";
+ mes "your eye, but adventurers";
+ mes "have no time to look at";
+ mes "pictures of beautiful men.^000000";
+ }
+ close;
+ case 2:
+ mes "^3355FFUnder the desk, you";
+ mes "discover another Short";
+ mes "Stick which happens to";
+ mes "fit perfectly into the other";
+ mes "Short Stick you found earlier.";
+ next;
+ mes "^3355FFYou combine the two";
+ mes "lesser sticks to create";
+ mes "a stick that is superior";
+ mes "to the sum of its parts.";
+ mes "You are now the proud";
+ mes "bearer of a ^000000Long Stick^3355FF.^000000";
+ set lhz_secret02,3;
+ close;
+ case 3:
+ mes "^3355FFThis desk drawer is";
+ mes "locked shut and probably";
+ mes "always will be. It's likely";
+ mes "that nothing really valuable";
+ mes "is inside, aside from perhaps";
+ mes "a hip flask or a candy stash.";
+ close;
+ }
+ }
+ mes "^3355FFThis desk is cluttered";
+ mes "with all sorts of random";
+ mes "objects, but such is its";
+ mes "destiny as office equipment.^000000";
+ next;
+ switch(select("On the desk:Under the desk:Desk drawer")) {
+ case 1:
+ mes "^3355FFAlas, no matter how much";
+ mes "you rummage through it,";
+ mes "the clutter on the desk";
+ mes "proves to be useless to you.^000000";
+ next;
+ mes "^3355FFThere's part of a newspaper";
+ mes "here, but it's only the Comics";
+ mes "section which, of course, isn't";
+ mes "informative enough for world";
+ mes "savvy adventurers like you.^000000";
+ close;
+ case 2:
+ mes "^3355FFThis is where you found";
+ mes "one of two Short Sticks";
+ mes "to make your ^000000Long Stick^3355FF.";
+ mes "There isn't anything else";
+ mes "under here, so it's impossible";
+ mes "to make your stick any longer.^000000";
+ close;
+ case 3:
+ mes "^3355FFThis desk drawer is";
+ mes "locked very securely.";
+ mes "The owner of this desk";
+ mes "was wise to provide a";
+ mes "measure of drawer security.";
+ mes "But why put sticks under the";
+ mes "desk? This is most curious...^000000";
+ close;
+ }
+}
+
+lhz_cube,247,198,0 script Bed#cube 111,{
+ if (lhz_secret02 == 0) {
+ mes "^3355FFYou've found a bed";
+ mes "in which the sheets";
+ mes "are slovenly arranged.^000000";
+ next;
+ if (select("On the bed:Under the bed") == 1) {
+ mes "^3355FFNo one's in the bed";
+ mes "and if you climbed in,";
+ mes "you'd just be alone. For";
+ mes "some people, this may";
+ mes "be an immutable truth.^000000";
+ }
+ else {
+ mes "^3355FFUnder the bed, you";
+ mes "discover a ^000000Short Stick^3355FF";
+ mes "which you decide to";
+ mes "keep. You never know";
+ mes "when certain, seemingly";
+ mes "useless objects will save you.^000000";
+ set lhz_secret02,2;
+ }
+ close;
+ }
+ else if (lhz_secret02 == 1) {
+ mes "^3355FFYou've found a bed";
+ mes "in which the sheets";
+ mes "are slovenly arranged.^000000";
+ next;
+ if (select("On the bed:Under the bed") == 1) {
+ mes "^3355FFNo one's in the bed";
+ mes "and if you climbed in,";
+ mes "you'd just be alone. For";
+ mes "some people, this may";
+ mes "be an immutable truth.^000000";
+ }
+ else {
+ mes "^3355FFUnder the bed, you";
+ mes "discover another Short";
+ mes "Stick which happens to";
+ mes "fit perfectly into the other";
+ mes "Short Stick you found earlier.";
+ next;
+ mes "^3355FFYou combine the two";
+ mes "lesser sticks to create";
+ mes "a stick that is superior";
+ mes "to the sum of its parts.";
+ mes "You are now the proud";
+ mes "bearer of a ^000000Long Stick^3355FF.^000000";
+ set lhz_secret02,3;
+ }
+ close;
+ }
+ else if (lhz_secret02 == 2) {
+ mes "^3355FFYou've found a bed";
+ mes "in which the sheets";
+ mes "are slovenly arranged.^000000";
+ next;
+ if (select("On the bed:Under the bed") == 1) {
+ mes "^3355FFNo one's in the bed";
+ mes "and if you climbed in,";
+ mes "you'd just be alone. For";
+ mes "some people, this may";
+ mes "be an immutable truth.^000000";
+ }
+ else {
+ mes "^3355FFIn a distant and";
+ mes "dusty corner beneath";
+ mes "the bed, you manage to";
+ mes "spot an object. If only you";
+ mes "could reach it somehow...^000000";
+ next;
+ input .@input$;
+ if (.@input$ == "Short Stick") {
+ mes "^3355FFYou try to reach";
+ mes "the object by using";
+ mes "your Short Stick. After";
+ mes "a few attempts, you had no";
+ mes "choice but to admit that your";
+ mes "stick just wasn't long enough.^000000";
+ }
+ else {
+ mes "^3355FFUnfortunately,";
+ mes "whatever you used to";
+ mes "try to reach the object";
+ mes "didn't work. You'll have";
+ mes "to think of something else.^000000";
+ }
+ }
+ close;
+ }
+ else if (lhz_secret02 == 3) {
+ mes "^3355FFYou find a messy";
+ mes "bed that may be more";
+ mes "than meets the eye.^000000";
+ next;
+ if (select("On the bed:Under the bed") == 1) {
+ mes "^3355FFNo one's in the bed";
+ mes "and if you climbed in,";
+ mes "you'd just be alone. For";
+ mes "some people, this may";
+ mes "be an immutable truth.^000000";
+ }
+ else {
+ mes "^3355FFIn a distant and";
+ mes "dusty corner beneath";
+ mes "the bed, you manage to";
+ mes "spot an object. If only you";
+ mes "could reach it somehow...^000000";
+ next;
+ input .@input$;
+ if (.@input$ == "Long Stick") {
+ mes "^3355FFWith Long Stick in";
+ mes "hand, you manage to";
+ mes "reach the object and drag";
+ mes "it under the bed towards you.";
+ mes "You now possess the ^000000Cube^3355FF";
+ mes "that was under the bed.^000000";
+ set lhz_secret02,4;
+ }
+ else {
+ mes "^3355FFUnfortunately,";
+ mes "whatever you used to";
+ mes "try to reach the object";
+ mes "didn't work. You'll have";
+ mes "to think of something else.^000000";
+ }
+ }
+ close;
+ }
+ mes "^3355FFYou've found a bed";
+ mes "in which the sheets";
+ mes "are slovenly arranged.^000000";
+ next;
+ if (select("On the bed:Under the bed") == 1) {
+ mes "^3355FFNo one's in the bed";
+ mes "and if you climbed in,";
+ mes "you'd just be alone. For";
+ mes "some people, this may";
+ mes "be an immutable truth.^000000";
+ close;
+ }
+ mes "^3355FFThis is where you";
+ mes "managed to find some";
+ mes "sort of strange ^000000Cube^3355FF.^000000";
+ close;
+}
+
+lhz_cube,229,184,0 script Goblet#cube 111,{
+ if (lhz_sincube < 10) {
+ if (lhz_secret03 == 0) {
+ mes "^3355FFYou see an empty";
+ mes "bottle and a goblet.";
+ mes "It looks like you";
+ mes "missed the party.^000000";
+ next;
+ if (select("Examine the goblet.:Cancel") == 1) {
+ mes "^3355FFInside the goblet,";
+ mes "you find a ^000000Rusty Key^3355FF";
+ mes "which you decide to keep.";
+ mes "However, you'll need to get";
+ mes "rid of that rust somehow.";
+ mes "Perhaps you can dip the key";
+ mes "in some corrosive chemical?^000000";
+ set lhz_secret03,1;
+ }
+ close;
+ }
+ mes "^3355FFThis is the goblet where";
+ mes "you found that ^000000Rusty Key^3355FF.^000000";
+ close;
+ }
+ mes "^3355FFThis is goblet cup where";
+ mes "you found that ^000000Rusty Key^3355FF.^000000";
+ close;
+}
+
+lhz_cube,231,202,0 script Chemicals#cube 111,{
+ if (lhz_secret03 < 1) {
+ mes "^3355FFThere is a bottle";
+ mes "containing slightly";
+ mes "corrosive chemicals";
+ mes "that is sitting on the ledge.^000000";
+ next;
+ input .@input$;
+ mes "^3355FFWhatever you tried to";
+ mes "pour the chemicals on";
+ mes "wasn't affected at all.";
+ mes "You should try pouring the";
+ mes "chemicals on something else.^000000";
+ close;
+ }
+ else if (lhz_secret03 == 1) {
+ mes "^3355FFThere is a bottle";
+ mes "containing slightly";
+ mes "corrosive chemicals";
+ mes "that is sitting on the ledge.^000000";
+ next;
+ input .@input$;
+ if (.@input$ == "Rusty Key") {
+ mes "^3355FFPouring the chemicals";
+ mes "on the Rusty Key removes";
+ mes "the rust, making it usable";
+ mes "again. Now that it is clean,";
+ mes "the Rusty Key has become";
+ mes "a sparkling ^000000Green Key^3355FF.^000000";
+ set lhz_secret03,2;
+ }
+ else {
+ mes "^3355FFWhatever you tried to";
+ mes "pour the chemicals on";
+ mes "wasn't affected at all.";
+ mes "You should try pouring the";
+ mes "chemicals on something else.^000000";
+ }
+ close;
+ }
+ mes "^3355FFThese are the chemicals";
+ mes "that you used to clean the";
+ mes "Rusty Key so that it was";
+ mes "restored to its original glory,";
+ mes "becoming the ^000000Green Key^3355FF.^000000";
+ close;
+}
+
+lhz_cube,249,191,0 script Cabinet#cube 111,{
+ if (lhz_secret03 < 2) {
+ mes "^3355FFYou've found a";
+ mes "cabinet that contains";
+ mes "many drawers. Perhaps";
+ mes "something useful is inside?";
+ next;
+ if (select("Open:Cancel") == 1) {
+ input .@input$;
+ mes "^3355FFUnfortunately, the";
+ mes "cabinet has been locked.";
+ mes "You'll need the right key";
+ mes "in order to open the drawers.^000000";
+ }
+ close;
+ }
+ else if (lhz_secret03 == 2) {
+ mes "^3355FFYou've found a";
+ mes "cabinet that contains";
+ mes "many drawers. Perhaps";
+ mes "something useful is inside?";
+ next;
+ input .@input$;
+ if (.@input$ == "Green Key") {
+ mes "^3355FFYou take the Green Key";
+ mes "and finds that it fits into";
+ mes "one of the drawer keyholes.";
+ mes "You open the drawer and";
+ mes "obtain a strange ^000000Polygon^3355FF.^000000";
+ set lhz_secret03,3;
+ }
+ else {
+ mes "^3355FFWhatever you tried";
+ mes "did not succeed in";
+ mes "opening this cabinet.";
+ mes "Think. Think of how";
+ mes "locks are unlocked...";
+ mes "Then you'll find the";
+ mes "answer you seek.^000000";
+ }
+ close;
+ }
+ mes "^3355FFThis is the locker";
+ mes "where you used the";
+ mes "Green Key to open one";
+ mes "of the Drawers and obtained";
+ mes "a ^000000Polygon^3355FF. You're pretty happy";
+ mes "with your Polygon and don't";
+ mes "need to open the other drawers.^000000";
+ close;
+}
+
+lhz_cube,224,197,0 script Experiment Tube#cube 111,{
+ if (lhz_secret01 < 8) {
+ mes "^3355FFYou find a strange";
+ mes "tube that seems to";
+ mes "contain something.";
+ mes "Underneath the tube is";
+ mes "a thin plate with a keyhole";
+ mes "and a card insertion slot.^000000";
+ next;
+ input .@input$;
+ mes "^3355FFNothing happened.";
+ mes "You'll probably need";
+ mes "to find the right key for";
+ mes "the keyhole and the correct";
+ mes "card to insert into the slot.^000000";
+ close;
+ }
+ else if (lhz_secret01 == 8) {
+ mes "^3355FFYou find a strange";
+ mes "tube that seems to";
+ mes "contain something.";
+ mes "Underneath the tube is";
+ mes "a thin plate with a keyhole";
+ mes "and a card insertion slot.^000000";
+ next;
+ input .@input$;
+ if (.@input$ == "Black Key") {
+ mes "^3355FFYou insert the Black Key";
+ mes "into the keyhole, causing";
+ mes "the experiment tube to open";
+ mes "and reveal an ^000000Oval^3355FF which you";
+ mes "you choose to take with you.^000000";
+ set lhz_secret01,9;
+ }
+ else {
+ mes "^3355FFNothing happened...^000000";
+ }
+ close;
+ }
+ else if (lhz_secret01 == 9) {
+ mes "^3355FFThis is where you";
+ mes "obtained the ^000000Oval^3355FF.";
+ mes "As you look around";
+ mes "the tube's location,";
+ mes "you notice an artificial";
+ mes "ground fissure which";
+ mes "can probably open up...^000000";
+ close;
+ }
+ else {
+ if (lhz_sincube == 10) {
+ mes "^3355FFThere is a narrow,";
+ mes "rectangular card slot";
+ mes "in front of the tube.^000000";
+ next;
+ input .@input$;
+ if (.@input$ == "Laboratory Permit") {
+ if (countitem(2657)) {
+ mes "^3355FFYou insert the";
+ mes "Laboratory Permit";
+ mes "into the slot and the";
+ mes "man made fissure in the";
+ mes "ground splits open, revealing";
+ mes "an underground staircase.^000000";
+ next;
+ if (select("Go downstairs:Cancel") == 1) {
+ mes "^3355FFYou walk down";
+ mes "the long flight";
+ mes "of winding stairs...^000000";
+ close2;
+ //remove variables that are no longer used.
+ set lhz_sincube,0;
+ set lhz_secret01,0;
+ set lhz_secret02,0;
+ set lhz_secret03,0;
+ set MISC_QUEST,MISC_QUEST|512;
+ warp "lhz_cube",177,13;
+ end;
+ }
+ close;
+ }
+ mes "^3355FF..............";
+ mes "Nothing happened.^000000";
+ close;
+ }
+ mes "^3355FFNothing happened.^000000";
+ close;
+ }
+ mes "^3355FFThis is where you";
+ mes "obtained the ^000000Oval^3355FF.";
+ mes "As you look around";
+ mes "the tube's location,";
+ mes "you notice an articial";
+ mes "ground fissure which";
+ mes "can probably open up...^000000";
+ close;
+ }
+}
+
+lhz_cube,248,193,0 script Box#cube1 111,{
+ if ((lhz_secret01 < 9) && (lhz_secret02 < 4) && (lhz_secret03 < 3)) {
+ mes "^3355FFYou find a box with";
+ mes "three distinctively";
+ mes "shaped holes.^000000";
+ next;
+ select("Oval Hole:Cubic Hole:Polygon Hole");
+ input .@input$;
+ mes "^3355FFNothing happened.^000000";
+ close;
+ }
+ else if ((lhz_secret01 != 10) || (lhz_secret02 != 5) || (lhz_secret03 != 4)) {
+ mes "^3355FFYou find a box with";
+ mes "three distinctively";
+ mes "shaped holes.^000000";
+ next;
+ switch(select("Oval Hole:Cube Hole:Polygon Hole")) {
+ case 1:
+ if (lhz_secret01 == 9) {
+ next;
+ input .@input$;
+ if (.@input$ == "Oval") {
+ mes "^3355FFYou insert the Oval";
+ mes "into the Oval shaped";
+ mes "hole where it fits perfectly.^000000";
+ set lhz_secret01,10;
+ close;
+ }
+ mes "^3355FFNothing happened.^000000";
+ close;
+ }
+ else if (lhz_secret01 == 10) {
+ mes "^3355FFThe Oval shaped hole";
+ mes "already has an Oval in it.";
+ mes "Besides, it's not you have";
+ mes "any Ovals to spare, anyway.^000000";
+ close;
+ }
+ input .@input$;
+ mes "^3355FFNothing happened.^000000";
+ close;
+ case 2:
+ if (lhz_secret02 == 4) {
+ next;
+ input .@input$;
+ if (.@input$ == "Cube") {
+ mes "^3355FFYou insert the Cube";
+ mes "into the Cubic hole";
+ mes "and it clicks into place.";
+ mes "Your formal Kindergarten";
+ mes "training is finally justified.^000000";
+ set lhz_secret02,5;
+ close;
+ }
+ mes "^3355FFNothing happened.^000000";
+ close;
+ }
+ else if (lhz_secret02 == 5) {
+ mes "^3355FFYou already placed";
+ mes "a Cube into the hole.";
+ mes "You could take it back";
+ mes "out and put it in again,";
+ mes "but that would just be";
+ mes "a total waste of time.^000000";
+ close;
+ }
+ input .@input$;
+ mes "^3355FFNothing happened.^000000";
+ close;
+ case 3:
+ if (lhz_secret03 == 3) {
+ next;
+ input .@input$;
+ if (.@input$ == "Polygon") {
+ mes "^3355FFFortunately, the";
+ mes "nondescript Polygon";
+ mes "that you have is exactly";
+ mes "the same shape as this";
+ mes "nondescript Polygonal hole.";
+ mes "The Polygon fits perfectly,";
+ mes "almost as if it were destiny.^000000";
+ set lhz_secret03,4;
+ close;
+ }
+ mes "^3355FFNothing happened.^000000";
+ close;
+ }
+ else if (lhz_secret03 == 4) {
+ mes "^3355FFThe Polygon is already";
+ mes "inserted into the hole.";
+ mes "Trust that this is as much";
+ mes "as this Polygon can do for you.^000000";
+ close;
+ }
+ input .@input$;
+ mes "^3355FFNothing happened.^000000";
+ close;
+ }
+ }
+ else if (lhz_secret01 == 10 && lhz_secret02 == 5 && lhz_secret03 == 4 && lhz_sincube != 10) {
+ mes "^3355FFYou find a box with";
+ mes "three distinctively";
+ mes "shaped holes that";
+ mes "are now filled with the";
+ mes "objects you've inserted.^000000";
+ next;
+ if (select("Open the box.:Cancel") == 1) {
+ mes "^3355FFYou open the box";
+ mes "and find that there's";
+ mes "a small card labeled";
+ mes "''Laboratory Permit'' inside.";
+ mes "You pocket this ^000000Laboratory";
+ mes "Permit^3355FF, knowing that you";
+ mes "will be needing it later.";
+ set lhz_sincube,10;
+ getitem 2657,1; //Lab_Passport
+ }
+ close;
+ }
+ mes "^3355FFYou find the open box";
+ mes "which used to contain";
+ mes "the ^000000Laboratory Permit^3355FF.";
+ mes "This box is no longer";
+ mes "useful to you now, but";
+ mes "once upon a time, its";
+ mes "mysteries were a challenge.^000000";
+ close;
+}
+
+lhz_cube,250,184,0 script Door#cube 111,{
+ mes "^3355FFYou've come upon a";
+ mes "door that leads outside.^000000";
+ next;
+ if (select("Exit:Cancel") == 1) {
+ warp "lighthalzen",310,302;
+ end;
+ }
+ close;
+}
+
+lhz_dun02,224,6,0 script Exit1#lt 45,1,1,{
+OnTouch:
+ if (MISC_QUEST&512) {
+ warp "lhz_cube",231,90;
+ end;
+ }
+ mes "^3355FFYou found a passage that";
+ mes "seems to lead somewhere,";
+ mes "but you get the feeling that";
+ mes "you shouldn't enter it for now.^000000";
+ close;
+}
+
+//============================================================
+// Lighthalzen Pickpocket Mini-Quest
+//============================================================
+
+lighthalzen,240,216,4 script Suspicious Guy#lhz_01 870,2,2,{
+ end;
+
+OnTouch:
+ switch(rand(1,3)) {
+ case 1:
+ mes "^3355FF*SHHHHHHUK!*^000000";
+ specialeffect EF_STEAL;
+ if (zeny >= 100) {
+ set zeny,zeny-100;
+ }
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Huh...?";
+ mes "I sense something...";
+ mes "No. It might just";
+ mes "be my imagination.";
+ next;
+ mes "[?????]";
+ mes "^333333Heh heh heh heh...^000000";
+ close;
+ case 2:
+ mes "^3355FF*SHHHHHHUK!*^000000";
+ specialeffect EF_STEAL;
+ if (zeny >= 200) {
+ set zeny,zeny-200;
+ }
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Huh...?";
+ mes "I could have sworn";
+ mes "that these pockets full";
+ mes "of zeny were heavier";
+ mes "just a second ago...";
+ next;
+ mes "[?????]";
+ mes "^333333Heh heh heh heh...^000000";
+ close;
+ case 3:
+ mes "^3355FF*SHHHHHHUK!*^000000";
+ specialeffect EF_STEAL;
+ if (zeny >= 10) {
+ set zeny,zeny-10;
+ }
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Huh...?";
+ mes "What the?!";
+ mes "That guy, did he just...?";
+ mes "He did! Hey! That guy";
+ mes "stole some of my money!";
+ next;
+ mes "[Suspicious Guy]";
+ mes "Oh crap!";
+ mes "Gotta scram!";
+ mes "Eat my dust, good guy!";
+ next;
+ if (rand(1,4) == 1) {
+ enablenpc "Suspicious Guy#lhz_03";
+ disablenpc "Suspicious Guy#lhz_01";
+ }
+ else {
+ enablenpc"Suspicious Guy#lhz_02";
+ disablenpc "Suspicious Guy#lhz_01";
+ }
+ close;
+ }
+}
+
+lighthalzen,220,169,3 script Suspicious Guy#lhz_02 870,2,2,{
+ end;
+
+OnInit:
+ disablenpc "Suspicious Guy#lhz_02";
+ end;
+
+OnTouch:
+ switch(rand(1,3)) {
+ case 1:
+ mes "^3355FF*SHHHHHHUK!*^000000";
+ specialeffect EF_STEAL;
+ if (zeny >= 100) {
+ set zeny,zeny-100;
+ }
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Huh...?";
+ mes "I sense something...";
+ mes "No. It might just";
+ mes "be my imagination.";
+ next;
+ mes "[?????]";
+ mes "^333333Heh heh heh heh...^000000";
+ close;
+ case 2:
+ mes "^3355FF*SHHHHHHUK!*^000000";
+ specialeffect EF_STEAL;
+ if (zeny >= 200) {
+ set zeny,zeny-200;
+ }
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Huh...?";
+ mes "I could have sworn";
+ mes "that these pockets full";
+ mes "of zeny were heavier";
+ mes "just a second ago...";
+ next;
+ mes "[?????]";
+ mes "^333333Heh heh heh heh...^000000";
+ close;
+ case 3:
+ mes "^3355FF*SHHHHHHUK!*^000000";
+ specialeffect EF_STEAL;
+ if (zeny >= 10) {
+ set zeny,zeny-10;
+ }
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Huh...?";
+ mes "What the?!";
+ mes "That guy, did he just...?";
+ mes "He did! Hey! That guy";
+ mes "stole some of my money!";
+ next;
+ mes "[Suspicious Guy]";
+ mes "Oh crap!";
+ mes "Gotta scram!";
+ mes "Eat my dust, good guy!";
+ if (rand(1,4) == 1) {
+ enablenpc "Suspicious Guy#lhz_03";
+ disablenpc "Suspicious Guy#lhz_02";
+ }
+ else {
+ enablenpc "Suspicious Guy#lhz_01";
+ disablenpc "Suspicious Guy#lhz_02";
+ }
+ close;
+ }
+}
+
+lighthalzen,164,127,4 script Suspicious Guy#lhz_03 870,2,2,{
+ end;
+
+OnInit:
+ disablenpc "Suspicious Guy#lhz_03";
+ end;
+
+OnTouch:
+ switch(rand(1,5)) {
+ case 1:
+ case 2:
+ mes "^3355FF*SHHHHHHUK!*^000000";
+ specialeffect EF_STEAL;
+ if (zeny >= 100) {
+ set zeny,zeny-100;
+ }
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Huh...?";
+ mes "I sense something...";
+ mes "No. It might just";
+ mes "be my imagination.";
+ next;
+ mes "[?????]";
+ mes "^333333Heh heh heh heh...^000000";
+ close;
+ case 3:
+ case 4:
+ mes "^3355FF*SHHHHHHUK!*^000000";
+ specialeffect EF_STEAL;
+ if (zeny >= 200) {
+ set zeny,zeny-200;
+ }
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Huh...?";
+ mes "I could have sworn";
+ mes "that these pockets full";
+ mes "of zeny were heavier";
+ mes "just a second ago...";
+ next;
+ mes "[?????]";
+ mes "^333333Heh heh heh heh...^000000";
+ close;
+ case 5:
+ mes "^3355FF*SHHHHHHUK!*^000000";
+ specialeffect EF_STEAL;
+ if (zeny >= 10) {
+ set zeny,zeny-10;
+ }
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Huh...?";
+ mes "What the?!";
+ mes "That guy, did he just...?";
+ mes "He did! Hey! That guy";
+ mes "stole some of my money!";
+ next;
+ mes "[Suspicious Guy]";
+ mes "Oh crap!";
+ mes "Gotta scram!";
+ mes "Eat my dust, good gu--!";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Oh no, you don't!";
+ mes "I'm turning you in,";
+ mes "you pickpocket!";
+ next;
+ mes "[Suspicious Guy]";
+ mes "No...! I'm sorry!";
+ mes "I'll give you back";
+ mes "your money, just ";
+ mes "let me go! Crap!";
+ emotion e_sob;
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Alright, fine,";
+ mes "but you better quit";
+ mes "this life of crime!";
+ next;
+ mes "[Suspicious Guy]";
+ mes "You're right, that was";
+ mes "wrong of me. Thanks";
+ mes "for letting me go. Since";
+ mes "you did me a favor, I'll";
+ mes "sell you some tonic that";
+ mes "I use to run really fast.";
+ next;
+ mes "[Suspicious Guy]";
+ mes "I can only sell up to";
+ mes "three of my secret tonic";
+ mes "to you since that's all";
+ mes "I have. Each one will";
+ mes "cost 15,000 zeny. So";
+ mes "what do you say?";
+ next;
+ switch(select("Give me 1.:Give me 2.:Give me 3.:No, I'm fine.")) {
+ case 1: set .@number,1; set .@price,15000*1; break;
+ case 2: set .@number,2; set .@price,15000*2; break;
+ case 3: set .@number,3; set .@price,15000*3; break;
+ case 4:
+ mes "[Suspicious Guy]";
+ mes "Well...";
+ mes "You're just gonna";
+ mes "let me go, then?";
+ mes "That's awful generous.";
+ mes "Thanks, I appreciate it.";
+ next;
+ mes "[Suspicious Guy]";
+ mes "Anyway, I'm gonna";
+ mes "get back to work.";
+ mes "Heh heh heh~";
+ }
+ if (.@number) {
+ if (Zeny < .@price) {
+ mes "[Suspicious Guy]";
+ mes "Er, since I'm quitting";
+ mes "pickpocketing, I need";
+ mes "to make cash legitimately";
+ mes "as a business person. I'm";
+ mes "real sorry pal, but I can't just";
+ mes "give these tonics away!";
+ next;
+ mes "[Suspicious Guy]";
+ mes "Anyway, I'm gonna";
+ mes "get back to work.";
+ mes "Heh heh heh~";
+ }
+ else {
+ if ((MaxWeight-Weight) < 400) {
+ mes "[Suspicious Guy]";
+ mes "Eh, I'm sorry, but you";
+ mes "don't have enough room";
+ mes "in your inventory to even";
+ mes "hold these tonics. Sorry";
+ mes "pal, but this deal's off.";
+ next;
+ mes "[Suspicious Guy]";
+ mes "Anyway, I'm gonna";
+ mes "get back to work.";
+ mes "Heh heh heh~";
+ }
+ else {
+ mes "[Suspicious Guy]";
+ if (.@number == 1) {
+ mes "Only one? Alright, you";
+ mes "might be a cheapskate,";
+ mes "but I do owe you. Just";
+ mes "take this and I hope we never";
+ mes "bump into each other again!";
+ }
+ else if (.@number == 2) {
+ mes "Two, huh? I can dig it.";
+ mes "Now take these and I hope";
+ mes "we never see each other";
+ mes "ever again! Ciao, baby~";
+ }
+ else {
+ mes "You want all three?";
+ mes "Heh, you're much smarter";
+ mes "than I thought! Alright, take";
+ mes "these with my compliments,";
+ mes "but I hope we never bump";
+ mes "into each other ever again!";
+ }
+ set zeny,zeny-.@price;
+ getitem 12016,.@number; //Speed_Up_Potion
+ }
+ }
+ }
+ if (rand(1,2) == 1) {
+ enablenpc "Suspicious Guy#lhz_01";
+ disablenpc "Suspicious Guy#lhz_03";
+ }
+ else {
+ enablenpc "Suspicious Guy#lhz_02";
+ disablenpc "Suspicious Guy#lhz_03";
+ }
+ close;
+ }
+}
+
+//==============================================================
+// Friendship
+//==============================================================
+
+lhz_in02,201,210,5 script Digotz 869,{
+ if (BaseLevel < 50) {
+ mes "[Digotz]";
+ mes "Oh, an adventurer?";
+ mes "Welcome to Uptown";
+ mes "Lighthalzen. However,";
+ mes "I'm afraid this area won't";
+ mes "have much to offer you";
+ mes "in the way of excitement.";
+ next;
+ mes "[Digotz]";
+ mes "Not to be rude or";
+ mes "anything, but this town";
+ mes "should be safe enough for";
+ mes "you to explore. I mean, you";
+ mes "just seem to be kind of new";
+ mes "at this adventurer thing...";
+ close;
+ }
+ if (friendship > 14) {
+ mes "^3355FFDigotz has passed";
+ mes "away, but the look on";
+ mes "his face seems very";
+ mes "peaceful and content.^000000";
+ close;
+ }
+ if (friendship == 14) {
+ mes "^3355FFDigotz is seriously";
+ mes "injured from a wound";
+ mes "by a knife that is still";
+ mes "embedded in his belly.^000000";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Digotz...?";
+ mes "Oh no, let me";
+ mes "get you some help!";
+ next;
+ mes "[Digotz]";
+ mes "H-hey... It's the";
+ mes "adventurer... Man,";
+ mes "that Maku. He always";
+ mes "did bring me bad luck...";
+ mes "It's too late for me and";
+ mes "I don't have much time...";
+ next;
+ mes "[Digotz]";
+ mes "Those guards I told you";
+ mes "about... The ones who don't";
+ mes "want the poor and the rich to";
+ mes "mingle? I... Guess they found";
+ mes "I was gonna meet my old pal.";
+ mes "I just wanted to see him...";
+ next;
+ mes "[Digotz]";
+ mes "This guy... In a black";
+ mes "suit... He just... He just";
+ mes "stabbed me! I... God. It's";
+ mes "been so long since I've talked";
+ mes "to him. We'll hang out and have";
+ mes "fun, just like the good old days.";
+ next;
+ mes "[Digotz]";
+ mes "I missed my buddies, but now...";
+ mes "Now I can hear them calling me.";
+ mes "Now we can all be together just";
+ mes "like we all promised. Yeah...";
+ mes "I was wrong. Life's too short";
+ mes "to be angry with your frie--";
+ next;
+ mes "[Digotz]";
+ mes "..............";
+ next;
+ mes "[Digotz]";
+ mes "..............";
+ mes ".......................";
+ next;
+ mes "[Digotz]";
+ mes "..............";
+ mes ".......................";
+ mes "...............................";
+ next;
+ mes "^3355FFDigotz stopped breathing.";
+ mes "You remove the Knife from";
+ mes "his lifeless body as a final";
+ mes "courtesy to a man who";
+ mes "dearly loved his friends.^000000";
+ next;
+ set friendship,15;
+ getitem 1201,1; //Knife
+ close;
+ }
+ if (friendship == 13) {
+ mes "[Digotz]";
+ mes "Wh-whoa, I need to";
+ mes "get ready! That Maku's";
+ mes "gonna make fun of me if";
+ mes "I look too rich and pampered.";
+ mes "Damn! Where did I put all of";
+ mes "my fashionable street clothes?";
+ close;
+ }
+ if ((friendship == 12 && countitem(7351) > 0)) {
+ mes "[Digotz]";
+ mes "Even if Benkaistein";
+ mes "did come back, I don't";
+ mes "think I could forgive Maku.";
+ mes "In fact, you know what?";
+ mes "I think I'd even be madder!";
+ next;
+ if (select("Show Benkaistein's Journal.:Don't show Benkaistein's Journal.") == 1) {
+ mes "[Digotz]";
+ mes "Why am I so ticked off?";
+ mes "^3355FF*Sigh*^000000 You have something";
+ mes "to show me? Huh? Benkaistein";
+ mes "wanted me to read this diary";
+ mes "of his? Sure, why not? I do";
+ mes "owe him a lot over the years...";
+ next;
+ mes "[Benkaistein's Journal]";
+ mes "^856363Today, me, Digotz and";
+ mes "Maku played this crazy flying";
+ mes "game. Basically, we make";
+ mes "these wings out of wood and";
+ mes "paper, jump off these hills";
+ mes "and try to fly. Dumb, I know.^000000";
+ next;
+ mes "[Benkaistein's Journal]";
+ mes "^856363Today it was my turn to";
+ mes "jump and flap my arms with";
+ mes "these fake, badly made wings.";
+ mes "It's not really a fun game when";
+ mes "I think about it. Boy, I hope";
+ mes "we don't do that again.^000000";
+ next;
+ mes "[Digotz]";
+ mes "Oh yeah, I remember that!";
+ mes "Maku wore the wings most";
+ mes "of the time, but I still hold";
+ mes "the record for staying in the";
+ mes "air the longest! Yeah, I was";
+ mes "a regular Kid Pegasus~";
+ next;
+ mes "[Benkaistein's Journal]";
+ mes "^856363Maku, Digotz and me went";
+ mes "outside of town. Of course,";
+ mes "we didn't tell anyone or else";
+ mes "we'd get in trouble. It was";
+ mes "a really exciting day. But";
+ mes "then, we ran into a monster!^000000";
+ next;
+ mes "[Benkaistein's Journal]";
+ mes "^856363I wanted to run away but Maku";
+ mes "and Digotz wanted to beat it so";
+ mes "that we could become heroes.";
+ mes "Of course, we got hurt pretty";
+ mes "bad and the monster got away.";
+ mes "Boy, mom was not happy...^000000";
+ next;
+ mes "[Digotz]";
+ mes "Huh. I don't remember";
+ mes "that so well. But I know that";
+ mes "Benkaistein, me and Maku";
+ mes "weren't afraid of anything back";
+ mes "then. We must have been totally";
+ mes "nuts to fight a monster, though.";
+ next;
+ mes "[Benkaistein's Journal]";
+ mes "^856363Digotz's been sick for three";
+ mes "days now. It's just a normal";
+ mes "cold and Maku keeps saying";
+ mes "it's Digotz's fault he got sick.^FFFFFF ^856363 But he's always asking me to";
+ mes "go visit him and see if he's okay.^000000";
+ next;
+ mes "[Digotz]";
+ mes "I think I remember being";
+ mes "pretty sick. Maku was worried?";
+ mes "I... I must have had a horrible";
+ mes "life threatening disease like,";
+ mes "um, Gonorrhitis. You know.";
+ mes "That might have been it.";
+ next;
+ mes "[Benkaistein's Journal]";
+ mes "^856363Mom and dad keep telling";
+ mes "me not to hang out with Maku";
+ mes "anymore. Their reason is really";
+ mes "dumb, and I don't care if he is";
+ mes "poor. He's one of the best guys";
+ mes "that I'll ever know.^000000";
+ next;
+ mes "[Benkaistein's Journal]";
+ mes "^856363Digotz's family is really";
+ mes "rich and they don't want him";
+ mes "to see Maku anymore either.";
+ mes "But Digotz doesn't care.";
+ mes "I know he likes Maku a lot.^000000";
+ next;
+ mes "[Digotz]";
+ mes "Well, we were a lot";
+ mes "younger and closer back";
+ mes "then, so... ^333333*Ahem!*^000000 Why did";
+ mes "Benkaistein even write that?!";
+ next;
+ mes "[Benkaistein's Journal]";
+ mes "^856363Today, the three of us";
+ mes "made an oath of brotherhood,";
+ mes "just like we read in the comic";
+ mes "book. We swore we'd always";
+ mes "be friends no matter what.";
+ mes "For always and for always.^000000";
+ next;
+ mes "[Digotz]";
+ mes "I... I was forced to make";
+ mes "that oath! And people do";
+ mes "change, you know! I mean,";
+ mes "we were basically just kids,";
+ mes "it's not like that oath really";
+ mes "means anything now, does it?";
+ next;
+ set friendship,13;
+ mes "[Digotz]";
+ mes "That does it. I'm gonna";
+ mes "go see that Maku. I don't";
+ mes "miss him or anything, but";
+ mes "I gotta get him to cancel";
+ mes "that oath. And maybe I'll";
+ mes "beat up him a little bit.";
+ close;
+ }
+ mes "[Digotz]";
+ mes "I don't understand";
+ mes "why I'm so angry!";
+ mes "I'm starting to act";
+ mes "more like Maku, though,";
+ mes "don't get me wrong, it's";
+ mes "not like I care about the guy.";
+ close;
+ }
+ if (friendship == 7) {
+ mes "[Digotz]";
+ mes "Even if Benkaistein came";
+ mes "back from wherever he was";
+ mes "studying, I don't think he'd be";
+ mes "able to get Maku to apologize";
+ mes "to me. That guy is just way";
+ mes "too stubborn for his own good!";
+ close;
+ }
+ if (friendship == 6) {
+ mes "[Digotz]";
+ mes "Oh, it's been a while.";
+ mes "What are you doing back";
+ mes "over here? And, um, did";
+ mes "you deliver that message";
+ mes "to Maku? Now when I think";
+ mes "about it, I was kind of--";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "I delivered your message";
+ mes "word for word, and Maku";
+ mes "got angry, called you names";
+ mes "and has been threatening to";
+ mes "beat you up pretty badly.";
+ next;
+ mes "[Digotz]";
+ mes "That no-good, dirty";
+ mes "lying rotten scoundrel!";
+ mes "If it weren't for those";
+ mes "guards, I'd head over to";
+ mes "the ghetto and beat Maku";
+ mes "up myself! That stupid guy!";
+ next;
+ mes "[Digotz]";
+ mes "During times like this,";
+ mes "I really miss ^FF0000Benkaistein^000000.";
+ mes "That guy would always have";
+ mes "an answer for this kind of";
+ mes "situation. Yeah, I think he's";
+ mes "in some far off town, studying.";
+ next;
+ mes "[Digotz]";
+ mes "Supposedly he's in that";
+ mes "place, whatever it's called,";
+ mes "since there's a ton of books";
+ mes "there that he can use. But";
+ mes "yeah, Benkaistein would";
+ mes "always be the mediator...";
+ next;
+ mes "[Digotz]";
+ mes "Even back then, when";
+ mes "me, him and Maku used to";
+ mes "hang out, Benkaistein would";
+ mes "mediate if we got into some";
+ mes "argument. Still, he couldn't";
+ mes "do anything about Maku now...";
+ set friendship,7;
+ next;
+ mes "[Digotz]";
+ mes "I don't know why,";
+ mes "but I'm so angry!";
+ mes "Why am I stressing";
+ mes "out so much over this?!";
+ close;
+ }
+ if ((friendship == 4 || friendship == 5)) {
+ mes "[Digotz]";
+ mes "Still checking out";
+ mes "Uptown Lighthalzen?";
+ mes "Not like I'd care, but if you";
+ mes "do happen to see Maku,";
+ mes "deliver this little message";
+ mes "for me, sentence by sentence.";
+ next;
+ mes "[Digotz]";
+ mes "^FF0000Hopeless bastard!";
+ mes "^FF0000You're still a stubborn jerk!";
+ mes "^FF0000You owe me at least 3 lunches!";
+ mes "^FF0000Not to mention an apology!";
+ mes "^FF0000But who cares what you think?!";
+ mes "I'm so goddamn happy without you!^000000";
+ close;
+ }
+ if (friendship == 3) {
+ mes "[Digotz]";
+ mes "I know that the";
+ mes "opulence of Uptown";
+ mes "seems rather attractive,";
+ mes "but trust me. This place";
+ mes "is colorless. Now, have";
+ mes "you visited the poor district?";
+ next;
+ select("Yes, I did already...");
+ mes "["+ strcharinfo(0) +"]";
+ mes "Yes, I did already...";
+ mes "And I met someone";
+ mes "named Maku there.";
+ next;
+ mes "[Digotz]";
+ mes "Maku?! Oh, he must have";
+ mes "mentioned something about";
+ mes "me. But I don't care what he";
+ mes "says, unless it's an apology";
+ mes "for being a fully blown jerk.";
+ mes "Ever since we were kids...";
+ next;
+ mes "[Digotz]";
+ mes "Anyway, we used to be close,";
+ mes "but that guy was never a true";
+ mes "friend of mine! Like that one";
+ mes "time he cheated to beat me at";
+ mes "arm wrestling! Or when he never";
+ mes "thanked me for buying us lunch!";
+ next;
+ mes "[Digotz]";
+ mes "Sure, he might have helped";
+ mes "me a little in meeting my first";
+ mes "girlfriend, but I'll never ever";
+ mes "forgive him for fixing me up";
+ mes "on the worst blind dates a";
+ mes "man can possibly experience!";
+ next;
+ mes "[Digotz]";
+ mes "Maku doesn't know a damn";
+ mes "about friendship! Even if I did";
+ mes "want to see him, there are these";
+ mes "people who don't want the rich";
+ mes "to ever meet with the poor.";
+ next;
+ mes "[Digotz]";
+ mes "If Maku's fine, that's";
+ mes "good enough to hear for";
+ mes "me! There's no need for me";
+ mes "to go all the way over there";
+ mes "and check up on him! I only";
+ mes "have one regret though...";
+ next;
+ mes "[Digotz]";
+ mes "I only wish I had one";
+ mes "last chance to see Maku...";
+ mes "So that I could kick his sorry";
+ mes "ass myself! Yeah, that's right!";
+ mes "Arrogant bastard! But still,";
+ mes "I'm not able to do that...";
+ next;
+ mes "[Digotz]";
+ mes "The security guards here";
+ mes "will never allow the rich and";
+ mes "poor to meet, fearing that";
+ mes "the poor will disturb the peace";
+ mes "and order of the city. It's a dumb rule made for dumb people.";
+ next;
+ mes "[Digotz]";
+ mes "Still, it's pretty scary that";
+ mes "someone can get punished";
+ mes "for violating such a stupid";
+ mes "taboo, actually. Anyway, if";
+ mes "you see Maku again, tell";
+ mes "him this for me, got it?";
+ next;
+ mes "[Digotz]";
+ mes "^FF0000Hopeless bastard!";
+ mes "^FF0000You're still a stubborn jerk!";
+ mes "^FF0000You owe me at least 3 lunches!";
+ mes "^FF0000Not to mention an apology!";
+ mes "^FF0000But who cares what you think?!";
+ mes "I'm so goddamn happy without you!^000000";
+ set friendship,4;
+ close;
+ }
+ if (friendship == 2) {
+ mes "[Digotz]";
+ mes "What are you still";
+ mes "doing hanging around";
+ mes "here? There's nothing";
+ mes "interesting in Uptown";
+ mes "for you to see, adventurer.";
+ next;
+ mes "[Digotz]";
+ mes "Gosh...!";
+ mes "Just hearing about";
+ mes "Maku makes me so feel";
+ mes "so upset for some reason!";
+ close;
+ }
+ if (friendship == 1) {
+ mes "[Digotz]";
+ mes "Oh, an adventurer?";
+ mes "Welcome to Uptown";
+ mes "Lighthalzen. However,";
+ mes "I'm afraid this area won't";
+ mes "have much to offer you";
+ mes "in the way of excitement.";
+ next;
+ mes "[Digotz]";
+ mes "My name is Digotz,";
+ mes "just another citizen";
+ mes "of Upper Lighthalzen.";
+ mes "I hope that you enjoy";
+ mes "your stay in my hometown.";
+ next;
+ select("Do you know someone named Maku?");
+ mes "[Digotz]";
+ mes "Maku? Maku. Yes, he's my";
+ mes "childhood friend. Or he was,";
+ mes "anyway. Now he's just a jerk.";
+ mes "In any case, we can't hang";
+ mes "out, even if we wanted to,";
+ mes "for several reasons.";
+ next;
+ mes "[Digotz]";
+ mes "Hey, why am I even";
+ mes "talking about this? It's";
+ mes "not like I'm bothered by";
+ mes "the fact me and Maku aren't";
+ mes "pals anymore. You know what?";
+ mes "Just forget everything I said.";
+ set friendship,2;
+ close;
+ }
+ mes "[Digotz]";
+ mes "Oh, an adventurer?";
+ mes "Welcome to Uptown";
+ mes "Lighthalzen. However,";
+ mes "I'm afraid this area won't";
+ mes "have much to offer you";
+ mes "in the way of excitement.";
+ next;
+ mes "[Digotz]";
+ mes "Feel free to take";
+ mes "a look around if you";
+ mes "so wish. I'm actually";
+ mes "glad to see somebody";
+ mes "aside from the stuck up";
+ mes "rich people who live here.";
+ close;
+}
+
+lighthalzen,337,232,3 script Maku 870,{
+ if (friendship > 14) {
+ cutin "lhz_macu07",2;
+ mes "[Maku]";
+ mes "Why is this guy so";
+ mes "late? Once he shows";
+ mes "up, I swear, I'm gonna...!";
+ next;
+ mes "[Maku]";
+ mes "Eh, he might have";
+ mes "some kinda reason for";
+ mes "being late, but if he don't,";
+ mes "I've been saving a whole";
+ mes "six pack of kickass to open,";
+ mes "just for him. Heh heh heh~";
+ close2;
+ cutin "lhz_macu07",255;
+ end;
+ }
+ if (friendship == 14) {
+ cutin "lhz_macu05",2;
+ mes "[Maku]";
+ mes "Why is Digotz";
+ mes "so late? This isn't";
+ mes "like him at all. Maybe";
+ mes "something's wrong?";
+ close2;
+ cutin "lhz_macu05",255;
+ end;
+ }
+ if (friendship == 13 && countitem(7351) > 0) {
+ cutin "lhz_macu06",2;
+ mes "[Maku]";
+ mes "Hey, what is that? You want";
+ mes "I should read this journal?";
+ mes "Er, okay, but I'm none too";
+ mes "comfortable going through";
+ mes "somebody's diary. It's just";
+ mes "kinda... creepy, you know?";
+ next;
+ mes "[Maku]";
+ mes "Hey, this thing is";
+ mes "Benkaistein's. I haven't";
+ mes "seen that guy in a long while.";
+ mes "Ah, so he gave it to you for me";
+ mes "to read? Alright, I owe him a";
+ mes "favor or two, so I oughta...";
+ next;
+ cutin "lhz_macu06",255;
+ mes "[Benkaistein's Journal]";
+ mes "^856363Today, me, Digotz and";
+ mes "Maku played this crazy flying";
+ mes "game. Basically, we make";
+ mes "these wings out of wood and";
+ mes "paper, jump off these hills";
+ mes "and try to fly. Dumb, I know.^000000";
+ next;
+ mes "[Benkaistein's Journal]";
+ mes "^856363Today it was my turn to";
+ mes "jump and flap my arms with";
+ mes "these fake, badly made wings.";
+ mes "It's not really a fun game when";
+ mes "I think about it. Boy, I hope";
+ mes "we don't do that again.^000000";
+ next;
+ cutin "lhz_macu03",2;
+ mes "[Maku]";
+ mes "What is he talking about?!";
+ mes "That game was real fun!";
+ mes "Yeah, I usually wore the";
+ mes "wings and Digotz always";
+ mes "wanted to wear them too.";
+ next;
+ cutin "lhz_macu03",255;
+ mes "[Benkaistein's Journal]";
+ mes "^856363Maku, Digotz and me went";
+ mes "outside of town. Of course,";
+ mes "we didn't tell anyone or else";
+ mes "we'd get in trouble. It was";
+ mes "a really exciting day. But";
+ mes "then, we ran into a monster!^000000";
+ next;
+ mes "[Benkaistein's Journal]";
+ mes "^856363I wanted to run away but Maku";
+ mes "and Digotz wanted to beat it so";
+ mes "that we could become heroes.";
+ mes "Of course, we got hurt pretty";
+ mes "bad and the monster got away.";
+ mes "Boy, mom was not happy...^000000";
+ next;
+ cutin "lhz_macu03",2;
+ mes "[Maku]";
+ mes "That's right! Back then,";
+ mes "the three of us weren't";
+ mes "afraid of anything! Of course,";
+ mes "Digotz got beat up the most.";
+ mes "But I gotta say, he was also";
+ mes "the most fearless of us.";
+ next;
+ cutin "lhz_macu03",255;
+ mes "[Benkaistein's Journal]";
+ mes "^856363Digot's been sick for three";
+ mes "days now. It's just a normal";
+ mes "cold and Maku keeps saying";
+ mes "it's Digotz's fault he got sick.^FFFFFF ^856363 But he's always asking me to";
+ mes "go visit him and see if he's okay.^000000";
+ next;
+ cutin "lhz_macu04",2;
+ mes "[Maku]";
+ mes "Wh-what?! No, I wasn't";
+ mes "worried at all! That must";
+ mes "have been the time Digot";
+ mes "caught Clymonia. You know,";
+ mes "that, uh, horrible disease. No";
+ mes "one should have that one!";
+ next;
+ cutin "lhz_macu04",255;
+ mes "[Benkaistein's Journal]";
+ mes "^856363Mom and dad keep telling";
+ mes "me not to hang out with Maku";
+ mes "anymore. Their reason is really";
+ mes "dumb, and I don't care if he is";
+ mes "poor. He's one of the best guys";
+ mes "that I'll ever know.^000000";
+ next;
+ cutin "lhz_macu01",2;
+ mes "[Benkaistein's Journal]";
+ mes "^856363Digotz's family is really";
+ mes "rich and they don't want him";
+ mes "to see Maku anymore either.";
+ mes "But Digotz doesn't care.";
+ mes "I know he likes Maku a lot.^000000";
+ next;
+ mes "[Maku]";
+ mes "...";
+ mes "......";
+ next;
+ cutin "lhz_macu01",255;
+ mes "[Benkaistein's Journal]";
+ mes "^856363Today, the three of us";
+ mes "made an oath of brotherhood,";
+ mes "just like we read in the comic";
+ mes "book. We swore we'd always";
+ mes "be friends no matter what.";
+ mes "For always and for always.^000000";
+ next;
+ cutin "lhz_macu06",2;
+ mes "[Maku]";
+ mes "Well, that's true,";
+ mes "I guess, but people";
+ mes "change! Besides, we got";
+ mes "that idea from a comic book!";
+ mes "Well, if he apologizes first,";
+ mes "I guess I better forgive him.";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Good...";
+ mes "Because Digotz said";
+ mes "that he'll be coming";
+ mes "by in a few days.";
+ next;
+ cutin "lhz_macu07",2;
+ mes "[Maku]";
+ mes "What?! He's really coming";
+ mes "here? What for? It's too late";
+ mes "to patch things up! Still, I'd be";
+ mes "a real prick if I didn't see him. Alright, fine! I'll teach that guy";
+ mes "a lesson once he's here!";
+ next;
+ mes "[Maku]";
+ mes "And, um, gimme that";
+ mes "journal! I'm gonna read";
+ mes "more of it so I can make";
+ mes "fun of Digotz. Bwahahaha!";
+ mes "But yeah, um, thanks. Not";
+ mes "that I'm grateful or anything.";
+ cutin "lhz_macu07",255;
+ next;
+ delitem 7351,1; //Friend's_Diary
+ set friendship,14;
+ if (BaseLevel > 90) {
+ getexp 70000,0;
+ }
+ else if (BaseLevel > 75) {
+ getexp 40000,0;
+ }
+ else {
+ getexp 20000,0;
+ }
+ cutin "lhz_macu04",2;
+ mes "[Maku]";
+ mes "So, uh, I guess";
+ mes "I'll see you later.";
+ mes "Um, now I gotta get";
+ mes "ready for something.";
+ mes "^333333(But not to see Digotz!)^000000";
+ close2;
+ cutin "lhz_macu04",255;
+ end;
+ }
+ if (friendship > 5 && friendship < 13) {
+ cutin "lhz_macu06",2;
+ mes "[Maku]";
+ mes "Arrrrgh! Whenever I hear";
+ mes "about that Digotz, I get so";
+ mes "peeved! Is that guy giving";
+ mes "me the brushoff just because";
+ mes "I'm not a rich guy like he is?!";
+ next;
+ mes "[Maku]";
+ mes "I can't...";
+ mes "I can't even beat him up";
+ mes "all properly because of";
+ mes "all those freakin' guards!";
+ mes "Arrrrrrrgh! Man, where's";
+ mes "Benkaistein when I need him?";
+ close2;
+ cutin "lhz_macu06",255;
+ end;
+ }
+ if (friendship == 5) {
+ mes "[Maku]";
+ mes "RrrrRrrrr....";
+ mes "RrrrrRRRrrRR....";
+ mes "GGGGGRRRRR...";
+ next;
+ mes "^3355FFUh oh...";
+ mes "It looks like Maku";
+ mes "is starting to rage";
+ mes "just a bit too much.^000000";
+ next;
+ mes "...";
+ mes "......";
+ mes ".........";
+ next;
+ cutin "lhz_macu06",2;
+ mes "[Maku]";
+ mes "Gggrrrr...";
+ next;
+ mes "[Maku]";
+ mes "GRAAAAAAAAH~!";
+ mes "Who the hell does he";
+ mes "think he is, telling me";
+ mes "all sorts of crap!? Digotz,";
+ mes "you're not getting away";
+ mes "with this! Gonna wreck you!!";
+ next;
+ mes "^3355FFMaku's seething quickly";
+ mes "explodes into pure, violent";
+ mes "rage. You manage to calm";
+ mes "him down after a while, but";
+ mes "barely keep yourself from";
+ mes "getting killed in this outburst.^000000";
+ percentheal -50,0;
+ next;
+ mes "[Maku]";
+ mes "^333333*Pant pant* *Whew~*^000000";
+ mes "D-don't worry, I've got";
+ mes "a grip on myself now.";
+ mes "Thanks for not letting me";
+ mes "get too crazy. Times like";
+ mes "this, I really miss ^FF0000Benkaistein^000000.";
+ next;
+ mes "[Maku]";
+ mes "Benkaistein would always";
+ mes "make sure that I'd stay out";
+ mes "of fights. I really miss that";
+ mes "guy. Still, he ain't around...";
+ next;
+ set friendship,6;
+ mes "[Maku]";
+ mes "Damn those guards!";
+ mes "If they weren't there,";
+ mes "I could just go over and";
+ mes "kick Digotz's ass! I swear,";
+ mes "if it weren't for them...!";
+ close2;
+ cutin "lhz_macu06",255;
+ end;
+ }
+ if (friendship == 4) {
+ cutin "lhz_macu05",2;
+ mes "[Maku]";
+ mes "What the hell are you";
+ mes "still doing around here?";
+ mes "You must have better things";
+ mes "to do than talk to a ruffian";
+ mes "like me or that snobby and";
+ mes "totally prickish Digotz.";
+ next;
+ select("Speaking of which...");
+ mes "["+ strcharinfo(0) +"]";
+ mes "Speaking of which...";
+ mes "I spoke to Digotz again.";
+ mes "He told me to give you a";
+ mes "message, but I'm not sure th--";
+ next;
+ mes "[Maku]";
+ mes "That no-good bastard";
+ mes "has a message for me?!";
+ mes "Oh, I'm soooo honored~";
+ mes "Tell me what that fink";
+ mes "has to say, line by line!";
+ next;
+ input .@input$;
+ if (.@input$ == "Hopeless bastard!") {
+ mes "[Maku]";
+ mes "''Hopeless bastard?!''";
+ mes "Well, at least he had";
+ mes "the stomach to say that.";
+ mes "Through somebody else";
+ mes "anyway! What else'd he say?!";
+ next;
+ input .@input$;
+ if (.@input$ == "You're still a stubborn jerk!") {
+ mes "[Maku]";
+ mes "''Stubborn jerk?!''";
+ mes "Takes one to know one,";
+ mes "bastard! Why I oughta--";
+ mes "Grrr! What'd he say next?!";
+ next;
+ input .@input$;
+ if (.@input$ == "You owe me at least 3 lunches!") {
+ mes "[Maku]";
+ mes "Three lunches?!";
+ mes "I treated that guy to";
+ mes "lunch, like, fifteen times!";
+ mes "I tell you, the guy does not";
+ mes "know the meaning of friendship!";
+ mes "What else did that moron say?!";
+ next;
+ input .@input$;
+ if (.@input$ == "Not to mention an apology!") {
+ cutin "lhz_macu05",255;
+ mes "[Maku]";
+ mes "Me, apologize?!";
+ mes "He should be on his hands";
+ mes "and knees begging for my";
+ mes "frickin' forgiveness! That...";
+ mes "That selfish no-good stupid...";
+ mes "W-what else did he tell you?!";
+ next;
+ input .@input$;
+ if (.@input$ == "But who cares what you think?!") {
+ mes "[Maku]";
+ mes "''Who cares what I think?!''";
+ mes "GRRRAAAH~!! Who cares";
+ mes "what he thinks!! ^333333*Pant Pant*^000000";
+ mes "I'm gonna murderlize that";
+ mes "dumb creep! He can't possibly";
+ mes "make me angrier than I am now!";
+ next;
+ input .@input$;
+ if (.@input$ == "I'm so goddamn happy without you!") {
+ set friendship,5;
+ cutin "lhz_macu06",2;
+ mes "[Maku]";
+ mes "That's it.";
+ mes "It's decided. The";
+ mes "next time I see Digotz,";
+ mes "I'm gonna plaster his";
+ mes "face all over the floor.";
+ close2;
+ cutin "lhz_macu06",255;
+ end;
+ }
+ }
+ }
+ }
+ }
+ }
+ mes "[Maku]";
+ mes "Wha...? I dunno if Digotz";
+ mes "would say something like";
+ mes "that. You sure you heard";
+ mes "him carefully enough? It's";
+ mes "been a while, but I know";
+ mes "how Digotz talks, man.";
+ close2;
+ cutin "lhz_macu01",255;
+ end;
+ }
+ if (friendship == 3) {
+ cutin "lhz_macu03",2;
+ mes "[Maku]";
+ mes "Man, I need to blow off some";
+ mes "steam! Sure, me and Digotz";
+ mes "were buds before and maybe";
+ mes "we might seem like friends now,";
+ mes "but not anymore, though we used";
+ mes "to be closer than this. Argh!";
+ next;
+ mes "[Maku]";
+ mes "Don't get me wrong, I don't";
+ mes "miss the guy or anything like";
+ mes "that and I don't feel sorry about";
+ mes "what happened. But if he ever";
+ mes "came to apologize to me, I'd";
+ mes "probably accept, you know.";
+ next;
+ mes "[Maku]";
+ mes "Well, after thinking";
+ mes "about it, of course.";
+ mes "I mean, I'm not the one";
+ mes "holding a grudge. It's all";
+ mes "that guy's fault! Sheeeesh!";
+ close2;
+ cutin "lhz_macu03",255;
+ end;
+ }
+ if (friendship == 2) {
+ mes "[Maku]";
+ mes "Hey, what are you";
+ mes "doing back over here?";
+ mes "I thought I recommended";
+ mes "going over to check out";
+ mes "Uptown Lighthalzen. This";
+ mes "place is pretty run-down...";
+ next;
+ select("I actually met Digotz and...");
+ cutin "lhz_macu05",2;
+ mes "[Maku]";
+ mes "You what...?!";
+ mes "You saw my old pal,";
+ mes "Digotz?! Er, I mean,";
+ mes "Mister Alexander Digotz,";
+ mes "who usedta be my buddy,";
+ mes "but obviously not anymore.";
+ next;
+ cutin "lhz_macu05",255;
+ cutin "lhz_macu02",2;
+ mes "[Maku]";
+ mes "Sure, we were real close";
+ mes "at one time, but that was";
+ mes "too long ago. It's been a";
+ mes "long time since we hung";
+ mes "out and he probably hates";
+ mes "my penniless guts and...";
+ set friendship,3;
+ next;
+ mes "[Maku]";
+ mes "Crud, just listen to";
+ mes "me, I sound like a wuss.";
+ mes "I don't miss Digotz! In fact,";
+ mes "I hate the guy, one hundred";
+ mes "percent! The next time I see";
+ mes "him, I'll beat him to a pulp!";
+ close2;
+ cutin "lhz_macu02",255;
+ end;
+ }
+ if (friendship == 1) {
+ cutin "lhz_macu01",2;
+ mes "[Maku]";
+ mes "Hey, you're one of";
+ mes "those adventurers, eh?";
+ mes "Welcome to the ghetto.";
+ mes "Nothing too adventurous";
+ mes "here, but hey, you can";
+ mes "explore all you want.";
+ next;
+ mes "[Maku]";
+ mes "I don't know if you know,";
+ mes "but actually, the people who";
+ mes "live here ain't allowed to";
+ mes "explore this whole city. It's";
+ mes "kind of taboo to talk about,";
+ mes "but what do I care, right?";
+ next;
+ mes "[Maku]";
+ mes "Yeah, basically the rich";
+ mes "people here are too afraid";
+ mes "of the poor people comin' to";
+ mes "see them, so the security in";
+ mes "this city is pretty tight! Those";
+ mes "upper class guys are trash...";
+ next;
+ mes "[Maku]";
+ mes "I didn't used to think";
+ mes "this way. I actually used";
+ mes "to have a pretty rich friend";
+ mes "till I found out he's not all";
+ mes "I thought he was. That";
+ mes "moron! Why's he like that?!";
+ next;
+ mes "[Maku]";
+ mes "Eh, forget about it.";
+ mes "Why am I even talking";
+ mes "about my personal life";
+ mes "to someone I just met";
+ mes "anyway? Sure, we all";
+ mes "do it, but still...";
+ set friendship,1;
+ next;
+ mes "[Maku]";
+ mes "Well, when you get";
+ mes "bored of the ghetto,";
+ mes "you really oughta check";
+ mes "out the rich section of town.";
+ mes "I'm bitter, but I'll also admit";
+ mes "it's way nicer than this place.";
+ close2;
+ cutin "lhz_macu01",255;
+ end;
+ }
+ cutin "lhz_macu01",2;
+ mes "[Maku]";
+ mes "Hey, you're one of";
+ mes "those adventurers, eh?";
+ mes "Welcome to the ghetto.";
+ mes "Nothing too adventurous";
+ mes "here, but hey, you can";
+ mes "explore all you want.";
+ next;
+ mes "[Maku]";
+ mes "I don't know if you know,";
+ mes "but actually, the people who";
+ mes "live here ain't allowed to";
+ mes "explore this whole city. It's";
+ mes "kind of taboo to talk about,";
+ mes "but what do I care, right?";
+ next;
+ mes "[Maku]";
+ mes "Yeah, basically the rich";
+ mes "people here are too afraid";
+ mes "of the poor people comin' to";
+ mes "see them, so the security in";
+ mes "this city is pretty tight! Those";
+ mes "upper class guys are trash...";
+ next;
+ mes "[Maku]";
+ mes "I didn't used to think";
+ mes "this way. I actually used";
+ mes "to have a pretty rich friend";
+ mes "till I found out he's not all";
+ mes "I thought he was. That";
+ mes "moron! Why's he like that?!";
+ next;
+ mes "[Maku]";
+ mes "Eh, forget about it.";
+ mes "Why am I even talking";
+ mes "about my personal life";
+ mes "to someone I just met";
+ mes "anyway? Sure, we all";
+ mes "do it, but still...";
+ set friendship,1;
+ next;
+ mes "[Maku]";
+ mes "Well, when you get";
+ mes "bored of the ghetto,";
+ mes "you really oughta check";
+ mes "out the rich section of town.";
+ mes "I'm bitter, but I'll also admit";
+ mes "it's way nicer than this place.";
+ close2;
+ cutin "lhz_macu01",255;
+ cutin "lhz_macu02",255;
+ cutin "lhz_macu03",255;
+ cutin "lhz_macu04",255;
+ cutin "lhz_macu05",255;
+ cutin "lhz_macu06",255;
+ cutin "lhz_macu07",255;
+ end;
+}
+
+
+yuno_in04,107,14,5 script Student 754,{
+ if (friendship == 7 || friendship == 8) {
+ mes "[Joey Choryee]";
+ mes "This is a study area where";
+ mes "you're not supposed to speak,";
+ mes "walk or even breathe loudly.";
+ mes "Still, students like Benkaistein can tune out the whole world";
+ mes "when they study hard enough...";
+ next;
+ set friendship,8;
+ mes "[Joey Choryee]";
+ mes "Benkaistein...?";
+ mes "He's in the north part";
+ mes "of this room. He's a real";
+ mes "nice guy, but a little anal.";
+ mes "Well, he's too organized";
+ mes "and he labels everything!";
+ close;
+ }
+ mes "[Joey Choryee]";
+ mes "Property damage. Huh.";
+ mes "It has to do with lightning";
+ mes "and fire and water and stuff";
+ mes "like that? Here I thought it";
+ mes "meant, I dunno, buildings";
+ mes "getting wrecked or something.";
+ close;
+}
+
+yuno_in04,96,106,5 script Passionate Student 754,{
+ if ((MaxWeight-Weight) < 300 || checkweight(1201,1) == 0) {
+ mes "^3355FFWait a second!";
+ mes "Right now, you're carrying";
+ mes "too many things with you.";
+ mes "Please come back after";
+ mes "using the Kafra Service";
+ mes "to store some of your items.^000000";
+ close;
+ }
+ if (friendship == 15) {
+ mes "[Benkaistein]";
+ mes "Were you able to bring";
+ mes "my journal to Digotz and";
+ mes "Maku? I'm pretty sure it'd";
+ mes "remind them of all the good";
+ mes "times we had. I know they";
+ mes "sure can be stubborn...";
+ next;
+ mes "[Benkaistein]";
+ mes "Anyway, I really";
+ mes "appreciate all your";
+ mes "help. When I go back";
+ mes "home, I look forward to";
+ mes "seeing the two of them again.";
+ next;
+ mes "[Benkaistein]";
+ mes "Until then, I need to research,";
+ mes "finish my thesis and accomplish";
+ mes "my academic goals. Oh, please";
+ mes "take this pass which will let you";
+ mes "go back and forth between the";
+ mes "rich and poor areas as my thanks.";
+ next;
+ set friendship,16;
+ if (BaseLevel > 90) {
+ getexp 70000,0;
+ }
+ else if (BaseLevel > 75) {
+ getexp 40000,0;
+ }
+ else {
+ getexp 20000,0;
+ }
+ getitem 7350,1; //Pass
+ mes "[Benkaistein]";
+ mes "Anyway, I wish you";
+ mes "safety in your travels,";
+ mes "adventurer. When the three";
+ mes "of us get together, I'll be";
+ mes "sure to let you know~";
+ close;
+ }
+ if ((friendship == 11 && countitem(7351) > 0)) {
+ mes "[Benkaistein]";
+ mes "Aw nuts, this is";
+ mes "taking much longer";
+ mes "than I had expected.";
+ mes "Now where did I put";
+ mes "that thing? Hmmmm...";
+ next;
+ mes "[Benkaistein]";
+ mes "Oh, is that it?";
+ mes "Did you find my";
+ mes "journal? Quick, let";
+ mes "me check. Yes, yes...";
+ mes "This is it! Thank you";
+ mes "for finding this for me!";
+ next;
+ mes "[Benkaistein]";
+ mes "Would you mind doing";
+ mes "a favor for me? It'd be";
+ mes "better if I talk to them";
+ mes "myself, but I'm too busy";
+ mes "working on this thesis...";
+ next;
+ mes "[Benkaistein]";
+ mes "Would you please give this";
+ mes "journal to Digotz and Maku?";
+ mes "I wrote in it when we were";
+ mes "really young, so it should";
+ mes "remind them of all the good";
+ mes "times we used to share.";
+ next;
+ set friendship,12;
+ mes "[Benkaistein]";
+ mes "Anyway, this should at";
+ mes "least help them realize";
+ mes "how stupid they've been";
+ mes "acting. Thanks in advance,";
+ mes "and please take care of";
+ mes "Maku and Digotz for me.";
+ close;
+ }
+ if ((friendship == 10 || friendship == 11)) {
+ mes "[Benkaistein]";
+ mes "Aw nuts, this is";
+ mes "taking much longer";
+ mes "than I had expected.";
+ mes "Now where did I put";
+ mes "that thing? Hmmmm...";
+ next;
+ mes "^3355FFPerhaps it would";
+ mes "be best if you help";
+ mes "Benkaistein look for";
+ mes "he is searching for.^000000";
+ close;
+ }
+ if (friendship == 9) {
+ mes "[Passionate Student]";
+ mes "Oh, you startled me!";
+ mes "Still, I'm aware that it's";
+ mes "hard to get my attention";
+ mes "once I immerse myself";
+ mes "in a book. So, how can";
+ mes "I help you, adventurer?";
+ next;
+ select("Tell him about Maku and Digotz.");
+ mes "[Benkaistein]";
+ mes "Oh, how are my friends";
+ mes "doing? Oh, what? They're";
+ mes "having a huge fight just";
+ mes "because one's rich and";
+ mes "the other one's poor?";
+ mes "That's pretty childish!";
+ next;
+ mes "[Benkaistein]";
+ mes "But then again, that's just";
+ mes "like them. *Sigh* I really want";
+ mes "to go back home and get those";
+ mes "two to make up, but I also need";
+ mes "to finish this thesis. Let's see... What can I possibly do from here?";
+ next;
+ set friendship,10;
+ mes "[Benkaistein]";
+ mes "Oh, I know what I can do!";
+ mes "Wait, but where did I put it?";
+ mes "Oh, how could I lose something";
+ mes "so important? Wait! Would you";
+ mes "please wait a second while";
+ mes "I look for something?";
+ close;
+ }
+ if (friendship == 8) {
+ mes "[Passionate Student]";
+ mes "Let's see, now.";
+ mes "Wind Magic, Black Magic,";
+ mes "Porings, ah, there it is.";
+ mes "Monster race properties.";
+ mes "Hopefully this contains";
+ mes "the information I need...";
+ next;
+ mes "^3355FFUpon briefly glancing at";
+ mes "this student's belongings,";
+ mes "you notice that the name";
+ mes "''Benkaistein'' is printed";
+ mes "on them. This is the friend";
+ mes "mentioned by Maku and Digotz!^000000";
+ next;
+ select("Excuse me...");
+ mes "["+ strcharinfo(0) +"]";
+ mes "Excuse me...";
+ mes "Benkaistein?";
+ next;
+ mes "[Passionate Student]";
+ mes "...The world of humans";
+ mes "and the world of demons,";
+ mes "yes, yes... No, what I'm";
+ mes "looking for is a reference";
+ mes "to the heavens or Asgard.";
+ mes "Hmm, this here might help...";
+ next;
+ select("Hey...");
+ mes "["+ strcharinfo(0) +"]";
+ mes "Hey...";
+ mes "Over here.";
+ mes "Benkaistein!";
+ next;
+ mes "[Passionate Student]";
+ mes "...Oh, now that's a very";
+ mes "interesting observation.";
+ mes "If I can incorporate that";
+ mes "into my thesis without too";
+ mes "much trouble, my standpoint";
+ mes "would look much more solid...";
+ next;
+ select("HEY YOU...!");
+ mes "["+ strcharinfo(0) +"]";
+ mes "HEY YOU...!";
+ mes "BENKAISTEIN~!";
+ next;
+ mes "[Passionate Student]";
+ mes "Oh, good heavens!";
+ mes "C-can't you keep";
+ mes "your voice down?";
+ mes "I-I'm trying to study!";
+ mes "No, wait. Have you been";
+ mes "calling me all this time?";
+ set friendship,9;
+ close;
+ }
+ mes "[Passionate Student]";
+ mes "Let's see, now.";
+ mes "Wind Magic, Black Magic,";
+ mes "Porings, ah, there it is.";
+ mes "Monster race properties.";
+ mes "Hopefully this contains";
+ mes "the information I need...";
+ next;
+ mes "^3355FFThis student seems to";
+ mes "be dilligently conducting";
+ mes "intensive research on some";
+ mes "academic subject. For now,";
+ mes "it would be best to leave him";
+ mes "alone so that he can study.^000000";
+ close;
+}
+
+yuno_in04,168,117,3 script Book#lhz 111,{
+ if (friendship == 11) {
+ mes "^3355FFThere's nothing";
+ mes "over here that you";
+ mes "really need anymore.^000000";
+ close;
+ }
+ if (friendship == 10) {
+ set friendship,11;
+ getitem 7351,1; //Friend's_Diary
+ mes "^3355FFThis book is labeled,";
+ mes "''Benkaistein's Journal";
+ mes "Vol. 6.'' This is probably";
+ mes "what Benkaistein was trying";
+ mes "to find, so it might be best to";
+ mes "bring this and show it to him.^000000";
+ close;
+ }
+ mes "^3355FFThere's nothing of";
+ mes "any real interest";
+ mes "over here for now.^000000";
+ close;
+}
+
+///Cursed Spirit Quest
+
+lhz_dun01,147,106,0 script #kiz01-1 -1,3,3,{
+OnTouch_:
+ if (countitem(7345) > 0 ) {
+ if (lhz_curse == 0) {
+ soundeffect "loli_ruri_stand.wav",0;
+ set lhz_curse,1;
+ setquest 2086;
+ }
+ else if (lhz_curse < 26) {
+ set @lhz_ghost,rand(1,5);
+ sc_start SC_Curse,1000,0;
+ soundeffect "loli_ruri_stand.wav",0;
+ if (@lhz_ghost == 1) {
+ mes "[??????]";
+ mes "...................";
+ next;
+ soundeffect "loli_ruri_stand.wav",0;
+ mes "[??????]";
+ mes "...elp....help...";
+ close;
+ }
+ else if (@lhz_ghost == 4) {
+ mes "[??????]";
+ mes "...................";
+ next;
+ soundeffect "loli_ruri_stand.wav",0;
+ mes "[??????]";
+ mes "I...";
+ mes "I despise the living.";
+ close;
+ }
+ }
+ }
+ end;
+}
+
+lhz_dun01,239,135,0 duplicate(#kiz01-1) #kiz01-2 -1,3,3
+lhz_dun01,66,212,0 duplicate(#kiz01-1) #kiz01-3 -1,3,3
+lhz_dun01,225,198,0 duplicate(#kiz01-1) #kiz01-4 -1,3,3
+
+lhz_dun02,244,229,0 script #kiz02-1 -1,3,3,{
+OnTouch_:
+ if (countitem(7345) > 0 ) {
+ if (lhz_curse == 0) {
+ soundeffect "tao_gunka_stand.wav",0;
+ set lhz_curse,1;
+ setquest 2086;
+ }
+ else if (lhz_curse < 26) {
+ set @lhz_ghost,rand(1,10);
+ sc_start SC_Curse,1000,0;
+ soundeffect "tao_gunka_stand.wav",0;
+ if (@lhz_ghost == 1) {
+ mes "[??????]";
+ mes "...................";
+ next;
+ soundeffect "tao_gunka_stand.wav",0;
+ mes "[??????]";
+ mes "...elp....help...";
+ close;
+ }
+ else if (@lhz_ghost == 4) {
+ mes "[??????]";
+ mes "...................";
+ next;
+ soundeffect "tao_gunka_stand.wav",0;
+ mes "[??????]";
+ mes "I...";
+ mes "I despise the living.";
+ close;
+ }
+ }
+ }
+ end;
+}
+
+lhz_dun02,60,298,0 duplicate(#kiz02-1) #kiz02-2 -1,3,3
+lhz_dun02,267,278,0 duplicate(#kiz02-1) #kiz02-3 -1,3,3
+lhz_dun02,94,199,0 duplicate(#kiz02-1) #kiz02-4 -1,3,3
+
+lhz_dun03,244,51,0 script #kiz03-1 -1,3,3,{
+OnTouch_:
+ if (countitem(7345) > 0 ) {
+ if (lhz_curse == 0) {
+ soundeffect "tao_gunka_stand.wav",0;
+ set lhz_curse,1;
+ setquest 2086;
+ }
+ else if (lhz_curse < 26) {
+ set @lhz_ghost,rand(1,10);
+ sc_start SC_Curse,1000,0;
+ soundeffect "tao_gunka_stand.wav",0;
+ if (@lhz_ghost == 1) {
+ mes "[??????]";
+ mes "...................";
+ next;
+ soundeffect "tao_gunka_stand.wav",0;
+ mes "[??????]";
+ mes "...elp....help...";
+ close;
+ }
+ else if (@lhz_ghost == 4) {
+ mes "[??????]";
+ mes "...................";
+ next;
+ soundeffect "tao_gunka_stand.wav",0;
+ mes "[??????]";
+ mes "I...";
+ mes "I despise the living.";
+ close;
+ }
+ }
+ }
+ end;
+}
+
+lhz_dun03,123,191,0 duplicate(#kiz03-1) #kiz03-2 -1,3,3
+lhz_dun03,74,140,0 duplicate(#kiz03-1) #kiz03-3 -1,3,3
+
+lighthalzen,344,278,0 script #kiz03 -1,2,2,{
+OnTouch_:
+ if (countitem(7345) > 0 ) {
+ if (lhz_curse == 0) {
+ soundeffect "tao_gunka_stand.wav",0;
+ sc_start SC_Curse,1000,0;
+ }
+ else if ((lhz_curse > 0) && (lhz_curse < 26)) {
+ mes "............";
+ next;
+ soundeffect "tao_gunka_stand.wav",0;
+ sc_start SC_Blind,60000,0;
+ mes "............";
+ next;
+ mes "[?????]";
+ mes "Honey, I'm sorry,";
+ mes "but I... We know how";
+ mes "hungry you are, but we";
+ mes "have nothing to feed you.";
+ next;
+ mes "[?????]";
+ mes "*Sniff* I know, I know,";
+ mes "but somehow, that tragic";
+ mes "truth eats away at me just";
+ mes "a little bit more everyday...";
+ next;
+ mes "[?????]";
+ mes "D-damn it...!";
+ mes "Why do we have";
+ mes "to live like this?!";
+ mes "It's like we're less";
+ mes "than animals. I hate this!";
+ next;
+ mes "............";
+ next;
+ mes "............";
+ next;
+ emotion e_what,1;
+ mes "["+strcharinfo(0)+"]";
+ mes "Those voices weren't";
+ mes "just in my head, were they?";
+ mes "Hello...? Anybody there...?";
+ close2;
+ sc_end SC_Blind;
+ sc_start SC_Curse,5000,0;
+ if (!lhz_spi01) set lhz_spi01,1;
+ }
+ }
+ end;
+}
+
+lhz_in03,178,22,0 script #kiz04 -1,2,2,{
+OnTouch_:
+ if (countitem(7345) > 0 ) {
+ if (lhz_curse == 0) {
+ sc_start SC_Curse,1000,0;
+ soundeffect "tao_gunka_stand.wav",0;
+ }
+ else if ((lhz_curse > 0) && (lhz_curse < 26)) {
+ mes "............";
+ next;
+ soundeffect "tao_gunka_stand.wav",0;
+ sc_start SC_Blind,60000,0;
+ mes "............";
+ next;
+ mes "[?????]";
+ mes "Hey, you won't";
+ mes "believe it! Rekenber";
+ mes "decided to hire us!";
+ next;
+ mes "[???????]";
+ mes "You sure that's so great?";
+ mes "Those big corporations";
+ mes "always take advantage";
+ mes "of the little guy. We're";
+ mes "probably gonna end up";
+ mes "slavin' away for our wages...";
+ next;
+ mes "[?????]";
+ mes "No, that's not the";
+ mes "case at all. I mean,";
+ mes "sure, we won't start off";
+ mes "with much responsibility,";
+ mes "but they'll pay us well!";
+ next;
+ mes "[?????]";
+ mes "Well, we do need to eat.";
+ mes "If they're true to their word,";
+ mes "that'll be even better!";
+ next;
+ mes "............";
+ next;
+ mes "............";
+ next;
+ mes "[???]";
+ mes "Waaaah!";
+ mes "Waaaaaaah~!";
+ next;
+ mes "[????]";
+ mes "Woman, shut this";
+ mes "baby up! Shut up, kid!";
+ next;
+ mes "[?????]";
+ mes "Honey, please...";
+ mes "He's just a baby!";
+ next;
+ mes "[????]";
+ mes "I don't care how";
+ mes "crummy this house is!";
+ mes "It's mine and I want quiet!";
+ next;
+ mes "............";
+ next;
+ mes "............";
+ next;
+ emotion e_what,1;
+ mes "["+strcharinfo(0)+"]";
+ mes "I'm hearing things";
+ mes "again! Where are all of";
+ mes "these voices coming from?";
+ close2;
+ soundeffect "tao_gunka_stand.wav",0;
+ sc_end SC_Blind;
+ sc_start SC_Curse,5000,0;
+ if (!lhz_spi02) set lhz_spi02,1;
+ }
+ }
+ end;
+}
+
+lighthalzen,295,227,0 script #kiz05 -1,2,2,{
+OnTouch_:
+ if (countitem(7345) > 0 ) {
+ if (lhz_curse == 0) {
+ sc_start SC_Curse,1000,0;
+ }
+ else if ((lhz_curse > 0) && (lhz_curse < 26)) {
+ mes "............";
+ next;
+ soundeffect "loli_ruri_stand.wav",0;
+ sc_start SC_Blind,60000,0;
+ mes "............";
+ next;
+ mes "[?????]";
+ mes "Mommy, why don't those";
+ mes "dirty people get new clothes?";
+ mes "Don't they know it's gross?";
+ mes "They're scaring me...";
+ next;
+ mes "[???????]";
+ mes "Honey, don't look at";
+ mes "them and hurry up!";
+ next;
+ mes "[????]";
+ mes "Please, do you have";
+ mes "any spare change? I...";
+ mes "I need something to eat...";
+ next;
+ mes "............";
+ next;
+ mes "............";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "This is...";
+ mes "This is insane!";
+ mes "I must be hallucinating!";
+ close2;
+ soundeffect "loli_ruri_stand.wav",0;
+ sc_end SC_Blind;
+ sc_start SC_Curse,3000,0;
+ if (!lhz_spi03) set lhz_spi03,1;
+ }
+ }
+ end;
+}
+
+lighthalzen,364,315,0 script #kiz06 -1,3,3,{
+OnTouch_:
+ if (countitem(7345) > 0 ) {
+ if (lhz_curse == 0) {
+ sc_start SC_Curse,1000,0;
+ }
+ else if ((lhz_curse > 0) && (lhz_curse < 26)) {
+ mes "............";
+ next;
+ soundeffect "tao_gunka_stand.wav",0;
+ sc_start SC_Blind,60000,0;
+ mes "............";
+ next;
+ mes "[?????]";
+ mes "Listen, I know you're";
+ mes "the newest hire, but you've";
+ mes "shown us a lot of potential.";
+ mes "I think you'd be a perfect";
+ mes "fit for this new position.";
+ next;
+ mes "[???????]";
+ mes "Are you really serious?";
+ next;
+ mes "[?????]";
+ mes "I'll tell it to you straight.";
+ mes "This new position will require";
+ mes "you to be away from home once";
+ mes "in a while, but that comes with";
+ mes "the new responsibilities.";
+ next;
+ mes "[?????]";
+ mes "But you'll receive";
+ mes "many new benefits that";
+ mes "I'm sure your family would";
+ mes "appreciate and you'll be";
+ mes "generously compensated.";
+ next;
+ mes "[???????]";
+ mes ".............";
+ next;
+ mes "[???????]";
+ mes "...Alright, I'm in.";
+ next;
+ mes "............";
+ next;
+ mes "............";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "............";
+ close2;
+ soundeffect "tao_gunka_stand.wav",0;
+ sc_end SC_Blind;
+ sc_start SC_Curse,5000,0;
+ if (!lhz_spi04) set lhz_spi04,1;
+ }
+ }
+ end;
+}
+
+lhz_in01,113,150,0 script #kiz07 -1,3,3,{
+OnTouch_:
+ if (countitem(7345) > 0 ) {
+ if (lhz_curse == 0) {
+ sc_start SC_Curse,1000,0;
+ }
+ else if ((lhz_curse > 0) && (lhz_curse < 26)) {
+ mes "............";
+ next;
+ soundeffect "tao_gunka_stand.wav",0;
+ sc_start SC_Blind,60000,0;
+ mes "............";
+ next;
+ mes "[?????]";
+ mes "So, what exactly did you";
+ mes "want me to do? I'm sorry,";
+ mes "I wasn't able to gather my";
+ mes "actual job function from";
+ mes "the presentation...";
+ next;
+ mes "[???]";
+ mes "Hee hee hee~";
+ mes "Don't worry about it.";
+ mes "Just relax and stay";
+ mes "right where you are.";
+ next;
+ mes "[?????]";
+ mes "Mmm. Alright.";
+ mes "I just thought that I was";
+ mes "supposed to go somewhere,";
+ mes "that's all. Um, shouldn't";
+ mes "I be getting ready...?";
+ next;
+ mes "[???]";
+ mes "Oh, don't worry about";
+ mes "that, either. All of the";
+ mes "arrangements will be";
+ mes "taken care of. You'll";
+ mes "be taken to that far";
+ mes "off place very soon...";
+ next;
+ mes "............";
+ next;
+ mes "............";
+ close2;
+ soundeffect "tao_gunka_stand.wav",0;
+ sc_end SC_Blind;
+ sc_start SC_Curse,3000,0;
+ if (lhz_curse == 6) set lhz_curse,7;
+ }
+ }
+ end;
+}
+
+lhz_in01,272,227,0 script #kiz08 -1,2,2,{
+OnTouch_:
+ if (countitem(7345) > 0 ) {
+ if (lhz_curse == 0) {
+ sc_start SC_Curse,1000,0;
+ }
+ else if ((lhz_curse > 0) && (lhz_curse < 26)) {
+ mes "............";
+ next;
+ soundeffect "tao_gunka_stand.wav",0;
+ sc_start SC_Blind,60000,0;
+ mes "............";
+ next;
+ mes "[????]";
+ mes "Oh, I'm so sorry to";
+ mes "hear that you want to";
+ mes "quit. Are you sure there";
+ mes "isn't anything we can do";
+ mes "to change your mind?";
+ next;
+ mes "[???]";
+ mes "Well, I'm thinking of";
+ mes "retiring early and just";
+ mes "spending more time";
+ mes "with my family. But I won't";
+ mes "ever talk about the company";
+ mes "or any of its, well, secrets.";
+ next;
+ mes "[????]";
+ mes "I really appreciate";
+ mes "your honesty and sincerity.";
+ mes "You've really done a great";
+ mes "job for us and I can't thank";
+ mes "you enough for your years of";
+ mes "dedication to this company.";
+ next;
+ mes "[???]";
+ mes "Thank you, sir.";
+ next;
+ mes "[????]";
+ mes "It would be a great loss";
+ mes "for this company to let you";
+ mes "go now. But I guess we have";
+ mes "no choice, since you've had";
+ mes "that horrible accident.";
+ next;
+ mes "[???]";
+ mes "Sir...?";
+ mes "Accident...?";
+ mes "I don't understand";
+ mes "what you're talking ab--";
+ next;
+ mes "[???]";
+ mes "N-no! Please...!";
+ mes "I didn't, I swear on";
+ mes "my life that I won't ever";
+ mes "say anything about this";
+ mes "place! I'm begging you,";
+ mes "for the love of god!";
+ next;
+ mes "[????]";
+ mes "Your life...?";
+ mes "Sorry, not good enough.";
+ mes "You should have known.";
+ next;
+ mes "[???]";
+ mes "Ssstop! I have chil--";
+ mes "MY LEEEEGS!! OH MY GOD";
+ mes "WHAT HAVE YOU DONE TO";
+ mes "MY LEGS?! HELP ME, OH MY G--";
+ next;
+ mes "............";
+ next;
+ mes "............";
+ close2;
+ soundeffect "tao_gunka_stand.wav",0;
+ sc_end SC_Blind;
+ sc_start SC_Curse,3000,0;
+ if (lhz_curse == 11) set lhz_curse,12;
+ }
+ }
+ end;
+}
+
+lhz_in01,206,129,0 script #kiz09 -1,5,5,{
+OnTouch_:
+ if (countitem(7345) > 0) {
+ if (lhz_curse == 12) {
+ mes "............";
+ next;
+ mes "............";
+ soundeffect "loli_ruri_stand.wav",0;
+ sc_start SC_Curse,1000,0;
+ close2;
+ warp "lhz_que01",26,27;
+ }
+ else if (((lhz_curse > 0) && (lhz_curse < 12)) && ((lhz_curse > 12) && (lhz_curse < 26))) {
+ sc_start SC_Curse,1000,0;
+ }
+ }
+ end;
+}
+
+lhz_que01,21,31,5 script #li_Varmunt 755,{
+ if (countitem(7345) > 0) {
+ if (lhz_curse == 12) {
+ mes "[??]";
+ mes "Doctor Varmunt,";
+ mes "you've finally agreed";
+ mes "to join us. Welcome!";
+ next;
+ emotion e_swt,"#li_Varmunt";
+ mes "[Varmunt]";
+ mes "Well, I don't know if I agree";
+ mes "with this company's policies,";
+ mes "but the project you're offering";
+ mes "seems to be an opportunity that";
+ mes "comes once in a lifetime, so...";
+ next;
+ emotion e_no1,"#li_researcher";
+ mes "[??]";
+ mes "To be honest, this project";
+ mes "can only be a success with";
+ mes "your cooperation. We need";
+ mes "your genius and will provide";
+ mes "whatever you require.";
+ next;
+ mes "[Varmunt]";
+ mes "I'm flattered.";
+ mes "And of course, I'll";
+ mes "do my best. It's just";
+ mes "that this deal sounds";
+ mes "too good to be true...";
+ next;
+ mes "............";
+ next;
+ soundeffect "loli_ruri_stand.wav",0;
+ mes ".................";
+ next;
+ soundeffect "loli_ruri_stand.wav",0;
+ mes "...................";
+ next;
+ soundeffect "loli_ruri_stand.wav",0;
+ mes ".....................";
+ next;
+ mes ".......................";
+ next;
+ mes "[??]";
+ mes "Amazing. You've accomplished";
+ mes "what most have thought to be";
+ mes "impossible ahead of schedule.";
+ mes "An imitation of Ymir's Heart!";
+ mes "This will surely spur Airship";
+ mes "and Guardian development~!";
+ next;
+ mes "[Varmunt]";
+ mes "I still don't believe that";
+ mes "were able to do it. This is";
+ mes "a huge leap for science, even";
+ mes "if this imitation isn't as powerful as the real Ymir's Heart.";
+ next;
+ mes "[??]";
+ mes "Come, we must celebrate!";
+ mes "Let's go outside and have";
+ mes "a toast in your honor! Ha ha~";
+ next;
+ mes "............";
+ next;
+ soundeffect "loli_ruri_stand.wav",0;
+ mes ".................";
+ next;
+ soundeffect "loli_ruri_stand.wav",0;
+ mes "....................";
+ next;
+ soundeffect "loli_ruri_stand.wav",0;
+ mes "......................";
+ next;
+ mes "[??]";
+ mes "But why, Doctor Varmunt?";
+ mes "If you're unhappy with the";
+ mes "Rekenber Corporation for";
+ mes "any reason whatsoever...";
+ next;
+ mes "[Varmunt]";
+ mes "Well, I don't really";
+ mes "have a reason to remain";
+ mes "now that we've accomplished";
+ mes "what I've agreed to do. It's time for me to return and work on";
+ mes "my personal research.";
+ next;
+ mes "[??]";
+ mes "Please, Doctor Varmunt,";
+ mes "reconsider! You may have";
+ mes "full use of our facilities to";
+ mes "conduct your research. I'm";
+ mes "willing to make you an offer.";
+ next;
+ mes "[Varmunt]";
+ mes "No, I can't...";
+ mes "If I continue to work";
+ mes "here, I'm afraid I might";
+ mes "make a lot of people";
+ mes "unhappy. But, thank";
+ mes "you for everything.";
+ next;
+ mes "[??]";
+ mes "Wait...";
+ mes "Doctor Varmunt.";
+ mes "You forgot your cane.";
+ next;
+ mes "[Varmunt]";
+ mes "Since when have you";
+ mes "seen me use a cane?";
+ mes "And even if I did,";
+ mes "that one isn't mi--";
+ next;
+ mes "...";
+ next;
+ mes "...";
+ mes "......";
+ next;
+ mes "...";
+ mes "......";
+ mes ".........";
+ set lhz_curse,13;
+ close2;
+ warp "lhz_in01",206,129;
+ end;
+ }
+ else {
+ warp "lhz_in01",206,129;
+ }
+ }
+ else {
+ warp "lhz_in01",206,129;
+ }
+ end;
+}
+
+lhz_que01,29,24,3 script #li_researcher 754,{
+ if (countitem(7345) > 0) {
+ if (lhz_curse == 12) {
+ mes "Doctor Varmunt,";
+ mes "you've finally agreed";
+ mes "to join us. Welcome!";
+ next;
+ emotion e_swt,"#li_Varmunt";
+ mes "[Varmunt]";
+ mes "Well, I don't know if I agree";
+ mes "with this company's policies,";
+ mes "but the project you're offering";
+ mes "seems to be an opportunity that";
+ mes "comes once in a lifetime, so...";
+ next;
+ emotion e_no1,"#li_researcher";
+ mes "[??]";
+ mes "To be honest, this project";
+ mes "can only be a success with";
+ mes "your cooperation. We need";
+ mes "your genius and will provide";
+ mes "whatever you require.";
+ next;
+ mes "[Varmunt]";
+ mes "I'm flattered.";
+ mes "And of course, I'll";
+ mes "do my best. It's just";
+ mes "that this deal sounds";
+ mes "too good to be true...";
+ next;
+ mes "............";
+ next;
+ soundeffect "loli_ruri_stand.wav",0;
+ mes ".................";
+ next;
+ soundeffect "loli_ruri_stand.wav",0;
+ mes "...................";
+ next;
+ soundeffect "loli_ruri_stand.wav",0;
+ mes ".....................";
+ next;
+ mes ".......................";
+ next;
+ mes "[??]";
+ mes "Amazing. You've accomplished";
+ mes "what most have thought to be";
+ mes "impossible ahead of schedule.";
+ mes "An imitation of Ymir's Heart!";
+ mes "This will surely spur Airship";
+ mes "and Guardian development~!";
+ next;
+ mes "[Varmunt]";
+ mes "I still don't believe that";
+ mes "were able to do it. This is";
+ mes "a huge leap for science, even";
+ mes "if this imitation isn't as powerful as the real Ymir's Heart.";
+ next;
+ mes "[??]";
+ mes "Come, we must celebrate!";
+ mes "Let's go outside and have";
+ mes "a toast in your honor! Ha ha~";
+ next;
+ mes "............";
+ next;
+ soundeffect "loli_ruri_stand.wav",0;
+ mes ".................";
+ next;
+ soundeffect "loli_ruri_stand.wav",0;
+ mes "....................";
+ next;
+ soundeffect "loli_ruri_stand.wav",0;
+ mes "......................";
+ next;
+ mes "[??]";
+ mes "But why, Doctor Varmunt?";
+ mes "If you're unhappy with the";
+ mes "Rekenber Corporation for";
+ mes "any reason whatsoever...";
+ next;
+ mes "[Varmunt]";
+ mes "Well, I don't really";
+ mes "have a reason to remain";
+ mes "now that we've accomplished";
+ mes "what I've agreed to do. It's time for me to return and work on";
+ mes "my personal research.";
+ next;
+ mes "[??]";
+ mes "Please, Doctor Varmunt,";
+ mes "reconsider! You may have";
+ mes "full use of our facilities to";
+ mes "conduct your research. I'm";
+ mes "willing to make you an offer.";
+ next;
+ mes "[Varmunt]";
+ mes "No, I can't...";
+ mes "If I continue to work";
+ mes "here, I'm afraid I might";
+ mes "make a lot of people";
+ mes "unhappy. But, thank";
+ mes "you for everything.";
+ next;
+ mes "[??]";
+ mes "Wait...";
+ mes "Doctor Varmunt.";
+ mes "You forgot your cane.";
+ next;
+ mes "[Varmunt]";
+ mes "Since when have you";
+ mes "seen me use a cane?";
+ mes "And even if I did,";
+ mes "that one isn't mi--";
+ next;
+ mes "...";
+ next;
+ mes "...";
+ mes "......";
+ next;
+ mes "...";
+ mes "......";
+ mes ".........";
+ set lhz_curse,13;
+ close2;
+ warp "lhz_in01",206,129;
+ end;
+ }
+ else {
+ warp "lhz_in01",206,129;
+ }
+ }
+ else {
+ warp "lhz_in01",206,129;
+ }
+ end;
+}
+
+lhz_in01,282,166,0 script #kiz10 -1,3,3,{
+OnTouch_:
+ if (countitem(7345) > 0) {
+ if (lhz_curse == 16) {
+ if (checkweight(1201,1) == 0) {
+ mes "^3355FFThere's something on";
+ mes "the floor, but you can't";
+ mes "really take a good look at";
+ mes "what it is right now. Perhaps";
+ mes "if you freed up more space";
+ mes "in your inventory...";
+ close;
+ }
+ mes "...";
+ mes "......";
+ next;
+ mes "...";
+ mes "......";
+ mes ".........";
+ soundeffect "loli_ruri_stand.wav",0;
+ sc_start SC_Curse,1000,0;
+ close2;
+ warp "lhz_que01",98,59;
+ end;
+ }
+ else if (((lhz_curse > 0) && (lhz_curse < 16)) && ((lhz_curse > 16) && (lhz_curse < 26))) {
+ sc_start SC_Curse,1000,0;
+ }
+ }
+ end;
+}
+
+lhz_que01,99,74,5 script #li_Man 48,{
+ if (lhz_curse == 16) {
+ mes "[???]";
+ mes "It's over.";
+ mes "I really want";
+ mes "to quit. This is";
+ mes "the end for me.";
+ next;
+ mes "[Peco Peco]";
+ mes "^3131FFThis is the end!";
+ mes "This is the end!^000000";
+ next;
+ mes "[???]";
+ mes "He was right to say that";
+ mes "we'd be paid well, but going";
+ mes "through this much torture isn't";
+ mes "worth any sum of money in the";
+ mes "world to me. *Sigh* Money...";
+ next;
+ mes "[???]";
+ mes "She must be so worried";
+ mes "about me by now. And her";
+ mes "health is so bad. I'm such";
+ mes "a fool for leaving her behind.";
+ next;
+ mes "[Peco Peco]";
+ mes "Such a fool!";
+ mes "Such a fool!";
+ mes "*Squaaawk~*";
+ next;
+ mes "[???]";
+ mes "Damn it!";
+ mes "Shut up, you stupid bird!";
+ mes "Be quiet for just a minute!";
+ next;
+ mes "[Peco Peco]";
+ mes "*Squaaaawk!*";
+ mes "Death Penalty!";
+ mes "Death Penalty!";
+ next;
+ mes "[???]";
+ mes "Death penalty?";
+ mes "Where'd you learn";
+ mes "to say something weird";
+ mes "like that? Huh. That's...";
+ next;
+ mes "..............";
+ next;
+ mes ".................";
+ next;
+ mes "....................";
+ next;
+ mes "......................";
+ next;
+ mes "[???]";
+ mes "I'm the only one still";
+ mes "in this room. Everyone";
+ mes "else left and never came";
+ mes "back. If they were... And";
+ mes "I were to go out... Then...";
+ mes "Maybe I better not leave.";
+ next;
+ mes "[???]";
+ mes "If I could only give";
+ mes "this pendant back to";
+ mes "her, she wouldn't have";
+ mes "to worry about me that";
+ mes "much. But I might not";
+ mes "be able to get back...";
+ next;
+ mes "[???]";
+ mes "........";
+ next;
+ mes "[?????]";
+ mes "Hey there, been";
+ mes "waiting long? It's";
+ mes "time for you to finish";
+ mes "up your contract.";
+ next;
+ mes "[???]";
+ mes "Finish up my...?";
+ mes "N-no! I've decided!";
+ mes "I'm not leaving this room!";
+ next;
+ mes "[?????]";
+ mes "Hey hey, what the hell";
+ mes "are you talking about?";
+ mes "You came here to work,";
+ mes "didn't you? And now it's";
+ mes "time for you to collect, so...";
+ next;
+ mes "[???]";
+ mes "N-no, l-let go of me!";
+ mes "Please let me go!";
+ mes "I want to see her again,";
+ mes "please let me see her...!";
+ next;
+ mes "...";
+ mes "......";
+ next;
+ mes "...";
+ mes "......";
+ mes ".........";
+ next;
+ mes "^3355FF*Clink*^000000";
+ next;
+ mes "[??]";
+ mes "Hm? Who the hell";
+ mes "brought in this cheap";
+ mes "jewery? Someone must";
+ mes "have forgotten to throw";
+ mes "away their trash...";
+ next;
+ mes "[????]";
+ mes "Yeah, it's just a";
+ mes "cheap trinket. That";
+ mes "pendant isn't even";
+ mes "worth picking up.";
+ next;
+ mes "^3131FFYou pick up an old";
+ mes "pendant from the ground.";
+ mes "No matter how hard you try,";
+ mes "you can't open its clasp to see";
+ mes "what this pendant contains.^000000";
+ set lhz_curse,17;
+ changequest 2090,2091;
+ getitem 7341,1; //Worn_Out_Pendant
+ close2;
+ warp "lhz_in01",278,162;
+ }
+ else {
+ warp "lhz_in01",278,162;
+ }
+ end;
+}
+
+lhz_que01,90,71,5 script #li_bird 1019,3,3,{
+ mes "[Peco Peco]";
+ mes "You're a fool!";
+ mes "You're a fool!";
+ mes "You're a fool!";
+ close;
+
+OnTouch_:
+ mes "[Peco Peco]";
+ mes "You're a fool!";
+ mes "You're a fool!";
+ mes "You're a fool!";
+ close;
+}
+
+lighthalzen,346,263,3 script Elder#lhz 846,{
+ if (countitem(7345) > 0) {
+ if ((lhz_curse == 1) && (lhz_spi01 == 1) && (lhz_spi02 == 1) && (lhz_spi03 == 1) && (lhz_spi04 == 1)) {
+ mes "[Elder]";
+ mes "No wonder you look";
+ mes "so weary. Come, let";
+ mes "me help relieve you";
+ mes "of the burden that";
+ mes "you are carrying.";
+ next;
+ switch(select("Um, burden...?:Crazy old woman!")) {
+ case 1:
+ mes "[Elder]";
+ mes "Ah yes, they may not";
+ mes "be apparent to you, but";
+ mes "my eyes can clearly see";
+ mes "them. Yes. You're being";
+ mes "followed by those things.";
+ next;
+ select("Things?");
+ mes "[Elder]";
+ mes "Yes. The best way I can";
+ mes "describe them is as evil";
+ mes "thoughts left in the world";
+ mes "when someone dies in";
+ mes "such a way that his grudge";
+ mes "survives to menace the living.";
+ next;
+ mes "[Elder]";
+ mes "Sometimes, these lingering";
+ mes "thoughts are created when";
+ mes "someone is broken hearted";
+ mes "or clings to this plane for the";
+ mes "sake of a loved one. Yes, those";
+ mes "thoughts are following you.";
+ next;
+ mes "[Elder]";
+ mes "I don't know why they";
+ mes "are following you, but I'm";
+ mes "certain they're there. Have";
+ mes "you been experiencing chills";
+ mes "down your spine, cold sweats,";
+ mes "maybe even hearing voices?";
+ soundeffect "loli_ruri_stand.wav",0;
+ sc_start SC_Curse,5000,0;
+ next;
+ select("Yes! How do I get rid of them?");
+ mes "[Elder]";
+ mes "Well, usually these lingering";
+ mes "thoughts have some sort of";
+ mes "physical anchor, an object";
+ mes "that has feelings attached";
+ mes "to it, something important";
+ mes "to its late owner.";
+ next;
+ mes "[Elder]";
+ mes "The rage they're directing";
+ mes "at you seems to be growing";
+ mes "and I can see the angry spirits";
+ mes "pulling at the hems of your";
+ mes "clothes. Tell me, have you";
+ mes "wronged anyone recently?!";
+ next;
+ select("I don't... think so.:I can't remember every bad thing I've done!");
+ mes "[Elder]";
+ mes "Well, you better do";
+ mes "something soon, before";
+ mes "the evil taints your mind";
+ mes "and drives you to insanity!";
+ mes "Now, I need to know for sure";
+ mes "if you've been hearing voices.";
+ next;
+ select("Y-yes, I have.");
+ mes "[Elder]";
+ mes "There's still hope.";
+ mes "The spirits are trying";
+ mes "to reach you for now, but";
+ mes "if you wait too long, you may";
+ mes "become a victim of their wrath.";
+ mes "Hurry, there is much to do!";
+ next;
+ mes "[Elder]";
+ mes "You must appease these";
+ mes "forces by finding out what";
+ mes "happened to them in life.";
+ mes "Now, I don't possess great";
+ mes "power, but I can encourage";
+ mes "the spirits to guide you.";
+ next;
+ mes "[Elder]";
+ mes "I can only have the spirits";
+ mes "reveal the places they wish";
+ mes "for you to search only once.";
+ mes "You must remember the";
+ mes "locations that I am about";
+ mes "to show you. Get ready...";
+ specialeffect2 EF_SIGHT;
+ next;
+ mes "[Elder]";
+ mes "Yaaaaappp ---!";
+ specialeffect2 EF_SIGHTRASHER;
+ specialeffect2 EF_VOLCANO;
+ specialeffect2 EF_MAPPILLAR;
+ next;
+ mes "[Elder]";
+ mes "There! The locations";
+ mes "you must search should";
+ mes "be clear to you now! Don't";
+ mes "forget these placemarks!";
+ viewpoint 1,104,282,1,0xFF99FF33;
+ viewpoint 1,105,282,2,0xFF99FF33;
+ viewpoint 1,104,281,3,0xFF99FF33;
+ viewpoint 1,105,281,4,0xFF99FF33;
+ next;
+ mes "[Elder]";
+ mes "Good luck, youngster.";
+ mes "I hope you can appease";
+ mes "the wrath of these spirits...";
+ mes "But as long as you let them guide you, you ought to be safe.";
+ set lhz_curse,6;
+ changequest 2086,2087;
+ close;
+ case 2:
+ mes "[Elder]";
+ mes "Crazy...? Hm, you must";
+ mes "not quite understand what's";
+ mes "happening to you. Please do";
+ mes "not hesitate to come back to";
+ mes "me when you realize that you";
+ mes "need my help, youngster.";
+ close;
+ }
+ }
+ else if ((lhz_curse > 5) && (lhz_curse < 17)) {
+ mes "[Elder]";
+ mes "I'm sorry, but there's";
+ mes "nothing more I can do for";
+ mes "you right now. But if you";
+ mes "find anything related to the";
+ mes "spirits that torment you,";
+ mes "please let me know.";
+ close;
+ }
+ else if (lhz_curse == 17) {
+ if (countitem(7341) > 0) {
+ mes "[Elder]";
+ mes "Greetings, adventurer.";
+ mes "How goes your search for";
+ mes "the remains of the spirits";
+ mes "that still cling to this plane?";
+ next;
+ switch(select("Show him the Pendant.:Cancel")) {
+ case 1:
+ mes "[Elder]";
+ mes "Oh my... There are some";
+ mes "incredibly powerful emotions";
+ mes "clinging to this pendant. If we";
+ mes "don't do anything about this,";
+ mes "you'll be cursed very soon.";
+ mes "This is what you must do.";
+ next;
+ mes "[Elder]";
+ mes "Hurry and bring";
+ mes "^3131FF5 Holy Water^000000 and";
+ mes "^3131FF1 Bouquet^000000. The Holy Water";
+ mes "will purify this Pendant and";
+ mes "the Bouquet will comfort";
+ mes "the spirit of its owner.";
+ next;
+ mes "[Elder]";
+ mes "You don't have much";
+ mes "time, so return to me";
+ mes "as soon as possible!";
+ mes "It won't be long until";
+ mes "the spirits are consumed";
+ mes "by their supernatural rage...";
+ set lhz_curse,18;
+ changequest 2091,2092;
+ close;
+ case 2:
+ close;
+ }
+ }
+ else {
+ mes "[Elder]";
+ mes "Greetings, adventurer.";
+ mes "How goes your search for";
+ mes "the remains of the spirits";
+ mes "that still cling to this plane?";
+ next;
+ mes "[Elder]";
+ mes "Wait...";
+ mes "Why do I sense";
+ mes "that you've found";
+ mes "something, but have";
+ mes "not brought it with you?";
+ mes "You must retrace your steps!";
+ close;
+ }
+ }
+ else if (lhz_curse == 18) {
+ if ((countitem(523) > 4) && (countitem(744) > 0) && (countitem(7341) > 0)) {
+ mes "[Elder]";
+ mes "Good, good.";
+ mes "All is in readiness.";
+ mes "Please be silent as";
+ mes "I focus my spirit for the";
+ mes "great task before me.";
+ next;
+ mes "[Elder]";
+ mes "...";
+ mes "......";
+ mes ".........";
+ mes "Hooooooo...";
+ specialeffect2 EF_BENEDICTIO;
+ next;
+ mes "[Elder]";
+ mes "Yaaaaapp ---!";
+ specialeffect2 EF_ASPERSIO;
+ next;
+ mes "[Elder]";
+ mes "Whew! I've managed";
+ mes "to nullify this curse for you.";
+ mes "That still doesn't change the";
+ mes "fact that what happened to this";
+ mes "pendant's owner was tragic...";
+ next;
+ mes "[Elder]";
+ mes "Why don't you bring";
+ mes "this pendant to the place";
+ mes "where it really belongs?";
+ mes "I'm sure that would bring";
+ mes "great comfort to its owner.";
+ next;
+ mes "^3355FFSuddenly, the clasp on";
+ mes "the pendant pops open,";
+ mes "revealing a picture of a happy";
+ mes "couple. Somehow, the girl in";
+ mes "the picture, sitting uncomfortably^FFFFFF^3355FF in an old chair, looks familiar...^000000";
+ set lhz_curse,19;
+ changequest 2092,2093;
+ delitem 523,5; //Holy_Water
+ delitem 744,1; //Bunch_Of_Flowers
+ close;
+ }
+ else {
+ mes "[Elder]";
+ mes "Hurry and bring";
+ mes "^3131FF5 Holy Water^000000 and";
+ mes "^3131FF1 Bouquet^000000 in order";
+ mes "for me to nullify this";
+ mes "curse. Do not forget to";
+ mes "bring the Pendant as well.";
+ close;
+ }
+ }
+ else {
+ mes "[Elder]";
+ mes "Predators are always";
+ mes "on the lookout for easy";
+ mes "prey. Be careful, youngster!";
+ mes "You look innocent enough";
+ mes "to become a victim in the city.";
+ next;
+ switch(select("About Lighthalzen:About the Slum:????")) {
+ case 1:
+ mes "[Elder]";
+ mes "Lighthalzen might seem";
+ mes "like a splendid city at first,";
+ mes "but you'll quickly learn that";
+ mes "the poor are segregated from";
+ mes "the rich and treated as less";
+ mes "than second class citizens.";
+ next;
+ mes "[Elder]";
+ mes "At first, separation between";
+ mes "the rich and poor districts was";
+ mes "subtly enforced. They built the";
+ mes "railroad right between the two";
+ mes "districts to make it easier for";
+ mes "the rich to ignore the poor.";
+ next;
+ mes "[Elder]";
+ mes "But now they even have";
+ mes "guards to make sure that";
+ mes "the poor can't bother the";
+ mes "rich. I'm pretty sure that";
+ mes "this segregation won't be";
+ mes "ending anytime soon...";
+ next;
+ mes "[Elder]";
+ mes "Now, I've heard that the";
+ mes "Rekenber Corporation is";
+ mes "actually providing jobs for";
+ mes "people in the slums. Beggars";
+ mes "can't be choosers, so I'm sure";
+ mes "these jobs aren't that great.";
+ close;
+ case 2:
+ mes "[Elder]";
+ mes "To live in the slum is to";
+ mes "be familiar with poverty,";
+ mes "disease, condemnation";
+ mes "and contempt. But we're all";
+ mes "still people, you know, so let";
+ mes "go of any of your misgivings.";
+ next;
+ mes "[Elder]";
+ mes "We're struggling just";
+ mes "to survive here. At the";
+ mes "very least, please respect";
+ mes "that. It's a fact that the";
+ mes "people in the rich district";
+ mes "seem to keep forgetting.";
+ close;
+ case 3:
+ mes "[Elder]";
+ mes "Well, if you need any";
+ mes "help around here or have";
+ mes "any questions, come back";
+ mes "and ask me. I get the feeling";
+ mes "that we'll probably meet again.";
+ close;
+ }
+ }
+ }
+ else {
+ if (lhz_curse < 1) {
+ mes "[Elder]";
+ mes "Predators are always";
+ mes "on the lookout for easy";
+ mes "prey. Be careful, youngster!";
+ mes "You look innocent enough";
+ mes "to become a victim in the city.";
+ next;
+ switch(select("About Lighthalzen:About the Slum:????")) {
+ case 1:
+ mes "[Elder]";
+ mes "Lighthalzen might seem";
+ mes "like a splendid city at first,";
+ mes "but you'll quickly learn that";
+ mes "the poor are segregated from";
+ mes "the rich and treated as less";
+ mes "than second class citizens.";
+ next;
+ mes "[Elder]";
+ mes "At first, separation between";
+ mes "the rich and poor districts was";
+ mes "subtly enforced. They built the";
+ mes "railroad right between the two";
+ mes "districts to make it easier for";
+ mes "the rich to ignore the poor.";
+ next;
+ mes "[Elder]";
+ mes "But now they even have";
+ mes "guards to make sure that";
+ mes "the poor can't bother the";
+ mes "rich. I'm pretty sure that";
+ mes "this segregation won't be";
+ mes "ending anytime soon...";
+ next;
+ mes "[Elder]";
+ mes "Now, I've heard that the";
+ mes "Rekenber Corporation is";
+ mes "actually providing jobs for";
+ mes "people in the slums. Beggars";
+ mes "can't be choosers, so I'm sure";
+ mes "these jobs aren't that great.";
+ close;
+ case 2:
+ mes "[Elder]";
+ mes "To live in the slum is to";
+ mes "be familiar with poverty,";
+ mes "disease, condemnation";
+ mes "and contempt. But we're all";
+ mes "still people, you know, so let";
+ mes "go of any of your misgivings.";
+ next;
+ mes "[Elder]";
+ mes "We're struggling just";
+ mes "to survive here. At the";
+ mes "very least, please respect";
+ mes "that. It's a fact that the";
+ mes "people in the rich district";
+ mes "seem to keep forgetting.";
+ close;
+ case 3:
+ mes "[Elder]";
+ mes "Well, if you need any";
+ mes "help around here or have";
+ mes "any questions, come back";
+ mes "and ask me. I get the feeling";
+ mes "that we'll probably meet again.";
+ close;
+ }
+ }
+ else {
+ mes "[Elder]";
+ mes "Predators are always";
+ mes "on the lookout for easy";
+ mes "prey. Be careful, youngster!";
+ mes "You look innocent enough";
+ mes "to become a victim in the city.";
+ next;
+ switch(select("About Lighthalzen:About the Slum:????")) {
+ case 1:
+ mes "[Elder]";
+ mes "Lighthalzen might seem";
+ mes "like a splendid city at first,";
+ mes "but you'll quickly learn that";
+ mes "the poor are segregated from";
+ mes "the rich and treated as less";
+ mes "than second class citizens.";
+ next;
+ mes "[Elder]";
+ mes "At first, separation between";
+ mes "the rich and poor districts was";
+ mes "subtly enforced. They built the";
+ mes "railroad right between the two";
+ mes "districts to make it easier for";
+ mes "the rich to ignore the poor.";
+ next;
+ mes "[Elder]";
+ mes "But now they even have";
+ mes "guards to make sure that";
+ mes "the poor can't bother the";
+ mes "rich. I'm pretty sure that";
+ mes "this segregation won't be";
+ mes "ending anytime soon...";
+ next;
+ mes "[Elder]";
+ mes "Now, I've heard that the";
+ mes "Rekenber Corporation is";
+ mes "actually providing jobs for";
+ mes "people in the slums. Beggars";
+ mes "can't be choosers, so I'm sure";
+ mes "these jobs aren't that great.";
+ close;
+ case 2:
+ mes "[Elder]";
+ mes "To live in the slum is to";
+ mes "be familiar with poverty,";
+ mes "disease, condemnation";
+ mes "and contempt. But we're all";
+ mes "still people, you know, so let";
+ mes "go of any of your misgivings.";
+ next;
+ mes "[Elder]";
+ mes "We're struggling just";
+ mes "to survive here. At the";
+ mes "very least, please respect";
+ mes "that. It's a fact that the";
+ mes "people in the rich district";
+ mes "seem to keep forgetting.";
+ close;
+ case 3:
+ mes "[Elder]";
+ mes "Well, if you need any";
+ mes "help around here or have";
+ mes "any questions, come back";
+ mes "and ask me. I get the feeling";
+ mes "that we'll probably meet again.";
+ close;
+ }
+ }
+ }
+}
+
+lhz_in03,32,162,3 script Crippled Girl#li_tre 53,{
+ if (lhz_curse == 23) {
+ if (countitem(7341) > 0) {
+ mes "["+strcharinfo(0)+"]";
+ mes "Hey there, are";
+ mes "you feeling alright?";
+ next;
+ mes "[Crippled Girl]";
+ mes "Oh, thanks,";
+ mes "I'm fine. But...";
+ mes "Have we met before?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Yeah, we did.";
+ mes "You should know who";
+ mes "I am by now. Hey, you";
+ mes "didn't forget, did you?";
+ next;
+ mes "[Lady]";
+ mes "Oh, how do I put this?";
+ mes "The fever she had for the";
+ mes "last few days. She's gotten";
+ mes "better, but she's forgotten";
+ mes "everything that's happened";
+ mes "in the past few weeks...";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Oh... Oh. I'm so";
+ mes "sorry. But maybe this";
+ mes "is for the best? Here,";
+ mes "I think you should keep";
+ mes "this pendant, though.";
+ next;
+ mes "^3131ffYou place the";
+ mes "old pendant";
+ mes "into her hands.^000000";
+ next;
+ specialeffect2 EF_FORESTLIGHT4;
+ mes "...............";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "...";
+ mes "......";
+ next;
+ mes "[Possessed "+strcharinfo(0)+"]";
+ mes "^3131FFSetsu, please remember";
+ mes "that I'd never do anything";
+ mes "to hurt you. Forgive me for";
+ mes "leaving you behind. I hope";
+ mes "that one day we'll meet";
+ mes "again, little princess.^000000";
+ next;
+ mes "[Possessed "+strcharinfo(0)+"]";
+ mes "^3131FFUntil then, I want";
+ mes "you to be happy, okay?";
+ mes "Your brother's always";
+ mes "gonna be looking out for";
+ mes "you, one way or another...^000000";
+ next;
+ mes "[Setsu]";
+ mes "My brother's...";
+ mes "That's my brother's";
+ mes "voice! Brother!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Eh? What? Whoa...";
+ mes "What came over me?";
+ mes "The last thing I reme--";
+ next;
+ mes "[Setsu]";
+ mes "...";
+ mes "......";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Well...";
+ mes "This is awkward.";
+ delitem 7341,1; //Worn_Out_Pendant
+ set lhz_curse,24;
+ close;
+ }
+ else {
+ mes "["+strcharinfo(0)+"]";
+ mes "Hey there, are";
+ mes "you feeling alright?";
+ next;
+ mes "[Crippled Girl]";
+ mes "Oh, thanks,";
+ mes "I'm fine. But...";
+ mes "Have we met before?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Yeah, we did.";
+ mes "You should know who";
+ mes "I am by now. Hey, you";
+ mes "didn't forget, did you?";
+ next;
+ mes "[Lady]";
+ mes "Oh, how do I put this?";
+ mes "The fever she had for the";
+ mes "last few days. She's gotten";
+ mes "better, but she's forgotten";
+ mes "everything that's happened";
+ mes "in the past few weeks...";
+ next;
+ mes "^3131ffThis would be a good";
+ mes "opportunity to give her the...^000000";
+ close;
+ }
+ }
+ else if (lhz_curse == 24) {
+ mes "[Setsu]";
+ mes "...";
+ mes "......";
+ close;
+ }
+ else if (lhz_curse == 25) {
+ mes "[Setsu]";
+ mes "Excuse me, I can't still";
+ mes "walk but I don't cry";
+ mes "anymore. I'm doing my best!";
+ close;
+ }
+ else {
+ mes "[Crippled Girl]";
+ mes "...";
+ mes "......";
+ mes "*Sigh...*";
+ next;
+ select("Hello, how are you?");
+ mes "[Crippled Girl]";
+ mes "Oh, I'm fine,";
+ mes "thanks for asking.";
+ mes "I'm just waiting for";
+ mes "somebody, that's all.";
+ if (lhz_curse == 19) {
+ next;
+ switch(select("Show her the Pendant.:Okay, have a good day.")) {
+ case 1:
+ break;
+ case 2:
+ mes "[Crippled Girl]";
+ mes "Okay,";
+ mes "bye-bye...";
+ close;
+ }
+ mes "["+strcharinfo(0)+"]";
+ mes "Um, would you have";
+ mes "any idea who might";
+ mes "have owned this pendant?";
+ next;
+ if (countitem(7341) < 1) {
+ mes "[Crippled Girl]";
+ mes "What are you talking about?";
+ close;
+ }
+ emotion e_gasp,"Crippled Girl#li_tre";
+ mes "[Crippled Girl]";
+ mes "Oh, that's mine!";
+ mes "I gave it to my big brother";
+ mes "before he went away on some";
+ mes "sort of business trip. You must";
+ mes "be his friend, is that right?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Actually, um,";
+ mes "you know what...?";
+ next;
+ switch(select("Brutal Truth:Break it to her gently")) {
+ case 1:
+ mes "...";
+ mes "......";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "...So basically, your";
+ mes "brother's @lhz_ghost, oh right,";
+ mes "did I mention he was dead?";
+ mes "Anyway, so he's not alive";
+ mes "anymore, but his spirit or";
+ mes "whatever is still around and--";
+ next;
+ mes "[Crippled Girl]";
+ mes "...";
+ mes "......";
+ next;
+ mes "[Crippled Girl]";
+ mes "...Dead?";
+ mes "No! I don't believe you!";
+ mes "He can't die! He was the";
+ mes "bravest and the sweetest";
+ mes "and the-- Leave me alone!";
+ mes "Oh god, get the hell away!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "...";
+ mes "......";
+ mes "Sheesh.";
+ mes "Don't kill the";
+ mes "messenger.";
+ set lhz_curse,20;
+ close2;
+ warp "lighthalzen",322,323;
+ end;
+ case 2:
+ if (countitem(7341) > 0) {
+ mes "[Crippled Girl]";
+ mes "Did you meet my";
+ mes "big brother...?";
+ next;
+ mes "[Crippled Girl]";
+ mes "My brother is a strong";
+ mes "person, and I should be";
+ mes "happy of that, because";
+ mes "nothing could happen";
+ mes "to him.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Um... yes. So...";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Sure, your big brother must be happy.";
+ mes "He'll come back sometime.";
+ mes "You should sleep to be healthy";
+ mes "once your brother returns.";
+ next;
+ mes "[Crippled Girl]";
+ mes "Yes! I must be okay";
+ mes "and be able to walk when my";
+ mes "brother come.";
+ next;
+ mes "^3131ffYou place the";
+ mes "old pendant";
+ mes "into her hands.^000000";
+ next;
+ specialeffect2 EF_FORESTLIGHT4;
+ mes "......";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "...............";
+ next;
+ mes "[Possessed "+strcharinfo(0)+"]";
+ mes "^3131FFSetsu, please remember";
+ mes "that I'd never do anything";
+ mes "to hurt you. Forgive me for";
+ mes "leaving you behind. I hope";
+ mes "that one day we'll meet";
+ mes "again, little princess.^000000";
+ next;
+ mes "[Possessed "+strcharinfo(0)+"]";
+ mes "^3131FFUntil then, I want";
+ mes "you to be happy, okay?";
+ mes "Your brother's always";
+ mes "gonna be looking out for";
+ mes "you, one way or another...^000000";
+ next;
+ mes "[Setsu]";
+ mes "My brother's...";
+ mes "That's my brother's";
+ mes "voice! Brother!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Eh? What? Whoa...";
+ mes "What came over me?";
+ mes "The last thing I reme--";
+ next;
+ mes "^FF0000Tears fall from the";
+ mes "girl's face, then you...^000000";
+ next;
+ switch(select("Distract her:Comfort her")) {
+ case 1:
+ mes "["+strcharinfo(0)+"]";
+ mes "Oh, all of this was a play...";
+ mes "Y-yes a play, I was practising.";
+ mes "Ha ha~ Is it okay, isn't it?";
+ next;
+ mes "[Setsu]";
+ mes "Oh, you surprised me!";
+ mes "Even though I didn't think";
+ mes "it was really my brother, you know?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Excuse me...";
+ next;
+ mes "[Setsu]";
+ mes "I'll do my best!";
+ mes "I must be okay when my brother return.";
+ mes "He'll be very proud of me.";
+ mes "Heh heh~";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Yes, I'm sure of that.";
+ delitem 7341,1; //Worn_Out_Pendant
+ set lhz_curse,25;
+ close;
+ case 2:
+ mes "["+strcharinfo(0)+"]";
+ mes "Crying have no use!";
+ mes "You're a very pretty";
+ mes "girl to be ruining your";
+ mes "face with useless tears.";
+ next;
+ mes "[Setsu]";
+ mes "............";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "You should do your best";
+ mes "to be healthy for the time";
+ mes "your big brother return.";
+ next;
+ mes "[Setsu]";
+ mes "Yes...";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Listen, when your brother";
+ mes "return you'll celebrate in";
+ mes "a beautiful place.";
+ next;
+ mes "[Setsu]";
+ mes "Really?";
+ mes "It's a promise then! Heh heh~";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I hope it'll be soon!";
+ mes "When I return I want you to be";
+ mes "able to walk. See you soon, then!";
+ next;
+ mes "[Setsu]";
+ mes "I'll try hard!";
+ delitem 7341,1; //Worn_Out_Pendant
+ set lhz_curse,25;
+ close;
+ }
+ }
+ else {
+ mes "[Crippled Girl]";
+ mes "Did you meet my";
+ mes "big brother...?";
+ next;
+ mes "[Crippled Girl]";
+ mes "My brother is a strong";
+ mes "person, and I should be";
+ mes "happy of that, because";
+ mes "nothing could happen";
+ mes "to him.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Um... yes. So...";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Sure, your big brother must be happy.";
+ mes "He'll come back sometime.";
+ mes "You should sleep to be healthy";
+ mes "once your brother returns.";
+ next;
+ mes "[Crippled Girl]";
+ mes "Yes! I must be okay";
+ mes "and be able to walk when my";
+ mes "brother come.";
+ close;
+ }
+ }
+ }
+ close;
+ }
+}
+
+lighthalzen,324,322,0 script #li_door 45,2,2,{
+OnTouch_:
+ if ((lhz_curse > 19) && (lhz_curse < 23)) {
+ mes "^3355FFThe door is locked.^000000";
+ set lhz_curse,lhz_curse+1;
+ close;
+ }
+ else if (lhz_curse > 23) {
+ mes "^3355FFThe door is locked.^000000";
+ next;
+ mes "[Citizen]";
+ mes "I'm sorry, but another";
+ mes "epidemic is starting to";
+ mes "spread around the slums.";
+ mes "We're not going outside and we're keeping our children safe!";
+ next;
+ mes "[Citizen]";
+ mes "Not to be unfriendly,";
+ mes "but you should be careful";
+ mes "too. The living conditions";
+ mes "of this area aren't exactly";
+ mes "sanitary, you know?";
+ close;
+ }
+ else {
+ warp "lhz_in03",15,162;
+ }
+ end;
+}
+
+lhz_in03,12,162,0 warp #to_lhz 1,1,lighthalzen,321,322
+
+lighthalzen,319,321,0 script #li_bother -1,3,3,{
+OnTouch_:
+ if ((lhz_curse == 24 ) || (lhz_curse == 25)) {
+ mes ".............";
+ next;
+ mes "*Shhhzzzzzzz!*";
+ specialeffect2 EF_MAPPILLAR;
+ next;
+ mes "[????]";
+ mes "...........";
+ next;
+ mes "[????]";
+ mes "^FF0000...I'm sorry...";
+ mes "......I appreciate";
+ mes "that you.............^000000";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "H-huh?!";
+ mes "What was that?";
+ mes "That can't be the";
+ mes "wind, I must be";
+ mes "hearing things again...";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Wait. I thought I was";
+ mes "rid of those thoughts";
+ mes "or spirits, whatever was";
+ mes "haunting me before. Maybe";
+ mes "they still want me to do";
+ mes "something for them. Hmmm...";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I get the feeling that";
+ mes "all of their suffering";
+ mes "is tied to the ^FF0000Rekenber";
+ mes "Corporation^000000 and that";
+ mes "^FF0000Regenschirm Laboratory^000000.";
+ set lhz_curse,26;
+ changequest 2093,2094;
+ if (BaseLevel < 70)
+ getexp 80000,30000;
+ else if ((BaseLevel > 69) && (BaseLevel < 80))
+ getexp 100000,50000;
+ else if ((BaseLevel > 79) && (BaseLevel < 90))
+ getexp 150000,80000;
+ else if ((BaseLevel > 89) && (BaseLevel < 151))
+ getexp 200000,100000;
+ }
+ close;
+}
+
+lhz_in01,114,181,5 script Representative#li_01 71,{
+ if (lhz_curse == 7) {
+ mes "[Representative]";
+ mes "Greetings, and welcome";
+ mes "to the Rekenber Corporation.";
+ mes "How may I be of service today?";
+ next;
+ switch(select("Building Information:Corporation History")) {
+ case 1:
+ mes "[Representative]";
+ mes "Please tell me";
+ mes "which floor you'd like";
+ mes "to know more about.";
+ next;
+ while (1) {
+ switch(select("1F:2F:B1:Cancel")) {
+ case 1:
+ mes "[Representative]";
+ mes "The ^3131FFRekenber Library^000000 can";
+ mes "be found at the end of the";
+ mes "left hallway. Our library is";
+ mes "a great resource of innovative";
+ mes "ideas and information for our";
+ mes "system development employees.";
+ next;
+ mes "[Representative]";
+ mes "The ^3131FFBall Room^000000, where";
+ mes "various official events are";
+ mes "usually held, can be accessed";
+ mes "through the right hallway.";
+ next;
+ break;
+ case 2:
+ mes "[Representative]";
+ mes "Please use the stairs";
+ mes "located on both sides of";
+ mes "the Help Desk to go to the";
+ mes "Second Floor. The Second";
+ mes "Floor is mostly used for";
+ mes "administrative purposes.";
+ next;
+ mes "[Representative]";
+ mes "There, you can find";
+ mes "the ^3131FFConference Room^000000,";
+ mes "^3131FFSecretary's Office^000000, the";
+ mes "^3131FFAuditorium^000000 and the";
+ mes "^3131FFChairman's Office^000000.";
+ next;
+ break;
+ case 3:
+ mes "[Representative]";
+ mes "The first underground floor";
+ mes "is used by ^3131FFRegenschirm^000000,";
+ mes "our laboratory affiliate. For";
+ mes "security reasons, this floor";
+ mes "is not accessible to visitors.";
+ next;
+ break;
+ case 4:
+ mes "[Representative]";
+ mes "We are always doing our";
+ mes "best to provide the best";
+ mes "services to our customers.";
+ mes "Remember that Rekenber";
+ mes "is the name you can trust.";
+ mes "Thank you and have a nice day.";
+ close;
+ }
+ }
+ case 2:
+ mes "[Representative]";
+ mes "If you're interested in";
+ mes "learning the history of";
+ mes "our corporation, please";
+ mes "speak to the representative";
+ mes "inside our Library. Thank you.";
+ next;
+ mes "[Representative]";
+ mes "Please head down";
+ mes "the hallway to the left in";
+ mes "order to find our Library.";
+ mes "Thank you and have a nice day.";
+ set lhz_curse,8;
+ changequest 2087,2088;
+ close;
+ }
+ }
+ else {
+ mes "[Representative]";
+ mes "Greetings, and welcome";
+ mes "to the Rekenber Corporation.";
+ mes "How may I be of service today?";
+ next;
+ switch(select("Building Information.")) {
+ case 1:
+ mes "[Representative]";
+ mes "Please tell me";
+ mes "which floor you'd like";
+ mes "to know more about.";
+ next;
+ while (1) {
+ switch(select("1F:2F:B1:Cancel")) {
+ case 1:
+ mes "[Representative]";
+ mes "The ^3131FFRekenber Library^000000 can";
+ mes "be found at the end of the";
+ mes "left hallway. Our library is";
+ mes "a great resource of innovative";
+ mes "ideas and information for our";
+ mes "system development employees.";
+ next;
+ mes "[Representative]";
+ mes "The ^3131FFBall Room^000000, where";
+ mes "various official events are";
+ mes "usually held, can be accessed";
+ mes "through the right hallway.";
+ next;
+ break;
+ case 2:
+ mes "[Representative]";
+ mes "Please use the stairs";
+ mes "located on both sides of";
+ mes "the Help Desk to go to the";
+ mes "Second Floor. The Second";
+ mes "Floor is mostly used for";
+ mes "administrative purposes.";
+ next;
+ mes "[Representative]";
+ mes "There, you can find";
+ mes "the ^3131FFConference Room^000000,";
+ mes "^3131FFSecretary's Office^000000, the";
+ mes "^3131FFAuditorium^000000 and the";
+ mes "^3131FFChairman's Office^000000.";
+ next;
+ break;
+ case 3:
+ mes "[Representative]";
+ mes "The first underground floor";
+ mes "is used by ^3131FFRegenschirm^000000,";
+ mes "our laboratory affiliate. For";
+ mes "security reasons, this floor";
+ mes "is not accessible to visitors.";
+ next;
+ break;
+ case 4:
+ mes "[Representative]";
+ mes "We are always doing our";
+ mes "best to provide the best";
+ mes "services to our customers.";
+ mes "Remember that Rekenber";
+ mes "is the name you can trust.";
+ mes "Thank you and have a nice day.";
+ close;
+ }
+ }
+ }
+ }
+}
+
+lhz_in01,27,247,5 script Representative#li_02 71,{
+ if (lhz_curse > 6) {
+ mes "[Representative]";
+ mes "Welcome to the";
+ mes "Rekenber Corporation.";
+ mes "How may I help you?";
+ next;
+ switch(select("Corporation History:Rekenber's Businesses")) {
+ case 1:
+ mes "[Representative]";
+ mes "Rekenber was established";
+ mes "400 years ago, around the";
+ mes "same time as the foundation";
+ mes "of the Schwaltzvalt Republic.";
+ next;
+ mes "[Representative]";
+ mes "We began as the ''Zent Zerter";
+ mes "Lighthal Research Center,''";
+ mes "named after our first chairman.";
+ mes "In 560 A.W. (After War), our";
+ mes "organization was renamed after";
+ mes "our new chairman, Mr. Rekenber.";
+ next;
+ mes "[Representative]";
+ mes "Mr. Rekenber expanded the";
+ mes "Corporation's purposes, but";
+ mes "also founded the Regenschirm";
+ mes "Laboratory to continue this";
+ mes "company's original goal of";
+ mes "scientific research.";
+ next;
+ mes "[Representative]";
+ mes "In the year 700 A.W.,";
+ mes "^FF0000Doctor Varmunt^000000 joined";
+ mes "Regenschirm. It was his work";
+ mes "in science that enabled the";
+ mes "Rekenber Corporation to grow into the nation's biggest company.";
+ if (lhz_curse == 8) set lhz_curse,9;
+ else if (lhz_curse == 9) set lhz_curse,10;
+ next;
+ break;
+ case 2:
+ mes "[Representative]";
+ mes "In addition to merchandising,";
+ mes "freight transport and trading,";
+ mes "the Rekenber Corporation is";
+ mes "also heavily involved with";
+ mes "providing the Airship service,";
+ mes "one of our major projects.";
+ next;
+ mes "[Representative]";
+ mes "Rekenber is involved in";
+ mes "almost any business that";
+ mes "you can imagine. Remember";
+ mes "that Rekenber is the name";
+ mes "that you can trust.";
+ if (lhz_curse == 8) set lhz_curse,9;
+ else if (lhz_curse == 9) set lhz_curse,10;
+ next;
+ break;
+ }
+ mes "[Representative]";
+ mes "If you'd like to know more";
+ mes "about our mission statement,";
+ mes "please refer to the Rekenber";
+ mes "Guidebook located to my side.";
+ mes "Thank you and have a nice day.";
+ changequest 2088,2089;
+ close;
+ }
+ else {
+ mes "[Representative]";
+ mes "Welcome to the";
+ mes "Rekenber Corporation.";
+ mes "How may I help you?";
+ next;
+ switch(select("Building Information.")) {
+ case 1:
+ mes "[Representative]";
+ mes "Please tell me";
+ mes "which floor you'd like";
+ mes "to know more about.";
+ next;
+ while (1) {
+ switch(select("1F:2F:B1:Cancel")) {
+ case 1:
+ mes "[Representative]";
+ mes "The ^3131FFRekenber Library^000000 can";
+ mes "be found at the end of the";
+ mes "left hallway. Our library is";
+ mes "a great resource of innovative";
+ mes "ideas and information for our";
+ mes "system development employees.";
+ next;
+ mes "[Representative]";
+ mes "The ^3131FFBall Room^000000, where";
+ mes "various official events are";
+ mes "usually held, can be accessed";
+ mes "through the right hallway.";
+ next;
+ break;
+ case 2:
+ mes "[Representative]";
+ mes "Please use the stairs";
+ mes "located on both sides of";
+ mes "the Help Desk to go to the";
+ mes "Second Floor. The Second";
+ mes "Floor is mostly used for";
+ mes "administrative purposes.";
+ next;
+ mes "[Representative]";
+ mes "There, you can find";
+ mes "the ^3131FFConference Room^000000,";
+ mes "^3131FFSecretary's Office^000000, the";
+ mes "^3131FFAuditorium^000000 and the";
+ mes "^3131FFChairman's Office^000000.";
+ next;
+ break;
+ case 3:
+ mes "[Representative]";
+ mes "The first underground floor";
+ mes "is used by ^3131FFRegenschirm^000000,";
+ mes "our laboratory affiliate. For";
+ mes "security reasons, this floor";
+ mes "is not accessible to visitors.";
+ next;
+ break;
+ case 4:
+ mes "[Representative]";
+ mes "We are always doing our";
+ mes "best to provide the best";
+ mes "services to our customers.";
+ mes "Remember that Rekenber";
+ mes "is the name you can trust.";
+ mes "Thank you and have a nice day.";
+ close;
+ }
+ }
+ }
+ }
+}
+
+lhz_in01,25,251,3 script Rekenber Guidebook#li 111,{
+ mes "..............";
+ next;
+ mes "^3131FF#The Vision^000000";
+ mes "In the pursuit of knowledge,";
+ mes "Rekenber will search the";
+ mes "Rune-Midgart continent for";
+ mes "ancient relics. We hope to make";
+ mes "significant scientific progress by learning the secrets of the past.";
+ next;
+ mes "By making scientific";
+ mes "headway, we hope we can";
+ mes "improve current technologies";
+ mes "to provide more convenient";
+ mes "and affordable services in";
+ mes "the Schwaltzvalt Republic.";
+ next;
+ mes "^3131FF#The Commitment^000000";
+ mes "Although magic and the";
+ mes "power of the gods has always";
+ mes "maintained an aura of mystery";
+ mes "and superstition, Rekenber hopes^FFFFFF ^3131FF to understand these forces from";
+ mes "a more logical standpoint.";
+ next;
+ mes "^FF0000Our goal is to make";
+ mes "the lives of our customers";
+ mes "easier and more enjoyable";
+ mes "by making the ancient power";
+ mes "of the gods more accessible";
+ mes "by means of new technologies.";
+ if (lhz_curse == 10) set lhz_curse,11;
+ next;
+ mes "..............";
+ close;
+}
+
+lhz_in01,273,121,1 script Mad Scientist#li 865,{
+ if (lhz_curse == 13) {
+ mes "[Wolfchev]";
+ mes "No one shall";
+ mes "interrupt my";
+ mes "research! If you";
+ mes "dare, I'll simply...";
+ mes "Eat you. Eat you alive.";
+ next;
+ switch(select("No... N-no!:Do you need any help?")) {
+ case 1:
+ mes "[Wolfchev]";
+ mes "Out of my sight,";
+ mes "microcephalic fool!";
+ close;
+ case 2:
+ mes "[Wolfchev]";
+ mes "Huh? You think I have";
+ mes "the luxury of remembering";
+ mes "the face of every part-timer";
+ mes "I've fired? Get lost, or I'll";
+ mes "treat you to the pain of";
+ mes "being eaten alive!";
+ set lhz_curse,14;
+ close;
+ }
+ }
+ else if (lhz_curse == 14) {
+ mes "[Wolfchev]";
+ mes "You again?!";
+ mes "What the hell do";
+ mes "you want from me?!";
+ emotion e_ag,"Mad Scientist#li";
+ next;
+ switch(select("Let me speak with you.:Sorry for bothering you.")) {
+ case 1:
+ mes "[Wolfchev]";
+ mes "I don't have time to";
+ mes "waste with drivel! I'm";
+ mes "too busy with my research!";
+ next;
+ mes "[Wolfchev]";
+ mes "...........!";
+ emotion e_gasp,"Mad Scientist#li";
+ next;
+ mes "[Wolfchev]";
+ mes "Ah, but wait! I am collecting";
+ mes "something. Yes, bring me the";
+ mes "thing I must collect. Yes, yes.";
+ mes "Here's a hint... It's round...";
+ mes "Shiny... Kids love playing games with them! Oh, I said too much!";
+ set lhz_curse,15;
+ changequest 2089,2090;
+ close;
+ case 2:
+ emotion e_an,"Mad Scientist#li";
+ mes "[Wolfchev]";
+ mes "''Sorry?!'' Do you";
+ mes "think ''sorry'' will";
+ mes "get back that precious";
+ mes "minute I've lost yelling";
+ mes "at you?! Get the hell out!";
+ close;
+ }
+ }
+ else if (lhz_curse == 15) {
+ if (countitem(746) > 0) {
+ delitem 746,1; //Glass_Bead
+ mes "[Wolfchev]";
+ mes "Yes...! Beads!";
+ mes "You brought them!";
+ mes "You're not as dumb";
+ mes "as I thought you'd be!";
+ next;
+ switch(select("Why do you want Glass Beads?")) {
+ case 1:
+ mes "[Wolfchev]";
+ mes "..................";
+ mes "I take that back!";
+ mes "You should know by";
+ mes "now that I would never";
+ mes "tell you why I neeeeed";
+ mes "these Beads. Bweh-heh!";
+ emotion e_gg,"Mad Scientist#li";
+ next;
+ break;
+ }
+ mes "[Wolfchev]";
+ mes "This favor you've done";
+ mes "is worth a small chat and";
+ mes "I can spare a minute or two";
+ mes "for you inane questions. So";
+ mes "what is it you want to know?!";
+ next;
+ while (1) {
+ switch(select("Ask about hobbies:Ask about work")) {
+ case 1:
+ if (Sex == 1) {
+ mes "[Wolfchev]";
+ mes "Hyuu~ I think you're";
+ mes "just a little too innocent";
+ mes "to know about my secret";
+ mes "hobby. Yes, yes, I couldn't";
+ mes "tell you possibly, it'd be";
+ mes "so weird, so strange...";
+ next;
+ }
+ else {
+ mes "[Wolfchev]";
+ mes "Oh. Oh no, oh no,";
+ mes "I couldn't possibly...";
+ mes "It's a-- I-It's a secret.";
+ mes "You wouldn't want to know";
+ mes "anyway. Bweh-heh-heh-heh!";
+ next;
+ }
+ break;
+ case 2:
+ mes "[Wolfchev]";
+ mes "Oh, I don't know if you";
+ mes "can call it work. After all,";
+ mes "I do research whatever it is";
+ mes "I want. And they pay me to";
+ mes "do it! This is the best place";
+ mes "for a scientist like me, yes.";
+ next;
+ mes "[Wolfchev]";
+ mes "Now, in a perfect world,";
+ mes "my test subjects would be";
+ mes "much more cooperative, but";
+ mes "I suppose I cannot blame";
+ mes "them. Not that I cause them";
+ mes "undue suffering or anything...";
+ next;
+ set .@exit,1;
+ break;
+ }
+ if (.@exit) break;
+ }
+ switch(select("What kind of research?")) {
+ case 1:
+ mes "[Wolfchev]";
+ mes "Well, I couldn't tell you";
+ mes "exactly. But don't you";
+ mes "worry, the discovery I'm";
+ mes "working on will benefit the";
+ mes "entire world, you'll see.";
+ next;
+ mes "[Wolfchev]";
+ mes "Let's just say that once";
+ mes "I'm successful, I'll satisfy";
+ mes "one of mankind's most primal";
+ mes "instincts, the desire to become";
+ mes "powerful and gain dominance";
+ mes "over those that are weaker.";
+ next;
+ mes "[Wolfchev]";
+ mes "I haven't made as much";
+ mes "progress as I'd like, but";
+ mes "no matter. It's only a matter";
+ mes "of experimentation! Yes, to";
+ mes "make mankind stronger and";
+ mes "better and more powerful and--";
+ next;
+ break;
+ }
+ select("Um, what are you testing on?");
+ mes "[Wolfchev]";
+ mes "What do you know?";
+ mes "I better get back to";
+ mes "work if I wish to keep";
+ mes "on schedule. I can't afford";
+ mes "the leisure of speaking with";
+ mes "you any longer. Bweh heh heh!";
+ set lhz_curse,16;
+ close;
+ }
+ else {
+ mes "[Wolfchev]";
+ mes "I don't have time to";
+ mes "waste with drivel! I'm";
+ mes "too busy with my research!";
+ next;
+ mes "[Wolfchev]";
+ mes "...........!";
+ emotion e_gasp,"Mad Scientist#li";
+ next;
+ emotion e_gg,"Mad Scientist#li";
+ mes "[Wolfchev]";
+ mes "Ah, but wait! I am collecting";
+ mes "something. Yes, bring me the";
+ mes "thing I must collect. Yes, yes.";
+ mes "Here's a hint... It's round...";
+ mes "Shiny... Kids love playing games with them! Oh, I said too much!";
+ close;
+ }
+ }
+}
+
+lhz_in01,286,226,3 script Secretary Slierre#li 831,{
+ if (lhz_curse == 26) {
+ mes "[Sueii Slierre]";
+ mes "Excuse me, but you are";
+ mes "not allowed to be in here.";
+ mes "If you have questions regarding";
+ mes "the Rekenber Corporation, I can";
+ mes "direct you to someone qualified";
+ mes "to give you an answer.";
+ next;
+ switch(select("About the Slums:About Secretary Slierre")) {
+ case 1:
+ mes "[Sueii Slierre]";
+ mes "The slums? All I know";
+ mes "is that this corporation";
+ mes "specifically targeted that";
+ mes "area in order to provide ample";
+ mes "opportunity for employment.";
+ set lhz_curse,27;
+ close;
+ case 2:
+ mes "[Sueii Slierre]";
+ mes "I'm Sueii Slierre,";
+ mes "the personal secretary";
+ mes "for the chairman of the";
+ mes "Rekenber Corporation.";
+ close;
+ }
+ }
+ else if (lhz_curse == 27) {
+ mes "[Sueii Slierre]";
+ mes "Did you have something";
+ mes "else to ask? I can only";
+ mes "divulge information that is";
+ mes "public knowledge, but I can";
+ mes "tell you who to contact for";
+ mes "more specific inquiries.";
+ next;
+ switch(select("About the Laboratory:About the Corporation")) {
+ case 1:
+ mes "[Sueii Slierre]";
+ mes "Rekenber is perhaps the";
+ mes "biggest contributer of the";
+ mes "Regenschirm Laboratory.";
+ mes "Their work will benefit the";
+ mes "entire Rune-Midgard continent, hence our highly involved support.";
+ next;
+ mes "[Sueii Slierre]";
+ mes "A representative at the";
+ mes "Help Desk will be happy";
+ mes "to assist you if you have";
+ mes "more inquiries regarding";
+ mes "the Regenschirm Laboratory.";
+ set lhz_curse,28;
+ close;
+ case 2:
+ mes "[Sueii Slierre]";
+ mes "I'm sorry, but I don't have";
+ mes "any special information";
+ mes "regarding our corporation.";
+ mes "Why don't you ask one of";
+ mes "our representatives at the";
+ mes "Help Desk to learn more?";
+ close;
+ }
+ }
+ else if (lhz_curse == 28) {
+ mes "[Sueii Slierre]";
+ mes "You're back? I really";
+ mes "doubt that I can be of";
+ mes "any assistance to you.";
+ next;
+ switch(select("Wolfchev's Research")) {
+ case 1:
+ mes "[Sueii Slierre]";
+ mes ".............!";
+ emotion e_gasp,"Secretary Slierre#li";
+ next;
+ mes "[Sueii Slierre]";
+ mes "How do you know";
+ mes "Wolfchev? Are you an";
+ mes "acquaintance of his or...?";
+ next;
+ switch(select("I'm a friend of his.:Oh, we're family, you know...:I've heard about him before, so...")) {
+ case 1:
+ mes "[Sueii Slierre]";
+ mes "Well, Wolfchev is not";
+ mes "only brilliant, he's also";
+ mes "a respected professional.";
+ mes "He should be doing just fine.";
+ next;
+ break;
+ case 2:
+ mes "[Sueii Slierre]";
+ mes "Ah, you should be";
+ mes "very proud of Wolfchev.";
+ mes "In addition to being a";
+ mes "genius, Wolfchev is also";
+ mes "quite the professional,";
+ mes "truly a model scientist.";
+ next;
+ break;
+ case 3:
+ mes "[Sueii Slierre]";
+ mes "Ah yes, Wolfchev has";
+ mes "quite the reputation. In";
+ mes "fact, he's in such high";
+ mes "demand that Regenschirm";
+ mes "wants him on their staff.";
+ close;
+ }
+ mes "[Sueii Slierre]";
+ mes "Now if you'll excuse me,";
+ mes "I have many task to perform,";
+ mes "so please visit our Help Desk";
+ mes "if you have further inquiries.";
+ next;
+ switch(select("W-Wait!:Alright, I understand.")) {
+ case 1:
+ mes "[Sueii Slierre]";
+ mes "...";
+ mes "......";
+ next;
+ break;
+ case 2:
+ mes "[Sueii Slierre]";
+ mes "Thank you for your";
+ mes "cooperation. As you well";
+ mes "know, the Help Desk is there";
+ mes "to answer any of your questions regarding the Rekenber Corporation.";
+ close;
+ }
+ mes "[Sueii Slierre]";
+ mes "I'm sorry, but please";
+ mes "understand that my office";
+ mes "isn't the place for visitors to";
+ mes "submit their general inquiries.";
+ mes "Please visit the Help Desk if";
+ mes "you have any more questions.";
+ next;
+ select("About Wolfchev's Research");
+ emotion e_dots,"Secretary Slierre#li";
+ mes "[Sueii Slierre]";
+ mes "I couldn't tell you any";
+ mes "more about Wolfchev.";
+ mes "But is there anything you";
+ mes "need to tell me about him?";
+ mes "Well, if you have something";
+ mes "to ask, be quick about it.";
+ next;
+ switch(select("Wolfchev's Past:Wolfchev's Test Subjects")) {
+ case 1:
+ mes "[Sueii Slierre]";
+ mes "I remember hearing that he";
+ mes "received a high recommendation";
+ mes "to work here, but specifics elude me since I don't work in Human";
+ mes "Resources. There's a rumor that";
+ mes "he had a troubled love life...";
+ next;
+ mes "[Sueii Slierre]";
+ mes "But aside from a few";
+ mes "rumors, we really don't";
+ mes "know much about Wolfchev's";
+ mes "personal life. But then again,";
+ mes "it may be unethical to pry too";
+ mes "much into our employee's lives.";
+ close;
+ case 2:
+ break;
+ }
+ mes "[Sueii Slierre]";
+ mes "Wolfchev's test subjects?";
+ mes "Well, I know we have a policy";
+ mes "of using the most humane";
+ mes "methods depending on the";
+ mes "experiment. And of course, he should only be testing on animals.";
+ next;
+ switch(select("Wolfchev's research is great!:His experiments are suspicious...")) {
+ case 1:
+ mes "[Sueii Slierre]";
+ mes "Yes, yes, I'd agree if";
+ mes "I understood science a";
+ mes "little bit better. Now, you'll";
+ mes "have to excuse me. I've been distracted long enough as it is...";
+ close2;
+ warp "lhz_in01",228,226;
+ end;
+ case 2:
+ mes "[Sueii Slierre]";
+ mes "What exactly do you mean?";
+ mes "Are you sure that you haven't";
+ mes "misunderstood anything about";
+ mes "Wolfchev's work? You'll need";
+ mes "to illustrate your claim for us";
+ mes "to be on the same page...";
+ next;
+ switch(select("Show Evidence:Cancel")) {
+ case 1:
+ if (countitem(7345) > 0) {
+ mes "^3355FFYou reveal the Handcuffs";
+ mes "you found in the laboratory,";
+ mes "and Secretary Slierre's face";
+ mes "is instantly shadowed by a";
+ mes "deeply troubled look.^000000";
+ next;
+ mes "[Sueii Slierre]";
+ mes "...";
+ mes "......";
+ next;
+ select("What's Regenschirm up to?:What's Wolfchev up to?");
+ mes "[Sueii Slierre]";
+ mes "...";
+ mes "......";
+ emotion e_ic,"Secretary Slierre#li";
+ next;
+ mes "[Sueii Slierre]";
+ mes "So... You're";
+ mes "suspicious about";
+ mes "Wolfchev's research in";
+ mes "the Regenschirm Laboratory?";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ break;
+ case 2:
+ mes "[Sueii Slierre]";
+ mes "Wait, what exactly";
+ mes "do you feel suspicious";
+ mes "about? Basically, which";
+ mes "party do you feel is most";
+ mes "at fault in this situation?";
+ next;
+ switch(select("Regenschirm:Mr. Wolfchev")) {
+ case 1:
+ mes "[Sueii Slierre]";
+ mes "Let me assure you that";
+ mes "Regenschirm has a strict set";
+ mes "of protocals and procedures";
+ mes "to ensure safety and the";
+ mes "prevention of unnecessary";
+ mes "cruelty in experimentation.";
+ next;
+ switch(select("What about the creatures in Regenschirm?")) {
+ case 1:
+ mes "[Sueii Slierre]";
+ mes "Creatures? I would";
+ mes "guess that they're the";
+ mes "result of experimentation.";
+ mes "But I wouldn't know for sure.";
+ next;
+ break;
+ }
+ break;
+ case 2:
+ break;
+ }
+ break;
+ }
+ mes "[Sueii Slierre]";
+ mes "I can't be sure right";
+ mes "now, but this looks like";
+ mes "fairly concrete evidence.";
+ mes "We'll send some people over";
+ mes "to Regenschirm right away!";
+ next;
+ mes "[Sueii Slierre]";
+ mes "For now, your claim";
+ mes "merits an investigation.";
+ mes "I'll let you know if we";
+ mes "find anything significant...";
+ set lhz_curse,30;
+ close;
+ }
+ else {
+ mes "[Sueii Slierre]";
+ mes "Evidence...?";
+ mes "I'm sorry, but you don't";
+ mes "seem to be carrying anything";
+ mes "that can be construed as proof.";
+ mes "I suggest you bring something that actually supports your claim.";
+ set lhz_curse,29;
+ close;
+ }
+ break;
+ case 2:
+ mes "[Sueii Slierre]";
+ mes "If you're finished,";
+ mes "I'd like to get back on";
+ mes "task. Please excuse me.";
+ close2;
+ set lhz_curse,30;
+ end;
+ }
+ break;
+ }
+ break;
+ }
+ }
+ else if (lhz_curse == 29) {
+ mes "[Sueii Slierre]";
+ mes "Hmm, have you come back";
+ mes "to address your claim about";
+ mes "Wolfchev's work? If you don't";
+ mes "have any evidence, then you";
+ mes "shouldn't be making rumors...";
+ next;
+ if (countitem(7345) > 0) {
+ mes "^3355FFYou reveal the Handcuffs";
+ mes "you found in the laboratory,";
+ mes "and Secretary Slierre's face";
+ mes "is instantly shadowed by a";
+ mes "deeply troubled look.^000000";
+ next;
+ mes "[Sueii Slierre]";
+ mes "...";
+ mes "......";
+ next;
+ select("What's Regenschirm up to?:What's Wolfchev up to?");
+ mes "[Sueii Slierre]";
+ mes "...";
+ mes "......";
+ emotion e_ic,"Secretary Slierre#li";
+ next;
+ mes "[Sueii Slierre]";
+ mes "So... You're";
+ mes "suspicious about";
+ mes "Wolfchev's research in";
+ mes "the Regenschirm Laboratory?";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ break;
+ case 2:
+ mes "[Sueii Slierre]";
+ mes "Wait, what exactly";
+ mes "do you feel suspicious";
+ mes "about? Basically, which";
+ mes "party do you feel is most";
+ mes "at fault in this situation?";
+ next;
+ switch(select("Regenschirm:Mr. Wolfchev")) {
+ case 1:
+ mes "[Sueii Slierre]";
+ mes "Let me assure you that";
+ mes "Regenschirm has a strict set";
+ mes "of protocals and procedures";
+ mes "to ensure safety and the";
+ mes "prevention of unnecessary";
+ mes "cruelty in experimentation.";
+ next;
+ switch(select("What about the creatures in Regenschirm?")) {
+ case 1:
+ mes "[Sueii Slierre]";
+ mes "Creatures? I would";
+ mes "guess that they're the";
+ mes "result of experimentation.";
+ mes "But I wouldn't know for sure.";
+ next;
+ break;
+ }
+ break;
+ case 2:
+ break;
+ }
+ break;
+ }
+ mes "[Sueii Slierre]";
+ mes "I can't be sure right";
+ mes "now, but this looks like";
+ mes "fairly concrete evidence.";
+ mes "We'll send some people over";
+ mes "to Regenschirm right away!";
+ next;
+ mes "[Sueii Slierre]";
+ mes "For now, your claim";
+ mes "merits an investigation.";
+ mes "I'll let you know if we";
+ mes "find anything significant...";
+ set lhz_curse,30;
+ close;
+ }
+ else {
+ mes "[Sueii Slierre]";
+ mes "Hmm. I can't consider";
+ mes "whatever you brought this";
+ mes "time as evidence that would";
+ mes "allay my doubts about your";
+ mes "claim. Now, if you'll excuse";
+ mes "me, I need to get back on task.";
+ set lhz_curse,29;
+ close2;
+ warp "lhz_in01",228,226;
+ end;
+ }
+ }
+ else if (lhz_curse == 30) {
+ set .@li_keka,rand(1,10);
+ if (.@li_keka > 7) {
+ if (checkweight(1201,1) == 0) {
+ mes "[Sueii Slierre]";
+ mes "Oh, I'd like to have";
+ mes "a word with you. Would";
+ mes "you please come back after";
+ mes "reducing the weight of the";
+ mes "items you are carrying please?";
+ close;
+ }
+ mes "[Sueii Slierre]";
+ mes "Oh good, you're here.";
+ mes "You were right all along.";
+ mes "In our investigation, we found";
+ mes "that Wolfchev was conducting";
+ mes "unauthorized and very dangerous";
+ mes "research. I owe you our thanks.";
+ next;
+ select("What was he doing...?");
+ mes "[Sueii Slierre]";
+ mes "It turns out that Wolfchev";
+ mes "was kidnapping weak and sick";
+ mes "people from the slums and";
+ mes "using them as his guinea pigs.";
+ mes "Rest assured, he'll be punished";
+ mes "for his behavior, if not fired.";
+ next;
+ mes "[Sueii Slierre]";
+ mes "I think you deserve an";
+ mes "apology. Without your";
+ mes "report, our corporation's";
+ mes "reputation could have been";
+ mes "potentially damaged. Thank you.";
+ next;
+ mes "[Sueii Slierre]";
+ mes "Yes, there's nothing so";
+ mes "taboo as trying to perform";
+ mes "Homunculus experiments";
+ mes "on people! Anyway, please";
+ mes "accept this as a token of";
+ mes "our gratitude, adventurer.";
+ set lhz_curse,31;
+ changequest 2094,2095;
+ getitem 603,1; //Old_Blue_Box
+ getitem 12016,10; //Speed_Up_Potion
+ next;
+ mes "[Sueii Slierre]";
+ mes "Let me promise you";
+ mes "that Rekenber will ensure";
+ mes "that this kind of incident";
+ mes "will not be repeated and";
+ mes "we'll do everything in our";
+ mes "power to compensate for this...";
+ close;
+ }
+ else {
+ mes "[Sueii Slierre]";
+ mes "Oh, our investigation";
+ mes "of your claim is still in";
+ mes "progress. However, we";
+ mes "will let you know when any";
+ mes "new developments arise.";
+ close;
+ }
+ }
+ else if (lhz_curse > 30) {
+ mes "[Sueii Slierre]";
+ mes "I'm glad to know that";
+ mes "we have such proactive";
+ mes "and concerned customers";
+ mes "such as yourself to support";
+ mes "the Rekenber Corporation.";
+ close;
+ }
+ else {
+ mes "[Sueii Slierre]";
+ mes "Excuse me, but you are";
+ mes "not allowed to be in here.";
+ mes "Please visit the Help Desk";
+ mes "if you have any questions about";
+ mes "the Rekenber Corporation.";
+ mes "Thank you for cooperating.";
+ close;
+ }
+}
+
+lhz_que01,94,24,0 script #li_end -1,2,2,{
+OnTouch_:
+ if (lhz_curse > 30) {
+ mes "^3131FFThere's no trace of";
+ mes "that mad scientist. Only";
+ mes "his stacks of well organized";
+ mes "files remain here in the lab.^000000";
+ if (lhz_curse == 31) {
+ set lhz_curse,32;
+ completequest 2095;
+ }
+ close;
+ }
+ end;
+}
+
+lhz_in01,43,114,0 script #li_toend 45,1,1,{
+OnTouch_:
+ if (lhz_curse > 30) {
+ warp "lhz_que01",97,30;
+ }
+ else {
+ warp "lhz_in01",277,130;
+ }
+ end;
+}
+
+lhz_que01,97,33,0 warp #li_toin01 1,1,lhz_in01,43,120
+lhz_in01,278,132,0 warp #li_toin02 1,1,lhz_in01,43,120
+
+lhz_que01,89,15,3 script File#li 111,{
+ mes "Name: Engeod";
+ mes "Age: XX";
+ mes "Height: XXX";
+ mes "Weight: XX";
+ next;
+ mes "Name: Kashutii";
+ mes "Age: XX";
+ mes "Height: XXX";
+ mes "Weight: XX";
+ next;
+ mes "Name: Prufoz";
+ mes "Age: XX";
+ mes "Height: XXX";
+ mes "Weight: XX";
+ close;
+}
+
+lhz_in01,269,114,3 script A File#li-1 111,{
+ mes "Name: Engeod";
+ mes "Age: XX";
+ mes "Height: XXX";
+ mes "Weight: XX";
+ next;
+ mes "Name: Kashutii";
+ mes "Age: XX";
+ mes "Height: XXX";
+ mes "Weight: XX";
+ next;
+ mes "Name: Prufoz";
+ mes "Age: XX";
+ mes "Height: XXX";
+ mes "Weight: XX";
+ close;
+}
+
+// President Quest aka. Schwartzvalt Trilogy Quest
+
+lighthalzen,179,170,4 script Ordinary Man 98,{
+
+ if(!lhz_boss)
+ {
+ mes "[Ghalstein]";
+ mes "Hello there~";
+ mes "Isn't Lighthalzen such";
+ mes "a wonder to behold with";
+ mes "all of its splendor and";
+ mes "magnificent beauty?";
+ next;
+ switch( select( "I guess.","Yes, it is.","Well, I don't know." ) )
+ {
+ case 1:
+ mes "[Ghalstein]";
+ mes "Oh, and the weather is";
+ mes "so nice today, perfect";
+ mes "for a stroll in the park";
+ mes "or a lovely picnic. Ah~";
+ break;
+
+ case 2:
+ mes "[Ghalstein]";
+ mes "Oh, I'm so glad you";
+ mes "agree. The people who";
+ mes "live here are so kind and";
+ mes "so happy, you can literally";
+ mes "feel everyone's gentle warmth.";
+ break;
+
+ case 3:
+ mes "[Ghalstein]";
+ mes "Well, maybe if you";
+ mes "don't see it right this";
+ mes "moment, I'm sure you'll";
+ mes "discover something to";
+ mes "love about this city soon.";
+ break;
+ }
+ next;
+ if(BaseLevel < 60)
+ {
+ mes "[Ghalstein]";
+ mes "Ha ha ha!";
+ mes "Anyway, I hope you";
+ mes "have a good day today~";
+ close;
+ }
+ mes "[Ghalstein]";
+ mes "Yes, Lighthalzen";
+ mes "couldn't be perfecter.";
+ mes "Ahahahaha... But still...";
+ mes "Hm. Um. Oh, never mind.";
+ next;
+ mes "[Ghalstein]";
+ mes "Ha ha ha!";
+ mes "Anyway, I hope you";
+ mes "have a good day today~";
+ set lhz_boss,1;
+ close;
+ }
+ else if(lhz_boss == 1)
+ {
+ set @weather,rand(1,5);
+ if(@weather == 4)
+ {
+ mes "[Ghalstein]";
+ mes "Hm? It's a little";
+ mes "cloudy today, isn't it?";
+ mes "It would be nice to stay";
+ mes "inside, listening to some";
+ mes "nice music while enjoying";
+ mes "a hot cup of tea, wouldn't it?";
+ close;
+ }
+ mes "[Ghalstein]";
+ mes "Ahhh!";
+ mes "Such pleasant weather~";
+ mes "I'm so glad I'm outside";
+ mes "and enjoying the sunlight.";
+ mes "Feel it. It's so warm and";
+ mes "nice on your face, isn't it?";
+ close;
+ }
+ else if(lhz_boss == 2)
+ {
+ mes "[Ghalstein]";
+ mes "The sun is gently";
+ mes "shining, the breeze is";
+ mes "gently blowing. Oh, this";
+ mes "weather could not be better!";
+ next;
+ switch( select( "Yes, you're right.","Uh, what were you doing just now?" ) )
+ {
+ case 1:
+ mes "[Ghalstein]";
+ mes "Yes, right now is the";
+ mes "best time to be outside";
+ mes "and to enjoy all of this";
+ mes "fresh, wonderful air. Come,";
+ mes "take a deep breath with me.";
+ mes "Ooooh. Ahhhhhh~ Excellent!";
+ close;
+
+ case 2:
+ mes "[Ghalstein]";
+ mes "...";
+ mes "......";
+ mes "I don't quite follow what";
+ mes "you're saying. I was merely";
+ mes "enjoying the sunny perfection";
+ mes "of Lighthalzen as usual...";
+ next;
+ switch( select( "But I heard you talking about something..." ) )
+ {
+ case 1:
+ break;
+ }
+ mes "[Ghalstein]";
+ mes "No! You must";
+ mes "have mistaken me";
+ mes "for somebody else!";
+ mes "Now, if you'll excuse me...";
+ set lhz_boss,3;
+ next;
+ mes "^3355FFEven if it wasn't";
+ mes "Ghalstein that you";
+ mes "just heard, he reacted";
+ mes "pretty strongly to what";
+ mes "you said to to him. Almost";
+ mes "as if he had something to hide... ^000000";
+ close;
+ }
+ }
+ else if(lhz_boss == 3)
+ {
+ mes "[Ghalstein]";
+ mes "Hm? Judging from the";
+ mes "look on your face, you";
+ mes "apparently still believe";
+ mes "that I was involved in some";
+ mes "kind of clandestine meeting.";
+ next;
+ switch( select( "Yes, I'm sure of it!","Well..." ) )
+ {
+ case 1:
+ mes "["+strcharinfo(0)+"]";
+ mes "Yes, I'm sure of it!";
+ mes "That was definitely you!";
+ mes "Your voice, your way of";
+ mes "speaking is unmistakable!";
+ next;
+ mes "[Ghalstein]";
+ mes "......";
+ mes "..........";
+ mes "...............";
+ next;
+ mes "[Ghalstein]";
+ mes "Alright. Yes, it's";
+ mes "true that I did meet";
+ mes "someone in secret. But";
+ mes "what gives you the right";
+ mes "to interrogate me in this";
+ mes "rather aggressive fashion?";
+ next;
+ switch( select( "I'm not interrogating...","Sorry about that." ) )
+ {
+ case 1:
+ mes "["+strcharinfo(0)+"]";
+ mes "I'm not interrogating";
+ mes "you. No, not at all.";
+ mes "It's, um, it's just...";
+ next;
+ switch( select( "Who are you dealing with?","I was just curious." ) )
+ {
+ case 1:
+ mes "["+strcharinfo(0)+"]";
+ mes "Who are you dealing";
+ mes "with? I heard something";
+ mes "about some organization";
+ mes "that's supposedly very";
+ mes "powerful and I'm starting";
+ mes "to get really concerned.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I don't think I can";
+ mes "ignore hearing about";
+ mes "any kind of dangerous";
+ mes "corporation, even if";
+ mes "I wanted to. Turning my";
+ mes "back to this seems wrong...";
+ next;
+ mes "[Ghalstein]";
+ mes "Hm...";
+ mes "You really";
+ mes "feel that way?";
+ next;
+ mes "[Ghalstein]";
+ mes "Please give me";
+ mes "a moment. I need";
+ mes "some time to think";
+ mes "about how I can best";
+ mes "handle this situation.";
+ set lhz_boss,4;
+ close;
+
+ case 2:
+ mes "[Ghalstein]";
+ mes "Just curious...?";
+ mes "Well, I hope that";
+ mes "you don't interfere";
+ mes "too much with other";
+ mes "people's lives just";
+ mes "out of curiosity.";
+ next;
+ mes "[Ghalstein]";
+ mes "You really shouldn't";
+ mes "make something your";
+ mes "business if you're not";
+ mes "interested or willing";
+ mes "to commit. Now, if you";
+ mes "would excuse me...";
+ close;
+ }
+ case 2:
+ mes "["+strcharinfo(0)+"]";
+ mes "Sorry about that.";
+ mes "I didn't mean to";
+ mes "stick my nose into";
+ mes "your personal business.";
+ next;
+ mes "[Ghalstein]";
+ mes "Well, that's quite";
+ mes "alright. I accept";
+ mes "your apology, but";
+ mes "I must warn you";
+ mes "not to pry into my";
+ mes "personal affairs.";
+ close;
+ }
+
+ case 2:
+ mes "["+strcharinfo(0)+"]";
+ mes "Well...";
+ mes "Now I don't know.";
+ mes "I suppose I could";
+ mes "be wrong, I guess.";
+ next;
+ mes "[Ghalstein]";
+ mes ".......";
+ mes "Yes, I wouldn't";
+ mes "recommend running";
+ mes "around, indiscriminately";
+ mes "accusing random people";
+ mes "of doing strange things.";
+ close;
+ }
+ }
+ else if(lhz_boss == 4)
+ {
+ mes "[Ghalstein]";
+ mes "I've come into a";
+ mes "decision and found";
+ mes "a way that I can let";
+ mes "you into my confidence";
+ mes "without putting the efforts";
+ mes "of my organization at risk.";
+ next;
+ mes "[Ghalstein]";
+ mes "As you may have already";
+ mes "guessed, I'm a member of an";
+ mes "organization whose ultimate";
+ mes "goal is to put an end to the";
+ mes "Rekenber Corporation.";
+ next;
+ mes "[Ghalstein]";
+ mes "However, before I relate";
+ mes "more information regarding";
+ mes "my organization and its work, I shall require your cooperation.";
+ next;
+ switch( select( "How can I cooperate?" ) )
+ {
+ case 1:
+ break;
+ }
+ mes "["+strcharinfo(0)+"]";
+ mes "How can I cooperate?";
+ mes "Um, what exactly is it";
+ mes "that you want me to do?";
+ next;
+ mes "[Ghalstein]";
+ mes "You do seem interested";
+ mes "in knowing more about us,";
+ mes "and we can also use your";
+ mes "expertise as an adventurer.";
+ mes "But first you must decide if";
+ mes "you will commit to cooperation.";
+ next;
+ switch( select( "I still don't get it...","Sure, I'll cooperate.","No, thanks." ) )
+ {
+ case 1:
+ mes "[Ghalstein]";
+ mes "Alright, let me make this ";
+ mes "clearer for you. You have";
+ mes "two choices.";
+ next;
+ switch( select( "Two choices?" ) )
+ {
+ case 1:
+ break;
+ }
+ mes "[Ghalstein]";
+ mes " If you choose";
+ mes "to cooperate with us, you'll";
+ mes "need to periodically drink";
+ mes "this red magic tonic.";
+ next;
+ mes "[Ghalstein]";
+ mes "The red tonic will allow";
+ mes "us to monitor your every";
+ mes "move so that we know you";
+ mes "won't betray us. You'll have to";
+ mes "continue cooperating or else";
+ mes "we won't give you the cure.";
+ next;
+ mes "[Ghalstein]";
+ mes "Throughout our mission,";
+ mes "you'll need to take a red";
+ mes "tonic every so often to avoid";
+ mes "suffering fron unpleasant";
+ mes "consequences. When we";
+ mes "finish, you get the antidote.";
+ next;
+ switch( select( "........." ) )
+ {
+ case 1:
+ break;
+ }
+ mes "[Ghalstein]";
+ mes "If you choose not to";
+ mes "cooperate, simply drink";
+ mes "this blue tonic, which will";
+ mes "erase every fragment of your";
+ mes "memory regarding our meeting.";
+ next;
+ mes "[Ghalstein]";
+ mes "So, what have";
+ mes "you decided to do?";
+ next;
+ switch( select( "Don't cooperate","Cooperate" ) )
+ {
+ case 1:
+ break;
+
+ case 2:
+ mes "[Ghalstein]";
+ mes "Ah, good choice.";
+ mes "So will you take";
+ mes "this red tonic?";
+ next;
+ switch( select( "Do not take it.","Take it." ) )
+ {
+ case 1:
+ break;
+
+ case 2:
+ mes "[Ghalstein]";
+ mes "Very good.";
+ mes "Then please,";
+ mes "drink this right away.";
+ next;
+ mes "^3355FFYou drink the red tonic.";
+ mes "It doesn't feel any different";
+ mes "from a Red Potion, but it";
+ mes "would be wise to cooperate";
+ mes "with Ghalstein until this";
+ mes "mission is accomplished.^000000";
+ next;
+ mes "[Ghalstein]";
+ mes "You may feel a little";
+ mes "disoriented after drinking";
+ mes "this tonic for the first time.";
+ mes "I'll give you a moment to";
+ mes "steady yourself before we";
+ mes "talk about our mission.";
+ set lhz_boss,5;
+ close;
+ }
+ break;
+ }
+ break;
+
+ case 2:
+ mes "[Ghalstein]";
+ mes "Ah, good choice.";
+ mes "So will you take";
+ mes "this red tonic?";
+ next;
+ switch( select( "Do not take it.","Take it." ) )
+ {
+ case 1:
+ break;
+
+ case 2:
+ mes "[Ghalstein]";
+ mes "Very good.";
+ mes "Then please,";
+ mes "drink this right away.";
+ next;
+ mes "^3355FFYou drink the red tonic.";
+ mes "It doesn't feel any different";
+ mes "from a Red Potion, but it";
+ mes "would be wise to cooperate";
+ mes "with Ghalstein until this";
+ mes "mission is accomplished.^000000";
+ next;
+ mes "[Ghalstein]";
+ mes "You may feel a little";
+ mes "disoriented after drinking";
+ mes "this tonic for the first time.";
+ mes "I'll give you a moment to";
+ mes "steady yourself before we";
+ mes "talk about our mission.";
+ set lhz_boss,5;
+ close;
+ }
+
+ case 3:
+ break;
+ }
+ mes "[Ghalstein]";
+ mes "You really feel";
+ mes "that way? Well, that's";
+ mes "a shame. Pity, really...";
+ next;
+ mes "^3355FFYou suddenly get the";
+ mes "weird feeling that someone";
+ mes "has been behind you this";
+ mes "entire time. As you slowly";
+ mes "turn around to look, you";
+ mes "were knocked unconscious...^000000";
+ percentheal 100,0;
+ percentheal -50,0;
+ next;
+ mes "..........";
+ mes "........";
+ mes ".....";
+ mes "..";
+ next;
+ mes "[??????]";
+ mes "^666666Now...^000000";
+ if(Sex == 1) mes "^666666Make him^000000";
+ else mes "^666666Make her^000000";
+ mes "^666666swallow this pill.^000000";
+ next;
+ mes "^3355FFYou're forced to swallow";
+ mes "some strange pill which";
+ mes "immediately makes all your";
+ mes "thoughts hazier until it begins";
+ mes "to feel like your entire mind";
+ mes "is getting bleached somehow.^000000";
+ set lhz_boss,0;
+ close2;
+ warp "lighthalzen",217,313;
+ end;
+ }
+ else if(lhz_boss == 5)
+ {
+ mes "[Ghalstein]";
+ mes "So how are you feeling?";
+ mes "Any nausea that you may";
+ mes "be experiencing should";
+ mes "be going away very soon.";
+ mes "Anyway, let's get started.";
+ next;
+ mes "[Ghalstein]";
+ mes "Rekenber Corporation";
+ mes "is closely affiliated with";
+ mes "Regenschirm, an underground";
+ mes "laboratory inhabited by strange";
+ mes "and suspicious creatures.";
+ next;
+ mes "[Ghalstein]";
+ mes "Your mission will be to";
+ mes "infiltrate this underground lab";
+ mes "and bring back evidence which";
+ mes "proves the existence of these";
+ mes "creatures. You must gather";
+ mes "various kinds of proof.";
+ next;
+ mes "[Ghalstein]";
+ mes "But more importantly,";
+ mes "there is ^FF0000something there";
+ mes "that you have to bring";
+ mes "back to me^000000. I can't tell";
+ mes "you exactly what it is,";
+ mes "but trust me. You'll know.";
+ next;
+ mes "[Ghalstein]";
+ mes "If you search the";
+ mes "Laboratory enough,";
+ mes "you'll find what I'm";
+ mes "talking about. In any";
+ mes "case, you'll need to find";
+ mes "a way to get inside the lab.";
+ next;
+ mes "[Ghalstein]";
+ mes "It might be helpful to";
+ mes "know that we've received";
+ mes "reports about disappearances";
+ mes "of people from the ^FF0000eastside";
+ mes "slums^000000. We believe they are";
+ mes "perhaps traveling illegally...";
+ next;
+ mes "[Ghalstein]";
+ mes "If someone there is";
+ mes "transporting people";
+ mes "without authorization,";
+ mes "maybe you can find a";
+ mes "contact who can sneak";
+ mes "you inside the Laboratory.";
+ set lhz_boss,6;
+ close;
+ }
+ else if(lhz_boss == 6)
+ {
+ mes "[Ghalstein]";
+ mes "For now, it may be best";
+ mes "to start investigating the";
+ mes "eastside slums to see if you";
+ mes "can find somebody who can";
+ mes "get you inside the Laboratory.";
+ close;
+ }
+ else if(lhz_boss == 7)
+ {
+ if(!MISC_QUEST&512)
+ {
+ mes "[Ghalstein]";
+ mes "An error occurred.";
+ close;
+ }
+ if ((countitem(7346)) && (countitem(7347) > 9) && (countitem(7345) > 9))
+ {
+ mes "[Ghalstein]";
+ mes "Ah, this looks like a";
+ mes "sufficient amount of";
+ mes "evidence for us to be";
+ mes "able to effectively attack";
+ mes "our enemy. I believe you're";
+ mes "ready for the next mission.";
+ next;
+ mes "[Ghalstein]";
+ mes "But first, I believe it's";
+ mes "time for another red tonic";
+ mes "dose so that we can keep";
+ mes "monitoring you. Oh, and";
+ mes "don't worry, it's not addictive";
+ mes "or anything strange like that.";
+ next;
+ mes "[Ghalstein]";
+ mes "Now, find ^FF0000Gusharr^000000, one of";
+ mes "our members, ^FF0000near Juno^000000.";
+ mes "He will tell you about your";
+ mes "next mission. Show this to";
+ mes "him to prove that you are";
+ mes "working with us. Don't forget.";
+ delitem 7346,1;
+ delitem 7347,10;
+ delitem 7345,10;
+ set lhz_boss,8;
+ getitem 7348,1;
+ close;
+ }
+ else if((!countitem(7346)) && (!countitem(7347)) && (!countitem(7345)))
+ {
+ mes "[Ghalstein]";
+ mes "When you get inside the";
+ mes "Laboratory, make sure that";
+ mes "you search around for any";
+ mes "records and get any sort of";
+ mes "concrete evidence we can";
+ mes "use. I'll be counting on you.";
+ close;
+ }
+ else
+ {
+ mes "[Ghalstein]";
+ mes "We'll need more evidence";
+ mes "than this from the Laboratory";
+ mes "to make any impact against our";
+ mes "enemy. I know what we need is";
+ mes "difficult to find, but I'm sure";
+ mes "that you can pull this off.";
+ close;
+ }
+ }
+ else if(lhz_boss == 8)
+ {
+ mes "[Ghalstein]";
+ mes "Please find Gushaar";
+ mes "in the vicinity of Juno.";
+ mes "He will give you all the";
+ mes "details for your next mission.";
+ close;
+ }
+ else if(lhz_boss < 25)
+ {
+ mes "[Ghalstein]";
+ mes "You've made the decision";
+ mes "to help us in order to learn";
+ mes "more about our organzation.";
+ mes "We appreciate all the help we";
+ mes "can get, but I hope you don't";
+ mes "regret getting in this deep.";
+ next;
+ mes "[Ghalstein]";
+ mes "There's a certain price";
+ mes "for knowledge. I believe";
+ mes "you're capable of paying it,";
+ mes "but whether or not this ordeal";
+ mes "will be worthwhile to you is";
+ mes "difficult to determine.";
+ close;
+ }
+ else if(lhz_boss < 43)
+ {
+ mes "[Ghalstein]";
+ mes "You're so close to";
+ mes "accomplishing your";
+ mes "mission. If all goes as";
+ mes "planned, we can do some";
+ mes "real damage to our enemy.";
+ mes "And you'll finally be free.";
+ close;
+ }
+ else if(lhz_boss == 43)
+ {
+ mes "[Ghalstein]";
+ mes "I can't believe what";
+ mes "happened. I just heard";
+ mes "that the president was";
+ mes "betrayed! This is horrible!";
+ mes "We'll have to start all over.";
+ mes "Was it all for nothing?!";
+ next;
+ mes "[Ghalstein]";
+ mes "No. No, Jargeah would be";
+ mes "so disappointed in me if";
+ mes "I just gave up. I'll have to";
+ mes "follow our dream, no matter";
+ mes "what the obstacles are.";
+ mes "Jargeah, give me strength!";
+ next;
+ mes "[Ghalstein]";
+ mes "Also, you've done a great";
+ mes "service for us. Although we";
+ mes "failed, you carried out your";
+ mes "missions perfectly. Here,";
+ mes "take this antidote so that";
+ mes "you'll finally be free of us.";
+ next;
+ mes "[Ghalstein]";
+ mes "I'd like you to take";
+ mes "this small gift, as way";
+ mes "of apology. We asked you";
+ mes "to do so much, but ultimately,";
+ mes "we weren't able to accomplish";
+ mes "what we set out to do. Still...";
+ set lhz_boss,44;
+ getitem 617,1;
+ getexp 180000,0;
+ next;
+ mes "[Ghalstein]";
+ mes "I'd like to thank you";
+ mes "for everything. Hopefully,";
+ mes "you found the answers";
+ mes "that you were looking for";
+ mes "when you decided to help";
+ mes "us. Farewell, faithful friend.";
+ close;
+ }
+ else
+ {
+ mes "[Ghalstein]";
+ mes "I hate being patient,";
+ mes "but the old adage is";
+ mes "true. He who runs away,";
+ mes "lives to fight another day.";
+ mes "But that day seems so";
+ mes "far off into the future...";
+ close;
+ }
+}
+
+lighthalzen,173,167,1 script Switch -1,2,4,{
+
+OnTouch:
+ if(lhz_boss == 1)
+ {
+ mes "[??????]";
+ mes "^666666Come on.";
+ mes "This way.^000000";
+ next;
+ mes "[??????]";
+ mes "^333333Hurry up, before";
+ mes "the others see you...^000000";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "(Wait a second...";
+ mes "That voice is";
+ mes "awfully familiar.)";
+ next;
+ switch( select( "Ignore it.","Keep listening." ) )
+ {
+ case 1:
+ mes "["+strcharinfo(0)+"]";
+ mes "(That voice is";
+ mes "awfully familiar...";
+ mes "But what do I care?)";
+ close;
+
+ case 2:
+ mes "["+strcharinfo(0)+"]";
+ mes "(This is too weird.";
+ mes "I guess I better keep";
+ mes "listening to see what";
+ mes "I can learn about this...)";
+ next;
+ mes "[??????]";
+ mes "^333333So why did you tell";
+ mes "me to come to such";
+ mes "a dangerous place...?^000000";
+ next;
+ mes "^3355FFThat's...^000000";
+ mes "That's ^660000Ghalstein's^3355FF voice!^000000";
+ next;
+ mes "[????]";
+ mes "^666666Something unexpected";
+ mes "came up. Hence the sudden";
+ mes "change in plans. Now listen...^000000";
+ next;
+ mes "^3355FFSuddenly, both of the";
+ mes "voices grew much quieter";
+ mes "as the two men spoke to each";
+ mes "other in low, hoarse whispers";
+ mes "that are almost inaudible.^000000";
+ next;
+ mes "[????]";
+ mes "^666666....";
+ mes "...Relate.....";
+ mes "...Business.....Kafr...^000000";
+ next;
+ mes "[Ghalstein]";
+ mes "^333333Oh. That does";
+ mes "sound very urgent.";
+ mes "But it's not safe to";
+ mes "talk about this here.";
+ mes "Let's move somewhere";
+ mes "a little more secure.^000000";
+ next;
+ mes "[????]";
+ mes "^666666No problem.";
+ mes "........................^000000";
+ next;
+ mes "........................";
+ mes ".....................";
+ mes "..................";
+ next;
+ mes "^3355FFThat other voice...";
+ mes "Whoever it belonged";
+ mes "to is gone! What's";
+ mes "going on here?^000000";
+ set lhz_boss,2;
+ close;
+ }
+ }
+}
+
+yuno_fild04,165,245,4 script Dismal Guy 89,{
+
+ if(lhz_boss < 8)
+ {
+ mes "[Gushaar]";
+ mes "Decisions, decisions.";
+ mes "Sometimes it's hard to";
+ mes "make a choice when it";
+ mes "isn't clear which one will";
+ mes "give you the most benefit.";
+ next;
+ mes "[Gushaar]";
+ mes "I think most of the good";
+ mes "things in life have some";
+ mes "kind of cost, but they're";
+ mes "usually worth it. I mean,";
+ mes "nothing would have any";
+ mes "worth without any cost, right?";
+ close;
+ }
+ else if(lhz_boss == 8)
+ {
+ mes "[Gushaar]";
+ mes "Alright. Choose";
+ mes "your poison. I got";
+ mes "two different kinds of";
+ mes "tonics for you, red and blue.";
+ mes "So which one will you drink?";
+ next;
+ switch( select( "????","Red Tonic","Blue Tonic" ) )
+ {
+ case 1:
+ mes "[Gushaar]";
+ mes "Well, when you don't";
+ mes "make a decision, you";
+ mes "don't take action. And";
+ mes "when you don't take any";
+ mes "action, nothing happens.";
+ mes "Come on, don't be boring~";
+ close;
+
+ case 2:
+ mes "[Gushaar]";
+ mes "Red, huh? I like";
+ mes "your style. But, eh,";
+ mes "isn't there something";
+ mes "you want to show me first?";
+ next;
+ switch( select( "Oh, right!","What are you talking about?" ) )
+ {
+ case 1:
+ if(!countitem(7348))
+ {
+ mes "[Gushaar]";
+ mes "Hey... Umm...";
+ mes "Aren't you supposed";
+ mes "to be carrying some";
+ mes "sort of secret something?";
+ mes "I'd tell you want it was if we";
+ mes "weren't so, well, secretive.";
+ close;
+ }
+ mes "^3355FFYou suavely flash";
+ mes "your Membership Card";
+ mes "to Gushaar, who gives";
+ mes "you an approving nod.^000000";
+ next;
+ mes "[Gushaar]";
+ mes "Yeah, that's what";
+ mes "I wanted to see. Good,";
+ mes "you're the one I've been";
+ mes "waiting here for. Alright,";
+ mes "just give me a second...";
+ set lhz_boss,9;
+ close;
+
+ case 2:
+ mes "[Gushaar]";
+ mes "Huh?! Oh geez, I almost";
+ mes "never make this mistake.";
+ mes "I'm sorry, I thought you might";
+ mes "have been someone else.";
+ close;
+ }
+
+ case 3:
+ mes "[Gushaar]";
+ mes "Blue...? Huh.";
+ mes "That shouldn't be";
+ mes "the one you want.";
+ mes "Well, if you're who";
+ mes "I think you are... Are you?";
+ close;
+ }
+ }
+ else if(lhz_boss == 9)
+ {
+ mes "[Gushaar]";
+ mes "Alright, first of all,";
+ mes "you should know why the";
+ mes "Rekenber Corporation is";
+ mes "our sworn enemy. Did you";
+ mes "know that it basically controls";
+ mes "the Schwaltzvalt Republic?";
+ next;
+ mes "[Gushaar]";
+ mes "They're so powerful, they";
+ mes "manipulate everything in the";
+ mes "economy, media and even the";
+ mes "politics of this nation. There are other corporations, sure, but";
+ mes "they're nothing in comparsion.";
+ next;
+ mes "[Gushaar]";
+ mes "Rekenber Corporation...";
+ mes "They've even got a hold on";
+ mes "all the other companies, simply";
+ mes "by bribing politicians to pass";
+ mes "the bills they want passed.";
+ mes "This isn't a real republic...";
+ next;
+ mes "[Gushaar]";
+ mes "The ultimate goal of our";
+ mes "group, ''Secret Wing,'' is to";
+ mes "establish true independence";
+ mes "in the Schwaltzvalt Republic";
+ mes "by destroying Rekenber Corporation.";
+ next;
+ mes "[Gushaar]";
+ mes "Fortunately, the new president";
+ mes "of the Schwaltzvalt Republic,";
+ mes "Mr. Weierstrass, is sympathetic";
+ mes "to our cause. He is working with us to bring about a revolution and";
+ mes "overthrow Rekenber Corporation.";
+ next;
+ mes "[Gushaar]";
+ mes "Your mission will be to";
+ mes "visit with the president and";
+ mes "bring back any information";
+ mes "he may have for us. Remember,";
+ mes "because of his position, you can only see him during certain hours.";
+ set lhz_boss,10;
+ close;
+ }
+ else if(lhz_boss == 10)
+ {
+ mes "[Gushaar]";
+ mes "I hope you understand";
+ mes "''Secret Wing's'' ultimate";
+ mes "goal now. In any case, you've";
+ mes "got to meet our president,";
+ mes "Karl Theodor Weierstrass.";
+ next;
+ mes "[Gushaar]";
+ mes "It won't be easy to see";
+ mes "such an important man,";
+ mes "so show your Secret Wing";
+ mes "Membership Card to his";
+ mes "secretary and there should";
+ mes "be very little hassle.";
+ next;
+ mes "[Gushaar]";
+ mes "Because of his schedule,";
+ mes "you'll only be allowed to see";
+ mes "him from ^FF00008:00 PM to 11:00 PM^000000,";
+ mes "and from ^FF000011:00 AM to 2:00PM PST^000000.Good luck on this mission, friend.";
+ set lhz_boss,11;
+ close;
+ }
+ else
+ {
+ mes "[Gushaar]";
+ mes "Rekenber...";
+ mes "I shall see your";
+ mes "destruction if it's the";
+ mes "very last thing I do!";
+ close;
+ }
+}
+
+yuno_pre,69,20,4 script Secretary#1 862,{
+
+ if(lhz_boss < 11)
+ {
+ mes "[Hes O'Neil]";
+ mes "Good day, how";
+ mes "may I help you?";
+ next;
+ switch( select( "Oh. I'm fine, thanks.","I want to meet the president~","W-who are you...?" ) )
+ {
+ case 1:
+ mes "[Hes O'Neil]";
+ mes "Since this is an";
+ mes "important government";
+ mes "building, please keep";
+ mes "in mind that certain areas,";
+ mes "monitored by guards, are";
+ mes "off limits to visitors.";
+ close;
+
+ case 2:
+ mes "[Hes O'Neil]";
+ mes "President Weierstrass?";
+ mes "Do you have an appointment";
+ mes "to meet with him today?";
+ next;
+ switch( select( "Yes","No" ) )
+ {
+ case 1:
+ mes "[Hes O'Neil]";
+ mes "Alright, let me see.";
+ mes "May I please have your";
+ mes "name so that I can look";
+ mes "it up in today's schedule?";
+ next;
+ switch( select( ""+strcharinfo(0)+"" ) )
+ {
+ case 1:
+ break;
+ }
+ mes "[Hes O'Neil]";
+ mes ""+strcharinfo(0)+"?";
+ mes "I'm sorry, but I can't find";
+ mes "your name on the list. You";
+ mes "can only visit the president";
+ mes "if you have an appointment.";
+ mes "Thank you for your cooperation.";
+ close;
+
+ case 2:
+ mes "[Hes O'Neil]";
+ mes "I'm so sorry, but because";
+ mes "the president is an incredibly" ;
+ mes "busy man, he can only make";
+ mes "time to see the people who";
+ mes "have an appointment.";
+ close;
+ }
+
+ case 3:
+ mes "[Hes O'Neil]";
+ mes "Hmm...?";
+ mes "I'm the personal";
+ mes "secretary to the";
+ mes "president of the";
+ mes "Schwartzvalt Republic,";
+ mes "if that's what you mean.";
+ close;
+ }
+ }
+ else if(lhz_boss < 16)
+ {
+ mes "[Hes O'Neil]";
+ mes "Good day, how";
+ mes "may I help you?";
+ next;
+ switch( select( "Show Secret Wing Card.","I'm here to see the president.","Nothing." ) )
+ {
+ case 1:
+ if(!countitem(7348))
+ {
+ mes "^3355FFWait a second...";
+ mes "You don't seem to";
+ mes "be carrying your";
+ mes "''Secret Wing''";
+ mes "Membership Card.^000000";
+ close;
+ }
+ if(((gettime(3) > 10) && (gettime(3) < 15)) || ((gettime(3) > 19) && (gettime(3) <= 23)))
+ {
+ mes "^3355FFYou suavely flash";
+ mes "your ''Secret Wing''";
+ mes "Membership Card.^000000";
+ next;
+ mes "[Hes O'Neil]";
+ mes "Oh... I see.";
+ mes "The president has";
+ mes "been expecting you.";
+ mes "Please, right this way.";
+ close2;
+ warp "yuno_pre",113,53;
+ end;
+ }
+ mes "[Hes O'Neil]";
+ mes "Oh... I see.";
+ mes "I'm sorry, but you've";
+ mes "come too early for your";
+ mes "appointment. Would you";
+ mes "come back to see the";
+ mes "president later?";
+ close;
+
+ case 2:
+ mes "[Hes O'Neil]";
+ mes "President Weierstrass?";
+ mes "Do you have an appointment";
+ mes "to meet with him today?";
+ next;
+ switch( select( "Yes","No" ) )
+ {
+ case 1:
+ mes "[Hes O'Neil]";
+ mes "Alright, let me see.";
+ mes "May I please have your";
+ mes "name so that I can look";
+ mes "it up in today's schedule?";
+ next;
+ switch( select( ""+strcharinfo(0)+"" ) )
+ {
+ case 1:
+ break;
+ }
+ mes "[Hes O'Neil]";
+ mes ""+strcharinfo(0)+"?";
+ mes "I'm sorry, but I can't find";
+ mes "your name on the list. You";
+ mes "can only visit the president";
+ mes "if you have an appointment.";
+ mes "Thank you for your cooperation.";
+ close;
+
+ case 2:
+ mes "[Hes O'Neil]";
+ mes "I'm so sorry, but because";
+ mes "the president is an incredibly" ;
+ mes "busy man, he can only make";
+ mes "time to see the people who";
+ mes "have an appointment.";
+ close;
+ }
+
+ case 3:
+ mes "[Hes O'Neil]";
+ mes "Since this is an";
+ mes "important government";
+ mes "building, please keep";
+ mes "in mind that certain areas,";
+ mes "monitored by guards, are";
+ mes "off limits to visitors.";
+ close;
+ }
+ }
+ else if(lhz_boss == 16)
+ {
+ if(!countitem(7342))
+ {
+ mes "[Hes O'Neil]";
+ mes "Hm? I thought the";
+ mes "president was supposed";
+ mes "to give you some kind of";
+ mes "file, but perhaps I was";
+ mes "mistaken? Let me think...";
+ close;
+ }
+ mes "[Hes O'Neil]";
+ mes "Hello, may I be";
+ mes "of any assistance?";
+ next;
+ switch( select( "I brought this." ) )
+ {
+ case 1:
+ break;
+ }
+ mes "[Hes O'Neil]";
+ mes "Ah, the file folder";
+ mes "I needed. I'm so sorry";
+ mes "to trouble you. Thank";
+ mes "you so much for your help.";
+ delitem 7342,1;
+ set lhz_boss,17;
+ close;
+ }
+ else if(lhz_boss < 21)
+ {
+ mes "[Hes O'Neil]";
+ mes "I'm sorry, but the";
+ mes "president is currently";
+ mes "outside on business.";
+ mes "Please come back to";
+ mes "visit him another time.";
+ close;
+ }
+ else if(lhz_boss < 43)
+ {
+ mes "[Hes O'Neil]";
+ mes "Oh, the president";
+ mes "is expecting you.";
+ mes "Please, go right";
+ if(Sex == 1) mes "on ahead, sir.";
+ else mes "on ahead, ma'am.";
+ close2;
+ warp "yuno_pre",113,53;
+ end;
+ }
+ else if(hg_tre == 56)
+ {
+ mes "[Hes O'Neil]";
+ mes "The President has given the order that ";
+ mes "nobody is allowed to enter this place.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "However, you will change your mind after listening to my explanation.";
+ next;
+ mes "[Hes O'Neil]";
+ mes "...............";
+ mes "Is it something very important?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "It is the most important thing.";
+ next;
+ mes "[Hes O'Neil]";
+ mes "Alright then, there you go.";
+ mes "(Whisper) I hope you will become his source of strength.";
+ close2;
+ warp "yuno_pre",113,53;
+ end;
+ }
+ else if(hg_tre > 56)
+ {
+ mes "[Hes O'Neil]";
+ mes "The president said that you're welcome to visit him anytime.";
+ close2;
+ warp "yuno_pre",113,53;
+ end;
+ }
+ else
+ {
+ mes "[Hes O'Neil]";
+ mes "I'm sorry...";
+ mes "It seems that the";
+ mes "president would like";
+ mes "to have some privacy now.";
+ close;
+ }
+}
+
+yuno_pre,95,71,5 script Guard 852,{
+
+ if(lhz_boss < 11)
+ {
+ mes "[Guard]";
+ mes "You are in the";
+ mes "President's House.";
+ mes "Arms are prohibited";
+ mes "without authorization in";
+ mes "this government building.";
+ mes "Thank you for your cooperation.";
+ close2;
+ nude;
+ warp "yuno_pre",83,22;
+ end;
+ }
+ else if(lhz_boss == 11 || lhz_boss == 12)
+ {
+ if(lhz_boss == 12) set @visit_pre,rand(1,10);
+ if(@visit_pre == 7)
+ {
+ mes "[?????]";
+ mes "I see.";
+ mes "Then...";
+ next;
+ mes "[????????]";
+ mes "Ummm....";
+ mes "Understood...";
+ mes "......";
+ next;
+ enablenpc "A Fine Gentleman";
+ next;
+ mes "[?????]";
+ mes "..........";
+ next;
+ mes "[Guard]";
+ mes "Ah, Mr. Keshnaar.";
+ mes "Are you leaving?";
+ next;
+ mes "[Keshnaar]";
+ mes "Yes, it's about time";
+ mes "for me to depart. Ah,";
+ mes "and may I ask who this";
+ if(Sex == 1) mes "young gentleman here is?";
+ else mes "lovely young lady is?";
+ next;
+ mes "[Guard]";
+ mes "Mr. Keshnaar,";
+ mes "I present "+strcharinfo(0)+".";
+ mes ""+strcharinfo(0)+", allow me";
+ mes "to introduce Eridan Keshnaar.";
+ next;
+ mes "[Keshnaar]";
+ mes "A pleasure to meet you.";
+ mes "Now, if you would excuse";
+ mes "me, I have some business";
+ mes "to attend to. Good day~";
+ next;
+ mes "[Guard]";
+ mes "Take care,";
+ mes "Mr. Keshnaar.";
+ set lhz_boss,13;
+ disablenpc "A Fine Gentleman";
+ close;
+
+ }
+ mes "[Guard]";
+ mes "Please wait a moment.";
+ mes "Currently, the president";
+ mes "is seeing another guest.";
+ mes "Thank you for your patience.";
+ if(lhz_boss == 11) set lhz_boss,12;
+ close;
+ }
+ else if(lhz_boss == 13)
+ {
+ mes "[Guard]";
+ mes "Now you may enter";
+ mes "and speak with the";
+ mes "president. Thank you";
+ mes "for waiting all this time.";
+ next;
+ switch( select( "Thank you.","Who was that gentleman...?" ) )
+ {
+ case 1:
+ if(Sex == 1) mes "A Mister "+strcharinfo(0)+"";
+ else
+ {
+ if(getpartnerid()) mes "A Missis "+strcharinfo(0)+"";
+ else mes "A Miss "+strcharinfo(0)+"";
+ }
+ mes "has arrived to see you now.";
+ next;
+ mes ".....";
+ next;
+ mes "[Mr. President]";
+ mes "Oh, you're early!";
+ mes "I'm sorry, but would you";
+ mes "please wait one minute?";
+ next;
+ mes "[Guard]";
+ mes "Yes, sir.";
+ mes "My apologies, but would";
+ mes "you please wait until the";
+ mes "president is ready?";
+ close;
+
+ case 2:
+ mes "[Guard]";
+ mes "Oh, Mr. Keshnaar is the";
+ mes "government negotiator from";
+ mes "the Rekenber Corporation.";
+ mes "He often visits the president";
+ mes "to discuss various issues.";
+ set lhz_boss,14;
+ close;
+ }
+ }
+ else
+ {
+ mes "[Guard]";
+ mes "Greetings.";
+ mes "You may enter to";
+ mes "see the president.";
+ close2;
+ warp "yuno_pre",78,69;
+ end;
+ }
+}
+
+yuno_pre,96,69,2 script A Fine Gentleman 754,{
+
+OnInit:
+ disablenpc "A Fine Gentleman";
+ end;
+}
+
+yuno_pre,69,79,4 script Mr. President 872,{
+
+ if(checkweight(7342,1) != 1)
+ {
+ mes "- Wait a moment! -";
+ mes "- Currently you're carrying -";
+ mes "- too many items with you. -";
+ mes "- Please enlighten your weight -";
+ mes "- and try again. -";
+ close;
+ }
+ cutin "lhz_karl.bmp",2;
+ if(lhz_boss < 11)
+ {
+ mes "[Karl]";
+ mes "How did you get in here?";
+ mes "Please leave this place";
+ mes "immediately! Security...!";
+ close2;
+ cutin "",255;
+ warp "yuno_pre",83,22;
+ }
+ else if(lhz_boss == 14)
+ {
+ mes "[Karl]";
+ mes "Ah, welcome~";
+ mes "I understand that you";
+ mes "must have had a lot of";
+ mes "trouble coming here.";
+ mes "It's a pleasure to";
+ mes "finally meet you.";
+ next;
+ mes "[Karl]";
+ mes "As I'm sure Ghalstein";
+ mes "has told you, ''Secret Wing''";
+ mes "was formed to overthrow the";
+ mes "evil Rekenber Corporation.";
+ mes "Now, I'm sure that you must";
+ mes "have some questions for me...";
+ next;
+L_Mission:
+ switch( select( "Secret Wing's Background","Rekenber's Purpose","Secret Wing's Goal","Details about my mission","I'm ready for my mission." ) )
+ {
+ case 1:
+ mes "[Karl]";
+ mes "Rekenber has been";
+ mes "unopposed for a very long";
+ mes "time. Our nation is unhappy";
+ mes "with their rule, but since our";
+ mes "country lacks solidarity, the";
+ mes "people can do nothing.";
+ next;
+ mes "[Karl]";
+ mes "But one day, I was contacted";
+ mes "by some people who claimed to";
+ mes "share my sentiments against";
+ mes "the Rekenber Corporation.";
+ mes "Later, I learned that they were";
+ mes "from the Kafra Corporation.";
+ next;
+ mes "[Karl]";
+ mes "Apparently, they were";
+ mes "facing some aggressive";
+ mes "competition from Cool";
+ mes "Event Corp, which is";
+ mes "actually backed by the";
+ mes "Rekenber Corporation.";
+ next;
+ mes "[Karl]";
+ mes "We decided to pool our";
+ mes "resources to deal with what";
+ mes "we perceived as a common";
+ mes "enemy. Before long, we gathered";
+ mes "more devotees to our cause and";
+ mes "formed the ''Secret Wing.''";
+ next;
+ mes "[Karl]";
+ mes "It may be helpful for";
+ mes "you to know that our";
+ mes "direct contact to the";
+ mes "Kafra Corporation is the";
+ mes "^FF00003rd Security Team^000000. Oh, did";
+ mes "you have any other questions?";
+ next;
+ goto L_Mission;
+
+ case 2:
+ mes "[Karl]";
+ mes "It's true that companies";
+ mes "exist to create money, but";
+ mes "the Rekenber Corporation";
+ mes "is much more nefarious.";
+ mes "They actually want to dominate the entire Rune-Midgard continent.";
+ next;
+ mes "[Karl]";
+ mes "In fact, the chairman of";
+ mes "that company is shrouded";
+ mes "in mystery. Although I'm";
+ mes "the president, I go through";
+ mes "many difficulties just to";
+ mes "send a message to him.";
+ next;
+ mes "[Karl]";
+ mes "It's disheartening,";
+ mes "but we really have no";
+ mes "idea what their true goals";
+ mes "and plans might be. Now, did";
+ mes "you have any other questions?";
+ next;
+ goto L_Mission;
+
+ case 3:
+ mes "[Karl]";
+ mes "''Secret Wing's'' only";
+ mes "goal is to destroy the";
+ mes "Rekenber Corporation in";
+ mes "order to break the Schwaltzvalt Republic free from its oppression.";
+ next;
+ mes "[Karl]";
+ mes "Of course, we realize";
+ mes "that it will take time and";
+ mes "a lot of sacrifice to make";
+ mes "this a reality. Now, do you";
+ mes "have anything else to ask?";
+ next;
+ goto L_Mission;
+
+ case 4:
+ mes "[Karl]";
+ mes "Ah, your next mission.";
+ mes "I'm ready to give you";
+ mes "some of the details if";
+ mes "you no longer have any";
+ mes "questions to ask. Let me";
+ mes "know when you are ready.";
+ next;
+ goto L_Mission;
+
+ case 5:
+ mes "[Karl]";
+ mes "Very well, then.";
+ mes "Your mission will not";
+ mes "be too difficult, but it does";
+ mes "have great urgency so you";
+ mes "must accomplish it as soon";
+ mes "as you can. Understood?";
+ next;
+ switch( select( "Wait, I have one more question!","Yes sir, Mr. President." ) )
+ {
+ case 1:
+ mes "[Karl]";
+ mes "Hm? I thought you";
+ mes "didn't have any more";
+ mes "questions. However, I still";
+ mes "have the luxury to give you";
+ mes "any answers that I can provide.";
+ next;
+ goto L_Mission;
+
+ case 2:
+ mes "[Karl]";
+ mes "I'm glad to hear that.";
+ mes "Alright, give me a second";
+ mes "to search for this file before";
+ mes "I explain the mission.";
+ set lhz_boss,15;
+ close2;
+ cutin "",255;
+ end;
+ }
+ }
+ }
+ else if(lhz_boss == 15)
+ {
+ mes "[Karl]";
+ mes "Now, you must first visit";
+ mes "the Kafra Headquarters in";
+ mes "Al De Baran and meet someone";
+ mes "named ^FF0000Benith^000000. She will tell you";
+ mes "all about your next mission.";
+ next;
+ mes "[Karl]";
+ mes "Be careful and do not";
+ mes "freely mention anything";
+ mes "about ''Secret Wing'' or";
+ mes "your cooperation with us as";
+ mes "it may jeopardize our goals.";
+ mes "Hurry, time is of the essence.";
+ next;
+ mes "[Karl]";
+ mes "Ah, before I forget,";
+ mes "please bring this file";
+ mes "folder to ^FF0000Ms. Hes O'Neil^000000";
+ mes "for me before you leave.";
+ mes "Thank you very much.";
+ set lhz_boss,16;
+ getitem 7342,1;
+ close2;
+ cutin "",255;
+ end;
+ }
+ else if(lhz_boss < 21)
+ {
+ mes "[Karl]";
+ mes "Hurry and complete";
+ mes "the mission given to";
+ mes "you by Benith, who is";
+ mes "in the Kafra Headquarters";
+ mes "in Al De Baran. It is a very";
+ mes "urgent, high priority task...";
+ close2;
+ cutin "",255;
+ end;
+ }
+ else if(lhz_boss == 21)
+ {
+ if(!countitem(7343))
+ {
+ mes "[Karl]";
+ mes "Hm? I was expecting";
+ mes "for you to bring me";
+ mes "back an important file.";
+ mes "Please hurry, our entire";
+ mes "organization is at stake!";
+ close2;
+ cutin "",255;
+ end;
+ }
+ mes "[Karl]";
+ mes "Ah, you're here.";
+ mes "Good work, I hear that";
+ mes "the mission was a success.";
+ mes "An official success anyway.";
+ mes "...............................";
+ next;
+ mes "[Karl]";
+ mes "Poor, dear sweet";
+ mes "Jargeah. Why him?";
+ mes "Must fate be so cruel";
+ mes "and harsh? I still can't";
+ mes "believe he's gone. Just";
+ mes "last week, we were...";
+ next;
+ mes "[Karl]";
+ mes "I'm sorry. You didn't";
+ mes "know him that well, but";
+ mes "all those who did know";
+ mes "him, loved him. And I can";
+ mes "say that with pride. L-let";
+ mes "me check the files a minute...";
+ delitem 7343,1;
+ set lhz_boss,22;
+ close2;
+ cutin "",255;
+ end;
+ }
+ else if(lhz_boss == 22)
+ {
+ set @read_pre,rand(1,5);
+ if(@read_pre == 3)
+ {
+ mes "[Karl]";
+ mes "Hm. After completely";
+ mes "reviewing this file, I've";
+ mes "found that it offers some";
+ mes "great leads, but it's still not";
+ mes "enough hard evidence to";
+ mes "really hurt Rekenber.";
+ next;
+ mes "[Karl]";
+ mes "However, according to";
+ mes "this, there's a researcher";
+ mes "from Rekenber named";
+ mes "Shinokas who vanished all";
+ mes "of a sudden. Apparently, he";
+ mes "knew some kind of secret.";
+ next;
+ mes "[Karl]";
+ mes "Luckily, my men have";
+ mes "reported sightings of";
+ mes "Shinokas somewhere in";
+ mes "Einbroch. He's certainly";
+ mes "out there. But what does";
+ mes "he have to hide?";
+ next;
+ mes "[Karl]";
+ mes "We must learn his";
+ mes "secret if we hope to";
+ mes "do any lasting damage to";
+ mes "the Rekenber Corporation.";
+ mes "Your next mission is to";
+ mes "find Shinokas. Good luck.";
+ next;
+ mes "[Karl]";
+ mes "And please hurry.";
+ mes "I don't want our enemies";
+ mes "to discover Shinokas before";
+ mes "we can get him to talk.";
+ if(Shinokas_Quest == 11) set lhz_boss,24;
+ else set lhz_boss,23;
+ close2;
+ cutin "",255;
+ end;
+ }
+ mes "[Karl]";
+ mes "I'm sorry, but it's";
+ mes "taking me a long time";
+ mes "to analyze the information";
+ mes "in this file. A-and Jargeah";
+ mes "sacrificed himself to get";
+ mes "it for us. ^333333*Sigh*^000000 Jargeah...";
+ next;
+ mes "[Karl]";
+ mes "Why don't you relax";
+ mes "while I peruse this";
+ mes "file? I should be done";
+ mes "with this soon, hopefully...";
+ close2;
+ cutin "",255;
+ end;
+ }
+ else if(lhz_boss == 23)
+ {
+ if(Shinokas_Quest == 11)
+ {
+ mes "[Karl]";
+ mes "Ymir's Heart Pieces?";
+ mes "Is that what they're";
+ mes "trying to collect?";
+ mes "What are they going";
+ mes "to do with something";
+ mes "so incredibly dangerous?!";
+ next;
+ mes "[Karl]";
+ mes "Huh. This new information";
+ mes "raises some new questions.";
+ mes "Fortunately, we have a new";
+ mes "lead from the spy who got";
+ mes "us the info on Shinokas.";
+ next;
+ mes "[Karl]";
+ mes "We've recently learned that";
+ mes "Shinokas managed to access";
+ mes "the Regenschirm Secret Archive, a lab affiliated with Rekenber.";
+ mes "That's how Shinokas was able";
+ mes "to learn so much about them.";
+ next;
+ mes "[Karl]";
+ mes "It will be difficult";
+ mes "and very dangerous to";
+ mes "access this archive, so";
+ mes "I want you to meet with";
+ mes "someone from the Kafra";
+ mes "Corporation near Lighthalzen.";
+ next;
+ mes "[Karl]";
+ mes "And don't worry...";
+ mes "She'll know exactly";
+ mes "who you are and";
+ mes "how to help you.";
+ set lhz_boss,26;
+ close2;
+ cutin "",255;
+ end;
+ }
+ mes "[Karl]";
+ mes "We don't know how";
+ mes "helpful Shinokas's";
+ mes "information may be for";
+ mes "us, but we must learn";
+ mes "anything we can about";
+ mes "the Rekenber Corporation.";
+ next;
+ mes "[Karl]";
+ mes "There is so much we";
+ mes "don't know about them.";
+ mes "Their motives, their methods,";
+ mes "almost all of the important";
+ mes "details are still in the dark.";
+ next;
+ mes "[Karl]";
+ mes "By all means, you";
+ mes "must find Shinokas and";
+ mes "see what you can learn!";
+ mes "Your efforts will not go";
+ mes "unrecognized, "+strcharinfo(0)+".";
+ close2;
+ cutin "",255;
+ end;
+ }
+ else if(lhz_boss == 24)
+ {
+ mes "[Karl]";
+ mes "Hm? What's wrong?";
+ mes "Now that I think about";
+ mes "it, you reacted as if you";
+ mes "recognized his name back";
+ mes "when I mentioned Shinokas.";
+ next;
+ switch( select( "Oh, no. Not really.","Actually, Shinokas is..." ) )
+ {
+ case 1:
+ mes "[Karl]";
+ mes "Then it must be";
+ mes "my imagination.";
+ mes "Okay then, go and";
+ mes "find Shinokas, he";
+ mes "may be in grave";
+ mes "danger as we speak!";
+ close2;
+ cutin "",255;
+ end;
+
+ case 2:
+ mes "[Karl]";
+ mes "Oh...";
+ mes "You've already met";
+ mes "Shinokas, did you?";
+ mes "You witnessed his ";
+ mes "death?! This is a very";
+ mes "strange coincidence.";
+ next;
+ mes "[Karl]";
+ mes "I see, there must be";
+ mes "no need to investigate";
+ mes "Shinokas now. And you";
+ mes "did learn the secret for";
+ mes "which he was hunted...";
+ next;
+ mes "[Guard]";
+ mes "Mr. President,";
+ mes "Ms. Hes O' Neil has an";
+ mes "urgent message for you.";
+ next;
+ mes "[Karl]";
+ mes "Hmm...";
+ mes "Then please,";
+ mes "let her in.";
+ next;
+ enablenpc "Secretary#2";
+ next;
+ mes "[Hes O'Neil]";
+ mes "Sir, I'm sorry";
+ mes "for interrupting";
+ mes "you, but there's";
+ mes "something I need to";
+ mes "show you immediately!";
+ next;
+ mes "[Karl]";
+ mes "Alright, let's";
+ mes "have it. Let me";
+ mes "see those new files.";
+ mes "Oh, these are--! Thank";
+ mes "you, Ms. O' Neil, you";
+ mes "may leave now.";
+ next;
+ mes "[Hes O'Neil]";
+ mes "Thank you sir.";
+ mes "Once again, let me";
+ mes "apologize for disturbing";
+ mes "your private conference.";
+ next;
+ disablenpc "Secretary#2";
+ next;
+ mes "[Karl]";
+ mes "Alright. Please let me";
+ mes "review these documents";
+ mes "to see if there are any";
+ mes "new developments in the";
+ mes "investigation involving";
+ mes "Shinokas and his secret...";
+ set lhz_boss,25;
+ close2;
+ cutin "",255;
+ end;
+ }
+ }
+ else if(lhz_boss == 25)
+ {
+ set @talk_pre,rand(1,10);
+ if(@talk_pre == 8)
+ {
+ mes "[Karl]";
+ mes "Alright, I just";
+ mes "completed reading";
+ mes "all of these new reports";
+ mes "from our field agents.";
+ mes "Thank you for waiting.";
+ next;
+ mes "[Karl]";
+ mes "We've recently learned that";
+ mes "Shinokas managed to access";
+ mes "the Regenschirm Secret Archive,a lab affiliated with Rekenber.";
+ mes "That's how Shinokas was able";
+ mes "to learn so much about them.";
+ next;
+ mes "[Karl]";
+ mes "It will be difficult";
+ mes "and very dangerous to";
+ mes "access this archive, so";
+ mes "I want you to meet with";
+ mes "someone from the Kafra";
+ mes "Corporation near Lighthalzen.";
+ next;
+ mes "[Karl]";
+ mes "If you keep looking around";
+ mes "the ^3355FFfields just outside of";
+ mes "Lighthalzen^000000, you'll certainly";
+ mes "find her. I'm sorry that I can't";
+ mes "tell you more, but we've got";
+ mes "to protect our security...";
+ next;
+ mes "[Karl]";
+ mes "And don't worry...";
+ mes "She'll know exactly";
+ mes "who you are and";
+ mes "how to help you.";
+ set lhz_boss,26;
+ close2;
+ cutin "",255;
+ end;
+ }
+ mes "[Karl]";
+ mes "I apologize, but it's";
+ mes "taking me a long time";
+ mes "to go through all of the";
+ mes "reports in these files.";
+ mes "Please give me a little more";
+ mes "time to make sense of them.";
+ close2;
+ cutin "",255;
+ end;
+ }
+ else if(lhz_boss < 37)
+ {
+ mes "[Karl]";
+ mes "I hope you continue";
+ mes "to keep up the good";
+ mes "work, not only for the";
+ mes "sake of the Schwaltzvalt";
+ mes "Republic, but for peace";
+ mes "on all of Rune-Midgard.";
+ close2;
+ cutin "",255;
+ end;
+ }
+ else if(lhz_boss == 37)
+ {
+ if(!countitem(7344))
+ {
+ mes "[Karl]";
+ mes "Did you find any";
+ mes "of that evidence in";
+ mes "the Secret Archive yet?";
+ mes "Hurry! The movements in";
+ mes "Rekenber Corporation are";
+ mes "making me feel really uneasy.";
+ close2;
+ cutin "",255;
+ end;
+ }
+ mes "[Karl]";
+ mes "Ah, you're here.";
+ mes "I've already received a";
+ mes "message from Esuna";
+ mes "about your success.";
+ mes "If you would, please";
+ mes "let me read the file...";
+ next;
+ mes "[Karl]";
+ mes "Ah, now everything is";
+ mes "clearer. Shinokas and his";
+ mes "friends were killed over";
+ mes "that piece of Ymir's Heart.";
+ mes "That's what the Rekenber";
+ mes "Corporation ultimately wants.";
+ next;
+ mes "[Karl]";
+ mes "But this raises some";
+ mes "new questions. What";
+ mes "are they planning to";
+ mes "do with Ymir's Heart?";
+ mes "It must be more powerful";
+ mes "than we had thought...";
+ next;
+ mes "[Karl]";
+ mes "We'll need even more";
+ mes "information. For now,";
+ mes "please go back to Esuna.";
+ mes "It seems that she just";
+ mes "received some critically";
+ mes "important intel to give you.";
+ delitem 7344,1;
+ set lhz_boss,38;
+ close2;
+ cutin "",255;
+ end;
+ }
+ else if(lhz_boss == 38)
+ {
+ mes "[Karl]";
+ mes "Please hurry and meet";
+ mes "Esuna just outside of";
+ mes "Lighthalzen. Perhaps I am";
+ mes "getting paranoid, but I keep";
+ mes "getting the feeling that";
+ mes "Rekenber is on to us...";
+ close2;
+ cutin "",255;
+ end;
+ }
+ else if(lhz_boss == 39)
+ {
+ if(!countitem(7343))
+ {
+ mes "[Karl]";
+ mes "You don't have the";
+ mes "file? Retrieve it for";
+ mes "me as soon as you can.";
+ mes "It's imperative that I read";
+ mes "what Esuna has to report!";
+ close2;
+ cutin "",255;
+ end;
+ }
+ mes "[Karl]";
+ mes "Ah, good to see you";
+ mes "again. I hear you have";
+ mes "some important news for";
+ mes "me, something of the utmost";
+ mes "urgency. But I fear the worst.";
+ next;
+ switch( select( "Give the file from Esuna." ) )
+ {
+ case 1:
+ break;
+ }
+ mes "[Karl]";
+ mes "What...?";
+ mes "I can't believe this!";
+ mes "How can our security";
+ mes "be breached like this?!";
+ mes "Only someone from";
+ mes "really deep inside could...";
+ next;
+ mes "[Karl]";
+ mes "Please...";
+ mes "Would you go and";
+ mes "speak to Esuna one";
+ mes "more time? I need to";
+ mes "know more about how";
+ mes "all of this happened...";
+ delitem 7343,1;
+ set lhz_boss,40;
+ close2;
+ cutin "",255;
+ end;
+ }
+ else if(lhz_boss == 41)
+ {
+ mes "[Karl]";
+ mes "No...";
+ mes "I can't...";
+ mes "Kurelle? We've";
+ mes "worked together,";
+ mes "trusted each other";
+ mes "for years. No, it's not....";
+ next;
+ mes "[Karl]";
+ mes "If it's true, then";
+ mes "that means I've been";
+ mes "playing into the enemy's";
+ mes "hands this whole time.";
+ mes "I've... I've got to know";
+ mes "and ask Kurelle myself.";
+ next;
+ mes "[Karl]";
+ mes "O'Neil!";
+ mes "Bring Kurelle in";
+ mes "here, right now!";
+ next;
+ mes "[Hes O'Neil]";
+ mes "...Yes, sir.";
+ mes "Right away.";
+ next;
+ set lhz_boss,42;
+ close2;
+ cutin "",255;
+ end;
+ }
+ else if(lhz_boss == 42)
+ {
+ mes "[Guard]";
+ mes "Advisor Kurelle";
+ mes "is here now.";
+ next;
+ mes "[Karl]";
+ mes "Let him in!";
+ mes "...................";
+ next;
+ mes "[Guard]";
+ mes "...............?";
+ mes "Yes, sir...";
+ next;
+ enablenpc "A Neat Gentleman";
+ next;
+ mes "[Kurelle]";
+ mes "Hello, Mr. President.";
+ mes "What exactly did you";
+ mes "need from me today?";
+ next;
+ mes "[Karl]";
+ mes "...........";
+ mes ".......";
+ mes "...";
+ next;
+ mes "[Kurelle]";
+ mes "???";
+ mes ".......";
+ next;
+ mes "[Karl]";
+ mes "Did you...";
+ mes "Why did you betray us?!";
+ mes "After all this time, why now?";
+ next;
+ mes "[Kurelle]";
+ mes "...";
+ mes "......";
+ mes "So you know.";
+ mes "Well, you're smarter";
+ mes "than I gave you credit for.";
+ next;
+ mes "[Kurelle]";
+ mes "Ha ha ha~";
+ mes "Right, it was me.";
+ mes "Your right hand man.";
+ mes "I reported everything";
+ mes "you were doing to the";
+ mes "Rekenber Corporation.";
+ next;
+ mes "[Karl]";
+ mes "But why...?";
+ mes "I thought we were";
+ mes "working together for";
+ mes "the greater good, to";
+ mes "do the right thing?";
+ next;
+ mes "[Kurelle]";
+ mes "Forget that! I'm sick";
+ mes "of being second place";
+ mes "to you. All our lives, you've";
+ mes "always been on top. School,";
+ mes "athletics, politics. Well, here's my chance to finally beat you!";
+ next;
+ mes "[Karl]";
+ mes "I can't believe this. All";
+ mes "those years of friendship";
+ mes "were all a lie? We even";
+ mes "joined Secret Wing together.";
+ mes "This whole time, you were";
+ mes "harboring a silly grudge...";
+ next;
+ mes "[Kurelle]";
+ mes "Shut up! It's not a";
+ mes "silly grudge! ...You there.";
+ mes "Adventurer. Can't you see";
+ mes "this man is finished?! But";
+ mes "it's not too late. Join us.";
+ mes "Rekenber could use you.";
+ next;
+ mes "[Kurelle]";
+ mes "Now that I've helped";
+ mes "the Rekenber Corporation,";
+ mes "I'll get their support in the";
+ mes "next presidential election.";
+ mes "I'll beat you for sure, Karl!";
+ mes "Bwahahahahahaahahahhaah~!";
+ next;
+ disablenpc "A Neat Gentleman";
+ mes ".......";
+ mes ".........";
+ mes "...........";
+ next;
+ mes "[Karl]";
+ mes "It's all over for";
+ mes "now. This isn't good";
+ mes "at all. You're finished";
+ mes "here too. Go and talk to";
+ mes "^3355FFGhalstein^000000 again. It's time";
+ mes "we let you loose, adventurer.";
+ set lhz_boss,43;
+ close2;
+ cutin "",255;
+ end;
+ }
+ else if(hg_tre == 56)
+ {
+ if(!countitem(7342))
+ {
+ mes "["+strcharinfo(0)+"]";
+ mes "Ah, where did I put the record?";
+ close;
+ }
+ mes "[Karl]";
+ mes "It's you.....!";
+ mes "It's really been a long time.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "So, are you still having the idea to go against Rekenber?";
+ next;
+ mes "[Karl]";
+ mes "...................";
+ next;
+ mes "[Karl]";
+ mes "I'm not sure.";
+ mes "The Secret Wing has been disbanded and I am just another puppet they have, just like the previous presidents.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Not long ago, the scientists of Regenschrim have stolen the research record and destroyed the machines that they used for research purposes.";
+ next;
+ emotion e_gasp,0;
+ mes "[Karl]";
+ mes "...!";
+ mes "Did you do that? ";
+ mes "I still fail to move on after the incident of my friends' betrayal and the disband of the Secret Wing...";
+ mes "You are really a great friend.";
+ next;
+ mes "[Karl]";
+ mes "Didn't you speak about the research record just now?";
+ mes "Oh! Can you give me the record?";
+ mes "It will be a big trouble to them.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "If you insist to go against them, I will give you the record.";
+ next;
+ mes "[Karl]";
+ mes "I am the president of this country.";
+ mes "I have failed before but I won't stop trying when there is still an opportunity.";
+ next;
+ mes "[Karl]";
+ mes "You remind me of the day I made up my mind to rebuild this country.";
+ mes "How could I forgot such important responsibilities of mine.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "That's great.";
+ mes "Here's the record.";
+ mes "I hope you will make good use of it. ";
+ next;
+ mes "[Karl]";
+ mes "Let's see...";
+ next;
+ mes "[Karl]";
+ mes "Oh! That's some interesting information.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I have another good news. The Secret Wing has not given up yet. They are still working on the project and I hope that you won't be giving up on it too.";
+ next;
+ mes "[Karl]";
+ mes ".....I feel so sorry for what I did.";
+ next;
+ mes "[Karl]";
+ mes "Thank you for bringing this great gift. I will stay strong and work hard to achieve my target.";
+ next;
+ mes "[Karl]";
+ mes "I will recruit the new batch of members and use them to let the world know about what the corporation had really done.";
+ next;
+ mes "[Karl]";
+ mes "Thank you so much. ";
+ mes "You can count on me to right what was wrong.";
+ set hg_tre,57;
+ delitem 7342,1;
+ getexp 200000,0;
+ getitem 617,1;
+ close2;
+ cutin "",255;
+ end;
+ }
+ else if(hg_tre == 57)
+ {
+ mes "[Karl]";
+ mes "I am trying to recruit capable people who can help me to bring down Rekenber Corporation.";
+ mes "Thanks to you, I have enough information as a good beginning to nail them now down.";
+ next;
+ mes "[Karl]";
+ mes "I have had my men to gather some information and learned that Regenschrim had stopped operating now.";
+ mes "You have done well for the Schwaltzvalt Republic.";
+ close2;
+ cutin "",255;
+ end;
+ }
+ else
+ {
+ mes "[Karl]";
+ mes ".........";
+ mes "............";
+ close2;
+ cutin "",255;
+ end;
+ }
+}
+
+yuno_pre,77,68,0 script Secretary#2 862,{
+
+OnInit:
+ disablenpc "Secretary#2";
+ end;
+}
+
+yuno_pre,75,73,0 script A Neat Gentleman 109,{
+
+OnInit:
+ disablenpc "A Neat Gentleman";
+ end;
+}
+
+yuno_pre,117,60,0 script Eavesdrop -1,10,5,{
+
+OnTouch:
+ if(lhz_boss == 16)
+ {
+ mes "^3355FFWhat the...?";
+ mes "You can hear";
+ mes "whispers coming";
+ mes "from the window.^000000";
+ next;
+ mes "[????]";
+ mes "^333333That's expected...";
+ mes "But... Why did...";
+ mes "... the president...^000000";
+ next;
+ mes "[?????]";
+ mes "^666666.......So...................";
+ mes "...their investigation...";
+ mes "............of course.........";
+ mes "...just bait...................^000000";
+ next;
+ mes "[????]";
+ mes "^333333...Next election.....";
+ mes "..............................";
+ mes "....you'll be................";
+ mes "...............Can't stop us.^000000";
+ next;
+ mes "^3355FFThe whispers grow";
+ mes "lower and lower until";
+ mes "you can no longer hear";
+ mes "anything. One of those";
+ mes "voices seemed so familiar...^000000";
+ close;
+ }
+}
+
+aldebaran,58,225,4 script Kafra Employee#l1 116,{
+
+ if(lhz_boss != 17)
+ {
+ mes "[Kafra Employee]";
+ mes "Welcome to the";
+ mes "Kafra Headquarters.";
+ mes "Here in the heart of";
+ mes "Kafra's operations, you";
+ mes "can be provided with special";
+ mes "services offered nowhere else!";
+ next;
+ mes "[Kafra Employee]";
+ mes "If you need anything,";
+ mes "please inquire the Kafra";
+ mes "Employees inside the building.";
+ mes "Thank you and have a good day~";
+ close;
+ }
+ mes "[Kafra Employee]";
+ mes "Good day~";
+ mes "The Kafra Corporation is";
+ mes "always working to ensure";
+ mes "our customers' satisfaction.";
+ mes "How may I help you today?";
+ next;
+ switch( select( "I have a question.","I'm fine, thanks." ) )
+ {
+ case 1:
+ mes "[Kafra Employee]";
+ mes "Sure, I'll answer your";
+ mes "question to the best of";
+ mes "my ability. However, I may";
+ mes "need to reference you to";
+ mes "another employee for";
+ mes "specialized information.";
+ next;
+ switch( select( "Do you know where I can find Benith?" ) )
+ {
+ case 1:
+ break;
+ }
+ mes "[Kafra Employee]";
+ mes "Oh, Benith? Sure, you";
+ mes "can find her here inside";
+ mes "Kafra Headquarters to the";
+ mes "right somewhere. She wears";
+ mes "a special uniform, so you";
+ mes "can spot her easily.";
+ next;
+ mes "[Kafra Employee]";
+ mes "Okay then,";
+ mes "have a good day!";
+ mes "Always remember";
+ mes "that the Kafra Service";
+ mes "will be on your side~";
+ close;
+
+ case 2:
+ mes "[Kafra Employee]";
+ mes "Feel free to ask any";
+ mes "one of our conveniently";
+ mes "located employees if you";
+ mes "ever have need of Kafra's";
+ mes "special services. Thank";
+ mes "you and have a nice day~";
+ close;
+ }
+}
+
+aldeba_in,155,240,5 script Kafra Employee#l2 859,{
+
+ if(checkweight(7343,1) != 1)
+ {
+ mes "^3355FFWait a second!";
+ mes "Right now, you're carrying";
+ mes "too many things with you.";
+ mes "Please come back after";
+ mes "using the Kafra Service";
+ mes "to store some of your items.^000000";
+ close;
+ }
+ if(lhz_boss < 17)
+ {
+ mes "[Kafra Employee]";
+ mes "Welcome to";
+ mes "Kafra Headquarters.";
+ mes "What's new with Kafra?";
+ mes "Glad you asked. Right now,";
+ mes "we're developing a brand new";
+ mes "program with Cool Event Corp.";
+ next;
+ mes "[Kafra Employee]";
+ mes "This new program will";
+ mes "provide a direct teleport";
+ mes "service to dungeons for";
+ mes "the convenience of our";
+ mes "valued customers. Is";
+ mes "that not... exciting?";
+ next;
+ mes "[Kafra Employee]";
+ mes "Due to technical issues,";
+ mes "Kafra Corp and Cool Event";
+ mes "Corp cannot provide teleport";
+ mes "services to the same dungeon,";
+ mes "so one common teleport service";
+ mes "provider will be selected.";
+ next;
+ mes "[Kafra Employee]";
+ mes "Therefore, elections will";
+ mes "be held to determine which";
+ mes "company will provide this";
+ mes "Dungeon Teleport Service.";
+ mes "Please check the eligibility";
+ mes "requirements before voting.";
+ close;
+ }
+ else if(lhz_boss == 17)
+ {
+ mes "[Kafra Employee]";
+ mes "Welcome to";
+ mes "Kafra Headquarters.";
+ mes "What's new with Kafra?";
+ mes "Glad you asked. Right now,";
+ mes "we're developing a brand new";
+ mes "program with Cool Event Corp.";
+ next;
+ mes "[Kafra Employee]";
+ mes "This new program will";
+ mes "provide a direct teleport";
+ mes "service to dungeons for";
+ mes "the convenience of our";
+ mes "valued customers. Is";
+ mes "that not... exciting?";
+ next;
+ mes "[Kafra Employee]";
+ mes "Due to technical issues,";
+ mes "Kafra Corp and Cool Event";
+ mes "Corp cannot provide teleport";
+ mes "services to the same dungeon,";
+ mes "so one common teleport service";
+ mes "provider will be selected.";
+ next;
+ mes "[Kafra Employee]";
+ mes "We'd like to inform";
+ mes "you that the customers";
+ mes "will decide the teleport";
+ mes "service provider through";
+ mes "an election. Your vote will";
+ mes "be much appreciated.";
+ next;
+ mes "[Kafra Employee]";
+ mes "Remember to take part";
+ mes "in the polls that will be";
+ mes "taking place in the cities";
+ mes "of Prontera and Juno.";
+ mes "Happy voting.";
+ next;
+ switch( select( "Okay.","I can't wait!" ) )
+ {
+ case 1:
+ mes "[Kafra Employee]";
+ mes "Uh oh...";
+ mes "Did you have a question?";
+ mes "In all honesty, I don't know";
+ mes "very much about the services";
+ mes "Kafra offers. My work is...";
+ mes "I'm in a different department.";
+ next;
+ switch( select( "Oh, that's okay then.","Are you Benith..?" ) )
+ {
+ case 1:
+ mes "[Kafra Employee]";
+ mes "*Whew!*";
+ mes "Oh good. Well, if you";
+ mes "do have any questions";
+ mes "about the Kafra Services,";
+ mes "please ask one of the regular";
+ mes "Kafra Employees. Thank you.";
+ close;
+
+ case 2:
+ mes "[Benith]";
+ mes "Yes, that's me.";
+ mes "Is there anything";
+ mes "that I can do for you?";
+ next;
+ switch( select( "No, not really.","Show Membership Card." ) )
+ {
+ case 1:
+ mes "[Benith]";
+ mes "Really?";
+ mes "Okay, then.";
+ close;
+
+ case 2:
+ if(!countitem(7348))
+ {
+ mes "^3355FFWait...";
+ mes "You can't show";
+ mes "your ''Secret Wing''";
+ mes "Membership Card";
+ mes "if you don't have it!^000000";
+ close;
+ }
+ mes "[Benith]";
+ mes "Oh, I've been waiting";
+ mes "for you. Finally, I can";
+ mes "drop this promotional";
+ mes "pretense and get down";
+ mes "to business and tell you";
+ mes "about your mission.";
+ next;
+ mes "[Benith]";
+ mes "As an experienced";
+ mes "adventurer, your specialty";
+ mes "is in retrieving items and";
+ mes "fighting against monsters.";
+ mes "We have a rescue mission";
+ mes "that suits your expertise.";
+ next;
+ mes "[Benith]";
+ mes "One of our special";
+ mes "agents got into an";
+ mes "accident and is stuck";
+ mes "in ^FF0000Grim Reaper's Valley^000000,";
+ mes "located somewhere between";
+ mes "Einbroch and Lighthalzen.";
+ next;
+ mes "[Benith]";
+ mes "Our agent, Jargeah,";
+ mes "is reported to be hiding";
+ mes "near a broken bridge there.";
+ mes "All of our other agents are";
+ mes "assigned on other missions,";
+ mes "so you're all he has right now.";
+ next;
+ mes "[Benith]";
+ mes "He's seriously wounded,";
+ mes "so please hurry before";
+ mes "the enemy can get to him...";
+ set lhz_boss,18;
+ close;
+ }
+ }
+
+ case 2:
+ mes "[Kafra Employee]";
+ mes "That makes one of u--";
+ mes "I mean, your participation";
+ mes "is very much appreciated.";
+ mes "Remember that Kafra is";
+ mes "always on your side.";
+ close;
+ }
+ }
+ else if(lhz_boss == 18)
+ {
+ mes "[Benith]";
+ mes "Please hurry and save";
+ mes "Jargeah. If the enemy";
+ mes "gets to him before we";
+ mes "do, all his efforts, as well";
+ mes "as his life, may be forfeit.";
+ next;
+ mes "[Benith]";
+ mes "You should be able to";
+ mes "find him near a broken";
+ mes "bridge in Grim Reaper's";
+ mes "Valley, which is located";
+ mes "somewhere between";
+ mes "Einbroch and Lighthalzen.";
+ close;
+ }
+ else if(lhz_boss == 19)
+ {
+ if(!countitem(7343))
+ {
+ mes "[Benith]";
+ mes "Please hurry!";
+ mes "I don't want the enemy";
+ mes "to find Jargeah before";
+ mes "we do! His life and the";
+ mes "Secret Wing are at stake!";
+ close;
+ }
+ mes "[Benith]";
+ mes "Great, you're back,";
+ mes "and you even have the";
+ mes "information that Jargeah";
+ mes "managed to obtain. But...";
+ mes "Where's Jargeah? Is he...?";
+ next;
+ switch( select( "He's in a better place." ) )
+ {
+ case 1:
+ break;
+ }
+ mes "[Benith]";
+ mes "...";
+ mes "......";
+ next;
+ mes "[Benith]";
+ mes "What...?! Noooo!";
+ mes "Comrade Jargeah!";
+ mes "I swear to you your";
+ mes "death won't be in vain!";
+ mes "Why did another good man";
+ mes "have to die? Answer me!!";
+ next;
+ mes "[Benith]";
+ mes "I can't... No. We must";
+ mes "first honor Jargeah's noble";
+ mes "sacrifice before we can allow ourselves the luxury of mourning";
+ mes "our loss. Let me read these files first before you deliver them...";
+ delitem 7343,1;
+ set lhz_boss,20;
+ close;
+ }
+ else if(lhz_boss == 20)
+ {
+ mes "[Benith]";
+ mes "Alright. Please take";
+ mes "this file to ^FF0000him^000000 now.";
+ mes "I believe you know";
+ mes "whom I am talking about.";
+ mes "The Secret Wing is counting";
+ mes "on you, brave adventurer.";
+ set lhz_boss,21;
+ getitem 7343,1;
+ next;
+ mes "[Benith]";
+ mes "I swear by my father's";
+ mes "grave that the tears I shed";
+ mes "for Jargeah will only be";
+ mes "matched by the blood I will";
+ mes "spill in holy retribution.";
+ mes "Jargeah, watch over me!";
+ close;
+ }
+ else
+ {
+ mes "[Benith]";
+ mes "W-welcome to the";
+ mes "Kafra Headquarters.";
+ mes "What's new with Kafra?";
+ mes "^333333Glad... You... Asked...^000000";
+ close;
+ }
+}
+
+lhz_fild02,228,214,0 script Wounded Man 849,{
+
+ if(checkweight(7343,1) != 1)
+ {
+ mes "^3355FFWait a second!";
+ mes "Right now, you're carrying";
+ mes "too many things with you.";
+ mes "Please come back after";
+ mes "using the Kafra Service";
+ mes "to store some of your items.^000000";
+ close;
+ }
+ if(lhz_boss < 18)
+ {
+ mes "[?????]";
+ mes "^333333*Cough cough*^000000";
+ mes "Can't hold out...";
+ mes "Much longer. They...";
+ mes "They better send";
+ mes "someone soon...";
+ next;
+ mes "^3355FFIt's a wounded man...!^000000";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "H-hey...!";
+ mes "Are you hurt?";
+ mes "Do you need any he--";
+ next;
+ mes "[?????]";
+ mes "N-no..!";
+ mes "Get away, do-gooder!";
+ mes "Don't attract attention,";
+ mes "they're gonna find me!";
+ mes "Don't worry, don't ask,";
+ mes "j-just get the hell away!";
+ close;
+ }
+ else if(lhz_boss == 18)
+ {
+ mes "[?????]";
+ mes "^333333*Cough cough*^000000";
+ mes "Can't hold out...";
+ mes "Much longer. They...";
+ mes "They better send";
+ mes "someone soon...";
+ next;
+ switch( select( "Jargeah?","Ignore him." ) )
+ {
+ case 1:
+ mes "[Jargeah]";
+ mes "^333333*Cough Gasp*^000000";
+ mes "H-how do you know my...";
+ mes "Never mind that. Who...";
+ mes "What... What organization";
+ mes "are you working for...?";
+ next;
+ input @jargeah$;
+ if((@jargeah$ == "Kafra Corporation") || (@jargeah$ == "Secret Wing"))
+ {
+ mes "[Jargeah]";
+ mes "Th-thank goodness!";
+ mes "You finally came for me.";
+ mes "If you came a little later,";
+ mes "I'd be a goner. H-here,";
+ mes "t-take this with you...";
+ set lhz_boss,19;
+ getitem 7343,1;
+ next;
+ mes "[Jargeah]";
+ mes "Oh... Oh no.";
+ mes "*Cough cough*";
+ mes "I think... It might";
+ mes "T-tell Cilantro that...";
+ mes "Tell her I still lov-- ^333333*Huk*^000000";
+ close2;
+ disablenpc "Wounded Man";
+ end;
+ }
+ mes "[Jargeah]";
+ mes "No... No, you're";
+ mes "not the one who's";
+ mes "supposed to come";
+ mes "for m-me... ^333333*Huk*^000000";
+ next;
+ mes "^3355FFThis isn't good.";
+ mes "Jargeah just passed";
+ mes "out in a very ugly way.";
+ close;
+
+ case 2:
+ mes "^3355FFAnd so you left the";
+ mes "wounded man alone. Not";
+ mes "exactly the best moral choice.^000000";
+ close;
+ }
+ }
+OnInit:
+ disablenpc "Wounded Man";
+ end;
+}
+
+lhz_fild02,224,220,0 script Wounded Man Switch -1,3,3,{
+
+OnTouch:
+ if(lhz_boss == 18)
+ {
+ mes "[?????]";
+ mes "^333333*Cough cough*^000000";
+ mes "Everything's getting";
+ mes "darker. So c-cold...";
+ enablenpc "Wounded Man";
+ close;
+ }
+}
+
+lhz_fild01,76,214,0 script Esuna Trigger -1,5,5,{
+
+OnTouch:
+ if((lhz_boss == 26) || (lhz_boss == 36) || (lhz_boss == 38) || (lhz_boss == 40))
+ {
+ mes "[????]";
+ mes "Here,";
+ mes "Come this way.";
+ close2;
+ enablenpc "Mysterious Woman";
+ warp "lhz_fild01",64,223;
+ end;
+ }
+}
+
+lhz_fild01,66,219,4 script Mysterious Woman 859,{
+
+ if(lhz_boss == 26)
+ {
+ if(checkweight(7343,1) != 1)
+ {
+ mes "^3355FFWait a second!";
+ mes "Right now, you're carrying";
+ mes "too many things with you.";
+ mes "Please come back after";
+ mes "using the Kafra Service";
+ mes "to store some of your items.^000000";
+ close;
+ }
+ mes "[Esuna]";
+ mes "I've been waiting for you.";
+ mes "We don't have much time,";
+ mes "so I'll explain quickly. Your";
+ mes "mission is to sneak into the";
+ mes "Rekenber Corporation and";
+ mes "steal incriminating evidence.";
+ next;
+ mes "[Esuna]";
+ mes "However, this place won't";
+ mes "be easy to infiltrate and";
+ mes "there'll be more security";
+ mes "because they learned about";
+ mes "what happened with Shinokas";
+ mes "and... and Jargeah. Jargeah...";
+ next;
+ mes "[Esuna]";
+ mes "You'll need to acquire";
+ mes "identification through one";
+ mes "of our agents who's managed";
+ mes "to get in really deep without";
+ mes "arousing any suspicion.";
+ next;
+ mes "[Esuna]";
+ mes "Afterwards, find the";
+ mes "^FF0000Secret Archive^000000, disable the";
+ mes "security system and steal";
+ mes "that evidence as quickly as";
+ mes "possible. Understood?";
+ next;
+ mes "[Esuna]";
+ mes "For now, use the pass you";
+ mes "have for the Rekenber buildings";
+ mes "and meet up with Agent ^FF0000Lestin^000000.";
+ mes "He'll explain everything else,";
+ mes "so be careful and don't let";
+ mes "them get suspicious of you!";
+ set lhz_boss,27;
+ close2;
+ disablenpc "Mysterious Woman";
+ end;
+ }
+ else if(lhz_boss == 27)
+ {
+ mes "[Esuna]";
+ mes "Use the pass that you";
+ mes "have to enter the Rekenber";
+ mes "buildings and find Secret";
+ mes "Agent Lestin. Remember";
+ mes "that he's undercover...";
+ close;
+ }
+ else if(lhz_boss < 36)
+ {
+ mes "[Esuna]";
+ mes ".........";
+ close;
+ }
+ else if(lhz_boss == 36)
+ {
+ mes "[Esuna]";
+ mes "Good work.";
+ mes "Please bring this file";
+ mes "to President Weierstrass";
+ mes "right away. We'll also be";
+ mes "directly sending information";
+ mes "as a safeguard measure.";
+ next;
+ mes "[Esuna]";
+ mes "I know it's sudden, but";
+ mes "there's a new development.";
+ mes "I can't explain it now, but you";
+ mes "have to check on the president";
+ mes "for me first. Plus, this new";
+ mes "intel needs to be confirmed...";
+ set lhz_boss,37;
+ close2;
+ disablenpc "Mysterious Woman";
+ end;
+ }
+ else if(lhz_boss < 38)
+ {
+ mes "[Esuna]";
+ mes "........";
+ mes ".....";
+ close;
+ }
+ else if(lhz_boss == 38)
+ {
+ mes "[Esuna]";
+ mes "You're back. Listen,";
+ mes "you could not have helped";
+ mes "us out at a worse time. We";
+ mes "just learned that something";
+ mes "horrible has happened...";
+ next;
+ mes "[Esuna]";
+ mes "I can't give you all";
+ mes "the details now, but";
+ mes "you've got to give this";
+ mes "file to the president as";
+ mes "quickly as you can. Hurry!";
+ set lhz_boss,39;
+ getitem 7343,1;
+ close2;
+ disablenpc "Mysterious Woman";
+ end;
+ }
+ else if(lhz_boss == 39)
+ {
+ mes "[Esuna]";
+ mes "What are you waiting";
+ mes "for?! It's important that";
+ mes "you give that file to the";
+ mes "president as soon as";
+ mes "possible! It's bad news,";
+ mes "but he deserves to know...";
+ close;
+ }
+ else if(lhz_boss == 40)
+ {
+ mes "[Esuna]";
+ mes "Good, you're back.";
+ mes "Listen, all members of";
+ mes "Secret Wing need to leave";
+ mes "the Schwaltzvalt Republic";
+ mes "immediately! We've been";
+ mes "severely compromised...";
+ next;
+ switch( select( "What happened?" ) )
+ {
+ case 1:
+ break;
+ }
+ mes "[Esuna]";
+ mes "We've been tremendously";
+ mes "damaged. A lot of agents";
+ mes "died to give us this intel,";
+ mes "but we've been betrayed.";
+ mes "The president's closest";
+ mes "aide totally sold us out...";
+ next;
+ switch( select( "Who could have done such....?" ) )
+ {
+ case 1:
+ break;
+ }
+ mes "[Esuna]";
+ mes "I can't believe Kurelle";
+ mes "did this to us. And there's no";
+ mes "way we can save the president.";
+ mes "Even if we wanted to, we need";
+ mes "to stick with our contigency";
+ mes "plan. We all knew the risks...";
+ next;
+ mes "[Esuna]";
+ mes "Kurelle has been secretly";
+ mes "meeting with directors from";
+ mes "Rekenber Corporation and";
+ mes "his mansion is littered with";
+ mes "incriminating evidence...";
+ next;
+ mes "[Esuna]";
+ mes "Damn it! We have no";
+ mes "choice but to abandon";
+ mes "the president now! But";
+ mes "this won't mean that his";
+ mes "sacrifice, and Jargeah's";
+ mes "death, will be vain!";
+ next;
+ mes "[Esuna]";
+ mes "Still, aside from a few";
+ mes "agents, almost all of Secret";
+ mes "Wing must pull out of the";
+ mes "Schwaltzvalt Republic for";
+ mes "now so that we can live to";
+ mes "fight another day.";
+ next;
+ mes "[Esuna]";
+ mes "For now, this is";
+ mes "goodbye. Take care...";
+ set lhz_boss,41;
+ close2;
+ disablenpc "Mysterious Woman";
+ end;
+ }
+ else
+ {
+ mes "[Esuna]";
+ mes "..........";
+ mes "......";
+ mes "....";
+ close;
+ }
+
+OnInit:
+ disablenpc "Mysterious Woman";
+ end;
+}
+
+lhz_in01,93,45,4 script Researcher#1 865,{
+
+ if(lhz_boss < 28)
+ {
+ mes "[Researcher]";
+ mes "You know what's weird?";
+ mes "Why do they use blue and";
+ mes "red wires when they make";
+ mes "bombs? There's so many";
+ mes "others you could use, like";
+ mes "pink or yellow or or green...";
+ if(lhz_boss == 27)
+ {
+ next;
+ mes "[Researcher]";
+ mes "Hey, here's a completely";
+ mes "hypothetical question. Let's";
+ mes "say you find a bomb and it's";
+ mes "about to go off. You better";
+ mes "cut a wire! So which one are";
+ mes "you gonna cut? Red or blue?";
+ next;
+ switch( select( "Red","Blue" ) )
+ {
+ case 1:
+ mes "[Researcher]";
+ mes "Red, eh...?";
+ mes "...................";
+ mes "Heh, yeah, just like";
+ mes "in the movies. I like";
+ mes "the way you think~";
+ if(!countitem(7348)) close;
+ next;
+ mes "^3355FFYou surrepticiously";
+ mes "check the researcher's";
+ mes "ID badge and see that the name ''Lestin'' is written on it.^000000";
+ next;
+ mes "[Lestin]";
+ mes "So...";
+ mes "Is there anything";
+ mes "I can help you with?";
+ next;
+ switch( select( "No","Yes" ) )
+ {
+ case 1:
+ mes "[Lestin]";
+ mes "Alright then.";
+ mes "Just be quiet when";
+ mes "you're in the Laboratory.";
+ mes "The people here work";
+ mes "pretty feverishly and get";
+ mes "irritated pretty easily, okay?";
+ close;
+
+ case 2:
+ mes "[Lestin]";
+ mes "So what exactly did";
+ mes "you need? I'm just an";
+ mes "ordinary researcher,";
+ mes "so I don't know how";
+ mes "much help I could be...";
+ next;
+ switch( select( "Show Secret Wing Card." ) )
+ {
+ case 1:
+ break;
+ }
+ mes "[Lestin]";
+ mes "Whoa, whoa~!";
+ mes "Careful where you";
+ mes "flash that! Okay, I know";
+ mes "who you are. But we better";
+ mes "continue this someplace";
+ mes "a bit more private...";
+ close2;
+ warp "lhz_in01",283,166;
+ end;
+ }
+
+ case 2:
+ mes "[Researcher]";
+ mes "Blue, huh? Yeah,";
+ mes "that's what everyone";
+ mes "else here picks. Now";
+ mes "what color would I pick?";
+ mes "Well, that's a secret~";
+ close;
+ }
+ }
+ close;
+ }
+ else
+ {
+ mes "[Lestin]";
+ mes "Geez, I've been so";
+ mes "tired lately. Work?";
+ mes "Forget it, I'm gonna";
+ mes "just kick back today~";
+ close;
+ }
+}
+
+lhz_in01,285,169,3 script Researcher#2 865,{
+
+ if(checkweight(7349,1) != 1)
+ {
+ mes "^3355FFWait a second!";
+ mes "Right now, you're carrying";
+ mes "too many things with you.";
+ mes "Please come back after";
+ mes "using the Kafra Service";
+ mes "to store some of your items.^000000";
+ close;
+ }
+ if(lhz_boss < 27)
+ {
+ mes "[Researcher]";
+ mes "This is a restricted";
+ mes "area. Please leave";
+ mes "immediately.";
+ close;
+ }
+ else if(lhz_boss == 27)
+ {
+ mes "[Lestin]";
+ mes "This place should be";
+ mes "safe enough for us to talk";
+ mes "for now, so please listen";
+ mes "carefully. Esuna must have";
+ mes "told you that they beefed";
+ mes "up security lately, right?";
+ next;
+ mes "[Lestin]";
+ mes "Anyway, since my location";
+ mes "is being monitored, I can't";
+ mes "risk going inside there. You";
+ mes "need to sneak in on your own";
+ mes "when the guards change shifts. It's an old trick, but it works.";
+ next;
+ mes "[Lestin]";
+ mes "My pass will get you inside,";
+ mes "but you'll only be able to";
+ mes "stick around for 3 minutes";
+ mes "at a time. The Secret Archive is to the right of this laboratory.";
+ set lhz_boss,28;
+ getitem 7349,1;
+ next;
+ mes "[Lestin]";
+ mes "When you're finished,";
+ mes "come back and give me";
+ mes "the pass since it'll be real";
+ mes "suspicious if I don't have it.";
+ mes "Good luck to you. This job";
+ mes "is risky, but not impossible.";
+ close;
+ }
+ else if(lhz_boss < 35)
+ {
+ mes "[Lestin]";
+ mes "Remember, you gotta";
+ mes "sneak past that set of";
+ mes "two guards while they're";
+ mes "changing shifts. If you hide";
+ mes "behind a corner and wait for";
+ mes "a bit, you should get lucky.";
+ next;
+ mes "[Lestin]";
+ mes "Once you sneak into the";
+ mes "Secret Archive, look for";
+ mes "the File Search Engine that";
+ mes "should be right next to the";
+ mes "door. You gotta use to find";
+ mes "specific information, okay?";
+ next;
+ mes "[Lestin]";
+ mes "My suggestion? You really";
+ mes "ought to look for any files";
+ mes "containing any information";
+ mes "regarding ^3355FFRekenber's secret";
+ mes "that Shinokas discovered^000000.";
+ next;
+ mes "[Lestin]";
+ mes "Remember that this pass";
+ mes "will get you into the Secret";
+ mes "Archive for only 3 minutes";
+ mes "at a time. Be really careful";
+ mes "and don't get caught!";
+ close;
+ }
+ else if(lhz_boss == 35)
+ {
+ if((!countitem(7349)) || (!countitem(7344)))
+ {
+ mes "[Lestin]";
+ mes "My pass will get you inside,";
+ mes "but you'll only be able to";
+ mes "stick around for 3 minutes";
+ mes "at a time. The Secret Archive is to the right of this laboratory.";
+ next;
+ mes "[Lestin]";
+ mes "When you're finished,";
+ mes "come back and give me";
+ mes "the pass since it'll be real";
+ mes "suspicious if I don't have it.";
+ mes "Good luck to you. This job";
+ mes "is risky, but not impossible.";
+ close;
+ }
+ mes "[Lestin]";
+ mes "You found what you were";
+ mes "looking for? That must have";
+ mes "been like looking for a needle";
+ mes "in a haystick, but you managed";
+ mes "to do it. Great work, guy~";
+ next;
+ mes "[Lestin]";
+ mes "It's a good thing you";
+ mes "found that when you did.";
+ mes "Although it'd help to steal";
+ mes "even more intel, sticking";
+ mes "around even longer makes";
+ mes "it easier for us to get caught.";
+ next;
+ mes "[Lestin]";
+ mes "Alright, you better get";
+ mes "out of here and find Esuna";
+ mes "now. Watch your back and";
+ mes "be careful. We're not all";
+ mes "clear until this is all over.";
+ next;
+ mes "[Lestin]";
+ mes "Esuna should be right";
+ mes "outside of the city of";
+ mes "Lighthalzen where you";
+ mes "found her last time. She'll";
+ mes "know that you're coming.";
+ delitem 7349,1;
+ set lhz_boss,36;
+ close;
+ }
+ else
+ {
+ mes "[Lestin]";
+ mes "Oh man...";
+ mes "Everyone here is";
+ mes "getting too paranoid";
+ mes "for their own good!";
+ mes "You better steer clear";
+ mes "from this place for now.";
+ close;
+ }
+}
+
+lhz_in01,187,31,0 script #Sneak 111,4,3,{
+
+ end;
+
+OnTouch:
+ if((lhz_boss > 27) && (lhz_boss < 35))
+ {
+ set @sneaktime,gettimetick(0) % 100;
+ if((@sneaktime > 10 && @sneaktime < 59) || (@sneaktime < -10 && @sneaktime > -59))
+ {
+ mes "^3355FFAs you approach";
+ mes "the corner, you can";
+ mes "hear hushed whispers";
+ mes "just over the wall.^000000";
+ next;
+ mes "[Senior Guard]";
+ mes "Hey, my shift is over.";
+ mes "Hurry and get the next";
+ mes "guy to relieve me, will you?";
+ next;
+ mes "[Rookie Guard]";
+ mes "Already?";
+ mes "Wow, time sure";
+ mes "flies fast. Fine,";
+ mes "wait here a bit.";
+ next;
+ mes "^3355FFOne of the guards left";
+ mes "his post, and now there";
+ mes "is only one remaining";
+ mes "guard monitoring this area.^000000";
+ next;
+ mes "[Senior Guard]";
+ mes "Criminy...";
+ mes "I need to go to";
+ mes "the bathroom. Well,";
+ mes "I'm sure nothing will";
+ mes "happen while I'm gone.";
+ next;
+ mes "^3355FFYou listen to the";
+ mes "guard's footsteps as";
+ mes "they grow fainter and";
+ mes "fainter into the distance.^000000";
+ next;
+ switch( select( "Sneak in now.","Wait for another chance." ) )
+ {
+ case 1:
+ mes "^3355FFThis is the perfect";
+ mes "opportunity to infiltrate";
+ mes "the Secret Archive! You";
+ mes "approach the door and";
+ mes "find a device where you";
+ mes "can insert Lestin's card pass.^000000";
+ next;
+ switch( select( "Insert Card","Retreat" ) )
+ {
+ case 1:
+ if(!countitem(7349))
+ {
+ mes "^3355FFYou forgot to bring";
+ mes "the card pass that";
+ mes "you got from Lestin.";
+ mes "You need it in order";
+ mes "to open this door.^000000";
+ close;
+ }
+ mes "^3355FFAfter inserting the";
+ mes "pass, a panel within";
+ mes "the door slides open,";
+ mes "revealing a numeric keypad.";
+ mes "You need to input the correct";
+ mes "password to open the door.^000000";
+ next;
+L_Enter:
+ input @sneakpass;
+ if(@sneakpass == 738495)
+ {
+ mes "^3355FF*Beep~*";
+ mes "You hear a pleasant";
+ mes "sounding electronic chirp,";
+ mes "signaling that you have input";
+ mes "the correct password. The door";
+ mes "automatically slides open.";
+ next;
+ switch( select( "Enter","Retreat" ) )
+ {
+ case 1:
+ mes "[Security System]";
+ mes "You have 3 minutes to";
+ mes "search the Information Archive.";
+ mes "When this time elapses, you";
+ mes "will be automatically sent";
+ mes "outside for security reasons.";
+ close2;
+ set lhz_boss,29;
+ donpcevent "Timer_Sneak::OnEnter";
+ warp "lhz_in01",177,35;
+ end;
+
+ case 2:
+ mes "^3355FFPerhaps now would";
+ mes "not be the best time to";
+ mes "enter the Secret Archive.";
+ mes "Or at least, that's what";
+ mes "you've decided for yourself.^000000";
+ close;
+ }
+ }
+ mes "^3355FF*Eeeeeee*";
+ mes "The door emits an";
+ mes "unnerving, high pitched";
+ mes "screech after you input";
+ mes "the password. You really";
+ mes "should try to input it again.^000000";
+ set @sneakerror,@sneakerror +1;
+ next;
+ if(@sneakerror > 2)
+ {
+ mes "[Security System]";
+ mes "*Gzzzzz*";
+ mes "You have entered the";
+ mes "password incorrectly";
+ mes "3 times. Please stand by";
+ mes "for managerial assistance.";
+ next;
+ mes "^3355FFUh oh!";
+ mes "You better get";
+ mes "out of here before";
+ mes "you get caught!^000000";
+ close2;
+ warp "lhz_in01",191,49;
+ end;
+ }
+
+ goto L_Enter;
+
+ case 2:
+ mes "^3355FFPerhaps now would";
+ mes "not be the best time to";
+ mes "enter the Secret Archive.";
+ mes "Or at least, that's what";
+ mes "you've decided for yourself.^000000";
+ close;
+ }
+ case 2:
+ mes "^3355FFPerhaps now would";
+ mes "not be the best time to";
+ mes "enter the Secret Archive.";
+ mes "Or at least, that's what";
+ mes "you've decided for yourself.^000000";
+ close;
+ }
+ donpcevent "Door#sneak::OnSneak";
+ end;
+ }
+ }
+}
+
+lhz_in01,177,44,0 script Timer_Sneak -1,8,12,{
+
+OnTouch:
+ warp "lhz_in01",191,49;
+ end;
+
+OnInit:
+ disablenpc "Timer_Sneak";
+ end;
+
+OnEnter:
+ stopnpctimer;
+ initnpctimer;
+ end;
+
+OnTimer180000:
+ enablenpc "Timer_Sneak";
+ end;
+
+OnTimer190000:
+ stopnpctimer;
+ disablenpc "Timer_Sneak";
+ end;
+}
+
+
+
+lhz_in01,182,35,0 script File Search Engine 111,{
+
+ if((lhz_boss > 28) && (lhz_boss < 35))
+ {
+ mes "^3355FFThis machine can be";
+ mes "used to locate specific";
+ mes "documents within the";
+ mes "Secret Archive. However,";
+ mes "you must enter the correct";
+ mes "keywords to in order to find";
+ mes "specific file locations.";
+ next;
+L_Search:
+ switch( select( "Search Engine.","Cancel." ) )
+ {
+ case 1:
+ mes "^663300- Search Engine Initiated -";
+ mes "- Please enter a keyword -";
+ mes " ";
+ mes "*Search Engine";
+ mes "is case sensitve.";
+ mes "Please do not use";
+ mes "capital letters.^000000";
+ next;
+ input @sneaksearch$;
+ if((@sneaksearch$ == "kafra") || (@sneaksearch$ == "cool event"))
+ {
+ mes "^663300[Search Result]";
+ mes "Documents regarding";
+ mes "Kafra Corporation and";
+ mes "Cool Event Corp are";
+ mes "located in Arena 3-2.^000000";
+ set lhz_boss,30;
+ close;
+ }
+ else if(@sneaksearch$ == "shinokas")
+ {
+ mes "^663300[Search Result]";
+ mes "Documents regarding";
+ mes "Shinokas are located";
+ mes "in Arena 1-5.^000000";
+ set lhz_boss,31;
+ close;
+ }
+ else if((@sneaksearch$ == "stein") || (@sneaksearch$ == "STEIN") || (@sneaksearch$ == "S.T.E.I.N"))
+ {
+ mes "^663300[Search Result]";
+ mes "Documents regarding";
+ mes "S.T.E.I.N are considered";
+ mes "highly classified and";
+ mes "cannot be accessed";
+ mes "through this system.^000000";
+ close;
+ }
+ else if(@sneaksearch$ == "ymir")
+ {
+ mes "^663300[Search Result]";
+ mes "Documents regarding";
+ mes "Ymir's Heart are ranked";
+ mes "as highly classified and";
+ mes "cannot be accessed";
+ mes "through this system.^000000";
+ close;
+ }
+ else if((@sneaksearch$ == "president") || (@sneaksearch$ == "karl") || (@sneaksearch$ == "weierstrass"))
+ {
+ mes "^663300[Search Result]";
+ mes "2nd Class documents on";
+ mes "President Karl Weierstrass";
+ mes "are located in Area 1-7. For";
+ mes "more highly classified files";
+ mes "on Weierstrass, please use";
+ mes "a higher security archive.^000000";
+ set lhz_boss,32;
+ close;
+ }
+ else if(@sneaksearch$ == "einbroch")
+ {
+ mes "^663300[Search Result]";
+ mes "Documents regarding";
+ mes "Einbroch are stored";
+ mes "in Area 6-1.^000000";
+ set lhz_boss,33;
+ close;
+ }
+ else if(@sneaksearch$ == "lighthalzen")
+ {
+ mes "^663300[Search Result]" ;
+ mes "Documents regarding";
+ mes "Lighthalzen are stored";
+ mes "in Area 3-3.^000000";
+ set lhz_boss,34;
+ close;
+ }
+ else if(@sneaksearch$ == "rekenber")
+ {
+ mes "^663300[Search Result]";
+ mes "Documents regarding";
+ mes "Rekenber are highly classified and cannot be accessed by this system.^000000";
+ next;
+ goto L_Search;
+ }
+ else
+ {
+ mes "^663300[Search Result]";
+ mes "Keyword not found.";
+ mes "Please search another";
+ mes "archive or increase";
+ mes "access permissions.^000000";
+ close;
+ }
+
+ case 2:
+ mes "^663300[Search Engine Close]";
+ mes "File search has been";
+ mes "canceled. Please be aware";
+ mes "that sudden shutdown may";
+ mes "cause system errors.^000000";
+ close;
+ }
+ }
+ mes "^3355FFThis machine can be";
+ mes "used to locate specific";
+ mes "documents within the";
+ mes "Secret Archive, However,";
+ mes "you no longer need to";
+ mes "search through the files.^000000";
+ close;
+}
+
+lhz_in01,177,31,0 script Door#sneak 111,{
+
+ if(lhz_boss < 29)
+ {
+ mes "[Guard]";
+ mes "This is a";
+ mes "restricted area.";
+ mes "Please keep clear";
+ mes "if you do not have";
+ mes "special authorization.";
+ mes "Thank you for cooperating.";
+ close;
+ }
+ else if(lhz_boss < 36)
+ {
+ mes "^3355FFThe door is shut, but";
+ mes "there is a device that";
+ mes "looks sort of like the";
+ mes "entry keypad that was on";
+ mes "the other side of this door.^000000";
+ next;
+ switch( select( "Manipulate device.","Investigate further." ) )
+ {
+ case 1:
+ mes "^3355FFOnce you touch the";
+ mes "device, it automatically";
+ mes "responds and the door";
+ mes "quickly slides open.^000000";
+ close2;
+ warp "lhz_in01",177,26;
+ end;
+
+ case 2:
+ close;
+ }
+ }
+}
+
+lhz_in01,184,40,0 script Area 1-5 111,{
+
+ if(checkweight(7344,1) != 1)
+ {
+ mes "^3355FFWait a second!";
+ mes "Right now, you're carrying";
+ mes "too many things with you.";
+ mes "Please come back after";
+ mes "using the Kafra Service";
+ mes "to store some of your items.^000000";
+ close;
+ }
+ if((lhz_boss > 28) && (lhz_boss < 31))
+ {
+ mes "^3355FFThere's literally thousands";
+ mes "of documents to sort through.";
+ mes "There's no way you can find";
+ mes "something of value here in";
+ mes "just three minutes...^000000";
+ close;
+ }
+ else if(lhz_boss == 31)
+ {
+ mes "^3355FFWait, one of these files";
+ mes "looks pretty incriminating.";
+ mes "It seems to contain the";
+ mes "kind of information that";
+ mes "you've been looking for.^000000";
+ next;
+ mes "[Classified Info]";
+ mes "^8C1717A piece of Ymir's Heart";
+ mes "was uncovered in one of";
+ mes "the mines in Einbech and";
+ mes "immediately transported to";
+ mes "the Laboratory for research.^000000";
+ next;
+ mes "[Classified Info]";
+ mes "^8C1717However, something";
+ mes "happened to the miners";
+ mes "who discovered the piece";
+ mes "of Ymir's Heart. Apparently,";
+ mes "a beast from Einbroch folk";
+ mes "lore inhabited the area...^000000";
+ set lhz_boss,35;
+ getitem 7344,1;
+ close;
+ }
+}
+
+lhz_in01,184,52,0 script Area 1-7 111,{
+
+ if((lhz_boss > 28) && (lhz_boss < 32))
+ {
+ mes "^3355FFThere's literally thousands";
+ mes "of documents to sort through.";
+ mes "There's no way you can find";
+ mes "something of value here in";
+ mes "just three minutes...^000000";
+ close;
+ }
+ else if(lhz_boss == 32)
+ {
+ mes "^3355FFThis looks like a file";
+ mes "containing information";
+ mes "on President Weierstrauss.";
+ mes "Perhaps there's something";
+ mes "in here that might be helpful.^000000";
+ next;
+ mes "[Classified Info]";
+ mes "^8C1717Karl Weierstrass has";
+ mes "been a long distinguished";
+ mes "politician in the Schwaltzvalt";
+ mes "Republic and was elected as";
+ mes "its president in the year 984.^000000";
+ next;
+ mes "[Classified Info]";
+ mes "^8C1717Although he has enjoyed";
+ mes "high popularity ratings and";
+ mes "success in his endorsing his";
+ mes "policies, Wierstrass is rumored";
+ mes "to be have some sort of feud";
+ mes "against Rekenber.^000000";
+ next;
+ mes "[Classified Info]";
+ mes "^8C1717Although there is no";
+ mes "need to bring this to the";
+ mes "attention of the media, it";
+ mes "is highly recommended";
+ mes "to monitor his activities";
+ mes "throughout his term...^000000";
+ next;
+ mes "^3355FFThere's a great amount";
+ mes "of information in this file,";
+ mes "but it doesn't look like any";
+ mes "of it will be of help to you.";
+ mes "You should continue with";
+ mes "your search for evidence.^000000";
+ close;
+ }
+ else
+ {
+ mes "^3355FFThis file doesn't";
+ mes "look like it contains";
+ mes "any evidence that will";
+ mes "help you. You should";
+ mes "continue your search";
+ mes "through the rest of the files.^000000";
+ close;
+ }
+}
+
+lhz_in01,184,46,0 script Area 3-2 111,{
+
+ if((lhz_boss > 28) && (lhz_boss < 30))
+ {
+ mes "^3355FFThere's literally thousands";
+ mes "of documents to sort through.";
+ mes "There's no way you can find";
+ mes "something of value here in";
+ mes "just three minutes...^000000";
+ close;
+ }
+ else if(lhz_boss == 30)
+ {
+ mes "^3355FFYou've found a file";
+ mes "containing information";
+ mes "on the Kafra Corporation";
+ mes "and Cool Event Corp.^000000";
+ next;
+ mes "[Classified Info]";
+ mes "^8C1717Rekenber Corporation.";
+ mes "in an effort to expand its";
+ mes "power into the Rune-Midgarts";
+ mes "Kingdom, will cooperate with";
+ mes "and support Cool Event Corp.^000000";
+ next;
+ mes "[Classified Info]";
+ mes "^8C1717Although this partnership";
+ mes "has been greatly successful,";
+ mes "Kafra Corporation has been";
+ mes "working to check Cool Event";
+ mes "Corp's explosive growth.^000000";
+ next;
+ mes "[Classified Info]";
+ mes "^8C1717More than Kafra Corporation's";
+ mes "lobbying, Kafra's 3rd Security";
+ mes "Team stands as a formidable";
+ mes "threat to our success. One of";
+ mes "our highest priorities is to";
+ mes "investigate their activities.^000000";
+ next;
+ mes "[Classified Info]";
+ mes "^8C1717It is believed that Kafra's";
+ mes "3rd Security Team has alrady";
+ mes "placed secret agents in key";
+ mes "strategic locations within";
+ mes "the Schwaltzvalt Republic.^000000";
+ next;
+ mes "^3355FFThis file is very intriguing,";
+ mes "but it doesn't really cover";
+ mes "any information that can be";
+ mes "considered incriminating.^000000";
+ close;
+ }
+ else
+ {
+ mes "^3355FFThis file doesn't";
+ mes "look like it contains";
+ mes "any evidence that will";
+ mes "help you. You should";
+ mes "continue your search";
+ mes "through the rest of the files.^000000";
+ close;
+ }
+}
+
+lhz_in01,184,48,0 script Area 3-3 111,{
+
+ if((lhz_boss > 28) && (lhz_boss < 34))
+ {
+ mes "^3355FFThere's literally thousands";
+ mes "of documents to sort through.";
+ mes "There's no way you can find";
+ mes "something of value here in";
+ mes "just three minutes...^000000";
+ close;
+ }
+ else if(lhz_boss == 34)
+ {
+ mes "[Classified Info]";
+ mes "^8C1717...After negotiating with";
+ mes "the existing residents, all of";
+ mes "the property rights were sold";
+ mes "and the city was renamed";
+ mes "''Lighthalzen'' in 865.^000000";
+ next;
+ mes "[Classified Info]";
+ mes "^8C1717The city was then separated";
+ mes "into three districts. These are";
+ mes "the common trade district, the";
+ mes "old residential district and";
+ mes "the Rekenber Headquarters.";
+ mes ".................^000000";
+ next;
+ mes "^3355FFThis file covers";
+ mes "Lighthalzen's history.";
+ mes "However, the founding of";
+ mes "the city is common knowlege,";
+ mes "so this document probably won't";
+ mes "have any significant evidence.^000000";
+ close;
+ }
+ else
+ {
+ mes "^3355FFThis file doesn't";
+ mes "look like it contains";
+ mes "any evidence that will";
+ mes "help you. You should";
+ mes "continue your search";
+ mes "through the rest of the files.^000000";
+ close;
+ }
+}
+
+lhz_in01,177,56,0 script Area 6-1 111,{
+
+ if((lhz_boss > 28) && (lhz_boss < 33))
+ {
+ mes "^3355FFThere's literally thousands";
+ mes "of documents to sort through.";
+ mes "There's no way you can find";
+ mes "something of value here in";
+ mes "just three minutes...^000000";
+ close;
+ }
+ else if(lhz_boss == 33)
+ {
+ mes "[Classified Info]";
+ mes "^8C1717........";
+ mes "Our organization purchased";
+ mes "all of western Einbech and";
+ mes "began construction of Einbroch";
+ mes "in 927 in order to obtain more";
+ mes "pieces of Ymir's Heart.^000000";
+ next;
+ mes "[Classified Info]";
+ mes "^8C1717Unofficially, each and";
+ mes "every single factory belongs";
+ mes "to the Rekenber Corporation.";
+ mes "Their highest priority is";
+ mes "to uncover Ymir Heart Pieces...^000000";
+ next;
+ mes "^3355FFAlthough this file contains";
+ mes "surprising information about";
+ mes "Einbroch, none of it can be";
+ mes "considered to be incriminating";
+ mes "evidence against Rekenber.";
+ close;
+ }
+ else
+ {
+ mes "^3355FFThis file doesn't";
+ mes "look like it contains";
+ mes "any evidence that will";
+ mes "help you. You should";
+ mes "continue your search";
+ mes "through the rest of the files.^000000";
+ close;
+ }
+}
+
+lhz_dun02,282,278,0 script Broken Machine 111,{
+
+ if(checkweight(7346,1) != 1)
+ {
+ mes "^3355FFWait a second!";
+ mes "Right now, you're carrying";
+ mes "too many things with you.";
+ mes "Please come back after";
+ mes "using the Kafra Service";
+ mes "to store some of your items.^000000";
+ close;
+ }
+ if(lhz_boss < 6)
+ {
+ mes "^3355FFThere are several";
+ mes "broken machines lying";
+ mes "around that pretty much";
+ mes "seem completely useless.^000000";
+ close;
+ }
+ else if(lhz_boss == 6)
+ {
+ mes "^3355FFThere are several";
+ mes "broken machines lying";
+ mes "around that pretty much";
+ mes "seem completely useless.";
+ mes "However, you catch the";
+ mes "glimmer of a dim light";
+ mes "amongst the scrap metal.^000000";
+ next;
+ switch( select( "Investigate it.","Ignore it." ) )
+ {
+ case 1:
+ mes "^3355FFAfter digging through";
+ mes "the discarded machinery,";
+ mes "you find a strange rock that";
+ mes "is about as large as your fist";
+ mes "and shimmers with a faint glow.^000000";
+ next;
+ switch( select( "This might be important.","This doesn't seem useful." ) )
+ {
+ case 1:
+ mes "^3355FFThis weird rock";
+ mes "might be just the";
+ mes "thing that ^000000Ghalstein^3355FF";
+ mes "sent you here to find.";
+ mes "He was probably right";
+ mes "not to describe it to you.";
+ mes "Words alone aren't enough...^000000";
+ set lhz_boss,7;
+ getitem 7346,1;
+ close;
+
+ case 2:
+ mes "^3355FFJust because this rock";
+ mes "looks funny doesn't make";
+ mes "it any more special than";
+ mes "the countless number of";
+ mes "rocks you've seen in";
+ mes "your entire lifetime.^000000";
+ close;
+ }
+
+ case 2:
+ mes "^3355FFWhat can possibly";
+ mes "be of value in this";
+ mes "pile of useless junk?^000000";
+ close;
+ }
+ }
+ else
+ {
+ mes "^3355FFThere are several";
+ mes "broken machines lying";
+ mes "around that pretty much";
+ mes "seem completely useless.^000000";
+ close;
+ }
+}
+
+lhz_in02,19,274,2 script Maintenance Guy 851,{
+
+ mes "[Kudiuu]";
+ mes "Holy...!";
+ mes "Will this place";
+ mes "ever get cleaned up?!";
+ mes "^333333*Cough cough*^000000 There's";
+ mes "so much dust here, it's";
+ mes "almost a health hazard!";
+ close;
+}
+
+// Rekenber Job Quest
+
+lhz_in01,174,258,3 script Young Man#reken 868,{
+
+ if(lhz_rekenber > 21)
+ {
+ mes "[Kazien]";
+ mes "Just...";
+ mes "Leave me alone.";
+ mes "I feel nothing but";
+ mes "guilt when I see you.";
+ next;
+ mes "[Kazien]";
+ mes "Don't take it the wrong";
+ mes "way. I mean, it's not like";
+ mes "you did nothing wrong. I'm";
+ mes "the one who's... Geez. I wish";
+ mes "I could live the way you do.";
+ mes "Someday I'll be strong enough...";
+ close;
+ }
+ else if(lhz_rekenber == 21)
+ {
+ mes "[Kazien]";
+ mes "Hey, you're back. As usual,";
+ mes "you've done a good job. You";
+ mes "look exhausted: did you run";
+ mes "into those thugs again?";
+ mes "Why don't you take a rest?";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Kazien...";
+ mes "While I was fighting";
+ mes "those thugs, one of the";
+ mes "packages was accidentally";
+ mes "opened, and I saw what was";
+ mes "inside of those packages.";
+ next;
+ mes "[Kazien]";
+ mes "......";
+ mes ".........";
+ mes "............";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Wh-why are you supplying";
+ mes "those things? If we let those";
+ mes "packages get imported by";
+ mes "other countries, it can";
+ mes "cause a lot of trouble...!";
+ next;
+ mes "[Kazien]";
+ mes "Stop. Please.";
+ mes "J-just stop it.";
+ mes "I don't want to";
+ mes "hear anymore.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Hold it, I deserve an";
+ mes "answer! How can you turn";
+ mes "a blind eye and provide just";
+ mes "anyone with ^FF0000hi-tech weapons";
+ mes "and guardians^000000? It's like you're";
+ mes "promoting war and violence!";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "And what about your little";
+ mes "brother Lyozien? He has";
+ mes "no idea what he's doing!";
+ mes "Don't we have a responsibility";
+ mes "to the world to make sure these";
+ mes "weapons aren't distributed?";
+ next;
+ mes "[Kazien]";
+ mes "Shut up! You don't";
+ mes "know anything! Just";
+ mes "shut up! I'm doing this";
+ mes "for the sake of my family!";
+ mes "You don't know what it's like";
+ mes "to live in Lighthalzen's slums!";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes ".................";
+ next;
+ mes "[Kazien]";
+ mes "There'd be days when my";
+ mes "brother and I'd have nothing";
+ mes "to eat. So when I heard about";
+ mes "this job, I took it. What good";
+ mes "is world peace if I'm not even";
+ mes "alive to enjoy it, huh?";
+ next;
+ mes "[Kazien]";
+ mes "Now, my brother Lyozien is";
+ mes "a gentle soul, has nothing";
+ mes "but love for everybody. So, of";
+ mes "course I can't tell him what";
+ mes "I'm really doing--he'd never";
+ mes "agree to it, believe me.";
+ next;
+ mes "[Kazien]";
+ mes "I hate this job and what";
+ mes "I'm doing and I want to quit.";
+ mes "But then what? Go back to the";
+ mes "slums? Forget it. As long as";
+ mes "Lyozien is happy, I don't mind if I have to do the devil's work.";
+ next;
+ mes "[Kazien]";
+ mes "At least this way, keeping";
+ mes "it all secret, I can protect";
+ mes "Lyozien from the ugly nature";
+ mes "of this job, even if I'm dirtying my hands, making money";
+ mes "off of other people's deaths.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "But that still isn't right.";
+ mes "You're selling weapons so";
+ mes "that people can kill each other! Even if it's for the sake of";
+ mes "providing for your family...";
+ next;
+ mes "[Kazien]";
+ mes "Look man, this is what";
+ mes "I decided. I don't care";
+ mes "what other people'll think.";
+ mes "I might go to hell when";
+ mes "I die, but that's my problem.";
+ next;
+ mes "[Kazien]";
+ mes "Besides, you adventurers";
+ mes "are always running around";
+ mes "with your swords and magic spells... Isn't that just as bad?";
+ mes "It's not the weapons or the power that's bad: it's how they're used.";
+ next;
+ mes "[Kazien]";
+ mes "Granted, most of my clients";
+ mes "are pretty questionable, and";
+ mes "you adventurers usually use";
+ mes "your powers for good, but...";
+ mes "Damn it! Just... Don't come";
+ mes "back. I can't work like this...";
+ next;
+ mes "[Kazien]";
+ mes "Look, I can't have";
+ mes "you working with me";
+ mes "and Lyozien anymore.";
+ mes "Sorry, but it's for Lyozien's";
+ mes "own good. That, and you";
+ mes "make me feel guilty...";
+ set lhz_rekenber,22;
+ getexp 55000,0;
+ close;
+ }
+ else if(lhz_rekenber > 16)
+ {
+ mes "[Kazien]";
+ mes "Hey now, you better";
+ mes "get a move on. You gotta";
+ mes "assist another delivery to";
+ mes "the Rune-Midgarts Kingdom.";
+ close;
+ }
+ else if(lhz_rekenber == 16)
+ {
+ mes "[Kazien]";
+ mes "Ah, I heard from Lyozien";
+ mes "that you guys finished your";
+ mes "delivery. You're probably";
+ mes "the best part-timer that I've";
+ mes "had in a long, long while.";
+ next;
+ mes "[Kazien]";
+ mes "Anyway, we've got yet";
+ mes "another delivery for the";
+ mes "Rune-Midgarts Kingdom. It's";
+ mes "weird that we're getting more";
+ mes "orders from there, but orders from other countries are decreasing.";
+ next;
+ mes "[Kazien]";
+ mes "Eh, I don't have the time";
+ mes "to wonder about stuff like";
+ mes "that. Lyozien's waiting for";
+ mes "you, so get to it, okay?";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "W-wait! During the last";
+ mes "delivery, I was attacked";
+ mes "by a group of thugs that";
+ mes "wanted to destroy the";
+ mes "packages? Why would";
+ mes "they want to do that?";
+ next;
+ mes "[Kazien]";
+ mes "Look... You're better";
+ mes "off not knowing. Or are";
+ mes "you asking me to pay you";
+ mes "more for this job since";
+ mes "you're risking your life?";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "I understand that the";
+ mes "customer's confidentiality";
+ mes "is important, but I'd feel a";
+ mes "lot better if I knew what was";
+ mes "in those packages, and why me";
+ mes "and Lyozien are being attacked.";
+ next;
+ mes "[Kazien]";
+ mes "Listen, I'm not obligated--";
+ mes "I can't tell you. Heck, I can't";
+ mes "even tell my own brother what's";
+ mes "in those packages. You can see";
+ mes "that, can't you? Anyway, you";
+ mes "can handle those thugs, right?";
+ next;
+ mes "[Kazien]";
+ mes "Right. Now get back to";
+ mes "the Airship and talk to";
+ mes "Lyozien again. Don't give";
+ mes "him any trouble and make";
+ mes "sure you protect him.";
+ set lhz_rekenber,17;
+ getexp 45000,0;
+ close;
+ }
+ else if(lhz_rekenber > 11)
+ {
+ mes "[Kazien]";
+ mes "What are you doing";
+ mes "waiting around here";
+ mes "for? You've got a job to";
+ mes "do, so hurry up and do it~";
+ close;
+ }
+ else if(lhz_rekenber == 11)
+ {
+ mes "[Kazien]";
+ mes "Hey, you're back. I got a";
+ mes "message from Rune-Midgarts,";
+ mes "telling us they received their";
+ mes "order. Good work! So how do";
+ mes "you like working with Lyozien?";
+ mes "He's one of my best men.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Wait, aren't you and";
+ mes "Lyozien supposed";
+ mes "to be brothers?";
+ next;
+ mes "[Kazien]";
+ mes "Whoa, he told you that?";
+ mes "I guess he feels that he";
+ mes "can trust you enough with";
+ mes "that kind of personal talk...";
+ mes "Yeah, he's my little brother.";
+ mes "And a better man than me...";
+ next;
+ mes "[Kazien]";
+ mes "I've gotten my hands";
+ mes "pretty dirty doing this...";
+ mes "Oh, forget it. You came ";
+ mes "here for a job, right?";
+ mes "Luckily, I got another";
+ mes "delivery for you to work on...";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Actually, Kazien...";
+ mes "I was curious. What";
+ mes "exactly are we delivering?";
+ mes "I mean, not even Lyozien";
+ mes "doesn't know exactly what";
+ mes "is in those packages.";
+ next;
+ mes "[Kazien]";
+ mes "Huh... Does that mean";
+ mes "you can't work with us if";
+ mes "you don't know exactly what";
+ mes "you're doing?";
+ next;
+ mes "[Kazien]";
+ mes " Come on, I told";
+ mes "you before--absolute secrecy.";
+ mes "It goes both ways, you know.";
+ next;
+ mes "[Kazien]";
+ mes "Look, for your own good,";
+ mes "quit asking. Knowing what";
+ mes "you're delivering wouldn't";
+ mes "change a thing. Trust me.";
+ next;
+ mes "[Kazien]";
+ mes "Anyway, this next job is";
+ mes "more of the same. Meet";
+ mes "Lyozien in the international";
+ mes "flight Airship and protect";
+ mes "another package destined";
+ mes "for the Rune-Midgarts Kingdom.";
+ next;
+ set lhz_rekenber,12;
+ getexp 40000,0;
+ mes "[Kazien]";
+ mes "Alright, I'll see you";
+ mes "later. The important";
+ mes "thing is that you do the";
+ mes "best job that you can.";
+ mes "And don't give Lyozien";
+ mes "any trouble: that's my job!";
+ close;
+ }
+ else if(lhz_rekenber > 7)
+ {
+ mes "[Kazien]";
+ mes "Lyozien is waiting for";
+ mes "you on the international";
+ mes "flight Airship, so go and";
+ mes "meet him there as soon";
+ mes "as you can. Alright then,";
+ mes "I'll see you later.";
+ close;
+ }
+ else if(lhz_rekenber == 7)
+ {
+ mes "[Kazien]";
+ mes "Hey, you're back~";
+ mes "Great, I guess that means";
+ mes "that you've decided to work";
+ mes "for us! Alright, let me tell you about your first real job. As";
+ mes "always: ^FF0000keep it on the down-low^000000.";
+ next;
+ mes "[Kazien]";
+ mes "Go to the Airship for the";
+ mes "international flights, not";
+ mes "the domestic ones, and meet";
+ mes "a man named ^FF0000Lyozien^000000 inside.";
+ mes "He's our courier that'll provide you with further instructions.";
+ next;
+ mes "[Kazien]";
+ mes "Oh. You can talk to Lyozien";
+ mes "about the job, but definitely";
+ mes "not to anybody else. Anyway,";
+ mes "when you're done with what";
+ mes "he asks you to do, come back";
+ mes "to me for another job, okay?";
+ next;
+ set lhz_rekenber,8;
+ mes "[Kazien]";
+ mes "Don't forget...";
+ mes "Talk to ^FF0000Lyozien^000000, our";
+ mes "courier, on the Airship";
+ mes "for the international flights.";
+ close;
+ }
+ else if(lhz_rekenber == 6)
+ {
+ set @rekenrand,rand(1,15);
+ if(@rekenrand == 7)
+ {
+ mes "[Kazien]";
+ mes "Oh, hey, it's you again.";
+ mes "Wait. No. You only remind";
+ mes "me of someone I've met. Um,";
+ mes "have we met before? I don't";
+ mes "remember at all. Oooh, I hate";
+ mes "being this busy, I can't focus!";
+ next;
+ set lhz_rekenber,0;
+ mes "[Kazien]";
+ mes "Arrgh, this is not good.";
+ mes "We are this busy but we don't have enough people,";
+ mes "yet it is not that extrememly bad";
+ mes "to a point that we need to hire more people.";
+ next;
+ mes "[Kazien]";
+ mes "Will you step back? You are hindering my vision.";
+ close;
+ }
+ else
+ {
+ mes "[Kazien]";
+ mes "Oh, hey, it's you again.";
+ mes "Listen, you didn't come here";
+ mes "looking for a part time job,";
+ mes "did you? I already told you";
+ mes "that I can't bring myself";
+ mes "to trust you, you know?";
+ next;
+ mes "[Kazien]";
+ mes "Look, you're not a bad guy,";
+ mes "so I'm sure you'd be perfect";
+ mes "for some other employer.";
+ mes "Don't feel bad... Um, what";
+ mes "was your name again? Wait,";
+ mes "did you even give it to me...?";
+ close;
+ }
+ }
+ else if(lhz_rekenber == 5)
+ {
+ mes "[Kazien]";
+ mes "So, were you able to";
+ mes "contact Garins? Or did";
+ mes "you encounter any problems?";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Well, I came back to";
+ mes "let you know that I haven't";
+ mes "been able to find a way inside";
+ mes "the Einbroch Laboratory. There";
+ mes "was the guard, but I couldn't";
+ mes "really tell him anything.";
+ next;
+ mes "[Kazien]";
+ mes "Whaaaat~?";
+ mes "I'm sure he would";
+ mes "have let you in if you";
+ mes "told him that you had";
+ mes "to talk to Garins, right?";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "But...";
+ mes "I thought you said";
+ mes "I'm not supposed to";
+ mes "tell anyone the details";
+ mes "of my assignment?";
+ next;
+ mes "[Kazien]";
+ mes "Heh... Yeah.";
+ mes "Yeah, that's right.";
+ mes "Heh heh heh! Hahahaha!";
+ mes "Great! I'm happy to say,";
+ mes "buddy, you passed the test!";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "H-huh? But I never";
+ mes "even got to see Garins...";
+ mes "I didn't finish the task";
+ mes "that you assigned to me.";
+ next;
+ mes "[Kazien]";
+ mes "Garins is just some";
+ mes "cool name I made up.";
+ mes "He doesn't really exist.";
+ mes "I just wanted to test your";
+ mes "trustworthiness, is all.";
+ mes "Now do you understand?";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "I... I guess.";
+ mes "Still, you just tricked";
+ mes "me! How am I supposed";
+ mes "to trust you now?";
+ next;
+ mes "[Kazien]";
+ mes "Oh... You...";
+ mes "You got a point, there.";
+ mes "Huh, now isn't that ironic? I'm sorry, pal, let me apologize.";
+ mes "Take some time, consider working for me, and then come back, okay?";
+ set lhz_rekenber,7;
+ close;
+ }
+ else if(lhz_rekenber == 4)
+ {
+ mes "[Kazien]";
+ mes "So, were you able to";
+ mes "contact Garins? Or did";
+ mes "you encounter any problems?";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Well, I wasn't able to";
+ mes "find him. In fact, I don't";
+ mes "think that Garins even works";
+ mes "at the Einbroch Laboratory.";
+ next;
+ mes "[Kazien]";
+ mes "Whaaaat~?";
+ mes "That can't be true.";
+ mes "Well, how'd you";
+ mes "find that out?";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "I happened to ask the";
+ mes "Laboratory Guard, but";
+ mes "he wouldn't even let me in.";
+ next;
+ set lhz_rekenber,6;
+ mes "[Kazien]";
+ mes "Uh oh...";
+ mes "I thought so.";
+ mes "I'm sorry, pal, but";
+ mes "you failed the test.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "H-huh? What?";
+ mes "What do you mean?";
+ next;
+ mes "[Kazien]";
+ mes "You told that to the guard,";
+ mes "but you weren't supposed";
+ mes "to let anyone know any detail";
+ mes "about your assignment. Yeah...";
+ mes "Garins is just a name I made";
+ mes "up. He doesn't really exist.";
+ next;
+ mes "[Kazien]";
+ mes "I know you meant well,";
+ mes "you know, doing whatever";
+ mes "you can to finish whatever";
+ mes "goal you have, but you can't";
+ mes "forget the details. Anyway,";
+ mes "sorry, but we can't use you...";
+ close;
+ }
+ else if(lhz_rekenber == 3)
+ {
+ mes "[Kazien]";
+ mes "Remember, visit ^FF0000Garins^000000";
+ mes "in the ^FF0000Einbroch Laboratory^000000";
+ mes "and ^FF0000confirm that he received";
+ mes "his order^000000. We pride ourselves";
+ mes "in our clients' confidentiality,^FFFFFF ^000000 so keep it secret, got it?";
+ next;
+ mes "[Kazien]";
+ mes "I'll just be waiting";
+ mes "around over here, so";
+ mes "once you're done with";
+ mes "that, come back to me.";
+ close;
+ }
+ else if(lhz_rekenber == 2)
+ {
+ mes "[Kazien]";
+ mes "Okay, I got it! Your first";
+ mes "assignment for us is pretty";
+ mes "simple, but think of it as";
+ mes "something of a trial run.";
+ mes "You know, for us to see";
+ mes "how reliable you are.";
+ next;
+ mes "[Kazien]";
+ mes "All you gotta do is head";
+ mes "to Einbroch, find the Lab";
+ mes "there, and find a researcher";
+ mes "named Garins. You need to";
+ mes "confirm whether he safely";
+ mes "received his order from us.";
+ next;
+ mes "[Kazien]";
+ mes "Simple stuff, yeah?";
+ mes "Now, you can't let anyone";
+ mes "know about your assignment.";
+ mes "Otherwise, we can't trust you";
+ mes "for more important stuff. And";
+ mes "I really wanna trust you.";
+ next;
+ mes "[Kazien]";
+ mes "Remember, visit ^FF0000Garins^000000";
+ mes "in the ^FF0000Einbroch Laboratory^000000";
+ mes "and ^FF0000confirm that he received";
+ mes "his order^000000. We pride ourselves";
+ mes "in our clients' confidentiality, so keep it secret, got it?";
+ next;
+ set lhz_rekenber,3;
+ mes "[Kazien]";
+ mes "I'll just be waiting";
+ mes "around over here, so";
+ mes "once you're done with";
+ mes "that, come back to me.";
+ close;
+ }
+ else if(lhz_rekenber == 1)
+ {
+ mes "[Kazien]";
+ mes "We're so busy, we barely";
+ mes "have enough people to cover";
+ mes "our workload right now. Still,";
+ mes "it's not so bad that we gotta";
+ mes "invest in some new hires.";
+ next;
+ mes "[Kazien]";
+ mes "Oh hey, sorry buddy,";
+ mes "but you mind stepping";
+ mes "back? It's just that you're";
+ mes "blocking my view is all.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Wait, did you just say";
+ mes "that you need help?";
+ mes "I'd like to help solve";
+ mes "your problem, er, for";
+ mes "a nominal fee or some";
+ mes "kind of reward. You know...";
+ next;
+ mes "[Kazien]";
+ mes "Hey, alright~";
+ mes "I could use an extra";
+ mes "hand if you're willing";
+ mes "to work part time. Plus,";
+ mes "you're a straight shooter.";
+ mes "I like that. Let's see now...";
+ next;
+ if(BaseLevel < 70)
+ {
+ mes "[Kazien]";
+ mes "Awww, I'm sorry, pal.";
+ mes "I know you mean well, but";
+ mes "to put it bluntly, you're not";
+ mes "not strong enough for this";
+ mes "kinda work. Hey, but if you put on";
+ mes "some muscle, ask me again, okay?";
+ close;
+ }
+ mes "[Kazien]";
+ mes "Yeah, okay. You look like";
+ mes "you can handle this. But";
+ mes "are you the type of person";
+ mes "I can trust? Hey, you can";
+ mes "keep confidential information";
+ mes "without telling anyone, right?";
+ next;
+ switch( select( "Yes, of course.","Nope, I love giving away secrets." ) )
+ {
+ case 1:
+ set lhz_rekenber,2;
+ mes "[Kazien]";
+ mes "Great, great.";
+ mes "I guess we can just";
+ mes "get down to business,";
+ mes "then. Let me think. First,";
+ mes "I should give you something";
+ mes "easy to do to test you out...";
+ close;
+
+ case 2:
+ mes "[Kazien]";
+ mes "Awww, man.";
+ mes "I can't hire you";
+ mes "if you're gonna blab";
+ mes "your mouth. Sorry buddy,";
+ mes "but I can't afford to take";
+ mes "any risks. You understand...";
+ close;
+ }
+ }
+ mes "[Kazien]";
+ mes "We're so busy, we barely";
+ mes "have enough people to cover";
+ mes "our workload right now. Still,";
+ mes "it's not so bad that we gotta";
+ mes "invest in some new hires.";
+ next;
+ mes "[Kazien]";
+ mes "Oh hey, sorry buddy,";
+ mes "but you mind stepping";
+ mes "back? It's just that you're";
+ mes "blocking my view is all.";
+ close;
+}
+
+lighthalzen,141,162,3 script Old Man#reken 85,{
+
+ mes "[Old Man]";
+ mes "Lately, Kazien seems";
+ mes "to be having a hard time";
+ mes "managing his business.";
+ mes "Always complaining that";
+ mes "he lacks the manpower...";
+ next;
+ mes "[Old Man]";
+ mes "I don't know what kind of";
+ mes "business he's conducting,";
+ mes "but why don't you help him";
+ mes "out? I don't believe that any";
+ mes "particularly special skills are";
+ mes "required for some positions.";
+ next;
+ mes "[Old Man]";
+ mes "Well, if you're interested,";
+ mes "you can find Kazien inside";
+ mes "the corporation building.";
+ mes "Young people like him should";
+ mes "never be too proud to ask for help. He still needs to learn...";
+ if(!lhz_rekenber) set lhz_rekenber,1;
+ close;
+}
+
+einbroch,55,52,3 script Laboratory Guard#reken 852,{
+
+ if(lhz_rekenber == 3)
+ {
+ mes "[Laboratory Guard]";
+ mes "Hold it! This is";
+ mes "a restricted area to";
+ mes "the public! Unless you";
+ mes "have some special business,";
+ mes "you'll have to leave right now.";
+ next;
+ switch( select( "Actually, I do have business here.","Whoa, I'm leaving!" ) )
+ {
+ case 1:
+ mes "[Laboratory Guard]";
+ mes "Yes? State the nature";
+ mes "of your business here,";
+ mes "as well as any person that";
+ mes "you wish to contact inside";
+ mes "of this laboratory facility.";
+ next;
+ switch( select( "I need to see Mr. Garins...","I'll... come back later." ) )
+ {
+ case 1:
+ mes "[" + strcharinfo(0) + "]";
+ mes "I need to see Mr. Garins";
+ mes "and confirm that he received";
+ mes "a package that was sent to him.";
+ next;
+ mes "[Laboratory Guard]";
+ mes "Garins, eh?";
+ mes "Alright, let me check";
+ mes "the employee list. Hmm...";
+ mes "Garins... Garins... Eh?";
+ mes "He's not here. Maybe you";
+ mes "came to the wrong place?";
+ next;
+ mes "[Laboratory Guard]";
+ mes "Sorry, but it looks like";
+ mes "you've wasted your time.";
+ mes "We don't have a Garins";
+ mes "working here. Anyway,";
+ mes "I still can't allow you to";
+ mes "enter the laboratory.";
+ set lhz_rekenber,4;
+ close;
+
+ case 2:
+ break;
+ }
+
+ case 2:
+ mes "[" + strcharinfo(0) + "]";
+ mes "Whoa, I'm leaving!";
+ mes "(^333333I better speak to Kazien";
+ mes "and let him know I'm having";
+ mes "trouble getting past this";
+ mes "guard. Otherwise, I might";
+ mes "never finish this job!^000000)";
+ set lhz_rekenber,5;
+ close;
+ }
+ }
+ mes "[Laboratory Guard]";
+ mes "This area is restricted";
+ mes "to the public. Unless you";
+ mes "have some kind of special";
+ mes "authorization, I'm going";
+ mes "to have to ask you to leave.";
+ close;
+}
+
+airplane_01,96,48,3 script Man#Lyozien 868,{
+
+ if(lhz_rekenber > 21)
+ {
+ mes "[Lyozien]";
+ mes "Hey, I hear from my";
+ mes "brother that you can't work";
+ mes "with us anymore because";
+ mes "of some scheduling conflict.";
+ mes "I'm sorry to hear that: it was";
+ mes "really good working with you...";
+ close;
+ }
+ else if(lhz_rekenber == 21)
+ {
+ mes "[Lyozien]";
+ mes "Oh good, you're back.";
+ mes "Mr. Ahman just left and";
+ mes "picked up his goods. We're";
+ mes "done here, so you have to";
+ mes "do now is report to my";
+ mes "brother in Lighthalzen.";
+ next;
+ mes "[Lyozien]";
+ mes "You sure you're alright?";
+ mes "You seem kind of upset.";
+ mes "Do you need to take a";
+ mes "break or something?";
+ close;
+ }
+ else if(lhz_rekenber == 20)
+ {
+ mes "[Lyozien]";
+ mes "Heya, keep up the";
+ mes "good work. Once you";
+ mes "talk to Mr. Ahman inside";
+ mes "Izlude Airport, we'll be";
+ mes "done with this delivery.";
+ close;
+ }
+ else if(lhz_rekenber == 19)
+ {
+ mes "[Lyozien]";
+ mes "Whoa, you were great!";
+ mes "There were more of them";
+ mes "this time, but you easily";
+ mes "dispatched them. Great job!";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Thanks, but...";
+ mes "Now I'm really worried";
+ mes "about what could be in";
+ mes "those packages. Are you";
+ mes "sure you don't know, Lyozien?";
+ next;
+ mes "[Lyozien]";
+ mes "You don't know when to";
+ mes "stop, do you? Nah, I don't";
+ mes "know at all. Besides, so long";
+ mes "as my brother says it's a bad";
+ mes "idea, then I don't wanna find";
+ mes "out for myself. Oh, hey...";
+ next;
+ set lhz_rekenber,20;
+ getitem 504,1;
+ mes "[Lyozien]";
+ mes "Here's a little";
+ mes "something to refresh";
+ mes "yourself after that fight.";
+ mes "Keep up the good work, okay?";
+ mes "Then, we'll be done once you";
+ mes "contact Mr. Ahman in Izlude.";
+ close;
+ }
+ else if(lhz_rekenber == 18)
+ {
+ mes "[Lyozien]";
+ mes "Okay, just like before, we";
+ mes "gotta get these packages to";
+ mes "Mr. Ahmam. When we arrive";
+ mes "in Izlude, find Mr. Ahman in";
+ mes "the Airport and tell him that";
+ mes "his packages have arrived.";
+ next;
+ mes "[Lyozien]";
+ mes "W-wait...";
+ mes "Did you hear that?";
+ mes "I heard--I think it's them.";
+ mes "Those thugs are back! Don't";
+ mes "let them damage the packages!";
+ close2;
+ set lhz_rekenber,19;
+ donpcevent "#bully2::OnEnter";
+ donpcevent "Man#Lyozien::OnStop";
+ end;
+ }
+ else if(lhz_rekenber == 17)
+ {
+ mes "[Lyozien]";
+ mes "I heard that you upset";
+ mes "Kyozien a little bit with";
+ mes "your questions. I mean,";
+ mes "I totally understand, but";
+ mes "you gotta remember that";
+ mes "we've got obligations.";
+ next;
+ mes "[Lyozien]";
+ mes "I know that these packages";
+ mes "might be putting us in danger,";
+ mes "but I trust my brother. If he says those thugs are bad guys, then";
+ mes "they're definitely bad guys.";
+ next;
+ mes "[Lyozien]";
+ mes "Yeah, ever since we were";
+ mes "kids, Kyozien has always";
+ mes "been right. Even though";
+ mes "I'd like to know what's in the";
+ mes "boxes, I don't ever wanna";
+ mes "disappoint him, you know?";
+ next;
+ set lhz_rekenber,18;
+ mes "[Lyozien]";
+ mes "Anyway, that's";
+ mes "enough chit-chat";
+ mes "for now. Let's get";
+ mes "back to work, shall we?";
+ close;
+ }
+ else if(lhz_rekenber == 16)
+ {
+ mes "[Lyozien]";
+ mes "I'm lucky that you're";
+ mes "around to keep those";
+ mes "thugs off our backs, eh?";
+ mes "Hey, when you're ready for";
+ mes "another job, just talk to";
+ mes "my brother Kazien, okay?";
+ close;
+ }
+ else if(lhz_rekenber == 15)
+ {
+ mes "[Lyozien]";
+ mes "So you spoke to";
+ mes "Mr. Ahman already?";
+ mes "Good, good. Now we can";
+ mes "go back to the Schwaltzvalt";
+ mes "Republic for our next job.";
+ next;
+ mes "[Lyozien]";
+ mes "Just talk to my brother";
+ mes "Kazien and he should give";
+ mes "you any details you need";
+ mes "to know. Man, it's good";
+ mes "that you're working for us.";
+ mes "Those thugs frighten me...";
+ set lhz_rekenber,16;
+ close;
+ }
+ else if(lhz_rekenber == 14)
+ {
+ mes "[Lyozien]";
+ mes "Now that those thugs are";
+ mes "gone, let's concentrate on";
+ mes "our task. Like before, just";
+ mes "get off at Izlude and then tell";
+ mes "Mr. Ahman that his packages";
+ mes "have arrived. See you later~";
+ close;
+ }
+ else if(lhz_rekenber == 13)
+ {
+ mes "[Lyozien]";
+ mes "Oh, thank you!";
+ mes "You saved my life!";
+ mes "As you can tell, I'm";
+ mes "not much of a fighter...";
+ mes "I just ran and hid when";
+ mes "those thugs appeared.";
+ next;
+ mes "[Lyozien]";
+ mes "That's one reason why" ;
+ mes "my brother has been hiring";
+ mes "you adventurers-- we need";
+ mes "packages from those hoodlums.";
+ mes "They're always after us...";
+ next;
+ mes "[Lyozien]";
+ mes "Every time I see them,";
+ mes "they're yelling things like";
+ mes "we're the servants of evil,";
+ mes "or that the packages must";
+ mes "be destroyed. Boy, I sure";
+ mes "am glad that you're here!";
+ set lhz_rekenber,14;
+ close;
+ }
+ else if(lhz_rekenber == 12)
+ {
+ mes "[Lyozien]";
+ mes "Hey, we already have another";
+ mes "package to deliver all the way";
+ mes "to the Rune-Midgarts Kingdom";
+ mes "again. Can you believe it? We";
+ mes "seem to be doing a lot of";
+ mes "business around there lately.";
+ next;
+ mes "[Lyozien]";
+ mes "It's so far away from";
+ mes "home, but a job's a job.";
+ mes "We're obliged to do what";
+ mes "we're been assigned to do";
+ mes "until we qui--whoa. You";
+ mes "hear that? Wh-what was...?";
+ next;
+ mes "[Lyozien]";
+ mes "Awwww, nuts!";
+ mes "It's those thugs!";
+ mes "I'll explain later, but";
+ mes "for now, please protect";
+ mes "the packages and make";
+ mes "sure they don't get them!";
+ close2;
+ set lhz_rekenber,13;
+ donpcevent "Man#Lyozien::OnStop";
+ donpcevent "#bully1::OnEnter";
+ end;
+ }
+ if(lhz_rekenber == 11)
+ {
+ mes "[Lyozien]";
+ mes "Hey, would you go see";
+ mes "my brother Kazien to see";
+ mes "if he's got another job for";
+ mes "us to do? I'll just be over";
+ mes "here waiting when you need";
+ mes "to find me. See you later~";
+ close;
+ }
+ else if(lhz_rekenber == 10)
+ {
+ mes "[Lyozien]";
+ mes "Good work, Mr. Ahman just";
+ mes "arrived and picked up his";
+ mes "packages. It looks like we're";
+ mes "done for today. When you're";
+ mes "ready for another job, just";
+ mes "ask to my brother Kazien, okay?";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Lyozien, do you know";
+ mes "what kinds of things";
+ mes "we're delivering?";
+ next;
+ mes "[Lyozien]";
+ mes "No clue. I've been";
+ mes "a little curious myself,";
+ mes "but my brother warned me";
+ mes "not to ask. Besides, I don't";
+ mes "think it makes a difference";
+ mes "to what we gotta do, right?";
+ next;
+ mes "[Lyozien]";
+ mes "Anyway, it oughta be";
+ mes "fine. I mean, our clients";
+ mes "are entitled to their privacy";
+ mes "anyway. You've been in that";
+ mes "sort of situation, right? You";
+ mes "know, embarassing orders...";
+ next;
+ mes "[Lyozien]";
+ mes "No? Eh, just meet up with";
+ mes "my brother to see if he's";
+ mes "got another job for us, okay?";
+ mes "If you wanna find me again,";
+ mes "I'll be waiting right here.";
+ set lhz_rekenber,11;
+ close;
+ }
+ else if(lhz_rekenber == 9)
+ {
+ mes "[Lyozien]";
+ mes "Alright, when this Airship";
+ mes "arrives in Izlude, get off and";
+ mes "enter the Airport to meet with";
+ mes "a man named Mr. Ahman.";
+ mes "Let him know his order has";
+ mes "already arrived, okay?";
+ close;
+ }
+ else if(lhz_rekenber == 8)
+ {
+ mes "[Lyozien]";
+ mes "Um, would you mind";
+ mes "treading lightly around";
+ mes "this area, and kind of go";
+ mes "around the piles? Yeah,";
+ mes "these are all pretty fragile.";
+ mes "Thanks, I appreciate it.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Excuse me, but";
+ mes "are you Lyozien?";
+ next;
+ mes "[Lyozien]";
+ mes "Hey, are you the one that";
+ mes "my brother Kazien sent?";
+ mes "Nice, I've been waiting";
+ mes "for you. As you can see,";
+ mes "I'm having trouble handling";
+ mes "all of these packages here.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Wait, Kazien is";
+ mes "your brother? That's";
+ mes "weird, you figure he";
+ mes "would mention that.";
+ next;
+ mes "[Lyozien]";
+ mes "Oh, yeah, he's been like";
+ mes "that ever since we lived";
+ mes "in Lighthalzen's slums.";
+ mes "Luckily, he joined the";
+ mes "corporation and helped";
+ mes "us improve our lots in life...";
+ next;
+ mes "[Lyozien]";
+ mes "That's why I appreciate the";
+ mes "fact that he lets me work for";
+ mes "him. I can't let him down.";
+ mes "Anyway, back to business: we";
+ mes "gotta deliver these goods to";
+ mes "the Rune-Midgarts Kingdom.";
+ next;
+ mes "[Lyozien]";
+ mes "I have to ensure that these";
+ mes "packages aren't damaged or";
+ mes "stolen by thieves. Your job is";
+ mes "to go to Izlude, find Mr. Ahman";
+ mes "at the Airport, and tell him that his orders have safely arrived.";
+ next;
+ set lhz_rekenber,9;
+ mes "[Lyozien]";
+ mes "Once you tell Mr. Ahman";
+ mes "that message, he'll take";
+ mes "care of picking up his own";
+ mes "packages. But yeah, I need";
+ mes "to stay behind to guard these";
+ mes "products in the meantime.";
+ close;
+ }
+ mes "[Lyozien]";
+ mes "Um, would you mind";
+ mes "treading lightly around";
+ mes "this area, and kind of go";
+ mes "around the piles? Yeah,";
+ mes "these are all pretty fragile.";
+ mes "Thanks, I appreciate it.";
+ close;
+
+OnEnter:
+ enablenpc "Man#Lyozien";
+ end;
+
+OnStop:
+ disablenpc "Man#Lyozien";
+ end;
+}
+
+izlude,186,57,5 script Scamp 853,{
+
+ if(lhz_rekenber > 21)
+ {
+ mes "[Ahman]";
+ mes "Oh, hello. I've heard";
+ mes "that you had to quit.";
+ mes "It's quite a pity, really.";
+ mes "If it weren't for you, some";
+ mes "of my packages would have";
+ mes "been destroyed by those thugs.";
+ close;
+ }
+ else if(lhz_rekenber == 21)
+ {
+ mes "[Ahman]";
+ mes "Shouldn't you be";
+ mes "taking a break? Besides,";
+ mes "Lyozien is still waiting for";
+ mes "you the Airship, isn't he?";
+ close;
+ }
+ else if(lhz_rekenber == 20)
+ {
+ mes "[Ahman]";
+ mes "Oh, have my packages";
+ mes "arrived? Good, good.";
+ mes "I appreciate all of your";
+ mes "hard work. I'm surprised";
+ mes "they haven't hired you";
+ mes "full time by now.";
+ next;
+ mes "[Ahman]";
+ mes "Is something the matter?";
+ mes "You seem really pale. Oh";
+ mes "well, you'll have plenty of";
+ mes "time to relax on the Airship.";
+ mes "Oh, and don't worry, I'll";
+ mes "take care of the packages.";
+ set lhz_rekenber,21;
+ close;
+ }
+ else if (lhz_rekenber > 15 && lhz_rekenber < 20)
+ {
+ mes "[Ahman]";
+ mes "Oh, hello. I'm not";
+ mes "expecting any packages";
+ mes "at this moment, although";
+ mes "I'm aware that there are a";
+ mes "few deliveries in queue, but shouldn't you be in Lighthalzen?";
+ close;
+ }
+ else if(lhz_rekenber == 15)
+ {
+ mes "[Ahman]";
+ mes "Shouldn't you be on";
+ mes "your way and report to";
+ mes "Lyozien? You should hurry";
+ mes "before the Airship takes off.";
+ close;
+ }
+ else if(lhz_rekenber == 14)
+ {
+ mes "[Ahman]";
+ mes "Ah, it's you again.";
+ mes "I assume that means that";
+ mes "my packages have arrived";
+ mes "safely. Is that right?";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Yes, that's right.";
+ mes "Actually, this time we ";
+ mes "were attacked by a group";
+ mes "of thugs, so I was wondering";
+ mes "if you knew anything about it... ";
+ next;
+ mes "[Ahman]";
+ mes "They attacked again?";
+ mes "Oh, that isn't good.";
+ mes "Well, I have no idea";
+ mes "what's going on. I wish";
+ mes "I had some idea of what";
+ mes "they were up to, really.";
+ next;
+ set lhz_rekenber,15;
+ mes "[Ahman]";
+ mes "For now, you should";
+ mes "go and report to Lyozien.";
+ mes "I assume that you protected";
+ mes "my packages, so thank you";
+ mes "for your diligent work. Now, I shall pick up what I ordered...";
+ close;
+ }
+ else if (lhz_rekenber > 10 && lhz_rekenber < 14)
+ {
+ mes "[Ahman]";
+ mes "Oh, it's you again.";
+ mes "Shouldn't you be getting";
+ mes "on the Airship and heading";
+ mes "back to the Schwaltzvalt";
+ mes "Republic? There are more";
+ mes "deliveries in queue, you know.";
+ close;
+ }
+ else if(lhz_rekenber == 10)
+ {
+ mes "[Ahman]";
+ mes "Thank you for letting me";
+ mes "know that my order has arrived.";
+ mes "You should go back to Lyozien";
+ mes "now so you can finish your job.";
+ mes "Perhaps I'll see you again";
+ mes "sometime, adventurer.";
+ close;
+ }
+ else if(lhz_rekenber == 9)
+ {
+ mes "[Man]";
+ mes "Hmm, can you really";
+ mes "call this place an Airport?";
+ mes "It's far too small, wouldn't";
+ mes "you agree? Still, I kind of";
+ mes "enjoy sitting around here.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Excuse me, but do";
+ mes "you know where I can";
+ mes "find a man named Ahman?";
+ mes "I have a message for him.";
+ next;
+ mes "[Ahman]";
+ mes "I'm Ahman, how can--";
+ mes "Oh! You must be here to";
+ mes "tell me that my packages";
+ mes "have arrived. Am I correct?";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Y-yes. That's right.";
+ mes "Your packages have";
+ mes "arrived and they're";
+ mes "being guarded until";
+ mes "you come to pick them up.";
+ next;
+ mes "[Ahman]";
+ mes "Ah, that's very good to";
+ mes "know. Say, are you a new";
+ mes "worker for Lyozien and Kazien?";
+ mes "I don't believe I've seen you";
+ mes "around before. Have they finally started hiring part timers?";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Yes, that's right.";
+ mes "Actually, I'm working for";
+ mes "them part time. I heard";
+ mes "they were really busy, so";
+ mes "I sort of volunteered my time.";
+ next;
+ mes "[Ahman]";
+ mes "Alright, alright.";
+ mes "I suppose that you";
+ mes "also don't know what's";
+ mes "being delivered in these";
+ mes "packages, just like Lyozien.";
+ next;
+ mes "[Ahman]";
+ mes "Well, it's all confidential";
+ mes "information anyway, so don't";
+ mes "worry about it. Thank you for";
+ mes "notifying me about the delivery.^FFFFFF ^000000 Now, you should go back and ";
+ mes "tell Lyozien. Take care now~";
+ set lhz_rekenber,10;
+ close;
+ }
+ mes "[Man]";
+ mes "Hmm, can you really";
+ mes "call this place an Airport?";
+ mes "It's far too small, wouldn't";
+ mes "you agree? Still, I kind of";
+ mes "enjoy sitting around here.";
+ close;
+}
+
+airplane_01,1,1,1 script #bully1 -1,{
+
+OnInit:
+ disablenpc "#bully1";
+ end;
+
+OnEnter:
+ enablenpc "#bully1";
+ initnpctimer;
+ monster "airplane_01",96,53,"Thug",1592,1,"#bully1::OnMyMobDead";
+ monster "airplane_01",87,47,"Thug",1592,1,"#bully1::OnMyMobDead";
+ set .bullymobs,2;
+ end;
+
+OnReset:
+ killmonster "airplane_01","#bully1::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ set .bullymobs,.bullymobs -1;
+ if(.bullymobs < 1)
+ {
+ mes "[Bully]";
+ mes "Damn it! N-next time...";
+ mes "Next time we'll g-get rid";
+ mes "of those damned packages!";
+ mes "^333333*Cough cough*^000000 For now, we";
+ mes "retreat and fight another day!";
+ close2;
+ donpcevent "#bully1::OnInit";
+ donpcevent "Man#Lyozien::OnEnter";
+ stopnpctimer;
+ }
+ end;
+
+OnTimer120000:
+ donpcevent "#bully1::OnReset";
+ donpcevent "#bully1::OnInit";
+ donpcevent "Man#Lyozien::OnEnter";
+ stopnpctimer;
+ end;
+}
+
+airplane_01,2,2,1 script #bully2 -1,{
+
+OnInit:
+ disablenpc "#bully2";
+ end;
+
+OnEnter:
+ enablenpc "#bully2";
+ initnpctimer;
+ monster "airplane_01",96,53,"Thug",1592,1,"#bully2::OnMyMobDead";
+ monster "airplane_01",87,47,"Thug",1592,1,"#bully2::OnMyMobDead";
+ monster "airplane_01",97,43,"Thug",1592,1,"#bully2::OnMyMobDead";
+ set .bullymobs,3;
+ end;
+
+OnReset:
+ killmonster "airplane_01","#bully2::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ set .bullymobs,.bullymobs -1;
+ if(.bullymobs < 1)
+ {
+ mes "^3355FFHey-- there's a slit";
+ mes "in the wrapping on one";
+ mes "of the packages. It was";
+ mes "probably ripped a little";
+ mes "while you were fighting.^000000";
+ close2;
+ donpcevent "#bully2::OnInit";
+ donpcevent "#packidentity::OnEnter";
+ stopnpctimer;
+ }
+ end;
+
+OnTimer120000:
+ donpcevent "#bully2::OnReset";
+ donpcevent "#bully2::OnInit";
+ donpcevent "#packidentity::OnEnter";
+ stopnpctimer;
+ end;
+}
+
+airplane_01,99,47,3 script #packidentity 139,2,2,{
+ end;
+
+OnInit:
+ disablenpc "#packidentity";
+ end;
+
+OnEnter:
+ enablenpc "#packidentity";
+ end;
+
+OnTouch:
+ if(lhz_rekenber == 19)
+ {
+ mes "^3355FFYou peek through the";
+ mes "slit in the wrapping";
+ mes "that is covering one";
+ mes "of the packages.^000000";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Oh... my God!";
+ mes "These are... These are";
+ mes "weapons of mass destruction.";
+ mes "There's even parts for assembling guardians, the kinds that usually";
+ mes "defend those Guild Castles...";
+ close2;
+ donpcevent "Man#Lyozien::OnEnter";
+ donpcevent "#packidentity::OnInit";
+ end;
+ }
+}
+
+lhz_in01,187,247,3 script #flashback1 139,2,2,{
+
+OnTouch:
+ if(lhz_rekenber == 22)
+ {
+ mes "[Kazien]";
+ mes "-Don't you have anything to protect, huh?- ";
+ mes "-Are you sure that you're always doing the right thing?-";
+ next;
+ mes "[Kazien]";
+ mes "Answer me! Answer me! Answer meee!";
+ next;
+ set lhz_rekenber,23;
+ mes "[" + strcharinfo(0) + "]";
+ mes ".............Damn it.";
+ close;
+ }
+ end;
+}
+
+lhz_in01,75,248,3 script #flashback2 139,2,2,{
+
+OnTouch:
+ if(lhz_rekenber == 22)
+ {
+ mes "[Kazien]";
+ mes "Look man, this is what";
+ mes "I decided. I don't care";
+ mes "what other people'll think.";
+ mes "I might go to hell when";
+ mes "I die, but that's my problem.";
+ next;
+ mes "[Kazien]";
+ mes "Besides, you adventurers";
+ mes "are always running around";
+ mes "with your swords and magic spells... Isn't that just as bad?";
+ mes "It's not the weapons or the power that's bad: it's how they're used.";
+ next;
+ mes "[Kazien]";
+ mes "There'd be days when my";
+ mes "brother and I'd have nothing";
+ mes "to eat. So when I heard about";
+ mes "this job, I took it. What good";
+ mes "is world peace if I'm not even";
+ mes "alive to enjoy it, huh?";
+ next;
+ set lhz_rekenber,23;
+ mes "[" + strcharinfo(0) + "]";
+ mes "......";
+ mes ".........";
+ mes "Damn it!";
+ close;
+ }
+ end;
+}
diff --git a/npc/pre-re/quests/quests_louyang.txt b/npc/pre-re/quests/quests_louyang.txt
new file mode 100644
index 000000000..53b1443ad
--- /dev/null
+++ b/npc/pre-re/quests/quests_louyang.txt
@@ -0,0 +1,5028 @@
+//===== rAthena Script =======================================
+//= Quest NPCs related to Louyang
+//===== By: ==================================================
+//= Evera and The rAthena Dev Team
+//===== Current Version: =====================================
+//= 2.2
+//===== Compatible With: =====================================
+//= rAthena 1.0
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Soup Quest
+//= - Variable in use: che_tre (max 5)
+//= Doctor Quest
+//= - Variable in use: che_par (max 18)
+//= Poison King Quest
+//= - Variable in use: ch_poison (max 20)
+//= Revolution Quest
+//= - Variable in use: QL_REVO (max 9)
+//===== Additional Comments: =================================
+//= 1.0 Initial Release [Evera]
+//= 1.1 Fixed double levelup bug [Lupus]
+//= 1.2 Added Revolution Quest. [SinSloth]
+//= 1.3 Fixed experience gains to match upcoming rate adjustments. [SinSloth]
+//= 1.4 Corrected NPC names to fall within proper restrictions. [L0ne_W0lf]
+//= 1.5 Fixed bad NPC header data to comply with rev. 11603. [L0ne_W0lf]
+//= 1.6 Rescripted Soup, Doctor, and Poison King quests [L0ne_W0lf]
+//= to Aegis 10.3 standards. Attempted to save current
+//= quest progress from the old scripts.
+//= 1.7 Added missing checkweights. And corrected [L0ne_W0lf]
+//= a typo in Poison King quest.
+//= 1.8 Bug fixes. (bugreport:1025 bugreport:1062) [L0ne_W0lf]
+//= 1.9 Bug fixes/Typos. [Paradox924X]
+//= 2.0 Replaced effect numerics with constants. [L0ne_W0lf]
+//= 2.1 Fixed guard tower warper ALWAYS warping. (bugreport:2377) [L0ne_W0lf]
+//= 2.2 Removed unused "name" variable. [L0ne_W0lf]
+//============================================================
+
+// Soup Quest
+//============================================================
+lou_in02,53,174,7 script Employee#1 822,6,62,{
+ if (gettime(3) >= 10 && gettime(3) < 22) {
+ mes "[Chang Pai]";
+ mes "Welcome, welcome!";
+ mes "We are ready to serve you~!";
+ mes "Now, go ahead and go upstairs~!";
+ close;
+ }
+ mes "[Chang Pai]";
+ mes "^666666*Yawn...*^000000";
+ close;
+
+OnTouch:
+ if (ch_tre == 2 || ch_tre == 3) {
+ if (gettime(3) >= 10 && gettime(3) < 14) {
+ if (rand(1,10) < 9) {
+ mes "[Chang Pai]";
+ mes "Wait, who are you?!";
+ mes "Put that down and get";
+ mes "of out here right now!";
+ next;
+ mes "^3131FFYou have failed^000000";
+ mes "^3131FFto steal the pot.^000000";
+ set ch_tre,1;
+ close;
+ }
+ }
+ else if (gettime(3) >= 14 && gettime(3) < 17) {
+ if (rand(1,10) < 10) {
+ mes "[Chang Pai]";
+ mes "Wait, who are you?!";
+ mes "Put that down and get";
+ mes "of out here right now!";
+ next;
+ mes "^3131FFYou have failed^000000";
+ mes "^3131FFto steal the pot.^000000";
+ set ch_tre,1;
+ close;
+ }
+ }
+ else if (gettime(3) >= 17 && gettime(3) < 21) {
+ if (rand(1,10) < 6) {
+ mes "[Chang Pai]";
+ mes "Wait, who are you?!";
+ mes "Put that down and get";
+ mes "of out here right now!";
+ next;
+ mes "^3131FFYou have failed^000000";
+ mes "^3131FFto steal the pot.^000000";
+ set ch_tre,1;
+ close;
+ }
+ }
+ else {
+ if (rand(1,10) < 5) {
+ mes "[Chang Pai]";
+ mes "^666666*Yawn...*^000000";
+ mes "So...";
+ mes "Sleepy...";
+ next;
+ mes "[Chang Pai]";
+ mes "Huh...?";
+ mes "Who are you!?";
+ mes "Hey, I got a thief here!";
+ next;
+ mes "^3131FFYou have failed^000000";
+ mes "^3131FFto steal the pot.^000000";
+ set ch_tre,1;
+ close;
+ }
+ }
+ }
+ end;
+}
+
+lou_in02,76,181,3 script Employee#2 822,2,2,{
+ if (gettime(3) >= 10 && gettime(3) < 22) {
+ mes "[Huang Jia Xian]";
+ mes "Welcome~";
+ mes "Sorry for making you wait. If you wish to rest, please go upstairs.";
+ next;
+ mes "[Huang Jia Xian]";
+ mes "Recently, many tourists are visiting Louyang and although business is great, we're now";
+ mes "busier than ever.";
+ next;
+ mes "[Huang Jia Xian]";
+ mes "^666666*Sigh...*^000000";
+ mes "I don't even";
+ mes "have time to eat.";
+ mes "I'm starving...!";
+ close;
+ }
+ mes "[Huang Jia Xian]";
+ mes "Ehhhh...";
+ mes "Forgive me...";
+ mes "....................";
+ mes "...Zzzzz...Zzzz...";
+ close;
+
+OnTouch:
+ if (ch_tre == 2 || ch_tre == 3) {
+ if (gettime(3) >= 10 && gettime(3) < 14) {
+ if (rand(1,10) < 9) {
+ mes "[Huang Jia Xian]";
+ mes "What the...?";
+ mes "Hey, what";
+ mes "are you doing?";
+ mes "Get out of here!";
+ next;
+ mes "^3131FFYou have failed^000000";
+ mes "^3131FFto steal the pot.^000000";
+ set ch_tre,1;
+ close;
+ }
+ }
+ else if (gettime(3) >= 14 && gettime(3) < 17) {
+ if (rand(1,10) < 10) {
+ mes "[Huang Jia Xian]";
+ mes "What the...?";
+ mes "Hey, what";
+ mes "are you doing?";
+ mes "Get out of here!";
+ next;
+ mes "^3131FFYou have failed^000000";
+ mes "^3131FFto steal the pot.^000000";
+ set ch_tre,1;
+ close;
+ }
+ }
+ else if (gettime(3) >= 17 && gettime(3) < 22) {
+ if (rand(1,10) < 6) {
+ mes "[Huang Jia Xian]";
+ mes "What the...?";
+ mes "Hey, what";
+ mes "are you doing?";
+ mes "Get out of here!";
+ next;
+ mes "^3131FFYou have failed^000000";
+ mes "^3131FFto steal the pot.^000000";
+ set ch_tre,1;
+ close;
+ }
+ }
+ else {
+ if (rand(1,10) < 5) {
+ mes "[Huang Jia Xian]";
+ mes "*Yawn...*";
+ mes "So very tired...";
+ next;
+ mes "[Huang Jia Xian]";
+ mes "Hey, what are you";
+ mes "doing here? Are you";
+ mes "a Thief?! Somebody help!";
+ mes "There's a Thief!";
+ next;
+ mes "^3131FFYou have failed^000000";
+ mes "^3131FFto steal the pot.^000000";
+ set ch_tre,1;
+ close;
+ }
+ }
+ }
+ end;
+}
+
+lou_in02,61,175,3 script Employee#3 818,2,2,{
+ if (gettime(3) >= 10 && gettime(3) < 22) {
+ if (ch_tre == 5) {
+ mes "[Ya Hua]";
+ mes "Welcome, welcome!";
+ mes "We have many rooms";
+ mes "available! Why don't";
+ mes "you go upstairs?";
+ mes "Ha ha ha!";
+ next;
+ emotion e_swt;
+ mes "[Ya Hua]";
+ mes "Oh, if by any chance you came to try the Dragon Soup, I'm sorry, but it's no longer availalbe.";
+ next;
+ mes "[Ya Hua]";
+ mes "But don't be too disappointed, we serve many other delicious foods that you can choose from!";
+ close;
+ }
+ mes "[Ya Hua]";
+ mes "Welcome, welcome!";
+ mes "We have many rooms";
+ mes "available! Why don't";
+ mes "you go upstairs?";
+ mes "Ha ha ha!";
+ close;
+ }
+ mes "[Ya Hua]";
+ mes "^666666*Yawn...*^000000";
+ close;
+
+OnTouch:
+ if (ch_tre == 2 || ch_tre == 3) {
+ if (gettime(3) >= 10 && gettime(3) < 14) {
+ if (rand(1,10) < 9) {
+ mes "[Ya Hua]";
+ mes "What do you think";
+ mes "you're doing here?!";
+ mes "Put that down and";
+ mes "leave right now!";
+ next;
+ mes "^3131FFYou have failed^000000";
+ mes "^3131FFto steal the pot.^000000";
+ set ch_tre,1;
+ close;
+ }
+ }
+ else if (gettime(3) >= 14 && gettime(3) < 17) {
+ if (rand(1,10) < 10) {
+ mes "[Ya Hua]";
+ mes "What do you think";
+ mes "you're doing here?!";
+ mes "Put that down and";
+ mes "leave right now!";
+ next;
+ mes "^3131FFYou have failed^000000";
+ mes "^3131FFto steal the pot.^000000";
+ set ch_tre,1;
+ close;
+ }
+ }
+ else if (gettime(3) >= 17 && gettime(3) < 22) {
+ if (rand(1,10) < 6) {
+ mes "[Ya Hua]";
+ mes "What do you think";
+ mes "you're doing here?!";
+ mes "Put that down and";
+ mes "leave right now!";
+ next;
+ mes "^3131FFYou have failed^000000";
+ mes "^3131FFto steal the pot.^000000";
+ set ch_tre,1;
+ close;
+ }
+ }
+ else {
+ if (rand(1,10) < 5) {
+ mes "[Ya Hua]";
+ mes "^666666*Yawn...*^000000";
+ mes "Eyelids...";
+ mes "Getting...";
+ mes "Heavier...";
+ next;
+ mes "[Ya Hua]";
+ mes "Wait a sec...";
+ mes "Are you a Thief?!";
+ mes "Get out of here!!";
+ next;
+ mes "^3131FFYou have failed^000000";
+ mes "^3131FFto steal the pot.^000000";
+ set ch_tre,1;
+ close;
+ }
+ }
+ }
+ end;
+}
+
+lou_in02,62,183,3 script Chef#1-2 820,2,2,{
+ if (ch_tre > 0 && ch_tre < 4) {
+ mes "[Wang Shi Long]";
+ mes "Hm? Aren't you a customer? I am Wang Shi Long, the chef of this restaurant.";
+ next;
+ mes "[Wang Shi Long]";
+ mes "My family has served food to Lord Bai Long for a long time. This restaurant is own by my family and I am the successor.";
+ next;
+ mes "[Wang Shi Long]";
+ mes "Every dish my family cooks is counted among the most delicious food in Louyang.";
+ next;
+ mes "[Wang Shi Long]";
+ mes "Our Dragon Soup won especially high praise from our Lord Bai Long.";
+ next;
+ mes "[Wang Shi Long]";
+ mes "I'm also proud to tell you that my family only uses the freshest, highest quality ingredients for our dishes.";
+ next;
+ mes "[Wang Shi Long]";
+ mes "We have been popular in Louyang for hundreds and hundreds of years because of the quality of our gourmet food.";
+ next;
+ mes "[Wang Shi Long]";
+ mes "Recently, though, I've had a bad feeling that someone is trying to take over our restaurant...";
+ next;
+ mes "[Wang Shi Long]";
+ mes "Oh, well. Maybe I'm in a different mood because of some other reason. It's probably nothing.";
+ close;
+ }
+ else if (ch_tre > 3 && ch_tre < 6) {
+ mes "[Wang Shi Long]";
+ mes "^666666*Moans and Cries*^000000";
+ mes "I guess this is it...!";
+ mes "The end of my family's glory.";
+ mes "Someone stole the base broth";
+ mes "of my Dragon Soup!";
+ next;
+ mes "[Wang Shi Long]";
+ mes "What should I do, now?";
+ mes "Without Dragon Soup, my family's restaurant will now just be like all the others...";
+ close;
+ }
+ mes "[Wang Shi Long]";
+ mes "Hello, are you";
+ mes "one of our customers?";
+ mes "I am Wang Shi Long,";
+ mes "the chef of this";
+ mes "restaurant.";
+ next;
+ mes "[Wang Shi Long]";
+ mes "My family has served food";
+ mes "to Lord Bai Long for a long time. This restaurant has been handed down the family line, and I am the successor~";
+ next;
+ mes "[Wang Shi Long]";
+ mes "Our specialty dish, Dragon Soup, won especially high praise from Lord Bai Long, who is known for";
+ mes "his extremely discerning sense of taste.";
+ next;
+ mes "[Wang Shi Long]";
+ mes "I'm also proud to say that we cook with only the freshest and highest quality ingredients.";
+ next;
+ mes "[Wang Shi Long]";
+ mes "We've always been popular in Louyang for hundreds and hundreds of years because of our high quality gourmet cuisine.";
+ next;
+ mes "[Wang Shi Long]";
+ mes "In this dry and hot weather,";
+ mes "Dragon Soup is the best food for any appetite. I suggest that you try a bowl. You'll be quite pleased!";
+ close;
+
+OnTouch:
+ if (ch_tre == 2 || ch_tre == 3) {
+ if (gettime(3) >= 10 && gettime(3) < 14) {
+ if (rand(1,10) < 9) {
+ mes "[Wang Shi Long]";
+ mes "Hey, what do you";
+ mes "think you're doing?!";
+ mes "Let go of that, and";
+ mes "get outta here!";
+ next;
+ mes "^3131FFYou have failed^000000";
+ mes "^3131FFto steal the pot.^000000";
+ set ch_tre,1;
+ warp "louyang",280,161;
+ close;
+ }
+ }
+ else if (gettime(3) >= 14 && gettime(3) < 17) {
+ if (rand(1,10) < 10) {
+ mes "[Wang Shi Long]";
+ mes "Hey, what do you";
+ mes "think you're doing?!";
+ mes "Let go of that, and";
+ mes "get outta here!";
+ next;
+ mes "^3131FFYou have failed^000000";
+ mes "^3131FFto steal the pot.^000000";
+ set ch_tre,1;
+ warp "louyang",280,161;
+ close;
+ }
+ }
+ else if (gettime(3) >= 17 && gettime(3) < 22) {
+ if (rand(1,10) < 6) {
+ mes "[Wang Shi Long]";
+ mes "Hey, what do you";
+ mes "think you're doing?!";
+ mes "Let go of that, and";
+ mes "get outta here!";
+ next;
+ mes "^3131FFYou have failed^000000";
+ mes "^3131FFto steal the pot.^000000";
+ set ch_tre,1;
+ warp "louyang",280,161;
+ close;
+ }
+ }
+ else {
+ if (rand(1,10) < 5) {
+ mes "[Wang Shi Long]";
+ mes "^666666*Yawn...*^000000";
+ mes "Hm...?";
+ mes "Who's that?";
+ next;
+ mes "[Wang Shi Long]";
+ mes "Wait...!";
+ mes "What are you doing?!";
+ mes "G-Get out of here!";
+ next;
+ mes "^3131FFYou have failed^000000";
+ mes "^3131FFto steal the pot.^000000";
+ set ch_tre,1;
+ warp "louyang",280,161;
+ close;
+ }
+ }
+ }
+ end;
+}
+
+lou_fild01,195,177,5 script Jiu Lian Bu#1-1 819,{
+ //Remove outdated variables and attempt to preserve prior quest progress.
+ if (QL_ACCEPTSOUP) set ch_tre,1;
+ if (QL_GOTDRAGONSOUP) set ch_tre,2;
+ if (QL_GOTFAKESOUP) set ch_tre,3;
+ if (QL_SOUPQUEST) set ch_tre,4;
+ if (QL_SOUP2) set ch_tre,5;
+ set QL_ACCEPTSOUP,0; set QL_GOTDRAGONSOUP,0; set QL_GOTFAKESOUP,0; set QL_SOUPQUEST,0; set QL_SOUP2,0;
+
+ if (ch_tre == 0) {
+ mes "[Jiu Lian Bu]";
+ mes "Hey~";
+ mes "What's up?";
+ next;
+ mes "[Jiu Lian Bu]";
+ mes "I don't like hanging around too many people, so I came here. Listening to this stream really puts my mind at ease.";
+ next;
+ mes "[Jiu Lian Bu]";
+ mes "No offense, but I'm upset";
+ mes "at the sheer number of tourists coming over to Louyang. Sure, I can understand that our town is attractive and has beautiful sights.";
+ next;
+ mes "[Jiu Lian Bu]";
+ mes "But I just can't stand crowds of people. People gather like sheep";
+ mes "to any place that they hear is popular, and that really bugs me!";
+ next;
+ mes "[Jiu Lian Bu]";
+ mes "Speaking of which, there's even";
+ mes "a place in Louyang that's just like that. Man, I hate that restaurant!";
+ next;
+ if (select("What restaurant?:Ignore him.") == 1) {
+ mes "[Jiu Lian Bu]";
+ mes "West of Louyang, there's";
+ mes "a restaurant built on a pond. It's been around for a long time, selling food for ridiculous prices!";
+ next;
+ mes "[Jiu Lian Bu]";
+ mes "Oh sure, the food and flavors";
+ mes "there have a long history, but I don't think that justifies how they charge their patrons!";
+ next;
+ mes "[Jiu Lian Bu]";
+ mes "As a young man";
+ mes "who loves his town,";
+ mes "I can't let them manipulate my people like that!";
+ next;
+ mes "[Jiu Lian Bu]";
+ mes "But everyone here already knows who I am, so I can't do anything! I've already had one too many, shall we say, 'incidents' with the people living here already.";
+ next;
+ mes "[Jiu Lian Bu]";
+ mes "I've been caught for tagging walls, shoplifting, scamming, stealing a few girlfriends... So yeah, I'm not exactly known as a sterling citizen.";
+ next;
+ mes "[Jiu Lian Bu]";
+ mes "Say, wait a minute. The local people around here aren't too familiar with you. Hmmm...";
+ next;
+ mes "[Jiu Lian Bu]";
+ mes "Would you sneak into that restaurant and steal the";
+ mes "^3131FFDragon Soup Broth^000000 for me?";
+ next;
+ mes "[Jiu Lian Bu]";
+ mes "The Dragon Soup Broth is the backbone for the restaurant";
+ mes "owner's secret recipe.";
+ next;
+ mes "[Jiu Lian Bu]";
+ mes "But they've been cheating their customers by watering that broth down and selling it for a ridiculous price! Serves them right if their secrets were stolen!";
+ next;
+ mes "[Jiu Lian Bu]";
+ mes "If you can steal some of the broth, I'll pay you back. So whaddya say?";
+ next;
+ if (select("I'll do it!:No, stealing is wrong.") == 1) {
+ mes "[Jiu Lian Bu]";
+ mes "Grrrrreat!";
+ mes "I knew you'd";
+ mes "see things my way!";
+ next;
+ mes "[Jiu Lian Bu]";
+ mes "Okay, the restaurant is at the West side of Louyang. But you gotta be careful. The workers there watch over that broth like freakin' hawks!";
+ next;
+ mes "[Jiu Lian Bu]";
+ mes "When you finally steal the broth, make sure you bring it without spilling any. Okay? Good luck~";
+ set ch_tre,1;
+ close;
+ }
+ mes "[Jiu Lian Bu]";
+ mes "Stealing?";
+ mes "You may have";
+ mes "a point there.";
+ next;
+ mes "[Jiu Lian Bu]";
+ mes "But then, that restaurant has been doing that to their customers for years! So, technically, we'd just be stealing back.";
+ close;
+ }
+ mes "[Jiu Lian Bu]";
+ mes "That joint isn't even that great. I mean, it's so obvious that they rip off their customers! Dragon Soup?! More like... Dragon Crap Soup!";
+ close;
+ }
+ else if (ch_tre == 1) {
+ mes "[Jiu Lian Bu]";
+ mes "Huh...?";
+ mes "Whoa, I thought you were on your way to the restaurant. You better get a move on.";
+ next;
+ mes "[Jiu Lian Bu]";
+ mes "Alright then, pal. Make sure the guys who work there don't catch you. Good luck~";
+ close;
+ }
+ else if (ch_tre == 2) {
+ mes "[Jiu Lian Bu]";
+ mes "Wow! You made it!";
+ mes "Let me see...";
+ next;
+ mes "^3355FFJiu Lian Bu takes";
+ mes "a hearty sip of the";
+ mes "broth you've managed";
+ mes "to steal for him.^000000";
+ next;
+ mes "[Jiu Lian Bu]";
+ mes "Ohhhh man....";
+ mes "This is soooo not Dragon Soup Broth. Sorry, but would you go";
+ mes "and try to get it again?";
+ set ch_tre,1;
+ close;
+ }
+ else if (ch_tre == 3) {
+ mes "[Jiu Lian Bu]";
+ mes "Wow!";
+ mes "You made it!";
+ mes "Let me see...";
+ next;
+ mes "^3355FFJiu Lian Bu takes";
+ mes "a hearty sip of the";
+ mes "broth you've managed";
+ mes "to steal for him.^000000";
+ next;
+ mes "[Jiu Lian Bu]";
+ mes "Ooooh. Ooh yeah.";
+ mes "This is the stuff.";
+ mes "Muhahahahahaha~!";
+ mes "This'll put the chef";
+ mes "in agony for a while!";
+ next;
+ mes "[Jiu Lian Bu]";
+ mes "Good job, chum! Heh heh heh, because you risked your neck for me, I'm gonna show you an awesome place! Just follow me~";
+ set ch_tre,4;
+ close2;
+ warp "lou_fild01",180,170;
+ end;
+ }
+ else if (ch_tre > 3 && ch_tre < 6) {
+ mes "[Jiu Lian Bu]";
+ mes "Hey~";
+ mes "So how ya been, ya smooth criminal? You wanna visit that place again?";
+ next;
+ if (select("Sure, let's go~:Nah, maybe next time.") == 1) {
+ mes "[Jiu Lian Bu]";
+ mes "Alright~";
+ mes "Let's get";
+ mes "a groove on.";
+ close2;
+ warp "lou_fild01",180,170;
+ end;
+ }
+ mes "[Jiu Lian Bu]";
+ mes "Not in the mood, eh?";
+ mes "No prob. But feel free";
+ mes "to come see me whenever";
+ mes "you want.";
+ close;
+ }
+ mes "[Jiu Lian Bu]";
+ mes "Wha...?";
+ mes "Hey, who are you? If you don't got anything to say to me, then get lost!";
+ close;
+}
+
+lou_fild01,175,173,3 script Jiu Lian Bu#1-2 819,{
+ emotion e_heh;
+ if (ch_tre == 4) {
+ mes "[Jiu Lian Bu]";
+ mes "So...";
+ mes "Whaddya think?";
+ mes "Prettiest place";
+ mes "in Louyang, isn't it?";
+ next;
+ mes "[Jiu Lian Bu]";
+ mes "Whenever I'm depressed";
+ mes "or need to relax, I just sit here in enjoy the breeze. It helps me forget all my worries.";
+ next;
+ mes "[Jiu Lian Bu]";
+ mes "Heh heh, the best part is, this place is far away from my older sister. Man, that woman can nag, nag, nag, all day long.";
+ next;
+ mes "[Jiu Lian Bu]";
+ mes "Why don't you sit down and close your eyes, and feel that soothing wind. It's pretty refreshing...";
+ next;
+ emotion e_hmm;
+ mes "[Jiu Lian Bu]";
+ mes "Also...";
+ mes "I'm a little";
+ mes "embarrassed to";
+ mes "say this but...";
+ next;
+ mes "[Jiu Lian Bu]";
+ mes "I'm the kind of guy who speaks his mind. If there's something you just wanna say, but can't, it's kind of like poison in your mind.";
+ next;
+ mes "[Jiu Lian Bu]";
+ mes "You know what I'm talking about, right? If you bottle something up inside of you, it just causes you anxiety you don't need.";
+ next;
+ mes "[Jiu Lian Bu]";
+ mes "So...";
+ mes "This is what you do.";
+ mes "Clench your fist, take";
+ mes "a deep breath.";
+ next;
+ mes "[Jiu Lian Bu]";
+ mes "And just yell";
+ mes "whatever you want!";
+ mes "If you don't know";
+ mes "the words, just";
+ mes "screaming will do.";
+ mes "Let everything out!";
+ next;
+ mes "[Jiu Lian Bu]";
+ mes "Ready~!";
+ mes "Say it out loud!";
+ next;
+ input .@input$;
+ mes "["+strcharinfo(0)+"]";
+ mes .@input$;
+ mapannounce "lou_fild01","'"+strcharinfo(0)+"' shouts : "+.@input$,bc_map,"0x9CFF00";
+ next;
+ mes "[Jiu Lian Bu]";
+ mes "So, how do you feel?";
+ mes "Don't you feel better now? Hahaha~";
+ next;
+ mes "[Jiu Lian Bu]";
+ mes "So from now on, whenever you";
+ mes "wanna relieve yourself of stress, come see me and we'll come back to this place. Call it my way of saying thanks.";
+ set ch_tre,5;
+ close;
+ }
+ else if (ch_tre == 5) {
+ mes "[Jiu Lian Bu]";
+ mes "So...";
+ mes "Whaddya wanna do?";
+ next;
+ if (select("Shout.:Leave.") == 1) {
+ mes "[Jiu Lian Bu]";
+ mes "Alright~!";
+ mes "Say it out loud!";
+ next;
+ input .@input$;
+ mes "["+strcharinfo(0)+"]";
+ mes .@input$;
+ mapannounce "lou_fild01","'"+strcharinfo(0)+"' shouts : "+.@input$,bc_map,"0x9CFF00";
+ next;
+ mes "[Jiu Lian Bu]";
+ mes "So, how do you feel? Don't you feel better now?";
+ close;
+ }
+ mes "[Jiu Lian Bu]";
+ mes "Ahhh...";
+ mes "Alright, let's";
+ mes "get a groove on.";
+ close2;
+ warp "lou_fild01",200,174;
+ end;
+ }
+ mes "[Jiu Lian Bu]";
+ mes "Hey, pal~! This is my turf! Whaddya think you're doin' here?!";
+ next;
+ mes "[Jiu Lian Bu]";
+ mes "Now...";
+ mes "Get the hell";
+ mes "outta here.";
+ close2;
+ warp "lou_fild01",200,174;
+ end;
+}
+
+lou_in02,50,185,5 script Pot#1 111,{
+ if (ch_tre == 1) {
+ mes "^3131FFBeneath the shadows,";
+ mes "you find a large pot filled with dark, red liquid. What do you";
+ mes "want to do?^000000 ";
+ next;
+ if (select("Take the pot.:Look for another pot.") == 1) {
+ mes "^3131FFYou take a careful look around.";
+ mes "It wouldn't be wise to steal this now if anyone is watching.^000000";
+ next;
+ if (gettime(3) >= 10 && gettime(3) < 14) {
+ mes "^3131FFThe restaurant doesn't seem busy right now, so there's only a few employees and customers.^000000";
+ }
+ else if (gettime(3) >= 14 && gettime(3) < 17) {
+ mes "^3131FFOnly the restaurant";
+ mes "employees are around,";
+ mes "and they busy chatting";
+ mes "amongst each other.^000000";
+ }
+ else if (gettime(3) >= 17 && gettime(3) < 22) {
+ mes "^3131FFThe restaurant is filled";
+ mes "with customers, and the";
+ mes "hustle and bustle of the";
+ mes "restaurant employees.^000000";
+ next;
+ mes "^3131FFEveryone seems so busy";
+ mes "and preoccupied that they don't";
+ mes "notice you approach the pot.^000000";
+ }
+ else {
+ mes "^3131FFSince the restaurant";
+ mes "is closed, the whole place";
+ mes "is completely quiet. The";
+ mes "employees are all asleep.^000000";
+ }
+ next;
+ mes "^3131FFYou carefully lift the pot, and although it's heavy, you think";
+ mes "you can carry it.^000000";
+ next;
+ mes "^3131FFAll you have";
+ mes "to do now is get";
+ mes "away from this restaurant";
+ mes "without getting caught...^000000";
+ if (rand(1,4) < 4) {
+ set ch_tre,2;
+ }
+ else {
+ set ch_tre,3;
+ }
+ close;
+ }
+ mes "^3131FFYou decide to^000000";
+ mes "^3131FFlook for another pot.^000000";
+ close;
+ }
+ else if (ch_tre > 3 && ch_tre < 6) {
+ mes "^3131FFYou found a pot.^000000";
+ mes "^3131FFHowever, it's empty.^000000";
+ close;
+ }
+ if (gettime(3) >= 10 && gettime(3) < 22) {
+ mes "[Chef]";
+ mes "Ah...!";
+ mes "Please, do not";
+ mes "touch the pots!";
+ close;
+ }
+ mes "^3131FFBeneath the shadows,";
+ mes "you find a large pot filled with dark, red liquid.^000000 ";
+ close;
+}
+
+lou_in02,49,185,5 script Pot#2 111,{
+ if (ch_tre == 1) {
+ mes "^3131FFBeneath the shadows,";
+ mes "you find a large pot filled with dark, red liquid. What do you";
+ mes "want to do?^000000";
+ next;
+ if (select("Take the pot.:Look for another pot.") == 1) {
+ mes "^3131FFYou take a careful look around.";
+ mes "It wouldn't be wise to steal this now if anyone is watching.^000000";
+ next;
+ if (gettime(3) >= 10 && gettime(3) < 14) {
+ mes "^3131FFThe restaurant doesn't seem busy right now, so there's only a few employees and customers.^000000";
+ }
+ else if (gettime(3) >= 14 && gettime(3) < 17) {
+ mes "^3131FFOnly the restaurant";
+ mes "employees are around,";
+ mes "and they busy chatting";
+ mes "amongst each other.^000000";
+ }
+ else if (gettime(3) >= 17 && gettime(3) < 22) {
+ mes "^3131FFThe restaurant is filled";
+ mes "with customers, and the";
+ mes "hustle and bustle of the";
+ mes "restaurant employees.^000000";
+ next;
+ mes "^3131FFEveryone seems so busy";
+ mes "and preoccupied that they don't";
+ mes "notice you approach the pot.^000000";
+ }
+ else {
+ mes "^3131FFSince the restaurant";
+ mes "is closed, the whole place";
+ mes "is completely quiet. The";
+ mes "employees are all asleep.^000000";
+ }
+ next;
+ mes "^3131FFYou carefully lift the pot, and although it's heavy, you think";
+ mes "you can carry it.^000000";
+ next;
+ mes "^3131FFAll you have";
+ mes "to do now is get";
+ mes "away from this restaurant";
+ mes "without getting caught...^000000";
+ if (rand(1,4) < 4) {
+ set ch_tre,2;
+ }
+ else {
+ set ch_tre,3;
+ }
+ close;
+ }
+ mes "^3131FFYou decided to^000000";
+ mes "^3131FFlook for another pot.^000000";
+ close;
+ }
+ else if (ch_tre > 3 && ch_tre < 6) {
+ mes "^3131FFYou found";
+ mes "an empty pot.^000000";
+ close;
+ }
+ if (gettime(3) >= 10 && gettime(3) < 22) {
+ mes "[Chef]";
+ mes "Ah...!";
+ mes "Please, do not";
+ mes "touch the pots!";
+ close;
+ }
+ mes "^3131FFBeneath the shadows,";
+ mes "you find a large pot filled with dark, red liquid.^000000";
+ close;
+}
+
+lou_in02,58,183,5 script Chef Assistant#lou1 823,5,5,{
+ mes "[Jin Wei Ling]";
+ mes "I used to be";
+ mes "an enthusiastic";
+ mes "martial artist.";
+ next;
+ mes "[Jin Wei Ling]";
+ mes "Although I became an";
+ mes "assistant chef for a living, I always think of myself as a martial artist first.";
+ next;
+ mes "[Jin Wei Ling]";
+ mes "So, I decided to reflect the spirit of the martial arts into my cooking. We are often very busy when there are many customers.";
+ next;
+ mes "[Jin Wei Ling]";
+ mes "When we're busy, I can use my martial arts to cook cuisine much more quickly! Hahaha~ Martial arts can be very practical!";
+ next;
+ specialeffect EF_BEGINSPELL3;
+ mes "[Jin Wei Ling]";
+ mes "Waaa-!!!!";
+ next;
+ specialeffect EF_ENDURE;
+ mes "[Jin Wei Ling]";
+ mes "Waaa Taaah-!!!!!";
+ next;
+ specialeffect EF_SONICBLOW;
+ mes "[Jin Wei Ling]";
+ mes "Waaa...";
+ mes "Waaa Taaah-!!!!!";
+ next;
+ specialeffect EF_SONICBLOWHIT;
+ mes "^3355FF* Chop chop chop chop chop *^000000";
+ next;
+ emotion e_no1;
+ mes "[Jin Wei Ling]";
+ mes "Hahahaha! Look these perfect vergetable slices! Muhahahaha!!";
+ mes "I will continue to hone my martial arts through cooking!";
+ close;
+
+OnTouch:
+ if (ch_tre == 2 || ch_tre == 3) {
+ if (gettime(3) >= 10 && gettime(3) < 14) {
+ if (rand(1,10) < 9) {
+ mes "[Jin Wei Ling]";
+ mes "Wait! Who are you!";
+ mes "Put that pot down";
+ mes "and get out of";
+ mes "here right now!";
+ next;
+ mes "^3131FFYou have failed^000000";
+ mes "^3131FFto steal the pot.^000000";
+ set ch_tre,1;
+ close;
+ }
+ }
+ else if (gettime(3) >= 14 && gettime(3) < 17) {
+ if (rand(1,10) < 10) {
+ mes "[Jin Wei Ling]";
+ mes "Wait! Who are you!";
+ mes "Put that pot down";
+ mes "and get out of";
+ mes "here right now!";
+ next;
+ mes "^3131FFYou have failed^000000";
+ mes "^3131FFto steal the pot.^000000";
+ set ch_tre,1;
+ close;
+ }
+ }
+ else if (gettime(3) >= 17 && gettime(3) < 22) {
+ if (rand(1,10) < 6) {
+ mes "[Jin Wei Ling]";
+ mes "Wait! Who are you!";
+ mes "Put that pot down";
+ mes "and get out of";
+ mes "here right now!";
+ next;
+ mes "^3131FFYou have failed^000000";
+ mes "^3131FFto steal the pot.^000000";
+ set ch_tre,1;
+ close;
+ }
+ }
+ }
+ end;
+}
+
+lou_in02,80,173,3 script Li Min#lou 746,{
+ if (ch_tre == 5) {
+ mes "[Li Min]";
+ mes "^666666*Sigh*^000000 I am so disappointed. I came all the way down here to taste the food! I can't believe they don't sell it anymore!";
+ next;
+ mes "[Li Min]";
+ mes "The worst part is that I'm already addicted to the taste! ^666666*Sob...*^000000";
+ close;
+ }
+ mes "[Li Min]";
+ mes "Well, I don't really";
+ mes "live here in Louyang.";
+ mes "Still, I come here often";
+ mes "enough to visit.";
+ next;
+ mes "[Li Min]";
+ mes "I just returned";
+ mes "because I've got";
+ mes "a huge craving for the";
+ mes "food I tasted here";
+ mes "a while ago.";
+ next;
+ mes "[Li Min]";
+ mes "For some reason, I can't forget it. I can't get it out of my mind!";
+ next;
+ mes "[Li Min]";
+ mes "The taste, the texture.";
+ mes "The sweetness, melting down into my mouth, and its tempting scent lingering on my lips...";
+ next;
+ mes "[Li Min]";
+ mes "Ummmmm...";
+ mes "Royal Jelly!";
+ mes "It makes my";
+ mes "mouth water~";
+ close;
+}
+
+lou_in02,42,186,5 script Liu Jia Lim#lou 816,{
+ if (ch_tre == 5) {
+ mes "[Liu Jia Lim]";
+ mes "Do you know what was this restaurant's best dish throughout all of its history? Dragon Soup!";
+ next;
+ emotion e_lv;
+ mes "[Liu Jia Lim]";
+ mes "Its delicate taste comes from";
+ mes "a broth extracted from pure meat that does not contain any fat. So it's also a very popular diet food for the ladies.";
+ next;
+ mes "[Liu Jia Lim]";
+ mes "I'm not sure what happened,";
+ mes "but people say this restaurant no longer sells Dragon Soup.";
+ mes "Was it because of the price...?";
+ close;
+ }
+ mes "[Liu Jia Lim]";
+ mes "Do you know what's the best dish at this restaurant? It's Dragon Soup! They've been selling it here for as long as this restaurant has been around.";
+ next;
+ mes "[Liu Jia Lim]";
+ mes "Its delicate taste comes from";
+ mes "a broth extracted from pure meat that does not contain any fat. So it's also a very popular diet food for the ladies.";
+ next;
+ mes "[Liu Jia Lim]";
+ mes "It's tasty and really good for your health. Why don't you order a bowl? I've never known anyone to taste Dragon Soup and not love it!";
+ close;
+}
+
+lou_in02,43,169,1 script Jiang Rong#lou 827,{
+ mes "[Jiang Rong]";
+ mes "Dragon Soup is known for its spicy, yet sweet and refreshing taste.";
+ next;
+ mes "[Jiang Rong]";
+ mes "It's made with all sorts of medicinal herbs, so it's good";
+ mes "for your health as well.";
+ next;
+ mes "[Jiang Rong]";
+ mes "Dragon Soup draws out the unnecessary heat created inside";
+ mes "the body and circulates the blood. So it helps optimize the body's functions and promotes longevity.";
+ next;
+ mes "[Jiang Rong]";
+ mes "I've eaten Dragon Soup regularly ever since I was young. Look at me, don't you think I look so healthy considering my age?";
+ close;
+}
+
+louyang,261,123,3 script Chi Wu Ping#lou 824,{
+ mes "[Chi Wu Ping]";
+ mes "I don't feel good...";
+ mes "So... Totally out of it...";
+ next;
+ mes "[Chi Wu Ping]";
+ mes "Oh, my aching body!";
+ mes "All my muscles are sore...";
+ mes "There's only one thing that could cure all of this agonizing... pain...";
+ next;
+ emotion e_gasp;
+ mes "[Chi Wu Ping]";
+ mes "Hey kid~!";
+ mes "You don't look like a local!";
+ mes "Why don't you follow the road ahead and check out the big restaurant?";
+ next;
+ mes "[Chi Wu Ping]";
+ mes "The soup that they sell there is probably the healthiest food you can ever find.";
+ next;
+ mes "[Chi Wu Ping]";
+ if (BaseLevel < 80) {
+ mes "I guess you could eat";
+ mes "some of that soup";
+ mes "for your health.";
+ }
+ else {
+ mes "You seem to need";
+ mes "that soup to ease";
+ mes "the fatigue of your";
+ mes "body and mind.";
+ }
+ close;
+}
+
+louyang,174,150,5 script Jiu Chi Ling#lou 815,{
+ if (ch_tre == 5) {
+ mes "[Jiu Chi Ling]";
+ mes "There's a strange rumor going around that the restaurant is no longer selling Dragon Soup...";
+ next;
+ mes "[Jiu Chi Ling]";
+ mes "Do you think";
+ mes "my brother did";
+ mes "something bad again!?";
+ mes "I hope not! If he did...";
+ mes "What am I supposed to do?!";
+ close;
+ }
+ mes "[Jiu Chi Ling]";
+ mes "I'm worried about my brother.";
+ mes "He's young, rebellious and doesn't listen to anybody...";
+ next;
+ mes "[Jiu Chi Ling]";
+ mes "He just left the";
+ mes "house while he was";
+ mes "complaining about";
+ mes "that restaurant...";
+ next;
+ mes "[Jiu Chi Ling]";
+ mes "^666666*Sigh~~*^000000";
+ mes "I'm not gonna let him";
+ mes "get away this time!";
+ close;
+}
+
+// Doctor Quest
+//============================================================
+lou_in02,265,69,5 script Doctor#lyang 814,{
+ //Remove outdated variables and attempt to preserve prior quest progress.
+ if(QL_DOC1STTIME == 1 || QL_DOCQUEST == 1) set ch_par,2;
+ if (QL_DOCQUEST == 2) set ch_par,10;
+ if (QL_DOCQUEST == 3) set ch_par,17;
+ if (QL_GOTHERB) set ch_par,16;
+ set QL_DOC1STTIME,0; set QL_DOCQUEST,0; set QL_GOTHERB,0; set QL_BEENTOSTORAGE,0; set QL_GOTCOMPROP,0; set QL_TOOLMASTER,0;
+
+ if ((MaxWeight-Weight) < 2000 || checkweight(1201,1) == 0) {
+ mes "^3355FFWait a minute! Right now, you're over weight, so you cannot receive more items. Please store some of your things in Kafra Storage and try again.^000000";
+ close;
+ }
+ if (ch_par == 0) {
+ mes "[Hua Tuo]";
+ mes "There are many pressure points on the human body. Ever since ancient times, it has been believed that each pressure point was limited";
+ mes "to its role and functions.";
+ next;
+ mes "[Hua Tuo]";
+ mes "However, as I studied and experimented with every pressure point, I came to the conclusion that the use of pressure points, depending on the circumstances,";
+ mes "can produce different results.";
+ emotion e_gasp;
+ next;
+ mes "[Hua Tuo]";
+ mes "Few pressure points tend to show the same symptoms, regardless of the problem. Most of the time, the effects of pressure points will differ depending on the body's health or the time of day.";
+ next;
+ mes "[Hua Tuo]";
+ mes "For instance, the pressure point located on the upper side of navel is the most vulnerable point.";
+ next;
+ mes "[Hua Tuo]";
+ mes "If pressed the wrong way, it can cause death. But between 5:15 am and 7:15 am, it's just a weak point.";
+ set ch_par,1;
+ close;
+ }
+ else if (ch_par == 1) {
+ if (BaseLevel < 40) {
+ mes "[Hua Tuo]";
+ mes "Being strong as a person is not defined as mere physical strength.";
+ next;
+ mes "[Hua Tuo]";
+ mes "Factors such as intelligence, experience and knowledge are";
+ mes "also considered when judging one's strength.";
+ next;
+ mes "[Hua Tuo]";
+ mes "Let's say you're very strong and given the most powerful weapon.";
+ next;
+ mes "[Hua Tuo]";
+ mes "If you don't know how to use the weapon's power, you will not be strong... You will be weak.";
+ next;
+ mes "[Hua Tuo]";
+ mes "When the tools or weapons";
+ mes "overwhelm your capabilities,";
+ mes "the worst situations result.";
+ close;
+ }
+ mes "[Hua Tuo]";
+ mes "Hmmm...";
+ mes "I'm in trouble...";
+ next;
+ mes "[Hua Tuo]";
+ mes "I cannot do anything without my medicine. But one my patients";
+ mes "needs immediate treatment and";
+ mes "I can't leave the office...";
+ emotion e_swt2;
+ next;
+ if (select("I can help you.:What a shame!") == 1) {
+ mes "[Hua Tuo]";
+ mes "Huh...?";
+ mes "Are...";
+ mes "Are you serious?";
+ next;
+ mes "[Hua Tuo]";
+ mes "This won't take much effort, but it may be too much to ask this of you, especially since we have just met.";
+ next;
+ if (select("If you feel burdened...:I don't mind, I'd be glad to help.") == 1) {
+ mes "[Hua Tuo]";
+ mes "Thank you so";
+ mes "much for saying that.";
+ mes "I feel very uncomfortable asking a favor of someone I have only just met.";
+ next;
+ mes "[Hua Tuo]";
+ mes "However, I will ask you";
+ mes "if we meet another time.";
+ mes "Now, if you'll excuse me...";
+ emotion e_thx;
+ close;
+ }
+ mes "[Hua Tuo]";
+ mes "Hmm, I see.";
+ mes "Well then, let me";
+ mes "ask a favor of you.";
+ next;
+ mes "[Hua Tuo]";
+ mes "As you heard earlier, I need";
+ mes "a special medicine to treat this patient. However, I'm running out of the medicine I need.";
+ next;
+ mes "[Hua Tuo]";
+ mes "I will need you to get it for me since I cannot leave the patients that are waiting for me right now.";
+ next;
+ mes "[Hua Tuo]";
+ mes "^666666*Sigh*^000000";
+ mes "Misfortunes always seem";
+ mes "to occur one after another, don't they? My staff is currently too busy doing other errands.";
+ next;
+ mes "[Hua Tuo]";
+ mes "Please visit the";
+ mes "Tool Shop in town and bring me";
+ mes "the medicine that I need. Master will understand if you tell him you've been sent by me.";
+ next;
+ mes "[Hua Tuo]";
+ mes "I am sorry for causing you";
+ mes "so much trouble, but if you'll excuse me, I have other patients waiting. Please hurry back with";
+ mes "the medicine!";
+ set ch_par,2;
+ close;
+ }
+ mes "[Hua Tuo]";
+ mes "^666666*Sigh*^000000 For some reason, I never seem to have enough medicine in stock. Is there no one I can ask to help me?";
+ close;
+ }
+ else if (ch_par < 4) {
+ mes "[Hua Tuo]";
+ mes "You haven't gotten";
+ mes "the medicine yet...?";
+ mes "I hope you can get it";
+ mes "as soon as you can...";
+ close;
+ }
+ else if (ch_par == 4) {
+ mes "[Hua Tuo]";
+ mes "In order to prescribe medicine";
+ mes "and apply acupuncture suited to";
+ mes "a patient, I must first consider many different factors related to health.";
+ next;
+ mes "[Hua Tuo]";
+ mes "I must be especially careful if the patient is in critical condition or is exhibiting unusual symptoms.";
+ close;
+ }
+ else if (ch_par < 9) {
+ mes "[Hua Tuo]";
+ mes "Umm.....";
+ mes "Is that so...?";
+ mes "I can understand if you";
+ mes "take your time to bring the item. There's no need to rush.";
+ next;
+ mes "[Hua Tuo]";
+ mes "Everybody has their own";
+ mes "worries, and I understand if your own problems must take priority.";
+ next;
+ mes "[Hua Tuo]";
+ mes "Still, it's good";
+ mes "to put yourself in someone";
+ mes "else's shoes sometimes.";
+ close;
+ }
+ else if (ch_par == 9) {
+ if (countitem(7252) < 1) {
+ mes "[Hua Tuo]";
+ mes "Umm.....";
+ mes "Is that so...?";
+ mes "I can understand if you";
+ mes "take your time in bringing what I need. There's no rush.";
+ next;
+ mes "[Hua Tuo]";
+ mes "Everybody has their own";
+ mes "worries, and I understand if your own problems must take priority.";
+ next;
+ mes "[Hua Tuo]";
+ mes "Still, it's good";
+ mes "to put yourself in someone";
+ mes "else's shoes sometimes.";
+ close;
+ }
+ mes "[Hua Tuo]";
+ mes "Ah...";
+ mes "You've finally";
+ mes "brought it to me!";
+ mes "Thank you so much,";
+ mes "I feel much more relieved...";
+ next;
+ mes "[Hua Tuo]";
+ mes "I apologize";
+ mes "in advance,";
+ mes "but may I ask";
+ mes "another favor of you?";
+ next;
+ mes "[Hua Tuo]";
+ mes "I am asking you once more";
+ mes "as now I see that you are trustworthy. Of course, I will compensate you for your trouble.";
+ next;
+ if (select("I'm sorry, I can't help you.:No problem.") == 1) {
+ mes "[Hua Tuo]";
+ mes "Alright....";
+ mes "I understand.";
+ mes "But let me thank you";
+ mes "for helping me out.";
+ mes "Please take this...";
+ next;
+ mes "[Hua Tuo]";
+ mes "This medicine is not that";
+ mes "great, but it's an old family secret. I hope it will be useful to you if you find yourself in great danger.";
+ delitem 7252,1; //Herb_Medicine
+ set ch_par,10;
+ getitem 679,2; //Gold_Pill
+ getexp 1000,0;
+ next;
+ mes "[Hua Tuo]";
+ mes "Well then,";
+ mes "I will see";
+ mes "you around.";
+ mes "Once again, thank";
+ mes "you for your help.";
+ close;
+ }
+ mes "[Hua Tuo]";
+ mes "Thank you,";
+ mes "thank you so much!";
+ mes "I just ran out of some other medicines again, and I hope that you can assist me once more.";
+ next;
+ mes "[Hua Tuo]";
+ mes "I hope that I am not causing";
+ mes "you too much trouble. Um, so the medicines I'll need are...";
+ next;
+ mes "[Hua Tuo]";
+ mes "^0000ff2 Leopard Claw^000000 which strengthen bones, ^0000ff10 Solid Peach^000000 which strengthens muscle, ^0000ff5 Poisonous Toad Skin^000000 which replenishes the skin...";
+ next;
+ mes "[Hua Tuo]";
+ mes "^0000ff20 Brown Root^000000 which regulates the heart, ^0000ff10 Sprout^000000 which eases the abdomen and ^0000ff5 Honey Pot^000000 which provides nutrition.";
+ next;
+ mes "[Hua Tuo]";
+ mes "I hope you were";
+ mes "able to memorize all";
+ mes "of that. Once again, that's...";
+ next;
+ mes "[Hua Tuo]";
+ mes "^3355FF2 Leopard Claw^000000,";
+ mes "^3355FF10 Solid Peach^000000,";
+ mes "^3355FF5 Poisonous Toad Skin^000000,";
+ mes "^3355FF20 Brown Root^000000,";
+ mes "^3355FF10 Sprout^000000 and";
+ mes "^3355FF5 Honey Pot^000000.";
+ set ch_par,17;
+ close;
+ }
+ else if (ch_par == 10) {
+ mes "[Hua Tuo]";
+ mes "Being strong as a person is not defined as mere physical strength.";
+ next;
+ mes "[Hua Tuo]";
+ mes "Factors such as intelligence, experience and knowledge are";
+ mes "also considered when judging one's strength.";
+ next;
+ mes "[Hua Tuo]";
+ mes "Let's say you're very strong and given the most powerful weapon.";
+ next;
+ mes "[Hua Tuo]";
+ mes "If you don't know how to use the weapon's power, you will not be strong... You will be weak.";
+ next;
+ mes "[Hua Tuo]";
+ mes "When the tools or weapons";
+ mes "overwhelm your capabilities,";
+ mes "the worst situations result.";
+ close;
+ }
+ else if (ch_par < 15) {
+ mes "[Hua Tuo]";
+ mes "Ah...";
+ mes "Did you just say you're going to gather all the items soon? Oh, thank you for your kindness.";
+ mes "I appreciate your effort";
+ mes "on my behalf.";
+ close;
+ }
+ else if (ch_par == 15) {
+ mes "[Hua Tuo]";
+ mes "Ah....";
+ mes "Did you just say you're going to gather all the items soon? Oh, thank you for your kindness.";
+ mes "I appreciate your effort";
+ mes "on my behalf.";
+ close;
+ }
+ else if (ch_par == 16) {
+ if (countitem(7252) < 1) {
+ mes "[Hua Tuo]";
+ mes "Umm.....";
+ mes "Is that so...?";
+ mes "I understand even";
+ mes "if you can't bring";
+ mes "the medicine right away.";
+ next;
+ mes "[Hua Tuo]";
+ mes "It's okay for now,";
+ mes "so don't rush yourself.";
+ mes "Everybody has their own problems, so I can understand if your own troubles must take priority.";
+ next;
+ mes "[Hua Tuo]";
+ mes "Still, it's good to see that you're understanding of the troubles other people are having.";
+ close;
+ }
+ mes "[Hua Tuo]";
+ mes "Ah, finally...";
+ mes "You've brought what I need. Thank you so much, it's such a relief to have this medicine onhand again.";
+ next;
+ mes "[Hua Tuo]";
+ mes "I apologize in advance,";
+ mes "but may I ask you another favor?";
+ mes "I am asking for your help once more, since I know I can depend on you. Of course, I will compensate you for your trouble.";
+ next;
+ if (select("I'm sorry...:No problem.") == 1) {
+ mes "[Hua Tuo]";
+ mes "Alright....";
+ mes "I understand.";
+ mes "But thank you for";
+ mes "helping me out.";
+ mes "Please take this...";
+ next;
+ mes "[Hua Tuo]";
+ mes "It's not much, but this medicine";
+ mes "is an old family secret. I hope that it will be of use to you in dangerous situations.";
+ delitem 7252,1; //Herb_Medicine
+ set ch_par,10;
+ getitem 679,2; //Gold_Pill
+ getexp 1000,0;
+ next;
+ mes "[Hua Tuo]";
+ mes "Well then, I will see you around. Once again, I'd like to thank you for your help.";
+ close;
+ }
+ mes "[Hua Tuo]";
+ mes "Thank you, thank you so much!";
+ mes "I've just run out of other medicines that my patients will be needing. I don't need too much, but you would be doing me a great favor.";
+ next;
+ mes "[Hua Tuo]";
+ mes "The medicines I need are ^0000ff2 Leopard Claw^000000 which supports the bones, ^0000ff10 Solid Peach^000000 which strengthens the muscle, ^0000ff5 Poisonous Toad Skin^000000 which replenishes the skin...";
+ next;
+ mes "[Hua Tuo]";
+ mes "^0000ff20 Brown Root^000000 which regulates the heart, ^0000ff10 Sprout^000000 which eases the abdomen and ^0000ff5 Honey Pot^000000 which provides nutrition.";
+ next;
+ mes "[Hua Tuo]";
+ mes "I hope you've";
+ mes "memorized it all.";
+ mes "Once again, that's...";
+ next;
+ mes "[Hua Tuo]";
+ mes "^3355FF2 Leopard Claw^000000,";
+ mes "^3355FF10 Solid Peach^000000,";
+ mes "^3355FF5 Poisonous Toad Skin^000000,";
+ mes "^3355FF20 Brown Root^000000,";
+ mes "^3355FF10 Sprout^000000 and";
+ mes "^3355FF5 Honey Pot^000000.";
+ set ch_par,17;
+ close;
+ }
+ else if (ch_par == 17) {
+ if (countitem(7172) > 1 && countitem(7164) > 9 && countitem(7155) > 4 && countitem(7188) > 19 && countitem(7193) > 9 && countitem(7121) > 4) {
+ mes "[Hua Tuo]";
+ mes "Hm? Ah, you have returned.";
+ mes "Sorry, I was taking care of my other patients. Have you already gathered the medicines I'll need?";
+ next;
+ mes "[Hua Tuo]";
+ mes "Let's see...";
+ mes "Oh, you've brought them all.";
+ mes "Thank you so much for your";
+ mes "generous help. It's such a relief to have these medicines available again...";
+ next;
+ mes "[Hua Tuo]";
+ mes "Please take this as a token of my appreciation. It's not much, but this medicine is an old family secret. I hope it will be helpful to you in dangerous situations.";
+ delitem 7172,2; //Leopard_Talon
+ delitem 7164,10; //Hard_Peach
+ delitem 7155,5; //Poison_Toad's_Skin
+ delitem 7188,20; //Browny_Root
+ delitem 7193,10; //Germinating_Sprout
+ delitem 7121,5; //Honey_Jar
+ delitem 7252,1; //Herb_Medicine
+ set ch_par,18;
+ getitem 679,5; //Gold_Pill
+ getexp 3000,0;
+ next;
+ mes "[Hua Tuo]";
+ mes "However, please remember not to take more than the recommended dosage for the pills I have given you. Even medicine, in the wrong doses, can become poison to the body.";
+ close;
+ }
+ mes "[Hua Tuo]";
+ mes "Hmm...";
+ mes "Unfortunately, you haven't collected everything that I need yet. Once again, please gather...";
+ next;
+ mes "[Hua Tuo]";
+ mes "^3355FF2 Leopard Claw^000000,";
+ mes "^3355FF10 Solid Peach^000000,";
+ mes "^3355FF5 Poisonous Toad Skin^000000,";
+ mes "^3355FF20 Brown Root^000000,";
+ mes "^3355FF10 Sprout^000000 and";
+ mes "^3355FF5 Honey Pot^000000.";
+ close;
+ }
+ mes "[Hua Tuo]";
+ mes "Your health is affected by";
+ mes "many factors. Nutricious food and medicine alone cannot guarantee";
+ mes "a healthy lifestyle.";
+ next;
+ mes "[Hua Tuo]";
+ mes "Seemingly little things like your everyday mood and behavior, your thoughts and words also contribute to states of illness or well-being.";
+ next;
+ mes "[Hua Tuo]";
+ mes "Everyone needs time to quiet";
+ mes "their thoughts and relax. If you can maintain a calm mood throughout your daily life, your body will greatly benefit.";
+ next;
+ mes "[Hua Tuo]";
+ mes "Hahaha...";
+ mes "I hope you enjoy";
+ mes "your visit here";
+ mes "in Louyang.";
+ close;
+}
+
+lou_in02,272,55,0 script Familiar-Looking Patient 798,{
+ if (ch_par == 0 ) {
+ mes "[??????]";
+ mes "Awwww.....";
+ mes "Ummm....";
+ mes "^666666*Cough...cough...*^000000";
+ emotion e_omg;
+ set ch_par,1;
+ close;
+ }
+ else if (ch_par < 18) {
+ mes "[??????]";
+ mes "^666666*Cough cough...*^000000";
+ mes "Aww......www...";
+ mes "Aww...wwww..";
+ emotion e_dots;
+ close;
+ }
+ else {
+ mes "[??????]";
+ mes "Zzzzzzz";
+ mes "Zzzzz.....";
+ mes "Zzzzz.....";
+ close;
+ }
+}
+
+lou_in02,248,166,2 script Tool Shop Master#lou 824,{
+ if (ch_par < 2) {
+ mes "[Wang Chuiyi]";
+ mes "My business hasn't been doing";
+ mes "well recently. And what is wrong with this weather? I don't know what's going on with the world...";
+ close;
+ }
+ else if (ch_par == 2) {
+ mes "[Wang Chuiyi]";
+ mes "Darn it!";
+ mes "I hate this";
+ mes "weather...!";
+ next;
+ mes "[Wang Chuiyi]";
+ mes "Um? Can I help";
+ mes "you with anything?";
+ emotion e_what;
+ next;
+ if (select("I'm here to get something for the doctor...:I agree, the weather really is bad.") == 1) {
+ mes "[Wang Chuiyi]";
+ mes "Huh?";
+ mes "An errand for the doctor?";
+ mes "She must have run out of";
+ mes "medicine again. Go ahead";
+ mes "and check the storage.";
+ next;
+ mes "[Wang Chuiyi]";
+ mes "You can find the storage on";
+ mes "the opposite side of this building. There, you'll see a guy named Jiang Xiayou. Go ahead and ask him for the stuff you need.";
+ set ch_par,3;
+ close;
+ }
+ mes "[Wang Chuiyi]";
+ mes "Tell me about it. This weather keeps stressing me out. Damn,";
+ mes "I don't think I'll live very long if I keep getting aggravated like";
+ mes "this by the weather...";
+ close;
+ }
+ else if (ch_par == 3) {
+ mes "[Wang Chuiyi]";
+ mes "I can't understand why outsiders continue to travel here to Louyang despite the weather. I'm also getting tired of keeping my business here. Sooner or later,";
+ mes "I may have to leave.";
+ close;
+ }
+ else if (ch_par == 4) {
+ mes "[Wang Chuiyi]";
+ mes "What? He didn't give you the stuff you need? Huh, I guess you did something he didn't like. I can't help you if that's the case.";
+ close;
+ }
+ else if (ch_par < 10) {
+ mes "[Wang Chuiyi]";
+ mes "I can't understand why outsiders continue to travel here to Louyang despite the weather. I'm also getting tired of keeping my business here. Sooner or later,";
+ mes "I may have to leave.";
+ close;
+ }
+ else {
+ mes "[Wang Chuiyi]";
+ mes "God, what is wrong with this weather?! I wish the Cloud God would bring the rainy season, but it doesn't seem possible.";
+ close;
+ }
+}
+
+lou_in02,201,166,4 script Storage Keeper#lou 819,{
+ if ((MaxWeight-Weight) < 2000 || checkweight(1201,1) == 0) {
+ mes "^3355FF * Wait a moment!! *";
+ mes "Currently you're over weight, so you cannot receive more items into your inventory. Please store some of your items into Kafra Storage and try again.^000000";
+ close;
+ }
+ if (ch_par < 3) {
+ mes "[Jiang Xiayou]";
+ mes "^666666*Yawn...*^000000";
+ mes "This is boring...";
+ mes "So boring, it's ridiculous. I don't wanna waste any more time here, I've got important things to do...";
+ close;
+ }
+ else if (ch_par == 3) {
+ mes "[Jiang Xiayou]";
+ mes "Huh?";
+ mes "What, what are you doing here?";
+ mes "If you don't need anything, you better get a move on.";
+ next;
+ switch(select("Sorry about that.:It's hot, isn't it?:I'm on an errand for the doctor.")) {
+ case 1:
+ mes "[Jiang Xiayou]";
+ mes "That's right!";
+ mes "You don't mess with a person in this hot weather! Now, go away. Can't you see I'm busy!";
+ close;
+ case 2:
+ mes "[Jiang Xiayou]";
+ mes "You don't have to";
+ mes "ask me that. I can feel";
+ mes "it for myself! Now, I got";
+ mes "a bunch of things to take";
+ mes "care of, so quit bugging me.";
+ mes "Damn, it's hot!";
+ close;
+ case 3:
+ mes "[Jiang Xiayou]";
+ mes "Oh yeah?";
+ mes "Well, why didn't you";
+ mes "say so? Let's see.";
+ mes "Hmmm...";
+ next;
+ emotion e_gasp;
+ next;
+ mes "[Jiang Xiayou]";
+ mes "Actually, could you help me";
+ mes "out first? Don't worry, it's not so hard but it's pretty important for me. Once you help me out, I'll";
+ mes "get you what you need.";
+ next;
+ if (select("Um, what is it?:Sorry, I'm busy.") == 1) {
+ mes "[Jiang Xiayou]";
+ mes "Cool, thanks. I have to go get";
+ mes "some official documents from";
+ mes "City Hall, but I can't leave this storage area since no one can take over my shift.";
+ next;
+ mes "[Jiang Xiayou]";
+ mes "So I want you to go get the documents from City Hall for me.";
+ mes "I don't think it'll take much of your time.";
+ next;
+ mes "[Jiang Xiayou]";
+ mes "Just go East from here";
+ mes "and look for the building that looks sort of like it was made in gauge form. That's City Hall.";
+ next;
+ mes "[Jiang Xiayou]";
+ mes "I don't get why the government spent so much money making that building, but anyway, I hope you can do that for me.";
+ next;
+ mes "[Jiang Xiayou]";
+ mes "Oh, I almost forgot.";
+ mes "You have to ask for a specific type of document, so let me tell you right now.";
+ next;
+ mes "[Jiang Xiayou]";
+ mes "This is important,";
+ mes "So don't forget this.";
+ set .@paper_j,rand(10,13);
+ if (.@paper_j == 10) {
+ mes "When the guy asks what you need, you tell him: '^ff0000Residence Transfer Application^000000.' Just like that.";
+ set ch_par,5;
+ }
+ else if (.@paper_j == 11) {
+ mes "When the guy asks what you need, you tell him: '^ff0000Summer SAT Class Application^000000.' Got it?";
+ set ch_par,6;
+ }
+ else if (.@paper_j == 12) {
+ mes "When the guy asks what you need, you tell him: '^ff0000Sandy Dust Phenomenon Report^000000.' Easy, right?";
+ set ch_par,7;
+ }
+ else if (.@paper_j == 13) {
+ mes "When the guy asks what you need, you tell him: '^ff0000Communication Proposal^000000.' Just like that?";
+ set ch_par,8;
+ }
+ next;
+ mes "[Jiang Xiayou]";
+ mes "If you don't specify the";
+ mes "documents you need, they won't give you anything. So be careful and don't forget!";
+ close;
+ }
+ mes "[Jiang Xiayou]";
+ mes "Bah~!";
+ mes "Forget it, then!";
+ next;
+ mes "[Jiang Xiayou]";
+ mes "The medicines you're looking for might be around here, so look around. If it weren't for the doctor, I wouldn't even let you hang around, you know that?";
+ emotion e_pif;
+ set ch_par,4;
+ close;
+ }
+ }
+ else if (ch_par == 4) {
+ mes "[Jiang Xiayou]";
+ mes "Hah...";
+ mes "Sorry pal, you'll have to find the medicines on your own. A man's life is at stake, so I guess you oughta get a move on.";
+ close;
+ }
+ else if (ch_par < 9) {
+ mes "[Jiang Xiayou]";
+ mes "Huh?";
+ mes "Haven't you gone";
+ mes "to City Hall yet?";
+ mes "Whaaaat a lazy ass.";
+ next;
+ mes "[Jiang Xiayou]";
+ mes "Shouldn't you hurry to get that medicine to the doc? We're talking a man's life at stake, that mean anything to you?";
+ next;
+ mes "[Jiang Xiayou]";
+ mes "I guess you're";
+ mes "the forgetful type...";
+ mes "When the guy asks what";
+ mes "you need, you tell him:";
+ if (ch_par == 5) {
+ mes "'^ff0000Residence Transfer Application^000000.'";
+ }
+ else if (ch_par == 6) {
+ mes "'^ff0000Summer SAT Class Application^000000.'";
+ }
+ else if (ch_par == 7) {
+ mes "'^ff0000Sandy Dust Phenomenon Report^000000'.";
+ }
+ else if (ch_par == 8) {
+ mes "^ff0000Communication Proposal^000000.'";
+ }
+ next;
+ mes "[Jiang Xiayou]";
+ mes "Just like that.";
+ mes "Now, go to it, tiger.";
+ close;
+ }
+ else if (ch_par == 9) {
+ mes "[Jiang Xiayou]";
+ mes "Hmm...";
+ mes "You're lucky.";
+ mes "Alright, go ahead.";
+ mes "Still, things have";
+ mes "become complicated...";
+ close;
+ }
+ else if (ch_par == 10) {
+ mes "[Jiang Xiayou]";
+ mes "^666666*Yawn~*^000000 I really hope the";
+ mes "weather gets better. Man, now why did I have to think about the heat? Now I'm all depressed...";
+ next;
+ mes "[Jiang Xiayou]";
+ mes "Huh. I guess I should";
+ mes "take care of these things";
+ mes "as soon as I can...";
+ close;
+ }
+ else if (ch_par < 15) {
+ mes "[Jiang Xiayou]";
+ mes "Huh?";
+ mes "Haven't you gone to City Hall yet? Whaaaaat a lazy ass.";
+ next;
+ mes "[Jiang Xiayou]";
+ mes "If I were you, I'd hurry so I could get that medicine to the doc. A man's life is at stake here, that's gotta mean something to you!";
+ next;
+ mes "[Jiang Xiayou]";
+ mes "I guess you're";
+ mes "the forgetful type...";
+ mes "When the guy asks what";
+ mes "you need, you tell him:";
+ if (ch_par == 11) {
+ mes "'^ff0000Residence Transfer Application^000000.'";
+ }
+ else if (ch_par == 12) {
+ mes "'^ff0000Summer SAT Class Application^000000.'";
+ }
+ else if (ch_par == 13) {
+ mes "'^ff0000Sandy Dust Phenomenon Report^000000.'";
+ }
+ else if (ch_par == 14) {
+ mes "'^ff0000Communication Proposal^000000.'";
+ }
+ next;
+ mes "[Jiang Xiayou]";
+ mes "Just like that.";
+ mes "Now, go to it, tiger.";
+ close;
+ }
+ else if (ch_par == 15) {
+ mes "[Jiang Xiayou]";
+ mes "You finally brought it! Haha,";
+ mes "I just got everything you need, too. Let me see...";
+ mes "Yup, this is it!";
+ mes "Good, good...";
+ next;
+ mes "^3355FF*Rummage rummage*";
+ mes "......^000000";
+ next;
+ select("Excuse me.");
+ mes "[Jiang Xiayou]";
+ mes "Huh?";
+ mes "Ah....";
+ mes "Haha...";
+ mes "Sorry about";
+ mes "that. Hahaha~";
+ next;
+ mes "[Jiang Xiayou]";
+ mes "Ah! Here you go. Even if it was kind of annoying to do, I guess";
+ mes "we gotta help each other, right? Alright then, I'll see ya around.";
+ set ch_par,16;
+ getitem 7252,1; //Herb_Medicine
+ close;
+ }
+ mes "[Jiang Xiayou]";
+ mes "^666666*Yawn~*^000000 I really hope the";
+ mes "weather gets better. Man, now why did I have to think about the heat? Now I'm all depressed...";
+ next;
+ mes "[Jiang Xiayou]";
+ mes "Huh. I guess I should";
+ mes "take care of these things";
+ mes "as soon as I can...";
+ close;
+}
+
+lou_in02,210,47,0 script City Hall Officer#lou 825,{
+ if (ch_par < 5) {
+ mes "[Jin Chiyuan]";
+ mes "^666666*Yawn~*^000000";
+ mes "Gosh, this hot weather is such";
+ mes "a pain. Oh? You look like a tourist. Are you enjoying your stay?";
+ next;
+ mes "[Jin Chiyuan]";
+ mes "Although we've been having bad weather recently, there are many good places to visit in Louyang.";
+ mes "I hope you have a good time.";
+ close;
+ }
+ else if (ch_par < 9) {
+ mes "[Jin Chiyuan]";
+ mes "Hm? A Rune-Midgardian?";
+ mes "Now, how may I help you?";
+ next;
+ if (select("I need a document.:I just dropped by.") == 1) {
+ mes "[Jin Chiyuan]";
+ mes "Ah, you do?";
+ mes "Unfortunately, there are many people waiting in line to procure government forms, so it will take";
+ mes "a while to handle your request.";
+ next;
+ mes "[Jin Chiyuan]";
+ mes "^333333*Whispers*";
+ mes "Well, there is a way that you can, shall we say, expediate our processing of your request...^000000";
+ next;
+ if (select("Huh? Come again?:A little zeny to cut the red tape, eh?") == 1) {
+ mes "[Jin Chiyuan]";
+ mes "^666666*Ahem!*^000000 Nothing.";
+ mes "Nothing of importance. Now, I'm very busy, so if you would go fill the application over there...";
+ close;
+ }
+ input .@input;
+ if (.@input < 10000) {
+ mes "[Jin Chiyuan]";
+ mes "Good lord,";
+ mes "what are you thinking?";
+ mes "What am I, a beggar?!";
+ mes "That's a poor excuse";
+ mes "for a bribe!";
+ next;
+ mes "[Jin Chiyuan]";
+ mes "I mean...";
+ mes "How dare you bribe an officer of the law! I hope other outsiders are not like you! Please leave immediately!";
+ emotion e_pif;
+ close;
+ }
+ else {
+ if (Zeny > .@input) {
+ mes "[Jin Chiyuan]";
+ mes "What...?!";
+ mes "That's not what I meant,";
+ mes "but if you insist on donating to our government...";
+ next;
+ mes "[Jin Chiyuan]";
+ mes "^666666*Whispers*^000000";
+ mes "^333333When you go up stairs, another officer will give you the document you want.^000000 ^666666*Ahem*^000000 Louyang thanks you!";
+ set zeny,zeny-.@input;
+ if (ch_par == 5) {
+ set ch_par,11;
+ }
+ else if (ch_par == 6) {
+ set ch_par,12;
+ }
+ else if (ch_par == 7) {
+ set ch_par,13;
+ }
+ else if (ch_par == 8) {
+ set ch_par,14;
+ }
+ close;
+ }
+ else {
+ mes "[Jin Chiyuan]";
+ mes "Good lord, what are you thinking? What am I, a beggar?! That's a poor excuse for a bribe!";
+ next;
+ mes "[Jin Chiyuan]";
+ mes "I mean...";
+ mes "How dare you bribe an officer of the law! I hope other outsiders are not like you! Please leave immediately!";
+ emotion e_pif;
+ close;
+ }
+ }
+ }
+ mes "[Jin Chiyuan]";
+ mes "Oh well...";
+ mes "Let me tell you that this is not a good time for tourists. I hope you don't wander into places you're";
+ mes "not supposed to be.";
+ next;
+ mes "[Jin Chiyuan]";
+ mes "Quite frankly,";
+ mes "it's a dangerous climate for curiosity right now. Please,";
+ mes "be careful.";
+ close;
+ }
+ else if (ch_par == 9) {
+ mes "[Jin Chiyuan]";
+ mes "Oh well...";
+ mes "Let me tell you that this is not a good time for tourists. I hope you don't wander into places you're";
+ mes "not supposed to be.";
+ next;
+ mes "[Jin Chiyuan]";
+ mes "Quite frankly,";
+ mes "it's a dangerous climate for curiosity right now. Please,";
+ mes "be careful.";
+ close;
+ }
+ else if (ch_par == 10) {
+ mes "[Jin Chiyuan]";
+ mes "Oh well...";
+ mes "Let me tell you that this is not a good time for tourists. I hope you don't wander into places you're";
+ mes "not supposed to be.";
+ next;
+ mes "[Jin Chiyuan]";
+ mes "Quite frankly,";
+ mes "it's a dangerous climate for curiosity right now. Please,";
+ mes "be careful.";
+ close;
+ }
+ else if (ch_par < 15) {
+ mes "[Jin Chiyuan]";
+ mes "Haven't you met the officer I told you about? I've contacted him about the matter, so you may meet him upstairs.";
+ next;
+ mes "[Jin Chiyuan]";
+ mes "Hahahaha...";
+ mes "Take care,";
+ mes "Rune-Midgardian.";
+ }
+ else if (ch_par == 15) {
+ mes "[Jin Chiyuan]";
+ mes "Ah~";
+ mes "You met him,";
+ mes "didn't you?";
+ mes "Hahaha...";
+ mes "Enjoy your stay";
+ mes "in Louyang!";
+ emotion e_heh;
+ close;
+ }
+ mes "[Jin Chiyuan]";
+ mes "Welcome.";
+ mes "How may I help you?";
+ next;
+ mes "[Jin Chiyuan]";
+ mes "If you have nothing to ask of me, please leave. This place is not";
+ mes "a playground for adventurers.";
+ emotion e_pif;
+ close;
+}
+
+lou_in02,156,38,0 script Studying Officer#lou 822,{
+ if (ch_par < 5) {
+ mes "[Huang Zhishu]";
+ mes ".....";
+ mes "^666666*Mumble mumble*^000000";
+ next;
+ mes "^3355FFHe appears to be";
+ mes "rummaging around for";
+ mes "some documents and takes";
+ mes "no notice of you.^000000";
+ next;
+ if (select("Excuse me.:Pass him.") == 1) {
+ mes "[Huang Zhishu]";
+ mes "Hmmm...?";
+ mes "Well...";
+ mes "...";
+ mes "I see...";
+ mes "^666666*Mumble mumble...*^000000";
+ close;
+ }
+ mes "[Huang Zhishu]";
+ mes ".........";
+ mes "^666666*Mumble mumble*^000000";
+ close;
+ }
+ else if (ch_par < 9) {
+ mes "[Huang Zhishu]";
+ mes "Books contain the spirit and";
+ mes "ideas of their authors. Any work of art can be considered a window into the soul of its creator.";
+ next;
+ mes "[Huang Zhishu]";
+ mes "^666666*Mumble mumble...*^000000";
+ mes "Hmm... I see...";
+ mes "Ah, I see....";
+ mes "^666666*Mumble mumble...*^000000";
+ close;
+ }
+ else if (ch_par == 9) {
+ mes "[Huang Zhishu]";
+ mes "A book is more than a mere collection of pages and words are more than simple arrangements of letters that mean nothing.";
+ next;
+ mes "[Huang Zhishu]";
+ mes "For humans seeking to enrich their lives, books are an important part of their education, as books can impart various kinds of knowledge.";
+ next;
+ mes "[Huang Zhishu]";
+ mes "Read as many books as you can. Without books and the knowledge";
+ mes "of others, you'll never grasp the essense of life.";
+ next;
+ mes "^3355FF*Rummage rummage...*^000000";
+ close;
+ }
+ else if (ch_par == 10) {
+ mes "[Huang Zhishu]";
+ mes "A book is more than a mere collection of pages and words are more than simple arrangements of letters.";
+ next;
+ mes "[Huang Zhishu]";
+ mes "For humans seeking to enrich their lives, books are an important part of their education, as they can impart various kinds of knowledge.";
+ next;
+ mes "[Huang Zhishu]";
+ mes "Read as many books as you can. Without books and the knowledge of others, you'll never grasp the essense of life.";
+ next;
+ mes "[Huang Zhishu]";
+ mes "^3355FF*Rummage rummage...*^000000";
+ close;
+ }
+ else if (ch_par < 15) {
+ mes "[Huang Zhishu]";
+ mes "Huh?";
+ mes "What are you doing here?";
+ mes "Please don't disturb me,";
+ mes "I'm trying to study.";
+ next;
+ mes "^3355FF*Rummage rummage...*^000000";
+ next;
+ if (select("Sorry about that.:I came to pick up my documents.") == 1) {
+ mes "[Huang Zhishu]";
+ mes "Apology accepted.";
+ mes "Hmmm....";
+ mes "Oh I see, I see...";
+ next;
+ mes "^3355FF*Rummage rummage...*";
+ mes ".........^000000";
+ emotion e_gasp;
+ close;
+ }
+ mes "[Huang Zhishu]";
+ mes "Huh?";
+ mes "Ah...";
+ mes "You're the one I'm waiting for.";
+ mes "So what kind of document";
+ mes "did you need?";
+ next;
+ input .@input$;
+ switch (ch_par) {
+ case 11:
+ if (.@input$ == "Residence Transfer Application")
+ set .@paper,1;
+ break;
+ case 12:
+ if (.@input$ == "Summer SAT Class Application")
+ set .@paper,1;
+ break;
+ case 13:
+ if (.@input$ == "Sandy Dust Phenomenon Report")
+ set .@paper,1;
+ break;
+ case 14:
+ if (.@input$ == "Communication Proposal")
+ set .@paper,1;
+ break;
+ }
+ mes "[Huang Zhishu]";
+ mes "Let's see, now.";
+ mes "You want...";
+ mes "a "+ .@input$ +"?";
+ next;
+ if (.@paper == 1) {
+ mes "[Huang Zhishu]";
+ mes "Now where did I put that? You want a "+.@input$+", huh? I think I'll need some time to find it. Ah, right, I think I know where I put that.";
+ next;
+ mes "...";
+ next;
+ mes "...";
+ mes "......";
+ next;
+ mes "...";
+ mes "......";
+ mes ".........";
+ next;
+ mes "...";
+ mes "......";
+ mes ".........";
+ mes "............";
+ next;
+ mes "...";
+ mes "......";
+ mes ".........";
+ mes "............";
+ mes "...............";
+ next;
+ mes "[Huang Zhishu]";
+ mes "Here it is. A few days ago, someone asked me for the same document,";
+ mes "so I was able to find it again pretty easily. I hope it's useful to you.";
+ set ch_par,15;
+ close;
+ }
+ mes "[Huang Zhishu]";
+ mes "Huh?";
+ mes "Wha...?";
+ next;
+ mes "[Huang Zhishu]";
+ mes "I'm sorry but I don't think we have that one. You might want to check the name of the document once";
+ mes "more, and then ask me again.";
+ close;
+ }
+ mes "[Huang Zhishu]";
+ mes "Hmmm...?";
+ mes "Do you think I need to go outside more often? Well, I guess for some reason, I don't feel well. I guess I really should get some fresh air. ^666666*Yawn...*^000000";
+ emotion e_ok;
+ next;
+ mes "[Huang Zhishu]";
+ mes "But you should get out more often yourself! It's not a good idea to always stay home. If you don't get some exercise when you're young,";
+ mes "it could affect your health later.";
+ close;
+}
+
+lou_in02,204,169,0 script Supply Stack#1lou 111,{
+ set .@now_weight,MaxWeight-Weight;
+ if (.@now_weight < 2000) {
+ mes "^3355FF* Wait a minute! *";
+ mes "You're carrying too many items with you. Please put some of your items into your Kafra Storage and try again. ^000000";
+ close;
+ }
+ if (ch_par == 4) {
+ if (rand(1,20) == 7) {
+ mes "^3355FF*Rummage rummage*";
+ mes "It seems there's something inside of this stack. It might be a good idea to rummage around to see if you can find something.^000000";
+ next;
+ if (rand(1,100) == 67) {
+ mes "^3355FF*Rummage rummage*";
+ mes "*Rummage rummage*";
+ mes "*Rummage rummage*";
+ mes "You found a medicine.^000000";
+ set ch_par,9;
+ getitem 7252,1; //Herb_Medicine
+ next;
+ mes "[Jiang Xiayou]";
+ mes "What...!";
+ mes "You found it...?!";
+ mes "Bah, I can't believe it!";
+ mes "You're just lucked out!";
+ mes "^666666*Grumble grumble*^000000";
+ close;
+ }
+ mes "^3355FF*Rummage rummage*";
+ mes "*Rummage rummage*";
+ mes "*Rummage rummage*";
+ mes "You didn't find anything.^000000";
+ next;
+ mes "[Jiang Xiayou]";
+ mes "Hey, hey...";
+ mes "I told you! It's not too late, why don't you do me the favor I asked? I'm only asking you once!";
+ emotion e_an,0,"Storage Keeper#lou";
+ close;
+ }
+ mes "^3355FF*Rummage rummage*";
+ mes "You didn't find anything. You decided to give up your search.^000000";
+ close;
+ }
+ mes "^3355FFThere are many things piled up to the ceiling. Since there's too many things jumbled together, it doesn't look like it's possible that you'll find anything here.^000000";
+ next;
+ mes "[Jiang Xiayou]";
+ mes "Hey, don't touch anything! If you mess anything up, you've gotta pile it up again, got it? If you don't want to clean up after yourself, don't make a mess!";
+ close;
+}
+
+lou_in02,207,168,0 script Supply Stack#5lou 111,{
+ set .@now_weight,MaxWeight-Weight;
+ if (.@now_weight < 2000) {
+ mes "^3355FF* Wait a minute !! *";
+ mes "You're carrying too many items with you. Please put some of your items into your Kafra Storage and try again.^000000";
+ close;
+ }
+ if (ch_par == 4) {
+ if (rand(1,20) == 13) {
+ mes "^3355FF*Rummage rummage*";
+ mes "It seems there's something inside of this stack. You decide to rummage around to see if you can find anything.^000000";
+ next;
+ if (rand(1,100) == 43) {
+ mes "^3355FF*Rummage rummage*";
+ mes "*Rummage rummage*";
+ mes "*Rummage rummage*";
+ mes "You found a medicine.^000000";
+ set ch_par,9;
+ getitem 7252,1; //Herb_Medicine
+ next;
+ mes "[Jiang Xiayou]";
+ mes "Err...";
+ mes "You found it...?!";
+ mes "I can't believe it!";
+ mes "You just lucked out.";
+ close;
+ }
+ mes "^3355FF*Rummage rummage*";
+ mes "*Rummage rummage*";
+ mes "*Rummage rummage*";
+ mes "You didn't find anything.^000000";
+ next;
+ mes "[Jiang Xiayou]";
+ mes "Hey, hey...";
+ mes "I told you!";
+ mes "It's not too late for you";
+ mes "to do the favor I asked.";
+ mes "I'm only asking you once!";
+ close;
+ }
+ mes "^3355FF*Rummage rummage*";
+ mes "You didn't find anything. You decided to give up your search.^000000";
+ close;
+ }
+ mes "^3355FFThere are many things piled up to the ceiling. Since there is too much stuff jumbled together, it doesn't seem possible that you'll find anything in this stack.^000000";
+ next;
+ mes "[Jiang Xiayou]";
+ mes "Hey, don't touch anything! If you mess anything up, you've gotta pile it up again, got it? If you don't want to clean up after yourself, don't make a mess!";
+ emotion e_rock,0,"Storage Keeper#lou";
+ close;
+}
+
+lou_in02,206,163,0 script Supply Stack#4lou 111,{
+ set .@now_weight,MaxWeight-Weight;
+ if (.@now_weight < 2000) {
+ mes "^3355FF* Wait a minute !! *";
+ mes "You're carrying too many items with you. Please put some of your items into your Kafra Storage and try again.^000000";
+ close;
+ }
+ if (ch_par == 4) {
+ if (rand(1,20) == 4) {
+ mes "^3355FF*Rummage rummage*";
+ mes "It seems there's something inside of this stack. You decide to rummage around to see if you can find anything.^000000";
+ next;
+ if (rand(1,100) == 11) {
+ mes "^3355FF*Rummage rummage*";
+ mes "*Rummage rummage*";
+ mes "*Rummage rummage*";
+ mes "You found a medicine.^000000";
+ set ch_par,9;
+ getitem 7252,1; //Herb_Medicine
+ next;
+ mes "[Jiang Xiayou]";
+ mes "Err...";
+ mes "You found it...?!";
+ mes "I can't believe it!";
+ mes "You just lucked out.";
+ emotion e_wah,0,"Storage Keeper#lou";
+ close;
+ }
+ mes "^3355FF*Rummage rummage*";
+ mes "*Rummage rummage*";
+ mes "*Rummage rummage*";
+ mes "You didn't find anything.^000000";
+ next;
+ mes "[Jiang Xiayou]";
+ mes "Hey, hey...";
+ mes "I told you!";
+ mes "It's not too late for you";
+ mes "to do the favor I asked.";
+ mes "I'm only asking you once!";
+ close;
+ }
+ mes "^3355FF*Rummage rummage*";
+ mes "You didn't find anything. You decided to give up your search.^000000";
+ close;
+ }
+ mes "^3355FFThere are many things piled up to the ceiling. Since there is too much stuff jumbled together, it doesn't seem possible that you'll find anything in this stack.^000000";
+ next;
+ mes "[Jiang Xiayou]";
+ mes "Hey, don't touch anything! If you mess anything up, you've gotta pile it up again, got it? If you don't want to clean up after yourself, don't make a mess!";
+ close;
+}
+
+lou_in02,198,170,0 script Supply Stack#3lou 111,{
+ set .@now_weight,MaxWeight-Weight;
+ if (.@now_weight < 2000) {
+ mes "^3355FF* Wait a minute !! *";
+ mes "You're carrying too many items with you. Please put some of your items into your Kafra Storage and try again.^000000";
+ close;
+ }
+ if (ch_par == 4) {
+ if (rand(1,20) == 18) {
+ mes "^3355FF*Rummage rummage*";
+ mes "It seems there's something inside of this stack. You decide to rummage around to see if you can find anything.^000000";
+ next;
+ if (rand(1,100) == 96) {
+ mes "^3355FF*Rummage rummage*";
+ mes "*Rummage rummage*";
+ mes "*Rummage rummage*";
+ mes "You found a medicine.^000000";
+ set ch_par,9;
+ getitem 7252,1; //Herb_Medicine
+ next;
+ mes "[Jiang Xiayou]";
+ mes "Err...";
+ mes "You found it...?!";
+ mes "I can't believe it!";
+ mes "You just lucked out.";
+ close;
+ }
+ mes "^3355FF*Rummage rummage*";
+ mes "*Rummage rummage*";
+ mes "*Rummage rummage*";
+ mes "You didn't find anything.^000000";
+ next;
+ mes "[Jiang Xiayou]";
+ mes "Hey, hey...";
+ mes "I told you!";
+ mes "It's not too late for you";
+ mes "to do the favor I asked.";
+ mes "I'm only asking you once!";
+ emotion e_gg,0,"Storage Keeper#lou";
+ close;
+ }
+ mes "^3355FF*Rummage rummage*";
+ mes "You didn't find anything. You decided to give up your search.^000000";
+ close;
+ }
+ mes "^3355FFThere are many things piled up to the ceiling. Since there is too much stuff jumbled together, it doesn't seem possible that you'll find anything in this stack.^000000";
+ next;
+ mes "[Jiang Xiayou]";
+ mes "Hey, don't touch anything! If you mess anything up, you've gotta pile it up again, got it? If you don't want to clean up after yourself, don't make a mess!";
+ close;
+}
+
+lou_in02,192,170,0 script Supply Stack#2 111,{
+ set .@now_weight,MaxWeight-Weight;
+ if (.@now_weight < 2000) {
+ mes "^3355FF* Wait a minute !! *";
+ mes "You're carrying too many items with you. Please put some of your items into your Kafra Storage and try again.^000000";
+ close;
+ }
+ if (ch_par == 4) {
+ if (rand(1,20) == 10) {
+ mes "^3355FF*Rummage rummage*";
+ mes "It seems there's something inside of this stack. You decide to rummage around to see if you can find anything.^000000";
+ next;
+ if (rand(1,100) == 87) {
+ mes "^3355FF*Rummage rummage*";
+ mes "*Rummage rummage*";
+ mes "*Rummage rummage*";
+ mes "You found a medicine.^000000";
+ set ch_par,9;
+ getitem 7252,1; //Herb_Medicine
+ next;
+ mes "[Jiang Xiayou]";
+ mes "Err...";
+ mes "You found it...?!";
+ mes "I can't believe it!";
+ mes "You just lucked out.";
+ close;
+ }
+ mes "^3355FF*Rummage rummage*";
+ mes "*Rummage rummage*";
+ mes "*Rummage rummage*";
+ mes "You didn't find anything.^000000";
+ next;
+ mes "[Jiang Xiayou]";
+ mes "I told you! Now stop bugging me and leave now! I don't wanna deal with someone who won't trust me.";
+ emotion e_pif,0,"Storage Keeper#lou";
+ close;
+ }
+ mes "^3355FF*Rummage rummage*";
+ mes "You didn't find anything. You decided to give up your search.^000000";
+ close;
+ }
+ mes "^3355FFThere are many things piled up to the ceiling. Since there is too much stuff jumbled together, it doesn't seem possible that you'll find anything in this stack.^000000";
+ next;
+ mes "[Jiang Xiayou]";
+ mes "Hey, don't touch anything! If you mess anything up, you've gotta pile it up again, got it? If you don't want to clean up after yourself, don't make a mess!";
+ close;
+}
+
+louyang,129,121,0 warp Storage Warp#1 1,1,lou_in02,203,161;
+louyang,125,121,0 warp Storage Warp#2 1,1,lou_in02,198,161;
+lou_in02,198,159,0 warp Storage Warp#3 1,1,louyang,124,118;
+lou_in02,203,159,0 warp Storage Warp#4 1,1,louyang,129,118
+
+// Poison King Quest
+//============================================================
+lou_in02,123,39,4 script Poison King#lou 824,{
+ // Attempt to preserve prior quest progress.
+ if (ch_poison == 0 && CL_POISONKING != 0) {
+ if (QL_POISONKING <= 12) set ch_poison,QL_POISONKING;
+ else if (QL_POISONKING == 16) set ch_poison,19;
+ else if (QL_POISONKING >= 17) set ch_poison,20;
+ // Remove outdated variable.
+ set QL_POISONKING,0;
+ }
+ if (checkweight(1201,1) == 0) {
+ mes "^3355FF * Wait a minute! *";
+ mes "Right now, you are carrying too many items with you. Please place some of your items into Kafra Storage and try again.^000000";
+ close;
+ }
+ if (ch_poison < 6) {
+ mes "[Nagash Arses]";
+ mes "It's been 40 years since I came here. Hahaha, but it doesn't feel like it's been that long.";
+ next;
+ mes "[Nagash Arses]";
+ mes "In the past, I was one of the";
+ mes "most renowned experts in the use";
+ mes "of poison. I even created a martial art based on its use, and formed my own martial arts organization.";
+ next;
+ mes "[Nagash Arses]";
+ mes "Now, those memories";
+ mes "don't even seem real";
+ mes "anymore. This poem is";
+ mes "all I can remember...";
+ next;
+ mes "[Nagash Arses]";
+ mes "As I lay in bed looking";
+ mes "up at the moonlight";
+ mes " ";
+ mes "It looks like the";
+ mes "frost on the ground.";
+ next;
+ mes "[Nagash Arses]";
+ mes "I lift head up to look";
+ mes "at the bright moon,";
+ mes " ";
+ mes "I lower my head";
+ mes "feeling homesick.";
+ next;
+ if ((countitem(506) > 0 || countitem(511) > 0 || countitem(716) > 0) && (ch_poison > 0 && rand(1,300) > 99)) {
+ switch(select("Ask about the poem.:Ask about his hometown.:Ask about use of Poison.:Ask about his situation.")) {
+ case 1:
+ mes "[Nagash Arses]";
+ mes "Ah, have you";
+ mes "head of this poem?";
+ mes "As I grow older, my";
+ mes "memory also grows worse,";
+ mes "but I really like this poem";
+ mes "and don't want to forget it.";
+ next;
+ mes "[Nagash Arses]";
+ mes "I hope you don't";
+ mes "mind helping me";
+ mes "memorize this poem...";
+ next;
+ set .@question_poet,rand(1,4);
+ if (.@question_poet == 1) {
+ mes "[Nagash Arses]";
+ mes "'^3355FFAs I lay^000000 ^3355FFlooking up at the moonlight^000000.' In this first line, what word should be in [ ]?";
+ next;
+ if (select("on the ground:with you:in bed:in the stars") == 3)
+ set .@answer_poet,.@answer_poet + 10;
+ mes "[Nagash Arses]";
+ mes "'^3355FFIt looks like the^000000 ^3355FFon the ground^000000.' In the second line, which word should be in [ ]?";
+ next;
+ if (select("frost:dew:pebbles:snow") == 1)
+ set .@answer_poet,.@answer_poet + 10;
+ mes "[Nagash Arses]";
+ mes "Now to see if you see really understand the poem. It's no use to just know the words. They must be a part of you as well.";
+ next;
+ mes "[Nagash Arses]";
+ mes "How would you describe the overall mood and tone of the speaker of this poem?";
+ next;
+ if (select("Romantic:Wistful:Regretful:Passionate") == 2)
+ set .@answer_poet,.@answer_poet + 10;
+ mes "[Nagash Arses]";
+ mes "What do you think is the";
+ mes "major theme of this poem?";
+ next;
+ if (select("Tragedy:Separation:Love:Revenge:Buddy Cop Film") == 2)
+ set .@answer_poet,.@answer_poet + 10;
+ next;
+ mes "[Nagash Arses]";
+ mes "Ha ha ha! You understand this poem well! Now, would you repeat the first line for me again?";
+ next;
+ if (.@answer_poet > 30) {
+ if (select("When I lay in bed looking up at the moon light:When I lay in bed thinking of the moon light:As I lay in bed looking up at the moonlight:As I lay in bed thinking of the moonlight") == 3) {
+ set ch_poison,2;
+ }
+ }
+ else {
+ select("When I lay in bed looking up at the moon light:When I lay in bed thinking of the moon light:As I lay in bed looking up at the moonlight:As I lay in bed thinking of the moon light");
+ }
+ mes "[Nagash Arses]";
+ mes "Thank you for your time,";
+ mes "youngster. Oh, and this is";
+ mes "an old, famous poem written";
+ mes "by Li Tai Bai. You know that,";
+ mes "don't you?";
+ close;
+ }
+ else if (.@question_poet == 2) {
+ mes "[Nagash Arses]";
+ mes "'^3355FFIt looks like the^000000 ^3355FFon the ground^000000.' In the second line, which word should be in [ ]?";
+ next;
+ if (select("frost:dew:pebbles:snow") == 1)
+ set .@answer_poet,.@answer_poet + 10;
+ mes "[Nagash Arses]";
+ mes "'^3355FFI lower my head feeling^000000 [ ].' Which word should be in [ ]?";
+ next;
+ if (select("homesick.:drowsy:loneliness.:heartbroken.") == 1)
+ set .@answer_poet,.@answer_poet + 10;
+ next;
+ mes "[Nagash Arses]";
+ mes "Now to see if you see really understand the poem. It's no use to just know the words. To know this poem by heart is to truly take it to heart.";
+ next;
+ mes "[Nagash Arses]";
+ mes "According to the poem,";
+ mes "where is the location";
+ mes "of the speaker as he is";
+ mes "gazing at the moon?";
+ next;
+ if (select("In his hometown.:In jail.:In the depths of the cosmos.:In bed.") == 4)
+ set .@answer_poet,.@answer_poet + 10;
+ mes "[Nagash Arses]";
+ mes "Although this poem is only four lines long, its structure can be easily classified. How would you describe this poem's structure?";
+ next;
+ if (select("Why, it's a sonnet.:It's prose with erratic caesuras.:It's a quatrain, of course.:Iambic pentameter?") == 3)
+ set .@answer_poet,.@answer_poet + 10;
+ next;
+ mes "[Nagash Arses]";
+ mes "Ha ha ha! You understand this poem well! Now, would you repeat the first line for me again?";
+ next;
+ if (.@answer_poet > 30) {
+ if (select("It looks like the frost on the ground:It looks like an icicle on the ground:It looks as though shining:It looks like the frost in the sky") == 1) {
+ set ch_poison,2;
+ }
+ }
+ else {
+ select("It looks like the frost on the ground:It looks like an icicle on the ground:It looks as though shining:It looks like the frost in the sky");
+ }
+ mes "[Nagash Arses]";
+ mes "Thank you for your time,";
+ mes "youngster. Oh, and this is";
+ mes "an old, famous poem written";
+ mes "by Li Tai Bai. You know that,";
+ mes "don't you?";
+ close;
+ }
+ else if (.@question_poet == 3) {
+ mes "[Nagash Arses]";
+ mes "'^3355FFIt looks like the^000000 ^3355FFon the ground^000000.' In the second line, which word should be in [ ]?";
+ next;
+ if (select("frost:dew:pebbles:snow") == 1)
+ set .@answer_poet,.@answer_poet + 10;
+ next;
+ mes "[Nagash Arses]";
+ mes "'^3355FFI lower my head feeling^000000 [ ].' Which word should be in [ ]?";
+ next;
+ if (select("homesick.:drowsy:loneliness.:heartbroken.") == 1)
+ set .@answer_poet,.@answer_poet + 10;
+ next;
+ mes "[Nagash Arses]";
+ mes "Now to see if you see really understand the poem. It's not enough to just know the words. You must know what they truly mean.";
+ next;
+ mes "[Nagash Arses]";
+ mes "In the first two lines, what two images are being linked by the poet?";
+ next;
+ if (select("Bed and ground:Frost and hometown:Gloomy:Smokey:Moonlight and frost") == 5)
+ set .@answer_poet,.@answer_poet + 10;
+ mes "[Nagash Arses]";
+ mes "In this land, the image of the moon often appears in poems expressing separation, longing and homesickness. Why would gazing at the moon offer comfort?";
+ next;
+ if (select("The rabbit on the moon grants wishes.:Its sheer beauty eases any anxiety.:Because it wanes and waxes.:All places and peoples share the same moon.") == 4)
+ set .@answer_poet,.@answer_poet + 10;
+ next;
+ mes "[Nagash Arses]";
+ mes "Ha ha ha! You understand this poem well! Now, would you repeat the third line for me again?";
+ next;
+ if (.@answer_poet > 30) {
+ if (select("I look up at the bright moon:I lift my head to look at the bright moon:I turn my head to look at the bright moon:I face the bright moon") == 2) {
+ set ch_poison,2;
+ }
+ }
+ else {
+ select("I look up at the bright moon:I lift my head to look at the bright moon:I turn my head to look at the bright moon:I face the bright moon");
+ }
+ mes "[Nagash Arses]";
+ mes "Thank you for your time,";
+ mes "youngster. Oh, and this is";
+ mes "an old, famous poem written";
+ mes "by Li Tai Bai. You know that,";
+ mes "don't you?";
+ close;
+ }
+ else {
+ mes "[Nagash Arses]";
+ mes "'^3355FFIt looks like the^000000 ^3355FFon the ground^000000.' In the second line,";
+ mes "which word should be in [ ]?";
+ next;
+ if (select("frost:dew:pebbles:snow") == 1)
+ set .@answer_poet,.@answer_poet + 10;
+ next;
+ mes "[Nagash Arses]";
+ mes "'^3355FFI lift my^000000 ^3355FFto look at the bright moon^000000.' In the third line, which word should be in [ ]?";
+ next;
+ if (select("eyes:head:gaze:sights") == 2)
+ set .@answer_poet,.@answer_poet + 10;
+ next;
+ mes "[Nagash Arses]";
+ mes "Now to see if you see really understand the poem. It's no";
+ mes "use to just know the words. They must be a part of you as well.";
+ next;
+ mes "[Nagash Arses]";
+ mes "What do you think is the major theme of this poem?";
+ next;
+ if (select("Tragedy:Separation:Love:Revenge:Buddy Cop Film") == 2)
+ set .@answer_poet,.@answer_poet + 10;
+ next;
+ mes "[Nagash Arses]";
+ mes "Why might be one reason why the bright moonlight looks like frost on the ground to the poet?";
+ next;
+ if (select("He's looking through a frosty window.:A bright moon glimmers like icicles.:He's homesick, so the moonlight looks cold:It's called 'poetic license.'") == 3)
+ set .@answer_poet,.@answer_poet + 10;
+ next;
+ mes "[Nagash Arses]";
+ mes "Ha ha ha! You understand this poem well! Now, would you repeat the last line for me again?";
+ next;
+ if (.@answer_poet > 30) {
+ if (select("I cry for my home town.:I lower my head feeling homesick.:I miss my home town.:I sob feeling homesick.") == 2) {
+ set ch_poison,2;
+ }
+ }
+ else {
+ select("I cry for my home town.:I lower my head feeling homesick.:I miss my home town.:I sob feeling homesick.");
+ }
+ mes "[Nagash Arses]";
+ mes "Thank you for your time,";
+ mes "youngster. Oh, and this is";
+ mes "an old, famous poem written";
+ mes "by Li Tai Bai. You know that,";
+ mes "don't you?";
+ close;
+ }
+ case 2:
+ mes "[Nagash Arses]";
+ mes "Are you asking me";
+ mes "about my hometown...?";
+ mes "As a Rune-Midgardian,";
+ mes "I'm sure you've at least";
+ mes "heard of Morroc...";
+ next;
+ mes "[Nagash Arses]";
+ mes "A city built in the middle of the desert, its founders had to combat the harsh and unforgiving forces of nature everyday.";
+ next;
+ mes "[Nagash Arses]";
+ mes "Yeah, the blazing sun never";
+ mes "seems to leave, and it's a dry,";
+ mes "desert area, but people still";
+ mes "manage to live there.";
+ next;
+ if (ch_poison == 2) {
+ mes "[Nagash Arses]";
+ mes "Ah~ I miss Morroc, my hometown.";
+ mes "I used to be a member of the Assassin organization known as the 'Canine of Desert.' Long ago, I was their poison expert.";
+ next;
+ switch(select("Tell him news of Morroc.:Info about 'Canine of Desert'.:Just listen.")) {
+ case 1:
+ mes "[Nagash Arses]";
+ mes "Hm? Do you have recent news of Morroc?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Yeah, I've got some news you might be interested in.";
+ input .@input$;
+ mes "["+strcharinfo(0)+"]";
+ mes ""+.@input$+"";
+ next;
+ if (rand(1,50) > 25) {
+ mes "[Nagash Arses]";
+ mes "Ah, I see. Thank you for the news. Now, let me continue my story.";
+ next;
+ }
+ else {
+ mes "[Nagash Arses]";
+ mes "I see! You just said,";
+ mes ""+.@input$+".";
+ next;
+ mes "[Nagash Arses]";
+ mes "Thank you for";
+ mes "telling me the news.";
+ close;
+ }
+ break;
+ case 2:
+ mes "[Nagash Arses]";
+ mes "I just told you what 'Canine of Desert' is. Now you tell me what it is. If you were listening, you would be able to.";
+ next;
+ input .@input$;
+ if (.@input$ == "Assassin Organization" || .@input$ == "Assassin" || .@input$ == "Assassins") {
+ mes "[Nagash Arses]";
+ mes "Correct. You listened to me very well. They are Assassins. Assassins that were abandoned by society.";
+ next;
+ mes "[Nagash Arses]";
+ mes "'Canine of Desert' is the name of that Assassin organization. Don't forget that.";
+ next;
+ mes "[Nagash Arses]";
+ mes "...";
+ next;
+ mes "[Nagash Arses]";
+ mes "...";
+ mes "......";
+ next;
+ mes "[Nagash Arses]";
+ mes "Bah! I forgot what I was just talking about! This bad memory of mine frustrates me so much!";
+ close;
+ }
+ else {
+ if (BaseJob == Job_Assassin) {
+ mes "[Nagash Arses]";
+ mes "How could you not know what the 'Canine of Desert' is?! Just how long have you been an Assassin?!";
+ next;
+ mes "[Nagash Arses]";
+ mes "You're supposed to be aware of your origins and your colleagues! Oh, the shame...";
+ close;
+ }
+ mes "[Nagash Arses]";
+ mes "Well, I suppose I can't blame you for not knowing or remembering. When you get the chance, find someone wearing a purple suit...";
+ next;
+ mes "[Nagash Arses]";
+ mes "Any Assassin worth his salt should know what the 'Canine of Desert' is.";
+ close;
+ }
+ case 3:
+ if (rand(1,33) < 12) {
+ mes "[Nagash Arses]";
+ mes "Wait...";
+ mes "Let me think...";
+ mes "Now how did I becoming interested in the use of poison...?";
+ close;
+ }
+ }
+ mes "[Nagash Arses]";
+ mes "I tried many things to develop my poison skills when I was young.";
+ mes "I tried to extract poison from Muka's needles and from purple mushrooms. Eventually, I became";
+ mes "an expert of toxins from my efforts.";
+ next;
+ mes "[Nagash Arses]";
+ mes "One time I even injected";
+ mes "a poison into my own body";
+ mes "to fully test it. Yeah...";
+ mes "It almost killed me.";
+ next;
+ mes "[Nagash Arses]";
+ mes "I was recognized as the man who";
+ mes "was most highly skilled in the use of poison in the 'Canine of Desert,' and I was sent on the most crucial and dangerous missions.";
+ next;
+ mes "[Nagash Arses]";
+ mes "One day, I was hired by the Alberta Merchant Guild to assassinate an enemy that had been threatening them. However, I never got to complete that mission.";
+ next;
+ mes "[Nagash Arses]";
+ mes "While I was on the ship to procceed with my mission, we encountered heavy wind and waves and the ship sank. I believe I was the only survivor of that accident.";
+ next;
+ mes "[Nagash Arses]";
+ mes "I was floated helplessly on the ocean and somehow managed";
+ mes "to arrive here, in Louyang. That was forty years ago.";
+ next;
+ mes "[Nagash Arses]";
+ mes "It seemed that my arrival was rather timely. Louyang was intruded by huge mobs of dangerous monsters that were even able to infiltrate the Castle of the Dragon.";
+ next;
+ mes "[Nagash Arses]";
+ mes "Since I was one of the best Assassins of the 'Canine of Desert,' I did far more than my share of monster killing.";
+ next;
+ mes "[Nagash Arses]";
+ mes "It was on the battlefield that";
+ mes "I met Bai Long who is now lord of this town. But back then, he was known as the 'Street Knight.'";
+ next;
+ mes "[Nagash Arses]";
+ mes "I remember seeing him surrounded";
+ mes "by enemies, and I dove into thick of battle to keep him from getting killed. We fought back to back and managed to stay alive back then.";
+ next;
+ mes "[Nagash Arses]";
+ mes "You have to understand that it's not easy to let someone back you";
+ mes "up in battle unless there's a solid trust. Those fights... were the greatest moments in my life.";
+ next;
+ mes "[Nagash Arses]";
+ mes "Sadly, many of our comrades,";
+ mes "all of them respectable and highly skilled martial artists, fell in battle. The number of monsters we had to contend with was just overwhelming.";
+ next;
+ mes "[Nagash Arses]";
+ mes "Still, I managed to continue my poison research, even during those tough times. I studied medicine in this town and was able use that knowledge to enhance my understanding of poisons.";
+ next;
+ mes "[Nagash Arses]";
+ mes "I created a new skill based on all of my knowledge, and learned how";
+ mes "to put poison on weapons.";
+ next;
+ mes "[Nagash Arses]";
+ mes "I even learned martial arts in Louyang, and combined that";
+ mes "knowledge with my poison expertise to create my own unique fighting style.";
+ next;
+ mes "[Nagash Arses]";
+ mes "Well, that's my story.";
+ mes "But now, I just miss my";
+ mes "home town. I miss the heat";
+ mes "of the desert and the glare";
+ mes "of the blazing sun...";
+ set ch_poison,3;
+ close;
+ }
+ else {
+ mes "[Nagash Arses]";
+ mes "Ah, Morroc.";
+ mes "That name brings";
+ mes "back memories of";
+ mes "being an Assassin";
+ mes "in the 'Canine of Desert.'";
+ next;
+ mes "[Nagash Arses]";
+ mes "^666666*Sigh...*^000000";
+ mes "I wish I could see";
+ mes "Morroc just once before I die.";
+ next;
+ if (select("Tell him news of Morroc.:Ask about 'Canine of Desert.'") == 1) {
+ mes "[Nagash Arses]";
+ mes "Hm...?";
+ mes "Is there anything";
+ mes "you want to say?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I have news";
+ mes "of Morroc...";
+ input .@input$;
+ mes "["+strcharinfo(0)+"]";
+ mes ""+.@input$+"";
+ next;
+ if (rand(1,50) > 30) {
+ mes "[Nagash Arses]";
+ mes "I see...";
+ mes "Thank you for";
+ mes "telling me that.";
+ close;
+ }
+ mes "[Nagash Arses]";
+ mes "I see!";
+ mes "You just said, "+.@input$+". Thank you.";
+ close;
+ }
+ mes "[Nagash Arses]";
+ mes "I just told you what 'Canine of Desert.' If you can't remember what I just told you, it's no use for me to explain further. You go ahead and tell me what it is.";
+ next;
+ input .@input$;
+ if (.@input$ == "Assassin Organization" || .@input$ == "Assassin" || .@input$ == "Assassins") {
+ mes "[Nagash Arses]";
+ mes "Correct. You listened to me very well. They are Assassins. Assassins that were abandoned by society.";
+ next;
+ mes "[Nagash Arses]";
+ mes "Canine of Desert";
+ mes "is the name of an";
+ mes "Assassin organization.";
+ mes "Do not forget that.";
+ close;
+ }
+ else {
+ if (BaseJob == Job_Assassin) {
+ mes "[Nagash Arses]";
+ mes "How could you not know what the 'Canine of Desert' is?! Just how long have you been an Assassin?!";
+ next;
+ mes "[Nagash Arses]";
+ mes "You're supposed to be aware of your origins and your colleagues! Oh, the shame...";
+ close;
+ }
+ mes "[Nagash Arses]";
+ mes "Well, I suppose I can't blame you for not knowing or remembering. When you get the chance, find someone wearing a purple suit...";
+ next;
+ mes "[Nagash Arses]";
+ mes "Any Assassin worth his salt should know what the 'Canine of Desert' is.";
+ close;
+ }
+ }
+ case 3:
+ if (ch_poison == 4 || ch_poison == 5) {
+ mes "[Nagash Arses]";
+ mes "Did you just say you";
+ mes "want to learn about the";
+ mes "use of poison?";
+ next;
+ mes "[Nagash Arses]";
+ mes "Why do you want";
+ mes "to learn about it?";
+ mes "Even if I wanted to";
+ mes "teach, I'm too old to";
+ mes "remember everything";
+ mes "clearly...";
+ next;
+ mes "[Nagash Arses]";
+ mes "Go find my last disciple,";
+ mes "^0000FFSong Zhi Du^000000, as he may tell you something useful. He's working at the doctor's office. If it weren't for him, I'd be starving now.";
+ set ch_poison,5;
+ close;
+ }
+ else {
+ mes "[Nagash Arses]";
+ mes "Did you just say you";
+ mes "want to learn about the";
+ mes "use of poison?";
+ next;
+ mes "[Nagash Arses]";
+ mes "Why do you want";
+ mes "to learn about it?";
+ mes "Even if I wanted to";
+ mes "teach, I'm too old to";
+ mes "remember everything";
+ mes "clearly...";
+ close;
+ }
+ case 4:
+ if (ch_poison == 3) {
+ mes "[Nagash Arses]";
+ mes "You're asking me how";
+ mes "things came to be like";
+ mes "this? Life used to be good.";
+ next;
+ mes "[Nagash Arses]";
+ mes "As I told you, I distinguished myself in the battles with monsters. I was rewarded with Louyang citizenship and given";
+ mes "gifts of money.";
+ next;
+ mes "[Nagash Arses]";
+ mes "I was invited to join a martial arts organization that specialized in the use of poison. I joined them, excited about further broadening my knowledge.";
+ next;
+ mes "[Nagash Arses]";
+ mes "I was stunned by the enormous body of knowledge about toxins that they provided. I tried to learn as much as I could so I could develop my own, unique poisoning skills.";
+ next;
+ mes "[Nagash Arses]";
+ mes "As I studied with them, together we started to clear the town of the remaining monsters. Can you guess the results of our efforts to clean up the city?";
+ next;
+ switch(select("...??:It must have been good.:I guess it was okay?:I don't know, but how did it go?")) {
+ case 1:
+ mes "[Nagash Arses]";
+ mes "Did you even listen to me? It's no use talking to you if you don't even care about what I have to say.";
+ next;
+ mes "[Nagash Arses]";
+ mes "I'm sorry for keeping you from what you wanted to do. Take care of yourself, youngster.";
+ close;
+ case 2:
+ mes "[Nagash Arses]";
+ mes "You're right!";
+ mes "We got rid of every";
+ mes "single monster in the city!";
+ next;
+ break;
+ case 3:
+ mes "[Nagash Arses]";
+ mes "Just okay...?";
+ mes "I don't think you realized how powerful we were back then! Eh...";
+ next;
+ mes "[Nagash Arses]";
+ mes "Sorry for keeping you from what you wanted to do. Take care of yourself, youngster.";
+ close;
+ case 4:
+ mes "[Nagash Arses]";
+ mes "We got rid of every single monster in the city!";
+ next;
+ }
+ mes "[Nagash Arses]";
+ mes "We managed to eliminate every monster that was wandering around Louyang. At the time, we were the only people brave enough to take on this sort of task.";
+ next;
+ mes "[Nagash Arses]";
+ mes "Unfortunately, other martial arts organizations grew envious of our success, insisting that we were dishonorable for using poison to attack our enemies.";
+ next;
+ mes "[Nagash Arses]";
+ mes "Although we can accept criticism for our use of poison, we were finally blamed for something we never would have done.";
+ next;
+ mes "[Nagash Arses]";
+ mes "Someone put poison into a meal which was eaten by a son of the lord and then falsely accused us!";
+ next;
+ mes "[Nagash Arses]";
+ mes "In the end, our organization was disbanded and I was put in jail.";
+ mes "I suffered through much to escape from prison...";
+ next;
+ mes "[Nagash Arses]";
+ mes "However, because of all the injuries I've had to endure in jail and in my escape attempts,";
+ mes "I can no longer use my";
+ mes "martial arts.";
+ next;
+ mes "[Nagash Arses]";
+ mes "Even to this day, the police are hounding after me. I really want to tell the lord of Louyang that I'm innocent, but it may be";
+ mes "too late now...";
+ set ch_poison,4;
+ close;
+ }
+ else {
+ mes "[Nagash Arses]";
+ mes "I...";
+ mes "I don't want";
+ mes "to talk about that.";
+ mes "Let's not talk about it.";
+ close;
+ }
+ }
+ }
+ else {
+ switch(select("Grin at him.:Lament for his grief.:Reprove him.:Listen to the poem again.:Show him a sad look.")) {
+ case 1:
+ mes "[Nagash Arses]";
+ mes "Yeah, I don't blame you.";
+ mes "I know I look stupid. Legally,";
+ mes "I'm a criminal after all.";
+ mes "I don't any friends and";
+ mes "there's no one I can trust.";
+ close;
+ case 2:
+ mes "[Nagash Arses]";
+ mes "How can you sympathize?";
+ mes "I doubt anyone has had";
+ mes "experiences that are";
+ mes "much worse than mine...";
+ close;
+ case 3:
+ mes "[Nagash Arses]";
+ mes "Wha--? I haven't wronged you in any way! Why must you be so mean to an old man? You don't even know half of what I've had to go through.";
+ close;
+ case 4:
+ mes "[Nagash Arses]";
+ mes "As I lay in bed looking";
+ mes "up at the moonlight";
+ mes " ";
+ mes "It looks like the";
+ mes "frost on the ground.";
+ next;
+ mes "[Nagash Arses]";
+ mes "I lift head up to look";
+ mes "at the bright moon,";
+ mes " ";
+ mes "I lower my head";
+ mes "feeling homesick.";
+ close;
+ case 5:
+ mes "[Nagash Arses]";
+ mes "Do you miss your hometown";
+ mes "as much as I do? I'm envious";
+ mes "of you, youngster. You have";
+ mes "the freedom to go";
+ mes "wherever you want.";
+ next;
+ mes "[Nagash Arses]";
+ mes "I'm a wanted criminal.";
+ mes "Even if I were free to";
+ mes "travel, I may not have";
+ mes "the strength to try.";
+ next;
+ mes "[Nagash Arses]";
+ mes "Let's not talk about this any longer. It's reminding me of";
+ mes "my worst memories.";
+ next;
+ set ch_poison,1;
+ if (BaseClass == Job_Thief) {
+ mes "[Nagash Arses]";
+ mes "Ah, you look just like I did when";
+ mes "I was young. It seems you know";
+ mes "a little something about poison.";
+ next;
+ mes "[Nagash Arses]";
+ mes "It seems you haven't";
+ mes "perfected your knowledge yet,";
+ mes "though. Oh well, I doubt I can";
+ mes "pinpoint what you need to master.";
+ next;
+ mes "[Nagash Arses]";
+ mes "I'm too old to remember anything. Ha ha ha. Maybe if I saw something related to poison, I might remember something...";
+ next;
+ mes "[Nagash Arses]";
+ mes "...";
+ next;
+ mes "[Nagash Arses]";
+ mes "No, no...";
+ mes "I think I'm too old";
+ mes "to remember anything.";
+ mes "Anything at all.";
+ close;
+ }
+ mes "[Nagash Arses]";
+ mes "I'm too old to remember anything. Ha ha ha. Maybe if I saw something related to poison, I might remember something...";
+ next;
+ mes "[Nagash Arses]";
+ mes "...";
+ next;
+ mes "[Nagash Arses]";
+ mes "No, no...";
+ mes "I think I'm too old";
+ mes "to remember anything.";
+ mes "Anything at all.";
+ close;
+ }
+ }
+ }
+ else if (ch_poison > 4 && ch_poison < 12) {
+ mes "[Nagash Arses]";
+ mes "If you wish to talk about poison, you'd better go to the doctor's office. My last disciple is";
+ mes "working there.";
+ next;
+ mes "[Nagash Arses]";
+ mes "Now, let me rest.";
+ mes "I am very tired.";
+ mes "I... I hope he doesn't";
+ mes "have any bad intentions...";
+ close;
+ }
+ else if (ch_poison == 12) {
+ mes "[Nagash Arses]";
+ mes "Aren't you the youngster";
+ mes "I talked to a while ago?";
+ mes "Did you get a chance";
+ mes "to meet my disciple?";
+ mes "How was he?";
+ next;
+ mes "[Nagash Arses]";
+ mes "He was sick all the time when he was young, so he worried me a lot. But now I'm proud of him and he's doing as well just any other fine young man.";
+ next;
+ mes "[Nagash Arses]";
+ mes "I am living only for him,";
+ mes "and hope that he becomes a great healer someday. Recently, I've found that my sole comfort is in treating diseases for other people...";
+ next;
+ mes "[Nagash Arses]";
+ mes "By the way...";
+ mes "You look pale...";
+ mes "Did something happen?";
+ next;
+ switch(select("Nothing.:I want to talk about your diciple.:I don't feel good.")) {
+ case 1:
+ mes "[Nagash Arses]";
+ mes "Oh...";
+ mes "I see...";
+ mes "But take care";
+ mes "of yourself.";
+ next;
+ mes "[Nagash Arses]";
+ mes "You better enjoy your physical strength when you're young. When you're my age, it's tough to regain your health once you lose it.";
+ close;
+ case 2:
+ mes "[Nagash Arses]";
+ mes "Did something happen to him?";
+ mes "I've been worried since he hasn't come to visit me since you last came to speak with me.";
+ next;
+ if (countitem(678) > 1) {
+ if (select("Give him Poison Bottle.:Cancel and go to 'Song Zhi Du.") == 1) {
+ delitem 678,1; //Poison_Bottle
+ mes "[Nagash Arses]";
+ mes "Huh!?";
+ mes "Isn't this...!?";
+ next;
+ mes "[Nagash Arses]";
+ mes "I've dreamed of creating";
+ mes "a poison of such potency!";
+ mes "W-where did you find this?";
+ next;
+ if (select("It's common nowadays.:Explain to him what happened.") == 1) {
+ mes "[Nagash Arses]";
+ mes "Really...?";
+ mes "Then someone";
+ mes "finally figured it out.";
+ next;
+ mes "[Nagash Arses]";
+ mes "I shared all of my knowledge with others, so I guess a doctor might have figured how to create this.";
+ next;
+ mes "[Nagash Arses]";
+ mes "^666666*Sigh...*^000000";
+ mes "Now I feel depressed";
+ mes "for some reason...";
+ close;
+ }
+ mes "^3355FFYou tell Nagash Arses how";
+ mes "Song Zhi Du created this Deadly Poison Bottle and his plan to get his revenge on the lord of Louyang.^000000";
+ next;
+ mes "[Nagash Arses]";
+ mes "^666666*Sigh...*^000000";
+ next;
+ mes "[Nagash Arses]";
+ mes "Will you...";
+ mes "Will you excuse";
+ mes "me for a second...?";
+ set ch_poison,15;
+ close;
+ }
+ mes "["+strcharinfo(0)+"]";
+ mes "...Nothing much.";
+ next;
+ mes "[Nagash Arses]";
+ mes "Hmm...?";
+ mes "I guess you don't know what is going on. I've heard some bad rumors about him, which is why I'm asking.";
+ next;
+ mes "[Nagash Arses]";
+ mes "I hope he'll be fine.";
+ mes "After all, he's truly";
+ mes "kind at heart.";
+ close;
+ }
+ mes "[Nagash Arses]";
+ mes "Hmm...?";
+ mes "I guess you don't know what is going on. I've heard some bad rumors about him, which is why I'm asking.";
+ next;
+ mes "[Nagash Arses]";
+ mes "I hope he'll be fine.";
+ mes "After all, he's truly";
+ mes "kind at heart.";
+ close;
+ case 3:
+ mes "[Nagash Arses]";
+ mes "Oh, you don't?";
+ mes "Well, that can happen";
+ mes "sometimes when you're";
+ mes "in a foreign land for";
+ mes "too long. I hope you";
+ mes "feel better soon.";
+ close;
+ }
+ }
+ else if (ch_poison == 13) {
+ mes "[Nagash Arses]";
+ mes "Recently...";
+ mes "I've been getting";
+ mes "a bad feeling...";
+ next;
+ mes "[Nagash Arses]";
+ mes "I want to blame it";
+ mes "on my solitude, but...";
+ close;
+ }
+ else if (ch_poison == 14) {
+ mes "^3355FFNagash Arses. He is no longer a well-known Assassin or the martial arts organization of which he was once master has long since disbanded.^000000";
+ next;
+ mes "^3355FFNow he is but a poor old man";
+ mes "who is in anguish over his disciple. No matter what you say, he continues to talk about something totally unrelated, as if in a dream.^000000";
+ close;
+ }
+ else if (ch_poison == 15 || ch_poison == 16) {
+ mes "[Nagash Arses]";
+ mes "Youngster...";
+ mes "I beg of you.";
+ mes "Please do not let him";
+ mes "bring any harm to the lord.";
+ next;
+ mes "[Nagash Arses]";
+ mes "If you cannot stop him,";
+ mes "then please interrupt him";
+ mes "from carrying out his plan.";
+ next;
+ mes "[Nagash Arses]";
+ mes "I tried...";
+ mes "To convince myself";
+ mes "that what I had heard";
+ mes "were just ugly rumors.";
+ mes "I was wrong...";
+ next;
+ mes "[Nagash Arses]";
+ mes "I am pretty sure he's been asking you, as well as others, for aid. Even if you do not agree to carry out his plan, I'm sure he will find someone to poison Lord Bai Long.";
+ next;
+ mes "[Nagash Arses]";
+ mes "There is only one way he can poison";
+ mes "the lord. He likes drinking, and has a favorite drink bottle he keeps with him all the time. You must get rid of his drink.";
+ next;
+ mes "[Nagash Arses]";
+ mes "Please, I beg you.";
+ mes "For my sake, as well";
+ mes "as that of my disciple,";
+ mes "Louyang's leader must live...";
+ set ch_poison,16;
+ close;
+ }
+ else if (ch_poison == 17) {
+ mes "[Nagash Arses]";
+ mes "So...";
+ mes "What...";
+ mes "What happened?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I made it.";
+ next;
+ mes "[Nagash Arses]";
+ mes "You did?!";
+ mes "Oh~ thank you,";
+ mes "thank you so much!";
+ emotion e_an;
+ next;
+ mes "[Nagash Arses]";
+ mes "Thank God I've";
+ mes "lived this long.";
+ mes "And... I just realized";
+ mes "something while you away.";
+ next;
+ mes "[Nagash Arses]";
+ mes "This is a journal that I have been writing for 15 years about my feelings of guilt, and what really happened in the past. I hope you can deliver this to the lord for me.";
+ next;
+ mes "^3355FFYou obtained";
+ mes "^0000FFPoison King,";
+ mes "Nagash Arses' Jounal^000000.";
+ set ch_poison,18;
+ close;
+ }
+ else if (ch_poison == 18) {
+ mes "[Nagash Arses]";
+ mes "I hope you";
+ mes "can deliver this";
+ mes "to Lord Bai Long...";
+ close;
+ }
+ else if (ch_poison == 19) {
+ mes "^3355FFYou gave him the";
+ mes "^0000FFLetter from Bai Long^000000.";
+ next;
+ mes "[Nagash Arses]";
+ mes "What's this...?";
+ next;
+ mes "[Nagash Arses]";
+ mes "Why, he's invited me";
+ mes "to take the position of";
+ mes "a government official!";
+ mes "I'm truly grateful!";
+ next;
+ mes "[Nagash Arses]";
+ mes "However, please let him";
+ mes "know that I must respectfully decline his offer. I'm afraid that I may be a burden to him once again.";
+ next;
+ mes "[Nagash Arses]";
+ mes "Please tell him that I wish to enjoy the rest of my life here. Also, there are people here";
+ mes "who still need me...";
+ next;
+ mes "[Nagash Arses]";
+ mes "Thank you, youngster.";
+ mes "You've stopped my disciple";
+ mes "and helped me make up";
+ mes "with an old friend...";
+ next;
+ mes "^3355FFNagash Arses put his palm on your back, and you can feel his strength flowing into you.^000000";
+ next;
+ mes "^3355FFYou grow dizzy, but you also feel like you're becoming more powerful and gaining experience.^000000";
+ next;
+ set ch_poison,20;
+ if (BaseLevel < 56) {
+ getexp 900,0;
+ }
+ else if (BaseLevel > 55 && BaseLevel < 61) {
+ getexp 1050,0;
+ }
+ else if (BaseLevel > 60 && BaseLevel < 66) {
+ getexp 1868,0;
+ }
+ else if (BaseLevel > 65 && BaseLevel < 71) {
+ getexp 2741,0;
+ }
+ else if (BaseLevel > 70 && BaseLevel < 76) {
+ getexp 7076,0;
+ }
+ else if (BaseLevel > 75 && BaseLevel < 81) {
+ getexp 13025,0;
+ }
+ else if (BaseLevel > 80 && BaseLevel < 86) {
+ getexp 15034,0;
+ }
+ else if (BaseLevel > 85 && BaseLevel < 91) {
+ getexp 18205,0;
+ }
+ else if (BaseLevel > 90) {
+ getexp 40679,0;
+ }
+ mes "^3355FFThen...";
+ mes "Everything blacks out...^000000";
+ close2;
+ warp "louyang",270,136;
+ end;
+ }
+ else if (ch_poison > 20) {
+ mes "^3355FFHe looks tired";
+ mes "for some reason,";
+ mes "as if he's thinking";
+ mes "of Morroc, his hometown.^000000";
+ next;
+ mes "^3355FFYou reflect on when he gave you his remaining strength and remember that he told you that he used to be one of the greatest Assassins...^000000";
+ next;
+ mes "^3355FFBut after all that's happened,";
+ mes "he just looks like an old man who likes treating other people. It seems that he's finally at peace with himself.^000000";
+ close;
+ }
+ else {
+ mes "[Nagash Arses]";
+ mes "My name, Nagash Arses,";
+ mes "is also the name of the poison king in the legend of Arcturus. I have good reason to be proud of my name!";
+ close;
+ }
+}
+
+lou_in02,253,45,0 script Employee#poison 822,{
+ if (checkweight(1201,1) == 0) {
+ mes "^3355FF * Wait a minute! *";
+ mes "You're carrying too many items with you right now. Please put some of your things into Kafra Storage and try again.^000000";
+ close;
+ }
+ if (ch_par < 10 && ch_poison < 6) {
+ while(1) {
+ if (.@r_o_o_f > 5) {
+ break;
+ }
+ else {
+ if (rand(1,4) > 2) {
+ set .@r_o_o_f,.@r_o_o_f + 1;
+ mes "[Song Zhi Du]";
+ mes "Let's see, there's that medicine, and then the medicine over here...";
+ next;
+ }
+ else {
+ mes "[Song Zhi Du]";
+ mes "...";
+ mes "......";
+ next;
+ }
+ }
+ }
+ mes "[Song Zhi Du]";
+ mes "I feel like you're looking at me. Is there something that you want?";
+ next;
+ switch(select("......:Ask him about his master.:Ask about Poison Organization.:Ask why he's working here.")) {
+ case 1:
+ mes "[Song Zhi Du]";
+ mes "I guess there's nothing you really need from me. Well then, if you'll excuse me...";
+ close;
+ case 2:
+ mes "[Song Zhi Du]";
+ mes "Oh, I'm sorry, but I'm kind of busy right now. You see, we're running out of medicine...";
+ next;
+ mes "[Song Zhi Du]";
+ mes "My master, Hua Tuo,";
+ mes "is also having difficulty treating all of his patients. I must get him the medicine that he needs...";
+ close;
+ case 3:
+ mes "[Song Zhi Du]";
+ mes "What...?";
+ mes "What did";
+ mes "you just say...?";
+ next;
+ input .@input$;
+ mes "[Song Zhi Du]";
+ mes ""+.@input$+"...?";
+ next;
+ mes "[Song Zhi Du]";
+ mes "I've never heard of that organization in my life. I'm sorry I can't help you. Now, if you'll excuse me...";
+ close;
+ case 4:
+ mes "[Song Zhi Du]";
+ mes "Of course I'm working here to learn about medicine. I'm grateful for the chance to work under the most famous doctor in this area.";
+ next;
+ mes "[Song Zhi Du]";
+ mes "Doctor Hua Tuo is such a great person. I'm more than happy to assist him in saving the lives of others with his medical knowledge.";
+ next;
+ mes "[Song Zhi Du]";
+ mes "Even though I'm just in charge of the medicine storage, I'm working hard to become his disciple someday.";
+ next;
+ mes "[Song Zhi Du]";
+ mes "And working with Doctor Hua Tuo is really worthwhile. Well, sometimes it's really hard to supply medicine when we have too many patients though.";
+ next;
+ select("Why don't you gather medicinal herbs then?");
+ mes "[Song Zhi Du]";
+ mes "My job is keeping this storage.";
+ mes "I'm not supposed to leave my position. I need to organize the herbs, and make sure they're in good condition.";
+ close;
+ }
+ }
+ else if (ch_par > 9 && ch_poison < 5) {
+ mes "[Song Zhi Du]";
+ mes "Well, well. Thank you for your trouble. I didn't expect you to gather all these herbs for us...";
+ next;
+ mes "[Song Zhi Du]";
+ mes "I suppose I underestimated you. By the way, do you know anything about poison?";
+ next;
+ if (select("Yes, I am kind of interested in it.:No, not at all.") == 1) {
+ mes "[Song Zhi Du]";
+ mes "Oh, I see. Well, if you have some time, why don't you go visit my old master in the slums?";
+ next;
+ mes "[Song Zhi Du]";
+ mes "If you two get along, I will tell you something important.";
+ close;
+ }
+ mes "[Song Zhi Du]";
+ mes "Huh. I see. Well, thank you for your trouble once again. I hope you have a good time in Louyang.";
+ close;
+ }
+ else if (ch_par > 9 && ch_poison == 5) {
+ mes "[Song Zhi Du]";
+ mes "...";
+ mes "So, did you talk";
+ mes "to my old master?";
+ mes "It seems he really";
+ mes "likes you.";
+ next;
+ mes "[Song Zhi Du]";
+ mes "As you know, my master has been accused of something he didn't do! And they crippled his use of the martial arts!";
+ next;
+ mes "[Song Zhi Du]";
+ mes "I can't forgive what";
+ mes "they've have done to my master!";
+ mes "I want to grind their bones";
+ mes "to powder! And that's before";
+ mes "I kill them!";
+ next;
+ mes "[Song Zhi Du]";
+ mes "He's innocent and all he did";
+ mes "was research poison with all";
+ mes "of his effort! And for that,";
+ mes "they destroyed him!";
+ next;
+ mes "[Song Zhi Du]";
+ mes "I was young";
+ mes "when it happened...";
+ mes "Too young to know";
+ mes "any martial arts.";
+ next;
+ mes "[Song Zhi Du]";
+ mes "I couldn't protect him.";
+ mes "All I could do was hide and";
+ mes "watch other people get killed.";
+ next;
+ mes "[Song Zhi Du]";
+ mes "I hate myself";
+ mes "for not being strong!";
+ mes "But, my body isn't suited";
+ mes "for martial arts.";
+ next;
+ mes "[Song Zhi Du]";
+ mes "All I can do is maintain my weak body and make sure it's reasonably healthy. Even so, if it weren't for my master, I'd be dead";
+ mes "in the streets...";
+ next;
+ mes "[Song Zhi Du]";
+ mes "It was my master who picked me up from the streets and cured me. So, I've decided to become a doctor and save as many lives as I can.";
+ next;
+ mes "[Song Zhi Du]";
+ mes "But before";
+ mes "I do that,";
+ mes "I want ^FF0000revenge^000000!";
+ next;
+ mes "[Song Zhi Du]";
+ mes "As I told you, I am weak.";
+ mes "Too weak... I know that from";
+ mes "the bottom of my heart.";
+ next;
+ mes "[Song Zhi Du]";
+ mes "But...";
+ next;
+ mes "[Song Zhi Du]";
+ mes "I am knowledgable about medicine, especially the use of poison. I can tell you that I'm one of the best.";
+ next;
+ mes "[Song Zhi Du]";
+ mes "Poison can kill people but it can also be used to save lifes. The people who destroyed my master";
+ mes "will pay the price.";
+ next;
+ mes "[Song Zhi Du]";
+ mes "Do you understand";
+ mes "why I'm furious!?";
+ next;
+ if (select("But revenge isn't good.:Yes, I fully understand.") == 1) {
+ mes "[Song Zhi Du]";
+ mes "Hmm...";
+ mes "I see.";
+ next;
+ mes "[Song Zhi Du]";
+ mes "I suppose you couldn't";
+ mes "understand the way I feel.";
+ mes "After all, you didn't have";
+ mes "to go through the same";
+ mes "things I did.";
+ next;
+ mes "[Song Zhi Du]";
+ mes "I suppose I expected too much, since my master likes you. How could you know the rage and";
+ mes "sadness that I feel!?";
+ next;
+ mes "[Song Zhi Du]";
+ mes "Fine.";
+ mes "Go do whatever";
+ mes "you were going to do.";
+ mes "I'm just disappointed...";
+ set ch_poison,6;
+ close;
+ }
+ mes "[Song Zhi Du]";
+ mes "Yes! Yes!";
+ mes "You do understand!";
+ next;
+ mes "[Song Zhi Du]";
+ mes "I volunteered for this medicine storage position so that I can secretly study poison! Now, the time for action has come!";
+ next;
+ mes "[Song Zhi Du]";
+ mes "Still, I'll need some materials to complete my research. Then, when";
+ mes "I succeed and create a poison pill, I'll need someone to carry my revenge out for me.";
+ next;
+ mes "[Song Zhi Du]";
+ mes "Since my body is so frail, I can't bear the tension and rage of seeing my lifelong enemy face to face.";
+ set ch_poison,8;
+ close;
+ }
+ else if (ch_par > 9 && ch_poison == 6) {
+ mes "[Song Zhi Du]";
+ mes "I'm so disappointed.";
+ mes "You've even seen the";
+ mes "pitiable state of my";
+ mes "master for yourself!";
+ mes "How could you not";
+ mes "understand me?!";
+ next;
+ if (select("I'm sorry for last time.:No matter what, revenge isn't good.") == 1) {
+ mes "[Song Zhi Du]";
+ mes "If you really";
+ mes "feel sorry for me,";
+ mes "then you must help me";
+ mes "carry out my revenge!";
+ next;
+ mes "[Song Zhi Du]";
+ mes "I still need to complete the";
+ mes "poison potion I'm creating. I hope you can bring what I need to finish it. Go and get me...";
+ next;
+ mes "[Song Zhi Du]";
+ mes "^0000FF4 Bee Sting,";
+ mes "10 Venom Canine,";
+ mes "10 Empty Potion,";
+ mes "30 Green Potion^000000.";
+ set ch_poison,7;
+ next;
+ mes "[Song Zhi Du]";
+ mes "An apology is fine, but you must also show me that you are sorry and help me carry out my plan. Do you have any problem with this?";
+ close;
+ }
+ mes "[Song Zhi Du]";
+ mes "Oh, forget about it.";
+ mes "I don't think I can ever";
+ mes "make you understand how I feel.";
+ specialeffect EF_ENDURE;
+ close2;
+ set ch_poison,6;
+ end;
+ }
+ else if (ch_par > 9 && ch_poison == 7) {
+ mes "[Song Zhi Du]";
+ mes "So, did you";
+ mes "gather everything";
+ mes "I asked of you?";
+ next;
+ if (select("Yes.:What do you need again?") == 1) {
+ if (countitem(939) > 3 && countitem(937) > 9 && countitem(1093) > 9 && countitem(506) > 29) {
+ delitem 939,4; //Bee_Sting
+ delitem 937,10; //Posionous_Canine
+ delitem 1093,10; //Empty_Potion
+ delitem 506,30; //Green_Potion
+ set ch_poison,8;
+ mes "[Song Zhi Du]";
+ mes "Ah...";
+ mes "With these, I accept your apology. Thank you for all the trouble you went through to get this stuff.";
+ next;
+ mes "[Song Zhi Du]";
+ mes "Now that you're this involved, you're in this with me all the way! I've been waiting for this";
+ mes "day for years...";
+ next;
+ mes "[Song Zhi Du]";
+ mes "All that's left is to create this poison, and then to get the";
+ mes "lord of Louyang to drink it...";
+ close;
+ }
+ mes "[Song Zhi Du]";
+ mes "Where are things";
+ mes "I asked you to bring?";
+ mes "Are you testing my";
+ mes "patience or what?";
+ next;
+ mes "[Song Zhi Du]";
+ mes "You're still missing some of the items I need. I must have them all in order to finish making this poison!";
+ specialeffect EF_ENDURE;
+ close;
+ }
+ mes "[Song Zhi Du]";
+ mes "*Sigh...*";
+ mes "Go and get me...";
+ next;
+ mes "[Song Zhi Du]";
+ mes "^0000FF4 Bee Sting,";
+ mes "10 Venom Canine,";
+ mes "10 Empty Potion,";
+ mes "30 Green Potion^000000.";
+ specialeffect EF_ENDURE;
+ close;
+ }
+ else if (ch_par > 9 && ch_poison == 8) {
+ emotion e_gasp;
+ mes "[Song Zhi Du]";
+ mes "Ah, hello.";
+ mes "Please give me a minute,";
+ mes "I've just received a message.";
+ next;
+ mes "[Song Zhi Du]";
+ mes "Ah!";
+ mes "It says here";
+ mes "that my delivery";
+ mes "has finally arrived!";
+ next;
+ mes "[Song Zhi Du]";
+ mes "Would you bring me the";
+ mes "box from the firecracker";
+ mes "lady at the entrance";
+ mes "to Louyang? Thanks";
+ mes "in advance.";
+ close;
+ }
+ else if (ch_par > 9 && ch_poison == 9) {
+ if (countitem(7126) > 0) {
+ delitem 7126,countitem(7126); //Large_Jellopy
+ mes "[Song Zhi Du]";
+ mes "Ah. Thank you,";
+ mes "I needed this. Now,";
+ mes "shall we begin?";
+ next;
+ mes "[Song Zhi Du]";
+ mes "First, I shall mix a poison extracted from Venom Canine";
+ mes "with a foreign liquid named Karvodailnirol.";
+ next;
+ mes "[Song Zhi Du]";
+ mes "Then, I add Green Herb extract, poison extracted from Bee Sting and a Large Jellopy into the liquid! Finally, I must heat them all!";
+ specialeffect EF_BEGINSPELL;
+ next;
+ mes "[Song Zhi Du]";
+ mes "Finally, I have to carefully heat the mixture and collect it all into a Potion Bottle.";
+ specialeffect EF_ENCHANTPOISON;
+ specialeffect EF_VENOMDUST;
+ next;
+ mes "[Song Zhi Du]";
+ mes "Now, I've got to do this just right. This is a very delicate procedure...";
+ next;
+ specialeffect EF_MAGNUMBREAK;
+ emotion e_omg;
+ mes "[Song Zhi Du]";
+ mes "No!! I failed again! ^666666*Sigh...*^000000 And I spent a long time preparing all of those materials...";
+ set ch_poison,10;
+ close;
+ }
+ emotion e_gasp;
+ mes "[Song Zhi Du]";
+ mes "Ah, hello.";
+ mes "Please give me a minute,";
+ mes "I've just received a message.";
+ next;
+ mes "[Song Zhi Du]";
+ mes "Ah!";
+ mes "It says here";
+ mes "that my delivery";
+ mes "has finally arrived!";
+ next;
+ mes "[Song Zhi Du]";
+ mes "Would you bring me the";
+ mes "box from the firecracker";
+ mes "lady at the entrance";
+ mes "to Louyang? Thanks";
+ mes "in advance.";
+ close;
+ }
+ else if (ch_par > 9 && ch_poison == 10) {
+ if (countitem(939) > 3 && countitem(937) > 9 && countitem(1093) > 9 && countitem(506) > 29 && countitem(7126) > 0) {
+ mes "[Song Zhi Du]";
+ mes "Oh! You brought";
+ mes "me everything I need!";
+ mes "I'm very impressed!";
+ next;
+ mes "[Song Zhi Du]";
+ mes "You're the only one";
+ mes "who actually understands how";
+ mes "I feel. Thank you for gathering all of these ^FF0000materials^000000.";
+ next;
+ delitem 939,countitem(939); //Bee_Sting
+ delitem 937,countitem(937); //Posionous_Canine
+ delitem 1093,countitem(1093); //Empty_Potion
+ delitem 506,countitem(506); //Green_Potion
+ delitem 7126,countitem(7126); //Large_Jellopy
+ mes "[Song Zhi Du]";
+ mes "Alright, now";
+ mes "to create the poison.";
+ mes "This is going to be tough.";
+ mes "Here we go...";
+ next;
+ if (rand(1,1000) > 700) {
+ mes "[Song Zhi Du]";
+ mes "First, I shall mix a poison extracted from Venom Canine";
+ mes "with a foreign liquid named Karvodailnirol.";
+ next;
+ mes "[Song Zhi Du]";
+ mes "Then, I add Green Herb extract,";
+ mes "a poison extracted from Bee Sting and a Large Jellopy!";
+ specialeffect EF_BEGINSPELL;
+ next;
+ mes "[Song Zhi Du]";
+ mes "Finally, I have to carefully heat the mixture and collect it all into a Potion Bottle.";
+ specialeffect EF_ENCHANTPOISON;
+ specialeffect EF_VENOMDUST;
+ next;
+ mes "[Song Zhi Du]";
+ mes "*Phew...*";
+ mes "Did...";
+ mes "Did I make it?";
+ next;
+ specialeffect EF_PATTACK;
+ specialeffect EF_POISONHIT;
+ emotion e_omg;
+ mes "[Song Zhi Du]";
+ mes "Hahaha~!";
+ mes "Success! ";
+ mes "It works!";
+ mes "I finally created it!";
+ mes "Mwahahahahahah!";
+ next;
+ mes "[Song Zhi Du]";
+ mes "Muhahahahaha!";
+ next;
+ mes "[Song Zhi Du]";
+ mes "Muhahahahaha!";
+ mes "Hahahahahahahahahahah!";
+ mes "";
+ next;
+ mes "[Song Zhi Du]";
+ mes "I made it!";
+ mes "I made it!";
+ mes "Now, revenge will be mine!";
+ next;
+ set ch_poison,11;
+ getitem 678,2; //Poison_Bottle
+ mes "[Song Zhi Du]";
+ mes "Hahaha! Now, please";
+ mes "take this bottle. But be careful. Even if you smell it just a little, it can cause your body to decompose, leading to death.";
+ close;
+ }
+ mes "[Song Zhi Du]";
+ mes "First, I shall mix a poison extracted from Venom Canine";
+ mes "with a foreign liquid named Karvodailnirol.";
+ next;
+ mes "[Song Zhi Du]";
+ mes "Then I add Green Herb extract, a poison extracted from Bee Sting and a Large Jellopy!";
+ specialeffect EF_BEGINSPELL;
+ next;
+ mes "[Song Zhi Du]";
+ mes "Then I must carefully heat the mixture, and gather it all into a potion bottle.";
+ specialeffect EF_ENCHANTPOISON;
+ specialeffect EF_VENOMDUST;
+ next;
+ mes "[Song Zhi Du]";
+ mes "*Phew...*";
+ mes "Did...";
+ mes "Did I make it?";
+ next;
+ specialeffect EF_MAGNUMBREAK;
+ emotion e_omg;
+ mes "[Song Zhi Du]";
+ mes "NO! I... I've failed again! And I spent a long time getting everything ready...";
+ close;
+ }
+ mes "[Song Zhi Du]";
+ mes "I'm not sure what went wrong.";
+ mes "Hmm, would you please help me again? I've used all the materials from last time.";
+ next;
+ mes "[Song Zhi Du]";
+ mes "^0000FF4 Bee Sting^000000,";
+ mes "^0000FF10 Venom Canine^000000,";
+ mes "^0000FF10 Empty Potion Bottle^000000,";
+ mes "^0000FF30 Green Potion^000000 and";
+ mes "^0000FF1 Large Jellopy^000000.";
+ next;
+ mes "[Song Zhi Du]";
+ mes "That's everything I'll need.";
+ mes "I would apologize, but since you've shown that you'll help carry out my revenge, I know you'll understand.";
+ close;
+ }
+ else if (ch_par > 9 && ch_poison == 11) {
+ mes "[Song Zhi Du]";
+ mes "Hahahaha...!";
+ mes "Now, time has come.";
+ mes "With this poison, Louyang's";
+ mes "lord will be cast into hell!";
+ next;
+ mes "[Song Zhi Du]";
+ mes "If they lied about my master,";
+ mes "then I'll simply make their lies into truth. Then, my master";
+ mes "won't feel victimized!";
+ next;
+ mes "[Song Zhi Du]";
+ mes "Lord Bai Long!";
+ mes "You will die!";
+ mes "Ha HA HA HA HA!";
+ next;
+ mes "[Song Zhi Du]";
+ mes "Muhahahaha!";
+ mes "Hahaha...Haha..hahaha..haha...hahahahaha...mmmmuhahahahahahahaha!!";
+ next;
+ mes "[Song Zhi Du]";
+ mes "Muhahahahahaha!";
+ mes "...........";
+ next;
+ mes "[Song Zhi Du]";
+ mes "Ah, forgive me.";
+ mes "I was overly excited.";
+ mes "Yes, I must calm down...";
+ next;
+ mes "[Song Zhi Du]";
+ mes "Now, I have one last favor to ask of you. Please sneak into the Castle of the Dragon.";
+ next;
+ mes "[Song Zhi Du]";
+ mes "I want you to put this poison some place where Lord Bai Long might stay. But be careful, the castle has a lot of security.";
+ next;
+ mes "[Song Zhi Du]";
+ mes "Still, you're an adventurer from Rune-Midgard. You've probably had challenges like this before, so I'm sure you'll find a way.";
+ next;
+ mes "[Song Zhi Du]";
+ mes "Anyway, I'm sure my master";
+ mes "will be happy to know that";
+ mes "I finally created the ^0000FFpoison";
+ mes "he wished to create^000000!";
+ next;
+ mes "[Song Zhi Du]";
+ mes "Hahaha...!";
+ mes "Master, I did it!";
+ mes "Your disciple Song Zhi Du made the world's deadliest poison for you!";
+ set ch_poison,12;
+ close;
+ }
+ else if (ch_par > 9 && ch_poison == 12) {
+ mes "[Song Zhi Du]";
+ mes "Remember...";
+ mes "The Castle of the Dragon";
+ mes "is under heavy surveillance.";
+ mes "I guess Lord Bai Long is";
+ mes "insecure. Heh heh.";
+ next;
+ mes "[Song Zhi Du]";
+ mes "Anyways, I hope you'll be";
+ mes "really careful. When you go in, don't forget to use this poison somewhere the Lord Bai Long";
+ mes "can ingest it.";
+ next;
+ mes "[Song Zhi Du]";
+ mes "Anyway, I'm sure my master";
+ mes "will be happy to know that";
+ mes "I finally created the ^0000FFpoison";
+ mes "he wished to create^000000!";
+ next;
+ mes "[Song Zhi Du]";
+ mes "Hahaha...!";
+ mes "Master, I did it!";
+ mes "Your disciple Song Zhi Du made the world's deadliest poison for you!";
+ next;
+ mes "[Song Zhi Du]";
+ mes "Leave now,";
+ mes "my friend!";
+ mes "For my revenge!";
+ mes "Go and kill Lord Bai Long!";
+ close;
+ }
+ else if (ch_par > 9 && ch_poison == 13) {
+ mes "[Song Zhi Du]";
+ mes "Ah!";
+ mes "You came back!";
+ next;
+ mes "[Song Zhi Du]";
+ mes "Ah yes.";
+ mes "All I have to do now";
+ mes "is wait and hear news";
+ mes "of Lord Bai Long's death.";
+ next;
+ mes "[Song Zhi Du]";
+ mes "Thank you so much, my friend. You've satisfied my old grudge.";
+ next;
+ mes "[Song Zhi Du]";
+ mes "Now, I am getting tired.";
+ mes "Let me rest... Take care, my friend, and travel in safety.";
+ next;
+ mes "[Song Zhi Du]";
+ mes "But before you go, let me give you some poison and a medicinal pill.";
+ mes "I made these with the leftover materials and medicine in the storage.";
+ set ch_poison,14;
+ getitem 678,3; //Poison_Bottle
+ next;
+ mes "[Song Zhi Du]";
+ mes "Please take the";
+ mes "medicine pill";
+ mes "right away.";
+ next;
+ mes "^3355FFYou swallowed a strange pill";
+ mes "that shines with a gold color.";
+ mes "It tastes bitter...^000000";
+ next;
+ mes "^3355FFThe nasty taste lingers in your mouth, but then you feel a great warmth flowing throughout your body. Eventually, you pass out.^000000";
+ next;
+ if (BaseLevel < 56) {
+ getexp 891,0;
+ }
+ else if (BaseLevel > 55 && BaseLevel < 61) {
+ getexp 1021,0;
+ }
+ else if (BaseLevel > 60 && BaseLevel < 66) {
+ getexp 1768,0;
+ }
+ else if (BaseLevel > 65 && BaseLevel < 71) {
+ getexp 2541,0;
+ }
+ else if (BaseLevel > 70 && BaseLevel < 76) {
+ getexp 6876,0;
+ }
+ else if (BaseLevel > 75 && BaseLevel < 81) {
+ getexp 12825,0;
+ }
+ else if (BaseLevel > 80 && BaseLevel < 86) {
+ getexp 14234,0;
+ }
+ else if (BaseLevel > 85 && BaseLevel < 91) {
+ getexp 15205,0;
+ }
+ else if (BaseLevel > 90) {
+ getexp 36679,0;
+ }
+ warp "louyang",270,136;
+ end;
+ }
+ else if (ch_par > 9 && ch_poison == 14) {
+ mes "[Song Zhi Du]";
+ mes "......................";
+ next;
+ mes "^3355FFSong Zhi Du looks blankly at the ceiling. With his revenge, it seems he's lost his motivation in life. Was it a good idea to help him, after all?^000000";
+ next;
+ mes "^3355FFBy hearsay, the poisoned drink didn't work so well, as a Thief from a foreign land actually stole the bottle.^000000";
+ close;
+ }
+ else if (ch_par > 9 && ch_poison == 15 && ch_poison < 20) {
+ mes "[Song Zhi Du]";
+ mes "What happened?";
+ mes "Why isn't";
+ mes "Lord Bai Long dead yet?!";
+ next;
+ mes "[Song Zhi Du]";
+ mes "Hmmm...";
+ mes "You don't have";
+ mes "a different plot";
+ mes "in mind, do you?";
+ close;
+ }
+ else if (ch_par > 9 && ch_poison == 20) {
+ mes "[Song Zhi Du]";
+ mes "Ah...";
+ mes "Welcome.";
+ mes "My master told";
+ mes "me everything.";
+ next;
+ mes "[Song Zhi Du]";
+ mes "Somehow, I feel relieved, but sorry at the same time. Still, now I can forget everything that's happened in the past.";
+ next;
+ mes "[Song Zhi Du]";
+ mes "Now, I've decided to focus more on my medical studies so that I can really save as many lives as I can. I'm sorry I've been so rude to you before.";
+ next;
+ mes "[Song Zhi Du]";
+ mes "Also, I hope you will";
+ mes "take these, since I don't";
+ mes "need them any longer.";
+ set ch_poison,21;
+ getitem 678,5; //Poison_Bottle
+ next;
+ mes "[Song Zhi Du]";
+ mes "Thank you";
+ mes "once again, friend.";
+ mes "Now, if you'll excuse me,";
+ mes "I have many things to do...";
+ close;
+ }
+ else if (ch_poison > 20) {
+ mes "^3355FFSong Zhi Du is busily engaged with organizing medicinal herbs. The faint look of sadness that used to be on his face now seems drained.^000000";
+ next;
+ mes "^3355FFStill, from his movements and the pace at which he is working, you can tell that he loves what he is doing. It seems that Song Zhi Du has finally found his life's path.^000000";
+ close;
+ }
+ mes "[Song Zhi Du]";
+ mes "Nagash Arses is also the name of poison king in a legend of Arcturus. There's good reason for my master to be proud of his name!";
+ close;
+}
+
+lou_fild01,224,348,0 script Lady#delivery 817,{
+ if (checkweight(1201,1) == 0) {
+ mes "^3355FF * Wait a minute! *";
+ mes "Currently, you're carrying too many items. Please put some of your things into Kafra Storage and try again.^000000";
+ close;
+ }
+ if (ch_poison < 8) {
+ if (rand(1,10) > 5) {
+ mes "[Lady]";
+ mes "You're at the";
+ mes "entrance of Louyang.";
+ mes "I hope you enjoy";
+ mes "your stay here~";
+ emotion e_kis;
+ close;
+ }
+ mes "[Lady]";
+ mes "You're at the entrance of Louyang.";
+ next;
+ mes "[Lady]";
+ mes "Louyang is well known";
+ mes "for its various firecrackers.";
+ mes "Would you like to see one?";
+ next;
+ if (select("Sure!:No thanks~") == 1) {
+ mes "[Lady]";
+ mes "Alright, there you go!";
+ if (Zeny > 99) {
+ set zeny,zeny-100;
+ }
+ close2;
+ specialeffect EF_BLASTMINEBOMB,AREA," #fire";
+ end;
+ }
+ mes "[Lady]";
+ mes "Hmpf...!";
+ emotion e_dots;
+ close;
+ }
+ else if (ch_poison == 8) {
+ mes "[Lady]";
+ mes "Would you";
+ mes "like to see some";
+ mes "firecrackers?";
+ next;
+ if (select("Sure!:No thanks~") == 1) {
+ mes "[Lady]";
+ mes "Alright,";
+ mes "there you go!";
+ if (Zeny > 99) {
+ set zeny,zeny-100;
+ }
+ close2;
+ donpcevent " #fire::OnClaymore";
+ end;
+ }
+ mes "[Lady]";
+ mes "Hmm, if not firecrackers,";
+ mes "then you must want something";
+ mes "else. Did someone send you?";
+ next;
+ if (select("Yes.:No.") == 1) {
+ mes "[Lady]";
+ mes "Who was it?";
+ mes "Please tell me";
+ mes "his name.";
+ next;
+ input .@input$;
+ if (.@input$ == "Song Zhi Du") {
+ mes "[Lady]";
+ mes "Oh, I see.";
+ mes "Let me give";
+ mes "you the package.";
+ next;
+ mes "[Lady]";
+ mes "Ah, wait! I forgot!";
+ mes "You must first pay the";
+ mes "delivery fee of 1,000 zeny.";
+ next;
+ if (Zeny > 999) {
+ set zeny,zeny-1000;
+ getitem 7126,1; //Large_Jellopy
+ mes "[Lady]";
+ mes "Thank you~";
+ mes "Now that the fee is paid,";
+ mes "please bring this to";
+ mes "Song Zhi Du.";
+ mes "Take care!";
+ set ch_poison,9;
+ close;
+ }
+ mes "[Lady]";
+ mes "Errr...";
+ mes "You don't have enough zeny for the fee. I can't give you the package unless the delivery fee is paid!";
+ emotion e_an;
+ close;
+ }
+ mes "[Lady]";
+ mes "Hmmm?";
+ mes "I don't know who that is.";
+ mes "So I definitely don't have";
+ mes "a package for whoever you're";
+ mes "talking about.";
+ close;
+ }
+ mes "[Lady]";
+ mes "No...?";
+ next;
+ mes "[Lady]";
+ mes "Are you...";
+ mes "Coming on to me?";
+ close;
+ }
+ else if (ch_poison > 8) {
+ if (rand(1,10) > 5) {
+ mes "[Lady]";
+ mes "You're at the";
+ mes "entrance of Louyang.";
+ mes "I hope you have a good time~";
+ emotion e_kis;
+ close;
+ }
+ mes "[Lady]";
+ mes "You're at the";
+ mes "entrance of";
+ mes "Louyang.";
+ next;
+ mes "[Lady]";
+ mes "Louyang is well known";
+ mes "for its various firecrackers.";
+ mes "Would you like to see one?";
+ next;
+ if (select("Sure!:No thanks~") == 1) {
+ mes "[Lady]";
+ mes "Alright~";
+ mes "There you go!";
+ if (Zeny > 99) {
+ set zeny,zeny-100;
+ }
+ close2;
+ donpcevent " #fire::OnClaymore";
+ end;
+ }
+ mes "[Lady]";
+ mes "Hmpf...!";
+ emotion e_dots;
+ close;
+ }
+}
+
+lou_fild01,225,350,0 script #fire 139,{
+ end;
+}
+
+lou_in01,101,125,0 script Trap#lou_in1 -1,20,1,{
+OnTouch:
+ if (ch_poison == 12 || ch_poison == 16) {
+ mes "[Soldier]";
+ mes "Who goes there!";
+ next;
+ mes "^3355FFYou ran away as quickly as you could!^000000";
+ close2;
+ warp "louyang",218,246;
+ end;
+ }
+ end;
+}
+
+lou_in01,101,129,0 script Trap#lou_in2 -1,20,1,{
+OnTouch:
+ if (ch_poison == 12 || ch_poison == 16) {
+ mes "[Soldier]";
+ mes "Huh...?";
+ mes "What was";
+ mes "that noise?";
+ next;
+ mes "^3355FFYou bolted away from the castle as fast as your legs could carry you.^000000";
+ close2;
+ warp "louyang",218,246;
+ end;
+ }
+ end;
+}
+
+lou_in01,101,134,0 script Trap#lou_in3 -1,20,1,{
+OnTouch:
+ if (ch_poison == 12 || ch_poison == 16) {
+ mes "[Soldier]";
+ mes "Huh...?";
+ mes "Is somebody there?";
+ next;
+ mes "^3355FFYou escaped from the soldier's suspicious gaze.^000000";
+ close2;
+ warp "louyang",218,246;
+ end;
+ }
+ end;
+}
+
+lou_in01,114,163,0 script Trap#lou_in4 -1,6,1,{
+OnTouch:
+ if (ch_poison == 12 || ch_poison == 16) {
+ mes "[Soldier]";
+ mes "Hold it right there, Rune-Midgardian!";
+ next;
+ mes "^3355FFYou run as fast as you can before the soldiers can catch you.^000000";
+ close2;
+ warp "louyang",218,246;
+ end;
+ }
+ end;
+}
+
+lou_in01,114,165,0 script Trap#lou_in5 -1,1,0,{
+OnTouch:
+ if (ch_poison == 12 || ch_poison == 16) {
+ mes "[Soldier]";
+ mes "Huh...?";
+ mes "I hear something!";
+ next;
+ mes "^3355FFYou escape before the soldier can find you.^000000";
+ close2;
+ warp "louyang",218,246;
+ end;
+ }
+ end;
+}
+
+louyang,217,278,0 script #lou_path 111,{
+ if (ch_poison == 12 || ch_poison == 16) {
+ mes "["+strcharinfo(0)+"]";
+ mes "What's this?";
+ mes "A crack in the wall?";
+ next;
+ mes "^3355FFYou jump to the stone wall and peep into the crack. It looks big enough for someone to squeeze through.^000000";
+ next;
+ mes "^3355FFYou move through the crack as quickly as you can.^000000";
+ close2;
+ warp "lou_in01",119,167;
+ end;
+ }
+ end;
+}
+
+lou_in01,107,163,0 script #lou_drink1 111,{
+ if (ch_poison == 12) {
+ mes "^3355FFYou found a drink bottle that's possibly owned by Bai Long, lord of Louyang.^00000";
+ next;
+ mes "^3355FFYou put the deadly poison into the bottle.^000000";
+ delitem 678,1; //Poison_Bottle
+ set ch_poison,13;
+ close;
+ }
+ else if (ch_poison == 13) {
+ mes "^3355FFIt would be smart to get out of this place as soon as you can.^000000";
+ close;
+ }
+ else if (ch_poison == 16) {
+ if (countitem(938) > 0 && countitem(713) > 0) {
+ mes "^3355FFYou take the drink bottle and replace it with a bottle filled with Sticky Mucus. Hopefully Bai Long won't notice!^000000";
+ delitem 938,1; //Sticky_Mucus
+ delitem 713,1; //Empty_Bottle
+ set ch_poison,17;
+ close;
+ }
+ mes "^3355FFIt seems that you need switch Bai Long's drinking bottle with something else. Just taking the drink bottle would arouse suspicion.^000000";
+ next;
+ mes "^3355FFMaybe if you found some kind of empty bottle and filled it with something, like Sticky Mucus...^000000";
+ close;
+ }
+ mes "^3355FFYou found a drink bottle. It's fancy enough that the only possible owner could be Bai Long, lord of Louyang.^000000";
+ close;
+}
+
+lou_in01,118,167,0 script #lou_drink2 111,{
+ if (ch_poison == 12) {
+ mes "^3355FFYou squeeze through the crack as quickly as you can.^000000";
+ close2;
+ warp "louyang",217,278;
+ end;
+ }
+ else if (ch_poison == 13) {
+ mes "^3355FFYou squeeze through the crack as quickly as you can.^000000";
+ close2;
+ warp "louyang",217,278;
+ end;
+ }
+ end;
+}
+
+lou_in01,99,158,4 script Lord#bailong 821,{
+ if (checkweight(1201,1) == 0) {
+ mes "^3355FF * Wait a minute! *";
+ mes "Right now you're carrying too many items. Please put some of your things into Kafra Storage and try again.^000000";
+ close;
+ }
+ if (ch_poison == 12 || ch_poison == 16) {
+ mes "[Lord Bai Long]";
+ mes "Hey...!";
+ mes "You're not doing";
+ mes "anything suspicious";
+ mes "are you?";
+ next;
+ mes "^3355FFYou run away";
+ mes "from Bai Long as";
+ mes "fast as you can!^000000";
+ close2;
+ warp "louyang",218,246;
+ end;
+ }
+ else {
+ mes "[Lord Bai Long]";
+ mes "Hahahaha!";
+ mes "Welcome to Louyang!";
+ next;
+ mes "[Lord Bai Long]";
+ mes "Louyang is such a great city.";
+ mes "We've protected this land for forty years from the invasions of evil creatures!";
+ next;
+ mes "[Lord Bai Long]";
+ mes "I hope you enjoy";
+ mes "your stay here,";
+ mes "Rune-Midgardian!";
+ next;
+ if (ch_poison == 18) {
+ mes "^3355FFYou give Nagash Arses' Journal";
+ mes "to Bai Long. He reads it intently, slowly turning each page.^000000";
+ next;
+ mes "^3355FFHe's completely silent for about fifteen minutes, and focuses all";
+ mes "of his attention of the journal.^000000";
+ next;
+ mes "^3355FFA single tear trickles";
+ mes "from his eye as he reads";
+ mes "the words of Nagash Arse...^000000";
+ next;
+ mes "[Lord Bai Long]";
+ mes "Thank you..";
+ mes "Adventurer...";
+ next;
+ mes "[Lord Bai Long]";
+ mes "Thank you so much.";
+ mes "You've helped me make";
+ mes "up with an old friend!";
+ next;
+ mes "[Lord Bai Long]";
+ mes "I, Bai Long, will work on giving";
+ mes "fair treatment to all of martial arts organizations, regardless of their methods or philosophies!";
+ next;
+ mes "[Lord Bai Long]";
+ mes "I will also forgive Song Zhi Du, even if he tried to poison me.";
+ mes "He is innocent...";
+ next;
+ mes "[Lord Bai Long]";
+ mes "As a matter of fact, it was reported to me that Nagash was deported to his homeland after";
+ mes "that incident. I had no idea";
+ mes "he was in jail!";
+ next;
+ mes "[Lord Bai Long]";
+ mes "Thank you so";
+ mes "much for your help!";
+ next;
+ next;
+ mes "[Lord Bai Long]";
+ mes "Please, take this as a token of gratitute. And please deliver this letter to Nagash and Song Zhi Du for me.";
+ set ch_poison,19;
+ getitem 603,1; //Old_Blue_Box
+ next;
+ mes "^3355FFYou obtained ^0000FFBai Long's letter^000000.";
+ next;
+ mes "[Lord Bai Long]";
+ mes "Thank you in advance.";
+ close;
+ }
+ mes "[Lord Bai Long]";
+ mes "How could I have lost my friend from our glory days? Hmm...?";
+ mes "Oh, I didn't realize you were still there... Listening to me.";
+ next;
+ mes "[Lord Bai Long]";
+ mes "I'm sorry, I was just talking to myself. I hope you have a good time while staying here in Louyang.";
+ close;
+ }
+}
+
+lou_in01,111,151,4 script Soldier#bailong1 825,{
+ if (ch_poison == 12 || ch_poison == 16) {
+ mes "[Soldier]";
+ mes "Hey...";
+ mes "There's something";
+ mes "fishy about you...! ";
+ next;
+ mes "^3355FFYou escaped from the castle, far away from the suspicious guard...^000000";
+ close2;
+ warp "louyang",218,246;
+ end;
+ }
+ mes "[Soldier]";
+ mes "^666666*Yawn*^000000 It's so boring here nowadays. Although, I hear that";
+ mes "a long time ago, things were";
+ mes "much different.";
+ next;
+ mes "[Soldier]";
+ mes "Supposedly, monsters used to intrude Louyang all the time! Heh, but that's just a rumor. Still, there are a bunch of rumors going around that I'm curious about...";
+ close;
+}
+
+lou_in01,91,151,4 script Soldier#bailong2 825,{
+ if (ch_poison == 12 || ch_poison == 16) {
+ mes "[Soldier]";
+ mes "Huh...?";
+ mes "Is somebody there? ";
+ next;
+ mes "^3355FFYou ran away";
+ mes "as quickly";
+ mes "as you could.^000000";
+ close2;
+ warp "louyang",218,246;
+ end;
+ }
+ mes "[Soldier]";
+ mes ".....z...Z....z...";
+ next;
+ select("Hey, wake up!");
+ mes "[Soldier]";
+ mes "Yeeeesss...Sir!";
+ mes "I was not dozing off~ seerious...ly...";
+ next;
+ mes "[Soldier]";
+ mes "...";
+ next;
+ mes "[Soldier]";
+ mes "...";
+ mes "......";
+ next;
+ mes "[Soldier]";
+ mes ".....z...Z....z...";
+ close;
+}
+
+lou_in01,102,144,4 script Soldier#bailong3 825,{
+ if (ch_poison == 12 || ch_poison == 16) {
+ mes "[Soldier]";
+ mes "Huh...?";
+ mes "What was that?";
+ next;
+ mes "^3355FFYou escape the soldier's";
+ mes "suspicious gaze as quickly";
+ mes "as you can.^000000";
+ close2;
+ warp "louyang",218,246;
+ end;
+ }
+ mes "[Soldier]";
+ mes "People have been";
+ mes "saying that there's";
+ mes "a scammer at the";
+ mes "entrance of town...";
+ next;
+ select("...?");
+ mes "[Soldier]";
+ mes "But I went there and I didn't";
+ mes "find anyone suspicious. I swear, everything seemed completely normal!";
+ close;
+}
+
+lou_in01,99,144,4 script Soldier#bailong4 825,{
+ if (ch_poison == 12 || ch_poison == 16) {
+ mes "[Soldier]";
+ mes "Who goes there?!";
+ next;
+ mes "^3355FFYou ran away";
+ mes "as quickly";
+ mes "as you could.^000000";
+ close2;
+ warp "louyang",218,246;
+ end;
+ }
+ mes "[Soldier]";
+ mes "Ah, don't bother";
+ mes "to listen to this";
+ mes "guy beside of me.";
+ next;
+ mes "[Soldier]";
+ mes "I hope you have a good time while you're staying here in Louyang!";
+ close;
+}
+
+// Revolution Quest
+//===================================================================
+lou_in02,77,37,7 script Hermit 824,{
+
+ if(!QL_REVOL)
+ {
+ mes "[Sun Mao]";
+ mes "Where there's a will,";
+ mes "there's a way. When we";
+ mes "work together, there's";
+ mes "nothing we cannot do.";
+ next;
+ mes "[Sun Mao]";
+ mes "Will you lend us your power, and help us build a better future? Will you join our movement for social reform in Louyang?";
+ next;
+ mes "[Sun Mao]";
+ mes "It doesn't matter if you're a local or a foreigner. So long as we share the same goal of creating a better Louyang, where everyone is treated as an equal.";
+ next;
+ mes "[Sun Mao]";
+ mes "My name...";
+ mes "is Sun Mao.";
+ mes "This invitation may be sudden, but I am a man of action. I see in your face that you too despise injustice.";
+ next;
+ switch( select( "What am I supposed to do?","I will join you!","Well, I'm just another tourist..." ) )
+ {
+ case 1:
+ mes "[Sun Mao]";
+ mes "For now, we must recruit as many members as we can. When we're ready, we'll start a movement that will change Louyang, and even the world!";
+ next;
+ mes "[Sun Mao]";
+ mes "However, we currently do not have the manpower to carry out the plans we have laid out. We've been lucky the lord hasn't found us out yet.";
+ next;
+ mes "[Sun Mao]";
+ mes "I wish everyone would understand our intentions, but the people of this city are disunited. This is not the first time I have approached a foreigner for help...";
+ next;
+ mes "[Sun Mao]";
+ mes "I suppose you understand the urgency of our cause, and our need to gather others who see the merit of our goals!";
+ close;
+
+ case 2:
+ mes "[Sun Mao]";
+ mes "Oh, God must be on my side today and has sent you to me. Thank you for making the big decision...";
+ next;
+ mes "[Sun Mao]";
+ mes "I shall then engrave your name";
+ mes "on this bloody pledge board. But before I do so, I shall ask once more. Do you truly wish to join us, through pain and bloodshed?";
+ next;
+ switch( select( "No, wait!","I am 100% sure." ) )
+ {
+ case 1:
+ mes "[Sun Mao]";
+ mes "I understand if you need time to decide. If you do decide to join us, please return. Time is on our side, after all.";
+ close;
+
+ case 2:
+ set QL_REVOL,1;
+ mes "[Sun Mao]";
+ mes strcharinfo(0)+ "...!";
+ mes "Your name is now engraved on this bloody pledge board. We will fight together to the death for Louyang's future!";
+ next;
+ getpartymember(getcharid(1));
+ set @partymember,$@partymembercount;
+ if (getpartyleader(getcharid(1),1) == getcharid(0) || !@partymember)
+ {
+ mes "[Sun Mao]";
+ mes "Now, the most important thing for our cause is to gather more recruits and increase our numbers. Please find others who will join us in our fight.";
+ next;
+ mes "[Sun Mao]";
+ mes "However, as to not arouse suspicion, bring only one new recruit at a time. Also, we suggest not to bring a friend in a party with you.";
+ next;
+ mes "[Sun Mao]";
+ mes "Now, I will wait for you here. Go forth and find others who wish for a better future for Louyang!";
+ close;
+ }
+ mes "[Sun Mao]";
+ mes "Please assist the people who fight behind you. As more are gathered, one of our comrades will inform you of further instructions.";
+ close;
+ }
+
+ case 3:
+ mes "[Sun Mao]";
+ mes "Are you...? I see, you may leave now. Do not reveal what you have seen or heard in this place.";
+ next;
+ mes "[Sun Mao]";
+ mes "If you're a real tourist, you do not want to get involved in our business, one way or another.";
+ close;
+ }
+ }
+ else if(getpartyleader(getcharid(1),2) == getcharid(0))
+ {
+ if(QL_REVOL == 9)
+ {
+ mes "[Sun Mao]";
+ mes "Once again,";
+ mes "thank you for";
+ mes "your trouble.";
+ mes "Go back safe.";
+ close;
+ }
+ getpartymember(getcharid(1));
+ set @partymember,$@partymembercount;
+ if(QL_REVOL < 8)
+ {
+ if(@partymember == QL_REVOL +1)
+ {
+ if(@partymember != 8)
+ {
+ set QL_REVOL,QL_REVOL +1;
+ mes "[Sun Mao]";
+ mes "Oh, you brought a new comrade! Welcome. Please help your friend understand our intentions before joining us.";
+ next;
+ mes "[Sun Mao]";
+ switch(QL_REVOL)
+ {
+ case 2:
+ mes "Please bring another friend that both of you can trust. Remember, add one person at a time into your party.";
+ next;
+ mes "[Sun Mao]";
+ mes "Otherwise, other people may learn of what we are doing, and that will lead to trouble.";
+ close;
+
+ case 3:
+ mes "The three of you may all move together for our cause. Please try to find another recruit to be your fourth member, invite him to your party and bring him to this place.";
+ close;
+
+ case 4:
+ mes "Ah, now there are four of you. However, we must continue to strengthen our ranks at a cautious pace. Please go and find one new recruit, and only one, to add to your party.";
+ close;
+
+ case 5:
+ mes "Now, there are five of you. Needless to say, we still require more manpower. Please go out and seek another new member for our cause. Remember, only add one more person to your party and return to me.";
+ close;
+
+ case 6:
+ mes "There are now six of you. So far, so good. Please go forth and find just one more person to add to your party and bring him to me so that we may recruit him.";
+ close;
+
+ case 7:
+ mes "Now, there are seven of you, but we still lack the manpower we need. Please go forth and seek out one, and only one, more person to add to your party and then return to me.";
+ close;
+ }
+ }
+ mes "[Sun Mao]";
+ mes "Great work, you've brought another new comrade! Welcome! Please explain our goals and the righteousness of our cause to our new friend so that he may fully join us.";
+ next;
+ if(BaseLevel < 50)
+ {
+ mes "[Sun Mao]";
+ mes "It is almost time to take the action...";
+ next;
+ mes "[Sun Mao]";
+ mes "I recognize your pledge to fight for us, but I fear that you are not yet ready for the task I have available for you.";
+ next;
+ mes "[Sun Mao]";
+ mes "However, we still have time. Go out and train with the party members you have gathered to gain more experience.";
+ next;
+ mes "[Sun Mao]";
+ mes "Together, all of you will be able to train faster than if you were to go train alone. Come back when you feel that you are ready for this task.";
+ close;
+ }
+ mes "[Sun Mao]";
+ mes "At long last, there are eight of you. Now, I believe there is among manpower amongst you to carry out this mission. Please listen carefully.";
+ next;
+ mes "[Sun Mao]";
+ mes "The martial arts organizations of Louyang, as you may well know, have been divided between those that fight for justice, and those that serve evil purposes.";
+ next;
+ mes "[Sun Mao]";
+ mes "Recently, some of the evil organizations have conspired with corrupt government officials in the interest to expand their power.";
+ next;
+ mes "[Sun Mao]";
+ mes "These corrupt government officials have been suspicious of our gunpowder research and arrested our comrade, ^3355FFHao Chenryu^000000, our gunpowder expert, under the pretext of investigation.";
+ next;
+ mes "[Sun Mao]";
+ mes "Without him, we cannot continue the gunpowder research, or produce the gunpowder we'll need for our movement. We must contact him so that he may make gunpowder for us.";
+ next;
+ mes "[Sun Mao]";
+ mes "Unfortunately, many of us cannot contact him, as our identities are known to the officials. However, since you are new recruits, as well as Rune-Midgardians, they will not know how you are.";
+ next;
+ mes "[Sun Mao]";
+ mes "Your mission will be to deliver these chemicals to our comrade Hao Chenryu who is held captive by the government.";
+ next;
+ mes "[Sun Mao]";
+ mes "Since flammable chemicals are not allowed inside government offices, you must keep them well hidden. If the chemicals are equally divided among the eight of you, we might succeed!";
+ next;
+ set QL_REVOL,8;
+ getitem 7068,8;
+ getitem 7096,8;
+ getitem 7004,8;
+ mes "[Sun Mao]";
+ mes "There you go. Now, divide these materials equally among the eight of you. The eight of you must fully cooperate with each other, or our plan will fail. Understood?";
+ close;
+
+ }
+ else if(@partymember < QL_REVOL +1)
+ {
+ mes "[Sun Mao]";
+ switch(QL_REVOL)
+ {
+ case 1:
+ mes "You made a party. Now, why don't you go recruit more followers? For now, just add one more person, lest we arouse the suspicion of our enemies.";
+ close;
+
+ case 2:
+ mes "Hmmm...";
+ mes "Having trouble finding a third person to add to your party? It's important that you find someone that is trustworthy. Be careful and don't get caught!";
+ close;
+
+ case 3:
+ mes "Hmmm...";
+ mes "Having trouble finding a forth person to add to your party? I understand that it's important that you find someone you can trust. Be careful and don't get caught!";
+ close;
+
+ case 4:
+ mes "Having trouble finding a fifth person to add to your party? I understand that it's important that you find someone you can trust. Be careful and don't get caught!";
+ close;
+
+ case 5:
+ mes "Having trouble finding a six person to add to your party? It's important that you find someone that is trustworthy. Be careful and don't get caught!";
+ close;
+
+ case 6:
+ mes "Having trouble finding a seventh person to add to your party? It's important that you find someone that is trustworthy. Be careful and don't get caught!";
+ close;
+
+ case 7:
+ mes "Hmmm...";
+ mes "Having trouble finding an eighth person to add to your party? It's important that you find someone that is trustworthy. Be careful and don't get caught!";
+ close;
+ }
+ }
+ else
+ {
+ mes "[Sun Mao]";
+ mes "Oh no! You've brought more than one more person to join us! We can't do any recruiting now, it will bring unnecessary attention to our activities!";
+ next;
+ mes "[Sun Mao]";
+ switch(QL_REVOL)
+ {
+ case 1:
+ mes "Please make sure that there is a total of two members in your party so that we can recruit your friend. I believe that will look natural.";
+ close;
+
+ case 2:
+ mes "At this stage in our plan, we cannot afford any unnecessary attention to our activities! Please make sure that there is a total of three members in your party so that we can recruit your friend.";
+ close;
+ case 3:
+ mes "Please make sure that there is a total of four members in your party so that we can recruit your friend. I believe that will look natural.";
+ close;
+ case 4:
+ mes "Please make sure that there is a total of five members in your party so that we can recruit your friend. I believe that will look natural.";
+ close;
+ case 5:
+ case 6:
+ mes "By this time, you should know that you should only bring one more person at a time. You know that it is crucial that we do not attract any undue attention before we can take action!";
+ close;
+ case 7:
+ mes "At this stage in our plan, we cannot afford any unnecessary attention to our activities! Please make sure that there is a total of eight members in your party so that we can recruit your friend.";
+ close;
+ }
+ }
+ }
+ else if(QL_REVOL == 8)
+ {
+ if(@partymember == 8)
+ {
+ if(countitem(7204) > 7)
+ {
+ mes "[Sun Mao]";
+ mes "Welcome back! I see that the mission has been successfully accomplished! Great work, men!";
+ next;
+ mes "[Sun Mao]";
+ mes "Finally, we have a weapon to mete out severe retribution to our enemies, the corrupt government officials and the evil martial arts organizations! I appreciate your help, comrades.";
+ next;
+ delitem 7204,countitem(7204);
+ set ch_make,0;
+ set QL_REVOL,9;
+ getitem 668,8;
+ mes "[Sun Mao]";
+ mes "Please take these funds and share them with your party members. I hope that all of you will lend your power to our cause once again.";
+ next;
+ mes "[Sun Mao]";
+ mes "Once again, I thank you for your help. Now, go in safety.";
+ close;
+ }
+ mes "[Sun Mao]";
+ mes "Your mission is to take the materials I have given you and your party members, and to smuggle them to Hao Chenryu.";
+ next;
+ mes "[Sun Mao]";
+ mes "Hao Chenryu is currently held captive by corrupt members of the government. Remember to divide the materials equally among your party members so that the officials do find them.";
+ close;
+ }
+ mes "[Sun Mao]";
+ mes "Huh, where are all your members? Come back to me with all of your recruits.";
+ next;
+ mes "[Sun Mao]";
+ mes "Remember that you move together with your comrades. There isn't a traitor amongst you, is there?";
+ close;
+ }
+ }
+ else
+ {
+ if(ch_make == 1)
+ {
+ set ch_make,0;
+ mes "[Sun Mao]";
+ mes "Ah...";
+ mes "You have";
+ mes "returned!";
+ mes "Ha ha ha ha!";
+ next;
+ mes "[Sun Mao]";
+ mes "I would like to commend you and your comrades for your excellent performance in the last mission. Come back anytime if you wish to be assigned to another task for our cause.";
+ close;
+ }
+ mes "[Sun Mao]";
+ mes "Remember that the authoritative center of the party is its leader. The party members must act as one in order to accomplish their goals.";
+ close;
+ }
+}
+
+lou_in01,43,147,3 script Gunpowder Expert 750,{
+
+ if(ch_make == 0)
+ {
+ getpartymember(getcharid(1));
+ set @partymember,$@partymembercount;
+ if(!QL_REVOL)
+ {
+ mes "[Hao Chenryu]";
+ mes "Who...";
+ mes "Are you?";
+ next;
+ mes "[Hao Chenryu]";
+ mes "I only trust my comrades in the cause for Louyang, so leave me alone. Death before oppression! Freedom for Louyang!";
+ close;
+ }
+ else if(@partymember != 8)
+ {
+ mes "[Hao Chenryu]";
+ mes "Mao told me that eight Rune-Midgardians";
+ mes "would be coming.";
+ mes "But what happened?";
+ mes "I'm confused...";
+ next;
+ mes "[Hao Chenryu]";
+ mes "Mao's plans are flawless,";
+ mes "so I'm sticking to the scenario he's drawn up. You're either improvising needlessly, or you're not really my comrade...";
+ close;
+ }
+ else if(countitem(7068) && countitem(7096) && countitem(7004))
+ {
+ mes "[Hao Chenryu]";
+ mes "Ah, I see that Mao";
+ mes "has sent you. I'm sorry";
+ mes "for the trouble you've";
+ mes "gone through to smuggle";
+ mes "the chemicals to me, comrade.";
+ next;
+ mes "[Hao Chenryu]";
+ mes "Please give me";
+ mes "a minute so that";
+ mes "I may quickly make";
+ mes "the gunpowder.";
+ next;
+ switch( select( "Make Gunpowder.","Cancel." ) )
+ {
+ case 1:
+ delitem 7068,1;
+ delitem 7096,1;
+ delitem 7004,1;
+ mes "[Hao Chenryu]";
+ mes "I don't want you to be caught if the soldiers inspect your goods. It will be better if one of you carry a Cart and hide the gunpowder in there.";
+ set ch_make,1;
+ getitem 7204,1;
+ close;
+
+ case 2:
+ mes "[Hao Chenryu]";
+ mes "Is...";
+ mes "Something wrong?!";
+ next;
+ mes "[Hao Chenryu]";
+ mes "I guess we must";
+ mes "be extra careful,";
+ mes "as there is much";
+ mes "surveillance in";
+ mes "this place.";
+ close;
+ }
+ }
+ else
+ {
+ mes "[Hao Chenryu]";
+ mes "Hmmm...";
+ mes "It seems like";
+ mes "you're one of us.";
+ next;
+ mes "[Hao Chenryu]";
+ mes "If you came for the";
+ mes "gunpowder, you should";
+ mes "get some chemcials";
+ mes "from your party leader.";
+ close;
+ }
+ }
+ else if(countitem(7204))
+ {
+ mes "[Hao Chenryu]";
+ mes "Be careful!";
+ mes "It's easy for";
+ mes "gunpowder to be";
+ mes "found during the";
+ mes "inspection process!";
+ mes "Hide it well...!";
+ close;
+ }
+ else
+ {
+ mes "[Hao Chenryu]";
+ mes "I hope you bring the gunpowder to Mao safely. The next time you see him, please give him my thanks.";
+ close;
+ }
+}
+
+lou_in01,45,138,3 script Soldier#1 825,{
+
+ if(countitem(7204))
+ {
+ mes "[Soldier]";
+ mes "Hold on there!";
+ next;
+ mes "[Soldier]";
+ mes "You're not allowed to bring any gunpowder out of here. Now go";
+ mes "and put it back, Rune-Midgardian! Move!";
+ close;
+ }
+ mes "[Soldier]";
+ mes "It's strange to see outsiders in this kind of place. We don't have any business with you,";
+ mes "so move along.";
+ close2;
+ warp "lou_in01",82,141;
+ end;
+}
+
+lou_in01,82,139,7 script Soldier#2 825,{
+
+ if(countitem(7068) || countitem(7096) || countitem(7004))
+ {
+ mes "[Soldier]";
+ mes "I am sorry, but it is prohibited to enter with some of the products";
+ mes "you are carrying. I cannot let you in.";
+ close;
+ }
+ mes "[Soldier]";
+ mes "There is nothing much, but if you wish to look around this room, please be my guest.";
+ close2;
+ warp "lou_in01",47,141;
+ end;
+}
diff --git a/npc/pre-re/quests/quests_lutie.txt b/npc/pre-re/quests/quests_lutie.txt
new file mode 100644
index 000000000..97d566778
--- /dev/null
+++ b/npc/pre-re/quests/quests_lutie.txt
@@ -0,0 +1,358 @@
+//===== rAthena Script =======================================
+//= Quest NPCs related to Lutie
+//===== By: ==================================================
+//= TonyMan & Samuray22
+//===== Current Version: =====================================
+//= 1.3b
+//===== Compatible With: =====================================
+//= rAthena 1.0
+//===== Description: =========================================
+//= Blush, Cake Hat, Candle, Chef Hat, Raccoon Hat, Rainbow Eggshell,
+//= Spore Hat, Wonder Nutshell Quests
+//===== Additional Comments: =================================
+//= 1.1 Optimized [Lupus]
+//= 1.2 Fixed Chef Hat items [Lupus]
+//= 1.3 Update NPC to the Official One. [Samuray22]
+//= 1.3a Changed item names to item IDs. [Samuray22]
+//= 1.3b Removed a scrap " left in a delitem. [L0ne_W0lf]
+//= 1.4 Updated NPCs once again. [L0ne_W0lf]
+//============================================================
+
+xmas,117,295,4 script Vending Machine Man 704,{
+ mes "[Titicupe]";
+ mes "Hmm...?";
+ mes "I, Titicupe, esteemed manager of the Toy Factory and genius inventor, has done it again! I've just created the world's most sophisticated vending machine!";
+ next;
+ switch(select("Talk to him about the Vending Machine:Items in the Vending Machine:Stop talking")) {
+ case 1:
+ mes "[Titicupe]";
+ mes "Can you see the little snowman to the left side of me? Can you? If you look at his mouth closely, you'll see that it's been built quite largely. You might say, a bit too large for normal purposes...";
+ next;
+ mes "[Titicupe]";
+ mes "You see, that snowman is actually an amazing vending machine that I invented out of my blood, sweat, tears and snow.";
+ next;
+ mes "[Titicupe]";
+ mes "You can put all sorts of things inside its mouth, and if you insert the right items, you'll get some hats in return...";
+ next;
+ mes "[Titicupe]";
+ mes "Fashionable hats that you've always dreamed of wearing...! Bwahahahaha~!";
+ next;
+ mes "[Titicupe]";
+ mes "Oh, this creation of mine is so magnificent!";
+ Emotion e_kis2;
+ next;
+ mes "[Titicupe]";
+ mes "And the headgears--! I... I can't contain myself!";
+ next;
+ mes "^3355FFToy factory manager Titicupe jumps and convulses with joy. Clearly he's insane, but it may be possible that he may be brilliant.^000000";
+ Emotion e_gasp;
+ close;
+ case 2:
+ mes "[Titicupe]";
+ mes "Oh right! You need to know what kind of items to put into the Vending Machine to get what you want, yes? Go ahead... Ask me~";
+ Emotion e_ic;
+ next;
+ switch(select("Raccoon Hat:Spore Hat:Wonder Nutshell:Ranbow Eggshell:Blush:Chef Hat:Candle:Cake Hat:End Conversation")) {
+ case 1:
+ mes "[Titicupe]";
+ mes "Raccoon Hat?";
+ mes "1 Kitty Band";
+ mes "20 Dragon Scale";
+ mes "200 Tough Scalelike Stem";
+ mes "300 Sea-otter Fur";
+ break;
+ case 2:
+ mes "[Titicupe]";
+ mes "Spore Hat?";
+ mes "850 Poison Spore";
+ mes "300 Burnt Tree";
+ mes "1 Tongue";
+ break;
+ case 3:
+ mes "[Titicupe]";
+ mes "Wonder Nutshell?";
+ mes "1 Nut Shell";
+ mes "500 Wing of Dragonfly";
+ break;
+ case 4:
+ mes "[Titicupe]";
+ mes "Rainbow Eggshell?";
+ mes "1 Egg Shell";
+ mes "1 Cobaltblue Dyestuffs";
+ mes "50 Claw of Desert Wolf";
+ break;
+ case 5:
+ mes "[Titicupe]";
+ mes "Blush?!";
+ mes "You!";
+ mes "You know something...";
+ mes "Heh heh~ Anyway";
+ mes "100 Alice's Apron";
+ break;
+ case 6:
+ mes "[Titicupe]";
+ mes "Chef Hat?";
+ mes "120 Piece of Cake";
+ mes "1 White Dyestuffs";
+ mes "330 Feather";
+ mes "450 Dragon Scale";
+ break;
+ case 7:
+ mes "[Titicupe]";
+ mes "Candle?";
+ mes "1 Bomb Wick";
+ mes "50 Matchstick";
+ mes "100 Royal Jelly";
+ break;
+ case 8:
+ mes "[Titicupe]";
+ mes "Cake Hat?";
+ mes "10 Candy";
+ mes "5 Candy Cane";
+ mes "15 Well-baked Cookie";
+ mes "20 Piece Of Cake";
+ mes "10 Steel";
+ break;
+ case 9:
+ mes "[Titicupe]";
+ mes "Ask me anytime. Those kinds of questions are no problem for geniuses like me!";
+ }
+ next;
+ mes "[Titicupe]";
+ mes "So happy!!";
+ mes "I'm a genius~!";
+ mes "Ho ho ho";
+ mes "Ho ho ho ho!";
+ close;
+ case 3:
+ mes "[Titicupe]";
+ mes "Sometimes, I can't believe how magnificent this invention of mine is...!";
+ next;
+ mes "[Titicupe]";
+ mes "I...";
+ mes "I love you";
+ mes "Mister Snowman";
+ mes "Vending Machine.";
+ Emotion e_kis2;
+ next;
+ mes "^3355FFToy factory manager Titicupe begins to jump around and emit screams of unbridled ecstacy. At this point, it's not difficult to doubt his sanity, as well as his genius.";
+ close;
+ }
+}
+
+xmas,115,297,4 script Vending Machine 111,{
+ mes "[Audi]";
+ mes "^555555Exciting item vending machine. Invented by great Titicupe. Select the desired item and place required items into snowmouth receptacle.^000000";
+ next;
+ switch(select("^FF3355Notice (Must Read)^000000:Raccoon Hat:Spore Hat:Wonder Nutshell:Rainbow Eggshell:Blush:Chef Hat:Candle:Cake Hat:Cancel")) {
+ case 1:
+ mes "[Audi]";
+ mes "Hi~ !";
+ mes "I need to tell you one important thing. This vending machine is not equipped to differentiate between special items and ordinary items.";
+ next;
+ mes "[Audi]";
+ mes "So if you use an item that has been ^FF3355upgraded, or has a card compounded to it^000000, any cards or upgrades will be lost in creating the new item.";
+ next;
+ mes "[Audi]";
+ mes "So when you try to exchange and generate items, please put all the valuable items you won't be using into the Kafra Storage.";
+ next;
+ mes "[Audi]";
+ mes "Please keep this in mind because this Vending Machine does not provide any returns, refunds or exchanges.";
+ next;
+ mes "[Audi]";
+ mes "Have a great time!";
+ mes "Thank you!";
+ close;
+ case 2:
+ if ((countitem(2213) > 0) && (countitem(1036) > 19) && (countitem(7012) > 199) && (countitem(7065) > 299)) {
+ mes "^3355FFYou gingerly place the items into the snowman's mouth.^000000";
+ next;
+ delitem 2213,1; //Cat_Hairband
+ delitem 1036,20; //Dragon_Scale
+ delitem 7012,200; //Tough_Scalelike_Stem
+ delitem 7065,300; //Sea_Otter_Leather
+ Emotion e_Oh;
+ mes "^3355FF*Vroooooom~~*";
+ mes "*Bzzzzzt*";
+ mes "*choogachooga*";
+ mes "*Kapang!*^000000";
+ getitem 5033,1; // Smokie_Hat
+ next;
+ mes "[Audi]";
+ mes "^555555Thank you for coming by.";
+ mes "Please come again!";
+ mes "Oh, and tell a friend!^000000";
+ close;
+ }
+ break;
+ case 3:
+ if ((countitem(7033) > 849) && (countitem(7068) > 299) && (countitem(1015) > 0)) {
+ mes "^3355FFYou gingerly place the items into the snowman's mouth.^000000";
+ next;
+ delitem 7033,850; //Poison_Spore
+ delitem 7068,300; //Burn_Tree
+ delitem 1015,1; //Thin_N'_Long_Tongue
+ Emotion e_oh;
+ mes "^3355FF*Vroooooom~~*";
+ mes "*Bzzzzzt*";
+ mes "*choogachooga*";
+ mes "*Kapang!*";
+ mes "*Wek Wek*^000000";
+ getitem 5029,1; // Spore_Hat
+ next;
+ mes "^555555Thank you for coming by.";
+ mes "Please come again!";
+ mes "Oh, and tell a friend!^000000";
+ close;
+ }
+ break;
+ case 4:
+ if ((countitem(5037) > 0) && (countitem(7064) > 499)) {
+ mes "^3355FFYou gingerly place the items into the snowman's mouth.^000000";
+ next;
+ delitem 5037,1; //Fruit_Shell
+ delitem 7064,500; //Dragon_Fly_Wing
+ mes "^3355FF*Vroooooom~~*";
+ mes "*Bzzzzzt*";
+ mes "*choogachooga*";
+ mes "*Kapang!*";
+ mes "*BeepBoopBeepBoop*";
+ mes "*Beeeeeeoop*^000000";
+ Emotion e_oh;
+ getitem 5050,1; // Mystery_Fruit_Shell
+ next;
+ mes "[Audi]";
+ mes "^555555Thank you for coming by.";
+ mes "Please come again!";
+ mes "Oh, and tell a friend!^000000";
+ close;
+ }
+ break;
+ case 5:
+ if ((countitem(5015) > 0) && (countitem(978) > 0) && (countitem(7030) > 49)){
+ mes "^3355FFYou gingerly place the items into the snowman's mouth.^000000";
+ next;
+ delitem 5015,1; //Egg_Shell
+ delitem 978,1; //Cobaltblue_Dyestuffs
+ delitem 7030,50; //Claw_Of_Desert_Wolf
+ Emotion e_oh;
+ mes "^3355FF*Vroooooom~~*";
+ mes "*Bzzzzzt*";
+ mes "*choogachooga*";
+ mes "*OoooEeeeeeee~*^000000";
+ getitem 5039,1; // Mottled_Egg_Shell
+ next;
+ mes "[Audi]";
+ mes "^555555Thank you for coming by.";
+ mes "Please come again!";
+ mes "Oh, and tell a friend!^000000";
+ close;
+ }
+ break;
+ case 6:
+ if (countitem(7047) > 99) {
+ mes "^3355FFYou gingerly place all 100 Aprons into the snowman's mouth.^000000";
+ next;
+ delitem 7047,100; //Alice's_Apron
+ Emotion e_oh;
+ mes "^3355FF*Vroooooom~~*";
+ mes "*Bzzzzzt*";
+ mes "*choogachooga*";
+ mes "*Kapang!*";
+ mes "*ChoopChoop*";
+ mes "*Chaaawah!*^000000";
+ getitem 5040,1; // Blush
+ mes "[Audi]";
+ mes "^555555Thank you for coming by.";
+ mes "Please come again!";
+ mes "Oh, and tell a friend!^000000";
+ next;
+ mes "[Titicupe]";
+ mes "You got Blush?! Huh. I guess you really like looking glamourous~! I bet you really appreciate my genius now, huh?";
+ close;
+ }
+ break;
+ case 7:
+ if ((countitem(539) > 119) && (countitem(982) > 0) && (countitem(949) > 329) && (countitem(1036) > 449)) {
+ mes "^3355FFYou gingerly place the items into the snowman's mouth.^000000";
+ next;
+ delitem 539,120; //Piece_Of_Cake
+ delitem 982,1; //White_Dyestuffs
+ delitem 949,330; //Feather
+ delitem 1036,450; //Dragon_Scale
+ Emotion e_oh;
+ mes "^3355FF*Vroooooom~~*";
+ mes "*Bzzzzzt*";
+ mes "*choogachooga*";
+ mes "*Kapang!*";
+ mes "*Muuuuuuugeeee*^000000";
+ getitem 5026,1; // Hat_Of_Cook
+ next;
+ mes "[Audi]";
+ mes "^555555Thank you for coming by.";
+ mes "Please come again!";
+ mes "Oh, and tell a friend!^000000";
+ close;
+ }
+ break;
+ case 8:
+ if ((countitem(2279) > 0) && (countitem(7035) > 49) && (countitem(526) > 99)) {
+ mes "^3355FFYou gingerly place the items into the snowman's mouth.^000000";
+ next;
+ delitem 2279,1; //Bomb_Wick
+ delitem 7035,50; //Matchstick
+ delitem 526,100; //Royal_Jelly
+ Emotion e_oh;
+ mes "^3355FF*Vroooooom~~*";
+ mes "*Bzzzzzt*";
+ mes "*choogachooga*";
+ mes "*Kapang!*^000000";
+ getitem 5028,1; // Candle
+ next;
+ mes "[Audi]";
+ mes "^555555Thank you for coming by.";
+ mes "Please come again!";
+ mes "Oh, and tell a friend!^000000";
+ close;
+ }
+ break;
+ case 9:
+ if ((countitem(529) > 9) && (countitem(530) > 4) && (countitem(538) > 14) && (countitem(539) > 19) && (countitem(999) > 9)) {
+ mes "^3355FFYou gingerly place the items into the snowman's mouth.^000000";
+ next;
+ delitem 529,10; //Candy
+ delitem 530,5; //Candy_Striper
+ delitem 538,15; //Well_Baked_Cookie
+ delitem 539,20; //Piece_Of_Cake
+ delitem 999,10; //Steel
+ Emotion e_oh;
+ mes "^3355FF*Vroooooom~~*";
+ mes "*Bzzzzzt*";
+ mes "*choogachooga*";
+ mes "*Kapang!*^000000";
+ getitem 5024,1; // Hat_Of_Cake
+ next;
+ mes "[Audi]";
+ mes "^555555Thank you for coming by.";
+ mes "Please come again!";
+ mes "Oh, and tell a friend!^000000";
+ close;
+ }
+ break;
+ case 10:
+ mes "[Audi]";
+ mes "^555555Please...";
+ mes "Insert...";
+ mes "Items.^000000";
+ close;
+ }
+ Emotion e_x;
+ mes "[Audi]";
+ mes "^555555Error Error!";
+ mes "Incorrect items!^000000";
+ next;
+ mes "[Titicupe]";
+ mes "I...";
+ mes "I guess a lot of people would do anything to get their hands on some Blush.";
+ close;
+}
diff --git a/npc/pre-re/quests/quests_morocc.txt b/npc/pre-re/quests/quests_morocc.txt
new file mode 100644
index 000000000..8628ff426
--- /dev/null
+++ b/npc/pre-re/quests/quests_morocc.txt
@@ -0,0 +1,7741 @@
+//===== rAthena Script =======================================
+//= Quest NPCs related to Morroc
+//===== By: ==================================================
+//= kobra_k88
+//===== Current Version: =====================================
+//= 2.9
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= - Stop Post
+//= - Binoculars Quest
+//= - Assassin Pub NPCs/supporting quest NPCS. [Disabled]
+//= - Resurrection of Satan Morroc
+//= - The Crow of the Fate
+//= - Succession of the Prince
+//===== Additional Comments: =================================
+//= 1.1 Fixed exploits [Lupus]
+//= 1.2 Added Dandelion's Request / Morroc Invasion quest. [SinSloth]
+//= 1.3 Updated dialogs from Binoculars Quest. [Samuray22]
+//= 1.3a added GM lvl check as in other invansion quests [Lupus]
+//= 1.4 Fixed a small bug in Dandelion's Request. [SinSloth]
+//= 1.5 Fixed a little bug with "Job_Alchemist" changed to "Job_Alchem". [Samuray22]
+//= 1.6 Fixed a nasty bug in last part of the quest. [SinSloth]
+//= 1.6a replaced item "names" with item id. [Lupus]
+//= 1.7 Fixed a bug with XP rewards. [SinSloth]
+//= 1.8 Fixed a bug which prevented reset of events. [SinSloth]
+//= 1.9 Corrected NPC names to fall within proper restrictions. [L0ne_W0lf]
+//= 2.0 Fixed bad NPC header data to comply with rev. 11603. [L0ne_W0lf]
+//= 2.0a Corrected a Typo error ";;". [Samuray22]
+//= 2.1 Assassins will now get their request item. (bugreport:1220) [L0ne_W0lf]
+//= 2.2 Updated Binocular and Stop Post quests. [L0ne_W0lf]
+//= 2.3 Replaced effect numerics with constants. [Samuray22]
+//= 2.4 Implemented Ep. 12.1 Continental Guard Quest. [L0ne_W0lf]
+//= Moved Dandelion's Request to a it's own file.
+//= Added support NPCs required to finish Gaebolg quest.
+//= 2.5 Fixed Group of Evil never re-enabling. [L0ne_W0lf]
+//= 2.6 Added quest log commands for Resurrection of Satan Morroc. [L0ne_W0lf]
+//= Added the two remaining episode 12.1 quests.
+//= Updated Satan Morroc Quest to allow peopel who have
+//= finished it to return to the previous map.
+//= 2.7 Corrected weight checks, they only check for inventory slots. [L0ne_W0lf]
+//= 2.8 Disabled Assassin bar pub NPCs, as they are included in the 13.1 quests file. [L0ne_W0lf]
+//= 2.9 Fixed player dying/logging out during conversation could prevent
+//= summoning of Satan Morroc until server reboot. [Gepard]
+//============================================================
+
+// Stop Post Quest
+// ============================================================
+moc_ruins,113,181,4 script William 89,{
+ mes "[William]";
+ mes "Welcome to";
+ mes "MacMillan's ^3355FFPost^000000 Workshop.";
+ next;
+ mes "[William]";
+ mes "My family, the MacMillan Clan, has been producing Professional Traffic Signal Posts for more than 250 years. Nowadays, we are booking Special Orders for our unique ornament, ^3355FFStop Post^000000.";
+ next;
+ switch(select("Could I order one ^3355FFStop Post^000000?:Nah...")) {
+ case 1:
+ mes "[William]";
+ mes "This unique ornament, ^3355FFStop Post^000000, is a traffic signal on the road, and doubles as a hair ornament! This, we solemnly promise on the strength of a 100-year guarantee.";
+ next;
+ mes "[William]";
+ mes "To produce a ^3355FFStop Post^000000, we need ^3355FF91100 Zeny^000000, ^3355FF50 Trunk^000000 and ^3355FF1 Black Dyestuffs^000000.";
+ next;
+ if ((countitem(1019) > 49) && (countitem(983) > 0) && (Zeny > 91099)) {
+ delitem 1019,50; //Wooden_Block
+ delitem 983,1; //Black_Dyestuffs
+ set Zeny,Zeny-91100;
+ mes "[William]";
+ mes "Here you are~!";
+ mes "This ^3355FFStop Post^000000 has";
+ mes "been especially made";
+ mes "just for you!";
+ mes "Thank you for stopping by!";
+ mes "...Get the joke?";
+ getitem 2272,1; // Stop_Post
+ close;
+ }
+ else {
+ mes "[William]";
+ mes "So...";
+ mes "When you get those items, swing on by and we'll give you a Stop Post.";
+ close;
+ }
+ case 2:
+ mes "[William]";
+ mes "Anyway, thank you for coming by 'MacMillan's Workshop.' But think about buying something next time, will ya?";
+ close;
+ }
+}
+
+// Binoculars Quest
+// ============================================================
+moc_ruins,118,176,4 script Alchemist 64,{
+ mes "[Marius]";
+ mes "Howdy, new customer!!";
+ mes "I know what you're gonna talk about. You want the Magic Glasses from me, riiiiight?";
+ next;
+ switch(select("What is that?:Manufacture:Ignore him")) {
+ case 1:
+ mes "[Marius]";
+ mes "Hmm~!";
+ mes "Well, the official name for them is ^3355FFBinoculars^000000! An optical device that works like a pair of field glasses, they're designed for simultaneous use by both eyes!";
+ next;
+ mes "[Marius]";
+ mes "They're made up of two small telescopes joined with a single focusing device. You can arrange the lenses to produce stereoscopic vision.";
+ next;
+ mes "[Marius]";
+ mes "So?";
+ mes "Ain't that";
+ mes "something, huh?";
+ mes "Muhahahahahaha!";
+ mes ". . . . .";
+ next;
+ mes "[Marius]";
+ mes "Hm? You don't seem to";
+ mes "believe what I just said?";
+ mes "Oh c'mon, jerk. It's real!!";
+ next;
+ mes "[Marius]";
+ mes "I will let you";
+ mes "know the items I need...";
+ mes "1 ^3355FFGeek Glasses^000000! 100 ^3355FFSteel^000000!";
+ mes "And ^3355FF50000 Zeny^000000!";
+ close;
+ case 2:
+ if ((countitem(2243) > 0) && (countitem(999) > 99) && (Zeny > 49999)) {
+ mes "[Marius]";
+ mes "Perfect, perfect !";
+ mes "Now my masterpiece will be complete!";
+ mes "Muhahahaha !";
+ next;
+ delitem 2243,1; //Spinning_Eyes
+ delitem 999,100; //Steel
+ set Zeny,Zeny-50000;
+ mes "[Marius]";
+ mes "Here you are!";
+ mes "Binoculars !";
+ getitem 2296,1; // Binoculars
+ next;
+ mes "[Marius]";
+ mes "Just remember...";
+ mes "Don't peep at something you shouldn't look at. Well, at least try not to.";
+ close;
+ }
+ else {
+ mes "[Marius]";
+ mes "Argggghhhhhhh!!";
+ mes "You didn't bring";
+ mes "enough items!!!!";
+ mes "How dare you";
+ mes "disgrace me!!!";
+ mes "Baaaadddd !!";
+ close;
+ }
+ case 3:
+ mes "[Marius]";
+ mes "Hey you~!";
+ mes "Now you're in front of Marius, an Alchemist among Alchemists. Ignoring me, eh? Come on, I'll beat your ass!";
+ close;
+ }
+}
+
+// Morroc Assassin Guild Bar [Disabled]
+// ============================================================
+/*
+morocc,43,108,5 script Sharp-Looking Kid#dan_07 82,{
+ if (BaseClass == Job_Assassin) {
+ mes "[Jack]";
+ mes "In spite of the chaotic mess in their town, ";
+ mes "there are still some of those who pay visits here.";
+ mes "Maybe the stronghold itself is a real one of a kind..";
+ close;
+ }
+ else {
+ if (countitem(7416) > 0) {
+ mes "[Jack]";
+ mes "A letter of recommendation?";
+ mes "Oh, boy. Looks like you've brought me a very, very old relic from the past.";
+ mes "Well, guess you should go in and see the master.";
+ close;
+ }
+ else {
+ mes "[Jack]";
+ mes "Hey, what are you peeking at?";
+ mes "Don't you have better things to do? You'd better go to the shelter and save your ass.";
+ close;
+ }
+ }
+}
+
+morocc,45,110,0 script que_job01#01 45,2,2,{
+OnTouch:
+ if (BaseClass == Job_Assassin) {
+ warp "que_job01",9,94;
+ end;
+ }
+ else {
+ mes "[Jack]";
+ mes "Wait, that's the restricted area....";
+ mes "......";
+ mes "Oh, well.";
+ next;
+ mes "[Jack]";
+ mes "Things have changed.";
+ mes "Just do whatever you want!";
+ close2;
+ warp "que_job01",9,94;
+ end;
+ }
+}
+
+que_job01,6,94,0 warp morocc#01 2,2,morocc,45,103
+que_job01,17,48,0 warp que_job01#02 2,2,que_job01,68,92
+que_job01,68,96,0 warp que_job01#03 2,2,que_job01,17,53
+
+que_job01,80,77,0 script que_job01#04 45,2,2,{
+OnTouch:
+ if (BaseClass == Job_Assassin) {
+ warp "que_job01",61,50;
+ end;
+ }
+ else if (mao_request > 0) {
+ warp "que_job01",61,50;
+ end;
+ }
+ else {
+ mes "[Litheron]";
+ mes "Whoa, you're not";
+ mes "allowed to be in here.";
+ mes "Hey, master! Do you";
+ mes "know this guy?";
+ next;
+ if (prt_curse == 24) {
+ mes "[" + strcharinfo(0) + "]";
+ mes "I don't care what you say, I'm coming in!!!";
+ next;
+ mes "[Litheron]";
+ mes "Hey, master-! What do we do with this guy?";
+ mes "He sure seems tough!";
+ next;
+ mes "[Master]";
+ mes "Hmm. Let him do what he wants to do.";
+ mes "Passing through one door doesn't make any difference.";
+ next;
+ mes "[Litheron]";
+ mes "Hah! Did you hear that?";
+ mes "Alright, how about this?";
+ mes "I'll let you in if you buy me a drink.";
+ mes "Besides, you can't risk making trouble here: this place";
+ mes "is full of deadly Assassins.";
+ next;
+ switch(select("Sure:Why should I?!")) {
+ case 1:
+ if (Zeny > 999) {
+ mes "[Litheron]";
+ mes "Heh, that's what";
+ mes "I'm talking about!";
+ mes "Hey, bartender! Gimme";
+ mes "the usual! I like your";
+ mes "style, adventurer...";
+ set zeny,zeny-1000;
+ next;
+ mes "[Litheron]";
+ mes "Alright, you can come";
+ mes "on in. But don't you dare";
+ mes "breathe a word about this";
+ mes "bar to another living soul.";
+ close2;
+ warp "que_job01",61,50;
+ end;
+ }
+ else {
+ mes "[Litheron]";
+ mes "Huh...";
+ mes "Oh, you don't even";
+ mes "have enough zeny to";
+ mes "buy water here. Oh boy...";
+ mes "If you really want to enter,";
+ mes "make sure you have the cash!";
+ close2;
+ warp "que_job01",85,77;
+ end;
+ }
+ case 2:
+ mes "[Litheron]";
+ mes "Not the saavy type,";
+ mes "are you...? Fine, fine.";
+ mes "If you're not gonna do";
+ mes "me any favors, then why";
+ mes "should I help you? Go away!";
+ close2;
+ warp "que_job01",85,77;
+ end;
+ }
+ }
+ else {
+ mes "[Master]";
+ mes "Not at all.";
+ mes "Make sure that this";
+ mes "one isn't allowed";
+ mes "to enter.";
+ next;
+ mes "[Litheron]";
+ mes "You heard the man.";
+ mes "You better retreat";
+ mes "from this place while";
+ mes "you still have legs...";
+ close2;
+ warp "que_job01",85,77;
+ end;
+ }
+ }
+}
+
+que_job01,65,50,0 warp que_job01#05 2,2,que_job01,84,77
+
+que_job01,81,79,5 script Idle Knight#dan_08 733,{
+ mes "[Litheron]";
+ mes "What's the matter?";
+ mes "Oh, I see... You're";
+ mes "probably wondering why";
+ mes "a Knight like me is in a";
+ mes "secret Assassin's pub.";
+ if (BaseClass == Job_Knight) {
+ mes "What about you, huh?";
+ }
+ next;
+ mes "[Litheron]";
+ mes "You know.. I just came to take a short breather. This whole restoration work is killing me.";
+ mes "It's almost impossible to spot a place for a little drink these days, if you know what I mean.";
+ close;
+}
+
+que_job01,82,95,3 script Bar Master#moc_main01 46,{
+ if (checkweight(908,200) == 0) {
+ mes "^3355FFWait a second!";
+ mes "Right now, you're carrying";
+ mes "too many things with you.";
+ mes "Please come back after";
+ mes "using the Kafra Service";
+ mes "to store some of your items.^000000";
+ close;
+ }
+ if (BaseClass == Job_Assassin) {
+ mes "[Master]";
+ mes "Please, come in.";
+ mes "Care for a drink?";
+ }
+ else if ((BaseJob == Job_Thief) && (BaseClass != Job_Assassin)) {
+ mes "[Master]";
+ mes "......Huh. How did a ruffian like you get in here?";
+ mes "Well, I guess Jack's not doing his job.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Hey,master, don't be so harsh. We know each other, don't we?";
+ mes "You don't wanna hurt your old friend's feeling~";
+ next;
+ mes "[Master]";
+ mes "Whatever you say.";
+ mes "So,what do you wanna drink?";
+ }
+ else {
+ mes "[Master]";
+ mes "....Hmm...";
+ mes "What do you wanna drink?";
+ }
+ next;
+ switch(select("Order a Drink:Ask About Mission:Cancel")) {
+ case 1:
+ mes "[Master]";
+ mes "In this place, I only serve two drinks.";
+ mes "You want a Tropical Sograt or";
+ mes "a Vermilion on the Beach?";
+ next;
+ switch(select("Tropical Sograt:Vermilion on the Beach:Do you offer any free drinks?")) {
+ case 1:
+ if (checkweight(908,200) == 0) {
+ mes "[Master]";
+ mes "Hey, why did you bring";
+ mes "so much stuff with you?";
+ mes "I can't give you anything";
+ mes "to drink if you don't have";
+ mes "the room to carry it around.";
+ mes "Clear out your inventory!";
+ close;
+ }
+ else {
+ if (BaseClass == Job_Assassin) {
+ if (Zeny < 800) {
+ mes "[Master]";
+ mes "You know...";
+ mes "I was going to charge you";
+ mes "800 zeny for this drink, but";
+ mes "it looks like you can't afford";
+ mes "it right now. Come back when";
+ mes "you have the zeny, alright?";
+ }
+ else {
+ mes "[Master]";
+ mes "Most bartenders would";
+ mes "usually charge 1,000 zeny";
+ mes "for this stuff, but I'll only";
+ mes "ask you for 800. Enjoy it,";
+ mes "my friend, and drink it as";
+ mes "deeply as you would life.";
+ set zeny,zeny-800;
+ getitem 12112,1; //Tropical_Sograt
+ }
+ close;
+ }
+ else {
+ if (Zeny < 1000) {
+ mes "[Master]";
+ mes "Hey, you don't have";
+ mes "the zeny for this drink.";
+ mes "Make sure you come back";
+ mes "with 1,000 zeny if you want";
+ mes "me to fix you something, okay?";
+ close;
+ }
+ else {
+ mes "[Master]";
+ mes "For Assassins, I charge";
+ mes "800 zeny, but for you, I'm";
+ mes "gonna charge 1,000. No";
+ mes "hard feelings, but you're";
+ mes "already lucky to be here.";
+ mes "Hey, enjoy your drink~";
+ set zeny,zeny-1000;
+ getitem 12112,1; //Tropical_Sograt
+ close;
+ }
+ }
+ }
+ case 2:
+ if (checkweight(908,200) == 0) {
+ mes "[Master]";
+ mes "Hey, why did you bring";
+ mes "so much stuff with you?";
+ mes "I can't give you anything";
+ mes "to drink if you don't have";
+ mes "the room to carry it around.";
+ mes "Clear out your inventory!";
+ close;
+ }
+ else {
+ if (BaseClass == Job_Assassin) {
+ if (Zeny < 800) {
+ mes "[Master]";
+ mes "You know...";
+ mes "I was going to charge you";
+ mes "800 zeny for this drink, but";
+ mes "it looks like you can't afford";
+ mes "it right now. Come back when";
+ mes "you have the zeny, alright?";
+ }
+ else {
+ mes "[Master]";
+ mes "Most bartenders would";
+ mes "usually charge 1,000 zeny";
+ mes "for this stuff, but I'll only";
+ mes "ask you for 800. Enjoy it,";
+ mes "my friend, and drink it as";
+ mes "deeply as you would life.";
+ set zeny,zeny-800;
+ getitem 12113,1; //Vermilion_The_Beach
+ }
+ close;
+ }
+ else {
+ if (Zeny < 1000) {
+ mes "[Master]";
+ mes "Hey, you don't have";
+ mes "the zeny for this drink.";
+ mes "Make sure you come back";
+ mes "with 1,000 zeny if you want";
+ mes "me to fix you something, okay?";
+ close;
+ }
+ else {
+ mes "[Master]";
+ mes "For Assassins, I charge";
+ mes "800 zeny, but for you, I'm";
+ mes "gonna charge 1,000. No";
+ mes "hard feelings, but you're";
+ mes "already lucky to be here.";
+ mes "Hey, enjoy your drink~";
+ set zeny,zeny-1000;
+ getitem 12113,1; //Vermilion_The_Beach
+ close;
+ }
+ }
+ }
+ case 3:
+ mes "[Master]";
+ mes "What are you...?";
+ mes "I just told you";
+ mes "I only serve two";
+ mes "drinks. If you want";
+ mes "water, you oughtta";
+ mes "go someplace else.";
+ close;
+ }
+ case 2:
+ if (mao_request == 1) {
+ if (BaseClass == Job_Assassin) {
+ mes "[Master]";
+ mes "A mission...";
+ mes "Don't you think you're little too late?";
+ mes "All the requests were cancelled and there's nothing left for you to do.";
+ mes "Besides, first things first. The restoration work for the city is the most urgent.";
+ close;
+ }
+ else {
+ mes "[Master]";
+ mes "Huh?";
+ next;
+ select("Show him the Letter of Recommendation.");
+ if (countitem(7416) > 0) {
+ mes "[Master]";
+ mes "Ah.. I think you're little too late.";
+ mes "I've got nothing to say if this's about the request sent to each guild.";
+ mes "I'm sorry you've come this far for nothing.";
+ close;
+ }
+ else {
+ mes "[Master]";
+ mes "What are you talking about?";
+ next;
+ mes "[Master]";
+ mes "................You're looking way too suspicious now.";
+ mes " ";
+ mes "Boys, show this guy the door!!";
+ next;
+ mes "[Drinking Boys]";
+ mes "- Yes, Sir!";
+ next;
+ mes "- You've got kicked out of the place. -";
+ close2;
+ warp "morocc",45,106;
+ end;
+ }
+ }
+ }
+ else {
+ if (BaseClass == Job_Assassin) {
+ mes "[Master]";
+ mes "Let me take a guess. You haven't been assigned any missions from this joint, eh?";
+ mes "By the way, you like this place?";
+ next;
+ mes "[Master]";
+ mes "You know, I kinda...";
+ mes "happen to really love this little pub of mine..";
+ mes "where some secret businesses take place..";
+ next;
+ mes "[Master]";
+ mes "If you want, I'll recommend";
+ mes "you to the guildmaster for";
+ mes "a mission. Until then, you've";
+ mes "got to focus on your training.";
+ mes "And until you train... Why";
+ mes "don't you enjoy a drink?";
+ close;
+ }
+ else {
+ mes "[Master]";
+ mes "Mission...?";
+ mes "Come on, what are";
+ mes "you talking about?";
+ mes "Stop talking crazy and";
+ mes "order something to drink.";
+ close;
+ }
+ }
+ case 3:
+ mes "[Master]";
+ mes "Hmmm.";
+ close;
+ }
+}
+
+que_job01,49,49,5 script Tao#dan_09 877,{
+ if (BaseClass == Job_Assassin) {
+ mes "[Tao]";
+ mes "Welcome, meow~";
+ mes "How's out, meow?";
+ next;
+ if (prt_curse == 24) {
+ switch(select("Is Marjana in?:I'm here to see you,Tao.")) {
+ case 1:
+ mes "[Tao]";
+ mes "She's in the room on your left, meow~";
+ mes "But then, how d'you know she's here, meow?";
+ close;
+ case 2:
+ mes "[Tao]";
+ mes "This is no place for playing, meow..";
+ mes "... Hey, it's awkward you looking at me like that, meow..";
+ close;
+ }
+ }
+ else {
+ mes "[Tao]";
+ mes "Is this all because of that dude called Raiyan Moore or More.. or.. blar?";
+ mes "... Meow..";
+ next;
+ mes "[Tao]";
+ mes "Ugh, you've got nothing to do, then get lost, meow?!";
+ mes "You know this place is prohibited, meow.";
+ mes "You won'e even be able to go into that room, anyway, meow~.";
+ next;
+ mes "[Tao]";
+ mes "Or, else.... You could?.. Oh, who knows, meow..";
+ mes "Tao hates to watch the gate anymore, meow~ meow~";
+ close;
+ }
+ }
+ else {
+ mes "[Tao]";
+ mes "What's up, meow!";
+ next;
+ switch(select("So, it's just you, little brat?:What has gotten into you?!:Hey, stop meowing?!")) {
+ case 1:
+ mes "[Tao]";
+ mes "What are you talking about, meow!";
+ mes "Tao's the greatest gate keeper!";
+ mes "Don't ever low estimate, meow!";
+ next;
+ mes "[Tao]";
+ mes "Looks like you came for some reasons, but don't even dream of getting my help, meow!!";
+ mes "Do you think I'm stupid enough to tell you that";
+ mes "the Master and Marjana are in that room on the right? Meow, meow, meow~~";
+ close;
+ case 2:
+ mes "[Tao]";
+ mes "Are you looking down on me because I'm a gate keeper?!";
+ mes "Grrrr...";
+ next;
+ mes "[Tao]";
+ mes "Get outta here while you have chances!!!!";
+ close;
+ case 3:
+ mes "[Tao]";
+ mes "Meow, meow.";
+ mes "It's a long story, meow.";
+ mes "That day, Tao really wanted a Big Ribbon, meow.";
+ next;
+ mes "[Tao]";
+ mes "So I went out looking for Wild Roses, meow...";
+ mes "...Meow? Wait a minute, why am I telling this story, meow?!";
+ next;
+ mes "[Tao]";
+ mes "Krrrr!";
+ mes "Who the hell are you!";
+ next;
+ mes "[Tao]";
+ mes "Get out of here, meow!!!";
+ close;
+ }
+ }
+}
+
+que_job01,51,55,0 script que_job01#room_1 45,1,1,{
+OnInit:
+ set $maobar_room,0;
+ end;
+
+Onreset:
+ set $maobar_room,0;
+ end;
+
+OnTouch:
+ if (prt_curse == 24) {
+ if ($maobar_room == 0) {
+ set $maobar_room,1;
+ donpcevent " #room1timer::OnEnable";
+ donpcevent "Marjana#poison::OnEnable";
+ mes "[Tao]";
+ mes "Ah, that place is protected";
+ mes "by security magic, so you'll";
+ mes "only have ^4D4DFF4 minutes^000000 to remain";
+ mes "there. Don't waste time, meow!";
+ close2;
+ warp "que_job01",11,7;
+ end;
+ }
+ else {
+ mes "[Tao]";
+ mes "Sooo sorry, meow~";
+ mes "Someone else is already";
+ mes "inside. Just come back";
+ mes "again later, meow?";
+ close2;
+ warp "que_job01",52,50;
+ end;
+ }
+ }
+ else if (mao_request > 0) {
+ if ($maobar_room == 0) {
+ set $maobar_room,1;
+ donpcevent " #room1timer::OnEnable";
+ donpcevent "Valdes#moc_master_1::OnEnable";
+ mes "[Tao]";
+ mes "Ah, that place is protected";
+ mes "by security magic, so you'll";
+ mes "only have ^4D4DFF4 minutes^000000 to remain";
+ mes "there. Don't waste time, meow!";
+ close2;
+ warp "que_job01",11,7;
+ end;
+ }
+ else {
+ mes "[Tao]";
+ mes "Sooo sorry, meow~";
+ mes "Someone else is already";
+ mes "inside. Just come back";
+ mes "again later, meow?";
+ close2;
+ warp "que_job01",52,50;
+ end;
+ }
+ }
+ else {
+ mes "[Tao]";
+ mes "Wh-who are you?";
+ mes "This is a restricted";
+ mes "area, meow! If you don't";
+ mes "have permission, then get";
+ mes "out of there right meow!";
+ close2;
+ warp "que_job01",52,50;
+ end;
+ }
+}
+
+que_job01,1,1,0 script #room1timer 844,{
+OnEnable:
+ initnpctimer;
+ mapannounce "que_job01","You will now enter the Master Zone, Area 1.",bc_map,"0x70DBDB";
+ end;
+
+Onstop:
+ mapannounce "que_job01","The security magic in the Master Zone, Area 1 is deactivated.",bc_map,"0x70DBDB";
+ donpcevent "#room1_warp::OnDisable";
+ donpcevent "Valdes#moc_master_1::OnDisable";
+ donpcevent "Marjana#poison::OnDisable";
+ donpcevent "que_job01#room_1::Onreset";
+ stopnpctimer;
+ end;
+
+OnTimer240000:
+ donpcevent "#room1_warp::OnEnable";
+ end;
+
+OnTimer245000:
+ donpcevent "#room1_warp::OnDisable";
+ donpcevent "Valdes#moc_master_1::OnDisable";
+ donpcevent "Marjana#poison::OnDisable";
+ end;
+
+OnTimer250000:
+ mapannounce "que_job01","The security magic Master Zone, Area 1 is now activated.",bc_map,"0x70DBDB";
+ donpcevent "que_job01#room_1::Onreset";
+ stopnpctimer;
+ end;
+}
+
+que_job01,12,13,0 script #room1_warp -1,15,15,{
+OnInit:
+ disablenpc "#room1_warp";
+ end;
+
+OnEnable:
+ enablenpc "#room1_warp";
+ end;
+
+OnDisable:
+ disablenpc "#room1_warp";
+ end;
+
+OnTouch:
+ warp "que_job01",52,50;
+ end;
+}
+
+que_job01,51,44,0 warp que_job01#room_2 1,1,que_job01,80,23
+
+que_job01,11,4,0 script que_job01#room1_out 45,1,1,{
+OnTouch:
+ warp "que_job01",52,50;
+ donpcevent " #room1timer::OnStop";
+ end;
+}
+
+que_job01,80,27,0 warp que_job01#room2_1_out 1,1,que_job01,52,50
+
+que_job01,16,21,5 script Valdes#moc_master_1 55,{
+ if (BaseClass == Job_Assassin) {
+ mes "[Valdes]";
+ mes "What is it? I have nothing to ask you to do.";
+ mes "Could you please leave me alone? I have a bad headache.";
+ next;
+ mes "[Valdes]";
+ mes "I'll ask you for a help some other time.";
+ mes "You look pretty passionate after all.";
+ }
+ else {
+ mes "[Valdez]";
+ mes "....Sorry, but could you please leave?";
+ mes "I'm really stressed out right now.";
+ mes "If you're here for the request that we made earlier, you can just forget about it.";
+ }
+ if (countitem(7417) > 0) {
+ delitem 7417,countitem(7417); //Mission_ScrollA
+ }
+ if (countitem(7418) > 0) {
+ delitem 7418,countitem(7418); //Mission_ScrollB
+ }
+ if (countitem(7416) > 0) {
+ delitem 7416,countitem(7416); //Letter_Of_Recommend
+ }
+ close;
+
+OnInit:
+ disablenpc "Valdes#moc_master_1";
+ end;
+
+OnEnable:
+ enablenpc "Valdes#moc_master_1";
+ end;
+
+OnDisable:
+ disablenpc "Valdes#moc_master_1";
+ end;
+}
+*/
+
+yuno_in04,180,106,3 script Reading Girl#moc_girl1 73,{
+ mes "[" + strcharinfo(0) + "]";
+ mes "Excuse me, but may I ask";
+ mes "you a question?";
+ next;
+ mes "[Yunia]";
+ mes "Eh? Oh, I'm sorry, I was";
+ mes "so busy reading this book!";
+ mes "So, uh, what exactly did";
+ mes "you want to ask me?";
+ next;
+ select("What are you reading?");
+ mes "[Yunia]";
+ mes "Ah! This is one of the best sellers of Joshua Vansei's.";
+ mes "The main character is a writer, and it's so touching that this guy writes a story of his mistress...";
+ next;
+ mes "[Yunia]";
+ mes "Oh.. I can't wait to see Hoein Special..";
+ mes "And this, you could have a look if you want to.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Oh, now, I shouldn't.";
+ mes "Looks like the cover's rounded with a red strap,";
+ mes "which..I really think is for adults only.";
+ mes "ex..cuse me~!";
+ close;
+}
+
+morocc_in,46,125,5 script Assistant#moc_ex1 729,{
+ mes "[Sephit]";
+ mes "I've always believed in Satan..";
+ mes "Haah... Guess it's good to be living, after all.";
+ next;
+ mes "[Sephit]";
+ mes "Who would've thought to actually see the Satan while alive.....?";
+ close;
+}
+
+que_job01,70,84,1 script Girl#moc_ex002 882,{
+ mes "[Girl]";
+ mes "Oh, the world.. the world is doomed..";
+ mes "-sobbing-";
+ mes "Nothing seems to be working now..";
+ emotion e_sob;
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "....Tsk..tsk...";
+ mes "Good heavens.. I can't believe this young girl's drinking with sadness....";
+ close;
+}
+
+// Resurrection of Satan Morroc
+// ============================================================
+moc_fild20,354,183,3 script Continental Guard#01::MocConGuard 707,3,3,{
+ if ((rebirth_moc_edq == 0) && (rebirth_moc_edq < 4)) {
+ mes "[Continental Guard]";
+ mes "No commoners are allowed in the area beyond this point.";
+ mes "This place is extremely dangerous so you are restricted from entering.";
+ next;
+ switch(select("Cancel Conversation:Ask What Happened")) {
+ case 1:
+ close;
+ case 2:
+ mes "[Continental Guard]";
+ mes "Didn't you know? Satan Morroc has resurrected and broke out of Morroc Village where he was confined.";
+ next;
+ mes "[Continental Guard]";
+ mes "His resurrection has caused irreparable damage to the village and to the desert around it, and now he has moved to the Sograt Desert.";
+ next;
+ mes "[Continental Guard]";
+ mes "We are here to carry out the orders of the Prontera Kingdom by preventing commoners, aside from the members of the Morroc Subjugation, from accessing the area.";
+ next;
+ mes "[Continental Guard]";
+ mes "If you'd like to know more information, I suggest that you speak to the Continental Guard in charge of the accident site in Morroc Village.";
+ next;
+ switch(select("End Conversation:Ask About Guard's Location")) {
+ case 1:
+ close;
+ case 2:
+ mes "[Continental Guard]";
+ mes "The guard that you want to talk to is at a camp built in the center of Morroc Village.";
+ next;
+ mes "[Continental Guard]";
+ mes "If you'd like, I can send you there directly.";
+ next;
+ switch(select("No, thanks.:Please do.")) {
+ case 1:
+ mes "[Continental Guard]";
+ mes "I see. Well then, for your safety, please leave this dangerous area as soon as possible.";
+ close;
+ case 2:
+ mes "[Continental Guard]";
+ mes "Great. I'll send you to Morroc Village's accident site shortly.";
+ close2;
+ warp "morocc",160,61;
+ end;
+ }
+ }
+ }
+ }
+ else if ((rebirth_moc_edq > 3) && (rebirth_moc_edq < 8)) {
+ mes "[Continental Guard]";
+ mes "No commoners are allowed in the area beyond this point.";
+ mes "This place is extremely dangerous so you are restricted from entering.";
+ next;
+ switch(select("Cancel Conversation:Enter the Field to Investigate:Move to Morroc's Accident Site")) {
+ case 1:
+ close;
+ case 2:
+ if ($@re_moc < 3) {
+ getpartymember(getcharid(1));
+ set .@partymembercount,$@partymembercount;
+ copyarray .@partymembername$[0],$@partymembername$[0],.@partymembercount;
+ while (.@partymembercount >= 0) {
+ set .@name$,.@partymembername$[.@partymembercount];
+ if (isloggedin(getcharid(3,.@name$))) {
+ set .@onlinemembers,.@onlinemembers + 1;
+ }
+ set .@partymembercount,.@partymembercount - 1;
+ }
+ if ((.@onlinemembers > 1) && (countitem(7826) > 0)) {
+ mes "[Continental Guard]";
+ mes "......";
+ next;
+ mes "[Continental Guard]";
+ mes "Yes, I've confirmed that you're a member of the Continental Guards. I wish you good luck in accomplishing your mission.";
+ next;
+ mes "[Continental Guard]";
+ mes "I'll send you to the field shortly. Please use the warp at the field entrance to come back to this area.";
+ close2;
+ warp "moc_fild21",38,193;
+ end;
+ }
+ else if ((.@onlinemembers < 2) && (countitem(7826) > 0)) {
+ mes "[Continental Guard]";
+ mes "Welcome, members of the Continental Guards. I have a special order from Chief Balrog for you, so let me read it for you.";
+ next;
+ mes "[Continental Guard]";
+ mes "'Due to the dangers of this area, I hereby prohibit members of the Continental Guard to investigate the area alone. You must organize a party of at least 2 members to carry out your missions from now on.'";
+ next;
+ mes "[Continental Guard]";
+ mes "...You understand that, right? Please go back to the site, and come back in a party of at least 2 members. Thank you.";
+ close;
+ }
+ else if (countitem(7826) < 1) {
+ mes "[Continental Guard]";
+ mes "Only members of the Continental Guards with Continental Guard Certificates are allowed to proceed beyond this point.";
+ close;
+ }
+ else {
+ close;
+ }
+ }
+ else {
+ mes "[Continental Guard]";
+ mes "We've received orders from Headquarters to block access to this area since an unusual space-time phenomenon has been detected from the Morroc field.";
+ next;
+ mes "[Continental Guard]";
+ mes "We need to wait until the phenomenon is over, and then we'll let you proceed with your investigation.";
+ close;
+ }
+ case 3:
+ mes "[Continental Guard]";
+ mes "Great. I'll send you to Morroc Village's accident site shortly.";
+ close2;
+ warp "morocc",160,61;
+ end;
+ }
+ }
+ else if (rebirth_moc_edq == 8) {
+ mes "[Continental Guard]";
+ mes "Ah, you're an adventurer working for the Continental Guard. Nice to meet you. Feel free to ask me if you need my assistance.";
+ next;
+ getpartymember(getcharid(1));
+ set .@partymembercount,$@partymembercount;
+ copyarray .@partymembername$[0],$@partymembername$[0],.@partymembercount;
+ while (.@partymembercount >= 0) {
+ set .@name$,.@partymembername$[.@partymembercount];
+ if (isloggedin(getcharid(3,.@name$))) {
+ set .@onlinemembers,.@onlinemembers + 1;
+ }
+ set .@partymembercount,.@partymembercount - 1;
+ }
+ switch(select("Enter the First Field to Investigate:Enter the Second Field to Investigate:Return to Morroc's Accident Site:Cancel Conversation")) {
+ case 1:
+ if ((.@onlinemembers > 1) && (countitem(7826) > 0)) {
+ mes "[Continental Guard]";
+ mes "......";
+ next;
+ mes "[Continental Guard]";
+ mes "Yes, I've confirmed that you're a member of the Continental Guards. I wish you good luck in accomplishing your mission.";
+ next;
+ mes "[Continental Guard]";
+ mes "I'll send you to the field shortly. Please use the warp at the field entrance to come back to this area.";
+ close2;
+ warp "moc_fild21",38,193;
+ end;
+ }
+ else if ((.@onlinemembers < 2) && (countitem(7826) > 0)) {
+ mes "[Continental Guard]";
+ mes "Welcome, members of the Continental Guards. I have a special order from Chief Balrog for you, so let me read it for you.";
+ next;
+ mes "[Continental Guard]";
+ mes "'Due to the dangers of this area, I hereby prohibit members of the Continental Guard to investigate the area alone. You must organize a party of at least 2 members to carry out your missions from now on.'";
+ next;
+ mes "[Continental Guard]";
+ mes "...You understand that, right? Please go back to the site, and come back in a party of at least 2 members. Thank you.";
+ close;
+ }
+ else if (countitem(7826) < 1) {
+ mes "[Continental Guard]";
+ mes "Only members of the Continental Guards with Continental Guard Certificates are allowed to proceed beyond this point.";
+ close;
+ }
+ else {
+ close;
+ }
+ case 2:
+ if ((.@onlinemembers > 1) && (countitem(7826) > 0)) {
+ mes "[Continental Guard]";
+ mes "......";
+ next;
+ mes "[Continental Guard]";
+ mes "Yes, I've confirmed that you're a member of the Continental Guards. I wish you good luck in accomplishing your mission.";
+ next;
+ mes "[Continental Guard]";
+ mes "I'll send you to the field shortly. Please use the warp at the field entrance to come back to this area.";
+ close2;
+ warp "moc_fild22",38,193;
+ end;
+ }
+ else if ((.@onlinemembers < 2) && (countitem(7826) > 0)) {
+ mes "[Continental Guard]";
+ mes "Welcome, members of the Continental Guards. I have a special order from Chief Balrog for you, so let me read it for you.";
+ next;
+ mes "[Continental Guard]";
+ mes "'Due to the dangers of this area, I hereby prohibit members of the Continental Guard to investigate the area alone. You must organize a party of at least 2 members to carry out your missions from now on.'";
+ next;
+ mes "[Continental Guard]";
+ mes "...So please go back to the site, and come back in a party of at least 2 members. Thank you.";
+ close;
+ }
+ else if (countitem(7826) < 1) {
+ mes "[Continental Guard]";
+ mes "Only members of the Continental Guards with Continental Guard Certificates are allowed to proceed beyond this point.";
+ close;
+ }
+ else {
+ close;
+ }
+ case 3:
+ mes "[Continental Guard]";
+ mes "Great. I'll send you to Morroc Village's accident site shortly.";
+ close2;
+ warp "morocc",160,61;
+ end;
+ case 4:
+ close;
+ }
+ }
+ else {
+ end;
+ }
+
+//OnTouch2:
+OnTouch:
+ mes "[Continental Guard]";
+ mes "No commoners are allowed in the area beyond this point.";
+ mes "This place is extremely dangerous so you are restricted from entering.";
+ close;
+ end;
+}
+
+moc_fild20,354,174,3 duplicate(MocConGuard) Continental Guard#02 707,3,3
+moc_fild20,38,174,5 duplicate(MocConGuard) Continental Guard#03 707,3,3
+moc_fild20,38,183,5 duplicate(MocConGuard) Continental Guard#04 707,3,3
+moc_fild20,189,21,7 duplicate(MocConGuard) Continental Guard#05 707,3,3
+moc_fild20,200,21,7 duplicate(MocConGuard) Continental Guard#06 707,3,3
+moc_fild20,203,336,5 duplicate(MocConGuard) Continental Guard#07 707,3,3
+moc_fild20,215,336,3 duplicate(MocConGuard) Continental Guard#08 707,3,3
+
+- script Continental Messenger#00::ConMessenger 997,3,3,{
+ set .@area$,strnpcinfo(2);
+ if (.@area$ == "01") { set .@area$,"Prontera"; }
+ else if (.@area$ == "02") { set .@area$,"Geffen"; }
+ else if (.@area$ == "03") { set .@area$,"Payon"; }
+ else if (.@area$ == "04") { set .@area$,"Alberta"; }
+ else if (.@area$ == "05") { set .@area$,"Al De Baran"; }
+ if (BaseLevel > 79) {
+ mes "[Continental Guard Messenger]";
+ mes "Good day, "+ strcharinfo(0) +". We don't have the luxury of time in this dire situation so I'll try to make this quick.";
+ next;
+ mes "[Continental Guard Messenger]";
+ mes "I'm a messenger dispatched here to " + .@area$ + " from the Morroc Continental Guard Headquarters. My duty is to deliver this important message to as many renowned adventurers as I can. I'm glad that I was finally able to find you, "+ strcharinfo(0) +".";
+ next;
+ select("Morroc Continental Guard Headquarters?");
+ mes "[Continental Guard Messenger]";
+ mes "Time's running out, so I can only give you a brief explanation.";
+ next;
+ mes "[Continental Guard Messenger]";
+ mes "Satan Morroc, the heinous demon imprisoned deep in Morroc's underground for centuries, has resurrected and broken free.";
+ next;
+ mes "[Continental Guard Messenger]";
+ mes "The revival of Satan Morroc has completely devastated Morroc Village and the area surrounding it.";
+ next;
+ mes "[Continental Guard Messenger]";
+ mes "All of the death and suffering... Anywhere else must seem like heaven compared to what's happening in and around Morroc.";
+ next;
+ mes "[Continental Guard Messenger]";
+ mes "The Morroc Continental Guard was immediately organized to fight Satan Morroc and bring relief to this dire situation. I'm here to inform everyone in the Rune-Midgarts Kingdom about this catastrophe.";
+ next;
+ mes "[Continental Guard Messenger]";
+ mes "We need your help, "+ strcharinfo(0) +". We need reputable adventurers like you to seal away Satan Morroc once again.";
+ next;
+ mes "[Continental Guard Messenger]";
+ mes "For more information, please speak to the captain of the Morroc Continental Guard. He is waiting for you, "+ strcharinfo(0) +".";
+ next;
+ mes "[Continental Guard Messenger]";
+ mes "The Continental Guard Headquarters is located near the center palace of Morroc, so please go speak to the chief as soon as you can.";
+ close;
+ }
+ else {
+ mes "[Continental Guard Messenger]";
+ mes "I'm a messenger from the Morroc Continental Guards Headquarters, and I've come here to " + .@area$ + " with an urgent message for everyone here in Rune-Midgarts Kingdom.";
+ next;
+ select("Morroc Continental Guard Headquarters?");
+ mes "[Continental Guard Messenger]";
+ mes "Time's running out, so I can only give you a brief explanation.";
+ next;
+ mes "[Continental Guard Messenger]";
+ mes "Satan Morroc, the heinous demon imprisoned deep in Morroc's underground for centuries, has resurrected and broken free.";
+ next;
+ mes "[Continental Guard Messenger]";
+ mes "The revival of Satan Morroc has completely devastated Morroc Village and the area surrounding it.";
+ next;
+ mes "[Continental Guard Messenger]";
+ mes "All of the death and suffering... Anywhere else must seem like heaven compared to what's happening in and around Morroc.";
+ next;
+ mes "[Continental Guard Messenger]";
+ mes "The Morroc Continental Guard was immediately organized to fight Satan Morroc and bring relief to this dire situation. I'm here to inform everyone in the Rune-Midgarts Kingdom about this catastrophe.";
+ next;
+ mes "[Continental Guard Messenger]";
+ mes "Part of my duty is to help recruit adventurers from around the world to help drive Satan Morroc back into confinement. It won't be easy, but he was defeated once before. Satan Morroc can be sealed away again.";
+ next;
+ mes "[Continental Guard Messenger]";
+ mes "At least 70% of Morroc Village was destroyed by the fallout of Satan Morroc's resurrection.";
+ next;
+ mes "[Continental Guard Messenger]";
+ mes "The desert around Morroc has also turned into a land of death after it was claimed by Satan Morroc and his powerful doppelgangers and underlings.";
+ mes "So heed my warning, stay away from the Morroc area unless you're on a mission organized by the Morroc Continental Guard.";
+ close;
+ }
+
+OnTouch:
+ if (BaseLevel > 79) {
+ mes "[Continental Guard Messenger]";
+ mes "Are you... "+ strcharinfo(0) +"?";
+ mes "Ah, very well. I have an extremely important message for you.";
+ next;
+ mes "[Continental Guard Messenger]";
+ mes "The situation is urgent, so please listen to me carefully.";
+ close;
+ }
+ end;
+}
+
+prontera,164,304,3 duplicate(ConMessenger) Continental Messenger#01 997,3,3
+geffen,128,90,3 duplicate(ConMessenger) Continental Messenger#02 997,3,3
+payon,200,113,3 duplicate(ConMessenger) Continental Messenger#03 997,3,3
+alberta,127,64,3 duplicate(ConMessenger) Continental Messenger#04 998,3,3
+aldebaran,135,128,3 duplicate(ConMessenger) Continental Messenger#05 998,3,3
+
+morocc,176,103,3 script Continental Official 754,{
+ if (rebirth_moc_edq > 3) {
+ mes "[Continental Guard Official]";
+ mes "On behalf of the Continental Guard, I thank you for your efforts. Now, let me see if I've received any news from Headquarters that you should know...";
+ next;
+ mes "[Continental Guard Official]";
+ mes "Hmm...";
+ next;
+ mes "[Continental Guard Official]";
+ mes "Nothing yet. Please carry on with your current mission. Once again, thank you.";
+ close;
+ }
+ else if (rebirth_moc_edq == 0) {
+ mes "[Continental Guard Official]";
+ mes "Welcome to the Morroc Subjugation Information Center. How may I help you?";
+ next;
+ switch(select("What is this place for?:I'm here to volunteer.:Tell me about the village situation.")) {
+ case 1:
+ mes "[Continental Guard Official]";
+ mes "I'm stationed here to assist adventurers who wish to volunteer and help the Continental Guard fight Satan Morroc.";
+ next;
+ mes "[Continental Guard Official]";
+ mes "I am sure you are already aware that Satan Morroc's revival threatens the peace of the Rune-Midgarts kingdom, and if Satan Morroc is allowed to roam free, it will devour the entire world.";
+ next;
+ mes "[Continental Guard Official]";
+ mes "The Continental Guard is currently planning an array of countermeasures to suppress Satan Morroc under the order of the kingdom.";
+ next;
+ mes "[Continental Guard Official]";
+ mes "If you have been invited by our messenger, or are confident in your skills, we encourage you to volunteer for the Continental Guards and bring peace back to this continent.";
+ close;
+ case 2:
+ if (BaseLevel > 79) {
+ mes "[Continental Guard Official]";
+ mes "Welcome, " + strcharinfo(0) + ". I've been waiting for you. I assume our messenger informed you of our situation.";
+ next;
+ mes "[Continental Guard Official]";
+ mes "Let me process your application immediately. Please wait.";
+ next;
+ mes "[Continental Guard Official]";
+ mes "Now please go speak to Chief Balrog of the Continental Guard. You can find him in the center.";
+ set rebirth_moc_edq,1;
+ setquest 3050;
+ close;
+ }
+ else {
+ mes "[Continental Guard Official]";
+ mes "I applaud you for your courage, but you will need more than just courage to help us.";
+ next;
+ mes "[Continental Guard Official]";
+ mes "Satan Morroc is most powerful evil that exists in the mortal world. Snuffing out your life would be so trivial to him.";
+ next;
+ mes "[Continental Guard Official]";
+ mes "I strongly recommend that you just think about your own safety for now. When the final battle comes, I am sure that no place will be safe.";
+ close;
+ }
+ case 3:
+ mes "[Continental Guard Official]";
+ mes "As you can see, the situation can't be worse. The village and the surrounding area were irreparably damaged by Satan Morroc's resurrection.";
+ next;
+ mes "[Continental Guard Official]";
+ mes "Since the kingdom has dispatched Continental Guard Messengers everywhere, many able adventurers have flocked to this place, but... I'm afraid they still might not be enough to defeat the demon.";
+ next;
+ mes "[Continental Guard Official]";
+ mes "Please follow our instructions, at least around this area, and stay out of danger for now.";
+ close;
+ }
+ }
+ else {
+ mes "[Continental Guard Official]";
+ mes "Your application already has been registered. Please go speak to Chief Balrog.";
+ close;
+ }
+}
+
+morocc,159,113,3 script Chief Balrog 752,{
+ if (rebirth_moc_edq == 0) {
+ mes "[Chief Balrog]";
+ mes "You've come here at a bad time, but it's nice to meet you. I'm Continental Guard Chief Balrog. We've been dispatched to Morroc in order to suppress Satan Morroc... We'll need all the strength and luck we can gather.";
+ next;
+ mes "[Chief Balrog]";
+ mes "I'm sorry, but I'm too busy checking through all these applications for future Continental Guards to greet you adventurers one by one.";
+ next;
+ mes "[Chief Balrog]";
+ mes "Listen, it might be more helpful if you talk to some other people first. I'm sure one of the other Continental Guards or our messengers will be better equipped to help you out.";
+ close;
+ }
+ else if (rebirth_moc_edq == 1) {
+ mes "[Chief Balrog]";
+ mes "You've come here at a bad time, but it's nice to meet you. I'm Continental Guard Chief Balrog. We've been dispatched to Morroc in order to suppress Satan Morroc... We'll need all the strength and luck we can gather.";
+ next;
+ mes "[Chief Balrog]";
+ mes "It looks like you have business with me. Please make it brief since I don't have a lot of time on my hands. There's lots of things I need to take care of...";
+ next;
+ switch(select("Ask about Continental Guards:I want to join the Continental Guard.:End Conversation")) {
+ case 1:
+ mes "[Chief Balrog]";
+ mes "The damage that Satan Morroc's resurrection has caused is obvious just by taking a look around this area.";
+ mes "What's scary is that all this was caused just by breaking out from it's prison. Just think of the damage it could do if it was left to roam around freely...";
+ next;
+ mes "[Chief Balrog]";
+ mes "Morroc Village is completely devastated, and Satan Morroc has now claimed possession of the Sograt Desert.";
+ next;
+ mes "[Chief Balrog]";
+ mes "I've no doubt that if left unchecked, Satan Morroc will take over the entire Midgart Continent. We've got to stop him right now before the entire world suffers.";
+ next;
+ mes "[Chief Balrog]";
+ mes "That's why the kingdom has ordered us elite soldiers to form the Continental Guard, and recruit reputable adventurers around the world so that we can make a united stand against Satan Morroc.";
+ next;
+ mes "[Chief Balrog]";
+ mes "Of course, it'll be incredibly difficult... We'll need to make sacrifices... I'm not even sure if we can win. Still, the fate of the world is at stake, and we've got to do something. Dark times have truly fallen upon us...";
+ close;
+ case 2:
+ mes "[Chief Balrog]";
+ mes "Huh? Do you want to join us and volunteer for the Continental Guard?";
+ next;
+ if (BaseLevel > 79) {
+ mes "[Chief Balrog]";
+ mes "What was your name? " + strcharinfo(0) + "? Oh yes, I've heard of you.";
+ next;
+ mes "[Chief Balrog]";
+ mes "Hmm, it occurs to me that you don't understand the danger involved in all this. Do you have any idea how powerful Satan Morroc is?";
+ next;
+ mes "[Chief Balrog]";
+ mes "You won't be able to help us if you don't fully understand the risks. I've seen thousands of foolhardy adventurers throw their lives away by thinking they could defeat Satan Morroc with their own strength.";
+ next;
+ mes "[Chief Balrog]";
+ mes "We are facing a threat that will determine the world's future, and fools that can't work in a team will be liabilities, not assets.";
+ next;
+ mes "[Chief Balrog]";
+ mes "I'm sorry, but inexperienced adventurers would just get in our way. I hope you understand. If you really want to help us, then please focus on your training for now.";
+ next;
+ switch(select("End Conversation:Ask Again")) {
+ case 1:
+ close;
+ case 2:
+ mes "[Chief Balrog]";
+ mes "Look, I understand your enthusiasm, but you're mistaken if you think you can help us. I don't have time to fully explain the danger that we're all facing.";
+ next;
+ mes "[Chief Balrog]";
+ mes "Satan Morroc is nothing like the monsters you may have encountered. At best you'll throw your life away, but there's the chance that you might get one of my men killed by your mistakes and incompetence. I can't have that!";
+ next;
+ mes "[Chief Balrog]";
+ mes "Please understand that this is for your own good. Fight some Porings or whatever else might be a good match for your level.";
+ next;
+ switch(select("End Conversation:You've just got to let me join!")) {
+ case 1:
+ close;
+ case 2:
+ mes "[Chief Balrog]";
+ mes "Sigh... Why are you so persistent? Can't you understand that no means no? Let me say this one more time.";
+ next;
+ mes "[Chief Balrog]";
+ mes "We're too busy fighting Satan Morroc to watch after rookies like you. You'd just be throwing your life away.";
+ next;
+ mes "[Chief Balrog]";
+ mes "Stop bothering me. You'd be nothing but a burden.";
+ next;
+ switch(select("Give Up:Give me a chance to prove myself!")) {
+ case 1:
+ close;
+ case 2:
+ mes "[Chief Balrog]";
+ mes "Huh? You want a chance to prove yourself?";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Yes, I'll do whatever it takes to join the Continental Guard!";
+ next;
+ mes "[Chief Balrog]";
+ mes "Hmm...";
+ next;
+ mes "[Chief Balrog]";
+ mes "Interesting. You have my attention. Alright, I guess it's only fair that I acknowledge your strength if you can handle something for me.";
+ next;
+ mes "[Chief Balrog]";
+ mes "The Continental Guard has been on full alert around this village and the desert. We need to be prepared in case Satan Morroc storms our defenses.";
+ next;
+ mes "[Chief Balrog]";
+ mes "Soldiers need firewood to keep the bonfires burning all night, but we've been suffering a firewood shortage.";
+ next;
+ mes "[Chief Balrog]";
+ mes "I happened to hear that the monsters in the Lava Dungeon have everlasting flame which would solve our bonfire problems. I want you to gather those flames for us.";
+ next;
+ switch(select("That's too hard! Let me think about it!:No problem.")) {
+ case 1:
+ mes "[Chief Balrog]";
+ mes "Hmpf, I was right. I knew you wouldn't be able to handle such a simple task. I shouldn't have wasted my time with you.";
+ close;
+ case 2:
+ mes "[Chief Balrog]";
+ mes "Excellent! Bring back ^0000FF30 Live Coals^000000. I'll be waiting for your return.";
+ set rebirth_moc_edq,2;
+ changequest 3050,3051;
+ close;
+ }
+ }
+ }
+ }
+ }
+ else {
+ mes "[Chief Balrog]";
+ mes "What? How can you even think of joining us when you don't have any real skills to offer?";
+ next;
+ mes "[Chief Balrog]";
+ mes "I guarantee that you'd just drag my soldiers down with you. You'd only be a threat to Satan Morroc in your dreams. Just give it up.";
+ next;
+ mes "[Chief Balrog]";
+ mes "You won't be able to help us if you don't fully understand the risks. I've seen thousands of foolhardy adventurers throw their lives away by thinking they could defeat Satan Morroc with their own strength.";
+ next;
+ mes "[Chief Balrog]";
+ mes "We are facing a threat that will determine the world's future, and fools that can't work in a team will be liabilities, not assets.";
+ next;
+ mes "[Chief Balrog]";
+ mes "I'm sorry, but inexperienced adventurers would just get in our way. I hope you understand. If you really want to help us, then please focus on your training for now.";
+ close;
+ }
+ case 3:
+ close;
+ }
+ }
+ else if (rebirth_moc_edq == 2) {
+ mes "[Chief Balrog]";
+ mes "So, did you find ^0000FF30 Live Coals^000000? You didn't come empty-handed, did you?";
+ next;
+ if (countitem(7098) > 29) {
+ mes "[Chief Balrog]";
+ mes "Let's see... One, two, three... Thirty, you've brought them all. Well, this was a pretty simple task. All it takes is time and a little effort. Anyone could do it.";
+ next;
+ mes "[Chief Balrog]";
+ mes "Anyways, thank you for bringing the Live Coals. I guess you're stronger than I thought.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Now will you let me join the Continental Guard?";
+ next;
+ mes "[Chief Balrog]";
+ mes "No, gathering these flames is a piece of cake compared to what we're going to do.";
+ next;
+ mes "[Chief Balrog]";
+ mes "I'm still not convinced that you're good enough to join us. Let me think... Hmm...";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "I didn't think you would accept me so easily. I'm ready. Ask me whatever you want.";
+ next;
+ mes "[Chief Balrog]";
+ mes "Ah, I've got an idea. Now, because this is an allied operation, we've accepted some mercenary soldiers from the Schwaltzvalt Republic to join the Continental Guard.";
+ next;
+ mes "[Chief Balrog]";
+ mes "These mercenaries have never seen the desert, and they're having trouble carrying out operations in the heat, dry air, and sandstorms. It's not their fault, but they could use a little help since they're out of their element.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "(This guy seems threatening, but he seems to have a good heart.)";
+ next;
+ mes "[Chief Balrog]";
+ mes "Now, I remember hearing that the monsters in the Ice Cave to the north have frozen hearts. Those hearts might be able to relieve those soldiers from the heat.";
+ next;
+ switch(select("That's too hard!:No problem. How many do you want?")) {
+ case 1:
+ mes "[Chief Balrog]";
+ mes "I knew that'd be too tough for you. I'm glad you finally realized your limits before it was too late. It takes wisdom to recognize your weakness.";
+ next;
+ mes "[Chief Balrog]";
+ mes "You'd better pack up and return where you came from. You want to be far away from here when Satan Morroc attacks.";
+ close;
+ case 2:
+ mes "[Chief Balrog]";
+ mes "Huh?! Are you sure you can bring those? Hmm...";
+ next;
+ mes "[Chief Balrog]";
+ mes "Well... If you insist on giving it a try, then... I'll need at least 50 of those frozen hearts.";
+ next;
+ mes "[Chief Balrog]";
+ mes "Please bring me ^0000FF50 Glacial Hearts^000000. The faster you get them here, the better.";
+ delitem 7098,30; //Live_Coal
+ set rebirth_moc_edq,3;
+ changequest 3051,3052;
+ close;
+ }
+ }
+ else {
+ mes "[Chief Balrog]";
+ mes "Umm... Didn't you hear what I said? I said 30 Live Coals, 30.";
+ next;
+ mes "[Chief Balrog]";
+ mes "Now hurry up. If you feel like giving up, it's no problem. Let me know, though!";
+ close;
+ }
+ }
+ else if (rebirth_moc_edq == 3) {
+ mes "[Chief Balrog]";
+ mes "So, did you find 50 Glacial Hearts?";
+ next;
+ if (countitem(7561) > 49) {
+ mes "[Chief Balrog]";
+ mes "Thank you. I'm sure that my soldiers will appreciate these... Those guys aren't used to the desert, and could use the relief.";
+ next;
+ mes "[Chief Balrog]";
+ mes "Well... It looks like you earned this.";
+ delitem 7561,50; //Ice_Heart
+ getitem 7826,1; //Continental_Guard_Paper
+ set rebirth_moc_edq,4;
+ changequest 3052,3053;
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "What's this?";
+ next;
+ mes "[Chief Balrog]";
+ mes "You'd know if you read it. It's a certificate that proves that you're a member of the Continental Guard. I admit that I'm impressed by your skills and gumption.";
+ next;
+ mes "[Chief Balrog]";
+ mes "Welcome to the Continental Guard, my friend. Are you ready to risk your life for the sake of peace in the world?";
+ next;
+ mes "[Chief Balrog]";
+ mes "Your mission from here on will be simple, but extremely difficult: you will join the rest of the Continental Guard to keep Satan Morroc from fully reviving its true power.";
+ next;
+ mes "[Chief Balrog]";
+ mes "My soldiers are risking their lives to fight Morroc's doppelgangers and underlings in order to make it safer for their comrades to travel to Morroc's lair.";
+ next;
+ mes "[Chief Balrog]";
+ mes "It looks like your help could be useful after all. It's time for you to pitch in. Good luck.";
+ close;
+ }
+ else {
+ mes "[Chief Balrog]";
+ mes "Umm... Didn't you hear what I said? I said 50 Glacial Hearts, 50.";
+ next;
+ mes "[Chief Balrog]";
+ mes "Now hurry up. If you feel like giving up, it's no problem. Let me know, though!";
+ close;
+ }
+ }
+ else if (rebirth_moc_edq == 4) {
+ mes "[Chief Balrog]";
+ mes "I guess you'd benefit from a full situational briefing. Shall I brief you now?";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ mes "[Chief Balrog]";
+ mes "I'm going to tell you some basic information about fighting Satan Morroc as a member of the Continental Guard.";
+ next;
+ mes "[Chief Balrog]";
+ mes "Do you remember what Morroc was like before this happened? You would if you've been here before.";
+ next;
+ mes "[Chief Balrog]";
+ mes "Right now, all of Morroc's entrances and the outer fields leading to other villages are currently under our control.";
+ next;
+ mes "[Chief Balrog]";
+ mes "The main reason for this is because Satan Morroc has been sighted in Sograt Desert, but there's another important reason.";
+ next;
+ mes "[Chief Balrog]";
+ mes "Satan Morroc's power has been causing unnatural gaps in our time-space continuum. The gaps are isolated to this area for now, but we can't be sure if they'll spread.";
+ next;
+ mes "[Chief Balrog]";
+ mes "Due to the time-space gaps, Sograt Desert's terrain has changed, and some parts of the desert have disappeared.";
+ next;
+ mes "[Chief Balrog]";
+ mes "Furthermore, the situation's gotten worse since Satan Morroc's doppelgangers started appearing, and other monsters have become influenced by its power.";
+ next;
+ mes "[Chief Balrog]";
+ mes "That's all we know so far. If you go out, you'll see what I mean... You may even see horrors that we haven't discovered yet. If you need more information, please speak to the Continental Official.";
+ next;
+ mes "[Chief Balrog]";
+ mes "Please do your best to hold back Satan Morroc. Don't forget that the future of the continent is in our hands. Dismissed.";
+ close;
+ case 2:
+ mes "[Chief Balrog]";
+ mes "I see. Keep up your good work in fighting Satan Morroc. Don't forget that the future of the continent is in our hands.";
+ close;
+ }
+ }
+ else if (rebirth_moc_edq == 5) {
+ mes "[Chief Balrog]";
+ mes "Wah... What? Did you really defeat Satan Morroc?";
+ next;
+ mes "[Chief Balrog]";
+ mes "How? Do you have any proof of your victory?";
+ next;
+ mes "[Chief Balrog]";
+ mes "...No, I can't just accept and trust your verbal account. I mean, if you've completed such an important mission, you must bring me some evidence.";
+ next;
+ mes "[Chief Balrog]";
+ mes "Go back, bring proof of your victory, and then come back.";
+ close;
+ }
+ else if (rebirth_moc_edq == 6) {
+ mes "[Chief Balrog]";
+ mes "What? Did you really defeat Satan Morroc?";
+ next;
+ mes "[Chief Balrog]";
+ mes "How? Do you have any proof of your victory?";
+ next;
+ if (countitem(7820) > 0) {
+ mes "[Chief Balrog]";
+ mes "Is... Isn't this?";
+ next;
+ mes "[Chief Balrog]";
+ mes "Wow... I think this is really the skin of Satan Morroc. Congratulations, soldier. You just saved this world and people from being consumed by destruction and evil.";
+ next;
+ mes "[Chief Balrog]";
+ mes "I guess you seriously wounded Satan Morroc, and it retreated to a time-space gap. No doubt it's trying to recoup its strength.";
+ next;
+ mes "[Chief Balrog]";
+ mes "My only regret is that we can't pursue Morroc beyond this dimension. I'm glad, however, that you defeated Satan Morroc and kept it from regaining its full strength. For now, anyway...";
+ next;
+ mes "[Chief Balrog]";
+ mes "Our researchers might be able to learn some important new facts from this piece of skin... We need to learn all we can about that monster if peace is to be possible in our world's future.";
+ next;
+ mes "[Chief Balrog]";
+ mes "Once again, I thank you for your distinguished service on behalf of the Continental Guard and the Rune-Midgarts Kingdom. I'll report your great achievement to His Majesty right away.";
+ next;
+ delitem 7820,1; //Morroc_Skin
+ getexp 200000,0;
+ set rebirth_moc_edq,7;
+ changequest 3055,3056;
+ mes "[Chief Balrog]";
+ mes "I've prepared a few things to give as a reward for you. Let's see... I have three items. Which one do you like to receive?";
+ next;
+ switch(select("1. Seal of Continental Guard:2. Morroc Charm Stone:3. Morroc Ring")) {
+ case 1:
+ mes "[Chief Balrog]";
+ mes "The Seal of Continental Guard is an extremely valuable reward given directly from the kingdom court. It is a symbol of strength.";
+ next;
+ mes "[Chief Balrog]";
+ mes "The accessory's options are: ^0000FF MHP+50, +3% Attack Speed^000000.";
+ next;
+ mes "[Chief Balrog]";
+ mes "Do you really want the Seal of Continental Guard?";
+ next;
+ switch(select("1. Yes.:2. No.")) {
+ case 1:
+ mes "[Chief Balrog]";
+ mes "Great, then I'll reward you with the Seal of Continental Guard. Congratulations.";
+ next;
+ getitem 2730,1; //Morroc_Seal
+ set rebirth_moc_edq,8;
+ completequest 3056;
+ mes "[Chief Balrog]";
+ mes "I hope you keep in mind that our battle is far from over. Our enemy is the king of demons... I fear that Satan Morroc will return someday soon.";
+ next;
+ mes "[Chief Balrog]";
+ mes "Enjoy your victory, but be ever watchful and vigilant. I will always be here to help and reward you for your service.";
+ next;
+ mes "[Chief Balrog]";
+ mes "You should go rest now. Don't worry, we'll take care of everything else here.";
+ close;
+ case 2:
+ mes "[Chief Balrog]";
+ mes "No problem. Take your time to think, and then speak to me again.";
+ close;
+ }
+ case 2:
+ mes "[Chief Balrog]";
+ mes "The Morroc Charm Stone is an extremely valuable reward given directly from the kingdom court, and it is a symbol of prosperity and mana.";
+ next;
+ mes "[Chief Balrog]";
+ mes "The accessory's options are: ^0000FF MSP+50, -1% Casting Speed^000000.";
+ next;
+ mes "[Chief Balrog]";
+ mes "Do you really want a Morroc Charm Stone?";
+ next;
+ switch(select("1. Yes.:2. No.")) {
+ case 1:
+ mes "[Chief Balrog]";
+ mes "Great, then I'll reward you with a Morroc Charm Stone. Congratulations.";
+ next;
+ getitem 2731,1; //Morroc_Charm_Stone
+ set rebirth_moc_edq,8;
+ completequest 3056;
+ mes "[Chief Balrog]";
+ mes "I hope you keep in mind that our battle is far from over. Our enemy is the king of demons... I fear that Satan Morroc will return someday soon.";
+ next;
+ mes "[Chief Balrog]";
+ mes "Enjoy your victory, but be ever watchful and vigilant. I will always be here to help and reward you for your service.";
+ next;
+ mes "[Chief Balrog]";
+ mes "You should go rest now. Don't worry, we'll take care of everything else here.";
+ close;
+ case 2:
+ mes "[Chief Balrog]";
+ mes "No problem. Take your time to think, and then speak to me again.";
+ close;
+ }
+ case 3:
+ mes "[Chief Balrog]";
+ mes "The Morroc Ring is an extremely valuable reward given directly from the kingdom court that symbolizes critical power.";
+ next;
+ mes "[Chief Balrog]";
+ mes "The accessory's option is: ^0000FF CRI + 5^000000.";
+ next;
+ mes "[Chief Balrog]";
+ mes "Do you really want a Morroc Ring?";
+ next;
+ switch(select("1. Yes.:2. No.")) {
+ case 1:
+ mes "[Chief Balrog]";
+ mes "Great, then I'll reward you with a Morroc Ring. Congratulations.";
+ next;
+ getitem 2732,1; //Morroc_Ring
+ set rebirth_moc_edq,8;
+ completequest 3056;
+ mes "[Chief Balrog]";
+ mes "I hope you keep in mind that our battle is far from over. Our enemy is the king of demons... I fear that Satan Morroc will return someday soon.";
+ next;
+ mes "[Chief Balrog]";
+ mes "Enjoy your victory, but be ever watchful and vigilant. I will always be here to help and reward you for your service.";
+ next;
+ mes "[Chief Balrog]";
+ mes "You should go rest now. Don't worry, we'll take care of everything else here.";
+ close;
+ case 2:
+ mes "[Chief Balrog]";
+ mes "No problem. Take your time to think about it, and then speak to me again.";
+ close;
+ }
+ }
+ }
+ else {
+ mes "[Chief Balrog]";
+ mes "...No, I can't just accept and trust your verbal account. I mean, if you've completed such an important mission, you must bring me some evidence.";
+ next;
+ mes "[Chief Balrog]";
+ mes "Go back, bring proof of your victory, and then come back.";
+ close;
+ }
+ }
+ else if (rebirth_moc_edq == 7) {
+ mes "[Chief Balrog]";
+ mes "I've prepared a few things to give as a reward for you. Let's see... I have three items. Which one do you like to receive?";
+ next;
+ switch(select("1. Seal of Continental Guard:2. Morroc Charm Stone:3. Morroc Ring")) {
+ case 1:
+ mes "[Chief Balrog]";
+ mes "The Seal of Continental Guard is an extremely valuable reward given directly from the kingdom court. It is a symbol of strength.";
+ next;
+ mes "[Chief Balrog]";
+ mes "The accessory's options are: ^0000FF MHP+50, +3% Attack Speed^000000.";
+ next;
+ mes "[Chief Balrog]";
+ mes "Do you really want the Seal of Continental Guard?";
+ next;
+ switch(select("1. Yes.:2. No.")) {
+ case 1:
+ mes "[Chief Balrog]";
+ mes "Great, then I'll reward you with the Seal of Continental Guard. Congratulations.";
+ next;
+ getitem 2730,1; //Morroc_Seal
+ set rebirth_moc_edq,8;
+ completequest 3056;
+ mes "[Chief Balrog]";
+ mes "I hope you keep in mind that our battle is far from over. Our enemy is the king of demons... I fear that Satan Morroc will return someday soon.";
+ next;
+ mes "[Chief Balrog]";
+ mes "Enjoy your victory, but be ever watchful and vigilant. I will always be here to help and reward you for your service.";
+ next;
+ mes "[Chief Balrog]";
+ mes "You should go rest now. Don't worry, we'll take care of everything else here.";
+ close;
+ case 2:
+ mes "[Chief Balrog]";
+ mes "No problem. Take your time to think, and then speak to me again.";
+ close;
+ }
+ case 2:
+ mes "[Chief Balrog]";
+ mes "The Morroc Charm Stone is an extremely valuable reward given directly from the kingdom court, and it is a symbol of prosperity and mana.";
+ next;
+ mes "[Chief Balrog]";
+ mes "The accessory's options are: ^0000FF MSP+50, -1% Casting Speed^000000.";
+ next;
+ mes "[Chief Balrog]";
+ mes "Do you really want a Morroc Charm Stone?";
+ next;
+ switch(select("1. Yes.:2. No.")) {
+ case 1:
+ mes "[Chief Balrog]";
+ mes "Great, then I'll reward you with a Morroc Charm Stone. Congratulations.";
+ next;
+ getitem 2731,1; //Morroc_Charm_Stone
+ set rebirth_moc_edq,8;
+ completequest 3056;
+ mes "[Chief Balrog]";
+ mes "I hope you keep in mind that our battle is far from over. Our enemy is the king of demons... I fear that Satan Morroc will return someday soon.";
+ next;
+ mes "[Chief Balrog]";
+ mes "Enjoy your victory, but be ever watchful and vigilant. I will always be here to help and reward you for your service.";
+ next;
+ mes "[Chief Balrog]";
+ mes "You should go rest now. Don't worry, we'll take care of everything else here.";
+ close;
+ case 2:
+ mes "[Chief Balrog]";
+ mes "No problem. Take your time to think, and then speak to me again.";
+ close;
+ }
+ case 3:
+ mes "[Chief Balrog]";
+ mes "The Morroc Ring is an extremely valuable reward given directly from the kingdom court that symbolizes critical power.";
+ next;
+ mes "[Chief Balrog]";
+ mes "The accessory's option is: ^0000FF CRI + 5^000000.";
+ next;
+ mes "[Chief Balrog]";
+ mes "Do you really want a Morroc Ring?";
+ next;
+ switch(select("1. Yes.:2. No.")) {
+ case 1:
+ mes "[Chief Balrog]";
+ mes "Great, then I'll reward you with a Morroc Ring. Congratulations.";
+ next;
+ getitem 2732,1; //Morroc_Ring
+ set rebirth_moc_edq,8;
+ completequest 3056;
+ mes "[Chief Balrog]";
+ mes "I hope you keep in mind that our battle is far from over. Our enemy is the king of demons... I fear that Satan Morroc will return someday soon.";
+ next;
+ mes "[Chief Balrog]";
+ mes "Enjoy your victory, but be ever watchful and vigilant. I will always be here to help and reward you for your service.";
+ next;
+ mes "[Chief Balrog]";
+ mes "You should go rest now. Don't worry, we'll take care of everything else here.";
+ close;
+ case 2:
+ mes "[Chief Balrog]";
+ mes "No problem. Take your time to think about it, and then speak to me again.";
+ close;
+ }
+ }
+ }
+ else if (rebirth_moc_edq == 8) {
+ mes "[Chief Balrog]";
+ mes "I've heard that the kingdom is planning to send out a large group of researchers to investigate the other world to which Satan Morroc has escaped.";
+ next;
+ mes "[Chief Balrog]";
+ mes "That means it's time for both of us -- you and I -- to get to work. Who knows when Morroc will return to plague us?";
+ next;
+ mes "[Chief Balrog]";
+ mes "Please keep up the good work, and don't forget that the future of the continent and the kingdom relies on us.";
+ close;
+ }
+ else {
+ mes "[Chief Balrog]";
+ mes "You've come here at a bad time, but it's nice to meet you. I'm Continental Guard Chief Balrog. We've been dispatched to Morroc in order to suppress Satan Morroc... We'll need all the strength and luck we can gather.";
+ next;
+ mes "[Chief Balrog]";
+ mes "I'm sorry, but I'm too busy checking through all these applications for future Continental Guards to greet you adventurers one by one.";
+ next;
+ mes "[Chief Balrog]";
+ mes "Listen, it might be more helpful if you talk to some other people first. I'm sure one of the other Continental Guards or our messengers will be better equipped to help you out.";
+ close;
+ }
+}
+
+moc_fild21,38,193,0 script Morocc Timer#edq -1,6,6,{
+OnInit:
+ set $@re_moc,0;
+ end;
+
+OnTouch:
+ if ($@re_moc == 0) {
+ set $@re_moc,1;
+ donpcevent "Satan Broadcast#edq::OnEnable";
+ }
+ end;
+}
+
+moc_fild21,1,1,0 script Satan Broadcast#edq 844,{
+OnInit:
+ disablenpc "Satan Broadcast#edq";
+ end;
+
+OnEnable:
+ enablenpc "Satan Broadcast#edq";
+ initnpctimer;
+ end;
+
+OnTimer5000:
+ mapannounce "moc_fild21","Satan Morroc: I'm very impressed by you weaklings.",bc_map,"0xFFFF00";
+ end;
+
+OnTimer15000:
+ mapannounce "moc_fild21","Satan Morroc: You may as well deal with all your regrets now. I shall snuff out your life soon!",bc_map,"0xFFFF00";
+ end;
+
+OnTimer25000:
+ mapannounce "moc_fild21","Satan Morroc: It's only a matter of time until I get you, you worthless insects. Just a little while longer...",bc_map,"0xFFFF00";
+ stopnpctimer;
+ end;
+
+OnDisable:
+ disablenpc "Satan Broadcast#edq";
+ end;
+}
+
+moc_fild21,178,239,0 script Group of Evil#edq 844,1,1,{
+ if (((rebirth_moc_edq == 4) || (rebirth_moc_edq == 7)) && ($@re_moc == 1)) {
+ mes "Awed by the time-space gap where darkness is given life, you instinctively step back.";
+ next;
+ mes "You can feel the power of the darkness rise from the gap where light and darkness are mingled.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Wah...!";
+ close2;
+ if($@re_moc == 1) {
+ set $@re_moc,2;
+ donpcevent "Satan Summon#edq::OnEnable";
+ }
+ end;
+ }
+ else {
+ mes "Awed by the time-space gap where darkness is given life, you instinctively step back.";
+ next;
+ mes "You can feel the power of the darkness rise from the gap where light and darkness are mingled.";
+ close;
+ }
+
+OnInit:
+ enablenpc "Group of Evil#edq";
+ end;
+
+OnEnable:
+ enablenpc "Group of Evil#edq";
+ end;
+
+OnDisable:
+ disablenpc "Group of Evil#edq";
+ donpcevent "Time-Space Gap#edq::OnEnable";
+ end;
+}
+
+moc_fild21,177,239,0 script Time-Space Gap#edq 844,1,1,{
+ if ((rebirth_moc_edq == 4) && ($@re_moc == 3)) {
+ mes "The time-space gap's frightening darkness seems to dissipate as Satan Morroc fades away.";
+ next;
+ mes "You can see the fragments floating in the gap, and the radiating lights are now slowing their movement.";
+ next;
+ mes "You stretch your hand and pick up a lusterless fragment.";
+ getitem 7820,1; //Morroc_Skin
+ set rebirth_moc_edq,6;
+ changequest 3053,3055;
+ close;
+ }
+ else {
+ mes "Slowly, erratically, the mysterious curtain of darkness casts over your eyes as you stare at the time-space gap.";
+ next;
+ mes "You feel like it's too dangerous to come any closer.";
+ close;
+ }
+
+OnInit:
+ disablenpc "Time-Space Gap#edq";
+ end;
+
+OnEnable:
+ initnpctimer;
+ enablenpc "Time-Space Gap#edq";
+ end;
+
+OnDisable:
+ stopnpctimer;
+ disablenpc "Time-Space Gap#edq";
+ donpcevent "Group of Evil#edq::OnEnable";
+ set $@re_moc,0;
+ end;
+
+OnTimer1800000:
+ set $@re_moc,4;
+ end;
+
+OnTimer21600000:
+ stopnpctimer;
+ set $@re_moc,0;
+ donpcevent "Time-Space Gap#edq::OnDisable";
+ end;
+}
+
+moc_fild21,3,1,0 script Satan Summon#edq 844,{
+OnInit:
+ disablenpc "Satan Summon#edq";
+ end;
+
+OnEnable:
+ enablenpc "Satan Summon#edq";
+ initnpctimer;
+ monster "moc_fild21",177,217,"Satan Morroc",1916,1,"Satan Summon#edq::OnMyMobDead";
+ end;
+
+OnDisable:
+ stopnpctimer;
+ killmonster "moc_fild21","Satan Summon#edq::OnMyMobDead";
+ set $@re_moc,0;
+ disablenpc "Satan Summon#edq";
+ end;
+
+OnMyMobDead:
+ set $@re_moc,3;
+ mapannounce "moc_fild21","I'll let live just a little longer. You'll never find me through this time-space gap!",bc_map,"0xFFFF00";
+ donpcevent "Time-Space Gap#edq::OnEnable";
+ donpcevent "Satan Broadcast#edq::OnDisable";
+ donpcevent "Group of Evil#edq::OnDisable";
+ disablenpc "Satan Summon#edq";
+ end;
+
+OnTimer5400000:
+ mapannounce "moc_fild21","You weaklings can't even scratch me!",bc_map,"0xFFFF00";
+ end;
+
+OnTimer5415000:
+ mapannounce "moc_fild21","I don't have time for this! Go away!",bc_map,"0xFFFF00";
+ stopnpctimer;
+ killmonster "moc_fild21","Satan Summon#edq::OnMyMobDead";
+ set $@re_moc,0;
+ donpcevent "Satan Summon#edq::OnDisable";
+ end;
+}
+
+// The Crow of the Fate
+// ============================================================
+moc_ruins,137,70,3 script Book-Touching Man#garas 48,{
+ if (BaseLevel > 59) {
+ if (checkweight(703,3) == 0) {
+ mes "- You have too many items in your inventory to proceed with this quest. -";
+ close;
+ }
+ if (barmunt_crow == 0) {
+ mes "^660000Morroc, the City of the Desert, has been completely devastated by Satan Morroc.^000000";
+ next;
+ mes "^660000The people of Morroc were resilient enough to endure the region�s harsh weather, but their toughness to the weather could not prepare them enough as they witnessed the destruction brought down upon the city by Satan Morroc.^000000";
+ next;
+ mes "^660000This man, who looks as dry and thin as a fish dried up under the sun, still has a smile that reminds you of a benevolent god, and is touching a book in his hand.^000000";
+ next;
+ mes "^660000Watching him makes you giggle, he looks no better than the dried corpses in the pyramid, but he is obviously alive and doesn't appear to be a monster. Somehow, you find yourself compelled to approach this interesting looking man.^000000";
+ next;
+ emotion 3;
+ mes "[Book-Touching Man]";
+ mes "Ah... Mammi...";
+ next;
+ mes "[Book-Touching Man]";
+ mes "Your healthy golden skin is glowing under the blessed sunlight of Morroc.";
+ next;
+ emotion e_sob;
+ mes "[Book-Touching Man]";
+ mes "Your smile outshines the aura of the gods of Valhalla. You are a living gospel. Your smile even makes Goddess Freya hide in the shadows in shame! Ah.... Mammi, my Mammi!";
+ next;
+ mes "^660000You wave your hand close to his face to get his attention. He seems, however, to be in his own dreams, completely oblivious of your presense.^000000";
+ next;
+ switch(select("Speak:Pass Him By")) {
+ case 1:
+ mes "["+ strcharinfo(0) +"]";
+ mes "Are you talking to yourself?";
+ next;
+ emotion e_omg;
+ mes "[Book-Touching Man]";
+ mes "Wah! Oh, my god, you must be a messenger of the devil trying to interrupt me from feeling Mammi!";
+ mes "I'm not afraid of you, so bring it on!";
+ next;
+ mes "^660000Surprised by your voice, he yelled at you, which seemed bizarre.";
+ mes "You wonder what he meant by feeling her when he was just watching and touching a book.^000000";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Who's Mammi?";
+ next;
+ emotion e_omg;
+ mes "[Book-Touching Man]";
+ mes "What? Don't you know Mammi, one of the three greatest Rune-Midgart's idols?";
+ next;
+ emotion 54;
+ mes "[Book-Touching Man]";
+ mes "Man, you don't know anything, do you?! Well, judging by the stupid look on your face, I guess you're an adventurer running around on meaningless errands for others. Heh heh!";
+ next;
+ mes "^660000Umm... You now regret speaking to him in the first place.^000000";
+ next;
+ mes "[Book-Touching Man]";
+ mes "My Mammi is different from those other celebrities that only rely on their beauty and lack any real substance.";
+ mes "She always carries books with her despite her hectic schedule. That alone should tell you that she's more intelligent than all the others! Ah... Mammi...";
+ next;
+ mes "[Book-Touching Man]";
+ mes "She even mentioned in an interview in 'Morroc Times' that she wants to meet a man that loves books.";
+ next;
+ emotion 38;
+ mes "[Book-Touching Man]";
+ mes "That means... She's waiting for someone like me. Hehehe!";
+ mes "You see, every book in Rune-Midgart's Library has the name Benjamin written on them... That's me!";
+ next;
+ mes "^660000This Benjamin seems to be a huge fan of a female celebrity called Mammi. He didn't shut his mouth and worshipped her beauty for a while, but then he suddenly stopped and looked depressed.^000000";
+ next;
+ mes "[Benjamin]";
+ mes "I have a problem....";
+ next;
+ mes "[Benjamin]";
+ mes "My Mammi said that she's fallen in love with a book written by ^FF0000'Oliver Hilpert'^000000 of Schwaltzvalt: ^FF0000'The Crow of the Fate,'^000000 but I didn't have a chance of even looking at it!";
+ next;
+ mes "^660000The Crow of the Fate^000000?";
+ next;
+ mes "[Benjamin]";
+ mes "Unless you're blind, you know how terrible Morroc is nowadays.";
+ next;
+ mes "[Benjamin]";
+ mes "I really need to read that book and tell her that I'm here for her, but I don't even have the time to regain my breath because of this situation in our hands!";
+ next;
+ emotion e_sob;
+ mes "[Benjamin]";
+ mes "My Mammi pillow cover is buried under debris... Gasp!";
+ mes "Mammi, I'm coming! Don't you die yet!";
+ next;
+ mes "^660000He seems to see an image of Mammi, and he shouted her name, gasping with anxiety. You feel so sorry for his agony.^000000";
+ next;
+ mes "^660000He inhaled deeply, and then suddenly turned his head toward you.^000000";
+ next;
+ emotion e_ic;
+ mes "[Benjamin]";
+ mes "....Ye... Yes, you!";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Huh?";
+ emotion 19,1;
+ next;
+ mes "[Benjamin]";
+ mes "You look bored. You must be waiting for someone to give you something to do!";
+ mes "Help me connect with Mammi. Who knows? I may let you have a conversation with Mammi, whom everyone in Rune-Midgart adores.";
+ next;
+ mes "^660000Didn't you just call me an adventurer that runs around on meaningless errands for others...?^000000";
+ next;
+ mes "[Benjamin]";
+ mes "All I'm asking is to check out a book from Prontera Library for me. It sounds easy, doesn't it?";
+ mes "Well, you don't look like someone who loves reading, but I hope you at least know how to check out a book from a library.";
+ next;
+ if (Sex == 1) {
+ mes "[Benjamin]";
+ mes "If you help me, I'll show you a limited picture book edition of Mammi... Once. Hehehehe.";
+ mes "What do you say? You do want to help me, right?";
+ next;
+ }
+ else {
+ mes "[Benjamin]";
+ mes "If you help me, I'll show you a limited picture book edition of Mammi... Once. Hehehehe.";
+ mes "So, aren't you interested in looking at another girl's pictures? Umm, if you want, I can introduce you to a handsome guard in Morroc...";
+ mes "What do you say? You do want to help me, right?";
+ next;
+ }
+ mes "^660000What do you want to do?^000000";
+ next;
+ switch(select("Help him:Don't help him")) {
+ case 1:
+ mes "[Benjamin]";
+ mes "Wow, are you really going to help me?";
+ next;
+ mes "[Benjamin]";
+ mes "Thank you so much! Then remember this title: 'The Crow of the Fate' written by 'Oliver Hilpert.' I'm sure you can find it in Prontera Library.";
+ mes "Hehehe, Mammi! I'm almost there!";
+ set barmunt_crow,1;
+ setquest 2063;
+ close;
+ case 2:
+ mes "[Benjamin]";
+ mes "What, don't you know how to check out a book from a library? Oh, my...";
+ close;
+ }
+ case 2:
+ mes "[Benjamin]";
+ mes "Oh... Mammi... My Mammi...";
+ close;
+ }
+ }
+ else if (barmunt_crow == 1) {
+ mes "[Benjamin]";
+ mes "Don't you forget this title: 'The Crow of the Fate' written by 'Oliver Hilpert.' I'm sure you can find it in Prontera Library.";
+ close;
+ }
+ else if (barmunt_crow == 10) {
+ mes "[Benjamin]";
+ mes "Oh... Mammi... My Mammi...";
+ next;
+ mes "^660000Just like the last time that you saw him, Bejamin is living in his dreams, rubbing a book on his face.^000000";
+ next;
+ mes "^660000You carefully approached him, and then gave him a pat on the shoulder.^000000";
+ next;
+ emotion e_omg;
+ mes "[Benjamin]";
+ mes "Grrrr! Who dares touch me?!";
+ next;
+ mes "^660000...Umm... Obviously you weren't careful enough... ^000000";
+ next;
+ mes "[Benjamin]";
+ mes "Who dares interrupt me from feeling Mammi? Do you want a piece of me... Err?";
+ mes "Gosh, it's you. What took you so long? Wasn't Prontera Library, like, five minutes away?";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Ahchoo! Thanks to you, I couldn't find it from the library. So I travelled all the way up to Schwaltzvalt... Ahchoo!";
+ specialeffect2 EF_VENOMDUST;
+ next;
+ mes "^660000Feeling angry at him, you exaggerated a fit of sneezing which you have had for quite a while.^000000";
+ next;
+ mes "[Benjamin]";
+ mes "Oh... you did?";
+ mes "Hehehe, you're more reliable than I thought. Thanks for the book... Wait, does that mean I have to go up to Schwaltzvalt to return this? Man!";
+ next;
+ mes "[Benjamin]";
+ mes "...No, I can do anything as long as it's for Mammi. Heh heh, you're a kind adventurer. Thanks.";
+ mes "Was it cold up there? I guess it is since Schwaltzvalt is located up north from here.";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "..................";
+ next;
+ mes "[Benjamin]";
+ mes "Let me think. If this book is not yet available in Prontera Library, it must mean that not many people of Rune-Midgart have read this book.";
+ next;
+ mes "[Benjamin]";
+ mes "Grrrr... Mammi! Here I am, following your noble tastes to read such a rare book! Mammi...!";
+ emotion 14;
+ next;
+ mes "[Benjamin]";
+ mes "I feel so excited to think about having a deep conversation with Mammi about literature! Yay!";
+ mes "I should go read this book right away. Hehehe!";
+ emotion 2;
+ next;
+ mes "[Benjamin]";
+ mes "Oops, I must not forget to repay you. You know, I'm a polite man.";
+ next;
+ mes "[Benjamin]";
+ mes "Look, it's the picture book of Mammi I told you about.";
+ next;
+ cutin "mami01",4;
+ mes "[Benjamin]";
+ mes "Ah... Look at this picture of her wearing the rolled-up puppy ears! Doesn't she look like a sad puppy wandering Comodo, the City of Lovers, all by herself?!";
+ mes "How could no one shed a tear after watching this sad picture of her?! Argh, Mammi! I'm coming to make you the happiest woman in the world!";
+ next;
+ cutin "mami02",4;
+ mes "["+ strcharinfo(0) +"]";
+ mes "'She looks different than I thought with these glasses and pony tails... She really looks like someone who loves literature.";
+ mes "Wait, when did people start calling Comodo the City of Lovers? Hmm... This guy really thinks weird things!'";
+ next;
+ mes "[Benjamin]";
+ mes "I've decided to give you this <Angel Mammi's Special picture book: In Comodo> which is full of her beautiful pictures in return of your favor. Ahem... What do you say?";
+ next;
+ mes "^660000He is staring at you arrogantly. Obviously, he doesn't care if you like the book or not.^000000";
+ next;
+ switch(select("I'll take it.:No, thanks.")) {
+ case 1:
+ mes "'^660000Well, if it's for free, and there's no harm keeping it.'^000000";
+ next;
+ break;
+ case 2:
+ mes "["+ strcharinfo(0) +"]";
+ mes "No, thanks. I'm not interested in her as much as you.";
+ next;
+ mes "...^660000Was what you were about to say, but you could not refuse his offer. Looking at his fanatical eyes, burning with love for her, even Odin could not refuse...^000000";
+ next;
+ break;
+ }
+ mes "^660000Quickly blinking his eyes, he made you take Mammi's picture book in your arms";
+ mes "demanding that you must encase the book so it would not be damaged.^000000";
+ set barmunt_crow,11;
+ getitem 7795,1; //Mami_Photo_Album
+ next;
+ mes "[Benjamin]";
+ mes "Oh, right. If you're interested in this author, Oliver Hilpert, I suggest you read the prequel of <The Crow of the Fate>, ^3131FF<The Trace of the Fate>^000000 as well as the sequel.";
+ next;
+ mes "[Benjamin]";
+ mes "That was also a bestseller.";
+ next;
+ mes "[Benjamin]";
+ mes "Now I need to start reading this book for the moment that I'll meet my Mammi, so please leave me alone.";
+ next;
+ mes "^660000As soon as he finished, he returned to escaping reality by indulging himself in his dreams of Mammi.^000000";
+ next;
+ mes "^660000The Trace of the Fate, huh?";
+ mes "Well, I don't have anything else to do. I might want to read the book...^000000";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Wait, does it mean that I have to go back to Juno Library?";
+ next;
+ mes "^660000Thinking of travelling back to Juno made you sigh in frustration.^000000";
+ changequest 2067,2068;
+ close2;
+ cutin "",255;
+ end;
+ }
+ else if (barmunt_crow == 11) {
+ mes "^660000You have embarked on a journey to Juno to read the prequel of <The Crow of the Fate>: <The Trace of the Fate>.^000000";
+ close;
+ }
+ else if (barmunt_crow == 15) {
+ if ((countitem(7797) == 1) && (countitem(7796) == 1)) {
+ mes "["+ strcharinfo(0) +"]";
+ mes "Hey, Benjamin!";
+ mes "I've got the perfect thing to help you appeal to Mammi. Do you want to see?";
+ next;
+ mes "[Benjamin]";
+ mes "WH... WHAT?!";
+ mes "What is they? Show me!?";
+ next;
+ mes "^660000You have shown him an autograph and a written note by Oliver Hilpert.^000000";
+ next;
+ mes "[Benjamin]";
+ mes "Oh, my god!";
+ mes "These will surely help me get closer to Mammi!";
+ mes "Give them to me!";
+ next;
+ switch(select("Give:Don't Give")) {
+ case 1:
+ mes "[Benjamin]";
+ mes "Oh, "+ strcharinfo(0) +"!";
+ mes "You are the best! Thanks!";
+ next;
+ mes "[Benjamin]";
+ mes "Maaaammmiii!";
+ mes "I'm going to see her tomorrow as soon as the morning comes! Mammi, I'm coming!";
+ delitem 7797,1; //Author_Memo
+ delitem 7796,1; //Author_Autograph
+ set barmunt_crow,16;
+ getexp 90000,90000;
+ close;
+ case 2:
+ mes "[Benjamin]";
+ mes "Huh? What, are you kidding me?";
+ close;
+ }
+ }
+ else {
+ mes "[Benjamin]";
+ mes "Oh... Mammi... Oh...";
+ close;
+ }
+ }
+ else {
+ mes "[Benjamin]";
+ mes "Oh... Mammi... Oh...";
+ close;
+ }
+ }
+ else {
+ mes "With dreamy eyes, the man is looking down at a book in his hand.";
+ close;
+ }
+}
+
+prt_in,179,92,3 script Library Curator#garas 57,{
+ if (barmunt_crow == 0) {
+ mes "[Curator Guys]";
+ mes "Our library's Monster Encyclopedia has every monster in the Rune-Midgart Kingdom categorized by dungeon, to help our readers find them easily.";
+ mes "We also have many essential books for adventurers. Why don't you take a look?";
+ next;
+ mes "[Curator Guys]";
+ mes "The other library across the street also has Monster Encyclopedias.";
+ mes "If you're interested, feel free to drop by that library as well.";
+ close;
+ }
+ else if (barmunt_crow == 1) {
+ mes "[Curator Guys]";
+ mes "Our library's Monster Encyclopedia has every monster in the Rune-Midgart Kingdom categorized by dungeon, to help our readers find them easily.";
+ mes "We also have many essential books for adventurers. Why don't you take a look?";
+ next;
+ switch(select("Search books.:Look around the library.")) {
+ case 1:
+ mes "[Curator Guys]";
+ mes "Do you have a specific book in mind?";
+ mes "No problem, I'm here to assist you.";
+ mes "What kind of book are you looking for?";
+ next;
+ switch(select("Say the title.:Say the author.:Search by keyword.")) {
+ case 1:
+ mes "[Curator Guys]";
+ mes "Oh, do you know the title?";
+ mes "Sure, now what's the name?";
+ input .@input$;
+ next;
+ if (compare(.@input$,"The Crow of the Fate") == 1) {
+ mes "[Curator Guys]";
+ mes ""+.@input$+"...?";
+ mes "Alright, let me see...";
+ next;
+ }
+ else {
+ mes "[Curator Guys]";
+ mes "Hmm... I'm sorry. I've worked at this place for a few decades, but I don't think I've ever seen such a book.";
+ close;
+ }
+ break;
+ case 2:
+ mes "[Curator Guys]";
+ mes "Oh, do you know the author?";
+ mes "Sure, now what's the name?";
+ input .@input$;
+ next;
+ if (compare(.@input$,"Oliver Hilpert") == 1) {
+ mes "[Curator Guys]";
+ mes ""+.@input$+"...?";
+ mes "Alright, let me see...";
+ next;
+ }
+ else {
+ mes "[Curator Guys]";
+ mes "Hmm... I'm sorry. I've worked at this place for a few decades, but I don't think I've ever heard of such an author.";
+ close;
+ }
+ break;
+ case 3:
+ mes "[Curator Guys]";
+ mes "You must be having a hard time remembering the book's title or author.";
+ mes "No problem; why don't you tell me at least a little bit of what you remember?";
+ next;
+ input .@input$;
+ if ((compare(.@input$,"Fate") == 1) || (compare(.@input$,"Crow") == 1) || (compare(.@input$,"Oliver") == 1) || (compare(.@input$,"Hilpert") == 1)) {
+ mes "[Curator Guys]";
+ mes ""+.@input$+"...?";
+ mes "Alright, let me see...";
+ next;
+ }
+ else {
+ mes "[Curator Guys]";
+ mes "Hmm... I'm sorry. I've worked at this place for a few decades, but I don't think I've ever seen a book whose name is even close to the words you said.";
+ close;
+ }
+ break;
+ }
+ emotion e_ic;
+ mes "[Curator Guys]";
+ mes "Oh, right! I think I know the book:";
+ next;
+ mes "[Curator Guys]";
+ mes "^3131FFOliver Hilpert's";
+ mes "<The Crow of the Fate>^000000!";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "That's right! That's what I'm looking for!";
+ next;
+ mes "[Curator Guys]";
+ mes "Haha... But I have bad news for you.";
+ mes "The book has become so popular that you can't even find it from Schwaltzvalt, the author's country.";
+ mes "We tried to get a hold of the book, but it was too late. It'll take a while for the next editon to be published, so why don't you read a different book for now?";
+ next;
+ mes "[Curator Guys]";
+ mes "If you are not busy and really want to read the book, I have a suggestion: try Juno Library.";
+ mes "You can find every book published in Schwaltzvalt from the library. Chances are, you'll find it there.";
+ next;
+ mes "[Curator Guys]";
+ mes "Well, Juno is quite far from here, but if you're really enthusiastic about reading such a popular book, it should be worthwile.";
+ next;
+ mes "^660000The book isn't for you, but you believe in 100% customer satisfaction. Let's go to Juno Library now.^000000";
+ set barmunt_crow,2;
+ changequest 2063,2064;
+ close;
+ case 2:
+ mes "[Curator Guys]";
+ mes "Each book tells you a story of life, wisdom, happiness, and sensation.";
+ mes "Look around! They are the witnesses of mankind. And everyday, we have new ones joining them.";
+ close;
+ }
+ }
+ else if (barmunt_crow == 2) {
+ mes "[Curator Guys]";
+ mes "^3131FFThe Crow of the Fate^000000 was sold out even before we got a hold of one copy. You won't be able to find the book anywhere in the Rune-Midgart Kingdom.";
+ mes "If you really want to read the book, you should try Juno Library.";
+ close;
+ }
+ else {
+ mes "[Curator Guys]";
+ mes "Our library's Monster Encyclopedia has every monster in the Rune-Midgart Kingdom, categorized by dungeon to help the readers find them easily.";
+ mes "We also have many essential books for adventurers. Why don't you take a look?";
+ next;
+ mes "[Curator Guys]";
+ mes "The other library across the street also has Monster Encyclopedias.";
+ mes "If you're interested, feel free to drop by that library as well.";
+ close;
+ }
+}
+
+yuno,333,210,5 script Library Master#garas 57,{
+ if (barmunt_crow == 2) {
+ mes "[Dog]";
+ mes "Bowwow!";
+ mes "Grrr... Bowwow!";
+ next;
+ mes "^660000A dog is barking loudly at the front of the library.^000000";
+ next;
+ mes "[Library Master]";
+ mes "You damn bird! Fly away, leave!";
+ next;
+ mes "^660000A man is also yelling at the front of the library.^000000";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "What's happening here?";
+ next;
+ mes "[Library Master]";
+ mes "It's nothing, but there's a gigantic crow sitting on the roof of this library, crowing for at least a few hours now.";
+ mes "I was trying to drive it away because... It feels ominous somehow.";
+ next;
+ mes "[Library Master]";
+ mes "Go! Fly away, you damn bird! Leave!!";
+ next;
+ mes "^660000You looked up, and found a huge crow sitting on the roof of the library as if it owned the place.^000000";
+ next;
+ mes "[Library Master]";
+ mes "Leave! Gosh, it won't go away!";
+ mes "I'm afraid that creepy bird will scare away my patrons!";
+ next;
+ mes "[Library Master]";
+ mes "Umm... Oh, well.";
+ mes "(Grabbing a pebble)";
+ mes "I said go away, you stupid bird!";
+ next;
+ mes "(WHIZZ-)";
+ next;
+ mes "(THUD!)";
+ specialeffect EF_PIERCE;
+ next;
+ mes "(Gush)";
+ next;
+ mes "^660000Hit by the pebble which the man threw, the crow quickly flew up into the air.^000000";
+ mes "^660000But then it started flying above the roof in a circle, and looked even spookier.^000000";
+ specialeffect EF_BAT;
+ next;
+ mes "[Library Master]";
+ mes "Grrr... Can't you just go away?!";
+ next;
+ mes "^660000He started yelling at the crow, but it didn't seem to care. Instead, it flew up a little higher.";
+ mes "Eventually he turned his head away from the crow, and gave up on driving it away. Then the dog stopped barking as well.^000000";
+ next;
+ mes "^660000You looked down on the ground, and then found a couple of feathers dropped from the crow when it was hit by the pebble.^000000";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Wow, look at the size of these feathers. I guess such a huge crow needs big feathers to fly.";
+ next;
+ mes "[Library Master]";
+ mes "When I was young, I heard that bird feathers bring Odin's servants to bless their owner, and so many poets used them as bookmarks.";
+ next;
+ mes "[Library Master]";
+ mes "I used to have a small feather. I guess it's only natural that I've become a library master. Hahaha!";
+ next;
+ mes "[Library Master]";
+ mes "You know the old saying, 'you can memorize Edda after 3 years of working at a library.'";
+ mes "Why don't you keep one of the feathers? Who knows? It may bring you good luck.";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "I guess so.";
+ next;
+ mes "^660000You picked up one of the big dark feathers from the ground.";
+ mes "Looking at the lustrous feather somehow made you feel so happy, as if you had obtained treasure.^000000";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "...Ahchoo!";
+ specialeffect2 EF_VENOMDUST;
+ next;
+ mes "[Library Master]";
+ mes "God bless you. Oh, did you catch cold?";
+ mes "You should take good care of yourself, especially if you're an adventurer.";
+ next;
+ mes "^660000You started feeling cold and began to shiver.^000000";
+ next;
+ mes "[Library Master]";
+ mes "Try to drink hot Jellopy broth mixed with honey. My mother used to make that for me whenever I caught cold.";
+ mes "I gurantee you that you'll get better quickly.";
+ next;
+ mes "^660000He sounded sincere, but it doesn't sound like that kind of broth would even be effective...^000000";
+ emotion e_dots,1;
+ set barmunt_crow,3;
+ close;
+ }
+ else {
+ mes "[Library Master]";
+ mes "Be careful to not catch cold!";
+ close;
+ }
+}
+
+yuno,336,203,0 script #garas_catch 139,3,3,{
+//OnTouch2:
+OnTouch:
+ if (barmunt_crow == 2) {
+ mes "[Dog]";
+ mes "Bowwow!";
+ mes "Grrr... Bowwow!";
+ next;
+ mes "^660000A dog is barking loudly at the front of the library.^000000";
+ next;
+ mes "[Library Master]";
+ mes "You damn bird! Fly away, leave!";
+ next;
+ mes "^660000A man is also yelling at the front of the library.^000000";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "What's happening here?";
+ next;
+ mes "[Library Master]";
+ mes "It's nothing, but there's a gigantic crow sitting on the roof of this library, crowing for at least a few hours now.";
+ mes "I was trying to drive it away because... It feels ominous somehow.";
+ next;
+ mes "[Library Master]";
+ mes "Go! Fly away, you damn bird! Leave!!";
+ next;
+ mes "^660000You looked up, and found a huge crow sitting on the roof of the library as if it owned the place.^000000";
+ next;
+ mes "[Library Master]";
+ mes "Leave! Gosh, it won't go away!";
+ mes "I'm afraid that creepy bird will scare away my patrons!";
+ next;
+ mes "[Library Master]";
+ mes "Umm... Oh, well.";
+ mes "(Grabbing a pebble)";
+ mes "I said go away, you stupid bird!";
+ next;
+ mes "(WHIZZ-)";
+ next;
+ mes "(THUD!)";
+ specialeffect EF_PIERCE;
+ next;
+ mes "(Gush)";
+ next;
+ mes "^660000Hit by the pebble which the man threw, the crow quickly flew up into the air.^000000";
+ mes "^660000But then it started flying above the roof in a circle, and looked even spookier.^000000";
+ specialeffect EF_BAT;
+ next;
+ mes "[Library Master]";
+ mes "Grrr... Can't you just go away?!";
+ next;
+ mes "^660000He started yelling at the crow, but it didn't seem to care. Instead, it flew up a little higher.";
+ mes "Eventually he turned his head away from the crow, and gave up on driving it away. Then the dog stopped barking as well.^000000";
+ next;
+ mes "^660000You looked down on the ground, and then found a couple of feathers dropped from the crow when it was hit by the pebble.^000000";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Wow, look at the size of these feathers. I guess such a huge crow needs big feathers to fly.";
+ next;
+ mes "[Library Master]";
+ mes "When I was young, I heard that bird feathers bring Odin's servants to bless their owner, and so many poets used them as bookmarks.";
+ next;
+ mes "[Library Master]";
+ mes "I used to have a small feather. I guess it's only natural that I've become a library master. Hahaha!";
+ next;
+ mes "[Library Master]";
+ mes "You know the old saying, 'you can memorize Edda after 3 years of working at a library.'";
+ mes "Why don't you keep one of the feathers? Who knows? It may bring you good luck.";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "I guess so.";
+ next;
+ mes "^660000You picked up one of the big dark feathers from the ground.";
+ mes "Looking at the lustrous feather somehow made you feel so happy, as if you had obtained treasure.^000000";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "...Ahchoo!";
+ specialeffect2 EF_VENOMDUST;
+ next;
+ mes "[Library Master]";
+ mes "God bless you. Oh, did you catch cold?";
+ mes "You should take good care of yourself, especially if you're an adventurer.";
+ next;
+ mes "^660000You started feeling cold and began to shiver.^000000";
+ next;
+ mes "[Library Master]";
+ mes "Try to drink hot Jellopy broth mixed with honey. My mother used to make that for me whenever I caught cold.";
+ mes "I gurantee you that you'll get better quickly.";
+ next;
+ mes "^660000He sounded sincere, but it doesn't sound like that kind of broth would even be effective...^000000";
+ emotion e_dots,1;
+ set barmunt_crow,3;
+ close;
+ }
+ end;
+}
+
+yuno,343,204,1 script #garas_eff 111,{
+ end;
+}
+
+yuno,335,208,5 script Dog#garas 81,{
+ mes "[Dog]";
+ mes "Bowwow!";
+ close;
+}
+
+yuno_in04,111,57,3 script Library Part-Timer#garas 862,{
+ if (barmunt_crow == 3) {
+ mes "[Library Part-Timer]";
+ mes "People should learn to put away books after pulling them out.";
+ mes "All these books piled up in the cart make me feel so frustrated, you know? Sigh...";
+ next;
+ mes "[Library Part-Timer]";
+ mes "...Now how may I help you?";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "I'm looking for a book called <The Crow of the Fate> written by Oliver Hilpert... Ahchoo!";
+ emotion e_wah,1;
+ specialeffect2 EF_VENOMDUST;
+ next;
+ mes "[Library Part-Timer]";
+ mes "Ah, I remember that one... It's the one most frequently left in the cart.";
+ mes "Please enter the room on the ^3131FFright side^000000. You can find it in the Bestseller corner.";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Thanks.";
+ close;
+ }
+ else if (barmunt_crow == 7) {
+ mes "[Library Part-Timer]";
+ mes "How may I help you?";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Yes, umm... ahchoo! Where can I find old news articles...? Ahchoo!";
+ specialeffect2 EF_VENOMDUST;
+ next;
+ mes "[Library Part-Timer]";
+ mes "Oh, you can find them in a corner of the right room.";
+ mes "Please be careful when you handle them since most of them are pretty ancient.";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Thanks... Ahchoo!";
+ specialeffect2 EF_VENOMDUST;
+ close;
+ }
+ else if (barmunt_crow == 11) {
+ mes "[Library Part-Timer]";
+ mes "People should learn to put away books after pulling them out.";
+ mes "All these books piled up in the cart make me feel so frustrated, you know? Sigh...";
+ next;
+ mes "[Library Part-Timer]";
+ mes "...How may I help you?";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Cough... I'm looking for a book called <The Crow of the Fate> written by Oliver Hilpert.";
+ specialeffect2 EF_VENOMDUST;
+ next;
+ mes "[Library Part-Timer]";
+ mes "Ah, I remember that one... It's the one most frequently left in the cart.";
+ mes "Go ^3131FFupstairs^000000, and check the left shelf.";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Thanks.";
+ next;
+ mes "[Library Part-Timer]";
+ mes "Oliver Hilpert has attained huge fame despite his young age.";
+ mes "I've read his <The Trace of the Fate> at least several times. I mean, that book is so captivating that I can never get tired of reading it.";
+ next;
+ mes "[Library Part-Timer]";
+ mes "Umm... The most impressive scene was... Err...";
+ next;
+ mes "[Library Part-Timer]";
+ mes "Right! When the hero was meeting his end in the burning mansion... ^FF0000-- BEEP --^000000";
+ specialeffect2 EF_BASH3D2;
+ close2;
+ warp "que_ba",264,186;
+ end;
+ }
+ else if (barmunt_crow == 12) {
+ mes "[Library Part-Timer]";
+ mes "Excuse me, are you okay? I mean, you just kind of drifted off all of a sudden.";
+ mes "You look a little pale.";
+ next;
+ mes "[Library Part-Timer]";
+ mes "Why don't you go inside and take a rest? Read <The Trace of the Fate> or something.";
+ mes "You can find the book at the left bookshelf upstairs.";
+ close;
+ }
+ end;
+}
+
+yuno_in04,100,5,3 script Hot Bestseller Corner 111,{
+ if (barmunt_crow == 3) {
+ mes "^660000The countless number of books filling this room tell you why this place is called the Greatest Library of Juno, the City of Scholars.^000000";
+ next;
+ mes "^660000Books tagged as 'Bestseller of The Month' are stored in the middle of the shelf that's at your eye level.^000000";
+ next;
+ mes "^660000It was not that difficult to find 'The Crow of the Fate'";
+ mes "because it was the only book leaning against the wall of an empty shelf.^000000";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Ah, luckily there's one... Ahchoo!";
+ specialeffect2 EF_VENOMDUST;
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Sniff... So now all I have to do is just check this out and deliver it to that Mammi fanatic.";
+ next;
+ mes "^FF0000-- BEEP --^000000";
+ next;
+ mes "^660000You were about to pull out the book, complaining and grumbling, when suddenly it felt as if your brain exploded. You black out...^000000";
+ set barmunt_crow,4;
+ close2;
+ specialeffect2 EF_BASH3D2;
+ warp "que_ba",247,33;
+ end;
+ }
+ else if (barmunt_crow == 4) {
+ mes "^660000The countless number of books filling this room tell you why this place is called the Greatest Library of Juno, the City of Scholars.^000000";
+ next;
+ mes "^660000Books tagged as 'Bestseller of The Month' are stored in the middle of the shelf that's at your eye level.^000000";
+ next;
+ mes "^660000It was not that difficult to find 'The Crow of the Fate'";
+ mes "because it was the only book leaning against the wall of an empty shelf.^000000";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Ah, luckily there's one... Ahchoo!";
+ specialeffect2 EF_VENOMDUST;
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Sniff... So now all I have to do is just check this out and deliver it to that Mammi fanatic.";
+ next;
+ mes "^FF0000-- BEEP --^000000";
+ next;
+ mes "^660000You were about to pull out the book, complaining and grumbling, when suddenly it felt as if your brain exploded. You black out...^000000";
+ close;
+ specialeffect2 EF_BASH3D2;
+ warp "que_ba",247,33;
+ end;
+ }
+ else if (barmunt_crow == 5) {
+ mes "^660000The countless number of books filling this room tell you why this place is called the Greatest Library of Juno, the City of Scholars.^000000";
+ next;
+ mes "^660000Books tagged as 'Bestseller of The Month' are stored in the middle of the shelf that's at your eye level.^000000";
+ next;
+ mes "^660000It was not that difficult to find 'The Crow of the Fate'";
+ mes "because it was the only book leaning against the wall of an empty shelf.^000000";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Ah, luckily there's one... Ahchoo!";
+ specialeffect2 EF_VENOMDUST;
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Sniff... So now all I have to do is just check this out and deliver it to that Mammi fanatic.";
+ next;
+ mes "^FF0000-- BEEP --^000000";
+ next;
+ mes "^660000You were about to pull out the book, complaining and grumbling, when suddenly it felt as if your brain exploded. You black out...^000000";
+ close2;
+ specialeffect2 EF_BASH3D2;
+ warp "que_ba",247,33;
+ end;
+ }
+ end;
+}
+
+yuno_in04,100,3,0 script #garas_path 139,1,1,{
+//OnTouch2:
+OnTouch2:
+ if (barmunt_crow == 6) {
+ mes "...................................";
+ next;
+ mes "...................................";
+ mes "...................................";
+ next;
+ mes "...................................";
+ mes "...................................";
+ mes "...................................";
+ next;
+ mes "^660000You are still inside the library,";
+ mes "but you do not know if this is a dream or reality.^000000";
+ next;
+ mes "^660000You turned your head toward the bookshelf, and found the bookshelf with the empty shelf.^000000";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Phew... I guess I had a dream or something... Ahchoo!";
+ specialeffect2 EF_VENOMDUST;
+ next;
+ mes "^660000It was an indescribable dream: a burning laboratory in an unknown place in Schwaltzvalt.";
+ mes "You tried to think hard, but could not figure out what the dream meant.^000000";
+ next;
+ mes "^660000You carefully opened the book again, but nothing happened.^000000";
+ next;
+ mes "<....at the end of the sooty fog and chaotic screams, there was a creature that looked too outrageous to be a human...>";
+ next;
+ mes "...................................";
+ next;
+ mes "<- Eva, what are you doing? Come over here! Hurry!-";
+ mes "-I can't leave him here!-";
+ mes "Ignoring the collapsing laboratory ceiling, Eva approached a test tube, carefully took out something, and then put it under her jacket. >";
+ next;
+ mes "^660000...................................^000000";
+ next;
+ mes "^660000The books was telling the exact scene that you have seen in your dream.^000000";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Deja Vu? Am I having Deja Vu?";
+ next;
+ mes "^660000Of course, it was just a dream, but still was a very mysterious experience.^000000";
+ next;
+ mes "...................................";
+ next;
+ mes "...................................";
+ next;
+ mes "'^660000Now I wonder if the scene is describing an accident that really happened in the past. If there was such big fire, I'm sure I can verify it in a newspaper.";
+ mes "...I just want to know it out of curiosity...^000000'";
+ set barmunt_crow,7;
+ changequest 2064,2065;
+ close;
+ }
+ else if (barmunt_crow == 7) {
+ mes "["+ strcharinfo(0) +"]";
+ mes "If I want to read news articles about fires, which section should I go to?";
+ close;
+ }
+ end;
+}
+
+yuno_in04,117,102,3 script Old News Scrapbook 844,{
+ if (barmunt_crow == 7) {
+ mes "^660000It is a folder with an wooden frame holding a thick pile of old newspapers.^000000";
+ next;
+ mes "^660000You carefully looked through the newspapers to see if you could find any articles about fire accidents.^000000";
+ next;
+ while(1) {
+ mes "...................................";
+ next;
+ mes "...................................";
+ next;
+ set .@newspp,rand(1,10);
+ if ((.@newspp == 1) || (.@newspp == 2)) {
+ mes "- Page 1 -";
+ mes "Renowned Assassin Sieglinde: 'I serve you only.'";
+ mes " ";
+ mes " Sieglinde has attained the title of Greatest Assassin";
+ mes "for his professionalism";
+ mes "and fame among ladies,";
+ mes "for his bad-boy image characterized by his sharpened Katar:";
+ mes "a handsome man that lives a life of romantic loneliness.";
+ mes "Recently this Assassin-Turned-Into-Celebrity has made";
+ mes "a true confession with a smile on his face:";
+ mes "he has been secretly going out with a lady,";
+ mes "and they are planning to wed next year.";
+ mes " The lady in question is known as Priestess M,";
+ mes "and she works in Prontera Church, but he refused to give us more information";
+ mes "about his fiancee for the sake of her safety.";
+ mes "As soon as the news spread,";
+ mes "his female fans showed a negative reaction";
+ mes "saying, 'This is ridiculous.";
+ mes "Assassins must live alone under the shadows.'";
+ mes "Hopefully the fans' reaction won't cause too much worry";
+ mes "to Siglinde and his soon-to-be wife.";
+ mes " ";
+ next;
+ }
+ else if ((.@newspp == 3) || (.@newspp == 4)) {
+ mes "- Page 4 -";
+ mes "Fight Scene in Juno";
+ mes " ";
+ mes "Last night, two young men were witnessed";
+ mes "violently fighting each other in Juno Plaza.";
+ mes "According to the Juno soldier that arrested them,";
+ mes "Mr. B had not been so happy with Mr. A's";
+ mes "careless behavior, and it seems";
+ mes "that his patience finally ran out last night.";
+ mes "It seems the fight started when Mr. A put his bare sweaty feet on Mr. B's thigh,";
+ mes "saying that his feet are too sweaty.'";
+ mes "Blame the hot weather, people!";
+ mes " ";
+ next;
+ }
+ else if (.@newspp == 5) {
+ mes "God's Warning: A Secret Lab Reduced to Ashes";
+ mes " ";
+ mes " The smoke clouding the sky of Juno last night";
+ mes "turned out to be from";
+ mes "a secret laboratory set on fire.";
+ mes " More information about the laboratory";
+ mes "has not yet been released, but according to the witnesses,";
+ mes "the laboratory was found empty";
+ mes "without anybody or anything inside";
+ mes "except broken pieces of test tubes";
+ mes "which proved that the place was used as a laboratory.";
+ mes " Scientist Sion, the accident scene investigator,";
+ mes "suspects from the remnants of machines inside";
+ mes "that the laboratory must have been used";
+ mes "to test biotechnology projects,";
+ mes "and expressed his belief that the fire was the wrath of God,";
+ mes "righteous punishment for trifling with his creations.";
+ mes " ";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "...........................";
+ mes "...........................";
+ mes "This is the place I've seen in my dream!";
+ next;
+ mes "Wait, then what about the place where they escaped...?";
+ next;
+ mes "You quickly checked the date of the news. It was too long ago";
+ mes "for you to find any more information from searching news articles.";
+ next;
+ mes "What if they have any descendents or successors?";
+ next;
+ mes "You feel your heart beating faster with excitement.";
+ mes "You are now convinced this was not just your dream or illusion. You had a vision of what really happened in the past.";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "I can't believe this is happening!";
+ mes "Think hard... It was ^FF0000an area connected to a northern cave^000000.";
+ set barmunt_crow,8;
+ changequest 2065,2066;
+ close;
+ }
+ else if ((.@newspp == 6) || (.@newspp == 7)) {
+ mes "- Culture Page -";
+ mes "- Please Save My Water -";
+ mes " ";
+ mes "��A recently acclaimed young author,";
+ mes "Jean Cadoc's new series";
+ mes "'Please Save My Water' has been ranked at the top";
+ mes "for the most checked-out book in libraries.";
+ mes "'Please Save My Water' is about a girl called Ujer";
+ mes "who was blessed by Mother Nature.";
+ mes "Her father left a will on his deathbed";
+ mes " to 'protect the water' against the evil,";
+ mes "and she is fighting against a group of evil villains";
+ mes "that are contaminating nature so that she can purify the water.";
+ mes "This book will be soon selected as an essential academic book of";
+ mes "the Schwaltzvalt Republic for";
+ mes "promoting morality and";
+ mes "promoting environmental protection throughout the nation.";
+ mes " ";
+ next;
+ }
+ else {
+ mes "Einbech Mine Collapsed (2)";
+ mes " ";
+ mes "According to an employee of Rekenber Corporation,";
+ mes "which has been leading Einbech's mining business,";
+ mes "three dead bodies have been discovered,";
+ mes "but one survivor was admitted into a hospital.";
+ mes "He is in a critical condition,";
+ mes "and also informed us that they are";
+ mes "still searching for survivors,";
+ mes "and have hired specialists to investigate";
+ mes "the cause of the accident.";
+ mes " ";
+ next;
+ }
+ }
+ }
+ else {
+ mes "^660000It is a folder with a wooden frame holding a thick pile of old newspapers.^000000";
+ close;
+ }
+}
+
+yuno_in04,169,123,3 script Suspicious Man#oliver_h 407,{
+ if (checkweight(617,3) == 0) {
+ mes "- You have too many items in your inventory to proceed with this quest. -";
+ close;
+ }
+ if (barmunt_crow > 14) {
+ mes "^660000The writer was writing in the notebook at an extremely fast pace.^000000";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Let's not disturb him, especially when he is full of creative ideas. That doesn't happen very often.";
+ close;
+ }
+ else if (barmunt_crow == 13) {
+ cutin "oliver_pre",2;
+ if (countitem(7795) < 1) {
+ mes "[Oliver Hilpert]";
+ mes "Lady Mammi...";
+ close2;
+ cutin "",255;
+ end;
+ }
+ mes "[Oliver Hilpert]";
+ mes "Did you change your mind about selling Lady Mammi's picture book to me?";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ cutin "oliver_smile",2;
+ mes "[Oliver Hilpert]";
+ mes "Wow, thanks!";
+ next;
+ mes "[Oliver Hilpert]";
+ mes "Umm... I haven't received my publishing advance yet, but do you mind taking this instead?";
+ next;
+ break;
+ case 2:
+ mes "[Oliver Hilpert]";
+ mes "Okay... I see...";
+ emotion e_sob;
+ close2;
+ cutin "",255;
+ end;
+ }
+ mes "[Oliver Hilpert]";
+ mes "I haven't had a chance to open it, but my publisher said it has something very rare inside. I hope that it's enough to pay you for your book.";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Haha, thanks.";
+ mes "You know, in Morroc... Ahchoo! ...There's someone who's as big a fan of Mammi's as you... Ahchoo! So why don't you go meet him?";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "I got that book from him as a gift. He may have more rare books of her... Ahchoo!";
+ next;
+ mes "[Oliver Hilpert]";
+ mes "Oh, thank you so much for such valuable information!";
+ next;
+ mes "[Oliver Hilpert]";
+ mes "Wah! I must write down the story that I saw in my dream last night before I forget!";
+ next;
+ mes "[Oliver Hilpert]";
+ mes "I hope you'll also like my next book. Then I must go... Thank you for the picture book!";
+ next;
+ cutin "oliver_smile",255;
+ mes "^660000He started running around like a chicken with its head cut off. He quickly opened his bag, took out his notebook, ran to a table, and then started writing down something at a fast speed.";
+ mes "At first, he looked pretty silly, but now he strikes you as a man that's very serious about his writing.^000000";
+ next;
+ mes "^660000You were about to leave when you found a piece of paper on the ground.^000000";
+ next;
+ mes "^660000The piece of paper is covered with scribbles, and is labeled <The Crow of the Fate> at the top. Oliver must have dropped this note containing information about his novel, <The Crow of the Fate>.^000000";
+ next;
+ mes "^3131FFAncient weapon = Some kind of power source^000000";
+ mes "^3131FFSeclusion - A female disciple's letter^000000";
+ mes "^3131FFThe stepmother = Lover from a past life?!^000000";
+ close2;
+ specialeffect2 EF_ENHANCE;
+ delitem 7795,1; //Mami_Photo_Album
+ set barmunt_crow,14;
+ getitem 7796,1; //Author_Autograph
+ getitem 7797,1; //Author_Memo
+ getitem 617,1; //Old_Violet_Box
+ warp "que_ba",270,270;
+ end;
+ }
+ else if (barmunt_crow == 14) {
+ mes "["+ strcharinfo(0) +"]";
+ mes "This dream seems pretty meaningful somehow.";
+ mes "I'd better give him this note back.";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Excuse me, Mr. Hilpert.";
+ next;
+ cutin "oliver_think",2;
+ mes "[Oliver Hilpert]";
+ mes ".................";
+ mes ".................";
+ mes "...........Huh?";
+ next;
+ cutin "oliver_think",255;
+ mes "You felt sorry for interrupting him from writing.";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "I think you've dropped this.";
+ next;
+ mes "^660000You rummaged your pocket to find the memo, and then happened to drop the crow feather which you picked up outside the library. Then suddenly...^000000";
+ next;
+ mes "(WHACK)";
+ specialeffect EF_VENOMDUST;
+ specialeffect2 EF_DETOXICATION;
+ next;
+ mes "^660000Oliver picked up the feather more quickly than you could, and then tore it into pieces before you could even say anything.^000000";
+ next;
+ mes "^660000You looked angrily at him, and found out that he turned into a completely different person; he no longer looked stupid or serious but extremely coldhearted.^000000";
+ next;
+ cutin "oliver_hum",2;
+ mes "[Oliver Hilpert]";
+ mes "Errr?!";
+ mes "What's happened to this feather?";
+ next;
+ mes "[Oliver Hilpert]";
+ emotion e_wah;
+ mes "Wah! Did I do this?";
+ mes "Oh my god, I'm sorry! I'm so sorry!";
+ next;
+ mes "^660000He changed back to himself, and started apologizing to you for his sudden rage.^000000";
+ next;
+ emotion e_sob;
+ mes "[Oliver Hilpert]";
+ mes "I... I don't know how to apologize...";
+ mes "It's just that... I became so angry that I--! Argh, I'm sorry!";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Well, it's okay. I happened to pick it up from the street. You don't have to apologize.";
+ next;
+ mes "[Oliver Hilpert]";
+ mes "If you say so, thank you for your understanding.";
+ mes "Phew, I felt so guilty...";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Here, take your memo back.";
+ next;
+ mes "[Oliver Hilpert]";
+ mes "Oh, you can just throw it away. It's no longer useful.";
+ mes "Phew...";
+ next;
+ cutin "oliver_pre",2;
+ mes "[Oliver Hilpert]";
+ mes "I'm having great ideas right now. I'm sorry, but I should go.";
+ next;
+ cutin "oliver_pre",255;
+ mes "^660000As soon as he talked to you, he went back to his writing and became completely absorbed in his work.^000000";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "He has such amazing concentration.";
+ mes "I guess not everyone can make bestselling books, huh?";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "...Wait, I'm not sneezing anymore...";
+ mes "The headache and the heavy feeling in my chest is gone too!";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "What if it was all caused by that crow feather? What if...?";
+ next;
+ switch(select("It was cursed by the pebble.:The crow has something to do with Oliver.")) {
+ case 1:
+ mes "["+ strcharinfo(0) +"]";
+ mes "Ah, I see.";
+ mes "I think when the crow was hit by the pebble, its wisdom must have turned into disaster.";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Argh, that was all because of the library master!";
+ mes "Luckily the feather is gone, so hopefuly I won't suffer any more disaster.";
+ next;
+ break;
+ case 2:
+ mes "["+ strcharinfo(0) +"]";
+ mes "I remember Mr. Zid saying Eva had left a black feather behind her.";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Also, the female assistant turned into a crow flying away, and then the crow feather made me sneeze and cough.";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "..................";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Yes, Mr. Hilpert's soul is cursed by the Crow!";
+ mes "I wonder if he threw rocks at crows like the library master...";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "..................";
+ mes "I guess it's a stupid idea.";
+ next;
+ break;
+ }
+ mes "["+ strcharinfo(0) +"]";
+ mes "Oh well, whatever.";
+ mes "What matters is that I'm cured!";
+ mes "If I have another dream, I'll deal with it then~";
+ next;
+ mes "^660000As you left the library, you thought that thinking Mr. Oliver is your half would be a better idea.^000000";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "That was pretty fun, but also pretty tiring. Where should I head for my next adventure?";
+ set barmunt_crow,15;
+ completequest 2068;
+ close2;
+ cutin "",255;
+ end;
+ }
+ else {
+ mes "^660000A suspicious-looking young man is searching passing faces as if he is looking for someone.^000000";
+ close;
+ }
+}
+
+yuno_in04,167,120,3 script Worn-out Book#garas 111,{
+ if (checkweight(617,3) == 0) {
+ mes "- You have too many items in your inventory to proceed with this quest. -";
+ close;
+ }
+ if (barmunt_crow == 12) {
+ if (countitem(7795) < 1) {
+ mes "- You felt as if you have left something important behind. -";
+ close;
+ }
+ mes "^660000The book's cover was seriously damaged, considering its recent publishing date. Many people must have turned its pages.^000000";
+ next;
+ mes "^660000You carefully turned the first page, worrying that you might have another crazy dream.^000000";
+ next;
+ mes ".........................";
+ mes ".........................";
+ mes ".........................";
+ next;
+ mes "< Since he was young - it was before he could even remember exactly how young he was - his dreams have filled his brain with immense knowledge that he had never seen or learned from anywhere else.";
+ mes "He was a little boy outside, but wiser than any grown sage. He spoke many languages so fluently that they sounded like Edda chanted by Odin.";
+ mes "To him, his small and dark underground village was a prison blocking him from satisfying his curiosity and desire for freedom.";
+ mes "He expressed his desire to learn more knowledge of the outside world to stepmother Eva, but she always ignored his wish with a stern look.";
+ mes "Eventually, her unreasonable dissuasion could no longer stop him from escaping his reality.";
+ mes " ";
+ mes "- Gasp! Gasp! -";
+ mes "He ran through the darkness which seemed to have no end. He was running away from everything that tried to confine him.>";
+ next;
+ mes ".........................";
+ mes ".........................";
+ mes ".........................";
+ next;
+ mes "< - Umm...-";
+ mes "-...He's awake.-";
+ mes "- Hello, can you see me? How do you feel? -";
+ mes "An old man slowly walked into the room. With a smile on the face, he sat down on a chair. The little boy felt afraid for a little while after seeing people outside his village for the first time,";
+ mes "but then he forced himself up from the bed, and looked around.";
+ mes " ";
+ mes "- Where am I? Why am I here? - ";
+ mes "- I was riding a carriage last night, and found you lying in the street. My name is Haeji. You may call me Mr. Haeji, son.-";
+ mes "-.......-";
+ mes "- What's your name? -";
+ mes "-......Al.-";
+ mes "- Do you know why you're on the street? Where do you live? Your parents must be dying to see you.-";
+ mes "Haeji's comment instantly brought the monsterous image of Eva to Al's mind. Inwardly, he screamed in fear.";
+ mes "- I live nowhere, and I don't have parents. -";
+ mes "Al had to lie no matter how long, he thought. The old man seemed to understand him: his eyes showed sympathy for the little boy. Haeji insisted that Al could stay in his mansion as long as he wanted.";
+ mes "Later, after learning that Haeji was a professor of Juno City University, Al was convinced that the fates were on his side.>";
+ next;
+ mes ".........................";
+ mes ".........................";
+ mes ".........................";
+ next;
+ mes "^660000You felt somebody staring at you reading the book. You turned your head, and found a dandy and yet suspicious-looking young man.^000000";
+ next;
+ cutin "oliver_pre",2;
+ mes "^660000The young man approached and shook your hand with a grin on his face.^000000";
+ next;
+ mes "[Suspicious-Looking Man]";
+ mes "Hey, you're reading <The Trace of the Fate>!";
+ mes "Hahaha, nice to meet you. I'm the author of that book. I've come by to check how well my new book, <The Crow of the Fate>, is doing, and it's a great honor to meet a fan of mine! I feel embarrassed, but thanks! Hehe.";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Cough, no, I'm not a fa...";
+ next;
+ mes "[Oliver Hilpert]";
+ mes "Oh, right! Do you want my autograph?";
+ next;
+ mes "(Scribble)";
+ next;
+ mes "[Oliver Hilpert]";
+ mes "^660000He took out a big piece of paper from his bag, drew something really fast, and then handed it to you.^000000";
+ next;
+ mes "Haha, look. I've signed it as big as I could so that you can brag about this to your friends!";
+ next;
+ mes "[Oliver Hilpert]";
+ mes "You know, I just wrote what I saw in my dream; I didn't know people would love my stories so much! It's very surprising to me.";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Dream?";
+ next;
+ cutin "oliver_think",2;
+ mes "[Oliver Hilpert]";
+ mes "Yes, I've been having dreams that are so vivid, they feel like reality.";
+ mes "I was told great writers usually find their inspiration from their dreams. I guess I was born to be one of them. Hahaha!";
+ next;
+ mes "You felt something uncomfortable about this so-called dream. You wanted to understand the meaning of what you've seen while reading the book.";
+ mes "If Oliver was dreaming exactly the same things as you, that might mean he and you are sharing dreams. Then again, you've discovered the cave village in the book actually exists.";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "The hero Al was having dreams...";
+ next;
+ cutin "oliver_pre",2;
+ mes "[Oliver Hilpert]";
+ mes "Wah!";
+ mes "Isn't that over there?!";
+ emotion e_omg;
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Huh?";
+ next;
+ mes "^660000You quickly turned your head following his eyes. There was nothing but your bag.^000000";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Ah... Ahchoo! Mr. Hilpert, are you interested in my bag? It's just a simple bag I got from the Novice Training Grounds...";
+ specialeffect2 EF_VENOMDUST;
+ next;
+ mes "[Oliver Hilpert]";
+ mes "No, no!";
+ next;
+ mes "[Oliver Hilpert]";
+ mes "I was looking at the thing shining under the cover of the bag!";
+ next;
+ mes "^660000You checked what the thing in your bag was, and it was...^000000";
+ next;
+ cutin "oliver_smile",2;
+ mes "[Oliver Hilpert]";
+ mes "Lady Mammi!";
+ emotion 14;
+ next;
+ mes "^660000Yes, it was the picture book of Mammi, an idol whom Benjamin of Morroc insists to be one of the three greatest idols in the Rune-Midgart Kingdom. That must be why Oliver is squealing in delight.^000000";
+ emotion e_dots,1;
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Ahchoo! Are you also a Mammi fan?";
+ specialeffect2 EF_VENOMDUST;
+ next;
+ mes "[Oliver Hilpert]";
+ mes "Are you kidding?! Of course!";
+ mes "Tell me, where you can find another intelligent and beautiful woman like her?";
+ mes "I believe she's the reincarnation of the Wisdom Goddess who was expelled to the Midgard Continent by jealous goddesses.";
+ next;
+ mes "^660000Mammi seems to have a strange level of popularity that you can never understand.^000000";
+ next;
+ mes "[Oliver Hilpert]";
+ mes "May I see?";
+ next;
+ mes "^660000You have given him Mammi's picture book.^000000";
+ next;
+ mes "[Oliver Hilpert]";
+ mes ".................";
+ next;
+ mes "[Oliver Hilpert]";
+ mes "...Oh!";
+ cutin "mami01",4;
+ emotion 3;
+ next;
+ mes "[Oliver Hilpert]";
+ mes "...Ooooh!";
+ cutin "mami02",4;
+ emotion 3;
+ next;
+ cutin "oliver_smile",2;
+ mes "[Oliver Hilpert]";
+ mes "Ah... This is why I'm in love with Lady Mammi.";
+ mes "Adventurer, you must be an enthusiastic fan of her as well. Where did you find this rare picture book?";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "No, I got it as a gift from someone... Ahchoo!";
+ specialeffect2 EF_VENOMDUST;
+ next;
+ mes "[Oliver Hilpert]";
+ mes "What? Now I'm shocked!";
+ mes "It's shocking to see you unimpressed by the beauty of Lady Mammi,";
+ mes "but it is more shocking that God has given such a rare picture book of her";
+ mes "to someone like you who does not appreciate its value!";
+ mes "I flew over to the Rune-Midgart Kingdom on the earliest airship";
+ mes "to get this book on the day it was released, but the books were sold out. The person right in front of me got the last one!";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "...............";
+ mes "I... I see...";
+ emotion 4,1;
+ next;
+ mes "[Oliver Hilpert]";
+ mes "Umm...";
+ mes "If you don't really like that book, why don't you sell it to me?";
+ next;
+ mes "[Oliver Hilpert]";
+ mes "As I told you earlier, it's something I'm willing to cross continents to get. Please?";
+ mes "I really want to buy your book!";
+ next;
+ switch(select("Sell:Don't Sell")) {
+ case 1:
+ mes "[Oliver Hilpert]";
+ mes "Wow, thanks!";
+ next;
+ mes "[Oliver Hilpert]";
+ mes "Umm... I haven't received my publishing advance yet, but do you mind taking this instead?";
+ next;
+ break;
+ case 2:
+ mes "[Oliver Hilpert]";
+ mes "Okay... I see...";
+ emotion e_sob;
+ set barmunt_crow,13;
+ close2;
+ cutin "",255;
+ end;
+ }
+ mes "[Oliver Hilpert]";
+ mes "I haven't had a chance to open it, but my publisher said it has something very rare inside. I hope that it's enough to pay you for your book.";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Haha, thanks.";
+ mes "You know, in Morroc... Ahchoo! ...There's someone who's as big a fan of Mammi's as you... Ahchoo! So why don't you go meet him?";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "I got that book from him as a gift. He may have more rare books of her... Ahchoo!";
+ next;
+ mes "[Oliver Hilpert]";
+ mes "Oh, thank you so much for such valuable information!";
+ next;
+ mes "[Oliver Hilpert]";
+ mes "Wah! I must write down the story that I saw in my dream last night before I forget!";
+ next;
+ mes "[Oliver Hilpert]";
+ mes "I hope you'll also like my next book. Then I must go... Thank you for the picture book!";
+ cutin "oliver_smile",255;
+ next;
+ mes "^660000He started running around like a chicken with its head cut off. He quickly opened his bag, took out his notebook, ran to a table, and then started writing down something at a fast speed.";
+ mes "At first, he looked pretty silly, but now he strikes you as a man that's very serious about his writing.^000000";
+ next;
+ mes "^660000You were about to leave when you found a piece of paper on the ground.^000000";
+ next;
+ mes "^660000The piece of paper is covered with scribbles, and is labeled <The Crow of the Fate> at the top. Oliver must have dropped this note containing information about his novel, <The Crow of the Fate>.^000000";
+ next;
+ mes "^3131FFAncient weapon = Some kind of power source^000000";
+ mes "^3131FFSeclusion - A female disciple's letter^000000";
+ mes "^3131FFThe stepmother = Lover from a past life?!^000000";
+ close2;
+ specialeffect2 EF_ENHANCE;
+ delitem 7795,1; //Mami_Photo_Album
+ set barmunt_crow,14;
+ getitem 7796,1; //Author_Autograph
+ getitem 7797,1; //Author_Memo
+ getitem 617,1; //Old_Violet_Box
+ warp "que_ba",270,270;
+ cutin "",255;
+ end;
+ }
+ else {
+ mes "^660000The book's cover was seriously damaged, considering its recent publishing date. Many people must have turned its pages.^000000";
+ close;
+ }
+}
+
+que_ba,247,33,0 script #bpast_1_1 -1,1,1,{
+//OnTouch2:
+OnTouch:
+ if (barmunt_crow < 4) {
+ warp "ama_dun03",119,110;
+ }
+ else {
+ sc_end SC_Blind;
+ mes "[???]";
+ mes "Waaaaah!";
+ next;
+ mes "^660000Startled by a terrifying scream, you regained consciousness. It seems that you were lost in time for quite a while.^000000";
+ next;
+ mes "^660000You scrambled to stand on you feet, and then followed the sound of the scream to an old and abandoned building.^000000";
+ next;
+ mes "^660000The old, huge and somehow intimidating building was expelling dark red smoke out of broken and open windows.^000000";
+ close;
+ }
+}
+
+que_ba,257,39,3 script Female Researcher#bpast 744,{
+ if (barmunt_crow < 4) {
+ warp "ama_dun03",119,110;
+ }
+ else if (barmunt_crow == 4) {
+ mes "^660000While trying to remember what happened, you encounter a woman who passes by you. You instinctively reach for her shoulder to get her attention.^000000";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Ahchoo! Ahchoo! Gosh...";
+ mes "Hey, where am I...?";
+ specialeffect2 EF_VENOMDUST;
+ next;
+ mes "- Pzzzz -";
+ specialeffect EF_CLOAKING;
+ next;
+ mes "^660000Surprisingly, your arm passed through her body.^000000";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "...Where the hell am I?";
+ close;
+ }
+ else {
+ warp "yuno_in04",100,3;
+ }
+ end;
+}
+
+que_ba,265,34,0 warp #bpast_1to2 1,1,que_ba,156,37
+
+que_ba,176,43,7 script Researcher#bpast_2_1 402,{
+ specialeffect EF_CLOAKING;
+ mes "[Researcher]";
+ mes "Fire!";
+ mes "Everybody, move, move!";
+ close;
+}
+
+que_ba,181,14,7 script Researcher#bpast_2_2 865,{
+ specialeffect EF_CLOAKING;
+ mes "[Researcher]";
+ mes "Cough, cough!";
+ mes "Argh... I can't breathe... I have to get out...";
+ close;
+}
+
+que_ba,183,25,0 warp #bpast_2to3_1 1,1,que_ba,72,25;
+que_ba,183,52,0 warp #bpast_2to3_2 1,1,que_ba,72,51;
+
+que_ba,102,56,0 script #3room_barmunt -1,3,3,{
+//OnTouch2:
+OnTouch:
+ if (barmunt_crow < 4) {
+ warp "yuno_in04",100,3;
+ }
+ else {
+ mes "^660000You walked through the flame engulfed hallway and ended at a room that was about to collapse, just like everywhere else in this place.^000000";
+ next;
+ mes "^660000You could not clearly see what was inside the room because of all the smoke, but you knew there was something there.^000000";
+ next;
+ mes "^660000You squinted your eyes, and listened. You could hear human voices, but their silhouettes of whomever was talking were not human shaped.^000000";
+ next;
+ mes "[Female]";
+ mes "Cough! Fire... Cough!";
+ mes "Goddamn humans... Cough, cough!";
+ next;
+ mes "^660000Her coughing grew worse as the roaring of the flames grew stronger.^000000";
+ next;
+ mes "[Male]";
+ mes "They ran away, and left us behind to die!";
+ next;
+ mes "[Female]";
+ mes "...Are we going to die?";
+ next;
+ mes "[Male]";
+ mes "Die? ...Haha.";
+ mes "^3131FF'Eva'^000000, we won't die... We were never exactly alive to begin with.";
+ next;
+ mes "- Crumbling -";
+ next;
+ mes "[Male]";
+ mes "Argh!";
+ next;
+ mes "^660000The only exit was blocked by steel bars; no one could get out of the room enveloped in flames. Then, a corner of a wall crumbled by the heat from the fire.^000000";
+ next;
+ mes "^660000The male silhouette quickly approached the wall, and started to dig at the crumbled corner.^000000";
+ next;
+ mes "[Male]";
+ mes "...It's done!";
+ next;
+ mes "[Male]";
+ mes "Let's go, Eva!";
+ next;
+ mes "[Eva]";
+ mes "Wait, we have to take the children with us.";
+ next;
+ mes "^660000The female silhouette called Eva approached the test tubes standing in a row against a wall.^000000";
+ next;
+ mes "[Male]";
+ mes "Eva!! We don't have time to save all of them! Come here!";
+ if (barmunt_crow == 4) {
+ set barmunt_crow,5;
+ }
+ sc_start SC_Blind,600000,0,10000;
+ close2;
+ warp "que_ba",53,232;
+ end;
+ }
+ end;
+}
+
+que_ba,104,55,3 script Grotesque Woman#eva1 980,{
+ specialeffect EF_CLOAKING;
+ end;
+}
+
+que_ba,99,51,7 script Grotesque Man#zid1 999,{
+ specialeffect EF_CLOAKING;
+ end;
+}
+
+que_ba,53,232,0 script #garas_f_yume 139,1,1,{
+//OnTouch2:
+OnTouch:
+ if (barmunt_crow == 5) {
+ //GetHEALTHSTATE VAR_HEALTHSTATENORMAL 0
+ mes "^660000Suddenly a flash of light stung your eyes. A few seconds later, you opened your eyes and found that you were somewhere in Schwaltzvalt.^000000";
+ next;
+ mes "^660000And you aren't alone: you can now clearly see the man and woman that escaped the laboratory.^000000";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Umm...";
+ next;
+ mes "[Grotesque Man]";
+ mes "Where should we go?";
+ mes "No one will welcome us... We look like monsters!";
+ next;
+ mes "[Eva]";
+ mes "...";
+ mes "I know a cave that's hidden in the north.";
+ mes "We can stay there for a while.";
+ next;
+ mes "^660000They seemed completely oblivious of your presence, and headed north.^000000";
+ next;
+ mes "^660000You were looking at their backs as they left, and then noticed that you were holding the book you were reading in your hands. Then....^000000";
+ set barmunt_crow,6;
+ specialeffect2 EF_FLASHER;
+ close2;
+ warp "yuno_in04",100,3;
+ }
+ else {
+ warp "yuno_in04",100,3;
+ }
+ end;
+}
+
+que_ba,50,238,1 script Grotesque Woman#eva2 980,{
+ specialeffect EF_CLOAKING;
+ end;
+}
+
+que_ba,48,227,7 script Grotesque Man#zid2 999,{
+ specialeffect EF_CLOAKING;
+ end;
+}
+
+que_ba,264,186,0 script #barmut_room1 139,2,2,{
+//OnTouch2:
+OnTouch:
+ if (barmunt_crow == 11) {
+ mes "^660000You wake up, and look around you. Somehow, you've now ended up in a huge mansion.^000000";
+ next;
+ mes "^660000You suddenly feel a sharp pain in your chest, as if someone were squeezing your heart.^000000";
+ next;
+ mes "^660000This mansion looks very elegant and expensive, but it is on fire, just like the laboratory in your first dream.^000000";
+ next;
+ mes "^660000You're having trouble thinking because of your chest pain and the fire, but you know that this mansion won't last long. You look around for an exit, and see a man standing downstairs in the center of flames.^000000";
+ next;
+ mes "^660000He didn't seem to care that he'd perish along with the mansion, and was talking slowly in a low, sad voice.^000000";
+ next;
+ mes "[Mysterious Man]";
+ mes ".....................";
+ mes "After all, God has trifled with me...";
+ mes "This was his plan all long...";
+ mes "Even my best friends were his puppets...";
+ next;
+ mes "[Mysterious Man]";
+ mes "I strongly resent my fate...";
+ mes "But I'm ready to accept the end... Of everything...";
+ next;
+ mes "^660000He could not finish his words before flames swallowed him up. At the same time, you were...^000000";
+ specialeffect EF_METEORSTORM;
+ set barmunt_crow,12;
+ close2;
+ warp "yuno_in04",108,57;
+ }
+ else {
+ warp "yuno_in04",108,57;
+ }
+ end;
+}
+
+que_ba,270,181,3 script #barmunt_fire 755,{
+ end;
+}
+
+que_ba,270,270,0 script #barmunt_living 139,1,1,{
+//OnTouch2:
+OnTouch:
+ mes "..................";
+ mes "..................";
+ mes "..................";
+ mes "..................";
+ next;
+ mes "[Mysterious Man]";
+ mes "..................";
+ mes "..................";
+ mes "..................";
+ mes "E...Eva, no!";
+ next;
+ mes "[Mysterious Man]";
+ mes "Was it a dream?";
+ mes "..................";
+ mes "...Gosh, that was strange.";
+ next;
+ mes "[Mysterious Man]";
+ mes "Mother was... She was a regular human.";
+ mes "Was I standing next to her?";
+ mes "..................";
+ next;
+ mes "^660000He mumbled to himself, and brushed back his sweaty hair with a trembling hand.^000000";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "A dream again.";
+ mes "I guess he won't be able to see or hear me, just like the others.";
+ next;
+ mes "^660000You put your guard down, and stare at him.";
+ mes "Suddenly his face distorted in anger as he looked right back at you.^000000";
+ next;
+ mes "[Mysterious Man]";
+ mes "How the hell did you find me?!";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "...Wah! He can see me! He can see me!";
+ next;
+ enablenpc "#barmut_onna";
+ mes "[Mysterious Woman]";
+ mes "You don't have to be so angry at me, sir.";
+ next;
+ mes "^660000As soon as you heard her voice,";
+ mes "you turned around and found a woman standing there.^000000";
+ next;
+ mes "[Mysterious Woman]";
+ mes "It was almost done, but then you broke all of them -- even ^FF00FFBEEP^000000 and ^FF00FFBEEP^000000 -- and were hiding in here.";
+ next;
+ mes "[Mysterious Man]";
+ mes "They weren't supposed to exist in this world!";
+ next;
+ mes "[Mysterious Woman]";
+ mes "It's his decision. Your fate is on his...";
+ next;
+ mes "[Mysterious Man]";
+ mes "Shut up!";
+ next;
+ mes "^660000The raging man drew a sword, and pointed it at her. She then suddenly transformed into a crow and flew away. The echos of her laughter could be heard outside the window.^000000";
+ disablenpc "#barmut_onna";
+ specialeffect EF_BAT;
+ next;
+ mes "[Echoing Voice]";
+ mes "You are bound to your fate, no matter how hard you try to escape...";
+ soundeffect "loli_ruri_stand.wav",0;
+ next;
+ mes "..................";
+ mes "..................";
+ mes "..................";
+ mes "..................";
+ next;
+ mes "..................";
+ mes "..................";
+ mes "..................";
+ mes "..................";
+ close2;
+ warp "yuno_in04",165,122;
+ end;
+}
+
+que_ba,263,276,3 script #barmut_room2 755,{
+ end;
+}
+
+que_ba,266,268,3 script #barmut_onna 982,{
+OnInit:
+ disablenpc "#barmut_onna";
+ end;
+}
+
+cave,82,97,3 script Cave Settler#g1 996,3,3,{
+ if (barmunt_crow == 8) {
+ mes "[Cave Settler]";
+ mes "No outsiders are allowed beyond this point.";
+ next;
+ switch(select("Step back.:No, listen to me!")) {
+ case 1:
+ mes "[Cave Settler]";
+ mes "Hah, I knew you would be scared of me!";
+ close2;
+ warp "cave",81,92;
+ end;
+ case 2:
+ mes "["+ strcharinfo(0) +"]";
+ mes "Ah... Ahchoo!";
+ mes "'I'm not like other outsiders... Ahchoo!";
+ mes "I have a goal to achieve in here... Ahchoo!";
+ specialeffect2 EF_VENOMDUST;
+ next;
+ mes "^660000Although you a bit intimidated by this guard, and your sneezing definitely not helping, you continue.^000000";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "I'm here to find somebody!";
+ input .@input$;
+ mes "Her name is ^FF0000"+.@input$+"^000000!";
+ next;
+ if (compare(.@input$,"Eva") == 0) {
+ mes "[Cave Settler]";
+ mes "Are you kidding me? If you're looking for a missing child, go to the Juno police station!";
+ close2;
+ warp "cave",81,92;
+ end;
+ }
+ else {
+ mes "[Cave Settler]";
+ mes "............!!!!";
+ next;
+ mes "[Cave Settler]";
+ mes "Did you just say Eva?";
+ mes "Hmm...";
+ mes "Wait here.";
+ next;
+ emotion 44;
+ mes "[Cave Settler]";
+ mes "Hey, Jaeda!";
+ enablenpc "Jaeda#garas1";
+ next;
+ mes "[Cave Settler]";
+ mes "Go upstairs, and tell Eva that she has a visitor.";
+ disablenpc "Jaeda#garas1";
+ next;
+ mes "^660000Surprisingly, he seemed to know who Eva is. You still could not believe that she actually exists! It's all so very strange.^000000";
+ next;
+ mes "^660000You can feel the excitement and anticipation well within you. Maybe you're coming closer to learning what your dreams really mean.^000000";
+ enablenpc "Jaeda#garas1";
+ next;
+ mes "[Cave Settler]";
+ mes "Hmm... Yeah? I see.";
+ next;
+ disablenpc "Jaeda#garas1";
+ mes "[Cave Settler]";
+ mes "Hey, you can pass. Go upstairs, but you'd better think twice before trying anything funny. Do you understand me?";
+ next;
+ mes "^660000The stern-looking man examined you, and then stepped to the side, allowing you to pass.";
+ mes "You clenched your fists in nervousness, and then started up the dark stairwell.^000000";
+ set barmunt_crow,9;
+ close2;
+ warp "cave",82,105;
+ end;
+ }
+ }
+ }
+ else if (barmunt_crow < 8) {
+ mes "[Cave Settler]";
+ mes "No outsiders are allowed beyond this point.";
+ next;
+ mes "^660000His voice is as stern and intimidating as his appearance.^000000";
+ close2;
+ warp "cave",81,92;
+ end;
+ }
+ else {
+ mes "[Cave Settler]";
+ mes "Do you still have business with Zid?";
+ mes "You'd better finish it quickly because we don't like outsiders running around our village.";
+ close;
+ }
+
+//OnTouch2:
+OnTouch:
+ if (barmunt_crow == 8) {
+ mes "[Cave Settler]";
+ mes "No outsiders are allowed beyond this point.";
+ next;
+ switch(select("Step back.:No, listen to me!")) {
+ case 1:
+ mes "[Cave Settler]";
+ mes "Hah, I knew you would be scared of me!";
+ close2;
+ warp "cave",81,92;
+ end;
+ case 2:
+ mes "["+ strcharinfo(0) +"]";
+ mes "Ah... Ahchoo!";
+ mes "'I'm not like other outsiders... Ahchoo!";
+ mes "I have a goal to achieve in here... Ahchoo!";
+ specialeffect2 EF_VENOMDUST;
+ next;
+ mes "^660000Although you're a bit intimidated by this guard, and your sneezing definitely not helping, you continue.^000000";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "I'm here to find somebody!";
+ input .@input$;
+ mes "Her name is ^FF0000"+.@input$+"^000000!";
+ next;
+ if (compare(.@input$,"Eva") == 0) {
+ mes "[Cave Settler]";
+ mes "Are you kidding me? If you're looking for a missing child, go to the Juno police station!";
+ close2;
+ warp "cave",81,92;
+ end;
+ }
+ else {
+ mes "[Cave Settler]";
+ mes "............!!!!";
+ next;
+ mes "[Cave Settler]";
+ mes "Did you just say Eva?";
+ mes "Hmm...";
+ mes "Wait here.";
+ next;
+ emotion 44;
+ mes "[Cave Settler]";
+ mes "Hey, Jaeda!";
+ enablenpc "Jaeda#garas1";
+ next;
+ mes "[Cave Settler]";
+ mes "Go upstairs, and tell Eva that she has a visitor.";
+ disablenpc "Jaeda#garas1";
+ next;
+ mes "^660000Surprisingly, he seemed to know who Eva is. You still could not believe that she actually exists! It's all so very strange.^000000";
+ next;
+ mes "^660000You can feel the excitement and anticipation well within you. Maybe you're coming closer to learning what your dreams really mean.^000000";
+ enablenpc "Jaeda#garas1";
+ next;
+ mes "[Cave Settler]";
+ mes "Hmm... Yeah? I see.";
+ next;
+ disablenpc "Jaeda#garas1";
+ mes "[Cave Settler]";
+ mes "Hey, you can pass. Go upstairs, but you'd better think twice before trying anything funny. Do you understand me?";
+ next;
+ mes "^660000The stern-looking man examined you, and then stepped to the side, allowing you to pass.";
+ mes "You clenched your fists in nervousness, and then started up the dark stairwell.^000000";
+ set barmunt_crow,9;
+ close2;
+ warp "cave",82,105;
+ end;
+ }
+ }
+ }
+ else if (barmunt_crow < 8) {
+ mes "[Cave Settler]";
+ mes "No outsiders are allowed beyond this point.";
+ next;
+ mes "^660000His voice is as stern and intimidating as his appearance.^000000";
+ close2;
+ warp "cave",81,92;
+ }
+ end;
+}
+
+cave,85,101,3 script Jaeda#garas1 401,{
+OnInit:
+ disablenpc "Jaeda#garas1";
+ end;
+}
+
+ein_fild01,28,261,0 warp cave_in1 1,1,cave,97,24
+cave,97,21,0 warp case_out1 1,1,ein_fild01,28,255
+
+cave,86,167,0 warp zid_in 1,1,cave,77,185
+cave,79,180,0 warp zid_out 3,3,cave,90,162
+
+cave,22,186,3 script Monsterous Man#zid 999,{
+ if (barmunt_crow == 9) {
+ mes "^660000You are looking at a man who appears as hideous as a monster.";
+ mes "He was the man with Eva that you saw in your dream. Of course, he's older now, and his age is showing in his face and skin.^000000";
+ next;
+ mes "(WHIZZ)";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Argh...";
+ next;
+ mes "^660000The pain in your chest suddenly hits you...";
+ mes "And your lungs seem much weaker from all of the coughing and sneezing you've suffered lately.^000000";
+ next;
+ mes "^660000Rubbing your chest to ease the pain, you keep staring at him in surprise.^000000";
+ next;
+ mes "^660000Thankfully, he speaks to you first.^000000";
+ next;
+ mes "[Monsterous Man]";
+ mes "Does my appearance bother you?";
+ next;
+ mes "[Monsterous Man]";
+ mes "So, you know Eva... Huh?";
+ next;
+ mes "^660000He sounded weak, as if he did not have enough energy to talk.^000000";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Umm... Ahchoo!";
+ specialeffect2 EF_VENOMDUST;
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Do you know a man by the name of Oliver Hilpert?";
+ next;
+ mes "[Monsterous Man]";
+ mes "Oliver? Well, I don't think so.";
+ mes "What does he have to do with anything?";
+ next;
+ mes "^660000You have given him Oliver's novel, <The Crow of the Fate>, explaining strange events that have happened to you.^000000";
+ next;
+ mes "....................";
+ next;
+ mes "....................";
+ mes "....................";
+ next;
+ mes "....................";
+ mes "....................";
+ mes "....................";
+ next;
+ mes "^660000He squinted his eyes in curiosity and looked through a few pages of the book quietly. Then he opened his mouth as he handed the book back to you.^000000";
+ next;
+ mes "[Monsterous Man]";
+ mes "I'm surprised that the story in this book is... It's similar to my life story. Very similar.";
+ next;
+ while(1) {
+ mes "[Zid]";
+ mes "My name is Zid. Tell me what you want from me. I want to know more about this book.";
+ next;
+ switch(select("About the Cave Village:About Himself:About Eva:End Conversation")) {
+ case 1:
+ mes "[Zid]";
+ mes "Did you notice that our villagers look different?";
+ next;
+ mes "[Zid]";
+ mes "Human curiosity has led to great achievements and contributions, but there is a point where knowledge may be too much to handle.";
+ mes "Everyone in this village is a runaway... We are victims of what happens when people play God, seek out forbidden knowledge, and toy with life.";
+ next;
+ mes "[Zid]";
+ mes "We have no choice but hide here because they are too powerful for us to speak out against... And we know that isn't right.";
+ next;
+ break;
+ case 2:
+ mes "[Zid]";
+ mes "I was a normal man once, but poverty made me lose my pride, self-esteem, and identity.";
+ mes "I was sick and tired of worrying about food everyday, and I volunteered to be a test subject in some experiment.";
+ mes "I no longer had to worry about starving, but my life as a 'human' ended that day.";
+ next;
+ mes "[Zid]";
+ mes "At first, Eva and I were the only ones here, but others joined us, and we formed a small settlement.";
+ mes "Now I'm the oldest villager, and feel the heavy responsibility of protecting others.";
+ next;
+ break;
+ case 3:
+ mes "[Zid]";
+ mes "The laboratory in which Eva and I were being tested was not ordinary.";
+ mes "It was built to test and duplicate God's power of creation.";
+ next;
+ mes "[Zid]";
+ mes "They failed to achieve their objective, and caused a series of unfortunate events";
+ mes "by trying to manipulate materials that were difficult to even examine.";
+ mes "They believed their research would open a whole new world for mankind...";
+ next;
+ mes "[Zid]";
+ mes "Eva was one of them... Although she wasn't kind, she at least sympathized for me because I sold myself out of poverty.";
+ next;
+ mes "[Zid]";
+ mes "She had a man who loved her so much...";
+ mes "His name was Sefakiest, and he always supported her research.";
+ next;
+ mes "[Zid]";
+ mes "He... Killed himself in despair after Eva was turned into a mutant just like me... She wanted him to use her as his test subject.";
+ mes "No one expected him to end his life so easily when he was the most enthusiastic researcher of all.";
+ next;
+ mes "[Zid]";
+ mes "Then somebody set the laboratory on fire. I assume you've seen that in your dream. The fire completely burned down the building.";
+ next;
+ mes "[Zid]";
+ mes "Eva and I were able to escape before we could be found, and then settled down here. After all, we can't just mingle with ordinary humans.";
+ next;
+ mes "[Zid]";
+ mes "Eva managed to save one of the test subjects which actually grew up into a normal looking human, but he was actually perfect.";
+ next;
+ mes "[Zid]";
+ mes "That boy ran away when he was about 10. I guess he hit puberty... You know boys and girls at that age.";
+ next;
+ mes "[Zid]";
+ mes "Eva couldn't forget him. She was waiting for his return inside this dark cave. For a while, he was sending letters without his address, but then they stopped coming. That's when Eva disappeared.";
+ mes "I found ^3131FFa giant black feather^000000 in her room after she left.";
+ next;
+ mes "[Zid]";
+ mes "I don't know why, but... I believe Eva no longer exists...";
+ next;
+ break;
+ case 4:
+ set .@exitloop,1;
+ break;
+ }
+ if (.@exitloop) break;
+ }
+ mes "[Zid]";
+ mes "Hmm...";
+ mes "Maybe Oliver is Eva's boy...";
+ next;
+ mes "[Zid]";
+ mes "No, he's too young to be him because it happened a long time ago...";
+ next;
+ mes "[Zid]";
+ mes ".........................";
+ next;
+ mes "[Zid]";
+ mes "I guess it's just an old memory... Why should I care? Why should anyone?";
+ next;
+ mes "^660000Zid stopped talking, and then lowered his head. After the pause, he opened his mouth again.^000000";
+ next;
+ mes "[Zid]";
+ mes "Now I'm too old to remember even Eva or the boy.";
+ mes "My purpose in life is to protect the other villagers. They have lives ahead of them, living inside this dark cave.";
+ next;
+ mes "[Zid]";
+ mes "The book was interesting, but I'm sure that guy, Oliver, experienced the same thing that happened to you.";
+ next;
+ mes "[Zid]";
+ mes "Even if he has something to do with Eva, it's too late to do anything for her.";
+ next;
+ mes "[Zid]";
+ mes "Think about it: who can save us from this dark cave, even if Eva or that boy is still alive? The answer is nobody.";
+ next;
+ mes "[Zid]";
+ mes ".................................";
+ next;
+ mes "[Zid]";
+ mes "I'm so sorry for not being much help.";
+ mes "You'd better wake up from the dream, and move on with your life.";
+ mes "...Sadly everything is nothing but a dream...";
+ next;
+ mes "[Zid]";
+ mes "If you really feel sorry for us, please do not let others know where we are.";
+ next;
+ mes "^660000Zid turned his head away from you. You're still not sure if all of this is really happening. It's all so surreal...^000000";
+ next;
+ mes "^660000Frustrated by the conversation with Zid, you have decided to go back to Morroc and forget everything.^000000";
+ set barmunt_crow,10;
+ changequest 2066,2067;
+ close;
+ }
+ else if (barmunt_crow == 10) {
+ mes "Zid seemed to have lost his interest in the book.";
+ mes "You have decided to deliver the book to Benjamin of Morroc.";
+ close;
+ }
+ else {
+ mes "[Monsterous Man]";
+ mes "Don't look at my face...";
+ close;
+ }
+}
+
+cave,91,43,3 script Cave Settler#f_cave1 870,{
+ mes "[Cave Settler]";
+ mes "(Startled)";
+ next;
+ mes "[Cave Settler]";
+ mes "Mumble... Mumble...";
+ close;
+}
+
+cave,72,71,5 script Cave Settler#m_cave2 981,{
+ mes "[Cave Settler]";
+ mes "Heh...";
+ mes "You want... This?";
+ next;
+ mes "- She showed you Monster's Feed. -";
+ close;
+}
+
+cave,134,62,1 script Cave Settler#m_cave3 981,{
+ mes "[Cave Settler]";
+ mes "Accessory!";
+ mes "My pretty accessory!";
+ mes "Waaah!";
+ mes "My accessory is gone!";
+ close;
+}
+
+cave,113,74,5 script Cave Settler#f_cave4 401,{
+ mes "[Cave Settler]";
+ mes "No one in this village welcomes you. Go back.";
+ next;
+ mes "[Cave Settler]";
+ mes "Your eyes are so tempting... I wanna eat them! Heh heh!";
+ close;
+}
+
+cave,76,39,5 shop Cave Girl#f_cave5 62,712:-1
+
+cave,108,34,3 script Cave Settler#f_cave6 979,{
+ mes "[Cave Settler]";
+ mes "Hoho, did he really say that yesterday...?";
+ mes "Wah!";
+ next;
+ mes "[Cave Settler]";
+ mes "It's a human...";
+ next;
+ mes "(Whisper)";
+ mes "(Whisper)";
+ close;
+}
+
+cave,105,32,7 script Cave Settler#f_cave7 979,{
+ mes "[Cave Settler]";
+ mes "Hoho, did he really say that yesterday...?";
+ mes "Wah!";
+ next;
+ mes "[Cave Settler]";
+ mes "It's a human...";
+ next;
+ mes "(Whisper)";
+ mes "(Whisper)";
+ close;
+}
+
+// Succession of the Prince
+// ============================================================
+prontera,153,353,4 script Messenger#prince1 105,{
+ if (nk_prince == 0) {
+ if (rebirth_moc_edq > 1) {
+ mes "[Messenger]";
+ mes "I am a messenger from the Royal court, sent to find a reliable adventurer. This is all about the very important issues of our nation.";
+ next;
+ if (aru_monas > 23) {
+ mes "[Messenger]";
+ mes "It might have brought national disorder, but people are all wary about the rebirth of the devil. We are in the perfect times to process this issue without making any additional fuss.";
+ next;
+ mes "[Messenger]";
+ mes "Oh, I don't want you to panic too much... Hmm... what I want to say is, Tristan the third, the ruler of Rune Midgarts...";
+ next;
+ switch(select("Passed away?:Came for a celebration again?")) {
+ case 1:
+ emotion e_gasp;
+ mes "[Messenger]";
+ mes "You already know about that...";
+ mes "Then, I don't need to give";
+ mes "you any further explanation.";
+ next;
+ mes "[Messenger]";
+ mes "The King's position cannot";
+ mes "be empty for too long.";
+ mes "Now, the debate over selecting our next King is actively in progress. Please give us a hand with this, for the tomorrow of Rune Midgarts.";
+ set nk_prince,1;
+ setquest 10000;
+ close;
+ case 2:
+ mes "[Messenger]";
+ mes "...";
+ next;
+ mes "[Messenger]";
+ mes "What are you thinking?";
+ mes "Do you really think a celebration is momentous for a nation right now?";
+ next;
+ mes "[Messenger]";
+ mes "Yeah...";
+ mes "It's quite natural for you to expect nothing. I still don't know how to express this to you. Don't be too perplexed.";
+ next;
+ mes "[Messenger]";
+ mes "Tristan the 3rd, the ruler of Rune Midgarts...";
+ next;
+ mes "[Messenger]";
+ mes "...";
+ mes "has passed away.";
+ next;
+ mes "[Messenger]";
+ mes "To prevent the people's disorder, it won't yet be announced. The Court is focused on selecting the next king right now. They are very busy considering it.";
+ next;
+ mes "[Messenger]";
+ mes "You can learn more details in court. My mission is only to deliver this message to a reliable and brave adventurer.";
+ next;
+ mes "[Messenger]";
+ mes "Please...Please...";
+ mes "Lend a hand for the future";
+ mes "of the Rune Midgarts kingdom.";
+ set nk_prince,1;
+ setquest 10000;
+ close;
+ }
+ }
+ else {
+ mes "[Messenger]";
+ mes "It might have brought national disorder, but people are all wary about the rebirth of the devil. We are in the perfect times to process this issue without making any additional fuss.";
+ next;
+ mes "[Messenger]";
+ mes "The King hasn't appeared";
+ mes "in public for some time.";
+ mes "Many are curious about the situation.";
+ next;
+ mes "[Messenger]";
+ mes "I hate my duty to deliver";
+ mes "this sorrowful reality to others.";
+ mes "I think you already have a clue from my words...";
+ next;
+ mes "[Messenger]";
+ mes "King Tristan...";
+ next;
+ mes "[Messenger]";
+ mes "King Tristan...";
+ mes "...passed away...";
+ mes "...after a long time of suffering acutely from illness.";
+ next;
+ mes "[Messenger]";
+ mes "The Royal Court is now in the process of selecting the next king. My mission is to find a devoted adventurer and send them to court.";
+ next;
+ mes "[Messenger]";
+ mes "They will let you know what";
+ mes "you have to do in court.";
+ mes "I hope you will help bring";
+ mes "peace to Rune Midgarts.";
+ set nk_prince,1;
+ setquest 10000;
+ close;
+ }
+ }
+ else {
+ mes "[Messenger]";
+ mes "I am a messenger of Rune Midgarts.";
+ mes "Is there something special";
+ mes "in this country?";
+ next;
+ mes "[Messenger]";
+ mes "Haven't you seen something mysterious? Or heard some gossip?";
+ close;
+ }
+ }
+ else if (nk_prince == 1) {
+ mes "[Messenger]";
+ mes "I want you to go to the Prontera Royal Court to help in the next King's selection.";
+ next;
+ mes "[Messenger]";
+ mes "I will stay here to find other adventurers. May your heart bring great glory to Rune Midgarts!";
+ close;
+ }
+ else {
+ mes "[Messenger]";
+ mes "I am on a mission now. I think you may be looking for a different location. Ask others.";
+ close;
+ }
+}
+
+prt_castle,117,163,5 script Inspector#prince 755,{
+ if (checkquest(10004) == 1) {
+ mes "[Inspector]";
+ mes "Judge!";
+ mes "How goes it? I don't think it is easy to meet seven candidates and appraise them.";
+ next;
+ mes "[Inspector]";
+ mes "Ha. Are you done?";
+ mes "You are a fast worker, getting the job done!";
+ next;
+ mes "[Inspector]";
+ mes "Let me have the scoop on the candidates~";
+ next;
+ mes "-I talked about my impression";
+ mes "of the candidates for prince,";
+ mes "to the Inspector, right away.";
+ mes "I'm sure, I only give clear";
+ mes "and concise facts to him.-";
+ next;
+ mes "[Inspector]";
+ mes "Hmm... is that so? What you've said has helped me a lot. Thank you for your hard work.";
+ next;
+ mes "[Inspector]";
+ mes "By the way, I happened";
+ mes "to hear a rumor about";
+ mes "Prince Eigen Ahrum of the Walter family. Could you appraise all the candidates, one more time? I need this done urgently.";
+ next;
+ mes "[Inspector]";
+ mes "Now the whole picture may change... Others must probably be the same. But I worry about Eigen Ahrum because I can't neglect any rumors about any candidate.";
+ next;
+ mes "[Inspector]";
+ mes "Okay, so... please go in there one more time.";
+ completequest 10004;
+ setquest 10018;
+ setquest 10019;
+ setquest 10020;
+ setquest 10021;
+ setquest 10022;
+ close;
+ }
+ if (nk_prince == 1) {
+ mes "[Inspector]";
+ mes "What's wrong with you?";
+ mes "This is not an open area!";
+ next;
+ switch(select("Alright, Alright.:The Messenger directed me here.")) {
+ case 1:
+ mes "[Inspector]";
+ mes "If you know it, why are you here? Get out of here!";
+ close2;
+ warp "prontera",155,353;
+ end;
+ case 2:
+ mes "[Inspector]";
+ mes "......";
+ next;
+ if (BaseLevel > 89) {
+ mes "[Inspector]";
+ mes "The Messenger checked only for your physical aptitude, and simply sent a warrior to Court. That's what his duty is all about.";
+ next;
+ mes "[Inspector]";
+ mes "Checking your qualification is a matter that concerns me.";
+ next;
+ mes "[Inspector]";
+ mes "Hmm...";
+ next;
+ mes "[Inspector]";
+ mes "You are an experienced traveler. You have enough strength, but... The Court doesn't choose a person based only on his or her great strength and battle experience.";
+ next;
+ mes "[Inspector]";
+ mes "To check someone's quality";
+ mes "you have to have enough";
+ mes "personality about you.";
+ next;
+ mes "[Inspector]";
+ mes "In that sense, I want to do a simple experiment.";
+ mes "Let's test you.";
+ next;
+ mes "[Inspector]";
+ mes "This won't be complicated. You are just needed to give a quick answer, frankly please, after each given situation.";
+ next;
+ mes "[Inspector]";
+ mes "kay, let's start. Get ready. Listen carefully and answer.";
+ next;
+ mes "[Inspector]";
+ mes "What do you think is the";
+ mes "most important thing to consider";
+ mes "as a leader of a hunt party?";
+ next;
+ switch(select("Strength and characteristics of the monster.:Efficiency of the hunt.:What we can get from the hunt.")) {
+ case 1:
+ set .@int,.@int+10;
+ break;
+ case 2:
+ set .@solid,.@solid+10;
+ break;
+ case 3:
+ set .@brave,.@brave+10;
+ break;
+ }
+ mes "[Inspector]";
+ mes "What if we lose a party member";
+ mes "during battle?";
+ next;
+ switch(select("Keep fighting until we can do it.:Find a new place and try differently.:Stop hunting and replenish.")) {
+ case 1:
+ set .@brave,.@brave+10;
+ break;
+ case 2:
+ set .@int,.@int+10;
+ break;
+ case 3:
+ set .@solid,.@solid+10;
+ break;
+ }
+ mes "[Inspector]";
+ mes "What you get as a result of the hunt...";
+ next;
+ switch(select("Share it as agreed prior.:I don't want to care for sharing.:Give it to the member that needs it.")) {
+ case 1:
+ set .@int,.@int+10;
+ break;
+ case 2:
+ set .@solid,.@solid+10;
+ break;
+ case 3:
+ set .@brave,.@brave+10;
+ break;
+ }
+ mes "[Inspector]";
+ mes "What type of job class member";
+ mes "has to be cured while the enemy still lives?";
+ next;
+ switch(select("Priest, healer class.:Hunter, damage dealer.:Lord Knight, tanker.")) {
+ case 1:
+ set .@int,.@int+10;
+ break;
+ case 2:
+ set .@brave,.@brave+10;
+ break;
+ case 3:
+ set .@solid,.@solid+10;
+ break;
+ }
+ mes "[Inspector]";
+ mes "Whom do you want to befriend the most?";
+ next;
+ switch(select("A strong person.:An experienced person.:A kind person.")) {
+ case 1:
+ set .@brave,.@brave+10;
+ break;
+ case 2:
+ set .@int,.@int+10;
+ break;
+ case 3:
+ set .@solid,.@solid+10;
+ break;
+ }
+ mes "[Inspector]";
+ mes "What was your ability that helped";
+ mes "you the most during your training?";
+ next;
+ switch(select("Relationships with people.:Plenty of information gathering.:Discernment and driving force.")) {
+ case 1:
+ set .@solid,.@solid+10;
+ break;
+ case 2:
+ set .@int,.@int+10;
+ break;
+ case 3:
+ set .@brave,.@brave+10;
+ break;
+ }
+ mes "[Inspector]";
+ mes "How do you give encouragement to others, usually?";
+ next;
+ switch(select("Refer to a past failure.:Hesitating is the worst thing.:You are not alone.")) {
+ case 1:
+ set .@int,.@int+10;
+ break;
+ case 2:
+ set .@brave,.@brave+10;
+ break;
+ case 3:
+ set .@solid,.@solid+10;
+ break;
+ }
+ mes "[Inspector]";
+ mes "What is an ultimate virtue";
+ mes "in your life?";
+ next;
+ switch(select("Growth of oneself.:World peace.:The pursuit of truth.")) {
+ case 1:
+ set .@brave,.@brave+10;
+ break;
+ case 2:
+ set .@solid,.@solid+10;
+ break;
+ case 3:
+ set .@int,.@int+10;
+ break;
+ }
+ mes "[Inspector]";
+ mes "What would you want to keep";
+ mes "the most if you were on a ";
+ mes "deserted island?";
+ next;
+ switch(select("Map:Flint:Weapon")) {
+ case 1:
+ set .@int,.@int+10;
+ break;
+ case 2:
+ set .@solid,.@solid+10;
+ break;
+ case 3:
+ set .@brave,.@brave+10;
+ break;
+ }
+ mes "[Inspector]";
+ mes "What type of story do you like the most?";
+ next;
+ switch(select("Love story.:Heroic epic.:Religious tale.")) {
+ case 1:
+ set .@solid,.@solid+10;
+ break;
+ case 2:
+ set .@brave,.@brave+10;
+ break;
+ case 3:
+ set .@int,.@int+10;
+ break;
+ }
+ mes "[Inspector]";
+ mes "You've come to engage the";
+ mes "new monster in a new area.";
+ mes "What do you do?";
+ next;
+ switch(select("Attack first.:Observe from a distance.:Flee away.")) {
+ case 1:
+ set .@brave,.@brave+10;
+ break;
+ case 2:
+ set .@int,.@int+10;
+ break;
+ case 3:
+ set .@solid,.@solid+10;
+ break;
+ }
+ mes "[Inspector]";
+ mes "What has to be done first when";
+ mes "ruling the Rune Midgarts kingdom?";
+ next;
+ switch(select("Dominate countries by reinforcing militia.:Advancement of economy and technology.:Keep public security firm.")) {
+ case 1:
+ set .@brave,.@brave+10;
+ break;
+ case 2:
+ set .@int,.@int+10;
+ break;
+ case 3:
+ set .@solid,.@solid+10;
+ break;
+ }
+ mes "[Inspector]";
+ mes "Your humanity test is done.";
+ mes "You have been living...";
+ next;
+ if (.@brave > 50) {
+ if (.@int > 30) {
+ mes "[Inspector]";
+ mes "with strong conviction,";
+ mes "and reasonable judgement,";
+ mes "so far.";
+ next;
+ }
+ else if (.@solid > 30) {
+ mes "[Inspector]";
+ mes "with strong bravery,";
+ mes "but also you've had a";
+ mes "temperate life.";
+ next;
+ }
+ else {
+ mes "[Inspector]";
+ mes "with a decisive mind.";
+ mes "You could overcome hardships with it.";
+ next;
+ }
+ }
+ else if (.@int > 50) {
+ if (.@brave > 30) {
+ mes "[Inspector]";
+ mes "with firmness,";
+ mes "and reasonable judgement,";
+ mes "so far.";
+ next;
+ }
+ else if (.@solid > 30) {
+ mes "[Inspector]";
+ mes "with reasonable judgement";
+ mes "and a harmonic sensibility,";
+ mes "so far.";
+ next;
+ }
+ else {
+ mes "[Inspector]";
+ mes "with a calm and prudent decision.";
+ mes "I think you could also have had many good experiences.";
+ next;
+ }
+ }
+ else if (.@solid > 50) {
+ if (.@brave > 30) {
+ mes "[Inspector]";
+ mes "with strong bravery,";
+ mes "but also you've had a";
+ mes "temperate life.";
+ next;
+ }
+ else if (.@int > 30) {
+ mes "[Inspector]";
+ mes "with reasonable judgement";
+ mes "and peaceful sensibility,";
+ mes "so far.";
+ next;
+ }
+ else {
+ mes "[Inspector]";
+ mes "...Erm, actually...";
+ mes "You didn't distort to either way...";
+ mes "and stability and harmony were";
+ mes "an important virtue in your life.";
+ next;
+ }
+ }
+ mes "[Inspector]";
+ mes "I think you are";
+ mes "qualified enough to evaluate others. I apologize for my rude behavior to you in the beginning.";
+ next;
+ mes "[Inspector]";
+ mes "So, I ask you to do us a favor. You have become a regular adventurer appraiser.";
+ next;
+ mes "[Inspector]";
+ mes "Ah, you've spent a long time with me. You must be very tired. Before starting work, if you need some preparation, take off now and come back to me later. I will be waiting here for you.";
+ next;
+ set nk_prince,4;
+ changequest 10000,10003;
+ close;
+ }
+ else {
+ mes "[Inspector]";
+ mes "I don't think you are";
+ mes "an experienced adventurer...";
+ mes "And this is an important issue for the nation. I can't give this job to anyone like you.";
+ next;
+ mes "[Inspector]";
+ mes "But, if you prove yourself a strong adventurer, then I will let you pass the first qualification test.";
+ next;
+ mes "[Inspector]";
+ mes "Have you heard of Glastheim? In that area, there are monsters named Knights of Abyss.";
+ next;
+ mes "[Inspector]";
+ mes "After beating the knights of abyss";
+ mes "bring 2 ^ff0000Reins^000000.";
+ mes "If you can do this mission,";
+ mes "I will respect your strength.";
+ set nk_prince,2;
+ changequest 10000,10001;
+ next;
+ mes "[Inspector]";
+ mes "Let's continue our talk";
+ mes "after getting the 2 Reins.";
+ mes "Ciao...";
+ close;
+ }
+ }
+ }
+ else if (nk_prince == 2) {
+ mes "[Inspector]";
+ mes "Ahh, you came to meet me before huh? I guess you've already been to Glastheim.";
+ next;
+ mes "[Inspector]";
+ mes "Do you have the 2 reins I mentioned?";
+ next;
+ if (countitem(1064) > 1) {
+ mes "[Inspector]";
+ mes "Ooh!";
+ mes "Frankly, I didn't expect you to bring them. You are great.";
+ next;
+ mes "[Inspector]";
+ mes "Alright, good. You proved your strength for yourself. Now you passed one exam. All but one.";
+ delitem 1064,2; //Reins
+ set nk_prince,3;
+ changequest 10001,10002;
+ next;
+ mes "[Inspector]";
+ mes "The judge to appraise princes should build up his character too. Strength cannot cover everything. Personality should come along with it";
+ next;
+ mes "[Inspector]";
+ mes "In a sense, the next examination is to test your character. It is just a series of simple questions, but relax first, and be prepared mentally... then come and talk to me again.";
+ close;
+ }
+ else {
+ mes "[Inspector]";
+ mes "You've never even taken such a dangerous mission before! How dare you think you could come to this place? I don't think you can take the job of evaluating princes.";
+ next;
+ mes "[Inspector]";
+ mes "Now, you can come back later.";
+ close;
+ }
+ }
+ else if (nk_prince == 3) {
+ mes "[Inspector]";
+ mes "Now are you ready?";
+ mes "This test is not that hard though...";
+ next;
+ mes "[Inspector]";
+ mes "This is done to know your attitude and behavior in certain situations. Listen carefully to my questions, and answer frankly in regards to the episodes of your trip.";
+ next;
+ mes "[Inspector]";
+ mes "Now, let me begin.";
+ next;
+ mes "[Inspector]";
+ mes "What do you think is the";
+ mes "most important thing to consider";
+ mes "as a leader of a hunt party?";
+ next;
+ switch(select("Strength and characteristics of the monster.:Efficiency of the hunt.:What we can get from the hunt.")) {
+ case 1:
+ set .@int,.@int+10;
+ break;
+ case 2:
+ set .@solid,.@solid+10;
+ break;
+ case 3:
+ set .@brave,.@brave+10;
+ break;
+ }
+ mes "[Inspector]";
+ mes "What if we lose a party member";
+ mes "during battle?";
+ next;
+ switch(select("Keep fighting until we can do it.:Find a new place and try differently.:Stop hunting and replenish.")) {
+ case 1:
+ set .@brave,.@brave+10;
+ break;
+ case 2:
+ set .@int,.@int+10;
+ break;
+ case 3:
+ set .@solid,.@solid+10;
+ break;
+ }
+ mes "[Inspector]";
+ mes "What you get as a result of the hunt...";
+ next;
+ switch(select("Share it as agreed prior.:I don't want to care for sharing.:Give it to the member that needs it.")) {
+ case 1:
+ set .@int,.@int+10;
+ break;
+ case 2:
+ set .@solid,.@solid+10;
+ break;
+ case 3:
+ set .@brave,.@brave+10;
+ break;
+ }
+ mes "[Inspector]";
+ mes "What type of job class member";
+ mes "has to be cured while the enemy still lives?";
+ next;
+ switch(select("Priest, healer class.:Hunter, damage dealer.:Lord Knight, tanker.")) {
+ case 1:
+ set .@int,.@int+10;
+ break;
+ case 2:
+ set .@brave,.@brave+10;
+ break;
+ case 3:
+ set .@solid,.@solid+10;
+ break;
+ }
+ mes "[Inspector]";
+ mes "Whom do you want to befriend the most?";
+ next;
+ switch(select("A strong person.:An experienced person.:A kind person.")) {
+ case 1:
+ set .@brave,.@brave+10;
+ break;
+ case 2:
+ set .@int,.@int+10;
+ break;
+ case 3:
+ set .@solid,.@solid+10;
+ break;
+ }
+ mes "[Inspector]";
+ mes "What was your ability that helped";
+ mes "you the most during your training?";
+ next;
+ switch(select("Relationships with people.:Plenty of information gathering.:Discernment and driving force.")) {
+ case 1:
+ set .@solid,.@solid+10;
+ break;
+ case 2:
+ set .@int,.@int+10;
+ break;
+ case 3:
+ set .@brave,.@brave+10;
+ break;
+ }
+ mes "[Inspector]";
+ mes "How do you give encouragement to others, usually?";
+ next;
+ switch(select("Refer to a past failure.:Hesitating is the worst thing.:You are not alone.")) {
+ case 1:
+ set .@int,.@int+10;
+ break;
+ case 2:
+ set .@brave,.@brave+10;
+ break;
+ case 3:
+ set .@solid,.@solid+10;
+ break;
+ }
+ mes "[Inspector]";
+ mes "What is an ultimate virtue";
+ mes "in your life?";
+ next;
+ switch(select("Growth of oneself.:World peace.:The pursuit of truth.")) {
+ case 1:
+ set .@brave,.@brave+10;
+ break;
+ case 2:
+ set .@solid,.@solid+10;
+ break;
+ case 3:
+ set .@int,.@int+10;
+ break;
+ }
+ mes "[Inspector]";
+ mes "What would you want to keep";
+ mes "the most if you were on a ";
+ mes "deserted island?";
+ next;
+ switch(select("Map:Flint:Weapon")) {
+ case 1:
+ set .@int,.@int+10;
+ break;
+ case 2:
+ set .@solid,.@solid+10;
+ break;
+ case 3:
+ set .@brave,.@brave+10;
+ break;
+ }
+ mes "[Inspector]";
+ mes "What type of story do you like the most?";
+ next;
+ switch(select("Love story.:Heroic epic.:Religious tale.")) {
+ case 1:
+ set .@solid,.@solid+10;
+ break;
+ case 2:
+ set .@brave,.@brave+10;
+ break;
+ case 3:
+ set .@int,.@int+10;
+ break;
+ }
+ mes "[Inspector]";
+ mes "You've come to engage the";
+ mes "new monster in a new area.";
+ mes "What do you do?";
+ next;
+ switch(select("Attack first.:Observe from a distance.:Flee away.")) {
+ case 1:
+ set .@brave,.@brave+10;
+ break;
+ case 2:
+ set .@int,.@int+10;
+ break;
+ case 3:
+ set .@solid,.@solid+10;
+ break;
+ }
+ mes "[Inspector]";
+ mes "What has to be done first when";
+ mes "ruling the Rune Midgarts kingdom?";
+ next;
+ switch(select("Dominate countries by reinforcing militia.:Advancement of economy and technology.:Keep public security firm.")) {
+ case 1:
+ set .@brave,.@brave+10;
+ break;
+ case 2:
+ set .@int,.@int+10;
+ break;
+ case 3:
+ set .@solid,.@solid+10;
+ break;
+ }
+ mes "[Inspector]";
+ mes "Your humanity test is done.";
+ mes "You have been living...";
+ next;
+ if (.@brave > 50) {
+ if (.@int > 30) {
+ mes "[Inspector]";
+ mes "with strong conviction,";
+ mes "and reasonable judgement,";
+ mes "so far.";
+ next;
+ }
+ else if (.@solid > 30) {
+ mes "[Inspector]";
+ mes "with strong bravery,";
+ mes "but also you've had a";
+ mes "temperate life.";
+ next;
+ }
+ else {
+ mes "[Inspector]";
+ mes "with a decisive mind.";
+ mes "You could overcome hardships with it.";
+ next;
+ }
+ }
+ else if (.@int > 50) {
+ if (.@brave > 30) {
+ mes "[Inspector]";
+ mes "with firmness,";
+ mes "and reasonable judgement,";
+ mes "so far.";
+ next;
+ }
+ else if (.@solid > 30) {
+ mes "[Inspector]";
+ mes "with reasonable judgement";
+ mes "and a harmonic sensibility,";
+ mes "so far.";
+ next;
+ }
+ else {
+ mes "[Inspector]";
+ mes "with a calm and prudent decision.";
+ mes "I think you could also have had many good experiences.";
+ next;
+ }
+ }
+ else if (.@solid > 50) {
+ if (.@brave > 30) {
+ mes "[Inspector]";
+ mes "with strong bravery,";
+ mes "but also you've had a";
+ mes "temperate life.";
+ next;
+ }
+ else if (.@int > 30) {
+ mes "[Inspector]";
+ mes "with reasonable judgement";
+ mes "and peaceful sensibility,";
+ mes "so far.";
+ next;
+ }
+ else {
+ mes "[Inspector]";
+ mes "...Erm, actually...";
+ mes "You didn't distort to either way...";
+ mes "and stability and harmony were";
+ mes "an important virtue in your life.";
+ next;
+ }
+ }
+ mes "[Inspector]";
+ mes "I think you are";
+ mes "qualified enough to evaluate others. I apologize for my rude behavior to you in the beginning.";
+ next;
+ mes "[Inspector]";
+ mes "So, I ask you to do us a favor. You have become a regular adventurer appraiser.";
+ next;
+ mes "[Inspector]";
+ mes "Ah, you've spent a long time with me. You must be very tired. Before starting work, if you need some preparation, take off now and come back to me later. I will be waiting here for you.";
+ next;
+ set nk_prince,4;
+ changequest 10002,10003;
+ close;
+ }
+ else if (nk_prince == 4) {
+ mes "[Inspector]";
+ mes "Welcome...";
+ mes "I will give you some";
+ mes "instructions on what to do,";
+ mes "and what one has to be careful with, when dealing with princes. Pay attention to me.";
+ next;
+ mes "[Inspector]";
+ mes "I will answer your questions first.";
+ next;
+ while(1) {
+ switch(select("What should I do, exactly?:The King died because of his illness?:Is my mission confidential??:I have no more questions.")) {
+ case 1:
+ mes "[Inspector]";
+ mes "We have seven candidates from seven families. One per each family. The candidates are all in the same place, where I will introduce them to you.";
+ next;
+ mes "[Inspector]";
+ mes "You have to meet the candidates one by one, and ask some questions about their quality; or observe their actions, then come back to me and explain all that you observed in detail.";
+ next;
+ mes "[Inspector]";
+ mes "The original rule is that the quality of princes has to be appraised by royal families for a long time, and one has to be elected by internal ordinance.";
+ next;
+ mes "[Inspector]";
+ mes "Because of the resurrection of the devil Satan Morroc, people are too uneasy to follow regular announcements, and the atmosphere of the kingdom is not stable.";
+ next;
+ mes "[Inspector]";
+ mes "Each kingdom is busy preventing the interference of Satan Morroc too.";
+ next;
+ mes "[Inspector]";
+ mes "So this time, the Court decided to change its ways, giving the opportunity to appraise the candidates to famous and devoted adventurers like yourself. That's why you are here.";
+ next;
+ set .@prince,1;
+ break;
+ case 2:
+ mes "[Inspector]";
+ mes "How absurd that you ask that!! I already told you clearly that King Tristan died of illness, didn't I?";
+ next;
+ mes "[Inspector]";
+ mes "Don't you have anything else to be curious about?";
+ next;
+ break;
+ case 3:
+ mes "[Inspector]";
+ mes "Sure...";
+ mes "It's natural to announce the death of the King. But the atmosphere of the nation is not ripe for it. This is our only alternative for now.";
+ next;
+ mes "[Inspector]";
+ mes "Princes cannot go outside on their own will. People cannot go to the place where the princes are.";
+ next;
+ break;
+ case 4:
+ if (.@prince == 1) {
+ mes "[Inspector]";
+ mes "I think this is enough";
+ mes "instruction for this.";
+ mes "Now I will let you know";
+ mes "where you can meet the princes.";
+ next;
+ mes "[Inspector]";
+ mes "When you get to the medic officer's room, a soldier will be standing on a strange spot. You can find that there isn't a door there.";
+ next;
+ mes "[Inspector]";
+ mes "Behind the soldier, you can find a secret door. If you talk to the soldier, the soldier will allow you to get in.";
+ next;
+ mes "[Inspector]";
+ mes "As I have expressed, this is a very important issue for the Rune Midgarts kingdom. Although I've stressed this point repeateadly, I cannot stress it enough.";
+ next;
+ mes "[Inspector]";
+ mes "Please behave accordingly.";
+ mes "Thanks for your effort.";
+ set nk_prince,5;
+ completequest 10003;
+ setquest 10005;
+ setquest 10006;
+ setquest 10007;
+ setquest 10008;
+ setquest 10009;
+ setquest 10010;
+ setquest 10011;
+ close;
+ }
+ else {
+ mes "[Inspector]";
+ mes "You got instructions as to what you should do, didn't you? This issue is not that worthless that you can take it with ease! Pay attention to this!";
+ next;
+ mes "[Inspector]";
+ mes "If you are not motivated to do it, I will find another adventurer. You can go back to your business, if you want to.";
+ next;
+ }
+ break;
+ }
+ }
+ }
+ else if (nk_prince == 7) {
+ mes "[Inspector]";
+ mes "How is it going?";
+ mes "Grading someone is not a piece of cake. It's real hard work indeed. You do the hard work for our country.";
+ next;
+ if ((nkprince_eisen == 15) && (checkquest(10025) == 1)) {
+ mes "-I tell him about the Ahrum and Ernst accident.-";
+ next;
+ mes "[Inspector]";
+ mes "What!? I can't believe it!";
+ mes "Wha-, that's so...";
+ next;
+ mes "[Inspector]";
+ mes "By Ernst's hand...?";
+ mes "Yes...?";
+ next;
+ mes "[Inspector]";
+ mes "You've fulfilled the job as";
+ mes "adventurer appraiser fully.";
+ mes "I really appreciate your assistance thus far. Due to your help, the future of the kingdom is indebted to you.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "(He doesn't seem to be suprised too much.. Could there be a reason? Now I am suspicious...)";
+ next;
+ mes "[Inspector]";
+ mes "Hey, the things you experienced here cannot be disclosed to others. You understand that this situation is fully confidential.";
+ next;
+ mes "[Inspector]";
+ mes "So, keep up the good work.";
+ mes "For the Kingdom of Rune Midgarts!";
+ if ((BaseLevel > 80) && (BaseLevel < 86)) {
+ getexp 40000,0;
+ }
+ else if ((BaseLevel > 85) && (BaseLevel < 91)) {
+ getexp 45000,0;
+ }
+ else if ((BaseLevel > 90) && (BaseLevel < 96)) {
+ getexp 50000,0;
+ }
+ else if ((BaseLevel > 95) && (BaseLevel < 150)) {
+ getexp 55000,0;
+ }
+ else if (BaseLevel == 150) {
+ getexp 110000,0;
+ }
+ else {
+ getexp 30000,0;
+ }
+ set nk_prince,8;
+ completequest 10025;
+ close;
+ }
+ else {
+ mes "[Inspector]";
+ mes "Then, let me hit the road..";
+ close;
+ }
+ }
+ else if ((nk_prince == 8) || (nk_prince == 9)) {
+ mes "[Inspector]";
+ mes "All for the glory";
+ mes "of Rune Midgarts!";
+ close;
+ }
+ else {
+ mes "[Inspector]";
+ mes "Hello, appraiser.";
+ mes "I hope you are able to finish your mission perfectly. Have you met with all the princes, like I told you to?";
+ next;
+ switch(select("Yes.:No.")) {
+ case 1:
+ mes "[Inspector]";
+ mes "Very well.";
+ mes "I like hearing about the princes.";
+ close;
+ case 2:
+ mes "[Inspector]";
+ mes "Don't be coy. I'm sure you have done it already.";
+ close;
+ }
+ close;
+ }
+}
+
+prt_castle,272,375,4 script Prince 881,{
+ if (nk_prince > 6) {
+ mes "-Obssessed with making";
+ mes "lock and key.-";
+ close;
+ }
+ if (checkquest(10020) == 2) {
+ mes "[Erich]";
+ mes "...What bad luck I have!";
+ mes "But he insists me to be corrupted, knowing how it would be...";
+ close;
+ }
+ else if (checkquest(10020) == 1) {
+ mes "[Erich]";
+ mes "These days, I have bad luck... Only harrassments happen to me...";
+ close;
+ }
+ if (nk_prince < 5) {
+ mes "[Prince]";
+ mes "Who are you?";
+ mes "I don't think you are eligible";
+ mes "to be entering this room?";
+ next;
+ mes "[Prince]";
+ mes "I order you out of";
+ mes "my sight.";
+ close;
+ }
+ else if (nk_prince == 5) {
+ mes "[Prince]";
+ mes "Who are you?";
+ mes "Someone must have been instructed about the presence of the hidden entrance. Unless... Are you the adventurer appraiser?";
+ next;
+ select("Yes, I am.");
+ mes "[Prince]";
+ mes "Are you?... Do me a favor then. I am a legitimate son from the Nerius family. My name is Erich. You can call me Prince Erich.";
+ next;
+ mes "[Erich]";
+ mes "My full name is...";
+ next;
+ mes "[Erich]";
+ mes "That's enough.";
+ mes "You can ask information about me to my servant. I will take a rest.";
+ set nk_prince,6;
+ completequest 10011;
+ set .@prin1,checkquest(10005);
+ set .@prin2,checkquest(10006);
+ set .@prin3,checkquest(10007);
+ set .@prin4,checkquest(10008);
+ set .@prin5,checkquest(10009);
+ set .@prin6,checkquest(10010);
+ set .@prin7,checkquest(10011);
+ if ((.@prin1 + .@prin2 + .@prin3 + .@prin4 + .@prin5 + .@prin6 + .@prin7) == 14) {
+ setquest 10012;
+ }
+ close;
+ }
+ else {
+ mes "[Erich]";
+ mes "......My conscience!";
+ mes "It doesn't work well...";
+ next;
+ mes "-He seems to be so obssessed to care about anything else.-";
+ close;
+ }
+}
+
+prt_castle,274,372,4 script Servant#hans 48,{
+ if (checkquest(10020) == 2) {
+ mes "[Hans]";
+ mes "Ahh... mmm... I...";
+ mes "I... am so, sorry!";
+ mes "I... think I made a big mistake with the appraiser!";
+ next;
+ mes "[Hans]";
+ mes "My prince didn't do anything wrong but, anyways, I apologize for anything to you!";
+ close;
+ }
+ else if (checkquest(10020) == 1) {
+ mes "Incessantly...-";
+ mes "-He has jitters whenever I react to him. His actions give me a feeling of pity.-";
+ close;
+ }
+ if (nk_prince == 6) {
+ mes "[Hans]";
+ mes "How are you doing, sir?";
+ mes "My name is Hans, servant of Prince Erich.";
+ next;
+ mes "[Hans]";
+ mes "What can I do for you?";
+ next;
+ switch(select("Prince Erich told me to meet you.:Nothing much.")) {
+ case 1:
+ mes "[Hans]";
+ mes "Did Prince Erich...?";
+ next;
+ select("I want to listen to a story of him.");
+ mes "[Hans]";
+ mes "Ahh, I see.";
+ mes "Frankly, Prince Erich is not interested in regime that much.";
+ next;
+ mes "[Hans]";
+ mes "He writes in his journal daily. On his wedding day, he jotted down: 'Like, nothing special happened today'. He doesn't care about current events or human relationships.";
+ next;
+ mes "[Hans]";
+ mes "What he likes is making locks.";
+ mes "He is eccentric, isn't he?";
+ mes "He is a kind of jester.";
+ next;
+ mes "[Hans]";
+ mes "He doesn't like classy costumes either. He didn't even bring a dress suit here. And as soon as he got here, he was immersed in making a lock and key, like that.";
+ next;
+ mes "[Hans]";
+ mes "I don't think I have the proper expression for you... I don't think I have something special to say about him to you. You can just appraise him as you see him...";
+ next;
+ mes "[Hans]";
+ mes "That's all I can say about this.";
+ mes "Huh...~";
+ next;
+ emotion e_gasp;
+ mes "[Hans]";
+ mes "Ah, Prince!";
+ mes "You can cut your finger!";
+ next;
+ mes "[Erich]";
+ mes ".........";
+ next;
+ mes "[Hans]";
+ mes "...Hmm he cannot even hear...";
+ mes "Oooooh...";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "......";
+ close;
+ case 2:
+ mes "[Hans]";
+ mes "Did you meet the other princes?";
+ next;
+ mes "[Hans]";
+ mes "Although you may ask something, you will not hear anything special from him now.";
+ close;
+ }
+ }
+ else {
+ mes "[Hans]";
+ mes "Hello?";
+ mes "Are you the new adventurer appraiser??";
+ close;
+ }
+}
+
+prt_castle,339,202,3 script Prince#urgen 989,{
+ if (nk_prince > 6) {
+ mes "[Urugen]";
+ mes "...It is not beautiful.";
+ mes "It discomforts me...";
+ close;
+ }
+ if (checkquest(10021) == 2) {
+ mes "[Urugen]";
+ mes " feel very much displeased. Hey, what are you looking at? Get out!";
+ next;
+ mes "[Urugen]";
+ mes "My beautiful body isn't in perfect condition right now. I don't want to show it to anyone today.";
+ close;
+ }
+ else if (checkquest(10021) == 1) {
+ mes "[Urugen]";
+ mes "...What? What did you...";
+ mes "just say to me?... Huh?";
+ close;
+ }
+ if (nk_prince < 5) {
+ mes "[Prince]";
+ mes "Huuuuuuu";
+ mes "The position is not suitable for you.";
+ next;
+ mes "[Prince]";
+ mes "Get away from me, as soon as you can.";
+ close;
+ }
+ else if (nk_prince > 4) {
+ mes "[Prince]";
+ mes "La~ lalalala~ lalala~";
+ mes "Are you the person, supposed to look me over and appraise my quality?";
+ next;
+ mes "[Prince]";
+ mes "The daffodil you are gazing at is called Urugen. It bloomed at Wigner family.";
+ next;
+ mes "[Urugen]";
+ mes "I usually don't let anyone hear my beautiful voice, but this time, I will give a special service for you.";
+ next;
+ mes "[Urugen]";
+ mes "listen...";
+ mes "Let me answer with my";
+ mes "unforgettable, clear and beautiful voice.";
+ next;
+ while(1) {
+ switch(select("I want to know your background.:Let me know your view of the nation.:What are your hobbies or tastes?:Let me leave.")) {
+ case 1:
+ mes "[Urugen]";
+ mes "My dashing face from";
+ mes "childhood brought envy and jealousy from men, and endless proposals from women. I felt sick with it, so I came to be away from people.";
+ next;
+ mes "[Urugen]";
+ mes "My beautiful person";
+ mes "shouldn't bear stuff like that sometimes.";
+ next;
+ mes "[Urugen]";
+ mes "I became timid, gradually, in phases. I feel awe from men and women both, regardless of sexuality.";
+ set .@p_a,1;
+ next;
+ break;
+ case 2:
+ mes "[Urugen]";
+ mes "People should do what they are supposed to do. That's the source of drive for a nation. For me, my existence will be enough, for the nation.";
+ next;
+ mes "[Urugen]";
+ mes "The presence of such a gorgeous king like me will be the light for people and the hope and reason for their lives.";
+ set .@p_b,1;
+ next;
+ break;
+ case 3:
+ mes "[Urugen]";
+ mes "For sure, taking care of my body. Humans should pursue beauty. It's quite natural, isn't it?";
+ next;
+ mes "[Urugen]";
+ mes "In every case, there is an exception, like you in this court. Can you stand away from me a bit more? Because of your odor, I can hardly breathe.";
+ set .@p_c,1;
+ next;
+ break;
+ case 4:
+ mes "[Urugen]";
+ mes "Your spirit must be so strong. Looking over my beauty so long a time, you haven't lost your spirit yet.";
+ if (.@p_a + .@p_b + .@p_c == 3) {
+ completequest 10009;
+ }
+ completequest 10011;
+ set .@prin1,checkquest(10005);
+ set .@prin2,checkquest(10006);
+ set .@prin3,checkquest(10007);
+ set .@prin4,checkquest(10008);
+ set .@prin5,checkquest(10009);
+ set .@prin6,checkquest(10010);
+ set .@prin7,checkquest(10011);
+ if ((.@prin1 + .@prin2 + .@prin3 + .@prin4 + .@prin5 + .@prin6 + .@prin7) == 14) {
+ setquest 10012;
+ }
+ close;
+ }
+ }
+ }
+}
+
+prt_castle,289,201,3 script Prince#helmut 991,{
+ if (nk_prince > 6) {
+ mes "[Helmut]";
+ mes "Such an idiot. I should have killed him earlier. Now I feel relieved.";
+ close;
+ }
+ if (checkquest(10022) == 2) {
+ mes "[Helmut]";
+ mes "Damn... Damn it!";
+ mes "Novice of Walter!!";
+ mes "How can I deal with this stress? Damn! Hell!";
+ close;
+ }
+ else if (checkquest(10022) == 1) {
+ mes "-He is so blushed,";
+ mes "evidently shown on his face.-";
+ close;
+ }
+ if (nk_prince < 5) {
+ mes "[Helmut]";
+ mes "You are not supposed to be here!";
+ mes "Can't you keep away from me!";
+ close;
+ }
+ else if (nk_prince > 4) {
+ mes "[Helmut]";
+ mes "Are you the new appraiser? I am fed up with the many visitors! Let's take up the main subject!";
+ next;
+ mes "-What subject should I start with?-";
+ next;
+ switch(select("Your background...:Your ambition...:Your view of the nation...:I want to meet others first.")) {
+ case 1:
+ mes "[Helmut]";
+ mes "I don't know how others react but, I feel very uptight with your question. I shouldn't, but, I don't have a different view!";
+ next;
+ mes "[Helmut]";
+ mes "I am the prince; if you grumble, you become prince! I feel tiresome with this kind of questioning.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "............";
+ mes "Yes, I understand. Go ahead...";
+ next;
+ mes "[Helmut]";
+ mes "I am Helmut from Roewenburg.";
+ mes "What I like is smelling blood in the battlefield, and I enjoy festivals too.";
+ next;
+ mes "[Helmut]";
+ mes "What I hate is sticking to formality, and talking much. As for ambition? What am I going to do when I become... king...?? I am asked this question many times.";
+ next;
+ mes "[Helmut]";
+ mes "When I become king, I will reinforce our troops and conquer continent after unification of continent; I will eradicate all the monsters that are harmful to my people!";
+ next;
+ mes "[Helmut]";
+ mes "~Kuffkuff~! I have a sore throat! It's been a while since I've used my throat. ~Kuffkuff~!";
+ next;
+ mes "[Helmut]";
+ mes "Hey Calbern!";
+ mes "Bring beer! Beer!";
+ next;
+ mes "[Helmut]";
+ mes "Why are you still standing there? I have nothing else to say to you! Stand back!";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "......";
+ completequest 10010;
+ set .@prin1,checkquest(10005);
+ set .@prin2,checkquest(10006);
+ set .@prin3,checkquest(10007);
+ set .@prin4,checkquest(10008);
+ set .@prin5,checkquest(10009);
+ set .@prin6,checkquest(10010);
+ set .@prin7,checkquest(10011);
+ if ((.@prin1 + .@prin2 + .@prin3 + .@prin4 + .@prin5 + .@prin6 + .@prin7) == 14) {
+ setquest 10012;
+ }
+ close;
+ case 2:
+ mes "[Helmut]";
+ mes "I don't know how others react but, I feel very uptight with your question. I shouldn't, but, I don't have a different view!";
+ next;
+ mes "[Helmut]";
+ mes "I am the prince; if you grumble, you become prince! I feel tiresome with this kind of questioning.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "............";
+ mes "Yes, I understand. Go ahead...";
+ next;
+ mes "[Helmut]";
+ mes "I am Helmut from Roewenburg.";
+ mes "What I like is smelling blood in the battlefield, and I enjoy festivals too.";
+ next;
+ mes "[Helmut]";
+ mes "What I hate is sticking to formality, and talking much. As for ambition? What am I going to do when I become... king...?? I am asked this question many times.";
+ next;
+ mes "[Helmut]";
+ mes "When I become king, I will reinforce our troops and conquer continent after unification of continent; I will eradicate all the monsters that are harmful to my people!";
+ next;
+ mes "[Helmut]";
+ mes "~Kuffkuff~! I have a sore throat! It's been a while since I've used my throat. ~Kuffkuff~!";
+ next;
+ mes "[Helmut]";
+ mes "Hey Calbern!";
+ mes "Bring beer! Beer!";
+ next;
+ mes "[Helmut]";
+ mes "Why are you still standing there? I have nothing else to say to you! Stand back!";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "......";
+ completequest 10010;
+ set .@prin1,checkquest(10005);
+ set .@prin2,checkquest(10006);
+ set .@prin3,checkquest(10007);
+ set .@prin4,checkquest(10008);
+ set .@prin5,checkquest(10009);
+ set .@prin6,checkquest(10010);
+ set .@prin7,checkquest(10011);
+ if ((.@prin1 + .@prin2 + .@prin3 + .@prin4 + .@prin5 + .@prin6 + .@prin7) == 14) {
+ setquest 10012;
+ }
+ close;
+ case 3:
+ mes "[Helmut]";
+ mes "I don't know how others react but, I feel very uptight with your question. I shouldn't, but, I don't have a different view!";
+ next;
+ mes "[Helmut]";
+ mes "I am the prince; if you grumble, you become prince! I feel tiresome with this kind of questioning.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "............";
+ mes "Yes, I understand. Go ahead...";
+ next;
+ mes "[Helmut]";
+ mes "I am Helmut from Roewenburg.";
+ mes "What I like is smelling blood in the battlefield, and I enjoy festivals too.";
+ next;
+ mes "[Helmut]";
+ mes "What I hate is sticking to formality, and talking much. As for ambition? What am I going to do when I become... king...?? I am asked this question many times.";
+ next;
+ mes "[Helmut]";
+ mes "When I become king, I will reinforce our troops and conquer continent after unification of continent; I will eradicate all the monsters that are harmful to my people!";
+ next;
+ mes "[Helmut]";
+ mes "~Kuffkuff~! I have a sore throat! It's been a while since I've used my throat. ~Kuffkuff~!";
+ next;
+ mes "[Helmut]";
+ mes "Hey Calbern!";
+ mes "Bring beer! Beer!";
+ next;
+ mes "[Helmut]";
+ mes "Why are you still standing there? I have nothing else to say to you! Stand back!";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "......";
+ completequest 10010;
+ set .@prin1,checkquest(10005);
+ set .@prin2,checkquest(10006);
+ set .@prin3,checkquest(10007);
+ set .@prin4,checkquest(10008);
+ set .@prin5,checkquest(10009);
+ set .@prin6,checkquest(10010);
+ set .@prin7,checkquest(10011);
+ if ((.@prin1 + .@prin2 + .@prin3 + .@prin4 + .@prin5 + .@prin6 + .@prin7) == 14) {
+ setquest 10012;
+ }
+ close;
+ case 4:
+ mes "[" + strcharinfo(0) + "]";
+ mes "No, Prince,";
+ mes "I will be back later.";
+ next;
+ mes "[Helmut]";
+ mes "Alright, up to you.";
+ mes "Hey! Hey Calbern!";
+ mes "Move your ass here with beer!";
+ mes "Do you want to be beaten down?";
+ close;
+ }
+ }
+}
+
+prt_castle,288,208,4 script Calbern 962,{
+ mes "[Calbern]";
+ mes "How are you doing, sir?";
+ mes "I am the servant of Prince Helmut...";
+ mes "Calbern.";
+ next;
+ mes "[Helmut]";
+ mes "Hey Calbern!";
+ mes "Bring beer! Beer!";
+ next;
+ mes "[Calbern]";
+ mes "Oops, I am so sorry.";
+ mes "I got business...";
+ close;
+}
+
+prt_castle,391,205,3 script Prince#poe 993,{
+ if (nk_prince > 6) {
+ mes "[Poe]";
+ mes "Whatever the condition is, he is just a loser in the match of life.";
+ close;
+ }
+ if (checkquest(10018) == 2) {
+ mes "[Poe]";
+ mes "He gave up without any challenge. That's not what the man has to do. He is not as good as me. But okay. I am disappointed in him. Eigen Ahrum.";
+ close;
+ }
+ else if (checkquest(10018) == 1) {
+ mes "[Poe]";
+ mes "......";
+ close;
+ }
+ if (nk_prince < 5) {
+ mes "[Prince]";
+ mes "Hi, how are you?";
+ mes "I don't think you deserve";
+ mes "to be here.";
+ mes "What about setting straight your genealogy first and then come?";
+ close;
+ }
+ else if (nk_prince > 4) {
+ mes "[Prince]";
+ mes "Come here.";
+ mes "You are the adventurer!";
+ mes "I love the challenge of hard trips too. Talkative old men and their adventures... You can't make me stop adventuring...";
+ next;
+ mes "[Prince]";
+ mes "My name is Poe.";
+ mes "I am the prince of the Richard family. Remember me, and be my supporter...";
+ next;
+ mes "[Poe]";
+ mes "Above all, I want to";
+ mes "test your ability as an adventurer. The ability test is not so serious. I just want to know how accurate your intuition is... That's all.";
+ next;
+ mes "[Poe]";
+ mes "I don't want to talk with";
+ mes "a person of low intuition.";
+ mes "Let me explain briefly,";
+ mes "and test your own intuition.";
+ next;
+ mes "[Poe]";
+ mes "My card has numbers from 1 to 13. You give me an answer about the card number I pick, whether it's a lesser or higher number.";
+ next;
+ mes "[Poe]";
+ mes "Ah, of course, 7 is the middle number. 7 means no success or no failure. The goal of this game is to give the right answer 2 times in a row. Let's begin!";
+ next;
+ while(.@wincount < 2) {
+ set .@card,rand(1,13);
+ mes "[Poe]";
+ mes "Yes, now choose one";
+ mes "from higher and lower.";
+ mes "Just one.";
+ next;
+ switch(select("Higher:Lower")) {
+ case 1:
+ mes "[Poe]";
+ mes "Hmm... higher?...";
+ mes "I now pick a card!";
+ next;
+ mes "[Poe]";
+ mes "It is..." + .@card + "!!";
+ next;
+ if (.@card > 7) {
+ set .@wincount,.@wincount+1;
+ mes "[Poe]";
+ mes "Whooah, you gave the right answer!";
+ if (.@wincount == 2) {
+ mes "You won 2 times in a row right?...";
+ next;
+ break;
+ }
+ else {
+ mes "But you just gave the correct answer 1 time, as of yet.";
+ next;
+ }
+ }
+ else if (.@card == 7) {
+ mes "[Poe]";
+ mes "This game is a draw.";
+ mes "Do better next time.";
+ next;
+ }
+ else {
+ mes "[Poe]";
+ mes "Wrong...";
+ mes "Visit Hollgrehenn and ask him to refine your luck.";
+ close;
+ }
+ break;
+ case 2:
+ mes "[Poe]";
+ mes "Eh, lower?...";
+ mes "Look at my card!";
+ next;
+ mes "[Poe]";
+ mes "It is..." + .@card + "!!";
+ next;
+ if (.@card < 7) {
+ set .@wincount,.@wincount+1;
+ mes "[Poe]";
+ mes "Whooah, you gave the right answer!";
+ if (.@wincount == 2) {
+ mes "You won 2 times in a row right?...";
+ next;
+ break;
+ }
+ else {
+ mes "But you just gave the correct answer 1 time, as of yet.";
+ next;
+ }
+ }
+ else if (.@card == 7) {
+ mes "[Poe]";
+ mes "This game is a draw.";
+ mes "Do better next time.";
+ next;
+ }
+ else {
+ mes "[Poe]";
+ mes "Wrong...";
+ mes "Visit Hollgrehenn and ask him to refine your luck.";
+ close;
+ }
+ break;
+ }
+ }
+ mes "[Poe]";
+ mes "Good, it's natural for me to disclose my words to such a high-intuitive person that likes pulling out all the cards.";
+ next;
+ mes "[Poe]";
+ mes "I could know about you with shown cards, very well, but let me share my hidden card this time! Ask me whatever you want to know.";
+ next;
+ mes "[Poe]";
+ mes "So... What do you want to know?!";
+ next;
+ while(1) {
+ switch(select("Your background story...:Your view of the nation...:Hobbies and interests...:I will come by later.")) {
+ case 1:
+ mes "[Poe]";
+ mes "My background...";
+ mes "Past stories.";
+ mes "I don't give it importance at all, so I can't remember it clearly...";
+ next;
+ mes "[Poe]";
+ mes "Can I just say I am a survivor from many matches and battles. That is quite fit for me. Hahahahaha!";
+ next;
+ mes "[Poe]";
+ mes "I've had to cope with many accidents and challenges... from which I have survived, and have been pursuing new things. Life means...";
+ next;
+ mes "[Poe]";
+ mes "Never let yourself down with given cards, and aim at deadly strokes!";
+ next;
+ mes "[Poe]";
+ mes "......";
+ next;
+ mes "[Poe]";
+ mes "Hey it's cool, huh?";
+ mes "We have same tastes, haven't we?";
+ set .@p_a,1;
+ next;
+ break;
+ case 2:
+ mes "[Poe]";
+ mes "My opinion is a nation should provide the minimum guard for people, to guarantee respective freedom..";
+ next;
+ mes "[Poe]";
+ mes "Men should challenge the stuff that they can be passionate about, so the free action of people should not be obstructed by their nation.";
+ next;
+ mes "[Poe]";
+ mes "If I were King, all the restrictions would be removed and liberal life would be allowed to everyone in an invulnerable range.";
+ next;
+ mes "[Poe]";
+ mes "Coming to think of my family, my people are so conservative and not flexible.";
+ next;
+ mes "[Poe]";
+ mes "They keep saying to not do this and that, that is dangerous and this is natural... The nagging has been endless all throughout my life...";
+ next;
+ mes "[Poe]";
+ mes "Ah, those last words";
+ mes "are off-the-record.";
+ mes "I don't want to be bothered by my family.";
+ set .@p_b,1;
+ next;
+ break;
+ case 3:
+ mes "[Poe]";
+ mes "Experiencing anything new!";
+ mes "I don't care what it is!";
+ next;
+ mes "[Poe]";
+ mes "If our time is the exploring age, I possibly am the captain of an exploring group! Unexplored, pathfinding, investigating... Those are my middle names. How about you??";
+ next;
+ mes "[Poe]";
+ mes "But many say, about my character, that I am addicted to gambling. I am just full of a challenging spirit and I like raking in money! I am a free-spirited normal man.";
+ set .@p_c,1;
+ next;
+ break;
+ case 4:
+ mes "[Poe]";
+ mes "Alright,";
+ mes "let's meet next at some more exciting and dangerous spot.";
+ if (.@p_a + .@p_b + .@p_c == 3) {
+ completequest 10007;
+ }
+ set .@prin1,checkquest(10005);
+ set .@prin2,checkquest(10006);
+ set .@prin3,checkquest(10007);
+ set .@prin4,checkquest(10008);
+ set .@prin5,checkquest(10009);
+ set .@prin6,checkquest(10010);
+ set .@prin7,checkquest(10011);
+ if ((.@prin1 + .@prin2 + .@prin3 + .@prin4 + .@prin5 + .@prin6 + .@prin7) == 14) {
+ setquest 10012;
+ }
+ close;
+ }
+ }
+ }
+}
+
+prt_castle,364,375,4 script Prince#peter 987,{
+ if (nk_prince > 6) {
+ mes "[Peter]";
+ mes "Appraiser.";
+ mes "Have you met the little girl in Aldebaran?";
+ next;
+ switch(select("Yes, I saw her for you.:No, I don't want to.")) {
+ case 1:
+ mes "[Peter]";
+ mes "Thinking about the little girl calms me. I still can't believe my eyes. My prince Ahrum who just passed away...~";
+ close;
+ case 2:
+ mes "[Peter]";
+ mes "Never mind.";
+ mes "I still can't believe my eyes. My prince Ahrum who just passed away...~~";
+ close;
+ }
+ }
+ if (checkquest(10019) == 2) {
+ mes "[Peter]";
+ mes "Child... What the heck happened to you?...";
+ close;
+ }
+ else if (checkquest(10019)== 1) {
+ mes "[Peter]";
+ mes "......";
+ close;
+ }
+ if (checkquest(10008) == 2) {
+ if (checkquest(10014) == 2) {
+ mes "[Peter]";
+ mes "I really appreciate it.";
+ mes "You are so kind.";
+ close;
+ }
+ else if (checkquest(10014) == 1) {
+ mes "[Peter]";
+ mes "I am glad that the girl liked it. Once I got cured, I wanted to go meet with her.";
+ next;
+ mes "[Peter]";
+ mes "Anyhow, thanks for your good work. I really feel sorry about bothering you with trifle things. This is my sense of gratitude. Don't feel so much burden and take this.";
+ completequest 10014;
+ getitem 644,1; //Gift_Box
+ close;
+ }
+ else {
+ mes "[Peter]";
+ mes "Do you have any more";
+ mes "business, appraiser?";
+ close;
+ }
+ }
+ else {
+ if (nk_prince < 4) {
+ mes "[Prince]";
+ mes "I think you are not allowed";
+ mes "to be here.";
+ close;
+ }
+ else if (nk_prince > 4) {
+ mes "[Prince]";
+ mes "Hello,";
+ mes "I am Peter, from the family of Heine. I am glad to meet you.";
+ next;
+ mes "[Peter]";
+ mes "Now, where shall we start?";
+ next;
+ while(1) {
+ switch(select("Your background story...:Your view of the nation...:Hobbies and interests...:I will come by later.")) {
+ case 1:
+ mes "[Peter]";
+ mes "My family was not that influential. My childhood was not that abundant; I had to seek jobs and make money from part-time jobs.";
+ next;
+ mes "[Peter]";
+ mes "But it helped me to check people's lives; the full particulars. That's my good side.";
+ next;
+ mes "[Peter]";
+ mes "Was it enough for your question?";
+ next;
+ break;
+ case 2:
+ mes "[Peter]";
+ mes "I guess the important thing is if people fulfill themselves in their field, then only supplements of support is needed from the nation's side.";
+ mes "What I want to say, in short, is the nation does not reign. People need to keep peace with people.";
+ next;
+ mes "[Peter]";
+ mes "Accordingly, I will take benefits away from the difference of classes. It is not an equality issue, but for the ascension of national power.";
+ next;
+ break;
+ case 3:
+ mes "[Peter]";
+ mes "I only like reading books as a hobby. I think men should go forward; they need to have a striving attitude.";
+ next;
+ break;
+ case 4:
+ mes "[Peter]";
+ mes "Ah, is that it?";
+ next;
+ mes "[Peter]";
+ mes "Then I have a favor to ask of you... Can you listen to my story?";
+ next;
+ mes "[Peter]";
+ mes "Originally, I didn't like growing a beard... but I had one opportunity to change... My thoughts recently are that someone has offered me the chance.";
+ next;
+ mes "[Peter]";
+ mes "It is because of an unknown girl's letter...";
+ next;
+ mes "[Peter]";
+ mes "What she told me in the letter was that my image was too sharp, and if I grew my beard, the contour of my face would be quite hidden; and it would look far better.";
+ next;
+ mes "[Peter]";
+ mes "I want to repay her.";
+ mes "Because her words helped me much. Nothing special, but maybe a small bunch of flowers.";
+ next;
+ mes "[Peter]";
+ mes "Would you take these flowers and give thanks to that girl somewhere in Al de Baran?";
+ completequest 10008;
+ next;
+ switch(select("Okay, no problem.:Please ask it of another.")) {
+ case 1:
+ mes "[Peter]";
+ mes "Yeah, thank you very much.";
+ mes "Please take care.";
+ getitem 744,1; //Bunch_Of_Flowers
+ setquest 10013;
+ set .@prin1,checkquest(10005);
+ set .@prin2,checkquest(10006);
+ set .@prin3,checkquest(10007);
+ set .@prin4,checkquest(10008);
+ set .@prin5,checkquest(10009);
+ set .@prin6,checkquest(10010);
+ set .@prin7,checkquest(10011);
+ if ((.@prin1 + .@prin2 + .@prin3 + .@prin4 + .@prin5 + .@prin6 + .@prin7) == 14) {
+ setquest 10012;
+ }
+ close;
+ case 2:
+ mes "[Peter]";
+ mes "I understand you...";
+ mes "I know you have your";
+ mes "own business.";
+ setquest 10013;
+ set .@prin1,checkquest(10005);
+ set .@prin2,checkquest(10006);
+ set .@prin3,checkquest(10007);
+ set .@prin4,checkquest(10008);
+ set .@prin5,checkquest(10009);
+ set .@prin6,checkquest(10010);
+ set .@prin7,checkquest(10011);
+ if ((.@prin1 + .@prin2 + .@prin3 + .@prin4 + .@prin5 + .@prin6 + .@prin7) == 14) {
+ setquest 10012;
+ }
+ close;
+ }
+ }
+ }
+ }
+ }
+}
+
+aldebaran,132,184,3 script Girl#prince 96,{
+ if (checkquest(10013) == 1) {
+ if (countitem(744) > 0) {
+ // Missed
+ mes "[Girl]";
+ mes "Wooah, Uncle Peter sent these flowers";
+ mes "for me?";
+ mes "Hmmm~ They smell really good.";
+ next;
+ mes "[Girl]";
+ mes "Hehe~ You must be a friend of Peter's.";
+ mes "When you have a chance to meet him";
+ mes "later, please give my regards to uncle Peter.";
+ mes "Tell him that I loved the flowers so so much...";
+ mes "Okay, see you later.";
+ next;
+ mes "[Girl]";
+ mes "I will go home early and";
+ mes "Put these flowers in a vase.";
+ mes "Lalala~";
+ delitem 744,1; //Bunch_Of_Flowers
+ changequest 10013,10014;
+ close;
+ }
+ else {
+ mes "[Girl]";
+ mes "Hey you, have you heard the story of Daddy-Long-Legs? ... ...";
+ close;
+ }
+ }
+ else {
+ mes "[Girl]";
+ mes "Hey you, have you heard the story of Daddy-Long-Legs? ... ...";
+ close;
+ }
+}
+
+prt_castle,314,373,4 script Prince#eisen 983,{
+ if (nkprince_eisen > 2) {
+ if (nkprince_eisen == 3) {
+ mes "[Ahrum]";
+ mes "How is Ernst ...?";
+ mes "He is so serious about everything. He doesn't make trouble or have outbursts... He can be kind of weird.";
+ next;
+ mes "[Ahrum]";
+ mes "We were close friends. Unlike me, he is kind and compassionate; a distinct official of public affairs. When he has to be strict, he turns strict with everyone.";
+ set nkprince_eisen,4;
+ close;
+ }
+ else if (nkprince_eisen == 4) {
+ mes "[Ahrum]";
+ mes "I am Eigen Ahrum,";
+ mes "I will be the light of Rune Midgarts.";
+ close;
+ }
+ else if (nkprince_eisen == 5) {
+ mes "[Ahrum]";
+ mes "Whoever be the king, let's make Rune Midgarts... the best country in the world, by helping each other.";
+ next;
+ mes "[Ernst]";
+ mes "We can make it.";
+ mes "No, we shall make it. For Brother and I together, we shall make it.";
+ next;
+ mes "[Ahrum]";
+ mes "But... If I am to reign, or help you; and if I am corrupted... you kill me... by your hand.";
+ next;
+ mes "[Ahrum]";
+ mes "In the opposite case, I will kill you too, you understand? So don't ever stray, and do not ever forget your determination.";
+ next;
+ mes "[Ernst]";
+ mes "Brother, you think about hell. It will never happen, so... Don't talk that way.";
+ next;
+ mes "[Ahrum]";
+ mes "It is an assumption.";
+ mes "Don't take it too seriously.";
+ next;
+ mes "[Ernst]";
+ mes "Alright, alright. Don't";
+ mes "take it the wrong way.";
+ mes "I have been acting for Brother and Kingdom, and I will be the same ever after.";
+ next;
+ emotion e_gasp;
+ mes "[Ahrum]";
+ mes "Ah, the appraiser has come.";
+ mes "How could you appear so suddenly? Ern and I were in the middle of conversation.";
+ next;
+ mes "[Ernst]";
+ mes "What's wrong, brother? We were not talking about anything bad. We were just making our resolution firm.";
+ next;
+ mes "[Ahrum]";
+ mes "You came here in good timing. We've just decided to kill the other... if one of us is corrupt.";
+ next;
+ mes "[Ernst]";
+ mes "Brother?!";
+ next;
+ mes "[Ahrum]";
+ mes "By all means, be the witness of this agreement. You cannot say no. Because it is a very good thing, in some respects, for your work, isn't it?";
+ next;
+ mes "[Ernst]";
+ mes "Br...Brother. You are way too suppressive. Our appraiser must have his own position and opinion.";
+ next;
+ mes "[Ahrum]";
+ mes "You still have a weak personality. I am not forcing something so difficult on him! Who cares? I take silence as a positive answer! My bid is successful! And our promise is formed too!";
+ next;
+ mes "[Ernst]";
+ mes "Haah...haha... Appraiser, I deeply apologize for offending you. Sorry, but there is no possibility of fulfilling this promise. So, just don't take this situation seriously... You know... When pigs fly... ~";
+ next;
+ mes "[Ernst]";
+ mes "Now, let me return to my room. Keep up the good work, appraiser.";
+ donpcevent "Prince#another_ern::OnDisable";
+ set nkprince_eisen,6;
+ close;
+ }
+ else if (nkprince_eisen == 6) {
+ mes "[Ahrum]";
+ mes "I heard that one person";
+ mes "from my family is coming today. But I haven't found him yet.";
+ next;
+ mes "[Ahrum]";
+ mes "I worry about your words...";
+ mes "What do you want to say this time?...";
+ mes "Have you seen him, appraiser?";
+ set nkprince_eisen,7;
+ changequest 10012,10016;
+ close;
+ }
+ else if (nkprince_eisen == 7) {
+ mes "[Ahrum]";
+ mes "Aahh...boring, boring.";
+ mes "I am in real penance right now!";
+ close;
+ }
+ else if (nkprince_eisen == 8) {
+ mes "[Ahrum]";
+ mes "You come here so often.";
+ mes "I know you are a faithful person, engaged in a very important issue for the kingdom, but you come here more than is necessary...";
+ next;
+ switch(select("I have something...:Is that so? Then, see you later.")) {
+ case 1:
+ mes "[" + strcharinfo(0) + "]";
+ mes "I saw a person from the Walter family.";
+ next;
+ mes "[Ahrum]";
+ mes "Oh! really?";
+ mes "why didn't he come to me?";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "-I tell Ahrum the story.-";
+ next;
+ mes "[Ahrum]";
+ mes "......";
+ next;
+ mes "[Ahrum]";
+ mes "What! Are you 100% sure about your story? Ahhhh...";
+ next;
+ mes "[Ahrum]";
+ mes "......";
+ next;
+ mes "[Ahrum]";
+ mes "I am very sorry, but I want to be left alone. Leave me alone, right now!";
+ set nkprince_eisen,9;
+ close2;
+ warp "prt_castle",318,273;
+ end;
+ case 2:
+ mes "[Ahrum]";
+ mes "Okay, good riddance.";
+ close;
+ }
+ }
+ else if ((nkprince_eisen == 9) || (nkprince_eisen == 10) || (nkprince_eisen == 11) || (nkprince_eisen == 12)) {
+ mes "[Ahrum]";
+ mes "I am very sorry, but I want to be left alone. Leave me alone, right now!";
+ close2;
+ warp "prt_castle",318,273;
+ end;
+ }
+ else if (nkprince_eisen == 13) {
+ mes "[Ahrum]";
+ mes "I told you that I don't want to be king, and I don't have any intention to change my mind!";
+ next;
+ mes "[Ernst]";
+ mes "Brother! I don't know why you are suffering so much! Are you this weak a creature?!";
+ next;
+ mes "[Ahrum]";
+ mes "Suffering? Me?..Aaahhh... It looks so...? Yeahh... Yes, it does. Stressful...Huhuhu...Hahaha!!";
+ next;
+ mes "[Ernst]";
+ mes "Brother, Ahrum...?";
+ next;
+ mes "[Ahrum]";
+ mes "...Is it only me that gets away... Anyhow, I am a disqualified person ... huhuhu. But, I've made a decision.";
+ next;
+ mes "[Ahrum]";
+ mes "Ernst.";
+ next;
+ mes "[Ernst]";
+ mes "Yes?... Yes?";
+ next;
+ mes "[Ahrum]";
+ mes "Take this.";
+ next;
+ mes "- swish. - ";
+ next;
+ mes "- Ahrum casually throws a Bazerald to Ernst.-";
+ next;
+ mes "[Ernst]";
+ mes "Eh?... What's this about?... A Bazerald of Walter family?...Why?";
+ next;
+ mes "[Ahrum]";
+ mes "Now this is perfect timing. Even our witness is here! Ern, you remember our promise clearly, right?";
+ next;
+ mes "[Ernst]";
+ mes "What? Promise? Witness?...Ahh... Re-really...";
+ next;
+ mes "[Ahrum]";
+ mes "Yes, really. Now is the time.";
+ next;
+ mes "[Ernst]";
+ mes "Nonsense! Do you think I can do that to you?!";
+ next;
+ mes "[Ahrum]";
+ mes "Idiot! Being King should be followed by decisive action. I have no chances to be King. Corruption, and living like that, is worse than being killed by you...";
+ next;
+ mes "[Ernst]";
+ mes "B-but, you can live as you are! As if nothing happened. You are just needed to return to the way you were before. Brother, let me help you. Tell me everything you hide...";
+ next;
+ mes "[Ahrum]";
+ mes "This is so moronic! Can you say that you are kingly?! Are you showing me sympathy now? You should be a man of sense! If not, you are not eligible as a king candidate!";
+ next;
+ mes "[Ernst]";
+ mes "Bu...but!";
+ next;
+ mes "[Ahrum]";
+ mes "Talking back and forth is of no use! I cannot help it. If you keep insisting instead of trying to be a man of sense, then such a person should not be a king.";
+ next;
+ mes "[Ahrum]";
+ mes "Ghh?! Brother?!";
+ next;
+ mes "(dagger thrusting sound)";
+ specialeffect EF_HIT2;
+ set nkprince_eisen,14;
+ donpcevent "Prince#another_ern::OnDisable";
+ donpcevent "Prince#another_ern1::OnEnable";
+ close;
+ }
+ else if (nkprince_eisen == 14) {
+ mes "Bbb... Brother?... You... told me ";
+ mes "you would kill me... You just wanted to be killed";
+ mes "by me?... Bbb...brother?...";
+ next;
+ mes "[Ahrum]";
+ mes "Huhu... Not at all. I just wanted to kill you... That's it... Good job, Ern... This is legal, self-defense; killing a villain... right?";
+ next;
+ mes "[Ernst]";
+ mes "B..Brother... even now it is not too late! If you go to a medic, you can be restored!";
+ next;
+ mes "[Ahrum]";
+ mes "It's too late... Once your vital organs are stabbed... I wonder how could I stay alive... or even how I could come back to life... I don't need to live.";
+ next;
+ mes "[Ernst]";
+ mes "B..Brother....How...how could you?!";
+ next;
+ mes "[Ahrum]";
+ mes "Goodbye, my brother... Be King, and change this nation. You... You can make it...guk...";
+ next;
+ mes "[Ernst]";
+ mes "...Brother...Brother... Why... Why... How can your face look so satisfied? How...? Brother...";
+ next;
+ mes "[Ahrum]";
+ mes "Huhu...You don't need to know that. By the way, you kept your promise... You should be king... But if you are lost, and stray, I will come kill you at any time... from hell!!";
+ next;
+ mes "[Ernst]";
+ mes "I...I don't know! I don't know what's going on!";
+ next;
+ mes "[Ahrum]";
+ mes "You don't need to... What you have to know about is that there was a sacrifice from me. To make my death meaningful, you should be a good king. That's my conviction... That's it..guk..! Don't lose my words... gukkuk.";
+ next;
+ mes "[Ernst]";
+ mes "Idiot... Moron...";
+ next;
+ mes "[Ahrum]";
+ mes "Ahh... Appraiser, do you know what you have to do? Be mindful of your words. About what you saw, what you heard... You must not tell all of your experience to the inspector.";
+ next;
+ mes "[Ahrum]";
+ mes "Ern killed a villain here who bullied around.. I had no chance... He showed decisive action, and that will deserve him the right to be king...";
+ next;
+ mes "[Ahrum]";
+ mes "If you react wrongfully to this incident, my death will be worthless...kuk... Do you understand?";
+ next;
+ switch(select("... Okay I will follow your will...:......")) {
+ case 1:
+ mes "[" + strcharinfo(0) + "]";
+ mes "... Okay, I will follow your will. Don't worry...";
+ next;
+ break;
+ case 2:
+ mes "[" + strcharinfo(0) + "]";
+ mes "......";
+ next;
+ mes "[Ahrum]";
+ mes "Ignorance... is positive... It means... My bid... is successful...";
+ next;
+ break;
+ }
+ mes "[Ahrum]";
+ mes "Now... I can die... with peace... Thank... you very... much, both... of you.";
+ next;
+ mes "[Ernst]";
+ mes "Brother...";
+ next;
+ mes "[Ahrum]";
+ mes "Then, perpetually... Bye... Sorry ... now I can't go fishing.";
+ next;
+ mes "[Ernst]";
+ mes "B...bro?";
+ next;
+ mes "[Ahrum]";
+ mes "......";
+ next;
+ mes "[Ernst]";
+ mes "B... bro, brother!";
+ next;
+ mes "[Ahrum]";
+ mes "......";
+ next;
+ mes "[Ernst]";
+ mes "Brotherrrrrrrr!!!";
+ next;
+ set nkprince_eisen,15;
+ set nk_prince,7;
+ donpcevent "Prince#another_ern1::OnDisable";
+ changequest 10024,10025;
+ close2;
+ warp "prt_castle",318,273;
+ end;
+ }
+ }
+ if (nk_prince < 5) {
+ mes "[Prince]";
+ mes "You are not allowed to be here.";
+ mes "Hmmm...";
+ next;
+ mes "[Prince]";
+ mes "Get out of my way.";
+ mes "I don't want to confront you.";
+ close;
+ }
+ else if (nk_prince > 4) {
+ mes "[Prince]";
+ mes "Are you the new adventurer appraiser? I am Eigen Ahrum from the Walter family. You can call me Prince Ahrum, for short, at your convenience.";
+ next;
+ mes "[Ahrum]";
+ mes "I hope you ask me short and simple questions. Long questions don't always mean special and good answers.";
+ next;
+ while(1) {
+ mes "-What shall I ask...-";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "I'd like to ask about...";
+ next;
+ switch(select("Your background story...:Your view of the nation...:Your hobbies or interests...:Never mind, I'll come by later.")) {
+ case 1:
+ mes "[Ahrum]";
+ mes "You aren't just trying to dissolve your curiosity about the king's family, are you?";
+ next;
+ mes "[Ahrum]";
+ mes "From my childhood, I liked to experience many things and learn them. As a result, I should bear interference from my family. To them, I was not a decent noble family member.";
+ next;
+ mes "[Ahrum]";
+ mes "But I am not sensitive to that, and I think a good king should neglect those trifles.";
+ next;
+ mes "[Ahrum]";
+ mes "Others can say that my behavior makes them embarrased, but if something ends well, they are all satisfied in the end. Am I wrong?";
+ next;
+ mes "[Ahrum]";
+ mes "Although I've skipped some lessons in life, I can back up missing lessons easily. Who cares who can swear to me as King! This is how I am.";
+ next;
+ mes "[Ahrum]";
+ mes "Ern nags me a lot";
+ mes "about this, but I don't make an issue in any case. Such a fastidious jerk.";
+ next;
+ mes "[Ahrum]";
+ mes "Like I said, I've been growing up with his scolds. I feel his words were harsher than others who shut their mouth after I accomplish something.";
+ next;
+ mes "[Ahrum]";
+ mes "He always says that results cannot be everything that matter.";
+ next;
+ mes "[Ahrum]";
+ mes "Before everything else, it is luck and glory for me, that I could be born in Walter, a distinguished noble family.";
+ next;
+ mes "[Ahrum]";
+ mes "Of course, my abilities";
+ mes "are underestimated because of my background. In other respects, I feel sad about it.";
+ next;
+ mes "[Ahrum]";
+ mes "In the coming age, people will talk about me as Eigen Ahrum from the Walter family, not Eigen Ahrum of Walter.";
+ next;
+ mes "[Ahrum]";
+ mes "The Walter family itself has high distinction and fame, but I will make the name shine further, and others will be proud of me.";
+ next;
+ break;
+ case 2:
+ mes "[Ahrum]";
+ mes "The nation I organize";
+ mes "will not be harmonious";
+ mes "with pastel color of fairy";
+ mes "tales.";
+ next;
+ mes "[Ahrum]";
+ mes "For sure, losers and depressed people have their own faults, like lesser challenges for their lives.";
+ next;
+ mes "[Ahrum]";
+ mes "I have some belief in the benefit of unlimited competition. Frankly, I don't like this king election system from noble families.";
+ next;
+ mes "[Ahrum]";
+ mes "Although all these";
+ mes "status system fade away";
+ mes "I will be the king, with my sole capability and aptitude! Hahaha.";
+ emotion e_heh;
+ next;
+ mes "[Ahrum]";
+ mes "I know quite well about";
+ mes "other king cadidates, personally.";
+ mes "But I can't find one distinguished person who can lead this kingdom well.";
+ next;
+ mes "[Ahrum]";
+ mes "I'm not saying they aren't outstanding, but considering the current situation of Rune-Midgarts, they don't seem to be astonishing leaders.";
+ next;
+ mes "[Ahrum]";
+ mes "For this reason, I assure you that no candidate is fit for the position among them. If I have to pick someone who can be a match for me, I can say that one is Ernst.";
+ next;
+ mes "[Ahrum]";
+ mes "He has a soft personality and thinks too long about things, but I admit many merits to him. I can say he is a fairly high-standard candidate.";
+ next;
+ mes "[Ahrum]";
+ mes "........";
+ next;
+ mes "[Ahrum]";
+ mes "Hmm, I was too talkative.";
+ mes "I apologize for my redundant words, hahaha.";
+ next;
+ break;
+ case 3:
+ mes "[Ahrum]";
+ mes "I enjoy activities.";
+ mes "I can't stand passive games,";
+ mes "like card and board games";
+ mes "I think those games are";
+ mes "quite fit for the scholar type people.";
+ next;
+ mes "[Ahrum]";
+ mes "My brother Ern can stick to something for a long time, like books or study.";
+ next;
+ mes "[Ahrum]";
+ mes "Once I become king,";
+ mes "I won't handle documents";
+ mes "while sitting all day.";
+ next;
+ mes "[Ahrum]";
+ mes "It's very hard for me to do that.";
+ next;
+ break;
+ case 4:
+ mes "[Ahrum]";
+ mes "Okay...";
+ mes "as you please.";
+ if (nkprince_eisen == 2) {
+ set nkprince_eisen,3;
+ }
+ else {
+ set nkprince_eisen,1;
+ }
+ completequest 10005;
+ set .@prin1,checkquest(10005);
+ set .@prin2,checkquest(10006);
+ set .@prin3,checkquest(10007);
+ set .@prin4,checkquest(10008);
+ set .@prin5,checkquest(10009);
+ set .@prin6,checkquest(10010);
+ set .@prin7,checkquest(10011);
+ if ((.@prin1 + .@prin2 + .@prin3 + .@prin4 + .@prin5 + .@prin6 + .@prin7) == 14) {
+ setquest 10012;
+ }
+ close;
+ }
+ }
+ }
+}
+
+prt_castle,368,312,4 script Prince#ern 985,{
+ if (checkquest(10024) == 2) {
+ mes "[Ernst]";
+ mes "...brother, if you want...";
+ mes "...Ah, please leave here.";
+ mes "I don't want to see anyone.";
+ close;
+ }
+ else if (checkquest(01024) == 1) {
+ mes "[Ernst]";
+ mes "...Brother Ahrum...";
+ close;
+ }
+ if (nkprince_eisen > 2) {
+ if (nkprince_eisen == 3) {
+ mes "[Ernst]";
+ mes "Did you meet my brother Ahrum? He is a great man. Really.";
+ next;
+ mes "He tries to deal with things too tough that sometimes makes things into a problem. But even at those moments, he is willing to listen to my words; so we seldom seem to be in serious trouble.";
+ next;
+ mes "[Ernst]";
+ mes "That can only be that way, because we two have been so close to each other.";
+ next;
+ mes "[Ernst]";
+ mes "Brother Ahrum has been blaming me for that, I think unnecessarily too long. But he listens to me and acts as I advise.";
+ next;
+ mes "[Ernst]";
+ mes "Isn't he a great person?";
+ mes "He is a trustworthy and instructive person.";
+ close;
+ }
+ else if (nkprince_eisen == 5) {
+ mes "[Ernst]";
+ mes "Ah, now I am going to have a plan with Bro Ahrum";
+ mes "If you don't have a important issue with me, I shall go. ";
+ close;
+ }
+ else if (nkprince_eisen == 6) {
+ mes "[Ernst]";
+ mes "Ah, I heard person from Walter came in here. Have you seen him?";
+ next;
+ mes "[Ernst]";
+ mes "It seems that even brother Ahrum hasn't met with him. Hmm...";
+ set nkprince_eisen,7;
+ changequest 10012,10016;
+ close;
+ }
+ else if (nkprince_eisen == 9) {
+ mes "[Ernst]";
+ mes "Welcome, judge.";
+ mes "We meet quite open";
+ mes "Why don't you slow down your work?";
+ next;
+ mes "[Ernst]";
+ mes "Hmm...I don't have any more words to say. Moreover, Ahrum seems to be strange these days. I worry about that. I hope it's not a big deal.";
+ set nkprince_eisen,10;
+ changequest 10017,10004;
+ close;
+ }
+ else if ((nkprince_eisen == 10) || (nkprince_eisen == 11) || (nkprince_eisen == 12)) {
+ mes "[Ernst]";
+ mes "Ahrum is getting weird.";
+ mes "It's not a normal change, but a real corruption. I feel uneasy about it.";
+ next;
+ mes "[Ernst]";
+ mes "This isn't happening.";
+ mes "I believe Ahrum will be restored as he was. However, I don't feel good.";
+ close;
+ }
+ else if (nkprince_eisen == 15) {
+ mes "[Ernst]";
+ mes "Ah...";
+ mes "Brother Ahrum...";
+ mes "Eigen Ahrum...yes, sir.";
+ next;
+ mes "[Ernst]";
+ mes "......";
+ next;
+ mes "[Ernst]";
+ mes "Please leave here. I don't want to see anyone.";
+ close;
+ }
+ else {
+ mes "[Ernst]";
+ mes "Welcome, appraiser.";
+ mes "Thank you for your hard work. It's hard to judge others, isn't it?";
+ close;
+ }
+ }
+ if (nk_prince < 5) {
+ mes "[Prince]";
+ mes "You are not a adventurer judge";
+ mes "I think you shouldn't be here.";
+ close;
+ }
+ else if (nk_prince > 4) {
+ mes "[Prince]";
+ mes "Hi";
+ mes "you are the judege.";
+ mes "I am Ernst, prince of Geoborg.";
+ next;
+ mes "[Ernst]";
+ mes "I think it's hard work that judges people's talents. I will do my best to help you.";
+ next;
+ mes "[Ernst]";
+ mes "Well, thank you.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "(He seems to have a polite personality as a candidate for King)";
+ next;
+ while(1) {
+ mes "-Well, what questions.-";
+ next;
+ switch(select("backgroud first.:I want to know your spirit of nationalism.: Your habbit and tastes.:I will be back.")) {
+ case 1:
+ mes "[Ernst]";
+ mes "Since I was young, I have grown up with a royal education. I haven't quarreled with others seriously, but I was not very polite either.";
+ next;
+ mes "[Ernst]";
+ mes "People thought that I was timid, but that's because I didn't want to be shun from others.";
+ next;
+ mes "[Ernst]";
+ mes "Of course, we got an exception... Eigen.";
+ next;
+ mes "[Ernst]";
+ mes "Eigen Ahrum can be the exception. He is not polite, but he makes sense from others with exact confirmation.";
+ next;
+ mes "[Ernst]";
+ mes "I think that is a great ability, and I should learn it. But, it is not only about results, but also a courtesy matter. We should keep something that we have to do.";
+ next;
+ mes "[Ernst]";
+ mes "For me, the process was more important than the result. Now, I take them as equal virtue. I didn't take results significantly. Ahrum taught me, who used to consider the result as nothing.";
+ break;
+ case 2:
+ mes "[Ernst]";
+ mes "The spirit of nationalism when I become King?";
+ next;
+ mes "[Ernst]";
+ mes "You might believe the power of a king is unlimited, but as one man, it has a limitation.";
+ next;
+ mes "[Ernst]";
+ mes "Both normal public and prominent people take charge of the society that gathers that wisdom is easier than doing things on your own.";
+ next;
+ mes "[Ernst]";
+ mes "Ahrum will help me to supplement any shortcomings. Not only Ahrum, but all ministers and cabinet members; and the public is my master.";
+ next;
+ mes "[Ernst]";
+ mes "It is my fortune that I got many masters beside Ahrum. It is also good for my country.";
+ next;
+ break;
+ case 3:
+ mes "[Ernst]";
+ mes "II don't have special habits. I am just willing to learn and read books.";
+ next;
+ mes "[Ernst]";
+ mes "And I also love to talk with Ahrum. Ahrum is clever enough to generate new ideas that I can follow.";
+ next;
+ mes "[Ernst]";
+ mes "Well, to tell the truth, going fishing with Ahrum is better. Although, we are too busy to go fishing because of all these kingdom issues.";
+ next;
+ mes "[Ernst]";
+ mes "We promised to go fishing after the taking of the throne... Let's see...";
+ next;
+ mes "[Ernst]";
+ mes "Hmm...is that enough?";
+ next;
+ break;
+ case 4:
+ mes "[Ernst]";
+ mes "Yes, then, see you later.";
+ if (nkprince_eisen == 1) {
+ set nkprince_eisen,3;
+ }
+ else {
+ set nkprince_eisen,2;
+ }
+ completequest 10006;
+ set .@prin1,checkquest(10005);
+ set .@prin2,checkquest(10006);
+ set .@prin3,checkquest(10007);
+ set .@prin4,checkquest(10008);
+ set .@prin5,checkquest(10009);
+ set .@prin6,checkquest(10010);
+ set .@prin7,checkquest(10011);
+ if ((.@prin1 + .@prin2 + .@prin3 + .@prin4 + .@prin5 + .@prin6 + .@prin7) == 14) {
+ setquest 10012;
+ }
+ close;
+ }
+ }
+ }
+}
+
+prt_castle,163,319,0 script #twonoble -1,3,3,{
+//OnTouch2:
+OnTouch:
+ if (nkprince_eisen == 7) {
+ donpcevent "Aged Noble 1#valter::OnEnable";
+ donpcevent "Aged Noble 2#rihart::OnEnable";
+ mes "[Aged Noble]";
+ mes "You don't have to worry.";
+ mes "Once my Eigen Ahrum is chosen to be king, the Richard family will be a second magnate.";
+ next;
+ mes "[A man of Riehart Family]";
+ mes "Hehe, Ahrum is the most favorable and influential candidate already. You would be so amazing were you to fulfill this.";
+ next;
+ mes "[A man of Walter Family]";
+ mes "Although Ahrum is a strong candidate, the prince of Gaebolg has a high reputation for his virtues too. For sure, it is better to confirm things.";
+ next;
+ mes "[A man of Walter Family]";
+ mes "So, are you on the project of Prince Ernst's poisoning?";
+ next;
+ mes "[A man of Riehart Family]";
+ mes "Of course. Even an autopsy will not find it. ... You don't have to worry.";
+ next;
+ mes "[A man of Walter Family]";
+ mes "Ahrum will be elected, once the termination of prince Ernst happens, and then...";
+ next;
+ mes "[A man of Riehart Family]";
+ mes "both family will lead this country, huhuhu.";
+ next;
+ mes "[A man of Walter Family]";
+ mes "You must know what Walter and Gaebolg did. Both families stayed on top of the country.";
+ next;
+ mes "[A man of Riehart Family]";
+ mes "The weakest one of the seven families, Gaebolg Family, took power by uniting with Schmidt and Walter.";
+ next;
+ mes "[A man of Walter Family]";
+ mes "Yes, that's why the union of Walter and Gaebolg is perfect. Moreover, Ahrum and Ernst... It's obviously the second coming of Schmidt and Heinrich.";
+ next;
+ mes "[A man of Walter Family]";
+ mes "That's why the Walter family and the Gaebolg Family can't exist together. Their co-existence will bring destruction as it has done in the past.";
+ next;
+ mes "[A man of Riehart Family]";
+ mes "Thanks for that. It's good to go. All the people who know of the past will deny to be in league with Ahrum or Ernst.";
+ next;
+ mes "[A man of Walter Family]";
+ mes "Anyway, we got a little bit more time. Keep the secret thoroughly; not to tell anyone.";
+ next;
+ mes "[A man of Riehart Family]";
+ mes "Yes. For the glory of Rune-Midgarts.";
+ next;
+ mes "[A man of Walter Family]";
+ mes "All the glory for Rune-Midgarts...";
+ mes "Hmm?";
+ next;
+ emotion e_gasp;
+ mes "[A man of Walter Family]";
+ mes "Quiet... Someone comes.";
+ mes "Ok... take care.";
+ next;
+ mes "[A man of Riehart Family]";
+ mes "Never mind...";
+ donpcevent "Aged Noble 1#valter::OnDisable";
+ donpcevent "Aged Noble 2#rihart::OnDisable";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "(Walter is the name of Ahrum.";
+ mes "Richard is the name of Poe.)";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "(Is this the conspiracy of two families? What the hell..)";
+ changequest 10016,10017;
+ set nkprince_eisen,8;
+ close;
+ }
+}
+
+prt_castle,156,325,4 script Aged Noble 1#valter 86,{
+ mes "[Aged Noble]";
+ mes "Step aside.";
+ mes "How dare you talk to him.";
+ close;
+
+OnInit:
+ disablenpc "Aged Noble 1#valter";
+ end;
+
+OnEnable:
+ enablenpc "Aged Noble 1#valter";
+ end;
+
+OnDisable:
+ disablenpc "Aged Noble 1#valter";
+ end;
+}
+
+prt_castle,157,323,3 script Aged Noble 2#rihart 880,{
+ mes "[Aged Noble]";
+ mes "Hmm-hmm.";
+ mes "What an indecorous person!";
+ close;
+
+OnInit:
+ disablenpc "Aged Noble 2#rihart";
+ end;
+
+OnEnable:
+ enablenpc "Aged Noble 2#rihart";
+ end;
+
+OnDisable:
+ disablenpc "Aged Noble 2#rihart";
+ end;
+}
+
+prt_castle,314,371,0 script Prince#another_ern 985,{
+ if (nkprince_eisen == 13) {
+ mes "[Ahrum]";
+ mes "I told you that I don't want to be king, and I don't have any intention to change my mind!";
+ next;
+ mes "[Ernst]";
+ mes "Brother! I don't know why you are suffering so much! Are you this weak a creature?!";
+ next;
+ mes "[Ahrum]";
+ mes "Suffering? Me?..Aaahhh... It looks so...? Yeahh... Yes, it does. Stressful...Huhuhu...Hahaha!!";
+ next;
+ mes "[Ernst]";
+ mes "Brother, Ahrum...?";
+ next;
+ mes "[Ahrum]";
+ mes "...Is it only me that gets away... Anyhow, I am a disqualified person ... huhuhu. But, I've made a decision.";
+ next;
+ mes "[Ahrum]";
+ mes "Ernst.";
+ next;
+ mes "[Ernst]";
+ mes "Yes?... Yes?";
+ next;
+ mes "[Ahrum]";
+ mes "Take this.";
+ next;
+ mes "- swish. - ";
+ next;
+ mes "- Ahrum casually throws a Bazerald to Ernst.-";
+ next;
+ mes "[Ernst]";
+ mes "Eh?... What's this about?... A Bazerald of Walter family?...Why?";
+ next;
+ mes "[Ahrum]";
+ mes "Now this is perfect timing. Even our witness is here! Ern, you remember our promise clearly, right?";
+ next;
+ mes "[Ernst]";
+ mes "What? Promise? Witness?...Ahh... Re-really...";
+ next;
+ mes "[Ahrum]";
+ mes "Yes, really. Now is the time.";
+ next;
+ mes "[Ernst]";
+ mes "Nonsense! Do you think I can do that to you?!";
+ next;
+ mes "[Ahrum]";
+ mes "Idiot! Being King should be followed by decisive action. I have no chances to be King. Corruption, and living like that, is worse than being killed by you...";
+ next;
+ mes "[Ernst]";
+ mes "B-but, you can live as you are! As if nothing happened. You are just needed to return to the way you were before. Brother, let me help you. Tell me everything you hide...";
+ next;
+ mes "[Ahrum]";
+ mes "This is so moronic! Can you say that you are kingly?! Are you showing me sympathy now? You should be a man of sense! If not, you are not eligible as a king candidate!";
+ next;
+ mes "[Ernst]";
+ mes "Bu...but!";
+ next;
+ mes "[Ahrum]";
+ mes "Talking back and forth is of no use! I cannot help it. If you keep insisting instead of trying to be a man of sense, then such a person should not be a king.";
+ next;
+ mes "[Ahrum]";
+ mes "Ghh?! Brother?!";
+ next;
+ mes "(dagger thrusting sound)";
+ specialeffect EF_HIT2;
+ set nkprince_eisen,14;
+ donpcevent "Prince#another_ern::OnDisable";
+ donpcevent "Prince#another_ern1::OnEnable";
+ close;
+ }
+ if (nkprince_eisen == 5) {
+ mes "[Ahrum]";
+ mes "Whoever be the king,";
+ mes "let's make Rune Midgarts...";
+ mes "the best country in the world, by helping each other.";
+ next;
+ mes "[Ernst]";
+ mes "We can make it.";
+ mes "No, we shall make it. For Brother and I together, we shall make it.";
+ next;
+ mes "[Ahrum]";
+ mes "But... If I am to reign, or help you; and if I am corrupted... you kill me... by your hand.";
+ next;
+ mes "[Ahrum]";
+ mes "In the opposite case, I will kill you too, you understand? So don't ever stray, and do not ever forget your determination.";
+ next;
+ mes "[Ernst]";
+ mes "Brother, you think about hell.";
+ mes "It will never happen, so...";
+ mes "Don't talk that way.";
+ next;
+ mes "[Ahrum]";
+ mes "It is an assumption.";
+ mes "Don't take it too seriously.";
+ next;
+ mes "[Ernst]";
+ mes "Alright, alright. Don't";
+ mes "take it the wrong way.";
+ mes "I have been acting for Brother and Kingdom, and I will be the same ever after.";
+ next;
+ emotion e_gasp;
+ mes "[Ahrum]";
+ mes "Ah, the appraiser has come.";
+ mes "How could you appear so suddenly? Ern and I were in the middle of conversation.";
+ next;
+ mes "[Ernst]";
+ mes "What's wrong, brother? We were not talking about anything bad. We were just making our resolution firm.";
+ next;
+ mes "[Ahrum]";
+ mes "You came here in good timing.";
+ mes "We've just decided to kill";
+ mes "the other... if one of us is";
+ mes "corrupt.";
+ next;
+ mes "[Ernst]";
+ mes "Brother?!";
+ next;
+ mes "[Ahrum]";
+ mes "By all means, be the witness of this agreement. You cannot say no. Because it is a very good thing, in some respects, for your work, isn't it?";
+ next;
+ mes "[Ernst]";
+ mes "Br...Brother. You are way too suppressive. Our appraiser must have his own position and opinion.";
+ next;
+ mes "[Ahrum]";
+ mes "You still have a weak personality. I am not forcing something so difficult on him! Who cares? I take silence as a positive answer! My bid is successful! And our promise is formed too!";
+ next;
+ mes "[Ernst]";
+ mes "Haah...haha... Appraiser, I deeply apologize for offending you. Sorry, but there is no possibility of fulfilling this promise. So, just don't take this situation seriously... You know... When pigs fly... ~";
+ next;
+ mes "[Ernst]";
+ mes "Now, let me return to my room. Keep up the good work, appraiser.";
+ donpcevent "Prince#another_ern::OnDisable";
+ set nkprince_eisen,6;
+ close;
+ }
+
+OnInit:
+ disablenpc "Prince#another_ern";
+ end;
+
+OnEnable:
+ enablenpc "Prince#another_ern";
+ end;
+
+OnDisable:
+ disablenpc "Prince#another_ern";
+ end;
+}
+
+prt_castle,314,372,0 script Prince#another_ern1 985,{
+ if (nkprince_eisen == 14) {
+ mes "[Ernst]";
+ mes "Bbb... Brother?... You... told me you would kill me... You just wanted to be killed by me??... Bbb...brother?...";
+ next;
+ mes "[Ahrum]";
+ mes "Huhu... Not at all. I just wanted to kill you... That's it... Good job, Ern... This is legal, self-defense; killing a villain... right?";
+ next;
+ mes "[Ernst]";
+ mes "B..Brother... even now it is not too late! If you go to a medic, you can be restored!";
+ next;
+ mes "[Ahrum]";
+ mes "It's too late... Once your vital organs are stabbed... I wonder how could I stay alive... or even how I could come back to life... I don't need to live.";
+ next;
+ mes "[Ernst]";
+ mes "B..Brother....How...how could you?!";
+ next;
+ mes "[Ahrum]";
+ mes "Goodbye, my brother... Be King, and change this nation. You... You can make it...guk...";
+ next;
+ mes "[Ernst]";
+ mes "...Brother...Brother... Why... Why... How can your face look so satisfied? How...? Brother...";
+ next;
+ mes "[Ahrum]";
+ mes "Huhu...You don't need to know that. By the way, you kept your promise... You should be king... But if you are lost, and stray, I will come kill you at any time... from hell!!";
+ next;
+ mes "[Ernst]";
+ mes "I...I don't know! I don't know what's going on!";
+ next;
+ mes "[Ahrum]";
+ mes "You don't need to... What you have to know about is that there was a sacrifice from me. To make my death meaningful, you should be a good king. That's my conviction... That's it..guk..! Don't lose my words... gukkuk.";
+ next;
+ mes "[Ernst]";
+ mes "Idiot... Moron...";
+ next;
+ mes "[Ahrum]";
+ mes "Ahh... Appraiser, do you know what you have to do? Be mindful of your words. About what you saw, what you heard... You must not tell all of your experience to the inspector.";
+ next;
+ mes "[Ahrum]";
+ mes "Ern killed a villain here who bullied around.. I had no chance... He showed decisive action, and that will deserve him the right to be king...";
+ next;
+ mes "[Ahrum]";
+ mes "If you react wrongfully to this incident, my death will be worthless...kuk... Do you understand?";
+ next;
+ switch(select("... Okay I will follow your will...:......")) {
+ case 1:
+ mes "[" + strcharinfo(0) + "]";
+ mes "... Okay, I will follow your will. Don't worry...";
+ next;
+ break;
+ case 2:
+ mes "[" + strcharinfo(0) + "]";
+ mes "......";
+ next;
+ mes "[Ahrum]";
+ mes "Ignorance... is positive... It means... My bid... is successful...";
+ next;
+ break;
+ }
+ mes "[Ahrum]";
+ mes "Now... I can die... with peace... Thank... you very... much, both... of you.";
+ next;
+ mes "[Ernst]";
+ mes "Brother...";
+ next;
+ mes "[Ahrum]";
+ mes "Then, perpetually... Bye... Sorry ... now I can't go fishing.";
+ next;
+ mes "[Ernst]";
+ mes "B...bro?";
+ next;
+ mes "[Ahrum]";
+ mes "......";
+ next;
+ mes "[Ernst]";
+ mes "B... bro, brother!";
+ next;
+ mes "[Ahrum]";
+ mes "......";
+ next;
+ mes "[Ernst]";
+ mes "Brotherrrrrrrr!!!";
+ next;
+ set nkprince_eisen,15;
+ set nk_prince,7;
+ donpcevent "Prince#another_ern1::OnDisable";
+ changequest 10024,10025;
+ close2;
+ warp "prt_castle",318,273;
+ end;
+ }
+
+OnInit:
+ disablenpc "Prince#another_ern1";
+ end;
+
+OnEnable:
+ enablenpc "Prince#another_ern1";
+ end;
+
+OnDisable:
+ disablenpc "Prince#another_ern1";
+ end;
+}
+
+prt_castle,272,372,1 script Prince#eisen1 983,{
+ mes "[Ahrum]";
+ mes "Moron. You'll never be a king. All throughout your life... Don't you know it? Such a junk addict!!";
+ next;
+ mes "[Erich]";
+ mes "...I am not trying to be, but swear words don't make me feel very good. What's wrong with you all of a sudden?";
+ next;
+ mes "[Ahrum]";
+ mes "I am just fed up with you. Even a jerk like you is a candidate for king? I feel sick and nauseated about this king succession.";
+ next;
+ mes "[Erich]";
+ mes "Yeah, it's not that wrong. But I am the representative of the Nerious family. I cannot stand for your insults.";
+ next;
+ mes "[Erich]";
+ mes "Is your family aware of your crazy actions? You are ruining your name, and of your family.";
+ next;
+ mes "[Ahrum]";
+ mes "...! Yes... I give a crap. No... My existence too! Kukuku...hahahahaha!";
+ next;
+ mes "[Ahrum]";
+ mes "Yes, you and I are both disqualified! Hahahaha!! The freaking addict reveals the truth! Yes, hahahahahaha!!";
+ next;
+ mes "[Erich]";
+ mes "... Crazy jerk. Beat it. I don't want to talk with you anymore.";
+ next;
+ mes "[Ahrum]";
+ mes "Yes, I am going now. Family shame?!! Hahahaha... What is a family!! Kkkkkk!! Very interesting!";
+ next;
+ mes "-Ahrum, seems to be out of his mind, as he approaches the door-";
+ next;
+ mes "[Erich]";
+ mes "...Nuts.";
+ completequest 10020;
+ set .@er1,checkquest(10018);
+ set .@er2,checkquest(10019);
+ set .@er3,checkquest(10020);
+ set .@er4,checkquest(10021);
+ set .@er5,checkquest(10022);
+ if ((.@er1 + .@er2 + .@er3 + .@er4 + .@er5) == 10) {
+ setquest 10023;
+ set nkprince_eisen,11;
+ }
+ donpcevent "Prince#eisen1::OnDisable";
+ close;
+
+OnInit:
+ disablenpc "Prince#eisen1";
+ end;
+
+OnEnable:
+ enablenpc "Prince#eisen1";
+ end;
+
+OnDisable:
+ disablenpc "Prince#eisen1";
+ end;
+}
+
+prt_castle,336,202,7 script Prince#eisen2 983,{
+ mes "[Urugen]";
+ mes "What did you say? Ahrum?";
+ mes "Hey! What did you just say to me? Ahrum?!";
+ next;
+ mes "[Ahrum]";
+ mes "I can say it a zillion times! Urugen, you are not beautiful at all! Not even a bit! In fact, your look is very ugly and obscene!";
+ next;
+ mes "[Urugen]";
+ mes "That's very rude! How could a dirty germ like you talk like that to me!";
+ mes "you like germ can talk like that";
+ mes "to me!";
+ next;
+ mes "[Ahrum]";
+ mes "Dirty? Yes, I am. I am dirty. But it is not a problem of mine. Everything is dirty! I cannot stand it anymore!";
+ next;
+ mes "[Urugen]";
+ mes "Hm! I can agree with your words, the world is obscene, but you cannot bring me down to that level! I cannot forgive your words! Never, ever!";
+ next;
+ mes "[Ahrum]";
+ mes "What if you can't forgive me? What shall you do? That's good. Are you gonna kill me? Will you kill me? Kill me? Haha? You are being called beautiful only when calling yourself!";
+ next;
+ mes "[Urugen]";
+ mes "Akk! I cannot stand this! Such low behavior and words ...? You are no prince. I don't want to face you anymore! Get out of here!";
+ next;
+ mes "[Ahrum]";
+ mes "You don't have enough quality. You don't have belief to eliminate evil. By will, you are rubbish. I don't want to be with rubbish either! Stay in your world forever and never come out of it!";
+ next;
+ mes "-Ahrum strides out of the room, grumbling...-";
+ next;
+ mes "[Urugen]";
+ mes "...You are so low. I misjudged you. You are not of the few that have an artistic view. I totally saw you the wrong way.";
+ completequest 10021;
+ set .@er1,checkquest(10018);
+ set .@er2,checkquest(10019);
+ set .@er3,checkquest(10020);
+ set .@er4,checkquest(10021);
+ set .@er5,checkquest(10022);
+ if ((.@er1 + .@er2 + .@er3 + .@er4 + .@er5) == 10) {
+ setquest 10023;
+ set nkprince_eisen,11;
+ }
+ donpcevent "Prince#eisen2::OnDisable";
+ close;
+
+OnInit:
+ disablenpc "Prince#eisen2";
+ end;
+
+OnEnable:
+ enablenpc "Prince#eisen2";
+ end;
+
+OnDisable:
+ disablenpc "Prince#eisen2";
+ end;
+}
+
+prt_castle,286,201,7 script Prince#eisen3 983,{
+ mes "[Ahrum]";
+ mes "Military maniac! Jerk! Do you think power can solve everything? In all situations, do you think people can live peacefully?!";
+ next;
+ mes "[Helmut]";
+ mes "You are fully violent now.";
+ mes "By your theory, you are also not eligible for the king's quality!";
+ next;
+ mes "[Ahrum]";
+ mes "Yes, you talk well. Bah!";
+ mes "I don't have quality!!";
+ mes "But you are worse than me! King candidate?? You are just a war monger!";
+ next;
+ mes "[Helmut]";
+ mes "You have come here to offend me? Do you think you can beat me, Eigen Ahrum?!";
+ next;
+ mes "[Ahrum]";
+ mes "Fight? That's so rubbish. I don't care for it. I just came here to shoot what I want to say to you. I don't even feel like fighting with you. I am leaving!";
+ next;
+ mes "[Helmut]";
+ mes "Hold on, coward! Are you fleeing now?! Such a coward! Let's finish our battle!";
+ next;
+ mes "[Ahrum]";
+ mes "Coward.. that's a very nice word. Yes, I am. I am leaving. Ta-tah! You are worse than a bad coward...like me! Bye-bye war monger!";
+ next;
+ mes "-Ahrum grins with a vague feeling towards an irritated Helmut, and leaves the room.-";
+ next;
+ mes "[Helmut]";
+ mes "That is... such a villain!!!";
+ completequest 10022;
+ set .@er1,checkquest(10018);
+ set .@er2,checkquest(10019);
+ set .@er3,checkquest(10020);
+ set .@er4,checkquest(10021);
+ set .@er5,checkquest(10022);
+ if ((.@er1 + .@er2 + .@er3 + .@er4 + .@er5) == 10) {
+ setquest 10023;
+ set nkprince_eisen,11;
+ }
+ donpcevent "Prince#eisen3::OnDisable";
+ close;
+
+OnInit:
+ disablenpc "Prince#eisen3";
+ end;
+
+OnEnable:
+ enablenpc "Prince#eisen3";
+ end;
+
+OnDisable:
+ disablenpc "Prince#eisen3";
+ end;
+}
+
+prt_castle,388,205,6 script Prince#eisen4 983,{
+ mes "[Ahrum]";
+ mes "You always care about gambling. But, why don't you care about your surrondings first, eh? Young master of Richard?";
+ next;
+ mes "[Poe]";
+ mes "Why are you teasing me, now? At least I feel I have dice with higher numbers than you... You don't think so?";
+ next;
+ mes "[Ahrum]";
+ mes "Posh! You keep talking about dice. Listen. You can feel that I roll lower numbers of dice than you... But you have already failed before the roll of your dice! Do you know that?!";
+ next;
+ mes "[Poe]";
+ mes "What are you talking about? I can't get you. I've lost to whom? I don't know why you are talking like that.";
+ next;
+ mes "[Ahrum]";
+ mes "You can't know it! So what?! If you know, what can you do? You have too much pride over everything. Do you think you can foster a deeply rotten tree, to become a healthy tree?!";
+ next;
+ mes "[Poe]";
+ mes "If you want to say something, you have to say it clearly. Are you announcing a loss and defeat? Is my luck so dreadful, Eigen Ahrum?";
+ next;
+ mes "[Ahrum]";
+ mes "Yes, I announce my defeat. But it is not to you. You are a loser like me. Before getting into important business, you are ruined by an environmental element.";
+ next;
+ mes "[Poe]";
+ mes "...What the hell are you talking about? Environment? I totally don't get you. It is never clear.";
+ next;
+ mes "[Ahrum]";
+ mes "You'd better not understand it. If you know this, you will lose your health. Don't care for it... for the rest of your life!!";
+ next;
+ mes "[Poe]";
+ mes "Ho- hold! Look, Ahrum!";
+ mes "Hold on! Eigen Ahrum! Hey!";
+ next;
+ mes "-Ahrum totally neglects the";
+ mes "voice calling him and leaves the room, with a lonely countenance.-";
+ next;
+ mes "[Poe]";
+ mes "What... What. It's not fun.";
+ mes "I totally couldn't get him.";
+ completequest 10018;
+ set .@er1,checkquest(10018);
+ set .@er2,checkquest(10019);
+ set .@er3,checkquest(10020);
+ set .@er4,checkquest(10021);
+ set .@er5,checkquest(10022);
+ if ((.@er1 + .@er2 + .@er3 + .@er4 + .@er5) == 10) {
+ setquest 10023;
+ set nkprince_eisen,11;
+ }
+ donpcevent "Prince#eisen4::OnDisable";
+ close;
+
+OnInit:
+ disablenpc "Prince#eisen4";
+ end;
+
+OnEnable:
+ enablenpc "Prince#eisen4";
+ end;
+
+OnDisable:
+ disablenpc "Prince#eisen4";
+ end;
+}
+
+prt_castle,364,372,1 script Prince#eisen5 983,{
+ mes "[Ahrum]";
+ mes "Peter, what will you do if your work doesn't mean anything?";
+ next;
+ mes "[Peter]";
+ mes "...I don't know what you are talking about, but meaningless things do not exist. I don't think you know about that.";
+ next;
+ mes "[Ahrum]";
+ mes "Buzzzz. You are wrong. There is a thing that is meaningless itself. Clearly speaking, the action becomes meaningless without knowing its meaning...";
+ next;
+ mes "[Peter]";
+ mes "Are you trying to explain... clearly? It's getting more complicated. What exactly do you want to say? Let me get it directly.";
+ next;
+ mes "[Ahrum]";
+ mes "...Whatever I do or do not do, I am just being manipulated by some thing. To make it worse, I hurt others as I am in that some thing only.";
+ next;
+ mes "[Peter]";
+ mes "......";
+ next;
+ mes "[Ahrum]";
+ mes "The worst thing is, I feel I just become timid with knowing and understanding the some thing itself..";
+ next;
+ mes "[Ahrum]";
+ mes "But it is the same with you. If you really want to express gratitude towards the girl, you should have visited her in person. You couldn't do it, could you?";
+ next;
+ mes "[Peter]";
+ mes "...Ahrum, what's wrong with you? You are not the Ahrum I know. What's made you like this?";
+ next;
+ mes "[Ahrum]";
+ mes "Hmph..The some thing. Nothing. It's meaningless. Reality, that's all. It was nice talking to you. Bye-bye, and live like what you used to live like, ever after.";
+ next;
+ mes "[Peter]";
+ mes "......Eigen Ahrum. You...";
+ next;
+ mes "-Ahrum shows a gloomy facial expression and leaves the room.-";
+ next;
+ mes "[Peter]";
+ mes "......";
+ completequest 10019;
+ set .@er1,checkquest(10018);
+ set .@er2,checkquest(10019);
+ set .@er3,checkquest(10020);
+ set .@er4,checkquest(10021);
+ set .@er5,checkquest(10022);
+ if ((.@er1 + .@er2 + .@er3 + .@er4 + .@er5) == 10) {
+ setquest 10023;
+ set nkprince_eisen,11;
+ }
+ donpcevent "Prince#eisen5::OnDisable";
+ close;
+
+OnInit:
+ disablenpc "Prince#eisen5";
+ end;
+
+OnEnable:
+ enablenpc "Prince#eisen5";
+ end;
+
+OnDisable:
+ disablenpc "Prince#eisen5";
+ end;
+}
+
+prt_castle,368,310,1 script Prince#eisen6 983,{
+ mes "[Ernst]";
+ mes "Bro, tell me again. You just said something?";
+ next;
+ mes "[Ahrum]";
+ mes "Ok. Let me tell you. This Rune-Midgarts is rubbish. You and I struggle in the dump of trash, and we are all same with it, even if it cannot be recycled.";
+ next;
+ mes "[Ernst]";
+ mes "Brother, what's wrong? Are you insane?";
+ next;
+ mes "[Ahrum]";
+ mes "Insane? I am fully sane....J.m...I am just fed up with this disgusting reality, my lovely brother.";
+ next;
+ mes "[Ernst]";
+ mes "Reality? What reality? What did you perceive? You are not like as you are. I totally can't help you!";
+ next;
+ mes "[Ahrum]";
+ mes "I am as I usually am, Ernst. Just, reality is dirty, and I realized that I am trapped in the crap. I can't get out of here.";
+ next;
+ mes "[Ernst]";
+ mes "Liar! You always told me that you have possibilities in your book! You always behaved proudly!";
+ next;
+ mes "[Ahrum]";
+ mes "Shut up.";
+ next;
+ mes "[Ernst]";
+ mes "It's dirty and not good. That's why we should correct it. We already know about this situation, but why do you act like this!!";
+ next;
+ mes "[Ahrum]";
+ mes "...I told you, don't make noise!";
+ next;
+ mes "[Ernst]";
+ mes "No. Corruption is mutually agreed, and you brought me here, and because of your presence, I can depend on you!";
+ next;
+ mes "[Ahrum]";
+ mes "Shut up Shut up!!!!!!!!!!!!";
+ next;
+ mes "[Ernst]";
+ mes "......!";
+ next;
+ mes "[Ahrum]";
+ mes "Meaningless actions cannot be welcomed! Being manipulated by dirt is disgusting. I was ignorant, I felt that I acted by my will, but now I realize I was manipulated!";
+ next;
+ mes "[Ahrum]";
+ mes "King?! What's that for?! That's nothing! Even if we make a new world, nothing is changed!! We are like in a play. A picture is someone's intention... only drawn!! Right?!";
+ next;
+ mes "[Ernst]";
+ mes "What are you talking about? I totally can't understand! Are you saying you are not in the status quo? Yes? What the heck are you talking about!";
+ next;
+ mes "[Ahrum]";
+ mes "Shut up! Without knowing anything, you don't know when you can be killed. You don't get me yet.... ah...! You need to not know this!";
+ next;
+ mes "[Ernst]";
+ mes "Br...Brother, will you keep insisting on this? Our relationship is this short?";
+ next;
+ mes "[Ahrum]";
+ mes "Shut up! If you are not contented, you can kill me as we promised! You... me... me...!! I don't wanna talk about it any more, I am going back to my room!";
+ next;
+ mes "[Ernst]";
+ mes "Ah. Hold on a moment Brother! Ahrum!";
+ next;
+ mes "[Ahrum]";
+ mes "I... don't know! King... you!";
+ next;
+ mes "-Ahrum blushes";
+ mes "and leaves the room. He seems to be utterly fatigued.-";
+ next;
+ mes "[Ernst]";
+ mes "Ahrum... Ahrum...";
+ changequest 10023,10024;
+ set nkprince_eisen,13;
+ donpcevent "Prince#eisen6::OnDisable";
+ close;
+
+OnInit:
+ disablenpc "Prince#eisen6";
+ end;
+
+OnEnable:
+ enablenpc "Prince#eisen6";
+ end;
+
+OnDisable:
+ disablenpc "Prince#eisen6";
+ end;
+}
+
+prt_castle,318,276,0 script #eisen 45,1,1,{
+OnTouch:
+ if ((nkprince_eisen == 4) || (nkprince_eisen == 5)) {
+ donpcevent "Prince#another_ern::OnEnable";
+ set nkprince_eisen,5;
+ warp "prt_castle",318,368;
+ }
+ else if ((nkprince_eisen == 9) || (nkprince_eisen == 10) || (nkprince_eisen == 11) || (nkprince_eisen == 12)) {
+ set .@armkoe,rand(1,4);
+ if (.@armkoe == 1) {
+ mes "-You can hear Ahrum's voice";
+ mes "before going into his room";
+ mes "It's coming from inside.-";
+ next;
+ mes "[Ahrum]";
+ mes "I cannot have that qualification. I was raised in such a dirty place. I was so ignorant!";
+ next;
+ mes "[Ahrum]";
+ mes "What's the capacity of a king? And what is clean politics...? Ahhhhhhhhhhh!!";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "......";
+ close2;
+ }
+ else if (.@armkoe == 2) {
+ mes "-You can hear Ahrum's voice";
+ mes "before going into his room";
+ mes "It's coming from inside.-";
+ next;
+ mes "[Ahrum]";
+ mes "Proud family?... Famous...";
+ mes "Birth?... King's family? ...What's all that about?";
+ next;
+ mes "[Ahrum]";
+ mes "To brother Ernst, from my family. It's sin. And I am a part of the sin. As a part of the family. Family's sin. Equal to my sin.";
+ next;
+ mes "[Ahrum]";
+ mes "I cannot... cover it anymore... Ern... I hope even you...";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "......";
+ close2;
+ }
+ else if (.@armkoe == 3) {
+ mes "-You can hear Ahrum's voice";
+ mes "before going into his room";
+ mes "It's coming from inside.-";
+ next;
+ mes "[Ahrum]";
+ mes "In the end, I am just being used... I make the most of my exertions and become the lead. That's all a part of the scenario...";
+ next;
+ mes "[Ahrum]";
+ mes "Damn it! Damn...!!";
+ mes "I cannot accept it. Never. Never!";
+ next;
+ mes "[Ahrum]";
+ mes "My ancestor ^FF0000Schmidt^000000... What shall you do with this situation? No...were you just used like me... by others?";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "......";
+ close2;
+ }
+ else if (.@armkoe == 4) {
+ mes "- I could hear Ahrum's voice ";
+ mes "before getting into his room";
+ mes "It was coming from inside.-";
+ next;
+ mes "[Ahrum]";
+ mes "No, it's no good... No... In this phase, I will be the king. I shouldn't be the king... Ern... You should not forget the meaning of a real king.";
+ next;
+ mes "[Ahrum]";
+ mes "For the real king's appearance... I am going tonight.... to darkness for you. ...Ahhhhhhhh!!!";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "......";
+ close2;
+ }
+ warp "prt_castle",318,368;
+ }
+ else if (nkprince_eisen == 13) {
+ donpcevent "Prince#another_ern::OnEnable";
+ warp "prt_castle",318,368;
+ }
+ else if (nkprince_eisen == 15) {
+ warp "prt_castle",318,309;
+ }
+ else {
+ warp "prt_castle",318,368;
+ }
+ end;
+}
+
+prt_castle,336,276,0 script #ern 45,1,1,{
+OnTouch:
+ if (checkquest(10023) == 1) {
+ donpcevent "Prince#eisen6::OnEnable";
+ }
+ warp "prt_castle",368,308;
+ end;
+}
+
+prt_castle,300,276,0 script #erich 45,1,1,{
+OnTouch:
+ if (checkquest(10020) == 1) {
+ donpcevent "Prince#eisen1::OnEnable";
+ }
+ warp "prt_castle",274,368;
+ end;
+}
+
+prt_castle,330,271,0 script #helmut 45,1,1,{
+OnTouch:
+ if (checkquest(10022) == 1) {
+ donpcevent "Prince#eisen3::OnEnable";
+ }
+ warp "prt_castle",290,208;
+ end;
+}
+
+prt_castle,348,271,0 script #poe 45,1,1,{
+OnTouch:
+ if (checkquest(10018) == 1) {
+ donpcevent "Prince#eisen4::OnEnable";
+ }
+ warp "prt_castle",390,208;
+ end;
+}
+
+prt_castle,354,276,0 script #peter 45,1,1,{
+OnTouch:;
+ if (checkquest(10019) == 1) {
+ donpcevent "Prince#eisen5::OnEnable";
+ }
+ warp "prt_castle",366,368;
+ end;
+}
+
+prt_castle,310,271,0 script #urgen 45,1,1,{
+OnTouch:
+ if (checkquest(10021) == 1) {
+ donpcevent "Prince#eisen2::OnEnable";
+ }
+ warp "prt_castle",340,208;
+ end;
+}
+
+prt_castle,317,364,0 warp #eisen2 1,1,prt_castle,318,273
+prt_castle,317,304,0 warp eisen22 1,1,prt_castle,318,273
+prt_castle,367,304,0 warp #ern2 1,1,prt_castle,336,273
+prt_castle,273,364,0 warp #erich2 1,1,prt_castle,300,273
+prt_castle,289,213,0 warp #helmut2 1,1,prt_castle,330,274
+prt_castle,389,213,0 warp #poe2 1,1,prt_castle,348,274
+prt_castle,365,364,0 warp #peter2 1,1,prt_castle,354,273
+prt_castle,340,213,0 warp #urgen2 1,1,prt_castle,310,274
+prt_castle,163,312,0 warp #class2 1,1,prt_castle,221,343
+prt_castle,221,347,0 warp #class 1,1,prt_castle,163,316
+prt_castle,225,338,0 warp #room11 1,1,prt_castle,275,283
+prt_castle,273,284,0 warp #room21 1,1,prt_castle,221,338
+prt_castle,225,318,0 warp #room12 1,1,prt_castle,276,263
+prt_castle,273,264,0 warp #room22 1,1,prt_castle,221,318
+prt_castle,221,308,0 warp #princeout 1,1,prt_castle,176,167
+
+prt_castle,176,170,5 script Guard#princein 105,{
+ if (nk_prince > 4) {
+ mes "[Guard of a strange place]";
+ mes "You can go to the room where princes gather, through the hidden door. For security reasons, it is totally guarded and hidden.";
+ next;
+ mes "[Guard of a strange place]";
+ mes "Let me open the door.";
+ close2;
+ warp "prt_castle",220,312;
+ end;
+ }
+ else {
+ mes "[Guard of a strange place]";
+ mes "I just came here to rest. For location information, you can ask it of others.";
+ close;
+ }
+}
+
+prt_castle,121,168,0 script #arm 111,4,4,{
+//OnTouch2:
+OnTouch:
+ if (nk_prince == 8) {
+ mes "[" + strcharinfo(0) + "]";
+ mes "..............";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Milk is all spilt.";
+ mes "Just forget about it.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Who is going to have the throne instead of him?";
+ next;
+ set nk_prince,9;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Oh no...";
+ close;
+ }
+}
+
+prt_castle,316,313,0 script #arm1 111,3,3,{
+//OnTouch2:
+OnTouch:
+ if (nkprince_eisen > 14) {
+ mes "[" + strcharinfo(0) + "]";
+ mes "..............";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "What thoughts did he have, and how did he decide to become King in this room?";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "What situation...";
+ mes "pulled him back to an irreparable place?";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "I can't ask him anymore, and there are no clues left. Just what's left is...";
+ next;
+ mes "[Ahrum]";
+ mes "~~If you react wrongfully to this incident, my death will be worthless...kuk... Do you understand?~~";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "..............";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "...Keeping silent for him.";
+ mes "Taking the burden that he left... all throughout my life.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "...Rest in peace.";
+ close;
+ }
+ end;
+}
diff --git a/npc/pre-re/quests/quests_moscovia.txt b/npc/pre-re/quests/quests_moscovia.txt
new file mode 100644
index 000000000..bc8f97a9a
--- /dev/null
+++ b/npc/pre-re/quests/quests_moscovia.txt
@@ -0,0 +1,16550 @@
+//===== rAthena Script =======================================
+//= Moscovia Quests
+//===== By: ==================================================
+//= Kisuka
+//===== Current Version: =====================================
+//= 1.9
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= Quests for Moscovia.
+//= The Moving Island, Help Mikhail, Acorn Exchange,
+//= Banish Winter, Shafka Hat, Koshei the Immortal.
+//===== Additional Comments: =================================
+//= 1.0 First version. [Kisuka]
+//= 1.1 Small fixes on The Moving Island. [Kisuka]
+//= 1.2 Fixed a "player not attached" error. [brianluau]
+//= 1.3 Replaced occurrences of PcName. [brianluau]
+//= 1.4 Added 'Koshei the Immortal' quest. [Kisuka]
+//= 1.5 Fixes to 'Koshei the Immortal' quest. [Kisuka]
+//= 1.6 Added 'tides' to Ibanoff & Fixed time check for Marozka. [Kisuka]
+//= 1.7 Fixes on donpcevents and fixed some left over aegis stuff. [Kisuka]
+//= 1.8 Fixed some condition checks. [Gepard]
+//= 1.9 Corrected NPC counting mobs for the wrong NPC. (bugreport:4736) [L0ne_W0lf]
+//============================================================
+
+//============================================================================
+// The Moving Island
+//============================================================================
+
+//----------------------------------------------------------------------------
+// Berbayeff - Starting Point
+//----------------------------------------------------------------------------
+moscovia,171,71,3 script Berbayeff#npc 968,{
+ if (mos_whale_edq < 1) {
+ emotion e_an;
+ mes "[Berbayeff]";
+ mes "This..and..that...";
+ mes "All guys...are distrustful.";
+ mes "Makes me a braggart.";
+ next;
+ select("Do you have a problem?");
+ mes "[Berbayeff]";
+ mes "I haven't seen you before.";
+ mes "Are you a traveler?";
+ mes "If so, then you may have";
+ mes "seen many marvelous things";
+ mes "from near and far.";
+ next;
+ mes "[Berbayeff]";
+ mes "I'm sure you'll probably";
+ mes "be interested in my story.";
+ mes "All the villagers are blockheads,";
+ mes "so they treat me like an idiot.";
+ next;
+ if(select("I'm not interested in any story.:Tell me.") == 1) {
+ mes "[Berbayeff]";
+ mes "Indeed... You are not interested...";
+ mes "That's ok.";
+ next;
+ mes "[Berbayeff]";
+ mes "If you change your mind,";
+ mes "you can talk to me whenever.";
+ close;
+ }
+ emotion e_no1;
+ mes "[Berbayeff]";
+ mes "Good, I have been thinking that";
+ mes "I would tell you this story from the start.";
+ next;
+ mes "[Berbayeff]";
+ mes "You seem to have spent";
+ mes "only a few days here.";
+ mes "Have you ever heard";
+ mes "about The Moving Island?";
+ next;
+ mes "[Berbayeff]";
+ mes "In Moscovia,";
+ mes "a story is handed down";
+ mes "from the ancients, like legends.";
+ next;
+ mes "[Berbayeff]";
+ mes "It is said that";
+ mes "there is an island";
+ mes "which sometimes moves,";
+ mes "not far out at sea.";
+ next;
+ mes "[Berbayeff]";
+ mes "But, nobody has seen";
+ mes "the island before.";
+ mes "So, few people have";
+ mes "believed the legend.";
+ next;
+ mes "[Berbayeff]";
+ mes "Actually, I thought that";
+ mes "it might be a kind of";
+ mes "old story... nothing more.";
+ mes "But then... I saw...";
+ next;
+ mes "[Berbayeff]";
+ mes "Actually, I thought that";
+ mes "it might be a kind of";
+ mes "old story... nothing more.";
+ mes "But then... I saw...";
+ mes "The Moving Island!!!";
+ next;
+ mes "[Berbayeff]";
+ mes "Surprised? Right...";
+ mes "It is so surprising.";
+ mes "Frankly, you don't believe";
+ mes "any of this story either.";
+ next;
+ mes "[Berbayeff]";
+ mes "I saw the island";
+ mes "from the middle of";
+ mes "the village's south shore.";
+ next;
+ mes "[Berbayeff]";
+ mes "At first, I doubted my eyes.";
+ mes "I have never heard that that island";
+ mes "really existed here, even though I";
+ mes "have lived here all my life!";
+ next;
+ mes "[Berbayeff]";
+ mes "I tried to go up";
+ mes "to look at it from";
+ mes "higher ground, but";
+ mes "the island receded";
+ mes "and disappeared...";
+ mes "back to the sea.";
+ next;
+ select("The island doesn't appear anymore?");
+ mes "[Berbayeff]";
+ mes "If it does,";
+ mes "one might just think";
+ mes "that they've looked";
+ mes "at an apparition.";
+ next;
+ mes "[Berbayeff]";
+ mes "But a few nights ago...";
+ mes "Finally, the island appeared";
+ mes "in front of me again,";
+ mes "while I was driving my ship to go home.";
+ next;
+ mes "[Berbayeff]";
+ mes "At that time, I tried to";
+ mes "get near the island again,";
+ mes "slowly, but it disappeared...";
+ mes "beyond the sea once more.";
+ next;
+ mes "[Berbayeff]";
+ mes "It was then, I couldn't help";
+ mes "to finally believe";
+ mes "in the existence of";
+ mes "The Moving Island!";
+ next;
+ mes "[Berbayeff]";
+ mes "Surely, this must be";
+ mes "a great discovery!";
+ mes "Don't you think??";
+ mes "Doesn't your heart shout out in";
+ mes "hopes of adventuring out to the island?";
+ next;
+ mes "[Berbayeff]";
+ mes "I haven't given up yet!";
+ mes "Certainly, it'll appear again";
+ mes "right in front of us!";
+ next;
+ mes "[Berbayeff]";
+ mes "And on that day,";
+ mes "I'll definitely go up to that";
+ mes "island... and verify it with my own eyes!";
+ set mos_whale_edq,1;
+ close;
+ }
+ else if (mos_whale_edq == 1) {
+ set .@speak,rand(1,5);
+ if (.@speak > 0 || .@speak < 3) {
+ mes "[Berbayeff]";
+ mes "Clearly, I want to prove";
+ mes "the existence of that island to everyone...";
+ next;
+ mes "[Berbayeff]";
+ mes "If the island appears again,";
+ mes "I should certify its identity.";
+ mes "Would you like to try it?";
+ close;
+ }
+ else if (.@speak > 2 || .@speak < 6) {
+ mes "[Berbayeff]";
+ mes "The best way to find the";
+ mes "island is by direct contact";
+ mes "with a ship in the sea.";
+ next;
+ mes "[Berbayeff]";
+ mes "Me?";
+ mes "Of course I have a ship.";
+ mes "I am a fisherman after all...";
+ next;
+ mes "[Berbayeff]";
+ mes "Ah, you do? You need...";
+ mes "a ship? Hm...too bad.";
+ mes "I can't lend my ship to you...";
+ next;
+ mes "[Berbayeff]";
+ mes "But maybe Mr. Ibanoff";
+ mes "can lend his ship to you";
+ mes "He likes going around";
+ mes "adventuring like me.";
+ mes "He seems to enjoy his youth...";
+ next;
+ mes "[Berbayeff]";
+ mes "Mr. Ibanoff also traveled and";
+ mes "adventured all over the world";
+ mes "like you, so he might understand";
+ mes "your sentiments well.";
+ next;
+ mes "[Berbayeff]";
+ mes "If you want to find the island";
+ mes "by ship, go to Mr. Ibanoff";
+ mes "and ask for a favor.";
+ close;
+ }
+ else {
+ mes "um...What a beautiful day?";
+ mes "Hahahahahaha...";
+ close;
+ }
+ }
+ else if (mos_whale_edq > 12 && mos_whale_edq < 42) {
+ emotion e_omg;
+ mes "[Berbayeff]";
+ mes "Are you serious? Did you say";
+ mes "you've found The Moving Island?";
+ next;
+ emotion e_no1;
+ mes "[Berbayeff]";
+ mes "The legend is true!!";
+ mes "I was right, wasn't I?";
+ mes "You must be a great adventurer.";
+ close;
+ }else{
+ mes "[Berbayeff]";
+ mes "Welcome to Moscovia.";
+ mes "What's your impression thus far?";
+ mes "Looks gorgeous, huh?";
+ next;
+ mes "[Berbayeff]";
+ mes "Most travelers and strangers";
+ mes "like our village.";
+ mes "I want you to visit places here and";
+ mes "there. You'll probably love this town.";
+ close;
+ }
+}
+
+//----------------------------------------------------------------------------
+// Bulletin Board - List Tide Times
+//----------------------------------------------------------------------------
+moscovia,135,52,0 script Bulletin Board#npc 837,{
+ mes "[Charabel Schedule]";
+ mes "NOTICE, due to the varying";
+ mes "tides here in Moscovia,";
+ mes "the charabel can only";
+ mes "depart when the tide is low.";
+ next;
+ mes "[Charabel Schedule]";
+ mes "The Charabel can depart";
+ mes "between the following times:";
+ mes "^0000FF12:00am PST^000000 to ^0000FF3:00am PST";
+ mes "^0000FF6:00am PST^000000 to ^0000FF9:00am PST";
+ mes "^0000FF12:00pm PST^000000 to ^0000FF3:00pm PST";
+ mes "^0000FF6:00pm PST^000000 to ^0000FF9:00pm PST";
+ close;
+}
+
+//----------------------------------------------------------------------------
+// Mr. Ibanoff - Docks
+//----------------------------------------------------------------------------
+moscovia,135,49,5 script Mr. Ibanoff#npc 964,{
+ if (mos_whale_edq == 1 || mos_whale_edq == 2) {
+ mes "["+strcharinfo(0)+"]";
+ mes "Hello. Are you Mr. Ibanoff?";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Yes. I am Mr. Ibanoff.";
+ mes "What's up?";
+ next;
+ if(select("Tell me an adventure story.:Lend me your ship.") == 1) {
+ mes "[Mr. Ibanoff]";
+ mes "You are an adventurer, right?";
+ mes "You come from a strange land?";
+ mes "Well, well, well...";
+ mes "You are welcome here.";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "When I adventured around";
+ mes "Rune Midgarts, maybe it was";
+ mes "well before you were born.";
+ mes "Ah... I miss those days...";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Now, I'm so tired;";
+ mes "my body and my heart.";
+ mes "I get reminded of fond";
+ mes "memories just by looking at the sea...";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Um... Stories...";
+ mes "What to talk about first?";
+ mes "Right, I'll talk about that time I";
+ mes "fought against a huge flock of Porings...";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Hahaha...";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "You'll be happy that you";
+ mes "listened to the adventure story.";
+ mes "Well, well, well...";
+ mes "When I was 24 years old...";
+ mes "My colleagues and I were passing by";
+ mes "a forest near Payon...";
+ next;
+ mes "when...";
+ next;
+ mes "and....";
+ next;
+ mes "then.....";
+ next;
+ mes "Finally......";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "I did a very good";
+ mes "job in the fight, so";
+ mes "my colleagues and I were";
+ mes "able to get back safely.";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "What did you think?";
+ mes "Next... Let's talk about";
+ mes "the haunting of a Goblin mob...!";
+ next;
+ if(select("I'll listen next time...:Interesting. Keep talking.") == 1) {
+ mes "[Mr. Ibanoff]";
+ mes "If not...Ooo, I can just";
+ mes "keep going and going...";
+ mes "No? Too bad... Hehe...";
+ mes "Let's talk next time.";
+ close;
+ }
+ mes "[Mr. Ibanoff]";
+ mes "Yeah? Ohohoh... my friend,";
+ mes "we are in sync with each other...!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Ok, this time I'll talk";
+ mes "about the bloody fight at the";
+ mes "haunting of a Goblin mob...";
+ next;
+ mes "You see...";
+ next;
+ mes "and....";
+ next;
+ mes "also.....";
+ next;
+ mes "Lastly......";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "So, the day's great bloody";
+ mes "fight was over like that...";
+ mes "Ohwee...";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Hah! You are the first";
+ mes "to listen carefully to";
+ mes "my stories, for a long time.";
+ mes "Feels so good...";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "You absolutely have talent,";
+ mes "as a great adventurer.";
+ mes "You can become a good friend to me.";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Next time, we talk about your";
+ mes "adventure story... eh? ~";
+ mes "If you ever need anything,";
+ mes "come talk to me whenever, hahaha!";
+ set mos_whale_edq,2;
+ close;
+ }
+ if (mos_whale_edq == 2) {
+ mes "[Mr. Ibanoff]";
+ mes "Ah! The good listener!";
+ mes "What will you do if you";
+ mes "borrow my ship? I wonder...";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I'm going to adventure out";
+ mes "to sea, to find a moving";
+ mes "island which has brought";
+ mes "many a legend to this neighboring village.";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "The Moving Island?";
+ mes "I have never seen that really...";
+ mes "You are young! Hawhawhaw!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "I hope that you find";
+ mes "the island without fail,";
+ mes "and that you bring back";
+ mes "surprising news to us!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Let it be so!";
+ mes "First, I should check";
+ mes "the state of the ship...";
+ mes "You have some work to do,";
+ mes "if you want to help me.";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "She has not floated";
+ mes "for a long time,";
+ mes "so we should check";
+ mes "and repair the parts";
+ mes "that power her up.";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Preparing the tools for repairs, in";
+ mes "this place, takes several days...";
+ mes "if you can possibly prepare them.";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "The materials needed are:";
+ mes "^0000FFStrange Steel Piece 10, Rusty Screw 10, Flexible Tube 5, Jubilee 10^000000.";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "When you've prepared all the";
+ mes "materials, bring them to me. I'll";
+ mes "repair the ship.";
+ set mos_whale_edq,3;
+ close;
+ }else{
+ emotion e_ag;
+ mes "[Mr. Ibanoff]";
+ mes "You want to borrow";
+ mes "my ship so spontaneously??";
+ mes "I don't even know you!!";
+ mes "You are more rude than you look.";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "I don't know, how you know";
+ mes "that I have a ship...";
+ mes "Anyway, I can't lend my ship";
+ mes "willingly to strangers.";
+ close;
+ }
+ }
+ else if (mos_whale_edq == 3) {
+ mes "[Mr. Ibanoff]";
+ mes "Did you bring all the materials?";
+ mes "If we have all the materials,";
+ mes "we can prepare for departure!";
+ next;
+ if (countitem(7167) > 9 && countitem(7317) > 9 && countitem(7325) > 4 && countitem(7312) > 9) {
+ mes "[Mr. Ibanoff]";
+ mes "Oh! You got the all materials.";
+ mes "It's enough.";
+ next;
+ delitem 7167,10; //Mystery_Iron_Bit
+ delitem 7317,10; //Screw
+ delitem 7325,5; //Tube
+ delitem 7312,10; //Jubilee
+ set mos_whale_edq,4;
+ mes "[Mr. Ibanoff]";
+ mes "Okay, we are at the ready.";
+ mes "When would you like to depart?";
+ mes "I'll say one thing...";
+ mes "It's difficult to keep this";
+ mes "ship afloat after the sun has set.";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "In these neighboring waters,";
+ mes "there are many raging waves.";
+ mes "After the sun sets, the tide does";
+ mes "not get any easier... even for an";
+ mes "expert seaman.";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Remember, the poor condition of";
+ mes "this ship also factors when";
+ mes "attempting to plow through the";
+ mes "raging waves.";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "If you are ready to depart, talk to";
+ mes "me before the sun sets.";
+ close;
+ }else{
+ mes "[Mr. Ibanoff]";
+ mes "These materials are insufficient.";
+ mes "Perhaps you forgot some of them?";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "The materials needed are:";
+ mes "^0000FFStrange Steel Piece 10, Rusty Screw 10, Flexible Tube 5, Jubilee 10^000000.";
+ close;
+ }
+ }
+ else if (mos_whale_edq == 4) {
+ mes "[Mr. Ibanoff]";
+ mes "Oh. Are you ready to depart?";
+ mes "Good, let's see...";
+ next;
+ if (gettime(3) >= 0 && gettime(3) < 3) {
+ mes "[Mr. Ibanoff]";
+ mes "Hmm. It's not a bad time.";
+ mes "We should hurry up";
+ mes "while the tides are low.";
+ mes "The ship is prepared already";
+ mes "at a dock nearby, so we can depart";
+ mes "right away.";
+ close2;
+ warp "mosk_ship",94,110;
+ end;
+ }
+ else if (gettime(3) >= 6 && gettime(3) < 9) {
+ mes "[Mr. Ibanoff]";
+ mes "Hmm. It's not a bad time.";
+ mes "We should hurry up";
+ mes "while the tides are low.";
+ mes "The ship is prepared already";
+ mes "at a dock nearby, so we can depart";
+ mes "right away.";
+ close2;
+ warp "mosk_ship",94,110;
+ end;
+ }
+ else if (gettime(3) >= 12 && gettime(3) < 15) {
+ mes "[Mr. Ibanoff]";
+ mes "Hmm. It's not a bad time.";
+ mes "We should hurry up";
+ mes "while the tides are low.";
+ mes "The ship is prepared already";
+ mes "at a dock nearby, so we can depart";
+ mes "right away.";
+ close2;
+ warp "mosk_ship",94,110;
+ end;
+ }
+ else if (gettime(3) >= 18 && gettime(3) < 21) {
+ mes "[Mr. Ibanoff]";
+ mes "Hmm. It's not a bad time.";
+ mes "We should hurry up";
+ mes "while the tides are low.";
+ mes "The ship is prepared already";
+ mes "at a dock nearby, so we can depart";
+ mes "right away.";
+ close2;
+ warp "mosk_ship",94,110;
+ end;
+ }
+ else {
+ mes "[Mr. Ibanoff]";
+ mes "Gee. The tide is too high.";
+ mes "It's too dangerous to depart";
+ mes "right now because of the waves";
+ mes "getting too rugged.";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "When the sea calmes down a bit,";
+ mes "you can come back. We can't depart";
+ mes "right now.";
+ close;
+ }
+ }
+ else if (mos_whale_edq > 4 && mos_whale_edq < 15) {
+ mes "[Mr. Ibanoff]";
+ mes "That last sailing was tough...";
+ mes "But, all adventures";
+ mes "are like that...";
+ mes "Hahaha!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "If you keep a mind to";
+ mes "depart again... tell me";
+ mes "before the sun sets.";
+ mes "while the sun rises.";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Will you depart?";
+ next;
+ if(select("I'm not ready.:Let's go.") == 1) {
+ mes "[Mr. Ibanoff]";
+ mes "When you are ready to depart, tell me.";
+ close;
+ }
+ if (gettime(3) >= 0 && gettime(3) < 3) {
+ mes "[Mr. Ibanoff]";
+ mes "Hmm. It's not a bad time.";
+ mes "We should hurry up";
+ mes "while the tides are low.";
+ mes "The ship is prepared already";
+ mes "at a dock nearby, so we can depart";
+ mes "right away.";
+ close2;
+ warp "mosk_ship",94,110;
+ end;
+ }
+ else if (gettime(3) >= 6 && gettime(3) < 9) {
+ mes "[Mr. Ibanoff]";
+ mes "Hmm. It's not a bad time.";
+ mes "We should hurry up";
+ mes "while the tides are low.";
+ mes "The ship is prepared already";
+ mes "at a dock nearby, so we can depart";
+ mes "right away.";
+ close2;
+ warp "mosk_ship",94,110;
+ end;
+ }
+ else if (gettime(3) >= 12 && gettime(3) < 15) {
+ mes "[Mr. Ibanoff]";
+ mes "Hmm. It's not a bad time.";
+ mes "We should hurry up";
+ mes "while the tides are low.";
+ mes "The ship is prepared already";
+ mes "at a dock nearby, so we can depart";
+ mes "right away.";
+ close2;
+ warp "mosk_ship",94,110;
+ end;
+ }
+ else if (gettime(3) >= 18 && gettime(3) < 21) {
+ mes "[Mr. Ibanoff]";
+ mes "Hmm. It's not a bad time.";
+ mes "We should hurry up";
+ mes "while the tides are low.";
+ mes "The ship is prepared already";
+ mes "at a dock nearby, so we can depart";
+ mes "right away.";
+ close2;
+ warp "mosk_ship",94,110;
+ end;
+ }
+ else {
+ mes "[Mr. Ibanoff]";
+ mes "Gee. The tide is too high.";
+ mes "It's too dangerous to depart";
+ mes "right now because of the waves";
+ mes "getting too rugged.";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "When the sea calmes down a bit,";
+ mes "you can come back. We can't depart";
+ mes "right now.";
+ close;
+ }
+ }
+ else if (mos_whale_edq == 15) {
+ mes "[Mr. Ibanoff]";
+ mes "Hey you... You are alive!";
+ mes "When you were swept away by the";
+ mes "waves, I thought that was the last";
+ mes "I would ever see of you!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Anyway, where were you all this time?";
+ next;
+ select("Explain the whole story.");
+ mes "[Mr. Ibanoff]";
+ mes "Oh... that's really marvelous.";
+ mes "Well I never...";
+ mes "The island truly exists...?";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "What's more...";
+ mes "The island is not an island?!?";
+ mes "It's a gigantic whale???";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "And trees grow... and water";
+ mes "streams... along the whale's";
+ mes "back!!?";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "That's unbelievable!";
+ mes "The most marvelous incident I have";
+ mes "ever heard in my lifetime!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Also, I am surprised at the";
+ mes "presence of an aged person on Whale";
+ mes "Island!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "He must be a man strong in";
+ mes "spirit... with experience and high";
+ mes "discipline.";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "The story of the island has";
+ mes "advanced enough until this part.";
+ mes "Why don't you announce your";
+ mes "findings to our dearest Csar";
+ mes "and receive aid to find Whale";
+ mes "Island?";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Our dear Csar likes it very";
+ mes "much to hear stories about";
+ mes "valuable things, so if he";
+ mes "listens to your story, he may give";
+ mes "you a prize...";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "And if you have any plans to go";
+ mes "back to the island, I want to go";
+ mes "together with you! Eh? Hahaha!";
+ set mos_whale_edq,16;
+ close;
+ }
+ else if (mos_whale_edq > 15 && mos_whale_edq < 18) {
+ mes "[Mr. Ibanoff]";
+ mes "If our dear Csar listens to this";
+ mes "kind of story, he would find it a";
+ mes "pleasure.";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "He might even give you a prize...";
+ close;
+ }
+ else if (mos_whale_edq == 18) {
+ mes "[Mr. Ibanoff]";
+ mes "Hm. Our dear Csar requested";
+ mes "evidence of the whale island?...";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "That may prove a little";
+ mes "difficult...";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Do you have a guarantee that you";
+ mes "can find Whale Island again?";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "I think you won't give up.";
+ mes "How about if we depart";
+ mes "once more, and I will gladly help";
+ mes "you find Whale Island!";
+ next;
+ if(select("Try again to find Whale Island.:Give up.") == 1) {
+ mes "[Mr. Ibanoff]";
+ mes "That does it! I expected it.";
+ mes "I knew you weren't the type to give up an adventure!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Again, let's get the ship ready and sail before the sun sets!";
+ set mos_whale_edq,19;
+ close;
+ }
+ mes "[Mr. Ibanoff]";
+ mes "I see...";
+ mes "Even though you like adventure,";
+ mes "it might be impossible to find";
+ mes "Whale Island again...";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "If you change your mind,";
+ mes "anytime, come tell me.";
+ mes "Frankly, I would love to see you";
+ mes "prove the existence of Whale Island";
+ mes "to our dear Csar.";
+ close;
+ }
+ else if (mos_whale_edq == 19) {
+ mes "[Mr. Ibanoff]";
+ mes "Oh! Are you ready to depart?";
+ next;
+ if(select("I'm not ready.:Let's go.") == 1) {
+ mes "[Mr. Ibanoff]";
+ mes "When you are ready to depart, tell me.";
+ close;
+ }
+ if (gettime(3) >= 0 && gettime(3) < 3) {
+ mes "[Mr. Ibanoff]";
+ mes "Hmm. It's not a bad time.";
+ mes "We should hurry up";
+ mes "while the tides are low.";
+ mes "The ship is prepared already";
+ mes "at a dock nearby, so we can depart";
+ mes "right away.";
+ close2;
+ warp "mosk_ship",94,110;
+ end;
+ }
+ else if (gettime(3) >= 6 && gettime(3) < 9) {
+ mes "[Mr. Ibanoff]";
+ mes "Hmm. It's not a bad time.";
+ mes "We should hurry up";
+ mes "while the tides are low.";
+ mes "The ship is prepared already";
+ mes "at a dock nearby, so we can depart";
+ mes "right away.";
+ close2;
+ warp "mosk_ship",94,110;
+ end;
+ }
+ else if (gettime(3) >= 12 && gettime(3) < 15) {
+ mes "[Mr. Ibanoff]";
+ mes "Hmm. It's not a bad time.";
+ mes "We should hurry up";
+ mes "while the tides are low.";
+ mes "The ship is prepared already";
+ mes "at a dock nearby, so we can depart";
+ mes "right away.";
+ close2;
+ warp "mosk_ship",94,110;
+ end;
+ }
+ else if (gettime(3) >= 18 && gettime(3) < 21) {
+ mes "[Mr. Ibanoff]";
+ mes "Hmm. It's not a bad time.";
+ mes "We should hurry up";
+ mes "while the tides are low.";
+ mes "The ship is prepared already";
+ mes "at a dock nearby, so we can depart";
+ mes "right away.";
+ close2;
+ warp "mosk_ship",94,110;
+ end;
+ }
+ else {
+ mes "[Mr. Ibanoff]";
+ mes "Gee. The tide is too high.";
+ mes "It's too dangerous to depart";
+ mes "right now because of the waves";
+ mes "getting too rugged.";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "When the sea calmes down a bit,";
+ mes "you can come back. We can't depart";
+ mes "right now.";
+ close;
+ }
+ }
+ else if (mos_whale_edq > 19 && mos_whale_edq < 32) {
+ mes "[Mr. Ibanoff]";
+ mes "What a surprise!!";
+ mes "Where have you been??";
+ mes "I was worried that you had";
+ mes "disappeared forever!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "I don't care... Wherever you have";
+ mes "been, it's very good to see you";
+ mes "again.";
+ set mos_whale_edq,19;
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "I can guess you'd like to go to";
+ mes "Whale Island once again...";
+ next;
+ if (gettime(3) >= 0 && gettime(3) < 3) {
+ mes "[Mr. Ibanoff]";
+ mes "Hmm. It's not a bad time.";
+ mes "We should hurry up";
+ mes "while the tides are low.";
+ mes "The ship is prepared already";
+ mes "at a dock nearby, so we can depart";
+ mes "right away.";
+ close2;
+ warp "mosk_ship",94,110;
+ end;
+ }
+ else if (gettime(3) >= 6 && gettime(3) < 9) {
+ mes "[Mr. Ibanoff]";
+ mes "Hmm. It's not a bad time.";
+ mes "We should hurry up";
+ mes "while the tides are low.";
+ mes "The ship is prepared already";
+ mes "at a dock nearby, so we can depart";
+ mes "right away.";
+ close2;
+ warp "mosk_ship",94,110;
+ end;
+ }
+ else if (gettime(3) >= 12 && gettime(3) < 15) {
+ mes "[Mr. Ibanoff]";
+ mes "Hmm. It's not a bad time.";
+ mes "We should hurry up";
+ mes "while the tides are low.";
+ mes "The ship is prepared already";
+ mes "at a dock nearby, so we can depart";
+ mes "right away.";
+ close2;
+ warp "mosk_ship",94,110;
+ end;
+ }
+ else if (gettime(3) >= 18 && gettime(3) < 21) {
+ mes "[Mr. Ibanoff]";
+ mes "Hmm. It's not a bad time.";
+ mes "We should hurry up";
+ mes "while the tides are low.";
+ mes "The ship is prepared already";
+ mes "at a dock nearby, so we can depart";
+ mes "right away.";
+ close2;
+ warp "mosk_ship",94,110;
+ end;
+ }
+ else {
+ mes "[Mr. Ibanoff]";
+ mes "Gee. The tide is too high.";
+ mes "It's too dangerous to depart";
+ mes "right now because of the waves";
+ mes "getting too rugged.";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "When the sea calmes down a bit,";
+ mes "you can come back. We can't depart";
+ mes "right now.";
+ close;
+ }
+ }
+ else if (mos_whale_edq == 32) {
+ mes "[Mr. Ibanoff]";
+ mes "Oh. You came back!";
+ mes "So, how did you do?";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "You say...";
+ mes "If you bring the materials, the old";
+ mes "man makes the instrument...";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "And he promised that he won't move";
+ mes "the island until you go back";
+ mes "again...";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "I see. I remember the exact";
+ mes "directions. Let's leave";
+ mes "immediately, as soon as you are";
+ mes "ready.";
+ set mos_whale_edq,33;
+ close;
+ }
+ else if (mos_whale_edq > 32 && mos_whale_edq < 39) {
+ mes "[Mr. Ibanoff]";
+ mes "Oh. Did you get all the";
+ mes "materials you needed?";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "If so, do you want to go now?";
+ next;
+ if(select("Not yet.:Let's go.") == 1) {
+ mes "[Mr. Ibanoff]";
+ mes "I see. I will wait.";
+ close;
+ }
+ mes "[Mr. Ibanoff]";
+ mes "Ok, let's go!";
+ close2;
+ warp "mosk_fild01",93,94;
+ end;
+ }
+ else if (mos_whale_edq > 38 && mos_whale_edq < 41) {
+ mes "[Mr. Ibanoff]";
+ mes "Finally, everything has ended";
+ mes "successfully. With this, I add 1";
+ mes "more page to my... no, OUR adventure story!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Someday, I want to have another";
+ mes "chance to have another fantastic";
+ mes "adventure with a person like you!";
+ close;
+ }
+ else if (mos_whale_edq == 41) {
+ mes "[Mr. Ibanoff]";
+ mes "I heard that you played a great";
+ mes "performance, with the instrument";
+ mes "from Whale Island, at the Imperial";
+ mes "Palace. Eh? You must have quite the talent!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Finally, everything has ended";
+ mes "successfully. With this, I add 1";
+ mes "more page to my... no, OUR adventure story!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Someday, I want to have another";
+ mes "chance to have another fantastic";
+ mes "adventure with a person like you!";
+ close;
+ }
+ else if (mos_whale_edq > 90 && mos_whale_edq < 100) {
+ mes "[Mr. Ibanoff]";
+ mes "What's going on?";
+ mes "You should ride a ship now? Let's ready to leave hurry up.";
+ set mos_whale_edq,4;
+ close;
+ }
+ else if (mos_whale_edq > 200 && mos_whale_edq < 300) {
+ mes "[Mr. Ibanoff]";
+ mes "What's going on?";
+ mes "You should ride a ship now? Let's ready to leave hurry up.";
+ set mos_whale_edq,19;
+ close;
+ }
+ else{
+ mes "[Mr. Ibanoff]";
+ mes "You are also an adventurer from another province. I also was a great adventurer.";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Uf...I just want to be 20 years younger, so I can travel here and there with invigorating youth such as you... Time is an enemy. Hahahahaha!";
+ close;
+ }
+}
+
+//----------------------------------------------------------------------------
+// Mr. Ibanoff - Ship
+//----------------------------------------------------------------------------
+mosk_ship,98,110,3 script Mr. Ibanoff#npc2 964,{
+ if (mos_whale_edq == 4) {
+ mes "[Mr. Ibanoff]";
+ mes "What a time for sailing!";
+ mes "The wind of the sea is so cool.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "You didn't have to accompany me";
+ mes "through this dangerous sailing...";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Such as I am, I know the";
+ mes "sea a lot better than you!";
+ mes "And this ship has been my";
+ mes "friend through all my life!";
+ mes "I wouldn't abandon a friend.";
+ mes "Would you? ~";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "I will order you where to go, by";
+ mes "watching the seas.";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "You just adjust the direction of";
+ mes "the rudder by following my orders.";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "At first, hold the rudder to go";
+ mes "forward, to the east.";
+ set mos_whale_edq,5;
+ close;
+ }
+ else if (mos_whale_edq == 5) {
+ mes "[Mr. Ibanoff]";
+ mes "Keep the direction by holding the";
+ mes "rudder to move forward to the";
+ mes "East.";
+ close;
+ }
+ else if (mos_whale_edq == 6) {
+ set .@ship1,rand(1,4);
+ if (.@ship1 == 3) {
+ mes "[Mr. Ibanoff]";
+ mes "Hm. The sea currents have changed.";
+ mes "Adjust the rudder forward to the";
+ mes "North, to follow the currents.";
+ set mos_whale_edq,7;
+ close;
+ }else{
+ mes "[Mr. Ibanoff]";
+ mes "Nothing yet... Nothing has changed";
+ mes "in the flow of water. There is";
+ mes "nothing to note...";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "We had better keep sailing on this";
+ mes "heading for now.";
+ close;
+ }
+ }
+ else if ($@mos1_edq > 0) {
+ mes "[Mr. Ibanoff]";
+ mes "We must first repulse the";
+ mes "monsters!";
+ close;
+ }
+ else if (mos_whale_edq == 7 && $@mos1_edq == 0) {
+ mes "[Mr. Ibanoff]";
+ mes "Hey!";
+ mes "Did you not hear me?";
+ mes "Change the rudder forward to the";
+ mes "North, and follow the currents!";
+ close;
+ }
+ else if (mos_whale_edq == 8 && $@mos1_edq == 0) {
+ set .@ship1,rand(1,3);
+ if (.@ship1 == 3) {
+ set .@ship2,rand(1,4);
+ if (.@ship2 == 1) {
+ mes "[Mr. Ibanoff]";
+ mes "Hm. The sea currents have changed.";
+ mes "Adjust the rudder forward to the";
+ mes "East, to follow the currents.";
+ set mos_whale_edq,91;
+ close;
+ }
+ else if (.@ship2 == 2) {
+ mes "[Mr. Ibanoff]";
+ mes "Hm. The sea currents have changed.";
+ mes "Adjust the rudder forward to the";
+ mes "West, to follow the currents.";
+ set mos_whale_edq,92;
+ close;
+ }
+ else if (.@ship2 == 3) {
+ mes "[Mr. Ibanoff]";
+ mes "Hm. The sea currents have changed.";
+ mes "Adjust the rudder forward to the";
+ mes "South, to follow the currents.";
+ set mos_whale_edq,93;
+ close;
+ }
+ else if (.@ship2 == 4) {
+ mes "[Mr. Ibanoff]";
+ mes "Hm. The sea currents have changed.";
+ mes "Adjust the rudder forward to the";
+ mes "North, to follow the currents.";
+ set mos_whale_edq,94;
+ close;
+ }
+ }else{
+ mes "[Mr. Ibanoff]";
+ mes "Nothing yet... Nothing has changed";
+ mes "in the flow of water. There is";
+ mes "nothing to note...";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "We had better keep sailing on this heading for now.";
+ close;
+ }
+ }
+ else if (mos_whale_edq == 91 && $@mos1_edq == 0) {
+ mes "[Mr. Ibanoff]";
+ mes "Hey!";
+ mes "Did you not hear me?";
+ mes "Change the rudder forward to the";
+ mes "East, and follow the currents!";
+ close;
+ }
+ else if (mos_whale_edq == 92 && $@mos1_edq == 0) {
+ mes "[Mr. Ibanoff]";
+ mes "Hey!";
+ mes "Did you not hear me?";
+ mes "Change the rudder forward to the";
+ mes "West, and follow the currents!";
+ close;
+ }
+ else if (mos_whale_edq == 93 && $@mos1_edq == 0) {
+ mes "[Mr. Ibanoff]";
+ mes "Hey!";
+ mes "Did you not hear me?";
+ mes "Change the rudder forward to the";
+ mes "South, and follow the currents!";
+ close;
+ }
+ else if (mos_whale_edq == 94 && $@mos1_edq == 0) {
+ mes "[Mr. Ibanoff]";
+ mes "Hey!";
+ mes "Did you not hear me?";
+ mes "Change the rudder forward to the";
+ mes "North, and follow the currents!";
+ close;
+ }
+ else if (mos_whale_edq == 10 && $@mos1_edq == 0) {
+ set .@ship1,rand(1,3);
+ if (.@ship1 == 2) {
+ set .@ship2,rand(1,4);
+ if (.@ship2 == 1) {
+ mes "[Mr. Ibanoff]";
+ mes "Hm. The sea currents have changed.";
+ mes "Adjust the rudder forward to the";
+ mes "East, to follow the currents.";
+ set mos_whale_edq,91;
+ close;
+ }
+ else if (.@ship2 == 2) {
+ mes "[Mr. Ibanoff]";
+ mes "Hm. The sea currents have changed.";
+ mes "Adjust the rudder forward to the";
+ mes "West, to follow the currents.";
+ set mos_whale_edq,92;
+ close;
+ }
+ else if (.@ship2 == 3) {
+ mes "[Mr. Ibanoff]";
+ mes "Hm. The sea currents have changed.";
+ mes "Adjust the rudder forward to the";
+ mes "South, to follow the currents.";
+ set mos_whale_edq,93;
+ close;
+ }
+ else if (.@ship2 == 4) {
+ mes "[Mr. Ibanoff]";
+ mes "Hm. The sea currents have changed.";
+ mes "Adjust the rudder forward to the";
+ mes "North, to follow the currents.";
+ set mos_whale_edq,94;
+ close;
+ }
+ }else{
+ mes "[Mr. Ibanoff]";
+ mes "Nothing yet... Nothing has changed";
+ mes "in the flow of water. There is";
+ mes "nothing to note...";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "We had better keep sailing on this heading for now.";
+ close;
+ }
+ }
+ else if (mos_whale_edq == 10 && $@mos1_edq > 0) {
+ mes "[Mr. Ibanoff]";
+ mes "We must first repulse the";
+ mes "monsters!";
+ close;
+ }
+ else if (mos_whale_edq == 11) {
+ mes "[Mr. Ibanoff]";
+ mes "Look... Beyond the sea!";
+ mes "Do you see something moving";
+ mes "mysteriously?";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Heheh... What is...";
+ mes "that... Hey! You...";
+ mes "Go around the deck to look more";
+ mes "carefully! Go!";
+ set mos_whale_edq,12;
+ donpcevent "#findship::OnEnable";
+ close;
+ }
+ else if (mos_whale_edq == 12) {
+ mes "[Mr. Ibanoff]";
+ mes "What are you doing...? Go around";
+ mes "the deck to look more carefully!";
+ mes "Go!";
+ donpcevent "#findship::OnEnable";
+ close;
+ return;
+ }
+ else if (mos_whale_edq == 19) {
+ mes "[Mr. Ibanoff]";
+ mes "This time, I hope to find that";
+ mes "whale island again without any";
+ mes "incidents...";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "The method is the same as before.";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "I will order you where to go, by";
+ mes "watching the seas.";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "You just adjust the direction of";
+ mes "the rudder by following my orders.";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "At first, hold the rudder to go";
+ mes "forward, to the east.";
+ set mos_whale_edq,20;
+ close;
+ }
+ else if (mos_whale_edq == 20) {
+ mes "[Mr. Ibanoff]";
+ mes "Keep the direction by holding the";
+ mes "rudder to move forward to the";
+ mes "East.";
+ close;
+ }
+ else if (mos_whale_edq == 21) {
+ set .@ship1,rand(1,3);
+ if (.@ship1 == 2) {
+ mes "[Mr. Ibanoff]";
+ mes "Hm. The sea currents have changed.";
+ mes "Adjust the rudder forward to the";
+ mes "North, to follow the currents.";
+ set mos_whale_edq,22;
+ close;
+ }else{
+ mes "[Mr. Ibanoff]";
+ mes "Nothing yet... Nothing has changed";
+ mes "in the flow of water. There is";
+ mes "nothing to note...";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "We had better keep sailing on this heading for now.";
+ close;
+ }
+ }
+ else if ($@mos1_edq > 0) {
+ mes "[Mr. Ibanoff]";
+ mes "We must first repulse the";
+ mes "monsters!";
+ close;
+ }
+ else if (mos_whale_edq == 22 && $@mos1_edq == 0) {
+ mes "[Mr. Ibanoff]";
+ mes "Hey!";
+ mes "Did you not hear me?";
+ mes "Change the rudder forward to the";
+ mes "North, and follow the currents!";
+ close;
+ }
+ else if (mos_whale_edq == 23 && $@mos1_edq == 0) {
+ set .@ship1,rand(1,5);
+ if (.@ship1 == 3) {
+ set .@ship2,rand(1,4);
+ if (.@ship2 == 1) {
+ mes "[Mr. Ibanoff]";
+ mes "Hm. The sea currents have changed.";
+ mes "Adjust the rudder forward to the";
+ mes "East, to follow the currents.";
+ set mos_whale_edq,241;
+ close;
+ }
+ else if (.@ship2 == 2) {
+ mes "[Mr. Ibanoff]";
+ mes "Hm. The sea currents have changed.";
+ mes "Adjust the rudder forward to the";
+ mes "West, to follow the currents.";
+ set mos_whale_edq,242;
+ close;
+ }
+ else if (.@ship2 == 3) {
+ mes "[Mr. Ibanoff]";
+ mes "Hm. The sea currents have changed.";
+ mes "Adjust the rudder forward to the";
+ mes "South, to follow the currents.";
+ set mos_whale_edq,243;
+ close;
+ }
+ else if (.@ship2 == 4) {
+ mes "[Mr. Ibanoff]";
+ mes "Hm. The sea currents have changed.";
+ mes "Adjust the rudder forward to the";
+ mes "North, to follow the currents.";
+ set mos_whale_edq,244;
+ close;
+ }
+ }else{
+ mes "[Mr. Ibanoff]";
+ mes "Nothing yet... Nothing has changed";
+ mes "in the flow of water. There is";
+ mes "nothing to note...";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "We had better keep sailing on this heading for now.";
+ close;
+ }
+ }
+ else if (mos_whale_edq == 241 && $@mos1_edq == 0) {
+ mes "[Mr. Ibanoff]";
+ mes "Hey!";
+ mes "Did you not hear me?";
+ mes "Change the rudder forward to the";
+ mes "East, and follow the currents!";
+ close;
+ }
+ else if (mos_whale_edq == 242 && $@mos1_edq == 0) {
+ mes "[Mr. Ibanoff]";
+ mes "Hey!";
+ mes "Did you not hear me?";
+ mes "Change the rudder forward to the";
+ mes "West, and follow the currents!";
+ close;
+ }
+ else if (mos_whale_edq == 243 && $@mos1_edq == 0) {
+ mes "[Mr. Ibanoff]";
+ mes "Hey!";
+ mes "Did you not hear me?";
+ mes "Change the rudder forward to the";
+ mes "East, and follow the currents!";
+ close;
+ }
+ else if (mos_whale_edq == 244 && $@mos1_edq == 0) {
+ mes "[Mr. Ibanoff]";
+ mes "Hey!";
+ mes "Did you not hear me?";
+ mes "Change the rudder forward to the";
+ mes "East, and follow the currents!";
+ close;
+ }
+ else if (mos_whale_edq == 25 && $@mos1_edq == 0) {
+ set .@ship1,rand(1,4);
+ if (.@ship1 == 3) {
+ set .@ship2,rand(1,4);
+ if (.@ship2 == 1) {
+ mes "[Mr. Ibanoff]";
+ mes "Hm. The sea currents have changed.";
+ mes "Adjust the rudder forward to the";
+ mes "East, to follow the currents.";
+ set mos_whale_edq,241;
+ close;
+ }
+ else if (.@ship2 == 2) {
+ mes "[Mr. Ibanoff]";
+ mes "Hm. The sea currents have changed.";
+ mes "Adjust the rudder forward to the";
+ mes "West, to follow the currents.";
+ set mos_whale_edq,242;
+ close;
+ }
+ else if (.@ship2 == 3) {
+ mes "[Mr. Ibanoff]";
+ mes "Hm. The sea currents have changed.";
+ mes "Adjust the rudder forward to the";
+ mes "South, to follow the currents.";
+ set mos_whale_edq,243;
+ close;
+ }
+ else if (.@ship2 == 4) {
+ mes "[Mr. Ibanoff]";
+ mes "Hm. The sea currents have changed.";
+ mes "Adjust the rudder forward to the";
+ mes "North, to follow the currents.";
+ set mos_whale_edq,244;
+ close;
+ }
+ }else{
+ mes "[Mr. Ibanoff]";
+ mes "Nothing yet... Nothing has changed";
+ mes "in the flow of water. There is";
+ mes "nothing to note...";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "We had better keep sailing on this heading for now.";
+ close;
+ }
+ }
+ else if (mos_whale_edq == 26) {
+ mes "[Mr. Ibanoff]";
+ mes "Look there!";
+ mes "There is a moving island!";
+ mes "We have done well!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Oh...my...";
+ mes "It really is there...";
+ mes "A whale! It's unbelievable!";
+ mes "It is as true as that...";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "I feel I can go anywhere with you!";
+ mes "Even through impossible things!";
+ mes "Haha! You are a friend who brings";
+ mes "good luck.";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Okay, now that you have landed on";
+ mes "the island, I have to go back...";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "If another wave crashes against";
+ mes "this boat, I feel she might break";
+ mes "into pieces!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Good luck. I hope you";
+ mes "can return without problems.";
+ mes "I will pray for you.";
+ mes "See you next time.";
+ set mos_whale_edq,30;
+ close2;
+ warp "mosk_fild01",93,94;
+ end;
+ }
+ else if (mos_whale_edq == 7 && $@mos1_edq > 0) {
+ mes "[Mr. Ibanoff]";
+ mes "We must first repulse the";
+ mes "monsters!";
+ close;
+ }
+ else if (mos_whale_edq == 8 && $@mos1_edq == 0) {
+ mes "[Mr. Ibanoff]";
+ mes "Don't adjust wheels now.";
+ mes "You can do that under my direction.";
+ close;
+ }
+ else if (mos_whale_edq == 8 && $@mos1_edq > 0) {
+ mes "[Mr. Ibanoff]";
+ mes "We must first repulse the";
+ mes "monsters!";
+ close;
+ }
+ else if (mos_whale_edq == 7 && $@mos1_edq > 0) {
+ mes "[Mr. Ibanoff]";
+ mes "We must first repulse the";
+ mes "monsters!";
+ close;
+ }
+ else if (mos_whale_edq == 8 && $@mos1_edq > 0) {
+ mes "[Mr. Ibanoff]";
+ mes "We must first repulse the";
+ mes "monsters!";
+ close;
+ }
+ else if (mos_whale_edq == 10 && $@mos1_edq > 0) {
+ mes "[Mr. Ibanoff]";
+ mes "We must first repulse the";
+ mes "monsters!";
+ close;
+ }
+ else if (mos_whale_edq > 89 && mos_whale_edq < 100 && $@mos1_edq > 0) {
+ mes "[Mr. Ibanoff]";
+ mes "We must first repulse the";
+ mes "monsters!";
+ close;
+ }
+ else if (mos_whale_edq == 22 && $@mos1_edq > 0) {
+ mes "[Mr. Ibanoff]";
+ mes "We must first repulse the";
+ mes "monsters!";
+ close;
+ }
+ else if (mos_whale_edq == 23 && $@mos1_edq == 0) {
+ mes "[Mr. Ibanoff]";
+ mes "Don't adjust wheels now.";
+ mes "You can do that under my direction.";
+ close;
+ }
+ else if (mos_whale_edq == 23 && $@mos1_edq > 0) {
+ mes "[Mr. Ibanoff]";
+ mes "We must first repulse the";
+ mes "monsters!";
+ close;
+ }
+ else if (mos_whale_edq == 25 && $@mos1_edq > 0) {
+ mes "[Mr. Ibanoff]";
+ mes "We must first repulse the";
+ mes "monsters!";
+ close;
+ }
+ else if (mos_whale_edq > 239 && mos_whale_edq < 250 && $@mos1_edq > 0) {
+ mes "[Mr. Ibanoff]";
+ mes "We must first repulse the";
+ mes "monsters!";
+ close;
+ }
+ else{
+ mes "[Mr. Ibanoff]";
+ mes "What? How did you get on";
+ mes "this ship?? You... No.";
+ mes "I'll forgive you this once, but go";
+ mes "back now.";
+ close2;
+ warp "moscovia",163,55;
+ end;
+ }
+}
+
+//----------------------------------------------------------------------------
+// Rudder
+//----------------------------------------------------------------------------
+mosk_ship,101,111,4 script rudder#ship 111,{
+ if (mos_whale_edq == 5) {
+ mes "Which way?";
+ next;
+ switch(select("East:West:South:North")) {
+ case 1:
+ mes "[Mr. Ibanoff]";
+ mes "Good. Firstly, we should";
+ mes "keep heading east this way.";
+ mes "When I give the order,";
+ mes "please adjust the rudder again.";
+ set mos_whale_edq,6;
+ close;
+ break;
+ case 2:
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go East!";
+ mes "You should sail in the right";
+ mes "direction! To the east!";
+ close;
+ break;
+ case 3:
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go East!";
+ mes "You should sail in the right";
+ mes "direction! To the east!";
+ close;
+ break;
+ case 4:
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go East!";
+ mes "You should sail in the right";
+ mes "direction! To the east!";
+ close;
+ }
+ }
+ else if (mos_whale_edq == 4) {
+ mes "[Mr. Ibanoff]";
+ mes "You don't have to adjust the rudder for now.";
+ mes "Wait for my direction.";
+ close;
+ }
+ else if (mos_whale_edq == 6) {
+ mes "[Mr. Ibanoff]";
+ mes "Do not yet adjust the rudder.";
+ mes "Only when I order you to,";
+ mes "you adjust the rudder.";
+ close;
+ }
+ else if (mos_whale_edq == 7 && $@mos1_edq == 0) {
+ mes "Which way?";
+ next;
+ switch(select("East:West:South:North")) {
+ case 1:
+ set .@ship_mon1,rand(1,5);
+ if (.@ship_mon1 == 2) {
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go North!";
+ mes "You should sail in the right";
+ mes "direction! To the north!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Oh no! Monsters have appeared!";
+ mes "Let's get ready to fight! Hurry!";
+ set $@mos1_edq,$@mos1_edq+1;
+ donpcevent "Baehideun1#ship::OnEnable";
+ close;
+ set .@ship_mon1,rand(1,5);
+ }
+ else if (.@ship_mon1 == 4) {
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go North!";
+ mes "You should sail in the right";
+ mes "direction! To the north!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Oh no! Monsters have appeared!";
+ mes "Let's get ready to fight! Hurry!";
+ set $@mos1_edq,$@mos1_edq+1;
+ donpcevent "Baehideun2#ship::OnEnable";
+ close;
+ }else{
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go North!";
+ mes "You should sail in the right";
+ mes "direction! To the north!";
+ close;
+ }
+ break;
+ case 2:
+ set .@ship_mon1,rand(1,5);
+ if (.@ship_mon1 == 2) {
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go North!";
+ mes "You should sail in the right";
+ mes "direction! To the north!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Oh no! Monsters have appeared!";
+ mes "Let's get ready to fight! Hurry!";
+ set $@mos1_edq,$@mos1_edq+1;
+ donpcevent "Baehideun1#ship::OnEnable";
+ close;
+ set .@ship_mon1,rand(1,5);
+ }
+ else if (.@ship_mon1 == 4) {
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go North!";
+ mes "You should sail in the right";
+ mes "direction! To the north!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Oh no! Monsters have appeared!";
+ mes "Let's get ready to fight! Hurry!";
+ set $@mos1_edq,$@mos1_edq+1;
+ donpcevent "Baehideun2#ship::OnEnable";
+ close;
+ }else{
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go North!";
+ mes "You should sail in the right";
+ mes "direction! To the north!";
+ close;
+ }
+ break;
+ case 3:
+ set .@ship_mon1,rand(1,5);
+ if (.@ship_mon1 == 2) {
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go North!";
+ mes "You should sail in the right";
+ mes "direction! To the north!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Oh no! Monsters have appeared!";
+ mes "Let's get ready to fight! Hurry!";
+ set $@mos1_edq,$@mos1_edq+1;
+ donpcevent "Baehideun1#ship::OnEnable";
+ close;
+ set .@ship_mon1,rand(1,5);
+ }
+ else if (.@ship_mon1 == 4) {
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go North!";
+ mes "You should sail in the right";
+ mes "direction! To the north!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Oh no! Monsters have appeared!";
+ mes "Let's get ready to fight! Hurry!";
+ set $@mos1_edq,$@mos1_edq+1;
+ donpcevent "Baehideun2#ship::OnEnable";
+ close;
+ }else{
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go North!";
+ mes "You should sail in the right";
+ mes "direction! To the north!";
+ close;
+ }
+ break;
+ case 4:
+ mes "[Mr. Ibanoff]";
+ mes "Good. Firstly, we should";
+ mes "Keep heading north this way.";
+ mes "When I give the order,";
+ mes "please adjust the rudder again.";
+ set mos_whale_edq,8;
+ close;
+ }
+ }
+ else if (mos_whale_edq == 7 && $@mos1_edq > 0) {
+ mes "[Mr. Ibanoff]";
+ mes "We should make sure to kill any";
+ mes "monsters onboard.";
+ close;
+ }
+ else if (mos_whale_edq == 8 && $@mos1_edq == 0) {
+ mes "[Mr. Ibanoff]";
+ mes "Do not yet adjust the rudder.";
+ mes "Only when I order you to,";
+ mes "you adjust the rudder.";
+ close;
+ }
+ else if (mos_whale_edq == 8 && $@mos1_edq > 0) {
+ mes "[Mr. Ibanoff]";
+ mes "We should make sure to kill any";
+ mes "monsters onboard.";
+ close;
+ }
+ else if (mos_whale_edq == 91 && $@mos1_edq == 0) {
+ mes "Which way?";
+ next;
+ switch(select("East:West:South:North")) {
+ case 1:
+ set .@ship_mon2,rand(1,4);
+ if (.@ship_mon2 == 3) {
+ mes "[Mr. Ibanoff]";
+ mes "Good. Firstly, we should";
+ mes "Keep heading east this way.";
+ mes "When I give the order,";
+ mes "please adjust the rudder again.";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Wait! Something has appeared in front of us...";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Monsters!!!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "These monsters are like none I have";
+ mes "ever encountered! Be careful! We";
+ mes "must repulse these monsters!";
+ set $@mos1_edq,$@mos1_edq+1;
+ set mos_whale_edq,11;
+ donpcevent "Baehideun3#ship::OnEnable";
+ close;
+ }else{
+ mes "[Mr. Ibanoff]";
+ mes "Good. Firstly, we should";
+ mes "Keep heading east this way.";
+ mes "When I give the order,";
+ mes "please adjust the rudder again.";
+ set mos_whale_edq,10;
+ close;
+ }
+ break;
+ case 2:
+ set .@ship_mon1,rand(1,4);
+ if (.@ship_mon1 == 1) {
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go East!";
+ mes "You should sail in the right";
+ mes "direction! To the east!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Oh no! Monsters have appeared!";
+ mes "Let's get ready to fight! Hurry!";
+ set $@mos1_edq,$@mos1_edq+1;
+ donpcevent "Baehideun1#ship::OnEnable";
+ close;
+ set .@ship_mon1,rand(1,4);
+ }
+ else if (.@ship_mon1 == 2) {
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go East!";
+ mes "You should sail in the right";
+ mes "direction! To the east!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Oh no! Monsters have appeared!";
+ mes "Let's get ready to fight! Hurry!";
+ set $@mos1_edq,$@mos1_edq+1;
+ donpcevent "Baehideun2#ship::OnEnable";
+ close;
+ }else{
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go East!";
+ mes "You should sail in the right";
+ mes "direction! To the east!";
+ close;
+ }
+ break;
+ case 3:
+ set .@ship_mon1,rand(1,4);
+ if (.@sship_mon1 == 1) {
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go East!";
+ mes "You should sail in the right";
+ mes "direction! To the east!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Oh no! Monsters have appeared!";
+ mes "Let's get ready to fight! Hurry!";
+ set $@mos1_edq,$@mos1_edq+1;
+ donpcevent "Baehideun1#ship::OnEnable";
+ close;
+ set .@ship_mon1,rand(1,4);
+ }
+ else if (.@ship_mon1 == 2) {
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go East!";
+ mes "You should sail in the right";
+ mes "direction! To the east!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Oh no! Monsters have appeared!";
+ mes "Let's get ready to fight! Hurry!";
+ set $@mos1_edq,$@mos1_edq+1;
+ donpcevent "Baehideun2#ship::OnEnable";
+ close;
+ }else{
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go East!";
+ mes "You should sail in the right";
+ mes "direction! To the east!";
+ close;
+ }
+ break;
+ case 4:
+ set .@ship_mon1,rand(1,4);
+ if (.@ship_mon1 == 1) {
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go East!";
+ mes "You should sail in the right";
+ mes "direction! To the east!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Oh no! Monsters have appeared!";
+ mes "Let's get ready to fight! Hurry!";
+ set $@mos1_edq,$@mos1_edq+1;
+ donpcevent "Baehideun1#ship::OnEnable";
+ close;
+ set .@ship_mon1,rand(1,4);
+ }
+ else if (.@ship_mon1 == 2) {
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go East!";
+ mes "You should sail in the right";
+ mes "direction! To the east!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Oh no! Monsters have appeared!";
+ mes "Let's get ready to fight! Hurry!";
+ set $@mos1_edq,$@mos1_edq+1;
+ donpcevent "Baehideun2#ship::OnEnable";
+ close;
+ }else{
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go East!";
+ mes "You should sail in the right";
+ mes "direction! To the east!";
+ close;
+ }
+ }
+ }
+ else if (mos_whale_edq == 92 && $@mos1_edq == 0) {
+ mes "Which way?";
+ next;
+ switch(select("East:West:South:North")) {
+ case 1:
+ set .@ship_mon1,rand(1,4);
+ if (.@ship_mon1 == 1) {
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go West!";
+ mes "You should sail in the right";
+ mes "direction! To the west!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Oh no! Monsters have appeared!";
+ mes "Let's get ready to fight! Hurry!";
+ set $@mos1_edq,$@mos1_edq+1;
+ donpcevent "Baehideun1#ship::OnEnable";
+ close;
+ set ship_mon1,rand(1,4);
+ }
+ else if (.@ship_mon1 == 2) {
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go West!";
+ mes "You should sail in the right";
+ mes "direction! To the west!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Oh no! Monsters have appeared!";
+ mes "Let's get ready to fight! Hurry!";
+ set $@mos1_edq,$@mos1_edq+1;
+ donpcevent "Baehideun2#ship::OnEnable";
+ close;
+ }else{
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go West!";
+ mes "You should sail in the right";
+ mes "direction! To the west!";
+ close;
+ }
+ break;
+ case 2:
+ set .@ship_mon2,rand(1,4);
+ if (.@ship_mon2 == 3) {
+ mes "[Mr. Ibanoff]";
+ mes "Good. Firstly, we should";
+ mes "Keep heading west this way.";
+ mes "When I give the order,";
+ mes "please adjust the rudder again.";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Wait! Something has appeared in front of us...";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Monsters!!!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "These monsters are like none I have";
+ mes "ever encountered! Be careful! We";
+ mes "must repulse these monsters!";
+ set $@mos1_edq,$@mos1_edq+1;
+ set mos_whale_edq,11;
+ donpcevent "Baehideun3#ship::OnEnable";
+ close;
+ }else{
+ mes "[Mr. Ibanoff]";
+ mes "Good. Firstly, we should";
+ mes "Keep heading west this way.";
+ mes "When I give the order,";
+ mes "please adjust the rudder again.";
+ set mos_whale_edq,10;
+ close;
+ }
+ break;
+ case 3:
+ set .@ship_mon1,rand(1,4);
+ if (.@ship_mon1 == 1) {
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go West!";
+ mes "You should sail in the right";
+ mes "direction! To the west!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Oh no! Monsters have appeared!";
+ mes "Let's get ready to fight! Hurry!";
+ set $@mos1_edq,$@mos1_edq+1;
+ donpcevent "Baehideun1#ship::OnEnable";
+ close;
+ set .@ship_mon1,rand(1,4);
+ }
+ else if (.@ship_mon1 == 2) {
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go West!";
+ mes "You should sail in the right";
+ mes "direction! To the west!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Oh no! Monsters have appeared!";
+ mes "Let's get ready to fight! Hurry!";
+ set $@mos1_edq,$@mos1_edq+1;
+ donpcevent "Baehideun2#ship::OnEnable";
+ close;
+ }else{
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go West!";
+ mes "You should sail in the right";
+ mes "direction! To the west!";
+ close;
+ }
+ break;
+ case 4:
+ set .@ship_mon1,rand(1,4);
+ if (.@ship_mon1 == 1) {
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go West!";
+ mes "You should sail in the right";
+ mes "direction! To the west!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Oh no! Monsters have appeared!";
+ mes "Let's get ready to fight! Hurry!";
+ set $@mos1_edq,$@mos1_edq+1;
+ donpcevent "Baehideun1#ship::OnEnable";
+ close;
+ set .@ship_mon1,rand(1,4);
+ }
+ else if (.@ship_mon1 == 2) {
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go West!";
+ mes "You should sail in the right";
+ mes "direction! To the west!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Oh no! Monsters have appeared!";
+ mes "Let's get ready to fight! Hurry!";
+ set $@mos1_edq,$@mos1_edq+1;
+ donpcevent "Baehideun2#ship::OnEnable";
+ close;
+ }else{
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go West!";
+ mes "You should sail in the right";
+ mes "direction! To the west!";
+ close;
+ }
+ }
+ }
+ else if (mos_whale_edq == 93 && $@mos1_edq == 0) {
+ mes "Which way?";
+ next;
+ switch(select("East:West:South:North")) {
+ case 1:
+ set .@ship_mon1,rand(1,4);
+ if (.@ship_mon1 == 1) {
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go South!";
+ mes "You should sail in the right";
+ mes "direction! To the south!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Oh no! Monsters have appeared!";
+ mes "Let's get ready to fight! Hurry!";
+ set $@mos1_edq,$@mos1_edq+1;
+ donpcevent "Baehideun1#ship::OnEnable";
+ close;
+ set .@ship_mon1,rand(1,4);
+ }
+ else if (.@ship_mon1 == 2) {
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go South!";
+ mes "You should sail in the right";
+ mes "direction! To the south!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Oh no! Monsters have appeared!";
+ mes "Let's get ready to fight! Hurry!";
+ set $@mos1_edq,$@mos1_edq+1;
+ donpcevent "Baehideun2#ship::OnEnable";
+ close;
+ }else{
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go South!";
+ mes "You should sail in the right";
+ mes "direction! To the south!";
+ close;
+ }
+ break;
+ case 2:
+ set .@ship_mon1,rand(1,4);
+ if (.@ship_mon1 == 1) {
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go South!";
+ mes "You should sail in the right";
+ mes "direction! To the south!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Oh no! Monsters have appeared!";
+ mes "Let's get ready to fight! Hurry!";
+ set $@mos1_edq,$@mos1_edq+1;
+ donpcevent "Baehideun1#ship::OnEnable";
+ close;
+ set .@ship_mon1,rand(1,4);
+ }
+ else if (.@ship_mon1 == 2) {
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go South!";
+ mes "You should sail in the right";
+ mes "direction! To the south!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Oh no! Monsters have appeared!";
+ mes "Let's get ready to fight! Hurry!";
+ set $@mos1_edq,$@mos1_edq+1;
+ donpcevent "Baehideun2#ship::OnEnable";
+ close;
+ }else{
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go South!";
+ mes "You should sail in the right";
+ mes "direction! To the south!";
+ close;
+ }
+ break;
+ case 3:
+ set .@ship_mon2,rand(1,4);
+ if (.@ship_mon2 == 3) {
+ mes "[Mr. Ibanoff]";
+ mes "Good. Firstly, we should";
+ mes "Keep heading south this way.";
+ mes "When I give the order,";
+ mes "please adjust the rudder again.";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Wait! Something has appeared in front of us...";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Monsters!!!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "These monsters are like none I have";
+ mes "ever encountered! Be careful! We";
+ mes "must repulse these monsters!";
+ set $@mos1_edq,$@mos1_edq+1;
+ set mos_whale_edq,11;
+ donpcevent "Baehideun3#ship::OnEnable";
+ close;
+ }else{
+ mes "[Mr. Ibanoff]";
+ mes "Good. Firstly, we should";
+ mes "Keep heading south this way.";
+ mes "When I give the order,";
+ mes "please adjust the rudder again.";
+ set mos_whale_edq,10;
+ close;
+ }
+ break;
+ case 4:
+ set .@ship_mon1,rand(1,4);
+ if (.@ship_mon1 == 1) {
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go South!";
+ mes "You should sail in the right";
+ mes "direction! To the south!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Oh no! Monsters have appeared!";
+ mes "Let's get ready to fight! Hurry!";
+ set $@mos1_edq,$@mos1_edq+1;
+ donpcevent "Baehideun1#ship::OnEnable";
+ close;
+ set .@ship_mon1,rand(1,4);
+ }
+ else if (.@ship_mon1 == 2) {
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go South!";
+ mes "You should sail in the right";
+ mes "direction! To the south!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Oh no! Monsters have appeared!";
+ mes "Let's get ready to fight! Hurry!";
+ set $@mos1_edq,$@mos1_edq+1;
+ donpcevent "Baehideun2#ship::OnEnable";
+ close;
+ }else{
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go South!";
+ mes "You should sail in the right";
+ mes "direction! To the south!";
+ close;
+ }
+ }
+ }
+ else if (mos_whale_edq == 94 && $@mos1_edq == 0) {
+ mes "Which way?";
+ next;
+ switch(select("East:West:South:North")) {
+ case 1:
+ set .@ship_mon1,rand(1,4);
+ if (.@ship_mon1 == 1) {
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go North!";
+ mes "You should sail in the right";
+ mes "direction! To the north!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Oh no! Monsters have appeared!";
+ mes "Let's get ready to fight! Hurry!";
+ set $@mos1_edq,$@mos1_edq+1;
+ donpcevent "Baehideun1#ship::OnEnable";
+ close;
+ set .@ship_mon1,rand(1,4);
+ }
+ else if (.@ship_mon1 == 2) {
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go North!";
+ mes "You should sail in the right";
+ mes "direction! To the north!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Oh no! Monsters have appeared!";
+ mes "Let's get ready to fight! Hurry!";
+ set $@mos1_edq,$@mos1_edq+1;
+ donpcevent "Baehideun2#ship::OnEnable";
+ close;
+ }else{
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go North!";
+ mes "You should sail in the right";
+ mes "direction! To the north!";
+ close;
+ }
+ break;
+ case 2:
+ set .@ship_mon1,rand(1,4);
+ if (.@ship_mon1 == 1) {
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go North!";
+ mes "You should sail in the right";
+ mes "direction! To the north!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Oh no! Monsters have appeared!";
+ mes "Let's get ready to fight! Hurry!";
+ set $@mos1_edq,$@mos1_edq+1;
+ donpcevent "Baehideun1#ship::OnEnable";
+ close;
+ set .@ship_mon1,rand(1,4);
+ }
+ else if (.@ship_mon1 == 2) {
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go North!";
+ mes "You should sail in the right";
+ mes "direction! To the north!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Oh no! Monsters have appeared!";
+ mes "Let's get ready to fight! Hurry!";
+ set $@mos1_edq,$@mos1_edq+1;
+ donpcevent "Baehideun2#ship::OnEnable";
+ close;
+ }else{
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go North!";
+ mes "You should sail in the right";
+ mes "direction! To the north!";
+ close;
+ }
+ break;
+ case 3:
+ set .@ship_mon1,rand(1,4);
+ if (.@ship_mon1 == 1) {
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go North!";
+ mes "You should sail in the right";
+ mes "direction! To the north!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Oh no! Monsters have appeared!";
+ mes "Let's get ready to fight! Hurry!";
+ set $@mos1_edq,$@mos1_edq+1;
+ donpcevent "Baehideun1#ship::OnEnable";
+ close;
+ set .@ship_mon1,rand(1,4);
+ }
+ else if (.@ship_mon1 == 2) {
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go North!";
+ mes "You should sail in the right";
+ mes "direction! To the north!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Oh no! Monsters have appeared!";
+ mes "Let's get ready to fight! Hurry!";
+ set $@mos1_edq,$@mos1_edq+1;
+ donpcevent "Baehideun2#ship::OnEnable";
+ close;
+ }else{
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go North!";
+ mes "You should sail in the right";
+ mes "direction! To the north!";
+ close;
+ }
+ break;
+ case 4:
+ set .@ship_mon2,rand(1,4);
+ if (.@ship_mon2 == 3) {
+ mes "[Mr. Ibanoff]";
+ mes "Good. Firstly, we should";
+ mes "Keep heading north this way.";
+ mes "When I give the order,";
+ mes "please adjust the rudder again.";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Wait! Something has appeared in front of us...";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Monsters!!!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "These monsters are like none I have";
+ mes "ever encountered! Be careful! We";
+ mes "must repulse these monsters!";
+ set $@mos1_edq,$@mos1_edq+1;
+ set mos_whale_edq,11;
+ donpcevent "Baehideun3#ship::OnEnable";
+ close;
+ }else{
+ mes "[Mr. Ibanoff]";
+ mes "Good. Firstly, we should";
+ mes "Keep heading north this way.";
+ mes "When I give the order,";
+ mes "please adjust the rudder again.";
+ set mos_whale_edq,10;
+ close;
+ }
+ }
+ }
+ else if (mos_whale_edq == 7 && $@mos1_edq > 0) {
+ mes "[Mr. Ibanoff]";
+ mes "We should make sure to kill any";
+ mes "monsters onboard.";
+ close;
+ }
+ else if (mos_whale_edq == 8 && $@mos1_edq > 0) {
+ mes "[Mr. Ibanoff]";
+ mes "We should make sure to kill any";
+ mes "monsters onboard.";
+ close;
+ }
+ else if (mos_whale_edq == 10 && $@mos1_edq > 0) {
+ mes "[Mr. Ibanoff]";
+ mes "We should make sure to kill any";
+ mes "monsters onboard.";
+ close;
+ }
+ else if (mos_whale_edq == 11 && $@mos1_edq > 0) {
+ mes "[Mr. Ibanoff]";
+ mes "We should make sure to kill any";
+ mes "monsters onboard.";
+ close;
+ }
+ else if (mos_whale_edq > 10 && mos_whale_edq < 13) {
+ mes "[Mr. Ibanoff]";
+ mes "Look... Beyond the sea!";
+ mes "Do you see something moving";
+ mes "mysteriously?";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Heheh... What is...";
+ mes "that... Hey! You...";
+ mes "Go around the deck to look more";
+ mes "carefully! Go!";
+ close;
+ }
+ else if (mos_whale_edq > 89 && mos_whale_edq < 100 && $@mos1_edq > 0) {
+ mes "[Mr. Ibanoff]";
+ mes "We should make sure to kill any";
+ mes "monsters onboard.";
+ close;
+ }
+ else if (mos_whale_edq == 20) {
+ mes "Which way?";
+ next;
+ switch(select("East:West:South:North")) {
+ case 1:
+ mes "[Mr. Ibanoff]";
+ mes "Good. Firstly, we should";
+ mes "Keep heading east this way.";
+ mes "When I give the order,";
+ mes "please adjust the rudder again.";
+ set mos_whale_edq,21;
+ close;
+ break;
+ case 2:
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go East!";
+ mes "You should sail in the right";
+ mes "direction! To the east!";
+ close;
+ break;
+ case 3:
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go East!";
+ mes "You should sail in the right";
+ mes "direction! To the east!";
+ close;
+ break;
+ case 4:
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go East!";
+ mes "You should sail in the right";
+ mes "direction! To the east!";
+ close;
+ }
+ }
+ else if (mos_whale_edq == 21) {
+ mes "[Mr. Ibanoff]";
+ mes "Do not yet adjust the rudder.";
+ mes "Only when I order you to,";
+ mes "you adjust the rudder.";
+ close;
+ }
+ else if (mos_whale_edq == 22 && $@mos1_edq == 0) {
+ mes "Which way?";
+ next;
+ switch(select("East:West:South:North")) {
+ case 1:
+ set .@ship_mon1,rand(1,4);
+ if (.@ship_mon1 == 2) {
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go North!";
+ mes "You should sail in the right";
+ mes "direction! To the north!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Oh no! Monsters have appeared!";
+ mes "Let's get ready to fight! Hurry!";
+ set $@mos1_edq,$@mos1_edq+1;
+ donpcevent "Baehideun1#ship::OnEnable";
+ close;
+ set .@ship_mon1,rand(1,4);
+ }
+ else if (.@ship_mon1 == 4) {
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go North!";
+ mes "You should sail in the right";
+ mes "direction! To the north!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Oh no! Monsters have appeared!";
+ mes "Let's get ready to fight! Hurry!";
+ set $@mos1_edq,$@mos1_edq+1;
+ donpcevent "Baehideun2#ship::OnEnable";
+ close;
+ }else{
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go North!";
+ mes "You should sail in the right";
+ mes "direction! To the north!";
+ close;
+ }
+ break;
+ case 2:
+ set .@ship_mon1,rand(1,4);
+ if (.@ship_mon1 == 2) {
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go North!";
+ mes "You should sail in the right";
+ mes "direction! To the north!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Oh no! Monsters have appeared!";
+ mes "Let's get ready to fight! Hurry!";
+ set $@mos1_edq,$@mos1_edq+1;
+ donpcevent "Baehideun1#ship::OnEnable";
+ close;
+ set .@ship_mon1,rand(1,4);
+ }
+ else if (.@ship_mon1 == 4) {
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go North!";
+ mes "You should sail in the right";
+ mes "direction! To the north!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Oh no! Monsters have appeared!";
+ mes "Let's get ready to fight! Hurry!";
+ set $@mos1_edq,$@mos1_edq+1;
+ donpcevent "Baehideun2#ship::OnEnable";
+ close;
+ }else{
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go North!";
+ mes "You should sail in the right";
+ mes "direction! To the north!";
+ close;
+ }
+ break;
+ case 3:
+ set .@ship_mon1,rand(1,4);
+ if (.@ship_mon1 == 2) {
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go North!";
+ mes "You should sail in the right";
+ mes "direction! To the north!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Oh no! Monsters have appeared!";
+ mes "Let's get ready to fight! Hurry!";
+ set $@mos1_edq,$@mos1_edq+1;
+ donpcevent "Baehideun1#ship::OnEnable";
+ close;
+ set .@ship_mon1,rand(1,4);
+ }
+ else if (.@ship_mon1 == 4) {
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go North!";
+ mes "You should sail in the right";
+ mes "direction! To the north!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Oh no! Monsters have appeared!";
+ mes "Let's get ready to fight! Hurry!";
+ set $@mos1_edq,$@mos1_edq+1;
+ donpcevent "Baehideun2#ship::OnEnable";
+ close;
+ }else{
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go North!";
+ mes "You should sail in the right";
+ mes "direction! To the north!";
+ close;
+ }
+ break;
+ case 4:
+ mes "[Mr. Ibanoff]";
+ mes "Good. Firstly, we should";
+ mes "Keep heading north this way.";
+ mes "When I give the order,";
+ mes "please adjust the rudder again.";
+ set mos_whale_edq,23;
+ close;
+ }
+ }
+ else if (mos_whale_edq == 22 && $@mos1_edq > 0) {
+ mes "[Mr. Ibanoff]";
+ mes "We should make sure to kill any";
+ mes "monsters onboard.";
+ close;
+ }
+ else if (mos_whale_edq == 23 && $@mos1_edq == 0) {
+ mes "[Mr. Ibanoff]";
+ mes "Do not yet adjust the rudder.";
+ mes "Only when I order you to,";
+ mes "you adjust the rudder.";
+ close;
+ }
+ else if (mos_whale_edq == 23 && $@mos1_edq > 0) {
+ mes "[Mr. Ibanoff]";
+ mes "We should make sure to kill any";
+ mes "monsters onboard.";
+ close;
+ }
+ else if (mos_whale_edq == 241 && $@mos1_edq == 0) {
+ mes "Which way?";
+ next;
+ switch(select("East:West:South:North")) {
+ case 1:
+ set .@ship_mon2,rand(1,5);
+ if (.@ship_mon2 == 3) {
+ mes "[Mr. Ibanoff]";
+ mes "Good. Firstly, we should";
+ mes "Keep heading east this way.";
+ mes "When I give the order,";
+ mes "please adjust the rudder again.";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Wait! Something has appeared in front of us...";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Monsters!!!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "These monsters are like none I have";
+ mes "ever encountered! Be careful! We";
+ mes "must repulse these monsters!";
+ set $@mos1_edq,$@mos1_edq+1;
+ set mos_whale_edq,26;
+ donpcevent "Baehideun4#ship::OnEnable";
+ close;
+ }else{
+ mes "[Mr. Ibanoff]";
+ mes "Good. Firstly, we should";
+ mes "Keep heading east this way.";
+ mes "When I give the order,";
+ mes "please adjust the rudder again.";
+ set mos_whale_edq,25;
+ close;
+ }
+ break;
+ case 2:
+ set .@ship_mon1,rand(1,4);
+ if (.@ship_mon1 == 1) {
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go East!";
+ mes "You should sail in the right";
+ mes "direction! To the east!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Oh no! Monsters have appeared!";
+ mes "Let's get ready to fight! Hurry!";
+ set $@mos1_edq,$@mos1_edq+1;
+ donpcevent "Baehideun1#ship::OnEnable";
+ close;
+ set .@ship_mon1,rand(1,4);
+ }
+ else if (.@ship_mon1 == 2) {
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go East!";
+ mes "You should sail in the right";
+ mes "direction! To the east!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Oh no! Monsters have appeared!";
+ mes "Let's get ready to fight! Hurry!";
+ set $@mos1_edq,$@mos1_edq+1;
+ donpcevent "Baehideun2#ship::OnEnable";
+ close;
+ }else{
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go East!";
+ mes "You should sail in the right";
+ mes "direction! To the east!";
+ close;
+ }
+ break;
+ case 3:
+ set .@ship_mon1,rand(1,4);
+ if (.@ship_mon1 == 1) {
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go East!";
+ mes "You should sail in the right";
+ mes "direction! To the east!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Oh no! Monsters have appeared!";
+ mes "Let's get ready to fight! Hurry!";
+ set $@mos1_edq,$@mos1_edq+1;
+ donpcevent "Baehideun1#ship::OnEnable";
+ close;
+ set .@ship_mon1,rand(1,4);
+ }
+ else if (.@ship_mon1 == 2) {
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go East!";
+ mes "You should sail in the right";
+ mes "direction! To the east!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Oh no! Monsters have appeared!";
+ mes "Let's get ready to fight! Hurry!";
+ set $@mos1_edq,$@mos1_edq+1;
+ donpcevent "Baehideun2#ship::OnEnable";
+ close;
+ }else{
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go East!";
+ mes "You should sail in the right";
+ mes "direction! To the east!";
+ close;
+ }
+ break;
+ case 4:
+ set .@ship_mon1,rand(1,4);
+ if (.@ship_mon1 == 1) {
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go East!";
+ mes "You should sail in the right";
+ mes "direction! To the east!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Oh no! Monsters have appeared!";
+ mes "Let's get ready to fight! Hurry!";
+ set $@mos1_edq,$@mos1_edq+1;
+ donpcevent "Baehideun1#ship::OnEnable";
+ close;
+ set .@ship_mon1,rand(1,4);
+ }
+ else if (.@ship_mon1 == 2) {
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go East!";
+ mes "You should sail in the right";
+ mes "direction! To the east!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Oh no! Monsters have appeared!";
+ mes "Let's get ready to fight! Hurry!";
+ set $@mos1_edq,$@mos1_edq+1;
+ donpcevent "Baehideun2#ship::OnEnable";
+ close;
+ }else{
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go East!";
+ mes "You should sail in the right";
+ mes "direction! To the east!";
+ close;
+ }
+ }
+ }
+ else if (mos_whale_edq == 242 && $@mos1_edq == 0) {
+ mes "Which way?";
+ next;
+ switch(select("East:West:South:North")) {
+ case 1:
+ set .@ship_mon1,rand(1,4);
+ if (.@ship_mon1 == 1) {
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go West!";
+ mes "You should sail in the right";
+ mes "direction! To the west!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Oh no! Monsters have appeared!";
+ mes "Let's get ready to fight! Hurry!";
+ set $@mos1_edq,$@mos1_edq+1;
+ donpcevent "Baehideun1#ship::OnEnable";
+ close;
+ set .@ship_mon1,rand(1,4);
+ }
+ else if (.@ship_mon1 == 2) {
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go West!";
+ mes "You should sail in the right";
+ mes "direction! To the west!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Oh no! Monsters have appeared!";
+ mes "Let's get ready to fight! Hurry!";
+ set $@mos1_edq,$@mos1_edq+1;
+ donpcevent "Baehideun2#ship::OnEnable";
+ close;
+ }else{
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go West!";
+ mes "You should sail in the right";
+ mes "direction! To the west!";
+ close;
+ }
+ break;
+ case 2:
+ set .@ship_mon2,rand(1,5);
+ if (.@ship_mon2 == 3) {
+ mes "[Mr. Ibanoff]";
+ mes "Good. Firstly, we should";
+ mes "Keep heading west this way.";
+ mes "When I give the order,";
+ mes "please adjust the rudder again.";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Wait! Something has appeared in front of us...";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Monsters!!!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "These monsters are like none I have";
+ mes "ever encountered! Be careful! We";
+ mes "must repulse these monsters!";
+ set $@mos1_edq,$@mos1_edq+1;
+ set mos_whale_edq,26;
+ donpcevent "Baehideun4#ship::OnEnable";
+ close;
+ }else{
+ mes "[Mr. Ibanoff]";
+ mes "Good. Firstly, we should";
+ mes "Keep heading west this way.";
+ mes "When I give the order,";
+ mes "please adjust the rudder again.";
+ set mos_whale_edq,25;
+ close;
+ }
+ break;
+ case 3:
+ set .@ship_mon1,rand(1,4);
+ if (.@ship_mon1 == 1) {
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go West!";
+ mes "You should sail in the right";
+ mes "direction! To the west!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Oh no! Monsters have appeared!";
+ mes "Let's get ready to fight! Hurry!";
+ set $@mos1_edq,$@mos1_edq+1;
+ donpcevent "Baehideun1#ship::OnEnable";
+ close;
+ set .@ship_mon1,rand(1,4);
+ }
+ else if (.@ship_mon1 == 2) {
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go West!";
+ mes "You should sail in the right";
+ mes "direction! To the west!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Oh no! Monsters have appeared!";
+ mes "Let's get ready to fight! Hurry!";
+ set $@mos1_edq,$@mos1_edq+1;
+ donpcevent "Baehideun2#ship::OnEnable";
+ close;
+ }else{
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go West!";
+ mes "You should sail in the right";
+ mes "direction! To the west!";
+ close;
+ }
+ break;
+ case 4:
+ set .@ship_mon1,rand(1,4);
+ if (.@ship_mon1 == 1) {
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go West!";
+ mes "You should sail in the right";
+ mes "direction! To the west!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Oh no! Monsters have appeared!";
+ mes "Let's get ready to fight! Hurry!";
+ set $@mos1_edq,$@mos1_edq+1;
+ donpcevent "Baehideun1#ship::OnEnable";
+ close;
+ set .@ship_mon1,rand(1,4);
+ }
+ else if (.@ship_mon1 == 2) {
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go West!";
+ mes "You should sail in the right";
+ mes "direction! To the west!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Oh no! Monsters have appeared!";
+ mes "Let's get ready to fight! Hurry!";
+ set $@mos1_edq,$@mos1_edq+1;
+ donpcevent "Baehideun2#ship::OnEnable";
+ close;
+ }else{
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go West!";
+ mes "You should sail in the right";
+ mes "direction! To the west!";
+ close;
+ }
+ }
+ }
+ else if (mos_whale_edq == 243 && $@mos1_edq == 0) {
+ mes "Which way?";
+ next;
+ switch(select("East:West:South:North")) {
+ case 1:
+ set .@ship_mon1,rand(1,4);
+ if (.@ship_mon1 == 1) {
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go South!";
+ mes "You should sail in the right";
+ mes "direction! To the south!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Oh no! Monsters have appeared!";
+ mes "Let's get ready to fight! Hurry!";
+ set $@mos1_edq,$@mos1_edq+1;
+ donpcevent "Baehideun1#ship::OnEnable";
+ close;
+ set .@ship_mon1,rand(1,4);
+ }
+ else if (.@ship_mon1 == 2) {
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go South!";
+ mes "You should sail in the right";
+ mes "direction! To the south!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Oh no! Monsters have appeared!";
+ mes "Let's get ready to fight! Hurry!";
+ set $@mos1_edq,$@mos1_edq+1;
+ donpcevent "Baehideun2#ship::OnEnable";
+ close;
+ }else{
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go South!";
+ mes "You should sail in the right";
+ mes "direction! To the south!";
+ close;
+ }
+ break;
+ case 2:
+ set .@ship_mon1,rand(1,4);
+ if (.@ship_mon1 == 1) {
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go South!";
+ mes "You should sail in the right";
+ mes "direction! To the south!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Oh no! Monsters have appeared!";
+ mes "Let's get ready to fight! Hurry!";
+ set $@mos1_edq,$@mos1_edq+1;
+ donpcevent "Baehideun1#ship::OnEnable";
+ close;
+ set .@ship_mon1,rand(1,4);
+ }
+ else if (.@ship_mon1 == 2) {
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go South!";
+ mes "You should sail in the right";
+ mes "direction! To the south!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Oh no! Monsters have appeared!";
+ mes "Let's get ready to fight! Hurry!";
+ set $@mos1_edq,$@mos1_edq+1;
+ donpcevent "Baehideun2#ship::OnEnable";
+ close;
+ }else{
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go South!";
+ mes "You should sail in the right";
+ mes "direction! To the south!";
+ close;
+ }
+ break;
+ case 3:
+ set .@ship_mon2,rand(1,5);
+ if (.@ship_mon2 == 3) {
+ mes "[Mr. Ibanoff]";
+ mes "Good. Firstly, we should";
+ mes "Keep heading south this way.";
+ mes "When I give the order,";
+ mes "please adjust the rudder again.";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Wait! Something has appeared in front of us...";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Monsters!!!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "These monsters are like none I have";
+ mes "ever encountered! Be careful! We";
+ mes "must repulse these monsters!";
+ set $@mos1_edq,$@mos1_edq+1;
+ set mos_whale_edq,26;
+ donpcevent "Baehideun4#ship::OnEnable";
+ close;
+ }else{
+ mes "[Mr. Ibanoff]";
+ mes "Good. Firstly, we should";
+ mes "Keep heading south this way.";
+ mes "When I give the order,";
+ mes "please adjust the rudder again.";
+ set mos_whale_edq,25;
+ close;
+ }
+ break;
+ case 4:
+ set .@ship_mon1,rand(1,4);
+ if (.@ship_mon1 == 1) {
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go South!";
+ mes "You should sail in the right";
+ mes "direction! To the south!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Oh no! Monsters have appeared!";
+ mes "Let's get ready to fight! Hurry!";
+ set $@mos1_edq,$@mos1_edq+1;
+ donpcevent "Baehideun1#ship::OnEnable";
+ close;
+ set .@ship_mon1,rand(1,4);
+ }
+ else if (.@ship_mon1 == 2) {
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go South!";
+ mes "You should sail in the right";
+ mes "direction! To the south!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Oh no! Monsters have appeared!";
+ mes "Let's get ready to fight! Hurry!";
+ set $@mos1_edq,$@mos1_edq+1;
+ donpcevent "Baehideun2#ship::OnEnable";
+ close;
+ }else{
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go South!";
+ mes "You should sail in the right";
+ mes "direction! To the south!";
+ close;
+ }
+ }
+ }
+ else if (mos_whale_edq == 244 && $@mos1_edq == 0) {
+ mes "Which way?";
+ next;
+ switch(select("East:West:South:North")) {
+ case 1:
+ set .@ship_mon1,rand(1,4);
+ if (.@ship_mon1 == 1) {
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go North!";
+ mes "You should sail in the right";
+ mes "direction! To the north!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Oh no! Monsters have appeared!";
+ mes "Let's get ready to fight! Hurry!";
+ set $@mos1_edq,$@mos1_edq+1;
+ donpcevent "Baehideun1#ship::OnEnable";
+ close;
+ set .@ship_mon1,rand(1,4);
+ }
+ else if (.@ship_mon1 == 2) {
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go North!";
+ mes "You should sail in the right";
+ mes "direction! To the north!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Oh no! Monsters have appeared!";
+ mes "Let's get ready to fight! Hurry!";
+ set $@mos1_edq,$@mos1_edq+1;
+ donpcevent "Baehideun2#ship::OnEnable";
+ close;
+ }else{
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go North!";
+ mes "You should sail in the right";
+ mes "direction! To the north!";
+ close;
+ }
+ break;
+ case 2:
+ set .@ship_mon1,rand(1,4);
+ if (.@ship_mon1 == 1) {
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go North!";
+ mes "You should sail in the right";
+ mes "direction! To the north!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Oh no! Monsters have appeared!";
+ mes "Let's get ready to fight! Hurry!";
+ set $@mos1_edq,$@mos1_edq+1;
+ donpcevent "Baehideun1#ship::OnEnable";
+ close;
+ set .@ship_mon1,rand(1,4);
+ }
+ else if (.@ship_mon1 == 2) {
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go North!";
+ mes "You should sail in the right";
+ mes "direction! To the north!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Oh no! Monsters have appeared!";
+ mes "Let's get ready to fight! Hurry!";
+ set $@mos1_edq,$@mos1_edq+1;
+ donpcevent "Baehideun2#ship::OnEnable";
+ close;
+ }else{
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go North!";
+ mes "You should sail in the right";
+ mes "direction! To the north!";
+ close;
+ }
+ break;
+ case 3:
+ set .@ship_mon1,rand(1,4);
+ if (.@ship_mon1 == 1) {
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go North!";
+ mes "You should sail in the right";
+ mes "direction! To the north!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Oh no! Monsters have appeared!";
+ mes "Let's get ready to fight! Hurry!";
+ set $@mos1_edq,$@mos1_edq+1;
+ donpcevent "Baehideun1#ship::OnEnable";
+ close;
+ set .@ship_mon1,rand(1,4);
+ }
+ else if (.@ship_mon1 == 2) {
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go North!";
+ mes "You should sail in the right";
+ mes "direction! To the north!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Oh no! Monsters have appeared!";
+ mes "Let's get ready to fight! Hurry!";
+ set $@mos1_edq,$@mos1_edq+1;
+ donpcevent "Baehideun2#ship::OnEnable";
+ close;
+ }else{
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go North!";
+ mes "You should sail in the right";
+ mes "direction! To the north!";
+ close;
+ }
+ break;
+ case 4:
+ set .@ship_mon2,rand(1,5);
+ if (.@ship_mon2 == 3) {
+ mes "[Mr. Ibanoff]";
+ mes "Good. Firstly, we should";
+ mes "Keep heading north this way.";
+ mes "When I give the order,";
+ mes "please adjust the rudder again.";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Wait! Something has appeared in front of us...";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Monsters!!!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "These monsters are like none I have";
+ mes "ever encountered! Be careful! We";
+ mes "must repulse these monsters!";
+ set $@mos1_edq,$@mos1_edq+1;
+ set mos_whale_edq,26;
+ donpcevent "Baehideun4#ship::OnEnable";
+ close;
+ }else{
+ mes "[Mr. Ibanoff]";
+ mes "Good. Firstly, we should";
+ mes "Keep heading north this way.";
+ mes "When I give the order,";
+ mes "please adjust the rudder again.";
+ set mos_whale_edq,25;
+ close;
+ }
+ }
+ }
+ else if ($@mos1_edq > 0) {
+ mes "[Mr. Ibanoff]";
+ mes "We should make sure to kill any";
+ mes "monsters onboard.";
+ close;
+ }
+ else if (mos_whale_edq == 22 && $@mos1_edq > 0) {
+ mes "[Mr. Ibanoff]";
+ mes "We should make sure to kill any";
+ mes "monsters onboard.";
+ close;
+ }
+ else if (mos_whale_edq == 23 && $@mos1_edq > 0) {
+ mes "[Mr. Ibanoff]";
+ mes "We should make sure to kill any";
+ mes "monsters onboard.";
+ close;
+ }
+ else if (mos_whale_edq == 25 && $@mos1_edq > 0) {
+ mes "[Mr. Ibanoff]";
+ mes "We should make sure to kill any";
+ mes "monsters onboard.";
+ close;
+ }
+ else if (mos_whale_edq == 25 && $@mos1_edq == 0) {
+ mes "[Mr. Ibanoff]";
+ mes "You can adjust the rudder,";
+ mes "under my direction.";
+ close;
+ }
+ else if (mos_whale_edq > 239 && mos_whale_edq < 250 && $@mos1_edq > 0) {
+ mes "[Mr. Ibanoff]";
+ mes "We should make sure to kill any";
+ mes "monsters onboard.";
+ close;
+ }
+ else if (mos_whale_edq == 26) {
+ mes "[Mr. Ibanoff]";
+ mes "Hey! Listen to what I am saying.";
+ mes "How come you go there without my";
+ mes "permission...";
+ next;
+ }
+ else{
+ mes "[Mr. Ibanoff]";
+ mes "What? How did you get on";
+ mes "this ship?? You... No.";
+ mes "I'll forgive you this once, but go";
+ mes "back now.";
+ close2;
+ //set mos_whale_edq,4; lol, why is this here?
+ warp "moscovia",162,56;
+ end;
+ }
+}
+
+//----------------------------------------------------------------------------
+// Aged Stranger - Whale Island
+//----------------------------------------------------------------------------
+mosk_fild01,86,104,3 script Aged Stranger#npc 963,{
+ if (checkweight(1201,1) == 0 ) {
+ mes "[Aged Stranger]";
+ mes "You're carrying too many items.";
+ mes "Please come after using kafra service.";
+ close;
+ }
+ if ((MaxWeight-Weight) < 2000) {
+ mes "[Aged Stranger]";
+ mes "You're carrying too many items.";
+ mes "Please come after using kafra service.";
+ close;
+ }
+ if (mos_whale_edq == 13) {
+ mes "[Aged Stranger]";
+ mes "Oh, your awake.";
+ mes "How do you feel? Are you ok??";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Hm... where..is...";
+ mes "Eck! What happened...?";
+ next;
+ mes "[Aged Stranger]";
+ mes "Well... You were a bit";
+ mes "of a surprise! I haven't";
+ mes "talked for a long time...";
+ mes "with a person who lives on dry";
+ mes "land.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Where am I?";
+ mes "Who are you old man?";
+ next;
+ mes "[Aged Stranger]";
+ mes "This is... well...";
+ mes "What can I say...";
+ mes "This is called a moving island, by";
+ mes "most people.";
+ next;
+ mes "[Aged Stranger]";
+ mes "This is a small island that only I inhabit.";
+ next;
+ mes "[Aged Stranger]";
+ mes "I call it...";
+ mes "Whale Island.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "This place is very famously known";
+ mes "as The Moving Island! But... This";
+ mes "island is... Maybe...";
+ next;
+ mes "[Aged Stranger]";
+ mes "Now do you get it? Hahaha!";
+ mes "Right. We are standing on";
+ mes "the back of a gigantic whale!";
+ mes "That's why I call it Whale Island!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "How...? How is it possible";
+ mes "that the water flows in streams";
+ mes "here? And trees grow! On the";
+ mes "whale's back!?!";
+ next;
+ mes "[Aged Stranger]";
+ mes "Heheheh. This is an island";
+ mes "of legend. Right now you are";
+ mes "experiencing greatness! Hahahaha!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Are you a real person?";
+ next;
+ mes "[Aged Stranger]";
+ mes "Heheh, as you can see,";
+ mes "I am just an aged man.";
+ mes "I've simply spent my lifetime here";
+ mes "leisurely, by breaking off";
+ mes "relations with any unworldly life.";
+ next;
+ mes "[Aged Stranger]";
+ mes "Okay, now you get yourself";
+ mes "together. I will send you back to";
+ mes "dry land. If you don't go back";
+ mes "soon, some people may worry.";
+ next;
+ soundeffect "mos_gusli1.wav",0;
+ mes "-The island starts to move slowly";
+ mes "when the old man plays an";
+ mes "unfamiliar instrument...-";
+ next;
+ mes "[Aged Stranger]";
+ mes "In a few minutes, you will go back";
+ mes "to the land from whence you came.";
+ mes "You can relax.";
+ next;
+ mes "-The old man starts to play";
+ mes "his instrument, with eyes closed.";
+ mes "He is unresponsive...";
+ mes "like having fallen into a world";
+ mes "only his own.-";
+ set mos_whale_edq,14;
+ close2;
+ sleep2 20000;
+ set mos_whale_edq,15;
+ end;
+ }
+ else if (mos_whale_edq == 14) {
+ soundeffect "mos_gusli1.wav",0;
+ mes "-The old man starts to play";
+ mes "his instrument, with eyes closed.";
+ mes "He is unresponsive...";
+ mes "like having fallen into a world";
+ mes "only his own.-";
+ set mos_whale_edq,15;
+ close;
+ }
+ else if (mos_whale_edq == 15) {
+ mes "[Aged Stranger]";
+ mes "Hm... Almost there...";
+ mes "Young man, you will arrive back on";
+ mes "the mainland in a few minutes. Go carefully.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Old man, if I want to come back";
+ mes "here again, how can I do it?";
+ next;
+ mes "[Aged Stranger]";
+ mes "Hehe... Do you want to come here";
+ mes "again? Here? Where I live alone? In";
+ mes "this small island? You are";
+ mes "funny...";
+ next;
+ mes "[Aged Stranger]";
+ mes "If we are preordained to meet,";
+ mes "we will meet here again,";
+ mes "won't we? Heheheh...";
+ next;
+ mes "[Aged Stranger]";
+ mes "It's time to... well,";
+ mes "go back safely. Someday, if you";
+ mes "want to come again to meet me, you";
+ mes "can endure the same seas as last";
+ mes "time. I won't stop you. Hehehe.";
+ close2;
+ warp "moscovia",163,54;
+ end;
+ }
+ else if (mos_whale_edq == 30) {
+ mes "[Aged Stranger]";
+ mes "Hahaha... I didn't know that I";
+ mes "would meet you again! How did you";
+ mes "return?";
+ next;
+ select("Explain the whole story.");
+ mes "[Aged Stranger]";
+ mes "Hm... just like that?";
+ mes "Whoever hasn't come here directly";
+ mes "would expect you to return like";
+ mes "that. Well.";
+ next;
+ mes "[Aged Stranger]";
+ mes "I just wanted to spend the rest of";
+ mes "my life here, leisurely... I'm";
+ mes "interested in the world... but I'm";
+ mes "no match for it...";
+ next;
+ mes "[Aged Stranger]";
+ mes "Do not look sorry for me.";
+ mes "When you went back I didn't ask you";
+ mes "not to say anything about this";
+ mes "island to others.";
+ next;
+ mes "[Aged Stranger]";
+ mes "If I had decided to hide where";
+ mes "nobody can find... Well, you";
+ mes "needn't worry too much about that";
+ mes "now.";
+ next;
+ mes "[Aged Stranger]";
+ mes "Anyway, are you troubled?";
+ mes "What are you going to do?";
+ next;
+ if(select("Think more.:Don't you have a way?") == 1) {
+ mes "[Aged Stranger]";
+ mes "Do that. Think carefully, the";
+ mes "answer is to be found...";
+ mes "Hoohoohoo!";
+ close;
+ }
+ mes "[Aged Stranger]";
+ mes "To bring the Csar here and show him";
+ mes "everything?!? It's difficult...";
+ next;
+ mes "[Aged Stranger]";
+ mes "An evidence of whale island...";
+ mes "That's all you need if only it";
+ mes "existed in this island...";
+ next;
+ soundeffect "mos_gusli1.wav",0;
+ mes "-The aged man closes his eyes and";
+ mes "starts to play his instrument, as";
+ mes "he falls in thought.-";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Old man, could you make one of";
+ mes "those instruments for me? That is a";
+ mes "marvelous thing that I've seen only";
+ mes "here.";
+ next;
+ mes "[Aged Stranger]";
+ mes "Oh... That's a good idea.";
+ mes "There isn't an instrument like this";
+ mes "in all Moscovia! Absolutely...";
+ next;
+ mes "[Aged Stranger]";
+ mes "Hm... If you grant my request, I";
+ mes "will make this instrument for you.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "What is your request?";
+ next;
+ mes "[Aged Stranger]";
+ mes "Just in time. I have always used";
+ mes "this instrument which is already";
+ mes "over 50 years old. The body is so";
+ mes "worn. It's not surprising that it's";
+ mes "falling apart...";
+ next;
+ mes "[Aged Stranger]";
+ mes "It is made with strings that only";
+ mes "exist in this place, but you can";
+ mes "get the other materials for it in";
+ mes "the mainland.";
+ next;
+ mes "[Aged Stranger]";
+ mes "If you bring the materials, I can";
+ mes "make a new one.";
+ next;
+ mes "[Aged Stranger]";
+ mes "The materials are ^0000FFLog 30, Tough Vines 20, Antelope Horn 20, Sea-otter Fur 10^000000.";
+ next;
+ mes "[Aged Stranger]";
+ mes "I won't move the island, so you can";
+ mes "find it when you come back with the";
+ mes "materials.";
+ next;
+ mes "[Aged Stranger]";
+ mes "Tell me whenever you're ready, and";
+ mes "I'll send you back to the";
+ mes "mainland.";
+ set mos_whale_edq,31;
+ close;
+ }
+ else if (mos_whale_edq == 31) {
+ mes "[Aged Stranger]";
+ mes "Okay, are you ready to go back to the mainland?";
+ next;
+ if(select("What are the materials?:I am ready.") == 1) {
+ mes "[Aged Stranger]";
+ mes "You should bring these materials:";
+ next;
+ mes "[Aged Stranger]";
+ mes "You should bring these materials:";
+ mes "^0000FFLog 30, Tough Vines 20, Antelope Horn 20, Sea-otter Fur 10^000000.";
+ close;
+ }
+ mes "[Aged Stranger]";
+ mes "I see. If so, let's go.";
+ next;
+ mes "-The old man starts to play";
+ mes "his instrument, with eyes closed.";
+ mes "He is unresponsive...";
+ mes "like having fallen into a world";
+ mes "only his own.-";
+ set mos_whale_edq,32;
+ close2;
+ warp "moscovia",162,56;
+ end;
+ }
+ else if (mos_whale_edq == 33) {
+ mes "[Aged Stranger]";
+ mes "Oh... Did you get all the";
+ mes "materials?";
+ next;
+ if (countitem(7201) > 29 && countitem(7197) > 19 && countitem(7106) > 19 && countitem(7065) > 9) {
+ mes "[Aged Stranger]";
+ mes "You found the right materials.";
+ mes "Okay, I will start to make the";
+ mes "instrument.";
+ next;
+ delitem 7201,30; //Log
+ delitem 7197,20; //Tough_Vines
+ delitem 7106,20; //Goat's_Horn
+ delitem 7065,10; //Sea_Otter_Leather
+ set mos_whale_edq,34;
+ mes "[Aged Stranger]";
+ mes "Wait for a moment until I make the";
+ mes "instrument successfully.";
+ close;
+ }else{
+ mes "[Aged Stranger]";
+ mes "Ugh... We need more materials...";
+ mes "We need ^0000FFLog 30, Tough Vines 20, Antelope Horn 20, Sea-otter Fur 10^000000.";
+ next;
+ mes "[Aged Stranger]";
+ mes "What will you do? Will you go back";
+ mes "to the mainland to find the";
+ mes "materials?";
+ next;
+ if(select("What are the materials?:I am ready.") == 1) {
+ mes "[Aged Stranger]";
+ mes "You should bring these materials:";
+ next;
+ mes "[Aged Stranger]";
+ mes "You should bring these materials:";
+ mes "^0000FFLog 30, Tough Vines 20, Antelope Horn 20, Sea-otter Fur 10^000000.";
+ close;
+ }
+ mes "[Aged Stranger]";
+ mes "I see. If so, let's go.";
+ next;
+ soundeffect "mos_gusli1.wav",0;
+ mes "-The old man starts to play";
+ mes "his instrument, with eyes closed.";
+ mes "He is unresponsive...";
+ mes "like having fallen into a world";
+ mes "only his own.-";
+ close2;
+ warp "moscovia",162,56;
+ end;
+ }
+ }
+ else if (mos_whale_edq == 34) {
+ set .@comple,rand(1,3);
+ if (.@comple == 2) {
+ mes "[Aged Stranger]";
+ mes "I have succeeded in making the";
+ mes "instrument! Here you are. It's yours.";
+ mes "This instrument is called a Gusli.";
+ mes "This is a traditional instrument";
+ mes "which comes from a faraway land of";
+ mes "the ancestors of Moscovia.";
+ getitem 2707,1;
+ set mos_whale_edq,35;
+ next;
+ mes "[Aged Stranger]";
+ mes "I am the last person who has";
+ mes "learned it in this land.";
+ next;
+ mes "[Aged Stranger]";
+ mes "So, indeed... This is a very";
+ mes "special item here, that only we";
+ mes "have.";
+ next;
+ mes "[Aged Stranger]";
+ mes "If you show this to the good Csar,";
+ mes "he can believe your story about the";
+ mes "island. Everything is going to be";
+ mes "well.";
+ next;
+ mes "So, what will you do now?";
+ next;
+ switch(select("How would I get back here?:I want to learn the Gusli.:Go back to the mainland.")) {
+ case 1:
+ mes "[Aged Stranger]";
+ mes "You are my friend now,";
+ mes "and you have this instrument.";
+ mes "Whenever you want to come back";
+ mes "here again, just play the Gusli";
+ mes "at the docks of Moscovia.";
+ next;
+ mes "[Aged Stranger]";
+ mes "Even if it's difficult to play it";
+ mes "well, because you may not yet know";
+ mes "how to play it, it's not a problem.";
+ mes "Just make a sound.";
+ next;
+ mes "[Aged Stranger]";
+ mes "This island... this whale... can";
+ mes "perceive the sound of a Gusli from";
+ mes "an endless distance away.";
+ next;
+ mes "[Aged Stranger]";
+ mes "If you play this instrument,";
+ mes "wherever you are, I'll go to you";
+ mes "with this island. Only if you are a";
+ mes "friend... heheh.";
+ close;
+ break;
+ case 2:
+ mes "[Aged Stranger]";
+ mes "You really want to...";
+ mes "learn this instrument...";
+ mes "don't you?";
+ mes "Well... it's hard to learn";
+ mes "in such a short time...";
+ next;
+ mes "[Aged Stranger]";
+ mes "It's okay if you can't play this";
+ mes "instrument. I already made it for you.";
+ next;
+ mes "[Aged Stranger]";
+ mes "But I can teach you how";
+ mes "to play it anyway.";
+ mes "I can't be too sure, though";
+ mes "because I have never taught others.";
+ next;
+ mes "[Aged Stranger]";
+ mes "Okay. If you are ready to play the";
+ mes "Gusli, let me know.";
+ set mos_whale_edq,36;
+ close;
+ break;
+ case 3:
+ mes "[Aged Stranger]";
+ mes "I see. Okay, let's go.";
+ next;
+ mes "[Aged Stranger]";
+ mes "Whenever you want to come back here";
+ mes "again, play the Gusli at the docks";
+ mes "of Moscovia.";
+ next;
+ mes "[Aged Stranger]";
+ mes "Even if it's difficult to play it";
+ mes "well, because you may not yet know";
+ mes "how to play it, it's not a problem.";
+ mes "Just make a sound.";
+ next;
+ mes "[Aged Stranger]";
+ mes "This island... this whale... can";
+ mes "perceive the sound of a Gusli from";
+ mes "an endless distance away.";
+ next;
+ mes "[Aged Stranger]";
+ mes "If you play this instrument,";
+ mes "wherever you are, I'll go to you";
+ mes "with this island. Only if you are a";
+ mes "friend... heheh.";
+ next;
+ soundeffect "mos_gusli1.wav",0;
+ mes "-The old man starts to play";
+ mes "his instrument, with eyes closed.";
+ mes "He is unresponsive...";
+ mes "like having fallen into a world";
+ mes "only his own.-";
+ close2;
+ warp "moscovia",162,56;
+ end;
+ }
+ }else{
+ mes "[Aged Stranger]";
+ mes "It's not completed yet. Please wait a little longer.";
+ close;
+ }
+ }
+ else if (mos_whale_edq == 35) {
+ mes "[Aged Stranger]";
+ mes "So, what will you do now?";
+ next;
+ switch(select("How would I get back here?:I want to learn the Gusli.:Go back to the mainland.")) {
+ case 1:
+ mes "[Aged Stranger]";
+ mes "You are my friend now,";
+ mes "and you have this instrument.";
+ mes "Whenever you want to come back";
+ mes "here again, just play the Gusli";
+ mes "at the docks of Moscovia.";
+ next;
+ mes "[Aged Stranger]";
+ mes "Even if it's difficult to play it";
+ mes "well, because you may not yet know";
+ mes "how to play it, it's not a problem.";
+ mes "Just make a sound.";
+ next;
+ mes "[Aged Stranger]";
+ mes "This island... this whale... can";
+ mes "perceive the sound of a Gusli from";
+ mes "an endless distance away.";
+ next;
+ mes "[Aged Stranger]";
+ mes "If you play this instrument,";
+ mes "wherever you are, I'll go to you";
+ mes "with this island. Only if you are a";
+ mes "friend... heheh.";
+ close;
+ break;
+ case 2:
+ mes "[Aged Stranger]";
+ mes "You really want to...";
+ mes "learn this instrument...";
+ mes "don't you?";
+ mes "Well... it's hard to learn";
+ mes "in such a short time...";
+ next;
+ mes "[Aged Stranger]";
+ mes "It's okay if you can't play this";
+ mes "instrument. I already made it for you.";
+ next;
+ mes "[Aged Stranger]";
+ mes "But I can teach you how";
+ mes "to play it anyway.";
+ mes "I can't be too sure, though";
+ mes "because I have never taught others.";
+ next;
+ mes "[Aged Stranger]";
+ mes "Okay. If you are ready to play the";
+ mes "Gusli, let me know.";
+ set mos_whale_edq,36;
+ close;
+ break;
+ case 3:
+ mes "[Aged Stranger]";
+ mes "I see. Okay, let's go.";
+ next;
+ mes "[Aged Stranger]";
+ mes "Whenever you want to come back here";
+ mes "again, play the Gusli at the docks";
+ mes "of Moscovia.";
+ next;
+ mes "[Aged Stranger]";
+ mes "Even if it's difficult to play it";
+ mes "well, because you may not yet know";
+ mes "how to play it, it's not a problem.";
+ mes "Just make a sound.";
+ next;
+ mes "[Aged Stranger]";
+ mes "This island... this whale... can";
+ mes "perceive the sound of a Gusli from";
+ mes "an endless distance away.";
+ next;
+ mes "[Aged Stranger]";
+ mes "If you play this instrument,";
+ mes "wherever you are, I'll go to you";
+ mes "with this island. Only if you are a";
+ mes "friend... heheh.";
+ next;
+ soundeffect "mos_gusli1.wav",0;
+ mes "-The old man starts to play";
+ mes "his instrument, with eyes closed.";
+ mes "He is unresponsive...";
+ mes "like having fallen into a world";
+ mes "only his own.-";
+ close2;
+ warp "moscovia",162,56;
+ end;
+ }
+ }
+ else if (mos_whale_edq == 36) {
+ mes "[Aged Stranger]";
+ mes "Are you ready to learn the Gusli?";
+ mes "Please equip the Gusli.";
+ next;
+ if(getequipid(EQI_ACC_L) || getequipid(EQI_ACC_R) == 2707) {
+ mes "[Aged Stranger]";
+ mes "Hm... Very well.";
+ mes "At first, look at me how I play,";
+ mes "then you play it slowly.";
+ next;
+ soundeffect "mos_gusli1.wav",0;
+ mes "[Aged Stranger]";
+ mes "Do not hurry,";
+ mes "keep your composure,";
+ mes "just look carefully,";
+ mes "and follow me slowly.";
+ next;
+ if (Class == Job_Bard || Class == Job_Clown) {
+ mes "[Aged Stranger]";
+ mes "Oh! Ooh... Your hands are really good. You are surely talented with a music instrument.";
+ next;
+ mes "[Aged Stranger]";
+ mes "I heard that there are some adventurers in the mainland... that like playing instruments and singing songs! You must be one of them...";
+ next;
+ mes "[Aged Stranger]";
+ mes "This may go faster than I expected.";
+ next;
+ mes "[Aged Stranger]";
+ mes "Okay, it's time for your turn. Play it. Play the song that I played.";
+ next;
+ set .@music_bard,rand(1,3);
+ if (.@music_bard == 2) {
+ soundeffect "mos_gusli1.wav",0;
+ emotion e_no1;
+ specialeffect2 EF_EXIT;
+ mes "[Aged Stranger]";
+ mes "Oh! You are good at playing the";
+ mes "Gusli! In such a short time... you";
+ mes "are great!";
+ next;
+ mes "[Aged Stranger]";
+ mes "You've done well. I don't need to";
+ mes "teach you anymore. Your ability";
+ mes "will be improved with more practice.";
+ next;
+ mes "[Aged Stranger]";
+ mes "Now go back to the mainland and";
+ mes "play the Gusli for our dear Csar.";
+ next;
+ mes "[Aged Stranger]";
+ mes "With your ability to play, surely";
+ mes "you can win the admiration of all.";
+ set mos_whale_edq,38;
+ close;
+ }else{
+ mes "[Aged Stranger]";
+ mes "Um, a little bit greenhorn...";
+ mes "Do not play that way.";
+ mes "Take more time to concentrate while";
+ mes "you play.";
+ next;
+ mes "[Aged Stranger]";
+ mes "Practice more on your own.";
+ mes "I will check on you again.";
+ mes "If you practice, you will be good";
+ mes "at it in no time.";
+ set mos_whale_edq,37;
+ close;
+ }
+ }else{
+ mes "[Aged Stranger]";
+ mes "Okay, it's time for your turn. Play";
+ mes "it. Play the song that I played.";
+ next;
+ set .@music_etc,rand(1,6);
+ if (.@music_etc == 3) {
+ soundeffect "mos_gusli1.wav",0;
+ emotion e_no1;
+ specialeffect2 EF_EXIT;
+ mes "[Aged Stranger]";
+ mes "Oh! You are good at playing the";
+ mes "Gusli! In such a short time... you";
+ mes "are great!";
+ next;
+ mes "[Aged Stranger]";
+ mes "You've done well. I don't need to";
+ mes "teach you anymore. Your ability";
+ mes "will be improved with more practice.";
+ next;
+ mes "[Aged Stranger]";
+ mes "Now go back to the mainland and";
+ mes "play the Gusli for our dear Csar.";
+ next;
+ mes "[Aged Stranger]";
+ mes "With your ability to play, surely";
+ mes "you can win the admiration of all.";
+ set mos_whale_edq,38;
+ close;
+ }else{
+ soundeffect "mos_gusli2.wav",0;
+ mes "[Aged Stranger]";
+ mes "Um, a little bit greenhorn...";
+ mes "Do not play that way.";
+ mes "Take more time to concentrate while";
+ mes "you play.";
+ next;
+ mes "[Aged Stranger]";
+ mes "Practice more on your own.";
+ mes "I will check on you again.";
+ mes "If you practice, you will be good";
+ mes "at it in no time.";
+ set mos_whale_edq,37;
+ close;
+ }
+ }
+ }else{
+ mes "[Aged Stranger]";
+ mes "Um... Your preparations are not";
+ mes "good. You're not holding the";
+ mes "instrument correctly. Equip it";
+ mes "properly, and then you can learn.";
+ next;
+ mes "[Aged Stranger]";
+ mes "Tell me again when you are prepared";
+ mes "to play the Gusli correctly.";
+ close;
+ }
+ }
+ else if (mos_whale_edq == 37) {
+ mes "[Aged Stranger]";
+ mes "Are you ready to learn the Gusli?";
+ next;
+ if(getequipid(EQI_ACC_L) || getequipid(EQI_ACC_R) == 2707) {
+ mes "[Aged Stranger]";
+ mes "Um... You did well.";
+ next;
+ if (Class == Job_Bard || Class == Job_Clown) {
+ mes "[Aged Stranger]";
+ mes "with your ability, you can";
+ mes "absolutely play it wonderfully.";
+ mes "Cheer up.";
+ next;
+ mes "[Aged Stranger]";
+ mes "Good. Let's play again. Play the";
+ mes "song that I played.";
+ next;
+ set .@music_bard,rand(1,3);
+ if (.@music_bard == 2) {
+ soundeffect "mos_gusli1.wav",0;
+ emotion e_no1;
+ specialeffect2 EF_EXIT;
+ mes "[Aged Stranger]";
+ mes "Oh! You are good at playing the";
+ mes "Gusli! In such a short time... you";
+ mes "are great!";
+ next;
+ mes "[Aged Stranger]";
+ mes "You've done well. I don't need to";
+ mes "teach you anymore. Your ability";
+ mes "will be improved with more practice.";
+ next;
+ mes "[Aged Stranger]";
+ mes "Now go back to the mainland and";
+ mes "play the Gusli for our dear Csar.";
+ next;
+ mes "[Aged Stranger]";
+ mes "With your ability to play, surely";
+ mes "you can win the admiration of all.";
+ set mos_whale_edq,38;
+ close;
+ }else{
+ mes "[Aged Stranger]";
+ mes "Um, a little bit greenhorn...";
+ mes "Do not play that way.";
+ mes "Take more time to concentrate while";
+ mes "you play.";
+ next;
+ mes "[Aged Stranger]";
+ mes "Practice more on your own.";
+ mes "I will check on you again.";
+ mes "If you practice, you will be good";
+ mes "at it in no time.";
+ set mos_whale_edq,37;
+ close;
+ }
+ }else{
+ mes "[Aged Stranger]";
+ mes "Good. Let's play again. Play the";
+ mes "song that I played.";
+ next;
+ set .@music_etc,rand(1,6);
+ if (.@music_etc == 3) {
+ soundeffect "mos_gusli1.wav",0;
+ emotion e_no1;
+ specialeffect2 EF_EXIT;
+ mes "[Aged Stranger]";
+ mes "Oh! You are good at playing the";
+ mes "Gusli! In such a short time... you";
+ mes "are great!";
+ next;
+ mes "[Aged Stranger]";
+ mes "You've done well. I don't need to";
+ mes "teach you anymore. Your ability";
+ mes "will be improved with more practice.";
+ next;
+ mes "[Aged Stranger]";
+ mes "Now go back to the mainland and";
+ mes "play the Gusli for our dear Csar.";
+ next;
+ mes "[Aged Stranger]";
+ mes "With your ability to play, surely";
+ mes "you can win the admiration of all.";
+ set mos_whale_edq,38;
+ close;
+ }else{
+ mes "[Aged Stranger]";
+ mes "Um, a little bit greenhorn...";
+ mes "Do not play that way.";
+ mes "Take more time to concentrate while";
+ mes "you play.";
+ next;
+ mes "[Aged Stranger]";
+ mes "Practice more on your own.";
+ mes "I will check on you again.";
+ mes "If you practice, you will be good";
+ mes "at it in no time.";
+ set mos_whale_edq,37;
+ close;
+ }
+ }
+ }else{
+ mes "[Aged Stranger]";
+ mes "Um... Your preparations are not";
+ mes "good. You're not holding the";
+ mes "instrument correctly. Equip it";
+ mes "properly, and then you can learn.";
+ next;
+ mes "[Aged Stranger]";
+ mes "Tell me again when you are prepared";
+ mes "to play the Gusli correctly.";
+ close;
+ }
+ }
+ else if (mos_whale_edq == 38) {
+ mes "[Aged Stranger]";
+ mes "So, what will you do now?";
+ next;
+ if(select("How would I get back here?:Go back to the mainland.") == 1) {
+ mes "[Aged Stranger]";
+ mes "You are my friend now,";
+ mes "and you have this instrument.";
+ mes "Whenever you want to come back";
+ mes "here again, just play the Gusli";
+ mes "at the docks of Moscovia.";
+ next;
+ mes "[Aged Stranger]";
+ mes "Even if it's difficult to play it";
+ mes "well, because you may not yet know";
+ mes "how to play it, it's not a problem.";
+ mes "Just make a sound.";
+ next;
+ mes "[Aged Stranger]";
+ mes "This island... this whale... can";
+ mes "perceive the sound of a Gusli from";
+ mes "an endless distance away.";
+ next;
+ mes "[Aged Stranger]";
+ mes "If you play this instrument,";
+ mes "wherever you are, I'll go to you";
+ mes "with this island. Only if you are a";
+ mes "friend... heheh.";
+ close;
+ }
+ mes "[Aged Stranger]";
+ mes "I see. Okay, let's go.";
+ next;
+ mes "[Aged Stranger]";
+ mes "Whenever you want to come back here";
+ mes "again, play the Gusli at the docks";
+ mes "of Moscovia.";
+ next;
+ mes "[Aged Stranger]";
+ mes "Even if it's difficult to play it";
+ mes "well, because you may not yet know";
+ mes "how to play it, it's not a problem.";
+ mes "Just make a sound.";
+ next;
+ mes "[Aged Stranger]";
+ mes "This island... this whale... can";
+ mes "perceive the sound of a Gusli from";
+ mes "an endless distance away.";
+ next;
+ mes "[Aged Stranger]";
+ mes "If you play this instrument,";
+ mes "wherever you are, I'll go to you";
+ mes "with this island. Only if you are a";
+ mes "friend... heheh.";
+ next;
+ soundeffect "mos_gusli1.wav",0;
+ mes "-The old man starts to play";
+ mes "his instrument, with eyes closed.";
+ mes "He is unresponsive...";
+ mes "like having fallen into a world";
+ mes "only his own.-";
+ close2;
+ warp "moscovia",162,56;
+ end;
+ }
+ else if (mos_whale_edq > 38) {
+ mes "[Aged Stranger]";
+ mes "This is the Whale Island.";
+ mes "I don't know how you came here.";
+ next;
+ mes "[Aged Stranger]";
+ mes "If you want, I can send you back";
+ mes "to the mainland. What'll it be?";
+ next;
+ switch(select("Look around.:Go back to the mainland.:Venture into the unknown.")) {
+ case 1:
+ mes "[Aged Stranger]";
+ mes "Well, well... Do as you please.";
+ mes "If so, I will take a rest.";
+ close;
+ break;
+ case 2:
+ mes "[Aged Stranger]";
+ mes "I see. If so, let's go.";
+ next;
+ soundeffect "mos_gusli1.wav",0;
+ mes "-The old man starts to play";
+ mes "his instrument, with eyes closed.";
+ mes "He is unresponsive...";
+ mes "like having fallen into a world";
+ mes "only his own.-";
+ close2;
+ warp "moscovia",162,56;
+ end;
+ break;
+ case 3:
+ mes "[Aged Stranger]";
+ mes "Oh, if you want, I can";
+ mes "guide you to a good place for you.";
+ next;
+ mes "[Aged Stranger]";
+ mes "There are some lands...";
+ mes "untouched and mysterious...";
+ mes "around Moscovia...";
+ next;
+ mes "[Aged Stranger]";
+ mes "If you want, I'll send you there. What do you think of that?";
+ next;
+ if(select("Consider it.:Ok, please send me there.") == 1) {
+ mes "[Aged Stranger]";
+ mes "Well, well... Do as you please.";
+ mes "If so, I will take a rest.";
+ close;
+ }
+ mes "[Aged Stranger]";
+ mes "I see. If so, let's go.";
+ next;
+ soundeffect "mos_gusli1.wav",0;
+ mes "-The old man starts to play";
+ mes "his instrument, with eyes closed.";
+ mes "He is unresponsive...";
+ mes "like having fallen into a world";
+ mes "only his own.-";
+ close2;
+ warp "mosk_fild02",204,54;
+ end;
+ }
+ }else{
+ mes "[Aged Stranger]";
+ mes "Long time, no see!";
+ mes "You probably like the island, don't you?";
+ mes "Please stay and take a rest.";
+ next;
+ mes "[Aged Stranger]";
+ mes "Or if you want, I can send you back";
+ mes "to the mainland. What'll it be?";
+ next;
+ if(select("Look around.:Go back to the mainland.") == 1) {
+ mes "[Aged Stranger]";
+ mes "Well, well... Do as you please.";
+ mes "If so, I will take a rest.";
+ close;
+ }
+ mes "[Aged Stranger]";
+ mes "Good. I will go to the place";
+ mes "right way.";
+ next;
+ soundeffect "mos_gusli1.wav",0;
+ mes "A old man started to play a instrument";
+ mes "closing his eyes.";
+ mes "And then he didn't any answer so, looks like";
+ mes "falling down to only his world.";
+ close2;
+ warp "moscovia",162,56;
+ end;
+ }
+}
+
+//----------------------------------------------------------------------------
+// Csar Alexsay III - Moscovia Palace
+//----------------------------------------------------------------------------
+mosk_in,131,92,3 script Csar Alexsay III#npc 965,{
+ if (checkweight(1201,1) == 0 ) {
+ mes "[Csar Alexsay III]";
+ mes "You're carrying too many items.";
+ mes "Please come after using kafra service.";
+ close;
+ }
+ if ((MaxWeight-Weight) < 2000) {
+ mes "[Csar Alexsay III]";
+ mes "You're carrying too many items.";
+ mes "Please come after using kafra service.";
+ close;
+ }
+ if (mos_nowinter == 12) {
+ mes "[Csar Alexsay III]";
+ mes "You!!!";
+ mes "So many people saw you";
+ mes "meet with Baba Yaga!";
+ next;
+ mes "[Csar Alexsay III]";
+ mes "The guilt which must be felt, when";
+ mes "meeting secretly with a witch...";
+ next;
+ mes "[Csar Alexsay III]";
+ mes "For that, we indict capital";
+ mes "punishment without any just trial!";
+ next;
+ mes "[Csar Alexsay III]";
+ mes "But you are a stranger to these";
+ mes "lands... So I will hold you in special trial.";
+ next;
+ mes "[Csar Alexsay III]";
+ mes "If you have anything to say...";
+ mes "spare me no detail.";
+ next;
+ select("Explain the circumstances.");
+ mes "-Talk about what happened with Baba";
+ mes "Yaga, and move forward with the plan.-";
+ next;
+ mes "[Csar Alexsay III]";
+ mes "Hm-hm, that's an embarrassing story...";
+ mes "But if you are telling the";
+ mes "truth, my people will be pleased.";
+ next;
+ mes "[Csar Alexsay III]";
+ mes "Okay, Bring to me";
+ mes "any evidence, to believe";
+ mes "what you are saying.";
+ next;
+ mes "[Csar Alexsay III]";
+ mes "You killed the Baba Yaga!!";
+ mes "If this is true, bring";
+ mes "me Yaga's Pestles.";
+ mes "If you do, I will make";
+ mes "sure no one ever doubts you.";
+ next;
+ if (countitem(7762) > 39) {
+ if(select("Show the Yaga's Pestles.:Do nothing.") == 1) {
+ mes "[" + strcharinfo(0) + "]";
+ mes "Yes, Here you are.";
+ next;
+ mes "-Offered the Yaga's Pestles.-";
+ delitem 7762,40;
+ next;
+ mes "[Csar Alexsay III]";
+ mes "Hm.. You do have them.";
+ mes "For the time being, I will admit";
+ mes "that you are coming and going to";
+ mes "hunt Baba Yaga.";
+ next;
+ mes "[Csar Alexsay III]";
+ mes "But do not engage in doubtable";
+ mes "behavior that would instigate my";
+ mes "people to act in a strange way!";
+ next;
+ mes "[Csar Alexsay III]";
+ mes "If you do that, I will arrest you immediately!";
+ mes "So take care of yourself.";
+ next;
+ mes "[Csar Alexsay III]";
+ mes "And, when you succeed in";
+ mes "banishing winter with magic,";
+ mes "announce that to me immediately.";
+ set mos_nowinter,14;
+ close;
+ }
+ mes "[Csar Alexsay III]";
+ mes "I said to bring me";
+ mes "40 Yaga's Pestles";
+ mes "from the Baba Yaga.";
+ set mos_nowinter,13;
+ close;
+ }else{
+ mes "[Csar Alexsay III]";
+ mes "I said to bring me";
+ mes "40 Yaga's Pestles";
+ mes "from the Baba Yaga.";
+ set mos_nowinter,13;
+ close;
+ }
+ }
+ else if (mos_nowinter == 13) {
+ mes "[Csar Alexsay III]";
+ mes "Did you bring some evidence to";
+ mes "resolve your issue of doubt, traveler?";
+ next;
+ if(select("Yes, I did.:I am confused.") == 1) {
+ if (countitem(7762) > 39) {
+ delitem 7762,40;
+ mes "[Csar Alexsay III]";
+ mes "Good,";
+ mes "I won't doubt you anymore.";
+ mes "Because you've proven yourself,";
+ mes "you can remain a free traveler.";
+ next;
+ mes "[Csar Alexsay III]";
+ mes "Surely, I hate cooperating with Baba Yaga.";
+ mes "But if my people are happy";
+ mes "after the work you do,";
+ mes "I am also pleased.";
+ next;
+ mes "[Csar Alexsay III]";
+ mes "For the time being, I will admit";
+ mes "that you are coming and going to";
+ mes "hunt Baba Yaga.";
+ next;
+ mes "[Csar Alexsay III]";
+ mes "But do not engage in doubtable";
+ mes "behavior that would instigate my";
+ mes "people to act in a strange way!";
+ next;
+ mes "[Csar Alexsay III]";
+ mes "If you do that, I will arrest you immediately!";
+ mes "So take care of yourself.";
+ set mos_nowinter,14;
+ close;
+ }else{
+ mes "[Csar Alexsay III]";
+ mes "Your items do not match the";
+ mes "count of 40 Yaga's Pestles.";
+ mes "Did you forget the amount,";
+ mes "or did you wish to lie to me...";
+ next;
+ mes "[Csar Alexsay III]";
+ mes "I will treat that as a joke!";
+ mes "A kind of sarcasm!";
+ mes "You go away now and bring some";
+ mes "evidence to certify your innocence.";
+ close;
+ }
+ }
+ mes "[Csar Alexsay III]";
+ mes "I said to bring me";
+ mes "40 Yaga's Pestles";
+ mes "from the Baba Yaga.";
+ next;
+ mes "[Csar Alexsay III]";
+ mes "Are you here to tease me?";
+ close;
+ }
+ else if (mos_nowinter == 14) {
+ mes "[Csar Alexsay III]";
+ mes "It'd be great if I stayed put, for";
+ mes "the good of both me and my people.";
+ mes "I don't want to see the Baba Yaga";
+ mes "personally.";
+ next;
+ mes "[Csar Alexsay III]";
+ mes "So, I want you to ";
+ mes "take my place for that.";
+ next;
+ mes "[Csar Alexsay III]";
+ mes "Please help Baba Yaga";
+ mes "to seize the summer.";
+ close;
+ }
+ else if (mos_nowinter == 20) {
+ mes "[Csar Alexsay III]";
+ mes "Are you here for...";
+ next;
+ mes "[Csar Alexsay III]";
+ mes "I already heard about the";
+ mes "weather from the minister.";
+ next;
+ mes "[Csar Alexsay III]";
+ mes "Actually, I was a little";
+ mes "dissatisfied with the doing";
+ mes "of witchcraft at the center";
+ mes "of the square...";
+ next;
+ mes "[Csar Alexsay III]";
+ mes "But... I can admit it was good work.";
+ next;
+ mes "[Csar Alexsay III]";
+ mes "Everyone hates the cold winter.";
+ mes "Now, the winter will not";
+ mes "come anymore! So, I'm very pleased.";
+ next;
+ mes "[Csar Alexsay III]";
+ mes "Right.";
+ mes "I want to give you something";
+ mes "in the name of the people.";
+ next;
+ mes "[Csar Alexsay III]";
+ mes "Here, take it.";
+ mes "I give it as an atonement";
+ mes "to make my people happy.";
+ set mos_nowinter,21;
+ getitem 603,1;
+ next;
+ mes "[Csar Alexsay III]";
+ mes "Stay here as long as you want, and";
+ mes "enjoy yourself to the fullest this summer.";
+ close;
+ }
+ else{
+ if (mos_whale_edq < 16) {
+ mes "[Csar Alexsay III]";
+ mes "Welcome to Moscovia!";
+ mes "I am the ruler, Csar Aleksay III, of Moscovia.";
+ next;
+ mes "[Csar Alexsay III]";
+ mes "Go back to your hometown and talk about the beauty of Moscovia! Talk about my great government to all the people of the lands!";
+ close;
+ }
+ else if (mos_whale_edq == 16) {
+ mes "[Csar Alexsay III]";
+ mes "A foreign traveler...?";
+ mes " Do you have something to tell me?";
+ next;
+ mes "[Csar Alexsay III]";
+ mes "If it is not important,";
+ mes "have an audience with the Prime Minister first.";
+ close;
+ }
+ else if (mos_whale_edq == 17) {
+ mes "[Csar Alexsay III]";
+ mes "Oh, are you the traveler who told me about an interesting adventure story...";
+ next;
+ mes "[Csar Alexsay III]";
+ mes "Not only are you not from Moscovia, but also... you have found the moving island, which only existed in legends! I want to hear details...";
+ next;
+ mes "[Csar Alexsay III]";
+ mes "Let's hear it...";
+ mes "Tell me quickly.";
+ mes "I'm anxious to know the truth about the island...";
+ next;
+ select("Tell the story all the while.");
+ mes "...";
+ next;
+ mes "... ...";
+ next;
+ mes "... ... ...";
+ next;
+ mes "... ... ... ...";
+ next;
+ mes "[Csar Alexsay III]";
+ mes "Surely, an interesting story... But it sounds so unbelievable! What do you think, Prime Minister?";
+ next;
+ mes "[Prime Minister Dmitree]";
+ mes "It doesn't sound like a lie,";
+ mes "but it's difficult to believe";
+ mes "completely. I mean, I've known";
+ mes "a whale to be huge, but...";
+ next;
+ mes "[Prime Minister Dmitree]";
+ mes "a person living there...";
+ mes "water streaming...";
+ mes "and a tree growing on it...!!!";
+ mes "Hmm...";
+ next;
+ mes "[Csar Alexsay III]";
+ mes "I agree. I have heard many kinds of mysterious adventure stories, but this sounds like an absurd story!";
+ next;
+ mes "[Csar Alexsay III]";
+ mes "Not to mention that it's happened near my nation. Unbelievable!";
+ next;
+ mes "[Prime Minister Dmitree]";
+ mes "But Csar... In my memory,";
+ mes "I heard that exactly, the";
+ mes "last time a story was told";
+ mes "about the mysterious moving island. But there was a musical instrument...which an old man played.";
+ next;
+ mes "[Csar Alexsay III]";
+ mes "Really? Tell me the details.";
+ next;
+ mes "[Prime Minister Dmitree]";
+ mes "Surely, I have heard the same";
+ mes "story, as told in the legends";
+ mes "of our ancestors; about an old man who lived there.";
+ next;
+ mes "[Csar Alexsay III]";
+ mes "Hm. There are many doubtful points. Ordinarily, I would give you a big prize, but in this case, it is difficult to believe.";
+ next;
+ mes "[Csar Alexsay III]";
+ mes "Bring me something to prove";
+ mes "the existence of the whale.";
+ mes "If you do, I will give you a big prize.";
+ next;
+ mes "[Csar Alexsay III]";
+ mes "But if you don't,";
+ mes "I will punish you for your lies! Bring this instrument that supposedly an old man has.";
+ next;
+ mes "[Prime Minister Dmitree]";
+ mes "Csar... This is a foreigner...";
+ mes "No disrespect was meant to you.";
+ mes "Perhaps a little more generosity is in order?.";
+ next;
+ mes "[Csar Alexsay III]";
+ mes "No way! If the story is not true, many other foreign travelers who pass by this land will disrespect me like this... What would you have me do?";
+ next;
+ mes "[Prime Minister Dmitree]";
+ mes "......";
+ next;
+ mes "[Csar Alexsay III]";
+ mes "You got it, traveler?";
+ mes "You have a heavy responsibility.";
+ mes "Bring evidence of this whale island to me, to provide me with some relief. Now go.";
+ set mos_whale_edq,18;
+ close;
+ }
+ else if (mos_whale_edq > 17 && mos_whale_edq < 35) {
+ mes "[Csar Alexsay III]";
+ mes "I'm tired... I want to take a rest, so... leave.";
+ next;
+ mes "[Csar Alexsay III]";
+ mes "Just think about finding the whale island...";
+ close;
+ }
+ else if (mos_whale_edq == 35) {
+ mes "[Csar Alexsay III]";
+ mes "Oh. You've come back...";
+ mes "Hm. Did you find something to bring";
+ mes "to me from the whale island?";
+ next;
+ mes "[Csar Alexsay III]";
+ mes "Did you bring the instrument?";
+ mes "A Gooselri? Which only exists";
+ mes "in the whale island? Let's see.";
+ next;
+ if (getequipid(EQI_ACC_L) || getequipid(EQI_ACC_R) == 2707 || countitem(2707) > 0) {
+ mes "[Csar Alexsay III]";
+ mes "Oh... Is this instrument... a Gooselri?";
+ next;
+ mes "[Prime Minister Dmitree]";
+ mes "Actually, Csar, I believe it is";
+ mes "called a Gusli.";
+ next;
+ mes "[Csar Alexsay III]";
+ mes "Oh. Prime Minister, is this the";
+ mes "correct instrument from the";
+ mes "legends, then?";
+ next;
+ mes "[Prime Minister Dmitree]";
+ mes "I can't be sure, but this is";
+ mes "definitely an instrument never seen";
+ mes "in our lands before.";
+ next;
+ mes "[Csar Alexsay III]";
+ mes "Hm. This is also my first time";
+ mes "seeing this kind of musical";
+ mes "instrument. So mysterious... Hey!";
+ mes "Can you play it?";
+ next;
+ if(select("I can play.:I can't play it.") == 1) {
+ mes "[Csar Alexsay III]";
+ mes "You can play it!";
+ mes "Good, play it right away!";
+ next;
+ soundeffect "mos_gusli2.wav",0;
+ emotion e_ag,0,"Csar Alexsay III#npc";
+ emotion e_ag,0,"Prime Minister Dmitree#m";
+ mes "[Csar Alexsay III]";
+ mes "Um... What is this? Do you mock me?";
+ mes "You are so impudent... You...!";
+ next;
+ mes "[Prime Minister Dmitree]";
+ mes "Csar... Calm down, please.";
+ mes "If you are quick to anger by such a";
+ mes "lowly person, it will become a";
+ mes "problem of prestige for you.";
+ next;
+ mes "[Csar Alexsay III]";
+ mes "Agh... I agree with you.";
+ mes "You. Give a proper prize to the";
+ mes "adventurer and send them on their way.";
+ next;
+ mes "[Prime Minister Dmitree]";
+ mes "How can I re...reward...?";
+ next;
+ emotion e_pif;
+ mes "[Csar Alexsay III]";
+ mes "I ordered you instead Prime";
+ mes "Minister, to make this poor player";
+ mes "disappear from in front of my eyes,";
+ mes "right now.";
+ next;
+ mes "[Prime Minister Dmitree]";
+ mes "You should be grateful for the";
+ mes "Csar's mercy... impudent";
+ mes "traveler...";
+ next;
+ mes "[Prime Minister Dmitree]";
+ mes "Even though I regard as your effort for the time so, award you. Take it and go out.";
+ getitem 12702,1;
+ getexp 50000,0;
+ set mos_whale_edq,39;
+ close;
+ }
+ mes "[Csar Alexsay III]";
+ mes "Um... That's too bad.";
+ mes "I see... Will I ever believe...";
+ next;
+ mes "[Csar Alexsay III]";
+ mes "Thanks for your efforts.";
+ mes "Hey, Prime Minister,";
+ mes "reward this traveler.";
+ next;
+ mes "[Prime Minister Dmitree]";
+ mes "How can I reward the traveler?";
+ next;
+ mes "[Csar Alexsay III]";
+ mes "I leave the matter in your hands;";
+ mes "it's up to you. I will take a";
+ mes "rest.";
+ next;
+ mes "[Prime Minister Dmitree]";
+ mes "The Csar didn't take pleasure in";
+ mes "your story, as I expected.";
+ next;
+ mes "[Prime Minister Dmitree]";
+ mes "Even though I regard as your effort for the time so, award you. Take it.";
+ getitem 12702,1;
+ getexp 70000,0;
+ set mos_whale_edq,40;
+ close;
+ }else{
+ mes "[Csar Alexsay III]";
+ mes "What are you doing? Can you play it";
+ mes "without even holding the musical instrument???";
+ next;
+ mes "[Csar Alexsay III]";
+ mes "Don't be impudent with me! Do it right!";
+ close;
+ }
+ }
+ else if (mos_whale_edq == 38) {
+ mes "[Csar Alexsay III]";
+ mes "Oh you come...hum did you find";
+ mes "something to satisfy me";
+ mes "at the whale island?";
+ next;
+ if (getequipid(EQI_ACC_L) || getequipid(EQI_ACC_R) == 2707 || countitem(2707) > 0) {
+ mes "[Csar Alexsay III]";
+ mes "Oh... Is this instrument... a Gooselri?";
+ next;
+ mes "[Prime Minister Dmitree]";
+ mes "Actually, Csar, I believe it is called a Gusli.";
+ next;
+ mes "[Csar Alexsay III]";
+ mes "Oh. Prime Minister, is this the";
+ mes "correct instrument from the";
+ mes "legends, then?";
+ next;
+ mes "[Prime Minister Dmitree]";
+ mes "I can't be sure, but this is";
+ mes "definitely an instrument never seen";
+ mes "in our lands before.";
+ next;
+ mes "[Csar Alexsay III]";
+ mes "Hm. This is also my first time";
+ mes "seeing this kind of musical";
+ mes "instrument. So mysterious... Hey!";
+ mes "Can you play it?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Yes. I learned how to play it at Whale Island.";
+ next;
+ mes "[Csar Alexsay III]";
+ mes "Oh! Oh!... You can play it!";
+ mes "Play it right away. I wonder about its sound.";
+ next;
+ soundeffect "mos_gusli1.wav",0;
+ mes "-When the music of the Gusli is";
+ mes "played, all the people in the";
+ mes "Csar's Palace fall in with the tune.-";
+ next;
+ emotion e_sob,0,"Csar Alexsay III#npc";
+ emotion e_sob,0,"Prime Minister Dmitree#m";
+ mes "[Csar Alexsay III]";
+ mes "Oh! I can't hear without tears.";
+ mes "That's a sad tune.";
+ next;
+ mes "[Prime Minister Dmitree]";
+ mes "That's right, Csar.";
+ mes "I have never heard a sad tune such as this.";
+ mes "Kh-huk. Sniff.";
+ next;
+ mes "[Csar Alexsay III]";
+ mes "Huk... You. Give a big prize to";
+ mes "this traveler!";
+ next;
+ mes "[Prime Minister Dmitree]";
+ mes "Hukhuk... Sniff. How can I reward this?";
+ next;
+ mes "[Csar Alexsay III]";
+ mes "I leave this matter in your hands.";
+ mes "Give a proper prize to whom has";
+ mes "Shown me a great story and";
+ mes "beautiful music.";
+ next;
+ mes "[Prime Minister Dmitree]";
+ mes "I express thanks to you on behalf";
+ mes "of our dear Csar and all the people";
+ mes "in his palace. I will reward your";
+ mes "efforts, in the name of the Csar.";
+ getitem 617,1;
+ getexp 120000,0;
+ set mos_whale_edq,41;
+ close;
+ }else{
+ mes "[Csar Alexsay III]";
+ mes "But you... Where do you keep the";
+ mes "instrument which you are to show me?";
+ next;
+ mes "[Csar Alexsay III]";
+ mes "Don't you need to be holding the instrument, in order to play it???";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I'm sorry. I will be ready now, and try again to play it.";
+ close;
+ }
+ }
+ else if (mos_whale_edq == 39) {
+ mes "[Csar Alexsay III]";
+ mes "What happen... If you have special things go out.";
+ close;
+ }
+ else if (mos_whale_edq == 40) {
+ mes "[Csar Alexsay III]";
+ mes "Um... You are a traveler as I saw.";
+ mes "If you have special things, don't interfere my rest.";
+ close;
+ }
+ else if (mos_whale_edq == 41) {
+ mes "[Csar Alexsay III]";
+ mes "Oh... You. ~";
+ mes "Nice to see you again.";
+ mes "I want for you to sometimes stop by here and play some music for me. ~";
+ close;
+ }
+ else{
+ mes "[Csar Alexsay III]";
+ mes "Welcome to Moscovia,";
+ mes "I am Csar Alexsay the Third.";
+ next;
+ mes "[Csar Alexsay III]";
+ mes "Go back to your hometown and tell everyone about the beauty of Moscovia,";
+ mes "and my great government.";
+ close;
+ }
+ }
+}
+
+//----------------------------------------------------------------------------
+// Prime Minister Dmitree - Moscovia Palace
+//----------------------------------------------------------------------------
+mosk_in,127,89,3 script Prime Minister Dmitree#m 967,{
+ if (mos_nowinter > 11 && mos_nowinter < 14) {
+ mes "[Prime Minister Dmitree]";
+ mes "You are in trouble if";
+ mes "you conspire against the Csar,";
+ mes "so, make your actions carefully,";
+ mes "and if you want to clean yourself";
+ mes "from suspicion... do everything you";
+ mes "can to prove your innocence.";
+ close;
+ }
+ else if (mos_nowinter == 14) {
+ mes "[Prime Minister Dmitree]";
+ mes "You have just cleared your name,";
+ mes "but... we don't trust you wholly yet.";
+ next;
+ mes "[Prime Minister Dmitree]";
+ mes "I can't trust you, but...";
+ mes "if you succeed in taking hold of";
+ mes "the summer... I might be able to.";
+ close;
+ }
+ else if (mos_nowinter == 20) {
+ mes "[Prime Minister Dmitree]";
+ mes "We know that you mean well.";
+ mes "But we can't fully trust you,";
+ mes "so we kept an eye on your movements.";
+ next;
+ mes "[Prime Minister Dmitree]";
+ mes "I heard that you performed";
+ mes "witchcraft at the palace square...";
+ mes "so, I ordered scholars to";
+ mes "investigate the weather.";
+ next;
+ mes "[Prime Minister Dmitree]";
+ mes "The results from taking observation";
+ mes "of the weather, are the reducing";
+ mes "change of temperature, and that the";
+ mes "highest temperature is now stabilized.";
+ next;
+ mes "[Prime Minister Dmitree]";
+ mes "I don't know what this may mean, by";
+ mes "way of principle, but I've decided";
+ mes "to admit the facts.";
+ next;
+ mes "[Prime Minister Dmitree]";
+ mes "Already, our dear Csar knows.";
+ mes "I finished the report.";
+ mes "Go and announce it to him.";
+ close;
+ }
+ else{
+ if (mos_whale_edq < 16) {
+ mes "[Prime Minister Dmitree]";
+ mes "You are a foreign traveler. This is the Moscovia Palace, home of Csar Aleksay the Third. Extending your every courtesy here... is not bad manners.";
+ close;
+ }
+ else if (mos_whale_edq == 16) {
+ mes "[Prime Minister Dmitree]";
+ mes "Traveler, why have you come to the Csar's Palace?";
+ next;
+ if(select("Just to look around.:To see the dear Csar.") == 1) {
+ mes "[Prime Minister Dmitree]";
+ mes "If so... look around with caution. Do not bother the Csar.";
+ next;
+ mes "[Prime Minister Dmitree]";
+ mes "Moscovia welcomes all travelers such as yourself!";
+ next;
+ mes "[Prime Minister Dmitree]";
+ mes "Marvelously, our dear Csar likes it very much when interesting stories are often told to him.";
+ close;
+ }
+ mes "[Prime Minister Dmitree]";
+ mes "Did you come to see our dear Csar? If so, tell me your business with him in advance.";
+ next;
+ if(select("I'd like to say hello.:I have an adventure story for him.") == 1) {
+ mes "[Prime Minister Dmitree]";
+ mes "I will tell him directly about your business. You don't need to worry yourself with the Csar.";
+ close;
+ }
+ mes "[Prime Minister Dmitree]";
+ mes "I wonder what sort of things have happened to you... The Csar will be very pleased to hear your stories.";
+ next;
+ mes "[Prime Minister Dmitree]";
+ mes "I will admit you. If our dear Csar is satisfied with your story, he will give you a big prize.";
+ set mos_whale_edq,17;
+ close;
+ }
+ else if (mos_whale_edq == 17) {
+ mes "[Prime Minister Dmitree]";
+ mes "I already announced you,";
+ mes "so go see him and speak to him directly.";
+ close;
+ }
+ else if (mos_whale_edq > 17 && mos_whale_edq < 35) {
+ mes "[Prime Minister Dmitree]";
+ mes "Now, our dear Csar needs a rest.";
+ mes "You should do your duty and go find the whale island.";
+ close;
+ }
+ else if (mos_whale_edq == 35) {
+ mes "[Prime Minister Dmitree]";
+ mes "Ah! You've come back.";
+ mes "I will request for you to see him immediately.";
+ close;
+ }
+ else if (mos_whale_edq == 38) {
+ mes "[Prime Minister Dmitree]";
+ mes "Ah! You've come back.";
+ mes "I will request for you to see him immediately.";
+ close;
+ }
+ else if (mos_whale_edq == 39) {
+ mes "[Prime Minister Dmitree]";
+ mes "I don't want to hear your terrible ";
+ mes "performance anymore so, go out away.";
+ close;
+ }
+ else if (mos_whale_edq == 40) {
+ mes "[Prime Minister Dmitree]";
+ mes "What's up? Dear Chare is taking a rest.";
+ mes "If you have nothing special, go out.";
+ close;
+ }
+ else if (mos_whale_edq == 41) {
+ mes "[Prime Minister Dmitree]";
+ mes "Your Gusli performance was so touching.";
+ mes "Unforgettable! Whenever you are here, please allow us to hear that tune again.";
+ close;
+ }else{
+ mes "[Prime Minister Dmitree]";
+ mes "You are a foreign traveler. This is a palace";
+ mes "which lives Alexei the Third.";
+ mes "Extend you every courtesy don't not bad manner.";
+ close;
+ }
+ }
+}
+
+//----------------------------------------------------------------------------
+// Island Trigger - Docks
+//----------------------------------------------------------------------------
+moscovia,136,46,4 script Find#ship 844,4,4,{
+ end;
+
+OnTouch:
+ if (mos_whale_edq > 34) {
+ mes "-Watching the sea from the docks,";
+ mes "it suddenly dawns upon you that you";
+ mes "have memories from Whale Island.-";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Stop by the whale island?";
+ next;
+ if(select("Go to Whale Island.:Stay put.") == 1) {
+ if (getequipid(EQI_ACC_L) == 2707 || getequipid(EQI_ACC_R) == 2707) {
+ soundeffect "mos_gusli2.wav",0;
+ mes "-Slowly, your hands are on the";
+ mes "Gusli, and the playing starts...";
+ mes "reminding you of the melody which";
+ mes "the aged stranger had played...-";
+ next;
+ mes "[Village resident]";
+ mes "So...something is rising from the sea!!!";
+ next;
+ mes "[Village Youth]";
+ mes "What...What is that...??";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Ohohoh!... That's the whale";
+ mes "island...!!! Someday, I hope to go there! Hahaha.";
+ next;
+ warp "mosk_fild01",95,93;
+ }else{
+ mes "["+strcharinfo(0)+"]";
+ mes "Oh my goodness... Slipped right out";
+ mes "of my mind... to forget equipping the Gusli.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "The aged stranger said that when I";
+ mes "want to go to Whale Island again, I";
+ mes "should play the Gusli from this place...";
+ close;
+ }
+ }
+ mes "["+strcharinfo(0)+"]";
+ mes "I can go some other time.";
+ mes "I will do other work now.";
+ close;
+ }else{
+ end;
+ }
+}
+
+//----------------------------------------------------------------------------
+// Triggers
+//----------------------------------------------------------------------------
+
+mosk_ship,1,1,4 script Baehideun#ship -1,{
+OnInit:
+ set $@mos1_edq,0;
+ end;
+}
+
+mosk_ship,81,110,0 script #findship 844,5,5,{
+OnInit:
+ disablenpc "#findship";
+ stopnpctimer;
+ end;
+
+OnEnable:
+ enablenpc "#findship";
+ initnpctimer;
+ end;
+
+OnDisable:
+ disablenpc "#findship";
+ set $@mos1_edq,0;
+ end;
+
+OnTouch:
+ if (mos_whale_edq == 12) {
+ mes "seeewaaaaaaaaaaa";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Hey "+strcharinfo(0)+"! Look!";
+ mes "It's dangerous! Hide! Hurry!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "That... that is...";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Something... something is rising...";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Watch out! "+strcharinfo(0)+"!";
+ mes "Ah... That... That is... What...";
+ set mos_whale_edq,13;
+ close2;
+ warp "mosk_fild01",95,93;
+ end;
+ }else{
+ end;
+ }
+ end;
+
+OnTimer300000:
+ donpcevent "#findship::OnDisable";
+ end;
+}
+
+mosk_ship,2,2,4 script Baehideun1#ship -1,{
+OnInit:
+ disablenpc "Baehideun1#ship";
+ stopnpctimer;
+ end;
+
+OnEnable:
+ enablenpc "Baehideun1#ship";
+ monster "mosk_ship",89,112,"Sea Monster",1425,1,"Baehideun1#ship::OnMyMobDead";
+ monster "mosk_ship",85,110,"Sea Monster",1425,1,"Baehideun1#ship::OnMyMobDead";
+ initnpctimer;
+ end;
+
+OnDisable:
+ set $@mos1_edq,0;
+ stopnpctimer;
+ disablenpc "Baehideun1#ship";
+ end;
+
+OnMyMobDead:
+ if (mobcount("mosk_ship","Baehideun1#ship::OnMyMobDead") < 1) {
+ set $@mos1_edq,0;
+ mes "[Mr. Ibanoff]";
+ mes "Now that all the monsters are gone,";
+ mes "we can start sailing again";
+ mes "normally.";
+ donpcevent "Baehideun1#ship::OnDisable";
+ close;
+ }
+ end;
+
+OnTimer300000:
+ killmonster "mosk_ship","Baehideun1#ship::OnMyMobDead";
+ set $@mos1_edq,0;
+ donpcevent "Baehideun1#ship::OnDisable";
+ end;
+}
+
+mosk_ship,3,3,4 script Baehideun2#ship -1,{
+OnInit:
+ disablenpc "Baehideun2#ship";
+ stopnpctimer;
+ end;
+
+OnEnable:
+ enablenpc "Baehideun2#ship";
+ monster "mosk_ship",89,112,"Sea Monster",1425,1,"Baehideun2#ship::OnMyMobDead";
+ monster "mosk_ship",80,110,"Sea Monster",1426,1,"Baehideun2#ship::OnMyMobDead";
+ monster "mosk_ship",83,114,"Sea Monster",1426,1,"Baehideun2#ship::OnMyMobDead";
+ monster "mosk_ship",85,110,"Sea Monster",1425,1,"Baehideun2#ship::OnMyMobDead";
+ initnpctimer;
+ end;
+
+OnDisable:
+ set $@mos1_edq,0;
+ stopnpctimer;
+ disablenpc "Baehideun2#ship";
+ end;
+
+OnMyMobDead:
+ if (mobcount("mosk_ship","Baehideun2#ship::OnMyMobDead") < 1) {
+ set $@mos1_edq,0;
+ mes "[Mr. Ibanoff]";
+ mes "Now that all the monsters are gone,";
+ mes "we can start sailing again";
+ mes "normally.";
+ donpcevent "Baehideun2#ship::OnDisable";
+ close;
+ }
+ end;
+
+OnTimer300000:
+ killmonster "mosk_ship","Baehideun2#ship::OnMyMobDead";
+ set $@mos1_edq,0;
+ donpcevent "Baehideun2#ship::OnDisable";
+ end;
+}
+
+mosk_ship,5,5,4 script Baehideun3#ship -1,{
+OnInit:
+ disablenpc "Baehideun3#ship";
+ stopnpctimer;
+ end;
+
+OnEnable:
+ enablenpc "Baehideun3#ship";
+ monster "mosk_ship",85,111,"Sea Monster",1451,1,"Baehideun3#ship::OnMyMobDead";
+ monster "mosk_ship",89,112,"Sea Monster",1543,1,"Baehideun3#ship::OnMyMobDead";
+ monster "mosk_ship",90,106,"Sea Monster",1543,1,"Baehideun3#ship::OnMyMobDead";
+ initnpctimer;
+ end;
+
+OnDisable:
+ set $@mos1_edq,0;
+ stopnpctimer;
+ disablenpc "Baehideun3#ship";
+ end;
+
+OnMyMobDead:
+ if (mobcount("mosk_ship","Baehideun3#ship::OnMyMobDead") < 1) {
+ set $@mos1_edq,0;
+ mes "[Mr. Ibanoff]";
+ mes "Now that all the monsters are gone,";
+ mes "we can start sailing again";
+ mes "normally.";
+ set mos_whale_edq,11;
+ donpcevent "Baehideun3#ship::OnDisable";
+ close;
+ }
+ end;
+
+OnTimer300000:
+ killmonster "mosk_ship","Baehideun3#ship::OnMyMobDead";
+ set $@mos1_edq,0;
+ donpcevent "Baehideun3#ship::OnDisable";
+ end;
+}
+
+mosk_ship,15,15,4 script Baehideun4#ship -1,{
+OnInit:
+ disablenpc "Baehideun4#ship";
+ stopnpctimer;
+ end;
+
+OnEnable:
+ enablenpc "Baehideun4#ship";
+ monster "mosk_ship",85,111,"Sea Monster",1451,1,"Baehideun4#ship::OnMyMobDead";
+ monster "mosk_ship",89,112,"Sea Monster",1543,1,"Baehideun4#ship::OnMyMobDead";
+ monster "mosk_ship",90,106,"Sea Monster",1543,1,"Baehideun4#ship::OnMyMobDead";
+ initnpctimer;
+ end;
+
+OnDisable:
+ set $@mos1_edq,0;
+ stopnpctimer;
+ disablenpc "Baehideun4#ship";
+ end;
+
+OnMyMobDead:
+ if (mobcount("mosk_ship","Baehideun4#ship::OnMyMobDead") < 1) {
+ set $@mos1_edq,0;
+ mes "[Mr. Ibanoff]";
+ mes "Now that all the monsters are gone,";
+ mes "we can start sailing again";
+ mes "normally.";
+ set mos_whale_edq,26;
+ donpcevent "Baehideun4#ship::OnDisable";
+ close;
+ }
+ end;
+
+OnTimer300000:
+ killmonster "mosk_ship","Baehideun4#ship::OnMyMobDead";
+ set $@mos1_edq,0;
+ donpcevent "Baehideun4#ship::OnDisable";
+ end;
+}
+
+//============================================================================
+// Help Mikhail
+//============================================================================
+
+//----------------------------------------------------------------------------
+// Gallina - Starting Point
+//----------------------------------------------------------------------------
+mosk_in,144,279,5 script Gallina#mos 959,{
+ if (mos_swan == 0) {
+ mes "[Gallina]";
+ mes "Oh, where the heck is he?";
+ mes "I'll teach him a lesson.";
+ mes "He's timid like Dad.";
+ next;
+ mes "[Anna]";
+ mes "Mikhail, he's a coward, a crybaby.";
+ mes "Mikhail, he's a coward, a crybaby.";
+ next;
+ mes "[Gallina]";
+ mes "It's because you didn't look after your brother. So you clean the house, Anna?";
+ next;
+ emotion e_sob,0,"Anna#mos";
+ mes "[Anna]";
+ mes "Oh, my................";
+ next;
+ if(select("Talk to her.:Just pass by her") == 1) {
+ mes "["+strcharinfo(0)+"]";
+ mes "Hello, there?";
+ next;
+ mes "[Gallina]";
+ mes "Oh, God!";
+ mes "I didn't see you there. Sorry!";
+ mes "You want to buy a hotcake, don't you?";
+ mes "I'm sorry but we're not ready to open the store..";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "No, that's ok.";
+ mes "Is there something that I can help with? What's the matter?";
+ next;
+ mes "[Gallina]";
+ mes "Oh, well...";
+ mes "My son, Mikhail broke our Matrushka while I was away from home.";
+ mes "He's afraid that I would punish him. So he ran away.";
+ next;
+ mes "[Gallina]";
+ mes "How timid the boy is!";
+ mes "I doubt that he'd be able to be a great general in the future";
+ next;
+ mes "[Gallina]";
+ mes "He used to come home at this time.";
+ mes "I'm worried that something bad has happened to him.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "You look anxious. I'd like to help you to find your son.";
+ next;
+ mes "[Gallina]";
+ mes "Did you say I'm anxious?";
+ mes "I'm just anxious for him to get home.";
+ mes "...So I can punish him for what he did.";
+ next;
+ mes "[Gallina]";
+ mes "But it's not good that I refuse your kindness";
+ mes "Will you find Mikhail for me?";
+ next;
+ if(select("I was not serious.:Yes, I will!") == 1) {
+ mes "[Gallina]";
+ mes "You meanie! I'm not in the mood for jokes.";
+ close;
+ }
+ mes "[Gallina]";
+ mes "Oh, God, You're so kind";
+ mes "Mikhail is such a timid boy. I guess he didn't leave this village.";
+ mes "Please bring him to me, then~";
+ set mos_swan,1;
+ close;
+ }
+ mes "[Gallina]";
+ mes "I'm worried that he's making trouble somewhere...";
+ close;
+ }
+ else if (mos_swan == 1) {
+ mes "[Gallina]";
+ mes "Mikhail, my timid son must still be in this village.";
+ mes "I'm sorry if he's shy and timid like his father.";
+ close;
+ }
+ else if (mos_swan > 1 && mos_swan < 25) {
+ mes "["+strcharinfo(0)+"]";
+ mes "Mikhail hasn't come yet?";
+ next;
+ mes "[Gallina]";
+ mes "No, where on earth is he?";
+ close;
+ }
+ else if (mos_swan == 25) {
+ mes "[Gallina]";
+ mes "He came back with my Matrushka roughly pasted together and just left...";
+ next;
+ mes "[Gallina]";
+ mes "I'm sorry that I treated the little boy badly.";
+ mes "He did his best in his own way.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "That's ok. You will be a sweet mom to your little boy. haha";
+ next;
+ mes "[Gallina]";
+ mes "Yes. I'm sure I will. hoho..";
+ mes "Anna, my daughter made a mistake. She laid the blame upon her brother alone. I'll punish her too.";
+ next;
+ mes "[Gallina]";
+ mes "I appreciate your effort. You went to a dangerous place to find my son";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "It often happens to me, hehe.";
+ next;
+ mes "[Gallina]";
+ mes "I can't afford to reward you with much but... I'll let you know how to make a delicious hotcake!";
+ next;
+ mes "[Gallina]";
+ mes "I have to work now but Larissa will tell you about that. She's our maid..";
+ mes "She's really a nice cook.";
+ next;
+ mes "[Gallina]";
+ mes "Hotcakes of Moscovia are so delicious!";
+ mes "Once you make it, I bet you that you'll love it.";
+ next;
+ mes "[Gallina]";
+ mes "Well, now I have to get to work!";
+ mes "I'll make you my hotcakes someday. Please visit me later";
+ set mos_swan,100;
+ getexp 100000,0;
+ close;
+ }else{
+ mes "[Gallina]";
+ mes "I'm always trying to prepare a new dish.";
+ mes "What do you think of 'the most spicy chili hotcake in the world'?";
+ mes "I think that will be great!";
+ close;
+ }
+}
+
+//----------------------------------------------------------------------------
+// Anna - Sister
+//----------------------------------------------------------------------------
+mosk_in,148,274,1 script Anna#mos 958,{
+ if (mos_swan == 0) {
+ mes "[Gallina]";
+ mes "Oh, where the heck is he?";
+ mes "I'll teach him a lesson.";
+ mes "He's timid like Dad.";
+ next;
+ mes "[Anna]";
+ mes "Mikhail, he's a coward, a crybaby.";
+ mes "Mikhail, he's a coward, a crybaby.";
+ next;
+ mes "[Gallina]";
+ mes "It's because you didn't look after your brother. So you clean the house, Anna?";
+ next;
+ emotion e_sob;
+ mes "[Anna]";
+ mes "Oh, my................";
+ next;
+ if(select("Talk to her.:Just pass by her") == 1) {
+ mes "["+strcharinfo(0)+"]";
+ mes "Hello, there?";
+ next;
+ mes "[Gallina]";
+ mes "Oh, God!";
+ mes "I didn't see you there. Sorry!";
+ mes "You want to buy a hotcake, don't you?";
+ mes "I'm sorry but we're not ready to open the store..";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "No, that's ok.";
+ mes "Is there something that I can help with? What's the matter?";
+ next;
+ mes "[Gallina]";
+ mes "Oh, well...";
+ mes "My son, Mikhail broke our Matrushka while I was away from home.";
+ mes "He's afraid that I would punish him. So he ran away.";
+ next;
+ mes "[Gallina]";
+ mes "How timid the boy is!";
+ mes "I doubt that he'd be able to be a great general in the future";
+ next;
+ mes "[Gallina]";
+ mes "He used to come home at this time.";
+ mes "I'm worried that something bad has happened to him.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "You look anxious. I'd like to help you to find your son.";
+ next;
+ mes "[Gallina]";
+ mes "Did you say I'm anxious?";
+ mes "I'm just anxious for him to get home.";
+ mes "...So I can punish him for what he did.";
+ next;
+ mes "[Gallina]";
+ mes "But it's not good that I refuse your kindness";
+ mes "Will you find Mikhail for me?";
+ next;
+ if(select("I was not serious.:Yes, I will!") == 1) {
+ mes "[Gallina]";
+ mes "You meanie! I'm not in the mood for jokes.";
+ close;
+ }
+ mes "[Gallina]";
+ mes "Oh, God, You're so kind";
+ mes "Mikhail is such a timid boy. I guess he didn't leave this village.";
+ mes "Please bring him to me, then~";
+ set mos_swan,1;
+ close;
+ }
+ mes "[Gallina]";
+ mes "I'm worried that he's making trouble somewhere...";
+ close;
+ }
+ else if (mos_swan == 1) {
+ mes "[Anna]";
+ mes "Mikhail, he's a coward, a crybaby.";
+ mes "Mikhail, he's a coward, a crybaby.";
+ close;
+ }
+ else if (mos_swan == 2) {
+ mes "[Anna]";
+ mes "Why are you here?";
+ next;
+ while(1) {
+ switch(select("About where Mikhail might be hiding:About their relationship:About the situation:Ask her about other things:End the conversation")) {
+ case 1:
+ mes "["+strcharinfo(0)+"]";
+ mes "Where is Mikhail?";
+ mes "Do you know where he is?";
+ next;
+ emotion 39;
+ mes "[Anna]";
+ mes "If I had known that, I would have already found him, you fool.";
+ next;
+ emotion 4,1;
+ mes "["+strcharinfo(0)+"]";
+ mes "Hahaha, you're right.";
+ next;
+ break;
+ case 2:
+ mes "["+strcharinfo(0)+"]";
+ mes "How's your relationship with your brother?";
+ next;
+ mes "[Anna]";
+ mes "Mikhail always stays behind me and asks me to read books!";
+ mes "And he cries too much.";
+ mes "It annoys me.";
+ mes "And he only wants to play with me. That's why he has no friends.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "You seem very courageous.";
+ mes "I can understand why your mother worries about him.";
+ next;
+ break;
+ case 3:
+ mes "["+strcharinfo(0)+"]";
+ mes "What were you doing when Mikhail broke your mother's Matrushka?";
+ next;
+ mes "[Anna]";
+ mes "I was there.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Oh were you?";
+ next;
+ mes "[Anna]";
+ mes "When my parents were out, they asked me to take care of Mikhail.";
+ mes "I didn't want to do that but I'm his sister so I was reading a book next to him.";
+ next;
+ mes "[Anna]";
+ mes "He began to tease me to read a book for him and later, he annoyed me saying that he's hungry!";
+ next;
+ mes "[Anna]";
+ mes "I was so bothered with him and I pretended not to hear him and kept reading. I guess it made him mad and so he broke the Matrushka.";
+ next;
+ mes "[Anna]";
+ mes "He made trouble and began to cry!";
+ mes "He's such a timid boy...";
+ mes "(giggling)";
+ next;
+ mes "[Anna]";
+ mes "And then I told him that we should glue the pieces together before Mom came back, so Mikhail went to get ^3131FFpaste^000000 but he hasn't come back yet.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Where can you get it?";
+ mes "Why didn't you go with him?";
+ next;
+ mes "[Anna]";
+ mes "Do you think we kids know that?";
+ mes "He broke it and should get the thing by himself!";
+ mes "And Mom said that he should do his work for himself to become a great general.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Don't you have any idea of where he might be?";
+ next;
+ mes "[Anna]";
+ mes "No.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Is there anyone who is close to him?";
+ next;
+ emotion 32;
+ mes "[Anna]";
+ mes "(giggle) He's a fool and has no friends.";
+ mes "But among our villagers, the lady of ^3131FFInn 'Sticky Herb Tree'^000000 has held Mikhail dear.";
+ next;
+ mes "[Anna]";
+ mes "I have no idea anymore.";
+ next;
+ mes "- Anna sticks her tongue out. -";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "It's the only clue, I guess I'll go to ^3131FFInn 'Sticky Herb Tree'^000000?";
+ if (mos_swan == 2) {
+ set mos_swan,3;
+ }
+ next;
+ break;
+ case 4:
+ mes "["+strcharinfo(0)+"]";
+ mes "What am I going to ask her?";
+ next;
+ input .@AnnaInfo$;
+ mes "["+strcharinfo(0)+"]";
+ mes "Anna,";
+ mes ""+.@AnnaInfo$+"?";
+ mes "Do you know what this is?";
+ next;
+ if (.@AnnaInfo$ == "Gravity") {
+ mes "[Anna]";
+ mes "I know that they have a game called RAGNAROK Online 2... and they like... what am I saying now... right?";
+ next;
+ }
+ else if (.@AnnaInfo$ == "Gallina") {
+ mes "[Anna]";
+ mes "Mom's hotcakes are so delicious! Oh, it's sweet flavor!";
+ mes "Everyone in this village likes Mom's hotcakes. Hehe.";
+ next;
+ }
+ else if (.@AnnaInfo$ == "Mikhail") {
+ mes "[Anna]";
+ mes "Mikhail is a timid fool!";
+ next;
+ }
+ else {
+ mes "[Anna]";
+ mes "I have no idea about that thing.";
+ next;
+ }
+ break;
+ case 5:
+ mes "[Anna]";;
+ mes "Hmm ~ ~ ~ ~ ";
+ next;
+ mes "- Anna frowns at me and sticks out her tongue.";
+ mes "She doesn't want to talk to me -";
+ close;
+ }
+ }
+ }
+ else if (mos_swan == 3) {
+ mes "["+strcharinfo(0)+"]";
+ mes "Ok, I got a clue from Anna and one thing that I have to do is go to ^3131FFInn 'Sticky Herb Tree'^000000.";
+ close;
+ }
+ else if (mos_swan > 3 && mos_swan < 12) {
+ mes "[Anna]";
+ mes "Mikhail is foolish, timid and a coward!";
+ close;
+ }
+ else if (mos_swan == 25) {
+ mes "[Anna]";
+ mes "Mik..ha..il";
+ mes "He tattled on me to mom...";
+ next;
+ mes "[Gallina]";
+ mes "Anna!";
+ next;
+ mes "[Anna]";
+ mes "....I'm sorry.";
+ close;
+ }
+ else if (mos_swan == 100) {
+ mes "[Anna]";
+ mes "Mik..ha..il";
+ mes "He tattled on me to mom...";
+ next;
+ mes "[Gallina]";
+ mes "Anna!";
+ next;
+ emotion e_sob;
+ mes "[Anna]";
+ mes "....I'm sorry.";
+ close;
+ }
+ else {
+ mes "[Anna]";
+ mes "....I'm bored.";
+ close;
+ }
+}
+
+//----------------------------------------------------------------------------
+// Bed
+//----------------------------------------------------------------------------
+mosk_in,136,279,3 script Bed#mos1 111,{
+ if (mos_swan == 11) {
+ mes "- There are sheets and a pillow which seem so neat and soft that I'll probably fall asleep as soon as I lie down on them. -";
+ next;
+ if(select("Check other things:Look it over ") == 1) {
+ mes "- You'll examine the bed later -";
+ close;
+ }
+ mes "- You come near the bed to look it over. -";
+ next;
+ mes " .............. ";
+ mes " .............. ";
+ mes " .............. ";
+ mes " .............. ";
+ next;
+ mes " .............. ";
+ mes " .............. ";
+ mes " .............. ";
+ mes " .............. ";
+ mes " .............. ";
+ next;
+ mes "- You didn't find anything -";
+ close;
+ }else{
+ mes "- There are sheets and a pillow which seem so neat and soft that I'll probably fall asleep as soon as I lie down on them -";
+ close;
+ }
+}
+
+mosk_in,161,279,3 duplicate(Bed#mos1) Bed#mos2 111
+
+//----------------------------------------------------------------------------
+// Fire pot + Mikhail
+//----------------------------------------------------------------------------
+mosk_in,205,268,3 script Fire pot#mos 111,{
+ if (mos_swan == 0) {
+ mes "- It's a fire pot to heat the room or bake something -";
+ close;
+ }
+ else if (mos_swan == 1) {
+ mes "- It's a fire pot that is used when Gallina bakes hotcakes.";
+ mes "It seems that this has not been used for a long time.";
+ mes "I think I should ask his family where he might have fun off to -";
+ set mos_swan,2;
+ close;
+ }
+ else if (mos_swan > 1 && mos_swan < 11) {
+ mes "- It's a fire pot that is used when Gallina bakes hotcakes.";
+ mes "It seems that it was used a long time ago. -";
+ close;
+ }
+ else if (mos_swan == 11) {
+ mes "- It's a fire pot that is used when Gallina bakes hotcakes.";
+ mes "It seems that it was used a long time ago. -";
+ next;
+ if(select("Check other things:Look it over") == 1) {
+ mes "- You decide to check out other things -";
+ close;
+ }
+ mes "- You come near the pot to look it over. -";
+ next;
+ mes " .............. ";
+ mes " .............. ";
+ mes " .............. ";
+ mes " .............. ";
+ next;
+ mes " .............. ";
+ mes " .............. ";
+ mes " .............. ";
+ mes " .............. ";
+ mes " .............. ";
+ next;
+ mes "- As you look it over very carefully, you find some pieces of bread on the floor around the fire pot! -";
+ next;
+ switch(select("Mikhail is in the fire pot.:Mikhail is around the fire pot.:There's nothing between pieces of bread and Mikhail.")) {
+ case 1:
+ mes "["+strcharinfo(0)+"]";
+ mes "I finally found him.";
+ next;
+ mes "- You put your arm into the hole of the fire pot. -";
+ next;
+ mes "- Something makes a rustling sound. -";
+ next;
+ mes "- You call Mikhail with a low voice. -";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Mik-ha-il-.";
+ next;
+ mes "- .......................... -";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Mikhail.";
+ mes "I know you're there, please come out.";
+ next;
+ mes "- .......................... -";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Your mom and sister are worried about you.";
+ next;
+ mes "[???]";
+ mes ".......hey.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "?????";
+ next;
+ mes "[Mikhail]";
+ mes ".......No, I can't............";
+ mes "I'll.... be punished........";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "No, you won't, Mikhail.";
+ mes "Your mom is worried about you so much.";
+ mes "Your sister, too.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "You broke your mom's Matrushka by mistake, didn't you?";
+ mes "I'll tell her about your mistake. Please come out.";
+ next;
+ mes "[Mikhail]";
+ mes "Oh.. ma.. matrushka..";
+ mes "I didn't break..it.. it..wasn't.. just me!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "And?";
+ next;
+ mes "[Mikhail]";
+ mes "Anna pushed me and bumped me......";
+ mes "But she told Mom that it was just me who broke it....";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Oh, dear! You and Anna did that but she put all the blame on you?";
+ next;
+ mes "[Mikhail]";
+ mes "Yes.....";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "You should come out and tell your mom the truth! Let's go Mikhail.";
+ next;
+ mes "[Mikhail]";
+ mes "No! No, I can't!!";
+ next;
+ mes "- A small-white hand comes out of the fire pot and grabs your ankle -";
+ next;
+ mes "[Mikhail]";
+ mes "No...I'm afraid that Mom will punish me...";
+ mes "Because Grandma's Matrushka is broken......";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Oh, my. Please don't cry little boy.";
+ mes "There's no way. I'll get a paste to bond all the pieces together. And then you can bring it back to your mom and apologize to her.";
+ next;
+ mes "[Mikhail]";
+ mes "Can you... get... a paste?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "You don't believe me?";
+ mes "Ok, stay here. I'll be right back with the paste.";
+ next;
+ mes "- I need to know what's required for the paste.";
+ mes "I'll ask that guy ^3131FFMr. Victor^000000 about them. -";
+ set mos_swan,12;
+ close;
+ break;
+ case 2:
+ mes "- I guess he's near the fire pot. Where can I find him? -";
+ close;
+ break;
+ case 3:
+ mes "- I guess pieces of bread have nothing to do with Mikhail. -";
+ close;
+ }
+ }
+ else if (mos_swan == 12) {
+ mes "- Ok, what I have to do first is ask Mr.Victor what I need for the paste. -";
+ close;
+ }
+ else if (mos_swan == 24) {
+ mes "["+strcharinfo(0)+"]";
+ mes "Hey, Mikhail. I've got the paste!.";
+ next;
+ mes "[Mikhail]";
+ mes "......Really? are you serious?";
+ next;
+ donpcevent "Mikhail#mos::OnEnable";
+ mes "- You hand over the paste from Victor to Mikhail. -";
+ next;
+ mes "[Mikhail]";
+ mes "Wow! Great!";
+ next;
+ mes "- He begins working on the broken Matrushka as if he was piecing together a puzzle. -";
+ next;
+ mes "[Mikhail]";
+ mes "I've done it!!!!!!!";
+ mes "Thank you so much!!!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "You're welcome, haha.";
+ mes "Anyway, can you promise me one thing?";
+ next;
+ mes "[Mikhail]";
+ mes "What?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Bring back the Matrushka to your mother, and promise me that you will be a brave general in the future.";
+ next;
+ mes "[Mikhail]";
+ mes ".............";
+ next;
+ mes "[Mikhail]";
+ mes "OK, I will!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Hoohoo, you're good boy.";
+ next;
+ mes "[Mikhail]";
+ mes "Now I'm gonna give this back to Mom.";
+ donpcevent "Mikhail#mos::OnInit";
+ set mos_swan,25;
+ delitem 7764,1;
+ close;
+ }
+ else{
+ mes "- It's a fire pot to heat the room or bake something -";
+ close;
+ }
+}
+
+mosk_in,202,269,5 script Mikhail#mos 962,{
+ end;
+OnInit:
+ hideonnpc "Mikhail#mos";
+ end;
+
+OnEnable:
+ hideoffnpc "Mikhail#mos";
+ end;
+}
+
+//----------------------------------------------------------------------------
+// Sticky Herb Tree Inn NPCs
+//----------------------------------------------------------------------------
+mosk_in,135,191,5 script Landlord#mos 961,{
+ mes "[Landlord]";
+ mes "Oh, welcome to the Inn 'Sticky Herb Tree'.";
+ mes "It is the most comfortable and calmest place in all of Moscovia.";
+ next;
+ if (mos_swan == 3) {
+ switch(select("Save:Stay the night - 5000z:Ask her about Mikhail.")) {
+ case 1:
+ mes "[Landlord]";
+ mes "Your respawn point has been saved.";
+ mes "Hope we can see you again next time hoho.";
+ savepoint "mosk_in",142,189;
+ close;
+ break;
+ case 2:
+ if (Zeny > 4999) {
+ mes "[Landlord]";
+ mes "Ok, I'll bring you the best room.";
+ mes "Please have a rest, young adventurer.";
+ close2;
+ set Zeny,Zeny-5000;
+ percentheal 100,100;
+ warp "mosk_in",215,181;
+ end;
+ }else{
+ mes "[Landlord]";
+ mes "The service charge is 5000z.";
+ mes "Please make sure you have enough money for the service.";
+ close;
+ }
+ break;
+ case 3:
+ mes "[Landlord]";
+ emotion 3;
+ if (sex) {
+ mes "Oh~! You look great! Look at the solid muscle!";
+ mes "But you look tired. Is it because of a long journey?";
+ next;
+ mes "[Landlord]";
+ mes "We've got a room available just for you. It's the best in town. How about staying the night?";
+ mes "I'll charge you at reasonable price for you, handsome guy.";
+ }else{
+ mes "Oh, you look great! Look at your fair skin! ";
+ mes "But you look tired. Is it because of a long journey?";
+ next;
+ mes "[Landlord]";
+ mes "We've got a room available just for you. It's like a princess' room.";
+ mes "How about staying the night? I'll mark down the price for you, beautiful lady.";
+ }
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Oh, I'm sorry but I didn't come to stay here.";
+ mes "I'm looking for a kid and I've got something to ask you...";
+ next;
+ emotion e_omg;
+ mes "[Landlord]";
+ mes "What!?!?";
+ next;
+ mes "[Landlord]";
+ mes "Hey~ You've heard about 'give and take'?";
+ mes "Haven't you?";
+ mes "If you're my customer, I could offer you what you want but you're not!";
+ next;
+ mes "[Landlord]";
+ mes "If you promise me to stay overnight, I'll tell you about what you want to know. Deal?";
+ next;
+ if(select("Refuse.:Stay overnight and get the info. - 5000z") == 1) {
+ emotion 7;
+ mes "[Landlord]";
+ mes "Well, get the info by yourself then.";
+ close;
+ }
+ if (Zeny < 5000) {
+ mes "[Landlord]";
+ mes "No way. You don't have enough money.";
+ mes "Go away! I can't offer you a room.";
+ close;
+ }else{
+ mes "[Landlord]";
+ mes "Oh, God! You're as great as you look~";
+ mes "Ok, I'll bring you to the room in a bit!!";
+ next;
+ mes "[Landlord]";
+ mes "Come on, please follow me with your luggage.";
+ mes "Oh, let me carry them. Hohoho, you must be exhausted.";
+ mes "I wish you a good night's rest. Hohoho.";
+ set mos_swan,4;
+ close2;
+ set Zeny,Zeny-5000;
+ percentheal 100,100;
+ warp "mosk_in",215,181;
+ end;
+ }
+ }
+ }
+ else if (mos_swan == 4 || mos_swan == 5) {
+ mes "[Landlord]";
+ mes "You're up already?";
+ mes "Well since you're young you've probably already recovered all of your strength.";
+ mes "Hohoho.";
+ next;
+ while(1) {
+ switch(select("Ask her about the inn:Ask her about Mikhail.:End the conversation")) {
+ case 1:
+ mes "[Landlord]";
+ mes "The name of our inn came from a big apple tree which is outside of the village.";
+ mes "I hope our inn will be the most famous place in Moscovia like the apple tree that distinguishes itself in the thick wood.";
+ next;
+ break;
+ case 2:
+ mes "[Landlord]";
+ mes "Mikhail?";
+ mes "Ah! You're talking about a cute boy, Mr. Ibanoff's son?";
+ mes "Yes I saw him. He was here a few hours ago.";
+ next;
+ mes "[Landlord]";
+ mes "He looked pale and asked me for a high-strength adhesive. He might've broken something important.";
+ next;
+ mes "[Landlord]";
+ mes "I felt sorry for him because he was so tense. He's such a sweet boy. I'd like to make him my son.";
+ mes "Hohoho";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "So what happened?";
+ mes "Did Mikhail get it?";
+ next;
+ mes "[Landlord]";
+ mes "Hoho, I don't really know. Maybe my husband does...";
+ mes "He's not much to look at, but he's good at repairing and making stuff! hoho";
+ next;
+ mes "[Landlord]";
+ mes "But it's been a long time since he was out of Moscovia so I can't ask him how to make adhesives now...";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "......And then?";
+ next;
+ mes "[Landlord]";
+ mes "I told him to go to the pub over there.";
+ mes "I also told him not to drink what those guys offer to him!";
+ mes "Cause he's such a cute boy!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "So, did he go there?";
+ next;
+ mes "[Landlord]";
+ mes "Yes he did-.";
+ mes "As he's a good boy, he would go there.";
+ mes "He's really gentle.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "OK. Thank you for your answers!";
+ next;
+ mes "[Landlord]";
+ mes "I was unkind to make you stay here but wasn't it easier for you? hoho.";
+ mes "When it gets dark, promise me to come here again. Hoho";
+ set mos_swan,7;
+ close;
+ break;
+ case 3:
+ mes "[Landlord]";
+ mes "When you need to take a rest, where will you go?";
+ next;
+ mes "[Landlord]";
+ mes "You should come back here to Inn 'Sticky Herb Tree'. Ok?";
+ mes "I'll offer you better service next time.";
+ close;
+ }
+ }
+ }
+ else{
+ if(select("Save:Stay the night - 5000z") == 1) {
+ mes "[Landlord]";
+ mes "Your respawn point has been saved.";
+ mes "Hope we can see you again next time hoho.";
+ savepoint "mosk_in",142,189;
+ close;
+ }
+ if (Zeny> 4999) {
+ mes "[Landlord]";
+ mes "Please be comfortable.";
+ close2;
+ set Zeny,Zeny-5000;
+ percentheal 100,100;
+ warp "mosk_in",215,181;
+ end;
+ }else{
+ mes "[Landlord]";
+ mes "The service charge is 5000z.";
+ mes "Please make sure you have enough money for the service.";
+ close;
+ }
+ }
+}
+
+mosk_in,141,212,3 script Pub Owner#mos 964,{
+ if (checkweight(1201,1) == 0 ) {
+ mes "- Please stop here !! -";
+ mes "- You're carrying too many items -";
+ mes "- Please try again -";
+ mes "- after using the kafra service -";
+ close;
+ }
+ if ((MaxWeight-Weight) < 2000) {
+ mes "- Please stop here!! -";
+ mes "- You're carrying too many items -";
+ mes "- Please try again -";
+ mes "- after using the kafra service -";
+ close;
+ }
+ if (mos_swan == 7) {
+ mes "[Pub Owner]";
+ mes "We've got another wanderer here";
+ mes "Welcome to our pub.";
+ mes "I'm Alexandre of ^3131FF'Pub Stream'^000000. You can call me 'Sasha'.";
+ next;
+ if(select("Ask him about Mikhail.:Order a drink.") == 1) {
+ mes "["+strcharinfo(0)+"]";
+ mes "Sasha, has a little boy called 'Mikhail' came here?";
+ next;
+ mes "[Pub Owner]";
+ mes "Are you talking about the cute little boy? Yes he has came here.";
+ mes "He looked pale and needed a high-strength adhesive .";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "So what did you say ?";
+ next;
+ mes "[Pub Owner]";
+ mes "I don't know well about that thing.";
+ mes "However, I know a person who may know about that so I introduced him to Mikhail.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Who's that person?";
+ next;
+ mes "[Pub Owner]";
+ mes "It's Victor over there.";
+ mes "He's very careful about details so we call him ^3131FF'hedgehog Victor'^000000.";
+ mes "No one knows about it well except him.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Sasha, thanks a lot!";
+ next;
+ mes "[Pub Owner]";
+ mes "You're welcome.";
+ set mos_swan,8;
+ close;
+ }
+ mes "[Pub Owner]";
+ mes "Although you may be an experienced adventurer, you look so young.";
+ mes "I recommend you these drinks. Which one will you take?";
+ next;
+ switch(select("Milk - 1000z:Sticky_Herb juice - 1000z:They are all expensive!")) {
+ case 1:
+ if (Zeny > 999) {
+ set Zeny,Zeny-1000;
+ set mos_swan,9;
+ getitem 519,1;
+ mes "[Pub Owner]";
+ mes "Here you are. This is what you ordered.";
+ mes "How do you like Moscovia?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Yes, it's beautiful and gorgeous.";
+ mes "Sasha, most of all, can you answer one question?";
+ next;
+ mes "[Pub Owner]";
+ mes "About what?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Has Mikhail come here?";
+ next;
+ mes "[Pub Owner]";
+ mes "Yes he has.";
+ mes "He looked pale and needed a high-strength adhesive.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "So what happened?";
+ next;
+ mes "[Pub Owner]";
+ mes "I don't know much about adhesives.";
+ mes "But, I know a person who may know about them so I introduced Mikhail to him.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Who's this person?";
+ next;
+ mes "[Pub Owner]";
+ mes "It's Victor over there.";
+ mes "He's very careful about details so we call him ^3131FF'Hedgehog Victor'^000000.";
+ mes "No one knows adhesives as well as he does.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Sasha, thanks a lot!";
+ next;
+ mes "[Pub Owner]";
+ mes "You're welcome.";
+ close;
+ }else{
+ mes "[Pub Owner]";
+ mes "You'll need a lot of money while you're traveling.";
+ mes "If you don't have enough money, I'll offer you a glass of water.";
+ close;
+ }
+ break;
+ case 2:
+ if (Zeny > 999) {
+ set Zeny,Zeny-1000;
+ set mos_swan,9;
+ getitem 531,1;
+ mes "[Pub Owner]";
+ mes "Here you are. This is what you ordered.";
+ mes "How do you like Moscovia?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Yes, it's beautiful and gorgeous.";
+ mes "Sasha, most of all, can you answer one question?";
+ next;
+ mes "[Pub Owner]";
+ mes "About what?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Has Mikhail come here?";
+ next;
+ mes "[Pub Owner]";
+ mes "Yes he has.";
+ mes "He looked pale and needed a high-strength adhesive.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "So what happened?";
+ next;
+ mes "[Pub Owner]";
+ mes "I don't know much about adhesives.";
+ mes "But, I know a person who may know about them so I introduced Mikhail to him.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Who's this person?";
+ next;
+ mes "[Pub Owner]";
+ mes "It's Victor over there.";
+ mes "He's very careful about details so we call him ^3131FF'Hedgehog Victor'^000000.";
+ mes "No one knows adhesives as well as he does.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Sasha, thanks a lot!";
+ next;
+ mes "[Pub Owner]";
+ mes "You're welcome.";
+ close;
+ }else{
+ mes "[Pub Owner]";
+ mes "You'll need a lot of money while you're traveling.";
+ mes "If you don't have enough money, I'll offer you a glass of water.";
+ close;
+ }
+ break;
+ case 3:
+ mes "[Pub Owner]";
+ mes "Hahaha, too much for you eh cheapskate.";
+ close;
+ }
+ }
+ else if (mos_swan == 8) {
+ mes "[Pub Owner]";
+ mes "While I work in this pub, I can hear stories from all around the world.";
+ mes "They are all heroes of their life.";
+ next;
+ mes "[Pub Owner]";
+ mes "Each story interests me so a day passes quick.";
+ mes "That's why I love my job.";
+ next;
+ mes "[Pub Owner]";
+ mes "Well, do you have some stories for me? or you've got something to ask me.";
+ mes "I recommend you those drinks.";
+ next;
+ switch(select("Milk - 1000z:Apple juice - 1000z:They are all expensive!")) {
+ case 1:
+ if (Zeny > 999) {
+ set Zeny,Zeny-1000;
+ set mos_swan,9;
+ getitem 519,1;
+ mes "[Pub Owner]";
+ mes "Here you are. This is what you ordered.";
+ mes "Enjoy yourself.";
+ close;
+ }else{
+ mes "[Pub Owner]";
+ mes "You'll need a lot of money while you're traveling.";
+ mes "If you don't have enough money, I'll offer you a glass of water.";
+ close;
+ }
+ break;
+ case 2:
+ if (Zeny > 999) {
+ set Zeny,Zeny-1000;
+ set mos_swan,9;
+ getitem 531,1;
+ mes "[Pub Owner]";
+ mes "Here you are. This is what you ordered.";
+ mes "Enjoy yourself.";
+ close;
+ }else{
+ mes "[Pub Owner]";
+ mes "You'll need a lot of money while you're traveling.";
+ mes "If you don't have enough money, I'll offer you a glass of water.";
+ close;
+ }
+ break;
+ case 3:
+ mes "[Pub Owner]";
+ mes "Hahaha, Here is the sightseeing place.";
+ close;
+ }
+ }
+ else if (mos_swan == 9) {
+ mes "[Pub Owner]";
+ mes "Have you spoken to Victor?";
+ close;
+ }
+ else {
+ mes "[Pub Owner]";
+ mes "Welcome to our pub.";
+ mes "I'm Alexandre of ^3131FF'Stream Pub'^000000. But, everyone calls me 'Sasha'.";
+ mes "It's a fine day today. I feel like going out.";
+ close;
+ }
+}
+
+mosk_in,147,202,3 script Victor#mos 968,{
+ if (checkweight(1201,1) == 0 ) {
+ mes "- Please stop here !! -";
+ mes "- You're carrying too many items -";
+ mes "- Please try again -";
+ mes "- after using the kafra service -";
+ close;
+ }
+ if ((MaxWeight-Weight) < 2000) {
+ mes "- Please stop here!! -";
+ mes "- You're carrying too many items -";
+ mes "- Please try again -";
+ mes "- after using the kafra service -";
+ close;
+ }
+ if (mos_swan == 8) {
+ mes "["+strcharinfo(0)+"]";
+ mes "Excuse me.";
+ mes "Could you spare a few minutes for me?";
+ next;
+ mes "[Victor]";
+ mes "Who are you?";
+ mes "What gives you the right to say such a thing?";
+ mes "I'm busy appreciating wine in this glass.";
+ close;
+ }
+ else if (mos_swan == 9) {
+ mes "["+strcharinfo(0)+"]";
+ mes "Excuse me.";
+ mes "Could you spare a few minutes for me?";
+ next;
+ mes "[Victor]";
+ mes "Who are you?";
+ mes "What gives you the right to say such a thing?";
+ mes "I'm busy appreciating wine in this glass.";
+ next;
+ mes "[Victor]";
+ mes "Pardon? You're drinking too.";
+ mes "Ok, it's lonely to drink alone. I but I've gotten used to it.";
+ next;
+ mes "[Victor]";
+ mes "Well, tell me what you have on your mind. I'm listening.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Have you seen a little boy who was looking for paste?";
+ next;
+ mes "[Victor]";
+ mes "..................";
+ next;
+ mes "[Victor]";
+ mes "You're talking about Mikhail?";
+ mes "He's such a sentimental boy. I was troubled by him";
+ next;
+ mes "[Victor]";
+ mes "By the way, how did you know that he came to see me? Did he say anything to you?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Mikhail hasn't come back yet since he left to get the paste. He broke his mother's Matrushka..";
+ next;
+ mes "[Victor]";
+ mes "............What?";
+ mes "Hmm.. Oh dear.....";
+ mes "I doubt he went there.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "There?";
+ next;
+ mes "[Victor]";
+ mes "Yes. Baba Yaga 'The Terrible' and other scary animals live there.";
+ next;
+ mes "[Victor]";
+ mes "The little boy came here crying a few hours ago.";
+ mes "He's got something that needs to be stuck together, so he needed a high-strength adhesive.";
+ next;
+ mes "[Victor]";
+ mes "But I don't carry such a thing. So I told him to bring me some stuff for it.";
+ next;
+ mes "[Victor]";
+ mes "To get the stuff for a high-strength adhesive, you need to go to an isolated swamp. You can reach it by boat and it takes a long time.";
+ next;
+ mes "[Victor]";
+ mes "But the way to the swamp is very dangerous. There are horrible monsters around it, all hunting with eager eyes.";
+ next;
+ mes "[Victor]";
+ mes "Especially, the old lady Baba Yaga who attacks anyone she sees. She especially likes youngsters like you. haha!";
+ mes "heeheehee!!";
+ next;
+ mes "[Victor]";
+ mes "...You turned pale! hahaha!!";
+ next;
+ mes "[Victor]";
+ mes "But...";
+ mes "I'm exaggerating a little, it's true that there are scary things.";
+ mes "But, I don't believe that a little and timid boy like Mikhail would go there. It's impossible!";
+ next;
+ mes "[Victor]";
+ mes "I said to him, 'you can never, ever go there' and told him to go back home.";
+ mes "He asked for the impossible so I calmed him down with some bread.";
+ next;
+ mes "[Victor]";
+ mes "He was already white with fear that he broke his mother's matrushka. Do you think that he would go there?";
+ next;
+ mes "[Victor]";
+ mes "He might've just hidden himself somewhere, haha!";
+ set mos_swan,10;
+ close;
+ }
+ else if (mos_swan == 10 || mos_swan == 11) {
+ mes "[Victor]";
+ mes "There's a large island near Moscovia. It takes so much time to reach there by a boat. So nobody wants to go there. ";
+ next;
+ mes "[Victor]";
+ mes "If you go deep into its forest, you can find a swamp where sticky weeds are growing.";
+ next;
+ mes "[Victor]";
+ mes "The way to go there is full of danger. Do think that a timid boy like Mikhail can go there?";
+ close;
+ }
+ else if (mos_swan == 12) {
+ mes "[Victor]";
+ mes "You came back. Hmm, are you about to make me responsible that he's gone?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "No, I found him. You don't have to worry.";
+ next;
+ mes "[Victor]";
+ mes "So, what do you want with me?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I promised him I'd make the high-strength adhesive. What do I have to do for that?";
+ next;
+ mes "[Victor]";
+ mes "Why are you so eager to make it? How important is the stuff?";
+ mes "Well, I don't care...";
+ next;
+ mes "[Victor]";
+ mes "There's a large island near Moscovia. It takes so much time to reach there by a boat. So nobody wants to go there.";
+ next;
+ mes "[Victor]";
+ mes "If you go deep into its forest, you can find a swamp where sticky weeds are growing.";
+ next;
+ mes "[Victor]";
+ mes "You should bring ^3131FF'10 sticky herbs'^000000 and ^3131FF 1 medicine bowl^000000 to me.";
+ set mos_swan,13;
+ close;
+ }
+ else if (mos_swan > 12 && mos_swan < 23) {
+ mes "[Victor]";
+ mes "If you want to make adhesives";
+ mes "get 10 sticky herbs and";
+ mes "1 medicine bowl for me.";
+ mes "Those sticky herbs are growing in the swamp. It may be dangerous but that shouldn't be a problem for you?";
+ close;
+ }
+ else if (mos_swan == 23) {
+ mes "[Victor]";
+ mes "What do you want with me this time??";
+ mes "Oh, you said you wanted an adhesive...";
+ mes "You're bothering me so much!";
+ next;
+ if (countitem(7763) > 9 && countitem(7134) > 0) {
+ mes "[Victor]";
+ mes "Give me the stuff! I'll make it quickly. You're annoying me!";
+ next;
+ mes "- He's making adhesive with a crunching sound -";
+ mes "- He's making adhesive with a crunching sound -";
+ mes "- He's making adhesive with a crunching sound -";
+ next;
+ mes "- And he may be rubbing something -";
+ mes "- And he may be rubbing something -";
+ mes "- And he may be rubbing something -";
+ mes "- And he may be rubbing something -";
+ next;
+ mes "[Victor]";
+ mes "Ok, done!";
+ mes "I don't want you to bother me any longer!";
+ mes "Please leave!";
+ delitem 7763,10;
+ delitem 7134,1;
+ set mos_swan,24;
+ getitem 7764,1;
+ close;
+ }else{
+ mes "[Victor]";
+ mes "He's annoying me so much. Give me the materials!";
+ mes "Oh dear? What are those things? I said 10 sticky herbs and 1 medicine bowl!!";
+ next;
+ mes "[Victor]";
+ mes "Even though I'm always in the pub, I have my own business... !";
+ next;
+ mes "[Victor]";
+ mes ".............!!!!";
+ next;
+ mes "[Victor]";
+ mes "..................";
+ mes "What are you staring at? Bring them to me right now!";
+ close;
+ }
+ }
+ else{
+ mes "[Victor]";
+ mes "What did you say? I just want to drink peacefully!";
+ close;
+ }
+}
+
+mosk_in,215,181,0 script #swan_inn -1,1,1,{
+ end;
+
+OnTouch:
+ if (mos_swan == 4) {
+ mes "..................";
+ mes "..................";
+ next;
+ mes "..................";
+ mes "..................";
+ mes "..................";
+ next;
+ mes "..................";
+ mes "..................";
+ mes "..................";
+ mes "..................";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Oh, I got a good night's sleep. How long did I sleep?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Although I was forced to stay here, it's true that it's got great facilities.";
+ mes "I feel refreshed.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Ok, I guess I will go to the landlord to get some info.";
+ set mos_swan,5;
+ close;
+ }else{
+ end;
+ }
+}
+
+//----------------------------------------------------------------------------
+// Swamp
+//----------------------------------------------------------------------------
+mosk_dun03,153,90,3 script Bubbling Swamp#mos1 844,{
+ if (checkweight(1201,1) == 0) {
+ mes "- Your bag is very heavy today -";
+ close;
+ }
+ if ((MaxWeight-Weight) < 2000) {
+ mes "- Your bag is very heavy today -";
+ close;
+ }
+ if (mos_swan == 10) {
+ mes "- You feel sticky just looking at this swamp. -";
+ next;
+ mes "- Gas bubbles are rising. The atmosphere here is pretty scary -";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I don't see any traces of Mikhail. I think I should go back and check his house one more time.";
+ set mos_swan,11;
+ close;
+ }
+ else if (mos_swan == 11 && mos_swan == 12) {
+ mes "- You can see a small muddy swamp -";
+ next;
+ mes "- Gas bubbles are rising. The atmosphere here is pretty scary -";
+ close;
+ }
+ else if (mos_swan > 12 && mos_swan < 23) {
+ mes "- You feel sticky just looking at the swamp. -";
+ next;
+ mes "- Gas bubbles are rising. The atmosphere here is pretty scary -";
+ next;
+ mes "- You stretch out to find sticky herbs. -";
+ next;
+ set .@leaf_mos,rand(1,10);
+ if (.@leaf_mos < 6) {
+ mes "- You have pricked your finger on a Sticky Herb. -";
+ if (mos_swan == 22) {
+ getitem 7763,1;
+ set mos_swan,23;
+ close;
+ }else{
+ getitem 7763,1;
+ set mos_swan,mos_swan+1;
+ close;
+ }
+ }else{
+ mes "- You have pricked your finger on a Green Herb. -";
+ getitem 511,1;
+ close;
+ }
+ }
+ else {
+ mes "- You can see a small swamp which seems very muddy. -";
+ next;
+ mes "- Gas bubbles are rising. The atmosphere here is pretty scary -";
+ close;
+ }
+}
+
+//----------------------------------------------------------------------------
+// Larissa - Hotcake Quests
+//----------------------------------------------------------------------------
+mosk_in,211,259,5 script Larissa#mos_01 960,{
+ if (checkweight(1201,1) == 0) {
+ mes "- Please stop here !! -";
+ mes "- You're carrying too many items -";
+ mes "- Please try again -";
+ mes "- after using the kafra service -";
+ close;
+ }
+ if ((MaxWeight-Weight) < 2000) {
+ mes "- Please stop here !! -";
+ mes "- You're carrying too many items -";
+ mes "- Please try again -";
+ mes "- after using the kafra service -";
+ close;
+ }
+ if (mos_swan == 100) {
+ mes "[Larissa]";
+ mes "Oh, you're the adventurer that Madame told me about .";
+ mes "Did you find her son?";
+ mes "I'm so glad. He's a good kid.";
+ next;
+ mes "[Larissa]";
+ mes "Here you are. This special pancake is for you.";
+ mes "It will be very delicious.";
+ set mos_swan,101;
+ getitem 592,5;
+ getitem 593,5;
+ next;
+ mes "[Larissa]";
+ mes "Whenever you'd like to eat these pancake, you come on by.";
+ mes "I'll bake you the most delicious one.";
+ close;
+ }
+ else if (mos_swan > 100) {
+ mes "[Larissa]";
+ mes "Did the pancake taste good?";
+ mes "Would you like another pancake?";
+ next;
+ if(select("Yes:No") == 1) {
+ if (countitem(7031) > 0 && countitem(519) > 1 && countitem(504) > 1 && countitem(548) > 0 && countitem(1019) > 0 && countitem(518) > 0) {
+ mes "[Larissa]";
+ mes "Let me check if you have all the ingredients.";
+ mes "A frying pan, milk... potion that softens the dough, cheese..honey..and firewood.";
+ mes "Perfect!";
+ next;
+ mes "[Larissa]";
+ mes "Let us begin by kneading the dough.";
+ mes "I'll add sugar and baking powder.";
+ mes "It can be mixed well with this sieve.";
+ next;
+ mes "[Larissa]";
+ mes "What should I do with the wheat flour?";
+ next;
+ switch(select("Turn it down.:Pass it through a sieve.:Press it with your fist.")) {
+ case 1:
+ mes "[Larissa]";
+ mes "Oh, my! What are you doing now?";
+ mes "I'm going to do that from the beginning.";
+ mes "Look, pass it through a sieve.";
+ next;
+ break;
+ case 2:
+ mes "[Larissa]";
+ mes "There you go. Just do it slowly while tapping the sides, sifting the sugar and baking powder through the sieve together.";
+ next;
+ break;
+ case 3:
+ mes "[Larissa]";
+ mes "If we don't have the sieve, we can use our fist but we've got one. So we might as well use it right?";
+ next;
+ }
+ mes "[Larissa]";
+ mes "That way, it will mix well.";
+ mes "And then I'm adding an egg, some milk and a white potion.";
+ mes "What next?";
+ next;
+ if(select("Stir it up with great speed.:Do the same as she said.") == 1) {
+ mes "[Larissa]";
+ mes "No, you don't have to do that way. It won't rise properly if you stir it too fast.";
+ next;
+ }else{
+ mes "[Larissa]";
+ mes "You're very good at this!";
+ next;
+ }
+ mes "[Larissa]";
+ mes "It'll rise while baking if you stir it properly";
+ mes "Ok, let me bake now. Let's pour it on our pan and spread it around.";
+ next;
+ mes "[Larissa]";
+ mes "Cook in low temperature. It'll rise and have bubbles on it.";
+ mes "When you see the bubbles, you can turn it over.";
+ next;
+ if(select("Cook in high temperature.:Can I turn it over now?") == 1) {
+ mes "[Larissa]";
+ mes "No, you don't do that.";
+ mes "You'll burn it up.";
+ mes "Wait for a while.";
+ next;
+ }else{
+ mes "[Larissa]";
+ mes "Hmm let's see. It's good.";
+ mes "You were good at it.";
+ next;
+ }
+ mes "[Larissa]";
+ mes "Ok, turn it over. Oh it looks delicious";
+ mes "What should I top it with? First I put some cheese but the rest is up to you...";
+ next;
+ switch(select("Caviar:Mushrooms:Honey:Strawberry jam:Sour cream")) {
+ case 1:
+ mes "[Larissa]";
+ mes "Ok. you want caviar. Fortunately, I still have a little left.";
+ mes "Hoohoo, this'll be luxurious..";
+ mes "Here we go. It's all done!";
+ delitem 7031,1;
+ delitem 519,2;
+ delitem 504,2;
+ delitem 548,1;
+ delitem 1019,1;
+ delitem 518,1;
+ getitem 591,1;
+ close;
+ break;
+ case 2:
+ mes "[Larissa]";
+ mes "Ok. you want mushrooms.. It has an earthly flavor.";
+ mes "Here we go. It's all done!";
+ delitem 7031,1;
+ delitem 519,2;
+ delitem 504,2;
+ delitem 548,1;
+ delitem 1019,1;
+ delitem 518,1;
+ getitem 595,1;
+ close;
+ break;
+ case 3:
+ mes "[Larissa]";
+ mes "Ok, honey syrup goes perfectly with pancakes.";
+ mes "Here we go. It's all done!";
+ delitem 7031,1;
+ delitem 519,2;
+ delitem 504,2;
+ delitem 548,1;
+ delitem 1019,1;
+ delitem 518,1;
+ getitem 593,1;
+ close;
+ break;
+ case 4:
+ mes "[Larissa]";
+ mes "Who could get sick of pancakes with strawberry jam?";
+ mes "Hoohoo it tastes sweet too.";
+ mes "Here we go. It's all done!";
+ delitem 7031,1;
+ delitem 519,2;
+ delitem 504,2;
+ delitem 548,1;
+ delitem 1019,1;
+ delitem 518,1;
+ getitem 592,1;
+ close;
+ break;
+ case 5:
+ mes "[Larissa]";
+ mes "You want sour cream.. you will feel as if you fly in the sky.";
+ mes "It can help reduce stress.";
+ mes "Here we go. It's all done!";
+ delitem 7031,1;
+ delitem 519,2;
+ delitem 504,2;
+ delitem 548,1;
+ delitem 1019,1;
+ delitem 518,1;
+ getitem 594,1;
+ close;
+ }
+ }else{
+ mes "[Larissa]";
+ mes "That's good. I have ingredients and several toppings but...";
+ mes "It's still not enough. You need to get all of the things that we don't have now.";
+ next;
+ mes "[Larissa]";
+ mes "I need ^4d4dff1 old frying pan , 2 bottles of milk , 2 white potion, 1 cheese, 1 Trunk, 1 Honey ^000000.";
+ mes "We can bake our pancake when we get all of those.";
+ close;
+ }
+ }
+ mes "[Larissa]";
+ mes "Ok we can bake it next time.";
+ mes "I'm always available.";
+ close;
+ }
+ else{
+ mes "[Larissa]";
+ mes "Young lady is a practical joker and her brother is tenderhearted.";
+ mes "By the way, I haven't seen him for quite some time.";
+ close;
+ }
+}
+
+//============================================================================
+// Acorn Exchange
+//============================================================================
+
+//----------------------------------------------------------------------------
+// Acorn Dealer - Sells Acorns
+//----------------------------------------------------------------------------
+moscovia,208,182,7 script Acorn Dealer#mos 967,{
+ mes "[Acorn Dealer]";
+ mes "We have very fresh acorns. Everyone will like them!";
+ mes "You can buy one acorn for 100zeny!";
+ next;
+ if(select("Buy one.:What can I use them for?") == 2) {
+ mes "[Acorn Dealer]";
+ mes "Well uh...";
+ mes "You can grind them to make";
+ mes "something to eat and you can feed squirrels.";
+ next;
+ mes "[Acorn Dealer]";
+ mes "Someone can decorate their house";
+ mes "with them but I don't know how...";
+ mes "they've got to be highly talented.";
+ mes "Haha.";
+ close;
+ }
+ mes "[Acorn Dealer]";
+ mes "I'll bet you that they are very fresh!";
+ mes "How many acorns do you need?";
+ next;
+ while(.@input <= 0 || .@input > 500) {
+ input .@input;
+ if (.@input <= 0) {
+ mes "[Acorn Dealer]";
+ mes "Do you want to cancel this trade?";
+ close;
+ }
+ if (.@input > 500) {
+ mes "[Acorn Dealer]";
+ mes "You can't buy more than 500.";
+ next;
+ }
+
+ }
+ if (!checkweight(1026, .@input)) {
+ mes "[Acorn Dealer]";
+ mes "Hello, I think you can't get acorns";
+ mes "now. You're carrying too many";
+ mes "items!";
+ mes "Please use Kafra service. I'll be";
+ mes "right here.";
+ close;
+ }
+ set .@price, .@input * 100;
+ if (Zeny < .@price) {
+ mes "[Acorn Dealer]";
+ mes "Hello? You've turned pale! Are you ok??";
+ mes "Do you have enough money?";
+ close;
+ }else{
+ mes "[Acorn Dealer]";
+ mes "Oh, thank you...";
+ mes "What do you think of them? They're fresh, aren't they?";
+ set Zeny,Zeny - .@price;
+ getitem 1026,.@input;
+ close;
+ }
+}
+
+//----------------------------------------------------------------------------
+// Big Squirrel - Trade Acorns for Gems
+//----------------------------------------------------------------------------
+mosk_fild01,113,108,3 script Big Squirrel#mos 111,{
+ if (checkweight(1201,1) == 0 ) {
+ mes "- Please stop here !! -";
+ mes "- You're carrying too many items -";
+ mes "- Please try again -";
+ mes "- after using the kafra service -";
+ close;
+ }
+ if ((MaxWeight-Weight) < 2000) {
+ mes "- Please stop here!! -";
+ mes "- You're carrying too many items -";
+ mes "- Please try again -";
+ mes "- after using the kafra service -";
+ close;
+ }
+ mes "- It's an extraordinary big squirrel. -";
+ next;
+ mes "- When the animal comes across you, it starts to sniffle and purse up its lips. -";
+ next;
+ if (countitem(1026) > 19) {
+ switch(select("Give acorns to it.:Ignore it.:Ask about the squirrel.")) {
+ case 1:
+ mes "- You take one of acorns out and hold it out to the squirrel. -";
+ next;
+ mes "- It cocked it's ears up and begins to nibble the acorn quickly. -";
+ next;
+ mes "- It makes a crunching sound -";
+ mes "- It makes a crunching sound -";
+ mes "- It makes a crunching sound -";
+ next;
+ mes "- After eating the acorn up, the squirrel dances around wildly. Suddenly it curls its body and throws something up with a spit-spit sound -";
+ delitem 1026,20;
+ set .@cyworld,rand(1,1000);
+ set .@stworld,rand(1,150);
+ if (.@cyworld > 0 && .@cyworld < 100) {
+ getitem 733,1;
+ }
+ else if (.@cyworld == 100) {
+ if (.@stworld > 0 && .@stworld < 10)
+ getitem 718,1;
+ else if (.@stworld > 9 && .@stworld < 20)
+ getitem 719,1;
+ else if (.@stworld > 19 && .@stworld < 30)
+ getitem 720,1;
+ else if (.@stworld > 29 && .@stworld < 40)
+ getitem 721,1;
+ else if (.@stworld > 39 && .@stworld < 50)
+ getitem 722,1;
+ else if (.@stworld > 49 && .@stworld < 60)
+ getitem 723,1;
+ else if (.@stworld > 59 && .@stworld < 70)
+ getitem 725,1;
+ else if (.@stworld > 69 && .@stworld < 80)
+ getitem 728,1;
+ else if (.@stworld > 79 && .@stworld < 90)
+ getitem 729,1;
+ else if (.@stworld > 89 && .@stworld < 100)
+ getitem 730,1;
+ else
+ getitem 7289,1;
+ }
+ else if (.@cyworld > 100 && .@cyworld < 200) {
+ getitem 733,1;
+ }
+ else if (.@cyworld == 200) {
+ if (.@stworld > 0 && .@stworld < 10)
+ getitem 718,1;
+ else if (.@stworld > 9 && .@stworld < 20)
+ getitem 719,1;
+ else if (.@stworld > 19 && .@stworld < 30)
+ getitem 720,1;
+ else if (.@stworld > 29 && .@stworld < 40)
+ getitem 721,1;
+ else if (.@stworld > 39 && .@stworld < 50)
+ getitem 722,1;
+ else if (.@stworld > 49 && .@stworld < 60)
+ getitem 723,1;
+ else if (.@stworld > 59 && .@stworld < 70)
+ getitem 725,1;
+ else if (.@stworld > 69 && .@stworld < 80)
+ getitem 728,1;
+ else if (.@stworld > 79 && .@stworld < 90)
+ getitem 729,1;
+ else if (.@stworld > 89 && .@stworld < 100)
+ getitem 731,1;
+ else
+ set .@stonez1,rand(1,10);
+ if (.@stonez1 < 6)
+ getitem 7290,1;
+ else if (.@stonez1 > 5 && .@stonez1 < 8)
+ getitem 7297,1;
+ else
+ getitem 7292,1;
+ }
+ else if (.@cyworld > 200 && .@cyworld < 300) {
+ getitem 733,1;
+ }
+ else if (.@cyworld == 300) {
+ if (.@stworld > 0 && .@stworld < 10)
+ getitem 718,1;
+ else if (.@stworld > 9 && .@stworld < 20)
+ getitem 719,1;
+ else if (.@stworld > 19 && .@stworld < 30)
+ getitem 720,1;
+ else if (.@stworld > 29 && .@stworld < 40)
+ getitem 721,1;
+ else if (.@stworld > 39 && .@stworld < 50)
+ getitem 722,1;
+ else if (.@stworld > 49 && .@stworld < 60)
+ getitem 723,1;
+ else if (.@stworld > 59 && .@stworld < 70)
+ getitem 725,1;
+ else if (.@stworld > 69 && .@stworld < 80)
+ getitem 728,1;
+ else if (.@stworld > 79 && .@stworld < 90)
+ getitem 729,1;
+ else if (.@stworld > 89 && .@stworld < 100)
+ getitem 732,1;
+ else
+ set .@stonez2,rand(1,10);
+ if (.@stonez2 < 6)
+ getitem 7291,1;
+ else
+ getitem 7294,1;
+ }
+ else if (.@cyworld > 300 && .@cyworld < 400) {
+ getitem 733,1;
+ }
+ else if (.@cyworld == 400) {
+ if (.@stworld > 0 && .@stworld < 10)
+ getitem 718,1;
+ else if (.@stworld > 9 && .@stworld < 20)
+ getitem 719,1;
+ else if (.@stworld > 19 && .@stworld < 30)
+ getitem 720,1;
+ else if (.@stworld > 29 && .@stworld < 40)
+ getitem 721,1;
+ else if (.@stworld > 39 && .@stworld < 50)
+ getitem 722,1;
+ else if (.@stworld > 49 && .@stworld < 60)
+ getitem 723,1;
+ else if (.@stworld > 59 && .@stworld < 70)
+ getitem 725,1;
+ else if (.@stworld > 69 && .@stworld < 80)
+ getitem 728,1;
+ else if (.@stworld > 79 && .@stworld < 90)
+ getitem 729,1;
+ else if (.@stworld > 89 && .@stworld < 100)
+ getitem 730,1;
+ else
+ getitem 7295,1;
+ }
+ else if (.@cyworld > 400 && .@cyworld < 500) {
+ getitem 733,1;
+ }
+ else if (.@cyworld == 500) {
+ if (.@stworld > 0 && .@stworld < 10)
+ getitem 718,1;
+ else if (.@stworld > 9 && .@stworld < 20)
+ getitem 719,1;
+ else if (.@stworld > 19 && .@stworld < 30)
+ getitem 720,1;
+ else if (.@stworld > 29 && .@stworld < 40)
+ getitem 721,1;
+ else if (.@stworld > 39 && .@stworld < 50)
+ getitem 722,1;
+ else if (.@stworld > 49 && .@stworld < 60)
+ getitem 723,1;
+ else if (.@stworld > 59 && .@stworld < 70)
+ getitem 725,1;
+ else if (.@stworld > 69 && .@stworld < 80)
+ getitem 728,1;
+ else if (.@stworld > 79 && .@stworld < 90)
+ getitem 729,1;
+ else if (.@stworld > 89 && .@stworld < 100)
+ getitem 731,1;
+ else
+ getitem 7293,1;
+ }
+ else if (.@cyworld > 500 && .@cyworld < 600) {
+ getitem 724,1;
+ }
+ else if (.@cyworld == 600) {
+ if (.@stworld > 0 && .@stworld < 10)
+ getitem 718,1;
+ else if (.@stworld > 9 && .@stworld < 20)
+ getitem 719,1;
+ else if (.@stworld > 19 && .@stworld < 30)
+ getitem 720,1;
+ else if (.@stworld > 29 && .@stworld < 40)
+ getitem 721,1;
+ else if (.@stworld > 39 && .@stworld < 50)
+ getitem 722,1;
+ else if (.@stworld > 49 && .@stworld < 60)
+ getitem 723,1;
+ else if (.@stworld > 59 && .@stworld < 70)
+ getitem 725,1;
+ else if (.@stworld > 69 && .@stworld < 80)
+ getitem 728,1;
+ else if (.@stworld > 79 && .@stworld < 90)
+ getitem 729,1;
+ else if (.@stworld > 89 && .@stworld < 100)
+ getitem 732,1;
+ else
+ getitem 7292,1;
+ }
+ else if (.@cyworld > 600 && .@cyworld < 700) {
+ getitem 724,1;
+ }
+ else if (.@cyworld == 700) {
+ if (.@stworld > 0 && .@stworld < 10)
+ getitem 718,1;
+ else if (.@stworld > 9 && .@stworld < 20)
+ getitem 719,1;
+ else if (.@stworld > 19 && .@stworld < 30)
+ getitem 720,1;
+ else if (.@stworld > 29 && .@stworld < 40)
+ getitem 721,1;
+ else if (.@stworld > 39 && .@stworld < 50)
+ getitem 722,1;
+ else if (.@stworld > 49 && .@stworld < 60)
+ getitem 723,1;
+ else if (.@stworld > 59 && .@stworld < 70)
+ getitem 725,1;
+ else if (.@stworld > 69 && .@stworld < 80)
+ getitem 728,1;
+ else if (.@stworld > 79 && .@stworld < 90)
+ getitem 729,1;
+ else if (.@stworld > 89 && .@stworld < 100)
+ getitem 730,1;
+ else
+ getitem 7290,1;
+ }
+ else if (.@cyworld > 700 && .@cyworld < 800) {
+ getitem 724,1;
+ }
+ else if (.@cyworld == 800) {
+ if (.@stworld > 0 && .@stworld < 10)
+ getitem 718,1;
+ else if (.@stworld > 9 && .@stworld < 20)
+ getitem 719,1;
+ else if (.@stworld > 19 && .@stworld < 30)
+ getitem 720,1;
+ else if (.@stworld > 29 && .@stworld < 40)
+ getitem 721,1;
+ else if (.@stworld > 39 && .@stworld < 50)
+ getitem 722,1;
+ else if (.@stworld > 49 && .@stworld < 60)
+ getitem 723,1;
+ else if (.@stworld > 59 && .@stworld < 70)
+ getitem 725,1;
+ else if (.@stworld > 69 && .@stworld < 80)
+ getitem 728,1;
+ else if (.@stworld > 79 && .@stworld < 90)
+ getitem 729,1;
+ else if (.@stworld > 89 && .@stworld < 100)
+ getitem 731,1;
+ else
+ getitem 7296,1;
+ }
+ else if (.@cyworld > 800 && .@cyworld < 900) {
+ getitem 724,1;
+ }
+ else if (.@cyworld == 900) {
+ if (.@stworld > 0 && .@stworld < 10)
+ getitem 718,1;
+ else if (.@stworld > 9 && .@stworld < 20)
+ getitem 719,1;
+ else if (.@stworld > 19 && .@stworld < 30)
+ getitem 720,1;
+ else if (.@stworld > 29 && .@stworld < 40)
+ getitem 721,1;
+ else if (.@stworld > 39 && .@stworld < 50)
+ getitem 722,1;
+ else if (.@stworld > 49 && .@stworld < 60)
+ getitem 723,1;
+ else if (.@stworld > 59 && .@stworld < 70)
+ getitem 725,1;
+ else if (.@stworld > 69 && .@stworld < 80)
+ getitem 728,1;
+ else if (.@stworld > 79 && .@stworld < 90)
+ getitem 729,1;
+ else if (.@stworld > 89 && .@stworld < 100)
+ getitem 732,1;
+ else
+ getitem 7297,1;
+ }
+ else if (.@cyworld == 1000) {
+ getitem 727,1;
+ }
+ else {
+ getitem 724,1;
+ }
+ close;
+ break;
+ case 2:
+ mes "["+strcharinfo(0)+"]";
+ mes "It's so cute.";
+ close;
+ break;
+ case 3:
+ mes "[Aged Man]";
+ mes "Is it bigger than an ordinary one?";
+ mes "I found it one day and was barely able to save it...";
+ next;
+ mes "[Aged Man]";
+ mes "I felt that heaven had sent me a friend so that my life wouldn't be so lonely.";
+ next;
+ mes "[Aged Man]";
+ mes "But I didn't know that it eats so much, it won't give me any attention if I give anything ^3131FFbelow 20 acorns^000000.";
+ mes "That's why it's bigger than ordinary ones hahaha.";
+ close;
+ }
+ }else{
+ mes "- The squirrel looks at the acorn which you held for a while but it turned its head with indifference. -";
+ close;
+ }
+}
+
+mosk_fild01,113,108,5 script #mos_sq 1104,2,2,{
+ end;
+
+OnTouch:
+ if (checkweight(1201,1) == 0 ) {
+ mes "- Please stop here !! -";
+ mes "- You're carrying too many items -";
+ mes "- Please try again -";
+ mes "- after using the kafra service -";
+ close;
+ }
+ if ((MaxWeight-Weight) < 2000) {
+ mes "- Please stop here!! -";
+ mes "- You're carrying too many items -";
+ mes "- Please try again -";
+ mes "- after using the kafra service -";
+ close;
+ }
+ mes "- It's an extraordinary big squirrel. -";
+ next;
+ mes "- When the animal comes across you, it starts to sniffle and purse up its lips. -";
+ next;
+ if (countitem(1026) > 19) {
+ switch(select("Give acorns to it.:Ignore it.:Ask about the squirrel.")) {
+ case 1:
+ mes "- You take one of acorns out and hold it out to the squirrel. -";
+ next;
+ mes "- It cocked it's ears up and begins to nibble the acorn quickly. -";
+ next;
+ mes "- It makes a crunching sound -";
+ mes "- It makes a crunching sound -";
+ mes "- It makes a crunching sound -";
+ next;
+ mes "- After eating the acorn up, the squirrel dances around wildly. Suddenly it curls its body and throws something up with a spit-spit sound -";
+ delitem 1026,20;
+ set .@cyworld,rand(1,1000);
+ set .@stworld,rand(1,150);
+ if (.@cyworld > 0 && .@cyworld < 100) {
+ getitem 733,1;
+ }
+ else if (.@cyworld == 100) {
+ if (.@stworld > 0 && .@stworld < 10)
+ getitem 718,1;
+ else if (.@stworld > 9 && .@stworld < 20)
+ getitem 719,1;
+ else if (.@stworld > 19 && .@stworld < 30)
+ getitem 720,1;
+ else if (.@stworld > 29 && .@stworld < 40)
+ getitem 721,1;
+ else if (.@stworld > 39 && .@stworld < 50)
+ getitem 722,1;
+ else if (.@stworld > 49 && .@stworld < 60)
+ getitem 723,1;
+ else if (.@stworld > 59 && .@stworld < 70)
+ getitem 725,1;
+ else if (.@stworld > 69 && .@stworld < 80)
+ getitem 728,1;
+ else if (.@stworld > 79 && .@stworld < 90)
+ getitem 729,1;
+ else if (.@stworld > 89 && .@stworld < 100)
+ getitem 730,1;
+ else
+ getitem 7289,1;
+ }
+ else if (.@cyworld > 100 && .@cyworld < 200) {
+ getitem 733,1;
+ }
+ else if (.@cyworld == 200) {
+ if (.@stworld > 0 && .@stworld < 10)
+ getitem 718,1;
+ else if (.@stworld > 9 && .@stworld < 20)
+ getitem 719,1;
+ else if (.@stworld > 19 && .@stworld < 30)
+ getitem 720,1;
+ else if (.@stworld > 29 && .@stworld < 40)
+ getitem 721,1;
+ else if (.@stworld > 39 && .@stworld < 50)
+ getitem 722,1;
+ else if (.@stworld > 49 && .@stworld < 60)
+ getitem 723,1;
+ else if (.@stworld > 59 && .@stworld < 70)
+ getitem 725,1;
+ else if (.@stworld > 69 && .@stworld < 80)
+ getitem 728,1;
+ else if (.@stworld > 79 && .@stworld < 90)
+ getitem 729,1;
+ else if (.@stworld > 89 && .@stworld < 100)
+ getitem 731,1;
+ else
+ set .@stonez1,rand(1,10);
+ if (.@stonez1 < 6)
+ getitem 7290,1;
+ else if (.@stonez1 > 5 && .@stonez1 < 8)
+ getitem 7297,1;
+ else
+ getitem 7292,1;
+ }
+ else if (.@cyworld > 200 && .@cyworld < 300) {
+ getitem 733,1;
+ }
+ else if (.@cyworld == 300) {
+ if (.@stworld > 0 && .@stworld < 10)
+ getitem 718,1;
+ else if (.@stworld > 9 && .@stworld < 20)
+ getitem 719,1;
+ else if (.@stworld > 19 && .@stworld < 30)
+ getitem 720,1;
+ else if (.@stworld > 29 && .@stworld < 40)
+ getitem 721,1;
+ else if (.@stworld > 39 && .@stworld < 50)
+ getitem 722,1;
+ else if (.@stworld > 49 && .@stworld < 60)
+ getitem 723,1;
+ else if (.@stworld > 59 && .@stworld < 70)
+ getitem 725,1;
+ else if (.@stworld > 69 && .@stworld < 80)
+ getitem 728,1;
+ else if (.@stworld > 79 && .@stworld < 90)
+ getitem 729,1;
+ else if (.@stworld > 89 && .@stworld < 100)
+ getitem 732,1;
+ else
+ set .@stonez2,rand(1,10);
+ if (.@stonez2 < 6)
+ getitem 7291,1;
+ else
+ getitem 7294,1;
+ }
+ else if (.@cyworld > 300 && .@cyworld < 400) {
+ getitem 733,1;
+ }
+ else if (.@cyworld == 400) {
+ if (.@stworld > 0 && .@stworld < 10)
+ getitem 718,1;
+ else if (.@stworld > 9 && .@stworld < 20)
+ getitem 719,1;
+ else if (.@stworld > 19 && .@stworld < 30)
+ getitem 720,1;
+ else if (.@stworld > 29 && .@stworld < 40)
+ getitem 721,1;
+ else if (.@stworld > 39 && .@stworld < 50)
+ getitem 722,1;
+ else if (.@stworld > 49 && .@stworld < 60)
+ getitem 723,1;
+ else if (.@stworld > 59 && .@stworld < 70)
+ getitem 725,1;
+ else if (.@stworld > 69 && .@stworld < 80)
+ getitem 728,1;
+ else if (.@stworld > 79 && .@stworld < 90)
+ getitem 729,1;
+ else if (.@stworld > 89 && .@stworld < 100)
+ getitem 730,1;
+ else
+ getitem 7295,1;
+ }
+ else if (.@cyworld > 400 && .@cyworld < 500) {
+ getitem 733,1;
+ }
+ else if (.@cyworld == 500) {
+ if (.@stworld > 0 && .@stworld < 10)
+ getitem 718,1;
+ else if (.@stworld > 9 && .@stworld < 20)
+ getitem 719,1;
+ else if (.@stworld > 19 && .@stworld < 30)
+ getitem 720,1;
+ else if (.@stworld > 29 && .@stworld < 40)
+ getitem 721,1;
+ else if (.@stworld > 39 && .@stworld < 50)
+ getitem 722,1;
+ else if (.@stworld > 49 && .@stworld < 60)
+ getitem 723,1;
+ else if (.@stworld > 59 && .@stworld < 70)
+ getitem 725,1;
+ else if (.@stworld > 69 && .@stworld < 80)
+ getitem 728,1;
+ else if (.@stworld > 79 && .@stworld < 90)
+ getitem 729,1;
+ else if (.@stworld > 89 && .@stworld < 100)
+ getitem 731,1;
+ else
+ getitem 7293,1;
+ }
+ else if (.@cyworld > 500 && .@cyworld < 600) {
+ getitem 724,1;
+ }
+ else if (.@cyworld == 600) {
+ if (.@stworld > 0 && .@stworld < 10)
+ getitem 718,1;
+ else if (.@stworld > 9 && .@stworld < 20)
+ getitem 719,1;
+ else if (.@stworld > 19 && .@stworld < 30)
+ getitem 720,1;
+ else if (.@stworld > 29 && .@stworld < 40)
+ getitem 721,1;
+ else if (.@stworld > 39 && .@stworld < 50)
+ getitem 722,1;
+ else if (.@stworld > 49 && .@stworld < 60)
+ getitem 723,1;
+ else if (.@stworld > 59 && .@stworld < 70)
+ getitem 725,1;
+ else if (.@stworld > 69 && .@stworld < 80)
+ getitem 728,1;
+ else if (.@stworld > 79 && .@stworld < 90)
+ getitem 729,1;
+ else if (.@stworld > 89 && .@stworld < 100)
+ getitem 732,1;
+ else
+ getitem 7292,1;
+ }
+ else if (.@cyworld > 600 && .@cyworld < 700) {
+ getitem 724,1;
+ }
+ else if (.@cyworld == 700) {
+ if (.@stworld > 0 && .@stworld < 10)
+ getitem 718,1;
+ else if (.@stworld > 9 && .@stworld < 20)
+ getitem 719,1;
+ else if (.@stworld > 19 && .@stworld < 30)
+ getitem 720,1;
+ else if (.@stworld > 29 && .@stworld < 40)
+ getitem 721,1;
+ else if (.@stworld > 39 && .@stworld < 50)
+ getitem 722,1;
+ else if (.@stworld > 49 && .@stworld < 60)
+ getitem 723,1;
+ else if (.@stworld > 59 && .@stworld < 70)
+ getitem 725,1;
+ else if (.@stworld > 69 && .@stworld < 80)
+ getitem 728,1;
+ else if (.@stworld > 79 && .@stworld < 90)
+ getitem 729,1;
+ else if (.@stworld > 89 && .@stworld < 100)
+ getitem 730,1;
+ else
+ getitem 7290,1;
+ }
+ else if (.@cyworld > 700 && .@cyworld < 800) {
+ getitem 724,1;
+ }
+ else if (.@cyworld == 800) {
+ if (.@stworld > 0 && .@stworld < 10)
+ getitem 718,1;
+ else if (.@stworld > 9 && .@stworld < 20)
+ getitem 719,1;
+ else if (.@stworld > 19 && .@stworld < 30)
+ getitem 720,1;
+ else if (.@stworld > 29 && .@stworld < 40)
+ getitem 721,1;
+ else if (.@stworld > 39 && .@stworld < 50)
+ getitem 722,1;
+ else if (.@stworld > 49 && .@stworld < 60)
+ getitem 723,1;
+ else if (.@stworld > 59 && .@stworld < 70)
+ getitem 725,1;
+ else if (.@stworld > 69 && .@stworld < 80)
+ getitem 728,1;
+ else if (.@stworld > 79 && .@stworld < 90)
+ getitem 729,1;
+ else if (.@stworld > 89 && .@stworld < 100)
+ getitem 731,1;
+ else
+ getitem 7296,1;
+ }
+ else if (.@cyworld > 800 && .@cyworld < 900) {
+ getitem 724,1;
+ }
+ else if (.@cyworld == 900) {
+ if (.@stworld > 0 && .@stworld < 10)
+ getitem 718,1;
+ else if (.@stworld > 9 && .@stworld < 20)
+ getitem 719,1;
+ else if (.@stworld > 19 && .@stworld < 30)
+ getitem 720,1;
+ else if (.@stworld > 29 && .@stworld < 40)
+ getitem 721,1;
+ else if (.@stworld > 39 && .@stworld < 50)
+ getitem 722,1;
+ else if (.@stworld > 49 && .@stworld < 60)
+ getitem 723,1;
+ else if (.@stworld > 59 && .@stworld < 70)
+ getitem 725,1;
+ else if (.@stworld > 69 && .@stworld < 80)
+ getitem 728,1;
+ else if (.@stworld > 79 && .@stworld < 90)
+ getitem 729,1;
+ else if (.@stworld > 89 && .@stworld < 100)
+ getitem 732,1;
+ else
+ getitem 7297,1;
+ }
+ else if (.@cyworld == 1000) {
+ getitem 727,1;
+ }
+ else {
+ getitem 724,1;
+ }
+ close;
+ break;
+ case 2:
+ mes "["+strcharinfo(0)+"]";
+ mes "It's so cute.";
+ close;
+ break;
+ case 3:
+ mes "[Aged Man]";
+ mes "Is it bigger than an ordinary one?";
+ mes "I found it one day and was barely able to save it...";
+ next;
+ mes "[Aged Man]";
+ mes "I felt that heaven had sent me a friend so that my life wouldn't be so lonely.";
+ next;
+ mes "[Aged Man]";
+ mes "But I didn't know that it eats so much, it won't give me any attention if I give anything ^3131FFbelow 20 acorns^000000.";
+ mes "That's why it's bigger than ordinary ones hahaha.";
+ close;
+ }
+ }else{
+ mes "- The squirrel looks at the acorn which you held for a while but it turned its head with indifference. -";
+ close;
+ }
+}
+
+//============================================================================
+// Banish Winter
+//============================================================================
+
+//----------------------------------------------------------------------------
+// Baba Yaga, the Horrible - Starting Point
+//----------------------------------------------------------------------------
+mosk_in,215,46,5 script #babayaga -1,7,7,{
+ end;
+
+OnTouch:
+ if (mos_nowinter == 0) {
+ if (countitem(7762) > 39 && BaseLevel > 59) {
+ set mos_nowinter,2;
+ mes "[Baba Yaga, the Horrible]";
+ mes "Who the hell are you?";
+ mes "You want me to kick your ass!";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "No. They are...";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "You have our Yaga Pestles!";
+ mes "You have so many of them...";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "Who, who are you?";
+ close;
+ }
+ else if (countitem(7762) > 39 && BaseLevel < 60) {
+ mes "[Baba Yaga, the Horrible]";
+ mes "Hohoho~";
+ mes "You cannot beat my friends!";
+ mes "I don't know where you got";
+ mes "those Yaga Pestles, but";
+ mes "give them back to me!";
+ set mos_nowinter,1;
+ set .@getback,rand(1,20);
+ delitem 7762,.@getback;
+ close2;
+ warp "mosk_dun02",53,217;
+ end;
+ }
+ else{
+ mes "[Baba Yaga, the Horrible]";
+ mes "Who the hell are you?";
+ mes "You want me to kick your ass!";
+ set mos_nowinter,1;
+ close2;
+ warp "mosk_dun02",53,217;
+ end;
+ }
+ }
+ else if (mos_nowinter == 1) {
+ if (countitem(7762) > 39 && BaseLevel > 59) {
+ set mos_nowinter,2;
+ mes "[Baba Yaga, the Horrible]";
+ mes "Who the hell are you.";
+ mes "You want me to kick your ass!";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "No. They are...";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "You have our Yaga Pestles!";
+ mes "You have so many of them...";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "Who, who are you?";
+ close;
+ }
+ else if (countitem(7762) > 39 && BaseLevel < 60) {
+ mes "[Baba Yaga, the Horrible]";
+ mes "You, chicken,";
+ mes "I need to kick your ass more.";
+ next;
+ if (Sex) {
+ mes "[Baba Yaga, the Horrible]";
+ mes "I will bewitch";
+ mes "and enslave you.";
+ mes "Come here, Heeee!";
+ }else{
+ mes "[Baba Yaga, the Horrible]";
+ mes "Recently, I have no appetite.";
+ mes "But you will be";
+ mes "a good appetizer.";
+ mes "Come here, Heeeeeeeee.";
+ }
+ close2;
+ warp "mosk_dun02",53,217;
+ end;
+ }
+ else {
+ mes "[Baba Yaga, the Horrible]";
+ mes "I need to kick your ass more.";
+ mes "Come here";
+ mes "to play a game";
+ mes "Heeeeeeeeeeee";
+ close2;
+ warp "mosk_dun02",53,217;
+ end;
+ }
+ }
+}
+
+mosk_in,215,46,5 script Baba Yaga, the Horrible 970,{
+ if (mos_nowinter == 0 || mos_nowinter == 1) {
+ mes "[Baba Yaga, the Horrible]";
+ mes "Hohoho";
+ mes "I need to kick your ass more.";
+ mes "Come here,";
+ mes "to play a game.";
+ mes "Heeeeeeeee.";
+ close2;
+ warp "mosk_dun02",53,217;
+ end;
+ }
+ else if (mos_nowinter == 2) {
+ mes "[Baba Yaga, the Horrible]";
+ mes "Let me live, leave me alone, and don't come near me.";
+ mes "Stop, I am hungry and scared.";
+ next;
+ mes "-She is blabbing something weird.-";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "Yes, if you let me live, I will compensate you";
+ mes "with a present, how about that?";
+ next;
+ if(select("A present?:I don't need.") == 1) {
+ mes "[Baba Yaga, the Horrible]";
+ mes "Yes, if you let me live";
+ mes "I will give you the Yaga Pestles";
+ mes "Aren't you gathering them?";
+ next;
+ select("I don't need them anymore.");
+ }
+ mes "[Baba Yaga, the Horrible]";
+ mes "Kaaaaaaaaaak!";
+ mes "Please, let me live,";
+ mes "I will do anything you want.";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "Don't you need any cream for wounds";
+ mes "or indigestion?";
+ mes "They are a bit dirty,";
+ mes "but very useful.";
+ next;
+ select("Well...");
+ mes "[Baba Yaga, the Horrible]";
+ mes "How about this?";
+ mes "I bewitch this country so that";
+ mes "the winter will never come here again.";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "I guess that people will like it and";
+ mes "I'm sure that the Csar";
+ mes "will award you for it.";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "Ah? You seem";
+ mes "interested... ya?";
+ mes "What do you think about that?";
+ next;
+ if(select("Good, but I think you're lying.:I am not interested.") == 1) {
+ mes "[Baba Yaga, the Horrible]";
+ mes "Sure, you can trust me.";
+ mes "It is so complicated that I cannot";
+ mes "perform it on my own";
+ mes "I am not a liar.";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "But, the problem is...";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "I am not able to get the materials necessary";
+ mes "because I don't feel good.";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "So,";
+ mes "if you give me a hand,";
+ mes "I can use the magic that";
+ mes "stops winter from returning. Will you help me?";
+ next;
+ if(select("Ok, I will.:No. I don't like it.") == 1) {
+ mes "[Baba Yaga, the Horrible]";
+ mes "Ah, do you accept?";
+ mes "Thank you.";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "Well, I thank you for your kindness.";
+ mes "Let's cooperate and";
+ mes "make my Secret Medicine.";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "Let me see... Ah...";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "It is not used often.";
+ mes "I don't remember";
+ mes "where it is.";
+ mes "Could you please come back later?";
+ set mos_nowinter,5;
+ close;
+ }else{
+ mes "[Baba Yaga, the Horrible]";
+ mes "Heeeek,";
+ mes "Just, just I need a little help.. It is really little.";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "Please, don't kill me...";
+ next;
+ mes "'Hmmm, what should I do...'";
+ set mos_nowinter,4;
+ close;
+ }
+ }else{
+ mes "[Baba Yaga, the Horrible]";
+ mes "Akkk... What on earth did you do to me...";
+ next;
+ mes "Hmm... What do you want...";
+ set mos_nowinter,3;
+ close;
+ }
+ }
+ else if (mos_nowinter == 3) {
+ mes "[Baba Yaga, the Horrible]";
+ mes "Akkkk!";
+ mes "You came back..";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "If you tell the Csar that";
+ mes "winter won't come back again";
+ mes "he will reward you.";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "Isn't that better for you";
+ mes "than hurting me?";
+ next;
+ if(select("Ok, tell me the story.:Let me think...") == 1) {
+ mes "[Baba Yaga, the Horrible]";
+ mes "Certainly, trust me.";
+ mes "It is so complicated that I cannot";
+ mes "perform it on my own";
+ mes "I am not a liar.";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "The problem is...";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "I am not able to get the materials necessary";
+ mes "because I don't feel good.";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "So,";
+ mes "if you give me a hand.";
+ mes "I can use the magic that";
+ mes "stops winter from returning. Will you help me?";
+ next;
+ if(select("Ok, I will.:No. I don't like it.") == 1) {
+ mes "[Baba Yaga, the Horrible]";
+ mes "Ah, do you accept?";
+ mes "Thank you.";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "Well, I thank you for your kindness.";
+ mes "Let's cooperate and";
+ mes "make my Secret Medicine.";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "Let me see... Ah...";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "It is not used often.";
+ mes "I don't remember";
+ mes "where it is.";
+ mes "Could you please come back later?";
+ set mos_nowinter,5;
+ close;
+ }else{
+ mes "[Baba Yaga, the Horrible]";
+ mes "Heeeeek,";
+ mes "Just, just I need a little help.. It is really little.";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "Please, don't kill me...";
+ next;
+ mes "'Hmm... what should I do...'";
+ set mos_nowinter,4;
+ close;
+ }
+ }
+ mes "[Baba Yaga, the Horrible]";
+ mes "You think more...";
+ mes "What do you want from me...";
+ close;
+ }
+ else if (mos_nowinter == 4) {
+ mes "[Baba Yaga, the Horrible]";
+ mes "You just need to help little,";
+ mes "really little...";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "Well, did you change your mind?";
+ next;
+ if(select("Ok, let's try.:Let me think more...") == 1) {
+ mes "[Baba Yaga, the Horrible]";
+ mes "Ah, do you accept?";
+ mes "Thank you.";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "Well, I thank you for your kindness.";
+ mes "Let's cooperate and";
+ mes "make my Secret Medicine.";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "Let me see... Ah...";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "It is not used often.";
+ mes "I don't remember";
+ mes "where it is.";
+ mes "Could you please come back later?";
+ set mos_nowinter,5;
+ close;
+ }
+ mes "[Baba Yaga, the Horrible]";
+ mes "You think more...";
+ mes "What do you want from me...";
+ close;
+ }
+ else if (mos_nowinter == 5) {
+ mes "[Baba Yaga, the Horrible]";
+ mes "Let me see...where the season spell...";
+ next;
+ mes "rummaging..";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "Ah, here it is... I found it!";
+ mes "Hoook~ Hoook~";
+ next;
+ mes "-What a dusty old book!-";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "Well, open your ears.";
+ mes "It is so rare around here that";
+ mes "it is not easy for you to remember at once.";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "Above all,";
+ mes "I need 20 Grasshopper's Legs...";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "Cough, cough,";
+ mes "Kaaak, Kaaaaak";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "Sniff, sniff.";
+ mes "5 Spawn...";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "eh... and...";
+ mes "20 Wings Of Red Bat...";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "Let me see...";
+ mes "a glue, no, to cast a spell";
+ mes "10 Sticky Mucus...";
+ next;
+ if(select("...Are you sure?:A glue? You want me to kill you?!") == 1) {
+ mes "[Baba Yaga, the Horrible]";
+ mes "Yes, yes, I am certain. Why don't you trust me...";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "Cough, cough,";
+ mes "I am coughing now, so do not disturb me,";
+ mes "you write them down.";
+ set .@plus1,1;
+ next;
+ }else{
+ mes "[Baba Yaga, the Horrible]";
+ mes "No, It just...";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "Ehhh, terrible.";
+ mes "Hey, relax your hand and";
+ mes "keep writing.";
+ mes "Forget the Sticky Mucus...";
+ next;
+ }
+ mes "[Baba Yaga, the Horrible]";
+ mes "Where were we...";
+ mes "Cough, cough, cough!";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "Ah, yes. Next elements are";
+ mes "essential.";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "10 Witched Starsand";
+ mes "10 Fine Grits...";
+ mes "Hooook, hooook~";
+ mes "Ekkkk, what a dusty book!";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "Next is for";
+ mes "something hot.";
+ mes "1 Detonator";
+ mes "5 Red Blood,";
+ mes "and 10 Burning Hearts.";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "Ah, and I need";
+ mes "a 1, 2, or 3 carat";
+ mes "^ff0000Diamond^000000.";
+ next;
+ if (.@plus1 == 1) {
+ mes "[Baba Yaga, the Horrible]";
+ mes "Ok, I am repeating the items.";
+ mes "Eh, they are...";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "^ff000020 Grasshopper's Legs,";
+ mes "5 Spawn,";
+ mes "20 Wing Of Red Bat,";
+ mes "10 Sticky Mucus,";
+ mes "10 Witched Starsand^000000...";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "^ff000010 Fine Grit,";
+ mes "1 Detonator,";
+ mes "5 Red Blood,";
+ mes "10 Burning Heart^000000 and,";
+ mes "a 1, 2, or 3 carat";
+ mes "^ff00001 Diamond^000000.";
+ set mos_nowinter,6;
+ next;
+ }else{
+ mes "[Baba Yaga, the Horrible]";
+ mes "Ok, I am repeating the items.";
+ mes "Eh, they are...";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "^ff000020 Grasshopper's Legs,";
+ mes "5 Spawn,";
+ mes "20 Wing Of Red Bat,";
+ mes "10 Witched Starsand^000000...";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "^ff000010 Fine Grit,";
+ mes "1 Detonator,";
+ mes "5 Red Blood,";
+ mes "10 Burning Heart^000000 and,";
+ mes "a 1, 2, or 3 carat";
+ mes "^ff0000Diamond^000000.";
+ set mos_nowinter,7;
+ next;
+ }
+ mes "[Baba Yaga, the Horrible]";
+ mes "I am preparing to make it,";
+ mes "you should get me them quickly. Cough, cough!";
+ close;
+ }
+ else if (mos_nowinter == 6) {
+ mes "[Baba Yaga, the Horrible]";
+ mes "Ehhh... You came back early.";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "I'm almost prepared..";
+ mes "Did you get";
+ mes "all of the items?";
+ next;
+ if (countitem(940) > 19 && countitem(908) > 4 && countitem(7006) > 19 && countitem(1061) > 9 && countitem(7041) > 9 && countitem(1051) > 0 && countitem(990) > 4 && countitem(938) > 9 && countitem(7097) > 9 && (countitem(730) > 0 || countitem(731) > 0 || countitem(732) > 0)) {
+ delitem 940,20;
+ delitem 908,5;
+ delitem 7006,20;
+ delitem 1061,10;
+ delitem 7041,10;
+ delitem 938,10;
+ delitem 1051,1;
+ delitem 990,5;
+ delitem 7097,10;
+ if (countitem(730) > 0) {
+ delitem 730,1;
+ }else{
+ if (countitem(731) > 0) {
+ delitem 731,1;
+ }else{
+ delitem 732,1;
+ }
+ }
+ set mos_nowinter,8;
+ mes "[Baba Yaga, the Horrible]";
+ mes "Right, you got them all.";
+ mes "With this amount.. For some time...";
+ mes "No, to make the Secret Medicine,";
+ mes "These are enough, cough.";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "Let me see, we have all";
+ mes "that we need...";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "Ehhhh...";
+ mes "Huk!";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "Cough, cough, cough!";
+ mes "Eh... I mean...";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "Have you heard the story of";
+ mes "a dragon sleeping for a long time?";
+ mes "Next thing that I need is";
+ mes "something from that dragon, kkkk.";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "You can find a funny-shaped bottle";
+ mes "in the dragon's lair.";
+ mes "It's a gourd bottle that can";
+ mes "contain people's speech.";
+ mes "I must have this.";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "I don't know how strong you are,";
+ mes "but I would like to recommend that";
+ mes "you avoid fighting that dragon, Kaaaaak~";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "Then, release me.";
+ mes "I want to do something,";
+ mes "...but, my life is the priority. Yes, it is... Cough, cough!";
+ close;
+ }else{
+ mes "[Baba Yaga, the Horrible]";
+ mes "I think";
+ mes "I need more, cough, cough!";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "I am not able to do";
+ mes "anything without them.";
+ mes "I am repeating the items in the list,";
+ mes "you should get them all, kaaaaak!";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "^ff000020 Grasshopper's Legs,";
+ mes "5 Spawn,";
+ mes "20 Wings Of Red Bat";
+ mes "10 Sticky Mucus,";
+ mes "10 Witch Starsand^000000...";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "^ff000010 Fine Grit,";
+ mes "1 Detonator,";
+ mes "5 Red Blood";
+ mes "10 Burning Hearts^000000 and";
+ mes "a 1, 2, or 3 carat";
+ mes "^ff0000Diamond^000000.";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "Cough, cough.";
+ mes "Hu, I talked so much";
+ mes "that it hurts me, Kaaaak~";
+ close;
+ }
+ }
+ else if (mos_nowinter == 7) {
+ mes "[Baba Yaga, the Horrible]";
+ mes "Ehhh... You came back earlier.";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "I almost prepared";
+ mes "Did you get";
+ mes "all of them?";
+ next;
+ if (countitem(940) > 19 && countitem(908) > 4 && countitem(7006) > 19 && countitem(1061) > 9 && countitem(7041) > 9 && countitem(1051) > 0 && countitem(990) > 4 && countitem(7097) > 9 && (countitem(730) > 0 || countitem(731) > 0 || countitem(732) > 0)) {
+ delitem 940,20;
+ delitem 908,5;
+ delitem 7006,20;
+ delitem 1061,10;
+ delitem 7041,10;
+ delitem 1051,1;
+ delitem 990,5;
+ delitem 7097,10;
+ if (countitem(730) > 0) {
+ delitem 730,1;
+ }else{
+ if (countitem(731) > 0) {
+ delitem 731,1;
+ }else{
+ delitem 732,1;
+ }
+ }
+ set mos_nowinter,8;
+ mes "[Baba Yaga, the Horrible]";
+ mes "Right, you got them all.";
+ mes "With this amount.. For some time......";
+ mes "No, to make the Secret Medicine.";
+ mes "These are enough, cough.";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "Let me see, we have all";
+ mes "that we need...";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "Ehhh...";
+ mes "Huk!";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "Cough, cough, cough!";
+ mes "Eh... I mean...";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "Have you heard the story of";
+ mes "a dragon sleeping for a long time?";
+ mes "Next thing that I need is";
+ mes "something from that dragon, kkkk.";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "You can find a funny-shaped bottle";
+ mes "in the dragon's lair.";
+ mes "It's a gourd bottle that can";
+ mes "contain people's speech.";
+ mes "I must have this.";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "I don't know how strong you are,";
+ mes "but I would like to recommend that";
+ mes "you avoid fighting that dragon, Kaaaaak~";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "Then, release me.";
+ mes "I want to do something,";
+ mes "...but, my life is the priority. Yes, it is... Cough, cough!";
+ close;
+ }else{
+ mes "[Baba Yaga, the Horrible]";
+ mes "I think";
+ mes "I need more, cough, cough!";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "I am not able to do";
+ mes "anything without them.";
+ mes "I am repeating the items in the list,";
+ mes "you should get them all, kaaaaak!";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "^ff000020 Grasshopper's Legs,";
+ mes "5 Spawn,";
+ mes "20 Wings Of Red Bat,";
+ mes "10 Witch Starsand^000000...";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "^ff000010 Fine Grit,";
+ mes "1 Detonator,";
+ mes "5 Red Blood,";
+ mes "10 Burning Hearts^000000 and";
+ mes "a 1, 2, or 3 carat";
+ mes "^ff0000Diamond^000000.";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "Cough, cough.";
+ mes "Hu, I talked so much";
+ mes "that it hurts me, Kaaaak~";
+ close;
+ }
+ }
+ else if (mos_nowinter == 8) {
+ mes "[Baba Yaga, the Horrible]";
+ mes "It is very, very hard to return alive";
+ mes "from a lair of a dragon";
+ mes "without strength and courage.";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "Unless you want to be killed,";
+ mes "you'd better forget";
+ mes "the magic gourd bottle, cough!";
+ close;
+ }
+ else if (mos_nowinter == 9) {
+ if (countitem(7761) > 0) {
+ mes "[Baba Yaga, the Horrible]";
+ mes "Akkkk?";
+ mes "Did you really bring it";
+ mes "from the lair of the dragon...?";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "You are superbly great.";
+ mes "I don't know whether";
+ mes "you killed the dragon or";
+ mes "you just stole it from the dragon,";
+ mes "either way I don't care.";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "It is great that";
+ mes "you've returned alive";
+ mes "from the lair of the dragon, cough!";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "Here, I told you before that";
+ mes "this gourd bottle can";
+ mes "contain people's speech";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "The next thing that we have to do";
+ mes "is to receive sincere speeches from";
+ mes "people with this bottle.";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "The important thing is that";
+ mes "you cannot force them to speak.";
+ mes "For example, you cannot tell them";
+ mes "to say 'I don't want winter to come.'";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "You should have them";
+ mes "speak naturally.";
+ mes "Ah, one more thing that";
+ mes "you have to take care to remember.";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "You need to have the";
+ mes "voices of three people.";
+ mes "From a child, a young person and a";
+ mes "middle aged person.";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "The magic is not just witchcraft";
+ mes "This type of magic is effective";
+ mes "only by embodying the desires of people.";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "Take care of yourself, cough, cough.";
+ set mos_nowinter,10;
+ close;
+ }else{
+ mes "[Baba Yaga, the Horrible]";
+ mes "It is very, very hard to return alive";
+ mes "from a lair of a dragon";
+ mes "without strength and courage.";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "Unless you want to be killed";
+ mes "you'd better forget";
+ mes "the magic gourd bottle, cough!";
+ close;
+ }
+ }
+ else if (mos_nowinter == 10) {
+ mes "[Baba Yaga, the Horrible]";
+ mes "To make the magic,";
+ mes "I need you to contain";
+ mes "the wish phrase 'I don't want winter to come.'";
+ mes "from the three people, kkk.";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "But, one thing that you need to remember";
+ mes "is, do not force them to say it!";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "Next,";
+ mes "you should contain the word from";
+ mes "a child, a young man and a middle aged man.";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "Well, take care of yourself.";
+ mes "Cough, cough, cough!";
+ close;
+ }
+ else if (mos_nowinter > 10 && mos_nowinter < 14) {
+ mes "[Baba Yaga, the Horrible]";
+ mes "My place has been revealed, cough, cough.";
+ mes "because of you!";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "What did you do outside?";
+ mes "The soldiers of the Csar are";
+ mes "surrounding here so that";
+ mes "I cannot go out.";
+ close;
+ }
+ else if (mos_nowinter == 14) {
+ mes "[Baba Yaga, the Horrible]";
+ mes "Did you do";
+ mes "what I told";
+ mes "you to do?";
+ next;
+ if (countitem(7761) > 0) {
+ delitem 7761,1;
+ mes "[Baba Yaga, the Horrible]";
+ mes "Anyway, give me the bottle and";
+ mes "think about";
+ mes "what to do, cough!";
+ next;
+ }else{
+ mes "[Baba Yaga, the Horrible]";
+ mes "Where is the Gourd Bottle?";
+ mes "I can't do anything without it.";
+ mes "Cough, cough!";
+ close;
+ }
+ mes "[Baba Yaga, the Horrible]";
+ mes "This bottle will be";
+ mes "used later and now,";
+ mes "the last step remains";
+ mes "to complete the work.";
+ mes "Pass me the book.";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "My abilities are deteriorating";
+ mes "and magic should only be";
+ mes "done by a single person.";
+ mes "So, you must compound the materials yourself,";
+ mes "kaaaaak!";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "I know it is hard to do,";
+ mes "but it is the magic that";
+ mes "embodies and reveals";
+ mes "people's desires.";
+ mes "It is useless unless you put your";
+ mes "full effort into it, cough!";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "Ok, you see that book??";
+ mes "The letters on the book ";
+ mes "are illegible,";
+ mes "But you'll be able to read it 'cuz";
+ mes "I added comments under the lines for you.";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "Read carefully and just follow what";
+ mes "it tells you.";
+ mes "The magic is complete.";
+ mes "Do your best,";
+ mes "Cough!";
+ set mos_nowinter,15;
+ close;
+ }
+ else if (mos_nowinter == 15 || mos_nowinter == 16) {
+ mes "[Baba Yaga, the Horrible]";
+ mes "Magic does not come from";
+ mes "something mysterious.";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "It is your effort";
+ mes "that makes magic.";
+ mes "There is a saying,";
+ mes "if you really want it,";
+ mes "it will happen, cough!";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "Here, according to the book";
+ mes "put the materials in the pot and";
+ mes "boil them for some time.";
+ close;
+ }
+ else if (mos_nowinter == 17) {
+ mes "[Baba Yaga, the Horrible]";
+ mes "Ehmmm...";
+ mes "Don't you think that";
+ mes "something is wrong?";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "Well, try it again.";
+ mes "We still have enough materials.";
+ set mos_nowinter,16;
+ close;
+ }
+ else if (mos_nowinter == 18) {
+ mes "[Baba Yaga, the Horrible]";
+ mes "Let me see, hmm!";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "Hmm, this might be your first time, but";
+ mes "this is good.";
+ mes "You may be talented, kkkk.";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "Now then, we are in the final step.";
+ mes "I'll put the medicine in the bottle,";
+ mes "you break it by dropping it";
+ mes "in the center of the town.";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "If you do this, what the villagers want";
+ mes "will be happening,";
+ mes "forever.";
+ set mos_nowinter,19;
+ getitem 7765,1;
+ close;
+ }
+ else if (mos_nowinter == 19) {
+ mes "[Baba Yaga, the Horrible]";
+ mes "You just drop the bottle";
+ mes "in the middle of the village";
+ mes "to break it.";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "And then,";
+ mes "It doesn't matter to me";
+ mes "if you tell the whole town or";
+ mes "report to the Csar to be praised.";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "But, don't come back to me, cough, cough.";
+ close;
+ }
+ else {
+ mes "[Baba Yaga, the Horrible]";
+ mes "Hey,";
+ mes "I told you";
+ mes "to never come back, cough.";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "Stop disturbing me.";
+ close;
+ }
+}
+
+//----------------------------------------------------------------------------
+// Book
+//----------------------------------------------------------------------------
+mosk_in,217,45,0 script #book_russia 111,{
+ if (mos_nowinter == 15) {
+ mes "-Beside the pot,";
+ mes "There is an unusually large book.";
+ mes "The letters are in disarray and";
+ mes "some of them, I can't understand.";
+ mes "The comments by Baba Yaga";
+ mes "help me read some of them.-";
+ next;
+ mes "-Ok, time to read it.-";
+ next;
+ mes "...Therefore, this spell is";
+ mes "particularly good among our mighty ones.";
+ mes "Usually, the magic is considered";
+ mes "as a contract with evil.";
+ mes "But, the following is not the power";
+ mes "of Hell but of Nature and the spirit of humans.";
+ mes "I already told you that this spell";
+ mes "has 2 features as follows.";
+ mes "First, it changes natural phenomenon.";
+ mes "Unlike the idea from foolish scholars,";
+ mes "this world is composed of invisible and precise orders.";
+ mes "The things that people call";
+ mes "miracles are made by stimulating";
+ mes "them or simply altering their arrangement.";
+ mes "Most of the spells for weather";
+ mes "changing are included in them and";
+ mes "they require a high level of comprehension.";
+ mes "The orders of this world are not simply aligned.";
+ mes "It is almost impossible to observe";
+ mes "the smallest and detailed part of";
+ mes "them and completely understand their structure";
+ mes "However, it is not that difficult";
+ mes "to repeat the spells that are already made.";
+ mes "This thick spell book is for that purpose.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "That? That's just the preface?!";
+ next;
+ mes "...The second feature is";
+ mes "This spell book represents the desire of mankind.";
+ mes "Their spirit is so great,";
+ mes "sometimes flames in their hearts";
+ mes "are embodied and become reality.";
+ mes "Now, practice one of the spells for weather.";
+ mes "You have to go to a damp and deserted place,";
+ mes "and have a pot of melting materials";
+ mes "along with the spirit of the caster.";
+ mes "The next spells should be conducted";
+ mes "through the exact process.";
+ mes "If you realize that something is";
+ mes "wrong, you'd MUST stop immediately.";
+ mes "To prevent the ordinary from";
+ mes "abusing the magic,";
+ mes "the narratives of the materials are metaphors,";
+ mes "but, whoever understands this can";
+ mes "read everything in it.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "It just accounts for the spell.";
+ mes "What a long preface.";
+ mes "I'll mark this spot.";
+ mes "so I can easily find the mixing";
+ mes "process next time...";
+ set mos_nowinter,16;
+ next;
+ mes "^0000ffSeasonal Magic^000000:^ff0000Eternal Summer^000000";
+ mes "First of all, you need to put and";
+ mes "mix the first 3 things in a pre-heated pot.";
+ mes "The extended arms of those who stalk at night,";
+ mes "The rotten mixture of plants and animals,";
+ mes "and the limbs of one going forward,";
+ mes "who wants to run backward.";
+ mes "This first stage should be complete.";
+ mes "Just after this stage, the mixture";
+ mes "will barely show any alteration.";
+ mes "After this, you must add the liquid";
+ mes "that aids all life and stir 20 times.";
+ mes "At this point you will certainly";
+ mes "see its color and smell changing.";
+ mes "Remember that if you realize that";
+ mes "something is wrong, you must stop and start over.";
+ mes "Following these precise steps are";
+ mes "most important when working on magic.";
+ mes "Next, 2 things must be put in the pot.";
+ mes "First, objects that are seen when";
+ mes "looking at the night sky.";
+ mes "Second the pretty mass of earth,";
+ mes "slipping through even when watered.";
+ mes "You should check if it's smell has changed.";
+ mes "Then stir it well 15 times.";
+ mes "It's color will change.";
+ mes "The final ingredients will be those";
+ mes "that contain heat.";
+ mes "You must follow the order.";
+ mes "Stones that have the attribute of sun,";
+ mes "brains of a marine sphere,";
+ mes "the organ of passion,";
+ mes "and a stone that cannot be cut.";
+ mes "Once the final ingredient is placed in the pot,";
+ mes "It will be over.";
+ mes "The solution must be sprinkled at";
+ mes "the place where you want to affect,";
+ mes "the changing of the seasons.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I'll mark this page so that I";
+ mes "know where to read next time.";
+ close;
+ }
+ else if (mos_nowinter == 16) {
+ if(select("Read from the preface.:Read from the marked page.") == 1) {
+ mes "...Therefore, this spell is";
+ mes "particularly good among our mighty ones.";
+ mes "Usually, the magic is considered";
+ mes "as a contract with evil.";
+ mes "But, the following is not the power";
+ mes "of Hell but of Nature and the spirit of humans.";
+ mes "I already told you that this spell";
+ mes "has 2 features as follows.";
+ mes "First, it changes natural phenomenon.";
+ mes "Unlike the idea from foolish scholars,";
+ mes "this world is composed of invisible and precise orders.";
+ mes "The things that people call";
+ mes "miracles are made by stimulating";
+ mes "them or simply altering their arrangement.";
+ mes "Most of the spells for weather";
+ mes "changing are included in them and";
+ mes "they require a high level of comprehension.";
+ mes "The orders of this world are not simply aligned.";
+ mes "It is almost impossible to observe";
+ mes "the smallest and detailed part of";
+ mes "them and completely understand their structure";
+ mes "However, it is not that difficult";
+ mes "to repeat the spells that are already made.";
+ mes "This thick spell book is for that purpose.";
+ next;
+ mes "...The second feature is";
+ mes "This spell book represents the desire of mankind.";
+ mes "Their spirit is so great,";
+ mes "sometimes flames in their hearts";
+ mes "are embodied and become reality.";
+ mes "Now, practice one of the spells for weather.";
+ mes "You have to go to a damp and deserted place,";
+ mes "and have a pot of melting materials";
+ mes "along with the spirit of the caster.";
+ mes "The next spells should be conducted";
+ mes "through the exact process.";
+ mes "If you realize that something is";
+ mes "wrong, you'd MUST stop immediately.";
+ mes "To prevent the ordinary from";
+ mes "abusing the magic,";
+ mes "the narratives of the materials are metaphors,";
+ mes "but, whoever understands this can";
+ mes "read everything in it.";
+ next;
+ mes "^0000ffSeasonal Magic^000000:^ff0000Eternal Summer^000000";
+ mes "First of all, you need to put and";
+ mes "mix the first 3 things in a pre-heated pot.";
+ mes "The extended arms of those who stalk at night,";
+ mes "The rotten mixture of plants and animals,";
+ mes "and the limbs of one going forward,";
+ mes "who wants to run backward.";
+ mes "This first stage should be complete.";
+ mes "Just after this stage, the mixture";
+ mes "will barely show any alteration.";
+ mes "After this, you must add the liquid";
+ mes "that aids all life and stir 20 times.";
+ mes "At this point you will certainly";
+ mes "see its color and smell changing.";
+ mes "Remember that if you realize that";
+ mes "something is wrong, you must stop and start over.";
+ mes "Following these precise steps are";
+ mes "most important when working on magic.";
+ mes "Next, 2 things must be put in the pot.";
+ mes "First, objects that are seen when";
+ mes "looking at the night sky.";
+ mes "Second the pretty mass of earth,";
+ mes "slipping through even when watered.";
+ mes "You should check if it's smell has changed.";
+ mes "Then stir it well 15 times.";
+ mes "It's color will change.";
+ mes "The final ingredients will be those";
+ mes "that contain heat.";
+ mes "You must follow the order.";
+ mes "Stones that have the attribute of sun,";
+ mes "brains of a marine sphere,";
+ mes "the organ of passion,";
+ mes "and a stone that cannot be cut.";
+ mes "Once the final ingredient is placed in the pot,";
+ mes "It will be over.";
+ mes "The solution must be sprinkled at";
+ mes "the place where you want to affect,";
+ mes "the changing of the seasons.";
+ close;
+ }
+ mes "^0000ffSeasonal Magic^000000:^ff0000Eternal Summer^000000";
+ mes "First of all, you need to put and";
+ mes "mix the first 3 things in a pre-heated pot.";
+ mes "The extended arms of those who stalk at night,";
+ mes "The rotten mixture of plants and animals,";
+ mes "and the limbs of one going forward,";
+ mes "who wants to run backward.";
+ mes "This first stage should be complete.";
+ mes "Just after this stage, the mixture";
+ mes "will barely show any alteration.";
+ mes "After this, you must add the liquid";
+ mes "that aids all life and stir 20 times.";
+ mes "At this point you will certainly";
+ mes "see its color and smell changing.";
+ mes "Remember that if you realize that";
+ mes "something is wrong, you must stop and start over.";
+ mes "Following these precise steps are";
+ mes "most important when working on magic.";
+ mes "Next, 2 things must be put in the pot.";
+ mes "First, objects that are seen when";
+ mes "looking at the night sky.";
+ mes "Second the pretty mass of earth,";
+ mes "slipping through even when watered.";
+ mes "You should check if it's smell has changed.";
+ mes "Then stir it well 15 times.";
+ mes "It's color will change.";
+ mes "The final ingredients will be those";
+ mes "that contain heat.";
+ mes "You must follow the order.";
+ mes "Stones that have the attribute of sun,";
+ mes "brains of a marine sphere,";
+ mes "the organ of passion,";
+ mes "and a stone that cannot be cut.";
+ mes "Once the final ingredient is placed in the pot,";
+ mes "It will be over.";
+ mes "The solution must be sprinkled at";
+ mes "the place where you want to affect,";
+ mes "the changing of the seasons.";
+ close;
+ }
+ else if (mos_nowinter > 14) {
+ mes "-This book is the magic book that";
+ mes "helped me make the medicine, but,";
+ mes "I never want to read it again.-";
+ close;
+ }
+ else {
+ mes "-It's an unusually large book laid down, open.-";
+ close;
+ }
+}
+
+//----------------------------------------------------------------------------
+// Mixing Pot
+//----------------------------------------------------------------------------
+mosk_in,221,43,0 script #bowl 111,{
+ if (mos_nowinter == 16) {
+ mes "-It is a very dirty pot.";
+ mes "Something is boiling";
+ mes "Baba Yaga might have done something";
+ mes "with it.";
+ mes "Well, let's get it started.-";
+ next;
+ while(1) {
+ mes "-Something is still being boiled in the pot.";
+ mes "What am I going to do?-";
+ next;
+ switch(select("Put the materials in it.:Pour water in it.:Stir it up.:It is over!")) {
+ case 1:
+ switch(select("Powder Of Wing Of Bat:Liquid Of Spawn:Grasshopper's Leg:Starsand Of Witch:Fine Grit")) {
+ case 1:
+ if (.@bat > 0) {
+ mes "-I put the Powder Of Wing Of Bat in the pot.";
+ mes "Its smell slightly changes.-";
+ specialeffect EF_POISONHIT;
+ set .@nankai,.@nankai+1;
+ }else{
+ mes "-I put the Powder Of Wing Of Bat in the pot.";
+ mes "It's color slightly changes.-";
+ specialeffect EF_SMOKE;
+ set .@bat,.@bat+1;
+ set .@maho,.@maho+1;
+ set .@nankai,.@nankai+1;
+ }
+ next;
+ break;
+ case 2:
+ if (.@mush > 0) {
+ mes "-I put the Liquid Of Spawn in the pot.";
+ mes "Its smell slightly changes.-";
+ specialeffect EF_POISONHIT;
+ set .@nankai,.@nankai+1;
+ }else{
+ mes "-I put the Liquid Of Spawn in the pot.";
+ mes "It's color slightly changes.-";
+ specialeffect EF_SMOKE;
+ set .@mush,.@mush+1;
+ set .@maho,.@maho+1;
+ set .@nankai,.@nankai+1;
+ }
+ next;
+ break;
+ case 3:
+ if (.@locker > 0) {
+ mes "-I put the Grasshopper's Leg in the pot.";
+ mes "Its smell slightly changes.-";
+ specialeffect EF_POISONHIT;
+ set .@nankai,.@nankai+1;
+ }else{
+ mes "-I put the Grasshopper's Leg in the pot.";
+ mes "It's color slightly changes.-";
+ specialeffect EF_SMOKE;
+ set .@locker,.@locker+1;
+ set .@maho,.@maho+1;
+ set .@nankai,.@nankai+1;
+ }
+ next;
+ break;
+ case 4:
+ specialeffect EF_POISONHIT;
+ set .@nankai,.@nankai+1;
+ mes "-I put the Starsand Of Witch in the pot.";
+ mes "Its smell slightly changes.-";
+ next;
+ break;
+ case 5:
+ specialeffect EF_POISONHIT;
+ set .@nankai,.@nankai+1;
+ mes "-I put the Fine Grit in the pot.";
+ mes "Its smell slightly changes.-";
+ next;
+ break;
+ }
+ break;
+ case 2:
+ specialeffect EF_POISONHIT;
+ set .@nankai,.@nankai+1;
+ mes "-I pour water in the pot a little.";
+ mes "The liquid has become thin.";
+ mes "No other remarkable changes";
+ mes "have happened.-";
+ next;
+ break;
+ case 3:
+ specialeffect EF_POISONHIT;
+ set .@nankai,.@nankai+1;
+ mes "-I stir it up";
+ mes "with a stick several times.";
+ mes "No other remarkable changes";
+ mes "have happened.-";
+ next;
+ break;
+ case 4:
+ specialeffect EF_POISONATTACK;
+ mes "["+strcharinfo(0)+"]";
+ mes "I will tell Baba Yaga that";
+ mes "the work has been done.";
+ set mos_nowinter,17;
+ close;
+ }
+ if (.@nankai == 3)
+ break;
+ }
+ specialeffect EF_BUBBLE;
+ mes "-The liquid has been changed";
+ mes "and is now bubbling.";
+ mes "It seems to have shrunk,";
+ mes "but not by much.-";
+ next;
+ mes "-Anyway, the first step is done";
+ mes "let's go on the next stage.-";
+ next;
+ while(1) {
+ mes "-Well, What am I going to do?-";
+ next;
+ switch(select("Put the materials in it.:Pour water in it.:Stir it up.:It is over!")) {
+ case 1:
+ switch(select("Powder Of Wing Of Bat:Liquid Of Spawn:Grasshopper's Leg:Starsand Of Witch:Fine Grit")) {
+ case 1:
+ specialeffect EF_POISONHIT;
+ set .@nankai,.@nankai+1;
+ mes "-I put the Powder Of Wing Of Bat in it.";
+ mes "It's smell drastically changes.-";
+ next;
+ break;
+ case 2:
+ specialeffect EF_POISONHIT;
+ set .@nankai,.@nankai+1;
+ mes "-I put the Liquid Of Spawn in the pot.";
+ mes "It's smell drastically changes.-";
+ next;
+ break;
+ case 3:
+ specialeffect EF_POISONHIT;
+ set .@nankai,.@nankai+1;
+ mes "-I put the Grasshopper's Leg in the pot.";
+ mes "It's smell drastically changes.-";
+ next;
+ break;
+ case 4:
+ if (.@nankai == 5 || .@nankai == 6) {
+ if (.@star > 0) {
+ specialeffect EF_POISONHIT;
+ mes "-I put the Starsand Of Witch in the pot.";
+ mes "Its color slightly changes.-";
+ next;
+ }else{
+ mes "-I put the Starsand Of Witch in the pot.";
+ mes "Its smell slightly changes.-";
+ specialeffect EF_SMOKE;
+ set .@maho,.@maho+1;
+ set .@star,.@star+1;
+ next;
+ }
+ }else{
+ specialeffect EF_POISONHIT;
+ mes "-I put the Starsand Of Witch in the pot.";
+ mes "Its color slightly changes.-";
+ set .@star,.@star+1;
+ next;
+ }
+ set .@nankai,.@nankai+1;
+ break;
+ case 5:
+ if (.@nankai == 5 || .@nankai == 6) {
+ if (.@sand > 0) {
+ specialeffect EF_POISONHIT;
+ mes "-I put the Fine Grit in the pot.";
+ mes "Its color slightly changes.-";
+ next;
+ }else{
+ mes "-I put the Fine Grit in the pot.";
+ mes "Its smell slightly changes.-";
+ specialeffect EF_SMOKE;
+ set .@sand,.@sand+1;
+ set .@maho,.@maho+1;
+ next;
+ }
+ }else{
+ specialeffect EF_POISONHIT;
+ mes "-I put the Fine Grit in the pot.";
+ mes "Its color slightly changes.-";
+ set .@sand,@sand+1;
+ next;
+ }
+ set .@nankai,.@nankai+1;
+ }
+ break;
+ case 2:
+ if (.@nankai == 3) {
+ mes "-I pour water in the pot a little.";
+ mes "The boiling sounds stronger as if";
+ mes "something in the cloudy liquid";
+ mes "has changed.-";
+ specialeffect EF_DRAGONSMOKE;
+ set .@maho,.@maho+1;
+ set .@nankai,.@nankai+1;
+ next;
+ }else{
+ specialeffect EF_POISONHIT;
+ mes "-I pour water in the pot and, the liquid gets thin.-";
+ set .@nankai,.@nankai+1;
+ next;
+ }
+ break;
+ case 3:
+ if (.@nankai == 4) {
+ mes "["+strcharinfo(0)+"]";
+ mes "Ok, I will stir it up this time.";
+ mes "How many times should I..?";
+ next;
+ input .@input;
+ if (.@input == 20) {
+ mes "-It must be 20 times.-";
+ next;
+ specialeffect EF_WIND;
+ mes "-Stirring up makes it";
+ mes "brighter and";
+ mes "its smell gets";
+ mes "more bearable.";
+ set .@maho,.@maho+1;
+ set .@nankai,.@nankai+1;
+ next;
+ }
+ else if (.@input == 0) {
+ mes "-I won't stir it up.-";
+ next;
+ }
+ else if (.@input > 100) {
+ mes "-It won't be able";
+ mes "to stir so many times.";
+ mes "Let me think again.-";
+ next;
+ }
+ else {
+ mes "-Yes, it must be " + .@input + " times.-";
+ next;
+ mes "-I stir it up really hard.";
+ mes "It is boiled.-";
+ set .@nankai,.@nankai+1;
+ next;
+ }
+ }else{
+ mes "-Bubble, bubble-";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Something changed?";
+ set .@nankai,.@nankai+1;
+ next;
+ }
+ break;
+ case 4:
+ mes "["+strcharinfo(0)+"]";
+ mes "I will tell Baba Yaga that";
+ mes "it has been done.";
+ set mos_nowinter,17;
+ specialeffect EF_POISONATTACK;
+ close;
+ }
+ if (.@nankai == 7)
+ break;
+ }
+ mes "-I am sure that the book told me";
+ mes "to wait for some time.-";
+ next;
+ mes "............";
+ next;
+ mes "............";
+ next;
+ mes "-The smell of the liquid boiling in";
+ mes "the pot has changed enough.";
+ mes "Let's go on to the next stage.-";
+ next;
+ while(1) {
+ mes "-Well, What am I going to do?-";
+ next;
+ switch(select("Put the materials in it.:Pour water in it.:Stir it up.:It is over!")) {
+ case 1:
+ if (.@nankai != 11) {
+ switch(select("Witched Starsand:Fine Grit:Detonator:Red Blood:Burning Heart")) {
+ case 1:
+ specialeffect EF_POISONHIT;
+ set .@nankai,.@nankai+1;
+ mes "-I put the Starsand Of Witch in the pot.";
+ mes "Its smell slightly changes.-";
+ next;
+ break;
+ case 2:
+ specialeffect EF_POISONHIT;
+ set .@nankai,.@nankai+1;
+ mes "I put the Fine Grit in the pot.";
+ mes "Its smell slightly changes.-";
+ next;
+ break;
+ case 3:
+ if (.@nankai == 9) {
+ mes "-I put the Detonator in the pot.";
+ mes "The smell has been changed a little.-";
+ specialeffect EF_SMOKE;
+ set .@maho,.@maho+1;
+ set .@nankai,.@nankai+1;
+ next;
+ }else{
+ specialeffect EF_POISONHIT;
+ mes "-I put the Detonator in the pot.";
+ mes "The smell gets worse.-";
+ set .@nankai,.@nankai+1;
+ next;
+ }
+ break;
+ case 4:
+ if (.@nankai == 8) {
+ mes "-I put the Red Blood in the pot.-";
+ mes "The smell has been changed a little.-";
+ specialeffect EF_SMOKE;
+ set .@maho,.@maho+1;
+ set .@nankai,.@nankai+1;
+ next;
+ }else{
+ specialeffect EF_POISONHIT;
+ mes "-I put the Red Blood in the pot.";
+ mes "The smell gets worse.-";
+ set .@nankai,.@nankai+1;
+ next;
+ }
+ break;
+ case 5:
+ if (.@nankai == 10) {
+ mes "-I put the Burning Heart in the pot.";
+ mes "The smell has been changed a little.-";
+ specialeffect EF_SMOKE;
+ set .@maho,.@maho+1;
+ set .@nankai,.@nankai+1;
+ next;
+ }else{
+ specialeffect EF_POISONHIT;
+ mes "-I put the Burning Heart in the pot.";
+ mes "The smell gets worse.-";
+ set .@nankai,.@nankai+1;
+ next;
+ }
+ }
+ }else{
+ switch(select("Witched Starsand:Fine Grit:Detonator:Red Blood:Burning Heart:Piece Of Diamond")) {
+ case 1:
+ set .@nankai,.@nankai+1;
+ specialeffect EF_POISONHIT;
+ mes "-I put the Starsand Of Witch in the pot.";
+ mes "The smell gets worse.-";
+ next;
+ break;
+ case 2:
+ set .@nankai,.@nankai+1;
+ specialeffect EF_POISONHIT;
+ mes "I put the Fine Grit in the pot.";
+ mes "The smell gets worse.-";
+ next;
+ break;
+ case 3:
+ mes "-I put the Detonator in the pot.";
+ mes "The smell gets worse.-";
+ specialeffect EF_POISONHIT;
+ set .@nankai,.@nankai+1;
+ next;
+ break;
+ case 4:
+ mes "-I put the Red Blood in the pot.";
+ mes "The smell gets worse.-";
+ specialeffect EF_POISONHIT;
+ set .@nankai,.@nankai+1;
+ next;
+ break;
+ case 5:
+ mes "-I put the Burning Heart in the pot.";
+ mes "The smell gets better.-";
+ specialeffect EF_POISONHIT;
+ set .@nankai,.@nankai+1;
+ next;
+ break;
+ case 6:
+ mes "-I put a Piece Of Diamond in the pot.";
+ mes "The solution alters in color.-";
+ specialeffect EF_SMOKE;
+ set .@maho,.@maho+1;
+ set .@nankai,.@nankai+1;
+ next;
+ break;
+ }
+ }
+ break;
+ case 2:
+ set .@nankai,.@nankai+1;
+ mes "-I pour water in the pot a little.";
+ mes "The smell gets better.-";
+ next;
+ break;
+ case 3:
+ if (.@nankai == 7) {
+ mes "["+strcharinfo(0)+"]";
+ mes "Ok, I will stir it up this time.";
+ mes "How many times should I...?";
+ next;
+ input .@input;
+ if (.@input == 15) {
+ mes "-It must be 15 times.-";
+ next;
+ specialeffect EF_WIND;
+ mes "-Stirring up makes it";
+ mes "brighter.-";
+ set .@maho,.@maho+1;
+ set .@nankai,.@nankai+1;
+ next;
+ }
+ else if (.@input == 0) {
+ mes "-I won't stir it up.-";
+ next;
+ }
+ else if (.@input > 100) {
+ mes "-It won't be to";
+ mes "stir so many times.";
+ mes "Let me think again.-";
+ next;
+ }
+ else {
+ mes "-Yes, it must be " + .@input + " times.-";
+ next;
+ mes "-I stir it up really hard.";
+ mes "It is boiled.-";
+ set .@nankai,.@nankai+1;
+ next;
+ }
+ }else{
+ mes "-Bubble, bubble-";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Something changed?";
+ set .@nankai,.@nankai+1;
+ next;
+ }
+ break;
+ case 4:
+ if (.@maho == 12) {
+ mes "-It seems that the work is over.";
+ mes "I need to show this to Baba Yaga.-";
+ set mos_nowinter,18;
+ specialeffect EF_GASPUSH;
+ close;
+ }else{
+ mes "-It seems that the work is over.";
+ mes "I need to show this to Baba Yaga.-";
+ specialeffect EF_POISONATTACK;
+ set mos_nowinter,17;
+ close;
+ }
+ }
+ }
+ }
+}
+
+//----------------------------------------------------------------------------
+// Center of Town
+//----------------------------------------------------------------------------
+moscovia,224,190,0 script #nowinterplz 844,{
+ if (mos_nowinter == 19) {
+ if (countitem(7765) > 0) {
+ mes "["+strcharinfo(0)+"]";
+ mes "This place must be";
+ mes "the center of town...";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Ok, let's do it!";
+ next;
+ mes "-I drop the magic bottle";
+ mes "containing Baba Yaga's";
+ mes "Secret Medicine.-";
+ delitem 7765,1;
+ specialeffect EF_BARRIER;
+ set mos_nowinter,20;
+ next;
+ mes "-You feel like your";
+ mes "body is heating up.";
+ mes "It's much hotter";
+ mes "than before.-";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I'm sure that the season has changed";
+ mes "But how can I confirm this?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "First I'm going to see the Csar.";
+ mes "He would like to hear about this.";
+ close;
+ }else{
+ mes "["+strcharinfo(0)+"]";
+ mes "Ah, where did I place";
+ mes "the magic bottle that Baba Yaga gave to me...";
+ close;
+ }
+ }else{
+ end;
+ }
+}
+
+//----------------------------------------------------------------------------
+// Villagers
+//----------------------------------------------------------------------------
+moscovia,252,203,5 script A Little Girl#mos1 958,{
+ if (mos_nowinter == 10) {
+ if (mos_kid == 1) {
+ mes "[Yosefina]";
+ mes "Baba Yaga, the Horrible Cannibal";
+ mes "is living outside the town.";
+ next;
+ mes "[Yosefina]";
+ mes "My mom told me.";
+ mes "that she is real.";
+ close;
+ }else{
+ set .@kid,rand(1,100);
+ select("Do you like the warm weather, little girl?");
+ if (.@kid > 70) {
+ mes "[Yosefina]";
+ mes "Yes, I like it very much~";
+ mes "I never want it to leave. I don't want winter to come.";
+ specialeffect2 EF_SUMMONSLAVE;
+ set mos_kid,1;
+ if (mos_middle == 1 && mos_elder == 1) {
+ set mos_nowinter,11;
+ }
+ close;
+ }else{
+ mes "[Yosefina]";
+ mes "Yes, I like it very much~";
+ mes "But, as soon as the sun sets I must go back home.";
+ next;
+ mes "[Yosefina]";
+ mes "Baba Yaga kidnaps";
+ mes "bad kids wandering";
+ mes "in the night, I heard.";
+ close;
+ }
+ }
+ }else{
+ mes "[Yosefina]";
+ mes "Baba Yaga, the Horrible Cannibal";
+ mes "is living outside the town.";
+ next;
+ mes "[Yosefina]";
+ mes "My mom told me.";
+ mes "that she is real.";
+ close;
+ }
+}
+
+moscovia,233,204,3 script A Young Man#mos2 968,{
+ if (mos_nowinter == 10) {
+ if (mos_middle == 1) {
+ mes "[Fedor]";
+ mes "Finally, winter is over.";
+ mes "Spring is coming";
+ mes "to my mind...";
+ close;
+ }else{
+ select("You don't like winter, do you?");
+ set .@kid,rand(1,100);
+ if (.@kid > 70) {
+ mes "[Fedor]";
+ mes "No, I don't like the cold winter.";
+ mes "And I get angry when";
+ mes "seeing couples.";
+ specialeffect2 EF_SUMMONSLAVE;
+ set mos_middle,1;
+ if (mos_kid == 1 && mos_elder == 1) {
+ set mos_nowinter,11;
+ }
+ close;
+ }else{
+ mes "[Fedor]";
+ mes "Huuuu, I wish I could have a girlfriend";
+ mes "I would be able to enjoy the warm sunlight better...";
+ next;
+ mes "[Fedor]";
+ mes "Who are you?";
+ mes "Don't make matters worse!";
+ close;
+ }
+ }
+ }else{
+ mes "[Fedor]";
+ mes "Finally, winter is over.";
+ mes "Spring is coming";
+ mes "to my mind...";
+ close;
+ }
+}
+
+moscovia,219,229,5 script A Middle-Aged Man#mos3 964,{
+ if (mos_nowinter == 10) {
+ if (mos_elder == 1) {
+ mes "[Viktor]";
+ mes "Our people are very, very";
+ mes "proud of their strength and";
+ mes "invincible spirits.";
+ next;
+ mes "[Viktor]";
+ mes "It doesn't matter to us";
+ mes "how cold the winter is!";
+ close;
+ }else{
+ set .@kid,rand(1,100);
+ select("Whoever likes the winter?");
+ if (.@kid > 70) {
+ mes "[Viktor]";
+ mes "Tell me about it!";
+ mes "Everyone will be sad";
+ mes "when it comes again.";
+ mes "I don't want winter to come.";
+ specialeffect2 EF_SUMMONSLAVE;
+ set mos_elder,1;
+ if (mos_kid == 1 && mos_middle == 1) {
+ set mos_nowinter,11;
+ }
+ close;
+ }else{
+ mes "[Viktor]";
+ mes "Hmm, do you think so...";
+ mes "I am too familiar with both";
+ mes "summer and winter to care much for";
+ mes "one over the other.";
+ close;
+ }
+ }
+ }else{
+ mes "[Viktor]";
+ mes "Our people are very, very";
+ mes "proud of their strength and";
+ mes "invincible spirits.";
+ next;
+ mes "[Viktor]";
+ mes "It doesn't matter to us";
+ mes "how cold the winter is!";
+ close;
+ }
+}
+
+moscovia,255,203,3 script A Little Boy#mos4 962,{
+ if (mos_nowinter == 10) {
+ if (mos_kid == 1) {
+ mes "[Vasili]";
+ mes "Wow, he is";
+ mes "an adventurer, an adventurer!!";
+ next;
+ mes "[Vasili]";
+ mes "Tell me your exciting story.";
+ mes "Have you fought a dragon?";
+ mes "Where is your gold-shining sword and shield?";
+ mes "Where?";
+ close;
+ }else{
+ mes "[Vasili]";
+ mes "Wow, he is";
+ mes "an adventurer, an adventurer!!";
+ next;
+ mes "[Vasili]";
+ mes "Why did you come here?";
+ mes "Don't you have any colleague?";
+ mes "I heard that the heroes in epics were tall,";
+ mes "but, why are you so small?";
+ mes "Where is your gold-shining sword?";
+ mes "I heard that the armor glittered white,";
+ mes "but, why don't you have on the armor?";
+ mes "Won't you go for another adventure?";
+ mes "How can you do it in the cold and snowy winter?";
+ next;
+ set .@kid,rand(1,100);
+ select("I will go if it gets warm.");
+ if (.@kid > 70) {
+ mes "[Vasili]";
+ mes "Will you? I will also";
+ mes "go out for adventures";
+ mes "with shining armor and";
+ mes "a long and heavy sword";
+ mes "some day.";
+ next;
+ specialeffect2 EF_SUMMONSLAVE;
+ mes "[Vasili]";
+ mes "If winter is gone,";
+ mes "it is much easier to go on adventures.";
+ set mos_kid,1;
+ if (mos_middle == 1 && mos_elder == 1) {
+ set mos_nowinter,11;
+ }
+ close;
+ }else{
+ mes "[Vasili]";
+ mes "Ah, when are you leaving?";
+ mes "Where are you going this time?";
+ next;
+ mes "[Vasili]";
+ mes "Will you go to slay the dragon,";
+ mes "that breathes fire and can";
+ mes "exterminates 10 men by flapping";
+ mes "its wings once?";
+ close;
+ }
+ }
+ }else{
+ mes "[Vasili]";
+ mes "Wow, he is";
+ mes "an adventurer, an adventurer!!";
+ next;
+ mes "[Vasili]";
+ mes "Tell me your exciting story.";
+ mes "Have you fought a dragon?";
+ mes "Where is your gold-shining sword and shield?";
+ mes "Where?";
+ close;
+ }
+}
+
+moscovia,204,188,5 script A Lady#mos5 959,{
+ if (mos_nowinter == 10) {
+ if (mos_middle == 1) {
+ mes "[Katya]";
+ mes "The spring has come~";
+ next;
+ mes "[Katya]";
+ mes "A million sunflowers are blooming~";
+ close;
+ }else{
+ set .@kid,rand(1,100);
+ select("You look good today.");
+ if (.@kid > 70) {
+ mes "[Katya]";
+ mes "Yes, I feel good.";
+ mes "When it gets warm, sunflowers bloom.";
+ mes "The sunflower is the symbol";
+ mes "of this province.";
+ next;
+ specialeffect2 EF_SUMMONSLAVE;
+ mes "[Katya]";
+ mes "I wish that winter never comes back and";
+ mes "I could see sunflowers everyday.";
+ set mos_middle,1;
+ if (mos_kid == 1 && mos_elder == 1) {
+ set mos_nowinter,11;
+ }
+ close;
+ }else{
+ mes "[Katya]";
+ mes "Yes, I feel good.";
+ mes "When it gets warm, sunflowers bloom.";
+ mes "The sunflower is the symbol";
+ mes "of this province.";
+ close;
+ }
+ }
+ }else{
+ mes "[Katya]";
+ mes "The spring has come~";
+ next;
+ mes "[Katya]";
+ mes "A million sunflowers are blooming~";
+ close;
+ }
+}
+
+moscovia,167,97,3 script A Lady#mos6 961,{
+ if (mos_nowinter == 10) {
+ if (mos_elder == 1) {
+ mes "[Roza]";
+ mes "Naughty children get too";
+ mes "excited in the warm days.";
+ next;
+ mes "[Roza]";
+ mes "Where is the sun?";
+ mes "Where is it hiding?";
+ close;
+ }else{
+ set .@kid,rand(1,100);
+ select("The weather is getting warmer.");
+ if (.@kid > 70) {
+ mes "[Roza]";
+ mes "Yes, kids like it and";
+ mes "flowers are blooming.";
+ next;
+ specialeffect2 EF_SUMMONSLAVE;
+ mes "[Roza]";
+ mes "Whoever likes the cold and dark winter?";
+ mes "I hope this weather last forever.";
+ set mos_elder,1;
+ if (mos_kid == 1 && mos_middle == 1) {
+ set mos_nowinter,11;
+ }
+ close;
+ }else{
+ mes "[Roza]";
+ mes "In the warm days,";
+ mes "I'm in trouble.";
+ mes "It's too hard to control";
+ mes "the children.";
+ next;
+ mes "[Roza]";
+ mes "I think";
+ mes "I need winter again.";
+ close;
+ }
+ }
+ }else{
+ mes "[Roza]";
+ mes "Naughty children get too";
+ mes "excited in the warm days.";
+ next;
+ mes "[Roza]";
+ mes "Where is the sun?";
+ mes "Where is it hiding?";
+ close;
+ }
+}
+
+moscovia,202,102,3 script A Little Boy#mos7 962,{
+ if (mos_nowinter == 10) {
+ if (mos_kid == 1) {
+ mes "[Feliks]";
+ mes "This is the story";
+ mes "about a terrible dragon.";
+ next;
+ mes "[Feliks]";
+ mes "It is sleeping";
+ mes "in its lair,";
+ mes "but, it destroys everything";
+ mes "around it when it awakes.";
+ next;
+ mes "[Feliks]";
+ mes "This came from my grandma's";
+ mes "grandma's grandma's";
+ mes "grandma's grandma's";
+ mes "grandma's grandma.";
+ close;
+ }else{
+ set .@kid,rand(1,100);
+ select("Do you like mysterious stories?");
+ if (.@kid > 70) {
+ mes "[Feliks]";
+ mes "Yes, I love them.";
+ mes "But, in winter,";
+ mes "nobody comes out of their homes.";
+ mes "So it's not very fun.";
+ next;
+ specialeffect2 EF_SUMMONSLAVE;
+ mes "[Feliks]";
+ mes "If winter never comes";
+ mes "I can have";
+ mes "fun all the time...";
+ set mos_kid,1;
+ if (mos_middle == 1 && mos_elder == 1) {
+ set mos_nowinter,11;
+ }
+ close;
+ }else{
+ mes "[Feliks]";
+ mes "Yes, my Grandma told me";
+ mes "fairy-tales.";
+ mes "The winter is cold, but";
+ mes "it is fun to hear them.";
+ close;
+ }
+ }
+ }else{
+ mes "[Feliks]";
+ mes "This is the story";
+ mes "about a terrible dragon.";
+ next;
+ mes "[Feliks]";
+ mes "It is sleeping";
+ mes "in its lair,";
+ mes "but, it destroys everything";
+ mes "around it when it awakes.";
+ next;
+ mes "[Feliks]";
+ mes "This came from my grandma's";
+ mes "grandma's grandma's";
+ mes "grandma's grandma's";
+ mes "grandma's grandma.";
+ close;
+ }
+}
+
+moscovia,220,172,3 script A Young Man#mos8 968,{
+ if (mos_nowinter == 10) {
+ if (mos_middle == 1) {
+ mes "[Ilyav]";
+ mes "I am going to adventure";
+ mes "to experience new worlds";
+ mes "as you do.";
+ close;
+ }else{
+ set .@kid,rand(1,100);
+ mes "[Ilyav]";
+ mes "I am going to adventure";
+ mes "to experience new worlds";
+ mes "as you do.";
+ next;
+ select("When do you feel good?");
+ if (.@kid > 70) {
+ mes "[Ilyav]";
+ mes "When the weather is as good as recently";
+ mes "I feel an impulse to adventure";
+ mes "many times a day.";
+ next;
+ specialeffect2 EF_SUMMONSLAVE;
+ mes "[Ilyav]";
+ mes "But, I don't want to in the cold winter.";
+ mes "Hu, if the weather everday was as good as lately,";
+ mes "I would like to go out a lot more.";
+ mes "I hate winter...";
+ set mos_middle,1;
+ if (mos_kid == 1 && mos_elder == 1) {
+ set mos_nowinter,11;
+ }
+ close;
+ }else{
+ mes "[Ilyav]";
+ mes "Well...";
+ mes "I don't know.";
+ mes "I just am sometimes.";
+ close;
+ }
+ }
+ }else{
+ mes "[Ilyav]";
+ mes "I am going to adventure";
+ mes "to experience new worlds";
+ mes "as you do.";
+ close;
+ }
+}
+
+moscovia,253,175,3 script A Man#mos9 964,{
+ if (mos_nowinter == 10) {
+ if (mos_elder == 1) {
+ mes "[Orek]";
+ mes "The present Csar is a bit strict and";
+ mes "terrible, but";
+ mes "he actually loves";
+ mes "his people.";
+ close;
+ }else{
+ set .@kid,rand(1,100);
+ select("What do you usually do in winter?");
+ if (.@kid > 70) {
+ mes "[Orek]";
+ mes "It is too cold in winter so I don't go outside.";
+ mes "There's so much snow that it makes it hard to go";
+ mes "around here and there.";
+ next;
+ specialeffect2 EF_SUMMONSLAVE;
+ mes "[Orek]";
+ mes "In winter, fishing is more difficult,";
+ mes "anyway, it is bad for us.";
+ mes "I think it would be ok if we never had winter again.";
+ set mos_elder,1;
+ if (mos_kid == 1 && mos_middle == 1) {
+ set mos_nowinter,11;
+ }
+ close;
+ }else{
+ mes "[Orek]";
+ mes "It snows a lot in winter and";
+ mes "gets too cold.";
+ mes "So, we don't go outside";
+ mes "without a particular reason.";
+ next;
+ mes "[Orek]";
+ mes "My family just sits beside the pechka and talks,";
+ mes "hoping that winter passes by soon.";
+ close;
+ }
+ }
+ }else{
+ mes "[Orek]";
+ mes "The present Csar is a bit strict and";
+ mes "terrible, but";
+ mes "he actually loves";
+ mes "his people.";
+ close;
+ }
+}
+
+moscovia,168,135,3 script A Lady#mos10 961,{
+ if (mos_nowinter == 10) {
+ if (mos_elder == 1) {
+ mes "[Kyra]";
+ mes "I've seen many people";
+ mes "from other provinces recently.";
+ next;
+ mes "[Kyra]";
+ mes "This used to not";
+ mes "be a tourist town.";
+ mes "What happened...?";
+ close;
+ }else{
+ mes "[Kyra]";
+ mes "I've seen many people";
+ mes "from other provinces recently.";
+ next;
+ mes "[Kyra]";
+ mes "This used to not";
+ mes "be a tourist town.";
+ mes "What happened...?";
+ next;
+ select("Here it is warm and good.");
+ set .@kid,rand(1,100);
+ if (.@kid > 70) {
+ mes "[Kyra]";
+ mes "Hohoho, that may be true now.";
+ mes "But, you don't even know how cold it gets here in winter.";
+ mes "You wouldn't even want to go outside.";
+ next;
+ specialeffect2 EF_SUMMONSLAVE;
+ mes "[Kyra]";
+ mes "It is good to stay with my family, but";
+ mes "nobody likes the cold winter.";
+ set mos_elder,1;
+ if (mos_kid == 1 && mos_middle == 1) {
+ set mos_nowinter,11;
+ }
+ close;
+ }else{
+ mes "[Kyra]";
+ mes "Hohoho, that may be true now.";
+ mes "But, you don't even know how cold it gets here in winter.";
+ mes "You wouldn't even want to go outside.";
+ close;
+ }
+ }
+ }else{
+ mes "[Kyra]";
+ mes "I've seen many people";
+ mes "from other provinces recently.";
+ next;
+ mes "[Kyra]";
+ mes "This used to not";
+ mes "be a tourist town.";
+ mes "What happened...?";
+ close;
+ }
+}
+
+moscovia,192,80,3 script A Lady#mos11 959,{
+ if (mos_nowinter == 10) {
+ if (mos_middle == 1) {
+ mes "[Sabina]";
+ mes "Sunflowers are squeezed for oil and";
+ mes "their bodies are used for medicinal purposes.";
+ mes "They are very useful.";
+ close;
+ }else{
+ mes "[Sabina]";
+ mes "Sunflowers are squeezed for oil and";
+ mes "their bodies are used for medicinal purposes.";
+ mes "They are very useful.";
+ next;
+ select("When do sunflowers bloom?");
+ set .@kid,rand(1,100);
+ if (.@kid > 70) {
+ mes "[Sabina]";
+ mes "They start to bloom";
+ mes "from the late summer.";
+ mes "You cannot help being";
+ mes "attracted to sunflowers,";
+ mes "if you see the spectacular scene";
+ mes "of a field filled up with them.";
+ next;
+ mes "[Sabina]";
+ mes "If the summer continues to last,";
+ mes "I can see them all the time...";
+ specialeffect2 EF_SUMMONSLAVE;
+ set mos_middle,1;
+ if (mos_kid == 1 && mos_elder == 1) {
+ set mos_nowinter,11;
+ }
+ close;
+ }else{
+ mes "[Sabina]";
+ mes "They start to bloom";
+ mes "from the late summer.";
+ mes "You cannot help being";
+ mes "attracted to sunflowers,";
+ mes "if you see the spectacular scene";
+ mes "of a field filled up with them.";
+ close;
+ }
+ }
+ }else{
+ mes "[Sabina]";
+ mes "Sunflowers are squeezed for oil and";
+ mes "their bodies are used for medicinal purposes.";
+ mes "They are very useful.";
+ close;
+ }
+}
+
+moscovia,211,215,5 script A Young Man#mos12 967,{
+ if (mos_nowinter == 10) {
+ if (mos_middle == 1) {
+ mes "[Izlof]";
+ mes "There is a old saying,";
+ mes "'an opportunity is a chance.'";
+ next;
+ mes "[Izlof]";
+ mes "It is best to confess";
+ mes "to ladies in the warm weather,";
+ mes "when their minds wander";
+ mes "like right now!";
+ close;
+ }else{
+ set .@kid,rand(1,100);
+ mes "[Izlof]";
+ mes "There is a old saying,";
+ mes "'an opportunity is a chance.'";
+ next;
+ mes "[Izlof]";
+ mes "It is best to confess";
+ mes "to ladies in the warm weather,";
+ mes "when their minds wander";
+ mes "right now!";
+ next;
+ select("It's good to have warm weather.");
+ if (.@kid > 70) {
+ mes "[Izlof]";
+ mes "Of course.";
+ mes "From now on, it is my golden age of opportunity!";
+ next;
+ specialeffect2 EF_SUMMONSLAVE;
+ mes "[Izlof]";
+ mes "If it is the summer all the time,";
+ mes "my life will be in an amorous mood.";
+ mes "Hahaha!";
+ mes "I don't want winter to come.";
+ set mos_middle,1;
+ if (mos_kid == 1 && mos_elder == 1) {
+ set mos_nowinter,11;
+ }
+ close;
+ }else{
+ mes "[Izlof]";
+ mes "Of course.";
+ mes "The cold winter has gone.";
+ mes "From now on, it is my golden age!";
+ close;
+ }
+ }
+ }else{
+ mes "[Izlof]";
+ mes "There is a old saying,";
+ mes "'an opportunity is a chance.'";
+ next;
+ mes "[Izlof]";
+ mes "It is best to confess";
+ mes "to ladies in the warm weather,";
+ mes "when their minds wander";
+ mes "right now!";
+ close;
+ }
+}
+
+moscovia,149,112,3 script A Man#mos13 964,{
+ if (mos_nowinter == 10) {
+ if (mos_elder == 1) {
+ mes "[Lev]";
+ mes "I was once like you,";
+ mes "with a hot heart and cool reason,";
+ mes "adventuring everywhere and";
+ mes "coping with all the troubles...";
+ close;
+ }else{
+ mes "[Lev]";
+ mes "I was once like you,";
+ mes "with a hot heart and cool reason,";
+ mes "adventuring everywhere and";
+ mes "coping with all the troubles...";
+ next;
+ set .@kid,rand(1,100);
+ select("You need to take a rest.");
+ if (.@kid > 70) {
+ mes "[Lev]";
+ mes "Yes, under the warm sunlight,";
+ mes "I like to rest.";
+ next;
+ specialeffect2 EF_SUMMONSLAVE;
+ mes "[Lev]";
+ mes "I hope that this warm weather";
+ mes "will last forever.";
+ mes "I hate the cold winter.";
+ set mos_elder,1;
+ if (mos_kid == 1 && mos_middle == 1) {
+ set mos_nowinter,11;
+ }
+ close;
+ }else{
+ mes "[Lev]";
+ mes "Yes, under the warm sunlight,";
+ mes "I like to rest.";
+ next;
+ mes "[Lev]";
+ mes "But, I am still alive!";
+ mes "I don't want to hear talk";
+ mes "like that from you.";
+ close;
+ }
+ }
+ }else{
+ mes "[Lev]";
+ mes "I was once like you,";
+ mes "with a hot heart and cool reason,";
+ mes "adventuring everywhere and";
+ mes "coping with all the troubles...";
+ close;
+ }
+}
+
+moscovia,196,71,3 script A Young Man#mos14 968,{
+ if (mos_nowinter == 10) {
+ if (mos_middle == 1) {
+ mes "[Fredek]";
+ mes "The men here grow up";
+ mes "after going through tough waves in";
+ mes "the vast sea";
+ next;
+ mes "[Fredek]";
+ mes "Do you like";
+ mes "sailing?";
+ close;
+ }else{
+ mes "[Fredek]";
+ mes "The men here grow up";
+ mes "after going through tough waves in";
+ mes "the vast sea";
+ next;
+ select("However, if winter comes...");
+ set .@kid,rand(1,100);
+ if (.@kid > 70) {
+ mes "[Fredek]";
+ mes "Yes, in winter the";
+ mes "sea is frozen, so it";
+ mes "is impossible to sail.";
+ next;
+ specialeffect2 EF_SUMMONSLAVE;
+ mes "[Fredek]";
+ mes "I hope that winter never comes.";
+ mes "It is my dream.";
+ set mos_middle,1;
+ if (mos_kid == 1 && mos_elder == 1) {
+ set mos_nowinter,11;
+ }
+ close;
+ }else{
+ mes "[Fredek]";
+ mes "Although I won't be able";
+ mes "to sail, my passion is not";
+ mes "cooled down from winter.";
+ close;
+ }
+ }
+ }else{
+ mes "[Fredek]";
+ mes "The men here grow up";
+ mes "after going through tough waves in";
+ mes "the vast sea";
+ next;
+ mes "[Fredek]";
+ mes "Do you like";
+ mes "sailing?";
+ close;
+ }
+}
+
+moscovia,234,168,5 script A Man#mos15 964,{
+ if (mos_nowinter == 10) {
+ if (mos_elder == 1) {
+ mes "[Gavrel]";
+ mes "Don't you think that the castle is magnificent?";
+ mes "It was built by my great great grandfather.";
+ close;
+ }else{
+ mes "[Gavrel]";
+ mes "Don't you think that the castle is magnificent?";
+ mes "It was built by my great great grandfather.";
+ next;
+ mes "[Gavrel]";
+ mes "It is very strong and";
+ mes "it is warm inside of it.";
+ mes "I am very proud of it.";
+ next;
+ select("Is it cold much in winter?");
+ set .@kid,rand(1,100);
+ if (.@kid > 70) {
+ mes "[Gavrel]";
+ mes "Yes, it is very cold.";
+ mes "If you didn't prepare,";
+ mes "it would be hard for you.";
+ next;
+ specialeffect2 EF_SUMMONSLAVE;
+ mes "[Gavrel]";
+ mes "It would be a lot better";
+ mes "if winter never came again.";
+ mes "But, design of coldness is";
+ mes "winter itself, isn't it?";
+ set mos_elder,1;
+ if (mos_kid == 1 && mos_middle == 1) {
+ set mos_nowinter,11;
+ }
+ close;
+ }else{
+ mes "[Gavrel]";
+ mes "Yes, it is very cold.";
+ mes "If you didn't prepare,";
+ mes "it would be hard for you.";
+ close;
+ }
+ }
+ }else{
+ mes "[Gavrel]";
+ mes "Don't you think that the castle is magnificent?";
+ mes "It was built by my great great grandfather.";
+ close;
+ }
+}
+
+moscovia,228,80,3 script A Little Boy#mos16 962,{
+ if (mos_nowinter == 10) {
+ if (mos_kid == 1) {
+ mes "[Rurik]";
+ mes "It's hard to look up at you.";
+ mes "Come lower so I can see your eyes.";
+ next;
+ mes "[Rurik]";
+ mes "Hmm, that's better.";
+ mes "Children are the future.";
+ mes "I won't have a future if I fall";
+ mes "back and hurt my neck";
+ mes "while looking up at you.";
+ close;
+ }else{
+ set .@kid,rand(1,100);
+ select("Do you like summer?");
+ if (.@kid > 70) {
+ mes "[Rurik]";
+ mes "Ah, move a bit to the side.";
+ mes "a bit more... Yes.";
+ mes "Ah, stop there.";
+ next;
+ mes "[Rurik]";
+ mes "I certainly like the summer.";
+ mes "Unless the sunlight is too strong,";
+ mes "it is much better than the cold winter.";
+ next;
+ specialeffect2 EF_SUMMONSLAVE;
+ mes "[Rurik]";
+ mes "By the way, what is this for?";
+ mes "It is natural to like the summer.";
+ mes "Do you think";
+ mes "the winter should come again?";
+ set mos_kid,1;
+ if (mos_middle == 1 && mos_elder == 1) {
+ set mos_nowinter,11;
+ }
+ close;
+ }else{
+ mes "[Rurik]";
+ mes "Sure, I like the summer.";
+ mes "Why are you asking";
+ mes "such a question so suddenly?";
+ close;
+ }
+ }
+ }else{
+ mes "[Rurik]";
+ mes "It's hard to look up at you.";
+ mes "Come lower so I can see your eyes.";
+ next;
+ mes "[Rurik]";
+ mes "Hmm, that's better.";
+ mes "Children are the future.";
+ mes "I won't have a future if I fall";
+ mes "back and hurt my neck";
+ mes "while looking up at you.";
+ close;
+ }
+}
+
+//----------------------------------------------------------------------------
+// Magic Bottle
+//----------------------------------------------------------------------------
+mosk_dun03,225,233,0 script Pile of skeletons#mosk 111,{
+ if (mos_nowinter == 8) {
+ mes "-There are ugly skulls";
+ mes "all over here but, ";
+ mes "this is the only place that I can stay.-";
+ next;
+ mes "-Get closer to see";
+ mes "more carefully.-";
+ close;
+ }else{
+ mes "-The ugly skulls are gathered.-";
+ close;
+ }
+}
+
+mosk_dun03,225,233,0 script #Magic_Bottle -1,5,5,{
+ end;
+
+OnTouch:
+ if (mos_nowinter == 8) {
+ mes "-She said that the Magic Gourd Bottle that";
+ mes "can hold people's speech";
+ mes "is around here.-";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "This is probably the only place";
+ mes "where the bottle is hidden,";
+ mes "but there are bones all over.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Anyway, why am I here?";
+ mes "It would be trouble if";
+ mes "the dragon came back...";
+ next;
+ while(1) {
+ if(select("Look for it.:I will try next time.") == 1) {
+ set .@findout,rand(1,20);
+ if (BaseJob == Job_Thief) {
+ mes "["+strcharinfo(0)+"]";
+ mes "Here it is.";
+ mes "That was easy to find.";
+ set mos_nowinter,9;
+ getitem 7761,1;
+ close;
+ }else{
+ if (.@findout > 14) {
+ mes "["+strcharinfo(0)+"]";
+ mes "Ah, I got it!";
+ mes "I better get out of here quickly.";
+ set mos_nowinter,9;
+ getitem 7761,1;
+ close;
+ }else{
+ mes "............";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Where the hell is it?!";
+ mes "It has to be in here somewhere!";
+ next;
+ }
+ }
+ }
+ mes "["+strcharinfo(0)+"]";
+ mes "I will try later.";
+ close;
+ }
+ }
+}
+
+//----------------------------------------------------------------------------
+// Csar Alexsay III
+//----------------------------------------------------------------------------
+mosk_in,131,92,3 script #Csar -1,7,7,{
+ if (mos_nowinter == 12) {
+ mes "[Csar Alexsay III]";
+ mes "You!!!";
+ mes "So many people saw you";
+ mes "meet with Baba Yaga!";
+ next;
+ mes "[Csar Alexsay III]";
+ mes "The guilt which must be felt, when";
+ mes "meeting secretly with a witch...";
+ next;
+ mes "[Csar Alexsay III]";
+ mes "For that, we indict capital";
+ mes "punishment without any just trial!";
+ next;
+ mes "[Csar Alexsay III]";
+ mes "But you are a stranger to these";
+ mes "lands... So I will hold you in special trial.";
+ next;
+ mes "[Csar Alexsay III]";
+ mes "If you have anything to say...";
+ mes "spare me no detail.";
+ next;
+ select("Explain the circumstances.");
+ mes "-Talk about what happened with Baba";
+ mes "Yaga, and move forward with the plan.-";
+ next;
+ mes "[Csar Alexsay III]";
+ mes "Hm-hm, that's an embarrassing story...";
+ mes "But if you are telling the";
+ mes "truth, my people will be pleased.";
+ next;
+ mes "[Csar Alexsay III]";
+ mes "Okay, Bring to me";
+ mes "any evidence, to believe";
+ mes "what you are saying.";
+ next;
+ mes "[Csar Alexsay III]";
+ mes "You killed the Baba Yaga!!";
+ mes "If this is true, bring";
+ mes "me Yaga's Pestles.";
+ mes "If you do, I will make";
+ mes "sure no one ever doubts you.";
+ next;
+ if (countitem(7762) > 39) {
+ if(select("Show the Yaga's Pestles.:Do nothing.") == 1) {
+ mes "[" + strcharinfo(0) + "]";
+ mes "Yes, Here you are.";
+ next;
+ mes "-Offered the Yaga's Pestles.-";
+ delitem 7762,40;
+ next;
+ mes "[Csar Alexsay III]";
+ mes "Hm.. You do have them.";
+ mes "For the time being, I will admit";
+ mes "that you are coming and going to";
+ mes "hunt Baba Yaga.";
+ next;
+ mes "[Csar Alexsay III]";
+ mes "But do not engage in doubtable";
+ mes "behavior that would instigate my";
+ mes "people to act in a strange way!";
+ next;
+ mes "[Csar Alexsay III]";
+ mes "If you do that, I will arrest you immediately!";
+ mes "So take care of yourself.";
+ next;
+ mes "[Csar Alexsay III]";
+ mes "And, when you succeed in";
+ mes "banishing winter with magic,";
+ mes "announce that to me immediately.";
+ set mos_nowinter,14;
+ close;
+ }
+ mes "[Csar Alexsay III]";
+ mes "I said to bring me";
+ mes "40 Yaga's Pestles";
+ mes "from the Baba Yaga.";
+ set mos_nowinter,13;
+ close;
+ }else{
+ mes "[Csar Alexsay III]";
+ mes "I said to bring me";
+ mes "40 Yaga's Pestles";
+ mes "from the Baba Yaga.";
+ set mos_nowinter,13;
+ close;
+ }
+ }
+}
+
+//============================================================================
+// Shafka Hat
+//============================================================================
+moscovia,211,93,3 script Irina#edq 958,{
+ if (checkweight(1201,1) == 0 ) {
+ mes "Wait a moment!!";
+ mes "You have too many items.";
+ mes "You can't receive this.";
+ mes "Lighten your weight and";
+ mes "try again.";
+ close;
+ }
+ mes "[Irina]";
+ mes "Hello, foreign traveler!";
+ mes "Have you had good day";
+ mes "in Moscovia?";
+ next;
+ mes "[Irina]";
+ mes "A special souvenir for visiting Moscovia...?";
+ next;
+ mes "[Irina]";
+ mes "For you, let's make a Shafka hat.";
+ mes "The Shafka has practicality and";
+ mes "it's spruce! Do you want one?";
+ next;
+ if(select("Learn about the Shafka.:Make a Shafka hat.") == 1) {
+ mes "[Irina]";
+ mes "When I look at you, you seem to";
+ mes "want to put on something of a thick";
+ mes "fur hat on your head, out in this";
+ mes "temperature. A Shafka!";
+ next;
+ mes "[Irina]";
+ mes "If you've come here for the first";
+ mes "time, you might not know... that";
+ mes "winter here is famous for being so";
+ mes "long and cold in Moscovia.";
+ next;
+ mes "[Irina]";
+ mes "A Shafka hat is especially";
+ mes "necessary to live here during the";
+ mes "cold seasons. Without this hat, you";
+ mes "may not endure a winter!";
+ next;
+ mes "[Irina]";
+ mes "Now, the long, long winter has";
+ mes "ended and the sun is shining... But";
+ mes "someday the winter will come again.";
+ mes "So, for preparation, you should";
+ mes "keep a Shafka hat handy.";
+ next;
+ mes "[Irina]";
+ mes "Don't worry about keeping warm if";
+ mes "you're wearing a Shafka hat. Even";
+ mes "during the coldest weather... You";
+ mes "can roll around in the snow and the";
+ mes "Shafka still keeps you warm!";
+ close;
+ }
+ mes "[Irina]";
+ mes "Do you want to make a Shafka hat?";
+ mes "Heheh. Good idea!";
+ mes "That's a good task.";
+ mes "You will be grateful forever.";
+ next;
+ mes "[Irina]";
+ mes "If you bring the materials,";
+ mes "we can make one immediately!";
+ mes "The materials are: ^0000FFNine Tails 20, Yarn 10, Soft Silk 10, Sea-otter Fur 20, Spool 1^000000.";
+ next;
+ if (countitem(1022) > 19 && countitem(7038) > 9 && countitem(7166) > 9 && countitem(7065) > 19 && countitem(7217) > 0) {
+ mes "[Irina]";
+ mes "You did well.";
+ mes "Give me the materials. I will make the Shafka.";
+ next;
+ delitem 1022,20; //Fox_Tail
+ delitem 7038,10; //Yarn
+ delitem 7166,10; //Soft_Silk_Cloth
+ delitem 7065,20; //Sea_Otter_Leather
+ delitem 7217,1; //Spool
+ getitem 5243,1; //Chullos
+ mes "[Irina]";
+ mes "Good, I made it. So, how about it?";
+ mes "Do you like it?";
+ next;
+ mes "[Irina]";
+ mes "If you need a Shafka hat,";
+ mes "come to me whenever,";
+ mes "with the materials.";
+ mes "I will make it.";
+ next;
+ mes "[Irina]";
+ mes "Okay?";
+ mes "Okay, so... Bye-bye!~";
+ close;
+ }else{
+ mes "[Irina]";
+ mes "Ah... You lack some materials. We";
+ mes "can't make the Shafka hat with just";
+ mes "these materials.";
+ next;
+ mes "[Irina]";
+ mes "If you bring the right materials, I";
+ mes "will make a Shafka immediately.";
+ next;
+ mes "[Irina]";
+ mes "The materials are: ^0000FFNine Tails 20, Yarn 10, Soft Silk 10, Sea-otter Fur 20, Spool 1^000000.";
+ close;
+ }
+}
+
+//============================================================================
+// Koshei the Immortal
+//============================================================================
+
+//----------------------------------------------------------------------------
+// Sage - Starting Point
+//----------------------------------------------------------------------------
+mosk_fild02,198,252,3 script Sage#rus01 755,{
+ if (rhea_rus_main < 1) {
+ mes "[Sage]";
+ mes "Ah, a foreigner,";
+ mes "you're not from";
+ mes "around here are you?";
+ mes "It's nice to meet you!";
+ next;
+ mes "[Sage]";
+ mes "I've heard stories of the many adventurers from your lands. But, I haven't been able to talk with them much because they were always busy.";
+ next;
+ if(select("Sorry, but I'm busy.....:Ok, let's talk.") == 1) {
+ mes "[Sage]";
+ mes "Ah, you are...";
+ mes "I just wanted to hear about news from other lands...";
+ next;
+ mes "[Sage]";
+ mes "Sorry to bother you. You have a good trip.";
+ close;
+ }
+ mes "[Sage]";
+ mes "I've heard that interesting creatures inhabit your lands. Could you please tell me about at least one of them?";
+ next;
+ select("Show him a Poring Card");
+ mes "["+ strcharinfo(0) +"]";
+ mes "This is a card of one of the monsters that inhabit the Rune Midgard continent.";
+ next;
+ if (countitem(4001) < 1) {
+ mes "[Sage]";
+ mes "...?!";
+ mes "What are you talking about?";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "I mean, this card.............";
+ mes "..................Ehhh?";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Ah.. haha.. where is it?!";
+ mes "W, wait.. I've got one somewhere!";
+ close;
+ }
+ mes "[Sage]";
+ mes "Hooh, it is.. I can't believe this is real.";
+ mes "Thank you for showing me this.";
+ next;
+ mes "[Sage]";
+ mes "By the way, do you like this place?";
+ next;
+ mes "[Sage]";
+ mes "Now, that winter has passed and summer is coming the weather is great. And I know that winter comes every year, but I always pray that it won't return again.";
+ next;
+ mes "[Sage]";
+ mes "After the passing of winter, the summer weather has made the forest dense and the air so warm. My favorite season will always be summer.";
+ next;
+ mes "[Sage]";
+ mes "But, don't forget that you should still be careful. Lots of adventurers were lost in the forst in front of us.";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Have any of the adventurers returned?";
+ next;
+ mes "[Sage]";
+ mes "Only one has come back and told me of a mysterious stone, where the road splits into three, that curses those who touch it so I've been keeping away from it.";
+ next;
+ mes "[Sage]";
+ mes "But, don't worry about me. I know my way around here and am not afraid of monsters, haha.";
+ set rhea_rus_main,1;
+ close;
+ }else{
+ mes "[Sage]";
+ mes "Now, that winter has passed and summer is coming the weather is great. And I know that winter comes every year, but I always pray that it won't return again.";
+ next;
+ mes "[Sage]";
+ mes "After the passing of winter, the summer weather has made the forest dense and the air so warm. My favorite season will always be summer.";
+ next;
+ mes "[Sage]";
+ mes "But, don't forget that you should still be careful. Lots of adventurers were lost in the forst in front of us.";
+ next;
+ mes "[Sage]";
+ mes "Only one has come back and told me of a mysterious stone, where the road splits into three, that curses those who touch it so I've been keeping away from it.";
+ next;
+ mes "[Sage]";
+ mes "Me? Haha, don't worry about me. I know my way around here and am not afraid of monsters, haha.";
+ close;
+ }
+}
+
+//----------------------------------------------------------------------------
+// Mysterious Stone
+//----------------------------------------------------------------------------
+mosk_dun01,169,162,0 script Mysterious Stone#rus02 111,{
+ if (rhea_rus_main < 1) {
+ mes "- The road forks here -";
+ close;
+ }
+ else if (rhea_rus_main > 0 && rhea_rus_main < 3) {
+ mes "- Words are engraved -";
+ mes "- on the stone -";
+ next;
+ mes "- Right path -> Drain -";
+ mes "- Left path -> Curse -";
+ mes "- Middle -> ? -";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "...Where should I go?";
+ next;
+ switch(select("Right:Left:Middle")) {
+ case 1:
+ mes "["+ strcharinfo(0) +"]";
+ mes "...What about the right...";
+ next;
+ mes "- You decide to go to the right -";
+ next;
+ mes "- !!!!!! -";
+ percentheal -50,-50;
+ specialeffect2 EF_DARKBREATH;
+ specialeffect2 EF_HIT2;
+ emotion 23,1;
+ next;
+ mes "- An unknown force has -";
+ mes "- drained your health -";
+ close2;
+ warp "mosk_dun01",190,47;
+ end;
+ break;
+ case 2:
+ if (checkriding() == 0) {
+ mes "["+ strcharinfo(0) +"]";
+ mes "...What about the left...?";
+ next;
+ mes "- You decide to go to the left -";
+ next;
+ mes "- !!!!!! -";
+ emotion 23,1;
+ next;
+ mes "- An unknown force has -";
+ mes "- cursed your body -";
+ sc_start SC_CURSE,60000,0;
+ close2;
+ warp "mosk_dun01",190,47;
+ end;
+ }else{
+ mes "["+ strcharinfo(0) +"]";
+ mes "...What about the left...?";
+ next;
+ mes "- You decide to go to the left -";
+ next;
+ mes "- !!!!!! -";
+ emotion 23,1;
+ next;
+ mes "- Your trusty Pecopeco senses -";
+ mes "- an unknown force and tries -";
+ mes "- to run away!! -";
+ sc_start SC_CURSE,60000,0;
+ setriding 0;
+ close2;
+ warp "mosk_dun01",190,47;
+ end;
+ }
+ break;
+ case 3:
+ mes "["+ strcharinfo(0) +"]";
+ mes "...What about the middle...?";
+ next;
+ mes "- You move forward -";
+ mes "- toward the middle -";
+ next;
+ mes "- !!!!!! -";
+ emotion 23,1;
+ donpcevent "Gray Wolf#rus03::OnEnable";
+ set rhea_rus_main,2;
+ close;
+ }
+ }
+ else if (rhea_rus_main == 3) {
+ mes "- Words are engraved -";
+ mes "- on the stone -";
+ next;
+ mes "- Right path -> Drain -";
+ mes "- Left path -> Curse -";
+ mes "- Middle -> ? -";
+ next;
+ mes "- You carefully read the stone -";
+ mes "- and decide to wait -";
+ set rhea_rus_main,4;
+ donpcevent "Gray Wolf#rus03::OnEnable";
+ close;
+ }
+ else if (rhea_rus_main == 4) {
+ mes "- Words are engraved -";
+ mes "- on the stone -";
+ next;
+ mes "- Right path -> Drain -";
+ mes "- Left path -> Curse -";
+ mes "- Middle -> ? -";
+ next;
+ mes "- You carefully read the stone -";
+ mes "- and decide to wait -";
+ donpcevent "Gray Wolf#rus03::OnEnable";
+ close;
+ }
+}
+
+//----------------------------------------------------------------------------
+// Gray Wolf
+//----------------------------------------------------------------------------
+mosk_dun01,167,160,3 script Gray Wolf#rus03 972,{
+ if (rhea_rus_main < 2) {
+ mes "[Gray Wolf]";
+ mes "... Turn back, adventurer...";
+ mes "This is not where you belong.";
+ close2;
+ warp "mosk_dun01",190,47;
+ end;
+ }
+ else if (rhea_rus_main == 2) {
+ mes "[Gray Wolf]";
+ mes "Halt, adventurer.";
+ mes "Why did you disregard the warnings on the stone?";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Are you the reason adventurers are getting lost around this forest?";
+ next;
+ mes "[Gray Wolf]";
+ mes "...lost around this forest.";
+ mes "He doesn't want anyone to wander around the forest.";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "He? Who is he?!";
+ next;
+ mes "[Gray Wolf]";
+ mes "His name is Koshei, the Immortal...";
+ mes "and he has been freed from his captivity... You'd better leave before he finds you.";
+ next;
+ mes "[Gray Wolf]";
+ mes "I'm warning you again!";
+ mes "Unless you want to be killed, leave now.";
+ set rhea_rus_main,3;
+ emotion 23,1;
+ specialeffect2 EF_HIT2;
+ percentheal -50,0;
+ next;
+ mes "- The Gray Wolf attacks you -";
+ mes "- with it's claws and jumps -";
+ mes "- into the bushes behind you!! -";
+ donpcevent "Gray Wolf#rus03::OnDisable";
+ close2;
+ warp "mosk_dun01",190,47;
+ end;
+ }
+ else if (rhea_rus_main == 4) {
+ mes "[Gray Wolf]";
+ mes "...Why did you come back?";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "I am afraid of nothing!";
+ mes "I'm not afraid of your warning 'cuz I'm not as weak as you think I am!";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Your attack from before was a cheapshot! If you have something to do with the missing people around here, you won't be forgiven!";
+ mes "Come on!!!";
+ next;
+ mes "- You stand firm and -";
+ mes "- aim your weapon -";
+ mes "- at the Gray Wolf -";
+ next;
+ mes "[Gray Wolf]";
+ mes "Stop it. You cannot beat me.";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Let's see who's stronger?!";
+ mes "Take your position. I won't take you by surprise!!!";
+ next;
+ mes "[Gray Wolf]";
+ mes "......You...... Haha.....";
+ mes "Hahahahaha!!";
+ next;
+ mes "[Gray Wolf]";
+ mes "Yes, you are very brave.";
+ mes "... Yes, I think that I've been waiting for someone like you.";
+ next;
+ mes "[Gray Wolf]";
+ mes "Please accept my apologies.";
+ next;
+ mes "[Gray Wolf]";
+ mes "I need brave adventurers, like you, to help me. Can you help me?";
+ next;
+ if(select("No, how can I trust you?:Ok, I'll help") == 1) {
+ mes "[Gray Wolf]";
+ mes "Hu.. you won't. But, I ask you again. Can you help me?";
+ next;
+ }
+ mes "["+ strcharinfo(0) +"]";
+ mes "... Ok, ok. There's no way I can refuse this type of request.";
+ mes "So, what do you want me to do?";
+ next;
+ mes "[Gray Wolf]";
+ mes "This isn't a good place to talk. Get on my back, I will show you something.";
+ next;
+ mes "- He turns his back to me -";
+ mes "- I jump up and suddenly -";
+ set rhea_rus_main,5;
+ donpcevent "Gray Wolf#rus03::OnDisable";
+ close2;
+ warp "mosk_dun01",46,253;
+ end;
+ }
+
+OnInit:
+ disablenpc "Gray Wolf#rus03";
+ end;
+
+OnEnable:
+ enablenpc "Gray Wolf#rus03";
+ initnpctimer;
+ end;
+
+OnDisable:
+ disablenpc "Gray Wolf#rus03";
+ stopnpctimer
+ end;
+
+OnTimer120000:
+ stopnpctimer;
+ donpcevent "Gray Wolf#rus03::OnDisable";
+ end;
+}
+
+//----------------------------------------------------------------------------
+// Wall (Maria Morebna, Gray Wolf, Koshei)
+//----------------------------------------------------------------------------
+mosk_dun01,45,259,0 script Wall#rus04 111,{
+ if (rhea_rus_main < 5) {
+ mes "["+ strcharinfo(0) +"]";
+ mes "...?!";
+ emotion 1,1;
+ close;
+ }
+ else if (rhea_rus_main == 5) {
+ set .@speak01,rand(1,3);
+ if (.@speak01 == 3) {
+ mes "["+ strcharinfo(0) +"]";
+ mes "...?!";
+ emotion 1,1;
+ donpcevent "Gray Wolf#rus05::OnEnable";
+ next;
+ }else{
+ mes "["+ strcharinfo(0) +"]";
+ mes "...?!";
+ emotion 1,1;
+ close;
+ }
+ mes "[Girl's Voice]";
+ mes "Who is there? Gray Wolf?!";
+ mes "Wolf, who are you with?";
+ next;
+ mes "[Gray Wolf]";
+ mes "This is an adventurer from another land. He is not afraid of Koshei. He may be able to help you.";
+ next;
+ mes "[Girl's Voice]";
+ mes "Help me? Do you think he can stop Koshei?";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Ah, hold on. Who is Koshei and who is talking?";
+ next;
+ mes "[Girl's Voice]";
+ mes "Koshei.. He is an immortal and endless evil. I fought against him a long tim ago. After a fierce fight, I had to seal him in the darkness because he is immortal.";
+ next;
+ mes "[Girl's Voice]";
+ mes "And as a result I became imprisoned in this wall.";
+ mes "He has found a way to break away from his seal and I fear for the worst.";
+ next;
+ mes "[Girl's Voice]";
+ mes "My name is Maria Morebna. Help me exterminate Koshei. I want to keep peace in Moscovia. Can you help me?";
+ next;
+ select("Ok, I can");
+ mes "["+ strcharinfo(0) +"]";
+ mes "So, how can I help you?";
+ next;
+ mes "[Gray Wolf]";
+ mes "First, you need to find a way to get her out of there.";
+ mes "I've heard about a '^0000ffGolden Key^000000' that can open anything. There is a keymaker in town.";
+ next;
+ mes "[Gray Wolf]";
+ mes "As you see, I look like a monster so I am not able to go there. I want you to find this keymaker and ask about the '^0000ffGolden Key^000000'.";
+ next;
+ mes "[Girl's Voice]";
+ mes "Please don't forget about me.";
+ donpcevent "Gray Wolf#rus05::OnDisable";
+ set rhea_rus_main,6;
+ close;
+ }
+ else if (rhea_rus_main > 5 && rhea_rus_main < 8) {
+ mes "[Girl's Voice]";
+ mes "Help me get out of here.";
+ mes "I hope you can help me find that '^0000ffGolden Key^000000' that can open anything.";
+ next;
+ mes "[Girl's Voice]";
+ mes "I've heard about a keymaker in Moscovia who knows how to make a '^0000ffGolden Key^000000'.";
+ close;
+ }
+ else if (rhea_rus_main == 8) {
+ if (rhea_rus_quiz < 3) {
+ if(getequipid(EQI_SHOES) != 2429) {
+ if(getequipid(EQI_SHOES) != 2430) {
+ mes "["+ strcharinfo(0) +"]";
+ mes "...Hmm, did I forget to wear something...?";
+ close;
+ }
+ }
+ mes "[Girl's Voice]";
+ mes "Did you get the key?";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "...I need golden thread. I heard that I was able to get it from Marozka. He....";
+ next;
+ mes "[Girl's Voice]";
+ mes "Marozka... He is the owner of winter and dwells in the deep underground. He won't let just anyone see him.";
+ next;
+ mes "[Girl's Voice]";
+ mes "He has monsters that guard his underground lair. It's very dangerous. But, I know where he is.";
+ next;
+ mes "[Girl's Voice]";
+ mes "What do you think? I can open a portal to the cave Do you want to go there now?";
+ next;
+ if(select("Not yet...:Open the portal!") == 1) {
+ mes "[Girl's Voice]";
+ mes "... When you're ready, just tell me.";
+ close;
+ }
+ mes "[Girl's Voice]";
+ mes "...Ok, be careful There are a lot of monsters there.";
+ donpcevent "1#rus27::OnEnable";
+ close;
+ }else{
+ mes "[Girl's Voice]";
+ mes "Have you.. got the key?";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Not yet... Give me a second.";
+ next;
+ mes "[Girl's Voice]";
+ mes "If you gather all the necessary things, go to Moscovia and find the keymaker. Do me this favor, please.";
+ close;
+ }
+ }
+ else if (rhea_rus_main > 8 && rhea_rus_main < 47) {
+ mes "[Girl's Voice]";
+ mes "Have you.. got the key?";
+ next;
+ if (rhea_rus_ring > 8 && rhea_rus_hair > 8 && rhea_rus_quiz > 29) {
+ mes "["+ strcharinfo(0) +"]";
+ mes "I collected every meterial for the key, But have not yet got the key...";
+ next;
+ mes "[Girl's Voice]";
+ mes "Go to Moscovia and find the keymaker.";
+ close;
+ }else{
+ mes "["+ strcharinfo(0) +"]";
+ mes "Not yet... Give me a second.";
+ next;
+ mes "[Girl's Voice]";
+ mes "If you gather all the things necessary, go to Moscovia and find the keymaker. Do me this favor, please.";
+ close;
+ }
+ }
+ else if (rhea_rus_main == 47) {
+ if (countitem(7876) > 0) {
+ if ($@rus_req02 == 1) {
+ mes "[Girl's Voice]";
+ mes "I can feel Koshei's energy.. It is not a time to use the key...";
+ close;
+ }else{
+ set $@rus_req02,1;
+ mes "[Girl's Voice]";
+ mes "Did you get the key?";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "I did. So, how do I use it?";
+ next;
+ mes "[Girl's Voice]";
+ mes "Listen very carefully!";
+ mes "Left the key up, and shout '^0000ffThe Free wind blows and gets you wherever you want^000000'.";
+ next;
+ input .@input$;
+ if (.@input$ == "The Free wind blows and gets you wherever you want") {
+ mes "["+ strcharinfo(0) +"]";
+ mes "^0000ff "+ .@input$ +" !! ^000000";
+ next;
+ mes "- The key begins to glow -";
+ mes "- wind begins to blow -";
+ mes "- from somewhere -";
+ specialeffect2 EF_BEGINSPELL;
+ specialeffect EF_FREEZED;
+ next;
+ }else{
+ mes "["+ strcharinfo(0) +"]";
+ mes " "+ .@input$ +" !! ";
+ next;
+ mes "[Girl's Voice]";
+ mes ".........................................................................................";
+ next;
+ mes "[Girl's Voice]";
+ mes "You must've said it wrong...";
+ set $@rus_req02,0;
+ close;
+ }
+ mes "- The wind disappears and -";
+ mes "- a very young girl appears -";
+ donpcevent "Maria Morebna#rus46::OnEnable";
+ specialeffect EF_FREEZED,AREA,"Maria Morebna#rus46";
+ next;
+ mes "[Maria Morebna]";
+ mes "Thank you!";
+ mes "I'm finally out of there! Now I can.....................aaaaak!!!....";
+ next;
+ specialeffect EF_HIT2,AREA,"Maria Morebna#rus46";
+ specialeffect EF_DARKBREATH,AREA,"Maria Morebna#rus46";
+ specialeffect EF_DEVIL,AREA,"Maria Morebna#rus46";
+ mes "- Maria is attacked -";
+ mes "- and falls down!! -";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Maria?! What happened?!";
+ sc_start SC_CURSE,60000,0;
+ emotion 23,1;
+ next;
+ mes "[Koshei, the Immortal]";
+ mes "I really want to thank you, human. Maria was imprisoned in the wall so I couldn't do anything!";
+ next;
+ mes "[Koshei, the Immortal]";
+ mes "She'll thank me for giving her a quick death!!";
+ next;
+ mes "[Koshei, the Immortal]";
+ mes "But you, human... You are here to disturb me?";
+ next;
+ mes "[Koshei, the Immortal]";
+ mes "No one can stop me! Now, die!!!";
+ next;
+ mes "[Gray Wolf]";
+ mes "Watch out!!";
+ next;
+ donpcevent "Gray Wolf#rus05::OnEnable";
+ mes "[Koshei, the Immortal]";
+ mes "Gray Wolf...";
+ mes "You think you can fight me?!";
+ next;
+ specialeffect EF_FIREHIT,AREA,"Gray Wolf#rus05";
+ mes "- Staggering from -";
+ mes "- Koshei's flames, -";
+ mes "- Gray Wolf quickly tell me -";
+ next;
+ mes "[Gray Wolf]";
+ mes "Listen, I can still help Maria if I treat her now.";
+ mes "I will flee with her and leave you to deal with Koshei!!";
+ next;
+ donpcevent "Gray Wolf#rus05::OnDisable";
+ donpcevent "Maria Morebna#rus46::OnDisable";
+ mes "[Koshei, the Immortal]";
+ mes "Stop! Where do you think you're going?!!!";
+ delitem 7876,1;
+ set rhea_rus_main,48;
+ monster "mosk_dun01",45,256,"Koshei, the Immortal",1890,1,"Wall#rus04::OnMyMobDead";
+ donpcevent "Koshei#rus47::OnEnable";
+ close;
+ }
+ }else{
+ mes "[Girl's Voice]";
+ mes "Have you.. got the key?";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Sure! Here it...";
+ mes "...............Errr?";
+ close;
+ }
+ }
+ else if (rhea_rus_main == 48) {
+ if ($@rus_req02 == 1) {
+ mes "[Gray Wolf's voice]";
+ mes "I can sense Koshei's presence.";
+ next;
+ mes "[Gray Wolf's voice]";
+ mes "I can still help Maria if I treat her now.";
+ mes "I will flee with her and leave you to deal with Koshei!!";
+ close;
+ }else{
+ mes "["+ strcharinfo(0) +"]";
+ mes "...Maria...";
+ mes "I... could do nothing...";
+ next;
+ mes "[Gray Wolf]";
+ mes "No, it's not too late!";
+ emotion 0,1;
+ donpcevent "Gray Wolf#rus05::OnEnable";
+ next;
+ mes "[Gray Wolf]";
+ mes "She's alive.";
+ mes "But, she's still unstable.";
+ next;
+ mes "[Gray Wolf]";
+ mes "To save her, I need 'Life Water' and 'Death Water'. Find Baba Yaga, she'll know what to do.";
+ next;
+ mes "[Gray Wolf]";
+ mes "I can't keep her alive for much longer. You must find Baba Yaga.";
+ set rhea_rus_main,49;
+ close2;
+ donpcevent "Gray Wolf#rus05::OnDisable";
+ end;
+ }
+ }
+ else if (rhea_rus_main > 48 && rhea_rus_main < 51) {
+ mes "[Gray Wolf's voice]";
+ mes "But, she's still unstable.";
+ next;
+ mes "[Gray Wolf's voice]";
+ mes "To save her, I need 'Life Water' and 'Death Water'. Find Baba Yaga, she'll know what to do.";
+ next;
+ mes "[Gray Wolf's voice]";
+ mes "I can't keep her alive for much longer. You must find Baba Yaga.";
+ close;
+ }
+ else if (rhea_rus_main == 51) {
+ if ($@rus_req02 == 1) {
+ mes "[Gray Wolf's voice]";
+ mes "I can sense Koshei's presence.";
+ next;
+ mes "[Gray Wolf's voice]";
+ mes "I can still help Maria if I treat her now.";
+ mes "I will flee with her and leave you to deal with Koshei!!";
+ close;
+ }else{
+ mes "[Gray Wolf's voice]";
+ mes "Did you get the 'Life Water' and 'Death Water'?";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "I've got them! How's Maria?!";
+ donpcevent "Gray Wolf#rus05::OnEnable";
+ donpcevent "Maria Morebna#rus46::OnEnable";
+ next;
+ mes "[Gray Wolf]";
+ mes "I fear that her spirit has gone. Severe wounds and curses are hindering her spirit from coming back. But we can save her with that water.";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Ok... First...";
+ next;
+ if(select("Death Water:Life Water") == 1) {
+ mes "["+ strcharinfo(0) +"]";
+ mes "I hope this works...";
+ next;
+ mes "- I pour the Death Water -";
+ mes "- on Maria's stiff body -";
+ next;
+ }else{
+ mes "["+ strcharinfo(0) +"]";
+ mes "I hope this works...";
+ next;
+ mes "- I pour the Life Water -";
+ mes "- on Maria's stiff body -";
+ next;
+ mes "[Maria Morebna]";
+ mes "..........................";
+ next;
+ mes "- Nothing changed -";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Huk, was this wrong...?!";
+ next;
+ mes "[Gray Wolf]";
+ mes "What are you doing?! I told you we did not have much time! What are you going to do now?!";
+ next;
+ donpcevent "Gray Wolf#rus05::OnDisable";
+ donpcevent "Maria Morebna#rus46::OnDisable";
+ mes "["+ strcharinfo(0) +"]";
+ mes "I am so sorry. But some water is left...";
+ close;
+ }
+ mes "- The wounds and -";
+ mes "- curses on her body -";
+ mes "- are removed !! -";
+ specialeffect EF_ABSORBSPIRITS,AREA,"Maria Morebna#rus46";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Ok! Next...";
+ next;
+ if(select("Death Water:Life Water") == 1) {
+ mes "["+ strcharinfo(0) +"]";
+ mes "Pour the 'Death Water' again...";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "...!? No, not 'Death Water'.. I should pour 'Life Water'.......";
+ next;
+ mes "[Gray Wolf]";
+ mes "............................";
+ mes "Can I trust you...?";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Hehehe, you can trust me. Next is the 'Life Water'.";
+ next;
+ mes "- I pour 'Life Water' on Maria -";
+ next;
+ }else{
+ mes "["+ strcharinfo(0) +"]";
+ mes "Ok, next the 'Life Water'.";
+ next;
+ mes "- I pour the Life Water -";
+ mes "- on Maria's stiff body -";
+ next;
+ }
+ mes "- !! -";
+ specialeffect EF_RESURRECTION,AREA,"Maria Morebna#rus46";
+ next;
+ mes "[Gray Wolf]";
+ mes "Success!!";
+ next;
+ mes "[Maria Morebna]";
+ mes "Ah, did I...?!";
+ mes "You saved me. I really appreicate it. Thank you for helping us fight against Koshei.";
+ next;
+ mes "[Maria Morebna]";
+ mes "And you, Gray Wolf.. Thank you for protecting me while I was helpless.";
+ next;
+ mes "[Maria Morebna]";
+ mes "Koshei wasn't completely destroyed. But, his power has weakened, it shouldn't be hard to seal his power without me also being sealed.";
+ next;
+ mes "[Maria Morebna]";
+ mes "Koshei and I are bound by magic. If one's power should be sealed, the other must be sealed as well.";
+ next;
+ mes "[Maria Morebna]";
+ mes "But the original seal weakened over time and Koshei was able to get out of his confinement. That is why I asked you to get me out of here.";
+ next;
+ mes "[Maria Morebna]";
+ mes "He realized that I was trying to break free and waited here for anyone who would help me. I never ever expected it...";
+ next;
+ mes "[Maria Morebna]";
+ mes "Anyway, I'm so grateful for everything you did.";
+ next;
+ mes "[Maria Morebna]";
+ mes "Please accept my poor reward, I hope that it will be of some help for such a brave adventurer. I hope that the gods will bless you on your journey.";
+ next;
+ mes "[Maria Morebna]";
+ mes "It's been a long time since I've felt the sunlight, fresh wind and the scent of grass. I'm so grateful.";
+ set rhea_rus_main,52;
+ set .@rus_food,rand(1,6);
+ if (.@rus_food == 1) {
+ getitem 12093,1;
+ }
+ else if (.@rus_food == 2) {
+ getitem 12088,1;
+ }
+ else if (.@rus_food == 3) {
+ getitem 12073,1;
+ }
+ else if (.@rus_food == 4) {
+ getitem 12078,1;
+ }
+ else if (.@rus_food == 5) {
+ getitem 12083,1;
+ }
+ else {
+ getitem 12098,1;
+ }
+ if (BaseLevel < 56) {
+ getexp 1300,350;
+ }
+ else if (BaseLevel > 55 && BaseLevel < 61) {
+ getexp 2460,615;
+ }
+ else if (BaseLevel > 60 && BaseLevel < 66) {
+ getexp 4242,1061;
+ }
+ else if (BaseLevel > 65 && BaseLevel < 71) {
+ getexp 6489,1622;
+ }
+ else if (BaseLevel > 70 && BaseLevel < 76) {
+ getexp 16491,4123;
+ }
+ else if (BaseLevel > 75 && BaseLevel < 81) {
+ getexp 27629,6907;
+ }
+ else if (BaseLevel > 80 && BaseLevel < 86) {
+ getexp 34041,8510;
+ }
+ else if (BaseLevel > 85 && BaseLevel < 91) {
+ getexp 41846,10462;
+ }
+ else if (BaseLevel > 90 && BaseLevel < 150) {
+ getexp 88814,22204;
+ }
+ else {
+ getitem 617,1;
+ }
+ donpcevent "Gray Wolf#rus05::OnDisable";
+ donpcevent "Maria Morebna#rus46::OnDisable";
+ close;
+ }
+ }
+ else if (rhea_rus_main > 51) {
+ mes "[Girl's Voice]";
+ mes "... Koshei is immortal and will surely appear again someday...";
+ next;
+ mes "[Girl's Voice]";
+ mes "When that time comes, I will deal with him. I will use my time of waiting to train to make myself strong whenever he returns...";
+ next;
+ mes "[Girl's Voice]";
+ mes "I'm grateful that you did your best for me and my village. I will never forget your kindness.";
+ next;
+ mes "[Girl's Voice]";
+ mes "Ah, Go to Baba Yaga in your free time. She seems to have something to tell you.";
+ next;
+ mes "[Girl's Voice]";
+ mes "Take care of yourself. It is better for you to stay away from here because, Koshei may try to use your power as his own, huhu.";
+ close;
+ }
+
+OnInit:
+ enablenpc "Wall#rus04";
+ set $@rus_req02,0;
+ end;
+
+OnEnable:
+ enablenpc "Wall#rus04";
+ end;
+
+OnDisable:
+ disablenpc "Wall#rus04";
+ end;
+
+OnMyMobDead:
+ donpcevent "Koshei#rus47::OnDisable";
+ set $@rus_req02,0;
+ stopnpctimer;
+ announce "Koshei, the Immortal : Keeeek, you, cursed human.. I'll never give up!!! We'll see who's smiling in the end!!!",bc_map,0xCE3131;
+ end;
+}
+
+//----------------------------------------------------------------------------
+// Koshei, The Immortal
+//----------------------------------------------------------------------------
+mosk_dun01,5,5,0 script Koshei#rus47 -1,0,0,{
+ end;
+
+OnInit:
+ disablenpc "Koshei#rus47";
+ end;
+
+OnEnable:
+ initnpctimer;
+ enablenpc "Koshei#rus47";
+ end;
+
+OnDisable:
+ stopnpctimer;
+ disablenpc "Koshei#rus47";
+ end;
+
+OnTimer3000:
+ announce "Koshei, the Immortal : I will kill all who disturb me!! Cry in terror weak humans!!!",bc_map,0xCE3131;
+ end;
+
+OnTimer63000:
+ announce "Koshei, the Immortal : You worms, you mere monsters... I will curse all who are in my way!!",bc_map,0xCE3131;
+ end;
+
+OnTimer150000:
+ announce "Koshei, the Immortal : Mankind! Cry in terror!! Hahahahahahahhahahah!!!",bc_map,0xCE3131;
+ end;
+
+OnTimer300000:
+ stopnpctimer;
+ initnpctimer;
+ end;
+}
+
+//----------------------------------------------------------------------------
+// Gray Wolf
+//----------------------------------------------------------------------------
+mosk_dun01,50,256,3 script Gray Wolf#rus05 972,{
+ end;
+
+OnInit:
+ disablenpc "Gray Wolf#rus05";
+ end;
+
+OnEnable:
+ initnpctimer;
+ enablenpc "Gray Wolf#rus05";
+ end;
+
+OnDisable:
+ stopnpctimer;
+ disablenpc "Gray Wolf#rus05";
+ end;
+
+OnTimer120000:
+ stopnpctimer;
+ donpcevent "Gray Wolf#rus05::OnDisable";
+ end;
+}
+
+//----------------------------------------------------------------------------
+// Maria Morebna
+//----------------------------------------------------------------------------
+mosk_dun01,46,256,3 script Maria Morebna#rus46 958,{
+ end;
+
+OnInit:
+ disablenpc "Maria Morebna#rus46";
+ end;
+
+OnEnable:
+ initnpctimer;
+ enablenpc "Maria Morebna#rus46";
+ end;
+
+OnDisable:
+ stopnpctimer;
+ disablenpc "Maria Morebna#rus46";
+ end;
+
+OnTimer120000:
+ donpcevent "Maria Morebna#rus46::OnDisable";
+ end;
+}
+
+//----------------------------------------------------------------------------
+// The Blacksmith (Golden Key)
+//----------------------------------------------------------------------------
+moscovia,178,127,0 script The Blacksmith#rus06 63,{
+ if (checkweight(1201,1) == 0) {
+ mes "[The Blacksmith]";
+ mes "Why are you carrying that much?";
+ mes "Are you training for something?";
+ close;
+ }
+ if ((MaxWeight-Weight) < 3500) {
+ mes "[The Blacksmith]";
+ mes "Why are you carrying that much?";
+ mes "Are you training for something?";
+ close;
+ }
+ if (rhea_rus_main < 6) {
+ mes "[The Blacksmith]";
+ mes "Bahaha~";
+ mes "Good weather! Eh?";
+ mes "Perfect for a picnic.";
+ next;
+ mes "[The Blacksmith]";
+ mes "But, I've heard that some people have become lost in the forest on the island near this village. What's going on?";
+ close;
+ }
+ else if (rhea_rus_main == 6) {
+ mes "[The Blacksmith]";
+ mes "Bahaha~";
+ mes "Good weather! Eh?";
+ mes "Perfect for a picnic.";
+ next;
+ mes "[The Blacksmith]";
+ mes "But, I've heard that some people have become lost in the forest on the island near this village. What's going on?";
+ next;
+ select("Excuse me...");
+ mes "["+ strcharinfo(0) +"]";
+ mes "Excuse me, have you heard of a keymaker who knows how to make a '^0000ffGolden Key^000000'?";
+ next;
+ mes "[The Blacksmith]";
+ mes "Hmm, are you an adventurer? Who told you about the '^0000ffGolden Key^000000'?";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Ah, in fact...";
+ next;
+ mes "- You tell him about -";
+ mes "- Maria Morebna -";
+ mes "- and Gray Wolf -";
+ next;
+ mes "[The Blacksmith]";
+ mes "Well, then... The keymaker for the '^0000ffGolden Key^000000'.";
+ mes "You are very lucky to have asked me about this.";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "W, what do you mean...?";
+ next;
+ mes "[The Blacksmith]";
+ mes "I'm the only one in this town that knows what materials are needed to make the '^0000ffGolden Key^000000'! Bahaha!";
+ next;
+ mes "[The Blacksmith]";
+ mes "I guess you think that getting the materials will be easy huh?";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Hey I didn't say...";
+ next;
+ mes "[The Blacksmith]";
+ mes "Bahahaha~";
+ mes "It will take a lot of work.";
+ mes "A long journey awaits you";
+ mes "If you choose to take it.";
+ next;
+ mes "[The Blacksmith]";
+ mes "Your boots will be worn";
+ mes "out after this journey.";
+ mes "What do you think?";
+ mes "Would you like to try?";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Of course! I have to help Maria!";
+ next;
+ mes "[The Blacksmith]";
+ mes "Bahaha! I like you!";
+ mes "Ok, first, bring me ^0000ff25 Steel^000000. I'm not going anywhere so come back here when you have them.";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Ok so that's the first thing you need for the 'Golden Key' right?";
+ next;
+ mes "[The Blacksmith]";
+ mes "Bahahaha~";
+ mes "I promise you, I'll explain when you bring the ^0000ff25 Steel^000000 to me. Please just get the Steel and come back.";
+ set rhea_rus_main,7;
+ close;
+ }
+ else if (rhea_rus_main == 7) {
+ if (countitem(999) > 24) {
+ mes "[The Blacksmith]";
+ mes "Ohhh, that was faster than I expected!";
+ next;
+ mes "[The Blacksmith]";
+ mes "Ok then, wait here.";
+ next;
+ mes "- He melts the steel -";
+ mes "- and begins to forge -";
+ mes "- it into something !! -";
+ next;
+ mes "[The Blacksmith]";
+ mes "Bahaha~, it's not my";
+ mes "best work, but it'll do.";
+ mes "Here ya go!";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Ah?! This is?!!";
+ next;
+ mes "[The Blacksmith]";
+ mes "Strong Steel Boots!";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "The Golden!!.........................";
+ mes "....................Eh, what?";
+ next;
+ mes "[The Blacksmith]";
+ mes "Bahaha~ Didn't I tell you? A long journey awaits you. These boots will help you on your long journey.";
+ next;
+ mes "[The Blacksmith]";
+ mes "When they have worn out, you will know that your journey is near it's end.";
+ next;
+ mes "[The Blacksmith]";
+ mes "^ff0000You must always wear these boots while gathering the materials for the 'Golden Key'.^000000";
+ next;
+ mes "[The Blacksmith]";
+ mes "Ok, I'll tell you what materials you need to get. I can make the key anytime if you get them to me.";
+ next;
+ mes "[The Blacksmith]";
+ mes "You need ^0000ff2 Cursed Ruby, 3 Gold, 1 Red Ring, 2 Lusalka's Hair, 10 Golden Thread^000000 to make the key.";
+ next;
+ mes "[The Blacksmith]";
+ mes "Well, you know what to do now. I will be waiting here.";
+ mes "Bahahaha~";
+ mes "And don't forget to wear these!";
+ delitem 999,25;
+ set rhea_rus_main,8;
+ if (BaseClass == Job_Merchant || BaseClass == Job_Swordman || BaseClass == Job_Thief || BaseClass == Job_Archer || BaseClass == Job_Ninja || BaseClass == Job_Gunslinger) {
+ getitem 2429,1;
+ close;
+ }else {
+ getitem 2430,1;
+ close;
+ }
+ }else{
+ mes "[The Blacksmith]";
+ mes "What are you doing? First, you must get me ^0000ff25 Steel^000000.";
+ next;
+ mes "[The Blacksmith]";
+ mes "The faster you get me the materials, The faster you can help Maria Morebna.";
+ close;
+ }
+ }
+ else if (rhea_rus_main == 8) {
+ if (countitem(724) > 1 && countitem(969) > 2 && countitem(7877) > 0 && countitem(7878) > 1 && countitem(7879) > 9) {
+ if (rhea_rus_ring > 8 && rhea_rus_hair > 8 && rhea_rus_quiz > 29) {
+ if(getequipid(EQI_SHOES) != 2429) {
+ if(getequipid(EQI_SHOES) != 2430) {
+ mes "["+ strcharinfo(0) +"]";
+ mes "...Hmm, did I forget to wear something...?";
+ close;
+ }
+ }
+ mes "[The Blacksmith]";
+ mes "So, you got all the materials. I can't believe it.";
+ mes "You did your best until your boots were worn out, didn't you?";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Yes, you know, it's not very comfortable walking around in Steel boots all day!";
+ next;
+ mes "[The Blacksmith]";
+ mes "Bahaha~ Ok, well done.";
+ mes "Well.. While you were looking for the materials, I was searching for the keymaker who can make the key!";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "I thought you said that you knew how to make the key?";
+ next;
+ mes "[The Blacksmith]";
+ mes "Hmm... Well I know the materials. And I know who makes the key. So I will tell you where to find the keymaker. Is that ok?";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Of course! I have to know where this person is.";
+ next;
+ mes "[The Blacksmith]";
+ mes "Ok, listen carefully. The Keymaker is at a cabin deep inside of the forest.";
+ next;
+ mes "[The Blacksmith]";
+ mes "Ah, wait. Take off your armor. I need to cast a protection spell on you, ok? Hey, don't get the wrong idea. This is just a simple protection spell!";
+ nude;
+ next;
+ mes "[The Blacksmith]";
+ mes "Bah ram y--- wait that's uh something else...";
+ next;
+ mes "[The Blacksmith]";
+ mes "'^ff0000Spellshield Protection^000000.";
+ specialeffect2 EF_ABSORBSPIRITS;
+ next;
+ mes "[The Blacksmith]";
+ mes "This spell protects you from any curse the keymaker might try to use. Remember the words of the spell. It won't last very long because I am just a blacksmith.";
+ next;
+ if (countitem(2429) > 0) {
+ mes "[The Blacksmith]";
+ mes "The forest is dangerous. Be very careful in there!";
+ mes "Ah and you shouldn't be needing those Steel Boots anymore. Good luck!";
+ delitem 2429,1;
+ set rhea_rus_main,9;
+ close;
+ }
+ else if (countitem(2430) > 0) {
+ mes "[The Blacksmith]";
+ mes "The forest is dangerous. Be very careful in there!";
+ mes "Ah and you shouldn't be needing those Steel Boots anymore. Good luck!";
+ delitem 2430,1;
+ set rhea_rus_main,9;
+ close;
+ }
+ else {
+ mes "[The Blacksmith]";
+ mes "The forest is dangerous. Be very careful in there!";
+ mes "Ah, and your steel boots..?";
+ next;
+ mes "[The Blacksmith]";
+ mes "Where are they?";
+ close;
+ }
+ }else{
+ mes "[The Blacksmith]";
+ mes "You need ^0000ff2 Cursed Ruby, 3 Gold, 1 Red Ring, 2 Lusalka's Hair, 10 Golden Thread^000000 to make the key.";
+ next;
+ switch(select("Red Ring?:Lusalka's Hair?:Golden Thread?")) {
+ case 1:
+ mes "[The Blacksmith]";
+ mes "The Red Ring has powerful enchanting powers. I had one before, but I gave it to my friend, Vassili, as a gift.";
+ next;
+ mes "[The Blacksmith]";
+ mes "I think it would be odd to ask him to give it back to me. So uh you've got to ask him if he would give it to you.";
+ next;
+ break;
+ case 2:
+ mes "[The Blacksmith]";
+ mes "It's said that a bride who drowns to death just before her wedding becomes Lusalka, the aqua fairy.";
+ mes "You must find Lusalka's hair.";
+ next;
+ mes "[The Blacksmith]";
+ mes "I heard that a young maid has been lost recently.";
+ mes "It's very unfortunate but...";
+ mes "she might be Lusalka...";
+ next;
+ mes "[The Blacksmith]";
+ mes "Her mother is somewhere in this village asking for people to help her find her missing daughter.";
+ next;
+ break;
+ case 3:
+ mes "[The Blacksmith]";
+ mes "Golden Thread is made from gold by using a special spinning wheel technique. I don't know exactly how it's done. But I know who does.";
+ next;
+ mes "[The Blacksmith]";
+ mes "Find a man named Marozka. He is the only one who knows how to use the spinning wheel to make the Golden Thread.";
+ next;
+ mes "[The Blacksmith]";
+ mes "Maria should know where he is.";
+ next;
+ }
+ mes "[The Blacksmith]";
+ mes "Ah, and... You still have the boots that I made right? ^ff0000Without them, you cannot get anything for the key, I swear. You must put on them.^000000";
+ next;
+ mes "[The Blacksmith]";
+ mes "Well, you know what to do now. I will be waiting here.";
+ close;
+ }
+ }else{
+ mes "[The Blacksmith]";
+ mes "You need ^0000ff2 Cursed Ruby, 3 Gold, 1 Red Ring, 2 Lusalka's Hair, 10 Golden Thread^000000 to make the key.";
+ next;
+ switch(select("Red Ring?:Lusalka's Hair?:Golden Thread?")) {
+ case 1:
+ mes "[The Blacksmith]";
+ mes "The Red Ring has powerful enchanting powers. I had one before, but I gave it to my friend, Vassili, as a gift.";
+ next;
+ mes "[The Blacksmith]";
+ mes "I think it would be odd to ask him to give it back to me. So uh you've got to ask him if he would give it to you.";
+ next;
+ break;
+ case 2:
+ mes "[The Blacksmith]";
+ mes "It's said that a bride who drowns to death just before her wedding becomes Lusalka, the aqua fairy.";
+ mes "You must find Lusalka's hair.";
+ next;
+ mes "[The Blacksmith]";
+ mes "I heard that a young maid has been lost recently.";
+ mes "It's very unfortunate but...";
+ mes "she might be Lusalka...";
+ next;
+ mes "[The Blacksmith]";
+ mes "Her mother is somewhere in this village asking for people to help her find her missing daughter.";
+ next;
+ break;
+ case 3:
+ mes "[The Blacksmith]";
+ mes "Golden Thread is made from gold by using a special spinning wheel technique. I don't know exactly how it's done. But I know who does.";
+ next;
+ mes "[The Blacksmith]";
+ mes "Find a man named Marozka. He is the only one who knows how to use the spinning wheel to make the Golden Thread.";
+ next;
+ mes "[The Blacksmith]";
+ mes "Maria should know where he is.";
+ next;
+ }
+ mes "[The Blacksmith]";
+ mes "Ah, and... You still have the boots that I made right? ^ff0000Without them, you cannot get anything for the key, I swear. You must put on them.^000000";
+ next;
+ mes "[The Blacksmith]";
+ mes "Well, you know what to do now. I will be waiting here.";
+ close;
+ }
+ }
+ else if (rhea_rus_main == 9) {
+ mes "[The Blacksmith]";
+ mes "The keymaker is at a cabin deep inside of the forest.";
+ next;
+ mes "[The Blacksmith]";
+ mes "This person is no ordinary person. It is said that you can be cursed by the keymaker's words.";
+ next;
+ mes "[The Blacksmith]";
+ mes "Don't forget the spell, '^ff0000Spellshield Protection.^000000'";
+ close;
+ }
+ else if (rhea_rus_main > 9 && rhea_rus_main < 52) {
+ mes "[The Blacksmith]";
+ mes "He is in his cabin deep inside of the forest. There, the keymaker of the Golden Key is living.";
+ next;
+ mes "[The Blacksmith]";
+ mes "The Golden Key is able to release Maria. Good luck!";
+ close;
+ }
+ else if (rhea_rus_main > 51) {
+ mes "[The Blacksmith]";
+ mes "I heard the news. You have done well.";
+ next;
+ mes "[The Blacksmith]";
+ mes "Ah, the person living around that cabin wants you to see her. She seems to have something to tell you.";
+ close;
+ }
+}
+
+//----------------------------------------------------------------------------
+// Vassili Grandpapa (Red Ring)
+//----------------------------------------------------------------------------
+moscovia,206,81,0 script Vassili Grandpapa#rus07 712,{
+ if (checkweight(1201,1) == 0) {
+ mes "[Vassili Grandpapa]";
+ mes "Why are you carring that much?";
+ mes "Are you training for something?";
+ close;
+ }
+ if ((MaxWeight-Weight) < 3500) {
+ mes "[Vassili Grandpapa]";
+ mes "Why are you carring that much?";
+ mes "Are you training for something?";
+ close;
+ }
+ if (rhea_rus_main < 8) {
+ mes "[Vassili Grandpapa]";
+ mes "Hmm, are you an adventurer? So, how do you like it here?";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "It's not too bad.";
+ mes "The weather here is great!";
+ next;
+ mes "[Vassili Grandpapa]";
+ mes "Even though it is fine now in Moscovia, it is not such a great place during the harsh winter season.";
+ next;
+ mes "[Vassili Grandpapa]";
+ mes "Eeee, I don't want to experience that coldness any more.";
+ close;
+ }
+ else if (rhea_rus_main == 8) {
+ if (rhea_rus_ring < 1) {
+ if(getequipid(EQI_SHOES) != 2429) {
+ if(getequipid(EQI_SHOES) != 2430) {
+ mes "["+ strcharinfo(0) +"]";
+ mes "...Hmm, did I forget to wear something...?";
+ close;
+ }
+ }
+ mes "[Vassili Grandpapa]";
+ mes "Hmm, are you an adventurer? So, how do you like it here?";
+ next;
+ if(select("It's so-so:I have something to ask...") == 1) {
+ mes "[Vassili Grandpapa]";
+ mes "Hmm, you have traveled so much. I guess if you're tired from your trip then it's only natural, huhu.";
+ close;
+ }
+ mes "[Vassili Grandpapa]";
+ mes "Eh? What do you want to ask me about?";
+ next;
+ input .@input$;
+ if (.@input$ == "Red Ring") {
+ mes "[Vassili Grandpapa]";
+ mes "Red Ring?! Why are you looking for that?";
+ next;
+ }else{
+ mes "[Vassili Grandpapa]";
+ mes "Mmm, what? I don't understand you.";
+ close;
+ }
+ mes "- You tell him about the -";
+ mes "- Gray Wolf and Maria -";
+ next;
+ mes "[Vassili Grandpapa]";
+ mes "Huuuh, I see.";
+ next;
+ mes "[Vassili Grandpapa]";
+ mes "What should I do?";
+ mes "I want to help but I can't.";
+ mes "I gave it to my youngest";
+ mes "daughter, Mashenka,";
+ mes "as a present. But... she...";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Are you ok?";
+ next;
+ mes "[Vassili Grandpapa]";
+ mes "It's just that Mashenka...";
+ mes "..........";
+ mes "....she died...";
+ next;
+ mes "[Vassili Grandpapa]";
+ mes "She was really pretty and smart. My first daughter, Ryubaba, is also pretty and smart but her temper is...";
+ mes "hotter than Ifrit's flames!";
+ mes "Do you know what I mean?";
+ next;
+ mes "[Vassili Grandpapa]";
+ mes "Anyway, Mashenka was such a kind and tender daughter. On cold winter nights, when I came back home late, she would wait for me with a hot bowl of my favorite stew.";
+ next;
+ mes "[Vassili Grandpapa]";
+ mes "How couldn't I be touched by such kindness? So, I gave the Red Ring to her as a gift.";
+ mes "I can still remember how happy she was when I gave it to her.";
+ next;
+ mes "[Vassili Grandpapa]";
+ mes "She disappeared soon... after Now all I have is Ryubaba. She is also pretty and smart but nothing can relieve the sadnesss in my heart from losing Mashenka...";
+ set rhea_rus_ring,1;
+ close;
+ }
+ else if (rhea_rus_ring > 0 && rhea_rus_ring < 8) {
+ mes "[Vassili Grandpapa]";
+ mes "I can still remember how happy she was when I gave it to her.";
+ next;
+ mes "[Vassili Grandpapa]";
+ mes "She disappeared soon... after Now all I have is Ryubaba. She is also pretty and smart but nothing can relieve the sadnesss in my heart from losing Mashenka...";
+ close;
+ }
+ else if (rhea_rus_ring == 8) {
+ if(getequipid(EQI_SHOES) != 2429) {
+ if(getequipid(EQI_SHOES) != 2430) {
+ mes "["+ strcharinfo(0) +"]";
+ mes "...Hmm, did I forget to wear something...?";
+ close;
+ }
+ }
+ mes "[Vassili Grandpapa]";
+ mes "Ehh? you are the adventurer that I met before. Something to tell me?";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "...Listen to... this.";
+ next;
+ if (countitem(7883) > 0) {
+ mes "- You play the flute -";
+ next;
+ mes "^ff0000Red ring that my father gave me^000000";
+ mes "^ff0000Red ring that my father gave me^000000";
+ mes "^ff0000The red ring enchanted^000000";
+ mes "^ff0000For the loveliest daughter^000000";
+ next;
+ mes "^ff0000Red ring bringing up jealousy^000000";
+ mes "^ff0000Red ring bringing up jealousy^000000";
+ mes "^ff0000Red ring enchanted^000000";
+ mes "^ff0000My sister envies^000000";
+ next;
+ mes "^ff0000Cold hand tightening my neck^000000";
+ mes "^ff0000Cold eyes tightening my heart^000000";
+ mes "^ff0000Cold marsh swallowing my body^000000";
+ mes "^ff0000Red ring taken away^000000";
+ mes "^ff0000Red ring enchanted^000000";
+ emotion 23;
+ emotion 9,1;
+ next;
+ mes "[Vassili Grandpapa]";
+ mes "...W, what is this? Ehh??";
+ mes "My daughter, Mashenka, was.. by Ryubaba...!?";
+ next;
+ mes "[Vassili Grandpapa]";
+ mes "No... this isn't true?";
+ mes "Don't try to trick me... Why are you telling... That flute is... Mashenka...";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Isn't this.. isn't this Mashenka's voice?";
+ next;
+ mes "[Vassili Grandpapa]";
+ mes "Don't tell me those lies about..!! My daughters... That...";
+ next;
+ mes "[Vassili Grandpapa]";
+ mes ".............................";
+ next;
+ mes "[Vassili Grandpapa]";
+ mes ".............................";
+ next;
+ mes "[Vassili Grandpapa]";
+ mes ".............................";
+ next;
+ mes "[Vassili Grandpapa]";
+ mes ".............................";
+ next;
+ mes "[Vassili Grandpapa]";
+ mes ".............................";
+ next;
+ mes "[Vassili Grandpapa]";
+ mes ".............................";
+ next;
+ mes "[Vassili Grandpapa]";
+ mes ".............................";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "...Uh... I'm so sorry...";
+ next;
+ mes "[Vassili Grandpapa]";
+ mes "... Can you please... play the flute again?";
+ next;
+ mes "- You play the flute -";
+ mes "- with Mashenka's voice -";
+ next;
+ mes "^ff0000Red ring that my father gave me^000000";
+ mes "^ff0000Red ring that my father gave me^000000";
+ mes "^ff0000The red ring enchanted^000000";
+ mes "^ff0000For the loveliest daughter^000000";
+ next;
+ mes "^ff0000Red ring bringing up jealousy^000000";
+ mes "^ff0000Red ring bringing up jealousy^000000";
+ mes "^ff0000Red ring enchanted^000000";
+ mes "^ff0000My sister envies^000000";
+ next;
+ mes "^ff0000Cold hand tightening my neck^000000";
+ mes "^ff0000Cold eyes tightening my heart^000000";
+ mes "^ff0000Cold marsh swallowing my body^000000";
+ mes "^ff0000Red ring taken away^000000";
+ mes "^ff0000Red ring enchanted^000000";
+ emotion 9;
+ emotion 9,1;
+ next;
+ mes "[Vassili Grandpapa]";
+ mes "It is.. It is true...";
+ mes "When I saw this ring in Ryubaba's room, I never thought that. But, it has to be true...";
+ next;
+ mes "[Vassili Grandpapa]";
+ mes "Damn this cursed ring!!! Why did my daughters have this tragedy....? ~Sob!";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "......................";
+ next;
+ mes "[Vassili Grandpapa]";
+ mes "........i'm sorry. ...I know that this wasn't easy for you to tell me. Thank you for the truth.";
+ next;
+ mes "[Vassili Grandpapa]";
+ mes "You said you needed this ring, right? Take it...";
+ mes "It has brought me nothing but grief.";
+ next;
+ mes "[Vassili Grandpapa]";
+ mes "...It is my fault that this tragedy between my daughters happened. I will spend the rest of my life trying to make up for it...";
+ delitem 7883,1;
+ set rhea_rus_ring,10;
+ getitem 7877,1;
+ if (BaseLevel < 56) {
+ getexp 470,0;
+ }
+ else if (BaseLevel > 55 && BaseLevel < 61) {
+ getexp 615,0;
+ }
+ else if (BaseLevel > 60 && BaseLevel < 66) {
+ getexp 1061,0;
+ }
+ else if (BaseLevel > 65 && BaseLevel < 71) {
+ getexp 1622,0;
+ }
+ else if (BaseLevel > 70 && BaseLevel < 76) {
+ getexp 4123,0;
+ }
+ else if (BaseLevel > 75 && BaseLevel < 81) {
+ getexp 6907,0;
+ }
+ else if (BaseLevel > 80 && BaseLevel < 86) {
+ getexp 8510,0;
+ }
+ else if (BaseLevel > 85 && BaseLevel < 91) {
+ getexp 10462,0;
+ }
+ else if (BaseLevel > 90 && BaseLevel < 99) {
+ getexp 22204,0;
+ }
+ else {
+ getitem 607,1;
+ }
+ close;
+ }else{
+ mes "[Vassili Grandpapa]";
+ mes "...............................";
+ mes "...............................";
+ mes "...What did you say?";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Ehh?! This is weird. Where is the flute?!";
+ emotion 23,1;
+ close;
+ }
+ }
+ else if (rhea_rus_ring == 9) {
+ mes "[Vassili Grandpapa]";
+ mes "You may think it is foolish but I cannot relieve the sadness of my lost daughter.";
+ next;
+ mes "[Vassili Grandpapa]";
+ mes "It is parents that wander around the entrance of the village to wait for their children...";
+ close;
+ }
+ else {
+ mes "[Vassili Grandpapa]";
+ mes "..It is my fault that this tragedy between my daughters happened. I will spend the rest of my life trying to make up for it...";
+ close;
+ }
+ }
+ else {
+ mes "[Vassili Grandpapa]";
+ mes "..It is my fault that this tragedy between my daughters happened. I will spend the rest of my life trying to make up for it...";
+ close;
+ }
+}
+
+//----------------------------------------------------------------------------
+// Ryubaba (Red Ring)
+//----------------------------------------------------------------------------
+moscovia,213,216,3 script Ryubaba#rus08 960,{
+ if (checkweight(1201,1) == 0) {
+ mes "[Ryubaba]";
+ mes "What on earth do you have in your bag?";
+ mes "Are you training for something?";
+ close;
+ }
+ if ((MaxWeight-Weight) < 3500) {
+ mes "[Ryubaba]";
+ mes "What on earth do you have in your bag?";
+ mes "Are you training for something?";
+ close;
+ }
+ if (rhea_rus_main < 8) {
+ mes "[Ryubaba]";
+ mes "Ah, how beautiful I am.";
+ next;
+ mes "[Ryubaba]";
+ mes "Mmm, you must be an adventurer? What would you say? Have you seen somebody more beautiful than me? I doubt it. How can you find anyone more beautiful than me?";
+ emotion 18;
+ close;
+ }
+ else if (rhea_rus_main == 8) {
+ if (rhea_rus_ring < 1) {
+ mes "[Ryubaba]";
+ mes "Ah, how beautiful I am.";
+ next;
+ mes "[Ryubaba]";
+ mes "Mmm, you must be an adventurer? What would you say? Have you seen somebody more beautiful than me? I doubt it. How can you find anyone more beautiful than me?";
+ emotion 18;
+ close;
+ }
+ else if (rhea_rus_ring == 1) {
+ if(getequipid(EQI_SHOES) != 2429) {
+ if(getequipid(EQI_SHOES) != 2430) {
+ mes "["+ strcharinfo(0) +"]";
+ mes "...Hmm, did I forget to wear something...?";
+ close;
+ }
+ }
+ mes "[Ryubaba]";
+ mes "Ah, how beautiful I am.";
+ next;
+ mes "[Ryubaba]";
+ mes "Mmm, you must be an adventurer? What would you say? Have you seen somebody more beautiful than me? I doubt it. How can you find anyone more beautiful than me?";
+ next;
+ if(select("Are you crazy!:Yes, you are right.") == 1) {
+ if (Sex == 0) {
+ mes "["+ strcharinfo(0) +"]";
+ mes "Are you crazy!? Don't you know how wide the world is and how many beautiful people there are? You're pretty full of it, country girl!";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Besides, if there was a most beautiful girl in the world it would be me, me, me!";
+ next;
+ }else{
+ mes "["+ strcharinfo(0) +"]";
+ mes "Are you crazy!? Don't you know how wide the world is and how many beautiful people there are? You're pretty full of it, country girl!";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Have you seen dancers dancing? Have you seen beautiful and pure priests?!";
+ mes "And nothing is like the kind Kafra Employees!!!";
+ next;
+ }
+ mes "[Ryubaba]";
+ mes "What!? You bastard!!";
+ mes "I hate you! Get out of my face!";
+ set rhea_rus_ring,2;
+ close2;
+ warp "moscovia",220,210;
+ end;
+ }
+ mes "["+ strcharinfo(0) +"]";;
+ mes "Yes, you are really beautiful.";
+ emotion 18,1;
+ next;
+ mes "[Ryubaba]";
+ mes "Huhu, oh you jest. You know what you're talking about. Ah, this is a Choco drink that I have made. Give it a taste, isn't it good?";
+ set rhea_rus_ring,4;
+ getitem 573,1;
+ close;
+ }
+ else if (rhea_rus_ring == 2) {
+ mes "[Ryubaba]";
+ mes "I have never met a person ruder than you!";
+ mes "I hate you! Get out of my face!";
+ close2;
+ warp "moscovia",220,210;
+ end;
+ }
+ else if (rhea_rus_ring == 3) {
+ if (countitem(748) > 0 || countitem(749) > 0) {
+ mes "[Ryubaba]";
+ mes "What? Why are you here? You get of my...";
+ next;
+ mes "[Ryubaba]";
+ mes "...Is that for me?";
+ next;
+ if (countitem(748) > 0) {
+ mes "[Ryubaba]";
+ mes "Ok. Well, I forgive you.";
+ delitem 748,1;
+ set rhea_rus_ring,4;
+ close;
+ }
+ else if (countitem(749) > 0) {
+ mes "[Ryubaba]";
+ mes "Ok. Well, I forgive you.";
+ delitem 749,1;
+ set rhea_rus_ring,4;
+ close;
+ }
+ else {
+ mes "[Ryubaba]";
+ mes "Well, I forgive.. eh?";
+ next;
+ mes "[Ryubaba]";
+ mes "What? Are you trying to trick me!?";
+ mes "I have never met a person ruder than you!";
+ mes "I hate you! Get out of my face!";
+ close2;
+ warp "moscovia",220,210;
+ end;
+ }
+ }else{
+ mes "[Ryubaba]";
+ mes "I have never met a person ruder than you!";
+ mes "I hate you! Get out of my face!";
+ close2;
+ warp "moscovia",220,210;
+ end;
+ }
+ }
+ else if (rhea_rus_ring == 4) {
+ mes "[Ryubaba]";
+ mes "Huhu, have you ever met anyone as beautiful as I am?";
+ next;
+ select("You are...");
+ mes "["+ strcharinfo(0) +"]";
+ mes "...You are the most beautiful...";
+ next;
+ mes "[Ryubaba]";
+ mes "Really? Everybody thinks so.";
+ mes "Ah, I forgot asking you.";
+ mes "Why are you here?";
+ next;
+ input .@input$;
+ if (.@input$ == "Red Ring") {
+ mes "[Ryubaba]";
+ mes "A Red Ring?!";
+ next;
+ }else{
+ mes "[Ryubaba]";
+ mes "Heh, what are you talking about? What is that?";
+ close;
+ }
+ mes "[Ryubaba]";
+ mes "Ah, that ring... Yes, my father gave it to my baby sister, Mashenka.";
+ mes "But, she went out to take a stroll and disappeared around the marsh.";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Wait, your father told me that she died!";
+ next;
+ mes "[Ryubaba]";
+ mes "Right... Let me finish talking. We tried searching for her but we couldn't find her. She must have been wearing the ring when she disappeared around the marsh.";
+ set rhea_rus_ring,5;
+ close;
+ }
+ else if (rhea_rus_ring > 4 && rhea_rus_ring < 7) {
+ mes "[Ryubaba]";
+ mes "Ah, that ring... Yes, my father gave it to my baby sister, Mashenka.";
+ mes "But, she went out to take a stroll and disappeared around the marsh.";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Wait, your father told me that she died!";
+ next;
+ mes "[Ryubaba]";
+ mes "Right... Let me finish talking. We tried searching for her but we couldn't find her. She must have been wearing the ring when she disappeared around the marsh.";
+ close;
+ }
+ else if (rhea_rus_ring == 7) {
+ if(getequipid(EQI_SHOES) != 2429) {
+ if(getequipid(EQI_SHOES) != 2430) {
+ mes "["+ strcharinfo(0) +"]";
+ mes "...Hmm, did I forget to wear something...?";
+ close;
+ }
+ }
+ mes "[Ryubaba]";
+ mes "Ah, you come here again. What can I do for you?";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "... Listen to this song.";
+ next;
+ if (countitem(7883) > 0) {
+ mes "- You play the flute -";
+ next;
+ mes "^ff0000Red ring that my father gave me^000000";
+ mes "^ff0000Red ring that my father gave me^000000";
+ mes "^ff0000The red ring enchanted^000000";
+ mes "^ff0000For the loveliest daughter^000000";
+ next;
+ mes "^ff0000Red ring bringing up jealousy^000000";
+ mes "^ff0000Red ring bringing up jealousy^000000";
+ mes "^ff0000Red ring enchanted^000000";
+ mes "^ff0000My sister envies^000000";
+ next;
+ mes "^ff0000Cold hand tightening my neck^000000";
+ mes "^ff0000Cold eyes tightening my heart^000000";
+ mes "^ff0000Cold marsh swallowing my body^000000";
+ mes "^ff0000Red ring taken away^000000";
+ mes "^ff0000Red ring enchanted^000000";
+ emotion 23;
+ emotion 9,1;
+ next;
+ mes "[Ryubaba]";
+ mes "S, stop! You'd better stop!?";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Isn't this voice Mashenka's!? What did you do to her!?";
+ next;
+ mes "[Ryubaba]";
+ mes "... I hated her. My father... father loved only her! He didn't talk to me, only to her!";
+ next;
+ mes "[Ryubaba]";
+ mes "I asked her to show me the ring. But, she wouldn't let me see it. She always got on my nerves! Stupid girl!";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "She was your sister! How can you speak like that!?";
+ mes "Your father needs to know about all of this!";
+ next;
+ mes "[Ryubaba]";
+ mes "No!!!";
+ mes "Give me that flute!";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "No! Your father has to know!";
+ next;
+ mes "[Ryubaba]";
+ mes "Please, I am begging you... Don't tell my father...";
+ emotion 28;
+ next;
+ mes "- Suddenly, she sheds -";
+ mes "- tears and kneels down -";
+ next;
+ mes "[Ryubaba]";
+ mes "I have been always worried that someone would find out... He has been feeling bad ever since what happened. How much worse would he feel if he knew the truth...?";
+ next;
+ mes "[Ryubaba]";
+ mes "Could you please ignore this? Give me that flute... Ah... The red ring? How about exchanging it for the ring? Don't you need this?";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "But...";
+ next;
+ mes "[Ryubaba]";
+ mes "Oh, please.. This is not only for my sake, but also for my old father.... please I beg you.";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "...Mmmm, what should I do...";
+ next;
+ if(select("Exchange:Not exchange") == 1) {
+ mes "["+ strcharinfo(0) +"]";
+ mes "...Mmmm, what should I do...";
+ mes "Ok, I will do it.";
+ next;
+ }else{
+ mes "["+ strcharinfo(0) +"]";
+ mes "...Mmmm, what should I do...";
+ mes "No, I can't do it!";
+ next;
+ mes "[Ryubaba]";
+ mes "What!!!";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "I have to let your father know the truth! He has to know what you have done!";
+ next;
+ mes "[Ryubaba]";
+ mes "W, wait!!!";
+ set rhea_rus_ring,8;
+ close2;
+ warp "moscovia",203,80;
+ end;
+ }
+ mes "[Ryubaba]";
+ mes "Are you sure!? Thank you!";
+ next;
+ mes "[Ryubaba]";
+ mes "I have to repent for my sins and atone for them for the rest of my life.";
+ delitem 7883,1;
+ set rhea_rus_ring,9;
+ getitem 7877,1;
+ if (BaseLevel < 56) {
+ getexp 470,0;
+ }
+ else if (BaseLevel > 55 && BaseLevel < 61) {
+ getexp 615,0;
+ }
+ else if (BaseLevel > 60 && BaseLevel < 66) {
+ getexp 1061,0;
+ }
+ else if (BaseLevel > 65 && BaseLevel < 71) {
+ getexp 1622,0;
+ }
+ else if (BaseLevel > 70 && BaseLevel < 76) {
+ getexp 4123,0;
+ }
+ else if (BaseLevel > 75 && BaseLevel < 81) {
+ getexp 6907,0;
+ }
+ else if (BaseLevel > 80 && BaseLevel < 86) {
+ getexp 8510,0;
+ }
+ else if (BaseLevel > 85 && BaseLevel < 91) {
+ getexp 10462,0;
+ }
+ else if (BaseLevel > 90 && BaseLevel < 99) {
+ getexp 22204,0;
+ }
+ else{
+ getitem 607,1;
+ }
+ close;
+ }else{
+ mes "["+ strcharinfo(0) +"]";
+ mes "...!? Where is the flute!?";
+ emotion 23,1;
+ close;
+ }
+ }
+ else if (rhea_rus_ring == 8) {
+ mes "[Ryubaba]";
+ mes "You give it back to me!";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "I have to let your father know the truth! He has to know what you have done!";
+ next;
+ mes "[Ryubaba]";
+ mes "W, wait!!!";
+ close2;
+ warp "moscovia",203,80;
+ end;
+ }else{
+ mes "[Ryubaba]";
+ mes "................................";
+ mes "I was stupid...";
+ next;
+ mes "[Ryubaba]";
+ mes "I have to repent for my sins and atone for them for the rest of my life.";
+ close;
+ }
+ }
+ else {
+ mes "[Ryubaba]";
+ mes "................................";
+ mes "I was stupid...";
+ next;
+ mes "[Ryubaba]";
+ mes "I have to repent for my sins and atone for them for the rest of my life.";
+ close;
+ }
+}
+
+//----------------------------------------------------------------------------
+// Little Boy (Ryubaba Info)
+//----------------------------------------------------------------------------
+moscovia,223,210,3 script Little Boy#rus09 962,{
+ if (rhea_rus_main < 8) {
+ mes "[Little Boy]";
+ mes "I will be an adventer and will marry the most beautiful bride!";
+ mes "A bride more beautiful than sister Ryubaba!";
+ close;
+ }
+ else if (rhea_rus_main == 8) {
+ if (rhea_rus_ring == 2) {
+ mes "[Little Boy]";
+ mes "Hehe, you have done by her?";
+ next;
+ mes "[Little Boy]";
+ mes "Everyone knows her. She is beautiful. My borther told me that he wanted to marry her.";
+ mes "But her temper makes people hesitate.";
+ next;
+ mes "[Little Boy]";
+ mes "I don't like her cause she doesn't give me candies or cookies. Although she is beautiful, her temper is so bad...";
+ next;
+ if (countitem(529) > 0 || countitem(538) > 0) {
+ mes "[Little Boy]";
+ mes "Ah, do you have candies or cookies?";
+ next;
+ if(select("Give some:Don't give") == 2) {
+ mes "[Little Boy]";
+ mes "Hm! Hmph! Pish! !";
+ mes "You are the same as Sister Ryubaba!";
+ close;
+ }
+ mes "[Little Boy]";
+ mes "Wow, really?";
+ mes "That is very kind of you!";
+ next;
+ mes "[Little Boy]";
+ mes "Ah, I will inform you of something!";
+ next;
+ if (countitem(529) > 0) {
+ mes "[Little Boy]";
+ mes "Sister Ryubaba likes presents! Especially flowers such as roses. She believes that they resemble her.";
+ delitem 529,1;
+ set rhea_rus_ring,3;
+ close;
+ }
+ else if (countitem(538) > 0) {
+ mes "[Little Boy]";
+ mes "Sister Ryubaba likes presents! Especially flowers such as roses. She believes that they resemble her.";
+ delitem 538,1;
+ set rhea_rus_ring,3;
+ close;
+ }
+ else {
+ mes "[Little Boy]";
+ mes "Sister Ryubaba likes.. eh?";
+ mes "Don't you have candies or cookies? Don't you want to give them to me?";
+ close;
+ }
+ }else{
+ mes "[Little Boy]";
+ mes "I love candy and cookies most.";
+ close;
+ }
+ }
+ else if (rhea_rus_ring == 3) {
+ mes "[Little Boy]";
+ mes "Sister Ryubaba likes presents! Especially flowers such as roses. She believes that they resemble her.";
+ close;
+ }
+ else {
+ mes "[Little Boy]";
+ mes "I will be an adventer and will marry the most beautiful bride!";
+ mes "A bride more beautiful than sister Ryubaba!";
+ close;
+ }
+ }
+ else {
+ mes "[Little Boy]";
+ mes "I will be an adventer and will marry the most beautiful bride!";
+ mes "A bride more beautiful than sister Ryubaba!";
+ close;
+ }
+}
+
+//----------------------------------------------------------------------------
+// Shepherdess (Wooden Flute for Red Ring)
+//----------------------------------------------------------------------------
+mosk_fild02,157,233,0 script Shepherdess#rus10 69,{
+ if (rhea_rus_main < 8) {
+ mes "[Shepherdess]";
+ mes "Haaaa, boring, boring! Herding sheep is really boring!";
+ next;
+ mes "[Shepherdess]";
+ mes "I wish that I could listen to music all the time.";
+ close;
+ }
+ else if (rhea_rus_main == 8) {
+ if (rhea_rus_ring < 5) {
+ mes "[Shepherdess]";
+ mes "Haaaa, boring, boring! Herding sheep is really boring!";
+ next;
+ mes "[Shepherdess]";
+ mes "I wish that I could listen to music all the time.";
+ close;
+ }
+ else if (rhea_rus_ring == 5) {
+ if(getequipid(EQI_SHOES) != 2429) {
+ if(getequipid(EQI_SHOES) != 2430) {
+ mes "["+ strcharinfo(0) +"]";
+ mes "...Hmm, did I forget to wear something...?";
+ close;
+ }
+ }
+ mes "[Shepherdess]";
+ mes "Haaaa, boring, boring! Herding sheep is really boring!";
+ next;
+ mes "[Shepherdess]";
+ mes "I wish that I could listen to music all the time.";
+ next;
+ select("Excuse me...");
+ mes "["+ strcharinfo(0) +"]";
+ mes "Excuse me... Have you seen a girl named, Mashenka?";
+ mes "She was last seen walking towards the marsh.";
+ next;
+ mes "[Shepherdess]";
+ mes "Hm, I think I might have heard something about her but I don't remember...";
+ mes "You should check around the marsh yourself to see if you find something.";
+ next;
+ mes "[Shepherdess]";
+ mes "Ah, right! While you're searching, can you gather some Pointed Branches for me? Could you please get me ^0000ff25 Pointed Branches^000000?";
+ next;
+ mes "[Shepherdess]";
+ mes "I am an excellent flute player! If you get me enough Pointed Branches, I will make a flute from them and play beautiful music for you. Please~!";
+ set rhea_rus_ring,6;
+ close;
+ }
+ else if (rhea_rus_ring == 6) {
+ if (countitem(7882) > 24) {
+ if(getequipid(EQI_SHOES) != 2429) {
+ if(getequipid(EQI_SHOES) != 2430) {
+ mes "["+ strcharinfo(0) +"]";
+ mes "...Hmm, did I forget to wear something...?";
+ close;
+ }
+ }
+ mes "[Shepherdess]";
+ mes "Wow, did you get the Pointed Branches!?";
+ next;
+ mes "[Shepherdess]";
+ mes "Ok! I will make a flute and play you the most beautiful music you've ever heard!";
+ next;
+ mes "- She begins to cut and trim -";
+ mes "- the Pointed Branches and -";
+ mes "- finally makes a good flute! -";
+ next;
+ mes "[Shepherdess]";
+ mes "Ok, good! Let me play it to test its sound!";
+ next;
+ mes "- She closes her eyes -";
+ mes "- and plays the flute -";
+ next;
+ mes "^ff0000Red ring that my father gave me^000000";
+ mes "^ff0000Red ring that my father gave me^000000";
+ mes "^ff0000The red ring enchanted^000000";
+ mes "^ff0000For the loveliest daughter^000000";
+ next;
+ mes "^ff0000Red ring bringing up jealousy^000000";
+ mes "^ff0000Red ring bringing up jealousy^000000";
+ mes "^ff0000Red ring enchanted^000000";
+ mes "^ff0000My sister envies^000000";
+ next;
+ mes "^ff0000Cold hand tightening my neck^000000";
+ mes "^ff0000Cold eyes tightening my heart^000000";
+ mes "^ff0000Cold marsh swallowing my body^000000";
+ mes "^ff0000Red ring taken away^000000";
+ mes "^ff0000Red ring enchanted^000000";
+ emotion 23;
+ emotion 23,1;
+ next;
+ mes "[Shepherdess]";
+ mes "W, what is this? Horrible! Why did this flute play a voice?";
+ next;
+ mes "[Shepherdess]";
+ mes "I've never seen this before! This doesn't feel right! You! Take this away!";
+ next;
+ mes "- ^0000ffShepherdess gives me the^000000 -";
+ mes "- ^0000ff'Pointed Wooden Flute'!!^000000 -";
+ delitem 7882,25;
+ set rhea_rus_ring,7;
+ getitem 7883,1;
+ close;
+ }else{
+ mes "[Shepherdess]";
+ mes "Hm, I think I might have heard something about her but I don't remember...";
+ mes "You should check around the marsh yourself to see if you find something.";
+ next;
+ mes "[Shepherdess]";
+ mes "Ah, right! While you're searching, can you gather some Pointed Branches for me? Could you please get me ^0000ff50 Pointed Branches^000000?";
+ next;
+ mes "[Shepherdess]";
+ mes "I am an excellent flute player! If you get me enough Pointed Branches, I will make a flute from them and play beautiful music for you. Please~!";
+ close;
+ }
+ }
+ else if (rhea_rus_ring > 6) {
+ mes "[Shepherdess]";
+ mes "I will never play a flute made from the Pointed Branches around the marsh ever again!";
+ close;
+ }
+ else {
+ mes "[Shepherdess]";
+ mes "Haaaa, boring, boring! Herding sheep is really boring!";
+ next;
+ mes "[Shepherdess]";
+ mes "I wish that I could listen to music all the time.";
+ close;
+ }
+ }
+ else {
+ mes "[Shepherdess]";
+ mes "Haaaa, boring, boring! Herding sheep is really boring!";
+ next;
+ mes "[Shepherdess]";
+ mes "I wish that I could listen to music all the time.";
+ close;
+ }
+}
+
+//----------------------------------------------------------------------------
+// Pointed Trees (Wooden Flute)
+//----------------------------------------------------------------------------
+mosk_fild02,151,188,0 script Pointed Tree#rus11 111,{
+ if (rhea_rus_ring == 6) {
+ if (countitem(7882) < 50) {
+ set .@branch01,rand(1,3);
+ if (.@branch01 == 2) {
+ mes "- I avoid the thorns and -";
+ mes "- cut off a branch!! -";
+ getitem 7882,1;
+ donpcevent "Pointed Tree#rus11::OnDisable";
+ close;
+ }else{
+ mes "- My hand is pricked by thorns! -";
+ specialeffect2 EF_HIT2;
+ percentheal -5,0;
+ close;
+ }
+ }
+ }
+
+OnInit:
+ enablenpc "Pointed Tree#rus11";
+ end;
+
+OnEnable:
+ stopnpctimer;
+ enablenpc "Pointed Tree#rus11";
+ end;
+
+OnDisable:
+ initnpctimer;
+ disablenpc "Pointed Tree#rus11";
+ end;
+
+OnTimer60000:
+ donpcevent "Pointed Tree#rus11::OnEnable";
+ end;
+}
+
+mosk_fild02,160,227,0 script Pointed Tree#rus12 111,{
+ if (rhea_rus_ring == 6) {
+ if (countitem(7882) < 50) {
+ set .@branch01,rand(1,3);
+ if (.@branch01 == 2) {
+ mes "- I avoid the thorns and -";
+ mes "- cut off a branch!! -";
+ getitem 7882,1;
+ donpcevent "Pointed Tree#rus12::OnDisable";
+ close;
+ }else{
+ mes "- My hand is pricked by thorns! -";
+ specialeffect2 EF_HIT2;
+ percentheal -5,0;
+ close;
+ }
+ }
+ }
+
+OnInit:
+ enablenpc "Pointed Tree#rus12";
+ end;
+
+OnEnable:
+ stopnpctimer;
+ enablenpc "Pointed Tree#rus12";
+ end;
+
+OnDisable:
+ initnpctimer;
+ disablenpc "Pointed Tree#rus12";
+ end;
+
+OnTimer60000:
+ donpcevent "Pointed Tree#rus12::OnEnable";
+ end;
+}
+
+mosk_fild02,160,179,0 script Pointed Tree#rus13 111,{
+ if (rhea_rus_ring == 6) {
+ if (countitem(7882) < 50) {
+ set .@branch01,rand(1,3);
+ if (.@branch01 == 2) {
+ mes "- I avoid the thorns and -";
+ mes "- cut off a branch!! -";
+ getitem 7882,1;
+ donpcevent "Pointed Tree#rus13::OnDisable";
+ close;
+ }else{
+ mes "- My hand is pricked by thorns! -";
+ specialeffect2 EF_HIT2;
+ percentheal -5,0;
+ close;
+ }
+ }
+ }
+
+OnInit:
+ enablenpc "Pointed Tree#rus13";
+ end;
+
+OnEnable:
+ stopnpctimer;
+ enablenpc "Pointed Tree#rus13";
+ end;
+
+OnDisable:
+ initnpctimer;
+ disablenpc "Pointed Tree#rus13";
+ end;
+
+OnTimer60000:
+ donpcevent "Pointed Tree#rus13::OnEnable";
+ end;
+}
+
+mosk_fild02,142,247,0 script Pointed Tree#rus14 111,{
+ if (rhea_rus_ring == 6) {
+ if (countitem(7882) < 50) {
+ set .@branch01,rand(1,3);
+ if (.@branch01 == 2) {
+ mes "- I avoid the thorns and -";
+ mes "- cut off a branch!! -";
+ getitem 7882,1;
+ donpcevent "Pointed Tree#rus14::OnDisable";
+ close;
+ }else{
+ mes "- My hand is pricked by thorns! -";
+ specialeffect2 EF_HIT2;
+ percentheal -5,0;
+ close;
+ }
+ }
+ }
+
+OnInit:
+ enablenpc "Pointed Tree#rus14";
+ end;
+
+OnEnable:
+ stopnpctimer;
+ enablenpc "Pointed Tree#rus14";
+ end;
+
+OnDisable:
+ initnpctimer;
+ disablenpc "Pointed Tree#rus14";
+ end;
+
+OnTimer60000:
+ donpcevent "Pointed Tree#rus14::OnEnable";
+ end;
+}
+
+mosk_fild02,149,223,0 script Pointed Tree#rus15 111,{
+ if (rhea_rus_ring == 6) {
+ if (countitem(7882) < 50) {
+ set .@branch01,rand(1,3);
+ if (.@branch01 == 2) {
+ mes "- I avoid the thorns and -";
+ mes "- cut off a branch!! -";
+ getitem 7882,1;
+ donpcevent "Pointed Tree#rus15::OnDisable";
+ close;
+ }else{
+ mes "- My hand is pricked by thorns! -";
+ specialeffect2 EF_HIT2;
+ percentheal -5,0;
+ close;
+ }
+ }
+ }
+
+OnInit:
+ enablenpc "Pointed Tree#rus15";
+ end;
+
+OnEnable:
+ stopnpctimer;
+ enablenpc "Pointed Tree#rus15";
+ end;
+
+OnDisable:
+ initnpctimer;
+ disablenpc "Pointed Tree#rus15";
+ end;
+
+OnTimer60000:
+ donpcevent "Pointed Tree#rus15::OnEnable";
+ end;
+}
+
+mosk_fild02,114,223,0 script Pointed Tree#rus16 111,{
+ if (rhea_rus_ring == 6) {
+ if (countitem(7882) < 50) {
+ set .@branch01,rand(1,3);
+ if (.@branch01 == 2) {
+ mes "- I avoid the thorns and -";
+ mes "- cut off a branch!! -";
+ getitem 7882,1;
+ donpcevent "Pointed Tree#rus16::OnDisable";
+ close;
+ }else{
+ mes "- My hand is pricked by thorns! -";
+ specialeffect2 EF_HIT2;
+ percentheal -5,0;
+ close;
+ }
+ }
+ }
+
+OnInit:
+ enablenpc "Pointed Tree#rus16";
+ end;
+
+OnEnable:
+ stopnpctimer;
+ enablenpc "Pointed Tree#rus16";
+ end;
+
+OnDisable:
+ initnpctimer;
+ disablenpc "Pointed Tree#rus16";
+ end;
+
+OnTimer60000:
+ donpcevent "Pointed Tree#rus16::OnEnable";
+ end;
+}
+
+mosk_fild02,101,197,0 script Pointed Tree#rus17 111,{
+ if (rhea_rus_ring == 6) {
+ if (countitem(7882) < 50) {
+ set .@branch01,rand(1,3);
+ if (.@branch01 == 2) {
+ mes "- I avoid the thorns and -";
+ mes "- cut off a branch!! -";
+ getitem 7882,1;
+ donpcevent "Pointed Tree#rus17::OnDisable";
+ close;
+ }else{
+ mes "- My hand is pricked by thorns! -";
+ specialeffect2 EF_HIT2;
+ percentheal -5,0;
+ close;
+ }
+ }
+ }
+
+OnInit:
+ enablenpc "Pointed Tree#rus17";
+ end;
+
+OnEnable:
+ stopnpctimer;
+ enablenpc "Pointed Tree#rus17";
+ end;
+
+OnDisable:
+ initnpctimer;
+ disablenpc "Pointed Tree#rus17";
+ end;
+
+OnTimer60000:
+ donpcevent "Pointed Tree#rus17::OnEnable";
+ end;
+}
+
+mosk_fild02,125,182,0 script Pointed Tree#rus18 111,{
+ if (rhea_rus_ring == 6) {
+ if (countitem(7882) < 50) {
+ set .@branch01,rand(1,3);
+ if (.@branch01 == 2) {
+ mes "- I avoid the thorns and -";
+ mes "- cut off a branch!! -";
+ getitem 7882,1;
+ donpcevent "Pointed Tree#rus18::OnDisable";
+ close;
+ }else{
+ mes "- My hand is pricked by thorns! -";
+ specialeffect2 EF_HIT2;
+ percentheal -5,0;
+ close;
+ }
+ }
+ }
+
+OnInit:
+ enablenpc "Pointed Tree#rus18";
+ end;
+
+OnEnable:
+ stopnpctimer;
+ enablenpc "Pointed Tree#rus18";
+ end;
+
+OnDisable:
+ initnpctimer;
+ disablenpc "Pointed Tree#rus18";
+ end;
+
+OnTimer60000:
+ donpcevent "Pointed Tree#rus18::OnEnable";
+ end;
+}
+
+//----------------------------------------------------------------------------
+// Worried Mother (Lusalka's Hair)
+//----------------------------------------------------------------------------
+moscovia,166,145,1 script Worried Mother#rus19 961,{
+ if (rhea_rus_main < 8) {
+ mes "[Worried Mother]";
+ mes "Where is she...";
+ next;
+ mes "[Worried Mother]";
+ mes "Have you heard of the bridge who drowned to death just before her wedding and became Lusalka, an aqua nymph?";
+ next;
+ mes "[Worried Mother]";
+ mes "My daughter disappeared some days ago and now i'm really worried. I hope nothing happened to her...";
+ close;
+ }
+ else if (rhea_rus_main == 8) {
+ if (rhea_rus_hair < 1) {
+ if(getequipid(EQI_SHOES) != 2429) {
+ if(getequipid(EQI_SHOES) != 2430) {
+ mes "["+ strcharinfo(0) +"]";
+ mes "...Hmm, did I forget to wear something...?";
+ close;
+ }
+ }
+ mes "[Worried Mother]";
+ mes "Where is she...";
+ next;
+ mes "[Worried Mother]";
+ mes "Have you heard of the bridge who drowned to death just before her wedding and became Lusalka, an aqua nymph?";
+ next;
+ mes "[Worried Mother]";
+ mes "My daughter disappeared some days ago and now i'm really worried. I hope nothing happened to her...";
+ next;
+ mes "[Worried Mother]";
+ mes "Did you go to the marsh in the Moscovia field? Did you see my daughter? I don't care even if she became Lusalka. I just want to know where she is.";
+ next;
+ if(select("Calm her down.:I will find her.") == 1) {
+ mes "["+ strcharinfo(0) +"]";
+ mes "She should be ok.";
+ mes "She will be back soon.";
+ next;
+ mes "[Worried Mother]";
+ mes "Will she? I really hope so.";
+ close;
+ }
+ mes "[Worried Mother]";
+ mes "Ah, will you?";
+ next;
+ mes "[Worried Mother]";
+ mes "I tried to find her but, I couldn't approach the marsh due to all of the monsters.";
+ next;
+ mes "[Worried Mother]";
+ mes "Please, please find my daughter.";
+ set rhea_rus_hair,1;
+ close;
+ }
+ else if (rhea_rus_hair == 1) {
+ mes "[Worried Mother]";
+ mes "Ah, there are some things that you have to know.";
+ next;
+ mes "[Worried Mother]";
+ mes "If my daughter has became the water nymph Lusalka you need to listen to what I know about her.";
+ next;
+ mes "[Worried Mother]";
+ mes "Lusalka is a good aqua nymph but is not completely harmless. Her stare will seriously hurt anyone who makes eye contact with her.";
+ next;
+ mes "[Worried Mother]";
+ mes "You must have something to protect yourself from Lusalka. '^0000ffHoly Water^000000' will protect you from Lusalka'a gaze.";
+ next;
+ mes "[Worried Mother]";
+ mes "And Lusalka is noctournal. You should be able to find here from ^ff00005 pm to 6 am PST^000000.";
+ next;
+ mes "[Worried Mother]";
+ mes "Don't forget. You have to bring '^0000ffHoly Water^000000' with you, and find her from ^ff00005 pm to 6 am PST^000000.";
+ next;
+ mes "[Worried Mother]";
+ mes "I'm not sure where she would be but it has to be somewhere near water. Please, find where my daughter is. I beg of you.";
+ set rhea_rus_hair,2;
+ close;
+ }
+ else if (rhea_rus_hair > 1 && rhea_rus_hair < 9) {
+ mes "[Worried Mother]";
+ mes "Lusalka is a good aqua nymph but is not completely harmless. Her stare will seriously hurt anyone who makes eye contact with her.";
+ next;
+ mes "[Worried Mother]";
+ mes "You must have something to protect yourself from Lusalka. '^0000ffHoly Water^000000' will protect you from Lusalka'a gaze.";
+ next;
+ mes "[Worried Mother]";
+ mes "And Lusalka is noctournal. You should be able to find here from ^ff00005 pm to 6 am PST^000000.";
+ next;
+ mes "[Worried Mother]";
+ mes "Don't forget. You have to bring '^0000ffHoly Water^000000' with you, and find her from ^ff00005 pm to 6 am PST^000000.";
+ next;
+ mes "[Worried Mother]";
+ mes "I'm not sure where she would be but it has to be somewhere near water. Please, find where my daughter is. I beg of you.";
+ close;
+ }
+ else {
+ mes "[Worried Mother]";
+ mes "I am able to do nothing recently.";
+ next;
+ mes "[Worried Mother]";
+ mes "It seems that I lost something, but I don't know what it is...";
+ close;
+ }
+ }
+ else {
+ mes "[Worried Mother]";
+ mes "I am able to do nothing recently.";
+ next;
+ mes "[Worried Mother]";
+ mes "It seems that I lost something, but I don't know what it is...";
+ close;
+ }
+}
+
+//----------------------------------------------------------------------------
+// Marsh Warning Signs
+//----------------------------------------------------------------------------
+- script Caution#07rus::NoSwim 837,{
+ mes " WARNING !! ";
+ mes "No Swimming";
+ close;
+}
+mosk_fild02,101,204,0 duplicate(NoSwim) Caution#rus01 837
+mosk_fild02,101,200,0 duplicate(NoSwim) Caution#rus02 837
+
+//----------------------------------------------------------------------------
+// Lusalka Trigger (Lusalka's Hair)
+//----------------------------------------------------------------------------
+mosk_fild02,116,202,3 script Lusalka#07russai_22 -1,3,3,{
+ end;
+
+OnTouch:
+ if (rhea_rus_main < 8) {
+ emotion 1,1;
+ close;
+ }
+ else if (rhea_rus_main == 8) {
+ if (rhea_rus_hair < 2) {
+ emotion 1,1;
+ close;
+ }
+ else if (rhea_rus_hair == 2) {
+ if (gettime(3)>=23 || gettime(3)<=5) {
+ mes "- Splash !! -";
+ next;
+ if (countitem(523) > 0) {
+ mes "- You hear a splashing sound -";
+ mes "- and see something gleaming -";
+ donpcevent "Lusalka#rus23::OnEnable";
+ close;
+ }else{
+ mes "- You hear a splashing as -";
+ mes "- something gleaming -";
+ mes "- seems to stare at you!! -";
+ next;
+ specialeffect2 EF_FLASHER;
+ percentheal -100,0;
+ close;
+ }
+ }else{
+ emotion 1,1;
+ close;
+ }
+ }
+ else if (rhea_rus_hair > 2 && rhea_rus_hair < 7) {
+ mes "[Lusalka's Voice]";
+ mes "His name is 'Igor'.. He has gone to the capital of Rune Midgarts. Give him my golden earrings.";
+ next;
+ mes "[Lusalka's Voice]";
+ mes "And please, tell him to stop suffering and to be happy. This is my request.";
+ close;
+ }
+ else if (rhea_rus_hair == 7) {
+ if (gettime(3)>=23 || gettime(3)<=5) {
+ mes "- Splash !! -";
+ next;
+ if (countitem(523) > 0) {
+ mes "-You hear splashing sound and see something gleaming-";
+ donpcevent "Lusalka#rus23::OnEnable";
+ close;
+ }else{
+ mes "-You seem to hear the splash but something gleaming raids on you!!-";
+ specialeffect2 EF_FLASHER;
+ percentheal -100,0;
+ close;
+ }
+ }else{
+ emotion 1,1;
+ close;
+ }
+ }
+ else if (rhea_rus_hair == 8) {
+ mes "["+ strcharinfo(0) +"]";
+ mes "What was that?!";
+ mes "Why am I here?";
+ next;
+ mes "- After standing up, you see -";
+ mes "- the wet hair in front of you -";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "...This.. is Lusalka's hair?";
+ mes "Ah, right.. I came here to get her hair.";
+ next;
+ mes "- You pick up the hair -";
+ next;
+ mes "- As soon as you touch the -";
+ mes "- cool damp hair, you seem -";
+ mes "- the feel the sadness within -";
+ set rhea_rus_hair,9;
+ getitem 7878,2;
+ close;
+ }
+ else if (rhea_rus_hair > 8) {
+ mes "- You feel that someone -";
+ mes "- is watching you -";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Who's there? Anybody here?";
+ next;
+ mes "- The splashing sound -";
+ mes "- fades away, but you -";
+ mes "- still feel the sadness -";
+ close;
+ }
+ else {
+ emotion 1,1;
+ close;
+ }
+ }
+ else {
+ emotion 1,1;
+ close;
+ }
+}
+
+//----------------------------------------------------------------------------
+// Lusalka (Lusalka's Hair)
+//----------------------------------------------------------------------------
+mosk_fild02,124,202,3 script Lusalka#rus23 971,{
+ if (countitem(523) > 0) {
+ if (rhea_rus_main < 8) {
+ mes "[Lusalka]";
+ mes "...Your alive...";
+ mes "My stare didn't...";
+ mes "What are you doing here...?";
+ close;
+ }
+ else if (rhea_rus_main == 8) {
+ if (rhea_rus_hair < 2) {
+ mes "...Your alive...";
+ mes "My stare didn't...";
+ mes "What are you doing here...?";
+ close;
+ }
+ else if (rhea_rus_hair == 2) {
+ if(getequipid(EQI_SHOES) != 2429) {
+ if(getequipid(EQI_SHOES) != 2430) {
+ mes "["+ strcharinfo(0) +"]";
+ mes "...Hmm, did I forget to wear something...?";
+ close;
+ }
+ }
+ mes "...Your alive...";
+ mes "My stare didn't...";
+ mes "What are you doing here...?";
+ next;
+ mes "[Lusalka]";
+ mes "Nighttime for the aqua nymph.";
+ mes "Haven't you heard that Lusalka's stare can kill people. If you didn't have the 'Holy Water', you would surely have died.";
+ next;
+ select("I am an adventurer and...");
+ mes "[Lusalka]";
+ mes "...An adventurer...?";
+ mes "If so, you came here from another continent, not Moscovia...?";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "I'm from Rune Midgarts.";
+ next;
+ mes "[Lusalka]";
+ mes "...Rune... Midgarts...";
+ mes "A few days ago, my lover left for Rune Midgarts.. Can you find him for me? I want to talk with him...";
+ next;
+ mes "[Lusalka]";
+ mes "...I don't know why but, I can't remember how I became Lusalka. When I woke up, I was lying down on the bottom of the river.";
+ next;
+ mes "[Lusalka]";
+ mes "I forgot everything, but not him. His smile and warm hand. I remember everything about him.";
+ next;
+ mes "[Lusalka]";
+ mes "I watched him from the bottom of the river sitting randomly around the river and staring into the marsh. With very sad eyes.";
+ next;
+ mes "[Lusalka]";
+ mes "I suffered seeing him grieve, but wasn't able to meet him. Ordinary people are killed immediately when they see Lusalka's stare...";
+ next;
+ mes "[Lusalka]";
+ mes "I saw him coming to the marsh everyday and heard him mourning. And his assurance to go to Rune Midgarts.";
+ next;
+ mes "[Lusalka]";
+ mes "Adventurer, can you find him for me? I can't leave this marsh. Please, find him for me?";
+ next;
+ mes "[Lusalka]";
+ mes "I don't want him to come back or to meet me again. But, Please tell him that I hope he'll stop suffering and to be happy.";
+ next;
+ mes "[Lusalka]";
+ mes "I became Lusalka, but it is ok. I'm not sad. But, I can feel his sadness around this river that surrounds me. I feel sorry about it.";
+ next;
+ mes "[Lusalka]";
+ mes "Please, find him and tell him that I am ok and to stop suffering...";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Where can I find him?";
+ next;
+ mes "[Lusalka]";
+ mes "The night when he left, he said that he would go to the capital of Rune Midgarts. I am not sure if he is still there...";
+ next;
+ if(select("Ok, I will do it:I don't think I can do it...") == 2) {
+ mes "["+ strcharinfo(0) +"]";
+ mes "Rune Midgarts is large! I don't think I can do it.";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "There's nothing we can do. Just give it up.";
+ next;
+ mes "[Lusalka]";
+ mes "Ah... but...";
+ emotion 28;
+ donpcevent "Lusalka#rus23::OnDisable";
+ close;
+ }
+ mes "[Lusalka]";
+ mes "Ah! Thank you so much! His name is '^0000ffIgor^000000'. Ah, give these earrings to him. He gave them to me as a present.";
+ next;
+ mes "- ^0000ffI recieve the^000000 -";
+ mes "- ^0000ffgolden earrings^000000 -";
+ mes "- ^0000fffrom Lusalka!^000000 -";
+ set rhea_rus_hair,3;
+ donpcevent "Lusalka#rus23::OnDisable";
+ close;
+ }
+ else if (rhea_rus_hair > 2 && rhea_rus_hair < 7) {
+ mes "[Lusalka]";
+ mes "His name is 'Igor'.. He has gone to the capital of Rune Midgarts. Give him my golden earrings.";
+ next;
+ mes "[Lusalka]";
+ mes "And please, tell him to stop suffering and to be happy. This is my request.";
+ close;
+ }
+ else if (rhea_rus_hair == 7) {
+ if(getequipid(EQI_SHOES) != 2429) {
+ if(getequipid(EQI_SHOES) != 2430) {
+ mes "["+ strcharinfo(0) +"]";
+ mes "...Hmm, did I forget to wear something...?";
+ close;
+ }
+ }
+ mes "[Lusalka]";
+ mes "Have you seen him? How was he?";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "This is a message from Igor.";
+ mes "He said that he remembers every moment with you and still loves you.";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "And he would come back to Moscovia until the full moon and wanted you to meet him. He told me that he will be strong enough not to make you suffer.";
+ next;
+ mes "[Lusalka]";
+ mes "Igor...";
+ next;
+ mes "[Lusalka]";
+ mes "Thank you very much. I really appreciate it.";
+ mes "How can I thank you? Let me know what I can do for you.";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Can I ask a favor of you?";
+ next;
+ mes "[Lusalka]";
+ mes "If I can, I will do it.";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "If so!!";
+ mes "....I need some of your hair.";
+ next;
+ mes "[Lusalka]";
+ mes "...Eh, hair? Is that all?";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Actually it's not all.";
+ mes "I need 2 lockes!";
+ next;
+ mes "[Lusalka]";
+ mes "Ah, hahaha.";
+ mes "Is that what you wanted? Huhu, sure take what you want.";
+ next;
+ mes "- Lusalka cuts some -";
+ mes "- of her hair with her -";
+ mes "- sharp nails -";
+ next;
+ mes "[Lusalka]";
+ mes "Here, my hair...?!";
+ mes "Aaaaaaaah!??!?!";
+ sc_start SC_CURSE,60000,0;
+ specialeffect2 EF_LORD;
+ emotion 23,1;
+ percentheal -30,0;
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "W, what was that!?";
+ mes "Who's there?!";
+ next;
+ mes "[Voice unidentified]";
+ mes "Don't think that you've succeeded in keeping me sealed in this prison you fool!";
+ mes "You will never stop me!!!";
+ mes "hahahaha!!!";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "W, who are you!? Ahkkk!!";
+ sc_start SC_BLIND,10000,0;
+ set rhea_rus_hair,8;
+ donpcevent "Lusalka#rus23::OnDisable";
+ close;
+ }
+ else if (rhea_rus_hair > 7) {
+ mes "["+ strcharinfo(0) +"]";
+ mes "...?! What are you? The marsh ghost?";
+ next;
+ mes "[Lusalka]";
+ mes "..........................";
+ next;
+ mes "- The green thing seems to open its mouth to say something but closes it soon after and watches you with its sad eyes-";
+ close;
+ }
+ else {
+ mes "["+ strcharinfo(0) +"]";
+ mes "...?! What are you? The marsh ghost?";
+ next;
+ mes "[Lusalka]";
+ mes "..........................";
+ next;
+ mes "- The green thing seems to open its mouth to say something but closes it soon after and watches you with its sad eyes-";
+ close;
+ }
+ }
+ else {
+ end;
+ }
+ }else{
+ mes "-When Lusalka watches you, you are blacked out-";
+ specialeffect2 EF_FLASHER;
+ percentheal -100,0;
+ donpcevent "Lusalka#rus23::OnDisable";
+ close;
+ }
+
+OnInit:
+ disablenpc "Lusalka#rus23";
+ end;
+
+OnEnable:
+ initnpctimer;
+ enablenpc "Lusalka#rus23";
+ end;
+
+OnDisable:
+ stopnpctimer;
+ disablenpc "Lusalka#rus23";
+ end;
+
+OnTimer300000:
+ stopnpctimer;
+ donpcevent "Lusalka#rus23::OnDisable";
+ end;
+}
+
+//----------------------------------------------------------------------------
+// Wanderer (Lusalka's Hair)
+//----------------------------------------------------------------------------
+prontera,228,279,3 script Wanderer#rus24 968,{
+ if (rhea_rus_main < 8) {
+ mes "[A Wanderer from a strange land]";
+ mes "Hey, there are so many adventurers around here. I can see why this is the capital of the Rune Midgarts Kingdom!";
+ next;
+ mes "[A Wanderer from a strange land]";
+ mes "In your free time, come to see me! The weather here is even more favorable than our the best summer back home.";
+ close;
+ }
+ else if (rhea_rus_main == 8) {
+ if (rhea_rus_hair < 3) {
+ mes "[A Wanderer from a strange land]";
+ mes "Hey, there are so many adventurers around here. I can see why this is the capital of the Rune Midgarts Kingdom!";
+ next;
+ mes "[A Wanderer from a strange land]";
+ mes "In your free time, come to see me! The weather here is even more favorable than our the best summer back home.";
+ close;
+ }
+ else if (rhea_rus_hair == 3) {
+ if(getequipid(EQI_SHOES) != 2429) {
+ if(getequipid(EQI_SHOES) != 2430) {
+ mes "["+ strcharinfo(0) +"]";
+ mes "...Hmm, did I forget to wear something...?";
+ close;
+ }
+ }
+ mes "[A Wanderer from a strange land]";
+ mes "Hey, there are so many adventurers around here. I can see why this is the capital of the Rune Midgarts Kingdom!";
+ next;
+ mes "[A Wanderer from a strange land]";
+ mes "In your free time, come to see me! The weather here is even more favorable than our the best summer back home.";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Back home?";
+ mes "Excuse me for asking, but are you from Moscovia?";
+ next;
+ mes "[A Wanderer from a strange land]";
+ mes "Ho, how did you know that?";
+ mes "Have you been there before?";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Ah, yes. I have been there...";
+ mes "By the way, the important thing is.. are you.....";
+ next;
+ input .@input$;
+ if (.@input$ == "Igor") {
+ mes "["+ strcharinfo(0) +"]";
+ mes "Ah, yes. I have been there...";
+ mes "By the way, the important thing is.. are you..... "+ .@input$ +"?";
+ next;
+ }else{
+ mes "["+ strcharinfo(0) +"]";
+ mes "Ah, yes. I have been there...";
+ mes "By the way, the important thing is.. are you..... "+ .@input$ +"?";
+ next;
+ mes "[A Wanderer from a strange land]";
+ mes "Hmm, no.";
+ mes "I have never heard that name.";
+ close;
+ }
+ mes "[A Wanderer from a strange land]";
+ mes "Hmm, no. But, that name is familiar.";
+ next;
+ mes "[A Wanderer from a strange land]";
+ mes "Ah, oh yes! How could I forget?";
+ emotion 5;
+ next;
+ mes "[A Wanderer from a strange land]";
+ mes "We came here from Moscovia together. He called himself Igg. I came here with him but parted with him quite a while ago. He was sad because he couldn't forget about his lost lover.";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Ah, yes that must be Igor.";
+ mes "I am looking for him!";
+ mes "Do you know where he is now?";
+ next;
+ mes "[A Wanderer from a strange land]";
+ mes "Hmm, I don't know";
+ mes "exactly where he is.";
+ mes "Though, he did tell";
+ mes "me that he wanted";
+ mes "to travel to a desert.";
+ set rhea_rus_hair,4;
+ close;
+ }
+ else if (rhea_rus_hair > 3 && rhea_rus_hair < 7) {
+ mes "[A Wanderer from a strange land]";
+ mes "He called himself Igg. I came here with him but parted with him quite a while ago. He was sad because he couldn't forget about his lost lover.";
+ next;
+ mes "[A Wanderer from a strange land]";
+ mes "Hmm, I don't know";
+ mes "exactly where he is.";
+ mes "Though, he did tell";
+ mes "me that he wanted";
+ mes "to travel to a desert.";
+ close;
+ }
+ else {
+ mes "[A Wanderer from a strange land]";
+ mes "Is there anywhere I should go? Where have you been with him?";
+ next;
+ mes "[A Wanderer from a strange land]";
+ mes "Let me know somewhere.";
+ close;
+ }
+ }
+ else {
+ mes "[A Wanderer from a strange land]";
+ mes "Is there anywhere I should go? Where have you been with him?";
+ next;
+ mes "[A Wanderer from a strange land]";
+ mes "Let me know somewhere.";
+ close;
+ }
+}
+
+//----------------------------------------------------------------------------
+// Morroc Villager (Lusalka's Hair)
+//----------------------------------------------------------------------------
+morocc,165,82,0 script Morroc Villager#rus25 48,{
+ if (rhea_rus_main < 8) {
+ mes "[Morroc Villager]";
+ mes "Huh, more and more adventurers are settling here recently, so it's hard to tell who is a villager or an adventurer.";
+ next;
+ mes "[Morroc Villager]";
+ mes "But natives, like me, can tell the difference.";
+ close;
+ }
+ else if (rhea_rus_main == 8) {
+ if (rhea_rus_hair < 4) {
+ mes "[Morroc Villager]";
+ mes "Huh, more and more adventurers are settling here recently, so it's hard to tell who is a villager or an adventurer.";
+ next;
+ mes "[Morroc Villager]";
+ mes "But natives, like me, can tell the difference.";
+ close;
+ }
+ else if (rhea_rus_hair == 4) {
+ if(getequipid(EQI_SHOES) != 2429) {
+ if(getequipid(EQI_SHOES) != 2430) {
+ mes "["+ strcharinfo(0) +"]";
+ mes "...Hmm, did I forget to wear something...?";
+ close;
+ }
+ }
+ mes "[Morroc Villager]";
+ mes "Huh, more and more adventurers are settling here recently, so it's hard to tell who is a villager or an adventurer.";
+ next;
+ mes "[Morroc Villager]";
+ mes "But natives, like me, can tell the difference.";
+ next;
+ mes "[Morroc Villager]";
+ mes "As I was saying, I like this village. The desert is hot and Kafra staff is even hotter!!! *hack* *cough*!!";
+ next;
+ mes "[Morroc Villager]";
+ mes "Ah, but don't get me wrong! I'm not coughing because of the Kafra Staffers. It's uhh the heat, it's getting to me... ya...";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "................................";
+ mes "The hell you talking about..? I'm looking for someone.";
+ next;
+ mes "[Morroc Villager]";
+ mes "I see so many adventurers around here, how can I remember everybody? Got any descriptions of this someone..? Or traits..? anything to help me remember.";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Hmm... I don't know how he looks like but he is from a land called Moscovia.";
+ next;
+ mes "[Morroc Villager]";
+ mes "Ah, are you talking about a guy that's always sad and dresses funny? I figured his accent wasn't from around here...";
+ next;
+ mes "[Morroc Villager]";
+ mes "He was here a coupla days ago but he left to see the Pyramid. I never saw him after that. I said it would be dangerous but he went anyways.";
+ next;
+ mes "[Morroc Villager]";
+ mes "Yep that's gotta be who you're looking for. I can see his gloomy face right now... that poor sad man.";
+ set rhea_rus_hair,5;
+ close;
+ }
+ else if (rhea_rus_hair > 4 && rhea_rus_hair < 7) {
+ mes "[Morroc Villager]";
+ mes "He was here a coupla days ago but he left to see the Pyramid. I never saw him after that. I said it would be dangerous but he went anyways.";
+ next;
+ mes "[Morroc Villager]";
+ mes "Yep that's gotta be who you're looking for. I can see his gloomy face right now... that poor sad man.";
+ close;
+ }
+ else {
+ mes "[Morroc Villager]";
+ mes "Many travellers in the village and I feel fun to see them. Even though I am here, I feel like that I travel all around the world?";
+ close;
+ }
+ }
+ else {
+ mes "[Morroc Villager]";
+ mes "Many travellers in the village and I feel fun to see them. Even though I am here, I feel like that I travel all around the world?";
+ close;
+ }
+}
+
+//----------------------------------------------------------------------------
+// Soldier/Igor (Lusalka's Hair)
+//----------------------------------------------------------------------------
+moc_pryd04,126,120,0 script Soldier#rus26 967,{
+ if (rhea_rus_main < 8) {
+ mes "[A gloomy looking soldier]";
+ mes "............................";
+ close;
+ }
+ else if (rhea_rus_main == 8) {
+ if (rhea_rus_hair < 5) {
+ mes "[A gloomy looking soldier]";
+ mes "............................";
+ close;
+ }
+ else if (rhea_rus_hair == 4 || rhea_rus_hair == 5) {
+ if(getequipid(EQI_SHOES) != 2429) {
+ if(getequipid(EQI_SHOES) != 2430) {
+ mes "["+ strcharinfo(0) +"]";
+ mes "...Hmm, did I forget to wear something...?";
+ close;
+ }
+ }
+ mes "[A gloomy looking soldier]";
+ mes "............................";
+ next;
+ mes "[A gloomy looking soldier]";
+ mes "...I don't know who you are. Just get outta my face. I don't want to talk...";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "It's pretty dangerous here. There are fierce monsters all over the place.";
+ next;
+ mes "[A gloomy looking soldier]";
+ mes "... Good. Let them come. I want to die here alone.";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "A-Are you Igor? What're you talking about? Have you gone nuts?";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Do you have any idea how much your lover is suffering?";
+ next;
+ mes "[A gloomy looking soldier]";
+ mes "My... lover...?";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "I brought a message from her. She says not to suffer anymore and to just be happy...";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "The more you suffer, the deeper she sinks into sadness. Don't think that you're the only one that's suffering...";
+ next;
+ mes "[A gloomy looking soldier]";
+ mes "...Svetlana?!";
+ mes "Wait, how could you...? She... how do I know that she really spoke to you?!";
+ next;
+ mes "-^0000ff Without a word, ^000000-";
+ mes "-^0000ff you give him Lusalka's ^000000-";
+ mes "-^0000ff golden earrings ^000000-";
+ next;
+ mes "[A gloomy looking soldier]";
+ mes "T, this is Svetlana's...?!";
+ mes "H, how did you!?";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "I met her by accident. She became Lusalka in the marsh of Moscovia.";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "She told me that you wouldn't believe me so she gave me these earrings as proof... The present that you gave to her.";
+ next;
+ mes "[A gloomy looking soldier]";
+ mes "Is that true?";
+ mes "Did she really become Lusalka?";
+ next;
+ mes "[A gloomy looking soldier]";
+ mes "It was near the end of the harsh Moscovia winter... She... didn't realize that the ice on the marsh was already melting...";
+ next;
+ mes "[A gloomy looking soldier]";
+ mes "By then, it was too late the ice cracked where she was and she fell into the freezing cold marsh.";
+ next;
+ mes "[A gloomy looking soldier]";
+ mes "She wasn't able to swim. I tried to get her out but it was impossible.";
+ next;
+ mes "[A gloomy looking soldier]";
+ mes "She sunk quickly into the marsh. I was able to reach her hand but, she realized that it would kill both of us and she released my hand... I regret that moment every single day.";
+ next;
+ mes "[A gloomy looking soldier]";
+ mes "My last memory of her was of her smiling, as she sunk into the cold, wet marsh. As if to say, 'You will be ok.'";
+ next;
+ mes "[A gloomy looking soldier]";
+ mes "I, I was a coward. I was too afraid of drowning to pull her out of the marsh. Too afraid of....";
+ mes "Oh... Svetlana!!!";
+ set rhea_rus_hair,6;
+ close;
+ }
+ else if (rhea_rus_hair == 6) {
+ if(getequipid(EQI_SHOES) != 2429) {
+ if(getequipid(EQI_SHOES) != 2430) {
+ mes "["+ strcharinfo(0) +"]";
+ mes "...Hmm, did I forget to wear something...?";
+ close;
+ }
+ }
+ mes "[A gloomy looking soldier]";
+ mes "I knew that she had become the cursed nymph Lusalka. But, I still went every night... to find her. I just wanted to see her and talk to her.";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "She told me that she also wanted to see you. But, she was afraid that Lusalka's curse would kill you if you saw her.";
+ mes "And so she hid...";
+ next;
+ mes "[A gloomy looking soldier]";
+ mes "How could she think of me...";
+ mes "...I, how should I.. Should I...";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Don't be sad. She still loves you. Your suffering is her suffering.";
+ next;
+ mes "[A gloomy looking soldier]";
+ mes "................................................She is? Thank you. You've encouraged me.";
+ next;
+ mes "[A gloomy looking soldier]";
+ mes "I will go back to Moscovia. But, I'm not well enough at the moment to go back.";
+ next;
+ mes "[A gloomy looking soldier]";
+ mes "Could you please go to her and tell her my message?";
+ mes "I remember every moment I've had with her and... I still love her.";
+ next;
+ mes "[A gloomy looking soldier]";
+ mes "Before the full moon, I will be back to Moscovia and meet her. I will come back so strong and happy that when I go to see her she will not suffer anymore.";
+ set rhea_rus_hair,7;
+ close;
+ }
+ else if (rhea_rus_hair == 7) {
+ mes "[A gloomy looking soldier]";
+ mes "Could you please go to her and tell her my message?";
+ mes "I remember every moment I've had with her and... I still love her.";
+ next;
+ mes "[A gloomy looking soldier]";
+ mes "Before the full moon, I will be back to Moscovia and meet her. I will come back so strong and happy that when I go to see her she will not suffer anymore.";
+ close;
+ }
+ else if (rhea_rus_main > 7) {
+ mes "[A gloomy looking soldier]";
+ mes "... I feel like I lost something precious.";
+ next;
+ mes "- He looks down at the golden earrings and rubs it carefully -";
+ close;
+ }
+ else {
+ mes "[A gloomy looking soldier]";
+ mes "... I feel like I lost something precious.";
+ next;
+ mes "- He looks down at the golden earrings and rubs it carefully -";
+ close;
+ }
+ }
+ else {
+ mes "[A gloomy looking soldier]";
+ mes "... I feel like I lost something precious.";
+ next;
+ mes "- He looks down at the golden earrings and rubs it carefully -";
+ close;
+ }
+}
+
+//----------------------------------------------------------------------------
+// Marozka's Dungeon (Golden Thread)
+//----------------------------------------------------------------------------
+mosk_dun01,45,250,3 script 1#rus27 45,3,3,{
+ end;
+
+OnTouch:
+ warp "mosk_que",49,22;
+ end;
+
+OnInit:
+ disablenpc "1#rus27";
+ end;
+
+OnEnable:
+ initnpctimer;
+ specialeffect EF_PORTAL2;
+ enablenpc "1#rus27";
+ end;
+
+OnDisable:
+ stopnpctimer;
+ disablenpc "1#rus27";
+ end;
+
+OnTimer30000:
+ stopnpctimer;
+ donpcevent "1#rus27::OnDisable";
+ end;
+}
+
+mosk_que,0,0,0,0 monster Freezer 1887,10,20000,0,0
+mosk_que,0,0,0,0 monster Hatii Baby 1888,3,300000,0,0
+mosk_que,0,0,0,0 monster Sasquatch 1243,15,10000,0,0
+
+mosk_que,49,22,3 script #rus27 -1,3,3,{
+ end;
+
+OnTouch:
+ if (rhea_rus_main < 8) {
+ emotion 1,1;
+ close;
+ }
+ else if (rhea_rus_main == 8) {
+ if (rhea_rus_quiz < 1) {
+ mes "[Voice unidentified]";
+ mes "Who dares to come into my cave!";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Are you Marozka? Maria sent me! I need your 'Golden Thread' to make a 'Golden Key' to release her from the wall!";
+ next;
+ mes "[Voice unidentified]";
+ mes "...To make a 'Golden Key'?";
+ mes "Do you think that you are right for this job?";
+ next;
+ mes "[Voice unidentified]";
+ mes "You must be fighting against 'Koshei' if you are asking about the 'Golden Key' and Maria! Do you think that you are strong enough to fight against him?";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Of course I'm strong enough!";
+ next;
+ mes "[Voice unidentified]";
+ mes "You are very confident.";
+ mes "But, I need to test you to see if you truly are capable.";
+ next;
+ mes "[Voice unidentified]";
+ mes "In this cave, there is a 'Stone Furnace' and an 'Apple Tree'.";
+ mes "You can escape from the cave with ^0000ff100 Well Baked Cookies^000000 from the Stone Furnace and ^0000ff100 Apples^000000 from the Apple Tree.";
+ next;
+ mes "[Voice unidentified]";
+ mes "It won't be easy. Monsters are wandering around the Stone Furnace and the Apple Tree.";
+ next;
+ mes "[Voice unidentified]";
+ mes "Show me what you can do.";
+ set rhea_rus_quiz,1;
+ close;
+ }
+ }
+ else {
+ emotion 1,1;
+ close;
+ }
+}
+
+mosk_que,45,131,0 script Stone Furnace#rus28 111,{
+ if (rhea_rus_main < 8) {
+ emotion 1,1;
+ close;
+ }
+ else if (rhea_rus_main == 8) {
+ if (rhea_rus_quiz == 1) {
+ if(getequipid(EQI_SHOES) != 2429) {
+ if(getequipid(EQI_SHOES) != 2430) {
+ mes "["+ strcharinfo(0) +"]";
+ mes "...Hmm, did I forget to wear something...?";
+ close;
+ }
+ }
+ mes "- You can see the -";
+ mes "- well baked cookies. -";
+ mes "- Be careful and -";
+ mes "- don't get burned -";
+ next;
+ set .@rus_pie01,rand(1,3);
+ if (.@rus_pie01 == 2) {
+ mes "- You quickly stretch out -";
+ mes "- your hand and pick up -";
+ mes "- the well baked cookies! -";
+ next;
+ mes "- ^0000ffYou got 100^000000 -";
+ mes "- ^0000ffWell Baked Cookies!!^000000 -";
+ next;
+ }else{
+ mes "- You quickly stretch out -";
+ mes "- your hand and pick up -";
+ mes "- the well baked cookies! -";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Oops, it's hot, hot!!!";
+ specialeffect2 EF_FIREHIT;
+ emotion 23,1;
+ percentheal -5,0;
+ close;
+ }
+ if ($@rus_req01 == 0) {
+ mes "[Marozka's Guard]";
+ mes "How did this rat get inside the cave?!";
+ announce "Marozka's Guard : Invader! Search the whole cave!!",bc_map,0x87CEEB;
+ set rhea_rus_quiz,2;
+ initnpctimer;
+ monster "mosk_que",49,156,"Marozka's Guard",1889,1,"Stone Furnace#rus28::OnMyMobDead";
+ set $@rus_req01,1;
+ close;
+ }else{
+ mes "[Marozka's Guard]";
+ mes "How did this rat get inside the cave?!";
+ announce "Marozka's Guard : Invader! Search the whole cave!!",bc_map,0x87CEEB;
+ set rhea_rus_quiz,2;
+ close;
+ }
+ }
+ }
+ else {
+ emotion 1,1;
+ close;
+ }
+
+OnInit:
+ set $@rus_req01,0;
+ end;
+
+OnMyMobDead:
+ stopnpctimer;
+ set $@rus_req01,0;
+ announce "Mazroka : You are truly brave. When you get the cookies and apples, come to see me.",bc_map,0x87CEEB;
+ end;
+
+OnTimer300000:
+ set $@rus_req01,0;
+ killmonster "mosk_que","Stone Furnace#rus28::OnMyMobDead";
+ end;
+}
+
+mosk_que,56,202,0 script Occult Apple Tree#rus29 111,{
+ if (rhea_rus_main < 8) {
+ emotion 1,1;
+ close;
+ }
+ else if (rhea_rus_main == 8) {
+ if (rhea_rus_quiz == 2) {
+ if(getequipid(EQI_SHOES) != 2429) {
+ if(getequipid(EQI_SHOES) != 2430) {
+ mes "["+ strcharinfo(0) +"]";
+ mes "...Hmm, did I forget to wear something...?";
+ close;
+ }
+ }
+ mes "- There are Ripe Apples -";
+ mes "- growing in clusters. -";
+ mes "- But they are higher than -";
+ mes "- you expected them to be -";
+ next;
+ set .@rus_apple01,rand(1,5);
+ if (.@rus_apple01 == 2) {
+ mes "- You hit the tree firmly, -";
+ mes "- and the apples fall down! -";
+ next;
+ }else{
+ mes "- You hit the tree firmly, -";
+ mes "- worms fall down! -";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Ahhhhhhhh!!!";
+ emotion 23,1;
+ close;
+ }
+ mes "- ^0000ff You get 100 Apples !!^000000 -";
+ announce "Mazroka : You are truly brave. When you get the cookies and apples, come to see me.",bc_map,0x87CEEB;
+ set rhea_rus_quiz,3;
+ close;
+ }
+ }
+ else {
+ emotion 1,1;
+ close;
+ }
+}
+
+mosk_que,47,217,0 warp Escape#rus30 1,1,mosk_fild02,237,266
+
+//----------------------------------------------------------------------------
+// Marozka (Golden Thread)
+//----------------------------------------------------------------------------
+mosk_fild02,243,270,0 script Marozka#rus31 866,{
+ if (rhea_rus_main < 8) {
+ mes "[Marozka]";
+ mes "...........................";
+ close;
+ }
+ else if (rhea_rus_main == 8) {
+ if (rhea_rus_quiz < 3) {
+ mes "[Marozka]";
+ mes "...........................";
+ close;
+ }
+ else if (rhea_rus_quiz == 3) {
+ if(getequipid(EQI_SHOES) != 2429) {
+ if(getequipid(EQI_SHOES) != 2430) {
+ mes "["+ strcharinfo(0) +"]";
+ mes "...Hmm, did I forget to wear something...?";
+ close;
+ }
+ }
+ mes "[Marozka]";
+ mes ".....................you came.";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Are you Marozka? Here, I've proven to you my strength now can you make me the 'Golden Thread'?";
+ mes "I need it to get Maria out of that wall.";
+ next;
+ mes "- You put the cookies and -";
+ mes "- apples in front of him -";
+ mes "- and he slowly utters -";
+ next;
+ mes "[Marozka]";
+ mes "As you've heard, to make the 'Golden Thread' is very difficult and takes a very long time.";
+ next;
+ mes "[Marozka]";
+ mes "I will begin making it now... let me see... Could you please come back to me in an hour?";
+ set rhea_rus_quiz,4;
+ set rus_time01,gettime(3);
+ set rus_time02,gettime(4);
+ close;
+ }
+ else if (rhea_rus_quiz == 4) {
+ if (rus_time01 < gettime(3) || rus_time02 < gettime(4) || (rus_time02 == 6 && gettime(4) == 0)) {
+ mes "[Marozka]";
+ mes "Ah, just in time.";
+ mes "I have finally finished making the 'Golden Thread'. Just wait one more second and it'll be ready.";
+ set rhea_rus_quiz,28;
+ close;
+ }else{
+ mes "[Marozka]";
+ mes "As you've heard, to make the 'Golden Thread' is very difficult and takes a very long time.";
+ next;
+ mes "[Marozka]";
+ mes "I will begin making it now... let me see... Could you please come back to me in an hour?";
+ close;
+ }
+ }
+ else if (rhea_rus_quiz == 28) {
+ mes "[Marozka]";
+ mes "As promised, here's the 'Golden Thread'.";
+ mes "So, you are really going to fight Koshei the Immportal, eh?";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "I don't know but I promised to get Maria out of there.";
+ next;
+ mes "[Marozka]";
+ mes "Huh, Koshei is not your average adversary. Strength alone cannot beat him. You will need wisdom and an unfaltering spirit in order to win.";
+ next;
+ mes "[Marozka]";
+ mes "Koshei will be extremely hostile to you because you are helping Maria.";
+ next;
+ mes "[Marozka]";
+ mes "Do you still want the Golden Thread? Ok, I will give it to you! But, there is one more test.";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "One more test?";
+ mes "Didn't I already prove my worth?";
+ next;
+ mes "[Marozka]";
+ mes "That was a test of your strength. Now you must pass the test of mind and wisdom.";
+ set rhea_rus_quiz,29;
+ close;
+ }
+ else if (rhea_rus_quiz == 29) {
+ if(getequipid(EQI_SHOES) != 2429) {
+ if(getequipid(EQI_SHOES) != 2430) {
+ mes "["+ strcharinfo(0) +"]";
+ mes "...Hmm, did I forget to wear something...?";
+ close;
+ }
+ }
+ mes "[Marozka]";
+ mes "...So? Have you decided?";
+ next;
+ if(select("I need more time...:I will take it!") == 1) {
+ mes "[Marozka]";
+ mes "Ok then. Come back when you are ready.";
+ close;
+ }
+ mes "[Marozka]";
+ mes "You will... Ok, let's get to it. You must answer all of these questions correctly in order to pass the test.";
+ next;
+ set .@rus_quiz01,0;
+ mes "[Marozka]";
+ mes "What is deaf, dumb, and blind and always tells the truth?";
+ next;
+ switch(select("A Poring:A Picky:A Mirror:A Tree")) {
+ case 1:
+ set .@rus_quiz01,.@rus_quiz01;
+ break;
+ case 2:
+ set .@rus_quiz01,.@rus_quiz01;
+ break;
+ case 3:
+ set .@rus_quiz01,.@rus_quiz01+1;
+ break;
+ case 4:
+ set .@rus_quiz01,.@rus_quiz01;
+ }
+ mes "[Marozka]";
+ mes "If 4 cats can catch 4 mice every 4 minutes, what is the minimum number of cats needed to get 10 mice in 10 minutes?";
+ next;
+ switch(select("4:5:6:10")) {
+ case 1:
+ set .@rus_quiz01,.@rus_quiz01+1;
+ break;
+ case 2:
+ set .@rus_quiz01,.@rus_quiz01;
+ break;
+ case 3:
+ set .@rus_quiz01,.@rus_quiz01;
+ break;
+ case 4:
+ set .@rus_quiz01,.@rus_quiz01;
+ }
+ mes "[Marozka]";
+ mes "Which of these gets shorter during winter and longer during summer?";
+ next;
+ switch(select("Sky:Day:Waves:Wind")) {
+ case 1:
+ set .@rus_quiz01,.@rus_quiz01;
+ break;
+ case 2:
+ set .@rus_quiz01,.@rus_quiz01+1;
+ break;
+ case 3:
+ set .@rus_quiz01,.@rus_quiz01;
+ break;
+ case 4:
+ set .@rus_quiz01,.@rus_quiz01;
+ }
+ mes "[Marozka]";
+ mes "Doris Etticoat, wears a petticoat and has a red nose; the longer she stands, the shorter she grows. What is she?";
+ next;
+ switch(select("A Star:A Candle:A Sword:The Moon")) {
+ case 1:
+ set .@rus_quiz01,.@rus_quiz01;
+ break;
+ case 2:
+ set .@rus_quiz01,.@rus_quiz01+1;
+ break;
+ case 3:
+ set .@rus_quiz01,.@rus_quiz01;
+ break;
+ case 4:
+ set .@rus_quiz01,.@rus_quiz01;
+ }
+ mes "[Marozka]";
+ mes "My top and bottom are twins of a kind. The middle of me makes one body combined. If I stand tall and still, run faster I will. What am I?";
+ next;
+ switch(select("A Woman:Valkyrie:The Moon:An Hourglass")) {
+ case 1:
+ set .@rus_quiz01,.@rus_quiz01;
+ break;
+ case 2:
+ set .@rus_quiz01,.@rus_quiz01;
+ break;
+ case 3:
+ set .@rus_quiz01,.@rus_quiz01;
+ break;
+ case 4:
+ set .@rus_quiz01,.@rus_quiz01+1;
+ }
+ mes "[Marozka]";
+ mes "Now let's see how you did.";
+ next;
+ if (.@rus_quiz01 > 4) {
+ mes "[Marozka]";
+ mes "You got all of them correct.";
+ next;
+ }else{
+ mes "[Marozka]";
+ mes "I told you before that I wouldn't give you the Golden Thread until you got all questions correct.";
+ next;
+ mes "[Marozka]";
+ mes "It is not too late to try again. With wisdom comes patience.";
+ close;
+ }
+ mes "[Marozka]";
+ mes "I know that a quiz is a strange way of evaluating a person's wisdom. But, it is my way of knowing if you are truly committed to fighting Koshei.";
+ next;
+ mes "[Marozka]";
+ mes "I hope you help Maria with your strength and kindness.";
+ set rhea_rus_quiz,30;
+ getitem 7879,10;
+ close;
+ }
+ else {
+ mes "[Marozka]";
+ mes "...............................";
+ next;
+ mes "- He closes his eyes -";
+ mes "- and stands still -";
+ close;
+ }
+ }
+ else {
+ mes "[Marozka]";
+ mes "...............................";
+ next;
+ mes "- He closes his eyes -";
+ mes "- and stands still -";
+ close;
+ }
+}
+
+//----------------------------------------------------------------------------
+// Baba Yaga (Golden Key)
+//----------------------------------------------------------------------------
+mosk_dun02,48,214,5 script Baba Yaga#rus32 970,{
+ if (rhea_rus_main < 9) {
+ mes "[Baba Yaga]";
+ mes "...........................";
+ mes "If you lotter around here any longer, I will make myself some tasty human soup! Hehehehehe.";
+ emotion 29;
+ emotion 23,1;
+ close;
+ }
+ else if (rhea_rus_main == 9) {
+ mes "[Baba Yaga]";
+ mes "Why are you here, you yummy looking human? If you lotter around here any longer, I will make myself some tasty human soup! Hehehehehe";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "I, ah, I.. Gold.. golden...";
+ next;
+ mes "[Baba Yaga]";
+ mes "What are you babbling about?";
+ mes "Do you want me to transform you into a savage beast?!";
+ next;
+ mes "[Baba Yaga]";
+ mes "'Presto Change-o!!'";
+ mes "'Turn into a pig!!'";
+ specialeffect2 EF_BARRIER;
+ emotion 23;
+ next;
+ mes "[Baba Yaga]";
+ mes "Hmm? You are protected by a Protection Spell?";
+ mes "But, it was weake. My spell destroyed it.";
+ next;
+ mes "[Baba Yaga]";
+ mes "Leave now, or I will curse you again! 'Presto...'";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Eh, eh.. I mean.. I say.. spell...";
+ next;
+ input .@input$;
+ if (.@input$ == "Spellshield Protection") {
+ mes "["+ strcharinfo(0) +"]";
+ mes "Eh, eh.. I mean.. I say.. spell...";
+ mes ""+ .@input$ +" !!!";
+ specialeffect2 EF_ABSORBSPIRITS;
+ next;
+ }else{
+ mes "["+ strcharinfo(0) +"]";
+ mes "Eh, eh.. I mean.. I say.. spell...";
+ mes ""+ .@input$ +" !!!";
+ next;
+ mes "[Baba Yaga]";
+ mes "What are you planning to do with that weak spell!?";
+ mes "Get away, child!";
+ close2;
+ warp "mosk_dun02",135,163;
+ end;
+ }
+ mes "[Baba Yaga]";
+ mes "Ho, you are protected by a Protection Spell. You are no ordinary kid.";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "I heard that you are able to make the 'Golden Key' and that's why I am here!";
+ next;
+ mes "[Baba Yaga]";
+ mes "'Golden Key'? Why do you need it?";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "I need it to release Maria Mobrena from her dark wall prison.";
+ next;
+ mes "[Baba Yaga]";
+ mes "...Maria Morebna...";
+ mes "Are you fighting against Koshei?";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "If he gets in my way of keeping my promise to her, I guess that I will fight him.";
+ next;
+ mes "[Baba Yaga]";
+ mes "Ho, kiheeheheheheheh. Ehehehehehehe.";
+ mes "You are interesting. You don't seem to be scared of Koshei.";
+ next;
+ mes "[Baba Yaga]";
+ mes "Ok, the materials for the key are...";
+ next;
+ if (countitem(724) > 1 && countitem(969) > 2 && countitem(7877) > 0 && countitem(7878) > 1 && countitem(7879) > 9) {
+ mes "[Baba Yaga]";
+ mes "You have already gatered all the materials?";
+ next;
+ }else{
+ mes "[Baba Yaga]";
+ mes "What? I cannot make you the 'Golden Key' without the materials.";
+ next;
+ mes "[Baba Yaga]";
+ mes "Go and find ^0000ff2 Cursed Ruby, 3 Gold, 1 Red Ring, 2 Lusalka's Hair, 10 Golden Thread^000000!";
+ close;
+ }
+ mes "[Baba Yaga]";
+ mes "Ok, let's begin. Ah, before that... Wait here!";
+ delitem 724,2;
+ delitem 969,3;
+ delitem 7877,1;
+ delitem 7878,2;
+ delitem 7879,10;
+ set rhea_rus_main,10;
+ close;
+ }
+ else if (rhea_rus_main == 10) {
+ mes "[Baba Yaga]";
+ mes "You come here!";
+ next;
+ mes "- Baba Yaga looks -";
+ mes "- at you carefully -";
+ next;
+ mes "[Baba Yaga]";
+ mes "Hmmm, you look energetic and strong. Ok, while I make the 'Golden Key', you must first do a favor for me!";
+ next;
+ if (BaseClass == Job_Archer) {
+ mes "[Baba Yaga]";
+ mes "My cow has run away. Find her and cast a Return Spell on her. The spell is '^ff0000Good feed is orange-flavored^000000'. You sould remember it.";
+ next;
+ mes "[Baba Yaga]";
+ mes "Ok! Move, move! You better be quick or I will find a way to punish you. Ehehehehehe.";
+ set rhea_rus_main,11;
+ close;
+ }
+ else if (BaseClass == Job_Acolyte) {
+ mes "[Baba Yaga]";
+ mes "Behind my house, there is noisy coffin. It has been so nosiy recently that I can't sleep. Silence it.";
+ next;
+ mes "[Baba Yaga]";
+ mes "Ok! Move, move! You better be quick or I will find a way to punish you. Ehehehehehe.";
+ set rhea_rus_main,16;
+ close;
+ }
+ else if (BaseClass == Job_Thief) {
+ mes "[Baba Yaga]";
+ mes "Please find my silver spoons. Those bad pirates stole them. I can feel them around the wrecked ship. Bring them to me.";
+ next;
+ mes "[Baba Yaga]";
+ mes "Ok! Move, move! You better be quick or I will find a way to punish you. Ehehehehehe.";
+ set rhea_rus_main,21;
+ close;
+ }
+ else if (BaseClass == Job_Mage) {
+ mes "[Baba Yaga]";
+ mes "Buy me a magic book. It is published by Momotaro in Amatsu. Go there and buy it for me.";
+ next;
+ mes "[Baba Yaga]";
+ mes "Ok! Move, move! You better be quick or I will find a way to punish you. Ehehehehehe.";
+ set rhea_rus_main,26;
+ close;
+ }
+ else if (BaseClass == Job_Swordman) {
+ mes "[Baba Yaga]";
+ mes "Can you see a jar next to the cabin? There is a House ghost living in there. Drive him out of there. He irritates me a lot.";
+ next;
+ mes "[Baba Yaga]";
+ mes "Ok! Move, move! You better be quick or I will find a way to punish you. Ehehehehehe.";
+ set rhea_rus_main,31;
+ close;
+ }
+ else {
+ mes "[Baba Yaga]";
+ mes "Go to the Broom Grandmother in Payon and buy me a broom. It is best for cleaning but I don't have time to go there.";
+ next;
+ mes "[Baba Yaga]";
+ mes "Ok! Move, move! You better be quick or I will find a way to punish you. Ehehehehehe.";
+ set rhea_rus_main,36;
+ close;
+ }
+ }
+ else if (rhea_rus_main > 10 && rhea_rus_main < 16) {
+ mes "[Baba Yaga]";
+ mes "My cow has run away. Find her and cast a Return Spell on her. The spell is '^ff0000Good feed is orange-flavored^000000'. You sould remember it.";
+ next;
+ mes "[Baba Yaga]";
+ mes "Ok! Move, move! You better be quick or I will find a way to punish you. Ehehehehehe.";
+ close;
+ }
+ else if (rhea_rus_main > 15 && rhea_rus_main < 21) {
+ mes "[Baba Yaga]";
+ mes "Can you see a jar next to the cabin? There is a House ghost living in there. Drive him out of there. He irritates me a lot.";
+ next;
+ mes "[Baba Yaga]";
+ mes "Ok! Move, move! You better be quick or I will find a way to punish you. Ehehehehehe.";
+ close;
+ }
+ else if (rhea_rus_main > 20 && rhea_rus_main < 26) {
+ mes "[Baba Yaga]";
+ mes "Please find my silver spoons. Those bad pirates stole them. I can feel them around the wrecked ship. Bring them to me.";
+ next;
+ mes "[Baba Yaga]";
+ mes "Ok! Move, move! You better be quick or I will find a way to punish you. Ehehehehehe.";
+ close;
+ }
+ else if (rhea_rus_main == 26) {
+ mes "[Baba Yaga]";
+ mes "Buy me a magic book. It is published by Momotaro in Amatsu. Go there and buy it for me.";
+ next;
+ mes "[Baba Yaga]";
+ mes "Ok! Move, move! You better be quick or I will find a way to punish you. Ehehehehehe.";
+ close;
+ }
+ else if (rhea_rus_main == 27) {
+ if (countitem(7881) > 0) {
+ mes "[Baba Yaga]";
+ mes "Ho, did you buy the magic book? Give it to me. I will try it out.";
+ next;
+ mes "- Baba Yaga takes the book, -";
+ mes "reads one of the pages, -";
+ mes "and casts something -";
+ next;
+ mes "[Baba Yaga]";
+ mes "Ok.. Let's do this.";
+ mes "'Keep off the grass!!!'";
+ specialeffect EF_BEGINSPELL4;
+ delitem 7881,1;
+ set rhea_rus_main,28;
+ monster "mosk_dun02",52,210,"Violent Gardener",1493,1,"Baba Yaga#rus32::OnMyMobDead";
+ monster "mosk_dun02",53,210,"Dangerous Gardener",1500,1,"Baba Yaga#rus32::OnMyMobDead";
+ monster "mosk_dun02",54,210,"Brutal Gardener",1497,1,"Baba Yaga#rus32::OnMyMobDead";
+ donpcevent "Baba Yaga#rus32::OnDisable";
+ close;
+ }else{
+ mes "[Baba Yaga]";
+ mes "Buy me a magic book. It is published by Momotaro in Amatsu. Go there and buy it for me.";
+ next;
+ mes "[Baba Yaga]";
+ mes "Ok! Move, move! You better be quick or I will find a way to punish you. Ehehehehehe.";
+ close;
+ }
+ }
+ else if (rhea_rus_main == 28) {
+ mes "["+ strcharinfo(0) +"]";
+ mes "W, what is this, suddenly?!";
+ next;
+ mes "[Baba Yaga]";
+ mes "Ho.. this is for a beautiful garden. This is better than I expected. Ok then, let's do this.";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Hey, are you listening to me?";
+ next;
+ mes "[Baba Yaga]";
+ mes "'There is an order for you to open your eyes!!!'";
+ specialeffect2 EF_BEGINSPELL3;
+ set rhea_rus_main,29;
+ monster "mosk_dun02",52,210,"Alarm to 5 minutes",1193,1,"Baba Yaga#rus32::OnMyMobDead";
+ monster "mosk_dun02",53,210,"Alarm on time",1193,1,"Baba Yaga#rus32::OnMyMobDead";
+ monster "mosk_dun02",54,210,"Alarm past 5 minutes",1193,1,"Baba Yaga#rus32::OnMyMobDead";
+ donpcevent "Baba Yaga#rus32::OnDisable";
+ close;
+ }
+ else if (rhea_rus_main == 29) {
+ mes "["+ strcharinfo(0) +"]";
+ mes "What are you doing!!";
+ next;
+ mes "[Baba Yaga]";
+ mes "Hmm, this one makes people deligent and doesn't look effective. Ok then, next is a House Ghost...";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Hey, I am talking...";
+ emotion 28,1;
+ next;
+ mes "[Baba Yaga]";
+ mes "'In the corner...'";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "!!!!!!!!!!!!!!!!!!!!!!!!!";
+ emotion 23;
+ next;
+ mes "[Baba Yaga]";
+ mes "What, child? Do you feel bad?";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "When will you give me the key?!";
+ next;
+ mes "[Baba Yaga]";
+ mes "Huh, I can make it for you right now. You have a violent temper.";
+ set rhea_rus_main,44;
+ close;
+ }
+ else if (rhea_rus_main > 30 && rhea_rus_main < 36) {
+ mes "[Baba Yaga]";
+ mes "Can you see a jar next to the cabin? There is a House ghost living in there. Drive him out of there. He irritates me a lot.";
+ next;
+ mes "[Baba Yaga]";
+ mes "Ok! Move, move! You better be quick or I will find a way to punish you. Ehehehehehe.";
+ close;
+ }
+ else if (rhea_rus_main > 35 && rhea_rus_main < 41) {
+ mes "[Baba Yaga]";
+ mes "Go to the Broom Grandmother in Payon and buy me a broom. It is best for cleaning but I don't have time to go there.";
+ next;
+ mes "[Baba Yaga]";
+ mes "Ok! Move, move! You better be quick or I will find a way to punish you. Ehehehehehe.";
+ close;
+ }
+ else if (rhea_rus_main == 41) {
+ mes "["+ strcharinfo(0) +"]";
+ mes "I have done your favor! I got the cow!";
+ next;
+ mes "[Baba Yaga]";
+ mes "Oh, great. I just finished making the 'Golden Key'!";
+ next;
+ mes "[Baba Yaga]";
+ mes "Here, help Maria with this key and watch out for Koshei. He is very dangerous. Kehehehehehe.";
+ set rhea_rus_main,47;
+ getitem 7876,1;
+ close;
+ }
+ else if (rhea_rus_main == 42) {
+ mes "["+ strcharinfo(0) +"]";
+ mes "I have done your favor! The coffin is now silenced!";
+ next;
+ mes "[Baba Yaga]";
+ mes "Oh, yes. I can sleep at night now. Kehehehehe.";
+ next;
+ mes "[Baba Yaga]";
+ mes "You are on time. I just finished making the 'Golden Key'!";
+ next;
+ mes "[Baba Yaga]";
+ mes "Here, help Maria with this key and watch out for Koshei. He is very dangerous. Kehehehehehe.";
+ set rhea_rus_main,47;
+ getitem 7876,1;
+ close;
+ }
+ else if (rhea_rus_main == 43) {
+ if (countitem(7880) > 0) {
+ mes "["+ strcharinfo(0) +"]";
+ mes "I have done your favor! I found and got the silver spoons!";
+ next;
+ mes "[Baba Yaga]";
+ mes "Oh, yes. They are expensive ones. Those bad pirates.. Kehehehehe.";
+ next;
+ mes "[Baba Yaga]";
+ mes "You are on time. I just finished making the 'Golden Key'!";
+ next;
+ mes "[Baba Yaga]";
+ mes "Here, help Maria with this key and watch out for Koshei. He is very dangerous. Kehehehehehe.";
+ delitem 7880,1;
+ set rhea_rus_main,47;
+ getitem 7876,1;
+ close;
+ }else{
+ mes "["+ strcharinfo(0) +"]";
+ mes "I have done your favor! I found and got the silver spoons!";
+ next;
+ mes "[Baba Yaga]";
+ mes "Oh, yes, yes. Give them to me.";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Here they.. They..?!";
+ next;
+ mes "[Baba Yaga]";
+ mes "You fool! Where did you sell my spoons!? Get them for me right now!";
+ close;
+ }
+ }
+ else if (rhea_rus_main == 44) {
+ mes "["+ strcharinfo(0) +"]";
+ mes "I have done your favor. Give me the key!";
+ next;
+ mes "[Baba Yaga]";
+ mes "Oh, yes, you violent tempered child. I just finished making the 'Golden Key'.";
+ next;
+ mes "[Baba Yaga]";
+ mes "Here, help Maria with this key and watch out for Koshei. He is very dangerous. Kehehehehehe.";
+ set rhea_rus_main,47;
+ getitem 7876,1;
+ close;
+ }
+ else if (rhea_rus_main == 45) {
+ mes "["+ strcharinfo(0) +"]";
+ mes "I have done your favor! The House ghost is now quiet!";
+ next;
+ mes "[Baba Yaga]";
+ mes "Oh, yes. That irritating ghost is gone. Kehehehehe.";
+ next;
+ mes "[Baba Yaga]";
+ mes "You are on time. I just finished making the 'Golden Key'!";
+ next;
+ mes "[Baba Yaga]";
+ mes "Here, help Maria with this key and watch out for Koshei. He is very dangerous. Kehehehehehe.";
+ set rhea_rus_main,47;
+ getitem 7876,1;
+ close;
+ }
+ else if (rhea_rus_main == 46) {
+ mes "["+ strcharinfo(0) +"]";
+ mes "I have done your favor! Here, the best broom from Payon!";
+ next;
+ mes "[Baba Yaga]";
+ mes "Ooh, yes. Well done. My flying broom was getting old. Kehehehehe.";
+ next;
+ mes "[Baba Yaga]";
+ mes "You are on time. I just finished making the 'Golden Key'!";
+ next;
+ mes "[Baba Yaga]";
+ mes "Here, help Maria with this key and watch out for Koshei. He is very dangerous. Kehehehehehe.";
+ set rhea_rus_main,47;
+ getitem 7876,1;
+ close;
+ }
+ else if (rhea_rus_main > 46 && rhea_rus_main < 49) {
+ mes "[Baba Yaga]";
+ mes "You got the key and went to Maria immedately, right?";
+ next;
+ mes "[Baba Yaga]";
+ mes "Take care of yourself. When you release her, Koshei will come out and bring destruction.";
+ close;
+ }
+ else if (rhea_rus_main == 49) {
+ mes "[Baba Yaga]";
+ mes "What are you doing here? Kehehehe.";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Koshei... suddenly appeared.. and Maria.. Wolf... killed...";
+ next;
+ mes "[Baba Yaga]";
+ mes "Calm down and speak slowly. I cannot hear you at all. Drink some water.";
+ next;
+ mes "- You drink some water and -";
+ mes "- tell her the story slowly -";
+ next;
+ mes "[Baba Yaga]";
+ mes "You beat Koshei? Did you?";
+ mes "Kehehe, you are no ordinary kid.";
+ next;
+ mes "[Baba Yaga]";
+ mes "Water to enliven Maria...";
+ next;
+ mes "[Baba Yaga]";
+ mes "'Living Water'... I just need the ingredients. I need ^0000ff1 Holy Water^000000 and ^0000ff2 Yggdrasil Leaves^000000.";
+ next;
+ mes "[Baba Yaga]";
+ mes "And 'Dead Water'.. I need ^0000ff1 Cursed Water^000000 and ^0000ff10 Hinalle Leaflets^000000.";
+ next;
+ mes "[Baba Yaga]";
+ mes "Bring them to me quickly! Time is running out!";
+ set rhea_rus_main,50;
+ close;
+ }
+ else if (rhea_rus_main == 50) {
+ if (countitem(523) > 0 && countitem(12020) > 0 && countitem(610) > 1 && countitem(520) > 9) {
+ mes "[Baba Yaga]";
+ mes "Kehe, you are very quick.";
+ next;
+ mes "[Baba Yaga]";
+ mes "Ok, let's make the 'Living Water' first...";
+ next;
+ mes "- Baba Yaga brings a big pot, -";
+ mes "- pours the Holy Water in it, -";
+ mes "- puts the Yggdrasil Leaves -";
+ mes "- in it and stirs them up -";
+ mes "- as it casts strange spells -";
+ next;
+ mes "[Baba Yaga]";
+ mes "Yg~ Yg~ Yggdrasil~ Yggdrasil has lots of iron~";
+ specialeffect EF_PHARMACY_OK;
+ next;
+ mes "[Baba Yaga]";
+ mes "Here, I made the 'Living Water' so now let's make the 'Dead Water'...";
+ next;
+ mes "- Baba Yaga pours the cursed -";
+ mes "- water in another pot, then -";
+ mes "- pounds the Hinalle leaflets, -";
+ mes "- puts their juice in the pot -";
+ mes "- and stirs them together -";
+ mes "- as it casts strange spells -";
+ next;
+ mes "[Baba Yaga]";
+ mes "Hi~ hi~ hi~ hi~ na~ lle~ Stir with right hand~ Stir with left hand~ Both hands will be ok~";
+ specialeffect EF_PHARMACY_OK;
+ next;
+ mes "[Baba Yaga]";
+ mes "Here, it's done.";
+ next;
+ mes "[Baba Yaga]";
+ mes "Take this and help Maria. Kehehehehehe.";
+ next;
+ mes "[Baba Yaga]";
+ mes "First, pour the 'Dead Water' to remove the wound and curse on her and then pour the 'Living Water' to enliven her.";
+ next;
+ mes "[Baba Yaga]";
+ mes "Go there right now! Kehehehehe";
+ next;
+ mes "- ^0000ffYou get the 'Living Water'^000000 -";
+ mes "- ^0000ffand the 'Dead Water' !!^000000 -";
+ delitem 523,1;
+ delitem 12020,1;
+ delitem 610,2;
+ delitem 520,10;
+ set rhea_rus_main,51;
+ close;
+ }else{
+ mes "[Baba Yaga]";
+ mes "'Living Water'... I just need the ingredients. I need ^0000ff1 Holy Water^000000 and ^0000ff2 Yggdrasil Leaves^000000.";
+ next;
+ mes "[Baba Yaga]";
+ mes "And 'Dead Water'.. I need ^0000ff1 Cursed Water^000000 and ^0000ff10 Hinalle Leaflets^000000.";
+ next;
+ mes "[Baba Yaga]";
+ mes "Bring them to me quickly! Time is running out!";
+ close;
+ }
+ }
+ else if (rhea_rus_main == 51) {
+ mes "[Baba Yaga]";
+ mes "Go to Maria to help her.";
+ next;
+ mes "[Baba Yaga]";
+ mes "First, pour the 'Dead Water' to remove the wound and curse on her and then pour the 'Living Water' to enliven her.";
+ next;
+ mes "[Baba Yaga]";
+ mes "Go there right now! Kehehehehe";
+ close;
+ }
+ else if (rhea_rus_main == 52) {
+ mes "[Baba Yaga]";
+ mes "You are more useful than I thought, kid.";
+ next;
+ mes "[Baba Yaga]";
+ mes "I thank you for helping Maria. To tell the truth, it was me that connected her with Koshei. In order to seal Koshei, I needed a sacrfice...";
+ next;
+ mes "[Baba Yaga]";
+ mes "I succeeded in sealing Koshei away by using a girl who was magically strong. Sadly the girl also had to remain in the same condition as Koshei in order to maintain the seal.";
+ next;;
+ mes "[Baba Yaga]";
+ mes "However, after so many years it was impossible to keep him sealed with Maria's power alone.";
+ next;
+ mes "[Baba Yaga]";
+ mes "So that's when I decided that if you could subdue Koshei, it would be the only way to release Maria instead of using her to maintain the seal.";
+ next;
+ mes "[Baba Yaga]";
+ mes "So, that is why I helped you out by making the 'Golden Key'.";
+ next;
+ mes "[Baba Yaga]";
+ mes "Koshei is still alive, but he is weaker than before. So I don't need to use Maria anymore to seal Koshei.";
+ next;
+ mes "[Baba Yaga]";
+ mes "Thank you so much for helping Maria...";
+ next;
+ mes "[Baba Yaga]";
+ mes "I want to give anything helpful for you.";
+ next;
+ mes "[Baba Yaga]";
+ mes "Whenever you come to me, I will make you potions with just a few materials and a small fee. I hope that this will be of help to you. Kehehehehehe.";
+ set rhea_rus_main,53;
+ close;
+ }
+ else if (rhea_rus_main > 52) {
+ mes "[Baba Yaga]";
+ mes "Oh, you are back. What can I do for you?";
+ next;
+ switch(select("Condensed Red Potion:Condensed Yellow Potion:Cancel")) {
+ case 1:
+ if (countitem(501) > 0 && countitem(1092) > 0 && countitem(7134) > 0 && countitem(512) > 4) {
+ if (Zeny > 19) {
+ set .@red_potion01,countitem(501);
+ set .@red_tube01,countitem(1092);
+ set .@red_cup01,countitem(7134);
+ set .@red_apple01,countitem(512);
+ set .@red_zeny01,Zeny;
+ while(1) {
+ if (.@red_potion01 == 0 || .@red_tube01 == 0 || .@red_cup01 == 0 || .@red_apple01 < 5 || .@red_zeny01 < 20) {
+ break;
+ }else{
+ set .@red_slim01,.@red_slim01+1;
+ set .@red_potion01,.@red_potion01-1;
+ set .@redpotion_send,.@redpotion_send+1;
+ set .@red_tube01,.@red_tube01-1;
+ set .@redtube_send,.@redtube_send+1;
+ set .@red_cup01,.@red_cup01-1;
+ set .@redcup_send,.@redcup_send+1;
+ set .@red_apple01,.@red_apple01-5;
+ set .@redapple_send,.@redapple_send+5;
+ set .@red_zeny01,.@red_zeny01-20;
+ set .@redzeny_sen,.@redzeny_send+20;
+ }
+ }
+ mes "[Baba Yaga]";
+ mes "To make Condensed Red Potions, I need ^0000ff1 Red Potion, 1 Empty Test Tube, 1 Medicine Bowl, 5 Apples and 20 Zeny^000000.";
+ next;
+ mes "[Baba Yaga]";
+ mes "With your materials, I can make ^0000ff"+ red_slim01 +"^000000 Condensed Red Potions.";
+ next;
+ mes "[Baba Yaga]";
+ mes "How many do you want me to make? I can only make 100 at a time. If you don't want any, then just say '0'. Kehehehehe.";
+ next;
+ while(1) {
+ input .@input;
+ if (.@input == 0) {
+ mes "[Baba Yaga]";
+ mes "You don't want it?";
+ next;
+ mes "[Baba Yaga]";
+ mes "I don't understand you. What do you want? Kehehehehe.";
+ close;
+ }
+ else if (.@input > 100) {
+ mes "[Baba Yaga]";
+ mes "I said no more then 100 at a time. Kehehehehe.";
+ next;
+ }
+ else {
+ break;
+ }
+ }
+ set .@redpotion_send,.@input;
+ set .@redtube_send,.@input;
+ set .@redcup_send,.@input;
+ set .@redapple_send,.@input * 5;
+ set .@redzeny_send,.@input * 20;
+ set .@total_red01,.@input;
+ if (countitem(501) < .@redpotion_send || countitem(1092) < .@redtube_send || countitem(7134) < .@redcup_send || countitem(512) < .@redapple_send || Zeny < .@redzeny_send) {
+ mes "[Baba Yaga]";
+ mes "Where are the materials?";
+ mes "They are not enough! Check them and come back again! Kehehehehe.";
+ close;
+ }else{
+ mes "[Baba Yaga]";
+ mes "Ho, you want "+ .@input +". Ok, wait here for a while.";
+ next;
+ mes "- Baba Yaga grinds the Apples -";
+ mes "- and pours the Red Potion -";
+ mes "- into the Medicine Bowl, -";
+ mes "- boils and cools it down -";
+ mes "- and puts it in the Test Tube -";
+ next;
+ }
+ mes "[Baba Yaga]";
+ mes "Here, done!";
+ specialeffect EF_PHARMACY_OK;
+ next;
+ mes "[Baba Yaga]";
+ mes "Whenever you want more, come to me.";
+ delitem 501,.@redpotion_send;
+ delitem 1092,.@redtube_send;
+ delitem 7134,.@redcup_send;
+ delitem 512,.@redapple_send;
+ set Zeny,Zeny-.@redzeny_send;
+ getitem 545,.@total_red01;
+ close;
+ }else{
+ mes "[Baba Yaga]";
+ mes "To make Condensed Red Potions, I need ^0000ff1 Red Potion, 1 Empty Test Tube, 1 Medicine Bowl, 5 Apples and 20 Zeny^000000.";
+ close;
+ }
+ }else{
+ mes "[Baba Yaga]";
+ mes "To make Condensed Red Potions, I need ^0000ff1 Red Potion, 1 Empty Test Tube, 1 Medicine Bowl, 5 Apples and 20 Zeny^000000.";
+ close;
+ }
+ break;
+ case 2:
+ if (countitem(503) > 0 && countitem(1092) > 0 && countitem(7134) > 0 && countitem(513) > 9) {
+ if (Zeny > 49) {
+ set .@yell_potion01,countitem(503);
+ set .@yell_tube01,countitem(1092);
+ set .@yell_cup01,countitem(7134);
+ set .@yell_banana01,countitem(513);
+ set .@yell_zeny01,Zeny;
+ while(1) {
+ if (.@yell_potion01 == 0 || .@yell_tube01 == 0 || .@yell_cup01 == 0 || .@yell_banana01 < 10 || .@yell_zeny01 < 50) {
+ break;
+ }else{
+ set .@yell_slim01,.@yell_slim01+1;
+ set .@yell_potion01,.@yell_potion01-1;
+ set .@yellpotion_send,.@yellpotion_send+1;
+ set .@yell_tube01,.@yell_tube01-1;
+ set .@yelltube_send,.@yelltube_send+1;
+ set .@yell_cup01,.@yell_cup01-1;
+ set .@yellcup_send,.@yellcup_send+1;
+ set .@yell_banana01,.@yell_banana01-10;
+ set .@yellbanana_send,.@yellbanana_send+10;
+ set .@yell_zeny01,.@yell_zeny01-50;
+ set .@yellzeny_send,.@yellzeny_send+50;
+ }
+ }
+ mes "[Baba Yaga]";
+ mes "To make Condensed Yellow Potions, I need ^0000ff1 Yellow Potion, 1 Test Tube, 1 Medicine_Bowl, 10 Bananas and 50 Zeny^000000.";
+ next;
+ mes "[Baba Yaga]";
+ mes "With your materials, I can make ^0000ff"+ .@yell_slim01+"^000000.";
+ next;
+ mes "[Baba Yaga]";
+ mes "How many do you want me to make? Tell me the number less than 100. If you don't want, tell me zero. Kehehehehe.";
+ next;
+ while(1) {
+ input .@input;
+ if (.@input == 0) {
+ mes "[Baba Yaga]";
+ mes "You don't want it?";
+ next;
+ mes "[Baba Yaga]";
+ mes "I don't understand you. What do you want? Kehehehehe.";
+ close;
+ }
+ else if (.@input > 100) {
+ mes "[Baba Yaga]";
+ mes "I said no more then 100 at a time. Kehehehehe.";
+ next;
+ }
+ else {
+ break;
+ }
+ }
+ set .@yellpotion_send,.@input;
+ set .@yelltube_send,.@input;
+ set .@yellcup_send,.@input;
+ set .@yellbanana_send,.@input*10;
+ set .@yellzeny_send,.@input*50;
+ set .@total_yell01,.@input;
+ if (countitem(503) < .@yellpotion_send || countitem(1092) < .@yelltube_send || countitem(7134) < .@yellcup_send || countitem(513) < .@yellbanana_send || Zeny < .@yellzeny_send) {
+ mes "[Baba Yaga]";
+ mes "Where are the materials?";
+ mes "They are not enough! Check them and come back again! Kehehehehe.";
+ close;
+ }else{
+ mes "[Baba Yaga]";
+ mes "Ho, you want "+ .@input +". Ok, wait here for a while.";
+ next;
+ mes "- Baba Yaga grinds the Banannas -";
+ mes "- and pours the Yellow Potion -";
+ mes "- into the Medicine Bowl, -";
+ mes "- boils and cools it down -";
+ mes "- and puts it in the Test Tube -";
+ next;
+ }
+ mes "[Baba Yaga]";
+ mes "Here, done!";
+ specialeffect EF_PHARMACY_OK;
+ next;
+ mes "[Baba Yaga]";
+ mes "Whenever you want more, come to me.";
+ delitem 503,.@yellpotion_send;
+ delitem 1092,.@yelltube_send;
+ delitem 7134,.@yellcup_send;
+ delitem 513,.@yellbanana_send;
+ set Zeny,Zeny-.@yellzeny_send;
+ getitem 546,.@total_yell01;
+ close;
+ }else{
+ mes "[Baba Yaga]";
+ mes "To make Condensed Yellow Potions, I need ^0000ff1 Yellow Potion, 1 Test Tube, 1 Medicine_Bowl, 10 Bananas and 50 Zeny^000000.";
+ close;
+ }
+ }else{
+ mes "[Baba Yaga]";
+ mes "To make Condensed Yellow Potions, I need ^0000ff1 Yellow Potion, 1 Test Tube, 1 Medicine_Bowl, 10 Bananas and 50 Zeny^000000.";
+ close;
+ }
+ break;
+ case 3:
+ mes "[Baba Yaga]";
+ mes "You don't want anything?";
+ next;
+ mes "[Baba Yaga]";
+ mes "I don't understand you. What do you want? kehehehehe.";
+ close;
+ }
+ }
+ else {
+ mes "[Baba Yaga]";
+ mes "What are you, human child.";
+ close;
+ }
+
+OnInit:
+ enablenpc "Baba Yaga#rus32";
+ end;
+
+OnEnable:
+ enablenpc "Baba Yaga#rus32";
+ end;
+
+OnDisable:
+ initnpctimer;
+ disablenpc "Baba Yaga#rus32";
+ end;
+
+OnTimer180000:
+ stopnpctimer;
+ killmonster "mosk_dun02","Baba Yaga#rus32::OnMyMobDead";
+ donpcevent "Baba Yaga#rus32::OnEnable";
+ end;
+
+OnMyMobDead:
+ donpcevent "Baba Yaga#rus32::OnEnable";
+ end;
+}
+
+//----------------------------------------------------------------------------
+// Baba Yaga's Tasks (Golden Key)
+//----------------------------------------------------------------------------
+mosk_dun02,257,193,0 script Cow#rus33 889,3,3,{
+ end;
+
+OnInit:
+ enablenpc "Cow#rus33";
+ end;
+
+OnEnable:
+ enablenpc "Cow#rus33";
+ end;
+
+OnDisable:
+ disablenpc "Cow#rus33";
+ end;
+
+OnTouch:
+ if (rhea_rus_main < 11) {
+ mes "[Cow]";
+ mes "Mooo...";
+ close;
+ }
+ else if (rhea_rus_main == 11) {
+ mes "[Cow]";
+ mes "Moo..";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Hah, t, that is Baba Yaga's cow?!";
+ mes "Y, you...";
+ next;
+ mes "- You approach to the cow carefully and hold its nape -";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "You! Go home now!";
+ emotion 23;
+ next;
+ mes "- The cow seems surprised, jumps and tries to attack you !! -";
+ next;
+ set .@russ_cow01,rand(1,4);
+ if (.@russ_cow01 == 3) {
+ mes "- You almost get hit and dodge its attack and cast the spell !! -";
+ next;
+ input .@input$;
+ if (.@input$ == "Good feed is orange-flavored") {
+ mes "["+ strcharinfo(0) +"]";
+ mes ""+ .@input$ +" !!!";
+ specialeffect EF_TELEPORTATION2;
+ next;
+ mes "- You cast the spell in a hurry and the cow is surronded by the light and disappears !! -";
+ donpcevent "Cow#rus33::OnDisable";
+ donpcevent "Cow#rus34::OnEnable";
+ next;
+ }else{
+ mes "["+ strcharinfo(0) +"]";
+ mes ""+ .@input$ +" !!!";
+ next;
+ mes "[Cow]";
+ mes "...Moo...";
+ emotion 9;
+ next;
+ set .@run_cow01,rand(1,2);
+ if (.@run_cow01 == 1) {
+ mes "- The cow, seems to gibe at you, looks at you quickly and runs to bushes !! -";
+ donpcevent "Cow#rus33::OnDisable";
+ donpcevent "Cow#rus34::OnEnable";
+ close;
+ }else{
+ mes "- The cow, seems to gibe at you, looks at you quickly and runs to bushes !! -";
+ donpcevent "Cow#rus33::OnDisable";
+ donpcevent "Cow#rus35::OnEnable";
+ close;
+ }
+ }
+ }else{
+ mes "["+ strcharinfo(0) +"]";
+ mes "Akkkk?! Eh!? The s-spell...";
+ next;
+ set .@run_cow02,rand(1,2);
+ if (.@run_cow02 == 1) {
+ mes "- You hesitate, the cow, seems to gibe at you, passes by you and runs to bushes !! -";
+ donpcevent "Cow#rus33::OnDisable";
+ donpcevent "Cow#rus34::OnEnable";
+ close;
+ }else{
+ mes "- You hesitate, the cow, seems to gibe at you, passes by you and runs to bushes !! -";
+ donpcevent "Cow#rus33::OnDisable";
+ donpcevent "Cow#rus35::OnEnable";
+ close;
+ }
+ }
+ mes "["+ strcharinfo(0) +"]";
+ mes "What a surprise. The cow is bad like its owner.";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Ok, then. Let's get back to Baba Yaga...";
+ set rhea_rus_main,41;
+ close;
+ }
+ else if (rhea_rus_main == 41) {
+ mes "[Cow]";
+ mes "Moo...";
+ next;
+ mes "- The cow is tied around its neck and eats grass comfortably -";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "I must return to Baba Yaga...";
+ close;
+ }
+ else {
+ mes "[Cow]";
+ mes "Moo...";
+ close;
+ }
+}
+
+mosk_dun02,257,193,0 script Cow#rus34 889,3,3,{
+ end;
+
+OnInit:
+ enablenpc "Cow#rus34";
+ end;
+
+OnEnable:
+ enablenpc "Cow#rus34";
+ end;
+
+OnDisable:
+ disablenpc "Cow#rus34";
+ end;
+
+OnTouch:
+ if (rhea_rus_main < 11) {
+ mes "[Cow]";
+ mes "Mooo...";
+ close;
+ }
+ else if (rhea_rus_main == 11) {
+ mes "[Cow]";
+ mes "Moo..";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Hah, t, that is Baba Yaga's cow?!";
+ mes "Y, you...";
+ next;
+ mes "- You approach to the cow carefully and hold its nape -";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "You! Go home now!";
+ emotion 23;
+ next;
+ mes "- The cow seems surprised, jumps and tries to attack you !! -";
+ next;
+ set .@russ_cow01,rand(1,4);
+ if (.@russ_cow01 == 3) {
+ mes "- You almost get hit and dodge its attack and cast the spell !! -";
+ next;
+ input .@input$;
+ if (.@input$ == "Good feed is orange-flavored") {
+ mes "["+ strcharinfo(0) +"]";
+ mes ""+ .@input$ +" !!!";
+ specialeffect EF_TELEPORTATION2;
+ next;
+ mes "- You cast the spell in a hurry and the cow is surronded by the light and disappears !! -";
+ donpcevent "Cow#rus34::OnDisable";
+ donpcevent "Cow#rus34::OnEnable";
+ next;
+ }else{
+ mes "["+ strcharinfo(0) +"]";
+ mes ""+ .@input$ +" !!!";
+ next;
+ mes "[Cow]";
+ mes "...Moo...";
+ emotion 9;
+ next;
+ set .@run_cow01,rand(1,2);
+ if (.@run_cow01 == 1) {
+ mes "- The cow, seems to gibe at you, looks at you quickly and runs to bushes !! -";
+ donpcevent "Cow#rus34::OnDisable";
+ donpcevent "Cow#rus34::OnEnable";
+ close;
+ }else{
+ mes "- The cow, seems to gibe at you, looks at you quickly and runs to bushes !! -";
+ donpcevent "Cow#rus34::OnDisable";
+ donpcevent "Cow#rus35::OnEnable";
+ close;
+ }
+ }
+ }else{
+ mes "["+ strcharinfo(0) +"]";
+ mes "Akkkk?! Eh!? The s-spell...";
+ next;
+ set .@run_cow02,rand(1,2);
+ if (.@run_cow02 == 1) {
+ mes "- You hesitate, the cow, seems to gibe at you, passes by you and runs to bushes !! -";
+ donpcevent "Cow#rus34::OnDisable";
+ donpcevent "Cow#rus34::OnEnable";
+ close;
+ }else{
+ mes "- You hesitate, the cow, seems to gibe at you, passes by you and runs to bushes !! -";
+ donpcevent "Cow#rus34::OnDisable";
+ donpcevent "Cow#rus35::OnEnable";
+ close;
+ }
+ }
+ mes "["+ strcharinfo(0) +"]";
+ mes "What a surprise. The cow is bad like its owner.";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Ok, then. Let's get back to Baba Yaga...";
+ set rhea_rus_main,41;
+ close;
+ }
+ else if (rhea_rus_main == 41) {
+ mes "[Cow]";
+ mes "Moo...";
+ next;
+ mes "- The cow is tied around its neck and eats grass comfortably -";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "I must return to Baba Yaga...";
+ close;
+ }
+ else {
+ mes "[Cow]";
+ mes "Moo...";
+ close;
+ }
+}
+
+mosk_dun02,257,193,0 script Cow#rus35 889,3,3,{
+ end;
+
+OnInit:
+ enablenpc "Cow#rus35";
+ end;
+
+OnEnable:
+ enablenpc "Cow#rus35";
+ end;
+
+OnDisable:
+ disablenpc "Cow#rus35";
+ end;
+
+OnTouch:
+ if (rhea_rus_main < 11) {
+ mes "[Cow]";
+ mes "Mooo...";
+ close;
+ }
+ else if (rhea_rus_main == 11) {
+ mes "[Cow]";
+ mes "Moo..";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Hah, t, that is Baba Yaga's cow?!";
+ mes "Y, you...";
+ next;
+ mes "- You approach to the cow carefully and hold its nape -";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "You! Go home now!";
+ emotion 23;
+ next;
+ mes "- The cow seems surprised, jumps and tries to attack you !! -";
+ next;
+ set .@russ_cow01,rand(1,4);
+ if (.@russ_cow01 == 3) {
+ mes "- You almost get hit and dodge its attack and cast the spell !! -";
+ next;
+ input .@input$;
+ if (.@input$ == "Good feed is orange-flavored") {
+ mes "["+ strcharinfo(0) +"]";
+ mes ""+ .@input$ +" !!!";
+ specialeffect EF_TELEPORTATION2;
+ next;
+ mes "- You cast the spell in a hurry and the cow is surronded by the light and disappears !! -";
+ donpcevent "Cow#rus35::OnDisable";
+ donpcevent "Cow#rus35::OnEnable";
+ next;
+ }else{
+ mes "["+ strcharinfo(0) +"]";
+ mes ""+ .@input$ +" !!!";
+ next;
+ mes "[Cow]";
+ mes "...Moo...";
+ emotion 9;
+ next;
+ set .@run_cow01,rand(1,2);
+ if (.@run_cow01 == 1) {
+ mes "- The cow, seems to gibe at you, looks at you quickly and runs to bushes !! -";
+ donpcevent "Cow#rus35::OnDisable";
+ donpcevent "Cow#rus35::OnEnable";
+ close;
+ }else{
+ mes "- The cow, seems to gibe at you, looks at you quickly and runs to bushes !! -";
+ donpcevent "Cow#rus35::OnDisable";
+ donpcevent "Cow#rus35::OnEnable";
+ close;
+ }
+ }
+ }else{
+ mes "["+ strcharinfo(0) +"]";
+ mes "Akkkk?! Eh!? The s-spell...";
+ next;
+ set .@run_cow02,rand(1,2);
+ if (.@run_cow02 == 1) {
+ mes "- You hesitate, the cow, seems to gibe at you, passes by you and runs to bushes !! -";
+ donpcevent "Cow#rus35::OnDisable";
+ donpcevent "Cow#rus35::OnEnable";
+ close;
+ }else{
+ mes "- You hesitate, the cow, seems to gibe at you, passes by you and runs to bushes !! -";
+ donpcevent "Cow#rus35::OnDisable";
+ donpcevent "Cow#rus35::OnEnable";
+ close;
+ }
+ }
+ mes "["+ strcharinfo(0) +"]";
+ mes "What a surprise. The cow is bad like its owner.";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Ok, then. Let's get back to Baba Yaga...";
+ set rhea_rus_main,41;
+ close;
+ }
+ else if (rhea_rus_main == 41) {
+ mes "[Cow]";
+ mes "Moo...";
+ next;
+ mes "- The cow is tied around its neck and eats grass comfortably -";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "I must return to Baba Yaga...";
+ close;
+ }
+ else {
+ mes "[Cow]";
+ mes "Moo...";
+ close;
+ }
+}
+
+mosk_dun02,65,232,0 script Noisy Coffin#rus36 801,{
+ if (rhea_rus_main < 16) {
+ mes "[Noisy Coffin]";
+ mes "Isn't it good to be alive? Isn't it good to live?";
+ next;
+ mes "[Noisy Coffin]";
+ mes "Don't you want to exchange lives with me? Exchange with me, exchange!";
+ close;
+ }
+ else if (rhea_rus_main > 15 && rhea_rus_main < 19) {
+ mes "[Noisy Coffin]";
+ mes "Isn't it good to be alive? Isn't it to live?";
+ next;
+ mes "[Noisy Coffin]";
+ mes "Don't you want to exchange lives with me? Exchange with me, exchange!";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Ehh, that's one noisy coffin.";
+ next;
+ mes "[Noisy Coffin]";
+ mes "I was alive! I was alive!";
+ mes "What is different between you and me? Why are you still alive? Why didn't you die? Why did I die?";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "... How can I silence him...";
+ next;
+ while(1) {
+ switch(select("Pray:Sing a hymn:Pour Holy Water on him:Kick him")) {
+ case 1:
+ if (rhea_rus_main == 17) {
+ mes "["+ strcharinfo(0) +"]";
+ mes "...I'll pray.";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Heaven, earth, and wind belong to God, there is no place for evil.";
+ specialeffect EF_BLESSING;
+ next;
+ mes "[Noisy Coffin]";
+ mes "Heek, heeee! Heeeeeek!";
+ set rhea_rus_main,18;
+ next;
+ }else{
+ mes "["+ strcharinfo(0) +"]";
+ mes "...I'll pray.";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Heaven, earth, and wind belong to God, there is no place for evil.";
+ specialeffect EF_BLESSING;
+ next;
+ mes "[Noisy Coffin]";
+ mes "What was that? What was that for? Was it fun?";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "......................................";
+ next;
+ break;
+ }
+ break;
+ case 2:
+ if (rhea_rus_main == 18) {
+ mes "["+ strcharinfo(0) +"]";
+ mes "Hmm, hmm! I'll sing a hymn. The first phrase 'Holy god against evils'!!";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "- The covetous, the perverse -";
+ mes "- All the evils hateful -";
+ mes "- Will be droven off this land -";
+ specialeffect EF_GLORIA;
+ next;
+ mes "[Noisy Coffin]";
+ mes "Heek, heeee! Heeeeeek!";
+ set rhea_rus_main,19;
+ next;
+ }else{
+ mes "["+ strcharinfo(0) +"]";
+ mes "Hmm, hmm! I'll sing a hymn. The first phrase 'Good looks down at us'!!";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "- The covetous, the perverse -";
+ mes "- All the evils hateful -";
+ mes "- Will be droven off this land -";
+ specialeffect EF_GLORIA;
+ next;
+ mes "[Noisy Coffin]";
+ mes "Perverse! The perverse!! Drive away!! What was that song?! Was it fun?!";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "......................................";
+ next;
+ break;
+ }
+ break;
+ case 3:
+ if (countitem(523) > 0) {
+ if (rhea_rus_main == 16) {
+ mes "["+ strcharinfo(0) +"]";
+ mes "If you don't shut up, I will pour Holy Water on you!";
+ next;
+ mes "- You open the bottle of Holy Water and pour it around the coffin carefully !! -";
+ specialeffect EF_SPHERE;
+ next;
+ mes "[Noisy Coffin]";
+ mes "Heek, heeee! Heeeeeek!";
+ delitem 523,1;
+ set rhea_rus_main,17;
+ next;
+ }else{
+ mes "["+ strcharinfo(0) +"]";
+ mes "If you don't shut up, I will pour Holy Water on you!";
+ next;
+ mes "- You open the bottle of Holy Water and pour it around the coffin carefully !! -";
+ specialeffect EF_SPHERE;
+ next;
+ mes "[Noisy Coffin]";
+ mes "Ah, cold! No, it's cool! Was it fun? Was it fun?!";
+ delitem 523,1;
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "......................................";
+ next;
+ break;
+ }
+ }else{
+ mes "["+ strcharinfo(0) +"]";
+ mes "Yeah, where's the Holy water?";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "...... I don't have any...";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "......................................";
+ next;
+ break;
+ }
+ break;
+ case 4:
+ if (rhea_rus_main == 19) {
+ mes "["+ strcharinfo(0) +"]";
+ mes "...If you don't shut up...";
+ mes "......I will kick you!!";
+ next;
+ mes "- You close your eyes, take a deep breathe and kick the coffin with the might of God !! -";
+ next;
+ mes "[Noisy Coffin]";
+ mes "Heeeek! Heeeeeee!!!! I am scared! Stop it!!";
+ specialeffect EF_HOLYHIT;
+ set rhea_rus_main,20;
+ next;
+ break;
+ }else{
+ mes "["+ strcharinfo(0) +"]";
+ mes "...If you don't shut up...";
+ mes "......I will kick you!!";
+ next;
+ mes "- You close your eyes, take a deep breathe and kick the coffin with the might of God !! -";
+ specialeffect EF_HOLYHIT;
+ next;
+ mes "[Noisy Coffin]";
+ mes "Slam! Slam! I like noise! Do it more, more, more!";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "......................................";
+ next;
+ break;
+ }
+ }
+ }
+ if (rhea_rus_main < 20) {
+ mes "["+ strcharinfo(0) +"]";
+ mes "... Not effective...";
+ set rhea_rus_main,16;
+ close;
+ }else{
+ mes "["+ strcharinfo(0) +"]";
+ mes ".............If you make noise once more, you will see more than you imagine...";
+ next;
+ mes "[Noisy Coffin]";
+ mes "................................";
+ emotion 9;
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Hu, the job has been done.";
+ mes "Let's get back to Baba Yaga.";
+ set rhea_rus_main,42;
+ close;
+ }
+ }
+ else if (rhea_rus_main == 20) {
+ mes "["+ strcharinfo(0) +"]";
+ mes ".............If you make noise once more, you will see more than you imagine...";
+ next;
+ mes "[Noisy Coffin]";
+ mes "................................";
+ emotion 9;
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Hu, the job has been done.";
+ mes "Let's get back to Baba Yaga.";
+ set rhea_rus_main,42;
+ close;
+ }
+ else if (rhea_rus_main == 42) {
+ mes "["+ strcharinfo(0) +"]";
+ mes ".............If you make noise once more, you will see more than you imagine...";
+ next;
+ mes "[Noisy Coffin]";
+ mes "................................";
+ emotion 9;
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Hu, the job has been done.";
+ mes "Let's get back to Baba Yaga.";
+ close;
+ }
+ else {
+ mes "[Noisy Coffin]";
+ mes ".............................";
+ close;
+ }
+}
+
+treasure01,165,58,0 script Old Treasure Box#rus37 111,{
+ if (checkweight(1201,1) == 0) {
+ mes "You are carrying too much!";
+ mes "Lose some weight and try again.";
+ close;
+ }
+ if ((MaxWeight-Weight) < 3500) {
+ mes "You are carrying too much!";
+ mes "Lose some weight and try again.";
+ close;
+ }
+ if (rhea_rus_main > 20 && rhea_rus_main < 25) {
+ mes "- It is locked -";
+ close;
+ }
+ else if (rhea_rus_main == 25) {
+ mes "- Around the locked box, a women having snakes on her head is engraved -";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Does this work...";
+ next;
+ select("Insert the key into the lock");
+ mes "- As soon as you insert the key into the lock, the eyes of the woman moves and she looks at you -";
+ next;
+ if (countitem(747) > 0) {
+ mes "- Her eyes are made from jewels !! -";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Arrrrrk? What is this!!";
+ specialeffect EF_FLASHER;
+ next;
+ }else{
+ mes "- Her eyes are made from jewels !! -";
+ sc_start SC_BLIND,60000,0;
+ donpcevent "Old Treasure Box#rus37::OnCall";
+ close2;
+ donpcevent "Old Treasure Box#rus37::OnDisable";
+ end;
+ }
+ mes "- You wave your arms and cover your eyes. The mirror inside your bag reflects the light from her eyes accidentally !! -";
+ specialeffect EF_FLASHER;
+ next;
+ mes "- The light reflected goes to the woman shape and fumes comes from the box and it opens !! -";
+ next;
+ mes "- ^0000ff You find Baba Yaga's spoon !!^000000 -";
+ set rhea_rus_main,43;
+ getitem 7880,1;
+ close;
+ }
+ else if (rhea_rus_main == 43) {
+ mes "- The treasure box where you found the silver spoons -";
+ close;
+ }
+ else {
+ end;
+ }
+
+OnInit:
+ enablenpc "Old Treasure Box#rus37";
+ end;
+
+OnCall:
+ initnpctimer;
+ monster "treasure01",164,58,"Medusa",1148,1,"Old Treasure Box#rus37::OnMyMobDead";
+ monster "treasure01",157,59,"Obeaune",1044,1,"Old Treasure Box#rus37::OnMyMobDead";
+ monster "treasure01",164,54,"Obeaune",1044,1,"Old Treasure Box#rus37::OnMyMobDead";
+ monster "treasure01",163,63,"Obeaune",1044,1,"Old Treasure Box#rus37::OnMyMobDead";
+ monster "treasure01",168,59,"Obeaune",1044,1,"Old Treasure Box#rus37::OnMyMobDead";
+ end;
+
+OnReset:
+ stopnpctimer;
+ killmonster "treasure01","Old Treasure Box#rus37::OnMyMobDead";
+ end;
+
+OnEnable:
+ enablenpc "Old Treasure Box#rus37";
+ end;
+
+OnDisable:
+ initnpctimer;
+ disablenpc "Old Treasure Box#rus37";
+ end;
+
+OnMyMobDead:
+ donpcevent "Old Treasure Box#rus37::OnEnable";
+ end;
+
+OnTimer180000:
+ stopnpctimer;
+ donpcevent "Old Treasure Box#rus37::OnReset";
+ donpcevent "Old Treasure Box#rus37::OnEnable";
+ end;
+}
+
+treasure01,24,39,0 script Old Bed#rus38 111,{
+ if (rhea_rus_main == 21) {
+ mes "- An old bed covered with dust and must -";
+ next;
+ switch(select("On the bed:Under the bed:Bed sheet")) {
+ case 1:
+ mes "- Mushrooms grow on the bed -";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "...Life......";
+ close;
+ break;
+ case 2:
+ mes "- You look at the under the bed -";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Ouch?!";
+ specialeffect2 EF_HIT2;
+ percentheal -5,0;
+ next;
+ mes "- Something unidentified bites your hand !! -";
+ close;
+ break;
+ case 3:
+ break;
+ }
+ mes "- You raise the dirty sheet that has many holes -";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "...?! What is this?";
+ next;
+ mes "- There is a scar on the sheet that seems to have the location !! -";
+ viewpoint 1,165,58,1,0xFFFF0000;
+ viewpoint 1,61,183,2,0xFFFF0000;
+ viewpoint 1,98,118,3,0xFFFF0000;
+ viewpoint 1,27,115,4,0xFFFF0000;
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "...This may be?!";
+ next;
+ mes "[Voice unidentified]";
+ mes "Who is there!?";
+ viewpoint 2,165,58,1,0xFF00FF00;
+ viewpoint 2,61,183,2,0xFF00FF00;
+ viewpoint 2,98,118,3,0xFF00FF00;
+ viewpoint 2,27,115,4,0xFF00FF00;
+ emotion 23,1;
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Eek, it would be best to run away now!";
+ set rhea_rus_main,22;
+ close2;
+ warp "treasure01",68,28;
+ end;
+ }
+ else if (rhea_rus_main > 21 && rhea_rus_main < 26) {
+ mes "- An old bed covered with dust and must -";
+ next;
+ switch(select("On the bed:Under the bed:Bed sheet")) {
+ case 1:
+ mes "- Mushrooms grow on the bed -";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "...Life......";
+ close;
+ break;
+ case 2:
+ mes "- You look at the under the bed -";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Ouch?!";
+ specialeffect2 EF_HIT2;
+ percentheal -5,0;
+ next;
+ mes "- Something unidentified bites your hand !! -";
+ close;
+ break;
+ case 3:
+ break;
+ }
+ mes "- While running in a hurry, the sheet is a bit torn -";
+ close;
+ }
+ else {
+ end;
+ }
+}
+
+treasure01,98,119,0 script Dirty Wall#rus39 111,{
+ if (rhea_rus_main == 22) {
+ mes "- Something is engraved on the wall -";
+ next;
+ mes "- ^ff0000Her... careful.. Mermaid's song.. sleeping.. the eyes.. protect your.. mirror^000000 -";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "...What is this talking about...?";
+ set rhea_rus_main,23;
+ close;
+ }
+ else if (rhea_rus_main > 22 && rhea_rus_main < 26) {
+ mes "- Something is engraved on the wall -";
+ next;
+ mes "- ^ff0000Her... careful.. Mermaid's song.. sleeping.. the eyes.. protect your.. mirror^000000 -";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "...What is this talking about...?";
+ close;
+ }
+ else {
+ end;
+ }
+}
+
+treasure01,61,183,0 script Old_Wooden_Box#rus40 111,{
+ if (rhea_rus_main == 23) {
+ mes "- Something is glimmering inside of the box -";
+ next;
+ select("Put hand inside the box");
+ set .@russ_key01,rand(1,7);
+ if (.@russ_key01 == 4) {
+ mes "- You take out something glimmering from the box -";
+ next;
+ mes "- ^0000ffYou find the handle of a broken key !!^000000 -";
+ set rhea_rus_main,24;
+ close;
+ }else{
+ mes "- You try to put your hand inside it but the gap is too small to do it -";
+ next;
+ mes "- You ruin the box a little -";
+ close;
+ }
+ }
+ else if (rhea_rus_main > 23 && rhea_rus_main < 26) {
+ mes "- The old box that contained the handle of a broken key -";
+ close;
+ }
+ else {
+ end;
+ }
+}
+
+treasure01,27,115,0 script Opened Treasure Chest#41 111,{
+ if (rhea_rus_main == 24) {
+ mes "- You open the box, junk is in it -";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "... Should I search this...?";
+ next;
+ mes "- You sigh and stretch your hand into the box -";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "...!? What is this?!";
+ next;
+ set .@russ_key02,rand(1,7);
+ if (.@russ_key02 == 3) {
+ mes "- ^0000ffYou find the handle of a broken key in the junk !!^000000 -";
+ next;
+ }
+ else if (.@russ_key02 == 1) {
+ mes "- You find the cuticle of Kukre !! -";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "W, what is this!?";
+ emotion 23,1;
+ close;
+ }
+ else if (.@russ_key02 == 2) {
+ mes "- You find the egg of a Theif Bug !! -";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "W, what is this!?";
+ emotion 23,1;
+ close;
+ }
+ else if (.@russ_key02 == 4) {
+ mes "- You find something that seems to be a banana before !! -";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "W, what is this!?";
+ emotion 23,1;
+ close;
+ }
+ else if (.@russ_key02 == 5) {
+ mes "- You find the tentacles of a Jelly Fish !! -";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "W, what is this!?";
+ emotion 23,1;
+ close;
+ }
+ else if (.@russ_key02 == 6) {
+ mes "- You find pieces of cloth with must on it !! -";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "W, what is this!?";
+ emotion 23,1;
+ close;
+ }
+ else {
+ mes "- You find a bone !! -";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "W, what is this!?";
+ emotion 23,1;
+ close;
+ }
+ mes "["+ strcharinfo(0) +"]";
+ mes "Eh, this may be...";
+ next;
+ mes "- You adjust the piece of the broken key with the its handle and they make a sound and become a key !!-";
+ set rhea_rus_main,25;
+ close;
+ }
+ else if (rhea_rus_main > 24 && rhea_rus_main < 26) {
+ mes "- The junk box containig the piece of the broken key -";
+ close;
+ }
+ else {
+ end;
+ }
+}
+
+amatsu,233,234,3 script Momotoro Publisher#rus42 757,{
+ if (checkweight(1201,1) == 0) {
+ mes "[Momotoro Publisher]";
+ mes "What on earth do you have in your bag?";
+ mes "Are you training for something?";
+ close;
+ }
+ if ((MaxWeight-Weight) < 3500) {
+ mes "[Momotoro Publisher]";
+ mes "What on earth do you have in your bag?";
+ mes "Are you training for something?";
+ close;
+ }
+ if (rhea_rus_main < 26) {
+ mes "[Momotoro Publisher]";
+ mes "Did you order a book?";
+ next;
+ mes "[Momotoro Publisher]";
+ mes "Someone ordered a book but did not pick it up.";
+ close;
+ }
+ else if (rhea_rus_main == 26) {
+ mes "[Momotoro Publisher]";
+ mes "Did you order a book?";
+ next;
+ mes "[Momotoro Publisher]";
+ mes "Someone ordered a book but did not pick it up.";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Ah, I.. a magic book...";
+ next;
+ mes "[Momotoro Publisher]";
+ mes "What? Ah, did you come here to pick up the book? Please, let me know your name?";
+ next;
+ input .@input$;
+ if (.@input$ == "Baba Yaga") {
+ mes "["+ strcharinfo(0) +"]";
+ mes "I am "+ .@input$ +".";
+ next;
+ mes "[Momotoro Publisher]";
+ mes ""+ .@input$ +" ... Ah, here it is.";
+ next;
+ }else{
+ mes "["+ strcharinfo(0) +"]";
+ mes "I am "+ .@input$ +" ";
+ next;
+ mes "[Momotoro Publisher]";
+ mes ""+ .@input$ +" ... Let's see...";
+ next;
+ mes "[Momotoro Publisher]";
+ mes "Hmm? I am sorry but there is no book reserved for "+ .@input$ +". Can you check again please?";
+ close;
+ }
+ mes "[Momotoro Publisher]";
+ mes "Are these the right ones? 'Magic to destroy time', 'The story of the house ghost around the world', 'Strange and weird world of Herbs";
+ mes "Hmm, the price for all is 5,000 Zeny.";
+ next;
+ if (Zeny > 4999) {
+ mes "[Momotoro Publisher]";
+ mes "Eh, yep this is 5,000 Zeny.";
+ next;
+ }else{
+ mes "[Momotoro Publisher]";
+ mes "You don't have enough money?";
+ mes "Check it again and come to me, please";
+ close;
+ }
+ mes "[Momotoro Publisher]";
+ mes "Thank you for buying our books. If you need more books, contact us please.";
+ set Zeny,Zeny-5000;
+ set rhea_rus_main,27;
+ getitem 7881,1;
+ close;
+ }
+ else if (rhea_rus_main > 26 && rhea_rus_main < 31) {
+ mes "[Momotoro Publisher]";
+ mes "Thank you for buying our books. If you need more books, contact us please.";
+ close;
+ }
+ else {
+ mes "[Momotoro Publisher]";
+ mes "Did you order a book?";
+ next;
+ mes "[Momotoro Publisher]";
+ mes "Someone ordered a book but did not pick it up.";
+ close;
+ }
+}
+
+mosk_dun02,57,220,0 script House Ghost Jar#rus43 111,{
+ if (rhea_rus_main == 31) {
+ mes "["+ strcharinfo(0) +"]";
+ mes "... Is it in here..? Hey, hey...";
+ next;
+ mes "- You tap the jar -";
+ mes "- with your hand -";
+ specialeffect EF_SIGHTRASHER;
+ emotion 23,1;
+ next;
+ mes "- A voice laughs in the jar as -";
+ mes "- it shakes from right to left -";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "You! No more games! Come out of there!";
+ specialeffect EF_HIT2;
+ next;
+ mes "- You kick the jar -";
+ mes "- it rolls to the floor -";
+ mes "- as bugs come out!! -";
+ set rhea_rus_main,32;
+ monster "mosk_dun02",58,220,"Thief Bug Male",1054,1,"House Ghost Jar#rus43::OnMyMobDead";
+ monster "mosk_dun02",59,220,"Ancient Worm",1305,1,"House Ghost Jar#rus43::OnMyMobDead";
+ monster "mosk_dun02",60,220,"Thief Bug Male",1054,1,"House Ghost Jar#rus43::OnMyMobDead";
+ donpcevent "House Ghost Jar#rus43::OnDisable";
+ close;
+ }
+ else if (rhea_rus_main == 32) {
+ mes "["+ strcharinfo(0) +"]";
+ mes "Ehh.. you, what are you doing!!";
+ next;
+ mes "- As you plan to kick the jar -";
+ mes "- again, something scared -";
+ mes "- utters in a shaky voice -";
+ specialeffect EF_CURSEATTACK;
+ next;
+ mes "[House Ghost]";
+ mes "No! Please stop it! I was wrong!";
+ next;
+ mes "[House Ghost]";
+ mes "I have been bored. After dying, I've had nothing to do and no friends to play with..";
+ next;
+ mes "[House Ghost]";
+ mes "When I was alive, I always stayed still, but now it's too boring...";
+ next;
+ mes "[House Ghost]";
+ mes "I can't even drink my favorite milk... Being a ghost is too inconvenient.";
+ next;
+ if(select("Can I play with you?:So what can I do for you?") == 1) {
+ mes "[House Ghost]";
+ mes "Ehhh, are you sure?";
+ next;
+ }else{
+ mes "[House Ghost]";
+ mes "Hmm, can you do something for me? It won't take much time.";
+ next;
+ }
+ mes "[House Ghost]";
+ mes "What about a card game? I was good at those games! Ah, where are my cards? Wait here! I'll find them!";
+ set rhea_rus_main,33;
+ close;
+ }
+ else if (rhea_rus_main == 33) {
+ mes "[House Ghost]";
+ mes "Hehe, what about a card game? I have an Angeling, Ghostring and a Poring Card.";
+ mes "All you have to do is just guess which card I pick up!";
+ next;
+ mes "[House Ghost]";
+ mes "Let's play best out of 5. So if you win 3 games, I promise to stay quiet!";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Ok! It will be fun. Let's do it.";
+ next;
+ set .@rugame_turn01,0;
+ set .@ruuser_score01,0;
+ while(.@rugame_turn01 != 5) {
+ mes "[House Ghost]";
+ mes "Ok, first let me shuffle these cards around.";
+ mes "Ready!";
+ emotion 56;
+ next;
+ mes "[House Ghost]";
+ mes "One!";
+ specialeffect EF_HIT1;
+ next;
+ mes "[House Ghost]";
+ mes "One! Two!";
+ specialeffect EF_HIT2;
+ next;
+ mes "[House Ghost]";
+ mes "One! Two! Three!";
+ specialeffect EF_HIT3;
+ next;
+ mes "[House Ghost]";
+ mes "Ok! I will pick one of them up!";
+ specialeffect EF_STEAL;
+ next;
+ mes "[House Ghost]";
+ mes "Ok! I will pick one of them up!";
+ mes "What is this card?";
+ cutin "sorry.bmp",4;
+ next;
+ set .@rucard_game01,rand(1,3);
+ switch(select("Poring:Angeling:Ghostring")) {
+ case 1:
+ mes "["+ strcharinfo(0) +"]";
+ mes "Hmmm, I think it is the Poring Card!";
+ next;
+ mes "[House Ghost]";
+ mes "Ok, time to find out!";
+ mes "One! Two! Three!!";
+ next;
+ if (.@rucard_game01 == 1) {
+ cutin "����ī��",4;
+ emotion 0;
+ emotion 5,1;
+ next;
+ mes "[House Ghost]";
+ mes "You got it right. You are good.";
+ mes "Can you do it next time?";
+ set .@rugame_turn01,.@rugame_turn01+1;
+ set .@ruuser_score01,.@ruuser_score01+1;
+ cutin "",255;
+ next;
+ }else{
+ if (.@rucard_game01 == 1) {
+ cutin "����ī��",4;
+ }
+ else if (.@rucard_game01 == 2) {
+ cutin "������ī��",4;
+ }
+ else if (.@rucard_game01 == 3) {
+ cutin "���Ʈ��ī��",4;
+ }
+ emotion 0;
+ emotion 23,1;
+ next;
+ mes "[House Ghost]";
+ mes "Huuu...";
+ mes "Better luck next time!";
+ set .@rugame_turn01,.@rugame_turn01+1;
+ cutin "",255;
+ next;
+ }
+ break;
+ case 2:
+ mes "["+ strcharinfo(0) +"]";
+ mes "Hmmm, I think it is the Angeling Card!";
+ next;
+ mes "[House Ghost]";
+ mes "Ok, time to find out!";
+ mes "One! Two! Three!!";
+ next;
+ if (.@rucard_game01 == 2) {
+ cutin "������ī��",4;
+ emotion 0;
+ emotion 5,1;
+ next;
+ mes "[House Ghost]";
+ mes "You got it right. You are good.";
+ mes "Can you do it next time?";
+ set .@rugame_turn01,.@rugame_turn01+1;
+ set .@ruuser_score01,.@ruuser_score01+1;
+ cutin "",255;
+ next;
+ }else{
+ if (.@rucard_game01 == 1) {
+ cutin "����ī��",4;
+ }
+ else if (.@rucard_game01 == 2) {
+ cutin "������ī��",4;
+ }
+ else if (.@rucard_game01 == 3) {
+ cutin "���Ʈ��ī��",4;
+ }
+ emotion 0;
+ emotion 23,1;
+ next;
+ mes "[House Ghost]";
+ mes "Huuu...";
+ mes "Better luck next time!";
+ set .@rugame_turn01,.@rugame_turn01+1;
+ cutin "",255;
+ next;
+ }
+ break;
+ case 3:
+ mes "["+ strcharinfo(0) +"]";
+ mes "Hmmm, I think it is the Ghostring Card!";
+ next;
+ mes "[House Ghost]";
+ mes "Ok, time to find out!";
+ mes "One! Two! Three!!";
+ next;
+ if (.@rucard_game01 == 3) {
+ cutin "���Ʈ��ī��",4;
+ emotion 0;
+ emotion 5,1;
+ next;
+ mes "[House Ghost]";
+ mes "You got it right. You are good.";
+ mes "Can you do it next time?";
+ set .@rugame_turn01,.@rugame_turn01+1;
+ set .@ruuser_score01,.@ruuser_score01+1;
+ cutin "",255;
+ next;
+ }else{
+ if (.@rucard_game01 == 1) {
+ cutin "����ī��",4;
+ }
+ else if (.@rucard_game01 == 2) {
+ cutin "������ī��",4;
+ }
+ else if (.@rucard_game01 == 3) {
+ cutin "���Ʈ��ī��",4;
+ }
+ emotion 0;
+ emotion 23,1;
+ next;
+ mes "[House Ghost]";
+ mes "Huuu...";
+ mes "Better luck next time!";
+ set .@rugame_turn01,.@rugame_turn01+1;
+ cutin "",255;
+ next;
+ }
+ }
+ }
+ if (.@ruuser_score01 == 3) {
+ mes "[House Ghost]";
+ mes "You are better than I thought.";
+ set rhea_rus_main,34;
+ close;
+ }else{
+ mes "["+ strcharinfo(0) +"]";
+ mes "I was not thinking correctly! Let's do it again!";
+ next;
+ mes "[House Ghost]";
+ mes "Huhu, ok. Let's do it again?";
+ close;
+ }
+ }
+ else if (rhea_rus_main == 34) {
+ mes "[House Ghost]";
+ mes "Ah, it was fun. It has been a long time since I've been able to play a game like that.";
+ next;
+ mes "[House Ghost]";
+ mes "As promised, I will be quiet now. Thank you for playing with me.";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Oh and by the way, I have a present for you!";
+ next;
+ if (countitem(519) > 0) {
+ mes "["+ strcharinfo(0) +"]";
+ mes "You said you like milk. Here, take this.";
+ next;
+ }else{
+ mes "["+ strcharinfo(0) +"]";
+ mes "You said you like milk. Here, take.. Eh?";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "W, where is this? Wait here. I will bring it soon!!";
+ close;
+ }
+ mes "[House Ghost]";
+ mes "Ah, wow!! Can I have this?";
+ next;
+ mes "[House Ghost]";
+ mes "Thank you so much!!";
+ mes "I promise I wil be quiet now. I will be the acting guardian for this house!";
+ next;
+ mes "[House Ghost]";
+ mes "I will never forget your kindness of entertaining me.";
+ set rhea_rus_main,45;
+ close;
+ }
+ else if (rhea_rus_main == 45) {
+ mes "[House Ghost]";
+ mes "Thank you so much!!";
+ mes "I promise I wil be quiet now. I will be the acting guardian for this house!";
+ next;
+ mes "[House Ghost]";
+ mes "I will never forget your kindness of entertaining me.";
+ close;
+ }
+ else {
+ end;
+ }
+
+OnInit:
+ enablenpc "House Ghost Jar#rus43";
+ end;
+
+OnEnable:
+ enablenpc "House Ghost Jar#rus43";
+ end;
+
+OnDisable:
+ initnpctimer;
+ disablenpc "House Ghost Jar#rus43";
+ end;
+
+OnTimer180000:
+ stopnpctimer;
+ killmonster "mosk_dun02","House Ghost Jar#rus43::OnMyMobDead";
+ donpcevent "House Ghost Jar#rus43::OnEnable";
+ end;
+
+OnMyMobDead:
+ donpcevent "House Ghost Jar#rus43::OnEnable";
+ end;
+}
+
+payon,65,119,0 script Broom Grandma#rus44 78,{
+ if (rhea_rus_main < 36) {
+ mes "[Broom Grandma]";
+ mes "A broom from Payon is the best!";
+ next;
+ mes "[Broom Grandma]";
+ mes "It is so good that even ghosts want only a Payon broom.";
+ close;
+ }
+ else if (rhea_rus_main == 36) {
+ mes "[Broom Grandma]";
+ mes "A broom from Payon is best!";
+ next;
+ mes "[Broom Grandma]";
+ mes "It is so good that even ghosts want only a Payon broom.";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "I want to buy a broom.";
+ next;
+ mes "[Broom Grandma]";
+ mes "Oh, you are a guest. Yes, you need a broom?";
+ next;
+ mes "[Broom Grandma]";
+ mes "But, I have no broom. Ghosts stole all my newly made brooms. I was pleased because they were nice even for ghosts. But...";
+ next;
+ mes "[Broom Grandma]";
+ mes "My son went to their place to get back the brooms, but he failed since the ghosts tricked him.";
+ next;
+ mes "[Broom Grandma]";
+ mes "Ah.. What should I do...";
+ set rhea_rus_main,37;
+ close;
+ }
+ else if (rhea_rus_main > 36 && rhea_rus_main < 41) {
+ mes "[Broom Grandma]";
+ mes "There are ghosts inside the dungeon of Payon. There is a tree there where the ghosts is hiding.";
+ next;
+ mes "[Broom Grandma]";
+ mes "My son went to their place to get back the brooms, but he failed since the ghosts tricked him.";
+ next;
+ mes "[Broom Grandma]";
+ mes "Ah.. What should I do...";
+ close;
+ }
+ else if (rhea_rus_main == 46) {
+ mes "[Broom Grandma]";
+ mes "Ah, you have taken them back. You are a great adventurer.";
+ next;
+ mes "[Broom Grandma]";
+ mes "You can have that broom. I believe it is its destiny.";
+ close;
+ }
+ else {
+ mes "[Broom Grandma]";
+ mes "A broom from Payon is the best!";
+ next;
+ mes "[Broom Grandma]";
+ mes "It is so good that even ghosts want only a Payon broom.";
+ close;
+ }
+}
+
+pay_dun04,163,186,0 script Ghost Tree#rus45 111,{
+ if (rhea_rus_main == 37) {
+ mes "[Ghost Tree]";
+ mes "Errr, a human? What are you doing here? Do you want to play with me?";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Return the broom.";
+ next;
+ mes "[Ghost Tree]";
+ mes "Kuhuhuhu, if you want it, you must give me the correct answers to my questions!";
+ next;
+ if(select("Ok, ask me!:No, just give it to me!") == 2) {
+ mes "[Ghost Tree]";
+ mes "What!? You are rude to ask for what you want by doing nothing!";
+ next;
+ mes "[Ghost Tree]";
+ mes "Get away! You must be punished!";
+ sc_start SC_CONFUSION,60000,0;
+ close2;
+ warp "pay_dun04",46,43;
+ end;
+ }
+ mes "[Ghost Tree]";
+ mes "Kuhuhu, you a cool kid?!";
+ mes "I like a person confident as talented. Let's begin the test!";
+ next;
+ mes "[Ghost Tree]";
+ mes "Eh.. Let's see. This will be a good start! Let's get started if you are ready!";
+ set rhea_rus_main,38;
+ close;
+ }
+ else if (rhea_rus_main == 38) {
+ mes "[Ghost Tree]";
+ mes "First question. Listen to me carefully and answer the question!";
+ next;
+ mes "[Ghost Tree]";
+ mes "Kafra sisters had a race. Listen to what they say and guess their ranking in the race. Understand?";
+ next;
+ mes "[Ghost Tree]";
+ mes "Ok, then, listen to them.";
+ next;
+ mes "[Kafra Roxie]";
+ mes "I am not good at running but Jasmine won over me and I won over Blossom.";
+ next;
+ mes "[Kafra Blossom]";
+ mes "I think that the smaller you are, the less the air disturbs you. Curly Sue was so fast that I couldn't follow her.";
+ next;
+ mes "[Kafra Jasmine]";
+ mes "I won over Pavianne, but not Curly Sue. Huhu.";
+ next;
+ mes "[Kafra Curly Sue]";
+ mes "Wohuhu, it was difficult to race with the fast runners. Anyway, I am pleased to win over Roxie!";
+ next;
+ mes "[Kafra Pavianne]";
+ mes "...I wasn't the last one even though Roxie won over me...";
+ next;
+ mes "[Ghost Tree]";
+ mes "Ok then, who was the first?!";
+ next;
+ set .@rus_kafra01,0;
+ input .@input$;
+ if (.@input$ == "Curly Sue") {
+ set .@rus_kafra01,.@rus_kafra01+1;
+ mes "["+ strcharinfo(0) +"]";
+ mes ""+ .@input$ +" !!";
+ next;
+ }else{
+ set .@rus_kafra01,.@rus_kafra01;
+ mes "["+ strcharinfo(0) +"]";
+ mes ""+ .@input$ +"!!";
+ next;
+ }
+ mes "[Ghost Tree]";
+ mes "Who was the second?";
+ next;
+ input .@input$;
+ if (.@input$ == "Jasmine") {
+ set .@rus_kafra01,.@rus_kafra01+1;
+ mes "["+ strcharinfo(0) +"]";
+ mes ""+ .@input$ +" !!";
+ next;
+ }else{
+ set .@rus_kafra01,.@rus_kafra01;
+ mes "["+ strcharinfo(0) +"]";
+ mes ""+ .@input$ +"!!";
+ next;
+ }
+ mes "[Ghost Tree]";
+ mes "Who was the third?";
+ next;
+ input .@input$;
+ if (.@input$ == "Roxie") {
+ set .@rus_kafra01,.@rus_kafra01+1;
+ mes "["+ strcharinfo(0) +"]";
+ mes ""+ .@input$ +" !!";
+ next;
+ }else{
+ set .@rus_kafra01,.@rus_kafra01;
+ mes "["+ strcharinfo(0) +"]";
+ mes ""+ .@input$ +"!!";
+ next;
+ }
+ mes "[Ghost Tree]";
+ mes "And then who was the forth?";
+ next;
+ input .@input$;
+ if (.@input$ == "Pavianne") {
+ set .@rus_kafra01,.@rus_kafra01+1;
+ mes "["+ strcharinfo(0) +"]";
+ mes ""+ .@input$ +" !!";
+ next;
+ }else{
+ set .@rus_kafra01,.@rus_kafra01;
+ mes "["+ strcharinfo(0) +"]";
+ mes ""+ .@input$ +"!!";
+ next;
+ }
+ mes "[Ghost Tree]";
+ mes "And who was the last?!";
+ next;
+ input .@input$;
+ if (.@input$ == "Blossom") {
+ set .@rus_kafra01,.@rus_kafra01+1;
+ mes "["+ strcharinfo(0) +"]";
+ mes ""+ .@input$ +" !!";
+ next;
+ }else{
+ set .@rus_kafra01,.@rus_kafra01;
+ mes "["+ strcharinfo(0) +"]";
+ mes ""+ .@input$ +"!!";
+ next;
+ }
+ if (.@rus_kafra01 > 4) {
+ mes "[Ghost Tree]";
+ mes "Ho, you are good!";
+ next;
+ }else{
+ mes "[Ghost Tree]";
+ mes "Ah, you are wrong, wrong!";
+ mes "Do you really think that you can take the brooms back?";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "I was not thinking correctly! I will try it again!";
+ next;
+ mes "[Ghost Tree]";
+ mes "Kuhuhu, ok. Let's do it again. Try your best.";
+ close;
+ }
+ mes "[Ghost Tree]";
+ mes "Ok, let's see if you are good next time.";
+ mes "Gear yourself up!";
+ set rhea_rus_main,39;
+ close;
+ }
+ else if (rhea_rus_main == 39) {
+ mes "[Ghost Tree]";
+ mes "The second question. Listen carefully and answer!";
+ next;
+ mes "[Ghost Tree]";
+ mes "One day, you, "+ strcharinfo(0) +", upgraded your 'Hat of the Sun God', your ancestral treasure.";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Eh? I didn't...";
+ next;
+ mes "[Ghost Tree]";
+ mes "Shut up! Listen to me!";
+ mes "While Aragam, Antonio, Hermanthorn, and Holgren, 4 blacksmiths, upgraded the 'Hat of the Sun God' in turn, it was broken!";
+ next;
+ mes "[Ghost Tree]";
+ mes "The stauts of 'Hat of the Sun God' was +7. Here, you guess who broke it!";
+ next;
+ mes "[Aragam]";
+ mes "I heard that Holgren upraded it up to +7. It was overpace.";
+ next;
+ mes "[Antonio]";
+ mes "...We upgraded it twice for each...";
+ next;
+ mes "[Hermanthorn]";
+ mes "Hogren worked after me.";
+ next;
+ mes "[Holgren]";
+ mes "I did it after Aragam!";
+ next;
+ mes "[Ghost Tree]";
+ mes "Have you heard all of them? Who broke the 'Hat of the Sun God'?!";
+ next;
+ input .@input$;
+ if (.@input$ == "Antonio") {
+ mes "["+ strcharinfo(0) +"]";
+ mes ""+ .@input$ +" !!";
+ next;
+ }else{
+ mes "["+ strcharinfo(0) +"]";
+ mes ""+ .@input$ +"!!";
+ next;
+ mes "[Ghost Tree]";
+ mes "You are wrong, wrong!";
+ mes "Look at this. In this way, it will take you a million years to take them back!";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "I was not thinking correctly!!!";
+ mes "Again, again!";
+ next;
+ mes "[Ghost Tree]";
+ mes "Kuhuhu, Ok then. You should do better next time!";
+ close;
+ }
+ mes "[Ghost Tree]";
+ mes "Good! Well done. The last one is to cast a dice with me! If you win over me, I will give you what you want!";
+ next;
+ mes "[Ghost Tree]";
+ mes "Gear yourself up and come to me again!";
+ set rhea_rus_main,40;
+ close;
+ }
+ else if (rhea_rus_main == 40) {
+ mes "[Ghost Tree]";
+ mes "Kuhuhu, you did good until now. If you win over me, I will give the brooms as promisied.";
+ next;
+ mes "[Ghost Tree]";
+ mes "The game is simple. Your number must be more than mine.";
+ next;
+ mes "[Ghost Tree]";
+ mes "Cast 3 times if you win once, I will give you what you want.";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Ok! I will do it!";
+ next;
+ set .@rustree_turn01,0;
+ set .@rususer_score01,0;
+ while(.@rustree_turn01 != 3) {
+ mes "[Ghost Tree]";
+ mes "I cast first.";
+ next;
+ mes "- Ghost Tree casts a dice. The dice falls down, rotates and stops there-";
+ specialeffect EF_STUNATTACK;
+ next;
+ set .@tree_dice01,rand(1,6);
+ if (.@tree_dice01 == 1) {
+ mes "[Ghost Tree]";
+ mes "I've got ^0000ffNumber 1^000000.";
+ emotion 58;
+ next;
+ }
+ else if (.@tree_dice01 == 2) {
+ mes "[Ghost Tree]";
+ mes "I've got ^0000ffNumber 2^000000.";
+ emotion 59;
+ next;
+ }
+ else if (.@tree_dice01 == 3) {
+ mes "[Ghost Tree]";
+ mes "I've got ^0000ffNumber 3^000000.";
+ emotion 60;
+ next;
+ }
+ else if (.@tree_dice01 == 4) {
+ mes "[Ghost Tree]";
+ mes "I've got ^0000ffNumber 4^000000.";
+ emotion 61;
+ next;
+ }
+ else if (.@tree_dice01 == 5) {
+ mes "[Ghost Tree]";
+ mes "I've got ^0000ffNumber 5^000000.";
+ emotion 62;
+ next;
+ }
+ else if (.@tree_dice01 == 6) {
+ mes "[Ghost Tree]";
+ mes "I've got ^0000ffNumber 6^000000.";
+ emotion 63;
+ next;
+ }
+ mes "["+ strcharinfo(0) +"]";
+ mes "Ok, it is my turn?";
+ next;
+ mes "-You cast a dice. The dice falls down, rotates and stops there-";
+ specialeffect2 EF_STUNATTACK;
+ next;
+ set .@rus_dice01,rand(1,6);
+ mes "["+ strcharinfo(0) +"]";
+ mes "Let's see...";
+ next;
+ if (.@rus_dice01 == 1) {
+ emotion 58,1;
+ mes "["+ strcharinfo(0) +"]";
+ if (.@rus_dice01 == .@tree_dice01) {
+ mes "Let's see... Wow, I got it! I've got ^0000ffNumber 1^000000!";
+ }else{
+ mes "Let's see................... It is ^0000ff 1 ^000000...";
+ }
+ }
+ else if (.@rus_dice01 == 2) {
+ emotion 59,1;
+ mes "["+ strcharinfo(0) +"]";
+ if (.@rus_dice01 == .@tree_dice01) {
+ mes "Let's see... Wow, I got it! I've got ^0000ffNumber 2^000000!";
+ }else{
+ mes "Let's see................... It is ^0000ff 2 ^000000...";
+ }
+ }
+ else if (.@rus_dice01 == 3) {
+ emotion 60,1;
+ mes "["+ strcharinfo(0) +"]";
+ if (.@rus_dice01 == .@tree_dice01) {
+ mes "Let's see... Wow, I got it! I've got ^0000ffNumber 3^000000!";
+ }else{
+ mes "Let's see................... It is ^0000ff 3 ^000000...";
+ }
+ }
+ else if (.@rus_dice01 == 4) {
+ emotion 61,1;
+ mes "["+ strcharinfo(0) +"]";
+ if (.@rus_dice01 == .@tree_dice01) {
+ mes "Let's see... Wow, I got it! I've got ^0000ffNumber 4^000000!";
+ }else{
+ mes "Let's see................... It is ^0000ff 4 ^000000...";
+ }
+ }
+ else if (.@rus_dice01 == 5) {
+ emotion 62,1;
+ mes "["+ strcharinfo(0) +"]";
+ if (.@rus_dice01 == .@tree_dice01) {
+ mes "Let's see... Wow, I got it! I've got ^0000ffNumber 5^000000!";
+ }else{
+ mes "Let's see................... It is ^0000ff 5 ^000000...";
+ }
+ }
+ else if (.@rus_dice01 == 6) {
+ emotion 63,1;
+ mes "["+ strcharinfo(0) +"]";
+ if (.@rus_dice01 == .@tree_dice01) {
+ mes "Let's see... Wow, I got it! I've got ^0000ffNumber 6^000000!";
+ }else{
+ mes "Let's see................... It is ^0000ff 6 ^000000...";
+ }
+ }
+ if (.@rus_dice01 == .@tree_dice01) {
+ emotion 0;
+ next;
+ mes "[Ghost Tree]";
+ mes "You seem lucky...";
+ set .@rustree_turn01,.@rustree_turn01+1;
+ set .@rususer_score01,.@rususer_score01+1;
+ next;
+ }else{
+ mes "[Ghost Tree]";
+ mes "Huuu...";
+ emotion 18;
+ set .@rustree_turn01,.@rustree_turn01+1;
+ next;
+ }
+ }
+ if (.@rususer_score01 > 0) {
+ mes "[Ghost Tree]";
+ mes "Ah. I lost, but it was fun.";
+ next;
+ mes "[Ghost Tree]";
+ mes "For the fun play, I will give the broom to you as promised.";
+ next;
+ mes "[Ghost Tree]";
+ mes "I can say that you are fun. If possible, play with me again. And take them.";
+ next;
+ mes "- ^0000ff You receive the best broom from Payon !!^000000 - ";
+ set rhea_rus_main,46;
+ close;
+ }else{
+ mes "[Ghost Tree]";
+ mes "Kuhuhu, nobody is worse than you. Remember that you have to win over me to get what you want";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "I was not what I am! Let's do it again!";
+ next;
+ mes "[Ghost Tree]";
+ mes "Ok, let's play again. If prepared, try again?";
+ close;
+ }
+ }
+ else if (rhea_rus_main == 46) {
+ mes "[Ghost Tree]";
+ mes "Kuhuhu, I can say that you are fun. If possible, play with me again.";
+ close;
+ }
+ else {
+ end;
+ }
+}
diff --git a/npc/pre-re/quests/quests_nameless.txt b/npc/pre-re/quests/quests_nameless.txt
new file mode 100644
index 000000000..a9639e69a
--- /dev/null
+++ b/npc/pre-re/quests/quests_nameless.txt
@@ -0,0 +1,13229 @@
+//===== rAthena Script =======================================
+//= Nameless Island Quests
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 2.2a
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Collection of Nameless Island Quests
+//= Nameless Island:
+//= - Quest to gain access to Nameless Island and dungeon.
+//= - Variable in use: aru_monas (Max: 26)
+//= Peace for Arunafeltz:
+//- - Help to keep peace between Arunafeltz and Midgard.
+//= - Variable in use: aru_em (Max: 23)
+//= Muff's Loan:
+//- - Help Muff clear his Debt and get his collateral back.
+//= - prerequisite Quest to "Broken Diamond"
+//= - Variable in use: diamond_edq (Max: 14)
+//= Broken Diamond:
+//- - Help Ibrahim retrieve his stolen diamond.
+//= - prerequisite Quest to "Unlucky Emerald"
+//= - Variable in use: diamond_edq (Max: 26)
+//= Z-Gang Quest:
+//- - Help to aprehend the infamous Z-Gang.
+//= - Variable in use: zdan_edq (Max: 19)
+//= Unlucky Emerald:
+//- - Help a treasure hunter from Prontera get home, and
+//= learn the origins of the Unlucky Emerald.
+//= - Variable in use: treasure_nd (Max: 12)
+//= - Variable in use: jewel_nd (Max: 31)
+//= Rogue Guild Investigation Assistance:
+//- - Assist the Rogue Guild with their investigations.
+//= - Variable in use: rumour_nd (Max: 22)
+//===== Additional Comments: =================================
+//= 1.0 First version. [L0ne_W0lf]
+//= 1.1 Made quest accessable to "Failed" gaebolg quest. [L0ne_W0lf]
+//= 1.1a Touch up to other Gaebolg fail-points. [L0ne_W0lf]
+//= 1.2 Some final tuning to Nameless Island quest. [Koca]
+//= 1.3 Should fix any more issues with "Creature" npc. [L0ne_W0lf]
+//= 1.4 Changed the way aru_warp works slightly. [L0ne_W0lf]
+//= 1.5 added a next to stop double npc message [Yommy]
+//= 1.6 Updated the Nameless Island Access quest
+//= Added Quest: Peace for Arunafeltz
+//= Added Quest: Muff's Loan
+//= Added Quest: Broken Diamond
+//= Added Quest: Z-Gang Quest
+//= Added Quest: Unlucky Emerald
+//= Added Quest: Rogue Guild Investigation
+//= 1.7 Fixed a typo in monestary quest. [L0ne_W0lf]
+//= 1.8 Renamed temporary global variable. [L0ne_W0lf]
+//= moved OnMyMobDead for access quest to a different NPC.
+//= 1.9 Fixed mapwarp warping to disabled map. [L0ne_W0lf]
+//= 2.0 Removed duplicate dialog. [L0ne_W0lf]
+//= 2.1 Fixed a race condition blocking progress. [brianluau]
+//= 2.2 Added quest log entries for:
+//= - Muff's Loan
+//= - Broken Diamond
+//= - Z-Gang Quest
+//= 2.2a Fixed a few job constant typos. [Euphy]
+//============================================================
+
+// Nameless Island and Cursed Monestary Access Quest
+//============================================================
+airplane_01,95,61,3 script QuestTrigger#Aru -1,3,3,{
+ end;
+
+OnTouch:
+ if ((prt_curse == 36 || prt_curse == 45 || prt_curse == 56 || prt_curse == 61) && (aru_monas < 1)) {
+ hideoffnpc "Agent#Aru";
+ mes "[????]";
+ mes "Are you "+strcharinfo(0)+"?";
+ mes "I've been waiting for you.";
+ mes "^6B8E23Priest Bamph^000000 is expecting";
+ mes "your arrival at ^6B8E23Prontera";
+ mes "Church^000000. Please visit him";
+ mes "as soon as you can.";
+ close2;
+ set aru_monas,1;
+ hideonnpc "Agent#Aru";
+ }
+ end;
+}
+
+airplane_01,95,61,3 script Agent#Aru 899,5,5,{
+ end;
+
+OnInit:
+ hideonnpc "Agent#Aru";
+ end;
+}
+
+cmd_in02,174,89,7 script Ordinary Man#pc1 97,{
+ if (aru_monas < 2) {
+ mes "[Larjes]";
+ mes "Damn it, I lost again!";
+ mes "This game is rigged!";
+ mes "No matter what I try,";
+ mes "I can never seem to win!";
+ mes "But Comodo Hold 'Em";
+ mes "is so... It's so addicting!";
+ close;
+ }
+ else if (aru_monas == 2) {
+ mes "[Larjes]";
+ mes "Argh, I lost at this game";
+ mes "so many times that I've";
+ mes "completely lost track!";
+ mes "I've got to win sometime...";
+ next;
+ select("Excuse me.");
+ mes "[Larjes]";
+ mes "Oh! Uh... Hmm...";
+ mes "How may I help you?";
+ next;
+ select ("^6B8E23Priest Bamph^000000 sent me.");
+ mes "[Larjes]";
+ mes "Oh, I see. I apologize";
+ mes "if my screaming and yelling";
+ mes "made you a bit uncomfortable.";
+ mes "I'm just here to kill some";
+ mes "time... I now see firsthand";
+ mes "that gambling is truly evil!";
+ next;
+ mes "[Larjes]";
+ mes "Er, would you come";
+ mes "over this way? I don't";
+ mes "want anyone else to";
+ mes "overhear us talking.";
+ close2;
+ set aru_monas,3;
+ warp "cmd_in02",110,53;
+ end;
+ }
+ else {
+ mes "[Larjes]";
+ mes "What?! I lost again?";
+ mes "How does... How does";
+ mes "this game even work?!";
+ close;
+ }
+}
+
+cmd_in02,111,52,3 script Ordinary Man#pc2 97,{
+ if (aru_monas < 3) {
+ mes "[Larjes]";
+ mes "^666666*Sigh...*^000000";
+ mes "This isn't good at all.";
+ mes "I don't know what to do...";
+ close;
+ }
+ else if (aru_monas == 3) {
+ mes "[Larjes]";
+ mes "Good, no one should be";
+ mes "able to hear us from here.";
+ mes "After I sent a message to";
+ mes "the place, I found some";
+ mes "new information that should";
+ mes "really help my investigation.";
+ next;
+ mes "[Larjes]";
+ mes "I learned that two details";
+ mes "about the night when that";
+ mes "high ranking man vanished.";
+ mes "Firstly, he left the guards for";
+ mes "a bit to meet a woman. It's";
+ mes "always a woman, isn't it?";
+ next;
+ mes "[Larjes]";
+ mes "Secondly, after he left to";
+ mes "meet that woman, some other";
+ mes "people came in, and then they";
+ mes "carried some really large";
+ mes "baggage with them when";
+ mes "they left to the west.";
+ next;
+ mes "[Larjes]";
+ mes "Those bags were so big,";
+ mes "it's suspicious. It seems";
+ mes "like some organization has";
+ mes "kidnapped him, and wants to";
+ mes "bring him west for some reason.";
+ next;
+ select("Why to the west?");
+ mes "[Larjes]";
+ mes "This is just a guess, but";
+ mes "I think whoever kidnapped";
+ mes "him are from ^2F4F2FArunafeltz^000000.";
+ mes "I'm prohibited from entering";
+ mes "Arunafeltz so I wasn't able";
+ mes "to investigate any further.";
+ set aru_monas,4;
+ close;
+ }
+ else {
+ mes "[Larjes]";
+ mes "I gambled away";
+ mes "this much money?";
+ mes "How am I gonna pay";
+ mes "off all of this debt?!";
+ close;
+ }
+}
+
+ra_in01,308,59,1 script Waiter#Aru 930,{
+ if (aru_monas < 7) {
+ mes "[Waiter]";
+ mes "Welcome to";
+ mes "Rachel's Palate, one";
+ mes "of Rachel's finest and";
+ mes "most exquisite restraunts.";
+ if (aru_monas < 6) {
+ close;
+ }
+ if (aru_monas == 6) {
+ next;
+ mes "[Waiter]";
+ mes "What would you like";
+ mes "to order? Or... If I'm";
+ mes "not mistaken, you're";
+ mes "here for something else?";
+ next;
+ if (select("I'd like to order.:Yes, I've come for another reason.") == 1) {
+ mes "[Waiter]";
+ mes "Sure, no problem.";
+ mes "Did you come alone?";
+ next;
+ select("Yes.");
+ mes "[Waiter]";
+ mes "Right this way.";
+ close2;
+ set aru_monas,7;
+ warp "ra_in01",303,43;
+ end;
+ }
+ mes "[Waiter]";
+ mes "Hm, okay. Well, whatever";
+ mes "it is, I hope you enjoy your";
+ mes "stay at Rachel's Palate.";
+ close;
+ }
+ }
+ mes "[Waiter]";
+ mes "The food in this";
+ mes "restaurant is the";
+ mes "best in Rachel--no,";
+ mes "it is the best in all";
+ mes "of Arunafeltz!";
+ close;
+}
+
+ra_in01,301,50,3 script Normal-Looking Man 927,{
+ mes "[Normal-Looking Man]";
+ mes "Mmm-Mmm!";
+ mes "I love the food in";
+ mes "this restaurant!";
+ mes "They don't serve";
+ mes "anything this this";
+ mes "good anywhere else!";
+ close;
+}
+
+ra_in01,301,52,3 script Common-Looking Man 927,{
+ mes "[Common-Looking Man]";
+ mes "The food here isn't bad,";
+ mes "but my favorite restaurants";
+ mes "are over in Hugel. The food";
+ mes "over there is definitely best.";
+ close;
+}
+
+ra_in01,297,50,7 script Suspicious-Looking Man 926,{
+ mes "[Suspicious-Looking Man]";
+ mes "Each dish has its own";
+ mes "unique taste that you must";
+ mes "learn to relish. Of course,";
+ mes "unhealthy junk food is the";
+ mes "exception to this rule.";
+ close;
+}
+
+ra_in01,301,43,0 script #Aru_conv -1,3,3,{
+ end;
+
+OnTouch:
+ if (checkweight(907,200) == 0) {
+ mes "^3355FFWait a second!";
+ mes "Right now, you're carrying";
+ mes "too many things with you.";
+ mes "Please come back after";
+ mes "using the Kafra Service";
+ mes "to store some of your items.^000000";
+ close;
+ }
+ if (aru_monas == 7) {
+ mes "[Waiter]";
+ mes "What would you like to order?";
+ mes "Our special today is Fried";
+ mes "Veins Stripe Stickleback";
+ mes "since we received some";
+ mes "high quality fish from Veins";
+ mes "just this morning.";
+ next;
+ select("...Yes, that sounds good.");
+ mes "[Waiter]";
+ mes "Excellent choice.";
+ mes "Just to let you know,";
+ mes "that dish is ^9932CD3,000 zeny^000000.";
+ mes "I'll be right back.";
+ next;
+ mes "^3355FFThe waiter took your";
+ mes "order, and left to go to";
+ mes "the kitchen. You decide to";
+ mes "eavesdrop on the people";
+ mes "talking at the next table";
+ mes "while you're waiting.^000000";
+ next;
+ mes "[Husky Male Voice]";
+ mes "...............................";
+ mes "I really saw it, the greatest";
+ mes "fish in the world! Last time";
+ mes "I went to Veins, I glimpsed";
+ mes "the Veins Golden Stripe";
+ mes "Stickleback! It's true!";
+ next;
+ mes "[Gloomy Male Voice]";
+ mes "So were you able to taste";
+ mes "that Veins Golden Stripe";
+ mes "Stickleback juice?";
+ next;
+ mes "[Average Male Voice]";
+ mes "Aw man, if I did, that";
+ mes "would've been a once";
+ mes "in a lifetime experience!";
+ mes "Veins Golden Stripe";
+ mes "Sticklebacks are only";
+ mes "caught once a decade!";
+ next;
+ mes "[Husky Male Voice]";
+ mes "Oh yeah, that juice is";
+ mes "incredible. My voice even";
+ mes "changed after I drank it!";
+ mes "It was just... So profound.";
+ next;
+ mes "[Average Male Voice]";
+ mes "Oh! So that's why";
+ mes "you sound different.";
+ next;
+ mes "[Gloomy Male Voice]";
+ mes "How did you get to drink";
+ mes "such rare juice? I mean,";
+ mes "there must be tons of people";
+ mes "in line with reservations,";
+ mes "just waiting to drink it!";
+ next;
+ mes "[Husky Male Voice]";
+ mes "I got damn lucky: I went";
+ mes "to this tavern in Veins, and";
+ mes "overheard that ^DB7093a group of";
+ mes "smugglers were arrested";
+ mes "by the guards at the";
+ mes "southeast beach^000000.";
+ next;
+ mes "[Husky Male Voice]";
+ mes "Then I started thinking:";
+ mes "maybe the smugglers were";
+ mes "fishing. So I checked the";
+ mes "beach to see if I could";
+ mes "find their fishing boat.";
+ next;
+ mes "[Average Male Voice]";
+ mes "Man, you must be obsessed";
+ mes "with food. I mean, how else";
+ mes "would you figure out that the";
+ mes "smugglers were illegally";
+ mes "fishing so quickly?";
+ next;
+ mes "[Husky Male Voice]";
+ mes "Ha, I guess you're right!";
+ mes "Anyway, there was only one";
+ mes "fishing boat, and the guards";
+ mes "were inspecting it. I was about";
+ mes "to turn back in disappointment";
+ mes "but then... I saw a fisherman!";
+ next;
+ mes "[Husky Male Voice]";
+ mes "Out of the corner of my eye,";
+ mes "I saw him bringing in his";
+ mes "catch for the day, Veins";
+ mes "Golden Strip Stickleback!";
+ mes "I bought all of his fish";
+ mes "right then and there.";
+ next;
+ mes "[Gloomy Male Voice";
+ mes "Boy, were you lucky.";
+ mes "And you never hestitate";
+ mes "to splurge when it comes";
+ mes "to food, do you? Heh heh~";
+ next;
+ mes "[Husky Male Voice]";
+ mes "Oh, that wasn't even a";
+ mes "splurge. I'm sure you guys";
+ mes "would do the same thing";
+ mes "if you were in my situation.";
+ mes "I'm just grateful that I was";
+ mes "able to taste such rare fish.";
+ next;
+ mes "^3355FF...............................";
+ mes "Then, the men started";
+ mes "to compliment each other.^000000";
+ next;
+ mes "[Waiter]";
+ mes "Ah, here's your Fried";
+ mes "Veins Stripe Stickleback.";
+ mes "Please enjoy your meal.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "^ff0000Veins^000000, huh? I might want";
+ mes "to check that place one";
+ mes "of these days to see if";
+ mes "I can find more of this fish.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Whoa, this fish tastes...";
+ mes "I've never tasted anything";
+ mes "like it! It's almost like";
+ mes "a dessert. God, it's good!";
+ if (Zeny >= 3000) {
+ set Zeny,Zeny-3000;
+ getitem 12052,4; //Vit_Dish02
+ }
+ set aru_monas,8;
+ close;
+ }
+ end;
+}
+
+ve_in,78,314,5 script Magistrate#Aru 945,{
+ if (aru_monas < 8) {
+ mes "[Al Hamad]";
+ mes "Argh! Why must this";
+ mes "happen to me, especially";
+ mes "just when I'm about to";
+ mes "retire! A-ah! My ulcer...";
+ mes "Just all of a sudden, it--!";
+ close;
+ }
+ else if (aru_monas == 8) {
+ mes "[Al Hamad]";
+ mes "Man, this is probably";
+ mes "the biggest hassle of my";
+ mes "career. Why does this have";
+ mes "to happen now? Retirement";
+ mes "is so close, yet so far.";
+ next;
+ select("Are you in trouble?");
+ mes "[Al Hamad]";
+ mes "Huh? You don't look like";
+ mes "you're from around here.";
+ mes "Listen, I appreciate your";
+ mes "concern, but I'm really not";
+ mes "comfortable talking to complete";
+ mes "strangers about my problems.";
+ set aru_monas,9;
+ close;
+ }
+ else if (aru_monas == 9) {
+ mes "[Al Hamad]";
+ mes "Unless you've got special";
+ mes "business here, you're not";
+ mes "allowed to enter this place.";
+ mes "We're here to keep the public";
+ mes "peace, and letting anyone";
+ mes "in here will cause trouble.";
+ close;
+ }
+ else if (aru_monas == 10) {
+ mes "[Al Hamad]";
+ mes "I thought I told you";
+ mes "that you weren't allowed";
+ mes "to come in here. Why do";
+ mes "you keep coming back?";
+ next;
+ if (select("I'm sorry.:I want to know about the smugglers.") == 1) {
+ mes "[Al Hamad]";
+ mes "It's fine. Just leave,";
+ mes "and don't come back";
+ mes "unless you've got a";
+ mes "really good reason.";
+ close;
+ }
+ mes "[Al Hamad]";
+ mes "Hey, how'd you find out";
+ mes "about the smugglers? Did";
+ mes "word spread around town?";
+ mes "Well, I'm sorry, but I can't";
+ mes "disclose any details about";
+ mes "an ongoing investigation.";
+ next;
+ mes "[Al Hamad]";
+ mes "^9370DBIf you insist on learning";
+ mes "more, then you'd need to";
+ mes "bring me a written order";
+ mes "from a higher ranking officer.^000000";
+ mes "Oh, and you're prohibited";
+ mes "asking anyone else, so behave.";
+ set aru_monas,11;
+ close;
+ }
+ else if (aru_monas == 11) {
+ mes "[Al Hamad]";
+ mes "I don't blame you for";
+ mes "being curious, but getting";
+ mes "involved when you're not";
+ mes "supposed to will just cause";
+ mes "trouble. Be careful, got it?";
+ close;
+ }
+ else if (aru_monas == 13) {
+ mes "[Al Hamad]";
+ mes "Huh, that's weird. You're not";
+ mes "even a citizen of Arunafeltz,";
+ mes "but somehow you know such";
+ mes "a high ranking priest. Alright,";
+ mes "I guess I can tell you more";
+ mes "about our investigation.";
+ next;
+ mes "[Al Hamad]";
+ mes "I should let you know that";
+ mes "what I tell you might not be";
+ mes "worth all that trouble. This";
+ mes "information probably isn't";
+ mes "as valuable as you think.";
+ next;
+ mes "[Al Hamad]";
+ mes "The smugglers we caught are";
+ mes "the worst kind of scoundrels:";
+ mes "they deal in human trafficking, but we caught them this time when they";
+ mes "were crossing the ocean. Their background info is pretty typical.";
+ next;
+ mes "[Al Hamad]";
+ mes "Let's see... They kidnapped";
+ mes "some man from Comodo.";
+ mes "That's a place in the southwest";
+ mes "part of Rune-Midgarts. Anyway,";
+ mes "the smugglers thought he'd be";
+ mes "wealthy, so they set a trap.";
+ next;
+ mes "[Al Hamad]";
+ mes "They lured him away from his";
+ mes "guards by sending a woman,";
+ mes "but when they captured him,";
+ mes "they found that he was not only";
+ mes "rich, he was also a high ranked";
+ mes "official of Rune-Midgarts.";
+ next;
+ mes "[Al Hamad]";
+ mes "That's when they got sloppy:";
+ mes "they were so scared that the";
+ mes "kingdom's troops might pursue";
+ mes "them that they crossed the";
+ mes "ocean that we patrol. That's";
+ mes "where we caught them.";
+ next;
+ mes "[Al Hamad]";
+ mes "What I don't understand is";
+ mes "why they were so scared.";
+ mes "I mean, they mainly deal";
+ mes "in human trafficking so...";
+ mes "Kidnapping an official isn't";
+ mes "that big a difference, is it?";
+ next;
+ mes "[Al Hamad]";
+ mes "We contacted the temple,";
+ mes "and reported the smugglers,";
+ mes "our investigation, and the";
+ mes "high ranking man from the";
+ mes "Rune-Midgarts kingdom.";
+ next;
+ mes "[Al Hamad]";
+ mes "Then, some people from";
+ mes "the temple interrupted our";
+ mes "investigation, took away the";
+ mes "smugglers before we finished";
+ mes "our interrogations, and we";
+ mes "haven't seen them since.";
+ next;
+ mes "[Al Hamad]";
+ mes "I asked an acquaintance that";
+ mes "works at the temple, but he";
+ mes "doesn't know what's going";
+ mes "on either. The ^32CD32Rune-Midgarts";
+ mes "official^000000 has gone missing too.";
+ mes "It's all very frustrating.";
+ next;
+ mes "[Al Hamad]";
+ mes "That happens to be all";
+ mes "I know. Does this mean";
+ mes "we have to capture the";
+ mes "smugglers again? I don't";
+ mes "know what's going on...";
+ next;
+ mes "[Al Hamad]";
+ mes "Even if I could make headway";
+ mes "into the investigation, I've";
+ mes "been ordered to stop by upper";
+ mes "management. It looks like";
+ mes "this case is more trouble";
+ mes "than it's worth to them?";
+ next;
+ mes "[Al Hamad]";
+ mes "I don't want to be involved";
+ mes "in this anymore. I should be";
+ mes "retired already! If you want to";
+ mes "learn more, your only choice";
+ mes "would be to find out on your";
+ mes "own. Fat chance, right?";
+ set aru_monas,14;
+ close;
+ }
+ else if (aru_monas >= 14) {
+ mes "[Al Hamad]";
+ mes "I've suffered enough";
+ mes "already! Why can't this";
+ mes "case just be done?!";
+ close;
+ }
+}
+
+ve_in,81,296,3 script Soldier#Aru 946,{
+ if (aru_monas < 9) {
+ mes "[Himus]";
+ mes "Huh. The magistrate";
+ mes "still seems pretty upset";
+ mes "over the case that happened";
+ mes "at least a few months ago...";
+ close;
+ }
+ else if (aru_monas == 9) {
+ mes "[Himus]";
+ mes "Hm? Oh, the magistrate";
+ mes "gave you the brush-off?";
+ mes "Well, he hasn't really been";
+ mes "himself ever since we arrested";
+ mes "those ^32CD32smugglers coming from";
+ mes "the south^000000 a few months ago.";
+ next;
+ mes "[Himus]";
+ mes "Once we reported the arrest";
+ mes "to the temple, the pope's";
+ mes "soldiers came and took the";
+ mes "smugglers away. We have no";
+ mes "clue what happened to them";
+ mes "or where they even are now.";
+ next;
+ mes "[Himus]";
+ mes "It might not seem like";
+ mes "a big deal to you, but";
+ mes "the magistrate is pretty";
+ mes "meticulous, and he hates";
+ mes "it when people interfere";
+ mes "with his job, you know?";
+ next;
+ select("Who are the smugglers?");
+ mes "[Himus]";
+ mes "Well, I don't really know.";
+ mes "Maybe the magistrate would";
+ mes "know if he was able to finish";
+ mes "interrogating the smugglers.";
+ mes "I'm not sure if he did since the smugglers were taken away.";
+ set aru_monas,10;
+ close;
+ }
+ else if (aru_monas == 10) {
+ mes "[Himus]";
+ mes "The magistrate is about";
+ mes "to retire, so I hope he can";
+ mes "finally quit work and just";
+ mes "forget about this whole";
+ mes "business. He does nothing";
+ mes "but stress out about it!";
+ close;
+ }
+ else {
+ mes "[Himus]";
+ mes "Nice day, isn't it?";
+ close;
+ }
+}
+
+ra_temple,165,57,5 script Niren#ss 915,{
+ if (checkweight(907,200) == 0) {
+ mes "^3355FFWait a second!";
+ mes "Right now, you're carrying";
+ mes "too many things with you.";
+ mes "Please come back after";
+ mes "using the Kafra Service";
+ mes "to store some of your items.^000000";
+ close;
+ }
+ cutin "ra_gwoman",2;
+ mes "[High Priestess Niren]";
+ mes "So you wanted to talk to me?";
+ mes "I'm pretty tired right now, but";
+ mes "I can spare a moment or two.";
+ mes "What would you like to ask?";
+ next;
+ switch(select("Ask About Veins Smugglers:As About Zhed")) {
+ case 1:
+ if (aru_monas == 12) {
+ mes "[Niren]";
+ mes "Veins smugglers...";
+ mes "Would you explain";
+ mes "exactly what you mean";
+ mes "by Veins smugglers?";
+ next;
+ mes "[Niren]";
+ mes "Oh, them. Yes, I know";
+ mes "a little bit about them.";
+ mes "I'm afraid that I can't really";
+ mes "disclose certain information";
+ mes "about them since they're";
+ mes "a classified case...";
+ next;
+ mes "[Niren]";
+ mes "I'm afraid that I cannot give you information about them easily";
+ mes "as they mean a lot to us.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Actually, I was curious";
+ mes "about who they kidnapped.";
+ next;
+ mes "[Niren]";
+ mes "Oh, well, I suppose";
+ mes "I can tell you more";
+ mes "about their captive.";
+ mes "But first, I'd like to";
+ mes "ask you for a favor.";
+ next;
+ select("Accept:Do Not Refuse");
+ mes "[Niren]";
+ mes "When we realized the";
+ mes "kind of hostage the";
+ mes "smugglers captured, we";
+ mes "didn't know what to do with";
+ mes "him. We've had too many";
+ mes "internal problems to handle...";
+ next;
+ mes "[Niren]";
+ mes "Still, we felt that we";
+ mes "could use him in our plan,";
+ mes "so we held him in a secret";
+ mes "place whose location is only";
+ mes "known to a few people. But";
+ mes "then... We lost all contact.";
+ next;
+ mes "[Niren]";
+ mes "We sent investigators, but";
+ mes "we still have no idea what";
+ mes "happened. All they found was";
+ mes "a message left by one survivor:";
+ mes "''They're all demons.'' The";
+ mes "hostage is probably dead.";
+ next;
+ mes "[Niren]";
+ mes "He may have been a high";
+ mes "ranking official, but we";
+ mes "were too preoccupied";
+ mes "with other matters. In fact,";
+ mes "I haven't gotten the chance";
+ mes "to think of what do with him...";
+ next;
+ mes "[Niren]";
+ mes "I want to ask you to";
+ mes "go to that place, and";
+ mes "figure out what happened";
+ mes "there, and if that high ranking";
+ mes "official from Rune-Midgarts is";
+ mes "still alive. I doubt it, but...";
+ next;
+ mes "[Niren]";
+ mes "The investigators we employ";
+ mes "in our temple usually pale";
+ mes "in comparison to you foreign";
+ mes "adventurers, so I have faith";
+ mes "that you can do it. Still,";
+ mes "it'll be quite dangerous.";
+ next;
+ mes "[Niren]";
+ mes "If you can do this, I'll";
+ mes "tell you the location of";
+ mes "that place: we usually call";
+ mes "it the monastery. It used to";
+ mes "be an actual monastery, but we";
+ mes "use it to hold captives now.";
+ next;
+ mes "[Niren]";
+ mes "I'm sorry, but I can't tell";
+ mes "you anything else about that";
+ mes "old place. It's located to the";
+ mes "southwest of Veins across the";
+ mes "sea. You should be able to find";
+ mes "a boat at South Veins Beach.";
+ next;
+ mes "[Niren]";
+ mes "However... Never mind.";
+ mes "I'd like to help you more,";
+ mes "but I'd be compromising my";
+ mes "position. I'm sorry. Please";
+ mes "come back and tell me if";
+ mes "you learn anything there.";
+ set aru_monas,13;
+ next;
+ mes "[Niren]";
+ mes "I'll send a message to the";
+ mes "magistrate of Veins. If you";
+ mes "talk to him, he'll provide you";
+ mes "with some useful information";
+ mes "for your journey. Good luck.";
+ close2;
+ }
+ else if (aru_monas < 18) {
+ mes "[Niren]";
+ mes "Going to the monastery";
+ mes "isn't the problem: coming";
+ mes "back here alive will probably";
+ mes "be the real challenge for you.";
+ next;
+ mes "[Niren]";
+ mes "We can't send any troops";
+ mes "there until we understand";
+ mes "what they'd be confronting";
+ mes "there. That's why we need";
+ mes "you to investigate the area.";
+ close2;
+ }
+ else if (aru_monas < 25) {
+ mes "[Niren]";
+ mes "Still investigating the";
+ mes "monastery? Perhaps if";
+ mes "you found any records";
+ mes "left behind by one of";
+ mes "the residents over there...";
+ close2;
+ }
+ else if (aru_monas == 25) {
+ if (countitem(7755) < 1) {
+ mes "[Niren]";
+ mes "Still investigating the";
+ mes "monastery? Perhaps if";
+ mes "you found any records";
+ mes "left behind by one of";
+ mes "the residents over there...";
+ close2;
+ }
+ else {
+ mes "[Niren]";
+ mes "You found this journal";
+ mes "in the monastery? Perfect.";
+ mes "Let me read it, and see";
+ mes "what we can learn...";
+ next;
+ mes "[Niren]";
+ mes "Hmm, this sounds really";
+ mes "bad. This is tragic, especially";
+ mes "we kept so many important";
+ mes "people over there. I'll request";
+ mes "to dispatch troops there right";
+ mes "away. Something must be done.";
+ next;
+ mes "[Niren]";
+ mes "There are too many problems";
+ mes "we have to confront now, but";
+ mes "this monastery issue needs";
+ mes "top priority. We won't be able";
+ mes "to handle it if another threat";
+ mes "comes from that place.";
+ delitem 7755,1; //Research_Note
+ set aru_monas,26;
+ getexp 50000,0;
+ close2;
+ }
+ }
+ else {
+ mes "[Niren]";
+ mes "I suppose that Arunafeltz";
+ mes "and Rune-Midgarts will be too";
+ mes "busy with their own internal";
+ mes "issues to commit to war.";
+ mes "High Priest Zhed will be";
+ mes "glad to know about this.";
+ close2;
+ }
+ break;
+ case 2:
+ if (aru_em < 10) {
+ mes "[High Priestess Niren]";
+ mes "I'm sorry...";
+ mes "I really don't want";
+ mes "to think about Zhed";
+ mes "right now. He's just...";
+ close2;
+ }
+ else if (aru_em == 10) {
+ mes "[High Priestess Niren]";
+ mes "You wanted to ask me about";
+ mes "Beken--High Priest Zhed?";
+ mes "I can't do anything for him.";
+ mes "He dug his own grave by";
+ mes "allowing you into the";
+ mes "holy ground, didn't he?";
+ next;
+ mes "[High Priestess Niren]";
+ mes "I thought I warned you";
+ mes "before to stay out of trouble.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I'm not here to discuss";
+ mes "that. But I happened to";
+ mes "hear that you're the only";
+ mes "person that can help him now.";
+ next;
+ mes "[High Priestess Niren]";
+ mes "...............................";
+ mes "...............................";
+ mes "...............................";
+ next;
+ mes "[High Priestess Niren]";
+ mes "It's true that Zhed and";
+ mes "I used to work well together,";
+ mes "but we no longer share the";
+ mes "same dream. You'd better find";
+ mes "someone else. Unlike him,";
+ mes "I actually want a war.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Weren't you guys friends?";
+ mes "Besides, you don't seem as";
+ mes "aggressive as those other";
+ mes "hard liner priests.";
+ next;
+ mes "[High Priestess Niren]";
+ mes "Aggressive? Hmpf. If you";
+ mes "take a good look at those";
+ mes "moderates, you'll see that";
+ mes "they oppose war, but they're";
+ mes "also totally corrupt. In fact, they committed worse atrocities!";
+ next;
+ mes "[High Priestess Niren]";
+ mes "The moderates conducted";
+ mes "inhumane testing on living";
+ mes "creatures, even humans!";
+ mes "And Zhed and I... Could do";
+ mes "nothing but pray to Freya.";
+ mes "Only war can this this chaos!";
+ next;
+ mes "[High Priestess Niren]";
+ mes "We need to start all";
+ mes "over again. I can't help";
+ mes "Zhed. Please leave...";
+ next;
+ mes "^3355FFIt doesn't look like";
+ mes "you can change High";
+ mes "Priestess Niren's mind.";
+ mes "For now, you'd better talk";
+ mes "to High Priest Zhed.^000000";
+ set aru_em,11;
+ close2;
+ }
+ else if ((aru_em == 11) || (aru_em == 12)) {
+ mes "[High Priestess Niren]";
+ mes "I already told you";
+ mes "how I feel about Zhed.";
+ mes "We were wrong all along...";
+ mes "This time, war is the answer.";
+ close2;
+ }
+ else if (aru_em == 13) {
+ mes "[High Priestess Niren]";
+ mes "I already told you";
+ mes "how I feel about Zhed.";
+ mes "We were wrong all along...";
+ mes "This time, war is the answer.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Fine. If you're so sure";
+ mes "of yourself, then you won't";
+ mes "mind reading this letter";
+ mes "from High Priest Zhed.";
+ next;
+ mes "^3355FFNiren angrily grabbed the";
+ mes "letter, ripped the envelope";
+ mes "open, and began to read his";
+ mes "message. Her stern face slowly";
+ mes "softened as she slowly scanned";
+ mes "what Zhed had to tell her.^000000";
+ next;
+ mes "[High Priestess Niren]";
+ mes ".................";
+ mes ".................";
+ mes ".................";
+ next;
+ mes "[High Priestess Niren]";
+ mes "That Zhed... He always";
+ mes "did have a way with words.";
+ mes "I suppose the old saying is";
+ mes "true: the pen truly is mightier";
+ mes "than the sword. *Sigh...*";
+ next;
+ mes "[Sippie]";
+ mes "High Priestess";
+ mes "Niren? Are you okay?";
+ next;
+ mes "[High Priestess Niren]";
+ mes "Oh, I'm fine,";
+ mes "thank you. I guess";
+ mes "I'm just a little tired.";
+ next;
+ mes "[High Priestess Niren]";
+ mes "...............................";
+ mes "I have to admit, there's truth";
+ mes "in what Zhed's saying. We";
+ mes "have a duty to protect our";
+ mes "people, the pope, our holy";
+ mes "ground. But I need to think...";
+ next;
+ mes "[High Priestess Niren]";
+ mes "Would you give me some";
+ mes "time to myself? I'll let you";
+ mes "know once I've made a decision.";
+ set aru_em,14;
+ close2;
+ }
+ else if (aru_em == 14) {
+ if (rand(1,10) == 1) {
+ mes "[High Priestess Niren]";
+ mes "...................";
+ mes "...................";
+ mes "...................";
+ emotion e_dots;
+ next;
+ mes "[Sippie]";
+ mes "High Priestess Niren,";
+ mes "you must be really tired.";
+ mes "You look pale for some reason.";
+ emotion 19;
+ next;
+ mes "[High Priestess Niren]";
+ mes "I do feel rather drained.";
+ mes "I don't know why I've been";
+ mes "holding on to this hatred for";
+ mes "so long. I guess I can finally";
+ mes "just cast it to the winds...";
+ next;
+ mes "[High Priestess Niren]";
+ mes "Adventurer...";
+ mes "What was your name?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "My name is "+strcharinfo(0)+".";
+ next;
+ mes "[High Priestess Niren]";
+ mes "Adventurer...";
+ mes "You had the chance to talk";
+ mes "with our pope once, but I doubt";
+ mes "you'll be able to do so again";
+ mes "^3311FFin private^000000. You'll definitely";
+ mes "need our help for that end.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Does this mean that";
+ mes "you've decided to work";
+ mes "with Zhed again?";
+ next;
+ mes "^3355FFNiren quietly nodded";
+ mes "her head, and then";
+ mes "resumed talking.^000000";
+ next;
+ mes "[High Priestess Niren]";
+ mes "I'm still not sure if";
+ mes "I can join him in the long";
+ mes "run. I mean, talking to the";
+ mes "pope might not result in";
+ mes "anything, actually. But";
+ mes "it's still worth a try.";
+ next;
+ mes "[High Priestess Niren]";
+ mes "However, I've never";
+ mes "doubted Zhed's dedication";
+ mes "to Arunafeltz. He deserves";
+ mes "another chance from me.";
+ next;
+ mes "[High Priestess Niren]";
+ mes "Our pope is always surrounded ";
+ mes "by priests and followers sent";
+ mes "by High Priest Vildt. He always";
+ mes "manages to keep his eyes and";
+ mes "ears on her. We need to get";
+ mes "those spies away somehow...";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "What can we do";
+ mes "about them, then?";
+ next;
+ mes "[High Priestess Niren]";
+ mes "For now, just approach";
+ mes "the pope as if you just";
+ mes "wanted to leisurely chat.";
+ mes "While you're doing that,";
+ mes "try to gather information";
+ mes "from the priests around her.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Sure thing. You";
+ mes "can count on me!";
+ emotion e_no1,1;
+ set aru_em,15;
+ close2;
+ }
+ else {
+ mes "[High Priestess Niren]";
+ mes "Ugh, this is giving me";
+ mes "a headache. There's";
+ mes "too much to consider...";
+ mes "Too much at stake here...";
+ close2;
+ }
+ }
+ else if (aru_em == 15) {
+ mes "[High Priestess Niren]";
+ mes "Just approach the pope";
+ mes "for a chat, and see what";
+ mes "you can learn from the";
+ mes "other priests around her.";
+ close2;
+ }
+ else if (aru_em == 16) {
+ mes "[High Priestess Niren]";
+ mes "How is the pope?";
+ mes "I haven't had the chance";
+ mes "to meet her recently, so...";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Well, she doesn't seem";
+ mes "very well, just like the";
+ mes "last time I saw her. I didn't";
+ mes "learn anything about all those";
+ mes "priests. Just that they've been";
+ mes "working in the temple non-stop.";
+ next;
+ mes "[High Priestess Niren]";
+ mes "Yes, they've been by her";
+ mes "side twenty-fours a day.";
+ mes "It's been like that for years.";
+ next;
+ emotion e_wah;
+ mes "[Sippie]";
+ mes "Oh, High Priestess Niren,";
+ mes "I love working for you, but";
+ mes "sometimes I wish I could leave";
+ mes "just to see my family. Even";
+ mes "just once a year would be nice.";
+ next;
+ emotion 5;
+ mes "[High Priestess Niren]";
+ mes "...............................";
+ mes "You're absolutely right.";
+ mes "That gives me an idea.";
+ next;
+ emotion 2;
+ mes "[Sippie]";
+ mes "Huh? What is it?";
+ next;
+ mes "[High Priestess Niren]";
+ mes "You all need a vacation.";
+ next;
+ mes "[High Priestess Niren]";
+ mes ""+strcharinfo(0)+".";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Yes?";
+ next;
+ mes "[High Priestess Niren]";
+ mes "I should reward everyone";
+ mes "in the Sky Garden for their";
+ mes "contribution. However,";
+ mes "they were hired by Vildt,";
+ mes "so I can't directly give them";
+ mes "leave for vacation. Hmm...";
+ next;
+ mes "[High Priestess Niren]";
+ mes "Sippie...";
+ mes "I'll need a pen";
+ mes "and some paper.";
+ next;
+ mes "[Sippie]";
+ mes "Yes, ma'am.";
+ mes "There you go!";
+ cutin "ra_gwoman",255;
+ next;
+ mes "^3355FF*Scribble Scribble*^000000";
+ mes "^3355FF*Scribble Scribble*^000000";
+ mes "^3355FF*Scribble Scribble*^000000";
+ mes "^3355FF*Scribble Scribble*^000000";
+ next;
+ cutin "ra_gwoman",2;
+ mes "[High Priestess Niren]";
+ mes "I administered a blessing";
+ mes "for a child from a native";
+ mes "family, and they were very";
+ mes "grateful since most of the";
+ mes "priests shun the natives.";
+ next;
+ mes "[High Priestess Niren]";
+ mes "It turns out that this";
+ mes "child is gifted at forgery.";
+ mes "She doesn't like being too";
+ mes "close to other people, but";
+ mes "that's beside the point.";
+ mes "Here, take this letter.";
+ next;
+ mes "[High Priestess Niren]";
+ mes "Ah, and take this file that";
+ mes "contains a sample of Vildt's";
+ mes "handwriting. Bring them to";
+ mes "a girl named Ishmael in a";
+ mes "village in North Rachel.";
+ mes "I hope she'll help us...";
+ set aru_em,17;
+ getitem 7343,1; //File02
+ close2;
+ }
+ else if (aru_em == 17) {
+ mes "[High Priestess Niren]";
+ mes "Please deliver my letter";
+ mes "and that file to Ishmael in";
+ mes "North Rachel. Hopefully,";
+ mes "she can use her talents";
+ mes "to help us out.";
+ close2;
+ }
+ else if (aru_em == 19) {
+ if (countitem(7343) > 0) {
+ mes "[High Priestess Niren]";
+ mes "Have you met with Ishmael?";
+ next;
+ mes "^3355FFYou handed Niren the";
+ mes "file forged by Ishmael.^000000";
+ next;
+ emotion e_bzz;
+ mes "[High Priestess Niren]";
+ mes "Perfect! This forgery is";
+ mes "so well done, I'm sure";
+ mes "that even Vildt won't be";
+ mes "know if he wrote it or not.";
+ next;
+ mes "[High Priestess Niren]";
+ mes ""+strcharinfo(0)+"...";
+ mes "I'm going to use this to";
+ mes "send the priests and followers";
+ mes "on vacation. Then me and Zhed";
+ mes "can talk to the pope without";
+ mes "any unecessary interruptions.";
+ next;
+ mes "[High Priestess Niren]";
+ mes "I really don't want to burden";
+ mes "our pope with what Zhed and I";
+ mes "have to say... But that's much";
+ mes "preferable to doing nothing";
+ mes "and experiencing the downfall";
+ mes "of our beloved Arunafeltz.";
+ next;
+ mes "[High Priestess Niren]";
+ mes "Sippie, please";
+ mes "deliver this vacation";
+ mes "approval to the priests and";
+ mes "followers in the Sky Garden.";
+ next;
+ mes "[Sippie]";
+ mes "Yes, ma'am!";
+ next;
+ mes "[High Priestess Niren]";
+ mes ""+strcharinfo(0)+",";
+ mes "please go back to Zhed,";
+ mes "and let him know everything";
+ mes "is ready. Then I want you to";
+ mes "meet us in the ^3131FFSky Garden^000000.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Yes!";
+ next;
+ mes "[High Priestess Niren]";
+ mes "We need to hurry and";
+ mes "do this before High";
+ mes "Priest Vildt realizes";
+ mes "what we are doing.";
+ delitem 7343,1; //File02
+ set aru_em,20;
+ close2;
+ }
+ else {
+ mes "^3131FFYou seem to have";
+ mes "misplaced Ishmael's file.^000000";
+ close2;
+ }
+ }
+ else if ((aru_em == 20) || (aru_em == 21)) {
+ mes "[High Priestess Niren]";
+ mes "Please hurry back";
+ mes "to High Priest Zhed.";
+ close2;
+ }
+ else if (aru_em == 22) {
+ mes "[High Priestess Niren]";
+ mes "I'm so proud of our pope!";
+ mes "Did you hear her wonderful";
+ mes "speech? Well, I should say";
+ mes "those are the words of Freya,";
+ mes "but... Well, you know. Hohoho!";
+ next;
+ mes "[High Priestess Niren]";
+ mes "Our priests may have acted";
+ mes "selfishly, but they are still";
+ mes "committed to Arunafeltz's";
+ mes "welfare. Things should";
+ mes "change for the better now.";
+ next;
+ mes "[High Priestess Niren]";
+ mes "I'm ashamed that I strayed";
+ mes "from the path of peace and";
+ mes "almost endangered my country.";
+ mes "I'm glad Zhed brought me back";
+ mes "my senses. From now on, I'll";
+ mes "repent for my sins with Zhed.";
+ next;
+ mes "[High Priestess Niren]";
+ mes "I hope the goddess can";
+ mes "forgive me. Ah, and you";
+ mes "should know that Zhed is";
+ mes "waiting for you. Why don't";
+ mes "you go see him now?";
+ next;
+ mes "^3355FFNiren softly smiles";
+ mes "at you, and you realize";
+ mes "that it's the first time";
+ mes "that you've seen that";
+ mes "expression on her face.^000000";
+ set aru_em,23;
+ getexp 100000,0;
+ close2;
+ }
+ else if (aru_em > 21) {
+ mes "[High Priestess Niren]";
+ mes "Thanks to you and";
+ mes "Bekento, I think I've";
+ mes "finally found my way.";
+ close2;
+ }
+ else {
+ mes "[High Priestess Niren]";
+ mes "I'm sorry...";
+ mes "I really don't want";
+ mes "to think about Zhed";
+ mes "right now. He's just...";
+ close2;
+ }
+ }
+ cutin "ra_gwoman",255;
+ end;
+}
+
+ve_in,239,115,1 script Drunkard#Aru 943,{
+ if (aru_monas < 14) {
+ mes "[Drunkard]";
+ mes "Man, I feel great! Hah hah!";
+ mes "Hey, gimme one more drink!";
+ close;
+ }
+ if (aru_monas == 14) {
+ if (rachel_camel == 25) {
+ mes "[Drunkard]";
+ mes "So--*Hic* What I was...";
+ mes "Oog, dizzy... I say sayin',";
+ mes "that guy that ^32CD32snuck out to";
+ mes "sea on a boat^000000? You know";
+ mes "*Hic* why he came back";
+ mes "so early? You won't believe it!";
+ next;
+ mes "[Drunkard]";
+ mes "Hah hah! He--*Hic*";
+ mes "He thought he saw a ^DBDB70ghost^000000!";
+ mes "Bwah hah hah! Oooog... Hey...";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "That's right!";
+ mes "Maybe I should check";
+ mes "on ^32CD32Kurdi's father since";
+ mes "he's a fisherman^000000";
+ set aru_monas,15;
+ close;
+ }
+ else {
+ mes "[Drunkard]";
+ mes "Zzzz...";
+ mes "Umm... Zzz...";
+ close;
+ }
+ }
+ else {
+ mes "[Drunkard]";
+ mes "Why?! Why can't I take";
+ mes "my boat out to sea? I hafta";
+ mes "catch fish to make a living!";
+ mes "What, they expect me to starve";
+ mes "to death or something?! Huh?!";
+ close;
+ }
+}
+
+ve_fild07,125,128,0 script Boat#Aru 111,{
+ if (aru_monas < 16) {
+ mes "^3355FFThis boat seems to ";
+ mes "be in decent condition.";
+ mes "Who could its owner be?^000000";
+ close;
+ }
+ if (aru_monas == 16) {
+ mes "^3355FFThis must be the boat that";
+ mes "Karyn was talking about.";
+ mes "It seems to be in pretty";
+ mes "good shape. Now, the";
+ mes "monastery should be";
+ mes "southwest from here...^000000";
+ next;
+ hideoffnpc "Secret Agent#Aru";
+ next;
+ mes "[Larjes]";
+ mes "Long time no see,";
+ mes ""+strcharinfo(0)+".";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Larjes!";
+ next;
+ mes "[Larjes]";
+ mes "I had a tough time following";
+ mes "you, you know? I actually";
+ mes "almost lost you once. You";
+ mes "must be wondering why";
+ mes "I'm here. If you'll listen,";
+ mes "I'll explain everything.";
+ next;
+ mes "[Larjes]";
+ mes "According to our investigation, Arunafeltz is definitely involved";
+ mes "in this case. We've been watching you since you're somehow related";
+ mes "to that high ranked official from Arunafeltz. I apologize for that.";
+ next;
+ mes "[Larjes]";
+ mes "This is an international";
+ mes "incident, so to prevent any";
+ mes "intel leaks to Arunafeltz,";
+ mes "we've had to be much stricter";
+ mes "with securing and protecting";
+ mes "all information for this case.";
+ next;
+ mes "[Larjes]";
+ mes "Anyway, I've decided to";
+ mes "reveal myself to you since";
+ mes "I'm the only one that can help";
+ mes "you right now. You're thinking";
+ mes "of using that boat, aren't you?";
+ next;
+ mes "[Larjes]";
+ mes "If you don't have the skills,";
+ mes "knowledge, and preparation";
+ mes "to sail those waters ahead,";
+ mes "you'll probably wreck the";
+ mes "boat. You'll make it if you're lucky but... That's a lot of luck.";
+ next;
+ mes "[Larjes]";
+ mes "I'll help you sail this";
+ mes "boat to get where you're";
+ mes "going. But if you fail, there's";
+ mes "a chance you might have to";
+ mes "sail this boat on your own if I'm not here. So, you ready to go?";
+ next;
+ switch(select("Yes, I'm ready.:Give me more time.")) {
+ case 1:
+ mes "[Larjes]";
+ mes "Alright, let's go.";
+ mes "Hold on to something:";
+ mes "this will probably be";
+ mes "a pretty rocky ride...";
+ set aru_monas,17;
+ close2;
+ hideonnpc "Secret Agent#Aru";
+ warp "nameless_i",257,217;
+ end;
+ case 2:
+ mes "[Larjes]";
+ mes "Alright. Just let me know";
+ mes "whenever you're ready.";
+ close;
+ }
+ }
+ if (aru_monas < 20) {
+ mes "^3355FFThis is the boat that";
+ mes "can take you to the";
+ mes "monastery.^000000";
+ next;
+ switch(select("Go to Monastery:Cancel")) {
+ case 1:
+ mes "^3355FFYou set sail for";
+ mes "the monastery...^000000";
+ close2;
+ warp "nameless_i",257,217;
+ end;
+ case 2:
+ mes "^3355FFYou decide to";
+ mes "stay ashore.^000000";
+ close;
+ }
+ }
+ else {
+ mes "^3355FFThis is the boat that";
+ mes "can take you to the";
+ mes "monastery.^000000";
+ next;
+ switch(select("Go to Monastery:Cancel")) {
+ case 1:
+ mes "^3355FFYou set sail for";
+ mes "the monastery...^000000";
+ close2;
+ warp "nameless_n",257,217;
+ end;
+ case 2:
+ mes "^3355FFYou decide to";
+ mes "stay ashore.^000000";
+ close;
+ }
+ }
+}
+
+ve_fild07,128,130,1 script Secret Agent#Aru 97,{
+ if (aru_monas == 16) {
+ mes "[Larjes]";
+ mes "Are you ready to go";
+ mes "aboard? I'll help you";
+ mes "sail to that monastery,";
+ mes "but if you fail while you're";
+ mes "there, I might not be here";
+ mes "when you come back.";
+ next;
+ switch(select("Yes, I'm ready.:Give me more time.")) {
+ case 1:
+ mes "[Larjes]";
+ mes "Alright, let's go.";
+ mes "Hold on to something:";
+ mes "this will probably be";
+ mes "a pretty rocky ride...";
+ set aru_monas,17;
+ close2;
+ hideonnpc "Secret Agent#Aru";
+ warp "nameless_i",257,217;
+ end;
+ case 2:
+ mes "[Larjes]";
+ mes "Alright. Just let me know";
+ mes "whenever you're ready.";
+ close;
+ }
+ }
+ end;
+
+OnInit:
+ hideonnpc "Secret Agent#Aru";
+ end;
+}
+
+nameless_i,259,218,3 script Larjes#Aru 97,{
+ if(aru_monas < 18) {
+ mes "[Larjes]";
+ mes "I don't like this place.";
+ mes "You'd be better be careful";
+ mes "around here with those weird";
+ mes "creatures running around.";
+ close;
+ }
+ else if (aru_monas > 24) {
+ mes "[Larjes]";
+ mes "Good, you're back";
+ mes "I know that there's still";
+ mes "things on this island that";
+ mes "you want to investigate,";
+ mes "but did you want to leave";
+ mes "this place for a while?";
+ next;
+ if(select("Yes:No")==1) {
+ mes "[Larjes]";
+ mes "Alight, let's go.";
+ close2;
+ warp "ve_fild07",130,130;
+ end;
+ }
+ mes "[Larjes]";
+ mes "Alright, but becareful.";
+ mes "Those creatures almost";
+ mes "got you once, you know.";
+ close;
+ }
+ else {
+ mes "[Larjes]";
+ mes "Did you still want to";
+ mes "investigate the island?";
+ next;
+ if (select("No:Yes") == 1) {
+ mes "[Larjes]";
+ mes "Alright, let's go.";
+ close2;
+ warp "ve_fild07",130,130;
+ end;
+ }
+ mes "[Larjes]";
+ mes "Alright, but be careful.";
+ mes "Those creatures almost";
+ mes "got you once, you know.";
+ close;
+ }
+}
+
+nameless_i,212,184,0 script #aru_clue1 -1,2,3,{
+ end;
+
+OnTouch:
+ if (aru_monas == 17) {
+ mes "^3355FFThe village is totally";
+ mes "silent, as if all life had";
+ mes "abandoned it. You look";
+ mes "around and see that something";
+ mes "was here a few hours ago, but";
+ mes "it's somewhere else now.^000000";
+ next;
+ mes "^3355FFWhatever it was,";
+ mes "it definitely wasn't";
+ mes "human. What kind of";
+ mes "creature could it be?^000000";
+ close;
+ }
+ end;
+}
+
+nameless_in,21,176,0 script #aru_clue2 -1,2,2,{
+ end;
+
+OnTouch:
+ if (aru_monas == 17) {
+ mes "^3355FFThere are traces of";
+ mes "humans around here,";
+ mes "along with some kind";
+ mes "of creature that you";
+ mes "can't clearly identify.^000000";
+ close;
+ }
+ end;
+}
+
+nameless_i,129,218,0 script #aru_clue3 -1,4,3,{
+ end;
+
+OnTouch:
+ if (aru_monas == 17) {
+ mes "^3355FFA strange scent strikes";
+ mes "you as you enter this field of";
+ mes "grass. A few ^32CD32animal corpses^3355FF";
+ mes "are strewn around the ground.^000000";
+ close;
+ }
+ end;
+}
+
+nameless_i,127,207,0 script Dead Crow#Aru 111,{
+ if (aru_monas < 17) {
+ mes "^3355FFThere is a dead crow on the ground.";
+ close;
+ }
+ else if (aru_monas == 17) {
+ mes "^3355FFThe sight of this ^32CD32dead";
+ mes "crow^3355FF makes you feel";
+ mes "uneasy for some reason.^000000";
+ next;
+ if (select("Ignore:Investigate") == 1) {
+ mes "^3355FFYou decide not to touch";
+ mes "the animal's carcass.^000000";
+ close;
+ }
+ mes "^3355FFYou notice some grass sap";
+ mes "on the crow's beak, so it";
+ mes "must have been nibbling on";
+ mes "some grass. Some feathers";
+ mes "are missing, revealing";
+ mes "scaly, snake-like skin.^000000";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Wait...";
+ mes "Did this grass...?";
+ next;
+ mes "^3355FFThis grass must be the";
+ mes "main ingredient of the";
+ mes "poison used to kill the";
+ mes "Gaebolg family princes.^000000";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Looks like I just hit";
+ mes "the jackpot. Huh?";
+ mes "Someone behi--";
+ next;
+ mes "^3355FFA sharp, throbbing pain";
+ mes "assails the back of your";
+ mes "head as you fall into";
+ mes "unconsciousness...^000000";
+ close2;
+ set aru_monas,18;
+ warp "nameless_in",15,60;
+ end;
+ }
+ end;
+}
+
+nameless_i,168,257,0 script Aru_LockedDoor 45,1,1,{
+ end;
+
+OnTouch:
+ if (aru_monas == 18 || aru_monas == 19) {
+ warp "nameless_in",12,41;
+ end;
+ }
+ mes "^3355FFThe door won't budge:";
+ mes "you can't go through.^000000";
+ close;
+}
+
+nameless_in,15,60,0 script #Aru_Trigger -1,1,1,{
+ end;
+
+OnTouch:
+ if (aru_monas == 18) {
+ disablenpc "aru_warp";
+ sc_start2 SC_Blind,600000,0,10000;
+ mes "^3355FFThe pressure on your";
+ mes "stomach and the blood";
+ mes "rushing to your head tells";
+ mes "you someone is carrying you";
+ mes "over his shoulder. He stops,";
+ mes "and you hear a faint voice.^000000";
+ next;
+ mes "^3355FFThe faint voice steadily";
+ mes "grows stronger and more";
+ mes "distinct--someone's calling";
+ mes "your name. You feel cold water";
+ mes "trickle through your lips, and";
+ mes "then you regain your senses.^000000";
+ sc_end SC_BLIND;
+ next;
+ hideoffnpc "Larjes#Aru2";
+ mes "That was too close.";
+ mes "For a second there,";
+ mes "I thought I lost you.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Larjes...? What...";
+ mes "What happened?";
+ mes "Ugh, my head...";
+ next;
+ mes "[Larjes]";
+ mes "Try not to move for a while.";
+ mes "I had a bad feeling waiting";
+ mes "for you on the boat. Lucky";
+ mes "thing. When I found you,";
+ mes "these strange creatures";
+ mes "were savagely attacking you!";
+ next;
+ mes "[" +strcharinfo(0)+ "]";
+ mes "You saved me?";
+ mes "Thank you. Do you";
+ mes "happen to know what";
+ mes "those creatures were?";
+ next;
+ mes "[Larjes]";
+ mes "No clue. They looked";
+ mes "like humans, but... They";
+ mes "definitely weren't. Once";
+ mes "I killed them, they all";
+ mes "turned into sand.";
+ next;
+ hideoffnpc "Creature#Aru";
+ emotion e_omg,1;
+ emotion e_omg;
+ mes "[Larjes]";
+ mes "?!?!?!!!!!";
+ next;
+ mes "[" +strcharinfo(0)+ "]";
+ mes "!!!!?!?!!!!!!";
+ mes "Isn't... Isn't that...?";
+ next;
+ mes "[Larjes]";
+ mes "It seems it's just like the";
+ mes "creatures that kidnapped";
+ mes "you, but... I wonder why";
+ mes "he's not attacking us.";
+ next;
+ mes "[" +strcharinfo(0)+ "]";
+ mes "I guess you'll have to go";
+ mes "right up to him and ask.";
+ set aru_monas,19;
+ close;
+ }
+}
+
+nameless_in,13,58,6 script Larjes#Aru2 97,{
+ mes "[Larjes]";
+ mes "Be careful. That guy";
+ mes "looks pretty dangerous.";
+ close;
+}
+
+nameless_in,13,53,0 script Creature#Aru 1864,{
+ end;
+
+OnInit:
+ hideonnpc "Creature#Aru";
+ end;
+
+OnMyMobDead:
+ enablenpc "aru_warp";
+ end;
+}
+
+nameless_in,13,53,0 script #Aru_Trigger2 -1,3,1,{
+ end;
+
+OnTouch:
+ if (aru_monas == 19 && !@mymobcount) {
+ mes "[???????]";
+ mes "Grrr~!!!";
+ close2;
+ hideonnpc "Creature#Aru";
+ set @mymobcount,1;
+ monster "nameless_in",13,53,"Zombie",1864,1,"Creature#Aru::OnMyMobDead";
+ end;
+ }
+ end;
+}
+
+nameless_in,12,37,0 script aru_warp 45,1,1,{
+ end;
+
+OnTouch:
+ if (aru_monas == 19) {
+ set aru_monas,20;
+ warp "nameless_n",168,252;
+ end;
+ }
+
+OnInit:
+ disablenpc "aru_warp";
+ end;
+}
+
+nameless_n,169,254,0 script #Aru_Trigger3 -1,3,3,{
+ end;
+
+OnTouch:
+ if(aru_monas == 20) {
+ hideoffnpc "Larjes#Aru3";
+ mes "[" +strcharinfo(0)+ "]";
+ mes "What the hell...!?";
+ next;
+ mes "[Larjes]";
+ mes "So... This is the";
+ mes "island's true nature.";
+ next;
+ mes "[Larjes]";
+ mes "Someone like me won't";
+ mes "survive long in a place";
+ mes "like this. I'm going to wait";
+ mes "for you in the boat. Learn";
+ mes "what you need to learn, and";
+ mes "then come back safe, "+strcharinfo(0)+".";
+ set aru_monas,21;
+ hideonnpc "Larjes#Aru3";
+ close;
+ }
+ end;
+}
+
+nameless_n,166,254,7 script Larjes#Aru3 97,{
+ end;
+
+OnInit:
+ hideonnpc "Larjes#Aru3";
+ end;
+}
+
+nameless_n,259,218,3 script Larjes#Boat1 97,{
+ if ((aru_monas == 23) && (countitem(7726))) {
+ mes "[Larjes]";
+ mes "I don't believe it...";
+ mes "That guy was Tristam III?!";
+ mes "This explains a lot, I suppose.";
+ mes "I'll report this along with the";
+ mes "voucher. So Arunafeltz was";
+ mes "behind that poison grass too.";
+ next;
+ mes "[Larjes]";
+ mes "I'm shocked over this";
+ mes "whole debacle. I'm sure";
+ mes "the Rune-Midgarts royal family";
+ mes "will be in an uproar over this.";
+ mes "To think that we're involved";
+ mes "in something this huge...";
+ next;
+ mes "[Larjes]";
+ mes "Anyway, we better get...";
+ mes "This is huge!";
+ set aru_monas,24;
+ delitem 7726,1; //Token_Of_King
+ getexp 100000,0;
+ close;
+ }
+ mes "[Larjes]";
+ mes "�Did you still want to";
+ mes "investigate the island?";
+ next;
+ if(select("No:yes")==1) {
+ mes "[Larjes]";
+ mes "Alright, let's go.";
+ close2;
+ warp "ve_fild07",130,130;
+ end;
+ }
+ mes "[Larjes]";
+ mes "Alright, but becareful.";
+ mes "Those creatures almost";
+ mes "got you once, you know.";
+ close;
+}
+
+abbey02,224,70,0 script Book#Aru 111,{
+ if (checkweight(7766,1) == 0) {
+ mes "^3355FFWait a second!";
+ mes "Right now, you're carrying";
+ mes "too many things with you.";
+ mes "Please come back after";
+ mes "using the Kafra Service";
+ mes "to store some of your items.^000000";
+ close;
+ }
+ if (aru_monas < 21) {
+ mes "^3355FFIt's just a bunch";
+ mes "of old, moldy books.^000000";
+ close;
+ }
+ else if (aru_monas == 21) {
+ mes "^3355FFThere's a book stained";
+ mes "with blood amongst all";
+ mes "these old, moldy books.^000000";
+ next;
+ if(select("Examine Book:Ignore")==1) {
+ Readbook 7755,1;
+ getitem 7755,1; // Reasearch_Note
+ set aru_monas,22;
+ close;
+ }
+ mes "^3355FFThat book was probably";
+ mes "worthless to you anyway.^000000";
+ close;
+ }
+ else {
+ mes "^3355FFThere are old books";
+ mes "scattered all over here.^000000";
+ close;
+ }
+}
+
+abbey03,232,233,4 script Man#Aru 956,{
+ if (aru_monas < 22) {
+ mes "^3355FFYou find a man lying on";
+ mes "the floor, wearing torn";
+ mes "yet luxurious clothing.";
+ mes "He doesn't seem to be";
+ mes "breathing at all...^000000.";
+ next;
+ mes "^3355FFHe's dead.^000000";
+ close;
+ }
+ if (aru_monas == 22) {
+ mes "^3355FFYou find a man lying on";
+ mes "the floor, wearing torn";
+ mes "yet luxurious clothing.";
+ mes "He doesn't seem to be";
+ mes "breathing at all...^000000.";
+ next;
+ mes "^3355FFYou bring your ears more";
+ mes "closely to his mouth: it";
+ mes "seems that he really is";
+ mes "still barely alive.^000000";
+ next;
+ if (select("Touch Him:Ignore Him") == 1) {
+ mes "["+strcharinfo(0)+"]";
+ mes "This man...";
+ mes "He's so familiar";
+ mes "for some reason.";
+ next;
+ mes "^3355FFAs you touch him, the";
+ mes "man suddenly jumps";
+ mes "up with a crazed yowl.^000000";
+ initnpctimer;
+ hideonnpc "Man#Aru";
+ monster "abbey03",232,232,"Dead King",1875,1,"Man#Aru::OnMyMobDead";
+ close;
+ }
+ mes "^3355FFYou don't feel";
+ mes "comfortable enough";
+ mes "to touch this man.^000000";
+ close;
+ }
+ if (aru_monas > 22) {
+ mes "^3355FFHe's dead... Now...^000000";
+ close;
+ }
+
+OnMyMobDead:
+ stopnpctimer;
+ hideoffnpc "Dead Man#Aru";
+ donpcevent "Dead Man#Aru::OnEnable";
+ end;
+
+OnTimer300000:
+ stopnpctimer;
+ hideonnpc "Dead Man#Aru";
+ hideoffnpc "Man#Aru";
+ end;
+}
+
+abbey03,232,232,4 script Dead Man#Aru 956,{
+ if (checkweight(7766,1) == 0) {
+ mes "^3355FFWait a second!";
+ mes "Right now, you're carrying";
+ mes "too many things with you.";
+ mes "Please come back after";
+ mes "using the Kafra Service";
+ mes "to store some of your items.^000000";
+ close;
+ }
+ if (aru_monas == 22) {
+ mes "^3355FFYou have no idea why";
+ mes "this dead man is moving";
+ mes "around, so you decided to";
+ mes "examine him. In his jacket,";
+ mes "you find a shining medal...^000000";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "This medal...";
+ mes "This means that";
+ mes "this man is...!";
+ set aru_monas,23;
+ getitem 7726,1; //Token_of_King
+ hideonnpc "Dead Man#Aru";
+ hideoffnpc "Man#Aru";
+ stopnpctimer;
+ close;
+ }
+ end;
+
+OnEnable:
+ initnpctimer;
+ end;
+
+OnInit:
+ hideonnpc "Dead Man#Aru";
+ end;
+}
+
+ra_temple,168,54,3 script Sippie#ss 917,{
+ mes "[Sippie]";
+ mes "Now I finally have some";
+ mes "time to take a break.";
+ mes "Too many followers are";
+ mes "crowding High Priestess";
+ mes "Niren, and they're giving";
+ mes "me so much work to do!";
+ if (aru_em < 11) {
+ close;
+ }
+ else if (aru_em == 11) {
+ next;
+ mes "[Sippie]";
+ mes "Excuse me, but are you";
+ mes "a friend of our pope?";
+ mes "I think I saw you talk";
+ mes "to her a while ago...";
+ next;
+ mes "[Sippie]";
+ mes "I don't understand why";
+ mes "High Priestess Niren wants";
+ mes "to go to war. I actually think";
+ mes "that in her heart, she doesn't";
+ mes "want it. She's sweet and kind";
+ mes "once you get to know her.";
+ next;
+ mes "[Sippie]";
+ mes "She loves children...";
+ mes "She's like a mother to";
+ mes "all the kids in Arunafeltz.";
+ mes "She even brought our pope to";
+ mes "Rachel when she was a baby,";
+ mes "raising her like her own child.";
+ next;
+ mes "[Sippie]";
+ mes "If you didn't know she";
+ mes "was our pope, it'd be easy";
+ mes "to mistake her for High";
+ mes "Priestess Niren's daughter.";
+ close;
+ }
+ else {
+ close;
+ }
+}
+
+// Peace to the Arunafeltz
+//============================================================
+moc_ruins,77,167,4 script Foreign Merchant#aru1 880,5,5,{
+ if (aru_vol == 27) {
+ if (aru_em == 0) {
+ emotion e_dots;
+ mes "[Foreign Merchant]";
+ mes "I never thought the desert";
+ mes "would be this hot! They built";
+ mes "a town here?! How can they call";
+ mes "this place inhabitable! What's";
+ mes "more, the crowds make things";
+ mes "around here so much hotter!";
+ next;
+ emotion e_dots;
+ mes "[Foreign Merchant]";
+ mes "I heard that I could make";
+ mes "a killing in Morroc, which is";
+ mes "why I moved my business here.";
+ mes "But it looks like the weather";
+ mes "is going to kill me first!";
+ next;
+ select("How did you hear of Morroc?");
+ emotion e_dots;
+ mes "[Foreign Merchant]";
+ mes "I... I just told you.";
+ mes "I heard that Morroc is";
+ mes "full customers willing to";
+ mes "buy things at premium prices.";
+ mes "Ugh, but it's a burning hell!";
+ next;
+ emotion e_swt;
+ mes "[Foreign Merchant]";
+ mes "I don't even care about making";
+ mes "money anymore! I just want to";
+ mes "be somewhere cool, drinking";
+ mes "a nice, frosty drink! You know,";
+ mes "I might just leave this town";
+ mes "tomorrow. Forget this desert!";
+ next;
+ emotion e_sob;
+ emotion e_swt,1;
+ mes "[Foreign Merchant]";
+ mes "Ah, that's right. Don't they";
+ mes "sell some sweet, heavenly";
+ mes "drink around here? You know,";
+ mes "near the pond in the middle";
+ mes "of Morroc? Before I leave,";
+ mes "I want to taste that drink...";
+ set aru_em,1;
+ close;
+ }
+ else if ((aru_em > 0) && (aru_em < 7)) {
+ mes "[Foreign Merchant]";
+ mes "Say, isn't there a wandering";
+ mes "drink merchant near the pond";
+ mes "in the middle of Morroc. Oh,";
+ mes "what I would do to have that";
+ mes "delicious drink he's selling...";
+ next;
+ mes "[Foreign Merchant]";
+ mes "Oh, the heat's getting to me...";
+ mes "And I'm running out of sweat";
+ mes "to sweat... I think I'm going";
+ mes "to faint soon! I need a drink!";
+ close;
+ }
+ else if (aru_em == 7) {
+ mes "[Foreign Merchant]";
+ mes "*Pant Pant*";
+ mes "*Sweat*";
+ next;
+ switch(select("Give Fruit Wine:Quietly Watch Him")) {
+ case 1:
+ mes "[Foreign Merchant]";
+ mes "Oh, thank you! This";
+ mes "smells so heavenly...";
+ mes "Is this that famous drink";
+ mes "that I keep hearing about?";
+ next;
+ mes "^3355FF*Gulp Gulp Gulp Gulp*^000000";
+ mes "^3355FF*Gulp Gulp Gulp Gulp*^000000";
+ mes "^3355FF*Gulp Gulp Gulp Gulp*^000000";
+ mes "^3355FF*Gulp Gulp Gulp Gulp*^000000";
+ mes "^3355FF*Gulp Gulp Gulp Gulp*^000000";
+ next;
+ emotion 3;
+ mes "[Foreign Merchant]";
+ mes "Ahhh! That hit the spot!";
+ mes "It's so refreshing and so";
+ mes "exotic, like... Like... Those";
+ mes "dancers in Comodo! Ahhhh!";
+ mes "Thank you so much, friend!";
+ next;
+ mes "[Foreign Merchant]";
+ mes "There must be some";
+ mes "way I can repay you.";
+ mes "Ah, here we go. Take it.";
+ mes "Isn't your name, "+ strcharinfo(0) +"?";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "What th--?";
+ mes "How did you know?";
+ next;
+ mes "^3355FFThe merchant giggled,";
+ mes "note from under his sleeve.";
+ mes "You open the note, and";
+ mes "read its message.^000000";
+ next;
+ mes "^666666"+ strcharinfo(0) +".";
+ mes " ";
+ mes "The time for us to act";
+ mes "has come once again.";
+ mes "Please come see me";
+ mes "once you get the chance.";
+ mes " ";
+ mes " - Bekento^000000";
+ next;
+ emotion e_omg,1;
+ mes "["+ strcharinfo(0) +"]";
+ mes "So... This means...";
+ mes "You're not really a";
+ mes "merchant, are you?";
+ next;
+ emotion 39;
+ mes "^3355FFThe merchant quietly";
+ mes "looks at you with a";
+ mes "mischievous grin.^000000";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "So you asked me to get";
+ mes "you a drink as an excuse";
+ mes "just to talk to you?!";
+ emotion e_sob,1;
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Oh well, thanks for";
+ mes "bringing me the note.";
+ mes "But I'm not buying you";
+ mes "any more drinks, got it?";
+ next;
+ mes "[Foreign Merchant]";
+ mes "Heh, understood.";
+ mes "Now why don't you";
+ mes "speak to him now?";
+ mes "Good luck!";
+ set aru_em,8;
+ close;
+ case 2:
+ mes "[Foreign Merchant]";
+ mes "Wha-- Do you just";
+ mes "enjoy watching me";
+ mes "slowly sweat to death?";
+ close;
+ }
+ }
+ else {
+ mes "[Foreign Merchant]";
+ mes "Well, I'm already here.";
+ mes "I guess I may as well go";
+ mes "sightseeing around Morroc.";
+ mes "*Pant Pant* But it's so hot!";
+ close;
+ }
+ }
+ else {
+ mes "[Foreign Merchant]";
+ mes "I never thought the desert";
+ mes "would be this hot! They built";
+ mes "a town here?! How can they call";
+ mes "this place inhabitable! What's";
+ mes "more, the crowds make things";
+ mes "around here so much hotter!";
+ close;
+ }
+
+OnTouch:
+ if (aru_vol == 27) {
+ if (aru_em == 0) {
+ mes "[Foreign Merchant]";
+ mes "*Pant Pant*";
+ mes "Man, I think I'm going";
+ mes "to die from all this heat!";
+ close;
+ }
+ }
+ end;
+}
+
+moc_ruins,86,149,0 script #ForeignMerchant1 -1,3,3,{
+OnTouch:
+ if (aru_em == 4) {
+ set aru_em,5;
+ }
+ end;
+}
+
+moc_ruins,88,136,0 script #ForeignMerchant2 -1,3,3,{
+OnTouch:
+ if (aru_em == 1) {
+ set aru_em,2;
+ }
+ else if (aru_em == 5) {
+ set .@nawara,rand(1,10);
+ if (.@nawara < 5) {
+ hideoffnpc "Foreign Merchant#aru2";
+ }
+ else {
+ set aru_em,2;
+ }
+ }
+ end;
+}
+
+moc_ruins,106,133,0 script #ForeignMerchant3 -1,3,3,{
+OnTouch:
+ if (aru_em == 2) {
+ set aru_em,3;
+ }
+ end;
+}
+
+moc_ruins,115,147,0 script #ForeignMerchant4 -1,3,3,{
+OnTouch:
+ if (aru_em == 3) {
+ set aru_em,4;
+ }
+ end;
+}
+
+moc_ruins,101,133,7 script Foreign Merchant#aru2 929,{
+ if ((aru_em > 1) && (aru_em < 7)) {
+ mes "["+ strcharinfo(0) +"]";
+ mes "Excuse me, but I heard";
+ mes "that I could buy some";
+ mes "good drinks around here.";
+ mes "Would you happen to be";
+ mes "the one selling them?";
+ next;
+ mes "[Foreign Merchant]";
+ mes "Oh, you mean my fruit wine?";
+ mes "I'm afraid it's not as good";
+ mes "as people chalk it up to be.";
+ mes "It's just a little something";
+ mes "I brew at home, and share";
+ mes "with my friends after dinner.";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Well, I ran into this";
+ mes "merchant that really wants";
+ mes "to have a taste of that wine.";
+ mes "Do you think that you'd be";
+ mes "able to sell me some?";
+ next;
+ mes "[Foreign Merchant]";
+ mes "Oh, I'm sorry, but I'm";
+ mes "all sold out for today.";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Oh, no...";
+ emotion 57,1;
+ next;
+ mes "[Foreign Merchant]";
+ mes "...............................";
+ mes "...............................";
+ mes "...............................";
+ emotion 19;
+ next;
+ emotion e_omg,1;
+ mes "[Foreign Merchant]";
+ mes "You know, I save a small";
+ mes "bottle of wine for myself";
+ mes "so I'll just give that to you.";
+ mes "I can always brew more, and";
+ mes "I'm flattered that your friend";
+ mes "is so interested in my wine.";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Really? Thank you!";
+ mes "I'm sure that he's really";
+ mes "appreciate your generosity.";
+ next;
+ mes "[Foreign Merchant]";
+ mes "Oh, don't mention it.";
+ mes "Well, I should head back";
+ mes "home now. I'll be sure to";
+ mes "keep an extra bottle in case";
+ mes "you want more next time. Take";
+ mes "care, and I'll see you later!";
+ emotion 13;
+ next;
+ mes "^3355FFYou received a bottle";
+ mes "of the famous fruit wine";
+ mes "from the old man. That";
+ mes "guy's pretty nice!^000000";
+ set aru_em,7;
+ hideonnpc "Foreign Merchant#aru2";
+ close;
+ }
+ else {
+ mes "[Foreign Merchant]";
+ mes "I'm sorry, but I'm all";
+ mes "sold out of fruit wine.";
+ mes "I hope that's not too";
+ mes "much of an inconvenience.";
+ close;
+ }
+
+OnInit:
+ hideonnpc "Foreign Merchant#aru2";
+ end;
+}
+
+ra_temin,103,151,7 script Female Follower#em 917,{
+ if (aru_em < 9) {
+ mes "[Sappie]";
+ mes "I work really hard to keep";
+ mes "this room clean and cozy so";
+ mes "that the High Priestess can";
+ mes "rest and refresh herself in";
+ mes "comfort. Take a deep breath:";
+ mes "smell that relaxing aroma?";
+ close;
+ }
+ else if (aru_em == 9) {
+ mes "[Sappie]";
+ mes "I work really hard to keep";
+ mes "this room clean and cozy so";
+ mes "that the High Priestess can";
+ mes "rest and refresh herself in";
+ mes "comfort. Take a deep breath:";
+ mes "smell that relaxing aroma?";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Oh, you're right, that";
+ mes "is a nice smell! So, is";
+ mes "Priestess Niren away";
+ mes "from her office today?";
+ next;
+ mes "[Sappie]";
+ mes "Oh, yes, she's out since";
+ mes "there are many followers";
+ mes "that wish to meet her,";
+ mes "even early in the morning.";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Do you know where";
+ mes "I could find her?";
+ next;
+ mes "[Sappie]";
+ mes "Hm... Sippie mentioned";
+ mes "something... Ah, right. Sippie";
+ mes "said that High Priestess Niren";
+ mes "decided to go to Cheshrumnir";
+ mes "Garden. That garden is very";
+ mes "large, and quite beautiful.";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "The High Priestess";
+ mes "must be very busy.";
+ next;
+ mes "[Sappie]";
+ mes "Oh, you can't even imagine!";
+ mes "She's been passing her wisdom";
+ mes "to the people ever since she";
+ mes "was a baby, and crowds of";
+ mes "people still clamor for";
+ mes "her sage teachings.";
+ next;
+ mes "[Sappie]";
+ mes "If you really want";
+ mes "to talk to her, it'd";
+ mes "be best if you catch her";
+ mes "before she's surrounded";
+ mes "by Freya's followers.";
+ set aru_em,10;
+ close;
+ }
+ else if (aru_em == 10) {
+ mes "[Sappie]";
+ mes "High Priestess Niren must";
+ mes "be in Cheshrumnir Garden.";
+ mes "You should try to talk to her";
+ mes "before the crowds show up.";
+ close;
+ }
+ else if (aru_em > 21) {
+ mes "[Sappie]";
+ mes "It's rumored that the";
+ mes "Goddess Freya spoke to";
+ mes "our pope, giving her an";
+ mes "important message. Now";
+ mes "everyone wants to hear";
+ mes "what Freya told her...";
+ close;
+ }
+ else {
+ mes "[Sappie]";
+ mes "I work really hard to keep";
+ mes "this room clean and cozy so";
+ mes "that the High Priestess can";
+ mes "rest and refresh herself in";
+ mes "comfort. Take a deep breath:";
+ mes "smell that relaxing aroma?";
+ close;
+ }
+}
+
+ra_fild03,139,355,5 script Ishmael#em 914,{
+ if (checkweight(907,200) == 0) {
+ mes "^3355FFWait a second!";
+ mes "Right now, you're carrying";
+ mes "too many things with you.";
+ mes "Please come back after";
+ mes "using the Kafra Service";
+ mes "to store some of your items.^000000";
+ close;
+ }
+ if (aru_em < 17) {
+ mes "[Ishmael]";
+ mes "I-I don't know you, do I?";
+ mes "Sorry, but would you, um,";
+ mes "just step away? I... I don't";
+ mes "like being too close to";
+ mes "other people. Please!";
+ emotion 19;
+ close;
+ }
+ else if (aru_em == 17) {
+ mes "[Ishmael]";
+ mes "I-I don't know you, do I?";
+ mes "Sorry, but would you, um,";
+ mes "just step away? Wait, you";
+ mes "don't have something you";
+ mes "need from me, do you?";
+ emotion 19;
+ next;
+ switch(select("Give Her Niren's File:Leave Her Alone")) {
+ case 1:
+ if (countitem(7343) > 0) {
+ mes "["+ strcharinfo(0) +"]";
+ mes "You know High Priestess";
+ mes "Niren, right? This is from her.";
+ next;
+ mes "[Ishmael]";
+ mes "Oh, really? Okay, just...";
+ mes "Just toss the file over";
+ mes "to me. I-I don't want";
+ mes "you coming any closer.";
+ emotion 19;
+ next;
+ mes "[Ishmael]";
+ mes "I'll be glad to help out";
+ mes "the priestess. Even though";
+ mes "we're natives, she's never";
+ mes "discriminated against us.";
+ mes "Hmm... What does she want?";
+ next;
+ mes "[Ishmael]";
+ mes "Let's see... She wants";
+ mes "me to forge a copy of this";
+ mes "file? Piece of cake, I'm an";
+ mes "expert at forging writing!";
+ mes "Just give me a moment and--";
+ next;
+ emotion e_omg;
+ mes "[Ishmael]";
+ mes "Dang it! I completely forgot!";
+ mes "Someone stole my pen yesterday!";
+ mes "Now how am I gonna do this...?";
+ next;
+ emotion e_sob;
+ mes "[Ishmael]";
+ mes "My pen was made of a very";
+ mes "rare gemstone called ^FF0000Sardonyx^000000.";
+ mes "*Sob* I don't think anyone";
+ mes "sells Sardonyx in Arunafeltz.";
+ mes "You can only get that in the";
+ mes "countries next to us...";
+ next;
+ mes "[Ishmael]";
+ mes "I really want to help";
+ mes "High Priestess Niren...";
+ mes "I can't let her down after";
+ mes "she's been so good to us...";
+ set aru_em,18;
+ delitem 7343,1; //File02
+ close;
+ }
+ else {
+ mes "^3355FFYou seem to have";
+ mes "misplaced Niren's file...^000000";
+ close;
+ }
+ case 2:
+ mes "[Ishmael]";
+ mes "I... I don't see you";
+ mes "backing away. Stay back,";
+ mes "and don't you dare touch me!";
+ close;
+ }
+ }
+ else if (aru_em == 18) {
+ if (countitem(725) > 0) {
+ mes "["+ strcharinfo(0) +"]";
+ mes "Would you be able to forge";
+ mes "a copy of High Priestess";
+ mes "Niren's file if you had";
+ mes "this gemstone?";
+ next;
+ mes "[Ishmael]";
+ mes "Oh, you found";
+ mes "a Sardonyx for me?";
+ mes "It looks perfect!";
+ next;
+ mes "[Ishmael]";
+ mes "Er, but, um...";
+ mes "Would you please";
+ mes "not come any closer?";
+ mes "I still... Uh... I don't mean";
+ mes "to be rude... It's just...";
+ mes "I'm just not good with...";
+ emotion 19;
+ next;
+ mes "[Ishmael]";
+ mes "If you just toss the";
+ mes "Sardonyx over here,";
+ mes "I'll be able to forge";
+ mes "your copy right away.";
+ next;
+ switch(select("Don't Give It to Her:Give It to Her")) {
+ case 1:
+ mes "[Ishmael]";
+ mes "Huh? I thought you";
+ mes "needed my help? I can't";
+ mes "do anything unless you";
+ mes "give me that gemstone.";
+ close;
+ case 2:
+ mes "[Ishmael]";
+ mes "Yay, thank you so much!";
+ mes "Now I can get to work~";
+ next;
+ mes "^3355FF*Scribble*";
+ mes "*Scribble*^000000";
+ specialeffect EF_COMBOATTACK2;
+ next;
+ mes "^3355FF*Scribble*";
+ mes "*Scribble*^000000";
+ specialeffect EF_COMBOATTACK4;
+ next;
+ mes "^3355FF*Scribble*";
+ mes "*Scribble*^000000";
+ mes "^3355FF*Scribble*";
+ mes "*Scribble*^000000";
+ specialeffect EF_COMBOATTACK4;
+ specialeffect EF_STEAL;
+ emotion e_ic;
+ next;
+ mes "[Ishmael]";
+ mes "There you go! I made the";
+ mes "best quality copy I could for";
+ mes "you since High Priestess";
+ mes "Niren requested for it.";
+ mes "Would you please send";
+ mes "her my regards? Heh heh~";
+ next;
+ mes "^3355FFYou received a file";
+ mes "containing a forged";
+ mes "written approval for";
+ mes "vacation from Ishmael.^000000";
+ delitem 725,1; //Red_Jewel
+ set aru_em,19;
+ getitem 7343,1; //File02
+ close;
+ }
+ }
+ else {
+ emotion e_sob;
+ mes "[Ishmael]";
+ mes "If only I only had";
+ mes "my precious pen made";
+ mes "of Sardonyx! Waaaah~!";
+ close;
+ }
+ }
+ else {
+ mes "[Ishmael]";
+ mes "High Priestess Niren is";
+ mes "such a nice lady. I have to";
+ mes "help her out whenever I get";
+ mes "the chance. Er, do you mind";
+ mes "stepping back a bit? I just...";
+ mes "I don't like being near people!";
+ close;
+ }
+}
+
+que_temsky,101,93,1 script Niren#em_sky 915,{
+ end;
+}
+que_temsky,98,93,7 script Zhed#em_sky 932,{
+ end;
+}
+que_temsky,99,100,6 script Pope#rachel2 936,{
+ end;
+}
+
+que_temsky,100,93,0 script #em_sky_s -1,5,2,{
+//OnTouch2:
+OnTouch:
+ if (aru_em == 21) {
+ mes "^3355FFHigh Priest Zhed and High";
+ mes "Priestess Niren have already";
+ mes "arrived, and are carefully";
+ mes "watching the pope's face.";
+ mes "They seem worried about";
+ mes "what will happen...^000000";
+ next;
+ cutin "ra_gman",0;
+ mes "[Zhed]";
+ mes "How have you been, Your";
+ mes "Eminence? I apologize for";
+ mes "not visiting you sooner, but";
+ mes "I've been too ashamed about";
+ mes "my competency as a high priest.";
+ next;
+ cutin "ra_bishop",2;
+ mes "[Pope]";
+ mes "High Priest Zhed...";
+ mes "You came... Thank you...";
+ next;
+ mes "^3355FFThe pope faintly smiled";
+ mes "at High Priest Zhed, glad";
+ mes "to finally see him again.^000000";
+ next;
+ cutin "ra_gwoman",0;
+ mes "[Niren]";
+ mes "Your Eminence...";
+ mes "I hope you understand";
+ mes "that I've tried my best";
+ mes "to only show you what is";
+ mes "beautiful in this world...";
+ next;
+ cutin "ra_bishop",2;
+ mes "[Pope]";
+ mes "...............................";
+ mes "High Priestess Niren...";
+ next;
+ cutin "ra_gwoman",0;
+ mes "[Niren]";
+ mes "However, today I must";
+ mes "reveal to you the world's";
+ mes "ugliness as well. I'm sorry...";
+ mes "I gave the Sky Garden people";
+ mes "a vacation today so that we";
+ mes "tell you something in private.";
+ next;
+ cutin "ra_bishop",2;
+ mes "[Pope]";
+ mes "Niren... What is it?";
+ next;
+ cutin "ra_gman2",0;
+ mes "[Zhed]";
+ mes "You may want to brace";
+ mes "yourself, Your Eminence,";
+ mes "for what we are about to";
+ mes "tell you. You may very";
+ mes "well be shocked...";
+ next;
+ mes "^3355FFHigh Priest Zhed explained";
+ mes "all of Arunafeltz's secrets";
+ mes "in detail. He revealed the";
+ mes "split between the moderates";
+ mes "and hard liners among the";
+ mes "priests, the corruption...^000000";
+ next;
+ mes "^3355FFHe also explained the role";
+ mes "of the priests in the inhumane";
+ mes "testing conducted by the";
+ mes "Rekenber Corporation, and";
+ mes "the hard liner priests grab";
+ mes "for power at Thor Volcano.^000000";
+ next;
+ mes "^3355FFThe pope stared at";
+ mes "High Priest Zhed in";
+ mes "shock as he spoke.^000000";
+ next;
+ mes "[Zhed]";
+ mes "We all understand that";
+ mes "you're already burdened";
+ mes "enough with your duties";
+ mes "as pope, but we feel that";
+ mes "you should take action soon.";
+ next;
+ cutin "ra_bishop",2;
+ mes "[Pope]";
+ mes "...............................";
+ mes "...............................";
+ mes "...............................";
+ next;
+ cutin "ra_gwoman",2;
+ mes "[Niren]";
+ mes "We don't mean to force";
+ mes "you, Your Eminence, but";
+ mes "we don't have much time.";
+ mes "We're facing the possibility";
+ mes "of war, and we must stop it";
+ mes "in order to save Arunafeltz.";
+ next;
+ mes "[Pope]";
+ mes "...............................";
+ mes "...............................";
+ mes "...............................";
+ mes ".......................Finally.";
+ next;
+ cutin "ra_gman2",0;
+ mes "[Zhed, Niren]";
+ mes "Excuse me?";
+ next;
+ cutin "ra_bishop",2;
+ mes "[Pope]";
+ mes "Niren, Zhed...";
+ mes "I'm glad that you all";
+ mes "finally came to me for";
+ mes "a solution to all this.";
+ mes "I'm young, but I remember";
+ mes "what I saw in the holy ground.";
+ next;
+ mes "[Pope]";
+ mes "Don't you remember, Niren?";
+ mes "You found me in the holy";
+ mes "ground, and safely led me";
+ mes "out. But while I was there,";
+ mes "I saw ^3131FFYmir's Heart^000000.";
+ next;
+ mes "[Zhed]";
+ mes "How... How did you know";
+ mes "that was Ymir's Heart?";
+ next;
+ mes "[Pope]";
+ mes "The priests in the Sky";
+ mes "Garden don't mind talking";
+ mes "freely around me. I guess";
+ mes "they looked at me more as";
+ mes "a child, rather than as pope.";
+ next;
+ mes "[Pope]";
+ mes "I'm already aware of the";
+ mes "moderate priest group";
+ mes "conducting their cruel tests,";
+ mes "and of the hard liners building";
+ mes "their military power. However,";
+ mes "I couldn't really do anything.";
+ next;
+ mes "[Pope]";
+ mes "Most people don't take my";
+ mes "position seriously because";
+ mes "of my age. Nobody believes";
+ mes "I can change the situation.";
+ mes "I've also heard everything";
+ mes "about what you did, Zhed.";
+ next;
+ mes "[Pope]";
+ mes "I'm sorry that you were";
+ mes "punished by the other priests";
+ mes "for allowing an outsider to";
+ mes "enter the holy ground, but";
+ mes "I understand your reasons.";
+ mes "Isn't this the adventurer?";
+ next;
+ mes "[Pope]";
+ mes ""+ strcharinfo(0) +"...";
+ mes "I'm very glad to see you";
+ mes "again. Not only did you";
+ mes "share news of the outside";
+ mes "world with me, but you've";
+ mes "been protecting our peace.";
+ next;
+ cutin "ra_gwoman",0;
+ mes "[Niren]";
+ mes "I really didn't know...";
+ mes "How'd you feel about this,";
+ mes "or how much you actually";
+ mes "knew. I'm truly sorry, Your";
+ mes "Eminence. I'm ashamed";
+ mes "for underestimating you.";
+ next;
+ cutin "ra_bishop",2;
+ mes "[Pope]";
+ mes "Please don't apologize,";
+ mes "Niren. If it weren't for you,";
+ mes "I'd be drawn into the utter";
+ mes "foolishness of the selfish";
+ mes "people in this temple. Niren,";
+ mes "you're like a mother to me.";
+ next;
+ cutin "ra_gwoman",0;
+ mes "[Niren]";
+ mes "Your Eminence...";
+ mes "Thank you. I feel";
+ mes "the same way...";
+ next;
+ cutin "ra_bishop",2;
+ mes "[Pope]";
+ mes "Zhed...?";
+ mes "I need you to do";
+ mes "something for me.";
+ next;
+ cutin "ra_gman",0;
+ mes "[Zhed]";
+ mes "Of course,";
+ mes "Your Eminence.";
+ next;
+ mes "[Pope]";
+ mes "Write a report about the";
+ mes "tests conducted by the";
+ mes "moderates in Arunafeltz and";
+ mes "the Schwaltzvalt Republic,";
+ mes "and their relationship with";
+ mes "that Schwaltzvalt Corporation.";
+ next;
+ mes "[Zhed]";
+ mes "I'll get it done immediately,";
+ mes "Your Eminence. Thank you.";
+ next;
+ cutin "ra_bishop",2;
+ mes "[Pope]";
+ mes "Niren.";
+ next;
+ cutin "ra_gwoman",0;
+ mes "[Niren]";
+ mes "Yes, Your Eminence?";
+ next;
+ cutin "ra_bishop",2;
+ mes "[Pope]";
+ mes "Please collect the";
+ mes "evidence that proves";
+ mes "that the hard liners have";
+ mes "been gearing for war.";
+ next;
+ mes "[Niren]";
+ mes "Yes, Your Eminence.";
+ next;
+ mes "[Pope]";
+ mes "I'll summon all the High";
+ mes "Priests and Priestesses";
+ mes "soon. I'd like the two of";
+ mes "you to stand by my side.";
+ mes "I won't let anyone disgrace";
+ mes "our holy ground with bloodshed.";
+ next;
+ cutin "ra_gman",0;
+ mes "[Zhed]";
+ mes "As you command,";
+ mes "Your Eminence.";
+ next;
+ cutin "ra_bishop",2;
+ mes "[Pope]";
+ mes ""+ strcharinfo(0) +"...";
+ mes "I appreciate all your work";
+ mes "on behalf of Arunafeltz.";
+ mes "My influence may still be";
+ mes "weak, but I'll do my best";
+ mes "with Zhed and Niren's support.";
+ next;
+ mes "[Pope]";
+ mes "I would be expecting";
+ mes "too much to ask you to";
+ mes "stay by my side. But I'd like";
+ mes "to thank you for all you've";
+ mes "done. But if it is Freya's";
+ mes "will, we'll meet again...";
+ next;
+ mes "[Pope]";
+ mes "May Freya bless you...";
+ next;
+ specialeffect2 EF_ENCHANTPOISON;
+ mes "^3355FFThe pope prayed in earnest";
+ mes "for you, and you feel a strong";
+ mes "aura of warmth and kindness";
+ mes "permeate your entire being.^000000";
+ set aru_em,22;
+ close2;
+ warp "rachel",142,136;
+ }
+ end;
+}
+
+rachel,142,136,0 script #em_end -1,5,5,{
+OnInit:
+ stopnpctimer;
+ end;
+
+OnTouch:
+ if (aru_em == 22) {
+ initnpctimer;
+ disablenpc "#em_end";
+ }
+ end;
+
+OnTimer4000:
+ mapannounce "rachel","Pope: Citizens of Arunafeltz. High Priests and Priestesses.",bc_map,"0xFFCE00";
+ end;
+
+OnTimer7000:
+ mapannounce "rachel","Pope: I appreciate you all for coming to the Sky Garden as I've asked.",bc_map,"0xFFCE00";
+ end;
+
+OnTimer10000:
+ mapannounce "rachel","Pope: As the chosen vessel of Goddess Freya, I hereby announce the words I received from her yesterday.",bc_map,"0xFFCE00";
+ end;
+
+OnTimer15000:
+ mapannounce "rachel","Pope: I have observed all that is happening in Arunafeltz.",bc_map,"0x66CCCC";
+ end;
+
+OnTimer19000:
+ mapannounce "rachel","Pope: I am aware of the factioning between the High Priests, their selfish fighting, their failure to achieve solidarity.",bc_map,"0x66CCCC";
+ end;
+
+OnTimer23000:
+ mapannounce "rachel","Pope: However, I did not intervene for the sake of those that still pray for peace in Arunafeltz.",bc_map,"0x66CCCC";
+ end;
+
+OnTimer30000:
+ mapannounce "rachel","Pope: High Priest Zhed and High Priestess Niren, both of you must do your best to assist my vessel until the day of my arrival.",bc_map,"0x66CCCC";
+ end;
+
+OnTimer35000:
+ mapannounce "rachel","Pope: As for the other high priests, you have forgotten your duty to serve me, to enlighten my followers with my teachings. For pursuing your selfish desires, you will be all under Zhed and Niren's command.",bc_map,"0x66CCCC";
+ end;
+
+OnTimer43000:
+ mapannounce "rachel","Pope: My followers in Arunafeltz, keep your faith in me, and keep your country strong.",bc_map,"0x66CCCC";
+ end;
+
+OnTimer47000:
+ mapannounce "rachel","Pope: Then, paradise will surely be yours.",bc_map,"0x66CCCC";
+ end;
+
+OnTimer53000:
+ mapannounce "rachel","Citizens: Hail Freya! Hail to the Pope!",bc_map,"0x99CC00";
+ stopnpctimer;
+ enablenpc "#em_end";
+ end;
+}
+
+que_temsky,99,7,0 warp quetemskyout 1,1,ra_temin,276,231
+
+// Muff's Loan
+//============================================================
+comodo,224,187,3 script Muff 86,{
+ if (checkweight(907,200) == 0) {
+ mes "[Muff]";
+ mes "You're carrying way too";
+ mes "much stuff right now.";
+ mes "Come back after you put";
+ mes "your stuff in Kafra Storage.";
+ close;
+ }
+ if (diamond_edq == 0) {
+ mes "[Muff]";
+ mes "What th-?! Geez,";
+ mes "you didn't have to";
+ mes "scare me like that!";
+ mes "What is it that you want?";
+ next;
+ switch(select("You look troubled.:Nothing. Take care!")) {
+ case 1:
+ if (BaseLevel < 61) {
+ mes "[Muff]";
+ mes "Oh. That's awfully";
+ mes "thoughtful of you.";
+ mes "I was thinking about";
+ mes "asking you for help,";
+ mes "but you don't look like";
+ mes "you could handle it. Sorry.";
+ set diamond_edq,3;
+ close;
+ }
+ else {
+ mes "[Muff]";
+ mes "Well, I'm actually in";
+ mes "pretty big trouble.";
+ mes "I borrowed some money";
+ mes "from this loan shark";
+ mes "named ^0000FFBelder^000000 in Alberta.";
+ mes "It was a bad move!";
+ next;
+ mes "[Muff]";
+ mes "My business hasn't been";
+ mes "good, but I felt like I didn't";
+ mes "have a choice. I made enough";
+ mes "money to repay him now, but";
+ mes "then I lost my bond of debt.";
+ next;
+ mes "[Muff]";
+ mes "When I asked Belder if";
+ mes "I could pay him back without";
+ mes "that bond, he insisted that";
+ mes "he didn't remember loaning";
+ mes "money to me. I bet he just";
+ mes "wants to keep my collateral!";
+ next;
+ mes "[Muff]";
+ mes "I knew that guy was shady!";
+ mes "Would you help me find my";
+ mes "lost bond of debt? You see,";
+ mes "the collateral I gave him";
+ mes "is really valuable to me.";
+ next;
+ switch(select("Do you know where you lost it?:I'm sorry to hear that. Bye!")) {
+ case 1:
+ mes "[Muff]";
+ mes "If I knew where I lost";
+ mes "it, then it wouldn't be";
+ mes "lost now, would it? Well,";
+ mes "I remember going to a union";
+ mes "meeting, and I had a drink";
+ mes "or two. Okay, I had a lot.";
+ next;
+ mes "[Muff]";
+ mes "On the way home,";
+ mes "I stumbled in a field";
+ mes "near Comodo... I remember";
+ mes "seeing some water... That";
+ mes "must be where I dropped my";
+ mes "wallet with the bond of debt.";
+ next;
+ mes "[Muff]";
+ mes "If you can find my";
+ mes "wallet, I'll make sure";
+ mes "to repay you. Please";
+ mes "help me if you can!";
+ setquest 3100;
+ set diamond_edq,1;
+ close;
+ case 2:
+ mes "[Muff]";
+ mes "H-hey! Where are you";
+ mes "going?! You can't just";
+ mes "leave me here! I need help!";
+ close;
+ }
+ }
+ case 2:
+ mes "[Muff]";
+ mes "What, are you trying to";
+ mes "make me mad on purpose?";
+ mes "I get it. You're working for";
+ mes "Belder! I'm gonna get";
+ mes "my treasure from that";
+ mes "bastard, no matter what!";
+ next;
+ switch(select("I don't understand.:I'm sorry, I was just kidding...")) {
+ case 1:
+ mes "[Muff]";
+ mes "You think you can";
+ mes "fool me?! Get lost!";
+ mes "I'm not telling you";
+ mes "anything, you snake!";
+ close;
+ case 2:
+ mes "[Muff]";
+ mes "So you're not spying on";
+ mes "me for Belder? Well, then";
+ mes "why are you pestering me?";
+ close;
+ }
+ }
+ }
+ if ((diamond_edq == 3) && (BaseLevel < 61)) {
+ mes "[Muff]";
+ mes "Wait a second...";
+ mes "You're not as strong";
+ mes "as you were earlier.";
+ mes "You'd better train first";
+ mes "so you can be better";
+ mes "prepared to help me.";
+ close;
+ }
+ if ((diamond_edq == 3) && (BaseLevel > 60)) {
+ mes "[Muff]";
+ mes "Well, I'm actually in";
+ mes "pretty big trouble.";
+ mes "I borrowed some money";
+ mes "from this loan shark";
+ mes "named ^0000FFBelder^000000 in Alberta.";
+ mes "It was a bad move!";
+ next;
+ mes "[Muff]";
+ mes "My business hasn't been";
+ mes "good, but I felt like I didn't";
+ mes "have a choice. I made enough";
+ mes "money to repay him now, but";
+ mes "then I lost my bond of debt.";
+ next;
+ mes "[Muff]";
+ mes "When I asked Belder if";
+ mes "I could pay him back without";
+ mes "that bond, he insisted that";
+ mes "he didn't remember loaning";
+ mes "money to me. I bet he just";
+ mes "wants to keep my collateral!";
+ next;
+ mes "[Muff]";
+ mes "I knew that guy was shady!";
+ mes "Would you help me find my";
+ mes "lost bond of debt? You see,";
+ mes "the collateral I gave him";
+ mes "is really valuable to me.";
+ next;
+ switch(select("Do you know where you lost it?:What was the collateral?:Bye!")) {
+ case 1:
+ mes "[Muff]";
+ mes "If I knew where I lost";
+ mes "it, then it wouldn't be";
+ mes "lost now, would it? Well,";
+ mes "I remember going to a union";
+ mes "meeting, and I had a drink";
+ mes "or two. Okay, I had a lot.";
+ next;
+ mes "[Muff]";
+ mes "I took this path in the";
+ mes "Papuchicha Forest to head";
+ mes "back home, and I must have";
+ mes "passed out near a river.";
+ mes "After that, my wallet with the";
+ mes "bond of debt was missing.";
+ next;
+ mes "[Muff]";
+ mes "I don't care about the";
+ mes "other stuff in my wallet,";
+ mes "but I really need my bond";
+ mes "of debt to get my collateral";
+ mes "back from that Belder.";
+ setquest 3100;
+ set diamond_edq,1;
+ close;
+ case 2:
+ mes "[Muff]";
+ mes "Well, the collateral was";
+ mes "this huge, stunningly";
+ mes "beautiful jewel. It's really";
+ mes "precious to me. But well,";
+ mes "I don't want to tell you";
+ mes "more about it.";
+ next;
+ mes "[Muff]";
+ mes "I understand if you don't";
+ mes "want to help me after";
+ mes "hearing that, but if you";
+ mes "change your mind, please";
+ mes "come talk to me again.";
+ close;
+ case 3:
+ mes "[Muff]";
+ mes "H-hey! Where are you";
+ mes "going?! You can't just";
+ mes "leave me here! I need help!";
+ close;
+ }
+ }
+ if ((diamond_edq == 1) || (diamond_edq == 2)) {
+ mes "[Muff]";
+ mes "You didn't leave to";
+ mes "look for my wallet yet?";
+ mes "I think it's somewhere";
+ mes "in the Papuchicha Forest.";
+ mes "Please find the bond of debt";
+ mes "inside as soon as you can.";
+ close;
+ }
+ if (diamond_edq == 4) {
+ mes "[" + strcharinfo(0) + "]";
+ mes "Is this wet, tattered";
+ mes "piece of paper the bond";
+ mes "of debt that you need?";
+ next;
+ mes "[Muff]";
+ mes "Yes, that's it!";
+ mes "Ugh, but look at it...";
+ mes "It's ruined! You can't";
+ mes "even read what's written";
+ mes "on it! I need... I need";
+ mes "to fix this somehow!";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Do you have any ideas?";
+ mes "I mean, if we dried the";
+ mes "paper, the letters would";
+ mes "still be faded, right?";
+ next;
+ mes "[Muff]";
+ mes "I got it! There's this";
+ mes "famous inventor named";
+ mes "^FF0000Dorian^000000 in Izlude. I heard";
+ mes "he just invented something";
+ mes "like a Magic Dryer. Yeah,";
+ mes "that should work perfectly!";
+ next;
+ mes "[Muff]";
+ mes "I don't know exactly";
+ mes "how it works, but it";
+ mes "should be able to restore";
+ mes "my bond of debt. I mean...";
+ mes "It's magic, right? Will you";
+ mes "ask Dorian to help me out?";
+ next;
+ switch(select("Accept His Request:Decline His Request")) {
+ case 1:
+ mes "[Muff]";
+ mes "Thank you so much!";
+ mes "Please talk to Inventor";
+ mes "Dorian in Izlude, and ask";
+ mes "him to restore my bond of";
+ mes "debt. I'll be waiting for";
+ mes "you right here, okay?";
+ changequest 3102,3103;
+ set diamond_edq,6;
+ close;
+ case 2:
+ mes "[Muff]";
+ mes "Really? I was hoping";
+ mes "that you'd continue to";
+ mes "help me, but... Alright.";
+ mes "I'm sure you've got other";
+ mes "problems. If you change your";
+ mes "mind, though, just come back.";
+ set diamond_edq,5;
+ close;
+ }
+ }
+ if (diamond_edq == 5) {
+ mes "[Muff]";
+ mes "Oh, I knew you'd come";
+ mes "back and help me restore";
+ mes "my bond of debt! You look";
+ mes "too nice to just leave";
+ mes "me hanging like that.";
+ next;
+ switch(select("Accept His Request:Decline His Request")) {
+ case 1:
+ mes "[Muff]";
+ mes "Thank you so much!";
+ mes "Please talk to Inventor";
+ mes "Dorian in Izlude, and ask";
+ mes "him to restore my bond of";
+ mes "debt. I'll be waiting for";
+ mes "you right here, okay?";
+ changequest 3102,3103;
+ set diamond_edq,6;
+ close;
+ case 2:
+ mes "[Muff]";
+ mes "Really? I was hoping";
+ mes "that you'd continue to";
+ mes "help me, but... Alright.";
+ mes "I'm sure you've got other";
+ mes "problems. If you change your";
+ mes "mind, though, just come back.";
+ close;
+ }
+ }
+ if ((diamond_edq > 5) && (diamond_edq < 13)) {
+ mes "[Muff]";
+ mes "Would you please visit";
+ mes "^FF0000Inventor Dorian^000000 in Izlude,";
+ mes "and ask him to use his";
+ mes "Magic Dryer to restore";
+ mes "my bond of debt?";
+ close;
+ }
+ if ((diamond_edq == 13) && (countitem(7722) > 0)) {
+ mes "[Muff]";
+ mes "You're back! So how";
+ mes "did it go? I was getting";
+ mes "pretty anxious... So did";
+ mes "Dorian's Magic Dryer work?";
+ next;
+ delitem 7722,1; //Debt_Note
+ mes "[Muff]";
+ mes "Oh! It worked much better";
+ mes "than I expected! Belder";
+ mes "can't complain now! Haha!";
+ mes "You've done well, my friend.";
+ mes "Here, please take these as";
+ mes "a meager reward for your help.";
+ completequest 3109;
+ set diamond_edq,14;
+ getitem 603,1; //Old_Blue_Box
+ getitem 608,4; //Seed_Of_Yggdrasil
+ next;
+ mes "[Muff]";
+ mes "Now that I have my bond";
+ mes "of debt, I should get my";
+ mes "jewel back from Belder.";
+ mes "He won't have any excuse";
+ mes "to keep my treasure now!";
+ close;
+ }
+ else if ((diamond_edq == 13) && (countitem(7722) < 1)) {
+ mes "[Muff]";
+ mes "H-hey! Where's my";
+ mes "bond of debt?! Don't";
+ mes "tell me you lost it!";
+ mes "You'd better go back";
+ mes "to Dorian... Hopefully";
+ mes "you left it with him!";
+ set diamond_edq,10;
+ close;
+ }
+ if (diamond_edq > 13) {
+ mes "[Muff]";
+ mes "Yes! Finally, I'm";
+ mes "free of debt! I've got";
+ mes "my jewel back, business";
+ mes "is doing well... Life sure";
+ mes "is good right now. Hahaha!";
+ close;
+ }
+ mes "[Muff]";
+ mes "Listen to me: never";
+ mes "take out a loan if you";
+ mes "can help it. And if you do,";
+ mes "borrow from someone";
+ mes "more reputable than...";
+ mes "Well, you know my story.";
+ mes "*Sigh*";
+ close;
+}
+
+alberta,127,143,3 script Belder 85,{
+ if (diamond_edq == 0) {
+ mes "[Belder]";
+ mes "I ought to hire some";
+ mes "part-time promotional";
+ mes "workers... Some sexy";
+ mes "ladies ought to bring in";
+ mes "the customers by th--Oh!";
+ mes "Welcome to Belder Loans!";
+ next;
+ switch(select("I'll promote your loans!:Uh...")) {
+ case 1:
+ if (Sex == 1) {
+ mes "[Belder]";
+ mes "You? But you're a dude!";
+ mes "No sweaty, stinky, sleazy";
+ mes "man should be the image";
+ mes "of Belder Loans! We need";
+ mes "to exude trust, dependability,";
+ mes "and... And lady charms.";
+ close;
+ }
+ else {
+ mes "[Belder]";
+ mes "You? Well, don't take";
+ mes "this the wrong way, but";
+ mes "all your curves? Wrong";
+ mes "places, honey. Later!";
+ close;
+ }
+ case 2:
+ mes "[Belder]";
+ mes "Hey, aren't you";
+ mes "interested in a loan?";
+ mes "Better you come to";
+ mes "me than you relying";
+ mes "on some guy that'll";
+ mes "try to rip you off!";
+ close;
+ }
+ }
+ if (diamond_edq < 13) {
+ mes "[Belder]";
+ mes "Welcome! So, do you";
+ mes "need money fast? Belder";
+ mes "Loans get you the money";
+ mes "you need at low interest rates!";
+ next;
+ switch(select("Ask About Muff")) {
+ case 1:
+ mes "[Belder]";
+ mes "Muff? Oh! Is that";
+ mes "supposed to be a name?";
+ mes "I thought you meant--No.";
+ mes "Nope. Doesn't ring a bell.";
+ next;
+ mes "[Belder]";
+ mes "Huh? Collateral?";
+ mes "Now why would I refuse";
+ mes "to take back his money";
+ mes "if I really loaned it to him?";
+ mes "Leave me alone now, this kind";
+ mes "of talk is bad for business!";
+ close;
+ }
+ }
+ if (diamond_edq > 12) {
+ mes "[Belder]";
+ mes "He really found his bond";
+ mes "of debt? Damn it--I mean,";
+ mes "what a surprise! That's,";
+ mes "uh, real good for him.";
+ mes "Now that I think of it, I did";
+ mes "loan a Muff money once.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "......";
+ next;
+ mes "[Belder]";
+ mes "What's with that dirty look?";
+ mes "I've got nothing to hide!";
+ mes "Can't you see that I'm";
+ mes "the victim here? Me!";
+ mes "Just... Scram before you";
+ mes "make me more upset.";
+ close;
+ }
+ mes "[Belder]";
+ mes "Welcome! Did you need";
+ mes "money fa--Oh. Hey, it's";
+ mes "you again, the do-gooder.";
+ mes "Why don't you do me some";
+ mes "good, and go back where";
+ mes "you came from. Jerk.";
+ close;
+
+OnTouch:
+ if (diamond_edq < 3) {
+ mes "[Belder]";
+ mes "Cash flow problems?";
+ mes "Well, I'm your solution!";
+ mes "I offer unsecured loans";
+ mes "at an extremely low interest";
+ mes "rate, twenty-four hours a day!";
+ mes "Belder Loans is Alberta's best!";
+ close;
+ }
+ end;
+}
+
+cmd_fild01,55,160,0 script Heap of Earth 844,{
+ if (diamond_edq == 1) {
+ mes "^3355FFIt looks like someone";
+ mes "dug a hole in the ground,";
+ mes "and then covered it again.^000000";
+ next;
+ switch(select("Dig Up the Spot:Cancel")) {
+ case 1:
+ mes "[" + strcharinfo(0) + "]";
+ mes "There must be something";
+ mes "in the ground. I better";
+ mes "dig it up and check...";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Ergh...! Ugh!";
+ mes "This would be a lot";
+ mes "easier with a shovel!";
+ mes "Only a little more to go...";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Hm? I hit something?";
+ mes "Let's--Yucky! It's so";
+ mes "wet and--Ugh! Nasty";
+ mes "little thing. Now what?";
+ mes "I dropped it! I have to";
+ mes "try to dig it up again...";
+ changequest 3100,3101;
+ set diamond_edq,2;
+ close;
+ case 2:
+ mes "[" + strcharinfo(0) + "]";
+ mes "Something isn't quite";
+ mes "kosher about all this.";
+ mes "Nope, this time, I'm";
+ mes "not going to do this.";
+ close;
+ }
+ }
+ else if (diamond_edq == 2) {
+ mes "[" + strcharinfo(0) + "]";
+ mes "Here we are... It's...";
+ mes "A soggy wallet? This";
+ mes "must be the one Muff";
+ mes "lost. Oh, and the bond";
+ mes "of debt is inside... Mm...";
+ mes "Ugh, it's really soaked...";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Well, I've done all";
+ mes "I can for now. I should";
+ mes "bring this back to Muff.";
+ changequest 3101,3102;
+ set diamond_edq,4;
+ close;
+ }
+ if (diamond_edq > 3) {
+ mes "[" + strcharinfo(0) + "]";
+ mes "This is the same spot";
+ mes "I dug up from before.";
+ mes "It's useless to me now!";
+ close;
+ }
+ mes "[" + strcharinfo(0) + "]";
+ mes "Huh. There's a weird";
+ mes "bump in the ground. Well,";
+ mes "I can't just go looking at";
+ mes "anything that's slightly";
+ mes "out of the ordinary. Heh.";
+ mes "I'm not weird like that.";
+ close;
+}
+
+izlude_in,110,64,3 script Dorian 878,2,2,{
+ if (checkweight(907,200) == 0) {
+ mes "[Dorian]";
+ mes "Ugh, just like a member";
+ mes "of the working class:";
+ mes "hoarding all your items";
+ mes "like a packrat? Have the";
+ mes "decency to relocate your";
+ mes "goods to Kafra Storage, please.";
+ close;
+ }
+ if (diamond_edq < 6) {
+ mes "[Dorian]";
+ mes "You must be in awe";
+ mes "of my elegant, artistic";
+ mes "touch. In my hands, almost";
+ mes "anything can become a";
+ mes "work of art... Even you~";
+ close;
+ }
+ if (diamond_edq == 6) {
+ mes "[Dorian]";
+ mes "I am Inventor Dorian,";
+ mes "and I welcome you to my";
+ mes "workship. All I create is";
+ mes "infused with art's essence~";
+ mes "So... How may I assist you?";
+ next;
+ switch(select("I want to use your Magic Dryer.:I want to be your student.:No, thanks.")) {
+ case 1:
+ mes "[Dorian]";
+ mes "Magic Dryer? No, no, no.";
+ mes "That, my friend, is my";
+ mes "Mystic Heater de Elegance.";
+ mes "Don't disgrace my creation";
+ mes "like that. What, pray tell,";
+ mes "do you need to dry?";
+ next;
+ switch(select("This Bond of Debt:My Hair:I'm just curious.")) {
+ case 1:
+ mes "[Dorian]";
+ mes "Mm? My masterpiece is far";
+ mes "too sophisticated for such";
+ mes "petty purposes, but... You";
+ mes "intrigue me. Show me this";
+ mes "''bond of debt'' you wish";
+ mes "to restore. ";
+ next;
+ mes "[Dorian]";
+ mes "Ah, now I understand.";
+ mes "This print is beyond";
+ mes "recognition. Only my creation";
+ mes "can restore the life that";
+ mes "nature has taken away! Yes...";
+ mes "You were right to come here.";
+ next;
+ mes "[Dorian]";
+ mes "Allow me to explain how";
+ mes "the Mystic Dryer de Elegance";
+ mes "works. A glamourous ruby";
+ mes "engine whose design was born";
+ mes "of my genius, generates a";
+ mes "powerful magnetic field.";
+ next;
+ mes "[Dorian]";
+ mes "The ruby engine's";
+ mes "magnetic field operates";
+ mes "according to the ^FF00003 Centrifuge";
+ mes "Wavelength Theory^000000. Now,";
+ mes "pearl inset sensors detect";
+ mes "the amount of calibration...";
+ next;
+ mes "[Dorian]";
+ mes "...............................";
+ mes "...............................";
+ mes "...............................";
+ mes "...............................";
+ mes "...............................";
+ mes "...............................";
+ next;
+ mes "[Dorian]";
+ mes "...............................";
+ mes "...............................";
+ mes "...............................";
+ mes "...............................";
+ mes "Blah-blah--that's just";
+ mes "about it in a nutshell.";
+ next;
+ switch(select("Zzz...:Oh, please!")) {
+ case 1:
+ mes "[Dorian]";
+ mes "You... You fell asleep?";
+ mes "But I was dutifully explaining";
+ mes "the machine's operation!";
+ mes "No, no, I won't hear your";
+ mes "excuses. What's that?";
+ mes "You were listening?";
+ next;
+ mes "[Dorian]";
+ mes "Hm. Well then, let me";
+ mes "ask you this: what is the";
+ mes "main theory by which the";
+ mes "Mystic Heater de Elegance";
+ mes "operates? Hmm? Well?";
+ next;
+ input .@input$;
+ if (.@input$ == "3 Centrifuge Wavelength Theory") {
+ mes "[Dorian]";
+ mes "That's right. My apologies.";
+ mes "I suppose I misjudged you.";
+ mes "Yes, the magnetic field can";
+ mes "restore the shape and integrity";
+ mes "of damaged, inanimate objects.";
+ mes "However, there is a problem.";
+ next;
+ mes "[Dorian]";
+ mes "The ruby engine is broken,";
+ mes "and I've been too busy with";
+ mes "other projects as ordered by";
+ mes "the Rune-Midgarts Kingdom.";
+ mes "I'll need your assistance";
+ mes "to fix the engine. Alright?";
+ next;
+ mes "[Dorian]";
+ mes "If you help me fix the";
+ mes "Mystic Dryer de Elegance,";
+ mes "I'll allow you to use it";
+ mes "as much as you like. First,";
+ mes "I'd like you to gather all";
+ mes "of the repair materials.";
+ next;
+ mes "[Dorian]";
+ mes "Please procure";
+ mes "^FF000020 Rusty Screws^000000,";
+ mes "^FF000010 Iron Ores^000000,";
+ mes "^FF00005 Steel^000000,";
+ mes "^FF00002 Rubies^000000, and";
+ mes "^FF000010 Red Gemstones^000000.";
+ next;
+ mes "[Dorian]";
+ mes "Once you bring all the";
+ mes "repair materials, I'll";
+ mes "explain how you can";
+ mes "repair the Mystic";
+ mes "Dryer de Elegance.";
+ changequest 3103,3104;
+ set diamond_edq,9;
+ close;
+ }
+ else {
+ mes "[Dorian]";
+ mes "Oh? You sound dissatisfied";
+ mes "with my explanation. Well...";
+ mes "I surely can't let you use the";
+ mes "machine unless you fathom";
+ mes "how it works. Otherwise,";
+ mes "you just might break it.";
+ close;
+ }
+ case 2:
+ mes "[Dorian]";
+ mes "Were you too bored while";
+ mes "listening to me speak?";
+ mes "Ah! This wound! It's so...";
+ mes "Alas! It's too emotional!";
+ mes "I am seriously hurt!";
+ set diamond_edq,7;
+ //PushPC 4 3
+ close;
+ }
+ break;
+ case 2:
+ mes "[Dorian]";
+ mes "How can you compare my";
+ mes "Mystic Dryer de Elegance";
+ mes "to a simple hair dryer?";
+ mes "Your comment offends me!";
+ mes "I'm no mere engineer...";
+ mes "I'm a true virtuoso!";
+ set diamond_edq,7;
+ //PushPC 4 3
+ close;
+ case 3:
+ mes "[Dorian]";
+ mes "Allow me to explain how";
+ mes "the Mystic Dryer de Elegance";
+ mes "works. A glamourous ruby";
+ mes "engine whose design was born";
+ mes "of my genius, generates a";
+ mes "powerful magnetic field.";
+ next;
+ mes "[Dorian]";
+ mes "The ruby engine's";
+ mes "magnetic field operates";
+ mes "according to the ^FF00003 Centrifuge";
+ mes "Wavelength Theory^000000. Now,";
+ mes "pearl inset sensors detect";
+ mes "the amount of calibration...";
+ next;
+ mes "[Dorian]";
+ mes "...............................";
+ mes "...............................";
+ mes "...............................";
+ mes "...............................";
+ mes "...............................";
+ mes "...............................";
+ next;
+ mes "[Dorian]";
+ mes "...............................";
+ mes "...............................";
+ mes "...............................";
+ mes "...............................";
+ mes "Blah-blah--that's just";
+ mes "about it in a nutshell.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "......";
+ next;
+ mes "[Dorian]";
+ mes "I know, I know.";
+ mes "Astounding, isn't it?";
+ close;
+ }
+ case 2:
+ if (Sex == 1) {
+ mes "[Dorian]";
+ mes "Ah, my apologies.";
+ mes "Too many have asked, so";
+ mes "I now only accept beautiful";
+ mes "female students. Don't be";
+ mes "too disappointed: I know";
+ mes "you can find someone else.";
+ close;
+ }
+ else {
+ mes "[Dorian]";
+ mes "Mademoiselle, it is my";
+ mes "honor to meet you: even";
+ mes "the moon covers its face,";
+ mes "and roses raise their thorns,";
+ mes "shameful of themselves";
+ mes "and jealous of your beauty.";
+ next;
+ mes "[Dorian]";
+ mes "Ah! But why go under the";
+ mes "pretense of being my student";
+ mes "when we can leisurely spend";
+ mes "time together as lovers?";
+ mes "Won't you--Mademoiselle?";
+ mes "Wait, where are you going?";
+ close;
+ }
+ case 3:
+ mes "[Dorian]";
+ mes "I don't have enough";
+ mes "time for trivel, so";
+ mes "please leave me to my";
+ mes "artistic endeavors and";
+ mes "bother me no longer.";
+ close;
+ }
+ }
+ if (diamond_edq == 7) {
+ mes "[Dorian]";
+ mes "Ugh, your behavior";
+ mes "from before disgusts me...";
+ mes "But those pitiful eyes...";
+ mes "Seeking sympathy. Ah,";
+ mes "you're only human.";
+ mes "I shall forgive you.";
+ next;
+ mes "[Dorian]";
+ mes "Alright then. Please";
+ mes "listen carefully this time,";
+ mes "and don't insult my pride";
+ mes "again. When you are ready,";
+ mes "please come talk to me.";
+ set diamond_edq,6;
+ close;
+ }
+ if (diamond_edq) == 9 {
+ mes "[Dorian]";
+ mes "Ah, did you bring all";
+ mes "the materials I need to";
+ mes "repair the Mystic Dryer";
+ mes "de Elegance? Let me take";
+ mes "a glance at what you brought...";
+ next;
+ if ((countitem(7317) > 19) && (countitem(1002) > 9) && (countitem(999) > 4) && (countitem(723) > 1) && (countitem(716) > 4)) {
+ mes "[Dorian]";
+ mes "Ah, well done. Now";
+ mes "that the materials are";
+ mes "ready, I can instruct you on";
+ mes "how to repair the machine.";
+ next;
+ delitem 7317,20; //Screw
+ delitem 1002,10; //Iron_Ore
+ delitem 999,5; //Steel
+ delitem 723,2; //Cardinal_Jewel
+ delitem 716,5; //Red_Gemstone
+ changequest 3104,3105;
+ set diamond_edq,10;
+ mes "[Dorian]";
+ mes "I expect you to fail";
+ mes "a few times, but the";
+ mes "Mystic Dryer de Elegance";
+ mes "is designed for durability:";
+ mes "even if you tried, you'd";
+ mes "have trouble scratching it.";
+ next;
+ mes "[Dorian]";
+ mes "First, insert a new rough";
+ mes "ruby into the ruby engine,";
+ mes "and tighten the screw on";
+ mes "the joint until you hear";
+ mes "a ^0000FFclick^000000. You'll break it";
+ mes "if you tighten it further.";
+ next;
+ mes "[Dorian]";
+ mes "Next you'll need to";
+ mes "operate the four switches";
+ mes "coded by the colors red,";
+ mes "blue, yellow, and green.";
+ next;
+ mes "[Dorian]";
+ mes "Press the ^0000FFRed^000000 switch";
+ mes "if the engine is in 1st";
+ mes "Gear. Press the ^0000FFBlue^000000";
+ mes "switch in 2nd Gear,";
+ mes "^0000FFYellow^000000 for 3rd, and";
+ mes "^0000FFGreen^000000 for 4th.";
+ next;
+ mes "[Dorian]";
+ mes "The engine's sound is the";
+ mes "only indicator of which";
+ mes "gear is running. You'll";
+ mes "have to figure that out";
+ mes "on your own. I'm sorry";
+ mes "I designed it that way...";
+ next;
+ mes "[Dorian]";
+ mes "Ah, one last tip!";
+ mes "If you enter the correct";
+ mes "engine gear, the machine";
+ mes "will start without a problem,";
+ mes "even if you press the same";
+ mes "switch more than once.";
+ next;
+ mes "[Dorian]";
+ mes "Please let me know";
+ mes "if you get it started so";
+ mes "I can verify if the Mystic";
+ mes "Dryer de Elegance is fully";
+ mes "operational. Good luck now~";
+ close;
+ }
+ else {
+ mes "[Dorian]";
+ mes "Oh? You're still missing";
+ mes "some materials. Well, we're";
+ mes "in no rush. If you already";
+ mes "forgot, then let me remind";
+ mes "you what you need to bring...";
+ next;
+ mes "[Dorian]";
+ mes "Please procure";
+ mes "^FF000020 Rusty Screws^000000,";
+ mes "^FF000010 Iron Ores^000000,";
+ mes "^FF00005 Steel^000000,";
+ mes "^FF00002 Rubies^000000, and";
+ mes "^FF000010 Red Gemstones^000000.";
+ close;
+ }
+ }
+ if (diamond_edq) == 10 {
+ mes "[Dorian]";
+ mes "Did you already forget";
+ mes "my instructions for fixing my";
+ mes "Mystic Dryer de Elegance?";
+ mes "I can't blame you since";
+ mes "they're a bit complicated.";
+ next;
+ switch(select("Instructions:Cancel")) {
+ case 1:
+ mes "[Dorian]";
+ mes "First, insert a new rough";
+ mes "ruby into the ruby engine,";
+ mes "and tighten the screw on";
+ mes "the joint until you hear";
+ mes "a ^0000FFclick^000000. You'll break it";
+ mes "if you tighten it further.";
+ next;
+ mes "[Dorian]";
+ mes "Next you'll need to";
+ mes "operate the four switches";
+ mes "coded by the colors red,";
+ mes "blue, yellow, and green.";
+ next;
+ mes "[Dorian]";
+ mes "Press the ^0000FFRed^000000 switch";
+ mes "if the engine is in 1st";
+ mes "Gear. Press the ^0000FFBlue^000000";
+ mes "switch in 2nd Gear,";
+ mes "^0000FFYellow^000000 for 3rd, and";
+ mes "^0000FFGreen^000000 for 4th.";
+ next;
+ mes "[Dorian]";
+ mes "The engine's sound is the";
+ mes "only indicator of which";
+ mes "gear is running. You'll";
+ mes "have to figure that out";
+ mes "on your own. I'm sorry";
+ mes "I designed it that way...";
+ next;
+ mes "[Dorian]";
+ mes "Ah, one last tip!";
+ mes "If you enter the correct";
+ mes "engine gear, the machine";
+ mes "will start without a problem,";
+ mes "even if you press the same";
+ mes "switch more than once.";
+ next;
+ mes "[Dorian]";
+ mes "Please let me know";
+ mes "if you get it started so";
+ mes "I can verify if the Mystic";
+ mes "Dryer de Elegance is fully";
+ mes "operational. Good luck now~";
+ close;
+ case 2:
+ mes "[Dorian]";
+ mes "Really? It's no problem";
+ mes "for me to explain it again";
+ mes "to you. Don't be shy now:";
+ mes "not all of us can be geniuses~";
+ close;
+ }
+ }
+ if (diamond_edq) == 11 {
+ mes "[Dorian]";
+ mes "Ah, so you failed to";
+ mes "fix the Mystic Dryer de";
+ mes "Elegance? That's expected:";
+ mes "I didn't really design it for the^FFFFFF ^000000 common user in mind. Well,";
+ mes "why don't you try it again?";
+ erasequest 3106;
+ set diamond_edq,10;
+ close;
+ }
+ if (diamond_edq) == 12 {
+ mes "[Dorian]";
+ mes "Ah, I underestimated you.";
+ mes "You really repaired the";
+ mes "Mystic Dryer de Elegance~";
+ mes "This is a testament to my";
+ mes "incredible teaching prowess.";
+ mes "Congratulations are in order!";
+ next;
+ mes "[Dorian]";
+ mes "Now all you have to do";
+ mes "is insert the damaged";
+ mes "document and press the";
+ mes "switch. Simple, yes?";
+ erasequest 3106;
+ changequest 3105,3108;
+ set diamond_edq,13;
+ next;
+ mes "[Dorian]";
+ mes "Well, I'm afraid my";
+ mes "usefulness to you has";
+ mes "been all used up. Ah,";
+ mes "but I'll make sure to";
+ mes "contact you if I need";
+ mes "your kind of help. Farewell~";
+ close;
+ }
+ if (diamond_edq) > 12 {
+ mes "[Dorian]";
+ mes "Ah, hello! How have";
+ mes "you been? Are you in need";
+ mes "of my artistic inventions?";
+ mes "Or did you just miss me?";
+ close;
+ }
+
+//OnTouch2:
+OnTouch:
+ if (diamond_edq) < 9 {
+ mes "[Dorian]";
+ mes "Wh-what are you doing?";
+ mes "D-don't sully my wonderful";
+ mes "masterpieces with your";
+ mes "uncultured hands!";
+ close;
+ }
+ if (diamond_edq) == 9 {
+ mes "[Dorian]";
+ mes "Can't you see that the";
+ mes "machine won't work without";
+ mes "the materials? Even a simple";
+ mes "child should understand that!";
+ close;
+ }
+ end;
+}
+
+izlude_in,113,66,0 script Strange Machine 111,{
+ if (checkweight(907,200) == 0) {
+ mes "[Dorian]";
+ mes "Ugh, just like a member";
+ mes "of the working class:";
+ mes "hoarding all your items";
+ mes "like a packrat? Have the";
+ mes "decency to relocate your";
+ mes "goods to Kafra Storage, please.";
+ close;
+ }
+ if (diamond_edq) == 10 {
+ set .@bolt_rand,rand(2,5);
+ mes "^3355FFThis must be Dorian's";
+ mes "Mystic Dryer de Elegance.";
+ mes "What do you want to do?^000000";
+ next;
+ while(1) {
+ set .@switch_sound,rand(1,4);
+ switch(select("Check the Machine:Replace the Engine:Tighten the Screw:Press a Switch")) {
+ case 1:
+ if (.@hit_status == 0) {
+ mes "^3355FFThere's no power";
+ mes "in this behemoth";
+ mes "of a machine.^000000";
+ next;
+ }
+ break;
+ case 2:
+ if (.@engine == 0) {
+ mes "^3355FFYou replace the rough";
+ mes "ruby in the ruby engine";
+ mes "with a new rough ruby.";
+ mes "It clicks into place";
+ mes "inside the engine core.^000000";
+ next;
+ set .@engine,.@engine+1;
+ }
+ else if (engine > 0) {
+ mes "^3355FFThe ruby in the";
+ mes "engine has already";
+ mes "been replaced.^000000";
+ next;
+ }
+ break;
+ case 3:
+ if (.@engine < 1) {
+ mes "^3355FFYou probably need";
+ mes "to replace the ruby";
+ mes "in the engine first.^000000";
+ next;
+ }
+ else if ((.@engine == 1) && (.@bolt < .@bolt_rand)) {
+ mes "^3355FF*Krrrr-Krrrrr*^000000";
+ mes "^3355FF*Krrrr-Krrrrr*^000000";
+ next;
+ set .@bolt,.@bolt+1;
+ }
+ else if ((.@engine == 1) && (.@bolt == .@bolt_rand)) {
+ mes "^3355FF*Krrrr-Krrrrr*^000000";
+ mes "^0000FF*Click*^000000";
+ next;
+ set .@bolt,.@bolt+1;
+ set .@bolt_suc,.@bolt_suc+1;
+ }
+ else if ((.@engine == 1) && (.@bolt > .@bolt_rand)) {
+ mes "^3355FF*Krrrr-Krrrrr*^000000";
+ mes "^3355FF*KrrICK-ICK-ICK-KOOM*^000000";
+ next;
+ mes "^3355FFYou tightened the";
+ mes "screw too tightly!";
+ mes "The joint is broken...";
+ mes "You should go back";
+ mes "to Dorian for help.^000000";
+ setquest 3106;
+ set diamond_edq,11;
+ close;
+ }
+ else {
+ mes "^3355FFSomething must have";
+ mes "gone wrong. You'd be";
+ mes "better off starting";
+ mes "from the beginning...^000000";
+ close;
+ }
+ break;
+ case 4:
+ if ((.@engine < 1) && (.@bolt_suc < 1)) {
+ mes "^3355FFYou need to replace";
+ mes "the engine's ruby and";
+ mes "tighten the main screw";
+ mes "before you mess with";
+ mes "these switches.^000000";
+ next;
+ }
+ else if ((.@engine == 1) && (.@bolt_suc < 1)) {
+ mes "^3355FFYou need to tighten";
+ mes "the scren before you can";
+ mes "start the engine safely.";
+ next;
+ }
+ else if ((.@red >= 1) && (.@blue >= 1) && (.@yellow >= 1) && (.@green >= 1)) {
+ mes "^3355FFThe Mystic Dryer de";
+ mes "Elegance started with";
+ mes "a mighty buzz, and the";
+ mes "sound lowers to a calm";
+ mes "hum as it stabilizes.";
+ mes "It looks like you fixed it!^000000";
+ next;
+ mes "^3355FFYou should tell Dorian";
+ mes "first so that you can";
+ mes "use this machine.^000000";
+ setquest 3107;
+ set diamond_edq,12;
+ close;
+ }
+ else if ((.@engine == 1) && (.@bolt_suc == 1)) {
+ if (.@switch_sound == 1) {
+ mes "^3355FF*Buzz Buzz*^000000";
+ mes "^3355FF*Buzz Buzz*^000000";
+ mes "^3355FFThe machine is";
+ mes "vibrating weakly.";
+ mes "Which switch do";
+ mes "you want to press?^000000";
+ next;
+ switch(select("Red Switch:Blue Switch:Yellow Switch:Green Switch")) {
+ default:
+ mes "^3355FF*Whiz Whiz*^000000";
+ mes "^3355FF*Whiz Whiz*^000000";
+ next;
+ mes "^3355FFThe machine made some";
+ mes "violent, erratic sounds,";
+ mes "and vibrated violently";
+ mes "before coming to a sudden";
+ mes "stop. That was the wrong";
+ mes "switch. You'd better ask Dorian... ^FFFFFF ^000000";
+ setquest 3106;
+ set diamond_edq,11;
+ close;
+ case 1:
+ if (.@red >= 0) {
+ mes "^3355FF*Buzzz Buzzz*^000000";
+ mes "^3355FF*Clang...!*^000000";
+ next;
+ mes "^3355FFThe machine's";
+ mes "vibrations have";
+ mes "grown stronger.";
+ mes "It looks like you";
+ mes "chose the right switch.^000000";
+ next;
+ set .@red,.@red+1;
+ }
+ else {
+ mes "^3355FF*Whiz Whiz*^000000";
+ mes "^3355FF*Whiz Whiz*^000000";
+ next;
+ mes "^3355FFThe machine made some";
+ mes "violent, erratic sounds,";
+ mes "and vibrated violently";
+ mes "before coming to a sudden";
+ mes "stop. That was the wrong";
+ mes "switch. You'd better ask Dorian... ^FFFFFF ^000000";
+ setquest 3106;
+ set diamond_edq,11;
+ close;
+ }
+ break;
+ }
+ }
+ else if (.@switch_sound == 2) {
+ mes "^3355FF*Purr Purr*^000000";
+ mes "^3355FF*Purr Purr*^000000";
+ mes "^3355FFThe machine is vibrating";
+ mes "a little bit more strongly.";
+ mes "Which switch will";
+ mes "you try now?^000000";
+ next;
+ switch(select("Red Switch:Blue Switch:Yellow Switch:Green Switch")) {
+ default:
+ mes "^3355FF*Whiz Whiz*^000000";
+ mes "^3355FF*Whiz Whiz*^000000";
+ next;
+ mes "^3355FFThe machine made some";
+ mes "violent, erratic sounds,";
+ mes "and vibrated violently";
+ mes "before coming to a sudden";
+ mes "stop. That was the wrong";
+ mes "switch. You'd better ask Dorian... ^FFFFFF ^000000";
+ setquest 3106;
+ set diamond_edq,11;
+ close;
+ case 2:
+ if (.@blue >= 0) {
+ mes "^3355FF*Purrr Purr*^000000";
+ mes "^3355FF*Clang...!*^000000";
+ next;
+ mes "^3355FFThe machine's";
+ mes "vibrations have";
+ mes "grown stronger.";
+ mes "It looks like you";
+ mes "chose the right switch.^000000";
+ next;
+ set .@blue,.@blue+1;
+ }
+ else {
+ mes "^3355FF*Whiz Whiz*^000000";
+ mes "^3355FF*Whiz Whiz*^000000";
+ next;
+ mes "^3355FFThe machine made some";
+ mes "violent, erratic sounds,";
+ mes "and vibrated violently";
+ mes "before coming to a sudden";
+ mes "stop. That was the wrong";
+ mes "switch. You'd better ask Dorian... ^FFFFFF ^000000";
+ setquest 3106;
+ set diamond_edq,11;
+ close;
+ }
+ break;
+ }
+ }
+ else if (.@switch_sound == 3) {
+ mes "^3355FF*Bzzz Bzzz*";
+ mes "*Bzzz Bzzz*";
+ mes "The machine's vibrations";
+ mes "are a bit more stable now.";
+ mes "Which switch will you try?^000000";
+ next;
+ switch(select("Red Switch:Blue Switch:Yellow Switch:Green Switch")) {
+ default:
+ mes "^3355FF*Whiz Whiz*^000000";
+ mes "^3355FF*Whiz Whiz*^000000";
+ next;
+ mes "^3355FFThe machine made some";
+ mes "violent, erratic sounds,";
+ mes "and vibrated violently";
+ mes "before coming to a sudden";
+ mes "stop. That was the wrong";
+ mes "switch. You'd better ask Dorian... ^FFFFFF ^000000";
+ setquest 3106;
+ set diamond_edq,11;
+ close;
+ case 3:
+ if (.@yellow >= 0) {
+ mes "^3355FF*Bzzzz Bzzzz*^000000";
+ mes "^3355FF*Clang...!*^000000";
+ next;
+ mes "^3355FFThe machine's";
+ mes "vibrations have";
+ mes "grown stronger.";
+ mes "It looks like you";
+ mes "chose the right switch.^000000";
+ next;
+ set .@yellow,.@yellow+1;
+ }
+ else {
+ mes "^3355FF*Whiz Whiz*^000000";
+ mes "^3355FF*Whiz Whiz*^000000";
+ next;
+ mes "^3355FFThe machine made some";
+ mes "violent, erratic sounds,";
+ mes "and vibrated violently";
+ mes "before coming to a sudden";
+ mes "stop. That was the wrong";
+ mes "switch. You'd better ask Dorian... ^FFFFFF ^000000";
+ setquest 3106;
+ set diamond_edq,11;
+ close;
+ }
+ break;
+ }
+ }
+ else if (.@switch_sound == 4) {
+ next;
+ mes "^3355FF*Pzzzz Pzzz*";
+ mes "*Pzzzz Pzzz*";
+ mes "The machine is vibrating";
+ mes "fairly strongly now. Which";
+ mes "switch will you try?^000000";
+ next;
+ switch(select("Red Switch:Blue Switch:Yellow Switch:Green Switch")) {
+ default:
+ mes "^3355FF*Whiz Whiz*^000000";
+ mes "^3355FF*Whiz Whiz*^000000";
+ next;
+ mes "^3355FFThe machine made some";
+ mes "violent, erratic sounds,";
+ mes "and vibrated violently";
+ mes "before coming to a sudden";
+ mes "stop. That was the wrong";
+ mes "switch. You'd better ask Dorian... ^FFFFFF ^000000";
+ setquest 3106;
+ set diamond_edq,11;
+ close;
+ case 4:
+ if (.@green >= 0) {
+ mes "^3355FFPzzzzz Pzzzz*^000000";
+ mes "^3355FF*Clang...!*^000000";
+ next;
+ mes "^3355FFThe machine's";
+ mes "vibrations have";
+ mes "grown stronger.";
+ mes "It looks like you";
+ mes "chose the right switch.^000000";
+ next;
+ set .@green,.@green+1;
+ }
+ else {
+ mes "^3355FF*Whiz Whiz*^000000";
+ mes "^3355FF*Whiz Whiz*^000000";
+ next;
+ mes "^3355FFThe machine made some";
+ mes "violent, erratic sounds,";
+ mes "and vibrated violently";
+ mes "before coming to a sudden";
+ mes "stop. That was the wrong";
+ mes "switch. You'd better ask Dorian... ^FFFFFF ^000000";
+ setquest 3106;
+ set diamond_edq,11;
+ close;
+ }
+ break;
+ }
+ }
+ }
+ }
+ }
+ }
+ if (diamond_edq == 12) {
+ mes "[Dorian]";
+ mes "It sounds like you're";
+ mes "done fixing my Mystic";
+ mes "Dryer de Elegance.";
+ mes "Why don't you come";
+ mes "back so I can explain";
+ mes "how you can use it?";
+ close;
+ }
+ if ((diamond_edq == 13) && (countitem(7722) < 1)) {
+ mes "^3355FFYou lift the main";
+ mes "operational switch,";
+ mes "turning on a light and";
+ mes "opening a convenient";
+ mes "slot. You insert the";
+ mes "wet bond of debt.^000000";
+ next;
+ mes "^3355FFThe engine's pistons";
+ mes "and cylinders churn";
+ mes "with a lively din, and";
+ mes "when the heater stops,";
+ mes "the slot reopens.^000000";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "So this is the original";
+ mes "bond of debt that Muff";
+ mes "lost? It looks... Perfect!";
+ changequest 3108,3109;
+ getitem 7722,1; //Debt_Note
+ close;
+ }
+ else if ((diamond_edq == 13) && (countitem(7722) > 0)) {
+ mes "You already used this";
+ mes "machine to restore the";
+ mes "bond of debt. There's no";
+ mes "need to mess around";
+ mes "with it any longer.";
+ close;
+ }
+ mes "[Dorian]";
+ mes "Who are you?";
+ mes "Don't you dare lay";
+ mes "a hand on my precious";
+ mes "masterpiece inventions! ";
+ close;
+}
+
+// Broken Diamond
+//============================================================
+moc_ruins,152,147,5 script Ibrahim 732,3,3,{
+ if (checkweight(907,200) == 0) {
+ mes "[Ibrahim]";
+ mes "You're carrying too much";
+ mes "stuff with you. Dump it";
+ mes "in Kafra Storge, sell it,";
+ mes "drop it, whatever, before";
+ mes "you come talk to me, okay?";
+ close;
+ }
+ if (diamond_edq < 14) {
+ mes "[Ibrahim]";
+ mes "Have you heard of the";
+ mes "Four Cursed Jewels?";
+ mes "I hear that one of them,";
+ mes "the Diamond of Destruction,";
+ mes "just appeared recently.";
+ mes "What I'd do to find it...";
+ close;
+ }
+ if ((diamond_edq == 14) && (BaseLevel > 65)) {
+ mes "[Ibrahim]";
+ mes "" + strcharinfo(0) + ", right?";
+ mes "Don't be too suprised.";
+ mes "I've heard of you here";
+ mes "and there. Heh heh~!";
+ next;
+ while(1) {
+ switch(select("How can I help you?:What'd you hear?:Bye!")) {
+ case 1:
+ mes "[Ibrahim]";
+ mes "I wanted to ask you about";
+ mes "the Four Cursed Jewels.";
+ mes "All the merchants in the";
+ mes "area are talking about them.";
+ mes "Anyway, I was able to obtain";
+ mes "the Diamond of Destruction!";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "(^666666Hmm... He might";
+ mes "be talking about that";
+ mes "jewel Muff gave to Belder";
+ mes "as collateral for his debt.^000000)";
+ next;
+ mes "[Ibrahim]";
+ mes "I paid a hefty sum for it,";
+ mes "but then I lost it after";
+ mes "just a few days. I kept it";
+ mes "under high security, but";
+ mes "that didn't stop the thief...";
+ next;
+ mes "[Ibrahim]";
+ mes "It's a risky job, but";
+ mes "I want to employ you to";
+ mes "find where my diamond went.";
+ mes "It'd be best if you could get";
+ mes "it back, but I can understand";
+ mes "if you can't. You up for it?";
+ next;
+ switch(select("Sure, I'll help you.:No, sorry.")) {
+ case 1:
+ mes "[Ibrahim]";
+ mes "Great! I knew it was";
+ mes "a good idea to find you.";
+ mes "The thief didn't leave any";
+ mes "clues, but he should have";
+ mes "some problems selling the gem.";
+ mes "It's one of a kind, you know.";
+ next;
+ mes "[Ibrahim]";
+ mes "Visiting the large";
+ mes "jewelry shops in the";
+ mes "Rune-Midgarts Kingdom";
+ mes "would be a good start.";
+ mes "Their merchants know the";
+ mes "most about those jewels.";
+ next;
+ mes "[Ibrahim]";
+ mes "The thief will also have";
+ mes "to sell the jewel to a jeweler";
+ mes "that can afford astronomical";
+ mes "prices. There are three big";
+ mes "locations you should check.";
+ next;
+ mes "[Ibrahim]";
+ mes "Find ^0000FFJhonnita^000000 in Alberta,";
+ mes "^0000FFKimeunbang^000000 in Payon, and";
+ mes "^0000FFLeblo^000000 in Geffen. They wanted ";
+ mes "that diamond badly too, so";
+ mes "they'll remember if they";
+ mes "heard any clues about it.";
+ next;
+ mes "[Ibrahim]";
+ mes "Please don't let them";
+ mes "know I've hired you to";
+ mes "investigate that diamond.";
+ mes "They won't speak to you";
+ mes "if they figure out that";
+ mes "I've sent you to them.";
+ next;
+ mes "[Ibrahim]";
+ mes "Well, I'll be right";
+ mes "here. I hope you come";
+ mes "back with some good news.";
+ setquest 3110;
+ set diamond_edq,15;
+ close;
+ case 2:
+ mes "[Ibrahim]";
+ mes "Really? I went through";
+ mes "a lot of trouble to find";
+ mes "you, but... I understand.";
+ mes "If you have a change of";
+ mes "heart, I'll be willing to";
+ mes "hire you for your expertise.";
+ close;
+ }
+ case 2:
+ if ((BaseJob == Job_Novice) || (BaseJob == Job_SuperNovice)) {
+ mes "[Ibrahim]";
+ mes "So it's true...";
+ mes "People say you're";
+ mes "just a Novice, but";
+ mes "you still help them";
+ mes "out with their problems.";
+ close;
+ }
+ else if (BaseClass == Job_Swordman) {
+ mes "[Ibrahim]";
+ mes "I've got a few buddies";
+ mes "in the Swordman Association.";
+ mes "They dropped your name when";
+ mes "I mentioned I was looking";
+ mes "for someone smart and strong.";
+ close;
+ }
+ else if (BaseClass == Job_Crusader) {
+ mes "[Ibrahim]";
+ mes "Heh, so you really";
+ mes "are one of those holy";
+ mes "knights. I'm glad to";
+ mes "have met you for myself.";
+ close;
+ }
+ else if (BaseClass == Job_Acolyte) {
+ mes "[Ibrahim]";
+ mes "I didn't think a member";
+ mes "of the clergy would be so";
+ mes "strong, but you know, your";
+ mes "reputation precedes you.";
+ close;
+ }
+ else if (BaseClass == Job_Merchant) {
+ mes "[Ibrahim]";
+ mes "Hey, if I didn't know";
+ mes "your name, how could I call";
+ mes "myself a Merchant? You set";
+ mes "an example for us all~";
+ close;
+ }
+ else if (BaseClass == Job_Blacksmith) {
+ mes "[Ibrahim]";
+ mes "We have a mutual friend,";
+ mes "you know that? Aragham";
+ mes "really spoke highly of you.";
+ close;
+ }
+ else if (BaseClass == Job_Alchemist) {
+ mes "[Ibrahim]";
+ mes "I know a guy who knows";
+ mes "a guy in the Alchemist Guild.";
+ mes "Around their parts, it sounds";
+ mes "like you're pretty hot stuff.";
+ close;
+ }
+ else if (BaseClass == Job_Magician) {
+ mes "[Ibrahim]";
+ mes "Magic is totally beyond";
+ mes "my understanding, but";
+ mes "if it gets the job done,";
+ mes "it can't be all bad.";
+ mes "I hear you're really";
+ mes "good at that stuff.";
+ close;
+ }
+ else if (BaseClass == Job_Thief) {
+ mes "[Ibrahim]";
+ mes "Heh, it sounds like almost";
+ mes "anyone who's anyone in";
+ mes "Morroc knows who you are.";
+ mes "Pleasure to make your";
+ mes "acquaintance~";
+ close;
+ }
+ else if (BaseClass == Job_Archer) {
+ mes "[Ibrahim]";
+ mes "Anyone who's used";
+ mes "a bow seems to drop";
+ mes "your name when it comes";
+ mes "to accuracy and heroism.";
+ mes "Hard to believe that I'm";
+ mes "actually talking to you~";
+ close;
+ }
+ else if (BaseClass == Job_Bard) {
+ mes "[Ibrahim]";
+ mes "Is it really true?";
+ mes "I hear you sing";
+ mes "like an angel...";
+ close;
+ }
+ else if (BaseClass == Job_Dancer) {
+ mes "[Ibrahim]";
+ mes "Is it really true?";
+ mes "I hear you dance";
+ mes "like the devil...";
+ close;
+ }
+ else if ((Class == Job_Star_Gladiator) || (Class == Job_Star_Gladiator2)) {
+ mes "[Ibrahim]";
+ mes "Me and your old master,";
+ mes "Phoenix, we go way back.";
+ mes "He had nothing but pride";
+ mes "when he talked about you~";
+ close;
+ }
+ else if (Class == Job_Soul_Linker) {
+ mes "[Ibrahim]";
+ mes "I heard your name from";
+ mes "this spiritual message";
+ mes "I got from a dream. That";
+ mes "doesn't sound crazy to";
+ mes "you, does it?";
+ close;
+ }
+ case 3:
+ mes "[Ibrahim]";
+ mes "Aren't you the least";
+ mes "bit curious how I know";
+ mes "about you? Wait, come back!";
+ mes "I'm not really that suspicious!";
+ close;
+ }
+ }
+ }
+ if (diamond_edq == 15) {
+ mes "[Ibrahim]";
+ mes "Find ^0000FFJhonnita^000000 in Alberta,";
+ mes "^0000FFKimeunbang^000000 in Payon, and";
+ mes "^0000FFLeblo^000000 in Geffen. They wanted ";
+ mes "that diamond badly too, so";
+ mes "they'll remember if they";
+ mes "heard any clues about it.";
+ next;
+ mes "[Ibrahim]";
+ mes "Please don't let them";
+ mes "know I've hired you to";
+ mes "investigate that diamond.";
+ mes "They won't speak to you";
+ mes "if they figure out that";
+ mes "I've sent you to them.";
+ close;
+ }
+ if ((diamond_edq > 15) && (diamond_edq < 25)) {
+ mes "[Ibrahim]";
+ mes "Are you still investigating";
+ mes "the diamond's whereabouts?";
+ mes "Well, I hope you can bring";
+ mes "me back good news soon.";
+ close;
+ }
+ if (diamond_edq == 25) {
+ mes "[Ibrahim]";
+ mes "Oh, you're back.";
+ mes "Made any headway in";
+ mes "your investigation of the";
+ mes "Diamond of Destruction?";
+ next;
+ select("Explain What You Learned");
+ mes "[Ibrahim]";
+ mes "What?! The Z Gang stole";
+ mes "my diamond? No wonder!";
+ mes "I bet they wanted to use its";
+ mes "curse for something evil.";
+ mes "How about the jewel?";
+ mes "Did you retrieve it?";
+ next;
+ select("Give Diamond of Destruction");
+ mes "[Ibrahim]";
+ mes "Oh! Great! So it was";
+ mes "in the Z Gang's hideout?";
+ mes "Wow, even after hearing so";
+ mes "much about you, you still";
+ mes "exceeded my expectations!";
+ next;
+ delitem 7723,1; //Diamond_Of_Ruin
+ mes "[Ibrahim]";
+ mes "Thank God, I finally";
+ mes "have this back! Ah, and";
+ mes "as for your payment...";
+ mes "Well, I don't know if";
+ mes "it's enough for what you";
+ mes "did, but I hope you like it.";
+ completequest 3118;
+ set diamond_edq,26;
+ getitem 732,2; //Crystal_Jewel__
+ getitem 603,1; //Old_Blue_Box
+ next;
+ mes "[Ibrahim]";
+ mes "Now that I have the";
+ mes "Diamond of Destruction";
+ mes "again, I can research";
+ mes "more about its strange";
+ mes "properties. I'll contact you";
+ mes "again if I need your help.";
+ close;
+ }
+ if (diamond_edq == 26) {
+ if (jewel_nd == 0) {
+ if ((treasure_nd > 10) && (BaseLevel > 65)) {
+ mes "[Ibrahim]";
+ mes "Ah, I hear from a friend";
+ mes "in Morroc that you happened";
+ mes "to obtain the Unlucky Emerald.";
+ mes "I'm sure it's one of the Four";
+ mes "Cursed Jewels. You wouldn't";
+ mes "mind if I look at it, do you?";
+ next;
+ switch(select("No!:Sure, why not?")) {
+ case 1:
+ mes "[Ibrahim]";
+ mes "No? Well, I'm sure you";
+ mes "have your reasons. Still,";
+ mes "maybe I can learn something";
+ mes "that would benefit both of";
+ mes "us if I examined it.";
+ close;
+ case 2:
+ mes "[Ibrahim]";
+ mes "Ah, I appreciate it!";
+ mes "Now, let's see here...";
+ next;
+ if (countitem(7725) > 0) {
+ mes "[Ibrahim]";
+ mes "Yes, judging from its";
+ mes "characteristic shape, this";
+ mes "is the cursed emerald.";
+ mes "Like me, you now possess";
+ mes "one of the Four Cursed Jewels.";
+ next;
+ }
+ else {
+ mes "[Ibrahim]";
+ mes "Hm? Did you happen to";
+ mes "misplace your emerald?";
+ mes "I mean, it's not with you...";
+ close;
+ }
+ }
+ mes "[Ibrahim]";
+ mes "Tell me, what were";
+ mes "you planning to do with";
+ mes "the Unlucky Emerald?";
+ next;
+ switch(select("I'm going to sell it.:I'm going to study it.")) {
+ case 1:
+ mes "[Ibrahim]";
+ mes "Oh, you weren't going";
+ mes "to keep it? I wish I could";
+ mes "afford to buy it from you...";
+ mes "But I've had enough trouble";
+ mes "buying the Diamond of";
+ mes "Destruction.";
+ next;
+ mes "[Ibrahim]";
+ mes "You already met several";
+ mes "renown jewelers while";
+ mes "you were looking for the";
+ mes "dimaond. Why don't you ask";
+ mes "them if they'll buy that";
+ mes "Unlucky Emerald from you?";
+ set jewel_nd,1;
+ close;
+ case 2:
+ mes "[Ibrahim]";
+ mes "Ah, I applaud your";
+ mes "thirst for knowledge,";
+ mes "your quest to seek truth.";
+ mes "If you really want an expert";
+ mes "to look at the emerald, talk";
+ mes "to this scholar in Comodo.";
+ next;
+ mes "[Ibrahim]";
+ mes "This man is an antique";
+ mes "appraiser, an specialist in";
+ mes "ancient artifacts and treasure.";
+ mes "I highly recommend consulting";
+ mes "him since he's been invaluable";
+ mes "in my own jewel research.";
+ set jewel_nd,10;
+ close;
+ }
+ }
+ else if ((treasure_nd > 10) && (BaseLevel < 66)) {
+ mes "[Ibrahim]";
+ mes "I heard that you obtained";
+ mes "the Unlucky Emerald from";
+ mes "a friend in Morroc. Let me";
+ mes "warn you that you might not";
+ mes "be strong enough to handle";
+ mes "its power. Be careful.";
+ next;
+ mes "[Ibrahim]";
+ mes "If you're not wary,";
+ mes "its curse might destroy";
+ mes "you. Understand?";
+ close;
+ }
+ else {
+ mes "[Ibrahim]";
+ mes "Thank you for all";
+ mes "you've done for me. I'll";
+ mes "continue my research in the";
+ mes "cursed jewel's powers, and";
+ mes "I'll contact you if I need your";
+ mes "help again. Take care~";
+ close;
+ }
+ }
+ else if (jewel_nd == 1) {
+ mes "[Ibrahim]";
+ mes "I don't have the funds";
+ mes "to buy your emerald at";
+ mes "a fair price, but why don't";
+ mes "you ask the other jewelers?";
+ mes "They might be interested";
+ mes "in buying your jewel.";
+ close;
+ }
+ else if (jewel_nd == 2) {
+ mes "[Ibrahim]";
+ mes "Ah, you're back~";
+ mes "So were you able to";
+ mes "sell the Unlucky Emerald?";
+ next;
+ select("Everyone seems scared!");
+ mes "[Ibrahim]";
+ mes "Ah, I see now. They";
+ mes "must be too afraid of";
+ mes "that particular jewel's";
+ mes "curse. Huh. Weird.";
+ next;
+ mes "[Ibrahim]";
+ mes "I guess the Diamond of";
+ mes "Destruction is considered";
+ mes "pretty safe since it's been";
+ mes "around for a while without";
+ mes "any strange incidents.";
+ next;
+ mes "[Ibrahim]";
+ mes "You just dug up the";
+ mes "emerald? I suppose it";
+ mes "might be too soon to sell it.";
+ mes "Not too many people will";
+ mes "test their luck with that gem,";
+ mes "now that I think about it.";
+ next;
+ mes "[Ibrahim]";
+ mes "Ah, here's an idea.";
+ mes "Why don't you ask my";
+ mes "scholar friend in Comodo";
+ mes "to examine it? Maybe you";
+ mes "can learn more about the";
+ mes "emerald's so-called curse.";
+ next;
+ mes "[Ibrahim]";
+ mes "I'll go ahead and send";
+ mes "him a message ahead of";
+ mes "time so that he'll know to";
+ mes "expect your arrival, okay?";
+ set jewel_nd,9;
+ close;
+ }
+ else if ((jewel_nd == 9) || (jewel_nd == 10)) {
+ mes "[Ibrahim]";
+ mes "Why don't you visit my";
+ mes "scholar friend in Comodo,";
+ mes "and ask him to examine your";
+ mes "Unlucky Emerald? The more";
+ mes "you learn about that so-called";
+ mes "curse, the better. Good luck!";
+ close;
+ }
+ else {
+ mes "[Ibrahim]";
+ mes "Oh, so what have you";
+ mes "learned about the Unlucky";
+ mes "Emerald so far? Hmmm. Yes,";
+ mes "very intriguing. Good luck";
+ mes "with your research efforts~";
+ close;
+ }
+ }
+ mes "[Ibrahim]";
+ mes "Have you heard of";
+ mes "the Four Cursed Jewels?";
+ mes "I wish to retrieve my";
+ mes "Diamond of Destruction,";
+ mes "but whoever has it has";
+ mes "kept it well hidden...";
+ close;
+
+//OnTouch2:
+OnTouch:
+if ((diamond_edq == 14) && (BaseLevel > 65)) {
+ mes "[Ibrahim]";
+ mes "Psst, adventurer!";
+ mes "You're " + strcharinfo(0) + ", right?";
+ mes "There's something";
+ mes "I'd like to discuss";
+ mes "with you in private!";
+ close;
+ }
+ end;
+}
+
+alberta,102,80,3 script Jhonnita 86,{
+ if ((diamond_edq == 15) || (diamond_edq == 16)) {
+ mes "[Jhonnita]";
+ mes "Oh, it's always nice";
+ mes "to see a new face~";
+ mes "So were you interested";
+ mes "in selling or buying";
+ mes "a jewel? We only carry";
+ mes "the best. Hahahaha!";
+ next;
+ switch(select("What's the most popular jewel?:Do you know Diamond of Destruction?")) {
+ case 1:
+ mes "[Jhonnita]";
+ mes "Ah, take a look at this";
+ mes "lustrous ruby. Isn't it";
+ mes "just breathtaking? It can";
+ mes "be yours for the specially";
+ mes "discounted price of just";
+ mes "1,000,000 zeny!";
+ next;
+ mes "[Jhonnita]";
+ mes "Wait, where are you--?";
+ mes "Damn, I shouldn't have";
+ mes "marked it up so much.";
+ mes "Rookie mistake, rookie";
+ mes "mistake! I'm a professional!";
+ close;
+ case 2:
+ mes "[Jhonnita]";
+ mes "Diamond of Destruction?";
+ mes "Heh heh! A rookie like you";
+ mes "wouldn't appreciate its true";
+ mes "value. I wanted it so badly,";
+ mes "but that Ibrahim was much";
+ mes "luckier that I was...";
+ next;
+ mes "[Jhonnita]";
+ mes "It makes me so upset to";
+ mes "think about how I lost to";
+ mes "him. All the big jewelers";
+ mes "are trying to snatch up";
+ mes "the Four Cursed Jewels...";
+ mes "But only one showed up so far.";
+ close;
+ }
+ }
+ else if (diamond_edq == 26) {
+ if (jewel_nd == 0) {
+ mes "[Jhonnita]";
+ mes "Hey. You look familiar.";
+ mes "You're not one of my";
+ mes "regulars, are you?";
+ mes "No, couldn't be.";
+ mes "You're not dressed";
+ mes "richly enough. No offense.";
+ close;
+ }
+ else if (jewel_nd == 1) {
+ mes "[Jhonnita]";
+ mes "So you here to sell";
+ mes "any Garlets, or did you";
+ mes "come to spend your life";
+ mes "savings on my jewels?";
+ next;
+ switch(select("Show me some jewels...:I have a rare emerald to sell...")) {
+ case 1:
+ mes "[Jhonnita]";
+ mes "It couldn't hurt to";
+ mes "show you my wares, but...";
+ mes "I doubt you can afford them.";
+ mes "Jewels aren't cheap, you know?";
+ next;
+ if (Sex) {
+ mes "[Jhonnita]";
+ mes "Oh, I get it now. You want";
+ mes "to give one as a present to";
+ mes "some woman. Isn't that typical?";
+ mes "Can't you come up with a more";
+ mes "creative way to buy some";
+ mes "woman's love? Huh?";
+ close;
+ }
+ else {
+ mes "[Jhonnita]";
+ mes "Sorry, sweetheart, but";
+ mes "I have a strict ''no window";
+ mes "shopping'' policy. ";
+ close;
+ }
+ case 2:
+ if (countitem(7725) > 0) {
+ mes "[Jhonnita]";
+ mes "Rare emerald, eh?";
+ mes "It better not be something";
+ mes "like a Garlet or a Zargon!";
+ mes "Sometimes you guys make";
+ mes "that kind of mistake.";
+ mes "Okay, let's see...";
+ next;
+ mes "[Jhonnita]";
+ mes "......";
+ mes "Umm...";
+ next;
+ mes "[Jhonnita]";
+ mes "...........................Um.";
+ mes "It's an incredibly nice";
+ mes "emerald, but I can't take";
+ mes "this off your hands. Er,";
+ mes "would you be on your way?";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Huh? But why?";
+ next;
+ mes "[Jhonnita]";
+ mes "J-just get out of my";
+ mes "shop! Go... Go to Payon";
+ mes "and talk to Kimeunbang!";
+ mes "Y-yeah, and don't come back!";
+ set jewel_nd,2;
+ close;
+ }
+ else {
+ mes "[Jhonnita]";
+ mes "What'd I tell you, huh?";
+ mes "I don't want you here";
+ mes "in my shop anymore!";
+ close;
+ }
+ }
+ }
+ else if (jewel_nd == 2) {
+ mes "[Jhonnita]";
+ mes "Look, I'll level with you.";
+ mes "Rumors spread fast amongst";
+ mes "us jewelers. Nobody will get";
+ mes "near you if they know you";
+ mes "have that jewel. You get it";
+ mes "now? Please... Stay back...";
+ close;
+ }
+ else {
+ mes "[Jhonnita]";
+ mes "I don't want anything";
+ mes "to do with your weird";
+ mes "emerald or with you.";
+ mes "Aren't you leaving";
+ mes "already? Go away!";
+ close;
+ }
+ }
+ else {
+ mes "[Jhonnita]";
+ mes "Are you here to buy or";
+ mes "sell any jewels? I always";
+ mes "buy high and sell low.";
+ mes "Come to me for all of";
+ mes "your gem related needs~";
+ close;
+ }
+}
+
+payon,69,65,5 script Kimeunbang 89,{
+ if (diamond_edq == 15) {
+ mes "[Kimeunbang]";
+ mes "Zzzz... Huh?";
+ mes "Why'd you wake me?";
+ mes "Such a good dream too.";
+ mes "Go to another jewelry shop,";
+ mes "I don't feel like opening up.";
+ next;
+ switch(select("What's wrong?:Diamond of Destruction?")) {
+ case 1:
+ mes "[Kimeunbang]";
+ mes "I'm just disappointed.";
+ mes "I was so close to getting";
+ mes "that Diamond of Destruction.";
+ mes "So close! Belder, my business";
+ mes "partner, actually snatched";
+ mes "it up from some poor sap.";
+ next;
+ mes "[Kimeunbang]";
+ mes "Somehow, Belder ended up";
+ mes "returning the jewel. I was";
+ mes "going to buy the jewel from";
+ mes "the original owner, but then";
+ mes "this upstart jeweler got to";
+ mes "it before I could. Damn it!";
+ next;
+ mes "[Kimeunbang]";
+ mes "This was a monumental";
+ mes "failure. I haven't been";
+ mes "able to sleep, I don't want";
+ mes "to work. Ugh. Well, thanks";
+ mes "for letting me get that off";
+ mes "my chest. I feel a bit better.";
+ next;
+ mes "[Kimeunbang]";
+ mes "Here, take this as";
+ mes "a little gift. Not all of us";
+ mes "jewelers are as greedy";
+ mes "as you think we are. Heh.";
+ getitem 722,1; //Scarlet_Jewel
+ set diamond_edq,16;
+ close;
+ case 2:
+ mes "[Kimeunbang]";
+ mes "Oh! That diamond is the";
+ mes "very reason for my agony!";
+ mes "I was so close to getting it...";
+ mes "But then someone got to the";
+ mes "diamond before I did. Argh!";
+ close;
+ }
+ }
+ else if (diamond_edq == 26) {
+ if (jewel_nd == 0) {
+ mes "[Kimeunbang]";
+ mes "I don't feel like opening";
+ mes "my shop any time soon, but";
+ mes "you can always come back later.";
+ close;
+ }
+ else if (jewel_nd == 1) {
+ mes "[Kimeunbang]";
+ mes "Oh, hello. Looks like";
+ mes "I'm back in business~";
+ next;
+ switch(select("I have a jewel to sell.:How are you?")) {
+ case 1:
+ mes "[Kimeunbang]";
+ mes "Really? Alright, just";
+ mes "give me a minute to";
+ mes "appraise your gem.";
+ next;
+ if (countitem(7725) > 0) {
+ mes "[Kimeunbang]";
+ mes "...........";
+ mes "...........";
+ next;
+ mes "[Kimeunbang]";
+ mes "I'm sorry, but I just";
+ mes "can't buy this emerald.";
+ mes "It's... It's too big of";
+ mes "a risk. The rumors I keep";
+ mes "hearing, they're just horrible.";
+ set jewel_nd,2;
+ close;
+ }
+ else {
+ mes "[Kimeunbang]";
+ mes "Hm? Where's this";
+ mes "jewel you were talking";
+ mes "about? Did you forget";
+ mes "to bring it with you?";
+ close;
+ }
+ break;
+ case 2:
+ mes "[Kimeunbang]";
+ mes "I don't even feel like";
+ mes "talking about my business.";
+ mes "I've been considering closing";
+ mes "up shop for good, actually.";
+ close;
+ }
+ }
+ else if (jewel_nd == 2) {
+ mes "[Kimeunbang]";
+ mes "No jeweler around will";
+ mes "buy that cursed emerald.";
+ mes "I'm really sorry. You can";
+ mes "try talking to Ibrahim, though.";
+ mes "He's the one that got that";
+ mes "Diamond of Destruction.";
+ close;
+ }
+ else {
+ mes "[Kimeunbang]";
+ mes "Ugh... The stress";
+ mes "of the jewel business";
+ mes "is finally getting to me.";
+ mes "Oh well, I've had a good run...";
+ close;
+ }
+ }
+ else {
+ mes "[Kimeunbang]";
+ mes "I don't feel like opening";
+ mes "my shop any time soon, but";
+ mes "you can always come back later.";
+ close;
+ }
+}
+
+geffen,128,153,3 script Leblo 883,{
+ if ((diamond_edq == 15) || (diamond_edq == 16)) {
+ mes "[Leblo]";
+ mes "Oh, I've heard about";
+ mes "you. You're the one that's";
+ mes "been asking questions about";
+ mes "the Diamond of Destruction.";
+ next;
+ emotion e_omg,1;
+ mes "[Leblo]";
+ mes "Don't be so suprised:";
+ mes "word travels fast in the";
+ mes "jewel industry. Well, if you";
+ mes "want to learn more, you'll";
+ mes "have to do something for";
+ mes "me first. We have a deal?";
+ next;
+ switch(select("Deal.:No, thanks.")) {
+ case 1:
+ mes "[Leblo]";
+ mes "I've been suffering back";
+ mes "pain lately, and none of";
+ mes "the medicines do any good.";
+ mes "I resorted to seeing this";
+ mes "famous doctor in Payon, but";
+ mes "then I totally screwed it up.";
+ next;
+ mes "[Leblo]";
+ mes "She was such a nag, and";
+ mes "I said something... unpleasant";
+ mes "to her. Now she refuses to";
+ mes "examine me! But if I sent";
+ mes "you, then you could get";
+ mes "some medicine for me.";
+ next;
+ mes "[Leblo]";
+ mes "She knows my symptoms";
+ mes "so if you make her happy,";
+ mes "she'll give you my medicine...";
+ mes "I hope. Anyway, her name is";
+ mes "^0000FFWola^000000, and she's in Payon.";
+ changequest 3110,3111;
+ set diamond_edq,17;
+ close;
+ case 2:
+ mes "[Leblo]";
+ mes "Oh, yeah? Well, that's";
+ mes "fine with me. I don't";
+ mes "have anything to lose.";
+ close;
+ }
+ }
+ if (diamond_edq == 17) {
+ mes "[Leblo]";
+ mes "Please look for a female";
+ mes "doctor named ^0000FFWola^000000 in Payon.";
+ mes "Do what you can to get my";
+ mes "medicine from her... Oh,";
+ mes "and try to be nice~ ";
+ close;
+ }
+ if (diamond_edq == 21) {
+ mes "[Leblo]";
+ mes "Oh? Is that... Is that my";
+ mes "medicine? Thank goodness!";
+ mes " Hm? Oh, so I misunderstood";
+ mes " her. I thought she was awfully";
+ mes " arrogant, but she was just";
+ mes " concerned for my health.";
+ next;
+ mes "[Leblo]";
+ mes "I better make it a point";
+ mes "to properly apologize to";
+ mes "her the next time I see her.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "...............................";
+ mes "...............................";
+ mes "...............................";
+ next;
+ mes "[Leblo]";
+ mes "Right, I need to tell";
+ mes "you about the Diamond of";
+ mes "Destruction. Listen carefully.";
+ mes "A while ago, a young couple";
+ mes "tried to sell me that very";
+ mes "jewel. Suspicious, eh?";
+ next;
+ mes "[Leblo]";
+ mes "I had no interest in";
+ mes "buying it, so I actually";
+ mes "offered them a much lower";
+ mes "price than they hoped.";
+ mes "Now that I think about it...";
+ next;
+ mes "[Leblo]";
+ mes "That man and woman looked";
+ mes "like the members of that";
+ mes "infamous Z Gang. Heh!";
+ mes "I should have reported it,";
+ mes "but... You know. Back";
+ mes "pain and all that.";
+ next;
+ mes "[Leblo]";
+ mes "I hear the Rogue Guild";
+ mes "is secretly investigating";
+ mes "the Z Gang, so that couple";
+ mes "must have plenty of enemies.";
+ mes "So... Yeah. The Z Gang has";
+ mes "the Diamond of Destruction.";
+ next;
+ mes "[Leblo]";
+ mes "You should talk with one";
+ mes "of the investigators of the";
+ mes "Rogue Guild if you want to";
+ mes "learn more about the Z Gang.";
+ mes "Pretty useful info, huh?";
+ mes "Take care, my friend.";
+ changequest 3114,3115;
+ set diamond_edq,22;
+ close;
+ }
+ if (diamond_edq == 22) {
+ mes "[Leblo]";
+ mes "You should talk with one";
+ mes "of the investigators of the";
+ mes "Rogue Guild if you want to";
+ mes "learn more about the Z Gang.";
+ mes "Pretty useful info, huh?";
+ mes "Take care, my friend.";
+ close;
+ }
+ if (diamond_edq == 26) {
+ if (jewel_nd == 0) {
+ mes "[Leblo]";
+ mes "Hm? I'm sorry, but";
+ mes "I'm pretty busy with";
+ mes "all my other customers.";
+ mes "Besides, you don't strike";
+ mes "me as a jewel seller or";
+ mes "buyer. Please excuse me...";
+ close;
+ }
+ else if (jewel_nd == 1) {
+ mes "[Leblo]";
+ mes "Oh, hey. Did you";
+ mes "have any business";
+ mes "with me today?";
+ next;
+ switch(select("I have a jewel to sell.:No, not really.")) {
+ case 1:
+ mes "[Leblo]";
+ mes "Oh, yeah? Well then,";
+ mes "I'm curious now. You";
+ mes "mind if I take a look?";
+ next;
+ if (countitem(7725) > 0) {
+ mes "[Leblo]";
+ mes "Now, what do we ha--";
+ mes "Oh. I'm sorry, but I just";
+ mes "can't buy this. I hate to";
+ mes "break it to you, but I hear";
+ mes "that thing has an awful curse.";
+ mes "See what you can do about that!";
+ set jewel_nd,2;
+ close;
+ }
+ else {
+ mes "[Leblo]";
+ mes "Hmm. The jewel";
+ mes "you were just";
+ mes "talking about...";
+ mes "Did you remember";
+ mes "to bring it with you?";
+ close;
+ }
+ case 2:
+ mes "[Leblo]";
+ mes "Oh, yeah? Well, that's";
+ mes "fine too. No skin off";
+ mes "my nose, that's what";
+ mes "I always say.";
+ close;
+ }
+ }
+ else if (jewel_nd == 2) {
+ mes "[Leblo]";
+ mes "Oh. I'm sorry, but I just";
+ mes "can't buy this. I hate to";
+ mes "break it to you, but I hear";
+ mes "that thing has an awful curse.";
+ mes "See what you can do about that!";
+ close;
+ }
+ else {
+ mes "[Leblo]";
+ mes "I'm sorry that you're";
+ mes "the one that currently";
+ mes "has that jewel. Hopefully,";
+ mes "the curse is just a rumor...";
+ mes "But, well, I didn't get this";
+ mes "old by taking chances...";
+ close;
+ }
+ }
+ mes "[Leblo]";
+ mes "Hello, are you interested";
+ mes "in buying or selling any";
+ mes "precious jewels?";
+ close;
+}
+
+payon_in03,167,149,3 script Wola 75,2,2,{
+ if (checkweight(907,1) == 0) {
+ mes "^3355FFWait a second!";
+ mes "Right now, you're carrying";
+ mes "too many things with you.";
+ mes "Please come back after";
+ mes "using the Kafra Service";
+ mes "to store some of your items.^000000";
+ close;
+ }
+ if (diamond_edq == 18) {
+ mes "[" + strcharinfo(0) + "]";
+ mes "Hello? I'm here to";
+ mes "see Doctor Wola.";
+ next;
+ mes "[Wola]";
+ mes "Oh... Ah... Um...";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Excuse me, but do you";
+ mes "know where I can find her?";
+ next;
+ mes "[Wola]";
+ mes "I, um...";
+ mes "Oh no! Wah!";
+ mes "See what you did?!";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "I... I don't know";
+ mes "what you're talking";
+ mes "about. I'm just wanted";
+ mes "to talk to Doctor Wola.";
+ next;
+ mes "[Wola]";
+ mes "I'm Doctor Wola!";
+ mes "And look! You made me";
+ mes "drop the herbal medicine";
+ mes "I was brewing! The pot";
+ mes "is all broken now...";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Huh? Oh, I'm...";
+ mes "I'm really sorry.";
+ next;
+ mes "[Wola]";
+ mes "That's... That's";
+ mes "quite alright. It's";
+ mes "my fault, really.";
+ mes "Waaah~! My pot!";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "I'm sorry, I don't know";
+ mes "what's going on exactly.";
+ mes "Was that pot expensive?";
+ next;
+ mes "[Wola]";
+ mes "Oh, I'm acting stupid";
+ mes "again! I don't have time";
+ mes "to cry over a broken pot!";
+ mes "I need to check my hands";
+ mes "for any cuts! If they're";
+ mes "hurt, I can't help anyone!";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "That's, uh, that";
+ mes "sounds pretty serious.";
+ mes "So how are your hands?";
+ mes "They don't hurt, do they?";
+ next;
+ mes "[Wola]";
+ mes "Oooh, never mind that!";
+ mes "They're fine, thank goodness.";
+ mes "What's important now is that";
+ mes "you help me fix my herbal";
+ mes "medicine pot. You're partly";
+ mes "responsible, you know.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Okay. Just tell";
+ mes "me what I should do.";
+ mes "Hold on, I came here to";
+ mes "ask you if you'd give me";
+ mes "some medicine. You see--";
+ next;
+ mes "[Wola]";
+ mes "Perfect! All the more";
+ mes "reason you should help";
+ mes "me fix this pot! I can't";
+ mes "make any medicine without";
+ mes "this pot now, can I? Let's";
+ mes "see... I'll need glue, glue...";
+ next;
+ mes "[Wola]";
+ mes "Hurry and get";
+ mes "^0000FF20 Fine Sands^000000,";
+ mes "^0000FF5 Empty Bottles^000000,";
+ mes "^0000FF10 Brigans^000000, and";
+ mes "^0000FF10 Soft Blades of Grass^000000.";
+ mes "There's no time to waste!";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "You... You got it.";
+ changequest 3111,3112;
+ set diamond_edq,19;
+ close;
+ }
+ if (diamond_edq == 19) {
+ mes "[Wola]";
+ mes "Good, you're back.";
+ mes "So you brought everything";
+ mes "I need to glue my pot";
+ mes "back together again?";
+ next;
+ if ((countitem(7043) > 19) && (countitem(7054) > 9) && (countitem(7194) > 9) && (countitem(713) > 4)) {
+ mes "[Wola]";
+ mes "Great. Give them here.";
+ mes "I should grind this, mix";
+ mes "that... Wait, was that right?";
+ mes "What were these for again?";
+ mes "Argh, I'm acting stupid again!";
+ mes "You mind not watching me?";
+ delitem 7043,20; //Fine_Sand
+ delitem 7054,10; //Brigan
+ delitem 7194,10; //Soft_Leaf
+ delitem 713,5; //Empty_Bottle
+ next;
+ mes "[Wola]";
+ mes "Just... Just sit in";
+ mes "that corner, don't say";
+ mes "anything, and wait till";
+ mes "I say I'm done, okay?!";
+ next;
+ mes "[Wola]";
+ mes "...............................";
+ mes "...............................";
+ mes "...............................";
+ next;
+ mes "[Wola]";
+ mes "...............................";
+ mes "...............................";
+ mes "...............................";
+ mes "...............................";
+ next;
+ mes "[Wola]";
+ mes "...............................";
+ mes "...............................";
+ mes "...............................";
+ mes "...............................";
+ mes "...............................";
+ next;
+ mes "[Wola]";
+ mes "There. It's finally";
+ mes "fixed. Oh wait, did you";
+ mes "say something about needing";
+ mes "some medicine? I completely";
+ mes "forgot about that for a while.";
+ mes "What did you say exactly?";
+ changequest 3112,3113;
+ set diamond_edq,20;
+ next;
+ switch(select("Will you go out with me?:Leblo's back medicine?")) {
+ case 1:
+ if (Sex) {
+ mes "[Wola]";
+ mes "^666666*Blush*^000000 But it's too";
+ mes "early for us to just go";
+ mes "on a date. I'm sorry, it's...";
+ mes "I have someone in mind.";
+ mes "Still, I'm flattered that";
+ mes "you think of me that way.";
+ close;
+ }
+ else {
+ mes "[Wola]";
+ mes "Wow, I can't believe";
+ mes "I'm turning you down--";
+ mes "a little surprised,";
+ mes "actually. But yes.";
+ mes "I have someone I like.";
+ mes "And it's not really you. Sorry.";
+ close;
+ }
+ case 2:
+ mes "[Wola]";
+ mes "Leblo... Oh, that";
+ mes "man in Geffen? Finally...";
+ mes "He has the sense to send";
+ mes "someone to get his meds.";
+ mes "I already prepared it.";
+ mes "Where did I put it now?";
+ next;
+ mes "[Wola]";
+ mes "I want to double check";
+ mes "his medicine first so";
+ mes "please tell him that I'll";
+ mes "have it delivered to him";
+ mes "shortly. In a while, maybe?";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Um, you're not mad or";
+ mes "anything? I gathered that";
+ mes "you didn't like him much...";
+ next;
+ mes "[Wola]";
+ mes "What are saying?";
+ mes "I'm a doctor: we're duty";
+ mes "bound to heal everyone we can!";
+ mes "That's not to say that some";
+ mes "patients suffer longer and";
+ mes "more painful treatment...";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "(^666666She hates him!";
+ mes "But I guess Leblo's life";
+ mes "should be okay in her hands.^000000)";
+ next;
+ mes "[Wola]";
+ mes "Alright, just let Leblo";
+ mes "know that I'm taking care";
+ mes "of him, that his life should";
+ mes "be okay in my hands. I need";
+ mes "to get back to work: please";
+ mes "take care of yourself!";
+ changequest 3113,3114;
+ set diamond_edq,21;
+ close;
+ }
+ }
+ else {
+ mes "[Wola]";
+ mes "Hurry and get";
+ mes "^0000FF20 Fine Sands^000000,";
+ mes "^0000FF5 Empty Bottles^000000,";
+ mes "^0000FF10 Brigans^000000, and";
+ mes "^0000FF10 Soft Blades of Grass^000000.";
+ mes "There's no time to waste!";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "You... You got it.";
+ close;
+ }
+ }
+ if (diamond_edq == 20) {
+ mes "[Wola]";
+ mes "Sorry, I completely";
+ mes "missed what you said";
+ mes "earlier. Something about";
+ mes "needing medicine from me?";
+ next;
+ switch(select("Will you go out with me?:Leblo's back medicine?")) {
+ case 1:
+ if (Sex == 1) {
+ mes "^666666*Blush*^000000 But it's too";
+ mes "early for us to just go";
+ mes "on a date. I'm sorry, it's...";
+ mes "I have someone in mind.";
+ mes "Still, I'm flattered that";
+ mes "you think of me that way.";
+ close;
+ }
+ else {
+ mes "[Wola]";
+ mes "Wow, I can't believe";
+ mes "I'm turning you down--";
+ mes "a little surprised,";
+ mes "actually. But yes.";
+ mes "I have someone I like.";
+ mes "And it's not really you. Sorry.";
+ close;
+ }
+ case 2:
+ mes "[Wola]";
+ mes "Leblo... Oh, that";
+ mes "man in Geffen? Finally...";
+ mes "He has the sense to send";
+ mes "someone to get his meds.";
+ mes "I already prepared it.";
+ mes "Where did I put it now?";
+ next;
+ mes "[Wola]";
+ mes "I want to double check";
+ mes "his medicine first so";
+ mes "please tell him that I'll";
+ mes "have it delivered to him";
+ mes "shortly. In a while, maybe?";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Um, you're not mad or";
+ mes "anything? I gathered that";
+ mes "you didn't like him much...";
+ next;
+ mes "[Wola]";
+ mes "What are saying?";
+ mes "I'm a doctor: we're duty";
+ mes "bound to heal everyone we can!";
+ mes "That's not to say that some";
+ mes "patients suffer longer and";
+ mes "more painful treatment...";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "(^666666She hates him!";
+ mes "But I guess Leblo's life";
+ mes "should be okay in her hands.^000000)";
+ next;
+ mes "[Wola]";
+ mes "Alright, just let Leblo";
+ mes "know that I'm taking care";
+ mes "of him, that his life should";
+ mes "be okay in my hands. I need";
+ mes "to get back to work: please";
+ mes "take care of yourself!";
+ changequest 3113,3114;
+ set diamond_edq,21;
+ close;
+ }
+ }
+ mes "[Wola]";
+ mes "Food has a dramatic";
+ mes "effect on your body:";
+ mes "treat it like a drug, and";
+ mes "watch what you eat. Oh,";
+ mes "and do your research!";
+ next;
+ mes "[Wola]";
+ mes "You know, your lifestyle";
+ mes "and habits determine";
+ mes "your health in the future.";
+ mes "Take care of yourself!";
+ close;
+
+OnTouch:
+ if (diamond_edq == 17) {
+ mes "[Wola]";
+ mes "Oh, how can this be";
+ mes "happening? What ";
+ mes "should I do?";
+ set diamond_edq,18;
+ close;
+ }
+ end;
+}
+
+in_rogue,366,46,3 script Rogue Investigator 828,{
+ if ((diamond_edq == 22) && (BaseJob == Job_Rogue)) {
+ mes "[Investigator]";
+ mes "Oh, remember me?";
+ mes "It's been a long time";
+ mes "so I can't blame you:";
+ mes "I was there when you";
+ mes "first joined our guild!";
+ mes "So what brings you here?";
+ next;
+ select("Ask About the Z Gang");
+ mes "[Investigator]";
+ mes "Ah, Z Gang, you said?";
+ next;
+ mes "[Investigator]";
+ mes "Oh, yeah, we're investigating";
+ mes "those guys. We actually found";
+ mes "their hideout, but then they";
+ mes "escaped before we could even";
+ mes "catch them. Wily bastards...";
+ mes "I think they were tipped off!";
+ next;
+ mes "[Investigator]";
+ mes "A few of our Rogue agents";
+ mes "are investigating the hideout,";
+ mes "but I doubt they can find";
+ mes "anything useful there.";
+ next;
+ select("Where's the hideout?");
+ mes "[Investigator]";
+ mes "Well, it's a large";
+ mes "warehouse over in Comodo.";
+ mes "You're free to scope out";
+ mes "the place if you really want.";
+ mes "But chances are slim that";
+ mes "you'll find anything at all.";
+ close;
+ }
+ else if ((diamond_edq == 22) && (BaseClass == Job_Thief)) {
+ mes "[Investigator]";
+ mes "Hey, how's it going?";
+ mes "You ever consider joining";
+ mes "the Rogues? It'd be a lot";
+ mes "of fun. You're welcome to";
+ mes "look around, so feel free";
+ mes "to ask me any questions.";
+ next;
+ select("Ask About the Z Gang");
+ mes "[Investigator]";
+ mes "Oh, yeah, we're investigating";
+ mes "those guys. We actually found";
+ mes "their hideout, but then they";
+ mes "escaped before we could even";
+ mes "catch them. Wily bastards...";
+ mes "I think they were tipped off!";
+ next;
+ mes "[Investigator]";
+ mes "A few of our Rogue agents";
+ mes "are investigating the hideout,";
+ mes "but I doubt they can find";
+ mes "anything useful there.";
+ next;
+ select("Where's the hideout?");
+ mes "[Investigator]";
+ mes "Well, I'm not sure if";
+ mes "I can just tell you that";
+ mes "kind of information. I mean,";
+ mes "you're not a member of our";
+ mes "guild... Yet. What can I do?";
+ next;
+ mes "[Investigator]";
+ mes "I got it. I'll just tell my";
+ mes "boss that you bribed me";
+ mes "with 10,000 zeny. Not too";
+ mes "much, is it? We Rogues are";
+ mes "pretty bad... But not that bad.";
+ next;
+ switch(select("Sounds good!:Never mind, I'll find it myself...")) {
+ case 1:
+ if (Zeny > 9999) {
+ set zeny,zeny-10000;
+ mes "[Investigator]";
+ mes "Thanks for the money~";
+ mes "Of course, if you became";
+ mes "a Rogue, this amount is";
+ mes "nothing compared to what";
+ mes "you can gank. ^666666*Ahem*^000000";
+ next;
+ mes "[Investigator]";
+ mes "The Z Gang's old hideout";
+ mes "is a large warehouse over";
+ mes "in Comodo. I doubt you'll";
+ mes "find anything there, but";
+ mes "you can go check it out. ";
+ changequest 3115,3116;
+ set diamond_edq,23;
+ close;
+ }
+ else {
+ mes "[Investigator]";
+ mes "Aw, what am I gonna";
+ mes "do if my boss askes to";
+ mes "see the money? We've got";
+ mes "to make this bribe authentic!";
+ close;
+ }
+ case 2:
+ mes "[Investigator]";
+ mes "Be my guest, maybe it'll be";
+ mes "a good learning experience.";
+ mes "But yeah, come back when";
+ mes "you think about changing";
+ mes "your job, okay? Be a Rogue~";
+ close;
+ }
+ }
+ else if (diamond_edq == 22) {
+ mes "[Investigator]";
+ mes "Whoa, what are you doin'";
+ mes "here? I've got no beef with";
+ mes "you, but some Rogues, see,";
+ mes "some Rogues, have got a ";
+ mes "lot of beef. Uh, what'd you";
+ mes "want? Not a fight, I hope.";
+ next;
+ select("Ask About the Z Gang");
+ mes "[Investigator]";
+ mes "Those guys have been";
+ mes "bothering everyone!";
+ mes "Yeah, I guess you can";
+ mes "say we're united on this.";
+ next;
+ mes "[Investigator]";
+ mes "Oh, yeah, we're investigating";
+ mes "those guys. We actually found";
+ mes "their hideout, but then they";
+ mes "escaped before we could even";
+ mes "catch them. Wily bastards...";
+ mes "I think they were tipped off!";
+ next;
+ mes "[Investigator]";
+ mes "A few of our Rogue agents";
+ mes "are investigating the hideout,";
+ mes "but I doubt they can find";
+ mes "anything useful there.";
+ next;
+ select("Where's the hideout?");
+ mes "[Investigator]";
+ mes "Uh, I can't just give";
+ mes "you that information";
+ mes "if you're not a member";
+ mes "of our guild. But since";
+ mes "we're together on this,";
+ mes "I'll just ask for 10,000 zeny.";
+ next;
+ switch(select("Sounds good!:Forget it...")) {
+ case 1:
+ if (Zeny > 9999) {
+ set zeny,zeny-10000;
+ mes "[Investigator]";
+ mes "Right on, right on.";
+ mes "Alright, I didn't charge";
+ mes "you much since the hideout";
+ mes "is a large warehouse in";
+ mes "Comodo where I doubt you'll";
+ mes "find anything. But who knows? ";
+ changequest 3115,3116;
+ set diamond_edq,23;
+ close;
+ }
+ else {
+ mes "[Investigator]";
+ mes "Hey, this isn't enough";
+ mes "money. I thought people";
+ mes "in your job made more";
+ mes "zeny than this everyday!";
+ close;
+ }
+ case 2:
+ mes "[Investigator]";
+ mes "Alright, but I think";
+ mes "you'll need a little";
+ mes "extra help finding that";
+ mes "place. I mean, Rogues are";
+ mes "hiding experts, and even";
+ mes "we had some trouble!";
+ close;
+ }
+ }
+ mes "[Investigator]";
+ mes "Geez, I'm so sleepy...";
+ mes "Everyone's out on a mission,";
+ mes "and I'm stuck here on guard";
+ mes "duty. When can I see some";
+ mes "action again? Ugh! Rogues";
+ mes "hate standing in one place!";
+ close;
+}
+
+cmd_in02,94,208,5 script Investigator 828,{
+ if ((diamond_edq == 22) || (diamond_edq == 23)) {
+ if (BaseJob == Job_Rogue) {
+ mes "[Investigator]";
+ mes "Hey, pal. You part";
+ mes "of the guild? Nice.";
+ mes "If they sent you to help";
+ mes "out, well, there's nothing";
+ mes "to do here. This place is";
+ mes "pretty much cleaned out.";
+ close;
+ }
+ else {
+ mes "[Investigator]";
+ mes "What do you want?";
+ mes "Oh, your guild musta";
+ mes "sent you to help out.";
+ mes "Yeah. We investigated.";
+ mes "Didn't find anything.";
+ mes "The Z Gang's long gone.";
+ next;
+ mes "[Investigator]";
+ mes "Feel free to look";
+ mes "around, but if you ask";
+ mes "me, it's a waste of time.";
+ close;
+ }
+ }
+ else {
+ mes "[Investigator]";
+ mes "Yeesh, I'm stuck here";
+ mes "till I receive my new";
+ mes "orders from the guild.";
+ mes "They didn't... They didn't";
+ mes "forget about me, did they?";
+ close;
+ }
+}
+
+cmd_in02,69,188,1 script Small Safe 844,{
+ if ((diamond_edq == 22) || (diamond_edq == 23)) {
+ mes "^3355FFThere is a small";
+ mes "safe hidden under the";
+ mes "shadows of these boxes.^000000";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Looks like the Z Gang";
+ mes "forgot to take this with";
+ mes "them in their rush to escape.";
+ mes "Hmmm... How do I open this?";
+ mes "Is there a key, a switch,";
+ mes "something I can use?";
+ hideoffnpc "Odd Switch#Switch1";
+ close;
+ }
+ if (diamond_edq == 24) {
+ mes "[" + strcharinfo(0) + "]";
+ mes "Hey, the safe opened!";
+ mes "Those switches must have";
+ mes "done the trick. Now...";
+ mes "Let's look inside.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Awesome! It's a huge";
+ mes "red diamond! Is this";
+ mes "Ibrahim's Diamond";
+ mes "of Destruction?";
+ next;
+ getitem 7723,1; //Diamond_Of_Ruin
+ mes "[Investigator]";
+ mes "Zzz... Zzz...";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Lucky for me, this";
+ mes "guy is asleep. I better";
+ mes "sneak out of here, and";
+ mes "return this big diamond";
+ mes "to Ibrahim as soon as I can.";
+ changequest 3117,3118;
+ set diamond_edq,25;
+ close;
+ }
+ if ((diamond_edq < 22) && (diamond_edq > 24)) {
+ mes "[" + strcharinfo(0) + "]";
+ mes "There was something here";
+ mes "fixed to the ground, but now";
+ mes "it looks like something yanked";
+ mes "it out forcefully. How weird.";
+ close;
+ }
+ mes "[" + strcharinfo(0) + "]";
+ mes "What is this?";
+ mes "Oh well, I don't";
+ mes "think it's important.";
+ close;
+}
+
+cmd_in02,69,196,0 script Odd Switch#Switch1 844,{
+ if ((diamond_edq == 22) || (diamond_edq == 23)) {
+ mes "^3355FFThere is a tiny";
+ mes "switch on the ground";
+ mes "near the whiskey barrels.^000000";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Was this here before?";
+ mes "What happens if I press";
+ mes "this teeny little switch?";
+ next;
+ hideoffnpc "Odd Switch#Switch2";
+ mes "^3355FF*Click Click*^000000";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "That sound...!";
+ mes "Something happened,";
+ mes "but what could it be?";
+ hideonnpc "Odd Switch#Switch1";
+ close;
+ }
+ end;
+
+OnInit:
+ hideonnpc "Odd Switch#Switch1";
+ end;
+}
+
+cmd_in02,80,189,0 script Odd Switch#Switch2 844,{
+ if ((diamond_edq == 22) || (diamond_edq == 23)) {
+ mes "^3355FFThere is a tiny";
+ mes "switch on the ground";
+ mes "under the boxes' shadows.^000000";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Was this here before?";
+ mes "What happens if I press";
+ mes "this teeny little switch?";
+ next;
+ mes "^3355FF*Click Click*^000000";
+ next;
+ changequest 3116,3117;
+ set diamond_edq,24;
+ mes "[" + strcharinfo(0) + "]";
+ mes "That sound...!";
+ mes "Something happened,";
+ mes "but what could it be?";
+ close2;
+ hideonnpc "Odd Switch#Switch1";
+ hideonnpc "Odd Switch#Switch2";
+ }
+ end;
+
+OnInit:
+ hideonnpc "Odd Switch#Switch2";
+ end;
+}
+
+// Z-Gang Quest
+//============================================================
+prontera,150,326,0 script Wanted Notice#edq 111,{
+ if (zdan_edq == 0) {
+ mes "====National Wanted Notice====";
+ mes "Please report any information";
+ mes "regarding these criminals to";
+ mes "the Rune-Midgarts Kingdom's";
+ mes "Homeland Security Office.";
+ next;
+ mes "====National Wanted Notice====";
+ mes "^0000ffLouis Von Silokens^000000 - Human Male";
+ mes "^0000ffMartha Hertizan^000000 - Human Female";
+ mes "^0000ffCatfoii^000000 - Pet Cat";
+ next;
+ mes "====National Wanted Notice====";
+ mes "These infamous members";
+ mes "of the Z Gang are suspected";
+ mes "of stealing national treasure,";
+ mes "committing fraud, forgery,";
+ mes "and promoting overall";
+ mes "depravity and immorality.";
+ next;
+ mes "====National Wanted Notice====";
+ mes "Anyone that captures";
+ mes "the listed criminals will";
+ mes "be rewarded with the Book";
+ mes "of Forbidden Mystery, one";
+ mes "of the kingdom's treasures.";
+ setquest 3119;
+ set zdan_edq,1;
+ close;
+ }
+ else if (zdan_edq > 18) {
+ mes "[Chief Officer]";
+ mes "Ever since you captured";
+ mes "the Z Gang, crime has gone";
+ mes "down to an all time low.";
+ mes "Thanks for helping us out~";
+ next;
+ mes "[Chief Officer]";
+ mes "Peace never lasts long...";
+ mes "Some other fiends will";
+ mes "replace the Z Gang soon.";
+ mes "When that happens, I hope";
+ mes "we can count on you again.";
+ close;
+ }
+ else {
+ mes "====National Wanted Notice====";
+ mes "Please report any information";
+ mes "regarding these criminals to";
+ mes "the Rune-Midgarts Kingdom's";
+ mes "Homeland Security Office.";
+ next;
+ mes "====National Wanted Notice====";
+ mes "^0000ffLouis Von Silokens^000000 - Human Male";
+ mes "^0000ffMartha Hertizan^000000 - Human Female";
+ mes "^0000ffCatfoii^000000 - Pet Cat";
+ next;
+ mes "====National Wanted Notice====";
+ mes "These infamous members";
+ mes "of the Z Gang are suspected";
+ mes "of stealing national treasure,";
+ mes "committing fraud, forgery,";
+ mes "and promoting overall";
+ mes "depravity and immorality.";
+ next;
+ mes "====National Wanted Notice====";
+ mes "Anyone that captures";
+ mes "the listed criminals will";
+ mes "be rewarded with the Book";
+ mes "of Forbidden Mystery, one";
+ mes "of the kingdom's treasures.";
+ close;
+ }
+
+//OnInit:
+// enablenpc "Wanted Notice#edq";
+// end;
+
+OnEnable:
+ enablenpc "Wanted Notice#edq";
+ end;
+
+OnDisable:
+ disablenpc "Wanted Notice#edq";
+ end;
+}
+
+prontera,148,326,3 script Chief Officer#edq 734,{
+ if (checkweight(907,200) == 0) {
+ mes "[Chief Officer]";
+ mes "You're carrying far too";
+ mes "much right now. Please";
+ mes "lighten your load by";
+ mes "placing your items";
+ mes "in the Kafra Storage.";
+ close;
+ }
+ if ((zdan_edq == 0) && (BaseLevel > 70)) {
+ mes "[Chief Officer]";
+ mes "Adventurers, this is";
+ mes "your chance to protect";
+ mes "and serve your country!";
+ mes "Please read the National";
+ mes "Wanted Notice for more details.";
+ close;
+ }
+ if ((zdan_edq == 1) && (BaseLevel > 70)) {
+ mes "[Chief Officer]";
+ mes "Attention, attention.";
+ mes "The Homeland Security Office";
+ mes "of the Rune-Midgarts Kingdom";
+ mes "is looking for any information";
+ mes "regarding the Z Gang.";
+ next;
+ mes "[Chief Officer]";
+ mes "There are three members:";
+ mes "Louis Von Silokens a.k.a.";
+ mes "Louis, Martha Hertizan a.k.a.";
+ mes "Martha, and Catfoii a.k.a.";
+ mes "Catfoii must be captured!";
+ changequest 3119,3120;
+ set zdan_edq,2;
+ close;
+ }
+ if ((zdan_edq == 1) && (BaseLevel < 70)) {
+ mes "[Chief Officer]";
+ mes "Oh, were you interested";
+ mes "in pursuing the criminals";
+ mes "listed in the Wanted notice?";
+ mes "I'm sorry, but you're not";
+ mes "ready for that kind of task...";
+ mes "But I encourge you to train!";
+ mes "Thank you.";
+ close;
+ }
+ if (zdan_edq == 2) {
+ mes "[Chief Officer]";
+ mes "Hello, Rune-Midgartian.";
+ mes "What brings you here?";
+ next;
+ switch(select("National Wanted Notice:Z Gang:What crimes did Z Gang commit?")) {
+ case 1:
+ mes "[Chief Officer]";
+ mes "Ah, were you interested";
+ mes "in pursuing the Z Gang?";
+ mes "Please carefully read the";
+ mes "Wanted notice posted right";
+ mes "next to me. We desperately";
+ mes "need help to catch them.";
+ next;
+ mes "[Chief Officer]";
+ mes "If you want to learn";
+ mes "more about the Z Gang,";
+ mes "I suggest talking to";
+ mes "a knight named Valdes.";
+ mes "He's fairly familiar with";
+ mes "their brand of antics.";
+ next;
+ mes "[Chief Officer]";
+ mes "Unfortunately, I fear";
+ mes "that he may be ashamed";
+ mes "of his failure to catch";
+ mes "them. However, I am sure";
+ mes "that he will be of service";
+ mes "in your quest for justice.";
+ close;
+ case 2:
+ mes "[Chief Officer]";
+ mes "You wanted to know more";
+ mes "about the Z Gang members?";
+ mes "I don'tknow much about them,";
+ mes "but I can divulge what";
+ mes "little I've heard.";
+ next;
+ switch(select("Louis:Martha:Catfoii:Book of Forbidden Mystery?")) {
+ case 1:
+ mes "[Chief Officer]";
+ mes "Louis Von Silokens was";
+ mes "the third son of the noble";
+ mes "Silokens family which was";
+ mes "ruined many years ago.";
+ mes "According to record, he failed";
+ mes "Magic Academy three times.";
+ next;
+ mes "[Chief Officer]";
+ mes "It is believed that he formed";
+ mes "the Z Gang as a result of";
+ mes "his personal failure. He";
+ mes "also stole the Book of";
+ mes "Forbidden Mystery from";
+ mes "the Royal Library.";
+ next;
+ mes "[Chief Officer]";
+ mes "We must capture him and";
+ mes "retrieve that book before";
+ mes "he can abuse its power.";
+ mes "We need the help of the";
+ mes "people in order to find him";
+ mes "and bring Louis to justice!";
+ close;
+ case 2:
+ mes "[Chief Officer]";
+ mes "Martha Hertizan is the";
+ mes "second daughter of Alberta's";
+ mes "Hertizan family. No one knows";
+ mes "why she ran away from home";
+ mes "at the age of twenty.";
+ next;
+ mes "[Chief Officer]";
+ mes "Martha handles the Z Gang's";
+ mes "finances. It's a shame that";
+ mes "such a talented merchant";
+ mes "has stooped to thievery. ";
+ close;
+ case 3:
+ mes "[Chief Officer]";
+ mes "We initially believed";
+ mes "that Catfoii was just";
+ mes "Louis and Martha's pet";
+ mes "cat... But it's actually a";
+ mes "master criminal. Approach";
+ mes "it with extreme caution!";
+ next;
+ mes "[Chief Officer]";
+ mes "That's all I know about";
+ mes "that animal. The true";
+ mes "nature of Catfoii is";
+ mes "shrouded in mystery.";
+ close;
+ case 4:
+ mes "[Chief Officer]";
+ mes "Out of all their crimes,";
+ mes "their theft of the Book of";
+ mes "Forbidden Mystery poses the";
+ mes "greatest danger to the kingdom.";
+ mes "If they misuse that book, it";
+ mes "will cause grave disaster.";
+ close;
+ }
+ case 3:
+ mes "[Chief Officer]";
+ mes "That damned Z Gang seems";
+ mes "to be in the center of all the";
+ mes "crime that's happening in";
+ mes "Rune-Midgard. They caused";
+ mes "a riot in Geffen by spreading";
+ mes "rumors about ghosts...";
+ next;
+ mes "[Chief Officer]";
+ mes "They poisoned the";
+ mes "drinking water in the";
+ mes "wells of Payon, seized";
+ mes "countless goods, profited";
+ mes "off illegal trade... The list";
+ mes "just keeps going on and on...";
+ next;
+ mes "[Chief Officer]";
+ mes "Out of all their crimes,";
+ mes "their theft of the Book of";
+ mes "Forbidden Mystery poses the";
+ mes "greatest danger to the kingdom.";
+ mes "If they misuse that book, it";
+ mes "will cause grave disaster.";
+ close;
+ }
+ }
+ if (zdan_edq == 18) {
+ mes "[Chief Officer]";
+ mes "Oh, you were that nice";
+ mes "adventurer that dropped";
+ mes "by the other day. How";
+ mes "may I help you?";
+ next;
+ mes "[Chief Officer]";
+ mes "What's that?! You really";
+ mes "found the Z Gang's hideout,";
+ mes "captured them, and retrieved";
+ mes "the forbidden book?";
+ next;
+ delitem 7724,1; //Forbidden_Secret_Art
+ mes "[Chief Officer]";
+ mes "Splendid! Just splendid!";
+ mes "On behalf of the king,";
+ mes "let me give you a well";
+ mes "deserved reward. Thank";
+ mes "you for your work on";
+ mes "behalf of our kingdom!";
+ next;
+ mes "[Chief Officer]";
+ mes "Your bravery and ardent";
+ mes "patriotism will forever";
+ mes "be recorded in the annals";
+ mes "of Rune-Midgarts history.";
+ mes "Congratulations! ";
+ completequest 3134;
+ set zdan_edq,19;
+ getexp 100000,0;
+ close;
+ }
+ mes "[Chief Officer]";
+ mes "All those that oppose";
+ mes "the peace and safety of";
+ mes "our kingdom will not be";
+ mes "spared the fury of our";
+ mes "righteous swords!";
+ close;
+}
+
+prt_in,168,18,1 script Valdes 65,2,2,{
+ if (checkweight(907,100) == 0) {
+ mes "^3355FFWait a second!";
+ mes "Right now, you're carrying";
+ mes "too many things with you.";
+ mes "Please come back after";
+ mes "using the Kafra Service";
+ mes "to store some of your items.^000000";
+ close;
+ }
+ if (zdan_edq == 2) {
+ mes "[Valdes]";
+ mes "^666666*Urp*^000000 What?";
+ mes "You here to... ";
+ mes "Um, commiserate";
+ mes "about failing life too?";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Are you Valdes?";
+ mes "I came to ask you";
+ mes "for your help...";
+ next;
+ mes "[Valdes]";
+ mes "^666666*Hiccup*^000000 Why~?";
+ mes "I'm-I'm no good";
+ mes "to anybody anymore!";
+ next;
+ switch(select("Ask About Z Gang:The chief officer is worried about you.:Bye!")) {
+ case 1:
+ mes "[Valdes]";
+ mes "That Z Gang...";
+ mes "Ruined my life!";
+ mes "My career, my pension...";
+ mes "It's all gone because";
+ mes "of those damn criminals!";
+ next;
+ mes "[Valdes]";
+ mes "You? Capture them?";
+ mes "Good luck! Just... Just";
+ mes "try not to end up like me.";
+ mes "Oh, you want info-information?";
+ mes "^666666*Hic*^000000 Heh, scratch my back,";
+ mes "well, you know the rest.";
+ next;
+ mes "[Valdes]";
+ mes "Heh, I just ran out of wine!";
+ mes "Gimme, um, ^0000FFMorroc Fruit Wine^000000!";
+ mes "5 bottles! Then... Maybe...";
+ mes "I'll tell you want you really";
+ mes "wanna know. Heh heh~ ^666666*Hic!*^000000";
+ changequest 3120,3121;
+ set zdan_edq,3;
+ close;
+ case 2:
+ mes "[Valdes]";
+ mes "R-really? Well...";
+ mes "I don't care! Just";
+ mes "let me drink in peace!";
+ close;
+ case 3:
+ mes "[Valdes]";
+ mes "Wha--? Who do you think";
+ mes "you're messing with, ^666666*Hic!*^000000";
+ mes "just comin' by to say ''bye?!''";
+ mes "I useta be a knight once,";
+ mes "you know that? I could";
+ mes "totally kick your--^666666*Urp!*^000000";
+ close;
+ }
+ }
+ if (zdan_edq == 3) {
+ mes "[Valdes]";
+ mes "Heeeey yoooou~";
+ mes "You bring me wine?";
+ next;
+ if (countitem(12049) > 4) {
+ delitem 12049,5; //Int_Dish04
+ mes "[Valdes]";
+ mes "^666666*Sniff*^000000 Yeeesh, that";
+ mes "smeells good. This must";
+ mes "be it. Oh, yeah. Knight's";
+ mes "honor. First I talk, then";
+ mes "I can drink theesh...";
+ next;
+ mes "[Valdes]";
+ mes "Well, maybe...";
+ mes "Just one tashte~";
+ mes "^666666*Gulp Gulp Gulp*^000000";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "You just...";
+ mes "That was three bottles!";
+ next;
+ mes "[Valdes]";
+ mes "Ah, delicious!";
+ mes "Alright, fellow,";
+ mes "now I feel better";
+ mes "able to speak now~";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "(^666666Whaaaat~?^000000)";
+ next;
+ mes "[Valdes]";
+ mes "I assume you already know";
+ mes "the basic information about";
+ mes "the Z Gang, their members,";
+ mes "et cetera. I'm not sure why";
+ mes "they've gone on such a brazen";
+ mes "crime spree so suddenly.";
+ next;
+ mes "[Valdes]";
+ mes "Their success is unprecedented:";
+ mes "they've even managed to elude";
+ mes "the Rogue Guild repeatedly.";
+ mes "I investigated them six";
+ mes "months ago, but I was";
+ mes "dismissed for my failure.";
+ next;
+ mes "[Valdes]";
+ mes "I am aware that the Z Gang";
+ mes "has many informers in their";
+ mes "employ, and that the Rogue";
+ mes "Guild are still investigating";
+ mes "the Z Gang on their own.";
+ next;
+ mes "[Valdes]";
+ mes "I suggest meeting one";
+ mes "of the Rogue agents,";
+ mes "Marybell, in the Rogue";
+ mes "Guild. The password you";
+ mes "must give her is ''^0000FFThe";
+ mes "dawn is yet to come^000000.''";
+ next;
+ mes "[Valdes]";
+ mes "That is all I can tell you.";
+ mes "Please give my regards to";
+ mes "Marybell for me, and catch";
+ mes "those Z Gang bastards.";
+ mes "^666666*Sigh*^000000 I think I'll go rest";
+ mes "a bit now. Good luck!";
+ changequest 3121,3122;
+ set zdan_edq,4;
+ close;
+ }
+ else {
+ mes "[Valdes]";
+ mes "You stinkface!";
+ mes "Where's my wine?!";
+ mes "My ^0000FF5 bottles of";
+ mes "Morroc Fruit Wine^000000?!";
+ mes "I'm not gonna talk";
+ mes "to you without it!";
+ close;
+ }
+ }
+ if (zdan_edq == 4) {
+ mes "[Valdes]";
+ mes "I suggest meeting";
+ mes "Marybell in the Rogue";
+ mes "Guild, and giving her the";
+ mes "password, ''^0000FFThe dawn";
+ mes "is yet to come^000000.''";
+ close;
+ }
+ mes "[Valdes]";
+ mes "^666666*Sigh*^000000 It is my greatest";
+ mes "wish that the knight master";
+ mes "will allow me to rejoin the";
+ mes "corps. However, I doubt that";
+ mes "he's forgiven my failure. ^666666*Sob*^000000";
+ mes "It's like my life is over...";
+ close;
+
+//OnTouch2:
+OnTouch:
+ if (zdan_edq == 2) {
+ mes "[Valdes]";
+ mes "^666666*Sigh*^000000 Goddamn thieves.";
+ mes "Why should I even care";
+ mes "about them?! They're not";
+ mes "my problem anymore...";
+ mes "^666666*Hiccup*^000000";
+ close;
+ }
+ end;
+}
+
+in_rogue,359,116,3 script Marybell 747,{
+ if (zdan_edq == 4) {
+ mes "[Marybell]";
+ mes "Hey. What do you want?";
+ next;
+ switch(select("Password")) {
+ case 1:
+ mes "[Marybell]";
+ mes "Can't hear you.";
+ mes "Come a little closer,";
+ mes "and talk right in my ear.";
+ next;
+ input .@input$;
+ if (.@input$ == "The dawn is yet to come.") {
+ mes "[Marybell]";
+ mes "Valdes sent you?!";
+ mes "I'm surprised he finally";
+ mes "decided to talk to someone!";
+ mes "Alright, if you're his friend,";
+ mes "then I'll do what I can to";
+ mes "help. What do you need?";
+ next;
+ switch(select("Ask About Z Gang:Valdes says, ''Hi.''")) {
+ case 1:
+ mes "[Marybell]";
+ mes "The Z Gang again?";
+ mes "I guess he's still mad";
+ mes "about capturing them.";
+ mes "It's not a big deal for me";
+ mes "to tell you what I know, but";
+ mes "can I really trust you?";
+ next;
+ mes "[Marybell]";
+ mes "Let me test you out.";
+ mes "Go to Payon, find an old";
+ mes "guy named Moonho Ahn. He's";
+ mes "a legendary gambler better";
+ mes "known as the White Meteor.";
+ mes "If he trusts you, I trust you.";
+ next;
+ mes "[Marybell]";
+ mes "Heh, but he'll only trust";
+ mes "you if you can beat him at";
+ mes "gambling. Whether you return";
+ mes "or not, I'm gonna continue";
+ mes "investigating the Z Gang for";
+ mes "the Rogue Guild and Valdes.";
+ changequest 3122,3123;
+ set zdan_edq,5;
+ break;
+ case 2:
+ mes "[Marybell]";
+ mes "Weird. It's not like him";
+ mes "to send his regards like that.";
+ mes "He's not sick or anything,";
+ mes "is he? If he's still drinking";
+ mes "the next time I see him,";
+ mes "I'm gonna clobber that guy!";
+ next;
+ mes "[Marybell]";
+ mes "Geez. Doesn't he know";
+ mes "I volunteered for this";
+ mes "job for his sake? Oh well,";
+ mes "it's really nice to know";
+ mes "that he's thinking of me.";
+ mes "What? Rogues can have friends!";
+ close;
+ }
+ }
+ else {
+ mes "[Marybell]";
+ mes "Can't tell what";
+ mes "you're saying exactly.";
+ next;
+ if (Sex) {
+ mes "[Marybell]";
+ mes "If this is some kind";
+ mes "of weird come-on, you'd";
+ mes "better have something";
+ mes "better to say than that!";
+ close;
+ }
+ else {
+ mes "[Marybell]";
+ mes "What, are you coming";
+ mes "on to me? I'm down with";
+ mes "any gender, but, heh,";
+ mes "you sure about this?";
+ mes "Hahahahahahahahaha!";
+ close;
+ }
+ }
+ }
+ }
+ if ((zdan_edq > 4) && (zdan_edq < 7)) {
+ mes "[Marybell]";
+ mes "Let me test you out.";
+ mes "Go to Payon, find an old";
+ mes "guy named Moonho Ahn. He's";
+ mes "a legendary gambler better";
+ mes "known as the White Meteor.";
+ mes "If he trusts you, I trust you.";
+ close;
+ }
+ if (zdan_edq == 7) {
+ mes "[Marybell]";
+ mes "What, you're back?";
+ mes "Aww, nuts! That signature";
+ mes "on your arm... You really";
+ mes "beat him? How the hell--?";
+ next;
+ set zdan_edq,8;
+ mes "[Marybell]";
+ mes "Wait, lemme check";
+ mes "and make sure. Yeap.";
+ mes "That's the one. That's";
+ mes "the signature he used when";
+ mes "he was the White Meteor.";
+ next;
+ mes "[Marybell]";
+ mes "How did you beat him?";
+ mes "Last time, he cleaned me";
+ mes "out of all my money! You";
+ mes "must be some kinda genius";
+ mes "to beat that guy. Heh. Guess";
+ mes "I underestimated you.";
+ next;
+ mes "[Marybell]";
+ mes "Hold on, before anything";
+ mes "else, I gotta tell everyone";
+ mes "that someone actually beat";
+ mes "the White Meteor. They're";
+ mes "totally not gonna believe it!";
+ close;
+ }
+ if (zdan_edq == 8) {
+ mes "[Marybell]";
+ mes "Well, I promised to tell";
+ mes "you what I know about the";
+ mes "Z Gang, so I gotta make good.";
+ mes "What did you want to ask me?";
+ next;
+ while(1) {
+ switch(select("Z Gang's Goal:Z Gang's Recent Movements:Z Gang's Stronghold:Thanks for the tip!")) {
+ case 1:
+ mes "[Marybell]";
+ mes "Actually, I don't know";
+ mes "what they plan to do, but";
+ mes "obviously it isn't something";
+ mes "very good. Personally, I think";
+ mes "they just want to harass";
+ mes "people as much as they can.";
+ next;
+ mes "[Marybell]";
+ mes "You could conquer the";
+ mes "world, I guess, with that";
+ mes "Book of Forbidden Mystery,";
+ mes "but I don't think they're";
+ mes "that... Calculating.";
+ next;
+ set .@a,.@a+1;
+ break;
+ case 2:
+ mes "[Marybell]";
+ mes "Well, the Z Gang is";
+ mes "responsible for a series";
+ mes "of thefts lately. They've";
+ mes "only been stealing jewels";
+ mes "like diamonds, rubies,";
+ mes "emeralds. Not sure why...";
+ next;
+ set .@b,.@b+1;
+ break;
+ case 3:
+ mes "[Marybell]";
+ mes "Well, we don't know where";
+ mes "they're hiding out. If that";
+ mes "was the case, the Z Gang";
+ mes "would already be caught!";
+ mes "They even got away from";
+ mes "us Rogues. Crazy, huh?";
+ next;
+ mes "[Marybell]";
+ mes "The Rogue Guild has got";
+ mes "the best intel network so...";
+ mes "The Z Gang probably has";
+ mes "informers everywhere in";
+ mes "all the towns. It's the only";
+ mes "way they can escape us.";
+ next;
+ mes "[Marybell]";
+ mes "Hey, we can use that...";
+ mes "If we can catch one of";
+ mes "their informers, one of";
+ mes "them'll spill the beans";
+ mes "on where the Z Gang is";
+ mes "hiding. Worth a shot, yeah?";
+ next;
+ set .@c,.@c+1;
+ break;
+ case 4:
+ if ((.@a > 0) && (.@b > 0) && (.@c > 0)) {
+ mes "[Marybell]";
+ mes "Oh, and one more thing...";
+ mes "I hear that they're trying";
+ mes "to secretly recruit more";
+ mes "gang members in Morroc.";
+ mes "The nerve of those guys...!";
+ next;
+ mes "[Marybell]";
+ mes "It might be a good idea";
+ mes "for you to go to Morroc";
+ mes "and check it out. Good";
+ mes "luck finding those Z Gang";
+ mes "guys. And take care!";
+ changequest 3125,3126;
+ set zdan_edq,9;
+ close;
+ }
+ else {
+ mes "[Marybell]";
+ mes "Hey, I'm willing to";
+ mes "let you in on everything";
+ mes "I know. After all the trouble";
+ mes "you went through, I'm sure";
+ mes "you've got a ton of questions!";
+ next;
+ }
+ break;
+ }
+ }
+ }
+ if ((zdan_edq > 8) && (zdan_edq < 11)) {
+ mes "[Marybell]";
+ mes "Oh, and one more thing...";
+ mes "I hear that they're trying";
+ mes "to secretly recruit more";
+ mes "gang members in Morroc.";
+ mes "The nerve of those guys...! ";
+ next;
+ mes "[Marybell]";
+ mes "I haven't heard anything";
+ mes "else, but would you let me";
+ mes "know if you get any new leads?";
+ mes "The Rogue Guild wants these";
+ mes "Z Gang guys really bad!";
+ close;
+ }
+ if (zdan_edq == 11) {
+ mes "[Marybell]";
+ mes "Hey, I've been looking for";
+ mes "you! One of the Rogues";
+ mes "dispatched to Comodo found";
+ mes "this envelope on a Z Gang";
+ mes "informer. Could be a clue!";
+ next;
+ mes "[Marybell]";
+ mes "What's weird is that the";
+ mes "informer was fighting so";
+ mes "hard to hold on to blank";
+ mes "piece of paper... But we ";
+ mes "know that's not really";
+ mes "the case here, is it?";
+ next;
+ mes "[Marybell]";
+ mes "They must've been using";
+ mes "some kinda secret invisible";
+ mes "ink. Anyway, I gave the paper";
+ mes "to a professional decoder to";
+ mes "crack, and he oughta be";
+ mes "done by now. Anyway...";
+ next;
+ mes "[Marybell]";
+ mes "I thought maybe you'd";
+ mes "want to go talk to him,";
+ mes "see if he's finished with it.";
+ mes "His name's Gooho Ahn over";
+ mes "in Payon, one of the best";
+ mes "decoders in this kingdom.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Gooho Ahn?";
+ mes "Why does it feel like";
+ mes "I should know that";
+ mes "name? It's so familiar...";
+ next;
+ mes "[Marybell]";
+ mes "I guess it's 'cause";
+ mes "Gooho is the younger brother";
+ mes "of Moonho, that legendary";
+ mes "gambler you happened to beat.";
+ next;
+ mes "[Marybell]";
+ mes "Eh, that's not what's";
+ mes "important right now.";
+ mes "Would you talk to Gooho";
+ mes "Ahn and see what he found?";
+ changequest 3128,3129;
+ set zdan_edq,12;
+ close;
+ }
+ if ((zdan_edq > 11) && (zdan_edq < 14)) {
+ mes "[Marybell]";
+ mes "Hey, why don't you talk";
+ mes "to Gooho Ahn in Payon,";
+ mes "and ask if he finished";
+ mes "decoding that secret letter";
+ mes "from the Z Gang already?";
+ close;
+ }
+ if (zdan_edq == 14) {
+ mes "[Marybell]";
+ mes "Oh, Gooho decoded everything?";
+ mes "Let's see... Something about";
+ mes "the Book of Forbidden Mystery...^FFFFFF ^000000 Ah. There we go! The location";
+ mes "of the Z Gang's hideout!";
+ mes "Heh heh! We got 'em!";
+ next;
+ mes "[Marybell]";
+ mes "One of the Rogues followed";
+ mes "the informer carrying this";
+ mes "letter, but he just vanished";
+ mes "during the chase... Like, by";
+ mes "magic, I guess. So we don't";
+ mes "the hideout's exact place.";
+ next;
+ mes "[Marybell]";
+ mes "Even so, we're definitely";
+ mes "sure that it's around the";
+ mes "secret path to the South";
+ mes "Morroc underground. Um,";
+ mes "but we can't let you come";
+ mes "with the Rogue Guild.";
+ next;
+ mes "[Marybell]";
+ mes "Sorry, I know, it's official";
+ mes "business and all that hooplah.";
+ mes "Tell you what. We'll each go";
+ mes "hunt them down separately, and";
+ mes "whoever finds 'em first gets";
+ mes "dibs on beating them up!";
+ changequest 3131,3132;
+ set zdan_edq,15;
+ close;
+ }
+ if ((zdan_edq > 14) && (zdan_edq < 18)) {
+ mes "[Marybell]";
+ mes "We're definitely sure";
+ mes "that the Z Gang's hideout";
+ mes "is near the secret path";
+ mes "to the South Morroc";
+ mes "underground. You";
+ mes "know where that is?";
+ next;
+ mes "[Marybell]";
+ mes "Tell you what. We'll each go";
+ mes "hunt them down separately, and";
+ mes "whoever finds 'em first gets";
+ mes "dibs on beating them up!";
+ close;
+ }
+ if (zdan_edq > 18) {
+ mes "[Marybell]";
+ mes "Nice work! You captured";
+ mes "the Z Gang! The kingdom";
+ mes "musta given you a really";
+ mes "big reward, huh?";
+ next;
+ mes "[Marybell]";
+ mes "Valdes really wanted to";
+ mes "capture them himself, but";
+ mes "I'm sure he'll be real happy";
+ mes "to hear the news. Maybe he";
+ mes "and I can celebrate with";
+ mes "a little drink later.";
+ next;
+ mes "[Marybell]";
+ mes "Hey, it's been a real";
+ mes "thrill working with you,";
+ mes "real thrill. Maybe we can";
+ mes "team up again for a good";
+ mes "cause some other time, yeah?";
+ close;
+ }
+ if (BaseJob == Job_Thief) {
+ mes "[Marybell]";
+ mes "That Z Gang has been";
+ mes "a pain the Rogue Guild's";
+ mes "ass. No one runs away";
+ mes "from us! Nobody! But...";
+ mes "They can do it somehow.";
+ next;
+ mes "[Marybell]";
+ mes "There's not much here";
+ mes "that might interest you,";
+ mes "but knock yourself out";
+ mes "if you wanna look around.";
+ close;
+ }
+}
+
+payon,244,62,3 script Moonho Ahn 897,{
+ if (zdan_edq == 5) {
+ mes "[Moonho Ahn]";
+ mes "Hahaha, now what brings";
+ mes "a youngster like you before";
+ mes "me? You're not here for what";
+ mes "I think you are... Are you?";
+ next;
+ switch(select("Are you the White Meteor?:I'm here to challenge you.")) {
+ case 1:
+ mes "[Moonho Ahn]";
+ mes "It's been so long since";
+ mes "I've heard that name...";
+ mes "I'm retired now, and it";
+ mes "seems no one wants to";
+ mes "challenge me anymore.";
+ next;
+ mes "[Moonho Ahn]";
+ mes "Those were some good";
+ mes "times. Back then, only";
+ mes "Dalho Kwak was able to";
+ mes "give me a real challenge.";
+ mes "I wonder what he's doing now?";
+ close;
+ case 2:
+ mes "[Moonho Ahn]";
+ mes "Oh, I was right...!";
+ mes "You're here to challenge";
+ mes "me! It's been a long time...";
+ mes "Alright. I accept. However,";
+ mes "I set all of the terms.";
+ next;
+ mes "[Moonho Ahn]";
+ mes "I'm too old to play the";
+ mes "complicated games I loved";
+ mes "in the past. Let's just";
+ mes "play a simple game that";
+ mes "I call Coin Shake.";
+ next;
+ mes "[Moonho Ahn]";
+ mes "This is basically";
+ mes "a guessing game played";
+ mes "in rounds, best 2 out of 3.";
+ mes "One of us will be the coin";
+ mes "shaker, and the other will";
+ mes "be the guesser.";
+ next;
+ mes "[Moonho Ahn]";
+ mes "The coin shaker begins";
+ mes "the round by grabbing";
+ mes "a random amount of coins,";
+ mes "shaking them in his closed";
+ mes "hands, and then stopping,";
+ mes "keeping the coins concealed.";
+ next;
+ mes "[Moonho Ahn]";
+ mes "The other person, the";
+ mes "guesser, will then declare";
+ mes "a guess on whether the total";
+ mes "value of the coins is ^0000FFOdd^000000 or";
+ mes "^0000FFEven^000000. Afterwards, the coin";
+ mes "shaker reveals the coins...";
+ next;
+ mes "[Moonho Ahn]";
+ mes "If the guesser is right,";
+ mes "then he wins the round.";
+ mes "However, if he guessed";
+ mes "wrong, then it's a victory";
+ mes "for the coin shaker. ";
+ next;
+ mes "[Moohno Ahn]";
+ mes "We each take turns,";
+ mes "switching roles.";
+ mes "If it's your turn to";
+ mes "guess, remember to";
+ mes "call out ^0000FFOdd^000000 or ^0000FFEven^000000.";
+ next;
+ mes "[Moonho Ahn]";
+ mes "Lastly, I'm the house,";
+ mes "so I'll charge a game";
+ mes "participation fee. It's";
+ mes "not much, just 500 zeny.";
+ mes "We're only playing for fun,";
+ mes "not to break the bank.";
+ next;
+ mes "[Moonho Ahn]";
+ mes "Why don't you give me";
+ mes "some time to prep the";
+ mes "game? When you return,";
+ mes "we'll be ready to play~";
+ changequest 3123,3124;
+ set zdan_edq,6;
+ close;
+ }
+ }
+ if (zdan_edq == 6) {
+ mes "[Moonho Ahn]";
+ mes "Are you ready to";
+ mes "play Coin Shake?";
+ next;
+ switch(select("Yes, let's play!:How does this game work again?")) {
+ case 1:
+ if (Zeny > 500) {
+ set zeny,zeny-500;
+ mes "[Moonho Ahn]";
+ mes "Good, let's get started!";
+ mes "I'll let you go first~";
+ next;
+ mes "*Shake Shake*";
+ mes "Guess! Is it";
+ mes "Odd or Even?";
+ next;
+ while(1) {
+ set .@number,rand(1,2);
+ input .@input$;
+ if (((.@input$ == "Odd") && (.@number == 1)) || ((.@input$ == "Even") && (.@number == 2))) {
+ set .@number_right,.@number_right+1;
+ mes "[Moonho Ahn]";
+ mes "^0000ff"+.@input$+"^000000?";
+ mes "Okay, you won.";
+ next;
+ if ((.@number_right < 2) && (.@number_false < 2)) {
+ mes "^3355FF*Shake Shake*";
+ mes "Guess! Is it";
+ mes "Odd or Even?^000000";
+ next;
+ }
+ }
+ else if (((.@input$ == "Odd") && (.@number == 2)) || ((.@input$ == "Even") && (.@number == 1))) {
+ set .@number_false,.@number_false+1;
+ mes "[Moonho Ahn]";
+ mes "Well, it's ^0000FFEven^000000.";
+ mes "I won.";
+ next;
+ if ((number_right < 2) && (number_false <2)) {
+ mes "^3355FF*Shake Shake*";
+ mes "Guess! Is it";
+ mes "Odd or Even?^000000";
+ next;
+ }
+ }
+ if (.@number_right == 2) {
+ mes "[Moonho Ahn]";
+ mes "Ah, you win this round.";
+ mes "However, the game has";
+ mes "just started. The next";
+ mes "round will be mine~";
+ set .@win,.@win+1;
+ next;
+ break;
+ }
+ else if (.@number_false == 2) {
+ mes "[Moonho Ahn]";
+ mes "It looks like I win";
+ mes "this round. I guess";
+ mes "my gambling skills";
+ mes "haven't left me yet~";
+ set .@lose,.@lose+1;
+ next;
+ break;
+ }
+ if ((.@input$ != "Even") && (.@input$ !="Odd")) {
+ mes "[Moonho Ahn]";
+ mes "You can only declare";
+ mes "your guess as ^0000FFOdd^000000 or ^0000FFEven^000000.";
+ mes "Please try entering it again.";
+ next;
+ }
+ }
+ mes "[Moonho Ahn]";
+ mes "It's time for the";
+ mes "second round. This";
+ mes "time, I'll be the one";
+ mes "declaring my guess,";
+ mes "and you'll shake the coins.";
+ next;
+ while(1) {
+ mes "["+ strcharinfo(0) +"]";
+ mes "(^666666What should I guess?^000000)";
+ next;
+ set .@amuro,rand(1,2);
+ if (select("Odd:Even") == 1) {
+ if (.@amuro == 1) {
+ set .@number_false_2,.@number_false_2+1;
+ mes "[Moonho Ahn]";
+ mes "Let's see...";
+ mes "It's ^0000FFOdd^000000, isn't it?";
+ next;
+ mes "[Moonho Ahn]";
+ mes "Looks like I won!";
+ mes "Hahahahahahaha!";
+ next;
+ }
+ else if (.@amuro == 2) {
+ set .@number_right_2,.@number_right_2+1;
+ mes "[Moonho Ahn]";
+ mes "Let's see...";
+ mes "It's Even, isn't it?";
+ next;
+ mes "[Moonho Ahn]";
+ mes "I lost?";
+ mes "So it's ^0000FFOdd^000000...";
+ next;
+ }
+ if (.@number_right_2 == 2) {
+ set .@win,.@win+1;
+ mes "[Moonho Ahn]";
+ mes "Nice job. I didn't";
+ mes "expect for you to";
+ mes "really beat me...";
+ mes "Hahahahahahah~";
+ next;
+ break;
+ }
+ else if (.@number_false_2 == 2) {
+ set .@lose,.@lose+1;
+ mes "[Moonho Ahn]";
+ mes "Hahaha! I'm sorry, but";
+ mes "I won. I guess I still got it!";
+ next;
+ break;
+ }
+ }
+ else {
+ if (.@amuro == 1) {
+ set .@number_right_2,.@number_right_2+1;
+ mes "[Moonho Ahn]";
+ mes "Let's see...";
+ mes "It's odd, isn't it?";
+ next;
+ mes "[Moonho Ahn]";
+ mes "I lost, huh?";
+ mes "So it was ^0000ffEven^000000...";
+ next;
+ }
+ else if (.@amuro == 2) {
+ set .@number_false_2,.@number_false_2+1;
+ mes "[Moonho Ahn]";
+ mes "Let's see...";
+ mes "It's ^0000FFEven^000000, isn't it?";
+ next;
+ mes "[Moonho Ahn]";
+ mes "Looks like I won!";
+ mes "Hahahahahahaha!";
+ next;
+ }
+ if (.@number_right_2 == 2) {
+ set .@win,.@win+1;
+ mes "[Moonho Ahn]";
+ mes "Nice job. I didn't";
+ mes "expect for you to";
+ mes "really beat me...";
+ mes "Hahahahahahah~";
+ next;
+ break;
+ }
+ else if (.@number_false_2 == 2) {
+ set .@lose,.@lose+1;
+ mes "[Moonho Ahn]";
+ mes "Hahaha! I'm sorry, but";
+ mes "I won. I guess I still got it!";
+ next;
+ break;
+ }
+ }
+ }
+ if (.@win == 2) {
+ mes "[Moonho Ahn]";
+ mes "You really are amazing!";
+ mes "It's time that the title of";
+ mes "White Meteor be passed";
+ mes "onto someone more worthy...";
+ mes "You are the new White Meteor!";
+ next;
+ mes "[" + strcharinfo(0) +"]";
+ mes "Really? Uh, can I get";
+ mes "that in writing please?";
+ mes "It'd mean so much to me!";
+ next;
+ mes "[Moonho Ahn]";
+ mes "Ah, you want a letter";
+ mes "of recommendation or";
+ mes "my seal of approval, right?";
+ mes "Heh, you must be very proud.";
+ mes "Hold still for a second.";
+ next;
+ mes "^3355FF*Scribble Scribble*^000000";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "What does this";
+ mes "scribble on my";
+ mes "wrist mean?";
+ next;
+ mes "[Moonho Ahn]";
+ mes "That is the sign of";
+ mes "the White Meteor.";
+ mes "Everyone that knows";
+ mes "me will recognize it";
+ mes "and its authenticity.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Thank you so much";
+ mes "for the fun game!";
+ mes "I better get going now,";
+ mes "but maybe we can play";
+ mes "again sometime~";
+ next;
+ mes "[Moonho Ahn]";
+ mes "Hahahaa!";
+ mes "After so long, it";
+ mes "feels good to have";
+ mes "played with a worthy";
+ mes "opponent. Thank you~";
+ changequest 3124,3125;
+ set zdan_edq,7;
+ close;
+ }
+ else if (.@lose == 2) {
+ mes "[Moonho Ahn]";
+ mes "I'm sorry, but I've won";
+ mes "the game. I had a really";
+ mes "great time, and I could";
+ mes "tell that it was really close.";
+ mes "It's been a while since I've";
+ mes "had this much fun gambling~";
+ next;
+ mes "[Moonho Ahn]";
+ mes "Oh, did you want to";
+ mes "play again? I can tell";
+ mes "that you're a bit eager to";
+ mes "beat me so you're welcome";
+ mes "to play me again anytime.";
+ mes "I'll be right here, hahaha~";
+ close;
+ }
+ else {
+ mes "[Moonho Ahn]";
+ mes "Ooh, this is exciting~";
+ mes "We each both won a round:";
+ mes "the next round will decide";
+ mes "who wins and loses!";
+ next;
+ mes "[Moonho Ahn]";
+ mes "It's my turn to shake";
+ mes "the coins. Let's see";
+ mes "how you fare this time...";
+ next;
+ mes "^3355FF*Shake Shake*";
+ mes "Guess! Is it";
+ mes "Odd or Even?^000000";
+ next;
+ while(1) {
+ set .@number,rand(1,2);
+ input .@input$;
+ if (((.@input$ == "Odd") && (.@number == 1)) || ((.@input$ == "Even") && (.@number == 2))) {
+ set .@number_right_3,.@number_right_3+1;
+ mes "[Moonho Ahn]";
+ mes "^0000FF"+.@input+"^000000?";
+ mes "Okay, you won.";
+ next;
+ if ((.@number_right_3 < 2) && (.@number_false_3 < 2)) {
+ mes "^3355FF*Shake Shake*";
+ mes "Guess! Is it";
+ mes "Odd or Even?^000000";
+ next;
+ }
+ }
+ else if (((.@input$ == "Odd") && (.@number == 2)) || ((.@input$ == "Even") && (.@number == 1))) {
+ set .@number_false_3,.@number_false_3+1;
+ mes "[Moonho Ahn]";
+ mes "Well, it's ^0000FF+.@input+^000000.";
+ mes "Looks like I won.";
+ next;
+ if ((.@number_right_3 < 2) && (.@number_false_3 <2)) {
+ mes "^3355FF*Shake Shake*";
+ mes "Guess! Is it";
+ mes "Odd or Even?^000000";
+ next;
+ }
+ }
+ if (.@number_right_3 == 2) {
+ mes "[Moonho Ahn]";
+ mes "Oh... You won...";
+ set .@win,.@win+1;
+ next;
+ break;
+ }
+ else if (.@number_false_3 == 2) {
+ mes "[Moonho Ahn]";
+ mes "Hahaha! I'm sorry, but";
+ mes "I won. I guess I still got it!";
+ set .@lose,.@lose+1;
+ next;
+ break;
+ }
+ if ((.@input$ != "Even") && (.@input$ !="Odd")) {
+ mes "[Moonho Ahn]";
+ mes "You can only declare";
+ mes "your guess as ^0000FFOdd^000000 or ^0000FFEven^000000.";
+ mes "Please try entering it again.";
+ next;
+ }
+ }
+ if (.@win >= 2) {
+ mes "[Moonho Ahn]";
+ mes "You really are amazing!";
+ mes "It's time that the title of";
+ mes "White Meteor be passed";
+ mes "onto someone more worthy...";
+ mes "You are the new White Meteor!";
+ next;
+ mes "[" + strcharinfo(0) +"]";
+ mes "Really? Uh, can I get";
+ mes "that in writing please?";
+ mes "It'd mean so much to me!";
+ next;
+ mes "[Moonho Ahn]";
+ mes "Ah, you want a letter";
+ mes "of recommendation or";
+ mes "my seal of approval, right?";
+ mes "Heh, you must be very proud.";
+ mes "Hold still for a second.";
+ next;
+ mes "^3355FF*Scribble Scribble*^000000";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "What does this";
+ mes "scribble on my";
+ mes "wrist mean?";
+ next;
+ mes "[Moonho Ahn]";
+ mes "That is the sign of";
+ mes "the White Meteor.";
+ mes "Everyone that knows";
+ mes "me will recognize it";
+ mes "and its authenticity.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Thank you so much";
+ mes "for the fun game!";
+ mes "I better get going now,";
+ mes "but maybe we can play";
+ mes "again sometime~";
+ next;
+ mes "[Moonho Ahn]";
+ mes "Hahahaa!";
+ mes "After so long, it";
+ mes "feels good to have";
+ mes "played with a worthy";
+ mes "opponent. Thank you~";
+ changequest 3124,3125;
+ set zdan_edq,7;
+ close;
+ }
+ else if (.@lose == 2) {
+ mes "[Moonho Ahn]";
+ mes "I'm sorry, but I've won";
+ mes "the game. I had a really";
+ mes "great time, and I could";
+ mes "tell that it was really close.";
+ mes "It's been a while since I've";
+ mes "had this much fun gambling~";
+ next;
+ mes "[Moonho Ahn]";
+ mes "Oh, did you want to";
+ mes "play again? I can tell";
+ mes "that you're a bit eager to";
+ mes "beat me so you're welcome";
+ mes "to play me again anytime.";
+ mes "I'll be right here, hahaha~";
+ close;
+ }
+ }
+ }
+ else {
+ mes "[Moonho Ahn]";
+ mes "Hm? You don't even";
+ mes "have 500 zeny to play";
+ mes "a game? Well, whenever";
+ mes "you feel like playing Coin";
+ mes "Shake, drop on by.";
+ close;
+ }
+ break;
+ case 2:
+ mes "[Moonho Ahn]";
+ mes "This is basically";
+ mes "a guessing game played";
+ mes "in rounds, best 2 out of 3.";
+ mes "One of us will be the coin";
+ mes "shaker, and the other will";
+ mes "be the guesser.";
+ next;
+ mes "[Moonho Ahn]";
+ mes "The coin shaker begins";
+ mes "the round by grabbing";
+ mes "a random amount of coins,";
+ mes "shaking them in his closed";
+ mes "hands, and then stopping,";
+ mes "keeping the coins concealed.";
+ next;
+ mes "[Moonho Ahn]";
+ mes "The other person, the";
+ mes "guesser, will then declare";
+ mes "a guess on whether the total";
+ mes "value of the coins is ^0000FFOdd^000000 or";
+ mes "^0000FFEven^000000. Afterwards, the coin";
+ mes "shaker reveals the coins...";
+ next;
+ mes "[Moonho Ahn]";
+ mes "If the guesser is right,";
+ mes "then he wins the round.";
+ mes "However, if he guessed";
+ mes "wrong, then it's a victory";
+ mes "for the coin shaker. ";
+ next;
+ mes "[Moohno Ahn]";
+ mes "We each take turns,";
+ mes "switching roles.";
+ mes "If it's your turn to";
+ mes "guess, remember to";
+ mes "call out ^0000FFOdd^000000 or ^0000FFEven^000000.";
+ next;
+ mes "[Moonho Ahn]";
+ mes "Lastly, I'm the house,";
+ mes "so I'll charge a game";
+ mes "participation fee. It's";
+ mes "not much, just 500 zeny.";
+ mes "We're only playing for fun,";
+ mes "not to break the bank.";
+ close;
+ }
+ }
+ mes "[Moonho Ahn]";
+ mes "I still remember that";
+ mes "last legendary match with";
+ mes "Dalho Kwak. Now that man was";
+ mes "a worthy opponent: he could";
+ mes "read others' hands three times";
+ mes "faster than the normal eye!";
+ next;
+ mes "[Moonho Ahn]";
+ mes "God, I miss those";
+ mes "days competing against";
+ mes "him. I wonder how he's";
+ mes "been doing lately...";
+ close;
+}
+
+payon,192,176,3 script Gooho Ahn 903,{
+ if (zdan_edq == 12) {
+ mes "[Gooho Ahn]";
+ mes "Oh, hello";
+ mes "adventurer.";
+ mes "Um, was there";
+ mes "something you wanted?";
+ emotion e_what,1;
+ next;
+ switch(select("Rogue Guild's Decoding Request")) {
+ case 1:
+ mes "[Gooho Ahn]";
+ mes "Ah, Marybell sent you?";
+ mes "I see. I've been struggling";
+ mes "trying to decrypt this letter.";
+ mes "Did you want to take a look?";
+ next;
+ mes "[Gooho Ahn]";
+ mes "This looks like a piece";
+ mes "of blank paper, but if you";
+ mes "add just the right amount";
+ mes "of heat and light, you can";
+ mes "read its contents. This is";
+ mes "some powerful encryption!";
+ emotion e_omg,1;
+ next;
+ mes "[Gooho Ahn]";
+ mes "So far, I've only decrypted";
+ mes "just a portion of the letter's";
+ mes "content. Unfortunately, I ran";
+ mes "out of the materials I need to";
+ mes "measure how much light and heat";
+ mes "I need to unlock this message.";
+ next;
+ mes "[Gooho Ahn]";
+ mes "I'm pretty swamped over";
+ mes "here, but if you're working";
+ mes "for Marybell, I don't think";
+ mes "you'd mind doing a favor";
+ mes "for me. Would you gather";
+ mes "the materials I need?";
+ next;
+ mes "[Gooho Ahn]";
+ mes "I need";
+ mes "^0000FF20 Live Coals^000000,";
+ mes "^0000FF1 Matchstick^000000,";
+ mes "^0000FF2 Alcohol^000000, and";
+ mes "^0000FF10 Burning Hearts^000000.";
+ next;
+ mes "[Gooho Ahn]";
+ mes "Once I have the things";
+ mes "I need, I should be able";
+ mes "to decrypt the rest of";
+ mes "this secret Z Gang letter.";
+ changequest 3129,3130;
+ set zdan_edq,13;
+ close;
+ }
+ }
+ if (zdan_edq == 13) {
+ mes "[Gooho Ahn]";
+ mes "So did you bring the";
+ mes "things I need to measure";
+ mes "how much light and heat";
+ mes "I need to reveal the rest";
+ mes "of this secret Z Gang letter?";
+ next;
+ if ((countitem(7098) > 19) && (countitem(970) > 1) && (countitem(7035) > 0) && (countitem(7097) > 9)) {
+ mes "[Gooho Ahn]";
+ mes "Oh, good. Thanks a lot.";
+ mes "Now I should do my part,";
+ mes "and decrypt the rest of";
+ mes "this letter. Mm... Just";
+ mes "give me a second to";
+ mes "make some adjustments...";
+ next;
+ delitem 7098,20; //Live_Coal
+ delitem 970,2; //Alchol
+ delitem 7035,1; //Matchstick
+ delitem 7097,10; //Burning_Heart
+ emotion e_ic;
+ mes "[Gooho Ahn]";
+ mes "Oh, what? This language...";
+ mes "It's ancient! Aegye hasn't";
+ mes "been used in... centuries.";
+ mes "I've seen Aegye used in the";
+ mes "Book of Forbidden Mystery";
+ mes "before it was stolen.";
+ next;
+ mes "[Gooho Ahn]";
+ mes "There's a legend about";
+ mes "an ancient civilization that";
+ mes "set the foundation for our";
+ mes "modern society. The Aegye";
+ mes "language was considered";
+ mes "a subcultural phenomenon.";
+ next;
+ mes "[Gooho Ahn]";
+ mes "Aegye was popular among";
+ mes "children and rebellious";
+ mes "teens, but was considered";
+ mes "vulgar until it entered the";
+ mes "mainstream. Then, somehow... ";
+ next;
+ mes "[Gooho Ahn] ";
+ mes "Aegye destroyed that";
+ mes "ancient people's lingual";
+ mes "system and civilization";
+ mes "once it was popularized.";
+ mes "That is why there is strong";
+ mes "Aegye censorship today.";
+ next;
+ mes "[Gooho Ahn] ";
+ mes "In fact, the existence";
+ mes "of Aegye is supposed to";
+ mes "be a huge secret. That";
+ mes "language is responsible";
+ mes "for one of the greatest";
+ mes "disasters of all time.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "...............................";
+ mes "So what's the letter say?";
+ next;
+ mes "[Gooho Ahn] ";
+ mes "Mm... Let me check...";
+ mes "My knowledge in Aegye";
+ mes "is very limited, so...";
+ next;
+ mes "[Gooho Ahn] ";
+ mes "^0000ffWeii arr prowd Z G gna^000000";
+ mes "^0000ffAynoen hwo sspotp uys^000000";
+ mes "^0000ffwlil eb kckide on htier ssa!^000000";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "What...?";
+ next;
+ mes "[Gooho Ahn] ";
+ mes "That's the nature";
+ mes "of Aegye: it is chaotic,";
+ mes "and barely legible!";
+ mes "Regardless, this letter";
+ mes "is invaluable as research";
+ mes "material for my studies.";
+ next;
+ mes "[Gooho Ahn] ";
+ mes "It will be enough";
+ mes "for Marybell if you";
+ mes "deliver the message to";
+ mes "her verbatim. Listen";
+ mes "to me carefully, and";
+ mes "maybe write this down.";
+ next;
+ mes "[Gooho Ahn] ";
+ mes "^0000ffWeii arr prowd Z G gna^000000";
+ mes "^0000ffAynoen hwo sspotp uys^000000";
+ mes "^0000ffwlil eb kckide on htier ssa!^000000";
+ changequest 3130,3131;
+ set zdan_edq,14;
+ close;
+ }
+ else {
+ mes "[Gooho Ahn]";
+ mes "Please hurry!";
+ mes "I'm sure Marybell is";
+ mes "waiting to learn the";
+ mes "whereabouts of the Z Gang,";
+ mes "and this letter might have";
+ mes "a clue. Oh, and remember...";
+ next;
+ mes "[Gooho Ahn] ";
+ mes "I need";
+ mes "^0000FF20 Live Coals^000000,";
+ mes "^0000FF1 Matchstick^000000,";
+ mes "^0000FF2 Alcohol^000000, and";
+ mes "^0000FF10 Burning Hearts^000000.";
+ next;
+ mes "[Gooho Ahn]";
+ mes "Once I have the things";
+ mes "I need, I should be able";
+ mes "to decrypt the rest of";
+ mes "this secret Z Gang letter.";
+ close;
+ }
+ }
+ if (zdan_edq == 14) {
+ mes "[Gooho Ahn] ";
+ mes "Please tell Marybell";
+ mes "the contents of the";
+ mes "Z Gang's letter so that";
+ mes "I can keep the original";
+ mes "document for research purposes.";
+ next;
+ mes "[Gooho Ahn] ";
+ mes "^0000ffWeii arr prowd Z G gna^000000";
+ mes "^0000ffAynoen hwo sspotp uys^000000";
+ mes "^0000ffwlil eb kckide on htier ssa!^000000";
+ close;
+ }
+ mes "[Gooho Ahn] ";
+ mes "Encryption is the art of";
+ mes "hiding truth in layers of";
+ mes "secrecy. My specialty is";
+ mes "in unraveling the truth";
+ mes "by breaking encryption.";
+ close;
+}
+
+moc_ruins,90,67,3 script Suspicious Man#1 99,2,2,{
+ if ((zdan_edq == 9) && ($@zdan == 0)) {
+ set $@zdan,1;
+ initnpctimer;
+ mes "[????]";
+ mes "I know you've";
+ mes "been pursuing us!";
+ mes "Grrrr... DIE NOW!";
+ specialeffect EF_STEAL;
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Wh-who are you?";
+ next;
+ mes "[????]";
+ mes "Y-you're stronger";
+ mes "than I thought!";
+ mes "Run awaaaaay!";
+ hideoffnpc "Suspicious Man#2";
+ hideonnpc "Suspicious Man#1";
+ set $@zdan,0;
+ stopnpctimer;
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Huh? That man must";
+ mes "have dropped this";
+ mes "note in his haste";
+ mes "to get away from here.";
+ mes "Let's see what it says...";
+ next;
+ mes "^FFFFFF ^000000";
+ mes "^FFFFFF ^000000";
+ mes "^666666Kill " + strcharinfo(0) + ", meow.";
+ mes "That arrogant do-gooder";
+ mes "is looking into us too much.";
+ mes "Fail to kill him, and death";
+ mes "will be too good for you, meow.^000000";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "That must have been";
+ mes "an informer for the Z Gang.";
+ mes "He can't have gotten too far:";
+ mes "I have a chance to catch him!";
+ changequest 3126,3127;
+ set zdan_edq,10;
+ close;
+ }
+ if ((zdan_edq == 9) && ($@zdan > 0)) {
+ mes "[Suspicious Man]";
+ mes "...............................";
+ mes "...............................";
+ mes "............................... ";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Something's not quite";
+ mes "right. I should come back";
+ mes "and investigate this area";
+ mes "later when there are fewer";
+ mes "people watching...";
+ close;
+ }
+ if ((zdan_edq == 10) && ($@zdan > 0)) {
+ mes "[" + strcharinfo(0) + "]";
+ mes "Nuts! I was supposed";
+ mes "to try to do this secretly!";
+ mes "I better try to investigate";
+ mes "this area again when no";
+ mes "one is around here.";
+ close;
+ }
+ if ((zdan_edq == 10) && ($@zdan == 0 )) {
+ set $@zdan,1;
+ initnpctimer;
+ mes "[????]";
+ mes "Eeek...!";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Haha! Got you!";
+ mes "You're an informer for";
+ mes "the Z Gang, aren't you?";
+ next;
+ mes "[????]";
+ mes "I... I... d-don't";
+ mes "know what you're";
+ mes "talking about!";
+ mes "I'm innocent!";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Then you're telling";
+ mes "me this note didn't";
+ mes "just fall out of your";
+ mes "pocket? What's this";
+ mes "about trying to kill me?";
+ next;
+ mes "[????]";
+ mes "Th-that's...";
+ mes "I'm not--That...!";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "You better confess, or";
+ mes "I'll drag you over to the";
+ mes "Prontera Knightage or the";
+ mes "Rogue Guild to take care";
+ mes "of you. In fact, let's just";
+ mes "head over to Prontera...";
+ next;
+ mes "[Z Gang Informer]";
+ mes "N-no! I'll tell you";
+ mes "everything! Please!";
+ mes "My mother's old! I've";
+ mes "got kids to feed!";
+ mes "I... I can't go to jail!";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Alright.";
+ mes "Let's start by you";
+ mes "telling me where";
+ mes "I can find the Z Gang.";
+ next;
+ mes "[Z Gang Informer]";
+ mes "I... I really don't";
+ mes "know where to find them.";
+ mes "I'm at the bottom of the";
+ mes "food chain, I just follow";
+ mes "their written instructions.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "You know what?";
+ mes "Never mind. I'm won't";
+ mes "take you to be jailed by";
+ mes "the Prontera Knights.";
+ mes "I'll drop you off";
+ mes "at the Rogues.";
+ next;
+ mes "[Z Gang Informer]";
+ mes "...............................";
+ mes "Their secret hideout is in";
+ mes "South Morroc, and you can't";
+ mes "enter the place without the";
+ mes "secret password.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Nice. Now, you better";
+ mes "stop running with the";
+ mes "Z Gang. Otherwise, I'm";
+ mes "not going to be so merciful";
+ mes "the next time I see you.";
+ next;
+ mes "[Z Gang Informer]";
+ mes "Anything you want!";
+ mes "J-just let me liiive!";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "I should head back to";
+ mes "Marybell, and see if she's";
+ mes "learned any new information.";
+ changequest 3127,3128;
+ set zdan_edq,11;
+ set $@zdan,0;
+ stopnpctimer;
+ close;
+ }
+ if (zdan_edq < 9) {
+ mes "[Suspicious Man]";
+ mes "What? Get lost!";
+ mes "Listen, you don't";
+ mes "want to mess with";
+ mes "me. Just. Don't.";
+ close;
+ }
+ if ((zdan_edq > 10) && (zdan_edq < 15)) {
+ mes "[Z Gang Informer]";
+ mes "Whoa, leave me alone!";
+ mes "I'm just standing here";
+ mes "on the road, I didn't";
+ mes "do anything wrong!";
+ close;
+ }
+ if (zdan_edq > 14) {
+ mes "[Former Z Gang Informer]";
+ mes "You don't have to";
+ mes "worry about me anymore.";
+ mes "I've turned over a new";
+ mes "leaf, got a real job,";
+ mes "that sort of deal.";
+ close;
+ }
+ mes "[Suspicious Man]";
+ mes "What? Get lost!";
+ mes "Listen, you don't";
+ mes "want to mess with";
+ mes "me. Just. Don't.";
+ close;
+
+OnTimer30000:
+ set $@zdan,0;
+ end;
+
+OnTouch:
+ if ((zdan_edq == 9) && ($@zdan == 0)) {
+ set $@zdan,1;
+ initnpctimer;
+ mes "[????]";
+ mes "I know you've";
+ mes "been pursuing us!";
+ mes "Grrrr... DIE NOW!";
+ specialeffect EF_STEAL;
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Wh-who are you?";
+ next;
+ mes "[????]";
+ mes "Y-you're stronger";
+ mes "than I thought!";
+ mes "Run awaaaaay!";
+ hideoffnpc "Suspicious Man#2";
+ hideonnpc "Suspicious Man#1";
+ set $@zdan,0;
+ stopnpctimer;
+ next;
+ mes "[" + strcharinfo(0) + "] ";
+ mes "Huh? That man must";
+ mes "have dropped this";
+ mes "note in his haste";
+ mes "to get away from here.";
+ mes "Let's see what it says...";
+ next;
+ mes "^FFFFFF ^000000";
+ mes "^FFFFFF ^000000";
+ mes "^666666Kill " + strcharinfo(0) + ", meow.";
+ mes "That arrogant do-gooder";
+ mes "is looking into us too much.";
+ mes "Fail to kill him, and death";
+ mes "will be too good for you, meow.^000000";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "That must have been";
+ mes "an informer for the Z Gang.";
+ mes "He can't have gotten too far:";
+ mes "I have a chance to catch him!";
+ changequest 3126,3127;
+ set zdan_edq,10;
+ close;
+ }
+ end;
+}
+
+//Incorrect position.
+moc_ruins,78,167,3 script Suspicious Man#2 99,2,2,{
+ if ((zdan_edq == 9) && ($@zdan == 0)) {
+ set $@zdan,1;
+ initnpctimer;
+ mes "[????]";
+ mes "I know you've";
+ mes "been pursuing us!";
+ mes "Grrrr... DIE NOW!";
+ specialeffect EF_STEAL;
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Wh-who are you?";
+ next;
+ mes "[????]";
+ mes "Y-you're stronger";
+ mes "than I thought!";
+ mes "Run awaaaaay!";
+ hideoffnpc "Suspicious Man#1";
+ hideonnpc "Suspicious Man#2";
+ set $@zdan,0;
+ stopnpctimer;
+ next;
+ mes "[" + strcharinfo(0) + "] ";
+ mes "Huh? That man must";
+ mes "have dropped this";
+ mes "note in his haste";
+ mes "to get away from here.";
+ mes "Let's see what it says...";
+ next;
+ mes "^FFFFFF ^000000";
+ mes "^FFFFFF ^000000";
+ mes "^666666Kill " + strcharinfo(0) + ", meow.";
+ mes "That arrogant do-gooder";
+ mes "is looking into us too much.";
+ mes "Fail to kill him, and death";
+ mes "will be too good for you, meow.^000000";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "That must have been";
+ mes "an informer for the Z Gang.";
+ mes "He can't have gotten too far:";
+ mes "I have a chance to catch him!";
+ changequest 3126,3127;
+ set zdan_edq,10;
+ close;
+ }
+ if ((zdan_edq == 10) && ($@zdan == 0)) {
+ set $@zdan,1;
+ initnpctimer;
+ mes "[????]";
+ mes "Eeek...!";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Haha! Got you!";
+ mes "You're an informer for";
+ mes "the Z Gang, aren't you?";
+ next;
+ mes "[????]";
+ mes "I... I... d-don't";
+ mes "know what you're";
+ mes "talking about!";
+ mes "I'm innocent!";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Then you're telling";
+ mes "me this note didn't";
+ mes "just fall out of your";
+ mes "pocket? What's this";
+ mes "about trying to kill me?";
+ next;
+ mes "[????]";
+ mes "Th-that's...";
+ mes "I'm not--That...!";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "You better confess, or";
+ mes "I'll drag you over to the";
+ mes "Prontera Knightage or the";
+ mes "Rogue Guild to take care";
+ mes "of you. In fact, let's just";
+ mes "head over to Prontera...";
+ next;
+ mes "[Z Gang Informer]";
+ mes "N-no! I'll tell you";
+ mes "everything! Please!";
+ mes "My mother's old! I've";
+ mes "got kids to feed!";
+ mes "I... I can't go to jail!";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Alright.";
+ mes "Let's start by you";
+ mes "telling me where";
+ mes "I can find the Z Gang.";
+ next;
+ mes "[Z Gang Informer]";
+ mes "I... I really don't";
+ mes "know where to find them.";
+ mes "I'm at the bottom of the";
+ mes "food chain, I just follow";
+ mes "their written instructions.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "You know what?";
+ mes "Never mind. I'm won't";
+ mes "take you to be jailed by";
+ mes "the Prontera Knights.";
+ mes "I'll drop you off";
+ mes "at the Rogues.";
+ next;
+ mes "[Z Gang Informer]";
+ mes "...............................";
+ mes "Their secret hideout is in";
+ mes "South Morroc, and you can't";
+ mes "enter the place without the";
+ mes "secret password.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Nice. Now, you better";
+ mes "stop running with the";
+ mes "Z Gang. Otherwise, I'm";
+ mes "not going to be so merciful";
+ mes "the next time I see you.";
+ next;
+ mes "[Z Gang Informer]";
+ mes "Anything you want!";
+ mes "J-just let me liiive!";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "I should head back to";
+ mes "Marybell, and see if she's";
+ mes "learned any new information.";
+ changequest 3127,3128;
+ set zdan_edq,11;
+ set $@zdan,0;
+ stopnpctimer;
+ close;
+ }
+ if ((zdan_edq == 9) && ($@zdan > 0)) {
+ mes "[Suspicious Man]";
+ mes "... ...";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Something's not quite";
+ mes "right. I should come back";
+ mes "and investigate this area";
+ mes "later when there are fewer";
+ mes "people watching...";
+ close;
+ }
+ if ((zdan_edq == 10) && ($@zdan > 0)) {
+ mes "[" + strcharinfo(0) + "]";
+ mes "Nuts! I was supposed";
+ mes "to try to do this secretly!";
+ mes "I better try to investigate";
+ mes "this area again when no";
+ mes "one is around here.";
+ close;
+ }
+ if (zdan_edq < 9) {
+ mes "[Thug]";
+ mes "What? Get lost!";
+ mes "Listen, you don't";
+ mes "want to mess with";
+ mes "me. Just. Don't.";
+ close;
+ }
+ if ((zdan_edq > 10) && (zdan_edq < 15)) {
+ mes "[Z Gang Informer]";
+ mes "Whoa, leave me alone!";
+ mes "I'm just standing here";
+ mes "on the road, I didn't";
+ mes "do anything wrong!";
+ close;
+ }
+ if (zdan_edq > 14) {
+ mes "[Former Z Gang Informer]";
+ mes "You don't have to";
+ mes "worry about me anymore.";
+ mes "I've turned over a new";
+ mes "leaf, got a real job,";
+ mes "that sort of deal.";
+ close;
+ }
+ mes "[Thug]";
+ mes "What? Get lost!";
+ mes "Listen, you don't";
+ mes "want to mess with";
+ mes "me. Just. Don't.";
+ close;
+
+OnInit:
+ hideonnpc "Suspicious Man#2";
+ end;
+
+OnTimer30000:
+ set $@zdan,0;
+ end;
+
+OnTouch:
+ if ((zdan_edq == 9) && ($@zdan == 0)) {
+ set $@zdan,1;
+ initnpctimer;
+ mes "[????]";
+ mes "I know you've";
+ mes "been pursuing us!";
+ mes "Grrrr... DIE NOW!";
+ specialeffect EF_STEAL;
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Wh-who are you?";
+ next;
+ mes "[????]";
+ mes "Y-you're stronger";
+ mes "than I thought!";
+ mes "Run awaaaaay!";
+ hideoffnpc "Suspicious Man#1";
+ hideonnpc "Suspicious Man#2";
+ set $@zdan,0;
+ stopnpctimer;
+ next;
+ mes "[" + strcharinfo(0) + "] ";
+ mes "Huh? That man must";
+ mes "have dropped this";
+ mes "note in his haste";
+ mes "to get away from here.";
+ mes "Let's see what it says...";
+ next;
+ mes "^FFFFFF ^000000";
+ mes "^FFFFFF ^000000";
+ mes "^666666Kill " + strcharinfo(0) + ", meow.";
+ mes "That arrogant do-gooder";
+ mes "is looking into us too much.";
+ mes "Fail to kill him, and death";
+ mes "will be too good for you, meow.^000000";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "That must have been";
+ mes "an informer for the Z Gang.";
+ mes "He can't have gotten too far:";
+ mes "I have a chance to catch him!";
+ changequest 3126,3127;
+ set zdan_edq,10;
+ close;
+ }
+ end;
+}
+
+moc_fild17,209,235,0 script Odd Slab 111,4,4,{
+ if (((zdan_edq == 15) || (zdan_edq == 16) || (zdan_edq == 17)) && ($@door2 == 0)) {
+ mes "[Odd Slab]";
+ mes "^FF0000*Creak Creak*";
+ mes "Etner sspawrod.^000000";
+ next;
+ emotion e_omg,1;
+ mes "[" + strcharinfo(0) + "]";
+ mes "This slab is speaking";
+ mes "to me! I... I think. Now";
+ mes "where have I heard";
+ mes "talking like this before?";
+ next;
+ mes "[Odd Slab]";
+ mes "^FF0000*Creak Creak*";
+ mes "Etner sspawrod.^000000";
+ next;
+ emotion e_ic,1;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Oh, right! This is that";
+ mes "trashy language, Aegye,";
+ mes "that Gooho Ahn told me";
+ mes "about. It still sounds";
+ mes "like... A poor excuse";
+ mes "for language to me.";
+ next;
+ mes "[Odd Slab]";
+ mes "^FF0000*Creak Creak*";
+ mes "Etner sspawrod.^000000";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Well, I guess";
+ mes "I should talk to it. Um...";
+ next;
+ input .@input$;
+ if (.@input$ == "Weii arr prowd Z G gna") {
+ mes "[Odd Slab]";
+ mes "^FF0000*Creak Creak*";
+ mes "Etner n2d sspawrod.^000000";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Whoa! It's saying";
+ mes "something different now!";
+ mes "I must be doing alright.";
+ mes "Now what do I say?";
+ next;
+ input .@input$;
+ if (.@input$ == "Aynoen hwo sspotp uys") {
+ mes "[Odd Slab]";
+ mes "^FF0000*Creak Creak*";
+ mes "Etner r3d sspawrod.^000000";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Heh! I'm on the right";
+ mes "track. Now what do I say?";
+ next;
+ input .@input$;
+ if (.@input$ == "wlil eb kckide on htier ssa!") {
+ mes "[Odd Slab]";
+ mes "*Creak Creak*";
+ mes "*Creak Creak*";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Um... Now what...?";
+ next;
+ if ($@door2 == 0) {
+ set $@door2,1;
+ mes "Waaaah! Waaah!";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "What th--?! What's";
+ mes "happening?! I'm being";
+ mes "sucked away somewhere!";
+ changequest 3132,3133;
+ set zdan_edq,16;
+ close2;
+ warp "z_agit",98,40;
+ end;
+ }
+ else {
+ mes "[" + strcharinfo(0) + "]";
+ mes "Hm? Did I do something";
+ mes "wrong? It just stopped";
+ mes "working all of a sudden.";
+ next;
+ mes "[Odd Slab]";
+ mes "^FF0000Rrsoy, rrsoy.";
+ mes "Ai cn'at elt yoo ni ofr nwo. Plzea ecmo ckba tela.^000000";
+ next;
+ mes "^666666*Pzzzzz*^000000";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "I think...";
+ mes "I think I should";
+ mes "try this again.";
+ close;
+ }
+ }
+ else {
+ mes "[Odd Slab]";
+ mes "^666666*Pzzzzz*^000000";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Huh? This talking slab";
+ mes "thing isn't working now.";
+ mes "Hello? What happened to you?";
+ mes "Hey! Talk to me, will you?";
+ set $@door2,0;
+ close;
+ }
+ }
+ else {
+ mes "[Odd Slab]";
+ mes "^666666*Pzzzzz*^000000";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Huh? This talking slab";
+ mes "thing isn't working now.";
+ mes "Hello? What happened to you?";
+ mes "Hey! Talk to me, will you?";
+ set $@door2,0;
+ close;
+ }
+ }
+ else {
+ mes "[Odd Slab]";
+ mes "^666666*Pzzzzz*^000000";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Huh? This talking slab";
+ mes "thing isn't working now.";
+ mes "Hello? What happened to you?";
+ mes "Hey! Talk to me, will you?";
+ set $@door2,0;
+ close;
+ }
+ }
+ if (((zdan_edq == 15) || (zdan_edq == 16) || (zdan_edq == 17)) && ($@door2 > 0)) {
+ mes "[Odd Slab]";
+ mes "*Creak Creak*";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "This slab looks pretty";
+ mes "strange. Is it making";
+ mes "noises? Hmm... Maybe this";
+ mes "is a clue to the Z Gang!";
+ mes "I'll come back later";
+ mes "to investigate this~";
+ close;
+ }
+ if (zdan_edq > 17) {
+ mes "[" + strcharinfo(0) + "]";
+ mes "This used to be";
+ mes "where the Z Gang";
+ mes "would hide out.";
+ mes "Good riddance! ";
+ close;
+
+ }
+ mes "[" + strcharinfo(0) + "]";
+ mes "This is a peculiar";
+ mes "looking slab. It sounds";
+ mes "like... What are those";
+ mes "noises? Huh. Weird.";
+ mes "It's like it's just";
+ mes "talking gibberish.";
+ close;
+
+OnInit:
+ set $@zdan,0;
+ set $@door2,0;
+ set $@mosnter,0;
+ end;
+
+//OnTouch2:
+OnTouch:
+ if (zdan_edq == 15) {
+ mes "^FF0000*Creak Creak*^000000";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Did I just...";
+ mes "Hear something";
+ mes "around here?";
+ close;
+ }
+ end;
+}
+
+z_agit,98,44,0 script EntranceCheck#1 -1,10,10,{
+OnTouch:
+ if (((zdan_edq == 15) || (zdan_edq == 16)) && ($@monster_zgang == 0)) {
+ set $@monster_zgang,1;
+ donpcevent "#zdan_broad::OnEnable";
+ }
+ else if (((zdan_edq == 15) || (zdan_edq == 16)) && ($@monster_zgang > 0)) {
+ end;
+ }
+ else if (zdan_edq == 17) {
+ donpcevent "#ZGuard::OnDisable";
+ hideoffnpc "Louis";
+ hideoffnpc "Martha";
+ hideoffnpc "Catfoii";
+ }
+ else {
+ mes "[" + strcharinfo(0) + "]";
+ mes "Where am I...?";
+ mes "Something has gone";
+ mes "terribly wrong, hasn't";
+ mes "it? Let me go baaaack~!";
+ close2;
+ set $@monster_zgang,0;
+ set $@door2,0;
+ warp "moc_fild17",209,235;
+ }
+ end;
+}
+
+z_agit,98,92,0 script EntranceCheck#2 -1,10,10,{
+OnTouch:
+ if (((zdan_edq == 15) || (zdan_edq == 16)) && ($@monster_zgang == 0)) {
+ set $@monster_zgang,1;
+ donpcevent "#zdan_broad::OnEnable";
+ }
+ else if (((zdan_edq == 15) || (zdan_edq == 16)) && ($@monster_zgang > 0)) {
+ end;
+ }
+ else if (zdan_edq == 17) {
+ donpcevent "#ZGuard::OnDisable";
+ hideoffnpc "Louis";
+ hideoffnpc "Martha";
+ hideoffnpc "Catfoii";
+ }
+ else {
+ mes "[" + strcharinfo(0) + "]";
+ mes "Where am I...?";
+ mes "Something has gone";
+ mes "terribly wrong, hasn't";
+ mes "it? Let me go baaaack~! ";
+ close2;
+ set $@monster_zgang,0;
+ set $@door2,0;
+ warp "moc_fild17",209,235;
+ }
+ end;
+}
+
+z_agit,1,1,0 script #zdan_broad 111,{
+OnInit:
+ disablenpc "#zdan_broad";
+ stopnpctimer;
+ end;
+
+OnEnable:
+ enablenpc "#zdan_broad";
+ initnpctimer;
+ hideonnpc "Louis";
+ hideonnpc "Martha";
+ hideonnpc "Catfoii";
+ end;
+
+OnDisable:
+ disablenpc "#zdan_broad";
+ stopnpctimer;
+ end;
+
+OnTimer3000:
+ killmonster "z_agit","#ZGuard::OnMyMobDead";
+ mapannounce "z_agit","Catfoii: Err? I heard something, meow! We must be under attack, meow!",bc_map,"0xFFFF00";
+ end;
+
+OnTimer5000:
+ mapannounce "z_agit","Louis: Hey, Martha! Are you the one who just got in?",bc_map,"0xFFFF00";
+ end;
+
+OnTimer7000:
+ mapannounce "z_agit","Martha: Louis, are you blind? I've been next to you this whole time! We'd better hide first.",bc_map,"0xFFFF00";
+ end;
+
+OnTimer9000:
+ mapannounce "z_agit","Louis: We have an intruder! Hey, Catfoii, what happened? Did you leave the entrance open?",bc_map,"0xFFFF00";
+ end;
+
+OnTimer11000:
+ mapannounce "z_agit","Catfoii: No, impossible, meow~! I have a photographic memory!",bc_map,"0xFFFF00";
+ end;
+
+OnTimer13000:
+ mapannounce "z_agit","Martha: Shut up, both of you! I don't know who you are, but you must have a lot of guts to mess with the Z Gang!",bc_map,"0xFFFF00";
+ end;
+
+OnTimer15000:
+ mapannounce "z_agit","Louis: Catfoii, summon the soldiers! This is an emergency! Stop the intruder!",bc_map,"0xFFFF00";
+ end;
+
+OnTimer18000:
+ mapannounce "z_agit","Catfoii: I haven't seen how strong they are, but... Meowkay. Guys, go out and fight!",bc_map,"0xFFFF00";
+ end;
+
+OnTimer21000:
+ donpcevent "#ZGuard::OnEnable";
+ end;
+
+OnTimer300000:
+ killmonster "z_agit","#ZGuard::OnMyMobDead";
+ donpcevent "#zdan_broad::OnDisable";
+ set $@monster_zgang,0;
+ set $@door2,0;
+ end;
+
+OnTimer350000:
+ mapwarp "z_agit","moc_fild17",209,235;
+ hideonnpc "Louis";
+ hideonnpc "Martha";
+ hideonnpc "Catfoii";
+ set $@monster_zgang,0;
+ set $@door2,0;
+ end;
+}
+
+- script #ZGuard -1,{
+OnInit:
+ disablenpc "#ZGuard";
+ end;
+
+OnEnable:
+ enablenpc "#ZGuard";
+ initnpctimer;
+ monster "z_agit",97,78,"Catfoii's Guard",1479,1,"#ZGuard::OnMyMobDead";
+ monster "z_agit",98,79,"Catfoii's Guard",1479,1,"#ZGuard::OnMyMobDead";
+ monster "z_agit",96,81,"Catfoii's Guard",1523,1,"#ZGuard::OnMyMobDead";
+ end;
+
+OnDisable:
+ killmonster "z_agit","#ZGuard::OnMyMobDead";
+ stopnpctimer;
+ end;
+
+Onreset:
+ killmonster "z_agit","#ZGuard::OnMyMobDead";
+ set $@monster_zgang,0;
+ end;
+
+OnMyMobDead:
+ if (mobcount("z_agit","#ZGuard::OnMyMobDead") < 1) {
+ mes "[" + strcharinfo(0) + "]";
+ mes "You cowardly Z Gang!";
+ mes "Come out and surrender!";
+ mes "I've defeated your monster";
+ mes "soldiers already!";
+ next;
+ mes "[Martha]";
+ mes "What should we do?";
+ next;
+ mes "[Catfoii]";
+ mes "This is our greatest";
+ mes "crisis ever! I don't";
+ mes "know what to do, meow!";
+ next;
+ mes "[Louis]";
+ mes "The Z Gang's not going";
+ mes "to surrender yet! Come";
+ mes "forth, my loyal servants";
+ mes "of the darkness!";
+ next;
+ mes "[Catfoii]";
+ mes "No-no-no-meow!";
+ mes "Not that button!";
+ next;
+ mes "[Louis]";
+ mes "Huh? Why...?";
+ next;
+ set zdan_edq,17;
+ donpcevent "#ZGuard::OnDisable";
+ hideoffnpc "Louis";
+ hideoffnpc "Martha";
+ hideoffnpc "Catfoii";
+ close;
+ }
+ end;
+
+OnTimer300000:
+ mapwarp "z_agit","moc_fild17",209,235;
+ donpcevent "#zdan_broad::OnDisable";
+ killmonster "z_agit","#ZGuard::OnMyMobDead";
+ set $@monster_zgang,0;
+ set $@door2,0;
+ donpcevent "#ZGuard::OnDisable";
+ stopnpctimer;
+ end;
+}
+
+z_agit,97,101,3 script Louis 931,{
+ if (checkweight(907,200) == 0) {
+ mes "[Louis]";
+ mes "You mess with the";
+ mes "Z Gang, you--wait.";
+ mes "Let's just do this later.";
+ mes "You know, when you're carrying";
+ mes "fewer items with you. Then,";
+ mes "we can rumble in peace.";
+ close;
+ }
+ if (zdan_edq == 17) {
+ mes "[Louis]";
+ mes "What happened?";
+ mes "The big guns were";
+ mes "supposed to come out!";
+ mes "Why aren't we invisible";
+ mes "anymore? What happened?";
+ next;
+ mes "[Catfoii]";
+ mes "You pushed the button";
+ mes "to turn off the invisibility,";
+ mes "meow! Did you really have";
+ mes "to ask?! It's your fault!";
+ next;
+ mes "[Martha]";
+ mes "Argh! I should never";
+ mes "have trusted that fool!";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "So... Z Gang...";
+ mes "And cat. It's time";
+ mes "to turn you in.";
+ next;
+ mes "[Louis]";
+ mes "I... I can't accept";
+ mes "our defeat! The Z Gang";
+ mes "won't go down so easily!";
+ mes "Come forth, my demon";
+ mes "spawn minions of doom!";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "I don't think";
+ mes "they're coming.";
+ next;
+ mes "[Louis]";
+ mes "...............................";
+ mes "We surrender. Argh, but";
+ mes "we were so close to";
+ mes "conquering the world!";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Now if you'll just";
+ mes "hand over the Book";
+ mes "of Forbidden Mystery...";
+ next;
+ mes "[Catfoii]";
+ mes "Louis, meow!";
+ mes "Don't do it!";
+ next;
+ mes "[Martha]";
+ mes "Let's just surrender,";
+ mes "Louis. It looks like";
+ mes "the Z Gang is finished.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Anyway, the Rogue Guild";
+ mes "is on its way to come get";
+ mes "you guys. You won't be able";
+ mes "to escape this time.";
+ next;
+ mes "[Louis]";
+ mes "Awwww, man!";
+ mes "Fine, take the stupid";
+ mes "ol' book. I couldn't";
+ mes "use it that good anyway.";
+ next;
+ mes "[Louis]";
+ mes "Catfoii, would you";
+ mes "lead this adventurer guy";
+ mes "to the exit? I can't bear";
+ mes "to look at the face that's";
+ mes "caused my tragic downfall...";
+ next;
+ mes "[Catfoii]";
+ mes "Fine, meow.";
+ mes "I understand.";
+ mes "But how did we lose?!";
+ close2;
+ getitem 7724,1; //Forbidden_Secret_Art
+ changequest 3133,3134;
+ set zdan_edq,18;
+ mapwarp "z_agit","moc_fild17",209,235;
+ set $@monster_zgang,0;
+ set $@door2,0;
+ hideonnpc "Louis";
+ hideonnpc "Martha";
+ hideonnpc "Catfoii";
+ stopnpctimer;
+ close;
+ }
+ else {
+ mes "[" + strcharinfo(0) + "]";
+ mes "Where am I...?";
+ mes "Something has gone";
+ mes "terribly wrong, hasn't";
+ mes "it? Let me go baaaack~! ";
+ set zdan_edq,15;
+ set $@monster_zgang,0;
+ set $@door2,0;
+ close2;
+ warp "moc_fild17",209,235;
+ end;
+ }
+
+OnInit:
+ hideonnpc "Louis";
+ end;
+}
+
+z_agit,99,101,3 script Martha 101,{
+ if (checkweight(907,200) == 0) {
+ mes "[Martha]";
+ mes "Hey, you're carrying";
+ mes "too much stuff. You'd";
+ mes "better put some of your";
+ mes "items away first in Kafra";
+ mes "Storage or something.";
+ close;
+ }
+ if (zdan_edq == 17) {
+ mes "[Martha]";
+ mes "Argh...! What'd ";
+ mes "you do, Louis?";
+ next;
+ mes "[Louis]";
+ mes "What happened?";
+ mes "The big guns were";
+ mes "supposed to come out!";
+ mes "Why aren't we invisible";
+ mes "anymore? What happened?";
+ next;
+ mes "[Catfoii]";
+ mes "You pushed the button";
+ mes "to turn off the invisibility,";
+ mes "meow! Did you really have";
+ mes "to ask?! It's your fault!";
+ next;
+ mes "[Martha]";
+ mes "Argh! I should never";
+ mes "have trusted that fool!";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "So... Z Gang...";
+ mes "And cat. It's time";
+ mes "to turn you in.";
+ next;
+ mes "[Louis]";
+ mes "I... I can't accept";
+ mes "our defeat! The Z Gang";
+ mes "won't go down so easily!";
+ mes "Come forth, my demon";
+ mes "spawn minions of doom!";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "I don't think";
+ mes "they're coming.";
+ next;
+ mes "[Louis]";
+ mes "...............................";
+ mes "We surrender. Argh, but";
+ mes "we were so close to";
+ mes "conquering the world!";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Now if you'll just";
+ mes "hand over the Book";
+ mes "of Forbidden Mystery...";
+ next;
+ mes "[Catfoii]";
+ mes "Louis, meow!";
+ mes "Don't do it!";
+ next;
+ mes "[Martha]";
+ mes "Let's just surrender,";
+ mes "Louis. It looks like";
+ mes "the Z Gang is finished.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Anyway, the Rogue Guild";
+ mes "is on its way to come get";
+ mes "you guys. You won't be able";
+ mes "to escape this time.";
+ next;
+ mes "[Louis]";
+ mes "Awwww, man!";
+ mes "Fine, take the stupid";
+ mes "ol' book. I couldn't";
+ mes "use it that good anyway.";
+ next;
+ mes "[Louis]";
+ mes "Catfoii, would you";
+ mes "lead this adventurer guy";
+ mes "to the exit? I can't bear";
+ mes "to look at the face that's";
+ mes "caused my tragic downfall...";
+ next;
+ mes "[Catfoii]";
+ mes "Fine, meow.";
+ mes "I understand.";
+ mes "But how did we lose?!";
+ close2;
+ getitem 7724,1; //Forbidden_Secret_Art
+ changequest 3133,3134;
+ set zdan_edq,18;
+ mapwarp "z_agit","moc_fild17",209,235;
+ set $@monster_zgang,0;
+ set $@door2,0;
+ hideonnpc "Louis";
+ hideonnpc "Martha";
+ hideonnpc "Catfoii";
+ disablenpc "#zdan_broad";
+ stopnpctimer;
+ close;
+ }
+ else {
+ mes "[" + strcharinfo(0) + "]";
+ mes "Where am I...?";
+ mes "Something has gone";
+ mes "terribly wrong, hasn't";
+ mes "it? Let me go baaaack~! ";
+ set zdan_edq,15;
+ set $@monster_zgang,0;
+ set $@door2,0;
+ close2;
+ warp "moc_fild17",209,235;
+ end;
+ }
+
+OnInit:
+ hideonnpc "Martha";
+ end;
+}
+
+z_agit,95,101,3 script Catfoii 876,{
+ if (checkweight(907,200) == 0) {
+ mes "[Catfoii]";
+ mes "You're carrying too";
+ mes "many items: get rid of";
+ mes "your extra stuff, put it in";
+ mes "Kafra Storage, sell it, or";
+ mes "whatever, before coming back.";
+ close;
+ }
+ if (zdan_edq == 17) {
+ mes "[Louis]";
+ mes "What happened?";
+ mes "The big guns were";
+ mes "supposed to come out!";
+ mes "Why aren't we invisible";
+ mes "anymore? What happened?";
+ next;
+ mes "[Catfoii]";
+ mes "You pushed the button";
+ mes "to turn off the invisibility,";
+ mes "meow! Did you really have";
+ mes "to ask?! It's your fault!";
+ next;
+ mes "[Martha]";
+ mes "Argh! I should never";
+ mes "have trusted that fool!";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "So... Z Gang...";
+ mes "And cat. It's time";
+ mes "to turn you in.";
+ next;
+ mes "[Louis]";
+ mes "I... I can't accept";
+ mes "our defeat! The Z Gang";
+ mes "won't go down so easily!";
+ mes "Come forth, my demon";
+ mes "spawn minions of doom!";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "I don't think";
+ mes "they're coming.";
+ next;
+ mes "[Louis]";
+ mes "...............................";
+ mes "We surrender. Argh, but";
+ mes "we were so close to";
+ mes "conquering the world!";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Now if you'll just";
+ mes "hand over the Book";
+ mes "of Forbidden Mystery...";
+ next;
+ mes "[Catfoii]";
+ mes "Louis, meow!";
+ mes "Don't do it!";
+ next;
+ mes "[Martha]";
+ mes "Let's just surrender,";
+ mes "Louis. It looks like";
+ mes "the Z Gang is finished.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Anyway, the Rogue Guild";
+ mes "is on its way to come get";
+ mes "you guys. You won't be able";
+ mes "to escape this time.";
+ next;
+ mes "[Louis]";
+ mes "Awwww, man!";
+ mes "Fine, take the stupid";
+ mes "ol' book. I couldn't";
+ mes "use it that good anyway.";
+ next;
+ mes "[Louis]";
+ mes "Catfoii, would you";
+ mes "lead this adventurer guy";
+ mes "to the exit? I can't bear";
+ mes "to look at the face that's";
+ mes "caused my tragic downfall...";
+ next;
+ mes "[Catfoii]";
+ mes "Fine, meow.";
+ mes "I understand.";
+ mes "But how did we lose?!";
+ close2;
+ getitem 7724,1; //Forbidden_Secret_Art
+ changequest 3133,3134;
+ set zdan_edq,18;
+ mapwarp "z_agit","moc_fild17",209,235;
+ set $@monster_zgang,0;
+ set $@door2,0;
+ hideonnpc "Louis";
+ hideonnpc "Martha";
+ hideonnpc "Catfoii";
+ disablenpc "#zdan_broad";
+ stopnpctimer;
+ close;
+ }
+ else {
+ mes "[" + strcharinfo(0) + "]";
+ mes "Where am I...?";
+ mes "Something has gone";
+ mes "terribly wrong, hasn't";
+ mes "it? Let me go baaaack~! ";
+ set zdan_edq,15;
+ set $@monster_zgang,0;
+ set $@door2,0;
+ close2;
+ warp "moc_fild17",209,235;
+ end;
+ }
+
+OnInit:
+ hideonnpc "Catfoii";
+ end;
+}
+
+// Unlucky Emerald
+//============================================================
+morocc,143,63,3 script Ragged Man#nd 929,{
+ if (treasure_nd == 0) {
+ mes "[Ragged Man]";
+ mes "H-hello? Would you help me?";
+ mes "You'd be saving this poor man's";
+ mes "life if you would just do me";
+ mes "this favor. Please...";
+ next;
+ switch(select("How may I help you?:Ignore Him")) {
+ case 1:
+ mes "[" + strcharinfo(0) + "]";
+ mes "Okay, what can I do to help?";
+ next;
+ mes "[Ragged Man]";
+ mes "Oh, thank you so much!";
+ mes "It feels so good to talk to";
+ mes "someone after being ignored";
+ mes "all this time! I might appear to";
+ mes "be a beggar, but I'm actually a";
+ mes "treasure hunter from Prontera.";
+ next;
+ switch(select("Umm... So?")) {
+ case 1:
+ mes "[Ragged Man]";
+ mes "I was so sure I could find";
+ mes "the treasure here in Morroc";
+ mes "when I first started... I did";
+ mes "all my research and prep work.";
+ mes "But after hiring teams of other";
+ mes "hunters and researchers...";
+ next;
+ mes "[Ragged Man]";
+ mes "I've spent my entire fortune,";
+ mes "and I'm still not any closer";
+ mes "to finding that treasure.";
+ mes "I... I don't even have enough";
+ mes "money to go back home!";
+ emotion e_sob;
+ next;
+ mes "[Ragged Man]";
+ mes "Won't you spare some";
+ mes "money, so that I can finally";
+ mes "go back home to Prontera?";
+ next;
+ switch(select("Why don't you just walk?:I can give you some money.")) {
+ case 1:
+ mes "[Ragged Man]";
+ mes "What? You don't think that";
+ mes "if I could walk to Prontera,";
+ mes "I'd have done it already?!";
+ mes "Why would I even bother to";
+ mes "beg for money? Fine, I don't";
+ mes "need your brand of sympathy.";
+ next;
+ mes "[Ragged Man]";
+ mes "You know, I had a hot tip";
+ mes "that I was going to let you";
+ mes "in on, but if you don't want";
+ mes "to share, then neither do I!";
+ set treasure_nd,1;
+ close;
+ case 2:
+ mes "[Ragged Man]";
+ mes "Oh, thank you!";
+ mes "Anything you can spare,";
+ mes "I'll gladly appreciate!";
+ mes "God bless you, bless you!";
+ next;
+ if (Zeny < 1200) {
+ mes "[Ragged Man]";
+ mes "Umm... Oh, dear...";
+ mes "You're just as bad off";
+ mes "as I am. I appreciate it,";
+ mes "but I can't take your money.";
+ next;
+ mes "[Ragged Man]";
+ mes "It's a shame, really.";
+ mes "If you had given me 1,200";
+ mes "zeny, I would have tipped";
+ mes "you off to something big...";
+ set treasure_nd,1;
+ close;
+ }
+ else {
+ set zeny,zeny-1200;
+ mes "[Ragged Man]";
+ mes "Let's see... I just need";
+ mes "1,200 zeny. That's enough";
+ mes "for me to go back home.";
+ mes "Now, I can't let you just";
+ mes "give me money and let you";
+ mes "leave empty handed, can I?";
+ next;
+ mes "[Ragged Man]";
+ mes "Remember that hidden";
+ mes "treasure I was looking for?";
+ mes "There's a rumor that it's";
+ mes "location has finally been";
+ mes "confirmed. Why don't you";
+ mes "try finding it for yourself?";
+ next;
+ mes "[Ragged Man]";
+ mes "I'd rather that it end up in";
+ mes "the hands of someone like";
+ mes "you than a rival treasure";
+ mes "hunter. This hunter that";
+ mes "stays north in town apparently^FFFFFF ^000000 confirmed the treasure's location.";
+ next;
+ mes "[Ragged Man]";
+ mes "Now, I hear that this guy";
+ mes "hasn't returned home yet,";
+ mes "and he still hasn't found";
+ mes "the treasure. He's probably";
+ mes "run into a pretty bad snag.";
+ next;
+ mes "[Ragged Man]";
+ mes "I doubt that he'll let you";
+ mes "know the treasure's location";
+ mes "easily, but who knows? Maybe";
+ mes "he might slip, and accidentally";
+ mes "give you some kind of clue.";
+ set treasure_nd,2;
+ close;
+ }
+ }
+ }
+ case 2:
+ mes "[Ragged Man]";
+ mes "Please! Please, wait!";
+ mes "You're an adventurer, aren't";
+ mes "you? I have some valuable";
+ mes "information to share if you'd";
+ mes "just spare me some... Hey!";
+ mes "Come back! No... I just...";
+ close;
+ }
+ }
+ else if (treasure_nd == 1) {
+ mes "[Ragged Man]";
+ mes "Oh, I remember you.";
+ mes "You must really want that";
+ mes "treasure now, do you? Just";
+ mes "give me 1,200 zeny for me";
+ mes "to go back home, and I'll";
+ mes "tell you everything I know.";
+ next;
+ switch(select("Give Money:Don't Give Money")) {
+ case 1:
+ mes "[Ragged Man]";
+ mes "Ah, good choice!";
+ mes "And thank you so much.";
+ mes "It'll be great to finally be";
+ mes "back home in Prontera.";
+ next;
+ if (Zeny < 1200) {
+ mes "[Ragged Man]";
+ mes "What th--?! This isn't";
+ mes "enough money for me to go";
+ mes "back home! Well, just come";
+ mes "back later once you scrounge";
+ mes "up the funds. I'll be waiting.";
+ close; }
+ else {
+ set zeny,zeny-1200;
+ mes "[Ragged Man]";
+ mes "Remember that hidden";
+ mes "treasure I was looking for?";
+ mes "There's a rumor that it's";
+ mes "location has finally been";
+ mes "confirmed. Why don't you";
+ mes "try finding it for yourself?";
+ next;
+ mes "[Ragged Man]";
+ mes "I'd rather that it end up in";
+ mes "he hands of someone like";
+ mes "you than a rival treasure";
+ mes "hunter. This hunter that";
+ mes "stays north in town apparently^FFFFFF ^000000 confirmed the treasure's location.";
+ next;
+ mes "[Ragged Man]";
+ mes "Now, I hear that this guy";
+ mes "hasn't returned home yet,";
+ mes "and he still hasn't found";
+ mes "the treasure. He's probably";
+ mes "run into a pretty big snag.";
+ next;
+ mes "[Ragged Man]";
+ mes "I doubt that he'll let you";
+ mes "know the treasure's location";
+ mes "easily, but who knows? Maybe";
+ mes "he might slip, and accidentally";
+ mes "give you some kind of clue.";
+ set treasure_nd,2;
+ close;
+ }
+ case 2:
+ mes "[Ragged Man]";
+ mes "Fine, have it your way.";
+ mes "I admit that I'm a little";
+ mes "disappointed in you. Aren't";
+ mes "you adventurers supposed";
+ mes "to be heroes to the people?";
+ close;
+ }
+ }
+ else if (treasure_nd == 2) {
+ mes "[Ragged Man]";
+ mes "Oh, you're back?";
+ mes "Ah, you must be having";
+ mes "trouble finding that guy";
+ mes "I was talking about. He's";
+ mes "just in the northern part of^FFFFFF ^000000 this town. It can't be that hard.";
+ close;
+ }
+ else if (treasure_nd > 10) {
+ mes "[Ragged Man]";
+ mes "You found the treasure?!";
+ mes "It... It really exists...";
+ mes "I'm sorry, it's just been";
+ mes "my dream to... I feel like";
+ mes "crying... Oh, God... I don't";
+ mes "know what this feeling is...";
+ next;
+ mes "[Ragged Man]";
+ mes "I mean... I feel so";
+ mes "damned happy, but...";
+ mes "I spent my entire fortune...";
+ mes "Ruined my whole life just";
+ mes "to see that treasure...";
+ close;
+ }
+ else {
+ mes "[Ragged Man]";
+ mes "So how's the treasure";
+ mes "hunt coming along? I hope";
+ mes "you have better luck than";
+ mes "I did. Still, I've got a pretty^FFFFFF ^000000 good feeling that you'll find it.";
+ close;
+ }
+}
+
+morocc,102,298,3 script Man#zgang 98,{
+ if (treasure_nd < 2) {
+ mes "[Man]";
+ mes "What do you want?";
+ mes "Just leave me alone.";
+ close;
+ }
+ else if (treasure_nd == 2) {
+ mes "[Man]";
+ mes "What do you want?";
+ mes "Just leave me alone.";
+ next;
+ switch(select("Tell me about the treasure.")) {
+ case 1:
+ emotion e_gasp;
+ mes "[Man]";
+ mes "What? So you're the one";
+ mes "I was warned about! I've";
+ mes "been wondering when you'd";
+ mes "show up. Prepare to die!";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Umm... Excuse me?";
+ mes "I've just heard that you";
+ mes "confirmed the location of";
+ mes "some amazing treasure,";
+ mes "and I just wanted to ask";
+ mes "you more about it. That's all!";
+ next;
+ mes "[Man]";
+ mes "What? If you're just here";
+ mes "for that, then how'd you";
+ mes "find out about me and";
+ mes "the treasure? Not just";
+ mes "everyone knows about it.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Well, I was talking to";
+ mes "this other treasure hunter";
+ mes "who's... Well, he's kind";
+ mes "of a beggar now...";
+ next;
+ mes "[Man]";
+ mes "Oh. That old man?";
+ mes "Well, I don't know if the";
+ mes "treasure he was looking";
+ mes "for and the one I've found";
+ mes "are the same one. But";
+ mes "yeah, I know that guy.";
+ next;
+ mes "[Man]";
+ mes "Alright. So I found this";
+ mes "treasure, but I have no way";
+ mes "of digging it up. Maybe we";
+ mes "can help each other. I need";
+ mes "money, and you want to know";
+ mes "more, right? Let's cut a deal.";
+ next;
+ switch(select("No, thanks.:What'd you have in mind?")) {
+ case 1:
+ mes "[Man]";
+ mes "No? Well...";
+ mes "There's no reason for";
+ mes "you to trust me now,";
+ mes "I suppose. But what can";
+ mes "you gain by walking away?";
+ set treasure_nd,3;
+ close;
+ case 2:
+ mes "[Man]";
+ mes "Let me lay it out for you.";
+ mes "I've been hired to find this";
+ mes "treasure by some people:";
+ mes "they said I can take whatever";
+ mes "I find, but they specifically";
+ mes "want one item for themselves.";
+ next;
+ mes "[Man]";
+ mes "They pay me on delivery";
+ mes "so I haven't seen a dime yet.";
+ mes "Now, my agreement with them";
+ mes "is conditional. I can't dig";
+ mes "up the treasure so they'll";
+ mes "understand if I say I failed.";
+ next;
+ mes "[Man]";
+ mes "But if you dig it up, you can";
+ mes "keep everything. Sound good?";
+ mes "All I want is some stuff from";
+ mes "you to make all my efforts up";
+ mes "till now worth my while.";
+ next;
+ mes "[Man]";
+ mes "In other words,";
+ mes "if you bring me,";
+ mes "^FF000020 Mementos^000000,";
+ mes "^FF00002 Pearls^000000, and";
+ mes "^FF00002 Zargons^000000, we can talk";
+ mes "business further. Got it?";
+ set treasure_nd,4;
+ next;
+ mes "[Man]";
+ mes "Hey, I might be losing out";
+ mes "by giving up my share of that";
+ mes "treasure, but hey, a bird in";
+ mes "the hand's always worth more.";
+ close;
+ }
+ }
+ }
+ else if (treasure_nd == 3) {
+ mes "[Man]";
+ mes "You again? Lemme guess...";
+ mes "You're reconsidering that";
+ mes "deal I had in mind, aren't you?";
+ next;
+ switch(select("No, not really.:I guess so.")) {
+ case 1:
+ mes "[Man]";
+ mes "You sure? No one would";
+ mes "be losing in this deal, you";
+ mes "know. Well, except the guys";
+ mes "that hired me to find that";
+ mes "treasure. It's pretty much";
+ mes "a win-win situation.";
+ next;
+ mes "[Man]";
+ mes "Way I figure it,";
+ mes "someone ought to get";
+ mes "that treasure. I can't";
+ mes "dig it up, but maybe";
+ mes "someone like you can...";
+ close;
+ case 2:
+ mes "[Man]";
+ mes "Let me lay it out for you.";
+ mes "I've been hired to find this";
+ mes "treasure by some people:";
+ mes "they said I can take whatever";
+ mes "I find, but they specifically";
+ mes "want one item for themselves.";
+ next;
+ mes "[Man]";
+ mes "They pay me on delivery";
+ mes "so I haven't seen a dime yet.";
+ mes "Now, my agreement with them";
+ mes "is conditional. I can't dig";
+ mes "up the treasure so they'll";
+ mes "understand if I say I failed.";
+ next;
+ mes "[Man]";
+ mes "But if you dig it up, you can";
+ mes "keep everything. Sound good?";
+ mes "All I want is some stuff from";
+ mes "you to make all my efforts up";
+ mes "till now worth my while.";
+ next;
+ mes "[Man]";
+ mes "In other words,";
+ mes "if you bring me,";
+ mes "^FF000020 Mementos^000000,";
+ mes "^FF00002 Pearls^000000, and";
+ mes "^FF00002 Zargons^000000, we can talk";
+ mes "business further. Got it?";
+ set treasure_nd,4;
+ next;
+ mes "[Man]";
+ mes "Hey, I might be losing out";
+ mes "by giving up my share of that";
+ mes "treasure, but hey, a bird in";
+ mes "the hand's always worth more.";
+ close;
+ }
+ }
+ else if (treasure_nd == 4) {
+ mes "[Man]";
+ mes "Back again, huh?";
+ mes "So did you bring";
+ mes "the stuff I asked?";
+ next;
+ if ((countitem(722) > 1) && (countitem(912) > 1) && (countitem(934) > 19)) {
+ mes "[Man]";
+ mes "Nice. You did your part.";
+ mes "And now it's time that";
+ mes "I fulfilled my part of";
+ mes "this bargain. Listen up.";
+ delitem 722,2; //Scarlet_Jewel
+ delitem 912,2; //Zargon
+ delitem 934,20; //Mementos
+ set treasure_nd,5;
+ next;
+ mes "[Man]";
+ mes "The treasure is buried";
+ mes "south of Morroc. Use the";
+ mes "south gate to leave town,";
+ mes "and then head to the next";
+ mes "field to the south. From";
+ mes "there, you're on your own.";
+ next;
+ mes "[Man]";
+ mes "I don't know exactly";
+ mes "where the treasure is";
+ mes "buried, but you should";
+ mes "be able to find it within";
+ mes "that general area. Good luck.";
+ close;
+ }
+ else {
+ mes "[Man]";
+ mes "Huh, you must have";
+ mes "forgotten what I wanted.";
+ mes "I'm not really asking you";
+ mes "for extremely valuable stuff";
+ mes "here. Anyway, listen up.";
+ next;
+ mes "[Man]";
+ mes "Just bring me,";
+ mes "^FF000020 Mementos^000000,";
+ mes "^FF00002 Pearls^000000, and";
+ mes "^FF00002 Zargons^000000 so we can talk";
+ mes "business further. Got it?";
+ close;
+ }
+ }
+ else if (treasure_nd == 5) {
+ mes "[Man]";
+ mes "What are you still doing";
+ mes "here? Shouldn't you be";
+ mes "looking for the treasure?";
+ close;
+ }
+ else if (treasure_nd == 6) {
+ mes "[Man]";
+ mes "What are you still doing";
+ mes "here? Shouldn't you be";
+ mes "looking for the treasure?";
+ next;
+ select("I already found it, but...");
+ mes "[" + strcharinfo(0) + "]";
+ mes "I already found it, but...";
+ mes "It won't budge at all!";
+ mes "I think it's protected by";
+ mes "magic. Do you know";
+ mes "anything about that?";
+ next;
+ mes "[Man]";
+ mes "Wow, you actually found";
+ mes "it? Heh, you're better than";
+ mes "I thought. Sorry about that.";
+ mes "I didn't explain the magic";
+ mes "part since... Well, I didn't";
+ mes "think you'd get that far.";
+ next;
+ mes "[Man]";
+ mes "Anyway, I had problems";
+ mes "with that magic too. Some";
+ mes "guy was supposed to help me";
+ mes "with that, but he didn't come.";
+ mes "I've been so frustrated!";
+ next;
+ mes "[Man]";
+ mes "I mean, I have no clue";
+ mes "when it comes to magic, and";
+ mes "I don't understand how I'm";
+ mes "supposed to use this thing";
+ mes "my clients gave to me.";
+ next;
+ while (1) {
+ switch(select("Who was going to help you?:Your clients gave you something?")) {
+ case 1:
+ mes "[Man]";
+ mes "Oh, yeah. The guys that";
+ mes "hired me said that if I waited";
+ mes "at the treasure site, someone";
+ mes "would eventually come to help";
+ mes "me out on the magic end.";
+ mes "I don't know who he is, though.";
+ next;
+ mes "[Man]";
+ mes "Oh, yeah. They mentioned";
+ mes "something about him coming";
+ mes "a bit from the west. Maybe";
+ mes "he's over in Comodo?";
+ next;
+ set .@joho1,1;
+ break;
+ case 2:
+ if (treasure_nd == 7) {
+ mes "[Man]";
+ mes "Oh, yeah. They gave me";
+ mes "this weird document labeled";
+ mes "''^FF0000[Open^000000.'' I don't know how";
+ mes "to use it at all, though.";
+ next;
+ }
+ else if (treasure_nd == 8) {
+ mes "[Man]";
+ mes "Oh, yeah. They gave me";
+ mes "this weird document labeled";
+ mes "''^FF0000[Unlock^000000.'' I don't know how";
+ mes "to use it at all, though.";
+ next;
+ }
+ else {
+ mes "[Man]";
+ mes "Oh, yeah. Let's see here.";
+ mes "Ah, here's the document";
+ mes "that they gave me. It's kind";
+ mes "of a bit torn, though.";
+ next;
+ if (rand(1,2) == 1) {
+ mes "^3355FFThe torn document";
+ mes "is labeled ''^FF0000[Open^3355FF.''^000000";
+ next;
+ set treasure_nd,7;
+ set .@joho2,1;
+ }
+ else {
+ mes "^3355FFThe torn document";
+ mes "is labeled ''^FF0000[Unlock^3355FF.''^000000";
+ next;
+ set treasure_nd,8;
+ set .@joho2,1;
+ }
+ }
+ }
+ if ((.@joho1 == 1) && (.@joho2 == 1)) {
+ break;
+ }
+
+ }
+ mes "[" + strcharinfo(0) + "]";
+ mes "Wait, how could you not";
+ mes "know how to use this?";
+ mes "Didn't you get a chance";
+ mes "to talk to your clients?";
+ next;
+ mes "[Man]";
+ mes "I haven't even met them.";
+ mes "I just get their instructions";
+ mes "through the mail. Everything";
+ mes "is through a medium with these";
+ mes "guys. I guess they've got their";
+ mes "eyes on me too, but whatever.";
+ next;
+ mes "[Man]";
+ mes "I guess they hired me because";
+ mes "they really want the treasure,";
+ mes "but don't want to tip anyone";
+ mes "off that they're looking for ";
+ mes "it, or that they have it.";
+ next;
+ mes "[Man]";
+ mes "Anyway, all I know is that";
+ mes "this piece of paper is supposed";
+ mes "to do something. But I guess";
+ mes "I'm not smart enough to figure";
+ mes "it out. Maybe you'll have";
+ mes "better luck with them.";
+ next;
+ mes "[Man]";
+ mes "You know, if you can actually";
+ mes "find that guy who was supposed";
+ mes "to help me but never showed up,";
+ mes "maybe he'll understand how to";
+ mes "use that document. Go ahead";
+ mes "and take 'em. Good luck, now.";
+ close;
+ }
+ else if ((treasure_nd == 7) || (treasure_nd == 8)) {
+ mes "[Man]";
+ mes "I already told you everything";
+ mes "I know. You'd be better off";
+ mes "finding that guy over in";
+ mes "Comodo, or the rest of";
+ mes "that torn document.";
+ close;
+ }
+ else if ((treasure_nd == 9) || (treasure_nd == 10)) {
+ mes "[Man]";
+ mes "Now that I think about it,";
+ mes "maybe the treasure can be";
+ mes "obtained by two people?";
+ mes "I mean, they planned for";
+ mes "me to go with that guy. Eh,";
+ mes "best not to think about it.";
+ close;
+ }
+ else {
+ mes "[Man]";
+ mes "Heh! Looks like I'll be";
+ mes "headed home soon~";
+ close;
+ }
+}
+
+comodo,339,224,3 script Man in Hiding#nd 881,{
+ if (treasure_nd < 7) {
+ mes "[Man in Hiding]";
+ mes "Whoa, don't get so close!";
+ close;
+ }
+ else if ((treasure_nd == 7) || (treasure_nd == 8)) {
+ if (zdan_edq > 12) {
+ mes "[Man in Hiding]";
+ mes "Whoa, don't get so close!";
+ next;
+ select("Why are you hiding here?");
+ mes "[" + strcharinfo(0) + "]";
+ mes "Why are you hiding here?";
+ mes "Didn't the Z Gang hire you";
+ mes "to dig up some treasure?";
+ next;
+ mes "[Man in Hiding]";
+ mes "Huh? Z Gang? Treasure?";
+ next;
+ mes "[Man in Hiding]";
+ mes "Huh? Wait, tell me the";
+ mes "truth. Did you actually";
+ mes "meet the Z Gang?";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "I not only met the Z Gang,";
+ mes "I also captured them. I've";
+ mes "come looking for you to";
+ mes "find out more about this";
+ mes "buried treasure.";
+ next;
+ mes "[Man in Hiding]";
+ mes "I get it now. You must";
+ mes "have met that other guy";
+ mes "they hired to get the";
+ mes "treasure. Huh. He's got one";
+ mes "half of the spell to open it,";
+ mes "and I've got the other.";
+ next;
+ mes "[Man in Hiding]";
+ mes "Well, you can have this,";
+ mes "the rest of the magic spell.";
+ mes "Let me warn you, though,";
+ mes "there's something weird";
+ mes "about the spell, and the";
+ mes "treasure itself.";
+ next;
+ if (treasure_nd == 7) {
+ mes "^3355FFYou received a torn";
+ mes "document that reads";
+ mes "''^FF0000Seseame]^000000.''";
+ set treasure_nd,10;
+ next;
+ }
+ else {
+ mes "^3355FFYou received a torn";
+ mes "document that reads";
+ mes "''^FF0000Treasure]^000000.''";
+ set treasure_nd,9;
+ next;
+ }
+ mes "[Man in Hiding]";
+ mes "I don't understand why they";
+ mes "went through the hassle of";
+ mes "splitting this spell in two";
+ mes "parts. There must be some";
+ mes "reason. Whatever it is, it";
+ mes "must be pretty important.";
+ next;
+ mes "[Man in Hiding]";
+ mes "I guess maybe you need";
+ mes "two people to move the";
+ mes "treasure? Well, whatever.";
+ mes "Good luck finding that";
+ mes "treasure. Farewell now!";
+ close;
+ }
+ else {
+ mes "[Man in Hiding]";
+ mes "Whoa, don't get so close!";
+ next;
+ select("Ask About Treasure");
+ mes "[" + strcharinfo(0) + "]";
+ mes "I've come looking";
+ mes "for information";
+ mes "about the treasure.";
+ next;
+ emotion e_omg;
+ mes "[Man in Hiding]";
+ mes "You... You've come";
+ mes "looking for me?!";
+ mes "Ugh, I'm cornered!";
+ mes "I'm not going down";
+ mes "without a fight!";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "What? No, it's not like";
+ mes "that. I met this treasure";
+ mes "hunter in Morroc that said";
+ mes "I could find you around here.";
+ next;
+ mes "[Man in Hiding]";
+ mes "Treasure hunter...?";
+ mes "Oh, then you already";
+ mes "know about the treasure...";
+ next;
+ mes "[Man in Hiding]";
+ mes "If I'm right, then you";
+ mes "need the other half of";
+ mes "the spell to open the";
+ mes "treasure. Here, you can";
+ mes "take it. I have no use";
+ mes "for it, anyway.";
+ next;
+ if (treasure_nd == 7) {
+ mes "^3355FFYou received a torn";
+ mes "document that reads";
+ mes "''^FF0000Sesame]^000000.''";
+ set treasure_nd,10;
+ next;
+ }
+ else {
+ mes "^3355FFYou received a torn";
+ mes "document that reads";
+ mes "''^FF0000Treasure]^000000.''";
+ set treasure_nd,9;
+ next;
+ }
+ mes "[Man in Hiding]";
+ mes "Now would you just get";
+ mes "out of here? If you couldn't";
+ mes "already tell, I'm hiding from";
+ mes "some people. I told you all";
+ mes "I know, so do me a favor,";
+ mes "and don't tell anyone I'm here!";
+ close;
+ }
+ }
+ else if (treasure_nd == 9) {
+ mes "[Man in Hiding]";
+ mes "Aren't you going to";
+ mes "dig up that treasure?";
+ mes "You have both parts of";
+ mes "the spell that you need:";
+ mes "I already gave you the";
+ mes "''^FF0000Treasure]^000000'' part, right?";
+ next;
+ if (zdan_edq > 12) {
+ mes "[Man in Hiding]";
+ mes "Anyway, now that the";
+ mes "Z Gang is captured,";
+ mes "it might be safe enough";
+ mes "for me to go back home.";
+ close;
+ }
+ else {
+ mes "[Man in Hiding]";
+ mes "Would you do me a favor,";
+ mes "and just get out of here";
+ mes "before someone finds";
+ mes "my hiding place?";
+ close;
+ }
+ }
+ else if (treasure_nd == 10) {
+ mes "[Man in Hiding]";
+ mes "Aren't you going to";
+ mes "dig up that treasure?";
+ mes "You have both parts of";
+ mes "the spell that you need:";
+ mes "I already gave you the";
+ mes "''^FF0000Sesame]^000000'' part, right?";
+ next;
+ if (zdan_edq > 12) {
+ mes "[Man in Hiding]";
+ mes "Anyway, now that the";
+ mes "Z Gang is captured,";
+ mes "it might be safe enough";
+ mes "for me to go back home.";
+ close;
+ }
+ else {
+ mes "[Man in Hiding]";
+ mes "Would you do me a favor,";
+ mes "and just get out of here";
+ mes "before someone finds";
+ mes "my hiding place?";
+ close;
+ }
+ }
+ else {
+ mes "[Man in Hiding]";
+ mes "Heh! Looks like it's";
+ mes "safe for me to come out";
+ mes "of hiding, and just go home!";
+ mes "But maybe I should stick";
+ mes "around here a little longer,";
+ mes "just to be on the safe side.";
+ close;
+ }
+}
+
+moc_fild18,108,116,0 script #treasure 844,{
+ if (checkweight(907,300) == 0) {
+ mes "^3355FFYou're carrying too many";
+ mes "items: there's no way you";
+ mes "can carry the Treasure";
+ mes "Chest with you for now.^000000";
+ close;
+ }
+ if (treasure_nd == 5) {
+ mes "^3355FFThere's something";
+ mes "here, buried just";
+ mes "beneath the ground.^000000";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Unngh! I-it won't...!";
+ next;
+ mes "^3355FFNo matter how hard";
+ mes "you try, you can't dig";
+ mes "out the chest or open it.";
+ mes "There's some magical";
+ mes "aura surrounding the chest";
+ mes "that might be stopping you.^000000";
+ set treasure_nd,6;
+ close;
+ }
+ else if (treasure_nd == 6) {
+ mes "^3355FFThat Treasure Hunter in";
+ mes "Morroc must know something";
+ mes "about the chest's magical";
+ mes "protection. It might be";
+ mes "a good idea to ask him.^000000";
+ close;
+ }
+ else if ((treasure_nd == 7) || (treasure_nd == 8)) {
+ mes "^3355FFYou tried casting the";
+ mes "spell on the document";
+ mes "you received, but nothing";
+ mes "happened. You should probably";
+ mes "find the other man over in";
+ mes "Comodo to see what he knows.^000000";
+ close;
+ }
+ else if (treasure_nd == 9 || treasure_nd == 10) {
+ mes "^3355FFYou'll need to combine";
+ mes "the two halves of the spell";
+ mes "on the document you received";
+ mes "to remove the chest's magical";
+ mes "protection to get the treasure.^000000";
+ next;
+ input .@input$;
+ getpartymember(getcharid(1));
+ set .@partymembercount,$@partymembercount;
+ if (.@partymembercount > 1) {
+ if (((.@input$ == "OpenSesame") && (treasure_nd == 9)) || ((.@input$ == "UnlockTreasure") && (treasure_nd == 10))) {
+ mes "^3355FFThe Z Gang must have split";
+ mes "the spell document in two";
+ mes "parts because one person";
+ mes "isn't enough to open this";
+ mes "chest. It's a good thing";
+ mes "you brought a friend.^000000";
+ next;
+ mes "^3355FFYou cast the spell,";
+ mes "the chest opens, and";
+ mes "you grab all the loot inside.^000000";
+ if (zdan_edq == 0) {
+ set treasure_nd,11;
+ }
+ else {
+ set treasure_nd,12;
+ }
+ getitem 7725,1; //Unlucky_Emerald
+ getitem 604,1; //Branch_Of_Dead_Tree
+ getitem 1157,1; //Two_Hand_Sword
+ sc_start2 SC_Curse,10000,0,10000;
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "N-no! What's going on?";
+ mes "This Emerald... It must";
+ mes "be cursed by evil magic!";
+ close;
+ }
+ else {
+ mes "^3355FFNothing happened.";
+ mes "You might not be";
+ mes "combining the spell";
+ mes "correctly. Perhaps if";
+ mes "you made it all one word...^000000";
+ close;
+ }
+ }
+ else {
+ mes "^3355FFThe treasure chest still";
+ mes "won't open. Then again,";
+ mes "this doesn't seem to be";
+ mes "a one man job...^000000";
+ close;
+ }
+ }
+ else if (treasure_nd == 11) {
+ if (zdan_edq > 0) {
+ mes "^3355FFSomone must have";
+ mes "checked the treasure";
+ mes "site after you left:";
+ mes "whoever it was left";
+ mes "telltale signs of";
+ mes "his presence.^000000";
+ set treasure_nd,12;
+ close;
+ }
+ }
+}
+
+comodo,139,184,3 script Scholar#zgang 742,{
+ if (jewel_nd < 9) {
+ mes "[Scholar]";
+ mes "I'm an antique appraiser.";
+ mes "You may think of me as similar";
+ mes "to jewel appraisers, but I can";
+ mes "appraise the historical value";
+ mes "of antiques in addition to their quality and monetary value.";
+ close;
+ }
+ else if (jewel_nd == 9) {
+ mes "[Scholar]";
+ mes "Oooh. You must be the";
+ mes "one sent by Ibrahim, right?";
+ mes "You're the one that found";
+ mes "that rare emerald, one of";
+ mes "the accursed jewels?";
+ next;
+ mes "[Scholar]";
+ mes "I'm very interested in the";
+ mes "Cursed Jewels, and have been";
+ mes "researching them. You came";
+ mes "to just the right person if you";
+ mes "wanted to learn more about";
+ mes "the emerald that you found.";
+ set jewel_nd,11;
+ close;
+ }
+ else if (jewel_nd == 10) {
+ mes "[Scholar]";
+ mes "Hello, how may";
+ mes "I help you today?";
+ next;
+ select("Ask About Cursed Jewel");
+ mes "[" + strcharinfo(0) + "]";
+ mes "I came to ask you";
+ mes "about a Cursed Jewel.";
+ next;
+ mes "[Scholar]";
+ mes "Let's see... Ah, did";
+ mes "you come to ask about";
+ mes "the Diamond of Destruction?";
+ next;
+ select("No, it's the Unlucky Emerald.");
+ mes "[Scholar]";
+ mes "Ah, the Unlucky Emerald?";
+ mes "Yes, that was the most recent";
+ mes "Cursed Jewel to be discovered.";
+ mes "Let's see, where did I put all";
+ mes "of my notes about that?";
+ next;
+ mes "[Scholar]";
+ mes "Would you mind coming";
+ mes "back later? I'm not sure";
+ mes "where I misplaced my notes...";
+ set jewel_nd,11;
+ close;
+ }
+ else if (jewel_nd == 11) {
+ mes "[Scholar]";
+ mes "Ah, let's see now.";
+ mes "There's a record here";
+ mes "entitled, ''The Story of the";
+ mes "Cursed Jewel.'' According";
+ mes "to this, no one knows where";
+ mes "these jewels were first found.";
+ next;
+ mes "[Scholar]";
+ mes "The first incident involving";
+ mes "the jewel involved a Comodo";
+ mes "resident that used the jewel";
+ mes "to pay a gambling debt. He";
+ mes "committed suicide after he";
+ mes "paid his debt, which is a pity.";
+ next;
+ mes "[Scholar]";
+ mes "He didn't tell anyone";
+ mes "where he found the jewel";
+ mes "before he died, so we have";
+ mes "no way of determining the";
+ mes "jewel's true origins.";
+ next;
+ mes "[Scholar]";
+ mes "After it was sold, the";
+ mes "jewel came into a rich man's";
+ mes "possession. However, he lost";
+ mes "his fortune and was completely";
+ mes "ruined after obtaining it. Hence ^FFFFFF ^000000 the moniker, ''Unlucky Emerald.''";
+ next;
+ mes "[Scholar]";
+ mes "Then the emerald came into";
+ mes "the hands of a noble lady";
+ mes "who mysteriously died at";
+ mes "a young age. The emerald's";
+ mes "had thousands of owners";
+ mes "who just... Died.";
+ next;
+ mes "[Scholar]";
+ mes "What's disturbing is that";
+ mes "the emerald's curse seems";
+ mes "to grow stronger with each";
+ mes "life it takes away. Um, and";
+ mes "your jewel perfectly matches";
+ mes "the descriptions, so, uh...";
+ next;
+ mes "[Scholar]";
+ mes "You are the new owner";
+ mes "of the Unlucky Emerald.";
+ mes "No one will buy that from";
+ mes "you while it's still cursed.";
+ mes "For the sake of your life,";
+ mes "you must break that curse.";
+ next;
+ mes "[Scholar]";
+ mes "Now, holy spells won't work";
+ mes "on this kind of curse. You'll";
+ mes "need to talk to a shaman.";
+ mes "I think he lives in... Alberta?";
+ mes "He can summon the dead";
+ mes "and act as a medium for you.";
+ next;
+ mes "[Scholar]";
+ mes "The idea is for you to talk";
+ mes "to the spirits killed by this";
+ mes "emerald through that shaman.";
+ mes "And I'm sure he'll be pretty";
+ mes "excited to see that you have";
+ mes "the Unlucky Emerald with you.";
+ set jewel_nd,12;
+ close;
+ }
+ else if (jewel_nd == 12) {
+ mes "[Scholar]";
+ mes "Please find that shaman";
+ mes "in Alberta, and ask if he can";
+ mes "help you break the curse";
+ mes "on that Unlucky Emerald.";
+ close;
+ }
+ else if (jewel_nd > 28) {
+ mes "[Scholar]";
+ mes "Wait, you're telling me";
+ mes "that the emerald was cursed";
+ mes "by the vindictive spirit of";
+ mes "some warrior? Interesting...";
+ mes "I should record this in my";
+ mes "research notes. Thank you!";
+ close;
+ }
+ else {
+ mes "[Scholar]";
+ mes "Some jewels are said to";
+ mes "be possessed by ghosts";
+ mes "or evil spirits that will bring";
+ mes "misfortune to their owners,";
+ mes "drive them to death or";
+ mes "insanity, that sort of thing.";
+ close;
+ }
+}
+
+alberta_in,70,109,5 script Shaman 788,{
+ if (jewel_nd == 0) {
+ mes "[Shaman]";
+ mes "The spiritual realm is";
+ mes "the source of my sorcery.";
+ mes "Do not understimate the";
+ mes "power of the spirits!";
+ close;
+ }
+ else if ((jewel_nd > 0) && (jewel_nd < 12)) {
+ mes "[Shaman]";
+ mes "Oh? Heh heh!";
+ mes "You're carrying";
+ mes "something very";
+ mes "valuable, aren't you?";
+ close;
+ }
+ else if (jewel_nd == 12) {
+ mes "[Shaman]";
+ mes "You! Yes... I can sense";
+ mes "them... The angry spirits of";
+ mes "your ancestors! You haven't";
+ mes "made any offerings to them,";
+ mes "have you? You must appease";
+ mes "them before they torment you!";
+ next;
+ mes "[Shaman]";
+ mes "Quickly, now! It is";
+ mes "imperative that you give me";
+ mes "500,000 zeny immediately";
+ mes "so that I can comfort their";
+ mes "souls before they wreck";
+ mes "havoc on your life!";
+ next;
+ select("Actually, I have a Cursed Jewel.");
+ mes "[Shaman]";
+ mes "Jewel...? Oh, a Cursed";
+ mes "Jewel! Hahaha! So that's";
+ mes "what that evil aura was!";
+ mes "My mistake! Say, do you";
+ mes "mind if I take a look at it?";
+ next;
+ if (countitem(7725) > 0) {
+ emotion e_dots;
+ mes "[Shaman]";
+ mes "So this bauble's the";
+ mes "Unlucky Emerald? Yes,";
+ mes "it's definitely cursed.";
+ mes "If you don't break the";
+ mes "curse soon, it'll consume";
+ mes "your soul. Not a good thing.";
+ next;
+ mes "[Shaman]";
+ mes "I need to perform";
+ mes "a ritual to break the";
+ mes "curse. I'll charge you";
+ mes "200,000 zeny for the service.";
+ mes "It's expensive, but I'm saving";
+ mes "your life and risking mine.";
+ set jewel_nd,13;
+ close;
+ }
+ else {
+ mes "[Shaman]";
+ mes "Hm? Did you forget to";
+ mes "bring the jewel? Hurry,";
+ mes "and bring it back to me.";
+ mes "You need to break that";
+ mes "curse before the jewel";
+ mes "can devour your soul!";
+ close;
+ }
+ }
+ else if (jewel_nd == 13) {
+ mes "[Shaman]";
+ mes "Did you bring the money?";
+ mes "We must appease the spirits";
+ mes "possessing the soul, and to";
+ mes "do that, I will need to perform";
+ mes "a ritual that will be taxing";
+ mes "on my body and spirit.";
+ next;
+ if (Zeny > 199999) {
+ mes "[Shaman]";
+ mes "Good, good. I see that";
+ mes "you've brought the money.";
+ mes "I can now begin the ritual.";
+ mes "If all goes well, you'll be";
+ mes "free of your curse, and I can";
+ mes "buy some Prontera real estate.";
+ set zeny,zeny-200000;
+ set jewel_nd,14;
+ next;
+ mes "[Shaman]";
+ mes "Please come back soon";
+ mes "after I've completed the";
+ mes "preparations for the ritual.";
+ close;
+ }
+ else {
+ mes "[Shaman]";
+ mes "You... You don't have";
+ mes "200,000 zeny? I'm sorry,";
+ mes "but I cannot perform the";
+ mes "ritual for free, even if";
+ mes "your soul is at stake.";
+ close;
+ }
+ }
+ else if (jewel_nd == 14) {
+ mes "[Shaman]";
+ mes "Hmm... You know the";
+ mes "money you gave me?";
+ mes "Apparently, it wasn't";
+ mes "enough. One of the spirits";
+ mes "was about to enter me, but...";
+ next;
+ mes "[Shaman]";
+ mes "It left in disgust after";
+ mes "it learned that I was trying";
+ mes "to break the curse for only";
+ mes "200,000 zeny. I think...";
+ mes "I think I need 100,000 zeny";
+ mes "more for this to be effective.";
+ set jewel_nd,15;
+ close;
+ }
+ else if (jewel_nd == 15) {
+ mes "[Shaman]";
+ mes "Good, you've returned!";
+ mes "Did you bring the 100,000";
+ mes "zeny like I asked? It's a small";
+ mes "price considering that I'm";
+ mes "saving your very soul.";
+ next;
+ if (Zeny > 99999) {
+ mes "[Shaman]";
+ mes "Ah, perfect!";
+ mes "Hopefully, the";
+ mes "spirits will be more";
+ mes "cooperative this time.";
+ set zeny,zeny-100000;
+ set jewel_nd,16;
+ next;
+ mes "[Shaman]";
+ mes "Yes, the vindictive";
+ mes "spirit in this jewel";
+ mes "will be most impressed";
+ mes "by your sincere efforts.";
+ close;
+ }
+ else {
+ mes "[Shaman]";
+ mes "You didn't? Do you know";
+ mes "what it's like to have";
+ mes "your soul consumed? Let";
+ mes "me tell you, it's a lot";
+ mes "more painful than parting";
+ mes "with a paltry 100,000 zeny!";
+ close;
+ }
+ }
+ else if (jewel_nd == 16) {
+ mes "[Shaman]";
+ mes "At long last, the";
+ mes "spirits and I are one.";
+ mes "The ritual may now begin.";
+ mes "Ohhhhhhhhhhhmmmmm... ";
+ next;
+ mes "[Shaman]";
+ mes "Hhhkkk... Arrrgh...!";
+ emotion e_omg;
+ next;
+ mes "[" + strcharinfo(0) +"]";
+ mes ".....?";
+ next;
+ mes "[Shaman]";
+ mes "Th-this emerald!";
+ mes "So many lives! Money";
+ mes "alone won't break this";
+ mes "curse! It's time to get";
+ mes "serious and suppress";
+ mes "this jewel's power!";
+ next;
+ mes "[Shaman]";
+ mes "Remember the items";
+ mes "I tell you to bring, and";
+ mes "come back with them";
+ mes "as quickly as you can!";
+ mes "Both of our lives are in";
+ mes "danger until you do!";
+ next;
+ mes "[Shaman]";
+ mes "Bring me";
+ mes "^FF00001 Holy Water^000000,";
+ mes "^FF00001 Red Blood^000000,";
+ mes "^FF00001 Witherless Rose^000000,";
+ mes "^FF00001 Crystal Blue^000000, and";
+ mes "^FF00001 Wind of Verdure^000000.";
+ next;
+ mes "[Shaman]";
+ mes "Hurry! Although the spirits";
+ mes "are eternal, they don't like";
+ mes "to be kept waiting! Don't";
+ mes "question this great irony,";
+ mes "and get those items now!";
+ set jewel_nd,17;
+ close;
+ }
+ else if (jewel_nd == 17) {
+ mes "[Shaman]";
+ mes "You brought the items?!";
+ mes "Quickly! Place them in";
+ mes "my hands! We can't afford";
+ mes "to waste any more time!";
+ next;
+ if (countitem(990) > 0) && (countitem(991) > 0) && (countitem(992) > 0) && (countitem(748) > 0) && (countitem(523) > 0) {
+ mes "[Shaman]";
+ mes "Thank goodness.";
+ mes "Now... Let me begin...";
+ mes "Uhhkk... Argh! Wait!";
+ mes "I... I see someone...";
+ mes "Covered in blood? Yes...";
+ mes "He's staring at something.";
+ delitem 990,1; //Boody_Red
+ delitem 991,1; //Crystal_Blue
+ delitem 992,1; //Wind_Of_Verdure
+ delitem 748,1; //Witherless_Rose
+ delitem 523,1; //Holy_Water
+ next;
+ mes "[Shaman]";
+ mes "There's a sword behind it.";
+ mes "He's... He's just been in";
+ mes "a fight? I can smell...";
+ mes "His bloodlust. I can't tell";
+ mes "if he cursed the jewel of";
+ mes "if he's another victim...";
+ next;
+ mes "[Shaman]";
+ mes "Damn it! It's not clear";
+ mes "to me! We need to figure";
+ mes "out if what I'm seeing is";
+ mes "the root of the curse...";
+ mes "What can we do to--Right!";
+ next;
+ mes "[Shaman]";
+ mes "I'm not sure how helpful";
+ mes "he'll be, but there is an";
+ mes "archaeologist in Juno that";
+ mes "might know more about this";
+ mes "specific jewel. Hopefully,";
+ mes "he will have the answer.";
+ set jewel_nd,18;
+ next;
+ mes "[Shaman]";
+ mes "For now, the jewel's";
+ mes "curse is beyond my power.";
+ mes "However, if you can determine";
+ mes "the source of the curse, then";
+ mes "I will be able to help you.";
+ close; }
+ else {
+ mes "[Shaman]";
+ mes "You... Forgot?!";
+ mes "Your body and soul are in";
+ mes "jeopardy and you forgot?!";
+ next;
+ mes "[Shaman]";
+ mes "Bring me";
+ mes "^FF00001 Holy Water^000000,";
+ mes "^FF00001 Red Blood^000000,";
+ mes "^FF00001 Witherless Rose^000000,";
+ mes "^FF00001 Crystal Blue^000000, and";
+ mes "^FF00001 Wind of Verdure^000000!";
+ close;
+ }
+ }
+ else if (jewel_nd == 18) {
+ mes "[Shaman]";
+ mes "That antique appraiser...";
+ mes "He wouldn't know anything";
+ mes "more about the jewel, but";
+ mes "that archaeologist in Juno";
+ mes "will hopefully have some";
+ mes "new information we can use.";
+ close;
+ }
+ else if (jewel_nd == 19) {
+ mes "[Shaman]";
+ mes "Ah, you're back.";
+ mes "So did you learn";
+ mes "anything new about";
+ mes "the Unlucky Emerald?";
+ next;
+ select("The archaeologist said...");
+ mes "["+ strcharinfo(0) +"]";
+ mes "The archaeologist said...";
+ mes "Well, he said that there";
+ mes "is no curse on the jewel.";
+ next;
+ mes "[Shaman]";
+ mes "What? How dare he refute";
+ mes "what I just told you?!";
+ mes "Is he calling me a liar?";
+ mes "There was a vindictive";
+ mes "warrior's soul inside";
+ mes "that very emerald!";
+ next;
+ mes "[Shaman]";
+ mes "Then again, there's no";
+ mes "point fighting someone";
+ mes "that doesn't believe in";
+ mes "the spirit realm. However,";
+ mes "I wasn't lying. My honor";
+ mes "as a shaman is at stake!";
+ set jewel_nd,20;
+ next;
+ mes "[Shaman]";
+ mes "In fact, I'll prove it to you";
+ mes "by reading the message";
+ mes "inside this emerald. Bring";
+ mes "me the jewel, and I'll summon";
+ mes "the warrior spirit inside it.";
+ mes "Just let me rest a bit first.";
+ close;
+ }
+ else if (jewel_nd == 20) {
+ if (countitem(7725) > 0) {
+ mes "[Shaman]";
+ mes "Alright. By my pride";
+ mes "as a shaman, I'll provide";
+ mes "this service to you free";
+ mes "of charge! Can't have";
+ mes "anyone thinking I'm";
+ mes "some kind of quack...";
+ next;
+ mes "[Shaman]";
+ mes "Hmmmm...";
+ mes "Hmmmm...";
+ mes "I... I see.";
+ next;
+ mes "[Shaman]";
+ mes "Huh. Well, what do you";
+ mes "know? There is no curse.";
+ mes "However, it's not true that";
+ mes "only Comodo's prodigal son";
+ mes "was killed over this jewel.";
+ mes "There are many more...";
+ next;
+ mes "[Shaman]";
+ mes "Go yonder to the town";
+ mes "of Geffen, head west, and";
+ mes "seek the high ground that";
+ mes "is over the bridge. You know...";
+ mes "Leave Geffen through the west";
+ mes "gate and find a high place.";
+ next;
+ mes "[Shaman]";
+ mes "Trust me. You'll find";
+ mes "something there that will";
+ mes "react to the power of that";
+ mes "emerald you possess.";
+ next;
+ mes "[Shaman]";
+ mes "Hmpf! That arrogant";
+ mes "archaeologist! He doesn't";
+ mes "know what he's talking about!";
+ set jewel_nd,21;
+ close;
+ }
+ else {
+ mes "[Shaman]";
+ mes "You don't have the";
+ mes "emerald with you?";
+ mes "I hope you didn't";
+ mes "lose it somewhere.";
+ close;
+ }
+ }
+ else if (jewel_nd == 21) {
+ mes "[Shaman]";
+ mes "Go yonder to the town";
+ mes "of Geffen, head west, and";
+ mes "seek the high ground that";
+ mes "is over the bridge. You know...";
+ mes "Leave Geffen through the west";
+ mes "gate and find a high place.";
+ next;
+ mes "[Shaman]";
+ mes "Trust me. You'll find";
+ mes "something there that will";
+ mes "react to the power of that";
+ mes "emerald you possess.";
+ mes "Don't forget to bring";
+ mes "that emerald with you!";
+ close;
+ }
+ else if ((jewel_nd == 22) || (jewel_nd == 23)) {
+ mes "[Shaman]";
+ mes "What did I tell you?";
+ mes "That jewel brings very";
+ mes "bad fortune. Though, I'm";
+ mes "not sure why the warrior";
+ mes "spirit inside wouldn't talk";
+ mes "to me. What's with that?";
+ close;
+ }
+ else {
+ mes "[Shaman]";
+ mes "It's been a long time";
+ mes "since I've done these";
+ mes "rituals. I feel thoroughly";
+ mes "drained of my spiritual energy.";
+ close;
+ }
+}
+
+yuno_in04,38,48,3 script Archeologist 55,{
+ if (jewel_nd < 18) {
+ mes "[Archeologist]";
+ mes "There's so much to do!";
+ mes "How am I going to handle";
+ mes "all of this research? Don't";
+ mes "panic, don't panic, just";
+ mes "one thing at a time!";
+ close;
+ }
+ else if (jewel_nd == 18) {
+ mes "[Archeologist]";
+ mes "Oh, I've heard about you";
+ mes "from that antique appraiser";
+ mes "in Comodo... You're the one";
+ mes "that dig up the Unlucky";
+ mes "Emerald, right? Would";
+ mes "you mind if I take a look?";
+ next;
+ if (countitem(7725) > 0) {
+ mes "[Archeologist]";
+ mes "Ah, it's no wonder so";
+ mes "many people want it.";
+ mes "This emerald is so huge";
+ mes "and... It's beautiful! So...";
+ mes "I'm guessing you needed";
+ mes "my help with something?";
+ next;
+ switch(select("Ask About the Jewel's Curse:Show Off Jewel")) {
+ case 1:
+ emotion e_heh;
+ mes "[Archeologist]";
+ mes "The jewel's curse?";
+ mes "Hah! You believe in that";
+ mes "old superstition? Oh, so";
+ mes "you wanted to break the";
+ mes "jewel's curse? Mmpf. Hahah!";
+ mes "You're not dead yet, right?";
+ next;
+ mes "[Archeologist]";
+ mes "It's all a load of bunk!";
+ mes "Only one man died while";
+ mes "keeping this jewel in his";
+ mes "possession, that gambler in";
+ mes "Comodo that used it to pay";
+ mes "off his gambling debts.";
+ next;
+ mes "[Archeologist]";
+ mes "This jewel happened to be";
+ mes "lost for a long time, and it";
+ mes "just reappeared. That's all.";
+ mes "Lots of myths and legends";
+ mes "surround extremely valuable";
+ mes "gems like this one.";
+ next;
+ mes "[Archeologist]";
+ mes "Anyway, there's no curse.";
+ mes "Believe what you want to,";
+ mes "but that happens to be my";
+ mes "professional opinion,";
+ mes "based on my research.";
+ set jewel_nd,19;
+ close;
+ case 2:
+ mes "[Archeologist]";
+ mes "Wow...";
+ mes "That jewel sure";
+ mes "is freakin' huge...";
+ close;
+ }
+ }
+ else {
+ mes "[Archeologist]";
+ mes "You lost the jewel?";
+ mes "Well, maybe it's not";
+ mes "all bad. History shows";
+ mes "that many people were";
+ mes "ruined by suddenly coming";
+ mes "upon vast fortunes, you know?";
+ close;
+ }
+ }
+ else if (jewel_nd == 22) {
+ mes "[Archeologist]";
+ mes "The vindictive soul";
+ mes "of a warrior is just";
+ mes "drifting around in the";
+ mes "world of the living?";
+ mes "I don't think I want to";
+ mes "believe what you're saying.";
+ next;
+ mes "[Archeologist]";
+ mes "I personally feel that";
+ mes "old shaman's a fraud, but...";
+ mes "You should have the freedom";
+ mes "to decide what you believe.";
+ mes "But don't let it bother you.";
+ close;
+ }
+ else if (jewel_nd == 23) {
+ mes "[Archeologist]";
+ mes "Are you talking about";
+ mes "ghosts again? Fine. For";
+ mes "the sake of the argument,";
+ mes "let's say the jewel actually";
+ mes "possesses the soul of";
+ mes "some fallen warrior.";
+ next;
+ mes "[Archeologist]";
+ mes "It's not unfathomable for";
+ mes "people with huge debts to";
+ mes "kill themselves, or for";
+ mes "warriors to perish while";
+ mes "fighting Cobolds. Still...";
+ mes "I'll see what I can learn.";
+ next;
+ mes "[Archeologist]";
+ mes "That reminds me...";
+ mes "I've got some records about";
+ mes "an adventurer group that died";
+ mes "in the field west of Geffen";
+ mes "that you were talking about.";
+ mes "Let me see if I can find them.";
+ set jewel_nd,24;
+ close;
+ }
+ else if (jewel_nd == 24) {
+ mes "[Archeologist]";
+ mes "Ah, you're back! I found";
+ mes "those records I told you";
+ mes "about. It's a witness's";
+ mes "account of what happened";
+ mes "when those people died";
+ mes "west of Geffen.";
+ next;
+ mes "[Archeologist]";
+ mes "What's interesting is that";
+ mes "the warrior you keep talking";
+ mes "about wasn't killed by Cobolds";
+ mes "at all, according to what this";
+ mes "guy wrote. Let's see...";
+ mes "Ah, it's over here.";
+ next;
+ mes "[Archeologist]";
+ mes "''^666666When the chief and his";
+ mes "soldiers arrived, the battle";
+ mes "was over. Dead bodies lay";
+ mes "everywhere, but there was";
+ mes "one warrior covered in blood,";
+ mes "half conscious, but living.^000000''";
+ next;
+ mes "[Archeologist]";
+ mes "Strange, isn't it?";
+ mes "This is from a journal";
+ mes "written by a retired soldier";
+ mes "that lives in Prontera now.";
+ mes "It might be a good idea to";
+ mes "see if you can talk to him.";
+ set jewel_nd,25;
+ close;
+ }
+ else if (jewel_nd == 25) {
+ mes "[Archeologist]";
+ mes "There's a retired soldier";
+ mes "that actually witnessed what";
+ mes "happened in the field west";
+ mes "of Geffen. You should try";
+ mes "to find him in Prontera, and";
+ mes "see what you can learn.";
+ close;
+ }
+ else if (jewel_nd > 28) {
+ mes "[Archeologist]";
+ mes "Ah, that's... That's";
+ mes "very profound. That one";
+ mes "warrior went berserk when";
+ mes "he realized he was too weak";
+ mes "to protect his comrades?";
+ mes "He lost total control...";
+ next;
+ mes "[Archeologist]";
+ mes "I better talk to that";
+ mes "old soldier and get the";
+ mes "full story on record.";
+ mes "It'll be a really good history";
+ mes "lesson for Swordmen everywhere.";
+ mes "Thank you for letting me know.";
+ close;
+ }
+ else {
+ mes "[Archeologist]";
+ mes "I'm so busy! Listen,";
+ mes "would you mind coming";
+ mes "back later when I'm not";
+ mes "so swamped with work?";
+ close;
+ }
+}
+
+prontera,140,304,5 script Old Soldier 901,{
+ if (checkweight(907,200) == 0) {
+ mes "[Retired Soldier]";
+ mes "Why are you carrying";
+ mes "so much stuff with you?";
+ mes "Isn't there a Kafra Storage";
+ mes "service for keeping your junk?";
+ close;
+ }
+ if (jewel_nd == 25) {
+ mes "[Retired Soldier]";
+ mes "It's strange that so";
+ mes "many people have been";
+ mes "wanting to talk to me for";
+ mes "some reason, but I'll";
+ mes "admit that it's kind of nice.";
+ next;
+ switch(select("Ask About Past Battles:Ask About Fallen Warrior")) {
+ case 1:
+ mes "[Retired Soldier]";
+ mes "Don't get me started.";
+ mes "Once I start talking about";
+ mes "the old days, I'll go on all";
+ mes "night. Those were real hard";
+ mes "times to live through, but good";
+ mes "memories to remember...";
+ close;
+ case 2:
+ mes "[Retired Soldier]";
+ mes "The fallen warrior...?";
+ mes "There's only one that brings";
+ mes "a chill down my spine whenever";
+ mes "I think of him. He was about";
+ mes "your age when it happened...";
+ next;
+ mes "[Retired Soldier]";
+ mes "We received a report about";
+ mes "a Cobold threat, so we were";
+ mes "dispatched to the fields";
+ mes "west of Geffen. But the";
+ mes "battle was over once we";
+ mes "arrived. We were too late.";
+ next;
+ mes "[Retired Soldier]";
+ mes "All the Cobolds were slain,";
+ mes "but... There was one warrior";
+ mes "left, covered in blood. When";
+ mes "he saw us, he just started";
+ mes "attacking everyone! He";
+ mes "had completely lost it.";
+ next;
+ mes "[Retired Soldier]";
+ mes "We had no choice but to";
+ mes "kill him. It was self defense,";
+ mes "but I can't help but pity him.";
+ mes "All his comrades had been";
+ mes "killed: I can't imagine how";
+ mes "that must have felt.";
+ next;
+ mes "[Retired Soldier]";
+ mes "We arrived too late to";
+ mes "see that battle, but I'm";
+ mes "pretty sure it was horrific.";
+ mes "You must be pretty interested";
+ mes "in learning about this soldier.";
+ next;
+ mes "[Retired Soldier]";
+ mes "Well, I'm just glad that you";
+ mes "were able to know more";
+ mes "about this story. There's";
+ mes "much you can learn from";
+ mes "other people's experiences.";
+ set jewel_nd,26;
+ close;
+ }
+ }
+ else if ((jewel_nd > 25) && (jewel_nd < 29)) {
+ mes "[Retired Soldier]";
+ mes "I don't regret that we";
+ mes "had to kill that warrior.";
+ mes "We did had we had to";
+ mes "back in those days.";
+ close;
+ }
+ else if (jewel_nd == 29) {
+ mes "[Retired Soldier]";
+ mes "Oh, it's you again.";
+ mes "Did you want to ask me";
+ mes "more about that warrior?";
+ mes "I'm afraid I already told";
+ mes "you everything I know.";
+ next;
+ switch(select("Sorry...:I met the warrior's spirit.")) {
+ case 1:
+ mes "[Retired Soldier]";
+ mes "It's fine.";
+ close;
+ case 2:
+ mes "[Retired Soldier]";
+ mes "What? How is that";
+ mes "even possible?";
+ next;
+ mes "^3355FFYou explain to the";
+ mes "retired soldier everything";
+ mes "that has happened so far.^000000";
+ next;
+ mes "[Retired Soldier]";
+ mes "That's quite a story.";
+ mes "Still, I'm surprised that";
+ mes "he didn't want to talk to";
+ mes "you about what happened.";
+ mes "I guess he still harbors";
+ mes "bad feelings about that day...";
+ next;
+ mes "[Retired Soldier]";
+ mes "Well, I guess it doesn't";
+ mes "really matter now. Chalk";
+ mes "this all up to a really good";
+ mes "learning experience.";
+ next;
+ switch(select("I feel so sorry for him.:Do you believe the jewel is really cursed?")) {
+ case 1:
+ mes "[Retired Soldier]";
+ mes "Well...";
+ mes "I don't know what to tell";
+ mes "you. I mean, you can't really";
+ mes "put the blame on anybody.";
+ mes "He just lost his mind...";
+ close;
+ case 2:
+ mes "[Retired Soldier]";
+ mes "I'm not really sure if the";
+ mes "jewel was cursed, if that";
+ mes "warrior started the curse,";
+ mes "or if the jewel isn't cursed";
+ mes "at all. I'm just an old,";
+ mes "simple soldier.";
+ next;
+ mes "[Retired Soldier]";
+ mes "One thing's for sure:";
+ mes "if there was a curse, that";
+ mes "soldier should have been";
+ mes "able to overcome it if his will";
+ mes "was strong enough. It's harsh";
+ mes "to say it like this, but...";
+ next;
+ mes "[Retired Soldier]";
+ mes "True warriors have the";
+ mes "strength to endure, to";
+ mes "fight temptation, to keep";
+ mes "their focus. That guy...";
+ mes "He wasn't cut out to fight.";
+ set jewel_nd,30;
+ next;
+ if (countitem(7725) > 0) {
+ mes "[Retired Soldier]";
+ mes "You know what?";
+ mes "If you're so worried";
+ mes "about a curse, why don't";
+ mes "you leave that jewel with me?";
+ mes "Don't worry, I'll make sure";
+ mes "to compensate you for it.";
+ next;
+ mes "[Retired Soldier]";
+ mes "I'd rather keep it to myself,";
+ mes "rather than risk it messing";
+ mes "around with other people.";
+ mes "I know my will's tough enough";
+ mes "to resist its curse, you know,";
+ mes "if it actually exists.";
+ delitem 7725,1; //Unlucky_Emerald
+ set jewel_nd,31;
+ getitem 603,1; //Old_Blue_Box
+ if (BaseLevel < 66) {
+ getitem 607,1; //Yggdrasilberry
+ next;
+ }
+ else if ((BaseLevel > 65) && (BaseLevel < 75)) {
+ getexp 5000,0;
+ next;
+ }
+ else if ((BaseLevel > 74) && (BaseLevel < 81)) {
+ getexp 18000,0;
+ next;
+ }
+ else if ((BaseLevel > 80) && (BaseLevel < 86)) {
+ getexp 36000,0;
+ next;
+ }
+ else if ((BaseLevel > 85) && (BaseLevel < 91)) {
+ getexp 50000,0;
+ next;
+ }
+ else if ((BaseLevel > 90) && (BaseLevel < 96)) {
+ getexp 80000,0;
+ next;
+ }
+ else if ((BaseLevel > 95) && (BaseLevel < 150)) {
+ getexp 100000,0;
+ next;
+ }
+ else if (BaseLevel == 150) {
+ getitem 617,1; //Old_Violet_Box
+ next;
+ }
+ else {
+ getitem 617,1; //Old_Violet_Box
+ next;
+ }
+ mes "[Retired Soldier]";
+ mes "If there's anything";
+ mes "you learn from all this,";
+ mes "it's that you should never";
+ mes "succumb to your desperation.";
+ mes "Rage gives you nothing:";
+ mes "its power is an illusion.";
+ close;
+ }
+ else {
+ mes "[Retired Soldier]";
+ mes "You know what?";
+ mes "If you're so worried";
+ mes "about a curse, why don't";
+ mes "you leave that jewel with me?";
+ mes "Don't worry, I'll make sure";
+ mes "to compensate you for it.";
+ next;
+ mes "[Retired Soldier]";
+ mes "I'd rather keep it to myself,";
+ mes "rather than risk it messing";
+ mes "around with other people.";
+ mes "I know my will's tough enough";
+ mes "to resist its curse, you know,";
+ mes "if it actually exists.";
+ close;
+ }
+ }
+ }
+ }
+ else if (jewel_nd == 30) {
+ if (countitem(7725) > 0) {
+ delitem 7725,1; //Unlucky_Emerald
+ set jewel_nd,31;
+ getitem 603,1; //Old_Blue_Box
+ if (BaseLevel < 66) {
+ getitem 607,1; //Yggdrasilberry
+ next;
+ }
+ else if ((BaseLevel > 65) && (BaseLevel < 75)) {
+ getexp 5000,0;
+ next;
+ }
+ else if ((BaseLevel > 74) && (BaseLevel < 81)) {
+ getexp 8000,0;
+ next;
+ }
+ else if ((BaseLevel > 80) && (BaseLevel < 86)) {
+ getexp 15000,0;
+ next;
+ }
+ else if ((BaseLevel > 85) && (BaseLevel < 91)) {
+ getexp 20000,0;
+ next;
+ }
+ else if ((BaseLevel > 90) && (BaseLevel < 96)) {
+ getexp 40000,0;
+ next;
+ }
+ else if ((BaseLevel > 95) && (BaseLevel < 150)) {
+ getexp 50000,0;
+ next;
+ }
+ else if (BaseLevel == 150) {
+ getitem 617,1; //Old_Violet_Box
+ next;
+ }
+ else {
+ getitem 617,1; //Old_Violet_Box
+ next;
+ }
+ mes "[Retired Soldier]";
+ mes "If there's anything";
+ mes "you learn from all this,";
+ mes "it's that you should never";
+ mes "succumb to your desperation.";
+ mes "Rage gives you nothing:";
+ mes "its power is an illusion.";
+ close;
+ }
+ else {
+ mes "[Retired Soldier]";
+ mes "You know what?";
+ mes "If you're so worried";
+ mes "about a curse, why don't";
+ mes "you leave that jewel with me?";
+ mes "Don't worry, I'll make sure";
+ mes "to compensate you for it.";
+ next;
+ mes "[Retired Soldier]";
+ mes "I'd rather keep it to myself,";
+ mes "rather than risk it messing";
+ mes "around with other people.";
+ mes "I know my will's tough enough";
+ mes "to resist its curse, you know,";
+ mes "if it actually exists.";
+ close;
+ }
+ }
+ else if (jewel_nd == 31) {
+ mes "[Retired Soldier]";
+ mes "Well, you learned all there";
+ mes "is to know about the Unlucky";
+ mes "Emerald. It's time you forget";
+ mes "about the curse or whatever,";
+ mes "and find new adventures.";
+ mes "Ah, to be young again...";
+ close;
+ }
+ else {
+ mes "[Retired Soldier]";
+ mes "Ah, how I long for";
+ mes "the old days. Being";
+ mes "retired is just so...";
+ mes "It's so boring! I guess";
+ mes "it's time to find a hobby.";
+ close;
+ }
+}
+
+gef_fild08,182,185,0 script The Wanderer 739,{
+ if (jewel_nd < 21) {
+ mes "[The Wanderer]";
+ mes "I'm just a wanderer";
+ mes "drifting through this";
+ mes "world. Please just";
+ mes "leave me in peace.";
+ close;
+ }
+ else if (jewel_nd == 21) {
+ if (countitem(7725) > 0) {
+ mes "[The Wanderer]";
+ mes "That... That looks";
+ mes "just like the emerald";
+ mes "I used to own. Hmmm...";
+ mes "Did you come looking for me?";
+ next;
+ mes "[The Wanderer]";
+ mes "Get rid of that thing right";
+ mes "now. It's an evil jewel that";
+ mes "causes tragedy wherever";
+ mes "it goes. I remember... I got";
+ mes "that jewel from monsters...";
+ next;
+ mes "[The Wanderer]";
+ mes "I was just a simple man,";
+ mes "dreaming of becoming the";
+ mes "world's greatest warrior.";
+ mes "I had that emerald on me";
+ mes "when we encountered a huge";
+ mes "group of vicious Cobolds.";
+ next;
+ mes "[The Wanderer]";
+ mes "No matter how many";
+ mes "we killed, there was";
+ mes "just no end to them...";
+ mes "And then... We... We...";
+ mes "I... It hurts too much";
+ mes "to recall what happened...";
+ set jewel_nd,22;
+ hideonnpc "The Wanderer";
+ stopnpctimer;
+ close;
+ }
+ else {
+ mes "[The Wanderer]";
+ mes "Why have you summoned me?";
+ mes "I'm just the soul of a fallen";
+ mes "warrior, seeking peace.";
+ mes "Please don't bother me";
+ mes "if you can avoid it.";
+ close;
+ }
+ }
+ else if (jewel_nd == 22) {
+ mes "[The Wanderer]";
+ mes "You again? Why do you still";
+ mes "hold the jewel?! Didn't I just";
+ mes "what happened to me and";
+ mes "my comrades! We all died";
+ mes "that day, that day the";
+ mes "Cobolds overpowered us!";
+ next;
+ mes "[The Wanderer]";
+ mes "Just let me return";
+ mes "to my slumber.";
+ set jewel_nd,23;
+ close;
+ }
+ else if (jewel_nd == 25) {
+ mes "[The Wanderer]";
+ mes "Why have you called";
+ mes "me here again? What";
+ mes "is it you want from me?";
+ mes "Can't you leave me alone?";
+ next;
+ select("Were you really killed by Cobolds?");
+ mes "[The Wanderer]";
+ mes "Argh! What is it you're";
+ mes "trying to say?! Leave now!";
+ hideonnpc "The Wanderer";
+ stopnpctimer;
+ close;
+ }
+ else if (jewel_nd == 26) {
+ mes "[The Wanderer]";
+ mes "Still you pester me.";
+ mes "Unfortunately, the power";
+ mes "of the jewel compels me";
+ mes "to return to this plane...";
+ mes "What is it this time?";
+ next;
+ select("You weren't killed by Cobolds, were you?");
+ mes "[The Wanderer]";
+ mes "How many times must I tell";
+ mes "you? Are you saying that";
+ mes "I'm lying about the deaths";
+ mes "of my comrades? Forget it.";
+ mes "The dead shouldn't talk.";
+ mes "It's a waste of my time.";
+ next;
+ mes "[The Wanderer]";
+ mes "Take care, young";
+ mes "adventurer, and don't";
+ mes "reopen the wounds of";
+ mes "the past anymore.";
+ set jewel_nd,27;
+ next;
+ while(1) {
+ if (select("You killed your comrades!:Do you remember your last moment?") == 1) {
+ mes "[The Wanderer]";
+ mes "Did I...? Ha. Haha!";
+ mes "adventurer, but that sounds";
+ mes "like something from a trashy";
+ mes "novel. Hah hah hah hah!";
+ next;
+ }
+ else {
+ mes "[The Wanderer]";
+ mes "It's a little hazy...";
+ mes "I... We tried to kill as";
+ mes "many Cobolds as we ";
+ mes "could... Everyone was...";
+ mes "Everyone was dead.";
+ mes "Everyone but me.";
+ next;
+ mes "[The Wanderer]";
+ mes "I was all alone.";
+ mes "We killed all the";
+ mes "Cobolds, but I was...";
+ mes "Then... The next thing...";
+ mes "I was covered in blood.";
+ mes "Then, something appeared?";
+ next;
+ mes "[The Wanderer]";
+ mes "No, it can't have been.";
+ mes "A human soldier like me?";
+ set jewel_nd,28;
+ next;
+ break;
+ }
+ }
+ mes "[The Wanderer]";
+ mes "I was killed... No, wait.";
+ mes "I survived the battle with";
+ mes "the Cobolds. Then, some";
+ mes "coward killed me from";
+ mes "behind, and stole my";
+ mes "emerald. That must be it!";
+ next;
+ select("How did your comrades die?");
+ mes "[The Wanderer]";
+ mes "The Cobolds killed them!";
+ mes "I was too weak to protect";
+ mes "my comrades. Too weak...";
+ mes "When I came back to my";
+ mes "senses, they were all...";
+ next;
+ emotion e_dots;
+ mes "[The Wanderer]";
+ mes "I'm not sure what";
+ mes "happened. There was";
+ mes "blood coming into my eyes...";
+ mes "I remember slashing, and";
+ mes "stabbing, and... And slashing.";
+ next;
+ select("You slashed everything...");
+ mes "["+ strcharinfo(0) +"]";
+ mes "You slashed everything...";
+ mes "Even the comrades you";
+ mes "were supposed to protect.";
+ next;
+ mes "[The Wanderer]";
+ mes "I... I did...?";
+ mes "I... No! Shut up!";
+ mes "Stop it! I couldn't...";
+ mes "Get out of here now!";
+ mes "You're trying to trick me!";
+ set jewel_nd,29;
+ hideonnpc "The Wanderer";
+ stopnpctimer;
+ close;
+ }
+ else if (jewel_nd == 27) {
+ mes "[The Wanderer]";
+ mes "What is it?";
+ mes "What could you";
+ mes "possibly have to";
+ mes "say to me this time?";
+ next;
+ while(1) {
+ if (select("You killed your comrades!:Do you remember your last moment?") == 1) {
+ mes "[The Wanderer]";
+ mes "Did I...? Ha. Haha!";
+ mes "adventurer, but that sounds";
+ mes "like something from a trashy";
+ mes "novel. Hah hah hah hah!";
+ next;
+ }
+ else {
+ mes "[The Wanderer]";
+ mes "It's a little hazy...";
+ mes "I... We tried to kill as";
+ mes "many Cobolds as we ";
+ mes "could... Everyone was...";
+ mes "Everyone was dead.";
+ mes "Everyone but me.";
+ next;
+ mes "[The Wanderer]";
+ mes "I was all alone.";
+ mes "We killed all the";
+ mes "Cobolds, but I was...";
+ mes "Then... The next thing...";
+ mes "I was covered in blood.";
+ mes "Then, something appeared?";
+ next;
+ mes "[The Wanderer]";
+ mes "No, it can't have been.";
+ mes "A human soldier like me?";
+ set jewel_nd,28;
+ next;
+ break;
+ }
+ }
+ mes "[The Wanderer]";
+ mes "I was killed... No, wait.";
+ mes "I survived the battle with";
+ mes "the Cobolds. Then, some";
+ mes "coward killed me from";
+ mes "behind, and stole my";
+ mes "emerald. That must be it!";
+ next;
+ select("How did your comrades die?");
+ mes "[The Wanderer]";
+ mes "The Cobolds killed them!";
+ mes "I was too weak to protect";
+ mes "my comrades. Too weak...";
+ mes "When I came back to my";
+ mes "senses, they were all...";
+ next;
+ emotion e_dots;
+ mes "[The Wanderer]";
+ mes "I'm not sure what";
+ mes "happened. There was";
+ mes "blood coming into my eyes...";
+ mes "I remember slashing, and";
+ mes "stabbing, and... And slashing.";
+ next;
+ select("You slashed everything...");
+ mes "["+ strcharinfo(0) +"]";
+ mes "You slashed everything...";
+ mes "Even the comrades you";
+ mes "were supposed to protect.";
+ next;
+ mes "[The Wanderer]";
+ mes "I... I did...?";
+ mes "I... No! Shut up!";
+ mes "Stop it! I couldn't...";
+ mes "Get out of here now!";
+ mes "You're trying to trick me!";
+ set jewel_nd,29;
+ hideonnpc "The Wanderer";
+ stopnpctimer;
+ close;
+ }
+ else if (jewel_nd == 28) {
+ mes "[The Wanderer]";
+ mes "Why you...";
+ next;
+ select("How did your comrades die?");
+ mes "[The Wanderer]";
+ mes "The Cobolds killed them!";
+ mes "I was too weak to protect";
+ mes "my comrades. Too weak...";
+ mes "When I came back to my";
+ mes "senses, they were all...";
+ next;
+ emotion e_dots;
+ mes "[The Wanderer]";
+ mes "I'm not sure what";
+ mes "happened. There was";
+ mes "blood coming into my eyes...";
+ mes "I remember slashing, and";
+ mes "stabbing, and... And slashing.";
+ next;
+ select("You slashed everything...");
+ mes "["+ strcharinfo(0) +"]";
+ mes "You slashed everything...";
+ mes "Even the comrades you";
+ mes "were supposed to protect.";
+ next;
+ mes "[The Wanderer]";
+ mes "I... I did...?";
+ mes "I... No! Shut up!";
+ mes "Stop it! I couldn't...";
+ mes "Get out of here now!";
+ mes "You're trying to trick me!";
+ set jewel_nd,29;
+ hideonnpc "The Wanderer";
+ stopnpctimer;
+ close;
+ }
+ else if (jewel_nd == 29) {
+ mes "[The Wanderer]";
+ mes "Leave me alone!";
+ close;
+ }
+ else if (jewel_nd > 29) {
+ mes "[The Wanderer]";
+ mes "Shut up! Stop harassing";
+ mes "me! I can't... I don't...!";
+ close;
+ }
+ else {
+ mes "[The Wanderer]";
+ mes ".........";
+ close;
+ }
+
+OnInit:
+ hideonnpc "The Wanderer";
+ end;
+
+OnEnable:
+ hideoffnpc "The Wanderer";
+ initnpctimer;
+ end;
+
+OnTimer60000:
+ hideonnpc "The Wanderer";
+ stopnpctimer;
+ end;
+}
+
+gef_fild08,182,182,0 script #CallGhost -1,2,2,{
+ end;
+
+//OnTouch2:
+OnTouch:
+ if (jewel_nd == 21) {
+ if (countitem(7725) > 0) {
+ mes "[" + strcharinfo(0) + "]";
+ mes "This must be the place";
+ mes "that shaman was talking";
+ mes "about. Let's see now...";
+ donpcevent "The Wanderer::OnEnable";
+ close;
+ }
+ else {
+ mes "[" + strcharinfo(0) + "]";
+ mes "This must be the place";
+ mes "that shaman was talking";
+ mes "about. Let's see now...";
+ mes "Wait. I need that emerald...";
+ close;
+ }
+ }
+ else if ((jewel_nd > 21) && (jewel_nd < 29)) {
+ donpcevent "The Wanderer::OnEnable";
+ }
+ end;
+}
+
+// Rogue Guild Investigation
+//============================================================
+prontera,163,204,3 script Man from Morroc 99,{
+ if (rumour_nd == 0) {
+ mes "[Morroc Traveler]";
+ mes "Ah, it's very nice and";
+ mes "refreshing to be near this";
+ mes "fountain. It's much cooler";
+ mes "here than back in Morroc.";
+ next;
+ switch(select("Nice day today, huh?:How's Morroc lately?")) {
+ case 1:
+ mes "[Morroc Traveler]";
+ mes "Oh, yes. It's a wonderful";
+ mes "day! Prontera is so sunny";
+ mes "and cool. No wonder so";
+ mes "many people live over here!";
+ close;
+ case 2:
+ mes "[Morroc Traveler]";
+ mes "You're an adventurer, and";
+ mes "you haven't heard the crazy";
+ mes "rumors spreading all over";
+ mes "the Rune-Midgarts kingdom?";
+ mes "I thought you guys traveled";
+ mes "around and heard things.";
+ next;
+ }
+ select("What crazy rumors?");
+ mes "[Morroc Traveler]";
+ mes "Uh... Rogue agents!";
+ mes "They're all over the place!";
+ mes "Why don't you talk to some";
+ mes "of the Rogue agents dispatched";
+ mes "in the other towns? Then you'll";
+ mes "know what I'm talking about!";
+ set rumour_nd,1;
+ close;
+ }
+ else if (rumour_nd == 1) {
+ mes "[Morroc Traveler]";
+ mes "Shouldn't you be";
+ mes "looking for a Rogue";
+ mes "agent to talk to?";
+ mes "I mean, maybe you";
+ mes "can pitch in and";
+ mes "help them out.";
+ close;
+ }
+ else if (rumour_nd > 1) {
+ if (zdan_edq > 12) {
+ mes "[Morroc Traveler]";
+ mes "So the Z Gang was what";
+ mes "those crazy rumors were";
+ mes "all about. Good to hear";
+ mes "that they're all in jail.";
+ close;
+ }
+ else {
+ mes "[Morroc Traveler]";
+ mes "Hey, uh...";
+ mes "I'm just trying to";
+ mes "relax on my vacation.";
+ close;
+ }
+ }
+}
+
+in_rogue,355,28,5 script Rogue Agent 118,{
+ if (checkweight(907,200) == 0) {
+ mes "[Guildsman]";
+ mes "You're carrying too";
+ mes "much stuff on you.";
+ mes "Take a load off, put";
+ mes "your extra stuff in";
+ mes "Kafra Storage: that's";
+ mes "what's it's for~";
+ close;
+ }
+ if (rumour_nd == 0) {
+ if (zdan_edq == 0) {
+ if (BaseJob == Job_Rogue) {
+ mes "[Guildsman]";
+ mes "Man, it feels much safer";
+ mes "hanging out in an alley";
+ mes "than some crowded joint.";
+ mes "Us Rogues... I guess you";
+ mes "can say we got a bit of";
+ mes "agoraphobia, naturally.";
+ close;
+ }
+ else {
+ mes "[Guildsman]";
+ mes "Hey, I don't think";
+ mes "you're supposed to be";
+ mes "here. You better get";
+ mes "going on your way.";
+ mes "It's not a threat, just";
+ mes "a friendly word of advice.";
+ close;
+ }
+ }
+ else if ((zdan_edq > 0) && (zdan_edq < 13)) {
+ mes "[Guildsman]";
+ mes "Hey, I don't think";
+ mes "I can help you out.";
+ mes "You're pretty much";
+ mes "on your own from here.";
+ close;
+ }
+ else {
+ mes "[Guildsman]";
+ mes "Huh. I hate clean-up";
+ mes "duty. It's always better";
+ mes "to make messes than to";
+ mes "hang around afterwards.";
+ close;
+ }
+ }
+ else if (rumour_nd == 1) {
+ mes "[Guildsman]";
+ mes "Yeah, we're investigating";
+ mes "the strange crimes that are";
+ mes "going on around the kingdom.";
+ mes "How'd you know about that?";
+ next;
+ switch(select("I was just...:Can I help?")) {
+ case 1:
+ mes "[Guildsman]";
+ mes "Just what...?";
+ mes "Speak up, pal.";
+ close;
+ case 2:
+ if (zdan_edq > 10) {
+ mes "[Guildsman]";
+ mes "So you wanted to help";
+ mes "us out? Heck, we could";
+ mes "use the help, I guess.";
+ mes "I need you to go on a bit";
+ mes "of a trip for me, so get";
+ mes "some provisions ready, yeah?";
+ set rumour_nd,2;
+ }
+ close;
+ }
+ }
+ else if (rumour_nd == 2) {
+ mes "[Guildsman]";
+ mes "You all ready and";
+ mes "everything? Good.";
+ mes "Now, I need you to";
+ mes "deliver some intel to";
+ mes "the other Rogues for me.";
+ mes "Think you can do that?";
+ next;
+ mes "[Guildsman]";
+ mes "First, I want you to";
+ mes "go to Al De Baran.";
+ mes "Find our guy, and help";
+ mes "him out any way you can.";
+ mes "Us Rogues are hard to";
+ mes "find, but you'll figure it out.";
+ next;
+ mes "[Guildsman]";
+ mes "I know that's probably";
+ mes "not enough instruction,";
+ mes "but that's just the first";
+ mes "step, anyway. Good luck.";
+ set rumour_nd,3;
+ close;
+ }
+ else if (rumour_nd == 3) {
+ mes "[Guildsman]";
+ mes "Hey, you gotta get";
+ mes "goin' to Al De Baran,";
+ mes "and find one of us Rogues";
+ mes "working on the investigation.";
+ mes "I thought you wanted to help?";
+ next;
+ mes "[Guildsman]";
+ mes "Here's a bit of a tip~";
+ mes "Us Rogue agents usually";
+ mes "try to hide out in the";
+ mes "south side of towns.";
+ mes "Bit of a tradition.";
+ close;
+ }
+ else if (rumour_nd == 24) {
+ mes "[Guildsman]";
+ mes "What's this, a report";
+ mes "from Al De Baran? 'Kay,";
+ mes "let me give it a read...";
+ next;
+ mes "[Guildsman]";
+ mes "Huh, okay. Looks like";
+ mes "your next stop is gonna";
+ mes "be in Geffen. Look for our";
+ mes "Geffen agent somewhere in";
+ mes "the South Geffen area, okay?";
+ mes "Ah, and take this note too.";
+ next;
+ mes "^3355FFYou received";
+ mes "another folded note.^000000";
+ set rumour_nd,25;
+ close;
+ }
+ else if (rumour_nd == 25) {
+ mes "[Guildsman]";
+ mes "Hey, why haven't you";
+ mes "left for Geffen? Our";
+ mes "agent oughta be in the";
+ mes "south side of town.";
+ mes "It's not far, so don't";
+ mes "throw a hissy fit.";
+ close;
+ }
+ else if (rumour_nd == 21) {
+ if (zdan_edq > 12) {
+ mes "[Guildsman]";
+ mes "Finally, the Z Gang";
+ mes "case is closed. Those";
+ mes "guys really gave us some";
+ mes "trouble. Why the hell did";
+ mes "they stir up so much ruckus";
+ mes "in the kingdom, anyhow?";
+ next;
+ mes "[Guildsman]";
+ mes "Listen, I wanna thank";
+ mes "you for pitching in and";
+ mes "helping out. It's a small";
+ mes "gift, but maybe you'll";
+ mes "like it. If not, don't";
+ mes "lemme know. Got it?";
+ set rumour_nd,22;
+ getitem 644,1; //Gift_Box
+ close;
+ }
+ else {
+ mes "[Guildsman]";
+ mes "Listen, I wanna thank";
+ mes "you for pitching in and";
+ mes "helping out. It's a small";
+ mes "gift, but maybe you'll";
+ mes "like it. If not, don't";
+ mes "lemme know. Got it?";
+ set rumour_nd,22;
+ getitem 644,1; //Gift_Box
+ close;
+ }
+ }
+ else if (rumour_nd == 22) {
+ mes "[Guildsman]";
+ mes "Hey, you were really";
+ mes "a big help earlier.";
+ mes "Can we count on you";
+ mes "again sometime? The";
+ mes "Rogues can always use";
+ mes "another friend, you know?";
+ close;
+ }
+ else {
+ mes "[Guildsman]";
+ mes "I don't know who you're";
+ mes "lookin' for, but you";
+ mes "got the wrong guy.";
+ mes "Listen, I got work";
+ mes "to do, so...";
+ close;
+ }
+}
+
+aldebaran,114,56,5 script Rogue Agent#nd0 828,{
+ if (rumour_nd < 3) {
+ mes "[Agent]";
+ mes "Listen, I'm working on";
+ mes "an important assignment";
+ mes "for the Rogue Guild.";
+ mes "Would let lemme alone";
+ mes "so I can do what I gotta?";
+ close;
+ }
+ else if (rumour_nd == 3) {
+ if (zdan_edq > 12) {
+ mes "[Agent]";
+ mes "They sent you to help me?";
+ mes "Eh, thanks for comin' so";
+ mes "far. I've been collecting";
+ mes "intel here in Al De Baran.";
+ mes "I'm pretty sure the Z Gang's";
+ mes "spreading rumors around here.";
+ next;
+ mes "[Agent]";
+ mes "They've been telling";
+ mes "people there's gonna be";
+ mes "a war comin', but... It";
+ mes "seems like a load of huey.";
+ mes "The Z Gang's captured so";
+ mes "the rumor'll just die out...";
+ next;
+ mes "[Agent]";
+ mes "Do me a favor, and";
+ mes "get this report over";
+ mes "the agent in Geffen?";
+ mes "Thanks, I'd appreciate it.";
+ next;
+ mes "^3355FFYou received a";
+ mes "tightly folded note.^000000";
+ set rumour_nd,4;
+ close;
+ }
+ else {
+ mes "[Agent]";
+ mes "They sent you to help me?";
+ mes "Eh, thanks for comin' so";
+ mes "far. I've been collecting";
+ mes "intel here in Al De Baran.";
+ next;
+ mes "[Agent]";
+ mes "There's this rumor goin'";
+ mes "around that war's comin'";
+ mes "but... I don't see any real";
+ mes "signs of it. Trains, teleports,";
+ mes "airships, they still keep";
+ mes "on doin' what they do.";
+ next;
+ mes "[Agent]";
+ mes "I'm not sure who, but";
+ mes "someone's probably just";
+ mes "spreading this rumor to";
+ mes "get people to panick.";
+ mes "It's kinda workin', though...";
+ next;
+ mes "[Agent]";
+ mes "Do me a favor, and";
+ mes "get this report over";
+ mes "the agent in Geffen?";
+ mes "Thanks, I'd appreciate it.";
+ next;
+ mes "^3355FFYou received a";
+ mes "tightly folded note.^000000";
+ set rumour_nd,24;
+ close;
+ }
+ }
+ else if ((rumour_nd == 4) || (rumour_nd == 24)) {
+ mes "[Agent]";
+ mes "Hey...";
+ if (rumour_nd == 4) {
+ mes "Would you please get";
+ mes "my report over to the";
+ mes "Rogue agent in Geffen?";
+ mes "You'd better hurry since";
+ mes "we gotta work quick.";
+ close;
+ }
+ else {
+ mes "Would you please get";
+ mes "my report over to the";
+ mes "Rogue Guild? They";
+ mes "need to read it A.S.A.P.";
+ mes "You know, pronto.";
+ close;
+ }
+ }
+ else if (rumour_nd == 16) {
+ mes "[Agent]";
+ mes "What's this, a report";
+ mes "from the Payon agent?";
+ mes "Um, listen, I don't think";
+ mes "this is for me. You might";
+ mes "wanna try one of the other";
+ mes "Rogue agents around, okay?";
+ set rumour_nd,17;
+ close;
+ }
+ else if (rumour_nd > 21) {
+ if (zdan_edq > 12) {
+ mes "[Agent]";
+ mes "Hey, thanks for";
+ mes "helping out. I sure";
+ mes "hope the kingdom can";
+ mes "enjoy a little peace";
+ mes "with the Z Gang out";
+ mes "of the picture.";
+ close;
+ }
+ else {
+ mes "[Agent]";
+ mes "Well, we've tracked";
+ mes "down the Z Gang. All we";
+ mes "gotta do now is get them!";
+ close;
+ }
+ }
+ else {
+ mes "[Agent]";
+ mes "I still got some";
+ mes "things to do around";
+ mes "here. Them's the breaks.";
+ close;
+ }
+}
+
+geffen,91,36,5 script Rogue Guild Agent#nd1 828,{
+ if (rumour_nd < 4) {
+ if (zdan_edq > 12) {
+ mes "[Rogue Guild Agent]";
+ mes "Are you the one that's";
+ mes "been helping to take";
+ mes "down the Z Gang? Nice!";
+ close;
+ }
+ else {
+ mes "[Rogue Guild Agent]";
+ mes "If you got nothing";
+ mes "to do with me, then...";
+ mes "I got nothing to do";
+ mes "with you. Later!";
+ close;
+ }
+ }
+ else if (rumour_nd == 4) {
+ if (zdan_edq > 12) {
+ mes "[Rogue Guild Agent]";
+ mes "This is from the";
+ mes "Al De Baran agent?";
+ mes "Thanks! It musta been";
+ mes "kinda hard to find me, eh?";
+ next;
+ mes "[Rogue Guild Agent]";
+ mes "The Z Gang's been";
+ mes "spreading rumors about";
+ mes "ghosts pouring out of";
+ mes "Geffen Tower. Just to be";
+ mes "sure, I want you to check";
+ mes "it out. Will you do that?";
+ next;
+ mes "[Rogue Guild Agent]";
+ mes "I want you to capture";
+ mes "some monsters, and get";
+ mes "some proof that shows that";
+ mes "the ghosts stay inside the";
+ mes "tower, and they're not";
+ mes "coming out. Yeah, bring...";
+ next;
+ mes "[Rogue Guild Agent]";
+ mes "^FF00001 Fabric^000000,";
+ mes "^FF00001 Golden Hair^000000,";
+ mes "^FF00001 Little Evil Horn^000000,";
+ mes "^FF00001 Horseshoe^000000, and";
+ mes "^FF00001 Jack O' Pumpkin^000000.";
+ mes "That oughta do it.";
+ next;
+ mes "[Rogue Guild Agent]";
+ mes "We just need to get";
+ mes "a little concrete proof";
+ mes "so that the people can";
+ mes "calm down, and not panick.";
+ mes "Hurry it up before a riot";
+ mes "breaks out or somethin'.";
+ set rumour_nd,5;
+ close;
+ }
+ else {
+ mes "[Rogue Guild Agent]";
+ mes "This report is from the";
+ mes "Rogue agent in Al De Baran?";
+ mes "Hey, this says that this is";
+ mes "for the Rogue Guild. You";
+ mes "better take this over there.";
+ close;
+ }
+ }
+ else if (rumour_nd == 5) {
+ mes "[Rogue Guild Agent]";
+ mes "Hey, you done hunting";
+ mes "down the monsters in";
+ mes "Geffen Tower yet?";
+ mes "I hope you brought";
+ mes "the stuff...";
+ next;
+ switch(select("Give Items:I forgot what you need.")) {
+ case 1:
+ if ((countitem(1062) > 0) && (countitem(944) > 0) && (countitem(1038) > 0) && (countitem(1060) > 0) && (countitem(1059) > 0)) {
+ delitem 1062,1; //Pumpkin_Head
+ delitem 944,1; //Horseshoe
+ delitem 1038,1; //Petite_DiablOfs_Horn
+ delitem 1060,1; //Golden_Hair
+ delitem 1059,1; //Transparent_Cloth
+ set rumour_nd,6;
+ mes "[Agent]";
+ mes "Thanks. This stuff";
+ mes "should help the people";
+ mes "in Geffen calm down a bit.";
+ mes "The Z Gang's been doin'";
+ mes "all these things to make them";
+ mes "believe the monsters are loose.";
+ next;
+ mes "[Agent]";
+ mes "They've been leavin'";
+ mes "horseprints that look like";
+ mes "they belong to Nightmares,";
+ mes "dressing up in Fabric and";
+ mes "pretending they're Whispers...";
+ mes "They're freakin' hooligans.";
+ next;
+ mes "[Agent]";
+ mes "I think the Rogue agent";
+ mes "in Payon should know about";
+ mes "all this. Take this report";
+ mes "over to him, will you?";
+ mes "Thanks a bundle, pal.";
+ close;
+ }
+ else {
+ mes "[Agent]";
+ mes "Hold on, you're";
+ mes "missing some stuff.";
+ mes "You mind checking if";
+ mes "you left some of it";
+ mes "behind somewhere?";
+ close;
+ }
+ case 2:
+ mes "[Agent]";
+ mes "^FF00001 Fabric^000000,";
+ mes "^FF00001 Golden Hair^000000,";
+ mes "^FF00001 Little Evil Horn^000000,";
+ mes "^FF00001 Horseshoe^000000, and";
+ mes "^FF00001 Jack O' Pumpkin^000000.";
+ mes "Don't forget this time!";
+ close;
+ }
+ }
+ else if (rumour_nd == 6) {
+ mes "[Agent]";
+ mes "Would you deliver";
+ mes "my report over to";
+ mes "the Rogue agent";
+ mes "in Payon? Thanks.";
+ close;
+ }
+ else if (rumour_nd == 25) {
+ mes "[Agent]";
+ mes "Hey, the guild sent";
+ mes "you over to see me?";
+ mes "Oh, hey, you brought";
+ mes "me a message. Let's";
+ mes "take a look-see~";
+ next;
+ mes "[Agent]";
+ mes "Umm...";
+ next;
+ if (zdan_edq > 12) {
+ mes "[Agent]";
+ mes "So... The Z Gang's";
+ mes "responsible for those";
+ mes "rumors about the ghosts";
+ mes "running loose in Geffen.";
+ mes "Huh. Those rascally guys.";
+ mes "Okay, this is what we do.";
+ next;
+ mes "[Rogue Guild Agent]";
+ mes "I want you to capture";
+ mes "some monsters, and get";
+ mes "some proof that shows that";
+ mes "the ghosts stay inside the";
+ mes "tower, and they're not";
+ mes "coming out. Yeah, bring...";
+ next;
+ mes "[Rogue Guild Agent]";
+ mes "^FF00001 Fabric^000000,";
+ mes "^FF00001 Golden Hair^000000,";
+ mes "^FF00001 Little Evil Horn^000000,";
+ mes "^FF00001 Horseshoe^000000, and";
+ mes "^FF00001 Jack O' Pumpkin^000000.";
+ mes "That oughta do it.";
+ next;
+ mes "[Rogue Guild Agent]";
+ mes "We just need to get";
+ mes "a little concrete proof";
+ mes "so that the people can";
+ mes "calm down, and not panick.";
+ mes "Hurry it up before a riot";
+ mes "breaks out or somethin'.";
+ set rumour_nd,5;
+ close;
+ }
+ else {
+ mes "[Rogue Guild Agent]";
+ mes "The Z Gang's been";
+ mes "spreading rumors about";
+ mes "ghosts pouring out of";
+ mes "Geffen Tower. Just to be";
+ mes "sure, I want you to check";
+ mes "it out. Will you do that?";
+ next;
+ mes "[Rogue Guild Agent]";
+ mes "I want you to capture";
+ mes "some monsters, and get";
+ mes "some proof that shows that";
+ mes "the ghosts stay inside the";
+ mes "tower, and they're not";
+ mes "coming out. Yeah, bring...";
+ next;
+ mes "[Rogue Guild Agent]";
+ mes "^FF00001 Fabric^000000,";
+ mes "^FF00001 Golden Hair^000000,";
+ mes "^FF00001 Little Evil Horn^000000,";
+ mes "^FF00001 Horseshoe^000000, and";
+ mes "^FF00001 Jack O' Pumpkin^000000.";
+ mes "That oughta do it.";
+ next;
+ mes "[Rogue Guild Agent]";
+ mes "We just need to get";
+ mes "a little concrete proof";
+ mes "so that the people can";
+ mes "calm down, and not panick.";
+ mes "Hurry it up before a riot";
+ mes "breaks out or somethin'.";
+ set rumour_nd,26;
+ close;
+ }
+ }
+ else if (rumour_nd == 26) {
+ if (zdan_edq > 12) {
+ mes "[Agent]";
+ mes "Hey, while you were";
+ mes "gone, I heard the Z Gang";
+ mes "was finally captured.";
+ mes "Big relief to hear it.";
+ next;
+ mes "[Agent]";
+ mes "But I still want to";
+ mes "reassure the people in";
+ mes "Geffen that the monsters";
+ mes "in Geffen Tower are safely";
+ mes "locked up inside. You";
+ mes "bring the stuff?";
+ next;
+ switch(select("Give Items:I forgot what you need.")) {
+ case 1:
+ if ((countitem(1062) > 1) && (countitem(944) > 2) && (countitem(1038) > 1) && (countitem(1060) > 2) && (countitem(1059) > 0)) {
+ delitem 1062,2; //Pumpkin_Head
+ delitem 944,3; //Horseshoe
+ delitem 1038,2; //Petite_DiablOfs_Horn
+ delitem 1060,3; //Golden_Hair
+ delitem 1059,1; //Transparent_Cloth
+ set rumour_nd,6;
+ mes "[Agent]";
+ mes "Thanks. This stuff";
+ mes "should help the people";
+ mes "in Geffen calm down a bit.";
+ mes "The Z Gang's been doin'";
+ mes "all these things to make them";
+ mes "believe the monsters are loose.";
+ next;
+ mes "[Agent]";
+ mes "They've been leavin'";
+ mes "horseprints that look like";
+ mes "they belong to Nightmares,";
+ mes "dressing up in Fabric and";
+ mes "pretending they're Whispers...";
+ mes "They're freakin' hooligans.";
+ next;
+ mes "[Agent]";
+ mes "I think the Rogue agent";
+ mes "in Payon should know about";
+ mes "all this. Take this report";
+ mes "over to him, will you?";
+ mes "Thanks a bundle, pal.";
+ close;
+ }
+ else {
+ mes "[Agent]";
+ mes "Hold on, you're";
+ mes "missing some stuff.";
+ mes "You mind checking if";
+ mes "you left some of it";
+ mes "behind somewhere?";
+ close;
+ }
+ case 2:
+ mes "[Rogue Guild Agent]";
+ mes "^FF00001 Fabric^000000,";
+ mes "^FF00001 Golden Hair^000000,";
+ mes "^FF00001 Little Evil Horn^000000,";
+ mes "^FF00001 Horseshoe^000000, and";
+ mes "^FF00001 Jack O' Pumpkin^000000.";
+ mes "Don't forget this time!";
+ close;
+ }
+ }
+ else {
+ mes "[Agent]";
+ mes "I asked you to bring";
+ mes "me items that prove that";
+ mes "the monsters in Geffen";
+ mes "Tower are safely locked";
+ mes "up in there. You do that yet?";
+ next;
+ switch(select("Give Items:I forgot what you need.")) {
+ case 1:
+ if ((countitem(1062) > 1) && (countitem(944) > 2) && (countitem(1038) > 1) && (countitem(1060) > 2) && (countitem(1059) > 0)) {
+ delitem 1062,2; //Pumpkin_Head
+ delitem 944,3; //Horseshoe
+ delitem 1038,2; //Petite_DiablOfs_Horn
+ delitem 1060,3; //Golden_Hair
+ delitem 1059,1; //Transparent_Cloth
+ set rumour_nd,6;
+ mes "[Agent]";
+ mes "Thanks. This stuff";
+ mes "should help the people";
+ mes "in Geffen calm down a bit.";
+ mes "The Z Gang's been doin'";
+ mes "all these things to make them";
+ mes "believe the monsters are loose.";
+ next;
+ mes "[Agent]";
+ mes "They've been leavin'";
+ mes "horseprints that look like";
+ mes "they belong to Nightmares,";
+ mes "dressing up in Fabric and";
+ mes "pretending they're Whispers...";
+ mes "They're freakin' hooligans.";
+ next;
+ mes "[Agent]";
+ mes "I think the Rogue agent";
+ mes "in Payon should know about";
+ mes "all this. Take this report";
+ mes "over to him, will you?";
+ mes "Thanks a bundle, pal.";
+ close;
+ }
+ else {
+ mes "[Agent]";
+ mes "Hold on, you're";
+ mes "missing some stuff.";
+ mes "You mind checking if";
+ mes "you left some of it";
+ mes "behind somewhere?";
+ close;
+ }
+ case 2:
+ mes "[Agent]";
+ mes "^FF00001 Fabric^000000,";
+ mes "^FF00001 Golden Hair^000000,";
+ mes "^FF00001 Little Evil Horn^000000,";
+ mes "^FF00001 Horseshoe^000000, and";
+ mes "^FF00001 Jack O' Pumpkin^000000.";
+ mes "Don't forget this time!";
+ }
+ }
+ }
+ else if (rumour_nd == 22) {
+ if (zdan_edq > 12) {
+ mes "[Agent]";
+ mes "Looks like there'll";
+ mes "be some peace and quiet";
+ mes "with the Z Gang all locked up.";
+ mes "Those guys were a double";
+ mes "heaping of trouble if";
+ mes "you ask me. Huh.";
+ }
+ else {
+ mes "[Agent]";
+ mes "Keep up the good work!";
+ mes "With guys like you on";
+ mes "our side, the Z Gang'll";
+ mes "caught sooner than later.";
+ }
+ close;
+ }
+ else {
+ mes "[Agent]";
+ mes "So busy!";
+ close;
+ }
+}
+
+payon,209,44,5 script Rogue Guild Agent#nd2 828,{
+ if (rumour_nd < 3) {
+ mes "[Agent]";
+ mes "What? You want somethin'?";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "?????????????????";
+ next;
+ mes "[Agent]";
+ mes "Heh. Thought so.";
+ close;
+ }
+ else if ((rumour_nd > 2) && (rumour_nd < 6)) {
+ mes "[Agent]";
+ mes "What's up? I got";
+ mes "my hands full, so";
+ mes "make it quick.";
+ next;
+ mes "[Agent]";
+ mes "Nothin', huh?";
+ mes "Guess you should";
+ mes "be talking a Rogue";
+ mes "agent in one of the";
+ mes "other towns.";
+ emotion e_ag;
+ close;
+ }
+ else if (rumour_nd == 6) {
+ mes "[Agent]";
+ mes "Hey. What are you";
+ mes "doin', just loitering";
+ mes "around here? You lookin'";
+ mes "for somebody? Huh?";
+ next;
+ select("I'm here to help a Rogue Agent!");
+ mes "[Agent]";
+ mes "Oh, yeah?";
+ next;
+ if (BaseJob == Job_Rogue) {
+ mes "[Agent]";
+ mes "Heya guy. Always good";
+ mes "to see a fellow Rogue.";
+ mes "You know I'm just messin'";
+ mes "around with you, right?";
+ }
+ else {
+ mes "[Agent]";
+ mes "I heard o' you guys,";
+ mes "Rogues workin' undercover.";
+ mes "Don't try to fool me: under";
+ mes "those clothes, you are one";
+ mes "hundred percent Rogue. Heh!";
+ }
+ next;
+ mes "^3355FFYou deliver the";
+ mes "folded note to him.^000000";
+ next;
+ mes "[Agent]";
+ mes "Awwww, man!";
+ emotion e_omg;
+ next;
+ mes "[Agent]";
+ mes "I keep telling that";
+ mes "guy to just send me";
+ mes "pictures! I've told him";
+ mes "so many times that I've";
+ mes "got trouble reading!";
+ mes "That guy's a moron!";
+ next;
+ mes "[Agent]";
+ mes "Uh...";
+ mes "You mind reading";
+ mes "this note to me?";
+ set rumour_nd,7;
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Let's see,";
+ mes "the note says...";
+ next;
+ switch(select("Cooperate with this adventurer.:......")) {
+ case 1:
+ mes "[Agent]";
+ mes "So... We're partners?";
+ mes "Cool. Nice to meetcha.";
+ mes "I'm the Payon agent.";
+ mes "I guess we gotta work";
+ mes "together from now on.";
+ set rumour_nd,8;
+ close;
+ case 2:
+ mes "[Agent]";
+ mes "You...";
+ mes "You can't read either?";
+ next;
+ mes "[Agent]";
+ mes "Hahaha! Right on, right on.";
+ mes "Well, I'm pretty sure they";
+ mes "sent you to work with me.";
+ mes "When you're ready to get";
+ mes "to business, come back";
+ mes "and we'll talk, okay?";
+ set rumour_nd,8;
+ close;
+ }
+ }
+ else if (rumour_nd == 7) {
+ mes "[Agent]";
+ mes "Hey, I asked you";
+ mes "to read the note,";
+ mes "not run away! Now...";
+ mes "What's it say?";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Let's see,";
+ mes "the note says...";
+ next;
+ switch(select("Cooperate with this adventurer.:......")) {
+ case 1:
+ mes "[Agent]";
+ mes "So... We're partners?";
+ mes "Cool. Nice to meetcha.";
+ mes "I'm the Payon agent.";
+ mes "I guess we gotta work";
+ mes "together from now on.";
+ set rumour_nd,8;
+ close;
+ case 2:
+ mes "[Agent]";
+ mes "You...";
+ mes "You can't read either?";
+ next;
+ mes "[Agent]";
+ mes "Hahaha! Right on, right on.";
+ mes "Well, I'm pretty sure they";
+ mes "sent you to work with me.";
+ mes "When you're ready to get";
+ mes "to business, come back";
+ mes "and we'll talk, okay?";
+ set rumour_nd,8;
+ close;
+ }
+ }
+ else if (rumour_nd == 8) {
+ mes "[Agent]";
+ mes "Good, you're back.";
+ mes "We got a pretty big";
+ mes "job to take care of.";
+ mes "Lives are at stake,";
+ mes "all that jazz. Ready?";
+ next;
+ if (zdan_edq > 12) {
+ mes "[Agent]";
+ mes "The Z Gang poisoned";
+ mes "one of the water wells";
+ mes "here in Payon. All the";
+ mes "water's black now. We gotta";
+ mes "use Red Herbs to counter";
+ mes "that poison, okay?";
+ next;
+ mes "[Agent]";
+ mes "So remember to";
+ mes "collect some ^FF0000Red Herbs^000000.";
+ mes "Don't forget: ^FF0000Red herbs^000000.";
+ next;
+ mes "[Agent]";
+ mes "Wait, that doesn't";
+ mes "sound right. Did I say";
+ mes "Red Herbs? I'm sorry,";
+ mes "I meant to say ^0000FFGreen";
+ mes "Herbs^000000. Bring me ^0000FF1 Green";
+ mes "Herb^000000, okay? *Phew~*";
+ set rumour_nd,9;
+ close;
+ }
+ else {
+ mes "[Agent]";
+ mes "Someone's poisoned";
+ mes "Payon's well water...";
+ mes "It's all black and";
+ mes "deadly now. I want you";
+ mes "to bring me a ^FF0000Red Herb^000000";
+ mes "so that we can fix this!";
+ set rumour_nd,10;
+ close;
+ }
+ }
+ else if (rumour_nd == 9) {
+ mes "[Agent]";
+ mes "Hey, you're back!";
+ mes "You're much quicker";
+ mes "that I thought you'd be~";
+ next;
+ if (countitem(511) > 0) {
+ delitem 511,1; //Green_Herb
+ set rumour_nd,11;
+ mes "[Agent]";
+ mes "Alright, it's gonna take";
+ mes "a while to neutralize all";
+ mes "this poison, but I think";
+ mes "we did it. Hey, gimmie";
+ mes "some time to draw a report,";
+ mes "and then come back later, 'kay?";
+ close;
+ }
+ else {
+ mes "[Agent]";
+ mes "Err?";
+ mes "Where's that";
+ mes "Green Herb?";
+ close;
+ }
+ }
+ else if (rumour_nd == 10) {
+ mes "[Agent]";
+ mes "Hey, you're back!";
+ mes "You're much quicker";
+ mes "that I thought you'd be~";
+ next;
+ if (countitem(507) > 0) {
+ if (countitem(511) > 0) {
+ mes "[Agent]";
+ mes "Ah, a Green Herb!";
+ mes "Is that what I told";
+ mes "you to bring? 'Cause";
+ mes "I'm sure this is the";
+ mes "right one. Absolutely~";
+ next;
+ mes "[Agent]";
+ mes "Alright, it's gonna take";
+ mes "a while to neutralize all";
+ mes "this poison, but I think";
+ mes "we did it. Hey, gimmie";
+ mes "some time to draw a report,";
+ mes "and then come back later, 'kay?";
+ delitem 511,1; //Green_Herb
+ set rumour_nd,11;
+ close;
+ }
+ else {
+ mes "[Agent]";
+ mes "Hey, what are you";
+ mes "doin' with the Red Herb?";
+ next;
+ select("You said a Red Herb...");
+ mes "[Agent]";
+ mes "Oh, what?! Huh...";
+ mes "I guess I did. Eh, no";
+ mes "biggie. Hey, bring me";
+ mes "a Green Herb, will you?";
+ mes "That's the one I wanted.";
+ set rumour_nd,9;
+ close;
+ }
+ }
+ else {
+ if (countitem(511) > 0) {
+ mes "[Agent]";
+ mes "Alright, it's gonna take";
+ mes "a while to neutralize all";
+ mes "this poison, but I think";
+ mes "we did it. Hey, gimmie";
+ mes "some time to draw a report,";
+ mes "and then come back later, 'kay?";
+ delitem 511,1; //Green_Herb
+ set rumour_nd,11;
+ close;
+ }
+ else {
+ mes "[Agent]";
+ mes "Err?";
+ mes "Where's that";
+ mes "Green Herb?";
+ close;
+ }
+ }
+ }
+ else if (rumour_nd == 11) {
+ mes "[Agent]";
+ mes "Hey, you know what?";
+ mes "The well water is still";
+ mes "black. That means...";
+ mes "If the herb we used is";
+ mes "good... Then it's just";
+ mes "dyed black to scare people.";
+ next;
+ mes "[Agent]";
+ mes "So to clean up the";
+ mes "water, we gotta use";
+ mes "a Counteragent, right?";
+ mes "Will you help me out?";
+ mes "I got a Karvodailnirol...";
+ next;
+ mes "[Agent]";
+ mes "So if you bring me";
+ mes "^0000FF1 Alcohol^000000, we should";
+ mes "be totally good to";
+ mes "make a Counteragent.";
+ next;
+ if (BaseJob == Job_Alchemist) {
+ select("Wait, Karvodailnirol?!");
+ mes "[Agent]";
+ mes "Yeah. Karvodailnirol.";
+ mes "What about it?";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "You need Detrimindexta";
+ mes "to make a Counteragent,";
+ mes "not Karvodailnirol.";
+ next;
+ mes "[Agent]";
+ mes "Oh, really? Heh!";
+ mes "You're a lifesaver!";
+ mes "Detrimindexta, huh?";
+ next;
+ emotion e_gg;
+ mes "[Agent]";
+ mes "Don't worry, I got";
+ mes "that one too! All you";
+ mes "gotta do is bring Alcohol~";
+ set rumour_nd,12;
+ close;
+ }
+ else {
+ mes "[Agent]";
+ mes "Alright, just bring";
+ mes "me an Alcohol, and";
+ mes "I'll take care of the rest.";
+ set rumour_nd,13;
+ close;
+ }
+ }
+ else if (rumour_nd == 12) {
+ mes "[Agent]";
+ mes "Everything's ready";
+ mes "except for the Alcohol.";
+ mes "Did you bring it?";
+ next;
+ if (countitem(970) > 0) {
+ mes "[Agent]";
+ mes "Great, now all we";
+ mes "have to do is wait.";
+ mes "Nice work, partner.";
+ delitem 970,1; //Alchol
+ set rumour_nd,15;
+ close;
+ }
+ else {
+ mes "[Agent]";
+ mes "You don't have it?";
+ mes "You didn't drink";
+ mes "the alcohol, did you?";
+ close;
+ }
+ }
+ else if (rumour_nd == 13) {
+ mes "[Agent]";
+ mes "Everything's ready";
+ mes "except for the Alcohol.";
+ mes "Did you bring it?";
+ next;
+ if (countitem(970) > 0) {
+ mes "[Agent]";
+ mes "Great, now all we";
+ mes "have to do is wait.";
+ mes "Nice work, partner.";
+ delitem 970,1; //Alchol
+ set rumour_nd,14;
+ close;
+ }
+ else {
+ mes "[Agent]";
+ mes "You don't have it?";
+ mes "You didn't drink";
+ mes "the alcohol, did you?";
+ close;
+ }
+ }
+ else if (rumour_nd == 14) {
+ mes "[Agent]";
+ mes "Um, I made a mistake";
+ mes "making the Counteragent...";
+ mes "I was supposed to use this";
+ mes "Detrimindexta, not the other";
+ mes "thing, Karvodailnirol, to";
+ mes "make the Counteragent.";
+ next;
+ mes "[Agent]";
+ mes "Sorry, they both look";
+ mes "the same to me. And, well,";
+ mes "so do all the letters of";
+ mes "the alphabet. You mind";
+ mes "trying this out again?";
+ mes "Just 1 more Alcohol...";
+ next;
+ mes "[Agent]";
+ mes "Hey, I promise!";
+ mes "I won't screw it up";
+ mes "this time. We'll";
+ mes "do this for sure~";
+ set rumour_nd,12;
+ close;
+ }
+ else if (rumour_nd == 15) {
+ emotion e_heh;
+ mes "[Agent]";
+ mes "Heh heh! Looks like";
+ mes "we solved the case!";
+ mes "The water wasn't really";
+ mes "poisoned... Just colored";
+ mes "to look suspicious. See?";
+ mes "Completely safe to drink.";
+ next;
+ mes "[Agent]";
+ mes "Anyway, looks like";
+ mes "we're done here. You";
+ mes "mind taking my report over";
+ mes "to the next Rogue agent?";
+ next;
+ if (rand(1,2) == 1) {
+ mes "[Agent]";
+ mes "Make sure to take";
+ mes "this to the guy in";
+ mes "Comodo, okay?";
+ next;
+ mes "^3355FFYou received a note that";
+ mes "communicates solely";
+ mes "through doodles.^000000";
+ set rumour_nd,18;
+ close;
+ }
+ else {
+ mes "[Agent]";
+ mes "Make sure to take";
+ mes "this to the guy in";
+ mes "Al De Baran, okay?";
+ next;
+ mes "^3355FFYou received a note that";
+ mes "communicates solely";
+ mes "through doodles.^000000";
+ set rumour_nd,16;
+ emotion e_heh;
+ close;
+ }
+ }
+ else if (rumour_nd == 16) {
+ mes "[Agent]";
+ mes "Be sure that the";
+ mes "Rogue agent over";
+ mes "in Al De Baran gets";
+ mes "my report, okay?";
+ close;
+ }
+ else if (rumour_nd == 17) {
+ mes "[Agent]";
+ mes "Huh, the guy in";
+ mes "Al De Baran wouldn't";
+ mes "take it? Oh! That's why!";
+ mes "I meant Comodo! You gotta";
+ mes "go to Comodo! Heh, my bad~";
+ set rumour_nd,18;
+ close;
+ }
+ else if (rumour_nd == 18) {
+ mes "[Agent]";
+ mes "Be sure that the";
+ mes "Rogue agent over";
+ mes "in Comodo gets";
+ mes "my report, okay?";
+ close;
+ }
+ else {
+ mes "[Agent]";
+ mes "Hey, partner, how's";
+ mes "it going? I'm sorry";
+ mes "if I'm a bit of a hassle";
+ mes "to work with. I might lack";
+ mes "book smarts, but I make";
+ mes "up for it some with my saavy.";
+ close;
+ }
+}
+
+comodo,233,199,5 script Rogue Guild Agent#nd3 810,{
+ if (checkweight(907,200) == 0) {
+ mes "[Agent]";
+ mes "You've got too many";
+ mes "things on you. Why";
+ mes "don't you put some";
+ mes "of it in Kafra Storage";
+ mes "before talking to me, eh?";
+ close;
+ }
+ if (rumour_nd < 1) {
+ mes "[Agent]";
+ mes "......";
+ mes "......";
+ close;
+ }
+ else if ((rumour_nd > 0) && (rumour_nd < 16)) {
+ if (zdan_edq > 12) {
+ mes "[Agent]";
+ mes "You're the one";
+ mes "that helped take";
+ mes "down the Z Gang?";
+ mes "Heh! Good work~";
+ close;
+ }
+ else {
+ mes "[Agent]";
+ mes "Who are you? Hm.";
+ close;
+ }
+ }
+ else if ((rumour_nd == 16) || (rumour_nd == 18)) {
+ mes "[Agent]";
+ mes "You know, Rogues are";
+ mes "tricky and hard to catch,";
+ mes "so I'm gonna teach you to";
+ mes "carry yourself through some";
+ mes "self-discipline. Got it?";
+ mes "Discipline! You need it!";
+ next;
+ mes "[Agent]";
+ mes "From here on out,";
+ mes "I want you to yell";
+ mes "''Yes, sir!'' when you";
+ mes "acknowledge my instructions.";
+ mes "You got that! Loud and clear!";
+ next;
+ switch(select("Yes, Sir!:...")) {
+ case 1:
+ emotion e_dots;
+ mes "[Agent]";
+ mes "Right on, right on.";
+ mes "Hm. Let's try that again...";
+ mes "Let me hear you say it louder!";
+ next;
+ select("Yes, Sir!");
+ mes "[Agent]";
+ mes "Nice!";
+ next;
+ mes "[Agent]";
+ mes "Okay, now for your";
+ mes "training instructions...";
+ mes "There's a rumor that a monster";
+ mes "has invaded the village, but";
+ mes "I'm sure it's just someone";
+ mes "trying to scare the public.";
+ next;
+ mes "[Agent]";
+ mes "I'm pretty sure the, uh,";
+ mes "perp is wearing a mask to";
+ mes "fool people into thinkin'";
+ mes "fhe's monster. This means...";
+ mes "Your mission is to bring";
+ mes "me some monsters masks.";
+ next;
+ mes "[Agent]";
+ mes "Heh...";
+ mes "What's your mission?!";
+ next;
+ select("Bring monster masks!");
+ mes "[Agent]";
+ mes "Groove.";
+ next;
+ mes "[Agent]";
+ mes "Alright, bring me";
+ mes "^FF00002 scary lookin'";
+ mes "monster masks^000000.";
+ mes "Just 2, and make";
+ mes "sure they're scary.";
+ set rumour_nd,19;
+ close;
+ case 2:
+ mes "[Agent]";
+ mes "What do you think";
+ mes "you're doin'? I'm";
+ mes "pretty insulted, seeing";
+ mes "as you're all defiant like";
+ mes "this. How do you expect";
+ mes "to become a good Rogue?!";
+ close;
+ }
+ }
+ else if (rumour_nd == 19) {
+ mes "[Agent]";
+ mes "So... You bring";
+ mes "the masks like";
+ mes "a good little soldier?";
+ next;
+ switch(select("Uh huh.:Yes, Sir!")) {
+ case 1:
+ mes "[Agent]";
+ mes "Hey, remember our";
+ mes "little rule? I even";
+ mes "clued you off when";
+ mes "I said ''soldier!'' Heh~";
+ close;
+ case 2:
+ mes "[Agent]";
+ mes "Okay, let me check.";
+ next;
+ if ((countitem(2278) > 0) || (countitem(2281) > 0) || (countitem(5043) > 0) || (countitem(2288) > 0) ||
+ (countitem(2292) > 0) || (countitem(2297) > 0) || (countitem(5005) > 0) || (countitem(5086) > 0) ||
+ (countitem(5087) > 0) || (countitem(5088) > 0) || (countitem(5089) > 0) || (countitem(5090) > 0) ||
+ (countitem(5176) > 0) || (countitem(5203) > 0) || (countitem(5098) > 0) || (countitem(5121) > 0) ||
+ (countitem(5130) > 0) || (countitem(5177) > 0) || (countitem(5169) > 0) || (countitem(5143) > 0)) {
+ mes "[Agent]";
+ mes "Excellent!";
+ next;
+ mes "[Agent]";
+ mes "Look, I know I gave you";
+ mes "a hard time. And don't worry,";
+ mes "I'm not gonna take your masks.";
+ mes "I just wanted to train you";
+ mes "to be the best Rogue that";
+ mes "you can be. Understand?";
+ next;
+ mes "[Agent]";
+ mes "Eh? So what's this";
+ mes "note you keep carrying";
+ mes "around in your hand?";
+ next;
+ mes "[Agent]";
+ mes "Hmmm... Mmmhmmm...";
+ mes "Hmmm... Mmmhmmm...";
+ mes "Hmmm... Mmmhmmm... Oh!";
+ next;
+ mes "[Agent]";
+ mes "Aw, nuts! Why didn't";
+ mes "you say something?";
+ mes "I thought you were";
+ mes "here to take the Job";
+ mes "change test for Rogues!";
+ emotion e_omg;
+ next;
+ emotion e_sry;
+ mes "[Agent]";
+ mes "Aw man, you came all this";
+ mes "way to help me out, and";
+ mes "I thought I--I'm really,";
+ mes "really sorry! It's just";
+ mes "that I got you mixed up";
+ mes "with a trainee I'm expecting...";
+ next;
+ mes "[Agent]";
+ mes "Do me a favor, and";
+ mes "not tell anyone, yeah?";
+ mes "Consider this... I dunno,";
+ mes "an insider look into the";
+ mes "Rogue world if you would.";
+ emotion e_sob;
+ next;
+ switch(select("Yes, sir!:I won't tell anyone.")) {
+ case 1:
+ mes "[Agent]";
+ mes "Whoa! Whoa!";
+ mes "You can knock";
+ mes "that off now.";
+ mes "Thanks, I really";
+ mes "appreciate it.";
+ next;
+ break;
+ case 2:
+ mes "[Agent]";
+ mes "Thanks. I knew I could";
+ mes "trust you somehow!";
+ next;
+ break;
+ }
+ mes "[Agent]";
+ mes "Anyway, you've got one";
+ mes "last place to go, Morroc.";
+ mes "Check in with the Rogue";
+ mes "agent over there, will you?";
+ mes "Oh, and take this food";
+ mes "with my apologies, 'kay?";
+ set .@sorry_item,rand(1,6);
+ if (.@sorry_item == 1) {
+ getitem 12044,1; //Str_Dish04
+ }
+ else if (.@sorry_item == 2) {
+ getitem 12059,1; //Agi_Dish04
+ }
+ else if (.@sorry_item == 3) {
+ getitem 12064,1; //Dex_Dish04
+ }
+ else if (.@sorry_item == 4) {
+ getitem 12049,1; //Int_Dish04
+ }
+ else if (.@sorry_item == 5) {
+ getitem 12054,1; //Vit_Dish04
+ }
+ else if (.@sorry_item == 6) {
+ getitem 12069,1; //Luk_Dish04
+ }
+ else {
+ mes "[Agent]";
+ mes "Wait, something";
+ mes "isn't quite right. You";
+ mes "mind coming back";
+ mes "a little later?";
+ close;
+ }
+ next;
+ mes "[Agent]";
+ mes "Hey, be safe on your";
+ mes "way to Morroc, alright?";
+ mes "Good luck finding that";
+ mes "Rogue agent over there.";
+ mes "Oh, and mum's the word";
+ mes "on my little mistake~";
+ set rumour_nd,20;
+ close;
+ }
+ else {
+ mes "[Agent]";
+ mes "Hey, didja even bother";
+ mes "to bring the masks?";
+ mes "Go back and find them!";
+ close;
+ }
+ }
+ }
+ else if (rumour_nd == 20) {
+ mes "[Agent]";
+ mes "Oh, hey, you're back?";
+ mes "Weren't you already on";
+ mes "your way to Morroc?";
+ close;
+ }
+ else if (rumour_nd == 22) {
+ mes "[Agent]";
+ mes "Heh, looks like we";
+ mes "solved this case~";
+ next;
+ if (zdan_edq > 12) {
+ mes "[Agent]";
+ mes "Thanks to you,";
+ mes "we don't have to";
+ mes "worry about that";
+ mes "crummy ol' Z Gang.";
+ close;
+ }
+ else {
+ mes "[Agent]";
+ mes "Until the world is";
+ mes "free of evil and all";
+ mes "that, the Rogues'll";
+ mes "always have work to do.";
+ close;
+ }
+ }
+ else {
+ mes "[Agent]";
+ mes "Why are you still";
+ mes "sticking around?";
+ mes "Don't you have";
+ mes "something more";
+ mes "important to do?";
+ close;
+ }
+}
+
+morocc,116,39,3 script Rogue Guild Agent#nd4 779,{
+ if (rumour_nd == 1) {
+ mes "[Agent]";
+ mes "A case? What are you...?";
+ mes "Ask somebody else. I don't";
+ mes "know what you're saying.";
+ mes "Leave me alone, and";
+ mes "just let me relax~";
+ close;
+ }
+ else if ((rumour_nd > 1) && (rumour_nd < 20)) {
+ mes "[Agent]";
+ mes "Ahhh, what'd I do";
+ mes "for a nice jug of";
+ mes "frosty beer now~";
+ mes "...What?";
+ close;
+ }
+ else if (rumour_nd == 20) {
+ mes "[Agent]";
+ mes "Oh, yeah, I'm almost";
+ mes "done with my investigation.";
+ next;
+ if (zdan_edq > 12) {
+ mes "[Agent]";
+ mes "The Z Gang has been";
+ mes "causing trouble everywhere.";
+ mes "It's just mischief, but...";
+ mes "If I got my hands on them...";
+ specialeffect EF_BEGINSPELL;
+ next;
+ mes "[Agent]";
+ mes "Anyway, that gang is";
+ mes "drawing a lot of flak";
+ mes "to Morroc. I mean, they";
+ mes "kind of live here, so...";
+ next;
+ mes "[Agent]";
+ mes "God, I want a drink.";
+ mes "Listen, would you just";
+ mes "go report to the Rogue";
+ mes "Guild for me? I know it's";
+ mes "my responsibility, but...";
+ mes "It's something for you to do.";
+ next;
+ mes "[Agent]";
+ mes "Heh! Keep up";
+ mes "the good work~";
+ set rumour_nd,21;
+ close;
+ }
+ else {
+ mes "[Agent]";
+ mes "I don't know who these";
+ mes "pranksters are, but once";
+ mes "I get my hands on them...";
+ mes "I'm gonna--! I'm gonna--!";
+ specialeffect EF_BEGINSPELL;
+ next;
+ mes "[Agent]";
+ mes "God, I want a drink.";
+ mes "Listen, would you just";
+ mes "go report to the Rogue";
+ mes "Guild for me? I know it's";
+ mes "my responsibility, but...";
+ mes "It's something for you to do.";
+ next;
+ mes "[Agent]";
+ mes "Heh! Keep up";
+ mes "the good work~";
+ set rumour_nd,21;
+ close;
+ }
+ }
+ else if (rumour_nd == 21) {
+ mes "[Agent]";
+ mes "Hurry up, and report";
+ mes "for me to the Rogue";
+ mes "Guild. While you do that,";
+ mes "I think I'll enjoy a drink~";
+ close;
+ }
+ else {
+ mes "[Agent]";
+ mes "*Hiccup*";
+ mes "Ahahaha,";
+ mes "this feels good!";
+ mes "Good ol' beeeer~";
+ next;
+ mes "[Agent]";
+ mes "*Hiccup*";
+ next;
+ mes "[Agent]";
+ mes "What are you?";
+ mes "Get lost!";
+ close;
+ }
+}
diff --git a/npc/pre-re/quests/quests_niflheim.txt b/npc/pre-re/quests/quests_niflheim.txt
new file mode 100644
index 000000000..2ddd28ac7
--- /dev/null
+++ b/npc/pre-re/quests/quests_niflheim.txt
@@ -0,0 +1,803 @@
+//===== rAthena Script =======================================
+//= Quest NPCs related to Niflheim
+//===== By: ==================================================
+//= The rAthena Dev Team
+//===== Current Version: =====================================
+//= 1.5
+//===== Compatible With: =====================================
+//= rAthena 7.15 +
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Piano Key Ouest
+//= - Escape from Niflheim
+//= - Variables in use: nif_esc, MISC_QUEST (Bit 32)
+//= Message Delivery Quest
+//= - Deliver a message to Erious' departed wife.
+//= - Variables in use: nif_revive, MISC_QUEST (Bit 16384)
+//===== Additional Comments: =================================
+//= 1.0 Initial release, moved Book of Devil and Piano quest
+//= from npc/cities/niflheim.txt [Evera]
+//= 1.1 Optimized Book of Devil quest. used bit-wise var,
+//= Optimized Piano Quest - now uses 1 variable [Lupus]
+//= 1.2 Fixed bad NPC header data to comply with rev. 11603. [L0ne_W0lf]
+//= 1.3 Moved the Book of Devil quest to custom folder. [L0ne_W0lf]
+//= Updated to Aegis 10.3 Standed, added Message Delivery Quest.
+//= Rescripted Piano Quest. Prior quest progress will be lost.
+//= 1.4 Fixed NPCs using ID 111 when it shoudl have been 139. [L0ne_W0lf]
+//= 1.5 Swapped NPC IDs back from last change (139 back to 111). [L0ne_W0lf]
+//= Clicking will do nothing, you have to still "touch" the npc.
+//============================================================
+
+//=============================================================
+//Piano Quest
+//=============================================================
+niflheim,224,243,3 script Alreg#nif 795,{
+ if (nif_piano) set nif_piano,0;
+ mes "[Alreg]";
+ mes "Me like meat, muheh.";
+ mes "You! Look tempting.";
+ next;
+ mes "[Alreg]";
+ mes "Me want to taste you.";
+ next;
+ mes "^FF3355*Crunch* Crunch*^000000";
+ if (nif_esc == 0 && (MISC_QUEST & 32) == 0) {
+ set piano_root,rand(1,2);
+ percentheal -60,0;
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "NooOOoOOoOoO~!";
+ next;
+ mes "[Alreg]";
+ mes "It long time since I had meat";
+ mes "so... so good. You taste";
+ mes "good. Alreg give you this";
+ mes "for payback. Present!";
+ mes "*Burrrp*";
+ set nif_esc,rand(1,2);
+ getitem 7184,1; //Piano_Keyboard
+ close;
+ }
+ percentheal -30,0;
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Ow~! What are you";
+ mes "trying to do, kill me?!";
+ next;
+ mes "[Alreg]";
+ mes "Hm? Oh, no no no.";
+ mes "Me am trying to eat you.";
+ close;
+}
+
+nif_in,105,81,3 script Crayu#nif 794,{
+ mes "[Crayu]";
+ mes "Living one...";
+ mes "Listen to this song...";
+ mes "It's been sung by many for a";
+ mes "long time, but nobody knows";
+ mes "when it was made or who wrote it.";
+ next;
+ mes "[Crayu]";
+ mes "^FF00001. Mountain sunset to the west";
+ mes "^FF00002. Where the purple dusk falls ";
+ mes "^FF00003. Surrounded by beautiful melody";
+ mes "^FF00004. You become the key that ignores its master^000000";
+ next;
+ if (nif_esc == 1 || nif_esc == 4) {
+ mes "[Crayu]";
+ mes "Okay, wait! Here's a test for you!";
+ switch(rand(1,4)) {
+ case 1:
+ set .@songline$,"Mountain sunset to the west";
+ mes "Write down the first line of the song.";
+ break;
+ case 2:
+ set .@songline$,"Where the purple dusk falls";
+ mes "Write down the second line of the song.";
+ break;
+ case 3:
+ set .@songline$,"Surrounded by beautiful melody";
+ mes "Write down the third line of the song.";
+ break;
+ case 4:
+ set .@songline$,"You become the key that ignores its master";
+ mes "Write down the fourth line of the song.";
+ break;
+ }
+ next;
+ input .@input$;
+ if (.@input$ == .@songline$) {
+ mes "[Crayu]";
+ mes "Excellent...!";
+ mes "So you've been listening~!";
+ mes "That makes you one of my";
+ mes "favorite guests. Here's a";
+ mes "little reward for you.";
+ next;
+ if (nif_esc == 1) {
+ set nif_esc,3;
+ }
+ else {
+ set nif_esc,6;
+ }
+ getitem 7184,1; //Piano_Keyboard
+ mes "[Crayu]";
+ mes "Lastly, I hope you will show your";
+ mes "respect to other Bards, just as";
+ mes "you have done for me.";
+ close;
+ }
+ else {
+ mes "[Crayu]";
+ mes "*Sigh*... If you had only";
+ mes "listened to me, it would";
+ mes "have been easy to answer.";
+ mes "Try to remember the line";
+ mes "and try again!";
+ close;
+ }
+ }
+ next;
+ mes "[Crayu]";
+ mes "I wonder what the lyrics mean...";
+ mes "They seem quite profound...";
+ mes "I have the feeling that this song";
+ mes "carries some secret.";
+ close;
+}
+
+nif_in,31,20,3 script Kuzkahina#nif 794,{
+ if (nif_esc == 2 || nif_esc == 3) {
+ mes "[Kuzkahina]";
+ mes "I don't understand";
+ mes "why I can't make any";
+ mes "money with this store...";
+ mes "Even when I was alive";
+ mes "I could never make any";
+ mes "money with my businesses...";
+ next;
+ mes "[Kuzkahina]";
+ mes "Hey you! Make yourself useful";
+ mes "and throw this away when you leave.";
+ set nif_esc,nif_esc+2;
+ getitem 7184,1; //Piano_Keyboard
+ next;
+ mes "[Kuzkahina]";
+ mes "Gosh, what's with this store?";
+ mes "How did I end up hiring such useless employees...?";
+ mes "*mumble mumble*";
+ mes "*mumble mumble*";
+ close;
+ }
+ mes "[Kuzkahina]";
+ mes "I don't understand";
+ mes "why I can't make any";
+ mes "money with this store...";
+ mes "Even when I was alive";
+ mes "I could never make any";
+ mes "money with my businesses...";
+ close;
+}
+
+niflheim,208,103,1 script #Graveyard1 111,1,1,{
+ end;
+
+OnTouch:
+ if (nif_esc == 5 || nif_esc == 7 || nif_esc == 8 || nif_esc == 10) {
+ mes "^3355FFYou found something";
+ mes "half-buried near a grave.";
+ mes "It looks very well-shaped.^000000";
+ next;
+ mes "^3355FFWould you like to pick it up?^000000";
+ if (select("Yes:No") == 1) {
+ if (nif_esc < 10) {
+ set nif_esc,nif_esc+2;
+ }
+ else if (nif_esc == 10) {
+ set nif_esc,11;
+ }
+ getitem 7184,1; //Piano_Keyboard
+ }
+ close;
+ }
+ end;
+}
+
+niflheim,169,71,1 script #Graveyard2 111,1,1,{
+ end;
+
+OnTouch:
+ if (nif_esc == 6 || nif_esc == 9) {
+ mes "^3355FFYou found something";
+ mes "half-buried near a grave.";
+ mes "It looks very well-shaped.^000000";
+ next;
+ mes "^3355FFWould you like to pick it up?^000000";
+ if (select("Yes:No") == 1) {
+ set nif_esc,nif_esc+2;
+ getitem 7184,1; //Piano_Keyboard
+ }
+ close;
+ }
+ end;
+}
+
+nif_in,115,181,0 script #Piano 111,1,1,{
+ end;
+
+OnTouch:
+ if (nif_esc == 0 && (MISC_QUEST & 32) == 0) {
+ mes "^3355FFYou see a big, heavy piano.";
+ mes "You get the feeling that";
+ mes "its music would sound magnificient.^000000";
+ next;
+ mes "^3355FFAs you examine the piano,";
+ mes "you find that 7 keys";
+ mes "are missing in the";
+ mes "middle of the keyboard.";
+ mes "If you had all the keys,";
+ mes "you could play music...^000000";
+ close;
+ }
+ if (nif_esc == 11) {
+ set nif_esc,12;
+ delitem 7184,6; //Piano_Keyboard
+ mes "^3355FFYou took the keys you've found";
+ mes "and inserted them into";
+ mes "each empty space.^000000";
+ next;
+ mes "^3355FFBut then you realize";
+ mes "that you're missing the last";
+ mes "key for the space on the far";
+ mes "left of the keyboard...^000000";
+ close;
+ }
+ end;
+}
+
+nif_in,114,181,0 script #Piano3 111,1,1,{
+ end;
+
+OnTouch:
+ if (nif_esc == 12 || nif_esc == 13 || MISC_QUEST & 32) {
+ mes "^3355FFAs you bend towards";
+ mes "the final empty key space";
+ mes "to take a better look at it...^000000";
+ next;
+ soundeffect "complete.wav",0;
+ next;
+ if (nif_esc == 12) {
+ set MISC_QUEST,MISC_QUEST | 32;
+ set nif_piano, 0;
+ }
+ mes "^3355FFYou begin to feel dizzy and";
+ mes "your body feels as if it were";
+ mes "floating in air. Then, your";
+ mes "vision starts to blur...^000000";
+ close2;
+ warp "nif_in",179,163;
+ end;
+ }
+ end;
+}
+
+nif_in,188,168,3 script Witch#nif 792,{
+ mes "[Kirkena]";
+ mes "Huh? ...You're alive, aren't you?";
+ mes "I'm not sure how more of you are";
+ mes "able to get here and I don't";
+ mes "know your reasons for coming,";
+ mes "but this place is dangerous for";
+ mes "the living.";
+ next;
+ mes "[Kirkena]";
+ mes "I am sending you back";
+ mes "outside of this town.";
+ mes "If you can help it, you";
+ mes "better not come back to";
+ mes "this place.";
+ close2;
+ warp "umbala",138,208;
+ end;
+}
+
+//=============================================================
+// Message Delivery Quest
+//=============================================================
+prt_in,161,20,3 script Erious#nif 92,{
+ if (MISC_QUEST & 16384) {
+ mes "[Erious]";
+ mes "I wish you safety from harm";
+ mes "in your journeys, adventurer.";
+ close;
+ }
+ if (nif_revive == 0) {
+ mes "[Erious]";
+ mes "*Sob*Sob*";
+ mes "*Cries* Wahhh...!";
+ mes "Elly, how could you";
+ mes "leave me this way...";
+ emotion e_sob;
+ next;
+ if (select("Comfort him.:Neglect him.") == 1) {
+ mes "[Erious]";
+ mes "Ah, thank you for your kindness.";
+ mes "*Sob* My wife died while I was on";
+ mes "a trip. I'm so sorry that I";
+ mes "couldn't be with her when";
+ mes "the end came...";
+ next;
+ mes "[Erious]";
+ mes "I wish I could talk to my Elly,";
+ mes "although I know it's too late now.";
+ mes "*Cries* But... there is one last";
+ mes "hope that I have. My absolute";
+ mes "final chance...";
+ next;
+ mes "[Erious]";
+ mes "I was told that somewhere";
+ mes "in this world, there exists a town";
+ mes "where the dead reside. I might be";
+ mes "able to meet my wife there, but";
+ mes "I cannot leave my children here";
+ mes "without me. *Cries*";
+ next;
+ if (select("I can deliver your message to her.:I am so sorry to hear that.") == 1) {
+ mes "[Erious]";
+ mes "Oh, can you?";
+ mes "Thank you so much for your";
+ mes "generosity. If you can do";
+ mes "this for me, I would be";
+ mes "greatly indebted to you.";
+ next;
+ mes "[Erious]";
+ mes "You're an adventurer, aren't you?";
+ mes "If your journeys take you to that";
+ mes "town of the dead, and if you";
+ mes "happen to meet her by chance...";
+ next;
+ mes "[Erious]";
+ mes "Please send Elly a message for me,";
+ mes "let her know that what happened";
+ mes "a month ago was all my fault.";
+ mes "Thank you for your help,";
+ mes "and please take care.";
+ set nif_revive,1;
+ close;
+ }
+ mes "[Erious]";
+ mes "*Cries* Is there no way that I";
+ mes "can see her again? If I could";
+ mes "talk to her at least once more,";
+ mes "even if it's the last time,";
+ mes "I would do anything...";
+ close;
+ }
+ mes "[Erious]";
+ mes "*Cries* Eeeeelllllyyyy~~~~!";
+ mes "I never thought that would be";
+ mes "the last time we would see";
+ mes "each other...";
+ mes "*Sob*...";
+ close;
+ }
+ else if (nif_revive == 1) {
+ mes "[Erious]";
+ mes "This place I was told about...";
+ mes "The town of the dead...";
+ mes "From what I remember, it was";
+ mes "located near some rest area.";
+ next;
+ mes "[Erious]";
+ mes "All day and night, it's filled";
+ mes "with never ending screams of";
+ mes "agony and despair. I hope that";
+ mes "this will be helpful in your search.";
+ close;
+ }
+ else if (nif_revive == 5 || nif_revive == 6) {
+ mes "[Erious]";
+ mes "Oh my! You really found the town,";
+ mes "have you? I really appreciate that";
+ mes "you've endured all this hardship";
+ mes "for me... Um...So in the end...";
+ mes "Were you able to meet my Elly?";
+ next;
+ if (select("Yes.:Sorry, I couldn't.") == 1) {
+ if (nif_revive == 6 && countitem(934) > 0) {
+ mes "[Erious]";
+ mes "Are you serious? What did she say?";
+ mes "Did she say she will forgive me?";
+ next;
+ select("Yes. And she gave me...this.");
+ delitem 934,1; //Mementos
+ mes "[Erious]";
+ mes "Ah...In this box were the gifts";
+ mes "I gave her when we started";
+ mes "seeing each other. She had a";
+ mes "serious illness even before we";
+ mes "met, so I promised her that I";
+ mes "would cure her illness...";
+ next;
+ mes "[Erious]";
+ mes "That's why I went on that trip...";
+ mes "to find a cure or medicine";
+ mes "for her... But my efforts turned";
+ mes "out to be a good for nothing.";
+ mes "...................";
+ mes ".........";
+ next;
+ mes "[Erious]";
+ mes "Anyway, I appreciate your";
+ mes "generousity. I want to pay";
+ mes "you back for all the trouble";
+ mes "I caused you, but I only have";
+ mes "the medicine I found for her";
+ mes "illness during this trip.";
+ next;
+ mes "[Erious]";
+ mes "I hope you will take this medicine";
+ mes "as a token of my gratitute.";
+ next;
+ if (checkweight(610,26)) {
+ set MISC_QUEST,MISC_QUEST | 16384;
+ set nif_revive,0;
+ getitem 607,2; //Yggdrasilberry
+ getitem 608,2; //Seed_Of_Yggdrasil
+ getitem 610,10; //Leaf_Of_Yggdrasil
+ mes "[Erious]";
+ mes "Thank you for everything.";
+ mes "I wish you luck and safety";
+ mes "in your adventures.";
+ close;
+ }
+ mes "[Erious]";
+ mes "I have something to give you,";
+ mes "but you're carrying too much";
+ mes "stuff for me to give it to";
+ mes "right now. Why don't you";
+ mes "store your items somewhere?";
+ close;
+ }
+ else if (nif_revive == 6 && countitem(934) < 1) {
+ mes "[Erious]";
+ mes "Hmm...this is odd. I'm sure she would give you something as a token of meeting her. By any chance, is there anything that you've forgetten to bring me?";
+ close;
+ }
+ mes "[Erious]";
+ mes "I guess you misunderstood";
+ mes "something or you're trying";
+ mes "to scam a man in grief.";
+ close;
+ }
+ if (nif_revive == 5) {
+ mes "[Erious]";
+ mes "I see...you have failed to find";
+ mes "her... However, I also understand";
+ mes "that fulfilling my request may";
+ mes "be impossible...";
+ next;
+ mes "[Erious]";
+ mes "You've really gone out of your way";
+ mes "to help me, so I want to give you";
+ mes "something as a token of my";
+ mes "gratitute.";
+ next;
+ if (checkweight(610,10)) {
+ set MISC_QUEST,MISC_QUEST | 16384;
+ set nif_revive,0;
+ getitem 610,10; //Leaf_Of_Yggdrasil
+ mes "[Erious]";
+ mes "Thank you for everything.";
+ mes "I wish you luck and safety";
+ mes "from harm in your journeys.";
+ close;
+ }
+ mes "[Erious]";
+ mes "I have something to give you,";
+ mes "but you're carrying too much";
+ mes "stuff for me to give it to";
+ mes "right now. Why don't you";
+ mes "store your items somewhere?";
+ close;
+ }
+ mes "[Erious]";
+ mes "I see...";
+ mes "...Wait! Doesn't that belong";
+ mes "to my wife, Elly? Why are you";
+ mes "trying to cheat a grieving man...?";
+ close;
+ }
+ end;
+}
+
+umbala,215,181,3 script Billik 733,{
+ if (nif_revive > 1 || MISC_QUEST & 16384) {
+ mes "[Billik]";
+ mes "Well, long time no see.";
+ mes "If you have a chance in the";
+ mes "future, let's meet in the";
+ mes "town of the dead later.";
+ mes "Hahahaha~";
+ emotion e_no1;
+ close;
+ }
+ if (nif_revive == 1) {
+ mes "[Billik]";
+ mes "The Town of the dead...";
+ mes "It's a very dangerous place.";
+ mes "Why would you want to go there?";
+ next;
+ if (select("I have to meet somebody there.:It's a part of my adventure.") == 1) {
+ mes "[Billik]";
+ mes "Someone you have to meet there...";
+ mes "Hmm... I suppose you wish to";
+ mes "contact the dead...";
+ mes "I can also see that you're";
+ mes "determined to go.";
+ next;
+ mes "[Billik]";
+ mes "*Sigh* Okay, if you really want to";
+ mes "go, you must find a man named";
+ mes "'Feylin.' It's very important to";
+ mes "let him know that I introduced";
+ mes "him to you.";
+ next;
+ mes "[Billik]";
+ mes "He's not very trusting, but he";
+ mes "likes roses a lot, so bring a rose";
+ mes "for him. That way, he'll know for";
+ mes "sure that I've sent you.";
+ set nif_revive,2;
+ next;
+ mes "[Billik]";
+ mes "The town of the dead is located";
+ mes "north of this place. Remember, it";
+ mes "is very dangerous to go there,";
+ mes "even for well experienced";
+ mes "adventurers, so...";
+ mes "Be careful.";
+ close;
+ }
+ mes "[Billik]";
+ mes "Hahaha~ I guess you like adventure";
+ mes "as much as I do. Although it's a";
+ mes "very dangrous place, you will be";
+ mes "paid back for your effort after";
+ mes "you get there. But be careful.";
+ close;
+ }
+ else if (nif_revive == 0) {
+ mes "[Billik]";
+ mes "What brings you here? I'm busy,";
+ mes "leave if you don't have any business.";
+ close;
+ }
+}
+
+niflheim,153,215,3 script Feylin 794,{
+ if (nif_revive == 2) {
+ mes "[Feylin]";
+ if (Sex == 1) {
+ mes "Poor guy...";
+ }
+ else {
+ mes "Poor girl...";
+ }
+ mes "Dying at such a young age...";
+ mes "I am always sorry to see the";
+ mes "young pass away.";
+ next;
+ mes "[Feylin]";
+ mes "............??";
+ mes "Oh, I see you're not dead yet,";
+ mes "are you? It's unbelievable to";
+ mes "see another living person";
+ mes "in this town.";
+ next;
+ mes "[Feylin]";
+ mes "Are you coming to rescue someone,";
+ mes "or do you have another purpose?";
+ mes "If you came here to meet a";
+ mes "deceased friend of yours, you've";
+ mes "come to the wrong person.";
+ next;
+ mes "[Feylin]";
+ mes "Nobody in Niffelheim can";
+ mes "perform that kind of miracle...";
+ next;
+ mes "[Feylin]";
+ mes "I can tell you have been through";
+ mes "much hardship, but unfortunately,";
+ mes "you came here for nothing. I hope";
+ mes "you go back to where you came";
+ mes "from before it's too late.";
+ set nif_revive,3;
+ close;
+ }
+ else if (nif_revive == 3) {
+ mes "[Feylin]";
+ mes "I've asked you to leave this";
+ mes "town immediately. I'm sorry";
+ mes "but I know nothing about what";
+ mes "you are asking.";
+ emotion e_an;
+ next;
+ if (select("But...:I am sorry.") == 1) {
+ mes "[Feylin]";
+ mes "You must know something...";
+ mes "Otherwise, you wouldn't be";
+ mes "so stubborn. I am not sure";
+ mes "who told you contacting the";
+ mes "dead might be possible...";
+ next;
+ mes "[Feylin]";
+ mes "But I surely wouldn't have told";
+ mes "you. Besides, speaking about";
+ mes "such things is taboo.";
+ set nif_revive,4;
+ close;
+ }
+ mes "[Feylin]";
+ mes "Please consider leaving this";
+ mes "place as soon as possible.";
+ mes "Nobody should stay in";
+ mes "Niflheim for too long.";
+ close;
+ }
+ else if (nif_revive == 4) {
+ if (countitem(748) > 0) {
+ mes "[Feylin]";
+ mes "Huh, Billik must have sent you.";
+ mes "Since I'm indebted to him, I";
+ mes "suppose I will help you.";
+ mes "But let me warn you.";
+ mes "The price that I demand may be";
+ mes "more that you expect...";
+ next;
+ if (select("I'm willing to do this.:I don't think I can do this.") == 1) {
+ if (BaseLevel > 79 && BaseLevel < 100) {
+ mes "[Feylin]";
+ mes "Alright, but you must promise";
+ mes "me that you will not let other";
+ mes "people know what I am about";
+ mes "to tell you.";
+ next;
+ mes "[Feylin]";
+ mes "This sorcery requires great";
+ mes "sacrifice. Needless to say, there";
+ mes "is a chance that this spell may";
+ mes "fail. I must also have";
+ mes "10 Yggdrasil Leaf to cast this";
+ mes "spell. Do you wish to continue?";
+ next;
+ if (select("Yes:No") == 1) {
+ if (countitem(610) > 9) {
+ mes "[Feylin]";
+ mes "I see. Then we shall begin.";
+ mes "Woombahsokasabahah!";
+ mes "Woombah woombah hoombabah!";
+ mes "Yeeeeep!";
+ next;
+ set .@nif_revive1,rand(1,100);
+ if (.@nif_revive1 > 0) && (.@nif_revive1 < 88) {
+ mes "[Feylin]";
+ mes "...I am sorry.";
+ mes "I have failed to summon";
+ mes "who you wish to see. I am";
+ mes "really sorry for this result.";
+ emotion e_omg;
+ delitem 748,1; //Witherless_Rose
+ delitem 610,10; //Leaf_Of_Yggdrasil
+ set nif_revive,5;
+ percentheal -99,0;
+ next;
+ mes "[Feylin]";
+ mes "Unfortunately, it may be";
+ mes "impossible to summon the";
+ mes "spirit of the person with";
+ mes "whom you wished to speak...";
+ close;
+ }
+ else if (.@nif_revive1 > 87) && (.@nif_revive1 < 101) {
+ delitem 748,1; //Witherless_Rose
+ delitem 610,10; //Leaf_Of_Yggdrasil
+ percentheal -50,0;
+ mes "[Feylin]";
+ mes "..........";
+ mes "..........";
+ next;
+ mes "[Elly]";
+ mes "..........";
+ mes ".....Umm...";
+ mes "...Wasn't I just dead?";
+ mes "Um, do I know you?";
+ next;
+ select("I brought a message from your husband.");
+ mes "[Elly]";
+ mes "Oh...I see...I'm sorry that I could not meet him before I died...";
+ mes "So what is his message for me?";
+ next;
+ select("Forgive him for what happened a month ago.");
+ mes "[Elly]";
+ mes "*Sigh* He's such a nice husband...";
+ mes "He pays such attention, even to";
+ mes "the little things. Though, I";
+ mes "should be the one apologizing";
+ mes "to him...";
+ next;
+ mes "[Elly]";
+ mes "Please give him this box, and tell";
+ mes "him to forget about me. He should";
+ mes "live the rest of his life happily";
+ mes "with someone else. Oh, also let";
+ mes "him know that I forgive him.";
+ set nif_revive,6;
+ getitem 934,1; //Mementos
+ next;
+ mes "[Elly]";
+ mes "I am glad to hear from my";
+ mes "husband one more time. But I";
+ mes "think I have to go now.";
+ mes "Thank you for your trouble.";
+ mes "Farewell...";
+ next;
+ mes "[Elly]";
+ mes ".....................";
+ mes "....................";
+ next;
+ mes "[Feylin]";
+ mes "I guess you have accomplished what";
+ mes "you wanted. Well then, be careful";
+ mes "when you go back...";
+ close;
+ }
+ }
+ else {
+ mes "[Feylin]";
+ mes "If you don't have the";
+ mes "items, we cannot proceed.";
+ mes "Remember, I need 10 Yggdrasil";
+ mes "Leaves to perform this spell.";
+ mes "Please bring them as soon";
+ mes "as possible.";
+ close;
+ }
+ }
+ mes "[Feylin]";
+ mes "I hope you will bring the items";
+ mes "first. But... I don't have the";
+ mes "confidence to promise that";
+ mes "this spell will cast successfully.";
+ close;
+ }
+ mes "[Feylin]";
+ mes "Hmm... You don't seem to have";
+ mes "the strength to endure the";
+ mes "casting of this spell. At";
+ mes "your current strength, this";
+ mes "spell will kill you.";
+ mes "I cannot take that risk.";
+ close;
+ }
+ mes "[Feylin]";
+ mes "You made a good decision.";
+ mes "It's not a good idea to perform";
+ mes "this kind of sorcery in the";
+ mes "first place because of the";
+ mes "risks involved...";
+ close;
+ }
+ mes "[Feylin]";
+ mes "No matter how many times you ask";
+ mes "me, I cannot help you. Please";
+ mes "leave this place as soon as you can.";
+ close;
+ }
+ mes "[Feylin]";
+ mes "What makes you to come to such";
+ mes "a dangerous town? Please leave";
+ mes "this place as soon as you can.";
+ close;
+}
diff --git a/npc/pre-re/quests/quests_payon.txt b/npc/pre-re/quests/quests_payon.txt
new file mode 100644
index 000000000..0e1f7ab66
--- /dev/null
+++ b/npc/pre-re/quests/quests_payon.txt
@@ -0,0 +1,323 @@
+//===== rAthena Script =======================================
+//= Quest NPCs related to Payon
+//===== By: ==================================================
+//= kobra_k88
+//===== Current Version: =====================================
+//= 1.7
+//===== Compatible With: =====================================
+//= rAthena 7.15 +
+//===== Description: =========================================
+//= Pretend Murder, Ear Muffs, Oxygen, Derivuchi Cap, Helm of Angel Quests.
+//===== Additional Comments: =================================
+//= Fully working
+//= 1.1 Helm of Angel bug fixed [Lupus]
+//= 1.2 Fixed skirt of virgin [Lupus]
+//= 1.3 Fixed exploits [Lupus]
+//= 1.4 Removed Duplicates [Silent]
+//= 1.5 Updated Dialogs from "Pretend Murdered Quest" [Samuray22]
+//= 1.5a replaced item "names" with item id. [Lupus]
+//= 1.6 Updated Dialogs from "Oxygen Mask Quest" [Samuray22]
+//= 1.7 Updated headgear quests. [L0ne_W0lf]
+//============================================================
+
+
+
+//==========================================================================================//
+// Pretend Murdered quest
+//==========================================================================================//
+payon_in01,99,72,4 script Granny 103,{
+ if (checkweight(908,1) == 0) {
+ mes "^3355FFWait a second! Right now, you're carrying too many items with you. Please come back after putting some of your things into Kafra Storage.^000000";
+ close;
+ }
+ if (countitem(1049) > 3) {
+ mes "[Granny]";
+ mes "I wish I could make some clothing for my grandchildren for the festival season...";
+ next;
+ mes "[Granny]";
+ mes "Oh! Would you give me your ^3355FFSkirt of Virgin^000000? I'd need four of them. Please, I'm begging you.";
+ next;
+ switch(select("Alright.:No way!")) {
+ case 1:
+ delitem 1049,4; //Skirt_Of_Virgin
+ mes "[Granny]";
+ mes "Oh! Thank you so much~ Now I can make some clothes for Kitty Cutty~";
+ next;
+ mes "[Granny]";
+ mes "Ah, Wait! I almost forgot. I was quite a popular actress back in my youth. My actor friends gave me a wedding present when I left the Troupe. I've kept it to remind me of those precious times.";
+ next;
+ mes "[Granny]";
+ mes "If it's okay...";
+ mes "I'd like to give you this.";
+ next;
+ getitem 2293,1; // Pretend_Murdered
+ mes "[Granny]";
+ mes "Goodbye, adventurer~!";
+ mes "Thank you for making an old woman so happy...";
+ close;
+ case 2:
+ mes "[Granny]";
+ mes "*Sigh* How can I get ^3355FFSkirt of Virgin^000000 by myself? I'm just so weak and feeble, even rolling in my rocking chair exhausts me. *Sniff* All I want is to make my grandchildren happy...";
+ close;
+ }
+ }
+ else {
+ mes "[Granny]";
+ mes "I gather Mushrooms on the Mountain of Payon everyday. Time passes and before I know it, it's already fesitval season. I wish I could make clothing for my family this time of the year.";
+ next;
+ mes "[Granny]";
+ mes "...";
+ mes "But for that, I need ^3355FF4 Skirt of Virgin^000000...";
+ next;
+ mes "[Granny]";
+ mes "Young traveler, please help me. When you find some ^3355FFSkirt of Virgin^000000, please bring them to me. I'd really appreciate it...";
+ close;
+ }
+}
+
+//========================================================================================//
+// Ear Muffs Quest
+//========================================================================================//
+payon_in01,18,10,4 script Mystic Lady 76,{
+ mes "[Mystic Lady]";
+ mes "My family has produced and sold the special Winter product ^3355FFEar Muffs^000000 for many years. We just moved here, but the weather is always warm so we can hardly make a living.";
+ next;
+ mes "[Mystic Lady]";
+ mes "If you plan to travel to colder regions, I suggest that you bring some ^3355FFEar Muffs^000000...";
+ Emotion e_dots;
+ next;
+ mes "[Mystic Lady]";
+ mes "Ear Muffs are my family's specialty, and we provide it to customers who have ^FF33551 Cursed Ruby^000000, ^3311AA1 Headset,^000000 ^3355FF 200 Feathers^000000 and ^DDDD005000 Zeny^000000.";
+ Emotion e_dots;
+ next;
+ switch(select("Oh Yeah? That sounds good.:No thank you, Ma'am.")) {
+ case 1:
+ if ((countitem(724) > 0) && (countitem(949) > 199) && (countitem(5001) > 0) && (Zeny > 4999)) {
+ mes "[Mystic Lady]";
+ delitem 724,1; //Cardinal_Jewel_
+ delitem 949,200; //Feather
+ delitem 5001,1; //Headset
+ set Zeny,Zeny-5000;
+ mes "Here, I will give you this pre-made one.";
+ getitem 2283,1; // Ear_Mufs
+ next;
+ mes "[Mystic Lady]";
+ mes "Thank you for buying our product. You won't regret purchasing our Ear Muffs: Satisfaction guaranteed~";
+ Emotion e_dots;
+ close;
+ }
+ else {
+ mes "[Mystic Lady]";
+ mes "Oh dear...";
+ mes "You don't have enough money or items. Unfortunately, we can't give any discounts. Please understand that we have to make a living...";
+ Emotion e_dots;
+ close;
+ }
+ case 2:
+ mes "[Mystic Lady]";
+ mes "That's fine.";
+ mes "I believe we";
+ mes "will meet again.";
+ mes "...One of these days.";
+ Emotion e_dots;
+ close;
+ }
+}
+
+//========================================================================================//
+// Oxygen Mask Quest
+//========================================================================================//
+payon_in02,25,71,4 script Boy 86,{
+ if (countitem(701) > 4) {
+ mes "[Young Man]";
+ mes "ArrrGggghh!";
+ mes "Ah, No I can't...";
+ next;
+ mes "[Young Man]";
+ mes "*Huk*";
+ mes "Now even my eyes have gone mad!! Why do these bugs suddenly seem so cute?! Nooooooo~!!!";
+ next;
+ switch(select("Show Ora Ora:Give Ora Ora:Cancel")) {
+ case 1:
+ mes "[Young Man]";
+ mes "Oooooohhhh!!!";
+ mes "Is, is this";
+ mes "the one?!";
+ mes "This is...";
+ mes "Ora Ora!!";
+ next;
+ mes "[Young Man]";
+ mes "I'll make it short! Give it to me, and I will give you my treasure! So how's my idea? Wanna deal?";
+ close;
+ case 2:
+ if (countitem(701) > 4) {
+ delitem 701,5; //Ora_Ora
+ }
+ mes "[Young Man]";
+ mes "Muhahahahah!!!";
+ mes "I finally have this!";
+ mes "Ora Ora!";
+ mes "Stupid and Disgusting";
+ mes "Thief Bugs!!";
+ mes "You will pay!!!";
+ next;
+ mes "[Young Man]";
+ mes "Huk...Huk...";
+ mes "Sorry, I was out of control with pleasure for a while. Now, I will give my treasure as promised.";
+ next;
+ getitem 5004,1; // Oxygen_Mask
+ mes "[Young Man]";
+ mes "When you wear this over your mouth and start to breathe, it filters junk out before getting to your lungs.";
+ next;
+ mes "[Young Man]";
+ mes "Kakakakakaka!";
+ mes "I can't wait";
+ mes "to use this";
+ mes "Ora Ora!";
+ close;
+ case 3:
+ mes "[Young Man]";
+ mes "Huhuhuhuhu...";
+ mes "What if I can't get rid of all these Thief Bugs? I might even grow to love them... *Huk*";
+ close;
+ }
+ }
+ else {
+ mes "[Young Man]";
+ mes "Wahhhhhh! I, I...";
+ mes "I can't take it any more!";
+ mes "You little stinky filthy bastards!";
+ next;
+ switch(select("Continue:Cancel")) {
+ case 1:
+ mes "[Young Man]";
+ mes "Oh man...";
+ mes "It all started when my parents passed away when I was a little kid. Early on I had to work for a living, and had a really hard time.";
+ next;
+ mes "[Young Man]";
+ mes "I've worked for 10 years in hopes of buying my dream house where I could find some sense of peace and comfort again. Eventually I thought I had enough zeny to afford my very own sweet home.";
+ next;
+ mes "[Young Man]";
+ mes "Unfortunately I didn't have enough money to buy the nice house that I had my eye on. But then, I found this house, which was bigger and cheaper than the first. I bought it without thinking...";
+ next;
+ mes "[Young Man]";
+ mes "Sweet Jesus! Turns out, it's a Heaven for Thief Bugs!!!";
+ next;
+ mes "[Young Man]";
+ mes "I tried to do everything I could do. I coaxed them, killed them, but it only brought peace for a moment! I even tried to burn this house down...!";
+ next;
+ mes "[Young Man]";
+ mes "*Gasp* I mean, really, do I need ^3355FF Ora Ora^000000 to get rid of them? People say it is very rarely seen in distant countries.";
+ next;
+ mes "[Young Man]";
+ mes "If I could afford 5 of them, I won't have to be frustrated with these disgusting bugs any more...";
+ close;
+ case 2:
+ mes "[Young Man]";
+ mes "This never ending fight with the bugs has really exhausted me. I give up. Do as you wish you scumbags!";
+ close;
+ }
+ }
+}
+
+//========================================================================================//
+// Derivuchi Cap(Hat of Petite Diablo), Helm of Angel
+//========================================================================================//
+payon_in01,56,12,7 script Young man#12 89,{
+ mes "[Young man]";
+ mes "...What is it?";
+ next;
+ switch(select("Can you make me a special item?:Hey.")) {
+ case 1:
+ mes "[Young man]";
+ mes "Huh? So you already know what I specialize in, eh? I suppose there's no need for the usual secrecy. Tell me what you want.";
+ next;
+ switch(select("Helm of Angel.:Deviruchi cap.:I will come next time.")) {
+ case 1:
+ mes "[Young man]";
+ mes "1 Helm (with slot).";
+ mes "1 Angel Wing.";
+ mes "5 Fang of Garm.";
+ mes "That's all I require.";
+ next;
+ mes "[Young man]";
+ mes "Wait! Just so you know, I don't care if the items in your inventory have been upgraded, or have cards attached.";
+ next;
+ mes "[Young man]";
+ mes "I mean, any cards or upgrades in the items I will use to make something for you will be lost once I make the item. So be careful when you hand stuff over to me.";
+ next;
+ mes "[Young man]";
+ mes "Did you gather the items? Then hand them over.";
+ next;
+ switch(select("Give him the items.:Don't give him the items.")) {
+ case 1:
+ if ((countitem(2229) > 0) && (countitem(2254) > 0) && (countitem(7036) > 4)) {
+ mes "[Young man]";
+ mes ".....Hm.";
+ mes "Fine, here's your Helm of Angel. Take it.";
+ delitem 2229,1; //Helm_
+ delitem 2254,1; //Angelic_Chain
+ delitem 7036,5; //Fang_Of_Garm
+ close2;
+ getitem 5025,1; // Helm_Of_Angel
+ end;
+ }
+ else {
+ mes "[Young man]";
+ mes "...The number of items is not right. You better double check.";
+ close;
+ }
+ case 2:
+ mes "[Young man]";
+ mes "Do as you wish...";
+ close;
+ }
+ case 2:
+ mes "[Young man]";
+ mes "600 Little Evil Horn.";
+ mes "40 Talon of Griffon.";
+ mes "That's all I require.";
+ next;
+ mes "[Young man]";
+ mes "Wait! Just so you know, I don't care if the items in your inventory have been upgraded, or have cards attached.";
+ next;
+ mes "[Young man]";
+ mes "I mean, any cards or upgrades in the items I will use to make something for you will be lost once I make the item. So be careful when you hand stuff over to me.";
+ next;
+ mes "[Young man]";
+ mes "Did you gather the items? Then hand them over.";
+ next;
+ switch(select("Give him the items.:Don't give him the items.")) {
+ case 1:
+ if ((countitem(1038) > 599) && (countitem(7048) > 39)) {
+ mes "[Young man]";
+ mes ".....Hm. Here's your Deviruchi Hat. Please take it.";
+ delitem 1038,600; //Petite_DiablOfs_Horn
+ delitem 7048,40; //Talon_Of_Griffin
+ close2;
+ getitem 5038,1; // Deviruchi_Cap
+ end;
+ }
+ else {
+ mes "[Young man]";
+ mes "...The number of items isn't right. You better double check.";
+ close;
+ }
+ case 2:
+ mes "[Young man]";
+ mes "Do as you wish...";
+ close;
+ }
+ case 3:
+ mes "[Young man]";
+ mes "Hm. Alright.";
+ mes "Then we shall meet again.";
+ close;
+ }
+ case 2:
+ mes "[Young man]";
+ mes "Hm.";
+ mes "Take care.";
+ close;
+ }
+}
diff --git a/npc/pre-re/quests/quests_prontera.txt b/npc/pre-re/quests/quests_prontera.txt
new file mode 100644
index 000000000..b5a3dd705
--- /dev/null
+++ b/npc/pre-re/quests/quests_prontera.txt
@@ -0,0 +1,3670 @@
+//===== rAthena Script =======================================
+//= Quest NPCs related to Prontera
+//===== By: ==================================================
+//= kobra_k88; L0ne_W0lf
+//===== Current Version: =====================================
+//= 2.7
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= Collection of Prontera-based quests.
+//= * Culvert Access
+//= * Ph.D Hat Quest
+//= * Gaebolg Family Curse
+//===== Comments: ============================================
+//= Culvert Access:
+//= - [Aegis Conversion]
+//= - Variable in use: MISC_QUEST (bit 8)
+//= Ph.D Hat Quest:
+//= - [Aegis Conversion]
+//= - n/a
+//= Gaebolg Family Curse:
+//= - [Aegis Conversion]
+//= - Variable in use: prt_curse (max 61)
+//===== Additional Comments: =================================
+//= Fixed flower name Dreamy -> Illusion
+//= 1.2 Fixed exploit [Lupus]
+//= 1.3 Removed Duplicates [Silent]
+//= 1.4 Moved Culvert from cities/prontera.txt [Evera]
+//= 1.5 Culvert has been rescripted from the ground up. [L0ne_W0lf]
+//= 1.6 Added Gaebolg Family Curse quest. [L0ne_W0lf]
+//= 1.6a Fixed a couple spelling mistakes. [L0ne_W0lf]
+//= 1.7 Updated "Ph.D Quest" Dialogs. [Samuray22]
+//= 1.7b Fixed some minor typos. [SinSloth]
+//= 1.7c replaced item "names" with item id. [Lupus]
+//= 1.8 Fixed experience gains to match upcoming rate adjustments. [SinSloth]
+//= 1.9 Fixed "him" -> "her" in Ph.D hat quest. THansk to yyCC. [L0ne_W0lf]
+//= 2.0 Corrected NPC names to fall within proper restrictions. [L0ne_W0lf]
+//= 2.0a Corrected a Typo error ";;". [Samuray22]
+//= 2.0b Corrected a Typo error. (bugreport:950) [Samuray22]
+//= 2.1 Added missing checkweights. [L0ne_W0lf]
+//= 2.2 Added Nameless Island quest addition. [L0ne_W0lf]
+//= 2.3 Bamph will now talk to those who failed the Gaebolg quest. [L0ne_W0lf]
+//= 2.3a Touch up to Bamph fo other fail-points. [L0ne_W0lf]
+//= 2.3b Hopefully the last change needed for Nameless quest. [L0ne_W0lf]
+//= 2.4 Updated Headgear Quest. [L0ne_W0lf]
+//= 2.5 Fixed requirements for PH D. Hat. [L0ne_W0lf]
+//= 2.5a Fixed requirements for PH D. Hat agian lol. [L0ne_W0lf]
+//= 2.6 Replaced effect numerics with constants. [L0ne_W0lf]
+//= 2.7 Corrected 'IProntera' typo. (bugreport:4522) [L0ne_W0lf]
+//============================================================
+
+// Prontera Culvert
+//============================================================
+prt_in,88,105,2 script Recruiter 105,{
+ if (MISC_QUEST & 8) {
+ mes "[Recruiter]";
+ mes "Ah...";
+ mes "I know those eyes.";
+ mes "Full of compassion";
+ mes "...and courage.";
+ next;
+ mes "[Recruiter]";
+ mes "Of course you're a volunteer for campaign to reclaim the Prontera Culvert. Would you let me warp you there?";
+ next;
+ if (select("Warp to Culvert Entrance.:Quit.") == 1) {
+ warp "prt_fild05",274,208;
+ end;
+ }
+ close;
+ }
+ mes "[Recruiter]";
+ mes "Ah, let me inform you that the Capital Defense Headquarter of the Rune-Midgarts Kingdom has now decided to recruit a punitive force due to the Prontera Culvert's situation.";
+ next;
+ switch(select("Volunteer.:Situation...?:Quit.")) {
+ case 1:
+ callsub S_Volunteer;
+ mes "[Recruiter]";
+ mes "Are you ready, hero?";
+ mes "I will now warp you";
+ mes "to the Culvert.";
+ next;
+ warp "prt_fild05",274,208;
+ end;
+ case 2:
+ mes "[Recruiter]";
+ mes "Haven't you heard...?";
+ mes "The Prontera Culvert is infested with all kinds of filthy vermin!";
+ next;
+ mes "[Recruiter]";
+ mes "Due to the serious risk of water contamination, and the safety of Rune-Midgardians, the Culvert has been quarantined by royal decree.";
+ next;
+ mes "[Recruiter]";
+ mes "Needless to say, this has caused shortages in the water supply in our kingdom. Indeed, such a crisis in these dark times...";
+ next;
+ mes "[Recruiter]";
+ mes "Our people";
+ mes "thirst for water...";
+ mes "But they thirst";
+ mes "even more...";
+ mes "For a hero!";
+ next;
+ mes "[Recruiter]";
+ mes "Will you stand idly as the children of Rune-Midgarts suffer from parched throats and shed tears of dryness?! Would you bury our children?!";
+ next;
+ mes "[Recruiter]";
+ mes "Warriors! Rune-Midgarts is calling you! Cleanse this land's pestilence and cast out the vermin in the Culvert! Only you... Can make a difference.";
+ next;
+ if (select("Volunteer.:Quit.") == 1) {
+ callsub S_Volunteer;
+ mes "[Recruiter]";
+ mes "Adventurer...";
+ mes "I will now warp you";
+ mes "to the Prontera Culvert.";
+ next;
+ warp "prt_fild05",274,208;
+ end;
+ }
+ mes "[Recruiter]";
+ mes "Hmpf. Well. The next time you take a drink of water, just remember that an average of nine and a half children just died... ^990000Of thirst^000000.";
+ close;
+
+ case 3:
+ close;
+ }
+
+S_Volunteer:
+ set MISC_QUEST,MISC_QUEST | 8;
+ mes "[Recruiter]";
+ mes "Your registration...";
+ mes "is now complete.";
+ next;
+ mes "[Recruiter]";
+ mes "I would like to thank you for volunteering to do your part for our great kingdom. Here, take these provisions for your battles against the forces of darkness.";
+ next;
+ mes "[Recruiter]";
+ mes "3 Red Potions, 1 Milk,";
+ mes "and 1 Orange Potion";
+ mes "...to give you hope.";
+ getitem 501,3; //Red_Potion
+ getitem 519,1; //Milk
+ getitem 502,1; //Orange_Potion
+ next;
+ return;
+}
+
+prt_fild05,270,212,5 script Culvert Guardian 105,{
+ if(MISC_QUEST & 8) {
+ mes "[Culvert Guardian]";
+ mes "Ah, you're one of our volunteers. This is the entrance of the Prontera Culvert.";
+ mes "Do you wish to";
+ mes "go inside?";
+ next;
+ if (select("Sure.:Quit.") == 1) {
+ warp "prt_sewb1",131,247;
+ end;
+ }
+ close;
+ }
+ mes "[Culvert Guardian]";
+ mes "I'm sorry, but we can only allow volunteers for the Culvert Campaign to enter.";
+ next;
+ mes "[Culvert Guardian]";
+ mes "If you'd like to volunteer, please visit the ^000077Culvert Registrar^000000 located in the 11 O'clock direction of Prontera.";
+ close;
+}
+
+// Ph.D Hat Quest
+//============================================================
+prt_in,38,108,4 script Teacher 53,{
+ if ((countitem(710) > 0) && (countitem(703) > 0) && (countitem(704) > 0) && (countitem(708) > 0)) {
+ mes "[Teacher]";
+ mes "Oh...";
+ mes "Those Flowers in your hand are...";
+ next;
+ switch(select("Show Flowers:Present Flowers:Cancel")) {
+ case 1:
+ mes "[Teacher]";
+ mes "Ah...";
+ mes "Those are definitely the 4 kinds of Flowers I was looking for! Would you give them to me?";
+ next;
+ mes "[Teacher]";
+ mes "If you would...";
+ mes "I'll give you my precious item.";
+ close;
+ case 2:
+ if ((countitem(710) > 0) && (countitem(703) > 0) && (countitem(704) > 0) && (countitem(708) > 0)) {
+ delitem 710,1; //Illusion_Flower
+ delitem 703,1; //Hinalle
+ delitem 704,1; //Aloe
+ delitem 708,1; //Ment
+ getitem 5012,1; //Ph.D_Hat
+ mes "[Teacher]";
+ mes "I really really appreciate you what you've done for me. I'm truly grateful. I will give my precious item to you as promised.";
+ next;
+ mes "[Teacher]";
+ mes "This is the Hat I've worn on my Graduation from my University. It reminds me of my happy school days. Please take this...";
+ close;
+ }
+ else {
+ mes "[Teacher]";
+ mes "... Oh, I'm Sorry.";
+ mes "But that's not what I'm looking for. Maybe you need to study flowers a little bit?";
+ close;
+ }
+ }
+ }
+ else {
+ mes "[Teacher]";
+ mes "Don't you think...";
+ mes "Flowers are pretty?";
+ next;
+ switch(select("Talk:Quit")) {
+ case 1:
+ mes "[Teacher]";
+ mes "When I was young,";
+ mes "I had no friends and";
+ mes "studied all the time.";
+ next;
+ mes "[Teacher]";
+ mes "Sometimes I regret what I did when I was younger, but it's not a big deal now. Through hard study, I finished entire educational courses earlier than all the other students.";
+ next;
+ mes "[Teacher]";
+ mes "However...";
+ mes "I was sad and sometimes lonely. Whenever the studying got too hard, I needed someone who would listen to me. Finally, one day, I met my best friend.";
+ next;
+ mes "[Teacher]";
+ mes "When I saw a Pretty Flower blooming in the abandoned Garden, I realized It was my friend which shared my fate.";
+ next;
+ mes "[Teacher]";
+ mes "Although it is a Common and Normal Flower to others, she gave me the reason to study again. I could achieve my goals because of her.";
+ next;
+ mes "[Teacher]";
+ mes "So recently...";
+ mes "I am trying to pay her back. Now I am studying Flowers, and plan to over the whole world with them.";
+ next;
+ mes "[Teacher]";
+ mes "To accomplish my work...";
+ mes "I need bunches of flowers. But for someone who rarely goes outside, it is really hard to find all the flowers I need.";
+ next;
+ mes "[Teacher]";
+ mes "I need 1 ^3355FFIllusion Flower^000000 ,1 ^3355FFHinalle^000000,1 ^3355FFAloe^000000 and 1 ^3355FFMent^000000. If you can bring them to me, I'd give you my treasure...";
+ close;
+ case 2:
+ mes "[Teacher]";
+ mes "One of these days I will cover this whole world with Flowers.";
+ close;
+ }
+ }
+}
+
+// Gaebolg Family Curse
+//============================================================
+prontera,248,212,3 script Busy Boy#prt 706,3,3,{
+ callsub S_CheckWeight; //Check Player's weight
+ if (BaseLevel > 59) {
+ if (prt_curse == 0) {
+ mes "[Busy-Looking Boy]";
+ mes "Aw nuts...";
+ mes "What am I gonna do?";
+ mes "I have to deliver these";
+ mes "books, but... I... Oh man,";
+ mes "I can't get scared now!";
+ close;
+ }
+ else if (prt_curse == 1) {
+ mes "[Busy-Looking Boy]";
+ mes "Aw nuts...";
+ mes "What am I gonna do?";
+ mes "I have to deliver these";
+ mes "books, but... I... Oh man,";
+ mes "I can't get scared now!";
+ next;
+ if (select("Speak with him:Ignore him") == 1) {
+ mes "["+strcharinfo(0)+"]";
+ mes "Say, what seems";
+ mes "to be the problem?";
+ next;
+ mes "[Busy-Looking Boy]";
+ mes ".........?";
+ next;
+ mes "[Busy-Looking Boy]";
+ if (sex) {
+ mes "Ack! You're that clumsy";
+ mes "dude who made me drop";
+ }
+ else {
+ mes "Ack! You're that ditzy";
+ mes "chick who made me drop";
+ }
+ mes "all of those books earlier!";
+ mes "Wait, you ditched me before,";
+ mes "so why act all concerned now?";
+ Emotion e_gasp;
+ }
+ else {
+ mes "[Busy-Looking Boy]";
+ mes "Okay, okay...";
+ mes "Don't even think";
+ mes "about floating in";
+ mes "the sky. You're like,";
+ mes "so stable. Don't think...";
+ mes "Just... Just board that ship...";
+ close;
+ }
+ next;
+ select("Well, I, um...");
+ mes "[Busy-Looking Boy]";
+ if (sex) {
+ mes "Yeah... A real";
+ mes "man wouldn't have";
+ mes "ditched back then";
+ mes "without helping me.";
+ mes "You're a real creepo,";
+ mes "you know that?";
+ }
+ else {
+ mes "Yeah... If you were";
+ mes "a graceful and considerate";
+ mes "lady, you woulda helped me";
+ mes "out before. I'm right, huh?";
+ }
+ next;
+ mes "^3355FFYou instinctively";
+ mes "kick over one of the";
+ mes "piles of books next";
+ mes "to the young boy.";
+ mes "You couldn't help it:";
+ mes "it was a natural reflex!^000000";
+ next;
+ Specialeffect EF_HITDARK;
+ Emotion e_omg;
+ mes "^3355FF*BAM!*^000000";
+ next;
+ Emotion e_omg;
+ mes "[Busy-Looking Boy]";
+ mes "Ack! Those books...!";
+ mes "It took me so long to";
+ mes "stack all of those!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Oh no, what a mess!";
+ mes "Here, let me help you";
+ mes "arrange these nicely";
+ mes "out of the bottom of";
+ mes "my freakin' heart.";
+ Emotion e_lv,1;
+ next;
+ mes "[Busy-Looking Boy]";
+ mes "...";
+ mes "......";
+ mes ".........";
+ Emotion e_dots;
+ next;
+ mes "[Busy-Looking Boy]";
+ mes "Huh...?";
+ mes "Oh, thanks for";
+ mes "helping me out here.";
+ mes "I really appreciate it.";
+ next;
+ select("Are these all yours?");
+ mes "[Busy-Looking Boy]";
+ mes "These? Oh, I'm supposed";
+ mes "to deliver these for my job.";
+ mes "I need to take these to Juno";
+ mes "from the Prontera Library";
+ mes "for a client. However, um...";
+ next;
+ mes "[Busy-Looking Boy]";
+ mes "Well...";
+ mes "I get motion sick really";
+ mes "easily, so it scares me to";
+ mes "death to ride the Airship";
+ mes "all the way to Juno.";
+ Emotion e_dots;
+ next;
+ mes "[Busy-Looking Boy]";
+ mes "Now I'm in trouble!";
+ mes "I'm never late, but this";
+ mes "time I just can't help it.";
+ mes "There's nothing I can do!";
+ mes "Oh, I'm gonna lose this job!";
+ Emotion e_sob;
+ next;
+ mes "[Busy-Looking Boy]";
+ mes "Wait... You adventurers";
+ mes "do a lot of traveling, right?";
+ mes "If you're traveling to Juno,";
+ mes "would you please deliver this";
+ mes "for me? I'll be in real trouble";
+ mes "if I don't send these books...";
+ next;
+ callsub S_GetBooks;
+ mes "[Busy-Looking Boy]";
+ mes "I-I understand.";
+ mes "It's none of your ";
+ mes "business, I know, but";
+ mes "I'm just so desperate...";
+ Emotion e_sob;
+ set prt_curse,2;
+ close;
+ }
+ else if (prt_curse == 2) {
+ mes "[Busy-Looking Boy]";
+ mes "Oh, hello again.";
+ mes "Sorry, but I'm trying to";
+ mes "concentrate here. Gonna...";
+ mes "Summon all my courage...";
+ mes "and b-board that Airship!";
+ mes "Argh! No, I can't do it!";
+ Emotion e_dots;
+ next;
+ callsub S_GetBooks;
+ mes "[Busy-Looking Boy]";
+ mes "^333333*Sob...*^000000";
+ mes "What am I gonna do?";
+ mes "That guy's been waiting";
+ mes "for me to deliver his books";
+ mes "for quite a while now...";
+ Emotion e_sob;
+ close;
+ }
+ else if (prt_curse == 3) {
+ mes "[Busy-Looking Boy]";
+ mes "Oh, please deliver";
+ mes "those books I gave";
+ mes "you to ^FF0000Mr. Karlomoff^000000, who";
+ mes "should be waiting around";
+ mes "the Juno Library. Thanks";
+ mes "again for your help~";
+ close;
+ }
+ mes "[Busy-Looking Boy]";
+ mes "Ack! Would you leave";
+ mes "me alone and let me work?";
+ mes "I've got something important";
+ mes "to do! When I finish arranging";
+ mes "these books, need to... I need to make some preparations!";
+ close;
+ }
+ mes "[Busy-Looking Boy]";
+ mes "Ack! Would you leave";
+ mes "me alone and let me work?";
+ mes "I've got something important";
+ mes "to do! When I finish arranging";
+ mes "these books, I need to... I need to make some preparations!";
+ close;
+
+OnTouch:
+ callsub S_CheckWeight; //Check Player's weight
+ if (BaseLevel > 59) {
+ if (prt_curse == 0) {
+ Specialeffect EF_HITDARK;
+ mes "^3355FF*BAM!*^000000";
+ next;
+ mes "[Busy Looking Boy]";
+ mes "Hey, look out!";
+ mes "Can't you be more";
+ mes "careful?! Geeeeez!";
+ Emotion e_ag;
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Oops, I'm so sorry.";
+ mes "Are you alright?";
+ next;
+ mes "[Busy Looking Boy]";
+ mes "Yeah, no thanks to you!";
+ mes "Oh... Don't worry, I'm fine.";
+ next;
+ mes "^3355FFYou notice that the boy";
+ mes "dropped many hardcover";
+ mes "books that are probably about";
+ mes "ruins and their legends, based";
+ mes "on their titles. The boy dusted";
+ mes "himself off and began to";
+ mes "carefully pile the books.^000000";
+ next;
+ if (select("Leave:Help him pile the books") == 1) {
+ mes "[Busy-Looking Boy]";
+ mes "Next time, look";
+ mes "where you're going,";
+ mes "alright? I mean, you";
+ mes "might really break";
+ mes "something if you're";
+ mes "always that careless!";
+ set prt_curse,1;
+ close;
+ }
+ mes "[Busy-Looking Boy]";
+ mes "Huh...?";
+ mes "Oh, thanks for";
+ mes "helping me out here.";
+ mes "I really appreciate it.";
+ next;
+ select("Are these all yours?");
+ mes "[Busy-Looking Boy]";
+ mes "These? Oh, I'm supposed";
+ mes "to deliver these for my job.";
+ mes "I need to take these to Juno";
+ mes "from the Prontera Library";
+ mes "for a client. However, um...";
+ next;
+ mes "[Busy-Looking Boy]";
+ mes "Well...";
+ mes "I get motion sick really";
+ mes "easily, so it scares me to";
+ mes "death to ride the Airship";
+ mes "all the way to Juno.";
+ Emotion e_dots;
+ next;
+ mes "[Busy-Looking Boy]";
+ mes "Now I'm in trouble!";
+ mes "I'm never late, but this";
+ mes "time I just can't help it.";
+ mes "There's nothing I can do!";
+ mes "Oh, I'm gonna lose this job!";
+ Emotion e_sob;
+ next;
+ mes "[Busy-Looking Boy]";
+ mes "Wait... You adventurers";
+ mes "do a lot of traveling, right?";
+ mes "If you're traveling to Juno,";
+ mes "would you please deliver this";
+ mes "for me? I'll be in real trouble";
+ mes "if I don't send these books...";
+ next;
+ callsub S_GetBooks;
+ mes "[Busy-Looking Boy]";
+ mes "I-I understand.";
+ mes "It's none of your ";
+ mes "business, I know, but";
+ mes "I'm just so desperate...";
+ Emotion e_sob;
+ set prt_curse,2;
+ close;
+ }
+ else if (prt_curse == 3) {
+ mes "[Busy-Looking Boy]";
+ mes "Oh, please deliver";
+ mes "those books I gave";
+ mes "you to ^FF0000Mr. Karlomoff^000000, who";
+ mes "should be waiting around";
+ mes "the Juno Library. Thanks";
+ mes "again for your help~";
+ close;
+ }
+ }
+ end;
+
+S_GetBooks:
+ if (select("Help him:Don't help him") == 1) {
+ mes "[Busy-Looking Boy]";
+ mes "Oh, thank you so much!";
+ mes "You don't understand how";
+ mes "much I dread those Airships.";
+ mes "Now, would you please deliver";
+ mes "these books to ^FF0000Mr. Karlomoff^000000";
+ mes "near the Juno Library?";
+ next;
+ mes "[Busy-Looking Boy]";
+ mes "I know these books are";
+ mes "pretty heavy, but be really";
+ mes "careful with them! Anyway,";
+ mes "thanks for doing this for me.";
+ mes "I was really at my wit's end...";
+ set prt_curse,3;
+ getitem 7431,1; //Books
+ close;
+ }
+ return;
+
+S_CheckWeight:
+ if ((MaxWeight-Weight) < 2000 || checkweight(1201,1) == 0) {
+ mes "^3355FFWait a second!";
+ mes "Right now, you're carrying";
+ mes "too many things with you.";
+ mes "Please come back after";
+ mes "using the Kafra Service";
+ mes "to store some of your items.^000000";
+ close;
+ }
+ return;
+}
+
+yuno,311,195,3 script Historian#prt01 754,{
+ if ((MaxWeight-Weight) < 2000 || checkweight(1201,1) == 0) {
+ mes "^3355FFWait a second!";
+ mes "Right now, you're carrying";
+ mes "too many things with you.";
+ mes "Please come back after";
+ mes "using the Kafra Service";
+ mes "to store some of your items.^000000";
+ close;
+ }
+ if (prt_curse < 3) {
+ mes "[Historian]";
+ mes "Juno's mysterious past";
+ mes "holds some great secret.";
+ mes "I'm sure of it! It excites me";
+ mes "to know that my research";
+ mes "brings me that much closer";
+ mes "to finally unveiling it!";
+ next;
+ mes "[Historian]";
+ mes "But I'll admit that even I don't know how much digging I'll";
+ mes "have to do to learn what I want. It's our duty as historians to";
+ mes "find out the truth of the past, but it definitely won't be easy.";
+ next;
+ mes "[Historian]";
+ mes "To understand, to see the";
+ mes "truth of the past with my";
+ mes "own eyes... I'd even sell";
+ mes "my soul for the opportunity.";
+ close;
+ }
+ else if (prt_curse == 3) {
+ mes "^3355FFAs you approached, this";
+ mes "historian suddenly closed";
+ mes "the book that he was reading,";
+ mes "looked to the heavens and";
+ mes "let out a deep breath in a vain";
+ mes "attempt to relieve his tension.^000000";
+ next;
+ mes "[Historian]";
+ mes "GRRRRRRRRR!";
+ mes "Where are my books?!";
+ Emotion e_ag;
+ next;
+ select("Are you alright?");
+ mes "[Historian]";
+ mes "Er? Oh. I'm sorry you";
+ mes "had to see that. I'm just";
+ mes "extremely upset. You see,";
+ mes "I'm expecting a delivery of";
+ mes "research books from Prontera,";
+ mes "but they haven't arrived yet.";
+ next;
+ mes "[Historian]";
+ mes "In fact, the delivery boy is";
+ mes "very late. This will delay my";
+ mes "research considerably since";
+ mes "I cannot proceed without more";
+ mes "new material to study.";
+ next;
+ if (countitem(7431) > 0) {
+ select("Excuse me, but what's your name?");
+ mes "[Historian]";
+ mes "Hm? I'm Karlomoff, the";
+ mes "1st scholar of the Rekenber";
+ mes "Historical Research Group.";
+ mes "Did you need something, or";
+ mes "were you looking around here";
+ mes "for somebody in particular?";
+ next;
+ }
+ else {
+ select("Oh, I'm delivering the books for him.");
+ Emotion e_what;
+ mes "[Historian]";
+ mes "Ah, really?";
+ mes "Great, you're here!";
+ mes "So, where are the books?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I...";
+ mes "I don't have";
+ mes "them right now.";
+ next;
+ mes "[Historian]";
+ mes "What...?";
+ mes "Don't tell me that";
+ mes "you lost them! Those";
+ mes "books were priceless!";
+ mes "Did you come all this";
+ mes "way just to tell me that?";
+ next;
+ mes "[Historian]";
+ mes "Well, I suppose you'll";
+ mes "have to report the loss of";
+ mes "the books and get some new";
+ mes "copies of those books that";
+ mes "you were supposed to deliver.";
+ mes "Now hurry, I need to research!";
+ close;
+ }
+ select("Right, I brought your books.");
+ mes "[Historian]";
+ mes "What? But you're not the";
+ mes "delivery boy. Well, let me see";
+ mes "the books you've brought. Hm...";
+ mes "Just as I thought: the Rune-";
+ mes "Midgarts Kingdom has a great";
+ mes "wealth of ancient information.";
+ next;
+ mes "[Historian]";
+ mes "Ah, thank you so much for";
+ mes "bringing these. However, by";
+ mes "your mode of dress, I can tell";
+ mes "that you are an adventurer.";
+ mes "What happened to the delivery boy that was supposed to bring these?";
+ next;
+ mes "[Historian]";
+ mes "..........?";
+ mes "Afraid to ride the Airship?";
+ mes "Motion sickness? Well, that's";
+ mes "quite understandable. The poor";
+ mes "boy should have contacted me";
+ mes "about that beforehand.";
+ next;
+ mes "[Historian]";
+ mes "Goodness, it's been ";
+ mes "a while since I've had";
+ mes "a visitor. Would you like";
+ mes "to stay and chat for a bit?";
+ mes "Just give me a minute to get";
+ mes "a cool drink of water first~";
+ set prt_curse,4;
+ delitem 7431,1; //Books
+ close;
+ }
+ else if (prt_curse == 4) {
+ mes "[Historian]";
+ mes "Ah, that glass of";
+ mes "water was just what";
+ mes "I needed to refresh";
+ mes "myself. Let me tell you";
+ mes "a little bit about my work.";
+ next;
+ mes "[Historian]";
+ mes "I might have it mentioned before, but my name is Karlomoff and";
+ mes "I work in the Rekenber Historical Research as its 1st scholar. We";
+ mes "recently finished our project on the Schwaltzvalt Republic.";
+ next;
+ mes "[Historian]";
+ mes "Now, we're trying to learn";
+ mes "more about the Rune-Midgarts";
+ mes "Kingdom's history. We believe";
+ mes "it's linked to our Schwaltzvalt";
+ mes "Republic because they share the";
+ mes "continent. Makes sense, right?";
+ next;
+ mes "[Historian]";
+ mes "Ultimately, we hope that";
+ mes "new information from our";
+ mes "research of Rune-Midgarts will";
+ mes "shed some new light on our";
+ mes "current understanding of the";
+ mes "Schwaltzvalt Republic's past.";
+ next;
+ mes "[Historian]";
+ mes "Including myself, there are";
+ mes "^3131FF3 members of the Rekenber";
+ mes "Historical Research Group^000000";
+ mes "that are studying the Rune-";
+ mes "Midgarts Kingdom's history.";
+ next;
+ select("Rekenber Historical Research Group?");
+ mes "[Historian]";
+ mes "You adventurers from Rune-";
+ mes "Midgarts may not know it, but";
+ mes "the Rekenber Corporation has";
+ mes "unofficial control over our";
+ mes "Schwaltzvalt Republic. Some";
+ mes "hate it, others don't care.";
+ next;
+ mes "[Historian]";
+ mes "Anyway, Rekenber has its own";
+ mes "Historical Research Group since";
+ mes "rediscovering ancient technologies has been key to its success, well,";
+ mes "so far as I can tell. Personally, I enjoy the pursuit of knowledge.";
+ next;
+ mes "[Historian]";
+ mes "Oh, here's an interesting";
+ mes "fact! Did you know that the";
+ mes "title of ruler of Rune-Midgarts";
+ mes "isn't always passed down";
+ mes "through the same family?";
+ next;
+ mes "[Historian]";
+ mes "Actually, there are several";
+ mes "royal families that hold a";
+ mes "special competition to decide";
+ mes "which prince becomes the";
+ mes "next king. Fascinating...";
+ next;
+ select("Several royal families?");
+ mes "[Historian]";
+ mes "Yes, I'll try to explain it";
+ mes "briefly. There are a total";
+ mes "of 7 royal families. Each";
+ mes "family is descended from one";
+ mes "of the 7 warriors that founded";
+ mes "the Rune-Midgarts Kingdom.";
+ next;
+ mes "[Historian]";
+ mes "According to the records,";
+ mes "Jormungand, the snake of the";
+ mes "earth, appeared and brought";
+ mes "chaos to the entire continent.";
+ mes "7 warriors appeared and drove the serpent away, saving the world.";
+ next;
+ mes "[Historian]";
+ mes "With the return of peace,";
+ mes "the 7 warriors established";
+ mes "the Rune-Midgarts Kingdom,";
+ mes "choosing Tristram Gaebolg III";
+ mes "as the kingdom's first ruler. ";
+ next;
+ mes "[Historian]";
+ mes "Knowing that their descendents";
+ mes "may not always be deserving of";
+ mes "ruling the kingdom, the 7 warriors agreed to hold a contest amongst";
+ mes "their families each generation to prevent royal corruption.";
+ next;
+ Emotion e_swt2;
+ mes "[Historian]";
+ mes "Oh... Not too excited";
+ mes "about history, huh? Well,";
+ mes "maybe if I sing the ancient";
+ mes "song of this myth, you'd be";
+ mes "better able to understand...";
+ next;
+ mes "[Historian]";
+ mes "^FF0000*The great serpent*^000000";
+ mes "^FF0000*swallowed the sea.*^000000";
+ mes "^FF0000*The eagle of the rainbow*^000000";
+ mes "^FF0000*swallowed the serpent.*^000000";
+ mes "^FF0000*Then the eagle built its nest.*^000000";
+ mes "^FF0000*A nest upon the swallowed sea.*^000000";
+ next;
+ mes "[Historian]";
+ mes "^333333*Ahem*^000000 As you see, I'm";
+ mes "quite tone deaf. But the";
+ mes "point is that people still";
+ mes "praise the 7 warriors' exploits";
+ mes "through this song. Isn't that";
+ mes "interesting to know about?";
+ set prt_curse,5;
+ close;
+ }
+ else if (prt_curse == 5) {
+ mes "[Historian]";
+ mes "I'm sorry that I let my";
+ mes "mouth run while talking at";
+ mes "great length about Rune-";
+ mes "Midgart's history. Still,";
+ mes "I hope you found that tale";
+ mes "at least a little enjoyable.";
+ next;
+ mes "[Historian]";
+ mes "Oh! Will you be returning to";
+ mes "the Rune-Midgarts Kingdom?";
+ mes "If so, then I have a favor to";
+ mes "ask you. Would you please";
+ mes "deliver this report I've written to my colleague in Morroc?";
+ next;
+ mes "[Historian]";
+ mes "It would be a great help";
+ mes "to me if you could get this";
+ mes "report to her right away.";
+ mes "Ah, her name is Rodafrian.";
+ mes "I'm certain you can find her";
+ mes "somewhere in that desert town.";
+ set prt_curse,6;
+ getitem 7342,1; //File01
+ close;
+ }
+ else if (prt_curse == 6) {
+ mes "[Historian]";
+ mes "Please find my colleague,";
+ mes "Rodafrian, in Morroc and";
+ mes "deliver my report to her.";
+ mes "You should be able to find";
+ mes "her there doing research.";
+ next;
+ if (select("I will:Can I listen to that song again?") == 1) {
+ mes "[Historian]";
+ mes "Once again, thank";
+ mes "you for your help.";
+ mes "It will really speed the";
+ mes "progress of my research,";
+ mes "especially since those books";
+ mes "were delivered fairly late...";
+ }
+ else {
+ mes "[Historian]";
+ mes "Song? Oh, you mean the";
+ mes "one praising the 7 who";
+ mes "founded the Rune-Midgarts";
+ mes "Kingdom? Sure, let's see now...";
+ next;
+ mes "[Historian]";
+ mes "^FF0000*The great serpent*^000000";
+ mes "^FF0000*swallowed the sea.*^000000";
+ mes "^FF0000*The eagle of the rainbow*^000000";
+ mes "^FF0000*swallowed the serpent.*^000000";
+ mes "^FF0000*Then the eagle built its nest.*^000000";
+ mes "^FF0000*A nest upon the swallowed sea.*^000000";
+ next;
+ mes "[Historian]";
+ mes "You must be more interested";
+ mes "in history than I suspected.";
+ mes "If you'd like, I'll write you a";
+ mes "letter or recommendation";
+ mes "for the Rekenber Historical";
+ mes "Research Group. Ha ha ha~";
+ }
+ close;
+ }
+ else if (prt_curse > 55) {
+ mes "[Historian]";
+ mes "Ah, it's been a while";
+ mes "since the last time I saw";
+ mes "you. Rodafrian actually came";
+ mes "to visit me a few days ago.";
+ mes "I believe she came here";
+ mes "to gloat or threaten me...";
+ next;
+ mes "[Historian]";
+ mes "It was very surreal.";
+ mes "She kept raving about";
+ mes "some incredible revelation,";
+ mes "and about finally putting me";
+ mes "in my place. I didn't know she";
+ mes "could be so competitive!";
+ close;
+ }
+ else {
+ mes "[Historian]";
+ mes "ZzzzZZz....";
+ mes "ZzzzZZz....ZZZzzzz...";
+ close;
+ }
+}
+
+morocc_in,45,126,3 script Historian#prt02 702,{
+ if ((MaxWeight-Weight) < 2000 || checkweight(1201,1) == 0) {
+ mes "^3355FFWait a second!";
+ mes "Right now, you're carrying";
+ mes "too many things with you.";
+ mes "Please come back after";
+ mes "using the Kafra Service";
+ mes "to store some of your items.^000000";
+ close;
+ }
+ if (prt_curse == 6) {
+ if (countitem(7342) < 0) {
+ mes "^3355FFYou seem to have lost";
+ mes "Karlomoff's Report. You";
+ mes "needed to deliver here to";
+ mes "one of his colleagues...";
+ close;
+ }
+ mes "[Historian Rodafrian]";
+ mes "Oh, how does this place";
+ mes "have to be so hot? This";
+ mes "can't be good for my skin...";
+ mes "Ooh, I wish I were back home";
+ mes "in the Schwaltzvalt Republic~";
+ Emotion e_sob;
+ next;
+ mes "[Historian Rodafrian]";
+ mes "Hello there.";
+ mes "E-excuse me, but,";
+ mes "um, may I help you?";
+ next;
+ select("Mr. Karlomoff has sent me.");
+ mes "[Historian Rodafrian]";
+ mes "Karlomoff...?";
+ mes "Him? Alright...";
+ mes "What did he send";
+ mes "you to me for?";
+ next;
+ mes "^3355FFYou hand Karlomoff's";
+ mes "report to Rodafrian.^000000";
+ next;
+ mes "[Historian Rodafrian]";
+ mes "A report? What does he";
+ mes "want to show off this time?";
+ mes "^333333*Sigh*^000000 Ah well, thanks for";
+ mes "the trouble. I'll look at it,";
+ mes "though I'm not expecting";
+ mes "much if Karlomoff wrote it.";
+ next;
+ if (select("Ask her about her research:End conversation") == 1) {
+ mes "[Historian Rodafrian]";
+ mes "Oh, you know about the";
+ mes "Rekenber Historical Research";
+ mes "Group? Ah, right. Karlomoff";
+ mes "must have told you already.";
+ mes "Currently we're researching";
+ mes "the Rune-Midgarts Kingdom.";
+ next;
+ mes "[Historian Rodafrian]";
+ mes "Now, while I understand the";
+ mes "value of ancient books and";
+ mes "records, I think Karlomoff";
+ mes "relies on them too much.";
+ mes "I prefer more active research";
+ mes "in the vein of archaelogy.";
+ next;
+ mes "[Historian Rodafrian]";
+ mes "Right now, I'm spending";
+ mes "time in Morroc to visit the";
+ mes "Sphinx and Pyramids and see";
+ mes "if I can excavage some relics.";
+ mes "Hopefully I can uncover some new historical evidence that way.";
+ next;
+ mes "[Historian Rodafrian]";
+ mes "If you're interested in";
+ mes "learning more about Morroc's";
+ mes "history, please go ahead and";
+ mes "talk to my assistance. He's very passionate about studying this";
+ mes "town's culture and background.";
+ next;
+ mes "[Historian Rodafrian]";
+ mes "Actually, the people of";
+ mes "Morroc also appreciate their";
+ mes "town's history, and pass down";
+ mes "songs about ancient times";
+ mes "through the generations. Let's";
+ mes "see, how did that one go?";
+ next;
+ mes "[Historian Rodafrian]";
+ mes "^FF0000*The great serpent*^000000";
+ mes "^FF0000*swallowed the sea.*^000000";
+ mes "^FF0000*The eagle of the rainbow*^000000";
+ mes "^FF0000*swallowed the serpent, and*^000000";
+ mes "and... and... Um. Oh dear.";
+ next;
+ mes "[Historian Rodafrian]";
+ mes "I can't remember the next";
+ mes "line! Actually, have you";
+ mes "heard this song before?";
+ next;
+ switch(select("Yes, I have.:Yes, but it is different.:No, sorry.")) {
+ case 1:
+ mes "[Historian Rodafrian]";
+ mes "Oh, that's great!";
+ mes "Would you provide";
+ mes "me with the line that";
+ mes "follows these lyrics?";
+ next;
+ mes "^FF0000*The great serpent*^000000";
+ mes "^FF0000*swallowed the sea.*^000000";
+ mes "^FF0000*The eagle of the rainbow*^000000";
+ mes "^FF0000*swallowed the serpent.*^000000";
+ mes "......................";
+ next;
+ input .@answer$;
+ if (.@answer$ == "Then the eagle built its nest.") {
+ mes "[Historian Rodafrian]";
+ mes "Really? That makes";
+ mes "sense, but those lyrics";
+ mes "sound different than the";
+ mes "ones I had heard. Hmmmm...";
+ mes "If you don't mind, would you";
+ mes "please tell me your name?";
+ callsub S_GiveName,1;
+ }
+ else {
+ mes "[Historian Rodafrian]";
+ mes "Huh...?";
+ mes "That doesn't sound";
+ mes "right at all. Are you sure";
+ mes "that's the lyric you heard?";
+ delitem 7342,1; //File01
+ set prt_curse,7;
+ close;
+ }
+
+ case 2:
+ mes "[Historian Rodafrian]";
+ mes "What was that?";
+ mes "The song is different?";
+ mes "Hmm. Then, would you";
+ mes "please sing the version";
+ mes "that you know to me?";
+ next;
+ mes "^3355FFYou clear your throat";
+ mes "and begin to sing the song";
+ mes "that you heard from Karlomoff.^000000";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ input .@line$;
+ if (.@line$ == "The great serpent swallowed the sea.") {
+ set .@total,.@total+1;
+ mes "*The great serpent*";
+ mes "*swallowed the sea.*";
+ }
+ else mes "* "+.@line$+"*";
+
+ input .@line$;
+ if (.@line$ == "The eagle of the rainbow swallowed the serpent.") {
+ set .@total,.@total+1;
+ mes "*The eagle of the rainbow*";
+ mes "*swallowed the serpent.*";
+ }
+ else mes "*"+.@line$+"*";
+
+ input .@line$;
+ if (.@line$ == "Then the eagle built its nest.") {
+ set .@total,.@total+1;
+ mes "*Then the eagle built its nest.*";
+ }
+ else mes "*"+.@line$+"*";
+
+ input .@line$;
+ if (.@line$ == "A nest upon the swallowed sea.") {
+ set .@total,.@total+1;
+ mes "*A nest upon the swallowed sea.*";
+ }
+ else mes "*"+.@line$+"*";
+ next;
+ if (.@total == 4) {
+ mes "[Historian Rodafrian]";
+ mes "Really? That makes";
+ mes "sense, but those lyrics";
+ mes "sound different than the";
+ mes "ones I had heard. Hmmmm...";
+ mes "If you don't mind, would you";
+ mes "please tell me your name?";
+ callsub S_GiveName,1;
+ }
+ else {
+ mes "[Historian Rodafrian]";
+ mes "Huh...?";
+ mes "That doesn't sound right";
+ mes "at all. Are you sure those";
+ mes "are the lyrics you heard?";
+ delitem 7342,1; //File01
+ set prt_curse,7;
+ close;
+ }
+
+ case 3:
+ mes "[Historian Rodafrian]";
+ mes "............";
+ mes "........................";
+ mes "Well then. Would you";
+ mes "mind if I ask you for";
+ mes "your name, adventurer?";
+ callsub S_GiveName,1;
+ }
+ }
+ mes "[Historian]";
+ mes "Although I love doing my";
+ mes "research and uncovering";
+ mes "new information regarding";
+ mes "history, I feel a little lonely";
+ mes "sometimes. Not many people";
+ mes "share my interests, you know...";
+ close;
+ }
+ else if (prt_curse == 7) {
+ mes "^3355FFArms folded, Rodafrian";
+ mes "seems to be deep in thought.";
+ mes "Then, as if making making";
+ mes "an important decision, she";
+ mes "looks directly into your eyes";
+ mes "and begins to speak.^000000";
+ next;
+ mes "[Historian Rodafrian]";
+ mes "Adventurer...";
+ mes "I want to know your name.";
+ callsub S_GiveName,0;
+ }
+ else if (prt_curse > 7 && prt_curse < 30) {
+ mes "[Historian Rodafrian]";
+ mes "As I recall, Mondo should";
+ mes "be at Mount Mjolnir, located";
+ mes "in the northern region of the";
+ mes "Rune-Midgarts Kingdom. Ask";
+ mes "him for the lyrics of the song that I can't seem to remember...";
+ close;
+ }
+ else if (prt_curse == 30 || prt_curse == 55) {
+ mes "[Historian Rodafrian]";
+ mes "Oh, you've returned.";
+ mes "Have you met with Mondo";
+ mes "and figured out the lyrics of";
+ mes "that song I was looking for?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "^FF0000*The great serpent*^000000";
+ mes "^FF0000*swallowed the sea.*^000000";
+ mes "^FF0000*The eagle of the rainbow*^000000";
+ mes "^FF0000*swallowed the serpent.*^000000";
+ mes "^FF0000*Then snake scales grew on*^000000";
+ mes "^FF0000*the eagle, and it slowly died.*^000000";
+ next;
+ mes "[Historian Rodafrian]";
+ mes "Oh, yes!";
+ mes "Yes, that was it! Now";
+ mes "I remember, thank you";
+ mes "so much! Ah, back to work...";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "^333333(As a historian, Rodafrian";
+ mes "might be able to help me in";
+ mes "investigating the curse of the";
+ mes "Gaebolgs. The priests told me";
+ mes "not to tell anybody, though.";
+ mes "Should I take this risk?)^000000";
+ next;
+ if (select("Tell her about Jormungand's curse:Don't tell her") == 1) {
+ mes "^3355FFYou explain everything";
+ mes "that you have learned to";
+ mes "Rodafrian, choosing not";
+ mes "to withhold any secrets.^000000";
+ Emotion e_ic;
+ next;
+ mes "[Historian Rodafrian]";
+ mes ".....................!";
+ Emotion e_gasp;
+ next;
+ mes "[Historian Rodafrian]";
+ mes "Thank you for sharing that";
+ mes "with me. I hope you realize";
+ mes "how precious that information";
+ mes "is. I had no idea the royal";
+ mes "family was keeping that kind";
+ mes "of secret. Goodness, me...";
+ next;
+ mes "[Historian Rodafrian]";
+ mes "You know, I don't really";
+ mes "know much about poison, but";
+ mes "I do know that, aside from our";
+ mes "own Assassins, there are poison";
+ mes "experts living in some strange";
+ mes "land located to the west.";
+ next;
+ mes "[Historian Rodafrian]";
+ mes "Anyway, your report about";
+ mes "the Gaebolg family will be";
+ mes "greatly appreciated by the";
+ mes "Rekenber Historical Research";
+ mes "Group. But first, I need to";
+ mes "finish this Morroc project...";
+ next;
+ mes "[Historian Rodafrian]";
+ mes "Anyway, keep this information";
+ mes "a secret between me and you";
+ mes "for now. Then, when I reveal the secret curse of the Gaebolg royal";
+ mes "family, I'll finally outshine that Karlomoff! Bwahahahahaha!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "^333333(Drat, she didn't give me";
+ mes "any help... All I did was";
+ mes "reveal a huge secret to her";
+ mes "that she might spread around!";
+ mes "Oh well, I guess I better head";
+ mes "back to the priests...)^000000";
+ if (prt_curse == 30)
+ set prt_curse,31;
+ else
+ set prt_curse,60;
+ close;
+ }
+
+ mes "[Historian Rodafrian]";
+ mes "Oh, let me thank you";
+ mes "once again for going";
+ mes "through the trouble of";
+ mes "getting that lyric for me~";
+ mes "I put my assistant through";
+ mes "enough trouble already...";
+ next;
+ mes "[Historian Rodafrian]";
+ mes "I also better not forget";
+ mes "to go through Karlomoff's";
+ mes "report. I'll have to have a";
+ mes "debate with him sooner or";
+ mes "later, and I really want to";
+ mes "put that guy in his place!";
+ next;
+ mes "^3355FFRodafrian seemed very";
+ mes "happy and began to read";
+ mes "through Karlomoff's report.";
+ mes "For now, it would be best";
+ mes "to return to Father Bamph.^000000";
+ if (prt_curse == 30)
+ set prt_curse,40;
+ else
+ set prt_curse,56;
+ close;
+ }
+ else if (prt_curse == 31 || prt_curse == 40) {
+ mes "^3355FFRodafrian seemed very";
+ mes "happy and began to read";
+ mes "through Karlomoff's report.";
+ mes "For now, it would be best";
+ mes "to return to Father Bamph.^000000";
+ close;
+ }
+ else if (prt_curse == 56) {
+ Emotion e_an;
+ mes "[Historian Rodafrian]";
+ mes "I just paid a visit to";
+ mes "Karlomoff and gave him";
+ mes "a piece of my mind! I think...";
+ mes "I think I put him in his place.";
+ mes "But I can never really tell";
+ mes "with that sneaky guy...";
+ close;
+ }
+ else if (prt_curse == 60) {
+ Emotion e_an;
+ mes "[Historian Rodafrian]";
+ mes "I just aid a visit to";
+ mes "Karlomoff and gave him";
+ mes "a piece of my mind! I think...";
+ mes "I think I put him in his place.";
+ mes "But I can never really tell";
+ mes "with that sneaky guy...";
+ next;
+ mes "It doesn't look like";
+ mes "Rodafrian can offer you";
+ mes "any more information. For";
+ mes "now, it would be best to";
+ mes "go to ^3355FFProntera Church.^000000";
+ close;
+ }
+ else {
+ mes "[Historian Rodafrian]";
+ mes "I'm sorry, but I'm";
+ mes "really very busy with my";
+ mes "research at the moment.";
+ mes "Perhaps we can talk later";
+ mes "once I've completed this?";
+ close;
+ }
+
+S_GiveName:
+ next;
+ select("My name is "+strcharinfo(0)+".");
+ mes "[Historian Rodafrian]";
+ mes "Ah "+strcharinfo(0)+", eh?";
+ mes "Do you mind if I ask you a favor? I really need to verify the true";
+ mes "lyrics for this song. However,";
+ mes "I need to stay here in Morroc";
+ mes "to complete my research.";
+ next;
+ mes "[Historian Rodafrian]";
+ mes "Would you please find my";
+ mes "colleague Mondo and ask him";
+ mes "for this song's lyrics? You can";
+ mes "find him in the ancient ruins";
+ mes "in Mount Mjolnir, north in the";
+ mes "Rune-Midgarts Kingdom.";
+ next;
+ mes "[Historian Rodafrian]";
+ mes "I apologize for asking";
+ mes "you to do what sounds like";
+ mes "a silly errand, but I actually";
+ mes "need to know this song's lyrics";
+ mes "for the sake of my research...";
+ if (getarg(0) == 1) delitem 7342,1; //File01
+ set prt_curse,8;
+ close;
+}
+
+mjolnir_01,135,168,3 script Historian#prt03 754,{
+ if ((MaxWeight-Weight) < 2000 || checkweight(1201,1) == 0) {
+ mes "^3355FFWait a second!";
+ mes "Right now, you're carrying";
+ mes "too many things with you.";
+ mes "Please come back after";
+ mes "using the Kafra Service";
+ mes "to store some of your items.^000000";
+ close;
+ }
+ if (prt_curse == 8) {
+ mes "[Historian Mondo]";
+ mes "Excuse me...";
+ mes "But if you don't have";
+ mes "anything important for";
+ mes "me, then would you";
+ mes "please leave? I have";
+ mes "research to attend to...";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I'm sorry, but Ms. Rodafrian";
+ mes "wanted me to ask you for the";
+ mes "lyrics of some song describing";
+ mes "the Rune-Midgarts Kingdom's";
+ mes "founding. Would you tell";
+ mes "them to me for her?";
+ next;
+ mes "[Historian Mondo]";
+ mes "Rodafrian? Oh, she must";
+ mes "mean that old children's";
+ mes "song. How did it go now?";
+ mes "Ah, now I remember...";
+ next;
+ mes "[Historian Mondo]";
+ mes "^FF0000*The great serpent*^000000";
+ mes "^FF0000*swallowed the sea.*^000000";
+ mes "^FF0000*The eagle of the rainbow*^000000";
+ mes "^FF0000*swallowed the serpent.*^000000";
+ mes "^FF0000*Then snake scales grew on*^000000";
+ mes "^FF0000*the eagle, and it slowly died.*^000000";
+ next;
+ select("...........?");
+ mes "[Historian Mondo]";
+ mes "Yes, I know: the song";
+ mes "is rather morbid, despite";
+ mes "the fact that it's sung like";
+ mes "such a happy song. Sometimes";
+ mes "these little songs are supposed";
+ mes "to scare kids into doing good.";
+ next;
+ select("Excuse me...");
+ mes "[Historian Mondo]";
+ mes "Hm? You look confused.";
+ mes "Did you have a question";
+ mes "to ask me about the song?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Actually, I heard";
+ mes "a different version";
+ mes "of this song, so I was";
+ mes "wondering why the lyrics";
+ mes "would be different...";
+ next;
+ mes "[Historian Mondo]";
+ mes "Really now?";
+ mes "Well then, let me";
+ mes "hear the version that";
+ mes "you've heard, starting";
+ mes "from the beginning.";
+ next;
+ callsub S_Song;
+ }
+ else if (prt_curse == 9) {
+ mes "[Historian Mondo]" ;
+ mes "Ah, would you tell me";
+ mes "the lyrics of the version of";
+ mes "the Rune-Midgarts Kingdom";
+ mes "founding myth song that";
+ mes "you happened to hear?";
+ next;
+ callsub S_Song;
+ }
+ else if (prt_curse == 10) {
+ mes "[Historian Mondo]";
+ mes "Interesting...";
+ mes "The version you heard";
+ mes "from Karlomoff is different";
+ mes "than the one I know. It's";
+ mes "possible that his version";
+ mes "is the most authentic.";
+ next;
+ mes "[Historian Mondo]";
+ mes "After all, I learned";
+ mes "the version I know";
+ mes "by listening to a";
+ mes "little kid sing it.";
+ next;
+ select("A kid?");
+ mes "[Historian Mondo]";
+ mes "Yeah. My guess? The version";
+ mes "that the kid sang might have";
+ mes "changed as it was transmitted";
+ mes "by mouth through the generations. If you want to learn more, you";
+ mes "should probably find that kid.";
+ next;
+ mes "[Historian Mondo]";
+ mes "Anyway, Karlomoff may have";
+ mes "the most accurate version of";
+ mes "the song since he's very good";
+ mes "at procuring and authenticating";
+ mes "historical written records and";
+ mes "documents. It's his specialty.";
+ next;
+ mes "[Historian Mondo]";
+ mes "Ah, if you want to learn more,";
+ mes "then you should try to find the";
+ mes "kid that was singing the song.";
+ mes "Hmm, he might be around ^3131DDthe";
+ mes "river near here^000000. Hopefully it";
+ mes "won't be too hard to find him.";
+ next;
+ mes "[Historian Mondo]";
+ mes "Once you're able to talk";
+ mes "to that kid, go ahead and";
+ mes "report back to Rodafrian.";
+ mes "She probably needs to know";
+ mes "soon, and I can talk to that";
+ mes "little kid at my leisure, so...";
+ next;
+ mes "[Historian Mondo]";
+ mes "Well then, I hope you";
+ mes "find what you're looking";
+ mes "for. Good luck in your";
+ mes "travels, adventurer.";
+ set prt_curse,11;
+ close;
+ }
+ else {
+ mes "[Historian Mondo]";
+ mes "Isn't this such";
+ mes "a beautiful place?";
+ mes "It's no wonder that";
+ mes "ancient peoples chose";
+ mes "to live around here...";
+ close;
+ }
+
+
+S_Song:
+ mes "["+strcharinfo(0)+"]";
+ input .@line$;
+ if (.@line$ == "The great serpent swallowed the sea.") {
+ set .@total,.@total+1;
+ mes "*The great serpent*";
+ mes "*swallowed the sea.*";
+ }
+ else mes "*"+.@line$+"*";
+
+ input .@line$;
+ if (.@line$ == "The eagle of the rainbow swallowed the serpent.") {
+ set .@total,.@total+1;
+ mes "*The eagle of the rainbow*";
+ mes "*swallowed the serpent.*";
+ }
+ else mes "*"+.@line$+"*";
+
+ input .@line$;
+ if (.@line$ == "Then the eagle built its nest.") set .@total,.@total+1;
+ mes "*"+.@line$+"*";
+
+ input .@line$;
+ if (.@line$ == "A nest upon the swallowed sea.") set .@total,.@total+1;
+ mes "*"+.@line$+"*";
+
+ if (.@total == 4) set prt_curse,10;
+ else {
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Wait, wait...";
+ mes "I think I messed up!";
+ mes "(Those weren't the";
+ mes "correct lyrics...)";
+ set prt_curse,9;
+ }
+ close;
+}
+
+mjolnir_01,298,302,0 script #prt_poem01 -1,2,2,{
+OnTouch:
+ if (prt_curse == 11) {
+ mes "^FF0000*The great serpent*^000000";
+ mes "^FF0000*swallowed the sea.*^000000";
+ close;
+ }
+ end;
+}
+
+mjolnir_01,300,297,0 script #prt_poem02 -1,2,2,{
+OnTouch:
+ if (prt_curse == 11) {
+ mes "^FF0000*The great serpent*^000000";
+ mes "^FF0000*swallowed the sea.*^000000";
+ close;
+ }
+ end;
+}
+
+mjolnir_01,292,288,0 script #prt_poem03 -1,2,2,{
+OnTouch:
+ if (prt_curse == 11) {
+ mes "^FF0000*The eagle of the rainbow*^000000";
+ mes "^FF0000*swallowed the serpent.*^000000";
+ close;
+ }
+ end;
+}
+
+mjolnir_01,302,286,0 script #prt_poem04 -1,2,2,{
+OnTouch:
+ if (prt_curse == 11) {
+ mes "^FF0000*Then snake scales*^000000";
+ mes "^FF0000*grew on the eagle...*^000000";
+ close;
+ }
+ end;
+}
+
+mjolnir_01,313,279,0 script #prt_poem05 -1,2,2,{
+OnTouch:
+ if (prt_curse == 11) {
+ mes "^FF0000*And it slowly died...*^000000";
+ close;
+ }
+ end;
+}
+
+mjolnir_01,312,269,5 script Dog#prt 81,{
+ mes "[Dog]";
+ mes "Bow Wow!";
+ close;
+}
+
+mjolnir_01,313,269,5 script Dazed Boy#prt 706,{
+ if (prt_curse == 11) {
+ mes "[Absent-Minded Boy]";
+ mes "The great serpent";
+ mes "swallowed the sea.";
+ mes "The eagle of the rainbow";
+ mes "swallowed the serpent.";
+ mes "Then snake scales grew on";
+ mes "the eagle, and it slowly died.";
+ next;
+ mes "[Exhausted-Looking Woman]";
+ mes "Goodness...!";
+ mes "Will you please stop";
+ mes "singing that song?";
+ next;
+ mes "[Absent-Minded Boy]";
+ mes "..................";
+ next;
+ mes "^3355FFThe little boy quietly";
+ mes "stared at the woman for a";
+ mes "little bit, and then crouched";
+ mes "down and began petting a";
+ mes "dog sitting next to him.^000000";
+ next;
+ if (select("What did you just sing?:Ignore them") == 1) {
+ mes "[Absent-Minded Boy]";
+ mes "...";
+ mes "......";
+ mes ".........";
+ next;
+ mes "[Absent-Minded Boy]";
+ mes "Woof-woof, have you";
+ mes "heard this song? Mommy";
+ mes "taught me to sing it, you";
+ mes "know. She says it was sung";
+ mes "by people for a long time~";
+ next;
+ mes "^3355FFThe boy continued speaking";
+ mes "to the dog like an old friend,";
+ mes "ignoring your presence and";
+ mes "acting as if you didn't exist.^000000";
+ next;
+ mes "[Exhausted-Looking Woman]";
+ mes "Kaanu...";
+ mes "What did I tell";
+ mes "you about ignoring";
+ mes "people's questions!";
+ next;
+ mes "[Kaanu]";
+ mes ".........";
+ mes "..................";
+ mes "Uh oh, Woof-woof.";
+ mes "Mommy seems upset";
+ mes "for some reason.";
+ next;
+ mes "[Exhausted-Looking Woman]";
+ mes "I'm sorry, my kid is...";
+ mes "Look, did you want to know";
+ mes "more about that song? Try";
+ mes "not to worry about it: it's just an old children's tune.";
+ next;
+ if (select("Why are you here?:May I hear the song again?") == 1) {
+ mes "[Exhausted-Looking Woman]";
+ mes ".................";
+ next;
+ mes "^3355FFThe woman's lip tightens";
+ mes "with shame. It's obvious";
+ mes "that this topic makes her";
+ mes "feel very uncomfortable.^000000";
+ next;
+ mes "[Kaanu]";
+ mes "...";
+ mes "......";
+ mes ".........";
+ next;
+ mes "[Kaanu]";
+ mes "Woof-woof, do you know";
+ mes "why Mommy is always";
+ mes "so sad? I wish I knew";
+ mes "why Mommy never smiles...";
+ next;
+ mes "[Exhausted-Looking Woman]";
+ mes "........";
+ set prt_curse,12;
+ close;
+ }
+ mes "[Exhausted-Looking Woman]";
+ mes "..................";
+ next;
+ mes "[Exhausted-Looking Woman]";
+ mes "Okay. I can do this";
+ mes "simple thing for you.";
+ mes "Let me recite this song...";
+ next;
+ mes "[Exhausted-Looking Woman]";
+ mes "The great serpent";
+ mes "swallowed the sea.";
+ mes "The eagle of the rainbow";
+ mes "swallowed the serpent.";
+ mes "Then snake scales grew on";
+ mes "the eagle, and it slowly died.";
+ set prt_curse,12;
+ close;
+ }
+ mes "[Absent-Minded Boy]";
+ mes "...";
+ mes "......";
+ mes ".........";
+ close;
+ }
+ else if (prt_curse == 36) {
+ mes "^3355FFThe little boy looked";
+ mes "very worn and weary of";
+ mes "life, a look that is very";
+ mes "unsettling on the face";
+ mes "of a young child.^000000";
+ close;
+ }
+ else if (prt_curse == 45) {
+ mes "^3355FFThe little boy still";
+ mes "won't talk to you, but";
+ mes "he acknowledges your";
+ mes "presense by making eye";
+ mes "contact and smiling.^000000";
+ close;
+ }
+ else if (prt_curse > 54) {
+ mes "^3355FFThe little boy still";
+ mes "won't talk to you, but he";
+ mes "make you feel welcome";
+ mes "by giving you a warm smile.^000000";
+ close;
+ }
+ else {
+ mes "[Absent-Minded Boy]";
+ mes "...";
+ mes "......";
+ mes ".........";
+ next;
+ mes "^3355FFYou find it difficult";
+ mes "to ignore the little boy's";
+ mes "probing, wary eyes directed";
+ mes "at you. It's very clear that";
+ mes "he doesn't trust you.^000000";
+ close;
+ }
+}
+
+mjolnir_01,316,268,3 script Exhausted-Looking Woman 879,{
+ if ((MaxWeight-Weight) < 2000 || checkweight(1201,1) == 0) {
+ mes "^3355FFWait a second!";
+ mes "Right now, you're carrying";
+ mes "too many things with you.";
+ mes "Please come back after";
+ mes "using the Kafra Service";
+ mes "to store some of your items.^000000";
+ close;
+ }
+ if (prt_curse == 11) {
+ mes "[Absent-Minded Boy]";
+ mes "The great serpent";
+ mes "swallowed the sea.";
+ mes "The eagle of the rainbow";
+ mes "swallowed the serpent.";
+ mes "Then snake scales grew on";
+ mes "the eagle, and it slowly died.";
+ next;
+ mes "[Exhausted-Looking Woman]";
+ mes "Goodness...!";
+ mes "Will you please stop";
+ mes "singing that song?";
+ next;
+ mes "[Absent-Minded Boy]";
+ mes "..................";
+ next;
+ mes "^3355FFThe little boy quietly";
+ mes "stared at the woman for a";
+ mes "little bit, and then crouched";
+ mes "down and began petting a";
+ mes "dog sitting next to him.^000000";
+ next;
+ if (select("What did you just sing?:Ignore them") == 1) {
+ mes "[Absent-Minded Boy]";
+ mes "...";
+ mes "......";
+ mes ".........";
+ next;
+ mes "[Absent-Minded Boy]";
+ mes "Woof-woof, have you";
+ mes "heard this song? Mommy";
+ mes "taught me to sing it, you";
+ mes "know. She says it was sung";
+ mes "by people for a long time~";
+ next;
+ mes "^3355FFThe boy continued speaking";
+ mes "to the dog like an old friend,";
+ mes "ignoring your presence and";
+ mes "acting as if you didn't exist.^000000";
+ next;
+ mes "[Exhausted-Looking Woman]";
+ mes "Kaanu...";
+ mes "What did I tell";
+ mes "you about ignoring";
+ mes "people's questions!";
+ next;
+ mes "[Kaanu]";
+ mes ".........";
+ mes "..................";
+ mes "Uh oh, Woof-woof.";
+ mes "Mommy seems upset";
+ mes "for some reason.";
+ next;
+ mes "[Exhausted-Looking Woman]";
+ mes "I'm sorry, my kid is...";
+ mes "Look, did you want to know";
+ mes "more about that song? Try";
+ mes "not to worry about it: it's just an old children's tune.";
+ next;
+ if (select("Why are you here?:May I hear the song again?") == 1) {
+ mes "[Exhausted-Looking Woman]";
+ mes ".................";
+ next;
+ mes "^3355FFThe woman's lip tightens";
+ mes "with shame. It's obvious";
+ mes "that this topic makes her";
+ mes "feel very uncomfortable.^000000";
+ next;
+ mes "[Kaanu]";
+ mes "...";
+ mes "......";
+ mes ".........";
+ next;
+ mes "[Kaanu]";
+ mes "Woof-woof, do you know";
+ mes "why Mommy is always";
+ mes "so sad? I wish I knew";
+ mes "why Mommy never smiles...";
+ next;
+ mes "[Exhausted-Looking Woman]";
+ mes "........";
+ set prt_curse,12;
+ close;
+ }
+ mes "[Exhausted-Looking Woman]";
+ mes "..................";
+ next;
+ mes "[Exhausted-Looking Woman]";
+ mes "Okay. I can do this";
+ mes "simple thing for you.";
+ mes "Let me recite this song...";
+ next;
+ mes "[Exhausted-Looking Woman]";
+ mes "The great serpent";
+ mes "swallowed the sea.";
+ mes "The eagle of the rainbow";
+ mes "swallowed the serpent.";
+ mes "Then snake scales grew on";
+ mes "the eagle, and it slowly died.";
+ set prt_curse,12;
+ close;
+ }
+ mes "[Exhausted-Looking Woman]";
+ mes "...........";
+ close;
+ }
+ else if (prt_curse == 12) {
+ mes "[Exhausted-Looking Woman]";
+ mes "Not too many people";
+ mes "come to this remote area.";
+ mes "What brings you all the";
+ mes "way over here, I wonder?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Actually, I'm just";
+ mes "trying to learn the";
+ mes "real lyrics of that";
+ mes "song that little boy";
+ mes "has been singing.";
+ next;
+ mes "[Exhausted-Looking Woman]";
+ mes ".........";
+ next;
+ mes "[Exhausted-Looking Woman]";
+ mes "That song's lyrics, and";
+ mes "its meaning, can change";
+ mes "from person to person as";
+ mes "time goes on. I suppose part";
+ mes "of the reason is because it's";
+ mes "been handed down orally...";
+ next;
+ mes "[Exhausted-Looking Woman]";
+ mes "It sounds like such a happy";
+ mes "song, but it's meaning had";
+ mes "changed for me ever since";
+ mes "the accident had happened...";
+ mes "It's been so long, but I don't";
+ mes "think the pain will ever heal.";
+ next;
+ select("Accident?");
+ mes "[Exhausted-Looking Woman]";
+ mes "I'm... I'm sorry.";
+ mes "I don't think I can talk";
+ mes "about it. If I try, I know I'll";
+ mes "relive the horror. Every day";
+ mes "is already a struggle to cope";
+ mes "with the sins I've committed.";
+ next;
+ mes "[Exhausted-Looking Woman]";
+ mes "I know it's selfish, but";
+ mes "I have a favor to ask of you.";
+ mes "I can't really leave this area,";
+ mes "and seldom do I receive visitors. Would you be so kind to deliver";
+ mes "something to Prontera for me?";
+ next;
+ mes "[Exhausted-Looking Woman]";
+ mes "I used to live in Prontera,";
+ mes "and ever since the accident,";
+ mes "Father Bamph has been so very";
+ mes "supportive of me. It's not enough to repay his kindness, but please";
+ mes "give these herbs to him for me.";
+ next;
+ mes "[Exhausted-Looking Woman]";
+ mes "You can find ^3131FFFather Bamph^000000";
+ mes "in ^3131FFProntera Church^000000. When you ";
+ mes "see him, please give him my";
+ mes "warmest regards. I would do it";
+ mes "myself, but because of what I did, I can't return to Prontera...";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "^333333(Alright then. I guess";
+ mes "I should deliver these";
+ mes "herbs to Prontera Church";
+ mes "before I talk to Rodafrian.)^000000";
+ getitem 7432,1;
+ set prt_curse,13;
+ close;
+ }
+ else if (prt_curse > 12 && prt_curse < 16) {
+ mes "[Exhausted-Looking Woman]";
+ mes "Father Bamph has helped";
+ mes "me so much. Please bring";
+ mes "that herb pouch to him in";
+ mes "Prontera Church, and give";
+ mes "him my warmest regards.";
+ close;
+ }
+ else if (prt_curse == 16) {
+ mes "[Bonnie Imbullea]";
+ mes "Oh, you've come back?";
+ mes "Were you able to deliver";
+ mes "that pouch of herbs that";
+ mes "I gave you to Father Bamph?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Yes, I did. Actually,";
+ mes "Father Bamph sent me";
+ mes "here to ask you a few";
+ mes "things. You see, he told";
+ mes "me all about the royal secret";
+ mes "and, well, your exorcism.";
+ next;
+ mes "[Bonnie Imbullea]";
+ mes "Oh. I see.";
+ mes "You must think";
+ mes "me a monster...";
+ mes "Those poor children";
+ mes "are dead because of me...";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "N-no! Not at all!";
+ mes "I just wanted to ask if there";
+ mes "was a connection between";
+ mes "the song that Kaanu has been";
+ mes "singing and Jormungand's curse.";
+ next;
+ mes "[Bonnie Imbullea]";
+ mes "...";
+ mes "......";
+ mes ".........";
+ next;
+ mes "[Bonnie Imbullea]";
+ mes "After the exorcism failed,";
+ mes "I should have been punished";
+ mes "with death. But the royal family and the Prontera Church took";
+ mes "mercy on me, and allowed";
+ mes "me to live here in exile.";
+ Emotion e_dots;
+ next;
+ mes "[Bonnie Imbullea]";
+ mes "I began to sing this song";
+ mes "to keep myself distracted,";
+ mes "even if it was related to";
+ mes "the Jormungand curse.";
+ next;
+ mes "[Bonnie Imbullea]";
+ mes "You know, now that I think";
+ mes "about it, I do remember hearing";
+ mes "that after the exorcism failed,";
+ mes "a maid found a fragment of a";
+ mes "Red Gemstone while cleaning";
+ mes "the secret ceremonial grounds.";
+ Emotion e_gasp,1;
+ next;
+ mes "[Bonnie Imbullea]";
+ mes "I always thought it";
+ mes "was a little strange.";
+ mes "I wanted to investigate";
+ mes "it, but then I was discharged";
+ mes "from the Prontera Church";
+ mes "after my failure...";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "A fragment from";
+ mes "a Red Gemstone?";
+ mes "Maybe... maybe it's";
+ mes "evidence that someone";
+ mes "sabotaged the exorcism!";
+ next;
+ mes "[Bonnie Imbullea]";
+ mes "What happened was tragic,";
+ mes "but it would make me feel";
+ mes "so much better if that were";
+ mes "really the truth. Even if the";
+ mes "exorcism was sabotaged,";
+ mes "we can't turn back time...";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "^333333(Hmm...";
+ mes "I better head back";
+ mes "to Prontera Church";
+ mes "and let Father Bamph";
+ mes "know about this information.)^000000";
+ set prt_curse,17;
+ close;
+ }
+ else if (prt_curse == 17) {
+ mes "[Bonnie Imbullea]";
+ mes "It's really very";
+ mes "difficult to live";
+ mes "with this guilt.";
+ mes "I was trained to help";
+ mes "people, not kill them!";
+ next;
+ mes "^3355FFYou tried to comfort";
+ mes "Bonnie Imbullea for a";
+ mes "little while before you";
+ mes "return to Prontera Church.";
+ close;
+ }
+ else if (prt_curse == 35 || prt_curse == 44 || prt_curse == 54) {
+ mes "^3355FFYou tell Bonnie Imbullea";
+ mes "that the deaths of the princes";
+ mes "were not her fault and that the exorcism was probably sabotaged.";
+ mes "However, you keep specifics, like the use of poison, to yourself.^000000";
+ next;
+ mes "[Bonnie Imbullea]";
+ mes "Is that really true...?";
+ mes "Oh, I'm so happy! I really";
+ mes "thought I'd have to live the";
+ mes "rest of my in seclusion with";
+ mes "this horrible shame. Oh, thank";
+ mes "you so much for your help!";
+ next;
+ mes "[Bonnie Imbullea]";
+ mes "Kaanu will be able to";
+ mes "meet other kids his own";
+ mes "age... We can finally live";
+ mes "a normal life. How wonderful...";
+ next;
+ mes "[Bonnie Imbullea]";
+ mes "But wait...";
+ mes "How exactly did the";
+ mes "princes die, then?";
+ mes "There weren't any";
+ mes "wounds on the bodies";
+ mes "from what I remember...";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Well, um, I wouldn't know";
+ mes "anything about that, but";
+ mes "Father Bamph and Father";
+ mes "Biscuss are handling the";
+ mes "investigation, and they're";
+ mes "doing their best to find out.";
+ next;
+ mes "[Bonnie Imbullea]";
+ mes "I see. Well, I believe in";
+ mes "them: they're great priests,";
+ mes "after all. Although I may be";
+ mes "forgiven for my failure, I still fear for the royal family...";
+ mes "All I can do for now is pray.";
+ next;
+ mes "[Bonnie Imbullea]";
+ mes "Anyway, I promise that";
+ mes "I won't reveal what I know";
+ mes "about this incident to the";
+ mes "public. And if you ever come";
+ mes "by the mountain again, I hope";
+ mes "you stop by to visit us.";
+ next;
+ mes "[Bonnie Imbullea]";
+ mes "You don't understand";
+ mes "how much the news you've";
+ mes "brought really means to me.";
+ mes "I can finally free myself from";
+ mes "this burdensome guilt...";
+ mes "Thank you, kind adventurer~";
+ if (prt_curse == 35) set prt_curse,36;
+ else if (prt_curse == 44) set prt_curse,45;
+ else {
+ next;
+ mes "^3355FFNow, you can return to";
+ mes "Rodafrian, the historian";
+ mes "stationed in Morroc.^000000";
+ set prt_curse,55;
+ }
+
+ close;
+ }
+ else if (prt_curse == 36) {
+ mes "[Bonnie Imbullea]";
+ mes "By your grace and mercy,";
+ mes "please pity the poor souls";
+ mes "and protect the royal family...";
+ mes "Bless us with your light and";
+ mes "may your wisdom guide us...";
+ close;
+ }
+ else if (prt_curse == 45) {
+ mes "[Bonnie Imbullea]";
+ mes "I guess we've gotten";
+ mes "too used to the peace";
+ mes "and serenity of Mount";
+ mes "Mjolnir. It won't be easy";
+ mes "to leave, even if we're welcome to return to Prontera...";
+ close;
+ }
+ else if (prt_curse > 54) {
+ mes "[Bonnie Imbullea]";
+ mes "Thank you so much";
+ mes "for helping out in the";
+ mes "investigation of the";
+ mes "princes. I'd never know";
+ mes "happiness again if it";
+ mes "weren't for your efforts.";
+ close;
+ }
+ else {
+ mes "[Bonnie Imbullea]";
+ mes "^333333*Sigh...*^000000";
+ close;
+ }
+}
+
+
+prt_church,115,122,0 warp #sazekan 1,1,prt_church,168,106
+prt_church,166,106,0 warp #prtchhall 1,1,prt_church,112,122
+
+prt_church,185,106,3 script Father Bamph 60,{
+ if (prt_curse == 13) {
+ mes "[Father Bamph]";
+ mes "Welcome to";
+ mes "Prontera Church.";
+ mes "Please relax, and";
+ mes "let your mind and";
+ mes "spirit find rest in";
+ mes "these hallowed halls.";
+ next;
+ select("Give him the herb pouch.");
+ if (countitem(7432) < 1) {
+ mes "["+strcharinfo(0)+"]";
+ mes "Ack!";
+ mes "Now, where did I put";
+ mes "that pouch with the herbs?";
+ close;
+ }
+ mes "[Father Bamph]";
+ mes "May I ask...";
+ mes "Why are you giving";
+ mes "me this pouch of herbs?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Well, there was this";
+ mes "lady living on Mount";
+ mes "Mjolnir who wanted me";
+ mes "to give this to you. Um, she";
+ mes "has a son named Kaanu?";
+ next;
+ mes "[Father Bamph]";
+ mes "Oh, you must have met";
+ mes "Bonnie Imbullea. It's";
+ mes "been a long time since";
+ mes "I've seen her. How is";
+ mes "she doing, may I ask?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Oh...";
+ mes "I guess she's fine.";
+ mes "But she seems really...";
+ mes "I dunno, tormented...";
+ next;
+ mes "[Father Biscuss]";
+ mes "Good! If she were happy";
+ mes "and relaxed after what she";
+ mes "did, not even God would forgive";
+ mes "her! She deserves to live the";
+ mes "rest of her life in agony!";
+ next;
+ mes "[Father Bamph]";
+ mes "Father Biscuss, how can";
+ mes "you say something like that?";
+ mes "She did her best to stop what";
+ mes "had happened! We should pity";
+ mes "her for the suffering she must be feeling. Where is your compassion?";
+ next;
+ mes "[Father Biscuss]";
+ mes "Bah! Don't speak to me";
+ mes "about compassion! Weren't";
+ mes "you the one who recommended";
+ mes "her to perform the exorcism in";
+ mes "the first place? You didn't";
+ mes "forget that, did you?";
+ next;
+ mes "[Father Bampf]";
+ mes "......";
+ mes ".........";
+ mes "............";
+ next;
+ mes "[Father Biscuss]";
+ mes "Hah!";
+ next;
+ select("About Bonnie Imbullea");
+ mes "[Father Bamph]";
+ mes "Well...";
+ mes "I don't...";
+ mes "I don't know if";
+ mes "I should be telling ";
+ mes "you about that incident...";
+ next;
+ mes "[Father Biscuss]";
+ mes "You know what? If Bonnie";
+ mes "sent this adventurer here";
+ mes "for a favor, it probably means";
+ mes "she trusts this person. Besides, we need somebody to carry out";
+ if (sex)
+ mes "this task for us. Why not him?";
+ else
+ mes "this task for us. Why not her?";
+ next;
+ mes "[Father Bamph]";
+ mes "Your words have the ring";
+ mes "of truth, Father Biscuss.";
+ mes "Well then, adventurer, give";
+ mes "me the opportunity to tell you";
+ mes "something very important. But, you must not tell anyone else...";
+ set prt_curse,14;
+ delitem 7432,1; //Leather_Pouch
+ close;
+ }
+ else if (prt_curse == 14) {
+ mes "[Father Bamph]";
+ mes "What I am about to tell";
+ mes "you must be kept secret.";
+ mes "Now, do you know about";
+ mes "Jormungand, the great serpent";
+ mes "born from the god Loki and";
+ mes "the giantess, Angrboda?";
+ next;
+ mes "[Father Bamph]";
+ mes "Jormungand was an evil";
+ mes "beast that, after the thousand";
+ mes "year war between the gods and";
+ mes "demons, began to attack humans.";
+ mes "It brought great chaos and much";
+ mes "suffering around the world...";
+ next;
+ mes "[Father Bamph]";
+ mes "Finally, the first Tristram of";
+ mes "the Gaebolg family defeated";
+ mes "Jormungand together with 6";
+ mes "other warriors, but only after";
+ mes "it killed his beloved father.";
+ next;
+ mes "[Father Bamph]";
+ mes "Tristram would become the";
+ mes "first king of the Rune-Midgarts";
+ mes "Kingdom, but his family would";
+ mes "suffer from the curse placed";
+ mes "by Jormungand before its defeat. ";
+ next;
+ mes "[Father Bamph]";
+ mes "To this day...";
+ mes "^FF0000Every first prince of";
+ mes "the Gaebolg family dies";
+ mes "at a young age^000000. That is";
+ mes "Jormungand's curse and";
+ mes "the royal family's secret.";
+ Emotion e_omg,1;
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "What...?!";
+ mes "Is this really true?!";
+ mes "Isn't there any way to";
+ mes "counter this horrible curse?!";
+ next;
+ mes "[Father Bamph]";
+ mes "Please lower your voice.";
+ mes "Yes, it's a shame that the";
+ mes "royal family must suffer like";
+ mes "this. But all the exorcisms";
+ mes "that have been attempted";
+ mes "over the years have failed...";
+ next;
+ mes "[Father Bamph]";
+ mes "Although the situation";
+ mes "appeared hopeless, King";
+ mes "Tristram III tried once again to exorcise the curse. Following";
+ mes "his orders, the greatest priests and exorcists were all summoned.";
+ next;
+ mes "[Father Bamph]";
+ mes "A series of tests was";
+ mes "performed to select the";
+ mes "best priests and exorcists";
+ mes "to remove this curse. In the end, ^3131FFBonnie Imbullea^000000 was chosen to";
+ mes "lead the exorcism ceremony.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Wait, but you mentioned";
+ mes "samething about an accident.";
+ mes "Does that mean that she failed";
+ mes "in performing the exorcism?";
+ next;
+ mes "[Father Bamph]";
+ mes "Yes, unfortunately.";
+ mes "After the priests and";
+ mes "exorcists gathered in the";
+ mes "secret ceremonial grounds,";
+ mes "three princes were killed";
+ mes "instead of just the first.";
+ next;
+ mes "[Father Biscuss]";
+ mes "Although we all swore to";
+ mes "keep that incident a secret,";
+ mes "Bonnie Imbullea took full";
+ mes "responsibility for the deaths.";
+ mes "That is why she is in self";
+ mes "imposed exile from the kingdom.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "What...?";
+ mes "That's...";
+ mes "That's crazy!";
+ next;
+ mes "[Father Biscuss]";
+ mes "I know that this";
+ mes "is a very long story,";
+ mes "and that it's a little";
+ mes "complicated. Please";
+ mes "listen to what we have";
+ mes "to ask from here on...";
+ Emotion e_dots;
+ set prt_curse,15;
+ close;
+ }
+ else if (prt_curse == 15) {
+ mes "[Father Bamph]";
+ mes "Now, you should know that";
+ mes "all of the princes that were";
+ mes "killed that day bore strange";
+ mes "looking marks on their bodies.";
+ mes "It almost looked as if they";
+ mes "were growing snake scales.";
+ Emotion e_gasp,1;
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Wait, they grew snake";
+ mes "scales? That sounds just";
+ mes "like one of the versions of";
+ mes "this song I'm investigating.";
+ mes "I think it was the song about the Rune-Midgarts Kingdom's origin.";
+ next;
+ mes "[Father Bamph]";
+ mes "Wait, that song?";
+ mes "Hm, I don't see how";
+ mes "it's related. Let's see";
+ mes "now, how did it go?";
+ mes "Rainbows... Eagles...";
+ mes "Ah! Now I remember!";
+ next;
+ mes "[Father Bamph]";
+ mes "The great serpent";
+ mes "swallowed the sea.";
+ mes "The eagle of the rainbow";
+ mes "swallowed the serpent.";
+ mes "Then the eagle built its nest.";
+ mes "A nest upon the swallowed sea.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Hmm...";
+ mes "Well, I heard a";
+ mes "different version";
+ mes "of the same song.";
+ mes "It goes like...";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "The great serpent";
+ mes "swallowed the sea.";
+ mes "The eagle of the rainbow";
+ mes "swallowed the serpent.";
+ mes "Then snake scales grew on";
+ mes "the eagle, and it slowly died.";
+ next;
+ mes "[Father Bamph]";
+ mes "Oh, my. I learned the song";
+ mes "when I was a young boy from";
+ mes "my father. However, your version seems to reveal the secret curse";
+ mes "of the Gaebolgs. Please tell me, where did you hear that song?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Well, I first heard this";
+ mes "version from a historian,";
+ mes "and then I found out that";
+ mes "Bonnie Imbullea knows it as";
+ mes "well. Um, is there a problem?";
+ next;
+ mes "[Father Bamph]";
+ mes "If those song lyrics are";
+ mes "spread, the secret of the";
+ mes "royal family curse could be";
+ mes "revealed to the public. Would";
+ mes "you please help us by speaking";
+ mes "to Bonnie Imbullea once again?";
+ next;
+ mes "[Father Bamph]";
+ mes "If you can, please try to";
+ mes "see if you can learn of any";
+ mes "connection between the curse";
+ mes "and the song, or if she can";
+ mes "remember anything that happened";
+ mes "after the exorcism failed...";
+ set prt_curse,16;
+ close;
+ }
+ else if (prt_curse == 16) {
+ mes "[Father Bamph]";
+ mes "Please visit Bonnie";
+ mes "Imbullea in Mount Mjolnir";
+ mes "to see if you can learn more";
+ mes "about that song, or about what";
+ mes "happened after the attempted exorcism of the Jormungand curse.";
+ close;
+ }
+ else if (prt_curse == 17) {
+ mes "[Father Bamph]";
+ mes "Ah, have you spoken";
+ mes "to Bonnie Imbullea?";
+ mes "Please tell me if you";
+ mes "have learned anything new.";
+ next;
+ mes "^3355FFYou related everything";
+ mes "that Bonnie Imbullea spoke";
+ mes "about, including the discovery";
+ mes "of a fragment of Red Gemstone";
+ mes "in the secret ceremonial grounds. ";
+ next;
+ mes "[Father Bamph]";
+ mes "Red Gemstone? There's";
+ mes "no reason for that to be in";
+ mes "a holy place. Hmm. There's";
+ mes "more to this case than meets";
+ mes "the eye. We better investigate";
+ mes "the truth, starting now.";
+ next;
+ mes "[Father Bamph]";
+ mes "Come with me, adventurer,";
+ mes "to the secret ceremonial";
+ mes "grounds for the royal family.";
+ mes "Just use the switch hidden";
+ mes "within the bookshelf and";
+ mes "I will meet you there.";
+ set prt_curse,18;
+ close;
+ }
+ else if (prt_curse > 17 && prt_curse < 22) {
+ mes "[Father Bamph]";
+ mes "Come with me to the";
+ mes "secret ceremonial grounds";
+ mes "so that we can investigate";
+ mes "the possibility of sabotage";
+ mes "with the exorcism that";
+ mes "Bonnie Imbullea performed.";
+ next;
+ mes "[Father Bamph]";
+ mes "There is a hidden switch";
+ mes "in the bookshelf that you";
+ mes "can use to transport yourself";
+ mes "there. Go, and I will meet";
+ mes "you in the ceremonial grounds.";
+ close;
+ }
+ else if (prt_curse == 22) {
+ mes "[Father Bamph]";
+ mes "This is a matter of grave";
+ mes "importance, but we can't";
+ mes "alert the royal family yet and";
+ mes "cause a panic. It would be";
+ mes "best to fully investigate this";
+ mes "first and collect proof.";
+ next;
+ mes "[Father Bamph]";
+ mes "Brave adventurer, would";
+ mes "you please visit the Assassin";
+ mes "Guild in Morroc and see if you";
+ mes "can learn anything about how";
+ mes "we can verify whether poison";
+ mes "was used to kill the princes?";
+ set prt_curse,23;
+ close;
+ }
+ else if (prt_curse == 23) {
+ mes "[Father Bamph]";
+ mes "Please see if you can";
+ mes "learn anything about testing";
+ mes "for the use of poison from";
+ mes "a member of the Assassin";
+ mes "Guild in Morroc.";
+ close;
+ }
+ else if (prt_curse == 31) {
+ mes "[Father Bamph]";
+ mes "Ah, you've returned~";
+ mes "Have you managed to learn";
+ mes "anything about poison from";
+ mes "the Assassin Guild? I know";
+ mes "their members must be";
+ mes "very difficult to find...";
+ next;
+ mes "^3355FFYou relate all of the";
+ mes "information you learned";
+ mes "about poison to Father Bamph,";
+ mes "including the method to test";
+ mes "for the use of poison in murder. ";
+ next;
+ mes "[Father Bamph]";
+ mes "Ah, I see. Then, would";
+ mes "you please bring 1 Yellow";
+ mes "Gemstone and 1 Green Potion";
+ mes "to the secret ceremonial grounds as soon as you can? I will wait";
+ mes "over there for you once again.";
+ set prt_curse,32;
+ close;
+ }
+ else if (prt_curse == 32 || prt_curse == 33 || prt_curse == 41 || prt_curse == 42 || prt_curse == 51 || prt_curse == 52) {
+ mes "[Father Bamph]";
+ mes "You can use the hidden";
+ mes "switch in the bookshelf to";
+ mes "enter the secret ceremonial";
+ mes "grounds. Don't forget that we";
+ mes "need^3131FF 1 Yellow Gemstone^000000 and ^3131FF1 Green Potion^000000 to test for poison.";
+ close;
+ }
+ else if (prt_curse == 34) {
+ mes "[Father Bamph]";
+ mes "I can't believe it!";
+ mes "If poison was used, then";
+ mes "the second and third princes";
+ mes "were murdered! Unbelievable...";
+ mes "How can anyone kill children?";
+ next;
+ mes "[Father Bamph]";
+ mes "At the very least, we now";
+ mes "know that their deaths were";
+ mes "not Bonnie Imbullea's fault.";
+ mes "Now I must discuss with Father";
+ mes "Biscuss and decide how to tell";
+ mes "the royal family about this...";
+ next;
+ mes "[Father Bamph]";
+ mes "Once again, let me remind";
+ mes "you that everything that has";
+ mes "transpired here must be kept";
+ mes "secret. The public cannot know";
+ mes "of Jormungand's curse! It would cause political turmoil and chaos!";
+ next;
+ mes "[Father Bamph]";
+ mes "Still, that does not mean";
+ mes "that I cannot personally thank";
+ mes "you for all of your help. I'm very grateful for what you have done,";
+ mes "adventurer. May safety accompany you on all of your journeys.";
+ set prt_curse,35;
+ close;
+ }
+ else if (prt_curse > 34 && prt_curse < 40 && !aru_monas) {
+ mes "[Father Bamph]";
+ mes "I'm at a loss at what";
+ mes "to do. Sometimes, even";
+ mes "I have doubts and believe";
+ mes "that Odin has abandoned us...";
+ close;
+ }
+ else if (prt_curse == 40) {
+ mes "[Father Bamph]";
+ mes "Ah, you've returned~";
+ mes "Have you managed to learn";
+ mes "anything about poison from";
+ mes "the Assassin Guild? I know";
+ mes "their members must be";
+ mes "very difficult to find...";
+ next;
+ mes "^3355FFYou relate all of the";
+ mes "information you learned";
+ mes "about poison to Father Bamph,";
+ mes "including the method to test";
+ mes "for the use of poison in murder. ";
+ next;
+ mes "[Father Bamph]";
+ mes "Ah, I see. Then, would";
+ mes "you please bring^3131FF 1 Yellow";
+ mes "Gemstone^000000 and ^3131FF1 Green Potion^000000";
+ mes "to the secret ceremonial grounds as soon as you can? I will wait";
+ mes "over there for you once again.";
+ set prt_curse,41;
+ close;
+ }
+ else if (prt_curse == 43 || prt_curse == 53) {
+ mes "[Father Bamph]";
+ mes "I can't believe it!";
+ mes "If poison was used, then";
+ mes "the second and third princes";
+ mes "were murdered! Unbelievable...";
+ mes "How can anyone kill children?";
+ next;
+ mes "[Father Bamph]";
+ mes "At the very least, we now";
+ mes "know that their deaths were";
+ mes "not Bonnie Imbullea's fault.";
+ mes "Now I must discuss with Father";
+ mes "Biscuss and decide how to tell";
+ mes "the royal family about this...";
+ next;
+ mes "[Father Bamph]";
+ mes "Oh, and would you please";
+ mes "inform ^3131FFBonnie Imbullea^000000 that";
+ mes "the deaths of the princes were";
+ mes "not her fault? I'm sure that news would bring her great relief";
+ mes "from her burden of guilt...";
+ next;
+ mes "[Father Bamph]";
+ mes "Once again, let me remind";
+ mes "you that everything that has";
+ mes "transpired here must be kept";
+ mes "secret. The public cannot know";
+ mes "of Jormungand's curse! It would cause political turmoil and chaos!";
+ next;
+ mes "[Father Bamph]";
+ mes "Still, that does not mean";
+ mes "that I cannot personally thank";
+ mes "you for all of your help. I'm very grateful for what you have done,";
+ mes "adventurer. May safety accompany you on all of your journeys.";
+ if (prt_curse == 43) set prt_curse,44;
+ else set prt_curse,54;
+ getexp 160000,0;
+ close;
+ }
+ else if (prt_curse > 43 && prt_curse < 50 && !aru_monas) {
+ mes "[Father Bamph]";
+ mes "Have you spoken to";
+ mes "Bonnie Imbullea yet?";
+ mes "Try not to worry about the";
+ mes "news about the princes'";
+ mes "murder. Father Biscuss";
+ mes "and I will handle it.";
+ close;
+ }
+ else if (prt_curse == 50) {
+ mes "[Father Bamph]";
+ mes "Ah, you've returned~";
+ mes "Have you managed to learn";
+ mes "anything about poison from";
+ mes "the Assassin Guild? I know";
+ mes "their members must be";
+ mes "very difficult to find...";
+ next;
+ mes "You relate all of the";
+ mes "information you learned";
+ mes "about poison to Father Bamph,";
+ mes "including the method to test";
+ mes "for the use of poison in murder. ";
+ next;
+ mes "[Father Bamph]";
+ mes "Ah, I see. Then, would";
+ mes "you please bring ^3131FF1 Yellow";
+ mes "Gemstone^000000 and ^3131FF1 Green Potion^000000";
+ mes "to the secret ceremonial grounds as soon as you can? I will wait";
+ mes "over there for you once again.";
+ set prt_curse,51;
+ close;
+ }
+ else if (prt_curse == 60) {
+ mes "[Father Bamph]";
+ mes "Oh, "+strcharinfo(0)+"~";
+ mes "Long time, no see.";
+ mes "Have you spoken to";
+ mes "Bonnie yet? Ah, and";
+ mes "how may I help you today?";
+ next;
+ mes "^3355FFYou tell Father Bamph";
+ mes "that rare herbs grow in";
+ mes "a land to the west, although";
+ mes "you do not mention that you";
+ mes "told Rodafrian about the curse.^000000";
+ next;
+ mes "[Father Biscuss]";
+ mes "Land to the west?";
+ mes "That place is rumored to";
+ mes "be populated by fanatics.";
+ mes "Father Bamph, I think they";
+ mes "may be prime suspects for";
+ mes "the murder of the princes...";
+ next;
+ mes "[Father Bamph]";
+ mes "Well, I'll admit that it's";
+ mes "possible, but we haven't had";
+ mes "contact with anyone from the";
+ mes "land to the west for so long...";
+ mes "It's still far too early to make those kinds of assumptions.";
+ next;
+ select("Land to the west?");
+ mes "[Father Bamph]";
+ mes "Not much is known about";
+ mes "the land to the west. We";
+ mes "did send several priests";
+ mes "there once to spread our";
+ mes "faith. However, they failed...";
+ next;
+ mes "[Father Bamph]";
+ mes "From what I can tell,";
+ mes "almost everyone there";
+ mes "is a strong adherent of";
+ mes "that region's native religion.";
+ mes "Anyway, thank you for informing";
+ mes "us. We'll handle it from here.";
+ next;
+ mes "[Father Bamph]";
+ mes "Ah, to preserve the secrets";
+ mes "of the royal family, I ask that";
+ mes "you refrain from entering the";
+ mes "secret ceremonial grounds";
+ mes "from now on. Thanks again for your help, "+strcharinfo(0)+".";
+ set prt_curse,61;
+ close;
+ }
+ else {
+ if (prt_curse == 36 || prt_curse == 45 || prt_curse == 56 || prt_curse == 61) {
+// Begin Nameless Island Access Quest Addition
+ if (aru_monas == 1) {
+ mes "[Father Bamph]";
+ mes "Oh, I've been waiting for";
+ mes "you, adventurer. I'm sorry";
+ mes "for giving you such short";
+ mes "notice, but it seems that";
+ mes "you've grown much stronger";
+ mes "since the last time we met.";
+ next;
+ mes "[Father Bamph]";
+ mes "The Church has received";
+ mes "a request from Prontera";
+ mes "Palace, but we don't have";
+ mes "the resources to handle it.";
+ mes "I believe you'd be well suited";
+ mes "to this task if you'll help us.";
+ next;
+ mes "[Father Bamph]";
+ mes "A man of high rank suddenly";
+ mes "disappeared a while ago.";
+ mes "Although Prontera Palace";
+ mes "asked us to find him, I can";
+ mes "only tell you who he is later.";
+ next;
+ mes "[Father Bamph]";
+ mes "All we know is that he was";
+ mes "last seen in Comodo. Please";
+ mes "speak to our informant, ^6B8E23Larjes^000000,";
+ mes "and he will assist you in your";
+ mes "search for the lost official.";
+ set aru_monas,2;
+ close;
+ }
+ else if (aru_monas == 2 || aru_monas == 3) {
+ mes "[Father Bamph]";
+ mes "Please go to Comodo and";
+ mes "find our informant, ^6B8E23Larjes^000000,";
+ mes "in the Casino. He will help";
+ mes "you in your search for the";
+ mes "official who disappeared.";
+ close;
+ }
+ else if (aru_monas == 4) {
+ mes "[Father Bamph]";
+ mes "Ah, so you found Larjes?";
+ mes "How has your investigation of";
+ mes "that official's disappearance";
+ mes "progressing? I hope that he";
+ mes "is still safe and sound";
+ mes "when you find him.";
+ next;
+ select("Tell him what Larjes said.");
+ mes "[Father Bamph]";
+ mes "I see. We've detected some";
+ mes "disquieting activity from";
+ mes "Arunafeltz lately, but I didn't";
+ mes "think they would make";
+ mes "their move so soon. Hmm...";
+ mes "Give me a moment to think.";
+ set aru_monas,5;
+ close;
+ }
+ else if (aru_monas == 5) {
+ if (rand(1,10) == 10) {
+ mes "[Father Bamph]";
+ mes "Well, I've considered all";
+ mes "possible scenarios. I think";
+ mes "it would work best if you";
+ mes "continue your investigation";
+ mes "on our behalf. That is, if";
+ mes "you're willing to do it.";
+ next;
+ mes "[Father Bamph]";
+ mes "We don't want to provoke";
+ mes "an international conflict";
+ mes "with our official involvement,";
+ mes "but I also can't force you to";
+ mes "work for us. Whether you";
+ mes "can help is your choice.";
+ next;
+ if (select("Let me think about it.:Of course, I'll help.") == 1) {
+ mes "[Father Bamph]";
+ mes "I hope that you decide";
+ mes "to help us. The safety of";
+ mes "our nation depends on the";
+ mes "success of this investigation.";
+ mes "We could really use your help.";
+ close;
+ }
+ mes "[Father Bamph]";
+ mes "Thank you. I'm glad to hear";
+ mes "that you'll help us. You may";
+ mes "take the airship in Izlude to";
+ mes "travel to Arunafeltz, where you";
+ mes "must continue your investigation.";
+ next;
+ mes "[Father Bamph]";
+ mes "I believe that you should";
+ mes "be able to learn more if you";
+ mes "investigate the city of ^9370DBRachel^000000.";
+ mes "Please accept this money";
+ mes "to cover your Airship fee.";
+ mes "Thank you, and good luck.";
+ set zeny,zeny+1500;
+ set aru_monas,6;
+ close;
+ }
+ else {
+ mes "[Father Bamph]";
+ mes "Hmm... What's the best way";
+ mes "for us to handle this? Let";
+ mes "me think about our options.";
+ mes "We can--no. That wouldn't";
+ mes "work. This will be difficult.";
+ close;
+ }
+ }
+ else if (aru_monas == 6) {
+ // Anyone else see the irony in this?
+ mes "[Father Bamph]";
+ mes "You might have problems";
+ mes "in Rachel since the culture";
+ mes "there is much different than";
+ mes "our own. Their ways of doing";
+ mes "things, their government...";
+ mes "Everything is tied to religion.";
+ close;
+ }
+ else if (aru_monas > 6 && aru_monas < 24) {
+ mes "[Father Bamph]";
+ mes "Thank you so much for all";
+ mes "of your hard work. Our agents";
+ mes "will contact you whenever they";
+ mes "uncover any new information.";
+ mes "Remember that no one can";
+ mes "know what we've been doing.";
+ close;
+ }
+ else if (aru_monas == 24) {
+ mes "[Father Bamph]";
+ mes "Thank you for bring us such";
+ mes "important information. With";
+ mes "your help, we were able to";
+ mes "clear a few unsolved cases.";
+ mes "We expected something like";
+ mes "this, but not this soon.";
+ next;
+ mes "[Father Bamph]";
+ mes "I fear that the Royal Court";
+ mes "has been bickering over their";
+ mes "own selfish needs. I pray that";
+ mes "it does not grow worse, devolve";
+ mes "into chaos. ^666666*Sigh*^000000 We'll see...";
+ set aru_monas,25;
+ close;
+ }
+ else if (aru_monas >= 25) {
+ mes "[Father Bamph]";
+ mes "Thank you for bring us such";
+ mes "important information. With";
+ mes "your help, we were able to";
+ mes "clear a few unsolved cases.";
+ mes "We expected something like";
+ mes "this, but not this soon.";
+ next;
+ mes "[Father Bamph]";
+ mes "I fear that the Royal Court";
+ mes "has been bickering over their";
+ mes "own selfish needs. I pray that";
+ mes "it does not grow worse, devolve";
+ mes "into chaos. ^666666*Sigh*^000000 We'll see...";
+ close;
+ }
+// End Nameless Island Access Quest Addition
+ else {
+ mes "[Father Bamph]";
+ mes "I'm sorry, but would it";
+ mes "be alright if we talked";
+ mes "later? I have to handle";
+ mes "a very important task now...";
+ close;
+ }
+ }
+ }
+}
+
+prt_church,184,110,3 script Father Biscuss 60,{
+ if (prt_curse == 54) {
+ mes "[Father Biscuss]";
+ mes "Hmm, I still suspect that";
+ mes "someone from the Assassin";
+ mes "Guild may have killed the";
+ mes "princes. Just in case, I'm";
+ mes "going to send a spy. Keep";
+ mes "that information secret.";
+ next;
+ mes "[Father Biscuss]";
+ mes "So yes. You didn't learn";
+ mes "or hear anything from us,";
+ mes "and you don't know anything";
+ mes "about the royal family's curse.";
+ mes "From here on, Father Bamph";
+ mes "and I will handle this issue.";
+ close;
+ }
+ else if (prt_curse == 35) {
+ mes "[Father Biscuss]";
+ mes "I've never seen Father";
+ mes "Bamph this way before, but";
+ mes "I can understand how he feels.";
+ mes "As one of the leaders of this";
+ mes "church, he feels responsible";
+ mes "for these princes' deaths.";
+ next;
+ mes "[Father Biscuss]";
+ mes "I'm sure he'll feel";
+ mes "better in a few days,";
+ mes "but right now, he's in no";
+ mes "condition to compile the";
+ mes "valuable info that you've";
+ mes "provided, so I'll do it.";
+ next;
+ mes "[Father Biscuss]";
+ mes "Personally, I feel that";
+ mes "what happened was tragic,";
+ mes "but it should be avenged.";
+ mes "Perhaps that why I've held";
+ mes "a grudge against Imbullea";
+ mes "for all this time. Anyway...";
+ next;
+ mes "[Father Biscuss]";
+ mes "Although we can't";
+ mes "acknowledge it publicly,";
+ mes "on behalf of the Prontera";
+ mes "Church, I want to thank";
+ mes "you for all of your help.";
+ set prt_curse,36;
+ getexp 160000,0;
+ close;
+ }
+ else if (prt_curse == 36) {
+ mes "[Father Biscuss]";
+ mes "No one can know light";
+ mes "without experiencing";
+ mes "darkness. Peace has";
+ mes "no meaning until it is";
+ mes "contrasted with chaos.";
+ next;
+ mes "[Father Biscuss]";
+ mes "Religion becomes even";
+ mes "more important during times";
+ mes "of chaos, and times of need.";
+ mes "I must remain calm, especially";
+ mes "when Father Bamph feels so bad about this whole incident...";
+ close;
+ }
+ else {
+ mes "[Father Biscuss]";
+ mes "Please observe";
+ mes "silence within the";
+ mes "Priest Room. Thank";
+ mes "you for cooperating.";
+ close;
+ }
+}
+
+prt_church,177,113,3 script #gototomb 111,{
+ if (prt_curse > 17 && prt_curse < 23 || prt_curse > 31 && prt_curse < 35 || prt_curse == 41 || prt_curse == 42 || prt_curse == 44 || prt_curse == 51 || prt_curse == 52) {
+ warp "prt_church",21,91;
+ }
+ end;
+}
+
+prt_church,23,89,3 script Father Biscuss#tomb 60,{
+ mes "[Father Biscuss]";
+ mes "Hm...?";
+ mes "Are you ready to";
+ mes "head back upstairs?";
+ next;
+ if (select("Yes:No") == 1) {
+ mes "[Father Biscuss]";
+ mes "Please follow me.";
+ next;
+ warp "prt_church",178,111;
+ end;
+ }
+ mes "[Father Biscuss]";
+ mes "Please take your time";
+ mes "and investigate this as";
+ mes "thoroughly as you can.";
+ close;
+}
+
+prt_church,16,114,4 script Father Bamph#tomb 60,{
+ if (prt_curse == 18) {
+ mes "[Father Bamph]";
+ mes "There are the bodies";
+ mes "of the Gaebolg princes";
+ mes "that were killed during";
+ mes "the exorcism. Please take";
+ mes "a look at the body to the left.";
+ set prt_curse,19;
+ close;
+ }
+ else if (prt_curse == 19) {
+ mes "[Father Bamph]";
+ mes "Please take a look";
+ mes "at the body to the";
+ mes "far left, the first prince.";
+ close;
+ }
+ else if (prt_curse == 20) {
+ mes "["+strcharinfo(0)+"]";
+ mes "That weird mark looked";
+ mes "just like snake scales.";
+ mes "Is... Is that the mark left";
+ mes "behind by Jormungand's curse?";
+ next;
+ mes "[Father Bamph]";
+ mes "That's right.";
+ mes "Now, let's examine the";
+ mes "body of the second prince,";
+ mes "located in the middle.";
+ close;
+ }
+ else if (prt_curse == 21) {
+ mes "[Father Bamph]";
+ mes "Now...";
+ mes "Now we should";
+ mes "examine the third prince.";
+ close;
+ }
+ else if (prt_curse == 22) {
+ mes "[Father Bamph]";
+ mes "Let's go upstairs where we";
+ mes "can continue this conversation.";
+ mes "Ah, you might want to ask";
+ mes "Father Biscuss to lead you.";
+ close;
+ }
+ else if (prt_curse == 32 || prt_curse == 41 || prt_curse == 51) {
+ mes "[Father Bamph]";
+ mes "Do you have a ^3131FFYellow";
+ mes "Gemstone^000000 and ^3131FFGreen Potion^000000";
+ mes "ready? If so, you should begin";
+ mes "testing on the body of the third prince before the others.";
+ close;
+ }
+ else if (prt_curse == 33 || prt_curse == 42 || prt_curse == 52) {
+ mes "[Father Bamph]";
+ mes "The mark disappeared?";
+ mes "Oh, this is just horrible!";
+ mes "That would mean that poison";
+ mes "was used to murder the other";
+ mes "princes! I almost... can't...";
+ next;
+ mes "[Father Bamph]";
+ mes "I... I need some time";
+ mes "to recover from the shock";
+ mes "and to think about all of";
+ mes "this carefully. For now,";
+ mes "let's go back upstairs.";
+ if (prt_curse == 33) set prt_curse,34;
+ else if (prt_curse == 42) set prt_curse,43;
+ else set prt_curse,53;
+ close;
+ }
+ else if (prt_curse == 43 || prt_curse == 53) {
+ mes "[Father Bamph]";
+ mes "We've disturbed the";
+ mes "bodies of these poor";
+ mes "souls enough. We should";
+ mes "go back upstairs now...";
+ close;
+ }
+ end;
+}
+
+prt_church,19,111,5 script #prince1 887,{
+ if (prt_curse == 19) {
+ mes "[Father Bamph]";
+ mes "This is the body of";
+ mes "the king's first son, the";
+ mes "crown prince. Just as it has";
+ mes "happened for generations,";
+ mes "the curse took the life of";
+ mes "the first born prince...";
+ next;
+ mes "^3355FFBeneath one of the";
+ mes "prince's sleeves, you";
+ mes "notice a dark mark. Upon";
+ mes "pulling up the sleeve, you";
+ mes "note that the mark resembles";
+ mes "the scales of a serpent.^000000";
+ set prt_curse,20;
+ close;
+ }
+ else if (prt_curse == 33 || prt_curse > 41 && prt_curse < 51 || prt_curse == 52) {
+ mes "^3355FFYou poured a little bit";
+ mes "of the solution made from";
+ mes "Yellow Gemstone and Green";
+ mes "Potion on the mark on the skin.";
+ mes "You waited a while, but there was no reaction from the solution.^000000";
+ close;
+ }
+ else {
+ mes "^3355FFIt's the body of a male";
+ mes "dressed in luxurious robes.";
+ mes "Although deceased, the color";
+ mes "of life has not yet left the body. ";
+ close;
+ }
+}
+
+prt_church,21,111,5 script #prince2 887,{
+ if (prt_curse == 20) {
+ mes "[Father Bamph]";
+ mes "This is the body of the";
+ mes "second prince. The curse";
+ mes "is only supposed to kill";
+ mes "the firstborn prince, but";
+ mes "all three princes of this";
+ mes "generation were killed...";
+ next;
+ mes "[Father Bamph]";
+ mes "Despite our great efforts";
+ mes "to exorcise this powerful";
+ mes "curse, we all failed. Those";
+ mes "involved have begun to believe";
+ mes "that Odin may have abandoned us... ";
+ Emotion e_omg,1;
+ next;
+ mes "^3355FFYou examine the body of";
+ mes "the second prince and notice";
+ mes "that the scale marks on his";
+ mes "skin are fainter, and slightly";
+ mes "different in color, than the";
+ mes "marks on the first prince.^000000";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Father Bamph...!";
+ mes "Look, these marks are";
+ mes "different on the second";
+ mes "prince than on the first";
+ mes "prince! See? They're different";
+ mes "in darkness and coloration.";
+ next;
+ mes "[Father Bamph]";
+ mes "Goodness, you're right!";
+ mes "How did we overlook this?";
+ mes "Hm, this supports the idea";
+ mes "that a conspiracy may be";
+ mes "involved. Let's go check";
+ mes "the body of the third prince.";
+ set prt_curse,21;
+ close;
+ }
+ else if (prt_curse == 33 || prt_curse > 41 && prt_curse < 51 || prt_curse == 52) {
+ specialeffect EF_POISONATTACK;
+ specialeffect EF_POISONHIT;
+ specialeffect EF_BUBBLE;
+ mes "^3355FFYou poured a little of the";
+ mes "solution made from Green";
+ mes "Potion and Yellow Gemstone";
+ mes "on the body's scale marks. The";
+ mes "scale marks grow fainter and";
+ mes "the solution bubbles on contact. ";
+ close;
+ }
+ else {
+ mes "^3355FFIt's the body of a male";
+ mes "dressed in luxurious robes.";
+ mes "Although deceased, the color";
+ mes "of life has not yet left the body. ";
+ close;
+ }
+}
+
+prt_church,24,111,5 script #prince3 887,{
+ if (prt_curse == 21) {
+ mes "^3355FFYou and Father Bamph";
+ mes "hurriedly inspect the third";
+ mes "prince's body and find that the";
+ mes "scale marks on his skin are";
+ mes "a little darker than the marks";
+ mes "on the second prince's skin.^000000";
+ next;
+ mes "[Father Bamph]";
+ mes "This is very suspicious...";
+ mes "The deaths of the second and";
+ mes "third princes might have been";
+ mes "caused by murder, rather than";
+ mes "the curse. However, what could";
+ mes "possibly be used to kill them?";
+ next;
+ while(1) {
+ if (select("A weapon!:Poison!") == 1) {
+ mes "[Father Bamph]";
+ mes "Hmm... But none of the";
+ mes "bodies had any wounds";
+ mes "or scarring. If that were the";
+ mes "case, I'm sure the king would";
+ mes "have declared war on someone.";
+ mes "It couldn't have been a weapon.";
+ next;
+ }
+ else break;
+ }
+ mes "[Father Bamph]";
+ mes "Poison...?";
+ mes "Oh dear! No one in the";
+ mes "Prontera Church would know";
+ mes "the first thing about that. But";
+ mes "maybe poison was used.";
+ mes "How can we find out for sure?";
+ next;
+ mes "[Father Biscuss]";
+ mes "I say, you go straight to";
+ mes "the experts. Someone in the";
+ mes "^FF0000Assassin Guild in Morroc^000000";
+ mes "ought to know. I hear they";
+ mes "can make poison that can kill";
+ mes "a man with just one drop!";
+ next;
+ mes "[Father Bamph]";
+ mes "Ah, that's a good idea!";
+ mes "Hmm, but first, let's go";
+ mes "continue this conversation";
+ mes "outside, shall we? I'd prefer";
+ mes "not to disturb these bodies...";
+ set prt_curse,22;
+ close;
+ }
+ else if (prt_curse == 22) {
+ mes "[Father Bamph]";
+ mes "Let's go upstairs where we";
+ mes "can continue this conversation.";
+ mes "Ah, you might want to ask";
+ mes "Father Biscuss to lead you.";
+ close;
+ }
+ else if (prt_curse == 32 || prt_curse == 41 || prt_curse == 51) {
+ if (countitem(506) > 0 && countitem(715) > 0) {
+ mes "^3355FFYou open a bottle of";
+ mes "Green Potion and insert a";
+ mes "Yellow Gemstone. The gem";
+ mes "quickly dissolves, conveniently";
+ mes "forming a solution to test for the presense of poison. You pour";
+ mes "it on the prince's scale marks.^000000";
+ next;
+ specialeffect EF_POISONATTACK;
+ specialeffect EF_POISONHIT;
+ specialeffect EF_BUBBLE;
+ mes "^3355FF*Pssssssssh*^000000";
+ next;
+ mes "^3355FFThe solution bubbles";
+ mes "once it touches the skin,";
+ mes "and the serpent scale marks";
+ mes "on the prince's body slowly";
+ mes "fade until they disappear.^000000";
+ delitem 506,1; //Green_Potion
+ delitem 715,1; //Yellow_Gemstone
+ if (prt_curse == 32) set prt_curse,33;
+ else if (prt_curse == 41) set prt_curse,42;
+ else set prt_curse,52;
+ close;
+ }
+ mes "^3355FFYou'll need to have";
+ mes "a Green Potion and";
+ mes "a Yellow Gemstone in";
+ mes "order to test and confirm";
+ mes "whether poison killed the";
+ mes "second and third princes.^000000";
+ close;
+ }
+ else if (prt_curse == 33 || prt_curse == 42 || prt_curse == 52) {
+ mes "^3355FFThe serpent scale marks";
+ mes "on this prince's body have";
+ mes "vanished after you applied";
+ mes "the Green Potion and Yellow";
+ mes "Gemstone solution to the skin.^000000";
+ close;
+ }
+ else {
+ mes "^3355FFIt's the body of a male";
+ mes "dressed in luxurious robes.";
+ mes "Although deceased, the color";
+ mes "of life has not yet left the body. ";
+ close;
+ }
+}
+
+moc_fild16,201,295,5 script Assassin Guildsman#poiso 884,{
+ if (prt_curse == 23) {
+ mes "[Assassin Guildsman]";
+ mes "What business";
+ mes "brings you here?";
+ next;
+ if (select("Poison:Nothing") == 1) {
+ mes "["+strcharinfo(0)+"]";
+ mes "I need to talk to";
+ mes "a poison specialist.";
+ mes "I'm investigating";
+ mes "something for the";
+ mes "Prontera Church,";
+ mes "possibly a murder.";
+ next;
+ mes "[Assassin Guildsman]";
+ mes "...";
+ mes "......";
+ mes ".........";
+ next;
+ mes "[Assassin Guildsman";
+ mes "Listen carefully.";
+ mes "I will only tell this";
+ mes "to you one time.";
+ next;
+ mes "[Assassin Guildsman]";
+ mes "There is an";
+ mes "Assassin's Private Pub";
+ mes "in the 7 o'clock direction";
+ mes "in Morroc. Go find someone";
+ mes "named ^3131FFMarjana^000000 inside.";
+ set prt_curse,24;
+ close;
+ }
+ mes "[Assassin Guildsman]";
+ mes "No. That look in";
+ mes "your eyes. I'm sure";
+ mes "there is a reason that";
+ mes "you have come here...";
+ close;
+ }
+ else {
+ mes "[Assassin Guildsman]";
+ mes "It's very dry and";
+ mes "windy today. I like this";
+ mes "weather. It feels like it";
+ mes "perfectly matches the soul";
+ mes "of a true Assassin, the loner";
+ mes "that hides in the shadows.";
+ close;
+ }
+}
+
+que_job01,10,16,5 script Marjana#poison 885,{
+ if (prt_curse == 24) {
+ mes "[Marjana]";
+ mes "What business brings";
+ mes "you here? I'm giving";
+ mes "you 4 minutes to speak";
+ mes "with me, so be direct.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I want to learn";
+ mes "more about poison";
+ mes "and confirm if it was";
+ mes "used to kill someone.";
+ next;
+ mes "[Marjana]";
+ mes "Poison? You've come";
+ mes "to just the right person.";
+ mes "If I don't know the answer,";
+ mes "I doubt you'll find anyone";
+ mes "else that would. Ask away.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Is it true that an";
+ mes "Assassin's poison";
+ mes "can be so powerful,";
+ mes "that just one drop";
+ mes "can kill a person?";
+ next;
+ mes "[Marjana]";
+ mes "It's true that such powerful";
+ mes "poison exists, but such deadly";
+ mes "poison is usually only used by";
+ mes "Assassin Crosses. Generally,";
+ mes "normal Assassins use poisons";
+ mes "that are much less potent.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Alright. Can you make";
+ mes "a poison that leaves a";
+ mes "specific mark on the body?";
+ next;
+ mes "[Marjana]";
+ mes "Sure. There's all kinds of";
+ mes "poisons that exist that I'm";
+ mes "sure you can't even imagine.";
+ mes "However, poisons that leave";
+ mes "specific marks are difficult to";
+ mes "use, and few can handle them.";
+ next;
+ mes "[Marjana]";
+ mes "The types of marks";
+ mes "that are left behind all";
+ mes "depend on the materials";
+ mes "used to create the poison.";
+ mes "Since some materials are";
+ mes "exclusive to certain areas...";
+ next;
+ mes "[Marjana]";
+ mes "Well, the type of mark";
+ mes "that was left behind could";
+ mes "actually serve as some kind";
+ mes "of clue. What was the mark";
+ mes "on the victim's body?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "We're not sure if";
+ mes "poison was used yet,";
+ mes "but there are marks that";
+ mes "look like snake scales";
+ mes "left on the bodies.";
+ next;
+ mes "[Marjana]";
+ mes "Hmm. You know, if I had";
+ mes "to guess, I would say that";
+ mes "poison was probably used.";
+ mes "But the poison would have";
+ mes "to originate from outside of";
+ mes "the Rune-Midgarts Kingdom...";
+ next;
+ mes "[Marjana]";
+ mes "Yeah...";
+ mes "The materials used to";
+ mes "make those snake scale";
+ mes "marks... Some of them can't";
+ mes "even be found here on the";
+ mes "Rune-Midgard continent.";
+ next;
+ mes "[Marjana]";
+ mes "We're running out of time.";
+ mes "Listen, you can confirm whether";
+ mes "poison was used to kill someone";
+ mes "by mixing a Yellow Gemstone with a Green Potion, and sprinkling";
+ mes "the solution on the body.";
+ next;
+ mes "[Marjana]";
+ mes "If poison was used, the";
+ mes "solution with react with";
+ mes "the body. But this method";
+ mes "won't work if too much time";
+ mes "has passed after the murder.";
+ mes "You better try this soon...";
+ set prt_curse,25;
+ close;
+ }
+
+OnInit:
+ disablenpc "Marjana#poison";
+ end;
+
+OnEnable:
+ enablenpc "Marjana#poison";
+ end;
+}
+
+morocc,45,103,0 script #prtcurse -1,2,2,{
+OnTouch:
+ if (prt_curse == 25) {
+ mes "["+strcharinfo(0)+"]";
+ mes "Hm. I'd better review";
+ mes "the facts I've learned so";
+ mes "that I can better focus on";
+ mes "this investigation. Let's see~";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Long ago, the giant serpent";
+ mes "Jormungand threatened mankind.";
+ mes "7 warriors defeated Jormungand, led by Tristram III of the Gaebolg";
+ mes "family, but Jormungand cursed the Gaebolg bloodline in its defeat.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Ever since, the curse kills";
+ mes "the first born prince of the";
+ mes "Gaebolg family at an early age.";
+ mes "However, all of the princes of";
+ mes "this generation were killed.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "According to what I've";
+ mes "learned from that assassin,";
+ mes "the first prince died from the";
+ mes "curse, and the other two may";
+ mes "have died from poisoning.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "It's most likely that if";
+ mes "poison was used, then the";
+ mes "person who used it was an";
+ mes "assassin from outside of the";
+ mes "Rune-Midgarts Kingdom. Yes,";
+ mes "that's about everything I know.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Now, that historian Rodafrian";
+ mes "has been waiting for me to tell";
+ mes "her the lyrics of that song, but Father Bamph is also waiting";
+ mes "for the info I've learned from the Assassin Guild. What should I do?";
+ next;
+ if (select("Go to Rodafrian:Go to Father Bamph") == 1) {
+ mes "["+strcharinfo(0)+"]";
+ mes "Well, it's easier for me";
+ mes "to visit Rodafrian now.";
+ mes "She's much closer than";
+ mes "Father Bamph, so I guess";
+ mes "that I'll go talk to her first.";
+ set prt_curse,30;
+ close;
+ }
+ mes "["+strcharinfo(0)+"]";
+ mes "Well, it's more important";
+ mes "that I go see Father Bamph";
+ mes "and investigate the princes'";
+ mes "bodies. I better head over";
+ mes "to Prontera right away.";
+ set prt_curse,50;
+ close;
+ }
+}
+
+prt_in,162,99,4 script Librarian#curse 67,{
+ if (checkweight(1201,1) == 0) {
+ mes "^3355FFWait a second!";
+ mes "Right now, you're carrying";
+ mes "too many things with you.";
+ mes "Please come back after";
+ mes "using the Kafra Service";
+ mes "to store some of your items.";
+ close;
+ }
+ if (prt_curse == 3) {
+ if (countitem(7431) < 1) {
+ mes "[Librarian]";
+ mes "Please make sure to return";
+ mes "library books to the correct";
+ mes "place after you use them.";
+ mes "We don't have enough staff";
+ mes "to organize all these books...";
+ next;
+ if (select("Report the loss of the books:End Conversation") == 1) {
+ mes "[Librarian]";
+ mes "Oh, you lost some books?";
+ mes "Please write down the book";
+ mes "titles and pay the 700 zeny";
+ mes "penalty charge. Aftewards,";
+ mes "we will provide you with";
+ mes "replacement copies.";
+ next;
+ if (zeny > 699) {
+ mes "[Librarian]";
+ mes "Ah, here you are.";
+ mes "Please take these";
+ mes "replacement copies,";
+ mes "and try not to lose";
+ mes "them again. Thank you.";
+ set zeny,zeny-700;
+ getitem 7431,1; //Books
+ close;
+ }
+ mes "[Librarian]";
+ mes "Hmm...";
+ mes "Come back as soon";
+ mes "as you can with the";
+ mes "700 zeny to pay the";
+ mes "lost book penalty charge.";
+ close;
+ }
+ mes "[Librarian]";
+ mes "Please keep silent";
+ mes "while inside the library.";
+ mes "Thank you for cooperating.";
+ close;
+ }
+ else {
+ mes "[Librarian]";
+ mes "Being a librarian can";
+ mes "be pretty rough. People";
+ mes "just leave the books all";
+ mes "scattered, but expect them";
+ mes "to be organized. Ooh, books";
+ mes "are always getting lost too...";
+ next;
+ mes "[Librarian]";
+ mes "When you have";
+ mes "to clean up their";
+ mes "messes, you get to";
+ mes "realize how sloppy";
+ mes "people can really be.";
+ close;
+ }
+ }
+ else {
+ mes "[Librarian]";
+ mes "Being a librarian can";
+ mes "be pretty rough. People";
+ mes "just leave the books all";
+ mes "scattered, but expect them";
+ mes "to be organized. Ooh, books";
+ mes "are always getting lost too...";
+ next;
+ mes "[Librarian]";
+ mes "When you have";
+ mes "to clean up their";
+ mes "messes, you get to";
+ mes "realize how sloppy";
+ mes "people can really be.";
+ close;
+ }
+}
diff --git a/npc/pre-re/quests/quests_rachel.txt b/npc/pre-re/quests/quests_rachel.txt
new file mode 100644
index 000000000..1a86aa3df
--- /dev/null
+++ b/npc/pre-re/quests/quests_rachel.txt
@@ -0,0 +1,7698 @@
+//===== rAthena Script =======================================
+//= Rachel Quests
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 3.4
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= Collection of Rachel Quests
+//= Lost Child Quest:
+//= - End of quest coincides with opening the Sanctuary.
+//= - Variable in use: lost_boy (max 13)
+//= Bruspetti Quest:
+//= - [Aegis conversion]
+//= - Requires friendship quest as a prerequisite.
+//= - Variable in use: rach_vice (max 24)
+//= Ice Necklace Quest:
+//= - iRO uses a different sprite for Urstia, and no cutins.
+//= - Variable in use: ice_necklace_q (max 7)
+//= Sanctuary Quest:
+//= - Actually two quests in one. Donation and dungeon quest.
+//= - Requires 10000 donations before players can start the quest.
+//= - Variable in use: ra_tem_q (max 23) (unset at end)
+//= - Variable in use: Once completed MISC_QUEST bit 8192 is set
+//= - Variable in use: ra_have_donated (0 no/1 yes)
+//= - Variable in use: $rachel_donate (max 10000)
+//===== Additional Comments: =================================
+//= 1.0 First version, needs testing. [L0ne_W0lf]
+//= 1.1 Some slight optimization. [L0ne_W0lf]
+//= 1.2 Fixed Man Stuck in Ice only giving 1 Freezing Snow Powder. [L0ne_W0lf]
+//= 1.3 Added the ability to redeem lottery tickets before donation max is met. [L0ne_W0lf]
+//= 1.4 Removed an erroneous "case". Thanks, Jet. [L0ne_W0lf]
+//= 1.5 Fixed a bug in Bruspetti quest. [SinSloth]
+//= 1.5b Fixed some typos in various quests. [SinSloth]
+//= 1.6 Fixed a couple bugs with the Pope's Office Guards... [L0ne_W0lf]
+//= 1.7 Fixed Maheo, he will revert to his frozen state when clicked. [L0ne_W0lf]
+//= Replaced instances of "+name+", with "+strcharinfo(0)".
+//= 1.8 Various fixes: Hamion will now delete items used for Wind Hammer. [L0ne_W0lf]
+//= Fixed EXP reward in Ice Necklace quest, fixed a typo in an NPC header.
+//= Another minor fix to Hamion. "< 1" -> "< 2". Added a missing close to
+//= the ontouch "key". Thanks to Gepard for pointing them out.
+//= 1.9 Fixed a misorder with variable checkings. [SinSloth]
+//= 2.0 Fixed experience gains to match upcoming rate adjustments. [SinSloth]
+//= 2.1 Corrected NPC names to fall within proper restrictions. [L0ne_W0lf]
+//= 2.2 Maheo NPC now uses "setnpcdisplay" instead of two NPCs. [L0ne_W0lf]
+//= 2.2a Corrected a Typo error ";;". [Samuray22]
+//= 2.3 Added Zhed's portion of Thor Volcano Base Quest. (euRO) [L0ne_W0lf]
+//= 2.4 Updated Zhed's Thor Vol. Base addition dialog to iRO's. [L0ne_W0lf]
+//= 2.4a Further updates to Zhed's Veins addition. [L0ne_W0lf]
+//= 2.5 Added Nameless Island quest addition. [L0ne_W0lf]
+//= 2.6 Uncommented ontouchNPC label for Man Stuck in Ice. [L0ne_W0lf]
+//= 2.7 Corrected overlaping warp coordinates. [L0ne_W0lf]
+//= 2.8 Replaced effect numerics with constants. [L0ne_W0lf]
+//= 2.9 Replaced effect numerics with constants. [Samuray22]
+//= 3.0 Large reordering of Zhed, and Peace to the Arunafeltz addition. [L0ne_W0lf]
+//= Some more numeric conversion, and some other cleanup.
+//= 3.1 Updated Ice Necklace quest, added missing checks. [L0ne_W0lf]
+//= 3.2 Added missing updates for Peace to the Arunafeltz quest. [L0ne_W0lf]
+//= 3.3 Fixed occurance of PcName. [L0ne_W0lf]
+//= Fixed level 4 ID warps always being usable.
+//= 3.3a Fixed level 4 ID warps again. (Bugreport:4102) [L0ne_W0lf]
+//= 3.4 Added quest log entries for:
+//= - Ice Necklace Quest
+//= - Thor Volcano Base Quest addition.
+//============================================================
+
+// Lost Child Quest (Prerequisite to High Priest quest)
+//============================================================
+ra_in01,384,246,3 script Vincent#ra_in01 47,{
+ if (BaseLevel < 60) {
+ mes "[Vincent]";
+ mes "You're inside Sir Zhed's";
+ mes "looking for new employees,";
+ mes "I don't think you're suited";
+ mes "for this kind of domestic";
+ mes "work, brave adventurer.";
+ close;
+ }
+
+ if (lost_boy < 1) {
+ mes "[Vincent]";
+ mes "I am Vincert, steward of";
+ mes "this mansion and faithful";
+ mes "servant to its master, Sir";
+ mes "Zhed, the most powerful";
+ mes "man in all of Arunafeltz.";
+ next;
+ mes "[Vincent]";
+ mes "My master is currently out";
+ mes "to attend the High Priest";
+ mes "assembly, and has been gone";
+ mes "for a few days. I would like to";
+ mes "ask you for your help with";
+ mes "a problem on his behalf.";
+ next;
+
+ switch(select("I'm too busy.:Sure, why not?")) {
+
+ case 1:
+ mes "[Vincent]";
+ mes "I understand.";
+ mes "I'm sorry that you're";
+ mes "too busy at the moment...";
+ mes "If you should be available";
+ mes "later, then I'd like to ask for";
+ mes "your assistance once again.";
+ close;
+
+ case 2:
+ mes "[Vincent]";
+ mes "Thank you. You see,";
+ mes "the pope awarded Sir Zhed";
+ mes "for his great contributions to";
+ mes "Arunafeltz with a precious gem.";
+ mes "However, this jewel is missing";
+ mes "and I need your help to find it.";
+ next;
+ mes "[Vincent]";
+ mes "I don't have any proof, but";
+ mes "I suspect it was stolen by";
+ mes "Phobe, a servant that";
+ mes "disappeared about the same";
+ mes "time the gem disappeared.";
+ next;
+ mes "[Vincent]";
+ mes "Please retrieve this gem";
+ mes "and find who stole it before";
+ mes "Sir Zhed returns and finds";
+ mes "out what happened. If you";
+ mes "can keep this secret, I'd";
+ mes "very much appreciate it.";
+ next;
+ mes "[Vincent]";
+ mes "I believe that you'd want";
+ mes "to interrogate Phobe, but";
+ mes "he has run away somewhere.";
+ mes "You might want to question the";
+ mes "other servants of his whereabouts. Thanks again for your help.";
+ set lost_boy,1;
+ close;
+
+ }
+
+ }
+
+ else if ((lost_boy >= 1) && (lost_boy < 4)) {
+ mes "[Vincent]";
+ mes "I suggest looking around";
+ mes "the mansion and asking the";
+ mes "servants for any clues about";
+ mes "Phobe's current location.";
+ close;
+ }
+
+ else if ((lost_boy >= 4) && (lost_boy < 7)) {
+ mes "[Vincent]";
+ mes "We're running out";
+ mes "of time... Please find";
+ mes "the gem and Phobe";
+ mes "as soon as you can.";
+ close;
+ }
+
+ else if (lost_boy == 7) {
+ mes "[Vincent]";
+ mes "Ah...!";
+ mes "H-hello! How are";
+ mes "you still, er... That";
+ mes "look on your face? Did";
+ mes "you happen to find Logan?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "No! I actually got";
+ mes "stabbed by Mogan, and";
+ mes "then we had a talk. What's";
+ mes "the big idea? I come to help";
+ mes "you, and you try to have me";
+ mes "killed! I want an explanation!";
+ next;
+ mes "[Vincent]";
+ mes "I... Yes, you deserve";
+ mes "the truth after wh-what";
+ mes "I tried to do to you. First";
+ mes "of all, Phobe is my son, but";
+ mes "please don't tell anybody!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "What?";
+ mes "Why, what's";
+ mes "the big deal?";
+ next;
+ mes "[Vincent]";
+ mes "There's something of";
+ mes "a class system here in";
+ mes "Arunafeltz. No one talks";
+ mes "about it, but those that";
+ mes "immigrated here and built this";
+ mes "city are the dominant class.";
+ next;
+ mes "[Vincent]";
+ mes "The native people are";
+ mes "second class citizens that";
+ mes "are looked down upon by the";
+ mes "descendents of the settlers";
+ mes "that developed this city. It";
+ mes "is a sad, undeniable truth.";
+ next;
+ mes "[Vincent]";
+ mes "The native people typically";
+ mes "suffer from lower class status,";
+ mes "and usually do the hard, blue";
+ mes "collar work in the city. Jenny,";
+ mes "Phobe's mother, is one of them.";
+ next;
+ mes "[Vincent]";
+ mes "It's taboo for me to love her,";
+ mes "especially since Sir Zhed has";
+ mes "taken me under his wing and";
+ mes "been like a father to me. If";
+ mes "I married her, it'd greatly";
+ mes "damage his reputation.";
+ next;
+ mes "[Vincent]";
+ mes "I tried to control my";
+ mes "feelings but... Well,";
+ mes "Phobe was born. And there's";
+ mes "no going back now. We did";
+ mes "get secretly married though,";
+ mes "and I don't regret that.";
+ next;
+ mes "[Vincent]";
+ mes "Phobe must resent me...";
+ mes "I've had to treat him and";
+ mes "his mother like slaves";
+ mes "in front of other people.";
+ mes "I know it's horrible... To be";
+ mes "so cold to those you love.";
+ next;
+ mes "[Vincent]";
+ mes "When he ran off with the";
+ mes "jewel, I was actually more";
+ mes "worried about Phobe than";
+ mes "my master's treasure. So...";
+ mes "I did what I could to try to";
+ mes "get him back: I hired you.";
+ next;
+ mes "[Vincent]";
+ mes "However, once you found";
+ mes "Phobe, I planned to have";
+ mes "you killed so that we could";
+ mes "blame you for the theft. I'm";
+ mes "sorry, I know it's wrong, but";
+ mes "I was so worried about my boy!";
+ next;
+ mes "[Vincent]";
+ mes "I hope you forgive me...";
+ mes "I'll do what I should've";
+ mes "done from the beginning...";
+ mes "I'll take full responsibility";
+ mes "for the gem's theft, and Sir";
+ mes "Zhed can do to me what he will.";
+ next;
+ mes "[Vincent]";
+ mes "The gem is very special...";
+ mes "Our pope commanded my";
+ mes "master to keep the jewel";
+ mes "safely, as it has the power";
+ mes "to save Arunafeltz and Rachel";
+ mes "when the time comes.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "The gem is really that";
+ mes "important, huh? Well, you";
+ mes "almost had me killed, but";
+ mes "since I'm still alive, I guess";
+ mes "I can overlook it, you know?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "You won't get in trouble";
+ mes "if I can find the jewel and";
+ mes "Phobe before Sir Zhed";
+ mes "returns, so I'll try to find";
+ mes "them for you as soon as I can.";
+ next;
+ mes "[Vincent]";
+ mes "You're willing to";
+ mes "do that for me? ^333333*Sob*^000000";
+ mes "Even after what I've put";
+ mes "you through? ^333333*Sniff*^000000";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Eh, I went through all";
+ mes "this trouble already, so";
+ mes "I might as well finish the";
+ mes "job. Besides, Phobe is";
+ mes "just a kid, so he's probably";
+ mes "hiding somewhere in town.";
+ set lost_boy,8;
+ close;
+ }
+
+
+ else if (lost_boy == 8) {
+ mes "[Vincent]";
+ mes "The gem is very special...";
+ mes "Our pope commanded my";
+ mes "master to keep the jewel";
+ mes "safely, as it has the power";
+ mes "to save Arunafeltz and Rachel";
+ mes "when the time comes.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "The gem is really that";
+ mes "important, huh? Well, you";
+ mes "almost had me killed, but";
+ mes "since I'm still alive, I guess";
+ mes "I can overlook it, you know?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "You won't get in trouble";
+ mes "if I can find the jewel and";
+ mes "Phobe before Sir Zhed";
+ mes "returns, so I'll try to find";
+ mes "them for you as soon as I can.";
+ next;
+ mes "[Vincent]";
+ mes "You're willing to";
+ mes "do that for me? ^333333*Sob*^000000";
+ mes "Even after what I've put";
+ mes "you through? ^333333*Sniff*^000000";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Eh, I went through all";
+ mes "this trouble already, so";
+ mes "I might as well finish the";
+ mes "job. Besides, Phobe is";
+ mes "just a kid, so he's probably";
+ mes "hiding somewhere in town...";
+ close;
+ }
+
+
+ else if (lost_boy == 9) {
+ mes "[Vincent]";
+ mes "You came back!";
+ mes "Were you able to";
+ mes "find Phobe?! H-how";
+ mes "is he? Is he alright?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Huh? Oh yeah, he's";
+ mes "just fine. I found Phobe";
+ mes "loitering around Freya's";
+ mes "Spring. Er, he's not willing";
+ mes "to come home yet, but he did";
+ mes "give me the gem he stole.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "So... I earned my";
+ mes "reward now, right?";
+ mes "And no one has to die?";
+ next;
+ mes "[Vincent]";
+ mes "Yes, yes, thank you so";
+ mes "much! I'll never forget";
+ mes "what you've done for me.";
+ mes "Oh, my boy is alright!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "H-hey! Um, take";
+ mes "this jewel! You need";
+ mes "to return it to wherever";
+ mes "it's supposed to go, right?";
+ next;
+ mes "[Vincent]";
+ mes "Oh, yes, I'd better do";
+ mes "that. While I return this";
+ mes "jewel, would you please";
+ mes "tell my wife Jenny that our";
+ mes "boy is okay? She's been";
+ mes "very worried about him, so...";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "You want me to tell";
+ mes "Jenny about Phobe?";
+ mes "Sure, sure, I'll do that.";
+ set lost_boy,10;
+ close;
+ }
+
+ else if (lost_boy == 10) {
+ mes "[Vincent]";
+ mes "Oh! While I return this";
+ mes "jewel, would you please";
+ mes "tell my wife Jenny that our";
+ mes "boy is okay? She's been";
+ mes "very worried about him, so...";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "You want me to tell";
+ mes "Jenny about Phobe?";
+ mes "Sure, sure, I'll do that.";
+ close;
+ }
+
+ else if (lost_boy == 11) {
+ mes "["+strcharinfo(0)+"]";
+ mes "I told Jenny that";
+ mes "about Phobe, and that";
+ mes "the gem was returned...";
+ mes "She seemed pretty relieved...";
+ next;
+ mes "[Vincent]";
+ mes "Thank you so much,";
+ mes "adventurer. She's such";
+ mes "a kind, loving woman, and";
+ mes "I hate to see her go through";
+ mes "all that torment. I don't deserve";
+ mes "such a beautiful woman...";
+ next;
+ mes "[Vincent]";
+ mes "It's very fortunate that";
+ mes "you've come to save us...";
+ mes "Please drop by the next";
+ mes "time that you're in Rachel,";
+ mes "and I'll try to help you if I can.";
+ next;
+ mes "[Vincent]";
+ mes "Ah, actually, I have";
+ mes "one last favor to ask";
+ mes "of you. Would you please";
+ mes "bring this note and package";
+ mes "to my master? He should still";
+ mes "be in the temple right now.";
+ next;
+ mes "[Vincent]";
+ mes "If you ask for High";
+ mes "Priest Zhed and mention";
+ mes "that I sent you, then he";
+ mes "will meet with you.";
+ next;
+ mes "[Vincent]";
+ mes "Now is the time for";
+ mes "me to give you your";
+ mes "reward. How about that?";
+ mes "I don't know what's inside,";
+ mes "but I know these items are";
+ mes "quite valuable nowadays...";
+ getitem 617,1; //Old_Violet_Box
+ set lost_boy,12;
+ next;
+ mes "[Vincent]";
+ mes "Ah, and this note is a";
+ mes "letter of recommendation";
+ mes "that I have written for you.";
+ mes "Please deliver it to Sir Zhed";
+ mes "as soon as possible. Good bye,";
+ mes "and thank you for everything.";
+ next;
+ mes "^3355FFYou received a letter";
+ mes "of recommendation";
+ mes "from Vincent.^000000";
+ close;
+ }
+
+ else {
+ mes "[Vincent]";
+ mes "Thank you for everything";
+ mes "that you've done for me";
+ mes "and my family. If you ever";
+ mes "need help, please don't";
+ mes "hesitate to ask me, alright?";
+ close;
+ }
+
+}
+
+rachel,114,232,3 script Logan#ra_in01 869,{
+ if ((lost_boy < 1) || (lost_boy >= 3)) {
+ mes "[Logan]";
+ mes "I'm just Logan, one";
+ mes "of the many servants";
+ mes "working here in Sir Zhed's";
+ mes "glorious mansion. I've got";
+ mes "a lot of work to do, so don't";
+ mes "don't distract me, please.";
+ close;
+ }
+
+ else if (lost_boy == 1) {
+ mes "["+strcharinfo(0)+"]";
+ mes "Excuse me, but do";
+ mes "you know man named";
+ mes "Phobe by any chance?";
+ mes "I heard that he used";
+ mes "to work around here.";
+ next;
+ mes "[Logan]";
+ mes "Er, may I ask";
+ mes "you are? Why are";
+ mes "you looking for him?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Well, I've just been";
+ mes "hired to look for him,";
+ mes "and I was told that asking";
+ mes "the servants around here";
+ mes "was a good starting point.";
+ next;
+ mes "[Logan]";
+ mes "Oh, okay. Yeah, Phobe's";
+ mes "been missing ever since";
+ mes "he left to buy stuff from";
+ mes "the market a few days ago.";
+ mes "I hope the kid is alright.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Er, kid? Just";
+ mes "how old is Phobe?";
+ next;
+ mes "[Logan]";
+ mes "He just turned fifteen.";
+ mes "That's all I know about";
+ mes "him. Truth be told, I don't";
+ mes "know much since I just";
+ mes "started working here. Why don't";
+ mes "you ask the senior employees?";
+ next;
+ mes "[Logan]";
+ mes "Let's see...";
+ mes "You could ask Mr. Manson";
+ mes "inside the mansion. He's";
+ mes "been working here for a while.";
+ set lost_boy,2;
+ close;
+ }
+
+ else if (lost_boy == 2) {
+ mes "[Logan]";
+ mes "If you want to learn";
+ mes "more about Phobe, you'd";
+ mes "better ask one of the senior";
+ mes "employees since I just started";
+ mes "working here. Mr. Manson in";
+ mes "the mansion is a good bet.";
+ close;
+ }
+
+}
+
+ra_in01,372,200,3 script Manson#ra_in01 929,{
+ if (lost_boy < 1) {
+ mes "[Manson]";
+ mes "I am Manson, one of the";
+ mes "many servants working here";
+ mes "in Sir Zhed's mansion. Er,";
+ mes "would you be more careful";
+ mes "walking around here? I hate";
+ mes "cleaning up after visitors.";
+ close;
+ }
+
+ else if (lost_boy == 1) {
+ mes "[Manson]";
+ mes "You know, considering";
+ mes "that natives like me are";
+ mes "looked down upon and";
+ mes "are kinda of lower class,";
+ mes "I'm really lucky to work for";
+ mes "Sir Zhed here in the mansion.";
+ close;
+ }
+
+ else if (lost_boy == 2) {
+ mes "["+strcharinfo(0)+"]";
+ mes "Excuse me, but do you";
+ mes "know a man named Phobe?";
+ mes "He's gone missing, so I've";
+ mes "been hired to look for him.";
+ next;
+ mes "[Manson]";
+ mes "Ah, so you're the one";
+ mes "that Vincent hired, huh?";
+ mes "That's good, that's good.";
+ mes "I'm pretty sure Phobe is";
+ mes "hiding somewhere and";
+ mes "just goofing around.";
+ next;
+ mes "[Manson]";
+ mes "I'm sure he can take care";
+ mes "of himself, so we won't have";
+ mes "to worry too much. Let's see,";
+ mes "he asked me if I had any";
+ mes "errands to for him to do,";
+ mes "so I sent him to the market.";
+ next;
+ mes "[Manson]";
+ mes "That's the last time I saw";
+ mes "him. I guess he's using the";
+ mes "money I gave him to feed himself";
+ mes "while he's run away. He's young,";
+ mes "so I can't really blame him.";
+ mes "We've all done crazy things~";
+ next;
+ mes "[Manson]";
+ mes "Ah, our gardener Jenny";
+ mes "was the one that introduced";
+ mes "me to him. She's worked for";
+ mes "Sir Zhed for a long time, and";
+ mes "she loves kids. I guess she's";
+ mes "got a soft spot for Phobe.";
+ next;
+ mes "[Manson]";
+ mes "No one knows who his";
+ mes "parents are, so I guess";
+ mes "he's an orphan. That's";
+ mes "probably why she has him.";
+ mes "working with us in the mansion.";
+ next;
+ mes "[Manson]";
+ mes "Jenny has done a lot for";
+ mes "that boy. We skipped our";
+ mes "usual employment process";
+ mes "just for her, you know? And";
+ mes "now Jenny and even Vincent";
+ mes "are worried about him missing.";
+ next;
+ mes "[Manson]";
+ mes "You know, if you want to";
+ mes "know more about that kid,";
+ mes "you should talk to Jenny.";
+ mes "She's working in the garden";
+ mes "now, and she'd appreciate";
+ mes "your help in finding Phobe.";
+ set lost_boy,3;
+ close;
+ }
+
+ else if (lost_boy == 3) {
+ mes "[Manson]";
+ mes "You know, if you want to";
+ mes "know more about that kid,";
+ mes "you should talk to Jenny.";
+ mes "She's working in the garden";
+ mes "now, and she'd appreciate";
+ mes "your help in finding Phobe.";
+ close;
+ }
+
+ else {
+ mes "[Manson]";
+ mes "Nuts, there's so much";
+ mes "work to do! I never seem";
+ mes "to get it all done until";
+ mes "the very end of the day.";
+ mes "Ah well, it's a living.";
+ close;
+ }
+
+}
+
+rachel,48,237,3 script Jenny#ra_in01 894,{
+ if (lost_boy < 3) {
+ mes "[Jenny]";
+ mes "These grounds are owned by";
+ mes "Sir Zhed and are considered";
+ mes "private property. Please";
+ mes "leave immediately if you";
+ mes "haven't been invited!";
+ close;
+ }
+
+ else if (lost_boy == 3) {
+ mes "["+strcharinfo(0)+"]";
+ mes "Excuse me, but are";
+ mes "you Jenny? I've been";
+ mes "told by Manson to speak";
+ mes "to you if I wanted to learn";
+ mes "more about Phobe. You see,";
+ mes "Vincent hired me to find him.";
+ next;
+ mes "[Jenny]";
+ mes "Oh! That's wonderful";
+ mes "news! Y-yes, I'm Jenny.";
+ mes "What did you need to know?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Er, anything you could";
+ mes "tell me would be fine.";
+ mes "Things like his favorite";
+ mes "hangouts might also be";
+ mes "helpful for me to investigate.";
+ next;
+ mes "[Jenny]";
+ mes "Phobe is such a good";
+ mes "boy. I don't know what";
+ mes "kind of trouble he's gotten";
+ mes "into this time, but he's";
+ mes "really a great kid if you";
+ mes "just give him a chance.";
+ next;
+ mes "[Jenny]";
+ mes "Oh... Vincent must";
+ mes "also be--I'm-I'm very";
+ mes "glad that he's hired";
+ mes "you. But as for places";
+ mes "he might be found, I'm";
+ mes "not sure if I know.";
+ next;
+ mes "[Jenny]";
+ mes "Have you tried the";
+ mes "market? That's where";
+ mes "he was last seen, wasn't it?";
+ mes "Maybe they have some idea";
+ mes "of where he was going?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Oh... That's a good idea.";
+ mes "Alright, I guess I can go";
+ mes "to the market and ask around.";
+ set lost_boy,4;
+ close;
+ }
+
+ else if ((lost_boy >= 3) && (lost_boy < 6)) {
+ mes "[Jenny]";
+ mes "Please find Phobe,";
+ mes "and bring him back";
+ mes "safely as soon as you";
+ mes "can! I can't help but worry";
+ mes "about that boy, you know?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I'll do my best";
+ mes "First, I guess I should ask";
+ mes "around the market where";
+ mes "Phobe was last seen.";
+ close;
+ }
+
+ else if (lost_boy == 6) {
+ mes "[Jenny]";
+ mes "Please find Phobe,";
+ mes "and bring him back";
+ mes "safely as soon as you";
+ mes "can! I can't help but worry";
+ mes "about that boy, you know?";
+ close;
+ }
+
+ else if ((lost_boy > 6) && (lost_boy < 11)) {
+ mes "[Jenny]";
+ mes "Oh! You're back!";
+ mes "Did you find Phobe?";
+ next;
+ if (lost_boy == 7) {
+ mes "["+strcharinfo(0)+"]";
+ mes "Actually... Uh...";
+ mes "I have something very";
+ mes "important to discuss";
+ mes "with Vincent first.";
+ }
+
+ else if (lost_boy == 8) {
+ mes "["+strcharinfo(0)+"]";
+ mes "Actually... Uh...";
+ mes "Not just yet. But I'm";
+ mes "following a really good";
+ mes "lead! Don't worry, I'll";
+ mes "find him soon, I promise.";
+ }
+
+ else if (lost_boy == 9) {
+ mes "["+strcharinfo(0)+"]";
+ mes "Actually... Uh...";
+ mes "I should report to";
+ mes "Vincent first and return";
+ mes "this jewel, but I'll deliver";
+ mes "some good news soon,";
+ mes "I promise. Se eyou later~";
+ }
+
+ else if (lost_boy == 10) {
+ mes "["+strcharinfo(0)+"]";
+ mes "Yes, he's fine, just";
+ mes "hanging around the south";
+ mes "side of town. He's safe,";
+ mes "but he's not willing to";
+ mes "come home just right now.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "The jewel's been returned,";
+ mes "so everything should be fine";
+ mes "now. Also, Vincent explained";
+ mes "everything to me. You know,";
+ mes "how you, him, and Phobe";
+ mes "are all related, so...";
+ next;
+ mes "[Jenny]";
+ mes "Oh! Oh, I see. He told";
+ mes "you our secret? Well,";
+ mes "I guess we can trust you.";
+ mes "Mostly, I'm just relieved";
+ mes "that my son is alright, and";
+ mes "that he won't get in trouble.";
+ next;
+ mes "[Jenny]";
+ mes "Anyway, even though Phobe";
+ mes "is being pretty stubborn,";
+ mes "I'm sure he'll come back";
+ mes "soon. As he grows up, I think";
+ mes "he'll understand his father's";
+ mes "position a little bit better.";
+ next;
+ mes "[Jenny]";
+ mes "I hope so. Although";
+ mes "it's been very hard for";
+ mes "all three of us to live";
+ mes "this way, I couldn't be";
+ mes "happier. Thank you for";
+ mes "all of your help, adventurer~";
+ set lost_boy,11;
+ }
+
+ close;
+ }
+
+ else if ((lost_boy > 10) && (lost_boy < 13)) {
+ mes "[Jenny]";
+ mes "Thank you so much for";
+ mes "finding my son. If there's";
+ mes "anything I can ever do for";
+ mes "you, please let me know.";
+ mes "You don't know how grateful";
+ mes "I am to you as a mother...";
+ close;
+ }
+
+ end;
+
+}
+
+rachel,138,73,5 script Idle Merchant#ra_in01 85,{
+ if ((lost_boy < 4) || (lost_boy >= 6)) {
+ mes "[Idle Merchant]";
+ mes "Man! Business is going";
+ mes "sooo slooow right now!";
+ mes "Well, no point standing";
+ mes "around this dump much";
+ mes "longer. Maybe I should";
+ mes "pack it up and go home.";
+ close;
+ }
+
+ else if (lost_boy == 4) {
+ mes "["+strcharinfo(0)+"]";
+ mes "Excuse me?";
+ mes "Hello? Sir?";
+ next;
+ mes "[Idle Merchant]";
+ mes "Finally! A customer!";
+ mes "I knew someone would come";
+ mes "eventually! So whaddya want";
+ mes "to buy? I got all sorts of";
+ mes "handy little knickknacks~";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Sorry, not interested.";
+ mes "I just wanted to ask if";
+ mes "you've seen a boy around";
+ mes "here that's about fifteen";
+ mes "years old. He supposedly";
+ mes "ran away from home, so.";
+ next;
+ mes "[Idle Merchant]";
+ mes "Fifteen? My own son is";
+ mes "that age... I'm sorry, but";
+ mes "I haven't seen any lads that";
+ mes "age around here in the past";
+ mes "few days. Though, you might";
+ mes "want to ask the other merchants.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Cool. Thanks a lot.";
+ next;
+ mes "[Idle Merchant]";
+ mes "Alright, then!";
+ mes "Good luck bringing that";
+ mes "boy home! Oh, and are you";
+ mes "sure that you don't want";
+ mes "to take a look around?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Er, what exactly do";
+ mes "you sell here? I can't";
+ mes "recognize any of these";
+ mes "goods that you're selling.";
+ next;
+ mes "[Idle Merchant]";
+ mes "You know how some restaurants";
+ mes "offer dishes with mock meat";
+ mes "made out of vegetables and";
+ mes "stuff like wheat gluten, right?";
+ next;
+ mes "[Idle Merchant]";
+ mes "Get this: mock vegetables";
+ mes "made out of pure meat! Now";
+ mes "how's that for the best of both";
+ mes "worlds? Yeah? Yeah? Here,";
+ mes "why don't you try a sample?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "What the?!";
+ mes "No way in hell am";
+ mes "I putting that in my";
+ mes "mouth! What the heck";
+ mes "is that supposed to be?";
+ next;
+ mes "[Idle Merchant]";
+ mes "It's the world's";
+ mes "first zucchini...";
+ mes "Made completely out";
+ mes "of Grade A Sirloin Steak!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "No no no! I've got to";
+ mes "go and ask those other";
+ mes "merchants about that";
+ mes "missing boy. Er, but";
+ mes "good luck selling that.";
+ set lost_boy,5;
+ close;
+ }
+
+ else if (lost_boy >= 5) {
+ mes "["+strcharinfo(0)+"]";
+ mes "(^333333I better ask the other";
+ mes "merchants around here if";
+ mes "they've seen that boy. I'm";
+ mes "wasting my time talking to";
+ mes "this crazy merchant and his";
+ mes "ridiculous mock vegetables.^000000)";
+ close;
+ }
+
+}
+
+rachel,120,47,3 script Idle Merchant#ra_in01_2 85,{
+ if ((lost_boy < 5) || (lost_boy > 6)) {
+ mes "[Idle Merchant]";
+ mes "I'm thinking of quitting";
+ mes "this business... No one";
+ mes "to seems to want whatever";
+ mes "I'm selling! I definitely can't";
+ mes "make a living like this.";
+ close;
+ }
+
+ else if (lost_boy == 5) {
+ mes "["+strcharinfo(0)+"]";
+ mes "Excuse me,";
+ mes "um... Hello?";
+ next;
+ mes "[Idle Merchant]";
+ mes "Oh! Welcome to my shop!";
+ mes "How can I help you today?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Actually, I'm not";
+ mes "here to buy anything...";
+ mes "I'm looking for a boy";
+ mes "named Phobe that was";
+ mes "here a few days ago.";
+ mes "Have you seen him?";
+ next;
+ mes "[Idle Merchant]";
+ mes "Oh! Yeah, last night,";
+ mes "some guy asked me to tell";
+ mes "anyone looking for this guy";
+ mes "named Phobe to give you";
+ mes "a message. Basically, he wants";
+ mes "you to come to the ''ice cave.''";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Who asked you to tell";
+ mes "me that? How did he know";
+ mes "that I'd come over here?";
+ mes "Does he know where Phobe";
+ mes "is? I-Is Phobe alright?";
+ next;
+ mes "[Idle Merchant]";
+ mes "No clue. I told you all";
+ mes "I know. Let's see, his";
+ mes "name was... Nogan?";
+ mes "Rogan? Something";
+ mes "like that. That's";
+ mes "all I know, honest.";
+ next;
+ mes "[Idle Merchant]";
+ mes "So the kid's missing,";
+ mes "huh? Good luck finding";
+ mes "him. Oh, and be careful";
+ mes "in that ice cave. That place";
+ mes "can be plenty dangerous.";
+ set lost_boy,6;
+ close;
+ }
+
+ else if (lost_boy == 6) {
+ mes "[Idle Merchant]";
+ mes "So yeah, last night,";
+ mes "some guy asked me to tell";
+ mes "anyone looking for this guy";
+ mes "named Phobe to give you";
+ mes "a message. Basically, he wants";
+ mes "you to come to the ''ice cave.''";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Who asked you to tell";
+ mes "me that? How did he know";
+ mes "that I'd come over here?";
+ mes "Does he know where Phobe";
+ mes "is? I-Is Phobe alright?";
+ next;
+ mes "[Idle Merchant]";
+ mes "No clue. I told you all";
+ mes "I know. Let's see, his";
+ mes "name was... Nogan?";
+ mes "Rogan? Something";
+ mes "like that. That's";
+ mes "all I know, honest.";
+ next;
+ mes "[Idle Merchant]";
+ mes "So the kid's missing,";
+ mes "huh? Good luck finding";
+ mes "him. Oh, and be careful";
+ mes "in that ice cave. That place";
+ mes "can be plenty dangerous.";
+ close;
+ }
+
+
+}
+
+ra_fild01,245,325,3 script Suspicious Man#ra_in01 934,{
+ if ((lost_boy < 6) || (lost_boy > 7)) {
+ mes "[Suspicious Man]";
+ mes "Th-there's not enough";
+ mes "air here, it's so stuffy!";
+ mes "Hey, get away! You're";
+ mes "wasting all of my";
+ mes "precious oxygen!";
+ close;
+ }
+
+ if (lost_boy == 6) {
+ mes "["+strcharinfo(0)+"]";
+ mes "Excuse me, but do you";
+ mes "know a man named";
+ mes "Rogan? I'm here to--";
+ next;
+ mes "[Suspicious Man]";
+ mes "Hah! I had no idea";
+ mes "it'd be this simple!";
+ mes "Easiest money I've";
+ mes "ever made! Bwahahaha!";
+ mes "Time for you to die, kid!";
+ next;
+ mes "[Suspicious Man]";
+ mes "Hyah!";
+ percentheal -50,0;
+ next;
+ mes "^3355FFThis suspicious man";
+ mes "wounded you with a throwing";
+ mes "dagger, and then threw another";
+ mes "one that you managed to dodge.";
+ mes "You quickly retaliate to keep";
+ mes "him from further harming you.^000000";
+ next;
+ mes "[Suspicious Man]";
+ mes "Argh! I...";
+ mes "I guess I underestimated";
+ mes "you! You're a lot stronger";
+ mes "than when you're taken by";
+ mes "surprise, adventurer!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Hey, who the hell are";
+ mes "you?! Are you Rogan?";
+ mes "Are you the one that";
+ mes "kidnapped Phobe?";
+ next;
+ mes "[Suspicious Man]";
+ mes "What th--? I didn't";
+ mes "kidnap nobody! I don't";
+ mes "know any Phobe! I was";
+ mes "just hired to kill you and";
+ mes "bring your body to my client.";
+ mes "This wasn't what I expected.";
+ next;
+ mes "[Suspicious Man]";
+ mes "Vincent's instructions";
+ mes "were to kill anyone that";
+ mes "asked about Rogan, some";
+ mes "name he made up. My name";
+ mes "is Mogan. Gosh... I thought";
+ mes "you were a really bad guy.";
+ next;
+ mes "[Mogan]";
+ mes "Hey, set me straight";
+ mes "here. Did you steal";
+ mes "something really";
+ mes "valuable, like some";
+ mes "red jewel or something?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Huh? No! Vincent actually";
+ mes "sent me to look for the guy";
+ mes "that stole that jewel, and";
+ mes "to retrieve it for him!";
+ next;
+ mes "[Mogan]";
+ mes "It looks like he set";
+ mes "us up, dude. That's...";
+ mes "That's really low. Sorry,";
+ mes "if I had known, I wouldn't";
+ mes "have done it. Why would";
+ mes "he manipulate us like that?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I don't know...";
+ mes "I'm going to talk";
+ mes "to Vincent and make";
+ mes "him explain everything.";
+ set lost_boy,7;
+ close;
+ }
+
+ else if (lost_boy == 7) {
+ mes "[Mogan]";
+ mes "It looks like he set";
+ mes "us up, dude. That's...";
+ mes "That's really low. Sorry,";
+ mes "if I had known, I wouldn't";
+ mes "have done it. Why would";
+ mes "he manipulate us like that?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I don't know...";
+ mes "I'm going to talk";
+ mes "to Vincent and make";
+ mes "him explain everything.";
+ close;
+ }
+
+}
+
+rachel,263,32,3 script Kid#ra_in01 931,{
+ if (lost_boy < 7) {
+ mes "[Kid]";
+ mes "Leave me alone!";
+ close;
+ }
+
+ else if (lost_boy == 8) {
+ mes "^3355FFYou catch a shining";
+ mes "glint from this boy's";
+ mes "back pocket. Perhaps he";
+ mes "has the jewel that Vincent";
+ mes "wants you to retrieve.^000000";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Hey, you.";
+ mes "You must be";
+ mes "Phobe, right?";
+ next;
+ mes "[Kid]";
+ mes "Yeah?";
+ mes "So what?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Your father sent";
+ mes "me here to find you.";
+ next;
+ mes "[Phobe]";
+ mes "No! Don't touch me!";
+ mes "I have no father!";
+ mes "H-he's dead to me!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Well, in any case, I need";
+ mes "to return the jewel that";
+ mes "you're hiding in your pocket.";
+ mes "I know that it really belongs";
+ mes "to Sir Zhed. If I don't, then";
+ mes "your father will be in trouble.";
+ next;
+ mes "[Phobe]";
+ mes "Hah! You mean ''Mister";
+ mes "Vincent!'' That's fine";
+ mes "by me! That's exactly";
+ mes "why I took this thing!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Oh, yeah? How do you";
+ mes "think Ms. Jenny will";
+ mes "feel? Do you think";
+ mes "that she'll be happy";
+ mes "hearing about this?";
+ next;
+ mes "[Phobe]";
+ mes "..............................";
+ mes "...So you know about";
+ mes "our family secret, huh?";
+ mes "Alright, I'll give this to";
+ mes "you. But I'm doing this for";
+ mes "my mom, and not for him!";
+ next;
+ mes "^3355FFPhobe gingerly pulls";
+ mes "the shining red jewel";
+ mes "from his pocket and";
+ mes "reluctantly hands it to you.^000000";
+ next;
+ mes "[Phobe]";
+ mes "Just so you know,";
+ mes "I don't plan on going";
+ mes "back home! Well, just";
+ mes "not this second anyway.";
+ mes "But let my mom know that";
+ mes "I'm fine and not to worry.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Alright, I'll tell your mom";
+ mes "But you should be getting";
+ mes "back to them soon. Your";
+ mes "father took a really big";
+ mes "risk covering up for you.";
+ next;
+ mes "[Phobe]";
+ mes "Hmpf! I...";
+ mes "I don't care!";
+ next;
+ mes "^3355FFIt doesn't look like";
+ mes "you can force Phobe to";
+ mes "return home for now, so";
+ mes "you should bring this red";
+ mes "jewel back to Vincent.^000000";
+ set lost_boy,9;
+ close;
+ }
+
+ else if (lost_boy == 9) {
+ mes "[Phobe]";
+ mes "I... I'm not ready";
+ mes "to go back home just";
+ mes "fine, and let Mister Vincent";
+ mes "know that I'm not sorry";
+ mes "for what I did, okay?!";
+ next;
+ mes "^3355FFIt doesn't look like";
+ mes "you can force Phobe to";
+ mes "return home for now, so";
+ mes "you should bring this red";
+ mes "jewel back to Vincent.^000000";
+ close;
+ }
+
+ else {
+ mes "["+strcharinfo(0)+"]";
+ mes "You know, you should";
+ mes "quit making trouble and";
+ mes "listen to your parents.";
+ next;
+ mes "[Phobe]";
+ mes "You're not the boss";
+ mes "of me! Mind your own";
+ mes "business! Jeez louise!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I can't mind my own";
+ mes "business if your actions";
+ mes "are causing this much trouble";
+ mes "to so many other people! You";
+ mes "need to act more responsibly!";
+ next;
+ mes "[Phobe]";
+ mes "Mmmrrrr...";
+ mes "Gosh... Fine.";
+ close;
+ }
+
+}
+
+//End of Lost Child quest
+//============================================================
+
+//Bruspetti Quest (Perequisite: Lighthalzen "Friendship" quest)
+//============================================================
+ra_in01,235,194,5 script Katinshuell 931,{
+ if (rach_vice > 21) {
+ mes "[Katinshuell]";
+ mes "If I had only turned";
+ mes "myself in... Maybe if I had";
+ mes "made an effort to pay for";
+ mes "my crime, me and Bruspetti";
+ mes "could have had a chance...";
+ close;
+ }
+
+ else if ((rach_vice == 21) && (countitem(1201) > 0)) {
+ mes "[Katinshuell]";
+ mes "Please... Please just";
+ mes "leave me alone. I've lost";
+ mes "the woman I love because";
+ mes "of something stupid I did";
+ mes "in the past. If you want to";
+ mes "turn me in, go ahead...";
+ delitem 1201,1; //Knife
+ set rach_vice,22;
+ close;
+ }
+
+ else if (rach_vice == 21) {
+ mes "[Katinshuell]";
+ mes "I suppose it's my";
+ mes "fate to bear this guilt.";
+ mes "It's already destroyed my";
+ mes "best chance of ever being";
+ mes "truly happy. Bruspetti...";
+ close;
+ }
+
+ else if ((rach_vice == 20) && (countitem(1201) > 0)) {
+ mes "[Katinshuell]";
+ mes "I suppose there's";
+ mes "no reason to hide";
+ mes "anything anymore...";
+ mes "You've probably figured";
+ mes "the important stuff by now...";
+ next;
+ mes "[Katinshuell]";
+ mes "I used to work as one";
+ mes "of the security guards in";
+ mes "Lighthalzen. We basically";
+ mes "watched the border between";
+ mes "the rich area and the slums.";
+ next;
+ mes "[Katinshuell]";
+ mes "I actually was ordered";
+ mes "to kill someone that was";
+ mes "repeatedly moving between";
+ mes "the slums and the rich area.";
+ mes "He was a wealthy kid...";
+ mes "Didn't really deserve it.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "......";
+ mes ".........";
+ next;
+ mes "[Katinshuell]";
+ mes "I was paid a lot of money";
+ mes "to do it. At first, I thought";
+ mes "I was just doing my job. You";
+ mes "know, I mean, the law was on";
+ mes "my side. But the boy's blood";
+ mes "wouldn't wash off my hands...";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "......";
+ mes ".........";
+ next;
+ mes "[Katinshuell]";
+ mes "I was scared to kill him,";
+ mes "but once I did it, the guilt";
+ mes "and the torment has been";
+ mes "unbearable! I haven't been";
+ mes "able to sleep... That's why";
+ mes "I had to leave Lighthalzen.";
+ set rach_vice,21;
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "......";
+ mes ".........";
+ next;
+ mes "[Katinshuell]";
+ mes "Bruspetti shocked me when";
+ mes "she had learned about what";
+ mes "I did back then. My one true";
+ mes "love... She couldn't bear the";
+ mes "truth. When she heard it from";
+ mes "my own lips, she went mad...";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "......";
+ mes ".........";
+ next;
+ mes "[Katinshuell]";
+ mes "I couldn't stop her...";
+ mes "I struggled, and tried to";
+ mes "save her, but she managed";
+ mes "to drown herself in Freya's";
+ mes "Spring. She's gone from my";
+ mes "life. Just like that. Forever.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "......";
+ mes ".........";
+ next;
+ mes "[Katinshuell]";
+ mes "I came here after";
+ mes "killing a man to start";
+ mes "a new life, maybe get";
+ mes "a clean slate, but I end up";
+ mes "indirectly killing the woman";
+ mes "I love. Why God?! Why?!";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "......";
+ mes ".........";
+ next;
+ mes "[Katinshuell]";
+ mes "Are you happy now?";
+ mes "Are you happy now that?";
+ mes "I've told you the truth?";
+ mes "Doesn't that make me and";
+ mes "you feel so much better?!";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "......";
+ mes ".........";
+ next;
+ mes "[Katinshuell]";
+ mes "...............................";
+ mes "God! My life sucks!";
+ close;
+ }
+
+ else if (rach_vice == 21) {
+ mes "[Katinshuell]";
+ mes "^333333*Pant pant*^000000";
+ mes "After all this";
+ mes "time... I thought";
+ mes "I could run away...";
+ mes "But the voices still";
+ mes "h-haunt me... Ha ha ha...";
+ close;
+ }
+
+ else if ((rach_vice == 20) && (countitem(1201) > 0)) {
+ mes "[Katinshuell]";
+ mes "I...";
+ mes "I don't deserve this!";
+ mes "Why do you keep hounding";
+ mes "me with these questions?";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Did... Did something";
+ mes "happen when Bruspetti";
+ mes "confronted you at Freya's";
+ mes "Spring? What did exactly";
+ mes "did she learn about";
+ mes "you in Lighthalzen?";
+ next;
+ mes "[Katinshuell]";
+ mes "I... I don't have";
+ mes "to tell you anything!";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "How can you say that?!";
+ mes "I just read in Bruspetti's";
+ mes "diary that she learned";
+ mes "something horrible about";
+ mes "you, and it involved a";
+ mes "Knife... just like this one.";
+ next;
+ mes "[Katinshuell]";
+ mes ".........!";
+ mes ".............";
+ mes "NOoo! I'm sorry, it's";
+ mes "my fault! I was desperate!";
+ mes "You don't understand how";
+ mes "I used to live, you d-don't--!";
+ set rach_vice,21;
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Huh...?";
+ mes "Mr. Katinshuell?";
+ close;
+ }
+
+ else if ((rach_vice == 19) || (rach_vice == 20)) {
+ mes "[Katinshuell]";
+ mes "I...";
+ mes "I don't deserve this!";
+ mes "Why do you keep hounding";
+ mes "me with these questions?";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Did... Did something";
+ mes "happen when Bruspetti";
+ mes "confronted you at Freya's";
+ mes "Spring? What did exactly";
+ mes "did she learn about";
+ mes "you in Lighthalzen?";
+ next;
+ mes "[Katinshuell]";
+ mes "I... I don't have";
+ mes "to tell you anything!";
+ set rach_vice,20;
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "(^333333He's still resisting";
+ mes "me... How can I get";
+ mes "him to reveal the truth?^000000)";
+ close;
+ }
+
+ else if (rach_vice == 18) {
+ mes "[" + strcharinfo(0) + "]";
+ mes "Let's see...";
+ mes "Oh this entry looks";
+ mes "interesting. It's all";
+ mes "about you, Katinshuell.";
+ next;
+ mes "- Date: OOXX -";
+ mes "I'm so in love with him,";
+ mes "but he always changes the";
+ mes "subject whenever I ask him";
+ mes "personal questions about his";
+ mes "past. Could it be that he's";
+ mes "hiding something from me?";
+ next;
+ mes "- Date: OOXX -";
+ mes "Is it another woman?";
+ mes "I can't help but feel";
+ mes "jealous! I need to know.";
+ mes "That's why I've decided to";
+ mes "go to Lighthalzen and see";
+ mes "what I can find out.";
+ next;
+ mes "- Date: OOXO -";
+ mes "Dear Diary,";
+ mes "Today I just learned";
+ mes "the horrible truth... I need";
+ mes "to make him confess it to";
+ mes "me. I hope we can still be";
+ mes "together after all of this...";
+ next;
+ mes "- Date: OOXO -";
+ mes "But I don't know if";
+ mes "I can live with this!";
+ mes "The man I love... It's";
+ mes "unthinkable that he'd";
+ mes "use a Knife t-to... I just";
+ mes "want to throw up.";
+ next;
+ mes "- Date: OOXO -";
+ mes "I'm planning to meet him";
+ mes "tomorrow at Freya's Spring.";
+ mes "I can't help but look at him";
+ mes "differently now, but still...";
+ mes "He's the man I truly love.";
+ next;
+ mes "- Date: OOXO -";
+ mes "I hope that I have";
+ mes "good news the next";
+ mes "time I write in this diary...";
+ mes "Well, here's hoping.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Well, that was";
+ mes "the very last page...";
+ mes "What happened when";
+ mes "Bruspetti confronted";
+ mes "you at Freya's Spring?";
+ set rach_vice,19;
+ next;
+ mes "[Katinshuell]";
+ mes ".........";
+ mes "I... I...";
+ mes ".........";
+ close;
+ }
+
+ else if (rach_vice == 17) {
+ mes "[Katinshuell]";
+ mes "Damn it! I don't want to";
+ mes "think about her anymore!";
+ mes "Get away from me, and take";
+ mes "Bruspetti's diary with you!";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "What?! No way, not after";
+ mes "that little outburst about";
+ mes "killing or not killing Bruspetti!";
+ mes "Fine, if you're not going to";
+ mes "talk, then I'm going to flip";
+ mes "through this diary for answers.";
+ set rach_vice,18;
+ close;
+ }
+
+ else if (rach_vice == 16) {
+ mes "[Katinshuell]";
+ mes "Ha ha ha...";
+ mes "Is this some sort";
+ mes "of interrogation?";
+ mes "I-I've done nothing";
+ mes "wrong! Go ahead,";
+ mes "ask me anything!";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Alright then, why";
+ mes "don't you explain this?";
+ next;
+ switch(select("Mr. Shendar's House:Lighthalzen:Freya's Spring:Bruspetti")) {
+ case 1:
+ mes "[" + strcharinfo(0) + "]";
+ mes "Mr. Shendar, Bruspetti's";
+ mes "father, says that someone";
+ mes "has been sneaking into his";
+ mes "house for some reason.";
+ mes "Now, why would you do that?";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "You recognized";
+ mes "Bruspetti's diary";
+ mes "pretty quickly...";
+ mes "And you did mention";
+ mes "you were looking for it.";
+ next;
+ mes "[Katinshuell]";
+ mes "Hmpf! S-stop";
+ mes "talking crazy talk!";
+ mes "I don't know what";
+ mes "you're talking about!";
+ close;
+
+ case 2:
+ mes "[" + strcharinfo(0) + "]";
+ mes "You know, I found out";
+ mes "that Bruspetti was planning";
+ mes "on going to Lighthalzen.";
+ mes "It seems that she needed";
+ mes "to learn something really";
+ mes "important over there...";
+ next;
+ mes "[Katinshuell]";
+ mes "No...!";
+ mes "She couldn't have...!";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Alright. It's no use";
+ mes "pretending that you don't";
+ mes "know her. You were her";
+ mes "boyfriend, weren't you?";
+ mes "What would she be trying";
+ mes "to find in Lighthalzen?";
+ next;
+ mes "[Katinshuell]";
+ mes "No! No no no!";
+ mes "Shut up! Shut up!";
+ mes "Please! Just leave";
+ mes "me alone! Get away";
+ mes "from me right now!";
+ next;
+ switch(select("Mr. Shendar's House:Freya's Spring:Recent Break-up")) {
+ case 1:
+ mes "[" + strcharinfo(0) + "]";
+ mes "So while she was away";
+ mes "in Lighthalzen, you snuck";
+ mes "in Mr. Shendar's house and--";
+ next;
+ mes "[Katinshuell]";
+ mes "Y-yes! Yes, that's right!";
+ mes "It's because I was so worried";
+ mes "about her! I had no idea that";
+ mes "she went all the way over to";
+ mes "Lighthalzen! Ha ha! Ha ha!";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "...............................";
+ mes "(^333333Nuts! I think that";
+ mes "backfired, so I'm going";
+ mes "to have to try this again.)^000000";
+ close;
+
+ case 2:
+ mes "[" + strcharinfo(0) + "]";
+ mes "So while she was away";
+ mes "in Lighthalzen, you went";
+ mes "to Freya's Spring, all";
+ mes "by yourself, didn't you?!";
+ next;
+ mes "[Katinshuell]";
+ mes "......";
+ mes ".........";
+ mes "Um? ...Yes.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "...............................";
+ mes "(^333333Nuts! I think that";
+ mes "backfired, so I'm going";
+ mes "to have to try this again.)^000000";
+ close;
+
+ case 3:
+ mes "[" + strcharinfo(0) + "]";
+ mes "Wait a second! Your break-up";
+ mes "and Bruspetti's sudden need";
+ mes "to investigate something in";
+ mes "Lighthalzen... They're related";
+ mes "somehow, aren't they?";
+ next;
+ mes "[Katinshuell]";
+ mes "......";
+ mes ".........";
+ mes "No! It's not true!";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ next;
+ switch(select("Mr. Shendar's house:Freya's Spring")) {
+ case 1:
+ mes "[" + strcharinfo(0) + "]";
+ mes "So while she was away";
+ mes "in Lighthalzen, you snuck";
+ mes "in Mr. Shendar's house and--";
+ next;
+ mes "[Katinshuell]";
+ mes "Y-yes! Yes, that's right!";
+ mes "It's because I was so worried";
+ mes "about her! I had no idea that";
+ mes "she went all the way over to";
+ mes "Lighthalzen! Ha ha! Ha ha!";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "...............................";
+ mes "(^333333Nuts! I think that";
+ mes "backfired, so I'm going";
+ mes "to have to try this again.)^000000";
+ close;
+
+ case 2:
+ mes "[" + strcharinfo(0) + "]";
+ mes "Hmm... Why are you";
+ mes "always hanging out at";
+ mes "Freya's Spring alone?";
+ mes "And why has Bruspetti";
+ mes "not returned home yet?";
+ next;
+ mes "[Katinshuell]";
+ mes "...Will you stop talking nonsense?";
+ mes "What is your evidence to convict me with the crime?";
+ mes "I don't wish to hear you any longer.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Even after you killed Bruspetti,";
+ mes "you became worried about another possibility.";
+ mes "So you were plotting to get rid of the possibility, too.";
+ next;
+ set rach_vice,17;
+ mes "[Katinshuell]";
+ mes "No! Stop it! Stop!";
+ mes "Are you implying that";
+ mes "I killed her?! I didn't!";
+ mes "Quit this nonsense";
+ mes "before I get really angry!";
+ close;
+ }
+
+ }
+
+ case 3:
+ mes "[" + strcharinfo(0) + "]";
+ mes "Freya's Spring.";
+ mes "Why are you always";
+ mes "hanging around there";
+ mes "by yourself, eh?";
+ next;
+ mes "[Katinshuell]";
+ mes "...............................";
+ mes "It's because I really";
+ mes "miss my ex-girlfriend.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Oh. Right.";
+ mes "That's a pretty";
+ mes "good reason.";
+ close;
+
+ case 4:
+ mes "[" + strcharinfo(0) + "]";
+ mes "If Bruspetti is not";
+ mes "your girlfriend, then...";
+ mes "Who is?! Answer that!";
+ next;
+ mes "[Katinshuell]";
+ mes "...............................";
+ mes "Fine, fine. You win.";
+ mes "She was my ex-girlfriend.";
+ mes "I just don't like talking";
+ mes "about Bruspetti, that's all.";
+ mes "Now will you leave me alone?";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "(^333333Nuts! He wasn't supposed";
+ mes "to cave in like that! I need";
+ mes "to question him again until";
+ mes "my gut feeling is satisfied!^000000)";
+ close;
+
+ }
+
+ }
+
+ else if ((rach_vice == 15) && (countitem(7571))) {
+ mes "[Katinshuell]";
+ mes "Oh, it's you again.";
+ mes "What do you want now?";
+ mes "I just told you that I'm not";
+ mes "in the mood for talking with";
+ mes "anyone. I'm still coping with";
+ mes "breaking up with my girlfriend.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Katinshuell... I get the";
+ mes "feeling that you're hiding";
+ mes "something. By any chance,";
+ mes "was Bruspetti your girlfriend?";
+ next;
+ mes "[Katinshuell]";
+ mes "Huh?! Er, wh-wh-what?";
+ mes "What makes you think that?";
+ mes "That's none of your business!";
+ mes "Besides, don't you think that";
+ mes "a girl like her is too good";
+ mes "for some guy like me?!";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "I don't have any real";
+ mes "reason to suspect you of";
+ mes "anything, but my gut feeling";
+ mes "and the way you reacted isn't";
+ mes "very reassuring. Well, I guess";
+ mes "I can flip through this book...";
+ next;
+ mes "[Katinshuell]";
+ mes "Hey! Hey that's...";
+ mes "That's Bruspetti's diary!";
+ mes "I-I've been looking for-- um...";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Hey! How would you";
+ mes "know about that?!";
+ mes "Tell me the truth!";
+ mes "Actually, you know what?";
+ mes "Why don't we look at the";
+ mes "truth together? How's that?";
+ next;
+ mes "^3355FFYou nonchalantly";
+ mes "toss the diary at";
+ mes "Katinshuell's feet,";
+ mes "and it opens to one of";
+ mes "the pages in the middle.^000000";
+ next;
+ mes "[Katinshuell]";
+ mes "......!";
+ set rach_vice,16;
+ delitem 7571,1; //Blue_Diary
+ close;
+ }
+
+ else if ((rach_vice == 10) || (rach_vice == 11)) {
+ mes "[Katinshuell]";
+ mes "Argh! I'm so depressed.";
+ mes "Honestly, I just want to";
+ mes "be left by myself for a really";
+ mes "long time. What the heck do you";
+ mes "want to ask me about, anyway?";
+ next;
+ input .@input$;
+ if (.@input$ == "Lighthalzen") {
+ mes "[Katinshuell]";
+ mes "Lighthalzen...?";
+ mes "a city in the Schwaltzvalt";
+ mes "Republic. That, and it's";
+ mes "a tough place to live in.";
+ mes "That's all I really know...";
+ next;
+ }
+ else if (.@input$ == "Bruspetti") {
+ mes "[Katinshuell]";
+ mes "...It's been a while";
+ mes "since I heard that name.";
+ mes "Bruspetti... She's pretty";
+ mes "popular around this town...";
+ mes "Everyone liked her. Is that";
+ mes "all you wanted to know?";
+ next;
+ }
+ else if (.@input$ == "Freya's Spring") {
+ mes "[Katinshuell]";
+ mes "Freya's Spring...";
+ mes "That's just a park";
+ mes "where old people and";
+ mes "couples sort of hang out.";
+ mes "I don't like going there,";
+ mes "though. You shouldn't, either.";
+ next;
+ }
+ else {
+ mes "[Katinshuell]";
+ mes "..." + .@input$ + "?";
+ mes "What? I don't understand you...";
+ close;
+ }
+ set rach_vice,11;
+ mes "[Katinshuell]";
+ mes "You happy, now?";
+ mes "Quit trying to pry into";
+ mes "my personal business,";
+ mes "and just enjoy touring this";
+ mes "little town. That's what";
+ mes "you came to do, right?";
+ close;
+ }
+
+ else if (rach_vice == 4) {
+ mes "[Katinshuell]";
+ mes "Uh... ";
+ mes "I just told you that I broke";
+ mes "up with my girlfriend. You";
+ mes "know, I kinda sorta wanna";
+ mes "be left alone. Go away...";
+ close;
+ }
+
+ else if (rach_vice == 3) {
+ set rach_vice,4;
+ mes "[Katinshuell]";
+ mes "Eh? Oh, it's one of you";
+ mes "guys, those do-gooder";
+ mes "adventurers. You must not";
+ mes "have anything else to do...";
+ mes "Otherwise, why talk to me?";
+ next;
+ mes "[Katinshuell]";
+ mes "Geez... I know you guys go";
+ mes "around solving problems,";
+ mes "but this is one thing you";
+ mes "can't handle. Me and my";
+ mes "girlfriend are history now.";
+ mes "It's over between us.";
+ close;
+ }
+
+ else if (rach_vice == 2) {
+ mes "[Katinshuell]";
+ mes "You're an adventurer,";
+ mes "so I don't think you'd ";
+ mes "understand how difficult";
+ mes "it is to live a quiet, peaceful";
+ mes "life. When you've lived through";
+ mes "certain things, it's tough.";
+ next;
+ mes "[Katinshuell]";
+ mes "When you're busy, you're";
+ mes "distracted. But even if I'm";
+ mes "left all alone, these thoughts";
+ mes "of mine never cease to haunt me...";
+ close;
+ }
+
+ else if (rach_vice == 1) {
+ mes "[Katinshuell]";
+ mes "You're an adventurer,";
+ mes "so I don't think you'd ";
+ mes "understand how difficult";
+ mes "it is to live a quiet, peaceful";
+ mes "life. When you've lived through";
+ mes "certain things, it's tough.";
+ next;
+ mes "[Katinshuell]";
+ mes "When you're busy, you're";
+ mes "distracted. But even if I'm";
+ mes "left all alone, these thoughts of mine never cease to haunt me...";
+ close;
+ }
+
+ else if (rach_vice == 0) {
+ mes "[Katinshuell]";
+ mes "You're an adventurer,";
+ mes "so I don't think you'd ";
+ mes "understand how difficult";
+ mes "it is to live a quiet, peaceful";
+ mes "life. When you've lived through";
+ mes "certain things, it's tough.";
+ next;
+ mes "[Katinshuell]";
+ mes "I don't need any more";
+ mes "excitement in my life.";
+ mes "I just want to live quietly,";
+ mes "away from other people,";
+ mes "and to be left all alone for";
+ mes "some semblance of peace.";
+ if (friendship > 10) set rach_vice,1;
+ close;
+ }
+ mes "[Katinshuell]";
+ mes "Do you believe in karma?";
+ mes "I do... No matter what you";
+ mes "do, even if you don't get";
+ mes "caught, somehow it just";
+ mes "catches up to you.";
+ next;
+ mes "[Katinshuell]";
+ mes "Have you ever felt";
+ mes "guilty about something,";
+ mes "but hid from the truth?";
+ mes "Let me tell you that it must";
+ mes "be a painful experience. It's";
+ mes "better to confess when you can.";
+ close;
+}
+
+ra_in01,250,19,3 script Mr. Shendar 929,{
+ if (rach_vice > 21) {
+ mes "[Mr. Shendar]";
+ mes "When will my precious";
+ mes "daughter Bruspetti be";
+ mes "coming home? I'm sure that";
+ mes "she can take care of herself,";
+ mes "but a father can't help but";
+ mes "worry himself to death.";
+ next;
+ mes "[Mr. Shendar]";
+ mes "Ah, if you happen to";
+ mes "see my daughter in your";
+ mes "travels, please tell her";
+ mes "that her daddy is waiting";
+ mes "for her to come home.";
+ mes "Thanks, adventurer.";
+ close;
+ }
+
+ else if (rach_vice == 14) {
+ mes "[Mr. Shendar]";
+ mes "So you have a pretty";
+ mes "good idea of who was";
+ mes "sneaking around my house?";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Well, I suspect this guy";
+ mes "named Katinshuell because";
+ mes "he might have been Bruspetti's";
+ mes "boyfriend and he's been acting";
+ mes "funny. Still, I don't have any";
+ mes "real evidence of that.";
+ next;
+ mes "[Mr. Shendar]";
+ mes "Bruspetti's boyfriend?!";
+ mes "Hmpf! I don't like that";
+ mes "boy already. I haven't";
+ mes "met him yet, but its my";
+ mes "solemn duty as a father";
+ mes "to hate and distrust him!";
+ close;
+ }
+
+ else if (rach_vice == 13) {
+ mes "[Mr. Shendar]";
+ mes "Hey! Hey! Are you";
+ mes "the pervert that's been";
+ mes "sneaking into my house";
+ mes "to prey on my daughter?!";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Wha--?";
+ mes "No, I'm just a--";
+ next;
+ percentheal -50,0;
+ mes "^3355FF*BAM!*^000000";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Ow! What did";
+ mes "you do that for?";
+ next;
+ mes "[Mr. Shendar]";
+ mes "Still alive, eh? Hmpf!";
+ mes "I'll finish you off! I'll...";
+ mes "Er, huh?! Wait, I think";
+ mes "I know you. You're that";
+ mes "adventurer that's been";
+ mes "here before, right?";
+ next;
+ mes "[Mr. Shendar]";
+ mes "Oh... I think I've made";
+ mes "a mistake. I thought you";
+ mes "were that person that's";
+ mes "been prowling around my";
+ mes "house. I don't know who he,";
+ mes "but I'm sure it's not you...";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Wait, wait...";
+ mes "So someone has been";
+ mes "sneaking around here?";
+ mes "That's weird. Wait, that";
+ mes "guy, the one that might";
+ mes "be Bruspetti's boyfriend...";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Right, his name was";
+ mes "Katinshuell. That guy's";
+ mes "been acting really funny.";
+ mes "Maybe he was the one sneaking";
+ mes "around here? I'd better go";
+ mes "and ask him about this...";
+ next;
+ set rach_vice,14;
+ mes "[Mr. Shendar]";
+ mes "Wait, where are";
+ mes "you going? I... I'm";
+ mes "sorry for hitting you?";
+ next;
+ mes "[Mr. Shendar]";
+ mes "Curses! If that guy is my";
+ mes "daughter's boyfriend, and he's";
+ mes "trespassing into my home, then";
+ mes "he could be really dangerous.";
+ mes "It's too bad that I can't ask";
+ mes "Bruspetti anything about him...";
+ next;
+ mes "[Mr. Shendar]";
+ mes "Hm... Alright, adventurer.";
+ mes "If you can find it, I'll allow";
+ mes "you to take and read my";
+ mes "daughter's diary. We need";
+ mes "to learn more about this guy";
+ mes "Katinshuell. If he's dangerous...";
+ next;
+ mes "[Mr. Shendar]";
+ mes "I'm sorry... I'm asking you";
+ mes "for your help... But there's";
+ mes "nothing else I can do as her";
+ mes "father. Besides, adventurers";
+ mes "like you can offer her the";
+ mes "best protection...";
+ close;
+ }
+
+ else if (rach_vice == 9) {
+ mes "[Mr. Shendar]";
+ mes "Curses! I should have never";
+ mes "mentioned my daughter's";
+ mes "diary to an adventurer like";
+ mes "you! I know that your kind";
+ mes "is naturally too curious...!";
+ close;
+ }
+
+ else if (rach_vice == 8) {
+ set rach_vice,9;
+ mes "[Mr. Shendar]";
+ mes "What? My daughter went";
+ mes "to Lighthalzen? She doesn't";
+ mes "know anyone there. Hmm, maybe";
+ mes "that's the place where she was";
+ mes "planning to go to learn more";
+ mes "about what was bothering her.";
+ next;
+ mes "[Mr. Shendar]";
+ mes "Yes, she was very generic:";
+ mes "''Dad, I need to go somewhere.''";
+ mes "and ''There's something I need";
+ mes "to make sure of.'' Leaving out";
+ mes "all the details does not put";
+ mes "a doting father at ease!";
+ next;
+ mes "[Mr. Shendar]";
+ mes "Well, thank you for letting";
+ mes "me know where she might be.";
+ mes "Now, I wish I knew what she";
+ mes "was planning on doing. Maybe";
+ mes "she wrote something about it";
+ mes "in her diary? Yes, perhaps...";
+ next;
+ mes "[Mr. Shendar]";
+ mes "No! I can't do it!";
+ mes "As a loving father, I can't";
+ mes "allow myself to invade my";
+ mes "precious daughter's privacy.";
+ mes "Even if she did carelessly leave";
+ mes "her diary on top of her drawer.";
+ next;
+ mes "[Mr. Shendar]";
+ mes "Oh, but how a father";
+ mes "worries. Will my sweet,";
+ mes "darling Bruspetti be alright?";
+ close;
+ }
+
+ else if ((rach_vice == 4) || (rach_vice == 5)) {
+ set rach_vice,5;
+ mes "[Mr. Shendar]";
+ mes "I miss my daughter. Yes,";
+ mes "the house smells different";
+ mes "without her around. It's a little";
+ mes "weird to be talking about this,";
+ mes "but Bruspetti always did smell";
+ mes "nice, just like her mother.";
+ next;
+ mes "[Mr. Shendar]";
+ mes "Even if they didn't wear";
+ mes "perfume, they had this";
+ mes "distinctively pleasant";
+ mes "scent about them. I guess";
+ mes "it must be pheremonal?";
+ close;
+ }
+
+ else if (rach_vice == 2) {
+ mes "[Mr. Shendar]";
+ mes "Take my advice: never";
+ mes "have a daughter! You worry";
+ mes "too much about them, and they";
+ mes "neglect their parents once";
+ mes "they grow up! I bet she's";
+ mes "having a grand old time...";
+ next;
+ mes "[Mr. Shendar]";
+ mes "Confound it...!";
+ mes "Whoever that guy is,";
+ mes "he better not try any funny";
+ mes "business! As her father, I have";
+ mes "the legal right to wring his";
+ mes "little neck! At least, I should...";
+ close;
+ }
+
+ else if (rach_vice == 1) {
+ set rach_vice,2;
+ mes "[Mr. Shendar]";
+ mes "I just found out that";
+ mes "my precious daughter has";
+ mes "been going out with someone.";
+ mes "She went to some other town";
+ mes "for this boy, and I haven't";
+ mes "heard a word from her since!";
+ next;
+ mes "[Mr. Shendar]";
+ mes "Take my advice: never";
+ mes "have a daughter! You worry";
+ mes "too much about them, and they";
+ mes "neglect their parents once";
+ mes "they grow up! I bet she's";
+ mes "having a grand old time...";
+ next;
+ mes "[Mr. Shendar]";
+ mes "Probably on some lovey";
+ mes "dovey trip with whoever that";
+ mes "boy is. She's been gone an";
+ mes "awful long time, but she's";
+ mes "also an adult now. I... I guess";
+ mes "she should be just fine.";
+ close;
+ }
+
+ mes "[Mr. Shendar]";
+ mes "I just found out that";
+ mes "my precious daughter has";
+ mes "been going out with someone.";
+ mes "She went to some other town";
+ mes "to see this boy, and I haven't";
+ mes "heard a word from her since!";
+ next;
+ mes "[Mr. Shendar]";
+ mes "Take my advice: never";
+ mes "have a daughter! You worry";
+ mes "too much about them, and they";
+ mes "neglect their parents once";
+ mes "they grow up! I bet she's";
+ mes "having a grand old time...";
+ close;
+}
+
+rachel,73,244,3 script Lachellen 919,{
+ if (rach_vice > 21) {
+ mes "[Lachellen]";
+ mes "If you happen to see";
+ mes "Bruspetti, tell her to";
+ mes "come talk to me. I need";
+ mes "to know whether I figured";
+ mes "out who her boyfriend is!";
+ mes "I can't wait to see her~";
+ close;
+ }
+
+ else if ((rach_vice == 11) || (rach_vice == 12)) {
+ mes "[Lachellen]";
+ mes "Oh, hello again~";
+ mes "Is there any way I can";
+ mes "help you this time? I know";
+ mes "you're looking for Bruspetti,";
+ mes "so I'll help you if you have";
+ mes "any questions for me~";
+ next;
+ input .@input$;
+ if (.@input$ == "Lighthalzen") {
+ mes "[Lachellen]";
+ mes "Lighthalzen? Oh, that's";
+ mes "right! Bruspetti did ask";
+ mes "me about Lighthalzen a while";
+ mes "ago. Yes, she seemed really";
+ mes "interested in learning more";
+ mes "about that place recently.";
+ next;
+ }
+ else if (.@input$ == "Freya's Spring") {
+ set rach_vice,12;
+ mes "[Lachellen]";
+ mes "Freya's Spring?";
+ mes "Oh, I like that place!";
+ mes "Speaking of which, I know";
+ mes "someone named Katinshuell";
+ mes "that went there pretty often.";
+ mes "Usually men don't go alone...";
+ next;
+ mes "[Lachellen]";
+ mes "Wait, that's the place";
+ mes "I told you about, where";
+ mes "Bruspetti and her boyfriend";
+ mes "usually met. Do you think";
+ mes "she and Katinshuell...?";
+ mes "Ooh, maybe I figured it out!";
+ next;
+ mes "[Lachellen]";
+ mes "But yeah, that place is";
+ mes "usually filled with couples,";
+ mes "so you look like a real loser";
+ mes "if you go there alone. That's";
+ mes "why I want a boyfriend now...";
+ next;
+ }
+ else {
+ mes "[Lachellen]";
+ mes "Oh, I'm sorry...";
+ mes "I don't know anything";
+ mes "about "+.@input$+".";
+ close;
+ }
+ mes "[Lachellen]";
+ mes "Well, I don't know if";
+ mes "you learned anything";
+ mes "important from me,";
+ mes "but I hope I helped";
+ mes "you, even if it was";
+ mes "just a little bit.";
+ close;
+ }
+
+ else if (rach_vice == 7) {
+ mes "[Lachellen]";
+ mes "Let's see... Bruspetti";
+ mes "and her guy would usually";
+ mes "meet at... Um, I know where";
+ mes "it is by feel, but I can't really";
+ mes "give you good directions";
+ mes "to get there. Er, sorry!";
+ next;
+ mes "[Lachellen]";
+ mes "Luckily, this town";
+ mes "isn't that big, so I'm";
+ mes "sure you'll find something";
+ mes "if you just keep looking.";
+ mes "Oh, and if you find her,";
+ mes "tell her I said ''hi,'' okay?";
+ close;
+ }
+
+ else if (rach_vice == 6) {
+ set rach_vice,7;
+ mes "[Lachellen]";
+ mes "Oh, Bruspetti's dad";
+ mes "was talking about how";
+ mes "good she smells? Yeah,";
+ mes "she's kinda famous for";
+ mes "that around here, so he's";
+ mes "not creepy or anything.";
+ next;
+ mes "[Lachellen]";
+ mes "I see, so you think you";
+ mes "caught wind of her in some";
+ mes "other town. Yeah, I heard";
+ mes "that she went traveling to see";
+ mes "if she could learn something,";
+ mes "and she hasn't returned yet.";
+ next;
+ mes "[Lachellen]";
+ mes "Oh, you know what?";
+ mes "If she's in Lighthalzen,";
+ mes "she's probably gone there to";
+ mes "learn more about her boyfriend.";
+ mes "Bruspetti mentioned something";
+ mes "about that when I last saw her.";
+ next;
+ mes "[Lachellen]";
+ mes "I don't know anything";
+ mes "else. Hmm, maybe if you";
+ mes "check the place where she";
+ mes "and her boyfriend usually";
+ mes "went on dates, you might";
+ mes "be able to find something.";
+ close;
+ }
+
+ else if ((rach_vice == 2) || (rach_vice == 3)) {
+ set rach_vice,3;
+ mes "[Lachellen]";
+ mes "Ooh, I'm so jealous";
+ mes "of Bruspetti! She's been";
+ mes "spending so much time with";
+ mes "her new boyfriend recently...";
+ mes "But she still refuses to tell";
+ mes "me what his name is.";
+ next;
+ mes "[Lachellen]";
+ mes "She told me that she's";
+ mes "serious about him, but";
+ mes "she's also admitted that";
+ mes "she doesn't know much about";
+ mes "him. Let's see... He grew up in Lighthalzen? That's all she knows.";
+ close;
+ }
+
+ mes "[Lachellen]";
+ mes "My friend Bruspetti";
+ mes "is a really nice girl~";
+ mes "Everyone loves her, and";
+ mes "she's sooo beautiful. All";
+ mes "the guys are jealous of";
+ mes "her new boyfriend!";
+ next;
+ mes "[Lachellen]";
+ mes "Still, she's really";
+ mes "shy, and won't tell me";
+ mes "who he is. There's a lot";
+ mes "I don't know about him, but";
+ mes "I'm sure they're happy together.";
+ close;
+}
+
+rachel,196,77,3 script Kid#1rachel 921,{
+ mes "[Kid]";
+ mes "Hey, have you seen";
+ mes "Bruspetti? She's really";
+ mes "nice and always buys me";
+ mes "lots and lots of cookies!";
+ next;
+ mes "[Kid]";
+ mes "Hmm, I haven't seen";
+ mes "her in a while, though.";
+ mes "I heard she went traveling";
+ mes "somewhere. How long do";
+ mes "you think she'll be gone, huh?";
+ close;
+}
+
+rachel,151,155,3 script Kid#2rachel 921,{
+ mes "[Kid]";
+ mes "Oh wow! I wanna be an";
+ mes "adventurer like you when";
+ mes "I grow up! Go to all sorts";
+ mes "of places, visit different";
+ mes "towns. It sounds so fun!";
+ next;
+ mes "[Kid]";
+ mes "Maybe if I find a really";
+ mes "nice place, maybe I'll just";
+ mes "stay and then move there.";
+ mes "There's somewhere here";
+ mes "that did that, and moved";
+ mes "from Lighthalzen to here~";
+ next;
+ mes "[Kid]";
+ mes "Yeah, as soon as I get";
+ mes "a chance, I'm gonna ditch";
+ mes "this town and see as much";
+ mes "of the world as I can! I need";
+ mes "to grow up faster than this!";
+ close;
+}
+
+rachel,266,35,3 script Grandma#rachel 918,{
+ if (rach_vice > 21) {
+ mes "[Grandma]";
+ mes "When you get to be my";
+ mes "age, you'll cherish all";
+ mes "of your memories, even if";
+ mes "the experience was hurtful";
+ mes "when it actually happened.";
+ next;
+ mes "[Grandma]";
+ mes "Your memories are part";
+ mes "of who you are and what";
+ mes "makes you unique. I can";
+ mes "appreciate living the life";
+ mes "that I have, even if it's";
+ mes "not particularly special.";
+ close;
+ }
+
+ else if (rach_vice == 13) {
+ mes "[Grandma]";
+ mes "When you get to be my";
+ mes "age, you appreciate life";
+ mes "more and can release your";
+ mes "regrets more easily. I wasted";
+ mes "much of my youth in needless";
+ mes "worry when I could've relaxed.";
+ close;
+ }
+
+ else if (rach_vice == 12) {
+ set rach_vice,13;
+ mes "[Grandma]";
+ mes "Oh, back again, eh?";
+ mes "I guess you must really";
+ mes "like coming to this place";
+ mes "too. Hm, that reminds me...";
+ next;
+ mes "[Grandma]";
+ mes "See the edge of the spring?";
+ mes "The same young man frequently";
+ mes "comes to that spot, and stares";
+ mes "into the water, just dripping with sadness. Someone so young";
+ mes "shouldn't be feeling like that.";
+ next;
+ mes "[Grandma]";
+ mes "You're supposed to come";
+ mes "here to relax and enjoy";
+ mes "the surrounding beauty,";
+ mes "not wallow in your sorrow.";
+ mes "I guess that boy doesn't";
+ mes "agree with me on that.";
+ next;
+ mes "[Grandma]";
+ mes "You should be able";
+ mes "to let go of whatever's";
+ mes "bothering you, and just";
+ mes "enjoy life as it is now.";
+ close;
+ }
+ mes "[Grandma]";
+ mes "I love this place,";
+ mes "its beautiful scenary";
+ mes "and serene atmosphere.";
+ mes "It's so heavenly peaceful.";
+ next;
+ mes "[Grandma]";
+ mes "It brings my heart joy to see";
+ mes "young couples can coming";
+ mes "here and relaxing together.";
+ mes "Isn't love a grand thing?";
+ close;
+}
+
+lhz_in02,213,207,0 script #ratrace1 111,4,4,{
+OnTouch:
+ if (rach_vice == 5) {
+ set rach_vice,6;
+ mes "[" + strcharinfo(0) + "]";
+ mes "This...";
+ mes "This smell...";
+ mes "It smells so nice!";
+ mes "Like rose petals riding";
+ mes "on a gentle breeze...";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Wait, could this be";
+ mes "the scent that Bruspetti's";
+ mes "father mentioned earlier?";
+ close;
+ }
+ end;
+}
+
+rachel,265,47,0 script #raevent1 111,2,2,{
+OnTouch:
+ if (rach_vice == 23) {
+ mes "[" + strcharinfo(0) + "]";
+ mes "Just looking at this";
+ mes "spring makes me think";
+ mes "of Bruspetti. What really";
+ mes "happened to her? I get";
+ mes "the feeling that she";
+ mes "caved in to despair.";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "The water's not that";
+ mes "cold, or very deep...";
+ mes "And Katinshuell mentioned";
+ mes "that her body went limp...";
+ mes "But she was still looking";
+ mes "at him. It's haunting...";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "I suppose she was torn...";
+ mes "She loved him, but couldn't";
+ mes "bear to live with his secret.";
+ mes "In the end, it's all so very";
+ mes "tragic. Katinshuell isn't";
+ mes "really a bad person...";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "He was forced to";
+ mes "commit a heinous crime,";
+ mes "and kept making mistakes,";
+ mes "running from his guilt. Is";
+ mes "anyone accountable for this?";
+ mes "Who would be to blame?";
+ next;
+ set rach_vice,24;
+ if (BaseLevel > 90) getexp 130000,0;
+ else if (BaseLevel > 75) getexp 85000,0;
+ else getexp 45000,0;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Somehow, I wish that";
+ mes "Katinshuell had the";
+ mes "strength to face his";
+ mes "guilt, and then to";
+ mes "forgive himself.";
+ close;
+ }
+
+ else if (rach_vice == 22) {
+ mes "[" + strcharinfo(0) + "]";
+ mes "This must be where";
+ mes "Bruspetti drowned...";
+ next;
+ mes "[Grandma]";
+ mes "Oh! Excuse me,";
+ mes "young adventurer,";
+ mes "but you mustn't stand";
+ mes "there! It's very slippery.";
+ mes "What if you fall into the";
+ mes "spring? It's dangerous.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Oh... Er, thank you.";
+ mes "Yes, I wouldn't want";
+ mes "to get myself drowned.";
+ next;
+ set rach_vice,23;
+ mes "[Grandma]";
+ mes "Drowned...? I just";
+ mes "wouldn't want you to";
+ mes "get your clothes wet.";
+ mes "The water isn't that deep...";
+ mes "Even if you can't swim, you";
+ mes "can climb out, you know.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "...What?";
+ close;
+ }
+
+ else if (rach_vice == 8) {
+ mes "[" + strcharinfo(0) + "]";
+ mes "That old woman told";
+ mes "be to be careful not to";
+ mes "slip and fall into the water";
+ mes "around here, so I'd better";
+ mes "make sure I tread carefully.";
+ close;
+ }
+
+ else if (rach_vice == 7) {
+ set rach_vice,8;
+ mes "[???]";
+ mes "Oh, be very careful!";
+ mes "You don't want to get";
+ mes "too close to the water.";
+ mes "What if you slip and fall?";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Huh?";
+ next;
+ mes "[Grandma]";
+ mes "Oh, I'm sorry if";
+ mes "I startled you, but the";
+ mes "ground that you're standing";
+ mes "on is very slippery, you know.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Ah, I see.";
+ close;
+ }
+ end;
+}
+
+ra_in01,255,25,0 script Book#ra_in 111,{
+ if (rach_vice == 15) {
+ mes "^3355FFThis is where you";
+ mes "found Bruspetti's diary.";
+ mes "Perhaps you should take";
+ mes "it with you the next time";
+ mes "you talk to Katinshuell.^000000";
+ close;
+ }
+
+ else if (rach_vice == 14) {
+ set rach_vice,15;
+ getitem 7571,1; //Blue_Diary
+ mes "^3355FFThis must be";
+ mes "Bruspetti's diary!";
+ mes "You now have permission";
+ mes "to take it with you so that";
+ mes "you can figure out if she and";
+ mes "Katinshuell are connected...^000000";
+ close;
+ }
+
+ else if ((rach_vice == 9) || (rach_vice == 10)) {
+ set rach_vice,10;
+ mes "^3355FFThis must be";
+ mes "Bruspetti's diary!";
+ mes "But... reading it";
+ mes "would make you feel";
+ mes "like a real creep.";
+ mes "So don't touch it.^000000";
+ close;
+ }
+
+}
+
+//End of Bruspetti quest
+//============================================================
+
+// Ice Necklace/Summon Ktullanux Quest and Glacial Heart buyer
+//============================================================
+//iRO Changed this NPC to avoid "offending" people.
+//To enable how it originally looked, uncomment the
+//line below (npc header), and comment the line
+//under it, and then uncomment the cutin lines.
+
+//rachel,157,183,3 script Sincere Follower Urstia 917,{
+rachel,157,183,3 script Sincere Follower Urstia 916,{
+ cutin "ra_usti1",2;
+ if (checkweight(908,200) == 0) {
+ mes "^3355FFWait a second!";
+ mes "Right now, you're carrying";
+ mes "too many things with you.";
+ mes "Please come back after";
+ mes "using the Kafra Service";
+ mes "to store some of your items.^000000";
+ }
+ if (ice_necklace_q < 1) {
+ mes "[Urstialla]";
+ mes "Oh, are you an adventurer";
+ mes "from the outside? Praise be";
+ mes "to Freya! Her love and grace";
+ mes "reaches all over the world,";
+ mes "touching even the hearts of";
+ mes "foreigners, leading them here!";
+ next;
+ if (select("Freya? I'd like to know more.:That's crazy talk!") == 1) {
+ emotion e_ok;
+ mes "[Urstialla]";
+ mes "The day is coming when";
+ mes "Freya will resurrect and";
+ mes "lead all of her faithful to";
+ mes "Valhalla. Now she is in a";
+ mes "deep sleep, but even then,";
+ mes "she watches over all of us.";
+ next;
+ mes "[Urstialla]";
+ mes "You see, Freya used up";
+ mes "all of her power fighting the";
+ mes "most fearsome of demons";
+ mes "in the Thousand Year War.";
+ mes "Now she rests and recovers";
+ mes "in a pure and sacred place.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Wait...";
+ mes "How do you";
+ mes "know that all of";
+ mes "this happened?";
+ next;
+ mes "[Urstialla]";
+ mes "These are truths that all";
+ mes "of Freya's worshippers know.";
+ mes "Freya delivers her messages to";
+ mes "us through her mortal vessel,";
+ mes "our beautiful pope that shines";
+ mes "with brilliant white light.";
+ next;
+ mes "[Urstialla]";
+ mes "Unfortunately, even the most";
+ mes "faithful experience lapses in";
+ mes "judgment. It shames me to";
+ mes "admit that my son Egapeo";
+ mes "is... is guilty of sin.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Sin? What did he";
+ mes "do, if you don't";
+ mes "mind me asking?";
+ next;
+ mes "[Urstialla]";
+ mes "I don't know, but Egapeo";
+ mes "has been sick for a while";
+ mes "now. I'm convinced that he";
+ mes "did something to anger Freya";
+ mes "Although he may deserve it,";
+ mes "I'm doing my best to help him.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "...Wait. What?!";
+ next;
+ mes "[Urstialla]";
+ mes "I know that if I pray hard";
+ mes "enough and please Freya,";
+ mes "she will forgive my son and";
+ mes "heal him of his illness.";
+ mes "But sometimes prayer isn't";
+ mes "enough... I need to pay tribute.";
+ next;
+ mes "[Urstialla]";
+ mes "I managed to acquire a";
+ mes "necklace of incomparable";
+ mes "beauty from the dwarves.";
+ mes "However, the gems have dulled";
+ mes "with age and need to be shined";
+ mes "before I can offer them to Freya.";
+ next;
+ mes "[Urstialla]";
+ mes "However, not just anyone can";
+ mes "shine this special necklace";
+ mes "forged by the Dwarves. I need";
+ mes "someone that knows arcane magic";
+ mes "to help me. I think there's only";
+ mes "one mage that can polish this...";
+ next;
+ mes "[Urstialla]";
+ mes "Maheo, the renown mage with";
+ mes "access to the most powerful";
+ mes "magic spells in the world,";
+ mes "must be able to clean this";
+ mes "necklace's gems! However";
+ mes "There's no way I can reach him.";
+ next;
+ mes "[Urstialla]";
+ mes "You see, Maheo left on a";
+ mes "journey to subjugate the";
+ mes "ice monsters in the ice cave";
+ mes "to the north, and he hasn't";
+ mes "returned yet. That place is too";
+ mes "dangerous for people like me.";
+ next;
+ mes "[Urstialla]";
+ mes "I know that you adventurers";
+ mes "regularly travel through those";
+ mes "kinds of areas, so would you";
+ mes "please look for Maheo and ask";
+ mes "him to clean this necklace on";
+ mes "my behalf? Please, for my son...";
+ next;
+ if (select("But that's none of my business!:Alright, I'll do it.") == 1) {
+ mes "[Urstialla]";
+ mes "I... I see.";
+ mes "I thought that Freya";
+ mes "had led you to me, but";
+ mes "maybe my prayers haven't";
+ mes "been answered yet. Perhaps";
+ mes "I need to pray more fervently?.";
+ close2;
+ cutin "",255;
+ end;
+ }
+ mes "[Urstialla]";
+ mes "Thank you so much!";
+ mes "Please, take care of this";
+ mes "necklace and ask Maheo";
+ mes "to restore its luster. Then,";
+ mes "it'll be a fitting tribute to";
+ mes "our loving goddess Freya.";
+ setquest 2109;
+ getitem 7572,1; //Magic_Necklace
+ set ice_necklace_q,1;
+ close2;
+ cutin "",255;
+ end;
+ }
+ cutin "ra_usti2",2;
+ mes "[Urstialla]";
+ mes "...............................";
+ mes "Are you telling me";
+ mes "that you don't believe?";
+ mes "Repent, and may your";
+ mes "heart be opened to Freya!";
+ }
+ else if ((ice_necklace_q >= 1) && (ice_necklace_q < 5)) {
+ mes "[Urstialla]";
+ mes "Please find Maheo the";
+ mes "Mage and ask him to restore";
+ mes "the beauty of the necklace";
+ mes "I gave you. He should be";
+ mes "fighting monsters in the";
+ mes "ice cave to the north.";
+ }
+ else if (ice_necklace_q == 5) {
+ if (countitem(7573) > 0) {
+ mes "[Urstialla]";
+ mes "Oh! My necklace! Thank you!";
+ mes "It's so beautiful! It will";
+ mes "make a wonderful tribute to";
+ mes "Freya! I am certain with this,";
+ mes "my son will get better!";
+ next;
+ mes "[Urstialla]";
+ mes "Here, I know it's not much,";
+ mes "but please accept this as a";
+ mes "token of my appreication for";
+ mes " what you have done for me.";
+ delitem 7573,1; //Magic_Necklace_
+ getexp 70000,0;
+ completequest 2113;
+ set ice_necklace_q,6;
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Oh, let's just say it was";
+ mes "a worthwhile experience";
+ mes "for me.";
+ next;
+ mes "[Urstialla]";
+ mes ".........";
+ mes "............";
+ mes "May Freya always protect and";
+ mes "guide you and forgive you for";
+ mes "that horrible joke.";
+ }
+ else {
+ mes "["+strcharinfo(0)+"]";
+ mes "Oh, no! The necklace has disappeared!";
+ }
+ }
+ else {
+ mes "[Urstialla]";
+ mes "May Freya always";
+ mes "protect and guide you";
+ mes "with her everflowing";
+ mes "grace and wisdom..";
+ }
+ close2;
+ cutin "",255;
+ end;
+}
+
+ice_dun02,120,105,3 script Man Stuck in Ice#cave 924,5,5,{
+ if (checkweight(908,200) == 0) {
+ mes "^3355FFWait a second!";
+ mes "Right now, you're carrying";
+ mes "too many things with you.";
+ mes "Please come back after";
+ mes "using the Kafra Service";
+ mes "to store some of your items.^000000";
+ close;
+ }
+ if (ice_necklace_q == 1) {
+ cutin "ra_magic3",2;
+ emotion e_omg;
+ mes "[Man Stuck in Ice]";
+ mes "H-hello?";
+ mes "Hey! Hey, you!";
+ mes "Help me break this";
+ mes "ice! I need to get";
+ mes "out of here!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "How did you get";
+ mes "stuck in there?";
+ next;
+ mes "[Man Stuck in Ice]";
+ mes "I'll explain everything";
+ mes "later! Just... Just get";
+ mes "this ice off of me!.";
+ next;
+ if (getskilllv("MG_FIREBOLT") > 0) {
+ misceffect EF_FIREBALL;
+ mes "^3355FFYou cast Fire Bolt at";
+ mes "the ice..^000000";
+ }
+ else {
+ misceffect EF_HIT2;
+ mes "^3355FFYou hammer at the";
+ mes "ice with all your might.^000000";
+ }
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "......";
+ mes "........";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I can't...";
+ mes "I can't even scratch it";
+ mes "Do you have any ideas?";
+ next;
+ emotion e_sob;
+ mes "[Man Stuck in Ice]";
+ mes "This is so humiliating...";
+ mes "Me, the greatest mage";
+ mes "of our age, Maheo, stuck";
+ mes "in this pillar of ice.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Wait...";
+ mes "You're Maheo?";
+ next;
+ cutin "ra_magic1",2;
+ emotion e_gg;
+ mes "[Maheo]";
+ mes "It's true. You're speaking to";
+ mes "Maheo, the greatest mage,";
+ mes "and master of arcane spells.";
+ mes "I know magic that even High";
+ mes "Wizards can never hope to";
+ mes "learn in their lifetimes!";
+ next;
+ cutin "ra_magic4",2;
+ mes "[Maheo]";
+ mes "Despite my greatness,";
+ mes "I'm a humble man. See?";
+ mes "That's why I always wear";
+ mes "this Mage uniform...";
+ mes "To remind myself of";
+ mes "the value of humility.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "So how did you get";
+ mes "stuck in all of this ice?";
+ next;
+ cutin "ra_magic3",2;
+ mes "[Maheo]";
+ mes "Actually, this happened";
+ mes "because I was too humble";
+ mes "You see, I underestimated";
+ mes "myself, and the devastating";
+ mes "force of my own magic.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "...Huh?";
+ next;
+ mes "[Maheo]";
+ mes "Yes, this wouldn't have";
+ mes "happened if I wasn't so";
+ mes "humble... Humble and kind.";
+ mes "It all started when I thought";
+ mes "of this cave and how people";
+ mes "sometimes come here to get ice.";
+ next;
+ mes "[Maheo]";
+ mes "I then decided that";
+ mes "I would exterminate these";
+ mes "evil monsters for the good";
+ mes "of the people! The citizens";
+ mes "would feel protected, and";
+ mes "I'd be recognized as a hero!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Okay... I suppose";
+ mes "that sounds normal";
+ mes "enough. Go on.";
+ next;
+ mes "[Maheo]";
+ mes "I valiantly battled";
+ mes "the Snowiers. They were";
+ mes "no match for my magic!";
+ mes "And so, I decided to just";
+ mes "destroy all of them with";
+ mes "one cast of a magic spell.";
+ next;
+ mes "[Maheo]";
+ mes "You know Meteor Storm?";
+ mes "I know another spell like";
+ mes "that... But it's two hundred";
+ mes "times more powerful! Yes...";
+ mes "It has the power of a million";
+ mes "exploding suns! But then...";
+ next;
+ emotion e_sob;
+ mes "[Maheo]";
+ mes "It was too powerful!";
+ mes "There were tremors, and";
+ mes "flying shards of ice, and";
+ mes "all the flame caused my";
+ mes "clothes to catch on fire!";
+ next;
+ emotion e_flash,1;
+ mes "["+strcharinfo(0)+"]";
+ mes "You...";
+ mes "you set fire";
+ mes "to your clothes";
+ next;
+ cutin "ra_magic2",2;
+ mes "[Maheo]";
+ mes "Yes, but not to worry.";
+ mes "I quickly extinguished";
+ mes "those flames with my";
+ mes "powerful Frost Diver spell!";
+ next;
+ cutin "ra_magic3",2;
+ mes "[Maheo]";
+ mes "In hindsight...";
+ mes "That may have";
+ mes "been a mistake...";
+ next;
+ cutin "ra_magic3",2;
+ mes "[Maheo]";
+ mes "Enough about myself.";
+ mes "What noble pursuit brings";
+ mes "you to this place, adventurer?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I heard that you can";
+ mes "polish the gems on this";
+ mes "necklace with your magic,";
+ mes "so I came here to find you.";
+ next;
+ mes "[Maheo]";
+ mes "Verily, I can shine";
+ mes "those gems so that they";
+ mes "shine as brightly as a";
+ mes "million exploding suns!";
+ next;
+ mes "[Maheo]";
+ mes "That is, as soon";
+ mes "as I can get out";
+ mes "of this ice. Hmm...";
+ mes "But I doubt normal";
+ mes "magic will be able";
+ mes "to melt all of this.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Then how are we";
+ mes "supposed to get";
+ mes "you out of there?";
+ next;
+ mes "[Maheo]";
+ mes "Fear not. I'm sure";
+ mes "that my master will know";
+ mes "of a way to free me from";
+ mes "this prison of ice. He can";
+ mes "be found near Freya's Spring:";
+ mes "beseech him on my behalf!";
+ changequest 2109,2110;
+ set ice_necklace_q,2;
+ close2;
+ cutin "",255;
+ end;
+ }
+ else if ((ice_necklace_q == 2) || (ice_necklace_q == 3)) {
+ mes "[Maheo]";
+ mes "My master may not have";
+ mes "my sheer talent, but he";
+ mes "is very knowledgable in";
+ mes "the ways of magic. Please...";
+ mes "Ask him for help. He should";
+ mes "be reading near Freya's Spring.";
+ close;
+ }
+ else if (ice_necklace_q == 4) {
+ if (countitem(7569) > 0) {
+ if (countitem(7572) > 0) {
+ mes "[Maheo]";
+ mes "Oh, you're back!";
+ mes "So did my master have";
+ mes "any ideas on breaking";
+ mes "this cold prison of ice?";
+ next;
+ }
+ else {
+ mes "["+strcharinfo(0)+"]";
+ mes "Oh, shoot! I left the necklace in the city! I will be right back!";
+ next;
+ mes "[Maheo]";
+ mes "Hey, hey! Can't you just release me first?";
+ emotion e_sob;
+ close;
+ }
+ }
+ else {
+ mes "[Maheo]";
+ mes "My master may not have";
+ mes "my sheer talent, but he";
+ mes "is very knowledgable in";
+ mes "the ways of magic. Please...";
+ mes "Ask him for help. He should";
+ mes "be reading near Freya's Spring.";
+ close;
+ }
+ mes "["+strcharinfo(0)+"]";
+ mes "Well, he made this";
+ mes "magic hammer which is";
+ mes "supposed to be able to";
+ mes "break this magic ice.";
+ next;
+ mes "[Maheo]";
+ mes "Of course!";
+ mes "Why didn't I think of";
+ mes "that? Great, now get";
+ mes "me out of here please!";
+ next;
+ mes "^3355FFYou tightly gripped";
+ mes "the Wind Hammer, and";
+ mes "swung it down at the ice";
+ mes "with all of your strength.^000000";
+ next;
+ misceffect EF_TEIHIT3;
+ misceffect EF_FREEZE;
+ misceffect EF_ICECRASH;
+ mes "^3355FF*Pzzzzz*";
+ mes "*CRASH!*^000000";
+ next;
+ setnpcdisplay "Man Stuck in Ice#cave",937;
+ emotion e_gasp;
+ mes "[Maheo]";
+ mes "Finally...!";
+ mes "After all of this";
+ mes "time! I'm free!";
+ next;
+ misceffect EF_BEGINSPELL4;
+ mes "[Maheo]";
+ mes "Now, all of the monsters";
+ mes "in this cave will taste the";
+ mes "wrath of the greatest mage in";
+ mes "the world! I'll have my revenge,";
+ mes "and give those beasts double";
+ mes "the pain that they gave me!";
+ next;
+ monster "ice_dun02",108,109,"Snowier",1775,1,"Man Stuck in Ice#cave::OnMyMobDead";
+ monster "ice_dun02",114,112,"Snowier",1775,1,"Man Stuck in Ice#cave::OnMyMobDead";
+ monster "ice_dun02",126,105,"Snowier",1775,1,"Man Stuck in Ice#cave::OnMyMobDead";
+ monster "ice_dun02",121,99,"Snowier",1775,1,"Man Stuck in Ice#cave::OnMyMobDead";
+ misceffect EF_LORD;
+ killmonster "ice_dun02","Man Stuck in Ice#cave::OnMyMobDead";
+ mes "[Maheo]";
+ mes "Muhahahahahahahaha!";
+ next;
+ mes "[Maheo]";
+ mes "Er, but first, I need to";
+ mes "use my magic to clean";
+ mes "that necklace of yours.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Here...";
+ next;
+ mes "[Maheo]";
+ mes "Oh! This was made by";
+ mes "the Dwarves, wasn't it?";
+ mes "It looks like they've made";
+ mes "yet another masterpiece.";
+ mes "Shame that this is so";
+ mes "tarnished, though.";
+ next;
+ mes "[Maheo]";
+ mes "Let's see, now...";
+ next;
+ misceffect EF_FROSTWEAPON;
+ mes "^3355FF*Ting*^000000";
+ next;
+ mes "[Maheo]";
+ mes "Well, I suppose this";
+ mes "is where we part ways.";
+ mes "Here, take this as a gift...";
+ mes "And please don't mention";
+ mes "the fact that I trapped myself";
+ mes "in ice to anyone else, okay?";
+ delitem 7572,1; //Magic_Necklace
+ delitem 7569,1; //Wind Of_Hammer
+ getitem 7574,4; //Freezing Snow Powder
+ getitem 7573,1; //Magic_Necklace_
+ changequest 2112,2113;
+ set ice_necklace_q,5;
+ close2;
+ cutin "",255;
+ setnpcdisplay "Man Stuck in Ice#cave",924;
+ end;
+ }
+
+OnTouch:
+ end;
+
+OnTouchNPC:
+ emotion e_an;
+ //emotion e_gg,1; //Emote on monster - unsupported
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+ice_dun02,120,3,0 script #cave_vos -1,{
+OnInit:
+ initnpctimer;
+ end;
+
+OnTimer3600000:
+ mapannounce "ice_dun02","Go away, you animals! I'll burn you to death once I get free!",bc_map,0xFFCE00;
+ end;
+
+OnTimer7200000:
+ mapannounce "ice_dun02","Hello? Can anyone hear me? I'm... I'm kind of stuck!",bc_map,0xFFCE00;
+ end;
+
+OnTimer10800000:
+ stopnpctimer;
+ mapannounce "ice_dun02","Please! I can't move! Hello? I think I might need help!",bc_map,0xFFCE00;
+ initnpctimer;
+ end;
+}
+
+rachel,265,98,3 script Hamion#aru 930,{
+ if (checkweight(908,200) == 0) {
+ mes "^3355FFWait a second!";
+ mes "Right now, you're carrying";
+ mes "too many things with you.";
+ mes "Please come back after";
+ mes "using the Kafra Service";
+ mes "to store some of your items.^000000";
+ close;
+ }
+ if (ice_necklace_q < 2) {
+ mes "[Hamion]";
+ mes "Hm? Did you need";
+ mes "something? If it's not too";
+ mes "important, then I'd like to";
+ mes "get back to reading my book.";
+ close;
+ }
+ else if (ice_necklace_q == 2) {
+ mes "[Hamion]";
+ mes "Hm? Did you need";
+ mes "something? If it's not too";
+ mes "important, then I'd like to";
+ mes "get back to reading my book.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Um, would you know";
+ mes "a mage by the name";
+ mes "of Maheo? I'm supposed";
+ mes "to go look for his master";
+ mes "around this area.";
+ next;
+ mes "[Hamion]";
+ mes "Well, you've found him";
+ mes "because that would be me.";
+ mes "What happened to Maheo?";
+ next;
+ mes "[Hamion]";
+ mes "He froze himself?!";
+ mes "Hahahaha! Some genius!";
+ mes "Oh, well, I suppose he still";
+ mes "has plenty to learn about";
+ mes "character, if not magic.";
+ next;
+ mes "[Hamion]";
+ mes "Let's see, let's see...";
+ mes "This book ought to have";
+ mes "the answer. Mmm... Ah!";
+ mes "Page 42! I need to construct";
+ mes "an artifact in order to break";
+ mes "that mystical ice. Mmm.";
+ next;
+ mes "[Hamion]";
+ mes "Would you help";
+ mes "me? I need to get";
+ mes "^4D4DFF5 Rough Winds^000000,";
+ mes "^4D4DFF1 Hammer^000000, and";
+ mes "^4D4DFF1 Blank Scroll^000000";
+ next;
+ mes "[Hamion]";
+ mes "You can get Blank Scrolls";
+ mes "in the Sage Academy in Juno.";
+ mes "Ah, and the Hammer is a weapon,";
+ mes "not one of those smithing tools.";
+ mes "I'd help you if I could, but...";
+ mes "I'm just smart, not strong.";
+ changequest 2110,2111;
+ set ice_necklace_q,3;
+ close;
+ }
+ else if (ice_necklace_q == 3) {
+ if ((countitem(996) < 5) || (countitem(1354) < 1) || (countitem(7433) < 1)) {
+ mes "[Hamion]";
+ mes "I need to create";
+ mes "a magical artifact";
+ mes "to break the ice that's";
+ mes "trapping Maheo. Would you";
+ mes "please help me? There's no";
+ mes "way I can get the items myself!";
+ next;
+ mes "[Hamion]";
+ mes "I need to get";
+ mes "^4D4DFF5 Rough Winds^000000,";
+ mes "^4D4DFF1 Hammer^000000, and";
+ mes "^4D4DFF1 Blank Scroll^000000";
+ next;
+ mes "[Hamion]";
+ mes "You can get Blank Scrolls";
+ mes "in the Sage Academy in Juno.";
+ mes "Ah, and the Hammer is a weapon,";
+ mes "not one of those smithing tools.";
+ mes "I'd help you if I could, but...";
+ mes "I'm just smart, not strong.";
+ close;
+ }
+ mes "[Hamion]";
+ mes "Great, you have everything";
+ mes "I need! But first, would you";
+ mes "make sure that you only have";
+ mes "1 Hammer in your inventory?";
+ mes "If you have more than one,";
+ mes "I might take the wrong Hammer.";
+ next;
+ if (select("Let me check.:Don't worry, I checked.") == 1) {
+ mes "[Hamion]";
+ mes "Alright, it's always";
+ mes "better to be safe than";
+ mes "sorry! If only Maheo was";
+ mes "a little more careful, more";
+ mes "like you are, then maybe this";
+ mes "wouldn't have happened.";
+ close;
+ }
+ mes "[Hamion]";
+ mes "Okay, I'll take your";
+ mes "word for it. Now, let's";
+ mes "bring the artifact forging";
+ mes "process. Hmmm... Let me";
+ mes "review it here on page 45.";
+ next;
+ mes "[Hamion]";
+ mes "Here we go...!";
+ next;
+ specialeffect2 EF_CONE;
+ mes "^3355FF*Pzzzz*^000000";
+ next;
+ mes "[Hamion]";
+ mes "...Aaaand now it's done.";
+ mes "Here, take this Wind Hammer";
+ mes "and use it to free Maheo.";
+ mes "This hammer will only work";
+ mes "once, so make sure that you";
+ mes "smash that ice properly!";
+ delitem 996,5; //Rough_Wind
+ delitem 1354,1; //Empty_Scroll
+ delitem 7433,1; //Hammer
+ getitem 7569,1; //Hammer_of_Wind
+ changequest 2111,2112;
+ set ice_necklace_q,4;
+ close;
+ }
+ else if (ice_necklace_q >= 4) {
+ mes "[Hamion]";
+ mes "There are always";
+ mes "singing birds and";
+ mes "flitting butterflies";
+ mes "all over this place";
+ mes "It's so relaxing, and";
+ mes "such a great place to read.";
+ close;
+ }
+}
+
+rachel,113,96,5 script Mohadian 929,10,10,{
+ if (ice_necklace_q == 6) {
+ mes "[Mohadian]";
+ mes "I work at the bar around";
+ mes "here, and I've heard good";
+ mes "things about you. Some of";
+ mes "the customers've heard that";
+ mes "you helped Urstialla by going";
+ mes "into that dangerous Ice Cave.";
+ next;
+ mes "[Mohadian]";
+ mes "Now, are you really capable";
+ mes "of regularly defeating the";
+ mes "snow monsters inside there?";
+ mes "If you are, I've got a bit of a";
+ mes "business proposition for you.";
+ next;
+ emotion e_ic;
+ mes "[Mohadian]";
+ mes "The weather around here";
+ mes "is naturally hot and humid,";
+ mes "so we need ice to make cold,";
+ mes "refreshing drinks at the pub.";
+ mes "And the Ice Cave is the best";
+ mes "place to get that ice, right?";
+ next;
+ mes "[Mohadian]";
+ mes "If you bring me Ice Pieces";
+ mes "from the Ice Cave, I'll buy";
+ mes "them from you at 375 zeny";
+ mes "each. Think of it as kind of a";
+ mes "freelance job. I mean, if you";
+ mes "can bring me ice, I'll buy it!.";
+ next;
+ mes "[Mohadian]";
+ mes "You can make some good";
+ mes "money, my customers can";
+ mes "enjoy ice cold drinks, and";
+ mes "my business will definitely";
+ mes "benefit. We'd kill three birds";
+ mes "with one stone! What do you say?";
+ next;
+ if (select("No, thanks.:Sure.") == 1) {
+ mes "[Mohadian]";
+ mes "Aww, how disappointing.";
+ mes "I was really sure that this";
+ mes "would be a great deal for";
+ mes "both of us. Well, if you're";
+ mes "willing to change your mind";
+ mes "then we can be partners!";
+ close;
+ }
+ mes "[Mohadian]";
+ mes "Great! Now, the ice that";
+ mes "I need comes from Glacial";
+ mes "Hearts. You can obtain those";
+ mes "by hunting the snow monsters";
+ mes "in the Ice Cave. Remember, I'll";
+ mes "pay you 375 zeny for each one!";
+ set ice_necklace_q,7;
+ close;
+ }
+ else if (ice_necklace_q == 7) {
+ if (countitem(7561) < 1) {
+ mes "[Mohadian]";
+ mes "Bring me some Glacial";
+ mes "Hearts from the Ice Cave,";
+ mes "and I'll be sure to compensate";
+ mes "you with some zeny. This is a";
+ mes "really good deal for the two";
+ mes "of us when you think about it.";
+ close;
+ }
+ mes "[Mohadian]";
+ mes "Perfect, you brought me";
+ mes "some Glacial Hearts! I can";
+ mes "never get used to the beauty";
+ mes "and purity of these ice crystals.";
+ next;
+ mes "[Mohadian]";
+ mes "Yes, I think I might";
+ mes "even be able to use these";
+ mes "to make Arunafeltz Glacial";
+ mes "Wine. Anyway, let me see";
+ mes "how many you've brought me.";
+ next;
+ set .@hearts,countitem(7561);
+ set .@totalprice,375*.@hearts;
+ mes "[Mohadian]";
+ mes .@hearts +" Glacial Hearts";
+ mes "at 375 zeny each...";
+ mes "Looks like I owe you";
+ mes .@totalprice +" zeny. Here you are!";
+ mes "It's always a pleasure";
+ mes "doing business with you~";
+ delitem 7561,.@hearts; //Glacial Hearts
+ set zeny,zeny+.@totalprice;
+ close;
+ }
+
+OnTouch:
+ if (ice_necklace_q == 6) {
+ mes "[Mohadian]";
+ mes "Welcome to--";
+ mes "Er? Hello?";
+ mes "Excuse me?";
+ close;
+ }
+ end;
+
+}
+
+ice_dun03,126,126,3 script Blazing Fire#ice1 802,{
+ mes "^3355FFThe flames in this fire";
+ mes "barrier crackle with magic";
+ mes "power. There's no way that";
+ mes "you can put this fire out";
+ mes "with conventional means.^000000";
+ if (ice_necklace_q > 4) {
+ if ($ktullanux_summon < 4) {
+ if (countitem(7574) > 0) {
+ next;
+ select("Use Freezing Snow Powder.");
+ mes "^3355FFYou sprinkle the Freezing Snow";
+ mes "Powder onto the flame. It";
+ mes "flickers before extinguising.^000000";
+ delitem 7574,1; //Freezing Snow Powder
+ hideonnpc "Blazing Fire#ice1";
+ set $ktullanux_summon,$ktullanux_summon+1;
+ if ($ktullanux_summon == 4) donpcevent "ice_boss#broad::OnStart";
+ }
+ else if (countitem(7562) > 0) {
+ next;
+ select("Use Ice Scale.");
+ mes "^3355FFYou throw the Ice Scale into";
+ mes "the flame, it crackles before";
+ mes "extinguising.^000000";
+ delitem 7562,1; //Ice Scale
+ hideonnpc "Blazing Fire#ice1";
+ set $ktullanux_summon,$ktullanux_summon+1;
+ if ($ktullanux_summon == 4) donpcevent "ice_boss#broad::OnStart";
+ close;
+ }
+ }
+ }
+ close;
+
+OnInit:
+ set $ktullanux_summon,0;
+ end;
+
+}
+
+
+ice_dun03,172,126,0 script Blazing Fire#ice2 802,{
+ mes "^3355FFThe flames in this fire";
+ mes "barrier crackle with magic";
+ mes "power. There's no way that";
+ mes "you can put this fire out";
+ mes "with conventional means.^000000";
+ if (ice_necklace_q > 4) {
+ if ($ktullanux_summon < 4) {
+ if (countitem(7574) > 0) {
+ next;
+ select("Use Freezing Snow Powder.");
+ mes "^3355FFYou sprinkle the Freezing Snow";
+ mes "Powder onto the flame. It";
+ mes "flickers before extinguising.^000000";
+ delitem 7574,1; //Freezing Snow Powder
+ hideonnpc "Blazing Fire#ice2";
+ set $ktullanux_summon,$ktullanux_summon+1;
+ if ($ktullanux_summon == 4) donpcevent "ice_boss#broad::OnStart";
+ }
+ else if (countitem(7562) > 0) {
+ next;
+ select("Use Ice Scale.");
+ mes "^3355FFYou throw the Ice Scale into";
+ mes "the flame, it crackles before";
+ mes "extinguising.^000000";
+ delitem 7562,1; //Ice Scale
+ hideonnpc "Blazing Fire#ice2";
+ set $ktullanux_summon,$ktullanux_summon+1;
+ if ($ktullanux_summon == 4) donpcevent "ice_boss#broad::OnStart";
+ close;
+ }
+ }
+ }
+ close;
+
+OnInit:
+ set $ktullanux_summon,0;
+ end;
+
+}
+
+ice_dun03,172,172,0 script Blazing Fire#ice3 802,{
+ mes "^3355FFThe flames in this fire";
+ mes "barrier crackle with magic";
+ mes "power. There's no way that";
+ mes "you can put this fire out";
+ mes "with conventional means.^000000";
+ if (ice_necklace_q > 4) {
+ if ($ktullanux_summon < 4) {
+ if (countitem(7574) > 0) {
+ next;
+ select("Use Freezing Snow Powder.");
+ mes "^3355FFYou sprinkle the Freezing Snow";
+ mes "Powder onto the flame. It";
+ mes "flickers before extinguising.^000000";
+ delitem 7574,1; //Freezing Snow Powder
+ hideonnpc "Blazing Fire#ice3";
+ set $ktullanux_summon,$ktullanux_summon+1;
+ if ($ktullanux_summon == 4) donpcevent "ice_boss#broad::OnStart";
+ }
+ else if (countitem(7562) > 0) {
+ next;
+ select("Use Ice Scale.");
+ mes "^3355FFYou throw the Ice Scale into";
+ mes "the flame, it crackles before";
+ mes "extinguising.^000000";
+ delitem 7562,1; //Ice Scale
+ hideonnpc "Blazing Fire#ice3";
+ set $ktullanux_summon,$ktullanux_summon+1;
+ if ($ktullanux_summon == 4) donpcevent "ice_boss#broad::OnStart";
+ close;
+ }
+ }
+ }
+ close;
+
+OnInit:
+ set $ktullanux_summon,0;
+ end;
+
+}
+
+ice_dun03,127,172,0 script Blazing Fire#ice4 802,{
+ mes "^3355FFThe flames in this fire";
+ mes "barrier crackle with magic";
+ mes "power. There's no way that";
+ mes "you can put this fire out";
+ mes "with conventional means.^000000";
+ if (ice_necklace_q > 4) {
+ if ($ktullanux_summon < 4) {
+ if (countitem(7574) > 0) {
+ next;
+ select("Use Freezing Snow Powder.");
+ mes "^3355FFYou sprinkle the Freezing Snow";
+ mes "Powder onto the flame. It";
+ mes "flickers before extinguising.^000000";
+ delitem 7574,1; //Freezing Snow Powder
+ hideonnpc "Blazing Fire#ice4";
+ set $ktullanux_summon,$ktullanux_summon+1;
+ if ($ktullanux_summon == 4) donpcevent "ice_boss#broad::OnStart";
+ }
+ else if (countitem(7562) > 0) {
+ next;
+ select("Use Ice Scale.");
+ mes "^3355FFYou throw the Ice Scale into";
+ mes "the flame, it crackles before";
+ mes "extinguising.^000000";
+ delitem 7562,1; //Ice Scale
+ hideonnpc "Blazing Fire#ice4";
+ set $ktullanux_summon,$ktullanux_summon+1;
+ if ($ktullanux_summon == 4) donpcevent "ice_boss#broad::OnStart";
+ close;
+ }
+ }
+ }
+ close;
+
+OnInit:
+ set $ktullanux_summon,0;
+ end;
+
+}
+
+ice_dun03,1,173,5 script ice_boss#broad -1,{
+OnStop:
+ stopnpctimer;
+ end;
+
+OnStart:
+ initnpctimer;
+ end;
+
+OnTimer2000:
+ mapannounce "ice_dun03","Someone has put out Thor's flames... Infidel!",bc_map,0xFF6633;
+ end;
+
+OnTimer8000:
+ mapannounce "ice_dun03","I, Ktullanux, must protect and preserve Thor's fierce flames...",bc_map,0xFF6633;
+ end;
+
+OnTimer10000:
+ mapannounce "ice_dun03","As the master of this cave, I vow vengeance!",bc_map,0xFF6633;
+ end;
+
+OnTimer13000:
+ mapannounce "ice_dun03","Only a human would be so foolhardy....",bc_map,0xFF6633;
+ end;
+
+OnTimer16000:
+ mapannounce "ice_dun03","Your curiosity will cost you, human.",bc_map,0xFF6633;
+ end;
+
+OnTimer19000:
+ mapannounce "ice_dun03","Prepare yourself for a freezing realm of pain which you cannot possibly imagine!",bc_map,0xFF6633;
+ end;
+
+OnTimer21000:
+ stopnpctimer;
+ donpcevent "ice_boss#on::OnStart";
+ end;
+
+}
+
+ice_dun03,1,174,3 script ice_boss#on -1,{
+OnStart:
+ monster "ice_dun03",150,135,"Ktullanux",1779,1,"ice_boss#on::OnMyMobDead";
+ end;
+
+OnStartTimer:
+ Initnpctimer;
+ end;
+
+OnStopTimer:
+ stopnpctimer;
+ end;
+
+OnMyMobDead:
+ mapannounce "ice_dun03","Oh, Odin! Please protect this place from Thor's fierce fire!",bc_map,0xFF6633;
+ mapannounce "ice_dun03","Pzzzzz...Pzzzz...",bc_map,0x33FFFF;
+ donpcevent "ice_boss#on::OnStartTimer";
+ donpcevent "#ice_sec::OnStart";
+ end;
+
+OnTimer7200000:
+ stopnpctimer;
+ set $ktullanux_summon,0;
+ hideoffnpc "Blazing Fire#ice1";
+ hideoffnpc "Blazing Fire#ice2";
+ hideoffnpc "Blazing Fire#ice3";
+ hideoffnpc "Blazing Fire#ice4";
+ end;
+}
+
+ice_dun03,1,175,3 script #ice_sec -1,{
+OnStart:
+ initnpctimer;
+ enablenpc "#ice_4f_1";
+ enablenpc "#ice_4f_2";
+ enablenpc "#ice_4f_3";
+ enablenpc "#ice_4f_4";
+ donpcevent "#ice_4f_1::OnEnable";
+ donpcevent "#ice_4f_2::OnEnable";
+ donpcevent "#ice_4f_3::OnEnable";
+ donpcevent "#ice_4f_4::OnEnable";
+ end;
+
+OnTimer60000:
+ stopnpctimer;
+ disablenpc "#ice_4f_1";
+ disablenpc "#ice_4f_2";
+ disablenpc "#ice_4f_3";
+ disablenpc "#ice_4f_4";
+ end;
+}
+
+ice_dun03,150,137,0 script #ice_4f_1 45,2,2,{
+OnTouch:
+ warp "ice_dun04",33,144;
+ end;
+
+OnInit:
+ disablenpc "#ice_4f_1";
+ end;
+
+OnEnable:
+ misceffect EF_MAPPILLAR2;
+ end;
+
+}
+
+ice_dun03,138,148,0 script #ice_4f_2 45,2,2,{
+OnTouch:
+ warp "ice_dun04",33,144;
+ end;
+
+OnInit:
+ disablenpc "#ice_4f_2";
+ end;
+
+OnEnable:
+ misceffect EF_MAPPILLAR2;
+ end;
+
+}
+
+ice_dun03,161,148,0 script #ice_4f_3 45,2,2,{
+OnTouch:
+ warp "ice_dun04",33,144;
+ end;
+
+OnInit:
+ disablenpc "#ice_4f_3";
+ end;
+
+OnEnable:
+ misceffect EF_MAPPILLAR2;
+ end;
+
+}
+
+ice_dun03,151,162,0 script #ice_4f_4 45,2,2,{
+OnTouch:
+ warp "ice_dun04",33,144;
+ end;
+
+OnInit:
+ disablenpc "#ice_4f_4";
+ end;
+
+OnEnable:
+ misceffect EF_MAPPILLAR2;
+ end;
+
+}
+
+// End of Ice Necklace/Summon Ktullanux Quest
+//============================================================
+
+
+// Donation Lottery Quest/High Priest Quest
+//============================================================
+ra_temple,119,180,0 script Temple Entrance#ra_tem 45,1,1,{
+OnTouch:
+ if ($rachel_donate >= 10000) {
+ if (MISC_QUEST & 8192) { warp "ra_temin",169,23; end; }
+
+ if (ra_tem_q < 10) {
+ mes "^3355FFThe temple's";
+ mes "entrance is locked.^000000";
+ next;
+ select("Kick Door.:Smash Door with Weapon.");
+ emotion e_omg,0,"Nemma#ra_temple";
+ mes "[Priestess Nemma]";
+ mes "Please don't do that!";
+ close;
+ }
+ }
+ warp "ra_temin",169,23;
+ end;
+}
+
+ra_temple,116,174,3 script Nemma#ra_temple 920,{
+ cutin "ra_nemma02",2;
+ if ($rachel_donate < 10000) {
+ if (ra_have_donated == 0) {
+ cutin "ra_nemma03",2;
+ mes "[Priestess Nemma]";
+ mes "Good day, adventurer.";
+ mes "May I ask what brings";
+ mes "you to the temple today?";
+ next;
+ if (select("Just sight-seeing.:I came to pray.") == 1) {
+ cutin "ra_nemma01",2;
+ mes "[Priestess Nemma]";
+ mes "I guess most foreigners";
+ mes "aren't familiar with our";
+ mes "faith, so I suppose they";
+ mes "wouldn't come here to pray...";
+ mes "Well, I hope you enjoy your";
+ mes "time here, adventurer.";
+ goto L_End;
+ }
+ mes "[Priestess Nemma]";
+ mes "Oh! I'm glad to see that";
+ mes "our kind of spirituality is";
+ mes "practiced in other countries~";
+ mes "You know, we at the Temple of";
+ mes "Cheshrumnir will be hosting a";
+ mes "festival here at the temple.";
+ next;
+ cutin "ra_nemma01",2;
+ mes "[Priestess Nemma]";
+ mes "We're accepting donations";
+ mes "for the festival, so we'd be";
+ mes "grateful if you could make";
+ mes "a contribution. Regardless,";
+ mes "we invite you to celebrate the";
+ mes "grace of the goddess with us.";
+ Emotion e_ho;
+ next;
+ mes "[Priestess Nemma]";
+ mes "There's one High Priest that";
+ mes "disagrees with collecting money";
+ mes "from the temple's patrons, but";
+ mes "it's up to you if you want to";
+ mes "give or not. If you donate, you";
+ mes "might be able to win a prize!";
+ next;
+ mes "[Priestess Nemma]";
+ mes "You can use our Lottery Tickets";
+ mes "to win something nice from our";
+ mes "Temple Storage. However, you";
+ mes "donate the 50,000 zeny for each";
+ mes "Lottery Ticket, which also happens to be the minimum donation amount.";
+ next;
+ cutin "ra_nemma03",2;
+ mes "[Priestess Nemma]";
+ mes "The prizes that are given to";
+ mes "donators are also randomly";
+ mes "chosen, so I have no way of";
+ mes "telling you what you'd get.";
+ mes "Would you be interested";
+ mes "in making a donation?";
+ next;
+ if (select("No, thanks.:Sure.") == 1) {
+ cutin "ra_nemma01",2;
+ mes "[Priestess Nemma]";
+ mes "I understand. Well,";
+ mes "maybe some other time.";
+ mes "May Freya bless you on";
+ mes "all your journeys. May the";
+ mes "grace of the goddess always";
+ mes "support us in all that we do~";
+ goto L_End;
+ }
+ mes "[Priestess Nemma]";
+ mes "Great! How much would you";
+ mes "like to donate? We can only";
+ mes "accept donations in increments";
+ mes "of 50,000 zeny, and we can only";
+ mes "accept up to 150,000 zeny at once. It's a bit complicated, I know...";
+ next;
+
+ switch(select("50,000z - 1 Lottery Ticket:100,000z - 2 Lottery Ticket:150,000z - 3 Lottery Ticket:Cancel")) {
+
+ case 1:
+ callsub S_Donate,1,"50,000";
+ break;
+
+ case 2:
+ callsub S_Donate,2,"100,000";
+ break;
+
+ case 3:
+ callsub S_Donate,3,"150,000";
+ break;
+
+ case 4:
+ cutin "ra_nemma02",2;
+ mes "[Priestess Nemma]";
+ mes "I understand that it takes";
+ mes "some thought to part with an";
+ mes "amount of money like 50,000";
+ mes "zeny. Even so, Freya is always";
+ mes "protecting you, wherever you go~";
+ break;
+
+ }
+
+ goto L_End;
+
+ }
+
+ else {
+ cutin "ra_nemma03",2;
+ mes "[Priestess Nemma]";
+ mes "Oh, you're " + strcharinfo(0) + "!";
+ mes "Welcome back! I remember";
+ mes "that you donated just a little";
+ mes "while ago. So what brings you";
+ mes "to the temple today, hmm?";
+ next;
+
+ switch(select("I've come to donate again.:Just sight-seeing.:I came to attend the service.:I just wanted to see you again.")) {
+
+ case 1:
+ mes "[Priestess Nemma]";
+ mes "You've come to make another";
+ mes "donation? Splendid! How much";
+ mes "would you like to donate this";
+ mes "time? Remember that we can only";
+ mes "accept donations in increments of";
+ mes "50,000 zeny up to 150,000 zeny.";
+ next;
+
+ switch(select("50,000z - 1 Lottery Ticket:100,000z - 2 Lottery Ticket:150,000z - 3 Lottery Ticket:Cancel")) {
+
+ case 1:
+ callsub S_Donate,1,"50,000";
+ break;
+
+ case 2:
+ callsub S_Donate,2,"100,000";
+ break;
+
+ case 3:
+ callsub S_Donate,3,"150,000";
+ break;
+
+ case 4:
+ cutin "ra_nemma02",2;
+ mes "[Priestess Nemma]";
+ mes "I understand that it takes";
+ mes "some thought to part with an";
+ mes "amount of money like 50,000";
+ mes "zeny. Even so, Freya is always";
+ mes "protecting you, wherever you go~";
+ break;
+
+ }
+ goto L_End;
+
+ case 2:
+ mes "[Priestess Nemma]";
+ mes "Oh! If you'd like some";
+ mes "information about our temple,";
+ mes "why don't you ask Priestess";
+ mes "Pano at the Help Desk inside?";
+ next;
+ mes "[Priestess Nemma]";
+ mes "Penno will also redeem";
+ mes "your Lottery Tickets for";
+ mes "prizes, although she doesn't";
+ mes "really seem to enjoy that job.";
+ mes "Well, anyway, she'll help";
+ mes "you out. See you later!";
+ break;
+
+ case 3:
+ mes "[Priestess Nemma]";
+ mes "You're here for the";
+ mes "service? That's great~";
+ mes "I hope you find the sense";
+ mes "of calm that you can only";
+ mes "get from goddess Freya~";
+ break;
+
+ case 4:
+ mes "[Priestess Nemma]";
+ mes "Oh, how sweet of you~";
+ break;
+
+ }
+
+ goto L_End;
+
+ }
+
+ }
+
+ else {
+ if (MISC_QUEST & 8192) {
+ cutin "ra_nemma01",2;
+ mes "[Priestess Nemma]";
+ mes "Welcome to our temple!";
+ goto L_End;
+ }
+
+ if (ra_tem_q < 1) {
+ mes "[Priestess Nemma]";
+ mes "Hello, there!";
+ mes "...............................";
+ mes "Um, for some reason, the";
+ mes "temple gate hasn't opened yet";
+ mes "But it should be open now. Well";
+ mes "this happens sometimes so...";
+ next;
+ mes "[Priestess Nemma]";
+ mes "See, there's this auto locking";
+ mes "system that was added to the";
+ mes "gate when this temple was";
+ mes "built, but now it's more of";
+ mes "an annoyance than security.";
+ next;
+ mes "[Priestess Nemma]";
+ mes "Every time someone messes";
+ mes "with the lock, or if it breaks,";
+ mes "we have to wait until it auto";
+ mes "resets itself before it works";
+ mes "again. No one can fix it";
+ mes "really quickly, you know...";
+ next;
+ mes "[Priestess Nemma]";
+ mes "^333333*Sniff*^000000 What should I do?";
+ mes "The auto reset never takes";
+ mes "this long, and I really need";
+ mes "to go inside. ^333333*Sob*^000000 P-Panno!";
+ mes "Panno, I neeeed heeeeelp~!";
+ set ra_tem_q,1;
+ goto L_End;
+ }
+
+ else if ((ra_tem_q >= 1) && (ra_tem_q < 10)) {
+ mes "[Priestess Nemma]";
+ mes "If the gate's locked, then";
+ mes "I've just got to find that";
+ mes "secret entrance. Some kids";
+ mes "supposedly use it to enter";
+ mes "and play pranks in the temple,";
+ mes "but I don't know who they are...";
+ next;
+ mes "[Priestess Nemma]";
+ mes "Panno would know";
+ mes "what to do... I think.";
+ mes "Ooh, Panno, help me!";
+ goto L_End;
+ }
+
+ else if (ra_tem_q == 10) {
+ cutin "ra_nemma04",2;
+ mes "[Priestess Nemma]";
+ mes "Oh, "+strcharinfo(0)+"!";
+ mes "The gate just opened and";
+ mes "I was able to get inside";
+ mes "the temple! ^333333*Whew*^000000 I was";
+ mes "getting really worried";
+ mes "about it for awhile.";
+ next;
+ mes "[Priestess Nemma]";
+ mes "This is the first time that the";
+ mes "gate locked up since Panno";
+ mes "was assigned to her post in";
+ mes "the temple. I thought maybe";
+ mes "something happened and";
+ mes "she got in trouble, you know?";
+ next;
+ cutin "ra_nemma02",2;
+ mes "[Priestess Nemma]";
+ mes "Wait, wait...";
+ mes "I'm outside. What if";
+ mes "the gate locks up again?";
+ mes "Oooh, what should I do?!";
+ goto L_End;
+ }
+
+ else if (ra_tem_q == 11) {
+ emotion e_ho;
+ cutin "ra_nemma03",2;
+ mes "[Priestess Nemma]";
+ mes "Hey, "+strcharinfo(0)+"~!";
+ mes "We reached our target!";
+ mes "Isn't that great? We're no";
+ mes "longer asking for donations,";
+ mes "but you can still redeem your";
+ mes "Lottery Tickets inside, okay?";
+ goto L_End;
+ }
+
+ else if (ra_tem_q == 12) {
+ mes "[Priestess Nemma]";
+ mes "Mmm... I know what";
+ mes "I can do! I can ask for";
+ mes "Firecrackers! Yes, that'll";
+ mes "be fun for the festival.";
+ mes "Hey, do you know where";
+ mes "those things are sold?";
+ next;
+ cutin "ra_nemma01",2;
+ mes "[Priestess Nemma]";
+ mes "I, uh, can't give you";
+ mes "much... But if you would";
+ mes "bring me some Firecrackers,";
+ mes "then I'll pray for your good";
+ mes "fortune. Sorry, but that's";
+ mes "all I can really offer.";
+ next;
+ cutin "ra_nemma04",2;
+ mes "[Priestess Nemma]";
+ mes "Hey, bring me";
+ mes "a lot of Firecrackers,";
+ mes "like, ^FF000020 of them^000000! Thank";
+ mes "you thank you thank you!";
+ set ra_tem_q,13;
+ goto L_End;
+ }
+
+ else if (ra_tem_q == 13) {
+ mes "[Priestess Nemma]";
+ mes "Hey, did you bring me";
+ mes "^FF000020 Firecrackers^000000? Mmm?";
+ next;
+ if(select("Yes.:No, not yet.") == 1) {
+ cutin "ra_nemma01",2;
+ mes "[Priestess Nemma]";
+ mes "Let's see...";
+ next;
+ if (countitem(12018) >= 20) {
+ cutin "ra_nemma04",2;
+ delitem 12018,20; //FireCracker";
+ getexp 20000,0;
+ set ra_tem_q,14;
+ mes "[Priestess Nemma]";
+ mes "Yay!";
+ mes "Firecrackers!";
+ mes "Oh, let me pray";
+ mes "for your good fortune!";
+ next;
+ mes "^3355FFPriestess Nemma prayed";
+ mes "fervently for your good";
+ mes "fortune. It feels like";
+ mes "it's actually working...^000000";
+ next;
+ cutin "ra_nemma04",2;
+ mes "[Priestess Nemma]";
+ mes "I'm done!";
+ mes "Now it's time";
+ mes "to play! Hm, maybe";
+ mes "our pope would like";
+ mes "to see these too?";
+ goto L_End;
+ }
+ cutin "ra_nemma02",2;
+ mes "[Priestess Nemma]";
+ mes "Awww...";
+ mes "This isn't enough";
+ mes "Firecrackers. I mean,";
+ mes "I know it's like a donation,";
+ mes "but still. How much fun are";
+ mes "fireworks if there isn't a lot?";
+ }
+
+ else {
+ cutin "ra_nemma01",2;
+ mes "[Priestess Nemma]";
+ mes "Awww...";
+ mes "Well, I don't really";
+ mes "have much to pay you";
+ mes "back with, anyway~";
+ }
+ goto L_End;
+
+ }
+
+ else {
+ cutin "ra_nemma01",2;
+ mes "[Priestess Nemma]";
+ mes "Welcome to our temple!";
+ }
+ goto L_End;
+
+ }
+
+L_End:
+ close2;
+ cutin "",255;
+ end;
+
+S_Donate:
+ cutin "ra_nemma01",2;
+ mes "[Priestess Nemma]";
+ mes "So, " + strcharinfo(0) + "...";
+ mes "I just want to make sure:";
+ mes "You want to donate "+getarg(1);
+ mes "zeny, and receive "+getarg(0)+" Lottery";
+ if(getarg(0) == 1) mes "Ticket. Is that correct?";
+ else mes "Tickets. Is that correct?";
+ next;
+ if (select("No:Yes") == 1) {
+ mes "[Priestess Nemma]";
+ mes "Oh, I see. Well, if you";
+ mes "don't have enough zeny with";
+ mes "you, then you can just come";
+ mes "back and donate later. Our";
+ mes "goddess Freya smiles on the";
+ mes "generous and rewards the patient!";
+ return;
+ }
+ if (zeny >= getarg(0)*50000) {
+ if (!checkweight(7570,getarg(0))) {
+ cutin "ra_nemma02",2;
+ mes "[Priestess Nemma]";
+ mes "I can scarcely believe it...";
+ mes "You're carrying so much stuff,";
+ mes "you don't even have enough";
+ mes "room for a Lottery Ticket.";
+ mes "You'd better put some of";
+ mes "your things in Storage, yes?";
+ next;
+ cutin "ra_nemma01",2;
+ mes "[Priestess Nemma]";
+ mes "Don't worry, I'll still be";
+ mes "here after you make more";
+ mes "space available in your";
+ mes "Inventory. Hurry back, and";
+ mes "donate if you can, okay?";
+ return;
+ }
+ set $rachel_donate,$rachel_donate+getarg(0);
+ getitem 7570,getarg(0); //Temple_Lottery_Ticket
+ set zeny,zeny-getarg(0)*50000;
+ set ra_have_donated,1;
+ if ($rachel_donate > 9999) {
+ cutin "ra_nemma03",2;
+ mes "[Priestess Nemma]";
+ mes "There you are~";
+ mes "Thanks so much for";
+ mes "your donation! I'm sure";
+ mes "that Freya is smiling down";
+ mes "upon you, and will reward";
+ mes "you for your generosity~";
+ return;
+ }
+ else {
+ set .@Remaining,10000-$rachel_donate;
+ cutin "ra_nemma03",2;
+ mes "[Priestess Nemma]";
+ mes "Thank you so much! We'll be";
+ mes "continuing to accept donations";
+ mes "until we reach our target. Once";
+ mes "we receive "+.@Remaining+" more donations";
+ mes "in increments of 50,000 zeny,";
+ mes "our fundraiser will finish.";
+ next;
+ mes "[Priestess Nemma]";
+ mes "If you're feeling so";
+ mes "inclined, come back later";
+ mes "and make another contribution.";
+ mes "Thanks again, and may Freya";
+ mes "always watch over you.";
+ return;
+ }
+ }
+ else {
+ mes "[Priestess Nemma]";
+ mes "I'm sorry, but you have";
+ mes "less than "+@Donate$+" zeny...";
+ mes "I know it's asking a lot,";
+ mes "but those are the rules that";
+ mes "I've been told to follow, so...";
+ mes "Well, maybe another time, yes?";
+ return;
+ }
+
+}
+
+rachel,243,37,3 script Kid#Candy Addict 921,{
+ if ((ra_tem_q < 2) || (ra_tem_q > 9) || (MISC_QUEST & 8192)) {
+ mes "[Kid]";
+ mes "Hey! What's that";
+ mes "smile for? You're not";
+ mes "gonna come pat my head,";
+ mes "are you? No! I hate that!";
+ next;
+ mes "[Kid]";
+ mes "Don't come here!";
+ mes "I don't want you to";
+ mes "pat my head! Grrr...";
+ mes "I-I'm warning you!";
+ next;
+ mes "[Kid]";
+ mes "Hey, look at your";
+ mes "clothes! Where did";
+ mes "you come from, huh?";
+ next;
+ mes "[Kid]";
+ mes "Are you from a";
+ mes "different country?";
+ next;
+ mes "[Kid]";
+ mes "Huh, huh?";
+ mes "What country";
+ mes "are you from?";
+ next;
+ mes "[Kid]";
+ mes "Eh, whatever.";
+ next;
+ mes "[Kid]";
+ mes "Oh hey, do";
+ mes "you like candy?";
+
+ if (ra_tem_q == 1) {
+ next;
+ switch(select("Not at all.:Yeah.:Sure, I love the stuff~:Not much.")) {
+
+ case 1:
+ mes "[Kid]";
+ mes "Hmpf! Okay.";
+ close;
+
+ case 2:
+ break;
+
+ case 3:
+ break;
+
+ case 4:
+ mes "[Kid]";
+ mes "Oh. It's 'cause you're";
+ mes "a grown-up. Why don't";
+ mes "you like candies, anyway?";
+ next;
+ mes "[Kid]";
+ mes "Why, huh?";
+ mes "Tell me, tell";
+ mes "me, how come?";
+ close;
+
+ }
+
+
+ if (rand(1,2) != 2) {
+ mes "[Kid]";
+ mes "Oh yeah...?";
+ next;
+ mes "[Kid]";
+ mes "But you're a grown-up,";
+ mes "aren't you? Heh heh heh!";
+ next;
+ mes "[Kid]";
+ mes "Candy is only for";
+ mes "kids! Hahahahaah!";
+ next;
+ mes "[Kid]";
+ mes "I tricked you!";
+ mes "You big big dummy!";
+ }
+
+ else {
+ mes "[Kid]";
+ mes "Oh, you do?";
+ mes "Does that mean";
+ mes "that you have";
+ mes "any candy, then?";
+ next;
+ mes "[Kid]";
+ mes "I want one!";
+ next;
+ mes "[Kid]";
+ mes "Hurry, give me one!";
+ mes "Gimmie gimmie~!";
+ next;
+ if (countitem(529) > 0) {
+ mes "[Kid]";
+ mes "Mmm...";
+ mes "If you give me";
+ mes "some Candy, then I'll";
+ mes "tell you something";
+ mes "really cool, yeah?";
+ next;
+ if (select("Sure.:No.") == 1) {
+ mes "[Kid]";
+ mes "Yay~";
+ next;
+ mes "[Kid]";
+ mes "Hah! Got you!";
+ mes "I didn't want any";
+ mes "candy anyway! Nyeh!";
+ mes "But I like you, so";
+ mes "I can tell you a secret!";
+ next;
+ mes "[Kid]";
+ mes "Did you know that";
+ mes "they always leave one";
+ mes "of the windows to the temple";
+ mes "unlocked? You spy on the";
+ mes "priests inside. They're always";
+ mes "fighting! Isn't that bad?";
+ next;
+ mes "[Kid]";
+ mes "Oh well, they're adults,";
+ mes "so I dunno. Maybe they...";
+ mes "Mm. Well, I remember that";
+ mes "fighting is supposed to be bad.";
+ next;
+ mes "[Kid]";
+ mes "Awww, nuts!";
+ mes "I just remembered!";
+ mes "If you have candy, it";
+ mes "must be from another";
+ mes "country! I should have";
+ mes "taken it from you. Dang it!";
+ next;
+ mes "[Kid]";
+ mes "Oooh, I hate you";
+ mes "now! Leave me alone!";
+ set ra_tem_q,2;
+ close;
+ }
+ mes "[Kid]";
+ mes "You don't wanna";
+ mes "share your candy?";
+ mes "Hmpf! I guess you";
+ mes "must really love it.";
+ mes "...You big greedy.";
+ close;
+ }
+ mes "[Kid]";
+ mes "Wait, you don't have";
+ mes "any Candy, huh? How can";
+ mes "you tell me you like Candy";
+ mes "when you don't carry any?";
+ mes "Look at this! My pockets";
+ mes "are full of candy!";
+ next;
+ mes "[Kid]";
+ mes "See?";
+ mes "Look at all";
+ mes "this candy!";
+ next;
+ mes "[Kid]";
+ mes "Yeah, you have to";
+ mes "have at least this";
+ mes "much candy to say";
+ mes "that you like them.";
+ mes "Hee hee hee hee!";
+ next;
+ mes "[Kid]";
+ mes "Oh hey...";
+ mes "Would you like to";
+ mes "have some candy?";
+ next;
+ mes "[Kid]";
+ mes "Haha! I tricked you!";
+ mes "I'm not gonna share";
+ mes "all this candy with you!";
+ mes "All of it is for me!";
+ next;
+ mes "[Kid]";
+ mes "...............................";
+ mes "Um... Are you mad?";
+ next;
+ mes "[Kid]";
+ mes "Oh...";
+ mes "You are mad";
+ mes "at me, aren't you?";
+ next;
+ mes "[Kid]";
+ mes "Okay, okay.";
+ mes "I'll tell you a really";
+ mes "cool secret, so promise";
+ mes "that you won't be mad anymore.";
+ next;
+
+ switch(select("No, thanks.:What's that?")) {
+
+ case 1:
+ mes "[Kid]";
+ mes "Please~";
+ break;
+
+ case 2:
+ mes "[Kid]";
+ mes "Did you know that";
+ mes "they always leave one";
+ mes "of the windows to the temple";
+ mes "unlocked? You spy on the";
+ mes "priests inside. They're always";
+ mes "fighting! Isn't that bad?";
+ next;
+ mes "[Kid]";
+ mes "Oh well, they're adults,";
+ mes "so I dunno. Maybe they...";
+ mes "Mm. Well, I remember that";
+ mes "fighting is supposed to be bad...";
+ next;
+ mes "[Kid]";
+ mes "Now, I hope you";
+ mes "won't be mad at";
+ mes "me anymore...";
+ mes "If you're not,";
+ mes "then I'm gonna";
+ mes "be madder at you!";
+ set ra_tem_q,2;
+ break;
+
+ }
+
+ }
+
+ }
+ close;
+
+ }
+
+ else if (ra_tem_q == 2) {
+ mes "[Kid]";
+ mes "You're leaving?";
+ mes "Don't you want to";
+ mes "watch me play Rock,";
+ mes "Paper, Scissors?";
+ next;
+ mes "[Kid]";
+ mes "Hey! I don't like";
+ mes "the way you're looking";
+ mes "at me. I don't like you";
+ mes "watching me like that!";
+ mes "Why don't you go away?";
+ next;
+ mes "[Kid]";
+ mes "Gosh, I said, go away!";
+ next;
+ mes "[Kid]";
+ mes "If you're that bored,";
+ mes "why don't you peep through";
+ mes "the windows in the temple,";
+ mes "huh? Gosh! Some people!";
+ close;
+ }
+
+}
+
+ra_temple,67,209,0 script zawa00 -1,3,3,{
+OnTouch:
+ if (ra_tem_q == 2) {
+ mes "^3355FFYou notice a slightly";
+ mes "open window that";
+ mes "you can easily enter.^000000";
+ next;
+ if(select("Stay:Enter Through Window") == 2) {
+ mes "^3355FFYou pull the window,";
+ mes "and it smoothly opens.";
+ mes "This is probably what";
+ mes "those mischevious hits";
+ mes "have been using to enter";
+ mes "unnoticed into this temple.^000000";
+ close2;
+ warp "que_rachel",62,82;
+ end;
+ }
+ mes "^3355FFYou decide that it's";
+ mes "wrong to sneak into";
+ mes "a place. But what if";
+ mes "you don't get caught?^000000";
+ close;
+ }
+
+ else if ((ra_tem_q >= 3) && (ra_tem_q < 10)) {
+ mes "^3355FFWould you like to";
+ mes "enter the temple";
+ mes "through this window?^000000";
+ next;
+ if(select("Enter:Cancel") == 1) {
+ close2;
+ warp "que_rachel",62,82;
+ end;
+ }
+ mes "^3355FFUsing this window is";
+ mes "probably the only way";
+ mes "that you can enter.^000000";
+ close;
+ }
+
+ end;
+}
+
+que_rachel,63,82,0 script Window#ra_temple 111,{
+ mes "^3355FFThis window it open^000000";
+ next;
+ if(select("Stay:Exit Through Window") == 2) {
+ close2;
+ warp "ra_temple",73,208;
+ end;
+ }
+ close;
+}
+
+que_rachel,60,80,0 script zawa01 -1,5,5,{
+OnTouch:
+ if (ra_tem_q == 2) {
+ mes "^3355FFIt's strangely";
+ mes "dark in here.^000000";
+ set ra_tem_q,3;
+ close;
+ }
+
+ end;
+}
+
+que_rachel,59,112,0 script zawa02 -1,10,10,{
+OnTouch:
+ if (ra_tem_q == 3) {
+ mes "^3355FFYou hear some";
+ mes "noise from the hallway";
+ mes "towards the chapel. It";
+ mes "sounds like there are";
+ mes "several other people here.^000000";
+ set ra_tem_q,4;
+ close;
+ }
+
+ end;
+
+}
+
+que_rachel,94,139,0 script zawa03 -1,10,10,{
+OnTouch:
+ if (ra_tem_q == 4) {
+ mes "^3355FFYou hear noises of some";
+ mes "commotion from the stairs.^000000";
+ set ra_tem_q,5;
+ close;
+ }
+
+ end;
+
+}
+
+que_rachel,132,70,0 script zawa04 -1,10,10,{
+OnTouch:
+ if (ra_tem_q == 5) {
+ mes " ";
+ mes " ";
+ mes "^ff0000Crash!^000000";
+ next;
+ mes "^3355FFYou hear something";
+ mes "fall from the stairs,";
+ mes "followed by noises that";
+ mes "sound like a scuffle.^000000";
+ set ra_tem_q,6;
+ close;
+ }
+
+ end;
+
+}
+
+que_rachel,28,315,0 script Bloody Spot -1,5,5,{
+OnTouch:
+ if (ra_tem_q == 6) {
+ mes "^3355FFThere's a spot on the";
+ mes "ground that's darker than";
+ mes "the rest of the floor...^000000";
+ next;
+ if (select("Investigate:Ignore") == 1) {
+ mes "^3355FFIt's too dark to";
+ mes "really see the spot^000000";
+ next;
+ mes "...";
+ mes "......";
+ mes ".........";
+ next;
+ mes "^3355FFIt smells a little bit";
+ mes "like copper or iron. Blood";
+ mes "has probably been spilled here.^000000";
+ set ra_tem_q,7;
+ close;
+ }
+
+ else {
+ mes "^3355FFYou decide that your";
+ mes "time would be better spent";
+ mes "investigating something else.^000000";
+ close;
+ }
+
+ }
+
+ else if (ra_tem_q == 7) {
+ mes "^3355FFThis dark spot on the";
+ mes "ground is really creepy,";
+ mes "no matter how many";
+ mes "times you look at it.^000000.";
+ next;
+ if (select("Investigate Again:Ignore") == 1) {
+ mes "^3355FFThe blood on the ground";
+ mes "hasn't dried up yet, but";
+ mes "it's probably cold by now.^000000";
+ next;
+ mes "...";
+ mes "......";
+ mes ".........";
+ next;
+ mes "^3355FFThe amount of blood";
+ mes "on the ground is more";
+ mes "than can be contained in just";
+ mes "one person. You'd better get";
+ mes "out of here before it's too late.^000000";
+ set ra_tem_q,8;
+ close;
+ }
+
+ else {
+ mes "^3355FFYou decide that your";
+ mes "time would be better spent";
+ mes "investigating something else.^000000";
+ close;
+ }
+
+ }
+
+ else if (ra_tem_q == 8) {
+ mes "^3355FFThis blood stain on the";
+ mes "ground is a pretty bad";
+ mes "sign. You might have to";
+ mes "escape this place before";
+ mes "whatever caused this much";
+ mes "bleeding does the same to you.^000000";
+ close;
+ }
+
+ end;
+}
+
+que_rachel,170,37,0 script nemma01::nemma01 -1,5,5,{
+OnTouch:
+ if (ra_tem_q == 8) {
+ mes "[???]";
+ mes "Only the goddess exists.";
+ next;
+ mes "[???]";
+ mes "Everyone must be";
+ mes "ready for her coming.";
+ next;
+ mes "[???]";
+ mes "Izlude, my hometown,";
+ mes "I have come to this";
+ mes "place to build.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Th-that's Priestess";
+ mes "Panno's voice! But isn't";
+ mes "she just outside the door?";
+ mes "What exactly was she saying?";
+ set ra_tem_q,9;
+ close;
+ }
+
+ end;
+}
+
+que_rachel,175,37,0 duplicate(nemma01) nemma02 -1,5,5
+que_rachel,180,37,0 duplicate(nemma01) nemma03 -1,5,5
+que_rachel,165,37,0 duplicate(nemma01) nemma04 -1,5,5
+que_rachel,160,37,0 duplicate(nemma01) nemma05 -1,5,5
+
+que_rachel,169,18,0 script Quest Temple Exit#ra_tem 45,2,2,{
+ mes "^3355FFThe gate is closed.^000000";
+ next;
+
+ switch(select("Push Gate:Examine Gate:Kick Gate:Smash Gate with Weapon")) {
+
+ case 1:
+ mes "^3355FFYou push the gate";
+ mes "with all of your might...";
+ if (ra_tem_q == 9) {
+ close2;
+ set ra_tem_q,10;
+ warp "ra_temple",119,175;
+ end;
+ }
+ mes "But it won't even budge.^000000";
+ break;
+
+ case 2:
+ mes "^3355FFThere's some strange";
+ mes "machinery installed on";
+ mes "the gate, and a slot where";
+ mes "it looks you you can insert";
+ mes "a card or permit. The lights";
+ mes "are on, so it must be working.^000000";
+ break;
+
+ case 3:
+ mes "^3355FFYou angrily kick the gate...";
+ if (ra_tem_q == 9) {
+ close2;
+ set ra_tem_q,10;
+ warp "ra_temple",119,175;
+ end;
+ }
+ mes "But no matter how much rage";
+ mes "you put into your kick, the";
+ mes "gate refuses to open for you.";
+ mes "Oh, and your foot hurts too.^000000.";
+ break;
+
+ case 4:
+ mes "^3355FFWait! That's not";
+ mes "a good idea. You can't";
+ mes "smash down the gate to";
+ mes "a holy place: heroes don't";
+ mes "specialize in desecration.^000000";
+ break;
+
+ }
+ close;
+
+}
+
+ra_temin,277,159,3 script High Priest Zhed#rachel 932,{
+ if ((ra_tem_q > 14) || (MISC_QUEST&8192)) set lost_boy,14;
+ if (checkweight(908,200) == 0) {
+ mes "^3355FFWait a second!";
+ mes "Right now, you're carrying";
+ mes "too many things with you.";
+ mes "Please come back after";
+ mes "using the Kafra Service";
+ mes "to store some of your items.^000000";
+ close;
+ }
+ if (lost_boy == 12) {
+ cutin "ra_gman",2;
+ mes "[High Priest Zhed]";
+ mes "For some reason, you look";
+ mes "familiar to me. Are you supposed";
+ mes "to be here? Otherwise, you should";
+ mes "leave this place if you don't have";
+ mes "the proper authorization.";
+ next;
+ select("I'm here on Vincent's behalf");
+ mes "[High Priest Zhed]";
+ mes "Vincent sent you? I see.";
+ mes "You must have been looking";
+ mes "for me. I am High Priest Zhed,";
+ mes "and I understand that you";
+ mes "have a package for me.";
+ next;
+ mes "[High Priest Zhed]";
+ mes "Usually, Vincent doesn't";
+ mes "trust strangers to deliver";
+ mes "these packages, but perhaps";
+ mes "this was necessitated by some";
+ mes "strange circumstance. Anyway,";
+ mes "let's see what he sent me...";
+ next;
+ cutin "ra_gman2",2;
+ mes "[High Priest Zhed]";
+ mes "Hm? What's this?";
+ mes "Vincent sent a note?";
+ mes "I suppose this must be";
+ mes "important. Give me just a";
+ mes "moment to read this, please...";
+ next;
+ mes "[High Priest Zhed]";
+ mes "...............................";
+ mes "...Hrrrmm. Vincent. Now";
+ mes "I understand. So he was being";
+ mes "intentionally cold towards Jenny";
+ mes "and Phoebe so other people";
+ mes "wouldn't get suspicious...";
+ next;
+ cutin "ra_gman",2;
+ mes "[High Priest Zhed]";
+ mes "Still, I don't think he";
+ mes "had to do that--it might";
+ mes "have been a little too";
+ mes "much. Well, I really";
+ mes "appreciate your help";
+ mes "in this matter, adventurer.";
+ next;
+ mes "[High Priest Zhed]";
+ mes "But tell me, did you only";
+ mes "help Vincent and risk your";
+ mes "life because you were being";
+ mes "paid? Were you only being";
+ mes "motivated by the money?";
+ next;
+ select("Actually... I was just curious.");
+ mes "[High Priest Zhed]";
+ mes "You were doing this just to";
+ mes "satisfy your curiosity? Heh";
+ mes "heh, that's very interesting.";
+ mes "That's also the best attitude";
+ mes "for a brave adventurer. I like";
+ mes "that. May I have your name?";
+ next;
+ select("Tell him your name.");
+ mes "[High Priest Zhed]";
+ mes ""+strcharinfo(0)+"...";
+ mes "Yes, that's a fine name.";
+ mes "It suits you well. I'll be sure";
+ mes "to remember that. Again, let";
+ mes "me thank you for risking your";
+ mes "life to retrive my belongings.";
+ next;
+ mes "[High Priest Zhed]";
+ mes "I shall be praying for";
+ mes "Freya to guide and protect";
+ mes "you in your travels. Peace";
+ mes "be with you, "+strcharinfo(0)+".";
+ close2;
+ cutin "ra_gman",255;
+ set lost_boy,13;
+ specialeffect2 EF_ABSORBSPIRITS;
+ getexp 90000,0;
+ end;
+ }
+ else if ((lost_boy == 13) && (ra_tem_q < 14)) {
+ mes "[High Priest Zhed]";
+ mes "Ah, "+strcharinfo(0)+"...";
+ mes "I appreciate that you've";
+ mes "managed to retrieve my";
+ mes "belongings for me. You are";
+ mes "a truly talented adventurer.";
+ mes "May Freya protect you...";
+ }
+ else if ((lost_boy == 13) && (ra_tem_q == 14)) {
+ cutin "ra_gman",2;
+ mes "[High Priest Zhed]";
+ mes "Ah, good, I was hoping you'd";
+ mes "show up here sooner or later.";
+ mes "I have a favor to ask of you";
+ mes "since I'm too busy to do it";
+ mes "myself, and I trust you more";
+ mes "than any other adventurer.";
+ next;
+ cutin "ra_gman2",2;
+ mes "[High Priest Zhed]";
+ mes "However, before I give you";
+ mes "the details, you must know";
+ mes "that this favor must be kept";
+ mes "secret. In other words, once";
+ mes "I explain the task, you must";
+ mes "accept my request.";
+ next;
+ if (select("Let me think about it.:Yes, sure.") == 1) {
+ mes "[High Priest Zhed]";
+ mes "I understand, but if you";
+ mes "change your mind, please";
+ mes "come back and let me know.";
+ mes "It's very hard for me to find";
+ mes "someone that I can really";
+ mes "rely on to do this for me...";
+ close2;
+ cutin "ra_gman",255;
+ end;
+ }
+ cutin "ra_gman",2;
+ mes "[High Priest Zhed]";
+ mes "Ah, I'm relieved to see";
+ mes "that you accept. Don't worry,";
+ mes "this task isn't complicated,";
+ mes "nor will it require much";
+ mes "in the way of sacrifice.";
+ next;
+ cutin "ra_gman2",2;
+ mes "[High Priest Zhed]";
+ mes "As you may already know,";
+ mes "our country of Arunafeltz";
+ mes "worships the goddess Freya.";
+ mes "There's almost no separation";
+ mes "between politics, society,";
+ mes "and our religion, really.";
+ next;
+ cutin "ra_gman",2;
+ mes "[High Priest Zhed]";
+ mes "Now, the leader of our";
+ mes "national religion, our pope,";
+ mes "is a direct servant of Freya";
+ mes "and delivers her messages";
+ mes "to us. As such, she must live";
+ mes "by very strict guidelines.";
+ next;
+ mes "[High Priest Zhed]";
+ mes "Our pope is curious about";
+ mes "the outside world and wishes";
+ mes "to learn more about what lies";
+ mes "beyond Arunafeltz, but she";
+ mes "cannot come easily by this";
+ mes "sort of knowledge.";
+ next;
+ mes "[High Priest Zhed]";
+ mes "Firstly, she cannot leave";
+ mes "Rachel, the place where the";
+ mes "spirit of goddess Freya dwells.";
+ mes "Secondly, all citizens and priests are forbidden to leave the city in";
+ mes "order to preserve our sanctity.";
+ next;
+ mes "[High Priest Zhed]";
+ mes "These are implicit rules that";
+ mes "normally aren't discussed openly,";
+ mes "but everyone follows them to";
+ mes "prevent from being stigmatized.";
+ mes "Frankly, I think it's somewhat shameful, but we're working on it.";
+ next;
+ mes "[High Priest Zhed]";
+ mes "Furthermore, our pope must";
+ mes "maintain her image of aloof";
+ mes "piety, so it'd be inappropriate of her to openly question outside";
+ mes "world affairs. Although, such";
+ mes "knowledge would benefit her...";
+ next;
+ mes "[High Priest Zhed]";
+ mes "That is why the high priests";
+ mes "decided to enlist a trustworthy";
+ mes "adventurer to inform our pope";
+ mes "about the outside world. Now";
+ mes "you understand why I've asked";
+ mes "you to keep all of this secret.";
+ next;
+ mes "[High Priest Zhed]";
+ mes "You won't need to divulge";
+ mes "outrageous secrets or anything";
+ mes "like that. I presume mundane";
+ mes "details would be enough to";
+ mes "please her. Just let her be";
+ mes "able to envision your homeland.";
+ next;
+ mes "[High Priest Zhed]";
+ mes "Personally, I think it would";
+ mes "be refreshing for our pope to";
+ mes "hear a few of your stories as";
+ mes "she is always worshipping";
+ mes "our goddess on the behalf of";
+ mes "everyone in our glorious city.";
+ next;
+ mes "[High Priest Zhed]";
+ mes "Unfortunately, I cannot escort";
+ mes "you to the priestess, but I will";
+ mes "relate the means to which you";
+ mes "can gain an audience with her.";
+ mes "First, you will need a ^FF0000High";
+ mes "Priest's Recommendation^000000.";
+ next;
+ mes "[High Priest Zhed]";
+ mes "I will write that for you, so";
+ mes "there's no need to concern";
+ mes "yourself with that. Next, you";
+ mes "will need to gather ^FF000040 Glacial";
+ mes "Hearts^000000 as symbolic proof of";
+ mes "your strength and purity.";
+ next;
+ mes "[High Priest Zhed]";
+ mes "While I finish writing this";
+ mes "recommendation, let me tell";
+ mes "you how to get to the pope's";
+ mes "office where you must go once";
+ mes "you gather 40 Glacial Hearts.";
+ next;
+ mes "[High Priest Zhed]";
+ mes "Head west from the chapel";
+ mes "in the center of the temple,";
+ mes "and then enter a door guarded";
+ mes "by two soldiers. Show them your";
+ mes "recommendation and Glacial Hearts, and they should grant you passage.";
+ next;
+ mes "[High Priest Zhed]";
+ mes "Ah, here you are.";
+ mes "I've finished writing";
+ mes "your recommendation.";
+ mes "Well then, I guess I'll";
+ mes "see you after you've";
+ mes "completed this task.";
+ next;
+ mes "^3355FFYou received a High";
+ mes "Priest's recommendation.^000000";
+ set ra_tem_q,15;
+ set lost_boy,14;
+ }
+ else if ((ra_tem_q == 15) || (ra_tem_q == 16)) {
+ mes "[High Priest Zhed]";
+ mes "Once you gather";
+ mes "^FF000040 Glacial Hearts^000000,";
+ mes "you can show them, along";
+ mes "with the recommendation I've";
+ mes "written for you, to the soldiers";
+ mes "guarding the pope's office.";
+ next;
+ mes "[High Priest Zhed]";
+ mes "When you're ready to go";
+ mes "to the pope's office, just";
+ mes "head west from the chapel";
+ mes "to the center of the temple:";
+ mes "this is where the entrance is.";
+ }
+ else if (ra_tem_q == 17) {
+ mes "[High Priest Zhed]";
+ mes "Ah, thank you so much";
+ mes "for spending some time";
+ mes "with the pope for me.";
+ mes "I can tell that she really";
+ mes "enjoyed speaking to you.";
+ next;
+ mes "[High Priest Zhed]";
+ mes "I am curious, though...";
+ mes "Our pope is unaccustomed";
+ mes "to speaking with outsiders,";
+ mes "so I assume that you have";
+ mes "your own questions after";
+ mes "your conversation with her...";
+ next;
+ select("Well, she did mention some Holy Ground...");
+ cutin "ra_gman2",2;
+ mes "[High Priest Zhed]";
+ mes "What...?!";
+ mes "She mentioned";
+ mes "the Holy Ground...?!";
+ next;
+ cutin "ra_gman",2;
+ mes "[High Priest Zhed]";
+ mes "The Holy Ground is a place";
+ mes "where all humans, including";
+ mes "the pope, have been forbidden.";
+ mes "We used to allow people to";
+ mes "visit in the past, but... ";
+ next;
+ mes "[High Priest Zhed]";
+ mes "Only the gods can access";
+ mes "that place now. Listen, if";
+ mes "the other priests ask about";
+ mes "your conversation with the";
+ mes "pope, please do not make any";
+ mes "mention of the Holy Ground.";
+ next;
+ mes "[High Priest Zhed]";
+ mes "Please don't ask me";
+ mes "why, but believe me that";
+ mes "it's very important that";
+ mes "you feign ignorance of the";
+ mes "Holy Ground's existence!";
+ next;
+ mes "[????]";
+ mes "Excuse me, Zhed?";
+ mes "May I speak with you";
+ mes "for a moment? I need";
+ mes "to talk to you about";
+ mes "a private matter...";
+ next;
+ cutin "ra_gman2",2;
+ mes "[High Priest Zhed]";
+ mes "Er, yes, of course!";
+ mes "Excuse me for a moment...";
+ mes "While you're waiting for me,";
+ mes "why don't you relax in the";
+ mes "next room? Don't forget:";
+ mes "there is no Holy Ground.";
+ close2;
+ cutin "",255;
+ select("Okay.");
+ set ra_tem_q,18;
+ warp "ra_temin",297,156;
+ end;
+ }
+ else if (ra_tem_q == 18) {
+ mes "[High Priest Zhed]";
+ mes "I'm sorry, but we're not";
+ mes "quite finished with our";
+ mes "discussion. Why don't you";
+ mes "wait and relax in the next room";
+ mes "over there in the meantime?";
+ close2;
+ cutin "",255;
+ warp "ra_temin",297,156;
+ end;
+ }
+ else if (ra_tem_q == 19) {
+ mes "[High Priest Zhed]";
+ mes "I apologize for making";
+ mes "you wait for so long: I had";
+ mes "some crucial matters to";
+ mes "discuss. Now, that look";
+ mes "on your face tells me that";
+ mes "you have a pressing question.";
+ next;
+ select("Ask about Bekento");
+ cutin "ra_gman2",2;
+ mes "[High Priest Zhed]";
+ mes "Bekento? Ah, you must";
+ mes "have been speaking to";
+ mes "High Priestess Niren.";
+ mes "She's the only one that";
+ mes "calls me that. You see, my";
+ mes "full name is Zhed Bekento.";
+ next;
+ cutin "ra_gman",2;
+ mes "[High Priest Zhed]";
+ mes "Speaking of which...";
+ mes "Did Niren ask you anything";
+ mes "or tell you something that";
+ mes "was out of the ordinary?";
+ next;
+ mes "^3355FFAfter a little hesitation,";
+ mes "you tell High Priest Zhed";
+ mes "about your conversation";
+ mes "with High Priestess Niren.^000000";
+ next;
+ mes "[High Priest Zhed]";
+ mes "Hmm, I see.";
+ mes "Yes. That sounds";
+ mes "like something she'd do.";
+ mes "I'll explain it all later, but";
+ mes "right now, I need to rest.";
+ mes "I'm getting old, you know.";
+ next;
+ cutin "ra_gman2",2;
+ mes "[High Priest Zhed]";
+ mes "Ah, but before you go, let";
+ mes "me warn you not to ^FF0000go near";
+ mes "the Holy Ground^000000. I repeat,";
+ mes "stay away from the Holy Ground.";
+ next;
+ mes "^3355FFThe Holy Ground...";
+ mes "Why is High Priest Zhed";
+ mes "so adamant about protecting";
+ mes "the Holy Ground? Regardless...";
+ mes "If you want to go there, then";
+ mes "just go there. Who'll stop you?^000000";
+ set ra_tem_q,20;
+ }
+ else if ((ra_tem_q >= 20) && (ra_tem_q < 22)) {
+ cutin "ra_gman2",2;
+ mes "[High Priest Zhed]";
+ mes "Whatever you do, whatever";
+ mes "journeys you take, please";
+ mes "make sure that you stay";
+ mes "away from the Holy Ground!";
+ next;
+ mes "^3355FFNow, more than ever,";
+ mes "you feel compelled to";
+ mes "enter the Holy Ground.^000000";
+ }
+ else if (ra_tem_q == 23) {
+ cutin "ra_gman2",2;
+ mes "[High Priest Zhed]";
+ mes "Oh, it's you.";
+ mes "Let me guess...";
+ mes "After everything I said,";
+ mes "you still went ahead and";
+ mes "visited the Holy Ground,";
+ mes "didn't you? Oh, well...";
+ next;
+ select("Did something happen?");
+ cutin "ra_gman",2;
+ mes "[High Priest Zhed]";
+ mes "Well, honestly, I've been";
+ mes "temporarily suspended from";
+ mes "work, but no need to worry.";
+ mes "It's not your fault. I've been";
+ mes "in conflict with the other High";
+ mes "Priests for a while, anyway.";
+ next;
+ mes "[High Priest Zhed]";
+ mes "Please don't worry about it.";
+ mes "If not this, they would have";
+ mes "found some other way to attack";
+ mes "me. It would only be a matter";
+ mes "of time. They're exaggerating";
+ mes "your intrusion for their benefit.";
+ next;
+ cutin "ra_gman2",2;
+ mes "[High Priest Zhed]";
+ mes "All I want is for";
+ mes "Arunafeltz to be safe";
+ mes "and at peace. I hope this";
+ mes "land is not twisted by the";
+ mes "greedy humans. I hope all will";
+ mes "work according to Freya's will.";
+ next;
+ cutin "ra_gman",2;
+ mes "[High Priest Zhed]";
+ mes "Ah, and please do not";
+ mes "blame Niren. She must have";
+ mes "her own reasons for her own";
+ mes "actions. She has changed";
+ mes "much but in the end, I think";
+ mes "that we are still friends.";
+ next;
+ mes "[High Priest Zhed]";
+ mes "One last thing:";
+ mes "try not to let the";
+ mes "other priests catch you";
+ mes "doing anything forbidden.";
+ mes "It'd be a little embarassing";
+ mes "for me, you understand.";
+ next;
+ mes "[High Priest Zhed]";
+ mes "Still, you were secretly";
+ mes "invited here, so I'm sure";
+ mes "that only a very few of them";
+ mes "would be able to recognize";
+ mes "you. In the end, you'll do";
+ mes "what you will, right?";
+ next;
+ cutin "ra_gman2",2;
+ mes "[High Priest Zhed]";
+ mes "...I think I know what";
+ mes "you saw in the Holy Ground.";
+ mes "I'm sure that you have much";
+ mes "to ask, but now isn't the time";
+ mes "to seek for answers. Please,";
+ mes "you must be patient.";
+ next;
+ mes "[High Priest Zhed]";
+ mes "Until the right time";
+ mes "comes, I want you not";
+ mes "to tell anyone else what";
+ mes "you saw in the Holy Ground.";
+ next;
+ cutin "ra_gman",2;
+ mes "[High Priest Zhed]";
+ mes "Well then, adventurer,";
+ mes "thank you for coming by.";
+ mes "I need to go lay down now,";
+ mes "so if you'll let me rest...";
+ close2;
+ set MISC_QUEST,MISC_QUEST | 8192;
+ set ra_tem_q,0;
+ cutin "",255;
+ specialeffect2 EF_ABSORBSPIRITS;
+ getexp 90000,60000;
+ end;
+ }
+ else if (MISC_QUEST & 8192) {
+ // Start Veins "Thor Volcano Base" Quest Addition
+ if (rachel_camel == 25) {
+ // Start Nameless Island Access Quest Addition
+ if (aru_monas == 11) {
+ cutin "ra_gman",2;
+ mes "[High Priest Zhed]";
+ mes "Ah, it's been a while,";
+ mes "hasn't it? You look well,";
+ mes "and I'm doing fine as you";
+ mes "can see. What can I do";
+ mes "for you today, "+strcharinfo(0)+"?";
+ next;
+ switch(select("I just wanted to say hi.:Ask About Veins Incident")) {
+ case 1:
+ mes "[High Priest Zhed]";
+ mes "As you well know, I'm only";
+ mes "a High Priest in title, and";
+ mes "lost much of my influence";
+ mes "amongst many of the other";
+ mes "priests for my views.";
+ next;
+ mes "[High Priest Zhed]";
+ mes "Still, I have faith that";
+ mes "justice and good will";
+ mes "prevail over the corruption";
+ mes "that plagues our priests,";
+ mes "so long as good people";
+ mes "are willing to act.";
+ break;
+ case 2:
+ mes "[High Priest Zhed]";
+ mes "Veins incident?";
+ mes "I haven't heard of";
+ mes "anything... Well, perhaps";
+ mes "if you'd elaborate, then";
+ mes "I'd understand a bit more.";
+ next;
+ mes "^3355FFYou told High Priest";
+ mes "Zhed about the group of";
+ mes "smugglers arrested in Veins.^000000";
+ next;
+ mes "[High Priest Zhed]";
+ mes "Oh, I think I did hear";
+ mes "something about that earlier.";
+ mes "Let's see now... Ah, right.";
+ mes "Niren mentioned something";
+ mes "strange about them...";
+ next;
+ mes "[High Priest Zhed]";
+ mes "The smugglers were with";
+ mes "a high ranking official from";
+ mes "the Rune-Midgarts Kingdom,";
+ mes "which is why Niren was so";
+ mes "hesitant to take any action";
+ mes "against them for a while.";
+ next;
+ mes "[High Priest Zhed]";
+ mes "I was too preoccupied with";
+ mes "other matters, and I didn't";
+ mes "think much of it at the time.";
+ mes "Why don't you speak to Niren?";
+ mes "I'm sure that she can tell you";
+ mes "more about what happened.";
+ set aru_monas,12;
+ next;
+ mes "[High Priest Zhed]";
+ mes "If you do decide to";
+ mes "visit Niren, please";
+ mes "send her my regards.";
+ break;
+ }
+ }
+ // End Nameless Island Access Quest Addition.
+ else if (aru_vol == 0) {
+ cutin "ra_gman",2;
+ mes "[High Priest Zhed]";
+ mes "Ah, it does my heart to";
+ mes "good to see you again.";
+ mes "Adventurers willing to work";
+ mes "so hard for the sake of world";
+ mes "peace like yourself are fairly";
+ mes "uncommon. I hope you know that.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Huh...?";
+ mes "Please don't flatter";
+ mes "me like that! Saying";
+ mes "it like that is kind of";
+ mes "overdoing it, isn't it?";
+ emotion 54,1;
+ next;
+ mes "[High Priest Zhed]";
+ mes "Not at all. In fact, I'm";
+ mes "sure that a place in";
+ mes "Valhalla has already";
+ mes "been secured for you";
+ mes "by the Valkyries. Now, how";
+ mes "may I help you, my friend?";
+ next;
+ select("Mysterious Building in the Volcano:");
+ mes "["+strcharinfo(0)+"]";
+ mes "Actually, I was wondering";
+ mes "if you knew of anything about";
+ mes "this facility inside Thor";
+ mes "Volcano near Veins. There";
+ mes "might be something big";
+ mes "going on over there.";
+ next;
+ mes "^3131FFYou told High Priest";
+ mes "Zhed about the shackled";
+ mes "child in Thor Volcano, and";
+ mes "how you found the building";
+ mes "hidden there. High Priest Zhed";
+ mes "seemed disturbed by your words.^000000";
+ next;
+ mes "[High Priest Zhed]";
+ mes "I see. I have my suspicions";
+ mes "about what is happening. Now,";
+ mes "you're aware that Arunafeltz";
+ mes "is governed by our church,";
+ mes "and that our entire nation";
+ mes "worships the goddess Freya.";
+ next;
+ mes "[High Priest Zhed]";
+ mes "The priests that lead this";
+ mes "nation are split into two main";
+ mes "factions: I am considered part";
+ mes "of the moderate faction, which";
+ mes "usually butts heads with the";
+ mes "jingoistic hard-liner faction.";
+ next;
+ mes "[High Priest Zhed]";
+ mes "These hard-liner priests";
+ mes "are more than willing to use";
+ mes "violent methods if they believe";
+ mes "it to be the will of Freya, and";
+ mes "are the ones that established";
+ mes "the military camp at Thor Volcano.";
+ next;
+ mes "[High Priest Zhed]";
+ mes "Of course, it's also";
+ mes "considered a geology camp";
+ mes "since they're always monitoring";
+ mes "that place for volcanic activity,";
+ mes "but for all intents and purposes,";
+ mes "they are training men to fight.";
+ next;
+ mes "[High Priest Zhed]";
+ mes "It scares me to think";
+ mes "about it, but I'm sure that";
+ mes "they have many military supplies";
+ mes "and machines of mass destruction";
+ mes "hidden over there in the camp.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Wait, what exactly do";
+ mes "they hope to accomplish";
+ mes "by fighting? How do they";
+ mes "intend to help the goddess";
+ mes "Freya by using violence?";
+ next;
+ mes "[High Priest Zhed]";
+ mes "All the priests agree that";
+ mes "reassembling Ymir's Heart will";
+ mes "revive Freya. As you know, the";
+ mes "pieces are scattered all over";
+ mes "the world. Some are possessed";
+ mes "by the Rune-Midgarts Kingdom.";
+ next;
+ mes "[High Priest Zhed]";
+ mes "In the interest of avoiding";
+ mes "conflict, the moderate faction";
+ mes "of priests decided to hire";
+ mes "scientists to reproduce Ymir's";
+ mes "Heart, resulting in an";
+ mes "imitation of that artifact.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "An imitation of Ymir's";
+ mes "Heart? I think I know of";
+ mes "a famous scientist from the";
+ mes "Schwartzvalt Republic that";
+ mes "was working on that! Let's";
+ mes "see, his name was...";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Isn't the scientist's name...";
+ input .@input$;
+ mes "^3131FF"+.@input$+"^000000?";
+ next;
+ if (.@input$ == "Varmunt") {
+ mes "[High Priest Zhed]";
+ mes "Oh, you've heard of him?";
+ mes "Yes, his name was Varmunt.";
+ mes "Unfortunately, he deliberately";
+ mes "destroyed the Imitation of";
+ mes "Ymir's Heart into pieces,";
+ mes "and then disappeared.";
+ next;
+ }
+ else {
+ mes "[High Priest Zhed]";
+ mes ""+.@input$+"?";
+ mes "No, that wasn't him.";
+ mes "The man that created the";
+ mes "imitation of Ymir's Heart";
+ mes "was named Varmunt.";
+ mes "He was truly a genius.";
+ next;
+ }
+ mes "[High Priest Zhed]";
+ mes "I'm not sure what happened";
+ mes "to Varmunt. All I know was that";
+ mes "something serious happened";
+ mes "in the Schwaltzvalt Republic,";
+ mes "and that he disappeared in";
+ mes "the fiasco. It's strange...";
+ next;
+ mes "[High Priest Zhed]";
+ mes "Although the working";
+ mes "Ymir's Heart imitation that";
+ mes "Varmunt had created was broken";
+ mes "into pieces, other scientists";
+ mes "managed to mostly reproduce";
+ mes "his work with unstable Ymir Hearts.";
+ next;
+ mes "[High Priest Zhed]";
+ mes "Since our moderate faction,";
+ mes "was only able to provide";
+ mes "unstable Ymir Heart imitations,";
+ mes "the hard-liner faction quickly";
+ mes "gained more respectability than";
+ mes "us in the eyes of the people.";
+ next;
+ mes "[High Priest Zhed]";
+ mes "Despite our advanced weaponry";
+ mes "and armor, I'm afraid that our";
+ mes "country of Arunafeltz is not as";
+ mes "civilized and peaceful as I'd";
+ mes "like it to be, and the hard-liners";
+ mes "control our government now.";
+ next;
+ mes "[High Priest Zhed]";
+ mes "Although the hard-liners";
+ mes "allowed us to continue";
+ mes "our research in faithfully";
+ mes "reproducing Ymir's Heart,";
+ mes "they've been developing their";
+ mes "military might unopposed.";
+ next;
+ mes "[High Priest Zhed]";
+ mes "So basically, the moderates";
+ mes "are trying to recreate Ymir's";
+ mes "Heart at research centers";
+ mes "in the Holy Ground and the";
+ mes "Schwaltzvalt Republic.";
+ next;
+ mes "[High Priest Zhed]";
+ mes "The hard-liners are";
+ mes "training soldiers and";
+ mes "storing up military supplies";
+ mes "and weapons in their camp";
+ mes "in Thor Volcano. However,";
+ mes "I don't know any more details.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "This doesn't look good.";
+ mes "I mean, if they're gearing";
+ mes "up to take the Ymir Heart";
+ mes "Pieces by force, it'll be war";
+ mes "against the Schwalzvalt Republic";
+ mes "and the Rune-Midgarts Kingdom!";
+ next;
+ mes "[High Priest Zhed]";
+ mes "Seeing as I'm part of the";
+ mes "moderate faction, as well as";
+ mes "recently demoted, I just don't";
+ mes "have access to much information";
+ mes "about the hard-liners. However,";
+ mes "there may still be hope yet...";
+ next;
+ mes "[High Priest Zhed]";
+ mes "War would be bad for all";
+ mes "parties involved. That is";
+ mes "why I'd like to ask you to";
+ mes "sneak into the camp at";
+ mes "Thor Volcano for the sake of";
+ mes "protecting international peace.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I really want to know";
+ mes "more about what they're";
+ mes "planning to do, but that";
+ mes "place is heavily guarded!";
+ mes "How am I going to sneak in?";
+ next;
+ mes "[High Priest Zhed]";
+ mes "You're right.";
+ mes "We'll have to think";
+ mes "of a really good way";
+ mes "for you to infiltrate";
+ mes "that place. Hmmmm...";
+ setquest 2114;
+ set aru_vol,1;
+ close2;
+ cutin "ra_gman",255;
+ end;
+ }
+ else if ((aru_vol > 0) && (aru_vol < 5)) {
+ mes "[High Priest Zhed]";
+ mes "Hmm...";
+ next;
+ switch(select("How to Sneak into the Camp :The Moderates:The Hard-Liners")) {
+ case 1:
+ mes "[High Priest Zhed]";
+ mes "I still don't have any";
+ mes "ideas for sneaking into";
+ mes "the camp at Thor Volcano.";
+ mes "Give me a little more time,";
+ mes "and hopefully we can figure";
+ mes "something out together.";
+ break;
+ case 2:
+ mes "[High Priest Zhed]";
+ mes "We priests of the moderate";
+ mes "faction are opposed to war,";
+ mes "so we've been trying to";
+ mes "develop imitations of Ymir's";
+ mes "Heart for a long time. We've";
+ mes "yet to succeed, unfortunately.";
+ next;
+ mes "[High Priest Zhed]";
+ mes "The hard-liners actually";
+ mes "opposed our efforts, but";
+ mes "they've let us continue since";
+ mes "they think they can eventually";
+ mes "use imitation Ymir Hearts for";
+ mes "military purposes.";
+ next;
+ mes "[High Priest Zhed]";
+ mes "The Ymir Heart reproduction";
+ mes "project has been frustrating";
+ mes "the best minds in the world,";
+ mes "and some scientists have even";
+ mes "resorted to using forbidden";
+ mes "methods. It's a shame, really.";
+ next;
+ mes "[High Priest Zhed]";
+ mes "Varmunt actually succeeded";
+ mes "in recreating Ymir's Heart,";
+ mes "but then he destroyed it and";
+ mes "he disappeared. He did it to";
+ mes "prevent war, but we could";
+ mes "really use his help now.";
+ break;
+ case 3:
+ mes "[High Priest Zhed]";
+ mes "The hard-liners are especially";
+ mes "fanatical in their devotion to";
+ mes "Freya, and will use any means";
+ mes "to further what they interpret";
+ mes "as her will. They're willing to";
+ mes "go to war for their beliefs.";
+ next;
+ mes "[High Priest Zhed]";
+ mes "The fact that they've even";
+ mes "built a military camp in Thor";
+ mes "Volcano disturbs me greatly.";
+ mes "It's almost certain that they";
+ mes "intend to wage war against any";
+ mes "nation with a Ymir's Heart piece.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Who is in charge of that";
+ mes "camp at Thor's Volcano?";
+ next;
+ mes "[High Priest Zhed]";
+ mes "High Priest Vildt.";
+ mes "He's in charge of all";
+ mes "important buildings in";
+ mes "Arunafeltz. His room is at";
+ mes "the other side of the building,";
+ mes "but it's always heavily guarded.";
+ next;
+ mes "[High Priest Zhed]";
+ mes "Vildt is one of the";
+ mes "highest ranking members";
+ mes "of the hard-liner priest";
+ mes "faction. He rarely makes it";
+ mes "his business to see anybody";
+ mes "that he sees as beneath him.";
+ break;
+ }
+ close2;
+ cutin "ra_gman",255;
+ end;
+ }
+ else if (aru_vol == 5) {
+ cutin "ra_gman",2;
+ if (countitem(7342) > 0) {
+ mes "["+strcharinfo(0)+"]";
+ mes "Would you please";
+ mes "take a look at this";
+ mes "file, High Priest Zhed?";
+ next;
+ mes "[High Priest Zhed]";
+ mes "Of course.";
+ mes "Let's see, what's";
+ mes "in this File Folder?";
+ next;
+ mes "[High Priest Zhed]";
+ mes ".............";
+ mes ".................";
+ mes "....................!";
+ next;
+ mes "[High Priest Zhed]";
+ mes "This is a geological";
+ mes "report about Thor Volcano?";
+ mes "Ah, I see. They must have";
+ mes "someone regularly check";
+ mes "to see if it will erupt.";
+ next;
+ mes "[High Priest Zhed]";
+ mes "Although it's fairly dangerous";
+ mes "to build a military camp there,";
+ mes "some weapon materials can";
+ mes "only be forged from the heat";
+ mes "coming from Thor's Volcano.";
+ next;
+ mes "[High Priest Zhed]";
+ mes "Yes, I think it's also";
+ mes "likely that there are special";
+ mes "weapon crafting metals and";
+ mes "materials that can only be";
+ mes "found on the volcano. That";
+ mes "makes perfect sense.";
+ next;
+ mes "[High Priest Zhed]";
+ mes "Although the volcano is";
+ mes "dormant now, these reports";
+ mes "claim that the volcano is";
+ mes "either safe or ready to erupt";
+ mes "at any time. The data here";
+ mes "doesn't make any sense.";
+ next;
+ mes "[High Priest Zhed]";
+ mes "Hm. This is just a hunch,";
+ mes "but seeing these discrepancies";
+ mes "in his reports, I really think this geologist has an agenda against";
+ mes "the camp at Thor Volcano.";
+ next;
+ mes "[High Priest Zhed]";
+ mes "You know, if that's true,";
+ mes "he might be able to help";
+ mes "you sneak into the camp.";
+ mes "Don't you think it's worth";
+ mes "checking out for now?";
+ next;
+ if (select("Yes:No") == 2) {
+ mes "[High Priest Zhed]";
+ mes "Well, you never know";
+ mes "until you ask. Besides,";
+ mes "I don't know if there's";
+ mes "any other way to sneak";
+ mes "into the Thor Volcano Camp...";
+ next;
+ }
+ mes "[High Priest Zhed]";
+ mes "I hope you'll go and talk";
+ mes "to the geologist. He should";
+ mes "be in Veins, the desert city";
+ mes "south of Rachel. He's your";
+ mes "best chance of entering the Thor";
+ mes "Volcano camp without suspicion.";
+ delitem 7342,1; //File01
+ changequest 2115,2116;
+ set aru_vol,6;
+ }
+ else {
+ mes "["+strcharinfo(0)+"]";
+ mes "Huh...?";
+ mes "Where did I put";
+ mes "that File Folder?";
+ }
+ }
+ else if (aru_vol == 6) {
+ cutin "ra_gman",2;
+ mes "[High Priest Zhed]";
+ mes "I hope you'll go and talk";
+ mes "to the geologist. He should";
+ mes "be in Veins, the desert city";
+ mes "south of Rachel. He's your";
+ mes "best chance of entering the Thor";
+ mes "Volcano camp without suspicion.";
+ close2;
+ cutin "ra_gman",255;
+ end;
+ }
+ else if ((aru_vol > 6) && (aru_vol < 26)) {
+ cutin "ra_gman",2;
+ mes "[High Priest Zhed]";
+ mes "I hope you'll go and talk";
+ mes "to the geologist. He should";
+ mes "be in Veins, the desert city";
+ mes "south of Rachel. He's your";
+ mes "best chance of entering the Thor";
+ mes "Volcano camp without suspicion.";
+ close2;
+ cutin "ra_gman",255;
+ end;
+ }
+ else if (aru_vol == 26) {
+ cutin "ra_gman",2;
+ mes "[High Priest Zhed]";
+ mes "Oh! You're back!";
+ mes "Was that geologist able";
+ mes "to help you sneak into";
+ mes "the Thor Volcano camp?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "More than that. We've";
+ mes "convinced the camp that the";
+ mes "volcano is going to explode,";
+ mes "so they're scrambling to";
+ mes "evacuate. They're really";
+ mes "panicking over there!";
+ next;
+ mes "[High Priest Zhed]";
+ mes "Hahaha! That's great!";
+ mes "Even if they do figure";
+ mes "out that they've been";
+ mes "fooled, it will take them";
+ mes "some time to realize it";
+ mes "in all that confusion.";
+ next;
+ mes "[High Priest Zhed]";
+ mes "Yes, it might not be the";
+ mes "perfect time to bring down";
+ mes "the hard-liner faction right";
+ mes "now, but the opportunity";
+ mes "should present itself soon.";
+ mes "Thank you for all your help.";
+ next;
+ mes "[High Priest Zhed]";
+ mes "Please relax for a while,";
+ mes "and I'll take care of the rest.";
+ mes "When the time to strike comes,";
+ mes "I will be contacting you again.";
+ mes "Together, we can protect";
+ mes "peace between our nations.";
+ completequest 60213;
+ set aru_vol,27;
+ getexp 20000,0;
+ close2;
+ cutin "ra_gman",255;
+ end;
+ }
+ else if (aru_vol > 26) {
+ // Start Peace to Arunafeltz addition
+ if (aru_em < 7) {
+ mes "[High Priest Zhed]";
+ mes "I'll be sure to contact";
+ mes "you again for your help";
+ mes "when the time is right.";
+ mes "I'm sure there are others";
+ mes "that may need you now...";
+ }
+ else if (aru_em == 8){
+ cutin "ra_gman",2;
+ mes "["+strcharinfo(0)+"]";
+ mes "Welcome, adventurer.";
+ mes "I'm glad to see that you're";
+ mes "here. I think... I think an";
+ mes "opportunity has arisen in";
+ mes "which I could use your";
+ mes "expert assistance.";
+ next;
+ cutin "ra_gman2",2;
+ mes "[High Priest Zhed]";
+ mes "Though, I fear that I may be";
+ mes "making the wrong decision.";
+ mes "After all, I no longer have";
+ mes "much influence among the";
+ mes "other priests... I can't help";
+ mes "but think I'm in the wrong.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Don't lose heart,";
+ mes "High Priest Zhed.";
+ mes "I... I believe in you!";
+ next;
+ cutin "ra_gman",2;
+ mes "[High Priest Zhed]";
+ mes "I guess you're right.";
+ next;
+ mes "[High Priest Zhed]";
+ mes "As you well know, the";
+ mes "highest authority in";
+ mes "Arunafeltz is our Pope,";
+ mes "the reincarnation of";
+ mes "our goddess Freya.";
+ next;
+ mes "[High Priest Zhed]";
+ mes "Unfortunately, she is too";
+ mes "young and innocent, and she";
+ mes "doesn't yet have the experience";
+ mes "to assert control, and stamp";
+ mes "out the in-fighting and";
+ mes "corruption among the priests.";
+ next;
+ mes "[High Priest Zhed]";
+ mes "In these desperate times,";
+ mes "we will need someone to";
+ mes "provide strong and confident";
+ mes "leadership to the people";
+ mes "of Arunafeltz before all";
+ mes "is lost to war and violence.";
+ next;
+ mes "[High Priest Zhed]";
+ mes "^333333*Sigh...*^000000";
+ mes "I know it may not be";
+ mes "right, but someone";
+ mes "must do something";
+ mes "before the other High";
+ mes "Priests ruin our nation.";
+ next;
+ Emotion e_omg,1;
+ mes "["+strcharinfo(0)+"]";
+ mes "Y-you're not thinking";
+ mes "of overthrowing the";
+ mes "pope are you? I-isn't";
+ mes "that a bit extreme?";
+ next;
+ cutin "ra_gman2",2;
+ Emotion e_swt;
+ mes "[High Priest Zhed]";
+ mes "What? No, no!";
+ mes "Don't jump to conclusions";
+ mes "like that! Don't misunderstand";
+ mes "me: I'm loyal to our pope.";
+ next;
+ cutin "ra_gman",2;
+ mes "[High Priest Zhed]";
+ mes "I actually want to work";
+ mes "very closely with the pope,";
+ mes "in essense, rule together with";
+ mes "her by combining my experience";
+ mes "and her wisdom. It's ambitious,";
+ mes "but what else can I do?";
+ next;
+ mes "[High Priest Zhed]";
+ mes "You remember how you";
+ mes "stopped the hard-liner";
+ mes "priests from carrying out";
+ mes "their plans for war in the";
+ mes "Thor Volcano camp? That will";
+ mes "only stop them temporarily.";
+ next;
+ mes "[High Priest Zhed]";
+ mes "They'll eventually prepare";
+ mes "to act out in violence again.";
+ mes "We need a permanent solution";
+ mes "to ensure that this sort of";
+ mes "thing doesn't happen again.";
+ next;
+ mes "[High Priest Zhed]";
+ mes "We need to convince the";
+ mes "pope to finally act, and";
+ mes "give my policy of peace";
+ mes "her full support. Will";
+ mes "you help me to do this?";
+ next;
+ if (select("Yes:No") == 2) {
+ mes "Well... Asking for the";
+ mes "pope's support is the only";
+ mes "solution I've been able to";
+ mes "find. Do you have any ideas";
+ mes "for protecting peace here";
+ mes "in Arunafeltz?";
+ next;
+ input .@input$;
+ mes "["+strcharinfo(0)+"]";
+ mes ""+.@input$+"?";
+ next;
+ mes "[High Priest Zhed]";
+ mes "Well, I don't know.";
+ mes "It's a good idea, but";
+ mes "I fear that it will only";
+ mes "be effective in the short";
+ mes "term. Why don't we just";
+ mes "try what I've proposed first?";
+ next;
+ }
+ mes "[High Priest Zhed]";
+ mes "Hmm, now how can";
+ mes "we convince the pope to";
+ mes "support us? Even as Freya's";
+ mes "reincarnation... She's just";
+ mes "a young girl. She probably";
+ mes "knows nothing of politics.";
+ next;
+ mes "[High Priest Zhed]";
+ mes "It'd probably be best to";
+ mes "tell her exactly what is";
+ mes "happening. The full truth.";
+ mes "In my heart, I know that";
+ mes "would be best.";
+ next;
+ mes "[High Priest Zhed]";
+ mes "But... Maybe it would";
+ mes "be better if we sugar";
+ mes "coated it a little bit.";
+ mes "She might not be too";
+ mes "receptive to us if we";
+ mes "totally shock her.";
+ next;
+ mes "[High Priest Zhed]";
+ mes "Hmm... What do you";
+ mes "think? Should we stick";
+ mes "with the truth, or do you";
+ mes "think it'd be better if we";
+ mes "exaggerate and... lie when";
+ mes "we feel it's necessary?";
+ next;
+ switch(select("Truth:Lies")) {
+ case 1:
+ mes "[High Priest Zhed]";
+ mes "That's what I think too.";
+ mes "Although I'm worried about";
+ mes "how the pope will react at";
+ mes "our message, I should have";
+ mes "faith. I should have faith.";
+ next;
+ break;
+ case 2:
+ mes "[High Priest Zhed]";
+ mes "I suppose that you may";
+ mes "have a point. It might not";
+ mes "be a good idea to totally";
+ mes "expose her to the ugly";
+ mes "truth. I'll try to be as";
+ mes "honest as I can...";
+ next;
+ break;
+ }
+ mes "[High Priest Zhed]";
+ mes "Well, there's no time";
+ mes "to waste. The two of us may";
+ mes "not be enough to convince";
+ mes "the pope to act for peace.";
+ mes "I already have someone in";
+ mes "mind that might help us.";
+ next;
+ Emotion 52,1;
+ mes "["+strcharinfo(0)+"]";
+ mes "That sounds good.";
+ mes "Who is he?";
+ next;
+ mes "[High Priest Zhed]";
+ mes "My old friend, High Priest";
+ mes "Niren. I'm not sure if she'll";
+ mes "help me after all that's";
+ mes "happened between us. She";
+ mes "may even think I deserve";
+ mes "to be excommunicated...";
+ next;
+ Emotion e_no1,1;
+ mes "["+strcharinfo(0)+"]";
+ mes "Come on, it wouldn't";
+ mes "hurt to try! Besides,";
+ mes "Niren isn't a bad person.";
+ mes "Maybe she'll understand";
+ mes "the way you see things";
+ mes "if you explain them?";
+ next;
+ mes "[High Priest Zhed]";
+ mes "You're right, of course.";
+ mes "I'm just grasping at straws";
+ mes "here, but she and I both used";
+ mes "to believe that peace was";
+ mes "possible. I don't know why";
+ mes "she joined the hard-liners...";
+ next;
+ mes "[High Priest Zhed]";
+ mes ""+strcharinfo(0)+"...";
+ mes "Would you please talk to";
+ mes "her, and just see how she's";
+ mes "doing? It might not be a good";
+ mes "time to mention our plan";
+ mes "right away, though...";
+ next;
+ mes "[High Priest Zhed]";
+ mes "If you think that you";
+ mes "have a chance of convincing";
+ mes "her, then feel free and offer";
+ mes "my proposal. Her office is";
+ mes "located across from here,";
+ mes "but she's always very busy...";
+ next;
+ mes "[High Priest Zhed]";
+ mes "There's actually";
+ mes "a good chance that";
+ mes "she is away somewhere";
+ mes "on business. She is highly";
+ mes "loved by the people, you know.";
+ set aru_em,9;
+ }
+ else if ((aru_em == 9) || (aru_em == 10)) {
+ mes "[High Priest Zhed]";
+ mes "Please speak to Niren,";
+ mes "and she if she'd be willing";
+ mes "to help us convince the pope";
+ mes "to enforce peace in our nation.";
+ }
+ else if (aru_em == 11) {
+ cutin "ra_gman",2;
+ mes "[High Priest Zhed]";
+ mes "Welcome back.";
+ mes "So did you get a chance";
+ mes "to speak to Niren? How did";
+ mes "she respond to my proposal?";
+ next;
+ mes "^3355FFYou explain Niren's reasons";
+ mes "for her disappointment in";
+ mes "the Moderate priest faction,";
+ mes "and tell Zhed that she intends";
+ mes "to carry out the plans for war.";
+ next;
+ mes "[High Priest Zhed]";
+ mes "....................";
+ mes "....................";
+ mes "....................";
+ next;
+ mes "[High Priest Zhed]";
+ mes "Hmm... This explains why";
+ mes "she and some other high";
+ mes "priests started being absent";
+ mes "from their offices. Many of";
+ mes "them were invited over to";
+ mes "the Schwaltzvalt Republic...";
+ next;
+ mes "[High Priest Zhed]";
+ mes "Regardless, I know for";
+ mes "a fact that war is never";
+ mes "a solution. It only brings";
+ mes "death and destruction.";
+ next;
+ mes "[High Priest Zhed]";
+ mes "Give me a moment.";
+ mes "I'm going to write";
+ mes "a letter that I want";
+ mes "you to give to Niren.";
+ set aru_em,12;
+ }
+ else if(aru_em == 12) {
+ cutin "ra_gman",2;
+ mes "[High Priest Zhed]";
+ mes "Please bring this letter";
+ mes "to Niren. I hope what";
+ mes "I have to say will help";
+ mes "her understand how I feel";
+ mes "about these plans for war.";
+ next;
+ mes "^3355FFYou received a letter for";
+ mes "Niren from High Priest Zhed.^000000";
+ set aru_em,13;
+ }
+ else if((aru_em == 13) || (aru_em == 14)) {
+ mes "[High Priest Zhed]";
+ mes "Please deliver my";
+ mes "letter to Niren as";
+ mes "soon as you can.";
+ mes "I really appreciate";
+ mes "you helping me on this.";
+ }
+ else if ((aru_em > 14) && (aru_em < 20)) {
+ mes "[High Priest Zhed]";
+ mes "Great news! Niren just";
+ mes "sent me a reply: I can't";
+ mes "believe that she's willing";
+ mes "to help me! Would you please";
+ mes "give her any help that she";
+ mes "may need from now on?";
+ }
+ else if(aru_em == 20) {
+ cutin "ra_gman",2;
+ mes "[High Priest Zhed]";
+ mes "Ah, I've been";
+ mes "waiting for you.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "High Priest Zhed,";
+ mes "everything's ready!";
+ mes "High Priest Niren managed";
+ mes "to send away all of those";
+ mes "followers that were near the";
+ mes "pope. You won't be interrupted.";
+ next;
+ mes "[High Priest Zhed]";
+ mes "I hope we can get the pope";
+ mes "to understand the situation";
+ mes "of our nation. I only...";
+ mes "Oh, Freya help us...";
+ next;
+ mes "[High Priest Zhed]";
+ mes "..............";
+ mes "..............";
+ mes "..............";
+ next;
+ mes "[High Priest Zhed]";
+ mes "Alright, I'm ready.";
+ mes "Let's receive an";
+ mes "audience with the";
+ mes "pope, shall we?";
+ set aru_em,21;
+ }
+ else if(aru_em == 21) {
+ mes "[High Priest Zhed]";
+ mes "I'm a little nervous";
+ mes "about talking so brazenly";
+ mes "to the pope, but I'm";
+ mes "ready to go meet her.";
+ }
+ else if (aru_em == 22) {
+ mes "[High Priest Zhed]";
+ mes "I believe that Niren";
+ mes "has something important";
+ mes "to tell you. Why don't";
+ mes "you speak to her before";
+ mes "coming back to me?";
+ }
+ else if (aru_em == 23) {
+ cutin "ra_gman",2;
+ mes "[High Priest Zhed]";
+ mes "I'm glad that everything";
+ mes "turned out great. Your";
+ mes "help was truly a blessing.";
+ mes "Although Schwaltzvalt will";
+ mes "continue their plans without";
+ mes "us, we've slowed them down.";
+ next;
+ mes "[High Priest Zhed]";
+ mes "Yes, without our support,";
+ mes "Schwaltzvalt won't have";
+ mes "any excuse to continue";
+ mes "their dangerous research";
+ mes "for a little while, at least.";
+ next;
+ mes "[High Priest Zhed]";
+ mes "Thor Volcano Camp";
+ mes "should close down soon,";
+ mes "now that we no longer";
+ mes "have any use for it.";
+ next;
+ mes "[High Priest Zhed]";
+ mes "I also underestimated our";
+ mes "pope. She is more dignified,";
+ mes "willed that I believed.";
+ mes "I owe her my apologies.";
+ next;
+ mes "[High Priest Zhed]";
+ mes "We won't give up on";
+ mes "reviving our goddess Freya,";
+ mes "but we will retrieve Ymir's";
+ mes "Heart through diplomacy";
+ mes "rather than violence.";
+ mes "It won't be easy...";
+ next;
+ mes "[High Priest Zhed]";
+ mes "You've been instrumental";
+ mes "in returning peace here in";
+ mes "Arunafeltz. I've even been";
+ mes "reinstated, and will be very";
+ mes "busy from now on, working";
+ mes "closely with the pope...";
+ next;
+ mes "[High Priest Zhed]";
+ mes "I know that the life of";
+ mes "adventuring beckons you.";
+ mes "I know she'd like to see";
+ mes "you before you leave, but";
+ mes "she's sleeping deeply after";
+ mes "that exhausting speech...";
+ next;
+ mes "[High Priest Zhed]";
+ mes "On behalf of our pope";
+ mes "and all the citizens of";
+ mes "Arunafeltz, I'd like to";
+ mes "thank you for your heroism.";
+ mes "Your place in Valhalla is";
+ mes "already assured, I'm sure.";
+ set aru_em,24;
+ getexp 150000,0;
+ }
+ else {
+ mes "[High Priest Zhed]";
+ mes "May Freya bless you";
+ mes "on all your journeys,";
+ mes "my good friend.";
+ }
+ // End Peace to Arunafeltz addition
+ }
+ else {
+ cutin "ra_gman",2;
+ mes "[High Priest Zhed]";
+ mes "Ugh...!";
+ mes "I've got such";
+ mes "a horrible headache!";
+ }
+ }
+ else {
+ cutin "ra_gman",2;
+ mes "[High Priest Zhed]";
+ mes "I should rest for now.";
+ mes "Please travel in safety.";
+ }
+ // End Veins "Thor Volcano Base" Quest Addition.
+ }
+ else {
+ cutin "ra_gman",2;
+ mes "[High Priest Zhed]";
+ mes "May Freya be with you.";
+ }
+ close2;
+ cutin "",255;
+ end;
+}
+
+ra_temin,170,46,3 script Panno#rachel 920,{
+ cutin "ra_fano03",2;
+ if (ra_tem_q >= 12 || MISC_QUEST & 8192) {
+ cutin "ra_fano03",2;
+ mes "[Priestess Panno]";
+ mes "Good day.";
+ mes "Have you come to";
+ mes "redeem Lottery Tickets?";
+ next;
+ if (select("Yes:No") == 1) goto L_Lottery;
+ if (ra_tem_q == 12) {
+ cutin "ra_fano01",2;
+ mes "[Priestess Panno]";
+ mes "I already told you";
+ mes "everything I know.";
+ mes "Remember to keep";
+ mes "quiet about what I said.";
+ goto L_End;
+ }
+ }
+ else if (ra_tem_q < 2) {
+ mes "[Priestess Panno]";
+ mes "Greetings.";
+ mes "May Freya fill";
+ mes "your days with joy.";
+ mes "Laughter. And prosperity.";
+ next;
+ switch(select("Redeem Lottery Tickets:Temple Information:Hey, what's happening?")) {
+ case 1:
+ cutin "ra_fano03",2;
+ mes "[Priestess Panno]";
+ mes "Fine. You really";
+ mes "want to exchange your";
+ mes "Lottery Tickets? It's my job";
+ mes "to ask and make sure, you";
+ mes "know, in case you were saving";
+ mes "them for some weird reason.";
+ next;
+ if (select("Yes:No") == 1) goto L_Lottery;
+ cutin "ra_fano03",2;
+ mes "[Priestess Panno]";
+ mes "You can redeem your";
+ mes "Lottery Tickets at any";
+ mes "time, so please visit";
+ mes "me at your leisure.";
+ mes "Go with Freya.";
+ goto L_End;
+
+ case 2:
+ cutin "ra_fano01",2;
+ mes "[Priestess Panno]";
+ mes "The Chapel is located";
+ mes "over the wall behind me.";
+ mes "Our pope's office and chambers";
+ mes "are upstairs. You can only go";
+ mes "there if you have special";
+ mes "authorization.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "......";
+ mes ".........";
+ next;
+ mes "[Priestess Panno]";
+ mes "............";
+ mes ".........";
+ mes "......";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "...?";
+ next;
+ cutin "ra_fano02",2;
+ mes "[Priestess Panno]";
+ mes "You come to a temple";
+ mes "to pray, not to look";
+ mes "around. Or chit-chat";
+ mes "with the priestesses";
+ mes "like me. Don't forget it.";
+ next;
+ cutin "ra_fano03",2;
+ mes "[Priestess Panno]";
+ mes "The offices for the High";
+ mes "Priests are located on each";
+ mes "side of the hallway. However,";
+ mes "you can only enter if you've";
+ mes "been permitted beforehand.";
+ goto L_End;
+
+ case 3:
+ mes "[Priestess Panno]";
+ mes "......................";
+ mes "No chit-chat";
+ mes "inside the temple.";
+ goto L_End;
+ }
+ }
+ else if (ra_tem_q == 10) {
+ mes "[Priestess Panno]";
+ mes "Good day.";
+ next;
+
+ switch(select("Redeem Lottery Tickets:Temple Information:Hey, did you open the gate?")) {
+
+ case 1:
+ cutin "ra_fano01",2;
+ mes "[Priestess Panno]";
+ mes "You... still have";
+ mes "Lottery Tickets from";
+ mes "making donations for";
+ mes "the festival? Look up the";
+ mes "word ''punctuality'' in the";
+ mes "dictionary. It might help you.";
+ next;
+ mes "[Priestess Panno]";
+ mes "Fine. You really";
+ mes "want to exchange your";
+ mes "Lottery Tickets? It's my job";
+ mes "to ask and make sure, you";
+ mes "know, in case you were saving";
+ mes "them for some weird reason.";
+ next;
+ if (select("Yes:No") == 1) goto L_Lottery;
+ mes "[Priestess Panno]";
+ mes "You can redeem your";
+ mes "Lottery Tickets at any";
+ mes "time, so please visit";
+ mes "me at your leisure.";
+ mes "Go with Freya.";
+ goto L_End;
+
+ case 2:
+ cutin "ra_fano01",2;
+ mes "[Priestess Panno]";
+ mes "The Chapel is located";
+ mes "over the wall behind me";
+ mes "Our pope's office and chambers";
+ mes "are upstairs. You can only go";
+ mes "there if you have special";
+ mes "authorization.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "......";
+ mes ".........";
+ next;
+ mes "[Priestess Panno]";
+ mes "............";
+ mes ".........";
+ mes "......";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "...?";
+ next;
+ cutin "ra_fano02",2;
+ mes "[Priestess Panno]";
+ mes "You come to a temple";
+ mes "to pray, not to look";
+ mes "around. Or chit-chat";
+ mes "with the priestesses";
+ mes "like me. Don't forget it.";
+ next;
+ cutin "ra_fano02",2;
+ mes "[Priestess Panno]";
+ mes "The offices for the High";
+ mes "Priests are located on each";
+ mes "side of the hallway. However,";
+ mes "you can only enter if you've";
+ mes "been permitted beforehand.";
+ goto L_End;
+
+ case 3:
+ cutin "ra_fano02",2;
+ mes "[Priestess Panno]";
+ mes "Gate...?";
+ next;
+ select("The locked gate to the temple!");
+ mes "[Priestess Panno]";
+ mes "I don't know";
+ mes "what you mean.";
+ next;
+ select("Explain");
+ mes "["+strcharinfo(0)+"]";
+ mes "I think that Priestess Nemma";
+ mes "has been worried about the";
+ mes "gate being broken, though";
+ mes "it hasn't been like that since";
+ mes "you've started your position";
+ mes "here at the temple.";
+ next;
+ mes "[Priestess Panno]";
+ mes "Worried...?";
+ mes "Yes, my twin sister";
+ mes "has been known to";
+ mes "do a lot of that, and cry";
+ mes "for my help. Am I right?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "It's weird";
+ mes "...She said that the gate";
+ mes "should automatically fix";
+ mes "itself, but it hasn't been";
+ mes "doing it lately. She was";
+ mes "acting really funny..";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "She was talking about";
+ mes "the temple's history and";
+ mes "how the security system was";
+ mes "built. Then she mentioned you,";
+ mes "so I get the feeling you might";
+ mes "know something about this.";
+ next;
+ mes "[Priestess Panno]";
+ mes ".........";
+ set ra_tem_q,11;
+ goto L_End;
+ }
+ }
+ else if (ra_tem_q == 11) {
+ mes "["+strcharinfo(0)+"]";
+ mes "I remember now...!";
+ mes "I was there when the gate";
+ mes "closed, and I heard someone";
+ mes "with your exact voice whisper";
+ mes "something to magically open";
+ mes "the gate! What's that all about?";
+ next;
+ mes "[Priestess Panno]";
+ mes "......";
+ mes ".........";
+ mes "............";
+ next;
+ mes "[Priestess Panno]";
+ mes "......";
+ mes ".........";
+ mes "............";
+ mes "We... I mean....";
+ next;
+ cutin "ra_fano01",2;
+ mes "[Priestess Panno]";
+ mes "Nemma and I are descended";
+ mes "from a family of great alchemists.";
+ mes "They went on a long, religious";
+ mes "pilgrimage and ended up here.";
+ mes "They are the ones that built";
+ mes "this temple and security system.";
+ next;
+ mes "[Priestess Panno]";
+ mes "In a sense, this temple";
+ mes "is the tomb of our ancestors,";
+ mes "who left Rune-Midgarts and";
+ mes "built this city of Rachel about";
+ mes "a thousand years ago.";
+ next;
+ mes "[Priestess Panno]";
+ mes "Over the generations, many";
+ mes "Alchemists left Rune-Midgarts";
+ mes "and settled here, converting";
+ mes "the desert into green fields.";
+ mes "This temple was supposed";
+ mes "be a shelter from intruders.";
+ next;
+ mes "[Priestess Panno]";
+ mes "My ancestor designed the";
+ mes "temple security system to";
+ mes "require a special permit in";
+ mes "order to access the temple";
+ mes "But the invaders never came,";
+ mes "and we didn't need the permits.";
+ next;
+ mes "[Priestess Panno]";
+ mes "The special permits were";
+ mes "disposed, but the automatic";
+ mes "security system was left on";
+ mes "the gate, just in case. Now,";
+ mes "I've heard that the security";
+ mes "system has been malfunctioning.";
+ next;
+ cutin "ra_fano03",2;
+ mes "[Priestess Panno]";
+ mes "However, that's not possible.";
+ mes "Even by today's standards, the";
+ mes "system is perfectly designed.";
+ mes "While I was praying in the";
+ mes "Chapel some time ago, I found";
+ mes "what is causing the gate problems.";
+ next;
+ mes "[Priestess Panno]";
+ mes "Suddenly, the lights went";
+ mes "out, and I could only barely";
+ mes "see distinguish my surroundings.";
+ mes "I was about to go outside when";
+ mes "I heard a noise from the stairs.";
+ next;
+ cutin "ra_fano02",2;
+ mes "[Priestess Panno]";
+ mes "From what I can tell,";
+ mes "someone is transporting";
+ mes "something out of the Holy";
+ mes "Grounds. I don't know what";
+ mes "they keep there, though.";
+ mes "I'm not a high rank Priestess.";
+ next;
+ mes "[Priestess Panno]";
+ mes "I'm not sure if I want";
+ mes "to find out what's there";
+ mes "I heard something that";
+ mes "sounded like a horrible";
+ mes "monster's howl. It was";
+ mes "incredibly frightening.";
+ next;
+ mes "[Priestess Panno]";
+ mes "I panicked, ran to";
+ mes "my desk at the front,";
+ mes "and just recited the secret";
+ mes "password passed down from my";
+ mes "ancestors to open the gate.";
+ next;
+ cutin "ra_fano01",2;
+ mes "[Priestess Panno]";
+ mes "You see, my ancestors";
+ mes "included the secret password";
+ mes "and voice recognition feature";
+ mes "into the gate in case something";
+ mes "after they disposed of the";
+ mes "temple permits--just in case.";
+ next;
+ mes "[Priestess Panno]";
+ mes "The real reason why the gate";
+ mes "is acting strangely is not";
+ mes "because the gate is broken,";
+ mes "but because someone is sneaking";
+ mes "in and out of the Holy Ground.";
+ next;
+ mes "[Priestess Panno]";
+ mes "Whoever they are, they";
+ mes "must be using one of the";
+ mes "old temple permits in order";
+ mes "to cover their tracks. Now,";
+ mes "you know everything.";
+ next;
+ cutin "ra_fano01",2;
+ mes "[Priestess Panno]";
+ mes "You'd better not";
+ mes "reveal what you learned";
+ mes "from me. Otherwise, I'm";
+ mes "sure we'll end up dead.";
+ mes "Excuse me now, I need";
+ mes "to get back to work.";
+ set ra_tem_q,12;
+ goto L_End;
+ }
+ cutin "ra_fano02",2;
+ mes "[Priestess Panno]";
+ mes "This is a holy place";
+ mes "Behave yourself, and";
+ mes "respect those who have";
+ mes "come here just to worship.";
+ goto L_End;
+
+L_Lottery:
+ if(checkweight(607,1) == 0){
+ cutin "ra_fano02",2;
+ mes "[Priestess Panno]";
+ mes "You're carrying too much";
+ mes "right now. What are you";
+ mes "going to do if I give you";
+ mes "something large, unwieldy";
+ mes "and heavy? Put your junk";
+ mes "away in Storage first.";
+ goto L_End;
+ }
+ mes "[Priestess Panno]";
+ mes "Here we go";
+ mes "Excited? Mm";
+ mes "I can redeem only";
+ mes "1 Lottery Ticket at";
+ mes "a time. Your reward";
+ mes "for this ticket is...";
+ next;
+ cutin "ra_fano02",2;
+ if (countitem(7570) > 0) {
+ mes "[Priestess Panno]";
+ mes "^FF0000This^000000. It's been in our";
+ mes "storage for a while, but";
+ mes "I hope this is acceptable";
+ mes "as a token of the temple's";
+ mes "gratitude. May Freya smile";
+ mes "upon you for your generosity...";
+ delitem 7570,1;
+ set .@bonus_donate,rand(100);
+ if (.@bonus_donate == 99) {
+ set .@bonus_donate2,rand(100);
+ if (.@bonus_donate2 > 0 && .@bonus_donate2 < 11) getitem 616,1; //Old Card Album 0.1%
+ else if (.@bonus_donate2 > 10 && .@bonus_donate2 < 31) getitem 617,1; //Old Violet Box 0.2%
+ else if (.@bonus_donate2 > 30 && .@bonus_donate2 < 61) getitem 603,1; //Old Blue Box 0.3%
+ else getitem 607,1; //Yggdrasil Berry 0.4+%
+ }
+ else if (.@bonus_donate > 88 && .@bonus_donate < 96) getitem 644,1; //Gift Box 7%
+ else if (.@bonus_donate > 76 && .@bonus_donate < 89) getitem 607,1; //Yggdrasil Berry 12%
+ else if (.@bonus_donate > 65 && .@bonus_donate < 77) getitem 505,1; //Blue Potion 11%
+ else if (.@bonus_donate > 57 && .@bonus_donate < 66) getitem 604,1; //Dead Branch 8%
+ else if (.@bonus_donate > 45 && .@bonus_donate < 58) getitem 608,1; //Yggdrasil Seed 12%
+ else if (.@bonus_donate > 5 && .@bonus_donate < 11) getitem 518,1; //Honey 5%
+ else if (.@bonus_donate > 0 && .@bonus_donate < 6) getitem 526,1; //Royal Jelly 5%
+ else getitem 547,1; //Condensed White Potion 39%
+ goto L_End;
+ }
+ mes "[Priestess Panno]";
+ mes "You...";
+ mes "Don't have any Lottery";
+ mes "Tickets to redeem.";
+ if ($rachel_donate > 9999) {
+ mes "We're not distributing";
+ mes "them now, but maybe you";
+ mes "can ask your friends for one.";
+ }
+ else {
+ mes "You can obtain them from";
+ mes "Priestess Nemma at the temple";
+ mes "entrance after you donate zeny.";
+ }
+ next;
+ cutin "ra_fano03",2;
+ mes "[Priestess Panno]";
+ mes "May Freya be with you.";
+ goto L_End;
+
+L_End:
+ close2;
+ cutin "",255;
+ end;
+}
+
+ra_temin,134,128,3 script Pope's Office Guard#rac::raofficeguard 926,{
+ if ((ra_tem_q == 15) && (countitem(7561) > 39)) {
+ mes "[Pope's Office Guard]";
+ mes "Hm? What's that you have";
+ mes "there? Oh, you've gathered";
+ mes "40 Glacial Hearts and brought";
+ mes "a recommendation letter from";
+ mes "a High Priest? Most impressive.";
+ next;
+ mes "[Pope's Office Guard]";
+ mes "I think I know why you're";
+ mes "here. Thanks for bringing";
+ mes "those to me, and I'll let you";
+ mes "enter and see the pope";
+ mes "Welcome, brave "+strcharinfo(0)+".";
+ close2;
+ set ra_tem_q,16;
+ delitem 7561,40; //Ice_Heart
+ end;
+ }
+ else if (ra_tem_q == 16) {
+ mes "[Pope's Office Guard]";
+ mes "The pope is inside";
+ mes "expecting you, so please";
+ mes "don't keep her waiting long.";
+ close;
+ }
+ else if (MISC_QUEST & 8192) {
+ if ((aru_em == 15) || (aru_em == 21)) {
+ mes "- Niren told me to pay a visit to the Pope in her office... -";
+ close;
+ }
+ else {
+ mes "[Pope's Office Guard]";
+ mes "I'm sorry, but outsiders";
+ mes "typically aren't allowed";
+ mes "to visit the pope without";
+ mes "special authorization.";
+ close;
+ }
+ }
+ else {
+ mes "[Pope's Office Guard]";
+ mes "I'm sorry, but the pope";
+ mes "is officiating a service";
+ mes "now. Please come back";
+ mes "after the service is ended.";
+ close;
+ }
+}
+
+ra_temin,134,134,3 duplicate(raofficeguard) Pope's Office Guard#2ra 926
+
+ra_temin,134,131,0 script gyoin1#rachel 45,1,1,{
+OnTouch:
+ if (ra_tem_q == 16) {
+ warp "ra_temin",276,239;
+ }
+ else if ((ra_tem_q > 16) || (MISC_QUEST & 8192)){
+ if ((aru_em == 15) || (aru_em == 21)) {
+ warp "ra_temin",276,239;
+ }
+ else {
+ mes "[Pope's Office Guard]";
+ mes "I'm sorry, but the pope";
+ mes "is officiating a service";
+ mes "now. Please come back";
+ mes "after the service is ended.";
+ close;
+ }
+ }
+ if (ra_tem_q < 16) {
+ mes "^3355FFThe door is locked.^000000";
+ close;
+ }
+ end;
+}
+
+ra_temin,275,226,0 script #rachel33 45,1,1,{
+ end;
+OnTouch:
+ if (aru_em == 21)
+ warp "que_temsky",99,11;
+ else
+ warp "ra_temsky",99,11;
+ end;
+}
+
+ra_temsky,95,99,6 script Priest#1rachel 935,{
+ mes "[Priest]";
+ mes "May Freya be with you.";
+ close;
+}
+
+ra_temsky,93,97,6 script Male Follower#1rachel::ramale 926,{
+ mes "[Male Follower]";
+ mes "May Freya be with you.";
+ close;
+}
+
+ra_temsky,90,95,6 duplicate(ramale) Male Follower#2rachel 926
+ra_temsky,98,59,6 duplicate(ramale) Male Follower#3rachel 926
+
+ra_temsky,104,99,4 script Priestess#1rachel 920,{
+ mes "[Priestess]";
+ mes "May Freya be with you.";
+ close;
+}
+
+ra_temsky,106,97,4 script Female Follower#1rachel::rafemale 916,{
+ mes "[Female Follower]";
+ mes "May Freya be with you.";
+ close;
+}
+
+ra_temsky,108,95,4 duplicate(rafemale) Female Follower#2rachel 916
+ra_temsky,101,59,4 duplicate(rafemale) Female Follower#3rachel 916
+
+ra_temsky,99,99,5 script Pope#rachel 936,{
+ if (ra_tem_q == 16) {
+ cutin "ra_bishop",2;
+ mes "^3355FFTh-this little";
+ mes "girl is the pope...?!^000000";
+ next;
+ mes "[Pope]";
+ mes "...............................";
+ mes "..........................Um...";
+ mes "W-welcome. Is something";
+ mes "wrong? Oh, I know, it's my";
+ mes "eyes. I'm sorry if they";
+ mes "scare you a little bit.";
+ next;
+ select("No, not at all...!");
+ mes "[Pope]";
+ mes "......";
+ mes "......";
+ mes "......You know, my appearance...";
+ next;
+ mes "[Pope]";
+ mes "It's alright. Actually,";
+ mes "I'm used to it. People";
+ mes "are usually a little shocked";
+ mes "the first time they see me.";
+ mes "So... Um... Where do you";
+ mes "come from, "+strcharinfo(0)+"?";
+ next;
+ input @input$;
+ mes "[Pope]";
+ mes @input$ +"...?";
+ mes "I think I might have heard";
+ mes "about that place before.";
+ mes "Wow... What did you do";
+ mes "when you lived there?";
+ next;
+ input @input$;
+ mes "[Pope]";
+ mes @input$ +"...?";
+ mes "Wow, that sounds quite";
+ mes "extraordinary. Ooh, ooh!";
+ mes "Tell me, how have you come";
+ mes "here to Rachel? I'm interested";
+ mes "in knowing more about you~";
+ next;
+ mes "^3355FFYou and the pope";
+ mes "continued to comfortably";
+ mes "converse. As she spoke, she";
+ mes "seemed more like a young,";
+ mes "lonely girl than a solemn";
+ mes "religious figure for a nation.^000000";
+ next;
+ mes "[Pope]";
+ mes "...Wow, sometimes, I really";
+ mes "wish I could live like you.";
+ mes "You'd think being pope would";
+ mes "be great, but they make me work";
+ mes "all the time. And there are all";
+ mes "sorts of things I can't do.";
+ next;
+ mes "[Pope]";
+ mes "You know what's weird?";
+ mes "I think I'm the head of this";
+ mes "religion, but there's a sacred";
+ mes "place that even I'm not allowed";
+ mes "to visit. Isn't that so weird?";
+ next;
+ select("R-really...?");
+ mes "[Pope]";
+ mes "...Yeah. I don't know";
+ mes "much about, and I'm not";
+ mes "really supposed to talk";
+ mes "about it. We just call this";
+ mes "place the ''Holy Ground...''";
+ next;
+ select("Holy Ground?");
+ mes "[Pope]";
+ mes "I'm sorry... I want";
+ mes "to tell you more, but...";
+ mes "That's all I know. I wonder...";
+ mes "I wonder what they could";
+ mes "be hiding over there...";
+ next;
+ mes "[Priest]";
+ mes "I'm sorry to interrupt";
+ mes "your Excellency, but it's";
+ mes "time to officiate services.";
+ mes "Pardon me.";
+ next;
+ mes "[Pope]";
+ mes "Already?! Hmpf...";
+ mes "Oh, before I forget,";
+ mes "I needed to tell you that";
+ mes "High Priest Zhed wanted";
+ mes "to talk to you, "+strcharinfo(0)+".";
+ next;
+ mes "[Pope]";
+ mes "I really want to thank";
+ mes "you for coming to speak";
+ mes "to me. I had a great time";
+ mes "learning. Now I have to";
+ mes "go officiate services, so...";
+ mes "This is goodbye for now...";
+ set ra_tem_q,17;
+ close2;
+ cutin "",255;
+ end;
+ }
+ else {
+ if (aru_em < 15) {
+ mes "[Pope]";
+ mes "Oh, that's right...";
+ mes "Zhed... Er, High Priest";
+ mes "Zhed wanted to speak to you!";
+ close2;
+ cutin "",255;
+ end;
+ }
+ else if (aru_em == 15) {
+ mes "[Pope]";
+ mes "Oh, hello! It's you again!";
+ mes "Have you come to tell me";
+ mes "interesting stories about";
+ mes "the outside world again?";
+ next;
+ input .@input$;
+ mes "[Pope]";
+ mes "Mm. That sounds pretty";
+ mes "strange to me. Well, it's";
+ mes "good to hear it from you.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "(^333333I can't just leave";
+ mes "now. I should try to see";
+ mes "if I can learn anything";
+ mes "useful from the pope...^000000)";
+ next;
+ switch(select("Aren't you lonely?:Do you ever take a break?")) {
+ case 1:
+ mes "[Pope]";
+ mes "Well, there are always";
+ mes "some priests with me all";
+ mes "the time. Some of them";
+ mes "even watch me when I sleep.";
+ mes "I don't think I have time";
+ mes "to feel lonely, actually.";
+ next;
+ mes "[Pope]";
+ mes "Thank you for asking.";
+ mes "Sometimes... Sometimes";
+ mes "I wonder if I have a real";
+ mes "family. I don't even know";
+ mes "who'd they be or if they";
+ mes "exist. I don't know...";
+ next;
+ mes "[Pope]";
+ mes "I... I'm sorry.";
+ mes "I guess you didn't";
+ mes "expect to hear something";
+ mes "like that. ^666666*Sigh*^000000 I'm feeling";
+ mes "pretty exhausted. I better...";
+ mes "I better get some rest...";
+ set aru_em,16;
+ close2;
+ cutin "",255;
+ end;
+ case 2:
+ mes "[Pope]";
+ mes "Well, even if I wanted";
+ mes "to, I can't just go out";
+ mes "and play. As pope... Well...";
+ mes "Everyone and everything";
+ mes "sort of needs my attention.";
+ close2;
+ cutin "",255;
+ end;
+ }
+ }
+ else if (aru_em == 16) {
+ mes "[Follower]";
+ mes "The pope said that she's";
+ mes "exhausted. Please come";
+ mes "back when she's feeling";
+ mes "better, and she will have";
+ mes "an audience with you.";
+ }
+ }
+ close2;
+ cutin "",255;
+ end;
+}
+
+ra_temin,294,149,0 script High Priestess Niren#ra 915,{
+ end;
+
+OnInit:
+ hideonnpc "High Priestess Niren#ra";
+ end;
+
+OnEnable:
+ initnpctimer;
+ end;
+
+OnTimer120000:
+ stopnpctimer;
+ hideonnpc "High Priestess Niren#ra";
+ end;
+
+}
+
+ra_temin,293,144,0 script out1#rachel -1,3,3,{
+OnTouch:
+ if (ra_tem_q == 18) {
+ mes "^3355FFIt sounds like they're";
+ mes "still talking. It'd be";
+ mes "best to patient and wait";
+ mes "just a little while longer.";
+ mes "Still... It's awfully boring.^000000";
+ next;
+ mes "^3355FFA little eavesdropping";
+ mes "never hurt anyone. Maybe";
+ mes "you can hear them a little";
+ mes "better if you listen from";
+ mes "the left side of the wall.^000000";
+ close2;
+ warp "ra_temin",300,153;
+ end;
+ }
+
+ end;
+
+}
+
+ra_temin,288,151,0 script hidden1#rachel -1,1,6,{
+OnTouch:
+ if (ra_tem_q == 18) {
+ mes "^3355FFAt this distance you";
+ mes "can cleartly hear the";
+ mes "voices from the other";
+ mes "side of the wall...^000000";
+ next;
+ mes "[????]";
+ mes "...Was it really";
+ mes "necessary to involve";
+ mes "an outsider in this";
+ mes "situation? Answer me!";
+ next;
+ mes "[High Priest Zhed]";
+ mes "Is this about the";
+ mes "accident? You know that";
+ mes "I've disagreed with the";
+ mes "actions that have led to";
+ mes "the mana leakage.";
+ next;
+ mes "[High Priest Zhed]";
+ mes "Even though I thought";
+ mes "it was a reckless decision,";
+ mes "I've closed the shrine and";
+ mes "did my best to cover up this";
+ mes "unfortunate accident.";
+ next;
+ mes "[????]";
+ mes "I'm not blaming you. In";
+ mes "fact, I'll admit it: that was";
+ mes "our mistake. We caused";
+ mes "the monster infestation by";
+ mes "letting the mana leak.";
+ next;
+ mes "[????]";
+ mes "But that's not related";
+ mes "to what I'm asking you!";
+ mes "Do you really think it's";
+ mes "alright to allow an outsider";
+ mes "to speak to our pope during";
+ mes "such a tumultuous time?!";
+ next;
+ mes "[High Priest Zhed]";
+ mes "Why not? I thought it'd";
+ mes "bring her great comfort.";
+ mes "She is very confused as to";
+ mes "why the Holy Ground has been";
+ mes "closed, and she cannot know";
+ mes "what is happening there.";
+ next;
+ mes "[High Priest Zhed]";
+ mes "Again... I strongly";
+ mes "disagree with what is";
+ mes "secretly going on over";
+ mes "there. I know that I can't";
+ mes "officially oppose this";
+ mes "course of action, but...";
+ next;
+ mes "[????]";
+ mes "There's nothing to worry";
+ mes "about! It'll all be over before";
+ mes "you know it. Besides, it's";
+ mes "too late to turn back now,";
+ mes "so I warn you: don't you";
+ mes "dare do anything foolish.";
+ next;
+ mes "^3355FFSomeone's coming!";
+ mes "You'd better step away";
+ mes "from the wall and feign";
+ mes "ignorance as best you can!^000000";
+ next;
+ hideoffnpc "High Priestess Niren#ra";
+ cutin "ra_gwoman",2;
+ mes "[High Priestess Niren]";
+ mes "Oh! You must be the one";
+ mes "High Priest Be- er, Zhed,";
+ mes "told me about. It's very nice";
+ mes "to meet you. High Priestess";
+ mes "Niren, at your service.";
+ next;
+ mes "[High Priestess Niren]";
+ mes "I hear that you had the";
+ mes "privilege of speaking with";
+ mes "our pope, and that she had";
+ mes "a wonderful time. What did";
+ mes "you think of her, hm?";
+ next;
+ select("She's different than what I expected...");
+ cutin "ra_gwoman2",2;
+ mes "[High Priestess Niren]";
+ mes "Ah, I know what you mean...";
+ mes "Usually, most outsiders tell";
+ mes "me that they expect our pope";
+ mes "to be a wizened old man.";
+ mes "But that's not the case";
+ mes "here in Arunafeltz.";
+ next;
+ cutin "ra_gwoman",2;
+ mes "[High Priestess Niren]";
+ mes "Usually, our pope is chosen";
+ mes "by her resemblance to our";
+ mes "goddess Freya. She must";
+ mes "have silvery blond hair, snowy";
+ mes "skin, and divinely colored";
+ mes "eyes. You saw, didn't you?";
+ next;
+ mes "[High Priestess Niren]";
+ mes "I'm curious: what kinds";
+ mes "of things did you and the";
+ mes "pope talk about? As you know,";
+ mes "we priests are forbidden from";
+ mes "leaving Arunafeltz, so...";
+ next;
+ mes "^3355FFYou relate the details of";
+ mes "your talk with the pope, but";
+ mes "you make sure not to mention";
+ mes "anything about the Holy Ground";
+ mes "as High Priest Zhed had asked.^000000";
+ next;
+ mes "[High Priestess Niren]";
+ mes "Ah, that's fairly";
+ mes "interesting, your land.";
+ mes "Tell me, how did you come";
+ mes "to know Bekento, er, I mean,";
+ mes "High Priest Zhed?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "(^666666Bekento?^000000)";
+ next;
+ select("Explain how You Met High Priest Zhed");
+ cutin "ra_gwoman2",2;
+ mes "[High Priestess Niren]";
+ mes ".........................";
+ mes "That's all? Hm? That's";
+ mes "pretty funny. ^333333*Sigh*^000000 I believe";
+ mes "he trusts people too much...";
+ mes "But that's only my opinion.";
+ next;
+ cutin "ra_gwoman",2;
+ mes "[High Priestess Niren]";
+ mes "If you don't mind...";
+ mes "I want to give you a bit of";
+ mes "advice. Don't get too close";
+ mes "to High Priest Zhed. If you";
+ mes "do, you might end up getting";
+ mes "yourself in trouble.";
+ next;
+ cutin "",255;
+ hideonnpc "High Priestess Niren#ra";
+ mes "^3355FFHigh Priestess Niren left";
+ mes "as soon as she said those words.";
+ mes "What could she possibly mean?";
+ mes "For now, you may as well";
+ mes "talk to High Priest Zhed.^000000";
+ set ra_tem_q,19;
+ close;
+ }
+
+ end;
+
+}
+
+ra_temin,272,143,0 script key1#rachel -1,3,3,{
+OnTouch:
+ if (ra_tem_q == 20) {
+ mes "^3355FFYou find a small";
+ mes "shining object laid";
+ mes "on the floor.^000000";
+ next;
+ if (select("Ignore:Pick It Up") == 1) {
+ mes "^3355FFYou decided to ignore";
+ mes "the small shining object,";
+ mes "no matter how important it";
+ mes "may be to you in the future.^000000";
+ close;
+ }
+ mes "^3355FFUpon picking up the";
+ mes "object, you are able to";
+ mes "identify it as a small key.";
+ mes "Perhaps you can use it to";
+ mes "open some kind of lock.";
+ set ra_tem_q,21;
+ close;
+ }
+
+ end;
+}
+
+ra_temin,28,319,0 script saint1#rachel 45,4,2,{
+OnTouch:
+ if ((ra_tem_q > 21) || (MISC_QUEST & 8192)) { warp "ra_san01",140,135; end; }
+
+ if (ra_tem_q == 21) {
+ mes "^3355FFThis must be the";
+ mes "entrance to the Holy";
+ mes "Ground. However, the";
+ mes "door in your way is locked.^000000.";
+ next;
+ if (select("Quit:Use Small Key") == 2) {
+ mes "^3355FFYou insert the Small";
+ mes "Key that you found in";
+ mes "High Priest Zhed's room,";
+ mes "and find that it is able";
+ mes "to unlock this door.^000000";
+ close2;
+ warp "ra_san01",140,135;
+ end;
+ }
+ close;
+ }
+
+ mes "^3355FFThe door is locked.^000000";
+ close;
+
+}
+
+que_san04,119,115,0 script imir1#rachel -1,2,2,{
+OnTouch:
+ if (ra_tem_q == 21) {
+ mes "^3355FFThis large area looks";
+ mes "like it was artificially build";
+ mes "for some reason-- it doesn't";
+ mes "seem like an area naturally";
+ mes "infested by monsters.^000000";
+ next;
+ mes "^3355FFPerhaps if you explore";
+ mes "this place, you'll be able";
+ mes "to find something interesting.^000000";
+ close;
+ }
+ end;
+}
+
+que_san04,119,133,0 script imir2#rachel -1,20,5,{
+OnTouch:
+ if (ra_tem_q == 21) {
+ mes "^3355FFThere's something here";
+ mes "beneath the water. This";
+ mes "may warrant a closer look.^000000";
+ close;
+ }
+ end;
+}
+
+que_san04,119,203,0 script imir3#rachel -1,7,7,{
+ OnTouch:
+ if (ra_tem_q == 21) {
+ mes "^3355FFNo wonder this object";
+ mes "in the water seems so";
+ mes "familiar: it's a Ymir's";
+ mes "Heart Piece! In fact, there's";
+ mes "dozens of them just lying here.^000000";
+ next;
+ mes "^3355FFWhy would so many of these";
+ mes "powerful artifacts be here";
+ mes "in the Holy Ground? Perhaps";
+ mes "this is the secret that the";
+ mes "priests are trying to keep.^000000";
+ next;
+ hideoffnpc "High Priestess Niren#r2";
+ cutin "ra_gwoman",2;
+ mes "[High Priestess Niren]";
+ mes "How dare you intrude";
+ mes "the Holy Ground! Identify";
+ mes "yourself! I'll have you tried!";
+ next;
+ cutin "ra_gwoman2",2;
+ mes "[High Priestess Niren]";
+ mes "O-oh! It's you, the";
+ mes "adventurer recommended";
+ mes "by Bekento. Hm. I apologize";
+ mes "for snapping at you like";
+ mes "that. Didn't you know that";
+ mes "no one's allowed here?";
+ next;
+ cutin "ra_gwoman",2;
+ mes "[High Priestess Niren]";
+ mes "Hmm. Well, you Rune-Midgarts";
+ mes "adventurers are famous for your";
+ mes "skills and abilities, but this";
+ mes "was not expected. I mean, we";
+ mes "made sure this place was";
+ mes "absolutely secure.";
+ next;
+ cutin "ra_gwoman2",2;
+ mes "[High Priestess Niren]";
+ mes "What's done is done...";
+ mes "I warned Bekento that he";
+ mes "might cause trouble for you,";
+ mes "but it seems that you've";
+ mes "caused trouble for him.";
+ next;
+ mes "[High Priestess Niren]";
+ mes "Understand this:";
+ mes "most intruders are";
+ mes "severely punished, but";
+ mes "because of my friendship";
+ mes "with Bekento, I'm letting";
+ mes "you off easy. Remember that.";
+ next;
+ sc_start SC_Blind,600000,0;
+ mes "^3355FFNiren began to chant";
+ mes "in a low voice, and your";
+ mes "eyelids grow heavier as you";
+ mes "grow drowsier and sleepier...^000000";
+ set ra_tem_q,22;
+ close2;
+ hideonnpc "High Priestess Niren#r2";
+ warp "rachel",163,152;
+ end;
+ }
+ end;
+}
+
+que_san04,122,200,4 script High Priestess Niren#r2 915,{
+ end;
+
+OnInit:
+ hideonnpc "High Priestess Niren#r2";
+ end;
+
+OnEnable:
+ initnpctimer;
+ end;
+
+OnTimer120000:
+ stopnpctimer;
+ hideonnpc "High Priestess Niren#r2";
+ end;
+}
+
+rachel,163,152,0 script imir3#rachel2 -1,3,3,{
+OnTouch:
+ if (ra_tem_q == 22) {
+ mes "^3355FFYou feel a slight headache";
+ mes "after you recollect your senses.";
+ mes "Somehow, you're been brought";
+ mes "back to Rachel Town. How long";
+ mes "have you been unconscious?^000000";
+ next;
+ sc_end SC_Blind;
+ mes "^3355FFIt would be best to";
+ mes "ask High Priest Zhed";
+ mes "about what had happened.^000000";
+ set ra_tem_q,23;
+ close;
+ }
+
+ end;
+}
+
+//rachel,142,167,5 script Seeking Follower#rachel 917,6,6,{
+rachel,142,167,5 script Seeking Follower#rachel 916,6,6,{
+ if ((lost_boy == 13) && (ra_tem_q == 20)) {
+ mes "[Arunafeltz Follower]";
+ mes "Excuse me, but";
+ mes "are you "+strcharinfo(0)+"?";
+ next;
+ select("Yes.");
+ mes "[Arunafeltz Follower]";
+ mes "High Priest Zhed";
+ mes "would like to see";
+ mes "you right away, "+strcharinfo(0)+".";
+ next;
+ select("May ask why?");
+ mes "[Arunafeltz Follower]";
+ mes "Well, I actually have no";
+ mes "idea. I'm only supposed to";
+ mes "inform you that he's looking";
+ mes "for you. Please visit High";
+ mes "Priest Zhed in the second";
+ mes "right room of the temple.";
+ close;
+ }
+
+ else {
+ mes "[Arunafeltz Follower]";
+ mes "May Freya bless you";
+ mes "on your journeys...";
+ close;
+ }
+
+OnTouch:
+ if ((lost_boy == 13) && (ra_tem_q == 20)) {
+ mes "[Arunafeltz Follower]";
+ mes "Excuse me, but";
+ mes "are you "+strcharinfo(0)+"?";
+ next;
+ select("Yes.");
+ mes "[Arunafeltz Follower]";
+ mes "High Priest Zhed";
+ mes "would like to see";
+ mes "you right away, "+strcharinfo(0)+".";
+ next;
+ select("May ask why?");
+ mes "[Arunafeltz Follower]";
+ mes "Well, I actually have no";
+ mes "idea. I'm only supposed to";
+ mes "inform you that he's looking";
+ mes "for you. Please visit High";
+ mes "Priest Zhed in the second";
+ mes "right room of the temple.";
+ close;
+ }
+
+}
+
+// End of Donation Lottery/High Priest quest
+//============================================================
diff --git a/npc/pre-re/quests/quests_umbala.txt b/npc/pre-re/quests/quests_umbala.txt
new file mode 100644
index 000000000..e7b632cc2
--- /dev/null
+++ b/npc/pre-re/quests/quests_umbala.txt
@@ -0,0 +1,1330 @@
+//===== rAthena Script =======================================
+//= Quest NPCs related to Umbala
+//===== By: ==================================================
+//= sabernet09 & rAthena Team
+//===== Current Version: =====================================
+//= 2.2a
+//===== Compatible With: =====================================
+//= rAthena 7.15 +
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Umbalian Language Quest, Umbala Skeletal Gate Quest,
+//= Umbala Event, Create Essence/Dismantle Stone
+// Phase1.Learning the Language
+// 1 (Elder)First discussion
+// 2 (Elder)Asking about learning the language
+// 3 (Elder)Final step (understanding NPC speech)
+// ------------------------------------------
+// Phase2.Create Essence/Dismantle Stone
+// 4 (Shaman)Get permission to speak with her from the chief
+// 5 (Elder)Ask about conditions needed to be fulfilled to get permission
+// 6 (Elder)Get permission
+// 7 (Shaman)Use the shaman to create essences and dismantle elemental stones.
+//= Umbala Domestic Dispute?
+//= - This quest is only avaliable if you ahve not done language quest.
+//= - Variables in use: um_wind, MISC_QUEST (Bit 32768)
+//===== Additional Comments: =================================
+//= fixed by x[tsk], Lupus, PoW
+//= Quest completion is now registered
+//= 1.1 fixed Poporing Egg ID -> Poring Egg, fixed condition
+//= 1.2-1.6 fixed some Umbalian Language quests [Lupus]
+//= 1.7 Moved Umbala Event, Create Essence/Dismantle Stone, and Skeletal Gate from npc/cities/umbala.txt [Evera]
+//= 1.7a Removed all custom quests to custom folder [Lupus]
+//= 1.8 Added official chance of failure to Create Essence/Dismantle Stone [Lupus]
+//= 1.9 Added functionality to allow players to dismantle more
+//= than a stone at once, up to 10. [SinSloth]
+//= 2.0 Updated hack check and added a weight check to dismantling. [SinSloth]
+//= 2.1 Rescripted to Aegis 10.3 standards. Added strange quest. [L0ne_W0lf]
+//= 2.2 Readded the ability to dismantle multiple stones at once. [L0ne_W0lf]
+//= 2.2a Fixed weight check from previous update. [L0ne_w0lf]
+//============================================================
+
+//==============================================================================
+// Umbala Language Quest
+//==============================================================================
+um_in,39,122,5 script Utan Chief 784,{
+ if (event_umbala == 0) {
+ mes "[Karkatan]";
+ mes "Huh huh, a Rune-Midgardian.";
+ mes "I guess this is your first";
+ mes "visit to my village, isn't it?";
+ next;
+ mes "[Karkatan]";
+ mes "Everyone from Rune-Midgard";
+ mes "that I've met had the same";
+ mes "same expression on their";
+ mes "face as you do right now";
+ mes "when they first came here.";
+ next;
+ mes "[Karkatan]";
+ mes "Maybe it's because they cannot";
+ mes "communicate with us due to";
+ mes "the language barrier, so";
+ mes "they have no idea what's going";
+ mes "on. Yeah, I understand...";
+ mes "Anyway, welcome to my village.";
+ next;
+ mes "[Karkatan]";
+ mes "My name is Karkatan, and I";
+ mes "am the chief of the Utan tribe.";
+ mes "You must be wondering how";
+ mes "I can speak your language.";
+ next;
+ mes "[Karkatan]";
+ mes "It was taught to me long ago";
+ mes "by an adventurer from your";
+ mes "land. It's been a long time,";
+ mes "and I do not know what has";
+ mes "become of him...";
+ next;
+ mes "[Karkatan]";
+ mes "Anyhow, I learned many things";
+ mes "about Rune-Midgardian culture";
+ mes "and language.";
+ next;
+ mes "[Karkatan]";
+ mes "Sometimes, I teach the Utan";
+ mes "language, but I do not give";
+ mes "everyone that privilege.";
+ mes "If unscrupulous outsiders";
+ mes "learn the Utan language, they";
+ mes "may bring harm to my tribe.";
+ next;
+ mes "[Karkatan]";
+ mes "Before you can learn the Utan";
+ mes "language, first try to learn";
+ mes "Utan culture by exploring our";
+ mes "village.";
+ next;
+ mes "[Karkatan]";
+ mes "Although you are not able to";
+ mes "communicate with my people";
+ mes "right now, try to understand";
+ mes "our way of life through your";
+ mes "observations.";
+ next;
+ mes "[Karkatan]";
+ mes "Pay attention to the dress,";
+ mes "appearance and life style of the";
+ mes "local people. When you think";
+ mes "you understand enough about Utan";
+ mes "culture, come back to me and show me what you have learned.";
+ set event_umbala,1;
+ close;
+ }
+ else if (event_umbala == 1) {
+ mes "[Karkatan]";
+ mes "Oh, it's you again. So...";
+ mes "Have you learned about Utan";
+ mes "culture? I want to hear your";
+ mes "opinion, as well as your impression.";
+ next;
+ mes "[Karkatan]";
+ mes "There are still some villagers";
+ mes "who are very naive about Rune-Midgardians.";
+ mes "Usually, they fear encounters";
+ mes "with your people and will";
+ mes "hide themselves.";
+ next;
+ mes "[Karkatan]";
+ mes "So...";
+ mes "May I help you with anything?";
+ mes "I assume you did not have much of";
+ mes "a problem looking around the";
+ mes "village, but it seems you have something to ask of me.";
+ next;
+ switch(select("I want to learn Utan language.:Umbabah Umbabah?:Nothing.")) {
+ case 1:
+ if (isequipped(2278) || isequipped(2297) || isequipped(2288) || isequipped(2292) || isequipped(5005) || isequipped(2281) || isequipped(5043)) {
+ mes "[Karkatan]";
+ mes "Hmmm...That's an awesome mask";
+ mes "you're wearing. We Utans like";
+ mes "wearing masks to keep from";
+ mes "showing our facial expressions.";
+ next;
+ mes "[Karkatan]";
+ mes "That's why we wear masks all the";
+ mes "time. We believe that interaction";
+ mes "and treatment of other people";
+ mes "should not depend on how we look.";
+ next;
+ mes "[Karkatan]";
+ mes "Alright. I am sure you are";
+ mes "qualified to learn the Utan";
+ mes "language. I will teach you how";
+ mes "speak and to read in Utan from";
+ mes "now on.";
+ next;
+ mes "[Karkatan]";
+ mes "However, I need you to get some";
+ mes "items ready so that we may proceed";
+ mes "with the lessons. First, we need";
+ mes "two different kinds of paper.";
+ mes "^3377FF10 Oil Paper^000000 and ";
+ mes "^3377FF5 Slick Paper^000000.";
+ next;
+ mes "[Karkatan]";
+ mes "We'll also need something to";
+ mes "write with. Let's use";
+ mes "^3377FF1 Squid Ink^000000 and";
+ mes "^3377FF1 Feather of Birds^000000.";
+ mes "Please bring me those, and I will";
+ mes "teach you when you're ready.";
+ set event_umbala,2;
+ close;
+ }
+ else {
+ mes "[Karkatan]";
+ mes "You don't seem to understand";
+ mes "our culture yet. You cannot";
+ mes "learn another language if you";
+ mes "do not understand the culture.";
+ next;
+ mes "[Karkatan]";
+ mes "When you have that expression on";
+ mes "your face, Utans will be";
+ mes "intimidated... Since we do";
+ mes "not show our faces to others,";
+ mes "we are actually very";
+ mes "vulnerable to facial expression.";
+ next;
+ mes "[Karkatan]";
+ mes "Go explore the village a little";
+ mes "longer. You can come back";
+ mes "anytime when you think you're ready.";
+ next;
+ mes "[Karkatan]";
+ mes "In any case, what do you think";
+ mes "about my mask? It's the current";
+ mes "trend among us Utans...don't you";
+ mes "think it's awesome?";
+ close;
+ }
+ case 2:
+ mes "[Karkatan]";
+ mes "Haha~ When you're just imitating";
+ mes "the sound, you won't make any";
+ mes "sense. Language is a mutual system";
+ mes "for the communication of thoughts and feelings.";
+ next;
+ mes "[Karkatan]";
+ mes "I regret to say that it seems that";
+ mes "nowadays, all peoples are no";
+ mes "longer sensitive to other cultures";
+ mes "in that respect.";
+ next;
+ mes "[Karkatan]";
+ mes "I see people that despise or";
+ mes "ridicule others that do not";
+ mes "understand them. It's really";
+ mes "sad that such bigotry still exists...";
+ next;
+ mes "[Karkatan]";
+ mes "If you are interested in Utan";
+ mes "language, try to understand our";
+ mes "culture better and come back";
+ mes "when you're ready. I will";
+ mes "teach you the meanings of those sounds you are using.";
+ close;
+ case 3:
+ mes "[Karkatan]";
+ mes "Sometimes it's good to wander";
+ mes "without purpose. But it's";
+ mes "better to set a goal for";
+ mes "a journey if you want to";
+ mes "learn something out of";
+ mes "the experience.";
+ close;
+ }
+ }
+ else if (event_umbala == 2) {
+ if ((countitem(7151) > 9) && (countitem(7111) > 4) && (countitem(1024) > 0) && (countitem(916) > 0)) {
+ mes "[Karkatan]";
+ mes "Okay, I guess we're good to go.";
+ mes "Let's get the lesson started.";
+ mes "I hope you will communicate better";
+ mes "with Utans when we are done.";
+ next;
+ mes "[Karkatan]";
+ mes "..............";
+ next;
+ mes "[Karkatan]";
+ mes "..............";
+ mes ".....................";
+ next;
+ mes "[Karkatan]";
+ mes "..............";
+ mes ".....................";
+ mes "............................";
+ next;
+ mes "[Karkatan]";
+ mes "Alright, that's all. Just forget";
+ mes "about how you've felt about Utans";
+ mes "before you learned the language.";
+ mes "Now go try to talk to Utans.";
+ mes "Conversation is a very important method in understanding others.";
+ delitem 7151,10; //Oil_Paper
+ delitem 7111,5; //Smooth_Paper
+ delitem 1024,1; //Chinese_Ink
+ delitem 916,1; //Feather_Of_Birds
+ set event_umbala,3;
+ next;
+ mes "[Karkatan]";
+ mes "Okay, if you have any business";
+ mes "in our village later, feel free";
+ mes "to talk to me. I will try to help";
+ mes "you as much as I can.";
+ close;
+ }
+ else {
+ mes "[Karkatan]";
+ mes "I guess you are not ready yet...";
+ mes "Did you forget what items you";
+ mes "need? I will let you know";
+ mes "again, so please bring them";
+ mes "so that we can start the lesson.";
+ next;
+ mes "[Karkatan]";
+ mes "^3377FF10 Oil Paper^000000,";
+ mes "^3377FF5 Slick Paper^000000,";
+ mes "^3377FF1 Squid Ink^000000,";
+ mes "^3377FF1 Feather of Birds^000000.";
+ mes "When you bring all of these,";
+ mes "I will teach you our language.";
+ close;
+ }
+ }
+ else if (event_umbala >= 3) {
+ if (event_umbala == 4) {
+ mes "[Karkatan]";
+ mes "Puchuchartan must have sent you to";
+ mes "me. I need to check whether or not";
+ mes "you are qualified to request";
+ mes "her help...We Utans do not want";
+ mes "to help evil people.";
+ next;
+ mes "[Karkatan]";
+ mes "Hmmmm....";
+ mes "It would be good to have a mask";
+ mes "that was made in Rune-Midgard...";
+ next;
+ mes "[Karkatan]";
+ mes "I wish to have ^3377FF1 Mr. Smile^000000.";
+ mes "To Utans, receiving a mask as a";
+ mes "present is considered an";
+ mes "honor. Maybe Puchuchartan";
+ mes "wants you to show us your respect by doing so.";
+ set event_umbala,5;
+ close;
+ }
+ else if (event_umbala == 5) {
+ if (countitem(2278) > 0) {
+ mes "[Karkatan]";
+ mes "Oh, you brought it! Yes, I've";
+ mes "always wished that I could have";
+ mes "this mask! This is truly an";
+ mes "honor! Thank you, adventurer";
+ mes "from Rune-Midgard.";
+ next;
+ mes "[Karkatan]";
+ mes "I will tell Puchuchartan that I";
+ mes "confirmed your qualification.";
+ mes "Go and speak to her. Though I";
+ mes "am not sure what help she can give";
+ mes "you, I hope we will be able to return this favor.";
+ delitem 2278,1; //Mr_Smile
+ set event_umbala,6;
+ close;
+ }
+ else {
+ mes "[Karkatan]";
+ mes "Did I tell you that you need";
+ mes "^3377FF1 Mr. Smile^000000?";
+ mes "Please bring that as proof";
+ mes "of your goodwill, as well";
+ mes "as your sense of honor.";
+ close;
+ }
+ }
+ else {
+ mes "[Karkatan]";
+ mes "How's it going?";
+ mes "I wish I could guide you around";
+ mes "the village, but I cannot neglect";
+ mes "my duty as tribal chief.";
+ next;
+ mes "[Karkatan]";
+ mes "Leading a tribe is not as easy";
+ mes "as it looks. You would understand";
+ mes "if you were in the same position";
+ mes "as me. Anyway, I hope you will enjoy your time in our village.";
+ close;
+ }
+ }
+}
+
+//=====================================================================
+// Create Essence/Dismantle Stone
+//=====================================================================
+um_in,44,71,2 script Utan Shaman 782,{
+ if (checkweight(908,600) == 0) {
+ mes "^3355FFWait a second!";
+ mes "Right now, you're carrying";
+ mes "too many things with you.";
+ mes "Please come back after";
+ mes "using the Kafra Service";
+ mes "to store some of your items.^000000";
+ close;
+ }
+ switch(event_umbala) {
+ default:
+ mes "[??????????]";
+ mes "Umbah umbah umbabah Utan umbah";
+ mes "Umbah mookala umbabah..";
+ mes "Umbabahumbah umbabah";
+ mes "Umbabah umbaba umbaumbah umbah";
+ mes "Hum umbah umbah.";
+ close2;
+ warp "umbala",217,186;
+ end;
+ case 3:
+ mes "[Puchuchartan]";
+ mes "I did not expect that even";
+ mes "more of you Rune-Midgardians";
+ mes "would find my village. I am";
+ mes "afraid that Mother Earth may";
+ mes "be caused suffering because";
+ mes "of this...";
+ next;
+ mes "[Puchuchartan]";
+ mes "You Rune-Midgardians are a very";
+ mes "evil tribe...always accomplishing";
+ mes "your goals whether the means are";
+ mes "foul or fair, never hesitating to";
+ mes "ruin the property of others to get";
+ mes "what you want.";
+ next;
+ mes "[Puchuchartan]";
+ mes "I am worried how continuing";
+ mes "contact with the outside world";
+ mes "will affect our future...";
+ next;
+ mes "[Puchuchartan]";
+ mes "No one from Rune-Midgard has ";
+ mes "visited me without some purpose";
+ mes "and I do not think that you";
+ mes "are an exception.";
+ next;
+ mes "[Puchuchartan]";
+ mes "I only use my power for the";
+ mes "service of my tribe, and do not";
+ mes "give my aid to strangers. If you";
+ mes "really need my help, go ask for";
+ mes "the chief's permission.";
+ next;
+ mes "[Puchuchartan]";
+ mes "Also, I do not approve of";
+ mes "outsiders talking to the tribe";
+ mes "more than they have to...";
+ mes "We want to live a peaceful life, so do not disturb us.";
+ set event_umbala,4;
+ close;
+ case 4:
+ case 5:
+ mes "[Puchuchartan]";
+ mes "I already told you to get the";
+ mes "chief's approval. There is also";
+ mes "the matter of my own business to take care of.";
+ next;
+ mes "[Puchuchartan]";
+ mes "I know that you have gone through";
+ mes "many difficulties to come here,";
+ mes "but you have to leave now.";
+ close;
+ case 6:
+ mes "[Puchuchartan]";
+ mes "I've heard from the chief that he";
+ mes "has given you his approval...";
+ mes "Although I do not like this, I";
+ mes "will keep my promise. But it's";
+ mes "your call if you really need my help or not.";
+ next;
+ mes "[Puchuchartan]";
+ mes "My power allows me to create rough";
+ mes "enchanted stones and to divide a";
+ mes "pure enchanted stone into rough";
+ mes "ones. So I may be able to help";
+ mes "you in this way.";
+ next;
+ mes "[Puchuchartan]";
+ mes "So come and speak to me when";
+ mes "you think my power may be";
+ mes "of service to you.";
+ set event_umbala,7;
+ close;
+ case 7:
+ mes "[Putsuchiritan]";
+ mes "I don't know whether my talents";
+ mes "will be useful to you, but I'll";
+ mes "help you anyway.";
+ next;
+ mes "[Putsuchiritan]";
+ mes "I can create elemental essence from natural objects,";
+ mes "or, dismantle elemental stones into their component essences.";
+ mes "Which would you like to do?";
+ }
+ next;
+ mes "[Puchuchartan]";
+ mes "Rune-Midgardian who has asked for";
+ mes "my help...Although I am not sure";
+ mes "if you really need my power, I";
+ mes "will try to provide my assistance.";
+ next;
+ if (checkweight(1101,10) == 0) {
+ mes "[Puchuchartan]";
+ mes "Wait--!";
+ mes "something in your possession";
+ mes "is disturbing my peace of";
+ mes "mind. This will not do...";
+ next;
+ mes "[Puchuchartan]";
+ mes "Go leave your belongings";
+ mes "elsewhere, and only bring the";
+ mes "items that you need right now.";
+ next;
+ mes "[Puchuchartan]";
+ mes "If you refuse to do so,";
+ mes "I cannot do anything for you.";
+ mes "Get yourself ready and then";
+ mes "come back.";
+ close;
+ }
+ mes "[Puchuchartan]";
+ mes "Now, what do you wish to do?";
+ mes "My power allows me to create rough";
+ mes "enchanted stones and to divide a";
+ mes "pure enchanted stone into rough ones.";
+ next;
+ switch (select("Create rough enchanted stones:Divide a pure enchanted stone:Quit.")) {
+ case 1:
+ mes "[Puchuchartan]";
+ mes "Do you wish to create rough";
+ mes "enchanted stones? Which";
+ mes "property do you wish to create?";
+ mes "Earth, Water, Fire, Wind...";
+ mes "...choose one.";
+ next;
+ switch (select("Earth:Water:Fire:Wind")) {
+ case 1:
+ set .@consume,947; //Horn
+ set .@amount,15;
+ set .@success,993; //Yellow_Live
+ break;
+ case 2:
+ set .@consume,946; //Snail's_Shell
+ set .@amount,20;
+ set .@success,991; //Crystal_Blue
+ break;
+ case 3:
+ set .@consume,904; //Scorpion's_Tail
+ set .@amount,20;
+ set .@success,990; //Boody_Red
+ break;
+ case 4:
+ set .@consume,1013; //Colorful_Shell
+ set .@amount,25;
+ set .@success,992; //Wind_Of_Verdure
+ break;
+ }
+ if (countitem(.@consume) >= .@amount) {
+ mes "[Puchuchartan]";
+ mes "I will try to amplify the hidden";
+ mes "power of natural objects in";
+ mes "order to create rough enchanted";
+ mes "stones. Choose one number from";
+ mes "'1' to '9.' If you wish to cancel";
+ mes "this request, enter '0.'";
+ next;
+ while(1) {
+ input .@input,0,10;
+ if (.@input == 0) {
+ mes "[Puchuchartan]";
+ mes "I see. It's your call.";
+ mes "Come back when you need me.";
+ close;
+ }
+ else if (.@input > 9) {
+ mes "[Puchuchartan]";
+ mes "Remember to choose a number";
+ mes "from 1 to 9.";
+ next;
+ }
+ else {
+ break;
+ }
+ }
+ mes "[Puchuchartan]";
+ switch(.@success) {
+ case 990:
+ mes "I am putting these tails into a"; break;
+ case 991:
+ mes "I am putting these shells into a"; break;
+ case 992:
+ mes "I am putting these shells into a"; break;
+ case 993:
+ mes "I am putting these horns into a"; break;
+ }
+ mes "boiling pot, and casting a";
+ mes "sacred incantation. Remember";
+ mes "the number you entered.";
+ next;
+ mes "[Puchuchartan]";
+ mes "Amba Omba Zatumba! Umba! Ti!";
+ mes "Umputaun Eulukaba! Umba! Ha!";
+ mes "Julu Humba Rulala! Umba! La!";
+ mes "Datuha Ombabalaka! Umba! Si!";
+ mes "Sunutaba Abulumba! Umba! Si!";
+ next;
+ if (rand(1,10) == 1) {
+ mes "[Puchuchartan]";
+ mes "I guess my power was not enough.";
+ mes "The natural power I gathered with";
+ mes "my spell lost focus and was scattered...";
+ delitem .@consume,.@amount;
+ getitem 910,1; //Garlet
+ next;
+ mes "[Puchuchartan]";
+ mes "It seems the spirits of nature";
+ mes "were not in harmony at the moment.";
+ mes "However, if you come back later,";
+ mes "I will try to help you. Of course,";
+ mes "there will still be the same possibility that I may fail.";
+ close;
+ }
+ else {
+ mes "[Puchuchartan]";
+ mes "Here's the enchanted stone you";
+ mes "wished to have. I created this";
+ mes "with a lot of effort, so make";
+ mes "good use of it.";
+ delitem .@consume,.@amount;
+ getitem .@success,1;
+ close;
+ }
+ }
+ else {
+ mes "[Puchuchartan]";
+ switch (.@success) {
+ case 990:
+ mes "Fire property...";
+ mes "I will need natural";
+ mes "objects that are filled with";
+ mes "the spirit of fire.";
+ next;
+ mes "[Puchuchartan]";
+ mes "Scorpion which endures the";
+ mes "blazing heat of the desert";
+ mes "is brimming with fire energy.";
+ mes "I need ^3377FF20 Scorpion Tails^000000.";
+ break;
+ case 991:
+ mes "Water property...";
+ mes "I will need natural";
+ mes "objects that are filled with";
+ mes "the spirit of water.";
+ next;
+ mes "[Puchuchartan]";
+ mes "Ambernite...the spirit of";
+ mes "water is contained within its";
+ mes "protective shell...";
+ mes "I will need ^3377FF20 Snail's Shell.^000000";
+ break;
+ case 992:
+ mes "Wind property...";
+ mes "I will need natural";
+ mes "objects that are filled with";
+ mes "the spirit of wind.";
+ next;
+ mes "[Puchuchartan]";
+ mes "Stainer...the beetle";
+ mes "that flies through the sky";
+ mes "has the wind's spirit.";
+ mes "I need ^3377FF25 Rainbow Shells^000000.";
+ break;
+ case 993:
+ mes "Earth property...I need natural";
+ mes "objects that are filled with";
+ mes "the spirit of the Earth.";
+ next;
+ mes "[Puchuchartan]";
+ mes "Horn...that dwells in the forest";
+ mes "is filled with the spirits of";
+ mes "earth and wood...Horn...";
+ mes "I need ^3377FF15 Horn^000000 from Horns.";
+ break;
+ }
+ mes "[Puchuchartan]";
+ mes "That's all I need...";
+ mes "Come back when";
+ mes "you're ready.";
+ mes "I will be here.";
+ close;
+ }
+ case 2:
+ mes "[Puchuchartan]";
+ mes "Do you wish to divide a pure";
+ mes "enchanted stone into rough ones?";
+ mes "Which property do you want to";
+ mes "divide? Earth, Water, Fire, Wind... ";
+ mes "Choose one.";
+ next;
+ switch(select("Earth:Water:Fire:Wind")) {
+ case 1:
+ set .@divide,997; //Great_Nature
+ break;
+ case 2:
+ set .@divide,995; //Mistic_Frozen
+ break;
+ case 3:
+ set .@divide,994; //Flame_Heart
+ break;
+ case 4:
+ set .@divide,996; //Rough_Wind
+ break;
+ }
+ mes "[Puchuchartan]";
+ mes "Please enter the";
+ mes "number of enchanted";
+ mes "stones that you wish";
+ mes "to divide. I can only";
+ mes "divide up to 10 at a time.";
+ next;
+ input .@input,0,11;
+ if ((.@input > 0) && (.@input < 11)) {
+ if (countitem(.@divide) >= .@input) {
+ if (checkweight(908,(.@input * 30)) == 0) {
+ mes "[Puchuchartan]";
+ mes "You're carrying too";
+ mes "many items right now.";
+ mes "Put some of your stuff";
+ mes "in Kafra Storage, and then";
+ mes "come back to me, okay?";
+ close;
+ }
+ mes "[Puchuchartan]";
+ mes "I'll try to revert these";
+ mes "enchanted stones to their";
+ mes "rough forms. Enter a number";
+ mes "from 1 to 9, or enter 0 if";
+ mes "you decide to cancel.";
+ next;
+ while(1) {
+ input .@input2,0,10;
+ if (.@input2 == 0) {
+ mes "[Puchuchartan]";
+ mes "You want to cancel?";
+ mes "Well, if you change your";
+ mes "mind, feel free to come";
+ mes "ask me to help at any time.";
+ close;
+ }
+ else if (.@input2 > 9) {
+ mes "[Puchuchartan]";
+ mes "Hm? You need to enter";
+ mes "a number from 1 to 9.";
+ next;
+ }
+ else {
+ break;
+ }
+ }
+ mes "[Puchuchartan]";
+ mes "I will now chant the";
+ mes "sacred words. Remember";
+ mes "the number you entered!";
+ next;
+ mes "[Puchuchartan]";
+ mes "Umba Umba Kalapum! Umba! Ta!";
+ mes "Lukura Ukulele Um! Umba! Ka!";
+ mes "Abulaka Tabulakan! Umba! La!";
+ mes "Ombaludu Zan Kunu! Umba! Ku!";
+ mes "Kum Tum Lakulakun! Umba! Ha!";
+ next;
+ mes "[Puchuchartan]";
+ mes "Here's the rough enchanted stones";
+ mes "you wished to have. I created this";
+ mes "with a lot of effort, so make good";
+ mes "use of them.";
+ while(1) {
+ if (.@sha_man == .@input) {
+ break;
+ }
+ else {
+ set .@shaman_max,.@shaman_max + rand(6,10);
+ set .@sha_man,.@sha_man + 1;
+ }
+ }
+ switch(.@divide) {
+ case 994:
+ getitem 990,.@shaman_max; //Boody_Red
+ break;
+ case 995:
+ getitem 991,.@shaman_max; //Crystal_Blue
+ break;
+ case 996:
+ getitem 992,.@shaman_max; //Wind_Of_Verdure
+ break;
+ case 997:
+ getitem 993,.@shaman_max; //Yellow_Live
+ }
+ delitem .@divide,.@input;
+ close;
+ }
+ else {
+ mes "[Puchuchartan]";
+ mes "So, you wish to have rough";
+ switch(.@divide) {
+ case 994:
+ mes "fire stones? Then I will need";
+ mes "you to bring "+input_want+" pure fire stone.";
+ break;
+ case 995:
+ mes "water stones? Then I'll need";
+ mes "you to bring "+input_want+" pure water stone.";
+ break;
+ case 996:
+ mes "wind stones? Then I will need";
+ mes "you to bring "+input_want+" pure wind stone.";
+ break;
+ case 997:
+ mes "earth stones? Then I'll need";
+ mes "you to bring "+.@input+" pure earth stone.";
+ break;
+ }
+ mes "^3377FF"+.@input+" "+getitemname(.@divide)+"^000000.";
+ next;
+ mes "[Puchuchartan]";
+ mes "That's all I need...";
+ mes "Come back when";
+ mes "you're ready.";
+ mes "I will be here.";
+ close;
+ }
+ }
+ else {
+ mes "[Puchuchartan]";
+ mes "Hm? You need to enter";
+ mes "a number from 1 to 10.";
+ close;
+ }
+ case 3:
+ mes "[Puchuchartan]";
+ mes "I see. It's your call.";
+ mes "Come back when you need me.";
+ close;
+ }
+}
+
+umbala,221,193,1 script #Skulldoor 111,{
+ if (event_umbala >= 7) {
+ warp "um_in",32,71;
+ end;
+ }
+ else {
+ mes "^3355FFA human skull disturbingly";
+ mes "hangs beside the door. The door is";
+ mes "locked tight, so you can't get in.";
+ mes "As you peer through the keyhole,";
+ mes "you can see somebody moving inside the room.^000000";
+ next;
+ if (select("Examine the skull.:Quit.") == 1) {
+ mes "^3355FFYou see that the eye sockets";
+ mes "of the skull are empty.";
+ mes "How peculiar...";
+ mes "It seems that Gemstones";
+ mes "would fit perfectly inside of";
+ mes "them.^000000";
+ next;
+ mes "^3355FFYou see the left eye socket of the";
+ mes "skull. What do you want to do?^000000";
+ next;
+ switch(select("Leave it as it is.:Insert a Blue Gemstone.:Insert a Yellow Gemstone.:Insert a Red Gemstone.")) {
+ case 1:
+ mes "^3355FFYou left the eye socket as it was.^000000";
+ next;
+ break;
+ case 2:
+ set .@insert,717;
+ break;
+ case 3:
+ set .@insert,715;
+ break;
+ case 4:
+ set .@insert,716;
+ break;
+ }
+ if (.@insert) {
+ if (countitem(.@insert) > 0) {
+ mes "^3355FFYou inserted a "+getitemname(.@insert)+"";
+ mes "into the eye socket.^000000";
+ next;
+ mes "^3355FFThe gemstone rolled back out of";
+ mes "the mouth of the skull.^000000";
+ set .@skulldoor,.@skulldoor+1;
+ switch (.@insert) {
+ case 715: set .@skull,2; break;
+ case 716: set .@skull,3; break;
+ case 717: set .@skull,1; break;
+ }
+ delitem .@insert,1;
+ getitem .@insert,1;
+ next;
+ }
+ else {
+ mes "^3355FFYou forgot to carry "+getitemname(.@insert)+"";
+ mes "with you. So you couldn't do what you";
+ mes "had intended.^000000";
+ next;
+ }
+ }
+ mes "^3355FFYou see the right eye socket of";
+ mes "the skull. What do you want to do?^000000";
+ next;
+ switch(select("Leave it as it is.:Insert a Blue Gemstone.:Insert a Yellow Gemstone.:Insert a Red Gemstone.")) {
+ case 1:
+ mes "^3355FFYou left the eye socket as it was.^000000";
+ next;
+ break;
+ case 2:
+ set .@insert2,717;
+ break;
+ case 3:
+ set .@insert2,715;
+ break;
+ case 4:
+ set .@insert2,716;
+ break;
+ }
+ if (.@insert2) {
+ if (countitem(.@insert2) > 0) {
+ mes "^3355FFYou inserted a "+getitemname(.@insert2)+"";
+ mes "into the eye socket.^000000";
+ next;
+ mes "^3355FFThe gemstone rolled back out of";
+ mes "the mouth of the skull.^000000";
+ if (.@insert2 == .@insert) {
+ set .@skulldoor,.@skulldoor+1;
+ }
+ else {
+ set .@skulldoor,.@skulldoor+2;
+ }
+ delitem .@insert2,1;
+ getitem .@insert2,1;
+ next;
+ }
+ else {
+ mes "^3355FFYou forgot to carry "+getitemname(.@insert2)+"";
+ mes "with you. So you couldn't do what you";
+ mes "had intended.^000000";
+ next;
+ }
+ }
+ mes "^3355FF..............................^000000";
+ next;
+ mes "^3355FF..............................";
+ mes "..............................^000000";
+ next;
+ mes "^3355FF..............................";
+ mes "..............................";
+ mes "..............................^000000";
+ next;
+ switch(.@skulldoor) {
+ case 3:
+ if (rand(1,4) != 1) {
+ set .@skullopen,1;
+ }
+ break;
+ case 2:
+ if (rand(1,2) == 2) {
+ set .@skullopen,1;
+ }
+ break;
+ case 1:
+ if (rand(1,4) == 1) {
+ set .@skullopen,1;
+ }
+ break;
+ default:
+ break;
+ }
+ if (.@skullopen == 0) {
+ mes "^3355FFNothing happened.";
+ mes "You have the feeling that the";
+ mes "skull is grinning at you. But...";
+ mes "It's probably just a trick of the light.^000000";
+ close;
+ }
+ else {
+ mes "^3355FFSuddenly, a clicking sound comes";
+ mes "from the skull's eye sockets and";
+ mes "the door opens. Before you know";
+ mes "it, you walk inside as if guided";
+ mes "by an unseen force...^000000";
+ close2;
+ warp "um_in",32,71;
+ end;
+ }
+ }
+ mes "^3355FFYou decided to pass by the door.";
+ mes "It looks like it might be too hard to open.^000000";
+ close;
+ }
+}
+
+
+//============================================================
+// Umbala Domestic Dispute
+//============================================================
+um_in,139,48,5 script Phrenetan 783,{
+ if (event_umbala >= 3) {
+ mes "[Phrenetan]";
+ mes "I am so sick and tired of";
+ mes "my husband!! It's like he";
+ mes "flirts with every girl";
+ mes "in the village!";
+ next;
+ mes "[Phrenetan]";
+ mes "If I see him flirting with";
+ mes "women again...I swear...";
+ mes "I will show him hell!!";
+ close;
+ }
+ if (BaseJob == Job_Novice && Upper != 2) {
+ mes "[Phrenetan]";
+ mes "Umba~ umbaumbah!";
+ mes "Umbah woomumum!";
+ mes "Umbah woomum umbabah!";
+ close;
+ }
+ if (um_wind <= 3 && (MISC_QUEST & 32768) == 0) {
+ if (um_wind) set um_wind,1;
+ emotion e_an;
+ mes "[Phrenetan]";
+ mes "Umbaumbah wooga wooga";
+ mes "Umbaumbabah babababah!";
+ mes "Umbaum!";
+ next;
+ emotion e_oh;
+ mes "[Phrenetan]";
+ mes "Umbah umbaumba umbah";
+ mes "Umbabababah wooga woo!";
+ mes "Wooga wooga umbabah umbaum!";
+ next;
+ emotion e_go;
+ close;
+ }
+ else if (um_wind == 6 || MISC_QUEST & 32768) {
+ emotion e_an;
+ mes "[Phrenetan]";
+ mes "Umbabah! Umbaumbah.....";
+ mes "Umbaum Umbaum Wooga wooga!";
+ mes "Wooga umumum woombababap!!!!!";
+ next;
+ emotion e_swt;
+ close;
+ }
+ end;
+}
+
+um_in,144,45,5 script Umpokoriohtan 789,{
+ if (event_umbala >= 3) {
+ if(rand(1,3) == 2) {
+ mes "[Umpokoriohtan]";
+ mes "Hey there, cool cat.";
+ mes "Don't mind the wife...";
+ mes "Much as I love her,";
+ mes "I know my obligations, ya dig?";
+ next;
+ mes "[Umpokoriohtan]";
+ mes "If a man's got plenty, he's";
+ mes "got to share it with those";
+ mes "that got nothing to give.";
+ next;
+ mes "[Umpokoriohtan]";
+ mes "If a man's hands are good";
+ mes "at healin', he's got to use";
+ mes "those hands to help folks live.";
+ next;
+ mes "[Umpokoriohtan]";
+ mes "If a man's lips be good at";
+ mes "singin', he's got to croon the";
+ mes "songs we like to hear so much.";
+ next;
+ mes "[Umpokoriohtan]";
+ mes "But if sweet lovin' is golden,";
+ mes "then baby...I got the Midas touch.";
+ next;
+ mes "[Umpokoriohtan]";
+ mes "Ooh...!";
+ mes "...........";
+ mes "My back--!";
+ mes "Simmer down, baby, your turn is comin' in a minute~";
+ emotion e_rock,0,"Phrenetan";
+ emotion e_swt;
+ close;
+ }
+ else {
+ mes "[Umpokoriohtan]";
+ mes "Man...sometimes my wife can";
+ mes "be a lil' too rough, maybe";
+ mes "even hurtful. But that's cool...";
+ mes "it just means she's got fire.";
+ next;
+ mes "[Umpokoriohtan]";
+ mes "But someday, she'll have to";
+ mes "learn that I gots to share";
+ mes "this heart of mine with the ladies";
+ mes "who really need a dose of vitamin";
+ mes "lovin', ya dig? It's my obligation.";
+ next;
+ mes "[Umpokoriohtan]";
+ mes "Wainatan, Bertztan, Chabimatan...";
+ mes "Those pretty girls been waitin'";
+ mes "toooooo long. Don't worry,";
+ mes "big daddy's comin' soon.";
+ next;
+ mes "[Umpokoriohtan]";
+ mes "OOOH~! Phrenetan!";
+ mes "Baby, why you gotta be rough?";
+ mes "Hit me gently, ya dig??";
+ mes "I don't mean to hurt you~";
+ emotion e_omg,0,"Phrenetan";
+ emotion e_wah;
+ close;
+ }
+ }
+ emotion e_heh;
+ mes "[Umpokoriohtan]";
+ mes "Umbaumbah...........";
+ mes "Umbahwooga woogawoo!";
+ mes "Umbah umumbabah umbawoo gaga.";
+ next;
+ emotion e_an;
+ close;
+
+OnInit:
+ disablenpc "Umpokoriohtan";
+ end;
+}
+
+um_in,101,73,3 script Wainatan 783,{
+ if (event_umbala >= 3) {
+ mes "[Wainatan]";
+ mes "I am sick and tired of this guy";
+ mes "who always appears at night and bugs the hell out of me...";
+ next;
+ mes "[Wainatan]";
+ mes "'Smooth operator that gets the";
+ mes "job done?' Oh my god...!";
+ mes "I hate him with a passion!";
+ mes "I wish Umpokoriohtan would";
+ mes "just drop dead.";
+ close;
+ }
+ if (um_wind == 1) {
+ if (gettime(3) > 18) {
+ set um_wind,2;
+ emotion e_an;
+ mes "[Wainatan]";
+ mes "Umbaumbah umgagaga.";
+ mes "Umbaumbawoogawoo gababah.";
+ mes "Umbahumbabah gawoo.";
+ next;
+ emotion e_oh;
+ mes "[Wainatan]";
+ mes "Wooga wooga woogagagah";
+ mes "Wogagagah woogagagah";
+ mes "Gawoo gawoo gah.";
+ close;
+ }
+ else {
+ mes "[Wainatan]";
+ mes "Umbabah! Umbaumbah wooga";
+ mes "Woogawooga umbawooga umum.";
+ mes "Umbabababababababababah.";
+ close;
+ }
+ }
+ else {
+ mes "[Wainatan]";
+ mes "Umbaumbah umbaumbah umbah";
+ mes "Wooga wooga woogawooga wooga";
+ mes "Umumumum umumumum umum.";
+ close;
+ }
+}
+
+um_in,94,123,5 script Bertztan 783,{
+ if (event_umbala >= 3) {
+ mes "[Bertztan]";
+ mes "...*Sigh* That sicko";
+ mes "Umpo-whatever! I told him";
+ mes "I don't like him, but he";
+ mes "just doesn't listen!";
+ mes "I wish...I wish he would";
+ mes "just disappear!";
+ close;
+ }
+ if (um_wind == 2) {
+ if (gettime(3) > 18) {
+ set um_wind,3;
+ emotion e_an;
+ mes "[Bertztan]";
+ mes "Umbaumbah umgagaga.";
+ mes "Umbaumbawoogawoo gababah.";
+ mes "Umbahumbabah gawoo.";
+ next;
+ emotion e_oh;
+ mes "[Bertztan]";
+ mes "Wooga umbar umbar umbah!";
+ mes "Umbar woogagaga woo! Woo! Woo!";
+ mes "Wooga~ wooga~ Woo woo woo umbar.";
+ close;
+ }
+ else {
+ mes "[Bertztan]";
+ mes "Umbar woogaumbarumbah um!";
+ mes "Um~ wooga wooga umbarum.";
+ mes "Umbah...wooum.";
+ close;
+ }
+ }
+ else {
+ mes "[Bertztan]";
+ mes "Umbar wooga umbar umbah um!";
+ mes "Um~ woogawooga umbar um.";
+ mes "Umbah...wooum.";
+ close;
+ }
+}
+
+umbala,145,217,3 script Chabimatan 783,{
+ if (event_umbala >= 3) {
+ mes "[Chabimatan]";
+ mes "...*Sigh* Umpokoriohtan seems";
+ mes "to be married. I have no";
+ mes "idea why he still flirts";
+ mes "with other women. Maybe he's";
+ mes "not very mature, or he's";
+ mes "irresponsible...";
+ next;
+ mes "[Chabimatan]";
+ mes "Well, whatever he is,";
+ mes "he's certainly not";
+ mes "romantic. Those pick-up";
+ mes "lines of his could";
+ mes "some work, maybe";
+ mes "even some clean up.";
+ close;
+ }
+ if (um_wind == 3) {
+ if (gettime(3) > 18) {
+ set um_wind,4;
+ emotion e_an;
+ mes "[Chabimatan]";
+ mes "Umbabah umbarbar woogawooga um";
+ mes "Umbabah umbarbar woogawooga umbah";
+ mes "Umumum! Wooga!";
+ next;
+ emotion e_oh;
+ mes "[Chabimatan]";
+ mes "Umbabah~~~~~~~";
+ mes "Woogawooga umbar umbar woo!";
+ mes "Wooga umbar woogawoogagah.";
+ enablenpc "Umpokoriohtan";
+ enablenpc "#!@#$%";
+ close;
+ }
+ else {
+ mes "[Chabimatan]";
+ mes "Umbabah~~~~~~~";
+ mes "Woogawooga umbar umbar woo";
+ mes "woo woo! Nook nook~";
+ mes "Wooga umbar wooga umbar";
+ mes "wooga woogagah.";
+ close;
+ }
+ }
+ else {
+ mes "[Chabimatan]";
+ mes "Umbabah~~~~~~~";
+ mes "Woogawooga umbar umbar";
+ mes "woo woo woo nook nook.";
+ mes "Wooga umbar wooga umbar";
+ mes "wooga woogagah.";
+ close;
+ }
+}
+
+um_in,141,46,0 script #!@#$% -1,8,8,{
+OnInit:
+ disablenpc "#!@#$%";
+ end;
+
+OnTouch:
+ if (um_wind == 4) {
+ set um_wind,5;
+ mes "^3355FFAs you enter the house";
+ mes "you happen to witness";
+ mes "Phrenetan beating a guy";
+ mes "mercilessly.^000000";
+ next;
+ emotion e_an;
+ mes "[Phrenetan]";
+ mes "Umbaumbaumbaumbah!";
+ mes "Umbaumbahumbah!!";
+ mes "Umbaumbahumbah!!!!!!";
+ next;
+ mes "^3355FFYou were kicked out of the house";
+ mes "by Phrenetan.^000000";
+ next;
+ enablenpc "#unpc";
+ disablenpc "#!@#$%";
+ warp "umbala",94,181;
+ }
+ end;
+}
+
+umbala,94,181,0 script #unpc -1,1,1,{
+OnInit:
+ disablenpc "#unpc";
+ end;
+
+OnTouch:
+ if (um_wind == 5) {
+ mes "^3355FFAs you realized what happened";
+ mes "after being kicked out of the";
+ mes "house, you see a leaf on the";
+ mes "ground near where you're standing.^000000";
+ next;
+ if (select("Take it.:Leave it.") == 1) {
+ close2;
+ set um_wind,0;
+ set MISC_QUEST,MISC_QUEST | 32768;
+ getitem 610,1; //Leaf_Of_Yggdrasil
+ disablenpc "#unpc";
+ end;
+ }
+ set um_wind,0;
+ set MISC_QUEST,MISC_QUEST | 32768;
+ mes "[" + strcharinfo(0) + "]";
+ mes "I am not supposed to take";
+ mes "what may belong to other people.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Yeah, I'm a such good person.";
+ close2;
+ disablenpc "#unpc";
+ }
+ end;
+}
diff --git a/npc/pre-re/quests/quests_veins.txt b/npc/pre-re/quests/quests_veins.txt
new file mode 100644
index 000000000..7d8e189cd
--- /dev/null
+++ b/npc/pre-re/quests/quests_veins.txt
@@ -0,0 +1,7374 @@
+//===== rAthena Script =======================================
+//= Veins Quests
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 2.0
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Collection of Veins Quests
+//= Stone Quest:
+//= - Help an Old Man with his job.
+//= - Dialog obtained from iRO.
+//= - Variable in use: veins_stone (max 8)
+//= Spy Quest:
+//= - Help prove (or disprove) a bard's innocence.
+//= - Dialog obtained from iRO.
+//= - Variable in use: que_sch (max 26)
+//= Siblings Quest:
+//= - Help a boy save his little sister.
+//= - Dialog partially obtained from iRO.
+//= - Variable in use: rachel_camel (max 25)
+//= Thor Volcano Base Quest:
+//= - Missing addition to High Priest Zhed to start quest.
+//= - Infiltrate Thor Volcano Base. What is Arunafeltz up to?
+//= - Variable in use: rachel_camel (max 27)
+//===== Additional Comments: =================================
+//= 1.0 First version, Added Veins Stone quest. [L0ne_W0lf]
+//= 1.1 Added Veins Spy Quest. [L0ne_W0lf]
+//= 1.2 Added Veins Siblings Quest. [L0ne_W0lf]
+//= Added Veins Thor Volcano Base Quest NPC. [L0ne_W0lf]
+//= Start NPC is missing, but will be added when I get it.
+//= 1.3 Fixed two typos small in Asbar. [L0ne_W0lf]
+//= 1.3a More fixes to some of the Base quest NPCs. [L0ne_W0lf]
+//= 1.4 Added missing checkweights. [L0ne_W0lf]
+//= 1.4a Corrected a typo error ";;". [Toms]
+//= 1.5 Added Nameless Island quest addition. [L0ne_W0lf]
+//= 1.5a Corrected a couple typos in Nameless Addition. [L0ne_W0lf]
+//= 1.6 Replaced effect numerics with constants. [L0ne_W0lf]
+//= 1.7 Moved a couple NPCs related to the Spy quest. [L0ne_W0lf]
+//= 1.8 Fixed some typos and confusing condition checks. [L0ne_W0lf]
+//= 1.9 Added quest log entries for:
+//= - Siblings Quest
+//= - Thor Volcano Base Quest
+//= 2.0 Removed lvel requirement. (bugreport:4678) [L0ne_W0lf]
+//============================================================
+
+// Stone Quest
+//============================================================
+ve_fild05,257,130,4 script Wincing Old Man#ve 945,{
+ if ((MaxWeight - Weight) < 2000 || checkweight(1201,1) == 0) {
+ mes "- Wait a moment! -";
+ mes "- Currently you are carrying -";
+ mes "- too many items with you. -";
+ mes "- Please come back after -";
+ mes "- you put some items into Kafra Storage. -";
+ close;
+ }
+ if (veins_stone == 0) {
+ mes "[Zabaroo]";
+ mes "My back is killing me";
+ mes "after stooping over to";
+ mes "pick up stones all day long...";
+ mes "The pain... It's unbearable!";
+ next;
+ switch(select("Bend with your knees, yo.:Gosh, how bad is it?")) {
+ case 1:
+ mes "[Zabaroo]";
+ mes "Whippersnapper!";
+ mes "I didn't ask you for";
+ mes "your advice! Don't";
+ mes "patronize an old man!";
+ close;
+ case 2:
+ mes "[Zabaroo]";
+ mes "Oh, it hurts so much, it's";
+ mes "almost crippling. But I don't";
+ mes "have any choice. I need to";
+ mes "get enough stops to fill";
+ mes "this gap if I want to get";
+ mes "paid. Arrrrgh, damn it!";
+ next;
+ mes "[Zabaroo]";
+ mes "If I don't get enough";
+ mes "money to pay for my";
+ mes "granddaughter's medicine,";
+ mes "I won't be able to buy any";
+ mes "medicine for my granddaughter!";
+ mes "And that will be horrible! Ag!";
+ next;
+ select("Can I help?");
+ mes "[Zabaroo]";
+ mes "I appreciate your kindness,";
+ mes "stranger, but no. I have";
+ mes "to do this on my own.";
+ mes "A man must have his pride....";
+ next;
+ mes "^333333*Snap*^000000";
+ next;
+ mes "[Zabaroo]";
+ mes "Argh! My back...!";
+ mes "This was totally";
+ mes "unforeseeable!";
+ mes "Please! Please,";
+ mes "for the love of Freya,";
+ mes "please help me!";
+ next;
+ select("I will help you.");
+ mes "[Zabaroo]";
+ mes "Thank you!";
+ mes "Thanks so much!";
+ next;
+ select("What do you want me to do?");
+ mes "[Zabaroo]";
+ mes "Ow-ow-ow! Oh... Okay...";
+ mes "You see those all dark";
+ mes "stones stuck in the ground?";
+ mes "Those are what I need to";
+ mes "pick up. Now don't go";
+ mes "lifting rocks just yet...";
+ next;
+ mes "[Zabaroo]";
+ mes "I asked some other old";
+ mes "man in town, Absar, to";
+ mes "make me something to help";
+ mes "with my back. He was going";
+ mes "to help me if I gave hi--";
+ mes "ARGH! My back! It hurts!";
+ next;
+ mes "[Zabaroo]";
+ mes "It hurts so bad! But it's";
+ mes "especially painful right";
+ mes "when I'm about to finish";
+ mes "sentences in which I intend to";
+ mes "tell you important informat--";
+ mes "ARRRGH! Find Absar! Quickly!";
+ next;
+ while(1) {
+ mes "[Zabaroo]";
+ mes "Wait, wait...";
+ mes "Maybe I can answer";
+ mes "a few of your questions";
+ mes "before my body is wracked";
+ mes "with throbbing pain. Let's...";
+ mes "Let's at least give it a try.";
+ next;
+ switch(select("What's with these stones?:Where's the old man?:Nothing.")) {
+ case 1:
+ mes "[Zabaroo]";
+ mes "Well, we use these dark";
+ mes "stones because they're";
+ mes "pretty and easy to process.";
+ mes "They're sort of a specialty";
+ mes "of this town. I get paid to";
+ mes "harvest these handy rocks.";
+ next;
+ mes "[Zabaroo]";
+ mes "We can sell these to tourists,";
+ mes "and we even have a factory";
+ mes "that uses these stones.";
+ mes "Still, it's not like the";
+ mes "townspeople are getting";
+ mes "rich off these stones.";
+ next;
+ mes "[Zabaroo]";
+ mes "All of us are still";
+ mes "barely making a living...";
+ next;
+ break;
+ case 2:
+ mes "[Zabaroo]";
+ mes "Absar? He's inside";
+ mes "the Tool Shop. You";
+ mes "can't miss him... Just";
+ mes "look for the man with";
+ mes "the crazy eyes!";
+ next;
+ break;
+ case 3:
+ mes "[Zabaroo]";
+ mes "Thanks for your help.";
+ mes "If you can't find Absar";
+ mes "in the Tool Shop, then";
+ mes "you might want to stop";
+ mes "by the Tavern. A-auuugh!";
+ set veins_stone,1;
+ close;
+ }
+ }
+ }
+ }
+ else if (veins_stone == 1) {
+ mes "[Zabaroo]";
+ mes "Thanks for your help.";
+ mes "If you can't find Absar";
+ mes "in the Tool Shop, then";
+ mes "you might want to stop";
+ mes "by the Tavern. A-auuugh!";
+ close;
+ }
+ else if ((veins_stone > 1) && (veins_stone < 4)) {
+ mes "[Zabaroo]";
+ mes "Geez, Absar sure can";
+ mes "be fussy. Still, do your";
+ mes "best to get what he wants.";
+ mes "He won't help me otherwise!";
+ mes "Other than that, he's not";
+ mes "really that bad a guy...";
+ close;
+ }
+ else if (veins_stone == 4) {
+ mes "[Zabaroo]";
+ mes "Oh good, you're back!";
+ mes "Did you bring what";
+ mes "Absar made for me?";
+ next;
+ select("Yes, here...");
+ mes "[Zabaroo]";
+ mes "So this is what he";
+ mes "was talking about?";
+ mes "How does it... Ah!";
+ mes "Here we go! If I pull";
+ mes "the handle, that end of";
+ mes "the stick will pick stuff up!";
+ next;
+ mes "[Zabaroo]";
+ mes "This is great! I won't";
+ mes "have to bend over to pick";
+ mes "up stones anymore! Heh,";
+ mes "he must be awfully proud";
+ mes "of this useful invention~";
+ mes "I can imagine him strutting.";
+ next;
+ mes "[Zabaroo]";
+ mes "Um, did he have anything";
+ mes "to say after he gave this";
+ mes "to you? I'm just curious.";
+ next;
+ select("This message...");
+ mes "[Zabaroo]";
+ mes "Oh... I thought he";
+ mes "would forget all about";
+ mes "that. Well, it's a relief";
+ mes "to know that now. That's";
+ mes "really very nice of him.";
+ next;
+ mes "[Zabaroo]";
+ mes "I hate to ask you...";
+ mes "But would you mind";
+ mes "helping me out one";
+ mes "more time?";
+ next;
+ select("Huh? What is it?");
+ mes "[Zabaroo]";
+ mes "Don't worry, it's not";
+ mes "too hard. Would you just";
+ mes "deliver the stones I gathered";
+ mes "to the factory in town? It's";
+ mes "near the airport or airship or";
+ mes "something. It won't take long.";
+ set veins_stone,5;
+ close;
+ }
+ else if (veins_stone < 7) {
+ mes "[Zabaroo]";
+ mes "Thanks again for your help!";
+ mes "What did Absar call this";
+ mes "thing again? A Tactile...";
+ mes "Extendable... Damn it...";
+ mes "Why's the name so long?";
+ mes "Anyway, it's usefull~";
+ close;
+ }
+ else if (veins_stone == 7) {
+ mes "[Zabaroo]";
+ mes "Oh, you're back!";
+ mes "I really appreciate all";
+ mes "of your help. I don't have";
+ mes "much, and I know you weren't";
+ mes "expecting a reward, but I'd";
+ mes "like to give you something.";
+ next;
+ mes "[Zabaroo]";
+ mes "Ah, here we are. I found";
+ mes "these while harvesting stones";
+ mes "I was told that adventurers";
+ mes "find these useful. Anyway,";
+ mes "I hope you like these rocks...";
+ set veins_stone,8;
+ getexp 30000,0;
+ getitem 985,3; //Elunium
+ close;
+ }
+ else if (veins_stone > 7) {
+ mes "[Zabaroo]";
+ mes "Thanks to you and Absar,";
+ mes "my poor back hasn't been";
+ mes "bothering me at all lately.";
+ mes "I should be taking better";
+ mes "care of myself at my age...";
+ close;
+ }
+}
+
+ve_in,169,310,6 script Strange Old Man#ve 121,{
+ if (veins_stone == 0) {
+ mes "[Absar]";
+ mes "Bwahahaha!";
+ mes "Once... Once this is completed, I'll...";
+ mes "Mwahahahahahahahah!";
+ close;
+ }
+ else if (veins_stone == 1) {
+ mes "[Absar]";
+ mes "I'm so close to";
+ mes "completion. Now, if";
+ mes "I just turn this here...";
+ next;
+ if (select("Excuse me...:........") == 1) {
+ mes "[Absar]";
+ mes "What?! Who dares";
+ mes "disturb me?! N-no!";
+ mes "Look! Look what you did!";
+ mes "You made me screw up!";
+ next;
+ specialeffect EF_LORD;
+ percentheal -30,0;
+ next;
+ mes "[Absar]";
+ mes "!@#$%#@#$!*~";
+ mes "F$#@#%^^^&&!";
+ close2;
+ warp "ve_in",262,309;
+ end;
+ }
+ mes "[Absar]";
+ mes "Oh, no...";
+ next;
+ specialeffect EF_ASPERSIO;
+ next;
+ mes "[Absar]";
+ mes "How...?!";
+ mes "No! I failed again!";
+ mes "D-DAAAAAAAAAAAMN IIIII--";
+ next;
+ mes "[Absar]";
+ mes "Huh? What are you...";
+ mes "What do you want?";
+ next;
+ select("Oh, I-I'm...");
+ mes "[Absar]";
+ mes "Spit it out. Tell me";
+ mes "what you want, not your";
+ mes "name. Hurry, can't you";
+ mes "see that I'm busy?";
+ next;
+ if (select("I... I'm sorry.:I'm here for Mr. Zabaroo...") == 1) {
+ mes "[Absar]";
+ mes "If only you didn't";
+ mes "interrupt me! Then";
+ mes "I'd already have...";
+ mes "Ugh! Back to work!";
+ close;
+ }
+ mes "[Absar]";
+ mes "Zabaroo? What does...";
+ mes "Oh. Never mind. I think";
+ mes "I remember what he asked";
+ mes "me to make him. So did";
+ mes "you bring all the materials?";
+ next;
+ if (select("Yes:What materials...?") == 1) {
+ mes "[Absar]";
+ mes "Great, we can get";
+ mes "started and m--";
+ mes "Liar. You don't even know";
+ mes "what you're supposed to";
+ mes "bring me, do you?!";
+ mes "Get out of here!";
+ close2;
+ warp "ve_in",262,309;
+ end;
+ }
+ mes "[Absar]";
+ mes "Of course. I didn't tell him";
+ mes "what materials I needed";
+ mes "anyway. Heh heh! Now, this";
+ mes "is what I need you to bring.";
+ mes "Listen up, okay? And hurry.";
+ next;
+ mes "[Absar]";
+ mes "^4D4DFF5 Maneater Roots^000000,";
+ mes "^4D4DFF2 Glacial Hearts^000000, and";
+ mes "^4D4DFF5 Steel^000000. If you don't";
+ mes "come back soon, then";
+ mes "I won't help you. I've got";
+ mes "projects I'm working on!";
+ set veins_stone,2;
+ close;
+ }
+ else if (veins_stone == 2) {
+ if (countitem(999) > 4 && countitem(7561) > 1 && countitem(1033) > 4) {
+ mes "[Absar]";
+ mes "Good, you finally";
+ mes "brought everthing.";
+ mes "I was just about to";
+ mes "give up on you, so";
+ mes "consider yourself lucky!";
+ next;
+ mes "[Absar]";
+ mes "Give me a second.";
+ mes "You won't have to";
+ mes "wait long to see";
+ mes "my great invention!";
+ delitem 999,5; //Steel
+ delitem 1033,5; //Root_Of_Maneater
+ delitem 7561,2; //Ice_Heart
+ set veins_stone,3;
+ close2;
+ specialeffect EF_FIRESPLASHHIT;
+ end;
+ }
+ mes "[Absar]";
+ mes "What the hell?";
+ mes "Hurry and bring";
+ mes "^4D4DFF5 Maneater Roots^000000,";
+ mes "^4D4DFF2 Glacial Hearts^000000, and";
+ mes "^4D4DFF5 Steel^000000! Do you think";
+ mes "I'm doing this for fun?!";
+ close;
+ }
+ else if (veins_stone == 3) {
+ mes "[Absar]";
+ mes "Here you are...";
+ mes "Well, I don't know";
+ mes "if you appreciate";
+ mes "inventions, but this";
+ mes "is a Tactile Extendable";
+ mes "Clamp-Release Mechanism!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Tack... What...?";
+ next;
+ mes "[Absar]";
+ mes "...............................";
+ mes "You can use this to pick";
+ mes "things up. From a distance.";
+ next;
+ mes "[Absar]";
+ mes "Anyway, when you get back";
+ mes "to Zabaroo, let me him know";
+ mes "that he doesn't owe me";
+ mes "anything anymore. He'll...";
+ mes "He'll know what I mean...";
+ set veins_stone,4;
+ close;
+ }
+ mes "[Absar]";
+ mes "It's a ''Tactile Extendable";
+ mes "Clamp-Release Mechanism.''";
+ mes "What's so hard to understand";
+ mes "about that? Hmpf! I know!";
+ mes "It must be the educational";
+ mes "system! They're to blame!";
+ close;
+}
+
+ve_in02,37,28,4 script Factory Manager 898,{
+ if (veins_stone < 5) {
+ mes "[Mirhen]";
+ mes "Hey, employees only beyond this point!";
+ mes "Geez, don't we have a sigh that says that?";
+ mes "We should get one...";
+ mes "Anyway, get out of here.";
+ close2;
+ warp "veins",269,221;
+ end;
+ }
+ else if (veins_stone == 5) {
+ mes "[Mirhen]";
+ mes "Hey, employees only";
+ mes "beyond this point!";
+ mes "Geez, don't we have";
+ mes "a sign that says that?";
+ mes "We should get one...";
+ mes "Anyway, get out of here.";
+ next;
+ if (select("I'm sorry.:I've brought these...") == 1) {
+ mes "[Mirhen]";
+ mes "You're sorry,";
+ mes "I get it. Ummm...";
+ mes "Aren't you leaving?";
+ close;
+ }
+ mes "[Mirhen]";
+ mes "Huh? What's this name";
+ mes "tag? Zabaroo? Wait a sec...";
+ mes "You're definitely not him!";
+ next;
+ select("I'm here on his behalf.");
+ mes "[Mirhen]";
+ mes "Ah, I get it. Zabaroo's";
+ mes "back has really been";
+ mes "bothering him lately.";
+ mes "Okay, we can bend the";
+ mes "rules a bit in this situation.";
+ next;
+ mes "[Mirhen]";
+ mes "Bring those rocks over";
+ mes "to Bahed over there.";
+ mes "He'll take care of them.";
+ set veins_stone,6;
+ close;
+ }
+ mes "[Mirhen]";
+ mes "Hetarium ...";
+ mes "What's so special about";
+ mes "it? I mean, it looks just like";
+ mes "Iron Ore. Why the hell is";
+ mes "it like classified info?";
+ next;
+ mes "[Mirhen]";
+ mes "I wish I could return to";
+ mes "Rekenber Headquarters...";
+ mes "I hate being stuck here";
+ mes "gathering silly rocks in";
+ mes "the middle of nowhere.";
+ close;
+}
+
+ve_in02,54,49,2 script Factory Worker#ve1 943,{
+ if (veins_stone < 6) {
+ mes "[Bahed]";
+ mes "lately, I've been feeling so weak...";
+ mes "I heard the guy before me had to quit because he also started feeling weak.";
+ next;
+ mes "[Bahed]";
+ mes "It couldn't be...";
+ mes "It couldn't be because of this 'Hetarium'...";
+ mes "That's just plain crazy...";
+ close;
+ }
+ else if (veins_stone == 6) {
+ mes "[Bahed]";
+ mes "Oh, you got the rocks?";
+ mes "You brought them for Zabaroo?";
+ mes "Oh, how is he doing? I hear";
+ mes "he threw out his back.";
+ next;
+ select("He still hurts.");
+ mes "[Bahed]";
+ mes "Oh no... I'm so sorry";
+ mes "to hear that. I hope he";
+ mes "feels better soon. Anyway,";
+ mes "why don't you bring the";
+ mes "rocks over here?";
+ next;
+ mes "[Bahed]";
+ mes "Let me confirm Zabaroo's";
+ mes "quota for today. Ah, and";
+ mes "don't worry, we pay him";
+ mes "for his quotas regularly.";
+ next;
+ select("I have a question...");
+ mes "[Bahed]";
+ mes "Hm? What'd you want";
+ mes "to know? I can't say that";
+ mes "I know everything, but";
+ mes "I'll try my best to tell you";
+ mes "what I know. I mean,";
+ mes "you helped Zabaroo, so...";
+ next;
+ select("What's this Hetarium??");
+ mes "[Bahed]";
+ mes "Well, it hasn't been that";
+ mes "long since these rocks";
+ mes "attracted attention outside";
+ mes "of town. Before all this,";
+ mes "the townspeople just";
+ mes "made carvings out of them.";
+ next;
+ mes "[Bahed]";
+ mes "Then, all of a sudden,";
+ mes "these people from--I guess";
+ mes "it was Schwaltzvalt--came";
+ mes "and bought a lot of these";
+ mes "stones. Later, they even built";
+ mes "this factory to process them!";
+ next;
+ mes "[Bahed]";
+ mes "Oh, they tried using machines";
+ mes "to harvest these stones, but";
+ mes "they all broke down too soon.";
+ mes "That's why they hired people";
+ mes "in Veins to collect them.";
+ next;
+ mes "[Bahed]";
+ mes "I'm not sure many people";
+ mes "know who owns this factory.";
+ mes "Maybe it's Rekenber? Yes,";
+ mes "I saw one of their corporate";
+ mes "airships come to town, so";
+ mes "I think it might be them.";
+ next;
+ select("How do they use Hetarium??");
+ mes "[Bahed]";
+ mes "I'm not really sure. I just";
+ mes "happened to overhear some";
+ mes "of the higher ups mention";
+ mes "something about hearts?";
+ mes "Pieces of hearts? Doesn't";
+ mes "make any sense to me.";
+ next;
+ mes "[Bahed]";
+ mes "All I gathered was that";
+ mes "they were using the stones";
+ mes "to build a machine related";
+ mes "to those hearts. That's";
+ mes "all I know. Anyway, please";
+ mes "leave the stones over there~";
+ set veins_stone,7;
+ close;
+ }
+ mes "[Bahed]";
+ mes "Everyday I feel";
+ mes "weaker and weaker...";
+ mes "Could this be chronic";
+ mes "fatigue syndrome? Ugh...";
+ close;
+}
+
+ve_in02,68,39,7 script Factory Worker#ve2 943,{
+ mes "[Worker]";
+ mes "What the heck are these rocks?";
+ mes "They're ordinary stones, aren't they?";
+ mes "They don't pay me enough here...";
+ close;
+}
+
+// Spy Quest
+//============================================================
+prontera,202,122,0 script Kid#sch 703,{
+ if (que_sch == 0) {
+ mes "[Rooney]";
+ mes "Where the heck";
+ mes "is it? I don't... Where...?";
+ mes "He's got to be around here";
+ mes "somewhere, I think...";
+ next;
+ if (select("What's wrong?:...") == 1) {
+ mes "[Rooney]";
+ mes "Oh, it's just...";
+ mes "Some guy sent me on a";
+ mes "delivery errand, but I can't";
+ mes "find the recipient. He said";
+ mes "that I can't miss him, but";
+ mes "I still can't figure it out.";
+ next;
+ mes "[Rooney]";
+ mes "I should have asked for";
+ mes "the exact location. I mean,";
+ mes "if I don't find him, then I'll";
+ mes "never get paid for doing";
+ mes "this delivery. ^333333*Sigh*^000000";
+ next;
+ if (select("Sounds tough. Good luck!:Do you need any help?") == 1) {
+ mes "[Rooney]";
+ mes "Thanks. I think";
+ mes "I just might need it.";
+ mes "Where could this guy";
+ mes "be? If he's expecting";
+ mes "a delivery, he should";
+ mes "make himself easy to find...";
+ close;
+ }
+ mes "[Rooney]";
+ mes "Yeah, sure, it'd be great";
+ mes "if you could help me. Let's";
+ mes "see, I need to deliver this";
+ mes "letter to a bard named...";
+ mes "It was... Ah, ^FF0000Lasda Midar^000000!";
+ next;
+ mes "[Rooney]";
+ mes "I've looked everywhere";
+ mes "in town for someone that";
+ mes "looks like a Bard, but I'm";
+ mes "not having any luck. If you";
+ mes "find him, would you tell me?";
+ set que_sch,1;
+ close;
+ }
+ close;
+ }
+ else if (que_sch == 1) {
+ mes "[Rooney]";
+ mes "I still haven't";
+ mes "found Lasda Midar.";
+ mes "Would you let me know";
+ mes "if you find him so that";
+ mes "I can deliver his letter?";
+ close;
+ }
+ else if (que_sch == 2) {
+ if (Zeny < 100) {
+ mes "[Rooney]";
+ mes "Lasda Midar...";
+ mes "Where the heck";
+ mes "could that guy be?";
+ close;
+ }
+ else {
+ mes "[Rooney]";
+ mes "Wow, did you really";
+ mes "find Lasda Midar?";
+ mes "Why couldn't I find him?";
+ mes "Anyway, thank you so much";
+ mes "for your help. I thought I was";
+ mes "going to fail my delivery!";
+ next;
+ select("He asked me to give you this.");
+ mes "[Rooney]";
+ mes "Hey, alright! Thanks";
+ mes "for the cash! Heh heh~";
+ set zeny,zeny-100;
+ set que_sch,3;
+ close;
+ }
+ }
+ mes "[Rooney]";
+ mes "Nice day out, isn't it?";
+ close;
+}
+
+prt_church,89,108,6 script Bard#sch 741,{
+ if ((MaxWeight-Weight) < 2000 || checkweight(1201,1) == 0) {
+ mes "^3355FFWait a second!";
+ mes "Right now, you're carrying";
+ mes "too many things with you.";
+ mes "Please come back after";
+ mes "using the Kafra Service";
+ mes "to store some of your items.^000000";
+ close;
+ }
+
+ if (que_sch < 1) {
+ mes "[Lasda]";
+ mes "Hello there, isn't today";
+ mes "such a wonderful day?";
+ mes "Nice weather always";
+ mes "inspires the poet in me,";
+ mes "and I can't seem to stop";
+ mes "singing my heart out~";
+ close;
+ }
+ else if (que_sch == 1) {
+ mes "[Lasda]";
+ mes "Why, what a glorious";
+ mes "day! I should sing a song";
+ mes "in praise of its wonder!";
+ mes "Ooooh... La la la-la~";
+ mes "Girls, girls, giiiirls...";
+ next;
+ switch(select("Excuse me...:......")) {
+ case 1:
+ mes "[Lasda]";
+ mes "Why, what a glorious";
+ mes "day! I should sing a song";
+ mes "in praise of its wonder!";
+ mes "Ooooh... La la la-la~";
+ mes "Girls, girls, giiiirls...";
+ close;
+ case 2:
+ mes "[Lasda]";
+ mes "Girls, girls, giiiirls...";
+ mes "Making my heart";
+ mes "beat like... Like it's";
+ mes "going too fast. My heart's";
+ mes "racing... And you're at the";
+ mes "finish line--Love Champion!";
+ next;
+ mes "[Lasda]";
+ mes "Oh? Don't stare at me";
+ mes "like that, you're making";
+ mes "me blush. Did you need to";
+ mes "talk to me or something?.";
+ next;
+ switch(select("I'm sorry.:Are you ^ff0000Lasda Midar^000000?")) {
+ case 1:
+ mes "[Lasda]";
+ mes "Oh, that's alright.";
+ mes "...............................";
+ mes "Girl, I'll laugh at all your";
+ mes "jokes, and agree with yourv";
+ mes "politics~ You're hot! But";
+ mes "baby, you're dumb as bricks~";
+ close;
+ case 2:
+ mes "[Lasda]";
+ mes "Oh? Oh, yes, that's me.";
+ mes "How can I help you?";
+ next;
+ select("I'm here to deliver this to you.");
+ mes "[Lasda]";
+ mes "Ah! He must have finally";
+ mes "sent it. Would you please";
+ mes "give me a second? Let's see...";
+ next;
+ mes "^3355FFLasda opened the letter";
+ mes "and started reading it.^000000";
+ next;
+ mes "[Lasda]";
+ mes "Umm...";
+ mes "Oh, no...";
+ next;
+ mes "[Lasda]";
+ mes "Ah, I'm sorry for";
+ mes "making you wait.";
+ mes "Here, please give";
+ mes "this money to that";
+ mes "kid that was supposed";
+ mes "to come find me here.";
+ set que_sch,2;
+ set zeny,zeny+100;
+ next;
+ mes "[Lasda]";
+ mes "I'd like you to come";
+ mes "talk to me again later";
+ mes "if you have the time";
+ mes "See you around~";
+ close;
+ }
+ }
+ }
+ else if (que_sch == 2) {
+ mes "^3355FFLasda seems to be";
+ mes "lost in deep thought.^000000";
+ close;
+ }
+ else if (que_sch == 3) {
+ mes "[Lasda]";
+ mes "Oh good, you came back!";
+ mes "Thanks for delivering that";
+ mes "letter for me. Listen, you";
+ mes "mind listening to me for";
+ mes "a bit? I want to ask you";
+ mes "for your help with something.";
+ next;
+ if (select("Sure.:No.") == 1) {
+ mes "[Lasda]";
+ mes "You see, the letter you";
+ mes "brought me was from my old";
+ mes "best friend. I haven't heard";
+ mes "from him for a while, so";
+ mes "I was pretty worried...";
+ next;
+ mes "[Lasda]";
+ mes "Vitre said in his letter";
+ mes "that he's in jail under";
+ mes "false charges so he wants";
+ mes "me to help him out. However,";
+ mes "there isn't much I can do.";
+ mes "Do you think you can help him?";
+ next;
+ if (select("Sure.:No.") == 1) {
+ mes "[Lasda]";
+ mes "Thank you so much!";
+ mes "I guess the best thing";
+ mes "to do for now is to find";
+ mes "my friend in a prison in";
+ mes "^FF0000Morroc^000000, and see what";
+ mes "you can do to help him..";
+ set que_sch,4;
+ close;
+ }
+ mes "[Lasda]";
+ mes "I... I guess...";
+ mes "You must not be";
+ mes "able to help him too...";
+ close;
+ }
+ mes "[Lasda]";
+ mes "I suppose that you";
+ mes "must already be busy";
+ mes "doing something else.";
+ mes "Well, I understand...";
+ close;
+ }
+ else if (que_sch < 8) {
+ mes "[Lasda]";
+ mes "I still can't believe";
+ mes "Vitre is being held";
+ mes "in prison in Morroc. I mean,";
+ mes "what could have happened?";
+ mes "I hope you can help him...";
+ close;
+ }
+ else if (que_sch == 8) {
+ mes "[Lasda]";
+ mes "He was arrested because";
+ mes "he's suspected of espionage?";
+ mes "That doesn't make any sense.";
+ mes "What could be going on?";
+ next;
+ select("^ff0000Krieg^000000 told me that.");
+ mes "[Lasda]";
+ mes "Krieg? Do you mean Krieg";
+ mes "Laje Mandi? I know him quite";
+ mes "well, actually. Let me write";
+ mes "you a letter or recommendation.";
+ mes "Hopefully, it'll be enough to";
+ mes "let you enter the prison.";
+ set que_sch,9;
+ close;
+ }
+ else if (que_sch == 9) {
+ mes "[Lasda]";
+ mes "Hurry and go bring";
+ mes "my letter to Krieg.";
+ mes "I wonder what happened...";
+ mes "There must be some kind";
+ mes "of weird misunderstanding.";
+ close;
+ }
+ else if (que_sch < 19) {
+ mes "[Lasda]";
+ mes "He really asked you";
+ mes "to break him out of jail?";
+ mes "Well, I know that's a morally";
+ mes "hazy area, but I hope that";
+ mes "you do your best to help Vitre.";
+ close;
+ }
+ else if (que_sch < 25) {
+ mes "[Lasda]";
+ mes "Thanks for offering";
+ mes "to help me out. I still";
+ mes "can't believe Vitre had";
+ mes "the gall to just break";
+ mes "out of prison, though...";
+ next;
+ mes "[Lasda]";
+ mes "I still can't do";
+ mes "anything to help him,";
+ mes "so please do what you";
+ mes "can to take care of him";
+ mes "for me. I really appreciate it.";
+ close;
+ }
+ else if (que_sch == 25) {
+ mes "[Lasda]";
+ mes "Ah, you're back. I'm sure";
+ mes "you have a lot to ask me";
+ mes "right now. You deserve to";
+ mes "know that everything I asked";
+ mes "you to do was part of a plan";
+ mes "to confirm Vitre's guilt.";
+ next;
+ mes "[Lasda]";
+ mes "We arrested him once";
+ mes "we learned that he was";
+ mes "an Arunafeltz spy, but we";
+ mes "couldn't punish him since";
+ mes "we lacked concrete proof.";
+ next;
+ mes "[Lasda]";
+ mes "That's why we allowed";
+ mes "him to escape: we planned";
+ mes "on following him to get the";
+ mes "proof that we needed. Our";
+ mes "sting was even able to round";
+ mes "up all of his compatriots!";
+ next;
+ mes "[Lasda]";
+ mes "I'm sorry for keeping";
+ mes "you in the dark, but it was";
+ mes "essential to the plan. We";
+ mes "couldn't have done it without";
+ mes "your help. Please take this";
+ mes "reward with our sincere thanks.";
+ set que_sch,26;
+ getitem 12106,1; //Accessory_Box
+ getexp 60000,0;
+ close;
+ }
+ else {
+ mes "[Lasda]";
+ mes "We're having too many";
+ mes "cases involving spies";
+ mes "like Vitre lately. This";
+ mes "might be a sign that";
+ mes "Arunafeltz is planning";
+ mes "to move against us...";
+ close;
+ }
+}
+
+morocc,53,87,7 script Prison Ward#sch 707,{
+ if (que_sch < 4) {
+ mes "[Jesse]";
+ mes "Only authorized";
+ mes "personnel can enter";
+ mes "this prison. You need";
+ mes "a permit if you want";
+ mes "to be able to enter.";
+ close;
+ }
+ else if (que_sch == 4) {
+ mes "[Jesse]";
+ mes "What? You want to meet";
+ mes "the prisoner? I'm sorry,";
+ mes "but he's not allowed to";
+ mes "see anyone since he was";
+ mes "arrested on suspicion";
+ mes "of espionage.";
+ set que_sch,5;
+ close;
+ }
+ else if (que_sch == 5) {
+ mes "[Jesse]";
+ mes "Huh. You're awfully";
+ mes "persistent. Alright,";
+ mes "if you can do me a favor,";
+ mes "I'll let you in. Bring me";
+ mes "1 dish of ^FF0000Fried Monkey Tails^000000";
+ next;
+ mes "[Jesse]";
+ mes "Of course, I can only let";
+ mes "you inside. Whether they'll";
+ mes "actually let you meet the";
+ mes "prisoner is another matter.";
+ mes "So do we have a deal?";
+ set que_sch,6;
+ close;
+ }
+ else if (que_sch == 6) {
+ if (countitem(12066) > 0) {
+ mes "[Jesse]";
+ mes "Ah, that's the stuff!";
+ mes "Thanks for the Fried";
+ mes "Monkey Tails~ Alright,";
+ mes "go talk to ^FF0000Sir Krieg^000000 in";
+ mes "Morroc Castle. Get his";
+ mes "approval, and I'll let you in.";
+ delitem 12066,1; //Luk_Dish01
+ set que_sch,7;
+ close;
+ }
+ mes "[Jesse]";
+ mes "Bring me a plate of";
+ mes "^FF0000Fried Monkey Tails^000000.";
+ mes "Do it, or I won't help";
+ mes "you out. I mean, I know";
+ mes "you mean well, but I'm";
+ mes "risking my job here...";
+ close;
+ }
+ else if (que_sch < 10) {
+ mes "[Jesse]";
+ mes "You didn't get approval";
+ mes "from Sir Krieg yet? You'd";
+ mes "better do it, or there's no";
+ mes "point in entering this prison.";
+ mes "You can't just sneak around";
+ mes "inside this place, you know?";
+ close;
+ }
+ else if (que_sch == 10) {
+ mes "[Jesse]";
+ mes "Did you really get";
+ mes "Sir Krieg's approval?";
+ mes "Alright, you may enter now.";
+ close2;
+ warp "ra_in01",48,355;
+ end;
+ }
+ else if (que_sch < 19) {
+ mes "[Jesse]";
+ mes "Do you want to enter?";
+ next;
+ if (select("Yes.:No") == 1) {
+ mes "[Jesse]";
+ mes "Be careful when you talk";
+ mes "to that guy: he's a smooth";
+ mes "talker, and almost charmed";
+ mes "a lot of the guards into";
+ mes "letting him go free.";
+ close2;
+ warp "ra_in01",48,355;
+ end;
+ }
+ mes "[Jesse]";
+ mes "Take your time.";
+ mes "If you're not mentally";
+ mes "prepared, then it's not";
+ mes "a good idea to talk";
+ mes "to the prisoner.";
+ close;
+ }
+ else if (que_sch < 19) {
+ mes "[Jesse]";
+ mes "Argh, I'm in trouble.";
+ mes "The prisoner escaped.";
+ mes "How could I let this...";
+ mes "happen?! Damn, I need to";
+ mes "report this to Mr. Krieg";
+ close;
+ }
+ mes "[Jesse]";
+ mes "What a relief! They";
+ mes "really set it up so that";
+ mes "the prisoner could escape?";
+ mes "Well, I thought I was going";
+ mes "to get fired for all that.";
+ close;
+}
+
+morocc_in,79,163,0 script Public Security Officer 748,{
+ if (que_sch < 7) {
+ mes "[Krieg]";
+ mes "I'm in charge of public";
+ mes "security here in Morroc.";
+ mes "Lately, there have been";
+ mes "more incidents disturbing";
+ mes "the public peace and";
+ mes "many unsettling rumors...";
+ close;
+ }
+ else if (que_sch == 7) {
+ mes "[Krieg]";
+ mes "Hello, adventurer.";
+ mes "How may I help you?";
+ next;
+ select("I'd like to see a prisoner, Mr. Vitre.");
+ mes "[Krieg]";
+ mes "Vitre? I'm sorry, but";
+ mes "I can't approve of that.";
+ mes "I'd allow visitors for normal";
+ mes "prisoners, but not for people";
+ mes "suspected of espionage.";
+ mes "That's why he's in jail.";
+ next;
+ mes "[Krieg]";
+ mes "If I knew you personally,";
+ mes "or if someone I trust can";
+ mes "vouch for you, then I'd";
+ mes "reconsider letting you";
+ mes "meet Vitre. Otherwise,";
+ mes "I just can't do it.";
+ set que_sch,8;
+ close;
+ }
+ else if (que_sch == 8) {
+ mes "[Krieg]";
+ mes "I can't let you meet";
+ mes "Vitre until I'm absolutely";
+ mes "sure that you're not involved";
+ mes "with any espionage activities.";
+ close;
+ }
+ else if (que_sch == 9) {
+ mes "[Krieg]";
+ mes "I can't let you meet";
+ mes "Vitre until I'm absolutely";
+ mes "sure that you're not involved";
+ mes "with any espionage activities.";
+ next;
+ select("Here's a letter from Lasda.");
+ mes "[Krieg]";
+ mes "Lasda? Now there's a";
+ mes "man I hold in high regard.";
+ mes "Please let me read what";
+ mes "he has to say. Hmmm...";
+ next;
+ mes "[Krieg]";
+ mes "Alright, I'll let you visit";
+ mes "Vitre. I'll send a message";
+ mes "to the prison ward so that";
+ mes "he'll let you talk to him.";
+ set que_sch,10;
+ close;
+ }
+ else if (que_sch < 26) {
+ mes "[Krieg]";
+ mes "Hmm... This is almost too";
+ mes "difficult for me to handle.";
+ mes "What should I do?";
+ close;
+ }
+ mes "[Krieg]";
+ mes "I understand that you were";
+ mes "instrumental in solving a";
+ mes "problem regarding public";
+ mes "safety. I'd just like to thank";
+ mes "you, and apologize for any";
+ mes "trouble I might have caused.";
+ close;
+}
+
+ra_in01,48,352,0 warp que_sch_jail 1,1,morocc,56,89
+
+ra_in01,50,387,4 script Upset Looking Bard#sch 51,{
+ if (que_sch < 10) {
+ mes "[Vitre]";
+ mes ".............";
+ close;
+ }
+ else if (que_sch == 10) {
+ mes "[Vitre]";
+ mes "...............................";
+ mes "...............................";
+ mes "...............................";
+ mes "Damn, what should I do?";
+ next;
+ select("Excuse me...");
+ mes "[Vitre]";
+ mes "Hm? I'm Vitre Bizlita.";
+ mes "As you can see, I'm not in";
+ mes "any real position to help";
+ mes "you. Still, did you want";
+ mes "to ask me something?";
+ next;
+ switch(select("Nothing.:I'm here on behalf of Mr. Lasda.")) {
+ case 1:
+ mes "[Vitre]";
+ mes "Well...";
+ mes "It's nice to";
+ mes "receive visitors.";
+ mes "Jail can be lonely....";
+ close;
+ case 2:
+ mes "[Vitre]";
+ mes "Oh, good. Lasda finally";
+ mes "got my letter, eh? I don't";
+ mes "know what the hell's going";
+ mes "on. I mean, all I remember";
+ mes "is that these strange men";
+ mes "came and brought me here.";
+ next;
+ mes "[Vitre]";
+ mes "I... I don't think";
+ mes "they'll let me out";
+ mes "of here. I mean, they";
+ mes "jailed me and there's no";
+ mes "proof I did anything wrong.";
+ next;
+ mes "[Vitre]";
+ mes "My life is in danger as";
+ mes "long as I'm here, so I have";
+ mes "to get out as soon as I can.";
+ mes "Luckily, I figured out that";
+ mes "I can open these doors if";
+ mes "I just had 2 things.";
+ next;
+ mes "[Vitre]";
+ mes "I just need a ^FF0000Megaphone^000000";
+ mes "and a ^FF0000Violin^000000. Luckily, they're";
+ mes "pretty mundane objects, so no";
+ mes "one would suspect anything if";
+ mes "you brought them here. Um...";
+ mes "You will help me, won't you?";
+ next;
+ mes "[Vitre]";
+ mes "I understand if you have any";
+ mes "doubts about my innocence.";
+ mes "But think about it: wouldn't";
+ mes "you want to see what I do";
+ mes "with a Megaphone and Violin?";
+ mes "Sounds pretty cool, huh?";
+ next;
+ mes "^3355FFYou can hear someone";
+ mes "mumbling from the cell";
+ mes "next to Vitre's.^000000";
+ next;
+ mes "[????]";
+ mes "I wonder how the lady";
+ mes "in the Dancer Job Change";
+ mes "place is doing by now...";
+ set que_sch,11;
+ close;
+ }
+ }
+ else if (que_sch < 18) {
+ mes "[Vitre]";
+ mes "Didn't you bring the";
+ mes "Megaphone and Violin?";
+ mes "The longer I sit here,";
+ mes "the more likely it is";
+ mes "that they'll kill me!";
+ close;
+ }
+ else if (que_sch == 18) {
+ if (countitem(7040) > 0 && countitem(1901) > 0) {
+ mes "[Vitre]";
+ mes "You brought me a";
+ mes "Megaphone and Violin?";
+ mes "Perfect! Now, step aside";
+ mes "Can't have you getting hurt.";
+ next;
+ mes "...............................";
+ mes "...............................";
+ mes "...............................";
+ next;
+ mes "^3355FFVitre drew in a deep";
+ mes "breath, and then smashed";
+ mes "the steel bars of his cell";
+ mes "with the Violin. Surprisingly,";
+ mes "the door swings open with";
+ mes "a very loud noise.^000000";
+ next;
+ mes "[Vitre]";
+ mes "Heh! That was a little";
+ mes "harder than I thought,";
+ mes "but it looks like I'm free~";
+ mes "Alright, let's get a move on.";
+ next;
+ mes "[Jesse]";
+ mes "What?! What's this noise?!";
+ next;
+ enablenpc "Jesse#sch";
+ mes "[Jesse]";
+ mes "Hey! How did you";
+ mes "get out of your cell?!";
+ mes "Get back in there, NOW!";
+ next;
+ mes "[Vitre]";
+ mes "If you were me, would";
+ mes "you go back in your cell";
+ mes "just because someone's";
+ mes "yelling at you? Forget it~";
+ next;
+ mes "^3355FFVitre raised the Megaphone";
+ mes "to his mouth, and drew in";
+ mes "another deep breath.^000000";
+ next;
+ mes "[Vitre]";
+ mes "Wah!";
+ next;
+ mes "[Jesse]";
+ mes "Arg...";
+ mes "Oh Lord...!";
+ mes "M-my ears...";
+ next;
+ mes "[Vitre]";
+ mes "Heh! I love it when";
+ mes "a plan comes together~";
+ mes "Let's get out of here!";
+ next;
+ delitem 1901,1; //Violin
+ delitem 7040,1; //Megaphone
+ set que_sch,19;
+ close2;
+ disablenpc "Jesse#sch";
+ warp "morocc",294,153;
+ end;
+ }
+ mes "[Vitre]";
+ mes "Didn't you bring";
+ mes "a Megaphone and";
+ mes "a Violin? Please";
+ mes "hurry, I don't have";
+ mes "much time left!";
+ close;
+ }
+ else {
+ mes "[Vitre]";
+ mes "Heh! I love it when";
+ mes "a plan comes together~";
+ mes "Let's get out of here!";
+ close2;
+ warp "morocc",294,153;
+ end;
+ }
+}
+
+ra_in01,58,389,0 script Jesse#sch 707,{
+ end;
+
+OnInit:
+ disablenpc "Jesse#sch";
+ end;
+}
+
+ra_in01,58,389,0 script Guant Prisoner#sch 929,{
+ if (que_sch < 11) {
+ mes "[Ruan]";
+ mes "This stinks. Why am";
+ mes "I locked up in here?";
+ mes "I didn't do anything";
+ mes "to deserve this!";
+ next;
+ mes "[Ruan]";
+ mes "It's getting to be so";
+ mes "bad that I even miss the";
+ mes "sound of Hianna's voice.";
+ mes "It's freakishly loud.";
+ mes "You couldn't outyell her";
+ mes "even with a Megaphone.";
+ close;
+ }
+ else if (que_sch == 11) {
+ mes "[Ruan]";
+ mes "This stinks. Why am";
+ mes "I locked up in here?";
+ mes "I didn't do anything";
+ mes "to deserve this!";
+ next;
+ mes "[Ruan]";
+ mes "It's getting to be so";
+ mes "bad that I even miss the";
+ mes "sound of Hianna's voice.";
+ mes "It's freakishly loud.";
+ mes "You couldn't outyell her";
+ mes "even with a Megaphone.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "What...?!";
+ next;
+ select("Where I can find that Megaphone?");
+ mes "[Ruan]";
+ mes "Huh? Why would you";
+ mes "want to know that?";
+ next;
+ select("I really need one!");
+ mes "[Ruan]";
+ mes "Uh, you can get one from";
+ mes "that Dancer Job Change";
+ mes "place in Comodo. They're";
+ mes "really hard to get, though,";
+ mes "if not impossible. Knock";
+ mes "yourself out, buddy.";
+ close;
+ }
+ else if (que_sch < 20) {
+ mes "[Ruan]";
+ mes "Nobody knows what";
+ mes "will happen tomorrow.";
+ mes "I mean, this is a world of";
+ mes "miracles and tragedies.";
+ mes "Death, or real love...";
+ mes "You will never know what will happen.";
+ close;
+ }
+ mes "[Ruan]";
+ mes "........";
+ close;
+}
+
+// Escort Dancers to Schwaltzvalt Republic
+job_duncer,93,106,6 script Dance Instructor#sch 892,{
+ if ((MaxWeight-Weight) < 2000 || checkweight(1201,1) == 0) {
+ mes "^3355FFWait a second!";
+ mes "Right now, you're carrying";
+ mes "too many things with you.";
+ mes "Please come back after";
+ mes "using the Kafra Service";
+ mes "to store some of your items.^000000";
+ close;
+ }
+
+ if (que_sch < 11) {
+ mes "[Hianna]";
+ mes "Keep up the good work,";
+ mes "everyone! There's only";
+ mes "a few days left until the";
+ mes "big performance! Hey...";
+ mes "You! Can't you do it right?";
+ mes "Turn your waist quicker!";
+ close;
+ }
+ else if (que_sch == 11) {
+ mes "[Hianna]";
+ mes "Hey, who are you?";
+ mes "We already have enough";
+ mes "problems with too many";
+ mes "pervs ogling the Dancers.";
+ mes "I'd prefer it if you didn't";
+ mes "come to watch us practice.";
+ next;
+ if (select("I want a Megaphone.:Eeek...") == 2) {
+ mes "[Hianna]";
+ mes "If you really want to";
+ mes "watch us dance, come to";
+ mes "the show and buy a ticket.";
+ mes "Watching for free isn't";
+ mes "exactly supporting the arts.";
+ close;
+ }
+ mes "[Hianna]";
+ mes "You want a Megaphone?";
+ mes "Well, I'm sorry, but it's";
+ mes "not just something I can";
+ mes "lend to anybody. Then again";
+ mes "it's not like you can find one";
+ mes "anywhere else, either.";
+ next;
+ if (select("Please! I'll do anything!:Later.") == 2) {
+ mes "[Hianna]";
+ mes "Alright, then.";
+ mes "I'm sorry that";
+ mes "I can't help you.";
+ close;
+ }
+ mes "[Hianna]";
+ mes "Anything, huh?";
+ mes "Well, you just said";
+ mes "the magic word. Listen";
+ mes "carefully to what I want";
+ mes "you to do for me.";
+ next;
+ if (select("Listen:Reconsider") == 1) {
+ mes "[Hianna]";
+ mes "First, I want a little";
+ mes "cash. Consider it a rental";
+ mes "fee. 500,000 zeny should be";
+ mes "just about enough. Then,";
+ mes "I want you to do me a favor.";
+ next;
+ mes "[Hianna]";
+ mes "The Schwaltzvalt Republic";
+ mes "requested me to send some";
+ mes "Dancers for some party, but";
+ mes "I don't have enough guards";
+ mes "to protect them on their";
+ mes "way over there.";
+ next;
+ mes "[Hianna]";
+ mes "If you act as bodyguard";
+ mes "to my Dancers on the way";
+ mes "to the Schwaltzvalt Republic,";
+ mes "I'll lend you my Megaphone";
+ mes "once you come back. So...";
+ mes "How does that sound?";
+ next;
+ if (select("Sounds good.:Like a ripoff.") == 1) {
+ mes "[Hianna]";
+ mes "I'm glad you agree~";
+ mes "Okay, the Dancers are";
+ mes "waiting are the entrance,";
+ mes "so bring them over to the";
+ mes "Schwaltzvalt Republic as";
+ mes "soon as you're ready.";
+ set que_sch,12;
+ close;
+ }
+ mes "[Hianna]";
+ mes "So... I guess you";
+ mes "didn't need that";
+ mes "Megaphone as";
+ mes "badly as I thought.";
+ close;
+ }
+ mes "[Hianna]";
+ mes "Alright, take your";
+ mes "time. I'm in no rush.";
+ close;
+ }
+ else if (que_sch < 17) {
+ mes "[Hianna]";
+ mes "What are you still doing";
+ mes "here? Shouldn't you be";
+ mes "escorting the Dancers to";
+ mes "the Schwaltvalt Republic";
+ mes "already? Get a move on~";
+ close;
+ }
+ else if (que_sch == 17) {
+ mes "[Hianna]";
+ mes "Thanks for all your";
+ mes "hard work. The Dancers";
+ mes "told me that you did a good";
+ mes "job escorting them. Now...";
+ mes "Do you have the money?";
+ next;
+ if (select("Yes:No") == 1) {
+ if (Zeny < 500000) {
+ mes "[Hianna]";
+ mes "What's this? Hmm...";
+ mes "I think you made a mistake.";
+ mes "This isn't enough money.";
+ mes "Remember, 500,000 zeny~";
+ close;
+ }
+ mes "[Hianna]";
+ mes "Perfect. Well, here's";
+ mes "your Megaphone. Thanks";
+ mes "for everything, and I'll see";
+ mes "you around, adventurer~";
+ set zeny,zeny-500000;
+ set que_sch,18;
+ getitem 7040,1; //Megaphone
+ close;
+ }
+ mes "[Hianna]";
+ mes "I can't have you breaking";
+ mes "your promises, so I won't";
+ mes "give you the Megaphone";
+ mes "until you pay me the";
+ mes "500,000 zeny that you";
+ mes "said that you would.";
+ close;
+ }
+ else if (que_sch == 18) {
+ mes "[Hianna]";
+ mes "Thanks for escorting";
+ mes "my Dancers over to the";
+ mes "Schwaltzvalt Republic.";
+ mes "Anything I can help";
+ mes "you with today?";
+ next;
+ if (select("I'd like another Megaphone.:No thanks.") == 1) {
+ mes "[Hianna]";
+ mes "Well, I guess I can let";
+ mes "you have another one if";
+ mes "you pay me 500,000 zeny.";
+ mes "You sure you want to pay";
+ mes "the money for a Megaphone?";
+ next;
+ if (select("Yes:No") == 1) {
+ if (Zeny < 500000) {
+ mes "[Hianna]";
+ mes "I'm sorry, but this";
+ mes "isn't enough money for";
+ mes "a Megaphone. Be sure";
+ mes "to bring me 500,000 zeny.";
+ close;
+ }
+ mes "[Hianna]";
+ mes "Here you are. The fact is...";
+ mes "These Megaphones are";
+ mes "considered guild property,";
+ mes "so I'm not supposed to let";
+ mes "you have this. Don't let";
+ mes "anyone know I gave you this!";
+ set zeny,zeny-500000;
+ getitem 7040,1; //Megaphone
+ close;
+ }
+ mes "[Hianna]";
+ mes "Alright~";
+ mes "Take care, and";
+ mes "travel safely~";
+ close;
+ }
+ mes "[Hianna]";
+ mes "Alright~";
+ mes "Take care, and";
+ mes "travel safely~";
+ close;
+ }
+ mes "[Hianna]";
+ mes "Trust me, we've made";
+ mes "good use of the money";
+ mes "that you've ''donated.''";
+ mes "Thanks for taking good";
+ mes "care of my Dancers~";
+ close;
+}
+
+job_duncer,85,49,0 script Young Dancer#sch1 724,{
+ if (que_sch < 12) {
+ mes "[Dancer]";
+ mes "Hi there~";
+ mes "Are you enjoying";
+ mes "yourself? I hope so!";
+ close;
+ }
+ else if (que_sch == 12) {
+ mes "[Dancer]";
+ mes "Ah, you must be the";
+ mes "bodyguard. So are you";
+ mes "ready to go now?";
+ next;
+ if (select("Yes:No") == 1) {
+ mes "[Dancer]";
+ mes "Alright, then.";
+ mes "Here we go~";
+ set que_sch,13;
+ close2;
+ warp "airplane",75,55;
+ end;
+ }
+ mes "[Dancer]";
+ mes "We need to depart soon,";
+ mes "so please hurry. I'll be";
+ mes "waiting for you here~";
+ close;
+ }
+ mes "[Dancer]";
+ mes "Oh, that was such a fun";
+ mes "performance. I can still";
+ mes "see the dazzling decorations";
+ mes "in the ballroom where we got";
+ mes "to dance. It was so wonderful!";
+ close;
+}
+
+job_duncer,83,52,6 script Cheerful Dancer#sch1 724,{
+ if (que_sch < 12) {
+ mes "[Dancer]";
+ mes "Hi there~";
+ mes "Are you enjoying";
+ mes "yourself? I hope so!";
+ close;
+ }
+ else if (que_sch == 12) {
+ mes "[Dancer]";
+ mes "Ah, you must be the";
+ mes "bodyguard. So are you";
+ mes "ready to go now?";
+ next;
+ if (select("Yes:No") == 1) {
+ mes "[Dancer]";
+ mes "Alright, then.";
+ mes "Here we go~";
+ set que_sch,13;
+ close2;
+ warp "airplane",75,55;
+ end;
+ }
+ mes "[Dancer]";
+ mes "We need to depart soon,";
+ mes "so please hurry. I'll be";
+ mes "waiting for you here~";
+ close;
+ }
+ mes "[Dancer]";
+ mes "I guess it's pretty";
+ mes "fun to perform on stage~";
+ mes "But I still need to practice";
+ mes "more for the next performance.";
+ close;
+}
+
+job_duncer,87,50,2 script Mature Looking Dancer#s1 724,{
+ if (que_sch < 12) {
+ mes "[Dancer]";
+ mes "Hi there~";
+ mes "Are you enjoying";
+ mes "yourself? I hope so!";
+ close;
+ }
+ else if (que_sch == 12) {
+ mes "[Dancer]";
+ mes "Ah, you must be the";
+ mes "bodyguard. So are you";
+ mes "ready to go now?";
+ next;
+ if (select("Yes:No") == 1) {
+ mes "[Dancer]";
+ mes "Alright, then.";
+ mes "Here we go~";
+ set que_sch,13;
+ close2;
+ warp "airplane",75,55;
+ end;
+ }
+ mes "[Dancer]";
+ mes "We need to depart soon,";
+ mes "so please hurry. I'll be";
+ mes "waiting for you here~";
+ close;
+ }
+ mes "[Dancer]";
+ mes "I sure learned a lot from";
+ mes "that trip. I hope that the new";
+ mes "girls also gained something";
+ mes "from their experiences.";
+ close;
+}
+
+airplane,76,56,4 script Young Dancer#sch2 724,{
+ if (que_sch < 13) {
+ mes "[Dancer]";
+ mes "Hi there~";
+ mes "Are you enjoying";
+ mes "yourself? I hope so!";
+ close;
+ }
+ else if (que_sch == 13) {
+ mes "[Dancer]";
+ mes "This will be my";
+ mes "first performance...";
+ mes "I guess that's why";
+ mes "I have butterflies";
+ mes "in my stomach...";
+ close;
+ }
+ mes "[Dancer]";
+ mes "I wonder which beautiful";
+ mes "place we'll get to perform in";
+ mes "next time! Ooh, I can't wait!";
+ close;
+}
+
+airplane,75,53,0 script Cheerful Dancer#sch2 724,{
+ if (que_sch < 13) {
+ mes "[Dancer]";
+ mes "Hi there~";
+ mes "Are you enjoying";
+ mes "yourself? I hope so!";
+ close;
+ }
+ else if (que_sch == 13) {
+ mes "[Dancer]";
+ mes "I've performed at many";
+ mes "venues, but this is the";
+ mes "frist time I'll be dancing";
+ mes "in the Schwaltzvalt Republic.";
+ mes "This is also my first time on";
+ mes "an airship. How exciting!";
+ close;
+ }
+ mes "[Dancer]";
+ mes "Traveling is really";
+ mes "thrilling... It's almost as";
+ mes "fun as dancing on stage~";
+ close;
+}
+
+airplane,79,55,2 script Mature Looking Dancer#s2 724,{
+ if (que_sch < 13) {
+ mes "[Dancer]";
+ mes "Hi there~";
+ mes "Are you enjoying";
+ mes "yourself? I hope so!";
+ close;
+ }
+ else if (que_sch == 13) {
+ mes "[Dancer]";
+ mes "This is the first time that";
+ mes "the Schwaltzvalt Republic";
+ mes "requested a performance";
+ mes "from us. Isn't that amazing?";
+ mes "I guess we earned a reputation";
+ mes "overseas. I'll do my best!";
+ next;
+ mes "[Airship Announcement]";
+ mes "We will be arriving";
+ mes "in Einbroch shortly.";
+ mes "Passengers to Einbroch,";
+ mes "please get ready to land.";
+ next;
+ mes "[Dancer]";
+ mes "Oh! We're finally here!";
+ mes "Alright, I'll give this next";
+ mes "performance my all!";
+ close2;
+ set que_sch,14;
+ warp "ein_in01",278,223;
+ end;
+ }
+ mes "[Dancer]";
+ mes "I've been dancing on";
+ mes "stage for a long time, but";
+ mes "I always feel so nervous";
+ mes "right beforehand. I wonder";
+ mes "why that happens to me.";
+ close;
+}
+
+ein_in01,174,266,0 script Young Dancer#sch3 724,{
+ if (que_sch < 17) {
+ mes "[Dancer]";
+ mes "Oh, the dinner";
+ mes "party isn't finished yet.";
+ mes "It'll be over before";
+ mes "you even know it~";
+ close;
+ }
+ else if (que_sch == 17) {
+ mes "[Dancer]";
+ mes "Hooray! My first";
+ mes "onstage performance";
+ mes "was a success! Oh";
+ mes "I was so nervous...";
+ mes "But I'm so proud";
+ mes "of myself now!";
+ close;
+ }
+ mes "[Dancer]";
+ mes "Without dance,";
+ mes "my life has no";
+ mes "meaning at all.";
+ close;
+}
+
+ein_in01,172,266,0 script Cheerful Dancer#sch3 724,{
+ if (que_sch < 17) {
+ mes "[Dancer]";
+ mes "The dinner party isn't";
+ mes "even finished yet, but";
+ mes "I'm already exhausted~";
+ close;
+ }
+ else if (que_sch == 17) {
+ mes "[Dancer]";
+ mes "^333333*Whew*^000000 We gave a good";
+ mes "performance this time.";
+ mes "I was worried since that";
+ mes "airship trip really drained me.";
+ close;
+ }
+ mes "[Dancer]";
+ mes "Dancing is really";
+ mes "hard work, and all that";
+ mes "practicing wears you out,";
+ mes "but it's worth it once you";
+ mes "get up on that stage.";
+ close;
+}
+
+ein_in01,170,266,0 script Mature Looking Dancer#s3 724,{
+ if (que_sch < 17) {
+ mes "[Dancer]";
+ mes "Oh, the dinner";
+ mes "party isn't finished yet.";
+ mes "It'll be over before";
+ mes "you even know it~";
+ close;
+ }
+ else if (que_sch == 17) {
+ mes "[Dancer]";
+ mes "Well well, it looks like our";
+ mes "performance was a success.";
+ mes "The new girls did a really";
+ mes "great job. So let's head";
+ mes "back home, shall we?";
+ close2;
+ warp "comodo",191,146;
+ end;
+ }
+ mes "[Dancer]";
+ mes "Dancing is so fun, but";
+ mes "sometimes it's hard to";
+ mes "keep up with the audience's";
+ mes "expectations, you know?";
+ close;
+}
+
+ein_in01,279,221,0 script Hotel Manager#sch 903,5,5,{
+ if (que_sch < 15) {
+ mes "[Manager]";
+ mes "It'd be a really great";
+ mes "party if our customers";
+ mes "were a little less rowdy";
+ mes "Recently, they've been";
+ mes "more than a handful...";
+ close;
+ }
+ else if (que_sch == 15) {
+ mes "[Manager]";
+ mes "I'm glad our customers";
+ mes "enjoyed the performance";
+ mes "I was a little worried about";
+ mes "what they were going to think,";
+ mes "but I guess I was just being";
+ mes "overly anxious about it all.";
+ close;
+ }
+ else if (que_sch == 16) {
+ mes "[Manager]";
+ mes "Thank you so much for";
+ mes "your services. I'll be sure to";
+ mes "have one of my employees";
+ mes "send you your payment";
+ mes "Have a safe trip back~";
+ set que_sch,17;
+ close;
+ }
+ end;
+
+OnTouch:
+ if (que_sch == 14) {
+ mes "[Manager]";
+ mes "Oh, did you enjoy";
+ mes "your trip? I'm glad to";
+ mes "see that everyone arrived";
+ mes "safely. The dinner party";
+ mes "will start shortly, so";
+ mes "please get ready~";
+ set que_sch,15;
+ close;
+ }
+ end;
+}
+
+ein_in01,166,282,4 script Employee#sch 904,{
+ if (que_sch < 15) {
+ mes "[Employee]";
+ mes "We've been so busy lately!";
+ mes "It's just one party reservation";
+ mes "after another! When will I be";
+ mes "able to just take a break?";
+ close;
+ }
+ else if (que_sch < 17) {
+ if (rand(1,3) == 2) {
+ mes "[Employee]";
+ mes "Hi, how may I help you?";
+ mes "Tonight, most of customers";
+ mes "are high ranking government";
+ mes "officials or public figures.";
+ mes "That man over there is the";
+ mes "Rekenber P.R. executive.";
+ next;
+ mes "[Employee]";
+ mes "That priest over there is";
+ mes "actually a diplomat from";
+ mes "Arunafeltz on business.";
+ mes "These are some very";
+ mes "important people!";
+ close;
+ }
+ mes "[Employee]";
+ mes "How can I help you?";
+ mes "Oh, would you like another";
+ mes "drink? There you go! Please";
+ mes "enjoy the dinner party~";
+ close;
+ }
+ mes "[Employee]";
+ mes "Oh, the mess left after";
+ mes "a banquet is the biggest";
+ mes "part of my job. It's tough";
+ mes "work, but it needs to get done.";
+ close;
+}
+
+ein_in01,176,285,0 script Bard Trigger#sch -1,1,1,{
+OnTouch:
+ if (que_sch == 15) {
+ disablenpc "Corporate Figure#sch";
+ disablenpc "Arunafeltz Figure#sch";
+ enablenpc "Corporate Figure";
+ enablenpc "Arunafeltz Figure";
+ mes "[????]";
+ mes "I guess the party";
+ mes "will soon be over.";
+ mes "Did you enjoy yourself?";
+ next;
+ mes "[??????]";
+ mes "Yes, thank you, I had";
+ mes "a great time. I'm sorry";
+ mes "I gave you such short";
+ mes "notice of my arrival, but";
+ mes "you held this party anyway.";
+ next;
+ mes "[????]";
+ mes "Don't mention it.";
+ mes "You're a valued guest.";
+ mes "It would shame me if I'd";
+ mes "failed to entertain you.";
+ next;
+ mes "[??????]";
+ mes "Ho ho, you certainly know";
+ mes "how to be a good host~";
+ next;
+ mes "[????]";
+ mes "Your words honor me.";
+ next;
+ mes "^3355FFThe man took a quick";
+ mes "look around the room.^000000";
+ next;
+ mes "[????]";
+ mes "No one's around.";
+ mes "I have something to";
+ mes "discuss with you before";
+ mes "we get down to business.";
+ next;
+ mes "[??????]";
+ mes "What kind of...?";
+ next;
+ mes "[????]";
+ mes "I'll explain in detail";
+ mes "someplace safer. The gist";
+ mes "is that some rogues over in";
+ mes "Arunafeltz are plotting to harm";
+ mes "relations between Arunafeltz";
+ mes "and the Rekenber Corporation.";
+ next;
+ mes "[??????]";
+ mes "Oh... I see. Yes,";
+ mes "we can't talk about";
+ mes "that here. To tell the";
+ mes "truth, I've suspected that";
+ mes "something like that was";
+ mes "going on... Yes, makes sense.";
+ next;
+ mes "[????]";
+ mes "We should relocate";
+ mes "so that we can talk";
+ mes "a bit more freely.";
+ mes "Please follow me,";
+ mes "I already have";
+ mes "a place prepared.";
+ set que_sch,16;
+ close2;
+ disablenpc "Corporate Figure";
+ disablenpc "Arunafeltz Figure";
+ enablenpc "Corporate Figure#sch";
+ enablenpc "Arunafeltz Figure#sch";
+ }
+ end;
+}
+
+ein_in01,181,284,0 script Corporate Figure 109,{
+ end;
+
+OnInit:
+ disablenpc "Corporate Figure";
+ end;
+}
+
+ein_in01,181,285,0 script Arunafeltz Figure 920,{
+ end;
+
+OnInit:
+ disablenpc "Arunafeltz Figure";
+ end;
+}
+
+ein_in01,168,274,0 script Corporate Figure#sch 109,{
+ mes "[????]";
+ mes "Hmm... Good.";
+ mes "Everything looks";
+ mes "ready to me.";
+ close;
+}
+
+ein_in01,170,284,4 script Arunafeltz Figure#sch 920,{
+ mes "[??????]";
+ mes "I've got to say, only";
+ mes "Rekenber can host such";
+ mes "a magnificent party in";
+ mes "a city this polluted.";
+ mes "What's going on...?";
+ close;
+}
+
+morocc,297,154,0 script Thin-Faced Bard#sch 51,{
+ if ((MaxWeight-Weight) < 2000 || checkweight(1201,1) == 0) {
+ mes "^3355FFWait a second!";
+ mes "Right now, you're carrying";
+ mes "too many things with you.";
+ mes "Please come back after";
+ mes "using the Kafra Service";
+ mes "to store some of your items.^000000";
+ close;
+ }
+
+ if (que_sch < 19) {
+ mes "[????]";
+ mes "............";
+ close;
+ }
+ else if (que_sch == 19) {
+ mes "[Vitre]";
+ mes "Thanks for your help.";
+ mes "This country's government";
+ mes "should know better than to";
+ mes "put a good man like me in jail.";
+ mes "Listen, I'm a fugitive now.";
+ mes "Do you think you can help me?";
+ next;
+ select("Sure.:I may as well...");
+ mes "[Vitre]";
+ mes "I just need you to talk";
+ mes "to a few people, and let";
+ mes "me know what they said.";
+ mes "I'd do it myself, but you";
+ mes "understand that I've got";
+ mes "to keep a low profile.";
+ next;
+ mes "[Vitre]";
+ mes "Please meet these people";
+ mes "in the order that I tell you.";
+ mes "I've sent messengers to let";
+ mes "them know of your arrival,";
+ mes "but I had to send them out";
+ mes "at different times... Anyway...";
+ next;
+ mes "[Vitre]";
+ mes "First, go to Prontera";
+ mes "and talk to Chada. Second,";
+ mes "go to Geffen and speak to";
+ mes "Ghez. Lastly, please go to";
+ mes "Comodo and meet Nosdan.";
+ next;
+ mes "[Vitre]";
+ mes "Each one of them will";
+ mes "sing you a song. Listen";
+ mes "carefully, and sing me their";
+ mes "songs when you come back.";
+ mes "Thanks, you have no idea how";
+ mes "much I appreciate your help.";
+ set que_sch,20;
+ close;
+ }
+ else if (que_sch == 20) {
+ mes "[Vitre]";
+ mes "Chada is probably near";
+ mes "the middle of Prontera.";
+ mes "The messenger I sent to";
+ mes "him should have reached";
+ mes "him by now, so he should";
+ mes "be expecting your arrival.";
+ close;
+ }
+ else if (que_sch == 21) {
+ mes "[Vitre]";
+ mes "Ah, now you've got to";
+ mes "talk to Ghez. He should";
+ mes "be in Northeast Geffen";
+ mes "somewhere. Hopefully";
+ mes "you won't have too much";
+ mes "trouble finding him.";
+ close;
+ }
+ else if (que_sch == 22) {
+ mes "[Vitre]";
+ mes "Trying to find Nosdan?";
+ mes "I think he's probably in the";
+ mes "Northern Cave in Comodo.";
+ mes "Please talk to him, and let";
+ mes "me know about his song.";
+ close;
+ }
+ else if (que_sch == 23) {
+ mes "[Vitre]";
+ mes "Welcome back.";
+ mes "So did you listen";
+ mes "to all of their songs?";
+ next;
+ if (select("Yes:No") == 1) {
+ mes "[Vitre]";
+ mes "Perfect~ Here's a little";
+ mes "something to show my";
+ mes "gratitude. Hope you like it.";
+ set que_sch,24;
+ getitem 603,1; //Old_Blue_Box
+ next;
+ mes "[Vitre]";
+ mes "Now, tell me, what";
+ mes "exactly did they si--";
+ next;
+ mes "[????]";
+ mes "Hold it!";
+ next;
+ enablenpc "????#sch1";
+ enablenpc "????#sch2";
+ enablenpc "????#sch3";
+ mes "[Vitre]";
+ mes "What? Wh-who the";
+ mes "hell are you guys?!";
+ next;
+ mes "[????]";
+ mes "Rune-Midgarts";
+ mes "Secret Service!";
+ mes "Vitre Bizlleta--";
+ mes "you're under arrest";
+ mes "for espionage!";
+ next;
+ mes "[Vitre]";
+ mes "Again? Didn't you just";
+ mes "arrest me just for being";
+ mes "suspected of espionage?";
+ mes "I think it's a little unfair";
+ mes "to just capture me when";
+ mes "you don't have any proof.";
+ next;
+ mes "[????]";
+ mes "We just seized concrete";
+ mes "evidence of your illegal";
+ mes "activities. It's probably";
+ mes "enough to imprison you";
+ mes "for life. Happy now?";
+ next;
+ mes "[Vitre]";
+ mes "You're bluffing.";
+ next;
+ mes "[????]";
+ mes "You shouldn't have sent";
+ mes "that unsuspecting adventurer";
+ mes "to your news sources. We've";
+ mes "taken them into custody";
+ mes "Chada, Ghez, Nosdan.";
+ mes "That's them, right?";
+ next;
+ mes "[Vitre]";
+ mes "Nooooooooo!";
+ next;
+ mes "[Suden]";
+ mes "Adventurer, thank you for";
+ mes "your cooperation. I am";
+ mes "Suden Griea, Secret Service";
+ mes "agent. I'm sure you have";
+ mes "a lot of questions, but ^FF0000Lasda";
+ mes "Midar^000000 will answer them.";
+ next;
+ mes "[Suden]";
+ mes "I'd explain here and now,";
+ mes "but I better dispose of";
+ mes "this trash with the rest of";
+ mes "his scum buddies... in jail!";
+ set que_sch,25;
+ close2;
+ disablenpc "????#sch1";
+ disablenpc "????#sch2";
+ disablenpc "????#sch3";
+ end;
+ }
+ mes "[Vitre]";
+ mes "Would you please hurry?";
+ mes "Staying in one place like";
+ mes "this makes me nervous...";
+ mes "I should be on the move...";
+ close;
+ }
+ else if (que_sch == 24) {
+ mes "[Vitre]";
+ mes "Now, tell me, what";
+ mes "exactly did they si--";
+ next;
+ mes "[????]";
+ mes "Hold it!";
+ next;
+ enablenpc "????#sch1";
+ enablenpc "????#sch2";
+ enablenpc "????#sch3";
+ mes "[Vitre]";
+ mes "What? Wh-who the";
+ mes "hell are you guys?!";
+ next;
+ mes "[????]";
+ mes "Rune-Midgarts";
+ mes "Secret Service!";
+ mes "Vitre Bizlleta--";
+ mes "you're under arrest";
+ mes "for espionage!";
+ next;
+ mes "[Vitre]";
+ mes "Again? Didn't you just";
+ mes "arrest me just for being";
+ mes "suspected of espionage?";
+ mes "I think it's a little unfair";
+ mes "to just capture me when";
+ mes "you don't have any proof.";
+ next;
+ mes "[????]";
+ mes "We just seized concrete";
+ mes "evidence of your illegal";
+ mes "activities. It's probably";
+ mes "enough to imprison you";
+ mes "for life. Happy now?";
+ next;
+ mes "[Vitre]";
+ mes "You're bluffing.";
+ next;
+ mes "[????]";
+ mes "You shouldn't have sent";
+ mes "that unsuspecting adventurer";
+ mes "to your news sources. We've";
+ mes "taken them into custody";
+ mes "Chada, Ghez, Nosdan.";
+ mes "That's them, right?";
+ next;
+ mes "[Vitre]";
+ mes "Nooooooooo!";
+ next;
+ mes "[Suden]";
+ mes "Adventurer, thank you for";
+ mes "your cooperation. I am";
+ mes "Suden Griea, Secret Service";
+ mes "agent. I'm sure you have";
+ mes "a lot of questions, but ^FF0000Lasda";
+ mes "Midar^000000 will answer them.";
+ next;
+ mes "[Suden]";
+ mes "I'd explain here and now,";
+ mes "but I better dispose of";
+ mes "this trash with the rest of";
+ mes "his scum buddies... in jail!";
+ set que_sch,25;
+ close2;
+ disablenpc "????#sch1";
+ disablenpc "????#sch2";
+ disablenpc "????#sch3";
+ end;
+ }
+ mes "[Bard]";
+ mes "Oh, uh...";
+ mes "I'm not really Vitre.";
+ mes "I'm just a lookalike that's";
+ mes "been planted here in case";
+ mes "his hoodlum buddies come";
+ mes "here to find him. You know?";
+ next;
+ mes "[Bard]";
+ mes "Yeah... This is a pretty";
+ mes "dumb job. I mean, all I do";
+ mes "is stand here, waiting for";
+ mes "his spy friends. What are";
+ mes "the odds of that happening?";
+ close;
+}
+
+morocc,294,152,0 script ????#sch1 899,{
+ end;
+
+OnInit:
+ disablenpc "????#sch1";
+ end;
+}
+
+morocc,293,155,6 script ????#sch2 899,{
+ end;
+
+OnInit:
+ disablenpc "????#sch2";
+ end;
+}
+
+morocc,298,150,1 script ????#sch3 899,{
+ end;
+
+OnInit:
+ disablenpc "????#sch3";
+ end;
+}
+
+prontera,109,161,6 script Young Man#sch 83,{
+ if (que_sch < 20) {
+ mes "[Chada]";
+ mes "What a boring day...";
+ mes "Perhaps I'll stave the";
+ mes "dreariness with song~";
+ close;
+ }
+ else if (que_sch == 20) {
+ mes "[Chada]";
+ mes "Are you the one that";
+ mes "Vitre sent? Good, good.";
+ mes "Let me treat you to my";
+ mes "wonderful song. Listen...";
+ mes "And learn... And love...";
+ next;
+ mes "[Chada]";
+ mes "La la la la la la la la~";
+ mes "A curse plagues the";
+ mes "royal family, and it's";
+ mes "been passed down to their";
+ mes "second child... la la la...";
+ mes "No one can cure it... Oooh~";
+ next;
+ mes "[Chada]";
+ mes "Hahaha! Isn't that";
+ mes "such a wonderful song?";
+ mes "Let Vitre know each and";
+ mes "every word to it, okay?";
+ set que_sch,21;
+ close;
+ }
+ else if (que_sch < 30) {
+ mes "[Chada]";
+ mes "Did you need to hear";
+ mes "the song again? Alright,";
+ mes "listen carefully this time~";
+ next;
+ mes "[Chada]";
+ mes "La la la la la la la la~";
+ mes "A curse plagues the";
+ mes "royal family, and it's";
+ mes "been passed down to their";
+ mes "second child... la la la...";
+ mes "No one can cure it... Oooh~";
+ next;
+ mes "[Chada]";
+ mes "Hahaha! Isn't that";
+ mes "such a wonderful song?";
+ mes "Let Vitre know each and";
+ mes "every word to it, okay?";
+ close;
+ }
+ else {
+ mes "[Chada]";
+ mes "...........";
+ mes "I have nothing to say to you.";
+ close;
+ }
+}
+
+geffen,196,167,4 script Young Woman#sch 101,{
+ if (que_sch < 21) {
+ mes "[Ghez]";
+ mes "When is he going";
+ mes "to send someone to";
+ mes "listen to my song?";
+ close;
+ }
+ else if (que_sch == 21) {
+ mes "[Ghez]";
+ mes "Oh, Vitre send you?";
+ mes "Great, I've been waiting";
+ mes "for you. Check out this";
+ mes "new song I wrote. It's great.";
+ next;
+ mes "[Ghez]";
+ mes "Sha la la la la la";
+ mes "Prontera Knights gotta";
+ mes "protect the palace~";
+ mes "Sha hoo hoo haaaaa";
+ mes "Geffen Knights gotta";
+ mes "protect the magic tower~";
+ next;
+ mes "[Ghez]";
+ mes "Na na na nan nan naaa";
+ mes "Prontera! Geffen! Knights";
+ mes "together! Protect the palace!";
+ mes "Ooooooooooooh yeah!";
+ mes "And crush their foes to the west!";
+ mes "That's the secret plan! La la la~";
+ next;
+ mes "[Ghez]";
+ mes "Wasn't that poetic?";
+ mes "Now sing that song exactly";
+ mes "as you heard it to Vitre.";
+ set que_sch,22;
+ close;
+ }
+ else if (que_sch < 30) {
+ mes "[Ghez]";
+ mes "You want to hear my song";
+ mes "again? Fine, but make sure";
+ mes "to memorize it all this time.";
+ next;
+ mes "[Ghez]";
+ mes "Sha la la la la la";
+ mes "Prontera Knights gotta";
+ mes "protect the palace~";
+ mes "Sha hoo hoo haaaaa";
+ mes "Geffen Knights gotta";
+ mes "protect the magic tower~";
+ next;
+ mes "[Ghez]";
+ mes "Na na na nan nan naaa";
+ mes "Prontera! Geffen! Knights";
+ mes "together! Protect the palace!";
+ mes "Ooooooooooooh yeah!";
+ mes "And crush their foes to the west!";
+ mes "That's the secret plan! La la la~";
+ next;
+ mes "[Ghez]";
+ mes "Wasn't that poetic?";
+ mes "Now sing that song exactly";
+ mes "as you heard it to Vitre.";
+ close;
+ }
+ else {
+ mes "[Ghez]";
+ mes "I'm doomed...";
+ mes ".......";
+ close;
+ }
+}
+
+comodo,135,299,0 script Young Man#sch2 809,{
+ if (que_sch < 22) {
+ mes "[Nosdan]";
+ mes "Have you come to hear";
+ mes "my song? Ah, it's good";
+ mes "that you've come to enjoy";
+ mes "my melodious vo--wait,";
+ mes "wait, where are you going?";
+ close;
+ }
+ else if (que_sch == 22) {
+ mes "[Nosdan]";
+ mes "Ah, are you the one";
+ mes "that Vitre mentioned";
+ mes "in his message? Okay,";
+ mes "please give me a moment.";
+ next;
+ mes "[Nosdan]";
+ mes "^333333*Ahem ahem*^000000";
+ mes "I'm ready. Now";
+ mes "please listen..";
+ next;
+ mes "[Nosdan]";
+ mes "Who dares stop the fearless";
+ mes "warrior? Baphomet? Drake?";
+ mes "No, they're too weak! His";
+ mes "steps now head to the group";
+ mes "of evil men trying to revive";
+ mes "Satan Morroc. I mean, come on!";
+ next;
+ mes "[Nosdan]";
+ mes "Sad news from an old comrade,";
+ mes "the evil group discovered...";
+ mes "Time to stop Satan Morroc's";
+ mes "revival~ La la la la la la la";
+ mes "la la la la la la la la la la";
+ mes "la la la la la la la la la la";
+ next;
+ mes "[Nosdan]";
+ mes "What'd you think?";
+ mes "Um, don't ask me about";
+ mes "the lyrics. Just a weird";
+ mes "artistic quirk I guess.";
+ mes "Oh, please sing that song";
+ mes "to Vitre for me, okay?";
+ set que_sch,23;
+ close;
+ }
+ else if (que_sch < 30) {
+ mes "[Nosdan]";
+ mes "Oh, you need to";
+ mes "hear my song again?";
+ mes "No problem! I guess";
+ mes "you really like it~";
+ next;
+ mes "[Nosdan]";
+ mes "Who dares stop the fearless";
+ mes "warrior? Baphomet? Drake?";
+ mes "No, they're too weak! His";
+ mes "steps now head to the group";
+ mes "of evil men trying to revive";
+ mes "Satan Morroc. I mean, come on!";
+ next;
+ mes "[Nosdan]";
+ mes "Sad news from an old comrade,";
+ mes "the evil group discovered...";
+ mes "Time to stop Satan Morroc's";
+ mes "revival~ La la la la la la la";
+ mes "la la la la la la la la la la";
+ mes "la la la la la la la la la la";
+ next;
+ mes "[Nosdan]";
+ mes "What'd you think?";
+ mes "Um, don't ask me about";
+ mes "the lyrics. Just a weird";
+ mes "artistic quirk I guess.";
+ mes "Oh, please sing that song";
+ mes "to Vitre for me, okay?";
+ close;
+ }
+ else {
+ mes "[Nosdan]";
+ mes "Oh, no! I didn't!";
+ mes "do anything wrong.";
+ mes "I swear!";
+ close;
+ }
+}
+
+// Siblings Quest
+//============================================================
+veins,327,185,3 script Kid#camelcamel 944,{
+ if (MISC_QUEST & 8192) {
+ if (rachel_camel == 0) {
+ mes "[Kid Karyn]";
+ mes "*Sob*";
+ next;
+ mes "^3355FFThis sobbing child";
+ mes "looks really upset...^000000";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Hey, why are you";
+ mes "crying? Are you lost?";
+ mes "Where's your mommy?";
+ next;
+ mes "[Kid Karyn]";
+ mes "My... Mom's";
+ mes "at home...";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "......";
+ mes ".........";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I see. So...";
+ mes "Are you having";
+ mes "trouble finding";
+ mes "your way back home?";
+ next;
+ mes "[Kid Karyn]";
+ mes "No! I'm ten years old!";
+ mes "I can find my way home,";
+ mes "even with my eyes closed!";
+ mes "^333333*Sniff sniff*^000000 Uuuuuuweeeh~";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Well...";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Can you tell me";
+ mes "why you're crying?";
+ next;
+ mes "[Kid Karyn]";
+ mes "I... ^333333*Sniff*^000000";
+ mes "I-I went to... Th-...";
+ mes "Volcan.... w-w-with";
+ mes "my sist-- Waaaaaaah!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Poor kid... Come on,";
+ mes "take a deep breath so";
+ mes "you can tell me about what";
+ mes "happened a little more slowly.";
+ next;
+ mes "[Kid Karyn]";
+ mes "*^333333Sob*^000000 ...It's just...";
+ mes "I went to Thor Volcano";
+ mes "with my little sister to see";
+ mes "which one of us was braver...";
+ mes "But then, we met some...";
+ mes "Scary people there... and...";
+ next;
+ mes "[Kid Karyn]";
+ mes "I got scared, so... So...";
+ mes "My sister... Wah~! *Sob*";
+ next;
+ mes "[Kid Karyn]";
+ mes "*Sob*";
+ next;
+ mes "[Kid Karyn]";
+ mes "I-I ran away from them...";
+ mes "But I left my sister over";
+ mes "there with those weird men...";
+ next;
+ mes "[Kid Karyn]";
+ mes "Mom's sick, and dad's";
+ mes "always at work... He's";
+ mes "the captain of a ship, so...";
+ mes "I don't think they can help.";
+ next;
+ mes "[Kid Karyn]";
+ mes "Can you help me please,";
+ mes "and bring my sister back?";
+ mes "*Sniff* Please? I promise";
+ mes "that I can pay you as soon";
+ mes "as my dad comes back!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Wait... I have a question.";
+ mes "You said that someone took";
+ mes "away your sister at Thor";
+ mes "Volcano? What did they look";
+ mes "like? Are you sure that there";
+ mes "were people there?";
+ next;
+ mes "[Kid Karyn]";
+ mes "I... I don't know!";
+ mes "I got so scared, I just";
+ mes "ran away! I... I didn't";
+ mes "mean to leave my sister!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Hmmm...";
+ mes "Maybe your sister was";
+ mes "kidnapped by bandits...";
+ next;
+ switch(select("Decline Request:Accept Request")) {
+ case 1:
+ mes "["+strcharinfo(0)+"]";
+ mes "Sorry kid, but I've got";
+ mes "things to do. I'm sure";
+ mes "someone else will come";
+ mes "along to save your sister.";
+ next;
+ mes "[Kid Karyn]";
+ mes "Wah~";
+ close;
+ case 2:
+ mes "["+strcharinfo(0)+"]";
+ mes "Okay, I'll see what";
+ mes "I can do. I'll try my best";
+ mes "to find your sister.";
+ next;
+ mes "[Kid Karyn]";
+ mes "Thank you so much!";
+ mes "Please find my sister";
+ mes "Curdie soon! Oh, I hope";
+ mes "she's okay! If she's not...";
+ mes "^333333*Sob*^000000 I don't know what";
+ mes "I'll do! Waaaaaaaah~";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Alright...";
+ mes "Wish me luck.";
+ mes "I'll go search Thor";
+ mes "Volcano to find your";
+ mes "little sister Curdie.";
+ setquest 3060;
+ set rachel_camel,1;
+ close;
+ }
+ }
+ else if (rachel_camel == 1) {
+ mes "["+strcharinfo(0)+"]";
+ mes "I'd better search";
+ mes "Thor Volcano for Curdie,";
+ mes "Karyn's little sister.";
+ close;
+ }
+ else if (rachel_camel == 2) {
+ mes "[Kid Karyn]";
+ mes "W-were you able";
+ mes "to find my sister?";
+ mes "Is she alright?";
+ mes "What happened?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I found her,";
+ mes "she's alright but...";
+ next;
+ mes "[Kid Karyn]";
+ mes "What? Why isn't";
+ mes "she with you?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Curdie is... Well, she's";
+ mes "been shackled down. We";
+ mes "need to find a way to free her.";
+ mes "Do you know where there's";
+ mes "a forge or a locksmith that";
+ mes "might be able to help her?";
+ next;
+ mes "[Kid Karyn]";
+ mes "Oh! Oh, there's a";
+ mes "locksmith in the market";
+ mes "street! You can ask him";
+ mes "to help free Curdie!";
+ changequest 3061,3062;
+ set rachel_camel,3;
+ close;
+ }
+ else if (rachel_camel == 3) {
+ mes "[Kid Karyn]";
+ mes "Let's see...";
+ mes "I'd better find the";
+ mes "locksmith in the market";
+ mes "street, and ask him to help";
+ mes "me unlock Curdie's shackles.";
+ close;
+ }
+ else if (rachel_camel == 4) {
+ mes "[Kid Karyn]";
+ mes "Huh... I'd better talk";
+ mes "to Mr. Lockenlock first, the";
+ mes "locksmith in the market street.";
+ close;
+ }
+ else if (rachel_camel == 5) {
+ mes "["+strcharinfo(0)+"]";
+ mes "Hmm... I'd better talk";
+ mes "to Ms. Ivory, the organic";
+ mes "soap maker if I want to help";
+ mes "Karyn free his sister Curdie.";
+ close;
+ }
+ else if (rachel_camel == 6) {
+ mes "["+strcharinfo(0)+"]";
+ mes "Wait... I should be";
+ mes "bringing Ms. Ivory all";
+ mes "of the soap ingredients.";
+ mes "What were they again...?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "^4D4DFF10 Milk^000000,";
+ mes "^4D4DFF100 Green Herbs^000000,";
+ mes "^4D4DFF50 Jellopies^000000, and";
+ mes "^4D4DFF5 Empty Bottles^000000.";
+ mes "I better get those...";
+ close;
+ }
+ else if (rachel_camel == 7) {
+ mes "["+strcharinfo(0)+"]";
+ mes "I need to talk to";
+ mes "someone named Saraman";
+ mes "to get the soap ingredients...";
+ close;
+ }
+ else if (rachel_camel == 8) {
+ mes "["+strcharinfo(0)+"]";
+ mes "Let's see...";
+ mes "I need to bring";
+ mes "Mr. Saruman all the";
+ mes "things he needs to";
+ mes "stimulate a camel's ";
+ mes "appetite. I need to get...";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "^4D4DFF1 Unripe Apple^000000,";
+ mes "^4D4DFF5 Monster's Feed^000000,";
+ mes "^4D4DFF1 Empty Bottle^000000, and";
+ mes "^4D4DFF1 Yellow Potion^000000.";
+ close;
+ }
+ else if (rachel_camel == 9) {
+ mes "["+strcharinfo(0)+"]";
+ mes "I have everything I need";
+ mes "to stimulate a camel's";
+ mes "appetite. Now I need to";
+ mes "feed the camel so that I can";
+ mes "get the soap ingredients and";
+ mes "5 lumps of camel dung.";
+ close;
+ }
+ else if (rachel_camel == 10) {
+ mes "["+strcharinfo(0)+"]";
+ mes "Right now, my time";
+ mes "would be better spent";
+ mes "looking for the Silk Sand";
+ mes "Camel for the ingredients.";
+ close;
+ }
+ else if (rachel_camel == 11) {
+ mes "["+strcharinfo(0)+"]";
+ mes "I'd better find Mr. Saraman's";
+ mes "lost camel, feed it camel";
+ mes "appetite stimulants, and";
+ mes "then get the soap ingredient";
+ mes "and 5 lumps of camel dung";
+ mes "if I want to free Curdie.";
+ close;
+ }
+ else if (rachel_camel > 11 && rachel_camel < 17) {
+ mes "["+strcharinfo(0)+"]";
+ mes "Well... I found the";
+ mes "camel. Now I need to get";
+ mes "all the soap ingredients.";
+ mes "The sooner I do that, the";
+ mes "sooner I can help Curdie.";
+ close;
+ }
+ else if (rachel_camel == 17) {
+ mes "["+strcharinfo(0)+"]";
+ mes "I managed to get the soap";
+ mes "ingredient and 5 of those";
+ mes "camel dung lumps. I should";
+ mes "head back to Mr. Saraman to";
+ mes "tell him where his camel is,";
+ mes "and then go to Ms. Ivory.";
+ close;
+ }
+ else if (rachel_camel == 18) {
+ mes "["+strcharinfo(0)+"]";
+ mes "Let's see...";
+ mes "Shouldn't I be going";
+ mes "to see Ms. Ivory now?";
+ close;
+ }
+ else if (rachel_camel == 19) {
+ mes "["+strcharinfo(0)+"]";
+ mes "I have the Silk Sand Camel";
+ mes "Soap now, so I should go";
+ mes "bring it to Mr. Lockenlock.";
+ close;
+ }
+ else if (rachel_camel == 20) {
+ mes "["+strcharinfo(0)+"]";
+ mes "I'd better use the soap to";
+ mes "make a key mold that I can";
+ mes "bring over to Mr. Lockenlock.";
+ close;
+ }
+ else if (rachel_camel == 21) {
+ mes "["+strcharinfo(0)+"]";
+ mes "Making the key is more";
+ mes "important that telling Karyn";
+ mes "about what's happened.";
+ close;
+ }
+ else if (rachel_camel == 22) {
+ mes "["+strcharinfo(0)+"]";
+ mes "I need to bring";
+ mes "1 Steel to Mr. Lockenlock";
+ mes "so that he can make a key";
+ mes "that will finally free Curdie.";
+ close;
+ }
+ else if (rachel_camel == 23) {
+ mes "["+strcharinfo(0)+"]";
+ mes "I finally got the";
+ mes "key that I can use";
+ mes "to free Curdie. I'm";
+ mes "gonna go save her now.";
+ next;
+ mes "[Kid Karyn]";
+ mes "Thank you so much!";
+ mes "Please bring back Curdie";
+ mes "as soon as you can! ^333333*Sob*^000000";
+ close;
+ }
+ else if (rachel_camel == 24) {
+ mes "["+strcharinfo(0)+"]";
+ mes "Hey, Karyn! I sent";
+ mes "your sister back to town";
+ mes "with a Butterfly Wing.";
+ mes "Did she come back safe?";
+ next;
+ mes "[Kid Karyn]";
+ mes "Yes, Curdie's back";
+ mes "and she's resting in";
+ mes "the hospital right now.";
+ mes "Thank you so much for";
+ mes "all of your help!";
+ next;
+ mes "[Kid Karyn]";
+ mes "I'm not sure what's wrong";
+ mes "with Curdie, though. Ever";
+ mes "since she got back, she gets";
+ mes "frightened whenever she";
+ mes "sees the soldiers in town.";
+ next;
+ mes "[Kid Karyn]";
+ mes "I promise to tell my dad";
+ mes "about what you did after he";
+ mes "comes back from overseas.";
+ mes "Thank you for everything";
+ mes "that you did for us!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Umm... I see...";
+ mes "I'll come by later";
+ mes "when Curdie's released";
+ mes "from the hospital.";
+ next;
+ mes "[Kid Karyn]";
+ mes "Yes, please do.";
+ mes "I promise to help you";
+ mes "whenever you need me!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Hahahaha!";
+ mes "Well... I guess that's";
+ mes "pretty reassuring. Until then,";
+ mes "take good care of your mother";
+ mes "and sister. You got that?";
+ next;
+ mes "[Kid Karyn]";
+ mes "Got it!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Good, good...";
+ mes "It's a promise, then.";
+ mes "I'll see you later~";
+ completequest 3083;
+ set rachel_camel,25;
+ specialeffect2 EF_ABSORBSPIRITS;
+ getexp 100000,70000;
+ close;
+ }
+ else {
+// Start Nameless Island Access Quest Addition
+ if (aru_monas < 15) {
+ mes "[Kid Karyn]";
+ mes "Oh, hello! Thank you";
+ mes "so much for helping me";
+ mes "last time! When I get";
+ mes "older, I'm gonna do my";
+ mes "best to help you the same";
+ mes "way that you helped me!";
+ close;
+ }
+ else if (aru_monas == 15) {
+ mes "[Kid Karyn]";
+ mes "Hi! It's good to see";
+ mes "you again! Kurdi just came";
+ mes "back home from the hospital,";
+ mes "and is getting better everyday!";
+ mes "Ah, and I've been taking care";
+ mes "of her, just like I promised~";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Really? That's good";
+ mes "You should be proud~";
+ next;
+ mes "[Kid Karyn]";
+ mes "^666666*Blush*^000000 Heh heh!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Anyway, I was wondering";
+ mes "if you could help me.";
+ mes "Your dad's a fisherman,";
+ mes "right? Would you mind";
+ mes "asking him if I could";
+ mes "borrow his boat?";
+ next;
+ mes "[Kid Karyn]";
+ mes "Well... Actually...";
+ mes "The pope said that my";
+ mes "dad isn't allowed to use";
+ mes "his boat for a while...";
+ mes "I'm not sure why...";
+ next;
+ mes "[Kid Karyn]";
+ mes "So yeah. Dad's not allowed";
+ mes "to go out to sea right now.";
+ mes "But it should be okay if it's";
+ mes "you, right? Hey, you helped";
+ mes "me, so I hafta help you, right?";
+ next;
+ mes "[Kid Karyn]";
+ mes "My dad is really mad that";
+ mes "he can't use his boat so";
+ mes "maybe we better not tell";
+ mes "him you want to use it. Let's";
+ mes "keep it our secret, okay?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "S-sure thing!";
+ next;
+ mes "[Kid Karyn]";
+ mes "Anyway, his boat is the";
+ mes "only one on the south beach";
+ mes "since all the other fishermen";
+ mes "dock theirs boats in other";
+ mes "places. Also, my dad's boat";
+ mes "will rust if no one uses it.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Great! Thanks so much";
+ mes "for your help, Karyn~";
+ mes "I'll be sure to take";
+ mes "good care of your dad's";
+ mes "boat. I only need it for";
+ mes "a little while, anyway.";
+ next;
+ mes "[Kid Karyn]";
+ mes "Heh heh! Thanks!";
+ mes "I'm happy that";
+ mes "I can help you too!";
+ set aru_monas,16;
+ close;
+ }
+ else if (aru_monas < 26) {
+ mes "[Kid Karyn]";
+ mes "Hi! How do you like";
+ mes "fishing on my dad's boat?";
+ mes "Oh, and Kurdi says hi!";
+ close;
+ }
+ else {
+ mes "[Kid Karyn]";
+ mes "Dad says that he'll";
+ mes "be able to go fishing";
+ mes "again soon! I hope that";
+ mes "he'll catch a lot of fish!";
+ close;
+ }
+// End Nameless Island Access Quest Addition.
+ }
+ }
+ else {
+ mes "[Kid Karyn]";
+ mes "^333333*Sob*^000000...";
+ mes "^333333*Sob*^000000...";
+ close;
+ }
+}
+
+que_thor,36,66,5 script Little Curdie 941,{
+ if (rachel_camel == 1) {
+ mes "^3355FFYou come across";
+ mes "a little girl lying on the";
+ mes "ground unconscious.^000000";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Hey, kid! Wake up!";
+ mes "Can you hear me?";
+ next;
+ mes "^3355FFShe has a pulse, but";
+ mes "despite your verbal";
+ mes "entreaties, she won't";
+ mes "open her eyes. You";
+ mes "lightly slap her cheek";
+ mes "to wake her up.^000000";
+ next;
+ mes "[Little Curdie]";
+ mes "Huh?!";
+ mes "...Ah, owwww~";
+ mes "W-waaaaaaaah!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Sorry! I didn't mean";
+ mes "to make you cry! Are...";
+ mes "Are you alright?";
+ next;
+ mes "[Little Curdie]";
+ mes "Huh? Wh-who are you?";
+ mes "Oh no, you have to get";
+ mes "out of here! You'll be in";
+ mes "trouble if they catch you!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Are you Curdie?";
+ mes "Your brother Karyn";
+ mes "asked me to rescue you.";
+ mes "Come on, we've got to";
+ mes "get you out of here.";
+ next;
+ mes "[Little Curdie]";
+ mes "Karyn...?";
+ mes "Oh, oh no! I... They";
+ mes "locked me in these";
+ mes "shackles and I can't move!";
+ mes "You have to leave before";
+ mes "those scary men come back!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "What...?!";
+ mes "Those bastards!";
+ mes "Tying up a little";
+ mes "girl like this...";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Argh! And I can't just";
+ mes "use brute force to shatter";
+ mes "these shackles! I might";
+ mes "end up hurting you...!";
+ next;
+ mes "[Little Curdie]";
+ mes "Don't worry about me...";
+ mes "Just hurry and leave!";
+ mes "I... I'll be alright! Now";
+ mes "hurry! Someone's coming!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Okay, I'll go...";
+ mes "But sit tight, and";
+ mes "wait for me to come";
+ mes "back. I'll figure out";
+ mes "some way to free you.";
+ next;
+ mes "[Little Curdie]";
+ mes "^333333*Sob*^000000 R-really...?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I promise.";
+ mes "I'm sure that someone";
+ mes "in town will know of a way";
+ mes "to unlock your shackles.";
+ mes "I'll be back as soon as I can!";
+ changequest 3060,3061;
+ set rachel_camel,2;
+ close;
+ }
+ else if (rachel_camel == 2) {
+ mes "^3355FFSomeone in town";
+ mes "must have the";
+ mes "expertise to unlock";
+ mes "these shackles. It's your";
+ mes "only hope to free Curdie";
+ mes "from these chains.^000000";
+ close;
+ }
+ else if (rachel_camel == 3 || rachel_camel == 6 || rachel_camel == 8 || rachel_camel == 22) {
+ mes "^3355FFCurdie is lying";
+ mes "feebly on the ground.^000000";
+ close;
+ }
+ else if (rachel_camel == 4) {
+ mes "[Little Curdie]";
+ mes "I hate the metal";
+ mes "clanging sounds...";
+ mes "Th-the sparks,";
+ mes "they're... They're...";
+ next;
+ mes "^3355FFCurdie is curled up on";
+ mes "the ground, eyes tightly";
+ mes "shut, her entire body";
+ mes "trembling with fear.^000000";
+ close;
+ }
+ else if (rachel_camel == 5) {
+ mes "^3355FFOn the ground, you see";
+ mes "some equipment that looks";
+ mes "similarly to that used by";
+ mes "the Rachel soldiers.^000000";
+ close;
+ }
+ else if (rachel_camel == 7) {
+ mes "^3355FFIt seems that someone";
+ mes "has come by to give";
+ mes "Curdie food and water.^000000";
+ close;
+ }
+ else if (rachel_camel == 9) {
+ mes "^3355FFCurdie squints at you";
+ mes "as you walk by. It seems";
+ mes "that her vision gets worse";
+ mes "the longer she's locked";
+ mes "up in this cave.";
+ close;
+ }
+ else if (rachel_camel == 10) {
+ mes "^3355FFYou'd better find the";
+ mes "Silk Sand Camel and get";
+ mes "the soap ingredients if";
+ mes "you really want to free";
+ mes "Curdie from her shackles.^000000";
+ close;
+ }
+ else if (rachel_camel == 11) {
+ mes "["+strcharinfo(0)+"]";
+ mes "I'd better find Mr. Saraman's";
+ mes "lost camel, feed it camel";
+ mes "appetite stimulants, and";
+ mes "then get the soap ingredient";
+ mes "and 5 lumps of camel dung";
+ mes "if I want to free Curdie.";
+ close;
+ }
+ else if (rachel_camel > 11 && rachel_camel < 17) {
+ mes "^3355FFYou already found the";
+ mes "camel, so you need to collect";
+ mes "the soap ingredients if you";
+ mes "want to free Curdie.^000000";
+ close;
+ }
+ else if (rachel_camel == 17) {
+ mes "["+strcharinfo(0)+"]";
+ mes "I managed to get the soap";
+ mes "ingredients: 5 of those";
+ mes "camel dung lumps. I should";
+ mes "head back to Mr. Saraman to";
+ mes "tell him where his camel is,";
+ mes "and then go to Ms. Ivory.";
+ close;
+ }
+ else if (rachel_camel == 18) {
+ mes "^3355FFYou should be leaving";
+ mes "to see Ms. Ivory now if";
+ mes "you really want to free";
+ mes "Curdie from her shackles.^000000";
+ close;
+ }
+ else if (rachel_camel == 19) {
+ mes "^3355FFNow that you have the";
+ mes "Silk Sand Camel Soap,";
+ mes "you should bring it";
+ mes "over to Mr. Lockenlock.^000000";
+ close;
+ }
+ else if (rachel_camel == 20) {
+ mes "^3355FFCurdie is exactly";
+ mes "where you left her.";
+ mes "There's a bowl of cold";
+ mes "soup next to her, so it's";
+ mes "clear that someone has";
+ mes "been feeding her.^000000";
+ next;
+ mes "^3355FFYou pour the soap into";
+ mes "the shackle's lock to create";
+ mes "a mold that Mr. Lockenlock";
+ mes "can use to make a key.^000000";
+ next;
+ mes "[Little Curdie]";
+ mes "Will...";
+ mes "Will I always";
+ mes "be stuck here?";
+ mes "I... I want my mommy...";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Oh... You're awake?";
+ mes "Don't worry, Curdie,";
+ mes "I'm sure that I'll be";
+ mes "able to get you free soon.";
+ mes "Try to hold on a bit longer.";
+ next;
+ mes "[Little Curdie]";
+ mes "When the door is open,";
+ mes "I see blazing flames...";
+ mes "And I hear... the sound";
+ mes "of machines? These men";
+ mes "wearing the same clothes";
+ mes "keep marching past me...";
+ next;
+ mes "[Little Curdie]";
+ mes "I... They scare me so much!";
+ mes "Th-the man that brings me";
+ mes "food says that they won't";
+ mes "let me go because of what";
+ mes "I saw inside there. They...";
+ mes "They won't let be go home...";
+ next;
+ mes "^3355FFCurdie's eyes are";
+ mes "disfocused and are";
+ mes "pointed above your head.";
+ mes "She might not survive if";
+ mes "she's forced to remain";
+ mes "here for much longer.^000000";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Don't worry.";
+ mes "I'll come rescue";
+ mes "you as soon as I make";
+ mes "the key to unlock these";
+ mes "awful shackles. Don't worry...";
+ next;
+ mes "[Little Curdie]";
+ mes "If I'm not here the";
+ mes "next time you come,";
+ mes "then just run away.";
+ mes "Don't even tell my brother.";
+ mes "Get far away before they";
+ mes "can catch you. I-I'm serious...";
+ next;
+ mes "[Little Curdie]";
+ mes "Even if I don't see you";
+ mes "again... I just... I just";
+ mes "want to thank you for doing";
+ mes "your best to help me.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Everything will be";
+ mes "alright. I just have";
+ mes "to hurry a little bit.";
+ mes "Alright, it's time to go.";
+ next;
+ mes "^3355FFYou extract the soap";
+ mes "from the lock, and";
+ mes "carefully wrap it.";
+ mes "Now you need to take";
+ mes "the mold back to town";
+ mes "to Mr. Lockenlock.^000000";
+ changequest 3079,3080;
+ set rachel_camel,21;
+ close;
+ }
+ else if (rachel_camel == 21) {
+ mes "^3355FFYou have to hurry back";
+ mes "to town and bring the";
+ mes "key mold to Mr. Lockenlock";
+ mes "so that he can make a key";
+ mes "to unlock Curdie's shackles.^000000";
+ close;
+ }
+ else if (rachel_camel == 23) {
+ mes "[Little Curdie]";
+ mes "Y-you...";
+ mes "Is it really you?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Hang on, Curdie!";
+ mes "I hope this key works...";
+ next;
+ mes "^3355FFYou unlock the";
+ mes "shackles with";
+ mes "Mr. Lockenlock's key.^000000";
+ next;
+ mes "^333333*Crack*^000000";
+ next;
+ mes "[Little Curdie]";
+ mes "Aaaah!";
+ mes "M-my... My...!";
+ next;
+ mes "^3355FFCurdie's legs are";
+ mes "swollen from the";
+ mes "weight and pressure";
+ mes "of wearing the shackles";
+ mes "for such a long time.^000000";
+ next;
+ mes "[Little Curdie]";
+ mes "I can't move my legs!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Well, there's no other";
+ mes "choice. Curdie, I'm";
+ mes "going to send you back to";
+ mes "town with a Butterfly Wing.";
+ mes "Try not to move, alright?";
+ next;
+ mes "[Little Curdie]";
+ mes "Oh! Thank you...";
+ mes "I... I can go home...";
+ mes "Thank you s-so much...";
+ next;
+ mes "^3355FFYou use the power";
+ mes "of a Butterfly Wing to";
+ mes "send Curdie back to";
+ mes "town. Hopefully, she'll";
+ mes "arrive safely and see";
+ mes "her brother Karyn again.^000000";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "What did she see behind";
+ mes "the steel door in this old";
+ mes "volcano? It must have been";
+ mes "dangerous... Something";
+ mes "related to the Rachel Army...";
+ changequest 3082,3083;
+ set rachel_camel,24;
+ close;
+ }
+ else {
+ mes "[Little Curdie]";
+ mes " ...Wah....";
+ close;
+ }
+}
+
+veins,181,166,3 script Lockenlock 900,{
+ if (rachel_camel && rachel_camel < 4) {
+ mes "^3355FFIt's a drunkard...";
+ mes "The scent of pure";
+ mes "alcohol wafts around him.";
+ mes "There's a certain beauty";
+ mes "to his disheveled misery.^000000";
+ close;
+ }
+ else if (rachel_camel == 4) {
+ if (countitem(503) > 0) {
+ mes "["+strcharinfo(0)+"]";
+ mes "Excuse me...?";
+ next;
+ mes "[Locksmith Lockenlock]";
+ mes "Huh? Arrrgh...";
+ mes "My head... What";
+ mes "do you want?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Oh, I'd like";
+ mes "to make a key.";
+ next;
+ mes "[Locksmith Lockenlock]";
+ mes "Keys? Yeah, yeah...";
+ mes "That's what I do.";
+ mes "If you've got the lock,";
+ mes "it'll be a piece of cake.";
+ next;
+ mes "[Locksmith Lockenlock]";
+ mes "Ugh, but I'm so thirsty";
+ mes "and this headache is";
+ mes "killing me. You mind";
+ mes "bringing me a Yellow";
+ mes "Potion first?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Sure, I guess.";
+ mes "I can part with just";
+ mes "1 Yellow Potion.";
+ mes "Here you go.";
+ next;
+ mes "[Locksmith Lockenlock]";
+ mes "Ah, that hit the spot!";
+ mes "Wait, wait... Now I feel";
+ mes "dizzy... What's going...";
+ mes "What's going on...?";
+ next;
+ mes "[Locksmith Lockenlock]";
+ mes "Okay, okay...";
+ mes "I'm alright now.";
+ mes "So what'd you say you";
+ mes "needed? A key? Did you";
+ mes "bring the lock with you?";
+ next;
+ mes "[Locksmith Lockenlock]";
+ mes "I'm an expert in crafting";
+ mes "keys and locks. Hell, my locks";
+ mes "are strong enough to hold down";
+ mes "a dragon, you know that? I'll";
+ mes "have you know that the Rachel";
+ mes "Army's a regular customer~";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "(^333333This guy made locks for";
+ mes "the Rachel army?! It might";
+ mes "not be a good idea to let him";
+ mes "know that I'm trying to free";
+ mes "one of their prisoners. Who";
+ mes "knows if he's loyal to them?^000000)";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "So what happened was...";
+ mes "I lost my key, but I can't";
+ mes "bring the lock here with me.";
+ mes "I think I'd end up breaking";
+ mes "it if I brought it with me.";
+ next;
+ mes "[Locksmith Lockenlock]";
+ mes "Oh, yeah? No problem.";
+ mes "Just take me to the lock.";
+ mes "I'll charge you extra, though,";
+ mes "especially since my knees";
+ mes "are going bad. So where";
+ mes "are we going exactly?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Wait!";
+ mes "We can't do that!";
+ next;
+ mes "[Locksmith Lockenlock]";
+ mes "What do you mean?";
+ mes "You're not trying to";
+ mes "open up a bank safe";
+ mes "or something, are you?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "No, it's nothing like";
+ mes "that! It's just that the lock";
+ mes "is in a dangerous place.";
+ mes "This is really important...";
+ mes "Please, you have to help me!";
+ next;
+ mes "[Locksmith Lockenlock]";
+ mes "Huh. Well, bottom line,";
+ mes "I can't make a key without";
+ mes "looking at the lock. Let me";
+ mes "think of a way I can help you.";
+ mes "Give me a second, will you?";
+ next;
+ mes "[Locksmith Lockenlock]";
+ mes "...............................";
+ mes "Well, I guess you can try";
+ mes "to make a mold of the lock.";
+ mes "It'll have to be perfect, so";
+ mes "this'll get pretty expensive.";
+ next;
+ mes "[Locksmith Lockenlock]";
+ mes "Go to the market and";
+ mes "find a lady selling organic";
+ mes "soap. You need to get a bottle";
+ mes "of Chamelepu Soap. You will";
+ mes "need that exact type of soap:";
+ mes "nothing else will do.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Chamelpu Soap?";
+ mes "What is th--";
+ next;
+ mes "[Locksmith Lockenlock]";
+ mes "No time to explain.";
+ mes "You'd better hurry and";
+ mes "find her before she closes";
+ mes "shop for the day. The shop";
+ mes "owner's a beauty, so it'll";
+ mes "be tough for you to miss her.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "...........";
+ delitem 503,1; //Yellow_Potion
+ changequest 3063,3064;
+ set rachel_camel,5;
+ close;
+ }
+ else {
+ mes "^3355FFIt's a drunkard...";
+ mes "This man must be the";
+ mes "Mr. Lockenlock that you seek.";
+ mes "You'd better follow Toby's";
+ mes "advice and bring this man";
+ mes "a Yellow Potion first.^000000";
+ close;
+ }
+ }
+ else if (rachel_camel == 5) {
+ mes "[Locksmith Lockenlock]";
+ mes "Go to the market and";
+ mes "find a lady selling organic";
+ mes "soap, and get a bottle of";
+ mes "Chamelepu Soap. You will";
+ mes "need that exact type of soap:";
+ mes "nothing else will do.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Chamelpu Soap?";
+ mes "What is th--";
+ next;
+ mes "[Locksmith Lockenlock]";
+ mes "No time to explain.";
+ mes "You'd better hurry and";
+ mes "find her before she closes";
+ mes "shop for the day. The shop";
+ mes "owner's a beauty, so it'll";
+ mes "be tough for you to miss her.";
+ close;
+ }
+ else if (rachel_camel == 6) {
+ mes "["+strcharinfo(0)+"]";
+ mes "Wait... I should be";
+ mes "bringing Ms. Ivory all";
+ mes "of the soap ingredients.";
+ mes "What were they again...?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "^4D4DFF10 Milk^000000,";
+ mes "^4D4DFF100 Green Herbs^000000,";
+ mes "^4D4DFF50 Jellopies^000000, and";
+ mes "^4D4DFF5 Empty Bottles^000000.";
+ mes "I better get those...";
+ close;
+ }
+ else if (rachel_camel == 7) {
+ mes "["+strcharinfo(0)+"]";
+ mes "I need to talk to";
+ mes "someone named Saraman";
+ mes "to get the soap ingredients...";
+ close;
+ }
+ else if (rachel_camel == 8) {
+ mes "["+strcharinfo(0)+"]";
+ mes "Let's see...";
+ mes "I need to bring";
+ mes "Mr. Saruman all the";
+ mes "things he needs to";
+ mes "stimulate a camel's ";
+ mes "appetite. I need to get...";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "^4D4DFF1 Unripe Apple^000000,";
+ mes "^4D4DFF5 Monster's Feed^000000,";
+ mes "^4D4DFF1 Empty Bottle^000000, and";
+ mes "^4D4DFF1 Yellow Potion^000000.";
+ close;
+ }
+ else if (rachel_camel == 9) {
+ mes "["+strcharinfo(0)+"]";
+ mes "I have everything I need";
+ mes "to stimulate a camel's";
+ mes "appetite. Now I need to";
+ mes "feed the camel so that I can";
+ mes "get the soap ingredients and";
+ mes "5 lumps of camel dung.";
+ close;
+ }
+ else if (rachel_camel == 10) {
+ mes "["+strcharinfo(0)+"]";
+ mes "Right now, my time";
+ mes "would be better spent";
+ mes "looking for the Silk Sand";
+ mes "Camel for the ingredients.";
+ close;
+ }
+ else if (rachel_camel == 11) {
+ mes "["+strcharinfo(0)+"]";
+ mes "I'd better find Mr. Saraman's";
+ mes "lost camel, feed it camel";
+ mes "appetite stimulants, and";
+ mes "then get the soap ingredient";
+ mes "and 5 lumps of camel dung";
+ mes "if I want to free Curdie.";
+ close;
+ }
+ else if (rachel_camel == 12) {
+ mes "["+strcharinfo(0)+"]";
+ mes "Well... I found the";
+ mes "camel. Now I need to get";
+ mes "all the soap ingredients.";
+ mes "The sooner I do that, the";
+ mes "sooner I can help Curdie.";
+ close;
+ }
+ else if (rachel_camel > 12 && rachel_camel < 17) {
+ mes "^3355FFYou already found the";
+ mes "camel, so you need to collect";
+ mes "the soap ingredients if you";
+ mes "want to free Curdie.^000000";
+ close;
+ }
+ else if (rachel_camel == 17) {
+ mes "["+strcharinfo(0)+"]";
+ mes "I managed to get the soap";
+ mes "ingredients: 5 of those";
+ mes "camel dung lumps. I should";
+ mes "head back to Mr. Saraman to";
+ mes "tell him where his camel is,";
+ mes "and then go to Ms. Ivory.";
+ close;
+ }
+ else if (rachel_camel == 18) {
+ mes "["+strcharinfo(0)+"]";
+ mes "Let's see...";
+ mes "Shouldn't I be going";
+ mes "to see Ms. Ivory now?";
+ close;
+ }
+ else if (rachel_camel == 19) {
+ mes "[Locksmith Lockenlock]";
+ mes "Oh, so you're finally";
+ mes "back with the Chamelpu";
+ mes "Soap. What took so long?";
+ mes "All you had to do was go";
+ mes "to the market and buy it.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "...............................";
+ mes "...............................";
+ mes "...............................";
+ mes "...............................";
+ mes "...............................";
+ mes "...............................";
+ next;
+ mes "[Locksmith Lockenlock]";
+ mes "Uh, anyway, did Ms. Ivory";
+ mes "tell you how to use the soap?";
+ mes "You just pour it into the";
+ mes "keyhole, and then pour the";
+ mes "soap back into the bottle.";
+ mes "Do it carefully and quickly.";
+ next;
+ mes "[Locksmith Lockenlock]";
+ mes "Make sure you close the";
+ mes "bottle tightly when you're";
+ mes "done so no air gets into it.";
+ mes "If you take more than thirty";
+ mes "seconds, the soap won't retain";
+ mes "the lock's shape very well.";
+ next;
+ mes "[Locksmith Lockenlock]";
+ mes "Pour the liquid soap to the key hole in the lock,";
+ mes "pour the soap back to the bottle.";
+ mes "and close the lid so tightly that the air wouldn't go inside the bottle.";
+ mes "Remember, you can't take longer than 30 seconds to finish the procedures.";
+ next;
+ mes "[Locksmith Lockenlock]";
+ mes "Finally, bring the bottle";
+ mes "back here for me so that";
+ mes "I can make the key. But when";
+ mes "you come back, I need to make";
+ mes "sure that the key you're making";
+ mes "isn't for anything illegal...";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Alright.";
+ changequest 3078,3079;
+ set rachel_camel,20;
+ close;
+ }
+ else if (rachel_camel == 20) {
+ mes "["+strcharinfo(0)+"]";
+ mes "I'd better use the soap to";
+ mes "make a key mold that I can";
+ mes "bring over to Mr. Lockenlock.";
+ close;
+ }
+ else if (rachel_camel == 21) {
+ mes "[Locksmith Lockenlock]";
+ mes "Oh, you're back...";
+ mes "So did you manage";
+ mes "to make the key mold?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Yes, I did. Would you";
+ mes "please hurry? This is an";
+ mes "emergency, and it could";
+ mes "get really bad if I don't";
+ mes "get this key made soon...";
+ next;
+ mes "[Locksmith Lockenlock]";
+ mes "Let me see... Well,";
+ mes "it's not really perfect, but";
+ mes "I should be able to fashion";
+ mes "a key for this lock. Ooh...";
+ mes "But you know what? I don't";
+ mes "have any materials on me.";
+ next;
+ mes "[Locksmith Lockenlock]";
+ mes "I've already made all";
+ mes "the keys and locks for this";
+ mes "town, so no one's really had";
+ mes "to send in any orders lately.";
+ mes "That's why I didn't have any";
+ mes "materials onhand. Sorry.";
+ next;
+ mes "[Locksmith Lockenlock]";
+ mes "All I need is ^4D4DFF1 Steel^000000.";
+ mes "It won't take me more";
+ mes "than five minutes to make";
+ mes "the key, so I can get it done";
+ mes "as soon as you can bring";
+ mes "me the Steel. I'll be waiting.";
+ changequest 3080,3081;
+ set rachel_camel,22;
+ close;
+ }
+ else if (rachel_camel == 22) {
+ if (countitem(999) > 0) {
+ mes "["+strcharinfo(0)+"]";
+ mes "Here's the Steel that";
+ mes "you need. Would you";
+ mes "please make the key now?";
+ next;
+ mes "[Locksmith Lockenlock]";
+ mes "...............................";
+ mes "I've been studying";
+ mes "this key mold, and";
+ mes "I just realized something...";
+ mes "Tell me right now: what";
+ mes "are you using this key for?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Huh...?";
+ mes "What are you...?";
+ next;
+ mes "[Locksmith Lockenlock]";
+ mes "I asked you first.";
+ mes "Tell me what you intend";
+ mes "to do with this key! If you";
+ mes "don't, I can't help you.";
+ next;
+ mes "[Locksmith Lockenlock]";
+ mes "Don't lie to me.";
+ mes "This mold... This is";
+ mes "the lock for the shackles";
+ mes "that I've made under the";
+ mes "orders of the Rachel Army.";
+ mes "I have the master key for that.";
+ next;
+ mes "[Locksmith Lockenlock]";
+ mes "These shackles are only";
+ mes "supposed to be used for";
+ mes "prisoners! If I release one";
+ mes "of them, they will hunt you";
+ mes "down and hold me accountable.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "The truth is... I really";
+ mes "am trying to free somebody";
+ mes "the Rachel Army imprisoned...";
+ mes "She's Curdie, a young girl";
+ mes "that they locked up in";
+ mes "Thor Volcano...";
+ next;
+ mes "[Locksmith Lockenlock]";
+ mes "What...?!";
+ mes "Are you serious?";
+ mes "Y-you're... No way.";
+ mes "You're not lying. This...";
+ mes "I'm sorry. You shouldn't";
+ mes "have gotten involved, but...";
+ next;
+ mes "[Locksmith Lockenlock]";
+ mes "Oh God!";
+ mes "They... They";
+ mes "really imprisoned";
+ mes "an innocent child?!";
+ next;
+ mes "[Locksmith Lockenlock]";
+ mes "Here. Take it.";
+ mes "Take the master key.";
+ mes "Bring it to Thor Volcano";
+ mes "and rescue that poor kid.";
+ mes "We could get in a lot of";
+ mes "trouble for doing this, but...";
+ next;
+ mes "[Locksmith Lockenlock]";
+ mes "My conscience won't allow";
+ mes "them to do something like";
+ mes "this. Rescue that kid, and";
+ mes "then throw the key away";
+ mes "somewhere when you're done.";
+ next;
+ mes "[Locksmith Lockenlock]";
+ mes "That way, if the army";
+ mes "comes to interrogate me,";
+ mes "I'll just say that it was";
+ mes "stolen from my shop by";
+ mes "some thief. I should get";
+ mes "rid of all my keys too...";
+ next;
+ mes "[Locksmith Lockenlock]";
+ mes "Hurry up and go!";
+ mes "Make sure that you";
+ mes "bring that child back";
+ mes "safe to her family!";
+ changequest 3081,3082;
+ set rachel_camel,23;
+ close;
+ }
+ else {
+ mes "[Locksmith Lockenlock]";
+ mes "All I need is ^4D4DFF1 Steel^000000.";
+ mes "It won't take me more";
+ mes "than five minutes to make";
+ mes "the key, so I can get it done";
+ mes "as soon as you can bring";
+ mes "me the Steel. I'll be waiting.";
+ close;
+ }
+ }
+ else if (rachel_camel == 23) {
+ mes "[Locksmith Lockenlock]";
+ mes "Here. Take it.";
+ mes "Take the master key.";
+ mes "Bring it to Thor Volcano";
+ mes "and rescue that poor kid.";
+ mes "We could get in a lot of";
+ mes "trouble for doing this, but...";
+ next;
+ mes "[Locksmith Lockenlock]";
+ mes "Hurry up and go!";
+ mes "Make sure that you";
+ mes "bring that child back";
+ mes "safe to her family!";
+ close;
+ }
+ else if (rachel_camel == 24) {
+ mes "[Locksmith Lockenlock]";
+ mes "Hey, that kid you saved...";
+ mes "Curdie. She's safely back";
+ mes "in town. I feel so responsible";
+ mes "about what happened. I mean,";
+ mes "she was locked up in shackles";
+ mes "that I designed for the army.";
+ next;
+ mes "[Locksmith Lockenlock]";
+ mes "Anyway, I'm packing my";
+ mes "things. I'm thinking of";
+ mes "leaving this town for good.";
+ mes "The army's rotten to the core";
+ mes "for doing something like this.";
+ next;
+ mes " [Locksmith Lockenlock]";
+ mes "You're a real good person,";
+ mes "and I'm glad I got to know";
+ mes "you. I don't know if we'll";
+ mes "ever meet again, but it's";
+ mes "good that there are people";
+ mes "like you in this world.";
+ close;
+ }
+ else if (rachel_camel == 25) {
+ mes "[Locksmith Lockenlock]";
+ mes "Hey, that kid you saved...";
+ mes "Curdie. She's safely back";
+ mes "in town. I feel so responsible";
+ mes "about what happened. I mean,";
+ mes "she was locked up in shackles";
+ mes "that I designed for the army.";
+ next;
+ mes "[Locksmith Lockenlock]";
+ mes "Anyway, I'm packing my";
+ mes "things. I'm thinking of";
+ mes "leaving this town for good.";
+ mes "The army's rotten to the core";
+ mes "for doing something like this.";
+ next;
+ mes "[Locksmith Lockenlock]";
+ mes "You're a real good person,";
+ mes "and I'm glad I got to know";
+ mes "you. I don't know if we'll";
+ mes "ever meet again, but it's";
+ mes "good that there are people";
+ mes "like you in this world.";
+ close;
+ }
+ else {
+ mes "[Lockenlock]";
+ mes "Zzzz...";
+ mes "Zzzz... Argh!";
+ mes "...Zzz...";
+ next;
+ mes "^3355FFHe's drunk and";
+ mes "fast asleep.^000000";
+ close;
+ }
+}
+
+veins,227,127,5 script Ivory 940,{
+ if (rachel_camel && rachel_camel < 5) {
+ mes "[Organic Soap Maker Ivory]";
+ mes "I need to make more of";
+ mes "my soap, but I've run out";
+ mes "of ingredients. Well, there's";
+ mes "not much I can do without them,";
+ mes "so maybe it'd be better if";
+ mes "I just close up shop today...";
+ close;
+ }
+ else if (rachel_camel == 5) {
+ mes "["+strcharinfo(0)+"]";
+ mes "Excuse me...?";
+ next;
+ mes "[Organic Soap Maker Ivory]";
+ mes "Oh, I'm sorry, but I'm";
+ mes "closing shop right now";
+ mes "because I just ran out of";
+ mes "soap ingredients. If you";
+ mes "ordered something, then you";
+ mes "could just come back tomorrow.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Um, this is an emergency!";
+ mes "Mr. Lockenlock told me to";
+ mes "come here to get some kind";
+ mes "of special soap. I need it";
+ mes "to make a mold for him";
+ mes "to make a key for me...";
+ next;
+ mes "[Organic Soap Maker Ivory]";
+ mes "Oh? You locked yourself";
+ mes "out? Ah, Mr. Lockenlock";
+ mes "must have been talking";
+ mes "about my organic Chamelepu";
+ mes "soap. It's an artistic soap";
+ mes "that you can shape easily~";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Yes, that's right!";
+ mes "Chamelepu Soap!";
+ next;
+ mes "[Organic Soap Maker Ivory]";
+ mes "My Chamelepu Soap";
+ mes "is pretty popular. It's";
+ mes "a liquid soap that you can";
+ mes "pour into anything, and it'll";
+ mes "harden into any shape that";
+ mes "you want. Neat, huh?";
+ next;
+ mes "[Organic Soap Maker Ivory]";
+ mes "Well, as I told you earlier,";
+ mes "I ran out of every soap ingredient,";
+ mes "so I cannot make any more soap today.";
+ mes "You should come back tomorrow evening";
+ mes "if you want to buy the soap.";
+ next;
+ mes "[Organic Soap Maker Ivory]";
+ mes "If you really need it";
+ mes "right away, I can still";
+ mes "make it for you if can";
+ mes "bring all the ingredients.";
+ mes "They might be a bit hard";
+ mes "to obtain, though...";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "That's fine. The";
+ mes "important thing for me";
+ mes "is to get this soap as";
+ mes "soon as I possibly can!";
+ next;
+ mes "[Organic Soap Maker Ivory]";
+ mes "Alright, first I want";
+ mes "you to bring me the basic";
+ mes "stuff. Bring these items";
+ mes "in the exact amounts I ask";
+ mes "for, alright? Ratios are pretty";
+ mes "important in making soap.";
+ next;
+ mes "[Organic Soap Maker Ivory]";
+ mes "^4D4DFF10 Milk^000000,";
+ mes "^4D4DFF100 Green Herbs^000000,";
+ mes "^4D4DFF50 Jellopies^000000, and";
+ mes "^4D4DFF5 Empty Bottles^000000.";
+ mes "Then we can move";
+ mes "on to the hard part.";
+ changequest 3064,3065;
+ set rachel_camel,6;
+ close;
+ }
+ else if (rachel_camel == 6) {
+ if ((countitem(519) > 9) && (countitem(511) > 99) && (countitem(909) > 49) && (countitem(713) > 4)) {
+ mes "[Organic Soap Maker Ivory]";
+ mes "Oh, great! You brought";
+ mes "everything! Now... It's";
+ mes "time for you to do the,";
+ mes "um, hard part.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "...............................";
+ mes "...............................";
+ mes "...............................";
+ next;
+ mes "[Organic Soap Maker Ivory]";
+ mes "Please tell the";
+ mes "Silk Sand Camel farm";
+ mes "owner in town that I sent";
+ mes "you, and show him the";
+ mes "ingredients that you've";
+ mes "gathered for me so far.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Wait...";
+ mes "Why would I want";
+ mes "to see the guy that";
+ mes "takes care of Silk Sand";
+ mes "Camels? What does he";
+ mes "have to do with soap?";
+ next;
+ mes "[Organic Soap Maker Ivory]";
+ mes "Don't sweat it for now...";
+ mes "Just go visit Mr. Saraman,";
+ mes "the Camel Farm owner.";
+ mes "I can't wait for you that long,";
+ mes "so please come back here";
+ mes "as soon as possible.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Mr. Saraman...?";
+ mes "Okay, so I need to visit";
+ mes "him if I really need you";
+ mes "to make the soap...";
+ changequest 3065,3066;
+ set rachel_camel,7;
+ close;
+ }
+ else {
+ mes "[Organic Soap Maker Ivory]";
+ mes "Alright, first I want";
+ mes "you to bring me the basic";
+ mes "stuff. Bring these items";
+ mes "in the exact amounts I ask";
+ mes "for, alright? Ratios are pretty";
+ mes "important in making soap.";
+ next;
+ mes "[Organic Soap Maker Ivory]";
+ mes "^4D4DFF10 Milk^000000,";
+ mes "^4D4DFF100 Green Herbs^000000,";
+ mes "^4D4DFF50 Jellopies^000000, and";
+ mes "^4D4DFF5 Empty Bottles^000000.";
+ mes "Then we can move";
+ mes "on to the hard part.";
+ close;
+ }
+ }
+ else if (rachel_camel == 7) {
+ mes "["+strcharinfo(0)+"]";
+ mes "I need to talk to";
+ mes "someone named Saraman";
+ mes "to get the soap ingredients...";
+ close;
+ }
+ else if (rachel_camel == 8) {
+ mes "["+strcharinfo(0)+"]";
+ mes "Let's see...";
+ mes "I need to bring";
+ mes "Mr. Saruman all the";
+ mes "things he needs to";
+ mes "stimulate a camel's ";
+ mes "appetite. I need to get...";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "^4D4DFF1 Unripe Apple^000000,";
+ mes "^4D4DFF5 Monster's Feed^000000,";
+ mes "^4D4DFF1 Empty Bottle^000000, and";
+ mes "^4D4DFF1 Yellow Potion^000000.";
+ close;
+ }
+ else if (rachel_camel == 9) {
+ mes "["+strcharinfo(0)+"]";
+ mes "I have everything I need";
+ mes "to stimulate a camel's";
+ mes "appetite. Now I need to";
+ mes "feed the camel so that I can";
+ mes "get the soap ingredients and";
+ mes "5 lumps of camel dung.";
+ close;
+ }
+ else if (rachel_camel == 10) {
+ mes "["+strcharinfo(0)+"]";
+ mes "Right now, my time";
+ mes "would be better spent";
+ mes "looking for the Silk Sand";
+ mes "Camel for the ingredients.";
+ close;
+ }
+ else if (rachel_camel == 11) {
+ mes "["+strcharinfo(0)+"]";
+ mes "I'd better find Mr. Saraman's";
+ mes "lost camel, feed it camel";
+ mes "appetite stimulants, and";
+ mes "then get the soap ingredient";
+ mes "and 5 lumps of camel dung";
+ mes "if I want to free Curdie.";
+ close;
+ }
+ else if (rachel_camel == 12) {
+ mes "["+strcharinfo(0)+"]";
+ mes "Well... I found the";
+ mes "camel. Now I need to get";
+ mes "all the soap ingredients.";
+ mes "The sooner I do that, the";
+ mes "sooner I can help Curdie.";
+ close;
+ }
+ else if (rachel_camel > 12 && rachel_camel < 17) {
+ mes "^3355FFYou already found the";
+ mes "camel, so you need to collect";
+ mes "the soap ingredients if you";
+ mes "want to free Curdie.^000000";
+ close;
+ }
+ else if (rachel_camel == 17) {
+ mes "["+strcharinfo(0)+"]";
+ mes "I managed to get the soap";
+ mes "ingredients: 5 of those";
+ mes "camel dung lumps. I should";
+ mes "head back to Mr. Saraman to";
+ mes "tell him where his camel is,";
+ mes "and then go to Ms. Ivory.";
+ close;
+ }
+ else if (rachel_camel == 18) {
+ mes "[Organic Soap Maker Ivory]";
+ mes "Hm, did Soony give you";
+ mes "any trouble? I'm guessing";
+ mes "that's why it's been taking";
+ mes "you so long to get all that";
+ mes "camel dung over here.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "It was a pretty big";
+ mes "hassle... But hopefully,";
+ mes "this will all be worth it.";
+ mes "Anyway, take this camel";
+ mes "dung. I don't want to";
+ mes "handle it for much longer.";
+ next;
+ mes "[Organic Soap Maker Ivory]";
+ mes "Yes, I can understand that.";
+ mes "Even though it's in bottles,";
+ mes "it's pretty gross that these";
+ mes "bottles are still warm...";
+ mes "Anyway, we're good to go.";
+ mes "Let me make you some soap~";
+ next;
+ mes "[Organic Soap Maker Ivory]";
+ mes "You spent a lot of";
+ mes "time and energy to get";
+ mes "these, so I won't charge";
+ mes "you for my service. Besides,";
+ mes "you brought enough materials";
+ mes "that I'll have some left over.";
+ next;
+ mes "^3355FFMs. Ivory put on a pair";
+ mes "of long gloves, and mixed";
+ mes "the ingredients. She then";
+ mes "placed them in a clean bottle.^000000";
+ next;
+ mes "[Organic Soap Maker Ivory]";
+ mes "Here's your soap! After";
+ mes "you pour the soap into";
+ mes "something, don't forget";
+ mes "to put it into a larger bottle";
+ mes "after about twenty seconds.";
+ next;
+ mes "[Organic Soap Maker Ivory]";
+ mes "And um... Don't let";
+ mes "anyone else know what";
+ mes "I use to make this soap.";
+ mes "People won't buy it if they";
+ mes "knew they were washing their";
+ mes "faces with... You know...";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Don't worry, I won't";
+ mes "tell anyone. Thanks";
+ mes "for making the soap! ";
+ next;
+ mes "^3355FFNow that you have the";
+ mes "Silk Sand Camel Soap.";
+ mes "you should bring it";
+ mes "to Mr. Lockenlock.^000000";
+ changequest 3077,3078;
+ set rachel_camel,19;
+ close;
+ }
+ else if (rachel_camel == 19) {
+ mes "^3355FFNow that you have the";
+ mes "Silk Sand Camel Soap.";
+ mes "you should bring it";
+ mes "to Mr. Lockenlock.^000000";
+ close;
+ }
+ else if (rachel_camel > 19 && rachel_camel < 26) {
+ mes "[Organic Soap Maker Ivory]";
+ mes "^333333*Phew!*^000000 It's been";
+ mes "a long day. I think";
+ mes "I'll close up shop now~";
+ close;
+ }
+ else {
+ mes "[Beautiful Lady]";
+ mes "Hm? Did you need";
+ mes "something? I'm still";
+ mes "setting up shop now";
+ mes "so I'm not really ready";
+ mes "to sell anything yet.";
+ close;
+ }
+}
+
+veins,115,59,5 script Saraman 847,{
+ if (rachel_camel && rachel_camel < 7) {
+ mes "[Saraman]";
+ mes "Zzzzz...";
+ mes "Zzz... Zzzzzz...";
+ close;
+ }
+ else if (rachel_camel == 7) {
+ mes "["+strcharinfo(0)+"]";
+ mes "Excuse me. Hello~";
+ mes "Ms. Ivory sent me";
+ mes "here with these soap";
+ mes "ingredients? She said";
+ mes "I had to come to you if";
+ mes "I wanted her to make it.";
+ next;
+ mes "[Camel Farm Owner Saraman]";
+ mes "Soap, eh? Oh, I see.";
+ mes "You must be here to get";
+ mes "some fresh camel dung.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Wh-what?";
+ mes "My God!";
+ mes "A-are you sure?";
+ mes "Tell me you're joking!";
+ next;
+ mes "[Camel Farm Owner Saraman]";
+ mes "Sure as sin, and";
+ mes "honest to God.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "...............................";
+ mes "...............................";
+ mes "...............................";
+ next;
+ mes "[Camel Farm Owner Saraman]";
+ mes "Yeah, those ingredients";
+ mes "you brought me? They're for";
+ mes "making soap alright. ^FF0000That's";
+ mes "what we feed the camels^000000 so";
+ mes "that they make a whole lotta";
+ mes "dung. Dung to make soap.";
+ next;
+ mes "[Camel Farm Owner Saraman]";
+ mes "Oh, don't worry. Camel";
+ mes "dung is sterile, completely";
+ mes "safe. In fact, it smells nice,";
+ mes "has medicinal properties, and";
+ mes "it's considered a delicacy";
+ mes "in certain countries.";
+ next;
+ mes "[Camel Farm Owner Saraman]";
+ mes "Sadly, Silk Sand Camels";
+ mes "are almost extinct, so I only";
+ mes "have one on this farm. That's";
+ mes "why we have a special contract^FFFFFF ^000000 with Ms. Ivory to make her soap.";
+ next;
+ mes "[Camel Farm Owner Saraman]";
+ mes "Say... I wasn't expecting";
+ mes "her to send a deliveryman";
+ mes "until tomorrow. Why are";
+ mes "you here so early anyway?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Actually, this is kind";
+ mes "of an emergency. You see,";
+ mes "I need the soap to make a";
+ mes "key mold because I lost--";
+ next;
+ mes "[Camel Farm Owner Saraman]";
+ mes "Never mind, never mind.";
+ mes "I'm sorry I asked! So this";
+ mes "is a personal favor for you,";
+ mes "huh? Well, there's a bit of";
+ mes "a problem that we need to";
+ mes "solve first. Listen up...";
+ next;
+ mes "[Camel Farm Owner Saraman]";
+ mes "We can only get camel";
+ mes "dung after a camel eats,";
+ mes "right? Well, my camel isn't";
+ mes "used to eating so late in the";
+ mes "day. Even if we put food in";
+ mes "front of her, she won't eat it.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "What? Isn't there";
+ mes "something we can do?";
+ mes "I mean, I'm talking about";
+ mes "a life or death matter!";
+ next;
+ mes "[Camel Farm Owner Saraman]";
+ mes "*Sigh* ...This isn't good... Okay then, let's do this.";
+ mes "Sometimes I make an appetite stimulant for the camel";
+ mes "when she's sick and wouldn't eat anything.";
+ mes "We can try feeding her the stimulant, and make it poop.";
+ next;
+ mes "[Camel Farm Owner Saraman]";
+ mes "Well, we can't forcefeed";
+ mes "her, but we can get her to";
+ mes "munch a bit on some appetite";
+ mes "stimulant. I usually use that";
+ mes "if she's sick, but if you say";
+ mes "that this is an emergency...";
+ next;
+ mes "[Camel Farm Owner Saraman]";
+ mes "Alright, I guess we";
+ mes "can try it. But I want you";
+ mes "to bring me the ingredients.";
+ mes "Get me... Let's see now...";
+ next;
+ mes "[Camel Farm Owner Saraman]";
+ mes "^4D4DFF1 Unripe Apple^000000,";
+ mes "^4D4DFF5 Monster's Feed^000000,";
+ mes "^4D4DFF1 Empty Bottle^000000, and";
+ mes "^4D4DFF1 Yellow Potion^000000.";
+ changequest 3066,3067;
+ set rachel_camel,8;
+ close;
+ }
+ else if (rachel_camel == 8) {
+ if ((countitem(528) > 4) && (countitem(503) > 0) && (countitem(619) > 0) && (countitem(713) > 0)) {
+ mes "[Camel Farm Owner Saraman]";
+ mes "Oh good, you're back.";
+ mes "Did you bring everything?";
+ mes "Here, I need to mix it all";
+ mes "together first before you";
+ mes "can feed it to my camel.";
+ mes "Just a minute now...";
+ next;
+ mes "^3355FFSaraman mixed all";
+ mes "of the ingredients,";
+ mes "and gingerly poured";
+ mes "them into a bottle.^000000";
+ next;
+ mes "[Camel Farm Owner Saraman]";
+ mes "Alright, now bring";
+ mes "this to the camels over";
+ mes "there. Only my Silk Sand";
+ mes "Camel will know to eat it,";
+ mes "so she'll come after you.";
+ next;
+ mes "[Camel Farm Owner Saraman]";
+ mes "Once she nibbles this";
+ mes "appetite stimulant, she'll";
+ mes "eat her feed like crazy.";
+ mes "Then the dung will flow";
+ mes "like a faucet. Come on,";
+ mes "why don't you give it a try?";
+ next;
+ mes "[Camel Farm Owner Saraman]";
+ mes "Oh, right. You should";
+ mes "be able to get 5 lumps";
+ mes "of camel dung with those";
+ mes "ingredients. That's a good";
+ mes "amount to collect since that's";
+ mes "what Ms. Ivory usually orders.";
+ delitem 528,5; //Monster's_Feed
+ delitem 503,1; //Yellow_Potion
+ delitem 619,1; //Unripe_Apple
+ delitem 713,1; //Empty_Bottle
+ changequest 3067,3068;
+ set rachel_camel,9;
+ close;
+ }
+ else {
+ mes "[Camel Farm Owner Saraman]";
+ mes "Well, we can't forcefeed";
+ mes "her, but we can get her to";
+ mes "munch a bit on some appetite";
+ mes "stimulant. I usually use that";
+ mes "if she's sick, but if you say";
+ mes "that this is an emergency...";
+ next;
+ mes "[Camel Farm Owner Saraman]";
+ mes "Alright, I guess we";
+ mes "can try it. But I want you";
+ mes "to bring me the ingredients.";
+ mes "Get me... Let's see now...";
+ next;
+ mes "[Camel Farm Owner Saraman]";
+ mes "^4D4DFF1 Unripe Apple^000000,";
+ mes "^4D4DFF5 Monster's Feed^000000,";
+ mes "^4D4DFF1 Empty Bottle^000000, and";
+ mes "^4D4DFF1 Yellow Potion^000000.";
+ close;
+ }
+ }
+ else if (rachel_camel == 9) {
+ mes "[Camel Farm Owner Saraman]";
+ mes "Once she nibbles this";
+ mes "appetite stimulant, she'll";
+ mes "eat her feed like crazy.";
+ mes "Then the dung will flow";
+ mes "like a faucet. Come on,";
+ mes "why don't you give it a try?";
+ next;
+ mes "[Camel Farm Owner Saraman]";
+ mes "Oh, right. You should";
+ mes "be able to get 5 lumps";
+ mes "of camel dung with those";
+ mes "ingredients. That's a good";
+ mes "amount to collect since that's";
+ mes "what Ms. Ivory usually orders.";
+ close;
+ }
+ else if (rachel_camel == 10) {
+ mes "["+strcharinfo(0)+"]";
+ mes "Mr. Saraman, none";
+ mes "of the camels will eat";
+ mes "this appetite stimulant...";
+ mes "Am I doing something wrong?";
+ next;
+ mes "[Camel Farm Owner Saraman]";
+ mes "Oh, yes, well...";
+ mes "One of my workers";
+ mes "just came by, and told me";
+ mes "that my Silk Sand Camel";
+ mes "disappeared somewhere...";
+ mes "This is terrible news!";
+ next;
+ mes "[Camel Farm Owner Saraman]";
+ mes "My precious Silk Sand";
+ mes "Camel... It's my biggest";
+ mes "business investment! I'm";
+ mes "ruined without it! Please...";
+ mes "I'll reward you if you can";
+ mes "find my camel for me!";
+ next;
+ mes "[Camel Farm Owner Saraman]";
+ mes "Damn it! My stupid worker";
+ mes "forgot to tie her up, so";
+ mes "she ended up running away!";
+ mes "Ugh! Please help me find her!";
+ mes "Without her, you won't be able";
+ mes "to get your special camel dung.";
+ next;
+ mes "[Camel Farm Owner Saraman]";
+ mes "Wait, don't panic...";
+ mes "It'll all be alright.";
+ mes "This camel moves very slowly";
+ mes "so she shouldn't be far from";
+ mes "here. Please find my camel";
+ mes "Soony as soon as you can!";
+ changequest 3069,3070;
+ set rachel_camel,11;
+ close;
+ }
+ else if (rachel_camel == 11) {
+ mes "[Camel Farm Owner Saraman]";
+ mes "Soony! Soony...!";
+ mes "Wh-where are you?!";
+ next;
+ mes "[Camel Farm Owner Saraman]";
+ mes "Please, help me find";
+ mes "my Soony, my Silk Sand";
+ mes "Camel. You won't be able to";
+ mes "make your soap without her!";
+ mes "And my business is really";
+ mes "dependent on my Soony!";
+ close;
+ }
+ else if (rachel_camel == 12) {
+ mes "["+strcharinfo(0)+"]";
+ mes "Well... I found the";
+ mes "camel. Now I need to get";
+ mes "all the soap ingredients.";
+ mes "The sooner I do that, the";
+ mes "sooner I can help Curdie.";
+ close;
+ }
+ else if (rachel_camel > 12 && rachel_camel < 17) {
+ mes "^3355FFYou already found the";
+ mes "camel, so you need to collect";
+ mes "the soap ingredients if you";
+ mes "want to free Curdie.^000000";
+ close;
+ }
+ else if (rachel_camel == 17) {
+ mes "[Camel Farm Owner Saraman]";
+ mes "Oh, it's you!";
+ mes "Did you find my";
+ mes "Soony? Where is she?";
+ mes "What happened to her?";
+ mes "Oh God, I don't know what";
+ mes "I'll do without that camel!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Don't worry, Mr. Saraman,";
+ mes "I found Soony at the outskirts";
+ mes "of town. She hurt her leg so";
+ mes "I think it'd be a good idea if";
+ mes "you sent some people to";
+ mes "help bring her back.";
+ next;
+ mes "[Camel Farm Owner Saraman]";
+ mes "Thank god! Thank you, thank you so much!";
+ mes "I'll send my workers over there immediately.";
+ next;
+ mes "[Camel Farm Owner Saraman]";
+ mes "Thank goodness, you have";
+ mes "no idea how valuable that";
+ mes "camel is! I'll send some of";
+ mes "my men to bring her home";
+ mes "immediately! Thank you,";
+ mes "you just saved my business!";
+ next;
+ mes "[Camel Farm Owner Saraman]";
+ mes "Here, I want you to";
+ mes "have this. Consider it";
+ mes "a little thank you gift for";
+ mes "what you've done for me.";
+ mes "Good luck with getting";
+ mes "that soap you want made.";
+ changequest 3076,3077;
+ getitem 617,1; //Old_Violet_Box
+ set rachel_camel,18;
+ close;
+ }
+ else if (rachel_camel == 18) {
+ mes "["+strcharinfo(0)+"]";
+ mes "Let's see...";
+ mes "Shouldn't I be going";
+ mes "to see Ms. Ivory now?";
+ close;
+ }
+ else if (rachel_camel > 18 && rachel_camel < 24) {
+ mes "[Camel Farm Owner Saraman]";
+ mes "Thank you for finding my";
+ mes "precious Silk Sand Camel";
+ mes "Soony. Come again sometime,";
+ mes "and maybe we can special my";
+ mes "special camel yogurt together.";
+ close;
+ }
+ else {
+ mes "[Saraman]";
+ mes "Zzz... Zzz~";
+ mes "Zzz...";
+ next;
+ mes "^3355FFWatching this man";
+ mes "snore also makes you";
+ mes "want to take a snooze.^000000";
+ close;
+ }
+}
+
+veins,78,226,5 script Camel#camelcc1::VeinsCamel 938,{
+ if (rachel_camel == 9) {
+ mes "^3355FFThe camel sniffed the";
+ mes "appetite stimulant, but";
+ mes "brusquely turned its";
+ mes "nose away from it.^000000";
+ changequest 3068,3069;
+ set rachel_camel,10;
+ close;
+ }
+ else if (rachel_camel == 10) {
+ mes "^3355FFThe camel sniffed the";
+ mes "appetite stimulant, but";
+ mes "brusquely turned its";
+ mes "nose away from it.";
+ mes "This probably isn't the";
+ mes "camel you're looking for.^000000";
+ close;
+ }
+ else {
+ mes "[Camel]";
+ mes "*Neigh* ~";
+ mes "*Chew Chew*";
+ close;
+ }
+}
+
+veins,72,227,3 duplicate(VeinsCamel) Camel#camelcc3 938
+veins,81,222,1 duplicate(VeinsCamel) Camel#camelcc4 938
+veins,77,219,5 duplicate(VeinsCamel) Camel#camelcc5 938
+veins,73,215,8 duplicate(VeinsCamel) Camel#camelcc6 938
+veins,68,215,5 duplicate(VeinsCamel) Camel#camelcc7 938
+
+ve_fild07,235,42,3 script Silk Sand Camel 938,{
+ if (rachel_camel == 11) {
+ mes "^3355FFThis camel's leg is";
+ mes "wounded. Although it";
+ mes "seems hurt, its nostrils";
+ mes "flared as soon as it saw";
+ mes "the camel appetite stimulant,";
+ mes "and it smacked its lips.^000000";
+ next;
+ mes "[Camel]";
+ mes "^333333*Chew Chew~*^000000";
+ mes "^333333*Smacks lips*^000000";
+ next;
+ mes "^3355FFThe camel started nibbling";
+ mes "the stimulant, but its eating";
+ mes "became quicker as it ate";
+ mes "more of the feed until it";
+ mes "was completely consumed.^000000";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "This must be the";
+ mes "Silk Sand Camel...";
+ mes "I guess all I need to";
+ mes "do is collect some of";
+ mes "that precious camel dung.";
+ changequest 3070,3071;
+ set rachel_camel,12;
+ close;
+ }
+ else if (rachel_camel > 11 && rachel_camel < 17) {
+ if (countitem(519) > 1 && countitem(511) > 19 && countitem(909) > 9 && countitem(713) > 0) {
+ mes "^3355FFThe camel can smell";
+ mes "that you have food for";
+ mes "it, and started salivating.";
+ mes "You may as well just feed it.^000000";
+ next;
+ switch(rand(3)) {
+ case 1:
+ if (rachel_camel == 12) {
+ mes "[Silk Sand Camel]";
+ mes "^333333*Chew Chew~*^000000";
+ mes "^333333*Smacks lips*^000000";
+ next;
+ mes "^3355FFThe camel ate everything,";
+ mes "but it doesn't seem like";
+ mes "it'll go through any bowel";
+ mes "movements anytime soon.^000000";
+ }
+ else {
+ mes "^3355FFThe camel grimaced";
+ mes "as if it were suffering";
+ mes "from a stomachache...";
+ mes "And... Out pops 2 Sweet";
+ mes "Potatoes. They're probably";
+ mes "safe to eat... Hopefully.^000000";
+ getitem 516,2; //Sweet_Potato
+ }
+ delitem 519,2; //Milk
+ delitem 511,20; //Green_Herb
+ delitem 909,10; //Jellopy
+ close;
+ case 2:
+ mes "[Silk Sand Camel]";
+ mes "^333333*Chew Chew~*^000000";
+ mes "^333333*Smacks lips*^000000";
+ next;
+ mes "^3355FFThe camel grimaced";
+ mes "as if it were suffering";
+ mes "from a stomachache...";
+ mes "Huzzah! You got a lump";
+ mes "of steaming camel dung!";
+ mes "This is cause for celebration!^000000";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ if (rachel_camel == 12) {
+ mes "Now all I need is";
+ mes "just 4 more lumps";
+ mes "of this nasty old dung.";
+ set rachel_camel, 13;
+ }
+ else if (rachel_camel == 13) {
+ mes "Awesome! I got";
+ mes "2 glorious camel dung";
+ mes "lumps! Only 3 more to go!";
+ set rachel_camel, 14;
+ }
+ else if (rachel_camel == 14) {
+ mes "Yes! Now I have";
+ mes "3 camel dung lumps.";
+ mes "Just 2 more... I'm more";
+ mes "than halfway done!";
+ set rachel_camel, 15;
+ }
+ else if (rachel_camel == 15) {
+ mes "4 lumps of camel dung...";
+ mes "Heh heh! This is going";
+ mes "better than I thought!";
+ mes "Only 1 more to go!";
+ set rachel_camel, 16;
+ }
+ else if (rachel_camel == 16) {
+ mes "In my hands...";
+ mes "I am holding";
+ mes "5 lumps of camel dung.";
+ mes "This is my finest moment.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Never, in all my years";
+ mes "of adventuring, saving the";
+ mes "oppressed, protecting the";
+ mes "innocent, did I dare dream";
+ mes "that I'd accomplish such";
+ mes "a magnificent feat.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "I am so happy--nay--";
+ mes "^4D4DFFproud^000000 that my strength, my";
+ mes "valor, and my determination";
+ mes "was up to this task. May the";
+ mes "annals of history never forget";
+ mes "this day! Long live "+strcharinfo(0)+"!";
+ next;
+ mes "^3355FFIt's time for you to";
+ mes "return to Mr. Saraman.^000000";
+ set rachel_camel, 17;
+ }
+ delitem 519,2; //Milk
+ delitem 511,20; //Green_Herb
+ delitem 909,10; //Jellopy
+ delitem 713,1; //Empty_Bottle
+ close;
+ default:
+ mes "[Silk Sand Camel]";
+ mes "^333333*Chew Chew~*^000000";
+ mes "^333333*Smacks lips*^000000";
+ next;
+ mes "^3355FFThe camel grimaced";
+ mes "as if it were suffering";
+ mes "from a stomachache...";
+ mes "And... Out pops a Sweet";
+ mes "Potato. It's probably";
+ mes "safe to eat... Maybe.^000000";
+ delitem 519,2; //Milk
+ delitem 511,20; //Green_Herb
+ delitem 909,10; //Jellopy
+ getitem 516,1; //Sweet_Potato
+ close;
+ }
+ }
+ else {
+ mes "["+strcharinfo(0)+"]";
+ if (rachel_camel == 12) {
+ mes "I need to feed this camel if";
+ mes "I ever want to get any dung";
+ mes "from it. Let's see, Mr. Saraman";
+ mes "mentioned that the items I got";
+ mes "for Ms. Ivory were actually";
+ mes "camel feed. I need to have...";
+ }
+ else {
+ mes "Did I run out of feed";
+ mes "already? Nuts, if I want";
+ mes "to feed this camel again,";
+ mes "then I need to bring it...";
+ }
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "^4D4DFF2 Milk^000000,";
+ mes "^4D4DFF20 Green Herbs^000000,";
+ mes "^4D4DFF10 Jellopies^000000, and";
+ mes "^4D4DFF1 Empty Bottles^000000.";
+ next;
+ mes "[Silk Sand Camel]";
+ mes "*Chew Chew*";
+ mes "*Neigh Neigh*~";
+ close;
+ }
+ }
+ else if (rachel_camel == 17) {
+ mes "["+strcharinfo(0)+"]";
+ mes "I managed to get the soap";
+ mes "ingredients: 5 of those";
+ mes "camel dung lumps. I should";
+ mes "head back to Mr. Saraman to";
+ mes "tell him where his camel is,";
+ mes "and then go to Ms. Ivory.";
+ close;
+ }
+ else {
+ mes "[Silk Sand Camel]";
+ mes "*Neigh Neigh*~";
+ next;
+ mes "^3355FFSilly camel.^000000";
+ close;
+ }
+}
+
+veins,221,120,5 script Young Town Native 943,{
+ if (rachel_camel == 3) {
+ mes "[Native Young Man]";
+ mes "My name is Toby.";
+ mes "I was born and raised here,";
+ mes "and no one knows more about";
+ mes "this town than me. Feel free";
+ mes "to ask if you need to find";
+ mes "your way around here.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Excuse me, but do";
+ mes "you know where I can";
+ mes "find a locksmith?";
+ next;
+ mes "[Toby]";
+ mes "Of course, I do!";
+ mes "Mr. Lockenlock is a famous";
+ mes "locksmith, and he makes almost";
+ mes "all the keys and locks in Veins";
+ mes "and even in Rachel.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Mr. Lockenlock, eh?";
+ mes "So where can I find him?";
+ next;
+ mes "[Toby]";
+ mes "Oh, he's always sitting";
+ mes "somewhere in the market";
+ mes "street. He drinks a lot,";
+ mes "though, so he doesn't really";
+ mes "work when he's hung over.";
+ next;
+ mes "[Toby]";
+ mes "Ah, but you know what'll";
+ mes "shock him back to sobriety?";
+ mes "A Yellow Potion! It never";
+ mes "fails with that guy!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I see.";
+ mes "Thanks for";
+ mes "the advice.";
+ next;
+ mes "[Toby]";
+ mes "You're so very";
+ mes "welcome! It's just...";
+ mes "After all these years...";
+ mes "I'm finally useful to someone!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "...Ha...?";
+ next;
+ mes "^3355FFFind Mr. Lockenlock";
+ mes "in the market street, and";
+ mes "bring him a Yellow Potion.^000000";
+ changequest 3062,3063;
+ set rachel_camel,4;
+ close;
+ }
+ else if (rachel_camel == 4) {
+ mes "[Toby]";
+ mes "After all these years...";
+ mes "I'm finally useful to someone!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "...Ha...?";
+ next;
+ mes "^3355FFFind Mr. Lockenlock";
+ mes "in the market street, and";
+ mes "bring him a Yellow Potion.^000000";
+ close;
+ }
+ else {
+ mes "[Native Young Man]";
+ mes "My name is Toby.";
+ mes "I was born and raised here,";
+ mes "and no one knows more about";
+ mes "this town than me. Feel free";
+ mes "to ask if you need to find";
+ mes "your way around here.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "No, thanks.";
+ next;
+ mes "[Native Young Man]";
+ mes "You don't...";
+ mes "^333333*Sob*^000000 You don't";
+ mes "need me at all?";
+ close;
+ }
+}
+
+// Thor Volcano Base Quest
+//============================================================
+
+ra_temin,87,133,1 script Rachel Guard#vol1 934,5,2,{
+ if (aru_vol == 2) {
+ mes "[Guard Karlum]";
+ mes "High Priest Vildt isn't";
+ mes "here right now. Please";
+ mes "come back later if you";
+ mes "wish to see him.";
+ next;
+ select("Think of a Distraction");
+ mes "["+strcharinfo(0)+"]";
+ mes "This guy's not going to";
+ mes "let me pass. Let's see...";
+ mes "Is there some way I could";
+ mes "get him to leave? What, or";
+ mes "even ^FF0000who^000000, could distract him?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Wait a second...";
+ mes "Of course! I should";
+ mes "talk to him about...";
+ next;
+ input .@input$;
+ mes "["+strcharinfo(0)+"]";
+ mes "Wait a second...";
+ mes "Of course! I should";
+ mes "talk to him about ^FF0000"+.@input$+"^000000 !!";
+ next;
+ if (.@input$ != "Lamir") {
+ mes "["+strcharinfo(0)+"]";
+ mes "What the...?";
+ mes "Where did I think of that?";
+ mes "That doesn't make any sense...";
+ close;
+ }
+ mes "["+strcharinfo(0)+"]";
+ mes "That's right! I talked";
+ mes "to Lamir a while ago.";
+ mes "If she's right, then this";
+ mes "guy must be Karlum, the guy";
+ mes "who's totally in love with her.";
+ mes "Hmm... I know what I'll say...";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "^333333*Ahem*^000000 Excuse me,";
+ mes "but are you Karlum?";
+ mes "I've got a message for you.";
+ next;
+ mes "[Guard Karlum]";
+ mes "A message for me?";
+ mes "Is that why you're still";
+ mes "loitering around? Well,";
+ mes "spit it out. I can't waste";
+ mes "too much time on the job...";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "You know ^3131FFLamir^000000, right?";
+ next;
+ emotion e_omg;
+ mes "[Guard Karlum]";
+ mes "Lamir? Oh... My.";
+ mes "Oh no! Did something";
+ mes "bad happen to her?";
+ mes "Quick, tell me!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "No, nothing like that.";
+ mes "She just told me that she";
+ mes "had something important to";
+ mes "tell you, and that you had to";
+ mes "come see her when you're free.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I tried to ask her";
+ mes "more, but she just kept";
+ mes "blushing and turning away.";
+ mes "Is there something going";
+ mes "on between you too?";
+ next;
+ mes "[Guard Karlum]";
+ mes "...I don't believe it.";
+ mes "Finally. After all these";
+ mes "years. She feels the same";
+ mes "way I feel for her! My midnight";
+ mes "serenade a few days ago";
+ mes "must've touched her heart.";
+ next;
+ mes "[Guard Karlum]";
+ mes "Screw this stupid job!";
+ mes "I've made my choice, and";
+ mes "I choose true love! I can't";
+ mes "keep Lamir waiting any longer!";
+ set aru_vol,3;
+ donpcevent "vol_time::OnEnable";
+ close2;
+ disablenpc "Rachel Guard#vol1";
+ end;
+ }
+ else if ((aru_vol> 2) && (aru_vol < 5)) {
+ mes "[Guard Karlum]";
+ mes "Hey! Lamir told me that";
+ mes "she didn't want to see";
+ mes "me at all! What's your";
+ mes "game, huh? Do you think";
+ mes "I'm that easy to trick?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "What? Is that what";
+ mes "happened? I could've";
+ mes "sworn th--Oooh. I get it now.";
+ mes "She must be playing hard to";
+ mes "get. That must mean that";
+ mes "she's reeeeally into you.";
+ next;
+ mes "[Guard Karlum]";
+ mes "Ah! That makes perfect";
+ mes "sense! No wonder she treated";
+ mes "me that way! Hahaha! I should";
+ mes "have figured it out sooner!";
+ mes "Well then, I should go see";
+ mes "her and play hard to get too!";
+ donpcevent "vol_time::OnEnable";
+ close2;
+ disablenpc "Rachel Guard#vol1";
+ end;
+ }
+ else {
+ mes "[Guard Karlum]";
+ mes "High Priest Vildt isn't";
+ mes "here right now. Please";
+ mes "come back later if you";
+ mes "wish to see him.";
+ close;
+ }
+
+OnInit:
+ enablenpc "Rachel Guard#vol1";
+ end;
+
+OnTouch:
+ warp "ra_temin",85,137;
+ close;
+}
+
+ra_temin,82,133,7 script Rachel Guard#vol2 934,5,2,{
+ mes "[Guard Krodger]";
+ mes "High Priest Vildt isn't";
+ mes "here right now. Please";
+ mes "come back later if you";
+ mes "wish to see him.";
+ close;
+
+OnInit:
+ enablenpc "Rachel Guard#vol2";
+ end;
+
+OnTouch:
+ warp "ra_temin",85,137;
+ close;
+}
+
+ra_temin,115,140,1 script Flower Vase#vol 111,{
+ if ((aru_vol> 2) && (aru_vol < 5)) {
+ mes "^3355FFYou find a giant";
+ mes "vase full of beautiful";
+ mes "flowers that look freshly";
+ mes "picked from a garden.^000000";
+ next;
+ if (select("Destroy Vase:Don't Destroy Vase") == 1) {
+ mes "^3355FFYou grasp the flower";
+ mes "vase with both hands, and";
+ mes "then hurl it to the ground.^000000";
+ next;
+ mes "^3355FF*Crash!*^000000";
+ next;
+ mes "[Guard Krodger]";
+ mes "Who's there?!";
+ disablenpc "Rachel Guard#vol2";
+ enablenpc "Rachel Guard#vol2_1";
+ donpcevent "vol_time2::OnEnable";
+ set aru_vol,4;
+ disablenpc "Flower Vase#vol";
+ close;
+ }
+ mes "["+strcharinfo(0)+"]";
+ mes "A lot of loving care";
+ mes "was put into arranging";
+ mes "these flowers.. I can't";
+ mes "bear to disturb their beauty.";
+ next;
+ mes "^3355FFAnd so you just";
+ mes "stood there, looking";
+ mes "a bit pitiable, but not";
+ mes "really all that pathetic.^000000";
+ close;
+ }
+ mes "^3355FFYou find a giant";
+ mes "vase full of beautiful";
+ mes "flowers that look freshly";
+ mes "picked from a garden.^000000";
+ close;
+}
+
+ra_temin,85,131,0 script path_vol1 -1,5,0,{
+OnTouch:
+ if ((aru_vol != 3) && (aru_vol != 4)) {
+ warp "ra_temin",85,137;
+ }
+ end;
+}
+
+ra_temin,82,131,0 script path_vol1#2 -1,5,0,{
+OnTouch:
+ if (aru_vol != 4) {
+ warp "ra_temin",85,137;
+ }
+ end;
+}
+
+ra_temin,82,127,0 script path_vol1#3 -1,5,1,{
+OnTouch:
+ if (aru_vol == 5) {
+ warp "ra_temin",84,124;
+ }
+ end;
+}
+
+ra_temin,40,124,3 script Female Follower#vol 920,{
+ mes "[Lamir]";
+ mes "^333333*Sigh*^000000 High Priest Vildt";
+ mes "left over so much food after";
+ mes "eating. Didn't he learn to";
+ mes "finish all of his food?";
+ next;
+ mes "[Lamir]";
+ mes "You know, my mother used";
+ mes "to threaten that she'd force";
+ mes "me to marry Karlum if I didn't";
+ mes "finish all my food when I was";
+ mes "a kid. I learned never to";
+ mes "leave any leftovers that way~";
+ next;
+ select("Who's Karlum?");
+ mes "[Lamir]";
+ mes "Karlum? Oh, he's been";
+ mes "chasing me ever since we";
+ mes "were kids, declaring his";
+ mes "love and all that. Even";
+ mes "after we grew up, he's still";
+ mes "stubborn about that point.";
+ next;
+ mes "[Lamir]";
+ mes "Ugh! Even today, he";
+ mes "still gets on my nerves!";
+ mes "I mean, it's great that he's";
+ mes "a guard at High Priest Vildt's";
+ mes "office, but come on! Why can't";
+ mes "he bother another girl?";
+ if (aru_vol == 1) {
+ set aru_vol,2;
+ }
+ close;
+}
+
+ra_temin,42,124,3 script Rachel Guard#vol1_1 934,{
+ end;
+
+OnInit:
+ disablenpc "Rachel Guard#vol1_1";
+ end;
+}
+
+ra_temin,5,5,3 script vol_time 844,{
+OnInit:
+ stopnpctimer;
+ end;
+
+OnEnable:
+ initnpctimer;
+ enablenpc "Rachel Guard#vol1_1";
+ end;
+
+OnTimer10000:
+ mapannounce "ra_temin","Guard Karlum: Lamir! It's Karlum! Your love is here!",bc_map,"0xFFCE00";
+ end;
+
+OnTimer15000:
+ mapannounce "ra_temin","Lamir: Karlum? What are you doing here?",bc_map,"0xFFCE00";
+ end;
+
+OnTimer20000:
+ mapannounce "ra_temin","Guard Karlum: Lamir, you can stop pretending now. I've come to realize that your coldness masks your love~",bc_map,"0xFFCE00";
+ end;
+
+OnTimer30000:
+ mapannounce "ra_temin","Lamir: What are you talking about? Sorry, Karlum, but I don't have any special feelings for you.",bc_map,"0xFFCE00";
+ end;
+
+OnTimer35000:
+ mapannounce "ra_temin","Guard Karlum: I know, it's embarrassing to confess your true feelings~",bc_map,"0xFFCE00";
+ end;
+
+OnTimer40000:
+ mapannounce "ra_temin","Guard Karlum: However, I can't deny that your shyness is breaking my heart.",bc_map,"0xFFCE00";
+ end;
+
+OnTimer45000:
+ mapannounce "ra_temin","Lamir: Karlum, when will you realize that I haven't, and won't ever fall in love with you?",bc_map,"0xFFCE00";
+ end;
+
+OnTimer50000:
+ mapannounce "ra_temin","Guard Karlum: .............",bc_map,"0xFFCE00";
+ end;
+
+OnTimer55000:
+ mapannounce "ra_temin","Guard Karlum: Wha--? But I thought...? Huh, sorry. I should get going...",bc_map,"0xFFCE00";
+ stopnpctimer;
+ disablenpc "Rachel Guard#vol1_1";
+ enablenpc "Rachel Guard#vol1";
+ end;
+}
+
+ra_temin,113,140,1 script Rachel Guard#vol2_1 934,{
+ mes "[Guard Krodger]";
+ mes "What's with this vase?";
+ mes "They always send me out";
+ mes "here to clean up this mess!";
+ mes "I mean, it happens so often,";
+ mes "I don't think it's accidental.";
+ mes "You think it's vandals?";
+ close;
+
+OnInit:
+ disablenpc "Rachel Guard#vol2_1";
+ end;
+}
+
+ra_temin,5,5,1 script vol_time2 844,{
+OnInit:
+ stopnpctimer;
+ end;
+
+OnEnable:
+ initnpctimer;
+ end;
+
+OnTimer30000:
+ mapannounce "ra_temin","Guard Krodger: Phew~, now I'm done cleaning up this mess.",bc_map,"0xFFCE00";
+ stopnpctimer;
+ disablenpc "Rachel Guard#vol2_1";
+ enablenpc "Rachel Guard#vol2";
+ enablenpc "Flower Vase#vol";
+ end;
+}
+
+ra_temin,87,118,3 script Drawer#vol1::VeinsDrawer 111,{
+ mes "^3355FFThere are some neatly";
+ mes "printed and organized";
+ mes "documents inside";
+ mes "these drawers.^000000";
+ close;
+}
+
+ra_temin,83,118,3 duplicate(VeinsDrawer) Drawer#vol2 111
+
+ra_temin,85,118,3 script Drawer#vol3 111,{
+ if ((MaxWeight-Weight) < 2000 || checkweight(1201,1) == 0) {
+ mes "^3355FFWait a second!";
+ mes "Right now, you're carrying";
+ mes "too many things with you.";
+ mes "Please come back after";
+ mes "using the Kafra Service";
+ mes "to store some of your items.^000000";
+ close;
+ }
+ if (aru_vol == 4) {
+ mes "^3355FFYou find a thick pile";
+ mes "of reports submitted";
+ mes "to the high priest";
+ mes "inside this drawer.^000000";
+ next;
+ if (select("Check the Reports:Cancel") == 1) {
+ mes "["+strcharinfo(0)+"]";
+ mes "Well, it might not to";
+ mes "the most moral thing,";
+ mes "but I get the feeling";
+ mes "that I should at least";
+ mes "check some of these out.";
+ next;
+ mes "^3355FFYou started shuffling";
+ mes "through the documents,";
+ mes "glancing at a few that";
+ mes "catch your interest.^000000";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Ooh...";
+ mes "This might be";
+ mes "what I'm looking for.";
+ next;
+ mes "^3355FFYou take the thick report";
+ mes "labeled ''Veins Geological";
+ mes "Research Institute'' on";
+ mes "the cover, and then you";
+ mes "close the drawer.^000000";
+ changequest 2114,2115;
+ set aru_vol,5;
+ getitem 7342,1; //File01
+ close;
+ }
+ mes "["+strcharinfo(0)+"]";
+ mes "Forget it.";
+ mes "I didn't get permission";
+ mes "to look through these files.";
+ close;
+ }
+ else if (aru_vol == 5) {
+ if (countitem(7342) < 1) {
+ mes "["+strcharinfo(0)+"]";
+ mes "Oh! Here's another";
+ mes "copy of that report";
+ mes "I wanted! Pretty lucky~";
+ getitem 7342,1; //File01
+ close;
+ }
+ mes "^3355FFYou find a thick pile";
+ mes "of reports submitted";
+ mes "to the high priest";
+ mes "inside this drawer.^000000";
+ close;
+ }
+ mes "^3355FFYou find a thick pile";
+ mes "of reports submitted";
+ mes "to the high priest";
+ mes "inside this drawer.^000000";
+ close;
+}
+
+ra_temin,88,117,3 script Goddess Statue#vol1 111,{
+ mes "^3355FFIt's a statue of Freya,";
+ mes "a goddess revered for her";
+ mes "clemency and wisdom.^000000";
+ close;
+}
+
+ra_temin,73,126,1 script Ladder#vol1 111,{
+ if (aru_vol == 5) {
+ mes "["+strcharinfo(0)+"]";
+ mes "Wait, I can use this";
+ mes "ladder to sneak out of";
+ mes "here! I snuck inside so";
+ mes "I'd get caught if I just";
+ mes "passed the guards...";
+ next;
+ if (select("Climb Ladder:Cancel") == 1) {
+ mes "^3355FFYou climbed the";
+ mes "ladder over the";
+ mes "wall and snuck out.^000000";
+ close2;
+ warp "ra_temin",74,136;
+ end;
+ }
+ mes "^3355FFYou decided not to climb";
+ mes "up the ladder for now.^000000";
+ close;
+ }
+ end;
+}
+
+ve_in,280,223,0 script #volroom -1,2,2,{
+OnTouch:
+ if (aru_vol == 6) {
+ mes "^3355FFThis house looks like";
+ mes "it's been abandoned for";
+ mes "a while: the floor is thickly";
+ mes "covered with dust and many";
+ mes "pieces of discarded paper.^000000";
+ next;
+ mes "^3355FFOne particular piece";
+ mes "of paper catches your";
+ mes "attention. You pick it";
+ mes "up and give it a read.^000000";
+ next;
+ mes "[Paper]";
+ mes "''^333333The regularly scheduled";
+ mes "geological survey had been";
+ mes "postponed for over a week.";
+ mes "Please submit your report";
+ mes "to us as soon as possible.^000000''";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Although the sender's";
+ mes "name isn't on this letter,";
+ mes "I can guess who wrote it. ";
+ mes "Speaking of which...";
+ mes "Where's the geologist?";
+ set aru_vol,7;
+ close;
+ }
+ else if (aru_vol < 6) {
+ mes "^3355FFThis house looks like";
+ mes "it's been abandoned for";
+ mes "a while: the floor is thickly";
+ mes "covered with dust and many";
+ mes "pieces of discarded paper.^000000";
+ close;
+ }
+ end;
+}
+
+veins,159,171,3 script Towner#vol 945,{
+ mes "[Towner]";
+ mes "The small office on the";
+ mes "2nd floor of this weapon";
+ mes "shop is occupied by a";
+ mes "geologist. At least, he's";
+ mes "supposed to be one...";
+ next;
+ mes "[Towner]";
+ mes "The guy might be a quack:";
+ mes "all he does is drink and";
+ mes "flirt with skanky women";
+ mes "all day. I thought scholars";
+ mes "are supposed to read and study";
+ mes "and discover things, you know?";
+ close;
+}
+
+ve_in,233,116,3 script Drunken Man#vol 901,{
+ if ((MaxWeight-Weight) < 2000 || checkweight(1201,1) == 0) {
+ mes "^3355FFWait a second!";
+ mes "Right now, you're carrying";
+ mes "too many things with you.";
+ mes "Please come back after";
+ mes "using the Kafra Service";
+ mes "to store some of your items.^000000";
+ close;
+ }
+ if (aru_vol < 7) {
+ mes "[Drunken Man]";
+ mes "So... ^333333*Urp*^000000";
+ mes "So then I said...";
+ next;
+ mes "[Drunken Man]";
+ mes "''^3131FFHey, buddy! A man";
+ mes "uses his back to talk,";
+ mes "not his fists! You wanna";
+ mes "piece of me? Bring it on!^000000''";
+ next;
+ mes "[Drunken Man]";
+ mes "Then he got all";
+ mes "scared, and ran away!";
+ mes "Hahahaha! Guess I look";
+ mes "pretty tough, don't I?";
+ next;
+ emotion e_lv,0,"Drunken Lady#1";
+ emotion e_lv,0,"Drunken Lady#2";
+ mes "[Ladies]";
+ mes "Oh, my God!";
+ mes "You're so cool~!";
+ next;
+ mes "[Drunken Man]";
+ mes "Well... Anyone would";
+ mes "have done it. I was just";
+ mes "being a gentleman.";
+ mes "Hahahah, that's right!";
+ close;
+ }
+ else if (aru_vol == 7) {
+ mes "[Drunken Man]";
+ mes "So... ^333333*Urp*^000000";
+ mes "So then I said...";
+ next;
+ mes "[Drunken Man]";
+ mes "''^3131FFHey, buddy! A man";
+ mes "uses his back to talk,";
+ mes "not his fists! You wanna";
+ mes "piece of me? Bring it on!^000000''";
+ next;
+ mes "[Drunken Man]";
+ mes "Then he got all";
+ mes "scared, and ran away!";
+ mes "Hahahaha! Guess I look";
+ mes "pretty tough, don't I?";
+ next;
+ emotion e_lv,0,"Drunken Lady#1";
+ emotion e_lv,0,"Drunken Lady#2";
+ mes "[Ladies]";
+ mes "Oh, my God!";
+ mes "You're so cool~!";
+ next;
+ mes "[Drunken Man]";
+ mes "Well... Anyone would";
+ mes "have done it. I was just";
+ mes "being a gentleman.";
+ mes "Hahahah, that's right!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Excuse me, but are";
+ mes "you the executive director";
+ mes "of the Veins Geological Team?";
+ next;
+ mes "[Drunken Man]";
+ mes "Yeah, sure! Executive";
+ mes "director, deputy director,";
+ mes "director, researcher, CEO,";
+ mes "no... No, wait, that last one";
+ mes "doesn't sound right. Hah!";
+ mes "I'm all of those~";
+ next;
+ mes "[Drunken Man]";
+ mes "I'm the executive director...";
+ mes "I'm the only one that works";
+ mes "at the institute, really.";
+ mes "Why, what do you want?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Uhh... There are some";
+ mes "official notices for you";
+ mes "at your office. I guess you";
+ mes "need to get some surveys";
+ mes "done? They sound like";
+ mes "they're pretty important.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Maybe...";
+ mes "Maybe even ^FF0000urgent^000000.";
+ next;
+ mes "[Drunken Man]";
+ mes "Wha--? Hey, what day";
+ mes "is it today? Damn it!";
+ mes "Fine, fine, time to get";
+ mes "to work. Just when I was";
+ mes "really enjoying myself too!";
+ mes "Argh, I never wanna be sober!";
+ next;
+ mes "[Drunken Man]";
+ mes "But... Working is the";
+ mes "only way for me to afford";
+ mes "all this drinking... Such";
+ mes "is life. Such is life.";
+ next;
+ mes "[Ladies]";
+ mes "Where are you going?";
+ mes "Can't you stay a bit";
+ mes "longer and talk with";
+ mes "us? Pleeeeeease?";
+ next;
+ mes "[Drunken Man]";
+ mes "Sorry, ladies,";
+ mes "but duty calls.";
+ mes "Hahahahahahha~";
+ next;
+ emotion e_lv,0,"Drunken Lady#1";
+ emotion e_lv,0,"Drunken Lady#2";
+ mes "[Ladies]";
+ mes "Please don't go~";
+ next;
+ mes "[Drunken Man]";
+ mes "Ahem!";
+ mes "Let's see now.";
+ mes "What'd be best...?";
+ mes "..............................";
+ mes "..............................";
+ mes "..............................";
+ next;
+ mes "[Drunken Man]";
+ mes "..............................";
+ mes "..............................";
+ mes "........................Right!";
+ next;
+ mes "[Drunken Man]";
+ mes "Hey, you.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Yes?";
+ next;
+ emotion e_no1;
+ mes "[Drunken Man]";
+ mes "I hereby promote you as";
+ mes "chief researcher of the";
+ mes "Veins Geological Research";
+ mes "Institute. Congratulations!";
+ mes "Welcome to the team, friend!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Huh...?";
+ mes "I don't understand";
+ mes "what you're talking about!";
+ next;
+ mes "[Drunken Man]";
+ mes "Heh! You should be grateful";
+ mes "that I'm accepting you as my";
+ mes "student! Everyone'd be proud";
+ mes "to study under me, Gio, the";
+ mes "world's greatest geologist!";
+ mes "(Well, maybe.)";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Hey, I never--";
+ next;
+ mes "[Geologist Gio]";
+ mes "Ah-ah! Now that you're";
+ mes "my student, I expect you";
+ mes "to work hard if you're going";
+ mes "to learn anything. First thing";
+ mes "first--go to my office and";
+ mes "clear up my belated business.";
+ next;
+ mes "[Geologist Gio]";
+ mes "Here, take this ^FF0000reference";
+ mes "guide^000000 with you to my office.";
+ mes "When you check my desk, you'll";
+ mes "find a ^FF0000pyrometer^000000 and a ^FF0000report";
+ mes "form^000000. You'll need to bring all";
+ mes "that stuff to Thor Volcano.";
+ next;
+ mes "[Geologist Gio]";
+ mes "When you get to Thor Volcano,";
+ mes "use the pryometer to check the";
+ mes "volcano's temperature, and";
+ mes "fill out the report form.";
+ next;
+ mes "[Geologist Gio]";
+ mes "Take the filled report";
+ mes "form to the geology camp";
+ mes "that's deep inside the volcano";
+ mes "so that they can stamp their";
+ mes "confirmation on it. That's";
+ mes "not so hard now, is it?";
+ next;
+ mes "[Geologist Gio]";
+ mes "Ahh, I've also decided";
+ mes "to take these lovely ladies";
+ mes "on as my students as well~";
+ mes "I should stay here and";
+ mes "entreat them to a lecture.";
+ next;
+ emotion e_lv,0,"Drunken Lady#1";
+ emotion e_lv,0,"Drunken Lady#2";
+ mes "[Ladies]";
+ mes "Oh~! You'll really";
+ mes "teach us geology?";
+ next;
+ mes "[Geologist Gio]";
+ mes "Oh, right! When they";
+ mes "ask you about the volcano's";
+ mes "temperature when you submit";
+ mes "the report at the geological";
+ mes "camp, make something up.";
+ mes "Make sure it sounds bad!";
+ next;
+ mes "[Geologist Gio]";
+ mes "Words like ''explosion,''";
+ mes "''disaster,'' and ''collatoral";
+ mes "damage'' would be perfect.";
+ mes "Just do your part, and I'll";
+ mes "take care of the rest. Okay~";
+ mes "Come back soon, my pupil!";
+ next;
+ mes "^3355FFWell, this isn't what";
+ mes "you expected, but you get";
+ mes "the feeling that this will";
+ mes "all turn out in your favor.";
+ mes "You know that feeling, right?^000000";
+ changequest 2116,2117;
+ set aru_vol,8;
+ getitem 7705,1; //Note_Of_Geologist
+ close;
+ }
+ else if ((aru_vol > 7) && (aru_vol < 24)) {
+ mes "[Geologist Gio]";
+ mes "Hey, you'd better hurry";
+ mes "it up. I mean, you're the";
+ mes "one that found that notice";
+ mes "in my office, didn't you?";
+ mes "You know how important";
+ mes "this work is to us!";
+ next;
+ mes "[Geologist Gio]";
+ mes "Get the pyrometer,";
+ mes "and go to Thor Volcano";
+ mes "to fill out the report";
+ mes "form and submit it to";
+ mes "the geological camp!";
+ close;
+ }
+ else if (aru_vol == 24) {
+ mes "[Geologist Gio]";
+ mes "Well, those are";
+ mes "nice legs, but they're";
+ mes "not the best pair I've see--";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I'm back.";
+ next;
+ mes "[Geologist Gio]";
+ mes "*Ahem* And that's how";
+ mes "erosion... Works. Tomorrow,";
+ mes "I'll teach you ladies all";
+ mes "about rocks. All of them.";
+ next;
+ mes "[Geologist Gio]";
+ mes "Welcome back! So,";
+ mes "how was the volcanic";
+ mes "temperature report?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Well, I did what you";
+ mes "told me. Hey, are you";
+ mes "sure you wanted me to";
+ mes "exaggerate the temperature?";
+ mes "What about the camp?";
+ next;
+ mes "[Geologist Gio]";
+ mes "Oh, don't worry about";
+ mes "the temperature. It's";
+ mes "supposed to go up.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "What are you...?";
+ mes "Actually, I thought that";
+ mes "maybe the pryometer";
+ mes "might be broken.";
+ next;
+ mes "[Geologist Gio]";
+ mes "Heh! You're right~";
+ mes "I broke it on purpose.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "What?!";
+ next;
+ mes "[Geologist Gio]";
+ mes "You know, it's hard for";
+ mes "scholars like me to make";
+ mes "a decent living. Hell, I was";
+ mes "lucky enough to get that";
+ mes "temperature measuring job";
+ mes "from the geological camp.";
+ next;
+ mes "[Geologist Gio]";
+ mes "Those guys've been trying";
+ mes "to fire me ever since they";
+ mes "realized the volcano became";
+ mes "dormant. But... They can't";
+ mes "fire me if there's proof that";
+ mes "it might go off anytime!";
+ next;
+ mes "[Geologist Gio]";
+ mes "Then, when they're all";
+ mes "panicked, I calmly and";
+ mes "suavely offer a solution";
+ mes "that looks like it works.";
+ mes "Of course, there's never";
+ mes "a problem to begin with...";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "So...";
+ mes "You're a con man.";
+ next;
+ mes "[Geologist Gio]";
+ mes "Awww, don't look at";
+ mes "me like that. I'm a real";
+ mes "scientist. Come on...";
+ mes "Oh, come on...";
+ next;
+ mes "[Geologist Gio]";
+ mes "Look, why don't you head";
+ mes "back to my institute and";
+ mes "check out my bookshelf?";
+ mes "I keep a small box there";
+ mes "where I keep all sorts";
+ mes "of nifty little goodies.";
+ next;
+ mes "[Geologist Gio]";
+ mes "You can have the very";
+ mes "first thing that pops out";
+ mes "of that box. I wonder if the";
+ mes "goddess will grace you";
+ mes "with good fortune. You";
+ mes "might get something good~";
+ next;
+ mes "[Geologist Gio]";
+ mes "Consider it your";
+ mes "payment for a job";
+ mes "well done. Good work!";
+ mes "I expected nothing less";
+ mes "from my star pupil!";
+ changequest 60211,60212;
+ set aru_vol,25;
+ delitem 7342,1; //File01
+ delitem 7704,1; //Broken_Thermometer
+ delitem 7705,1; //Note_Of_Geologist
+ close;
+ }
+ mes "[Drunken Man]";
+ mes "So... ^333333*Urp*^000000";
+ mes "So then I said...";
+ next;
+ mes "[Drunken Man]";
+ mes "''^3131FFHey, buddy! A man";
+ mes "uses his back to talk,";
+ mes "not his fists! You wanna";
+ mes "piece of me? Bring it on!^000000''";
+ next;
+ mes "[Drunken Man]";
+ mes "Then he got all";
+ mes "scared, and ran away!";
+ mes "Hahahaha! Guess I look";
+ mes "pretty tough, don't I?";
+ next;
+ emotion e_lv,0,"Drunken Lady#1";
+ emotion e_lv,0,"Drunken Lady#2";
+ mes "[Ladies]";
+ mes "Oh, my God!";
+ mes "You're so cool~!";
+ next;
+ mes "[Drunken Man]";
+ mes "Well... Anyone would";
+ mes "have done it. I was just";
+ mes "being a gentleman.";
+ mes "Hahahah, that's right!";
+ close;
+}
+
+ve_in,232,117,5 script Drunken Lady#1 940,{
+ mes "[Drunken Lady]";
+ mes "This guys' actually";
+ mes "pretty boring, but...";
+ mes "I get free drinks if";
+ mes "I can put up with him~";
+ close;
+}
+
+ve_in,234,115,3 script Drunken Lady#2 940,{
+ mes "[Drunken Lady]";
+ mes "This tavern might look";
+ mes "luxurious and gorgeous,";
+ mes "but the drinks here stink!";
+ mes "I can mix better drinks";
+ mes "at home, no sweat at all~";
+ close;
+}
+
+ve_in,277,229,3 script Wall Closet#vol 111,{
+ if ((MaxWeight-Weight) < 2000 || checkweight(1201,1) == 0) {
+ mes "^3355FFWait a second!";
+ mes "Right now, you're carrying";
+ mes "too many things with you.";
+ mes "Please come back after";
+ mes "using the Kafra Service";
+ mes "to store some of your items.^000000";
+ close;
+ }
+ if (aru_vol == 8) {
+ if (countitem(7704) == 0) {
+ mes "^3355FFYou found the";
+ mes "pyrometer inside";
+ mes "the closet.^000000";
+ getitem 7704,1; //Broken_Thermometer
+ close;
+ }
+ mes "^3355FFThere's so much junk";
+ mes "crammed in here!^000000";
+ close;
+ }
+ mes "^3355FFThere's so much junk";
+ mes "crammed in here!^000000";
+ close;
+}
+
+ve_in,281,214,3 script Bookshelf#vol 111,{
+ if ((MaxWeight-Weight) < 2000 || checkweight(1201,1) == 0) {
+ mes "^3355FFWait a second!";
+ mes "Right now, you're carrying";
+ mes "too many things with you.";
+ mes "Please come back after";
+ mes "using the Kafra Service";
+ mes "to store some of your items.^000000";
+ close;
+ }
+ if (aru_vol == 8) {
+ if (countitem(7342) == 0) {
+ mes "^3355FFYou find a bundle";
+ mes "of reports carelessly";
+ mes "stuck between some";
+ mes "books on this bookshelf.^000000";
+ getitem 7342,1; //File01
+ close;
+ }
+ mes "^3355FFThere's a lot of";
+ mes "scattered books and";
+ mes "notebooks lying on";
+ mes "this bookshelf.^000000";
+ close;
+ }
+ else if ((aru_vol > 8) && (aru_vol < 25)) {
+ mes "^3355FFThere's a lot of";
+ mes "scattered books and";
+ mes "notebooks lying on";
+ mes "this bookshelf.^000000";
+ close;
+ }
+ else if (aru_vol == 25) {
+ mes "^3355FFThere's a lot of";
+ mes "scattered books and";
+ mes "notebooks lying on";
+ mes "this bookshelf.^000000";
+ next;
+ mes "^3355FFAfter a quick look,";
+ mes "you notice the grayish";
+ mes "purple box that Gio was";
+ mes "talking about it. You close";
+ mes "your eyes, and reach inside";
+ mes "Gio's purple box of goodies.^000000";
+ next;
+ changequest 60212,60213;
+ set aru_vol,26;
+ set .@box_box,rand(1,20);
+ if (.@box_box < 7) {
+ getitem 12104,1; //Random_Quiver
+ }
+ else if ((.@box_box > 6) && (.@box_box < 9)) {
+ getitem 661,1; //Sway_Apron
+ }
+ else if ((.@box_box > 8) && (.@box_box < 20)) {
+ getitem 12027,5; //Giggling_Box
+ }
+ else {
+ getitem 12103,1; //Bloody_Dead_Branch
+ }
+ getexp 80000,0;
+ mes "^3355FFWell, you've done all";
+ mes "that you could here.";
+ mes "Now would be a good time";
+ mes "to return to High Priest Zhed.^000000";
+ close;
+ }
+ mes "^3355FFThere's a lot of";
+ mes "scattered books and";
+ mes "notebooks lying on";
+ mes "this bookshelf.^000000";
+ close;
+}
+
+thor_v01,37,234,3 script Hot Land Surface#1 111,{
+ if (aru_vol == 8) {
+ if ((countitem(7704) > 0) && (countitem(7342) > 0)) {
+ mes "^3355FFYou use the pyrometer";
+ mes "to check the surface";
+ mes "temperature of the ground";
+ mes "here in the volcano.^000000";
+ next;
+ mes "^3131FFBeep-- Beep-- Bee-^000000";
+ next;
+ mes "^3131FFCurrent Temperature: 2300 ThT^000000";
+ next;
+ mes "^3355FFYou record the";
+ mes "temperature in";
+ mes "your report.^000000";
+ changequest 2117,2118;
+ set aru_vol,9;
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I should take a few more";
+ mes "temperature measurements";
+ mes "before I submit this report,";
+ mes "just to be absolutely sure.";
+ close;
+ }
+ mes "^3355FFYou need both the";
+ mes "pyrometer and the";
+ mes "report form to measure";
+ mes "and record the temperature";
+ mes "of the ground's surface here.^000000";
+ close;
+ }
+ mes "^3355FFThis patch of ground";
+ mes "emits an intense heat";
+ mes "that stings your face.^000000";
+ close;
+}
+
+thor_v02,165,37,3 script Hot Land Surface#2 111,{
+ if (aru_vol == 9) {
+ if ((countitem(7704) > 0) && (countitem(7342) > 0)) {
+ mes "^3355FFYou use the pyrometer";
+ mes "to check the surface";
+ mes "temperature of the ground";
+ mes "here in the volcano.^000000";
+ next;
+ mes "^3131FFBeep-- Beep-- Bee-^000000";
+ next;
+ mes "^3131FFCurrent Temperature: 2270 ThT^000000";
+ next;
+ mes "^3355FFYou record the";
+ mes "temperature in";
+ mes "your report.^000000";
+ changequest 2118,2119;
+ set aru_vol,10;
+ close;
+ }
+ mes "^3355FFYou need both the";
+ mes "pyrometer and the";
+ mes "report form to measure";
+ mes "and record the temperature";
+ mes "of the ground's surface here.^000000";
+ close;
+ }
+ mes "^3355FFThis patch of ground";
+ mes "emits an intense heat";
+ mes "that stings your face.^000000";
+ close;
+}
+
+thor_v02,170,100,3 script Hot Land Surface#3 111,{
+ if (aru_vol == 10) {
+ if ((countitem(7704) > 0) && (countitem(7342) > 0)) {
+ mes "^3355FFYou use the pyrometer";
+ mes "to check the surface";
+ mes "temperature of the ground";
+ mes "here in the volcano.^000000";
+ next;
+ mes "^3131FFBeep-- Beep-- Bee-^000000";
+ next;
+ mes "^3131FFCurrent Temperature: 2500 ThT^000000";
+ next;
+ mes "^3355FFYou record the";
+ mes "temperature in";
+ mes "your report.^000000";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I've taken enough";
+ mes "measurements. I should";
+ mes "submit this report to the";
+ mes "geological camp now~";
+ changequest 2119,2120;
+ set aru_vol,11;
+ close;
+ }
+ mes "^3355FFYou need both the";
+ mes "pyrometer and the";
+ mes "report form to measure";
+ mes "and record the temperature";
+ mes "of the ground's surface here.^000000";
+ close;
+ }
+ else if (aru_vol == 11) {
+ mes "["+strcharinfo(0)+"]";
+ mes "I've taken enough";
+ mes "measurements. I should";
+ mes "submit this report to the";
+ mes "geological camp now~";
+ close;
+ }
+ mes "^3355FFThis patch of ground";
+ mes "emits an intense heat";
+ mes "that stings your face.^000000";
+ close;
+}
+
+que_thor,145,66,3 script Guard#vol::VeinsGuard 939,{
+ if (aru_vol == 11) {
+ mes "[Guard]";
+ mes "Only authorized";
+ mes "personnel can enter this";
+ mes "area. Identify yourself!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I'm a research student working";
+ mes "under Director Gio for the";
+ mes "Veins Geological Research";
+ mes "Institute. Would you please";
+ mes "stamp this temperature";
+ mes "report for me?";
+ next;
+ mes "[Guard]";
+ mes "Oh, I see. Well, I'm";
+ mes "not the one that stamps";
+ mes "reports. Go inside and";
+ mes "ask Sahedi to help you.";
+ mes "He's at the airship just";
+ mes "south of the train station.";
+ changequest 2120,2121;
+ set aru_vol,12;
+ close2;
+ warp "thor_camp",248,190;
+ end;
+ }
+ else if ((aru_vol > 11) && (aru_vol < 24)) {
+ mes "[Guard]";
+ mes "Oh, you're that student";
+ mes "from the institute. I don't";
+ mes "think we're expecting";
+ mes "any reports soon.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Oh, we just found out";
+ mes "that the instruments we";
+ mes "used were faulty, so we";
+ mes "had to revise our report.";
+ next;
+ mes "[Guard]";
+ mes "Your tools were broken";
+ mes "the first time? Okay, okay,";
+ mes "I can understand that.";
+ mes "Alright, you can pass.";
+ close2;
+ warp "thor_camp",248,190;
+ end;
+ }
+ mes "[Guard]";
+ mes "Who are you?!";
+ close;
+}
+
+que_thor,136,66,3 duplicate(VeinsGuard) Guard#vol2 939
+que_thor,127,60,5 duplicate(VeinsGuard) Guard#vol3 939
+
+thor_camp,250,104,3 script Sahedi#vol 934,{
+ if ((MaxWeight-Weight) < 2000 || checkweight(1201,1) == 0) {
+ mes "^3355FFWait a second!";
+ mes "Right now, you're carrying";
+ mes "too many things with you.";
+ mes "Please come back after";
+ mes "using the Kafra Service";
+ mes "to store some of your items.^000000";
+ close;
+ }
+ if (aru_vol == 12) {
+ mes "[Sahedi]";
+ mes "I'm sorry, but I don't";
+ mes "think I know you. Only";
+ mes "authorized personnel is";
+ mes "allowed in this area, so";
+ mes "if you don't have any";
+ mes "reason to be here...";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I'm a research student working";
+ mes "under Director Gio for the";
+ mes "Veins Geological Research";
+ mes "Institute. Would you please";
+ mes "stamp this temperature";
+ mes "report for me?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Um, Gio is sick right";
+ mes "now, so that's why he";
+ mes "had me fill out this report";
+ mes "form and submit it for him.";
+ next;
+ mes "[Sahedi]";
+ mes "Ah, so that's why his";
+ mes "report's late this time.";
+ mes "I'm sorry to hear that.";
+ mes "And here I thought he was";
+ mes "just wasting his time on";
+ mes "women and alcohol...";
+ next;
+ mes "[Sahedi]";
+ mes "Let's see...";
+ next;
+ emotion e_omg;
+ mes "[Sahedi]";
+ mes "Oh God! Why is the";
+ mes "temperature so high?!";
+ mes "We've had a few reports";
+ mes "like this in the past, but...";
+ mes "Is this... How bad is this?";
+ next;
+ emotion 19,1;
+ mes "["+strcharinfo(0)+"]";
+ mes "Oh... Oh, no!";
+ mes "Yikes! I guess if it's";
+ mes "higher than normal...";
+ mes "It might be bad?";
+ next;
+ mes "[Sahedi]";
+ mes "What should I do?";
+ mes "Should I activate";
+ mes "the alarm? I don't...";
+ mes "I don't wanna die!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "You might want to calm";
+ mes "down first. I'll take a look";
+ mes "around the camp, so please";
+ mes "don't say anything that will";
+ mes "make anyone else panic for now.";
+ next;
+ mes "[Sahedi]";
+ mes "Okay...";
+ mes "Please go ahead, and";
+ mes "see if this camp will be";
+ mes "safe from any disaster.";
+ changequest 2121,2122;
+ set aru_vol,13;
+ delitem 7342,1; //File01
+ close;
+ }
+ else if ((aru_vol > 12) && (aru_vol < 23)) {
+ mes "[Sahedi]";
+ mes "So, are we in any";
+ mes "danger? Does it look";
+ mes "like this volcano will";
+ mes "erupt anytime soon?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Oh, I'm not finished";
+ mes "investigating yet. Would";
+ mes "you please wait a bit longer?";
+ next;
+ mes "[Sahedi]";
+ mes "Sure, sure. Just make";
+ mes "sure that you do a real";
+ mes "thorough check of everything";
+ mes "in the volcano for me, yeah?";
+ close;
+ }
+ else if (aru_vol == 23) {
+ mes "[Sahedi]";
+ mes "So, are we in any";
+ mes "danger? Does it look";
+ mes "like this volcano will";
+ mes "erupt anytime soon?";
+ next;
+ while(1) {
+ if (select("Yes:No") == 1) {
+ mes "["+strcharinfo(0)+"]";
+ mes "I guess I can't hide it";
+ mes "from you... The recent";
+ mes "activity of this volcano";
+ mes "has recently been fairly...";
+ mes "disconcerting.";
+ next;
+ break;
+ }
+ else {
+ mes "^3355FFWait... You should take";
+ mes "advantage of this situation.";
+ mes "This could be your chance to";
+ mes "intervene in the conflict";
+ mes "between two contries!^000000";
+ next;
+ mes "^3355FFYou might not be able";
+ mes "to stop their war, but";
+ mes "maybe you can distract";
+ mes "them with the threat";
+ mes "of natural disaster...^000000";
+ next;
+ }
+ }
+ emotion e_omg;
+ mes "[Sahedi]";
+ mes "Huh? Are you serious?";
+ mes "Thor Volcano's gonna";
+ mes "erupt?! We-we have to";
+ mes "get the hell out of here!";
+ mes "It'll be a disaster, just";
+ mes "like it happened in the past!";
+ next;
+ emotion 52,1;
+ mes "["+strcharinfo(0)+"]";
+ mes "Yes, I agree. There's";
+ mes "a good chance of an...";
+ mes "explosion that'll cause";
+ mes "a lot of collateral damage.";
+ next;
+ mes "[Sahedi]";
+ mes "What are our chances?";
+ mes "How much time do we";
+ mes "have to evacuate?";
+ next;
+ emotion 52,1;
+ mes "["+strcharinfo(0)+"]";
+ mes "Well... Uh...";
+ mes "According to my data...";
+ mes "Analysis... There's a 75%";
+ mes "chance of eruption within";
+ mes "the next thirty days.";
+ next;
+ mes "[Sahedi]";
+ mes "What?! We must report";
+ mes "this to the high priest";
+ mes "immediately! Aitra!";
+ next;
+ enablenpc "Aitra#vol";
+ mes "[Aitra]";
+ mes "Yes, sir!";
+ next;
+ mes "[Sahedi]";
+ mes "This is an emergency.";
+ mes "Bring this message to";
+ mes "the high priest as soon";
+ mes "as possible. And don't";
+ mes "forget to pack all your";
+ mes "things before you leave.";
+ next;
+ mes "[Aitra]";
+ mes "Huh?";
+ mes " ...Yes, sir.";
+ next;
+ disablenpc "Aitra#vol";
+ mes "[Sahedi]";
+ mes "Oh, this is a nightmare...";
+ mes "Will you please take your";
+ mes "report to your director, Gio?";
+ mes "Hopefully he'll have some";
+ mes "advice for what we can";
+ mes "do about this disaster...";
+ changequest 2128,60211;
+ set aru_vol,24;
+ getitem 7342,1; //File01
+ close;
+ }
+ mes "[Sahedi]";
+ mes "Argh, I'm so busy!";
+ close;
+}
+
+
+thor_camp,194,220,0 script #Colonel1 -1,5,5,{
+OnTouch:
+ if (aru_vol == 13) {
+ enablenpc "Colonel Vito#1";
+ mes "[????]";
+ mes "You...!";
+ mes "What are you doing";
+ mes "just standing around?!";
+ mes "Aren't you supposed to";
+ mes "be transporting cargo? ";
+ mes "Attention to orders!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Are you talking to me?";
+ mes "No, I'm from the Veins Geo--";
+ next;
+ mes "[Colonel Vito]";
+ mes "Look at you. You don't";
+ mes "even have your uniform";
+ mes "yet. Still a rookie, eh?";
+ mes "Looks like I'll have to";
+ mes "personally train you as";
+ mes "one of our holy knights!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "But I'm not--";
+ next;
+ mes "[Colonel Vito]";
+ mes "You should be honored to";
+ mes "have the rare opportunity";
+ mes "to be trained by me, the";
+ mes "great Colonel Vito. I'll mold";
+ mes "you into a true warrior for";
+ mes "Freya! Now follow me!";
+ changequest 2122,2123;
+ set aru_vol,14;
+ close2;
+ disablenpc "Colonel Vito#1";
+ warp "thor_camp",156,68;
+ end;
+ }
+ else if (aru_vol == 14) {
+ enablenpc "Colonel Vito#1";
+ mes "[Colonel Vito]";
+ mes "What are you still";
+ mes "doing standing there?";
+ mes "Don't slack off! Come!";
+ close2;
+ disablenpc "Colonel Vito#1";
+ warp "thor_camp",156,68;
+ end;
+ }
+ end;
+}
+
+thor_camp,162,182,0 script #Colonel2 -1,7,7,{
+OnTouch:
+ if (aru_vol == 13) {
+ enablenpc "Colonel Vito#2";
+ mes "[????]";
+ mes "You...!";
+ mes "What are you doing";
+ mes "just standing around?!";
+ mes "Aren't you supposed to";
+ mes "be transporting cargo? ";
+ mes "Attention to orders!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Are you talking to me?";
+ mes "No, I'm from the Veins Geo--";
+ next;
+ mes "[Colonel Vito]";
+ mes "Look at you. You don't";
+ mes "even have your uniform";
+ mes "yet. Still a rookie, eh?";
+ mes "Looks like I'll have to";
+ mes "personally train you as";
+ mes "one of our holy knights!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "But I'm not--";
+ next;
+ mes "[Colonel Vito]";
+ mes "You should be honored to";
+ mes "have the rare opportunity";
+ mes "to be trained by me, the";
+ mes "great Colonel Vito. I'll mold";
+ mes "you into a true warrior for";
+ mes "Freya! Now follow me!";
+ changequest 2122,2123;
+ set aru_vol,14;
+ disablenpc "Colonel Vito#2";
+ close2;
+ warp "thor_camp",156,68;
+ end;
+ }
+ else if (aru_vol == 14) {
+ enablenpc "Colonel Vito#1";
+ mes "[Colonel Vito]";
+ mes "What are you still";
+ mes "doing standing there?";
+ mes "Don't slack off! Come!";
+ close2;
+ disablenpc "Colonel Vito#2";
+ warp "thor_camp",156,68;
+ end;
+ }
+ end;
+}
+
+thor_camp,187,228,5 script Colonel Vito#1 946,{
+ end;
+
+OnInit:
+ disablenpc "Colonel Vito#1";
+ end;
+}
+
+thor_camp,155,175,7 script Colonel Vito#2 946,{
+ end;
+
+OnInit:
+ disablenpc "Colonel Vito#2";
+ end;
+}
+
+thor_camp,159,74,3 script Colonel Vito#3 946,{
+ if (aru_vol == 14) {
+ mes "[Colonel Vito]";
+ mes "I am Colonel Vito,";
+ mes "and I'm in charge of";
+ mes "the Arunafeltz camp";
+ mes "here in Thor Volcano.";
+ mes "What's your name, soldier?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes ""+strcharinfo(0)+", sir.";
+ next;
+ mes "[Colonel Vito]";
+ mes "Hmpf! That's a weakling's";
+ mes "name! I can tell that your";
+ mes "mind and body are too weak!";
+ mes "That won't do. How will you";
+ mes "be worthy of serving the";
+ mes "beautiful, graceful Freya?";
+ next;
+ mes "[Colonel Vito]";
+ mes "You need more training.";
+ mes "Take a break first, and";
+ mes "prepare yourself. We will";
+ mes "begin as soon as you're ready.";
+ set aru_vol,15;
+ close;
+ }
+ else if (aru_vol == 15) {
+ mes "[Colonel Vito]";
+ mes "First, we need to take";
+ mes "care of that weak mind";
+ mes "of yours. This first";
+ mes "training exercise will";
+ mes "be verbal based.";
+ next;
+ while(1) {
+ mes "[Colonel Vito]";
+ mes "Question one!";
+ mes "Who do we fight for?";
+ mes "Who do we live for?";
+ next;
+ if (select("Odin:Freya:Thor") == 2) {
+ break;
+ }
+ mes "[Colonel Vito]";
+ mes "You idiot!";
+ percentheal -10,0;
+ specialeffect2 EF_HIT2;
+ next;
+ }
+ mes "[Colonel Vito]";
+ mes "Right! Freya is not only";
+ mes "a goddess of love, but she's";
+ mes "also a goddess of war.";
+ mes "We are on a sacred mission";
+ mes "to recover the pieces of";
+ mes "Ymir's Heart for her sake.";
+ next;
+ mes "[Colonel Vito]";
+ mes "Freya was greatly wounded";
+ mes "in the war among gods,";
+ mes "humans, and demons.";
+ mes "Odin, the leader of the";
+ mes "gods, tried to help her, but";
+ mes "even his power wasn't enough.";
+ next;
+ mes "[Colonel Vito]";
+ mes "Odin did advise her to";
+ mes "obtain Ymir's Heart, as";
+ mes "it would fully recover her";
+ mes "powers. That is why we are";
+ mes "preparing for war: we must";
+ mes "obtain Ymir's Heart for Freya!";
+ next;
+ mes "[Colonel Vito]";
+ mes "DO YOU UNDERSTAND?!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Yes, sir!";
+ next;
+ mes "[Colonel Vito]";
+ mes "Now, there's a country";
+ mes "called the Rune-Midgarts";
+ mes "Kingdom that's full of fools.";
+ mes "Their ancestors branded us";
+ mes "as heretics and drove us";
+ mes "to this deserted land.";
+ next;
+ mes "[Colonel Vito]";
+ mes "We cannot forgive how they";
+ mes "denied us our freedom to";
+ mes "worship Freya. Our people";
+ mes "will have revenge on them.";
+ mes "Mark my word, soldier.";
+ mes "Now, repeat after me.";
+ next;
+ mes "[Colonel Vito]";
+ mes "I, "+strcharinfo(0)+",";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I, "+strcharinfo(0)+",";
+ next;
+ while(1) {
+ mes "[Colonel Vito]";
+ mes "^FF0000as a devoted servant";
+ mes "of Goddess Freya";
+ next;
+ input .@input$;
+ set .@answer$,"as a devoted servant of Goddess Freya";
+ if (.@input$ == .@answer$) {
+ mes "["+strcharinfo(0)+"]";
+ mes "as a devoted servant";
+ mes "of Goddess Freya, the";
+ mes "patron saint of the";
+ mes "great Arunafeltz,^000000";
+ next;
+ break;
+ }
+ else {
+ mes "[Colonel Vito]";
+ mes "Wrong! Try again!";
+ next;
+ }
+ }
+ while(1) {
+ mes "[Colonel Vito]";
+ mes "^FF0000I pledge my honor to";
+ mes "overthrow our mortal enemy";
+ next;
+ input .@input$;
+ set .@answer$,"I pledge my honor to overthrow our mortal enemy";
+ if (.@input$ == .@answer$) {
+ mes "["+strcharinfo(0)+"]";
+ mes "I pledge my honor to";
+ mes "overthrow our mortal enemy,";
+ mes "the Rune-Midgarts Kingdom.";
+ next;
+ break;
+ }
+ else {
+ mes "[Colonel Vito]";
+ mes "Wrong! Try again!";
+ next;
+ }
+ }
+ while(1) {
+ mes "[Colonel Vito]";
+ mes "^FF0000I will show no mercy^000000";
+ next;
+ input .@input$;
+ set .@answer$,"I will show no mercy";
+ if (.@input$ == .@answer$) {
+ mes "["+strcharinfo(0)+"]";
+ mes "I will show no mercy.";
+ mes "Nothing will stay my hand.^000000";
+ next;
+ break;
+ }
+ else {
+ mes "[Colonel Vito]";
+ mes "Wrong! Try again!";
+ next;
+ }
+ }
+ while(1) {
+ mes "[Colonel Vito]";
+ mes "^FF0000I shall devote";
+ mes "my entire life^000000";
+ next;
+ input .@input$;
+ set .@answer$,"I shall devote my entire life";
+ if (.@input$ == .@answer$) {
+ mes "["+strcharinfo(0)+"]";
+ mes "I shall devote my";
+ mes "entire life to the";
+ mes "full recovery of";
+ mes "Goddess Freya.^000000";
+ next;
+ break;
+ }
+ else {
+ mes "[Colonel Vito]";
+ mes "Wrong! Try again!";
+ next;
+ }
+ }
+ while(1) {
+ mes "[Colonel Vito]";
+ mes "^FF0000Down with the";
+ mes "Rune-Midgarts Kingdom!^000000";
+ next;
+ input .@input$;
+ set .@answer$,"Down with the Rune-Midgarts Kingdom!";
+ if (.@input$ == .@answer$) {
+ mes "["+strcharinfo(0)+"]";
+ mes "Down with the";
+ mes "Rune-Midgarts Kingdom!^000000";
+ next;
+ break;
+ }
+ else {
+ mes "[Colonel Vito]";
+ mes "Wrong! Try again!";
+ next;
+ }
+ }
+ mes "[Colonel Vito]";
+ mes "Good. Now you know the";
+ mes "kind of attitude that you";
+ mes "must have as a holy warrior";
+ mes "in Freya's service. That";
+ mes "is all for the first exercise,";
+ mes "but there's one more left.";
+ changequest 2123,2124;
+ set aru_vol,16;
+ close;
+ }
+ else if (aru_vol == 16) {
+ mes "[Colonel Vito]";
+ mes "Before we actually do";
+ mes "the 2nd training exercise,";
+ mes "I have a duty to assign to";
+ mes "you. Find the huge pipe zone";
+ mes "to the north of this building";
+ mes "and find any broken machines.";
+ set aru_vol,17;
+ close;
+ }
+ else if (aru_vol == 17) {
+ mes "[Colonel Vito]";
+ mes "Inspect the machines";
+ mes "in the pipe zone to the";
+ mes "north of this building.";
+ mes "Don't dawdle: move out!";
+ close;
+ }
+ else if (aru_vol == 18) {
+ mes "[Colonel Vito]";
+ mes "Good work. Remember";
+ mes "that your first priority is to";
+ mes "check the control panel.";
+ mes "It needs to be regularly";
+ mes "inspected since it controls";
+ mes "the camp's energy resources.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Yes, sir!";
+ next;
+ mes "[Colonel Vito]";
+ mes "Now it's time for the";
+ mes "second training exercise";
+ mes "which will strengthen your";
+ mes "body. See the dummy in";
+ mes "front of you? Practice by";
+ mes "chopping it 10 times. Go!";
+ changequest 2125,2126;
+ set aru_vol,19;
+ next;
+ if (select("Yes, sir!:What do you mean by chop?") == 1) {
+ mes "[Colonel Vito]";
+ mes "Focus your energy in";
+ mes "your yell when you strike!";
+ mes "Chop! 10 Times! Do it!";
+ close;
+ }
+ mes "[Colonel Vito]";
+ mes "Chop...? It's a hand chop.";
+ mes "You strike the enemy with";
+ mes "the bottom of your hand";
+ mes "like a knife blade. How";
+ mes "did you join the army";
+ mes "without knowing that?";
+ next;
+ mes "[Colonel Vito]";
+ mes "Focus your energy in";
+ mes "your yell when you strike!";
+ mes "Chop! 10 Times! Do it!";
+ close;
+ }
+ else if (aru_vol == 20) {
+ mes "[Colonel Vito]";
+ mes "The more you train,";
+ mes "the stronger you become.";
+ mes "As you grow stronger, so";
+ mes "does Freya's holy troops.";
+ mes "Train everyday, and don't";
+ mes "you ever slack off!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Yes, sir!";
+ next;
+ mes "[Colonel Vito]";
+ mes "That is all for your";
+ mes "training. If you have";
+ mes "any questions about camp";
+ mes "life, go ask Sahedi right";
+ mes "outside this building.";
+ mes "You are dismissed.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "(^333333Well... I think";
+ mes "I will go back to";
+ mes "Sahedi. Hopefully,";
+ mes "he'll think of me as";
+ mes "a geological researcher";
+ mes "instead of as a soldier.^000000)";
+ changequest 2126,2127;
+ set aru_vol,21;
+ close;
+ }
+ mes "[Colonel Vito]";
+ mes "We must be ever";
+ mes "vigilant in our training.";
+ mes "You can never know when";
+ mes "Freya will call on us to fight!";
+ close;
+}
+
+thor_camp,141,62,0 script #vol_study1::VeinsWarp -1,3,3,{
+OnTouch:
+ if ((aru_vol >= 14 && aru_vol <= 16) || (aru_vol == 19)) {
+ warp "thor_camp",156,67;
+ }
+ end;
+}
+
+thor_camp,172,72,0 duplicate(VeinsWarp) #vol_study2 -1,3,3
+thor_camp,172,38,0 duplicate(VeinsWarp) #vol_study3 -1,3,3
+
+thor_camp,172,132,0 script #sita_vol -1,3,3,{
+OnTouch:
+ if (aru_vol == 21) {
+ mes "^3355FFThere's a stream of";
+ mes "magma running down";
+ mes "through a path under";
+ mes "the barbed wires.^000000";
+ next;
+ mes "^3355FFYou can hear the faint";
+ mes "sound of hammering, as if";
+ mes "iron was being manufactured";
+ mes "from deep underground.^000000";
+ set aru_vol,22;
+ close;
+ }
+ end;
+}
+
+thor_camp,148,310,0 script #buki_vol -1,5,5,{
+OnTouch:
+ if (aru_vol == 22) {
+ mes "^3355FFPeople are carrying";
+ mes "many heavy wooden boxes";
+ mes "imprinted with the stamp";
+ mes "of the Schwaltzvalt Republic.";
+ mes "These must contain military";
+ mes "supplies for the camp.^000000";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I should go back";
+ mes "to Sahedi now.";
+ changequest 2127,2128;
+ set aru_vol,23;
+ close;
+ }
+ end;
+}
+
+thor_camp,124,314,1 script Soldier#vol1 939,{
+ mes "[Thor Volcano Camp Soldier]";
+ mes "Freya, I'm so exhausted!";
+ mes "I'm starving to death too!";
+ mes "When will we get more rations?";
+ close;
+}
+
+thor_camp,134,309,5 script Soldier#vol2 939,{
+ mes "[Thor Volcano Camp Soldier]";
+ mes "I hear we'll be eating";
+ mes "chicken salad, fried chicken,";
+ mes "and Kunlun style chicken for";
+ mes "dinner tonight! I wonder who";
+ mes "was rich enough to donate";
+ mes "so much chicken to us?";
+ next;
+ mes "[Thor Volcano Camp Soldier]";
+ mes "Heheh...";
+ mes "I can't wait for dinner!";
+ close;
+}
+
+thor_camp,109,167,3 script Control Panel#vol 111,{
+ if (aru_vol == 17) {
+ mes "^3355FFThis control panel";
+ mes "controls the main power";
+ mes "resources for the Thor";
+ mes "Volcano camp, helping it";
+ mes "run its operations smoothly";
+ mes "under the ground.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "All these pipes with molten";
+ mes "rock flowing through them...";
+ mes "I guess their heat is what";
+ mes "powers this camp. That's";
+ mes "actually a smart idea~";
+ next;
+ mes "^3355FFThe control panel emits";
+ mes "faint mechanical noises";
+ mes "and seems to be running";
+ mes "pretty smoothly. Everything";
+ mes "looks to be in working order.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "No problems here.";
+ mes "I guess I can go";
+ mes "back to that colonel.";
+ changequest 2124,2125;
+ set aru_vol,18;
+ close;
+ }
+ end;
+}
+
+thor_camp,150,65,3 script Dummy#1::VeinsDummy 111,{
+ if (aru_vol == 19) {
+ mes "^3355FFIt's a training dummy";
+ mes "that looks like it can";
+ mes "take a beating. Its chest";
+ mes "is marked with the emblem";
+ mes "of the Rune-Midgarts Kingdom.^000000";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Wow...";
+ mes "They really hate the";
+ mes "Rune-Midgarts Kingdom...";
+ mes "(^333333Technically, I shouldn't";
+ mes "be doing this. Isn't this";
+ mes "considered treason?^000000)";
+ next;
+ mes "[Colonel Vito]";
+ mes "I can't hear you,";
+ mes "soldier! Make your";
+ mes "voice loud and clear!";
+ mes "Now... Execute attack!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Yes, sir!";
+ next;
+ specialeffect EF_HIT2;
+ mes "["+strcharinfo(0)+"]";
+ mes "One!";
+ next;
+ specialeffect EF_HIT2;
+ mes "["+strcharinfo(0)+"]";
+ mes "Two!";
+ next;
+ specialeffect EF_HIT2;
+ mes "["+strcharinfo(0)+"]";
+ mes "Three!!";
+ next;
+ specialeffect EF_HIT2;
+ mes "["+strcharinfo(0)+"]";
+ mes "Four!";
+ next;
+ specialeffect EF_HIT2;
+ mes "["+strcharinfo(0)+"]";
+ mes "Five!!";
+ next;
+ specialeffect EF_HIT2;
+ mes "["+strcharinfo(0)+"]";
+ mes "Six!!";
+ next;
+ specialeffect EF_HIT2;
+ mes "["+strcharinfo(0)+"]";
+ mes "Seven!!";
+ next;
+ specialeffect EF_HIT2;
+ mes "["+strcharinfo(0)+"]";
+ mes "Eight!!";
+ next;
+ specialeffect EF_HIT2;
+ mes "["+strcharinfo(0)+"]";
+ mes "Nine!";
+ next;
+ specialeffect EF_HIT2;
+ mes "["+strcharinfo(0)+"]";
+ mes "Ten!";
+ set aru_vol,20;
+ close;
+ }
+ else if (aru_vol == 20) {
+ mes "^3355FF*THUD*^000000";
+ specialeffect EF_HIT2;
+ emotion e_omg,1;
+ next;
+ mes "[Colonel Vito]";
+ mes "Soldier...";
+ mes "How many times";
+ mes "did I order you to";
+ mes "chop the dummy?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "10 times, sir!";
+ next;
+ mes "[Colonel Vito]";
+ mes "And how many times";
+ mes "did you actually";
+ mes "chop the dummy?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "11 times, sir!";
+ next;
+ mes "[Colonel Vito]";
+ mes "Unacceptable!";
+ mes "Listen to your orders";
+ mes "this time, and do it";
+ mes "again properly!";
+ set aru_vol,19;
+ close;
+ }
+}
+
+thor_camp,156,65,3 duplicate(VeinsDummy) Dummy#2 111
+thor_camp,162,65,3 duplicate(VeinsDummy) Dummy#3 111
+thor_camp,150,57,3 duplicate(VeinsDummy) Dummy#4 111
+thor_camp,156,57,3 duplicate(VeinsDummy) Dummy#5 111
+thor_camp,162,57,3 duplicate(VeinsDummy) Dummy#6 111
+
+thor_camp,248,104,5 script Aitra#vol 939,{
+OnInit:
+ disablenpc "Aitra#vol";
+ end;
+}
+
+thor_camp,49,97,3 script High Priest#vol 933,{
+ mes "^3355FFYou'd better not";
+ mes "do anything too";
+ mes "conspicuous in";
+ mes "front of him.^000000";
+ close;
+}
+
+thor_camp,49,122,1 script Thor Volcano Soldier#vo1 939,{
+ mes "^3355FFYou'd better not";
+ mes "do anything too";
+ mes "conspicuous in";
+ mes "front of him.^000000";
+ close;
+}
+
+thor_camp,31,93,1 script Thor Volcano Soldier#vo2 939,{
+ mes "^3355FFYou'd better not";
+ mes "do anything too";
+ mes "conspicuous in";
+ mes "front of him.^000000";
+ close;
+}
+
+thor_camp,59,79,1 script Thor Volcano Soldier#vo3 939,{
+ mes "^3355FFYou'd better not";
+ mes "do anything too";
+ mes "conspicuous in";
+ mes "front of him.^000000";
+ close;
+}
+
+thor_camp,143,114,1 script Thor Volcano Soldier#vo4 939,{
+ emotion e_sob;
+ mes "[Soldier]";
+ mes "Oh Freya...";
+ mes "Bless this Old Blue Box";
+ mes "so that I don't get anything";
+ mes "lame again. I am so tired";
+ mes "of getting arrows from these...";
+ close;
+}
+
+thor_camp,206,92,3 script Thor Volcano Soldier#vo5 939,{
+ mes "[Soldier]";
+ mes "Ah, time to";
+ mes "go to work.";
+ next;
+ mes "[Soldier]";
+ mes "What th-?!";
+ mes "Something smells";
+ mes "like sweaty socks that";
+ mes "haven't been washed!";
+ close;
+}
+
+thor_camp,201,321,1 script Thor Volcano Soldier#vo6 939,{
+ mes "[Soldier]";
+ mes "Yo-ho! Yo-ho!";
+ close;
+}
+
+thor_camp,196,315,7 script Thor Volcano Soldier#vo7 939,{
+ mes "[Soldier]";
+ mes "I guess I need to go";
+ mes "on Guardian polishing";
+ mes "duty. Those things are";
+ mes "so huge, and I gotta";
+ mes "clean up about twenty...";
+ close;
+}
+
+thor_camp,181,231,0 script Guardian#vol_7 111,{
+ mes "^3355FFThere are many guardians";
+ mes "here in different stages";
+ mes "of disassembly. It looks";
+ mes "like they're all in the";
+ mes "middle of being repaired.^000000";
+ close;
+}
+
+thor_camp,98,213,5 script Thor Volcano Soldier#vo8 939,{
+ mes "[Soldier]";
+ mes "Aren't you the one from";
+ mes "the geological research";
+ mes "center? There's nothing";
+ mes "for you here, we're just";
+ mes "performing maintenance";
+ mes "on these guardians.";
+ close;
+}
+
+thor_camp,98,209,5 script Thor Volcano Soldier#vo9 939,{
+ mes "[Soldier]";
+ mes "Why am I always";
+ mes "stationed here?!";
+ mes "No one ever comes";
+ mes "here! Nobody!";
+ close;
+}
+
+thor_v02,143,78,0 script #totcamp 45,2,2,{
+OnTouch_:
+ if (rachel_camel < 24) {
+ warp "que_thor",65,55;
+ end;
+ }
+ warp "que_thor",182,55;
+ end;
+}
+
+que_thor,69,56,0 script #tov_1 45,2,2,{
+OnTouch_:
+ warp "thor_v02",146,84;
+ end;
+}
+
+que_thor,187,56,0 script #tov_2 45,2,2,{
+OnTouch_:
+ warp "thor_v02",146,84;
+ end;
+}
+
+thor_camp,62,98,0 script #volbq -1,5,5,{
+OnTouch:
+ mes "^3355FFThere is an old man";
+ mes "in high priest robes";
+ mes "in front of you.^000000";
+ next;
+ mes "^3355FFYou'd better not";
+ mes "do anything too";
+ mes "conspicuous in";
+ mes "front of him.^000000";
+ close;
+}
+
+thor_camp,246,191,3 script Guard#goto 939,{
+ mes "[Guard]";
+ mes "What now?";
+ mes "Can't you see I'm busy?";
+ next;
+ if (select("Let me go out.:I'm sorry.") == 1) {
+ mes "[Guard]";
+ mes "Hurry up, and get out!";
+ close2;
+ warp "que_thor",145,60;
+ end;
+ }
+ mes "[Guard]";
+ mes "If you're sorry,";
+ mes "stop bugging me!";
+ close;
+}
+
+veins,302,166,0 script #whoau -1,2,2,{
+OnTouch_:
+ mes "[House Owner]";
+ mes "Wh-who the hell";
+ mes "are you? Honey!";
+ mes "There's this...";
+ mes "person in our home!";
+ next;
+ mes "^3355FFHubbie never came.";
+ mes "Nobody messes with";
+ mes ""+strcharinfo(0)+". Nobody.^000000";
+ close;
+}
+
+ve_in,235,135,5 script Bartender#ve 947,{
+ mes "[Bartender]";
+ mes "Welcome to our tavern.";
+ mes "Please, have a seat.";
+ mes "Let me bring you a";
+ mes "glass of ice water first.";
+ close;
+}
+
+ve_in,237,131,1 script Female Customer#ve1 940,{
+ mes "[Female Customer]";
+ mes "Bartender, aren't any of";
+ mes "your regulars nice young";
+ mes "men? You know, I've been";
+ mes "pretty lonely lately...";
+ next;
+ if (Sex == 0) {
+ mes "[Bartender]";
+ mes "Haha, well,";
+ mes "I'm not so sure..";
+ next;
+ mes "[Bartender]";
+ mes "How about... me?";
+ next;
+ mes "[Female Customer]";
+ mes "Hmpf...";
+ next;
+ mes "[Bartender]";
+ mes "Oh, come on!";
+ mes "I was kidding~";
+ emotion e_sob;
+ close;
+ }
+ mes "[Bartender]";
+ mes "Haha, well,";
+ mes "I'm not so sure..";
+ mes "What about this nice";
+ mes "young adventurer here?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Meee?";
+ emotion 19,1;
+ next;
+ mes "[Female Customer]";
+ mes "Mmm...";
+ mes "Not my style.";
+ emotion e_dots,1;
+ close;
+}
+
+ve_in,239,107,1 script Male Customer#ve2 943,{
+ mes "[Male Customer]";
+ mes "How can that ugly old";
+ mes "man have girls hanging";
+ mes "off his arms when I just";
+ mes "got dumped by my girlfriend";
+ mes "and ditched by all my friends?!";
+ next;
+ mes "[Male Customer]";
+ mes "Oh, alcohol...";
+ mes "Right now, you're";
+ mes "my only friend in";
+ mes "all the world...";
+ mes "A toast... To drinking!";
+ specialeffect EF_ASPERSIO;
+ close;
+}
diff --git a/npc/pre-re/quests/quests_yuno.txt b/npc/pre-re/quests/quests_yuno.txt
new file mode 100644
index 000000000..9acf3b7fa
--- /dev/null
+++ b/npc/pre-re/quests/quests_yuno.txt
@@ -0,0 +1,1264 @@
+//===== rAthena Script =======================================
+//= Quest NPCs related to Juno
+//===== By: ==================================================
+//= rAthena Dev Team; L0ne_W0lf
+//===== Current Version: =====================================
+//= 2.0a
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Metto Quest:
+//= - Not really sure exaclty what it's for. :P
+//= - Variable in use: metto_q (max 9)
+//= Alchemist Brothers:
+//= - Used in part of the Alchemist job quest.
+//= - Variable in use: bros_q (max 1)
+//= Doomed Swords Part 2:
+//= - Continuation of the Comodo Quest
+//= - Part 1: Found in Quests_Comodo.txt
+//= - Part 3: Found in Doomed_Swords.txt
+//= - Variable in use dmdswrd_Q (Max 45)
+//===== Additional Comments: =================================
+//= v1.1 Re-did the text and re-organized the script. Corrected some items. [kobra_k88]
+//= v1.2 Added part to Bro's for alchemist quest [Darkchild]
+//= 1.3 fixed that part of Alch Job Quest. [Lupus]
+//= 1.4 Fixed exploit [Lupus]
+//= 1.5 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
+//= Merged metto_quest.txt into Juno quest file.
+//= Added the Juno portion of the Doomed Swords quest.
+//= 1.6 Fixed various errors in the Bajin NPC. [L0ne_W0lf]
+//= 1.7 Changed ALCH_Q check and set to corrispond to new alchemist job quest. [L0ne_W0lf]
+//= 1.8 Fixed metto_q never reaching 2. Made some names more unique. [L0ne_W0lf]
+//= 1.9 Fixed Missing Variables in Metto quest. (bugreport:473) [Samuray22]
+//= 2.0 Added missing checkweights. [L0ne_W0lf]
+//= 2.0a Fixed several typos (bugreport:1786) [akrus]
+//============================================================
+
+// Metto Quest
+
+yuno_in03,26,39,3 script Metto#juno 709,{
+ mes "[Metto]";
+ if (metto_q == 0) {
+ mes "In the Lab today, in the Lab tomorrow! Everyday is filled with research! Even if it takes my entire life, I will not give up until I have made a new Juno...";
+ next;
+ mes "[Metto]";
+ mes "A new Juno in which all will bask in the light of my genius! If I can just harness the power of flight... I know I can do it!";
+ next;
+ mes "[Metto]";
+ mes "^FF0000Wagan^000000 said that my idea was crazy and impossible. But I am no fool, I won't be swayed by his words of mockery!";
+ close;
+ }
+ else if (metto_q == 1) {
+ set metto_q,2;
+ mes "I'm going to ask my colleague ^FF0000Stangckle^000000 to help me. I am sure he will be more than willing to help out an old friend.";
+ next;
+ mes "[Metto]";
+ mes "If I had that fellow's help, this would be much easier. Pray! Pray to whatever God you believe that we will succeed!";
+ close;
+ }
+ else if (metto_q == 3) {
+ set metto_q,4;
+ mes "What? That punk Stangckle said he doesn't want to help me?! This is not good. This will slow my research considerably.";
+ next;
+ mes "[Metto]";
+ mes "...";
+ mes "What will";
+ mes "I do now?!";
+ next;
+ mes "[Metto]";
+ mes "Luckily, I have a back up plan. I am positive that my friend and colleague ^FF0000Kato^000000 will lend his aid.";
+ next;
+ mes "[Metto]";
+ mes "If I can only study his super robot, Great Z, I can continue my research...";
+ next;
+ mes "[Metto]";
+ mes "I guess if Stangckle doesn't want to help me, he can have it his way. I must continue my research, whether or not he helps me.";
+ next;
+ mes "[Metto]";
+ mes "Expect great things, young friend. Muahahahha.";
+ close;
+ }
+ else if (metto_q == 5) {
+ set metto_q,6;
+ mes "What? You mean to tell me that the very thing I need to continue my research, the mighty Great Z, has been destroyed?!!";
+ next;
+ mes "[Metto]";
+ mes "Nooooo~!! Why? Why would they do that? Are the Gods cursing me?!";
+ next;
+ mes "[Metto]";
+ mes "Wait, I need...";
+ mes "To calm down...";
+ next;
+ mes "[Metto]";
+ mes "If I can just get the help of professor ^FF0000CiCi^000000 with his Riding Engine theory, I might be able to finish my research...";
+ next;
+ mes "[Metto]";
+ mes "I still";
+ mes "have hope!";
+ mes "Ha! Ha! Ha!";
+ close;
+ }
+ else if (metto_q == 7) {
+ set metto_q,8;
+ mes "...";
+ next;
+ mes "[Metto]";
+ mes "...";
+ mes "......";
+ next;
+ mes "[Metto]";
+ mes "How can this happen 3 times in a row? Its true, the Gods have forsaken me! I'm ruined... RUINED!!!";
+ next;
+ mes "[Metto]";
+ mes "What can I do now...? Has the time really come for me to forfeit all my years of research?";
+ next;
+ mes "[Metto]";
+ mes "I know I've disappointed you, but please, forget all about me.";
+ next;
+ mes "[Metto]";
+ mes "Who would do this to me? What kind of malicious person would shatter a man's dreams??";
+ next;
+ mes "[Metto]";
+ mes "I'm tired of this. I think that the time has come for me to give up. It's all over. Please don't be too disappointed...";
+ close;
+ }
+ else if (metto_q == 8) {
+ mes "Maybe I should look into a job change. I hear it is a popular decision these days.";
+ next;
+ mes "[Metto]";
+ mes "I wonder what I should look into? All I know for sure is that I don't want to be scientist anymore. I'm done with research...";
+ close;
+ }
+ else {
+ mes "I better get going to check this new thing out. What are you still doing here? I'll be leaving in a bit.";
+ next;
+ mes "[Metto]";
+ mes "I need to get ready! You go ahead and take off, I'll be going out soon.";
+ close;
+ }
+}
+
+yuno_in01,17,30,5 script Wagan#juno 85,{
+ mes "[Wagan]";
+ if (metto_q == 0) {
+ mes "I'm sure that you know our city has been living off our research for many years.";
+ next;
+ mes "[Wagan]";
+ mes "We owe this quality of life to those who have dedicated their lives to research and study.";
+ next;
+ mes "[Wagan]";
+ mes "So we help each other and study together. It is nice to have such solid support around when we are conducting research.";
+ next;
+ mes "[Wagan]";
+ mes "But there are those few bad apples that just drive me crazy...";
+ next;
+ mes "[Wagan]";
+ mes "It's good to try hard, but there are those selfish and crazy mad scientists that make things harder for the rest of us.";
+ next;
+ mes "[Wagan]";
+ mes "Out of all those, ^FF0000Metto^000000 must be the worst by far. He's into crazy things...";
+ next;
+ mes "[Wagan]";
+ mes "For science, he's destroyed public facilities, has been the cause of noise and air pollution and generally disturbing the peace...";
+ next;
+ mes "[Wagan]";
+ mes "And he's justifying his behavior under the excuse of research! He's a crazy fellow who's taken it too far!";
+ next;
+ mes "[Wagan]";
+ mes "I wish there was a way that we could stop him from wrecking it for the rest of us. Some brave, daring soul should be able to do something...";
+ next;
+ if (select("Leave it to me.:I wish your village luck in doing so.") == 1) {
+ if (Class == Job_Novice) {
+ mes "[Wagan]";
+ mes "Hmm...";
+ mes "Thanks for the offer, but I don't think this is something that you could do...";
+ next;
+ mes "[Wagan]";
+ mes "I think we need someone a bit harsher to help us out. I think it would be a little too much for a Novice.";
+ next;
+ mes "[Wagan]";
+ mes "Please don't be";
+ mes "offended by this.";
+ close;
+ }
+ set metto_q,1;
+ mes "[Wagan]";
+ mes "Oh, are you going to take care of this for us? We would be very grateful.";
+ next;
+ mes "[Wagan]";
+ mes "But how do you plan to go about doing this? I'm guessing it's harder than it sounds...";
+ next;
+ if (select("Of course I have a plan.:I guess I need a plan.") == 1) {
+ mes "[Wagan]";
+ mes "I have faith in you. You should know that he believes in fate. Use that to your advantage.";
+ next;
+ mes "[Wagan]";
+ mes "I feel much better knowing you will take care of this little problem...";
+ close;
+ }
+ mes "[Wagan]";
+ mes "Hmmm... I admire your zeal, but how do you expect to accomplish anything without a plan?";
+ next;
+ mes "[Wagan]";
+ mes "You need a ruse to trick him into quitting. Something subtle, like... Hmm...";
+ next;
+ mes "[Wagan]";
+ mes "...Sabotaging his experiments and making it look like it was his destiny to fail!";
+ next;
+ mes "[Wagan]";
+ mes "He's talkative, so if you approach him, he'll tell you all you need to know.";
+ next;
+ mes "[Wagan]";
+ mes "Yeah...";
+ mes "I've been thinking of this plan for a while...";
+ close;
+ }
+ mes "[Wagan]";
+ mes "We will have to pray for fate to help us. Now to think of it, Metto is a strong believer in fate.";
+ next;
+ mes "[Wagan]";
+ mes "If only we could use that to our advantage...";
+ close;
+ }
+ else if (metto_q == 8) {
+ mes "Thank you for your help. Because of your work in ridding us of Metto, we have one less worry.";
+ next;
+ mes "[Wagan]";
+ mes "I'm sure the people of Juno are very thankful. Here is a little token of our appreciation...";
+ next;
+ mes "[Wagan]";
+ if (Class == Job_Sage) {
+ set .@now_weight,maxweight - weight;
+ if (.@now_weight < 300) {
+ mes "Oh no, it seems that you are carrying too much stuff! Would you make some room?";
+ close;
+ }
+ set metto_q,9;
+ mes "I wish you luck in your future endeavors...";
+ getitem 715,10; //Yellow_Gemstone
+ close;
+ }
+ set .@now_weight,maxweight - weight;
+ if (.@now_weight < 150) {
+ mes "Oh no, it seems that you are carrying too much! Would you make some room?";
+ close;
+ }
+ set metto_q,9;
+ mes "I wish you luck in your future endeavors...";
+ getitem 717,5; //Blue_Gemstone
+ close;
+ }
+ else if (metto_q == 9) {
+ mes "Things around here seem much more peaceful without that Metto around. Thanks for your help.";
+ close;
+ }
+ else {
+ mes "How goes your work with Metto? Hopefully the plan is going well. I'm sorry to bother you with such a task.";
+ close;
+ }
+}
+
+yuno_in01,17,95,5 script Stangckle#juno 99,{
+ mes "[Stangckle]";
+ if (metto_q == 2) {
+ mes "What can I do for you? My colleague Metto is coming here soon, so I don't have much time. So what did you say you needed?";
+ next;
+ if (select("I'm here to stop your research.:I don't need anything.") == 1) {
+ set metto_q,3;
+ mes "[Stangckle]";
+ mes "...";
+ next;
+ mes "[Stangckle]";
+ mes "...";
+ mes "......";
+ next;
+ mes "[Stangckle]";
+ mes "...";
+ mes "......";
+ mes ".........";
+ next;
+ mes "[Stangckle]";
+ mes "Is that true?? Metto doesn't think of me as a colleague, but still wants me to help him?!";
+ next;
+ mes "[Stangckle]";
+ mes "He only sees me as an assistant and is going to steal all the credit for our discoveries?!";
+ next;
+ mes "[Stangckle]";
+ mes "This guy can't be trusted! The rumors were true: he really is mad!";
+ next;
+ mes "[Stangckle]";
+ mes "And to think, I really respected that traitor! I can't even stand to see that guy's face anymore.";
+ next;
+ mes "[Stangckle]";
+ mes "I'm glad that an honest, trustworthy person such as yourself had the guts to tell me. Thank you.";
+ next;
+ mes "[Stangckle]";
+ mes "Now if you'll excuse me, I have work to do.";
+ close;
+ }
+ mes "[Stangckle]";
+ mes "What are you doing then? Stop wasting my time.";
+ close;
+ }
+ else if (metto_q == 0) {
+ mes "I am one of the scientists in this city. My name is Stangckle.";
+ next;
+ mes "[Stangckle]";
+ mes "You should remember my name, it may be useful to you in the future.";
+ close;
+ }
+ else if (metto_q == 1) {
+ mes "I am one of the scientists in this city. My name is Stangckle.";
+ next;
+ mes "[Stangckle]";
+ mes "You should remember my name, it may be useful to you in the future.";
+ close;
+ }
+ else {
+ mes "So Metto has become one of those mad scientists. I guess that is the choice he has ultimately made for his life.";
+ close;
+ }
+}
+
+yuno_in01,19,183,5 script Kato#juno 55,{
+ mes "[Kato]";
+ if (metto_q == 4) {
+ mes "I am a scientist researching all sorts of things.";
+ next;
+ mes "[Kato]";
+ mes "Of course, my research is private and confidential. But is there anything I can do for you?";
+ next;
+ if (select("I want to stop you from making a mistake.:Just saying hello.") == 1) {
+ set metto_q,5;
+ mes "[Kato]";
+ mes "What? Metto said, my Great Z is inferior to Stangckles research?!";
+ next;
+ mes "[Kato]";
+ mes "H-he said I should rename my invention to 'Lame Z?' *Sniff* I... I don't believe it... *Sob*";
+ next;
+ mes "[Kato]";
+ mes "I-If my invention is no good, then I guess I should destroy my Great Z... *sigh*";
+ next;
+ mes "[Kato]";
+ mes "Thank you for letting me know. I know it wasn't easy to tell me.";
+ close;
+ }
+ mes "[Kato]";
+ mes ".........................";
+ mes "Okay...";
+ mes "Um... Hey.";
+ close;
+ }
+ else if (metto_q == 6 || metto_q == 7 || metto_q == 8 || metto_q == 9) {
+ mes "I am interested in researching artificial intelligence. You know, like robots.";
+ next;
+ mes "[Kato]";
+ mes "I know it a very difficult feat to accomplish, but where there's a will, there's a way.";
+ next;
+ mes "[Kato]";
+ mes "If you ever see something really amazing like this, you'll know its my handiwork.";
+ close;
+ }
+ else {
+ mes "I am a scientist of Artificial Intelligence and Robotics.";
+ next;
+ mes "[Kato]";
+ mes "I don't have a specific project right now, but my latest creation, the 'Great Z,' is truly a product of sheer and utter genius.";
+ close;
+ }
+}
+
+yuno_in03,178,43,0 script CiCi#juno 121,{
+ if (metto_q == 6) {
+ mes "[CiCi]";
+ mes "My name is CiCi. I am one of the three great scientists in this city.";
+ next;
+ mes "[CiCi]";
+ mes "There are many great scientists in this city, but being in the top three is a true honor. Don't you agree?";
+ next;
+ mes "[CiCi]";
+ mes "Well, I think I've bragged a little too much now, what can I do for you?";
+ next;
+ switch(select("I want to warn you.:Nothing, just saying Hi.")) {
+ case 1:
+ set metto_q,7;
+ mes "[CiCi]";
+ mes "Hm? Metto said that he doesn't need my Riding Engine theory?! Hmpf, what an ingrate!";
+ next;
+ mes "[CiCi]";
+ mes "I have half a mind to teach him a little something about true science and intelligent research.";
+ next;
+ mes "[CiCi]";
+ mes "He thinks that I owe him an apology?! For what? Why should I apologize...?!";
+ next;
+ mes "[CiCi]";
+ mes "Whatever, I really didn't have the necessary parts to help him anyway. I guess, either way, he would not have had a chance.";
+ next;
+ mes "[CiCi]";
+ mes "Let him know I really don't want to be a part of what he is doing. He isn't even doing the type of research that we would be able to publicize.";
+ close;
+ break;
+ case 2:
+ mes "[CiCi]";
+ mes "What? That's it? I was bored before you came, but you've managed to bore me even more.";
+ break;
+ }
+ }
+ else if (metto_q < 6) {
+ mes "[CiCi]";
+ mes "My name is CiCi. I am one of the three great scientists in this city.";
+ next;
+ mes "[CiCi]";
+ mes "There are many great scientists here, but being in the top three is a true honor, wouldn't you agree?";
+ close;
+ }
+ else {
+ mes "[CiCi]";
+ mes "Hmmm...";
+ mes "I want to improve the Riding Engine in a new way, but I lack the parts I need...";
+ next;
+ mes "[CiCi]";
+ mes "What a headache~ And Metto has never offered me any help at all. This will not be easy.";
+ close;
+ }
+}
+
+// Alechmist Brothers
+yuno_in01,103,157,3 script Bain#juno 98,{
+ if (checkweight(1201,1) == 0) {
+ mes "- Wait a minute !! -";
+ mes "- Currently you're carrying -";
+ mes "- too many items with you. -";
+ mes "- Please try again -";
+ mes "- after you loose some weight. -";
+ close;
+ }
+ if (countitem(974) > 0 && countitem(612) > 4 && countitem(1003) > 4 && countitem(7068) > 4 && countitem(7043) > 4 && countitem(757) > 2 && countitem(756) > 2 && Zeny > 2000) {
+ if (ALCH_Q == 23) set ALCH_Q,24;
+ set .@kyulkwa,rand(1,10);
+ mes "[Bain]";
+ mes "Oh ho ho... These are the parts that I needed. Thank you so much.";
+ next;
+ mes "[Bain]";
+ mes "Okay, let's try this out! Hold on for just a second!";
+ next;
+ mes "^3355FF*Vrrrmmmmm*^000000";
+ next;
+ mes "^3355FF*Pakakkakakakkakaakapakakkakak*^000000";
+ next;
+ mes "^3355FF*Shakakakakkakakakakkakakakakka!*^000000";
+ next;
+ if (.@kyulkwa < 4 || .@kyulkwa > 8)
+ callsub S_DelItems,1002,5,1;
+ if (.@kyulkwa == 5 || .@kyulkwa == 6 || .@kyulkwa == 8)
+ callsub S_DelItems,723,5,1;
+ else if (.@kyulkwa == 7)
+ callsub S_DelItems,969,2,0;
+ }
+ if (bros_q == 1) {
+ mes "[Bain]";
+ mes "In case you";
+ mes "forgot, these are the";
+ mes "required materials.";
+ mes "Write it down if you need to.";
+ next;
+ mes "[Bain]";
+ mes "^FF00001 Mixture^000000, ^FF00005 Mini-Furnace^000000,";
+ mes "^FF00005 Burnt Tree^000000 , ^FF00005 Coal^000000,";
+ mes "^FF00005 Fine Sand^000000, ^FF00003 Rough Elunium^000000,";
+ mes "^FF00003 Rough Oridecon^000000^000000.";
+ next;
+ mes "[Bain]";
+ mes "In addition to this, you ";
+ mes "will need 2,000 zeny.";
+ mes "Good Luck...";
+ close;
+ }
+ if (bros_q == 0) {
+ mes "[Bain]";
+ mes "We are going to invent a doll that can can talk and communicate! Well, at least, I'm trying to.";
+ next;
+ mes "[Bain]";
+ mes "I got the idea from a historical legend. I figure that if it's been done before, this project is definitely possible.";
+ next;
+ mes "[Bain]";
+ mes "But right now, I lack the supplies";
+ mes "and parts that I need to attempt";
+ mes "this feat. I don't know how";
+ mes "they gathered all the necessary materials....";
+ next;
+ mes "[Bain]";
+ mes "Money can only buy some of what I";
+ mes "need. There are also those items";
+ mes "that need to be taken from";
+ mes "monsters that are much too";
+ mes "powerful. How will I continue my research?";
+ next;
+ if (select("I'll get them for you.:Good luck.") == 1) {
+ set bros_q,1;
+ mes "[Bain]";
+ mes "Really? Such benevolence is rare";
+ mes "in this day and age. We would be";
+ mes "grateful for your assistance.";
+ mes "Here are the items that we will be";
+ mes "needing.";
+ next;
+ mes "[Bain]";
+ mes "^FF00001 Mixture^000000, ^FF00005 Mini-Furnace^000000,";
+ mes "^FF00005 Burnt Tree^000000 , ^FF00005 Coal^000000,";
+ mes "^FF00005 Fine Sand^000000, ^FF00003 Rough Elunium^000000,";
+ mes "^FF00003 Rough Oridecon^000000^000000.";
+ next;
+ mes "[Bain]";
+ mes "We will also need 2,000 Zeny.";
+ mes "The money will help pay for the";
+ mes "minor expenses involved in undertaking this endeavor.";
+ mes "Godspeed.";
+ close;
+ }
+ mes "[Bain]";
+ mes "I wish I could be";
+ mes "a strong adventurer";
+ mes "like you.";
+ close;
+ }
+
+S_DelItems:
+ delitem 974,1; //Mixture
+ delitem 612,5; //Portable_Furnace
+ delitem 1003,5; //Coal
+ delitem 7068,5; //Burn_Tree
+ delitem 7043,5; //Fine_Sand
+ delitem 757,3; //Elunium_Stone
+ delitem 756,3; //Oridecon_Stone
+ set zeny,zeny-2000;
+ getitem getarg(0),getarg(1); //Gold
+ mes "[Bain]";
+ mes "AHHH, it is a success!";
+ mes "I don't know if we can do anything else,";
+ if (getarg(2) == 1)
+ mes "but this time we have created "+getarg(1);
+ else
+ mes "but this time we have created";
+ mes "^FF0000"+getitemname(getarg(0))+"^000000 !";
+ next;
+ mes "[Bain]";
+ mes "Now that we know that it works";
+ mes "I don't have any need for this.";
+ mes "Why don't you take it? Oh,";
+ mes "and if you find any more parts,";
+ mes "bring them to me again. Heheheh.";
+ next;
+ mes "[Bain]";
+ mes "Thank you for helping me out.";
+ mes "You have my eternal gratitude.";
+ mes "I wish you luck in your journeys!";
+ close;
+}
+
+yuno_in01,100,153,7 script Bajin 47,0,0,{
+ if (checkweight(1201,1) == 0) {
+ mes "- Wait a minute !! -";
+ mes "- Currently you're carrying -";
+ mes "- too many items with you. -";
+ mes "- Please try again -";
+ mes "- after you loose some weight. -";
+ close;
+ }
+ if (countitem(974) > 0 && countitem(612) > 4 && countitem(1003) > 4 && countitem(7068) > 4 && countitem(7043) > 4 && countitem(757) > 2 && countitem(756) > 2 && Zeny > 2000) {
+ if (ALCH_Q == 23) set ALCH_Q,24;
+ set .@kyulkwa,rand(1,10);
+ mes "[Bajin]";
+ mes "Oh ho ho... These are the parts";
+ mes "that I needed. Thank you so much.";
+ mes "Okay, let's try this out!";
+ mes "Hold on for just a second!";
+ next;
+ mes "^3355FF*Vrrrmrmrmrmrmrmrmrmrmrmmmmm*^000000";
+ next;
+ mes "^3355FF*Pakakkakakakkakaakapakakkakak*^000000";
+ next;
+ mes "^3355FF*Shakakakakkakakakakkakakakakka!*^000000";
+ next;
+
+ if (.@kyulkwa < 4 || .@kyulkwa > 8)
+ callsub S_DelItems,1002,5,1;
+ if (.@kyulkwa == 5 || .@kyulkwa == 6 || .@kyulkwa == 8)
+ callsub S_DelItems,723,5,1;
+ else if (.@kyulkwa == 7)
+ callsub S_DelItems,984,3,1;
+ }
+ if (bros_q == 1) {
+ mes "[Bajin]";
+ mes "In case you";
+ mes "forgot, these are the";
+ mes "required materials.";
+ mes "Write it down if you need to.";
+ next;
+ mes "[Bajin]";
+ mes "^FF00001 Mixture^000000, ^FF00005 Mini-Furnace^000000,";
+ mes "^FF00005 Burnt Tree^000000 , ^FF00005 Coal^000000,";
+ mes "^FF00005 Fine Sand^000000, ^FF00003 Rough Elunium^000000,";
+ mes "^FF00003 Rough Oridecon^000000^000000.";
+ next;
+ mes "[Bajin]";
+ mes "In addition to this, you ";
+ mes "will need 2,000 zeny.";
+ mes "Good Luck...";
+ close;
+ }
+ if (bros_q == 0) {
+ mes "[Bajin]";
+ mes "We are going to invent a doll that can can talk and communicate! Well, at least, I'm trying to.";
+ next;
+ mes "[Bajin]";
+ mes "I got the idea from a historical legend. I figure that if it's been done before, this project is definitely possible.";
+ next;
+ mes "[Bajin]";
+ mes "But right now, I lack the supplies";
+ mes "and parts that I need to attempt";
+ mes "this feat. I don't know how";
+ mes "they gathered all the necessary materials....";
+ next;
+ mes "[Bajin]";
+ mes "Money can only buy some of what I";
+ mes "need. There are also those items";
+ mes "that need to be taken from";
+ mes "monsters that are much too";
+ mes "powerful. How will I continue my research?";
+ next;
+ if (select("I'll get them for you.:Good luck.") == 1) {
+ set bros_q,1;
+ mes "[Bajin]";
+ mes "Oh, you are too kind.";
+ mes "We would be grateful for your assistance.";
+ mes "Here are the items that we will be";
+ mes "needing.";
+ next;
+ mes "[Bajin]";
+ mes "^FF00001 Mixture^000000, ^FF00005 Mini-Furnace^000000,";
+ mes "^FF00005 Burnt Tree^000000 , ^FF00005 Coal^000000,";
+ mes "^FF00005 Fine Sand^000000, ^FF00003 Rough Elunium^000000,";
+ mes "^FF00003 Rough Oridecon^000000^000000.";
+ next;
+ mes "[Bajin]";
+ mes "We will also need 2,000 Zeny.";
+ mes "The money will help pay for the";
+ mes "minor expenses in undertaking this endeavor.";
+ mes "Godspeed.";
+ close;
+ }
+ close;
+ }
+
+S_DelItems:
+ delitem 974,1; //Mixture
+ delitem 612,5; //Portable_Furnace
+ delitem 1003,5; //Coal
+ delitem 7068,5; //Burn_Tree
+ delitem 7043,5; //Fine_Sand
+ delitem 757,3; //Elunium_Stone
+ delitem 756,3; //Oridecon_Stone
+ set zeny,zeny-2000;
+ getitem getarg(0),getarg(1); //Gold
+ mes "[Bajin]";
+ mes "AHHH, it is a success!";
+ mes "I don't know if we can do anything else,";
+ if (getarg(2) == 1)
+ mes "but this time we have created "+getarg(1);
+ else
+ mes "but this time we have created";
+ mes "^FF0000"+getitemname(getarg(0))+"^000000 !";
+ next;
+ mes "[Bajin]";
+ mes "Now that we know that it works";
+ mes "I don't have any need for this.";
+ mes "Why don't you take it? Oh,";
+ mes "and if you find any more parts,";
+ mes "bring them to me again. Heheheh.";
+ next;
+ mes "[Bajin]";
+ mes "Thank you for helping me out.";
+ mes "You have my eternal gratitude.";
+ mes "I wish you luck in your journeys!";
+ close;
+}
+
+// Doomed Swords - Juno Portion
+//============================================================
+yuno,157,87,4 script A Citizen of Juno#juno 102,{
+ mes "[Shalima]";
+ mes "When you go north from Al De Baran, you will arrive at 'Elmeth Plateau,' a place covered with molten rock.";
+ next;
+ mes "[Shalima]";
+ mes "On the top of a mountain connected to the plateau, you can find a bridge which leads you to this place!, ^3355FFJuno,^000000 the city of Sages.";
+ next;
+ if (dmdswrd_Q == 23) {
+ mes "[Shalima]";
+ mes "Oh...?";
+ mes "what is that shining object you're carrying with you? Isn't that...?";
+ next;
+ mes "[Shalima]";
+ mes "The ^3355FFStamp of Muriniel^000000? What a surprise!";
+ next;
+ mes "[Shalima]";
+ mes "When you go East from the entrance of Juno, you will find the Street of Book Stores. If you have some time, please visit ^3355FFSir Yklah^000000 who is one of 3 well-known sages in Juno.";
+ next;
+ mes "[Shalima]";
+ mes "I believe he may take some special interest in the Stamp you are carrying.";
+ close;
+ }
+ else {
+ mes "[Shalima]";
+ mes "In Juno, you can visit places such as the 'Juphero Plaza,' 'Juno Conference Hall,' 'Schweicherbil Magic Academy', or the 'Monster Museum.' These places are famous around the world!";
+ next;
+ mes "[Shalima]";
+ mes "You may also wish to drop by the 'Sage Castle,' where people can change their jobs into 'Sage,' one of the more unique classes.";
+ next;
+ mes "[Shalima]";
+ mes "If you're interested in the Sage class, why don't you go look around the castle?";
+ close;
+ }
+}
+
+yuno,261,99,4 script Sage Yklah#juno 735,{
+ if (dmdswrd_Q == 23 || dmdswrd_Q == 24 || dmdswrd_Q == 25) {
+ switch(dmdswrd_Q) {
+ case 23:
+ mes "[Yklah]";
+ mes "- ! ! ! -";
+ next;
+ mes "[Yklah]";
+ mes "That item...";
+ mes "That shining item you're carrying, isn't that...? ^3355FFStamp of Muriniel^000000?! Oh! What a surprise!";
+ next;
+ mes "[Yklah]";
+ mes "I've heard that it's from a hot and dry land, but I never dreamed I'd be able to see it with my own eyes!";
+ next;
+ mes "[Yklah]";
+ mes "Who are you...? Who are you carrying this legendary item for?";
+ next;
+ switch(select("(Show him the slate):I'm a genius!:I'm a GM!")) {
+ case 1:
+ mes "[Yklah]";
+ mes "...I can't believe my eyes! Only a chosen few can possess the Stamp of Muriniel...";
+ next;
+ mes "[Yklah]";
+ mes "Oh yes. That's right, that's right. As far as I can tell, you don't seem to understand how to use this item...";
+ next;
+ mes "[Yklah]";
+ mes "There is one old song in Juno, about ^3355FF'The Doomed Sword'^000000 that you may have been looking for.";
+ next;
+ mes "[Yklah]";
+ mes "'Even if you're running toward a light on the other side of the mist, you can't reach it.'";
+ next;
+ mes "[Yklah]";
+ mes "'The chime of the bell from across the valley cannot be held in your hand.'";
+ next;
+ mes "[Yklah]";
+ mes "Yes, it's sort of a difficult song to understand, but it's supposed to express how Sages in ancient times feel about obtaining the doomed swords.";
+ //mes "that's how exactly sages in ancient ages felt about obtaining the doomed sword.";
+ next;
+ mes "[Yklah]";
+ mes "If you're still set on the idea of obtaining the doomed sword, come and talk to me sometime.";
+ next;
+ mes "[Yklah]";
+ mes "As you already possess the Stamp of Muriniel, I am more than willing to help you.";
+ set dmdswrd_Q,24;
+ close;
+ case 2:
+ mes "[Yklah]";
+ mes "Hmm?";
+ mes "A genius you say? How can you say that in a city full of wise men? That's nothing special.";
+ next;
+ mes "[Yklah]";
+ mes "Plus, if you're a colleague, I think I would remember you. I don't tend to forget people that I've met at least once.";
+ close;
+ case 3:
+ mes "[Yklah]";
+ mes "A...";
+ mes "GM?";
+ next;
+ mes "[Yklah]";
+ mes "I don't understand what you're talking about. But there's an ancient Juno song about this GM you speak of...";
+ next;
+ mes "[Yklah]";
+ mes "'^FF3355Impersonating GMs is punishable with a permanent account block^000000.' But what could it possibly mean?";
+ next;
+ mes "^3355FFHow depressing!^000000";
+ close;
+ }
+ case 24:
+ if (countitem(7030) > 2 && countitem(913) > 9 && countitem(7032) > 0) {
+ mes "[Yklah]";
+ mes "Hmm! Good job, you brought all of the items. Try inserting them in the grooves.";
+ next;
+ mes "[Yklah]";
+ mes "To be honest, I thought about it before, but this is the first time that I'll actually try this experiment. Go ahead, I want to see what happens!";
+ next;
+ mes "^3355FFYou inserted items";
+ mes "in the grooves .^000000";
+ delitem 7030,3; //Claw_Of_Desert_Wolf
+ delitem 913,10; //Tooth_Of_Bat
+ delitem 7032,1; //Piece_Of_Egg_Shell
+ next;
+ mes "^3355FF*Crank Crank*^000000";
+ mes "^3355FFYou hear a strange sound come from inside the statue.^000000";
+ next;
+ mes "^3355FF*Click*";
+ mes "*Click Click*^000000";
+ next;
+ mes "^3355FFA small hole opened near the foot of the statue, and a ^9999FF Stamp of Muriniel^3355FF came out of the hole.^000000";
+ next;
+ mes "^3355FFYou got ^9999FFA piece from the Stamp of Muriniel^3355FF.^000000";
+ next;
+ mes "[Yklah]";
+ mes "Huh?! That piece seems to fit to the stamp you have. Why don't you try joining them together?";
+ next;
+ mes "^3355FFYou join the two stamps together.^000000";
+ next;
+ mes "^3355FFYou got the";
+ mes "True Stamp of Muriniel.^000000";
+ set dmdswrd_Q,25;
+ next;
+ mes "[Yklah]";
+ mes "Oh? This pattern is...!! Ah, now I see how it works. Now, please listen...";
+ next;
+ mes "[Yklah]";
+ mes "I'd like you to bring the slate to Snotora, the island of knowledge, that is a part of Juno. You will find a Statue of the Goddess Snotora somewhere on the island.";
+ next;
+ mes "[Yklah]";
+ mes "Near the statue, you will find ^3355FFSyklah^000000, one of well-known 3 sages in Juno. Speak to him, he will tell you something about the pattern on the slate.";
+ next;
+ mes "[Yklah]";
+ mes "May God";
+ mes "light your way...";
+ close;
+ }
+ else {
+ mes "[Yklah]";
+ mes "Let me tell you everything I know about the doomed sword. There's an old song about the legendary doomed sword...";
+ next;
+ mes "[Yklah]";
+ mes "^3355FFYou, the one with sincere faith, who humbly accepts the prosperity of Mineta, the knowledge of Snotora and the honor of Solomon...^000000";
+ next;
+ mes "[Yklah]";
+ mes "^3355FFI hereby grant you this column of light. The Three Sages of Juno will be your guide^000000.";
+ next;
+ mes "[Yklah]";
+ mes "Well, if you already know a little bit about Juno, you'd know that Juno consists of 3 islands that represent propsperity, knowledge and honor.";
+ next;
+ mes "[Yklah]";
+ mes "The 3 sages described in the song represent each island. By now, you've probably guessed that I am one of them.";
+ next;
+ mes "[Yklah]";
+ mes "There is a Juno tradition in which the three best Sages are chosen to represent each of Juno's islands.";
+ next;
+ mes "[Yklah]";
+ mes "As one of the three, I will serve as one of your guides in this part of your journey for the doomed sword.";
+ next;
+ mes "^3355FFYklah pointed at a pole of the statue with his finger, and you see that there is a strange pattern engraved on the pole.^000000";
+ next;
+ mes "[Yklah]";
+ mes "Now, look at this. This statue was erected to pay tribute to one of the first 3 sages. When you look into the bottom of the pole, you will see several small grooves.";
+ next;
+ mes "[Yklah]";
+ mes "If you insert some items in the grooves, we may get some more clues relating to the doomed sword.";
+ next;
+ mes "[Yklah]";
+ mes "From the stories that I've been told by great Sages, I've figured exactly which items you'll need to place into those grooves.";
+ next;
+ mes "[Yklah]";
+ mes "You will need...";
+ mes "^3355FF3 Claw of Desert Wolf^000000";
+ mes "^3355FF10 Tooth of Bat^000000";
+ mes "^3355FF1 Piece of Egg Shell^000000.";
+ next;
+ mes "[Yklah]";
+ mes "Return once you have obtained those items, and we will speak of the doomed sword again.";
+ next;
+ mes "[Yklah]";
+ mes "For your information, you can obtain the claw of desert wolf from the Morroc desert, and the tooth of bat can be found in most caves around the world.";
+ next;
+ mes "[Yklah]";
+ mes "Lastly, the piece of egg shell can be found from solid egg monsters in the Payon cave.";
+ close;
+ }
+ case 25:
+ mes "[Yklah]";
+ mes "From the stories that I've been told by great Sages, I've figured exactly which items you'll need to place into those grooves.";
+ next;
+ mes "[Yklah]";
+ mes "You will need...";
+ mes "^3355FF3 Claw of Desert Wolf^000000";
+ mes "^3355FF10 Tooth of Bat^000000";
+ mes "^3355FF1 Piece of Egg Shell^000000.";
+ next;
+ mes "[Yklah]";
+ mes "Return once you have obtained those items, and we will speak of the doomed sword again.";
+ next;
+ mes "[Yklah]";
+ mes "For your information, you can obtain the claw of desert wolf from the Morroc desert, and the tooth of bat can be found in most caves around the world.";
+ next;
+ mes "[Yklah]";
+ mes "Lastly, the piece of egg shell can be found from solid egg monsters in the Payon cave.";
+ close;
+ }
+ }
+ else {
+ mes "[Yklah]";
+ mes "^3355FFJuphero^000000...";
+ mes "That was the name of the city that once existed in ancient times.";
+ next;
+ mes "[Yklah]";
+ mes "The most intelligent and talented people of that time lived there, harnessing the pieces of Ymir's heart to power their civilization.";
+ next;
+ mes "[Yklah]";
+ mes "Unfortunately, they happened to abuse that great power and somehow destroyed themselves.";
+ next;
+ mes "[Yklah]";
+ mes "If you long to acquire God's knowledge, you must first be humble. Otherwise...";
+ close;
+ }
+}
+
+yuno,305,207,4 script Sage Syklah#juno 735,{
+ if (dmdswrd_Q == 25 || dmdswrd_Q == 26 || dmdswrd_Q == 27) {
+ switch(dmdswrd_Q) {
+ case 25:
+ mes "[Syklah]";
+ mes "What's that?!";
+ mes "Can it be the Stamp of Muriniel?";
+ next;
+ mes "[Syklah]";
+ mes "Now, we shall battle to the death to see if you are worthy of possessing this item. Prepare yourself!";
+ next;
+ mes "[Syklah]";
+ mes "...";
+ mes "Muhahahahaha!!! Don't worry, I was only messing with you. Yklah told me that you might be coming.";
+ next;
+ mes "[Syklah]";
+ mes "It is said that The Stamp of Muriniel chooses its owner by its own will, and will not appear otherwise.";
+ next;
+ mes "[Syklah]";
+ mes "Even though I am one of the three great Sages of Juno, I've never even seen this item before.";
+ next;
+ mes "[Syklah]";
+ mes "Yklah gave me an idea about the Stamp of Muriniel you've brought, so we'll try it out as well.";
+ next;
+ mes "[Syklah]";
+ mes "The pattern engraved on the Stamp of Muriniel has shapes that are similar to the pattern engraved on this^3355FFStatue of the Goddess Snotora^000000.";
+ next;
+ mes "^3355FFYou see for yourself that, indeed, the pattern on the statue of the Goddess Snotora matches that on the Stamp of Muriniel.^000000";
+ next;
+ mes "[Syklah]";
+ mes "When I was young, I learned about a legendary stamp ink related to this statue. But at the time, it made no sense to me. Just how legendary can stamp ink be?";
+ next;
+ mes "[Syklah]";
+ mes "But now I believe that this stamping ink can be used with this Stamp of Muriniel.";
+ next;
+ mes "[Syklah]";
+ mes "But even though I've learned how to make this special stamping ink, it is too difficult for me to collect the materials that are necessary to create it.";
+ next;
+ mes "[Syklah]";
+ mes "Okay, if you're ready, please bring me the following items. I feel like making legendary red ink, so bring me...";
+ next;
+ mes "[Syklah]";
+ mes "^3355FF20 Red Herb^000000,";
+ mes "^3355FF5 Stone^000000 and";
+ mes "^3355FF1 Stone Heart^000000.";
+ mes "The Stone Heart will be used as a bottle to hold this special ink.";
+ next;
+ mes "[Syklah]";
+ mes "I think that's all I need. Anyway, I believe that gathering these items shouldn't be a difficult task for you. Good luck to you.";
+ set dmdswrd_Q,26;
+ close;
+ case 26:
+ if (countitem(7049) > 4 && countitem(953) > 0 && countitem(507) > 19) {
+ mes "[Syklah]";
+ mes "Hahaha...!";
+ mes "So you've already gathered the items I've asked for. Good, good. Let's get started...";
+ delitem 7049,5; //Stone
+ delitem 953,1; //Stone_Heart
+ delitem 507,20; //Red_Herb
+ next;
+ mes "^3355FFSage Syklah grinded the stones and stone heart and molded them into a strange shape.^000000";
+ next;
+ mes "^3355FFHe then ground the red herbs and placed them into the stone mold.^000000";
+ next;
+ mes "^3355FFAfterwards, he then took a strangely shaped capsule from his pocket, sprinkled some liquid from it, and began to chant a spell...^000000";
+ next;
+ mes "[Syklah]";
+ mes "Haooooh...";
+ mes "Doo de doo de~ Dah dah dah Dan dan dan Dah dah dah! Nu ha nu ha nu hahaha... Moo hee moo hee moo hee~";
+ mes "- Pah ahhhh !! -";
+ next;
+ mes "^3355FFThe Stamping Ink of Muriniel has been created, and has been given to you by the sage Syklah.^000000";
+ set dmdswrd_Q,27;
+ next;
+ mes "[Syklah]";
+ mes "Now, with this stamping ink, you are able to use the Stamp of Muriniel.";
+ next;
+ mes "[Syklah]";
+ mes "Now, I don't think you can use the stamp just anywhere. After all, it is a legendary item.";
+ next;
+ mes "[Syklah]";
+ mes "Please visit the Third Sage ^3355FFEsklah^000000 who stays on Solomon, the island of prosperity, here in Juno.";
+ next;
+ mes "[Syklah]";
+ mes "He will be able to tell you more about where to use this stamp. However, be careful. He is the most fastidious sage among all of us.";
+ close;
+ }
+ else {
+ mes "[Syklah]";
+ mes "I hope you will bring me what I need to make the 'Stamp of Muriniel' ink soon.";
+ next;
+ mes "[Syklah]";
+ mes "I will need...";
+ mes "^3355FF20 Red Herb^000000,";
+ mes "^3355FF5 Stone^000000 and";
+ mes "^3355FF1 Stone Heart^000000.";
+ close;
+ }
+ case 27:
+ mes "[Syklah]";
+ mes "Please visit ^3355FFEsklah^000000 on the island of prosperity, Solomon. But be careful. He is the most exacting Sage out of all of us.";
+ close;
+ }
+ }
+ else {
+ mes "[Syklah]";
+ mes "The people here keep talking of some suspicious man living in Juno.";
+ next;
+ mes "[Syklah]";
+ mes "Supposedly, he's pretty dangerous, and is always immersing himself in some kind of research.";
+ next;
+ mes "[Syklah]";
+ mes "People already consider him a 'Mad Scientist,' wasting his time studying impractical things beyond the understanding of normal people.";
+ next;
+ mes "[Syklah]";
+ mes "It's rumored that this scientist is responsible for creating 'Blazer,' a monster made of magic flame.";
+ next;
+ mes "[Syklah]";
+ mes "It's a dangerous and fearsome monster that casts spells like Fire Bolt and Fire Ball that lives outside of Juno.";
+ close;
+ }
+}
+
+yuno,213,298,4 script Sage Esklah#juno 735,{
+ if (dmdswrd_Q == 27 || dmdswrd_Q == 28 || dmdswrd_Q == 29 || dmdswrd_Q == 30) {
+ switch(dmdswrd_Q) {
+ case 27:
+ mes "[Esklah]";
+ mes "Hm...?";
+ mes "You must be the one who holds the Stamp of Muriniel...";
+ next;
+ mes "[Esklah]";
+ mes "Heh, you don't look like much. But even though you're ordinary looking, you possess the legendary item!";
+ next;
+ mes "[Esklah]";
+ mes "Only a few people in Rune-Midgard's history have been chosen to use the ^3355FFStamp of Muriniel.^000000";
+ next;
+ mes "[Esklah]";
+ mes "However, it's my job to test whether or not you are truly qualified to possess it.";
+ next;
+ mes "[Esklah]";
+ mes "Let me tell you about the stamp craftman ^3355FFMuriniel^000000.";
+ next;
+ mes "[Esklah]";
+ mes "This man lived long ago, somewhere in Mt. Mjornir. He was eager in his studies, and wanted to recreate every pattern that existed in the world.";
+ next;
+ mes "[Esklah]";
+ mes "Believing that people were obstacles to his study of patterns, he lived in seclusion, studying alone.";
+ next;
+ mes "[Esklah]";
+ mes "While studying patterns one day, he happened to find a magic circle that connected this world to another world.";
+ next;
+ mes "[Esklah]";
+ mes "That circle was totally different from ones used by Mages, Wizards or sages. This pattern had the power to summon an evil creature from the other world.";
+ next;
+ mes "[Esklah]";
+ mes "In order to summon the creature, the pattern must be created in the perfect location. Muriniel began to explore various places and finally found the spot he was looking for.";
+ next;
+ mes "[Esklah]";
+ mes "The place he found is now ^3355FFMuriniel's Cottage^000000. But to see that place, you will first need the ^3355FFCompass of Muriniel^000000.";
+ next;
+ mes "[Esklah]";
+ mes "Heh heh. That's right, making the Compass of Muriniel will be my test for you.";
+ next;
+ mes "[Esklah]";
+ mes "Now listen carefully, I won't tell you more than once. I will need you to collect some items to make the ^3355FFCompass of Muriniel^000000.";
+ next;
+ mes "[Esklah]";
+ mes "Bring me...";
+ mes "^3355FF2 Iron Ore^000000,";
+ mes "^3355FF10 Acorn^000000 and";
+ mes "^3355FF5 Decayed Nail^000000.";
+ next;
+ mes "[Esklah]";
+ mes "For someone seeking the doomed sword, this should be a relatively simple task. Now go, and bring me what I have asked." ;
+ set dmdswrd_Q,28;
+ close;
+ case 28:
+ if (countitem(1002) > 1 && countitem(1026) > 9 && countitem(957) > 4) {
+ mes "[Esklah]";
+ mes "Let's see.";
+ mes "2 Iron Ore...";
+ mes "10 Acorn...";
+ mes "5 Decayed Nail...";
+ mes "Good, that's everything!";
+ delitem 1002,2; //Iron_Ore
+ delitem 1026,10; //Acorn
+ delitem 957,5; //Decayed_Nail
+ next;
+ mes "[Esklah]";
+ mes "Good work. Now, while I make the body of the compass, you can go and bring me the rest of the items I'll need.";
+ next;
+ mes "[Esklah]";
+ mes "Muhahahaha! What's with that look? You know how this kind of business gets done!";
+ next;
+ mes "[Esklah]";
+ mes "Now stop whining";
+ mes "and go bring...";
+ mes "^3355FF2 Brigan^000000 and";
+ mes "^3355FF1 Phracon^000000.";
+ mes "Now isn't that simple?";
+ mes "Muhahahaha!!";
+ set dmdswrd_Q,29;
+ close;
+ }
+ mes "[Esklah]";
+ mes "Now listen carefully. I won't tell you more than once. I need some items to create the ^3355FFCompass of Muriniel^000000.";
+ next;
+ mes "[Esklah]";
+ mes "Bring me...";
+ mes "^3355FF2 Iron Ore^000000,";
+ mes "^3355FF10 Acorn^000000, and";
+ mes "^3355FF5 Decayed Nail^000000.";
+ close;
+ case 29:
+ if (countitem(7054) > 1 && countitem(1010) > 0) {
+ mes "[Esklah]";
+ mes "Now...";
+ mes "Show me";
+ mes "what you brought.";
+ mes "That's 2 Brigan and...";
+ mes "1 Phracon. Hmm. Very good.";
+ mes "Now let me get to work.";
+ delitem 7054,2; //Brigan
+ delitem 1010,1; //Phracon
+ next;
+ mes "[Esklah]";
+ mes "Hmm...";
+ mes "Let's see...";
+ mes "There, it's finished.";
+ next;
+ mes "^3355FFSage Esklah handed you the ^3355FFCompass of Muriniel^000000.";
+ next;
+ mes "^3355FFIn the direction the compass is pointing, some words are engraved...^000000";
+ next;
+ mes "^3355FF- Mountain Mjornir -^000000";
+ mes "^3355FF- mjolnir_02 . 170 193 -^000000";
+ next;
+ mes "[Esklah]";
+ mes "Look at the middle of compass carefully to find the place you must use the stamp. I wish you the best of luck in your journey.";
+ set dmdswrd_Q,30;
+ close;
+ }
+ mes "[Esklah]";
+ mes "Listen carefully!";
+ mes "I want you to bring...";
+ mes "^3355FF2 Brigan^000000 and";
+ mes "^3355FF1 Phracon^000000";
+ mes "Isn't that simple and easy?";
+ mes "Muhahaha! Now, get a move on!";
+ close;
+ case 30:
+ mes "^3355FFYou look into the compass of Muriniel and take note of the engraving...^000000";
+ next;
+ mes "^3355FF- Mountain Mjornir -^000000";
+ mes "^3355FF- mjolnir_02 . 170 193 -^000000";
+ close;
+ }
+ }
+ else {
+ mes "[Esklah]";
+ mes "I remember watching a harmless";
+ mes "piece of paper floating";
+ mes "through the air...";
+ next;
+ mes "[Esklah]";
+ mes "As I was thinking of how wonderfully poetic that image was, that paper suddenly attacked me! Me, one of Juno's greatest Sages!";
+ next;
+ mes "[Esklah]";
+ mes "I tried defending myself with my trusty sword, but being paper-thin, that monster managed to dodge all of my blows. I had to cast magic in order to destroy it.";
+ next;
+ mes "[Esklah]";
+ mes "Later, I learned that monster is known as ^3355FFThe Paper^000000.";
+ next;
+ mes "[Esklah]";
+ mes "It used to be a part of an old book that contained a lot of ancient knowledge about Juno, but somehow, became a monster. Isn't that peculiar?";
+ close;
+ }
+}
+
+mjolnir_02,170,193,4 script Muriniel's Cottage#juno 111,{
+ if (dmdswrd_Q == 30 || dmdswrd_Q == 31) {
+ switch(dmdswrd_Q) {
+ case 30:
+ mes "^3355FFMuriniel's pattern is carved into the wooden floor.^000000";
+ next;
+ mes "^3355FFUsing the ^9999FFStamp of Muriniel^3355FF and the ^9999FFStamping Ink of Muriniel^3355FF, you fit the stamp into the pattern on the floor.^000000";
+ next;
+ mes "^3355FF*Woon Woon*^000000";
+ next;
+ mes "^3355FFYou can faintly hear someone's voice softly in the distance.^000000";
+ next;
+ mes "[Muriniel's Recording]";
+ mes "You, who are in the future, let me introduce myself.";
+ next;
+ mes "[Muriniel's Recording]";
+ mes "My name is Muriniel, the stamp craftman living in your past. I appreciate that you have overcome many obstacles to reach this place.";
+ next;
+ mes "[Muriniel's Recording]";
+ mes "However, you must first prove that you are qualified to wield the great power of the doomed sword.";
+ next;
+ mes "[Muriniel's Recording]";
+ mes "The great Sages in Juno have helped me to install this magical system in my cottage to leave my message to you, adventurer in the future.";
+ next;
+ mes "[Muriniel's Recording]";
+ mes "I know that you seek more power by obtaining a doomed sword. But not just anyone can handle the might of a doomed sword.";
+ next;
+ mes "[Muriniel's Recording]";
+ mes "And I shudder to think what would happen if such power were to fall into evil hands. The test I have prepared cannot begin until Autumn follows a hot summer.";
+ next;
+ mes "[Muriniel's Recording]";
+ mes "I shall give you an item that promises you of the quest I will give you in the future. Return to this place when the trees begin to shed their leaves...";
+ next;
+ mes "[Muriniel's Recording]";
+ mes "Until that time comes, prepare yourself. And stay alive.";
+ next;
+ mes "^3355FF*Bzzzt!*";
+ mes "*Bzzzzzzt--*^000000";
+ next;
+ mes "^3355FFSuddenly, the Stamp of Muriniel and the Compass of Muriniel break open to reveal a small, shining object.^000000";
+ next;
+ mes "^3355FFYou have received the ^9999FFDignity of Muriniel^000000.";
+ set dmdswrd_Q,31;
+ close;
+ case 31:
+ mes "^3355FFYou can faintly hear someone's voice coming from somewhere...^000000";
+ next;
+ mes "[Muriniel's Recording]";
+ mes "Please remember to return to this place when the trees begin to shed their leaves. Until then, prepare yourself and stay alive.";
+ close;
+ }
+ }
+ else {
+ mes "'Muriniel's Cottage'";
+ next;
+ mes "^3355FFFor some reason, that message is written in this place. But what could be so significant about a cottage like this?^000000";
+ close;
+ }
+}
diff --git a/npc/pre-re/quests/quiz/quiz_qt.txt b/npc/pre-re/quests/quiz/quiz_qt.txt
new file mode 100644
index 000000000..262905f40
--- /dev/null
+++ b/npc/pre-re/quests/quiz/quiz_qt.txt
@@ -0,0 +1,2139 @@
+//===== rAthena Script =======================================
+//= Quiz (Revolution) Part 1
+//===== By: ==================================================
+//= CAHTXHuK
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= rAthena 1.0
+//===== Description: =========================================
+//=
+//===== Additional Comments: =================================
+//=
+//============================================================
+
+//=========================================================================================================================================
+prontera,152,286,4 script Receptionist::RecepQuiz 755,{
+
+if (countitem(1201) > 3) goto M_MaxItem;
+if (checkweight(1201,3) == 0 ) goto L_OverWeight;
+
+
+if(BaseLevel < 20){
+ mes "^2f4f4f[Tsuji]^000000";
+ mes "Hello";
+ mes "This is Tsuji who is in charge of";
+ mes "receiving application forms for";
+ mes "Quiz Revolution event.";
+ next;
+ mes "^2f4f4f[Tsuji]^000000";
+ mes "Zonda corporation has prepared";
+ mes "^0000ffQuiz Revolution^000000 event to";
+ mes "provide fun and excitement";
+ mes "to all of you.";
+ mes "Please read the following explanation and";
+ mes "participate in this event.";
+ next;
+ mes "^2f4f4f[Tsuji]^000000";
+ mes "This Quiz Revolution event is..";
+ mes "operated in a different way compared to the previous one.";
+ mes "The event will only be open for those who wish to participate in the game.";
+ mes "Also, the ^006400Quiz Tickets^000000 will be given to those who";
+ mes "pass simple tests to check if the player is worthy of";
+ mes "playing the game.";
+ next;
+ mes "^2f4f4f[Tsuji]^000000";
+ mes "The assessment will be made through";
+ mes "^006400four simple tests^000000";
+ mes "For the ones who pass all four tests";
+ mes "will receive the quiz ticket of the";
+ mes "Quiz Revolution event.";
+ next;
+ mes "^2f4f4f[Tsuji]^000000";
+ mes "Hmm?! Wait a sec.";
+ mes "If you wish to join Quiz Revolution event";
+ mes "you should have base level";
+ mes "20 or above.";
+ mes "Please go and return after raising the";
+ mes "level to the expected point.";
+ close;
+
+} else if (quiz_rvl > 2) {
+
+ mes "^2f4f4f[Tsuji]^000000";
+ mes "The event for all of you!";
+ mes "Quiz Revolution is about to start.";
+ mes "Please show us a lot of";
+ mes "participation.";
+ mes "And don't forget to bring the admission ticket~~";
+ close;
+
+} else if (quiz_rvl == 2) {
+
+ mes "^2f4f4f[Tsuji]^000000";
+ mes "You have already passed the first test.";
+ mes "Please visit 'Payon' and find";
+ mes "'Seeil'.";
+ mes "Seeil will give the second test.";
+ close;
+
+} else if (quiz_rvl == 1) {
+
+ mes "^2f4f4f[Tsuji]^000000";
+ mes "^0000ff" +strcharinfo(0)+ "^000000.";
+ mes "You have to take the retest";
+ mes "to pass the test.";
+ mes "Will you accept it?";
+ next;
+ menu "Yes",-,"No",sM1_No;
+
+
+ mes "^2f4f4f[Tsuji]^000000";
+ mes "Very well.";
+ mes "I hope you pass the test this time..";
+ mes "Here are the questions.";
+ set @test_soonsu, rand(2);
+ set @score_test, 0;
+ next;
+
+ if (@test_soonsu == 0){
+ mes "^2f4f4f[Tsuji]^000000";
+ mes "1st question.";
+ mes "Ragnarok is a MMORPG game.";
+ mes "Please choose O and X.";
+
+ next;
+ menu "O",-,"X",X1;
+
+ set @score_test, @score_test + 10;
+
+ X1:
+ mes "^2f4f4f[Tsuji]^000000";
+ mes "2nd question.";
+ mes "Ragnarok's monetary unit is 'Zeny'.";
+ next;
+ menu "O",-,"X",X2;
+
+ set @score_test, @score_test + 10;
+
+ X2:
+ mes "^2f4f4f[Tsuji]^000000";
+ mes "3rd question.";
+ mes "If an unknown person is attacking a monster";
+ mes "you have to attack the same monster together.";
+ next;
+ menu "O",X3,"X",-;
+
+ set @score_test, @score_test + 10;
+ X3:
+ mes "^2f4f4f[Tsuji]^000000";
+ mes "4th question.";
+ mes "'Payon' is the capital of 'Rune Midgarts'.";
+ next;
+ menu "O",X4,"X",-;
+
+ set @score_test, @score_test + 10;
+
+ X4:
+ mes "^2f4f4f[Tsuji]^000000";
+ mes "5th question.";
+ mes "There are ships in 'Alberta'.";
+ next;
+ menu "O",-,"X",X5;
+
+ set @score_test, @score_test + 10;
+
+ X5:
+ mes "^2f4f4f[Tsuji]^000000";
+ mes "6th question.";
+ mes "A job class that can use";
+ mes "'Grand Cross' is";
+ mes "'Lord Knight'.";
+ next;
+ menu "O",X6,"X",-;
+
+ set @score_test, @score_test + 10;
+
+ X6:
+ mes "^2f4f4f[Tsuji]^000000";
+ mes "7th question.";
+ mes "When 'Bard' screams, the oppenet can be 'sturn status'";
+ mes "in regular probability.";
+ next;
+ menu "O",X7,"X",-;
+
+ set @score_test, @score_test + 10;
+
+ X7:
+ mes "^2f4f4f[Tsuji]^000000";
+ mes "8th question.";
+ mes "'Baphomet'is a tool";
+ mes "for killing mosquitos.";
+ next;
+ menu "O",X8,"X",-;
+
+ set @score_test, @score_test + 10;
+
+ X8:
+ mes "^2f4f4f[Tsuji]^000000";
+ mes "9th question.";
+ mes "'Swordman' can class change to";
+ mes "'Ambernite'.";
+ next;
+ menu "O",X9,"X",-;
+
+ set @score_test, @score_test + 10;
+
+ X9:
+ mes "^2f4f4f[Tsuji]^000000";
+ mes "The last question.";
+ mes "A fine horse, which appears in North european Myth";
+ mes "'Sleipnir' has five legs.";
+ next;
+ menu "O",X0,"X",-;
+
+ set @score_test, @score_test + 10;
+
+ goto X0;
+
+
+ } else if (@test_soonsu == 1){
+
+ mes "^2f4f4f[Tsuji]^000000";
+ mes "1st question.";
+ mes "Ragnarok is a MMORPG game.";
+ mes "Please choose O and X.";
+ next;
+ menu "O",-, "X",X1_1;
+
+ set @score_test, @score_test + 10;
+
+ X1_1:
+ mes "^2f4f4f[Tsuji]^000000";
+ mes "2nd question.";
+ mes "'Valkyrie' who appears in North european Myth";
+ mes "is the godess of Love.";
+ next;
+ menu "O",X1_2,"X",-;
+ set @score_test, @score_test + 10;
+
+ X1_2:
+ mes "^2f4f4f[Tsuji]^000000";
+ mes "3rd question.";
+ mes "'Bethoven' composed the classic";
+ mes "'Moon Light sonata'.";
+ next;
+ menu "O",-, "X",X1_3;
+
+ set @score_test, @score_test + 10;
+
+ X1_3:
+ mes "^2f4f4f[Tsuji]^000000";
+ mes "4th question.";
+ mes "Orcs that exsits in the world of Ragnarok";
+ mes "are divided into 7 types.";
+ next;
+ menu "O",X1_4,"X",-;
+ set @score_test, @score_test + 10;
+
+ X1_4:
+ mes "^2f4f4f[Tsuji]^000000";
+ mes "5th question.";
+ mes "'Cobolt Card' can be installed";
+ mes "into";
+ mes "shield items.";
+ next;
+ menu "O",X1_5,"X",-;
+ set @score_test, @score_test + 10;
+
+ X1_5:
+ mes "^2f4f4f[Tsuji]^000000";
+ mes "6th question.";
+ mes "'Katar'is exclusive use of Assassins.";
+ next;
+ menu "O",-, "X",X1_6;
+
+ set @score_test, @score_test + 10;
+
+ X1_6:
+ mes "^2f4f4f[Tsuji]^000000";
+ mes "7th questino.";
+ mes "'Emperium' is a material for";
+ mes "refining.";
+ next;
+ menu "O",X1_7,"X",-;
+ set @score_test, @score_test + 10;
+
+ X1_7:
+ mes "^2f4f4f[Tsuji]^000000";
+ mes "8th question.";
+ mes "'Payon' is a village of bandits.";
+ next;
+ menu "O",X1_8,"X",-;
+ set @score_test, @score_test + 10;
+
+ X1_8:
+ mes "^2f4f4f[Tsuji]^000000";
+ mes "9th question.";
+ mes "'Prontera' is the only place where";
+ mes "to class change into 'Swordman'.";
+ next;
+ menu "O",X1_9,"X",-;
+ set @score_test, @score_test + 10;
+
+ X1_9:
+ mes "^2f4f4f[Tsuji]^000000";
+ mes "The last question.";
+ mes "A monster 'Merman' is a human type.";
+ next;
+ menu "O",-, "X",X0;
+
+ set @score_test, @score_test + 10;
+
+ goto X0;
+
+ } else if (@test_soonsu == 2){
+
+ mes "1st question.";
+ mes "Ragnarok is a MMORPG game.";
+ mes "Please choose O and X.";
+ next;
+ menu "O",-, "X",X2_1;
+
+ set @score_test, @score_test + 10;
+
+ X2_1:
+ mes "^2f4f4f[Tsuji]^000000";
+ mes "2nd question.";
+ mes "The cloesest village from Pyramid Dugeon is 'Morroc'.";
+ next;
+ menu "O",-, "X",X2_2;
+
+ set @score_test, @score_test + 10;
+
+ X2_2:
+ mes "^2f4f4f[Tsuji]^000000";
+ mes "3rd question.";
+ mes "A merchant association is located in 'Al De Baran'.";
+ next;
+ menu "O",X2_3,"X",-;
+ set @score_test, @score_test + 10;
+
+ X2_3:
+ mes "^2f4f4f[Tsuji]^000000";
+ mes "4th question.";
+ mes "Acolyte can";
+ mes "class change to";
+ mes "'Sage' and 'Priest'.";
+ next;
+ menu "O",X2_4,"X",-;
+ set @score_test, @score_test + 10;
+
+ X2_4:
+ mes "^2f4f4f[Tsuji]^000000";
+ mes "5th question.";
+ mes "When reached base level 10";
+ mes "can be class changed to 1st job10.";
+ next;
+ menu "O",X2_5,"X",-;
+ set @score_test, @score_test + 10;
+
+ X2_5:
+ mes "^2f4f4f[Tsuji]^000000";
+ mes "6th question.";
+ mes "'Bowling Bash' can not be activated";
+ mes "without equip";
+ mes "'Two handed sword'.";
+ next;
+ menu "O",X2_6,"X",-;
+ set @score_test, @score_test + 10;
+
+ X2_6:
+ mes "^2f4f4f[Tsuji]^000000";
+ mes "7th question.";
+ mes "When Priest uses 'Signum Crusis'";
+ mes "all monsters' defense will decrease";
+ mes "in regular probability.";
+ next;
+ menu "O",X2_7,"X",-;
+ set @score_test, @score_test + 10;
+
+ X2_7:
+ mes "^2f4f4f[Tsuji]^000000";
+ mes "8th question.";
+ mes "'Wizard' will use a Blue gemstone";
+ mes "when casts 'Fire Pillar'.";
+ next;
+ menu "O",-, "X",X2_8;
+
+ set @score_test, @score_test + 10;
+
+ X2_8:
+ mes "^2f4f4f[Tsuji]^000000";
+ mes "9th question.";
+ mes "A name of Assassin's exclusive weapon'";
+ mes "'Katar' that gives";
+ mes "additional 50% damage to human type";
+ mes "is 'Infiltrator'.";
+ next;
+ menu "O",X2_9,"X",-;
+ set @score_test, @score_test + 10;
+
+ X2_9:
+ mes "^2f4f4f[Tsuji]^000000";
+ mes "10th question.";
+ mes "'Fire' is the most effective";
+ mes "property against to 'water'.";
+ next;
+ menu "O",X0,"X",-;
+ set @score_test, @score_test + 10;
+
+
+ X0:
+ mes "^2f4f4f[Tsuji]^000000";
+ mes "Well done~";
+ mes "You have solved all the 10 questions.";
+ mes "Let me check";
+ mes "how many you got?";
+ mes "^ff0000If you don't get a perfect score, you have to re-test~^000000";
+ next;
+ mes "^2f4f4f[Tsuji]^000000";
+ mes "Wait a moment please.";
+ mes "Grading.";
+ mes ". . . . . . . . . . . . . . .";
+ mes ". . . . . . . . . . . . . . .";
+ mes ". . . . . . . . . . . . . . .";
+ next;
+ mes "^2f4f4f[Tsuji]^000000";
+ mes "Hum . . . . . . . . . . . . .";
+ mes ". . . . . . . . . . . . . . .";
+ mes ". . . . . . . . . . . . . . .";
+ next;
+ mes "^2f4f4f[Tsuji]^000000";
+ mes "OK, finished grading.";
+ mes "I will tell your score.";
+ next;
+ if (@score_test > 99) {
+ mes "^2f4f4f[Tsuji]^000000";
+ mes "Your score is ^2f4f4f" + @score_test + "^000000!";
+ mes "You have";
+ mes "qualified to participate in";
+ mes "Quiz Revolution.";
+ mes "You have cleared the 1st test!";
+ next;
+ mes "^2f4f4f[Tsuji]^000000";
+ mes "This is a reward";
+ mes "from us.";
+ mes "Please accept it.";
+ set quiz_rvl,2;
+ getitem 501,10; //Red_Potion
+ next;
+ mes "^2f4f4f[Tsuji]^000000";
+ mes "Now, the 2nd test is";
+ mes "ready.";
+ mes "Go to 'Payon' and meet";
+ mes "'Seeil'.";
+ mes "You can get the 2nd test";
+ mes "from him.";
+ next;
+ mes "^2f4f4f[Tsuji]^000000";
+ mes "You have no business with me";
+ mes "Have a good day.";
+ close;
+ }
+ } else {
+ set quiz_rvl,1;
+ mes "^2f4f4f[Tsuji]^000000";
+ mes "You score is ^2f4f4f" + @score_test + "^000000.";
+ mes "You did not get a perfect score.";
+ mes "I do not tell you";
+ mes "where you got wrong.";
+ mes "You have to take the test again.";
+ close;
+ }
+
+ sM1_No:
+ mes "^2f4f4f[Tsuji]^000000";
+ mes "Oh, really?";
+ mes "Well, it's up to you.";
+ mes "Too bad.";
+ mes "If you change your mind,";
+ mes "let me know.";
+ close;
+
+
+} else if (quiz_rvl == 0) && (BaseLevel > 19) {
+
+
+ mes "^2f4f4f[Tsuji]^000000";
+ mes "Hello";
+ mes "This is Tsuji who is in charge of";
+ mes "receiving application forms for";
+ mes "Quiz Revolution event.";
+ next;
+ mes "^2f4f4f[Tsuji]^000000";
+ mes "Zonda corporation has prepared";
+ mes "^0000ffQuiz Revolution^000000 event to";
+ mes "provide fun and excitement";
+ mes "to all of you.";
+ mes "Please read the following explanation and";
+ mes "participate in this event.";
+ next;
+ mes "^2f4f4f[Tsuji]^000000";
+ mes "This Quiz Revolution event is..";
+ mes "operated in a different way compared to the previous one.";
+ mes "The event will only be open for those who wish to participate in the game.";
+ mes "Also, the ^006400Quiz Tickets^000000 will be given to those who";
+ mes "pass simple tests to check if the player is worthy of";
+ mes "playing the game.";
+ next;
+ mes "^2f4f4f[Tsuji]^000000";
+ mes "The assessment will be made through";
+ mes "^006400four simple tests^000000";
+ mes "For the ones who pass all four tests";
+ mes "will receive the quiz ticket of the";
+ mes "Quiz Revolution event.";
+ next;
+ mes "^2f4f4f[Tsuji]^000000";
+ mes "There is a saying,";
+ mes "^dc143c'No pain no gain!'^000000";
+ mes "Hmm.. I don't think I know exactly what it means.";
+ mes "Anyway, I hope you pass all the tests";
+ mes "and receive the quiz ticket";
+ mes "required for the Quiz Revolution event.";
+ next;
+ mes "^2f4f4f[Tsuji]^000000";
+ mes "So~ Will you now take the";
+ mes "four test to attain the quiz ticket for";
+ mes "the Quiz Revolution event?";
+ next;
+ menu "Yes",-,"No",sM2_No;
+
+
+ mes "^2f4f4f[Tsuji]^000000";
+ mes "Good.";
+ mes "The first one is the ^191970'knowledge test'^000000.";
+ mes "I give out the questions and the player has to choose";
+ mes "an answer using O and X.";
+ next;
+ mes "^2f4f4f[Tsuji]^000000";
+ mes "For your information, the player must get ^dc143ceverything right^000000, ";
+ mes "to become eligible for the quiz event";
+ mes "so please take your time solving questions.";
+ next;
+ mes "^2f4f4f[Tsuji]^000000";
+ mes "I wish many players participate";
+ mes "Quiz Revolution event.";
+ mes "I will try to give out easy";
+ mes "questions. Muhaha!";
+ next;
+ mes "^2f4f4f[Tsuji]^000000";
+ mes "Then let us start.";
+ mes "Read the question carefully and choose";
+ mes "the right answer.";
+ set @test_soonsu, rand(2);
+ set @score_test, 0;
+ next;
+
+
+ if (@test_soonsu == 0) {
+ mes "^2f4f4f[Tsuji]^000000";
+ mes "1st question.";
+ mes "Ragnarok is a MMORPG game.";
+ mes "Please choose O and X.";
+ next;
+ menu "O",-, "X",X3_1;
+
+ set @score_test, @score_test + 10;
+
+ X3_1:
+ mes "^2f4f4f[Tsuji]^000000";
+ mes "2nd question.";
+ mes "Ragnarok's monetary unit is 'Zeny'.";
+ next;
+ menu "O",-, "X",X3_2;
+
+ set @score_test, @score_test + 10;
+
+ X3_2:
+ mes "^2f4f4f[Tsuji]^000000";
+ mes "3rd question.";
+ mes "If an unknown person is attacking a monster";
+ mes "you have to attack the same monster together.";
+ next;
+ menu "O",X3_3, "X",-;
+
+ set @score_test, @score_test + 10;
+
+ X3_3:
+ mes "^2f4f4f[Tsuji]^000000";
+ mes "4th question.";
+ mes "'Payon' is the capital of 'Rune Midgarts'.";
+ next;
+ menu "O",-, "X",X3_4;
+
+ set @score_test, @score_test + 10;
+
+ X3_4:
+ mes "^2f4f4f[Tsuji]^000000";
+ mes "5th question.";
+ mes "There are ships in 'Alberta'.";
+ next;
+ menu "O",-, "X",X3_5;
+
+ set @score_test, @score_test + 10;
+
+ X3_5:
+ mes "^2f4f4f[Tsuji]^000000";
+ mes "6th question.";
+ mes "A job class that can use";
+ mes "'Grand Cross' is";
+ mes "'Lord Knight'.";
+ next;
+ menu "O",X3_6, "X",-;
+
+ set @score_test, @score_test + 10;
+
+ X3_6:
+ mes "^2f4f4f[Tsuji]^000000";
+ mes "7th question.";
+ mes "When 'Bard' screams, the oppenet can be 'sturn status'";
+ mes "in regular probability.";
+ next;
+ menu "O",X3_7, "X",-;
+
+ set @score_test, @score_test + 10;
+
+ X3_7:
+ mes "^2f4f4f[Tsuji]^000000";
+ mes "8th question.";
+ mes "'Baphomet'is a tool";
+ mes "for killing mosquitos.";
+ next;
+ menu "O",X3_8, "X",-;
+
+ set @score_test, @score_test + 10;
+
+ X3_8:
+ mes "^2f4f4f[Tsuji]^000000";
+ mes "9th question.";
+ mes "'Swordman' can class change to";
+ mes "'Ambernite'.";
+ next;
+ menu "O",X3_9, "X",-;
+
+ set @score_test, @score_test + 10;
+
+ X3_9:
+ mes "^2f4f4f[Tsuji]^000000";
+ mes "The last question.";
+ mes "A fine horse, which appears in North european Myth";
+ mes "'Sleipnir' has five legs.";
+ next;
+ menu "O",Y0, "X",-;
+
+ set @score_test, @score_test + 10;
+
+ goto Y0;
+
+
+ } else if (@test_soonsu == 1) {
+
+ mes "^2f4f4f[Tsuji]^000000";
+ mes "1st question.";
+ mes "Ragnarok is a MMORPG game.";
+ mes "Please choose O and X.";
+ next;
+ menu "O",-, "X",X4_1;
+
+ set @score_test, @score_test + 10;
+
+ X4_1:
+ mes "^2f4f4f[Tsuji]^000000";
+ mes "2nd question.";
+ mes "'Valkyrie' who appears in North european Myth";
+ mes "is the godess of Love.";
+ next;
+ menu "O",X4_2, "X",-;
+
+ set @score_test, @score_test + 10;
+
+ X4_2:
+ mes "^2f4f4f[Tsuji]^000000";
+ mes "3rd question.";
+ mes "'Bethoven' composed the classic";
+ mes "'Moon Light sonata'.";
+ next;
+ menu "O",-, "X",X4_3;
+
+ set @score_test, @score_test + 10;
+
+ X4_3:
+ mes "^2f4f4f[Tsuji]^000000";
+ mes "4th question.";
+ mes "Orcs that exsits in the world of Ragnarok";
+ mes "are divided into 7 types.";
+ next;
+ menu "O",X4_4, "X",-;
+
+ set @score_test, @score_test + 10;
+
+ X4_4:
+ mes "^2f4f4f[Tsuji]^000000";
+ mes "5th question.";
+ mes "'Cobolt Card' can be installed";
+ mes "into";
+ mes "shield items.";
+ next;
+ menu "O",X4_5, "X",-;
+
+ set @score_test, @score_test + 10;
+
+ X4_5:
+ mes "^2f4f4f[Tsuji]^000000";
+ mes "6th question.";
+ mes "'Katar'is exclusive use of Assassins.";
+ next;
+ menu "O",-, "X",X4_6;
+
+ set @score_test, @score_test + 10;
+
+ X4_6:
+ mes "^2f4f4f[Tsuji]^000000";
+ mes "7th questino.";
+ mes "'Emperium' is a material for";
+ mes "refining.";
+ next;
+ menu "O",X4_7, "X",-;
+
+ set @score_test, @score_test + 10;
+
+ X4_7:
+ mes "^2f4f4f[Tsuji]^000000";
+ mes "8th question.";
+ mes "'Payon' is a village of bandits.";
+ next;
+ menu "O",X4_8, "X",-;
+
+ set @score_test, @score_test + 10;
+
+ X4_8:
+ mes "^2f4f4f[Tsuji]^000000";
+ mes "9th question.";
+ mes "'Prontera' is the only place where";
+ mes "to class change into 'Swordman'.";
+ next;
+ menu "O",X4_9, "X",-;
+
+ set @score_test, @score_test + 10;
+
+ X4_9:
+ mes "^2f4f4f[Tsuji]^000000";
+ mes "The last question.";
+ mes "A monster 'Merman' is a human type.";
+ next;
+ menu "O",-, "X",Y0;
+
+ set @score_test, @score_test + 10;
+
+ goto Y0;
+
+ } else if (@test_soonsu == 2) {
+
+
+ mes "1st question.";
+ mes "Ragnarok is a MMORPG game.";
+ mes "Please choose O and X.";
+ next;
+ menu "O",-, "X",X5_1;
+
+ set @score_test, @score_test + 10;
+
+ X5_1:
+ mes "^2f4f4f[Tsuji]^000000";
+ mes "2nd question.";
+ mes "The cloesest village from Pyramid Dugeon is 'Morroc'.";
+ next;
+ menu "O",-, "X",X5_2;
+
+ set @score_test, @score_test + 10;
+
+ X5_2:
+ mes "^2f4f4f[Tsuji]^000000";
+ mes "3rd question.";
+ mes "A merchant association is located in 'Al De Baran'.";
+ next;
+ menu "O",X5_3, "X",-;
+
+ set @score_test, @score_test + 10;
+
+ X5_3:
+ mes "^2f4f4f[Tsuji]^000000";
+ mes "4th question.";
+ mes "Acolyte can";
+ mes "class change to";
+ mes "'Sage' and 'Priest'.";
+ next;
+ menu "O",X5_4, "X",-;
+
+ set @score_test, @score_test + 10;
+
+ X5_4:
+ mes "^2f4f4f[Tsuji]^000000";
+ mes "5th question.";
+ mes "When reached base level 10";
+ mes "can be class changed to 1st job10.";
+ next;
+ menu "O",X5_5, "X",-;
+
+ set @score_test, @score_test + 10;
+
+ X5_5:
+ mes "^2f4f4f[Tsuji]^000000";
+ mes "6th question.";
+ mes "'Bowling Bash' can not be activated";
+ mes "without equip";
+ mes "'Two handed sword'.";
+ next;
+ menu "O",X5_6, "X",-;
+
+ set @score_test, @score_test + 10;
+
+ X5_6:
+ mes "^2f4f4f[Tsuji]^000000";
+ mes "7th question.";
+ mes "When Priest uses 'Signum Crusis'";
+ mes "all monsters' defense will decrease";
+ mes "in regular probability.";
+ next;
+ menu "O",X5_7, "X",-;
+
+ set @score_test, @score_test + 10;
+
+ X5_7:
+ mes "^2f4f4f[Tsuji]^000000";
+ mes "8th question.";
+ mes "'Wizard' will use a Blue gemstone";
+ mes "when casts 'Fire Pillar'.";
+ next;
+ menu "O",-, "X",X5_8;
+
+ set @score_test, @score_test + 10;
+
+ X5_8:
+ mes "^2f4f4f[Tsuji]^000000";
+ mes "9th question.";
+ mes "A name of Assassin's exclusive weapon'";
+ mes "'Katar' that gives";
+ mes "additional 50% damage to human type";
+ mes "is 'Infiltrator'.";
+ next;
+ menu "O",X5_9, "X",-;
+
+ set @score_test, @score_test + 10;
+
+ X5_9:
+ mes "^2f4f4f[Tsuji]^000000";
+ mes "10th question.";
+ mes "'Fire' is the most effective";
+ mes "property against to 'water'.";
+ next;
+ menu "O",Y0, "X",-;
+
+ set @score_test, @score_test + 10;
+
+
+
+ Y0:
+ mes "^2f4f4f[Tsuji]^000000";
+ mes "Well done~";
+ mes "You have solved all the 10 questions.";
+ mes "Let me check";
+ mes "how many you got?";
+ mes "^ff0000If you don't get a perfect score, you have to re-test~^000000";
+ next;
+ mes "^2f4f4f[Tsuji]^000000";
+ mes "Wait a moment please.";
+ mes "Grading.";
+ mes ". . . . . . . . . . . . . . .";
+ mes ". . . . . . . . . . . . . . .";
+ mes ". . . . . . . . . . . . . . .";
+ next;
+ mes "^2f4f4f[Tsuji]^000000";
+ mes "Hum . . . . . . . . . . . . .";
+ mes ". . . . . . . . . . . . . . .";
+ mes ". . . . . . . . . . . . . . .";
+ next;
+ mes "^2f4f4f[Tsuji]^000000";
+ mes "OK, finished grading.";
+ mes "I will tell your score.";
+ next;
+ if (@score_test > 99) {
+ mes "^2f4f4f[Tsuji]^000000";
+ mes "Your score is ^2f4f4f" + @score_test + "^000000!";
+ mes "You have";
+ mes "qualified to participate in";
+ mes "Quiz Revolution.";
+ mes "You have cleared the 1st test!";
+ next;
+ mes "^2f4f4f[Tsuji]^000000";
+ mes "This is a reward";
+ mes "from us.";
+ mes "Please accept it.";
+ set quiz_rvl,2;
+ getitem 501,10; //Red_Potion
+ next;
+ mes "^2f4f4f[Tsuji]^000000";
+ mes "Now, the 2nd test is";
+ mes "ready.";
+ mes "Go to 'Payon' and meet";
+ mes "'Seeil'.";
+ mes "You can get the 2nd test";
+ mes "from him.";
+ next;
+ mes "^2f4f4f[Tsuji]^000000";
+ mes "You have no business with me";
+ mes "Have a good day.";
+ close;
+ } else {
+ set quiz_rvl,1;
+ mes "^2f4f4f[Tsuji]^000000";
+ mes "You score is ^2f4f4f" + @score_test + "^000000.";
+ mes "You did not get a perfect score.";
+ mes "I do not tell you";
+ mes "where you got wrong.";
+ mes "You have to take the test again.";
+ close;
+ }
+
+
+ sM2_No:
+ mes "^2f4f4f[Tsuji]^000000";
+ mes "Oh, really?";
+ mes "Well, it's up to you.";
+ mes "Too bad.";
+ mes "If you change your mind,";
+ mes "let me know.";
+ close;
+ }
+}
+M_MaxItem:
+ mes "^2f4f4f[Tsuji]^000000";
+ mes "- Wait a minute !! -";
+ mes "- You currently have too many items that -";
+ mes "- you can't receive an item. -";
+ mes "- Please loose some weight -";
+ mes "- and try again. -";
+ close;
+
+L_OverWeight:
+ mes "^2f4f4f[Tsuji]^000000";
+ mes "- Wait a minute !! -";
+ mes "- You currently have too many items that -";
+ mes "- you can't receive an item. -";
+ mes "- Please loose some weight -";
+ mes "- and try again. -";
+ close;
+}
+
+//======================================payon=================================
+payon,85,133,4 duplicate(RecepQuiz) Receptionist#2 755
+//======================================geffen================================
+geffen,111,104,4 duplicate(RecepQuiz) Receptionist#3 755
+//====================================morocc==================================
+morocc,148,272,5 duplicate(RecepQuiz) Receptionist#4 755
+//=============================Alberta========================================
+alberta,29,241,4 duplicate(RecepQuiz) Receptionist#5 755
+//============================================================================
+
+//===================Quiz Revolution 2nd quest collecting job items==================
+payon,111,117,3 script Seeil 89,{
+if (countitem(1201) > 3) goto M_MaxItem;
+if (checkweight(1201,3) == 0 ) goto L_OverWeight;
+
+ if (quiz_rvl > 13) {
+ mes "[Seeil]";
+ mes "How was the last test? I hope you do this";
+ mes "one well.";
+ close;
+ } else if (quiz_rvl == 13) {
+ mes "[Seeil]";
+ mes "Since you have cleared the conditions to receive the";
+ mes "last test, please go and visit Radeng in Prontera.";
+ mes "During that time, I will transfer";
+ mes "will transfer all";
+ mes "your data.";
+ next;
+ mes "[Seeil]";
+ mes "So this is the last one. Show me some spirit!";
+ mes "This is a present to encourage you! Take it!";
+ set quiz_rvl,14;
+ getitem 503,10; //Yellow_Potion
+ close;
+
+ } else if (quiz_rvl > 6) && (quiz_rvl < 13) {
+ mes "[Seeil]";
+ mes "Eh? You didn't finish the marathon test and";
+ mes "came out in the middle of the test.";
+ mes "Oh my.. I don't know how you came out, but";
+ mes "this can't be like this. I will send you";
+ mes "once again!";
+ close2;
+ set quiz_rvl,6;
+ warp "quiz_test",385,388;
+ end;
+
+ } else if (quiz_rvl == 6) {
+ mes "[Seeil]";
+ mes "Ho.. You are fast. Well...";
+ mes "All the preparations have been made so I can send";
+ mes "you to the next stage. This will test your patience";
+ mes "and endurance. It will not be require to use your brain";
+ mes "this time. All you have to do is.. just run.";
+ next;
+ mes "[Seeil]";
+ mes "You can't come back from there until";
+ mes "you finish. Are you ready?";
+ mes "Will you take the third test";
+ mes "now?";
+ next;
+ menu "Take the test",-,"Refuse to take the test",M2_S;
+
+ mes "[Seeil]";
+ mes "Okay! I hope you do well and";
+ mes "pass the test.";
+ mes "Go for it!";
+ close2;
+ warp "quiz_test",385,388;
+ end;
+
+ M2_S:
+ mes "[Seeil]";
+ mes "Oh my gosh, you are not ready";
+ mes "yet. I don't have any intention to";
+ mes "force you so whenever you are ready";
+ mes "please come back to me. Ha ha ha.";
+ close;
+
+
+ } else if (quiz_rvl == 3) {
+ if (countitem(902) > 39) && (countitem(908) > 39) && (countitem(909) > 39) {
+ mes "[Seeil]";
+ mes "Wow. You have collected the requested items.";
+ mes "So I will keep my promise. Before that";
+ mes "this is a present for you.. Please";
+ mes "take it.";
+ delitem 902,40;
+ delitem 908,40;
+ delitem 909,40;
+ set quiz_rvl,6;
+ getitem 502,10; //Orange_Potion
+ next;
+ mes "[Seeil]";
+ mes "Then come back after a while and talk to me.";
+ mes "I need to prepare somethings for the third test";
+ mes "so... please go and do something";
+ mes "to kill some time.";
+ close;
+ }
+
+ mes "[Seeil]";
+ mes "You are under a test which you are required to bring";
+ mes "^FF0000Tree Root^000000, ^FF0000Spawn^000000,";
+ mes "^FF0000Jellopy^000000, 40ea each.";
+ mes "Go for it!";
+ close;
+
+ } else if (quiz_rvl == 4) {
+ if (countitem(905) > 39) && (countitem(920) > 39) && (countitem(909) > 39) {
+ mes "[Seeil]";
+ mes "Ho. You have collected the required items.";
+ mes "I will keep my promise too. Before that";
+ mes "this is a present for you. Please";
+ mes "take it.";
+ delitem 905,40;
+ delitem 920,40;
+ delitem 909,40;
+ set quiz_rvl,6;
+ getitem 502,10; //Orange_Potion
+ next;
+ mes "[Seeil]";
+ mes "Then come back to me after a while.";
+ mes "I have somethings to prepare so";
+ mes "please go and do somethings to kill";
+ mes "time.";
+ close;
+ }
+
+ mes "[Seeil]";
+ mes "You are under a test which you are required to bring";
+ mes "^FF0000Stem^000000, ^FF0000Claw of Wolves^000000, ^FF0000Jellopy^000000";
+ mes "40 ea each.";
+ mes "Go for it.";
+ close;
+
+ } else if (quiz_rvl == 5) {
+ if (countitem(940) > 39) && (countitem(916) > 39) && (countitem(909) > 39) {
+
+ mes "[Seeil]";
+ mes "Ho. You have collected the required items.";
+ mes "I will keep my promise too. Before that";
+ mes "this is a present for you. Please";
+ mes "take it.";
+ delitem 940,40;
+ delitem 916,40;
+ delitem 909,40;
+ set quiz_rvl,6;
+ getitem 502,10; //Orange_Potion
+ next;
+ mes "[Seeil]";
+ mes "Then come back to me after a while.";
+ mes "I have somethings to prepare so";
+ mes "please go and do somethings to kill";
+ mes "time.";
+ close;
+ }
+
+ mes "[Seeil]";
+ mes "You are under a test which you are required to bring";
+ mes "^FF0000Grasshopper's Leg^000000, FF0000Feather of Birds^000000, ^FF0000Jellopy^000000";
+ mes "40ea each.";
+ mes "Go for it!";
+ close;
+
+
+ } else if (quiz_rvl == 2) {
+
+ mes "[Seeil]";
+ mes "Hmm? You are the one Tsuji sent?";
+ mes "Your name is... " +strcharinfo(0)+ " Right? Okay...";
+ mes "Confirmed. You look about the same as Tsuji";
+ mes "described to me. Well, shall we start the";
+ mes "test?";
+ next;
+ mes "[Seeil]";
+ mes "It isn't that tough. All you have";
+ mes "to do is bring specified items";
+ mes "Life isn't that hard~";
+ set @japtem,rand(2);
+ next;
+
+ if (@japtem == 0) {
+ set quiz_rvl,3;
+ mes "[Seeil]";
+ mes "Bring ^FF0000Tree Root ^000000 40ea, ^FF0000Spawn";
+ mes "^000000 40ea, and ^FF0000Jellopy^000000 40ea";
+ mes "I told ya. It's is not so hard, is it?";
+ mes "I would like to specify some items hard to find";
+ mes "but seniors told me not ";
+ mes "to do so~ Hehe.";
+ next;
+ mes "[Seeil]";
+ mes "Well, bring it as soon as you can. This is";
+ mes "an easy test, but there is a time limit.";
+ mes "Sooner the better, that is what";
+ mes "I mean~";
+ close;
+ }
+
+ else if (@japtem == 1) {
+ set quiz_rvl,4;
+ mes "[Seeil]";
+ mes "Bring ^FF0000Stem^000000 40ea, ^FF0000Wolf Claw^000000 40ea,";
+ mes "and ^FF0000Jellopy^000000 40ea.";
+ mes "I told ya. It's is not so hard, is it?";
+ mes "I would like to specify some items hard to find";
+ mes "but seniors told me not ";
+ mes "to do so~ Hehe.";
+ next;
+ mes "[Seeil]";
+ mes "Well, bring it as soon as you can. This is";
+ mes "an easy test, but there is a time limit.";
+ mes "Sooner the better, that is what";
+ mes "I mean~";
+ close;
+ }
+
+ else if (@japtem == 2) {
+ set quiz_rvl,5;
+ mes "[Seeil]";
+ mes "^FF0000Grasshopper's Leg^000000 40ea, ^FF0000Feather of Birds^000000 40ea,";
+ mes "and ^FF0000Jellopy^000000 40ea.";
+ mes "I told ya. It's is not so hard, is it?";
+ mes "I would like to specify some items hard to find";
+ mes "but seniors told me not ";
+ mes "to do so~ Hehe.";
+ next;
+ mes "[Seeil]";
+ mes "Well, bring it as soon as you can. This is";
+ mes "an easy test, but there is a time limit.";
+ mes "Sooner the better, that is what";
+ mes "I mean~";
+ close;
+ }
+ } else {
+
+ mes "[Seeil]";
+ mes "Call me Seeil=Lanchest";
+ mes "I am here to test the ones who";
+ mes "wishes to join in the quiz event.";
+ next;
+ mes "[Seeil]";
+ mes "I am in charge of second and third test";
+ mes "so in order to get a test from me, you have to";
+ mes "pass the first test which is given";
+ mes "by Tsuji.";
+ close;
+}
+M_MaxItem:
+ mes "^800000[Seeil]^000000";
+ mes "- Wait a minute !! -";
+ mes "- You currently have too many items that -";
+ mes "- you can't receive an item. -";
+ mes "- Please loose some weight -";
+ mes "- and try again. -";
+ close;
+
+L_OverWeight:
+ mes "^800000[Seeil]^000000";
+ mes "- Wait a minute !! -";
+ mes "- You currently have too many items that -";
+ mes "- you can't receive an item. -";
+ mes "- Please loose some weight -";
+ mes "- and try again. -";
+ close;
+}
+
+//=========================================================================================================================================================
+prontera,116,266,5 script Receptionist 109,{
+
+if (countitem(1201) > 3) goto M_MaxItem;
+if (checkweight(1201,3) == 0 ) goto L_OverWeight;
+
+
+if(quiz_rvl == 18) {
+
+ mes "^800000[Radeng]^000000";
+ mes "^6b8e23" + strcharinfo(0)+ "^000000?";
+ mes "'Go look for ^b8860b'Kantryl'^000000 ";
+ mes "at Izlude.";
+ close;
+
+
+
+} else if(quiz_rvl == 17) {
+
+ if (countitem(955) > 19) && (countitem(913) > 19) && (countitem(729) > 0) {
+
+ mes "^800000[Radeng]^000000";
+ mes "Oh~";
+ mes "You are here!";
+ mes "Let me check whether";
+ mes "you brought the right thing.";
+ next;
+ mes "^800000[Radeng]^000000";
+ mes "Yes,that's right.";
+ mes "You brought the right thing.";
+ mes "Please, wait a second and..";
+ mes "I have to";
+ mes "put you on the list.";
+ next;
+ mes "^800000[Radeng]^000000";
+ mes "You are..^6b8e23" + strcharinfo(0)+ "^000000 ..right?";
+ mes "Hm...";
+ mes "Well done.";
+ mes "And this is compensation for the";
+ mes "ones who have passed the test.";
+ next;
+ mes "^800000[Radeng]^000000";
+ mes "All you have to do is";
+ mes "meeting ^b8860b'Kantryl'^000000";
+ mes "at Izlude.";
+ delitem 955,20;
+ delitem 913,20;
+ delitem 729,1;
+ set quiz_rvl,18;
+ getitem 504,10; //White_Potion
+ next;
+ mes "^800000[Radeng]^000000";
+ mes "Goodbye~~.";
+ close;
+ }
+ mes "^800000[Radeng]^000000";
+ mes "Oh~~";
+ mes "You are here!";
+ mes "Let me check whether";
+ mes "You brought the right thing.";
+ next;
+ mes "^800000[Radeng]^000000";
+ mes "oh my....";
+ next;
+ mes "^800000[Radeng]^000000";
+ mes "Seems like you didn't prepare";
+ mes "what I asked you for.";
+ mes "I'll tell you what items you have to bring.";
+ mes "I'm not going to tell you again.";
+ mes "So please remember.";
+ next;
+ mes "^800000[Radeng]^000000";
+ mes "The items are";
+ mes "^19197020 Warm peeling^000000";
+ mes "^19197020Tooth of Bat^000000";
+ mes "^1919701 Zircon^000000";
+ close;
+
+
+
+
+
+
+} if(quiz_rvl == 16) {
+ if (countitem(1055) > 29) && (countitem(940) > 29) && (countitem(948) > 29) && (countitem(730) > 0) {
+ mes "^800000[Radeng]^000000";
+ mes "Oh~~~";
+ mes "You are here!";
+ mes "Let me check whether ";
+ mes "you brought the right thing.";
+ next;
+ mes "^800000[Radeng]^000000";
+ mes "Yes,that's right.";
+ mes "You brought the right thing.";
+ mes "Please, wait a second and..";
+ mes "I have to";
+ mes "put you on the list.";
+ next;
+ set quiz_rvl,18;
+ getitem 504,10; //White_Potion
+ delitem 1055,30;
+ delitem 940,30;
+ delitem 948,30;
+ delitem 730,1;
+ mes "^800000[Radeng]^000000";
+ mes "You are..^6b8e23" + strcharinfo(0)+ "^000000..right?";
+ mes "Hm...";
+ mes "Well done.";
+ mes "And this is compensation for the";
+ mes "ones who have passed the test.";
+ next;
+ mes "^800000[Radeng]^000000";
+ mes "All you have to do is";
+ mes "meeting ^b8860b'Kantryl'^000000";
+ mes "at Izlude.";
+ next;
+ mes "^800000[Radeng]^000000";
+ mes "Goodbye";
+ close;
+ }
+ mes "^800000[Radeng]^000000";
+ mes "Oh~~~";
+ mes "You are here!";
+ mes "Let me check whether";
+ mes "you brought the right thing.";
+ next;
+ mes "^800000[Radeng]^000000";
+ mes "Oh my....";
+ next;
+ mes "^800000[Radeng]^000000";
+ mes "Seems like you didn't prepare";
+ mes "what I asked you for..";
+ mes "I'll tell you what items you have to bring..";
+ mes "I'm not going to tell you again.";
+ mes "So please remember..";
+ next;
+ mes "^800000[Radeng]^000000";
+ mes "^191970Earthwarm Peeling^000000 30";
+ mes "^191970Grasshopper's Leg^000000 30";
+ mes "^191970Bear's Footskin^000000 30";
+ mes "^1919701carat Diamond^000000 1.";
+ mes "Try hard.";
+ close;
+
+
+
+
+
+} else if(quiz_rvl == 15) {
+ mes "^800000[Radeng]^000000";
+ mes "You are....";
+ mes "the one who left before I tell you the score";
+ mes "Aren't you?";
+ mes "Can't tell you failed. So...";
+ next;
+ mes "If ^800000[Radeng]^000000";
+ mes "^191970Earthwarm Peeling^000000 30";
+ mes "^191970Grasshopper's Leg^000000 30";
+ mes "^191970Bear's Footskin^000000 30";
+ mes "^1919701carat Diamond^000000 1";
+ mes "is prepared,";
+ mes "You are pass.";
+ set quiz_rvl,16;
+ close;
+
+} else if(quiz_rvl == 14) {
+ mes "^800000[Radeng]^000000";
+ mes "Hello";
+ mes "I'm 'Radeng'.";
+ mes "I'm in charge of 4th test.";
+ mes "You seem to have finished";
+ mes "3rd test!";
+ next;
+ mes "^800000[Radeng]^000000";
+ mes "Then,let's start 4th test.";
+ mes "the last barrier of quiz revolution.";
+ mes "First of all,";
+ mes "I will briefly go over about the test.";
+ next;
+ mes "^800000[Radeng]^000000";
+ mes "you have to do quiz and collect items";
+ mes " ";
+ mes "You have to answer 10 mulptiple choice questions";
+ mes "and the amount of required items changes ";
+ mes "depending on score you acheive.";
+ mes " ";
+ next;
+ mes "^800000[Radeng]^000000";
+ mes "First,";
+ mes "If you clear all 10 questions";
+ mes "you are pass with";
+ mes "pretest of collecting items.";
+ next;
+ mes "^800000[Radeng]^000000";
+ mes "Second,";
+ mes "If you score between 50~90";
+ mes "required items are";
+ mes "not so much.";
+ next;
+ mes "^800000[Radeng]^000000";
+ mes "Third,";
+ mes "If you score between 0~40";
+ mes "required items will be";
+ mes "vast.";
+ next;
+ mes "^800000[Radeng]^000000";
+ mes "Well, this is all about";
+ mes "4th test.";
+ mes "Then, let's start!";
+ next;
+ menu "Yes",-,"No",M_No;
+
+ mes "^800000[Radeng]^000000";
+ mes "Well,now";
+ mes "10 questions will be presented.";
+ mes "Look carefully through ";
+ mes "questions and";
+ mes "choose the right answer.";
+ next;
+ mes "^800000[Radeng]^000000";
+ mes "1st question.";
+ mes "How many jobs";
+ mes "are in the game?";
+ set @score_test2, 0;
+ next;
+ menu "22",sM1_1,"28",sM1_1,"32",sM1_1,"34",-;
+
+ set @score_test2, @score_test2 + 10;
+
+ sM1_1:
+
+ mes "^800000[Radeng]^000000";
+ mes "2nd question.";
+ mes "The name of santa NPC";
+ mes "which links christmas town";
+ mes "'Lutie' and 'Aldebaran'?";
+ next;
+ menu "Warp Santa",sM1_2, "Link Santa",-, "Lutie Santa",sM1_2, "Hulk Santa",sM1_2;
+
+ set @score_test2, @score_test2 + 10;
+
+ sM1_2:
+ mes "^800000[Radeng]^000000";
+ mes "3rd question.";
+ mes "What job level at least you have to be";
+ mes "to learn novice skill";
+ mes "'Pretend dead'?";
+ next;
+ menu "Job level4",sM1_3,"Job level5",sM1_3,"Job level6",sM1_3,"Job level7",-;
+
+ set @score_test2, @score_test2 + 10;
+
+ sM1_3:
+ mes "^800000[Radeng]^000000";
+ mes "4th question.";
+ mes "Require items";
+ mes "to raise Poring?";
+ next;
+ menu "Unripe Apple",-,"Rippen Apple",sM1_4, "Delicious looking Apple",sM1_4, "Apple",sM1_4;
+
+ set @score_test2, @score_test2 + 10;
+
+ sM1_4:
+ mes "^800000[Radeng]^000000";
+ mes "5th question";
+ mes "What doll can you buy";
+ mes "from NPC?";
+ next;
+ menu "Doll",-,"Baphomet Doll",sM1_5,"Yoyo Doll",sM1_5,"Rocker Doll",sM1_5;
+
+ set @score_test2, @score_test2 + 10;
+
+ sM1_5:
+ mes "^800000[Radeng]^000000";
+ mes "6th question.";
+ mes "Name of monster which drop";
+ mes "'Big Ribbon'?";
+ next;
+ menu "Eclipse",sM1_6,"Dragon Fly",sM1_6,"Vocal",sM1_6,"Toad",-;
+
+ set @score_test2, @score_test2 + 10;
+
+ sM1_6:
+ mes "^800000[Radeng]^000000";
+ mes "Choose the monster that has smiliar size and form of";
+ mes "Pring.";
+ next;
+ menu "Pupa",sM1_7,"Fabre",sM1_7,"Wander Man",-,"Golem",sM1_7;
+
+ set @score_test2, @score_test2 + 10;
+
+ sM1_7:
+ mes "^800000[Radeng]^000000";
+ mes "8th question.";
+ mes "When can Green Herb work";
+ mes "it's efficacy?";
+ next;
+ menu "Silence",sM1_8,"Sleep",sM1_8,"Poison",-,"Chaos",sM1_8;
+
+ set @score_test2, @score_test2 + 10;
+
+ sM1_8:
+ mes "^800000[Radeng]^000000";
+ mes "9th question.";
+ mes "Which weapon gives biggest damages";
+ mes "to small sized monsters?";
+ next;
+ menu "Dagger",-,"Two hand Sword",sM1_9,"Katar",sM1_9,"One hand Sword",sM1_9;
+
+ set @score_test2, @score_test2 + 10;
+
+ sM1_9:
+ mes "^800000[Radeng]^000000";
+ mes "Last question!!";
+ mes "What is not neccesary when learnig";
+ mes "First-aid treatment?";
+ next;
+ menu "Clover",sM1_0,"Red Herb",sM1_0,"Novice Nametag",-,"Sterilized Bandages",sM1_0;
+
+ set @score_test2, @score_test2 + 10;
+
+ sM1_0:
+ mes "^800000[Radeng]^000000";
+ mes "You finished answering all questions.";
+ mes "Wonder what your score is.";
+ mes "10points for 1 question.";
+ mes "Please wait a second.";
+ next;
+ mes "^800000[Radeng]^000000";
+ mes "Please, wait a second and..";
+ mes "Grading.";
+ mes ". . . . . . . . . . . . . . .";
+ mes ". . . . . . . . . . . . . . .";
+ next;
+ mes "^800000[Radeng]^000000";
+ mes "OK.";
+ mes "Your score is" + strcharinfo(0)+ "";
+ mes "" + @score_test2 + "!" ;
+ set quiz_rvl,15;
+ next;
+ if (@score_test2 > 40) && (@score_test2 < 90)goto L_Passed;
+ if (@score_test2 >= 90)goto L_Perfect;
+ mes "^800000[Radeng]^000000";
+ mes "Your score is too low.";
+ mes "Like as I told you before,";
+ mes "you have to bring a lot of";
+ mes "items to pass the test.";
+ mes " ";
+ next;
+ mes "^800000[Radeng]^000000";
+ mes "Required items are";
+ mes "^191970Earthworm Peeling^000000 30";
+ mes "^191970Grasshopper's Leg^000000 30";
+ mes "^191970Bear's Footskin^000000 30";
+ mes "^1919701Carat Diamond^000000 1";
+ mes "";
+ next;
+ mes "^800000[Radeng]^000000";
+ mes "I'm sorry.";
+ mes "If you have scored just a little bit higher..";
+ mes ".........";
+ mes "Then,go look for items..";
+ set quiz_rvl,16;
+ close;
+
+ L_Passed:
+
+ mes "^800000[Radeng]^000000";
+ mes "You did fine. ";
+ mes "But as I told you before";
+ mes "you need to bring";
+ mes "some more items.";
+ mes " ";
+ next;
+ mes "^800000[Radeng]^000000";
+ mes "Required items are";
+ mes "^191970Worm Peeling^000000 20";
+ mes "^191970Tooth of Bat^000000 20";
+ mes "^191970Zircon^000000 1.";
+ next;
+ mes "^800000[Radeng]^000000";
+ mes "I'm sorry~";
+ mes "If you have scored just a little bit higher..";
+ mes "you could have passed.";
+ mes "(KeKeke)";
+ mes "Then,go look for items..";
+ set quiz_rvl,17;
+ close;
+
+ L_Perfect:
+ mes "^800000[Radeng]^000000";
+ mes "Wow!You got it all right!.";
+ mes "Fantastic!!!!";
+ mes "For those of who ";
+ mes "got all right need no assignment";
+ mes " ";
+ next;
+ mes "^800000[Radeng]^000000";
+ mes "" + strcharinfo(0)+ "";
+ mes "Have passed all tests.";
+ mes "Congratulations";
+ mes "And this is your compensation ";
+ mes "";
+ set quiz_rvl,18;
+ getitem 504,10; //White_Potion
+ next;
+ mes "^800000[Radeng]^000000";
+ mes "Now, go look for";
+ mes "^b8860b'Kantryl'^000000.";
+ mes "at Izlude.";
+ close;
+
+
+ M_No:
+ mes "^800000[Radeng]^000000";
+ mes "Come back if you change your mind.";
+ close;
+} else {
+ mes "^800000[Radeng]^000000";
+ mes "Hello~~~";
+ mes "Please join at comming";
+ mes "Quiz Revolution~";
+ mes "Register will be made";
+ mes "by receptionist in every town.";
+ close;
+}
+M_MaxItem:
+ mes "^800000[Radeng]^000000";
+ mes "- Wait a minute !! -";
+ mes "- You currently have too many items that -";
+ mes "- you can't receive an item. -";
+ mes "- Please loose some weight -";
+ mes "- and try again. -";
+ close;
+
+L_OverWeight:
+ mes "^800000[Radeng]^000000";
+ mes "- Wait a minute !! -";
+ mes "- You currently have too many items that -";
+ mes "- you can't receive an item. -";
+ mes "- Please loose some weight -";
+ mes "- and try again. -";
+ close;
+}
+
+//=======================================================================================================================================================
+izlude,106,220,5 script Kantryl 98,{
+
+if (countitem(1201) > 3) goto M_MaxItem;
+if (checkweight(1201,3) == 0 ) goto L_OverWeight;
+
+
+if(quiz_rvl == 20) {
+ mes "[Kantryl]";
+ mes "I see that you have already givin me a";
+ mes "notice of absence...";
+ mes "Well, but I can't give you entry ticket.";
+ mes "who Knows~~";
+ mes "Wait untill quiz starts";
+ mes "You may catch a fortune.";
+ close;
+
+}else if(quiz_rvl == 19) {
+ mes "[Kantryl]";
+ mes "You have already received an entry ticket.";
+ mes "It's impossible getting";
+ mes "another one.";
+ next;
+ mes "[Kantryl]";
+ mes "For reference, number of particapants are";
+ next;
+ mes "[Kantryl]";
+ mes "1st Quiz Revolution - " + $quiz1 + "/200";
+ mes "2nd Quiz Revolution - " + $quiz2 + "/200";
+ mes "3rd Quiz Revolution - " + $quiz3 + "/200";
+ mes "4th Quiz Revolution - " + $quiz4 + "/200";
+ mes "5th Quiz Revolution - " + $quiz5 + "/200";
+ mes "keep it in your mind.";
+ close;
+
+
+} else if(quiz_rvl == 18) {
+
+ mes "[Kantryl]";
+ mes "You are " + strcharinfo(0)+ ".";
+ mes "Who finished the test.right?";
+ mes "Would you please make a decision ";
+ mes "whether you will join or not join the";
+ mes "Quiz Revolution.";
+ next;
+ mes "[Kantryl]";
+ mes "Would you like to join?";
+ mes "If you say yes, you can register at";
+ mes "Quiz Revolution";
+ mes "If you choose ^FF0000'NO,I won't join'^000000";
+ mes " then ^FF0000'You can't join'^000000";
+ mes "Please make a right decision.";
+ next;
+ mes "[Kantryl]";
+ mes "If you haven't made up your mind,";
+ mes "say yes for now";
+ mes "and can change later on.";
+ mes "Take it easy.";
+ next;
+ menu "Join", -, "Not join.",NJ;
+
+
+ mes "[Kantryl]";
+ mes "Itis to 1~5 round";
+ mes "first 200 have chance.";
+ mes ""+ strcharinfo(0)+ ",when do you want to join?";
+ mes "It is ^FF0000Impossible to cancel^000000";
+ mes "So please make right decision.";
+ next;
+ mes "[Kantryl]";
+ mes "1st Quiz Revolution - " + $quiz1 + "/200";
+ mes "2nd Quiz Revolution - " + $quiz2 + "/200";
+ mes "3rd Quiz Revolution - " + $quiz3 + "/200";
+ mes "4th Quiz Revolution - " + $quiz4 + "/200";
+ mes "5th Quiz Revolution - " + $quiz5 + "/200";
+ next;
+ menu "Join 1st round",-,"Join 2nd round",s2nd,"Join 3rd round",s3nd,"Join 4th round",s4nd,"Join 5th round",s5nd;
+
+ if($quiz1 > 199){
+ mes "[Kantryl]";
+ mes "I'm sorry. We are all full at";
+ mes "1st round of quiz revolution";
+ mes "No more applicants for 1st round.";
+ close;
+
+ }
+ mes "[Kantryl]";
+ mes "Hm..."+ strcharinfo(0)+" ";
+ mes "I have received your application";
+ mes "Try hard and study hard.";
+ set quiz_rvl,19;
+ set $quiz1,$quiz1 + 1;
+ getitem 7280,1; //Quiz_Ticket01
+ close;
+
+
+
+
+ s2nd:
+ if($quiz2 > 199){
+ mes "[Kantryl]";
+ mes "I'm sorry. We are all full at";
+ mes "2nd round of quiz revolution";
+ mes "No more applicants for 2nd round.";
+ close;
+ }
+
+ mes "[Kantryl]";
+ mes "Hm..."+ strcharinfo(0)+"";
+ mes "I have received your application";
+ mes "Try hard and study hard.";
+ set quiz_rvl,19;
+ set $quiz2,$quiz2 + 1;
+ getitem 7281,1; //Quiz_Ticket02
+ close;
+
+
+
+ s3nd:
+ if($quiz3 > 199){
+ mes "[Kantryl]";
+ mes "I'm sorry. We are all full at";
+ mes "3rd round of quiz revolution.";
+ mes "No more applicants for 3rd round.";
+ close;
+ }
+
+
+ mes "[Kantryl]";
+ mes "Hm..." + strcharinfo(0)+ "";
+ mes "I have received your application.";
+ mes "Try hard and study hard.";
+ set quiz_rvl,19;
+ set $quiz3,$quiz3 + 1;
+ getitem 7282,1; //Quiz_Ticket03
+ close;
+
+
+
+
+ s4nd:
+ if($quiz4 > 199){
+ mes "[Kantryl]";
+ mes "I'm sorry. We are all full at";
+ mes "4th round of quiz revolution.";
+ mes "No more applicants for 4th round..";
+ close;
+ }
+
+ mes "[Kantryl]";
+ mes "Hm..." + strcharinfo(0)+ "";
+ mes "I have received your application.";
+ mes "Try hard and study hard.";
+ set quiz_rvl,19;
+ set $quiz4,$quiz4 + 1;
+ getitem 7283,1; //Quiz_Ticket04
+ close;
+
+
+
+
+ s5nd:
+ if($quiz5 > 199){
+ mes "[Kantryl]";
+ mes "I'm sorry. We are all full at";
+ mes "5th round of quiz revolution.";
+ mes "No more applicants for 5th round..";
+ close;
+ }
+
+ mes "[Kantryl]";
+ mes "Hm..." + strcharinfo(0)+ "";
+ mes "I have received your application.";
+ mes "Try hard and study hard.";
+ set quiz_rvl,19;
+ set $quiz5,$quiz5 + 1;
+ getitem 7284,1; //Quiz_Ticket05
+ close;
+
+
+
+
+ NJ:
+ mes "[Kantryl]";
+ mes "Ok,if that's how you think.";
+ mes "Choice is on you";
+ mes "Good job any way.";
+ set quiz_rvl,20;
+ next;
+ mes "[Kantryl]";
+ mes "Actually,we have plan to";
+ mes "allowed for those of who didn't ";
+ mes "apply previously unless they have an entry ticket.";
+ mes "If you have any chance to get an entry ticket,";
+ mes "you are always welcome.";
+ next;
+ mes "[Kantryl]";
+ mes "Go ask for the ones";
+ mes "who changed their mind.";
+ mes "If you are lucky,";
+ mes "you'll get the chance.";
+ close;
+} else {
+ mes "[Kantryl]";
+ mes "Hello~";
+ mes "I'm Kantryl=Ranegalf.";
+ mes "I help the ones who have passsed the test";
+ mes "to take a formal step.";
+ next;
+ mes "[Kantryl]";
+ mes "It is impossible to accept";
+ mes "applications from those of who didn't";
+ mes "finish the test.";
+ mes "Go look for our staff in every";
+ mes "Midgarts";
+ mes "and take a test.";
+ next;
+ mes "[Kantryl]";
+ mes "At that time, I'll gladly";
+ mes "welcome you and accept the application.";
+ close;
+}
+M_MaxItem:
+ mes "[Kantryl]";
+ mes "- Wait a minute !! -";
+ mes "- You currently have too many items that -";
+ mes "- you can't receive an item. -";
+ mes "- Please loose some weight -";
+ mes "- and try again. -";
+ close;
+
+L_OverWeight:
+ mes "[Kantryl]";
+ mes "- Wait a minute !! -";
+ mes "- You currently have too many items that -";
+ mes "- you can't receive an item. -";
+ mes "- Please loose some weight -";
+ mes "- and try again. -";
+ close;
+}
+
+//============================================================================================================================
+quiz_test,387,350,4 script "From somewhere::race_monk 45,2,2,{
+OnTouch:
+
+ if (quiz_rvl == 6) {
+ set quiz_rvl,7;
+ warp "quiz_test",385,388;
+ end;
+ }else if (quiz_rvl == 7) {
+ set quiz_rvl,8;
+ warp "quiz_test",385,388;
+ end;
+ }else if (quiz_rvl == 8) {
+ set quiz_rvl,9;
+ warp "quiz_test",385,388;
+ end;
+ }else if (quiz_rvl == 9) {
+ set quiz_rvl,10;
+ warp "quiz_test",385,388;
+ end;
+ }else if (quiz_rvl == 10) {
+ announce "You are almost there. Show me your spirit.",bc_blue|bc_map;
+ set quiz_rvl,11;
+ warp "quiz_test",385,388;
+ end;
+ }else if (quiz_rvl == 11) {
+ set quiz_rvl,12;
+ warp "quiz_test",385,388;
+ end;
+ }else if (quiz_rvl == 12) {
+ mes "[Seeil]";
+ mes "You have worked hard and finished.";
+ mes "It wasn't that hard as you thought, huh?";
+ mes "All you have to do is run in circle... Well,";
+ mes "come in front of me.";
+ announce "Congratulations! " +strcharinfo(0)+ ", you have passed the test!",bc_blue|bc_map;
+ close2;
+ set quiz_rvl,13;
+ warp "payon",109,115;
+ end;
+ }
+
+}
+//=============================hiddenwarp=================================================================
+
+//-----------------------------1111-----------------------------------------------------------------------
+quiz_test,82,384,4 script Pit::ham_quiz#1-1 -1,0,0,{
+OnTouch:
+ announce ""+strcharinfo(0)+" Start running from the beginning. You fell in a pit.",bc_blue|bc_map;
+ warp "quiz_test",387,387;
+ end;
+}
+
+quiz_test,83,384,4 script Pit::ham_quiz#1-2 -1,0,0,{
+OnTouch:
+ announce ""+strcharinfo(0)+" Start running from the beginning. You fell in a pit.",bc_blue|bc_map;
+ warp "quiz_test",387,387;
+ end;
+}
+
+quiz_test,82,385,4 script Pit::ham_quiz#1-3 -1,0,0,{
+OnTouch:
+ announce ""+strcharinfo(0)+" Start running from the beginning. You fell in a pit.",bc_blue|bc_map;
+ warp "quiz_test",387,387;
+ end;
+}
+
+quiz_test,83,385,4 script Pit::ham_quiz#1-4 -1,0,0,{
+OnTouch:
+ announce ""+strcharinfo(0)+" Start running from the beginning. You fell in a pit.",bc_blue|bc_map;
+ warp "quiz_test",387,387;
+ end;
+}
+//-----------------------------2222-----------------------------------------------------------------------
+quiz_test,38,388,4 script Pit::ham_quiz#2-1 -1,0,1,{
+OnTouch:
+ announce ""+strcharinfo(0)+" Start running from the beginning. You fell in a pit.",bc_blue|bc_map;
+ warp "quiz_test",387,387;
+ end;
+}
+
+quiz_test,39,388,4 script Pit::ham_quiz#2-2 -1,0,1,{
+OnTouch:
+ announce ""+strcharinfo(0)+" Start running from the beginning. You fell in a pit.",bc_blue|bc_map;
+ warp "quiz_test",387,387;
+ end;
+}
+
+quiz_test,38,386,4 script Pit::ham_quiz#2-3 -1,0,0,{
+OnTouch:
+ announce ""+strcharinfo(0)+" Start running from the beginning. You fell in a pit.",bc_blue|bc_map;
+ warp "quiz_test",387,387;
+ end;
+}
+
+quiz_test,39,386,4 script Pit::ham_quiz#2-4 -1,0,0,{
+OnTouch:
+ announce ""+strcharinfo(0)+" Start running from the beginning. You fell in a pit.",bc_blue|bc_map;
+ warp "quiz_test",387,387;
+ end;
+}
+//-----------------------------3333-----------------------------------------------------------------------
+quiz_test,11,158,4 script Pit::ham_quiz#3-1 -1,1,0,{
+OnTouch:
+ announce ""+strcharinfo(0)+" Start running from the beginning. You fell in a pit.",bc_blue|bc_map;
+ warp "quiz_test",387,387;
+ end;
+}
+
+quiz_test,11,159,4 script Pit::ham_quiz#3-2 -1,1,0,{
+OnTouch:
+ announce ""+strcharinfo(0)+" Start running from the beginning. You fell in a pit.",bc_blue|bc_map;
+ warp "quiz_test",387,387;
+ end;
+}
+
+quiz_test,13,159,4 script Pit::ham_quiz#3-3 -1,0,0,{
+OnTouch:
+ announce ""+strcharinfo(0)+" Start running from the beginning. You fell in a pit.",bc_blue|bc_map;
+ warp "quiz_test",387,387;
+ end;
+}
+
+quiz_test,13,158,4 script Pit::ham_quiz#3-4 -1,0,0,{
+OnTouch:
+ announce ""+strcharinfo(0)+" Start running from the beginning. You fell in a pit.",bc_blue|bc_map;
+ warp "quiz_test",387,387;
+ end;
+}
+//-----------------------------4444-----------------------------------------------------------------------
+quiz_test,11,30,4 script Pit::ham_quiz#4-1 -1,3,0,{
+OnTouch:
+ announce ""+strcharinfo(0)+" Start running from the beginning. You fell in a pit.",bc_blue|bc_map;
+ warp "quiz_test",387,387;
+ end;
+}
+
+quiz_test,11,31,4 script Pit::ham_quiz#4-2 -1,3,0,{
+OnTouch:
+ announce ""+strcharinfo(0)+" Start running from the beginning. You fell in a pit.",bc_blue|bc_map;
+ warp "quiz_test",387,387;
+ end;
+}
+
+quiz_test,15,30,4 script Pit::ham_quiz#4-3 -1,0,0,{
+OnTouch:
+ announce ""+strcharinfo(0)+" Start running from the beginning. You fell in a pit.",bc_blue|bc_map;
+ warp "quiz_test",387,387;
+ end;
+}
+
+quiz_test,15,30,4 script Pit::ham_quiz#4-4 -1,0,0,{
+OnTouch:
+ announce ""+strcharinfo(0)+" Start running from the beginning. You fell in a pit.",bc_blue|bc_map;
+ warp "quiz_test",387,387;
+ end;
+}
+//-----------------------------5555-----------------------------------------------------------------------
+quiz_test,70,12,4 script Pit::ham_quiz#5-1 -1,0,1,{
+OnTouch:
+ announce ""+strcharinfo(0)+" Start running from the beginning. You fell in a pit.",bc_blue|bc_map;
+ warp "quiz_test",387,387;
+ end;
+}
+
+quiz_test,71,12,4 script Pit::ham_quiz#5-2 -1,0,1,{
+OnTouch:
+ announce ""+strcharinfo(0)+" Start running from the beginning. You fell in a pit.",bc_blue|bc_map;
+ warp "quiz_test",387,387;
+ end;
+}
+
+quiz_test,70,10,4 script Pit::ham_quiz#5-3 -1,0,0,{
+OnTouch:
+ announce ""+strcharinfo(0)+" Start running from the beginning. You fell in a pit.",bc_blue|bc_map;
+ warp "quiz_test",387,387;
+ end;
+}
+
+quiz_test,71,10,4 script Pit::ham_quiz#5-4 -1,0,0,{
+OnTouch:
+ announce ""+strcharinfo(0)+" Start running from the beginning. You fell in a pit.",bc_blue|bc_map;
+ warp "quiz_test",387,387;
+ end;
+}
+//---------------------------6666-------------------------------------------------------------------------
+quiz_test,186,11,4 script Pit::ham_quiz#6-1 -1,2,3,{
+OnTouch:
+ announce ""+strcharinfo(0)+" Start running from the beginning. You fell in a pit.",bc_blue|bc_map;
+ warp "quiz_test",387,387;
+ end;
+}
+
+quiz_test,189,11,4 script Pit::ham_quiz#6-2 -1,0,3,{
+OnTouch:
+ announce ""+strcharinfo(0)+" Start running from the beginning. You fell in a pit.",bc_blue|bc_map;
+ warp "quiz_test",387,387;
+ end;
+}
+//---------------------------7777-------------------------------------------------------------------------
+quiz_test,387,43,4 script Pit::ham_quiz#7-1 -1,1,0,{
+OnTouch:
+ announce ""+strcharinfo(0)+" Start running from the beginning. You fell in a pit.",bc_blue|bc_map;
+ warp "quiz_test",387,387;
+ end;
+}
+
+quiz_test,387,42,4 script Pit::ham_quiz#7-2 -1,1,0,{
+OnTouch:
+ announce ""+strcharinfo(0)+" Start running from the beginning. You fell in a pit.",bc_blue|bc_map;
+ warp "quiz_test",387,387;
+ end;
+}
+
+quiz_test,389,43,4 script Pit::ham_quiz#7-3 -1,0,0,{
+OnTouch:
+ announce ""+strcharinfo(0)+" Start running from the beginning. You fell in a pit.",bc_blue|bc_map;
+ warp "quiz_test",387,387;
+ end;
+}
+
+quiz_test,389,42,4 script Pit::ham_quiz#7-4 -1,0,0,{
+OnTouch:
+ announce ""+strcharinfo(0)+" Start running from the beginning. You fell in a pit.",bc_blue|bc_map;
+ warp "quiz_test",387,387;
+ end;
+}
+
+//-------------------------------------------------------------------------------------------------------------
+// Comments
+// 0 = Didn't receive a quest from Tsuji
+// 1 = Failed Tsuji's quest
+// 2 = Pass Tsuji's quest and to 2nd round
+// 3 = Seeil's randomly collecting job item quest 1
+// 4 = Seeil's randomly collecting job item quest
+// 5 = Seeil's randomly collecting job item quest
+// 6 = Clear with collecting job item. start Marathon test
+// 7~12 =Checking Marathon quest occasionally.
+// 13 = Use after clearing Marathon quest
+// 14 = Clear 3rd quest, start Radeng(4th) quest
+// 15 = check after reporting errors of Radeng
+// 16 = randomly collecting job items at Radeng quest 1
+// 17 = randomly collecting job items at Radeng quest 2
+// 18 = Radeng quest clear. Possible time to apply. Begin Kantryl apply.
+// 19 = checked if you show intention to join
+// 20 = checked If you don't show intention to join
+// 21 = 3 items for the one who gets compansation
diff --git a/npc/pre-re/quests/seals/brisingamen_seal.txt b/npc/pre-re/quests/seals/brisingamen_seal.txt
new file mode 100644
index 000000000..a4e87a815
--- /dev/null
+++ b/npc/pre-re/quests/seals/brisingamen_seal.txt
@@ -0,0 +1,4747 @@
+//===== rAthena Script =======================================
+//= Brisingamen seal unlocking NPCs.
+//===== By: ==================================================
+//= SinSloth
+//===== Current Version: =====================================
+//= 1.5
+//===== Compatible With: =====================================
+//= rAthena
+//===== Description: =========================================
+//= Quest for breaking the seal of Brisingamen.
+//===== Additional Comments: =================================
+//= 1.0 First version. Thanks to SinSloth for scripting it. [MasterOfMuppets]
+//= 1.0a Removed duplicates [Toms]
+//= 1.1 Corrected NPC names to fall within proper restrictions. [L0ne_W0lf]
+//= 1.2 Updated several aspects of the script. [L0ne_W0lf]
+//= 1.3 Minor Touchups to quest. [L0ne_W0lf]
+//= 1.3a Changed some " + name +" to strcharinfo(0) [Samuray22]
+//= 1.4 Replaced effect numerics with constants. [Samuray22]
+//= 1.5 Corrected serverwide announcement. [L0ne_W0lf]
+//============================================================
+
+prt_fild08,175,374,3 script Bard#brising 51,{
+ cutin "god_nelluad01",2;
+ if (($God2 > 49) && ($God3 < 100)){
+ if (god_brising > 49){
+ mes "[Nelliorde]";
+ mes "Oh, I guess all is going well for you. So how has everything else been?";
+ next;
+ mes "[Nelliorde]";
+ mes "I may be being overly sensitive, but it feels like something might happen soon. Aaah, don't mind me. It's no big deal. Maybe I'm just being weird.";
+ next;
+ mes "[Nelliorde]";
+ mes "Right, right, let me play a song for you. Would you care to listen?";
+ next;
+ switch(select("Sure, why not~:How about some news?:No thanks.")) {
+ case 1:
+ mes "[Nelliorde]";
+ mes "So, which song";
+ mes "would you like to hear?";
+ mes "Go ahead, pick one~";
+ next;
+ switch(select("Bragi's Poem:Eternal Chaos:Assassin in the Sunset:Der Ring des Nibelungen")) {
+ case 1:
+ cutin "god_nelluad02",2;
+ mes "[Nelliorde]";
+ mes "Bragi's Poem!";
+ mes "What a good choice!";
+ mes "I must say this song";
+ mes "represents the";
+ mes "heart of a poet!";
+ soundeffect "bragis_poem.wav",1;
+ close2;
+ break;
+ case 2:
+ cutin "god_nelluad02",2;
+ mes "[Nelliorde]";
+ mes "Eternal Chaos...";
+ mes "Sounds too chaotic.";
+ mes "By the way, I wonder";
+ mes "what the title really";
+ mes "means. Is it the chaos";
+ mes "of hell or our own reality?";
+ soundeffect "chaos_of_eternity.wav",1;
+ close2;
+ break;
+ case 3:
+ cutin "god_nelluad02",2;
+ mes "[Nelliorde]";
+ mes "Assassin in the Sunset!";
+ mes "Yes, no one looks cooler than an Assassin, the bringer of death, standing alone in the sunset! Heh heh~";
+ soundeffect "assassin_of_sunset.wav",1;
+ close2;
+ break;
+ case 4:
+ cutin "god_nelluad02",2;
+ mes "[Nelliorde]";
+ mes "Der Ring des Nibelungen.....";
+ mes "Okay, are you ready to listen?";
+ mes "Hum hum hum....";
+ next;
+ soundeffect "ring_of_nibelungen.wav",1;
+ mes "^4D4DFFRheingold...";
+ mes "Hidden in the Rhein river.";
+ mes "If made into a ring,";
+ mes "Could rule the world~^000000";
+ next;
+ mes "^4D4DFFProtected by a spell";
+ mes "Cursing its thief";
+ mes "To never find love.";
+ mes "Alberich had known";
+ mes "Nonetheless stole it.";
+ mes "Love was forsaken for power.^000000";
+ next;
+ mes "^4D4DFFGiants built beautiful Valhalla";
+ mes "Matrimony with Freya";
+ mes "Goddess of beauty";
+ mes "Their supposed payment.";
+ mes "In not receiving it";
+ mes "They forcefully took her.^000000";
+ next;
+ mes "^4D4DFFThe gods would";
+ mes "give Alberich's treasure";
+ mes "To the Giants for Freya's return.";
+ mes "Loki tricked Alberich,";
+ mes "Stealing his ring or power.^000000";
+ next;
+ mes "^4D4DFFBut Alberich cursed his ring";
+ mes "Before it was returned to him,";
+ mes "Envy and death would";
+ mes "befall its wearers.^000000";
+ next;
+ mes "^4D4DFFThe ring was given to the giants";
+ mes "Freya was returned to the gods";
+ mes "The giants killed themselves";
+ mes "Fighting over the rheingold,";
+ mes "Victims of Alberich's curse~^000000";
+ close2;
+ break;
+ }
+ break;
+ case 2:
+ mes "[Nelliorde]";
+ mes "Some news you say..";
+ mes "What kind of news do";
+ mes "you wish to hear about?";
+ next;
+ switch(select("About Prontera!:About coastal areas.:Is the desert still hot?:How about the borderlands?")) {
+ case 1:
+ mes "[Nelliorde]";
+ mes "What?! Prontera?!";
+ mes "Can you not see that the front";
+ mes "gate of Prontera is right before you? You should at least know where you are, adventurer.";
+ next;
+ mes "[Nelliorde]";
+ mes "Anyways, I have one interesting news about Prontera. But, it's a secret. Shh! Are you... Single?";
+ next;
+ cutin "god_nelluad04",2;
+ mes "[Nelliorde]";
+ mes "If so, go visit the tavern. I met a guy there who took to me a nice place. Oh yes. He took me to 'the place' where singles are forbidden~!";
+ close2;
+ break;
+ case 2:
+ mes "[Nelliorde]";
+ mes "Coastal areas?";
+ mes "That's a funny question. I mean, there's Alberta and a few other places where you can see the sea.";
+ next;
+ mes "[Nelliorde]";
+ mes "To the southwest there's";
+ mes "Kokomo Beach. But, I suppose it's too dangerous just to go there to take a stroll.";
+ next;
+ mes "[Nelliorde]";
+ cutin "god_nelluad03",2;
+ mes "Kokomo Beach is a large";
+ mes "expanse of sand. The nearby water is filled with sea animals, so you can enjoy catching Shellfishes.";
+ next;
+ mes "[Nelliorde]";
+ mes "However, there are always bullies in that kind of place. Once, I met a threatening looking hoodlum with red spiky hair.";
+ next;
+ mes "[Nelliorde]";
+ cutin "god_nelluad04",2;
+ mes "He was chewing on something and spat it on the ground. The big buffoon managed to intimidate me into giving him all of my Zeny!";
+ next;
+ mes "[Nelliorde]";
+ mes "^333333*Sigh...*^000000";
+ mes "This world is too";
+ mes "dangerous for a young";
+ mes "and fragile Bard.";
+ next;
+ mes "[Nelliorde]";
+ mes "By the way, Alberta doesn't seem to have changed. The Sunken Ship looks the same as well, with all of its Skeleton Pirates and whatnot. You know how it is.";
+ next;
+ mes "[Nelliorde]";
+ cutin "god_nelluad01",2;
+ mes "The event agency in charge of expeditions into the Sunken Ship is still making tons of money. If you have nothing to do, why don't you hunt for monsters down there?";
+ close2;
+ break;
+ case 3:
+ mes "[Nelliorde]";
+ mes "Oh, hell yes!";
+ mes "When is it not?";
+ mes "The desert is hot, has";
+ mes "been hot and probably";
+ mes "always will be...!";
+ next;
+ mes "[Nelliorde]";
+ mes "Giant worms still jump out of nowhere, freaking out innocent travellers like myself, and the Sandmen still kick people in the, well... You know where.";
+ next;
+ mes "[Nelliorde]";
+ mes "Even if the desert is filled with hideous monsters, the view of the ocean there is so magnificent. Hah, it makes me want to play a song.";
+ next;
+ mes "[Nelliorde]";
+ mes "I must say there is";
+ mes "one place you may wish";
+ mes "to see in the desert.";
+ next;
+ mes "[Nelliorde]";
+ cutin "god_nelluad02",2;
+ mes "I'm talking about the Assassin Guild. Supposedly, it's hidden behind a sandstorm in the Morroc Desert!";
+ if (Class == Job_Assassin || Class == Job_Assassin_Cross) {
+ mes "But you should know what I am talking about! So when are you gonna take me to the guild, eh?";
+ }
+ else {
+ mes "Have you ever been there before?";
+ }
+ close2;
+ break;
+ case 4:
+ mes "[Nelliorde]";
+ mes "Well, to the north is the Schwaltzwald Republic.";
+ mes "There, you'll find Juno,";
+ mes "the 'City of Sages.'";
+ next;
+ mes "[Nelliorde]";
+ cutin "god_nelluad03",2;
+ mes "The people there say that there is one major nuisance, a man known as";
+ mes "the 'Mad Scientist.' He's antisocial and creates a lot of public disturbances with his experiments.";
+ next;
+ mes "[Nelliorde]";
+ mes "It seems everyone in Juno";
+ mes "hates him with a passion. Even one of the Tool Shop owners begged a passing adventurer to stop this Mad Scientist's research!";
+ next;
+ mes "[Nelliorde]";
+ mes "But I have a different opinion about him. I believe it's not a good idea to interrupt the work of any scientist.";
+ next;
+ mes "[Nelliorde]";
+ mes "After all, he might just discover something important, even if his experiments are a little hazardous.";
+ next;
+ mes "[Nelliorde]";
+ mes "Speaking of discoveries, you know how Juno floats in the air, right?";
+ next;
+ mes "[Nelliorde]";
+ cutin "god_nelluad01",2;
+ mes "It's said that a piece of Ymir's Heart generates enough power";
+ mes "to keep the entire city aloft in the sky. Isn't that amazing?";
+ next;
+ mes "[Nelliorde]";
+ mes "Even more recent is the news about the discovery of Ymir's Book. You can read it in Juno's Sage Castle. I hear that it contains the secret to meeting Valkyrie...";
+ close2;
+ break;
+ }
+ break;
+ case 3:
+ mes "[Nelliorde]";
+ mes "Huh? Okay then, talk to you later. May Bragi bless you on your journeys.";
+ close2;
+ break;
+ }
+ }
+ else if((god_brising > 0) && (god_brising < 50)){
+ mes "[Nelliorde]";
+ mes "So, have you";
+ mes "met Mr. Kaili?";
+ mes "Please do your best.";
+ mes "After all, I especially";
+ mes "recommended you~";
+ next;
+ switch(select("Tell me a story.:Sing a song for me.")) {
+ case 1:
+ cutin "god_nelluad02",2;
+ mes "[Nelliorde]";
+ mes "Hmm. What would";
+ mes "be a good story for";
+ mes "you this time...? Ah yes, I've got it. Let me tell you about one of my own adventures. It was a pretty amazing experience.";
+ next;
+ mes "[Nelliorde]";
+ mes "I went to Morroc, the city of the desert. On my way there, I became exhausted from the heat. Luckily, I found a hole beneath the shadows and climbed in to rest.";
+ next;
+ mes "[Nelliorde]";
+ mes "Oh my God...";
+ mes "If I had known";
+ mes "better, I would have";
+ mes "never gone inside that place...";
+ next;
+ mes "[Nelliorde]";
+ mes "I actually crawled into the infamous ^FF0000Ant Hell^000000! I don't sound like a coward to you, do I?";
+ next;
+ mes "[Nelliorde]";
+ mes "Well, the ants aren't the only ones living there. I wasn't afraid of them at all. Except, of course, when they attacked in groups.";
+ next;
+ cutin "god_nelluad03",2;
+ mes "[Nelliorde]";
+ mes "What I was really afraid of was this type of strawberry colored... tongue thing. Phreeoni!";
+ next;
+ mes "[Nelliorde]";
+ mes "Fortunately, I survived the whole incident, although I still have nightmares of that man-sized tongue.";
+ next;
+ mes "[Nelliorde]";
+ mes "Once I got out of there, I craved human companionship to restore my sense of normalcy. The closest place that I knew was Paros Lighthouse.";
+ next;
+ mes "[Nelliorde]";
+ mes "Yet again, I decided to traverse the desert, despite the fact that the Kafra Ladies provide a very convenient teleport service there.";
+ next;
+ cutin "god_nelluad01",2;
+ mes "[Nelliorde]";
+ mes "Anyway, the fortress of Sandaruman is on the way to Paros Lighthouse. I remember Serutero, a guy I met in south Morroc, telling me about its scenic beauty.";
+ next;
+ mes "[Nelliorde]";
+ mes "I was so excited";
+ mes "about seeing it";
+ mes "for myself. After all, doesn't 'Sandaruman' sound like the";
+ mes "name of a beautiful place?";
+ next;
+ mes "[Nelliorde]";
+ mes "But I immediately regretted my decision once I arrived. Of course, the view was breathtaking: the sandy hills near the ocean, as";
+ mes "well as the ruins.";
+ next;
+ mes "[Nelliorde]";
+ mes "And of course I forgot Serutero's warning about all the monsters. Argh! It was a nightmare! Instead of enjoying the scenary, I ended up running for my life.";
+ next;
+ mes "[Nelliorde]";
+ mes "I was still trying to escape those monsters when I stumbled upon";
+ mes "an old house, West of Sandaruman, that seemed to be in a state of decay.";
+ next;
+ mes "[Nelliorde]";
+ mes "I recalled that Serutero said that no one was living in that area, so I began to worry a bit. Still, I was desperate and needed refuge.";
+ next;
+ mes "[Nelliorde]";
+ mes "In my panic, I violently knocked on the door and screamed for someone to let me inside. Then do you know what I heard?";
+ next;
+ mes "[Nelliorde]";
+ cutin "god_nelluad03",2;
+ mes "^FF0000Who's there?!";
+ mes "Who would dare to intrude";
+ mes "upon my territory?^000000";
+ mes "I was freaked out! Whoever owned that house must have been some";
+ mes "kind of lunatic!";
+ next;
+ mes "[Nelliorde]";
+ mes "Th-then, with the specter of Death nipping at my heels, he told me to get lost! Luckily, I was saved by a mysterious, wandering SuperNovice, but that's another story.";
+ next;
+ mes "[Nelliorde]";
+ mes "In any case, I finally arrived at Paros Lighthouse. There, I learned that the old house was a secret camp for the Rogue Guild. ";
+ next;
+ mes "[Nelliorde]";
+ mes "It's amazing, how they can live in such dangerous areas. Only Rogues would be able to survive there, you know?";
+ next;
+ mes "[Nelliorde]";
+ cutin "god_nelluad01",2;
+ mes "Ah...";
+ mes "I'm so tired from talking so much. But if I happen to have another adventure, I shall share that tale with you.";
+ close2;
+ break;
+ case 2:
+ cutin "god_nelluad02",2;
+ mes "[Nelliorde]";
+ mes "Ah, you wish";
+ mes "to hear a song?";
+ mes "Okay! I shall then";
+ mes "perform my favorite.";
+ next;
+ mes "[Nelliorde]";
+ mes "I chased after fame.";
+ mes "It eluded me.";
+ mes "I ran after happiness";
+ mes "But never caught it.";
+ next;
+ mes "[Nelliorde]";
+ mes "But tomorrow will still";
+ mes "Be there, I'm sure.";
+ mes "Like the Water Mill";
+ mes "In Al De Baran";
+ mes "Which turns as";
+ mes "Life goes on.";
+ next;
+ cutin "god_nelluad04",2;
+ mes "[Nelliorde]";
+ mes "Cheer up! Life goes on.";
+ mes "As surely as the Water";
+ mes "Mill turns, tomorrow";
+ mes "Will come.";
+ close2;
+ break;
+ }
+ }
+ else {
+ mes "[Nelliorde]";
+ mes "Say...";
+ mes "Have we met before?";
+ mes "Hmm? Never? Well...";
+ mes "That's rather odd.";
+ next;
+ mes "[Nelliorde]";
+ mes "I seem to recall that you've asked me to give you some information if I ever have any. Well, now I have and shall share it with you~";
+ next;
+ mes "[Nelliorde]";
+ mes "The usefulness of this information all depends on you. Now, have you heard of the ^3333CCMonster Research Organization^000000?";
+ next;
+ mes "[Nelliorde]";
+ mes "I happened to get this information from its headquarters in Juno. So how does that sound?";
+ next;
+ switch(select("Wee~ I want to hear!:Booooring~")) {
+ case 1:
+ mes "[Nelliorde]";
+ mes "Well...!";
+ mes "You seem to be";
+ mes "very excited about";
+ mes "this new tidbit of";
+ mes "knowledge I have~";
+ next;
+ if (BaseLevel < 70) {
+ cutin "god_nelluad03",2;
+ mes "[Nelliorde]";
+ mes "Alas, this information doesn't seem to be very valuable to someone such as yourself.";
+ next;
+ mes "[Nelliorde]";
+ mes "I'm so very sorry to have excited you, but only people that are strong enough to handle grueling work can benefit from this.";
+ next;
+ mes "[Nelliorde]";
+ mes "Why don't you travel around and gain more experiences? I will let you know when you're ready, you know~";
+ close2;
+ }
+ else {
+ cutin "god_nelluad02",2;
+ mes "[Nelliorde]";
+ mes "Ooh...";
+ mes "And you look";
+ mes "like you can handle";
+ mes "this kind of information.";
+ mes "I'll share everything I know!";
+ next;
+ mes "[Nelliorde]";
+ mes "One day, an adventurer discovered a strange, mysterious object. Unable to figure out what it could do, he visited the Monster Organization.";
+ next;
+ cutin "god_nelluad01",2;
+ mes "[Nelliorde]";
+ mes "There, it was entrusted to a scholar by the name of Mr. Kaili. He still hasn't uncovered the truth about that item and wishes for assistance in his investigation.";
+ next;
+ mes "[Nelliorde]";
+ mes "Mr. Kaili suspects that the item might be part of an undiscovered ancient relic. Fortunately, he is also researching ancient relics as a project assigned by the royal court.";
+ next;
+ mes "[Nelliorde]";
+ mes "So what do you think? Isn't that interesting? Of course, you'd better speak to Mr. Kaili if you wish to learn more. If you'd like, I shall write you a letter or recommendation.";
+ next;
+ switch(select("Sure! Sounds good.:Sorry, I am not that interested.")) {
+ case 1:
+ mes "[Nelliorde]";
+ mes "Excellent...!";
+ mes "So your name is...";
+ mes "" + strcharinfo(0) + "?";
+ next;
+ mes "[Nelliorde]";
+ mes "Alright, I shall contact him right away! Oh, and you can find the Monster Organization west of Juno's central plaza. It shouldn't be hard to find. Good luck!";
+ set god_brising,1;
+ close2;
+ break;
+ case 2:
+ cutin "god_nelluad02",2;
+ mes "[Nelliorde]";
+ mes "Ah, it's disappointing to hear that. I thought that you'd be perfect to help out Mr. Kaili. Oh well, talk to you later~";
+ close2;
+ break;
+ }
+ }
+ break;
+ case 2:
+ mes "[Nelliorde]";
+ mes "Boring, you say?";
+ mes "Perhaps, but not as";
+ mes "boring as an adventurer";
+ mes "that passes up a chance";
+ mes "for an adventure, yes?";
+ next;
+ switch(select("Tell me a story.:Sing a song for me.")) {
+ case 1:
+ cutin "god_nelluad02",2;
+ mes "[Nelliorde]";
+ mes "Hmm. What would";
+ mes "be a good story for";
+ mes "you this time...? Ah yes, I've got it. Let me tell you about one of my own adventures. It was a pretty amazing experience.";
+ next;
+ mes "[Nelliorde]";
+ mes "I went to Morroc, the city of the desert. On my way there, I became exhausted from the heat. Luckily, I found a hole beneath the shadows and climbed in to rest.";
+ next;
+ mes "[Nelliorde]";
+ mes "Oh my God...";
+ mes "If I had known";
+ mes "better, I never";
+ mes "would have gone";
+ mes "inside that place...";
+ next;
+ mes "[Nelliorde]";
+ mes "I actually crawled into the infamous ^FF0000Ant Hell^000000! I don't sound like a coward to you, do I?";
+ next;
+ mes "[Nelliorde]";
+ mes "Well, the ants aren't the only ones living there. I wasn't afraid of them at all. Except, of course, when they attacked in groups.";
+ next;
+ cutin "god_nelluad03",2;
+ mes "[Nelliorde]";
+ mes "What I was really afraid of was this type of strawberry colored... tongue thing. Phreeoni!";
+ next;
+ mes "[Nelliorde]";
+ mes "Fortunately, I survived the whole incident, although I still have nightmares of that man-sized tongue.";
+ next;
+ mes "[Nelliorde]";
+ mes "Once I got out of there, I craved human companionship to restore my sense of normalcy. The closest place that I knew was Paros Lighthouse.";
+ next;
+ mes "[Nelliorde]";
+ mes "Yet again, I decided to traverse the desert, despite the fact that the Kafra Ladies provide a very convenient teleport service there.";
+ next;
+ cutin "god_nelluad01",2;
+ mes "[Nelliorde]";
+ mes "Anyway, the fortress of Sandaruman is on the way to Paros Lighthouse. I remember Serutero, a guy I met in south Morroc, telling me about its scenic beauty.";
+ next;
+ mes "[Nelliorde]";
+ mes "I was so excited";
+ mes "about seeing it";
+ mes "for myself. After all, doesn't 'Sandaruman' sound like the";
+ mes "name of a beautiful place?";
+ next;
+ mes "[Nelliorde]";
+ mes "But I immediately regretted my decision once I arrived. Of course, the view was breathtaking: the sandy hills near the ocean, as";
+ mes "well as the ruins.";
+ next;
+ mes "[Nelliorde]";
+ mes "And of course I forgot Serutero's warning about all the monsters. Argh! It was a nightmare! Instead of enjoying the scenary, I ended up running for my life.";
+ next;
+ mes "[Nelliorde]";
+ mes "I was still trying to escape those monsters when I stumbled upon";
+ mes "an old house, West of Sandaruman, that seemed to be in a state of decay.";
+ next;
+ mes "[Nelliorde]";
+ mes "I recalled that Serutero said that no one was living in that area, so I began to worry a bit. Still, I was desperate and needed refuge.";
+ next;
+ mes "[Nelliorde]";
+ mes "In my panic, I violently knocked on the door and screamed for someone to let me inside. Then do you know what I heard?";
+ next;
+ cutin "god_nelluad04",2;
+ mes "[Nelliorde]";
+ mes "^FF0000Who's there?!";
+ mes "Who would dare to intrude";
+ mes "upon my territory?^000000";
+ mes "I was freaked out! Whoever owned that house must have been some";
+ mes "kind of lunatic!";
+ next;
+ mes "[Nelliorde]";
+ mes "Th-then, with the specter of Death nipping at my heels, he told me to get lost! Luckily, I was saved by a mysterious, wandering SuperNovice, but that's another story.";
+ next;
+ mes "[Nelliorde]";
+ mes "In any case, I finally arrived at Paros Lighthouse. There, I learned that the old house was a secret camp for the Rogue Guild. ";
+ next;
+ mes "[Nelliorde]";
+ mes "It's amazing, how they can live in such dangerous areas. Only Rogues would be able to survive there, you know?";
+ next;
+ cutin "god_nelluad01",2;
+ mes "[Nelliorde]";
+ mes "Ah...";
+ mes "I'm so tired from talking so much. But if I happen to have another adventure, I shall share that tale with you.";
+ close2;
+ break;
+ case 2:
+ cutin "god_nelluad02",2;
+ mes "[Nelliorde]";
+ mes "Ah, you wish";
+ mes "to hear a song?";
+ mes "Okay! I shall then";
+ mes "perform my favorite.";
+ next;
+ mes "[Nelliorde]";
+ mes "I chased after fame.";
+ mes "It eluded me.";
+ mes "I ran after happiness";
+ mes "But never caught it.";
+ next;
+ mes "[Nelliorde]";
+ mes "But tomorrow will still";
+ mes "Be there, I'm sure.";
+ mes "Like the Water Mill";
+ mes "In Al De Baran";
+ mes "Which turns as";
+ mes "Life goes on.";
+ next;
+ cutin "god_nelluad04",2;
+ mes "[Nelliorde]";
+ mes "Cheer up! Life goes on.";
+ mes "As surely as the Water";
+ mes "Mill turns, tomorrow";
+ mes "Will come.";
+ close2;
+ break;
+ }
+ break;
+ }
+ }
+ }
+ else {
+ mes "[Nelliorde]";
+ mes "Hello there!";
+ mes "Isn't it such";
+ mes "a glorious day?";
+ mes "You know of me,";
+ mes "do you not?";
+ next;
+ mes "[Nelliorde]";
+ if (Sex) {
+ mes "Hahahaha, forgive my rudeness,";
+ mes "but I fail to remember your name, although your face does seem rather familiar.";
+ }
+ else {
+ mes "Oh well well...";
+ mes "How could I ever";
+ mes "forget the lovely";
+ mes ""+ strcharinfo(0) +"?";
+ }
+ next;
+ cutin "god_nelluad01",2;
+ mes "[Nelliorde]";
+ mes "So, aren't you curious about me? Feel free to ask me whatever you like! I'm the vagabond that will wander the earth till the end of his days, your friend who loves to sing under the moonlight~";
+ next;
+ switch(select("Who are you?:What's new?:Can you sing?")) {
+ case 1:
+ mes "[Nelliorde]";
+ mes "Why, I am Nelliorde, the Bard.";
+ mes "In truth, my real name is Elliorde.";
+ next;
+ cutin "god_nelluad03",2;
+ mes "[Nelliorde]";
+ mes "However, while I was singing at a Tavern, as per usual, a man with long blonde hair angrily demanded that I change my name!";
+ next;
+ mes "[Nelliorde]";
+ mes "Never before have I seen such a flailing and a fuss over someone coincidentally sharing the same name!";
+ next;
+ mes "[Nelliorde]";
+ mes "And so, that little altercation";
+ mes "was settled with me being named Nelliorde.";
+ next;
+ cutin "god_nelluad04",2;
+ mes "[Nelliorde]";
+ mes "I don't sound like a coward to you, do I? Do you believe I should have fought for the right to keep my original name?";
+ next;
+ mes "[Nelliorde]";
+ mes "If so, you're wrong! I just don't believe that violence can solve anything, as the romantic Bard";
+ mes "that cherishes peace...";
+ next;
+ mes "^3355FFSeeing as it's not worth";
+ mes "listening to Nelliorde's lies, you decide to simply tune him out.^000000";
+ next;
+ mes "^3355FF...";
+ mes "......^000000";
+ next;
+ mes "^3355FF...";
+ mes "......";
+ mes ".........^000000";
+ next;
+ cutin "god_nelluad03",2;
+ mes "[Nelliorde]";
+ mes "And that's how I convinced wise";
+ mes "and benevolent King Tristram III to build a paradise where married lovers could enjo--Hm? Are you even listening?!";
+ close2;
+ break;
+ case 2:
+ mes "[Nelliorde]";
+ mes "You wish to";
+ mes "hear of some news?";
+ mes "What kind of news do";
+ mes "you wish to know about?";
+ next;
+ switch(select("About Prontera!:About seaside areas.:Is the desert still hot?:How about the borderlands?")) {
+ case 1:
+ mes "[Nelliorde]";
+ mes "What?! Prontera?!";
+ mes "Can you not see that the front";
+ mes "gate of Prontera is right before you? You should at least know where you are, adventurer.";
+ next;
+ mes "[Nelliorde]";
+ mes "Anyways, I know one interesting bit of news about Prontera. But it's a secret. Shh! Are you... Single?";
+ next;
+ mes "[Nelliorde]";
+ mes "If so, go visit the tavern. I met a guy there who took me a nice place. Oh yes. He took me the place where singles are forbidden~!";
+ close2;
+ break;
+ case 2:
+ mes "[Nelliorde]";
+ mes "Seaside areas?";
+ mes "That's a funny question. I mean, there's Alberta and a few other places where you can see the sea.";
+ next;
+ mes "[Nelliorde]";
+ mes "To the southwest there's";
+ mes "Kokomo Beach. But, I suppose it's too dangerous just to go there to take a stroll.";
+ next;
+ mes "[Nelliorde]";
+ mes "Kokomo Beach is a large";
+ mes "expanse of sand. The nearby water is filled with sea animals, so you can enjoy catching Shellfishes.";
+ next;
+ mes "[Nelliorde]";
+ mes "However, there are always bullies in that kind of place. Once, I met a threatening looking hoodlum with red spiky hair.";
+ next;
+ cutin "god_nelluad04",2;
+ mes "[Nelliorde]";
+ mes "He was chewing on something and spat on the ground. The big buffoon managed to intimidate me into giving him all of my Zeny!";
+ next;
+ mes "[Nelliorde]";
+ mes "^333333*Sigh...*^000000";
+ mes "This world is too";
+ mes "dangerous for a young";
+ mes "and fragile Bard.";
+ next;
+ mes "[Nelliorde]";
+ mes "By the way, Alberta doesn't seem to have changed. The Sunken Ship looks the same as well, with all of its Skeleton Pirates and whatnot. You know how it is.";
+ next;
+ cutin "god_nelluad01",2;
+ mes "[Nelliorde]";
+ mes "The event agency in charge of expeditions into the Sunken Ship is still making tons of money. If you have nothing to do, why don't you hunt for monsters down there?";
+ close2;
+ break;
+ case 3:
+ mes "[Nelliorde]";
+ mes "Oh yes!";
+ mes "When is it not?";
+ mes "The desert is hot, has";
+ mes "been hot and probably";
+ mes "always will be...!";
+ next;
+ mes "[Nelliorde]";
+ mes "Giant worms still jump out of nowhere, freaking out innocent travellers like myself, and the Sandmen still kick people in the, well... You know where.";
+ next;
+ cutin "god_nelluad02",2;
+ mes "[Nelliorde]";
+ mes "Even if the desert is filled with hideous monsters, the view of the ocean there is so magnificent. Hah, it makes me want to play a song.";
+ next;
+ mes "[Nelliorde]";
+ mes "I must say there is";
+ mes "one place you may wish";
+ mes "to see in the desert.";
+ next;
+ mes "[Nelliorde]";
+ mes "I'm talking about the Assassin Guild. Supposedly, it's hidden behind a sandstorm in the Morroc";
+ if ((Class == Job_Assassin) || (Class == Job_Assassin_Cross)) {
+ mes "Desert! But you should know what I am talking about! So when are you gonna take me to the guild, eh?";
+ }
+ else {
+ mes "Desert! Have you ever been there before?";
+ }
+ close2;
+ break;
+ case 4:
+ mes "[Nelliorde]";
+ mes "Well, to the north is the Schwaltzwald Republic.";
+ mes "There, you'll find Juno,";
+ mes "the 'City of Sages.'";
+ next;
+ mes "[Nelliorde]";
+ mes "The people there say that there is one major nuisance, a man known";
+ mes "as the 'Mad Scientist.' He's antisocial and creates a lot of public disturbances with his experiments.";
+ next;
+ cutin "god_nelluad03",2;
+ mes "[Nelliorde]";
+ mes "It seems everyone in Juno hates";
+ mes "him with a passion. Even one of the Tool Shop owners begged a passing adventurer to stop this Mad Scientist's research!";
+ next;
+ mes "[Nelliorde]";
+ mes "But I have a different opinion about him. I believe it's not a good idea to interrupt the work of any scientist.";
+ next;
+ mes "[Nelliorde]";
+ mes "After all, he might just discover something important, even if his experiments are a little hazardous.";
+ next;
+ mes "[Nelliorde]";
+ mes "Speaking of discoveries, you know how Juno floats in the air, right?";
+ next;
+ cutin "god_nelluad01",2;
+ mes "[Nelliorde]";
+ mes "It's said that a piece of Ymir's Heart generates enough power";
+ mes "to keep the entire city aloft in the sky. Isn't that amazing?";
+ next;
+ mes "[Nelliorde]";
+ mes "Even more recent is the news about the discovery of Ymir's Book. You can read it in Juno's Sage Castle. I hear that it contains the secret to meeting Valkyrie...";
+ close2;
+ break;
+ }
+ break;
+ case 3:
+ mes "[Nelliorde]";
+ mes "Can I sing, you ask?";
+ mes "Certainly, and if I may say so, pleasureably. Which song would";
+ mes "you care to hear?";
+ next;
+ switch(select("Bragi's Poem:Eternal Chaos:Assassin in the Sunset")) {
+ case 1:
+ if (Zeny > 499) {
+ cutin "god_nelluad02",2;
+ mes "[Nelliorde]";
+ mes "Bragi's Poem!";
+ mes "What a good choice!";
+ mes "I must say this song";
+ mes "represents the";
+ mes "heart of a poet!";
+ soundeffect "bragis_poem.wav",1;
+ set Zeny,Zeny-500;
+ close2;
+ }
+ else {
+ mes "[Nelliorde]";
+ mes "Please forgive me, but I cannot play a song for free. The world is harsh, and a frail Bard such as myself must have some means";
+ mes "to survive~";
+ close2;
+ }
+ break;
+ case 2:
+ if (Zeny > 499) {
+ cutin "god_nelluad02",2;
+ mes "[Nelliorde]";
+ mes "You must like robust";
+ mes "and energetic music, eh?";
+ mes "As you wish~";
+ soundeffect "chaos_of_eternity.wav",1;
+ set Zeny,Zeny-500;
+ close2;
+ }
+ else {
+ mes "[Nelliorde]";
+ mes "Please forgive me, but I cannot play a song for free. The world is harsh, and a frail Bard such as myself must have some means";
+ mes "to survive~";
+ close2;
+ }
+ break;
+ case 3:
+ if (Zeny > 499) {
+ cutin "god_nelluad02",2;
+ mes "[Nelliorde]";
+ mes "Excellent choice!";
+ mes "Somehow, the image of";
+ mes "the setting sun fits";
+ mes "well with Assassins.";
+ mes "Don't you agree?";
+ soundeffect "assassin_of_sunset.wav",1;
+ set Zeny,Zeny-500;
+ close2;
+ }
+ else {
+ mes "[Nelliorde]";
+ mes "Please forgive me, but I cannot play a song for free. The world is harsh, and a frail Bard such as myself must have some means";
+ mes "to survive~";
+ close2;
+ }
+ break;
+ }
+ break;
+ }
+ }
+ cutin "",255;
+ end;
+}
+
+yuno_in04,47,113,1 script Studying Scholar#1 749,{
+ if (checkweight(908,200) == 0) {
+ mes "^3355FFWait a second! Right now, you're carrying too many items with you. Please come back after putting some of your things into Kafra Storage.^000000";
+ close;
+ }
+ if ($God3 == 100) {
+ mes "[Studying Scholar]";
+ mes "Hmmm...";
+ mes "The highest quality Red Potion ever...";
+ next;
+ mes "[Studying Scholar]";
+ mes "If only I could figure a way to balance the consistency of the ground Red Herbs mixed with the water. That part is most crucial...";
+ close;
+ }
+ if ($God2 > 49) {
+ if (god_brising == 50) {
+ mes "[Enrico Kaili]";
+ mes "Ah, " + strcharinfo(0) + ",";
+ mes "you've returned.";
+ next;
+ mes "[Enrico Kaili]";
+ mes "Learning about Brisingamen was truly fascinating. But since we've hit a plateau for now, I've started a new research project.";
+ next;
+ mes "[Enrico Kaili]";
+ mes "Hahahaha~";
+ mes "I'm sorry, but I cannot tell you about it for now, since it's confidential. But once I get a chance, I'll ask you for help.";
+ close;
+ }
+ else if (god_brising == 49) {
+ mes "[Enrico Kaili]";
+ mes "Ah, I see. So it's true that Berling sealed himself in the ripple where the goddess' tear";
+ mes "fell into the waters.";
+ next;
+ mes "[Enrico Kaili]";
+ mes "Oh! I'm so excited! I don't know what to do first! Should I report to His Majesty or publish my findings or...";
+ next;
+ switch(select("^333333*Ahem!*^000000 My reward!")) {
+ case 1:
+ mes "[Enrico Kaili]";
+ mes "Oh, right.";
+ mes "Thank you for all the trouble you have endured for my sake. You are truly one of the best researchers I've ever met.";
+ next;
+ mes "[Enrico Kaili]";
+ mes "Then as promised...";
+ mes "I will give you something from my precious collection! Now, let me see what we have here...";
+ next;
+ mes "[Enrico Kaili]";
+ mes "Please...";
+ mes "Take this";
+ set god_brising,50;
+ getitem 616,1; // Old_Card_Album
+ getexp 60000,0;
+ next;
+ mes "[Enrico Kaili]";
+ mes "Please accept this as my way of thanking you for assisting in my";
+ mes "research. If the opportunity arises, I would like to ask you for your help once again. Now please, take care.";
+ if ($God3 < 100) set $God3,$God3 +1;
+ if ($God3 == 50) {
+ announce "The 3rd Seal of [Brisingamen] has appeared.",bc_all;
+ }
+ else if ($God3 == 100) {
+ if ($God1 == 100 && $God2 == 100 && $God3 == 100 && $God4 == 100) {
+ announce "Four seals have been released at the same time with the seal of [Brisingamen].",bc_all;
+ }
+ else {
+ announce "The 3rd seal of [Brisingamen] has been released.",bc_all;
+ }
+ }
+ }
+ close;
+ }
+ else if (god_brising == 48) {
+ mes "[Enrico Kaili]";
+ mes "Why are you still here?";
+ mes "I asked you to go find Alfrik.";
+ mes "Ah~ I cannot wait...";
+ emotion e_flash;
+ close;
+ }
+ else if (god_brising == 47) {
+ mes "[Enrico Kaili]";
+ mes "I guess it's true that";
+ mes "the four Dwarves have been";
+ mes "awakened. Does this mean that Brisingamen can now be created?";
+ next;
+ mes "[Enrico Kaili]";
+ mes "If such a thing is possible, what do we need in order to create it? Let's review the information you've gathered...";
+ next;
+ mes "[Enrico Kaili]";
+ mes "There's Freya's Tear Drop Crystal, Freya's Jewel, the Never-Melting Snow Crystal found where Alfrik";
+ mes "used to stay, the Drifting Air from the path where Dvalin slept. Hmm.";
+ next;
+ mes "[Enrico Kaili]";
+ mes "Perhaps we could find something from the pond of Freya's Gold Tears where Berling is sleeping,";
+ mes "though I am unsure.";
+ next;
+ mes "[Enrico Kaili]";
+ mes "I also assume that the splendid Silver Ornament constructed by";
+ mes "Gher is also needed to create Brisingamen.";
+ next;
+ mes "[Enrico Kaili]";
+ mes "So what";
+ mes "do you think?";
+ next;
+ switch(select("I'm not sure...:I suppose you're right.")) {
+ case 1:
+ mes "[" + strcharinfo(0) + "]";
+ mes "I'm not sure...";
+ mes "I mean, maybe";
+ mes "Alfrik would";
+ mes "probably know, bu--";
+ next;
+ mes "[Enrico Kaili]";
+ mes "Of course!";
+ mes "That's a great idea! I'll wait here while you go and ask Alfrik. You're my only hope in completing this research!";
+ next;
+ emotion e_hmm,1;
+ mes "[" + strcharinfo(0) + "]";
+ mes "(^333333I shouldn't have said anything...^000000)";
+ next;
+ mes "[Enrico Kaili]";
+ mes "Well, what are";
+ mes "waiting for? Please";
+ mes "come back as soon";
+ mes "as possible.";
+ set god_brising,48;
+ close;
+ case 2:
+ mes "[" + strcharinfo(0) + "]";
+ mes "I suppose";
+ mes "you're right.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Still, who knows what exactly is in the Pond of Freya's Golden Tears.";
+ next;
+ mes "[Enrico Kaili]";
+ mes "Yes.";
+ mes "Ah! Right.";
+ mes "Hm, perhaps it would be";
+ mes "best to ask Alfrik first?";
+ next;
+ mes "[Enrico Kaili]";
+ mes "Hurry and seek him";
+ mes "out! And I thank you";
+ mes "in advance.";
+ set god_brising,48;
+ close;
+ }
+ }
+ else if (god_brising == 46) {
+ mes "[Enrico Kaili]";
+ mes "I guess he finally sang for you?";
+ mes "By the way, why didn't you speak to Grer the Dwarf? Oh right, the mine is heavily populated with monsters.";
+ next;
+ mes "[Enrico Kaili]";
+ mes "I know it won't be easy,";
+ mes "but please seek him out";
+ mes "and get more information.";
+ mes "Thank you in advance.";
+ close;
+ }
+ else if (god_brising == 45) {
+ mes "[Enrico Kaili]";
+ mes "Hm...?";
+ mes "Did you forget the words to the song? Well, I didn't write them down either. Hahahaha! I guess there's only one thing you can do~";
+ next;
+ mes "[Enrico Kaili]";
+ mes "You've got to go back to Berling and ask him for the lyrics again. Good luck, and don't forget to memorize them this time.";
+ close;
+ }
+ else if (god_brising == 44) {
+ mes "[Enrico Kaili]";
+ mes "It looks like you were able to answer that riddle. Good work!";
+ next;
+ mes "[Enrico Kaili]";
+ mes "That strange, unearthly feeling of dampness... Ah, you've brought Freya's Tear Drops! That means Grer must have awakened on his own now.";
+ next;
+ mes "[Enrico Kaili]";
+ mes "I suppose your next course of action should be to enter the mine. I'm sorry for the trouble, but I grow more excited with each new thing we learn.";
+ next;
+ mes "[Enrico Kaili]";
+ mes "It's only with your help that I've been able to make such progress with my research. Anyway, I shall share my conclusions with you later.";
+ next;
+ mes "[Enrico Kaili]";
+ mes "So are you heading for the mine now? Be careful around those monsters.";
+ close;
+ }
+ else if (god_brising == 43) {
+ mes "[Enrico Kaili]";
+ mes "Dvalin's riddle?";
+ mes "He must have been";
+ mes "talking about the";
+ mes "endless war that";
+ mes "Freya had to cause.";
+ next;
+ mes "[Enrico Kaili]";
+ mes "There were two kings that";
+ mes "each had twenty knights. The kings and these knights fought and killed each other, and would be brought back to life the next morning by Freya until thousands of Valkyries filled Valhalla.";
+ next;
+ mes "[Enrico Kaili]";
+ mes "All forty-two";
+ mes "of them did this...";
+ mes "Everyday. It's an old";
+ mes "story that everyone knows.";
+ next;
+ mes "[Enrico Kaili]";
+ mes "In any case, it's about time that you investigated Berling. There's";
+ mes "a stream that begins northwest of Prontera and passes through a mine in Mount Mjolnir.";
+ next;
+ mes "[Enrico Kaili]";
+ mes "It may be wise to";
+ mes "start your search there and investigate any streams and";
+ mes "puddles that you can find.";
+ close;
+ }
+ else if (god_brising == 42) {
+ mes "[Enrico Kaili]";
+ mes "Are you sure?!";
+ mes "Those items were";
+ mes "intended to create";
+ mes "Freya's necklace,";
+ mes "Brisingamen?";
+ next;
+ mes "[Enrico Kaili]";
+ mes "If the four Dwarves";
+ mes "awaken, Brisingamen may";
+ mes "appear before human eyes?";
+ mes "Fascinating. Just fascinating.";
+ next;
+ mes "[Enrico Kaili]";
+ mes "Let's see....";
+ mes "The place where";
+ mes "Dvalin is sleeping?";
+ mes "I assume it may be near";
+ mes "the place where the Monks";
+ mes "train, but I am unsure.";
+ next;
+ mes "[Enrico Kaili]";
+ mes "In any case, it would";
+ mes "to no harm to investigate";
+ mes "any leads yes? The monastery,";
+ mes "I believe, is to the east";
+ mes "of Prontera.";
+ close;
+ }
+ else if (god_brising == 41) {
+ mes "[Enrico Kaili]";
+ mes "What...?";
+ mes "You actually";
+ mes "met Alfrik...?";
+ mes "I can't believe";
+ mes "the legendary Alfrick";
+ mes "is still alive...";
+ next;
+ mes "[Enrico Kaili]";
+ mes "Alfrik is one of the four Dwarves who created Brisingamen, the world's most beautiful necklace, for the goddess Freya.";
+ next;
+ mes "[Enrico Kaili]";
+ mes "Now I realize...";
+ mes "We've been gathering information related to an item containing the power of the gods!";
+ next;
+ mes "[Enrico Kaili]";
+ mes "Let's see...";
+ mes "There's another Dwarf, Dvalin.";
+ mes "Did Alfrik tell you anything about where Dvalin may be sleeping? Hmm...";
+ close;
+ }
+ else if (god_brising == 40) {
+ mes "[Enrico Kaili]";
+ mes "For now, I suppose";
+ mes "it would be best to";
+ mes "investigate Lutie.";
+ next;
+ mes "[Enrico Kaili]";
+ mes "Somewhere there, I'm";
+ mes "sure you can find a remaining trace of the goddess Freya. If you were able to meet Valkyrie, I'm sure you'll be able to do this.";
+ next;
+ mes "[Enrico Kaili]";
+ mes "I've been thinking...";
+ mes "About those words";
+ mes "Valkyrie told you";
+ mes "to remember...";
+ next;
+ mes "[Enrico Kaili]";
+ mes "^4d4dffThe beauty of the stars";
+ mes "Wanes in comparison.";
+ mes "We lost our hearts";
+ mes "To that golden hair";
+ mes "And those dazzling eyes.^000000";
+ next;
+ mes "[Enrico Kaili]";
+ mes "What could that mean?";
+ mes "I'm beginning to doubt";
+ mes "what I think I know...";
+ close;
+ }
+ else if (god_brising == 35) {
+ mes "[Enrico Kaili]";
+ mes "I can tell you've";
+ mes "gone through a lot...";
+ mes "So what did you hear";
+ mes "from Hermite?";
+ next;
+ mes "^3355FFYou tell Enrico Kaili";
+ mes "what you were told by Hermite,";
+ mes "as well as your experiences";
+ mes "with Valkyrie.^000000";
+ next;
+ mes "[Enrico Kaili]";
+ mes "I can scarcely believe this!";
+ mes "But if what you say is true, it may be possible for humans to possess godly power.";
+ next;
+ mes "[Enrico Kaili]";
+ mes "Hm? There's a reaction coming";
+ mes "from this thing that was sent from the royal court. Hm, come closer and take a look.";
+ next;
+ mes "^3355FFEnrico opened a locked chest, revealing an incredibly clear, shimmering jewel.^000000";
+ next;
+ mes "[Enrico Kaili]";
+ mes "Isn't it amazing?";
+ mes "If what Valkyrie said is true, this jewel must be a crystal from Freya's teardrop.";
+ next;
+ mes "[Enrico Kaili]";
+ mes "I don't understand why all of this is happening so suddenly. For now, I'll have to think about the poem you heard from Valkyrie.";
+ next;
+ mes "[Enrico Kaili]";
+ mes "A cold snowy path on";
+ mes "which the goddess tread.";
+ mes "A blue river the goddess crossed.";
+ mes "A narrow path the goddess passed.";
+ mes "Four Dwarves that the goddess met...";
+ next;
+ mes "[Enrico Kaili]";
+ mes "I'm sure the four Dwarves are the famous craftsmen I've studied, but I can't determine what the rest of the poem means.";
+ next;
+ mes "[Enrico Kaili]";
+ mes "Now...";
+ mes "I'll need your";
+ mes "help once again!";
+ next;
+ switch(select("Wah? It's not over?!:What is it this time?")) {
+ case 1:
+ mes "[Enrico Kaili]";
+ mes "Hah...!";
+ mes "Our work has just begun!";
+ mes "Now, head over to Lutie";
+ mes "and find some clues.";
+ next;
+ mes "[Enrico Kaili]";
+ mes "The poem mentions a snowy path, and this jewel was found there, so Lutie is a pretty well educated guess as the location of our next clue.";
+ next;
+ mes "[Enrico Kaili]";
+ mes "I hope we'll be";
+ mes "able to learn what";
+ mes "the goddess Freya has";
+ mes "left behind in Rune-Midgard...";
+ set god_brising,40;
+ close;
+ case 2:
+ mes "[Enrico Kaili]";
+ mes "Hahahaha...!";
+ mes "I like your attitute!";
+ mes "Once again, Nelliorde has";
+ mes "proven to be an excellent";
+ mes "judge of character.";
+ next;
+ mes "[Enrico Kaili]";
+ mes "The poem mentions";
+ mes "a snowy path, and this jewel was found in Lutie. So Lutie would be a pretty good place to search for the next clue.";
+ next;
+ mes "[Enrico Kaili]";
+ mes "I hope we'll be";
+ mes "able to learn what";
+ mes "the goddess Freya has";
+ mes "left behind in Rune-Midgard...";
+ set god_brising,40;
+ close;
+ }
+ }
+ else if ((god_brising > 9) && (god_brising < 35)) {
+ mes "[Enrico Kaili]";
+ mes "Hmm...?";
+ mes "I see...";
+ mes "I know the work";
+ mes "I'm having you do might";
+ mes "be quite troublesome...";
+ next;
+ mes "[Enrico Kaili]";
+ mes "But rest assured,";
+ mes "I will reward you";
+ mes "once our work is completed.";
+ mes "Good help such as the kind";
+ mes "you provide is hard to find.";
+ close;
+ }
+ else if ((god_brising > 3) && (god_brising < 10)) {
+ mes "[Enrico Kaili]";
+ mes "So have you";
+ mes "met Hermite? Hm?";
+ mes "He actually asked";
+ mes "you to do that?";
+ next;
+ mes "[Enrico Kaili]";
+ mes "For now, it looks like you might have no alternative. It would probably be wise to do what he wants. Knowing Charles, it's probably won't be too bad.";
+ close;
+ }
+ else if (god_brising == 3) {
+ mes "[Enrico Kaili]";
+ mes "Hermite...?";
+ mes "Do you need more";
+ mes "information about him?";
+ mes "Let's see...";
+ next;
+ mes "[Enrico Kaili]";
+ mes "Oh, that's right!";
+ mes "He's a registered member of that Monster Research Organization. Why don't you ask the lady over there for more information on him?";
+ next;
+ mes "[Enrico Kaili]";
+ mes "If she'll let you look at her records, you can probably find out where he lives. Now why don't you talk to that lady towards the left part of this room?";
+ close;
+ }
+ else if(god_brising == 2) {
+ mes "[Enrico Kaili]";
+ mes "So, have you";
+ mes "considered my proposal?";
+ mes "Work for me, and I shall";
+ mes "surely repay you.";
+ next;
+ switch(select("No thanks.:Sure, why not.")) {
+ case 1:
+ mes "[Enrico Kaili]";
+ mes "What...?!";
+ mes "Then why bother";
+ mes "to speak to me?";
+ mes "If you just intend to";
+ mes "bother me, then please";
+ mes "leave right away.";
+ close;
+ case 2:
+ mes "[Enrico Kaili]";
+ mes "Really?";
+ mes "If you could help me, that would be great! Before we start, would you take a look at this?";
+ next;
+ mes "^3355FFEnrico Kaili showed you a small white crystallization inside a box. It looked very fragile, but emanated an intensely";
+ mes "cold aura.^000000";
+ next;
+ mes "[Enrico Kaili]";
+ mes "I call this the Snow Crystal.";
+ mes "It looks just like a snowflake, doesn't it? Strangely enough,";
+ mes "it's never melted.";
+ next;
+ mes "[Enrico Kaili]";
+ mes "A few years ago,";
+ mes "a young adventurer";
+ mes "gave this to me. I need to find this person so that I can find out exactly what this is, as well as where it came from.";
+ next;
+ mes "[Enrico Kaili]";
+ mes "Now, the person";
+ mes "who brought this to";
+ mes "me is, let's see, ah...";
+ mes "Hermite Charles.";
+ next;
+ mes "[Enrico Kaili]";
+ mes "When you find him,";
+ mes "please give him this letter.";
+ next;
+ mes "^3355FFEnrico gave you a small";
+ mes "letter addressed to Hermite";
+ mes "Charles that is sealed with";
+ mes "red wax.^000000";
+ set god_brising,3;
+ close;
+ }
+ }
+ else if (god_brising == 1) {
+ mes "[Enrico Kaili]";
+ mes "Ah, you've arrived!";
+ mes "" + strcharinfo(0) + ", right?";
+ mes "Yes, I was told by Nelliorde that you'd come. He always manages";
+ mes "to find me good, reliable help.";
+ next;
+ mes "[Enrico Kaili]";
+ mes "As Nelliorde probably mentioned,";
+ mes "I need some help in completing my research. Since you adventurers are always traveling, I was hoping you'd help me find someone.";
+ next;
+ switch(select("I'm no good at finding people.:I can do that!")) {
+ case 1:
+ mes "[Enrico Kaili]";
+ mes "Oh... Really?";
+ mes "I was really hoping that you'd be able to help me. But I understand if it's not within your capacity.";
+ next;
+ mes "[Enrico Kaili]";
+ mes "I suppose I can try to find another adventurer to help me. But if you change your mind later, please do not hesitate to lend me your assistance.";
+ set god_brising,2;
+ close;
+ case 2:
+ mes "[Enrico Kaili]";
+ mes "Really?";
+ mes "If you could help me, that would be great! Before we start, would you take a look at this?";
+ next;
+ mes "^3355FFEnrico Kaili showed you a small white crystallization inside a box. It looked very fragile, but emanated an intensely";
+ mes "cold aura.^000000";
+ next;
+ mes "[Enrico Kaili]";
+ mes "I call this the Snow Crystal.";
+ mes "It looks just like a snowflake, doesn't it? Strangely enough,";
+ mes "it's never melted.";
+ next;
+ mes "[Enrico Kaili]";
+ mes "A few years ago,";
+ mes "a young adventurer";
+ mes "gave this to me. I need to find this person so that I can find out exactly what this is, as well as where it came from.";
+ next;
+ mes "[Enrico Kaili]";
+ mes "Now, the person";
+ mes "who brought this to";
+ mes "me is, let's see, ah...";
+ mes "Hermite Charles.";
+ next;
+ mes "[Enrico Kaili]";
+ mes "When you find him,";
+ mes "please give him this letter.";
+ next;
+ mes "^3355FFEnrico gave you a small";
+ mes "letter addressed to Hermite";
+ mes "Charles that is sealed with";
+ mes "red wax.^000000";
+ set god_brising,3;
+ close;
+ }
+ }
+ else {
+ mes "[Enrico Kaili]";
+ mes "I'm not exactly sure why you've come to me, but I apologize for the fact that I'm unable to help you.";
+ next;
+ mes "[Enrico Kaili]";
+ mes "Right now, I'm far";
+ mes "too busy trying to";
+ mes "complete my research.";
+ mes "Please leave me alone";
+ mes "to do my work.";
+ close;
+ }
+ }
+ else {
+ mes "[Studying Scholar]";
+ mes "Do you know how";
+ mes "to make Red Potions?";
+ mes "You grind a lot of Red Herbs and carefully shake the liquid until you achieve the desire consistency.";
+ next;
+ mes "[Studying Scholar]";
+ mes "If I could find a way";
+ mes "to produce them much faster,";
+ mes "I'd become rich in no time...";
+ close;
+ }
+}
+
+prt_church,113,103,1 script Praying Man 798,{
+ if ($God2 < 50) {
+ mes "[Praying Man]";
+ mes "Let everyone live a life";
+ mes "of happiness. Let there be";
+ mes "peace in the world...";
+ next;
+ mes "[Praying Man]";
+ mes "May I hit it rich with this";
+ mes "Old Blue Box that I spend this";
+ mes "month's paycheck on...";
+ close;
+ }
+ if ($God3 > 99) {
+ mes "[Praying Man]";
+ mes "Now is the time to reflect upon the past to prepare for the future.";
+ next;
+ mes "[Praying Man]";
+ mes "It is in stillness that we find the wisdom to know which steps we must take to move forward. Let's pray.";
+ close;
+ }
+ if (god_brising > 34) {
+ mes "^3355FFHermite Charles continues to fervently pray. His eyes are closed and his hands are clasped to his chest. There seems to be an air of faint sadness about him.^000000";
+ close;
+ }
+ else if (god_brising == 34) {
+ mes "[Hermite Charles]";
+ mes "What did you just say?";
+ mes "Did she really become an";
+ mes "Einherjar? That's the greatest honor for any warrior...";
+ next;
+ mes "[Hermite Charles]";
+ mes "She must";
+ mes "be so happy.";
+ mes "I guess in the end,";
+ mes "I never really had";
+ mes "any place in her heart.";
+ mes "Lowen...";
+ next;
+ mes "[Hermite Charles]";
+ mes "But I know one thing";
+ mes "for sure. She should have blamed me for what happened. Why did she take everything upon herself?";
+ next;
+ mes "[Hermite Charles]";
+ mes "I guess she just saw me as a little brother. She obviously didn't take me very seriously.";
+ next;
+ mes "[Hermite Charles]";
+ mes "Haha... Hahaha...";
+ mes "Now I feel better!";
+ mes "So, what did you say?";
+ next;
+ mes "[Hermite Charles]";
+ mes "Yes, right.";
+ mes "Please tell Enrico this.";
+ mes "The object he's interested in was given by His Majesty to a guild that possessed a castle.";
+ next;
+ mes "[Hermite Charles]";
+ mes "It can never be made through just human technology. But I guess that His Majesty will let scholars study it and let men possess it if they prove capable.";
+ next;
+ mes "[Hermite Charles]";
+ mes "I wasn't powerful enough to";
+ mes "earn it. Frankly, I stole it. But soon I began to fear its presense and my heart would pound with trepidation when I saw it.";
+ next;
+ mes "[Hermite Charles]";
+ mes "One day, I think it actually possessed me and I ended up";
+ mes "going on a journey. I'm not really sure exactly where though...";
+ next;
+ mes "[Hermite Charles]";
+ mes "All I remember was that I was in Lutie, the town of snow. I went over a bridge to a hill to the West...";
+ next;
+ mes "[Hermite Charles]";
+ mes "But once I arrived there, I was seized with this feeling of terror I can't explain.";
+ next;
+ mes "[Hermite Charles]";
+ mes "I ended up running away.";
+ mes "That's why I gave it to Mr. Enrico. You can laugh at me for being a coward if you want.";
+ next;
+ mes "[Hermite Charles]";
+ mes "You know everything now.";
+ mes "Please leave me alone.";
+ mes "^333333*Sigh...*^000000";
+ set god_brising,35;
+ close;
+ }
+ else if (god_brising > 19 && god_brising < 34) {
+ mes "[Hermite Charles]";
+ mes "I'll be waiting.";
+ mes "For some reason, I believe you'll be able to find some sort of clue about what happened these past";
+ mes "two years one of these days.";
+ close;
+ }
+ else if (god_brising == 12) {
+ mes "[Hermite Charles]";
+ mes "Lohen Phelicia?";
+ mes "The person I asked you to find is Lowen, not Lohen. Lowen Ellenen.";
+ next;
+ mes "[Hermite Charles]";
+ mes "I'm sorry";
+ mes "for the trouble,";
+ mes "but I think you";
+ mes "better try again.";
+ set god_brising,10;
+ close;
+ }
+ else if (god_brising == 11) {
+ mes "[Hermite Charles]";
+ mes "Yes...";
+ mes "Lowen is no";
+ mes "longer with us.";
+ next;
+ mes "[Hermite Charles]";
+ mes "I've heard different rumors, but she definitely passed away. I was even at her funeral.";
+ next;
+ mes "[Hermite Charles]";
+ mes "The last time I saw her alive";
+ mes "was in Geffen. Two years after that, I saw her buried in her grave. Didn't I tell you this?";
+ next;
+ mes "[Hermite Charles]";
+ mes "I wanted you to find out what happened in those two years before she died. I wanted to know what led to her death.";
+ next;
+ mes "[Hermite Charles]";
+ mes "What the hell";
+ mes "killed her?!";
+ mes "Don't you understand";
+ mes "the way I feel?";
+ set god_brising,20;
+ close;
+ }
+ else if (god_brising == 10) {
+ mes "[Hermite Charles]";
+ mes "Lowen was a Crusader, a knight in the service of holiness preparing for the Holy War.";
+ next;
+ mes "[Hermite Charles]";
+ mes "I always expected her to";
+ mes "become a Knight in the Prontera Chivalry, but suddenly she changed her mind and became a Crusader.";
+ mes "I saw her for the last time in Geffen.";
+ next;
+ mes "[Hermite Charles]";
+ mes "I beg you...";
+ mes "Please learn";
+ mes "anything you can";
+ mes "about what happened";
+ mes "to Lowen.";
+ close;
+ }
+ else if(god_brising == 5) {
+ set @brising_try,rand(1,4);
+ if(@brising_try == 1) {
+ mes "[Hermite Charles]";
+ mes "You're still here.";
+ mes "Does that mean you";
+ mes "want to hear my";
+ mes "story after all?";
+ next;
+ switch(select("Yes, I would like to.:No, thanks.")) {
+ case 1:
+ mes "[Hermite Charles]";
+ mes "Thank you...";
+ mes "Perhaps you're doing this";
+ mes "merely out of consideration,";
+ mes "but I still appreciate your kindness. The story I will";
+ mes "tell you is very old.";
+ next;
+ mes "[Hermite Charles]";
+ mes "Long ago, there was a little boy who never knew his parents. Just";
+ mes "to survive, he became a Thief and eventually joined the Rogue Guild.";
+ next;
+ mes "[Hermite Charles]";
+ mes "Without any goals or dreams, his life was pretty aimless. He pretty much only lived so that he could see tomorrow.";
+ next;
+ mes "[Hermite Charles]";
+ mes "However, the little boy met someone who was full of hope and kindess. He admired her and she became his reason for living.";
+ next;
+ mes "[Hermite Charles]";
+ mes "She will never know that the little boy loved her more than anything else. Unlike the boy, her dream was devote her life to God.";
+ next;
+ mes "[Hermite Charles]";
+ mes "Although he never understood that, he knew that he would be happy to just be near her, watching from a distance.";
+ next;
+ mes "[Hermite Charles]";
+ mes "But one day, because of one fatal mistake, he lost her and she never came back.";
+ next;
+ mes "[Hermite Charles]";
+ mes "Ever since, that boy has been coming to the Sanctuary everyday";
+ mes "to pray for her safety, even into adulthood.";
+ next;
+ mes "[Hermite Charles]";
+ mes "...";
+ mes "^333333*Sob*^000000";
+ mes "Please find";
+ mes "her for me.";
+ mes "Find Lowen.";
+ next;
+ mes "[Hermite Charles]";
+ mes "I know that Enrico has sent you. I'm guessing he needs something from me. Am I wrong?";
+ next;
+ mes "[Hermite Charles]";
+ mes "I'll do whatever you want if you do what I want you to do. It's simple: find out anything you can about Lowen.";
+ next;
+ mes "[Hermite Charles]";
+ mes "It's doesn't matter how insignificant the clues may be, anything will do. I want to know everything related to her!";
+ next;
+ switch(select("Uhhhhh...:Sorry, I can't.:When was the last time you saw her?")) {
+ case 1:
+ mes "[Hermite Charles]";
+ mes "Please consider my";
+ mes "proposal. If you can";
+ mes "find Lowen for me, I'll";
+ mes "give you what you want.";
+ next;
+ mes "[Hermite Charles]";
+ mes "Please, I beg you.";
+ mes "You are a strong and well-experienced adventurer. Isn't this a simple thing for you to do?";
+ next;
+ mes "[Hermite Charles]";
+ mes "If you've ever dearly loved someone, then you'd know how desperate I am. Please find Lowen for me. Please...";
+ next;
+ switch(select("...Alright.:I'm sorry, I don't think I can do it.")) {
+ case 1:
+ mes "[" + strcharinfo(0) + "]";
+ mes "Alright.";
+ mes "I'll try my best to find her. Would you tell me more about Lowen?";
+ next;
+ mes "[Hermite Charles]";
+ mes "She is a Crusader.";
+ mes "The last time I saw her was";
+ mes "deep inside Geffen Dungeon.";
+ next;
+ mes "[Hermite Charles]";
+ mes "Long ago, some Crusaders entered the Geffen Dungeon on a monster subjugation expedition.";
+ next;
+ mes "[Hermite Charles]";
+ mes "Please find";
+ mes "anything that";
+ mes "you can. I beg";
+ mes "of you...";
+ set god_brising,10;
+ close;
+ case 2:
+ mes "[Hermite Charles]";
+ mes "^333333*Sigh*^000000";
+ mes "I understand.";
+ mes "But if you don't help me, then Kaili won't get the help he needs...";
+ set god_brising,9;
+ close;
+ }
+ case 2:
+ mes "[Hermite Charles]";
+ mes "You don't understand!";
+ mes "If I weren't this much of a coward, I would already have gone out to find out what I could for myself.";
+ next;
+ mes "[Hermite Charles]";
+ mes "I'm not afraid of monsters or dying. It's the fact that she might hate me now. That's what I fear: Lowen's reproach.";
+ next;
+ mes "[Hermite Charles]";
+ mes "All I can do for her is just earnestly pray. I had no idea it'd be so horrible not to be able to see her anymore...";
+ set god_brising,9;
+ close;
+ case 3:
+ mes "[Hermite Charles]";
+ mes "The last time";
+ mes "I saw her was deep";
+ mes "inside the Geffen Dungeon.";
+ next;
+ mes "[Hermite Charles]";
+ mes "Although it was created by humans, that dungeon is now cursed and inhabited with horrific monsters.";
+ next;
+ mes "[Hermite Charles]";
+ mes "I'm guessing the Crusaders saw that it was necessary to exterminate the monsters there to keep it from getting even worse.";
+ next;
+ mes "[Hermite Charles]";
+ mes "Lowen accompanied";
+ mes "a group of other Crusaders";
+ mes "for the good of the people,";
+ mes "but I haven't heard anything";
+ mes "about her since...";
+ next;
+ mes "[Hermite Charles]";
+ mes "That was the last time...";
+ mes "Please find out anything";
+ mes "you can. I beg you...";
+ set god_brising,10;
+ close;
+ }
+ case 2:
+ mes "[Hermite Charles]";
+ mes "I misunderstood you.";
+ mes "I should have realized that people never really listen unless it's of some benefit to them.";
+ next;
+ mes "[Hermite Charles]";
+ mes "I won't waste any more of";
+ mes "your time. I'll accept Kaili's letter and wait until I find someone who'll listen to";
+ mes "my story and help me.";
+ set god_brising,5;
+ close;
+ }
+ }
+ else {
+ mes "[Hermite Charles]";
+ mes "...";
+ mes "^333333*Sob...*^000000";
+ mes "I'm sorry.";
+ mes "I'm so sorry, Lowen.";
+ mes "It was all my fault...";
+ close;
+ }
+ }
+ else if (god_brising == 4) {
+ mes "[Hermite Charles]";
+ mes "What do you";
+ mes "want from me?";
+ mes "Were you sent by";
+ mes "the Rogue Guild?";
+ next;
+ mes "[Hermite Charles]";
+ mes "Tell them";
+ mes "I quit already.";
+ mes "Leave me alone!";
+ next;
+ switch(select("Leave him alone.:Give him Kaili's Letter.")) {
+ case 1:
+ mes "^3355FFYou're not sure why he's so upset, but it doesn't seem to be the best time to try to speak with him. Perhaps later would be better...^000000";
+ set god_brising,4;
+ close;
+ case 2:
+ mes "[Hermite Charles]";
+ mes "Huh...";
+ mes "Enrico Kaili.";
+ mes "Yeah, I remember";
+ mes "him. So what..?";
+ next;
+ mes "^3355FFHermite nonchalantly";
+ mes "tosses the letter back to you.^000000";
+ next;
+ mes "[Hermite Charles]";
+ mes "...";
+ mes "^333333*Sigh...*^000000";
+ next;
+ mes "[Hermite Charles]";
+ mes "You...";
+ mes "Would you like to";
+ mes "listen to my story?";
+ next;
+ switch(select("Sure!:I'm busy, actually.")) {
+ case 1:
+ mes "[Hermite Charles]";
+ mes "Thank you...";
+ mes "Perhaps you're doing this";
+ mes "merely out of consideration,";
+ mes "but I still appreciate your kindness. The story I will";
+ mes "tell you is very old.";
+ next;
+ mes "[Hermite Charles]";
+ mes "Long ago, there was a little boy who never knew his parents. Just";
+ mes "to survive, he became a Thief and eventually joined the Rogue Guild.";
+ next;
+ mes "[Hermite Charles]";
+ mes "Without any goals or dreams, his life was pretty aimless. He pretty much only lived so that he could see tomorrow.";
+ next;
+ mes "[Hermite Charles]";
+ mes "However, the little boy met someone who was full of hope and kindess. He admired her and she became his reason for living.";
+ next;
+ mes "[Hermite Charles]";
+ mes "She will never know that the little boy loved her more than anything else. Unlike the boy, her dream was devote her life to God.";
+ next;
+ mes "[Hermite Charles]";
+ mes "Although he never understood that, he knew that he would be happy to just be near her, watching from a distance.";
+ next;
+ mes "[Hermite Charles]";
+ mes "But one day, because of one fatal mistake, he lost her and she never came back.";
+ next;
+ mes "[Hermite Charles]";
+ mes "Ever since, that boy has been coming to the Sanctuary everyday";
+ mes "to pray for her safety, even into adulthood.";
+ next;
+ mes "[Hermite Charles]";
+ mes "...";
+ mes "^333333*Sob*^000000";
+ mes "Please find";
+ mes "her for me.";
+ mes "Find Lowen.";
+ next;
+ mes "[Hermite Charles]";
+ mes "I know that Enrico has sent you. I'm guessing he needs something from me. Am I wrong?";
+ next;
+ mes "[Hermite Charles]";
+ mes "I'll do whatever you want if you do what I want you to do. It's simple: find out anything you can about Lowen.";
+ next;
+ mes "[Hermite Charles]";
+ mes "It's doesn't matter how insignificant the clues may be, anything will do. I want to know everything related to her!";
+ next;
+ switch(select("Uhhhhh...:Sorry, I can't.:When was the last time you saw her?")) {
+ case 1:
+ mes "[Hermite Charles]";
+ mes "Please consider my";
+ mes "proposal. If you can";
+ mes "find Lowen for me, I'll";
+ mes "give you what you want.";
+ next;
+ mes "[Hermite Charles]";
+ mes "Please, I beg you.";
+ mes "You are a strong and well-experienced adventurer. Isn't this a simple thing for you to do?";
+ next;
+ mes "[Hermite Charles]";
+ mes "If you've ever dearly loved someone, then you'd know how desperate I am. Please find Lowen for me. Please...";
+ next;
+ switch(select("...Alright.:I'm sorry, I don't think I can do it.")) {
+ case 1:
+ mes "[" + strcharinfo(0) + "]";
+ mes "Alright.";
+ mes "I'll try my best to find her. Would you tell me more about Lowen?";
+ next;
+ mes "[Hermite Charles]";
+ mes "She is a Crusader.";
+ mes "The last time I saw her was";
+ mes "deep inside Geffen Dungeon.";
+ next;
+ mes "[Hermite Charles]";
+ mes "Long ago, some Crusaders entered the Geffen Dungeon on a monster subjugation expedition.";
+ next;
+ mes "[Hermite Charles]";
+ mes "Please find";
+ mes "anything that";
+ mes "you can. I beg";
+ mes "of you...";
+ set god_brising,10;
+ close;
+ case 2:
+ mes "[Hermite Charles]";
+ mes "^333333*Sigh*^000000";
+ mes "I understand.";
+ mes "But if you don't help me, then Kaili won't get the help he needs...";
+ set god_brising,9;
+ close;
+ }
+ case 2:
+ mes "[Hermite Charles]";
+ mes "You don't understand!";
+ mes "If I weren't this much of a coward, I would already have gone out to find out what I could for myself.";
+ next;
+ mes "[Hermite Charles]";
+ mes "I'm not afraid of monsters or dying. It's the fact that she might hate me now. That's what I fear: Lowen's reproach.";
+ next;
+ mes "[Hermite Charles]";
+ mes "All I can do for her is just earnestly pray. I had no idea it'd be so horrible not to be able to see her anymore...";
+ set god_brising,9;
+ close;
+ case 3:
+ mes "[Hermite Charles]";
+ mes "The last time";
+ mes "I saw her was deep";
+ mes "inside the Geffen Dungeon.";
+ next;
+ mes "[Hermite Charles]";
+ mes "Although it was created by humans, that dungeon is now cursed and inhabited with horrific monsters.";
+ next;
+ mes "[Hermite Charles]";
+ mes "I'm guessing the Crusaders saw that it was necessary to exterminate the monsters there to keep it from getting even worse.";
+ next;
+ mes "[Hermite Charles]";
+ mes "Lowen accompanied";
+ mes "a group of other Crusaders";
+ mes "for the good of the people,";
+ mes "but I haven't heard anything";
+ mes "about her since...";
+ next;
+ mes "[Hermite Charles]";
+ mes "That was the last time...";
+ mes "Please find out anything";
+ mes "you can. I beg you...";
+ set god_brising,10;
+ close;
+ }
+ case 2:
+ mes "[Hermite Charles]";
+ mes "I misunderstood you.";
+ mes "I should have realized that people never really listen unless it's of some benefit to them.";
+ next;
+ mes "[Hermite Charles]";
+ mes "I won't waste any more of";
+ mes "your time. I'll accept Kaili's letter and wait until I find someone who'll listen to";
+ mes "my story and help me.";
+ set god_brising,5;
+ close;
+ }
+ }
+ }
+ else if (god_brising == 3) {
+ mes "[Sad-looking Man]";
+ mes "...";
+ mes "^333333*Sob...*^000000";
+ mes "I am so";
+ mes "sorry, Lowen.";
+ mes "It's all fault...";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Excuse me.";
+ mes "I am looking";
+ mes "for someone named...";
+ mes "Hermite?";
+ next;
+ mes "[Hermite Charles]";
+ mes "Hm...?";
+ mes "Hermite? That's me.";
+ mes "But if you don't mind,";
+ mes "I want to be alone...";
+ next;
+ switch(select("Leave him alone.:Give him Kaili's Letter.")) {
+ case 1:
+ mes "^3355FFYou're not sure why he's so upset, but it doesn't seem to be the best time to try to speak with him. Perhaps later would be better...^000000";
+ set god_brising,4;
+ close;
+ case 2:
+ mes "[Hermite Charles]";
+ mes "Huh...";
+ mes "Enrico Kaili.";
+ mes "Yeah, I remember";
+ mes "him. So what..?";
+ next;
+ mes "^3355FFHermite nonchalantly";
+ mes "tosses the letter back to you.^000000";
+ next;
+ mes "[Hermite Charles]";
+ mes "...";
+ mes "^333333*Sigh...*^000000";
+ next;
+ mes "[Hermite Charles]";
+ mes "You...";
+ mes "Would you like to";
+ mes "listen to my story?";
+ next;
+ switch(select("Sure!:I'm busy, actually.")) {
+ case 1:
+ mes "[Hermite Charles]";
+ mes "Thank you...";
+ mes "Perhaps you're doing this";
+ mes "merely out of consideration,";
+ mes "but I still appreciate your kindness. The story I will";
+ mes "tell you is very old.";
+ next;
+ mes "[Hermite Charles]";
+ mes "Long ago, there was a little boy who never knew his parents. Just";
+ mes "to survive, he became a Thief and eventually joined the Rogue Guild.";
+ next;
+ mes "[Hermite Charles]";
+ mes "Without any goals or dreams, his life was pretty aimless. He pretty much only lived so that he could see tomorrow.";
+ next;
+ mes "[Hermite Charles]";
+ mes "However, the little boy met someone who was full of hope and kindess. He admired her and she became his reason for living.";
+ next;
+ mes "[Hermite Charles]";
+ mes "She will never know that the little boy loved her more than anything else. Unlike the boy, her dream was devote her life to God.";
+ next;
+ mes "[Hermite Charles]";
+ mes "Although he never understood that, he knew that he would be happy to just be near her, watching from a distance.";
+ next;
+ mes "[Hermite Charles]";
+ mes "But one day, because of one fatal mistake, he lost her and she never came back.";
+ next;
+ mes "[Hermite Charles]";
+ mes "Ever since, that boy has been coming to the Sanctuary everyday";
+ mes "to pray for her safety, even into adulthood.";
+ next;
+ mes "[Hermite Charles]";
+ mes "...";
+ mes "^333333*Sob*^000000";
+ mes "Please find";
+ mes "her for me.";
+ mes "Find Lowen.";
+ next;
+ mes "[Hermite Charles]";
+ mes "I know that Enrico has sent you. I'm guessing he needs something from me. Am I wrong?";
+ next;
+ mes "[Hermite Charles]";
+ mes "I'll do whatever you want if you do what I want you to do. It's simple: find out anything you can about Lowen.";
+ next;
+ mes "[Hermite Charles]";
+ mes "It's doesn't matter how insignificant the clues may be, anything will do. I want to know everything related to her!";
+ next;
+ switch(select("Uhhhhh...:Sorry, I can't.:When was the last time you saw her?")) {
+ case 1:
+ mes "[Hermite Charles]";
+ mes "Please consider my";
+ mes "proposal. If you can";
+ mes "find Lowen for me, I'll";
+ mes "give you what you want.";
+ next;
+ mes "[Hermite Charles]";
+ mes "Please, I beg you.";
+ mes "You are a strong and well-experienced adventurer. Isn't this a simple thing for you to do?";
+ next;
+ mes "[Hermite Charles]";
+ mes "If you've ever dearly loved someone, then you'd know how desperate I am. Please find Lowen for me. Please...";
+ next;
+ switch(select("...Alright.:I'm sorry, I don't think I can do it.")) {
+ case 1:
+ mes "[" + strcharinfo(0) + "]";
+ mes "Alright.";
+ mes "I'll try my best to find her. Would you tell me more about Lowen?";
+ next;
+ mes "[Hermite Charles]";
+ mes "She is a Crusader.";
+ mes "The last time I saw her was";
+ mes "deep inside Geffen Dungeon.";
+ next;
+ mes "[Hermite Charles]";
+ mes "Long ago, some Crusaders entered the Geffen Dungeon on a monster subjugation expedition.";
+ next;
+ mes "[Hermite Charles]";
+ mes "Please find";
+ mes "anything that";
+ mes "you can. I beg";
+ mes "of you...";
+ set god_brising,10;
+ close;
+ case 2:
+ mes "[Hermite Charles]";
+ mes "^333333*Sigh*^000000";
+ mes "I understand.";
+ mes "But if you don't help me, then Kaili won't get the help he needs...";
+ set god_brising,9;
+ close;
+ }
+ case 2:
+ mes "[Hermite Charles]";
+ mes "You don't understand!";
+ mes "If I weren't this much of a coward, I would already have gone out to find out what I could for myself.";
+ next;
+ mes "[Hermite Charles]";
+ mes "I'm not afraid of monsters or dying. It's the fact that she might hate me now. That's what I fear: Lowen's reproach.";
+ next;
+ mes "[Hermite Charles]";
+ mes "All I can do for her is just earnestly pray. I had no idea it'd be so horrible not to be able to see her anymore...";
+ set god_brising,9;
+ close;
+ case 3:
+ mes "[Hermite Charles]";
+ mes "The last time";
+ mes "I saw her was deep";
+ mes "inside the Geffen Dungeon.";
+ next;
+ mes "[Hermite Charles]";
+ mes "Although it was created by humans, that dungeon is now cursed and inhabited with horrific monsters.";
+ next;
+ mes "[Hermite Charles]";
+ mes "I'm guessing the Crusaders saw that it was necessary to exterminate the monsters there to keep it from getting even worse.";
+ next;
+ mes "[Hermite Charles]";
+ mes "Lowen accompanied";
+ mes "a group of other Crusaders";
+ mes "for the good of the people,";
+ mes "but I haven't heard anything";
+ mes "about her since...";
+ next;
+ mes "[Hermite Charles]";
+ mes "That was the last time...";
+ mes "Please find out anything";
+ mes "you can. I beg you...";
+ set god_brising,10;
+ close;
+ }
+ case 2:
+ mes "[Hermite Charles]";
+ mes "I misunderstood you.";
+ mes "I should have realized that people never really listen unless it's of some benefit to them.";
+ next;
+ mes "[Hermite Charles]";
+ mes "I won't waste any more of";
+ mes "your time. I'll accept Kaili's letter and wait until I find someone who'll listen to";
+ mes "my story and help me.";
+ set god_brising,5;
+ close;
+ }
+ }
+ }
+ else {
+ mes "[Sad-looking Man]";
+ mes "...";
+ mes "^333333*Sob...*";
+ mes "Lowen...";
+ mes "I'm so sorry.";
+ mes "It's all my fault.";
+ mes "Please be okay...";
+ close;
+ }
+}
+
+prt_castle,80,52,0 script Personnel Record#book1 111,{
+ if ($God2 < 50) {
+ mes "[Librarian]";
+ mes "What are you doing?";
+ mes "Don't touch anything!";
+ close;
+ }
+ if ($God3 > 99) {
+ mes "[Librarian]";
+ mes "What are you doing?";
+ mes "Don't touch anything!";
+ close;
+ }
+ if (god_brising == 26) {
+ mes "[" + strcharinfo(0) + "]";
+ mes "I should read this";
+ mes "from the point where";
+ mes "I left off...";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Huh...?";
+ mes "What's this mark";
+ mes "here at the bottom?";
+ mes "Some kind of secret?";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "No wonder the librarian";
+ mes "seemed to hesitate before";
+ mes "saying anything. Huh.";
+ mes "Now let's see...";
+ next;
+ set .@bookrand,rand(1,3);
+ if (.@bookrand == 1) {
+ mes "[Personnel Record]";
+ mes "^663300Lowen, of the 2nd squad, returned to her detachment 3 days after the incident. A trial was held, and she was judged guilty of fleeing when ordered to fight.^000000";
+ next;
+ mes "[Personnel Record]";
+ mes "^663300Despite the severity of this offense, she was only discharged from the Crusaders and the holy power granted to her was forcibly removed...^000000";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "She was forced to leave the Crusaders?! That's ridiculous!";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Did they want to sentence her to death or what? That's almost too cruel. She must have been humiliated...";
+ next;
+ mes "[Personnel Record]";
+ mes "^6633002 years later after the incident, an expedition team found rusty armor shards, a broken sword";
+ mes "and some effects belonging to";
+ mes "Lowen Ellenen.^000000";
+ next;
+ mes "[Personnel Record]";
+ mes "^663300However, this information";
+ mes "is highly classified. Officially, Lowen Ellenen died during the mission.^000000";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "They thought she brought";
+ mes "disgrace to the Crusaders?";
+ mes "This sounds pretty messy.";
+ mes "Should I try to meet her again?";
+ next;
+ mes "[Librarian]";
+ mes "^666666*Yawn...*^000000";
+ mes "What the...?";
+ mes "who are you!";
+ mes "Get the hell";
+ mes "out of here!";
+ set god_brising,30;
+ close2;
+ warp "prt_castle",94,37;
+ end;
+ }
+ else {
+ mes "[Librarian]";
+ mes "^666666*Yawn...*^000000";
+ mes "What the...?";
+ mes "who are you!";
+ mes "Get the hell";
+ mes "out of here!";
+ close2;
+ warp "prt_castle",94,37;
+ end;
+ }
+ }
+ else if (god_brising == 25) {
+ mes "^3355FFYou took the book from the shelf while the librarian was dozing. According to the Crusader Personnel Records, there's only one recruit that was named Lowen Ellenen.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Lowen Ellenen...";
+ mes "Member of the";
+ mes "2nd squad...";
+ mes "Age 22...";
+ mes "Female...";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Became a fugitive?";
+ mes "This isn't the same";
+ mes "information the";
+ mes "Librarian told me!";
+ next;
+ set .@bookrand,rand(1,3);
+ if (.@bookrand == 1) {
+ mes "[" + strcharinfo(0) + "]";
+ mes "I should read this";
+ mes "from the point where";
+ mes "I left off...";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Huh...?";
+ mes "What's this mark";
+ mes "here at the bottom?";
+ mes "Some kind of secret?";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "No wonder the librarian";
+ mes "seemed to hesitate before";
+ mes "saying anything. Huh.";
+ mes "Now let's see...";
+ next;
+ mes "[Personnel Record]";
+ mes "^663300Lowen, of the 2nd squad, returned to her detachment 3 days after the incident. A trial was held, and she was judged guilty of fleeing when ordered to fight.^000000";
+ next;
+ mes "[Personnel Record]";
+ mes "^663300Despite the severity of this offense, she was only discharged from the Crusaders and the holy power granted to her was forcibly removed...^000000";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "She was forced to leave the Crusaders?! That's ridiculous!";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Did they want to sentence her to death or what? That's almost too cruel. She must have been humiliated...";
+ next;
+ mes "[Personnel Record]";
+ mes "^6633002 years later after the incident, an expedition team found rusty armor shards, a broken sword";
+ mes "and some effects belonging to";
+ mes "Lowen Ellenen.^000000";
+ next;
+ mes "[Personnel Record]";
+ mes "^663300However, this information";
+ mes "is highly classified. Officially, Lowen Ellenen died during the mission.^000000";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "They thought she brought";
+ mes "disgrace to the Crusaders?";
+ mes "This sounds pretty messy.";
+ mes "Should I try to meet her again?";
+ next;
+ mes "[Librarian]";
+ mes "^666666*Yawn...*^000000";
+ mes "What the...?";
+ mes "who are you!";
+ mes "Get the hell";
+ mes "out of here!";
+ set god_brising,30;
+ close2;
+ warp "prt_castle",94,37;
+ end;
+ }
+ else {
+ mes "[Librarian]";
+ mes "^666666*Yawn...*^000000";
+ mes "What the...?";
+ mes "who are you!";
+ mes "Get the hell";
+ mes "out of here!";
+ set god_brising,26;
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "(Nuts...!";
+ mes "I didn't get";
+ mes "to finish reading!)";
+ close2;
+ warp "prt_castle",94,37;
+ end;
+ }
+ }
+ else {
+ mes "[Librarian]";
+ mes "What are you doing here?";
+ mes "Don't touch anything!";
+ close;
+ }
+}
+
+//-----------librarian----------------------------------------------------------
+prt_castle,84,51,5 script Librarian#2 105,{
+ if ($God2 < 50) {
+ mes "[Librarian]";
+ mes "What are you doing here?";
+ mes "Don't touch anything!";
+ close;
+ }
+ if ($God3 > 99) {
+ mes "[Librarian]";
+ mes "What are you doing here?";
+ mes "Don't touch anything!";
+ close;
+ }
+ if (god_brising > 24 && god_brising < 27) {
+ mes "[Librarian]";
+ mes "Zzzzz...";
+ mes "...Zzzzz...";
+ mes "......Zzzzzz...";
+ next;
+ mes "^3355FFThis librarian seems to be deeply asleep. It'd be smarter not to wake him if you want to check the Crusader Personnel Records.^000000";
+ close;
+ }
+ else if (god_brising == 10) {
+ mes "[Librarian]";
+ mes "All confidential personnel records are kept here in the royal library. However, you need authorization";
+ mes "for full access.";
+ next;
+ mes "[Librarian]";
+ mes "Did you say that you";
+ mes "need to find a person?";
+ mes "Please give me that";
+ mes "person's name, as well";
+ mes "as your relationship.";
+ next;
+ switch(select("Lowen, Sibling:Lowen, Spouse:Lowen, Enemy:Lowen, a Friend")) {
+ case 1:
+ if (Sex) {
+ mes "[Librarian]";
+ mes "How dare you";
+ mes "lie to the royal";
+ mes "librarian!";
+ next;
+ mes "[Librarian]";
+ mes "It says here";
+ mes "in the records";
+ mes "that Lowen did not";
+ mes "have any male siblings!";
+ next;
+ mes "[Librarian]";
+ mes "^333333(Crap...!";
+ mes "I just disclosed";
+ mes "^666666classified^000000 ^333333info!)^000000";
+ next;
+ mes "[Librarian]";
+ mes "The Royal Library won't";
+ mes "tolerate identity fraud!";
+ mes "Please leave!";
+ close;
+ }
+ else {
+ mes "[Librarian]";
+ mes "You're related to Miss Lowen? How have you not received any news about her before?";
+ next;
+ mes "[Librarian]";
+ mes "I see...";
+ mes "Separated at birth,";
+ mes "that's truly tragic.";
+ mes "Okay, let me check.";
+ next;
+ mes "[Librarian]";
+ mes "I feel terrible telling you this, but it's too late to find Lowen Ellenen, according to the records.";
+ next;
+ mes "[Librarian]";
+ mes "During the monster subjugation mission in Geffen dungeon she reportedly disappeared and... was later pronounced dead.";
+ next;
+ mes "[Librarian]";
+ mes "I'm sorry, but";
+ mes "that's all I know.";
+ mes "Thank you...";
+ set god_brising,11;
+ close;
+ }
+ case 2:
+ if (Sex) {
+ mes "[Librarian]";
+ mes "Spouse...?";
+ mes "Well, I guess you look like a husband. Heh, I've got a girlfriend myself. Well, at least I think so. Anyway...";
+ next;
+ mes "[Librarian]";
+ mes "Lowen Ellenen";
+ mes "the Crusader, right?";
+ mes "I'm so... sorry.";
+ mes "You might want";
+ mes "to have a seat.";
+ next;
+ mes "[Librarian]";
+ mes "During the monster";
+ mes "subjugation in Geffen";
+ mes "Dungeon, she reportedly";
+ mes "disappeared. And later,";
+ mes "she was pronounced dead.";
+ next;
+ mes "[Librarian]";
+ mes "That's all the";
+ mes "information I have,";
+ mes "sir. I'm truly sorry";
+ mes "for your loss.";
+ set god_brising,11;
+ close;
+ }
+ else {
+ mes "[Librarian]";
+ mes "Hmmm...?";
+ mes "Spouse?";
+ mes "Or ^333333*Ahem*^000000";
+ mes "cohabitational partners?";
+ next;
+ mes "^3355FFThe librarian";
+ mes "now seems awfully";
+ mes "distracted, as if";
+ mes "he were lost in";
+ mes "vivid daydream...^000000";
+ close;
+ }
+ case 3:
+ mes "["+ strcharinfo(0) +"]";
+ mes "I'm looking";
+ mes "for Ellenen.";
+ mes "Lowen Ellenen.";
+ mes "My sworn arch-enemy.";
+ next;
+ mes "[Librarian]";
+ mes "Arch-enemy...?";
+ mes "Um, uh ^666666*Ahem!*^000000";
+ mes "All I can tell you is that there was a Crusader by that name.";
+ next;
+ mes "[Librarian]";
+ mes "I'm sorry, but";
+ mes "I can't tell you";
+ mes "more than that.";
+ next;
+ mes "[Librarian]";
+ mes "^333333*Cough*^000000";
+ mes "^666666Nutcase!^000000";
+ close;
+ case 4:
+ mes "[Librarian]";
+ mes "A friend...?";
+ mes "Well, we have a";
+ mes "record of someone";
+ mes "named Lohen Phelica.";
+ next;
+ mes "[Librarian]";
+ mes "He retired from the service a few years ago. I'd like to give you his address, but we don't have any of that information.";
+ set god_brising,12;
+ close;
+ }
+ }
+ else if (god_brising > 10 && god_brising < 13) {
+ mes "[Librarian]";
+ mes "Now, may";
+ mes "I excuse myself?";
+ mes "Thank you!";
+ close;
+ }
+ else {
+ mes "[Librarian]";
+ mes "All confidential personnel records are kept here in the royal library. However, you need authorization";
+ mes "for full access.";
+ close;
+ }
+
+}
+
+prontera,260,354,4 script Woman#Rosa Ellenen 101,{
+ if ($God2 < 50){
+ mes "[Woman]";
+ mes "Hm?";
+ mes "What brings";
+ mes "you here? It's";
+ mes "kind of strange";
+ mes "to come just to";
+ mes "take a walk.";
+ close;
+ }
+ if ($God3 > 99) {
+ mes "[Woman]";
+ mes "Hm?";
+ mes "What brings";
+ mes "you here? It's";
+ mes "kind of strange";
+ mes "to come just to";
+ mes "take a walk.";
+ close;
+ }
+ if(god_brising > 33) {
+ mes "[Rosa Ellenen]";
+ mes "Are you the one";
+ mes "who visited me before?";
+ mes "Ah, of course.";
+ next;
+ mes "[Rosa Ellenen]";
+ mes "I'm not sure how";
+ mes "to tell you this, but...";
+ mes "This is Lowen's grave.";
+ mes "And thank you.";
+ close;
+ }
+ else if (god_brising == 21) {
+ mes "[Rosa Ellenen]";
+ mes "What are you";
+ mes "talking about?";
+ mes "A message from Lowen?";
+ next;
+ mes "[Rosa Ellenen]";
+ mes "What?!";
+ mes "Why hasn't she";
+ mes "gone to heaven yet?";
+ next;
+ mes "[Rosa Ellenen]";
+ mes "I hope you remember";
+ mes "everything I'm going";
+ mes "to tell you. She should";
+ mes "go to heaven right now!";
+ mes "I still don't understand...";
+ next;
+ mes "[Rosa Ellenen]";
+ mes "And please tell that praying fool that he shouldn't waste his time blaming himself. ^333333*Sigh*^000000 I still don't know why she chose to";
+ mes "speak to you.";
+ next;
+ mes "[Rosa Ellenen]";
+ mes "Let me tell you something. Lowen was a fencing prodigy. However, she always had trouble enduring the rigorous training and bearing the weight of the armor...";
+ next;
+ mes "[Rosa Ellenen]";
+ mes "But she loved fencing and always tried twice as hard to develop her physical strength so that she could serve God in battle.";
+ next;
+ mes "[Rosa Ellenen]";
+ mes "Finally, she became a Crusader.";
+ mes "For a while things were great, but then she suddenly disappeared while on a mission to Geffen Dungeon.";
+ next;
+ mes "[Rosa Ellenen]";
+ mes "Two years later, she was buried in this grave after her body was found by some adventurers. I was given the broken shards of armor and a blood stained ribbon she left behind.";
+ next;
+ mes "[Rosa Ellenen]";
+ mes "I never really learned what exactly happened. And Hermite was always following her like she was his real sister. Ever since she died, he's changed. I hope he doesn't hurt himself...";
+ next;
+ mes "[Rosa Ellenen]";
+ mes "Something suspicious seems to have happened in the military, but they won't even talk to me about it. What could have happened?!";
+ next;
+ mes "[Rosa Ellenen]";
+ mes "In the end, I gave up trying to find the truth. After all, nothing can bring her back...";
+ next;
+ mes "[Rosa Ellenen]";
+ mes "Please tell her I'm fine,";
+ mes "but I want to know why her";
+ mes "soul hasn't moved on to";
+ mes "heaven! Maybe...";
+ next;
+ mes "[Rose Ellenen]";
+ mes "Maybe there's";
+ mes "something in the";
+ mes "Crusader Personnel";
+ mes "Records that might";
+ mes "explain something?";
+ set god_brising,25;
+ close;
+ }
+ else if ((god_brising) > 9 && (god_brising < 20)) {
+ mes "[Rosa Ellenen]";
+ mes "This is my little";
+ mes "sister's grave...";
+ mes "Her name was Lowen.";
+ next;
+ mes "[Rosa Ellenen]";
+ mes "Are you a friend";
+ mes "of Lowen's? Hmmm?";
+ mes "The man in the Sanctuary?";
+ mes "That must be Hermite.";
+ next;
+ mes "[Rosa Ellenen]";
+ mes "He was shocked when Lowen";
+ mes "died but he doesn't have to blame himself for her death. I don't want him to suffer from the guilt.";
+ next;
+ mes "[Rosa Ellenen]";
+ mes "Anyway, thank you for visiting";
+ mes "my little sister. It's good to know she has friends, even after she's passed on.";
+ set god_brising,11;
+ close;
+ }
+ else {
+ mes "[Rosa Ellenen]";
+ mes "Oh hello...";
+ mes "Have you come";
+ mes "to pay your respects";
+ mes "to someone here as well?";
+ close;
+ }
+
+}
+
+prontera,262,353,0 script Gravestone 111,{
+ if($God2 > 49) {
+ if (god_brising > 33) {
+ mes "Lowen Ellenen";
+ mes " ";
+ mes " XXXX. XX. XX.";
+ mes "";
+ mes "Her noble spirit";
+ mes "was sent to the holy";
+ mes "place by Valkyrie's will.";
+ close;
+ }
+ else {
+ mes "^3355FFYou couldn't read the rest of the epitaph since the tombstone has been eroded with time.^000000";
+ close;
+ }
+ }
+ else {
+ mes "^3355FFIt's just an";
+ mes "ordinary gravestone.^000000";
+ next;
+ mes "^3355FFNothing really";
+ mes "sets it apart from the rest of the tombstones here in the Prontera cemetary.^000000";
+ close;
+ }
+}
+
+gef_dun01,89,192,0 script #lowentrace 111,3,3,{
+ if($God2 < 50) {
+ mes "^3355FFIt's just an old,";
+ mes "dry piece of wood.^000000";
+ close;
+ }
+ if($God3 > 99) {
+ mes "^3355FFIt's just an old,";
+ mes "dry piece of wood.^000000";
+ close;
+ }
+ if ((god_brising > 20) && (god_brising < 34)) {
+ mes "^3355FFWill you";
+ mes "summon her?^000000";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ input @lowenstring$;
+ if(@lowenstring$ == "Lowen") {
+ if (god_brising == 30) {
+ mes "[Lowen Ellenen]";
+ mes "^6E7B8B...Y-you're...";
+ mes "I-I can't stay long,";
+ mes "I'm feeling too weak.";
+ mes "Come closer, I want";
+ mes "to show you something...^000000";
+ next;
+ mes "^3355FFHer voice grew";
+ mes "softer and softer";
+ mes "until you could no";
+ mes "longer hear her.^000000";
+ close;
+ }
+ else if (god_brising == 21) {
+ mes "[Lowen Ellenen]";
+ mes "^6E7B8BPlease tell Rosa";
+ mes "not to worry about me anymore. You might be able to find her beside my grave. I don't want her to suffer anymore...^000000";
+ close;
+ }
+ else if (god_brising == 25) {
+ mes "[Lowen Ellenen]";
+ mes "^6E7B8BYou've come back.";
+ mes "Have you met Rosa?";
+ mes "Hm, yes, it sounds like she'd say that. But thank you for sending her my message.^000000";
+ next;
+ mes "[Lowen Ellenen]";
+ mes "^6E7B8BAh, it's too dangero--";
+ mes "This place is too dangerous for you. I hate myself for not being able to help protect you from";
+ mes "these evil creatures. Be careful...^000000";
+ close;
+ }
+ else {
+ mes "[Lowen Ellenen]";
+ mes "^6E7B8BMy spirit is";
+ mes "growing weaker...";
+ mes "Please be careful...";
+ mes "This place is too dangerous.^000000";
+ close;
+ }
+ }
+ else {
+ close;
+ }
+ case 2:
+ close;
+ }
+ }
+ else if (god_brising == 20) {
+ mes "[The voice of a female]";
+ mes "^6E7B8BI-It's dangerous...";
+ mes "Be careful...^000000";
+ next;
+ switch(select("Ignore it.:What are you talking about?")) {
+ case 1:
+ close;
+ case 2:
+ mes "[The voice of a female]";
+ mes "^6E7B8B...No way...";
+ mes "You can hear me?";
+ mes "I can't believe this.";
+ mes "It's impossible...";
+ mes "But if you don't mind,";
+ mes "may I talk to you...?^000000";
+ next;
+ switch(select("Holy...! Run!:What are you?!")) {
+ case 1:
+ close;
+ case 2:
+ mes "[The voice of a female]";
+ mes "^6E7B8BI...";
+ mes "I don't have my body anymore, so... I think I'm a ghost. Yes, I've been wandering in this place ever since I got here.^000000";
+ next;
+ mes "[The voice of a female]";
+ mes "^6E7B8BI'm still not sure why I'm";
+ mes "bound to this realm. If you";
+ mes "don't mind, would you visit";
+ mes "my sister for me?";
+ next;
+ mes "[The voice of a female]";
+ mes "^6E7B8BPlease tell her...";
+ mes "Please tell her that her";
+ mes "little sister Lowen is fine.^000000";
+ next;
+ mes "[The voice of a female]";
+ mes "^6E7B8BUm...";
+ mes "If you want to meet me again, just say my name out loud. '^000000Lowen^6E7B8B.'^000000";
+ set god_brising,21;
+ close;
+ }
+ }
+ }
+ else {
+ mes "^3355FFYou find a piece of twisted, dry wood. Looking at it seems to bring out a feeling of sadness within you for some reason.^000000";
+ close;
+ }
+
+OnTouch:
+ if((god_brising > 9) && (god_brising < 34)) {
+ emotion e_gasp;
+ }
+ end;
+}
+
+gef_dun01,203,48,0 script #lowentrace1 111,3,3,{
+
+ if ($God2 < 50) {
+ mes "^3355FFIt's just an old,";
+ mes "dry piece of wood.^000000";
+ close;
+ }
+
+ if( $God3 > 99) {
+ mes "^3355FFIt's just an old,";
+ mes "dry piece of wood.^000000";
+ close;
+ }
+ if ((god_brising > 20) && (god_brising < 34)) {
+ mes "Would you";
+ mes "like to summon her? ";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ input @lowenstring$;
+ if(@lowenstring$ == "Lowen") {
+ if(god_brising == 31) {
+ mes "[Lowen Ellenen]";
+ mes "^6E7B8BYou came back!";
+ mes "You'll be with me";
+ mes "...Won't you?^000000";
+ next;
+ switch(select("Of course.:Sorry, I don't think I can...")) {
+ case 1:
+ mes "[Lowen Ellenen]";
+ mes "^6E7B8BThank you,";
+ mes "thank you so much...^000000";
+ close2;
+ warp "que_god02",47,53;
+ end;
+ case 2:
+ mes "[Lowen Ellenen]";
+ mes "^6E7B8BI understand.";
+ mes "Please take";
+ mes "care of yourself...^000000";
+ close;
+ }
+ } else if(god_brising == 30) {
+ mes "[Lowen Ellenen]";
+ mes "^6E7B8BAh yes. This is it.";
+ mes "You look very curious about me, yet I am amazed that you can hear my voice. Please let me tell you an old story.^000000";
+ close2;
+ warp "que_god02",47,53;
+ end;
+ }
+ else if (god_brising == 25) {
+ mes "[Lowen Ellenen]";
+ mes "^6E7B8BYou've come back.";
+ mes "Have you met Rosa?";
+ mes "Hm, yes, it sounds like she'd say that. But thank you for sending her my message.^000000";
+ next;
+ mes "[Lowen Ellenen]";
+ mes "^6E7B8BAh, it's too dangero--";
+ mes "This place is too dangerous for you. I hate myself for not being able to help protect you from";
+ mes "these evil creatures. Be careful...^000000";
+ close;
+ }
+ else {
+ mes "[Lowen Ellenen]";
+ mes "^6E7B8BMy spirit is";
+ mes "growing weaker...";
+ mes "Please be careful...";
+ mes "This place is too dangerous.^000000";
+ close;
+ }
+ }
+ else {
+ close;
+ }
+ case 2:
+ close;
+ }
+ }
+ else if (god_brising == 20) {
+ mes "[The voice of a female]";
+ mes "^6E7B8BI-It's dangerous...";
+ mes "Be careful...^000000";
+ next;
+ switch(select("Ignore it.:What are you talking about?")) {
+ case 1:
+ close;
+ case 2:
+ mes "[The voice of a female]";
+ mes "^6E7B8B...No way...";
+ mes "You can hear me?";
+ mes "I can't believe this.";
+ mes "It's impossible...";
+ mes "But if you don't mind,";
+ mes "may I talk to you...?^000000";
+ next;
+ switch(select("Holy...! Run!:What are you?!")) {
+ case 1:
+ close;
+ case 2:
+ mes "[The voice of a female]";
+ mes "^6E7B8BI...";
+ mes "I don't have my body anymore, so... I think I'm a ghost. Yes, I've been wandering in this place ever since I got here.^000000";
+ next;
+ mes "[The voice of a female]";
+ mes "^6E7B8BI'm still not sure why I'm";
+ mes "bound to this realm. If you";
+ mes "don't mind, would you visit";
+ mes "my sister for me?";
+ next;
+ mes "[The voice of a female]";
+ mes "^6E7B8BPlease tell her...";
+ mes "Please tell her that her";
+ mes "little sister Lowen is fine.^000000";
+ next;
+ mes "[The voice of a female]";
+ mes "^6E7B8BUm...";
+ mes "If you want to meet me again, just say my name out loud. '^000000Lowen^6E7B8B.'^000000";
+ set god_brising,21;
+ close;
+ }
+ }
+ }
+ else {
+ mes "^3355FFYou find a piece of twisted, dry wood. Looking at it seems to bring out a feeling of sadness within you for some reason.^000000";
+ close;
+ }
+
+OnTouch:
+ if((god_brising > 9) && (god_brising < 34)) {
+ emotion e_gasp;
+ }
+ end;
+}
+
+que_god02,48,55,3 script Lowen Ellenen 745,{
+ if (god_brising == 30) {
+ mes "[Lowen Ellenen]";
+ mes "Can you see me now?";
+ mes "You must be surprised.";
+ mes "This is the story I will";
+ mes "share with you.";
+ next;
+ mes "[Lowen Ellenen]";
+ mes "Look around.";
+ mes "Recognize it?";
+ mes "We're still in the same place, except now we're in my past.";
+ next;
+ mes "[Lowen Ellenen]";
+ mes "All of us came here to Geffen to cleanse this area of evil spirits. You asked for the reason I remained in this awful place?";
+ next;
+ mes "[Lowen Ellenen]";
+ mes "I couldn't forgive myself for what I've done to my comrades. They";
+ mes "were killed because of me.";
+ next;
+ switch(select("You were cursed...?:You still have something to do.")) {
+ case 1:
+ mes "["+ strcharinfo(0) +"]";
+ mes "You're saying...";
+ mes "The anger of your";
+ mes "comrades manifested";
+ mes "into a curse?";
+ next;
+ mes "[Lowen Ellenen]";
+ mes "Cursed by my fallen comrades... Yes, that's what I thought at first. So I tried to redeem myself as well as avenge their deaths.";
+ next;
+ mes "[Lowen Ellenen]";
+ mes "I have been trying my best to comfort their spirits for 2 years.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Ever since you guys failed on a mission, you've spent two years here killing monsters?";
+ next;
+ mes "[Lowen Ellenen]";
+ mes "Yes, that's right.";
+ mes "I thought it would bring comfort to the spirits of my comrades.";
+ next;
+ mes "[Lowen Ellenen]";
+ mes "But once I died, I met all of my old friends in Niflheim, the town of the dead. You've heard of it, haven't you?";
+ next;
+ mes "[Lowen Ellenen]";
+ mes "No one seemed to";
+ mes "blame me for what";
+ mes "had happened. In fact, they all seemed worried about me.";
+ next;
+ select("Then why?");
+ mes "[Lowen Ellenen]";
+ mes "They waited for me in Niflheim for two years, since they didn't want me to misunderstand them. They never blamed me for what happened.";
+ next;
+ mes "[Lowen Ellenen]";
+ mes "But I still feel like something is wrong. Out of all of us, I'm the only one unable to rest in peace. Everyone else was selected to go to Valhalla.";
+ next;
+ mes "[Lowen Ellenen]";
+ mes "But Valhalla is where all honorable Crusaders are supposed to go. What have I done wrong?";
+ close;
+ case 2:
+ mes "[Lowen Ellenen]";
+ mes "I don't think I have any unfinished business. But who knows, maybe there is something I have to do.";
+ next;
+ mes "[Lowen Ellenen]";
+ mes "All of my late comrades that I met in Niflheim were selected by Valkyrie and sent to Valhalla. That's how honorable Crusaders spend the afterlife. But it looks like I don't deserve it...";
+ next;
+ select("I can help you!");
+ mes "[Lowen Ellenen]";
+ mes "You can";
+ mes "help me?";
+ mes "How...?";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "You said this is the place where the subjugation mission happened, right? I'll fight with you!";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Now come on, you don't deserve to feel guilty like this. Let's think about how we're gonna fight these monsters!";
+ next;
+ mes "[Lowen Ellenen]";
+ mes "...";
+ mes "Thank you.";
+ mes "Thank you so much.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Now,";
+ mes "shall we go in?";
+ set god_brising,31;
+ close;
+ }
+ }
+ else if (god_brising == 31) {
+ mes "[Lowen Ellenen]";
+ mes "Walk down the stairs";
+ mes "ahead. From this point";
+ mes "I can only travel with";
+ mes "you in your mind...";
+ close;
+ }
+ else {
+ mes "[Lowen Ellenen]";
+ mes "How come...";
+ mes "You're here?";
+ close2;
+ warp "geffen",120,101;
+ end;
+ }
+}
+
+que_god02,54,64,4 script Soldier#1_brising 105,1,1,{
+ if (god_brising == 31) {
+ mes "[Soldier]";
+ mes "Have you volunteered for monster subjugation? Would you like to start the mission now?";
+ next;
+ switch(select("Yes.:I need more time.")) {
+ case 1:
+ mes "[Soldier]";
+ mes "We're you're ready,";
+ mes "come and stand in";
+ mes "front of me.";
+ close;
+ case 2:
+ mes "[Soldier]";
+ mes "No problem, just come back when your preparations are completed.";
+ close;
+ }
+ }
+ else {
+ mes "[Soldier]";
+ mes "Please back away.";
+ mes "You are not permitted";
+ mes "to enter!";
+ close;
+ }
+
+OnTouch:
+ if (god_brising == 31) {
+ warp "que_god02",174,49;
+ donpcevent "#brisinsold::OnSold1Off";
+ donpcevent "#brisinsold2::OnSold2On";
+ end;
+ }
+ else {
+ mes "[Soldier]";
+ mes "Please back away.";
+ mes "You are not permitted";
+ mes "to enter!";
+ close2;
+ warp "que_god02",51,59;
+ end;
+ }
+ end;
+}
+
+que_god02,55,64,4 script Soldier#2_brising 105,1,1,{
+ mes "[Soldier]";
+ mes "Please back away.";
+ mes "You are not permitted";
+ mes "to enter!";
+ close;
+}
+
+que_god02,1,1,1 script #brisinsold2 -1,{
+OnInit:
+ hideonnpc "Soldier#2_brising";
+ areawarp "que_god02",100,128,85,3,"geffen",120,100;
+ end;
+
+OnSold2On:
+ hideoffnpc "Soldier#2_brising";
+ initnpctimer;
+ end;
+
+OnTimer420000:
+ mapannounce "que_god02","Lowen's spirit is beginning to weaken...",0,0x70DBDB;
+ end;
+
+OnTimer480000:
+ mapannounce "que_god02","Your presense in her past can't be maintained for much longer...",0,0x70DBDB;
+ end;
+
+OnTimer540000:
+ mapannounce "que_god02","Lowen's spirit can't keep you in the past any longer.",0,0x70DBDB;
+ end;
+
+OnTimer542000:
+ areawarp "que_god02",1,1,400,400,"geffen",120,100;
+ end;
+
+OnTimer550000:
+ donpcevent "#brisinsummon::OnReset";
+ end;
+
+OnTimer550500:
+ stopnpctimer;
+ end;
+
+}
+
+que_god02,1,1,1 script #brisinsummon -1,{
+
+OnInit:
+ hideonnpc "#doppelganger1";
+ hideonnpc "#doppelganger2";
+ hideonnpc "#knight1";
+ hideonnpc "#knight2";
+ hideonnpc "#knight3";
+ hideonnpc "#lowen";
+ hideonnpc "Valkyrie#1";
+ hideoffnpc "#hermite";
+ end;
+
+OnDoppel1On:
+ hideoffnpc "#doppelganger1";
+ end;
+
+OnDoppel1Off:
+ hideonnpc "#doppelganger1";
+ end;
+
+OnDoppel2On:
+ hideoffnpc "#doppelganger2";
+ end;
+
+OnDoppel2Off:
+ hideonnpc "#doppelganger2";
+ end;
+
+OnKnight1On:
+ hideoffnpc "#knight1";
+ end;
+
+OnKnight2On:
+ hideoffnpc "#knight2";
+ end;
+
+OnKnight3On:
+ hideoffnpc "#knight3";
+ end;
+
+OnKnight1Off:
+ hideonnpc "#knight1";
+ end;
+
+OnKnight2Off:
+ hideonnpc "#knight2";
+ end;
+
+OnKnight3Off:
+ hideonnpc "#knight3";
+ end;
+
+OnLowenOn:
+ hideoffnpc "#lowen";
+ end;
+
+OnLowenOff:
+ hideonnpc "#lowen";
+ end;
+
+OnHermiteOff:
+ hideonnpc "#hermite";
+ end;
+
+OnLowen2Off:
+ hideonnpc "Lowen Ellenen#2";
+ end;
+
+OnSummon:
+ set .brisinmobdead,9;
+ monster "que_god02",34,128,"",1015,1,"#brisinsummon::OnMobDeath";
+ monster "que_god02",34,127,"",1015,1,"#brisinsummon::OnMobDeath";
+ monster "que_god02",80,127,"",1015,1,"#brisinsummon::OnMobDeath";
+ monster "que_god02",102,128,"",1036,1,"#brisinsummon::OnMobDeath";
+ monster "que_god02",130,128,"",1036,1,"#brisinsummon::OnMobDeath";
+ monster "que_god02",62,128,"",1041,1,"#brisinsummon::OnMobDeath";
+ monster "que_god02",64,127,"",1041,1,"#brisinsummon::OnMobDeath";
+ monster "que_god02",150,127,"",1041,1,"#brisinsummon::OnMobDeath";
+ monster "que_god02",176,127,"",1041,1,"#brisinsummon::OnMobDeath";
+ end;
+
+OnMobDeath:
+ set .brisinmobdead,.brisinmobdead -1;
+ if(.brisinmobdead > 0) end;
+ set god_brising,31;
+ hideoffnpc "Valkyrie#1";
+ end;
+
+OnReset:
+ hideonnpc "#doppelganger1";
+ hideonnpc "#doppelganger2";
+ hideonnpc "#knight1";
+ hideonnpc "#knight2";
+ hideonnpc "#knight3";
+ hideonnpc "#lowen";
+ hideoffnpc "Soldier#1_brising";
+ hideonnpc "Soldier#2_brising";
+ hideoffnpc "#hermite";
+ hideoffnpc "Lowen Ellenen#2";
+ hideonnpc "Valkyrie#1";
+ killmonster "que_god02","#brisinsummon::OnMobDeath";
+ end;
+}
+
+que_god02,173,58,4 script #doppelganger1 739,{
+ end;
+}
+
+que_god02,175,55,4 script #doppelganger2 739,{
+ end;
+}
+
+que_god02,175,54,1 script #lowen 745,{
+ end;
+}
+
+que_god02,178,49,1 script #knight1 751,{
+ end;
+}
+
+que_god02,168,53,7 script #knight2 734,{
+ end;
+}
+
+que_god02,167,58,4 script #knight3 752,{
+ end;
+}
+
+que_god02,174,49,0 script #lowenone 139,0,0,{
+
+OnTouch:
+ donpcevent "brisinsold2::OnSold2On";
+ mes "[" + strcharinfo(0) + "]";
+ mes "Where am I?";
+ mes "Isn't this...?!";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Ah, I see.";
+ mes "This must be the place where everything happened two years ago. Good, good...";
+ next;
+ mes "[Lowen Ellenen]";
+ mes "Shshh...";
+ mes "This is just a reflection of the past. Here, you'll see what happened at the time for yourself.";
+ next;
+ mes "[Lowen Ellenen]";
+ mes "It wasn't any trouble";
+ mes "getting down here. But...";
+ mes "We've got problems now.";
+ next;
+ mapannounce "que_god02","D...Doppelganger!!!",0,0x9CFF00;
+ mes "[" + strcharinfo(0) + "]";
+ mes "What...?!";
+ mes "Doppelganger?!";
+ next;
+ donpcevent "#brisinsummon::OnDoppel1On";
+ donpcevent "#brisinsummon::OnKnight1On";
+ donpcevent "#brisinsummon::OnKnight2On";
+ donpcevent "#brisinsummon::OnKnight3On";
+ donpcevent "#brisinsummon::OnLowenOn";
+ mes "[" + strcharinfo(0) + "]";
+ mes "What's going on?";
+ mes "Did you really fight with that creature? H-hey! Answer me!";
+ next;
+ mes "[Lowen Ellenen]";
+ mes "Yes, this was the place...";
+ mes "The commander gave orders";
+ mes "and then... What happened?";
+ next;
+ mapannounce "que_god02","Everyone, stay calm! Get into your positions!",0,0x9CFF00;
+ mes "^4E2F2F[Crusader Commander]";
+ mes "Everyone, get into your positions! Front line, block its movement! Rear line, support the defense!^000000";
+ emotion e_go,0,"#knight1";
+ emotion e_go,0,"#knight2";
+ emotion e_go,0,"#knight3";
+ emotion e_gasp,0,"#doppelganger1";
+ next;
+ mes "[Lowen Ellenen]";
+ mes "N-no!";
+ mes "I'm not running away!";
+ next;
+ mes "^3355FFYou're filled with a great anxiety, and you experience for yourself the fear and pressure Lowen felt during those very moments.^000000";
+ next;
+ mes "^4E2F2F[Crusader Commander]";
+ mes "Go, Lowen!";
+ mes "Cast Grand Cross, now!^000000";
+ next;
+ specialeffect EF_BEGINSPELL7,AREA,"#lowen";
+ mapannounce "que_god02","Mwahaha! Mortals are such fools...",0,0xA8A8A8;
+ donpcevent "#brisinsummon::OnDoppel1Off";
+ donpcevent "#brisinsummon::OnDoppel2On";
+ emotion e_gasp,0,"#knight1";
+ emotion e_gasp,0,"#knight2";
+ emotion e_gasp,0,"#knight3";
+ emotion e_gasp,0,"#lowen";
+ mes "[" + strcharinfo(0) + "]";
+ mes " ??!!!";
+ next;
+ specialeffect EF_BEGINSPELL7,AREA,"#doppelganger2";
+ mes "[Male Voice]";
+ mes "Lowen!";
+ mes "Noooooooooo!!!";
+ close2;
+ warp "que_god02",120,52;
+ donpcevent "#brisinsummon::OnDoppel2Off";
+ donpcevent "#brisinsummon::OnKnight1Off";
+ donpcevent "#brisinsummon::OnKnight2Off";
+ donpcevent "#brisinsummon::OnKnight3Off";
+ donpcevent "#brisinsummon::OnLowenOff";
+ end;
+}
+
+que_god02,124,59,7 script #hermite 798,{ end; }
+
+que_god02,120,52,0 script #monologue 139,0,0,{
+
+OnTouch:
+ mes "[" + strcharinfo(0) + "]";
+ mes "Where am I?";
+ mes "Isn't that...";
+ mes "What's Hermite";
+ mes "doing here?!";
+ next;
+ mes "[Hermite Charles]";
+ mes "No, no, no!";
+ mes "Lowen don't...!";
+ mes "He's gonna kill you!";
+ next;
+ mes "[Hermite Charles]";
+ mes "Grand Cross?!";
+ mes "Using that's";
+ mes "committing suicide!";
+ mes "Lowen, don't do it!";
+ mes "Don't do that, Lowen!";
+ next;
+ mapannounce "que_god02","Mwahaha! Mortals are such fools...",0,0xA8A8A8;
+ mes "[Hermite Charles]";
+ mes "Lowen!";
+ mes "Noooooooooo!!!";
+ next;
+ donpcevent "#brisinsummon::OnHermiteOff";
+ mes "[" + strcharinfo(0) + "]";
+ mes "Where did he go?";
+ mes "Was... Was that";
+ mes "from his mind?";
+ mapannounce "que_god02","What happened?! L-Lowen's gone!!",0,0xA8A8A8;
+ next;
+ mes "[Lowen Ellenen]";
+ mes "...";
+ mes "I see now.";
+ mes "I know...";
+ mes "What happened...";
+ close2;
+ warp "que_god02",18,127;
+ end;
+
+}
+
+que_god02,21,127,3 script Lowen Ellenen#2 745,{
+ mes "[Lowen Ellenen]";
+ mes "I was a fool.";
+ mes "Now I remember Hermite. He must have been the one who rescued me. But when I came to my senses, no one was there.";
+ next;
+ mes "[Lowen Ellenen]";
+ mes "I blamed myself for surviving alone. I should have died there with my friends. I felt so useless.";
+ next;
+ mes "[Lowen Ellenen]";
+ mes "Now I realize that there were many people who loved me. But at the time, I felt only guilt.";
+ next;
+ mes "[Lowen Ellenen]";
+ mes "I returned 3 days later to my commander. It was stupid, but at the moment I couldn't think of anything else.";
+ next;
+ mes "[Lowen Ellenen]";
+ mes "The higher ups and the politicians were looking for a scapegoat for the failure of the mission.";
+ next;
+ mes "[Lowen Ellenen]";
+ mes "So I was the one who was blamed. Then, they took away everything I had. My status, the holy power granted to me...";
+ next;
+ mes "[Lowen Ellenen]";
+ mes "I thought I deserved that punishment. After all, why should";
+ mes "I have survived when all my comrades died?";
+ next;
+ mes "[Lowen Ellenen]";
+ mes "It was then that I decided to avenge my friends, and salvage";
+ mes "what was left of my sense of honor.";
+ next;
+ mes "[Lowen Ellenen]";
+ mes "I went back to that place.";
+ mes "I fought and I fought, trying to make penance for what I had";
+ mes "done wrong...";
+ next;
+ mapannounce "que_god02","If you wish, continue your battle. I promise you the winner will become an Einherjar...",0,0x70DB93;
+ mes "[Lowen Ellenen]";
+ mes "That voice...";
+ mes "Isn't that...?";
+ next;
+ mes "[Lowen Ellenen]";
+ mes "Are you giving me another chance? But I no longer have a body to fight monsters anymore...";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Don't worry,";
+ mes "I'm with you!";
+ mes "Let's do it!";
+ close2;
+ donpcevent "#brisinsummon::OnSummon";
+ donpcevent "#brisinsummon::OnLowen2Off";
+ end;
+}
+
+que_god02,178,127,3 script Valkyrie#1 811,{
+
+ if (god_brising == 31) {
+ mes "[Valkyrie]";
+ mes "You have passed";
+ mes "the test, Lowen.";
+ mes "I don't have much";
+ mes "time to speak.";
+ next;
+ mes "[Valkyrie]";
+ mes "Have you found the strength to release yourself from the guilt and the pain? I have been waiting for you. Will you accept my invitation to Valhalla?";
+ next;
+ switch(select("Yes, I will follow you.:Um... I'm not Lowen.")) {
+ case 1:
+ mes "[Valkyrie]";
+ mes "Lowen Ellenen, misunderstood hero. I will now promote you";
+ mes "to Einherjar with";
+ mes "the will of God.";
+ next;
+ mes "[Valkyrie]";
+ mes "Your soul and spirit will be reborn in Valhalla as a holy warrior preparing for the holy war.";
+ specialeffect2 EF_BLESSING;
+ next;
+ mes "[Valkyrie]";
+ mes "And...";
+ mes ""+ strcharinfo(0) +",";
+ mes "Your exploits are known to me. But I am curious as to what has brought you here?";
+ next;
+ mes "^3355FFYou explained what happened to the Valkyrie, starting from the Snow Crystal which never melts.^000000";
+ next;
+ mes "[Valkyrie]";
+ mes "I understand.";
+ mes "The story begins a long, long time ago with Freya, the patron goddess of beauty and love.";
+ next;
+ mes "[Valkyrie]";
+ mes "Her teardrop became a beautiful jewel. The snow on which Freya's teardrops have fallen will always retain its crystalline beauty.";
+ next;
+ mes "[Valkyrie]";
+ mes "You seek traces of the goddess? Perhaps this is a sign of the end of the thousand year peace. When the time comes, I hope humans will not abandon their faith.";
+ next;
+ mes "[Valkyrie]";
+ mes "Perhaps, I was also sent to meet you. I wish that humans will use the power derived from the traces of the gods to protect justice.";
+ next;
+ mes "[Valkyrie]";
+ mes ""+ strcharinfo(0) +"...";
+ mes "Listen. This is";
+ mes "what you must find.";
+ next;
+ mes "[Valkyrie]";
+ mes "A cold snowy path on";
+ mes "which the goddess tread.";
+ mes "A blue river the goddess crossed.";
+ mes "A narrow path the goddess passed.";
+ mes "Four dwarves that the goddess met...";
+ next;
+ mes "[Valkyrie]";
+ mes "^4d4dffThe beauty of the stars";
+ mes "Wanes in comparison.";
+ mes "We lost our hearts";
+ mes "To that golden hair";
+ mes "And those dazzling eyes.^000000";
+ next;
+ mes "[Valkyrie]";
+ mes "Remember this.";
+ mes "I shall send you";
+ mes "back to where you";
+ mes "belong.";
+ set god_brising,34;
+ next;
+ mes "[Valkyrie]";
+ mes "For Odin's honor...";
+ close2;
+ hideonnpc "#doppelganger1";
+ hideonnpc "#doppelganger2";
+ hideonnpc "#knight1";
+ hideonnpc "#knight2";
+ hideonnpc "#knight3";
+ hideonnpc "#lowen";
+ hideoffnpc "Soldier#1_brising";
+ hideonnpc "Soldier#2_brising";
+ hideoffnpc "#hermite";
+ hideoffnpc "Lowen Ellenen#2";
+ hideonnpc "Valkyrie#1";
+ warp "geffen",120,101;
+ end;
+ case 2:
+ mes "[Valkyrie]";
+ mes "Hahahaha...";
+ mes "It has been";
+ mes "a while since";
+ mes "a mortal has";
+ mes "made me laugh.";
+ next;
+ mes "[Valkyrie]";
+ mes ""+ strcharinfo(0) +",";
+ mes "I am speaking to the";
+ mes "spirit that rests within you, the girl to whom you lent your body so that she may learn the truth of the past.";
+ next;
+ mes "[Valkyrie]";
+ mes "Lowen Ellenen,";
+ mes "misunderstood hero.";
+ mes "I will now promote you to Einherjar with the will of God.";
+ next;
+ mes "[Valkyrie]";
+ mes "Your soul and";
+ mes "spirit will be reborn in Valhalla as a holy warrior preparing for the holy war.";
+ specialeffect2 EF_BLESSING;
+ next;
+ mes "[Valkyrie]";
+ mes "And...";
+ mes ""+ strcharinfo(0) +",";
+ mes "Your exploits are known to me. But I am curious as to what has brought you here?";
+ next;
+ mes "^3355FFYou explained what happened to the Valkyrie, starting from the Snow Crystal which never melts.^000000";
+ next;
+ mes "[Valkyrie]";
+ mes "I understand.";
+ mes "The story begins a long, long time ago with Freya, the patron goddess of beauty and love.";
+ next;
+ mes "[Valkyrie]";
+ mes "Her teardrop became a beautiful jewel. The snow on which Freya's teardrops have fallen will always retain its crystalline beauty.";
+ next;
+ mes "[Valkyrie]";
+ mes "You seek traces of the goddess? Perhaps this is a sign of the end of the thousand year peace. When the time comes, I hope humans will not abandon their faith.";
+ next;
+ mes "[Valkyrie]";
+ mes "Perhaps, I was also sent to meet you. I wish that humans will use the power derived from the traces of the gods to protect justice.";
+ next;
+ mes "[Valkyrie]";
+ mes ""+ strcharinfo(0) +"...";
+ mes "Listen. This is";
+ mes "what you must find.";
+ next;
+ mes "[Valkyrie]";
+ mes "A cold snowy path on";
+ mes "which the goddess tread.";
+ mes "A blue river the goddess crossed.";
+ mes "A narrow path the goddess passed.";
+ next;
+ mes "[Valkyrie]";
+ mes "^4d4dffThe beauty of the stars";
+ mes "Wanes in comparison.";
+ mes "We lost our hearts";
+ mes "To that golden hair";
+ mes "And those dazzling eyes.^000000";
+ next;
+ mes "[Valkyrie]";
+ mes "Remember this.";
+ mes "I shall send you";
+ mes "back to where you";
+ mes "belong.";
+ set god_brising,34;
+ next;
+ mes "[Valkyrie]";
+ mes "For Odin's honor...";
+ close2;
+ hideonnpc "#doppelganger1";
+ hideonnpc "#doppelganger2";
+ hideonnpc "#knight1";
+ hideonnpc "#knight2";
+ hideonnpc "#knight3";
+ hideonnpc "#lowen";
+ hideoffnpc "Soldier#1_brising";
+ hideonnpc "Soldier#2_brising";
+ hideoffnpc "#hermite";
+ hideoffnpc "Lowen Ellenen#2";
+ hideonnpc "Valkyrie#1";
+ warp "geffen",120,101;
+ end;
+ }
+ }
+}
+
+xmas,38,105,0 script #brisindwarf1 111,3,3,{
+ if ($God2 < 50) {
+ mes "^3355FFA lot of snow";
+ mes "is heavily piled";
+ mes "here on the ground.^000000";
+ close;
+ }
+ if ($God3 > 99) {
+ mes "^3355FFA lot of snow";
+ mes "is heavily piled";
+ mes "here on the ground.^000000";
+ close;
+ }
+ if ((god_brising > 39) && (god_brising < 50)) {
+ mes "^3355FFA lot of snow";
+ mes "is heavily piled";
+ mes "here on the ground.^000000";
+ next;
+ mes "^3355FFHowever, this particular mound strikes you as curious for some reason.^000000";
+ next;
+ switch(select("Sweep the snow away with your hand.:Poke the snow with your finger.:Cancel.")) {
+ case 1:
+ mes "^3355FFAs you sweep the snow with the palm of your hand, some of the snow melts, revealing a strange puzzle cube. It's multi-faceted, but you can read that each facet is inscribed with a lyric.";
+ next;
+ switch(select("Adjust the puzzle.:Quit.")) {
+ case 1:
+ mes "[" + strcharinfo(0) + "]";
+ mes "Okay, um...";
+ mes "I guess I should";
+ mes "choose a lyric...";
+ next;
+ switch(select("Wanes in comparison:To that beautiful hair:All of our hearts:The beauty of the stars:To those dazzling eyes")) {
+ case 1:
+ mes "[" + strcharinfo(0) + "]";
+ mes "we gave...";
+ break;
+ case 2:
+ mes "[" + strcharinfo(0) + "]";
+ mes "To that beautiful hair";
+ break;
+ case 3:
+ mes "[" + strcharinfo(0) + "]";
+ mes "All of our hearts in";
+ break;
+ case 4:
+ mes "[" + strcharinfo(0) + "]";
+ mes "The beauty of the stars";
+ set .@point,.@point + 10;
+ break;
+ case 5:
+ mes "[" + strcharinfo(0) + "]";
+ mes "To those dazzling eyes";
+ break;
+ }
+ switch(select("We gave:Wanes in comparison.:All of our hearts in:To the steps in:To those dazzling eyes")) {
+ case 1:
+ mes "we gave..";
+ break;
+ case 2:
+ mes "Wanes in comparison.";
+ set .@point,.@point + 10;
+ break;
+ case 3:
+ mes "All of our hearts in";
+ break;
+ case 4:
+ mes "To the steps in";
+ break;
+ case 5:
+ mes "To those dazzling eyes";
+ break;
+ }
+ switch(select("We gave:To that beautiful hair:All of our hearts in:To the steps in:We lost our hearts")) {
+ case 1:
+ mes "We gave";
+ break;
+ case 2:
+ mes "To that beautiful hair";
+ break;
+ case 3:
+ mes "All of our hearts in";
+ break;
+ case 4:
+ mes "To the steps in";
+ break;
+ case 5:
+ mes "We lost our hearts";
+ set .@point,.@point + 10;
+ break;
+ }
+ switch(select("To that golden hair:To that beautiful hair:All of our hearts in:To the steps in:To those dazzling eyes")) {
+ case 1:
+ mes "To that golden hair";
+ set .@point,.@point + 10;
+ break;
+ case 2:
+ mes "To that beautiful hair";
+ break;
+ case 3:
+ mes "All of our hearts in";
+ break;
+ case 4:
+ mes "To the steps in";
+ break;
+ case 5:
+ mes "To those dazzling eyes";
+ break;
+ }
+ switch(select("We gave:To that beautiful hair:And those dazzling eyes.:To the steps in:To those dazzling eyes")) {
+ case 1:
+ mes "We gave";
+ break;
+ case 2:
+ mes "To that beautiful hair";
+ break;
+ case 3:
+ mes "And those dazzling eyes.";
+ set .@point,.@point + 10;
+ break;
+ case 4:
+ mes "To the steps in";
+ break;
+ case 5:
+ mes "To those dazzling eyes";
+ break;
+ }
+ next;
+ if (.@point > 40) {
+ hideoffnpc "Alfrik#1";
+ mes "[Old dwarf]";
+ mes "Who are you?!";
+ mes "And why the hell";
+ mes "did you wake me up?";
+ close;
+ }
+ close;
+ case 2:
+ mes "["+ strcharinfo(0) +"]";
+ mes "Huh...?";
+ mes "Nothing happened.";
+ mes "Did I do something wrong, or is this just a completely ordinary puzzle cube?";
+ close;
+ }
+ case 2:
+ mes "["+ strcharinfo(0) +"]";
+ mes "This...";
+ mes "This better not";
+ mes "be just some regular";
+ mes "puzzle cube that someone";
+ mes "just dropped in the snow!";
+ close;
+ case 3:
+ mes "^3355FFYou use your finger to poke the pile of snow. However, you hurt your finger a little bit after hitting something really solid.^000000";
+ emotion e_ag,1;
+ percentheal -20,0;
+ close;
+ case 4:
+ close;
+ }
+ }
+ else {
+ mes "^3355FFA lot of snow";
+ mes "is heavily piled";
+ mes "here on the ground.^000000";
+ close;
+ }
+
+OnTouch:
+ if(god_brising > 39) {
+ emotion e_gasp,1;
+ }
+ end;
+}
+
+xmas,36,103,4 script Alfrik#1 826,{
+ if (god_brising == 49) {
+ mes "[Alfrik]";
+ mes "I've got nothing";
+ mes "more to say! Now";
+ mes "get out of here!";
+ mes "I don't want to";
+ mes "be found!";
+ close2;
+ hideonnpc "Alfrik#1";
+ end;
+ }
+ else if (god_brising == 48) {
+ mes "[Alfrik]";
+ mes "What's up, human?";
+ mes "All of us have awakened.";
+ next;
+ switch(select("I just wanted to say hello.:What are Brisingamen's materials?")) {
+ case 1:
+ mes "[Alfrik]";
+ mes "Your gesture is appreciated, but I'd rather hide than socialize. I don't want to be found by the crows of Odin!";
+ close2;
+ hideonnpc "Alfrik#1";
+ end;
+ case 2:
+ mes "[Alfrik]";
+ mes "Materials for Brisingamen? For the human imitation, the materials are pretty easy to gather...";
+ next;
+ mes "[Alfrik]";
+ mes "The power of weapons used by gods, when they battled demons a thousand years ago, and everything detached from Brisingamen. That's basically what you need.";
+ next;
+ mes "[Alfrik]";
+ mes "If you want to";
+ mes "create a Brisingamen,";
+ mes "you will need.....";
+ next;
+ mes "[Alfrik]";
+ mes "^4d4dffFreya's Jewel";
+ mes "Silver Ornament";
+ mes "Snow Crystal";
+ mes "Ripple";
+ mes "Drifting Air^000000";
+ next;
+ mes "[Alfrik]";
+ mes "You might need some gems, like Saphire, Peal, Opal, Curse Ruby, and maybe even some Gold to decorate the necklace.";
+ next;
+ mes "[Alfrik]";
+ mes "Although I give freely of my advice, we four Dwarves will no longer do smithing work unless it be Freya's command.";
+ next;
+ mes "[Alfrik]";
+ mes "But I can promise you one thing. Since the four of us have awakened, humans will obtain the Brisingamen for sure.";
+ next;
+ mes "[Alfrik]";
+ mes "Now...";
+ mes "Leave me";
+ mes "in peace.";
+ set god_brising,49;
+ close2;
+ hideonnpc "Alfrik#1";
+ end;
+ }
+ }
+ else if (god_brising == 40) {
+ mes "[Alfrik]";
+ mes "^333333*Yawn...*^000000";
+ mes "It's been a long time since I've been outside! W-wait! You're not...";
+ next;
+ mes "[Alfrik]";
+ mes "Who sent you?!";
+ mes "Loki? Heimdall?";
+ mes "Or was it Freya?";
+ next;
+ switch(select("No one, it was an accident!:It was Valkyrie.")) {
+ case 1:
+ mes "[Alfrik]";
+ mes "Don't even think of lying to me, human! There's no way you could have awoken me without knowing";
+ mes "the password! Now, speak!";
+ next;
+ switch(select("Valkyrie told me.:It was a coincidence!")) {
+ case 1:
+ mes "[Alfrik]";
+ mes "Valkyrie...?";
+ mes "Odin's warmonger?";
+ mes "What could Odin want,";
+ mes "I haven't done anything wrong!";
+ next;
+ mes "^3355FFYou explained everything to Alfrik, who seems to worry about being targeted by Odin.^000000";
+ next;
+ mes "[Alfrik]";
+ mes "So that's it.";
+ mes "Seeking out our";
+ mes "masterpiece? You";
+ mes "humans must desire";
+ mes "the power of the gods.";
+ mes "Interesting.";
+ next;
+ mes "[Alfrik]";
+ mes "The time for us to revive may actually have come! Alright then,";
+ mes "I, Alfrik shall cooperate with you humans.";
+ next;
+ mes "[Alfrik]";
+ mes "After all, getting on Odin's good side like this is much better than being tortured by Loki.";
+ next;
+ mes "[Alfrik]";
+ mes "Now...";
+ mes "Understand that";
+ mes "there can only be";
+ mes "one true Brisingamen.";
+ mes "After all, it's our";
+ mes "masterpiece.";
+ next;
+ mes "[Alfrik]";
+ mes "However, that doesn't mean an imitation, with the same power as that godly item, can't be made. Isn't it tempting, the power of a god?";
+ next;
+ mes "[Alfrik]";
+ mes "First things first. If you want to make the necklace, you must";
+ mes "awaken all four of us. Because of Loki's threat, we all hid ourselves in different places.";
+ next;
+ mes "[Alfrik]";
+ mes "Go wake all my brothers!";
+ mes "Let's see if the Brisingamen can be made once again! First, go and wake Dvalin before the gods and giants find out!";
+ set god_brising,41;
+ close2;
+ hideonnpc "Alfrik#1";
+ end;
+ case 2:
+ mes "[Alfrik]";
+ mes "Coincidence?";
+ mes "Impossible! How dare you lie! Don't ever come back, or the gods will find me!";
+ close2;
+ hideonnpc "Alfrik#1";
+ end;
+ }
+ case 2:
+ mes "[Alfrik]";
+ mes "Valkyrie...?";
+ mes "Odin's warmonger?";
+ mes "What could Odin want,";
+ mes "I haven't done anything wrong!";
+ next;
+ mes "^3355FFYou explained everything to Alfrik, who seems to worry about being targeted by Odin.^000000";
+ next;
+ mes "[Alfrik]";
+ mes "So that's it.";
+ mes "Seeking out our";
+ mes "masterpiece? You";
+ mes "humans must desire";
+ mes "the power of the gods.";
+ mes "Interesting.";
+ next;
+ mes "[Alfrik]";
+ mes "The time for us to revive may actually have come! Alright then,";
+ mes "I, Alfrik shall cooperate with you humans.";
+ next;
+ mes "[Alfrik]";
+ mes "After all, getting on Odin's good side like this is much better than being tortured by Loki.";
+ next;
+ mes "[Alfrik]";
+ mes "Now...";
+ mes "Understand that";
+ mes "there can only be";
+ mes "one true Brisingamen.";
+ mes "After all, it's our";
+ mes "masterpiece.";
+ next;
+ mes "[Alfrik]";
+ mes "However, that doesn't mean an imitation, with the same power as that godly item, can't be made. Isn't it tempting, the power of a god?";
+ next;
+ mes "[Alfrik]";
+ mes "First things first. If you want to make the necklace, you must";
+ mes "awaken all four of us. Because of Loki's threat, we all hid ourselves in different places.";
+ next;
+ mes "[Alfrik]";
+ mes "Go wake all my brothers!";
+ mes "Let's see if the Brisingamen can be made once again! First, go and wake Dvalin before the gods and giants find out!";
+ set god_brising,41;
+ close2;
+ hideonnpc "Alfrik#1";
+ end;
+ }
+ }
+ else if (god_brising == 41) {
+ mes "[Alfrik]";
+ mes "Why are you still here?";
+ mes "I told you go wake Dvalin!";
+ next;
+ switch(select("Where is he?:Tell me more about Brisingamen.")) {
+ case 1:
+ mes "[Alfrik]";
+ mes "Ah. Right.";
+ mes "I forgot to tell";
+ mes "you. Poor Dvalin.";
+ mes "Now, where was it?";
+ next;
+ mes "[Alfrik]";
+ mes "We were afraid that Odin and Heimdall would punish us because, well, in their eyes we disgraced the goddess.";
+ next;
+ mes "[Alfrik]";
+ mes "Oh course, they never would have been angered if it weren't for Loki's trickery.";
+ next;
+ mes "[Alfrik]";
+ mes "We loved Freya so much that we decided to hide ourselves beneath the path that she walked. To be as close to any trace of her as we could.";
+ next;
+ mes "[Alfrik]";
+ mes "Poor Dvalin is sleeping";
+ mes "under the path in the East. Once there, you'll feel the scent the goddess. I can't remember where the others are sleeping, but you cannot forget these words...";
+ next;
+ mes "[Alfrik]";
+ mes "^4d4dffHer lovely scent";
+ mes "Still lingers in the wind.";
+ mes "We surrendered our hearts";
+ mes "To those tender teardrops";
+ mes "Those seductive red lips.^000000";
+ set god_brising,42;
+ close2;
+ hideonnpc "Alfrik#1";
+ end;
+ case 2:
+ mes "[Alfrik]";
+ mes "Brisingamen is our masterpiece, a necklace we forged for Freya. Even if we tried making it again, I doubt it would be as good.";
+ next;
+ mes "[Alfrik]";
+ mes "It looked perfect on Freya. Very difficult to create jewelry that actually enhances the attractiveness of the goddess of beauty.";
+ next;
+ mes "[Alfrik]";
+ mes "Perhaps our greatest reward was that beautiful smile of satisfaction she gave us when that we gave her that necklace. We loved her so.";
+ next;
+ mes "[Alfrik]";
+ mes "Is it that wrong for dwarves to love a goddess? Perhaps we were punished because the gods, even Odin, loved her as well.";
+ next;
+ mes "[Alfrik]";
+ mes "In any case, we've never seen the true Brisingamen again. But something very similar to it can be created...";
+ next;
+ mes "[Alfrik]";
+ mes "You'll need materials that have been graced by the goddess' presense. Traces of the goddess in the earth, water and the wind.";
+ next;
+ mes "[Alfrik]";
+ mes "And if the Brisingamen is recreated, the power of a god will be in the hands of a human. That human could be you!";
+ next;
+ mes "[Alfrik]";
+ mes "Poor Dvalin is sleeping under the path in the East. Once there, you'll feel the scent the goddess.";
+ next;
+ mes "[Alfrik]";
+ mes "I can't remember where the others are sleeping, but you cannot forget these words...";
+ next;
+ mes "[Alfrik]";
+ mes "^4d4dffHer lovely scent";
+ mes "Still lingers in the wind.";
+ mes "We surrendered our hearts";
+ mes "To those tender teardrops";
+ mes "Those seductive red lips.^000000";
+ set god_brising,42;
+ close2;
+ hideonnpc "Alfrik#1";
+ end;
+ }
+ }
+ else if (god_brising == 42) {
+ mes "[Alfrik]";
+ mes "Will you please!";
+ mes "Get lost before Loki and Heimdall find out I've awakened! Now hurry, find Dvalin, and wake him up!";
+ close2;
+ hideonnpc "Alfrik#1";
+ end;
+ }
+ else if ((god_brising > 42) && (god_brising < 48)) {
+ mes "[Alfrik]";
+ mes "Oh, finally all of us have awakened! Now, the power of the goddess can be retrieved from the earth, water and the wind!";
+ next;
+ mes "[Alfrik]";
+ mes "Hahahahaha!";
+ mes "This should be";
+ mes "interesting!";
+ close2;
+ hideonnpc "Alfrik#1";
+ end;
+ }
+ else {
+ mes "[Alfrik]";
+ mes "Mmm...?";
+ mes "I've got";
+ mes "no business";
+ mes "with you.";
+ close2;
+ hideonnpc "Alfrik#1";
+ end;
+ }
+
+OnInit:
+ hideonnpc "Alfrik#1";
+ end;
+}
+
+prt_fild02,185,269,0 script #brisindwarf2 111,3,3,{
+ if ($God2 < 50) {
+ mes "^3355FFIt's just an";
+ mes "ordinary rock.^000000";
+ close;
+ }
+ if ($God3 > 99) {
+ mes "^3355FFIt's just an";
+ mes "ordinary rock.^000000";
+ close;
+ }
+ if (god_brising > 41) {
+ mes "^3355FFIt's just an ordinary rock underneath the shadow of";
+ mes "a tree. But on closer inspection, you notice that the moss on top of the rock looks perfectly flat.^000000";
+ next;
+ switch(select("Step on it.:Sweep the surface.:Scratch the surface.:Kick it.")) {
+ case 1:
+ mes "^3355FFYou gingerly place your foot on the top of the stone. The entire rock suddenly swings downward";
+ mes "into the ground, and you fall helplessly...^000000";
+ close2;
+ warp "prt_fild02",165,224;
+ end;
+ case 2:
+ mes "^3355FFAs you sweep away the moss with your hand, you scratch your palm from the sharp edges of the rock.^000000";
+ emotion e_gasp,1;
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Damn...!";
+ mes "I'm bleeding!";
+ mes "But why didn't";
+ mes "anything else";
+ mes "happen?!";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "This rock had";
+ mes "better be one of";
+ mes "those secret rocks!";
+ mes "Or else...!";
+ close;
+ case 3:
+ mes "^3355FFYou scratch away";
+ mes "at the moss, and feel that the surface of the rock has even recesses.";
+ next;
+ mes "^3355FFAfter peeling off the moss, a series of tiles, etched with faint words, are revealed on top of the rock. These tiles could be moved around, like in a puzzle.^000000";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Another puzzle?";
+ mes "This was just like when I had to give Alfrik's password. Okay, let me see...";
+ set .@point,0;
+ next;
+ switch(select("To the tear drops dripping on the way:Her lovely scent:We gave:To the seducing red lips:Our hearts in")) {
+ case 1:
+ mes "["+ strcharinfo(0) +"]";
+ mes "To the tear drops dripping on the way";
+ break;
+ case 2:
+ mes "["+ strcharinfo(0) +"]";
+ mes "Her lovely scent";
+ set .@point,.@point + 10;
+ break;
+ case 3:
+ mes "["+ strcharinfo(0) +"]";
+ mes "We gave";
+ break;
+ case 4:
+ mes "["+ strcharinfo(0) +"]";
+ mes "To the seducing red lips";
+ break;
+ case 5:
+ mes "["+ strcharinfo(0) +"]";
+ mes "Our hearts in";
+ break;
+ }
+ switch(select("Still lingers in the wind.:To the scent drifted in the wind:We gave:To the seducing red lips:Our hearts in")) {
+ case 1:
+ mes "Still lingers in the wind.";
+ set .@point,.@point + 10;
+ break;
+ case 2:
+ mes "To the scent drifted in the wind";
+ break;
+ case 3:
+ mes "We gave";
+ break;
+ case 4:
+ mes "To the seducing red lips";
+ case 5:
+ mes "Our hearts in";
+ break;
+ }
+ switch(select("To the tear drops dripping on the way:To the scent drifted in the wind:We gave:We surrendered our hearts:Our hearts in")) {
+ case 1:
+ mes "To the tear drops dripping on the way";
+ break;
+ case 2:
+ mes "To the scent drifted in the wind";
+ break;
+ case 3:
+ mes "We gave";
+ break;
+ case 4:
+ mes "We surrendered our hearts";
+ set .@point,.@point + 10;
+ case 5:
+ mes "Our hearts in";
+ break;
+ }
+ switch(select("To the tear drops dripping on the way:To the scent drifted in the wind:To those tender teardrops:To the seducing red lips:Our hearts in")) {
+ case 1:
+ mes "To the tear drops dripping on the way";
+ break;
+ case 2:
+ mes "To the scent drifted in the wind";
+ break;
+ case 3:
+ mes "To those tender teardrops";
+ set .@point,.@point + 10;
+ break;
+ case 4:
+ mes "To the seducing red lips";
+ break;
+ case 5:
+ mes "Our hearts in";
+ break;
+ }
+ switch(select("To the tear drops dripping on the way:To the scent drifted in the wind:We gave:To the seducing red lips:Those seductive red lips")) {
+ case 1:
+ mes "To the tear drops dripping on the way";
+ break;
+ case 2:
+ mes "To the scent drifted in the wind";
+ break;
+ case 3:
+ mes "We gave";
+ break;
+ case 4:
+ mes "To the seducing red lips";
+ break;
+ case 5:
+ mes "Those seductive red lips";
+ set .@point,.@point + 10;
+ break;
+ }
+ next;
+ if (.@point > 40) {
+ hideoffnpc "Dvalin#1";
+ mes "[Dvalin]";
+ mes "...?";
+ mes "Alfrik?";
+ mes "Is that you?";
+ close;
+ }
+ close;
+ case 4:
+ mes "["+ strcharinfo(0) +"]";
+ mes "^333333*Cough cough!*";
+ mes "Aaaack!";
+ mes "It's so dusty!";
+ close;
+ }
+ }
+ else {
+ mes "^3355FFJust a normal";
+ mes "rock, covered in moss.^000000";
+ close;
+ }
+
+OnTouch:
+ if(god_brising > 41) {
+ emotion e_gasp,1;
+ }
+ end;
+}
+
+prt_fild02,185,270,3 script Dvalin#1 826,{
+ if (god_brising > 43) {
+ mes "[Dvalin]";
+ mes "A human?";
+ mes "You woke me up?";
+ next;
+ mes "[Dvalin]";
+ mes "Hmm...";
+ mes "And you'd be acting pretty pushy right about now if you were acting on behalf of a god. What could you want...?";
+ next;
+ mes "[Dvalin]";
+ mes "It makes sense that you want a replica of Brisingamen for its power. But remember, we originally made Brisingamen as a necklace fit for a goddess.";
+ next;
+ mes "[Dvalin]";
+ mes "Some might say that we seduced Freya with the necklace, but we really loved her with all of our hearts.";
+ close2;
+ hideonnpc "Dvalin#1";
+ end;
+ }
+ else if(god_brising == 42) {
+ mes "[Dvalin]";
+ mes "Wah, it's not Alfrik?";
+ mes "Who are you to wake Dvalin?";
+ mes "Tell me right now, or I'll...";
+ mes "I'll kick your ass!";
+ next;
+ switch(select("Help!:Alfrik sent me to wake you up!")) {
+ case 1:
+ mes "[Dvalin]";
+ mes "I don't know";
+ mes "what the hell";
+ mes "you're doing here,";
+ mes "but leave!";
+ close2;
+ hideonnpc "Dvalin#1";
+ end;
+ case 2:
+ mes "[Dvalin]";
+ mes "Did you just say Alfrik sent you? How do you know my brother?!";
+ next;
+ mes "[Dvalin]";
+ mes "Brisingamen?!";
+ mes "Then, that means";
+ mes "we can meet Freya again?!";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Umm...";
+ mes "I'm afraid not.";
+ mes "Or, at least, that's";
+ mes "not why I'm here.";
+ next;
+ mes "[Dvalin]";
+ mes "Okay...";
+ mes "I understand.";
+ mes "Sorry, I was just";
+ mes "hoping you were a";
+ mes "herald of Freya.";
+ next;
+ mes "[Dvalin]";
+ mes "So, an imitation";
+ mes "of Brisingamen...";
+ mes "Even if it's not the original, I'm sure it can possess power comparable to the real thing. Yes...";
+ next;
+ mes "[Dvalin]";
+ mes "It's no use trying to predict the future, but I can't help but wonder what would mankind do with the power of the gods?";
+ next;
+ mes "[Dvalin]";
+ mes "If my brother Alfrik already approved of you, then I'll help you out. I'll tell you how to wake my brother Berling.";
+ next;
+ mes "[Dvalin]";
+ mes "We hid ourselves near traces of Freya. The path where I am staying is one that my goddess has walked through.";
+ next;
+ mes "[Dvalin]";
+ mes "The air that quietly drifts here holds her fragrant scent. You can use this wind to borrow her power.";
+ next;
+ mes "[Dvalin]";
+ mes "Aside from Freya, I have";
+ mes "no special love for the gods or giants. But I am intrigued by you humans. Your race is one of both love and hatred, life and destruction.";
+ next;
+ mes "[Dvalin]";
+ mes "Go now and seek Berling. He is sleeping near a river linked to Mount Mjolnir. Travel West to find the river were Freya's Teardrops have fallen.";
+ next;
+ mes "[Dvalin]";
+ mes "If the phantom of water gives you a question, answer it. The answer is the punishment that Odin gave to our goddess.";
+ next;
+ mes "[Dvalin]";
+ mes "Until thousands of Valkyries filled up Valhala, they had to repeatedly live, die, then be reborn the next day only to die again.";
+ next;
+ mes "[Dvalin]";
+ mes "Think about";
+ mes "who they were.";
+ mes "That's all I can tell you.";
+ next;
+ mes "[Dvalin]";
+ mes "Somehow, I know";
+ mes "you are the one who";
+ mes "can answer the question.";
+ mes "Hahahaha!";
+ set god_brising,43;
+ close2;
+ hideonnpc "Dvalin#1";
+ end;
+ }
+ }
+ else if(god_brising == 43) {
+ mes "[Dvalin]";
+ mes "Why do you keep calling me? I did everything I can do for you. I even gave you the key to the question.";
+ next;
+ mes "[Dvalin]";
+ mes "From now on,";
+ mes "it's all up to you.";
+ mes "Now, go wake Berling...";
+ close2;
+ hideonnpc "Dvalin#1";
+ end;
+ }
+
+OnInit:
+ hideonnpc "Dvalin#1";
+ end;
+
+}
+
+mjolnir_09,85,129,0 script #brisindwarf3 111,3,3,{
+ if ($God2 < 50) {
+ mes "^3355FFThe sight of this bubbling stream refreshes you just by looking at it.^000000";
+ close;
+ }
+ if ($God3 > 99) {
+ mes "^3355FFThe sight of this bubbling stream refreshes you just by looking at it.^000000";
+ close;
+ }
+ if ((god_brising > 42) && (god_brising < 50)) {
+ specialeffect EF_BUBBLE;
+ mes "[Echoing Voice]";
+ mes "Alfrik: confirmed.";
+ mes "Dvalin: confirmed.";
+ next;
+ mes "[Echoing Voice]";
+ mes "Please answer me.";
+ mes "Odin punished beautiful";
+ mes "Freya, and made her curse";
+ mes "some humans with her power.";
+ next;
+ mes "[Echoing Voice]";
+ mes "Freya caused an eternal battle, where the combatants were all killed and brought back to life everyday. How many humans were cursed to participate?";
+ next;
+ switch(select("20!","How should I know?!","40!","42!" )) {
+ case 1:
+ specialeffect EF_BUBBLE;
+ mes "[Echoing Voice]";
+ mes "Failed.";
+ mes "Failed...";
+ close;
+ case 2:
+ specialeffect EF_BUBBLE;
+ mes "[Echoing Voice]";
+ mes "Failed.";
+ mes "Failed...";
+ close;
+ case 3:
+ specialeffect EF_BUBBLE;
+ mes "[Echoing Voice]";
+ mes "Failed.";
+ mes "Failed...";
+ close;
+ case 4:
+ specialeffect EF_BUBBLE;
+ mes "[Echoing Voice]";
+ mes "...Confirmed.";
+ mes "Shutting down barrier.";
+ mes "Initiating summoning.";
+ next;
+ hideoffnpc "Berling#1";
+ mes "[Berling]";
+ mes "^333333*Gasp--!*^000000";
+ mes "Thought I was";
+ mes "gonna drown to death!";
+ mes "Who woke me up?";
+ close;
+ }
+ }
+ else {
+ mes "^3355FFThe sight of this bubbling stream refreshes you just by looking at it.^000000";
+ close;
+ }
+
+OnTouch:
+ if(god_brising > 42) {
+ emotion e_gasp,1;
+ }
+ end;
+}
+
+mjolnir_09,87,129,3 script Berling#1 826,{
+ if(god_brising > 44) {
+ mes "[Berling]";
+ mes "You're the one that's awakened us? Hahaha, perhaps that's a sign we may see Freya again! Hahahaha!";
+ next;
+ mes "[Berling]";
+ mes "We are indebted to you for reviving us. Okay, I know what you want, and will help you obtain the power of the gods.";
+ close2;
+ hideonnpc "OnBerling#1";
+ end;
+ }
+ else if(god_brising == 43) {
+ mes "[Berling]";
+ mes "What the...?";
+ mes "It's a human?!";
+ mes "What do you want?";
+ mes "Wh-who are you?";
+ next;
+ switch(select("Dvalin wants you to wake up!:Tell me who you are first!")) {
+ case 1:
+ mes "[Berling]";
+ mes "Dvalin?!";
+ mes "You mean my brother!";
+ mes "But he can only be revived if Alfrik is revived. What happened?";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Umm...";
+ mes "Let me explain...";
+ next;
+ mes "...";
+ mes "......";
+ mes ".........";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "...So I guess I need to wake up all four of you dwarves so that Brisingamen, which holds Freya's power, can be made again.";
+ next;
+ mes "[Berling]";
+ mes "Oh! Say that name once again! Freya, the goddess who took my body and soul! Did you just say you want to make her necklace?";
+ next;
+ mes "[Berling]";
+ mes "Hahahaha!";
+ mes "Stop joking around.";
+ mes "The Brisingamen is";
+ mes "a one of a kind";
+ mes "masterpiece!";
+ next;
+ switch(select("I don't mean the original one, but...")) {
+ case 1:
+ mes "[Berling]";
+ mes "Ah, now I see! You want a replica that has roughly the same power.";
+ mes "A Brisingamen used by humans!";
+ mes "Very clever!";
+ next;
+ mes "[Berling]";
+ mes "I, on the other hand, do not desire power. I would be happy to own but a strand of my goddess' hair.";
+ next;
+ mes "[Berling]";
+ mes "Oh Freya...";
+ mes "The more of her beauty exists in this world, the happier I'll be. I'm more than willing to help you recreate this memento of Freya.";
+ next;
+ mes "[Berling]";
+ mes "Now, please go and find the last one of my brothers! Poor Grer, perhaps he is still digging silver in that mine for her...";
+ next;
+ mes "[Berling]";
+ mes "Go and find Grer. I will give you Freya's golden teardrop, but he might have revived on his own...";
+ next;
+ mes "[Berling]";
+ mes "If he doesn't trust you, sing this song. You must remember each";
+ mes "and every word...";
+ next;
+ mes "[Berling]";
+ mes "^4d4dffNo jewel in the world can compare.^000000";
+ next;
+ mes "[Berling]";
+ mes "^4d4dffOur masterpiece made from love.^000000";
+ next;
+ mes "[Berling]";
+ mes "^4d4dffShe wanted the dazzling necklace.^000000";
+ next;
+ mes "[Berling]";
+ mes "^4d4dffWe wanted the goddess of beauty.^000000";
+ next;
+ mes "[Berling]";
+ mes "^4d4dffOur happiest times were with her.^000000";
+ next;
+ mes "[Berling]";
+ mes "Memorize all five lines of this song exactly. Now take this golden teardrop and please seek out Grer.";
+ specialeffect2 EF_IMPOSITIO;
+ set god_brising,44;
+ close2;
+ hideonnpc "Berling#1";
+ end;
+ }
+ case 2:
+ mes "[Berling]";
+ mes "Where the hell";
+ mes "did you come from?";
+ mes "I, Berling, refuse to";
+ mes "give my name to a rude,";
+ mes "ill-bred human like yourself!";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Wait...";
+ mes "Your name";
+ mes "is Berling?";
+ next;
+ mes "[Berling]";
+ mes "Baaaaahhh!";
+ mes "Quiet you!";
+ mes "Mind your own";
+ mes "business!";
+ close2;
+ hideonnpc "Berling#1";
+ end;
+ }
+ }
+ else if(god_brising == 44) {
+ mes "[Berling]";
+ mes "Did you already forget the lyrics? Let me tell them to you again, so don't forget this time.";
+ next;
+ mes "[Berling]";
+ mes "^4d4dffNo jewel in the world can compare.^000000";
+ next;
+ mes "[Berling]";
+ mes "^4d4dffOur masterpiece made from love.^000000";
+ next;
+ mes "[Berling]";
+ mes "^4d4dffShe wanted the dazzling necklace.^000000";
+ next;
+ mes "[Berling]";
+ mes "^4d4dffWe wanted the goddess of beauty.^000000";
+ next;
+ mes "[Berling]";
+ mes "^4d4dffOur happiest times were with her.^000000";
+ close2;
+ hideonnpc "Berling#1";
+ end;
+ }
+
+OnInit:
+ hideonnpc "Berling#1";
+ end;
+}
+
+mjo_dun02,126,36,0 script #brisindwarf4 111,3,3,{
+ if ($God2 < 50) {
+ mes "[" + strcharinfo(0) + "]";
+ mes "Bah, no way out.";
+ close;
+ }
+ if ($God3 > 99) {
+ mes "[" + strcharinfo(0) + "]";
+ mes "Bah, no way out.";
+ close;
+ }
+ if ((god_brising > 45) && (god_brising < 50)) {
+ mes "[Grer]";
+ mes "What!";
+ hideoffnpc "Grer#1";
+ close;
+ }
+ else if (god_brising == 45) {
+ mes "[" + strcharinfo(0) + "]";
+ mes "Let's see.";
+ mes "Um, that song.";
+ mes "What was the first line...?";
+ next;
+ input @dwarfsong1$;
+ if(@dwarfsong1$ == "No jewel in the world can compare.") set @point,@point +1;
+ mes "[" + strcharinfo(0) + "]";
+ mes " " + @dwarfsong1$ + "";
+ mes "Then...ummm..";
+ mes "The second line?";
+ next;
+ input @dwarfsong2$;
+ if(@dwarfsong2$ == "Our masterpiece made from love.") set @point,@point +1;
+ mes "[" + strcharinfo(0) + "]";
+ mes " " + @dwarfsong2$ + "";
+ mes "Now, what was";
+ mes "the third line...?";
+ next;
+ input @dwarfsong3$;
+ if(@dwarfsong3$ == "She wanted the dazzling necklace.") set @point,@point +1;
+ mes "[" + strcharinfo(0) + "]";
+ mes " " + @dwarfsong3$ + "";
+ mes "Now, the fourth";
+ mes "line after that...";
+ next;
+ input @dwarfsong4$;
+ if(@dwarfsong4$ == "We wanted the goddess of beauty.") set @point,@point +1;
+ mes "[" + strcharinfo(0) + "]";
+ mes " " + @dwarfsong4$ + "";
+ mes "Alright, now";
+ mes "for the last line...";
+ next;
+ input @dwarfsong5$;
+ if(@dwarfsong5$ == "Our happiest times were with her.") set @point,@point +1;
+ mes "[" + strcharinfo(0) + "]";
+ mes " " + @dwarfsong5$ + "";
+ mes "Alright, let's give it a try.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "" + @dwarfsong1$ + "";
+ mes "" + @dwarfsong2$ + "";
+ mes "" + @dwarfsong3$ + "";
+ mes "" + @dwarfsong4$ + "";
+ mes "" + @dwarfsong5$ + "";
+ next;
+ if (@point > 4) {
+ hideoffnpc "Grer#1";
+ mes "[Grer]";
+ mes "Wha--?";
+ mes "Berling";
+ mes "did send you!";
+ set god_brising,46;
+ stopnpctimer;
+ close;
+ }
+ else {
+ mes "[Grer]";
+ mes "Bah!";
+ mes "I knew it!";
+ mes "I can't trust you!";
+ close2;
+ warp "mjo_dun02",118,56;
+ end;
+ }
+ }
+ else {
+ mes "^3355FFYou found a hole filled with some clod and a lump of coal.^000000";
+ close;
+ }
+
+OnTouch:
+ if ($God2 < 50) {
+ mes "[" + strcharinfo(0) + "]";
+ mes "Beh, no way out.";
+ close;
+ }
+ if ($God3 > 99) {
+ mes "[" + strcharinfo(0) + "]";
+ mes "Beh, no way out.";
+ close;
+ }
+ if (god_brising == 44) {
+ emotion e_gasp,1;
+ mes "[Male Voice]";
+ mes "Don't come any closer!";
+ mes "How the hell do I feel";
+ mes "Freya's presense on you?";
+ mes "Tell me who you are!";
+ next;
+ switch(select("I am sent by Berling.:Wah, you freaked me out!")) {
+ case 1:
+ mes "[Male Voice]";
+ mes "Lies! Lies!";
+ mes "Prove it!";
+ mes "Prove yourself!";
+ set god_brising,45;
+ initnpctimer;
+ close;
+ case 2:
+ mes "[Male Voice]";
+ mes "Get out of here!";
+ close;
+ }
+ }
+ else if (god_brising == 45) {
+ mes "[Male Voice]";
+ mes "Prove it!";
+ mes "Otherwise, leave me alone and let me mine silver. Silver...! Heh heh heh...";
+ stopnpctimer;
+ startnpctimer;
+ close;
+ }
+ else {
+ warp "mjo_dun02",118,56;
+ }
+ end;
+
+OnTimer1000:
+ mapannounce "mjo_dun02","Grer: Hurry and show that I can trust you!",0,0x70DBDB;
+ end;
+
+OnTimer240000:
+ mapannounce "mjo_dun02","Grer: Grrr, I won't wait much longer!",0,0x70DBDB;
+ end;
+
+OnTimer298000:
+ mapannounce "mjo_dun02","Grer: Farewell, human!",0,0x70DBDB;
+ end;
+
+OnTimer300000:
+ warp "mjo_dun02",118,56;
+ hideonnpc "Grer#1";
+ end;
+
+OnTimer301000:
+ stopnpctimer;
+ end;
+}
+
+mjo_dun02,126,34,1 script Grer#1 826,{
+ if (god_brising > 47) {
+ mes "[Grer]";
+ mes "As we promised,";
+ mes "Brisingamen will appear in front of human's eyes. But until then, I shall make jewelry of silver. Mwahahaha~";
+ close2;
+ hideonnpc "Grer#1";
+ end;
+ }
+ else if(god_brising == 46) {
+ mes "[Grer]";
+ mes "My name is Grer.";
+ mes "I should have been";
+ mes "the last one to be awakened. Now I see that I haven't mined as much silver as I may need.";
+ next;
+ mes "[Grer]";
+ mes "You might think gold would better suit a goddess, but no. Silver is what makes her golden hair more beautiful.";
+ next;
+ mes "[Grer]";
+ mes "Now that we're revived, there's a good chance that we may see her again. I don't really mind anything else.";
+ next;
+ mes "[Grer]";
+ mes "I want her spirit and scent to fill this world. I don't want Odin or Heimdall to know our plan.";
+ next;
+ mes "[Grer]";
+ mes "Now, this doesn't mean";
+ mes "that I prefer humans over";
+ mes "gods or giants, but if it's for Freya, I'll do anything.";
+ next;
+ mes "[Grer]";
+ mes "Anyway, now my brothers";
+ mes "have been revived. For that, I give you my thanks. Someday, you will have the power to challenge the gods.";
+ next;
+ mes "[Grer]";
+ mes "Now, I need to";
+ mes "get back to my work.";
+ mes "You'll need a silver ornament for the necklace, so I'll continue to mine silver.";
+ next;
+ mes "[Grer]";
+ mes "I will be working";
+ mes "hard to make the most";
+ mes "beautiful ornament";
+ mes "in the world.";
+ next;
+ mes "[Grer]";
+ mes "Okay, you";
+ mes "may go back now!";
+ mes "Farewell.";
+ set god_brising,47;
+ close2;
+ hideonnpc "Grer#1";
+ end;
+ }
+ else if (god_brising == 47) {
+ mes "[Grer]";
+ mes "Heh heh...";
+ mes "Why are you still";
+ mes "here? Your job is done.";
+ mes "Now, go back to where";
+ mes "you came from!";
+ close2;
+ hideonnpc "Grer#1";
+ end;
+ }
+ else {
+ mes "[Grer]";
+ mes "Who the";
+ mes "hell are you?!";
+ close2;
+ hideonnpc "Grer#1";
+ end;
+ }
+OnInit:
+ hideonnpc "Grer#1";
+ end;
+}
diff --git a/npc/pre-re/quests/seals/god_global.txt b/npc/pre-re/quests/seals/god_global.txt
new file mode 100644
index 000000000..c08ccb6f2
--- /dev/null
+++ b/npc/pre-re/quests/seals/god_global.txt
@@ -0,0 +1,137 @@
+//===== rAthena Script =======================================
+//= Variable Management NPC for the god item quest
+//===== By: ==================================================
+//= MasterOfMuppets
+//===== Current Version: =====================================
+//= 1.1
+//===== Compatible With: =====================================
+//= rAthena
+//===== Description: =========================================
+//= Use this NPC if the seals quest variables get messed up.
+//===== Additional Comments: =================================
+//= 1.0 First version. [MasterOfMuppets]
+//= 1.1 Updated several aspects of the script. [L0ne_W0lf]
+//============================================================
+
+sec_in02,15,170,0 script Golbal var 817,{
+ //mes "[Check]";
+ //mes "Please enter the password.";
+ //next;
+ //set .@check,68392411;
+ //dlgwrite 0 10000000
+ //if (check == input){
+ if (getgmlevel() > 98) {
+ mes "[Check]";
+ mes "Please choose a menu.";
+ next;
+ switch(select("Now:No.1:No.2:No.3:No.4:Reset")) {
+ case 1:
+ mes "^0000FF$God1^000000 = ^FF0000" + $God1 + "^000000.";
+ mes "^0000FF$God2^000000 = ^FF0000" + $God2 + "^000000.";
+ mes "^0000FF$God3^000000 = ^FF0000" + $God3 + "^000000.";
+ mes "^0000FF$God4^000000 = ^FF0000" + $God4 + "^000000.";
+ close;
+ case 2:
+ input .@input,0,100;
+ mes "[Check]";
+ mes "Would you like to change to "+.@input+"?";
+ next;
+ if (select("Yes:No") == 1) {
+ mes "[Check]";
+ mes "The command "+.@input+" has been confirmed.";
+ next;
+ set $God1,.@input;
+ mes "$God1 "+.@input+"";
+ close;
+ }
+ else {
+ mes "[Check]";
+ mes "The command has been canceled.";
+ close;
+ }
+ case 3:
+ input .@input,0,100;
+ mes "[Check]";
+ mes "Would you like to change to "+.@input+"?";
+ next;
+ if (select("Yes:No") == 1) {
+ mes "[Check]";
+ mes "The command "+.@input+" has been confirmed.";
+ next;
+ set $God2,.@input;
+ mes "$God2 "+.@input+"";
+ close;
+ }
+ else {
+ mes "[Check]";
+ mes "The command has been canceled.";
+ close;
+ }
+ case 4:
+ input .@input,0,100;
+ mes "[Check]";
+ mes "Would you like to change to "+.@input+"?";
+ next;
+ if (select("Yes:No") == 1) {
+ mes "[Check]";
+ mes "The command "+.@input+" has been confirmed.";
+ next;
+ set $God3,.@input;
+ mes "$God3 "+.@input+"";
+ close;
+ }
+ else {
+ mes "[Check]";
+ mes "The command has been canceled.";
+ close;
+ }
+ case 5:
+ input .@input,0,100;
+ mes "[Check]";
+ mes "Would you like to change to "+.@input+"?";
+ next;
+ if (select("Yes:No") == 1) {
+ mes "[Check]";
+ mes "The command "+.@input+" has been confirmed.";
+ next;
+ set $God4,.@input;
+ mes "$God4 "+.@input+"";
+ close;
+ }
+ else {
+ mes "[Check]";
+ mes "The command has been canceled.";
+ close;
+ }
+ case 6:
+ mes "[Check]";
+ mes "Are you really sure that you want to reset the entire list of God Globalvar?";
+ next;
+ if (select("Yes:No") == 1) {
+ mes "[Check]";
+ mes "Now, the entire list of God Globalvar is being reset.";
+ next;
+ set $God1,0;
+ set $God2,0;
+ set $God3,0;
+ set $God4,0;
+ mes "^0000FF$God1^000000 = ^FF0000" + $God1 + "^000000.";
+ mes "^0000FF$God2^000000 = ^FF0000" + $God2 + "^000000.";
+ mes "^0000FF$God3^000000 = ^FF0000" + $God3 + "^000000.";
+ mes "^0000FF$God4^000000 = ^FF0000" + $God4 + "^000000.";
+ close;
+ }
+ else {
+ mes "[Check]";
+ mes "The command has been canceled.";
+ close;
+ }
+ }
+ }
+ else {
+ mes "[Check]";
+ //mes "Incorrect password.";
+ mes "You cannot access this NPC.";
+ close;
+ }
+}
diff --git a/npc/pre-re/quests/seals/god_weapon_creation.txt b/npc/pre-re/quests/seals/god_weapon_creation.txt
new file mode 100644
index 000000000..3f7cb40ea
--- /dev/null
+++ b/npc/pre-re/quests/seals/god_weapon_creation.txt
@@ -0,0 +1,859 @@
+//===== rAthena Script =======================================
+//= God items creation NPCs
+//===== By: ==================================================
+//= SinSloth
+//===== Current Version: =====================================
+//= 1.2
+//===== Compatible With: =====================================
+//= rAthena
+//===== Description: =========================================
+//=
+//===== Additional Comments: =================================
+//= 1.0 First version. Thanks to SinSloth for scripting it. [MasterOfMuppets]
+//= 1.1 Updated several aspects of the script. [L0ne_W0lf]
+//= 1.2 Corrected several incorrect item IDs. [L0ne_W0lf]
+//============================================================
+
+gld_dun01,28,85,0 script Grunburti#1::GodDwarf 826,{
+ set .@GID,getcharid(2);
+ mes "[Dwarf Grunburti]";
+ mes "A human?!";
+ mes "This land is full";
+ mes "of your kind. What";
+ mes "brings you here?";
+ next;
+ mes "[Dwarf Grunburti]";
+ mes "Living in Midgard and away from";
+ mes "my home town is painful enough, let alone facing a whiny human. Leave me alone!";
+ next;
+ switch(select("Ask him about Dwarves.:Ask him what he is doing.:Request weapon creation.:Cancel.")) {
+ case 1:
+ mes "[Dwarf Grunburti]";
+ mes "What's to know about Dwarves?";
+ mes "We're the toughest race. After all, we can live anywhere, no matter";
+ mes "how harsh the environment may be.";
+ next;
+ mes "[Dwarf Grunburti]";
+ mes "I doubt your feeble mind can comprehend the how unendurable";
+ mes "it must be for you to live in my homeland, but you can try.";
+ mes "Try to imagine.";
+ next;
+ mes "[Dwarf Grunburti]";
+ mes "Most of the knowledge and skills that you humans are so proud of were probably handed down from Dwarves.";
+ next;
+ mes "[Dwarf Grunburti]";
+ mes "This is especially true in the";
+ mes "case of smithing. Even the tools and weapons of the gods were made by my ancestors. You know that?";
+ next;
+ mes "[Dwarf Grunburti]";
+ mes "We have the greatest knowlege and skills, but have accepted our fate to live in the cold, barren lands of the Giants.";
+ close;
+ case 2:
+ mes "[Dwarf Grunburti]";
+ mes "Did you just ask what I am doing here? Mwahahaha! Waiting for any humans stupid enough to come";
+ mes "here so I can kick their ass!";
+ next;
+ mes "[Dwarf Grunburti]";
+ mes "Oh don't worry. I'd only humiliate myself by fighting with a weakling like you. Humans are so fragile, but they stubbornly cling to their arrogance and fight amongst";
+ mes "each other.";
+ next;
+ mes "[Dwarf Grunburti]";
+ mes "As a race, your people are just hopeless. I wouldn't even share the same continent with a human! But alas, I have no choice.";
+ next;
+ mes "[Dwarf Grunburti]";
+ mes "The path to my hometown";
+ mes "disappeared after the war 1,000 years ago. Somehow, I can no longer find the way through the Yggdrasil Tree that will take me back...";
+ next;
+ mes "[Dwarf Grunburti]";
+ mes "I'm stuck here in Rune-Midgard.";
+ mes "At least I was fortunate enough to find this cave. We Dwarves are most cozy living underground, after all.";
+ close;
+ case 3:
+ if (($God1 < 100) || ($God2 < 100) || ($God3 < 100) || ($God4 < 100)){
+ if (($God1 > 49) && ($God2 > 49) && ($God3 > 49) && ($God4 > 49) && (strcharinfo(0) == getguildmaster(.@GID))) {
+ mes "[Dwarf Grunburti]";
+ mes "Hmm...";
+ mes "I'll need some things to make a weapon for you. What exactly were you interested in having?";
+ next;
+ switch(select("Brisingamen:Megingjard:Sleipnir:Mjolnir")) {
+ case 1:
+ mes "[Dwarf Grunburti]";
+ mes "I will need...";
+ mes "^0000FF4 Freya's Jewel";
+ mes "4 Silver Ornament";
+ mes "3 Snow Crystal";
+ mes "3 Ripple";
+ mes "3 Drifting Air";
+ mes "2 Sapphire";
+ mes "3 Pearl";
+ mes "10 Opal";
+ mes "5 Cursed Ruby";
+ mes "20 Gold^000000";
+ mes "1 Necklace^000000...";
+ next;
+ mes "[Dwarf Grunburti]";
+ mes "However, the time for me to create this Brisingamen has not yet come. You'll have to wait until the seals are released. Mwahahaha!";
+ close;
+ case 2:
+ mes "[Dwarf Grunburti]";
+ mes "I will need...";
+ mes "^0000FF1 Gleipnir";
+ mes "20 Gold";
+ mes "10 Sapphire";
+ mes "10 Oridecon";
+ mes "1 Belt^000000";
+ next;
+ mes "[Dwarf Grunburti]";
+ mes "However, the seals on Megingjard have not yet been released. Until then, you'll have to wait! Bwahahaha!";
+ close;
+ case 3:
+ mes "[Dwarf Grunburti]";
+ mes "I will need...";
+ mes "^0000FF3 Wheel of the Unknown";
+ mes "5 Feather of Angel Wing";
+ mes "3 Sprit of Fish";
+ mes "4 Amblem of the Sun God";
+ mes "3 Breath of Spirit";
+ mes "20 Gold";
+ mes "10 Elunium";
+ mes "1 Slotted Boots^000000";
+ next;
+ mes "[Dwarf Grunburti]";
+ mes "But even so, I can't create Sleipnir until the seals have been broken. Otherwise, you're out of luck, human. Hahaha~!";
+ close;
+ case 4:
+ mes "[Dwarf Grunburti]";
+ mes "I will need...";
+ mes "^0000FF2 Thor's Gauntlets";
+ mes "4 Iron Maiden";
+ mes "5 Wrath of Valkyrie";
+ mes "5 Omen of Tempest";
+ mes "5 Billow";
+ mes "20 Oridecon";
+ mes "5 Elunium";
+ mes "40 Gold";
+ mes "1 Stunner^000000";
+ next;
+ mes "[Dwarf Grunburti]";
+ mes "But I can't even create a replica of Mjolnir if the seals are still in place. Until they're released, you'll just have to wait. Bwahaha!";
+ close;
+ }
+ }
+ mes "[Dwarf Grunburti]";
+ mes "We Dwarves have too much pride to demonstrate our skills in front of a lowly human!";
+ next;
+ mes "[Dwarf Grunburti]";
+ mes "Stop bothering me and get out of here! Go play with some monsters, you simple minded fool!";
+ close;
+ }
+ if (strcharinfo(0) != getguildmaster(.@GID)) {
+ mes "[Dwarf Grunburti]";
+ mes "I'll only present";
+ mes "my magnificent skills";
+ mes "to a human of incredibly";
+ mes "high standing!";
+ next;
+ mes "[Dwarf Grunburti]";
+ mes "Although I hate";
+ mes "most humans, I have";
+ mes "no choice but to respect the ones chosen by destiny. Go and bring your ^0000FFguildmaster^000000!";
+ close;
+ }
+ mes "[Dwarf Grunburti]";
+ mes "Although it is very humiliating to present my valuable skills to a human being...";
+ next;
+ mes "[Dwarf Grunburti]";
+ mes "All the seals have been released, and he who holds the Emperium is chosen by destiny. I have no choice but to respect you.";
+ next;
+ mes "[Dwarf Grunburti]";
+ mes "First of all, I shall confirm whether or not you have brought all the necessary materials to forge a godly item! I hate it when humans come here without any purpose!";
+ next;
+ if ((countitem(7073) > 3) && (countitem(7077) > 3) && (countitem(7088) > 2) && (countitem(7090) > 2) && (countitem(7092) > 2) && (countitem(726) > 1) && (countitem(722) > 2) && (countitem(727) > 9) && (countitem(724) > 4) && (countitem(969) > 19) && (countitem(2603) > 0)) {
+ mes "[Dwarf Grunburti]";
+ mes "Hmm...";
+ mes "I guess you";
+ mes "want to have";
+ mes "^0000FFBrisingamen^000000!";
+ next;
+ }
+ else if ((countitem(7058) > 0) && (countitem(969) > 19) && (countitem(726) > 9) && (countitem(984) > 9) && (countitem(2627) > 0)){ //Gullraifnir Gold Blue_Jewel Oridecon Belt
+ mes "[Dwarf Grunburti]";
+ mes "Hmm...";
+ mes "I guess you";
+ mes "want to have";
+ mes "^0000FFMegingjard^000000!";
+ next;
+ }
+ else if ((countitem(7076) > 2) && (countitem(7079) > 4) && (countitem(7083) > 2) && (countitem(7086) > 3) && (countitem(7087) > 2) && (countitem(969) > 19) && (countitem(985) > 9) && (countitem(2406) > 0)) {
+ mes "[Dwarf Grunburti]";
+ mes "Hmm...";
+ mes "I guess you";
+ mes "want to have";
+ mes "^0000FFSleipnir^000000!";
+ next;
+ }
+ else if ((countitem(7074) > 1) && (countitem(7075) > 3) && (countitem(7078) > 4) && (countitem(7089) > 4) && (countitem(7091) > 4) && (countitem(984) > 19) && (countitem(985) > 4) && (countitem(969) > 39) && (countitem(1522) > 0)) {
+ mes "[Dwarf Grunburti]";
+ mes "Hmm...";
+ mes "I guess you";
+ mes "want to have";
+ mes "^0000FFMjolnir^000000!";
+ next;
+ }
+ else {
+ mes "[Dwarf Grunburti]";
+ mes "...";
+ mes "......";
+ next;
+ mes "[Dwarf Grunburti]";
+ mes "...";
+ mes "......";
+ mes ".........";
+ next;
+ mes "[Dwarf Grunburti]";
+ mes "...";
+ mes "......";
+ mes ".........";
+ mes ".............";
+ next;
+ mes "[Dwarf Grunburti]";
+ mes "How dare you come here unprepared?! Did you forget what you needed to bring? Listen carefully this time!";
+ next;
+ switch(select("Brisingamen:Megingjard:Sleipnir:Mjolnir")) {
+ case 1:
+ mes "[Dwarf Grunburti]";
+ mes "I will need...";
+ mes "^0000FF4 Freya's Jewel";
+ mes "4 Silver Ornament";
+ mes "3 Snow Crystal";
+ mes "3 Ripple";
+ mes "3 Drifting Air";
+ mes "2 Sapphire";
+ mes "3 Pearl";
+ mes "10 Opal";
+ mes "5 Cursed Ruby";
+ mes "20 Gold^000000";
+ mes "1 Necklace^000000...";
+ next;
+ mes "[Dwarf Grunburti]";
+ mes "Hmmm, but now";
+ mes "that the seals have";
+ mes "been released, you must hurry before another human can claim";
+ mes "one of the godly items...";
+ next;
+ mes "[Dwarf Grunburti]";
+ mes "Hurry...!";
+ mes "Once I forge";
+ mes "Brisingamen,";
+ mes "the seals will";
+ mes "activate again!";
+ close;
+ case 2:
+ mes "[Dwarf Grunburti]";
+ mes "I will need...";
+ mes "^0000FF1 Gleipnir";
+ mes "20 Gold";
+ mes "10 Sapphire";
+ mes "10 Oridecon";
+ mes "1 Belt^000000";
+ next;
+ mes "[Dwarf Grunburti]";
+ mes "Hmmm, but now";
+ mes "that the seals have";
+ mes "been released, you must hurry before another human can claim";
+ mes "one of the godly items...";
+ next;
+ mes "[Dwarf Grunburti]";
+ mes "Hurry...!";
+ mes "Once I forge";
+ mes "Megingjard,";
+ mes "the seals will";
+ mes "activate again!";
+ close;
+ case 3:
+ mes "[Dwarf Grunburti]";
+ mes "I will need...";
+ mes "^0000FF3 Wheel of the Unknown";
+ mes "5 Feather of Angel Wing";
+ mes "3 Sprit of Fish";
+ mes "4 Amblem of the Sun God";
+ mes "3 Breath of Spirit";
+ mes "20 Gold";
+ mes "10 Elunium";
+ mes "1 Slotted Boots^000000";
+ next;
+ mes "[Dwarf Grunburti]";
+ mes "Hmmm, but now";
+ mes "that the seals have";
+ mes "been released, you must hurry before another human can claim";
+ mes "one of the godly items...";
+ next;
+ mes "[Dwarf Grunburti]";
+ mes "Hurry...!";
+ mes "Once I forge";
+ mes "Sleipnir,";
+ mes "the seals will";
+ mes "activate again!";
+ close;
+ case 4:
+ mes "[Dwarf Grunburti]";
+ mes "I will need...";
+ mes "^0000FF2 Thor's Gauntlets";
+ mes "4 Iron Maiden";
+ mes "5 Wrath of Valkyrie";
+ mes "5 Omen of Tempest";
+ mes "5 Billow";
+ mes "20 Oridecon";
+ mes "5 Elunium";
+ mes "40 Gold";
+ next;
+ mes "[Dwarf Grunburti]";
+ mes "Hmmm, but now";
+ mes "that the seals have";
+ mes "been released, you must hurry before another human can claim";
+ mes "one of the godly items...";
+ next;
+ mes "[Dwarf Grunburti]";
+ mes "Hurry...!";
+ mes "Once I forge";
+ mes "the Mjolnir,";
+ mes "the seals will";
+ mes "activate again!";
+ close;
+ }
+ }
+ mes "[Dwarf Grunburti]";
+ mes "Hmpf.";
+ mes "I can't get any work done in here. Come with me to the ^0000FFunderground laboratory^000000 as my guest, human.";
+ next;
+ mes "[Dwarf Grunburti]";
+ mes "Now hurry up! ^0000FFOnly one of each godly item^000000 will be given to the humans ^FF0000right after all the seals are released^000000!";
+ close2;
+ warp "que_god01",214,63;
+ end;
+ case 4:
+ mes "[Dwarf Grunburti]";
+ mes "Muhahahahahaha!";
+ mes "Out of my sight,";
+ mes "you dirty, filthy";
+ mes "human...!";
+ close;
+ }
+}
+
+gld_dun02,85,84,0 duplicate(GodDwarf) Grunburti#2 826
+gld_dun03,92,105,0 duplicate(GodDwarf) Grunburti#3 826
+gld_dun04,268,230,0 duplicate(GodDwarf) Grunburti#4 826
+
+que_god01,215,127,0 script #god_hopewarp1 111,{
+ end;
+
+OnInit:
+ waitingroom "Laboratory Entrance",2,"#god_hopewarp1::OnStartArena",1;
+ enablewaitingroomevent;
+ end;
+
+OnStartArena:
+ warpwaitingpc "que_god01",155,63;
+ donpcevent "Grunburti#god::OnEnable";
+ disablewaitingroomevent;
+ end;
+
+OnReset:
+ enablewaitingroomevent;
+ end;
+}
+
+que_god01,214,128,0 script #que_godnpc1::GodEntrance 111,{
+ mes "[Entrance Notice]";
+ mes "Only the most";
+ mes "worthy of humans";
+ mes "will possess the";
+ mes "power of the gods.";
+ close;
+}
+que_god01,215,128,0 duplicate(GodEntrance) #que_godnpc2 111
+que_god01,213,128,0 duplicate(GodEntrance) #que_godnpc3 111
+
+que_god01,154,112,4 script Grunburti#god 826,{
+ if (($God1 < 100) || ($God2 < 100) || ($God3 < 100) || ($God4 < 100)){
+ mes "[Dwarf Grunburti]";
+ mes "One of the godly";
+ mes "items has been created,";
+ mes "and the seals have been";
+ mes "restored. You'll have to";
+ mes "wait until they're all";
+ mes "released again...!";
+ next;
+ mes "[Dwarf Grunburti]";
+ mes "Bwahahahahahahaa!";
+ mes "Even though you're";
+ mes "just a human, I feel";
+ mes "pity for you~";
+ close;
+ }
+ set .@GID,getcharid(2);
+ if (strcharinfo(0) != getguildmaster(.@GID)) {
+ mes "[Dwarf Grunburti]";
+ mes "How in the...";
+ mes "Get out of here!";
+ next;
+ mes "[Dwarf Grunburti]";
+ mes "How did one of you";
+ mes "stupid humans get in";
+ mes "here?! Only those who";
+ mes "hold the Emperium can";
+ mes "even think of entering";
+ mes "this place...!";
+ close;
+ }
+ mes "[Dwarf Grunburti]";
+ mes "It's incredibly";
+ mes "humiliating to do work for a human. But since destiny has chosen you as the bearer of an Emperium, I have no choice but to oblige your requests.";
+ next;
+ mes "[Dwarf Grunburti]";
+ mes "We only have";
+ mes "^FF000010 minutes^000000 to recreate one godly treasure. After that, the seals will restore themselves and I won't be able to create anything until they're released again...";
+ next;
+ mes "[Dwarf Grunburti]";
+ mes "^FF0000Don't be too slow^000000,";
+ mes "otherwise ^FF0000I will give";
+ mes "the chance to another";
+ mes "human^000000 right away!";
+ next;
+ mes "[Dwarf Grunburti]";
+ mes "Now...!";
+ mes "Choose the item";
+ mes "you wish for me";
+ mes "to create!";
+ next;
+ switch(select("Brisingamen:Megingjard:Sleipnir:Mjolnir")) {
+ case 1:
+ mes "[Dwarf Grunburti]";
+ mes "B-Brisingamen?!";
+ mes "I've never expected";
+ mes "such insolence...!";
+ mes "This necklace will never have any meaning in my eyes unless it's worn by the goddess Freya.";
+ next;
+ mes "[Dwarf Grunburti]";
+ mes "But who am I to judge your worthiness? These treasures";
+ mes "select their owners with their own will. Let's see if Brisingamen will find you worthy!";
+ next;
+ mes "[Dwarf Grunburti]";
+ mes "Once again, I need following materials in order to reproduce";
+ mes "this godly treasure...";
+ next;
+ mes "[Dwarf Grunburti]";
+ mes "^0000FF4 Freya's Jewel";
+ mes "4 Silver Ornament";
+ mes "3 Snow Crystal";
+ mes "3 Ripple";
+ mes "3 Drifting Air";
+ mes "2 Sapphire";
+ mes "3 Pearl";
+ mes "10 Opal";
+ mes "5 Cursed Ruby";
+ mes "20 Gold";
+ mes "1 Necklace^000000";
+ next;
+ switch(select("Make Brisingamen.:Cancel.")) {
+ case 1:
+ if ((countitem(7073) > 3) && (countitem(7077) > 3) && (countitem(7088) > 2) && (countitem(7090) > 2) && (countitem(7092) > 2) && (countitem(726) > 1) && (countitem(722) > 2) && (countitem(727) > 9) && (countitem(724) > 4) && (countitem(969) > 19) && (countitem(2603) > 0)){ //Jewel_Of_Prayer Silver_Fancy Crystal_Of_Snow Slilince_Wave Air_Stream Blue_Jewel Scarlet_Jewel White_Jewel Cardinal_Jewel_ Gold Necklace
+ mes "[Dwarf Grunburti]";
+ mes "Never in my wildest";
+ mes "imaginings have I thought that I'd be crafting this masterpiece for a mere human. Give me a moment.";
+ next;
+ if (($God1 < 100) || ($God2 < 100) || ($God3 < 100) || ($God4 < 100)){
+ mes "[Dwarf Grunburti]";
+ mes "But...";
+ mes "The seals";
+ mes "have just been";
+ mes "restored. You'll have to";
+ mes "wait until they're all";
+ mes "released again...!";
+ next;
+ mes "[Dwarf Grunburti]";
+ mes "Bwahahahahahahaa!";
+ mes "Even though you're";
+ mes "just a human, I feel";
+ mes "pity for you~";
+ close;
+ }
+ delitem 7073,4; //Jewel_Of_Prayer
+ delitem 7077,4; //Silver_Fancy
+ delitem 7088,3; //Crystal_Of_Snow
+ delitem 7090,3; //Slilince_Wave
+ delitem 7092,3; //Air_Stream
+ delitem 726,2; //Blue_Jewel
+ delitem 722,3; //Scarlet_Jewel
+ delitem 727,10; //White_Jewel
+ delitem 724,5; //Cardinal_Jewel_
+ delitem 969,20; //Gold
+ delitem 2603,1; //Necklace
+ getitem 2630,1; // Brysinggamen
+ set $God1,0;
+ set $God2,0;
+ set $God3,0;
+ set $God4,0;
+ announce "[Brisingamen] has come into the hands of [" + strcharinfo(0) + "], master of the [" + getguildname(.@GID) + "] guild.",bc_all;
+ mes "[Dwarf Grunburti]";
+ mes "Ah, just look at this dazzling beauty. No other piece of jewelry complemented Freya as well as Brisingamen.";
+ close;
+ }
+ else {
+ mes "[Dwarf Grunburti]";
+ mes "Idiot human!";
+ mes "You didn't bring";
+ mes "everything I need to";
+ mes "recreate Brisingamen!";
+ mes "Hurry...!";
+ close;
+ }
+ case 2:
+ mes "[Dwarf Grunburti]";
+ mes "Muhahahaha~";
+ mes "Somehow, I figured";
+ mes "you'd back out, human!";
+ close;
+ }
+ case 2:
+ mes "[Dwarf Grunburti]";
+ mes "M- Megingjard?!";
+ mes "The girdle of might?!";
+ next;
+ mes "[Dwarf Grunburti]";
+ mes "This belt was worn long ago by Thor, the mightest warrior ever. But since these treasures select their owners, we'll see whether or not it recognizes you as worthy!";
+ next;
+ mes "[Dwarf Grunburti]";
+ mes "Once again, I need following materials in order to reproduce";
+ mes "this godly treasure...";
+ next;
+ mes "[Dwarf Grunburti]";
+ mes "^0000FF1 Gleipnir";
+ mes "20 Gold";
+ mes "10 Sapphire";
+ mes "10 Oridecon";
+ mes "1 Belt^000000...";
+ next;
+ switch(select("Make Megingjard.:Cancel.")) {
+ case 1:
+ if ((countitem(7058) > 0) && (countitem(969) > 19) && (countitem(726) > 9) && (countitem(984) > 9) && (countitem(2627) > 0)) {
+ mes "[Dwarf Grunburti]";
+ mes "Twenty years ago,";
+ mes "I'd never believe that";
+ mes "something so powerful and dangerous as Megingjard would end up in the hands of a human...";
+ next;
+ if (($God1 < 100) || ($God2 < 100) || ($God3 < 100) || ($God4 < 100)){
+ mes "[Dwarf Grunburti]";
+ mes "But...";
+ mes "The seals";
+ mes "have just been";
+ mes "restored. You'll have to";
+ mes "wait until they're all";
+ mes "released again...!";
+ next;
+ mes "[Dwarf Grunburti]";
+ mes "Bwahahahahahahaa!";
+ mes "Even though you're";
+ mes "just a human, I feel";
+ mes "pity for you~";
+ close;
+ }
+ delitem 7058,1; //Gullraifnir
+ delitem 969,20; //Gold
+ delitem 726,10; //Blue_Jewel
+ delitem 984,10; //Oridecon
+ delitem 2627,1; //Belt
+ getitem 2629,1; // Magingiorde
+ set $God1,0;
+ set $God2,0;
+ set $God3,0;
+ set $God4,0;
+ announce "[Megingjard] the godly item has been given to [" + strcharinfo(0) + "], the master of the guild [" + getguildname(.@GID) + "].",bc_all;
+ mes "[Dwarf Grunburti]";
+ mes "Here...";
+ mes "Be careful with how";
+ mes "you use the strength";
+ mes "of a god. Just a fair";
+ mes "warning, human...";
+ close;
+ }
+ else {
+ mes "[Dwarf Grunburti]";
+ mes "Idiot human!";
+ mes "You didn't bring";
+ mes "everything I need to";
+ mes "recreate Megingjard!";
+ mes "Hurry...!";
+ close;
+ }
+ case 2:
+ mes "[Dwarf Grunburti]";
+ mes "Muhahahaha~";
+ mes "Somehow, I figured";
+ mes "you'd back out, human!";
+ close;
+ }
+ case 3:
+ mes "[Dwarf Grunburti]";
+ mes "Sleipnir...";
+ mes "Now, understand";
+ mes "that I can't create";
+ mes "the eight-legged stallion";
+ mes "of legend. However...";
+ next;
+ mes "[Dwarf Grunburti]";
+ mes "I can create a pair";
+ mes "of shoes that will possess the power of Sleipnir. It's a strange, but feasible process...";
+ next;
+ mes "[Dwarf Grunburti]";
+ mes "Once again, I need following materials in order to reproduce";
+ mes "this godly treasure...";
+ next;
+ mes "[Dwarf Grunburti]";
+ mes "^0000FF3 Wheel of the Unknown";
+ mes "5 Feather of Angel Wing";
+ mes "3 Sprit of Fish";
+ mes "4 Amblem of the Sun God";
+ mes "3 Breath of Spirit";
+ mes "20 Gold";
+ mes "10 Elunium";
+ mes "1 Slotted Boots^000000...";
+ next;
+ switch(select("Make Sleipnir.:Cancel.")) {
+ case 1:
+ if ((countitem(7076) > 2) && (countitem(7079) > 4) && (countitem(7083) > 2) && (countitem(7086) > 3) && (countitem(7087) > 2) && (countitem(969) > 19) && (countitem(985) > 9) && (countitem(2406) > 0)) {
+ mes "[Dwarf Grunburti]";
+ mes "I never believed";
+ mes "that the speed of";
+ mes "Sleipnir would be";
+ mes "used by a human.";
+ mes "Give me a moment...";
+ next;
+ if (($God1 < 100) || ($God2 < 100) || ($God3 < 100) || ($God4 < 100)){
+ mes "[Dwarf Grunburti]";
+ mes "But...";
+ mes "The seals";
+ mes "have just been";
+ mes "restored. You'll have to";
+ mes "wait until they're all";
+ mes "released again...!";
+ next;
+ mes "[Dwarf Grunburti]";
+ mes "Bwahahahahahahaa!";
+ mes "Even though you're";
+ mes "just a human, I feel";
+ mes "pity for you~";
+ close;
+ }
+ delitem 7076,3; //Mystery_Wheel
+ delitem 7079,5; //Feather_Of_Angel
+ delitem 7083,3; //Soul_Of_Fish
+ delitem 7086,4; //Symbol_Of_Sun
+ delitem 7087,3; //Breath_Of_Soul
+ delitem 969,20; //Gold
+ delitem 985,10; //Elunium
+ delitem 2406,1; //Boots_
+ getitem 2410,1; // Sleipnir
+ set $God1,0;
+ set $God2,0;
+ set $God3,0;
+ set $God4,0;
+ announce "[Sleipnir] the godly item has been given to [" + strcharinfo(0) + "], the master of the guild [" + getguildname(.@GID) + "].",bc_all;
+ mes "[Dwarf Grunburti]";
+ mes "There...";
+ mes "Wear these, and";
+ mes "move with the speed of";
+ mes "the legendary Sleipnir...";
+ close;
+ }
+ else {
+ mes "[Dwarf Grunburti]";
+ mes "Idiot human!";
+ mes "You didn't bring";
+ mes "everything I need to";
+ mes "recreate Sleipnir!";
+ mes "Hurry...!";
+ close;
+ }
+ case 2:
+ mes "[Dwarf Grunburti]";
+ mes "Muhahahaha~";
+ mes "Somehow, I figured";
+ mes "you'd back out, human!";
+ close;
+ }
+ case 4:
+ mes "[Dwarf Grunburti]";
+ mes "M-M-Mjolnir!?";
+ mes "Even though the";
+ mes "moment is at hand,";
+ mes "I can scarcely believe...";
+ next;
+ mes "[Dwarf Grunburti]";
+ mes "^333333*Sigh...*^000000";
+ mes "This is almost a disgrace to gods and the Dwarf race. But perhaps, wielding Mjolnir may be your destiny...";
+ next;
+ mes "[Dwarf Grunburti]";
+ mes "Once again, I need following materials in order to reproduce";
+ mes "this godly treasure...";
+ next;
+ mes "[Dwarf Grunburti]";
+ mes "^0000FF2 Thor's Gauntlets";
+ mes "4 Iron Maiden";
+ mes "5 Wrath of Valkyrie";
+ mes "5 Omen of Tempest";
+ mes "5 Billow";
+ mes "20 Oridecon";
+ mes "5 Elunium";
+ mes "40 Gold";
+ mes "1 Stunner^000000...";
+ next;
+ switch(select("Make Mjolnir.:Cancel.")) {
+ case 1:
+ if ((countitem(7074) > 1) && (countitem(7075) > 3) && (countitem(7078) > 4) && (countitem(7089) > 4) && (countitem(7091) > 4) && (countitem(984) > 19) && (countitem(985) > 4) && (countitem(969) > 39) && (countitem(1522) > 0)) {
+ mes "[Dwarf Grunburti]";
+ mes "Do not disgrace";
+ mes "Thor, lord of Thunder,";
+ mes "or you will regret it.";
+ mes "Mark my words...";
+ next;
+ if (($God1 < 100) || ($God2 < 100) || ($God3 < 100) || ($God4 < 100)){
+ mes "[Dwarf Grunburti]";
+ mes "But...";
+ mes "The seals";
+ mes "have just been";
+ mes "restored. You'll have to";
+ mes "wait until they're all";
+ mes "released again...!";
+ next;
+ mes "[Dwarf Grunburti]";
+ mes "Bwahahahahahahaa!";
+ mes "Even though you're";
+ mes "just a human, I feel";
+ mes "pity for you~";
+ close;
+ }
+ delitem 7074,2; //Iron_Glove
+ delitem 7075,4; //Iron_Maiden
+ delitem 7078,5; //Anger_Of_Valkurye
+ delitem 7089,5; //Indication_Of_Tempest
+ delitem 7091,5; //Rough_Billows
+ delitem 984,20; //Oridecon
+ delitem 985,5; //Elunium
+ delitem 969,40; //Gold
+ delitem 1522,1; //Stunner
+ getitem 1530,1; // Mjolnir
+ set $God1,0;
+ set $God2,0;
+ set $God3,0;
+ set $God4,0;
+ announce "[Mjolnir] has been bestowed to [" + strcharinfo(0) + "], the master of the [" + getguildname(.@GID) + "] guild.",bc_all;
+ mes "[Dwarf Grunburti]";
+ mes "It's done.";
+ mes "Take it. How does";
+ mes "it feel to hold the world's most powerful weapon in your grasp?";
+ close;
+ }
+ else {
+ mes "[Dwarf Grunburti]";
+ mes "Idiot human!";
+ mes "You didn't bring";
+ mes "everything I need";
+ mes "to recreate Mjolnir!";
+ mes "Hurry...!";
+ close;
+ }
+ case 2:
+ mes "[Dwarf Grunburti]";
+ mes "Muhahahaha~";
+ mes "Somehow, I figured";
+ mes "you'd back out, human!";
+ close;
+ }
+ }
+ end;
+
+OnEnable:
+ initnpctimer;
+ end;
+
+OnTimer10000:
+ mapannounce "que_god01","Remember that you only have 10 minutes for this! Hurry up!",bc_map;
+ end;
+
+OnTimer610000:
+ mapannounce "que_god01","You're too slow! I'm going to give another human a chance! Next!",bc_map;
+ end;
+
+OnTimer612000:
+ areawarp "que_god01",154,67,4,7,"prontera",156,324;
+ areawarp "que_god01",154,82,4,7,"prontera",156,324;
+ areawarp "que_god01",145,99,9,9,"prontera",156,324;
+ areawarp "que_god01",164,99,9,9,"prontera",156,324;
+ areawarp "que_god01",145,118,9,9,"prontera",156,324;
+ areawarp "que_god01",164,118,9,9,"prontera",156,324;
+ end;
+
+OnTimer615000:
+ donpcevent "god_wep_warpmaster::OnDisable";
+ donpcevent " #god_hopewarp1::Onreset";
+ stopnpctimer;
+ end;
+}
+
+/*
+que_god01,293,3,0 script Godly Item Quests Related#god 90,{
+ mes "[Use in case of emergency]";
+ mes "Please enter password.";
+ mes "If you wish to cancel, please enter 0.";
+ next;
+ input .@input,0,4001;
+ if (.@input < 0 || .@input > 4000) {
+ mes "[Use in case of emergency]";
+ mes "Password is incorrect.";
+ close;
+ }
+ else if(.@input == 0) {
+ mes "[Use in case of emergency]";
+ mes "You have canceled your request.";
+ close;
+ }
+ else if(.@input == 1854) {
+ mes "[Use in case of emergency]";
+ mes "What services would you like to use?";
+ next;
+ switch(select("Turn off Warps.:Reset Timer.:Reset chat room.")) {
+ case 1:
+ mes "[Use in case of emergency]";
+ mes "Press the 'Next' button to turn off warps.";
+ next;
+ areawarp "que_god01",154,67,4,7,"prontera",156,324;
+ areawarp "que_god01",154,82,4,7,"prontera",156,324;
+ areawarp "que_god01",145,99,9,9,"prontera",156,324;
+ areawarp "que_god01",164,99,9,9,"prontera",156,324;
+ areawarp "que_god01",145,118,9,9,"prontera",156,324;
+ areawarp "que_god01",164,118,9,9,"prontera",156,324;
+ mes "[Use in case of emergency]";
+ mes "You have successfully turned off warps.";
+ close;
+ case 2:
+ mes "[Use in case of emergency]";
+ mes "Press the 'Next' button to reset timer.";
+ next;
+ donpcevent "Grunburti#god::OnEnable";
+ mes "[Use in case of emergency]";
+ mes "You have successfully reset timer.";
+ close;
+ case 3:
+ mes "[Use in case of emergency]";
+ mes "Please press the 'Next' button to reset the arena chat room in que_god01.";
+ next;
+ donpcevent " #god_hopewarp1::Onreset";
+ mes "[Use in case of emergency]";
+ mes "You have successfully reset the arena chat room (Laboratory Entrance 1/2).";
+ close;
+ }
+ }
+}
+*/
diff --git a/npc/pre-re/quests/seals/megingard_seal.txt b/npc/pre-re/quests/seals/megingard_seal.txt
new file mode 100644
index 000000000..2c0cd0c2e
--- /dev/null
+++ b/npc/pre-re/quests/seals/megingard_seal.txt
@@ -0,0 +1,3360 @@
+//===== rAthena Script =======================================
+//= Megingjard seal unlocking NPCs.
+//===== By: ==================================================
+//= SinSloth
+//===== Current Version: =====================================
+//= 1.9
+//===== Compatible With: =====================================
+//= rAthena
+//===== Description: =========================================
+//= Quest for breaking the seal of Megingjard.
+//===== Additional Comments: =================================
+//= 1.0 First version. Thanks to SinSloth for scripting it. [MasterOfMuppets]
+//= 1.1 fixed exploit [Lupus]
+//= 1.2 Fixed experience gains to match upcoming rate adjustments. [SinSloth]
+//= 1.3 Updated several aspects of the script. [L0ne_W0lf]
+//= 1.4 Minor Touchups to quest. [L0ne_W0lf]
+//= 1.5 Fixed missing close2 in Rebarev Doug. [L0ne_w0lf]
+//= 1.6 Corrected mismatched variables. [L0ne_W0lf]
+//= 1.7 Replaced effect numerics with constants. [Samuray22]
+//= 1.8 Corrected how exp reward is applied. [L0ne_W0lf]
+//= 1.9 Fixed some input checks and variable types. [brianluau]
+//============================================================
+
+prt_castle,44,151,0 script Rebarev Doug 56,{
+ cutin "god_rebeireb",2;
+ if ((countitem(7080) > 3) && (countitem(7081) > 4) && (countitem(7082) > 3) && (countitem(7084) > 2) && (countitem(7085) > 2)) {
+ mes "[Rebarev Doug]";
+ mes "What's this?";
+ mes "You...! You have";
+ mes "everything I need to";
+ mes "create Gleipnir!";
+ next;
+ switch(select("Make Gleipnir.:Cancel.")) {
+ case 1:
+ mes "[Rebarev Doug]";
+ mes "I'm the only human on earth";
+ mes "blessed with the ability to create Gleipnir. Aside from the Dwarves, I'm the only person that can make this item!";
+ next;
+ delitem 7080,4; //Foot_Step_Of_Cat
+ delitem 7081,5; //Beard_Of_Women
+ delitem 7082,4; //Root_Of_Stone
+ delitem 7084,3; //Saliva_Of_Bird
+ delitem 7085,3; //Tendon_Of_Bear
+ getitem 7058,1; // Gullraifnir
+ mes "[Rebarev Doug]";
+ mes "There you go!";
+ next;
+ mes "[Rebarev Doug]";
+ mes "Gleipnir is said to be so strong that not even the Fenrir Wolf could break it! I take great pride in being able to create this!";
+ break;
+ case 2:
+ break;
+ }
+ }
+ if ($God1 < 50) {
+ mes "[Rebarev Doug]";
+ mes "We are Crusaders that have";
+ mes "been training in preparation";
+ mes "for the Holy War that is to come.";
+ next;
+ mes "[Rebarev Doug]";
+ mes "As our forefathers have";
+ mes "done a thousand years ago, we shall vanquish the hordes of Demons when the day comes.";
+ next;
+ mes "[Rebarev Doug]";
+ mes "If you have any questions about Crusaders, feel free to ask me.";
+ mes "I may be too old and weak for fighting, but I will spread our message as much as I can.";
+ next;
+ switch(select("What is Holy Cross?:What is Grand Cross?:What is Sacrifice?:What is Gleipnir?")) {
+ case 1:
+ mes "[Rebarev Doug]";
+ mes "Holy Cross is the first manifestation of a Crusader's faith. By making the sign of the cross, Crusader's can inflict a holy attack on their enemies.";
+ next;
+ mes "[Rebarev Doug]";
+ mes "Monsters that are weak against holiness, particularly the Undead, will be blinded by the light of the Holy Cross. All they can do is wait for holy judgment.";
+ next;
+ mes "[Rebarev Doug]";
+ mes "Based on our latest research,";
+ mes "the Holy Cross can inflict 4.5 times more damage than a normal attack once it is mastered.";
+ break;
+ case 2:
+ mes "[Rebarev Doug]";
+ mes "Grand Cross...!";
+ mes "The righteous fury of God is";
+ mes "given form in this destructive skill.";
+ next;
+ mes "[Rebarev Doug]";
+ mes "God grants us his power so that";
+ mes "we may punish the forces of evil, and one's rage is embodied in a giant crucifix of power.";
+ next;
+ mes "[Rebarev Doug]";
+ mes "The power of the crucifix of light can damage the enemy three times. Each strike will have five times the strength of your normal attacks.";
+ next;
+ mes "[Rebarev Doug]";
+ mes "However, when Crusaders use Grand Cross, they must exercise extreme caution. The human body is too weak to fully embrace the will of God.";
+ next;
+ mes "[Rebarev Doug]";
+ mes "Therefore, using this skill, will cause the Crusader to suffer from damage. However, this damage can";
+ mes "be reduced to half with Faith.";
+ break;
+ case 3:
+ mes "[Rebarev Doug]";
+ mes "In practicing what we preach, Crusaders choose to protect";
+ mes "others by bearing the suffering of their fellow man.";
+ next;
+ mes "[Rebarev Doug]";
+ mes "The Sacrifice skill allows Crusaders to keep their comrades safe from harm by receiving the damage that was intended for them.";
+ next;
+ mes "[Rebarev Doug]";
+ mes "It is the greatest demonstration of faith,";
+ mes "as well as of love for your comrades. Such an attitude is essential for a servant of God!";
+ next;
+ mes "[Rebarev Doug]";
+ mes "However, if the people you want to protect stray away from you, you cannot use the Sacrifice skill for them unless they are close to you again.";
+ next;
+ mes "[Rebarev Doug]";
+ mes "As you visualize the suffering of those you want to protect, you'll never hesitate to sacrifice yourself.";
+ next;
+ mes "[Rebarev Doug]";
+ mes "Thank you, God, for granting me with the power to protect my people.";
+ break;
+ case 4:
+ mes "[Rebarev Doug]";
+ mes "Gleipnir is the essence of Megingjard which I have been researching.";
+ next;
+ mes "[Rebarev Doug]";
+ mes "It's the only binding strong enough that will allow a human to wear Megingjard around his waist.";
+ next;
+ mes "[Rebarev Doug]";
+ mes "Although I can no longer fight, I've been studying how to create Gleipnir for years. I will be more than willing to create it for you if you can bring me...";
+ next;
+ mes "[Rebarev Doug]";
+ mes "^0000FF4 Cat Tread^000000,";
+ mes "^0000FF5 Woman's Moustache^000000,";
+ mes "^0000FF4 Root of Stone^000000,";
+ mes "^0000FF3 Sputum of Bird^000000 and";
+ mes "^0000FF3 Sinew of Bear^000000.";
+ break;
+ }
+ }
+ else if($God1 > 49 && $God2 < 100) {
+ if(BaseLevel > 59) {
+ if(god_eremes == 0) {
+ mes "[Rebarev Doug]";
+ mes "...";
+ next;
+ mes "[Rebarev Doug]";
+ mes "Why are you wandering";
+ mes "around this sacred place?";
+ mes "Do you not understand that";
+ mes "we must prepare for";
+ mes "the Holy War?";
+ next;
+ mes "[Rebarev Doug]";
+ mes "No matter how much I explain, the ignorant never fully understand the importance of our task. The balance of power will shift when we least expect it!";
+ next;
+ mes "[Rebarev Doug]";
+ mes "I wish I could go back";
+ mes "to those times when I would";
+ mes "train Crusaders, rather than";
+ mes "preach to the ignorant.";
+ next;
+ mes "[Rebarev Doug]";
+ mes "I miss my Crusaders who";
+ mes "were enthusiastic to listen to what I had to say, and carried out their orders with loyalty.";
+ next;
+ mes "[Rebarev Doug]";
+ mes "I am wonder";
+ mes "where they have";
+ mes "all gone now...";
+ next;
+ mes "[Rebarev Doug]";
+ mes "...";
+ mes "......";
+ mes ".........";
+ next;
+ mes "[Rebarev Doug]";
+ mes "Adventurer, if you have the time to listen to me speak to myself, why don't you perform a task for me?";
+ next;
+ mes "[Rebarev Doug]";
+ mes "It may be an enriching";
+ mes "experience for you. It's possible that you'll even have a greater appreciation for Crusaders.";
+ next;
+ switch(select("What is it?:I'm sick and tired of doin' favors.")) {
+ case 1:
+ mes "[Rebarev Doug]";
+ mes "I want you to find the members of the 1st Squad in the 3rd Platoon of the 3rd Company. If you happen to encounter them in your travels, please ask them how they are doing.";
+ next;
+ mes "[Rebarev Doug]";
+ mes "It shouldn't be that difficult to do and won't be a waste of your time if you are already planning";
+ mes "to explore the world.";
+ next;
+ switch(select("Sure, why not.:I'm sorry, but no.")) {
+ case 1:
+ mes "[Rebarev Doug]";
+ mes "Excellent!";
+ mes "All I want you to do is find my old comrades, and inform me of how";
+ mes "they are doing.";
+ next;
+ mes "[Rebarev Doug]";
+ mes "However...";
+ mes "There is one problem.";
+ mes "I don't where they are.";
+ next;
+ mes "[Rebarev Doug]";
+ mes "You could try to find a record of residency changes by citizens of the Rune-Midgarts Kingdom in";
+ mes "the Prontera Library...";
+ next;
+ mes "[Rebarev Doug]";
+ mes "However, the records of";
+ mes "Crusader personnel is considered confidential, so I am not sure of whether or not you can view them.";
+ next;
+ mes "[Rebarev Doug]";
+ mes "You must understand, my position requires me to remain in this area 24 hours, 7 days a week. I cannot leave without the consent of the upper hierarchy.";
+ next;
+ mes "[Rebarev Doug]";
+ mes "However, I know you have the freedom and the time to go wherever you please. I'd appreciate if you would do this for me.";
+ next;
+ mes "[Rebarev Doug]";
+ mes "My old comrades in arms.";
+ mes "You have no idea how much";
+ mes "I miss them...";
+ set god_eremes,1;
+ break;
+ case 2:
+ mes "[Rebarev Doug]";
+ mes "^333333*Sigh...*^000000";
+ mes "Please understand that";
+ mes "I would not be asking this";
+ mes "of you if it were not for";
+ mes "the restraints of";
+ mes "my position.";
+ next;
+ mes "[Rebarev Doug]";
+ mes "I have an obligation to this Kingdom to keep my post and";
+ mes "inform adventurers about the";
+ mes "Crusader class. Because of this";
+ mes "awesome responsibility, I must";
+ mes "remain here, ever vigilant.";
+ next;
+ mes "[Rebarev Doug]";
+ mes "If you can't understand, then you must be taking your freedom for granted...";
+ break;
+ }
+ break;
+ case 2:
+ mes "[Rebarev Doug]";
+ mes "As far as I remember, this is the first time I have asked you to do me a favor.";
+ next;
+ mes "[Rebarev Doug]";
+ mes "Unlike you, I know the meaning";
+ mes "of responsibility. I remain here, helping inquisitive adventurers for the sake of King and country.";
+ next;
+ mes "[Rebarev Doug]";
+ mes "Still...";
+ mes "Know this.";
+ mes "Although the results may not be immediate, you will always be rewarded when you help others.";
+ next;
+ mes "[Rebarev Doug]";
+ mes "Please reconsider";
+ mes "when you get the chance.";
+ break;
+ }
+ }
+ else if(god_eremes > 0 && god_eremes < 4) {
+ if(rand(1,10) > 6 && god_eremes == 2) {
+ mes "[Rebarev Doug]";
+ mes "I wonder how my old";
+ mes "comrades are doing now.";
+ mes "I can't even remember";
+ mes "the last time I saw them...";
+ next;
+ mes "[Rebarev Doug]";
+ mes "Hmm...?";
+ mes "Haven't you left";
+ mes "to search for them yet?";
+ next;
+ switch(select("Where should I go?:I am about to leave.:What do you mean by final mission?")) {
+ case 1:
+ mes "[Rebarev Doug]";
+ mes "Well...";
+ mes "You should be able";
+ mes "find some clue as to";
+ mes "where to find them through";
+ mes "^0000FFThe Platoon Records^000000 in";
+ mes "the Prontera Library.";
+ break;
+ case 2:
+ mes "[Rebarev Doug]";
+ mes "Oh, you are...";
+ mes "I wonder what they";
+ mes "have been doing since";
+ mes "our ^0000FFfinal mission^000000...";
+ break;
+ case 3:
+ mes "[Rebarev Doug]";
+ mes "Final mission...?";
+ mes "Well, I can't recall";
+ mes "everything at the moment,";
+ mes "but it was the reason why";
+ mes "our squad broke up.";
+ next;
+ mes "[Rebarev Doug]";
+ mes "We were a great team.";
+ mes "But in the military system,";
+ mes "you need to follow the orders";
+ mes "of your superiors...";
+ next;
+ mes "[Rebarev Doug]";
+ mes "If only...";
+ mes "^660000He^000000 hadn't interfered...";
+ next;
+ mes "[Rebarev Doug]";
+ mes "...";
+ next;
+ mes "[Rebarev Doug]";
+ mes "...";
+ mes "......";
+ next;
+ mes "[Rebarev Doug]";
+ mes "Let's not talk about that. What's important that our squad was disbanded because of we failed our final mission. Now, will you please go find ^0000FFThe 3rd Platoon Records^000000 in the Prontera Library for me?";
+ set god_eremes,3;
+ next;
+ mes "[Rebarev Doug]";
+ mes "Remember, it might be helpful to ask the librarian for the file with a record on ^660000the 1st squad's final mission^000000.";
+ break;
+ }
+ }
+ else {
+ mes "[Rebarev Doug]";
+ mes "I wonder how my old";
+ mes "comrades are doing now.";
+ mes "I can't even remember";
+ mes "the last time I saw them...";
+ next;
+ mes "[Rebarev Doug]";
+ mes "Hmm...?";
+ mes "Haven't you left";
+ mes "to search for them yet?";
+ next;
+ switch(select("Where should I go?:I am about to leave.")) {
+ case 1:
+ mes "[Rebarev Doug]";
+ mes "Well...";
+ mes "You should be able";
+ mes "find some clue as to";
+ mes "where to find them through";
+ mes "^0000FFThe 3rd Platoon Records^000000 in";
+ mes "the Prontera Library.";
+ break;
+ case 2:
+ mes "[Rebarev Doug]";
+ mes "Oh, you are...";
+ mes "I wonder what they";
+ mes "have been doing since";
+ mes "our ^0000FFfinal mission^000000...";
+ set god_eremes,2;
+ break;
+ }
+ }
+ }
+ else if(god_eremes > 3 && god_eremes < 18) {
+ mes "[Rebarev Doug]";
+ mes "Huh...?";
+ mes "The librarian";
+ mes "didn't let you";
+ mes "read the records?";
+ next;
+ mes "[Rebarev Doug]";
+ mes "He may have responsibility,";
+ mes "but at the end of the day, he's just like you and me. You can find some way to convince him to help you, I'm sure.";
+ next;
+ mes "[Rebarev Doug]";
+ mes "Please, I beg you,";
+ mes "would you find out";
+ mes "what happened to the";
+ mes "rest of the 1st Squad?";
+ next;
+ mes "[Rebarev Doug]";
+ mes "Oh...";
+ mes "It might be helpful to know that we were the ^660000Crusader Third Company, Third Platoon, First Squad^000000.";
+ }
+ else if(god_eremes > 17 && god_eremes < 20) {
+ if(god_megin_1 > 0 || god_megin_2 > 0 || god_megin_3 > 0 || god_megin_4 > 0 || god_megin_5 > 0 || god_megin_6 > 0) {
+ mes "[Rebarev Doug]";
+ mes "Oh...";
+ mes "So did you meet them?";
+ mes "Are they all okay?";
+ next;
+ mes "^3355FFYou tell Rebarev Doug";
+ mes "that although they are";
+ mes "suffering from migraines";
+ mes "and memory loss, the rest";
+ mes "of the 1st Squad is fine.";
+ }
+ else {
+ mes "^3355FFYou tell Rebarev Doug";
+ mes "that you have read the";
+ mes "3rd Platoon records and";
+ mes "explain what you have";
+ mes "managed to learn.^000000";
+ next;
+ mes "[Rebarev Doug]";
+ mes "Oh, I'm glad to hear that";
+ mes "you were able to read the";
+ mes "records! But I don't trust";
+ mes "what's written on paper.";
+ mes "After all, it may be";
+ mes "out of date...";
+ next;
+ mes "[Rebarev Doug]";
+ mes "If it's possible, I hope you can meet the rest of the 1st Squad face to face, so I can know for sure that they're all alright.";
+ next;
+ mes "[Rebarev Doug]";
+ mes "A man's life is too";
+ mes "short and his friends";
+ mes "are too few. Please find";
+ mes "out how my old comrades";
+ mes "are doing for me.";
+ }
+ }
+ else if(god_eremes > 19 && god_eremes < 23) {
+ mes "[Rebarev Doug]";
+ mes "Welcome back~";
+ mes "It's been a while since I've last seen you. Have you met the rest";
+ mes "of the 1st Squad?";
+ next;
+ mes "[Rebarev Doug]";
+ mes "Hm...?";
+ mes "What's that";
+ mes "strange look for?";
+ next;
+ switch(select("Confront Rebarev Doug.:Act unsuspicious.")) {
+ case 1:
+ mes "^3355FFYou confront Rebarev Doug about the memory problems and migraines of the 1st Squad...^000000";
+ next;
+ mes "^3355FFThinking about Royal Myst's story and the mentions of Egnigem begin to jumble your thoughts...^000000";
+ next;
+ mes "[Rebarev Doug]";
+ mes "What are you talking about? I don't understand, you're talking about lots of different things at once!";
+ next;
+ mes "[Rebarev Doug]";
+ mes "Don't look at me like that. If you're done speaking, please";
+ mes "excuse me and tell me your news some other time.";
+ next;
+ mes "[Rebarev Doug]";
+ mes "I appreciate that you've delivered news of my old comrades to me.";
+ mes "Now, I need to continue my research under the command of his Majesty.";
+ set god_eremes,21;
+ break;
+ case 2:
+ mes "^3355FFYou keep your suspicions to yourself and tell Rebarev Doug about the members of";
+ mes "the 1st Squad.^000000";
+ next;
+ mes "^3355FFOf course, you withhold some details and only tell him what he seems to want to hear.^000000.";
+ next;
+ mes "[Rebarev Doug]";
+ mes "Great!";
+ mes "I'm glad to hear";
+ mes "they're doing so well!";
+ mes "Ha ha! Hahahahahahaahah!";
+ next;
+ mes "[Rebarev Doug]";
+ mes "I appreciate that you've delivered news of my old comrades to me.";
+ mes "Now, I need to continue my research under the command of his Majesty. Once again, thank you for your help.";
+ set god_eremes,22;
+ break;
+ }
+ }
+ else if(god_eremes > 22 && god_eremes < 25) {
+ mes "^3355FFYou confront";
+ mes "Rebarev Doug with the";
+ mes "information you learned";
+ mes "from Egnigem.^000000";
+ next;
+ mes "^3355FFHowever, he didn't";
+ mes "seem the least bit agitated. In fact, he exuded a calmness that makes you feel nervous.^000000";
+ next;
+ mes "[Rebarev Doug]";
+ mes "It's far too late to talk about that, though I feel sorry for you for knowing too much. At this point, there's nothing you can prove.";
+ next;
+ mes "[Rebarev Doug]";
+ mes "Don't you get it?";
+ mes "The elite and powerful rule this world. I am untouchable! And the weak and the lowly can rot in hell! Heh heh!";
+ next;
+ mes "[Rebarev Doug]";
+ mes "Do you hate me?";
+ mes "Do you really hate me?";
+ mes "Take a look at this face.";
+ next;
+ mes "[Rebarev Doug]";
+ mes "This is the";
+ mes "face of authority!";
+ mes "Go ahead and report me to the judge in charge of all military crimes! He's right behind me!";
+ next;
+ mes "[Rebarev Doug]";
+ mes "If at least 100 people report the same crime, then maybe he'll hold";
+ mes "a trial. But do you really want to reveal this to the public?";
+ }
+ else if(god_eremes > 23 && god_eremes < 26) {
+ mes "[Rebarev Doug]";
+ mes "I didn't think";
+ mes "you'd actually do it.";
+ mes "But you'll be sorry later...";
+ }
+ else {
+ mes "[Rebarev Doug]";
+ mes "Don't you get it?";
+ mes "The elite and powerful rule this world. I am untouchable! And the weak and the lowly can rot in hell! Heh heh!";
+ }
+ }
+ else {
+ mes "[Rebarev Doug]";
+ mes "You're not fit";
+ mes "to even speak to me.";
+ mes "Even if you are an adventurer...";
+ }
+ }
+ else {
+ mes "[Rebarev Doug]";
+ mes "We are Crusaders that have";
+ mes "been training in preparation";
+ mes "for the Holy War that is to come.";
+ next;
+ mes "[Rebarev Doug]";
+ mes "As our forefathers have";
+ mes "done a thousand years ago, we shall vanquish the hordes of Demons when the day comes.";
+ }
+ close2;
+ cutin "god_rebeireb",255;
+ end;
+}
+
+prt_castle,48,164,0 script Crusader#God 734,{
+ if($God1 > 49 && $God2 < 100) {
+ if(god_eremes > 22 && god_eremes < 25) {
+ mes "[Max Von Shedough]";
+ mes "Welcome, friend!";
+ mes "Here in the Prontera Castle, we Crusaders are busily preparing for the Holy War that is to come.";
+ next;
+ mes "[Max Von Shedough]";
+ mes "Let me introduce myself.";
+ mes "My name is Max Von Shedough, the military judge! Do you have any business with me?";
+ next;
+ mes "^3355FFYou handed";
+ mes "Max Von Shedough";
+ mes "your petition against";
+ mes "Rebarev Doug based on";
+ mes "your investigation";
+ mes "with Egnigem.^000000";
+ next;
+ mes "[Max Von Shedough]";
+ mes "Hm? This is serious.";
+ mes "Alright, I will investigate your claim to the best of my ability.";
+ next;
+ mes "[Max Von Shedough]";
+ mes "However, as of now, the petition you've just given me is considered classified information. Please keep this a military secret.";
+ set $God2,$God2+1;
+ if($God2 == 50) {
+ announce "The 2nd seal of [Megingjard] has appeared.",bc_all;
+ }
+ else if($God1 > 99 && $God2 > 99 && $God3 > 99 && $God4 > 99) {
+ announce "Four seals have been released at the same time with the seal of [Megingjard].",bc_all;
+ }
+ else if($God2 > 99) {
+ announce "The 2nd seal of [Megingjard] has been released.",bc_all;
+ }
+ if(god_eremes == 23) {
+ set god_eremes,25;
+ }
+ else if(god_eremes == 24) {
+ set god_eremes,26;
+ }
+ close;
+ }
+ else if(god_eremes > 26) {
+ mes "[Max Von Shedough]";
+ mes "Unfortunately, I'm not sure if it's possible to hold a trial against Rebarev Doug.";
+ next;
+ mes "[Max Von Shedough]";
+ mes "Regrettably, it seems that he still has too much influence. Still, let me assure you that I'll do everything I can...";
+ next;
+ mes "[Max Von Shedough]";
+ mes "But count on me,";
+ mes "I'll be doing my";
+ mes "best to get him indicted.";
+ close;
+ }
+ else {
+ mes "[Max Von Shedough]";
+ mes "Welcome, friend!";
+ mes "Here in the Prontera Castle, we Crusaders are busily preparing for the Holy War that is to come.";
+ next;
+ mes "[Max Von Shedough]";
+ mes "Let me introduce myself.";
+ mes "My name is Max Von Shedough, the military judge! Sadly, even we Crusaders are not immune to corruption...";
+ close;
+ }
+ }
+ else {
+ mes "[Max Von Shedough]";
+ mes "Welcome, friend!";
+ mes "Here in the Prontera Castle, we Crusaders are busily preparing for the Holy War that is to come.";
+ next;
+ mes "[Max Von Shedough]";
+ mes "Let me introduce myself.";
+ mes "My name is Max Von Shedough,";
+ mes "the military judge! Sadly, even we Crusaders are not immune to corruption...";
+ close;
+ }
+}
+
+prt_in,172,109,0 script A File#megin1 111,{
+ if(god_eremes == 12) {
+ mes "^3355FFYou have found";
+ mes "^660000The 3rd Platoon Records^3355FF!^000000";
+ close;
+ }
+ else if(god_eremes > 6 && god_eremes < 12) {
+ if(rand(1,10) > 6 && god_eremes > 6) {
+ mes "^3355FFYou see a shelf filled with many files. You begin searching through them, one by one.^000000";
+ set god_eremes,god_eremes+1;
+ close;
+ }
+ else {
+ mes "^3355FFYou see a shelf filled with many files. You begin searching through them, one by one.^000000";
+ close2;
+ }
+ }
+ else if(god_eremes < 7) {
+ mes "[Librarian Jekan]";
+ if(Sex) {
+ mes "I'm sorry sir,";
+ }
+ else {
+ mes "I'm sorry ma'am,";
+ }
+ mes "but special authorization is required to browse that section. Otherwise, it's off limits.";
+ close;
+ }
+ else {
+ mes "[Librarian Jekan]";
+ mes "W-wait...!";
+ mes "That section";
+ mes "is off limits!";
+ close;
+ }
+}
+
+prt_in,170,109,0 script A File#megin2 111,{
+ if(god_eremes == 12) {
+ mes "You have found ^0000FFThe 3rd Platoon Records^000000!";
+ close;
+ }
+ else if(god_eremes > 6 && god_eremes < 12) {
+ if (rand(1,10) > 6 && god_eremes > 6) {
+ mes "^3355FFYou see a shelf filled with many files. You begin searching through them, one by one.^000000";
+ set god_eremes,god_eremes+1;
+ close;
+ }
+ else {
+ mes "^3355FFYou see a shelf filled with many files. You begin searching through them, one by one.^000000";
+ close;
+ }
+ }
+ else if(god_eremes < 7) {
+ mes "[Librarian Jekan]";
+ mes "W-wait...!";
+ mes "That section";
+ mes "is off limits!";
+ close;
+ }
+ else {
+ mes "[Librarian Jekan]";
+ mes "W-wait...!";
+ mes "That section";
+ mes "is off limits!";
+ close;
+ }
+}
+
+prt_in,168,109,0 script A File#megin3 111,{
+ if(god_eremes == 12) {
+ mes "You have found";
+ mes "^0000FFThe 3rd Platoon Records^000000!";
+ close;
+ }
+ else if(god_eremes > 6 && god_eremes < 12) {
+ if (rand(1,10) > 6 && god_eremes > 6) {
+ mes "^3355FFYou see a shelf filled with many files. You begin searching through them, one by one.^000000";
+ set god_eremes,god_eremes+1;
+ close;
+ }
+ else {
+ mes "^3355FFYou see a shelf filled with many files. You begin searching through them, one by one.^000000";
+ close;
+ }
+ }
+ else if(god_eremes < 7) {
+ mes "[Librarian Jekan]";
+ mes "W-wait...!";
+ mes "That section";
+ mes "is off limits!";
+ close;
+ }
+ else {
+ mes "[Librarian Jekan]";
+ mes "W-wait...!";
+ mes "That section";
+ mes "is off limits!";
+ close;
+ }
+}
+
+prt_in,169,109,0 script A File#megin4 111,{
+ if(god_eremes == 12) {
+ mes "You have found ^0000FFThe 3rd Platoon Records^000000!";
+ close;
+ }
+ else if(god_eremes > 6 && god_eremes < 12) {
+ if (rand(1,10) > 6 && god_eremes > 6) {
+ mes "^3355FFYou see a shelf filled with many files. You begin searching through them, one by one.^000000";
+ set god_eremes,god_eremes+1;
+ close;
+ }
+ else {
+ mes "^3355FFYou see a shelf filled with many files. You begin searching through them, one by one.^000000";
+ close;
+ }
+ }
+ else if(god_eremes < 7) {
+ mes "[Librarian Jekan]";
+ mes "W-wait...!";
+ mes "That section";
+ mes "is off limits!";
+ close;
+ }
+ else {
+ mes "[Librarian Jekan]";
+ mes "W-wait...!";
+ mes "That section";
+ mes "is off limits!";
+ close;
+ }
+}
+
+prt_in,166,109,0 script A File#megin5 111,{
+ if(god_eremes == 12) {
+ mes "You have found";
+ mes "^0000FFThe 3rd Platoon Records^000000!";
+ close;
+ }
+ else if(god_eremes > 6 && god_eremes < 12) {
+ if (rand(1,10) > 6 && god_eremes > 6) {
+ mes "^3355FFYou see a shelf filled with many files. You begin searching through them, one by one.^000000";
+ set god_eremes,god_eremes+1;
+ close;
+ }
+ else {
+ mes "^3355FFYou see a shelf filled with many files. You begin searching through them, one by one.^000000";
+ close;
+ }
+ }
+ else if(god_eremes < 7) {
+ mes "[Librarian Jekan]";
+ mes "W-wait...!";
+ mes "That section";
+ mes "is off limits!";
+ close;
+ }
+ else {
+ mes "[Librarian Jekan]";
+ mes "W-wait...!";
+ mes "That section";
+ mes "is off limits!";
+ close;
+ }
+}
+
+prt_in,172,106,0 script Librarian#megin 833,{
+ if($God1 > 49 && $God2 < 100) {
+ if(god_eremes > 2 && god_eremes < 7) {
+ mes "[Librarian Jekan]";
+ mes "Ah, please do";
+ mes "not touch the files";
+ mes "in this section.";
+ next;
+ mes "[Librarian Jekan]";
+ mes "Some of the information";
+ mes "here is classified, and it is therefore prohibited by the Prontera Military to browse";
+ mes "through them.";
+ next;
+ mes "[Librarian Jekan]";
+ mes "I'm currently in the process of searching for the classified files in that section, so that I can separate it from the information that is public domain.";
+ next;
+ mes "[Librarian Jekan]";
+ mes "I'd highly";
+ mes "appreciate it";
+ mes "if you ^660000didn't^000000";
+ mes "interfere with my work.";
+ next;
+ mes "[Librarian Jekan]";
+ mes "Darn it...!";
+ mes "I can't read anything when the light is this dim! It's bad enough my eyes have gone bad...";
+ next;
+ while(1) {
+ switch(select("You have bad eyes?:I want to read some documents.:Let me help you find those files...:What kind of files are you looking for?")) {
+ case 1:
+ mes "[Librarian Jekan]";
+ mes "I've worked";
+ mes "under dim light";
+ mes "for so long, my eyes have";
+ mes "gone bad. They should get me ^0000FFa new light^000000, otherwise I'll go blind sooner or later...";
+ if(god_eremes == 5 && ( countitem(2203) > 0 || countitem(1041) > 0 ) ) {
+ next;
+ mes "[Librarian Jekan]";
+ mes "Hey, that's some pretty useful stuff that you've got with you. Do you mind letting me borrow it for a while? It'll help me in finding those files...";
+ next;
+ switch(select("Yes, I mind!:No, I don't mind.")) {
+ case 1:
+ mes "[Librarian Jekan]";
+ mes "^333333*Sniff*^000000";
+ mes "N-never mind...";
+ close;
+ case 2:
+ mes "[Librarian Jekan]";
+ mes "Oh, you are so kind!";
+ mes "Y-you really do want";
+ mes "to help me, don't you?";
+ if(countitem(2203) && countitem(1041)) {
+ delitem 1041,countitem(1041); //Lantern
+ delitem 2203,1; //Spectacles
+ }
+ else if(countitem(2203)) {
+ delitem 2203,1;
+ }
+ else if(countitem(1041)) {
+ delitem 1041,countitem(1041);
+ }
+ set god_eremes,6;
+ next;
+ mes "[Librarian Jekan]";
+ mes "Thank you...";
+ mes "Now I won't have to";
+ mes "worry so much about";
+ mes "finding that file.";
+ next;
+ mes "[Librarian Jekan]";
+ mes "If it's alright,";
+ mes "would you help me";
+ mes "look for it...?";
+ close;
+ }
+ }
+ else if(god_eremes > 5) {
+ next;
+ mes "[Librarian Jekan]";
+ mes "Thank you...";
+ mes "The stuff you let";
+ mes "me borrow will really";
+ mes "help me in looking for";
+ mes "all of those files...";
+ }
+ break;
+ case 2:
+ if(god_eremes == 6) {
+ mes "[Librarian Jekan]";
+ mes "Read some documents?";
+ mes "Well, you've come here";
+ mes "to the Library. That's";
+ mes "a good start.";
+ next;
+ mes "[Librarian Jekan]";
+ mes "Well, as long as";
+ mes "you know what kind";
+ mes "of document you're";
+ mes "looking for, you might";
+ mes "be able to find it.";
+ next;
+ mes "[Librarian Jekin]";
+ mes "I've got to find that";
+ mes "classified file as soon";
+ mes "as I can!";
+ close2;
+ set god_eremes,7;
+ end;
+ }
+ else {
+ mes "[Librarian Jekan]";
+ mes "Hmm...?";
+ mes "Hey, haven't";
+ mes "I told you already?";
+ next;
+ mes "[Librarian Jekan]";
+ mes "The public is prohibited from browsing the files in this section! How many times do I need to repeat myself?";
+ close;
+ }
+ case 3:
+ if(god_eremes == 4) {
+ mes "[Librarian Jekan]";
+ mes "I'd gladly accept your";
+ mes "help if it weren't for the fact that I cannot allow classified information to be released to the public.";
+ next;
+ mes "[Librarian Jekan]";
+ mes "I have no idea how something so important was shuffled into the files here in Prontera Library, but we can't allow the public to access it.";
+ next;
+ mes "[Librarian Jekan]";
+ mes "Still, that file doesn't seem to be that important, but I still have to waste my time on finding it...";
+ next;
+ mes "[Librarian Jekan]";
+ mes "Damn, my eyes are sore.";
+ mes "Working as a government official is easy except for the times when the beaucrats make you do stuff like this.";
+ set god_eremes,5;
+ }
+ else if(god_eremes > 4) {
+ mes "[Librarian Jekan]";
+ mes "I think I'm going to go";
+ mes "insane looking for this file...!";
+ next;
+ mes "[Librarian Jekan]";
+ mes "Huh...?";
+ mes "Did you just say";
+ mes "that you wanted to";
+ mes "help me? I-I'd appreciate it.";
+ }
+ else {
+ mes "[Librarian Jekan]";
+ mes "Um, you're not even";
+ mes "supposed to know what";
+ mes "kind of file I'm looking for. Even if you did, I'm not allowed to show you what's inside!";
+ close;
+ }
+ break;
+ case 4:
+ mes "[Librarian Jekan]";
+ mes "Hmm. I'm not really allowed to disclose any information related to that file. I'm sorry about that.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "But isn't";
+ mes "the file about...";
+ input @str$;
+ mes "^0000FF" + @str$ + "?";
+ next;
+ if (@str$ == "the 1st squad's final mission") {
+ mes "[Librarian Jekan]";
+ mes "Hmm...?";
+ mes "How did you";
+ mes "know about that?";
+ set god_eremes,4;
+ }
+ else {
+ mes "[Librarian Jekan]";
+ mes "Errmmm...";
+ mes "I don't think so....?";
+ }
+ }
+ }
+ }
+ else if(god_eremes == 2) {
+ mes "[Librarian Jekan]";
+ mes "Ah, please do not touch the files in this section. Usually, it's public domain but it seems that a classified file managed to get misplaced there.";
+ next;
+ mes "[Librarian Jekan]";
+ mes "For now, I cannot let anyone without special authorization to look through that section. I must find that file and send it to the Prontera military as soon as I can.";
+ next;
+ mes "[Librarian Jekan]";
+ mes "Ergh! This light isn't bright enough for my eyes. They're starting to get sore again...";
+ next;
+ mes "[Librarian Jekan]";
+ mes "So what brings you here? If you're looking for something in particular, you should try another section.";
+ next;
+ switch(select("I want to read some documents.:Do you have bad eyes?:Let me help you to find the files.:What kind of files are you looking for?")) {
+ case 1:
+ mes "[Librarian Jekan]";
+ mes "I told you already! The files in this section aren't open to the public right now! Don't make me repeat myself!";
+ close;
+ case 2:
+ mes "[Librarian Jekan]";
+ mes "Since I have worked under a dim light for a long time, my eyes have gone bad.";
+ mes "They should get me a new light, otherwise I will be gone blind sooner or later...";
+ close;
+ case 3:
+ mes "[Librarian Jekan]";
+ mes "Um? How do you know what file I am looking for?";
+ mes "You don't even know what is written inside?";
+ mes "Stop interrupting me, leave!";
+ close;
+ case 4:
+ mes "[Librarian Jekan]";
+ mes "Hmm... I am not supposed to reveal anything related to the file.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Isn't the file...";
+ input @str$;
+ mes "[" + strcharinfo(0) + "]";
+ mes "^0000FF" + @str$ + "?";
+ next;
+ mes "[Librarian Jekan]";
+ mes "Maybe...";
+ mes "Maybe not~";
+ close;
+ }
+ }
+ else if(god_eremes > 6 && god_eremes < 12) {
+ if(rand(1,10) > 4) {
+ mes "[Librarian Jekan]";
+ mes "Hmm? So did you find it? I've been searching for that file for a long time, but I haven't been able to find it.";
+ next;
+ mes "[Librarian Jekan]";
+ mes "I'll go ahead and search the right side, so do you think you could search the left?";
+ }
+ else {
+ mes "[Librarian Jekan]";
+ mes "Did you find it yet? All this time, and I still haven't been able to dig up that file.";
+ next;
+ mes "[Librarian Jekan]";
+ mes "I'll go ahead and check the left side, so would you look for it in the middle or the right side?";
+ }
+ }
+ else if(god_eremes == 12) {
+ mes "[Librarian Jekan]";
+ mes "Ah! There it is!";
+ mes "Thank you so much!";
+ mes "I'm glad to see that there are still kind and thoughtful people like you in the world.";
+ next;
+ mes "[Librarian Jekan]";
+ mes "I really want to give you something to show you my gratitude, but I've got to send this back to the Prontera Military right away.";
+ next;
+ select("I want to read the document.");
+ mes "[Librarian Jekan]";
+ mes "Oh, right, you mentioned that, didn't you? It doesn't seem seem";
+ mes "so important, but I'm not really quite sure...";
+ next;
+ mes "[Librarian Jekan]";
+ mes "Well, it couldn't hurt if I made a copy of this first for you to read, but I'll need some materials.";
+ next;
+ mes "[Librarian Jekan]";
+ mes "I'll even cast the";
+ mes "Search Magic on it, so that it'll be just like the original. All right, I need the following things to make a copy...";
+ next;
+ mes "[Librarian Jekan]";
+ mes "2 Slick Paper,";
+ mes "1 Oil Paper,";
+ mes "3 Squid Ink,";
+ mes "3 Feather of Birds and";
+ mes "20 Blue Gemstones.";
+ next;
+ mes "[Librarian Jekan]";
+ mes "Please get those as soon as possible, and I'll be here making the other preparations to make a copy.";
+ next;
+ mes "[Librarian Jekan]";
+ mes "Also, I'll keep this copy in the Library for you to read, and to prevent it from being leaked to the public. So you'll have to come visit each time you wish to read it, okay?";
+ next;
+ mes "[Librarian Jekan]";
+ mes "Okay, now...";
+ mes "Come back here";
+ mes "as soon as you can.";
+ set god_eremes,13;
+ close;
+ }
+ else if(god_eremes == 13) {
+ if(countitem(7111) > 1 && countitem(7151) && countitem(1024) > 2 && countitem(916) > 2 && countitem(717) > 19) {
+ mes "[Librarian Jekan]";
+ mes "Oh, you came back.";
+ mes "I didn't expect you to return here so quickly. Whatever's inside must be really important for you to know.";
+ next;
+ mes "[Librarian Jekan]";
+ mes "Anyway, please";
+ mes "give me a moment";
+ mes "while I make that";
+ mes "copy for you.";
+ delitem 7111,2; //Smooth_Paper
+ delitem 7151,1; //Oil_Paper
+ delitem 1024,3; //Chinese_Ink
+ delitem 916,3; //Feather_Of_Birds
+ delitem 717,20; //Blue_Gemstone
+ set god_eremes,14;
+ next;
+ mes "[Librarian Jekan]";
+ mes "Alright then...";
+ mes "I'll see you in a bit.";
+ close;
+ }
+ else {
+ mes "[Librarian Jekan]";
+ mes "Have you forgotten";
+ mes "what you need to make";
+ mes "a copy? Alright, let me";
+ mes "tell you again...";
+ next;
+ mes "[Librarian Jekan]";
+ mes "2 Slick Paper,";
+ mes "1 Oil Paper,";
+ mes "3 Squid Ink,";
+ mes "3 Feather of Birds and";
+ mes "20 Blue Gemstones.";
+ next;
+ mes "[Librarian Jekan]";
+ mes "Please come";
+ mes "back with those items";
+ mes "as soon as you can.";
+ close;
+ }
+ }
+ else if(god_eremes > 13 && god_eremes < 16) {
+ if(rand(1,10) > 4) {
+ mes "[Librarian Jekan]";
+ mes "Let me go over and review the document before I make a copy...";
+ }
+ else {
+ mes "[Librarian Jekan]";
+ mes "Let me go over and review the document before I make a copy...";
+ set god_eremes,god_eremes+1;
+ }
+ close;
+ }
+ else if(god_eremes == 16) {
+ mes "[Librarian Jekan]";
+ mes "There you go. As I thought, the document didn't seem to contain any crucially important data.";
+ next;
+ mes "[Librarian Jekan]";
+ mes "Just remember, this copy needs to stay in the Prontera Library. That means you have to come back if you need to read the document again.";
+ set god_eremes,17;
+ close;
+ }
+ else if(god_eremes > 16) {
+ mes "[Librarian Jekan]";
+ mes "Welcome, my friend!";
+ mes "So, what do you need today?";
+ next;
+ while(1) {
+ switch(select("Record Search.:Quit searching.:Search Help:Converse.")) {
+ case 1:
+ mes "^663300- Search Magic Initiated -";
+ mes "- Please enter a keyword. -";
+ mes " ";
+ mes "*Search Magic is";
+ mes " case sensitive.";
+ mes "Please do not use";
+ mes "capital letters.^000000";
+ next;
+ input .@input$;
+ if (compare(.@input$,"crusader") == 1) {
+ mes "^663300[Keyword: ^996633Crusader^663300]";
+ mes "Crusaders are warriors preparing for the upcoming Holy War against Evil. Experienced swordsmen, usually with remarkable spiritual prowess.^000000";
+ close2;
+ if (compare(.@input$,"3rd_company") == 1) {
+ mes "^663300[Keyword: ^9966333rd Company^663300]";
+ mes "Only the best Crusaders are selected to form the ranks of all squads in the 3rd Company. Most transfer records for 3rd Company Squads are unavailable.^000000";
+ next;
+ mes "^663300[Keyword: ^9966333rd Company^663300]";
+ mes "The 1st Squad of the 3rd Platoon is an exception, as all members retired or were transferred to other forces. More specific information can be found by searching ^9966333rd Platoon^663300.";
+ close2;
+ if (compare(.@input$,"3rd_platoon") == 1) {
+ mes "^663300[Keyword: ^9966333rd Platoon^663300]";
+ mes "The 3rd Platoon is considered the elite force in the 3rd Company. Only records for the 1st Squad in the 3rd Platoon currently exist due to special circumstances.^000000";
+ next;
+ mes "^663300[Keyword: ^9966333rd Platoon^663300]";
+ mes "More specific information can be found by searching ^9966331st Squad^663300.";
+ close2;
+ if (compare(.@input$,"1st_squad") == 1) {
+ mes "^663300[Keyword: ^9966331st Squad^663300]";
+ mes "1st Squad.";
+ mes "Complete";
+ mes "Member Roster";
+ mes "...^000000";
+ next;
+ mes "^663300[Keyword: ^9966331st Squad^663300]";
+ mes "^0000FF : Rebarev Doug";
+ mes " : Jack O";
+ mes " : Zan.Huadoku";
+ mes " : Cuaque Donon";
+ mes " : Emma Searth";
+ mes " : Royal Myst";
+ mes " : The Nineball^000000";
+ if (god_eremes == 17) {
+ set god_eremes,18;
+ }
+ close2;
+ if (compare(.@input$,"record") == 1) {
+ mes "^663300[Keyword: ^9966331st Squad Record^663300]";
+ mes "The 1st Squad was famous as the most skilled search party within the Crusaders. However, it was disbanded as a result of its final mission.^000000";
+ next;
+ mes "^663300[Keyword: ^9966331st Squad Record^663300]";
+ mes "The 1st Squad was secretly";
+ mes "assigned by the royal court to find and acquire ^996633godly artifacts^663300.";
+ mes "However, the mission failed due to a factional dispute caused by one member's act of insubordination.^000000";
+ next;
+ mes "^663300[Keyword: ^9966331st Squad Record^663300]";
+ mes "The member guilty of insubordination was dropped from the squad during this mission. However, his actions were enough to result in the failure of the 1st Squad's final mission.^000000";
+ next;
+ mes "^663300[Keyword: ^9966331st Squad Record^663300]";
+ mes "Due to this disgraceful incident, the 1st Squad was disbanded and";
+ mes "its members have been sent to disciplinary retraining for 3 months.";
+ next;
+ mes "^663300[Keyword: ^9966331st Squad Record^663300]";
+ mes "Most of the members of the 1st Squad were transferred to other squads or retired. Their former leader, Rebarev Doug, is currently in charge of researching godly artifacts under royal edict.^000000";
+ close2;
+ if (god_eremes == 18) {
+ set god_eremes,19;
+ }
+ }
+ }
+ else {
+ mes "^663300[Keyword: ^996633"+.@input$+"^663300]";
+ mes "- No result has been found.-";
+ close2;
+ }
+ }
+ }
+ else if(compare(.@input$,"3rd_platoon") == 1) {
+ mes "^663300[Keyword: ^996633"+.@input$+"^663300]";
+ mes "Each Company consists";
+ mes "of 4 Platoons. Please";
+ mes "specify Company.^000000";
+ next;
+ close2;
+ }
+ else if(compare(.@input$,"1st_squad") == 1) {
+ mes "^663300[Keyword: ^996633"+.@input$+"^663300]";
+ mes "The 1st Squad : Crusaders.";
+ mes "Each platoon consists of 4 squads. Please specify Company and Platoon for information on a specific squad.^000000";
+ close2;
+ }
+ else if(compare(.@input$,"record") == 1) {
+ mes "^663300[Keyword: ^996633"+.@input$+"^663300]";
+ mes "- No result has been found.-";
+ close2;
+ }
+ else {
+ mes "^663300[Keyword: ^996633"+.@input$+"^663300]";
+ mes "^663300[Keyword: ^996633"+.@input$+"^663300]";
+ mes "-search with a keyword : "+.@input$+" -";
+ mes "- No result has been found.-";
+ close2;
+ }
+ }
+ else if (compare(.@input$,"3rd_company") == 1) {
+ mes "^663300[Keyword: ^996633"+.@input$+"^663300]";
+ mes "^663300[Keyword: ^9966333rd Company^663300]";
+ mes "Only the best Crusaders are selected to form the ranks of all squads in the 3rd Company. Most transfer records for 3rd Company Squads are unavailable.^000000";
+ next;
+ mes "^663300[Keyword: ^9966333rd Company^663300]";
+ mes "The 1st Squad of the 3rd Platoon is an exception, as all members retired or were transferred to other forces. More specific information can be found by searching ^9966333rd Platoon^663300.";
+ close2;
+ if (compare(.@input$,"3rd_platoon") == 1) {
+ mes "^663300[Keyword: ^9966333rd Platoon^663300]";
+ mes "The 3rd Platoon is considered the elite force in the 3rd Company. Only records for the 1st Squad in the 3rd Platoon currently exist due to special circumstances.^000000";
+ next;
+ mes "^663300[Keyword: ^9966333rd Platoon^663300]";
+ mes "More specific information can be found by searching ^9966331st Squad^663300.";
+ close2;
+ if (compare(.@input$,"1st_squad") == 1) {
+ mes "^663300[Keyword: ^9966331st Squad^663300]";
+ mes "1st Squad.";
+ mes "Complete";
+ mes "Member Roster";
+ mes "...^000000";
+ next;
+ mes "^663300[Keyword: ^9966331st Squad^663300]";
+ mes "^0000FF : Rebarev Doug";
+ mes " : Jack O";
+ mes " : Zan.Huadoku";
+ mes " : Cuaque Donon";
+ mes " : Emma Searth";
+ mes " : Royal Myst";
+ mes " : The Nineball^000000";
+ close2;
+ if (god_eremes == 17) {
+ set god_eremes,18;
+ }
+ if (compare(.@input$,"record") == 1) {
+ mes "^663300[Keyword: ^9966331st Squad Record^663300]";
+ mes "The 1st Squad was famous as the most skilled search party within the Crusaders. However, it was disbanded as a result of its final mission.^000000";
+ next;
+ mes "^663300[Keyword: ^9966331st Squad Record^663300]";
+ mes "The 1st Squad was secretly";
+ mes "assigned by the royal court to find and acquire ^996633godly artifacts^663300.";
+ mes "However, the mission failed due to a factional dispute caused by one member's act of insubordination.^000000";
+ next;
+ mes "^663300[Keyword: ^9966331st Squad Record^663300]";
+ mes "The member guilty of insubordination was dropped from the squad during this mission. However, his actions were enough to result in the failure of the 1st Squad's final mission.^000000";
+ next;
+ mes "^663300[Keyword: ^9966331st Squad Record^663300]";
+ mes "Due to this disgraceful incident, the 1st Squad was disbanded and";
+ mes "its members have been sent to disciplinary retraining for 3 months.";
+ next;
+ mes "^663300[Keyword: ^9966331st Squad Record^663300]";
+ mes "Most of the members of the 1st Squad were transferred to other squads or retired. Their former leader, Rebarev Doug, is currently in charge of researching godly artifacts under royal edict.^000000";
+ close2;
+ if (god_eremes == 18) {
+ set god_eremes,19;
+ }
+ }
+ }
+ else {
+ mes "^663300[Keyword: ^996633"+.@input$+"^663300]";
+ mes "- No result has been found.-";
+ close2;
+ }
+ }
+ }
+ else if(compare(.@input$,"3rd_platoon") == 1) {
+ mes "^663300[Keyword: ^996633"+.@input$+"^663300]";
+ mes "The 3rd Platoon : ";
+ mes "- No result has been found.-";
+ mes "- Suggested to enter a more specific keyword.-";
+ close2;
+ }
+ else if(compare(.@input$,"1st_squad") == 1) {
+ mes "^663300[Keyword: ^996633"+.@input$+"^663300]";
+ mes "The 3rd Company : ";
+ mes "- No result has been found.-";
+ mes "- Suggested to enter a more specific keyword.-";
+ close2;
+ }
+ else if((compare(.@input$,"record") == 1) && (god_eremes > 17)) {
+ mes "^663300[Keyword: ^996633"+.@input$+"^663300]";
+ mes "- No result has been found.-";
+ mes "- Suggested to enter a specific name of the force for a better research.-";
+ next;
+ close2;
+ }
+ else if(compare(.@input$,"rebarev_doug") == 1) {
+ mes "^663300[Keyword: ^996633"+.@input$+"^663300]";
+ mes "Former leader of";
+ mes "3rd Company, 3rd Platoon,";
+ mes "1st Squad. Serves as instructor of Crusader Boot Camp and is currently";
+ mes "conducting research by royal edict.^000000";
+ next;
+ mes "^663300[Keyword: ^996633"+.@input$+"^663300]";
+ mes "Current location:";
+ mes "^996633Prontera Castle, Prontera^663300.^000000";
+ close2;
+ }
+ else if(compare(.@input$,"egnigem") == 1) {
+ mes "^663300[Keyword: ^996633"+.@input$+"^663300]";
+ mes "^FF0000Prohibited Search Term!^000000";
+ close2;
+ }
+ else if(compare(.@input$,"zan.huadoku") == 1) {
+ mes "^663300[Keyword: ^996633"+.@input$+"^663300]";
+ mes "Former member of";
+ mes "3rd Company, 3rd Platoon";
+ mes "1st Squad. Serving as weapon quartermaster since disbanding";
+ mes "of 1st Squad.";
+ next;
+ mes "^663300[Keyword: ^996633"+.@input$+"^663300]";
+ mes "Current location:";
+ mes "^996633Blacksmith Guild, Geffen^663300.^000000";
+ close2;
+ }
+ else if(compare(.@input$,"cuaque_donon") == 1) {
+ mes "^663300[Keyword: ^996633"+.@input$+"^663300]";
+ mes "Former member of";
+ mes "3rd Company, 3rd Platoon";
+ mes "1st Squad. Retired from service";
+ mes "and now works at an Inn.";
+ next;
+ mes "^663300[Keyword: ^996633"+.@input$+"^663300]";
+ mes "Current location:";
+ mes "^996633Inn, Morroc^663300.^000000";
+ close2;
+ }
+ else if(compare(.@input$,"jack_o") == 1) {
+ mes "^663300[Keyword: ^996633"+.@input$+"^663300]";
+ mes "Former member of";
+ mes "3rd Company, 3rd Platoon";
+ mes "1st Squad. Serving as recruiting officer since disbanding of 1st Squad.";
+ next;
+ mes "^663300[Keyword: ^996633"+.@input$+"^663300]";
+ mes "Current location:";
+ mes "^996633Alberta Port^663300.^000000";
+ close2;
+ }
+ else if(compare(.@input$,"emma_searth") == 1) {
+ mes "^663300[Keyword: ^996633"+.@input$+"^663300]";
+ mes "Former member of";
+ mes "3rd Company, 3rd Platoon";
+ mes "1st Squad. Retired since";
+ mes "disbanding of 1st Squad.";
+ next;
+ mes "^663300[Keyword: ^996633"+.@input$+"^663300]";
+ mes "Current location:";
+ mes "^996633Al De Baran^663300.^000000";
+ close2;
+ }
+ else if(compare(.@input$,"royal_myst") == 1) {
+ mes "^663300[Keyword: ^996633"+.@input$+"^663300]";
+ mes "Former member of";
+ mes "3rd Company, 3rd Platoon";
+ mes "1st Squad. Current duty is unknown.";
+ next;
+ mes "^663300[Keyword: ^996633"+.@input$+"^663300]";
+ mes "Current location:";
+ mes "^996633Casino, Comodo^663300.^000000";
+ close2;
+ }
+ else if(compare(.@input$,"the_nineball") == 1) {
+ mes "^663300[Keyword: ^996633"+.@input$+"^663300]";
+ mes "Former member of";
+ mes "3rd Company, 3rd Platoon";
+ mes "1st Squad. Serves as security officer since disbanding of 1st Squad.";
+ next;
+ mes "^663300[Keyword: ^996633"+.@input$+"^663300]";
+ mes "Current location:";
+ mes "^996633Tavern, Jawaii^663300.^000000";
+ close2;
+ }
+ else {
+ mes "^663300[Keyword: ^996633"+.@input$+"^663300]";
+ mes "^663300[Keyword: ^996633"+.@input$+"^663300]";
+ mes "^663300[Keyword: ^996633"+.@input$+"^663300]";
+ mes "No result has been found.";
+ close2;
+ }
+ break;
+ case 2:
+ mes "^663300- Search Magic -";
+ mes "- is being shut down. -^000000";
+ next;
+ mes "^663300- ... -^000000";
+ next;
+ mes "^663300- ... -^000000";
+ mes "^663300- ... -^000000";
+ next;
+ mes "^663300- Search Magic -";
+ mes "- Deactivated. -^000000";
+ close;
+ case 3:
+ mes "[Librarian Jekan]";
+ mes "Well...";
+ mes "This is a pretty";
+ mes "obsolete version";
+ mes "of Search Magic,";
+ mes "so I understand if";
+ mes "it's giving you trouble.";
+ next;
+ mes "[Librarian Jekan]";
+ mes "Now...";
+ mes "First, if you're going to enter a single search term, like someone's name, you would enter '^660000lee_hester^000000' if you were looking up 'Lee Hester.'";
+ next;
+ mes "[Librarian Jekan]";
+ mes "Don't use any";
+ mes "capital letters!";
+ mes "And use underscores to";
+ mes "indicate spaces between first and last names and within military unit names.";
+ next;
+ mes "[Librarian Jekan]";
+ mes "For example, the Fourth Company would be entered as ^6600004th_company^000000. Now... bear with me.";
+ next;
+ mes "[Librarian Jekan]";
+ mes "If you're looking for information on a specific squad, you need to know the Platoon and Company it falls under.";
+ next;
+ mes "[Librarian Jekan]";
+ mes "For example, if you wanted to look up the Crusader 4th Squad of the 4th Platoon of the 4th Company, you would input...";
+ next;
+ mes "[Librarian Jekan]";
+ mes "'^660000crusader 4th_company 4th_platoon 4th_squad record^000000' all in one line exactly like that. I hope this helps you in your search...";
+ next;
+ break;
+ case 4:
+ mes "[Librarian Jekan]";
+ mes "You can tell our";
+ mes "government doesn't";
+ mes "really know how to";
+ mes "allocate its funds";
+ mes "and resources.";
+ next;
+ mes "[Librarian Jekan]";
+ mes "First, there's Jawaii.";
+ mes "Do newlyweds really need";
+ mes "an entire island for themselves? Then again, I am single so I'm probably biased.";
+ next;
+ mes "[Librarian Jekan]";
+ mes "And look at me.";
+ mes "Geniuses aren't supposed to waste their precious time doing useless things for libraries!";
+ close;
+ }
+ }
+ }
+ else {
+ mes "[Librarian Jekan]";
+ mes "Ah, please do not touch any books in that section. ...I'm sure there's nothing there that could be useful to you.";
+ next;
+ switch(select("Ignore him and check books.:Step back.")) {
+ case 1:
+ mes "[Librarian Jekan]";
+ mes "Hey...!";
+ mes "I thought I said";
+ mes "not to touch those!";
+ close2;
+ warp "prontera",120,264;
+ end;
+ case 2:
+ mes "[Librarian Jekan]";
+ mes "Thank you. Feel";
+ mes "free to browse through";
+ mes "the other sections.";
+ next;
+ mes "[Librarian Jekan]";
+ mes "It's really nice to have visitors in the Library, especially when so many people don't read books nowadays.";
+ close;
+ }
+ }
+ }
+ else {
+ mes "[Librarian Jekan]";
+ mes "Ah, please do not";
+ mes "touch any books in";
+ mes "that section. There's";
+ mes "nothing useful over in";
+ mes "that section anyway.";
+ next;
+ switch(select("Ignore him and check books.:Step back.")) {
+ case 1:
+ mes "[Librarian Jekan]";
+ mes "I told you...!";
+ mes "Don't touch";
+ mes "the books here!";
+ close2;
+ warp "prontera",120,264;
+ end;
+ case 2:
+ mes "[Librarian Jekan]";
+ mes "Thank you. Feel";
+ mes "free to browse through";
+ mes "the other sections.";
+ next;
+ mes "[Librarian Jekan]";
+ mes "It's really nice to have visitors in the Library, especially when so many people don't read books nowadays.";
+ close;
+ }
+ }
+ close;
+}
+
+geffen_in,109,161,3 script Crusader#God1 751,{
+ if($God1 > 49 && $God2 < 100) {
+ if(god_eremes > 17 && god_megin_1 < 2) {
+ mes "[Zan.Huadoku]";
+ mes "^333333*Phew...*^000000";
+ mes "This work is really getting to me. Going on a mission with my war buddies sounds a lot better than this.";
+ next;
+ mes "[Zan.Huadoku]";
+ mes "At least in those days, I felt like I was actually doing something useful!";
+ next;
+ mes "[Zan.Huadoku]";
+ mes "Hey...";
+ mes "Can I help you";
+ mes "with anything?";
+ next;
+ switch(select("Ask him about the 1st Squad.:Ask him how he's been doing.:Ask him about the 1st Squad's last mission.")) {
+ case 1:
+ if(god_eremes == 18) {
+ mes "[Zan.Huadoku]";
+ mes "Yeah, I was a member of the 1st Squad in the 3rd Platoon a long time ago. How did you know that?";
+ next;
+ mes "[Zan.Huadoku]";
+ mes "I miss the guys back in the squad. I wonder how our leader's been doing recently...";
+ next;
+ mes "^3355FFYou tell Zan about Rebarev Doug, and about how he is now an instructor for Crusader Boot Camp. He seems to be absorbed in his thoughts of the past.^000000";
+ close;
+ }
+ else if(god_eremes > 18) {
+ mes "[Zan.Huadoku]";
+ mes "Yeah, I was a member of the 1st Squad in the 3rd Platoon a long time ago. How did you know that?";
+ next;
+ mes "[Zan.Huadoku]";
+ mes "I miss the guys back in the squad. I wonder how our leader's been doing recently...";
+ next;
+ mes "^3355FFYou tell Zan about Rebarev Doug, and about how he is now an instructor for Crusader Boot Camp. He seems to be absorbed in his thoughts of the past.^000000";
+ next;
+ mes "[Zan.Huadoku]";
+ mes "...";
+ mes "......";
+ next;
+ mes "[Zan.Huadoku]";
+ mes "Before we went out on our last mission, the seven of us were like brothers and sisters. If ^FF0000he^000000 didn't disobey the order, we'd still be together today.";
+ next;
+ mes "[Zan.Huadoku]";
+ mes "Wait...";
+ mes "What was his name...?";
+ mes "There's no way I could forget something like that...";
+ next;
+ mes "[Zan.Huadoku]";
+ mes "H-how can I not";
+ mes "remember his name!";
+ mes "He's the reason";
+ mes "my life is...!";
+ next;
+ mes "[Zan.Huadoku]";
+ mes "^333333*Groan...*^000000";
+ mes "I.... My head...";
+ mes "My head hurts...";
+ next;
+ mes "[Zan.Huadoku]";
+ mes "^3355FFZan looks very confused and his eyes begin to glaze with a dazed look. You try speaking to him again, but he doesn't respond at all.^000000";
+ if(!god_megin_1) {
+ set god_megin_1,1;
+ }
+ close;
+ }
+ case 2:
+ mes "[Zan.Huadoku]";
+ mes "How am I been doing?";
+ mes "Well, I work for the Blacksmith Guild, picking out good weapons";
+ mes "to supply the Crusaders.";
+ next;
+ mes "[Zan.Huadoku]";
+ mes "Sometimes, I get really";
+ mes "bored with what I'm doing. I keep trying to convince myself that my job's important to future Crusaders, but...";
+ next;
+ mes "[Zan.Huadoku]";
+ mes "You know what?";
+ mes "A lot of people have been asking me weird questions about me recently. I feel like I'm getting spied on, but maybe I'm just getting paranoid.";
+ close;
+ case 3:
+ if(god_eremes == 18) {
+ mes "[Zan.Huadoku]";
+ mes "Yeah, on our";
+ mes "final mission...";
+ next;
+ mes "[Zan.Huadoku]";
+ mes "Final...? What the? I know it happened, but for some reason, all I can envision is a complete blank when I try to think about it.";
+ next;
+ mes "[Zan.Huadoku]";
+ mes "I...";
+ mes "I guess I need something to remind me? I know it happened, but... I'm so confused.";
+ next;
+ mes "^3355FFZan seems to be having a very difficult time recalling that specific memory of his past.^000000";
+ close;
+ }
+ else if(god_eremes > 18 && god_megin_1 > 0) {
+ mes "[Zan.Huadoku]";
+ mes "The last mission...";
+ next;
+ mes "[Zan.Huadoku]";
+ mes "Umm...";
+ mes "Huh. I don't";
+ mes "remember anything.";
+ mes "That's weird. Maybe";
+ mes "I need a bit of a clue?";
+ next;
+ mes "^3355FFZan.Huadoku seemed to";
+ mes "have a hard time remembering what had happened in the past. You begin to share with him what you had read in the library about the 1st Squad...^000000";
+ next;
+ mes "...";
+ next;
+ mes "...";
+ mes "......";
+ next;
+ mes ".....";
+ next;
+ mes "[Zan.Huadoku]";
+ mes "Y-yeah that's right! And then three days after we started the mission, we found some kind of...";
+ next;
+ mes "[Zan.Huadoku]";
+ mes "Well, I'm not sure what it was. But we found an ^0000FFunknown fragment^000000 that was a sign from God! And then...!";
+ next;
+ mes "[Zan.Huadoku]";
+ mes "And then...";
+ mes "Oh. Oh God.";
+ mes "I can't remember...";
+ next;
+ mes "[Zan.Huadoku]";
+ mes "I can't think about anything further than that. I can't even remember what we found. But I'm sure it was damned important.";
+ next;
+ mes "^3355FFZan stood still in silence, with a pained look on his face.^000000";
+ if(god_megin_1 == 1) {
+ set god_megin_1,2;
+ }
+ close;
+ }
+ else {
+ mes "[Zan.Huadoku]";
+ mes "The last mission...";
+ next;
+ mes "[Zan.Huadoku]";
+ mes "Umm...";
+ mes "Huh. I don't";
+ mes "remember anything.";
+ mes "That's weird. Maybe";
+ mes "I need a bit of a clue?";
+ close;
+ }
+ }
+ }
+ else if(god_megin_1 > 1 && god_megin_1 < 3) {
+ mes "...";
+ next;
+ mes "...";
+ mes ".....";
+ next;
+ mes "[Zan.Huadoku]";
+ mes "Y-yeah that's right! And then three days after we started the mission, we found some kind of...";
+ next;
+ mes "[Zan.Huadoku]";
+ mes "Well, I'm not sure what it was. But we found an ^0000FFunknown fragment^000000 that was a sign from God! And then...!";
+ next;
+ mes "[Zan.Huadoku]";
+ mes "And then...";
+ mes "Oh. Oh God.";
+ mes "I can't remember...";
+ next;
+ mes "[Zan.Huadoku]";
+ mes "I can't think about anything further than that. I can't even remember what we found. Three months after that all happened, I've had these head problems...";
+ next;
+ mes "^3355FFZan stood still in silence, with a pained look on his face.^000000";
+ set god_megin_1,3;
+ close;
+ }
+ else if(god_megin_1 > 2) {
+ mes "^3355FFGrabbing his head,";
+ mes "tearing his hair and writhing in Agony, Zan kept repeating the same words over and over again...^000000";
+ next;
+ mes "[Zan.Huadoku]";
+ mes "3 days later!";
+ mes "We f-found some ^0000FFfragment^000000!";
+ mes "It was G-God's sign! But why";
+ mes "can't I remember?! Why?!";
+ close;
+ }
+ else {
+ mes "[Zan.Huadoku]";
+ mes "Hey yo.";
+ mes "Can I help you?";
+ close;
+ }
+ }
+ else {
+ mes "[Zan.Huadoku]";
+ mes "Good day!";
+ mes "Do you know the";
+ mes "importance of supply?";
+ next;
+ switch(select("No.:Yes!")) {
+ case 1:
+ mes "[Zan.Huadoku]";
+ mes "Any military force or party needs their supplies to be replenished if they are to continue battling for a prolonged period of time.";
+ next;
+ mes "[Zan.Huadoku]";
+ mes "For instance, let's say your group go on hunting without a healer. In this case, everyone would consume health restoration items, like potions.";
+ next;
+ mes "[Zan.Huadoku]";
+ mes "Since you can only carry so many items at once, you'll eventually run out of potions.";
+ next;
+ mes "[Zan.Huadoku]";
+ mes "But if one of your party members traveled between town and the hunting area, he could supply your party with new healing items.";
+ next;
+ mes "[Zan.Huadoku]";
+ mes "Supplying your party in this way would let you hunt with less worry. For that duty, the Merchant class would be the best by using their Carts.";
+ next;
+ mes "[Zan.Huadoku]";
+ mes "I suppose that's why I'm working here in the Blacksmith Guild. As weapon quartermaster, I'm obligated to provide supplies for the Crusader forces.";
+ next;
+ mes "[Zan.Huadoku]";
+ mes "The Blacksmiths in this guild also help me provide high quality weapons for the Crusades as well.";
+ next;
+ mes "[Zan.Huadoku]";
+ mes "If you happen to run out of health items while hunting, why don't you ask a Merchant for help?";
+ next;
+ mes "[Zan.Huadoku]";
+ mes "Most likely, they will have some spare items and would be willing to share with you if you ask nicely enough.";
+ next;
+ mes "[Zan.Huadoku]";
+ mes "I hope to see you later again! May Odin protect you on your journeys.";
+ close;
+ case 2:
+ mes "[Zan.Huadoku]";
+ mes "Oh...";
+ mes "Well then.";
+ mes "In that case.";
+ next;
+ mes "[Zan.Huadoku]";
+ mes "Let me tell you about some useful knowledge I learned while working with the Blacksmiths.";
+ next;
+ mes "[Zan.Huadoku]";
+ mes "A Blacksmith character's forging skills are affected by the DEX and LUK stats. DEX and LUK also affect the item creation skills for Alchemists.";
+ next;
+ mes "[Zan.Huadoku]";
+ mes "Since I've been staying here in the Blacksmith guild, I'm trying to better understand Blacksmiths and develop a deeper appreciation of their work.";
+ next;
+ mes "[Zan.Huadoku]";
+ mes "Alright then...";
+ mes "Take it easy.";
+ close;
+ }
+ }
+}
+
+morocc_in,146,179,0 script Employee#megin1 66,{
+ if($God1 > 49 && $God2 < 100) {
+ if(god_eremes > 17 && god_megin_2 < 1) {
+ mes "^3355FFThe Inn Employee";
+ mes "eyes you suspiciously.^000000";
+ next;
+ mes "[Inn Employee]";
+ mes "Excuse me.";
+ mes "How can I help you?";
+ mes "Are you looking for";
+ mes "someone...?";
+ next;
+ input @str$;
+ if (@str$ == "Cuaque Donon" || @str$ == "Cuaque" || @str$ == "Donon") {
+ mes "[" + strcharinfo(0) + "]";
+ mes "Do you happen to know a person named " + @str$ + " ...?";
+ if (god_eremes == 18) {
+ mes "[Inn Employee]";
+ mes "I don't think";
+ mes "I know that person.";
+ mes "I guess that guy left";
+ mes "before I started working";
+ mes "here, maybe?";
+ close;
+ }
+ else if(god_eremes > 18) {
+ next;
+ mes "^3355FFOnce you said that name, she immediately drew closer to you";
+ mes "and began speaking in a low, threatening tone.^000000";
+ next;
+ mes "[Scary Inn Employee]";
+ mes "Who the hell are you?";
+ mes "If you try anything funny,";
+ mes "I'll rip your heart out!";
+ mes "Why are you so curious?!";
+ mes "Are you one of them?!";
+ next;
+ switch(select("Rebarev Doug sent me!:Wait, is he in hiding?:Just... curious.")) {
+ case 1:
+ if(rand(1,10) > 3) {
+ mes "[Ms. Scary Inn Employee]";
+ mes "Rebarev Doug...?!";
+ mes "That old coot must be afraid";
+ mes "of the rumors we're spreading around. Is already deperate enough to send his men?!";
+ next;
+ mes "[Ms. Scary Inn Employee]";
+ mes "But...";
+ mes "I'm not in the mood";
+ mes "to guide you over to";
+ mes "Cuaque Donon...";
+ next;
+ mes "^3355FFThe Inn Employee";
+ mes "knocks you out~^000000";
+ close2;
+ percentheal -100,0;
+ end;
+ }
+ else {
+ mes "[Ms. Scary Inn Employee]";
+ mes "Rebarev Doug...?!";
+ mes "That old coot must be afraid";
+ mes "of the rumors we're spreading around. Is already deperate enough to send his men?!";
+ next;
+ mes "[Ms. Scary Inn Employee]";
+ mes "Hmm...";
+ mes "It might not be a bad idea to let someone like you talk to Cuaque Donon. You don't seem like the bad sort...";
+ next;
+ mes "[Ms. Scary Inn Employee]";
+ mes "But you only get a hint,";
+ mes "and I'm saying it just once...";
+ mes "^0000FFAragham never hoarded";
+ mes "upgrade items.^000000";
+ set god_megin_2,1;
+ close;
+ }
+ case 2:
+ if(rand(1,10) > 4) {
+ mes "[Ms. Scary Inn Employee]";
+ mes "Right.";
+ mes "If you're here";
+ mes "looking for him,";
+ mes "you definitely know";
+ mes "why he's hiding.";
+ next;
+ mes "[Ms. Scary Inn Employee]";
+ mes "How dare you...";
+ mes "How dare you play";
+ mes "dumb with me?!";
+ next;
+ mes "^3355FFThe Inn Employee";
+ mes "knocks you out~^000000";
+ close2;
+ percentheal -100,0;
+ }
+ else {
+ mes "[Ms. Scary Inn Employee]";
+ mes "Right.";
+ mes "If you're here";
+ mes "looking for him,";
+ mes "you definitely know";
+ mes "why he's hiding.";
+ next;
+ mes "[Ms. Scary Inn Employee]";
+ mes "Well, maybe not.";
+ mes "Who knows what kind";
+ mes "of friends Cuaque made";
+ mes "when he was a Crusader.";
+ mes "Alright, but listen...";
+ next;
+ mes "[Ms. Scary Inn Employee]";
+ mes "I'm only giving";
+ mes "you this hint once...";
+ mes "^0000FFAragham never hoarded";
+ mes "upgrade items.^000000";
+ set god_megin_2,1;
+ close;
+ }
+ case 3:
+ if (rand(1,10) > 3) {
+ mes "[Ms. Scary Inn Employee]";
+ mes "Just curious?";
+ mes "Huh. You've got a lot of nerve, don't you? I'm sorry to tell you this but...";
+ next;
+ mes "[Ms. Scary Inn Employee]";
+ mes "I'm not in the mood";
+ mes "to guide you over to";
+ mes "Cuaque Donon...";
+ mes "Heh heh heh...";
+ next;
+ mes "^3355FFThe Inn Employee";
+ mes "knocks you out~^000000";
+ close2;
+ percentheal -100,0;
+ end;
+ }
+ else {
+ mes "[Ms. Scary Inn Employee]";
+ mes "Just curious?";
+ mes "Huh. You've got a lot of nerve, don't you? I'm sorry to tell you this but...";
+ next;
+ mes "[Ms. Scary Inn Employee]";
+ mes "I can't really tell";
+ mes "you exactly where he";
+ mes "is. The most I can do";
+ mes "is give you a small hint.";
+ mes "Listen carefully now...";
+ mes "I'll only say it once.";
+ next;
+ mes "[Ms. Scary Inn Employee]";
+ mes "^0000FFAragham never";
+ mes "hoarded upgrade items.^000000";
+ mes "Now, don't forget!";
+ set god_megin_2,1;
+ close;
+ }
+ }
+ }
+ }
+ else {
+ mes "[Inn Employee]";
+ mes "What...?";
+ mes "I don't know";
+ mes "anyone named that.";
+ mes "If that's even a name...";
+ close2;
+ }
+ }
+ else if(god_megin_2 > 0) {
+ mes "[Inn Employee]";
+ mes "Welcome to the Inn.";
+ mes "When you move to the entrance, you can also enter a PvP zone though a PvP doorman.";
+ next;
+ mes "[Inn Employee]";
+ mes "Usually, you can visit inns in big towns. If you want to take a rest or compete with others, an Inn is the place to go.";
+ next;
+ mes "^3355FFShe welcomed you";
+ mes "very professionally,";
+ mes "as if nothing";
+ mes "had happened.^000000";
+ close;
+ }
+ else {
+ mes "[Inn Employee]";
+ mes "Welcome to the Inn.";
+ mes "When you move to the entrance, you can also enter a PvP zone though a PvP doorman.";
+ next;
+ mes "[Inn Employee]";
+ mes "Usually, you can visit inns in big towns. If you want to take a rest or compete with others, an Inn is the place to go.";
+ close2;
+ }
+ }
+ else {
+ mes "[Inn Employee]";
+ mes "Welcome to the Inn.";
+ mes "When you move to the entrance, you can also enter a PvP zone though a PvP doorman.";
+ next;
+ mes "[Inn Employee]";
+ mes "Usually, you can visit inns in big towns. If you want to take a rest or compete with others, an Inn is the place to go.";
+ next;
+ mes "[Inn Employee]";
+ mes "Oh, and I have a bit of a secret...! I hear the Inn's owner is planning some kind of shady business. It's some sort of major project, but don't let anyone know I told you!";
+ close;
+ }
+}
+
+in_rogue,243,61,0 script Suspicious Man#megin 748,{
+ if($God1 > 49 && $God2 < 100) {
+ if(god_eremes == 18) {
+ mes "[Cuaque Donon]";
+ mes "Wh-who are you?!";
+ mes "How the hell did";
+ mes "you get in here?!";
+ mes "Get away from me!";
+ mes "Geeeet awwwway!";
+ close;
+ }
+ else if(god_eremes > 18) {
+ if(god_megin_2 > 0 && god_megin_2 < 4) {
+ mes "[Cuaque Donon]";
+ mes "Wh-who are you?!";
+ mes "How the hell did";
+ mes "you get in here?!";
+ mes "Get away from me!";
+ mes "Geeeet awwwway!";
+ next;
+ mes "^3355FFYou try your best to calm him down and to tell him what you've found in the document.^000000";
+ next;
+ if ((countitem(740) > 0) || (countitem(741) > 0) || (countitem(742) > 0) || (countitem(743) > 0) || (countitem(750) > 0) || (countitem(751) > 0) || (countitem(752) > 0) || (countitem(753) > 0) || (countitem(754) > 0) || (countitem(7206) > 0) || (countitem(7212) > 0)){
+ if (countitem(740) > 0) {
+ set .@toy$,"Puppet";
+ }
+ else if(countitem(741) > 0) {
+ set .@toy$,"Poring Doll";
+ }
+ else if(countitem(742) > 0) {
+ set .@toy$,"Chonchon Doll";
+ }
+ else if(countitem(743) > 0) {
+ set .@toy$,"Spore Doll";
+ }
+ else if (countitem(744) > 0) {
+ set .@toy$,"Baphomet Doll";
+ }
+ else if(countitem(751) > 0) {
+ set .@toy$,"Osiris Doll";
+ }
+ else if(countitem(752) > 0) {
+ set .@toy$,"Rocker Doll";
+ }
+ else if(countitem(753) > 0) {
+ set .@toy$,"Yoyo Doll";
+ }
+ else if(countitem(754) > 0) {
+ set .@toy$,"Racoon Doll";
+ }
+ else if(countitem(7206) > 0) {
+ set .@toy$,"Black Cat Doll";
+ }
+ else {
+ set .@toy$,"Hung Doll";
+ }
+ mes "^3355FFYou pulled out a "+ .@toy$ +"";
+ mes "to cover your face, and wiggled its arms as if it were talking.^000000";
+ }
+ else {
+ mes "^3355FFYou must find something";
+ mes "that can calm Cuaque Donon.^000000";
+ next;
+ mes "^3355FFSadly, Chaque Donon seems";
+ mes "to have regressed to a very childish mentality. Perhaps if you brought something that children like. Something that would offer them comfort...^000000";
+ close;
+ }
+ next;
+ mes "^3355FFChaque Donon nodded his head";
+ mes "and happily sucked his thumb. It saddens you to see a former Crusader reduced to this state.^000000";
+ next;
+ switch(select("Ask him about the Inn Maid.:Ask him how he's been doing.:Ask about 1st Squad's Final Mission.")) {
+ case 1:
+ mes "[Cuaque Donon]";
+ mes "S-she's my sister.";
+ mes "And she's also a Rogue.";
+ mes "When I was retired from service....";
+ next;
+ mes "[Cuaque Donon]";
+ mes "...";
+ mes "......";
+ next;
+ mes "[Cuaque Donon]";
+ mes "My family always expected";
+ mes "too much of me. That's why I used to be a Crusader. I mean, they're paid well and respected.";
+ next;
+ mes "[Cuaque Donon]";
+ mes "When I retired, my sister was so mad. She's the only one I can depend upon, but now that I've messed up my life like this...";
+ next;
+ mes "[Cuaque Donon]";
+ mes "But even after yelling at me, and saying I was worthless, she got ";
+ mes "me a job at her Inn anyway.";
+ next;
+ mes "[Cuaque Donon]";
+ mes "I've been working there,";
+ mes "living a quiet life. But now, for some reason, a lot of people want to talk to me about something important.";
+ next;
+ mes "[Cuaque Donon]";
+ mes "I don't know what I said or did, but I think when I gave them the right answer, after I could finally remember something, they tried to hurt me.";
+ next;
+ mes "[Cuaque Donon]";
+ mes "So now my sister's been hiding";
+ mes "me here. It's boring and lonely, and the guy downstairs is always yelling at me to leave.";
+ next;
+ mes "[Cuaque Donon]";
+ mes "Even the Rogue Guild that";
+ mes "my sister's a part of comes in sometimes to yell at me. They all want me to tell them something I'm supposed to know!";
+ next;
+ mes "[Cuaque Donon]";
+ mes "But I can't remember anything!";
+ mes "This place is safe from dangerous people, but I don't know for how long.";
+ next;
+ mes "[Cuaque Donon]";
+ mes "Even my sister says I have to tell the Rogue Guild what I should know, or they won't protect us anymore.";
+ next;
+ mes "[Cuaque Donon]";
+ mes "She looked really sad when she";
+ mes "said that. I don't want to let her down or make her upset. She's";
+ mes "all I have left...";
+ if (god_megin_2 == 2) {
+ next;
+ mes "[Cuaque Donon]";
+ mes "Oh, I do remember something!";
+ mes "My sister told me not to tell anyone, but I'm gonna tell you...";
+ next;
+ mes "^3355FFCuaque Donon";
+ mes "whispers into your ears.^000000";
+ next;
+ mes "[Cuaque Donon]";
+ mes "^666666She said the Rogue Guild wants something from me. So she's gonna send to me to good people that we can trust and can help me.^000000";
+ next;
+ mes "[Cuaque Donon]";
+ mes "^666666Still, this is the safest place for me for a while. But I'm always ready to run away if I have to.^000000";
+ set god_megin_2,3;
+ }
+ close;
+ case 2:
+ mes "[Cuaque Donon]";
+ mes "How have I been doing?";
+ mes "Lots of people have been coming";
+ mes "to see me. They all want me to tell them something I don't even know!";
+ next;
+ mes "[Cuaque Donon]";
+ mes "The Rogue Guild promised to";
+ mes "protect me, but they scare the hell out of me sometimes by coming out of the floor all of a sudden.";
+ next;
+ mes "[Cuaque Donon]";
+ mes "Oh, and my sister said she's";
+ mes "gonna complain to my old boss about something. She said I used to be fine, but now that I've retired, I'm not the same anymore.";
+ next;
+ mes "[Cuaque Donon]";
+ mes "But my old boss from when I was a Crusader doesn't wanna meet my sister. So she's gonna ask help from other Rogues to spread some rumors...";
+ next;
+ mes "[Cuaque Donon]";
+ mes "Like anyone who works as a Crusader under my old boss will end up like me. You know... broken.";
+ if (god_megin_2 == 1) {
+ set god_megin_2,2;
+ }
+ close;
+ case 3:
+ mes "[Cuaque Donon]";
+ mes "I don't know...";
+ mes "I can't even remember.";
+ if (god_megin_2 == 3) {
+ next;
+ mes "[Cuaque Donon]";
+ mes "Wait, that's right!";
+ mes "^0000FFMegingjard^000000! Right.";
+ mes "We found it, and";
+ mes "we knew what it was";
+ mes "just by looking at it!";
+ next;
+ if (rand(1,10) > 4) {
+ switch(select("^FF0000Megingjard^000000!:^FFFFFFListen to him quietly^000000.")) {
+ case 1:
+ mes "[Cuaque Donon]";
+ mes "Waaaaaaaah~!";
+ mes "You're the same";
+ mes "as all the others!";
+ mes "Go away from me!";
+ set god_megin_2,0;
+ close;
+ case 2:
+ mes "[Cuaque Donon]";
+ mes "I remember after we found it. One of us in the squad had a argument with our old leader. I was keeping night watch and happened to hear it. I think our leader was out of line...";
+ next;
+ mes "[Cuaque Donon]";
+ mes "Ergh...";
+ mes "I can't remember";
+ mes "more than that...";
+ set god_megin_2,4;
+ close;
+ }
+ }
+ else {
+ switch( select( "^FF0000Megingjard^000000!", "^FFFFFFMegingjard!^000000.", "^FFFFFFListen to him quitely^000000" ) ) {
+ case 1:
+ mes "[Cuaque Donon]";
+ mes "Waaaaaaaah~!";
+ mes "You're the same";
+ mes "as all the others!";
+ mes "Go away from me!";
+ set god_megin_2,0;
+ close;
+ case 2:
+ mes "[Cuaque Donon]";
+ mes "Waaaaaaaah~!";
+ mes "You're the same";
+ mes "as all the others!";
+ mes "Go away from me!";
+ set god_megin_2,0;
+ close;
+ case 3:
+ mes "[Cuaque Donon]";
+ mes "I remember after we found it. One of us in the squad had a argument with our old leader. I was keeping night watch and happened to hear it. I think our leader was out of line...";
+ next;
+ mes "[Cuaque Donon]";
+ mes "Ergh...";
+ mes "I can't remember";
+ mes "more than that...";
+ set god_megin_2,4;
+ close;
+ }
+ }
+ }
+ close2;
+ }
+ }
+ else if (god_megin_2 == 4) {
+ mes "[Cuaque Donon]";
+ mes "I remember after we found Megingjard. One of us in the squad had a argument with our old leader. I was keeping night watch and happened to hear it. I think our leader was out of line...";
+ next;
+ mes "[Cuaque Donon]";
+ mes "Ergh...";
+ mes "I can't remember";
+ mes "more than that...";
+ next;
+ mes "[Cuaque Donon]";
+ mes "I'm getting sleepy";
+ mes "and my head hurts.";
+ mes "Let me rest now...";
+ close2;
+ }
+ else {
+ mes "[Cuaque Donon]";
+ mes "Wh-who are you?!";
+ mes "How the hell did";
+ mes "you get in here?!";
+ mes "Get away from me!";
+ mes "Geeeet awwwway!";
+ close2;
+ }
+ }
+ }
+ else {
+ mes "[Cuaque Donon]";
+ mes "Wh-who are you?!";
+ mes "How the hell did";
+ mes "you get in here?!";
+ next;
+ mes "[Cuaque Donon]";
+ mes "Wahhhhh...!";
+ mes "My head!";
+ mes "It's hurting so bad!";
+ mes "I'm so s-scared!";
+ close;
+ }
+}
+
+alberta,196,146,0 script Crusader#megin2 751,{
+ if ($God1 > 49 && $God2 < 100) {
+ if(god_eremes == 18) {
+ mes "[Jack O]";
+ mes "^333333*Yawn...*^000000";
+ mes "It's quiet and boring, as per usual. Let's see if there's any Swordmen I can recruit today.";
+ next;
+ mes "[Jack O]";
+ mes "Eh...?";
+ next;
+ switch(select("Ask him about Rebarev Doug.:Ask him how he's been doing.:Ask him about the last mission of the 1st Squad.")) {
+ case 1:
+ mes "[Jack O]";
+ mes "Ah! Yeah, our old leader back in the 1st Squad. Heh. I haven't seen him since we were disbanded.";
+ close;
+ case 2:
+ mes "[Jack O]";
+ mes "Me? Yeah, I'm always busy recruiting future Crusaders.";
+ mes "We always welcome Swordmen";
+ mes "of great ability!";
+ next;
+ mes "[Jack O]";
+ mes "How does it sound? Why don't you volunteer to become a Crusader?";
+ close;
+ case 3:
+ mes "[Jack O]";
+ mes "Last mission?";
+ mes "Eh, I don't really remember it.";
+ close;
+ }
+ }
+ else if (god_eremes > 18) {
+ if (god_megin_3 == 0 || god_megin_3 == 1) {
+ mes "[Jack O]";
+ mes "^333333*Yawn...*^000000";
+ mes "It's quiet and boring, as per usual. Let's see if there's any Swordmen I can recruit today.";
+ next;
+ mes "[Jack O]";
+ mes "Eh...?";
+ next;
+ switch(select("Ask him about Rebarev Doug.:Ask him how he's been doing.:Ask about 1st Squad's final mission.")) {
+ case 1:
+ if (god_megin_3 == 1) {
+ mes "[Jack O]";
+ mes "Ah right. Our old leader.";
+ mes "Now I remember: He was";
+ mes "a pretty self righteous jerk";
+ mes "now that I think about it!";
+ next;
+ mes "[Jack O]";
+ mes "Can you believe he used to say that ^0000FFno one is more religious than him in this world^000000?! That's egoism right there. And maybe insanity.";
+ next;
+ mes "[Jack O]";
+ mes "Anyway, everyone in the squad";
+ mes "took pride in their faith. When";
+ mes "you're having a rough time in the";
+ mes "real world, you depend on religion, you know?";
+ next;
+ mes "[Jack O]";
+ mes "Anyways, in the records about";
+ mes "our squad, it says that one of us was punished for insubordination, rebelling or something. That's";
+ mes "a complete lie.";
+ next;
+ mes "[Jack O]";
+ mes "During our final mission,";
+ mes "our old leader had a huge argument with one us over something we found. I remember it being some kind of godly artifact, but I can't clearly remember what it was.";
+ next;
+ mes "[Jack O]";
+ mes "Although there was an obvious dispute, I think it was our squad leader who was out of line.";
+ mes "I... I can't really say...";
+ next;
+ mes "[Jack O]";
+ mes "I can't for the life of me";
+ mes "remember how the guy who";
+ mes "argued with the squad leader";
+ mes "looked like. The higher-ups";
+ mes "musta did something to me...";
+ next;
+ mes "[Jack O]";
+ mes "Anyway, I know for sure that whatever that guy did, it wasn't insubordination. In fact, I think he might've been right!";
+ next;
+ mes "[Jack O]";
+ mes "That's all I can remember.";
+ mes "I better take some Green Herbs now. My head throbs like crazy whenever I think about that time.";
+ set god_megin_3,2;
+ close;
+ }
+ else {
+ mes "[Jack O]";
+ mes "Ah! Yeah, our old leader back in the 1st Squad. Heh. I haven't seen him since we were disbanded.";
+ close;
+ }
+ case 2:
+ mes "[Jack O]";
+ mes "Me? Yeah, I'm not doing so bad. Keeping busy recruiting future Crusaders. We welcome all";
+ mes "Swordmen if they show potential~";
+ close;
+ case 3:
+ mes "[Jack O]";
+ mes "Huh...?";
+ mes "Why would";
+ mes "you want to know?";
+ next;
+ mes "^3355FFYou tell him what you've read in the records for the 1st Squad. Afterwards, Jack O looks a little confused.^000000";
+ next;
+ mes "[Jack O]";
+ mes "Huh...?";
+ mes "I might not be able to remember";
+ mes "a whole lot from back then, but the part about ^0000FFinsubordination^000000 can't be right. I'm sure of that.";
+ if (god_megin_3 == 0) {
+ set god_megin_3,1;
+ }
+ close;
+ }
+ }
+ else if (god_megin_3 == 2) {
+ mes "[Jack O]";
+ mes "Our old leader was";
+ mes "so arrogant to the point";
+ mes "of being a little off his rocker.";
+ next;
+ mes "[Jack O]";
+ mes "I mean, normal people";
+ mes "don't say things like '^0000FFI am the most religious man in the universe! Kneel before me!^000000' Yeah. Not a normal thing to say.";
+ next;
+ mes "[Jack O]";
+ mes "Anyway, if the squad";
+ mes "leader punished anyone for insubordination, I'm sure that it was unwarranted. I don't remember too much, but I'm sure of that.";
+ next;
+ mes "[Jack O]";
+ mes "Excuse me, I need to take some Green Herbs. Taking these seems";
+ mes "to be the only thing that works for my headache.";
+ next;
+ mes "^3355FFJack O busily chewed";
+ mes "on some Green Herbs.";
+ mes "It seemed to greatly relieve him from the pain of his headaches.^000000";
+ close;
+ }
+ else {
+ mes "[Jack O]";
+ mes "^333333*Yawn...*^000000";
+ mes "It's quiet and boring, as per usual. Let's see if there's any Swordmen I can recruit today.";
+ close;
+ }
+ }
+ else {
+ mes "[Jack O]";
+ mes "Hey kid!";
+ mes "Ever think about";
+ mes "bein' a Crusader?";
+ close2;
+ }
+ }
+ else {
+ if (BaseClass == Job_Swordman){
+ mes "[Jack O]";
+ mes "Hey kid!";
+ mes "Ever think about";
+ mes "bein' a Crusader?";
+ next;
+ mes "[Jack O]";
+ mes "Basically, you'd be volunteering to be part of our military, as well as train for the Holy War.";
+ next;
+ mes "[Jack O]";
+ mes "If you have some faith and know how to wield a sword, you'll be more than welcome here.";
+ next;
+ mes "[Jack O]";
+ mes "Just think about my suggestion";
+ mes "and come back if you're interested. Alright then, see you later~";
+ close;
+ }
+ else {
+ mes "[Jack O]";
+ mes "^333333*Yawn...*^000000";
+ mes "It's quiet and boring, as per usual. Let's see if there's any Swordmen I can recruit today.";
+ next;
+ mes "[Jack O]";
+ mes "Huh...?";
+ mes "Are you interested in knowing more about Crusaders? Hahaha, I guess that must be the case.";
+ next;
+ mes "[Jack O]";
+ mes "By the way, bring a doll to";
+ mes "the kid in front of me. If you're lucky, she'll give you something neat in return. What it is, I don't know. I've got no dolls.";
+ next;
+ mes "[Jack O]";
+ mes "In accordance with the Crusader code, I'm not supposed to lie. So yeah, you can trust me!";
+ close2;
+ }
+ }
+}
+
+aldebaran,66,213,0 script Lady#megin 69,{
+ if ($God1 > 49 && $God2 < 100) {
+ if(god_eremes == 18) {
+ mes "[Emma Searth]";
+ mes "^333333*Sigh...*^000000 I haven't gotten any response from them. I don't know";
+ mes "if I can wait much longer to join the Kafra Corporation.";
+ close;
+ }
+ else if(god_eremes > 18 && god_eremes < 26) {
+ if (god_megin_4 < 2) {
+ mes "[Emma Searth]";
+ mes "^333333*Sigh...*^000000 I haven't gotten any response from them. I don't know";
+ mes "if I can wait much longer to join the Kafra Corporation.";
+ next;
+ mes "[Emma Searth]";
+ mes "Oh, an adventurer! I actually used to work in the same field that you do. More specifically, I used to be a Crusader.";
+ next;
+ mes "[Emma Searth]";
+ mes "My name is Emma Searth. Right now, I'm following my dream and applying to be a Kafra Lady. So my days of wielding a sword are over.";
+ next;
+ mes "[Emma Searth]";
+ mes "Sadly, I haven't succeeded yet because I was diagnosed with";
+ mes "some weird ^0000FFamnesia^000000.";
+ next;
+ mes "[Emma Searth]";
+ mes "Of course, I understand that";
+ mes "Kafra Corporation is a large, professional company, but";
+ mes "if I can work for them even if it's just part-time...";
+ next;
+ mes "[Emma Searth]";
+ mes "Is it that big of a problem?";
+ mes "I suppose they're worried";
+ mes "that I'd forget important customer information once I'm hired.";
+ next;
+ mes "[Emma Searth]";
+ mes "It's strange. When I was";
+ mes "a Crusader, I remembered";
+ mes "everything lucidly, and I never had any problems recalling the past.";
+ next;
+ mes "[Emma Searth]";
+ mes "But now I get these migraines whenever I try to focus on my memories from those times";
+ mes "when I used to fight in the Prontera Military.";
+ next;
+ mes "[Emma Searth]";
+ mes "^333333*Sigh...*^000000";
+ next;
+ switch(select("About her past.:Why be a Kafra Lady?:About memories she can remember.")) {
+ case 1:
+ if (countitem(7015) > 0) {
+ mes "^3355FFThe scent of your";
+ mes "Memory Bookmark";
+ mes "seems to bring clarity";
+ mes "to her thoughts.^000000";
+ next;
+ mes "[Emma Searth]";
+ mes "I was born in a wealthy family where I was raised to learn etiquette, fencing, Peco riding, and music lessons since I was";
+ mes "born. I suppose you can say I'm pretty well educated.";
+ next;
+ mes "[Emma Searth]";
+ mes "However, my parents weren't";
+ mes "pleased when they learned that I wanted to become a Kafra Lady.";
+ next;
+ mes "[Emma Searth]";
+ mes "My parents insisted that";
+ mes "I become a Sage or a Scholar.";
+ mes "In the end, I ended up running";
+ mes "away from them by joining the Crusaders.";
+ next;
+ mes "[Emma Searth]";
+ mes "Luckily, the Crusaders were advertising their recruitment at the time, so I took that chance. Plus, having military experience might even help me join Kafra!";
+ next;
+ mes "[Emma Searth]";
+ mes "Since I did so well in Boot Camp,";
+ mes "I got the chance to join an elite squad. My squad was often assigned difficult missions, and we never failed to complete those.";
+ next;
+ mes "[Emma Searth]";
+ mes "Eventually, my reputation as a female Crusader, and being in a respectable military position, was enough to satisfy my family.";
+ next;
+ mes "[Emma Searth]";
+ mes "But after that day,";
+ mes "everything went wrong.";
+ mes "I only remember that it";
+ mes "was very sad and depressing.";
+ mes "Somehow, I feel like we were";
+ mes "even betrayed...";
+ next;
+ mes "[Emma Searth]";
+ mes "I think I can";
+ mes "try to remember";
+ mes "my comrades...";
+ set god_megin_4,1;
+ close;
+ }
+ else {
+ mes "[Emma Searth]";
+ mes "Ah, let's not talk about it. It's too depressing. Maybe if you had some sort of ^0000FFmemory^000000 aid, I might be able to recall my forgotten past. Anything, like a reminder, a scheduler, a bookmark, a string...";
+ close;
+ }
+ case 2:
+ mes "[Emma Searth]";
+ mes "One day, I happened to see Ms. Leilah at work here in Al De Baran. She was shining with confidence and commanded respect, even from her customers!";
+ next;
+ mes "[Emma Searth]";
+ mes "She carried herself like a professional, no matter what the situation. Even though I knew she was tired from working in the summer heat, she made everything look effortless!";
+ next;
+ mes "[Emma Searth]";
+ mes "When the male customers try to flirt with her, she never loses her poise. She just adjusts her glasses and does what she needs to do.";
+ next;
+ mes "[Emma Searth]";
+ mes "To me, she's like a lone, guardian angel. At that moment, it seemed the world existed just to be mocked by Ms. Leila.";
+ next;
+ mes "[Emma Searth]";
+ mes "I've also heard that Kafra Ladies are always traveling around the world, which is something I've always dreamed of doing.";
+ next;
+ mes "[Emma Searth]";
+ mes "Ms. Leilah is my idol,";
+ mes "and she's the reason why";
+ mes "I want to become a Kafra Lady.";
+ close;
+ case 3:
+ if (countitem(511) > 0 && god_megin_3 > 1) {
+ mes "^3355FFEmma Searth clutches her head and winces as she suffers from another migraine.^000000";
+ next;
+ mes "^3355FFRemembering that a Green Herb was able to relieve Jack O, you gave a Green Herb to Emma. She takes it, and looks a little more relaxed.^000000";
+ next;
+ mes "[Emma Searth]";
+ mes "I'm not even sure";
+ mes "how much I can remember";
+ mes "and how much I've actually";
+ mes "forgotten.";
+ next;
+ mes "[Emma Searth]";
+ mes "Let me...";
+ mes "Try to remember every one in our squad. Let's see, there was Jack O, The Nineball. Z-Zan. Zan.H-Huadoku. C-Cuaque Donon. Myself. Um, E... Eni... Egni... Um...";
+ next;
+ mes "[Emma Searth]";
+ mes "Egni...";
+ mes "Egnigem?^000000";
+ mes "Who was that?";
+ mes "Oh no. I'm sure he might";
+ mes "have, no, was there someone";
+ mes "named that with us?";
+ close2;
+ set god_megin_4,2;
+ end;
+ }
+ else {
+ mes "^3355FFEmma Searth clutches her head and winces as she suffers from another migraine.^000000";
+ next;
+ mes "[Emma Searth]";
+ mes "I'm not even sure";
+ mes "how much I can remember";
+ mes "and how much I've actually";
+ mes "forgotten.";
+ close;
+ }
+ }
+ }
+ else if(god_megin_4 > 1) {
+ mes "[Emma Searth]";
+ mes "^0000FFJack O, The Nineball, Zan.Huadoku, Cuaque Donon, Egnigem.^000000 Oh, I really miss those guys...";
+ close;
+ }
+ else {
+ mes "[Emma Searth]";
+ mes "^333333*Sigh...*^000000 I haven't gotten any response from them. I don't know";
+ mes "if I can wait much longer to join the Kafra Corporation.";
+ close;
+ }
+ }
+ else if (god_eremes == 25) {
+ mes "[Emma Searth]";
+ mes "Egnigem...";
+ mes "That name makes";
+ mes "me so sad. I'm not";
+ mes "quite sure why, but...";
+ close;
+ }
+ else if (god_eremes == 26 || god_eremes == 27) {
+ mes "[Emma Searth]";
+ mes "Egnigem...";
+ mes "That name makes";
+ mes "me so sad. I'm not";
+ mes "quite sure why, but...";
+ next;
+ mes "^3355FFEmma turns away before you can see her cry. Still, her shoulders heave with each sob as you imagine the hardship she's had to endure.^000000";
+ next;
+ mes "[Emma Searth]";
+ mes "I wish I knew what that name really means. I'm sure it's linked to an important memory from my past.";
+ next;
+ mes "[Emma Searth]";
+ mes "I really appreciate you coming here to talk to me about the old days. I, I want you to have this.";
+ set god_eremes,28;
+ getitem 603,1; // Old_Blue_Box
+ getexp 122036,0;
+ close;
+ }
+ else if (god_eremes == 28) {
+ mes "[Emma Searth]";
+ mes "Egnigem...";
+ mes "That name makes";
+ mes "me so sad. I'm not";
+ mes "quite sure why, but...";
+ next;
+ mes "^3355FFEmma turns away before you can see her cry. Still, her shoulders heave with each sob as you imagine the hardship she's had to endure.^000000";
+ close;
+ }
+ else {
+ mes "[Emma Searth]";
+ mes "^333333*Sigh...*^000000 I haven't gotten any response from them. I don't know";
+ mes "if I can wait much longer to join the Kafra Corporation.";
+ close;
+ }
+ }
+ else {
+ mes "[Emma Searth]";
+ mes "I hear the Kafra Ladies always travel around the world, something I've always dreamed of doing! Hopefully, one of these days, I'll be able to work for the Kafra Corporation too.";
+ next;
+ mes "[Emma Searth]";
+ mes "^333333*Sigh...*^000000";
+ mes "Still, it's discouraging. I haven't heard anything from them...";
+ close;
+ }
+}
+
+cmd_in02,190,94,3 script Man#megin 828,{
+ if ($God1 > 49 && $God2 < 100) {
+ if (god_eremes == 18) {
+ mes "[Royal Myst]";
+ mes "Wha...?";
+ mes "You wanna talk?";
+ next;
+ mes "[Royal Myst]";
+ mes "What am I, your personal psychiatrist?! Lemme alone,";
+ mes "I'm busy here! Awright, now";
+ mes "which one do I bet on...?";
+ next;
+ switch(select("Speak of Rebarev Doug.:Speak of the 1st Squad.:Talk about gambling.:Discuss hobbies.")) {
+ case 1:
+ mes "[Royal Myst]";
+ mes "Wha--? Him again?! Tell him I'm fine! Dandy, even! Why's he gotta send all these people just to ask";
+ mes "a silly question?";
+ close;
+ case 2:
+ mes "[Royal Myst]";
+ mes "1st Squad? Yeah, I used to be in that. All of us in the squad used to be real good buddies too.";
+ next;
+ mes "[Royal Myst]";
+ mes "Zan.Huadoku, Cuaque Donon,";
+ mes "Jack O, Emma Searth and The Nineball. Yeah... I wonder what they're all up to?";
+ close;
+ case 3:
+ mes "[Royal Myst]";
+ mes "Gambling? I love it, you";
+ mes "know? Eh, I don't win all the time, but I love it the most when I leave with more Zeny than I came in with! Hahaha!";
+ close;
+ case 4:
+ mes "[Royal Myst]";
+ mes "Hobbies?";
+ mes "What, you comin'";
+ mes "on to me?";
+ next;
+ mes "[Royal Myst]";
+ mes "A man's hobby is drinking, or didn't you know that? I happen to be real good at it too! Mwahahaha!";
+ close;
+ }
+ }
+ else if (god_eremes > 18 && god_eremes < 21) {
+ if (god_megin_6 == 0 && god_megin_5 > 4 && god_megin_4 > 1 && god_megin_3 > 1 && god_megin_2 > 3 && god_megin_1 > 2) {
+ mes "[Royal Myst]";
+ mes "Wha...?";
+ mes "You wanna talk?";
+ next;
+ mes "[Royal Myst]";
+ mes "What am I, your personal psychiatrist?! Lemme alone,";
+ mes "I'm busy here! Awright, now";
+ mes "which one do I bet on...?";
+ next;
+ }
+ else if(god_megin_6 > 0) {
+ mes "[Royal Myst]";
+ mes "Hmm?";
+ mes "What's up?";
+ next;
+ }
+ else {
+ mes "[Royal Myst]";
+ mes "Wha...?";
+ mes "You wanna talk?";
+ next;
+ mes "[Royal Myst]";
+ mes "What am I, your personal psychiatrist?! Lemme alone,";
+ mes "I'm busy here! Awright, now";
+ mes "which one do I bet on...?";
+ close;
+ }
+ if (god_megin_6 < 16) {
+ switch( select("Speak of Rebarev Doug.", "Speak of the 3rd squad.", "Talk about gambling.", "Discuss hobbies.") ) {
+ case 1:
+ if (god_megin_6 == 0) {
+ mes "[Royal Myst]";
+ mes "Huh? What's that old geezer want this time? Tell 'em I'm fine, dandy even! Why the hell does he keep sending people...";
+ set god_megin_6,1;
+ close;
+ }
+ else if (god_megin_6 > 0 && god_megin_6 < 15) {
+ mes "[Royal Myst]";
+ mes "What the hell!? Stop talking about him! I never wanna see his face again! Tell him to leave me the hell alone!";
+ close;
+ }
+ else if (god_megin_6 > 14) {
+ mes "[Royal Myst]";
+ mes "Damn geezer...";
+ mes "How much is he being paid for studying what we all found?! Eh, somehow, I don't care as long as";
+ mes "he pays me...";
+ next;
+ mes "[Royal Myst]";
+ mes "Yeah...";
+ mes "I just don't";
+ mes "care anymore.";
+ close;
+ }
+ case 2:
+ if (god_megin_6 < 15) {
+ mes "[Royal Myst]";
+ mes "1st Squad? Yeah, I used to be in that. All of us in the squad used to be real good buddies too.";
+ next;
+ mes "[Royal Myst]";
+ mes "Zan.Huadoku, Cuaque Donon,";
+ mes "Jack O, Emma Searth and The Nineball. Yeah... I wonder what they're all up to?";
+ }
+ else if (god_megin_6 > 14) {
+ mes "[Royal Myst]";
+ mes "1st Squad?";
+ mes "Don't know, don't care~";
+ mes "Do I look like a stupid Crusader?";
+ }
+ close;
+ case 3:
+ if (god_megin_6 < 15) {
+ mes "[Royal Myst]";
+ mes "Gambling? ! Oh man...";
+ mes "I love gambling, you know!";
+ mes "Heh, but I haven't been lucky enough to win yet. Hahaha~!";
+ close;
+ }
+ else if (god_megin_6 > 14) {
+ mes "[Royal Myst]";
+ mes "Gambling...!";
+ mes "Heh heh! Some risks you take,";
+ mes "and others you really shouldn't.";
+ mes "I can't help but feel sorry for that guy, E--";
+ next;
+ mes "[Royal Myst]";
+ mes "Ergh...?";
+ mes "Damn, I can never remember his name. You'd think I wouldn't forget the guy whose rap I'm taking but... Eh, I'll remember once I sober up.";
+ next;
+ mes "[Royal Myst]";
+ mes "Hey, what do you think happens to Crusaders when they're framed and killed, huh? Where exactly do they go? Niflheim, Vahalla...?";
+ set god_eremes,20;
+ close;
+ }
+ case 4:
+ if (god_megin_6 == 0) {
+ mes "Hobbies?";
+ mes "What, you comin'";
+ mes "on to me?";
+ next;
+ mes "[Royal Myst]";
+ mes "A man's hobby is drinking, or didn't you know that? I happen to be real good at it too! Mwahahaha!";
+ close;
+ }
+ else if (god_megin_6 > 0 && god_megin_6 < 15) {
+ if (countitem(970) > 0) {
+ mes "[Royal Myst]";
+ mes "Speaking of which,";
+ mes "I haven't had a drink";
+ mes "for a looong time. Almost";
+ mes "a couple hours now.";
+ next;
+ mes "[Royal Myst]";
+ mes "Oooh, looks like you've got a tasty beverage I can enjoy. Bwahahaha! Gimmie~!";
+ next;
+ mes "^3355FFBefore you can even think,";
+ mes "Royal Myst dips his hand into your inventory and helps himself to an Alcohol.^000000";
+ delitem 970,1;
+ set god_megin_6,god_megin_6 +2;
+ close;
+ }
+ else {
+ mes "[Royal Myst]";
+ mes "Why mention it? You gonna bring me something I'll like? Cuz I'm more than willing to take it! Bwahahaha!";
+ close;
+ }
+ }
+ else if (god_megin_6 > 14) {
+ mes "[Royal Myst]";
+ mes "^333333*Hiccup*^000000 Oh yeah, this is the stuff. Not like that imitation junk they've been serving at the Bars nowadays...";
+ next;
+ mes "[Royal Myst]";
+ mes "Hey! There anything you wanna";
+ mes "know about me? You did me a favor, so I'll tell you anything! Eeeeeverythiiing~~!!";
+ close;
+ }
+ }
+ }
+ }
+ else {
+ mes "[Royal Myst]";
+ mes "Eh heh heh~";
+ mes "I just know";
+ mes "I'm gonna win";
+ mes "this time!";
+ close;
+ }
+ }
+ else {
+ mes "[Royal Myst]";
+ mes "Wha...?";
+ mes "You wanna talk?";
+ next;
+ mes "[Royal Myst]";
+ mes "What am I, your personal psychiatrist?! Lemme alone,";
+ mes "I'm busy here! Awright, now";
+ mes "which one do I bet on...?";
+ close;
+ }
+}
+
+jawaii_in,44,110,0 script Security Officer#megin 734,{
+ if ($God1 > 49 && $God2 < 100) {
+ if (god_eremes == 18) {
+ mes "[The Nineball]";
+ mes "Welcome to Jawaii,";
+ mes "the paradise resort!";
+ next;
+ mes "[The Nineball]";
+ mes "I'm the 'The Nineball', the security officer of Jawaii! If you encounter any trouble, or find any Singles, please don't hesitate to report to me as soon as you can~";
+ next;
+ mes "[The Nineball]";
+ mes "I've been told that there have";
+ mes "been many unruly drunkards here";
+ mes "lately, but it is in our best interest to make your experience here as enjoyable as possible.";
+ close;
+ }
+ else if (god_eremes > 18) {
+ if (god_megin_5 < 5) {
+ mes "[The Nineball]";
+ mes "Welcome to Jawaii,";
+ mes "the paradise resort!";
+ next;
+ mes "[The Nineball]";
+ mes "I'm the 'The Nineball, the security officer of Jawaii! If you encounter any trouble, or find any Singles, please don't hesitate to report to me as soon as you can~";
+ next;
+ mes "[The Nineball]";
+ mes "I've been told that there have";
+ mes "been many unruly drunkards here lately, but it is in our best interest to make your experience here as enjoyable as possible.";
+ set god_megin_5,god_megin_5 +1;
+ close;
+ }
+ else if (god_megin_5 == 5) {
+ mes "^3355FFHe acted very bright and friendly, but for a fleeting moment, you were able to glimpse a hint of sadness in his eyes.^000000";
+ next;
+ mes "^3355FFIt doesn't seem that";
+ mes "you'll be able to get him";
+ mes "to talk about what exactly";
+ mes "happened in the 1st Squad...^000000";
+ close;
+ }
+ }
+ }
+ else {
+ mes "[The Nineball]";
+ mes "Welcome to Jawaii,";
+ mes "the paradise resort!";
+ next;
+ mes "[The Nineball]";
+ mes "I'm the 'The Nineball, the security officer of Jawaii! If you encounter any trouble, or find any Singles, please don't hesitate to report to me as soon as you can~";
+ next;
+ mes "[The Nineball]";
+ mes "I've been told that there have";
+ mes "been many unruly drunkards here lately, but it is in our best interest to make your experience here as enjoyable as possible.";
+ close;
+ }
+
+}
+
+niflheim,109,254,0 script Egnigem 796,{
+ if ($God1 > 49 && $God2 < 100) {
+ if (god_eremes > 19 && god_eremes < 25) {
+ if (god_eremes > 22) {
+ mes "[Egnigem]";
+ mes "Why have you returned to";
+ mes "this lonely place of darkness?";
+ next;
+ mes "[Egnigem]";
+ mes "Please go back to the world";
+ mes "of the living. To be here is to suffer, such is the nature of Niflheim.";
+ close;
+ }
+ else {
+ mes "[Egnigem]";
+ mes "Greetings...";
+ mes ""+ strcharinfo(0) +".";
+ mes "I've been watching you in the";
+ mes "world of the living. I see you've been busy looking for the truth about the 1st Squad, haven't you?";
+ next;
+ mes "[Egnigem]";
+ mes "I can provide you with the answers. After all, I'm the only member of the 1st Squad to retain all of my memories...";
+ next;
+ mes "[Egnigem]";
+ mes "Heh heh...";
+ mes "Let me tell you everything";
+ mes "about the 1st Squad that's";
+ mes "been forgotten...";
+ while(1) {
+ next;
+ switch(select("The Mission:Fate of the 1st Squad:Why are you in Niflheim?:Thanks, I've heard enough.")) {
+ case 1:
+ mes "[Egnigem]";
+ mes "First of all, the official record of our mission is misleading.";
+ mes "It contains some truth, based";
+ mes "on verbal evidence, but the most important details have been left out or changed.";
+ next;
+ mes "[Egnigem]";
+ mes "Now, we were secretly assigned";
+ mes "to find ^0000FFgodly artifacts^000000 by royal decree. In only three days, we succeeded and found Megingjard!";
+ next;
+ mes "[Egnigem]";
+ mes "Now, the records say the mission was unsatisfactory, correct? That would be because of me.";
+ next;
+ mes "[Egnigem]";
+ mes "Are you aware that Megingjard";
+ mes "was a belt worn by gods? It was actually one of the keys to Thor's great strength. Another name for it is the 'Girdle of Might.'";
+ next;
+ mes "[Egnigem]";
+ mes "Now, if a human were to wear";
+ mes "that, there's a possibility that Megingjard would give him strength comparable to a god. Naturally, you'd be afraid of such a thing falling into the wrong hands.";
+ next;
+ mes "[Egnigem]";
+ mes "In Rebarev Doug's mind, he";
+ mes "was the only person worthy of the belt since he considered himself the most religious person alive, and thus, closest to the gods.";
+ next;
+ mes "[Egnigem]";
+ mes "He made it clear to us that only he would wear Megingjard. Although he was our leader, some of us felt uneasy about him wearing the belt and not giving it to his superiors, our mission objective.";
+ next;
+ mes "[Egnigem]";
+ mes "Naturally, I opposed him. He was clearly unbalanced, and it would be dangerous to give him control of such power. It led to something of a fist fight between us.";
+ next;
+ mes "[Egnigem]";
+ mes "The rest of the squad couldn't";
+ mes "agree on whether or not we should simply obey our leader and let him have the belt. Some just wanted to complete the mission, while others were afraid of what might happen.";
+ next;
+ mes "[Egnigem]";
+ mes "But Rebarev didn't wait for us to decide. He destroyed Megingjard into pieces, intending to keep most of it and somehow reconstruct it later, and only bring one piece to the Prontera Military.";
+ next;
+ mes "[Egnigem]";
+ mes "He knew that he couldn't get";
+ mes "away with keeping all of Megingjard to himself, as the entire squad could easily discredit him.";
+ next;
+ mes "[Egnigem]";
+ mes "But Rebarev knew";
+ mes "that he could deceive his";
+ mes "superiors by giving them just a fragment of the artifact, and say that the rest of it was destroyed.";
+ next;
+ mes "[Egnigem]";
+ mes "I discovered his intention when";
+ mes "I found him taking Megingjard apart. Before I could stop him,";
+ mes "I was killed. That bastard had";
+ mes "a trap ready for me...";
+ next;
+ mes "[Egnigem]";
+ mes "After the mission, Rebarev Doug only gave a piece of the belt back to the higher-ups, and gave them";
+ mes "a different account than what had actually happened...";
+ break;
+ case 2:
+ mes "[Egnigem]";
+ mes "Once the mission was completed, Rebarev Doug reported back to the Prontera Military with the intent of keeping most of Megingjard for himself.";
+ next;
+ mes "[Egnigem]";
+ mes "For some reason, he has a very strong influence in the military hierarchy. Now, by this time, I'm sure the squad pretty much figured out that he killed me.";
+ next;
+ mes "[Egnigem]";
+ mes "But Rebarev Doug expected this, and explained to his superiors that the squad was tempted by Megingjard's power and that I led some of us in a mutiny against him.";
+ next;
+ mes "[Egnigem]";
+ mes "He told his superiors that Megingjard was damaged as we";
+ mes "fought amongst each other, and that the fragment he gave them was all that remained.";
+ next;
+ mes "[Egnigem]";
+ mes "Because of the confidential nature of our mission, the 1st Squad was disbanded and we weren't given the story Rebarev fed the beaureaucrats until it was too late.";
+ next;
+ mes "[Egnigem]";
+ mes "The squad was punished and";
+ mes "sent for disciplinary retraining for three months. During this time, specific memories were unnaturally erased from the squad members.";
+ next;
+ mes "[Egnigem]";
+ mes "In the end, everyone was transferred to other squads and positions. My name had to be removed from all the records since hearing or reading my name might undo the brain washing.";
+ next;
+ mes "[Egnigem]";
+ mes "However, they still needed an official scapegoat, so they used Royal Myst's name in the records. That's probably why he's been going through hard times right now.";
+ next;
+ mes "[Egnigem]";
+ mes "And now Rebarev Doug has been studying godly artifacts based on the pieces of Megingjard that we found on that mission using kingdom research funds. Someday, he might be able to reconstruct the belt.";
+ next;
+ mes "[Egnigem]";
+ mes "There are also";
+ mes "a few questions that";
+ mes "I've never been able";
+ mes "to answer.";
+ next;
+ mes "[Egnigem]";
+ mes "I've never known why the King Tristram III ordered the research of godly artifacts. It also bothers me that Rebarev Doug is in charge of Megingjard's research. There must be some reason.";
+ next;
+ mes "[Egnigem]";
+ mes "In any case, for the sake of Rune-Midgard, it will be your responsibility to find the answers.";
+ next;
+ mes "[Egnigem]";
+ mes "There's not much a dead man";
+ mes "can do. But what's worse is that no one remembers me any more. I died alone and I'm still lonely in this place for the dead.";
+ break;
+ case 3:
+ mes "[Egnigem]";
+ mes "The worst part of the squad";
+ mes "having their memories erased is";
+ mes "that Emma Searth has absolutely";
+ mes "no recollection of me.";
+ next;
+ mes "[Egnigem]";
+ mes "Do you mind listening";
+ mes "to me for a while? You're";
+ mes "the only person with whom";
+ mes "I can talk about this...";
+ next;
+ mes "[Egnigem]";
+ mes "From here, I've seen that Emma";
+ mes "is chasing her dream again, and";
+ mes "I'm happy for her. But it's still";
+ mes "not easy, knowing the woman you";
+ mes "love has totally forgotten you.";
+ next;
+ mes "[Egnigem]";
+ mes "I remember the first time I met her. I guess it was love at first sight. But I was too cowardly to confess my love, so I despaired when she joined the Crusaders.";
+ next;
+ mes "[Egnigem]";
+ mes "It took me a while, but I made up my mind to enlist as a Crusader";
+ mes "as well. I wanted to be closer to her so much.";
+ next;
+ mes "[Egnigem]";
+ mes "Now, after all our adventures and good times together, I'm in the worst possible scenario.";
+ next;
+ mes "[Egnigem]";
+ mes "I'm dead...";
+ mes "But I don't even have the consolation that she is";
+ mes "mourning my loss.";
+ next;
+ mes "[Egnigem]";
+ mes "I suppose that's why I'm here";
+ mes "in Niflheim. I can't quite move on to heaven, Valhalla or anywhere else without her.";
+ next;
+ mes "[Egnigem]";
+ mes "Anyway, go and visit the Crusader Headquarters. You might be able to learn more about Rebarev Doug and stop any new shadiness he might be plotting. Good luck, my friend.";
+ break;
+ case 4:
+ mes "[Egnigem]";
+ mes "Thank you for";
+ mes "listening to me...";
+ if (god_eremes == 21) {
+ set god_eremes,23;
+ }
+ else if (god_eremes == 22) {
+ set god_eremes,24;
+ }
+ close;
+ }
+ }
+ }
+ }
+ else if (god_eremes == 25) {
+ mes "[Egnigem]";
+ mes "As a Crusader...";
+ mes "This is the best thing";
+ mes "I can do in return for";
+ mes "what you have done for me.";
+ next;
+ mes "[Egnigem]";
+ mes "Listen...";
+ mes "I'm going to";
+ mes "imbue you with the";
+ mes "^666666last vestiges of my strength^000000...";
+ specialeffect EF_BEGINSPELL5;
+ specialeffect2 EF_HOLYHIT;
+ next;
+ mes "[Egnigem]";
+ mes "May the heavens";
+ mes "answer me as I call upon the";
+ mes "light of justice that empowers the defenders of truth, and threaten the enemies of peace.";
+ specialeffect EF_BEGINSPELL6;
+ specialeffect2 EF_HOLYHIT;
+ next;
+ mes "[Egnigem]";
+ mes "May you always shine with";
+ mes "the light of truth. Let the light within you eradicate the shadows";
+ mes "of deception, fear and malice.";
+ specialeffect EF_BEGINSPELL6;
+ specialeffect2 EF_HOLYHIT;
+ next;
+ mes "[Egnigem]";
+ mes "By the holy power";
+ mes "invested in me, I humbly bestow upon you my remaining strength. Fight honorably, and do not lose sight of righteousness.";
+ specialeffect EF_LOCKON;
+ specialeffect2 EF_HOLYCROSS;
+ set god_eremes,27;
+ getexp 122036,0;
+ close;
+ }
+ else if (god_eremes == 26) {
+ mes "[Egnigem]";
+ mes "As a Crusader...";
+ mes "This is the best thing";
+ mes "I can do in return for";
+ mes "what you have done for me.";
+ next;
+ mes "[Egnigem]";
+ mes "Listen...";
+ mes "I'm going to";
+ mes "imbue you with the";
+ mes "^666666last vestiges of my strength^000000...";
+ specialeffect EF_BEGINSPELL5;
+ specialeffect2 EF_HOLYHIT;
+ next;
+ mes "[Egnigem]";
+ mes "May the heavens";
+ mes "answer me as I call upon the";
+ mes "light of justice that empowers the defenders of truth, and threaten the enemies of peace.";
+ specialeffect EF_BEGINSPELL6;
+ specialeffect2 EF_HOLYHIT;
+ next;
+ mes "[Egnigem]";
+ mes "May you always shine with";
+ mes "the light of truth. Let the light within you eradicate the shadows";
+ mes "of deception, fear and malice.";
+ specialeffect EF_BEGINSPELL6;
+ specialeffect2 EF_HOLYHIT;
+ next;
+ mes "[Egnigem]";
+ mes "By the holy power";
+ mes "invested in me, I humbly bestow upon you my remaining strength. Fight honorably, and do not lose sight of righteousness.";
+ specialeffect EF_LOCKON;
+ specialeffect2 EF_HOLYCROSS;
+ set god_eremes,27;
+ getexp 122036,0;
+ close;
+ }
+ else if (god_eremes < 20) {
+ mes "[Egnigem]";
+ mes "Were you betrayed by fate as well, or are you simply a wanderer that's stumbled into this land of darkness?";
+ next;
+ mes "[Egnigem]";
+ mes "Hmm, the living don't deserve";
+ mes "to be in this realm of cold and suffering. But I can only help you escape by telling you what little";
+ mes "I know.";
+ next;
+ switch(select("Ask him about buildings.:Remove marks on mini-map.:Cancel.")) {
+ case 1:
+ mes "[Egnigem]";
+ mes "I see. If you better understand Niflheim's layout, you have a greater chance of surviving and escaping.";
+ next;
+ switch(select("Witch's Castle:Tool Shop:Weapon Shop:Tavern:Cancel")) {
+ case 1:
+ mes "[Egnigem]";
+ mes "The witch of Niflheim...";
+ mes "You can find her castle at the ^FF3355+^000000 mark I've made on your mini-map.";
+ next;
+ mes "[Egnigem]";
+ mes "Hrrrm...";
+ mes "It seems that the living who wind up in Niflheim are seeking out the witch. But I don't quite understand what's so important about her.";
+ viewpoint 1,253,191,2,0xFFFF33;
+ break;
+ case 2:
+ mes "[Egnigem]";
+ mes "The Tool shop? Here in Niflheim, they sell some unique items that";
+ mes "you can't buy anywhere else.";
+ next;
+ mes "[Egnigem]";
+ mes "You might want to see their";
+ mes "wares for yourself. I've drawn";
+ mes "a ^CE6300+^000000 on your mini-map to mark";
+ mes "its location.";
+ viewpoint 1,217,196,3,0xFFCE63;
+ break;
+ case 3:
+ mes "[Egnigem]";
+ mes "I've marked the location of the Weapon Shop at ^55FF33+^000000. There's nothing too special over there, though.";
+ viewpoint 1,216,171,4,0xFF55FF;
+ break;
+ case 4:
+ mes "[Egnigem]";
+ mes "Tavern is at ^3355FF+^000000. They only sell drinks to the dead, though...";
+ viewpoint 1,189,207,5,0xFF3355;
+ break;
+ case 5:
+ mes "[Egnigem]";
+ mes "Choose 'Remove marks on mini-map' from the menu to remove all the building location marks I've made.";
+ close;
+ }
+ close;
+ case 2:
+ viewpoint 2,253,191,2,0xFF00FF;
+ viewpoint 2,217,196,3,0xFF00FF;
+ viewpoint 2,216,171,4,0xFF00FF;
+ viewpoint 2,189,207,5,0xFF00FF;
+ mes "[Egnigem]";
+ mes "Alright, all the marks I've made have been removed from your mini-map. If you want to check the locations in Niflheim again, go ahead and ask me.";
+ close;
+ case 3:
+ mes "[Egnigem]";
+ mes "You're gonna explore this place on your own? Pretty brave, aren't you? Just be careful: here in Niflheim, darkness reigns supreme.";
+ close;
+ }
+ }
+ else {
+ mes "[Egnigem]";
+ mes "I really wish that";
+ mes "Emma Searth could";
+ mes "remember me...";
+ next;
+ mes "^3355FFHis eyes seemed";
+ mes "to moisten with sadness.";
+ mes "Is it really possible for the";
+ mes "dead to shed tears?^000000";
+ close;
+ }
+ }
+ else {
+ mes "[Egnigem]";
+ mes "Were you betrayed by fate as well, or are you simply a wanderer that's stumbled into this land of darkness?";
+ next;
+ mes "[Egnigem]";
+ mes "Hmm, the living don't deserve";
+ mes "to be in this realm of cold and suffering. But I can only help you escape by telling you what little";
+ mes "I know.";
+ next;
+ switch(select("Ask him about buildings.:Remove marks on mini-map.:Cancel.")) {
+ case 1:
+ mes "[Egnigem]";
+ mes "...I see. Now, let me introduce you all buildings in Niflheim!";
+ next;
+ switch(select("Witch's Castle:Tool Shop:Weapon Shop:Tavern:Cancel")) {
+ case 1:
+ mes "[Egnigem]";
+ mes "The witch of Niflheim...";
+ mes "You can find her castle at the ^FF3355+^000000 mark I've made on your mini-map.";
+ next;
+ mes "[Egnigem]";
+ mes "Hrrrm...";
+ mes "It seems that the living who wind up in Niflheim are seeking out the witch. But I don't quite understand what's so important about her.";
+ viewpoint 1,253,191,6,0xFFFF33;
+ break;
+ case 2:
+ mes "[Egnigem]";
+ mes "The Tool shop? Here in Niflheim, they sell some unique items that";
+ mes "you can't buy anywhere else.";
+ next;
+ mes "[Egnigem]";
+ mes "You might want to see their";
+ mes "wares for yourself. I've drawn";
+ mes "a ^CE6300+^000000 on your mini-map to mark";
+ mes "its location.";
+ viewpoint 1,217,196,7,0xFFCE63;
+ break;
+ case 3:
+ mes "[Egnigem]";
+ mes "I've marked the location of the Weapon Shop at ^55FF33+^000000. There's nothing too special over there, though.";
+ viewpoint 1,216,171,8,0xFF55FF;
+ break;
+ case 4:
+ mes "[Egnigem]";
+ mes "Tavern is at ^3355FF+^000000. They only sell drinks to the dead, though...";
+ viewpoint 1,189,207,9,0xFF3355;
+ break;
+ case 5:
+ mes "[Egnigem]";
+ mes "Choose 'Remove marks on mini-map' from the menu to remove all the building location marks I've made.";
+ close;
+ break;
+ }
+ close;
+ case 2:
+ viewpoint 2,253,191,6,0xFF00FF;
+ viewpoint 2,217,196,7,0xFF00FF;
+ viewpoint 2,216,171,8,0xFF00FF;
+ viewpoint 2,189,207,9,0xFF00FF;
+ mes "[Egnigem]";
+ mes "Alright, all the marks I've made have been removed from your mini-map. If you want to check the locations in Niflheim again, go ahead and ask me.";
+ close;
+ case 3:
+ mes "[Egnigem]";
+ mes "You're gonna explore this place on your own? Pretty brave, aren't you? Just be careful: here in Niflheim, darkness reigns supreme.";
+ close;
+ }
+ close2;
+ }
+}
diff --git a/npc/pre-re/quests/seals/mjolnir_seal.txt b/npc/pre-re/quests/seals/mjolnir_seal.txt
new file mode 100644
index 000000000..95a3d5098
--- /dev/null
+++ b/npc/pre-re/quests/seals/mjolnir_seal.txt
@@ -0,0 +1,2789 @@
+//===== rAthena Script =======================================
+//= Mjolnir seal unlocking NPCs.
+//===== By: ==================================================
+//= SinSloth
+//===== Current Version: =====================================
+//= 1.8
+//===== Compatible With: =====================================
+//= rAthena
+//===== Description: =========================================
+//= Quest for breaking the seal of Mjolnir.
+//===== Additional Comments: =================================
+//= 1.0 First version. Thanks to SinSloth for scripting it. [MasterOfMuppets]
+//= 1.1 Fixed wrong label names [Luups]
+//= 1.1a Corrected a a typo error ";;". [Samuray22]
+//= 1.2 Updated several aspects of the script. [L0ne_W0lf]
+//= 1.3 Minor Touchups to quest. [L0ne_W0lf]
+//= 1.4 Optimizing refine method and wrong close2. [Zephyrus]
+//= 1.5 Fixed Trans classes being assigned random reward. [L0ne_W0lf]
+//= 1.6 Fixed checking for Oridecon Hammer. [L0ne_W0lf]
+//= Corrected Sudi's and player's HP settings.
+//= 1.7 Fixed a copy/paste error in Nordri. [L0ne_W0lf]
+//= 1.8 Fixed item check for Oridecon. [L0ne_W0lf]
+//============================================================
+
+prontera,124,297,3 script Tialfi 706,{
+ if ($God3 < 50) {
+ cutin "god_tialpi01",2;
+ mes "[Tialfi]";
+ mes "Hmmm...";
+ mes "I can feel a strange force growing stronger and stronger, somewhere in Rune-Midgard.";
+ next;
+ mes "[Tialfi]";
+ mes "Can you feel it?";
+ mes "Something must be";
+ mes "going on!";
+ }
+ else {
+ if(god_mjo_0 == 11) {
+ cutin "god_tialpi01",2;
+ mes "[Tialfi]";
+ mes "I'm waiting for the day when I'll finally get to see Thor's thunder for myself. I believe that one of these days, my dream will become reality.";
+ }
+ else if(god_mjo_1 == 2 && god_mjo_2 == 2 && god_mjo_3 == 2 && god_mjo_4 == 2) {
+ if (god_mjo_0 == 10) {
+ if ((countitem(756) > 49) && (countitem(757) > 49)) {
+ set .@gift,0;
+ if (BaseJob == Job_Knight) {
+ set .@gift,1;
+ }
+ else if (BaseJob == Job_Priest) {
+ set .@gift,2;
+ }
+ else if (BaseJob == Job_Wizard){
+ set .@gift,3;
+ }
+ else if (BaseJob == Job_Blacksmith){
+ set .@gift,4;
+ }
+ else if (BaseJob == Job_hunter){
+ set .@gift,5;
+ }
+ else if (BaseJob == Job_Assassin){
+ set .@gift,6;
+ }
+ else if(BaseJob == Job_Crusader){
+ set .@gift,7;
+ }
+ else if (BaseJob == Job_Monk){
+ set .@gift,8;
+ }
+ else if (BaseJob == Job_Sage){
+ set .@gift,9;
+ }
+ else if (BaseJob == Job_Alchemist){
+ set .@gift,10;
+ }
+ else if (BaseJob == Job_Rogue){
+ set .@gift,11;
+ }
+ else if (BaseJob == Job_Bard){
+ set .@gift,12;
+ }
+ else if(BaseJob == Job_Hunter){
+ set .@gift,13;
+ }
+ else {
+ set .@gift,rand(1,13);
+ }
+ cutin "god_tialpi01",2;
+ mes "[Tialfi]";
+ mes "You came back!";
+ mes "In exchange for the ores that you have brought me, I will give you one of my family treasures.";
+ next;
+ mes "[Tialfi]";
+ mes "You have two options in choosing a treasure. You can have a treasure that will be useful to yourself, or something that may suit one of your friends.";
+ next;
+ mes "[Tialfi]";
+ mes "So which treasure";
+ mes "would you like to have?";
+ next;
+ switch(select("An item that I can use.:An item that my friend can use.")) {
+ case 1:
+ mes "[Tialfi]";
+ mes "I see...";
+ mes "Give me a moment";
+ mes "to find a suitable";
+ mes "item for you.";
+ break;
+ case 2:
+ set .@gift,rand(1,13);
+ mes "[Tialfi]";
+ mes "I see...";
+ mes "Give me a moment";
+ mes "to find a suitable";
+ mes "item for your friend.";
+ break;
+ }
+ next;
+ mes "[Tialfi]";
+ mes "Okay, let's see...";
+ mes "I seem to recall that I put it somewhere around... Hmm.";
+ mes "It must be around--Ah!";
+ mes "Here we are~";
+ next;
+ delitem 756,50; //Oridecon_Stone
+ delitem 757,50; //Elunium_Stone
+ set god_mjo_0,11;
+ if (.@gift == 1) {
+ getitem 1471,1; // Hell_Fire
+ }
+ else if(.@gift == 2) {
+ getitem 1526,1; // Slash
+ }
+ else if(.@gift == 3) {
+ getitem 1231,1; // Bazerald
+ }
+ else if(.@gift == 4) {
+ getitem 1367,1; // Slaughter
+ }
+ else if(.@gift == 5) {
+ getitem 1722,1; // Balistar
+ }
+ else if(.@gift == 6) {
+ getitem 1230,1; // House_Auger
+ }
+ else if(.@gift == 7) {
+ getitem 1141,1; // Immaterial_Sword
+ }
+ else if(.@gift == 8) {
+ getitem 1813,1; // Kaiser_Knuckle
+ }
+ else if(.@gift == 9) {
+ getitem 1557,1; // Book_Of_The_Apocalypse
+ }
+ else if(.@gift == 10) {
+ getitem 1235,1; // Azoth
+ }
+ else if(.@gift == 11) {
+ getitem 1227,1; // Weeder_Knife
+ }
+ else if(.@gift == 12) {
+ getitem 1913,1; // Electronic_Guitar
+ }
+ else if(.@gift == 13) {
+ getitem 1963,1; // Rapture_Rose
+ }
+ else {
+ mes "Unknown error occurred.";
+ close2;
+ cutin "god_tialpi01",255;
+ end;
+ }
+ cutin "god_tialpi01",2;
+ mes "[Tialfi]";
+ mes "Once again, I thank you for the trouble you've gone through on my behalf. I'm unsure of how this works, but I hope it will be useful to you. From what I know, I believe this is a rare item.";
+ next;
+ mes "[Tialfi]";
+ mes "I'll be waiting for the day when I'll see Thor's thunder for myself. I believe that the dream I've had will come true, one of these days.";
+ }
+ else {
+ cutin "god_tialpi01",2;
+ mes "[Tialfi]";
+ mes "I need";
+ mes "50 Rough Oridecon";
+ mes "and 50 Rough Elunium.";
+ next;
+ mes "[Tialfi]";
+ mes "I don't have much time, so go ahead and continue on your journeys if you can't bring those to me.";
+ }
+ }
+ else {
+ if ($God4 > 99) {
+ mes "[Tialfi]";
+ mes "I sense a strange energy growing more powerful somewhere on this continent...";
+ next;
+ mes "[Tialfi]";
+ mes "Can you feel it?";
+ mes "Something must be going on!";
+ next;
+ mes "[Tialfi]";
+ mes "I think we'd better wait and see what's happening. Someone will deliver the news to us. Though, I am unsure of whether or not it will be good news or bad...";
+ }
+ else {
+ set $God4,$God4 +1;
+ if($God4 == 50) {
+ announce "The 4th seal of [Mjolnir] has appeared.",bc_all;
+ }
+ else if($God4 == 100 && $God2 == 100 && $God3 == 100 && $God1 == 100) {
+ announce "Four seals have been released at the same time with the seal of [Mjolnir].",bc_all;
+ }
+ else if($God4 == 100) {
+ announce "The 4th seal of [Mjolnir] has been released.",bc_all;
+ }
+ set god_mjo_0,10;
+ mes "[Tialfi]";
+ mes "You've met the four Dwarven Blacksmiths. I've heard that they rarely speak to humans. So you must be special if you were able to talk to them.";
+ next;
+ mes "[Tialfi]";
+ mes "Do you think that my dream will come true? Do you believe Thor's Mjolnir will appear before the eyes of humans? I'm afraid great change will come to this world.";
+ next;
+ mes "[Tialfi]";
+ mes "Thank you for going through such trouble on my behalf. I wish to give you one of my family treasures as a token of my gratitude.";
+ next;
+ mes "[Tialfi]";
+ mes "However, I hope you understand that my family would grow suspicious if one of the treasures were to just go missing.";
+ next;
+ mes "[Tialfi]";
+ mes "Hmm, however, I don't think they'll complain if I exchanged one of the treasures for something else. Let me think...";
+ next;
+ mes "[Tialfi]";
+ mes "I should be able to give you";
+ mes "one of our family heirlooms if you can bring be 50 Rough Oridecons and 50 Rough Eluniums.";
+ next;
+ mes "[Tialfi]";
+ mes "You don't have to do that if you don't want to. But it seems our family heirlooms would be more useful to an adventurer such as yourself...";
+ }
+ }
+ }
+ else if(god_mjo_1 == 3 || god_mjo_2 == 3 || god_mjo_3 == 3 || god_mjo_4 == 3) {
+ mes "[Tialfi]";
+ mes "Hmm...";
+ mes "The Dwarven Blacksmiths";
+ mes "must be upset at you for";
+ mes "some reason.";
+ next;
+ mes "[Tialfi]";
+ mes "Remember my sister's";
+ mes "suggestion and speak to";
+ mes "them with great courtesy.";
+ mes "Carefully choose words";
+ mes "of respect lest they";
+ mes "be insulted.";
+ next;
+ set god_mjo_1,0;
+ set god_mjo_2,0;
+ set god_mjo_3,0;
+ set god_mjo_4,0;
+ mes "[Tialfi]";
+ mes "You should be okay now.";
+ mes "By this time, they've probably forgotten the insult. But make sure you speak to my sister for advice first.";
+ }
+ else if(god_mjo_0 == 2 || god_mjo_0 == 1) {
+ cutin "god_tialpi01",2;
+ mes "[Tialfi]";
+ mes "Sorry for the trouble.";
+ mes "I wish you good luck";
+ mes "in finding the Dwarves!";
+ mes "Just... Don't insult them!";
+ }
+ else if(god_mjo_0 == 0) {
+ if($God4 > 99) {
+ cutin "god_tialpi01",2;
+ mes "[Tialfi]";
+ mes "I sense a strange energy growing more powerful somewhere on this continent...";
+ next;
+ mes "[Tialfi]";
+ mes "Can you feel it?";
+ mes "Something must be going on!";
+ next;
+ mes "[Tialfi]";
+ mes "I think we'd better wait and see what's happening. Someone will deliver the news to us. Though, I am unsure of whether or not it will be good news or bad...";
+ close;
+ }
+ else if(BaseLevel < 70) {
+ cutin "god_tialpi02",2;
+ mes "[Tialfi]";
+ mes "One of my ancestors supposedly was a servant of Thor. Still, I find it difficult to believe.";
+ next;
+ mes "[Tialfi]";
+ mes "If the gods have all these powers, how could a mere human be of any real assistance?";
+ }
+ else {
+ cutin "god_tialpi01",2;
+ mes "[Tialfi]";
+ mes "Last night, I had the most amazing dream where I was the servant of Thor, god of thunder.";
+ next;
+ mes "[Tialfi]";
+ mes "In this dream, I traveled";
+ mes "with Thor to Jotunnheim, land of giants. During our journey, he told me many interesting stories about gods and heroes.";
+ next;
+ mes "[Tialfi]";
+ mes "Of course, I can't remember everything clearly, but it was truly fantastic.";
+ next;
+ mes "[Tialfi]";
+ mes "For some reason, I can vividly recall what Thor told me about his weapon, Mjolnir. Mjolnir is a Dwarven masterpiece.";
+ next;
+ mes "[Tialfi]";
+ mes "Thor told me that Dwarves are extremely talented artisans, and their works are supreme. So as";
+ mes "I was thinking about my dream,";
+ mes "I remembered...";
+ next;
+ mes "[Tialfi]";
+ mes "There is a mountain that";
+ mes "has the same name as Thor's";
+ mes "weapon. Surely, the two have";
+ mes "some relation to each other.";
+ next;
+ mes "[Tialfi]";
+ mes "I've also recently heard a rumor that Dwarven Blacksmiths also reside on Mount Mjolnir.";
+ mes "I understand the mountain is dangerous, and that I'm in no position to ask such a thing...";
+ next;
+ mes "[Tialfi]";
+ mes "I can't help wanting to know for myself whether or not there is truth to my dream. Is it possible for Mjolnir to resurface?";
+ next;
+ mes "[Tialfi]";
+ mes "If you don't mind, I'd like to ask you to explore this mountain and search for these Dwarven Blacksmiths.";
+ next;
+ switch(select("No.:Okay.")) {
+ case 1:
+ cutin "god_tialpi02",2;
+ mes "[Tialfi]";
+ mes "I see. But I still appreciate that you took the time to listen to me.";
+ mes "Hopefully someday I'll learn the truth about my dreams and about Mjolnir itself.";
+ break;
+ case 2:
+ cutin "god_tialpi01",2;
+ mes "[Tialfi]";
+ mes "Thank you,";
+ mes "thank you so much!";
+ mes "Even though it won't be easy, I have faith that if the Dwarven Blacksmiths do exist, you'll be able to find them.";
+ next;
+ mes "[Tialfi]";
+ mes "Oh, and please speak to my sister Roskva first. She is outside the North Entrance of Prontera.";
+ next;
+ mes "[Tialfi]";
+ mes "I'm sure that she can";
+ mes "give you useful information if you're fortunate enough to encounter the Dwarves.";
+ next;
+ set god_mjo_0,rand(1,2);
+ mes "[Tialfi]";
+ mes "I'm truly lucky to meet such an adventurer like yourself. I wish you the best of luck.";
+ }
+ }
+ }
+ else {
+ cutin "god_tialpi01",2;
+ mes "[Tialfi]";
+ mes "I believe in you.";
+ mes "Just be courageous!";
+ }
+ }
+ close2;
+ cutin "god_tialpi01",255;
+ end;
+}
+
+prt_fild01,196,47,3 script Roskva 703,{
+ if(god_mjo_0 == 1) {
+ mes "[Roskva]";
+ mes "You should know that Dwarven Blacksmiths are extremely offended if you do not speak to them with the utmost respect.";
+ next;
+ mes "[Roskva]";
+ mes "So it's really";
+ mes "important that you";
+ mes "speak to the Dwarves";
+ mes "as courteously as you can.";
+ mes "The first Dwarf you must visit";
+ mes "can be found to the East.";
+ next;
+ mes "[Roskva]";
+ mes "Travel in a clock wise direction around Rune-Midgard and seek out the other Dwarves in order. Your final destination will be to the North.";
+ next;
+ mes "[Roskva]";
+ mes "If you happen to speak to them in the wrong order, please go talk to my brother Tialfi again.";
+ close;
+ }
+ else if(god_mjo_0 == 2) {
+ mes "[Roskva]";
+ mes "You should know that Dwarven Blacksmiths are extremely offended if you do not speak to them with the utmost respect.";
+ next;
+ mes "[Roskva]";
+ mes "So it's really";
+ mes "important that you";
+ mes "speak to the Dwarves";
+ mes "as courteously as you can.";
+ mes "The first Dwarf you must visit";
+ mes "can be found to the North.";
+ next;
+ mes "[Roskva]";
+ mes "Travel in a counter clock wise direction around Rune-Midgard and seek out the other Dwarves in order. Your final destination will be to the East.";
+ next;
+ mes "[Roskva]";
+ mes "If you happen to speak to them in the wrong order, please go talk to my brother Tialfi again.";
+ close;
+ }
+ else {
+ mes "[Roskva]";
+ mes "A long time ago, many people used to frequent this area. Friends and families would live here, sharing happiness and sadness.";
+ next;
+ mes "[Roskva]";
+ mes "But they're all gone now. My parents and my friends have all gone to a place whose name I don't even know.";
+ next;
+ mes "[Roskva]";
+ mes "I can't help";
+ mes "but feel lonesome...";
+ close;
+ }
+}
+
+mjolnir_11,149,247,5 script Dwarf Blacksmith#east 826,{
+ if ($God3 < 50) {
+ mes "[Austri]";
+ mes "Something is happening somewhere on this continent. You might not believe me, but I keep getting visions of the Fenrir-Wolf.";
+ close;
+ }
+ else {
+ if($God4 > 99) {
+ mes "[Austri]";
+ mes "Something is happening somewhere on this continent. You might not believe me, but I keep getting visions of the Fenrir-Wolf.";
+ close;
+ }
+ else if(god_mjo_0 == 11) {
+ mes "[Austri]";
+ mes "When my people finally retrieve the memories of their past, we will be able to grant the power of the gods to humans.";
+ next;
+ mes "[Austri]";
+ mes "I believe that";
+ mes "time is coming...";
+ close;
+ }
+ else if(god_mjo_0 == 10) {
+ mes "[Austri]";
+ mes "Hm? I sense that you were asked to do a favor for that human. If I were you, I'd finish that task as soon as I could. Somehow, that human's fate, as well as that of the Dwarves, are intertwined...";
+ close;
+ }
+ else if(god_mjo_0 == 1) {
+ if (god_mjo_1 == 3 || god_mjo_2 == 3 || god_mjo_3 == 3 || god_mjo_4 == 3) {
+ mes "[Austri]";
+ mes "What is it?! I refuse to speak to human as rude and contemptible";
+ mes "as you! Now, get out of my sight!";
+ close;
+ }
+ else if(god_mjo_1 == 2) {
+ mes "[Austri]";
+ mes "What...?";
+ mes "I have nothing";
+ mes "to say to you.";
+ close;
+ }
+ else if (god_mjo_2 != 0 || god_mjo_3 != 0 || god_mjo_4 != 0) {
+ mes "[Austri]";
+ mes "Hm...?";
+ mes "Why have you";
+ mes "come to me, human?";
+ next;
+ switch(select("Nothing.:Hey, 'sup!")) {
+ case 1:
+ mes "[Austri]";
+ mes "...";
+ close;
+ case 2:
+ set god_mjo_1,3;
+ mes "[Austri]";
+ mes "What...?!";
+ mes "Do not greet the";
+ mes "Dwarves lightly,";
+ mes "mortal!";
+ close;
+ }
+ }
+ else if(god_mjo_1 == 1) {
+ mes "[Austri]";
+ mes "What has made";
+ mes "you come to me?";
+ next;
+ switch(select("Nothing.:Excuse me, sir.")) {
+ case 1:
+ mes "[Austri]";
+ mes "...";
+ close;
+ case 2:
+ if (countitem(1005) > 0) { //Hammer_Of_Blacksmith
+ mes "[Austri]";
+ mes "Ah, I see that the entire human race is not worthy of scorn. Unlike many of your kind, I see that you respect your elders.";
+ next;
+ while(1) {
+ if (.@talk_to == 0) {
+ mes "[Austri]";
+ mes "So what did";
+ mes "want to ask";
+ mes "me about?";
+ next;
+ switch(select("...:About Mjolnir.")) {
+ case 1:
+ set .@talk_not,1;
+ break;
+ case 2:
+ break;
+ }
+ }
+ else if(.@talk_to == 1) {
+ mes "[Austri]";
+ mes "Mjolnir...?";
+ mes "Thor's legendary weapon?";
+ mes "The hammer than can shake the earth and tear the sky asunder? Out of all of legendary weapons, Mjolnir is perhaps greatest.";
+ next;
+ mes "[Austri]";
+ mes "As a matter of fact, it was forged by my ancestor. Mjolnir was the perfect weapon, except for one minor flaw.";
+ next;
+ mes "[Austri]";
+ mes "The hilt of Mjolnir was forged shorter than intended. Are you still listening to me?";
+ next;
+ switch(select("...:Yes, sir!:Huh?")) {
+ default:
+ set .@talk_not,1;
+ break;
+ case 2:
+ break;
+ }
+ }
+ else if(.@talk_to == 2) {
+ mes "[Austri]";
+ mes "One day, Loki came to our village and showed off his treasures. He boasted that we couldn't possibly create something to surpass their quality.";
+ next;
+ mes "[Austri]";
+ mes "Frankly his treasures were";
+ mes "made by another Dwarf tribe, but we couldn't tolerate his insult. So my ancestors created three treasures of their own.";
+ next;
+ switch(select("...:Boooring!:Oh, wow.")) {
+ default:
+ set .@talk_not,1;
+ break;
+ case 3:
+ break;
+ }
+ }
+ else if(.@talk_to == 3) {
+ mes "[Austri]";
+ mes "Of the three treasures my ancestors created, Mjolnir was the last and greatest.";
+ next;
+ mes "[Austri]";
+ mes "However, while it was created, a strange fly bit my ancestor on the hand. Because of this interruption, Mjolnir's hilt is a little flawed.";
+ next;
+ mes "[Austri]";
+ mes "It's very sad. Although Mjolnir is the greatest weapon ever, it was very close to being the epitome of craftsmanship.";
+ next;
+ switch(select("...:Epito--what?:Yes sir, I agree.")) {
+ default:
+ set .@talk_not,1;
+ break;
+ case 3:
+ break;
+ }
+ }
+ else if(.@talk_to == 4) {
+ mes "[Austri]";
+ mes "Despite this minor flaw, Mjolnir is still considered the greatest of legendary weapons.";
+ next;
+ mes "[Austri]";
+ mes "Mjolnir was the trusted weapon Thor wielded on the battlefield, and every giant feared its power.";
+ next;
+ mes "[Austri]";
+ mes "I must say, a Blacksmith's greatest pride comes when he creates the weapon and armor that can be considered his life's work.";
+ next;
+ switch(select("...:I agree, sir!:Um, yeah.")) {
+ default:
+ set .@talk_not,1;
+ break;
+ case 2:
+ break;
+ }
+ }
+ else if(.@talk_to == 5) {
+ mes "[Austri]";
+ mes "The reason this mountain is called Mount Mjolnir is because it was actually created by the hammer.";
+ next;
+ mes "[Austri]";
+ mes "In a battle against demons a thousand years ago, Thor struck the earth with Mjolnir. The impact caused the ground to rise, creating this mountain.";
+ next;
+ mes "[Austri]";
+ mes "You can imagine just";
+ mes "how powerful Mjolnir is.";
+ mes "However, humans can never hope to see or even wield Mjolnir. Only a god can handle that kind of force.";
+ next;
+ switch(select("...:Wah wah wah~!:Ah, I understand sir!")) {
+ default:
+ set .@talk_not,1;
+ break;
+ case 3:
+ break;
+ }
+ }
+ else if(.@talk_to == 6) {
+ mes "[Austri]";
+ mes "Hmm... But perhaps an ambitious dwarf can forge something similar to Mjolnir so that it can actually be used by humans. It would have less power, but it'd be perfectly crafted.";
+ next;
+ mes "[Austri]";
+ mes "Yes, it's possible to create";
+ mes "a Mjolnir suited to humans. Still, it wouldn't be very easy.";
+ next;
+ switch(select("...:Yes, sir!:Yeah, whatever.")) {
+ default:
+ set .@talk_not,1;
+ break;
+ case 2:
+ break;
+ }
+ }
+ else if(.@talk_to == 7) {
+ mes "[Austri]";
+ mes "Well, I happened to speak much longer than I intended. But I hope you learned what you wished to";
+ mes "know about Mjolnir.";
+ next;
+ mes "[Austri]";
+ mes "I feel that a great change is coming. I do not know what kind";
+ mes "of effect it will have on our world, but something important will happen...";
+ next;
+ mes "[Austri]";
+ mes "Perhaps only the gods can be";
+ mes "sure as to what the future will bring. In any case, we must prepare ourselves for what will happen.";
+ next;
+ switch(select("...:Yes?:Yes, sir!")) {
+ default:
+ set .@talk_not,1;
+ break;
+ case 3:
+ break;
+ }
+ }
+ else if(.@talk_to == 8) {
+ set god_mjo_1,2;
+ mes "[Austri]";
+ mes "Alright then...";
+ mes "If you wish to learn more, you should speak to my brothers.";
+ mes "Take care, human.";
+ close;
+ }
+ if (.@talk_not == 1) {
+ set god_mjo_1,3;
+ mes "[Austri]";
+ mes "Grrr...!";
+ mes "You're not listening, are you?! What a waste of my time!";
+ next;
+ mes "[Austri]";
+ mes "This is why I don't want to associate with humans. They always shut me out when I'm talking!";
+ close;
+ }
+ else {
+ set .@talk_to,.@talk_to + 1;
+ }
+ }
+ }
+ else {
+ mes "[Austri]";
+ mes "You don't seem to";
+ mes "understand. If you";
+ mes "wish to prove to me that you understand blacksmiths, you should bring something related to my work!";
+ close;
+ }
+ }
+ }
+ else if(god_mjo_1 == 0) {
+ mes "[Austri]";
+ mes "What has made";
+ mes "you come to me?";
+ next;
+ switch(select("Nothing.:Excuse me, sir.")) {
+ case 1:
+ mes "[Austri]";
+ mes "...";
+ close;
+ case 2:
+ mes "[Austri]";
+ mes "A respectable blacksmith cherishes his tools and crafts with diligence and care.";
+ next;
+ mes "[Austri]";
+ mes "When it comes to humans, I believe the ones who can appreciate my line of work are the only ones worth talking to.";
+ next;
+ set god_mjo_1,1;
+ mes "[Austri]";
+ mes "Every good blacksmith knows the value of a good hammer. If you can understand that, I shall consider speaking with you.";
+ next;
+ mes "[Austri]";
+ mes "Now go, human.";
+ mes "I wish you safety";
+ mes "in your travels.";
+ close;
+ }
+ }
+ else {
+ mes "[Austri]";
+ mes "Zzzz Zzzz...";
+ close;
+ }
+ }
+ else if(god_mjo_0 == 2) {
+ if(god_mjo_1 == 3 || god_mjo_2 == 3 || god_mjo_3 == 3 || god_mjo_4 == 3) {
+ mes "[Austri]";
+ mes "What is it?! I refuse to speak to human as rude and contemptible";
+ mes "as you! Now, get out of my sight!";
+ close;
+ }
+ else if(god_mjo_4 == 2) {
+ mes "[Austri]";
+ mes "What is it...?";
+ mes "I have nothing";
+ mes "to say to you.";
+ close;
+ }
+ else if(god_mjo_1 == 0 || god_mjo_1 == 1 || god_mjo_2 == 0 || god_mjo_2 == 1 || god_mjo_3 == 0 || god_mjo_3 == 1) {
+ mes "[Austri]";
+ mes "What made you come to me?";
+ next;
+ switch(select("Nothing.:Hey, sup!")) {
+ case 1:
+ mes "[Austri]";
+ mes "...";
+ close;
+ case 2:
+ set god_mjo_4,3;
+ mes "[Austri]";
+ mes "What?!";
+ mes "Leave immediately and go study your english properly!";
+ close;
+ }
+ }
+ else if(god_mjo_4 == 1) {
+ mes "[Austri]";
+ mes "What has made";
+ mes "you come to me?";
+ next;
+ switch(select("Nothing.:Excuse me, sir.")) {
+ case 1:
+ mes "[Austri]";
+ mes "...";
+ close;
+ case 2:
+ if (countitem(1005) > 0) {
+ mes "[Austri]";
+ mes "Ah, I see that the entire human race is not worthy of scorn. Unlike many of your kind, I see that you respect your elders.";
+ next;
+ while(1) {
+ if (.@talk_to == 0) {
+ mes "[Austri]";
+ mes "So what did";
+ mes "want to ask";
+ mes "me about?";
+ next;
+ switch(select("...:About Mjolnir.")) {
+ case 1:
+ set .@talk_not,1;
+ break;
+ case 2:
+ break;
+ }
+ }
+ else if (.@talk_to == 1) {
+ mes "[Austri]";
+ mes "Mjolnir...?";
+ mes "Thor's legendary weapon?";
+ mes "The hammer than can shake the earth and tear the sky asunder? Out of all of legendary weapons, Mjolnir is perhaps greatest.";
+ next;
+ mes "[Austri]";
+ mes "As a matter of fact, it was forged by my ancestor. Mjolnir was the perfect weapon, except for one minor flaw.";
+ next;
+ mes "[Austri]";
+ mes "The hilt of Mjolnir was forged shorter than intended. Are you still listening to me?";
+ next;
+ switch(select("...:Yes, sir!:Huh?")) {
+ default:
+ set .@talk_not,1;
+ break;
+ case 2:
+ break;
+ }
+ }
+ else if (.@talk_to == 2) {
+ mes "[Austri]";
+ mes "One day, Loki came to our village and showed off his treasures. He boasted that we couldn't possibly create something to surpass their quality.";
+ next;
+ mes "[Austri]";
+ mes "Frankly his treasures were";
+ mes "made by another Dwarf tribe, but we couldn't tolerate his insult. So my ancestors created three treasures of their own.";
+ next;
+ switch(select("...:Boooring!:Oh, wow.")) {
+ case 1:
+ set .@talk_not,1;
+ break;
+ case 2:
+ set .@talk_not,1;
+ break;
+ case 3:
+ break;
+ }
+ }
+ else if (.@talk_to == 3) {
+ mes "[Austri]";
+ mes "Of the three treasures my ancestors created, Mjolnir was the last and greatest.";
+ next;
+ mes "[Austri]";
+ mes "However, while it was created, a strange fly bit my ancestor on the hand. Because of this interruption, Mjolnir's hilt is a little flawed.";
+ next;
+ mes "[Austri]";
+ mes "It's very sad. Although Mjolnir is the greatest weapon ever, it was very close to being the epitome of craftsmanship.";
+ next;
+ switch(select("...:Epito--what?:Yes sir, I agree.")) {
+ default:
+ set .@talk_not,1;
+ break;
+ case 3:
+ break;
+ }
+ }
+ else if (.@talk_to == 4) {
+ mes "[Austri]";
+ mes "Despite this minor flaw, Mjolnir is still considered the greatest of legendary weapons.";
+ next;
+ mes "[Austri]";
+ mes "Mjolnir was the trusted weapon Thor wielded on the battlefield, and every giant feared its power.";
+ next;
+ mes "[Austri]";
+ mes "I must say, a Blacksmith's greatest pride comes when he creates the weapon and armor that can be considered his life's work.";
+ next;
+ switch(select("...:I agree, sir!:Um, yeah.")) {
+ default:
+ set .@talk_not,1;
+ break;
+ case 2:
+ break;
+ }
+ }
+ else if (.@talk_to == 5) {
+ mes "[Austri]";
+ mes "The reason this mountain is called Mount Mjolnir is because it was actually created by the hammer.";
+ next;
+ mes "[Austri]";
+ mes "In a battle against demons a thousand years ago, Thor struck the earth with Mjolnir. The impact caused the ground to rise, creating this mountain.";
+ next;
+ mes "[Austri]";
+ mes "You can imagine just";
+ mes "how powerful Mjolnir is.";
+ mes "However, humans can never hope to see or even wield Mjolnir. Only a god can handle that kind of force.";
+ next;
+ switch(select("...:Wah wah wah~!:Ah, I understand sir!")) {
+ default:
+ set .@talk_not,1;
+ break;
+ case 3:
+ break;
+ }
+ }
+ else if (.@talk_to == 6) {
+ mes "[Austri]";
+ mes "Hmm... But perhaps an ambitious dwarf can forge something similar to Mjolnir so that it can actually be used by humans. It would have less power, but it'd be perfectly crafted.";
+ next;
+ mes "[Austri]";
+ mes "Yes, it's possible to create";
+ mes "a Mjolnir suited to humans. Still, it wouldn't be very easy.";
+ next;
+ switch(select("...:Yes, sir!:Yeah, whatever.")) {
+ default:
+ set .@talk_not,1;
+ break;
+ case 2:
+ break;
+ }
+ }
+ else if (.@talk_to == 7) {
+ mes "[Austri]";
+ mes "Well, I happened to speak much longer than I intended. But I hope you learned what you wished to";
+ mes "know about Mjolnir.";
+ next;
+ mes "[Austri]";
+ mes "I feel that a great change is coming. I do not know what kind";
+ mes "of effect it will have on our world, but something important will happen...";
+ next;
+ mes "[Austri]";
+ mes "Perhaps only the gods can be";
+ mes "sure as to what the future will bring. In any case, we must prepare ourselves for what will happen.";
+ next;
+ switch(select("...:Yes?:Yes, sir!")) {
+ default:
+ set .@talk_not,1;
+ break;
+ case 3:
+ break;
+ }
+ }
+ else if (.@talk_to == 8) {
+ set god_mjo_4,2;
+ mes "[Austri]";
+ mes "Alright then...";
+ mes "Take care of";
+ mes "yourself, human.";
+ close;
+ }
+ if (.@talk_not == 1) {
+ set god_mjo_4,3;
+ mes "[Austri]";
+ mes "Grrr...!";
+ mes "You're not listening, are you?! What a waste of my time!";
+ next;
+ mes "[Austri]";
+ mes "This is why I don't want to associate with humans. They always shut me out when I'm talking!";
+ close;
+ } else {
+ set .@talk_to,.@talk_to + 1;
+ }
+ }
+ }
+ else {
+ mes "[Austri]";
+ mes "You don't seem to";
+ mes "understand. If you";
+ mes "wish to prove to me that you understand blacksmiths, you should bring something related to my work!";
+ close;
+ }
+ }
+ }
+ else if(god_mjo_4 == 0) {
+ mes "[Austri]";
+ mes "What made you come to me?";
+ next;
+ switch(select("Nothing.:Excuse me, sir.")) {
+ case 1:
+ mes "[Austri]";
+ mes "...";
+ close;
+ case 2:
+ mes "[Austri]";
+ mes "A respectable blacksmith cherishes his tools and crafts with diligence and care.";
+ next;
+ mes "[Austri]";
+ mes "When it comes to humans, I believe the ones who can appreciate my line of work are the only ones worth talking to.";
+ next;
+ set god_mjo_4,1;
+ mes "[Austri]";
+ mes "Every good blacksmith knows the value of a good hammer. If you can understand that, I shall consider speaking with you.";
+ next;
+ mes "[Austri]";
+ mes "Now go, human.";
+ mes "I wish you safety";
+ mes "in your travels.";
+ close;
+ }
+ }
+ else {
+ mes "[Austri]";
+ mes "Zzzz Zzzz...";
+ close;
+ }
+ }
+ else if(god_mjo_0 == 0) {
+ mes "[Austri]";
+ mes "Ah...";
+ mes "It feels like today's going to be a great day.";
+ next;
+ mes "[Austri]";
+ mes "I've got the warm sun, fresh forest air, and my hammer and anvil are at the ready. It's a perfect day for smithing!";
+ close;
+ }
+ else {
+ mes "[Austri]";
+ mes "Zzzz Zzzz...";
+ close;
+ }
+ }
+}
+
+mjolnir_09,209,341,3 script Dwarf Blacksmith#south 826,{
+ if ($God3 < 50) {
+ mes "[Sudri]";
+ mes "I want to compete";
+ mes "and fight with stronger and stronger opponents!";
+ next;
+ mes "[Sudri]";
+ mes "One day, I'll return to Svartalfaheimr and defeat Ivaldi! Mwahahaha!";
+ close;
+ }
+ else {
+ if ($God4 > 99) {
+ mes "[Sudri]";
+ mes "Wait, this is";
+ mes "not the right time";
+ mes "for fighting...";
+ next;
+ mes "[Sudri]";
+ mes "Something that has been hidden is about to be born out of the sweat of determination and tears of sacrifice. We must wait until then.";
+ close;
+ }
+ else if(god_mjo_0 == 11) {
+ mes "[Sudri]";
+ mes "I want to compete with a stronger one!";
+ mes "I will be stronger and stronger,";
+ mes "one day when I get back to Svartalfaheimr";
+ mes "I shall defeat Ivaldi!";
+ mes "Muhahahaha...!";
+ close;
+ }
+ else if(god_mjo_10 == 10) {
+ mes "[Sudri]";
+ mes "I must admit that you're a really strong human. Let us fight again when we have a chance. The next time, you may not be so lucky!";
+ close;
+ }
+ else if(god_mjo_0 == 1) {
+ if (god_mjo_1 == 3 || god_mjo_2 == 3 || god_mjo_3 == 3 || god_mjo_4 == 3) {
+ mes "[Sudri]";
+ mes "Go back to where you belong before I beat you to death!";
+ next;
+ mes "[Sudri]";
+ mes "All you can gain here are a few herbs.";
+ close;
+ }
+ else if(god_mjo_2 == 2) {
+ mes "[Sudri]";
+ mes "That was a great fight!";
+ mes "Mwahahaha! I'm satisfied with the results. I may have lost, but we fought honorably with everything we had.";
+ close;
+ }
+ else if(god_mjo_1 == 0 || god_mjo_1 == 1 || god_mjo_3 != 0 || god_mjo_4 != 0) {
+ mes "[Sudri]";
+ mes "So...";
+ mes "What brings";
+ mes "you here?";
+ next;
+ switch(select("Nothing.:Excuse me, sir.")) {
+ case 1:
+ mes "[Sudri]";
+ mes "You have too much time on your hands. Why don't you log out and hang out with your friends instead?";
+ close;
+ case 2:
+ set god_mjo_2,3;
+ mes "[Sudri]";
+ mes "Why should";
+ mes "I excuse you?";
+ next;
+ mes "[Sudri]";
+ mes "If there's";
+ mes "anything I hate,";
+ mes "it's insincerity and";
+ mes "sarcasm. What, you";
+ mes "wanna fight?!";
+ close;
+ }
+ }
+ else if(god_mjo_2 == 1) {
+ set .@n_vit,200;
+ set .@p_vit,100;
+ while(1) {
+ mes "Sudri : " + .@n_vit + " HP";
+ mes "" + strcharinfo(0) + " : " + .@p_vit + " HP";
+ mes "--------------------";
+ mes "" + strcharinfo(0) + "";
+ mes "initiated";
+ mes "an attack!";
+ next;
+ switch(select("...?!:Strike Head!:Strike Chest!:Strike Legs!:Take a break.")) {
+ case 1:
+ set .@p_atk,0;
+ break;
+ case 2:
+ set .@p_atk,1;
+ break;
+ case 3:
+ set .@p_atk,2;
+ break;
+ case 4:
+ set .@p_atk,3;
+ break;
+ case 5:
+ set .@p_atk,4;
+ break;
+ }
+ set .@n_def,rand(1,3);
+ set .@damage,rand(15,25);
+ if (.@p_atk == 1) {
+ mes "" + strcharinfo(0) + "";
+ mes "attacks Sudri's head!";
+ }
+ else if(.@p_atk == 2) {
+ mes "" + strcharinfo(0) + "";
+ mes "strikes Sudri's chest!";
+ }
+ else if(.@p_atk == 3) {
+ mes "" + strcharinfo(0) + "";
+ mes "aims for Sudri's legs!";
+ }
+ else if(.@p_atk == 4) {
+ mes "" + strcharinfo(0) + "";
+ mes "requests a break!";
+ }
+ else {
+ mes "" + strcharinfo(0) + "'s";
+ mes "weak point revealed!";
+ }
+ if (.@p_atk == .@n_def) {
+ specialeffect EF_GUARD;
+ if (.@n_def == 1) {
+ mes "--------------------";
+ mes "Sudri easily dodges";
+ mes "your attack by twisting";
+ mes "his small, yet svelte, body.";
+ mes "--------------------";
+ mes "" + strcharinfo(0) + " misses!";
+ }
+ else if(.@n_def == 2) {
+ mes "--------------------";
+ mes "Sudri blocks your";
+ mes "attack by crossing";
+ mes "his stout arms.";
+ mes "--------------------";
+ mes "" + strcharinfo(0) + "'s attack is blocked!";
+ }
+ else if(.@n_def == 3) {
+ mes "--------------------";
+ mes "Sudri dodges your";
+ mes "attack with a graceful";
+ mes "leap to the heavens.";
+ mes "--------------------";
+ mes "" + strcharinfo(0) + " misses!";
+ }
+ }
+ else if(.@p_atk == 4) {
+ specialeffect2 EF_HEAL;
+ set .@p_vit,.@p_vit + 10;
+ mes "--------------------";
+ mes "" + strcharinfo(0) + "";
+ mes "has gained 10 HP!";
+ }
+ else if(.@p_atk == 1) {
+ specialeffect EF_HIT5;
+ set .@n_vit,.@n_vit - .@damage;
+ mes "--------------------";
+ mes "You successfully hit";
+ mes "Sudri on the head!";
+ mes "--------------------";
+ mes "Sudri has lost " + .@damage + " HP!";
+ }
+ else if(.@p_atk == 2) {
+ specialeffect EF_HIT2;
+ set .@n_vit,.@n_vit - .@damage;
+ mes "--------------------";
+ mes "You successfully hit";
+ mes "Sudri on the chest!";
+ mes "--------------------";
+ mes "Sudri has";
+ mes "lost " + .@damage + " HP!";
+ }
+ else if(.@p_atk == 3) {
+ specialeffect EF_HIT4;
+ set .@n_vit,.@n_vit - .@damage;
+ mes "--------------------";
+ mes "You successfully hit";
+ mes "Sudri on the legs!";
+ mes "--------------------";
+ mes "Sudri has";
+ mes "lost " + .@damage + " HP!";
+ }
+ else if(.@p_atk == 0) {
+ specialeffect2 EF_HIT5;
+ set .@p_vit,.@p_vit - 10;
+ mes "--------------------";
+ mes "You were hit by";
+ mes "Sudri's counter attack!";
+ mes "--------------------";
+ mes "" + strcharinfo(0) + " has lost 10 HP!";
+ if (.@p_vit < 1) {
+ mes "Defeated...";
+ next;
+ break;
+ }
+ }
+ else {
+ mes "--------------------";
+ mes "Something happened";
+ mes "and the fight has stopped!";
+ close;
+ }
+ if (.@n_vit < 1) {
+ mes "" + strcharinfo(0) + " wins!";
+ next;
+ break;
+ }
+ next;
+ mes "Sudri : " + .@n_vit + " HP";
+ mes "" + strcharinfo(0) + " : " + .@p_vit + " HP";
+ mes "--------------------";
+ mes "Sudri attacks...!";
+ next;
+ switch(select("...?!:Dodge!:Block!:Jump!:Counter back!")) {
+ case 1:
+ set .@p_def,0;
+ break;
+ case 2:
+ set .@p_def,1;
+ break;
+ case 3:
+ set .@p_def,2;
+ break;
+ case 4:
+ set .@p_def,3;
+ break;
+ case 5:
+ set .@p_def,4;
+ break;
+ }
+ set .@n_atk,rand(1,3);
+ set .@damage,rand(20,25);
+ if (.@n_atk == 1) {
+ mes "Sudri aims for the head!";
+ }
+ else if(.@n_atk == 2) {
+ mes "Sudri strikes the chest!";
+ }
+ else {
+ mes "Sudri attacks the legs!";
+ }
+ if (.@n_atk == .@p_def) {
+ specialeffect2 EF_GUARD;
+ if (.@p_def == 1) {
+ mes "--------------------";
+ mes "" + strcharinfo(0) + "";
+ mes "quickly dodged!";
+ mes "Sudri's arms were";
+ mes "too short and missed!";
+ mes "--------------------";
+ mes "Sudri has failed to attack.";
+ }
+ else if(.@p_def == 2) {
+ mes "--------------------";
+ mes "" + strcharinfo(0) + "";
+ mes "barely blocked";
+ mes "Sudri's attack.";
+ mes "--------------------";
+ mes "Sudri has failed to attack.";
+ }
+ else if(.@p_def == 3) {
+ mes "--------------------";
+ mes "" + strcharinfo(0) + " jumped,";
+ mes "dodged Sudri's attack at ease.";
+ mes "--------------------";
+ mes "Sudri has failed to attack.";
+ }
+ }
+ else if(.@p_def == 4) {
+ set .@count,rand(1,4);
+ mes "--------------------";
+ mes "" + strcharinfo(0) + "";
+ mes "counters!";
+ if (.@count == 1) {
+ specialeffect2 EF_AUTOCOUNTER;
+ specialeffect EF_MAGNUMBREAK;
+ set .@n_vit,.@n_vit - 20;
+ mes "You successfully";
+ mes "counter attacked!";
+ mes "--------------------";
+ mes "Sudri has lost 20 HP!";
+ if (.@n_vit < 1) {
+ mes "" + strcharinfo(0) + " won!";
+ next;
+ break;
+ }
+ }
+ else {
+ specialeffect2 EF_CRASHEARTH;
+ set .@p_vit,.@p_vit - 30;
+ mes "You've taken";
+ mes "critical damage";
+ mes "on your weak spot!";
+ mes "--------------------";
+ mes "" + strcharinfo(0) + " has lost 30 HP!";
+ }
+ }
+ else if(.@n_atk == 1) {
+ specialeffect2 EF_HIT5;
+ set .@p_vit,.@p_vit - .@damage;
+ mes "--------------------";
+ mes "Sudri successfully";
+ mes "hit " + strcharinfo(0) + "";
+ mes "on the head!";
+ mes "--------------------";
+ mes "" + strcharinfo(0) + " has lost " + .@damage + " HP!";
+ }
+ else if(.@n_atk == 2) {
+ specialeffect2 EF_HIT2;
+ set .@p_vit,.@p_vit - .@damage;
+ mes "--------------------";
+ mes "Sudri successfully";
+ mes "hit " + strcharinfo(0) + "";
+ mes "on the chest!";
+ mes "--------------------";
+ mes "" + strcharinfo(0) + " has lost " + .@damage + " HP!";
+ }
+ else if(.@n_atk == 3) {
+ specialeffect2 EF_HIT4;
+ set .@p_vit,.@p_vit - .@damage;
+ mes "--------------------";
+ mes "Sudri successfully";
+ mes "hit " + strcharinfo(0) + "";
+ mes "on the legs!";
+ mes "--------------------";
+ mes "" + strcharinfo(0) + " has lost " + .@damage + " HP!";
+ }
+ else if(.@n_atk == 0) {
+ specialeffect2 EF_HIT5;
+ set .@p_vit,.@p_vit - .@damage;
+ mes "--------------------";
+ mes "Sudri successfully";
+ mes "hits "+ strcharinfo(0) +"";
+ mes "during a moment of";
+ mes "absent-mindedness!";
+ mes "--------------------";
+ mes "" + strcharinfo(0) + " has lost " + .@damage + " HP!";
+ }
+ else {
+ mes "--------------------";
+ mes "Something happened";
+ mes "and the fight has stopped!";
+ close;
+ }
+ if (.@p_vit < 1) {
+ mes "Sudri won!";
+ next;
+ break;
+ }
+ next;
+ }
+ if (.@p_vit < n_vit) {
+ mes "[Sudri]";
+ mes "Muhahahaha!";
+ mes "You're not strong enough to beat me! I want someone who can offer";
+ mes "me a challenge!";
+ next;
+ mes "[Sudri]";
+ mes "Go out, train some and get stronger before you even think about coming back!";
+ close;
+ }
+ else if(.@n_vit < p_vit) {
+ set god_mjo_2,2;
+ mes "[Sudri]";
+ mes "You're stronger than me. I never thought I'd meet a human as strong as you.";
+ next;
+ mes "[Sudri]";
+ mes "I'm impressed! Alright, I'll tell my friends good things about you. Hopefully, my brothers will give you the help you're looking for.";
+ next;
+ mes "[Sudri]";
+ mes "Okay then,";
+ mes "be safe on";
+ mes "your travels!";
+ close;
+ }
+ }
+ else if(god_mjo_2 == 0) {
+ mes "[Sudri]";
+ mes "So...";
+ mes "What brings";
+ mes "you here, human?";
+ next;
+ switch(select("Nothing.:Excuse me, sir.")) {
+ case 1:
+ mes "[Sudri]";
+ mes "You have too much time on your hands. Why don't you log out and hang out with your buddies for a while?";
+ close;
+ case 2:
+ mes "[Sudri]";
+ mes "Huh. You're different than other humans. But still, trusting you because you know how to speak respectfully isn't very wise.";
+ next;
+ mes "[Sudri]";
+ mes "If there's anything I love,";
+ mes "it's bare knuckle brawling,";
+ mes "old school style.";
+ next;
+ mes "[Sudri]";
+ mes "Words can be deceptive,";
+ mes "but if you can beat me in";
+ mes "a fight, I think I might";
+ mes "just talk to you.";
+ mes "How about it?";
+ next;
+ switch(select("...:Yes, I accept your challenge.:No, I'm scared!")) {
+ case 1:
+ set god_mjo_2,3;
+ mes "[Sudri]";
+ mes "You didn't";
+ mes "even answer me!";
+ mes "Fine! Whatever!";
+ close;
+ case 2:
+ set god_mjo_2,1;
+ mes "[Sudri]";
+ mes "Ah, I like you already, human! Now why don't you go do some warm ups, and we'll fight when you're ready.";
+ close;
+ case 3:
+ set god_mjo_2,1;
+ mes "[Sudri]";
+ mes "Eh...?";
+ mes "Why are you being";
+ mes "such a coward?";
+ mes "Are you afraid of";
+ mes "this old and tiny Dwarf?";
+ next;
+ mes "[Sudri]";
+ mes "Come on, I'll even let you have the first hit. Just come to me when you're ready to fight!";
+ close;
+ }
+ }
+ }
+ else {
+ mes "[Sudri]";
+ mes "Zzzz Zzzz...";
+ close;
+ }
+ }
+ else if(god_mjo_0 == 2) {
+ if (god_mjo_1 == 3 || god_mjo_2 == 3 || god_mjo_3 == 3 || god_mjo_4 == 3) {
+ mes "[Sudri]";
+ mes "[Sudri]";
+ mes "Get out of here before I beat you to death! All you can gain over here is a few herbs, anyway!";
+ close;
+ }
+ else if(god_mjo_3 == 2) {
+ mes "[Sudri]";
+ mes "That was a great fight!";
+ mes "Hahahahahahahahahaah!";
+ mes "I regret nothing.";
+ mes "I may have lost, but";
+ mes "I gave it my all!";
+ close;
+ }
+ else if (god_mjo_1 == 0 || god_mjo_1 == 1 || god_mjo_2 == 0 || god_mjo_2 == 1 || god_mjo_4 != 0) {
+ mes "[Sudri]";
+ mes "What made you come to me?";
+ next;
+ switch(select("Nothing.:Excuse me, sir.")) {
+ case 1:
+ mes "[Sudri]";
+ mes "You have too much";
+ mes "time on your hands.";
+ mes "Why don't you log out and go out with your friends instead?";
+ close;
+ case 2:
+ set god_mjo_3,3;
+ mes "[Sudri]";
+ mes "Why should";
+ mes "I excuse you?";
+ mes "Do you want to";
+ mes "fight with me, huh?";
+ close;
+ }
+ }
+ else if(god_mjo_3 == 1) {
+ mes "[Sudri]";
+ mes "Cool, let's fight!";
+ next;
+ set .@n_vit,200;
+ set .@p_vit,100;
+ while(1) {
+ mes "Sudri : " + .@n_vit + " HP";
+ mes "" + strcharinfo(0) + " : " + .@p_vit + " HP";
+ mes "--------------------";
+ mes "" + strcharinfo(0) + "";
+ mes "initiated";
+ mes "an attack!";
+ next;
+ switch(select("...?!:Strike Head!:Strike Chest!:Strike Legs!:Take a break.")) {
+ case 1:
+ set .@p_atk,0;
+ break;
+ case 2:
+ set .@p_atk,1;
+ break;
+ case 3:
+ set .@p_atk,2;
+ break;
+ case 4:
+ set .@p_atk,3;
+ break;
+ case 5:
+ set .@p_atk,4;
+ break;
+ }
+ set .@n_def,rand(1,3);
+ set .@damage,rand(15,25);
+ if (.@p_atk == 1) {
+ mes "" + strcharinfo(0) + "";
+ mes "attacks Sudri's head!";
+ }
+ else if(.@p_atk == 2) {
+ mes "" + strcharinfo(0) + "";
+ mes "strikes Sudri's chest!";
+ }
+ else if(.@p_atk == 3) {
+ mes "" + strcharinfo(0) + "";
+ mes "aims for Sudri's legs!";
+ }
+ else if(.@p_atk == 4) {
+ mes "" + strcharinfo(0) + "";
+ mes "requests a break!";
+ }
+ else {
+ mes "" + strcharinfo(0) + "'s";
+ mes "weak point revealed!";
+ }
+ if (.@p_atk == .@n_def) {
+ specialeffect EF_GUARD;
+ if (.@n_def == 1) {
+ mes "--------------------";
+ mes "Sudri easily dodges";
+ mes "your attack by twisting";
+ mes "his small, yet svelte, body.";
+ mes "--------------------";
+ mes "" + strcharinfo(0) + " misses!";
+ }
+ else if(.@n_def == 2) {
+ mes "--------------------";
+ mes "Sudri blocks your";
+ mes "attack by crossing";
+ mes "his stout arms.";
+ mes "--------------------";
+ mes "" + strcharinfo(0) + "'s attack is blocked!";
+ }
+ else if(.@n_def == 3) {
+ mes "--------------------";
+ mes "Sudri dodges your";
+ mes "attack with a graceful";
+ mes "leap to the heavens.";
+ mes "--------------------";
+ mes "" + strcharinfo(0) + " misses!";
+ }
+ }
+ else if(.@p_atk == 4) {
+ specialeffect2 EF_HEAL;
+ set .@p_vit,.@p_vit + 10;
+ mes "--------------------";
+ mes "" + strcharinfo(0) + "";
+ mes "has gained 10 HP!";
+ }
+ else if(.@p_atk == 1) {
+ specialeffect EF_HIT5;
+ set .@n_vit,.@n_vit - .@damage;
+ mes "--------------------";
+ mes "You successfully hit";
+ mes "Sudri on the head!";
+ mes "--------------------";
+ mes "Sudri has lost " + .@damage + " HP!";
+ }
+ else if(.@p_atk == 2) {
+ specialeffect EF_HIT2;
+ set .@n_vit,.@n_vit - .@damage;
+ mes "--------------------";
+ mes "You successfully hit";
+ mes "Sudri on the chest!";
+ mes "--------------------";
+ mes "Sudri has";
+ mes "lost " + .@damage + " HP!";
+ }
+ else if(.@p_atk == 3) {
+ specialeffect EF_HIT4;
+ set .@n_vit,.@n_vit - .@damage;
+ mes "--------------------";
+ mes "You successfully hit";
+ mes "Sudri on the legs!";
+ mes "--------------------";
+ mes "Sudri has";
+ mes "lost " + .@damage + " HP!";
+ }
+ else if(.@p_atk == 0) {
+ specialeffect2 EF_HIT5;
+ set .@p_vit,.@p_vit - 10;
+ mes "--------------------";
+ mes "You were hit by";
+ mes "Sudri's counter attack!";
+ mes "--------------------";
+ mes "" + strcharinfo(0) + " has lost 10 HP!";
+ if (.@p_vit < 1) {
+ mes "Defeated...";
+ next;
+ break;
+ }
+ }
+ else {
+ mes "--------------------";
+ mes "Something happened";
+ mes "and the fight has stopped!";
+ close;
+ }
+ if (.@n_vit < 1) {
+ mes "" + strcharinfo(0) + " wins!";
+ next;
+ break;
+ }
+ next;
+ mes "Sudri : " + .@n_vit + " HP";
+ mes "" + strcharinfo(0) + " : " + .@p_vit + " HP";
+ mes "--------------------";
+ mes "Sudri attacks...!";
+ next;
+ switch(select("...?!:Dodge!:Block!:Jump!:Counter back!")) {
+ case 1:
+ set .@p_def,0;
+ break;
+ case 2:
+ set .@p_def,1;
+ break;
+ case 3:
+ set .@p_def,2;
+ break;
+ case 4:
+ set .@p_def,3;
+ break;
+ case 5:
+ set .@p_def,4;
+ break;
+ }
+ set .@n_atk,rand(1,3);
+ set .@damage,rand(20,25);
+ if (.@n_atk == 1) {
+ mes "Sudri aims for the head!";
+ }
+ else if(.@n_atk == 2) {
+ mes "Sudri strikes the chest!";
+ }
+ else {
+ mes "Sudri attacks the legs!";
+ }
+ if (.@n_atk == .@p_def) {
+ specialeffect2 EF_GUARD;
+ if (.@p_def == 1) {
+ mes "--------------------";
+ mes "" + strcharinfo(0) + " quickly dodged,";
+ mes "Sudri's arms were too";
+ mes "short to reach at you.";
+ mes "--------------------";
+ mes "Sudri has failed to attack.";
+ }
+ else if(.@p_def == 2) {
+ mes "--------------------";
+ mes "" + strcharinfo(0) + "";
+ mes "barely blocked";
+ mes "Sudri's attack.";
+ mes "--------------------";
+ mes "Sudri has failed to attack.";
+ }
+ else if(.@p_def == 3) {
+ mes "--------------------";
+ mes "" + strcharinfo(0) + " jumped,";
+ mes "dodged Sudri's attack at ease.";
+ mes "--------------------";
+ mes "Sudri has failed to attack.";
+ }
+ }
+ else if(.@p_def == 4) {
+ set .@count,rand(1,4);
+ mes "--------------------";
+ mes "" + strcharinfo(0) + "";
+ mes "counters!";
+ if (.@count == 1) {
+ specialeffect2 EF_AUTOCOUNTER;
+ specialeffect EF_MAGNUMBREAK;
+ set .@n_vit,.@n_vit - 20;
+ mes "You successfully";
+ mes "counter attacked!";
+ mes "--------------------";
+ mes "Sudri has lost 20 HP!";
+ if (.@n_vit < 1) {
+ mes "" + strcharinfo(0) + " won!";
+ next;
+ break;
+ }
+ }
+ else {
+ specialeffect2 EF_CRASHEARTH;
+ set .@p_vit,.@p_vit - 30;
+ mes "You've taken";
+ mes "critical damage";
+ mes "on your weak spot!";
+ mes "--------------------";
+ mes "" + strcharinfo(0) + " has lost 30 HP!";
+ }
+ }
+ else if(.@n_atk == 1) {
+ specialeffect2 EF_HIT5;
+ set .@p_vit,.@p_vit - .@damage;
+ mes "--------------------";
+ mes "Sudri successfully";
+ mes "hit " + strcharinfo(0) + "";
+ mes "on the head!";
+ mes "--------------------";
+ mes "" + strcharinfo(0) + " has lost " + .@damage + " HP!";
+ }
+ else if(.@n_atk == 2) {
+ specialeffect2 EF_HIT2;
+ set .@p_vit,.@p_vit - .@damage;
+ mes "--------------------";
+ mes "Sudri successfully";
+ mes "hit " + strcharinfo(0) + "";
+ mes "on the chest!";
+ mes "--------------------";
+ mes "" + strcharinfo(0) + " has lost " + .@damage + " HP!";
+ }
+ else if(.@n_atk == 3) {
+ specialeffect2 EF_HIT4;
+ set .@p_vit,.@p_vit - .@damage;
+ mes "--------------------";
+ mes "Sudri successfully";
+ mes "hit " + strcharinfo(0) + "";
+ mes "on the legs!";
+ mes "--------------------";
+ mes "" + strcharinfo(0) + " has lost " + .@damage + " HP!";
+ }
+ else if(.@n_atk == 0) {
+ specialeffect2 EF_HIT5;
+ set .@p_vit,.@p_vit - .@damage;
+ mes "--------------------";
+ mes "Sudri successfully";
+ mes "hits "+ strcharinfo(0) +"";
+ mes "during a moment of";
+ mes "absent-mindedness!";
+ mes "--------------------";
+ mes "" + strcharinfo(0) + " has lost " + .@damage + " HP!";
+ }
+ else {
+ mes "--------------------";
+ mes "Something happened";
+ mes "and the fight has stopped!";
+ close;
+ }
+ if (.@p_vit < 1) {
+ mes "Sudri won!";
+ next;
+ break;
+ }
+ next;
+ }
+ if (.@p_vit < .@n_vit) {
+ mes "[Sudri]";
+ mes "Muhahahaha!";
+ mes "You're not strong enough to beat me! I want someone who can offer";
+ mes "me a challenge!";
+ next;
+ mes "[Sudri]";
+ mes "Go out, train some and get stronger before you even think about coming back!";
+ close;
+ }
+ else if(.@n_vit < .@p_vit) {
+ set god_mjo_3,2;
+ mes "[Sudri]";
+ mes "You're stronger than me. I never thought I'd meet a human as strong as you.";
+ next;
+ mes "[Sudri]";
+ mes "I'm impressed! Alright, I'll tell my friends good things about you. Hopefully, my brothers will give you the help you're looking for.";
+ next;
+ mes "[Sudri]";
+ mes "Okay then,";
+ mes "be safe on";
+ mes "your travels!";
+ close;
+ }
+ }
+ else if(god_mjo_3 == 0) {
+ mes "[Sudri]";
+ mes "What made you come to me?";
+ next;
+ switch(select("Nothing.:Excuse me, sir.")) {
+ case 1:
+ mes "[Sudri]";
+ mes "You have too much";
+ mes "time on your hands.";
+ mes "Why don't you log out and go out with your friends instead?";
+ close2;
+ case 2:
+ mes "[Sudri]";
+ mes "Huh. You're different than other humans. But still, trusting you because you know how to speak respectfully isn't very wise.";
+ next;
+ mes "[Sudri]";
+ mes "If there's anything I love,";
+ mes "it's bare knuckle brawling,";
+ mes "old school style.";
+ next;
+ mes "[Sudri]";
+ mes "Words can be deceptive,";
+ mes "but if you can beat me in";
+ mes "a fight, I think I might";
+ mes "just talk to you.";
+ mes "How about it?";
+ next;
+ switch(select("...:Yes, I accept your challenge.:No, I'm scared!")) {
+ case 1:
+ set god_mjo_3,3;
+ mes "[Sudri]";
+ mes "You didn't";
+ mes "even answer me!";
+ mes "Fine! Whatever!";
+ close;
+ case 2:
+ set god_mjo_3,1;
+ mes "[Sudri]";
+ mes "Ah, I like you already, human! Now why don't you go do some warm ups, and we'll fight when you're ready.";
+ close;
+ case 3:
+ set god_mjo_3,1;
+ mes "[Sudri]";
+ mes "Eh...?";
+ mes "Why are you being";
+ mes "such a coward?";
+ mes "Are you afraid of";
+ mes "this old and tiny Dwarf?";
+ next;
+ mes "[Sudri]";
+ mes "Come on, I'll even let you have the first hit. Just come to me when you're ready to fight!";
+ close;
+ }
+ }
+ }
+ else {
+ mes "[Sudri]";
+ mes "Zzzz Zzzz...";
+ close;
+ }
+ }
+ else if(god_mjo_0 == 0) {
+ mes "[Sudri]";
+ mes "In a one on one fight, you put everything on the line to show your might to your opponent.";
+ next;
+ mes "[Sudri]";
+ mes "Have you ever felt the same way I do, human? Win or lose, just giving your all is the most satisfying accomplishment.";
+ close;
+ }
+ else {
+ mes "[Sudri]";
+ mes "Zzzz Zzzz...";
+ close;
+ }
+ }
+}
+
+mjolnir_01,35,136,7 script Dwarf Blacksmith#west 826,{
+ if($God3 < 50) {
+ mes "[Vestri]";
+ mes "If you want something, you should earn it through your own efforts.";
+ next;
+ mes "[Vestri]";
+ mes "No matter what other people say, if you're confident and your will is unwavering, you'll always be satisfied with the results.";
+ next;
+ mes "[Vestri]";
+ mes "What do you think?";
+ mes "Kids these days...";
+ close;
+ }
+ else {
+ if($God4 > 99) {
+ mes "[Vestri]";
+ mes "I don't feel";
+ mes "like doing anything";
+ mes "today. Anything at all...";
+ next;
+ mes "[Vestri]";
+ mes "Someone must have forged something really monstrous, otherwise I wouldn't be feeling so worthless!";
+ next;
+ mes "[Vestri]";
+ mes "Yeah, I think I need a break! Don't you think I need a break, human?";
+ close;
+ }
+ else if(god_mjo_0 == 11) {
+ mes "[Vestri]";
+ mes "There's nothing like taking a relaxing break after putting your heart into your work.";
+ next;
+ mes "[Vestri]";
+ mes "What do you think,";
+ mes "human? Isn't that one";
+ mes "of life's simple pleasures?";
+ close;
+ }
+ else if(god_mjo_0 == 10) {
+ mes "[Vestri]";
+ mes "If you want something, you should earn it through your own efforts.";
+ next;
+ mes "[Vestri]";
+ mes "No matter what other people say, if you're confident and your will is unwavering, you'll always be satisfied with the results.";
+ next;
+ mes "[Vestri]";
+ mes "What do you think?";
+ mes "Kids these days...";
+ close;
+ }
+ else if(god_mjo_0 == 1) {
+ if(god_mjo_1 == 3 || god_mjo_2 == 3 || god_mjo_3 == 3 || god_mjo_4 == 3) {
+ mes "[Vestri]";
+ mes "I really hope I meet a decent human being next time. So far, I haven't met one useful human.";
+ close;
+ }
+ else if(god_mjo_3 == 2) {
+ mes "[Vestri]";
+ mes "Perfect preparation does not always result in success. There's a point when you've got to just go out and do it.";
+ next;
+ mes "[Vestri]";
+ mes "I don't know how";
+ mes "big your goals are,";
+ mes "but put your heart into";
+ mes "whatever it is that you";
+ mes "plan to accomplish in life.";
+ close;
+ }
+ else if(god_mjo_1 == 0 || god_mjo_1 == 1 || god_mjo_2 == 0 || god_mjo_2 == 1 || god_mjo_4 != 0) {
+ mes "[Vestri]";
+ mes "What do you want?";
+ next;
+ switch(select("Nothing.:Excuse me.")) {
+ case 1:
+ mes "[Vestri]";
+ mes "If you want something, you should earn it through your own efforts.";
+ next;
+ mes "[Vestri]";
+ mes "No matter what other people say, if you're confident and your will is unwavering, you'll always be satisfied with the results.";
+ close;
+ case 2:
+ set god_mjo_3,3;
+ mes "[Vestri]";
+ mes "You didn't answer the question! Now, you've probably got the wrong Dwarf here...";
+ next;
+ mes "[Vestri]";
+ mes "Get out of here, and go to your human Blacksmiths if you want equipment upgrades!";
+ close;
+ }
+ }
+ else if(god_mjo_3 == 1) {
+ mes "[Vestri]";
+ mes "Great...!";
+ mes "Which one should I upgrade first, huh? My heart is pounding with anticipation...";
+ next;
+
+ setarray .@position$[1], "Head","Body","Left hand","Right hand","Robe","Shoes","Accessory 1","Accessory 2","Head 2","Head 3";
+ set .@menu$,"";
+ for( set .@i,1; .@i <= 10; set .@i,.@i+1 )
+ {
+ if( getequipisequiped(.@i) )
+ set .@menu$, .@menu$ + .@position$[.@i] + "-" + "[" + getequipname(.@i) + "]";
+
+ set .@menu$, .@menu$ + ":";
+ }
+ set .@part,select(.@menu$);
+
+ if (getequipisequiped(.@part) == 0)
+ close;
+
+ if (getequipisenableref(.@part) == 0) {
+ mes "[Vestri]";
+ mes "What...?!";
+ mes "This isn't upgradable!";
+ mes "What the hell do you want";
+ mes "me to do with this?";
+ close;
+ }
+ if (getequipisidentify(.@part) == 0) {
+ mes "[Vestri]";
+ mes "You'd better identify this item first. If we don't know what it is, what's the point of upgrading it?";
+ close;
+ }
+ if (getequiprefinerycnt(.@part) >= 10) {
+ mes "[Vestri]";
+ mes "Oh, this is excellent! This piece here has been perfectly refined! But this isn't what I want. I can't do any work on this at all.";
+ close;
+ }
+ if (GetEquipPercentRefinery(.@part) == 100) {
+ mes "[Vestri]";
+ mes "This item isn't even a challenge to upgrade. You can get humans to do this kind of beginner's stuff. Get them to refine it first.";
+ next;
+ mes "[Vestri]";
+ mes "Come on...";
+ mes "Bring me something";
+ mes "that presents an";
+ mes "element of risk!";
+ close;
+ }
+ if ((getequipweaponlv(.@part) <= 1) && (getequipweaponlv(.@part) >= 3 )){
+ mes "[Vestri]";
+ mes "Hey...";
+ mes "Don't insult me by expecting me to work on anything less than a Level 4 weapon.";
+ next;
+ mes "[Vestri]";
+ mes "Bring me a Level 4 weapon for me to work on next time, got it?";
+ close;
+ }
+ if (getequipweaponlv(.@part) == 0){
+ mes "[Vestri]";
+ mes "Armor?!";
+ mes "Didn't I tell";
+ mes "you that I only work";
+ mes "on Level 4 weapons?";
+ next;
+ mes "[Vestri]";
+ mes "You can have a human";
+ mes "Blacksmith work on that kind of stuff! Now, a Dwarf like me needs something that's more of a challenge!";
+ close;
+ }
+
+ mes "[Vestri]";
+ mes "Okay, let me give you the mandatory warning. If your weapon happens to be destroyed by chance during the upgrade, you'll never see the weapon again.";
+ next;
+ mes "[Vestri]";
+ mes "That also means that if the weapon is destroyed, any ^FF0000Cards^000000 inserted into the weapon will also be gone.";
+ next;
+ mes "[Vestri]";
+ mes "If you understand,";
+ mes "then let's get on with it!";
+ next;
+ if( select("Sure, let's do it!:N-no, I changed my mind!") == 2 )
+ {
+ mes "[Vestri]";
+ mes "Bah...!";
+ mes "How do you survive";
+ mes "in this world with that";
+ mes "kind of cowardice?!";
+ next;
+ mes "[Vestri]";
+ mes "Oh, forget it.";
+ mes "I know you're just being careful. Damn, I was just so eager to get";
+ mes "to work!";
+ close;
+ }
+
+ if (countitem(984) > 0) {
+ delitem 984,1; //Oridecon
+ }
+ else {
+ mes "[Vestri]";
+ mes "Huh...";
+ mes "You forgot to";
+ mes "bring an Oridecon.";
+ mes "Hurry up and get one.";
+ close;
+ }
+ if (getequippercentrefinery(.@part) > rand(100)) {
+ mes "^3355FF*Clang Clang!*^000000";
+ successrefitem .@part;
+ next;
+ emotion e_heh;
+ mes "[Vestri]";
+ mes "Mwahahaha~";
+ mes "I've still got it!";
+ mes "So aren't you happy";
+ mes "with an even more";
+ mes "powerful weapon?";
+ next;
+ }
+ else {
+ mes "[Vestri]";
+ mes "^3355FF*Clang Clang!*^000000";
+ failedrefitem .@part;
+ next;
+ emotion e_omg;
+ mes "[Vestri]";
+ mes "Waaahhhhh!";
+ mes "Dear God, no!";
+ next;
+ mes "[Vestri]";
+ mes "I-It's alright!";
+ mes "Bad things happen";
+ mes "sometimes. Let's just";
+ mes "think of it as both us";
+ mes "of us having a bad day.";
+ mes "Yeah, no regrets!";
+ next;
+ }
+ set god_mjo_3,2;
+ mes "[Vestri]";
+ mes "Well, my friend,";
+ mes "if you ever visit my brothers, please give them my regards.";
+ mes "Take care.";
+ close;
+ }
+ else if(god_mjo_3 == 0) {
+ mes "[Vestri]";
+ mes "What do you want?";
+ next;
+ switch(select("Nothing.:Excuse me.")) {
+ case 1:
+ mes "[Vestri]";
+ mes "If you want something, you should earn it through your own efforts.";
+ next;
+ mes "[Vestri]";
+ mes "No matter what other people say, if you're confident and your will is unwavering, you'll always be satisfied with the results.";
+ close;
+ case 2:
+ mes "[Vestri]";
+ mes "Huh...";
+ mes "I don't know how I can be much help to an adventurer like you. Aside from being a Blacksmith...";
+ next;
+ mes "[Vestri]";
+ mes "There's nothing I enjoy more than upgrading high level weapons that are on the verge of breaking.";
+ next;
+ mes "[Vestri]";
+ mes "Don't you like the idea of challenging the limit? To me, upgrading feels like climbing unconquered mountains!";
+ next;
+ mes "[Vestri]";
+ mes "Alright. Perhaps I'm meant to help you out, so I'll upgrade a weapon for you. All you need to do is bring me the weapon and material.";
+ next;
+ set god_mjo_3,1;
+ mes "[Vestri]";
+ mes "Here's the condition: You've got to bring me a Level 4 Weapon that's been upgraded to the point where it might break. Oh, and bring an Oridecon!";
+ close;
+ }
+ }
+ else {
+ mes "[Vestri]";
+ mes "Zzzz Zzzz Zzzz...";
+ close;
+ }
+ }
+ else if(god_mjo_0 == 2) {
+ if (god_mjo_1 == 3 || god_mjo_2 == 3 || god_mjo_3 == 3 || god_mjo_4 == 3) {
+ mes "[Vestri]";
+ mes "I really hope I meet a decent human being next time. So far, I haven't met one useful human.";
+ close;
+ }
+ else if(god_mjo_2 == 2) {
+ mes "[Vestri]";
+ mes "Perfect preparation does not always result in success. There's a point when you've got to just go out and do it.";
+ next;
+ mes "[Vestri]";
+ mes "I don't know how";
+ mes "big your goals are,";
+ mes "but put your heart into";
+ mes "whatever it is that you";
+ mes "plan to accomplish in life.";
+ close;
+ }
+ else if (god_mjo_1 == 0 || god_mjo_1 == 1 || god_mjo_3 != 0 || god_mjo_4 != 0) {
+ mes "[Vestri]";
+ mes "What do you want?";
+ next;
+ switch(select("Nothing.:Excuse me.")) {
+ case 1:
+ mes "[Vestri]";
+ mes "If you want something, you should earn it through your own efforts.";
+ next;
+ mes "[Vestri]";
+ mes "No matter what other people say, if you're confident and your will is unwavering, you'll always be satisfied with the results.";
+ close;
+
+ case 2:
+ set god_mjo_2,3;
+ mes "[Vestri]";
+ mes "You didn't answer the question! Now, you've probably got the wrong Dwarf here...";
+ next;
+ mes "[Vestri]";
+ mes "Get out of here, and go to your human Blacksmiths if you want equipment upgrades!";
+ close;
+ }
+ }
+ else if(god_mjo_2 == 1) {
+ disable_items;
+ mes "[Vestri]";
+ mes "Great...!";
+ mes "Which one should I upgrade first, huh? My heart is pounding with anticipation...";
+ next;
+
+ setarray .@position$[1], "Head","Body","Left hand","Right hand","Robe","Shoes","Accessory 1","Accessory 2","Head 2","Head 3";
+ set .@menu$,"";
+ for( set .@i,1; .@i <= 10; set .@i,.@i+1 )
+ {
+ if( getequipisequiped(.@i) )
+ set .@menu$, .@menu$ + .@position$[.@i] + "-" + "[" + getequipname(.@i) + "]";
+
+ set .@menu$, .@menu$ + ":";
+ }
+ set .@part,select(.@menu$);
+
+ if (getequipisequiped(.@part) == 0)
+ close;
+
+ if (getequipisenableref(.@part) == 0) {
+ mes "[Vestri]";
+ mes "What...?!";
+ mes "This isn't upgradable!";
+ mes "What the hell do you want";
+ mes "me to do with this?";
+ close;
+ }
+ if (getequipisidentify(.@part) == 0) {
+ mes "[Vestri]";
+ mes "You'd better identify this item first. If we don't know what it is, what's the point of upgrading it?";
+ close;
+ }
+ if (getequiprefinerycnt(.@part) >= 10) {
+ mes "[Vestri]";
+ mes "Oh, this is excellent! This piece here has been perfectly refined! But this isn't what I want. I can't do any work on this at all.";
+ close;
+ }
+ if (GetEquipPercentRefinery(.@part) == 100) {
+ mes "[Vestri]";
+ mes "This item isn't even a challenge to upgrade. You can get humans to do this kind of beginner's stuff. Get them to refine it first.";
+ next;
+ mes "[Vestri]";
+ mes "Come on...";
+ mes "Bring me something";
+ mes "that presents an";
+ mes "element of risk!";
+ close;
+ }
+ if ((getequipweaponlv(.@part) <= 1) && (getequipweaponlv(.@part) >= 3 )){
+ mes "[Vestri]";
+ mes "Hey...";
+ mes "Don't insult me by expecting me to work on anything less than a Level 4 weapon.";
+ next;
+ mes "[Vestri]";
+ mes "Bring me a Level 4 weapon for me to work on next time, got it?";
+ close;
+ }
+ if (getequipweaponlv(.@part) == 0){
+ mes "[Vestri]";
+ mes "Armor?!";
+ mes "Didn't I tell";
+ mes "you that I only work";
+ mes "on Level 4 weapons?";
+ close;
+ }
+ mes "[Vestri]";
+ mes "Okay, let me give you the mandatory warning. If your weapon happens to be destroyed by chance during the upgrade, you'll never see the weapon again.";
+ next;
+ mes "[Vestri]";
+ mes "That also means that if the weapon is destroyed, any ^FF0000Cards^000000 inserted into the weapon will also be gone.";
+ next;
+ mes "[Vestri]";
+ mes "If you understand,";
+ mes "then let's get on with it!";
+ next;
+ if( select("Sure, let's do it!:...no, I am out.") == 2 )
+ {
+ mes "[Vestri]";
+ mes "Bah...!";
+ mes "How do you survive";
+ mes "in this world with that";
+ mes "kind of cowardice?!";
+ next;
+ mes "[Vestri]";
+ mes "Oh, forget it.";
+ mes "I know you're just being careful. Damn, I was just so eager to get";
+ mes "to work!";
+ close;
+ }
+ if (countitem(984) > 0) {
+ delitem 984,1; //Oridecon
+ }
+ else {
+ mes "[Vestri]";
+ mes "Huh...";
+ mes "You forgot to";
+ mes "bring an Oridecon.";
+ mes "Hurry up and get one.";
+ close;
+ }
+ if (getequippercentrefinery(.@part) > rand(100)) {
+ mes "^3355FF*Clang Clang!*^000000";
+ successrefitem .@part;
+ next;
+ emotion e_heh;
+ mes "[Vestri]";
+ mes "Mwahahaha~";
+ mes "I've still got it!";
+ mes "So aren't you happy";
+ mes "with an even more";
+ mes "powerful weapon?";
+ next;
+ }
+ else {
+ mes "[Vestri]";
+ mes "^3355FF*Clang Clang!*^000000";
+ failedrefitem .@part;
+ next;
+ emotion e_omg;
+ mes "[Vestri]";
+ mes "Waaahhhhh!";
+ mes "Dear God, no!";
+ next;
+ mes "[Vestri]";
+ mes "I-It's alright!";
+ mes "Bad things happen";
+ mes "sometimes. Let's just";
+ mes "think of it as both us";
+ mes "of us having a bad day.";
+ mes "Yeah, no regrets!";
+ next;
+ }
+ set god_mjo_2,2;
+ mes "[Vestri]";
+ mes "Well, my friend,";
+ mes "if you ever visit my brothers, please give them my regards.";
+ mes "Take care.";
+ close;
+ }
+ else if(god_mjo_2 == 0) {
+ mes "[Vestri]";
+ mes "What do you want?";
+ next;
+ switch(select("Nothing.:Excuse me.")) {
+ case 1:
+ mes "[Vestri]";
+ mes "If you want something, you should earn it through your own efforts.";
+ next;
+ mes "[Vestri]";
+ mes "No matter what other people say, if you're confident and your will is unwavering, you'll always be satisfied with the results.";
+ close;
+ case 2:
+ mes "[Vestri]";
+ mes "Huh...";
+ mes "I don't know how I can be much help to an adventurer like you. Aside from being a Blacksmith...";
+ next;
+ mes "[Vestri]";
+ mes "There's nothing I enjoy more than upgrading high level weapons that are on the verge of breaking.";
+ next;
+ mes "[Vestri]";
+ mes "Don't you like the idea of challenging the limit? To me, upgrading feels like climbing unconquered mountains!";
+ next;
+ mes "[Vestri]";
+ mes "Alright. Perhaps I'm meant to help you out, so I'll upgrade a weapon for you. All you need to do is bring me the weapon and material.";
+ next;
+ set god_mjo_2,1;
+ mes "[Vestri]";
+ mes "Here's the condition: You've got to bring me a Level 4 Weapon that's been upgraded to the point where it might break. Oh, and bring an Oridecon!";
+ close;
+ }
+ }
+ else {
+ mes "[Vestri]";
+ mes "Zzzz Zzzz Zzzz...";
+ close;
+ }
+ }
+ else if(god_mjo_0 == 0) {
+ mes "[Vestri]";
+ mes "It's always a pleasure to engage myself in hard work, especially smithing.";
+ next;
+ mes "[Vestri]";
+ mes "Upgrading is always enjoyable!";
+ mes "I have no regrets when failure, and I'm always pleased when I'm successful. I'll upgrade everyday to make the best of my life~";
+ close;
+ }
+ else {
+ mes "[Vestri]";
+ mes "Zzzz Zzzz Zzzz...";
+ close;
+ }
+ }
+}
+
+mjolnir_12,18,18,7 script Dwarf Blacksmith#north 826,{
+ if ($God3 < 50) {
+ mes "[Nordri]";
+ mes "What...?";
+ mes "I don't have any";
+ mes "Eluniums or Oridecons!";
+ next;
+ mes "[Nordri]";
+ mes "Vestri took them all. ^333333*Sigh*^000000 Those were my treasures, you know...";
+ close;
+ }
+ else {
+ if ($God4 > 99) {
+ mes "[Nordri]";
+ mes "What's happening?";
+ mes "I sense change in the winds, but what that change may be, I cannot tell.";
+ next;
+ mes "[Nordri]";
+ mes "Should I go into the cave to figure it out? Huh. This is most peculiar.";
+ close;
+ }
+ else if (god_mjo_0 == 11) {
+ mes "[Nordri]";
+ mes "Bwahahah!";
+ mes "Even the gods know that we Dwarves are the most talented of artisans! Maybe it doesn't seem that way now, but someday we shall return.";
+ close;
+ }
+ else if (god_mjo_0 == 10) {
+ mes "[Nordri]";
+ mes "What...?";
+ mes "I don't have any";
+ mes "Eluniums or Oridecons!";
+ next;
+ mes "[Nordri]";
+ mes "Vestri took them all.";
+ mes "Don't you understand?";
+ close;
+ }
+ else if (god_mjo_0 == 1) {
+ if ((god_mjo_1 == 3) || (god_mjo_2 == 3) || (god_mjo_3 == 3) || (god_mjo_4 == 3)){
+ mes "[Nordri]";
+ mes "Eh heh heh~";
+ mes "It's nice being in the Mjolnir Forest. To be surrounded by the quiet, peaceful air and not having to worry about anything...";
+ close;
+ }
+ else if (god_mjo_4 == 2) {
+ mes "[Nordri]";
+ mes "Shouldn't you be on your way by now? Eh, it's none of my business.";
+ next;
+ mes "[Nordri]";
+ mes "If you have the Zeny to spare, why don't you buy some snacks for your travels? Perhaps some delicious Bananas, or even some Pumpkins...";
+ close;
+ }
+ else if ((god_mjo_1 == 0) || (god_mjo_1 == 1) || (god_mjo_2 == 0) || (god_mjo_2 == 1) || (god_mjo_3 == 0) || (god_mjo_3 == 1)){
+ mes "[Nordri]";
+ mes "What business";
+ mes "do you have with";
+ mes "me, human?";
+ next;
+ switch(select("Nothing.:Excuse me.")) {
+ case 1:
+ mes "[Nordri]";
+ mes "Huh.";
+ mes "If that's the case,";
+ mes "then leave me alone.";
+ close;
+ case 2:
+ set god_mjo_4,3;
+ mes "[Nordri]";
+ mes "Huh.";
+ mes "That's fine. Still...";
+ mes "I'm surprised to see";
+ mes "such a polite human.";
+ close;
+ }
+ }
+ else if (god_mjo_4 == 1) {
+ if (countitem(501) > 0) {
+ delitem 501,1; //Red_Potion
+ mes "[Nordri]";
+ mes "Ah, you've brought";
+ mes "me a Red Potion, just";
+ mes "like I asked. In return,";
+ mes "I will tell you an old story.";
+ mes "I'm sure you'll like it.";
+ next;
+ while(1) {
+ if (.@talk_to == 0) {
+ mes "[Nordri]";
+ mes "This is a legend about one";
+ mes "of Thor's journeys into Utgard,";
+ mes "land of the giants.";
+ next;
+ mes "[Nordri]";
+ mes "There, he made a wager with their king in which he would challenge";
+ mes "the giants of their land in tests of skill and strength.";
+ next;
+ mes "[Nordri]";
+ mes "The first was an eating contest. Thor ate all of the meat on his table, but his opponent, Utgardaloki, ate his meat, the bones and even the plates.";
+ next;
+ mes "[Nordri]";
+ mes "In truth, Thor was tricked, and the opponent that defeated him was not";
+ mes "actually a giant. Illusion was used to disguise Thor's opponent, but I forget was it was. Do you know?";
+ next;
+ switch(select("Greed:Sea:Blaze:Hog")) {
+ default:
+ set .@talk_not,1;
+ break;
+ case 3:
+ break;
+ }
+ }
+ else if(.@talk_to == 1) {
+ mes "[Nordri]";
+ mes "Yes, only a Blaze could have effortlessly consumed meat, bones and plates by burning. Of course!";
+ mes "I remember now!";
+ next;
+ mes "[Nordri]";
+ mes "The next contest was a race. In that match, Thor's servant, Tialfi competed with the king's servant, Hugi. However, no matter how many matches they had, Hugi would win every time.";
+ next;
+ mes "[Nordri]";
+ mes "Once again, illusion magic was";
+ mes "used to disguise the competitor. Do you know what Tialfi was really racing against?";
+ next;
+ switch(select("Language:Thoughts:Turtle:Wolf")) {
+ default:
+ set .@talk_not,1;
+ break;
+ case 2:
+ break;
+ }
+ }
+ else if(.@talk_to == 2) {
+ mes "[Nordri]";
+ mes "Yes, right! Tialfi was racing 'thoughts!' Nothing can move faster than the speed of thought, so it's no wonder Tialfi would always lose.";
+ next;
+ mes "[Nordri]";
+ mes "For the final contest, Thor would challenge an old woman in a wrestling match. At first, Thor thought his victory was assured, but he learned that he could not defeat the old crone.";
+ next;
+ mes "[Nordri]";
+ mes "Once again, Thor was the victim";
+ mes "of illusion magic. He didn't realize he wasn't actually wrestling with an old woman. Do you know what his opponent really was?";
+ next;
+ switch(select("Curse:Earth:Heart:Old Age")) {
+ default:
+ set .@talk_not,1;
+ break;
+ case 4:
+ break;
+ }
+ }
+ else if(.@talk_to == 3) {
+ mes "[Nordri]";
+ mes "Yes, Thor was wrestling with 'Old Age!' No matter how strong anybody is, you can't fight against aging.";
+ next;
+ mes "[Nordri]";
+ mes "After Thor lost every match,";
+ mes "the king told him the truth about the contests. Thor grew furious, but it was too late. The king and the giants all vanished by then.";
+ next;
+ mes "[Nordri]";
+ mes "There are two lessons";
+ mes "to be learned from this tale. First, don't believe everything you see. Second, never be overconfident of your own power.";
+ next;
+ mes "[Nordri]";
+ mes "There will always be someone or something more powerful than you. It is important to always do your best and have an attitude of humility.";
+ next;
+ mes "[Nordri]";
+ mes "Try to live as good a life as you can. Remember that you can't have everything that you want. Obssession and irrationality go hand in hand.";
+ next;
+ set god_mjo_4,2;
+ mes "[Nordri]";
+ mes "Thank you for listening to my long story. If you meet someone with a dangerous obsession, please tell this story of Thor and the illusions of the giant king.";
+ close;
+ }
+ if (.@talk_not == 1) {
+ mes "[Nordri]";
+ mes "Huh...?";
+ mes "I don't think that's right. Let me think, maybe I can remember it. Hopefully, it'll come to me sooner or later...";
+ next;
+ mes "[Nordri]";
+ mes "Shall we talk more of this once again after enjoying another Red Potion? Hahahahaha~";
+ close;
+ }
+ else {
+ set .@talk_to,.@talk_to + 1;
+ }
+ }
+ }
+ else {
+ mes "[Nordri]";
+ mes "Oooh...";
+ mes "I'm sooo thirsty!";
+ next;
+ mes "[Nordri]";
+ mes "Hm, didn't I ask you to bring a Red Potion? There's no way I can tell any stories with such a dry throat~";
+ close;
+ }
+ }
+ else if(god_mjo_4 == 0) {
+ mes "[Nordri]";
+ mes "What business";
+ mes "do you have with";
+ mes "me, human?";
+ next;
+ switch(select("Nothing.:Excuse me.")) {
+ case 1:
+ mes "[Nordri]";
+ mes "Huh.";
+ mes "If that's the case,";
+ mes "then leave me alone.";
+ close;
+ case 2:
+ mes "[Nordri]";
+ mes "Odd. Recently, too many humans have been interested in meeting with me and my brothers. Still, I cannot say their visits have been unpleasant.";
+ next;
+ set god_mjo_4,1;
+ mes "[Nordri]";
+ mes "I'm a little thirsty. Would you bring me a Red Potion. If you do that for me, I will tell you an important story. Heh heh heh~";
+ close;
+ }
+ }
+ else {
+ mes "[Nordri]";
+ mes "Zzzz Zzzz...";
+ close2;
+ }
+ }
+ else if(god_mjo_0 == 2) {
+ if ((god_mjo_1 == 3) || (god_mjo_2 == 3) || (god_mjo_3 == 3) || (god_mjo_4 == 3)){
+ mes "[Nordri]";
+ mes "Eh heh heh~";
+ mes "It's nice being in the Mjolnir Forest. To be surrounded by the quiet, peaceful air and not having to worry about anything...";
+ close;
+ }
+ else if (god_mjo_1 == 2) {
+ mes "[Nordri]";
+ mes "Shouldn't you be on your way by now? Eh, it's none of my business.";
+ next;
+ mes "[Nordri]";
+ mes "If you have the Zeny to spare, why don't you buy some snacks for your travels? Perhaps some delicious Bananas, or even some Pumpkins...";
+ close;
+ }
+ else if ((god_mjo_2 != 0) || (god_mjo_3 != 0) || (god_mjo_4 != 0)) {
+ mes "[Nordri]";
+ mes "What business";
+ mes "do you have with";
+ mes "me, human?";
+ next;
+ switch(select("Nothing.:Excuse me.")) {
+ case 1:
+ mes "[Nordri]";
+ mes "Huh.";
+ mes "If that's the case,";
+ mes "then leave me alone.";
+ close;
+ case 2:
+ set god_mjo_1,3;
+ mes "[Nordri]";
+ mes "Huh.";
+ mes "That's fine. Still...";
+ mes "I'm surprised to see";
+ mes "such a polite human.";
+ close;
+ }
+ }
+ else if(god_mjo_1 == 1) {
+ if (countitem(501) > 0) {
+
+ delitem 501,1; //Red_Potion
+ mes "[Nordri]";
+ mes "Ah, you've brought";
+ mes "me a Red Potion...?";
+ mes "In return, I will";
+ mes "tell you an old story.";
+ mes "I'm sure you'll like it.";
+ next;
+ while(1) {
+ if (.@talk_to == 0) {
+ mes "[Nordri]";
+ mes "There is a story of a Dwarf named Alvis who contained more knowledge than a library and was braver than Siegfried the warrior.";
+ next;
+ mes "[Nordri]";
+ mes "Unfortunately...";
+ mes "He was too ambitious.";
+ mes "He fell in love with Thrud, Thor's first daughter, at first sight.";
+ next;
+ mes "[Nordri]";
+ mes "He asked Thor for permission to marry Thrud, but as was expected, Thor refused. Alvis should have given up there, but he didn't.";
+ next;
+ mes "[Nordri]";
+ mes "So Thor decided to test his knowledge by asking him some questions. The first question was, 'What is the name of the ground in human terms?' Do you know the answer?";
+ next;
+ switch(select("Ymir's body:Earth:Lane:Universe")) {
+ default:
+ set .@talk_not,1;
+ break;
+ case 2:
+ break;
+ }
+ }
+ else if (.@talk_to == 1) {
+ mes "[Nordri]";
+ mes "Yes, that's right, 'Earth.' Alvis was able to also answer Thor's question correctly.";
+ next;
+ mes "[Nordri]";
+ mes "Thor then gave Alvis another question. What is the giant's term for the round shell that covers the earth?";
+ next;
+ switch(select("Ymir's Head:Sky:Cloud Factory:High House")) {
+ default:
+ set .@talk_not,1;
+ break;
+ case 4:
+ break;
+ }
+ }
+ else if (.@talk_to == 2) {
+ mes "[Nordri]";
+ mes "That's it, 'High House.' Since the giants are so huge, it might have looked that way to them.";
+ next;
+ mes "[Nordri]";
+ mes "So Thor gave him another question. What is the term for the ball that rises in the sky at night, as used by the gods?";
+ next;
+ switch(select("Circling Wheel:Moon:False Sun:Fast Stranger")) {
+ default:
+ set .@talk_not,1;
+ break;
+ case 3:
+ break;
+ }
+ }
+ else if(.@talk_to == 3) {
+ mes "[Nordri]";
+ mes "Yes! Gods refer to the";
+ mes "moon as the 'false sun.'";
+ mes "Although Alvis answered all of Thor's questions, he didn't notice the sun was rising.";
+ next;
+ mes "[Nordri]";
+ mes "Yes...";
+ mes "Thor prolonged his test so that Alvis would be turned to stone";
+ mes "once the sun rose.";
+ next;
+ mes "[Nordri]";
+ mes "There are two";
+ mes "things we can learn";
+ mes "from this story. First, do not covet something to the point of challenging fate or the gods.";
+ next;
+ mes "[Nordri]";
+ mes "Secondly, do not have too much pride in yourself. No matter how much ability or talent you may have, you cannot get everything";
+ mes "you want.";
+ next;
+ mes "[Nordri]";
+ mes "It's most";
+ mes "important to live a";
+ mes "good and virtuous life. It's great to achieve your desires, but be aware that some desires are not meant to be fulfilled.";
+ next;
+ set god_mjo_1,2;
+ mes "[Nordri]";
+ mes "Thank you for listening to my long story. If you meet anyone afflicted with an insatiable desire, please tell him this story of Thor and Alvis, a brave yet very defiant Dwarf.";
+ close;
+ }
+ if (.@talk_not == 1) {
+ mes "[Nordri]";
+ mes "Huh...?";
+ mes "I don't think that's right. Let me think, maybe I can remember it. Hopefully, it'll come to me sooner or later...";
+ next;
+ mes "[Nordri]";
+ mes "Shall we talk more of this once again after enjoying another Red Potion? Hahahahaha~";
+ close;
+ }
+ else {
+ set .@talk_to,.@talk_to + 1;
+ }
+ }
+ }
+ else {
+ mes "[Nordri]";
+ mes "Oooh...";
+ mes "I'm sooo thirsty!";
+ next;
+ mes "[Nordri]";
+ mes "Hm, didn't I ask you to bring a Red Potion? There's no way I can tell any stories with such a dry throat~";
+ close;
+ }
+ }
+ else if (god_mjo_1 == 0) {
+ mes "[Nordri]";
+ mes "What business";
+ mes "do you have with";
+ mes "me, human?";
+ next;
+ switch(select("Nothing.:Excuse me.")) {
+ case 1:
+ mes "[Nordri]";
+ mes "You're funny, leave me alone.";
+ close;
+ case 2:
+ mes "[Nordri]";
+ mes "Odd. Recently, too many humans have been interested in meeting with me and my brothers. Still, I cannot say their visits have been unpleasant.";
+ next;
+ set god_mjo_1,1;
+ mes "[Nordri]";
+ mes "I'm a little thirsty. Would you bring me a Red Potion. If you do that for me, I will tell you an important story. Heh heh heh~";
+ close;
+ }
+ }
+ else {
+ mes "[Nordri]";
+ mes "Zzzz Zzzz Zzzz...";
+ close;
+ }
+ }
+ else if (god_mjo_0 == 0) {
+ mes "[Nordri]";
+ mes "I am Nordri,";
+ mes "Dwarven Blacksmith.";
+ next;
+ mes "[Nordri]";
+ mes "I am in charge of this Northern part of Mount Mjolnir. If you wish to pass, you must first secure my approval!";
+ next;
+ mes "[Nordri]";
+ mes "Ho ho ho...";
+ mes "Calm down, it";
+ mes "was only a joke.";
+ mes "Hahahahaha!";
+ close;
+ }
+ else {
+ mes "[Nordri]";
+ mes "Zzzz Zzzz Zzzz...";
+ close;
+ }
+ }
+}
diff --git a/npc/pre-re/quests/seals/sleipnir_seal.txt b/npc/pre-re/quests/seals/sleipnir_seal.txt
new file mode 100644
index 000000000..6fd6da4a5
--- /dev/null
+++ b/npc/pre-re/quests/seals/sleipnir_seal.txt
@@ -0,0 +1,2024 @@
+//===== rAthena Script =======================================
+//= Sleipnir seal unlocking NPCs.
+//===== By: ==================================================
+//= MasterOfMuppets
+//===== Current Version: =====================================
+//= 1.3
+//===== Compatible With: =====================================
+//= rAthena
+//===== Description: =========================================
+//= Quest for breaking the seal of Sleipnir.
+//===== Additional Comments: =================================
+//= 1.0 First version. [MasterOfMuppets]
+//= 1.1 Updated several aspects of the script. [L0ne_W0lf]
+//= 1.2 Minor Touchups to quest. [L0ne_W0lf]
+//= 1.3 Fixed a typo with a variable. [L0ne_W0lf]
+//============================================================
+
+yuno,164,200,4 script Noyee#G 101,{
+ if (BaseLevel < 70) {
+ mes "[Noyee]";
+ mes "Did you know that there's a difference between the armor you can buy from NPC shops and the kinds you obtain from hunting monsters?";
+ next;
+ mes "[Noyee]";
+ mes "The difference, my friend, is in the number of ^3355FFslots^000000 in your armor.";
+ next;
+ mes "[Noyee]";
+ mes "The same kind of Armor will have the same Defense. However, if an Armor has a slot, you can insert a Monster Card which will add an enhancement to that armor.";
+ next;
+ mes "[Noyee]";
+ mes "Both Monster Cards and Slotted Armors are rarely dropped by monsters, and are thus valuable commodies.";
+ close;
+ }
+ else {
+ if ($God1 > 99) {
+ mes "[Noyee]";
+ mes "Did you know that there's a difference between the armor you can buy from NPC shops and the kinds you obtain from hunting monsters?";
+ next;
+ mes "[Noyee]";
+ mes "The difference, my friend, is in the number of ^3355FFslots^000000 in your armor.";
+ next;
+ mes "[Noyee]";
+ mes "The same kind of Armor will have the same Defense. However, if an Armor has a slot, you can insert a Monster Card which will add an enhancement to that armor.";
+ next;
+ mes "[Noyee]";
+ mes "Both Monster Cards and Slotted Armors are rarely dropped by monsters, and are thus valuable commodies.";
+ close;
+ }
+ else {
+ mes "[Noyee]";
+ mes "You know, there's a very interesting place that looks";
+ mes "sort of like a laboratory in Juno.";
+ next;
+ mes "[Noyee]";
+ mes "Anyway, no one is really sure if it is or not. Recently, it's been the focus of many rumors. I have no idea if any of them are true though.";
+ close2;
+ if (god_sl_1 == 0) {
+ set god_sl_1,1;
+ }
+ }
+ }
+}
+
+que_god01,98,98,4 script Manager#G 69,{
+ if (checkweight(908,500) == 0) {
+ mes "^3355FFWait a second! Right now, you're carrying too many items with you. Please come back after putting some of your things into Kafra Storage.^000000";
+ close;
+ }
+ if (BaseLevel < 70) {
+ mes "[Cukure]";
+ mes "I can't believe how busy I am at work nowadays. I don't even have time to see any of my friends or go shopping.";
+ next;
+ mes "[Cukure]";
+ mes "Wait...!";
+ mes "I can't even remember the last";
+ mes "time I went out with a guy! At this rate, I might retire before I can find a boyfriend. Noooo, I'm still in my prime~!";
+ Emotion ET_PROFUSELY_SWAT;
+ close;
+ }
+ if ($God1 < 100) {
+ if (god_sl_1 == 0) {
+ mes "[Cukure]";
+ mes "I can't believe how busy I am at work nowadays. I don't even have time to see any of my friends or go shopping.";
+ next;
+ mes "[Cukure]";
+ mes "Wait...!";
+ mes "I can't even remember the last";
+ mes "time I went out with a guy! At this rate, I might retire before I can find a boyfriend. Noooo, I'm still in my prime~!";
+ emotion e_swt2;
+ close;
+ }
+ else if (god_sl_1 == 1) {
+ mes "[Cukure]";
+ mes "We conduct research on godly artifacts that were left behind by the gods long ago. More specifically, we're interested in the tools the gods used.";
+ next;
+ mes "[Cukure]";
+ mes "Recently, many of the members of our research group, aside from the leaders, have left so now we're short on manpower.";
+ next;
+ mes "[Cukure]";
+ mes "Since we're understaffed, we can't continue most of our research projects that are currently in progress. Speaking of which...";
+ next;
+ mes "[Cukure]";
+ mes "Do you mind if I ask";
+ mes "an adventurer like yourself";
+ mes "to help us in our research?";
+ next;
+ mes "[Cukure]";
+ mes "We won't experiment on you or anything, we just need you to run some simple errands. And of course, you will be rewarded.";
+ next;
+ switch(select("I'm kind of busy...:Sure, why not?")) {
+ case 1:
+ mes "[Cukure]";
+ mes "Oh, I see.";
+ mes "Well, if you happen to find anyone that might work well as a temporary research assistant, would you recommend them to us?";
+ next;
+ mes "[Cukure]";
+ mes "I'm so sorry to ask this of you, but I hope you understand that we're seriously lacking in terms";
+ mes "of human resources.";
+ close;
+ case 2:
+ cutin "god_kukur02",2;
+ mes "[Cukure]";
+ mes "Really~?!";
+ mes "That's great!";
+ mes "Hahahahaha! I'm so";
+ mes "glad to hear that!";
+ next;
+ mes "[Cukure]";
+ mes "Go inside and speak to the investigators there. They're all kind of swamped, so I'm sure they'll need your assistance.";
+ next;
+ mes "[Cukure]";
+ mes "Oh, wait...";
+ mes "Let me give you a temporary admission pass. Thank you";
+ mes "so much for your help~";
+ next;
+ mes "^3355FFYou've received";
+ mes "a temporary";
+ mes "admission pass.^000000";
+ set god_sl_1,2;
+ close2;
+ break;
+ }
+ }
+ else if (god_sl_1 < 10) {
+ cutin "god_kukur03",2;
+ mes "[Cukure]";
+ mes "It's really difficult to managing a laboratory. Rival labs always try to entice our staff away or interrupt our progress.";
+ next;
+ mes "[Cukure]";
+ mes "And because of this job, it's really hard for me to enjoy";
+ mes "having a personal life...";
+ next;
+ cutin "god_kukur02",2;
+ mes "[Cukure]";
+ mes "Hahahaha...";
+ mes "What am I doing?";
+ mes "Please just ignore what I just said. It's really not that big of a deal. ^333333*Sigh...*^000000";
+ close2;
+ }
+ else if (god_sl_1 < 50) {
+ mes "[Cukure]";
+ mes "Ah, thank you";
+ mes "for helping us out.";
+ mes "I hope you'll continue";
+ mes "to lend us your assistance.";
+ next;
+ mes "[Cukure]";
+ mes "Although our researchers are kind of strange, they're all pretty nice and they mean well.";
+ next;
+ mes "[Cukure]";
+ mes "So I hope you understand if a few of them treat you in a way that seems kind of rude.";
+ close2;
+ }
+ else if (god_sl_1 == 50) {
+ cutin "god_kukur02",2;
+ mes "[Cukure]";
+ mes "Ah...";
+ mes "You really helped us out a lot. Thank you for all you have done.";
+ next;
+ mes "[Cukure]";
+ mes "As you already know, we're trying to find out whether or not we can reproduce 'Sleipnir,' one of the tools used by the gods.";
+ next;
+ mes "[Cukure]";
+ mes "However....";
+ mes "So far it seems impossible, at least with the technology that we currently have. Hmm...";
+ next;
+ mes "[Cukure]";
+ mes "Anyways, we will continue to research and hope that we'll be able to accomplish our goal of recreating Sleipnir someday.";
+ next;
+ mes "[Cukure]";
+ mes "Thanks to you, we were able to complete a rudimentary study of Sleipnir. Now we can plan out a more advanced study of Sleipnir.";
+ next;
+ mes "[Cukure]";
+ mes "Before I forget, let me give you your reward for assisting in our research projects. Please give";
+ mes "me a minute...";
+ next;
+ mes "[Cukure]";
+ mes "Ah, there it is.";
+ mes "It might not be much, but I hope you accept it as a token of my gratitude. Good luck on your travels!";
+ if ($God1 < 100)set $God1,$God1+1;
+ if ($God1 == 50) {
+ announce "The 1st seal of [Sleipnir] has appeared.",bc_all;
+ }
+ else if ($God1 == 100) {
+ if ($God1 == 100 && $God2 == 100 && $God3 == 100 && $God4 == 100) {
+ announce "our seals have been released at the same time with the seal of [Sleipnir].",bc_all;
+ }
+ else {
+ announce "The 1st seal of [Sleipnir] has been released.",bc_all;
+ }
+ }
+ set god_sl_1,51;
+ set .@god_treasure,rand(1,900);
+ set .@god_treasure1,rand(1,1000);
+ if (.@god_treasure < 101) {
+ if (.@god_treasure1 < 210) {
+ getitem 2102,1; // Guard_
+ }
+ else if (.@god_treasure1 < 420) {
+ getitem 2104,1; // Buckler_
+ }
+ else if (.@god_treasure1 < 630) {
+ getitem 2106,1; // Shield_
+ }
+ else if (.@god_treasure1 < 840) {
+ getitem 2108,1; // Mirror_Shield_
+ }
+ else {
+ getitem 2109,1; // Memorize_Book
+ }
+ }
+ else if (.@god_treasure < 201) {
+ if (.@god_treasure1 < 48) {
+ getitem 2254,1; // Angelic_Chain
+ }
+ else if (.@god_treasure1 < 96) {
+ getitem 2210,1; // Hair_Band
+ }
+ else if (.@god_treasure1 < 150) {
+ getitem 2213,1; // Cat_Hairband
+ }
+ else if (.@god_treasure1 < 190) {
+ getitem 2255,1; // Satanic_Chain
+ }
+ else if (.@god_treasure1 < 238) {
+ getitem 2217,1; // Biretta_
+ }
+ else if (.@god_treasure1 < 290) {
+ getitem 2223,1; // Turban_
+ }
+ else if (.@god_treasure1 < 340) {
+ getitem 2227,1; // Cap_
+ }
+ else if (.@god_treasure1 < 348) {
+ getitem 2229,1; // Helm_
+ }
+ else if (.@god_treasure1 < 400) {
+ getitem 2231,1; // Gemmed_Sallet_
+ }
+ else if (.@god_treasure1 < 448) {
+ getitem 2233,1; // Circlet_
+ }
+ else if (.@god_treasure1 < 496) {
+ getitem 5053,1; // Spinx_Helm
+ }
+ else if (.@god_treasure1 < 544) {
+ getitem 5019,1; // Corsair
+ }
+ else if (.@god_treasure1 < 592) {
+ getitem 2245,1; // Sweet_Gents
+ }
+ else if (.@god_treasure1 < 640) {
+ getitem 2247,1; // Oldman's_Romance
+ }
+ else if (.@god_treasure1 < 688) {
+ getitem 2248,1; // Western_Grace
+ }
+ else if (.@god_treasure1 < 736) {
+ getitem 5166,1; // Spinx_Helm_
+ }
+ else if (.@god_treasure1 < 784) {
+ getitem 5158,1; // Holy_Bonnet_
+ }
+ else if (.@god_treasure1 < 832) {
+ getitem 2249,1; // Coronet
+ }
+ else if (.@god_treasure1 < 880) {
+ getitem 5157,1; // Viking_Helm_
+ }
+ else if (.@god_treasure1 < 940) {
+ getitem 2285,1; // Apple_Of_Archer
+ }
+ else {
+ getitem 5093,1; // Blue_Coif_
+ }
+ }
+ else if (.@god_treasure < 301) {
+ if (.@god_treasure1 < 160) {
+ getitem 5014,1; // Fin_Helm
+ }
+ else if (.@god_treasure1 < 320) {
+ getitem 5005,1; // Gas_Mask
+ }
+ else if (.@god_treasure1 < 480) {
+ getitem 5054,1; // Assasin_Mask
+ }
+ else if (.@god_treasure1 < 540) {
+ getitem 2265,1; // Ganster_Mask
+ }
+ else if (.@god_treasure1 < 700) {
+ getitem 2266,1; // Iron_Cane
+ }
+ else if (.@god_treasure1 < 800) {
+ getitem 2260,1; // Mini_Glasses
+ }
+ else if (.@god_treasure1 < 900) {
+ getitem 5113,1; // Angry_Mouth
+ }
+ else {
+ // Pirate Dagger is iRO only, and requires extra files in client.
+ getitem 2270,1; // Centimental_Leaf
+ //getitem 5305,1 // Pirate_Dagger
+ }
+ }
+ else if (.@god_treasure < 401) {
+ if (.@god_treasure1 < 70) {
+ getitem 2286,1; // Elven_Ears
+ }
+ else if (.@god_treasure1 < 140) {
+ getitem 5002,1; // Gemmed_Crown
+ }
+ else if (.@god_treasure1 < 210) {
+ getitem 5147,1; // Baseball_Cap
+ }
+ else if (.@god_treasure1 < 280) {
+ getitem 2217,1; // Biretta_
+ }
+ else if (.@god_treasure1 < 350) {
+ getitem 5120,1; // Fedora_
+ }
+ else if (.@god_treasure1 < 420) {
+ getitem 2261,1; // Prontera_Army_Cap
+ }
+ else if (.@god_treasure1 < 490) {
+ getitem 5162,1; // Bone_Helm_
+ }
+ else if (.@god_treasure1 < 560) {
+ getitem 5030,1; // Panda_Cap
+ }
+ else if (.@god_treasure1 < 630) {
+ getitem 5109,1; // Red_Bonnet
+ }
+ else if (.@god_treasure1 < 700) {
+ getitem 5084,1; // Lazy_Raccoon
+ }
+ else if (.@god_treasure1 < 770) {
+ getitem 5168,1; // Bongun_Hat_
+ }
+ else if (.@god_treasure1 < 840) {
+ getitem 2214,1; // Bunny_Band
+ }
+ else if (.@god_treasure1 < 900) {
+ getitem 2295,1; // Blinker
+ }
+ else if (.@god_treasure1 < 950) {
+ getitem 5167,1; // Munak_Turban_
+ }
+ else {
+ getitem 5018,1; // Feather_Bonnet
+ }
+ } else if (.@god_treasure < 501) {
+ if (.@god_treasure1 < 85) {
+ getitem 2310,1; // Coat_
+ }
+ else if (.@god_treasure1 < 170) {
+ getitem 2311,1; // Mink_Coat
+ }
+ else if (.@god_treasure1 < 255) {
+ getitem 2313,1; // Padded_Armor_
+ }
+ else if (.@god_treasure1 < 340) {
+ getitem 2317,1; // Plate_Armor_
+ }
+ else if (.@god_treasure1 < 425) {
+ getitem 2319,1; // Glittering_Clothes
+ }
+ else if (.@god_treasure1 < 510) {
+ getitem 2320,1; // Formal_Suit
+ }
+ else if (.@god_treasure1 < 595) {
+ getitem 2322,1; // Silk_Robe_
+ }
+ else if (.@god_treasure1 < 680) {
+ getitem 2359,1; // Ninja_Suit_
+ }
+ else if (.@god_treasure1 < 765) {
+ getitem 2326,1; // Saint_Robe_
+ }
+ else if (.@god_treasure1 < 850) {
+ getitem 2342,1; // Full_Plate_Armor_
+ }
+ else if (.@god_treasure1 < 935) {
+ getitem 2331,1; // Tights_
+ }
+ else {
+ getitem 2336,1; // Thief_Clothes_
+ }
+ }
+ else if (.@god_treasure < 601) {
+ if (.@god_treasure1 < 200) {
+ getitem 2422,1; // High_Fashion_Sandals
+ }
+ else if (.@god_treasure1 < 400) {
+ getitem 2404,1; // Shoes_
+ }
+ else if (.@god_treasure1 < 600) {
+ getitem 2406,1; // Boots_
+ }
+ else if (.@god_treasure1 < 800) {
+ getitem 2407,1; // Chrystal_Pumps
+ }
+ else {
+ getitem 2412,1; // Grave_
+ }
+ }
+ else if (.@god_treasure < 701) {
+ if (.@god_treasure1 < 200) {
+ getitem 2513,1; // Celestial_Robe
+ }
+ else if (.@god_treasure1 < 400) {
+ getitem 2504,1; // Muffler_
+ }
+ else if (.@god_treasure1 < 600) {
+ getitem 2506,1; // Manteau_
+ }
+ else if (.@god_treasure1 < 800) {
+ getitem 2514,1; // Pauldron
+ }
+ else {
+ getitem 2508,1; // Ragamuffin_Cape
+ }
+ }
+ else if (.@god_treasure < 801) {
+ if (.@god_treasure1 < 110) {
+ getitem 1122,1; // Ring_
+ }
+ else if (.@god_treasure1 < 220) {
+ getitem 2622,1; // Earring_
+ }
+ else if (.@god_treasure1 < 330) {
+ getitem 2623,1; // Necklace_
+ }
+ else if (.@god_treasure1 < 440) {
+ getitem 2624,1; // Glove_
+ }
+ else if (.@god_treasure1 < 550) {
+ getitem 2625,1; // Brooch_
+ }
+ else if (.@god_treasure1 < 660) {
+ getitem 2607,1; // Clip
+ }
+ else if (.@god_treasure1 < 770) {
+ getitem 2626,1; // Rosary_
+ }
+ else if (.@god_treasure1 < 880) {
+ getitem 2617,1; // Mitten_Of_Presbyter
+ }
+ else {
+ getitem 2671,1; // Thimble_Of_Archer_
+ }
+ }
+ else {
+ if (.@god_treasure1 < 150) {
+ getitem 2281,1; // Phantom_Of_Opera
+ }
+ else if (.@god_treasure1 < 260) {
+ getitem 2297,1; // Goblini_Mask
+ }
+ else if (.@god_treasure1 < 370) {
+ getitem 5087,1; // Goblin_Mask_01
+ }
+ else if (.@god_treasure1 < 480) {
+ getitem 5088,1; // Goblin_Mask_02
+ }
+ else if (.@god_treasure1 < 590) {
+ getitem 5089,1; // Goblin_Mask_03
+ }
+ else if (.@god_treasure1 < 700) {
+ getitem 5090,1; // Goblin_Mask_04
+ }
+ else if (.@god_treasure1 < 810) {
+ getitem 5086,1; // Alarm_Mask
+ }
+ else if (.@god_treasure1 < 920) {
+ getitem 2292,1; // Welding_Mask
+ }
+ else {
+ getitem 5006,1; // Machoman_Glasses
+ }
+ }
+ next;
+ mes "[Cukure]";
+ mes "Ah, I'll also need to take back that temporary pass I gave to you. I'm sorry, but it's protocol we have to follow...";
+ next;
+ mes "[Cukure]";
+ mes "Once again,";
+ mes "thank you for";
+ mes "all your help~";
+ close2;
+ }
+ else {
+ cutin "god_kukur02",2;
+ mes "[Cukure]";
+ mes "With your assistance, we successfully completed our rudimentary study.";
+ next;
+ mes "[Cukure]";
+ mes "From now on, we'll plan out our more advanced studies based on the information we now have on the godly artifacts.";
+ next;
+ mes "[Cukure]";
+ mes "Now that things";
+ mes "have slowed down";
+ mes "a little...";
+ next;
+ mes "[Cukure]";
+ mes "I can finally";
+ mes "go on a date!";
+ mes "Hahahahahaha~!";
+ close2;
+ }
+ }
+ else {
+ if (god_sl_1 == 0) {
+ cutin "god_kukur03",2;
+ mes "[Cukure]";
+ mes "I can't believe how busy I am at work nowadays. I don't even have time to see any of my friends or go shopping.";
+ next;
+ mes "[Cukure]";
+ mes "Wait...!";
+ mes "I can't even remember the last";
+ mes "time I went out with a guy! At this rate, I might retire before I can find a boyfriend. Noooo, I'm still in my prime~!";
+ emotion e_swt2;
+ close2;
+ }
+ else if (god_sl_1 < 51) {
+ mes "[Cukure]";
+ mes "Ah, you've come back.";
+ mes "I know you were going to help us, but someone already applied for the assistant position.";
+ next;
+ mes "[Cukure]";
+ mes "Anyway, we've already finished our current research projects. Now, we're in the planning stages for the next projects we'll be conducting...";
+ next;
+ mes "[Cukure]";
+ mes "Thank you anyway, though. I hope you will come and help us the next time we need assistance on our projects.";
+ close2;
+ }
+ else {
+ mes "[Cukure]";
+ mes "Now that we've completed our rudimentary studies, we'll simply plan out our future research projects.";
+ next;
+ mes "[Cukure]";
+ mes "Now that things";
+ mes "have slowed down";
+ mes "a little...";
+ next;
+ mes "[Cukure]";
+ mes "I can finally";
+ mes "go on a date!";
+ mes "Hahahahahaha~!";
+ close2;
+ }
+ }
+ cutin "god_kukur01",255;
+ end;
+}
+
+que_god01,66,125,6 script Researcher#G1 89,{
+ if ($God1 < 100) {
+ if (god_sl_1 == 2) {
+ set god_sl_1,11;
+ }
+ if ((god_sl_1 == 11) || (god_sl_1 == 22) || (god_sl_1 == 33) || (god_sl_1 == 44)) {
+ if (god_sl_2 == 0) {
+ mes "[Hallandaute]";
+ mes "Ah, are you the one whom Ms. Kirin referred? Yes, she said you were going to help me in my research.";
+ next;
+ mes "[Hallandaute]";
+ mes "Frankly, we don't really need anyone who doesn't specialize";
+ mes "in our field of study.";
+ next;
+ mes "[Hallandaute]";
+ mes "But if you don't mind helping us out by doing little, menial tasks, then it'd probably bring some relief to our workload.";
+ next;
+ mes "[Hallandaute]";
+ mes "Now...";
+ mes "What would be";
+ mes "a good job for you?";
+ mes "Let me think...";
+ next;
+ mes "[Hallandaute]";
+ mes "I got it!";
+ mes "Why don't you go and visit ^FF0000Metto^000000 for me? Please bring me any news that he'd like to report.";
+ next;
+ mes "[Hallandaute]";
+ mes "Since he's working on a project similar to mine, he might be in a position to help me. Metto lives in Juno, so you can easily find me.";
+ set god_sl_2,1;
+ close;
+ }
+ else if (god_sl_2 == 1) {
+ if (metto_q == 0) {
+ mes "[Hallandaute]";
+ mes "I guess you haven't found Metto yet. Although he might be a little over enthusiastic at times, he's not a bad guy at all.";
+ next;
+ mes "[Hallandaute]";
+ mes "We've been friends for a long time after working in the same field for so long. I wonder how he's doing?";
+ next;
+ mes "[Hallandaute]";
+ mes "Anyway, just ask him about any progress on his research. And if he happens to ask you for help, please lend him your assistance.";
+ close;
+ }
+ else if (metto_q < 9) {
+ mes "[Hallandaute]";
+ mes "Hmmm...";
+ mes "So how's Metto?";
+ mes "Hmm? It seems like";
+ mes "he has changed...";
+ close;
+ }
+ else {
+ mes "[Hallandaute]";
+ mes "Hmmm...";
+ mes "So how's Metto?";
+ next;
+ mes "[Hallandaute]";
+ mes "A mad scientist?";
+ mes "That doesn't sound right. In my wildest dreams, I never would have suspected Metto of turning out that way...";
+ emotion e_hmm;
+ next;
+ mes "[Hallandaute]";
+ mes "Huh. That's...";
+ mes "That's too bad. I don't know what to say. We used to go watch movies and celebrate our birthdays together. P-please give me a moment...";
+ emotion e_dots;
+ set god_sl_2,2;
+ close;
+ }
+ }
+ else if (god_sl_2 == 2) {
+ if (rand(1,10) == 7) {
+ mes "[Hallandaute]";
+ mes "Ah...";
+ mes "You came back.";
+ mes "Alright, let me give you the gist of what I'm researching.";
+ next;
+ mes "[Hallandaute]";
+ mes "I'm trying to learn more about the '^FF0000Wheel of the Unknown^000000,' which was discovered to be a piece of the artifact known as ^FF0000Sleipnir^000000.";
+ next;
+ mes "[Hallandaute]";
+ mes "It looks like";
+ mes "a normal cogwheel...";
+ mes "But I can't figure out how it's supposed to work.";
+ next;
+ mes "[Hallandaute]";
+ mes "The most peculiar thing of all about this cogwheel is the metal";
+ mes "of which it is composed.";
+ next;
+ mes "[Hallandaute]";
+ mes "It looks and feels like steel,but extreme heat and cold don't affect it. It also cannot be dented by any kind of impact or force I can apply to it.";
+ next;
+ mes "[Hallandaute]";
+ mes "Sometimes, I find that the Wheel of the Unknown resonates with certain objects, but I haven't got it to occur all of the time.";
+ next;
+ mes "[Hallandaute]";
+ mes "I'm guessing that I'm missing some sort of special condition that will make the Wheel of the Unknown resonate with specific materials.";
+ next;
+ mes "[Hallandaute]";
+ mes "Anyway, I thank you for helping me out earlier. That's basically all I needed, so please talk to the other researchers and see if they need any assistance.";
+ set god_sl_2,0;
+ if (god_sl_1 == 11) {
+ set god_sl_1,12;
+ }
+ if (god_sl_1 == 22) {
+ set god_sl_1,23;
+ }
+ if (god_sl_1 == 33) {
+ set god_sl_1,34;
+ }
+ if (god_sl_1 == 44) {
+ set god_sl_1,50;
+ }
+ close;
+ }
+ else {
+ mes "[Hallandaute]";
+ mes "Oh, sorry.";
+ mes "I'm quite busy compiling all of this information at the moment.";
+ next;
+ mes "[Hallandaute]";
+ mes "Let's see...";
+ mes "Now how would I...";
+ mes "^333333*Mumble mumble*^000000";
+ close;
+ }
+ }
+ else {
+ mes "[Hallandaute]";
+ mes "Hmmm...";
+ mes "How does this work?";
+ mes "There's still too much we don't know about the godly artifacts. ^333333*Sigh*^000000";
+ close;
+ }
+ }
+ else {
+ mes "[Hallandaute]";
+ mes "It's not easy, working on this alone. Having an extra pair of hands is always good.";
+ next;
+ mes "[Hallandaute]";
+ mes "Right now, I just need someone with whom I can share the workload. Still, different assistants might be better depending on the project.";
+ next;
+ mes "[Hallandaute]";
+ mes "Basically, if an assistant is especially trained in the field related to my current research project, he'll probably be more useful than someone who's not.";
+ next;
+ mes "[Hallandaute]";
+ mes "Of course, there are people who are good at everything. But since those are rare, I try to choose just the right assistant for each of my projects.";
+ close;
+ }
+ }
+ else {
+ mes "[Hallandaute]";
+ mes "It's not easy, working on this alone. Having an extra pair of hands is always good.";
+ next;
+ mes "[Hallandaute]";
+ mes "Right now, I just need someone with whom I can share the workload. Still, different assistants might be better depending on the project.";
+ next;
+ mes "[Hallandaute]";
+ mes "Basically, if an assistant is especially trained in the field related to my current research project, he'll probably be more useful than someone who's not.";
+ next;
+ mes "[Hallandaute]";
+ mes "Of course, there are people who are good at everything. But since those are rare, I try to choose just the right assistant for each of my projects.";
+ close;
+ }
+}
+
+que_god01,11,136,6 script Researcher#G2 742,{
+ if ($God1 < 100) {
+ if (god_sl_1 == 2) {
+ set god_sl_1,21;
+ }
+ if ((god_sl_1 == 21) || (god_sl_1 == 32) || (god_sl_1 == 43) || (god_sl_1 == 14)) {
+ if (god_sl_2 == 0) {
+ mes "[Aadin]";
+ mes "^333333*Yawn~*^000000";
+ mes "Hmmmmm?";
+ mes "Ah...";
+ next;
+ mes "[Aadin]";
+ mes "Nice to meet you.";
+ mes "You're the temporary assistant, right? That's great, all of us are having a hard time working";
+ mes "without much help.";
+ next;
+ mes "[Aadin]";
+ mes "Okay...";
+ mes "Let me explain";
+ mes "to you the project";
+ mes "that I'm working on.";
+ next;
+ mes "[Aadin]";
+ mes "I'm trying to find out everything I can about the '^FF0000Feather of Angel Wing^000000.' Supposedly, it's one of";
+ mes "the parts of 'Sleipnir.'";
+ next;
+ mes "[Aadin]";
+ mes "Right now, I'm";
+ mes "focusing on studying";
+ mes "the background story of this feather, as well as how it came";
+ mes "to be a material for a godly artifact.";
+ next;
+ mes "[Aadin]";
+ mes "I was recently told that there is a person in Payon who actually knows this story. Very few people in the world are privy to having such knowledge.";
+ next;
+ mes "[Aadin]";
+ mes "Now, we don't have enough";
+ mes "staff for me to send someone to Payon. Also, I don't feel safe taking this feather around with me.";
+ next;
+ mes "[Aadin]";
+ mes "It shouldn't be that difficult to find the person who knows about Sleipnir's origin. However, you must memorize every single";
+ mes "word of the story.";
+ next;
+ mes "[Aadin]";
+ mes "The results of this research could be affected by the words you deliver to me.";
+ next;
+ mes "[Aadin]";
+ mes "Thank you for the trouble.";
+ mes "There's no real time limit for this task, but the sooner you complete it, the better.";
+ next;
+ mes "[Aadin]";
+ mes "Have a safe trip~";
+ set god_sl_2,1;
+ close;
+ }
+ else if (god_sl_2 == 1) {
+ mes "[Aadin]";
+ mes "Mmm...?";
+ mes "You haven't left for Payon yet to find the man who knows of Sleipnir's origin?";
+ next;
+ mes "[Aadin]";
+ mes "Please leave for";
+ mes "Payon as soon as";
+ mes "possible so that I can get the information that I need for my research. Thank you, and have";
+ mes "a safe trip.";
+ close;
+ }
+ else if (god_sl_2 == 2) {
+ mes "[Aadin]";
+ mes "Ah, you're back. So have you memorized the story?";
+ next;
+ mes "[Aadin]";
+ mes "I know it'd be much easier if this tale was already written, but you must understand that many stories regarding the gods are only orally transmitted.";
+ next;
+ mes "[Aadin]";
+ mes "Alright,";
+ mes "I'm listening.";
+ mes "Please let me";
+ mes "know what you've learned.";
+ next;
+ mes "[Aadin]";
+ mes "...";
+ mes "......";
+ next;
+ mes "[Aadin]";
+ mes "...";
+ mes "......";
+ mes ".........";
+ next;
+ mes "[Aadin]";
+ mes "...";
+ mes "......";
+ mes ".........";
+ mes "............";
+ next;
+ mes "[Aadin]";
+ mes "Hmm, I see.";
+ mes "Fascinating.";
+ mes "However, I'm sure";
+ mes "you've missed some";
+ mes "important detail.";
+ next;
+ mes "[Aadin]";
+ mes "Are you sure you've listened to the tale in its entirety? I'm sorry to ask this of you, but would you go to Payon and listen to this story once more?";
+ set god_sl_2,3;
+ close;
+ }
+ else if (god_sl_2 == 3) {
+ mes "[Aadin]";
+ mes "Mm...?";
+ mes "You haven't left";
+ mes "for Payon yet...?";
+ mes "I hope you can";
+ mes "tell me the rest";
+ mes "of the story soon.";
+ next;
+ mes "[Aadin]";
+ mes "In the meantime, I will try to complete as much of my research";
+ mes "as I can with the story details that you've already brought.";
+ close;
+ }
+ else if (god_sl_2 == 4) {
+ mes "[Aadin]";
+ mes "Ah, you're back.";
+ mes "So have you";
+ mes "memorized the story?";
+ next;
+ mes "[Aadin]";
+ mes "I know it'd be much easier if this tale was already written, but you must understand that many stories regarding the gods are only orally transmitted.";
+ next;
+ mes "[Aadin]";
+ mes "Alright,";
+ mes "I'm listening.";
+ mes "Please let me";
+ mes "know what you've learned.";
+ next;
+ mes "[Aadin]";
+ mes "...";
+ mes "......";
+ next;
+ mes "[Aadin]";
+ mes "...";
+ mes "......";
+ mes ".........";
+ next;
+ mes "[Aadin]";
+ mes "...";
+ mes "......";
+ mes ".........";
+ mes "............";
+ next;
+ mes "[Aadin]";
+ mes "Hmm, I see.";
+ mes "Fascinating.";
+ mes "you've missed some";
+ mes "important detail.";
+ next;
+ switch(select("Well, um...:Impossible!")) {
+ case 1:
+ mes "[Aadin]";
+ mes "Hmm.";
+ mes "No, wait...";
+ mes "That was the";
+ mes "complete story.";
+ mes "My apologies~";
+ break;
+ case 2:
+ mes "[Aadin]";
+ mes "Ah~";
+ mes "I stand corrected.";
+ mes "Thank you for pointing";
+ mes "out my error in judgment.";
+ break;
+ }
+ next;
+ mes "[Aadin]";
+ mes "Yes, it seems that the story you've just told me should be authentic. Of course, it's understandable if little changes are made, depending on the storyteller.";
+ next;
+ mes "[Aadin]";
+ mes "Surely, I'll be able to answer some of my most important questions with the information you've brought to me, though it still won't be easy.";
+ next;
+ mes "[Aadin]";
+ mes "After all, finding answers tends to cause new questions to arise. Nonetheless, I thank you for your help.";
+ set god_sl_2,0;
+ if (god_sl_1 == 21) {
+ set god_sl_1,22;
+ }
+ if (god_sl_1 == 32) {
+ set god_sl_1,33;
+ }
+ if (god_sl_1 == 43) {
+ set god_sl_1,44;
+ }
+ if (god_sl_1 == 14) {
+ set god_sl_1,50;
+ }
+ close;
+ }
+ }
+ else {
+ mes "[Aadin]";
+ mes "Sometimes, different versions of the same myth or legend arise.";
+ next;
+ mes "[Aadin]";
+ mes "Although myths, as they change with time, may conflict with each other, the fundamental basis of these stories is what makes them timeless.";
+ close;
+ }
+ }
+ else {
+ mes "[Aadin]";
+ mes "Sometimes, different versions of the same myth or legend arise.";
+ next;
+ mes "[Aadin]";
+ mes "Although myths, as they change with time, may conflict with each other, the fundamental basis of these stories is what makes them timeless.";
+ close;
+ }
+}
+
+que_god01,55,47,3 script Researcher#G3 803,{
+ if (god_sl2 < 100) {
+ if (god_sl_1 == 2) {
+ set god_sl_1,31;
+ }
+ if ((god_sl_1 == 31) || (god_sl_1 == 42) || (god_sl_1 == 13) || (god_sl_1 == 24)) {
+ if (god_sl_2 == 0) {
+ mes "[Kurdt]";
+ mes "Ah, you must be";
+ mes "the new assistant.";
+ mes "Pleased to meet you.";
+ next;
+ mes "[Kurdt]";
+ mes "In all honesty, I was expecting someone with a bit more experience in the field of research, but it's understandable.";
+ next;
+ mes "[Kurdt]";
+ mes "After all, we're not in the position to expect professional assistance. In any case, I believe you'll bring a new perspective to our work.";
+ next;
+ mes "[Kurdt]";
+ mes "I've almost completed my project and don't need too much in the way of manpower. However, the last task I need finished is difficult.";
+ next;
+ mes "[Kurdt]";
+ mes "I was thinking of using my own funds to hire an outside agency, but there's no need to do that now that you're here~";
+ next;
+ mes "[Kurdt]";
+ mes "What I'd like to ask you to do is to gather materials so that I can create the 'Spirit of Fish.'";
+ next;
+ mes "[Kurdt]";
+ mes "I'm not sure if I can actually produce it or not, but we can at least give this experiment a try.";
+ next;
+ mes "[Kurdt]";
+ mes "Basically, you and collect things like 'Fish Scales' or Fish Tails,' basically anything you can obtain from marine life.";
+ next;
+ mes "[Kurdt]";
+ mes "I don't need a";
+ mes "ridiculous amount of one";
+ mes "kind of material, I'd say about 10 of one kind of each item should work. Give or take 5...";
+ next;
+ mes "[Kurdt]";
+ mes "I should mention that I also require a good variety of marine related materials. You can't conduct an experiment without different objects to test, right?";
+ next;
+ mes "[Kurdt]";
+ mes "Anyway, I hope you don't run into too much trouble finding what I need for this experiment. Good luck~";
+ set god_sl_2,1;
+ close;
+ }
+ else if (god_sl_2 == 1) {
+ mes "[Kurdt]";
+ mes "Ah, you've returned.";
+ mes "Okay, let me check";
+ mes "what you brought to me. Hmm...";
+ next;
+ mes "[Kurdt]";
+ mes "Ooh...";
+ mes "I could use these.";
+ mes "And these too. Oh!";
+ mes "You adventurers carry";
+ mes "a lot of things, don't you?";
+ if (countitem(918) > 8) {
+ set .@count_sl_1,.@count_sl_1 + 1;
+ }
+ if (countitem(950) > 8) {
+ set .@count_sl_1,.@count_sl_1 + 1;
+ }
+ if (countitem(951) > 8) {
+ set .@count_sl_1,.@count_sl_1 + 1;
+ }
+ if (countitem(956) > 8) {
+ set .@count_sl_1,.@count_sl_1 + 1;
+ }
+ if (countitem(959) > 8) {
+ set .@count_sl_1,.@count_sl_1 + 1;
+ }
+ if (countitem(960) > 8) {
+ set .@count_sl_1,.@count_sl_1 + 1;
+ }
+ if (countitem(961) > 8) {
+ set .@count_sl_1,.@count_sl_1 + 1;
+ }
+ if (countitem(962) > 8) {
+ set .@count_sl_1,.@count_sl_1 + 1;
+ }
+ if (countitem(963) > 8) {
+ set .@count_sl_1,.@count_sl_1 + 1;
+ }
+ if (countitem(964) > 8) {
+ set .@count_sl_1,.@count_sl_1 + 1;
+ }
+ if (countitem(965) > 8) {
+ set .@count_sl_1,.@count_sl_1 + 1;
+ }
+ if (countitem(966) > 8) {
+ set .@count_sl_1,.@count_sl_1 + 1;
+ }
+ if (countitem(7013) > 8) {
+ set .@count_sl_1,.@count_sl_1 + 1;
+ }
+ if (countitem(1054) > 8) {
+ set .@count_sl_1,.@count_sl_1 + 1;
+ }
+ if (countitem(1053) > 8) {
+ set .@count_sl_1,.@count_sl_1 + 1;
+ }
+ if (countitem(1052) > 8) {
+ set .@count_sl_1,.@count_sl_1 + 1;
+ }
+ if (countitem(1051) > 8) {
+ set .@count_sl_1,.@count_sl_1 + 1;
+ }
+ if (countitem(1050) > 8) {
+ set .@count_sl_1,.@count_sl_1 + 1;
+ }
+ if (countitem(1024) > 8) {
+ set .@count_sl_1,.@count_sl_1 + 1;
+ }
+ if (countitem(1023) > 8) {
+ set .@count_sl_1,.@count_sl_1 + 1;
+ }
+ next;
+ if (.@count_sl_1 > 14) {
+ mes "[Kurdt]";
+ mes "Ah....!";
+ mes "The materials you have should be enough for me to conduct my experiment. Thank you so much.";
+ next;
+ mes "[Kurdt]";
+ mes "With these, I can continue my research without any problem. I'm pleasantly surprised with the job you've done.";
+ next;
+ mes "[Kurdt]";
+ mes "You really were";
+ mes "such a great help.";
+ mes "Thank you so much!";
+ mes "Hahaha....!";
+ next;
+ mes "[Kurdt]";
+ mes "Now, there may be";
+ mes "other researchers";
+ mes "who might need your help in completing their projects. Why don't you ask around to see if";
+ mes "they need anything?";
+ if (countitem(918) > 8) {
+ delitem 918,9; //Sticky_Webfoot
+ }
+ if (countitem(950) > 8) {
+ delitem 950,9; //Heart_Of_Mermaid
+ }
+ if (countitem(951) > 8) {
+ delitem 951,9; //Fin
+ }
+ if (countitem(956) > 8) {
+ delitem 956,9; //Gill
+ }
+ if (countitem(959) > 8) {
+ delitem 959,9; //Rotten_Scale
+ }
+ if (countitem(960) > 8) {
+ delitem 960,9; //Nipper
+ }
+ if (countitem(961) > 8) {
+ delitem 961,9; //Conch
+ }
+ if (countitem(962) > 8) {
+ delitem 962,9; //Tentacle
+ }
+ if (countitem(963) > 8) {
+ delitem 963,9; //Sharp_Scale
+ }
+ if (countitem(964) > 8) {
+ delitem 964,9; //Crap_Shell
+ }
+ if (countitem(965) > 8) {
+ delitem 965,9; //Clam_Shell
+ }
+ if (countitem(966) > 8) {
+ delitem 966,9; //Flesh_Of_Clam
+ }
+ if (countitem(1023) > 8) {
+ delitem 1023,9; //Fish_Tail
+ }
+ if (countitem(1024) > 8) {
+ delitem 1024,9; //Chinese_Ink
+ }
+ if (countitem(1050) > 8) {
+ delitem 1050,9; //Tendon
+ }
+ if (countitem(1051) > 8) {
+ delitem 1051,9; //Detonator
+ }
+ if (countitem(1052) > 8) {
+ delitem 1052,9; //Single_Cell
+ }
+ if (countitem(1053) > 8) {
+ delitem 1053,9; //Tooth_Of_Ancient_Fish
+ }
+ if (countitem(1054) > 8) {
+ delitem 1054,9; //Lip_Of_Ancient_Fish
+ }
+ if (countitem(7013) > 8) {
+ delitem 7013,9; //Coral_Reef
+ }
+ set god_sl_2,0;
+ if (god_sl_1 ==31) {
+ set god_sl_1,32;
+ }
+ if (god_sl_1 == 42) {
+ set god_sl_1,43;
+ }
+ if (god_sl_1 == 13) {
+ set god_sl_1,14;
+ }
+ if (god_sl_1 == 24) {
+ set god_sl_1,50;
+ }
+ close;
+ }
+ else {
+ mes "[Kurdt]";
+ mes "Still, you don't seem to have enough materials for me to";
+ mes "complete my research";
+ mes "Remember, I need";
+ mes "a huge variety.";
+ next;
+ mes "[Kurdt]";
+ mes "I'm sorry for the hassle, but do you think you could go out and collect things so that I can attempt to recreate the";
+ mes "'Spirit of Fish?'";
+ close;
+ }
+ }
+ }
+ else {
+ mes "[Kurdt]";
+ mes "Hmmm....";
+ mes "Funds and";
+ mes "manpower are";
+ mes "important for";
+ mes "research to progress.";
+ next;
+ mes "[Kurdt]";
+ mes "But no amount of financing or staffing can replace the value of enthusiasm and passion in conducting research.";
+ next;
+ mes "[Kurdt]";
+ mes "Some financiers are so ignorant that they think that if they throw more money and people into a project, the secrets of science will be unlocked that much faster.";
+ next;
+ mes "[Kurdt]";
+ mes "But if the people doing your research are unmotivated and uninspired, you'll never get anywhere.";
+ close;
+ }
+ }
+ else {
+ mes "[Kurdt]";
+ mes "Hmmm....";
+ mes "Funds and";
+ mes "manpower are";
+ mes "important for";
+ mes "research to progress.";
+ next;
+ mes "[Kurdt]";
+ mes "But no amount of financing or staffing can replace the value of enthusiasm and passion in conducting research.";
+ next;
+ mes "[Kurdt]";
+ mes "Some financiers are so ignorant that they think that if they throw more money and people into a project, the secrets of science will be unlocked that much faster.";
+ next;
+ mes "[Kurdt]";
+ mes "But if the people doing your research are unmotivated and uninspired, you'll never get anywhere.";
+ close;
+ }
+}
+
+que_god01,14,47,3 script Researcher#G4 713,{
+ if ($God1 < 100) {
+ if (god_sl_1 == 2) {
+ set god_sl_1,41;
+ }
+ if ((god_sl_1 == 41) || (god_sl_1 == 12) || (god_sl_1 == 23) || (god_sl_1 == 34)) {
+ if (god_sl_2 == 0) {
+ mes "[Pavel]";
+ mes "^333333*Sniff sniff*...";
+ mes "*Achoo!*^000000 Huh?";
+ mes "Who are you?";
+ next;
+ mes "[Pavel]";
+ mes "Oh, sorry.";
+ mes "You must be the new assistan--^333333*Aaachoo!^000000 Ehhm, ^333333*Sniff sniff*^000000 I'm sorry. As you can see, I'm feeling a little bit under the weather.";
+ next;
+ mes "[Pavel]";
+ mes "It's good to know that you're help to help me. But ^333333*Achoooo! Sniff Sniff*^000000";
+ next;
+ mes "[Pavel]";
+ mes "Anyway, go look at --^333333*Aaachooo!*^000000 that ^333333*Achoooo!*^000000 thing... ^333333*Sniff sniff*^000000";
+ set god_sl_2,1;
+ close;
+ }
+ else if (god_sl_2 == 1) {
+ mes "[Pavel]";
+ mes "I told you to go look at-- ^333333*Aaachhoooo!*^000000 that ^333333*Aaachoooo! Achoo! glhk glhk*^000000";
+ close;
+ }
+ else if (god_sl_2 == 2) {
+ mes "[Pavel]";
+ mes "^333333*Cough cough*";
+ mes "*Sniff sniff...*^000000";
+ mes "So did you take a look at it? Yeah, I don't think you'd understand, even if you saw it. ^333333*glhk glhk*^000000";
+ next;
+ mes "[Pavel]";
+ mes "^333333*AAAAACHHHOOO!*^000000";
+ mes "That slab of stone, no wait, ^333333*Achoo!*^000000 the letters engraved on that thing are ancien--^333333*Achoo!*^000000 language is no longer used nowadays.";
+ next;
+ mes "[Pavel]";
+ mes "I can't ^333333*glhk glhk*^000000 tell what ancient languag-- ^333333*Achoo!*^000000 it is, so... Hmm...";
+ next;
+ mes "[Pavel]";
+ mes "Considering ^333333*Achoo! Sniff sniff*^000000 the material used for the slab isn't ^333333*Sniff*^000000 ordinary stone, there must be some kind of device installed in it? ^333333*Cough*^000000";
+ next;
+ mes "[Pavel]";
+ mes "Not only that ^333333*Sniff sniff* letters are not just engraved. ^333333*AAAACHOO!*^000000 Something covers the ^333333*Cough*^000000 surface.";
+ next;
+ mes "[Pavel]";
+ mes "I must ^333333*Cough cough*^000000 remove the device for so that I can ^333333*Cough cough*^000000 investigate this further ^333333*Sniff*^000000 Butjust look at me. I'm a wreck. I can't even ^333333*AAAACHOO!*^000000 ...talk.";
+ next;
+ mes "[Pavel]";
+ mes "^333333*Sniff sniff*^000000";
+ mes "So I hope you don't mind ^333333*Achoo!*^000000 helping me remove ^333333*Cough*^000000 the device. Thank you so much. ^333333*Sniff*^000000";
+ set god_sl_2,3;
+ close;
+ }
+ else if (god_sl_2 == 3) {
+ mes "[Pavel]";
+ mes "^333333Aaaaaccccchhhhoooo...!*^000000";
+ mes "Um, what I meant to say w--^333333AAAACHOOO!*^000000";
+ mes "^333333*Sniff sniff...*^000000";
+ close;
+ }
+ else if (god_sl_2 == 4) {
+ mes "[Pavel]";
+ mes "^333333*Cough*^000000";
+ mes "Oh... ^333333*Sniff*^000000";
+ mes "Now I see...";
+ mes "^333333*glhk glhk*^000000";
+ next;
+ mes "[Pavel]";
+ mes "I was~ ^333333*Achoo!*^000000 right, ^333333*Achoo!*^000000 Something was installed in the sl-^333333*Cough*^000000 slab. I couldn't look at it myself because of this damn ^333333*Cooooough c-c-cough*^000000 flu.";
+ next;
+ mes "[Pavel]";
+ mes "Great job~";
+ mes "You did some ^333333*Sniff*^000000 good work. Thank you so much for helping me. ^333333*Achoo! Achoo!*^000000";
+ set god_sl_2,0;
+ if (god_sl_1 == 41) {
+ set god_sl_1,42;
+ }
+ if (god_sl_1 == 12) {
+ set god_sl_1,13;
+ }
+ if (god_sl_1 == 23) {
+ set god_sl_1,24;
+ }
+ if (god_sl_1 == 34) {
+ set god_sl_1,50;
+ }
+ close;
+ }
+ }
+ else {
+ mes "[Pavel]";
+ mes "Whether or not we can actually detect or sense spirits isn't as important as first proving their existence.";
+ close2;
+ }
+ }
+ else {
+ mes "[Pavel]";
+ mes "Whether or not we can actually detect or sense spirits isn't as important as first proving their existence.";
+ close2;
+ }
+}
+
+que_god01,20,48,0 script Slab#G 111,{
+ if ($God1 < 100) {
+ if ((god_sl_1 == 41) || (god_sl_1 == 12) || (god_sl_1 == 23) || (god_sl_1 == 34)) {
+ if ((god_sl_2 == 1) || (god_sl_2 == 2)) {
+ mes "....whgks ^ff00ffdirdnl^000000sjs wkrdjswhgks whdtnfb";
+ mes "............djswhgks wkdusdnlrnlfn";
+ mes ".......whsjs rhf tk dmqsjs rj ehddjfn";
+ mes "wkdusgks ^ff00fftkaryf^000000dnl durjfflrhsjs wkrdjswhgks ......";
+ mes "wkrdjswhgks shfh wkrdjswhgks wkdus wkr...";
+ mes "^ff00ffghswka^000000gks ........fusjs tmld.........";
+ set god_sl_2,2;
+ next;
+ mes "^3355FFThere is some writing engraved on this slab of stone. Since you can't read it and the stone looks weathered with time, it seems to be written in an ancient language.^000000";
+ next;
+ mes "^3355FFUpon touching the slab's surface, you feel that it is surprisingly warm. Perhaps there is more to this slab than meets the eye.^000000";
+ close;
+ }
+ else if (god_sl_2 == 3) {
+ mes "....whgks ^ff00ffdirdnl^000000sjs wkrdjswhgks whdtnfn";
+ mes "............djswhgks wkdusdnlrnlfn";
+ mes ".......whsjs rhf tk dmqsjs rj ehddjfn";
+ mes "wkdusgks ^ff00fftkaryf^000000dnl durjfflrhsjs wkrdjswhgks ......";
+ mes "wkrdjswhgks shfh wkrdjswhgks wkdus wkr...";
+ mes "^ff00ffghswka^000000gks.........fusjs tmld.........";
+ next;
+ mes "^3355FFUpon taking a closer look at the stone slab, you see that there are small devices in the crevices of each engraved letter in one of the words.";
+ next;
+ mes "....whgks ^ff00ffdirdnl^000000sjs wkrdjswhgks whdtnfb";
+ mes "............djswhgks wkdusdnlrnlfn";
+ mes ".......whsjs rhf tk dmqsjs rj ehddjfn";
+ mes "wkdusgks ^ff00fftkaryf^000000dnl durjfflrhsjs wkrdjswhgks ......";
+ mes "wkrdjswhgks shfh wkrdjswhgks wkdus wkr...";
+ mes "^ff00ffghswka^000000gks ........fusjs tmld.........";
+ next;
+ input .@input$;
+ if (.@input$ == "dirdnl") {
+ mes "Zap~";
+ mes "^3355FFAs you press the word '^ff0000dirdnl^3355FF,' the slab emitted a strange beeping noise but nothing else happened. Perhaps you must press some of the other words.^000000";
+ next;
+ mes "....whgks ^ff00ffdirdnl^000000sjs wkrdjswhgks whdtnfb";
+ mes "............djswhgks wkdusdnlrnlfn";
+ mes ".......whsjs rhf tk dmqsjs rj ehddjfn";
+ mes "wkdusgks ^ff00fftkaryf^000000dnl durjfflrhsjs wkrdjswhgks ......";
+ mes "wkrdjswhgks shfh wkrdjswhgks wkdus wkr...";
+ mes "^ff00ffghswka^000000gks ........fusjs tmld.........";
+ next;
+ }
+ else {
+ mes "^3355FFNothing happened.";
+ mes "Perhaps that word";
+ mes "is not on the slab.^000000";
+ close;
+ }
+ input .@input$;
+ if (.@input$ == "tkaryf") {
+ mes "^3355FFYou press the word '^ff0000tkaryf^3355FF,' and another beep was emitted from";
+ mes "the slab.^000000";
+ next;
+ mes "....whgks ^ff00ffdirdnl^000000sjs wkrdjswhgks whdtnfb";
+ mes "............djswhgks wkdusdnlrnlfn";
+ mes ".......whsjs rhf tk dmqsjs rj ehddjfn";
+ mes "wkdusgks ^ff00fftkaryf^000000dnl durjfflrhsjs wkrdjswhgks ......";
+ mes "wkrdjswhgks shfh wkrdjswhgks wkdus wkr...";
+ mes "^ff00ffghswka^000000gks ........fusjs tmld.........";
+ next;
+ }
+ else {
+ mes "^3355FFNothing happened.";
+ mes "Perhaps that word";
+ mes "is not on the slab.^000000";
+ close;
+ }
+ input .@input$;
+ if (.@input$ == "ghswka") {
+ mes "^3355FFYou press on the word '^ff0000ghswka^3355FF,' resulting in an affirmative beep. Nothing has still happened, so perhaps you must press another word.^000000";
+ next;
+ mes "....whgks ^ff00ffdirdnl^000000sjs wkrdjswhgks whdtnfb";
+ mes "............djswhgks wkdusdnlrnlfn";
+ mes ".......whsjs rhf tk dmqsjs rj ehddjfn";
+ mes "wkdusgks ^ff00fftkaryf^000000dnl durjfflrhsjs wkrdjswhgks ......";
+ mes "wkrdjswhgks shfh wkrdjswhgks wkdus wkr...";
+ mes "^ff00ffghswka^000000gks ........fusjs tmld.........";
+ next;
+ }
+ else {
+ mes "You touched a word ^ff0000"+.@input+"^000000, nothing happened.";
+ mes "You decided to think up something different.";
+ close;
+ }
+ mes "^666666*Eeeeeeeeee~*^000000";
+ next;
+ mes "^3355FFThe slab began";
+ mes "to vibrate and the";
+ mes "engraved letters slowly";
+ mes "disappeared, revealing";
+ mes "a new set of words underneath.^000000";
+ next;
+ mes "wkrdjswhgks dirdnlsjs wkrdjswhgks whdtnfh";
+ mes "wkrdjswhgks dldgnsdjs wkrdjswhgks wkdusdnlrnlfn";
+ mes "thfdh duTsjswhsjs rhf tk dmqsjs rj ehddjfn";
+ mes "wkdusgks tkaryfdnl durjfflrhsjs wkrdjswhgks tkatnfu";
+ mes "wkrdjswhgks shfh wkrdjswhgks wkdus wkrdjswhgks dldgns";
+ mes "ghswkagks tkatnfusjs tmldaldgks akrnl";
+ next;
+ mes "^3355FFYou still don't";
+ mes "understand what is";
+ mes "written on the slab.^000000";
+ set god_sl_2,4;
+ next;
+ mes "After a while, the original engraving on the slab re-appeared, once again concealing the writing underneath. It seems you can only reveal the hidden letters temporarily.";
+ close;
+ }
+ else {
+ mes "....whgks dirdnlsjs wkrdjswhgks whdtnfn";
+ mes "............djswhgks wkdusdnlrnlfn";
+ mes ".......whsjs rhf tk dmqsjs rj ehddjfn";
+ mes "wkdusgks tkaryfdnl durjfflrhsjs wkrdjswhgks ......";
+ mes "wkrdjswhgks shfh wkrdjswhgks wkdus wkr...";
+ mes "ghswkagks .........fusjs tmld.........";
+ next;
+ mes "^3355FFThis slab of stone has been weathered with time, and its surface is engraved with writing from a strange language.^000000";
+ next;
+ mes "^3355FFStrangely enough, the surface of the stone is emitting heat.^000000";
+ close;
+ }
+ }
+ else {
+ mes "....whgks dirdnlsjs wkrdjswhgks whdtnfn";
+ mes "............djswhgks wkdusdnlrnlfn";
+ mes ".......whsjs rhf tk dmqsjs rj ehddjfn";
+ mes "wkdusgks tkaryfdnl durjfflrhsjs wkrdjswhgks ......";
+ mes "wkrdjswhgks shfh wkrdjswhgks wkdus wkr...";
+ mes "ghswkagks .........fusjs tmld.........";
+ next;
+ mes "^3355FFThere is some writing engraved on this slab of stone. Since you can't read it and the stone looks weathered with time, it seems to be written in an ancient language.^000000";
+ next;
+ mes "^3355FFUpon touching the slab's surface, you feel that it is surprisingly warm. Perhaps there is more to this slab than meets the eye.^000000";
+ close;
+ }
+ }
+ else {
+ mes "^3355FFThere is some writing engraved on this slab of stone. Since you can't read it and the stone looks weathered with time, it seems to be written in an ancient language.^000000";
+ close;
+ }
+}
+
+payon,79,171,4 script Friar#G5 95,{
+ if ($God1 < 100) {
+ if ((god_sl_1 == 21) || (god_sl_1 == 32) || (god_sl_1 == 43) || (god_sl_1 == 14)) {
+ if ((god_sl_2 == 1) || (god_sl_2 == 3)) {
+ mes "[Lania]";
+ mes "No matter how old the stories are, you can always find good advice in folk tales and legends.";
+ next;
+ mes "[Lania]";
+ mes "Despite the passing of time and mankind's progression, certain fundamentals of life are timeless and will never change.";
+ next;
+ switch(select("Umm...:I see.")) {
+ case 1:
+ mes "[Lania]";
+ mes "Hmm...?";
+ mes "Do you need";
+ mes "anything from me?";
+ mes "I will try to help";
+ mes "you as much as I can.";
+ next;
+ mes "[Lania]";
+ mes "I believe that it's no use having ability or power unless you use that power for the right purposes.";
+ next;
+ switch(select("Oh no, that's okay.:Sleipnir's story.")) {
+ case 1:
+ mes "[Lania]";
+ mes "I must have";
+ mes "misunderstood me.";
+ mes "However, feel free";
+ mes "to ask me for help";
+ mes "if you ever need it.";
+ next;
+ mes "[Lania]";
+ mes "I consider helping others as special training for my spiritual improvement. I hope that you will act with kindness and generosity towards others as well.";
+ close;
+ case 2:
+ mes "[Lania]";
+ mes "Ah, I see.";
+ mes "I can tell you what I know about Sleipnir. Let's see now if I can remember everything about it.";
+ next;
+ mes "[Lania]";
+ mes "Ah yes.";
+ mes "I remember it now.";
+ mes "Yes, Sleipnir was the";
+ mes "name of Odin's stallion.";
+ next;
+ mes "[Lania]";
+ mes "In the world of";
+ mes "gods, there were";
+ mes "three legendary stallions: Sleipnir, Svadilfari and Gullfaxi.";
+ next;
+ mes "[Lania]";
+ mes "Gullfaxi was owned by Hrungnir, the king of the giants. Svadilfari, the stallion that sired Sleipnir, was also owned by a giant.";
+ next;
+ mes "[Lania]";
+ mes "Okay, now let's talk about how 'Sleipnir' was born. This story gives us a glimpse of the fallibility of gods and giants.";
+ next;
+ mes "[Lania]";
+ mes "In Asgard, the realm of the gods, there was a huge protective rampart that was almost completely destroyed in a recent war.";
+ next;
+ mes "[Lania]";
+ mes "However...";
+ mes "Gods being gods,";
+ mes "they were not eager";
+ mes "to rebuild the walls";
+ mes "themselves.";
+ next;
+ mes "[Lania]";
+ mes "One day, a very";
+ mes "skinny man rode on";
+ mes "a dark horse and offered to rebuild, and even improve, the rampart protecting Asgard.";
+ next;
+ mes "[Lania]";
+ mes "His offer was tempting to the gods, who needed every protection from their enemies.";
+ next;
+ mes "[Lania]";
+ mes "This man promised to rebuild";
+ mes "the Asgardian rampart in only 18 months, but in return he wanted the goddess Freya as his wife, as well as ownership of the sun and the moon.";
+ next;
+ mes "[Lania]";
+ mes "Now, this price was unreasonable for the gods to pay. The Asgardians were all insulted and angered by the stranger's demands. Still, they did want their rampart to be rebuilt.";
+ next;
+ mes "[Lania]";
+ mes ".....";
+ mes "Are you bored?";
+ mes "If you are, we can";
+ mes "finish this";
+ mes "story later.";
+ next;
+ switch(select("Yeah, let's finish this later.:No, please go ahead.")) {
+ case 1:
+ mes "[Lania]";
+ mes "I understand that my story was not that interesting. But I will try my best to entertain you next time. Please travel in safety.";
+ close;
+ case 2:
+ mes "[Lania]";
+ mes "Oh alright.";
+ mes "Then let me continue.";
+ next;
+ break;
+ }
+ mes "[Lania]";
+ mes "The gods were furious with the stranger's ridiculous demands. However, Loki proposed to Odin";
+ mes "that they should let the stranger rebuild their defensive walls.";
+ next;
+ mes "[Lania]";
+ mes "Loki suggested that if the stranger could complete most of the rampart renovation, but later than as agreed, the gods would not be obligated to pay the stranger any price.";
+ next;
+ mes "[Lania]";
+ mes "Odin decided to follow Loki's advice, and told the stranger that the wall must be repaired in 6 months, instead of 18 months as the stranger had proposed. He could receive help from no man.";
+ next;
+ mes "[Lania]";
+ mes "In return, the stranger would be paid as he had asked if he could fulfill those conditions. Since he was just a man, it seemed impossible.";
+ next;
+ mes "[Lania]";
+ mes "Hmmm...";
+ mes "I know this story is quite long. Did you want to listen some more, or did you need a break?";
+ next;
+ switch(select("Let me take down some notes first.:I need a break!:No, please go ahead.")) {
+ case 1:
+ mes "[Lania]";
+ mes "Ah....";
+ mes "I understand this story is quite long. My apologies. Alright, I'll wait for you to finish writing your notes.";
+ next;
+ mes "...";
+ mes "......";
+ mes ".........";
+ next;
+ mes "...";
+ mes "......";
+ mes ".........";
+ mes "............";
+ next;
+ mes "...";
+ mes "......";
+ mes ".........";
+ mes "............";
+ mes "...............";
+ next;
+ mes "...";
+ mes "......";
+ mes ".........";
+ mes "............";
+ mes "...............";
+ mes "..................";
+ next;
+ mes "[Lania]";
+ mes "May I continue the story now?";
+ next;
+ select("Yes, please.");
+ mes "[Lania]";
+ mes "Okay, now";
+ mes "where was I?";
+ next;
+ break;
+ case 2:
+ mes "[Lania]";
+ mes "I understand that the tale of Sleipnir is pretty long. But if you have the patience, I will try to relate this story to you another time. Farewell~";
+ close;
+ case 3:
+ mes "[Lania]";
+ mes "Oh good.";
+ mes "Then please let me continue.";
+ next;
+ break;
+ }
+ mes "[Lania]";
+ mes "Now, the stranger insisted that he be able to use his horse to help him do this reconstruction work. Since the horse was rather plain and simple looking, Odin agreed.";
+ next;
+ mes "[Lania]";
+ mes "Odin didn't think";
+ mes "twice about his";
+ mes "request, and regretted this decision upon observing the stranger's first day of rebuilding the rampart.";
+ next;
+ mes "[Lania]";
+ mes "Strangely enough, the stranger, using his horse to carry the materials, rebuilt the rampart at a speed that was inhuman.";
+ next;
+ mes "[Lania]";
+ mes "This upset the gods, since the stranger was actually a mighty giant in disguise. However, this did not violate their agreement,";
+ mes "so the gods could do nothing.";
+ next;
+ mes "[Lania]";
+ mes "Although the stranger's skills were great, his horse greatly sped up the rampart reconstruction. This was the legendary magical horse, Svadilfari.";
+ next;
+ mes "[Lania]";
+ mes "The gods grew more anxious as the wall would soon be completed before the alloted six months were up. The Asgardians soon grew very angry with Loki.";
+ next;
+ mes "[Lania]";
+ mes "Despite this, Loki remained calm and assured the gods that he had a plan. The gods distrusted his craftiness, and grew desperate as the stranger's work speedily progressed.";
+ next;
+ mes "[Lania]";
+ mes "Then, the reconstruction of the rampart suddenly halted. Both the gods and the stranger were equally surprised, as the horse Svadilfari was now missing.";
+ next;
+ mes "[Lania]";
+ mes "The stranger would";
+ mes "now need to continue";
+ mes "his work by himself.";
+ next;
+ mes "[Lania]";
+ mes "Hmmm...";
+ mes "Are you still listening? If you're tired, I understand and we can";
+ mes "stop for now.";
+ next;
+ switch(select("I'm so exhausted!:No, please go ahead.")) {
+ case 1:
+ mes "[Lania]";
+ mes "I know that this story might seem too long. But if you ever want to sit down and hear it again, I'll be glad to go over it again. Thank you for listening, adventurer.";
+ close;
+ case 2:
+ mes "[Lania]";
+ mes "Oh alright,";
+ mes "I'll go on then.";
+ next;
+ break;
+ }
+ mes "[Lania]";
+ mes "In their curiosity, the gods decided to investigate Savdilfari's disappearance. ";
+ next;
+ mes "[Lania]";
+ mes "Surprisingly,";
+ mes "they found that";
+ mes "Svadilfari fell in love with a beautiful mare, which was why";
+ mes "it did not work on the rampart.";
+ next;
+ mes "[Lania]";
+ mes "So when the 6 months passed, the stranger almost finished rebuilding the Asgardian walls. Only the castle gate was left untouched.";
+ next;
+ mes "[Lania]";
+ mes "The gods were happy to tell the stranger that they could not pay him what he requested, since he did not complete the rampart as originally agreed.";
+ next;
+ mes "[Lania]";
+ mes "In his rage, the stranger accused the gods of tricking him so that they would not have to pay him with the sun, the moon and the beautiful goddess Freya. Then, he revealed his true identity.";
+ next;
+ mes "[Lania]";
+ mes "He was a";
+ mes "terrible frost giant,";
+ mes "or Hrimthurs as they say.";
+ next;
+ mes "[Lania]";
+ mes ".....";
+ mes "Are you bored?";
+ mes "If you are, we can";
+ mes "talk about this";
+ mes "later you know.";
+ next;
+ switch(select("I'm so bored~:No, please go ahead.")) {
+ case 1:
+ mes "[Lania]";
+ mes "I see. Well, stories are meant to be enjoyed and I suppose you're not in the mood to sit and listen.";
+ next;
+ mes "[Lania]";
+ mes "But if you ever do want to hear about Sleipnir, feel free to visit me once again. Have a good day~";
+ close;
+ case 2:
+ mes "[Lania]";
+ mes "Oh, I'm glad~";
+ mes "Some people would";
+ mes "actually be sleeping";
+ mes "after listening so long~";
+ next;
+ break;
+ }
+ mes "[Lania]";
+ mes "Anyway...";
+ mes "The stranger turned out";
+ mes "to be a giant training in";
+ mes "stone masonry. Although he was invading Asgard, the gods didn't worry.";
+ next;
+ mes "[Lania]";
+ mes "Thor quickly killed the giant with his mighty hammer, Mjolnir, by hurling it at the giant's head, which exploded into a thousand pieces.";
+ next;
+ mes "[Lania]";
+ mes "As for the horse, Svadilfari, it was nowhere to be found for";
+ mes "a long, long time.";
+ next;
+ mes "[Lania]";
+ mes ".....";
+ mes "Are you bored?";
+ mes "If you are, let's talk";
+ mes "about this later.";
+ next;
+ switch(select("Let me take down some notes.:See you later.:No, please go ahead.")) {
+ case 1:
+ mes "[Lania]";
+ mes "Ah....";
+ mes "I see that you really want to keep track of every important detail!";
+ next;
+ mes "[Lania]";
+ mes "My apologies, I'll wait for you to complete your notes then.";
+ next;
+ mes "...";
+ mes "......";
+ mes ".........";
+ next;
+ mes "...";
+ mes "......";
+ mes ".........";
+ mes "............";
+ next;
+ mes "...";
+ mes "......";
+ mes ".........";
+ mes "............";
+ mes "...............";
+ next;
+ mes "...";
+ mes "......";
+ mes ".........";
+ mes "............";
+ mes "...............";
+ mes "..................";
+ next;
+ mes "[Lania]";
+ mes "May I continue the story now?";
+ next;
+ select("Yes, please.");
+ mes "[Lania]";
+ mes "Okay. Hmm...";
+ mes "Now where was I?";
+ next;
+ break;
+ case 2:
+ mes "[Lania]";
+ mes "Oh, I guess my story wasn't really that interesting. But if you want to listen to this story again, please come visit me again.";
+ next;
+ mes "[Lania]";
+ mes "Okay then,";
+ mes "travel safely~";
+ close;
+ case 3:
+ mes "[Lania]";
+ mes "Okay. Hmm...";
+ mes "Now where was I?";
+ next;
+ break;
+ }
+ mes "[Lania]";
+ mes "After a while, Loki, who looked tattered and worn out, brought a strange looking pony with eight legs to Asgard.";
+ next;
+ mes "[Lania]";
+ mes "Loki introduced the pony as 'Sleipnir' and presented it to";
+ mes "Odin as a present.";
+ next;
+ mes "[Lania]";
+ mes "In actuality, Loki transformed into the mare that seduced Svadilfari so that it would no longer work on the rampart.";
+ next;
+ mes "[Lania]";
+ mes "So 'Sleipnir' was born from the legendary mare Svadilfari, and the god Loki who transformed himself into a horse.";
+ next;
+ mes "[Lania]";
+ mes "Now, stories that are spread through word of mouth might have differences in the small details, depending on who's telling the story.";
+ next;
+ mes "[Lania]";
+ mes "Still, the fundamental story line should not be different.";
+ next;
+ mes "[Lania]";
+ mes "I don't usually get to practice storytelling, and I'm not too confident of the authenticity of my version of Sleipnir's tale.";
+ next;
+ mes "[Lania]";
+ mes "But I hope you will understand that I did my best. It was the most that I could do to help you.";
+ next;
+ mes "[Lania]";
+ mes "If you wish to listen to this story again, you're always welcome.";
+ mes "Be safe on your adventures~";
+ if (god_sl_2 == 1) {
+ set god_sl_2,2;
+ } else if (god_sl_2 == 3) {
+ set god_sl_2,4;
+ }
+ close;
+ }
+ case 2:
+ mes "[Lania]";
+ mes "In times of agony, please reflect on your past to help you find a solution.";
+ next;
+ mes "[Lania]";
+ mes "Like the old myths and legends, your experiences are stories from which you can learn valuable lessons.";
+ close;
+ }
+ }
+ else {
+ mes "[Lania]";
+ mes "I told you everything I know. Hopefully, I was of some help to you. Please treat others with the same generosity and kindness.";
+ close;
+ }
+ }
+ else {
+ mes "[Lania]";
+ mes "Training isn't limited to just physical and mental conditioning.";
+ next;
+ mes "[Lania]";
+ mes "The way you lead your life and interact with other people can also be considered part of your training.";
+ next;
+ mes "[Lania]";
+ mes "Everyone will learn and benefit differently, depending on how they live their day to day lives.";
+ close;
+ }
+ }
+ else {
+ mes "[Lania]";
+ mes "Training isn't limited to just physical and mental conditioning.";
+ next;
+ mes "[Lania]";
+ mes "The way you lead your life and interact with other people can also be considered part of your training.";
+ next;
+ mes "[Lania]";
+ mes "Everyone will learn and benefit differently, depending on how they live their day to day lives.";
+ close;
+ }
+}
+
+que_god01,84,95,0 script Switch#God0 111,{
+ if ((god_sl_1 > 1) && (god_sl_1 < 51)) {
+ mes "^3355FFThe door is locked. You slide your temporary pass on the security device on the right side of the door, and the door unlocks.^000000";
+ next;
+ warp "que_god01",60,88;
+ end;
+ }
+ else {
+ mes "^3355FFThe door is locked.";
+ mes "There is some";
+ mes "sort of security device on the right side. It seems the device needs to detect some kind of";
+ mes "pass before you can enter.^000000";
+ close;
+ }
+}
+
+que_god01,84,92,0 script god_sl_w0 45,1,1,{
+OnTouch:
+ if ((god_sl_1 > 1) && (god_sl_1 < 51)) {
+ mes "^3355FFThe door is locked. You slide your temporary pass on the security device on the right side of the door, and the door unlocks.^000000";
+ next;
+ warp "que_god01",60,88;
+ end;
+ }
+ else {
+ mes "^3355FFThe door is locked. There is some sort of security device on the right side. It seems the device needs to detect some kind of pass before you can enter.^000000";
+ close;
+ }
+}
+
+que_god01,49,97,0 script Switch#God1 111,{
+ if ((god_sl_1 > 1) && (god_sl_1 < 51)) {
+ mes "^3355FFThe door is locked. You slide your temporary pass on the security device on the right side of the door, and the door unlocks.^000000";
+ next;
+ warp "que_god01",62,119;
+ end;
+ }
+ else {
+ mes "^3355FFThe door is locked. There is some sort of security device on the right side. It seems the device needs to detect some kind of pass before you can enter.^000000";
+ close;
+ }
+}
+
+que_god01,46,97,0 script god_sl_w1 45,1,1,{
+OnTouch:
+ if ((god_sl_1 > 1) && (god_sl_1 < 51)) {
+ mes "^3355FFThe door is locked. You slide your temporary pass on the security device on the right side of the door, and the door unlocks.^000000";
+ next;
+ warp "que_god01",62,119;
+ end;
+ }
+ else {
+ mes "^3355FFThe door is locked. There is some sort of security device on the right side. It seems the device needs to detect some kind of pass before you can enter.^000000";
+ close;
+ }
+}
+
+que_god01,19,97,0 script Switch#God2 111,{
+ if ((god_sl_1 > 1) && (god_sl_1 < 51)) {
+ mes "^3355FFThe door is locked. You slide your temporary pass on the security device on the right side of the door, and the door unlocks.^000000";
+ next;
+ warp "que_god01",12,119;
+ end;
+ }
+ else {
+ mes "^3355FFThe door is locked. There is some sort of security device on the right side. It seems the device needs to detect some kind of pass before you can enter.^000000";
+ close;
+ }
+}
+
+que_god01,16,97,0 script god_sl_w2 45,1,1,{
+OnTouch:
+ if ((god_sl_1 > 1) && (god_sl_1 < 51)) {
+ mes "^3355FFThe door is locked. You slide your temporary pass on the security device on the right side of the door, and the door unlocks.^000000";
+ next;
+ warp "que_god01",12,119;
+ end;
+ }
+ else {
+ mes "^3355FFThe door is locked. There is some sort of security device on the right side. It seems the device needs to detect some kind of pass before you can enter.^000000";
+ close;
+ }
+}
+
+que_god01,14,80,0 script Switch#God3 111,{
+ if ((god_sl_1 > 1) && (god_sl_1 < 51)) {
+ mes "^3355FFThe door is locked. You slide your temporary pass on the security device on the right side of the door, and the door unlocks.^000000";
+ next;
+ warp "que_god01",12,52;
+ end;
+ }
+ else {
+ mes "^3355FFThe door is locked. There is some sort of security device on the right side. It seems the device needs to detect some kind of pass before you can enter.^000000";
+ close;
+ }
+}
+
+que_god01,17,80,0 script god_sl_w3 45,1,1,{
+OnTouch:
+ if ((god_sl_1 > 1) && (god_sl_1 < 51)) {
+ mes "^3355FFThe door is locked. You slide your temporary pass on the security device on the right side of the door, and the door unlocks.^000000";
+ next;
+ warp "que_god01",12,52;
+ end;
+ }
+ else {
+ mes "^3355FFThe door is locked. There is some sort of security device on the right side. It seems the device needs to detect some kind of pass before you can enter.^000000";
+ close;
+ }
+}
+
+que_god01,44,80,0 script Switch#God4 111,{
+ if ((god_sl_1 > 1) && (god_sl_1 < 51)) {
+ mes "^3355FFThe door is locked. You slide your temporary pass on the security device on the right side of the door, and the door unlocks.^000000";
+ next;
+ warp "que_god01",50,52;
+ end;
+ }
+ else {
+ mes "^3355FFThe door is locked. There is some sort of security device on the right side. It seems the device needs to detect some kind of pass before you can enter.^000000";
+ close;
+ }
+}
+
+que_god01,47,80,0 script god_sl_w4 45,1,1,{
+OnTouch:
+ if ((god_sl_1 > 1) && (god_sl_1 < 51)) {
+ mes "^3355FFThe door is locked. You slide your temporary pass on the security device on the right side of the door, and the door unlocks.^000000";
+ next;
+ warp "que_god01",50,52;
+ end;
+ }
+ else {
+ mes "^3355FFThe door is locked. There is some sort of security device on the right side. It seems the device needs to detect some kind of pass before you can enter.^000000";
+ close;
+ }
+}
diff --git a/npc/pre-re/quests/skills/acolyte_skills.txt b/npc/pre-re/quests/skills/acolyte_skills.txt
new file mode 100644
index 000000000..c6dd68f4e
--- /dev/null
+++ b/npc/pre-re/quests/skills/acolyte_skills.txt
@@ -0,0 +1,120 @@
+//===== rAthena Script =======================================
+//= Acolyte Skill Quest
+//===== By: ==================================================
+//= kobra_k88
+//===== Current Version: =====================================
+//= 1.7
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= Quest for skills: Holy Light
+//===== Additional Comments: =================================
+//= 1.5 Rescripted to Aegis 10.3 stadards. [L0ne_W0lf]
+//= 1.6 Fixed a typo in job check. (Bugreport:1531) [L0ne_W0lf]
+//= 1.7 Updated to latest available official file. [Masao]
+//============================================================
+
+prt_church,173,23,4 script Cleric 79,{
+ mes "[Acolyte Klift]";
+ mes "Ahh . Brothers ! Does the task of";
+ mes "caring for out lost sheep burden";
+ mes "and tire you ?";
+ mes "I am here to assist you.";
+ next;
+ switch (select("^3355FF' About acolyte's hidden ability '^000000 ..:^3355FF' Holy light '^000000 training:End conversation")) {
+ case 1:
+ mes "[Acolyte Klift]";
+ mes "Our members of the clergy";
+ mes "naturally learn a skill as";
+ mes "as they mature. As they approach ";
+ mes "their senior years as an acolyte";
+ mes "this special skill.";
+ next;
+ mes "[Acolyte Klift]";
+ mes "Faced with great danger and";
+ mes "an endless struggle with evil,";
+ mes "our brethren are much in need of assistance.";
+ mes "^3355FF' Holy Light '^000000 is that skill.";
+ mes "To gain this ability for yourself,";
+ mes "takes some work.";
+ next;
+ mes "[Acolyte Klift]";
+ mes "To gain the skill, you must find these items.";
+ mes "^FF33551 Opal^000000";
+ mes "^FF33551 Crystal Blue^000000";
+ mes "^FF33551 Rosary^000000 ";
+ next;
+ mes "[Acolyte Klift]";
+ mes "In order to be able to even use this skill,";
+ mes "one must be have sufficient experience.";
+ mes "^FF3355 Job Level 30^000000";
+ mes "is required to learn this skill.";
+ next;
+ mes "[Acolyte Klift]";
+ mes "As for a priest, because of their";
+ mes "already vast amount of experience,";
+ mes "they are able to gain this skill at any";
+ mes "job level.";
+ close;
+ case 2:
+ if (getskilllv("AL_HOLYLIGHT") == 1) {
+ mes "[Acolyte Klift]";
+ mes "Brother, you already possess";
+ mes "the skill of ` Holy Light '.";
+ mes "You cannot gain a skill you";
+ mes "already possess ..";
+ mes "I pray that you are using";
+ mes "this skill for the work of good . .";
+ close;
+ }
+ if ((countitem(727) > 0) && (countitem(991) > 0) && (countitem(2608) > 0) && (JobLevel > 29) && (BaseClass == Job_Acolyte)) {
+ mes "[Acolyte Klift]";
+ mes "Your faith has proven worthy";
+ mes "for you to gain the ' Holy Light ' skill.";
+ mes "Your skill is adequate";
+ mes "to use this skill.";
+ mes "Use it wisely. . .";
+ next;
+ delitem 727,1; //White_Jewel
+ delitem 991,1; //Crystal_Blue
+ delitem 2608,1; //Rosary
+ skill "AL_HOLYLIGHT",1,0;
+ mes "[Acolyte Klift]";
+ mes "You now know ' Holy Light '";
+ mes "May you use this skill only in the";
+ mes "best conduct . . . . .";
+ close;
+ }
+ mes "[Acolyte Klift]";
+ mes "Oh, it is clear. . .";
+ mes "You are not yet ready to";
+ mes "receive the ' Holy Light ' skill.";
+ next;
+ mes "[Acolyte Klift]";
+ mes "You should listen carefully to what";
+ mes "is necessary for this skill.";
+ mes "If you listen closely,";
+ mes "you may learn what you lack.";
+ mes "So that you may improve upon yourself.";
+ close;
+ case 3:
+ mes "[Acolyte Klift]";
+ mes ". . . . .";
+ mes "I understand your zeal.";
+ mes "You have much time yet to";
+ mes "practice and gain experience.";
+ mes "Blessings upon you . . . . .";
+ close;
+ }
+}
+
+//============================================================
+// Old changelog
+//============================================================
+//= v1.0a Now using functions found in "Global_Functions.txt"
+//= for class checks.
+//= 1.2 Added Baby Class Support [Lupus]
+//= 1.3 Removed callfunc Is_####_Class in favor of baseClass [Silentdragon]
+//= 1.4 Fixed an exploit [Lupus]
+//= 1.4a changed perm. variables to temp ones [Lupus]
+//============================================================
diff --git a/npc/pre-re/quests/skills/alchemist_skills.txt b/npc/pre-re/quests/skills/alchemist_skills.txt
new file mode 100644
index 000000000..987c6751d
--- /dev/null
+++ b/npc/pre-re/quests/skills/alchemist_skills.txt
@@ -0,0 +1,2221 @@
+//===== rAthena Script =======================================
+//= Alchemist Skills Quests
+//===== By: ==================================================
+//= Lupus, Reddozen, Samuray22
+//===== Current Version: =====================================
+//= 2.2
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis COnversion]
+//= Quests for item: Elemental_Create_Book
+//= Quest for skill: Bioethics
+//===== Additional Comments: =================================
+//= 1.9 Rescripted to Aegis 10.3 stadards. [L0ne_W0lf]
+//= 2.0 Rescripted (and re-added) Bio Ethics quest. [L0ne_W0lf]
+//= 2.1 Fixed a Resurrection -> Homunculus Resurrection. [L0ne_W0lf]
+//= 2.1a Deleted some unused Variables in Bio Ethics quest. [Samuray22]
+//= 2.2 Replaced effect numerics with constants. [L0ne_W0lf]
+//============================================================
+
+yuno_in04,33,108,4 script Pisruik#qsk_al 883,{
+ if (BaseJob == Job_Alchemist) {
+ if (JobLevel < 40) {
+ mes "[Pisruik]";
+ mes "^333333*Cough cough*^000000";
+ mes "Damn, if only I had";
+ mes "a little more money";
+ mes "to buy some medicine.";
+ mes "I should have stayed";
+ mes "home today, but...";
+ close;
+ }
+ if (ALCHE_SK == 0) {
+ mes "[Pisruik]";
+ mes "^333333*Cough cough*^000000";
+ mes "Ugh, there's nothing";
+ mes "worse than working when";
+ mes "you're supposed to be resting.";
+ mes "H-hey! Um, what are you doing?";
+ set ALCHE_SK,1;
+ next;
+ mes "[Pisruik]";
+ mes "Q-quit looking at";
+ mes "my test results right";
+ mes "this inst--oh. Wait.";
+ mes "You're not one of the";
+ mes "researchers here. Huh.";
+ next;
+ mes "[Pisruik]";
+ mes "Uh... Don't you have";
+ mes "anything better to do";
+ mes "than to breathe down my";
+ mes "back? I'm trying to finish";
+ mes "something here! Oh, never";
+ mes "mind, I'm just cranky...";
+ close;
+ }
+ else if (ALCHE_SK == 1) {
+ mes "[Pisruik]";
+ mes "You again? You don't seem";
+ mes "to be doing any research here.";
+ mes "Is there something you need?";
+ mes "Though, I'm afraid I can't be";
+ mes "of very much help to you.";
+ next;
+ if (select("What are you working on?:I don't need anything, thanks.") == 1) {
+ mes "[Pisruik]";
+ mes "Well, I'm not sure if I can";
+ mes "give you all of the details.";
+ mes "You see, everyone here is";
+ mes "a researcher that can't afford";
+ mes "to rent a lab for himself. So we all ended up sharing this one.";
+ next;
+ mes "[Pisruik]";
+ mes "Even though we all pitched";
+ mes "in to rent this lab, we're all";
+ mes "getting pretty desperate. In";
+ mes "fact, a few of us have even";
+ mes "stolen work from each other.";
+ mes "That's pretty pathetic, huh?";
+ next;
+ mes "[Pisruik]";
+ mes "I guess that's what happens";
+ mes "when you're poor and don't";
+ mes "have a day job. Things are";
+ mes "so bad right now, I can't even";
+ mes "afford to get new materials!";
+ mes "What can I possibly do?";
+ next;
+ mes "[Pisruik]";
+ mes "Ah, I've got it! You're";
+ mes "an adventurer, right?";
+ mes "If you're still curious about";
+ mes "my research, I'll tell you more";
+ mes "about it if you help me out by";
+ mes "gathering some supplies for me.";
+ next;
+ mes "[Pisruik]";
+ mes "I guess it couldn't do";
+ mes "much harm if you knew what";
+ mes "I was working on, anyway.";
+ mes "I mean, we'd have to be working";
+ mes "on the same project for you to";
+ mes "benefit. So, what's your name?";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "I am called "+ strcharinfo(0) +".";
+ next;
+ set ALCHE_SK,2;
+ mes "[Pisruik]";
+ mes "Ah, "+ strcharinfo(0) +".";
+ mes "Would you please bring";
+ mes "^6600005 Yellow Gemstones^000000,";
+ mes "^6600004 Empty Potion Bottles^000000,";
+ mes "^66000010 Hearts of Mermaids^000000,";
+ mes "and ^66000010 Moth Dust^000000?";
+ close;
+ }
+ mes "[Pisruik]";
+ mes "If you came here to buy";
+ mes "Potion Manuals or something";
+ mes "like that, you've come to the";
+ mes "wrong guy. Everything you see";
+ mes "here is for the completion";
+ mes "of a personal project.";
+ close;
+ }
+ else if (ALCHE_SK == 2) {
+ mes "[Pisruik]";
+ mes "Great you're back!";
+ mes "Let's see, you were";
+ mes "supposed to bring me";
+ mes "4 Empty Potion Bottles...";
+ mes "And... And... What else";
+ mes "did I ask you to get?";
+ next;
+ switch(select("5 Yellow Gemstones:5 Blue Gemstones:5 Red Gemstones")) {
+ case 1:
+ mes "[Pisruik]";
+ mes "Right, right!";
+ mes "5 Yellow Gemstones.";
+ mes "That's what I needed.";
+ mes "I'm sure there was more,";
+ mes "but what I can't recall exactly... ^FFFFFF ^000000";
+ next;
+ if (select("10 Hearts of Mermaid:10 Large Jellopies") == 1) {
+ mes "[Pisruik]";
+ mes "Of course!";
+ mes "10 Hearts of Mermaid!";
+ mes "How could I forget that?";
+ mes "And then, the last thing";
+ mes "I asked you for was, um...";
+ next;
+ if (select("10 Frill:10 Moth Dust") == 1) {
+ mes "[Pisruik]";
+ mes "No, that can't have";
+ mes "been it. I already have";
+ mes "plenty of Frills. Hmmm...";
+ mes "What am I missing now?";
+ close;
+ }
+ mes "[Pisruik]";
+ mes "Right. I was just";
+ mes "about to say that.";
+ mes "So did you remember";
+ mes "to bring me everything?";
+ next;
+ if (select("No.:Yes!") == 1) {
+ if (rand(1,5) == 1) {
+ mes "[Pisruik]";
+ mes "You didn't...?";
+ mes "Oh, just admit it.";
+ mes "You don't want to";
+ mes "do this for me, right?";
+ mes "Don't go wasting your";
+ mes "time just for my sake.";
+ close;
+ }
+ mes "[Pisruik]";
+ mes "Not yet, huh?";
+ mes "Though I hope you can";
+ mes "bring me that stuff as";
+ mes "soon as possible, you";
+ mes "don't have to do it, you";
+ mes "know. Yeah, no big deal.";
+ close;
+ }
+ mes "[Pisruik]";
+ mes "Really now?";
+ mes "Well, let me check";
+ mes "what you brought to";
+ mes "make sure you didn't";
+ mes "forget anything. Hm...";
+ next;
+ if (countitem(715) > 4 && countitem(1093) > 3 && countitem(950) > 9 && countitem(1057) > 9) {
+ delitem 715,5; //Yellow_Gemstone
+ delitem 1093,4; //Empty_Potion
+ delitem 950,10; //Heart_Of_Mermaid
+ delitem 1057,10; //Moth_Dust
+ set ALCHE_SK,3;
+ mes "[Pisruik]";
+ mes "Great, it looks like";
+ mes "everything is here.";
+ mes "Alright, let me take";
+ mes "those. Now, guess what";
+ mes "I'll be making with the";
+ mes "materials you've brought.";
+ next;
+ switch(select("Medicine?:Bomb?")) {
+ case 1:
+ set ALCHE_SK,4;
+ mes "[Pisruik]";
+ mes "Hahahah, that's right!";
+ mes "I'm working on making";
+ mes "a new form of medicine.";
+ break;
+ case 2:
+ set ALCHE_SK,4;
+ mes "[Pisruik]";
+ mes "A bomb? Do I look like";
+ mes "a nutcase to you? No, no...";
+ mes "I'm developing a new form of";
+ mes "medicine. Sure, bombs make";
+ mes "good money, but where would";
+ mes "I test them? Here? No way!";
+ break;
+ }
+ next;
+ mes "[Pisruik]";
+ mes "Anyway, this medicine";
+ mes "reacts with the human body's";
+ mes "digestive enzymes to initiate";
+ mes "temporary metabolic changes";
+ mes "that artificially stop heat";
+ mes "absorption into the body.";
+ next;
+ mes "[Pisruik]";
+ mes "The actual effect of this";
+ mes "medicine is that it greatly";
+ mes "increases the body's resistance";
+ mes "to most forms of heat! However,";
+ mes "it will also reduce resistance";
+ mes "to cold as a side effect.";
+ next;
+ mes "[Pisruik]";
+ mes "I know my medicine sounds";
+ mes "a little weird, but think of";
+ mes "the applications! If used in";
+ mes "the right situations, this";
+ mes "medicine may be quite handy.";
+ next;
+ mes "[Pisruik]";
+ mes "Ah, seeing as you're still";
+ mes "here, would you mind helping";
+ mes "me again? I need about, hmm,";
+ mes "20 Maneater Blossoms. If you";
+ mes "could bring them to me, it'd";
+ mes "really help me out a lot.";
+ next;
+ switch(select("Nope, I'm too busy!:Sure, I'll help you.:What's in it for me?")) {
+ case 1:
+ set ALCHE_SK,5;
+ mes "[Pisruik]";
+ mes "I guess I'll have to gather";
+ mes "those on my own. Alright, well,";
+ mes "seeing as we've both gotten";
+ mes "what we wanted, I'll suppose";
+ mes "your business with me is done.";
+ close;
+ case 2:
+ set ALCHE_SK,6;
+ mes "[Pisruik]";
+ mes "Thanks, I really";
+ mes "appreciate it. While";
+ mes "I'm waiting for you,";
+ mes "I can start boiling";
+ mes "the Clover extract.";
+ next;
+ select("Clover extract? What's that for?");
+ mes "[Pisruik]";
+ mes "Well, I need the Clover";
+ mes "extract for a compound";
+ mes "that I'm going to make with";
+ mes "the Maneater Blossoms. I'm";
+ mes "kind of weak, so I try not to";
+ mes "travel too far when I can.";
+ next;
+ mes "[Pisruik]";
+ mes "Yeah, ever since I was";
+ mes "little, I've had a weak";
+ mes "heart and bad eyesight.";
+ mes "The doctor tells me to avoid";
+ mes "stress and hard work, but";
+ mes "researching is my life.";
+ if (Sex == 0) {
+ next;
+ mes "[Pisruik]";
+ mes "I wonder...";
+ mes "If you understand";
+ mes "the way I feel, how";
+ mes "much I've had to sacrifice";
+ mes "for my dream. Heh, anyway...";
+ }
+ next;
+ mes "[Pisruik]";
+ mes "I hope you understand that";
+ mes "it's too dangerous for me to";
+ mes "gather Maneater Blossoms on";
+ mes "my own, so if I'm going to get";
+ mes "as much help as I can. Thanks";
+ mes "again for being cooperative.";
+ close;
+ case 3:
+ mes "[Pisruik]";
+ mes "Ha ha ha ha!";
+ mes "That's real business";
+ mes "like of you! Alright,";
+ mes "I may be poor, but if";
+ mes "you help me, I'll give you";
+ mes "the results of my research.";
+ next;
+ if (select("Nah, I'm too busy.:Alright, I'll help you.") == 1) {
+ set ALCHE_SK,5;
+ mes "[Pisruik]";
+ mes "I guess I'll have to gather";
+ mes "those on my own. Alright, well,";
+ mes "seeing as we've both gotten";
+ mes "what we wanted, I'll suppose";
+ mes "your business with me is done.";
+ close;
+ }
+ set ALCHE_SK,6;
+ mes "[Pisruik]";
+ mes "Thanks, I really";
+ mes "appreciate it. While";
+ mes "I'm waiting for you,";
+ mes "I can start boiling";
+ mes "the Clover extract.";
+ next;
+ select("Clover extract? What's that for?");
+ mes "[Pisruik]";
+ mes "Well, I need the Clover";
+ mes "extract for a compound";
+ mes "that I'm going to make with";
+ mes "the Maneater Blossoms. I'm";
+ mes "kind of weak, so I try not to";
+ mes "travel too far when I can.";
+ next;
+ mes "[Pisruik]";
+ mes "Yeah, ever since I was";
+ mes "little, I've had a weak";
+ mes "heart and bad eyesight.";
+ mes "The doctor tells me to avoid";
+ mes "stress and hard work, but";
+ mes "researching is my life.";
+ if (Sex == 0) {
+ next;
+ mes "[Pisruik]";
+ mes "I wonder...";
+ mes "If you understand";
+ mes "the way I feel, how";
+ mes "much I've had to sacrifice";
+ mes "for my dream. Heh, anyway...";
+ }
+ next;
+ mes "[Pisruik]";
+ mes "I hope you understand that";
+ mes "it's too dangerous for me to";
+ mes "gather Maneater Blossoms on";
+ mes "my own, so if I'm going to get";
+ mes "as much help as I can. Thanks";
+ mes "again for being cooperative.";
+ close;
+ }
+ }
+ else if (countitem(715) == 0 && countitem(1093) == 0 && countitem(950) == 0 && countitem(1057) == 0) {
+ mes "[Pisruik]";
+ mes "So you knew what";
+ mes "you had to bring, came";
+ mes "to remind me what I had";
+ mes "forgotten, but didn't bring";
+ mes "anything? Weird. Ah well.";
+ mes "Come with the stuff next time.";
+ close;
+ }
+ else {
+ mes "[Pisruik]";
+ mes "Oh, this isn't good, some";
+ mes "of the items I asked for are";
+ mes "missing. I'm sorry, but Alchemy";
+ mes "gets dangerously unpredictable";
+ mes "when things aren't used in just";
+ mes "the right amounts. Hmmm...";
+ next;
+ mes "[Pisruik]";
+ mes "Well, I can afford to";
+ mes "push my deadlines back";
+ mes "if you promise to return";
+ mes "with the materials I need";
+ mes "as soon as you possibly can.";
+ close;
+ }
+ }
+ mes "[Pisruik]";
+ mes "Large Jellopy?";
+ mes "Yes, Large--no.";
+ mes "Wait, that doesn't";
+ mes "sound right at all.";
+ mes "No, it was something";
+ mes "else I need you to get.";
+ close;
+ case 2:
+ mes "[Pisruik]";
+ mes "Blue Gemstones...?";
+ mes "No, that was for the";
+ mes "potion that increases";
+ mes "tolerance to the Water";
+ mes "property, I think. What's";
+ mes "wrong with my memory?!";
+ close;
+ case 3:
+ mes "[Pisruik]";
+ mes "Red Gemstones...?";
+ mes "No, that was for the";
+ mes "potion that increases";
+ mes "tolerance to the Earth";
+ mes "property, I think. What's";
+ mes "wrong with my memory?!";
+ close;
+ }
+ }
+ else if (ALCHE_SK == 3) {
+ mes "[Pisruik]";
+ mes "Why did you just leave?";
+ mes "You didn't even let me";
+ mes "finish talking! Oh well,";
+ mes "maybe it's not your fault.";
+ mes "Anyway, just so you know,";
+ mes "I'm developing a new medicine.";
+ set ALCHE_SK,4;
+ close;
+ }
+ else if (ALCHE_SK == 4) {
+ //NPC dialogue interrupted
+ mes "[Pisruik]";
+ mes "Alright, did you";
+ mes "want to learn more";
+ mes "about the medicine that";
+ mes "I'm developing? I mean,";
+ mes "that's why you came, right?";
+ next;
+ if (select("No, thanks.:Yes, please.") == 1) {
+ mes "[Pisruik]";
+ mes "Alright then.";
+ mes "Really? Well, I'm";
+ mes "willing to spend the";
+ mes "time to explain it to";
+ mes "you. After all, you did";
+ mes "help me out just then.";
+ close;
+ }
+ mes "[Pisruik]";
+ mes "I'm working on a new";
+ mes "form of medicine that,";
+ mes "hopefully, will be used";
+ mes "for the betterment and";
+ mes "protection of mankind!";
+ next;
+ mes "[Pisruik]";
+ mes "Anyway, this medicine";
+ mes "reacts with the human body's";
+ mes "digestive enzymes to initiate";
+ mes "temporary metabolic changes";
+ mes "that artificially stop heat";
+ mes "absorption into the body.";
+ next;
+ mes "[Pisruik]";
+ mes "The actual effect of this";
+ mes "medicine is that it greatly";
+ mes "increases the body's resistance";
+ mes "to most forms of heat! However,";
+ mes "it will also reduce resistance";
+ mes "to cold as a side effect.";
+ next;
+ mes "[Pisruik]";
+ mes "I know my medicine sounds";
+ mes "a little weird, but think of";
+ mes "the applications! If used in";
+ mes "the right situations, this";
+ mes "medicine may be quite handy.";
+ next;
+ mes "[Pisruik]";
+ mes "Ah, seeing as you're still";
+ mes "here, would you mind helping";
+ mes "me again? I need about, hmm,";
+ mes "20 Maneater Blossoms. If you";
+ mes "could bring them to me, it'd";
+ mes "really help me out a lot.";
+ next;
+ switch(select("Nope, I'm too busy!:Sure, I'll help you.:What's in it for me?")) {
+ case 1:
+ set ALCHE_SK,5;
+ mes "[Pisruik]";
+ mes "I guess I'll have to gather";
+ mes "those on my own. Alright, well,";
+ mes "seeing as we've both gotten";
+ mes "what we wanted, I'll suppose";
+ mes "your business with me is done.";
+ close;
+ case 2:
+ set ALCHE_SK,6;
+ mes "[Pisruik]";
+ mes "Thanks, I really";
+ mes "appreciate it. While";
+ mes "I'm waiting for you,";
+ mes "I can start boiling";
+ mes "the Clover extract.";
+ next;
+ select("Clover extract? What's that for?");
+ mes "[Pisruik]";
+ mes "Well, I need the Clover";
+ mes "extract for a compound";
+ mes "that I'm going to make with";
+ mes "the Maneater Blossoms. I'm";
+ mes "kind of weak, so I try not to";
+ mes "travel too far when I can.";
+ next;
+ mes "[Pisruik]";
+ mes "Yeah, ever since I was";
+ mes "little, I've had a weak";
+ mes "heart and bad eyesight.";
+ mes "The doctor tells me to avoid";
+ mes "stress and hard work, but";
+ mes "researching is my life.";
+ if (Sex == 0) {
+ next;
+ mes "[Pisruik]";
+ mes "I wonder...";
+ mes "If you understand";
+ mes "the way I feel, how";
+ mes "much I've had to sacrifice";
+ mes "for my dream. Heh, anyway...";
+ }
+ next;
+ mes "[Pisruik]";
+ mes "I hope you understand that";
+ mes "it's too dangerous for me to";
+ mes "gather Maneater Blossoms on";
+ mes "my own, so if I'm going to get";
+ mes "as much help as I can. Thanks";
+ mes "again for being cooperative.";
+ close;
+ case 3:
+ mes "[Pisruik]";
+ mes "Ha ha ha ha!";
+ mes "That's real business";
+ mes "like of you! Alright,";
+ mes "I may be poor, but if";
+ mes "you help me, I'll give you";
+ mes "the results of my research.";
+ next;
+ if (select("Nah, I'm too busy.:Alright, I'll help you.") == 1) {
+ set ALCHE_SK,5;
+ mes "[Pisruik]";
+ mes "I guess I'll have to gather";
+ mes "those on my own. Alright, well,";
+ mes "seeing as we've both gotten";
+ mes "what we wanted, I'll suppose";
+ mes "your business with me is done.";
+ close;
+ }
+ set ALCHE_SK,6;
+ mes "[Pisruik]";
+ mes "Thanks, I really";
+ mes "appreciate it. While";
+ mes "I'm waiting for you,";
+ mes "I can start boiling";
+ mes "the Clover extract.";
+ next;
+ select("Clover extract? What's that for?");
+ mes "[Pisruik]";
+ mes "Well, I need the Clover";
+ mes "extract for a compound";
+ mes "that I'm going to make with";
+ mes "the Maneater Blossoms. I'm";
+ mes "kind of weak, so I try not to";
+ mes "travel too far when I can.";
+ next;
+ mes "[Pisruik]";
+ mes "Yeah, ever since I was";
+ mes "little, I've had a weak";
+ mes "heart and bad eyesight.";
+ mes "The doctor tells me to avoid";
+ mes "stress and hard work, but";
+ mes "researching is my life.";
+ if (Sex == 0) {
+ next;
+ mes "[Pisruik]";
+ mes "I wonder...";
+ mes "If you understand";
+ mes "the way I feel, how";
+ mes "much I've had to sacrifice";
+ mes "for my dream. Heh, anyway...";
+ }
+ next;
+ mes "[Pisruik]";
+ mes "I hope you understand that";
+ mes "it's too dangerous for me to";
+ mes "gather Maneater Blossoms on";
+ mes "my own, so if I'm going to get";
+ mes "as much help as I can. Thanks";
+ mes "again for being cooperative.";
+ close;
+ }
+ }
+ else if (ALCHE_SK == 5) {
+ //refuse bringing Maneater Blossom
+ mes "[Pisruik]";
+ mes "I'm busy right now.";
+ mes "You didn't forget";
+ mes "anything did you?";
+ mes "If not, you better";
+ mes "get going and let";
+ mes "me do my work.";
+ next;
+ if (select("Alright, sorry to bother you.:Can I still help you?") == 1) {
+ mes "[Pisruik]";
+ mes "Yeah, whatever.";
+ mes "Just hurry up and leave";
+ mes "so that I can concentrate.";
+ close;
+ }
+ mes "[Pisruik]";
+ mes "Huh? What made you";
+ mes "change your mind? Well,";
+ mes "I can't afford not to accept";
+ mes "any help, so I guess that's";
+ mes "a \"Yes.\" Yeah, you can help.";
+ next;
+ mes "[Pisruik]";
+ mes "Alright, go and get me";
+ mes "20 Maneater Blossoms.";
+ mes "If I weren't so sickly, I'd get";
+ mes "them myself, but--*Cough* as";
+ mes "you can see, I don't feel so well. ^FFFFFF ^000000";
+ set ALCHE_SK,6;
+ next;
+ mes "[Pisruik]";
+ if (Sex == 0) {
+ mes "I... I really";
+ mes "appreciate your";
+ mes "willingness to help";
+ mes "me in my research...";
+ }
+ else {
+ mes "I hope you get those";
+ mes "items to me as soon as";
+ mes "you can. And don't flake";
+ mes "out on me this time!";
+ }
+ close;
+ }
+ else if (ALCHE_SK == 6) {
+ if (countitem(1032) > 19) {
+ delitem 1032,20; //Blossom_Of_Maneater
+ set ALCHE_SK,7;
+ mes "[Pisruik]";
+ mes "Thanks so much for";
+ mes "bringing me these";
+ mes "Maneater Blossoms.";
+ if (Sex == 0) {
+ mes "You don't know how";
+ mes "much this means to me~";
+ }
+ else {
+ mes "Now all I have to do";
+ mes "is mix these with the";
+ mes "Clover extract I prepared.";
+ }
+ next;
+ set ALCHE_SK,9;
+ specialeffect EF_SUI_EXPLOSION;
+ mes "[Pisruik]";
+ mes "Ah!";
+ mes "M-my face!";
+ next;
+ //...Pretty Boy mode -_-
+ mes "[Pisruik]";
+ mes "Hey...";
+ mes "Are you alright?";
+ mes "That was a pretty";
+ mes "big explosion...";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Your glasses...";
+ mes "They're broken...";
+ next;
+ if (Sex == 0) {
+ mes "^3355FFThe explosion destroyed";
+ mes "Pisruik's glasses, revealing";
+ mes "the beautiful face of a";
+ mes "gorgeous, gorgeous man.^000000";
+ }
+ else {
+ mes "^3355FFThe explosion blew off";
+ mes "Pisruik's glasses. Without";
+ mes "them, he looks more like";
+ mes "a male model than a dorky";
+ mes "scientific researcher.^000000";
+ }
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Holy crap!";
+ mes "You're one";
+ mes "good looking guy!";
+ next;
+ mes "[Pisruik]";
+ mes "I c-can't see too";
+ mes "well without my glasses.";
+ mes "Well, at least I can tell";
+ mes "that you're not bleeding.";
+ mes "But are you alright?";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Oh, I'm fine.";
+ mes "But what are you";
+ mes "going to do about";
+ mes "your glasses?";
+ next;
+ mes "[Pisruik]";
+ mes "Shoot, you're right.";
+ mes "I don't happen to have";
+ mes "an extra pair. Hey, can";
+ mes "you get me a pair of glasses,";
+ mes "the same kind I used to wear?";
+ next;
+ mes "[Pisruik]";
+ mes "I know it's too much";
+ mes "to ask you for, but I'm";
+ mes "almost blind without them.";
+ mes "I can't do very much if I can't";
+ mes "even see. I'm really sorry";
+ mes "about this, "+ strcharinfo(0) +".";
+ close;
+ }
+ else {
+ mes "[Pisruik]";
+ mes "Would you come back with";
+ mes "20 Maneater Blossoms";
+ mes "so that I can finish this";
+ mes "medicine I'm working on?";
+ mes "Thanks, thanks, I've got";
+ mes "to hustle with this project...";
+ close;
+ }
+ }
+ else if (ALCHE_SK == 7) {
+ set ALCHE_SK,8;
+ mes "[Pisruik]";
+ mes "Hmmm...";
+ mes "Actually, I miscalculated";
+ mes "the number of Maneater";
+ mes "Blossoms that I need. Would";
+ mes "you bring me one more? Sorry,^FFFFFF ^000000 I know it's kind of troublesome...";
+ close;
+ }
+ else if (ALCHE_SK == 8) {
+ if (countitem(1032) > 0) {
+ delitem 1032,1; //Blossom_Of_Maneater
+ set ALCHE_SK,7;
+ mes "[Pisruik]";
+ mes "Thanks so much!";
+ mes "Now I finally have the";
+ mes "exact amount of Maneater";
+ mes "Blossoms that I'll need.";
+ if (Sex == 0) {
+ mes "I'm really sorry for putting";
+ mes "your through all this trouble.";
+ }
+ else {
+ mes "Finally, I begin the most";
+ mes "exciting part of this project!";
+ }
+ next;
+ set ALCHE_SK,9;
+ specialeffect EF_SUI_EXPLOSION;
+ mes "[Pisruik]";
+ mes "Ah!";
+ mes "M-my face!";
+ next;
+ //...Pretty Boy mode -_-
+ mes "[Pisruik]";
+ mes "Hey...";
+ mes "Are you alright?";
+ mes "That was a pretty";
+ mes "big explosion...";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Your glasses...";
+ mes "They're broken...";
+ next;
+ if (Sex == 0) {
+ mes "^3355FFThe explosion destroyed";
+ mes "Pisruik's glasses, revealing";
+ mes "the beautiful face of a";
+ mes "gorgeous, gorgeous man.^000000";
+ }
+ else {
+ mes "^3355FFThe explosion blew off";
+ mes "Pisruik's glasses. Without";
+ mes "them, he looks more like";
+ mes "a male model than a dorky";
+ mes "scientific researcher.^000000";
+ }
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Holy crap!";
+ mes "You're one";
+ mes "good looking guy!";
+ next;
+ mes "[Pisruik]";
+ mes "I c-can't see too";
+ mes "well without my glasses.";
+ mes "Well, at least I can tell";
+ mes "that you're not bleeding.";
+ mes "But are you alright?";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Oh, I'm fine.";
+ mes "But what are you";
+ mes "going to do about";
+ mes "your glasses?";
+ next;
+ mes "[Pisruik]";
+ mes "Shoot, you're right.";
+ mes "I don't happen to have";
+ mes "an extra pair. Hey, can";
+ mes "you get me a pair of glasses,";
+ mes "the same kind I used to wear?";
+ next;
+ mes "[Pisruik]";
+ mes "I know it's too much";
+ mes "to ask you for, but I'm";
+ mes "almost blind without them.";
+ mes "I can't do very much if I can't";
+ mes "even see. I'm really sorry";
+ mes "about this, "+ strcharinfo(0) +".";
+ close;
+ }
+ else {
+ mes "[Pisruik]";
+ mes "Hmmm...";
+ mes "Actually, I miscalculated";
+ mes "the number of Maneater";
+ mes "Blossoms that I need. Would";
+ mes "you bring me one more? Sorry,^FFFFFF ^000000 I know it's kind of troublesome...";
+ close;
+ }
+ }
+ else if (ALCHE_SK == 9) {
+ mes "^3355FFPisruik is holding his";
+ mes "broken glasses, squinting";
+ mes "his eyes. It seems he like";
+ mes "he really does need them,";
+ mes "even if he looks much less";
+ mes "dorky without them.^000000";
+ next;
+ if (select("Let him try a pair of your glasses:Don't give him anything") == 1) {
+ if (countitem(2243) > 0) {
+ delitem 2243,1; //Spinning_Eyes
+ set ALCHE_SK,10;
+ //changes the quest steps by deicision.
+ mes "["+ strcharinfo(0) +"]";
+ mes "Here, why don't you";
+ mes "check I'm carrying and";
+ mes "see if there's a pair of";
+ mes "glasses that you can use?";
+ next;
+ mes "[Pisruik]";
+ mes "Huh? Oh, is that you?";
+ mes "Ah, this pair of glasses";
+ mes "works! Thanks a lot, now";
+ mes "I can see again! Now, let";
+ mes "me check the results of the";
+ mes "experiment we conducted.";
+ next;
+ mes "[Pisruik]";
+ mes "Okay, the test tube wasn't";
+ mes "damaged. Yes, according to";
+ mes "these readings, this medicine";
+ mes "should be fully functional!";
+ mes "I think it was a success!";
+ mes "Well, theoretically anyway.";
+ next;
+ mes "[Pisruik]";
+ mes "Hmm, changing the attributes";
+ mes "of the human body for certain";
+ mes "effects may cause controversy";
+ mes "later, but hopefully this thing";
+ mes "I've invented will be used for";
+ mes "good. Ah, that's right!";
+ next;
+ mes "[Pisruik]";
+ mes "Would you like me to";
+ mes "teach you everything I've";
+ mes "learned in my research? You";
+ mes "should be able to create a new";
+ mes "type of potion by making use of";
+ mes "the knowledge I can teach you.";
+ next;
+ if (select("Sure!:No, thanks.") == 1) {
+ mes "[Pisruik]";
+ mes "Great, "+ strcharinfo(0) +"!";
+ mes "I know I can trust you";
+ mes "to use this research for";
+ mes "good and noble ends. Now,";
+ mes "please read this thesis and";
+ mes "all of my additional notes...";
+ next;
+ mes "^3355FFPisruik thoroughly";
+ mes "explains the properties";
+ mes "of his medicine, the reaction";
+ mes "of the human organs to it, as";
+ mes "well as a few warnings about";
+ mes "the medicine's side effects.^000000";
+ next;
+ set ALCHE_SK,11;
+ getitem 7434,1; //Elemental_Create_Book
+ mes "[Pisruik]";
+ mes "Well, you should be";
+ mes "ready to make your own";
+ mes "potions that are a variation";
+ mes "of my medicine. But you'll";
+ mes "probably need to keep that";
+ mes "thesis as a ready reference.";
+ next;
+ mes "[Pisruik]";
+ if (Sex == 1) {
+ mes "Hopefully, we'll";
+ mes "meet again sometime";
+ mes "in the future. Good luck on";
+ mes "your journeys, adventurer.";
+ mes "*Cough cough* Now... What";
+ mes "will be my next project?";
+ }
+ else {
+ mes "Anyway, I need to be";
+ mes "working on a new project";
+ mes "soon, so I suppose this is";
+ mes "where we part ways for now.";
+ mes "But I must say, it was truly";
+ mes "a great pleasure to meet you...";
+ }
+ close;
+ }
+ mes "[Pisruik]";
+ mes "R-Really...?";
+ mes "Well, if you ever change";
+ mes "your mind, feel free to come";
+ mes "back for me to teach you.";
+ if (Sex == 0) {
+ mes "And it's no trouble at all!";
+ mes "I really enjoy your company...";
+ }
+ close;
+ }
+ else {
+ mes "^3355FFUnfortunately, there";
+ mes "is nothing in your inventory";
+ mes "that seems like a suitable";
+ mes "replacement for Pisruik's";
+ mes "broken glasses.^000000";
+ close;
+ }
+ }
+ mes "["+ strcharinfo(0) +"]";
+ mes "Listen, you look so";
+ mes "much better when you're";
+ mes "not wearing glasses.";
+ next;
+ mes "[Pisruik]";
+ mes "Excuse me,";
+ mes "come again?";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Hahahahhaha~!";
+ mes "No-nothing at all!";
+ close;
+ }
+ else if (ALCHE_SK == 10) {
+ mes "[Pisruik]";
+ mes "So, "+ strcharinfo(0) +",";
+ mes "Would you like me to";
+ mes "teach you the results";
+ mes "of the research I've''";
+ mes "been conducting?";
+ next;
+ if (select("Yes!:No, thanks.") == 1) {
+ mes "[Pisruik]";
+ mes "Great, "+ strcharinfo(0) +"!";
+ mes "I know I can trust you";
+ mes "to use this research for";
+ mes "good and noble ends. Now,";
+ mes "please read this thesis and";
+ mes "all of my additional notes...";
+ next;
+ mes "^3355FFPisruik thoroughly";
+ mes "explains the properties";
+ mes "of his medicine, the reaction";
+ mes "of the human organs to it, as";
+ mes "well as a few warnings about";
+ mes "the medicine's side effects.^000000";
+ next;
+ set ALCHE_SK,11;
+ getitem 7434,1; //Elemental_Create_Book
+ mes "[Pisruik]";
+ mes "Well, you should be";
+ mes "ready to make your own";
+ mes "potions that are a variation";
+ mes "of my medicine. But you'll";
+ mes "probably need to keep that";
+ mes "thesis as a ready reference.";
+ next;
+ mes "[Pisruik]";
+ if (Sex == 1) {
+ mes "Hopefully, we'll";
+ mes "meet again sometime";
+ mes "in the future. Good luck on";
+ mes "your journeys, adventurer.";
+ mes "*Cough cough* Now... What";
+ mes "will be my next project?";
+ }
+ else {
+ mes "Anyway, I need to be";
+ mes "working on a new project";
+ mes "soon, so I suppose this is";
+ mes "where we part ways for now.";
+ mes "But I must say, it was truly";
+ mes "a great pleasure to meet you...";
+ }
+ close;
+ }
+ mes "[Pisruik]";
+ mes "R-Really...?";
+ mes "Well, if you ever change";
+ mes "your mind, feel free to come";
+ mes "back for me to teach you.";
+ if (Sex == 0) {
+ mes "And it's no trouble at all!";
+ mes "I really enjoy your company...";
+ }
+ close;
+ }
+ else if (ALCHE_SK == 11) {
+ if (countitem(7434) == 0) {
+ mes "[Pisruik]";
+ mes "Uh oh...";
+ mes "You lost the thesis";
+ mes "I wrote for you? I don't";
+ mes "have the time to write";
+ mes "another one for you now...";
+ close;
+ }
+ else if (countitem(7434) == 1) {
+ mes "[Pisruik]";
+ mes "So, how have you been";
+ mes "using the potions that";
+ mes "I've taught you to make?";
+ mes "Hopefully, they'll come";
+ mes "in handy in your adventures.";
+ close;
+ }
+ else if (countitem(7434) > 1) {
+ mes "[Pisruik]";
+ mes "Huh, so copies of my";
+ mes "thesis are circulating";
+ mes "around in public? Well,";
+ mes "I'm sorry, but I don't have";
+ mes "time to autograph your copy...";
+ close;
+ }
+ }
+ else {
+ mes "[Pisruik]";
+ mes "Mmm...?";
+ mes "Did you need anything";
+ mes "in particular? Though,";
+ mes "I'm afraid someone in";
+ mes "my position won't be";
+ mes "much help to you.";
+ close;
+ }
+ }
+ else {
+ mes "[Pisruik]";
+ mes "Mmm...?";
+ mes "Did you need anything";
+ mes "in particular? Though,";
+ mes "I'm afraid someone in";
+ mes "my position won't be";
+ mes "much help to you.";
+ close;
+ }
+}
+
+yuno_in04,22,107,5 script Irache#qsk_al 740,{
+ mes "[Irache]";
+ mes "Heh heh heh...!";
+ mes "It's done! With this";
+ mes "formula, I can melt any";
+ mes "substance in the world!";
+ mes "Hahahaha! Nothing stands";
+ mes "between me and world domi--";
+ next;
+ mes "[Irache]";
+ mes "OWWWW!";
+ mes "The secret formula!";
+ mes "It's burning through";
+ mes "the test tube! I've made";
+ mes "it too powerful! Confound it!";
+ close;
+}
+
+yuno_in04,27,107,4 script Degas#qsk_al 748,{
+ mes "[Degas]";
+ mes "It's such a pain working";
+ mes "so close to these other";
+ mes "scientists. The guy next";
+ mes "time is always cackling";
+ mes "about taking over the";
+ mes "world and whatnot.";
+ next;
+ mes "[Degas]";
+ mes "And this other geek is";
+ mes "always coughing. Between";
+ mes "the two of them, it's far too";
+ mes "noisy to focus on my research!";
+ mes "If only I could work in my very^FFFFFF ^000000 own private, secret laboratory...";
+ close;
+}
+
+yuno_in04,33,106,4 script Pile of Books#qsk_al 111,{
+ mes "^3355FFIt's simply a pile";
+ mes "of scattered documents.";
+ mes "Although it seems unorganized,";
+ mes "it doesn't look like the people";
+ mes "here have any trouble finding^FFFFFF ^3355FF what they need when they need it.";
+ close;
+}
+
+// Start Bioethics quest
+lhz_in01,224,140,3 script Kellasus#qsk_al 57,{
+ if (BaseJob == Job_Alchemist && bioeth == 13) {
+ mes "[Kellasus]";
+ mes "Keep up the";
+ mes "good work. I get";
+ mes "the feeling that";
+ mes "our future might";
+ mes "be depending on you...";
+ close;
+ }
+ if (BaseJob == Job_Alchemist && bioeth == 12) {
+ mes "[Kellasus]";
+ mes "Alright then, I'll begin";
+ mes "by teaching you ^FF0000Bioethics^000000,";
+ mes "the fundamental skill for";
+ mes "creating Homunculi.";
+ next;
+ mes "[Kellasus]";
+ mes "In order to master Bioethics,";
+ mes "you've got to appreciate the";
+ mes "sweetness of life and genuinely";
+ mes "care about living creatures.";
+ mes "And so, you must always take";
+ mes "care of your Homunculus.";
+ next;
+ mes "[Kellasus]";
+ mes "You must constantly check";
+ mes "to see if your Homunculus";
+ mes "is tired or hungry, or if it's";
+ mes "been hurt. You must also take";
+ mes "into account your Homunculus's^FFFFFF ^000000 feelings towards you, its owner.";
+ next;
+ mes "[Kellasus]";
+ mes "When that nurturing attitude";
+ mes "becomes second nature to you,";
+ mes "you will have mastered Bioethics.^FFFFFF ^000000 It sounds simple, but you can only";
+ mes "understand a relationship with a Homunculus through experience.";
+ next;
+ mes "[Kellasus]";
+ mes "Well, you should know enough";
+ mes "by now to create and care for";
+ mes "your own Homunculus. I trust";
+ mes "that you will be responsible";
+ mes "in your search for discoveries";
+ mes "that may benefit mankind.";
+ next;
+ mes "[Kellasus]";
+ mes "Before we part";
+ mes "ways, would you";
+ mes "tell me your name?";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "My name is...";
+ mes "" + strcharinfo(0) + ".";
+ next;
+ set bioeth,13;
+ skill 238,1,0;
+ mes "[Kellasus]";
+ mes "Ah...";
+ mes "" + strcharinfo(0) + ".";
+ mes "I'll remember that. Goodbye";
+ mes "for now, and I hope that you";
+ mes "make a great contribution to";
+ mes "the world of Alchemy someday.";
+ close;
+ }
+ if (BaseJob == Job_Alchemist && bioeth == 11) {
+ mes "[Kellasus]";
+ mes "Our viewpoints may be";
+ mes "different, but I'll agree that";
+ mes "there's too much potential in";
+ mes "studying Homunculi that I can";
+ mes "no longer ignore as a scientist";
+ mes "and as a humanitarian.";
+ next;
+ mes "[Kellasus]";
+ mes "If I teach you these skills,";
+ mes "you may be treading a moral";
+ mes "line. But I believe it should";
+ mes "be alright if you work to learn";
+ mes "something that will benefit";
+ mes "the greater good.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Does...";
+ mes "Does that mean";
+ mes "you'll teach me?";
+ next;
+ mes "[Kellasus]";
+ mes "Now don't get too excited.";
+ mes "I'm still unsure if Homunculus";
+ mes "Study should be open to all";
+ mes "Alchemists, but for now,";
+ mes "I believe I can trust you.";
+ next;
+ mes "[Kellasus]";
+ mes "However, you've got to";
+ mes "use the skills I teach you";
+ mes "to ultimately benefit other";
+ mes "people. It's not like I can force you to forget once you know how";
+ mes "to make Homunculi, understand?";
+ next;
+ set bioeth,12;
+ mes "[Kellasus]";
+ mes "Please give me a little";
+ mes "time to prepare my lesson";
+ mes "for you. It's been a very long";
+ mes "time since I've done this...";
+ close;
+ }
+ if (BaseJob == Job_Alchemist && bioeth == 10) {
+ set bioeth,11;
+ mes "[Kellasus]";
+ mes "^333333*Sigh*^000000";
+ mes "I'm so confused...";
+ mes "There's no denying that";
+ mes "everything you said is right.";
+ mes "But now I don't know what";
+ mes "I should believe...";
+ close;
+ }
+ if (BaseJob == Job_Alchemist && bioeth == 9) {
+ mes "[Kellasus]";
+ mes "Have you come to";
+ mes "ask me again to teach";
+ mes "you Homunculus skills?";
+ mes "You're awfully persistent,";
+ mes "but I suppose that might be";
+ mes "how you became an Alchemist...";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Well, I sort of came";
+ mes "here to ask about that.";
+ mes "But first, I heard a rumor";
+ mes "that your son was really";
+ mes "sick for a while...";
+ next;
+ mes "[Kellasus]";
+ mes "Y-yes. It's really";
+ mes "difficult for me to";
+ mes "talk about that time.";
+ mes "The thought of losing";
+ mes "my boy is too much to bear.";
+ mes "He means the world to me...";
+ next;
+ mes "[Kellasus]";
+ mes "I was so desperate to";
+ mes "keep my boy alive that";
+ mes "I would have sold my soul";
+ mes "without any regret. I'm more";
+ mes "than willing to sacrifice my";
+ mes "own life for his sake.";
+ next;
+ mes "[Kellasus]";
+ mes "Luckily, my son";
+ mes "recovered from his";
+ mes "disease and he is very";
+ mes "healthy nowadays. But";
+ mes "why are you reminding";
+ mes "me of something like this?";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "You're right that the creation";
+ mes "of Homunculi brings up a moral";
+ mes "issue. But instead of morals,";
+ mes "I want to appeal to your sense";
+ mes "of humanitarianism if I can.";
+ next;
+ mes "[Kellasus]";
+ mes "I don't follow.";
+ mes "What exactly";
+ mes "do you mean by";
+ mes "humanitarianism?";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "I believe that the";
+ mes "study of Homunculi";
+ mes "could help us discover";
+ mes "the secret of life. There";
+ mes "is just too much";
+ mes "potential to do good to ignore.";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "I'm not interested in";
+ mes "creating new creatures or";
+ mes "playing God. What I do want";
+ mes "is the knowledge to cure people";
+ mes "regardless of the disease. No";
+ mes "matter how desperate it may be.";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "It may be immoral to";
+ mes "create experimental life";
+ mes "forms and to sacrifice them,";
+ mes "but I'm willing to do that for";
+ mes "the people who may need";
+ mes "that cure I might discover...";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "When your son was";
+ mes "sick, you were willing";
+ mes "to make sacrifices to see";
+ mes "that he recover. But still,";
+ mes "there are other people in the";
+ mes "world with worse ailments...";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "I want to study";
+ mes "Homunculi because";
+ mes "there's a chance that";
+ mes "I might be able to bring";
+ mes "hope to someone's";
+ mes "hopeless situation...";
+ next;
+ set bioeth,10;
+ mes "[Kellasus]";
+ mes "I've never...";
+ mes "I never thought...";
+ mes "I'm sorry. I need";
+ mes "some time alone...";
+ close;
+ }
+ if (BaseJob == Job_Alchemist && bioeth == 8) {
+ mes "[Kellasus]";
+ mes "Although I admit that";
+ mes "you're capabile of learning";
+ mes "what I might be able to teach";
+ mes "you about Homunculi, I can't";
+ mes "in good conscience do it. I'm";
+ mes "sorry, but please give up.";
+ close;
+ }
+ if (BaseJob == Job_Alchemist && bioeth == 7) {
+ mes "[Kellasus]";
+ mes "How many times must I tell";
+ mes "you? I'm sorry, but I can't teach you anything related to Homunculi.";
+ mes "It especially bothers me that you know nothing at all about them...";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "But while I was gone,";
+ mes "I spent so much time";
+ mes "studying about Homunculi";
+ mes "from these Alchemy experts.";
+ mes "I guarantee that I'm qualified";
+ mes "to learn the fundamentals!";
+ next;
+ mes "[Kellasus]";
+ mes "Experts...? Ah, you mean";
+ mes "Skrajjad, Keshibien and";
+ mes "Broncher. My old colleages.";
+ mes "Alright. But I'll be the judge";
+ mes "of whether or not you learned";
+ mes "anything about Homunculi.";
+ next;
+ mes "[Kellasus]";
+ mes "I'm going to give you";
+ mes "several questions, so";
+ mes "I hope you answer all";
+ mes "of these correctly.";
+ mes "Are you ready?";
+ next;
+ mes "[Kellasus]";
+ mes "First question.";
+ mes "What skill, mastered";
+ mes "at Skill Level 1, allows";
+ mes "the caster to retreat a";
+ mes "Homunculus, putting it in";
+ mes "an inert state of hibernation?";
+ next;
+ input .@input$;
+ if (.@input$ == "Vaporize") {
+ mes "[Kellasus]";
+ mes "Hmm, not bad. So you've";
+ mes "been studying. Now, the second";
+ mes "question. What is the item, whose name indicates a very early stage";
+ mes "of Homunculus development, used for the Call Homunculus skill?";
+ next;
+ input .@input$;
+ if (.@input$ == "Embryo") {
+ mes "[Kellasus]";
+ mes "Huh. You got that one";
+ mes "right too. Alright, third";
+ mes "question. What is the";
+ mes "name of the skill, mastered";
+ mes "at Skill Level 5, which allows";
+ mes "you to resurrect Homunculi?";
+ next;
+ input .@input$;
+ if (.@input$ == "Homunculus Resurrection") {
+ mes "[Kellasus]";
+ mes "So you have been putting";
+ mes "a lot of effort in studying";
+ mes "this. I really admire your";
+ mes "dedication and it looks like";
+ mes "you've got the potential to";
+ mes "be a really great Alchemist.";
+ next;
+ mes "[Kellasus]";
+ mes "Still, even though you're";
+ mes "qualified to learn all the";
+ mes "Homunculus skills, I choose";
+ mes "not to teach them based on";
+ mes "my own personal principles.";
+ mes "Nothing can change my mind.";
+ next;
+ mes "[Kellasus]";
+ mes "I admit that I'm proud";
+ mes "of the progress you've";
+ mes "made, but I just can't";
+ mes "bring myself to be a part";
+ mes "of what I believe to be an";
+ mes "abuse of the gift of life.";
+ next;
+ set bioeth,8;
+ mes "[Kellasus]";
+ mes "There's just so much";
+ mes "risk! I don't think I can";
+ mes "bear to be responsible for";
+ mes "any of the consequences that";
+ mes "may come with the existence";
+ mes "of artificially created life.";
+ close;
+ }
+ else {
+ mes "[Kellasus]";
+ mes "I'm disappointed...";
+ mes "I really thought you";
+ mes "had learned everything";
+ mes "you could about Homunculi,";
+ mes "but it looks like there are a";
+ mes "few gaps in your knowledge.";
+ close;
+ }
+ }
+ else {
+ mes "[Kellasus]";
+ mes "Hmm... It looks like";
+ mes "you still haven't learned";
+ mes "enough about Homunculi.";
+ mes "Even if I wanted to teach";
+ mes "you, it looks like you're";
+ mes "not quite ready to learn...";
+ close;
+ }
+ }
+ else {
+ mes "[Kellasus]";
+ mes "You'd be able to get";
+ mes "the first question right";
+ mes "if you were really serious";
+ mes "about studying Homunculi.";
+ mes "You'd better just give up and";
+ mes "find a new alchemic interest.";
+ close;
+ }
+ }
+ if (BaseJob == Job_Alchemist && bioeth > 3) {
+ mes "[Kellasus]";
+ mes "I'm sorry, but";
+ mes "I refuse to teach";
+ mes "you anything related";
+ mes "to the Homunculus skills.";
+ next;
+ mes "[Kellasus]";
+ mes "I should feel insulted that";
+ mes "you asked me, but once there";
+ mes "was a time when I was more";
+ mes "like you, so I can understand";
+ mes "how you feel. However, my";
+ mes "views are much different now...";
+ close;
+ }
+ if (BaseJob == Job_Alchemist && bioeth == 3) {
+ mes "[Kellasus]";
+ mes "Oh, hello, what";
+ mes "brings you this way?";
+ mes "As your senior in the";
+ mes "field of Alchemy, I can";
+ mes "give you some advice if you're^FFFFFF ^000000 stumped by a particular problem...";
+ next;
+ if (select("Teach me the Homunculus Skills.:No, nothing.") == 1) {
+ mes "[" + strcharinfo(0) + "]";
+ mes "I want you to";
+ mes "teach me how to";
+ mes "create a Homunculus.";
+ next;
+ mes "[Kellasus]";
+ mes "...";
+ mes "Come again?";
+ mes "I don't think I heard";
+ mes "what you said quite right.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "I said...";
+ mes "I want you to";
+ mes "teach me the skills";
+ mes "for Homunculus creation.";
+ next;
+ mes "[Kellasus]";
+ mes "After all of my talk...";
+ mes "My warnings about knowledge";
+ mes "that should be forbidden to";
+ mes "Alchemists, you want to go";
+ mes "and create a Homunculus?!";
+ next;
+ mes "[Kellasus]";
+ mes "Perhaps I never should";
+ mes "have mentioned that subject.";
+ mes "But I still don't understand why^FFFFFF ^000000 you would suddenly want to ";
+ mes "learn those skills. Yes, it's";
+ mes "true that I could teach you...";
+ next;
+ set bioeth,4;
+ mes "[Kellasus]";
+ mes "But I refuse to pass down";
+ mes "my knowledge of Homunculi";
+ mes "to anyone for any reason.";
+ mes "Surely, you must know that";
+ mes "by now. I'm stupefied that you";
+ mes "even had the audacity to ask!";
+ close;
+ }
+ mes "[Kellasus]";
+ mes "No? Well, I suppose";
+ mes "learning something on";
+ mes "your own is good, but";
+ mes "sometimes it's good to ask";
+ mes "for help from those who are";
+ mes "more experienced than you.";
+ close;
+ }
+ if (BaseJob == Job_Alchemist && bioeth == 2) {
+ mes "[Kellasus]";
+ mes "Ah, you've returned...";
+ mes "Now, you must be wondering";
+ mes "why I have been warning you";
+ mes "about the dangers of using";
+ mes "Alchemy to obtain knowledge";
+ mes "that should be forbidden.";
+ next;
+ mes "[Kellasus]";
+ mes "It is better that you know now";
+ mes "than to find out later and not";
+ mes "be prepared. There is a skill";
+ mes "in Alchemy that transgresses";
+ mes "the natural laws by creating";
+ mes "life not intended by God.";
+ next;
+ mes "[Kellasus]";
+ mes "It is an extremely";
+ mes "dangerous skill that was";
+ mes "developed out of human";
+ mes "arrogance. Life is a beautiful";
+ mes "thing, a precious gift, that";
+ mes "we dare not tamper with.";
+ next;
+ mes "[Kellasus]";
+ mes "My greatest shame in";
+ mes "life is my contribution to";
+ mes "that field of knowledge. At";
+ mes "that time I was young and";
+ mes "headstrong, too proud to";
+ mes "admit I was playing God.";
+ next;
+ mes "[Kellasus]";
+ mes "I even went so far as to";
+ mes "become the most skilled";
+ mes "Alchemist in the creation";
+ mes "of ^FF0000Homunculi^000000. But I've";
+ mes "changed my ways. I don't...";
+ mes "I'll never create one again.";
+ next;
+ mes "[Kellasus]";
+ mes "Alchemy is an incredible";
+ mes "field of study, and it's great";
+ mes "that you've dedicated yourself";
+ mes "to it, but always remember that";
+ mes "this science has great potential for abuse, as well as for good.";
+ next;
+ mes "[Kellasus]";
+ mes "I only fear that your quest";
+ mes "for knowledge, your insatiable";
+ mes "curiosity to reveal the unknown,^FFFFFF ^000000 may lead you on the path of the";
+ mes "Homunculus. For your own sake,^FFFFFF ^000000 don't bother considering the idea.";
+ next;
+ set bioeth,3;
+ mes "[Kellasus]";
+ mes "Remember that all life is";
+ mes "precious. If your motives";
+ mes "are good, and untainted by";
+ mes "the desire for fame or fortune,";
+ mes "and if you work for the greater^FFFFFF ^000000 good of mankind, you'll be fine.";
+ close;
+ }
+ if (BaseJob == Job_Alchemist && bioeth == 1) {
+ mes "[Kellasus]";
+ mes "Ah, it's you again.";
+ mes "Since you're here, let";
+ mes "me ask you a question.";
+ mes "What exactly do you";
+ mes "think of Alchemy?";
+ next;
+ mes "[Kellasus]";
+ mes "Wait. Don't answer";
+ mes "that. As someone more";
+ mes "experienced in this field,";
+ mes "I believe that the answer";
+ mes "to that question is more";
+ mes "complicated than you think.";
+ next;
+ mes "[Kellasus]";
+ mes "Most people see Alchemists";
+ mes "as greedy scientists, assuming";
+ mes "that we use our skills exclusively for^FFFFFF.^000000the transmutation of gold. Of";
+ mes "course, learning how to do that";
+ mes "is part of our basic training.";
+ next;
+ mes "[Kellasus]";
+ mes "But learning transmutation";
+ mes "is part of something bigger.";
+ mes "All Alchemists must strive to";
+ mes "harness nature for the good";
+ mes "of mankind. To do this requires";
+ mes "the study of every science.";
+ next;
+ mes "[Kellasus]";
+ mes "The fields of Medicine,";
+ mes "Chemistry, Biology, Geology,";
+ mes "Astronomy, Astrology, Geomancy,";
+ mes "Mathematics, Physics and even";
+ mes "Philosophy must all be learned";
+ mes "by the competent Alchemist.";
+ next;
+ set bioeth,2;
+ mes "[Kellasus]";
+ mes "Once you've entered the";
+ mes "exciting vastness of Alchemy,";
+ mes "there is no turning back. Do";
+ mes "your best to learn all that you";
+ mes "can, and never forget that you^FFFFFF ^000000 have responsibilities to mankind.";
+ close;
+ }
+ if (BaseJob == Job_Alchemist) {
+ mes "[Kellasus]";
+ mes "You're another";
+ mes "practitioner of";
+ mes "Alchemy, aren't you?";
+ mes "It's been a long time";
+ mes "since I've spoken to";
+ mes "such a young colleague...";
+ next;
+ mes "[Kellasus]";
+ mes "As your elder colleague,";
+ mes "I encourage you to focus";
+ mes "on your training. Enlighten";
+ mes "yourself and satisfy your";
+ mes "curiosity by solving the";
+ mes "riddles of science.";
+ next;
+ mes "[Kellasus]";
+ mes "But heed my words...";
+ mes "There are secrets of";
+ mes "science that must never";
+ mes "be discovered by humans.";
+ mes "Do not be so proud as to";
+ mes "seek out forbidden truths.";
+ next;
+ set bioeth,1;
+ mes "[Kellasus]";
+ mes "Good luck in your";
+ mes "studies, and I hope";
+ mes "you never use your";
+ mes "search for answers as";
+ mes "an excuse to give in to";
+ mes "greed and obsession.";
+ close;
+ }
+ mes "[Kellasus]";
+ mes "Hmm. Who decides what";
+ mes "is right and wrong? What is";
+ mes "meant to be known and what";
+ mes "secrets were never intended";
+ mes "for mankind to understand?";
+ next;
+ mes "[Kellasus]";
+ mes "There are many who would";
+ mes "agree that God alone wields";
+ mes "authority over life and death.";
+ mes "But Alchemy does provide";
+ mes "a way for the audacious...";
+ close;
+}
+
+lhz_in01,225,122,5 script Skrajjad#qsk_al 754,{
+ if (BaseJob == Job_Alchemist && bioeth > 4) {
+ mes "[Skrajjad]";
+ mes "I've taught you everything";
+ mes "I can about the Homunculi.";
+ mes "I hope that I've been of some";
+ mes "help in your quest for knowledge^FFFFFF ^000000 and understanding of our universe.";
+ next;
+ mes "[Skrajjad]";
+ mes "If you haven't already done";
+ mes "so, please visit Keshibien,";
+ mes "master of the Call Homunculus";
+ mes "skill. He's a kind person who's";
+ mes "always willing to go out of his";
+ mes "way to help young scientists.";
+ close;
+ }
+ if (BaseJob == Job_Alchemist && bioeth == 4) {
+ mes "[Skrajjad]";
+ mes "Ah, you're the one";
+ mes "who had the courage";
+ mes "to ask Kellasus to teach";
+ mes "you Alchemy. I must say";
+ mes "that I admire your attitude,";
+ if (Sex)
+ mes "young lad. Now, don't worry...";
+ else
+ mes "young lass. Now, don't worry...";
+ next;
+ mes "[Skrajjad]";
+ mes "I understand how you";
+ mes "must feel after Kellasus";
+ mes "refused to teach you his";
+ mes "methods, but that does not";
+ mes "mean that you'll never learn";
+ mes "how to create a Homunculus.";
+ next;
+ mes "[Skrajjad]";
+ mes "I believe you'll be able to learn what you desire if you manage to";
+ mes "train under all of the Homunculus experts. When you show how serious";
+ mes "you are about this, then Kellasus might change his mind about you.";
+ next;
+ mes "[Skrajjad]";
+ mes "Let give teach you my";
+ mes "Homunculus specialty,";
+ mes "the ^FF0000Vaporize^000000 skill. Actually,";
+ mes "it's useless without Kellasus's";
+ mes "technique, but it should be a";
+ mes "good enough starting point.";
+ next;
+ mes "[Skrajjad]";
+ mes "The Vaporize skill";
+ mes "is an Alchemist skill";
+ mes "that deals solely with";
+ mes "Homunculi. Vaporize is";
+ mes "mastered at Skill Level 1.";
+ next;
+ mes "[Skrajjad]";
+ mes "This skill allows you to";
+ mes "reduce your Homunculus";
+ mes "to vapor so that it is in an";
+ mes "inert chemical state. It's";
+ mes "very similar to hibernation";
+ mes "when you think about it.";
+ next;
+ mes "[Skrajjad]";
+ mes "Now, if you want to";
+ mes "bring back a vaporized";
+ mes "Homunculus, you will need";
+ mes "to know the ^FF0000Call Homunculus^000000";
+ mes "which you can learn from";
+ mes "Keshibien. Just remember...";
+ next;
+ mes "[Skrajjad]";
+ mes "Homunculi are living";
+ mes "creatures, so don't go";
+ mes "and vaporize and recall";
+ mes "them recklessly. That sort";
+ mes "of behavior would be inhumane.";
+ next;
+ mes "[Skrajjad]";
+ mes "''Show respect for all life";
+ mes "forms.'' That's the creed";
+ mes "for the Homuculus expert.";
+ mes "Now go and find ^FF0000Keshibien^000000";
+ mes "so that he can teach you";
+ mes "the Call Homunculus skill.";
+ next;
+ set bioeth,5;
+ mes "[Skrajjad]";
+ mes "Good luck in";
+ mes "your studies";
+ mes "and I hope you";
+ mes "find the answers";
+ mes "that you are seeking.";
+ close;
+ }
+ mes "[Skrajjad]";
+ mes "Alchemy is wondrous...";
+ mes "It incorporates every";
+ mes "science and many other";
+ mes "fields of knowledge that";
+ mes "it's not enough to be jack";
+ mes "of all trades... No...";
+ next;
+ mes "[Skrajjad]";
+ mes "In a sense, you must";
+ mes "be a master of all trades";
+ mes "to be proficient in Alchemy.";
+ mes "But it's incredibly rewarding to those of us who never stop asking";
+ mes "how and why our world works.";
+ close;
+}
+
+lhz_in01,204,138,5 script Keshibien#qsk_al 750,{
+ if (BaseJob == Job_Alchemist && bioeth > 5) {
+ mes "[Keshibien]";
+ mes "I hope that you";
+ mes "can make good use";
+ mes "of what I've taught you.";
+ mes "I'm glad that I was able";
+ mes "to contribute something to";
+ mes "your learning of Alchemy.";
+ next;
+ mes "[Keshibien]";
+ mes "Now, the only person qualified";
+ mes "to teach you the Homunculus";
+ mes "Resurrection skill is Brocher.";
+ mes "He's... He's a character, but";
+ mes "he's also a great teacher.";
+ next;
+ mes "[Keshibien]";
+ mes "Now...";
+ mes "Where could he be?";
+ mes "I know he likes to drink,";
+ mes "so maybe you can find him";
+ mes "some place where they serve";
+ mes "alcohol in Lighthalzen?";
+ close;
+ }
+ if (BaseJob == Job_Alchemist && bioeth == 5) {
+ mes "[Keshibien]";
+ mes "Oh! You must be the";
+ mes "one Skrajjad told me";
+ mes "about. So you've come";
+ mes "so I can teach you the";
+ mes "Call Homunculus skill?";
+ next;
+ mes "[Keshibien]";
+ mes "First of all, it's always";
+ mes "a pleasure to meet another";
+ mes "colleague. I'm Keshibien, and";
+ mes "although I'm an expert on this";
+ mes "particular skill, overall I'm just a run of the mill Alchemist.";
+ next;
+ mes "[Keshibien]";
+ mes "Anyway, the Call Homunculus";
+ mes "skill requires knowledge of the";
+ mes "Vaporize skill and is mastered";
+ mes "at Skill Level 1. This skill allows you to summon a Homunculus.";
+ mes "Pretty simple so far, right?";
+ next;
+ mes "[Keshibien]";
+ mes "Now, you can summon a";
+ mes "vaporized Homunculus if";
+ mes "you happen to have one.";
+ mes "Otherwise, you can just";
+ mes "create one through using";
+ mes "this skill and these items...";
+ next;
+ mes "[Keshibien]";
+ mes "^FF00001 Embryo^000000,";
+ mes "^FF00001 Glass Tube^000000,";
+ mes "^FF00001 Seed of Life^000000 and";
+ mes "^FF00001 Morning Dew of Yggdrasil^000000.";
+ next;
+ mes "[Keshibien]";
+ mes "Well, that's all the";
+ mes "technical information";
+ mes "I have to share with you.";
+ mes "Always remember to treat";
+ mes "your Homunculus well. Eh,";
+ mes "once you summon one, anyway.";
+ next;
+ mes "[Keshibien]";
+ mes "But before you can do";
+ mes "that, you need to learn";
+ mes "the techniques that only";
+ mes "Kellasus can teach you.";
+ mes "For now, go to ^FF0000Broncher^000000";
+ mes "and learn from him, okay?";
+ next;
+ mes "[Keshibien]";
+ mes "Broncher happens";
+ mes "to specialize in the";
+ mes "Homunculus Resurrection";
+ mes "skill. You should be able to";
+ mes "find him somewhere in town,";
+ mes "though I'm unsure where...";
+ next;
+ set bioeth,6;
+ mes "[Keshibien]";
+ mes "Anyway, it was really";
+ mes "nice to meet you. Hopefully,";
+ mes "you'll be able to learn how";
+ mes "to fully use a Homunculus";
+ mes "someday soon. Still, you'll";
+ mes "need to convince Kellasus...";
+ close;
+ }
+ mes "[Keshibien]";
+ mes "Hello there~";
+ mes "You must be from";
+ mes "Rune-Midgarts, right?";
+ mes "It's nice to meet you.";
+ next;
+ mes "[Keshibien]";
+ mes "I hear that the";
+ mes "Alchemists from";
+ mes "over there are pretty";
+ mes "skilled. I wonder if I'll";
+ mes "ever get the chance to";
+ mes "collaborate with any of them...";
+ close;
+}
+
+lhz_in02,278,273,3 script Broncher#qsk_al 709,{
+ if (BaseJob == Job_Alchemist && bioeth > 6) {
+ mes "[Broncher]";
+ mes "You again? Didn't I already";
+ mes "teach you the Homunculus";
+ mes "Resurrection skill? Come";
+ mes "on, there's nothing else";
+ mes "I can do for you. Lemme";
+ mes "enjoy myself here...";
+ next;
+ mes "[Broncher]";
+ mes "If you didn't already,";
+ mes "go and bother Kellasus";
+ mes "and get him to teach you the";
+ mes "basic Homunculus techniques.";
+ mes "Now go away, you're sobering";
+ mes "me up! Go on, get outta here!";
+ close;
+ }
+ if (BaseJob == Job_Alchemist && bioeth == 6) {
+ mes "[Broncher]";
+ mes "^333333*Hiccup!*^000000";
+ mes "Oh man...";
+ mes "Oh man, this stuff";
+ mes "is great! Yeah. Yeah,";
+ mes "this really hits the spot.";
+ next;
+ mes "[Brocher]";
+ mes "Holy crap! Y-you're that";
+ mes "Alchemist that Skrajjad";
+ mes "told me to expect! Wha--?";
+ mes "You already visited Keshibien?";
+ mes "Crap! I thought you wouldn't";
+ mes "get here for another... Hour!";
+ next;
+ mes "[Broncher]";
+ mes "Oh, forget sobering.";
+ mes "I'll just teach you the";
+ mes "^FF0000Homunculus Resurrection^000000";
+ mes "skill. It's one of the last";
+ mes "skills you need to learn";
+ mes "for Homunculi, anyway.";
+ next;
+ mes "[Broncher]";
+ mes "Yes, you can literally";
+ mes "bring Homunculi back";
+ mes "from the dead. Oh, and you";
+ mes "should know that this skill is";
+ mes "mastered at Skill Level 5.";
+ next;
+ mes "[Broncher]";
+ mes "To bring your";
+ mes "Homunculus back from";
+ mes "the dead, you just push";
+ mes "this button, the one that's";
+ mes "labeled, ''Homunculus";
+ mes "Resurrection.'' Easy, right?";
+ next;
+ mes "[Broncher]";
+ mes "Well, lesson's over.";
+ mes "You know everything you";
+ mes "need to know about using";
+ mes "Homunculus Resurrection.";
+ mes "But you still need Kellasus";
+ mes "to teach you the fundamentals.";
+ set bioeth,7;
+ next;
+ mes "[Broncher]";
+ mes "Without those basic";
+ mes "techiques, everything";
+ mes "you've studied from us";
+ mes "will be for nothing. So...";
+ mes "Lots of luck convincing";
+ mes "Kellasus to teach you.";
+ next;
+ mes "[Broncher]";
+ mes "Now leave alone";
+ mes "and let me enjoy";
+ mes "all of this alcohol";
+ mes "in solitude, alright?";
+ close;
+ }
+ mes "[Broncher]";
+ mes "^333333*Hiccup~*^000000";
+ mes "Oh yeah, this is";
+ mes "the stuff! I call it...";
+ mes "My ''Anti-Sobriety''";
+ mes "formula! Can't think";
+ mes "of a finer thing created...";
+ close;
+}
+
+lhz_in03,106,34,3 script Koring#qsk_al 706,{
+ if (BaseJob == Job_Alchemist && bioeth == 8 || bioeth == 9) {
+ mes "[Koring]";
+ mes "My daddy is the bestest";
+ mes "Alchemist! He's sooooo";
+ mes "smart, and I never heard";
+ mes "him be wrong before!";
+ next;
+ mes "[Koring]";
+ mes "Daddy's been thinking";
+ mes "a lot lately and I don't";
+ mes "know why. Daddy gets ";
+ mes "really serious when he's ";
+ mes "worried about something.";
+ next;
+ mes "[Koring]";
+ mes "He's always trying hard";
+ mes "to make me happy and to ";
+ mes "help me when I have problems.";
+ mes "Like the time I was really sick... ^FFFFFF ^000000";
+ next;
+ mes "[Koring]";
+ mes "Daddy did his best to make";
+ mes "some medicine to help me, ";
+ mes "and he looked all over for any";
+ mes "doctor who could cure me. For";
+ mes "a while, I was really scared,";
+ mes "but my Daddy never gave up.";
+ next;
+ if (bioeth == 8) set bioeth,9;
+ mes "[Koring]";
+ mes "He might be a little";
+ mes "grumpy now, but my ";
+ mes "Daddy is still the best!";
+ mes "I hope he feels better soon.";
+ close;
+ }
+ mes "[Koring]";
+ mes "How did my Daddy get";
+ mes "so smart? I wish I could";
+ mes "learn things as fast as";
+ mes "him so that I can be an";
+ mes "Alchemist too when I grow up!";
+ close;
+}
+
+lhz_in03,109,31,5 script Beninne#qsk_al 90,{
+ if (BaseJob == Job_Alchemist && bioeth == 8 || bioeth == 9) {
+ mes "[Beninne]";
+ mes "You've met my husband,";
+ mes "Kellasus? He's either a";
+ mes "very stubborn or determined";
+ mes "man, depending on how you";
+ mes "want to look at it. Once his";
+ mes "mind's made up, he won't budge!";
+ next;
+ mes "[Beninne]";
+ mes "He's a very good husband";
+ mes "and father, but I feel like it";
+ mes "takes the entire world to";
+ mes "change his mind once he's ";
+ mes "convinced that he's right";
+ mes "about something.";
+ next;
+ mes "[Beninne]";
+ mes "Of course, if you manage";
+ mes "to prove him wrong, he will";
+ mes "do everything he can to make";
+ mes "up for it. Kellasus has been";
+ mes "like that since I first met him.";
+ next;
+ mes "[Beninne]";
+ mes "It feels so nice to";
+ mes "have someone like that";
+ mes "to be protective of you.";
+ mes "Kellasus loves his work,";
+ mes "but he loves his family even";
+ mes "more. Amazing, isn't it?";
+ close;
+ }
+ mes "[Beninne]";
+ mes "Most people think that";
+ mes "being a scientist's wife";
+ mes "would be so difficult. I must";
+ mes "be lucky that my husband is";
+ mes "such a good family man, even";
+ mes "though he may be an Alchemist.";
+ close;
+}
+
+lighthalzen,226,210,3 script Nannan#qsk_al 86,{
+ mes "[Nannan]";
+ mes "You know, I always thought^FFFFFF ^000000 that all Alchemists were bookish,";
+ mes "scholarly types, their faces always buried in books and studying. But";
+ mes "I managed to find one who doesn't fit that nerdy stereotype at all.";
+ next;
+ mes "[Nannan]";
+ mes "This guy, what's-his-face,";
+ mes "Broncher, is always wasting";
+ mes "his time drinking. I guess he^FFFFFF ^000000 discovered the secret of turning";
+ mes "water into Grade A booze. But^FFFFFF ^000000 at least he's not the stuffy type.";
+ next;
+ mes "[Nannan]";
+ mes "I don't know how much";
+ mes "help he'd be to an aspiring";
+ mes "Alchemist, but in my opinion,";
+ mes "the man is a fully fledged";
+ mes "genius! At least, compared";
+ mes "to a street guy like me...";
+ close;
+}
+
+lhz_in01,218,141,7 script Alchemist#qsk_al 98,{
+ mes "[Alchemist]";
+ mes "Out of all humans,";
+ mes "I believe Kellasus is";
+ mes "the one who has come";
+ mes "closest to discovering";
+ mes "the secrets of life. He";
+ mes "never fails to amaze me...";
+ next;
+ mes "[Alchemist]";
+ mes "I'm also impressed by the";
+ mes "fact that he doesn't let his";
+ mes "work keep him from being the";
+ mes "best father and husband that";
+ mes "he can for his family. He's";
+ mes "an example for all of us.";
+ next;
+ mes "[Alchemist]";
+ mes "Kellasus really is";
+ mes "an amazing person.";
+ mes "There isn't one Alchemist";
+ mes "that I know who doesn't look";
+ mes "up to him in the realms of";
+ mes "both science and personal life.";
+ close;
+}
+
+//============================================================
+// Old changelog
+//============================================================
+//= 1.0 for fully working skills only [Lupus]
+//= 1.1 Added more new skill quests for more classes [Lupus]
+//= Somehow eA engine doesn't let you keep learn't skill V_V'
+//= 1.2 Added to correct locations, correct NPC's, fixed
+//= some of the items required and made them into real
+//= quests. [Reddozen]
+//= 1.3 Fixed bugs and minor typos. Optimized [Lupus]
+//= 1.3a fixed an item ID typo, thx 2Spiritual Kid
+//= 1.3b Splitted into different files [DracoRPG]
+//= 1.4 Added Creators + Baby Alchemists can pass Bio Ethics
+//= Quest too [Lupus]
+//= 1.5 Removed duplicates [Toms] 1.5a fixed typo [Lupus]
+//= 1.6 Moved some NPCs related to Lighthalzen quests. [SinSloth]
+//= 1.7 Updated "Elemental Potion Creation Quest" to the official one. [Samuray22]
+//= 1.8 Added some missing NPCs from the Laboratory. [Samuray22]
+//= 1.8a replaced item "names" with item id [Lupus]
+//============================================================
diff --git a/npc/pre-re/quests/skills/archer_skills.txt b/npc/pre-re/quests/skills/archer_skills.txt
new file mode 100644
index 000000000..dd1233e56
--- /dev/null
+++ b/npc/pre-re/quests/skills/archer_skills.txt
@@ -0,0 +1,287 @@
+//===== rAthena Script =======================================
+//= Archer Skill Quest
+//===== By: ==================================================
+//= rAthena dev team
+//===== Current Version: =====================================
+//= 1.6
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= Quest for skills: Arrow Crafting, Arrow Repel
+//===== Additional Comments: =================================
+//= 1.5 Rescripted to Aegis 10.3 stadards. [L0ne_W0lf]
+//= 1.6 Updated to latest available official file.
+//= also fixed Item issue [bugreport:5607]. [Masao]
+//============================================================
+
+moc_ruins,118,99,5 script Roberto 88,{
+ if (BaseClass == Job_Archer) {
+ if (getskilllv("AC_MAKINGARROW") == 1) {
+ mes "[Roberto]";
+ mes "Ooh, you're from my home town!";
+ mes "Nice to see you!";
+ mes "How are you?";
+ mes "Ah! That arrow!";
+ mes "You made it, didn't you!";
+ next;
+ mes "[Roberto]";
+ mes "Haha...!";
+ mes "Do you think it's a lot better?";
+ mes "Haha... anyways, I am glad.";
+ mes "Come back with once in a while";
+ mes "with news from home.";
+ mes "Then byebye~";
+ close;
+ }
+ else if ((BaseClass == Job_Archer) && (JobLevel >= 30)) {
+ mes "[Roberto]";
+ mes "Eh!";
+ mes " ";
+ mes "You are...";
+ next;
+ if ((countitem(907) > 19) && (countitem(921) > 6) && (countitem(906) > 40) && (countitem(1019) > 12) && (countitem(501) > 0) && (BaseClass == Job_Archer) && (JobLevel >= 30)) {
+ mes "[Roberto]";
+ mes "You brought them!";
+ mes "Thank you very much.";
+ mes "Then, as I promised, I will teach you the skill.";
+ next;
+ delitem 907,20; //Resin
+ delitem 921,7; //Mushroom_Spore
+ delitem 906,41; //Tough_Scalelike_Stem
+ delitem 1019,13; //Wooden_Block
+ delitem 501,1; //Red_Potion
+ skill "AC_MAKINGARROW",1,0;
+ mes "[Roberto]";
+ mes "No need to worry about arrows now.";
+ mes "Oh, and did you happen to see";
+ mes "someone called Jason in Payon?";
+ mes "Be careful. He is a";
+ mes "ferocious one.";
+ next;
+ mes "[Roberto]";
+ mes "You just have to be careful of Jason in Payon.";
+ mes "Remember.";
+ mes "Then bubye~ Thank you for the presents~";
+ close;
+ }
+ mes "[Roberto]";
+ mes "An archer in Morroc!?";
+ mes "Nice to see you! Meeting a fellow";
+ mes "archer in a place like this! *sniffsniff*!";
+ mes "I came alone to Morroc..";
+ mes "but I was a newcomer, and the pressure... waaah~";
+ mes "I was very lonely~";
+ next;
+ switch (select("It must be hard. It's ok have faith.:Keep suffering.")) {
+ case 1:
+ mes "[Roberto]";
+ mes "Yes. Thank you...";
+ mes "You must be having a hard";
+ mes "time in a place like this.";
+ mes "Isn't it hard to find arrows?";
+ mes "That's why I make my own.";
+ next;
+ menu "Eh, really?!",-;
+ mes "[Roberto]";
+ mes "Yeah! I gather different items";
+ mes "and make arrows using them.";
+ mes "It is a useful skill to help me";
+ mes "survive alone in this tough world.";
+ mes "If you'd like, I can teach you.";
+ next;
+ menu "That would be wonderful.",-;
+ mes "[Roberto]";
+ mes "But.. I can't do it for free.";
+ mes "Nothing is free in this world~";
+ mes "Mmm... How about this?";
+ mes "You bring me what I ask for.";
+ mes "Then I will teach you the skill.";
+ next;
+ mes "[Roberto]";
+ mes "I've been very lonely since I left my hometown.";
+ mes "I would like to treat my homesick-ness";
+ mes "with things from there.";
+ mes "Bring me 20 Resins from the trees in the ";
+ mes "Payon forest, and 1 Red Potion";
+ mes "sold in the store.";
+ next;
+ mes "[Roberto]";
+ mes "Also, 13 Trunks from the Willows that";
+ mes "lives near the Payon Forest,";
+ mes "41 Pointed Scale,";
+ mes "7 Mushroom Spores.";
+ mes "If you bring me all of these.";
+ next;
+ mes "[Roberto]";
+ mes "I will teach you the skill.";
+ mes "Then.. I'll be waiting.";
+ mes "For news from our home.";
+ close;
+ case 2:
+ mes "[Roberto]";
+ if (Sex > 1) {
+ mes "...hey miss.";
+ }
+ else {
+ mes "...hey mister.";
+ }
+ mes "...be careful at night.";
+ close;
+ }
+ }
+ mes "[Roberto]";
+ mes "Hmm... Do you?";
+ mes "Have something to say?";
+ mes "I,";
+ mes "have nothing.";
+ mes "Difference in levels";
+ mes "cuts off conversations.";
+ close;
+ }
+ mes "[?]";
+ mes "Eh... First time seeing an archer or something?";
+ mes "Just go where you were going.";
+ mes "I only talk to high level archers.";
+ mes "Won't open my mouth otherwise!";
+ close;
+}
+
+payon,103,63,3 script Jason 88,3,3,{
+ if (BaseClass == Job_Archer) {
+ if (getskilllv("AC_CHARGEARROW") == 1) {
+ mes "[Jason]";
+ mes "Eh, we meet again.";
+ mes "Ehhhh so weird.";
+ mes "Whenever I see someone again";
+ mes "I start eh-ing a lot.";
+ mes "Ehhh... anyways nice to see you again.";
+ mes "Ehhhh... don't come any more ehh...";
+ close;
+ }
+ else if (JobLevel >= 35) {
+ mes "[Jason]";
+ mes "Darn... my wound isn't healing.";
+ mes "Bleh.. I was too careless... ";
+ mes "to become like this.. err...";
+ mes "But still, hurting me like this";
+ mes "giving me so many injuries...";
+ next;
+ mes "What should I do about Roberto.";
+ mes "Mmmm... Ah!";
+ mes "You? How long have you been there?";
+ mes "Mmm... very high level.";
+ mes "Someone like you would definitely be";
+ mes "able to know how to use Arrow Repel.";
+ next;
+ switch (select("What is that?:Teach me.")) {
+ case 1:
+ mes "[Jason]";
+ mes "...you're kidding, right?";
+ mes "Oh my, you don't even know";
+ mes "Arrow Repel at that level?";
+ mes "You're a strange person.";
+ next;
+ mes "[Jason]";
+ mes "(Jason was in the lala land.)";
+ next;
+ mes "[Jason]";
+ mes "Well, ok. I'll teach you what";
+ mes "Arrow Repel is.";
+ next;
+ mes "[Jason]";
+ mes "Arrow Repel is a skill that allows you to";
+ mes "push the opponent away as soon as you attack.";
+ mes "You can only use it when you aim exactly";
+ mes "at the target. But unlike magic, ";
+ mes "it doesn't de-spell.";
+ next;
+ mes "[Jason]";
+ mes "It is very useful for an archer";
+ mes "that is weak in close ranges.";
+ mes "If you would like to learn,";
+ mes "come find me again.";
+ mes "There are some necessary materials.";
+ next;
+ mes "[Jason]";
+ mes "First, because you must modify a bow";
+ mes "bring a crossbow you do not use.";
+ mes "10 Tentacles, 10 Bill of Birds,";
+ mes "3 Yoyo Tails.. these are very elastic.";
+ mes "Also, 2 Emeralds. And last but not least...";
+ mes "36 bottles of Banana Juice that I love!";
+ next;
+ mes "[Jason]";
+ mes "......Ehem!";
+ mes "If you bring all of these,";
+ mes "I shall teach you Arrow Repel.";
+ mes "Then, see you again.";
+ mes "(I'm going to be mad if you don't bring the Banana Juice.)";
+ close;
+ case 2:
+ if ((countitem(721) > 1) && (countitem(942) > 2) && (countitem(962) > 9) && (countitem(925) > 9) && (countitem(532) > 35)) {
+ mes "[Jason]";
+ mes "Ok! Perfect!";
+ mes "I shall teach you the nationally";
+ mes "renowned skill, Arrow Repel!";
+ next;
+ delitem 721,2; //Azure_Jewel
+ delitem 942,3; //Yoyo_Tail
+ delitem 962,10; //Tentacle
+ delitem 925,10; //Bill_Of_Birds
+ delitem 532,36; //Banana_Juice
+ skill "AC_CHARGEARROW",1,0;
+ mes "[Jason]";
+ mes "Oh, works better than I expected!";
+ mes "Won't be needing to modify the bow!";
+ mes "You can take this back~";
+ mes "And enjoy using your newly inherited";
+ mes "skill in fields and dungeons!";
+ mes "He~heh~!";
+ close;
+ }
+ mes "[Jason]";
+ mes "Mmm... too bad.";
+ mes "You are missing some things.";
+ mes "Once again, you need 2 Emeralds,";
+ mes "3 Yoyo Tails, 10 Tentacles,";
+ mes "10 Bill of Birds, and last but";
+ mes "not least 36 bottles of Banana juice!";
+ next;
+ mes "[Jason]";
+ mes "Make sure you have all of them and come again!";
+ close;
+ }
+ }
+ mes "[Jason]";
+ mes "Ooh... you are an archer.";
+ mes "If you try a little more";
+ mes "you will have a great";
+ mes "reputation as an archer!";
+ mes "Exert yourself!";
+ close;
+ }
+ mes "[?]";
+ mes "What does life need from";
+ mes "a lonely lad like me?";
+ close;
+
+OnTouch:
+ mes "[???]";
+ mes "Errrrrrr...";
+ close;
+}
+
+//============================================================
+// Old changelog
+//============================================================
+//= v1.0 Roberto message text is based off RO npc. Jason message
+//= text is custom from old version.
+//= All items are from official quests though.[kobra_k88]
+//= v1.0a Now using functions found in "Global_Functions.txt"
+//= for class checks.[kobra_k88]
+//= 1.2 Added Baby Class Support [Lupus]
+//= 1.3 Removed callfunc Is_####_Class in favor of baseClass [Silentdragon]
+//= 1.4 Fixed exploits [Lupus]
+//= 1.4a Fixed some typos [IVBela]
+//= 1.4b changed perm. variables to temp ones [Lupus]
+//============================================================
diff --git a/npc/pre-re/quests/skills/assassin_skills.txt b/npc/pre-re/quests/skills/assassin_skills.txt
new file mode 100644
index 000000000..e39444e32
--- /dev/null
+++ b/npc/pre-re/quests/skills/assassin_skills.txt
@@ -0,0 +1,1001 @@
+//===== rAthena Script =======================================
+//= Assassin Skills Quests
+//===== By: ==================================================
+//= Lupus, Reddozen
+//===== Current Version: =====================================
+//= 1.5
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Quests for skills: Venom Knife, Sonic Acceleration
+//===== Additional Comments: =================================
+//= 1.4 Rescripted to Aegis 10.3 stadards. [L0ne_W0lf]
+//= 1.5 Replaced effect numerics with constants. [L0ne_W0lf]
+//============================================================
+
+in_moc_16,14,27,5 script Assassin#realman 884,{
+ if (BaseJob == Job_Assassin && ASSN_SK2 == 1) {
+ if (getskilllv("AS_VENOMKNIFE") == 0) {
+ mes "[Killtin]";
+ mes "Ah yes, that's why you";
+ mes "look so familiar. You're";
+ mes "of those to whom I've taught";
+ mes "the ^990099Venom Knife^000000 skill. So, what";
+ mes "brings you to me this time?";
+ next;
+ mes "[Killtin]";
+ mes "What's that...?!";
+ mes "You want me to teach";
+ mes "it to you once again?";
+ mes "It's a shame you've forgotten,";
+ mes "but I suppose it can't be helped. Alright, alright, I'll teach you.";
+ next;
+ mes "[Killtin]";
+ mes "First, you need to equip";
+ mes "a Knife class weapon, and";
+ mes "then cast Envenom on your";
+ mes "knife. Throwing the blade?";
+ mes "That's all in the wrist. Now,";
+ mes "watch me closely and take note.";
+ next;
+ mes "[Killtin]";
+ mes "You see? Having";
+ mes "good form is essential";
+ mes "to performing flawless";
+ mes "technique. Always basics";
+ mes "before the specifics. Now,";
+ mes "why don't you give it a try?";
+ specialeffect EF_INVENOM;
+ next;
+ mes "[Killtin]";
+ mes "Good... Very good...";
+ mes "Perfect form. Yes...";
+ mes "Hmm. Are you sure that";
+ mes "you forgot how to do this";
+ mes "skill? I suppose that all you";
+ mes "needed was a quick refresher.";
+ specialeffect2 EF_INVENOM;
+ next;
+ mes "[Killtin]";
+ mes "Alright, I think it's";
+ mes "safe to say that you've";
+ mes "mastered the Venom Knife";
+ mes "skill. Leave me now, and";
+ mes "always fight for the honor";
+ mes "of the Assassin Guild!";
+ skill "AS_VENOMKNIFE",1,0;
+ close;
+ }
+ else {
+ mes "[Killtin]";
+ mes "So how has that";
+ mes "^990099Venom Knife^000000 skill";
+ mes "been working for you?";
+ mes "Be careful, and make sure";
+ mes "that your victims always";
+ mes "deserve what you give them!";
+ close;
+ }
+ }
+ else if (ASSN_SK2 == 1 && ASSN_SK == 7) {
+ mes "[Killtin]";
+ mes "So you've learned all of";
+ mes "the specialized Assassin";
+ mes "skills, eh? Don't let yourself";
+ mes "become overconfident. Strive";
+ mes "for even greater strength for";
+ mes "the Assassin Guild's honor.";
+ close;
+ }
+ else if (ASSN_SK2 == 1) {
+ mes "[Killtin]";
+ mes "So how has that";
+ mes "^990099Venom Knife^000000 skill";
+ mes "been working for you?";
+ mes "Be careful, and make sure";
+ mes "that your victims always";
+ mes "deserve what you give them!";
+ close;
+ }
+ else {
+ if (BaseJob == Job_Assassin) {
+ mes "[Killtin]";
+ mes "Hm? Ah, you're definitely";
+ mes "a member of the Assassin";
+ mes "Guild. Great, you've come";
+ mes "just at the right time.";
+ next;
+ mes "[Killtin]";
+ mes "Our guildmaster recently";
+ mes "succeeded in developing two";
+ mes "new skills for Assassins. I've";
+ mes "been charged with the task of";
+ mes "teaching these new skills to";
+ mes "all the members of our guild.";
+ next;
+ select("New skills?");
+ mes "[Killtin]";
+ mes "That's right, "+ strcharinfo(0) +".";
+ mes "The first skill specifically";
+ mes "enhances the Sonic Blow";
+ mes "skill, and the second skill";
+ mes "is a long range attack that's";
+ mes "named ''^990099Venom Knife^000000.''";
+ next;
+ mes "[Killtin]";
+ mes "If you have any questions,";
+ mes "feel free to ask me about";
+ mes "any of these new skills. It's";
+ mes "my job to teach you as much";
+ mes "as I can about them.";
+ next;
+ while(1) {
+ switch(select("^0000FFSonic Blow Enhancement^000000:^990099Venom Knife^000000:Continue Conversation")) {
+ case 1:
+ mes "[Killtin]";
+ mes "If you've been an Assassin";
+ mes "for a while, then you must";
+ mes "be familiar with the Sonic";
+ mes "Blow skill, which inflicts 8";
+ mes "powerful strikes at an enemy";
+ mes "in one blindingly fast attack.";
+ next;
+ mes "[Killtin]";
+ mes "However, due to the speed";
+ mes "involved in that skill, Sonic";
+ mes "Blow isn't as accurate as it";
+ mes "can be. After years of testing";
+ mes "and research, our guildmaster";
+ mes "developed a way to fix this.";
+ next;
+ mes "[Killtin]";
+ mes "He created a new skill";
+ mes "named ''Sonic Acceleration''";
+ mes "that Assassins can cast on";
+ mes "themselves in order to quickly";
+ mes "detect and accurately strike";
+ mes "the target's fatal points.";
+ next;
+ mes "[Killtin]";
+ mes "In effect, Sonic Acceleration";
+ mes "roughly doubles the damage";
+ mes "that you can inflict with the";
+ mes "Sonic Blow. If you use Sonic";
+ mes "Blow pretty often, then this";
+ mes "skill will be pretty useful.";
+ next;
+ mes "[Killtin]";
+ mes "I suggest that you learn";
+ mes "the Venom Knife skill from";
+ mes "me first. Then, you can talk";
+ mes "to Esmille, the beautiful";
+ mes "Assassin Cross right next to^FFFFFF ^000000 me, to learn Sonic Acceleration.";
+ next;
+ break;
+ case 2:
+ mes "[Killtin]";
+ mes "As you may well know, our";
+ mes "job isn't really known for its";
+ mes "long range attacks. Sure, we";
+ mes "can use Bows, and we've got";
+ mes "a few long distance skills, but";
+ mes "their uses are kind of limited.";
+ next;
+ mes "[Killtin]";
+ mes "This Venom Knife skill was";
+ mes "developed with this weakness";
+ mes "in long range attacking in mind. Basically, we use the Envenom";
+ mes "skill on a knife and throw it at^FFFFFF ^000000 a distant enemy to poison them.";
+ next;
+ break;
+ case 3:
+ mes "[Killtin]";
+ mes "Now, if you like, I can";
+ mes "teach you the ^009900Venom Knife^000000";
+ mes "skill right now. It won't take";
+ mes "that much time, so what do";
+ mes "you say? You ready to learn?";
+ next;
+ while(1) {
+ if (select("Learn Venom Knife:I d-don't wanna learn!") == 1) {
+ mes "[Killtin]";
+ mes "First, you need to equip";
+ mes "a Knife class weapon, and";
+ mes "then cast Envenom on your";
+ mes "knife. Throwing the blade?";
+ mes "That's all in the wrist. Now,";
+ mes "watch me closely and take note.";
+ next;
+ mes "[Killtin]";
+ mes "You see? Having";
+ mes "good form is essential";
+ mes "to performing flawless";
+ mes "technique. Always basics";
+ mes "before the specifics. Now,";
+ mes "why don't you give it a try?";
+ specialeffect EF_INVENOM;
+ next;
+ mes "[Killtin]";
+ mes "Hey, that's pretty good.";
+ mes "You're catching on really";
+ mes "quick. Heh heh, but still,";
+ mes "I guess I can take a little";
+ mes "bit of credit for my excellent";
+ mes "instruction. Ah, very nice.";
+ next;
+ specialeffect2 EF_INVENOM;
+ next;
+ mes "[Killtin]";
+ mes "Alright, you may need";
+ mes "to practice a bit more";
+ mes "of this skill, but for the most";
+ mes "part, you can use Venom";
+ mes "Knife pretty easily in battle.";
+ set ASSN_SK2,1;
+ set ASSN_SK,1;
+ skill "AS_VENOMKNIFE",1,0;
+ next;
+ mes "[Killtin]";
+ mes "Well, that's all I can";
+ mes "teach you. Use this skill";
+ mes "expertly, and bring woe to";
+ mes "your enemies for the honor";
+ mes "of the Assassin Guild!";
+ close;
+ }
+ if (.@teach ==1) {
+ mes "[Killtin]";
+ mes "Y-you don't want to";
+ mes "learn? Tough! It's my";
+ mes "job to teach this Venom";
+ mes "Knife skill to every member";
+ mes "of the Assassin Guild! You're^FFFFFFaaaaa^000000 not leaving until I tell you to!";
+ next;
+ }
+ else {
+ mes "[Killtin]";
+ mes "You can't refuse an";
+ mes "order from our guildmaster...";
+ mes "Like it or not, this skill will";
+ mes "make you a better Assassin.";
+ mes "Trust me on this and just agree";
+ mes "to learn the skill, will you?";
+ next;
+ }
+ }
+ }
+ }
+ }
+ else if (BaseJob == Job_Thief) {
+ mes "[Killtin]";
+ mes "A Thief...? Huh.";
+ mes "That's a respectable";
+ mes "job. But listen, if you";
+ mes "want me to be able to";
+ mes "teach you anything, you'll";
+ mes "need to get stronger first.";
+ close;
+ }
+ else {
+ mes "[Assassin]";
+ mes "...............................";
+ mes "Just keep moving.";
+ close;
+ }
+ }
+}
+
+in_moc_16,23,27,5 script Assassin#realgirl 885,{
+ if (BaseJob == Job_Assassin && ASSN_SK == 7) {
+ if (getskilllv("AS_SONICACCEL") == 0) {
+ mes "[Esmille]";
+ mes "Mm? Ah, you've transcended";
+ mes "and become an Assassin Cross";
+ mes "as well. I understand the trouble that you must have gone through";
+ mes "to be reborn with new strength.";
+ next;
+ mes "[Esmille]";
+ mes "You probably need to learn";
+ mes "the Sonic Acceleration skill";
+ mes "again after having lost some";
+ mes "of your memories. I truly";
+ mes "sympathize, and am willing";
+ mes "to teach it to you again.";
+ next;
+ if (getskilllv("AS_SONICBLOW") == 0) {
+ mes "[Esmille]";
+ mes "First, go and learn the";
+ mes "Sonic Blow skill. The skill";
+ mes "I will teach you is completely";
+ mes "useless unless you learn how";
+ mes "to perform a Sonic Blow. I shall^FFFFFF ^000000 be waiting right here till then.";
+ close;
+ }
+ mes "[Esmille]";
+ mes "Now, right before you";
+ mes "perform Sonic Blow, make";
+ mes "sure your feet are positioned";
+ mes "like this. Then, as smoothly";
+ mes "and quickly as possible, shift";
+ mes "your weight over to this side.";
+ specialeffect EF_SONICBLOW;
+ next;
+ mes "[Esmille]";
+ mes "Watch carefully, this";
+ mes "is the most important";
+ mes "part. See where my hands";
+ mes "are and the angle of my";
+ mes "arms? This is the form that";
+ mes "you've got to memorize.";
+ specialeffect EF_SONICBLOW;
+ next;
+ mes "[Esmille]";
+ mes "Alright, that's all";
+ mes "you need to know. Now,";
+ mes "please try it so I can give";
+ mes "you feedback on your form.";
+ next;
+ specialeffect2 EF_SONICBLOW;
+ next;
+ mes "[Esmille]";
+ mes "Hmm, you're shifting";
+ mes "your weight kind of";
+ mes "unsteadily. It might";
+ mes "help if your center of";
+ mes "gravity was like this...";
+ next;
+ specialeffect2 EF_SONICBLOW;
+ next;
+ mes "[Esmille]";
+ mes "Ah, you're so very";
+ mes "close to perfection.";
+ mes "Focus more on smoothly";
+ mes "transitioning from your";
+ mes "stance to executed action.";
+ next;
+ mes "[Esmille]";
+ mes "Yes, that's it...!";
+ mes "Very well executed.";
+ mes "Good work, "+ strcharinfo(0) +".";
+ skill "AS_SONICACCEL",1,0;
+ set ASSN_SK,7;
+ next;
+ mes "[Esmille]";
+ mes "Do you understand now?";
+ mes "You should have no problem";
+ mes "remembering this skill now.";
+ mes "I can teach you nothing more,";
+ mes "so all I can do now is wish";
+ mes "you luck on your journeys.";
+ close;
+ }
+ else {
+ mes "[Esmille]";
+ mes "I trust that using";
+ mes "Sonic Acceleration in";
+ mes "battle has given you an";
+ mes "edge over the enemy. Bring";
+ mes "swift defeat to your foes for";
+ mes "the Assassin Guild's honor.";
+ close;
+ }
+ }
+ else if (ASSN_SK == 7) {
+ mes "[Esmille]";
+ mes "I trust that using";
+ mes "Sonic Acceleration in";
+ mes "battle has given you an";
+ mes "edge over the enemy. Bring";
+ mes "swift defeat to your foes for";
+ mes "the Assassin Guild's honor.";
+ close;
+ }
+ else if (ASSN_SK == 6) {
+ mes "[Esmille]";
+ mes "Please focus on the";
+ mes "training... If we continue to";
+ mes "be interrupted, you'll never";
+ mes "be able to learn anything.";
+ mes "Now, please listen closely.";
+ next;
+ mes "[Esmille]";
+ mes "Now, right before you";
+ mes "perform Sonic Blow, make";
+ mes "sure your feet are positioned";
+ mes "like this. Then, as smoothly";
+ mes "and quickly as possible, shift";
+ mes "your weight over to this side.";
+ specialeffect EF_SONICBLOW;
+ next;
+ mes "[Esmille]";
+ mes "Watch carefully, this";
+ mes "is the most important";
+ mes "part. See where my hands";
+ mes "are and the angle of my";
+ mes "arms? This is the form that";
+ mes "you've got to memorize.";
+ specialeffect EF_SONICBLOW;
+ next;
+ mes "[Esmille]";
+ mes "Alright, that's all";
+ mes "you need to know. Now,";
+ mes "please try it so I can give";
+ mes "you feedback on your form.";
+ next;
+ specialeffect2 EF_SONICBLOW;
+ next;
+ mes "[Esmille]";
+ mes "Hmm, you're shifting";
+ mes "your weight kind of";
+ mes "unsteadily. It might";
+ mes "help if your center of";
+ mes "gravity was like this...";
+ next;
+ specialeffect2 EF_SONICBLOW;
+ next;
+ mes "[Esmille]";
+ mes "That's a little better.";
+ mes "Hmmm. Try to think of";
+ mes "the enemy's weak point";
+ mes "and follow through with";
+ mes "the stabbing motion.";
+ next;
+ specialeffect2 EF_SONICBLOW;
+ next;
+ mes "[Esmille]";
+ mes "Ah, you're so very";
+ mes "close to perfection.";
+ mes "Focus more on smoothly";
+ mes "transitioning from your";
+ mes "stance to executed action.";
+ specialeffect2 EF_SONICBLOW;
+ next;
+ mes "[Esmille]";
+ mes "Yes, that's it...!";
+ mes "Very well executed.";
+ mes "Good work, "+ strcharinfo(0) +".";
+ skill "AS_SONICACCEL",1,0;
+ set ASSN_SK,7;
+ next;
+ mes "[Esmille]";
+ mes "Do you understand now?";
+ mes "You should have no problem";
+ mes "remembering this skill now.";
+ mes "I can teach you nothing more,";
+ mes "so all I can do now is wish";
+ mes "you luck on your journeys.";
+ close;
+ }
+ else if (ASSN_SK == 5) {
+ mes "[Esmille]";
+ mes "So how is your little";
+ mes "mission coming along?";
+ mes "I trust that you've completed";
+ mes "that task I assigned for you.";
+ next;
+ if ((ASSN_SK == 5 && countitem(726) > 0) || (ASSN_SK == 5 && countitem(723) > 0) || (ASSN_SK == 5 && countitem(720) > 0)) {
+ select("How's this for treasure?");
+ mes "[Esmille]";
+ mes "Oh, that jewel...!";
+ mes "It's so captivating~";
+ mes "I haven't seen anything";
+ mes "so beautiful in such a long";
+ mes "time. You've done very well...";
+ next;
+ mes "[Esmille]";
+ mes "That jewel is yours";
+ mes "to keep. In truth, I don't";
+ mes "really need any treasure, just^FFFFFF ^000000 some proof of your qualification.";
+ mes "It looks like you're ready for me^FFFFFF ^000000 to teach you Sonic Acceleration.";
+ set ASSN_SK,6;
+ next;
+ mes "[Esmille]";
+ mes "Now, right before you";
+ mes "perform Sonic Blow, make";
+ mes "sure your feet are positioned";
+ mes "like this. Then, as smoothly";
+ mes "and quickly as possible, shift";
+ mes "your weight over to this side.";
+ specialeffect EF_SONICBLOW;
+ next;
+ mes "[Esmille]";
+ mes "Watch carefully, this";
+ mes "is the most important";
+ mes "part. See where my hands";
+ mes "are and the angle of my";
+ mes "arms? This is the form that";
+ mes "you've got to memorize.";
+ specialeffect EF_SONICBLOW;
+ next;
+ mes "[Esmille]";
+ mes "Alright, that's all";
+ mes "you need to know. Now,";
+ mes "please try it so I can give";
+ mes "you feedback on your form.";
+ next;
+ specialeffect2 EF_SONICBLOW;
+ next;
+ mes "[Esmille]";
+ mes "Hmm, you're shifting";
+ mes "your weight kind of";
+ mes "unsteadily. It might";
+ mes "help if your center of";
+ mes "gravity was like this...";
+ next;
+ specialeffect2 EF_SONICBLOW;
+ next;
+ mes "[Esmille]";
+ mes "That's a little better.";
+ mes "Hmmm. Try to think of";
+ mes "the enemy's weak point";
+ mes "and follow through with";
+ mes "the stabbing motion.";
+ next;
+ specialeffect2 EF_SONICBLOW;
+ next;
+ mes "[Esmille]";
+ mes "Yes, that's it...!";
+ mes "Very well executed.";
+ mes "Good work, "+ strcharinfo(0) +".";
+ skill 1003,1,0;
+ set ASSN_SK,7;
+ next;
+ mes "[Esmille]";
+ mes "Do you understand now?";
+ mes "You should have no problem";
+ mes "remembering this skill now.";
+ mes "I can teach you nothing more,";
+ mes "so all I can do now is wish";
+ mes "you luck on your journeys.";
+ close;
+ }
+ else {
+ mes "[Esmille]";
+ mes "Hmmm...";
+ close;
+ }
+ }
+ else if (ASSN_SK == 2 || ASSN_SK == 3 || ASSN_SK == 4) {
+ mes "[Esmille]";
+ mes "So how is your little";
+ mes "mission coming along?";
+ mes "If you've forgotten the";
+ mes "location I've asked you to";
+ mes "search for treasure, then";
+ mes "I can briefly remind you.";
+ next;
+ mes "[Esmille]";
+ mes "Find something valuable";
+ if (ASSN_SK == 2) {
+ mes "for me by searching the";
+ mes "^FF0000Coffins^000000 in the Sphinx.";
+ }
+ else if (ASSN_SK == 3) {
+ mes "for me by searching the";
+ mes "^FF0000Stone Statues^000000 in the Sphinx.";
+ }
+ else if (ASSN_SK == 4) {
+ mes "in the ^FF0000flooded crypt in the";
+ mes "bottom floor^000000 of the Pyramids.";
+ }
+ mes "Only the strong can explore";
+ mes "that area, so doing this will";
+ mes "prove your competency to me.";
+ close;
+ }
+ else if (ASSN_SK == 1) {
+ mes "[Esmille]";
+ mes "Ah. Hello, comrade.";
+ mes "Have you heard about";
+ mes "the latest news from";
+ mes "the Assassin Guild?";
+ mes "Ah, you've spoken to";
+ mes "Killtin. Good, good...";
+ next;
+ mes "[Esmille]";
+ mes "Now, I've been charged";
+ mes "with the responsibility of";
+ mes "teaching the Sonic Acceleration skill to all interested Assassins.";
+ mes "I can tell you more about it if";
+ mes "Killtin didn't fully explain.";
+ next;
+ while(1) {
+ switch(select("Please tell me more...:I want to learn Sonic Acceleration!")) {
+ case 1:
+ mes "[Esmille]";
+ mes "Sonic Acceleration is";
+ mes "a ^FF0000support skill used in";
+ mes "conjunction with Sonic Blow^000000.";
+ mes "Assassins can only cast this";
+ mes "skill on themselves for their";
+ mes "own personal benefit.";
+ next;
+ mes "[Esmille]";
+ mes "If you're familiar with";
+ mes "Sonic Blow, you'll know";
+ mes "that it's difficult to inflict";
+ mes "fatal damage with that skill.";
+ mes "It's far too fast to be able";
+ mes "to attack very accurately...";
+ next;
+ mes "[Esmille]";
+ mes "However, by learning";
+ mes "Sonic Acceleration, you";
+ mes "can overcome this accuracy";
+ mes "drawback and fulfill the full";
+ mes "damage potential of the";
+ mes "Sonic Blow skill.";
+ next;
+ mes "[Esmille]";
+ mes "This skill is truly great.";
+ mes "And our guildmaster,";
+ mes "the one who invented this";
+ mes "skill, is also... He's a man";
+ mes "amongst men, I must say.";
+ Emotion e_lv;
+ next;
+ break;
+ case 2:
+ mes "[Esmille]";
+ mes "Ah, I'm glad to see";
+ mes "that you're so enthusiastic";
+ mes "about learning this skill.";
+ mes "But first, there we need to";
+ mes "take care of the prerequisites... ^FFFFFF ^000000";
+ next;
+ if (getskilllv("AS_SONICBLOW") == 0) {
+ mes "[Esmille]";
+ mes "First, go and learn the";
+ mes "Sonic Blow skill. The skill";
+ mes "I will teach you is completely";
+ mes "useless unless you learn how";
+ mes "to perform a Sonic Blow. I shall^FFFFFF ^000000 be waiting right here till then.";
+ close;
+ }
+ mes "[Esmille]";
+ mes "Your task will be to bring";
+ switch(rand(1,3)) {
+ case 1:
+ mes "treasure from the Sphinx.";
+ mes "Search the ^FF0000Coffins^000000 that";
+ mes "are there for precious";
+ mes "valuables. Consider this";
+ mes "a test of your strength.";
+ set ASSN_SK,2;
+ next;
+ mes "[Esmille]";
+ mes "Whether you can complete";
+ mes "this task will determine";
+ mes "if you are worthy enough";
+ mes "for me to teach you the";
+ mes "Sonic Acceleration skill.";
+ mes "Best of luck, and please hurry.";
+ close;
+ case 2:
+ mes "treasure from the Sphinx.";
+ mes "Search the ^FF0000Stone Statues^000000";
+ mes "there for precious valuables.";
+ mes "Consider this excursion as";
+ mes "a test of your strength.";
+ set ASSN_SK,3;
+ next;
+ mes "[Esmille]";
+ mes "Whether you can complete";
+ mes "this task will determine";
+ mes "if you are worthy enough";
+ mes "for me to teach you the";
+ mes "Sonic Acceleration skill.";
+ mes "Best of luck, and please hurry.";
+ close;
+ case 3:
+ mes "treasure from the Pyramids.";
+ mes "Search the ^FF0000flooded crypt at";
+ mes "the bottom floor for precious";
+ mes "valuables^000000. Consider this as";
+ mes "a test of your strength.";
+ set ASSN_SK,4;
+ next;
+ mes "[Esmille]";
+ mes "Whether you can complete";
+ mes "this task will determine";
+ mes "if you are worthy enough";
+ mes "for me to teach you the";
+ mes "Sonic Acceleration skill.";
+ mes "Best of luck, and please hurry.";
+ close;
+ }
+ }
+ }
+ }
+ else {
+ if (BaseJob == Job_Assassin) {
+ mes "[Assassin]";
+ mes "Ah. Hello, comrade.";
+ mes "Have you heard about";
+ mes "the latest news from";
+ mes "the Assassin Guild?";
+ Emotion e_heh;
+ next;
+ select("News from the Assassin Guild?");
+ mes "[Assassin]";
+ mes "Hm. You must not have";
+ mes "heard it, then. If you want";
+ mes "to know more about it, you";
+ mes "should speak to Killtin, who";
+ mes "is right next to me. He will";
+ mes "explain everything clearly.";
+ close;
+ }
+ mes "[Assassin]";
+ mes "Hm. Do you know any";
+ mes "Assassins? Tell them";
+ mes "to come here if they";
+ mes "haven't already.";
+ close;
+ }
+}
+
+in_sphinx2,259,213,0 script Old Coffin#qsk_as -1,7,8,{
+OnTouch:
+ if (ASSN_SK == 2) {
+ mes "^3355FFIt's an ancient coffin";
+ mes "with a broken lid that";
+ mes "is slightly ajar. You";
+ mes "momentarily catch a glint";
+ mes "of something shining inside.^000000";
+ specialeffect EF_CONE;
+ next;
+ while(1) {
+ switch(select("Put your hand inside:Inspect the coffin's opening:Lift the lid:Turn the coffin upside down:Ignore it")) {
+ case 1:
+ mes "^3355FFYou carefully put your";
+ mes "hand inside the coffin";
+ mes "and try to retrieve the";
+ mes "shining object that";
+ mes "you had glimpsed.";
+ mes "...............................^000000";
+ next;
+ mes "^3355FFSomething inside";
+ mes "the coffin bit your";
+ mes "hand really hard!^000000";
+ sc_start SC_Poison,30000,0;
+ sc_start SC_Bleeding,10000,0;
+ Emotion e_omg,1;
+ close;
+ case 2:
+ mes "^3355FFYou try to peek";
+ mes "inside the coffin";
+ mes "through the gap";
+ mes "between the coffin's";
+ mes "edge and the lid.";
+ mes "...............................^000000";
+ next;
+ mes "^3355FFYou're barely able to";
+ mes "perceive that something";
+ mes "is squirming inside the";
+ mes "coffin, but it's far too dark";
+ mes "to see anything else.^000000";
+ sc_start SC_Blind,30000,0;
+ next;
+ break;
+ case 3:
+ mes "^3355FFYou don't have the";
+ mes "strength to move";
+ mes "something as heavy";
+ mes "as this coffin's lid...^000000";
+ sc_start SC_Curse,30000,0;
+ next;
+ break;
+ case 4:
+ mes "^3355FFYou don't have the";
+ mes "strength to turn this";
+ mes "coffin upside down.^000000";
+ next;
+ break;
+ case 5:
+ close;
+ }
+ }
+ }
+}
+
+in_sphinx2,212,267,0 script Old Coffin#qsk_as2 -1,5,6,{
+OnTouch:
+ if (ASSN_SK == 2) {
+ mes "^3355FFIt's an ancient coffin";
+ mes "with a broken lid that";
+ mes "is slightly ajar. You";
+ mes "momentarily catch a glint";
+ mes "of something shining inside.^000000";
+ specialeffect EF_CONE;
+ next;
+ while(1) {
+ switch(select("Put your hand inside:Inspect the coffin's opening:Lift the lid:Turn the coffin upside down:Ignore it")) {
+ case 1:
+ mes "^3355FFYou carefully put your";
+ mes "hand inside the coffin";
+ mes "and try to retrieve the";
+ mes "shining object that";
+ mes "you had glimpsed.";
+ mes "...............................^000000";
+ next;
+ if (rand(1,3) != 3) {
+ mes "^3355FFYou carefully put your";
+ mes "hand inside the coffin";
+ mes "and try to retrieve the";
+ mes "shining object that";
+ mes "you had glimpsed.";
+ mes "...............................^000000";
+ next;
+ mes "^3355FFSomething inside";
+ mes "the coffin bit your";
+ mes "hand really hard!^000000";
+ sc_start SC_Poison,30000,0;
+ sc_start SC_Bleeding,10000,0;
+ Emotion e_omg,1;
+ close;
+ }
+ else {
+ mes "^3355FFYour fingers manage";
+ mes "to find a solid object";
+ mes "that you pull out of the";
+ mes "coffin. You have obtained";
+ mes "a Sapphire for Esmille.^000000";
+ set ASSN_SK,5;
+ getitem 726,1; //Blue_Jewel
+ close;
+ }
+ case 2:
+ mes "^3355FFYou try to peek";
+ mes "inside the coffin";
+ mes "through the gap";
+ mes "between the coffin's";
+ mes "edge and the lid.";
+ mes "...............................^000000";
+ next;
+ mes "^3355FFYou're barely able to";
+ mes "perceive that something";
+ mes "is squirming inside the";
+ mes "coffin, but it's far too dark";
+ mes "to see anything else.^000000";
+ sc_start SC_Blind,30000,0;
+ next;
+ break;
+ case 3:
+ mes "^3355FFYou don't have the";
+ mes "strength to move";
+ mes "something as heavy";
+ mes "as this coffin's lid...^000000";
+ sc_start SC_Curse,30000,0;
+ next;
+ break;
+ case 4:
+ mes "^3355FFYou don't have the";
+ mes "strength to turn this";
+ mes "coffin upside down.^000000";
+ next;
+ break;
+ case 5:
+ close;
+ }
+ }
+ }
+}
+
+in_sphinx2,13,163,0 script Stone Statue#qsk_as -1,7,7,{
+OnTouch:
+ if (ASSN_SK == 3) {
+ specialeffect EF_CONE;
+ mes "^3355FFThis ancient stone statue";
+ mes "is covered with cracks and";
+ mes "looks close to falling apart.";
+ mes "The glimmer of a shining object";
+ mes "peers out from beneath one of";
+ mes "the feet. The ground appears";
+ mes "soft enough to dig through...^000000";
+ specialeffect EF_CONE;
+ next;
+ if (select("Dig to retrieve the shining object:Ignore it") == 1) {
+ mes "^3355FFAs your fingers dig into";
+ mes "the soft ground, it emits^000000";
+ if (rand(1,3) != 3){
+ mes "^3355FFa yellow gas that clouds";
+ mes "your senses and briefly";
+ mes "knocks you unconscious.^000000";
+ sc_start SC_Sleep,30000,0;
+ close;
+ }
+ mes "^3355FFa yellow gas. However, you";
+ mes "hold your breath in and expel";
+ mes "all gas in your lungs in time";
+ mes "to escape its effects. You've";
+ mes "retrieved a Ruby for Esmille.^000000";
+ set ASSN_SK,5;
+ getitem 723,1; //Cardinal_Jewel
+ }
+ close;
+ }
+}
+
+in_sphinx2,13,146,0 script Stone Statue#qsk_as2 -1,7,7,{
+OnTouch:
+ if (ASSN_SK == 3) {
+ specialeffect EF_CONE;
+ mes "^3355FFThis ancient stone statue";
+ mes "is covered with cracks and";
+ mes "looks close to falling apart.";
+ mes "The glimmer of a shining object";
+ mes "peers out from beneath one of";
+ mes "the feet. The ground appears";
+ mes "soft enough to dig through...^000000";
+ specialeffect EF_CONE;
+ next;
+ if (select("Dig to retrieve the shining object:Ignore it") == 1) {
+ mes "^3355FFAs your fingers dig into";
+ mes "the soft ground, it emits^000000";
+ if (rand(1,3) != 3) {
+ mes "^3355FFa yellow gas that clouds";
+ mes "your senses and briefly";
+ mes "knocks you unconscious.^000000";
+ sc_start SC_Sleep,30000,0;
+ close;
+ }
+ mes "^3355FFa yellow gas. However, you";
+ mes "hold your breath in and expel";
+ mes "all gas in your lungs in time";
+ mes "to escape its effects. Sadly,";
+ mes "all you found was broken glass.^000000";
+ Emotion e_omg,1;
+ }
+ close;
+ }
+}
+
+moc_pryd04,85,96,0 script ��#crypt -1,3,3,{
+OnTouch:
+ if (ASSN_SK == 4) {
+ specialeffect EF_CONE;
+ mes "^3355FFThere's something";
+ mes "glimmering beneath";
+ mes "the surface of the water...^000000";
+ next;
+ if (select("Pick it up:Ignore it") == 1) {
+ mes "^3355FFAs soon as you dip your";
+ mes "hand into the water, the";
+ mes "water's freezing chill shoots";
+ mes "up through your arm. You ";
+ mes "better hurry before you freeze!^000000";
+ next;
+ if (rand(1,3) != 3) {
+ mes "^3355FFIt's too late!";
+ mes "Your body has just";
+ mes "been frozen solid.^000000";
+ sc_start SC_Freeze,10000,0;
+ close;
+ }
+ mes "^3355FFYou quickly pick up";
+ mes "the glimmering object";
+ mes "before the water can";
+ mes "freeze you. You obtained";
+ mes "an Aquamarine for Esmille.^000000";
+ set ASSN_SK,5;
+ getitem 720,1; //Skyblue_Jewel
+ }
+ close;
+ }
+}
+
+//============================================================
+// Old changelog
+//============================================================
+//= 1.0 for fully working skills only [Lupus]
+//= 1.1 Added more new skill quests for more classes [Lupus]
+//= Somehow eA engine doesn't let you keep learn't skill V_V'
+//= 1.2 Added to correct locations, correct NPC's, fixed
+//= some of the items required and made them into real
+//= quests. [Reddozen]
+//= 1.3 Fixed bugs and minor typos. Optimized [Lupus]
+//= 1.3a fixed an item ID typo, thx 2Spiritual Kid
+//= 1.3b Splitted into different files [DracoRPG]
+//============================================================
diff --git a/npc/pre-re/quests/skills/bard_skills.txt b/npc/pre-re/quests/skills/bard_skills.txt
new file mode 100644
index 000000000..2ed03ba75
--- /dev/null
+++ b/npc/pre-re/quests/skills/bard_skills.txt
@@ -0,0 +1,1294 @@
+//===== rAthena Script =======================================
+//= Bard Skill Quest
+//===== By: ==================================================
+//= Lupus, Reddozen; L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.6
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Official quest for the Bard skill "Pang Voice"
+//= Prerequisite: Geffen Bard Quest
+//===== Additional Comments: =================================
+//= 1.0 for fully working skills only [Lupus]
+//= 1.1 Added more new skill quests for more classes [Lupus]
+//= Somehow eA engine doesn't let you keep learn't skill
+//= 1.2 Added to correct locations, correct NPC's, fixed [Reddozen]
+//= some of the items required and made them into real
+//= quests.
+//= 1.3 Fixed bugs and minor typos. Optimized [Lupus]
+//= 1.3a Tixed an item ID typo. Thanks, 2Spiritual Kid
+//= 1.3b Split into different files [DracoRPG]
+//= 1.4 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
+//= 1.4a Checks the proper variable now. (bard_q -> gef_bard_q) [L0ne_W0lf]
+//= 1.5 Corrected NPC names to fall within proper restrictions. [L0ne_W0lf]
+//= 1.6 Added missing checkweights. [L0ne_W0lf]
+//= 1.6 Replaced effect numerics with constants. [L0ne_W0lf]
+//============================================================
+
+prontera,174,328,3 script Young Man#bard_q1 89,3,3,{
+ if (BaseJob == Job_Bard) {
+ Emotion e_omg;
+ mes "[Timid Young Man]";
+ mes "Eh? Wwwaaaah--!";
+ mes "Y-you're--it's-it's--";
+ if (Upper != 1)
+ mes "It's a freakin' Bard!";
+ else
+ mes "It's a freakin' Minstrel!";
+ mes "D-don't come any closer!";
+ mes "I... I don't like you guys!";
+ next;
+ if (select("Wha--? Why the heck not?:Hey, take it easy, man.") == 1) {
+ mes "[Timid Young Man]";
+ mes "N-no! Don't look at me!";
+ mes "I know what you're trying";
+ mes "to do! Please, I haven't";
+ mes "done anything to you!";
+ mes "J-just s-stay away!";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Um...";
+ mes "I'm not really trying";
+ mes "to do anything. Why";
+ mes "don't you relax, and--";
+ next;
+ mes "[Timid Young Man]";
+ mes "Relax?! Nobody believes me";
+ mes "when I tell them how dangerous";
+ mes "you guys are. You think you're";
+ mes "so smug with your funny jokes";
+ mes "and lovely songs, but I know";
+ mes "what kind of powers you have!";
+ close;
+ }
+ else {
+ mes "[Timid Young Man]";
+ mes "N-no! Don't look at me!";
+ mes "I know what you're trying";
+ mes "to do! Please, I haven't";
+ mes "done anything to you!";
+ mes "J-just s-stay away!";
+ next;
+ if (select("Offer him a drink.:Reassure him that you're safe.") == 1) {
+ mes "[" + strcharinfo(0) + "]";
+ mes "Look, I don't know what";
+ mes "you've got against me, but";
+ mes "you really need to relax.";
+ mes "Here, have a drink on me.";
+ next;
+ if (countitem(12112) > 0) {
+ mes "[Timid Young Man]";
+ mes "Oh~! Isn't that";
+ mes "a Tropical Sograt?";
+ mes "That's my favorite";
+ mes "drink in all the world!";
+ if (qskill_bard == 9) {
+ mes "Thanks so--waitaminute.";
+ next;
+ mes "[Timid Young Man]";
+ mes "This is some sort";
+ mes "of weird trick, isn't it?";
+ mes "And to think I almost";
+ mes "f-f-fell for it! P-please";
+ mes "j-just leave me alone!";
+ close;
+ }
+ else if (qskill_bard > 0) {
+ next;
+ mes "[Timid Young Man]";
+ mes "Wait, I've seen you before.";
+ mes "And you brought me a drink";
+ mes "just like this one. You...";
+ mes "You d-didn't learn th-that";
+ mes "w-w-weird skill, d-did you?";
+ mes "Wait, no. You couldn't have...";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Oh, please~";
+ mes "You know, I think";
+ mes "that maybe you";
+ mes "worry too much.";
+ close;
+ }
+ else {
+ next;
+ mes "[Timid Young Man]";
+ mes "^333333*Gulp Gulp*^000000";
+ mes "Ahhhh~ Oh, you don't";
+ mes "understand how long I've";
+ mes "been wanting this drink!";
+ mes "It tastes so good, and";
+ mes "now I feel sooo relaxed...";
+ next;
+ switch(select("See? I'm not dangerous at all~:So what makes someone like me so scary?")) {
+ case 1:
+ mes "[Timid Young Man]";
+ mes "Hmmm... Maybe.";
+ mes "Maybe all of you Bards";
+ mes "and Minstrels aren't that";
+ mes "bad. But I can never forget";
+ mes "what that Bard did to me...";
+ next;
+ mes "[Timid Young Man]";
+ mes "It all started when I was";
+ mes "traveling through Umbala and";
+ mes "met a strange Bard who was";
+ mes "studying under the tutelage";
+ mes "of Puchuchartan, the Utan";
+ mes "Shaman of the village.";
+ next;
+ mes "[Timid Young Man]";
+ mes "That Bard and I got along fairly well until he took me to Umbala's";
+ mes "Bungee Jump. He insisted that I jump at least once for the ''full";
+ mes "Umbala experience.'' I refused, seeing as they don't use bungees.";
+ next;
+ mes "[Timid Young Man]";
+ mes "The Bard seemed offended";
+ mes "and claimed it was perfectly";
+ mes "safe, and that only a few people";
+ mes "have died by jumping. Then, he";
+ mes "just... He gave me this intense look.";
+ next;
+ mes "[Timid Young Man]";
+ mes "His eyes seemed so full";
+ mes "of rage! I remember him";
+ mes "mumbling something, and";
+ mes "all of a sudden, I lost control";
+ mes "of my body! My arms and legs";
+ mes "were just moving on their own!";
+ next;
+ mes "[Timid Young Man]";
+ mes "Before long, I found myself";
+ mes "struggling to keep myself from";
+ mes "leaping off that Bungee Jump.";
+ mes "But the more I resisted, the";
+ mes "more violently I'd flail toward";
+ mes "the edge. It was horrible!";
+ next;
+ mes "[Timid Young Man]";
+ mes "That was the most terrifying";
+ mes "experience of my life! It was";
+ mes "bad enough that I risked my";
+ mes "life, but that feeling of not";
+ mes "having any control over your";
+ mes "body is so overwhelming!";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Wait, you're saying";
+ mes "a Bard did this to you?";
+ mes "I've never heard of a song";
+ mes "or skill with that sort of effect before. That's really strange...";
+ next;
+ mes "[Timid Young Man]";
+ mes "Well, I've never heard";
+ mes "of that sort of power up";
+ mes "until I had to experience";
+ mes "it for myself. Oh, I can still";
+ mes "see that evil smile of his";
+ mes "in my nightmares...";
+ next;
+ mes "[Timid Young Man]";
+ mes "Anyway, thanks for that";
+ mes "drink, it really helped me";
+ mes "settle my nerves. But I must";
+ mes "warn you not to look for that";
+ mes "strange Bard. I'm sure he's really some sort of demon or something...";
+ next;
+ if (JobLevel > 39) {
+ mes "[Timid Young Man]";
+ mes "But... If you really";
+ mes "want to attain that sort";
+ mes "of power, I can't really";
+ mes "stop you. Thankfully, nobody";
+ mes "has any idea of where he is~";
+ delitem 12112,1; //Tropical_Sograt
+ set qskill_bard,1;
+ }
+ else {
+ mes "[Timid Young Man]";
+ mes "Even if you could find that";
+ mes "Bard to get him to teach you";
+ mes "how he did that to me, I'm sure";
+ mes "he mentioned something about";
+ mes "being at least ^660000Job Level 40^000000 to";
+ mes "be able to handle that power...";
+ delitem 12112,1; //Tropical_Sograt
+ }
+ close;
+ case 2:
+ mes "[Timid Young Man]";
+ mes "^333333*Sigh*^000000 Well, maybe all Bards";
+ mes "and Minstrels aren't terrifying. But any Bard will remind me";
+ mes "of the one that I met during my";
+ mes "travels. Just thinking about";
+ mes "that time gives me goosebumps.";
+ next;
+ mes "[Timid Young Man]";
+ mes "It all started when I was";
+ mes "traveling through Umbala and";
+ mes "met a strange Bard who was";
+ mes "studying under the tutelage";
+ mes "of Puchuchartan, the Utan";
+ mes "Shaman of the village.";
+ next;
+ mes "[Timid Young Man]";
+ mes "That Bard and I got along fairly well until he took me to Umbala's";
+ mes "Bungee Jump. He insisted that I jump at least once for the ''full";
+ mes "Umbala experience.'' I refused, seeing as they don't use bungees.";
+ next;
+ mes "[Timid Young Man]";
+ mes "The Bard seemed offended";
+ mes "and claimed it was perfectly";
+ mes "that a few people have died";
+ mes "by jumping. Then, he just...";
+ mes "He gave me this intense look.";
+ next;
+ mes "[Timid Young Man]";
+ mes "His eyes seemed so full";
+ mes "of rage! I remember him";
+ mes "mumbling something, and";
+ mes "all of a sudden, I lost control";
+ mes "of my body! My arms and legs";
+ mes "were just moving on their own!";
+ next;
+ mes "[Timid Young Man]";
+ mes "Before long, I found myself";
+ mes "struggling to keep myself from";
+ mes "leaping off that Bungee Jump.";
+ mes "But the more I resisted, the";
+ mes "more violently I'd flail toward";
+ mes "the edge. It was horrible!";
+ next;
+ mes "[Timid Young Man]";
+ mes "That was the most terrifying";
+ mes "experience of my life! It was";
+ mes "bad enough that I risked my";
+ mes "life, but that feeling of not";
+ mes "having any control over your";
+ mes "body is so overwhelming!";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Wait, you're saying";
+ mes "a Bard did this to you?";
+ mes "I've never heard of a song";
+ mes "or skill with that sort of effect before. That's really strange...";
+ next;
+ mes "[Timid Young Man]";
+ mes "Well, I've never heard";
+ mes "of that sort of power up";
+ mes "until I had to experience";
+ mes "it for myself. Oh, I can still";
+ mes "see that evil smile of his";
+ mes "in my nightmares...";
+ next;
+ mes "[Timid Young Man]";
+ mes "Anyway, thanks for that";
+ mes "drink, it really helped me";
+ mes "settle my nerves. But I must";
+ mes "warn you not to look for that";
+ mes "strange Bard. I'm sure he's really some sort of demon or something...";
+ next;
+ if (JobLevel > 39) {
+ mes "[Timid Young Man]";
+ mes "But... If you really";
+ mes "want to attain that sort";
+ mes "of power, I can't really";
+ mes "stop you. Thankfully, nobody";
+ mes "has any idea of where he is~";
+ delitem 12112,1; //Tropical_Sograt
+ set qskill_bard,1;
+ }
+ else {
+ mes "[Timid Young Man]";
+ mes "Even if you could find that";
+ mes "Bard to get him to teach you";
+ mes "how he did that to me, I'm sure";
+ mes "he mentioned something about";
+ mes "being at least ^660000Job Level 40^000000 to";
+ mes "be able to handle that power...";
+ delitem 12112,1; //Tropical_Sograt
+ }
+ close;
+ }
+ }
+ }
+ else {
+ mes "[Timid Young Man]";
+ mes "Eh...?! Um, th-that's";
+ mes "nice of y-you to offer,";
+ mes "but I'm p-pretty picky";
+ mes "about what I d-drink.";
+ mes "P-plus, I don't k-know";
+ mes "if I can t-trust you.";
+ next;
+ mes "[Timid Young Man]";
+ mes "I don't think there's";
+ mes "much that could get m-me";
+ mes "to ch-change my m-mind!";
+ mes "Well... Maybe if you brought";
+ mes "my favorite drink, Tropical";
+ mes "Sograt, I would reconsider...";
+ close;
+ }
+ }
+ mes "[" + strcharinfo(0) + "]";
+ mes "Don't worry,";
+ mes "I won't hurt you.";
+ next;
+ mes "[Timid Young Man]";
+ mes "Th-that's what th-they";
+ mes "all say, right before they";
+ mes "get into your mind and then";
+ mes "twist it as hard as they can!";
+ if (qskill_bard == 9) {
+ mes "J-just don't t-touch me!";
+ mes "...Ack! And stay away!";
+ }
+ else {
+ mes "E-even if you d-don't have";
+ mes "that p-power, l-leave me alone!";
+ }
+ close;
+ }
+ }
+ else {
+ mes "[Timid Young Man]";
+ mes "Oh... Oh goodness.";
+ mes "Was that a Bard just";
+ mes "over there? Oh, I'm so";
+ mes "afraid of those guys!";
+ mes "And those Minstrels";
+ mes "are even worse!";
+ next;
+ mes "[Timid Young Man]";
+ mes "Don't get me wrong, I love";
+ mes "songs and entertainment,";
+ mes "but you've got to understand!";
+ mes "Some of them have powers";
+ mes "that you wouldn't believe!";
+ mes "I... I've seen them myself!";
+ close;
+ }
+
+OnTouch:
+ if (BaseJob == Job_Bard) {
+ Emotion e_omg;
+ }
+ end;
+}
+
+morocc_in,169,72,7 script Spiteful-Looking Bard#bs 741,3,3,{
+ if (BaseJob == Job_Bard) {
+ if (Class == Job_Clown && qskill_bard == 9) {
+ if (getskilllv("BA_PANGVOICE") != 0) {
+ mes "[Riott]";
+ mes "Geh heh heh~";
+ mes "Been making good use of";
+ mes "what I taught you? Just be";
+ mes "careful and don't use that skill recklessly. Otherwise, people";
+ mes "will hate you as they hate me.";
+ next;
+ mes "[Riott]";
+ mes "Your enemies, and the";
+ mes "occasional drunkard, on";
+ mes "the other hand, are different";
+ mes "matters entirely! Bwah hah hah!";
+ close;
+ }
+ else {
+ mes "[Riott]";
+ mes "Impossible! You forgot";
+ mes "everything I've taught you?";
+ mes "How can that be? Oh well, it's";
+ mes "no trouble for me to teach that";
+ mes "to you again if you'd like.";
+ next;
+ if (select("No, thanks.:Thanks, I'd appreciate that.") == 1) {
+ mes "[Riott]";
+ mes "What...?";
+ mes "You really don't";
+ mes "want to learn it?";
+ mes "I assure you there's";
+ mes "no strings attached.";
+ mes "If you change your mind...";
+ close;
+ }
+ mes "[Riott]";
+ mes "First, you must stare";
+ mes "fiercely into the eyes of";
+ mes "your target, and focus on";
+ mes "thoughts of dominance. This";
+ mes "is the basis for mesmerization.^FFFFFF ^000000 Now listen to this incantation...";
+ next;
+ mes "[Riott]";
+ mes "Uuuummm Baaalaaaa";
+ mes "Uuuummmm Baaalaaa~";
+ mes "Kkkkuuurrirrreeee";
+ mes "Kkkkuuurrirrreeee";
+ mes "Oooumm guandlejdl";
+ mes "Woooo Ei ei ei ei......";
+ specialeffect EF_TALK_FROSTJOKE;
+ next;
+ mes "[Riott]";
+ mes "Pang's Voice is used to";
+ mes "confuse people and disrupt";
+ mes "control of their bodies. It's not^FFFFFF ^000000 a fatal skill, but it is effective";
+ mes "in mentally upsetting your enemy. Make very wise use of this skill.";
+ skill "BA_PANGVOICE",1,0;
+ close;
+ }
+ }
+ else if (qskill_bard > 8) {
+ mes "[Riott]";
+ mes "Geh heh heh~";
+ mes "Been making good use of";
+ mes "what I taught you? Just be";
+ mes "careful and don't use that skill recklessly. Otherwise, people";
+ mes "will hate you as they hate me.";
+ next;
+ mes "[Riott]";
+ mes "Your enemies, and the";
+ mes "occasional drunkard, on";
+ mes "the other hand, are different";
+ mes "matters entirely! Bwah hah hah!";
+ close;
+ }
+ else if (qskill_bard == 8) {
+ if (countitem(7277) > 0) {
+ mes "[Riott]";
+ mes "Ah, you've brought me";
+ mes "a Munak Doll made by";
+ mes "Yao Jun, just like you said";
+ mes "you would. Ah yes, this is her";
+ mes "craftsmanship, impeccable";
+ mes "as always. You've done well~";
+ next;
+ mes "[Riott]";
+ mes "To fulfill my part of this";
+ mes "bargain, I shall now teach";
+ mes "you my special skill. Now,";
+ mes "I developed this by listening";
+ mes "to incantations by the Utan";
+ mes "Shaman in Umbala.";
+ next;
+ mes "[Riott]";
+ mes "First, you must stare";
+ mes "fiercely into the eyes of";
+ mes "your target, and focus on";
+ mes "thoughts of dominance. This";
+ mes "is the basis for mesmerization.^FFFFFF ^000000 Now listen to this incantation...";
+ next;
+ mes "[Riott]";
+ mes "''Toad's leg, Verit's heart,";
+ mes "spinning stars, spilling zeny,";
+ mes "hands and feet tied. Is this";
+ mes "voices yours, is this voice";
+ mes "mine. Head spinning, head";
+ mes "spinning, head spinning...!''";
+ specialeffect2 EF_TALK_FROSTJOKE;
+ delitem 7277,1; //Munak_Doll
+ skill "BA_PANGVOICE",1,0;
+ set qskill_bard,9;
+ next;
+ mes "[Riott]";
+ mes "Remember, it doesn't matter";
+ mes "what you say, but how you say";
+ mes "it. Hypnotically induce your";
+ mes "target with a forbiddenly";
+ mes "seductive rhythm and your";
+ mes "grasp will be inescapable!";
+ next;
+ mes "[Riott]";
+ mes "Ah, and use sleight of";
+ mes "hand to distract your target";
+ mes "from your true motive! I find";
+ mes "that casting Unbarring Octave";
+ mes "with this skill works best. This skill's name is ''Pang Voice!''";
+ next;
+ mes "[Riott]";
+ mes "''Pang Voice'' will mentally";
+ mes "shock your target and disrupt";
+ mes "control of his own body for";
+ mes "a while. You can't exert control";
+ mes "over victims with this skill, but they usually assume otherwise...";
+ next;
+ mes "[Riott]";
+ mes "You need to be judicious in";
+ mes "your use of this skill! Don't";
+ mes "use it recklessly, or people";
+ mes "will come to hate you as they";
+ mes "hate me. But ''Pang Voice'' can^FFFFFF ^000000 be welcome is certain situations.";
+ next;
+ mes "[Riott]";
+ mes "Subject your enemies to";
+ mes "Pang Voice as much as you";
+ mes "like, and no one will blame";
+ mes "you for it. And you can get away with casting Pang Voice on bullies";
+ mes "and drunkards occasionally...";
+ close;
+ }
+ mes "[Riott]";
+ mes "Hmpf. Weren't able";
+ mes "to find me a Munak Doll";
+ mes "yet? Well, don't worry, I'm";
+ mes "a patient man. Just try to get";
+ mes "one for me as soon as you can.";
+ close;
+ }
+ else if (qskill_bard == 7) {
+ if (countitem(574) > 4) {
+ mes "[Riott]";
+ mes "Ah, you've brought me";
+ mes "some fresh eggs laid by";
+ mes "Yhelle, just like I asked.";
+ mes "I'm sure it was dangerous";
+ mes "going to Nifflheim, but the^FFFFFF ^000000 flavor of these eggs is worth it.";
+ next;
+ next;
+ mes "[Riott]";
+ mes "To fulfill my part of this";
+ mes "bargain, I shall now teach";
+ mes "you my special skill. Now,";
+ mes "I developed this by listening";
+ mes "to incantations by the Utan";
+ mes "Shaman in Umbala.";
+ next;
+ mes "[Riott]";
+ mes "First, you must stare";
+ mes "fiercely into the eyes of";
+ mes "your target, and focus on";
+ mes "thoughts of dominance. This";
+ mes "is the basis for mesmerization.^FFFFFF ^000000 Now listen to this incantation...";
+ next;
+ mes "[Riott]";
+ mes "''Toad's leg, Verit's heart,";
+ mes "spinning stars, spilling zeny,";
+ mes "hands and feet tied. Is this";
+ mes "voices yours, is this voice";
+ mes "mine. Head spinning, head";
+ mes "spinning, head spinning...!''";
+ specialeffect2 EF_TALK_FROSTJOKE;
+ delitem 574,5; //Egg
+ skill 1010,1,0;
+ set qskill_bard,9;
+ next;
+ mes "[Riott]";
+ mes "Remember, it doesn't matter";
+ mes "what you say, but how you say";
+ mes "it. Hypnotically induce your";
+ mes "target with a forbiddenly";
+ mes "seductive rhythm and your";
+ mes "grasp will be inescapable!";
+ next;
+ mes "[Riott]";
+ mes "Ah, and use sleight of";
+ mes "hand to distract your target";
+ mes "from your true motive! I find";
+ mes "that casting Unbarring Octave";
+ mes "with this skill works best. This skill's name is ''Pang Voice!''";
+ next;
+ mes "[Riott]";
+ mes "''Pang Voice'' will mentally";
+ mes "shock your target and disrupt";
+ mes "control of his own body for";
+ mes "a while. You can't exert control";
+ mes "over victims with this skill, but they usually assume otherwise...";
+ next;
+ mes "[Riott]";
+ mes "You need to be judicious in";
+ mes "your use of this skill! Don't";
+ mes "use it recklessly, or people";
+ mes "will come to hate you as they";
+ mes "hate me. But ''Pang Voice'' can^FFFFFF ^000000 be welcome is certain situations.";
+ next;
+ mes "[Riott]";
+ mes "Subject your enemies to";
+ mes "Pang Voice as much as you";
+ mes "like, and no one will blame";
+ mes "you for it. And you can get away with casting Pang Voice on bullies";
+ mes "and drunkards occasionally...";
+ close;
+ }
+ else {
+ mes "[Riott]";
+ mes "Hmm... You didn't";
+ mes "bring enough Eggs...";
+ mes "This will not do. It'll";
+ mes "be a while until Yhelle";
+ mes "will be able to lay more";
+ mes "eggs. Yes, this isn't enough...";
+ next;
+ mes "[Riott]";
+ mes "Well, to make up for the";
+ mes "missing eggs, go and get ";
+ mes "me ^4D4DFF1 Munak Doll^000000. I know that";
+ mes "Yao Jun's Munak Dolls are";
+ mes "masterpieces, and I am an";
+ mes "an avid collector of her work.";
+ next;
+ mes "[Riott]";
+ if (countitem(574) > 0) {
+ mes "In the meanwhile,";
+ mes "I'll enjoy the few";
+ mes "eggs that you do have!";
+ mes "Bweh heh heh heh heh!";
+ delitem 574,countitem(574); //Egg
+ }
+ set qskill_bard,8;
+ close;
+ }
+ }
+ else if (qskill_bard > 1 && qskill_bard < 7) {
+ mes "[Riott]";
+ mes "So have you been";
+ mes "having trouble gathering";
+ mes "eggs from Yhelle? I know";
+ mes "she can be one fast running";
+ mes "chicken. But to survive where";
+ mes "she roosts, she has to be.";
+ close;
+ }
+ else {
+ mes "[Riott]";
+ mes "Hmmrmpf!";
+ mes "Eh heh heh heh!";
+ Emotion e_gg;
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Um...";
+ mes "What's so funny?";
+ next;
+ if (gef_bard_q == 30 || gef_bard_q == 31) {
+ mes "[Riott]";
+ mes "Hm? Ah! That's one of the";
+ if (gef_bard_q == 30) {
+ mes "Black Seals that can only";
+ mes "be given by Kino Kitty. You";
+ mes "must be a person of great";
+ mes "emotional depth if he favors";
+ mes "you enough to give you that.";
+ }
+ else {
+ mes "Silver Seals that can only";
+ mes "be given by Errende. You";
+ mes "must be truly kind at heart";
+ mes "if he has offered to be your";
+ mes "friend. How about that?";
+ }
+ next;
+ mes "[Riott]";
+ mes "Geh heh heh~";
+ mes "Hey, take a look";
+ mes "at those two drunks";
+ mes "all the way over there.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Yeah, I can see them.";
+ mes "But what's so special";
+ mes "about those two guys?";
+ next;
+ mes "[Riott]";
+ mes "Just...";
+ mes "Keep watching.";
+ next;
+ mes "^3355FFRiott stared intensely";
+ mes "at one of the drunken men";
+ mes "and began to harshly murmur";
+ mes "some indistinct words in a";
+ mes "low, hoarse voice. One of the";
+ mes "men starts slightly convulsing.^000000";
+ next;
+ mes "[Little Bit Drunken Guy]";
+ mes "H-hey...! ^333333*Hiccup!*^000000";
+ mes "What are you doing?!";
+ mes "K-keep your hands to";
+ mes "yourself! Do I look";
+ mes "like a woman to you?";
+ next;
+ mes "[More Drunken Guy]";
+ mes "What are you talking";
+ mes "about? Wh-what?! Why";
+ mes "are my arms all wrapped";
+ mes "around you? S-sorry, I was";
+ mes "trying to just go that w--";
+ mes "I wasn't trying to hug you!";
+ next;
+ mes "[Little Bit Drunken Guy]";
+ mes "Bumping into me,";
+ mes "I understand. But a full";
+ mes "blown hug? Come on, now!";
+ mes "That was totally on purpose!";
+ mes "Wh-what? My h-hand! It's...";
+ mes "It's moving my itself?!";
+ next;
+ mes "[More Drunken Guy]";
+ mes "Ack! Wh-what are";
+ mes "you doing! S-stop";
+ mes "touching my butt!";
+ next;
+ mes "^3355FFThe two men continued";
+ mes "to gesticulate and move";
+ mes "wildly without direction.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Those two...";
+ mes "Those two probably";
+ mes "had way too much to drink.";
+ next;
+ mes "[Riott]";
+ mes "Nah, they just lost";
+ mes "control of their bodies";
+ mes "for a bit. It's the result";
+ mes "of my skill which sort of";
+ mes "scrambles their minds.";
+ next;
+ if (qskill_bard == 1) {
+ mes "[" + strcharinfo(0) + "]";
+ mes "Mind scrambling?";
+ mes "Wait, are you the same";
+ mes "Bard who made someone";
+ mes "jump off Umbala's Bungee";
+ mes "Jump against his will?";
+ next;
+ mes "[Riott]";
+ mes "Huh? How did you";
+ mes "learn about that?";
+ mes "I'm not proud of that,";
+ mes "(even though it was";
+ mes "hilarious at the time)";
+ mes "but yeah, that was me.";
+ next;
+ if (select("Please teach me that skill!:Oh, alright. Just checking.") == 1) {
+ mes "[Riott]";
+ mes "Hm? You want to learn";
+ mes "how to scramble minds";
+ mes "like I did just now? Well,";
+ mes "I invented this skill, though";
+ mes "I did have a lot of help from";
+ mes "the Utan Shaman. Let's see...";
+ next;
+ mes "[Riott]";
+ mes "Alright. If you want me";
+ mes "to teach you, then bring me";
+ mes "5 Eggs from a chicken named";
+ mes "Yhelle. Yhelle lays the highest";
+ mes "quality eggs: they're delicious";
+ mes "and great for a Bard's voice~";
+ next;
+ mes "[Riott]";
+ mes "However, this chicken roosts";
+ mes "in a strange, dangerous place.";
+ mes "You'll need to explore this huge, mysterious tree in Umbala in order";
+ mes "to get there. Last time I went,";
+ mes "I pretty much almost died.";
+ next;
+ mes "[Riott]";
+ mes "Alright...";
+ mes "So don't forget";
+ mes "to come back here";
+ mes "and bring me back";
+ mes "^4D4DFF5 Yhelle's Eggs^000000, alright?";
+ set qskill_bard,2;
+ close;
+ }
+ mes "[Riott]";
+ mes "Boy, you're a curious one.";
+ mes "But if you know about that";
+ mes "and you bumped into me, you";
+ mes "must certainly travel around";
+ mes "a lot. I can respect a good,";
+ mes "seasoned adventurer like you.";
+ close;
+ }
+ mes "[" + strcharinfo(0) + "]";
+ mes "Wha...?";
+ mes "I can't believe you.";
+ mes "Mind scrambling? That";
+ mes "doesn't make any sense!";
+ mes "They're just really drunk...";
+ next;
+ mes "[Riott]";
+ mes "How dare you question my";
+ mes "power? Oh well, I suppose";
+ mes "I really can't be too angry.";
+ mes "Most people who do believe";
+ mes "me usually claim that I'm";
+ mes "an axis of evil about now...";
+ close;
+ }
+ mes "[Riott]";
+ mes "Eh, nothing much. Say,";
+ mes "you don't have any Bard";
+ mes "Seals? That's a sure sign";
+ mes "that you haven't been really";
+ mes "connecting with the Bard";
+ mes "community. That's a shame...";
+ next;
+ mes "[Riott]";
+ mes "*Sigh* Alright, I know";
+ mes "how you can meet more Bards.";
+ mes "Why don't you try making friends with Errende? Look for a Bard";
+ mes "dressed in green in Geffen and";
+ mes "you should be able to find him.";
+ close;
+ }
+ }
+ else {
+ mes "[Riott]";
+ mes "Hmmrmpf!";
+ mes "Eh heh heh heh!";
+ Emotion e_gg;
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Um...";
+ mes "What's so funny?";
+ next;
+ if (gef_bard_q == 30 || gef_bard_q == 31) {
+ mes "[Riott]";
+ mes "Hm? Ah! That's one of the";
+ if (gef_bard_q == 30) {
+ mes "Black Seals that can only";
+ mes "be given by Kino Kitty. You";
+ mes "must be a person of great";
+ mes "emotional depth if he favors";
+ mes "you enough to give you that.";
+ }
+ else {
+ mes "Silver Seals that can only";
+ mes "be given by Errende. You";
+ mes "must be truly kind at heart";
+ mes "if he has offered to be your";
+ mes "friend. How about that?";
+ }
+ next;
+ mes "[Riott]";
+ mes "Geh heh heh~";
+ mes "Hey, take a look";
+ mes "at those two drunks";
+ mes "all the way over there.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Yeah, I can see";
+ mes "together. But what";
+ mes "about them?";
+ next;
+ mes "[Riott]";
+ mes "Just...";
+ mes "Keep watching.";
+ close;
+ }
+ mes "[Riott]";
+ mes "Eh, nothing much. Say,";
+ mes "I notice you don't have";
+ mes "any Bard seals. That tells";
+ mes "me that you don't really";
+ mes "meet that many Bards. You";
+ mes "should really change that.";
+ next;
+ mes "[Riott]";
+ mes "Bards and Minstrels can";
+ mes "make some pretty handy";
+ mes "friends if you give them";
+ mes "a chance. Here, why don't";
+ mes "you find Errende in Geffen?";
+ mes "He's a pretty popular guy...";
+ close;
+ }
+
+OnTouch:
+ Emotion e_gg;
+ end;
+}
+
+// Yhelle the Chicken
+//============================================================
+niflheim,239,70,1 script Yhelle#bard_chick1 800,3,3,{
+ Emotion e_omg,1;
+ Emotion e_omg;
+ mes "[Hen Yhelle]";
+ mes "Cluck-Cluuuck?";
+ mes "Cluck cluck cluck!";
+ next;
+ disablenpc "Yhelle#bard_chick1";
+ donpcevent "Yhelle#bard_chick2::OnEnable";
+ mes "^3355FFUpon sensing your";
+ mes "presense, the hen";
+ mes "quickly ran away.^000000";
+ close;
+
+OnInit:
+ disablenpc "Yhelle#bard_chick5";
+ disablenpc "Yhelle#bard_chick4";
+ disablenpc "Yhelle#bard_chick3";
+ disablenpc "Yhelle#bard_chick2";
+ end;
+
+OnEnable:
+ enablenpc "Yhelle#bard_chick1";
+ end;
+
+OnDisable:
+ disablenpc "Yhelle#bard_chick1";
+ end;
+
+OnTouch:
+ callfunc "F_BardSkillYhelle",1,2; close;
+}
+
+niflheim,185,205,3 script Yhelle#bard_chick2 800,3,3,{
+ Emotion e_omg,1;
+ Emotion e_omg;
+ mes "[Hen Yhelle]";
+ mes "Cluck-Cluuuck?";
+ mes "Cluck cluck cluck!";
+ next;
+ disablenpc "Yhelle#bard_chick2";
+ donpcevent "Yhelle#bard_chick3::OnEnable";
+ mes "^3355FFUpon sensing your";
+ mes "presense, the hen";
+ mes "quickly ran away.^000000";
+ close;
+
+OnEnable:
+ enablenpc "Yhelle#bard_chick2";
+ end;
+
+OnDisable:
+ disablenpc "Yhelle#bard_chick2";
+ end;
+
+OnTouch:
+ callfunc "F_BardSkillYhelle",2,3; close;
+}
+
+niflheim,85,203,5 script Yhelle#bard_chick3 800,3,3,{
+ Emotion e_omg,1;
+ Emotion e_omg;
+ mes "[Hen Yhelle]";
+ mes "Cluck-Cluuuck?";
+ mes "Cluck cluck cluck!";
+ next;
+ disablenpc "Yhelle#bard_chick3";
+ donpcevent "Yhelle#bard_chick4::OnEnable";
+ mes "^3355FFUpon sensing your";
+ mes "presense, the hen";
+ mes "quickly ran away.^000000";
+ close;
+
+OnEnable:
+ enablenpc "Yhelle#bard_chick3";
+ end;
+
+OnDisable:
+ disablenpc "Yhelle#bard_chick3";
+ end;
+
+OnTouch:
+ callfunc "F_BardSkillYhelle",3,4; close;
+}
+
+niflheim,149,81,7 script Yhelle#bard_chick4 800,3,3,{
+ Emotion e_omg,1;
+ Emotion e_omg;
+ mes "[Hen Yhelle]";
+ mes "Cluck-Cluuuck?";
+ mes "Cluck cluck cluck!";
+ next;
+ disablenpc "Yhelle#bard_chick4";
+ donpcevent "Yhelle#bard_chick5::OnEnable";
+ mes "^3355FFUpon sensing your";
+ mes "presense, the hen";
+ mes "quickly ran away.^000000";
+ close;
+
+OnEnable:
+ enablenpc "Yhelle#bard_chick4";
+ end;
+
+OnDisable:
+ disablenpc "Yhelle#bard_chick4";
+ end;
+
+OnTouch:
+ callfunc "F_BardSkillYhelle",4,5; close;
+}
+
+niflheim,209,144,3 script Yhelle#bard_chick5 800,3,3,{
+ Emotion e_omg,1;
+ Emotion e_omg;
+ mes "[Hen Yhelle]";
+ mes "Cluck-Cluuuck?";
+ mes "Cluck cluck cluck!";
+ next;
+ disablenpc "Yhelle#bard_chick5";
+ donpcevent "Yhelle#bard_chick1::OnEnable";
+ mes "^3355FFUpon sensing your";
+ mes "presense, the hen";
+ mes "quickly ran away.^000000";
+ close;
+
+OnEnable:
+ enablenpc "Yhelle#bard_chick5";
+ end;
+
+OnDisable:
+ disablenpc "Yhelle#bard_chick5";
+ end;
+
+OnTouch:
+ callfunc "F_BardSkillYhelle",5,1; close;
+}
+
+// Drunken Men
+//============================================================
+morocc_in,178,73,3 script Customer#bard_skill01 54,{
+ mes "[Little Bit Drunken Guy]";
+ mes "What do you think";
+ mes "is the best drink in";
+ mes "all the world? I think";
+ mes "the Tri-- Tristan? What";
+ mes "was it called again?";
+ next;
+ mes "[More Drunken Guy]";
+ mes "Oh! 13 Year Old Tristan?";
+ mes "That's a great drink, sure,";
+ mes "but it's way too expensive for";
+ mes "anything less than a special";
+ mes "occasion. ^333333*Hiccup*^000000 Personally,";
+ mes "I really like Ver... Uh, Ver...";
+ next;
+ mes "[Little Bit Drunken Guy]";
+ mes "Vermilion on the Beach?";
+ mes "Yeah, that's really good,";
+ mes "you'll pass out after just";
+ mes "having one shot! Yeah...";
+ mes "Tro... Tropical! People say";
+ mes "that's good too. Wait, what?";
+ next;
+ mes "[Little Bit Drunken Guy]";
+ mes "H-hey...! ^333333*Hiccup!*^000000";
+ mes "What are you doing?!";
+ mes "K-keep your hands to";
+ mes "yourself! Do I look";
+ mes "like a woman to you?";
+ next;
+ mes "[More Drunken Guy]";
+ mes "What are you talking";
+ mes "about? Wh-what?! Why";
+ mes "are my arms all wrapped";
+ mes "around you? S-sorry, I was";
+ mes "trying to just go that w--";
+ mes "I wasn't trying to hug you!";
+ next;
+ mes "[Little Bit Drunken Guy]";
+ mes "Bumping into me,";
+ mes "I understand. But a full";
+ mes "blown hug? Come on, now!";
+ mes "That was totally on purpose!";
+ mes "Wh-what? My h-hand! It's...";
+ mes "It's moving my itself?!";
+ next;
+ mes "[More Drunken Guy]";
+ mes "Ack! Wh-what are";
+ mes "you doing! S-stop";
+ mes "touching my butt!";
+ next;
+ mes "^3355FFA Bard in the room";
+ mes "watches the two drunk";
+ mes "men intently and giggles";
+ mes "at their stupor. Remember:";
+ mes "drinking too much isn't good!^000000";
+ close;
+}
+
+morocc_in,175,70,7 script Customer#bard_skill02 50,{
+ mes "[Little Bit Drunken Guy]";
+ mes "What do you think";
+ mes "is the best drink in";
+ mes "all the world? I think";
+ mes "the Tri-- Tristan? What";
+ mes "was it called again?";
+ next;
+ mes "[More Drunken Guy]";
+ mes "Oh! 13 Year Old Tristan?";
+ mes "That's a great drink, sure,";
+ mes "but it's way too expensive for";
+ mes "anything less than a special";
+ mes "occasion. ^333333*Hiccup*^000000 Personally,";
+ mes "I really like Ver... Uh, Ver...";
+ next;
+ mes "[Little Bit Drunken Guy]";
+ mes "Vermilion on the Beach?";
+ mes "Yeah, that's really good,";
+ mes "you'll pass out after just";
+ mes "having one shot! Yeah...";
+ mes "Tro... Tropical! People say";
+ mes "that's good too. Wait, what?";
+ next;
+ mes "[Little Bit Drunken Guy]";
+ mes "H-hey...! ^333333*Hiccup!*^000000";
+ mes "What are you doing?!";
+ mes "K-keep your hands to";
+ mes "yourself! Do I look";
+ mes "like a woman to you?";
+ next;
+ mes "[More Drunken Guy]";
+ mes "What are you talking";
+ mes "about? Wh-what?! Why";
+ mes "are my arms all wrapped";
+ mes "around you? S-sorry, I was";
+ mes "trying to just go that w--";
+ mes "I wasn't trying to hug you!";
+ next;
+ mes "[Little Bit Drunken Guy]";
+ mes "Bumping into me,";
+ mes "I understand. But a full";
+ mes "blown hug? Come on, now!";
+ mes "That was totally on purpose!";
+ mes "Wh-what? My h-hand! It's...";
+ mes "It's moving my itself?!";
+ next;
+ mes "[More Drunken Guy]";
+ mes "Ack! Wh-what are";
+ mes "you doing! S-stop";
+ mes "touching my butt!";
+ next;
+ mes "^3355FFA Bard in the room";
+ mes "watches the two drunk";
+ mes "men intently and giggles";
+ mes "at their stupor. Remember:";
+ mes "drinking too much isn't good!^000000";
+ close;
+}
+
+// Bartender
+//============================================================
+morocc_in,166,76,7 script Bartender#bard_qskill 46,{
+ if (checkweight(1201,1) == 0) {
+ mes "^3355FFHold it right there!";
+ mes "You're carrying too many items and don't have enough inventory space to receive any rewards. Please make more inventory space available and come back to take this challenge.";
+ close;
+ }
+ mes "[Bartender]";
+ mes "So what would";
+ mes "you like to order?";
+ next;
+ switch(select("Tropical Sograt:Vermilion on the Beach:Nothing, thanks.")) {
+ case 1:
+ set .@now_weight,maxWeight-Weight;
+ if (.@now_weight < 2000) {
+ mes "[Bartender]";
+ mes "You sure you can carry";
+ mes "any more stuff with you?";
+ mes "Damn, it doesn't look that";
+ mes "way to me. Take a load off,";
+ mes "and put some stuff with in";
+ mes "your Kafra Storage, alright?";
+ close;
+ }
+ if (Zeny < 1000) {
+ mes "[Bartender]";
+ mes " You sure you can afford";
+ mes "this now? This drink's";
+ mes "1,000 zeny, so you better";
+ mes "check the cash you have";
+ mes "onhand. Eh, just come back";
+ mes "later when you have the money.";
+ close;
+ }
+ mes "[Bartender]";
+ mes "Here you are,";
+ mes "1 Tropical Sograt.";
+ mes "It tastes sweet and";
+ mes "mild, but if you're not";
+ mes "careful, you'll pass out";
+ mes "in no time flat. Take it easy.";
+ set zeny,zeny-1000;
+ getitem 12112,1; //Tropical_Sograt
+ close;
+
+ case 2:
+ set .@now_weight,maxWeight-Weight;
+ if (.@now_weight < 2000) {
+ mes "[Bartender]";
+ mes "You sure you can carry";
+ mes "any more stuff with you?";
+ mes "Damn, it doesn't look that";
+ mes "way to me. Take a load off,";
+ mes "and put some stuff with in";
+ mes "your Kafra Storage, alright?";
+ close;
+ }
+ if (Zeny < 1000) {
+ mes "[Bartender]";
+ mes "You sure you can afford";
+ mes "this now? This drink's";
+ mes "1,000 zeny, so you better";
+ mes "check the cash you have";
+ mes "onhand. Eh, just come back";
+ mes "later when you have the money.";
+ close;
+ }
+ mes "[Bartender]";
+ mes "Here you go.";
+ mes "Be sure that you";
+ mes "enjoy your drinking";
+ mes "without going crazy.";
+ set zeny,zeny-1000;
+ getitem 12113,1; //Vermilion_The_Beach
+ close;
+
+ case 3:
+ mes "[Bartender]";
+ mes "Alright, then.";
+ mes "I'll see you around.";
+ close;
+ }
+}
+
+// Function
+//============================================================
+function script F_BardSkillYhelle {
+ //set max_max_c,1201;
+ //if (max_max_c == 1) {
+ // mes "^3355FFHold it right there!";
+ // mes "You're carrying too many items and don't have enough inventory space to receive any rewards. Please make more inventory space available and come back to take this challenge.";
+ // close;
+ //}
+ set .@now_weight,MaxWeight-Weight;
+ if (.@now_weight < 2000) {
+ mes "^3355FFHold it right there!";
+ mes "You're carrying too many items and don't have enough inventory space to receive any rewards. Please make more inventory space available and come back to take this challenge.";
+ close;
+ }
+ Emotion e_omg,1;
+ Emotion e_omg;
+ mes "[Hen Yhelle]";
+ mes "Cluck-Cluuuck?";
+ mes "Cluck cluck cluck!";
+ next;
+ if (rand(1,3) == 2) {
+ disablenpc "Yhelle#bard_chick"+getarg(0);
+ donpcevent "Yhelle#bard_chick"+getarg(1)+"::OnEnable";
+ mes "^3355FFUpon sensing your";
+ mes "presense, the hen";
+ mes "quickly ran away.^000000";
+ if (qskill_bard > 1 && qskill_bard < 7) {
+ mes "^3355FFYou found ^3333331 Egg^3355FF in the";
+ mes "place where Yhelle the";
+ mes "Hen was roosting.^000000";
+ set qskill_bard,qskill_bard+1;
+ getitem 574,1; //Egg
+ }
+ }
+ else {
+ disablenpc "Yhelle#bard_chick"+getarg(0);
+ donpcevent "Yhelle#bard_chick"+getarg(1)+"::OnEnable";
+ mes "^3355FFUpon sensing your";
+ mes "presense, the hen";
+ mes "quickly ran away.^000000";
+ }
+ return;
+}
diff --git a/npc/pre-re/quests/skills/blacksmith_skills.txt b/npc/pre-re/quests/skills/blacksmith_skills.txt
new file mode 100644
index 000000000..aef3a8155
--- /dev/null
+++ b/npc/pre-re/quests/skills/blacksmith_skills.txt
@@ -0,0 +1,671 @@
+//===== rAthena Script =======================================
+//= Blacksmith Skills Quests
+//===== By: ==================================================
+//= Lupus, Reddozen, Samuray22
+//===== Current Version: =====================================
+//= 1.6
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Quests for skills: Dubious Salesmanship, Greed
+//===== Additional Comments: =================================
+//= 1.6 Rescripted to Aegis 10.3 stadards. [L0ne_W0lf]
+//============================================================
+
+geffen,178,72,3 script Akkie#qsk_bs 726,{
+ if (BaseJob == Job_Blacksmith) {
+ if (BLACK_SK == 7 && getskilllv("BS_UNFAIRLYTRICK") == 0) {
+ mes "[Akkie]";
+ mes "I see that you've";
+ mes "transcended since the";
+ mes "last time we've met. Oh...";
+ mes "You must have forgotten";
+ mes "everything I've taught you.";
+ mes "Well, let me teach you again~";
+ next;
+ mes "[Akkie]";
+ mes "Actually, let me jog your";
+ mes "memory with this counterfeit";
+ mes "zeny that we made the last time.^FFFFFF ^000000 Do you remember how to perform";
+ mes "Dubious Salesmanship? You";
+ mes "should be able to use it now...";
+ set BLACK_SK,8;
+ skill "BS_UNFAIRLYTRICK",1,0;
+ close;
+ }
+ else if (BLACK_SK == 8) {
+ mes "[Akkie]";
+ mes "Hi again~";
+ mes "How has the smithing";
+ mes "been coming along? Anyway,";
+ mes "it was really nice of you to";
+ mes "drop by and talk to me~";
+ next;
+ mes "[Akkie]";
+ mes "It can get a little boring";
+ mes "teaching Dubious Salesmanship";
+ mes "to Blacksmiths and Master Smiths, but somebody from our guild has";
+ mes "to do this job. Anyway, farewell and be safe in your travels, okay?";
+ close;
+ }
+ if (JobLevel > 29) {
+ if (BLACK_SK == 0) {
+ mes "[Akkie]";
+ mes "Hello there~";
+ mes "Isn't it such a";
+ mes "wonderful day today?";
+ mes "It's perfect for hunting!";
+ next;
+ mes "[Akkie]";
+ mes "Um, let me introduce myself.";
+ mes "I'm Akkie, a representative of";
+ mes "the Blacksmith Guild that has";
+ mes "been dispatched to teach the";
+ mes "Dubious Salesmanship skill to";
+ mes "Blacksmiths and Master Smiths.";
+ next;
+ mes "[Akkie]";
+ mes "This additional class";
+ mes "skill enables you to reduce";
+ mes "the amount of zeny spent to";
+ mes "cast Mammonite by 10%. This";
+ mes "Passive skill might come in";
+ mes "handy for you, "+ strcharinfo(0) +".";
+ next;
+ mes "[Akkie]";
+ mes "Although I'm new at";
+ mes "this, would you like";
+ mes "for me to teach you";
+ mes "Dubious Salesmanship?";
+ next;
+ if (select("Sure.:No, thanks.") == 1) {
+ mes "["+ strcharinfo(0) +"]";
+ mes "Sure. I'll try learning this";
+ mes "new skill. Who knows?";
+ mes "It might be really useful.";
+ next;
+ mes "[Akkie]";
+ mes "Oh, that's great!";
+ mes "You won't regret this!";
+ mes "Now, let me explain how";
+ mes "this skill works. Um, now";
+ mes "where did I put that-- Ah.";
+ mes "Let me read these guidelines.";
+ next;
+ mes "[Akkie]";
+ mes "Using Dubious Salesmanship,";
+ mes "we can reduce Mammonite's";
+ mes "zeny cost by 10% by forging";
+ mes "fake zeny to use in the skill.";
+ mes "Since it's against enemies,";
+ mes "we can let the forgery slide.";
+ next;
+ mes "[Akkie]";
+ mes "Now, I need you to bring";
+ mes "some materials so that I can";
+ mes "demonstrate the forging of";
+ mes "counterfeit zeny. Please";
+ mes "bring me 1 Steel, 5 Coal,";
+ mes "1 Iron Hammer and... and...";
+ next;
+ mes "[Akkie]";
+ mes "Um, would you give";
+ mes "me a minute to look";
+ mes "up the information?";
+ mes "I'm sorry about th-this...";
+ mes "^333333(I thought I highlighted this";
+ mes "in the manual. Where is it?)^000000";
+ next;
+ mes "[Akkie]";
+ mes "Oh! Oh, I found it!";
+ mes "L-let me start all";
+ mes "over again. Uh...";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "............";
+ next;
+ mes "[Akkie]";
+ mes "^0000FF1 Steel^000000,";
+ mes "^0000FF5 Coal^000000,";
+ mes "^0000FF1 Iron Hammer^000000,";
+ mes "^0000FF500 zeny^000000 and";
+ mes "^0000FF1 Detrimindexta^000000. Would";
+ mes "you bring those, please?";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Sure, sure.";
+ mes "But are you actually";
+ mes "able to teach me this";
+ mes "skill? I mean...";
+ next;
+ mes "[Akkie]";
+ mes "Oh no, I knew this was going to";
+ mes "happen! I mean, um, it should";
+ mes "be fine! I've been working here";
+ mes "for 3 months a-and-- Just bring";
+ mes "me the materials and I'll prove";
+ mes "you can learn it e-easily!";
+ next;
+ mes "[Akkie]";
+ mes "You've gotta trust me!";
+ mes "You won't be disappointed,";
+ mes "I promise! This skill is sooo";
+ mes "useful! So just bring me those";
+ mes "materials soon, alright?";
+ set BLACK_SK,1;
+ close;
+ }
+ mes "[Akkie]";
+ mes "Wh-what?! But why not?";
+ mes "A-am I not good enough";
+ mes "for you? Please, I promise";
+ mes "to do my best to teach you.";
+ mes "Besides, I've got to reach";
+ mes "my quota for the guild...";
+ close;
+ }
+ else if (BLACK_SK == 1) {
+ if (countitem(999) > 0 && countitem(1003) > 4 && countitem(971) > 0 && countitem(613) > 0) {
+ if (Zeny >= 500) {
+ mes "[Akkie]";
+ mes "Oh, you came back~";
+ mes "Now let me see if you";
+ mes "brought everything we";
+ mes "need to make counterfeit";
+ mes "zeny so that I can teach";
+ mes "you Dubious Salesmanship.";
+ next;
+ mes "[Akkie]";
+ mes "Good job, it looks like";
+ mes "you've got what we need.";
+ mes "Alright, now please wait";
+ mes "while I get these materials";
+ mes "ready for forging, okay?";
+ delitem 1003,5; //Coal
+ delitem 999,1; //Steel
+ delitem 971,1; //Detrimindexta
+ delitem 613,1; //Iron_Hammer
+ set zeny,zeny-500;
+ set BLACK_SK,2;
+ close;
+ }
+ else {
+ mes "[Akkie]";
+ mes "Hmm, you have all the";
+ mes "forging materials, but";
+ mes "I still need 500 zeny.";
+ mes "We need that zeny to copy,";
+ mes "or we won't be able to make";
+ mes "convincing counterfeit money.";
+ close;
+ }
+ }
+ else {
+ mes "[Akkie]";
+ mes "Oh, you came back~";
+ mes "Now let me see if you";
+ mes "brought everything we";
+ mes "need to make counterfeit";
+ mes "zeny so that I can teach";
+ mes "you Dubious Salesmanship.";
+ next;
+ mes "[Akkie]";
+ mes "Hmm, you're still";
+ mes "missing a few things.";
+ mes "Let me tell you what you";
+ mes "need to bring me once again";
+ mes "so that we can start training";
+ mes "you in the skill right away.";
+ next;
+ mes "[Akkie]";
+ mes "^0000FF1 Steel^000000,";
+ mes "^0000FF5 Coal^000000,";
+ mes "^0000FF1 Iron Hammer^000000,";
+ mes "^0000FF500 zeny^000000 and";
+ mes "^0000FF1 Detrimindexta^000000.";
+ mes "Don't forget, okay?";
+ close;
+ }
+ }
+ else if (BLACK_SK == 2) {
+ mes "[Akkie]";
+ mes "A-ah! You came";
+ mes "back sooner than";
+ mes "I thought. Um, gee.";
+ mes "Hmm. How should";
+ mes "I tell you this?";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "...";
+ mes "......";
+ mes ".........";
+ next;
+ mes "[Akkie]";
+ mes "I'm so sorry! I messed";
+ mes "something up while I was";
+ mes "making a counterfeit sample!";
+ mes "I'm so sorry, please d-don't";
+ mes "report me to the Blacksmith";
+ mes "Guild! Give me one more chance!";
+ next;
+ mes "[Akkie]";
+ mes "I promise that next time";
+ mes "I won't mess up! All I need";
+ mes "is 1 Steel and 3 more Coals!";
+ mes "Please d-don't be angry with";
+ mes "me, it was just an accident!";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Okay, okay...";
+ mes "Are you sure that's";
+ mes "all you need me to get?";
+ next;
+ mes "[Akkie]";
+ mes "Yes, yes! Oh, thank";
+ mes "you for being so generous!";
+ mes "Just bring me ^FF00001 Steel^000000 and";
+ mes "^FF00003 Coals^000000 and we'll try again!";
+ set BLACK_SK,3;
+ close;
+ }
+ else if (BLACK_SK == 3) {
+ if (countitem(999) > 0 && countitem(1003) > 2) {
+ mes "[Akkie]";
+ mes "Oh, thank you so";
+ mes "much for bringing these";
+ mes "materials. Alright, I'll try";
+ mes "really hard to succeed";
+ mes "this time. Just give me";
+ mes "a minute to prepare...";
+ delitem 999,1; //Steel
+ delitem 1003,3; //Coal
+ set BLACK_SK,4;
+ close;
+ }
+ else {
+ mes "[Akkie]";
+ mes "All I need you to do";
+ mes "is bring me 1 Steel and";
+ mes "3 Coals. Then I should";
+ mes "be able to teach you the";
+ mes "Dubious Salesmanship skill~";
+ close;
+ }
+ }
+ else if (BLACK_SK == 4) {
+ mes "[Akkie]";
+ mes "......";
+ mes ".........";
+ mes "............";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "...?";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Oh no...";
+ mes "Did... Did you...";
+ mes "Did something happen?";
+ next;
+ mes "[Akkie]";
+ mes "*Sniff* I b-broke the";
+ mes "Iron Hammer you gave";
+ mes "me! I c-can't finish forging";
+ mes "this without one! Waaah~";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "^333333(I guess I should";
+ mes "really bring her a new";
+ mes "^FF0000Iron Hammer^333333, or else";
+ mes "I'll never learn this skill!)^000000";
+ set BLACK_SK,5;
+ close;
+ }
+ else if (BLACK_SK == 5) {
+ if (countitem(613) > 0) {
+ mes "[Akkie]";
+ mes "^333333*Sniff*^000000 Did you";
+ mes "r-really bring this";
+ mes "Iron Hammer for me?";
+ mes "Th-thank you for being so";
+ mes "patient with my screwups...";
+ next;
+ mes "[Akkie]";
+ mes "Okay, would you";
+ mes "give me a moment?";
+ mes "I'm going to try";
+ mes "one more time.";
+ delitem 613,1; //Iron_Hammer
+ set BLACK_SK,6;
+ close;
+ }
+ else {
+ mes "[Akkie]";
+ mes "Waah~! I can't believe";
+ mes "I broke the Iron Hammer!";
+ mes "Would you please bring me";
+ mes "another one so that I can";
+ mes "finish this counterfeit zeny and teach you Dubious Salesmanship?";
+ close;
+ }
+ }
+ else if (BLACK_SK == 6) {
+ mes "[Akkie]";
+ mes "Oh, you're back!";
+ mes "Yaaaay, I finally did it!";
+ mes "I finished making a sample";
+ mes "of counterfeit zeny and even";
+ mes "tested it with Mammonite!";
+ next;
+ mes "[Akkie]";
+ mes "Oh, before you learn my";
+ mes "skill, I'm supposed to tell you";
+ mes "that my colleague, Goodman,";
+ mes "can teach you another additional skill known as Greed. So you";
+ mes "may want to look for him later.";
+ next;
+ mes "[Akkie]";
+ mes "Okay, now the first part to";
+ mes "learning Dubious Salesmanship";
+ mes "is making this fake zeny. Watch";
+ mes "this... Isn't it easy? Of course, you can only use this in battle to";
+ mes "reduce Mammonite's zeny cost...";
+ set BLACK_SK,7;
+ skill "BS_UNFAIRLYTRICK",1,0;
+ next;
+ mes "[Akkie]";
+ mes "Also, 90% of the cost of";
+ mes "Mammonite has to be real";
+ mes "zeny or the skill will begin";
+ mes "to lose effectiveness. Well,";
+ mes "that's all for the lesson. Now you can use Dubious Salesmanship!";
+ next;
+ mes "[Akkie]";
+ mes "Thanks once again for";
+ mes "putting up with my mistakes,";
+ mes "I know it must have been really";
+ mes "annoying. Anyway, I hope this";
+ mes "skill is really useful for you.";
+ mes "Drop again sometime, okay?";
+ close;
+ }
+ else {
+ if (rand(1,2) == 1) {
+ mes "[Akkie]";
+ mes "Oh, have you spoken with";
+ //mes "Goodman in Einbroch yet?";
+ mes "Goodman in Geffen yet?";
+ mes "He's the representative of";
+ mes "the Blacksmith Guild that";
+ mes "teaches the Greed skill.";
+ next;
+ mes "[Akkie]";
+ mes "If you're serious about";
+ mes "smithing goods, the Greed";
+ mes "skill might be very convenient.";
+ mes "Though, I have to say that the";
+ mes "skill's name is a little... Um.";
+ mes "Hmm... It sounds pretty bad~";
+ close;
+ }
+ else {
+ mes "[Akkie]";
+ mes "Hi again~";
+ mes "How has the smithing";
+ mes "been coming along? Anyway,";
+ mes "it was really nice of you to";
+ mes "drop by and talk to me~";
+ next;
+ mes "[Akkie]";
+ mes "It can get a little boring";
+ mes "teaching Dubious Salesmanship";
+ mes "to Blacksmiths and Master Smiths, but somebody from our guild has";
+ mes "to do this job. Anyway, farewell and be safe in your travels, okay?";
+ close;
+ }
+ }
+ }
+ else {
+ mes "[Akkie]";
+ if (Upper == 1) {
+ mes "Hello, "+ strcharinfo(0) +",";
+ mes "I'm here on behalf of the";
+ mes "Blacksmith Guild to teach you";
+ mes "a new skill. However, your Job";
+ mes "Level is a little low right now";
+ mes "for me to teach you anything...";
+ next;
+ mes "[Akkie]";
+ mes "But practice smithing";
+ mes "a little bit more, and";
+ mes "once you qualify, I'll be";
+ mes "sure to teach you my skill!";
+ mes "Goodbye and good luck~";
+ }
+ else {
+ mes "Hello, I'm Akkie from";
+ mes "the Blacksmith Guild. I'm";
+ mes "here to teach this new skill";
+ mes "to all interested Blacksmiths";
+ mes "and Master Smiths, but it looks";
+ mes "like your Job Level is too low...";
+ next;
+ mes "[Akkie]";
+ mes "I'm sorry, "+ strcharinfo(0) +",";
+ mes "But you'll qualify for the";
+ mes "skill I teach after you";
+ mes "raise your Job Level.";
+ mes "In the meantime, keep";
+ mes "training, alright?";
+ }
+ close;
+ }
+ }
+ else {
+ mes "[Akkie]";
+ mes "Ah, today seems like";
+ mes "a perfect day for forging.";
+ mes "I just feel like going behind";
+ mes "a beautiful waterfall, getting";
+ mes "some high quality materials,";
+ mes "and just hammering things.";
+ close;
+ }
+}
+
+geffen,172,52,1 script Goodman#qsk_bs 826,{
+ if (BaseJob == Job_Blacksmith) {
+ if (BLACK_SK2 == 2 && Upper == 1 && getskilllv("BS_GREED") == 0) {
+ mes "[Goodman]";
+ mes "Ah, I see that you have";
+ mes "transcended. It gladdens me";
+ mes "to see Blacksmiths become";
+ mes "Master Smiths for the sake";
+ mes "of improving their craft.";
+ next;
+ mes "[Goodman]";
+ mes "Hm? You've forgotten the";
+ mes "Greed skill? You should";
+ mes "remember how to use it now:";
+ mes "just looking at me should";
+ mes "jog the memories you require";
+ mes "to use this skill once again~";
+ skill "BS_GREED",1,0;
+ set BLACK_SK2,3;
+ close;
+ }
+ else if (BLACK_SK2 == 3) {
+ mes "[Goodman]";
+ mes "How is your forging";
+ mes "technique coming along?";
+ mes "When the craft frustrates you,";
+ mes "traveling will offer a good";
+ mes "opportunity to relax, think,";
+ mes "and collect materials.";
+ close;
+ }
+ else {
+ if (BLACK_SK2 == 0) {
+ mes "[Goodman]";
+ mes "Hey. I'm a Blacksmith";
+ mes "skill master sent from the";
+ mes "Blacksmith Guild. Everyone";
+ mes "calls me Goodman. You're";
+ if (Upper == 1)
+ mes "a Master Smith, aren't you?";
+ else
+ mes "a Blackmith, aren't you?";
+ mes "Pffft, rhetorical question.";
+ next;
+ mes "[Goodman]";
+ mes "Good news. I'm in charge of";
+ mes "teaching the skill, developed";
+ mes "by the Blacksmith and Merchant";
+ mes "Guilds, called ^FF0000Greed^000000. It's your";
+ mes "choice whether you learn it,";
+ mes "but I recommend that you do.";
+ next;
+ mes "[Goodman]";
+ mes "If you want, I can start";
+ mes "teaching you the Greed";
+ mes "skill right now. So what";
+ mes "do you say, kid?";
+ next;
+ if (select("Sounds good!:Maybe later~") == 1) {
+ mes "[Goodman]";
+ mes "Heh! Good choice. Now,";
+ mes "the Greed skill automatically";
+ mes "picks up all items in a 5*5";
+ mes "cell area around the caster.";
+ mes "It's handy for picking up clumps^FFFFFF ^000000 of goods from looting monsters.";
+ next;
+ mes "[Goodman]";
+ mes "First thing's first. I need to";
+ mes "test you and see if you qualify";
+ mes "to learn this skill. Go fill your Inventory with any items until";
+ mes "it's so full, you can't put an";
+ mes "item of 500 Weight in it.";
+ next;
+ mes "[Goodman]";
+ mes "When you finish that";
+ mes "task, come back and";
+ mes "talk to me. Alright";
+ mes "then, good luck~";
+ set BLACK_SK2,1;
+ close;
+ }
+ mes "[Goodman]";
+ mes "I see. It's good to be";
+ mes "busy with other things,";
+ mes "but remember that time is ";
+ mes "a commodity, and you should";
+ mes "always spend it doing the most";
+ mes "worthwhile stuff. Understand?";
+ close;
+ }
+ else if (BLACK_SK2 == 1) {
+ set .@now_weight,MaxWeight-Weight;
+ if (.@now_weight < 5000) {
+ mes "[Goodman]";
+ mes "Back already, eh?";
+ mes "Alright, let me check";
+ mes "the things you're carrying.";
+ mes "Let's see, Inventory, Inventory... ^FFFFFF ^000000";
+ next;
+ mes "[Goodman]";
+ mes "Good work: you pass.";
+ mes "Do you realize now that the";
+ mes "time and experience spent in";
+ mes "gathering these items is worth";
+ mes "more than their prices in zeny?";
+ next;
+ mes "[Goodman]";
+ if (Upper == 1)
+ mes "I believe that Master Smiths";
+ else
+ mes "I believe that Blacksmiths";
+ mes "should first and foremost be";
+ mes "artisans. Being rich and famous";
+ mes "is merely a side effect of that.";
+ if (Upper == 1)
+ mes "Honorable Master Smiths know^FFFFFF ^000000 value is in the craftsmanship...";
+ else
+ mes "Honorable Blacksmiths know^FFFFFF ^000000 value is in the craftsmanship...";
+ next;
+ if (Upper == 1) {
+ mes "[Goodman]";
+ mes "Now, if you don't place too";
+ mes "much importance on an item's";
+ mes "worth in terms of zeny, you'll";
+ mes "be able to let go of them much";
+ mes "more easily. Watch me do this.";
+ mes "See? Now you can do it too.";
+ next;
+ }
+ mes "[Goodman]";
+ mes "The skill you learned is";
+ mes "called Greed, but I hope";
+ mes "you use it in a manner that";
+ mes "is different than its name.";
+ mes "Don't forget that, and I hope";
+ mes "you craft true masterpieces.";
+ skill "BS_GREED",1,0;
+ set BLACK_SK2,2;
+ close;
+ }
+ else {
+ mes "[Goodman]";
+ mes "Hm. You've come back";
+ mes "too early. And you didn't";
+ mes "complete the objective that";
+ mes "I set for you. Listen carefully. ^FFFFFF ^000000";
+ next;
+ mes "[Goodman]";
+ mes "Go fill your Inventory";
+ mes "with any items until it";
+ mes "becomes too full to place";
+ mes "an item of 500 weight into it.";
+ mes "When you finish this task,";
+ mes "come back and report to me.";
+ close;
+ }
+ }
+ else {
+ mes "[Goodman]";
+ mes "How have you been using";
+ mes "the Greed skill? Hopefully,";
+ mes "it has been convenient in";
+ mes "your efforts to forge goods";
+ mes "of greater quality for all";
+ mes "of your comrades.";
+ close;
+ }
+ }
+ }
+ mes "[Goodman]";
+ mes "I feel like exploring";
+ mes "the mountains to look for";
+ mes "rare and interesting items";
+ mes "that I can use in forging.";
+ mes "For me, that's the greatest";
+ mes "pleasure of being a Blacksmith.";
+ close;
+}
+
+//============================================================
+// Old changelog
+//============================================================
+//= 1.0 for fully working skills only [Lupus]
+//= 1.1 Added more new skill quests for more classes [Lupus]
+//= Somehow eA engine doesn't let you keep learn't skill V_V'
+//= 1.2 Added to correct locations, correct NPC's, fixed
+//= some of the items required and made them into real
+//= quests. [Reddozen]
+//= 1.3 Fixed bugs and minor typos. Optimized [Lupus]
+//= 1.3a fixed an item ID typo, thx 2Spiritual Kid
+//= 1.3b Splitted into different files [DracoRPG]
+//= 1.3c Inverted the weight check for Greed [DracoRPG]
+//= 1.4 Updated to the official One [Samuray22]
+//= 1.5 replaced item "names" with item id. Fixed a bug with
+//= item deletion [Lupus]
+//============================================================
diff --git a/npc/pre-re/quests/skills/crusader_skills.txt b/npc/pre-re/quests/skills/crusader_skills.txt
new file mode 100644
index 000000000..5608acc18
--- /dev/null
+++ b/npc/pre-re/quests/skills/crusader_skills.txt
@@ -0,0 +1,826 @@
+//===== rAthena Script =======================================
+//= Crusader Skills Quests
+//===== By: ==================================================
+//= Lupus, Reddozen
+//===== Current Version: =====================================
+//= 1.4
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Quests for skills: Shrink
+//===== Additional Comments: =================================
+//= 1.4 Rescripted to Aegis 10.3 stadards. [L0ne_W0lf]
+//============================================================
+
+geffen,110,117,3 script Ford#11 752,{
+ if (BaseJob == Job_Crusader) {
+ if (CRUS_SK == 8 && getskilllv("CR_SHRINK") == 0) {
+ mes "[Ford]";
+ mes "Hey, it's been a while~";
+ mes "And you even managed to";
+ mes "become a Paladin. You must";
+ mes "have forgotten how to perform";
+ mes "the Shrink skill, so I'll teach";
+ mes "it to you real quick... There!";
+ set CRUS_SK,10;
+ skill "CR_SHRINK",1,0;
+ close;
+ }
+
+ else if (CRUS_SK == 0) {
+ mes "[Ford]";
+ mes "Damn! Why is it";
+ mes "taking so long?";
+ mes "Ah, finally, you've";
+ mes "arrived! Quick, show me";
+ mes "the ^FF0000report^000000 you've brought!";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Excuse me...?";
+ mes "Oh, you must have";
+ mes "mistaken me for someone";
+ mes "else. I really don't know";
+ mes "what you're talking about.";
+ next;
+ mes "[Ford]";
+ mes "What?! You're not one";
+ mes "of the guards stationed";
+ mes "at South Geffen? Oh, this";
+ mes "is horrible. I apologize,";
+ mes "I just assumed since you";
+ if (Upper == 1)
+ mes "were dressed like a Paladin...";
+ else
+ mes "were dressed like a Crusader...";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "I'm sorry...";
+ mes "What's happening?";
+ mes "Is something the matter?";
+ mes "I'm an adventurer that";
+ mes "goes by the name, "+ strcharinfo(0) +".";
+ next;
+ mes "[Ford]";
+ mes "Well, I'm Leslie Ford,";
+ mes "commander of the Prontera";
+ mes "Crusader Guardians. We're";
+ mes "charged with the duty of";
+ mes "protecting adventurers and";
+ mes "citizens from evil monsters.";
+ next;
+ mes "[Ford]";
+ mes "There's been a recent surge";
+ mes "in unprovoked violence from";
+ mes "Goblins and they're making";
+ mes "quite a bit of trouble for us.";
+ mes "Our patrols are supposed to";
+ mes "report on their activity to me.";
+ next;
+ mes "[Ford]";
+ mes "However, today's report";
+ mes "hasn't arrived yet, so I'm";
+ mes "starting to fear that something";
+ mes "has happened to the patrol.";
+ mes "Unfortunately, my duties don't";
+ mes "allow me to leave my post.";
+ next;
+ mes "[Ford]";
+ mes "I'm getting desperate,";
+ mes "and I don't have any choice";
+ mes "but to ask for outside help.";
+ mes "Since you're a fellow Crusader,";
+ mes "I want to ask you if you would";
+ mes "please lend me your aid.";
+ next;
+ switch(select("Sure.:I'm sorry, but I'm busy...")) {
+ case 1:
+ mes "[Ford]";
+ mes "Great, thank you so much!";
+ mes "Now, please go and seek";
+ mes "out ^0000FFSloutii^000000 who should be";
+ mes "stationed south of Geffen,";
+ mes "and deliver his report to me.";
+ mes "Your help is a great relief...";
+ set CRUS_SK,1;
+ close;
+ case 2:
+ mes "[Ford]";
+ mes "Hm. I understand.";
+ mes "I do not know what";
+ mes "obligations that you";
+ mes "have right now, but if";
+ mes "your current task isn't";
+ mes "urgent, please reconsider...";
+ close;
+ }
+ close;
+ }
+ else if (CRUS_SK == 1) {
+ mes "[Ford]";
+ mes "Please search for";
+ mes "^0000FFSloutii^000000 in the area south";
+ mes "of Geffen, and he should";
+ mes "give you his report on";
+ mes "his patrol of the Goblins";
+ mes "for you to deliver to me.";
+ close;
+ }
+ else if (CRUS_SK == 2) {
+ mes "[Ford]";
+ mes "Wait, you've met with";
+ mes "Sloutii, but haven't";
+ mes "received his report?";
+ mes "Please go back to him";
+ mes "and bring it to me, it's";
+ mes "imperative that I read it!";
+ close;
+ }
+ else if (CRUS_SK == 3) {
+ mes "[Ford]";
+ mes "Ah, you've returned!";
+ mes "So how is Sloutii?";
+ mes "Is everything all right?";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Here, I've brought";
+ mes "this report as soon as";
+ mes "I could! You better read";
+ mes "it, quick! Things seemed";
+ mes "pretty bad when I left...";
+ next;
+ mes "[Ford]";
+ mes "Goodness, there's blood all";
+ mes "over the paper! Let's see...";
+ mes "Oh no. This is an emergency";
+ mes "situation! I need to report this^FFFFFF ^000000 to Sir Arga and request for";
+ mes "backup immediately!";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Wait, we need to do";
+ mes "something about Sloutii.";
+ mes "He was wounded by the";
+ mes "Goblins, and I think he's";
+ mes "in serious trouble.";
+ next;
+ mes "[Ford]";
+ mes "The Goblins...?";
+ mes "Oh no, you'll need the";
+ mes "special antidote that you";
+ mes "can get from Father Arthur";
+ mes "to treat the poison in the";
+ mes "knives these Goblins use.";
+ next;
+ mes "[Ford]";
+ mes "While I request for backup,";
+ mes "please go to ^0000FFProntera Church^000000";
+ mes "and ask Father ^0000FFArthur^000000 for his";
+ mes "antidote for Goblin Poison.";
+ mes "If you don't hurry, it might";
+ mes "be too late for Sloutii--!";
+ set CRUS_SK,4;
+ close;
+ }
+ else if (CRUS_SK == 4) {
+ mes "[Ford]";
+ mes "Please hurry and obtain";
+ mes "the antidote for Goblin's";
+ mes "poison from ^0000FFFather Arthur^000000";
+ mes "in ^0000FFProntera Church^000000. Sloutii's";
+ mes "life depends on you now.";
+ close;
+ }
+ else if (CRUS_SK == 5) {
+ mes "[Ford]";
+ mes "You've already met";
+ mes "Father Arthur? Good,";
+ mes "now please hurry and";
+ mes "get the antidote from him.";
+ mes "Without it, Sloutii will slowly";
+ mes "and excruciatingly perish!";
+ close;
+ }
+ else if (CRUS_SK == 6) {
+ mes "[Ford]";
+ mes "You've already met";
+ mes "Father Arthur? Good,";
+ mes "now please hurry and";
+ mes "get the antidote from him.";
+ mes "Without it, Sloutii will slowly";
+ mes "and excruciatingly perish!";
+ close;
+ }
+ else if (CRUS_SK == 7) {
+ mes "[Ford]";
+ mes "Great, you've received";
+ mes "the antidote from Father";
+ mes "Arthur! Now, make haste";
+ mes "and administer it to Sloutii";
+ mes "stationed south of Geffen.";
+ mes "Hurry, every second counts!";
+ close;
+ }
+ else if (CRUS_SK == 8) {
+ mes "[Ford]";
+ mes "I hear that you were";
+ mes "able to save Sloutii.";
+ mes "For that, I am eternally";
+ mes "grateful. We could use more";
+ mes "people like you to serve in the";
+ mes "Prontera Crusader Guardians...";
+ next;
+ mes "[Ford]";
+ mes "I know that you adventurers";
+ mes "prefer not to commit to these";
+ mes "kinds of organizations, but";
+ mes "your help will always be";
+ mes "welcome here. I hope to";
+ mes "see you again someday.";
+ next;
+ mes "[Ford]";
+ mes "Thanks once again,";
+ mes "and I hope to that you";
+ mes "travel in safety. For now,";
+ mes "this is farewell, "+ strcharinfo(0) +".";
+ close;
+ }
+ else if (CRUS_SK == 10) {
+ mes "[Ford]";
+ mes "Hey, it's been a while~";
+ mes "You should come by more";
+ mes "often, and if you're really";
+ mes "interested, you can enlist in";
+ mes "my troops. We can really use";
+ mes "somebody with your expertise.";
+ close;
+ }
+ else {
+ mes "[Ford]";
+ mes "Great, you've received";
+ mes "the antidote from Father";
+ mes "Arthur! Now, make haste";
+ mes "and administer it to Sloutii";
+ mes "stationed south of Geffen.";
+ mes "Hurry, every second counts!";
+ close;
+ }
+ }
+ else {
+ mes "[Ford]";
+ mes "Ah, greetings.";
+ mes "I'm sorry that I cannot";
+ mes "assist you, adventurer,";
+ mes "but I have something";
+ mes "rather urgent to take care";
+ mes "of. Now if you'll excuse me...";
+ close;
+ }
+}
+
+gef_fild13,297,242,3 script Soldier#277 751,{
+ if (BaseJob == Job_Crusader) {
+ if (Upper == 1 && getskilllv("CR_SHRINK")) {
+ if (CRUS_SK == 8) {
+ mes "[Sloutii]";
+ mes "Hey pal, it's been";
+ mes "a while. I still need";
+ mes "to recuperate from my";
+ mes "wounds, so if you want";
+ mes "to learn Shrink, speak";
+ mes "to Sir Ford, alright?";
+ close;
+ }
+ else if (CRUS_SK == 10) {
+ mes "[Sloutii]";
+ mes "So how's that Shrink";
+ mes "skill working out for you?";
+ mes "Hopefully, it's saved your";
+ mes "life as many times as it's";
+ mes "saved mine. Anyway, I'll";
+ mes "see you around, "+ strcharinfo(0) +"~";
+ close;
+ }
+ }
+ if (CRUS_SK == 1) {
+ mes "[Soldier]";
+ mes "Arrrrrghhh!";
+ mes "M-my legs!";
+ mes "What the hell";
+ mes "have they done";
+ mes "to my legs?!";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Wh-what happened?";
+ mes "Were you attacked?";
+ next;
+ mes "[Soldier]";
+ mes "Y-yeah, I was on my way";
+ mes "to report to Sir Ford on my";
+ mes "regular patrol when I was";
+ mes "attacked by these Goblins!";
+ mes "I've got to warn my superiors!";
+ mes "They're going to raid Geffen!";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "I actually spoke to";
+ mes "Sir Ford! You must be";
+ mes "Sloutii, right? He sent me";
+ mes "to see what happened to you!";
+ next;
+ mes "[Sloutii]";
+ mes "Great, p-perfect timing!";
+ mes "Listen, you've got to send";
+ mes "him this report. I-it contains";
+ mes "details of my patrol and an";
+ mes "urgent request for backup.";
+ mes "U-ugh! We don't have time!";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Wait...!";
+ mes "But what about";
+ mes "you? You're hurt...";
+ next;
+ mes "[Sloutii]";
+ mes "I'll be damned if help";
+ mes "is delayed on my account!";
+ mes "Just hurry and get that";
+ mes "report to Sir Ford! Now go!";
+ mes "Now, if I can just get that";
+ mes "report out of my-- OW! N-no...";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "^333333(He's writhing in pain";
+ mes "so much that he can't even";
+ mes "give me his report. I better";
+ mes "bring him a Red Potion to";
+ mes "alleviate his suffering...)^000000";
+ set CRUS_SK,2;
+ close;
+ }
+ else if (CRUS_SK == 2) {
+ if (countitem(501) > 0) {
+ mes "["+ strcharinfo(0) +"]";
+ mes "Here, please take";
+ mes "this Red Potion.";
+ mes "It just might help...";
+ next;
+ mes "[Sloutii]";
+ mes "Oh, thank goodness!";
+ mes "Arrrgh! Just pour it";
+ mes "into the wound! I-it...";
+ mes "It burns so much! Those";
+ mes "Goblins must've cut me with";
+ mes "something coated in poison!";
+ next;
+ mes "[Sloutii]";
+ mes "Ah... Ahh...";
+ mes "The bleeding hasn't";
+ mes "stopped, but at least";
+ mes "it's better. Here, take";
+ mes "this report now and get it";
+ mes "to Sir Ford. Hurry and go!";
+ next;
+ mes "^3355FFYou received Sloutii's";
+ mes "patrol report. Some of the";
+ mes "pages are smudged with";
+ mes "the blood from his wound.^000000";
+ delitem 501,1; //Red_Potion
+ set CRUS_SK,3;
+ close;
+ }
+ else {
+ mes "[Sloutii]";
+ mes "Hurry and t-take this";
+ mes "report! L-let me just";
+ mes "hand it to you and th--";
+ mes "Arrrrgh! I-I can't move!";
+ mes "It... It just hurts so much!";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "^333333(I better bring him";
+ mes "a Red Potion, otherwise";
+ mes "I have no hope of getting";
+ mes "that report without hurting him!) ^FFFFFF ^000000";
+ close;
+ }
+ }
+ else if (CRUS_SK == 3) {
+ mes "[Sloutii]";
+ mes "We're running out";
+ mes "of time! Hurry and get";
+ mes "my report to Sir Ford as";
+ mes "soon as you possibly can!";
+ close;
+ }
+ else if (CRUS_SK == 4) {
+ mes "[Sloutii]";
+ mes "Eeearrrgh--!";
+ mes "My l-legs! Everything";
+ mes "is starting to h-hurt!";
+ next;
+ mes "^3355FFSloutii fell unconscious,";
+ mes "and it seems that the wounds";
+ mes "in his legs are causing him";
+ mes "much more suffering.^000000";
+ close;
+ }
+ else if (CRUS_SK == 5) {
+ mes "[Sloutii]";
+ if (upper == 1) {
+ mes "Eeearrrgh--!";
+ mes "My l-legs! Everything";
+ mes "is starting to h-hurt!";
+ next;
+ mes "^3355FFSloutii fell unconscious,";
+ mes "and it seems that the wounds";
+ mes "in his legs are causing him";
+ mes "much more suffering.^000000";
+ }
+ else {
+ mes "........";
+ mes ".........";
+ next;
+ mes "^3355FFSloutii is still";
+ mes "unconscious. He'll";
+ mes "die if his injuries aren't";
+ mes "treated immediately.";
+ mes "You'll have to help him";
+ mes "as quickly as you can.^000000";
+ }
+ close;
+ }
+ else if (CRUS_SK == 6) {
+ mes "[Sloutii]";
+ mes "........";
+ mes ".........";
+ next;
+ mes "^3355FFSloutii is still";
+ mes "unconscious. He'll";
+ mes "die if his injuries aren't";
+ mes "treated immediately.";
+ mes "You'll have to help him";
+ mes "as quickly as you can.^000000";
+ close;
+ }
+ else if (CRUS_SK == 7) {
+ set .@rand,rand(1,5);
+ if (.@rand == 1 || .@rand == 5) {
+ mes "^3355FFYou carefully pour the";
+ mes "Goblin poison antidote";
+ mes "into Sloutii's mouth.";
+ mes "His throat struggles to";
+ mes "swallow the antidote, but";
+ mes "he manages to ingest it.^000000";
+ next;
+ mes "^3355FFMiraculously, the wounds";
+ mes "inflicted by the Goblins";
+ mes "begin to rapidly heal.^000000";
+ next;
+ mes "[Sloutii]";
+ mes "Oh, wh-what happened?";
+ mes "Am... Am I really still alive?";
+ mes "Hey, it's you! You must've";
+ mes "saved my life! I thought";
+ mes "I was going to die for sure!";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Well, it's a good thing";
+ mes "I came in time. Sir Ford";
+ mes "had me visit Father Arthur to";
+ mes "make an antidote to save you.";
+ mes "Ah, and I already delivered";
+ mes "your report to Sir Ford.";
+ next;
+ mes "[Sloutii]";
+ mes "Great! Now, let me repay you";
+ mes "by teaching you a special skill";
+ mes "developed by the Prontera Crusader Guardians. Using this skill helped";
+ mes "me survive the attack by those";
+ mes "Goblins. You ready to learn?";
+ next;
+ mes "[Sloutii]";
+ mes "This skill is called";
+ mes "''^0000FFShrink^000000,'' and it will";
+ mes "knock enemies backwards";
+ mes "when you successfully";
+ mes "guard their attacks.";
+ next;
+ mes "[Sloutii]";
+ mes "Now listen closely...";
+ mes "To execute it, you've got";
+ mes "to be able to concentrate";
+ mes "and repel enemies using";
+ mes "the right stance and mindset...";
+ next;
+ mes "[Sloutii]";
+ mes "Great! You learned the";
+ mes "skill! Now, I hope you use";
+ mes "this ability to combat evil";
+ mes "and protect the weak. Ah, and";
+ mes "if I learn any new skills, I'll be sure to teach you right away.";
+ set CRUS_SK,8;
+ skill "CR_SHRINK",1,0;
+ close;
+ }
+ mes "^3355FFYou carefully pour the";
+ mes "Goblin poison antidote";
+ mes "into Sloutii's mouth.";
+ mes "His throat struggles to";
+ mes "swallow the antidote, but";
+ mes "he manages to ingest it.^000000";
+ next;
+ mes "^3355FFUnfortunately, nothing";
+ mes "happened. The antidote";
+ mes "proabably lost its effect";
+ mes "while you were traveling";
+ mes "from Father Arthur to Sloutii.";
+ mes "You've got to return to Father";
+ mes "Arthur and make another one.^000000";
+ set CRUS_SK,9;
+ close;
+ }
+ else if (CRUS_SK == 8 || CRUS_SK == 10) {
+ mes "[Sloutii]";
+ mes "Hey, it's you~";
+ mes "So how have you been?";
+ mes "If you ever get some free";
+ mes "time, come by and maybe";
+ mes "we can practice our swordplay.";
+ close;
+ }
+ else if (CRUS_SK == 9) {
+ mes "^3355FFThe antidote you";
+ mes "previously administered";
+ mes "had no effect. You've got";
+ mes "to try again by returning to";
+ mes "Father Arthur and making";
+ mes "a new antidote for Sloutii.^000000";
+ close;
+ }
+ else {
+ mes "[Sloutii]";
+ mes "Please be careful around";
+ mes "this area. Goblins are known";
+ mes "to attack any humans that";
+ mes "they encounter. And lately,";
+ mes "they've been getting even more violent, so stay on the lookout.";
+ close;
+ }
+ }
+ else {
+ mes "[Sloutii]";
+ mes "Please be careful around";
+ mes "this area. Goblins are known";
+ mes "to attack any humans that";
+ mes "they encounter. And lately,";
+ mes "they've been getting even more violent, so stay on the lookout.";
+ close;
+ }
+}
+
+prt_church,87,127,3 script Pastor#1011 755,{
+ if (BaseJob == Job_Crusader) {
+ if (Upper == 1 && getskilllv("CR_SHRINK")) {
+ if (CRUS_SK == 8) {
+ mes "[Father Arthur]";
+ mes "Oh, a Paladin now,";
+ mes "are you? Ah, I'm quite";
+ mes "proud of you. After all, I've";
+ mes "known you back when you";
+ mes "were a brave Crusader.";
+ next;
+ mes "[Father Arthur]";
+ mes "I hope that you continue to";
+ mes "use your power to combat";
+ mes "the forces of evil and to";
+ mes "protect the weak. May your";
+ mes "heart guide your actions.";
+ close;
+ }
+ else if (CRUS_SK == 10) {
+ mes "[Father Arthur]";
+ mes "Ah, have you been well?";
+ mes "It is good to see you under";
+ mes "more pleasant circumstances.";
+ mes "Nonetheless, if you think that";
+ mes "I can be of service to you, then please let me know right away.";
+ close;
+ }
+ }
+ if (CRUS_SK == 4) {
+ mes "[Father Arthur]";
+ mes "Greetings.";
+ mes "How may I be of";
+ mes "service to you today?";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Someone was wounded";
+ mes "by Goblins, and I was told";
+ mes "by Sir Ford that you're the";
+ mes "only one who can make the";
+ mes "Goblin Poison Antidote.";
+ next;
+ mes "[Father Arthur]";
+ mes "Saints preserve us,";
+ mes "the Goblins are indeed";
+ mes "cruel and merciless!";
+ mes "Unfortunately, I'm fresh";
+ mes "out of Goblin Poison Antidote";
+ mes "and must make it from scratch.";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Tell me what you";
+ mes "need to make it, and";
+ mes "I'll bring you all of the";
+ mes "materials right away!";
+ next;
+ mes "[Father Arthur]";
+ mes "Ah, yes. Bring me";
+ mes "^0000FF20 Sticky Mucus^000000,";
+ mes "^0000FF3 Empty Bottles^000000,";
+ mes "^0000FF5 Jellopies^000000...";
+ next;
+ mes "[Father Arthur]";
+ mes "...^0000FF1 Coal^000000,";
+ mes "^0000FF1 Grape^000000,";
+ mes "^0000FF3 Cyfar^000000 and";
+ mes "^0000FF1 Unripe Apple^000000.";
+ mes "Now hurry, he won't";
+ mes "last long if he's poisoned!";
+ set CRUS_SK,5;
+ close;
+ }
+ else if (CRUS_SK == 5) {
+ if (countitem(514) > 0 && countitem(619) > 0 && countitem(1003) > 0 && countitem(7053) > 2 && countitem(713) > 2 && countitem(909) > 4 && countitem(938) > 19) {
+ mes "[Father Arthur]";
+ mes "Ah, you've returned.";
+ mes "Now let me check to";
+ mes "see if you've brought";
+ mes "everything needed to";
+ mes "create the antidote.";
+ next;
+ mes "[Father Arthur]";
+ mes "Good, good. It looks";
+ mes "like everything is ready.";
+ mes "Now, before I begin, I should";
+ mes "tell you that the antidote has";
+ mes "a time limit of effectiveness.";
+ next;
+ mes "[Father Arthur]";
+ mes "However, there's no way";
+ mes "to accurately predict when";
+ mes "the antidote will become";
+ mes "ineffective until you try it.";
+ mes "Therefore, you may have to";
+ mes "return to me for a new batch.";
+ next;
+ mes "[Father Arthur]";
+ mes "These materials should";
+ mes "be enough for multiple";
+ mes "dosages, so you won't have";
+ mes "to worry about collecting";
+ mes "materials again. Now, give";
+ mes "me a moment to distill this...";
+ delitem 938,20; //Sticky_Mucus
+ delitem 619,1; //Unripe_Apple
+ delitem 909,5; //Jellopy
+ delitem 514,1; //Grape
+ delitem 1003,1; //Coal
+ delitem 7053,3; //Cyfar
+ delitem 713,3; //Empty_Bottle
+ set CRUS_SK,6;
+ close;
+ }
+ else {
+ mes "[Father Arthur]";
+ mes "I'm sorry, but these";
+ mes "aren't enough materials";
+ mes "in order for me to distill the";
+ mes "antidote. Hmm, what were";
+ mes "the required materials again?";
+ next;
+ mes "[Father Arthur]";
+ mes "Ah, yes. Bring me";
+ mes "^0000FF20 Sticky Mucus^000000,";
+ mes "^0000FF3 Empty Bottles^000000,";
+ mes "^0000FF5 Jellopies^000000...";
+ next;
+ mes "[Father Arthur]";
+ mes "...^0000FF1 Coal^000000,";
+ mes "^0000FF1 Grape^000000,";
+ mes "^0000FF3 Cyfar^000000 and";
+ mes "^0000FF1 Unripe Apple^000000.";
+ mes "Now hurry, he won't";
+ mes "last long if he's poisoned!";
+ close;
+ }
+ }
+ else if (CRUS_SK == 6) {
+ mes "[Father Arthur]";
+ mes "Your timing must be";
+ mes "divinely inspired: I've";
+ mes "just completed the Goblin";
+ mes "Poison Antidote. Now please";
+ mes "listen very carefully to me...";
+ next;
+ mes "[Father Arthur]";
+ mes "I can't guarantee if this";
+ mes "antidote will work. If it";
+ mes "loses its effectiveness before";
+ mes "you arrive, you'll have to come";
+ mes "back and get a fresh new dose.";
+ next;
+ mes "[Father Arthur]";
+ mes "You've got to hurry over";
+ mes "to the wounded as quickly";
+ mes "as possible. Now, as soon as";
+ mes "I hand this to you, you've got";
+ mes "to run there as fast as you";
+ mes "can: a man's life is at stake!";
+ next;
+ mes "[Father Arthur]";
+ mes "Here, take the";
+ mes "antidote. Now go!";
+ mes "Godspeed, adventurer!";
+ set CRUS_SK,7;
+ close;
+ }
+ else if (CRUS_SK == 7) {
+ mes "[Father Arthur]";
+ mes "You haven't left yet?!";
+ mes "Hurry over to the wounded";
+ mes "and administer the antidote!";
+ mes "You'll have to come back for";
+ mes "a fresh batch of antidote if";
+ mes "you arrive there too late!";
+ close;
+ }
+ else if (CRUS_SK == 8) {
+ mes "[Father Arthur]";
+ mes "Ah, so the antidote";
+ mes "worked and that man is";
+ mes "expected to fully recover?";
+ mes "Good, good. It does my heart";
+ mes "good to hear he's much better.";
+ close;
+ }
+ else if (CRUS_SK == 9) {
+ mes "[Father Arthur]";
+ mes "The antidote failed?!";
+ mes "We have no choice, but";
+ mes "to try it again. Here, let";
+ mes "me quickly distill a new";
+ mes "dosage for you. Wait, wait...";
+ mes "Ah! There! I've finished it!";
+ next;
+ mes "[Father Arthur]";
+ mes "Now take this fresh";
+ mes "antidote and run as";
+ mes "fast as you can to";
+ mes "the wounded! Go!";
+ set CRUS_SK,7;
+ close;
+ }
+ else if (CRUS_SK == 10) {
+ mes "[Father Arthur]";
+ mes "Ah, have you been well?";
+ mes "It is good to see you under";
+ mes "more pleasant circumstances.";
+ mes "Nonetheless, if you think that";
+ mes "I can be of service to you, then please let me know right away.";
+ close;
+ }
+ else {
+ mes "[Father Arthur]";
+ mes "Ah, hello there~";
+ mes "Welcome to Prontera";
+ mes "Church. Please relax here,";
+ mes "enjoy the silence, and invite";
+ mes "spiritual calm into your heart.";
+ close;
+ }
+ }
+ else {
+ mes "[Father Arthur]";
+ mes "Ah, hello there~";
+ mes "Welcome to Prontera";
+ mes "Church. Please relax here,";
+ mes "enjoy the silence, and invite";
+ mes "spiritual calm into your heart.";
+ close;
+ }
+}
+
+//============================================================
+// Old changelog
+//============================================================
+//= 1.0 for fully working skills only [Lupus]
+//= 1.1 Added more new skill quests for more classes [Lupus]
+//= Somehow eA engine doesn't let you keep learn't skill V_V'
+//= 1.2 Added to correct locations, correct NPC's, fixed
+//= some of the items required and made them into real
+//= quests. [Reddozen]
+//= 1.3 Fixed bugs and minor typos. Optimized [Lupus]
+//= 1.3a fixed an item ID typo, thx 2Spiritual Kid
+//= 1.3b Splitted into different files [DracoRPG]
+//============================================================
diff --git a/npc/pre-re/quests/skills/dancer_skills.txt b/npc/pre-re/quests/skills/dancer_skills.txt
new file mode 100644
index 000000000..971c100ca
--- /dev/null
+++ b/npc/pre-re/quests/skills/dancer_skills.txt
@@ -0,0 +1,738 @@
+//===== rAthena Script =======================================
+//= Dancer Skills Quests
+//===== By: ==================================================
+//= Lupus, Reddozen
+//===== Current Version: =====================================
+//= 1.5
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Quests for skills: Charming Wink
+//===== Additional Comments: =================================
+//= 1.4 Rescripted to Aegis 10.3 stadards. [L0ne_W0lf]
+//= 1.4a Changed NPC location [Yommy]
+//= 1.5 Replaced effect numerics with constants. [L0ne_W0lf]
+//============================================================
+
+comodo,204,172,5 script Canell#qsk_dan01 724,{
+ if (BaseJob == Job_Dancer && JobLevel > 39) {
+ if (DANCER_SK == 0) {
+ mes "[Canell]";
+ mes "It's well known that we must";
+ mes "be beautiful to captivate those";
+ mes "who watch us dance. But to rely";
+ mes "on just our outward appearance";
+ mes "is a ghastly waste of our full";
+ mes "potential as performers.";
+ next;
+ mes "[Canell]";
+ mes "Yes, I can tell that you";
+ mes "don't quite understand that";
+ mes "the correct frame of mind is";
+ mes "an essential element to true";
+ mes "beauty. Now tell me, are you";
+ mes "confident in your dancing...?";
+ next;
+ if (select("Of course, old crone!:I... I'm not sure...") == 1) {
+ mes "[Canell]";
+ mes "Ho-ho~ I believe you've";
+ mes "confused confidence with";
+ mes "arrogance! The naive cannot";
+ mes "tell there's a vitally important distinction between the two.";
+ mes "Now... Prepare for punishment!";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Ow...!";
+ mes "Th-that whip!";
+ mes "I-i-it huuuurts!";
+ specialeffect2 EF_HIT2;
+ percentheal -5,0;
+ close;
+ }
+ mes "[Canell]";
+ mes "Awareness of your own flaws";
+ mes "and faults is the first crucial";
+ mes "step towards improvement.";
+ mes "Yet your obvious neglect of";
+ mes "your gift of dancing is...";
+ mes "grounds for punishment!";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "What the...? Ack!";
+ mes "S-stop wh-whipping";
+ mes "me! It... It stiiings!";
+ specialeffect2 EF_HIT2;
+ percentheal -10,0;
+ next;
+ mes "[Canell]";
+ mes "Ho-ho~! Fortunately for";
+ mes "you, I will teach you what";
+ mes "you must learn to rise above";
+ mes "your current limitations. When";
+ mes "I'm finished with you, angels and demons won't resist your charms~";
+ next;
+ if (select("No way, you're not teaching me!:Alright, I'll see what I can learn.") == 1) {
+ mes "[Canell]";
+ mes "So... You still haven't";
+ mes "mastered the fine art of";
+ mes "exuding charm and humility!";
+ mes "There must be consequences";
+ mes "for this blatant affront to our";
+ mes "profession! Prepare yourself!";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Nooooo--!";
+ mes "Not that whip";
+ mes "again! Arrgh, it's--";
+ mes "It hurts so much!";
+ specialeffect2 EF_HIT2;
+ percentheal -10,0;
+ close;
+ }
+ mes "[Canell]";
+ mes "Ho-ho~ It's good that you";
+ mes "recognize that you have much";
+ mes "to learn. Well, let's not waste";
+ mes "any time. Your first lesson will^FFFFFF ^000000 be on image training and self";
+ mes "visualization. Now, for that...";
+ next;
+ mes "[Canell]";
+ mes "...You must bring";
+ mes "me ^FF00001 Crystal Mirror^000000!";
+ mes "This tool is imperative";
+ mes "to the lesson, so fetch it";
+ mes "and bring it to me quickly!";
+ set DANCER_SK,1;
+ close;
+ }
+ else if (DANCER_SK == 1) {
+ if (countitem(747) > 0) {
+ mes "[Canell]";
+ mes "Finally, you've come";
+ mes "with the mirror. Now,";
+ mes "look deeply and scrutinize";
+ mes "your reflection. Gaze upon";
+ mes "each blemish and fault, each";
+ mes "charming trait of your face.";
+ next;
+ mes "[Canell]";
+ mes "No face is perfect, but";
+ mes "know that your face is yours";
+ mes "alone, and that it is what gives you a beauty that can be no";
+ mes "one else's. Now, repeat";
+ mes "these truisms after me...";
+ next;
+ mes "[Canell]";
+ mes "''I am beautiful...";
+ mes "I am irresistable...''";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "I am beautiful...";
+ mes "I am irresistable...";
+ next;
+ mes "[Intoxicated Canell]";
+ mes "Louder!";
+ mes "More feeling!";
+ mes "''I am beautiful!";
+ mes "I am irresistable!";
+ mes "I am the most attractive";
+ mes "woman in the whole world!''";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "I am beautiful!";
+ mes "I am irresistable!";
+ mes "I am the most attractive";
+ mes "woman in the whole world!";
+ specialeffect2 EF_FLASHER;
+ next;
+ mes "^3355FFYour self esteem has";
+ mes "sky rocketed. Fortunately,";
+ mes "you've managed to avoid";
+ mes "becoming a prima donna.^000000";
+ delitem 747,1; //Crystal_Mirror
+ set DANCER_SK,2;
+ close;
+ }
+ else {
+ mes "[Frustrated Canell]";
+ mes "Did I tell you to come";
+ mes "back here without bringing";
+ mes "^FF00001 Crystal Mirror^000000!? Now go";
+ mes "and get it before I find";
+ mes "reason to punish you!";
+ specialeffect EF_CLAYMORE;
+ close;
+ }
+ }
+ else if (DANCER_SK == 2) {
+ mes "[Canell]";
+ mes "Yes, the first and most";
+ mes "important step to becoming";
+ mes "beautiful is to realize and";
+ mes "accept your gorgeousness.";
+ mes "Confidence first, then beauty.";
+ mes "Never the other way around.";
+ next;
+ mes "[Canell]";
+ mes "Now that you've established";
+ mes "the proper attitude on beauty,";
+ mes "it's time for you to learn an";
+ mes "advanced technique of- shall";
+ mes "we say- enticement. I know an";
+ mes "expert that I highly recommend.";
+ next;
+ mes "[Canell]";
+ mes "Go and find my sister";
+ mes "in Prontera Chruch. If you";
+ mes "mention me by name, she";
+ mes "should be willing to teach";
+ mes "you. I'd do it myself, but I need to enjoy my new Crystal Mirror~";
+ next;
+ mes "^3355FFIt figures that she'd";
+ mes "keep your mirror.^000000";
+ Emotion e_ag,1;
+ set DANCER_SK,3;
+ close;
+ }
+ else if (DANCER_SK > 2 && DANCER_SK < 7) {
+ mes "[Canell]";
+ mes "Ah, such a glamorous";
+ mes "face and figure. My";
+ mes "beauty is incompara--";
+ mes "Oh! It's you. So did my";
+ mes "sister in Prontera Church";
+ mes "teach you anything yet?";
+ Emotion e_go;
+ close;
+ }
+ else if (DANCER_SK == 7) {
+ mes "[Canell]";
+ mes "Ah, so were you";
+ mes "able to find Aelle?";
+ mes "Were you able to learn";
+ mes "anything from her?";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Actually, I only learned";
+ mes "about winks, but not so";
+ mes "much as how to do them.";
+ mes "She... She got drunk and";
+ mes "couldn't teach me more.";
+ next;
+ mes "[Canell]";
+ mes "Oh, I should have known";
+ mes "this would happen. Oh,";
+ mes "well, I guess there's no way";
+ mes "around it now. But you should";
+ mes "know that gettng my sister";
+ mes "drunk... is punishable.";
+ next;
+ mes "[Canell]";
+ mes "Bam!";
+ specialeffect2 EF_HIT2;
+ percentheal -5,0;
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "?!";
+ mes "What the";
+ mes "hell was that?";
+ next;
+ mes "[Canell]";
+ mes "Now, a true Dancer should";
+ mes "be able to figure out the";
+ mes "secret to winking on her";
+ mes "own. But since I'm such";
+ mes "a kind woman, I will deign";
+ mes "to explain it to you. Ho-ho~";
+ next;
+ mes "^3355FFKind woman...?";
+ mes "But she just hit you!";
+ mes "Lightly, of course, but";
+ mes "still, a smack is a smack.^000000";
+ set DANCER_SK,8;
+ close;
+ }
+ else if (DANCER_SK == 8) {
+ mes "[Canell]";
+ mes "Alright, the secret to";
+ mes "proper winking is to allow";
+ mes "your eyelid to seductively";
+ mes "move to a natural rhythm.";
+ mes "Close your eye for a second,^FFFFFF ^000000 then open it slowly to this count.";
+ next;
+ mes "[Canell]";
+ mes "Un, deux, trois~";
+ mes "Look at me, do it";
+ mes "like this. Un, deux, trois~";
+ mes "Now, let me see you try it.";
+ Emotion e_no1;
+ next;
+ switch(select("Un deux trois~-:Un, doux trois~:Un, deux, trois~")) {
+ default:
+ mes "[Canell]";
+ mes "No, no!";
+ mes "That's wrong,";
+ mes "completely wrong!";
+ mes "Can't you do it right?!";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "O-ow!";
+ mes "P-please...!";
+ mes "Not the whip again!";
+ specialeffect2 EF_HIT2;
+ percentheal -5,0;
+ close;
+ case 3:
+ mes "["+ strcharinfo(0) +"]";
+ mes "Un, deux, trois~";
+ Emotion e_no1,1;
+ specialeffect2 EF_FLASHER;
+ next;
+ mes "[Canell]";
+ mes "Great, that's exactly";
+ mes "how you do it. Now,";
+ mes "don't forget, the elements";
+ mes "of rhythm and naturalness";
+ mes "are absolutely essential to";
+ mes "this technique of enticement.";
+ Emotion e_kis;
+ next;
+ mes "[Canell]";
+ mes "Now that you've mastered";
+ mes "the art of winking, you.";
+ mes "should know that you cannot";
+ mes "allure those who are much";
+ mes "stronger than you. So your";
+ mes "winks won't work on everyone.";
+ next;
+ mes "[Canell]";
+ mes "Of course, my winks don't";
+ mes "have that drawback. Ho-ho~";
+ mes "Anyway, it's time for us to part now. I hope that you grow to";
+ mes "become a more glamorous and charming dancer in days to come.";
+ Emotion e_heh;
+ next;
+ mes "^3355FFYou have finally learned";
+ mes "the Charming Wink skill.^000000";
+ set DANCER_SK,9;
+ specialeffect2 EF_ABSORBSPIRITS;
+ skill "DC_WINKCHARM",1,0;
+ close;
+ }
+ }
+ else if (DANCER_SK > 8 && getskilllv("DC_WINKCHARM")) {
+ mes "[Canell]";
+ mes "Hm...?";
+ mes "Is there anything";
+ mes "more you wanted to";
+ mes "ask me? Ah, you must";
+ mes "be mesmerized by my";
+ mes "beauty, aren't you?";
+ Emotion e_pif;
+ next;
+ mes "[Canell]";
+ mes "Oh, to be so beautiful";
+ mes "must be a sin! I should";
+ mes "work in Prontera Church,";
+ mes "just like my sister, to";
+ mes "pray for forgiveness~";
+ close;
+ }
+
+ else if (DANCER_SK == 9 && getskilllv("DC_WINKCHARM") == 0) {
+ mes "[Canell]";
+ mes "Hm? Oh, I remember you!";
+ mes "A Gypsy now, I see~ That";
+ mes "look suits you. Now, I'm";
+ mes "sure you've forgotten a few";
+ mes "things since transcending,";
+ mes "am I right? Watch this wink...";
+ next;
+ mes "[Canell]";
+ mes "Remember now? It's all";
+ mes "in the natural, seductive";
+ mes "and rhythmic movement of";
+ mes "the eyelid. I hope you use";
+ mes "your Charming Wink to let";
+ mes "your inner beauty shine~";
+ next;
+ mes "^3355FFYou have learned the";
+ mes "Charming Wink skill.^000000";
+ specialeffect2 EF_ABSORBSPIRITS;
+ skill "DC_WINKCHARM",1,0;
+ close;
+ }
+ }
+ else if (BaseJob == Job_Dancer && JobLevel < 40) {
+ mes "[Canell]";
+ mes "Oh, you're such an";
+ mes "adorable little girl! Ah,";
+ mes "I'm sorry, but when you";
+ mes "become a lady at, oh, I don't";
+ mes "know, Job Level 40, then I'll";
+ mes "be able to teach you something~";
+ close;
+ }
+
+ else if (BaseJob != Job_Dancer) {
+ if (Sex == 0) {
+ mes "[Canell]";
+ mes "Oh, what a cute";
+ mes "little girl~! Such";
+ mes "a chubby lil' belly,";
+ mes "so cuuuuuuuuuuute~";
+ close;
+ }
+ else {
+ mes "[Canell]";
+ mes "Hey there,";
+ mes "handsome~";
+ mes "^333333*Wink~*^000000";
+ Emotion e_kis;
+ specialeffect2 EF_VALLENTINE2;
+ next;
+ mes "^3355FFStrangely enough,";
+ mes "her wink has made";
+ mes "your heart throb.^000000";
+ close;
+ }
+ }
+}
+
+prontera,183,333,1 script Aelle#qsk_dan02 79,{
+ if (BaseJob == Job_Dancer) {
+ if (DANCER_SK == 3) {
+ mes "[Aelle]";
+ mes "Pssst, hey! I got";
+ mes "some cheap, but slightly";
+ mes "illegal, warps to the Orc";
+ mes "Dungeon, Glast Heim";
+ mes "and the Dead Pit. So";
+ mes "you want in on this?";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Actually, um, I'm here";
+ mes "to look for somebody.";
+ mes "You wouldn't happen";
+ mes "to know Canelle's";
+ mes "sister, would you?";
+ next;
+ mes "[Aelle]";
+ mes "Ah, so my stuck up";
+ mes "sister sent you, huh?";
+ mes "I should have known,";
+ mes "judging from your clothes.";
+ mes "So you want to become a";
+ mes "more alluring performer, eh?";
+ next;
+ mes "[Aelle]";
+ mes "Awww...";
+ mes "That's disappointing.";
+ mes "So... You didn't come";
+ mes "here to buy these warps?";
+ mes "You sure you don't want any?";
+ set DANCER_SK,4;
+ close;
+ }
+ else if (DANCER_SK == 4) {
+ mes "[Aelle]";
+ mes "Okay, okay...";
+ mes "So you came for me to";
+ mes "teach you some enticement";
+ mes "technique or something, right?";
+ mes "Huh. Well, this lecture I give?";
+ mes "It's long and complicated.";
+ next;
+ mes "[Aelle]";
+ mes "Talking and explaining";
+ mes "all of the intricate details";
+ mes "for so long will definitely";
+ mes "parch my throat. So first, you";
+ mes "gotta bring me a refreshing";
+ mes "drink before we can begin...";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Oh... Okay.";
+ mes "Alright, I guess";
+ mes "I can spare a potion";
+ mes "or two, or maybe bring";
+ mes "back a bottle of juic--";
+ next;
+ mes "[Aelle]";
+ mes "Whoa, whoa, none of";
+ mes "that junk! I want to";
+ mes "have a real drink.";
+ mes "You know, something";
+ mes "more... ^FF0000Alcohol^000000ic.";
+ next;
+ mes "[Aelle]";
+ mes "Oh, and I need some";
+ mes "snacks to sustain all of";
+ mes "my teaching energy! Yeah,";
+ mes "some yummy fruit on a plate";
+ mes "and some cookies too!";
+ next;
+ mes "[Aelle]";
+ mes "Soooo, I wanna eat";
+ mes "^FF00001 Apple^000000, ^FF00003 Bananas^000000 and";
+ mes "^FF00005 Well-Baked Cookies^000000. Ah,";
+ mes "make sure you bring ^FF0000China^000000";
+ mes "to serve them on, and don't";
+ mes "forget the ^FF0000Alcohol^000000, okay?";
+ next;
+ mes "[Aelle]";
+ mes "One last thing...!";
+ mes "Don't let anyone here";
+ mes "in the church know what";
+ mes "we're doing. I don't wanna";
+ mes "get in too much trouble!";
+ set DANCER_SK,5;
+ close;
+ }
+ else if (DANCER_SK == 5) {
+ if (countitem(970) > 0 && countitem(512) > 0 && countitem(513) > 2 && countitem(538) > 4 && countitem(736) > 0) {
+ mes "[Aelle]";
+ mes "Great, you've brought";
+ mes "the food! It's a good thing";
+ mes "I'm famished because";
+ mes "I'm going to finish it all!";
+ next;
+ mes "^3355FFAelle devoured the";
+ mes "food like a ravenous,";
+ mes "hungry beast that had";
+ mes "been deprived for too long.^000000";
+ next;
+ mes "[Aelle]";
+ mes "That was sooo good!";
+ mes "I haven't eaten so much";
+ mes "in such a long time! Then";
+ mes "again, you don't get many";
+ mes "chances to pig out in church.";
+ mes "Ah, that's right, the lesson!";
+ next;
+ mes "[Aelle]";
+ mes "Now, the easiest, most";
+ mes "subtle and most appealing";
+ mes "gesture of all time is the";
+ mes "^FF0000wink^000000. It's saved me in times";
+ mes "of crisis, and mastering it";
+ mes "will enhance your charms.";
+ next;
+ mes "[Aelle]";
+ mes "To the untrained eye,";
+ mes "the wink only looks like";
+ mes "a simple movement, right?";
+ mes "You close one eye, and then";
+ mes "you reopen that eye. But if";
+ mes "you do it right... If you...";
+ next;
+ mes "[Aelle]";
+ mes "Oh, it's been so long";
+ mes "since I've had so much";
+ mes "to drink! Ugh, f-feeling";
+ mes "kinda--anyway, j-just close";
+ mes "and yer-- ^333333*burp*^000000 winking";
+ mes "is so so so so eeeeeasy~";
+ next;
+ mes "[Drunken Aelle]";
+ mes "Do it! Copy me as";
+ mes "I do it! Wink, j-just";
+ mes "like this, okay? Y' see?";
+ mes "^333333*Wiiiiiiiiiiiiiink*^000000";
+ Emotion e_no1;
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Wh-whoa...";
+ mes "That was...";
+ mes "It's so beautiful!";
+ mes "And all with just";
+ mes "a simple wink!";
+ next;
+ mes "[Totally Drunk Aelle]";
+ mes "Y-yea... The...";
+ mes "The secret ish...";
+ mes "*Urp* It'sh in the--";
+ mes "Bwahahahaahah!";
+ mes "It's all spinning!";
+ Emotion e_heh;
+ next;
+ mes "^3355FFIn her drunken stupor,";
+ mes "Aelle pummels you with";
+ mes "her fists and laughs";
+ mes "maniacally to herself.^000000";
+ percentheal -10,0;
+ specialeffect2 EF_HIT2;
+ Emotion e_dots,1;
+ delitem 970,1; //Alchol
+ delitem 512,1; //Apple
+ delitem 513,3; //Banana
+ delitem 538,5; //Well_Baked_Cookie
+ delitem 736,1; //White_Platter
+ set DANCER_SK,6;
+ close;
+ }
+ else {
+ mes "[Aelle]";
+ mes "How can you expect";
+ mes "me to teach you anything";
+ mes "if I faint in the middle of";
+ mes "the lesson? That's right,";
+ mes "I'll need some nourishing,";
+ mes "yet delicious, snacks to eat~";
+ next;
+ mes "[Aelle]";
+ mes "Soooo, I wanna eat";
+ mes "^FF00001 Apple^000000, ^FF00003 Bananas^000000 and";
+ mes "^FF00005 Well-Baked Cookies^000000. Ah,";
+ mes "make sure you bring ^FF0000China^000000";
+ mes "to serve them on, and don't";
+ mes "forget the ^FF0000Alcohol^000000, okay?";
+ close;
+ }
+ }
+ else if (DANCER_SK == 6) {
+ mes "["+ strcharinfo(0) +"]";
+ mes "You still haven't told";
+ mes "me the secret to making";
+ mes "a simple wink have so";
+ mes "much provocative charm.";
+ mes "I really need to--";
+ next;
+ mes "[Totally Hammered Aelle]";
+ mes "ZzzZzz... Huh?";
+ mes "Yesh, I know, I'm...";
+ mes "I'm a geeenius, yeah...";
+ mes "...ZzzzZzzzZzZzzzZZZzz...";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "W-wake up!";
+ mes "I went through";
+ mes "all this trouble to";
+ mes "learn this technique!";
+ next;
+ mes "[Annoyed Aelle]";
+ mes "SHADDUP!";
+ mes "I'M SHLEEEEEPY!";
+ mes "G-go away. Talk to";
+ mes "Canell, my sister...";
+ mes "...ZzzzzZzZZZzzzZZ....";
+ set DANCER_SK,7;
+ close2;
+ warp "prontera",156,272;
+ end;
+ }
+ else if (DANCER_SK > 6 && DANCER_SK < 8) {
+ mes "["+ strcharinfo(0) +"]";
+ mes "Aelle, I really";
+ mes "need you to teach";
+ mes "me everything else";
+ mes "I need to know about";
+ mes "winking and--";
+ next;
+ mes "[Aelle]";
+ mes "^333333*Hiccup*^000000 Zzz--wha?";
+ mes "I need ta teach you";
+ mes "to go'way. Talk to my";
+ mes "sister, too tired now.";
+ mes "Go lemme alone girl!";
+ close2;
+ warp "prontera",156,272;
+ end;
+ }
+ else if (DANCER_SK > 8) {
+ mes "[Sober Aelle]";
+ mes "Ohhh...";
+ mes "H-headache...";
+ Emotion e_an;
+ next;
+ mes "[Aelle]";
+ mes "Oh, wow, look at you!";
+ mes "I can tell that you've";
+ mes "become much more";
+ mes "beautiful. Yes, you're";
+ mes "more elegant and refined";
+ mes "than I can remember.";
+ next;
+ mes "[Aelle]";
+ mes "Always believe in your";
+ mes "beauty, wield your charm";
+ mes "like a weapon... And anything";
+ mes "you desire in this world can";
+ mes "be yours! Bwahahahahaha!";
+ close;
+ }
+ else {
+ mes "[Aelle]";
+ mes "Pssst, hey! I got";
+ mes "some cheap, but slightly";
+ mes "illegal, warps to the Orc";
+ mes "Dungeon, Glast Heim";
+ mes "and the Dead Pit. So";
+ mes "you want in on this?";
+ next;
+ mes "[??????]";
+ mes "Sister Aelle...";
+ mes "Are you still trying";
+ mes "to sell illegal warps";
+ mes "again? Sister Aelle?";
+ next;
+ mes "[Aelle]";
+ mes "Oh crap, it's the pastor!";
+ mes "Shhh, if anybody asks you,";
+ mes "I wasn't doing anything!";
+ Emotion e_omg;
+ next;
+ mes "[Aelle]";
+ mes "Thanks, hon...";
+ mes "I know you can";
+ mes "keep my contraband";
+ mes "our little secret. ^333333*Wink*^000000";
+ Emotion e_no1;
+ close;
+ }
+ }
+ else {
+ mes "[Aelle]";
+ mes "Pssst, hey! I got";
+ mes "some cheap, but slightly";
+ mes "illegal, warps to the Orc";
+ mes "Dungeon, Glast Heim";
+ mes "and the Dead Pit. So";
+ mes "you want in on this?";
+ next;
+ mes "[??????]";
+ mes "Sister Aelle...";
+ mes "Are you still trying";
+ mes "to sell illegal warps";
+ mes "again? Sister Aelle?";
+ next;
+ mes "[Aelle]";
+ mes "Oh crap, it's the pastor!";
+ mes "Shhh, if anybody asks you,";
+ mes "I wasn't doing anything!";
+ Emotion e_omg;
+ next;
+ mes "[Aelle]";
+ mes "Thanks, hon...";
+ mes "I know you can";
+ mes "keep my contraband";
+ mes "our little secret. ^333333*Wink*^000000";
+ Emotion e_no1;
+ close;
+ }
+}
+
+//============================================================
+// Old changelog
+//============================================================
+//= 1.0 for fully working skills only [Lupus]
+//= 1.1 Added more new skill quests for more classes [Lupus]
+//= Somehow eA engine doesn't let you keep learn't skill V_V'
+//= 1.2 Added to correct locations, correct NPC's, fixed
+//= some of the items required and made them into real
+//= quests. [Reddozen]
+//= 1.3 Fixed bugs and minor typos. Optimized [Lupus]
+//= 1.3a fixed an item ID typo, thx 2Spiritual Kid
+//= 1.3b Splitted into different files [DracoRPG]
+//============================================================
diff --git a/npc/pre-re/quests/skills/hunter_skills.txt b/npc/pre-re/quests/skills/hunter_skills.txt
new file mode 100644
index 000000000..e6f9f9d41
--- /dev/null
+++ b/npc/pre-re/quests/skills/hunter_skills.txt
@@ -0,0 +1,381 @@
+//===== rAthena Script =======================================
+//= Hunter Skills Quests
+//===== By: ==================================================
+//= Lupus, Reddozen, Kisuka
+//===== Current Version: =====================================
+//= 1.4
+//===== Compatible With: =====================================
+//= rAthena Revision 3800+
+//===== Description: =========================================
+//= Temp quests for new skills for 2nd classes
+//===== Additional Comments: =================================
+//= 1.0 for fully working skills only [Lupus]
+//= 1.1 Added more new skill quests for more classes [Lupus]
+//= Somehow eA engine doesn't let you keep learn't skill V_V'
+//= 1.2 Added to correct locations, correct NPC's, fixed
+//= some of the items required and made them into real
+//= quests. [Reddozen]
+//= 1.3 Fixed bugs and minor typos. Optimized [Lupus]
+//= 1.3a fixed an item ID typo, thx 2Spiritual Kid
+//= 1.3b Splitted into different files [DracoRPG]
+//= 1.3c Fixed some typos [IVBela]
+//= 1.3d Changed NPC Name to the official [Lupus]
+//= 1.4 Moved Arpesto from tu_archer and added his script. [Kisuka]
+//============================================================
+
+
+//============================================================
+// HUNTER SKILL - PHANTASMIC ARROW
+//============================================================
+pay_arche,109,169,3 script Arpesto 712,{
+ if (Class == Job_Hunter || Class == Job_Sniper) {
+ if (qskill_hunter == 100) {
+ if (getskilllv("HT_PHANTASMIC")) {
+ mes "[Arpesto]";
+ mes "Hm, I'm sorry if I made";
+ mes "a big scene when you grazed";
+ mes "me with that attack accidentally. It's just that I was training so";
+ mes "diligently and blood sugar was incredibly low and the fatigue...";
+ next;
+ mes "[Reidin Corse]";
+ mes "Hah! Admit it,";
+ mes "old man! You were";
+ mes "just scared! Me, on";
+ mes "the other hand...";
+ emotion e_gg,"Reidin Corse#tu";
+ next;
+ mes "[Arpesto]";
+ mes "You little";
+ mes "whippersnapper!";
+ mes "I don't know what";
+ mes "you're talking about!";
+ close;
+ }else{
+ mes "[Arpesto]";
+ mes "I recognize you";
+ mes "from somewhere,";
+ mes "I think. Reidin, do you";
+ mes "remember this guy?";
+ next;
+ mes "[Reidin Corse]";
+ mes "Oh come on, we see";
+ mes "hundreds of Archers and";
+ mes "Hunters and Snipers and...";
+ mes "I can't remember them all.";
+ mes "But I guess this guy's up";
+ mes "to snuff. Trust me on this!";
+ next;
+ mes "[Arpesto]";
+ mes "Alright, alright.";
+ mes "If Reidin thinks you're";
+ mes "worthy, then you're probably";
+ mes "are. In that case, I'd like to";
+ mes "offer to teach you my secret";
+ mes "skill, ''Phantasmic Arrow.''";
+ next;
+ mes "[Reidin Corse]";
+ mes "Wait, wait. This guy";
+ mes "only needs a refresher.";
+ mes "Yeah, I'm pretty sure you";
+ mes "were here to learn this";
+ mes "skill before. Yeah, I've";
+ mes "got a gut feeling about it.";
+ next;
+ mes "[Arpesto]";
+ mes "Damn. Only a refresher?";
+ mes "That means you'll learn";
+ mes "this free of charge. Alright...";
+ mes "You should be able to use the";
+ mes "Phantasmic Arrow skill now.";
+ mes "Travel safely now, you hear?";
+ skill "HT_PHANTASMIC",1,0;
+ close;
+ }
+ }
+ else if (qskill_hunter == 1) {
+ if (countitem(724) > 4 && countitem(7115) > 4 && countitem(537) > 29) {
+ mes "[Arpesto]";
+ mes "Hm? You're back?";
+ mes "Oh, did you bring";
+ mes "everything? Ah, you did.";
+ mes "Good! Now I shall reveal";
+ mes "my super secret skill...";
+ mes "The 1st Arpesto Form!";
+ next;
+ mes "[Reidin Corse]";
+ mes "Wait! Wait...";
+ mes "Didn't you call it";
+ mes "Arpesto's 3rd Form";
+ mes "or something at first?";
+ emotion e_swt,"Reidin Corse#tu";
+ next;
+ mes "[Arpesto]";
+ mes "Er, yes, Arpesto's";
+ mes "3rd Form, that's right.";
+ mes "It's just there's just so";
+ mes "many of them, that... ";
+ mes "Anyway, let me teach you";
+ mes "the ''Emergency Arrow'' skill.";
+ next;
+ mes "[Reidin Corse]";
+ mes "Whoa, hold on!";
+ mes "''Emergency Arrow?!''";
+ mes "That's the old name you";
+ mes "gave that skill, right?";
+ mes "Didn't you change it?";
+ emotion e_omg;
+ next;
+ emotion e_omg;
+ mes "[Arpesto]";
+ mes "What the hell";
+ mes "are you talkin--";
+ next;
+ mes "[Arpesto]";
+ mes "Oh, you're right.";
+ mes "We agreed that name";
+ mes "was too cheesy. What";
+ mes "did we call it now? Um...";
+ mes "''Phantasmic Arrow?''";
+ emotion e_dots;
+ next;
+ mes "[Arpesto]";
+ mes "...";
+ mes "......";
+ emotion e_sob;
+ next;
+ mes "[Reidin Corse]";
+ mes "Umm....";
+ mes "Ummm........";
+ next;
+ mes "[Reidin Corse]";
+ mes "Yeah, that was the one!";
+ mes "''^3131FFPhantasmic Arrow^000000'' sounds";
+ mes "soooo much cooler than that";
+ mes "other name you came up with!";
+ emotion e_ic,"Reidin Corse#tu";
+ next;
+ mes "[Arpesto]";
+ mes "You can be pretty handy";
+ mes "sometimes, Reidin. Now,";
+ mes "back to the matter at hand.";
+ mes "I shall teach you my awesome";
+ mes "skill, Phantasmic Arrow. Now...";
+ mes "Ready your mind and body!";
+ next;
+ mes "[Arpesto]";
+ mes "Phan-!";
+ mes "Ta-!";
+ mes "Ssssss-!";
+ mes "Mic-!";
+ next;
+ mes "[Arpesto]";
+ mes "ARRRRRRRROOOOOOW~!";
+ specialeffect EF_FLASHER;
+ specialeffect2 EF_FLASHER;
+ next;
+ mes "[Arpesto]";
+ mes "^333333*Pant Pant*^000000";
+ mes "Alright, I used a special";
+ mes "technique to teach you the";
+ mes "skill-- directly into your brain. You should be able to use it";
+ mes "now. Why don't give it a try?";
+ next;
+ mes "^3355FF*Swwwwwww!*";
+ mes "*Bang!*^000000";
+ specialeffect EF_HIT2;
+ emotion e_omg;
+ emotion e_omg,1;
+ next;
+ mes "[Arpesto]";
+ mes "^333333*Pant Pant*";
+ mes "*Cough Cough*";
+ mes "*Cough Cough*^000000";
+ next;
+ mes "[Arpesto]";
+ mes "WHHHHHHHY MEEEEE?!";
+ emotion e_omg,"Reidin Corse#tu";
+ next;
+ mes "^3355FF*Thump*^000000";
+ next;
+ mes "[Reidin Corse]";
+ mes "Ar-Arpesto, no!";
+ mes "...........................";
+ mes "";
+ mes "Oh. Oh, come on! The arrow";
+ mes "just glanced you! You'll be";
+ mes "alright. Quit being a baby.";
+ next;
+ mes "[Reidin Corse]";
+ mes "Eh, don't worry about";
+ mes "Arpesto. He's just being";
+ mes "a crazy old man. I'll take";
+ mes "care of him, so just make";
+ mes "sure you make good use";
+ mes "of that new skill. Take care~";
+ delitem 724,5; //Cardinal_Jewel_
+ delitem 7115,5; //Harpy's_Feather
+ delitem 537,30; //Pet_Food
+ set qskill_hunter,100;
+ skill "HT_PHANTASMIC",1,0;
+ close;
+ }else{
+ mes "[Arpesto]";
+ mes "Hurry up and bring";
+ mes "^3131FF5 Cursed Rubies^000000,";
+ mes "^3131FF30 Pet Foods^000000 and";
+ mes "^3131FF5 Harpy Feathers^000000.";
+ mes "Then, I can teach you";
+ mes "the Emergency Arrow skill.";
+ close;
+ }
+ }
+ else {
+ if (getskilllv("HT_PHANTASMIC")) {
+ mes "[Arpesto]";
+ mes "Ah, very nice.";
+ mes "Um, as you demonstrated";
+ mes "earlier, my teaching technique";
+ mes "was perfect. But next time, use";
+ mes "the skill on foes that deserve";
+ mes "to be beaten, alright? Good.";
+ set qskill_hunter,100;
+ close;
+ }
+ if (JobLevel < 40) {
+ mes "[Arpesto]";
+ mes "Did the master send you";
+ mes "to me? Hmm... You're still";
+ mes "pretty green from the looks";
+ mes "of it. Yeah, I don't think there's anything I can teach quite yet.";
+ next;
+ mes "[Arpesto]";
+ mes "Train a little more and get";
+ mes "some more experience in";
+ mes "your job. When you become";
+ mes "more adept at hunting, you'll";
+ mes "be able to grasp what I've been";
+ mes "teaching Hunters and Snipers.";
+ close;
+ }else{
+ mes "[Arpesto]";
+ mes "Has the master sent you?";
+ mes "Ah, you definitely have the";
+ mes "keen, vulture like eyes of a";
+ mes "true Hunter. You should be";
+ mes "capable of learning my secret";
+ mes "skill, the 3rd Arpesto Form...";
+ next;
+ mes "[Arpesto]";
+ mes "It's a handy skill that";
+ mes "I developed while battling";
+ mes "Medusas and running out";
+ mes "of arrows. I simply call it,";
+ mes "''^3131FFEmergency Arrow^000000.'' Would you";
+ mes "be interested in learning it?";
+ next;
+ switch(select("Yes, please!:Ummm...")) {
+ case 1:
+ mes "[Arpesto]";
+ mes "Great, great. Of course,";
+ mes "you can't resist this offer";
+ mes "if you recognize this skill's";
+ mes "value. However, I'd like to";
+ mes "ask for a little tuition in return for me teaching this to you.";
+ next;
+ mes "[Arpesto]";
+ mes "Although I feel guilt at";
+ mes "asking for payment from";
+ mes "a fellow Hunter, creating";
+ mes "this skill required much";
+ mes "sacrifice and unimaginable";
+ mes "bloodshed on my part...";
+ next;
+ mes "[Reidin Corse]";
+ mes "Hey! You liar!";
+ mes "I was there when you";
+ mes "accidently made up that";
+ mes "skill when you were bored";
+ mes "and just messing around";
+ mes "with one of the Bows!";
+ emotion e_gg,"Reidin Corse#tu";
+ next;
+ emotion e_omg;
+ mes "[Arpesto]";
+ mes "^333333*Ahem*^000000 Please Reidin,";
+ mes "don't entertain unfounded";
+ mes "rumors. It was only after";
+ mes "countless battles with Eddga";
+ mes "that I managed to invent and";
+ mes "perfect Emergency Arrow.";
+ next;
+ mes "[Reidin Corse]";
+ mes "^333333*Tsk tsk*^000000 Huh.";
+ mes "I thought you said";
+ mes "you developed it while";
+ mes "you were fighting Medusas.";
+ next;
+ mes "[Arpesto]";
+ mes "A-anyway, please bring";
+ mes "me the following items";
+ mes "as tuition in exchange for";
+ mes "me teaching you this skill.";
+ next;
+ mes "[Arpesto]";
+ mes "Please bring me";
+ mes "^3131FF5 Cursed Rubies^000000,";
+ mes "^3131FF30 Pet Foods^000000 and";
+ mes "^3131FF5 Harpy Feathers^000000.";
+ mes "Then I can teach";
+ mes "you this skill.";
+ next;
+ mes "[Reidin Corse]";
+ mes "30 Pet Foods?";
+ mes "What the heck do";
+ mes "you need all that for?";
+ next;
+ mes "[Arpesto]";
+ mes "I...";
+ mes "I'm going to";
+ mes "use it to feed";
+ mes "my pet Falcon.";
+ next;
+ mes "[Reidin Corse]";
+ mes "...";
+ mes "......";
+ mes ".........";
+ mes "......Riiiight.";
+ emotion e_dots,"Reidin Corse#tu";
+ set qskill_hunter,1;
+ close;
+ case 2:
+ mes "[Arpesto]";
+ mes "Alright, it's your";
+ mes "decision. However, I'm";
+ mes "sure that you may have";
+ mes "great need of my skill";
+ mes "sooner or later, so return";
+ mes "to me if you change your mind.";
+ close;
+ }
+ }
+ }
+ }else{
+ mes "[Arpesto]";
+ mes "The sky still looks clear, but recently the winds that have been blowing through the land seem to carry with them an air of misfortune.";
+ next;
+ emotion e_pif,"Reidin Corse#tu";
+ mes "[Reidin Corse]";
+ mes "So...";
+ mes "Danger's coming?";
+ mes "Heh! Chill, gramps~";
+ mes "I got it covered!";
+ next;
+ emotion e_swt2;
+ mes "[Arpesto]";
+ mes "Ho ho...";
+ mes "Energetic, but";
+ mes "cocky. Kids nowadays...";
+ close;
+ }
+}
+
diff --git a/npc/pre-re/quests/skills/knight_skills.txt b/npc/pre-re/quests/skills/knight_skills.txt
new file mode 100644
index 000000000..07bcfb03d
--- /dev/null
+++ b/npc/pre-re/quests/skills/knight_skills.txt
@@ -0,0 +1,530 @@
+//===== rAthena Script =======================================
+//= Knight Skills Quests
+//===== By: ==================================================
+//= Lupus, Reddozen, Samuray22
+//===== Current Version: =====================================
+//= 1.5
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Quests for skills: Charge Attack
+//===== Additional Comments: =================================
+//= 1.5 Rescripted to Aegis 10.3 stadards. [L0ne_W0lf]
+//============================================================
+
+prt_in,85,99,3 script Knight#kabuto 734,{
+ if (BaseJob == job_Knight) {
+ if (KNGT_SK == 10) {
+ mes "[Essofeit]";
+ mes "Ah, it must be grand to";
+ mes "be an adventuring Knight";
+ mes "in this world. You must have";
+ mes "encountered all sorts of";
+ mes "dangerous monsters and";
+ mes "fearsome enemies, right?";
+ next;
+ mes "[Essofeit]";
+ mes "I'm almost jealous of";
+ mes "all the great experiences";
+ mes "that you must be having.";
+ mes "Someday, you'll have to tell";
+ mes "me your own stories of bravery.";
+ close;
+ }
+ if (KNGT_SK == 9 && getskilllv("KN_CHARGEATK") == 0) {
+ mes "[Essofeit]";
+ mes "Ah, I see that you've";
+ mes "made tremendous progress";
+ mes "in your pursuit of strength.";
+ mes "Transcendance is no small";
+ mes "feat, and it is a great honor";
+ mes "to achieve Lord Knight rank.";
+ next;
+ mes "[Essofeit]";
+ mes "However, I'm aware of the";
+ mes "drawback of memory erasure.";
+ mes "Therefore, I assume you're";
+ mes "here to learn the Charge Attack";
+ mes "skill once more. It will be my";
+ mes "pleasure to instruct you again.";
+ next;
+ mes "[Essofeit]";
+ mes "Charge Attack is an active skill that consumes 40 SP to damage";
+ mes "one target. If you're further from the target, you'll increase the";
+ mes "skill's damage and the delay";
+ mes "before damage is inflicted.";
+ next;
+ mes "[Essofeit]";
+ mes "During this delay, you will";
+ mes "be immobilized. Therefore,";
+ mes "the cost of increased damage";
+ mes "is greater risk to yourself.";
+ mes "For now, it would be best to practice this skill on your own.";
+ set KNGT_SK,10;
+ skill "KN_CHARGEATK",1,0;
+ next;
+ mes "[Essofeit]";
+ mes "Good luck on your";
+ mes "adventures, Lord Knight.";
+ mes "I'm sure you'll make good";
+ mes "use of the Charge Attack";
+ mes "and bring pride to the";
+ mes "Prontera Chivalry.";
+ close;
+ }
+ if (KNGT_SK == 9) {
+ mes "[Essofeit]";
+ mes "Ah, it must be grand to";
+ mes "be an adventuring Knight";
+ mes "in this world. You must have";
+ mes "encountered all sorts of";
+ mes "dangerous monsters and";
+ mes "fearsome enemies, right?";
+ next;
+ mes "[Essofeit]";
+ mes "I'm almost jealous of";
+ mes "all the great experiences";
+ mes "that you must be having.";
+ mes "Someday, you'll have to tell";
+ mes "me your own stories of bravery.";
+ close;
+ }
+ if (KNGT_SK == 8) {
+ mes "[Essofeit]";
+ mes "I've named this skill,";
+ mes "''Charge Attack.'' It's not";
+ mes "a fancy name, but it's simple";
+ mes "and direct enough for you to";
+ mes "understand how it works.";
+ mes "Now let me teach it to you...";
+ next;
+ mes "[Essofeit]";
+ mes "Charge Attack is an active skill that consumes 40 SP to damage";
+ mes "one target. If you're further from the target, you'll increase the";
+ mes "skill's damage and the delay";
+ mes "before damage is inflicted.";
+ next;
+ mes "[Essofeit]";
+ mes "During this delay, you will";
+ mes "be immobilized. Therefore,";
+ mes "the cost of increased damage";
+ mes "is greater risk to yourself.";
+ mes "For now, it would be best to practice this skill on your own.";
+ set KNGT_SK,9;
+ skill "KN_CHARGEATK",1,0;
+ next;
+ mes "[Essofeit]";
+ mes "I hope you make good";
+ mes "use of the Charge Attack";
+ mes "skill. Just like you, I will be";
+ mes "doing my best to bring honor";
+ mes "to the Knighthood with my";
+ mes "strength and courage!";
+ close;
+ }
+ if (KNGT_SK == 7 && countitem(530) > 4 && countitem(748) > 2) {
+ mes "[Essofeit]";
+ mes "The concept of honor";
+ mes "seems to be lost on today's";
+ mes "Knights. No longer do they";
+ mes "appreciate the meaning of";
+ mes "the word ''chivalry'' or the";
+ mes "noble pursuit for strength...";
+ next;
+ mes "[Essofeit]";
+ mes "Back in my day, Knights";
+ mes "were strong enough to get";
+ mes "at least 5 Candy Canes and";
+ mes "3 Witherless Roses through";
+ mes "hunting alone! But Knights";
+ mes "these days have grown soft...";
+ next;
+ if (select("Give him Candy Canes and Witherless Roses:Cancel") == 1) {
+ mes "["+ strcharinfo(0) +"]";
+ mes "There are still Knights";
+ mes "out there who believe in";
+ mes "honorably risking our lives";
+ mes "to achieve true strength...";
+ next;
+ mes "[Essofeit]";
+ mes "You...";
+ mes "You really understand.";
+ mes "You truly know the value";
+ mes "of hardship. It makes me";
+ mes "glad to see that a true";
+ mes "Knight like you still exists.";
+ next;
+ mes "[Essofeit]";
+ mes "Hahaha, finally, I've";
+ mes "found someone I can call";
+ mes "a true comrade. We're the";
+ mes "last of a dying breed if you";
+ mes "hadn't noticed, my friend. But";
+ mes "there is hope for Knights...";
+ next;
+ mes "[Essofeit]";
+ mes "It's decided, then.";
+ mes "As long as we live,";
+ mes "chivalry will never die!";
+ mes "Thanks to you, my faith";
+ mes "in the Knighthood has";
+ mes "been rekindled.";
+ next;
+ mes "[Essofeit]";
+ mes "In my recognition of you";
+ mes "as a true Knight, I will teach";
+ mes "you a special skill that I've";
+ mes "been researching recently. Why";
+ mes "don't you come back after I've";
+ mes "completed the preparations?";
+ delitem 530,5; //Candy_Striper
+ delitem 748,3; //Witherless_Rose
+ set KNGT_SK,8;
+ close;
+ }
+ mes "[Essofeit]";
+ mes "It's shameful...";
+ mes "Most new recruits into";
+ mes "the Prontera Chivalry are";
+ mes "more concerned about their";
+ mes "pensions than their honor!";
+ close;
+ }
+ if (KNGT_SK == 7) {
+ mes "[Essofeit]";
+ mes "Maybe I'm romanticizing";
+ mes "the past, but I don't agree";
+ mes "with all the bureaucracy";
+ mes "that is present today in";
+ mes "the Prontera Chivalry.";
+ next;
+ mes "[Essofeit]";
+ mes "Although, I admit";
+ mes "that I was a lot happier";
+ mes "back when honor was all";
+ mes "you needed. Nowadays, it ";
+ mes "seems like anyone can be";
+ mes "a Knight. Er, no offense~";
+ close;
+ }
+ if (KNGT_SK == 6) {
+ mes "[Essofeit]";
+ mes "So you've seen the Knights";
+ mes "of the 7th Division for what";
+ mes "they really are, eh? As a fellow Knight, you may understand my";
+ mes "feelings of disappointment.";
+ next;
+ mes "[Essofeit]";
+ mes "It's so disheartening...";
+ mes "I don't why we're Knights";
+ mes "or what we're training for.";
+ mes "When I was your age, well,";
+ mes "I wanted to risk my life and";
+ mes "achieve true strength.";
+ next;
+ mes "[Essofeit]";
+ mes "But... I'm sure that you";
+ mes "don't want to hear an old";
+ mes "man's tall tales. All those";
+ mes "wonderful battles, that glorious camaraderie forged between";
+ mes "rivals... It's all in the past.";
+ next;
+ set KNGT_SK,7;
+ mes "[Essofeit]";
+ mes "Maybe it's better that";
+ mes "I forget all about my old";
+ mes "fashioned ideals. I guess";
+ mes "times have changed, and that";
+ mes "my idea of chivalry may be dead. ^FFFFFF ^000000";
+ close;
+ }
+ if (KNGT_SK == 1) {
+ mes "[Essofeit]";
+ mes "Hm, why don't take a";
+ mes "tour of the 7th Division";
+ mes "and see the attitude of my";
+ mes "comrades for yourself? You'll";
+ mes "see Grand Master Maroujje";
+ mes "training the recruits outside.";
+ close;
+ }
+ if (KNGT_SK == 0) {
+ mes "[Essofeit]";
+ mes "Greetings. I am Essofeit";
+ mes "Lageiya of the 7th Division";
+ mes "of the Prontera Chivalry.";
+ mes "As a proud Knight upholding";
+ mes "the principles of honor and";
+ mes "chivalry, I am at your service.";
+ next;
+ mes "[Essofeit]";
+ mes "May I ask which division";
+ mes "you are from? Ah, you're";
+ mes "a Knight that's been granted";
+ mes "royal permisson to journey";
+ mes "as you please. That must be";
+ mes "great, the freedom you have.";
+ next;
+ mes "[Essofeit]";
+ mes "Sadly, the Division of";
+ mes "which I am member is too";
+ mes "bureaucratic. I believe that my";
+ mes "comrades are more concerned";
+ mes "with their pensions than with chivalry, or defending the weak.";
+ next;
+ mes "[Essofeit]";
+ mes "Even if we wanted to be";
+ mes "more active, there are too";
+ mes "many regulations that hamper";
+ mes "the good we can do. Over time,";
+ mes "the situation has grown much^FFFFFF ^000000 worse. But don't take my word...";
+ next;
+ mes "[Essofeit]";
+ mes "Perhaps it will be better";
+ mes "if you visited the 7th Division";
+ mes "for yourself and speak to the";
+ mes "other Knights that are training. Hopefully, you will see what";
+ mes "I have seen for a long time...";
+ set KNGT_SK,1;
+ close;
+ }
+ }
+ mes "[Essofeit]";
+ mes "Greetings. I am Essofeit";
+ mes "Lageiya of the 7th Division";
+ mes "of the Prontera Chivalry.";
+ mes "As a proud Knight upholding";
+ mes "the principles of honor and";
+ mes "chivalry, I am at your service.";
+ next;
+ mes "[Essofeit]";
+ mes "I only wish the others in";
+ mes "my division would appreciate";
+ mes "my values, and the true value";
+ mes "of spilled blood. They may be";
+ mes "my comrades, but I find it";
+ mes "difficult to trust them.";
+ close;
+}
+
+prontera,69,351,0 script #tour 111,5,5,{
+//OnTouch2:
+OnTouch:
+ if (KNGT_SK > 2)
+ end;
+ if (KNGT_SK <= 2) {
+ mes "[?]";
+ mes "Kiiiiiiai~!";
+ mes "Yaaaaaaaaap!";
+ mes "Hoo! Haa! Haiyah!";
+ next;
+ mes "[?]";
+ mes "Si-Aiyah!";
+ mes "Rowr rowr rowr";
+ mes "GrrrrrrrraaAAHH!";
+ next;
+ mes "^3355FFThese Knights appear to be";
+ mes "putting themselves through";
+ mes "some gruelingly difficult";
+ mes "training. But as you listen";
+ mes "a little more closely, their";
+ mes "screams seem a bit dramatized.^000000";
+ if (KNGT_SK == 1) set KNGT_SK,2;
+ close;
+ }
+ mes "^3355FFThis group of Knights";
+ mes "appear to be undergoing";
+ mes "so pretty grueling training,";
+ mes "judging from the wailing pitch";
+ mes "of their battle screams.^000000";
+ close;
+}
+
+prontera,72,352,7 script Grand Master 733,{
+ mes "[Grand Master]";
+ if (KNGT_SK == 2 || KNGT_SK == 3) {
+ mes "Alright men, you don't";
+ mes "need to put ^333333that^000000 much effort";
+ mes "into your training. You have";
+ mes "to do this everyday, so make";
+ mes "sure that you don't exhaust";
+ mes "yourselves unnecessarily.";
+ next;
+ mes "[Grand Master]";
+ mes "The most important thing";
+ mes "is that you don't injure";
+ mes "yourselves. Take it easy";
+ mes "and make sure that you";
+ mes "don't pull a muscle.";
+ mes "Um, that's an order!";
+ if (KNGT_SK == 2) set KNGT_SK,3;
+ close;
+ }
+ mes "Put your backs into it,";
+ mes "men! I know training can";
+ mes "be tough, but it'll make";
+ mes "you harder, better, faster and";
+ mes "stronger! Prontera's safety is^FFFFFF ^000000 your responsibility, Knights!";
+ next;
+ mes "[Grand Master]";
+ mes "...";
+ mes "Oh, I'm just kidding around.";
+ mes "Let's go take a break, guys.";
+ close;
+}
+
+prontera,78,354,3 script Knight#zabii 734,{
+ if (KNGT_SK == 3 || KNGT_SK == 4) {
+ mes "[Zabi]";
+ mes "I guess we're more like";
+ mes "government employees";
+ mes "than actual Knights. We're";
+ mes "overpaid, and don't really";
+ mes "have to do anything other";
+ mes "than pretend to train.";
+ next;
+ mes "[Zabi]";
+ mes "Me? I plan on milking";
+ mes "the system for all it's";
+ mes "worth. Work here a few";
+ mes "years, then live the rest";
+ mes "of my life on a fat pension.";
+ mes "Yeah, that's gonna be great.";
+ next;
+ mes "[Zabi]";
+ mes "Whoa-whoa-whoa,";
+ mes "the Grand Master's";
+ mes "looking this way! Quit";
+ mes "talkin' to me and let me";
+ mes "grunt like I've got a hernia.";
+ mes "Hooooo-AH! BWAH! HAI-YAH!";
+ if (KNGT_SK == 3) set KNGT_SK,4;
+ close;
+ }
+ mes "[A Knight]";
+ mes "Hooooo-AH!";
+ mes "BWAH! HAI-YAH!";
+ mes "Oh man, I can barely";
+ mes "breathe from all of this";
+ mes "arduous training. Ugh,";
+ mes "so incredibly enervated...";
+ close;
+}
+
+prontera,73,357,5 script Knight#drake 734,{
+ if (KNGT_SK == 4 || KNGT_SK == 5) {
+ mes "[Gon]";
+ mes "What'll I get with";
+ mes "my next paycheck?";
+ mes "Ah~ I should get a nice";
+ mes "necklace for my wife.";
+ mes "I just know she'll love it!";
+ next;
+ if (KNGT_SK == 4) set KNGT_SK,5;
+ mes "[Gon]";
+ mes "Let's see, how many";
+ mes "more days until payday?";
+ mes "One, two... Hmm. For some";
+ mes "reason it never seems to";
+ mes "come soon enough, you know?";
+ close;
+ }
+ mes "[A Knight]";
+ mes "Maybe I'm not not so good";
+ mes "at fighting or defending the";
+ mes "weak, but this Knight position";
+ mes "is a pretty good job. Working";
+ mes "here really lets me save up";
+ mes "cash to invest in my future.";
+ next;
+ mes "[A Knight]";
+ mes "We may never get to see";
+ mes "any action, but at least";
+ mes "I can take some pride";
+ mes "in being a Knight.";
+ close;
+}
+
+prontera,78,357,3 script Knight#sasword 734,{
+ mes "[Jiya]";
+ if (KNGT_SK == 5 || KNGT_SK == 6) {
+ mes "Man, this division of";
+ mes "the chivalry doesn't seem";
+ mes "to have too much potential.";
+ mes "Most of us here are pretty";
+ mes "second rate, except maybe";
+ mes "for that one guy, Essofeit.";
+ next;
+ set KNGT_SK,6;
+ mes "[Jiya]";
+ mes "As for me, I don't have too";
+ mes "much in the way of ambition.";
+ mes "As long as I do what I'm told,";
+ mes "they'll pay me. And as long";
+ mes "as I get paid, I'm happy.";
+ close;
+ }
+ mes "D-don't talk to me!";
+ mes "Gotta... muster up the...";
+ mes "Strength to... f-finish all";
+ mes "these... training exercises!";
+ mes "Alright man, c-concentrate...";
+ close;
+}
+
+prontera,66,358,5 script Knight#gattack 733,{
+ mes "[Gatack]";
+ if (KNGT_SK == 7) {
+ mes "Wait, where's";
+ mes "Essofeit? He can't";
+ mes "just skip daily training,";
+ mes "even if he has the distinction";
+ mes "of killing countless ^FF0000Mystcases^000000";
+ mes "and ^FF0000Obeaunes^000000 in his time.";
+ next;
+ mes "[Gatack]";
+ mes "Gosh, I'm sick and tired of";
+ mes "him talking about Knighthood.";
+ mes "Essofeit insists that all Knights, even complete rookies, should be";
+ mes "able to obtain 5 Candy Canes and^FFFFFF ^000000 3 Witherless Roses from hunting.";
+ next;
+ mes "[Gatack]";
+ mes "Hell, I just hate to hear";
+ mes "his preaching about his great";
+ mes "experiences fighting monsters.";
+ mes "But now Essofeit just researches stuff inside the building and";
+ mes "doesn't do much else...";
+ close;
+ }
+ mes "Man, Knight training";
+ mes "is pretty rough. Don't";
+ mes "they know that I'm far";
+ mes "too delicate for all this";
+ mes "strenuous activity?";
+ next;
+ mes "[Gatack]";
+ mes "Ah well, if I ever go";
+ mes "down in battle, I won't";
+ mes "be too surprised, seeing";
+ mes "as I'm one of the weakest";
+ mes "guys here. But when it happens,";
+ mes "I'll be too busy looking good.";
+ close;
+}
+
+//============================================================
+// Old changelog
+//============================================================
+//= 1.0 for fully working skills only [Lupus]
+//= 1.1 Added more new skill quests for more classes [Lupus]
+//= Somehow eA engine doesn't let you keep learn't skill V_V'
+//= 1.2 Added to correct locations, correct NPC's, fixed
+//= some of the items required and made them into real
+//= quests. [Reddozen]
+//= 1.3 Fixed bugs and minor typos. Optimized [Lupus]
+//= 1.3a fixed an item ID typo, thx 2Spiritual Kid
+//= 1.3b Splitted into different files [DracoRPG]
+//= 1.4 Updated to the Official One. [Samuray22]
+//= 1.4a replaced item "names" with item id [Lupus]
+//============================================================
diff --git a/npc/pre-re/quests/skills/mage_skills.txt b/npc/pre-re/quests/skills/mage_skills.txt
new file mode 100644
index 000000000..cb141443d
--- /dev/null
+++ b/npc/pre-re/quests/skills/mage_skills.txt
@@ -0,0 +1,168 @@
+//===== rAthena Script =======================================
+//= Mage Skill Quest
+//===== By: ==================================================
+//= kobra_k88
+//===== Current Version: =====================================
+//= 1.7
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= Quest for skills: Energy Coat
+//===== Additional Comments: =================================
+//= 1.5 Rescripted to Aegis 10.3 stadards. [L0ne_W0lf]
+//= 1.6 Fixed a typo in job check. (Bugreport:1531) [L0ne_W0lf]
+//= 1.7 Updated to latest available official file. [Masao]
+//============================================================
+
+geffen_in,151,119,4 script Great Wizard 64,{
+ mes "[BLIZZARDRISS]";
+ mes "Hey ! My friend !";
+ mes "I see that you are a mage.";
+ mes "Look into yourself to discover";
+ mes "your hidden abilities !";
+ next;
+ switch (select(" About mage's hidden ability :About skill ^3355FF' Energy Coat '^000000 :End conversation")) {
+ case 1:
+ mes "[BLIZZARDRISS]";
+ mes "For many years";
+ mes "I have studied the ancient";
+ mes "magic's of Geffen.";
+ mes "Recently, I discovered";
+ mes "a very good forgotten skill! ! !";
+ mes "Isn't that fortunate?";
+ next;
+ mes "[BLIZZARDRISS]";
+ mes "The skill uses your mental";
+ mes "energy to block attacks against you.";
+ mes "It is like a magical shield, or armor.";
+ mes "Only the most special of persons can";
+ mes "use this amazing skills.";
+ next;
+ mes "[BLIZZARDRISS]";
+ mes "But the most amazing part is that I";
+ mes "can use the skill! ! !";
+ mes "I can use this to protect myself !";
+ mes "Pu hah hah hah !!";
+ next;
+ mes "[BLIZZARDRISS]";
+ mes "Ok Ok, don't get too excited.";
+ mes "Listen carefully to what I can tell you.";
+ mes "Those who use this spell must tap";
+ mes "the hidden energies and abilities";
+ mes "locked within themselves !";
+ next;
+ mes "[BLIZZARDRISS]";
+ mes "If you wish to learn this skill, you";
+ mes "must first have a few items to";
+ mes "be used during the process.";
+ next;
+ mes "[BLIZZARDRISS]";
+ mes "three ^3355FFGlass Bead^000000 ";
+ mes "one ^3355FF1 carat Diamond^000000 ";
+ mes "five ^3355FFShell^000000 ";
+ mes "one ^3355FFSolid Shell^000000 ";
+ mes "Bring me these items.";
+ next;
+ mes "[BLIZZARDRISS]";
+ mes "Also, one more thing. . .";
+ mes "You must be sufficiently experienced";
+ mes "in the magical arts. This means you must";
+ mes "either be a wizard or mage job level 35+.";
+ next;
+ mes "[BLIZZARDRISS]";
+ mes "Wizards already have already";
+ mes "experienced the role of a mage";
+ mes "and so do not require a job level.";
+ mes "In any case, one who wishes to";
+ mes "be trained in this art must be in a";
+ mes "healthy and strong mental state.";
+ next;
+ mes "[BLIZZARDRISS]";
+ mes "Okay . .";
+ mes "There is nothing more to say, are you interested?";
+ close;
+ case 2:
+ if (getskilllv("MG_ENERGYCOAT") == 1) {
+ mes "[BLIZZARDRISS]";
+ mes "It seems that you have ";
+ mes "already mastered this skill.";
+ mes "Your skill in 'Energy Coat' ";
+ mes "is evident.";
+ mes "I am sorry, ";
+ mes "I have nothing more to teach you ...";
+ close;
+ }
+ if ((countitem(746) > 2) && (countitem(730) > 0) && (countitem(935) > 4) && (countitem(943) > 0) && (JobLevel > 34) && (BaseClass == Job_Mage)) {
+ mes "[BLIZZARDRISS]";
+ mes "Okay, I have received your request.";
+ mes "I will now awaken your hidden energies . .";
+ mes ". . . . . .";
+ mes ". . . . . . . . . . . . .";
+ mes ". . . . . . . . . . . . . . . . . . . . . . . . . .";
+ next;
+ mes "[BLIZZARDRISS]";
+ mes "Ancient powers of";
+ mes "Geffen! I seek the enlightenment";
+ mes "and honor of your presence. ";
+ mes "I am humbled in your presence!";
+ mes " ...";
+ next;
+ mes "[BLIZZARDRISS]";
+ mes "Grant me your power!";
+ mes "Release your spirit";
+ mes "Mana Shield! Metal Armor!";
+ mes ". . . . . . . . . . . .";
+ mes "ENERGY COAT! ! !";
+ next;
+ delitem 746,3; //Glass_Bead
+ delitem 730,1; //Crystal_Jewel
+ delitem 935,5; //Shell
+ delitem 943,1; //Solid_Shell
+ skill "MG_ENERGYCOAT",1,0;
+ mes "[BLIZZARDRISS]";
+ mes ". . . . .";
+ mes "It is done. . .";
+ mes "You know have the ";
+ mes "elite skill of ^3355FF' Energy Coat '^000000 .";
+ mes "Use it well.";
+ next;
+ mes "[BLIZZARDRISS]";
+ mes "Do not shame our";
+ mes "class with disgraceful";
+ mes "use of this or any skill.";
+ mes "Your new power calls for new responsibility.";
+ close;
+ }
+ mes "[BLIZZARDRISS]";
+ mes "Look!!";
+ mes "Didn't you listen to my explanation ? !";
+ mes "You have not prepared fully";
+ mes "for me to assist you.";
+ mes "Check that you have me all the requirements";
+ next;
+ mes "[BLIZZARDRISS]";
+ mes "If you need me to explain";
+ mes "all this again, then ask me.";
+ mes "I would be happy to explain again";
+ mes "if only you would listen. . .";
+ close;
+ case 3:
+ mes "[BLIZZARDRISS]";
+ mes "The wise man must have patience !";
+ mes "Prepare yourself again,";
+ mes "and return when you are ready.";
+ close;
+ }
+}
+
+//============================================================
+// Old changelog
+//============================================================
+//= v1.0a Now using functions found in "Global_Functions.txt"
+//= for class checks.[kobra_k88]
+//= 1.2 Added Baby Class Support [Lupus]
+//= 1.3 Removed callfunc Is_####_Class in favor of baseClass [Silentdragon]
+//= 1.4 Fixed exploit [Lupus]
+//= 1.4a Fixed some typos [IVBela]
+//= 1.4b changed perm. variables to temp ones [Lupus]
+//============================================================
diff --git a/npc/pre-re/quests/skills/merchant_skills.txt b/npc/pre-re/quests/skills/merchant_skills.txt
new file mode 100644
index 000000000..1fb202072
--- /dev/null
+++ b/npc/pre-re/quests/skills/merchant_skills.txt
@@ -0,0 +1,735 @@
+//===== rAthena Script =======================================
+//= Merchant Skills Quests
+//===== By: ==================================================
+//= kobra_k88
+//===== Current Version: =====================================
+//= 1.6
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= Quests for skills: Crazy Uproar, Change Cart, Cart
+// Revolution
+//===== Additional Comments: =================================
+//= 1.5 Rescripted to Aegis 10.3 stadards. [L0ne_W0lf]
+//= 1.6 Updated to latest available official file. [Masao]
+//============================================================
+
+alberta,83,96,5 script Necko 98,7,7,{
+ if (BaseClass == Job_Merchant) {
+ if (getskilllv("MC_LOUD") == 1) {
+ mes "[Necko]";
+ mes "I'm sorry. Necko's store is...";
+ mes "Oh? Who's this?";
+ mes "Pukakakakakakakakakaka!!!";
+ mes "Long time no see!";
+ mes "How are you?";
+ mes "Nice to see you again!!";
+ mes "Anything new?";
+ mes "Wow~ I'm so glad to see you!";
+ mes "You! Stop by once in a while!";
+ mes "I might forget what you look like!";
+ mes "Pukakakakakakakakaka!!!";
+ mes "Very very nice to see you!!";
+ mes "It's so nice to see you like this!";
+ mes "Come to Alberta often!";
+ mes "Killing two birds with one stone!!";
+ mes "I get to see you, and shout also!!";
+ mes "How much better can it get!!!";
+ mes "Keuhahahahahahahaha!!";
+ mes "Pukakakakakakakakakaka!!!";
+ mes "Ppyakikakikakakakakakakaka!!";
+ close;
+ }
+ else if (JobLevel < 15) {
+ mes "[Necko]";
+ mes "Oh, did you come because";
+ mes "you are infatuated with my voice?";
+ mes "My voice is loud, isn't it!";
+ mes "considering you can hear it from a distance.";
+ mes "And also.";
+ mes "(looks around)";
+ next;
+ mes "[Necko]";
+ mes "My voice isn't just loud!";
+ mes "!";
+ mes "Once you are about a level 15 merchant";
+ mes "I will tell you the secret!";
+ mes "Then, come again!!!";
+ next;
+ mes "[Necko]";
+ mes "Uahahahahahahahahahahahaha!";
+ mes "Kyukwakakakakakakakakakaka!";
+ close;
+ }
+ else if ((countitem(722) > 6) && (countitem(532) > 0) && (countitem(921) > 49) && (JobLevel >= 15)) {
+ mes "[Necko]";
+ mes "Oh! You!";
+ mes "You are qualified to learn how to shout!";
+ mes "Learn how to shout with my help.";
+ mes "Would you like to learn Crazy Uproar?";
+ next;
+ switch (select("Yes!!!!:No.:What is that?")) {
+ case 1:
+ mes "[Necko]";
+ mes "Ahahahahaha!! Good!!!";
+ mes "That's the spirit!";
+ mes "Here we go!";
+ next;
+ delitem 722,7; //Scarlet_Jewel
+ delitem 532,1; //Banana_Juice
+ delitem 921,50; //Mushroom_Spore
+ skill "MC_LOUD",1,0;
+ mes "[Necko]";
+ mes "You have learned Crazy Uproar!!";
+ mes "Shout as much as you wish!";
+ mes "Hahahahahahaha!";
+ close;
+ case 2:
+ mes "[Necko]";
+ mes "Eh... ok.";
+ mes "Pooooh...";
+ close;
+ case 3:
+ mes "[Necko]";
+ mes "Crazy Uproar uses your loud voice";
+ mes "to boost battle spirit";
+ mes "With 8 SP, you get an additional";
+ mes "4 STR for 5 minutes!!!!!";
+ mes "If you use it repeatedly";
+ mes "it is 5 minutes from that point on.";
+ next;
+ mes "[Necko]";
+ mes "Stay casual in everyday life,";
+ mes "and when you need to fight";
+ mes "it will gather your spirit.";
+ mes "Very useful, I must say!!!!";
+ close;
+ }
+ }
+ mes "[Necko]";
+ mes "Oh, were you charmed ";
+ mes "by my voice?";
+ mes "Indeed, my voice is loud!";
+ mes "You can hear it from so far away.";
+ mes "And also.";
+ mes "(looks around)";
+ next;
+ mes "[Necko]";
+ mes "My voice isn't JUST loud!";
+ mes "I have learned the skill";
+ mes "that lets me shout..";
+ mes "The Crazy Uproar skill!";
+ next;
+ mes "[Necko]";
+ mes "Crazy Uproar uses your loud voice";
+ mes "to boost battle spirit";
+ mes "With 8 sp, you get an additional";
+ mes "4 STR for 5 minutes!!!!!";
+ mes "If you use it repeatedly";
+ mes "it is 5 minutes from that point.";
+ next;
+ mes "[Necko]";
+ mes "Stay casual in everyday life,";
+ mes "but shout to gather more";
+ mes "strength when you fight.";
+ mes "It is very useful!!!!";
+ mes "To learn this skill, you first need";
+ mes "to learn the essentials of sound!!!";
+ next;
+ mes "[Necko]";
+ mes "You can learn this in Payon";
+ mes "from a singer with just a loud voice";
+ mes "You can take lessons from him!";
+ next;
+ mes "[Necko]";
+ mes "But that person died!";
+ mes "So you can't learn it anymore!";
+ mes "Hahahahahahahaha!!!!";
+ mes "..............................";
+ mes "...Aww you look disappointed?";
+ mes "Do you want to learn Crazy Uproar?";
+ next;
+ mes "[Necko]";
+ mes "Hmm... Shall I teach you?";
+ mes "If you really want it, that is.";
+ mes "First, I must scorch the vocal cords.";
+ mes "There are some things needed to do so.";
+ next;
+ mes "[Necko]";
+ mes "7 Pearls, 1 bottle of Banana Juice,";
+ mes "and 50 mushroom spores!";
+ mes "Then I'll scorch your vocal chord!";
+ next;
+ mes "[Necko]";
+ mes "See you when you are ready!";
+ mes "I shall prepare my throat for then as well!!";
+ mes "Bboowuuuuuuuuuuuuuuuuh~~~!!";
+ close;
+ }
+ mes "[Necko]";
+ mes "Necko's store is closed right now.";
+ mes "come again later. Hehe~";
+ close;
+
+OnTouch:
+ mes "[!?]";
+ mes "Muahahahahahahahahahahahaha!!";
+ mes "Pukakakakakakakakakakakakaka!";
+ close;
+}
+
+alberta,119,221,6 script Charlron 107,{
+ if (BaseClass == Job_Merchant) {
+ if (getskilllv("MC_CHANGECART") == 1) {
+ mes "[Charlron]";
+ mes "Mmm? I was wondering who was making all";
+ mes "the raucus carrying around a cart.";
+ mes "It was you.";
+ mes "Yes, I remember you.";
+ mes "what do you think? The new cart..good, yeah?";
+ next;
+ mes "[Charlron]";
+ mes "Enjoy life.";
+ mes "Life isn't just simply moving";
+ mes "forward..Slowly, looking around,";
+ mes "dragging a heavy cart is";
+ mes "the way us merchants live.";
+ mes "Then see you next time.";
+ next;
+ mes "[Charlron]";
+ mes "Be healthy~";
+ close;
+ }
+ else if (JobLevel >= 30) {
+ mes "[Charlron]";
+ mes "Nice to see you fellow merchant";
+ mes "If I remember correctly,";
+ mes "you're that famous merchant";
+ mes "these days.";
+ next;
+ mes "But your cart doesn't";
+ mes "seem to fit your fame.";
+ mes "How pitiful.";
+ next;
+ switch (select("That's why I came here.:What about my cart?:Two pairs is pitiful?")) {
+ case 1:
+ if ((countitem(1019) > 49) && (countitem(998) > 9) && (countitem(919) > 19)) {
+ mes "[Charlron]";
+ mes "Haha! Ok, ok!";
+ mes "With the things you brought";
+ mes "I will change your cart.";
+ next;
+ delitem 1019,50; //Wooden_Block
+ delitem 998,10; //Iron
+ delitem 919,20; //Animal's_Skin
+ skill "MC_CHANGECART",1,0;
+ mes "[Charlron]";
+ mes "Congratulations.";
+ mes "You can choose a cart";
+ mes "according to your taste.";
+ mes "And now you don't even need";
+ mes "me to help you. All you";
+ mes "need is some SP.";
+ next;
+ mes "[Charlron]";
+ mes "Convenient, don't you think?";
+ mes "Oh and one more thing!";
+ mes "Each time you level, you can";
+ mes "have a new different cart";
+ mes "So work hard.";
+ next;
+ mes "[Charlron]";
+ mes "But anyways, it looks very nice on you!";
+ mes "Hahaha! Have a nice day!";
+ close;
+ }
+ mes "[Charlron]";
+ mes "Mmm... It's true that I";
+ mes "change carts but...";
+ mes "In order to do so, I need";
+ mes "some materials to use.";
+ next;
+ mes "[Charlron]";
+ mes "50 Trunks.";
+ mes "10 Iron.";
+ mes "20 Animal Skins.";
+ mes "I need at least these things";
+ mes "to change your cart.";
+ next;
+ mes "[Charlron]";
+ mes "So come see me when you";
+ mes "have prepared everything.";
+ close;
+ case 2:
+ mes "[Charlron]";
+ mes "Oh no, you don't know at all?(changes tone)";
+ mes "A new way to show off a merchant's ego!";
+ mes "An expression of an excellent brain!";
+ mes "Change Cart is a skill that";
+ mes "makes a merchant stand out!";
+ next;
+ mes "[Charlron]";
+ mes "A fun skill that allows you to";
+ mes "use a cart according to your";
+ mes "level with only 40 SP!";
+ next;
+ mes "[Charlron]";
+ mes "That is Change Cart!";
+ mes "A basic skill for any merchant.";
+ mes "I'll teach you how to make";
+ mes "one so watch carefully, and";
+ mes "do exactly what I do to make";
+ mes "your own in the future!";
+ next;
+ mes "[Charlron]";
+ mes "But, since it's the first time";
+ mes "you need to prepare some materials.";
+ mes "50 Trunks!";
+ mes "10 Iron!";
+ mes "20 Animal skins!";
+ mes "-bring these please!";
+ next;
+ mes "[Charlron]";
+ mes "All we have to do is";
+ mes "make one using those materials,";
+ mes "so come back when you are ready.";
+ mes "Ok?";
+ close;
+ case 3:
+ mes "[Charlron]";
+ mes "...it's not 'CARD'!";
+ close;
+ }
+ }
+ mes "[Charlron]";
+ mes "Welcome young one.";
+ mes "Is selling fun? I am the";
+ mes "merchant Charlron. I have been";
+ mes "doing some research about.";
+ mes "carts recently.";
+ next;
+ mes "[Charlron]";
+ mes "Aren't you tired of that cart?";
+ mes "Come to me if you want to";
+ mes "change your cart. I'll do a good job.";
+ mes "But, there are some conditions.";
+ next;
+ mes "[Charlron]";
+ mes "I'm a pretty famous merchant,";
+ mes "so I don't really deal with beginners.";
+ mes "Once you are level 30";
+ mes "I may consider establishing";
+ mes "a deal with you.";
+ close;
+ }
+ mes "[Charlron]";
+ mes "I am a merchant that";
+ mes "deals with many things, Charlron.";
+ mes "If you ever find anything interesting";
+ mes "come back and try to ";
+ mes "negotiate a deal with me.";
+ close;
+}
+
+alberta,232,103,6 script Gershaun 57,{
+ if (BaseClass == Job_Merchant) {
+ if (getskilllv("MC_CARTREVOLUTION") == 1) {
+ mes "[Gershaun]";
+ mes "Ah, long time no see!";
+ mes "Ohh, the red marks on your cart.";
+ mes "They must be the marks of 'it'...";
+ mes "Seems like I have taught you the skill correctly!";
+ next;
+ mes "[Gershaun]";
+ mes "You have blood like mine in you!";
+ mes "Mmm! After all!!";
+ mes "I'm happy! Scratch my back!";
+ mes "Here! Hurry!";
+ close;
+ }
+ else if ((BaseClass == Job_Merchant) && (JobLevel >= 35)) {
+ mes "[Gershaun]";
+ mes "Ooh. You have a firm body";
+ mes "for a merchant. You must be";
+ mes "very good a carrying things!?";
+ mes "Mmm you should be able to learn";
+ mes "Cart Revolution!";
+ next;
+ switch (select("Hey~ that's why I came.:What's that?")) {
+ case 1:
+ set .@care_random,rand(1,3);
+ if (.@care_random == 1) {
+ if ((countitem(533) > 1) && (countitem(998) > 19) && (countitem(938) > 29) && (countitem(601) > 19) && (countitem(962) > 4)) {
+ mes "[Gershaun]";
+ mes "Hoho!";
+ mes "Got it! I shall teach you";
+ mes "Cart Revolution!";
+ next;
+ mes "[Gershaun]";
+ mes "Ah, such a nice day!";
+ mes "I shall reward those who";
+ mes "eagerly swing their carts!";
+ next;
+ delitem 533,2; //Grape_Juice
+ delitem 998,20; //Iron
+ delitem 938,30; //Sticky_Mucus
+ delitem 601,20; //Wing_Of_Fly
+ delitem 962,5; //Tentacle
+ skill "MC_CARTREVOLUTION",1,0;
+ mes "Now you can use Cart Revolution";
+ mes "I expect you to make merchants";
+ mes "famous by using this amazing";
+ mes "destruction power. Muahahahahaha!!!";
+ next;
+ mes "[Gershaun]";
+ mes "Have a great day!!";
+ close;
+ }
+ else if (countitem(532) > 0) {
+ mes "[Gershaun]";
+ mes "Ooh!";
+ mes "It's banana juice!";
+ mes "Thank you very much!";
+ mes "...............Kaah!";
+ delitem 532,1; //Banana_Juice
+ mes "Very refreshing! Thank you! Goodbye!";
+ next;
+ mes "[Gershaun]";
+ mes "Hmm?";
+ mes "You didn't leave yet?";
+ mes "Ah! You are still attached";
+ mes "to Cart Revolution!";
+ mes "Ok then. Considering you brought";
+ mes "the Banana Juice, I'll teach you.";
+ next;
+ mes "[Gershaun]";
+ mes "It's not hard to teach you";
+ mes "Cart Revolution, but I need you to prepare";
+ mes "the materials to modify your cart.";
+ mes "The items I need are..";
+ next;
+ mes "[Gershaun]";
+ mes "First I need 20 Irons to make the cart";
+ mes "durable. Then 30 Sticky Mucus to absorb";
+ mes "the shock.";
+ mes "And about 20 Fly Wings and 5 Tentacles?";
+ mes "And 2 bottles of Grape Juice for me!";
+ next;
+ mes "[Gershaun]";
+ mes "Just bring those.";
+ mes "I'm not saying ONLY 30 or 20.";
+ mes "It depends on my condition!";
+ mes "Hahahaha!";
+ mes "I'll be waiting. Then byebye~";
+ close;
+ }
+ mes "[Gershaun]";
+ mes "Mmm!";
+ mes "Nothing can be done without a refreshing drink!";
+ mes "How about starting a conversation";
+ mes "with at least a bottle of Banana Juice?";
+ close;
+ }
+ if (.@care_random == 2) {
+ if ((countitem(533) > 1) && (countitem(998) > 14) && (countitem(938) > 24) && (countitem(601) > 14) && (countitem(962) > 4)) {
+ mes "[Gershaun]";
+ mes "Mmm that's good!";
+ mes "Great! I shall teach you";
+ mes "...Cart Revolution!";
+ next;
+ mes "[Gershaun]";
+ mes "Ah, such a nice day!";
+ mes "I shall reward those who";
+ mes "eagerly swing their carts!";
+ next;
+ delitem 533,2; //Grape_Juice
+ delitem 998,15; //Iron
+ delitem 938,25; //Sticky_Mucus
+ delitem 601,15; //Wing_Of_Fly
+ delitem 962,5; //Tentacle
+ skill "MC_CARTREVOLUTION",1,0;
+ mes "Now you can use Cart Revolution";
+ mes "I expect you to make merchants";
+ mes "famous by using its amazing";
+ mes "destruction power. Muahahahahaha!!!";
+ next;
+ mes "[Gershaun]";
+ mes "Have a good day!!";
+ close;
+ }
+ else if (countitem(532) > 0) {
+ mes "[Gershaun]";
+ mes "Ooh!";
+ mes "It's banana juice!";
+ mes "Thanks a lot!";
+ mes "...............Kaaah!";
+ delitem 532,1; //Banana_Juice
+ mes "Very good! Thank you! Good-bye!";
+ next;
+ mes "[Gershaun]";
+ mes "Mmm?";
+ mes "You didn't leave yet?";
+ mes "Ah! You're still attached";
+ mes "to Cart Revolution!";
+ mes "Ok then. Considering you brought";
+ mes "the banana juice, I'll teach you.";
+ next;
+ mes "[Gershaun]";
+ mes "It's not hard to teach you";
+ mes "Cart Revolution, but I need you to prepare";
+ mes "the materials to modify your cart.";
+ mes "The items I need are..";
+ next;
+ mes "[Gershaun]";
+ mes "First I need 20 Irons to make the cart";
+ mes "durable. Then 30 Sticky Mucus to absorb";
+ mes "the shock.";
+ mes "And about 20 Fly Wings and 5 Tentacles?";
+ mes "And 2 bottles of Grape Juice for me!";
+ next;
+ mes "[Gershaun]";
+ mes "Bring these to me.";
+ mes "But that doesn't mean I want only 30 and 20.";
+ mes "It all depends on my condition!";
+ mes "Just bring me these for now.";
+ mes "Hahahaha!";
+ mes "I'm looking forward to it. Good bye then~";
+ close;
+ }
+ mes "[Gershaun]";
+ mes "Mmm!";
+ mes "Nothing's free nowadays!";
+ mes "How about trying to start a conversation";
+ mes "by offering a bottle of Banana Juice or something?";
+ close;
+ }
+ if (.@care_random == 3) {
+ if ((countitem(533) > 1) && (countitem(998) > 22) && (countitem(938) > 31) && (countitem(601) > 22) && (countitem(962) > 5)) {
+ mes "[Gershaun]";
+ mes "Mmm that's good!";
+ mes "Great! I shall teach you";
+ mes "...Cart Revolution!";
+ next;
+ mes "[Gershaun]";
+ mes "Ah, such a nice day!";
+ mes "I shall reward those who";
+ mes "eagerly swing their carts!";
+ next;
+ delitem 533,2; //Grape_Juice
+ delitem 998,23; //Iron
+ delitem 938,32; //Sticky_Mucus
+ delitem 601,23; //Wing_Of_Fly
+ delitem 962,6; //Tentacle
+ skill "MC_CARTREVOLUTION",1,0;
+ mes "Now you can use Cart Revolution";
+ mes "I expect you to make merchants";
+ mes "famous by using its amazing";
+ mes "destruction power. Muahahahahaha!!!";
+ next;
+ mes "[Gershaun]";
+ mes "Have a good day!!";
+ close;
+ }
+ else if (countitem(532) > 0) {
+ mes "[Gershaun]";
+ mes "Ooh!";
+ mes "It's Banana Juice!";
+ mes "Thanks a lot!";
+ mes "...............Kaaah!";
+ delitem 532,1; //Banana_Juice
+ mes "Very good! Thank you! Good-bye!";
+ next;
+ mes "[Gershaun]";
+ mes "Mmm?";
+ mes "You didn't leave yet?";
+ mes "Ah! You're still attached";
+ mes "to Cart Revolution!";
+ mes "Ok then. Considering you brought";
+ mes "the banana juice, I'll teach you.";
+ next;
+ mes "[Gershaun]";
+ mes "It's not hard to teach you";
+ mes "Cart Revolution, but I need you to prepare";
+ mes "the materials to modify your cart.";
+ mes "The items I need are..";
+ next;
+ mes "[Gershaun]";
+ mes "First I need 20 Irons to make the cart";
+ mes "durable. Then 30 Sticky Mucus to absorb";
+ mes "the shock.";
+ mes "And about 20 Fly Wings and 5 Tentacles?";
+ mes "And 2 bottles of Grape Juice for me!";
+ next;
+ mes "[Gershaun]";
+ mes "Just bring those.";
+ mes "I'm not saying ONLY 30 or 20.";
+ mes "It depends on my condition!";
+ mes "Hahahaha!";
+ mes "I'll be waiting. Then byebye~";
+ close;
+ }
+ mes "[Gershaun]";
+ mes "Mmm!";
+ mes "Nothing can be done without a refreshing drink!";
+ mes "How about starting a conversation";
+ mes "with at least a bottle of Banana Juice?";
+ close;
+ }
+ case 2:
+ mes "[Gershaun]";
+ mes "... you don't seem to know";
+ mes "about Cart Revolution.";
+ mes "Ok, I'll tell you a story";
+ mes "I've never told anyone before.";
+ mes "Listen carefully.";
+ next;
+ mes "[Gershaun]";
+ mes "I did research about a different";
+ mes "way to use the cart.";
+ mes "I tried cooking ramen";
+ mes "and even tried jump-roping.";
+ mes "But none of them were able";
+ mes "to satisfy me.";
+ next;
+ mes "[Gershaun]";
+ mes "In despair, I wandered";
+ mes "through the fields with my cart.";
+ mes "After wandering dazed day after day..";
+ mes "I met a very strong monster.";
+ mes "Life was in danger!";
+ mes "Why me - a weaponless, armor-less merchant!";
+ next;
+ mes "[Gershaun]";
+ mes "I was scared to death.. thinking";
+ mes "and hoping that this wasn't the";
+ mes "last of me. With little hope left";
+ mes "I tried the last thing possible.";
+ mes "I used my cart to hit the monster!";
+ next;
+ mes "[Gershaun]";
+ mes "The monster died in one hit.";
+ mes "It was then that I realized something.";
+ mes "Carts can become weapons, too!";
+ mes "I finally realized that we can";
+ mes "attack with carts!";
+ next;
+ mes "[Gershaun]";
+ mes "Cart Revolution!";
+ mes "That's the new attack skill I developed.";
+ mes "Using 12 SP you lift your cart";
+ mes "to hit your opponent..";
+ mes "right in the head!";
+ next;
+ mes "[Gershaun]";
+ mes "The heavier your cart is, the";
+ mes "stronger you can attack! With one hit,";
+ mes "your opponent will be hurt and";
+ mes "forced to back off!";
+ mes "This is Cart Revolution!";
+ close;
+ }
+ }
+ mes "[Gershaun]";
+ mes "Mmm, a young merchant.";
+ mes "You must use carts, too.";
+ mes "Since you need to do business.";
+ mes "But is that all?";
+ next;
+ mes "[Gershaun]";
+ mes "I did research about a different";
+ mes "way to use the cart.";
+ mes "I tried cooking ramen";
+ mes "and even tried jump-roping.";
+ mes "But none of them were able";
+ mes "to satisfy me.";
+ next;
+ switch (select("I know, I know.:...?")) {
+ case 1:
+ mes "[Gershaun]";
+ mes "...no, what I'm saying is.";
+ close;
+ case 2:
+ mes "[Gershaun]";
+ mes "In despair, I wandered";
+ mes "through the fields with my cart.";
+ mes "After wandering dazed day after day..";
+ mes "I met a very strong monster.";
+ mes "Life was in danger!";
+ mes "Why me - a weaponless, armor-less merchant!";
+ next;
+ mes "[Gershaun]";
+ mes "I was scared to death.. thinking";
+ mes "and hoping that this wasn't the";
+ mes "last of me. With little hope left";
+ mes "I tried the last thing possible.";
+ mes "I used my cart to hit the monster!";
+ mes "And then! And then!";
+ next;
+ mes "[Gershaun]";
+ mes "The monster died in one hit.";
+ mes "It was then that I realized something.";
+ mes "Carts can become weapons, too!";
+ mes "I finally realized that we can";
+ mes "attack with carts!";
+ next;
+ mes "[Gershaun]";
+ mes "Cart Revolution!";
+ mes "That's the new attack skill I developed.";
+ mes "Using 12 SP you lift your cart";
+ mes "to hit your opponent..";
+ mes "right in the head!";
+ next;
+ mes "[Gershaun]";
+ mes "The heavier your cart is, the";
+ mes "stronger you can attack! With one hit,";
+ mes "your opponent will be hurt and";
+ mes "forced to back off!";
+ next;
+ mes "[Gershaun]";
+ mes "Would you like to learn this skill?";
+ next;
+ switch (select("Yes!!:I want to learn sushi skills...")) {
+ case 1:
+ mes "[Gershaun]";
+ mes "Ok!";
+ mes "I'll give you special training!";
+ mes "First you need health!";
+ mes "Get yourself to merchant";
+ mes "level 35!";
+ mes "We'll talk after that!";
+ close;
+ case 2:
+ mes "[Sushi King Gershaun]";
+ if (Sex > 1) {
+ mes "Stupid girl!";
+ }
+ else {
+ mes "Stupid boy!";
+ }
+ mes "It's way to early for you to";
+ mes "even put your hands on sushi!";
+ close;
+ }
+ }
+ }
+ mes "[Gershaun]";
+ mes "If it doesn't work, make it work.";
+ mes "If it doesn't work, make it work.";
+ mes "If it doesn't work, make it work.";
+ close;
+}
+
+//============================================================
+// Old changelog
+//============================================================
+//= Fully working
+//= v1.1 Bug fixes
+//= v1.a Now using functions found in "Global_Functions.txt"
+//= for class checks.[kobra_k88]
+//= 1.2 Added Baby Class Support [Lupus]
+//= 1.3 Removed callfunc Is_####_Class in favor of baseClass [Silentdragon]
+//= 1.4 Fixed exploits [Lupus]
+//= 1.4a Fixed some typos [IVBela] 1.4b Gershaun -> Gershuan
+//= changed perm. variables to temp ones [Lupus]
+//= 1.4b Added missing 1 Banana Juice requirement to Cart Revolution [DracoRPG]
+//============================================================
diff --git a/npc/pre-re/quests/skills/monk_skills.txt b/npc/pre-re/quests/skills/monk_skills.txt
new file mode 100644
index 000000000..46d0e6f77
--- /dev/null
+++ b/npc/pre-re/quests/skills/monk_skills.txt
@@ -0,0 +1,450 @@
+//===== rAthena Script =======================================
+//= Monk Skills Quests
+//===== By: ==================================================
+//= Lupus, Reddozen, Samuray22
+//===== Current Version: =====================================
+//= 1.5
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Quests for skills: Spiritual Bestowment, Excruciating Palm
+//===== Additional Comments: =================================
+//= 1.5 Rescripted to Aegis 10.3 stadards. [L0ne_W0lf]
+//============================================================
+
+prt_monk,270,198,3 script Apprentice Monk#qsk_mo 753,{
+ if (BaseJob == Job_Monk) {
+ if (MONK_SK == 7) {
+ mes "[Monk]";
+ mes "To take the time to";
+ mes "comtemplate on your most";
+ mes "important goal, your highest";
+ mes "priority, is never a waste.";
+ mes "Never confuse your means";
+ mes "to the end you wish to achieve.";
+ close;
+ }
+ if (MONK_SK == 6 && getskilllv("MO_KITRANSLATION") == 0) {
+ mes "[Monk]";
+ mes "You've forgotten the";
+ mes "basics behind performing";
+ mes "Spiritual Bestowment?";
+ mes "How can this be...?";
+ next;
+ mes "[Monk]";
+ mes "Ah, now I understand.";
+ mes "You've transcended the";
+ mes "limitations that used to";
+ mes "hold you back, and have";
+ mes "become a Champion. I'm";
+ mes "sorry for underestimating you.";
+ next;
+ mes "[Monk]";
+ mes "Very well. It will be an honor";
+ mes "for me to help you relearn the";
+ mes "Spiritual Bestowment skill. As";
+ mes "a side effect, you will probably relearn Excruciating Palm as well.";
+ next;
+ mes "[Monk]";
+ mes "Now be still and relax";
+ mes "as I perform my special";
+ mes "accupressure treatment that";
+ mes "will commit these skills to";
+ mes "your nervous system and ";
+ mes "motor memory...";
+ next;
+ mes "^3355FF*Tap-tap-tap-tap-tap-tap-tap-tap- tap-tap-tap-tap-tap-tap-tap-tap-";
+ mes "tap-tap-tap-tap-tap-tap-tap-tap- tap-tap-tap-tap-tap-tap-tap-tap-";
+ mes "tap-tap-tap-tap-tap-tap-tap-tap- tap-tap-tap-tap-tap-tap-tap-tap-";
+ mes "tap-tap-tap-tap-tap-tap* *POKE*^000000";
+ set MONK_SK,7;
+ skill "MO_KITRANSLATION",1,0;
+ skill "MO_BALKYOUNG",1,0;
+ next;
+ mes "[Monk]";
+ mes "It is done. Please";
+ mes "continue to use these";
+ mes "special skills to promote";
+ mes "peace and harmony in this";
+ mes "world. Farewell, my friend.";
+ close;
+ }
+ if (MONK_SK > 2) {
+ mes "[Monk]";
+ mes "To take the time to";
+ mes "comtemplate on your most";
+ mes "important goal, your highest";
+ mes "priority, is never a waste.";
+ mes "Never confuse your means";
+ mes "to the end you wish to achieve.";
+ next;
+ mes "[Monk]";
+ mes "Ah, I have a favor to ask.";
+ mes "Please do not tell others that";
+ mes "I have taught you Spiritual";
+ mes "Bestowment. I don't wish to";
+ mes "spend my time teaching too";
+ mes "many people this skill...";
+ close;
+ }
+ if (MONK_SK == 2) {
+ if (Weight == 0) {
+ mes "[Monk]";
+ mes "Ah. Well done. I see";
+ mes "that you managed to learn";
+ mes "the most important thing,";
+ mes "selflessness, on your own.";
+ mes "Now I trust that you won't";
+ mes "abuse what I have to teach you.";
+ next;
+ mes "[Monk]";
+ mes "My test may seem too strict,";
+ mes "but it is impossible to learn";
+ mes "Spiritual Bestowment without^FFFFFF ^000000 the right discipline. As with all";
+ mes "things, readiness and preparation precede all forms of realization.";
+ next;
+ mes "[Monk]";
+ mes "Now just relax for a moment.";
+ mes "I will use accupressure to";
+ mes "train your nervous system to";
+ mes "physically memorize the energy";
+ mes "flow and movements required";
+ mes "for Spiritual Bestowment.";
+ next;
+ mes "^3355FF*Tap... tap*";
+ mes "*Tap... Tap*";
+ mes "*Tap tap tap*^000000";
+ next;
+ mes "^3355FF*Tap tap tap*";
+ mes "*Tap tap tap*";
+ mes "*Tap... Tap tap*^000000";
+ next;
+ mes "^3355FF*Tap-tap-tap-tap-tap-tap-tap-tap- tap-tap-tap-tap-tap-tap-tap-tap-";
+ mes "tap-tap-tap-tap-tap-tap-tap-tap- tap-tap-tap-tap-tap-tap-tap-tap-";
+ mes "tap-tap-tap-tap-tap-tap-tap-tap- tap-tap-tap-tap-tap-tap-tap-tap-";
+ mes "tap-tap-tap-tap-tap-tap* *POKE*^000000";
+ next;
+ mes "[Monk]";
+ mes "It is done. You are now";
+ mes "capable of using Spiritual";
+ mes "Bestowment. Ah, yes. I've never";
+ mes "really named this skill, but that is what it is usually called by";
+ mes "other Monks who have seen it.";
+ next;
+ mes "[Monk]";
+ mes "Remember that this skill has a";
+ mes "long Cast Time and Skill Delay,";
+ mes "so use it very carefully. This";
+ mes "skill will let you give a Spirit Sphere to one of your Party";
+ mes "Members by consuming 40 SP.";
+ next;
+ mes "[Monk]";
+ mes "You will better understand";
+ mes "the use of this skill if you";
+ mes "practice. Keep in mind that";
+ mes "fighting may be necessary at";
+ mes "times, but it is a means to an";
+ mes "end, and not an end in itself.";
+ set MONK_SK,3;
+ skill "MO_KITRANSLATION",1,0;
+ next;
+ mes "[Monk]";
+ mes "Our skills should not be";
+ mes "used to shed blood. If you";
+ mes "can transcend conflict, you";
+ mes "will know that fighting has";
+ mes "no worth, no value. Peace";
+ mes "be with you, my friend.";
+ close;
+ }
+ else {
+ mes "[Monk]";
+ mes "Have you learned the";
+ mes "meaning of selflessness?";
+ mes "When you abandon greed";
+ mes "and the desires of the world,";
+ mes "you will be ready for my teaching. ^FFFFFF ^000000";
+ close;
+ }
+ }
+ if (MONK_SK == 1) {
+ mes "[Monk]";
+ mes "Fighting is meaningless.";
+ mes "Transcend conflict and";
+ mes "difference through the";
+ mes "realization that all are";
+ mes "one. Discipline your mind";
+ mes "and the truth will be revealed.";
+ next;
+ mes "[Monk]";
+ mes "Hm? To what purpose have";
+ mes "you come to visit me? Ah, so";
+ mes "you wish to learn the skill that^FFFFFF ^000000 I have developed. My colleague";
+ mes "was right: more and more people have been wanting to learn this.";
+ next;
+ mes "[Monk]";
+ mes "Do not misunderstand me.";
+ mes "It is true that power and";
+ mes "justice, wisdom and action";
+ mes "must be balanced. However,";
+ mes "I have been visited by too many power hungry, bloodthirsty people.";
+ next;
+ mes "[Monk]";
+ mes "In all fairness, I shall";
+ mes "give you a chance. Prove";
+ mes "to me that you would use";
+ mes "the skills I teach you for";
+ mes "peace and justice. Prove that";
+ mes "you are free from selfishness.";
+ set MONK_SK,2;
+ close;
+ }
+ }
+ mes "[Monk]";
+ mes "Fighting is meaningless.";
+ mes "Transcend conflict and";
+ mes "difference through the";
+ mes "realization that all are";
+ mes "one. Discipline your mind";
+ mes "and the truth will be revealed.";
+ close;
+}
+
+monk_test,316,69,5 script Monk#qsk_mo 823,{
+ if (BaseJob == Job_Monk) {
+ if (MONK_SK == 6) {
+ mes "[Monk]";
+ mes "How did you convince";
+ mes "that monk to teach you";
+ mes "Spiritual Bestowment? It'd";
+ mes "be nice to popularize both";
+ mes "of our specialty skills, but the world may not be ready yet.";
+ close;
+ }
+ if (MONK_SK == 5) {
+ mes "[Monk]";
+ mes "To begin, Excruciating Palm";
+ mes "is performed by taking your";
+ mes "inner strength and making it";
+ mes "into outer strength. Then, you";
+ mes "focus all of that into your palm. You'll explode if you do it wrong.";
+ next;
+ mes "[Monk]";
+ mes "This skill truly causes";
+ mes "excruciating pain, consuming";
+ mes "20 SP and even 10 HP. It will";
+ mes "knock back monsters with the";
+ mes "chance of stunning them, but only the targeted monster is damaged.";
+ next;
+ mes "[Monk]";
+ mes "If you use this skill on";
+ mes "other players, it will cause";
+ mes "a certain amount of damage,";
+ mes "but it won't knock back other";
+ mes "players near the original target. Does that make sense?";
+ next;
+ mes "[Monk]";
+ mes "Anyway, keep practicing";
+ mes "these principles and you'll";
+ mes "master Excruciating Palm.";
+ mes "You should definitely be able";
+ mes "to do it since you've learned";
+ mes "Spiritual Endowment.";
+ set MONK_SK,6;
+ skill "MO_BALKYOUNG",1,0;
+ next;
+ mes "[Monk]";
+ mes "Well, we've completed";
+ mes "the lesson. I hope you";
+ mes "use your new skills to";
+ mes "fight for justice and";
+ mes "combat evil. Goodbye";
+ mes "for now, my friend.";
+ close;
+ }
+ if (MONK_SK == 4 && countitem(905) > 19 && countitem(711) > 2) {
+ mes "[Monk]";
+ mes "What's that...?";
+ mes "You've learned the";
+ mes "Spiritual Bestowment";
+ mes "skill? I assume that you";
+ mes "wish to learn Excruciating";
+ mes "Palm next. Am I correct?";
+ next;
+ mes "[Monk]";
+ mes "Hm. Well, you are strong";
+ mes "enough to handily defeat a";
+ mes "good number of Mandragoras.";
+ mes "All right. You seem to be ready. Come back in a little while so";
+ mes "that I can finish preparations.";
+ delitem 905,20; //Stem
+ delitem 711,3; //Shoot
+ set MONK_SK,5;
+ close;
+ }
+ if (MONK_SK == 4) {
+ mes "[Monk]";
+ mes "What's that...?";
+ mes "You've learned the";
+ mes "Spiritual Bestowment";
+ mes "skill? I assume that you";
+ mes "wish to learn Excruciating";
+ mes "Palm next. Am I correct?";
+ next;
+ mes "[Monk]";
+ mes "As I mentioned to you";
+ mes "before, you must subjugate";
+ mes "Mandragoras to prove that";
+ mes "you are qualified, in terms";
+ mes "of strength and compassion,";
+ mes "to learn Excruciating Palm.";
+ next;
+ mes "[Monk]";
+ mes "Fight to protect those";
+ mes "innocents terrorized by";
+ mes "the aggressive Mandragoras.";
+ mes "If you bring me ^FF000020 Stems^000000 and";
+ mes "^FF00003 Shoots^000000, I will be satisfied^FFFFFF ^000000 with this proof of your ability.";
+ next;
+ mes "[Monk]";
+ mes "Do you understand now?";
+ close;
+ }
+ if (MONK_SK == 3) {
+ mes "[Monk]";
+ mes "Have you come to learn";
+ mes "Excruciating Palm? If only";
+ mes "that were possible. There";
+ mes "are two obstacles we face";
+ mes "in fulfilling your request.";
+ next;
+ mes "[Monk]";
+ mes "Firstly, you must learn";
+ mes "the Spiritual Bestowment";
+ mes "skill beforehand. It will be";
+ mes "difficult to get that monk";
+ mes "to teach it to you, if not";
+ mes "outright impossible.";
+ next;
+ mes "[Monk]";
+ mes "Secondly, you will need";
+ mes "to pass my little test of";
+ mes "strength, so that I can be";
+ mes "use that your body can endure";
+ mes "the awesome power involved";
+ mes "in using Excruciating Palm.";
+ next;
+ mes "[Monk]";
+ mes "Mm. I know that Mandragoras";
+ mes "have been menacing travelers,";
+ mes "so if you can prove to me that";
+ mes "you've been hunting them, you";
+ mes "will prove worthy of learning";
+ mes "Excruciating Palm.";
+ next;
+ mes "[Monk]";
+ mes "If you can somehow convince";
+ mes "that monk to teach you how to";
+ mes "perform Spiritual Bestowment,";
+ mes "I shall then ask you to bring";
+ mes "^FF000020 Stems^000000 and ^FF00003 Shoots^000000 from";
+ mes "hunting Mandragoras.";
+ next;
+ mes "[Monk]";
+ mes "Of course, completing";
+ mes "my test is meaningless";
+ mes "if you do not first learn the";
+ mes "Spiritual Bestowment skill.";
+ mes "I wish you luck with that...";
+ set MONK_SK,4;
+ close;
+ }
+ if (MONK_SK == 1) {
+ mes "[Monk]";
+ mes "There is a pacifist monk";
+ mes "living in seclusion that";
+ mes "can teach the Spiritual";
+ mes "Bestowment skill. However,";
+ mes "he is stubborn, and has refused^FFFFFF ^000000 many who wish to learn from him.";
+ next;
+ mes "[Monk]";
+ mes "It would be good if";
+ mes "you can convince him";
+ mes "to teach it to you, as it is";
+ mes "impossible to learn how";
+ mes "to perform this skill alone.";
+ mes "It's really quite a pity...";
+ close;
+ }
+ if (MONK_SK == 0) {
+ mes "[Monk]";
+ mes "Power without justice will";
+ mes "not last. Justice without";
+ mes "power cannot be upheld.";
+ mes "Power does not equate to";
+ mes "justice, but true justice can";
+ mes "be the means to power.";
+ next;
+ mes "[Monk]";
+ mes "Always remember this truth.";
+ mes "Justice and power, compassion";
+ mes "and strength, wisdom and action. These are all complements that";
+ mes "go hand in hand and must always";
+ mes "be harmoniousy balanced.";
+ next;
+ mes "[Monk]";
+ mes "So it is with some skills.";
+ mes "I have developed a skill";
+ mes "that is the pure manifestation";
+ mes "of power, Excruciating Palm!";
+ mes "However, it is useless without";
+ mes "its complement to balance it.";
+ next;
+ mes "[Monk]";
+ mes "The complement to my skill";
+ mes "is a skill known as Spiritual";
+ mes "Bestowment, which can only";
+ mes "be taught by one Monk. However,";
+ mes "he refuses to teach it to others, believing they are unworthy.";
+ next;
+ mes "[Monk]";
+ mes "Although I've let him know";
+ mes "that he should popularize his";
+ mes "teaching of that skill, I must respect his decision. Still, you";
+ mes "may try talking to him if you wish to try to learn some new skills.";
+ set MONK_SK,1;
+ next;
+ mes "[Monk]";
+ mes "To find him, simply seek";
+ mes "out the monk who always";
+ mes "preaches the empty meaning";
+ mes "of fighting. That will be him.";
+ close;
+ }
+ }
+ mes "[Monk]";
+ mes "Power without justice will";
+ mes "not last. Justice without";
+ mes "power cannot be upheld.";
+ mes "Power does not equate to";
+ mes "justice, but true justice can";
+ mes "be the means to power.";
+ close;
+}
+
+//============================================================
+// Old changelog
+//============================================================
+//= 1.0 for fully working skills only [Lupus]
+//= 1.1 Added more new skill quests for more classes [Lupus]
+//= Somehow eA engine doesn't let you keep learn't skill V_V'
+//= 1.2 Added to correct locations, correct NPC's, fixed
+//= some of the items required and made them into real
+//= quests. [Reddozen]
+//= 1.3 Fixed bugs and minor typos. Optimized [Lupus]
+//= 1.3a fixed an item ID typo, thx 2Spiritual Kid
+//= 1.3b Splitted into different files [DracoRPG]
+//= 1.4 Updated to the official one. [Samuray22]
+//= 1.4a replaced item "names" with item id. [Lupus]
+//============================================================
diff --git a/npc/pre-re/quests/skills/novice_skills.txt b/npc/pre-re/quests/skills/novice_skills.txt
new file mode 100644
index 000000000..92cc797e6
--- /dev/null
+++ b/npc/pre-re/quests/skills/novice_skills.txt
@@ -0,0 +1,480 @@
+//===== rAthena Script =======================================
+//= Novice Skills Quests
+//===== By: ==================================================
+//= kobra_k88
+//===== Current Version: =====================================
+//= 1.7
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= Quest for skills: First Aid, Trick Dead
+//===== Additional Comments: =================================
+//= 1.5 Rescripted to Aegis 10.3 stadards. [L0ne_W0lf]
+//= 1.6 Corrected NPC names to fall within proper restrictions. [L0ne_W0lf]
+//= 1.7 Updated to latest available official file. [Masao]
+//============================================================
+
+prt_in,234,133,4 script Nami 66,{
+ if ((Class == Job_Novice) && (JobLevel > 3 || BaseLevel > 11) && (skill_nov < 3)) {
+ mes "[Nami]";
+ mes "Hello!";
+ mes "I want to be a nurse so bad!";
+ mes "I always go and try to learn more.";
+ mes "Actually, I'm really good.";
+ mes "Do you want me to try on you? ? ? . .";
+ next;
+ switch (select("Continue conversation:Slowly slink away. . . .")) {
+ case 1:
+ if ((skill_nov >= 0) && (skill_nov <= 2)) {
+ switch (skill_nov) {
+ case 0:
+ mes "[Nami]";
+ mes "Thank you for giving me this chance!";
+ mes "I will do the best I can.";
+ mes "When I am nursing people, I never";
+ mes "give half effort. -";
+ next;
+ mes "[Nami]";
+ mes "Let me explain to you about";
+ mes "this skill I am using, ^3355FF' First Aid '^000000 ";
+ mes "It doesn't take any special";
+ mes "equipment or items . .";
+ mes "Using only old cloth, left over potions,";
+ mes "and some other unsubstantial materials";
+ next;
+ mes "[Nami]";
+ mes "you can perform first aid. -";
+ mes "It is a simple skill that you can use";
+ mes "to regain a small amount of HP.";
+ mes "I wouldn't mind teaching you. . .";
+ mes "If you want to learn this skill,";
+ mes "it does not take much to learn. . .";
+ next;
+ mes "[Nami]";
+ mes "First aid does require";
+ mes "some small preparations. . .";
+ mes "Some simple items you should have on hand are";
+ mes "^3355FF' 3 Red Herb '^000000 ";
+ mes "^3355FF' 3 Clover '^000000 ";
+ mes "^3355FF' 1 Sterilized Bandages '^000000 ";
+ next;
+ mes "[Nami]";
+ mes "You can find these items being";
+ mes "carried by monsters close by or";
+ mes "even buy them from a merchant.";
+ mes "It shouldn't be difficult to prepare";
+ mes "these items for your first aid skill.";
+ next;
+ mes "[Nami]";
+ mes "The only item you must take";
+ mes "a special trip for is the bandage.";
+ mes "On the eastern side second floor ";
+ mes "of the prontera castle you can find";
+ mes "a nurse who will supply you with this";
+ mes "item readily. You should see her for this item";
+ next;
+ mes "[Nami]";
+ mes "If you go and find these items, ";
+ mes "I will be happy to teach you this skill.";
+ mes "Well, I will be awaiting your return.";
+ set skill_nov,1;
+ close;
+ case 1:
+ mes "[Nami]";
+ mes "First aid does require";
+ mes "some small preparations. . .";
+ mes "Some simple items you should have on hand are";
+ mes "^3355FF' 3 Red Herb '^000000 ";
+ mes "^3355FF' 3 Clover '^000000 ";
+ mes "^3355FF' 1 Sterilized Bandages '^000000 ";
+ next;
+ mes "[Nami]";
+ mes "You can find these items being";
+ mes "carried by monsters close by or";
+ mes "even buy them from a merchant.";
+ mes "It shouldn't be difficult to prepare";
+ mes "these items for your first aid skill.";
+ next;
+ mes "[Nami]";
+ mes "The only item you must take";
+ mes "a special trip for is the bandage.";
+ mes "Two maps east of here you can find";
+ mes "a nurse who will supply you with this";
+ mes "item readily. You should see her for";
+ mes "this item. . . ";
+ close;
+ case 2:
+ if ((countitem(507) > 2) && (countitem(705) > 2)) {
+ delitem 507,3; //Red_Herb
+ delitem 705,3; //Clover
+ mes "[Nami]";
+ mes "Hello, welcome back!";
+ mes "You have done well at finding";
+ mes "the necessary items.";
+ mes "I know that the Nurse is a little";
+ mes "strange, I am sure it was a little perplexing. . .";
+ mes "hee hee hee . . . . .";
+ next;
+ mes "[Nami]";
+ mes "Well, let us begin our training.";
+ mes "When using the first aid skill";
+ mes "you will use about 3 SP and convert";
+ mes "this energy into about 5 HP.";
+ mes "This is done with your first aid skill";
+ mes "and supplies.";
+ next;
+ mes "[Nami]";
+ mes "You should take this and place it here. . .";
+ mes "Then you can stop the bleeding. . .";
+ mes "After that you should apply this. . .";
+ mes "There!!! Isn't it easy? ! ? !";
+ next;
+ mes "[Nami]";
+ mes ". . Basically.";
+ mes "You can take a little of left";
+ mes "herbs and common items";
+ mes "and combine them together and. . .";
+ mes "Presto !!";
+ next;
+ skill "NV_FIRSTAID",1,0;
+ set skill_nov,3;
+ mes "[Nami]";
+ mes "Yes yes, that's right!";
+ mes "Now that you have this";
+ mes "skill, I hope that it helps you";
+ mes "in the future.";
+ mes "Thank you and have a great day !~~~";
+ close;
+ }
+ mes "[Nami]";
+ mes "First aid does require";
+ mes "some small preparations. . .";
+ mes "Some simple items you should have on hand are";
+ mes "^3355FF' 3 Red_Herb '^000000 ";
+ mes "^3355FF' 3 Clover '^000000 ";
+ mes "^3355FF' 1 Sterilized Bandages '^000000 ";
+ close;
+ }
+ }
+ mes "[Nami]";
+ mes ". . . . . Z z z";
+ mes "I am so sorry!!!...I know I did it wrong...!!";
+ mes "Wahhhh ..";
+ mes "!! *sigh* !!";
+ mes "- *rolls her eyes* -";
+ close;
+ case 2:
+ mes "[Nami]";
+ mes "Hey! .. Where are you going? !";
+ mes "Come over here and have a shot !";
+ mes "Prick and its over !!";
+ mes "Grab that patient! ! !";
+ close;
+ }
+ }
+ mes "[Nami]";
+ mes "I am working hard to receive";
+ mes "my nursing license . . .";
+ mes "I don't think that I lack anything";
+ mes "to become a nurse . .";
+ mes "It must be because of my lack of my experience ?";
+ next;
+ mes "[Nami]";
+ mes "If only you had at least";
+ mes "a first job . .";
+ mes "or maybe be over ^3355FF novice job level 4^000000";
+ mes "I could have talked to";
+ mes "you a little longer. . . . . . .";
+ close;
+}
+
+prt_in,73,87,4 script Chivalry Member 65,{
+ if ((Class == Job_Novice) && (JobLevel > 6) && ((skill_nov >= 3) && (skill_nov <= 5))) {
+ mes "[Bulma]";
+ mes "Yeah. . . I look great. . .";
+ mes "I am a knight in the knight's";
+ mes "guild of Prontera! Kuhahhahhahah !!";
+ mes "It hasn't been long since I became a";
+ mes " knight, but I still look great huh?";
+ mes "What do you think? ? ?";
+ next;
+ switch (skill_nov) {
+ case 3:
+ mes "[Bulma]";
+ mes "Hello my young friend -";
+ mes "You remind me of myself as young";
+ mes "sword man. . . ";
+ mes "Kekekkek, Oh I miss those days . .";
+ mes "Look at me acting like an old man.";
+ mes "Heh heh Sorry...";
+ next;
+ mes "[Bulma]";
+ mes "I'm still young!!! Aren't I???";
+ mes "If you just work hard and be patient,";
+ mes "you will soon receive the job you desire as well.";
+ mes "It takes patience, but this is";
+ mes "good life kekkeke";
+ mes "Hmm, I would like to help you out . .";
+ next;
+ mes "[Bulma]";
+ mes ". . . . . I'm not sure why you are looking";
+ mes "at me like that. I assure you that this";
+ mes "might seem a little weird at first, but";
+ mes "what I tell you will most likely be a great aid to you..";
+ next;
+ mes "[Bulma]";
+ mes "Ha ha... It looks like you are getting";
+ mes "a bit interested in what I have to say.";
+ mes "I can teach you a very useful skill!";
+ mes "This skill is acting like you are dead! '";
+ mes "No No, it is more than acting, you ";
+ mes "actually look dead!!! ..";
+ next;
+ mes "[Bulma]";
+ mes "The name of the skill is ^3355FF' Play Dead '^000000";
+ mes "It is a skill I used as a novice.";
+ mes "But don't think little of it because";
+ mes "it is a novice skill. In fact, it takes";
+ mes "extreme concentration and skill";
+ mes "to even make this skill pass as believable.";
+ next;
+ mes "[Bulma]";
+ mes "For example,";
+ mes "What if you are attacked by a strong";
+ mes "monster and can't survive.";
+ mes "You must play dead!";
+ mes "But if the monster was to tickle you,";
+ mes "could you control yourself?";
+ next;
+ mes "[Bulma]";
+ mes "The skill will help you deal with";
+ mes "many situations such as this.";
+ mes "It is truly a skill for the strong minded.";
+ mes "The goal of the skill is to look";
+ mes "perfectly dead. . .";
+ next;
+ mes "[Bulma]";
+ mes "I think that's enough explanation.";
+ mes "I can tell by the look in your eyes";
+ mes "that you are ready for your training.";
+ mes "Lets not delay!";
+ mes "Ok, take this pill first. . .";
+ mes "Let's see how this goes. . .";
+ next;
+ mes "[Bulma]";
+ mes "Within in 10 minutes, you must";
+ mes "go to the 2nd floor of the Prontera Castle's";
+ mes "East wing. ^3355FF' Newbie Tag '^000000 is";
+ mes "the item you are seeking. ! . .";
+ next;
+ mes "^3355FF- *Gulp* (You have swallowed the pill) -^000000";
+ next;
+ mes "[Bulma]";
+ mes "The pill that you have just taken";
+ mes "will make it difficult for you to breathe. . .";
+ mes "Kekekk . .AH HA - Just joking !";
+ mes "It is actually a pill to gives you";
+ mes "a mental calm so you can be patient.";
+ mes "I think that nothing is better";
+ next;
+ mes "[Bulma]";
+ mes "training than running.";
+ mes "Okay? GO! ! ! ! ~~~~~";
+ mes "If you are late, you have to do it again! !";
+ mes "Now GO ! GO ! GO !";
+ mes "Run ~~~~~!!!!";
+ set skill_nov, 4;
+ close;
+ case 4:
+ mes "[Bulma]";
+ mes "HEY! what are you doing here ? !";
+ mes "You must be very irresponsible to be";
+ mes "here when your time is running out.";
+ mes "Run Run Run! - - - - -";
+ next;
+ mes "[Bulma]";
+ mes "On the 2nd floor of the east wing!";
+ mes "It's in the Prontera castle!";
+ mes "Okayyyyy~~~!! *waves goodbye*";
+ close;
+ case 5:
+ if (countitem(7039) > 0) {
+ mes "[Bulma]";
+ mes "Hey... I see that you have -";
+ mes "finished your quest! ! ! . .";
+ mes "If you can endure all this,";
+ mes "it shouldn't be a problem to use";
+ mes "this skill. You are a natural!";
+ next;
+ mes "[Bulma]";
+ mes "Now, if you ever feel threatened,";
+ mes "use this skill as you see fit.";
+ mes " ' Play Dead ' ";
+ mes "Okay okay, See you around ! ! !";
+ set skill_nov,6;
+ delitem 7039,1; //Novice_Nametag
+ skill "NV_TRICKDEAD",1,0;
+ close;
+ }
+ mes "[Bulma]";
+ mes "What? -";
+ mes "Why haven't you finished your quest?";
+ mes " *Tsk* *Tsk* You must have lost the pass . . .";
+ mes "Such irresponsibility is not acceptable.";
+ mes "I can't accept you into training until";
+ mes "I know you are capable. Go and try again.";
+ next;
+ mes "[Bulma]";
+ mes "Don't take me lightly. . .";
+ mes "If I tell you to come in 10 minutes,";
+ mes "I expect that of you.";
+ mes "In order for you to have another chance,";
+ mes "you must start from the beginning. . .";
+ mes "Do it right this time ! ! ! !";
+ set skill_nov,4;
+ close;
+ }
+ }
+ mes "[Bulma]";
+ mes "Yeah... I remember back to long ago !";
+ mes "Especially those embarrassing Novice years.";
+ mes "Wow... It is funny to think about those years now.";
+ mes "Those years were difficult. . .";
+ mes "Thankfully you can use the First Aid";
+ mes "skill when you reach novice job level 7.";
+ next;
+ mes "[Bulma]";
+ mes "That saved me many times in the past. . .";
+ mes "I am sure it will help you much as well.";
+ mes "Hopefully, it will be something you use well . .";
+ next;
+ mes "[Bulma]";
+ mes "If you have any friends who are novices,";
+ mes "tell them about me.";
+ mes "If I can, I will help them out";
+ mes "as best as I can . . . .";
+ close;
+}
+
+prt_castle,175,146,4 script Nursing Instructor 50,{
+ mes "[Dread Lord]";
+ mes ". . . . . . . . . .";
+ mes ". . . . . . . . . .";
+ mes "Stop pestering me! ! !";
+ mes "I am very busy ! ! !";
+ mes "Would you just bug off ? ! ? !";
+ close2;
+ if ((skill_nov >= 0) && (skill_nov <= 5)) {
+ switch (skill_nov) {
+ case 0:
+ mes "[Dread Lord]";
+ mes "The people who work here at";
+ mes "Prontera clinic are battling life";
+ mes "and death everyday.";
+ mes "It takes a lot of patience and ";
+ mes "puts a lot of tension on us.";
+ mes "Sorry if we seem a bit uptight. . .";
+ next;
+ mes "[Dread Lord]";
+ mes "I am the Nursing director.";
+ mes "There are many things I must do.";
+ mes "If your business is complete, please leave.";
+ close;
+ case 1:
+ mes "[Dread Lord]";
+ mes "Ohhh . .";
+ mes "You have come here for bandages ?";
+ mes "Do you even know how we get these";
+ mes "precious bandages ?";
+ mes "They come from a powerful monster";
+ mes "that is found in the pyramids of Morroc.";
+ next;
+ mes "[Dread Lord]";
+ mes "The monster is some sort of mummy.";
+ mes "We take the rotten bandages from it's";
+ mes "diseased body and sanitize them. . .";
+ mes "Do you believe me ? . .";
+ mes "Heh heh... There is even poison";
+ mes "in the bandages.";
+ next;
+ mes "[Dread Lord]";
+ mes "Fortunately, the poison kills other poisons";
+ mes "and does not hurt the patient . .";
+ mes "You must destroy poison with poison. . .";
+ mes "I think I heard something similar that. . .";
+ mes ". . . . . Anyway, I would usually give you a";
+ mes "hard time for taking these bandages lightly,";
+ next;
+ mes "[Dread Lord]";
+ mes "but I am much too tired today to";
+ mes "give you any trouble. . .";
+ mes "If you ever get skilled in medicine and first aid,";
+ mes "please consider joining our clinic.";
+ mes "Now don't take these bandages and then";
+ mes "go and get killed, be careful. -";
+ next;
+ mes "^3355FF- Got 1 Sterilized Bandages -^000000";
+ set skill_nov,2;
+ close;
+ case 2:
+ mes "[Dread Lord]";
+ mes "Look, if your business is done";
+ mes "get out of my site! ! !";
+ mes "I have no time for this nonsense ..";
+ mes ". . . . .";
+ mes "- Click Click *Walks away* . . . . . -";
+ close;
+ case 4:
+ if (countitem(7039) == 0) {
+ mes "[Dread Lord]";
+ mes "Look at this guy!";
+ mes "Wake up and watch where you are going.";
+ mes "What are you thinking running around our clinic!";
+ mes "Running ?!?!";
+ mes "*Sigh* . . ";
+ mes "What do you want? ! ? !";
+ next;
+ mes "[Dread Lord]";
+ mes "I see. . . .";
+ mes ". . . . . what ?";
+ mes "You want to have a bandage to learn first aid?";
+ mes " *Arhg* Here take it !";
+ mes "-woosh - *storms away*";
+ next;
+ mes "^3355FF- Got 1 Newbie Tag -^000000";
+ set skill_nov,5;
+ getitem 7039,1; //Novice_Nametag
+ close;
+ }
+ mes "[Dread Lord]";
+ mes "What ! !";
+ mes "I'm only going to give you one!";
+ mes "You don't need any more for the test !";
+ mes "Do you want to stay a novice forever???";
+ mes "I would be happy to arrange that !";
+ close;
+ case 5:
+ mes "[Dread Lord]";
+ mes "What more do you want !";
+ mes "Get out of here !";
+ mes "OUT !";
+ close;
+ }
+ }
+ mes "[Dread Lord]";
+ mes "Argh, Get out of here !!";
+ mes "I don't like shouting but ..";
+ mes "GET OUT OF HERE! ! ! ! ! !";
+ close;
+}
+
+//============================================================
+// Old changelog
+//============================================================
+//= Fully working
+//= 1.2 Added Baby Class Support [Lupus]
+//= 1.3 Fixed a Zeny exploit, made more variables clear
+//= on finishing quests. [Lupus]
+//= 1.4 Fixed exploits [Lupus]
+//= 1.4a Fixed some typos [IVBela]
+//============================================================
diff --git a/npc/pre-re/quests/skills/priest_skills.txt b/npc/pre-re/quests/skills/priest_skills.txt
new file mode 100644
index 000000000..3b44e4de3
--- /dev/null
+++ b/npc/pre-re/quests/skills/priest_skills.txt
@@ -0,0 +1,378 @@
+//===== rAthena Script =======================================
+//= Priest Skills Quests
+//===== By: ==================================================
+//= Lupus, Reddozen
+//===== Current Version: =====================================
+//= 1.5
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Quests for skills: Redempito
+//===== Additional Comments: =================================
+//= 1.4 Rescripted to Aegis 10.3 stadards. [L0ne_W0lf]
+//= 1.5 Replaced effect numerics with constants. [L0ne_W0lf]
+//============================================================
+
+prt_church,111,112,1 script Sister Linus 79,{
+ if (BaseJob == Job_Priest) {
+ if (PRIEST_SK == 100) {
+ if (getskilllv("PR_REDEMPTIO") == 0) {
+ mes "[Sister Linus]";
+ mes "Hm? We've met before,";
+ mes "haven't we? Then again,";
+ mes "all Priests begin to look";
+ mes "the same after a while. Ah,";
+ mes "were you one of the ones";
+ mes "to whom I taught Redemptio?";
+ next;
+ mes "[Sister Linus]";
+ mes "Ah, you've forgotten, have";
+ mes "you? Well, it's no problem for";
+ mes "me to teach you again. This skill enables you to revive your fallen";
+ mes "Party Members by sacrificing";
+ mes "your own life for them.";
+ next;
+ mes "[Sister Linus]";
+ mes "^3131FFOh holy and venerable one,";
+ mes "we pray to you. Please show";
+ mes "us your mercy and guide us";
+ mes "with your light. Give us the";
+ mes "strength to walk the path of";
+ mes "love and sacrifice. Redemptio!^000000";
+ skill "PR_REDEMPTIO",1,0;
+ next;
+ mes "[Sister Linus]";
+ mes "There...";
+ mes "You should be able";
+ mes "to perform Redemptio";
+ mes "now. I hope you use it";
+ mes "well on your adventures~";
+ close;
+ }
+ else {
+ mes "[Sister Linus]";
+ mes "I'll always be praying";
+ mes "for your safety. Be careful,";
+ mes "and I hope that you can bring";
+ mes "love and compassion to all";
+ mes "whom you meet in your travels.";
+ close;
+ }
+ }
+ else if (PRIEST_SK == 0) {
+ set redemp,1014;
+ if (getskilllv("PR_REDEMPTIO")) {
+ mes "[Sister Linus]";
+ mes "I'll always be praying";
+ mes "for your safety. Be careful,";
+ mes "and I hope that you can bring";
+ mes "love and compassion to all";
+ mes "whom you meet in your travels.";
+ set PRIEST_SK,100;
+ close;
+ }
+ mes "[Sister Linus]";
+ mes "Please have mercy and";
+ mes "spread your light through";
+ mes "the world. Guide her with";
+ mes "your benevolent wisdom...";
+ mes "Bless her, and may she";
+ mes "be protected by your grace.";
+ next;
+ select("Whom are you praying for, sister?");
+ mes "[Sister Linus]";
+ mes "Oh! You startled me!";
+ mes "Whom am I praying for?";
+ mes "Well, I once knew a young,";
+ mes "playful and merry nun who was";
+ mes "also a bit brazen. But I have";
+ mes "many joyful memories of her.";
+ next;
+ mes "[Sister Linus]";
+ mes "One day, a group of adventurers";
+ mes "came to Prontera Church in hopes^FFFFFF ^000000 of hiring a Priest to accompany";
+ mes "them to ^3131DDGlast Heim^000000. It must have been fate that she was the only";
+ mes "Priest that was available.";
+ next;
+ mes "[Sister Linus]";
+ mes "I remember that she was";
+ mes "so determined to join those";
+ mes "adventurers, and we had no";
+ mes "choice but to let her go.";
+ mes "Still, many of us believed";
+ mes "that it was too dangerous...";
+ next;
+ mes "[Sister Linus]";
+ mes "I hear that, at first, their";
+ mes "ragtag team was able to";
+ mes "successfully exterminate";
+ mes "a great number of monsters.";
+ mes "But supporting them as a Priest";
+ mes "must have been tough for her...";
+ next;
+ mes "[Sister Linus]";
+ mes "Then, tragedy struck.";
+ mes "Surrounded by Wanderers,";
+ mes "the adventurers quickly fell";
+ mes "in defeat, one by one. Soon,";
+ mes "the young nun was the only^FFFFFF ^000000 one of the group still standing.";
+ next;
+ mes "[Sister Linus]";
+ mes "Alone against impossible";
+ mes "odds, that poor girl had no";
+ mes "choice but to try a desperate";
+ mes "gamble. She began to chant";
+ mes "the ancient holy spell...";
+ next;
+ select("Ancient spell...?");
+ mes "[Sister Linus]";
+ mes "Yes! ^FF0000Redemptio^000000!";
+ mes "A skill that only the";
+ mes "most talented Priests";
+ mes "can perform! And here she";
+ mes "was, a young nun with very";
+ mes "little experience, trying it!";
+ next;
+ mes "[Sister Linus]";
+ mes "Redemptio is the last";
+ mes "resort skill that can be";
+ mes "used to nobly save the";
+ mes "lives of others at the cost";
+ mes "of ^3131FFsacrificing your own life^000000.";
+ next;
+ mes "[Sister Linus]";
+ mes "Yes, I remember the days";
+ mes "she wasn't very interested";
+ mes "in studying the Priest and";
+ mes "Acolyte skills. Surprisingly,";
+ mes "she had learned enough to";
+ mes "attempt to cast Redemptio...";
+ next;
+ mes "[Sister Linus]";
+ mes "Miraculously, she succeeded";
+ mes "in reviving her party members.";
+ mes "They quickly used a Yggdrasil";
+ mes "Leaf to restore her life, and they defeated the Wanderers and";
+ mes "returned home safely.";
+ next;
+ mes "[Sister Linus]";
+ mes "Because of this success, she";
+ mes "was promoted to High Priest";
+ mes "despite the many mistakes she";
+ mes "made in the past. Now she travels the world, helping adventurers";
+ mes "in any way that she can.";
+ next;
+ mes "[Sister Linus]";
+ mes "But, well, she'll";
+ mes "always be that spunky";
+ mes "and joyful girl to me.";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Wait, you still haven't";
+ mes "answered my question.";
+ mes "Are you praying for this";
+ mes "nun? And if so, is she";
+ mes "in some kind of danger?";
+ next;
+ mes "[Sister Linus]";
+ mes "Well, a few months ago,";
+ mes "she went on a mission to";
+ mes "^3131FFLighthalzen^000000, a city in the";
+ mes "Schwaltzvalt Republic. I was";
+ mes "just worried since I haven't";
+ mes "heard from her in a while.";
+ next;
+ mes "[Sister Linus]";
+ mes "I come here to pray for";
+ mes "her everyday, and hope that";
+ mes "she'll come back safely and";
+ mes "share stories of her adventures";
+ mes "with me. Ooh, we'll talk all night long! It'll be so much fun!";
+ next;
+ mes "[Sister Linus]";
+ mes "Goodness, I've been";
+ mes "running my mouth! I'm";
+ mes "sorry to keep you, did you";
+ mes "have somewhere to go? Well,";
+ mes "I'll be praying for your safety~ ^FFFFFF ^000000";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Before I go, would you";
+ mes "please tell me the name";
+ mes "of that High Priest you were";
+ mes "talking about? If I see her,";
+ mes "I'll ask her to contact you.";
+ next;
+ mes "[Sister Linus]";
+ mes "Oh, thank you! Her name";
+ mes "is High Priest Sorin. Um,";
+ mes "^3131FFMargaretha Sorin^000000. If you";
+ mes "happen to find her, please";
+ mes "let her know that I am";
+ mes "praying for her safety.";
+ set PRIEST_SK,1;
+ close;
+ }
+ else if (PRIEST_SK == 1) {
+ mes "[Sister Linus]";
+ mes "Oh, hello~";
+ mes "How are you";
+ mes "doing today?";
+ next;
+ if (select("Please teach me ^3131FFRedemptio^000000.:Cancel") == 1) {
+ mes "[Sister Linus]";
+ mes "Ooh, Redemptio would be";
+ mes "a good skill for you to learn~";
+ mes "It's difficult to cast, but when you succeed, you can revive all";
+ mes "of your defeated Party Members.";
+ next;
+ mes "[Sister Linus]";
+ mes "Of course, the drawback";
+ mes "is that you must ^3131FFsacrifice";
+ mes "your own life^000000 in order to";
+ mes "use the skill. Now, to learn";
+ mes "Redemptio, you must first";
+ mes "learn ^3131FFLevel 1 Resurrection^000000.";
+ next;
+ mes "[Sister Linus]";
+ mes "Ah, you must";
+ mes "also bring me";
+ mes "^3131FF30 Holy Waters and";
+ mes "20 Blue Gemstones^000000";
+ mes "so you can attempt";
+ mes "to learn the skill.";
+ set PRIEST_SK,2;
+ next;
+ mes "[Sister Linus]";
+ mes "Um, but if you fail to";
+ mes "learn Redemptio, you'll";
+ mes "lose 1 Holy Water and";
+ mes "1 Blue Gemstone and";
+ mes "you'll have to try it again...";
+ close;
+ }
+ mes "[Sister Linus]";
+ mes "Praying gives me a";
+ mes "sense of peace and";
+ mes "comfort. Perhaps that";
+ mes "is one of the reasons";
+ mes "why I chose this job...";
+ close;
+ }
+ else if (PRIEST_SK == 2) {
+ if (getskilllv("ALL_RESURRECTION") > 0) {
+ if (countitem(523) > 29 && countitem(717) > 19) {
+ mes "[Sister Linus]";
+ mes "Ooh, it seems like you've";
+ mes "brought everything that you";
+ mes "need to learn Redemptio.";
+ mes "Are you ready to try it? If you";
+ mes "fail, you'll lose 1 Holy Water";
+ mes "and 1 Blue Gemstone, okay?";
+ next;
+ mes "[Sister Linus]";
+ mes "Now, please";
+ mes "concentrate and";
+ mes "repeat this special";
+ mes "prayer after me.";
+ next;
+ mes "[Sister Linus]";
+ mes "^3131FFOh holy and venerable one,";
+ mes "we pray to you. Please show";
+ mes "us your mercy and guide us";
+ mes "with your light. Give us the";
+ mes "strength to walk the path of";
+ mes "love and sacrifice. Redemptio!^000000";
+ next;
+ set .@redem_s,JobLevel+getskilllv("ALL_RESURRECTION");
+ set .@red_suc,rand(1,100);
+ if( .@redem_s < 31 ) {
+ if( .@red_suc > 20 && .@red_suc < 41 )
+ set .@success,1;
+ } else if( .@redem_s < 41 ) {
+ if( .@red_suc > 10 && .@red_suc < 41 )
+ set .@success,1;
+ } else {
+ if( .@red_suc > 10 && .@red_suc < 51 )
+ set .@success,1;
+ }
+
+ if (.@success) {
+ specialeffect2 EF_HEALSP;
+ mes "[Sister Linus]";
+ mes "Congratulations!";
+ mes "You successfully";
+ mes "learned Redemptio!";
+ mes "Please remember to only";
+ mes "use this skill in the most";
+ mes "critical situations.";
+ delitem 717,20; //Blue_Gemstone
+ delitem 523,30; //Holy_Water
+ set PRIEST_SK,100;
+ skill "PR_REDEMPTIO",1,0;
+ close;
+ }
+ else {
+ specialeffect2 EF_POISONHIT;
+ mes "[Sister Linus]";
+ mes "Oh no! I'm sorry,";
+ mes "but you failed to";
+ mes "learn Redemptio. Well,";
+ mes "I'll be waiting right here,";
+ mes "so we can try again when";
+ mes "you're ready, okay?";
+ delitem 717,1; //Blue_Gemstone
+ delitem 523,1; //Holy_Water
+ close;
+ }
+
+ }
+ else {
+ mes "[Sister Linus]";
+ mes "If you want to try to learn";
+ mes "Redemptio, please bring";
+ mes "^3131FF20 Blue Gemstones^000000 and";
+ mes "^3131FF30 Holy Waters^000000. Ah, and";
+ mes "you need to learn ^3131FFLevel 1";
+ mes "Resurrection^000000 beforehand.";
+ close;
+ }
+ }
+ else {
+ mes "[Sister Linus]";
+ mes "If you want to try to learn";
+ mes "Redemptio, please bring";
+ mes "^3131FF20 Blue Gemstones^000000 and";
+ mes "^3131FF30 Holy Waters^000000. Ah, and";
+ mes "you need to learn ^3131FFLevel 1";
+ mes "Resurrection^000000 beforehand.";
+ close;
+ }
+ }
+ }
+ else {
+ mes "[Sister Linus]";
+ mes "Please have mercy and";
+ mes "spread your light through";
+ mes "the world. Guide her with";
+ mes "your benevolent wisdom...";
+ mes "Bless her, and may she";
+ mes "be protected by your grace.";
+ close;
+ }
+}
+
+//============================================================
+// Old changelog
+//============================================================
+//= 1.0 for fully working skills only [Lupus]
+//= 1.1 Added more new skill quests for more classes [Lupus]
+//= Somehow eA engine doesn't let you keep learn't skill V_V'
+//= 1.2 Added to correct locations, correct NPC's, fixed
+//= some of the items required and made them into real
+//= quests. [Reddozen]
+//= 1.3 Fixed bugs and minor typos. Optimized [Lupus]
+//= 1.3a fixed an item ID typo, thx 2Spiritual Kid
+//= 1.3b Splitted into different files [DracoRPG]
+//============================================================
diff --git a/npc/pre-re/quests/skills/rogue_skills.txt b/npc/pre-re/quests/skills/rogue_skills.txt
new file mode 100644
index 000000000..8b804e0cd
--- /dev/null
+++ b/npc/pre-re/quests/skills/rogue_skills.txt
@@ -0,0 +1,1510 @@
+//===== rAthena Script =======================================
+//= Rogue Skills Quests
+//===== By: ==================================================
+//= Lupus, Reddozen
+//===== Current Version: =====================================
+//= 1.7
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Quests for skills: CLose Confine
+//===== Additional Comments: =================================
+//= 1.4 Rescripted to Aegis 10.3 stadards. [L0ne_W0lf]
+//= 1.5 Fixed bad NPC header data to comply with rev. 11603. [L0ne_W0lf]
+//= 1.6 Bug fixes as pointed out by Brainstorm in bugreport:351 [L0ne_W0lf]
+//= 1.6a Fixed(?) antoher problem (NPCs not disabling) hopefully. [L0ne_W0lf]
+//= 1.6b Corrected a Typo error with "rouge". (bugreport:909) [Samuray22]
+//= 1.7 Replaced effect numerics with constants. [L0ne_W0lf]
+//============================================================
+
+in_rogue,359,177,0 script #killershow01 -1,{
+OnInit:
+ disablenpc "#killershow01";
+ end;
+
+OnEnable:
+ enablenpc "#killershow01";
+ initnpctimer;
+ end;
+
+OnDisable:
+ stopnpctimer;
+ disablenpc "#killershow01";
+ end;
+
+OnTimer1000:
+ enablenpc "Killer#Rogueguild";
+ end;
+
+OnTimer120000:
+ disablenpc "Killer#Rogueguild";
+ end;
+
+OnTimer150000:
+ disablenpc "Killer#Rogueguild";
+ disablenpc "#killershow01";
+ end;
+}
+
+in_rogue,357,174,2 script Killer#Rogueguild 705,1,1,{
+OnInit:
+ disablenpc "Killer#Rogueguild";
+ end;
+
+OnTouch:
+ if (ROG_SK == 10) {
+ specialeffect2 EF_CHANGECOLD;
+ specialeffect EF_CHANGEWIND;
+ specialeffect2 EF_LIGHTSPHERE;
+ set ROG_SK,11;
+ mes "[Killer]";
+ mes "Wh-what have";
+ mes "you done to me?!";
+ mes "C-can't... move!";
+ next;
+ mes "[Haijara Greg]";
+ mes "Oh? I didn't expect";
+ mes "you to be able to cast";
+ mes "Close Confine so soon!";
+ mes "Amazing, just amazing!";
+ mes "Now, this is a good chance";
+ mes "for you to master the skill...";
+ next;
+ mes "[Haijara Greg]";
+ mes "Now pay attention.";
+ mes "I want you to practice";
+ mes "predicting your opponent's";
+ mes "movement intent on this killer.";
+ mes "You should be able to see which way he plans to move by his aura.";
+ next;
+ mes "[Haijara Greg]";
+ mes "If he plans to move to left,";
+ mes "his aura will be white. If he";
+ mes "moves to the right, it will be";
+ mes "yellow. If he intends to go";
+ mes "backward, it will be pale red.";
+ next;
+ while(1) {
+ if (.@lim_1 == 10) {
+ break;
+ }
+ else {
+ set .@lim_1,.@lim_1 + 1;
+ set .@move_1,rand(1,3);
+ if (.@move_1 == 1) {
+ specialeffect EF_CHANGECOLD;
+ if (select("Block him to the Left:Block him to the Right:Block his Retreat") == 1) {
+ mes "^3355FFThe killer remains";
+ mes "unable to move and looks";
+ mes "incredibly confused! Right";
+ mes "now, you're using the Close";
+ mes "Confine skill perfectly!^000000";
+ specialeffect EF_POTION1;
+ specialeffect2 EF_POTION7;
+ next;
+ }
+ else {
+ mes "^3355FFWait--!";
+ mes "For some reason,";
+ mes "you sense that's not";
+ mes "the direction the killer";
+ mes "is moving at this moment.";
+ mes "You naturally correct yourself.^000000";
+ next;
+ }
+ }
+ else if (.@move_1 == 2) {
+ specialeffect EF_CHANGEWIND;
+ if (select("Block him at the Left:Block him at the Right:Block him at the back") == 2) {
+ mes "^3355FFThe killer remains";
+ mes "unable to move and looks";
+ mes "incredibly confused! Right";
+ mes "now, you're using the Close";
+ mes "Confine skill perfectly!^000000";
+ specialeffect EF_POTION1;
+ specialeffect2 EF_POTION7;
+ next;
+ }
+ else {
+ mes "^3355FFWait--!";
+ mes "For some reason,";
+ mes "you sense that's not";
+ mes "the direction the killer";
+ mes "is moving at this moment.";
+ mes "You naturally correct yourself.^000000";
+ next;
+ }
+ }
+ else if (.@move_1 == 3) {
+ specialeffect EF_CHANGEEARTH;
+ if (select("Block him at the Left:Block him at the Right:Block him at the back") == 3) {
+ mes "^3355FFThe killer remains";
+ mes "unable to move and looks";
+ mes "incredibly confused! Right";
+ mes "now, you're using the Close";
+ mes "Confine skill perfectly!^000000";
+ specialeffect EF_POTION1;
+ specialeffect2 EF_POTION7;
+ next;
+ }
+ else {
+ mes "^3355FFWait--!";
+ mes "For some reason,";
+ mes "you sense that's not";
+ mes "the direction the killer";
+ mes "is moving at this moment.";
+ mes "You naturally correct yourself.^000000";
+ next;
+ }
+ }
+ }
+ }
+ mes "^3355FFYou successfully";
+ mes "retrieved the priceless";
+ mes "skill book written by the";
+ mes "legendary Chae Takbae.^000000";
+ close2;
+ disablenpc "Killer#Rogueguild";
+ donpcevent "#killershow01::OnDisable";
+ end;
+ }
+ else if (ROG_SK == 11) {
+ mes "[Killer]";
+ mes "Grrrrr...";
+ mes "S-still...";
+ mes "C-can't... Move!";
+ close2;
+ disablenpc "Killer#Rogueguild";
+ donpcevent "#killershow01::OnDisable";
+ end;
+ }
+ end;
+}
+
+in_rogue,355,179,0 script Haijara Greg#rogueguild 46,{
+ if (BaseJob == Job_Rogue) {
+ if (ROG_SK == 12 && Upper == 1) {
+ mes "[Haijara Greg]";
+ mes "Hm? Ah, amnesia as";
+ mes "resulting from transcending,";
+ mes "eh? Then I will teach you the";
+ mes "Close Confine skill once again.";
+ specialeffect2 EF_LIGHTSPHERE;
+ skill 1005,1,0;
+ set ROG_SK,13;
+ close;
+ }
+ else if (ROG_SK == 13 && Upper == 1) {
+ mes "[Haijara Greg]";
+ mes "A Stalker, eh?";
+ mes "Make sure that you";
+ mes "use your abilities to";
+ mes "malign foes that deserve";
+ mes "to be stalked. Best of";
+ mes "luck to you, adventurer.";
+ close;
+ }
+ else {
+ if (ROG_SK < 1) {
+ mes "[Haijara Greg]";
+ mes "H-how did you find this";
+ mes "place? I thought this panic";
+ mes "room was supposed to be";
+ mes "impenetrable, even by Rogues!";
+ next;
+ mes "[Haijara Greg]";
+ mes "This can't be good!";
+ mes "It will only be a matter of";
+ mes "time before they find me...";
+ close;
+ }
+ else if (ROG_SK == 1) {
+ mes "[Haijara Greg]";
+ mes "Wh-who are you,";
+ mes "and how did you get";
+ mes "in here? Identify yourself!";
+ next;
+ if (select("I don't mean you any harm!:Give us what we want!") == 1) {
+ mes "[Haijara Greg]";
+ mes "No...?";
+ mes "Then... Then";
+ mes "why have you come?";
+ mes "It is no accident that";
+ mes "you have found me.";
+ next;
+ if (select("I came to help you.:Oh, actually, I wasn't looking for you.") == 1) {
+ mes "[Haijara Greg]";
+ mes "Hmm... Well, I suppose";
+ if (Upper == 1)
+ mes "I can trust a fellow Stalker";
+ else
+ mes "I can trust a fellow Rogue";
+ mes "with my predictament. Honor";
+ mes "among thieves and all that.";
+ mes "Alright. Have you ever heard";
+ mes "the legend of Chae Takbae?";
+ next;
+ if (select("No:Yes") == 1) {
+ mes "[Haijara Greg]";
+ mes "100 years ago, Chae Takbae";
+ mes "was the very first person to";
+ mes "transcend his limits. He was";
+ mes "also the very person to choose";
+ mes "a different path, rather than the job order he previously had.";
+ next;
+ mes "[Haijara Greg]";
+ mes "He was originally a Monk,";
+ mes "but after transcending, he";
+ mes "somehow became a Stalker.";
+ mes "Retaining his knowledge of";
+ mes "the Monk's Root skill, he adapted^FFFFFF ^000000 it for the purposes of the Rogues.";
+ next;
+ mes "[Haijara Greg]";
+ mes "Chae Takbae recorded the";
+ mes "fundamentals for this new";
+ mes "Rogue skill in a book that";
+ mes "I was fortunate enough to";
+ mes "obtain. But as soon as I got";
+ mes "it, the blackmailing begain...";
+ next;
+ mes "[Haijara Greg]";
+ mes "There are unscrupulous";
+ mes "parties that will use any";
+ mes "means to take the book away";
+ mes "from me. I can understand, as";
+ mes "my sons and I have learned new";
+ mes "skills from Takbae's writings.";
+ next;
+ mes "[Haijara Greg]";
+ mes "However, I am running";
+ mes "out of time and those men";
+ mes "will inevitably find me.";
+ mes "Will you help me save";
+ mes "myself and my sons?";
+ next;
+ if (select("Sure!:Sorry, but I'm busy.") == 1) {
+ mes "[Haijara Greg]";
+ mes "Oh, thank you so much!";
+ mes "Listen, I can't risk being";
+ mes "found, so would you take";
+ mes "this letter to my youngest";
+ mes "son, ^FF0000Louis Greg^000000? Hurry,";
+ mes "there's not much time left!";
+ set ROG_SK,2;
+ close;
+ }
+ mes "[Haijara Greg]";
+ mes "I... I see.";
+ mes "But please realize";
+ mes "that, if not you, who";
+ mes "can I trust to help me?";
+ close;
+ }
+ mes "[Haijara Greg]";
+ mes "Then you would know the";
+ mes "value of the skill book he has";
+ mes "written that I now possess.";
+ mes "However, I'm hounded by men";
+ mes "who will do anything to get it.";
+ mes "Would you please help me?";
+ next;
+ if (select("Sure!:Sorry, but I'm busy.") == 1) {
+ mes "[Haijara Greg]";
+ mes "Oh, thank you so much!";
+ mes "Listen, I can't risk being";
+ mes "found, so would you take";
+ mes "this letter to my youngest";
+ mes "son, ^FF0000Louis Greg^000000? Hurry,";
+ mes "there's not much time left!";
+ set ROG_SK,2;
+ close;
+ }
+ mes "[Haijara Greg]";
+ mes "I... I see.";
+ mes "But please realize";
+ mes "that, if not you, who";
+ mes "can I trust to help me?";
+ close;
+ }
+ mes "[Haijara Greg]";
+ mes "Hm...?";
+ mes "That seems unlikely, but";
+ mes "I suppose I better give you";
+ mes "the benefit of the doubt.";
+ mes "Well then, I hope that you";
+ mes "can find your way out of here.";
+ close;
+ }
+ mes "[Haijara Greg]";
+ mes "I see. So be it.";
+ mes "I'll show you the skill";
+ mes "that you covet so much...";
+ mes "^FF0000Close Confine^000000!";
+ specialeffect EF_CHANGECOLD;
+ specialeffect2 EF_CHANGEWIND;
+ next;
+ mes "[Haijara Greg]";
+ mes "Hmpf. Now you are";
+ mes "helpless, allowing";
+ mes "me to do this: ^FF0000Back Stab^000000!";
+ specialeffect2 EF_COMBOATTACK5;
+ percentheal -95,0;
+ next;
+ mes "[Haijara Greg]";
+ mes "Now get out of here.";
+ mes "Never show your greedy";
+ mes "face in front of me again.";
+ mes "And just be happy that";
+ mes "I haven't killed you!";
+ set ROG_SK,1;
+ close;
+ }
+ else if (ROG_SK == 2) {
+ mes "[Haijara Greg]";
+ mes "We're running out of";
+ mes "time... Please bring this";
+ mes "letter to my youngest son,";
+ mes "^FF0000Louis^000000, as soon as you can!";
+ mes "You can find him in the Rogue";
+ mes "Guild near ^FF0000Hollgrehenn Junior^000000.";
+ close;
+ }
+ else if (ROG_SK == 3) {
+ mes "[Haijara Greg]";
+ mes "Louis sent you to find";
+ mes "^FF0000Thor^000000? He's in the Rogue";
+ mes "Guild near ^FF0000Hermanthorn Jr.^000000,";
+ mes "isn't he? I'm sorry that you";
+ mes "have to visit my sons one by";
+ mes "one... I know it's impractical.";
+ close;
+ }
+ else if (ROG_SK == 4) {
+ mes "[Haijara Greg]";
+ mes "Ah, looking for ^FF0000Jay^000000, eh?";
+ mes "He's near ^FF0000Antonio Jr.^000000 here";
+ mes "in the Rogue Guild. Or at";
+ mes "least, he's usually there.";
+ close;
+ }
+ else if (ROG_SK == 5) {
+ mes "[Haijara Greg]";
+ mes "Oh, you're back!";
+ mes "And you've brought";
+ mes "a letter from Jay.";
+ mes "Good, good, let me";
+ mes "read what he has to say...";
+ set ROG_SK,6;
+ next;
+ mes "[Haijara Greg]";
+ mes "Ah, great news! He's";
+ mes "contacted the Rogue Guild";
+ mes "to request extra protection";
+ mes "and to alert their guard. I can";
+ mes "finally relax just a little now. No one messes with Rogues.";
+ next;
+ mes "[Haijara Greg]";
+ mes "Thank you very much for";
+ mes "your help. I would be in";
+ mes "hiding forever if it weren't";
+ mes "for you. In return, let me";
+ mes "offer you the chance to learn";
+ mes "Chae Takbae's secret skill.";
+ next;
+ mes "[Haijara Greg]";
+ mes "Please speak to ^FF0000Thor^000000";
+ mes "and tell him that I've";
+ mes "permitted you to learn";
+ mes "the skill I have taught";
+ mes "all of my sons. He'll";
+ mes "comply, I'm sure of it.";
+ close;
+ }
+ else if (ROG_SK == 6) {
+ mes "[Haijara Greg]";
+ mes "Please ask Thor to teach";
+ mes "you Chae Takbae's secret";
+ mes "Rogue skill. Understand that";
+ mes "I can't teach you this skill";
+ mes "with the equipment here in";
+ mes "this sloven panic room.";
+ close;
+ }
+ else if (ROG_SK == 7) {
+ mes "[Haijara Greg]";
+ mes "Hm...? Aren't you";
+ mes "supposed to be in the";
+ mes "middle of training to learn";
+ mes "that skill? Please speak to";
+ mes "Thor and complete your training. ^FFFFFF ^000000";
+ close;
+ }
+ else if (ROG_SK == 8) {
+ mes "[Haijara Greg]";
+ mes "You've completed the";
+ mes "training? Ah, that's quite";
+ mes "exceptional. However, you";
+ mes "should speak to Thor first...";
+ close;
+ }
+ else if (ROG_SK == 9) {
+ mes "[Haijara Greg]";
+ mes "Oh, you've come back!";
+ mes "I hear that you've completed";
+ mes "the training and are ready";
+ mes "to hear about the applications";
+ mes "for the Close Confine skill.";
+ next;
+ mes "[Haijara Greg]";
+ mes "Wah! What th--?!";
+ mes "Stop! P-please, stop";
+ mes "that man! We can't let";
+ mes "him steal that book!";
+ specialeffect EF_COMBOATTACK5;
+ donpcevent "Killer#Rogueguild::OnEnable";
+ set ROG_SK,10;
+ close;
+ }
+ else if (ROG_SK == 10) {
+ mes "[Haijara Greg]";
+ mes "That man just stole the";
+ mes "Close Confine skill book!";
+ mes "Please! Don't let him get";
+ mes "away! That book is priceless!";
+ donpcevent "#killershow01::OnEnable";
+ close;
+ }
+ else if (ROG_SK == 11) {
+ donpcevent "Killer#Rogueguild::OnDisable";
+ donpcevent "#killershow01::OnDisable";
+ mes "^3355FFYou returned the";
+ mes "skill book written by";
+ mes "Chae Takbae to Haijara.^000000";
+ next;
+ mes "[Haijara Greg]";
+ mes "Thanks so much for your";
+ mes "assistance. Now, if you'd";
+ mes "like to know some detailed";
+ mes "information about Close";
+ mes "Confine, I can tell you more";
+ mes "about the skill if you like.";
+ next;
+ if (select("Yes, please.:No, thanks.") == 1) {
+ mes "[Haijara Greg]";
+ mes "As you must know,";
+ mes "Close Confine immobilizes";
+ mes "an enemy that is very close";
+ mes "to you. However, there are";
+ mes "a few nuances regarding its";
+ mes "use on players or monsters.";
+ next;
+ mes "[Haijara Greg]";
+ mes "Now, Close Confine is";
+ mes "similar to the Monk's skill,";
+ mes "Root, but it only inhibits the";
+ mes "enemy's movement, not";
+ mes "its attack capabilities.";
+ next;
+ mes "[Haijara Greg]";
+ mes "With the exception of";
+ mes "Back Stab, which we can";
+ mes "only use once during Close";
+ mes "Confine's duration, we can";
+ mes "use any skill during the";
+ mes "Close Confine status.";
+ next;
+ mes "[Haijara Greg]";
+ mes "Enemies affected by";
+ mes "Close Confine can escape";
+ mes "by using Fly Wing, Butterfly";
+ mes "Wings, or the Teleport or";
+ mes "Hiding skills. However, only";
+ mes "Hiding is active during WoE.";
+ next;
+ mes "[Haijara Greg]";
+ mes "Therefore, Close Confine";
+ mes "can be a very useful skill";
+ mes "during Guild War sieges, given";
+ mes "that the target doesn't use the";
+ mes "the Hiding skill to get away.";
+ next;
+ mes "[Haijara Greg]";
+ mes "With the exception of Boss";
+ mes "monsters, Close Confine";
+ mes "will immobilize monsters for";
+ mes "10 seconds, giving Rogues";
+ mes "new possibilities when";
+ mes "hunting in a party.";
+ next;
+ mes "[Haijara Greg]";
+ mes "Well, that's all I can tell";
+ mes "you about Close Confine.";
+ mes "I hope that you can learn";
+ mes "more about this skill through";
+ mes "practice, and that you become^FFFFFF ^000000 as great a legend as Chae Takbae.";
+ set ROG_SK,12;
+ skill 1005,1,0;
+ specialeffect2 EF_LIGHTSPHERE;
+ close;
+ }
+ mes "[Haijara Greg]";
+ mes "All right then...";
+ mes "I hope that you can";
+ mes "learn more about Close";
+ mes "Confine through diligent";
+ mes "practice. Good luck, and";
+ mes "thanks again for your help.";
+ set ROG_SK,12;
+ skill 1005,1,0;
+ specialeffect2 EF_LIGHTSPHERE;
+ close;
+ }
+ mes "[Haijara Greg]";
+ mes "Thank you for helping";
+ mes "me protect this priceless";
+ mes "skill book. I hope that the";
+ mes "next time we meet, we'll be";
+ mes "comrades on the battlefield...";
+ close;
+ }
+ }
+ else {
+ mes "[Haijara Greg]";
+ mes "H-how did you find this";
+ mes "place? I thought this panic";
+ mes "room was supposed to be";
+ mes "impenetrable, even by Rogues!";
+ next;
+ mes "[Haijara Greg]";
+ mes "This can't be good!";
+ mes "It will only be a matter of";
+ mes "time before they find me...";
+ next;
+ mes "[Haijara Greg]";
+ mes "Please...";
+ mes "Find me a Stalker";
+ mes "or a Rogue that I can";
+ mes "trust and send him to";
+ mes "help me! I don't have ";
+ mes "much time left...";
+ close;
+ }
+}
+
+in_rogue,152,29,0 script Louis Greg#rogueguild 84,{
+ if (BaseJob == Job_Rogue || Class == Job_Thief_High) {
+ if (ROG_SK < 1) {
+ mes "[Louis Greg]";
+ mes "My father just...";
+ mes "He just vanished!";
+ mes "He was teaching me and";
+ mes "my brothers a new skill,";
+ mes "but lately he began acting";
+ mes "paranoid for some reason...";
+ next;
+ mes "[Louis Greg]";
+ mes "Maybe he went into hiding?";
+ mes "I know there's a hidden panic";
+ mes "room in the Rogue Guild, but";
+ mes "even I don't know where to find";
+ mes "it. I hope everything's okay...";
+ set ROG_SK,1;
+ close;
+ }
+ else if (ROG_SK == 1) {
+ mes "[Louis Greg]";
+ mes "Father did warn that";
+ mes "people might come after us";
+ mes "if they're learned about the";
+ mes "new skill we were learning.";
+ mes "Maybe he went into hiding in";
+ mes "the Rogue Guild's panic room...";
+ close;
+ }
+ else if (ROG_SK == 2) {
+ mes "[Louis Greg]";
+ mes "What's this...?";
+ mes "A letter from my";
+ mes "father? Oh, he must";
+ mes "be alright! Quick, let";
+ mes "me read it right away!";
+ set ROG_SK,3;
+ next;
+ mes "[Louis Greg]";
+ mes "Oh no, he may be safe for";
+ mes "now, but father is being hunted";
+ mes "by some dangerous people? My";
+ mes "brother Thor will want to know";
+ mes "about this. Let me write him";
+ mes "a letter really quickly...";
+ next;
+ mes "[Louis Greg]";
+ mes "I know that I'm in no";
+ mes "position to ask any favors,";
+ mes "but I guess my father must";
+ mes "trust you. Please, would you";
+ mes "take my letter and deliver it";
+ mes "to my older brother, Thor?";
+ next;
+ mes "[Louis Greg]";
+ mes "You can find Thor";
+ mes "next to Hermanthorn Jr.";
+ mes "inside the Rogue Guild.";
+ mes "I'd really appreciate it if";
+ mes "you could help my family.";
+ close;
+ }
+ else if (ROG_SK == 3) {
+ mes "[Louis Greg]";
+ mes "My elder brother, ^FF0000Thor^000000,";
+ mes "must know about this right";
+ mes "away! Please bring him this";
+ mes "letter for me. He should be";
+ mes "near ^FF0000Hermanthorn Jr.^000000 here";
+ mes "inside the Rogue Guild.";
+ close;
+ }
+ else if (ROG_SK == 4) {
+ mes "[Louis Greg]";
+ mes "You're looking for my";
+ mes "brother, Jay? He's usually";
+ mes "hanging out here in the";
+ mes "Rogue Guild with Antonio Jr.";
+ close;
+ }
+ else if (ROG_SK == 5) {
+ mes "[Louis Greg]";
+ mes "If you need to speak";
+ mes "to my father, he's still";
+ mes "probably in the hidden panic";
+ mes "room inside the Rogue Guild.";
+ mes "I still don't know where that";
+ mes "place could possibly be...";
+ close;
+ }
+ else if (ROG_SK == 6) {
+ mes "[Louis Greg]";
+ mes "You want to learn the";
+ mes "secret Rogue skill? Oh,";
+ mes "you should probably talk";
+ mes "to ^FF0000Thor^000000 about that. I...";
+ mes "I'm really bad at explaining";
+ mes "things to people. Really bad.";
+ close;
+ }
+ else if (ROG_SK == 7) {
+ mes "[Louis Greg]";
+ mes "Hm? You're in the middle";
+ mes "of learning the secret Rogue";
+ mes "skill, aren't you? Ooh, then";
+ mes "you're not supposed to be here";
+ mes "just yet. Please go back and";
+ mes "talk to ^FF0000Thor^000000 again, okay?";
+ close;
+ }
+ else if (ROG_SK == 8) {
+ mes "[Louis Greg]";
+ mes "Oh, oh!";
+ mes "You're done with";
+ mes "the training? Ah,";
+ mes "then you need to";
+ mes "talk to Thor again!";
+ close;
+ }
+ else if (ROG_SK == 9) {
+ mes "[Louis Greg]";
+ mes "You wanted to learn";
+ mes "more about Close Confine?";
+ mes "Ugh, then you better speak";
+ mes "to my father. I just learned";
+ mes "that skill myself, you know.";
+ close;
+ }
+ else if (ROG_SK == 11) {
+ mes "[Louis Greg]";
+ mes "I just heard from my";
+ mes "brothers that Chae Takbae";
+ mes "developed Close Confine";
+ mes "as a way to brutally beat his";
+ mes "enemies, keeping them from";
+ mes "running away. Is that true?";
+ close;
+ }
+ mes "[Louis Greg]";
+ mes "Wow, you're really";
+ mes "great! I wish I were";
+ mes "as powerful as you.";
+ mes "I hate being a kid!";
+ close;
+ }
+ mes "[Louis Greg]";
+ mes "Why'd I become a Rogue?";
+ mes "I guess I just like being";
+ mes "sneaky. That, and being";
+ mes "moral and law abiding is";
+ mes "just too tough, you know?";
+ close;
+}
+
+in_rogue,268,125,2 script Thor Greg#rogueguild 86,{
+ if (BaseJob == Job_Rogue || Class == Job_Thief_High) {
+ if (ROG_SK < 1) {
+ mes "[Thor Greg]";
+ mes "Where did father go?";
+ mes "I hope those weird men";
+ mes "didn't get to him. With";
+ mes "any luck, he's hidden in";
+ mes "the panic room, but still...";
+ set ROG_SK,1;
+ close;
+ }
+ else if (ROG_SK == 1) {
+ mes "[Thor Greg]";
+ mes "Hm... My father might";
+ mes "be hiding in the panic";
+ mes "room. I've never been able";
+ mes "to find it, but Markie says";
+ mes "that the entrance is cleverly";
+ mes "hidden to her left. Hmmm...";
+ close;
+ }
+ else if (ROG_SK == 2) {
+ mes "[Thor Greg]";
+ mes "Are you looking for";
+ mes "my little brother, ^FF0000Louis^000000?";
+ mes "Oh, he's always hanging";
+ mes "around that ^FF0000Hollgrehenn Jr.^000000";
+ mes "here in the Rogue Guild.";
+ mes "What did you need him for?";
+ close;
+ }
+ else if (ROG_SK == 3) {
+ mes "[Thor Greg]";
+ mes "What's this you're";
+ mes "giving me? A letter";
+ mes "from Louis? Let's see...";
+ set ROG_SK,4;
+ next;
+ mes "[Thor Greg]";
+ mes "Oh God, father's in";
+ mes "serious trouble! I better";
+ mes "tell my older brother, Jay,";
+ mes "right away! Quick, find ^FF0000Jay^000000";
+ mes "next to ^FF0000Antonio Jr.^000000 here in";
+ mes "the guild! P-please hurry!";
+ close;
+ }
+ else if (ROG_SK == 4) {
+ mes "[Thor Greg]";
+ mes "You can find Jay hanging";
+ mes "out with Antonio Jr. here";
+ mes "inside the Rogue Guild. ";
+ mes "Please bring him the letter";
+ mes "I've written as soon as possible! ^FFFFFF ^000000";
+ close;
+ }
+ else if (ROG_SK == 5) {
+ mes "[Thor Greg]";
+ mes "Hopefully, father hasn't";
+ mes "gone outside of the Rogue";
+ mes "Guild's panic room. That";
+ mes "may be the only place";
+ mes "where he's safe...";
+ close;
+ }
+ else if (ROG_SK == 6) {
+ mes "[Thor Greg]";
+ mes "What's that? Father";
+ mes "wanted me to teach you";
+ mes "the secret Rogue skill?";
+ mes "Alright, I'll train you in the";
+ mes "same way father did. Would";
+ mes "you like an explanation first?";
+ next;
+ mes "[Thor Greg]";
+ mes "If you don't want an";
+ mes "explanation, I'll just";
+ mes "send you to the training";
+ mes "ground right away so that";
+ mes "you can learn ^FF0000Close Confine^000000.";
+ next;
+ if (select("Listen to Explanation:Go to Training Ground") == 1) {
+ mes "[Thor Greg]";
+ mes "Alright, the very first step";
+ mes "to learning ^FF0000Close Confine^000000";
+ mes "is to master blocking your";
+ mes "enemy's movement. I'll send";
+ mes "you to a special training";
+ mes "ground so you can practice.";
+ next;
+ mes "[Thor Greg]";
+ mes "There, you'll encounter our";
+ mes "training partner. Approach her";
+ mes "closely and make sure that you";
+ mes "predict and block her movements";
+ mes "to the left, right or backward.^FFFFFF ^000000 Get ready, I'm sending you now...";
+ close2;
+ warp "in_rogue",89,114;
+ end;
+ }
+ warp "in_rogue",89,114;
+ end;
+ }
+ else if (ROG_SK == 7) {
+ mes "[Thor Greg]";
+ mes "Alright, I'm going to break";
+ mes "the fourth wall here and assume";
+ mes "you were disconnected from the";
+ mes "game. Would you like to return";
+ mes "to the training ground in order";
+ mes "to learn ^FF0000Close Confine^000000?";
+ next;
+ if (select("Yes, please.:No, thanks.") == 1) {
+ mes "[Thor Greg]";
+ mes "Alright, the very first step";
+ mes "to learning ^FF0000Close Confine^000000";
+ mes "is to master blocking your";
+ mes "enemy's movement. I'll send";
+ mes "you to a special training";
+ mes "ground so you can practice.";
+ next;
+ mes "[Thor Greg]";
+ mes "There, you'll encounter our";
+ mes "training partner. Approach her";
+ mes "closely and make sure that you";
+ mes "predict and block her movements";
+ mes "to the left, right or backward.^FFFFFF ^000000 Get ready, I'm sending you now...";
+ set ROG_SK,6;
+ close2;
+ warp "in_rogue",89,114;
+ end;
+ }
+ mes "[Thor Greg]";
+ mes "Alright, alright.";
+ mes "When you feel ready";
+ mes "to resume training,";
+ mes "just let me know.";
+ close;
+
+ }
+ else if (ROG_SK == 8) {
+ mes "[Thor Greg]";
+ mes "Ah, I hear from Kienna";
+ mes "that you've completed your";
+ mes "training. Congratulations!";
+ mes "Now, please speak to my";
+ mes "father so that he can explain^FFFFFF ^000000 the Close Confine skill in detail.";
+ set ROG_SK,9;
+ close;
+ }
+ else if (ROG_SK == 9) {
+ mes "[Thor Greg]";
+ mes "Please talk to my father";
+ mes "so that he can explain the";
+ mes "nuances of the Close Confine";
+ mes "skill to you. He should still be^FFFFFF ^000000 in the Rogue Guild's panic room.";
+ close;
+ }
+ else if (ROG_SK == 11) {
+ mes "[Thor Greg]";
+ mes "You know, Chae Takbae";
+ mes "would say, ''I'm Chae";
+ mes "Takbae. And you are...?''";
+ mes "to opponents, and right";
+ mes "before they could answer,";
+ mes "he'd beat them to a pulp.";
+ next;
+ mes "[Thor Greg]";
+ mes "He really is";
+ mes "a legendary hero";
+ mes "amongst Rogues...!";
+ close;
+ }
+ mes "[Thor Greg]";
+ mes "Hm...?";
+ mes "It seems that";
+ mes "you're much stronger";
+ mes "than even me. There's";
+ mes "probably not too many";
+ mes "people who'd mess with you...";
+ close;
+ }
+ mes "[Thor Greg]";
+ mes "Hmm, gank this, gank";
+ mes "that. *Sigh* It's my most";
+ mes "shameful fault: I spend zeny";
+ mes "almost as quickly as I can";
+ mes "steal it. It's irresponsible...";
+ close;
+}
+
+in_rogue,181,114,3 script Jay Greg#rogueguild 85,{
+ if (BaseJob == Job_Rogue || Class == Job_Thief_High) {
+ if (ROG_SK < 1) {
+ mes "[Jay Greg]";
+ mes "My father must be hidden";
+ mes "in the Rogue Guild's panic";
+ mes "room. Strangely, my brothers";
+ mes "and I can never find it and";
+ mes "figure out whether he's safe...";
+ set ROG_SK,1;
+ next;
+ mes "[Jay Greg]";
+ mes "Recently, he's been pursued";
+ mes "by these strange men who've";
+ mes "been threatening our family.";
+ mes "Well, he did just teach us";
+ mes "a new skill, so he can use";
+ mes "that to protect himself...";
+ close;
+ }
+ else if (ROG_SK == 1) {
+ mes "[Jay Greg]";
+ mes "I'm guessing my father";
+ mes "hid himself in the Rogue";
+ mes "Guild's panic room. We can";
+ mes "never find it, but supposedly";
+ mes "the entrance is hidden close";
+ mes "to Markie somewhere.";
+ close;
+ }
+ else if (ROG_SK == 2) {
+ mes "[Jay Greg]";
+ mes "You're looking for";
+ mes "Louis, my little brother?";
+ mes "He's here in the Rouge Guild,";
+ mes "so it shouldn't be too hard to";
+ mes "find him. He's probably just";
+ mes "standing near Hollgrehen Jr.";
+ close;
+ }
+ else if (ROG_SK == 3) {
+ mes "[Jay Greg]";
+ mes "Thor? He should be";
+ mes "around the Rogue Guild";
+ mes "somewhere. Have you tried";
+ mes "looking around Hermathorn Jr.?";
+ close;
+ }
+ else if (ROG_SK == 4) {
+ mes "[Jay Greg]";
+ mes "A letter for me...?";
+ mes "Ah, it's from Thor, so";
+ mes "I guess I better read";
+ mes "it right away. Hmmm...";
+ set ROG_SK,5;
+ next;
+ mes "[Jay Greg]";
+ mes "I see... I must report";
+ mes "this to the Rogue Guild";
+ mes "right away, and send a reply";
+ mes "to my father. Hmm. Let me";
+ mes "write him a letter right now.";
+ mes "Please give me a moment...";
+ next;
+ mes "[Jay Greg]";
+ mes "There, it's done. Please";
+ mes "give this to my father with";
+ mes "all the haste you can muster.";
+ mes "I know it's much to ask, but";
+ mes "I cannot find the way to the";
+ mes "hidden panic room myself...";
+ close;
+ }
+ else if (ROG_SK == 5) {
+ mes "[Jay Greg]";
+ mes "Please give my reply";
+ mes "to my father as soon as";
+ mes "you can. He's still hidden";
+ mes "in the Rogue Guild's panic";
+ mes "room. That is, if our enemies";
+ mes "still haven't found him yet.";
+ close;
+ }
+ else if (ROG_SK == 6) {
+ mes "[Jay Greg]";
+ mes "You need to train for";
+ mes "the Close Confine skill?";
+ mes "I think Thor is the only";
+ mes "one with access to the";
+ mes "training ground, so";
+ mes "talk to him first.";
+ close;
+ }
+ else if (ROG_SK == 7) {
+ mes "[Jay Greg]";
+ mes "You need to train for";
+ mes "the Close Confine skill?";
+ mes "I think Thor is the only";
+ mes "one with access to the";
+ mes "training ground, so";
+ mes "talk to him first.";
+ close;
+ }
+ else if (ROG_SK == 8) {
+ mes "[Jay Greg]";
+ mes "Ah, you finished the";
+ mes "training for Close Confine,";
+ mes "did you? Great, now go and";
+ mes "tell my brother, Thor.";
+ close;
+ }
+ else if (ROG_SK == 9) {
+ mes "[Jay Greg]";
+ mes "Hm. You should probably";
+ mes "talk to my father to learn";
+ mes "more of the nuances about";
+ mes "the Close Confine skill.";
+ mes "Have you seen him in the";
+ mes "Rogue Guild's panic room?";
+ close;
+ }
+ else if (ROG_SK == 12) {
+ mes "[Jay Greg]";
+ mes "Chae Takbae sure";
+ mes "seemed like a stubborn,";
+ mes "thuggish guy. But he must";
+ mes "have been pretty smart to";
+ mes "invent some of his own skills.";
+ close;
+ }
+ mes "[Jay Greg]";
+ mes "I get the feeling";
+ mes "that you're going to";
+ mes "be one of the best Rogues";
+ mes "around, if you already aren't.";
+ close;
+ }
+ mes "[Jay Greg]";
+ mes "Ever since I learned";
+ mes "Intimdate, I've gotten";
+ mes "real punchy, maybe even";
+ mes "masochistic. I mean, if they";
+ mes "hit you with a skill, you can";
+ mes "hit them back with it!";
+ close;
+}
+
+prt_are01,150,150,0 script #1strecog -1,10,10,{
+OnTouch:
+ donpcevent "#1st5min::OnEnable";
+ donpcevent "#1stmove::OnEnable";
+ disablenpc "#1strecog";
+ end;
+}
+
+prt_are01,135,135,0 script #1st5min -1,{
+OnInit:
+ disablenpc "#1st5min";
+ end;
+
+OnEnable:
+ enablenpc "#1st5min";
+ initnpctimer;
+ end;
+
+OnDisable:
+ stopnpctimer;
+ disablenpc "#1st5min";
+ end;
+
+OnTimer1000:
+ mapannounce "prt_are01","Welcome to the Close Confine Training Ground. You will be automatically teleported outside in 5 minutes.",bc_map,"0x00ff00";
+ end;
+
+OnTimer290000:
+ mapannounce "prt_are01","You will be teleported outside in 20 seconds.",bc_map,"0x00ff00";
+ end;
+
+OnTimer310000:
+ mapannounce "prt_are01","You will be teleported outside in 5 seconds.",bc_map,"0x00ff00";
+ end;
+
+OnTimer315000:
+ mapannounce "prt_are01","You are now being teleported outside.",bc_map,"0x00ff00";
+ disablenpc "Kienna#1st";
+ disablenpc "Kienna#2nd";
+ disablenpc "Kienna#3rd";
+ disablenpc "Kienna#4th";
+ disablenpc "Kienna#5th";
+ disablenpc "Kienna#6th";
+ disablenpc "Kienna#7th";
+ disablenpc "Kienna#8th";
+ donpcevent "#1stmove::OnDisable";
+ enablenpc "#1strecog";
+ donpcevent "Waiting Room#rogue10::OnEnable";
+ stopnpctimer;
+ mapwarp "prt_are01","in_rogue",264,124;
+ end;
+}
+
+prt_are01,135,135,0 script #1stmove -1,{
+OnInit:
+ disablenpc "#1stmove";
+ end;
+
+OnEnable:
+ enablenpc "#1stmove";
+ initnpctimer;
+ end;
+
+OnTimer3000:
+ mapannounce "prt_are01","Kienna will appear in 1 second. Please approach her as closely as possible.",bc_map,"0x00ff00";
+ end;
+
+OnTimer5000:
+ switch(rand(1,8)) {
+ case 1:
+ enablenpc "Kienna#1st";
+ break;
+ case 2:
+ enablenpc "Kienna#2nd";
+ break;
+ case 3:
+ enablenpc "Kienna#3rd";
+ break;
+ case 4:
+ enablenpc "Kienna#4th";
+ break;
+ case 5:
+ enablenpc "Kienna#5th";
+ break;
+ case 6:
+ enablenpc "Kienna#6th";
+ break;
+ case 7:
+ enablenpc "Kienna#7th";
+ break;
+ case 8:
+ enablenpc "Kienna#8th";
+ }
+ end;
+
+OnTimer8000:
+ disablenpc "Kienna#1st";
+ disablenpc "Kienna#2nd";
+ disablenpc "Kienna#3rd";
+ disablenpc "Kienna#4th";
+ disablenpc "Kienna#5th";
+ disablenpc "Kienna#6th";
+ disablenpc "Kienna#7th";
+ disablenpc "Kienna#8th";
+ end;
+
+OnTimer9000:
+ stopnpctimer;
+ donpcevent "#1stmove::OnEnable";
+ mapwarp "prt_are01","prt_are01",150,150;
+ end;
+
+OnDisable:
+ stopnpctimer;
+ disablenpc "#1stmove";
+ end;
+}
+
+prt_are01,149,162,0 script Kienna#1st 700,1,1,{
+ end;
+OnTouch:
+ callfunc "F_Kienna","1st";
+ end;
+}
+
+prt_are01,136,150,0 script Kienna#2nd 700,1,1,{
+ end;
+OnTouch:
+ callfunc "F_Kienna","2nd";
+ end;
+}
+
+prt_are01,150,138,0 script Kienna#3rd 700,1,1,{
+ end;
+OnTouch:
+ callfunc "F_Kienna","3rd";
+ end;
+}
+
+prt_are01,163,147,0 script Kienna#4th 700,1,1,{
+ end;
+OnTouch:
+ callfunc "F_Kienna","4th";
+ end;
+}
+
+prt_are01,134,140,0 script Kienna#5th 700,1,1,{
+ end;
+OnTouch:
+ callfunc "F_Kienna","5th";
+ end;
+}
+
+prt_are01,161,140,0 script Kienna#6th 700,1,1,{
+ end;
+OnTouch:
+ callfunc "F_Kienna","6th";
+ end;
+}
+
+prt_are01,161,160,0 script Kienna#7th 700,1,1,{
+ end;
+OnTouch:
+ callfunc "F_Kienna","7th";
+ end;
+}
+
+prt_are01,138,159,0 script Kienna#8th 700,1,1,{
+ end;
+OnTouch:
+ callfunc "F_Kienna","8th";
+ end;
+}
+
+function script F_Kienna {
+ if (ROG_SK == 6) {
+ donpcevent "#1stmove::OnDisable";
+ mes "[Kienna]";
+ mes "Alright, in this";
+ mes "exercise, you'll need";
+ mes "to predict which way I'm";
+ mes "going to move and block";
+ mes "me from moving, essentially";
+ mes "immobilizing me. Get ready~";
+ set ROG_SK,7;
+ next;
+ while(1) {
+ if (.@lim_1 == 10) {
+ break;
+ }
+ else {
+ set .@lim_1,.@lim_1 + 1;
+ set .@move_1,rand(1,3);
+ if (.@move_1 == 1) {
+ if (select("Block her to the Left:Block her to the Right:Block her retreat") == 1) {
+ mes "[Kienna]";
+ mes "Huh...?";
+ mes "You blocked me!";
+ mes "Very nice work~";
+ specialeffect 204; //EF_POTION1
+ specialeffect2 210; // EF_POTION7
+ set .@suc_1,.@suc_1 + 1;
+ next;
+ }
+ else {
+ mes "[Kienna]";
+ mes "Sorry, but I wasn't";
+ mes "moving in that direction.";
+ mes "Your block attempt failed...";
+ next;
+ }
+ }
+ else if (.@move_1 == 2) {
+ if (select("Block her to the Left:Block her to the Right:Block her retreat") == 2) {
+ mes "[Kienna]";
+ mes "Huh...?";
+ mes "You blocked me!";
+ mes "Very nice work~";
+ specialeffect 204; //EF_POTION1
+ specialeffect2 210; // EF_POTION7
+ set .@suc_1,.@suc_1 + 1;
+ next;
+ }
+ else {
+ mes "[Kienna]";
+ mes "Sorry, but I wasn't";
+ mes "moving in that direction.";
+ mes "Your block attempt failed...";
+ next;
+ }
+ }
+ else if (.@move_1 == 3) {
+ if (select("Block her to the Left:Block her to the Right:Block her retreat") == 3) {
+ mes "[Kienna]";
+ mes "Huh...?";
+ mes "You blocked me!";
+ mes "Very nice work~";
+ specialeffect 204; //EF_POTION1
+ specialeffect2 210; // EF_POTION7
+ set .@suc_1,.@suc_1 + 1;
+ next;
+ }
+ else {
+ mes "[Kienna]";
+ mes "Sorry, but I wasn't";
+ mes "moving in that direction.";
+ mes "Your block attempt failed...";
+ next;
+ }
+ }
+ }
+ }
+ mes "[Kienna]";
+ mes "Alright, we're done";
+ mes "here. You earned a";
+ switch(.@suc_1) {
+ case 10:
+ mes "training grade of ''^0000FFS^000000.''";
+ mes "That's a perfect score!";
+ break;
+ case 9:
+ mes "training grade of ''^0000FFA^000000.''";
+ mes "You're really good at this!";
+ break;
+ case 8:
+ mes "training grade of ''^0000FFB +^000000.''";
+ mes "That's very commendable!";
+ break;
+ case 7:
+ mes "training grade of ''^0000FFB^000000.''";
+ mes "That's very nice work~";
+ break;
+ case 6:
+ mes "training grade of ''^0000FFC +^000000.''";
+ mes "Not too bad, but you";
+ mes "just barely passed!";
+ break;
+ case 5:
+ mes "training grade of ''^FF0000C^000000.''";
+ break;
+ case 4:
+ mes "training grade of ''^FF0000D+^000000.''";
+ break;
+ case 3:
+ mes "training grade of ''^FF0000D^000000.''";
+ break;
+ case 2:
+ mes "training grade of ''^FF0000F^000000.''";
+ break;
+ case 1:
+ mes "training grade of ''^FF0000F -^000000.''";
+ break;
+ case 0:
+ mes "training grade of...";
+ mes "Actually, I'm not able";
+ mes "to calculate it. What";
+ mes "could have happened?!";
+ }
+ next;
+ if (.@suc_1 > 5) {
+ mes "[Kienna]";
+ mes "I'm happy to say that";
+ mes "you've completed your";
+ mes "training! Let me send";
+ mes "you back to Thor Greg";
+ mes "now so that you can finish";
+ mes "learning ^FF0000Close Confine^000000.";
+ set ROG_SK,8;
+ disablenpc "Kienna#"+getarg(0);
+ donpcevent "#1st5min::OnDisable";
+ enablenpc "#1strecog";
+ close2;
+ donpcevent "Waiting Room#rogue10::OnEnable";
+ warp "in_rogue",264,124;
+ end;
+ }
+ else {
+ mes "[Kienna]";
+ mes "Hm. With this grade,";
+ mes "I don't think you're";
+ mes "quite ready to finish";
+ mes "learning Close Confine.";
+ mes "Would you like to try the";
+ mes "training exercise again?";
+ next;
+ if (select("Yes!:No, thanks.") == 1) {
+ disablenpc "Kienna#"+getarg(0);
+ donpcevent "#1stmove::OnEnable";
+ set ROG_SK,6;
+ warp "prt_are01",150,150;
+ end;
+ }
+ disablenpc "Kienna#"+getarg(0);
+ donpcevent "#1st5min::OnDisable";
+ enablenpc "#1strecog";
+ set ROG_SK,6;
+ donpcevent "Waiting Room#rogue10::OnEnable";
+ warp "in_rogue",264,124;
+ end;
+ }
+ }
+ else if (ROG_SK == 7) {
+ mes "[Kienna]";
+ mes "You must have canceled";
+ mes "your training in the middle";
+ mes "of the exercise. I'm sorry,";
+ mes "but you'll have to start";
+ mes "from the very beginning";
+ mes "of this training.";
+ set ROG_SK,6;
+ close2;
+ disablenpc "Kienna#"+getarg(0);
+ donpcevent "#1stmove::OnEnable";
+ warp "prt_are01",150,150;
+ end;
+ }
+ else if (ROG_SK == 8) {
+ mes "[Kienna]";
+ mes "You've already completed";
+ mes "the training exercise for";
+ mes "the Close Confine skill.";
+ mes "You no longer have need";
+ mes "for my assistance.";
+ close2;
+ donpcevent "Waiting Room#rogue10::OnEnable";
+ warp "in_rogue",264,124;
+ end;
+ }
+ else {
+ mes "[Kienna]";
+ mes "I'm sorry, but I don't";
+ mes "think you belong here.";
+ mes "Let me send you to the";
+ mes "Rogue Guild if you're lost...";
+ close2;
+ donpcevent "Waiting Room#rogue10::OnEnable";
+ warp "in_rogue",264,124;
+ end;
+ }
+
+OnInit:
+ disablenpc "Kienna#1st";
+ disablenpc "Kienna#2nd";
+ disablenpc "Kienna#3rd";
+ disablenpc "Kienna#4th";
+ disablenpc "Kienna#5th";
+ disablenpc "Kienna#6th";
+ disablenpc "Kienna#7th";
+ disablenpc "Kienna#8th";
+ end;
+}
+
+in_rogue,88,119,3 script Waiting Room#rogue10 828,{
+OnEnable:
+ enablenpc "Waiting Room#rogue10";
+ enablewaitingroomevent "Waiting Room#rogue10";
+ end;
+
+OnInit:
+ waitingroom "Training Ground",10,"Waiting Room#rogue10::OnStartArena",1;
+ enablewaitingroomevent "Waiting Room#rogue10";
+ end;
+
+OnStartArena:
+ warpwaitingpc "prt_are01",150,150;
+ disablewaitingroomevent "Waiting Room#rogue10";
+ end;
+}
+
+//============================================================
+// Old changelog
+//============================================================
+//= 1.0 for fully working skills only [Lupus]
+//= 1.1 Added more new skill quests for more classes [Lupus]
+//= Somehow eA engine doesn't let you keep learn't skill V_V'
+//= 1.2 Added to correct locations, correct NPC's, fixed
+//= some of the items required and made them into real
+//= quests. [Reddozen]
+//= 1.3 Fixed bugs and minor typos. Optimized [Lupus]
+//= 1.3a fixed an item ID typo, thx 2Spiritual Kid
+//= 1.3b Splitted into different files [DracoRPG]
+//============================================================
diff --git a/npc/pre-re/quests/skills/sage_skills.txt b/npc/pre-re/quests/skills/sage_skills.txt
new file mode 100644
index 000000000..1058bb6a8
--- /dev/null
+++ b/npc/pre-re/quests/skills/sage_skills.txt
@@ -0,0 +1,1128 @@
+//===== rAthena Script =======================================
+//= Sage Skills Quests
+//===== By: ==================================================
+//= Lupus, Reddozen
+//===== Current Version: =====================================
+//= 1.4
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Quests for skills: Create Converter, Elemental Change
+//===== Additional Comments: =================================
+//= 1.4 Rescripted to Aegis 10.3 standards. [5511]
+//============================================================
+
+yuno_in03,176,24,3 script Mischna 755,{
+ if(BaseJob == Job_Sage) {
+ if(SAG_SK == 100) {
+ if(getskilllv("SA_ELEMENTFIRE") == 0 && getskilllv("SA_ELEMENTGROUND") == 0 && getskilllv("SA_ELEMENTWIND") == 0 && getskilllv("SA_ELEMENTWATER") == 0 && getskilllv("SA_CREATECON") == 0) {
+ mes "[Mishuna]";
+ mes "Ah, you must have";
+ mes "forgotten what I taught";
+ mes "you somehow. Perhaps";
+ mes "you lost your copy of the";
+ mes "skill scroll I gave you? No";
+ mes "matter, I'll help you remember.";
+ next;
+ mes "[Mishuna]";
+ mes "You'll be given the chance to";
+ mes "choose which kind of ^FF0000Elemental";
+ mes "Change^000000 skill that you want, even one that you didn't previously";
+ mes "learn, so long as you fulfill";
+ mes "the skill's requirements.";
+ next;
+ mes "[Mishuna]";
+ mes "Keep in mind that once";
+ mes "you learn your Elemental";
+ mes "Change skill, you won't be";
+ mes "able to change it. Now, which";
+ mes "skill would you like to learn?";
+ next;
+ while(1) {
+ switch(select("Fire Elemental Change:Earth Elemental Change:Wind Elemental Change:Water Elemental Change")) {
+ case 1:
+ if (getskilllv("SA_FLAMELAUNCHER") == 0) {
+ mes "[Mishuna]";
+ mes "I'm sorry, but you haven't";
+ mes "learned ^FF0000Endow Blaze^000000, the skill";
+ mes "required for ^FF0000Fire Elemental";
+ mes "Change^000000. You'll need to learn";
+ mes "Endow Blaze or select another";
+ mes "Elemental Change skill.";
+ next;
+ }
+ else {
+ mes "[Mishuna]";
+ mes "Very well, I shall";
+ mes "teach you the ^FF0000Fire";
+ mes "Elemental Change^000000 skill";
+ mes "and the ^FF0000Elemental Converter";
+ mes "Creation skill^000000. Please remain";
+ mes "still while I chant this spell.";
+ next;
+ mes "[Mishuna]";
+ mes "%$#@!#$% Yap~~";
+ specialeffect2 EF_RUWACH;
+ next;
+ mes "[Mishuna]";
+ mes "Yap!";
+ specialeffect2 EF_BRANDISHSPEAR;
+ next;
+ mes "^3355FFYou've successfully";
+ mes "learned the Fire Elemental";
+ mes "Change skill and the Elemental";
+ mes "Converter Creation skill.^000000";
+ skill "SA_ELEMENTFIRE",1,0;
+ skill "SA_CREATECON",1,0;
+ next;
+ mes "[Mishuna]";
+ mes "Ah, you've learned these";
+ mes "skills as quickly as I thought";
+ mes "you would. Very well then, ";
+ mes "I hope you adeptly use these";
+ mes "talents for the right purposes.";
+ mes "Farewell for now, "+strcharinfo(0)+".";
+ close;
+ }
+ break;
+ case 2:
+ if (getskilllv("SA_SEISMICWEAPON") == 0) {
+ mes "[Mishuna]";
+ mes "I'm sorry, but you haven't";
+ mes "learned ^FF0000Endow Quake^000000, the skill";
+ mes "required for ^FF0000Earth Elemental";
+ mes "Change^000000. You'll need to learn";
+ mes "Endow Quake or select another";
+ mes "Elemental Change skill.";
+ next;
+ }
+ else {
+ mes "[Mishuna]";
+ mes "Very well, I shall";
+ mes "teach you the ^FF0000Earth";
+ mes "Elemental Change^000000 skill";
+ mes "and the ^FF0000Elemental Converter";
+ mes "Creation skill^000000. Please remain";
+ mes "still while I chant this spell.";
+ next;
+ mes "[Mishuna]";
+ mes "%$#@!#$% Yap~~";
+ specialeffect2 EF_RUWACH;
+ next;
+ mes "[Mishuna]";
+ mes "Yap!";
+ specialeffect2 EF_BRANDISHSPEAR;
+ next;
+ mes "^3355FFYou've successfully";
+ mes "learned the Earth Elemental";
+ mes "Change skill and the Elemental";
+ mes "Converter Creation skill.^000000";
+ skill "SA_ELEMENTGROUND",1,0;
+ skill "SA_CREATECON",1,0;
+ next;
+ mes "[Mishuna]";
+ mes "Ah, you've learned these";
+ mes "skills as quickly as I thought";
+ mes "you would. Very well then, ";
+ mes "I hope you adeptly use these";
+ mes "talents for the right purposes.";
+ mes "Farewell for now, "+strcharinfo(0)+".";
+ close;
+ }
+ break;
+ case 3:
+ if (getskilllv("SA_LIGHTNINGLOADER") == 0) {
+ mes "[Mishuna]";
+ mes "I'm sorry, but you haven't";
+ mes "learned ^FF0000Endow Tornado^000000, the";
+ mes "skill required for ^FF0000Wind Elemental Change^000000. You must learn Endow";
+ mes "Tornado or select another";
+ mes "Elemental Change skill.";
+ next;
+ }
+ else {
+ mes "[Mishuna]";
+ mes "Very well, I shall";
+ mes "teach you the ^FF0000Wind";
+ mes "Elemental Change^000000 skill";
+ mes "and the ^FF0000Elemental Converter";
+ mes "Creation skill^000000. Please remain";
+ mes "still while I chant this spell.";
+ next;
+ mes "[Mishuna]";
+ mes "%$#@!#$% Yap~~";
+ specialeffect2 EF_RUWACH;
+ next;
+ mes "[Mishuna]";
+ mes "Yap!";
+ specialeffect2 EF_BRANDISHSPEAR;
+ next;
+ mes "^3355FFYou've successfully";
+ mes "learned the Wind Elemental";
+ mes "Change skill and the Elemental";
+ mes "Converter Creation skill.^000000";
+ skill "SA_ELEMENTWIND",1,0;
+ skill "SA_CREATECON",1,0;
+ next;
+ mes "[Mishuna]";
+ mes "Ah, you've learned these";
+ mes "skills as quickly as I thought";
+ mes "you would. Very well then, ";
+ mes "I hope you adeptly use these";
+ mes "talents for the right purposes.";
+ mes "Farewell for now, "+strcharinfo(0)+".";
+ close;
+ }
+ break;
+ case 4:
+ if (getskilllv("SA_FROSTWEAPON") == 0) {
+ mes "[Mishuna]";
+ mes "I'm sorry, but you haven't";
+ mes "learned ^FF0000Endow Tsunami^000000, the";
+ mes "skill required for ^FF0000Water Elemental Change^000000. You must learn Endow";
+ mes "Tsunami or select another";
+ mes "Elemental Change skill.";
+ next;
+ }
+ else {
+ mes "[Mishuna]";
+ mes "Very well, I shall";
+ mes "teach you the ^FF0000Water";
+ mes "Elemental Change^000000 skill";
+ mes "and the ^FF0000Elemental Converter";
+ mes "Creation skill^000000. Please remain";
+ mes "still while I chant this spell.";
+ next;
+ mes "[Mishuna]";
+ mes "%$#@!#$% Yap~~";
+ specialeffect2 EF_RUWACH;
+ next;
+ mes "[Mishuna]";
+ mes "Yap!";
+ specialeffect2 EF_BRANDISHSPEAR;
+ next;
+ mes "^3355FFYou've successfully";
+ mes "learned the Water Elemental";
+ mes "Change skill and the Elemental";
+ mes "Converter Creation skill.^000000";
+ skill "SA_ELEMENTWATER",1,0;
+ skill "SA_CREATECON",1,0;
+ next;
+ mes "[Mishuna]";
+ mes "Ah, you've learned these";
+ mes "skills as quickly as I thought";
+ mes "you would. Very well then, ";
+ mes "I hope you adeptly use these";
+ mes "talents for the right purposes.";
+ mes "Farewell for now, "+strcharinfo(0)+".";
+ close;
+ }
+ break;
+ }
+ }
+ }
+ else if(getskilllv("SA_ELEMENTFIRE") == 0 && getskilllv("SA_ELEMENTGROUND") == 0 && getskilllv("SA_ELEMENTWIND") == 0 && getskilllv("SA_ELEMENTWATER") == 0) {
+ mes "[Mishuna]";
+ mes "Ah, you must have";
+ mes "forgotten what I taught";
+ mes "you somehow. Perhaps";
+ mes "you lost your copy of the";
+ mes "skill scroll I gave you? No";
+ mes "matter, I'll help you remember.";
+ next;
+ mes "[Mishuna]";
+ mes "You'll be given the chance to";
+ mes "choose which kind of ^FF0000Elemental";
+ mes "Change^000000 skill that you want, even one that you didn't previously";
+ mes "learn, so long as you fulfill";
+ mes "the skill's requirements.";
+ next;
+ mes "[Mishuna]";
+ mes "Keep in mind that once";
+ mes "you learn your Elemental";
+ mes "Change skill, you won't be";
+ mes "able to change it. Now, which";
+ mes "skill would you like to learn?";
+ next;
+ while(1) {
+ switch(select("Fire Elemental Change:Earth Elemental Change:Wind Elemental Change:Water Elemental Change")) {
+ case 1:
+ if (getskilllv("SA_FLAMELAUNCHER") == 0) {
+ mes "[Mishuna]";
+ mes "I'm sorry, but you haven't";
+ mes "learned ^FF0000Endow Blaze^000000, the skill";
+ mes "required for ^FF0000Fire Elemental";
+ mes "Change^000000. You'll need to learn";
+ mes "Endow Blaze or select another";
+ mes "Elemental Change skill.";
+ next;
+ }
+ else {
+ mes "[Mishuna]";
+ mes "Very well, I shall";
+ mes "teach you the ^FF0000Fire";
+ mes "Elemental Change^000000 skill";
+ mes "and the ^FF0000Elemental Converter";
+ mes "Creation skill^000000. Please remain";
+ mes "still while I chant this spell.";
+ next;
+ mes "[Mishuna]";
+ mes "%$#@!#$% Yap~~";
+ specialeffect2 EF_RUWACH;
+ next;
+ mes "[Mishuna]";
+ mes "Yap!";
+ specialeffect2 EF_BRANDISHSPEAR;
+ next;
+ mes "^3355FFYou've successfully";
+ mes "learned the Fire Elemental";
+ mes "Change skill and the Elemental";
+ mes "Converter Creation skill.^000000";
+ skill "SA_ELEMENTFIRE",1,0;
+ next;
+ mes "[Mishuna]";
+ mes "Ah, you've learned these";
+ mes "skills as quickly as I thought";
+ mes "you would. Very well then, ";
+ mes "I hope you adeptly use these";
+ mes "talents for the right purposes.";
+ mes "Farewell for now, "+strcharinfo(0)+".";
+ close;
+ }
+ break;
+ case 2:
+ if (getskilllv("SA_SEISMICWEAPON") == 0) {
+ mes "[Mishuna]";
+ mes "I'm sorry, but you haven't";
+ mes "learned ^FF0000Endow Quake^000000, the skill";
+ mes "required for ^FF0000Earth Elemental";
+ mes "Change^000000. You'll need to learn";
+ mes "Endow Quake or select another";
+ mes "Elemental Change skill.";
+ next;
+ }
+ else {
+ mes "[Mishuna]";
+ mes "Very well, I shall";
+ mes "teach you the ^FF0000Earth";
+ mes "Elemental Change^000000 skill";
+ mes "and the ^FF0000Elemental Converter";
+ mes "Creation skill^000000. Please remain";
+ mes "still while I chant this spell.";
+ next;
+ mes "[Mishuna]";
+ mes "%$#@!#$% Yap~~";
+ specialeffect2 EF_RUWACH;
+ next;
+ mes "[Mishuna]";
+ mes "Yap!";
+ specialeffect2 EF_BRANDISHSPEAR;
+ next;
+ mes "^3355FFYou've successfully";
+ mes "learned the Earth Elemental";
+ mes "Change skill and the Elemental";
+ mes "Converter Creation skill.^000000";
+ skill "SA_ELEMENTGROUND",1,0;
+ next;
+ mes "[Mishuna]";
+ mes "Ah, you've learned these";
+ mes "skills as quickly as I thought";
+ mes "you would. Very well then, ";
+ mes "I hope you adeptly use these";
+ mes "talents for the right purposes.";
+ mes "Farewell for now, "+strcharinfo(0)+".";
+ close;
+ }
+ break;
+ case 3:
+ if (getskilllv("SA_LIGHTNINGLOADER") == 0) {
+ mes "[Mishuna]";
+ mes "I'm sorry, but you haven't";
+ mes "learned ^FF0000Endow Tornado^000000, the";
+ mes "skill required for ^FF0000Wind Elemental Change^000000. You must learn Endow";
+ mes "Tornado or select another";
+ mes "Elemental Change skill.";
+ next;
+ }
+ else {
+ mes "[Mishuna]";
+ mes "Very well, I shall";
+ mes "teach you the ^FF0000Wind";
+ mes "Elemental Change^000000 skill";
+ mes "and the ^FF0000Elemental Converter";
+ mes "Creation skill^000000. Please remain";
+ mes "still while I chant this spell.";
+ next;
+ mes "[Mishuna]";
+ mes "%$#@!#$% Yap~~";
+ specialeffect2 EF_RUWACH;
+ next;
+ mes "[Mishuna]";
+ mes "Yap!";
+ specialeffect2 EF_BRANDISHSPEAR;
+ next;
+ mes "^3355FFYou've successfully";
+ mes "learned the Wind Elemental";
+ mes "Change skill and the Elemental";
+ mes "Converter Creation skill.^000000";
+ skill "SA_ELEMENTWIND",1,0;
+ next;
+ mes "[Mishuna]";
+ mes "Ah, you've learned these";
+ mes "skills as quickly as I thought";
+ mes "you would. Very well then, ";
+ mes "I hope you adeptly use these";
+ mes "talents for the right purposes.";
+ mes "Farewell for now, "+strcharinfo(0)+".";
+ close;
+ }
+ break;
+ case 4:
+ if (getskilllv("SA_FROSTWEAPON") == 0) {
+ mes "[Mishuna]";
+ mes "I'm sorry, but you haven't";
+ mes "learned ^FF0000Endow Tsunami^000000, the";
+ mes "skill required for ^FF0000Water Elemental Change^000000. You must learn Endow";
+ mes "Tsunami or select another";
+ mes "Elemental Change skill.";
+ next;
+ }
+ else {
+ mes "[Mishuna]";
+ mes "Very well, I shall";
+ mes "teach you the ^FF0000Water";
+ mes "Elemental Change^000000 skill";
+ mes "and the ^FF0000Elemental Converter";
+ mes "Creation skill^000000. Please remain";
+ mes "still while I chant this spell.";
+ next;
+ mes "[Mishuna]";
+ mes "%$#@!#$% Yap~~";
+ specialeffect2 EF_RUWACH;
+ next;
+ mes "[Mishuna]";
+ mes "Yap!";
+ specialeffect2 EF_BRANDISHSPEAR;
+ next;
+ mes "^3355FFYou've successfully";
+ mes "learned the Water Elemental";
+ mes "Change skill and the Elemental";
+ mes "Converter Creation skill.^000000";
+ skill "SA_ELEMENTWATER",1,0;
+ next;
+ mes "[Mishuna]";
+ mes "Ah, you've learned these";
+ mes "skills as quickly as I thought";
+ mes "you would. Very well then, ";
+ mes "I hope you adeptly use these";
+ mes "talents for the right purposes.";
+ mes "Farewell for now, "+strcharinfo(0)+".";
+ close;
+ }
+ break;
+ }
+ }
+ }
+ else if(getskilllv("SA_CREATECON") == 0) {
+ mes "[Mishuna]";
+ mes "Ah, you must have";
+ mes "forgotten what I taught";
+ mes "you somehow. Perhaps";
+ mes "you lost your copy of the";
+ mes "skill scroll I gave you? No";
+ mes "matter, I'll help you remember.";
+ next;
+ mes "[Mishuna]";
+ mes "Alright, I'm going";
+ mes "to cast a spell that";
+ mes "will help you remember";
+ mes "the skills you forgot.";
+ mes "Don't move, and try to";
+ mes "stay as still as possible...";
+ next;
+ mes "[Mishuna]";
+ mes "%$#@!#$% Yap~~";
+ specialeffect2 EF_RUWACH;
+ next;
+ mes "[Mishuna]";
+ mes "Yap!";
+ specialeffect2 EF_BRANDISHSPEAR;
+ next;
+ mes "^3355FFYou successfully recalled";
+ mes "the Elemental Coverter";
+ mes "Creation skill and are";
+ mes "able to use it again.^000000";
+ skill "SA_CREATECON",1,0;
+ next;
+ mes "[Mishuna]";
+ mes "Ah, you've learned these";
+ mes "skills as quickly as I thought";
+ mes "you would. Very well then, ";
+ mes "I hope you adeptly use these";
+ mes "talents for the right purposes.";
+ mes "Farewell for now, "+strcharinfo(0)+".";
+ close;
+ }
+ else {
+ mes "[Mishuna]";
+ mes "If you have any Sage or";
+ mes "Scholar friends who haven't";
+ mes "learned the skills from Sir";
+ mes "Barmundt's scrolls, then";
+ mes "please refer them to me.";
+ next;
+ mes "[Mishuna]";
+ mes "I trust that you are";
+ mes "finding that these";
+ mes "element based skills";
+ mes "are very useful in battle.";
+ mes "Knowledge truly equates";
+ mes "to power in the long run...";
+ close;
+ }
+ }
+ else if(SAG_SK == 0) {
+ mes "[Mishuna]";
+ mes "Good day, I'm Mishuna, one";
+ mes "of the instructors here in the";
+ mes "Schweicherbil Magic Academy.";
+ mes "How may I be of service?";
+ next;
+ select("I seek new knowledge.");
+ mes "[Mishuna]";
+ mes "Ah, you must be "+strcharinfo(0)+".";
+ mes "I've looked forward to meeting";
+ mes "you. In the noble pursuit of";
+ mes "knowledge, might I suggest";
+ mes "reading the recently restored";
+ mes "scrolls of Sir Barmundt?";
+ next;
+ mes "[Mishuna]";
+ mes "Sir Barmundt's scrolls contain";
+ mes "knowledge about the 4 elements,";
+ mes "which are Fire, Water, Earth, and Wind. The knowledge of these";
+ mes "scrolls can be applied in the";
+ mes "use of 2 new Sage skills.";
+ next;
+ mes "[Mishuna]";
+ mes "The first is called ^FF0000Elemental";
+ mes "Change^000000, which enables you";
+ mes "to change a monster's attribute";
+ mes "according to the specific element^FFFFFF ^000000 of the Elemental Change skill";
+ mes "that you have learned.";
+ next;
+ mes "[Mishuna]";
+ mes "The second is called";
+ mes "Elemental Converter Creation,";
+ mes "which enables you to create";
+ mes "converter items that are required^FFFFFF ^000000 to use the Elemental Change skill.";
+ next;
+ mes "[Mishuna]";
+ mes "Although the knowledge of";
+ mes "these two skills has been";
+ mes "lost for years, we've finally";
+ mes "been able to recover most";
+ mes "of it. So, do you think you're";
+ mes "ready to learn these skills?";
+ next;
+ if(select("Maybe later.:Yes, I am.") == 1) {
+ mes "[Mishuna]";
+ mes "Ah, you must be busy right";
+ mes "now. No problem, just come";
+ mes "back when you think you're";
+ mes "ready to learn. Well then,";
+ mes "farewell and have a good day~";
+ close;
+ }
+ mes "[Mishuna]";
+ mes "Very well, then. First, you";
+ mes "must learn the Elemental";
+ mes "Coverter Creation skill, which";
+ mes "is essential to learning the";
+ mes "Elemental Change skill.";
+ next;
+ mes "[Mishuna]";
+ mes "Please bring the required";
+ mes "materials so that we can";
+ mes "construct a basic elemental";
+ mes "converter in order for you to";
+ mes "learn the skill. Let's see,";
+ mes "you will need to bring...";
+ next;
+ mes "[Mishuna]";
+ mes "^ff00007 Horns^000000,";
+ mes "^ff000012 Rainbow Shells^000000,";
+ mes "^ff000010 Snail's Shells^000000,";
+ mes "^ff00004 Blank Scrolls^000000 and";
+ mes "^ff000010 Scorpion Tails^000000.^000000";
+ next;
+ mes "[Mishuna]";
+ mes "Alright, I shall be";
+ mes "nexting here for your";
+ mes "return. Remember that we";
+ mes "need these items to create";
+ mes "a converter so that you can^FFFFFF ^000000 learn the skill from my example...";
+ set SAG_SK,1;
+ close;
+ }
+ else if(SAG_SK == 1) {
+ if (countitem(904) < 10 || countitem(947) < 7 || countitem(1013) < 12 || countitem(946) < 10 || countitem(7433) < 4) {
+ mes "[Mishuna]";
+ mes "Hm, you still haven't";
+ mes "gathered all of the materials";
+ mes "required to create an elemental";
+ mes "coverter. Let me remind you";
+ mes "what to bring so that you";
+ mes "don't forget next time...";
+ next;
+ mes "[Mishuna]";
+ mes "^ff00007 Horns^000000,";
+ mes "^ff000012 Rainbow Shells^000000,";
+ mes "^ff000010 Snail's Shells^000000,";
+ mes "^ff00004 Blank Scrolls^000000 and";
+ mes "^ff000010 Scorpion Tails^000000.^000000";
+ next;
+ mes "[Mishuna]";
+ mes "Don't forget that we need";
+ mes "all of these items to create";
+ mes "a converter so that you can";
+ mes "learn the Elemental Converter";
+ mes "Creation skill by watching";
+ mes "me demonstrate it for you.";
+ close;
+ }
+ else {
+ mes "[Mishuna]";
+ mes "Great, you brought everything.";
+ mes "Now, let me explain the skill.";
+ mes "The skills you learn as a Sage";
+ mes "determine what kind of elemental converters that you can craft.";
+ next;
+ mes "[Mishuna]";
+ mes "The ^FF0000Endow Blaze^000000 skill enables";
+ mes "you to create Fire elemental";
+ mes "converters. The ^FF0000Endow Quake^000000";
+ mes "skill enables the creation";
+ mes "of Earth elemental converters.";
+ next;
+ mes "[Mishuna]";
+ mes "^FF0000Endow Tornado^000000 enables";
+ mes "the creation of Wind elemental";
+ mes "converters, and ^FF0000Endow Tsunami^000000";
+ mes "enables the creation of Water";
+ mes "elemental converters. That";
+ mes "all makes sense, right?";
+ next;
+ mes "[Mishuna]";
+ mes "Now, your elemental coverter";
+ mes "creation success rate depends";
+ mes "on the level of the Endow Blaze, Endow Quake, Endow Tornado,";
+ mes "or Endow Tsunami skills, and";
+ mes "your abilities.";
+ next;
+ mes "[Mishuna]";
+ mes "Now, please take this copy";
+ mes "of Barmundt's scroll, and use";
+ mes "it as a reference when you try";
+ mes "to craft elemental converters";
+ mes "when you use the Elemental";
+ mes "Converter Creation skill.";
+ next;
+ mes "^3355FFYou have learned the";
+ mes "Elemental Converter";
+ mes "Creation skill by reviewing";
+ mes "your copy of Barmundt's scroll.^000000";
+ specialeffect2 EF_ABSORBSPIRITS;
+ delitem 904,10; // Scorpion_Tail
+ delitem 947,7; // Horn
+ delitem 1013,12; // Rainbow_Shell
+ delitem 946,10; // Snail's_Shell
+ delitem 7433,4; // Blank_Scroll
+ set SAG_SK,2;
+ skill "SA_CREATECON",1,0;
+ next;
+ mes "[Mishuna]";
+ mes "Wow, "+strcharinfo(0)+"!";
+ mes "You learned that skill";
+ mes "really quickly! No wonder";
+ mes "people say that you're one";
+ mes "of the best Sages around!";
+ next;
+ mes "[Mishuna]";
+ mes "Now you're ready to";
+ mes "learn the other skill,";
+ mes "Elemental Change. Alright,";
+ mes "I need to prepare a few things";
+ mes "for this lesson, so we'll meet";
+ mes "and discuss this later, okay?";
+ close;
+ }
+ }
+ else if(SAG_SK == 2) {
+ if(getskilllv("SA_CREATECON") == 0) {
+ skill "SA_CREATECON",1,0;
+ mes "- I recalled ^ff0000Elemental Converter Creation skill^000000 While I talk to Mishuna! -";
+ next;
+ }
+ mes "[Mishuna]";
+ mes "You'll be given the chance to";
+ mes "choose which kind of ^FF0000Elemental";
+ mes "Change^000000 skill that you want, even one that you didn't previously";
+ mes "learn, so long as you fulfill";
+ mes "the skill's requirements.";
+ next;
+ mes "[Mishuna]";
+ mes "Keep in mind that once";
+ mes "you learn your Elemental";
+ mes "Change skill, you won't be";
+ mes "able to change it. Now, which";
+ mes "skill would you like to learn?";
+ next;
+ while(1) {
+ switch(select("Fire Elemental Change:Earth Elemental Change:Wind Elemental Change:Water Elemental Change")) {
+ case 1:
+ if(getskilllv("SA_FLAMELAUNCHER") == 0) {
+ mes "[Mishuna]";
+ mes "I'm sorry, but you have not";
+ mes "learned ^FF0000Endow Blaze^000000, the skill";
+ mes "required for the Fire Elemental Change skill. Please learn Endow";
+ mes "Blaze or select another Elemental Change skill for me to teach you.";
+ next;
+ }
+ else {
+ mes "[Mishuna]";
+ mes "Very well, then. Please";
+ mes "bring the following items";
+ mes "so that you can learn the";
+ mes "Fire Elemental Change skill.";
+ next;
+ mes "[Mishuna]";
+ mes "^FF000020 Red Bloods^000000,";
+ mes "^FF00001 Payon Solution^000000 and";
+ mes "^FF00001 Morroc Solution^000000. Please";
+ mes "return to me once you have";
+ mes "all the materials ready.";
+ set SAG_SK,10;
+ close;
+ }
+ break;
+ case 2:
+ if(getskilllv("SA_SEISMICWEAPON") == 0) {
+ mes "[Mishuna]";
+ mes "I'm sorry, but you have not";
+ mes "learned ^FF0000Endow Quake^000000, the skill";
+ mes "required for the Earth Elemental Change skill. Please learn Endow";
+ mes "Quake or select another Elemental Change skill for me to teach you.";
+ next;
+ }
+ else {
+ mes "[Mishuna]";
+ mes "Very well, then. Please";
+ mes "bring the following items";
+ mes "so that you can learn the";
+ mes "Earth Elemental Change skill.";
+ next;
+ mes "[Mishuna]";
+ mes "^ff000020 Green Lives^000000,";
+ mes "^ff00001 Payon Solution^000000 and";
+ mes "^ff00001 Morroc Solution^000000. Please";
+ mes "return to me once you have";
+ mes "all the materials ready.";
+ set SAG_SK,20;
+ close;
+ }
+ break;
+ case 3:
+ if(getskilllv("SA_LIGHTNINGLOADER") == 0) {
+ mes "[Mishuna]";
+ mes "I'm sorry, but you have not learned ^FF0000Endow Tornado^000000, the skill";
+ mes "required for the Wind Elemental Change skill. Please learn Endow";
+ mes "Tornado or pick another Elemental Change skill for me to teach you.";
+ next;
+ }
+ else {
+ mes "[Mishuna]";
+ mes "Very well, then. Please";
+ mes "bring the following items";
+ mes "so that you can learn the";
+ mes "Wind Elemental Change skill.";
+ next;
+ mes "[Mishuna]";
+ mes "^ff000020 Winds of Verdure^000000,";
+ mes "^ff00001 Payon Solution^000000 and";
+ mes "^ff00001 Morroc Solution^000000. Please";
+ mes "return to me once you have";
+ mes "all the materials ready.";
+ set SAG_SK,30;
+ close;
+ }
+ break;
+ case 4:
+ if(getskilllv("SA_FROSTWEAPON") == 0) {
+ mes "[Mishuna]";
+ mes "I'm sorry, but you have not learned ^FF0000Endow Tsunami^000000, the skill";
+ mes "required for the Water Elemental Change skill. Please learn Endow";
+ mes "Tsunami or pick another Elemental Change skill for me to teach you.";
+ next;
+ }
+ else {
+ mes "[Mishuna]";
+ mes "Very well, then. Please";
+ mes "bring the following items";
+ mes "so that you can learn the";
+ mes "Water Elemental Change skill.";
+ next;
+ mes "[Mishuna]";
+ mes "^ff000020 Crystal Blues^000000,";
+ mes "^ff00001 Payon Solution^000000 and";
+ mes "^ff00001 Morroc Solution^000000. Please";
+ mes "return to me once you have";
+ mes "all the materials ready.";
+ set SAG_SK,40;
+ close;
+ }
+ break;
+ }
+ }
+ }
+ else if(SAG_SK == 10) {
+ if(getskilllv("SA_CREATECON") == 0) {
+ skill "SA_CREATECON",1,0;
+ mes "- I recalled ^ff0000Elemental Converter Creation skill^000000 While I talk to Mishuna! -";
+ next;
+ }
+ if (countitem(990) < 20 || countitem(1089) < 1 || countitem(1088) < 1) {
+ mes "[Mishuna]";
+ mes "Are you having trouble";
+ mes "gathering all the required";
+ mes "items? Just in case, let me";
+ mes "remind you of what you need";
+ mes "to bring me to learn the Fire";
+ mes "Elemental Change skill.";
+ next;
+ mes "[Mishuna]";
+ mes "^ff000020 Red Bloods^000000,";
+ mes "^ff00001 Payon Solution^000000 and";
+ mes "^ff00001 Morroc Solution^000000. Please";
+ mes "don't forget and have the";
+ mes "materials ready for the next";
+ mes "time you see me, alright?";
+ close;
+ }
+ mes "[Mishuna]";
+ mes "Ah, you're back. I can now";
+ mes "finally teach you about the";
+ mes "Fire Elemental Change skill.";
+ mes "This skill has the chance to";
+ mes "permanently change a targeted";
+ mes "monster's attribute to ^FF0000Fire^000000.";
+ next;
+ mes "[Mishuna]";
+ mes "Remember that you must";
+ mes "use an elemental converter to";
+ mes "cast this skill, and that it has^FFFFFF ^000000a success rate, similarly to the";
+ mes "Elemental Converter Creation";
+ mes "skill. So be aware of that.";
+ next;
+ mes "[Mishuna]";
+ mes "Now, "+strcharinfo(0)+",";
+ mes "I'm going to cast a spell";
+ mes "that will help you memorize";
+ mes "the Fire Elemental Change";
+ mes "skill. Try to stay still...";
+ next;
+ mes "^3355FFMishuna begins to chant";
+ mes "a strange incantation as";
+ mes "a soft blue glow surrounds";
+ mes "his body and slowly grows";
+ mes "brighter and more intense.^000000";
+ specialeffect2 EF_RUWACH;
+ next;
+ mes "[Mishuna]";
+ mes "@#$%^~ Yap!";
+ specialeffect2 EF_BRANDISHSPEAR;
+ delitem 990,20; // Boody Red
+ delitem 1089,1; // Payon Potion
+ delitem 1088,1; // Morocc Potion
+ set SAG_SK,100;
+ skill "SA_ELEMENTFIRE",1,0;
+ next;
+ mes "[Mishuna]";
+ mes ""+strcharinfo(0)+"...";
+ mes "I'm happy to say that you've";
+ mes "successfully memorized the";
+ mes "Fire Elemental Change skill.";
+ mes "I hope that it serves you well";
+ mes "in battle. Farewell for now~";
+ close;
+ }
+ else if(SAG_SK == 20) {
+ if(getskilllv("SA_CREATECON") == 0) {
+ skill "SA_CREATECON",1,0;
+ mes "- I recalled ^ff0000Elemental Converter Creation skill^000000 While I talk to Mishuna! -";
+ next;
+ }
+ if (countitem(993) < 20 || countitem(1089) < 1 || countitem(1088) < 1) {
+ mes "[Mishuna]";
+ mes "Are you having trouble";
+ mes "gathering all the required";
+ mes "items? Just in case, let me";
+ mes "remind you of what you need";
+ mes "to bring me to learn the Earth";
+ mes "Elemental Change skill.";
+ next;
+ mes "[Mishuna]";
+ mes "^ff000020 Green Lives^000000,";
+ mes "^ff00001 Payon Solution^000000 and";
+ mes "^ff00001 Morroc Solution^000000. Please";
+ mes "don't forget and have the";
+ mes "materials ready for the next";
+ mes "time you see me, alright?";
+ close;
+ }
+ mes "[Mishuna]";
+ mes "Ah, you're back. I can now";
+ mes "finally teach you about the";
+ mes "Earth Elemental Change skill.";
+ mes "This skill has the chance to";
+ mes "permanently change a targeted";
+ mes "monster's attribute to Earth.";
+ next;
+ mes "[Mishuna]";
+ mes "Remember that you must";
+ mes "use an elemental converter to";
+ mes "cast this skill, and that it has^FFFFFF ^000000 a success rate, similarly to the";
+ mes "Elemental Converter Creation";
+ mes "skill. So be aware of that.";
+ next;
+ mes "[Mishuna]";
+ mes "Now, "+strcharinfo(0)+",";
+ mes "I'm going to cast a spell";
+ mes "that will help you memorize";
+ mes "the Earth Elemental Change";
+ mes "skill. Try to stay still...";
+ next;
+ mes "^3355FFMishuna begins to chant";
+ mes "a strange incantation as";
+ mes "a soft blue glow surrounds";
+ mes "his body and slowly grows";
+ mes "brighter and more intense.^000000";
+ specialeffect2 EF_RUWACH;
+ next;
+ mes "[Mishuna]";
+ mes "@#$%^~ Yap!";
+ specialeffect2 EF_BRANDISHSPEAR;
+ delitem 993,20; // Yellow Live
+ delitem 1089,1; // Payon Potion
+ delitem 1088,1; // Morocc Potion
+ set SAG_SK,100;
+ skill "SA_ELEMENTGROUND",1,0;
+ next;
+ mes "[Mishuna]";
+ mes ""+strcharinfo(0)+"...";
+ mes "I'm happy to say that you've";
+ mes "successfully memorized the";
+ mes "Earth Elemental Change skill.";
+ mes "I hope that it serves you well";
+ mes "in battle. Farewell for now~";
+ close;
+ }
+ else if(SAG_SK == 30) {
+ if(getskilllv("SA_CREATECON") == 0) {
+ skill "SA_CREATECON",1,0;
+ mes "- I recalled ^ff0000Elemental Converter Creation skill^000000 While I talk to Mishuna! -";
+ next;
+ }
+ if (countitem(992) < 20 || countitem(1089) < 1 || countitem(1088) < 1) {
+ mes "[Mishuna]";
+ mes "Are you having trouble";
+ mes "gathering all the required";
+ mes "items? Just in case, let me";
+ mes "remind you of what you need";
+ mes "to bring me to learn the Wind";
+ mes "Elemental Change skill.";
+ next;
+ mes "[Mishuna]";
+ mes "^ff000020 Winds of Verdure^000000,";
+ mes "^ff00001 Payon Solution^000000 and";
+ mes "^ff00001 Morroc Solution^000000. Please";
+ mes "don't forget and have the";
+ mes "materials ready for the next";
+ mes "time you see me, alright?";
+ close;
+ }
+ mes "[Mishuna]";
+ mes "Ah, you're back. I can now";
+ mes "finally teach you about the";
+ mes "Wind Elemental Change skill.";
+ mes "This skill has the chance to";
+ mes "permanently change a targeted";
+ mes "monster's attribute to Wind.";
+ next;
+ mes "[Mishuna]";
+ mes "Remember that you must";
+ mes "use an elemental converter to";
+ mes "cast this skill, and that it has^FFFFFF ^000000 a success rate, similarly to the";
+ mes "Elemental Converter Creation";
+ mes "skill. So be aware of that.";
+ next;
+ mes "[Mishuna]";
+ mes "Now, "+strcharinfo(0)+",";
+ mes "I'm going to cast a spell";
+ mes "that will help you memorize";
+ mes "the Wind Elemental Change";
+ mes "skill. Try to stay still...";
+ next;
+ mes "^3355FFMishuna begins to chant";
+ mes "a strange incantation as";
+ mes "a soft blue glow surrounds";
+ mes "his body and slowly grows";
+ mes "brighter and more intense.^000000";
+ specialeffect2 EF_RUWACH;
+ next;
+ mes "[Mishuna]";
+ mes "@#$%^~ Yap!";
+ specialeffect2 EF_BRANDISHSPEAR;
+ delitem 992,20; // Wind Of Verdure
+ delitem 1089,1; // Payon Potion
+ delitem 1088,1; // Morocc Potion
+ set SAG_SK,100;
+ skill "SA_ELEMENTWIND",1,0;
+ next;
+ mes "[Mishuna]";
+ mes ""+strcharinfo(0)+"...";
+ mes "I'm happy to say that you've";
+ mes "successfully memorized the";
+ mes "Wind Elemental Change skill.";
+ mes "I hope that it serves you well";
+ mes "in battle. Farewell for now~";
+ close;
+ }
+ else if(SAG_SK == 40) {
+ if(getskilllv("SA_CREATECON") == 0) {
+ skill "SA_CREATECON",1,0;
+ mes "- I recalled ^ff0000Elemental Converter Creation skill^000000 While I talk to Mishuna! -";
+ next;
+ }
+ if (countitem(991) < 20 || countitem(1089) < 1 || countitem(1088) < 1) {
+ mes "[Mishuna]";
+ mes "Are you having trouble";
+ mes "gathering all the required";
+ mes "items? Just in case, let me";
+ mes "remind you of what you need";
+ mes "to bring me to learn the Water";
+ mes "Elemental Change skill.";
+ next;
+ mes "[Mishuna]";
+ mes "^ff000020 Crystal Blues^000000,";
+ mes "^ff00001 Payon Solution^000000 and";
+ mes "^ff00001 Morroc Solution^000000. Please";
+ mes "don't forget and have the";
+ mes "materials ready for the next";
+ mes "time you see me, alright?";
+ close;
+ }
+ mes "[Mishuna]";
+ mes "Ah, you're back. I can now";
+ mes "finally teach you about the";
+ mes "Water Elemental Change skill.";
+ mes "This skill has the chance to";
+ mes "permanently change a targeted";
+ mes "monster's attribute to Water.";
+ next;
+ mes "[Mishuna]";
+ mes "Remember that you must";
+ mes "use an elemental converter to";
+ mes "cast this skill, and that it has^FFFFFF ^000000 a success rate, similarly to the";
+ mes "Elemental Converter Creation";
+ mes "skill. So be aware of that.";
+ next;
+ mes "[Mishuna]";
+ mes "Now, "+strcharinfo(0)+",";
+ mes "I'm going to cast a spell";
+ mes "that will help you memorize";
+ mes "the Water Elemental Change";
+ mes "skill. Try to stay still...";
+ next;
+ mes "^3355FFMishuna begins to chant";
+ mes "a strange incantation as";
+ mes "a soft blue glow surrounds";
+ mes "his body and slowly grows";
+ mes "brighter and more intense.^000000";
+ specialeffect2 EF_RUWACH;
+ next;
+ mes "[Mishuna]";
+ mes "@#$%^~ Yap!";
+ specialeffect2 EF_BRANDISHSPEAR;
+ delitem 991,20; // Crystal Blue
+ delitem 1089,1; // Payon Potion
+ delitem 1088,1; // Morocc Potion
+ set SAG_SK,100;
+ skill "SA_ELEMENTWATER",1,0;
+ next;
+ mes "[Mishuna]";
+ mes ""+strcharinfo(0)+"...";
+ mes "I'm happy to say that you've";
+ mes "successfully memorized the";
+ mes "Water Elemental Change skill.";
+ mes "I hope that it serves you well";
+ mes "in battle. Farewell for now~";
+ close;
+ }
+ else {
+ mes "[Mishuna]";
+ mes "If you have any Sage or";
+ mes "Scholar friends who haven't";
+ mes "learned the skills from Sir";
+ mes "Barmundt's scrolls, then";
+ mes "please refer them to me.";
+ next;
+ mes "[Mishuna]";
+ mes "I trust that you are";
+ mes "finding that these";
+ mes "element based skills";
+ mes "are very useful in battle.";
+ mes "Knowledge truly equates";
+ mes "to power in the long run...";
+ close;
+ }
+ }
+ else {
+ mes "[Mishuna]";
+ mes "Good day, I'm Mishuna, one";
+ mes "of the instructors here in the";
+ mes "Schweicherbil Magic Academy.";
+ mes "By any chance, are you a Sage";
+ mes "or Scholar? Oh... You're not?";
+ next;
+ mes "[Mishuna]";
+ mes "Oh, that's too bad.";
+ mes "My apologies. But if you";
+ mes "happen to know any, or meet";
+ mes "any in your journeys, please";
+ mes "direct them to me if they haven't heard of the lessons I provide.";
+ next;
+ mes "[Mishuna]";
+ mes "I'm sorry to bother";
+ mes "you, and I thank you";
+ mes "for your time. Good";
+ mes "day to you, adventurer.";
+ close;
+ }
+}
+
+//============================================================
+// Old changelog
+//===== Additional Comments: =================================
+//= 1.0 for fully working skills only [Lupus]
+//= 1.1 Added more new skill quests for more classes [Lupus]
+//= Somehow eA engine doesn't let you keep learn't skill V_V'
+//= 1.2 Added to correct locations, correct NPC's, fixed
+//= some of the items required and made them into real
+//= quests. [Reddozen]
+//= 1.3 Fixed bugs and minor typos. Optimized [Lupus]
+//= 1.3a fixed an item ID typo, thx 2Spiritual Kid
+//= 1.3b Splitted into different files [DracoRPG]
+//= 1.3c Fixed some typos [IVBela]
+//============================================================
diff --git a/npc/pre-re/quests/skills/swordman_skills.txt b/npc/pre-re/quests/skills/swordman_skills.txt
new file mode 100644
index 000000000..31853bc8c
--- /dev/null
+++ b/npc/pre-re/quests/skills/swordman_skills.txt
@@ -0,0 +1,487 @@
+//===== rAthena Script =======================================
+//= Swordsman Skills Quests
+//===== By: ==================================================
+//= kobra_k88
+//===== Current Version: =====================================
+//= 1.7
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= Quests for skills: Fatal Blow, Mobile HP Recovery,
+// Auto-Berserk
+//===== Additional Comments: =================================
+//= 1.6 Rescripted to Aegis 10.3 stadards. [L0ne_W0lf]
+//= 1.7 Updated to latest available official file. [Masao]
+//============================================================
+
+izlude_in,175,130,2 script Knight De Thomas 98,4,4,{
+ if ((BaseClass == Job_Swordman) && (sm_movingrecovery_x < 1)) {
+ mes "[De Thomas]";
+ mes "Oh, no! You must have been hurt! Are you ok?";
+ mes "You must have fought hard to get such serious injuries..";
+ mes "Being a swordsman must come with a lot of responsibility and sacrifice.";
+ next;
+ mes "[De Thomas]";
+ if (Sex == 0) {
+ mes "For these swordsmen and knights, there is a wonderful skill.";
+ }
+ else {
+ mes "For these swordswomen and knights, there is a wonderful skill young lady.";
+ }
+ mes "I present to you - HP Recovery While Moving!";
+ mes "Body moving is a splendid skill";
+ mes "that allows you to regain strength(HP)";
+ mes "while you are moving!";
+ next;
+ mes "[De Thomas]";
+ mes "It is currently under development";
+ mes "so it may not recover that much,";
+ mes "but it will help a little.";
+ mes "What do you think? Would you like to learn this skill?";
+ next;
+ switch (select("What a nice skill! I want to learn it!:No, thank you.")) {
+ case 1:
+ mes "[De Thomas]";
+ mes "Very well. I will tell you what you need to learn this skill.";
+ mes "First, your job level must be higher than ^00880035^000000.";
+ mes "You will also need ^008800200 empty bottles^000000.";
+ mes "Why? Because it is proof that you fought fiercely to have used that many potions.";
+ next;
+ mes "[De Thomas]";
+ mes "Also, the armor you used in battle.";
+ mes "This is also proof of an experienced fighter.";
+ mes "For the armor... your armor is perfect!";
+ mes "Bring your armor!";
+ mes "Last but not least... bring me one ^008800Moth Wing^000000.";
+ next;
+ menu "Eh? You need that, too?",-;
+ mes "[De Thomas]";
+ mes "Not really.. I don't really NEED it.";
+ mes "It's just that my niece has gotten a bug hunting as a holiday task during the summer vacation.";
+ mes "Of course! It would be much easier for me to get it myself.";
+ mes "but I must work here all the time so I don't exactly have the time to go out and get it.";
+ next;
+ mes "[De Thomas]";
+ mes "Don't you think it is pitiful that I have to stay in once place everyday, not being able to go outside?";
+ mes "Please, find me one...*sniffsniff*";
+ mes "If you don't...";
+ set sm_movingrecovery_x,1;
+ mes "You won't get anything! Muahahaha.";
+ close;
+ case 2:
+ mes "[De Thomas]";
+ mes "...";
+ close;
+ }
+ }
+ else if ((BaseClass == Job_Swordman) && (sm_movingrecovery_x > 1)) {
+ mes "[De Thomas]";
+ mes "Oh, it's you?";
+ mes "Long time no see!";
+ mes "You seem healthier than before.";
+ mes "Hahahaha!";
+ mes "Take care! See you again!";
+ close;
+ }
+ else if ((BaseClass == Job_Swordman) && (sm_movingrecovery_x == 1)) {
+ mes "[De Thomas]";
+ mes "Welcome back...";
+ mes "are you ready to learn Body Movin'?";
+ next;
+ switch (select("Yes.:No, I'm not ready yet.")) {
+ case 1:
+ if ((JobLevel > 34) && (countitem(713) > 199) && (countitem(1058) > 0)) {
+ mes "[De Thomas]";
+ mes "Let's see.....";
+ next;
+ mes "[De Thomas]";
+ mes "Ok! I shall now teach you...";
+ mes "..The Body Movin' skill!";
+ next;
+ delitem 713,200; //Empty_Bottle
+ delitem 1058,1; //Wing_Of_Moth
+ skill "SM_MOVINGRECOVERY",1,0;
+ set sm_movingrecovery_x,2;
+ mes "[De Thomas]";
+ mes "There you go!";
+ mes "Try it yourself.";
+ mes "But don't overdo it.";
+ next;
+ mes "[De Thomas]";
+ mes "Oh yeah, I won't be needing your";
+ mes "armor so you can keep it.";
+ mes "..Good luck now!";
+ close;
+ }
+ else if (JobLevel < 35) {
+ mes "[De Thomas]";
+ mes "Wait a second your Job level isn't above ^00880035^000000!";
+ mes "Come back when it is.";
+ close;
+ }
+ else if ((countitem(713) < 200) || (countitem(1058) < 1)) {
+ mes "[De Thomas]";
+ mes "You do not have all the items I asked for.";
+ next;
+ mes "[De Thomas]";
+ mes "Remember I need, ^008800200 empty bottles^000000, your armor, and a ^008800Moth Wing^000000. Come back when you have it all.";
+ close;
+ }
+ mes "[De Thomas]";
+ mes "You do not have all the items I asked for.";
+ next;
+ mes "[De Thomas]";
+ mes "Remember I need, ^008800200 empty bottles^000000, your armor, and a ^008800Moth Wing^000000. Come back when you have it all.";
+ close;
+ case 2:
+ mes "[De Thomas]";
+ mes "Is that so?";
+ mes "Then come when you are prepared.";
+ close;
+ }
+ }
+ mes "[De Thomas]";
+ mes "My name is De Thomas Carlos.";
+ mes "Knight of Prontera's 3rd Calvary.";
+ mes "I have a certain duty these days.";
+ mes "Ehem! Need I say more.";
+ close;
+}
+
+prt_in,75,88,5 script Leon Von Frich 85,3,3,{
+
+ if ((BaseClass == Job_Swordman) && (JobLevel >= 25)) {
+ if (getskilllv("SM_FATALBLOW") == 1) {
+ mes "[Leon]";
+ mes "Eh?";
+ mes "I was wondering who that was!";
+ mes "Why it's you from before!";
+ mes "Nice to see you again! How are you?";
+ mes "Be careful! Hahaha!";
+ close;
+ }
+ else if ((countitem(1752) > 9) && (countitem(1751) > 9) && (countitem(532) > 0) && (countitem(962) > 29) && (countitem(526) > 4)) {
+ mes "[Leon]";
+ mes "Ooh! You are more than ready";
+ mes "to learn Fatal Blow!";
+ mes "So how about it? Would you like to learn?";
+ next;
+ switch (select("Yes!:No, I don't want to.:But, what is Fatal Blow?")) {
+ case 1:
+ mes "[Leon]";
+ mes "OK, lets begin!";
+ next;
+ delitem 1752,10; //Fire_Arrow
+ delitem 1751,10; //Silver_Arrow
+ delitem 532,1; //Banana_Juice
+ delitem 962,30; //Tentacle
+ delitem 526,5; //Royal_Jelly
+ skill "SM_FATALBLOW",1,0;
+ mes "[Leon]";
+ mes "Success!";
+ mes "Go use your new skill to its full potential.";
+ mes "Hahahahahahahaha!";
+ close;
+ case 2:
+ mes "[Leon]";
+ mes "I don't like you!!!";
+ close;
+ case 3:
+ mes "[Leon]";
+ mes "I developed this skill recently.";
+ mes "When you use bash, depending ";
+ mes "on your level, you can stun ";
+ mes "your opponent. .";
+ mes "You have learned bash, haven't you?";
+ next;
+ mes "[Leon]";
+ mes "What do you think. Stun is";
+ mes "a very useful technique. Don't you find this skill attractive?";
+ mes "When you think you do, just come right back to me!";
+ close;
+ }
+ }
+ mes "[Leon]";
+ mes "Ooh! A young and strong swordsman!";
+ next;
+ mes "[Leon]";
+ mes "Wow, seeing your arm, you must enjoy using bash?";
+ next;
+ menu "Eh, I.. just...",-;
+ mes "[Leon]";
+ if (Sex == 0) {
+ mes "No need to be surprised.";
+ mes "If you use a sword, of course you ought to have a good arm!";
+ }
+ else {
+ mes "Nothing to be embarrassed about.";
+ mes "Even if you are a female you need a strong arm to use a sword!";
+ }
+ mes "In times of only useless and lazy youngsters,";
+ mes "I'm glad I met someone strong like you.";
+ next;
+ mes "[Leon]";
+ mes "Yes, I would like to give a present to an awesome swordsman like you.";
+ next;
+ switch (select("What present?:It's ok.")) {
+ case 1:
+ mes "[Leon]";
+ mes "Haha nothing special, but a skill to attack the vital point!";
+ next;
+ case 2:
+ mes "[Leon]";
+ mes "...Haha nothing special, just a skill that aims at the vital spot!";
+ next;
+ }
+ mes "[Leon]";
+ mes "It's a skill I developed recently.";
+ mes "When you use bash, depending on";
+ mes "your level, your opponent can";
+ mes "become stunned.";
+ mes "You have learned bash, haven't you?";
+ next;
+ mes "[Leon]";
+ mes "When I was a swordsman like you,";
+ mes "I used to enjoy using Bash. Every time, I thought";
+ mes "- maybe the attack would be more powerful";
+ mes "if I use stun at the same time.";
+ next;
+ mes "[Leon]";
+ mes "I drew back from the battlefield to do research";
+ mes "and finally, I developed this wonderful new skill!";
+ mes "Would you like to learn this skill?";
+ next;
+ switch (select("Yes.:No.:Do you have any advice on how to eat sushi?")) {
+ case 1:
+ mes "[Leon]";
+ mes "Ok. I'll tell you the requirements.";
+ mes "First you need to have level 5 Bash.";
+ mes "You will also need to prepare 10 Fire Arrows, 10 Silver Arrows, 1 bottle of Banana Juice, 30 Tentacles, and 5 bottles of Royal Jelly.";
+ mes "They are.. somewhat like ingredients.";
+ next;
+ mes "[Leon]";
+ mes "come to me again once you have all the materials.";
+ mes "We shall talk then.";
+ close;
+ case 2:
+ mes "[Leon]";
+ mes "Hahahahahahahahahaha!";
+ mes "... ";
+ mes " ... ";
+ mes " ...";
+ mes "I'm at a loss of words!?";
+ close;
+ case 3:
+ mes "[Sushi King Leon]";
+ mes "The best way to eat sushi is";
+ mes "with your hands.";
+ mes "That is the basic.";
+ mes "And dip the fish, not the rice,";
+ mes "in the soy sauce.";
+ next;
+ mes "[Sushi King Leon]";
+ mes "That way you get a richer flavor.";
+ mes "Also, always eat the kind that is in season.";
+ mes "Eating in the order of white fish then";
+ mes "blue fish will make it taste better!";
+ mes "Mmm! I like sushi~~!";
+ close;
+ }
+ }
+ mes "[Leon]";
+ mes "Oh, no! I have nothing to offer you!";
+ mes "I can't say nice and fun things to anyone";
+ mes "other than swordsmen!";
+ mes "See you in a better world!";
+ close;
+
+OnTouch:
+ mes "[Leon]";
+ mes "Hahahahahahaha!";
+ mes "Hahahahahahaha!";
+ close;
+}
+
+prt_in,94,57,3 script Juan 85,4,4,{
+ if (BaseClass == Job_Swordman) {
+ if (getskilllv("SM_AUTOBERSERK") == 1) {
+ mes "[Juan]";
+ mes "Mmm? Long time no see!";
+ mes "How are you?";
+ mes "You got stronger than before.";
+ mes "Many expect great things from you.";
+ mes "You can do it.";
+ close;
+ }
+ else if (JobLevel < 10) {
+ mes "[?]";
+ mes "What are you?";
+ mes "Eh, still a beginner.";
+ mes "I'm busy, so go train a little more";
+ mes "before coming back.";
+ close;
+ }
+ else if ((JobLevel > 10) && (JobLevel < 30)) {
+ mes "[Juan]";
+ mes "Oh, nice to meet you.";
+ mes "You can be on your way. (smiley~)";
+ close;
+ }
+ else if ((countitem(924) > 34) && (countitem(958) > 9) && (countitem(957) > 9) && (countitem(518) > 9) && (JobLevel >= 30)) {
+ mes "[Juan]";
+ mes "Ooh. Young swordsman!";
+ mes "You are ready to learn the";
+ mes "newest skill, Auto Berserk?!";
+ next;
+ switch (select("Hoho, I would like to learn it now.:What is that?")) {
+ case 1:
+ mes "[Juan]";
+ mes "Ok. Then..";
+ next;
+ delitem 924,35; //Powder_Of_Butterfly
+ delitem 958,10; //Horrendous_Mouth
+ delitem 957,10; //Decayed_Nail
+ delitem 518,10; //Honey
+ skill "SM_AUTOBERSERK",1,0;
+ mes "[Juan]";
+ mes "You have just become a swordsman";
+ mes "that can use Auto Berserk.";
+ mes "You can go about ";
+ mes "and achieve great things!";
+ next;
+ mes "[Juan]";
+ mes "Good luck!";
+ next;
+ mes "[Juan]";
+ mes "....................................oh yeah.";
+ mes "I forgot to say something.";
+ mes "There are some things you must keep in mind.";
+ next;
+ mes "[Juan]";
+ mes "Once you regain health,";
+ mes "this skill will subside.";
+ mes "Also, there isn't really a time limit";
+ mes "but it can still disappear when";
+ mes "it is attacked with a skill that can";
+ mes "nullify provoke.";
+ next;
+ mes "[Juan]";
+ mes "If you don't remember these characteristics,";
+ mes "you may run into some problems on the battlefield";
+ mes "when the skill disappears all of a sudden.";
+ next;
+ mes "[Juan]";
+ mes "Then... bye for real~";
+ close;
+ case 2:
+ mes "[Juan]";
+ mes "Auto Berserk?";
+ mes "It's a skill crucial on the battlefield.";
+ mes "When your health is in red,";
+ mes "your hidden potential provokes yourself";
+ mes "to help you in battle.";
+ next;
+ mes "[Juan]";
+ mes "It is perfect for those that";
+ mes "fight on the battlefield like fire!";
+ mes "With your ability, you can learn";
+ mes "this skill right now.";
+ mes "Then, I shall tell you the necessary materials.";
+ next;
+ mes "[Juan]";
+ mes "You need 35 Powder of Butterfly.";
+ mes "The energy from the magnificent";
+ mes "wings of a butterfly will";
+ mes "help you gather your strength!";
+ mes "And 10 Horrendous Mouth.";
+ mes "10 Decayed Nail.";
+ mes "and last but not least...";
+ mes "10 Honey!";
+ next;
+ mes "[Juan]";
+ mes "Did you get all that down?";
+ mes "As always, please come back";
+ mes "when you are ready.";
+ mes "I look forward to seeing you again.";
+ close;
+ }
+ }
+ mes "[Juan]";
+ mes "Oh no, you have more injuries";
+ mes "since the last time I saw you.";
+ mes "You went into battle like this?";
+ mes "Seems like you are straining yourself.";
+ next;
+ mes "[Juan]";
+ mes "Even though you may have a lot of strength";
+ mes "you can't do much when you reach your limits so";
+ mes "don't overestimate your powers.";
+ mes "Of course you could always use the";
+ mes "skill we developed to overcome these limits.";
+ next;
+ switch (select("Eh! What are you talking about?:Haha, there can't be such a thing.:Keuuuuuuuh!")) {
+ case 1:
+ mes "[Juan]";
+ mes "The skill is called Berserk.";
+ mes "It is deemed the flower of a battlefield.";
+ mes "When your health is red,";
+ mes "your hidden potential is provokes yourself";
+ mes "to help you in battle.";
+ next;
+ mes "[Juan]";
+ mes "It is perfect for those that";
+ mes "fight on the battlefield like fire!";
+ mes "With your ability, you can learn";
+ mes "this skill right now.";
+ mes "Then, I shall tell you the necessary materials.";
+ next;
+ mes "[Juan]";
+ mes "You need 35 Powder of Butterfly.";
+ mes "The energy from the magnificent";
+ mes "wings of a butterfly will";
+ mes "help you gather your strength!";
+ mes "And 10 Horrendous Mouth.";
+ mes "10 Decayed Nail.";
+ mes "and last but not least...";
+ mes "10 Honeys!";
+ next;
+ mes "[Juan]";
+ mes "Did you get all that down?";
+ mes "As always, please come back";
+ mes "when you are ready.";
+ mes "I look forward to seeing you again.";
+ close;
+ case 2:
+ mes "[Juan]";
+ mes "Bleh, were you fooled all your life.";
+ mes "I don't know. Don't talk to me.";
+ close;
+ case 3:
+ mes "[Juan]";
+ mes "Keuuuuuuuuuuuuuh!";
+ mes "Ooowwwwwuuuuuuuuuuuuuhhh!";
+ mes "Keuaaaaaaaaaaah!";
+ close;
+ }
+ }
+ mes "[Juan]";
+ mes "Are you enjoying your trip?";
+ mes "I hope you have nice days ahead of you.";
+ mes "Ah, I am just a kind knight Juan.";
+ mes "Don't worry about me too much. Hahaha...";
+ close;
+}
+
+//============================================================
+// Old changelog
+//============================================================
+//= Fully working
+//= 1.0a Now using functions found in "Global_Functions.txt"
+//= for class checks.
+//= 1.1 Added missing delitem [Lupus]
+//= 1.2 Added Baby Class Support [Lupus]
+//= 1.3 Removed callfunc Is_####_Class in favor of baseClass [Silentdragon]
+//= 1.4 Updated the NPC to allow subclasses of swordsman to learn the skills, [MasterOfMuppets]
+//= 1.5 Fixed exploits [Lupus]
+//= 1.5a Fixed some typos [IVBela]
+//============================================================
diff --git a/npc/pre-re/quests/skills/thief_skills.txt b/npc/pre-re/quests/skills/thief_skills.txt
new file mode 100644
index 000000000..2de3e01ae
--- /dev/null
+++ b/npc/pre-re/quests/skills/thief_skills.txt
@@ -0,0 +1,516 @@
+//===== rAthena Script =======================================
+//= Thief Skills Quests
+//===== By: ==================================================
+//= kobra_k88
+//===== Current Version: =====================================
+//= 1.7
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= Quests for skills: Sand Attack, Back Slide, Find Stone,
+//= Stone Fling.
+//===== Additional Comments: =================================
+//= 1.5 Rescripted to Aegis 10.3 stadards. [L0ne_W0lf]
+//= 1.6 Fixed a Exploit for Assassins and Rogues. (bugreport:2332) [Samuray22]
+//= 1.7 Updated to latest available official file. [Masao]
+//============================================================
+
+moc_prydb1,154,128,4 script Alcouskou 118,{
+ if (BaseClass == Job_Thief) {
+ mes "[Alcouskou]";
+ mes "As you live life you will encounter";
+ mes "many things. Sometimes you will";
+ mes "not understand and wonder why some";
+ mes "things are so important. You may consider it";
+ mes "as useless knowledge, but it isn't";
+ mes "Let me explain.";
+ next;
+ switch (select("Sand Attack:Back Slide:Find Stone:Stone Fling:I will be back later.")) {
+ case 1:
+ switch (skill_thief_1) {
+ case 0:
+ if ((countitem(7041) > 4) && (JobLevel > 24)) {
+ mes "[Alcouskou]";
+ mes "Luckily, you have brought some";
+ mes "sand with you. It is very important";
+ mes "to a thief to have a small quantity at";
+ mes "all times. Most people do not";
+ mes "realize the value of such a common";
+ mes "substance.";
+ next;
+ mes "[Alcouskou]";
+ mes "In case you meet a powerful";
+ mes "monster in a dungeon with no";
+ mes "sand, you could use this sand to";
+ mes "blind the monster and flee.";
+ mes "You should have a special sand pocket.";
+ next;
+ mes "[Alcouskou]";
+ mes "What? You don't expect me to";
+ mes "do that for you as well do you?";
+ mes "You must be very lazy! ! !";
+ mes "Very well, find the one named";
+ mes "RuRumuni. He will make you a";
+ mes "sturdy leather pocket.";
+ next;
+ mes "[Alcouskou]";
+ mes "I will be preparing for your";
+ mes "return. Find RuRumuni in";
+ mes "west Payon. That is where I";
+ mes "heard he is these days.";
+ delitem 7041,5; //Fine_Grit
+ set skill_thief_1,1;
+ close;
+ }
+ mes "[Alcouskou]";
+ mes "The most important part";
+ mes "of being a good thief is stealth.";
+ mes "A thief should never be seen or";
+ mes "touched unless he wants to.";
+ mes "Some consider this cowardly";
+ mes "but I think differently.";
+ next;
+ mes "[Alcouskou]";
+ mes "The way I see it, we live in a";
+ mes "world where survival of the fittest";
+ mes "rules our lives. ";
+ mes "They may think less of me for use";
+ mes "this special skill. . . What is this skill?";
+ mes "This is the sand blinding skill.";
+ next;
+ mes "[Alcouskou]";
+ mes "If you can throw or kick sand";
+ mes "in the eyes of your opponent,";
+ mes "not only does their defense decrease,";
+ mes "but their ability to attack is impaired.";
+ mes "It is so effective, you may even stun them.";
+ next;
+ mes "[Alcouskou]";
+ mes "Well, we have to survive too.";
+ mes "Its either us or them. . .";
+ mes "I think it is important and vital";
+ mes "that we prepare a little sand.";
+ mes "What do you think? If you like it ";
+ mes "go and get five Fine Grit.";
+ next;
+ mes "[Alcouskou]";
+ mes "I am sure you eager to learn this";
+ mes "skill, but you must first gather five Fine Grit";
+ mes "Until you have gathered them,";
+ mes "I cannot teach you this skill.";
+ mes "Don't be disappointed, hurry and gather them.";
+ next;
+ mes "[Alcouskou]";
+ mes "Oh, I almost forgot! ! !";
+ mes "If you want to learn this ";
+ mes "special skill, be sure that";
+ mes "you are sufficiently experienced";
+ mes "to use this properly. This means";
+ mes "you should be at least job level 25.";
+ close;
+ case 1:
+ mes "[Alcouskou]";
+ mes "Go to west payon and find";
+ mes "RuRumuni. He will make you";
+ mes "fine durable pouch for your";
+ mes "sand.";
+ next;
+ mes "[Alcouskou]";
+ mes "I will take these five Fine Grit";
+ mes "and prepare them for you while I wait.";
+ close;
+ case 2:
+ mes "[Alcouskou]";
+ mes "Okay! Great !!";
+ mes "What a fine pouch indeed!";
+ mes "Small and easy to carry, with enough";
+ mes "capacity for enough sand. ";
+ mes "This is a perfect ^3355FFLeather Bag of Infinity^000000 !!";
+ mes "for you to use with this skill.";
+ next;
+ mes "[Alcouskou]";
+ mes "Well let's see what your skill";
+ mes "is like -";
+ mes "Try it out ! !";
+ next;
+ mes "[Alcouskou]";
+ mes "AHhh, watch out for my eyes !!";
+ mes "^5533FF- *throwing sand* -^000000";
+ next;
+ mes "^5533FF- *tossing sand* -^000000";
+ next;
+ mes "[Alcouskou]";
+ mes "Hoo Hoo Hoo... You are a";
+ mes "natural! ! ! Excellent !";
+ mes "I guess I have nothing more";
+ mes "that I can teach you.";
+ mes "I hope that this skill will";
+ mes "aid you in the future. -";
+ delitem 7042,1; //Leather_Bag_Of_Infinity
+ skill "TF_SPRINKLESAND",1,0;
+ close;
+ }
+ case 2:
+ if ((countitem(940) > 19) && (JobLevel > 34)) {
+ mes "[Alcouskou]";
+ mes "Okay! Let's practice!";
+ next;
+ mes "[Alcouskou]";
+ mes "Suuu Suuu uk -";
+ next;
+ mes "[Alcouskou]";
+ mes "Suuuuk - -";
+ next;
+ mes "[Alcouskou]";
+ mes "Suk - Suuuk - - -";
+ next;
+ mes "[Alcouskou]";
+ mes "Great! -At this level,";
+ mes "I am sure you can increase";
+ mes "your skill on your own.";
+ delitem 940,20; //Grasshopper's_Leg
+ skill "TF_BACKSLIDING",1,0;
+ close;
+ }
+ mes "[Alcouskou]";
+ mes "Usually we like to think about";
+ mes "attacking and damage, but";
+ mes "it is important to realize that";
+ mes "fleeing is just as important";
+ mes "as attacking!";
+ mes "We pride ourselves in our";
+ next;
+ mes "[Alcouskou]";
+ mes "speed and quick dodges,";
+ mes "but I am sure that at times you";
+ mes "have realized while fighting that";
+ mes "despite the fact that our dodging";
+ mes "is superior, if we are hit once we are";
+ mes "serious danger.";
+ next;
+ mes "[Alcouskou]";
+ mes "It is true that at times we";
+ mes "can view others as humorous as";
+ mes "we easily dodge their attacks.";
+ mes "But if we are attacked by many at";
+ mes "once, you must remember that we";
+ mes "may not even have room to doge.";
+ next;
+ mes "[Alcouskou]";
+ mes "You must make a quick decision";
+ mes "to flee. Most would flee immediately,";
+ mes "but we don't need to.";
+ mes "Even if we don't see an opening,";
+ mes "our skill can allow us to slip out";
+ mes "of a very serious predicament.";
+ next;
+ mes "[Alcouskou]";
+ mes "This skill uses our energies in";
+ mes "allowing us to slip out unnoticed.";
+ mes "In a short amount of time we can use";
+ mes "this skill to put a large amount of ";
+ mes "distance between us and our opponent.";
+ mes "This skill requires endless hours of";
+ next;
+ mes "[Alcouskou]";
+ mes "practice for us to master.";
+ mes "If you wish to learn and practice,";
+ mes "you will need to prepare some items.";
+ mes "Prepare ^3355FF20 Grasshopper's Leg^";
+ mes "to begin your training.";
+ next;
+ mes "[Alcouskou]";
+ mes "Oh, by the way. . .";
+ mes "You need to have some background";
+ mes "in the skills of a thief to properly master";
+ mes "this skill. This means you require at";
+ mes "least the experience of job level ^3355FF35^000000 .";
+ mes "If not, I cannot teach you.";
+ close;
+ case 3:
+ if ((countitem(912) > 0) && (countitem(948) > 0) && (countitem(908) > 4) && (JobLevel > 19)) {
+ mes "[Alcouskou]";
+ mes "Wow, you have already prepared?";
+ mes "Great, I see promise in you. -";
+ mes "Your zeal is truly sincere.";
+ mes "Okay, Shall we begin your training?";
+ mes "Stone throwing . . . . .";
+ mes "Find a smoot stone with a good weight.";
+ next;
+ mes "[Alcouskou]";
+ mes "Picking the right stone is ";
+ mes "very important in being successful.";
+ mes "Well I could tell you a million";
+ mes "times but it is better to see for yourself.";
+ mes "Okay why don't you try the skill out";
+ mes "right here where I can watch you.";
+ next;
+ mes "^3355FF- Shweeput ! -^000000";
+ next;
+ mes "^3355FF- Cheeeguk! -^000000";
+ next;
+ mes "^3355FF- Shyaaaakkk ! -^000000";
+ next;
+ mes "[Alcouskou]";
+ mes "Very nice. You seem to take up -";
+ mes "the skill easily.";
+ mes "You can improve your skill with";
+ mes "practice on your own time.";
+ mes "I hope it aids you in the future.";
+ mes ". . . . . Hope to see you soon";
+ delitem 912,1; //Zargon
+ delitem 948,1; //Bear's_Foot
+ delitem 908,5; //Spawn
+ skill "TF_PICKSTONE",1,0;
+ close;
+ }
+ mes "[Alcouskou]";
+ mes "The skilled and experienced";
+ mes "members of our guild are usually very handy!";
+ mes "They can pick up a small stone";
+ mes "by the road and use it to hit an";
+ mes "opponent accurately and quickly from";
+ mes "a distance.";
+ next;
+ mes "[Alcouskou]";
+ mes "They realized what a waste it was";
+ mes "to not teach this skill to others. -";
+ mes "They founded a group to train";
+ mes "others in this skill. . .";
+ mes "That is how the ^3355FF' Find Stone '^000000 and";
+ mes "^3355FF' Stone Fling '^000000 skills came to be.";
+ next;
+ mes "[Alcouskou]";
+ mes "It is handy to be able to find a stone";
+ mes "in most any place and have the";
+ mes "ability to hurl it into a distanced enemy.";
+ mes "A very valuable skill indeed. -";
+ mes "Without costing you a zeny, you";
+ mes "can have this skill at your disposal.";
+ next;
+ mes "[Alcouskou]";
+ mes "I really think of this as a great skill.";
+ mes "What do you think of it?";
+ mes ". . . . . Hah Hah Hah . . . . . .";
+ next;
+ mes "[Alcouskou]";
+ mes "^3355FF' Find Stone ! '^000000 skill";
+ mes "can be used in just about any location.";
+ mes "Picking stones off the ground that";
+ mes "are smooth and well weighted for";
+ mes "throwing. It does take some familiarity";
+ mes "and skill to learn this skill well.";
+ next;
+ mes "[Alcouskou]";
+ mes "The small amount of training required";
+ mes "does require that you put in a full";
+ mes "effort . . .-";
+ mes ". . . . . *Ahem* . . . . .";
+ mes "Let first begin by practicing how to pick up";
+ mes "one ^3355FFBear's Footskin^000000 to familiarize the action.";
+ next;
+ mes "[Alcouskou]";
+ mes "And in lieu of a stone, try picking up";
+ mes " a ^3355FFZargon^000000 !";
+ mes "Would that be too little ?";
+ mes "Lets add ^3355FF5 Spawn^000000 !!";
+ mes "Show me your skill !";
+ mes "Retrieve these items by any means you see fit.";
+ close;
+ case 4:
+ if ((countitem(910) > 1) && (countitem(911) > 1) && (JobLevel > 14)) {
+ mes "[Alcouskou]";
+ mes "Wow! Have you already gathered the items!";
+ mes "Very well, do you wish to begin?";
+ mes "Prepare the items you have gathered ..";
+ next;
+ mes "^3355FF- Shyuuk ! -^000000";
+ next;
+ mes "^3355FF- Shyuuuk Tuk. . -^000000";
+ next;
+ mes "^3355FF- Shyupattt !! - Tauk !! -^000000";
+ next;
+ mes "[Alcouskou]";
+ mes "Strike~~~!!";
+ mes "That was excellent !";
+ mes "You know have sufficient";
+ mes "power and skill.";
+ next;
+ mes "[Alcouskou]";
+ mes "Okay, that is all there is";
+ mes "to it. How you use it in";
+ mes "the future is up to you ..";
+ mes "I wish you luck!";
+ delitem 910,2; //Garlet
+ delitem 911,2; //Scell
+ skill "TF_THROWSTONE",1,0;
+ close;
+ }
+ mes "[Alcouskou]";
+ mes "The skilled and experienced";
+ mes "members of our guild are usually very handy!";
+ mes "They can pick up a small stone";
+ mes "by the road and use it to hit an";
+ mes "opponent accurately and quickly from";
+ mes "a distance.";
+ next;
+ mes "[Alcouskou]";
+ mes "They realized what a waste it was";
+ mes "to not teach this skill to others. -";
+ mes "They founded a group to train";
+ mes "others in this skill. . .";
+ mes "That is how the ^3355FF' Find Stone '^000000 and";
+ mes "^3355FF' Stone Fling '^000000 skills came to be.";
+ next;
+ mes "[Alcouskou]";
+ mes "It is handy to be able to find a stone";
+ mes "in most any place and have the";
+ mes "ability to hurl it into a distanced enemy.";
+ mes "A very valuable skill indeed. -";
+ mes "Without costing you a zeny, you";
+ mes "can have this skill at your disposal.";
+ next;
+ mes "[Alcouskou]";
+ mes "I really think of this as a great skill.";
+ mes "What do you think of it?";
+ mes ". . . . . Hah Hah Hah . . . . . .";
+ next;
+ mes "[Alcouskou]";
+ mes "^3355FFStone Fling !!^000000";
+ mes "This skill can be used so";
+ mes "readily and does not take any";
+ mes "extra money if you can pick up";
+ mes "stones well . . .";
+ mes "If you don't know how to choose";
+ next;
+ mes "[Alcouskou]";
+ mes "stones well, you can always buy";
+ mes "them from those who can.";
+ mes "And if you can choose stones well,";
+ mes "it could be very profitable for you.";
+ mes "What do you think? Do you like the idea?";
+ next;
+ mes "[Alcouskou]";
+ mes "If you wish to master this skill,";
+ mes "you will have to train quite a bit.";
+ mes "The training also requires some items";
+ mes "that won't be easy to find. . .";
+ mes "Of course, I am sure it won't be";
+ mes "impossible with your skill . .";
+ next;
+ mes "[Alcouskou]";
+ mes "You will need two ^3355FF' Garlet '^000000";
+ mes "and two ^3355FF' Scell '^000000 to start with.";
+ mes "Make sure they are similar to stones";
+ mes "and able to be thrown. When you";
+ mes "have gathered these items, I will be";
+ mes "happy to teach you.";
+ close;
+ case 5:
+ mes "[Alcouskou]";
+ mes "It seems you are not very experienced. . .";
+ mes "We may need some more time to consider you.";
+ close;
+ }
+}
+ mes "[Alcouskou]";
+ mes "Most thieves and assassins";
+ mes "have the basic skills to do";
+ mes "well at their job. However,";
+ mes "the skills that I can teach them";
+ mes "cannot be learned anywhere else.";
+ mes "If you every decide to";
+ next;
+ mes "[Alcouskou]";
+ mes "become a thief or assassin,";
+ mes "or know someone who is,";
+ mes "come to me or send them to me.";
+ mes "These new skills should be";
+ mes "taught to all who want to learn them.";
+ close;
+}
+
+payon,91,77,3 script Bag Seller 99,{
+ mes "[RuRumuni]";
+ mes "I am a humble merchant here";
+ mes "in Payon. I buy the leather";
+ mes "hides of animals brought in by";
+ mes "the hunters and make leather";
+ mes "pouches to sell. I grew up";
+ mes "around leather working and am quite good at it.";
+ next;
+ switch (skill_thief_1) {
+ case 0:
+ mes "[RuRumuni]";
+ mes "There is a thief guild in the";
+ mes "area of Morroc. I know one there";
+ mes "that sends me thieves in need";
+ mes "of items I make such as a";
+ mes "^3355FF' Leather Bag of Infinity '^000000.";
+ mes "They visit my store often.";
+ close;
+ case 1:
+ if ((countitem(952) > 0) && (countitem(1055) > 0) && (countitem(1025) > 0)) {
+ mes "[RuRumuni]";
+ mes "Ahhh... You have come for a leather bag.";
+ mes "Very good, very good.";
+ mes "I will make you the leather bag";
+ mes "right away if you wait just a bit.";
+ mes "TuTak TuTak Shyuku Shyuku Shyuku";
+ mes "- - - - -";
+ next;
+ mes "[RuRumuni]";
+ mes "Okay, here it is all done.";
+ mes "Take this leather bag";
+ mes "to the Thief guild's Alcouskou";
+ mes "If you take him this, he will";
+ mes "teach you the skill that you ";
+ mes "wish to learn.";
+ delitem 952,1; //Cactus_Needle
+ delitem 1055,1; //Earthworm_Peeling
+ delitem 1025,1; //Spiderweb
+ set skill_thief_1,2;
+ getitem 7042,1; //Leather_Bag_Of_Infinity
+ close;
+ }
+ mes "[RuRumuni]";
+ mes "Find Alcouskou of the thief guild";
+ mes "to place and order for a leather bag of infinity.";
+ mes "You should know that the leather bag of infinity";
+ mes "takes much time and skill to make.";
+ mes "In order to make such an item, you";
+ mes "must provide me with the materials.";
+ next;
+ mes "The items needed as materials are";
+ mes "these items. ..";
+ mes "^3355FF' Earthworm Peeling '^000000";
+ mes "^3355FF' Cobweb '^000000";
+ mes "^3355FF' Cactus Needle '^000000";
+ mes "I need one of each.";
+ close;
+ case 2:
+ mes "[RuRumuni]";
+ mes "Here is your leather bag of infinity.";
+ mes "Take this to the Thief guilds";
+ mes "Alcouskou and let him know ";
+ mes "that you are now ready to learn";
+ mes "the skill.";
+ close;
+ }
+}
+
+//============================================================
+// Old changelog
+//============================================================
+//= v1.0 Fully working
+//= v1.1 Changed Sand Attack requirements from 5 Grit to 5 Fine Grit and a
+//= Leather Bag of Infinity. These are the official RO requirements
+//= Added npc RuRumuni, maker of Leather Bag of Infinity. [kobra_k88]
+//= v1.1a Now using functions found in "Global_Functions.txt" for
+//= class checks.[kobra_k88]
+//= 1.2 Added Baby Class Support [Lupus]
+//= 1.3 Removed callfunc Is_####_Class in favor of baseClass [Silentdragon]
+//= 1.4 Fixed exploit [Lupus]
+//= 1.4a Fixed some typos [IVBela]
+//= 1.4b changed perm. variables to temp ones [Lupus]
+//============================================================
diff --git a/npc/pre-re/quests/skills/wizard_skills.txt b/npc/pre-re/quests/skills/wizard_skills.txt
new file mode 100644
index 000000000..070c024bd
--- /dev/null
+++ b/npc/pre-re/quests/skills/wizard_skills.txt
@@ -0,0 +1,450 @@
+//===== rAthena Script =======================================
+//= Wizard Skills Quests
+//===== By: ==================================================
+//= Lupus, Reddozen
+//===== Current Version: =====================================
+//= 1.5
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Quests for skills: Sight Blaster
+//===== Additional Comments: =================================
+//= 1.4 Rescripted to Aegis 10.3 stadards. [L0ne_W0lf]
+//= 1.5 Replaced effect numerics with constants. [L0ne_W0lf]
+//============================================================
+
+gef_tower,115,36,4 script Meow#q_wiz 876,{
+ if (BaseJob == Job_Wizard) {
+ if (WIZ_SK == 100) {
+ if (getskilllv("WZ_SIGHTBLASTER") == 0) {
+ mes "[Meow]";
+ mes "What...?! You forgot the";
+ mes "awesome skill I taught you?";
+ mes "Transcending's no excuse";
+ mes "for forgetting! Alright, so you";
+ mes "want me to teach you, eh?";
+ mes "Alright, here's your lesson!";
+ next;
+ mes "^3355FF*BAM! BOOM! CRASH!*^000000";
+ specialeffect2 EF_SUI_EXPLOSION;
+ next;
+ mes "[Meow]";
+ mes "Don't you dare get";
+ mes "hoity-toity with me, just";
+ mes "because you've been reborn!";
+ mes "You better remember how to";
+ mes "do that skill before I give";
+ mes "you another whupping!";
+ next;
+ mes "^3355FFYou miraculously recall";
+ mes "the Sight Blaster skill before";
+ mes "Meow can administer another";
+ mes "vicious beating to you.";
+ specialeffect2 EF_ABSORBSPIRITS;
+ skill "WZ_SIGHTBLASTER",1,0;
+ next;
+ mes "[Meow]";
+ mes "Remember now?";
+ mes "Great. Now I'm going";
+ mes "back to taking a nap.";
+ mes "If you even think about";
+ mes "bothering me, I'll make";
+ mes "you regret it. Mark my word!";
+ close;
+ }
+ else {
+ mes "[Meow]";
+ mes "Zzz... Zzz...";
+ mes "Catherine... I'll";
+ mes "make you sorry for";
+ mes "turning me into a kitty...";
+ mes "I'm gonna... Gonna... Zzz...";
+ close;
+ }
+ }
+ else if (WIZ_SK == 0) {
+ mes "[Meow]";
+ mes "*Yaaawn~*";
+ mes "So sleeepy...";
+ mes "Hm? Did you want";
+ mes "to talk to me? Don't";
+ mes "bother me if you've";
+ mes "got nothing to say!";
+ next;
+ if (select("A cat?:Now I'm sleepy, too...") == 1) {
+ mes "[Meow]";
+ mes "Yeah. Yeah, I'm a cat.";
+ mes "For now, anyway. Damn that";
+ mes "Catherine! She turned me into";
+ mes "this form when I borrowed some";
+ mes "gemstones without her consent.";
+ mes "I was gonna tell her!";
+ next;
+ mes "[Meow]";
+ mes "Once I become human";
+ mes "again and regain my powers,";
+ mes "I'm gonna go freakin' buck";
+ mes "wild. Catherine, you, everyone.";
+ mes "You're all turning into cats!";
+ close;
+ }
+ mes "[Meow]";
+ mes "Hah! Yeah...";
+ mes "Taking a nap sounds like";
+ mes "the best idea I've hear--oh.";
+ mes "Wait. You're a Wizard, right?";
+ mes "I was so sleepy, I didn't even";
+ mes "notice. Ah, this is good~";
+ next;
+ mes "[Meow]";
+ mes "Now, I'm supposed to be";
+ mes "teaching Wizards this new";
+ mes "skill on behalf of the Wizard";
+ mes "Guild. Although I don't really";
+ mes "want to, I pretty much don't have^FFFFFF ^000000 a choice. So what do you say?";
+ next;
+ if (select("Nah, I'm too sleepy...:Sure, I'd like to learn a new skill.") == 1) {
+ mes "[Meow]";
+ mes "^333333*Yaaaawn*^000000";
+ mes "Alright. If you wanna";
+ mes "learn it later, then come";
+ mes "back and remind me about";
+ mes "the skill. Well then, back to";
+ mes "napping... Zzz... Zzz...";
+ close;
+ }
+ mes "[Meow]";
+ mes "Really? Fine, fine.";
+ mes "Just so you know, I'm";
+ mes "only teaching this skill so";
+ mes "that Catherine will return me";
+ mes "to my human form. It's too";
+ mes "humiliating to just be a cat!";
+ next;
+ mes "[Meow]";
+ mes "Wait, now that I think";
+ mes "about it, that dog Maria has";
+ mes "been hanging about Catherine";
+ mes "for the longest time, but she's";
+ mes "never regained her human form.";
+ mes "N-no! I can't lose hope now!";
+ next;
+ mes "[Meow]";
+ mes "Oh, let's just get this over";
+ mes "with. Now, you're aware that we";
+ mes "Wizards have great long range";
+ mes "attack skills, but we're weak";
+ mes "in short range battles, right?";
+ next;
+ mes "[Meow]";
+ mes "This new skill that I am";
+ mes "going to teach you has been";
+ mes "designed to compensate the";
+ mes "Wizard class's weakness in";
+ mes "close range combat. First,";
+ mes "you chant the spell...";
+ next;
+ mes "[Meow]";
+ mes "Then, for the skill's duration,";
+ mes "you will be protected by a shield that will push back and damage";
+ mes "enemies that approach too closely. Doesn't that sound really useful";
+ mes "in heated battle situations?";
+ next;
+ select("I can push enemies away?");
+ mes "[Meow]";
+ mes "Sure you can, well, once you";
+ mes "learn the skill. Hmm, but you";
+ mes "need to have a good grasp on";
+ mes "push back theory before you can";
+ mes "learn the skill. Hmm, you might";
+ mes "need a better explanation...";
+ next;
+ mes "[Meow]";
+ mes "You know what? Knights are";
+ mes "pretty much experts with skills";
+ mes "that push enemies back, so go";
+ mes "and find one who'll explain Push Back theory to you in Prontera.";
+ next;
+ mes "[Meow]";
+ mes "Check the 11 o' clock";
+ mes "direction on your Mini-Map";
+ mes "in Prontera to find the Knight";
+ mes "Chivalry. Someone there should";
+ mes "be willing to teach you more";
+ mes "about Push Backs in skills...";
+ set WIZ_SK,1;
+ close;
+ }
+ else if (WIZ_SK == 1) {
+ mes "[Meow]";
+ mes "What are you still doing";
+ mes "here? Didn't I tell you to go";
+ mes "to the Prontera Chivalry and";
+ mes "ask someone there to teach";
+ mes "you about Push Back theory?";
+ close;
+ }
+ else if (WIZ_SK == 2) {
+ mes "[Meow]";
+ mes "Hm? Oh good, you learned";
+ mes "the basics for pushing back";
+ mes "enemies. Now you're almost";
+ mes "ready to learn the skill that";
+ mes "I'm supposed to teach you.";
+ next;
+ mes "[Meow]";
+ mes "I'm no philanthropist, so";
+ mes "I expect some tuition for all";
+ mes "of my instruction and effort!";
+ mes "Mmm, what would be good for";
+ mes "my payment? Ah, I'm low on";
+ mes "enchanted stones right now~";
+ next;
+ mes "[Meow]";
+ mes "Go and bring me";
+ mes "^FF000010 Crystal Blues^000000,";
+ mes "^FF000010 Green Lives^000000,";
+ mes "^FF000010 Red Bloods^000000 and";
+ mes "^FF000010 Winds of Verdure^000000.";
+ next;
+ mes "[Meow]";
+ mes "It's not that much,";
+ mes "so don't complain and";
+ mes "come back as soon as you";
+ mes "can. While you're out there,";
+ mes "I'm going to take another nap~";
+ set WIZ_SK,3;
+ close;
+ }
+ else if (WIZ_SK == 3) {
+ if (countitem(991) < 10 || countitem(993) < 10 || countitem(990) < 10 || countitem(992) < 10) {
+ mes "[Meow]";
+ mes "^333333*Yaaaaaawn~*^000000 Hm?";
+ mes "H-how dare you come";
+ mes "back without everything";
+ mes "I asked you for?! You";
+ mes "forgot what to bring,";
+ mes "didn't you? Grrrr...";
+ next;
+ mes "[Meow]";
+ mes "I said to bring";
+ mes "^ff000010 Crystal Blues^000000,";
+ mes "^ff000010 Green Lives^000000,";
+ mes "^ff000010 Red Bloods^000000 and";
+ mes "^ff000010 Winds of Verdure^000000!";
+ next;
+ mes "[Meow]";
+ mes "Don't forget this time!";
+ mes "And don't even think of";
+ mes "waking me up until you";
+ mes "find everything I asked for!";
+ close;
+ }
+ mes "[Meow]";
+ mes "*Yaaaawn~* Wh-wha?";
+ mes "Oh, it's you. So did you";
+ mes "bring the stones I wanted?";
+ mes "Mmm. Good, let me see if";
+ mes "you brought them all...";
+ mes "One, two, three...";
+ next;
+ mes "[Meow]";
+ mes ".................";
+ mes "Screw it. I don't feel";
+ mes "like counting this all.";
+ mes "Let me just take these,";
+ mes "and teach you the skill";
+ mes "so I can go back to sleep.";
+ next;
+ mes "[Meow]";
+ mes "This skill is called,";
+ mes "''^FF0000Sight Blaster^000000.'' Pretty";
+ mes "cool, eh? Anyway, it's a Fire";
+ mes "attribute skill that requires";
+ mes "you to cast Sight before you";
+ mes "can activate it. Now try it.";
+ next;
+ specialeffect2 EF_SUI_EXPLOSION;
+ mes "^3355FF*BAM! BOOM!*^000000";
+ next;
+ mes "[Meow]";
+ mes "......";
+ mes "Huh. Not exactly right,";
+ mes "but not too bad for a first";
+ mes "try. Remember to will the";
+ mes "push back to happen. Ergh,";
+ mes "let's try it once again, okay?";
+ next;
+ mes "[Meow]";
+ mes "You gotta will it.";
+ mes "Push! Push with";
+ mes "your freakin' mind!";
+ mes "Well, push the flames";
+ mes "you summoned with Sight";
+ mes "with your mind. Not that hard!";
+ next;
+ mes "[Meow]";
+ mes "Finally...!";
+ mes "You actually learned it!";
+ mes "That took way too much effort,";
+ mes "but at least we're done here.";
+ specialeffect2 EF_ABSORBSPIRITS;
+ delitem 991,10; //Crystal_Blue
+ delitem 993,10; //Yellow_Live
+ delitem 990,10; //Boody_Red
+ delitem 992,10; //Wind_Of_Verdure
+ set WIZ_SK,100;
+ skill "WZ_SIGHTBLASTER",1,0;
+ next;
+ mes "[Meow]";
+ mes "I'm so tired from all of";
+ mes "this teaching. I think I'll";
+ mes "take a well deserved nap";
+ mes "right now. Go on your way,";
+ mes "and if you know any Wizards,";
+ mes "send 'em to me, I guess.";
+ close;
+ }
+ else {
+ mes "[Meow]";
+ mes "Zzz... Zzz...";
+ mes "Catherine... I'll";
+ mes "make you sorry for";
+ mes "turning me into a kitty...";
+ mes "I'm gonna... Gonna... Zzz...";
+ close;
+ }
+ }
+ else {
+ mes "[Meow]";
+ mes "*Yaaawn~*";
+ mes "So sleeepy...";
+ mes "Hm? Did you want";
+ mes "to talk to me? Don't";
+ mes "bother me if you've";
+ mes "got nothing to say!";
+ next;
+ if (select("A cat?:Now I'm sleepy, too...") == 1) {
+ mes "[Meow]";
+ mes "Yeah. Yeah, I'm a cat.";
+ mes "For now, anyway. Damn that";
+ mes "Catherine! She turned me into";
+ mes "this form when I borrowed some";
+ mes "gemstones without her consent.";
+ mes "I was gonna tell her!";
+ next;
+ mes "[Meow]";
+ mes "Once I become human";
+ mes "again and regain my powers,";
+ mes "I'm gonna go freakin' buck";
+ mes "wild. Catherine, you, everyone.";
+ mes "You're all turning into cats!";
+ close;
+ }
+ mes "[Meow]";
+ mes "Hah! Yeah...";
+ mes "Taking a nap sounds like";
+ mes "the best idea I've heard";
+ mes "all day. Hm. ^333333*Yaaawwn~*^000000";
+ mes "There we go, time to sleep...";
+ mes "ZzzzzzzZZZzzz... ZzZzzzz...";
+ close;
+ }
+}
+
+prt_in,82,98,3 script Simon Mayace#q_wiz 46,{
+ if (WIZ_SK == 1) {
+ mes "[Simon]";
+ mes "Ah, you must be a skilled";
+ mes "practitioner of magic. Mmm,";
+ mes "you must one of those Wizards.";
+ mes "High Wizards? I can't really";
+ mes "tell the difference. Ah, may";
+ mes "I be of service to you?";
+ next;
+ if (select("I'm fine, thank you.:I want to learn about push backs.") == 1) {
+ mes "[Simon]";
+ mes "I'm surprised that you chose";
+ mes "to practice magic: judging";
+ mes "from your build, I'd say that";
+ mes "you'd be well suited to wielding^FFFFFF ^000000 a sword. Haha, but that's just";
+ mes "a humble Knight's opinion.";
+ close;
+ }
+ mes "[Simon]";
+ mes "Wait, are you asking me";
+ mes "to teach you a Push-Back";
+ mes "attack technique? You can";
+ mes "defend yourself using spells";
+ mes "like Fire Wall or Fire Bolt";
+ mes "much more effectively, right?";
+ next;
+ select("But at close range...");
+ mes "[Simon]";
+ mes "Oh, I see. Yeah, Wizards";
+ mes "aren't very effective in close";
+ mes "range battles. Okay, I can see";
+ mes "why you'd want to learn some";
+ mes "Push-Back technique. Alright,";
+ mes "I can teach you a few basics.";
+ next;
+ mes "[Simon]";
+ mes "Now, every adventurer knows";
+ mes "the fundamentals of attacking.";
+ mes "You strike, and then ready your";
+ mes "next action, which is either";
+ mes "another strike, a dodge or a";
+ mes "guard. Simple stuff, right?";
+ next;
+ mes "[Simon]";
+ mes "To push an enemy back, you've";
+ mes "got to attack using a strike";
+ mes "with continuous force. It's all";
+ mes "in the follow through. Now, if";
+ mes "you strike the head, the push";
+ mes "distance will be too short.";
+ next;
+ mes "[Simon]";
+ mes "If you deliver a pushing";
+ mes "strike to the legs, your";
+ mes "enemy will fall towards you.";
+ mes "The best target for pushing";
+ mes "attacks is the torso since it";
+ mes "allows more control of the push.";
+ next;
+ mes "[Simon]";
+ mes "Well, I've explained";
+ mes "pushing as best as I can.";
+ mes "Concentrate and practice the";
+ mes "theory on your own, and you";
+ mes "should be able to do it. Good^FFFFFF ^000000luck on your travels, adventurer~";
+ set WIZ_SK,2;
+ close;
+ }
+ else {
+ mes "[Simon]";
+ mes "Make no mistake:";
+ mes "swordplay is an art.";
+ mes "The techniques may seem";
+ mes "brutish at first glance, but";
+ mes "there's a keen strategy that";
+ mes "Knights innately understand.";
+ close;
+ }
+}
+
+//============================================================
+// Old changelog
+//============================================================
+//= 1.0 for fully working skills only [Lupus]
+//= 1.1 Added more new skill quests for more classes [Lupus]
+//= Somehow eA engine doesn't let you keep learn't skill V_V'
+//= 1.2 Added to correct locations, correct NPC's, fixed
+//= some of the items required and made them into real
+//= quests. [Reddozen]
+//= 1.3 Fixed bugs and minor typos. Optimized [Lupus]
+//= 1.3a fixed an item ID typo, thx 2Spiritual Kid
+//= 1.3b Splitted into different files [DracoRPG]
+//= 1.3c Removed duplicates [Toms]
+//============================================================
diff --git a/npc/pre-re/quests/thana_quest.txt b/npc/pre-re/quests/thana_quest.txt
new file mode 100644
index 000000000..654e5474e
--- /dev/null
+++ b/npc/pre-re/quests/thana_quest.txt
@@ -0,0 +1,2766 @@
+//===== rAthena Script =======================================
+//= Thanatos Tower Quest
+//===== By: ==================================================
+//= [Ishizu-chan]
+//===== Current Version: =====================================
+//= 2.6
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= It's the Thanatos Tower Quest...
+//===== Additional Comments: =================================
+//= 1.0 First Release [Ishizu-chan]
+//= 1.1 Updated Thanatos Tower Quest to official. [SinSloth]
+//= 1.2 Fixed a bug where Reward NPC didn't give you Zeny and Exp. [SinSloth]
+//= 1.3 Added a checking in boss map to reset event if there's no player. [SinSloth]
+//= 1.4 Changed the way the Thanatos Portal works to allow people to enter
+//= as long as Thanatos is alive. [SinSloth]
+//= 1.4a You may enter either "Charmstone" or "Charm Stone" [Lupus]
+//= 1.5 Fixed a bug in the number part of the quest. [SinSloth]
+//= 1.6 Fixed experience gains to match upcoming rate adjustments. [SinSloth]
+//= 1.7 Fixed a minor bug with prevented code part from reseting properly. [SinSloth]
+//= 1.8 Corrected NPC names to fall within proper restrictions. [L0ne_W0lf]
+//= 1.9 Fixed a bug in the last event which allowed an exploit after the first summoning. [SinSloth]
+//= 2.0 Cleaned up the trans-only check, and added expanded classes. [L0ne_W0lf]
+//= 2.1 Replaced effect numerics with constants. [Samuray22]
+//= 2.2 Updated the whole Script to match with latest available official file. [Masao]
+//= 2.3 Added continue and break in switch case. [JayPee]
+//= 2.4 Fixed a minor bug with Arch Bishop checks. [Euphy]
+//= 2.5 Cleaning. [Euphy]
+//= 2.5a Fixed an incorrect variable. [Euphy]
+//= 2.6 Merged identical timer labels. [Euphy]
+//============================================================
+
+hu_fild01,140,163,5 script Tower Keeper 852,3,3,{
+
+ mes "[Gatei]";
+ mes "Greetings, adventurer.";
+ mes "I am Gatei Knumm, keeper";
+ mes "of this Thanatos Tower.";
+ mes "How may I help you?";
+ next;
+ switch (select("Thanatos Tower?:Entrance Fee?:Enter the tower:Cancel")) {
+ case 1:
+ mes "[Gatei]";
+ mes "Yes, the tower in front";
+ mes "of you was an ancient ruins";
+ mes "that got its name from a word";
+ mes "written on a stone plate found";
+ mes "inside. Today, this place is";
+ mes "a popular tourist attraction.";
+ next;
+ mes "[Gatei]";
+ mes "This tower grew in popularity";
+ mes "for adventurers when the";
+ mes "Rekenber Corporation began";
+ mes "tower reconstruction efforts.";
+ mes "The 1st and 2nd floors are now";
+ mes "repaired and free of monsters.";
+ next;
+ mes "[Gatei]";
+ mes "However, reconstruction of";
+ mes "the 3rd and higher floors is";
+ mes "incomplete. Those levels are";
+ mes "still infested with monsters, so we're contracting temp workers";
+ mes "to exterminate all of them.";
+ next;
+ mes "[Gatei]";
+ mes "If you're interested in";
+ mes "temporary contract work,";
+ mes "or would like to know about";
+ mes "this place in detail, please";
+ mes "ask one of the guides inside.";
+ mes "Thank you and enjoy your visit~";
+ close;
+ case 2:
+ mes "[Gatei]";
+ mes "Everyone is welcome to";
+ mes "enjoy Thanatos Tower.";
+ mes "Only the 1st and 2nd floors";
+ mes "are open to the public at";
+ mes "this time. The entrance fee";
+ mes "is 5,000 zeny per person.";
+ next;
+ mes "[Gatei]";
+ mes "5,000 zeny may seem a little";
+ mes "steep for a tourist attraction,";
+ mes "but trust me, this tower provides a very unique experience. Also,";
+ mes "our loyal customers and contract workers get a special discount~";
+ close;
+ case 3:
+ mes "[Gatei]";
+ mes "Would you like to";
+ mes "enter Thanatos Tower?";
+ mes "The entry fee is ^FF00005,000 zeny^000000.";
+ next;
+ switch (select("Enter:Maybe next time.")) {
+ case 1:
+ if (thana_tower > 0) {
+ mes "[Gatei]";
+ mes "Oh, "+strcharinfo(0)+"!";
+ mes "Welcome back! Since you've";
+ mes "got a temporary Rekenber";
+ mes "work contract, your entrance";
+ mes "fee is only 3,000 zeny.";
+ next;
+ switch (select("Enter:No, thanks.")) {
+ case 1:
+ if (Zeny > 2999) {
+ mes "[Gatei]";
+ mes "Thank you, and";
+ mes "please keep up the";
+ mes "good work. Ah, and don't";
+ mes "forget: safety first when";
+ mes "you fight those monsters!";
+ set Zeny, Zeny - 3000;
+ close2;
+ warp "tha_scene01",131,220;
+ end;
+ }
+ mes "[Gatei]";
+ mes "Oh, I'm sorry...";
+ mes "But you don't seem to";
+ mes "have enough zeny. Oh well,";
+ mes "just come back again later~";
+ close;
+ case 2:
+ mes "[Gatei]";
+ mes "You must be busy, then.";
+ mes "Well, not to worry, we'll";
+ mes "always be here. Farewell~";
+ close;
+ }
+ }
+ if (Zeny > 4999) {
+ mes "[Gatei]";
+ mes "Ah, I've received your";
+ mes "entrance fee. Thank you";
+ mes "very much. Now, I hope";
+ mes "you enjoy your visit";
+ mes "to Thanatos Tower~";
+ set Zeny, Zeny - 5000;
+ close2;
+ warp "tha_scene01",131,220;
+ end;
+ }
+ mes "[Gatei]";
+ mes "Well...";
+ mes "Hm. I'm sorry, but you";
+ mes "don't seem to have enough";
+ mes "zeny for the entrance fee.";
+ mes "Please come back later...";
+ close;
+ case 2:
+ mes "[Gatei]";
+ mes "Very well. Please come";
+ mes "and visit us again here";
+ mes "in Thanatos Tower.";
+ close;
+ }
+ case 4:
+ mes "[Gatei]";
+ mes "Hmm? Very well.";
+ mes "But if you wish to visit";
+ mes "this Thanatos Tower, please";
+ mes "do not hesitate to ask me.";
+ mes "Thank you and have a nice day.";
+ close;
+ }
+
+OnTouch:
+ mes "[Tower Keeper]";
+ mes "Excuse me, but you cannot";
+ mes "enter. This place is under";
+ mes "the Rekenber Corporation's";
+ mes "administration, and this area";
+ mes "is restricted to all those";
+ mes "without authorization.";
+ close;
+}
+
+tha_t01,149,78,4 script Guide 90,{
+
+ if (thana_tower == 0) {
+ mes "[Ditze]";
+ mes "Welcome to Thanatos Tower.";
+ mes "The tower's reconstruction is";
+ mes "a Rekenber Corporation project,";
+ mes "and the 1st and 2nd floors are";
+ mes "now open to the public. So";
+ mes "how may I help you today?";
+ next;
+ switch (select("Tower Information:Temporary Work Contract:Cancel")) {
+ case 1:
+ mes "[Ditze]";
+ mes "When this tower was built,";
+ mes "who built it, and its purpose";
+ mes "are all mysteries. There are";
+ mes "many rumors about it being a";
+ mes "Mage lab, a hero's momunent,";
+ mes "or a demon fortress...";
+ next;
+ mes "[Ditze]";
+ mes "The Rekenber Corporation has";
+ mes "been researching the origin of";
+ mes "this tower, but has not yet been able to confirm anything. Although";
+ mes "we've lost many researchers to the tower monsters, we won't give up!";
+ next;
+ mes "[Ditze]";
+ mes "Rekenber is convinced that this";
+ mes "tower holds many secrets, and";
+ mes "successfully reconstructed the";
+ mes "first 2 floors of this tower in";
+ mes "the pursuit of this knowledge.";
+ next;
+ mes "[Ditze]";
+ mes "Currently, we are focused on";
+ mes "reconstructing the tower's 3rd";
+ mes "and 4th floors. Luckily, many";
+ mes "adventurers are exterminating";
+ mes "the monsters on those floors, working under temporary contracts.";
+ next;
+ mes "[Ditze]";
+ mes "At this rate, we expect";
+ mes "to complete reconstruction";
+ mes "of the 3rd and 4th floors in";
+ mes "the near future, bringing us";
+ mes "closer to our goal of opening all 12 floors of Thanatos Tower.";
+ next;
+ switch (select("Tower Monsters?:Temp Contract Work?:......")) {
+ case 1:
+ mes "[Ditze]";
+ mes "Yes, when we began";
+ mes "reconstruction of the";
+ mes "Thanatos Tower, these";
+ mes "monsters that look like angels";
+ mes "just appeared out of nowhere";
+ mes "to attack all the workers.";
+ next;
+ mes "[Ditze]";
+ mes "At first, witnesses thought";
+ mes "that these monsters might";
+ mes "be, you know, actual angels.";
+ mes "But if they were, why were they";
+ mes "attacking for no reason?";
+ next;
+ mes "[Ditze]";
+ mes "Anyway, we asked the Juno ";
+ mes "Sage Academy to investigate";
+ mes "them, and they confirmed that";
+ mes "these angelic creatures are true monsters--their resemblance to";
+ mes "angels is merely coincidence.";
+ close;
+ case 2:
+ mes "[Ditze]";
+ mes "You may have already heard";
+ mes "from the Tower Keeper, but";
+ mes "we're contracting adventurers to exterminate the tower monsters";
+ mes "in the 3rd and higher levels on";
+ mes "a temporary employee basis.";
+ next;
+ mes "[Ditze]";
+ mes "I'm in charge of hiring";
+ mes "temp contract workers, so";
+ mes "talk to me if you're interested. Only temp workers are allowed";
+ mes "to access the higher levels";
+ mes "here in Thanatos Tower.";
+ next;
+ break;
+ case 3:
+ mes "[Ditze]";
+ mes "To develop the floors above";
+ mes "the 2nd floor, we're going to";
+ mes "need as many temp contract";
+ mes "workers as we can hire. Why";
+ mes "don't you consider working";
+ mes "for us under a temp contract?";
+ close;
+ }
+ switch (select("Maybe next time:Sure, I'd like to work for you.")) {
+ case 1:
+ mes "[Ditze]";
+ mes "Well, alright.";
+ mes "But come and talk to";
+ mes "me as soon as you decide";
+ mes "that you want to help with";
+ mes "the tower reconstruction by";
+ mes "working for Rekenber.";
+ close;
+ case 2:
+ mes "[Ditze]";
+ mes "That's great!";
+ mes "Would you please fill";
+ mes "out this employment";
+ mes "agreement first? Let's";
+ mes "see. Your name is...";
+ mes ""+strcharinfo(0)+", right?";
+ next;
+ menu "Yes",-;
+ mes "[Ditze]";
+ mes "Alright, please read";
+ mes "this agreement carefully.";
+ mes "If you agree with all of";
+ mes "the conditions, go ahead";
+ mes "and just sign the bottom.";
+ next;
+ mes "^3355FFDitze hands you the";
+ mes "Employment Agreement";
+ mes "document for you to read.^000000";
+ next;
+ mes "- Employment Agreement -";
+ mes " ";
+ mes "1. This employment agreement";
+ mes "is effective between Rekenber";
+ mes "Corporation (''Employer'') and "+strcharinfo(0)+"(''Employee'').";
+ mes "1-1. This employment agreement";
+ mes "is classified as a Mercernary";
+ mes "contract between both parties.";
+ mes "2. The terms of this contract";
+ mes "immediately take effect once";
+ mes "it is signed by both parties";
+ mes "(Employer and Employee).";
+ mes "3. When the Employee performs";
+ mes "a mission, the mission results";
+ mes "must be verified with acceptible physical proof that must be";
+ mes "presented to the Employer.";
+ mes "3-1. Please refer to Section";
+ mes "7A for examples of acceptible";
+ mes "proof of monster extermination.";
+ mes "3-2. Acceptible proof is";
+ mes "determined and defined by a";
+ mes "representative of the Employer.";
+ mes "4. Employer will allot rewards";
+ mes "to Employees after receiving";
+ mes "extermination proof.";
+ mes "4-1. Possible rewards for";
+ mes "monster exterminations may";
+ mes "include the following.";
+ mes ".................................................";
+ mes ".................................................";
+ mes ".................................................";
+ mes ".................................................";
+ mes ".................................................";
+ mes "13. This contract's terms are";
+ mes "only applicable witin Thanatos";
+ mes "Tower.";
+ mes "14. Employees will receive";
+ mes "a discount on the Entry Fee";
+ mes "to the Thanatos Tower.";
+ mes " ";
+ mes " ";
+ mes " ";
+ mes "Employer Signature____________";
+ mes "Employee Signature____________";
+ next;
+ switch (select("Sign:Don't Sign")) {
+ case 1:
+ mes "^3355FFYou sign two copies of the";
+ mes "Employment Agreement.^000000";
+ next;
+ mes "[Ditze]";
+ mes "Thank you. Now, you are";
+ mes "an official employee of the";
+ mes "Rekenber Corporation! Well,";
+ mes "within the limits of this tower";
+ mes "anyway. This contract doesn't";
+ mes "apply outside of this place.";
+ next;
+ mes "[Ditze]";
+ mes "From now on, you can talk";
+ mes "to the 2nd Floor Guide to";
+ mes "enter the 3rd Floor. If you";
+ mes "have any mission reward";
+ mes "questions, please ask ^3355FFLiei^000000.";
+ next;
+ mes "[Ditze]";
+ mes "If you want to check";
+ mes "more information about";
+ mes "your work, please talk";
+ mes "to the 2nd Floor Guide.";
+ mes "Thank you, and welcome";
+ mes "to the Rekenber Corporation~";
+ set thana_tower,1;
+ close;
+ case 2:
+ mes "[Ditze]";
+ mes "Oh? Was there an article";
+ mes "within the contract that you";
+ mes "disagreed with? Hm. Well,";
+ mes "that's fine. But if you change";
+ mes "your mind, please come back";
+ mes "and ask me anytime. Thank you~";
+ close;
+ }
+ }
+ case 2:
+ mes "[Ditze]";
+ mes "You may have already heard";
+ mes "from the Tower Keeper, but";
+ mes "we're contracting adventurers to exterminate the tower monsters";
+ mes "in the 3rd and higher levels on";
+ mes "a temporary employee basis.";
+ next;
+ mes "[Ditze]";
+ mes "I'm in charge of hiring";
+ mes "temp contract workers, so";
+ mes "talk to me if you're interested. Only temp workers are allowed";
+ mes "to access the higher levels";
+ mes "here in Thanatos Tower.";
+ next;
+ switch (select("Maybe next time:Sure, I'd like to work for you.")) {
+ case 1:
+ mes "[Ditze]";
+ mes "Well, alright.";
+ mes "But come and talk to";
+ mes "me as soon as you decide";
+ mes "that you want to help with";
+ mes "the tower reconstruction by";
+ mes "working for Rekenber.";
+ close;
+ case 2:
+ mes "[Ditze]";
+ mes "That's great!";
+ mes "Would you please fill";
+ mes "out this employment";
+ mes "agreement first? Let's";
+ mes "see. Your name is...";
+ mes ""+strcharinfo(0)+", right?";
+ next;
+ menu "Yes",-;
+ mes "[Ditze]";
+ mes "Alright, please read";
+ mes "this agreement carefully.";
+ mes "If you agree with all of";
+ mes "the conditions, go ahead";
+ mes "and just sign the bottom.";
+ next;
+ mes "^3355FFDitze hands you the";
+ mes "Employment Agreement";
+ mes "document for you to read.^000000";
+ next;
+ mes "- Employment Agreement -";
+ mes " ";
+ mes "1. This employment agreement";
+ mes "is effective between Rekenber";
+ mes "Corporation (''Employer'') and "+strcharinfo(0)+"(''Employee'').";
+ mes "1-1. This employment agreement";
+ mes "is classified as a Mercernary";
+ mes "contract between both parties.";
+ mes "2. The terms of this contract";
+ mes "immediately take effect once";
+ mes "it is signed by both parties";
+ mes "(Employer and Employee).";
+ mes "3. When the Employee performs";
+ mes "a mission, the mission results";
+ mes "must be verified with acceptible physical proof that must be";
+ mes "presented to the Employer.";
+ mes "3-1. Please refer to Section";
+ mes "7A for examples of acceptible";
+ mes "proof of monster extermination.";
+ mes "3-2. Acceptible proof is";
+ mes "determined and defined by a";
+ mes "representative of the Employer.";
+ mes "4. Employer will allot rewards";
+ mes "to Employees after receiving";
+ mes "extermination proof.";
+ mes "4-1. Possible rewards for";
+ mes "monster exterminations may";
+ mes "include the following. ";
+ mes ".................................................";
+ mes ".................................................";
+ mes ".................................................";
+ mes ".................................................";
+ mes ".................................................";
+ mes "13. This contract's terms are";
+ mes "only applicable witin Thanatos";
+ mes "Tower.";
+ mes "14. Employees will receive";
+ mes "a discount on the Entry Fee";
+ mes "to the Thanatos Tower.";
+ mes " ";
+ mes " ";
+ mes " ";
+ mes "Employer Signature_____________";
+ mes "Employee Signature____________";
+ next;
+ switch (select("Sign:Don't Sign")) {
+ case 1:
+ mes "^3355FFYou sign two copies of the";
+ mes "Employment Agreement.^000000";
+ next;
+ mes "[Ditze]";
+ mes "Thank you. Now, you are";
+ mes "an official employee of the";
+ mes "Rekenber Corporation! Well,";
+ mes "within the limits of this tower";
+ mes "anyway. This contract doesn't";
+ mes "apply outside of this place.";
+ next;
+ mes "[Ditze]";
+ mes "From now on, you can talk";
+ mes "to the 2nd Floor Guide to";
+ mes "enter the 3rd Floor. If you";
+ mes "have any mission reward";
+ mes "questions, please ask ^3355FFLiei^000000.";
+ next;
+ mes "[Ditze]";
+ mes "If you want to check";
+ mes "more information about";
+ mes "your work, please talk";
+ mes "to the 2nd Floor Guide.";
+ mes "Thank you, and welcome";
+ mes "to the Rekenber Corporation~";
+ set thana_tower,1;
+ close;
+ case 2:
+ mes "[Ditze]";
+ mes "Oh? Was there an article";
+ mes "within the contract that you";
+ mes "disagreed with? Hm. Well,";
+ mes "that's fine. But if you change";
+ mes "your mind, please come back";
+ mes "and ask me anytime. Thank you~";
+ close;
+ }
+ }
+ case 3:
+ mes "[Ditze]";
+ mes "Well, if you have any";
+ mes "questions, feel free to";
+ mes "ask me later. My name is";
+ mes "Ditze Lappa. Have a good day!";
+ close;
+ }
+ }
+ mes "[Ditze]";
+ mes "For more detailed information";
+ mes "about monster exterminations,";
+ mes "please ask the 2nd Floor Guide";
+ mes "and the Guide next to me. Well,";
+ mes "we hope you enjoy your experience working with Rekenber Corporation~";
+ close;
+}
+
+tha_t01,140,78,4 script Guide#reward 831,{
+
+ mes "[Liei]";
+ if (thana_tower == 0) {
+ mes "Good day, I'm";
+ mes "Liei Kuniziet of the";
+ mes "Employee Mission";
+ mes "Reward Department";
+ mes "here in Thanatos Tower.";
+ next;
+ switch (select("Employee's mission reward?:Keep up the good work.")) {
+ case 1:
+ mes "[Liei]";
+ mes "Currently, Rekenber Corporation";
+ mes "is contracting temp employees";
+ mes "to develop the higher levels";
+ mes "of Thanatos Tower. If you'd";
+ mes "like to apply, please ask";
+ mes "Ditze right next to me.";
+ close;
+ case 2:
+ mes "[Liei]";
+ mes "Thank you. Ah, and I hope";
+ mes "that you enjoy your visit";
+ mes "here to Thanatos Tower.";
+ close;
+ }
+ }
+ mes "Ah, hello~";
+ mes "How may I help you?";
+ next;
+ if(select("Reward:Nothing")==2) {
+ mes "[Liei]";
+ mes "Alright, then.";
+ mes "Please do your best";
+ mes "to exterminate the";
+ mes "monsters that infest";
+ mes "the higher floors of";
+ mes "the Thanatos Tower~";
+ close; }
+ mes "[Liei]";
+ mes "You're "+strcharinfo(0)+", yes?";
+ mes "Let me check our temp";
+ mes "employee records for--ah.";
+ mes "Here it is. Alright, so would";
+ mes "you please tell me what kind";
+ mes "of mission proof you brought?";
+ next;
+ setarray .@Items[1],7435,7440,7441,7442;
+ set .@i, select("Golden Ornament:Red Feather:Blue Feather:Cursed Seal");
+ mes "[Liei]";
+ if (!countitem(.@Items[.@i])) {
+ mes "I'm sorry, but you are not";
+ mes "carrying any "+getitemname(.@Items[.@i])+"s.";
+ mes "Please check your inventory";
+ mes "one more time, and then come";
+ mes "to me to redeem your items";
+ mes "for a reward later, alright?";
+ close;
+ }
+ mes "The reward for each";
+ mes getitemname(.@Items[.@i])+" is...";
+ mes " ";
+ mes "1,000 zeny";
+ mes "2,000 EXP";
+ next;
+ set .@zeny_tt,(countitem(.@Items[.@i]) * 1000);
+ set .@exp_tt,(countitem(.@Items[.@i]) * 2000);
+ mes "[Liei]";
+ mes "If you turn in your";
+ mes countitem(.@Items[.@i])+" "+getitemname(.@Items[.@i])+"s, then";
+ mes "you will receive a total of...";
+ mes " ";
+ mes ""+.@zeny_tt+" zeny";
+ mes ""+.@exp_tt+" EXP";
+ next;
+ mes "[Liei]";
+ mes "Would you like to exchange";
+ mes "all of your "+getitemname(.@Items[.@i])+"s";
+ mes "for your reward right now?";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ mes "[Liei]";
+ mes "Great! Here is your";
+ mes ""+.@zeny_tt+" zeny and";
+ mes ""+.@exp_tt+" EXP. Thank you,";
+ mes "and please keep up";
+ mes "the good work~";
+ delitem .@Items[.@i], countitem(.@Items[.@i]);
+ set Zeny, Zeny + .@zeny_tt;
+ getexp .@exp_tt,0;
+ close;
+ case 2:
+ mes "[Liei]";
+ mes "Sure, no problem.";
+ mes "Just come back and";
+ mes "talk to me whenever";
+ mes "you want to receive";
+ mes "your reward, alright?";
+ close;
+ }
+}
+
+tha_t02,231,161,5 script Entrance Guide 874,{
+
+ mes "[Burled]";
+ if (thana_tower == 0) {
+ mes "You are in front of the entrance to the 3rd Floor. Only contracted";
+ mes "temp employees are authorized";
+ mes "to enter that area. For Rekenber temp contract information, please";
+ mes "speak to the 2nd Floor Guide.";
+ close;
+ }
+ mes "......";
+ mes ".........";
+ mes "............";
+ next;
+ switch (select("Excuse me...:.........")) {
+ case 1:
+ mes "[Burled]";
+ mes "Oh...";
+ mes "I'm sorry, how";
+ mes "can I help you?";
+ next;
+ if (thana_tower < 2) {
+ switch (select("Enter the 3rd Floor:Gate Information")) {
+ case 1:
+ mes "[Burled]";
+ mes "Oh, alright. Let me";
+ mes "check and see if you're";
+ mes "on our temp list. Hmmm...";
+ mes "Ah, you're "+strcharinfo(0)+", right?";
+ next;
+ if (getareausers("tha_t02",226,156,236,166) < 5) {
+ mes "[Burled]";
+ mes "First, we need to wait until";
+ mes "at least 5 temps are gathered";
+ mes "to form a work group. Right";
+ mes "now, there are a total of";
+ mes "" +getareausers("tha_t02",226,156,236,166)+ " temp workers waiting to";
+ mes "enter the 3rd Floor.";
+ next;
+ mes "[Burled]";
+ mes "If you can, try to get";
+ mes "your friends to help you";
+ mes "by coming near me. Please";
+ mes "understand that we have this";
+ mes "temp worker group requirement";
+ mes "for various safety reasons.";
+ close2;
+ }
+ mes "[Burled]";
+ mes "Great, you're just";
+ mes "in time. We just met";
+ mes "the minimum 5 temp group";
+ mes "requirement, so we'll open";
+ mes "the gate to the 3rd Floor soon.";
+ next;
+ mes "[Burled]";
+ mes "The gate to the 3rd Floor";
+ mes "will close shortly, so enter it";
+ mes "as soon as you can. We have";
+ mes "to close it quickly because we";
+ mes "can't have the tower monsters";
+ mes "entering the lower floors...";
+ close2;
+ donpcevent "3rdf_warp#tt::OnEnable";
+ end;
+ case 2:
+ mes "[Burled]";
+ mes "This gate is the only passage";
+ mes "that connects to the 3rd Floor.";
+ mes "After the 4th Floor, passages";
+ mes "between floors only travel one";
+ mes "way, meaning you can't exit the";
+ mes "same way you that you entered.";
+ next;
+ mes "[Burled]";
+ mes "You see, there's a strange";
+ mes "power that affects the 5th";
+ mes "Floor, and all floors above,";
+ mes "which doesn't allow people to";
+ mes "backtrack through the passage in which they entered the floor.";
+ next;
+ mes "[Burled]";
+ mes "So if you ascend past the";
+ mes "4th Floor, please be careful";
+ mes "and make sure that you find";
+ mes "a way to get back. Also, the";
+ mes "monsters grow more powerful";
+ mes "as you ascend the tower...";
+ next;
+ mes "[Burled]";
+ mes "Because the higher levels are";
+ mes "too dangerous, we only open the";
+ mes "3rd Floor Gate when 5 or more";
+ mes "are gathered here. Therefore,";
+ mes "you may need to wait if less";
+ mes "than 5 temps have gathered.";
+ close;
+ }
+ }
+ switch (select("Enter the 3rd Floor:Gate Information:About Satan Morroc...")) {
+ case 1:
+ mes "[Burled]";
+ mes "Oh, alright. Let me";
+ mes "check and see if you're";
+ mes "on our temp list. Hmmm...";
+ mes "Ah, you're "+strcharinfo(0)+", right?";
+ next;
+ if (getareausers("tha_t02",226,156,236,166) < 5) {
+ mes "[Burled]";
+ mes "First, we need to wait until";
+ mes "at least 5 temps are gathered";
+ mes "to form a work group. Right";
+ mes "now, there are a total of";
+ mes ""+getareausers("tha_t02",226,156,236,166)+" temp workers waiting to";
+ mes "enter the 3rd Floor.";
+ next;
+ mes "[Burled]";
+ mes "If you can, try to get";
+ mes "your friends to help you";
+ mes "by coming near me. Please";
+ mes "understand that we have this";
+ mes "temp worker group requirement";
+ mes "for various safety reasons.";
+ close;
+ }
+ mes "[Burled]";
+ mes "Great, you're just";
+ mes "in time. We just met";
+ mes "the minimum 5 temp group";
+ mes "requirement, so we'll open";
+ mes "the gate to the 3rd Floor soon.";
+ next;
+ mes "[Burled]";
+ mes "The gate to the 3rd Floor";
+ mes "will close shortly, so enter it";
+ mes "as soon as you can. We have";
+ mes "to close it quickly because we";
+ mes "can't have the tower monsters";
+ mes "entering the lower floors...";
+ close2;
+ donpcevent "3rdf_warp#tt::OnEnable";
+ end;
+ case 2:
+ mes "[Burled]";
+ mes "This gate is the only passage";
+ mes "that connects to the 3rd Floor.";
+ mes "After the 4th Floor, passages";
+ mes "between floors only travel one";
+ mes "way, meaning you can't exit the";
+ mes "same way you that you entered.";
+ next;
+ mes "[Burled]";
+ mes "You see, there's a strange";
+ mes "power that affects the 5th";
+ mes "Floor, and all floors above,";
+ mes "which doesn't allow people to";
+ mes "backtrack through the passage in which they entered the floor.";
+ next;
+ mes "[Burled]";
+ mes "So if you ascend past the";
+ mes "4th Floor, please be careful";
+ mes "and make sure that you find";
+ mes "a way to get back. Also, the";
+ mes "monsters grow more powerful";
+ mes "as you ascend the tower...";
+ next;
+ mes "[Burled]";
+ mes "Because the higher levels are";
+ mes "too dangerous, we only open the";
+ mes "3rd Floor Gate when 5 or more";
+ mes "are gathered here. Therefore,";
+ mes "you may need to wait if less";
+ mes "than 5 temps have gathered.";
+ close;
+ case 3:
+ mes "[Burled]";
+ mes "Satan Morroc...?";
+ mes "Ummm... Isn't talking";
+ mes "about that a little taboo?";
+ mes "I mean, people get angry";
+ mes "or scared just hearing";
+ mes "that name, you know?";
+ next;
+ switch (select("It's important that I know more.:I'm sorry, I didn't know...")) {
+ case 1:
+ mes "[Burled]";
+ mes "When the Rekenber Corporation";
+ mes "started reconstruction of the";
+ mes "Thanatos Tower, the Cool Event";
+ mes "Corporation was their biggest";
+ mes "business partner in the tower";
+ mes "reconstruction project.";
+ next;
+ mes "[Burled]";
+ mes "Yeah, I remember that Cool";
+ mes "Event Corp. invested huge";
+ mes "amounts of zeny and manpower";
+ mes "to rebuild to tower, and expand";
+ mes "their business relationship";
+ mes "with Rekenber Corporation...";
+ next;
+ mes "[Burled]";
+ mes "But then, there was some";
+ mes "kind of accident. An explosion";
+ mes "happened in the upper floors";
+ mes "of Thanatos Tower. Some say";
+ mes "it might have been Satan Morroc, but I wouldn't know for sure.";
+ next;
+ mes "[Burled]";
+ mes "Because of that explosion,";
+ mes "Cool Event Corporation withdrew";
+ mes "their investment into the tower";
+ mes "reconstruction project. They";
+ mes "basically abandoned Rekenber Corporation in the tower effort.";
+ next;
+ mes "[Burled]";
+ mes "But well...";
+ mes "Shortly after that happened,";
+ mes "Rekenber Corporation took over";
+ mes "Cool Event Corporation. I mean,";
+ mes "the company retains its name, but it's a Rekenber company now.";
+ next;
+ mes "[Burled]";
+ mes "I know, I know...";
+ mes "It all sounds awfully";
+ mes "shady. Please do me a favor";
+ mes "and don't tell anyone that";
+ mes "I told you this rumor, okay?";
+ close;
+ case 2:
+ close;
+ }
+ }
+ case 2:
+ mes "["+strcharinfo(0)+"]";
+ mes ".............";
+ close;
+ }
+}
+
+tha_t02,227,163,0 script 3rdf_warp#tt 45,1,1,{
+ end;
+
+OnInit:
+ hideonnpc "3rdf_warp#tt";
+ end;
+
+OnTouch:
+ if (thana_tower == 0) warp "tha_t02",227,158;
+ else warp "tha_t03",219,159;
+ end;
+
+OnEnable:
+ hideoffnpc "3rdf_warp#tt";
+ initnpctimer;
+ end;
+
+OnTimer30000:
+ stopnpctimer;
+ hideonnpc "3rdf_warp#tt";
+ end;
+}
+
+tha_t03,67,70,0 script Machine Device#tt1 111,{
+
+ if ((countitem(7421) == 0) && (countitem(7426) == 0)) {
+ mes "^3355FFA mysterious field of";
+ mes "energy seems to surround";
+ mes "the mechanical device and";
+ mes "its power prevents you from";
+ mes "approaching the machine.^000000";
+ next;
+ switch (select("Smash the Energy Field:Retreat")) {
+ case 1:
+ if (getequipweaponlv(4) == 4){
+ mes "^3355FFWith your "+getequipname(4)+" in";
+ mes "hand, you smash the energy";
+ mes "field with all of your strength. After absorbing the impact, the";
+ mes "field fizzles out with a soft,";
+ mes "gentle ''pzzzzzh'' sound.^000000";
+ next;
+ switch (select("Investigate Device:Retreat")) {
+ case 1:
+ mes "^3355FFAs you investigate the";
+ mes "device, you accidentally";
+ mes "press a button, resulting";
+ mes "in a loud beeping noise";
+ mes "and the activation of";
+ mes "the monitor screen.^000000";
+ next;
+ switch (select("Read the Screen:Ignore the Screen")) {
+ case 1:
+ mes "^426F42I've used the Gate Seal";
+ mes "technology to seal the gate";
+ mes "and the charm stones. Although";
+ mes "the seals are in place, I can't";
+ mes "stop worrying that they might";
+ mes "break in the future.^000000";
+ next;
+ mes "^426F42I can't relax when a, shall";
+ mes "I say, particular group covets";
+ mes "the charm stones and can easily";
+ mes "break the seals. To deter them,";
+ mes "I've changed the Gate destination before sealing the Gate.^000000";
+ next;
+ mes "^426F42I didn't check the exact";
+ mes "destination coordinates for";
+ mes "the Gate after I changed them,";
+ mes "but the destination gives me";
+ mes "a warm, comforting feeling,";
+ mes "so it's definitely not hell.^000000";
+ next;
+ mes "^3355FFYou've read all the";
+ mes "text displayed on the";
+ mes "screen. Judging from the";
+ mes "content, there is probably";
+ mes "more text before and after the";
+ mes "section shown on the screen.^000000";
+ next;
+ switch (select("Further Investigate Machine:Finish Investigation")) {
+ case 1:
+ mes "^3355FFYou have found";
+ mes "a small key on the";
+ mes "corner of the machine.";
+ mes "Just touching this key";
+ mes "gives you a strange feeling.^000000";
+ getitem 7421,1; //Key_Red
+ close;
+ case 2:
+ close;
+ }
+ case 2:
+ mes "^3355FFYou decide to ignore the";
+ mes "text displayed on the screen,";
+ mes "and immediately discover a";
+ mes "small key laid on the corner";
+ mes "of the machine. Just touching";
+ mes "it gives you a strange feeling.^000000";
+ getitem 7421,1; //Key_Red
+ close;
+ }
+ case 2:
+ mes "^3355FFYou decide to leave";
+ mes "the machine alone.^000000";
+ close;
+ }
+ }
+ mes "^3355FFYou smash the energy";
+ mes "field with your weapon";
+ mes "using all of your strength,";
+ mes "but you weren't able to";
+ mes "break down the barrier.";
+ mes "You probably need a more";
+ mes "powerful weapon...^000000";
+ close;
+ case 2:
+ mes "^3355FFYou decide to leave";
+ mes "the machine alone.^000000";
+ close;
+ }
+ }
+ mes "^3355FFIt's a peculiar machine";
+ mes "that emits a strange buzzing";
+ mes "hum. After looking closer,";
+ mes "you can faintly perceive an";
+ mes "energy barrier surrounding";
+ mes "the machine.^000000";
+ close;
+}
+
+tha_t04,195,195,0 script Machine Device#tt2 111,{
+
+ if ((countitem(7422) == 0) && (countitem(7427) == 0)) {
+ mes "^3355FFYou find a number pad";
+ mes "underneath the monitor.";
+ mes "As you press one of the";
+ mes "number keys, you hear a";
+ mes "beep as the screen activates.^000000";
+ next;
+ mes "[Screen]";
+ mes "Please enter a 3 digit";
+ mes "number. Do not use a";
+ mes "single number more than";
+ mes "once or use the number 0.";
+ set @retry,0;
+ next;
+ while (1) {
+ set @yagu100,rand(1,9);
+ set @yagu10,rand(1,9);
+ set @yagu1,rand(1,9);
+ if (((@yagu100 != @yagu10) && (@yagu100 != @yagu1)) && (@yagu10 != @yagu1)) {
+ break;
+ }
+ }
+ while (1) {
+ while (1) {
+L_Retry:
+ next;
+ input @input;
+ if (@input < 100 || @input > 999) {
+ mes "[Screen]";
+ mes "Number input";
+ mes "requirement has";
+ mes "not been fulfilled.";
+ mes "Please enter a";
+ mes "3 digit number.";
+ close;
+ }
+ set @input100,@input / 100;
+ set @input10,(@input % 100) / 10;
+ if (((@input100 > 0) && (@input10 > 0)) && ((@input % 10) > 0)) {
+ if ((@input100 != @input10) && (@input100 != (@input % 10)) && (@input10 != (@input % 10))) {
+ break;
+ }
+ mes "[Screen]";
+ mes "Violation of number";
+ mes "input parameter. The";
+ mes "number 0 has been input,";
+ mes "or a number has been";
+ mes "input more than once.";
+ next;
+ }
+ }
+ set @retry,@retry+1;
+ mes "[Screen]";
+ mes "You have input...";
+ mes "^0000ff"+@input100+"^000000, ^0000ff"+@input10+"^000000, ^0000ff"+(@input % 10)+"^000000";
+ mes " ";
+ mes "Calculating Results...";
+ mes "Please wait a moment...";
+ next;
+ set @strike,0;
+ set @ball,0;
+ if (@yagu100 == @input100) set @strike,@strike+1;
+ if (@yagu10 == @input10) set @strike,@strike+1;
+ if (@yagu1 == (@input % 10)) set @strike,@strike+1;
+ if ((@yagu100 == @input10) || (@yagu100 == (@input % 10))) set .@ball,.@ball+1;
+ if ((@yagu10 == @input100) || (@yagu10 == (@input % 10))) set @ball,@ball+1;
+ if ((@yagu1 == @input100) || (@yagu1 == @input10)) set @ball,@ball+1;
+ if (@strike == 3) {
+ mes "[Screen]";
+ mes "Input number accepted.";
+ mes "Access authorized.";
+ next;
+ mes "^3355FFAfter the screen displays";
+ mes "the access authorization";
+ mes "notice, some new text is";
+ mes "displayed on the screen,";
+ mes "and a storage unit slides";
+ mes "open beneath the monitor.^000000";
+ next;
+ switch (select("Read the Screen's Text:Investigate Monitor Storage:Cancel")) {
+ case 1:
+ mes "[Log Entry]";
+ mes "^426F42That could only mean she";
+ mes "came here for Satan Morroc.";
+ mes "After I investigated the area,";
+ mes "I found traces of a battle that";
+ mes "involved several human sized creatures and one giant monster.^000000";
+ next;
+ mes "[Log Entry]";
+ mes "^426F42I'm guessing that her group";
+ mes "actually fought Satan Morroc";
+ mes "and managed to wound it";
+ mes "severely. It looks like Satan";
+ mes "Morroc retreated to the south";
+ mes "and her group followed it.^000000";
+ next;
+ mes "[Log Entry]";
+ mes "^426F42Strangely, I haven't found";
+ mes "any traces of her, which is";
+ mes "especially suspicious since";
+ mes "other evidence in the area has";
+ mes "remained for hundreds of years.";
+ mes "But I can't figure out why...^000000";
+ next;
+ mes "^3355FFYou've finished";
+ mes "reading the Log Entry.^000000";
+ next;
+ switch (select("Investigate Monitor Storage:Cancel")) {
+ case 1:
+ mes "^3355FFYou find a small, shining";
+ mes "key in an empty corner of the";
+ mes "Monitor's Storage receptacle.";
+ mes "Merely holding it makes you";
+ mes "feel some strange sensation.^000000";
+ if (thana_tower == 1) set thana_tower,2;
+ getitem 7422,1; //Key_Yellow
+ close;
+ case 2:
+ close;
+ }
+ case 2:
+ mes "^3355FFYou find a small, shining";
+ mes "key in an empty corner of the";
+ mes "Monitor's Storage receptacle.";
+ mes "Merely holding it makes you";
+ mes "feel some strange sensation.^000000";
+ getitem 7422,1; //Key_Yellow
+ close;
+ case 3:
+ mes "^3355FFAfter a short while,";
+ mes "you hear a low pitched";
+ mes "beep. The screen's text";
+ mes "disappears, and the storage";
+ mes "receptable under the monitor";
+ mes "slides shut, concealing itself.^000000";
+ close;
+ }
+ }
+ if ((@retry > 0) && (@retry < 5)) {
+ mes "[Screen]";
+ mes "*Beeeeep*";
+ mes "Unauthorized";
+ mes "numerical sequence.";
+ next;
+ mes "[Screen]";
+ mes "Correct number";
+ mes "in correct place";
+ mes "in sequence total: ^FF0000"+@strike+"^000000";
+ mes " ";
+ mes "Correct number total: ^FF0000"+@ball+"^000000";
+ goto L_Retry;
+ }
+ mes "[Screen]";
+ mes "*Beeeeep*";
+ mes "Unauthorized";
+ mes "numerical sequence.";
+ next;
+ mes "[Screen]";
+ mes "Correct number";
+ mes "in correct place";
+ mes "in sequence total: ^FF0000"+@strike+"^000000";
+ mes " ";
+ mes "Correct number total: ^FF0000"+@ball+"^000000";
+ next;
+ mes "[Screen]";
+ mes "Correct number";
+ mes "authorization";
+ mes "sequence was...";
+ mes "^ff0000"+@yagu100+"^000000, ^ff0000"+@yagu10+"^000000, ^ff0000"+@yagu1+"^000000";
+ mes "Authorization number";
+ mes "will change upon retry.";
+ close;
+ }
+ }
+ mes "^3355FFThis device is currently";
+ mes "inactivated and not in";
+ mes "operation. However, you";
+ mes "may have use for it later...^000000";
+ close;
+}
+
+tha_t05,101,37,0 script Machine Device#tt3 111,{
+
+ if ((countitem(7423) == 0) && (countitem(7428) == 0)) {
+ if (getareausers("tha_t05",98,34,104,40) < 4) {
+ mes "^3355FFYou are inexplicably drawn";
+ mes "to this mechanical device.";
+ mes "Aside from the green screen";
+ mes "in the middle, there are no";
+ mes "buttons and switches.^000000";
+ if (rand(1,3) == 2) {
+ next;
+ mes "^3355FFYou perceive small text at the";
+ mes "bottom of the green screen";
+ mes "that reads, ''Operation of this";
+ mes "device requires presense of";
+ mes "four or more personnel detected";
+ mes "by pressure plate system.''^000000";
+ close;
+ }
+ close;
+ }
+ mes "^3355FFAs you approach the device, the";
+ mes "floor around it begins to glow.";
+ mes "Text appears on the device's";
+ mes "screen, and a storage receptacle beneath the monitor slides open.^000000";
+ next;
+ switch (select("Read the Screen's Text:Investigate Monitor Storage:Cancel")) {
+ case 1:
+ mes "[Log Entry]";
+ mes "^426F42After the whole ordeal,";
+ mes "I decided to leave. But";
+ mes "before I could do that,";
+ mes "I had to seal the Gate";
+ mes "that led to that place.^000000";
+ next;
+ mes "[Log Entry]";
+ mes "^426F42If someone were to find";
+ mes "this tower and use the Gate";
+ mes "for evil ends, the world will be plagued with an era of chaos.";
+ mes "Of course, they'd stop me if they knew I was sealing the Gate...^000000";
+ next;
+ mes "[Log Entry]";
+ mes "^426F42It took me a very long time,";
+ mes "but I managed to secretly";
+ mes "seal the Gate. But before";
+ mes "I began sealing the Gate,";
+ mes "I decided to examine it";
+ mes "further, just in case.^000000";
+ next;
+ mes "[Log Entry]";
+ mes "^426F42In my studies of the Gate,";
+ mes "I discovered that it derives";
+ mes "its power from the Charm";
+ mes "Stones. So to prevent anyone";
+ mes "from misusing its power, I've separately sealed the stones...^000000";
+ next;
+ mes "^3355FFYou've finished";
+ mes "reading the text";
+ mes "that was displayed";
+ mes "on the screen.^000000";
+ close;
+ case 2:
+ mes "^3355FFYou've found a small";
+ mes "shining key inside the";
+ mes "storage receptacle located";
+ mes "underneath the monitor.^000000";
+ getitem 7423,1; //Key_Blue
+ close;
+ case 3:
+ close;
+ }
+ }
+ mes "^3355FFYou find nothing here,";
+ mes "aside from the faded";
+ mes "patterns that mark the floor.^000000";
+ close;
+}
+
+tha_t06,43,152,0 script Machine Devicett4 111,{
+
+ if ((countitem(7424) == 0) && (countitem(7429) == 0)) {
+ mes "^3355FFYou find a mechanical";
+ mes "device that has many";
+ mes "wheels. A black screen";
+ mes "is mounted on the side";
+ mes "of the machine.^000000";
+ next;
+ switch (select("Investigate:Cancel")) {
+ case 1:
+ if ((countitem(7421) >= 1) || (countitem(7422) >= 1) || (countitem(7423) >= 1)) {
+ mes "^3355FFAs you scrutinize the";
+ mes "wheels, they respond to";
+ mes "the key in your inventory by";
+ mes "emitting light and strange";
+ mes "noises. After a while, they";
+ mes "stop and become silent.^000000";
+ next;
+ switch (select("Investigate the Machine Chasis:Investigate the Wheels:Cancel")) {
+ case 1:
+ mes "^3355FFThe key in your inventory";
+ mes "does not seem to be affecting";
+ mes "the machine's chasis. The";
+ mes "screen mounted on the side";
+ mes "is still blank and deactivated.^000000";
+ close;
+ case 2:
+ set @small_1,0;
+ set @small_2,0;
+ set @big_1,0;
+ set @big_2,0;
+ set @big_3,0;
+ mes "^3355FFYou touch the wheels and";
+ mes "find that they are actually";
+ mes "moving very slowly. You note";
+ mes "that there are 2 small wheels";
+ mes "and 3 larger wheels, totaling";
+ mes "5 wheels on this machine.^000000";
+ next;
+ mes "^3355FFThe big wheels are moving";
+ mes "vertically, up and down, as";
+ mes "they press against the smaller";
+ mes "wheels to make them rotate.^000000";
+ next;
+ mes "^3355FFJudging from the machine's";
+ mes "shaking and jittery noises, the";
+ mes "wheels may be misaligned.";
+ mes "You might be able to activate";
+ mes "the machine by properly ";
+ mes "aligning all the wheels.^000000";
+ while (1) {
+ next;
+ mes "^3355FFWhich wheel would";
+ mes "you want to shift?^000000";
+ next;
+ switch (select("1st Small Wheel:2nd Small Wheel:1st Big Wheel:2nd Big Wheel:3rd Big Wheel:Check Current Wheel Configuration:Reset Wheels to Default Configuration")) {
+ case 1:
+ switch (select("Raise Wheel:Lower Wheel:Press Wheel")) {
+ case 1:
+ mes "^EE0000*Choom*^000000";
+ set @small_1,2;
+ if ((@small_1 == 2) && (@small_2 == 2) && (@big_1 == 2) && (@big_2 == 2) && (@big_3 == 2)) break;
+ continue;
+ case 2:
+ mes "^00B2EE*Sneeeep*^000000";
+ set @small_1,1;
+ if ((@small_1 == 1) && (@small_2 == 1) && (@big_1 == 1) && (@big_2 == 1) && (@big_3 == 1)) break;
+ continue;
+ case 3:
+ mes "^5C246E*Mrreeem*^000000";
+ set @small_1,3;
+ if ((@small_1 == 3) && (@small_2 == 3) && (@big_1 == 3) && (@big_2 == 3) && (@big_3 == 3)) break;
+ continue;
+ }
+ break;
+ case 2:
+ switch (select("Raise Wheel:Lower Wheel:Press Wheel")) {
+ case 1:
+ mes "^5C246E*Mrreeem*^000000";
+ set @small_2,3;
+ if ((@small_1 == 3) && (@small_2 == 3) && (@big_1 == 3) && (@big_2 == 3) && (@big_3 == 3)) break;
+ continue;
+ case 2:
+ mes "^EE0000*Choom*^000000";
+ set @small_2,2;
+ if ((@small_1 == 2) && (@small_2 == 2) && (@big_1 == 2) && (@big_2 == 2) && (@big_3 == 2)) break;
+ continue;
+ case 3:
+ mes "^00B2EE*Sneeeep*^000000";
+ set @small_2,1;
+ if ((@small_1 == 1) && (@small_2 == 1) && (@big_1 == 1) && (@big_2 == 1) && (@big_3 == 1)) break;
+ continue;
+ }
+ break;
+ case 3:
+ switch (select("Raise Wheel:Lower Wheel:Vertically Shift Wheel")) {
+ case 1:
+ mes "^00B2EE*Sneeeep*^000000";
+ set @big_1,1;
+ if ((@small_1 == 1) && (@small_2 == 1) && (@big_1 == 1) && (@big_2 == 1) && (@big_3 == 1)) break;
+ continue;
+ case 2:
+ mes "^5C246E*Mrreeem*^000000";
+ set @big_1,3;
+ if ((@small_1 == 3) && (@small_2 == 3) && (@big_1 == 3) && (@big_2 == 3) && (@big_3 == 3)) break;
+ continue;
+ case 3:
+ mes "^EE0000*Choom*^000000";
+ set @big_1,2;
+ if ((@small_1 == 2) && (@small_2 == 2) && (@big_1 == 2) && (@big_2 == 2) && (@big_3 == 2)) break;
+ continue;
+ }
+ break;
+ case 4:
+ switch (select("Raise Wheel:Lower Wheel:Vertically Shift Wheel")) {
+ case 1:
+ mes "^EE0000*Choom*^000000";
+ set @big_2,2;
+ if ((@small_1 == 2) && (@small_2 == 2) && (@big_1 == 2) && (@big_2 == 2) && (@big_3 == 2)) break;
+ continue;
+ case 2:
+ mes "^5C246E*Mrreeem*^000000";
+ set @big_2,3;
+ if ((@small_1 == 3) && (@small_2 == 3) && (@big_1 == 3) && (@big_2 == 3) && (@big_3 == 3)) break;
+ continue;
+ case 3:
+ mes "^00B2EE*Sneeeep*^000000";
+ set @big_2,1;
+ if ((@small_1 == 1) && (@small_2 == 1) && (@big_1 == 1) && (@big_2 == 1) && (@big_3 == 1)) break;
+ continue;
+ }
+ break;
+ case 5:
+ switch (select("Raise Wheel:Lower Wheel:Vertically Shift Wheel")) {
+ case 1:
+ mes "^EE0000*Choom*^000000";
+ set @big_3,2;
+ if ((@small_1 == 2) && (@small_2 == 2) && (@big_1 == 2) && (@big_2 == 2) && (@big_3 == 2)) break;
+ continue;
+ case 2:
+ mes "^00B2EE*Sneeeep*^000000";
+ set @big_3,1;
+ if ((@small_1 == 1) && (@small_2 == 1) && (@big_1 == 1) && (@big_2 == 1) && (@big_3 == 1)) break;
+ continue;
+ case 3:
+ mes "^5C246E*Mrreeem*^000000";
+ set @big_3,3;
+ if ((@small_1 == 3) && (@small_2 == 3) && (@big_1 == 3) && (@big_2 == 3) && (@big_3 == 3)) break;
+ continue;
+ }
+ break;
+ case 6:
+ mes "---Wheel Position---";
+ if (@small_1 == 0) mes "1st Small Wheel: No Change";
+ else if (@small_1 == 1) mes "1st Small Wheel: Down";
+ else if (@small_1 == 2) mes "1st Small Wheel: Up";
+ else mes "1st Small Wheel: Pressed";
+
+ if (@small_2 == 0) mes "2nd Small Wheel: No Change";
+ else if (@small_2 == 1) mes "2nd Small Wheel: Pressed";
+ else if (@small_2 == 2) mes "2nd Small Wheel: Down";
+ else mes "2nd Small Wheel: Up";
+
+ if (@big_1 == 0) mes "1st Big Wheel: No Change";
+ else if (@big_1 == 1) mes "1st Big Wheel: Up";
+ else if (@big_1 == 2) mes "1st Big Wheel: Moved";
+ else mes "1st Big Wheel: Down";
+
+ if (@big_2 == 0) mes "2nd Big Wheel: No Change";
+ else if (@big_2 == 1) mes "2nd Big Wheel: Moved";
+ else if (@big_2 == 2) mes "2nd Big Wheel: Up";
+ else mes "2nd Big Wheel: Down";
+
+ if (@big_3 == 0) mes "3rd Big Wheel: No Change";
+ else if (@big_3 == 1) mes "3rd Big Wheel: Down";
+ else if (@big_3 == 2) mes "3rd Big Wheel: Up";
+ else mes "3rd Big Wheel: Moved";
+
+ next;
+ mes "---Wheel Sound---";
+ if (@small_1 == 0) mes "1st Small Wheel: *Br-brak!*";
+ else if (@small_1 == 1) mes "1st Small Wheel: *Sneeeep*";
+ else if (@small_1 == 2) mes "1st Small Wheel: *Choom*";
+ else mes "1st Small Wheel: *Mrreeem*";
+
+ if (@small_2 == 0) mes "2nd Small Wheel: *Br-brak!*";
+ else if (@small_2 == 1) mes "2nd Small Wheel: *Sneeeep*";
+ else if (@small_2 == 2) mes "2nd Small Wheel: *Choom*";
+ else mes "2nd Small Wheel: *Mrreeem*";
+
+ if (@big_1 == 0) mes "1st Big Wheel: *Br-brak!*";
+ else if (@big_1 == 1) mes "1st Big Wheel: *Sneeeep*";
+ else if (@big_1 == 2) mes "1st Big Wheel: *Choom*";
+ else mes "1st Big Wheel: *Mrreeem*";
+
+ if (@big_2 == 0) mes "2nd Big Wheel: *Br-brak!*";
+ else if (@big_2 == 1) mes "2nd Big Wheel: *Sneeeep*";
+ else if (@big_2 == 2) mes "2nd Big Wheel: *Choom*";
+ else mes "2nd Big Wheel: *Mrreeem*";
+
+ if (@big_3 == 0) mes "3rd Big Wheel: *Br-brak!*";
+ else if (@big_3 == 1) mes "3rd Big Wheel: *Sneeeep*";
+ else if (@big_3 == 2) mes "3rd Big Wheel: *Choom*";
+ else mes "3rd Big Wheel: *Mrreeem*";
+
+ continue;
+ case 7:
+ set @small_1,0;
+ set @small_2,0;
+ set @big_1,0;
+ set @big_2,0;
+ set @big_3,0;
+ close;
+ }
+ break;
+ }
+ mes "^3355FFAs you adjust the wheels,";
+ mes "they suddenly immobilize with";
+ mes "a firm click. Then, the device's screen activates and displays";
+ mes "some text while a storage";
+ mes "compartment underneath";
+ mes "the monitor slides open.^000000";
+ next;
+ switch (select("Read the Screen's Text:Investigate Monitor Storage:Cancel")) {
+ case 1:
+ mes "[Log Entry]";
+ mes "^426F42It was never the humans";
+ mes "or the gods that built this";
+ mes "tower: it was the demons.";
+ mes "Intrigued by this information,";
+ mes "I decided to try to learn why they had constructed Thanatos Tower.^000000";
+ next;
+ mes "[Log Entry]";
+ mes "^426F42In my research, I learned";
+ mes "that this tower was used as a";
+ mes "gate to summon demons from hell during the thousand year war,";
+ mes "and that the infamous Satan Morroc was one of those summoned here.^000000";
+ next;
+ mes "[Log Entry]";
+ mes "^426F42Satan Morroc... I admit";
+ mes "that I'm interested in learning";
+ mes "more about his appearance since";
+ mes "that occurred at around the same time as when she came to";
+ mes "Thanatos Tower...^000000";
+ next;
+ mes "^3355FFYou've finished";
+ mes "reading the text";
+ mes "that was displayed";
+ mes "on the screen.^000000";
+ close;
+ case 2:
+ mes "^3355FFInside the monitor";
+ mes "storage compartment,";
+ mes "you find a small, shining";
+ mes "key that you decide to take.^000000";
+ getitem 7424,1; //Key_Green
+ close;
+ case 3:
+ close;
+ }
+ case 3:
+ close;
+ }
+ }
+ mes "^3355FFThis mechanical device is";
+ mes "activated, as evidenced by";
+ mes "its gleaming, moving wheels.^000000";
+ close;
+ case 2:
+ mes "^3355FFYou don't see the need to";
+ mes "investigate if nothing seems";
+ mes "peculiar or out of place...^000000";
+ close;
+ }
+ }
+ mes "^3355FFYou found a deactivated";
+ mes "mechanical device with an";
+ mes "interesting series of wheels.^000000";
+ close;
+}
+
+tha_t09,19,158,0 script Machine Device#tt5 111,{
+
+ if ((countitem(7425) == 0) && (countitem(7430) == 0)) {
+ if (((countitem(7421) >= 1) || (countitem(7426) >= 1)) && ((countitem(7422) >= 1) || (countitem(7427) >= 1)) && ((countitem(7423) >= 1) || (countitem(7428) >= 1)) && ((countitem(7424) >= 1) || (countitem(7429) >= 1))) {
+ mes "^3355FFYou find a machine that";
+ mes "emits a soft light and weak";
+ mes "hum. There is a monitor, with";
+ mes "several different colored";
+ mes "keyholes beneath it, in";
+ mes "front of the machine.^000000";
+ next;
+ mes "^3355FFYou also notice that there";
+ mes "are several slots that seem";
+ mes "to be the perfect size for";
+ mes "your keys and Charm Stones.";
+ next;
+ input .@inputstr$;
+ if (.@inputstr$ == "Key" || .@inputstr$ == "Charmstone") {
+ mes "^3355FFYou insert the keys into the";
+ mes "keyholes, matching them by";
+ mes "corresponding color, and place";
+ mes "the Charm Stones in the machine slots. The stones begin to glow,";
+ mes "text appears on the screen, and the monitor's storage slides open.^000000";
+ next;
+ switch (select("Read the Screen's Text:Investigate Monitor Storage:Cancel")) {
+ case 1:
+ mes "[Log Entry]";
+ mes "^426F42As I followed her trail to";
+ mes "the north, I passed many";
+ mes "deserted places. Finally,";
+ mes "I dropped by a small village";
+ mes "where I learned about a tower";
+ mes "that refuses entry to humans.^000000";
+ next;
+ mes "[Log Entry]";
+ mes "^426F42I instantly realized that she";
+ mes "must have gone to the tower.";
+ mes "I headed over there and when";
+ mes "I arrived, I was shocked: it was grotesque and didn't resemble";
+ mes "a human building at all.^000000";
+ next;
+ mes "^426F42I was also amazed--";
+ mes "advanced technology was";
+ mes "probably necessary to build the tower's intricate structures.";
+ mes "I then learned an interesting fact while searching the tower...^000000";
+ next;
+ mes "^3355FFYou've finished";
+ mes "reading the text";
+ mes "that was displayed";
+ mes "on the screen.^000000";
+ close;
+ case 2:
+ mes "^3355FFYou search the storage";
+ mes "compartment beneath the";
+ mes "screen and find a strange";
+ mes "key. As soon as you take it,";
+ mes "the machine's activity halts.";
+ mes "You then retrieve the Charm";
+ mes "Stones and your other keys.^000000";
+ getitem 7425,1; //Key_Black
+ close;
+ case 3:
+ mes "^3355FFYou retrieve the Charm";
+ mes "Stones and keys that you";
+ mes "inserted into the machine.^000000";
+ close;
+ }
+ }
+ mes "You attempt to";
+ mes .@inputstr$+",";
+ mes "but nothing happened.";
+ close;
+ }
+ mes "^3355FFYou find a machine that";
+ mes "emits a soft light and weak";
+ mes "hum. There is a monitor, with";
+ mes "several different colored";
+ mes "keyholes beneath it, in";
+ mes "front of the machine.^000000";
+ close;
+ }
+ mes "^3355FFYou find a peculiar";
+ mes "mechanical device that";
+ mes "is not in operation.^000000";
+ close;
+}
+
+tha_t04,150,44,0 script Seal#tt1 111,{
+
+ if (countitem(7423) >= 1) {
+ mes "^3355FFThis area is protected by";
+ mes "some mysterious power.";
+ mes "You try to touch the seal,";
+ mes "but then it buzzes loudly";
+ mes "and pushes your hand away.";
+ mes "with a burst of blue light.^000000";
+ next;
+ switch (select("Investigate:There's no way I can break this seal!")) {
+ case 1:
+ input .@inputstr$;
+ if (.@inputstr$ == "Blue Key") {
+ mes "^3355FFYou gently hold the blue";
+ mes "key and bring it towards";
+ mes "the seal. Strangely, your";
+ mes "hand isn't pushed away this";
+ mes "time, and the seal begins to";
+ mes "emit a mysterious light.^000000";
+ next;
+ mes "^3355FFYou find a small keyhole";
+ mes "in the seal, insert the blue";
+ mes "key, and slowly turn it. The";
+ mes "seal's light fades, revealing a";
+ mes "Charm Stone. Once you grasp";
+ mes "the stone, someone's memory";
+ mes "is injected into your mind.^000000";
+ next;
+ mes "^333333Thanatos! We've got a";
+ mes "message from the guild.";
+ mes "They want us to stop what";
+ mes "we're doing and return now!^000000";
+ mes " ";
+ mes "^333333W-We better hurry...^000000";
+ next;
+ mes "......";
+ mes ".........";
+ mes "............";
+ next;
+ mes "^3355FFThe images faded from";
+ mes "your mind as quickly as";
+ mes "they appeared. What could";
+ mes "have happened in the past?^000000";
+ delitem 7423,1; //Key_Blue
+ getitem 7428,1; //Magic_Gem_Blue
+ close;
+ }
+ mes "^3355FFYou'll need to try";
+ mes "something else in ";
+ mes "order to break this";
+ mes "seal. What could";
+ mes "you possibly need?^000000";
+ close;
+ case 2:
+ mes "^3355FFYou stepped away from";
+ mes "the seal, unwilling to deal";
+ mes "with the power that keeps";
+ mes "repulsing your advance.^000000";
+ close;
+ }
+ }
+ mes "^3355FFThis area is protected by";
+ mes "some mysterious power.";
+ mes "You try to touch the seal,";
+ mes "but then it buzzes loudly";
+ mes "and pushes your hand away.^000000";
+ percentheal -10,0;
+ close;
+}
+
+tha_t05,218,116,0 script Seal#tt2 111,{
+
+ if (countitem(7421) >= 1) {
+ mes "^3355FFThis area is protected by";
+ mes "some mysterious power.";
+ mes "You try to touch the seal,";
+ mes "but then it buzzes loudly";
+ mes "and pushes your hand away.";
+ mes "with a burst of red light.^000000";
+ next;
+ switch (select("Investigate:There's no way I can break this seal!")) {
+ case 1:
+ input .@inputstr$;
+ if (.@inputstr$ == "Red Key") {
+ mes "^3355FFYou gently hold the red";
+ mes "key and bring it towards";
+ mes "the seal. Strangely, your";
+ mes "hand isn't pushed away this";
+ mes "time, and the seal begins to";
+ mes "emit a mysterious light.^000000";
+ next;
+ mes "^3355FFYou find a small keyhole";
+ mes "in the seal, insert the red";
+ mes "key, and slowly turn it. The";
+ mes "seal's light fades, revealing a";
+ mes "Charm Stone. Once you grasp";
+ mes "the stone, someone's memory";
+ mes "is injected into your mind.^000000";
+ next;
+ mes "...So then we decided";
+ mes "to dispatch some Assassin";
+ mes "Crosses to defeat Satan Morroc.";
+ mes "But honestly, the chances of ";
+ mes "success are about 1 percent.";
+ mes "It's better than nothing, but... It's freakin' Satan Morroc...^000000";
+ next;
+ mes "......";
+ mes ".........";
+ mes "............";
+ next;
+ mes "^3355FFThe images faded from";
+ mes "your mind as quickly as";
+ mes "they appeared. What could";
+ mes "have happened in the past?^000000";
+ delitem 7421,1; //Key_Red
+ getitem 7426,1; //Magic_Gem_Red
+ close;
+ }
+ mes "^3355FFYou'll need to try";
+ mes "something else in ";
+ mes "order to break this";
+ mes "seal. What could";
+ mes "you possibly need?^000000";
+ close;
+ case 2:
+ mes "^3355FFYou stepped away from";
+ mes "the seal, unwilling to deal";
+ mes "with the power that keeps";
+ mes "repulsing your advance.^000000";
+ close;
+ }
+ }
+ mes "^3355FFThis area is protected by";
+ mes "some mysterious power.";
+ mes "You try to touch the seal,";
+ mes "but then it buzzes loudly";
+ mes "and pushes your hand away.^000000";
+ percentheal -10,0;
+ close;
+}
+
+tha_t06,226,230,0 script Seal#tt3 111,{
+
+ if (countitem(7425) >= 1) {
+ mes "^3355FFThis area is protected by";
+ mes "some mysterious power.";
+ mes "You try to touch the seal,";
+ mes "but then it buzzes loudly";
+ mes "and pushes your hand away";
+ mes "with a burst of black light.^000000";
+ next;
+ switch (select("Investigate:There's no way I can break this seal!")) {
+ case 1:
+ input .@inputstr$;
+ if (.@inputstr$ == "Black Key") {
+ mes "^3355FFYou gently hold the black";
+ mes "key and bring it towards";
+ mes "the seal. Strangely, your";
+ mes "hand isn't pushed away this";
+ mes "time, and the seal begins to";
+ mes "emit a mysterious light.^000000";
+ next;
+ mes "^3355FFYou find a small keyhole";
+ mes "in the seal, insert the black";
+ mes "key, and slowly turn it. The";
+ mes "seal's light fades, revealing a";
+ mes "Charm Stone. Once you grasp";
+ mes "the stone, someone's memory";
+ mes "is injected into your mind.^000000";
+ next;
+ mes "^333333We found it! So this";
+ mes "must be the tower where";
+ mes "Satan Morroc is gathering";
+ mes "his minions... Dear God,";
+ mes "there's... There's thousands";
+ mes "of them... Is there any hope";
+ mes "at all for us? For mankind?^000000";
+ next;
+ mes "......";
+ mes ".........";
+ mes "............";
+ next;
+ mes "^3355FFThe images faded from";
+ mes "your mind as quickly as";
+ mes "they appeared. What could";
+ mes "have happened in the past?^000000";
+ delitem 7425,1; //Key_Black
+ getitem 7430,1; //Magic_Gem_Black
+ close;
+ }
+ mes "^3355FFYou'll need to try";
+ mes "something else in ";
+ mes "order to break this";
+ mes "seal. What could";
+ mes "you possibly need?^000000";
+ close;
+ case 2:
+ mes "^3355FFYou stepped away from";
+ mes "the seal, unwilling to deal";
+ mes "with the power that keeps";
+ mes "repulsing your advance.^000000";
+ close;
+ }
+ }
+ mes "^3355FFThis area is protected by";
+ mes "some mysterious power.";
+ mes "You try to touch the seal,";
+ mes "but then it buzzes loudly";
+ mes "and pushes your hand away.^000000";
+ percentheal -10,0;
+ close;
+}
+
+tha_t07,113,129,0 script Seal#tt4 111,{
+
+ if (countitem(7422) >= 1) {
+ mes "^3355FFThis area is protected by";
+ mes "some mysterious power.";
+ mes "You try to touch the seal,";
+ mes "but then it buzzes loudly";
+ mes "and pushes your hand away";
+ mes "with a burst of yellow light.^000000";
+ next;
+ switch (select("Investigate:There's no way I can break this seal!")) {
+ case 1:
+ input .@inputstr$;
+ if (.@inputstr$ == "Yellow Key") {
+ mes "^3355FFYou gently hold the yellow";
+ mes "key and bring it towards";
+ mes "the seal. Strangely, your";
+ mes "hand isn't pushed away this";
+ mes "time, and the seal begins to";
+ mes "emit a mysterious light.^000000";
+ next;
+ mes "^3355FFYou find a small keyhole";
+ mes "in the seal, insert the yellow";
+ mes "key, and slowly turn it. The";
+ mes "seal's light fades, revealing a";
+ mes "Charm Stone. Once you grasp";
+ mes "the stone, someone's memory";
+ mes "is injected into your mind.^000000";
+ next;
+ mes "^333333Hi, I'm Lucil. Sorry,";
+ mes "I'm late, but I was far ";
+ mes "away on another mission...^000000";
+ mes " ";
+ mes "^333333I am Thanatos...^000000";
+ next;
+ mes "^333333Why does she make me";
+ mes "feel so strange inside?";
+ mes "I feel everything I was";
+ mes "missing before, all the";
+ mes "things I want and want";
+ mes "to be, she brings, she";
+ mes "completes. How... funny...^000000";
+ mes "'She make me feel strange...as if I found my lost half...'";
+ next;
+ mes "......";
+ mes ".........";
+ mes "............";
+ next;
+ mes "^3355FFThe images faded from";
+ mes "your mind as quickly as";
+ mes "they appeared. What could";
+ mes "have happened in the past?^000000";
+ delitem 7422,1; //Key_Yellow
+ getitem 7427,1; //Magic_Gem_Yellow
+ close;
+ }
+ mes "^3355FFYou'll need to try";
+ mes "something else in ";
+ mes "order to break this";
+ mes "seal. What could";
+ mes "you possibly need?^000000";
+ close;
+ case 2:
+ mes "^3355FFYou stepped away from";
+ mes "the seal, unwilling to deal";
+ mes "with the power that keeps";
+ mes "repulsing your advance.^000000";
+ close;
+ }
+ }
+ mes "^3355FFThis area is protected by";
+ mes "some mysterious power.";
+ mes "You try to touch the seal,";
+ mes "but then it buzzes loudly";
+ mes "and pushes your hand away.^000000";
+ percentheal -10,0;
+ close;
+}
+
+tha_t10,129,159,0 script Seal#tt5 111,{
+
+ if (countitem(7424) >= 1) {
+ mes "^3355FFThis area is protected by";
+ mes "some mysterious power.";
+ mes "You try to touch the seal,";
+ mes "but then it buzzes loudly";
+ mes "and pushes your hand away";
+ mes "with a burst of green light.^000000";
+ next;
+ switch (select("Investigate:There's no way I can break this seal!")) {
+ case 1:
+ input .@inputstr$;
+ if (.@inputstr$ == "Green Key") {
+ mes "^3355FFYou gently hold the green";
+ mes "key and bring it towards";
+ mes "the seal. Strangely, your";
+ mes "hand isn't pushed away this";
+ mes "time, and the seal begins to";
+ mes "emit a mysterious light.^000000";
+ next;
+ mes "^3355FFYou find a small keyhole";
+ mes "in the seal, insert the green";
+ mes "key, and slowly turn it. The";
+ mes "seal's light fades, revealing a";
+ mes "Charm Stone. Once you grasp";
+ mes "the stone, someone's memory";
+ mes "is injected into your mind.^000000";
+ next;
+ mes "^333333This battle will determine";
+ mes "the fate of mankind. We must";
+ mes "defeat Satan Morroc. There is";
+ mes "no alternative. Who's with me?! ";
+ mes "^333333*Cough Cough* The demon";
+ mes "is too strong! We c-can't...^000000";
+ next;
+ mes "^333333Foolish weakling humans.";
+ mes "You should have known better.";
+ mes "...This cannot be! Isn't this--? ";
+ mes "^333333GGGRRRRAH! H-HOW DARE YOU";
+ mes "HUMANS! HOW DARE YOOOOOOOU....! ";
+ next;
+ mes "......";
+ mes ".........";
+ mes "............";
+ next;
+ mes "^3355FFThe images faded from";
+ mes "your mind as quickly as";
+ mes "they appeared. What could";
+ mes "have happened in the past?^000000";
+ delitem 7424,1; //Key_Green
+ getitem 7429,1; //Magic_Gem_Green
+ close;
+ }
+ mes "^3355FFYou'll need to try";
+ mes "something else in ";
+ mes "order to break this";
+ mes "seal. What could";
+ mes "you possibly need?^000000";
+ close;
+ case 2:
+ mes "^3355FFYou stepped away from";
+ mes "the seal, unwilling to deal";
+ mes "with the power that keeps";
+ mes "repulsing your advance.^000000";
+ close;
+ }
+ }
+ mes "^3355FFThis area is protected by";
+ mes "some mysterious power.";
+ mes "You try to touch the seal,";
+ mes "but then it buzzes loudly";
+ mes "and pushes your hand away.^000000";
+ percentheal -10,0;
+ close;
+}
+
+tha_t12,96,58,0 script Stone Statue#1 111,{
+
+ if (!$@thana_summon) {
+ mes "^3355FFYou've found a ";
+ mes "stone statue with";
+ mes "a conspicuous hole";
+ mes "in the chest area.^000000";
+ if ((countitem(7426) >= 1) && (countitem(7427) >= 1) && (countitem(7428) >= 1) && (countitem(7429) >= 1) && (countitem(7430) >= 1)) {
+ next;
+ mes "^3355FFAs you approach the statue,";
+ mes "your Red Charm Stone and";
+ mes "the statue begin to glow with";
+ mes "a glimmering red light.^000000";
+ next;
+ switch (select("Insert Charm Stone into Statue:Cancel")) {
+ case 1:
+ mes "^3355FFOnce you insert the";
+ mes "Red Charm Stone, the";
+ mes "statue glows even brighter";
+ mes "with a mysterious light.^000000";
+ delitem 7426,1; //Magic_Gem_Red
+ specialeffect EF_BEGINSPELL3;
+ set $@thana_summon,1;
+ donpcevent "tt_effect2::OnEnable";
+ close;
+ case 2:
+ mes "^3355FFYou decided not to";
+ mes "insert the Charm Stone,";
+ mes "opting to investigate this";
+ mes "area a little further.^000000";
+ close;
+ }
+ }
+ else if ((countitem(7426) >= 1) || (countitem(7427) >= 1) || (countitem(7428) >= 1) || (countitem(7429) >= 1) || (countitem(7430) >= 1)) {
+ mes "^3355FFAs you approach this statue, one^FFFFFF ^3355FF of your Charm Stones begins to";
+ mes "glow. However, the statue itself is not responding. You probably";
+ mes "need all the Charm Stones in";
+ mes "order to fully activate it.^000000";
+ close;
+ }
+ close;
+ }
+ else if ($@thana_summon == 6) {
+ mes "^3355FFThe statue is emanating an";
+ mes "intense light, making it so hot";
+ mes "that you cannot approach it.^000000";
+ close;
+ }
+ mes "^3355FFThis status is glowing";
+ mes "with a mysterious light.";
+ mes "Some strange force keeps";
+ mes "you from approaching it.^000000";
+ close;
+}
+
+tha_t12,104,18,0 script Stone Statue#tt2 111,{
+
+ if ($@thana_summon == 2) {
+ mes "^3355FFYou've found a ";
+ mes "stone statue with";
+ mes "a conspicuous hole";
+ mes "in the chest area.^000000";
+ if (countitem(7428) >= 1) {
+ next;
+ mes "^3355FFAs you approach the statue,";
+ mes "your Blue Charm Stone begins";
+ mes "to glow with a glimmering blue";
+ mes "light, and the statue responds";
+ mes "by shimmering with a red glow.^000000";
+ next;
+ switch (select("Insert Charm Stone into Statue:Cancel")) {
+ case 1:
+ mes "^3355FFOnce you insert the";
+ mes "Blue Charm Stone, the";
+ mes "statue glows even brighter";
+ mes "with a mysterious light.^000000";
+ delitem 7428,1; //Magic_Gem_Blue
+ specialeffect EF_BEGINSPELL2;
+ donpcevent "tt_effect5::OnEnable";
+ set $@thana_summon,3;
+ close;
+ case 2:
+ mes "^3355FFYou decided not to";
+ mes "insert the Charm Stone,";
+ mes "opting to investigate this";
+ mes "area a little further.^000000";
+ close;
+ }
+ }
+ close;
+ }
+ else if ($@thana_summon == 6) {
+ mes "^3355FFThe statue is emanating an";
+ mes "intense light, making it so hot";
+ mes "that you cannot approach it.^000000";
+ close;
+ }
+ mes "^3355FFThis status is glowing";
+ mes "with a mysterious light.";
+ mes "Some strange force keeps";
+ mes "you from approaching it.^000000";
+ close;
+}
+
+tha_t12,128,86,0 script Stone Statue#3 111,{
+
+ if ($@thana_summon == 3) {
+ mes "^3355FFYou've found a ";
+ mes "stone statue with";
+ mes "a conspicuous hole";
+ mes "in the chest area.^000000";
+ if (countitem(7430) >= 1) {
+ next;
+ mes "^3355FFAs you approach the statue,";
+ mes "your Black Charm Stone begins";
+ mes "to emanate an eerie darkness.";
+ mes "In response, the statue starts glowing with a sinister red light.^000000";
+ next;
+ switch (select("Insert Charm Stone into Statue:Cancel")) {
+ case 1:
+ mes "^3355FFOnce you insert the";
+ mes "Black Charm Stone, the";
+ mes "statue glows even brighter";
+ mes "with a mysterious light.^000000";
+ delitem 7430,1; //Magic_Gem_Black
+ specialeffect EF_BEGINSPELL7;
+ donpcevent "tt_effect1::OnEnable";
+ set $@thana_summon,4;
+ close;
+ case 2:
+ mes "^3355FFYou decided not to";
+ mes "insert the Charm Stone,";
+ mes "opting to investigate this";
+ mes "area a little further.^000000";
+ close;
+ }
+ }
+ close;
+ }
+ else if ($@thana_summon == 6) {
+ mes "^3355FFThe statue is emanating an";
+ mes "intense light, making it so hot";
+ mes "that you cannot approach it.^000000";
+ close;
+ }
+ mes "^3355FFThis status is glowing";
+ mes "with a mysterious light.";
+ mes "Some strange force keeps";
+ mes "you from approaching it.^000000";
+ close;
+}
+
+tha_t12,161,58,0 script Stone Statue#tt4 111,{
+
+ if ($@thana_summon == 1) {
+ mes "^3355FFYou've found a ";
+ mes "stone statue with";
+ mes "a conspicuous hole";
+ mes "in the chest area.^000000";
+ if (countitem(7427) >= 1) {
+ next;
+ mes "^3355FFAs you approach the statue,";
+ mes "your Yellow Charm Stone";
+ mes "starts shining a bright yellow";
+ mes "light, and the statue emits";
+ mes "a glimmering red glow.^000000";
+ next;
+ switch (select("Insert Charm Stone into Statue:Cancel")) {
+ case 1:
+ mes "^3355FFOnce you insert the";
+ mes "Yellow Charm Stone, the";
+ mes "statue glows even brighter";
+ mes "with a mysterious light.^000000";
+ delitem 7427,1; //Magic_Gem_Yellow
+ specialeffect EF_BEGINSPELL5;
+ donpcevent "tt_effect3::OnEnable";
+ set $@thana_summon,2;
+ close;
+ case 2:
+ mes "^3355FFYou decided not to";
+ mes "insert the Charm Stone,";
+ mes "opting to investigate this";
+ mes "area a little further.^000000";
+ close;
+ }
+ }
+ close;
+ }
+ else if ($@thana_summon == 6) {
+ mes "^3355FFThe statue is emanating an";
+ mes "intense light, making it so hot";
+ mes "that you cannot approach it.^000000";
+ close;
+ }
+ mes "^3355FFThis status is glowing";
+ mes "with a mysterious light.";
+ mes "Some strange force keeps";
+ mes "you from approaching it.^000000";
+ close;
+}
+
+tha_t12,154,18,0 script Stone Statue#tt5 111,{
+
+ if ($@thana_summon == 4) {
+ mes "^3355FFYou've found a ";
+ mes "stone statue with";
+ mes "a conspicuous hole";
+ mes "in the chest area.^000000";
+ if (countitem(7429) >= 1) {
+ next;
+ mes "^3355FFAs you approach the statue,";
+ mes "your Green Charm Stone begins";
+ mes "radiating soft green light, and";
+ mes "and the statue starts to shine";
+ mes "with a bright red glow.^000000";
+ next;
+ switch (select("Insert Charm Stone into Statue:Cancel")) {
+ case 1:
+ mes "^3355FFOnce you insert the";
+ mes "Green Charm Stone, the";
+ mes "statue glows even brighter";
+ mes "with a mysterious light.^000000";
+ specialeffect EF_BEGINSPELL4;
+ next;
+ mes "^3355FFThe crest on the ground";
+ mes "surrounded by the five";
+ mes "glowing statues has now";
+ mes "activated, and is emitting";
+ mes "a fearsome, powerful energy.^000000";
+ delitem 7429,1; //Magic_Gem_Green
+ set $@thana_summon2,0;
+ set $@thana_summon,5;
+ donpcevent "tt_effect4::OnEnable";
+ hideoffnpc "to_the_boss_room_tt";
+ close;
+ case 2:
+ mes "^3355FFYou decided not to";
+ mes "insert the Charm Stone,";
+ mes "opting to investigate this";
+ mes "area a little further.^000000";
+ close;
+ }
+ }
+ close;
+ }
+ else if ($@thana_summon == 6) {
+ mes "^3355FFThe statue is emanating an";
+ mes "intense light, making it so hot";
+ mes "that you cannot approach it.^000000";
+ close;
+ }
+ mes "^3355FFThis status is glowing";
+ mes "with a mysterious light.";
+ mes "Some strange force keeps";
+ mes "you from approaching it.^000000";
+ close;
+}
+
+tha_t12,129,56,0 script tt_effect1 139,{
+ end;
+
+OnEnable:
+ initnpctimer;
+ end;
+
+OnTimer500:
+OnTimer1000:
+OnTimer1500:
+OnTimer2000:
+OnTimer2500:
+ specialeffect EF_BEGINSPELL7;
+ end;
+
+OnTimer3000:
+ specialeffect EF_BEGINSPELL7;
+ stopnpctimer;
+ if ($@thana_summon != 6) initnpctimer;
+ end;
+
+OnDisable:
+ stopnpctimer;
+ end;
+}
+
+tha_t12,125,52,0 script tt_effect2 139,{
+ end;
+
+OnEnable:
+ initnpctimer;
+ end;
+
+OnTimer500:
+OnTimer1000:
+OnTimer1500:
+OnTimer2000:
+OnTimer2500:
+ specialeffect EF_BEGINSPELL3;
+ end;
+
+OnTimer3000:
+ specialeffect EF_BEGINSPELL3;
+ stopnpctimer;
+ if ($@thana_summon != 6) initnpctimer;
+ end;
+
+OnDisable:
+ stopnpctimer;
+ end;
+}
+
+tha_t12,134,52,0 script tt_effect3 139,{
+ end;
+OnEnable:
+ initnpctimer;
+ end;
+
+OnTimer500:
+OnTimer1000:
+OnTimer1500:
+OnTimer2000:
+OnTimer2500:
+ specialeffect EF_BEGINSPELL5;
+ end;
+
+OnTimer3000:
+ specialeffect EF_BEGINSPELL5;
+ stopnpctimer;
+ if ($@thana_summon != 6) initnpctimer;
+ end;
+
+OnDisable:
+ stopnpctimer;
+ end;
+}
+
+tha_t12,132,47,0 script tt_effect4 139,{
+ end;
+
+OnEnable:
+ initnpctimer;
+ end;
+
+OnTimer500:
+OnTimer1000:
+OnTimer1500:
+OnTimer2000:
+OnTimer2500:
+ specialeffect EF_BEGINSPELL4;
+ end;
+
+OnTimer3000:
+ specialeffect EF_BEGINSPELL4;
+ stopnpctimer;
+ if ($@thana_summon != 6) initnpctimer;
+ end;
+
+OnDisable:
+ stopnpctimer;
+ end;
+}
+
+tha_t12,127,47,0 script tt_effect5 139,{
+ end;
+
+OnEnable:
+ initnpctimer;
+ end;
+
+OnTimer500:
+OnTimer1000:
+OnTimer1500:
+OnTimer2000:
+OnTimer2500:
+ specialeffect EF_BEGINSPELL2;
+ end;
+
+OnTimer3000:
+ specialeffect EF_BEGINSPELL2;
+ stopnpctimer;
+ if ($@thana_summon != 6) initnpctimer;
+ end;
+
+OnDisable:
+ stopnpctimer;
+ end;
+}
+
+tha_t12,130,52,0 script to_the_boss_room_tt 45,1,1,{
+ end;
+
+OnInit:
+ hideonnpc "to_the_boss_room_tt";
+ end;
+
+OnTouch:
+ if ($@thana_summon == 0 || $@thana_summon == 6) {
+ donpcevent "tt_effect1::OnDisable";
+ donpcevent "tt_effect2::OnDisable";
+ donpcevent "tt_effect3::OnDisable";
+ donpcevent "tt_effect4::OnDisable";
+ donpcevent "tt_effect5::OnDisable";
+ hideonnpc "to_the_boss_room_tt";
+ }
+ else warp "thana_boss",136,116;
+ end;
+}
+
+thana_boss,217,167,0 script Crest#tt1 111,3,3,{
+ end;
+
+OnTouch:
+ if ($@thana_summon2 == 6 || $@thana_summon != 5) {
+ mes "^3355FFYou cannot approach";
+ mes "the crest because it is";
+ mes "generating intense heat.^000000";
+ close;
+ }
+ mes "^3355FFThere is a strangely";
+ mes "shaped hole in the";
+ mes "middle of this purple crest.^000000";
+ if (countitem(7437) > 0) {
+ mes "^3355FFIt seems like a Fragment";
+ mes "of Misery would fit perfectly";
+ mes "if you placed it inside.^000000";
+ }
+ next;
+ input .@inputstr$;
+ if (countitem(7437) > 0) {
+ if (.@inputstr$ == "Fragment of Misery") {
+ mes "^3355FFYou insert the";
+ mes "Fragment of Misery";
+ mes "into the crest, causing";
+ mes "its glow to intensify.^000000";
+ delitem 7437,1; //Piece_Of_Memory_Purple
+ close2;
+ monster "thana_boss",217,167,"Misery",1711,1,"Crest#tt1::OnMyMobDead";
+ hideonnpc "Crest#tt1";
+ end;
+ }
+ mes "^3355FFThat action had no";
+ mes "effect. You'll have to";
+ mes "try something else.^000000";
+ close;
+ }
+ mes "^3355FFThat action had no";
+ mes "effect. You'll have to";
+ mes "try something else.^000000";
+ close2;
+ end;
+
+OnMyMobDead:
+ set $@thana_summon2,$@thana_summon2 + 1;
+ end;
+}
+
+thana_boss,202,75,0 script Crest#tt2 111,3,3,{
+ end;
+
+OnTouch:
+ if (($@thana_summon2 == 6) || ($@thana_summon != 5)) {
+ mes "^3355FFYou cannot approach";
+ mes "the crest because it is";
+ mes "generating intense heat.^000000";
+ close;
+ }
+ mes "^3355FFThere is a strangely";
+ mes "shaped hole in the";
+ mes "middle of this green crest.^000000";
+ if (countitem(7436) > 0) {
+ mes "^3355FFIt seems like a Fragment";
+ mes "of Agony would fit perfectly";
+ mes "if you placed it inside.^000000";
+ }
+ next;
+ input .@inputstr$;
+ if (countitem(7436) > 0) {
+ if (.@inputstr$ == "Fragment of Agony") {
+ mes "^3355FFYou insert the";
+ mes "Fragment of Agony";
+ mes "into the crest, causing";
+ mes "its glow to intensify.^000000";
+ delitem 7436,1; //Piece_Of_Memory_Green
+ close2;
+ monster "thana_boss",202,75,"Agony",1712,1,"Crest#tt2::OnMyMobDead";
+ hideonnpc "Crest#tt2";
+ end;
+ }
+ mes "^3355FFThat action had no";
+ mes "effect. You'll have to";
+ mes "try something else.^000000";
+ close;
+ }
+ mes "^3355FFThat action had no";
+ mes "effect. You'll have to";
+ mes "try something else.^000000";
+ close2;
+ end;
+
+OnMyMobDead:
+ set $@thana_summon2,$@thana_summon2 + 1;
+ end;
+}
+
+thana_boss,80,76,0 script Crest#tt3 111,3,3,{
+ end;
+
+OnTouch:
+ if (($@thana_summon2 == 6) || ($@thana_summon != 5)) {
+ mes "^3355FFYou cannot approach";
+ mes "the crest because it is";
+ mes "generating intense heat.^000000";
+ close;
+ }
+ mes "^3355FFThere is a strangely";
+ mes "shaped hole in the";
+ mes "middle of this blue crest.^000000";
+ if (countitem(7438) > 0) {
+ mes "^3355FFIt seems like a Fragment";
+ mes "of Hatred would fit perfectly";
+ mes "if you placed it inside.^000000";
+ }
+ next;
+ input .@inputstr$;
+ if (countitem(7438) > 0) {
+ if (.@inputstr$ == "Fragment of Hatred") {
+ mes "^3355FFYou insert the";
+ mes "Fragment of Hatred";
+ mes "into the crest, causing";
+ mes "its glow to intensify.^000000";
+ delitem 7438,1; //Piece_Of_Memory_Blue
+ close2;
+ monster "thana_boss",80,76,"Hatred",1709,1,"Crest#tt3::OnMyMobDead";
+ hideonnpc "Crest#tt3";
+ end;
+ }
+ mes "^3355FFThat action had no";
+ mes "effect. You'll have to";
+ mes "try something else.^000000";
+ close;
+ }
+ mes "^3355FFThat action had no";
+ mes "effect. You'll have to";
+ mes "try something else.^000000";
+ close2;
+ end;
+
+OnMyMobDead:
+ set $@thana_summon2,$@thana_summon2 + 1;
+ end;
+}
+
+thana_boss,62,171,0 script Crest#tt4 111,3,3,{
+ end;
+
+OnTouch:
+ if (($@thana_summon2 == 6) || ($@thana_summon != 5)) {
+ mes "^3355FFYou cannot approach";
+ mes "the crest because it is";
+ mes "generating intense heat.^000000";
+ close;
+ }
+ mes "^3355FFThere is a strangely";
+ mes "shaped hole in the";
+ mes "middle of this red crest.^000000";
+ if (countitem(7439) > 0) {
+ mes "^3355FFIt seems like a Fragment";
+ mes "of Despair would fit perfectly";
+ mes "if you placed it inside.^000000";
+ }
+ next;
+ input .@inputstr$;
+ if (countitem(7439) > 0) {
+ if (.@inputstr$ == "Fragment of Despair") {
+ mes "^3355FFYou insert the";
+ mes "Fragment of Despair";
+ mes "into the crest, causing";
+ mes "its glow to intensify.^000000";
+ delitem 7439,1; //Piece_Of_Memory_Red
+ close2;
+ monster "thana_boss",62,171,"Despair",1710,1,"Crest#tt4::OnMyMobDead";
+ hideonnpc "Crest#tt4";
+ end;
+ }
+ mes "^3355FFThat action had no";
+ mes "effect. You'll have to";
+ mes "try something else.^000000";
+ close;
+ }
+ mes "^3355FFThat action had no";
+ mes "effect. You'll have to";
+ mes "try something else.^000000";
+ close2;
+ end;
+
+OnMyMobDead:
+ set $@thana_summon2,$@thana_summon2 + 1;
+ end;
+}
+
+thana_boss,141,218,0 script Crest#tt5 111,3,3,{
+ end;
+
+OnTouch:
+ if ($@thana_summon2 == 4) {
+ mes "^3355FFAs you approach the";
+ mes "crest, it begins shining";
+ mes "brighter and brighter until its";
+ mes "illumination becomes blinding.^000000";
+ close2;
+ monster "thana_boss",140,217,"Despair",1710,1,"Crest#tt5::OnMyMobDead";
+ monster "thana_boss",140,216,"Hatred",1709,1,"Crest#tt5::OnMyMobDead";
+ monster "thana_boss",141,217,"Misery",1711,1,"Crest#tt5::OnMyMobDead";
+ monster "thana_boss",141,216,"Agony",1712,1,"Crest#tt5::OnMyMobDead";
+ hideonnpc "Crest#tt5";
+ end;
+ }
+ if ($@thana_summon < 5) {
+ mapwarp "thana_boss","tha_t12",130,47;
+ end;
+ }
+ mes "^3355FFYou find a strange";
+ mes "crest engraved";
+ mes "on the floor.^000000";
+ next;
+ input .@inputstr$;
+ mes "^3355FFNothing happened.^000000";
+ close2;
+ end;
+
+OnMyMobDead:
+ if (mobcount("thana_boss","Crest#tt5::OnMyMobDead") < 1) {
+ set $@thana_summon,5;
+ set $@thana_summon2,6;
+ donpcevent "boss_summon#tt::OnEnable";
+ }
+ end;
+}
+
+thana_boss,5,5,0 script boss_summon#tt 139,{
+ end;
+
+OnEnable:
+ monster "thana_boss",136,129,"Thanatos Phantom",1708,1,"boss_summon#tt::OnMyMobDead";
+ initnpctimer;
+ end;
+
+OnTimer1000:
+ mapannounce "thana_boss","Thanatos : RAWWWWWWWWWWWWWWWWR!",bc_map,"0x00CC00"; //FW_NORMAL 12 0 0
+ set $@thana_summon,6;
+ end;
+
+OnTimer3000:
+ mapannounce "thana_boss","Thanatos : I live again to fulfill my ambition!",bc_map,"0x00CC00"; //FW_NORMAL 12 0 0
+ end;
+
+OnTimer30000:
+ mapannounce "thana_boss","Thanatos : Come, be the first to fall before my might!",bc_map,"0x00CC00"; //FW_NORMAL 12 0 0
+ end;
+
+OnTimer900000:
+ set $@thana_summon,5;
+ donpcevent "tt_effect1::OnEnable";
+ donpcevent "tt_effect2::OnEnable";
+ donpcevent "tt_effect3::OnEnable";
+ donpcevent "tt_effect4::OnEnable";
+ donpcevent "tt_effect5::OnEnable";
+ hideoffnpc "to_the_boss_room_tt";
+ stopnpctimer;
+ end;
+
+OnMyMobDead:
+ if (mobcount("thana_boss","boss_summon#tt::OnMyMobDead") < 1) {
+ stopnpctimer;
+ donpcevent "#timer_t::OnEnable";
+ }
+ end;
+}
+
+thana_boss,3,3,0 script #timer_t 139,{
+ end;
+
+OnInit:
+ set $@thana_summon,0;
+ set $@thana_summon2,0;
+ end;
+
+OnEnable:
+ initnpctimer;
+ end;
+
+OnTimer1000:
+ mapannounce "thana_boss","GGGGRRRRRRR!",bc_map,"0xFF0000"; //FW_NORMAL 12 0 0
+ set $@thana_summon,6;
+ end;
+
+OnTimer2000:
+ mapannounce "thana_boss","*Rumble Rumble*",bc_map,"0xFF0000"; //FW_NORMAL 12 0 0
+ end;
+
+OnTimer3000:
+ mapannounce "thana_boss","*Crik Crik*",bc_map,"0xFF0000"; //FW_NORMAL 12 0 0
+ end;
+
+OnTimer4000:
+ mapannounce "thana_boss","*Zzzzrt Zzzzrt*",bc_map,"0xFF0000"; //FW_NORMAL 12 0 0
+ end;
+
+OnTimer5000:
+ mapannounce "thana_boss","*Crik Crik*",bc_map,"0xFF0000"; //FW_NORMAL 12 0 0
+ end;
+
+OnTimer60000:
+OnTimer1000000:
+OnTimer2000000:
+OnTimer3000000:
+OnTimer4000000:
+OnTimer5000000:
+OnTimer6000000:
+ mapwarp "thana_boss","tha_t12",130,47;
+ end;
+
+OnTimer7200000:
+ set $@thana_summon,0;
+ hideoffnpc "Crest#tt1";
+ hideoffnpc "Crest#tt2";
+ hideoffnpc "Crest#tt3";
+ hideoffnpc "Crest#tt4";
+ hideoffnpc "Crest#tt5";
+ stopnpctimer;
+ end;
+}
+
+tha_t06,119,120,0 script to the 7th floor 45,1,1,{
+ end;
+
+OnTouch:
+ if (eaclass()&(EAJL_2|EAJL_UPPER) || eaclass()&EAJL_THIRD) {
+ warp "thana_step",69,369;
+ end;
+ }
+ if ((Class == Job_SuperNovice || Class == Job_Taekwon || Class == Job_Star_Gladiator || Class == Job_Soul_Linker || Class == Job_Ninja || Class == Job_Gunslinger) && BaseLevel > 94) {
+ warp "thana_step",69,369;
+ end;
+ }
+ mes "^3355FFAn overwhelming force";
+ mes "acts against you, preventing";
+ mes "you from proceeding this way...^000000";
+ close;
+}
diff --git a/npc/pre-re/scripts_athena.conf b/npc/pre-re/scripts_athena.conf
new file mode 100644
index 000000000..5a4a1da50
--- /dev/null
+++ b/npc/pre-re/scripts_athena.conf
@@ -0,0 +1,382 @@
+// --------------------------------------------------------------
+// - Core Scripts -
+// --------------------------------------------------------------
+
+// --------------------------------------------------------------
+// --------------------------- Cities ---------------------------
+npc: npc/pre-re/cities/alberta.txt
+npc: npc/pre-re/cities/aldebaran.txt
+npc: npc/pre-re/cities/amatsu.txt
+npc: npc/pre-re/cities/ayothaya.txt
+npc: npc/pre-re/cities/brasilis.txt
+npc: npc/pre-re/cities/comodo.txt
+npc: npc/pre-re/cities/dewata.txt
+npc: npc/pre-re/cities/dicastes.txt
+npc: npc/pre-re/cities/einbech.txt
+npc: npc/pre-re/cities/einbroch.txt
+npc: npc/pre-re/cities/geffen.txt
+npc: npc/pre-re/cities/gonryun.txt
+npc: npc/pre-re/cities/hugel.txt
+npc: npc/pre-re/cities/izlude.txt
+npc: npc/pre-re/cities/jawaii.txt
+npc: npc/pre-re/cities/lighthalzen.txt
+npc: npc/pre-re/cities/louyang.txt
+npc: npc/pre-re/cities/lutie.txt
+npc: npc/pre-re/cities/manuk.txt
+npc: npc/pre-re/cities/morocc.txt
+npc: npc/pre-re/cities/moscovia.txt
+npc: npc/pre-re/cities/niflheim.txt
+npc: npc/pre-re/cities/payon.txt
+npc: npc/pre-re/cities/prontera.txt
+npc: npc/pre-re/cities/rachel.txt
+npc: npc/pre-re/cities/splendide.txt
+npc: npc/pre-re/cities/umbala.txt
+npc: npc/pre-re/cities/veins.txt
+npc: npc/pre-re/cities/yuno.txt
+// --------------------------------------------------------------
+// -------------------------- Merchant --------------------------
+npc: npc/pre-re/merchants/shops.txt
+npc: npc/pre-re/merchants/refine.txt
+npc: npc/pre-re/merchants/dye_maker.txt
+//npc: npc/pre-re/merchants/clothes_dyer.txt
+npc: npc/pre-re/merchants/hair_dyer.txt
+npc: npc/pre-re/merchants/hair_style.txt
+npc: npc/pre-re/merchants/old_pharmacist.txt
+npc: npc/pre-re/merchants/inn.txt
+npc: npc/pre-re/merchants/milk_trader.txt
+npc: npc/pre-re/merchants/renters.txt
+npc: npc/pre-re/merchants/alchemist.txt
+//npc: npc/pre-re/merchants/icecream.txt
+npc: npc/pre-re/merchants/quivers.txt
+npc: npc/pre-re/merchants/kunai_maker.txt
+npc: npc/pre-re/merchants/ammo_boxes.txt
+npc: npc/pre-re/merchants/ammo_dealer.txt
+npc: npc/pre-re/merchants/socket_enchant.txt
+npc: npc/pre-re/merchants/socket_enchant2.txt
+npc: npc/pre-re/merchants/novice_exchange.txt
+npc: npc/pre-re/merchants/gemstone.txt
+npc: npc/pre-re/merchants/advanced_refiner.txt
+npc: npc/pre-re/merchants/elemental_trader.txt
+npc: npc/pre-re/merchants/enchan_arm.txt
+npc: npc/pre-re/merchants/manuk.txt
+npc: npc/pre-re/merchants/splendide.txt
+npc: npc/pre-re/merchants/wander_pet_food.txt
+npc: npc/pre-re/merchants/buying_shops.txt
+npc: npc/pre-re/merchants/3rd_trader.txt
+npc: npc/pre-re/merchants/diamond.txt
+npc: npc/pre-re/merchants/cashheadgear_dye.txt
+npc: npc/pre-re/merchants/falcon_flute.txt
+// --------------------------------------------------------------
+// ------------------------- Cash Shop --------------------------
+// See file before enabling, as you may wish to change the
+// point value of items to suit your own needs.
+//npc: npc/pre-re/merchants/cash_trader.txt
+// Cash Item Hair Styles
+//npc: npc/pre-re/merchants/cash_hair.txt
+// --------------------------------------------------------------
+// -------------------------- Airport ---------------------------
+npc: npc/pre-re/airports/airships.txt
+npc: npc/pre-re/airports/einbroch.txt
+npc: npc/pre-re/airports/hugel.txt
+npc: npc/pre-re/airports/izlude.txt
+npc: npc/pre-re/airports/lighthalzen.txt
+npc: npc/pre-re/airports/rachel.txt
+npc: npc/pre-re/airports/yuno.txt
+// --------------------------------------------------------------
+// ------------------------- RE - Quests ------------------------
+// npc: npc/pre-re/quests/cupet.txt
+npc: npc/pre-re/quests/magic_books.txt
+npc: npc/pre-re/quests/pile_bunker.txt
+
+// --------------------------------------------------------------
+// --------------------------- Quests ---------------------------
+npc: npc/pre-re/quests/quests_alberta.txt
+npc: npc/pre-re/quests/quests_aldebaran.txt
+npc: npc/pre-re/quests/quests_amatsu.txt
+npc: npc/pre-re/quests/quests_ayothaya.txt
+npc: npc/pre-re/quests/quests_brasilis.txt
+npc: npc/pre-re/quests/quests_comodo.txt
+npc: npc/pre-re/quests/quests_dewata.txt
+npc: npc/pre-re/quests/quests_dicastes.txt
+npc: npc/pre-re/quests/quests_ein.txt
+npc: npc/pre-re/quests/quests_geffen.txt
+npc: npc/pre-re/quests/quests_gonryun.txt
+npc: npc/pre-re/quests/quests_hugel.txt
+npc: npc/pre-re/quests/quests_izlude.txt
+npc: npc/pre-re/quests/quests_juperos.txt
+npc: npc/pre-re/quests/quests_lighthalzen.txt
+npc: npc/pre-re/quests/quests_louyang.txt
+npc: npc/pre-re/quests/quests_lutie.txt
+npc: npc/pre-re/quests/quests_morocc.txt
+npc: npc/pre-re/quests/quests_moscovia.txt
+npc: npc/pre-re/quests/quests_nameless.txt
+npc: npc/pre-re/quests/quests_niflheim.txt
+npc: npc/pre-re/quests/quests_payon.txt
+npc: npc/pre-re/quests/quests_prontera.txt
+npc: npc/pre-re/quests/quests_rachel.txt
+npc: npc/pre-re/quests/quests_umbala.txt
+npc: npc/pre-re/quests/quests_veins.txt
+npc: npc/pre-re/quests/quests_yuno.txt
+npc: npc/pre-re/quests/mrsmile.txt
+npc: npc/pre-re/quests/bunnyband.txt
+npc: npc/pre-re/quests/juice_maker.txt
+npc: npc/pre-re/quests/counteragent_mixture.txt
+npc: npc/pre-re/quests/doomed_swords.txt
+npc: npc/pre-re/quests/doomed_swords_quest.txt
+npc: npc/pre-re/quests/monstertamers.txt
+npc: npc/pre-re/quests/Lvl4_weapon_quest.txt
+npc: npc/pre-re/quests/thana_quest.txt
+npc: npc/pre-re/quests/eye_of_hellion.txt
+npc: npc/pre-re/quests/quests_airship.txt
+//The Sign Quest
+//Insure that the time zone set corrisponds with the server's.
+//For more info, read the comments in npc/pre-re/quests/The_Sign_Quest.txt
+npc: npc/pre-re/quests/The_Sign_Quest.txt
+npc: npc/pre-re/quests/Kiel_Hyre_Quest.txt
+//The God Item Quest Files
+npc: npc/pre-re/quests/seals/brisingamen_seal.txt
+// Controller file, allow GMs to change variables.
+//npc: npc/pre-re/quests/seals/god_global.txt
+npc: npc/pre-re/quests/seals/god_weapon_creation.txt
+npc: npc/pre-re/quests/seals/megingard_seal.txt
+npc: npc/pre-re/quests/seals/mjolnir_seal.txt
+npc: npc/pre-re/quests/seals/sleipnir_seal.txt
+//
+npc: npc/pre-re/quests/newgears/2004_headgears.txt
+npc: npc/pre-re/quests/newgears/2005_headgears.txt
+//Official Quest. Reward: 1 old blue box.
+npc: npc/pre-re/quests/obb_quest.txt
+npc: npc/pre-re/quests/cooking_quest.txt
+npc: npc/pre-re/quests/newgears/2006_headgear.txt
+npc: npc/pre-re/quests/gunslinger_quests.txt
+npc: npc/pre-re/quests/ninja_quests.txt
+npc: npc/pre-re/quests/2008_newhat_mir.txt
+//Quests-Tutorials for basic classes (1st class quests)
+npc: npc/pre-re/quests/first_class/tu_acolyte.txt
+npc: npc/pre-re/quests/first_class/tu_archer.txt
+npc: npc/pre-re/quests/first_class/tu_magician01.txt
+npc: npc/pre-re/quests/first_class/tu_ma_th01.txt
+npc: npc/pre-re/quests/first_class/tu_merchant.txt
+npc: npc/pre-re/quests/first_class/tu_sword.txt
+npc: npc/pre-re/quests/first_class/tu_thief01.txt
+//Wandering Minstrel Quest
+npc: npc/pre-re/quests/Bard_Quest.txt
+// Repeatable EXP Quests: Currently not available in RE.
+//npc: npc/pre-re/quests/collection/quest_alligator.txt
+//npc: npc/pre-re/quests/collection/quest_caramel.txt
+//npc: npc/pre-re/quests/collection/quest_disguiseloliruri.txt
+//npc: npc/pre-re/quests/collection/quest_mantis.txt
+//npc: npc/pre-re/quests/collection/quest_zhupolong.txt
+//Exploitable due to vendor selling Acorns in Moscovia
+//npc: npc/pre-re/quests/collection/quest_coco.txt
+//npc: npc/pre-re/quests/collection/quest_creamy.txt
+//npc: npc/pre-re/quests/collection/quest_demonpungus.txt
+//npc: npc/pre-re/quests/collection/quest_dokebi.txt
+//npc: npc/pre-re/quests/collection/quest_dryad.txt
+//npc: npc/pre-re/quests/collection/quest_fabre.txt
+//npc: npc/pre-re/quests/collection/quest_frilldora.txt
+//Exploitable due to vendor selling Antelope Horns in Niflheim
+//npc: npc/pre-re/quests/collection/quest_goat.txt
+//npc: npc/pre-re/quests/collection/quest_golem.txt
+//npc: npc/pre-re/quests/collection/quest_hode.txt
+//npc: npc/pre-re/quests/collection/quest_leafcat.txt
+//Exploitable due to vendor selling Bill of Birds in Morroc
+//npc: npc/pre-re/quests/collection/quest_pecopeco.txt
+//npc: npc/pre-re/quests/collection/quest_pupa.txt
+//Town Relay Quests
+npc: npc/pre-re/quests/2007_relay.txt
+//Guild Relay Quests
+npc: npc/pre-re/quests/guildrelay.txt
+//npc: npc/pre-re/quests/newgears/2008_headgear.txt
+//Falicious Okolnir
+//God Item Second Edition Quests
+npc: npc/pre-re/quests/okolnir/godse_aru01.txt
+npc: npc/pre-re/quests/okolnir/godse_aru02.txt
+npc: npc/pre-re/quests/okolnir/godse_aru03.txt
+npc: npc/pre-re/quests/okolnir/godse_aru04.txt
+npc: npc/pre-re/quests/okolnir/godse_aru05.txt
+npc: npc/pre-re/quests/okolnir/godse_sch01.txt
+npc: npc/pre-re/quests/okolnir/godse_sch02.txt
+npc: npc/pre-re/quests/okolnir/godse_sch03.txt
+npc: npc/pre-re/quests/okolnir/godse_sch04.txt
+npc: npc/pre-re/quests/okolnir/godse_sch05.txt
+npc: npc/pre-re/quests/quests_13_1.txt
+npc: npc/pre-re/quests/quests_13_2.txt
+// Eden Group
+npc: npc/pre-re/quests/eden/eden_common.txt
+npc: npc/pre-re/quests/eden/eden_service.txt
+npc: npc/pre-re/quests/eden/eden_quests.txt
+npc: npc/pre-re/quests/eden/11-25.txt
+npc: npc/pre-re/quests/eden/26-40.txt
+npc: npc/pre-re/quests/eden/41-55.txt
+npc: npc/pre-re/quests/eden/56-70.txt
+npc: npc/pre-re/quests/eden/71-85.txt
+npc: npc/pre-re/quests/eden/86-90.txt
+npc: npc/pre-re/quests/eden/91-99.txt
+// --------------------------------------------------------------
+// --------------------------- Guides ---------------------------
+npc: npc/pre-re/guides/guides_alberta.txt
+npc: npc/pre-re/guides/guides_aldebaran.txt
+npc: npc/pre-re/guides/guides_amatsu.txt
+npc: npc/pre-re/guides/guides_ayothaya.txt
+npc: npc/pre-re/guides/guides_brasilis.txt
+npc: npc/pre-re/guides/guides_comodo.txt
+npc: npc/pre-re/guides/guides_einbroch.txt
+npc: npc/pre-re/guides/guides_geffen.txt
+npc: npc/pre-re/guides/guides_gonryun.txt
+npc: npc/pre-re/guides/guides_hugel.txt
+npc: npc/pre-re/guides/guides_izlude.txt
+npc: npc/pre-re/guides/guides_juno.txt
+npc: npc/pre-re/guides/guides_louyang.txt
+npc: npc/pre-re/guides/guides_lighthalzen.txt
+npc: npc/pre-re/guides/guides_lutie.txt
+npc: npc/pre-re/guides/guides_morroc.txt
+npc: npc/pre-re/guides/guides_moscovia.txt
+npc: npc/pre-re/guides/guides_niflheim.txt
+npc: npc/pre-re/guides/guides_payon.txt
+npc: npc/pre-re/guides/guides_prontera.txt
+npc: npc/pre-re/guides/guides_rachel.txt
+npc: npc/pre-re/guides/guides_umbala.txt
+npc: npc/pre-re/guides/guides_veins.txt
+
+// --------------------------------------------------------------
+// ---------------- Kafras & Cool Event Corp. -------------------
+npc: npc/pre-re/kafras/functions_kafras.txt
+npc: npc/pre-re/kafras/kafras_alb.txt
+npc: npc/pre-re/kafras/kafras_alde.txt
+npc: npc/pre-re/kafras/kafras_brasilis.txt
+npc: npc/pre-re/kafras/kafras_com.txt
+npc: npc/pre-re/kafras/kafras_dungeons.txt
+npc: npc/pre-re/kafras/kafras_gef.txt
+npc: npc/pre-re/kafras/kafras_izl.txt
+npc: npc/pre-re/kafras/kafras_mor.txt
+npc: npc/pre-re/kafras/kafras_mosk.txt
+npc: npc/pre-re/kafras/kafras_pay.txt
+npc: npc/pre-re/kafras/kafras_pron.txt
+npc: npc/pre-re/kafras/kafras_yun.txt
+npc: npc/pre-re/kafras/kafras_new.txt
+npc: npc/pre-re/kafras/cool_event_corp.txt
+npc: npc/pre-re/kafras/dts_warper.txt
+// --------------------------------------------------------------
+// --------------------------- Events ---------------------------
+//npc: npc/pre-re/events/bossnia.txt
+//npc: npc/pre-re/events/valentinesday.txt
+//npc: npc/pre-re/events/xmas.txt
+//Official idRO Idul Fitri Event
+//npc: npc/pre-re/events/idul_fitri.txt
+//npc: npc/pre-re/events/dumplingfestival.txt
+//Official kRO, idRO Skill Reset Event
+//npc: npc/pre-re/events/event_skill_reset.txt
+//npc: npc/pre-re/events/whiteday.txt
+//npc: npc/pre-re/events/twintowers.txt
+//Official indian Ro Event Children Week
+//npc: npc/pre-re/events/children_week.txt
+//Official Lunar New Year (2008) event (iRO)
+//npc: npc/pre-re/events/lunar_2008.txt
+//Official St. Patrick's Day (2008) event (iRO)
+//npc: npc/pre-re/events/StPatrick_2008.txt
+//Official Easter (2008) event (iRO)
+//npc: npc/pre-re/events/easter_2008.txt
+//Official Valentine's Day events (iRO)
+//npc: npc/pre-re/events/valentinesday_2009.txt
+//npc: npc/pre-re/events/valentinesday_2012.txt
+//Official Christmas events (iRO)
+//npc: npc/pre-re/events/christmas_2005.txt
+//npc: npc/pre-re/events/christmas_2008.txt
+//Official Memorial Day (2009) event (iRO)
+//npc: npc/pre-re/events/MemorialDay_2008.txt
+//Official Halloween events (iRO)
+//npc: npc/pre-re/events/halloween_2006.txt
+//npc: npc/pre-re/events/halloween_2008.txt
+//npc: npc/pre-re/events/halloween_2009.txt
+
+// God Item SE post-creation event.
+npc: npc/pre-re/events/god_se_festival.txt
+
+//Events related to WoE SE Guild Dungeons.
+npc: npc/pre-re/events/gdevent_aru.txt
+npc: npc/pre-re/events/gdevent_sch.txt
+
+//Novice WoE is a kRO Event, after the event, the scripts were disabled.
+//Novice Castles don't have real dungeons. They're connected to the common ones.
+//So it's better not to uncomment this line.
+//npc: npc/pre-re/events/nguild/nguild_dunsw.txt
+//npc: npc/pre-re/events/nguild/nguild_treas.txt
+//npc: npc/pre-re/events/nguild/nguild_guardians.txt
+//npc: npc/pre-re/events/nguild/nguild_warper.txt
+//npc: npc/pre-re/events/nguild/nguild_ev_agit.txt
+//npc: npc/pre-re/events/nguild/nguild_flags.txt
+//npc: npc/pre-re/events/nguild/nguild_managers.txt
+//npc: npc/pre-re/events/nguild/nguild_kafras.txt
+// --------------------------------------------------------------
+// --------------------------- Others ---------------------------
+npc: npc/pre-re/other/auction.txt
+npc: npc/pre-re/other/books.txt
+npc: npc/pre-re/other/bulletin_boards.txt
+npc: npc/pre-re/other/comodo_gambling.txt
+//npc: npc/pre-re/other/card_trader.txt
+npc: npc/pre-re/other/divorce.txt
+npc: npc/pre-re/other/fortune.txt
+npc: npc/pre-re/other/gympass.txt
+npc: npc/pre-re/other/hugel_bingo.txt
+npc: npc/pre-re/other/mail.txt
+npc: npc/pre-re/other/marriage.txt
+npc: npc/pre-re/other/monster_museum.txt
+//npc: npc/pre-re/other/msg_boards.txt
+npc: npc/pre-re/other/poring_war.txt
+npc: npc/pre-re/other/powernpc.txt
+npc: npc/pre-re/other/pvp.txt
+npc: npc/pre-re/other/resetskill.txt
+npc: npc/pre-re/other/guildpvp.txt
+npc: npc/pre-re/other/sealstatus.txt
+npc: npc/pre-re/other/mercenary_rent.txt
+// --------------------------------------------------------------
+// -------------------- Turbo Track Arena -----------------------
+npc: npc/pre-re/other/turbotrack/Turbo_Track.txt
+// Normal Courses (Non-PVP)
+npc: npc/pre-re/other/turbotrack/Normal_Solo.txt
+npc: npc/pre-re/other/turbotrack/Normal_4.txt
+npc: npc/pre-re/other/turbotrack/Normal_8.txt
+npc: npc/pre-re/other/turbotrack/Normal_16.txt
+// Expert Courses (PVP)
+npc: npc/pre-re/other/turbotrack/Expert_4.txt
+npc: npc/pre-re/other/turbotrack/Expert_8.txt
+npc: npc/pre-re/other/turbotrack/Expert_16.txt
+// --------------------------------------------------------------
+// ------------------- Izlude Battle Arena ----------------------
+npc: npc/pre-re/other/arena/arena_room.txt
+npc: npc/pre-re/other/arena/arena_lvl50.txt
+npc: npc/pre-re/other/arena/arena_lvl60.txt
+npc: npc/pre-re/other/arena/arena_lvl70.txt
+npc: npc/pre-re/other/arena/arena_lvl80.txt
+npc: npc/pre-re/other/arena/arena_party.txt
+npc: npc/pre-re/other/arena/arena_point.txt
+npc: npc/pre-re/other/arena/arena_aco.txt
+// --------------------------------------------------------------
+// -------------------- Hugel Monster Races ---------------------
+npc: npc/pre-re/other/monster_race.txt
+// --------------------------------------------------------------
+// --------------------- Battle Grounds -------------------------
+// Common NPCs
+npc: npc/pre-re/battleground/bg_common.txt
+// Tierra Gorge
+npc: npc/pre-re/battleground/tierra/tierra_enter.txt
+npc: npc/pre-re/battleground/tierra/tierra01.txt
+npc: npc/pre-re/battleground/tierra/tierra02.txt
+// Flavius
+npc: npc/pre-re/battleground/flavius/flavius_enter.txt
+npc: npc/pre-re/battleground/flavius/flavius01.txt
+npc: npc/pre-re/battleground/flavius/flavius02.txt
+// Kreiger Von Midgard
+npc: npc/pre-re/battleground/kvm/kvm_enter.txt
+npc: npc/pre-re/battleground/kvm/kvm_item_pay.txt
+npc: npc/pre-re/battleground/kvm/kvm01.txt
+npc: npc/pre-re/battleground/kvm/kvm02.txt
+npc: npc/pre-re/battleground/kvm/kvm03.txt
+// --------------------------------------------------------------
+// ------------------------ Instances ---------------------------
+npc: npc/pre-re/instances/SealedShrine.txt
+npc: npc/pre-re/instances/EndlessTower.txt
+npc: npc/pre-re/instances/OrcsMemory.txt
+npc: npc/pre-re/instances/NydhoggsNest.txt
+// --------------------------------------------------------------
diff --git a/npc/pre-re/scripts_guild.conf b/npc/pre-re/scripts_guild.conf
new file mode 100644
index 000000000..4bcc463c1
--- /dev/null
+++ b/npc/pre-re/scripts_guild.conf
@@ -0,0 +1,58 @@
+// --------------------------------------------------------------
+// - Guild Wars -
+// --------------------------------------------------------------
+// --------------------------------------------------------------
+// ----------------------- War of Emperium ----------------------
+// Guild NPC Template file.
+npc: npc/pre-re/guild/agit_main.txt
+// Guild WoE time settings.
+npc: npc/pre-re/guild/agit_controller.txt
+// Treasure Room Protection
+npc: npc/pre-re/guild/trs_rp.txt
+// Al De Baran
+npc: npc/pre-re/guild/aldeg_cas01.txt
+npc: npc/pre-re/guild/aldeg_cas02.txt
+npc: npc/pre-re/guild/aldeg_cas03.txt
+npc: npc/pre-re/guild/aldeg_cas04.txt
+npc: npc/pre-re/guild/aldeg_cas05.txt
+// Geffen
+npc: npc/pre-re/guild/gefg_cas01.txt
+npc: npc/pre-re/guild/gefg_cas02.txt
+npc: npc/pre-re/guild/gefg_cas03.txt
+npc: npc/pre-re/guild/gefg_cas04.txt
+npc: npc/pre-re/guild/gefg_cas05.txt
+// Payon
+npc: npc/pre-re/guild/payg_cas01.txt
+npc: npc/pre-re/guild/payg_cas02.txt
+npc: npc/pre-re/guild/payg_cas03.txt
+npc: npc/pre-re/guild/payg_cas04.txt
+npc: npc/pre-re/guild/payg_cas05.txt
+// Prontera
+npc: npc/pre-re/guild/prtg_cas01.txt
+npc: npc/pre-re/guild/prtg_cas02.txt
+npc: npc/pre-re/guild/prtg_cas03.txt
+npc: npc/pre-re/guild/prtg_cas04.txt
+npc: npc/pre-re/guild/prtg_cas05.txt
+// --------------------------------------------------------------
+// --------------- War of Emperium Second Edition ---------------
+// WoE SE scripts in their purest form, unoptomized.
+// To disable any single castle, comment it out.
+// --------------------------------------------------------------
+// WoE SE time settings.
+npc: npc/pre-re/guild2/agit_start_se.txt
+// Town Flags
+npc: npc/pre-re/guild2/guild_flags.txt
+// Arunafeltz
+npc: npc/pre-re/guild2/arug_cas01.txt
+npc: npc/pre-re/guild2/arug_cas02.txt
+npc: npc/pre-re/guild2/arug_cas03.txt
+npc: npc/pre-re/guild2/arug_cas04.txt
+npc: npc/pre-re/guild2/arug_cas05.txt
+// Schwaltzvalt
+npc: npc/pre-re/guild2/schg_cas01.txt
+npc: npc/pre-re/guild2/schg_cas02.txt
+npc: npc/pre-re/guild2/schg_cas03.txt
+npc: npc/pre-re/guild2/schg_cas04.txt
+npc: npc/pre-re/guild2/schg_cas05.txt
+// Guild Dungeon Entrances
+npc: npc/pre-re/guild2/guild_dungeon.txt
diff --git a/npc/pre-re/scripts_jobs.conf b/npc/pre-re/scripts_jobs.conf
new file mode 100644
index 000000000..760e9560c
--- /dev/null
+++ b/npc/pre-re/scripts_jobs.conf
@@ -0,0 +1,94 @@
+// --------------------------------------------------------------
+// - Job Scripts -
+// --------------------------------------------------------------
+
+// --------------------------------------------------------------
+// ------------------------- Job Quests -------------------------
+// -- Novice
+npc: npc/pre-re/jobs/novice/novice.txt
+npc: npc/pre-re/jobs/novice/supernovice.txt
+// -- 1-1
+npc: npc/pre-re/jobs/1-1/thief.txt
+npc: npc/pre-re/jobs/1-1/archer.txt
+npc: npc/pre-re/jobs/1-1/mage.txt
+npc: npc/pre-re/jobs/1-1/merchant.txt
+npc: npc/pre-re/jobs/1-1/acolyte.txt
+npc: npc/pre-re/jobs/1-1/swordman.txt
+// -- 2-1
+npc: npc/pre-re/jobs/2-1/blacksmith.txt
+npc: npc/pre-re/jobs/2-1/knight.txt
+npc: npc/pre-re/jobs/2-1/hunter.txt
+npc: npc/pre-re/jobs/2-1/priest.txt
+npc: npc/pre-re/jobs/2-1/wizard.txt
+npc: npc/pre-re/jobs/2-1/assassin.txt
+// -- 2-2
+npc: npc/pre-re/jobs/2-2/rogue.txt
+npc: npc/pre-re/jobs/2-2/alchemist.txt
+npc: npc/pre-re/jobs/2-2/sage.txt
+npc: npc/pre-re/jobs/2-2/crusader.txt
+npc: npc/pre-re/jobs/2-2/monk.txt
+npc: npc/pre-re/jobs/2-2/dancer.txt
+npc: npc/pre-re/jobs/2-2/bard.txt
+// -- Transcended Quest (2-x -> High Novice)
+npc: npc/pre-re/jobs/valkyrie.txt
+// -- Transcended (2-1a)
+npc: npc/pre-re/jobs/2-1a/AssassinCross.txt
+npc: npc/pre-re/jobs/2-1a/LordKnight.txt
+npc: npc/pre-re/jobs/2-1a/HighPriest.txt
+npc: npc/pre-re/jobs/2-1a/HighWizard.txt
+npc: npc/pre-re/jobs/2-1a/WhiteSmith.txt
+npc: npc/pre-re/jobs/2-1a/Sniper.txt
+// -- Transcended (2-2a)
+npc: npc/pre-re/jobs/2-2a/Champion.txt
+npc: npc/pre-re/jobs/2-2a/Clown.txt
+npc: npc/pre-re/jobs/2-2a/Creator.txt
+npc: npc/pre-re/jobs/2-2a/Gypsy.txt
+npc: npc/pre-re/jobs/2-2a/Paladin.txt
+npc: npc/pre-re/jobs/2-2a/Professor.txt
+npc: npc/pre-re/jobs/2-2a/Stalker.txt
+// -- 1-1E
+npc: npc/pre-re/jobs/1-1e/gunslinger.txt
+npc: npc/pre-re/jobs/1-1e/ninja.txt
+npc: npc/pre-re/jobs/1-1e/taekwon.txt
+// -- 2-1E
+npc: npc/pre-re/jobs/2-1e/StarGladiator.txt
+// -- 2-2E
+npc: npc/pre-re/jobs/2-2e/SoulLinker.txt
+// -- 3-1
+npc: npc/pre-re/jobs/3-1/archbishop.txt
+npc: npc/pre-re/jobs/3-1/mechanic.txt
+npc: npc/pre-re/jobs/3-1/ranger.txt
+npc: npc/pre-re/jobs/3-1/rune_knight.txt
+npc: npc/pre-re/jobs/3-1/warlock.txt
+//npc: npc/pre-re/jobs/3-1/guillotine.txt
+// -- 3-2
+npc: npc/pre-re/jobs/3-2/minstrel.txt
+npc: npc/pre-re/jobs/3-2/wanderer.txt
+npc: npc/pre-re/jobs/3-2/royal_guard.txt
+npc: npc/pre-re/jobs/3-2/sorcerer.txt
+npc: npc/pre-re/jobs/3-2/sura.txt
+npc: npc/pre-re/jobs/3-2/shadow_chaser.txt
+npc: npc/pre-re/jobs/3-2/genetic.txt
+// --------------------------------------------------------------
+// ------------------------ Skill Quests ------------------------
+npc: npc/pre-re/quests/skills/acolyte_skills.txt
+npc: npc/pre-re/quests/skills/alchemist_skills.txt
+npc: npc/pre-re/quests/skills/archer_skills.txt
+npc: npc/pre-re/quests/skills/assassin_skills.txt
+npc: npc/pre-re/quests/skills/bard_skills.txt
+npc: npc/pre-re/quests/skills/blacksmith_skills.txt
+npc: npc/pre-re/quests/skills/crusader_skills.txt
+npc: npc/pre-re/quests/skills/dancer_skills.txt
+npc: npc/pre-re/quests/skills/hunter_skills.txt
+npc: npc/pre-re/quests/skills/knight_skills.txt
+npc: npc/pre-re/quests/skills/mage_skills.txt
+npc: npc/pre-re/quests/skills/merchant_skills.txt
+npc: npc/pre-re/quests/skills/monk_skills.txt
+npc: npc/pre-re/quests/skills/novice_skills.txt
+npc: npc/pre-re/quests/skills/priest_skills.txt
+npc: npc/pre-re/quests/skills/rogue_skills.txt
+npc: npc/pre-re/quests/skills/sage_skills.txt
+npc: npc/pre-re/quests/skills/swordman_skills.txt
+npc: npc/pre-re/quests/skills/thief_skills.txt
+npc: npc/pre-re/quests/skills/wizard_skills.txt
+// --------------------------------------------------------------
diff --git a/npc/pre-re/scripts_main.conf b/npc/pre-re/scripts_main.conf
new file mode 100644
index 000000000..5d8e22b5e
--- /dev/null
+++ b/npc/pre-re/scripts_main.conf
@@ -0,0 +1,36 @@
+// --------------------------------------------------------------
+// - rAthena Primary Scripts File -
+// --------------------------------------------------------------
+// The idea of this new system is to make scripts more organized
+// since the old system was rather messy with all the NPCs in one
+// file. Now scripts are organized in to files arraged by type.
+// Custom scripts are now in scripts_custom.conf, all other
+// scripts are deemed as 'official'. You should place your NPCs
+// in to scripts_custom.conf to follow the trend.
+//
+// Thanks,
+// Ancyker and the rest of the rAthena Team
+//
+// Note: "Comments" are all text on the right side of a double slash "//"
+// Whatever text is commented will not be parsed by the servers, and serves
+// only as information/reference.
+//
+// --------------------------------------------------------------
+// ------------------ Global Scripts Functions ------------------
+// Utilitarian functions used by many scripts.
+npc: npc/pre-re/other/Global_Functions.txt
+// --------------------------------------------------------------
+// -------------------- Cash Shop Functions --------------------
+// Used by cash shop items in the Item Database.
+npc: npc/pre-re/other/CashShop_Functions.txt
+// --------------------------------------------------------------
+// ------------------------ Script Files ------------------------
+import: npc/pre-re/scripts_mapflags.conf
+import: npc/pre-re/scripts_warps.conf
+import: npc/pre-re/scripts_monsters.conf
+import: npc/pre-re/scripts_athena.conf
+import: npc/pre-re/scripts_jobs.conf
+import: npc/pre-re/scripts_guild.conf
+// -- Your NPCs go in this file!
+import: npc/scripts_custom.conf
+// --------------------------------------------------------------
diff --git a/npc/pre-re/scripts_mapflags.conf b/npc/pre-re/scripts_mapflags.conf
new file mode 100644
index 000000000..485d404cd
--- /dev/null
+++ b/npc/pre-re/scripts_mapflags.conf
@@ -0,0 +1,31 @@
+// --------------------------------------------------------------
+// - Map Flags -
+// --------------------------------------------------------------
+npc: conf/mapflag/nopvp.txt
+npc: conf/mapflag/gvg.txt
+npc: conf/mapflag/jail.txt
+npc: conf/mapflag/nightmare.txt
+npc: conf/mapflag/nobranch.txt
+npc: conf/mapflag/noexp.txt
+npc: conf/mapflag/noicewall.txt
+npc: conf/mapflag/noloot.txt
+npc: conf/mapflag/nomemo.txt
+npc: conf/mapflag/nopenalty.txt
+npc: conf/mapflag/nosave.txt
+npc: conf/mapflag/noteleport.txt
+npc: conf/mapflag/noreturn.txt
+npc: conf/mapflag/noskill.txt
+npc: conf/mapflag/nowarp.txt
+npc: conf/mapflag/nowarpto.txt
+//npc: conf/mapflag/partylock.txt
+npc: conf/mapflag/pvp.txt
+npc: conf/mapflag/pvp_noparty.txt
+npc: conf/mapflag/pvp_noguild.txt
+npc: conf/mapflag/night.txt
+npc: conf/mapflag/restricted.txt
+npc: conf/mapflag/battleground.txt
+npc: conf/mapflag/fireworks.txt
+npc: conf/mapflag/novending.txt
+npc: conf/mapflag/town.txt
+npc: conf/mapflag/reset.txt
+// --------------------------------------------------------------
diff --git a/npc/pre-re/scripts_monsters.conf b/npc/pre-re/scripts_monsters.conf
new file mode 100644
index 000000000..a19706d33
--- /dev/null
+++ b/npc/pre-re/scripts_monsters.conf
@@ -0,0 +1,78 @@
+// --------------------------------------------------------------
+// - Monster Scripts -
+// --------------------------------------------------------------
+npc: npc/pre-re/mobs/citycleaners.txt
+npc: npc/pre-re/mobs/pvp.txt
+npc: npc/pre-re/mobs/jail.txt
+npc: npc/pre-re/mobs/bossnia.txt
+
+npc: npc/pre-re/mobs/towns/brasilis.txt
+
+npc: npc/pre-re/mobs/fields/amatsu.txt
+npc: npc/pre-re/mobs/fields/ayothaya.txt
+npc: npc/pre-re/mobs/fields/brasilis.txt
+npc: npc/pre-re/mobs/fields/comodo.txt
+//dicastes is in scripts_renewal.conf
+npc: npc/pre-re/mobs/fields/einbroch.txt
+npc: npc/pre-re/mobs/fields/geffen.txt
+npc: npc/pre-re/mobs/fields/gonryun.txt
+npc: npc/pre-re/mobs/fields/hugel.txt
+npc: npc/pre-re/mobs/fields/jawaii.txt
+npc: npc/pre-re/mobs/fields/lighthalzen.txt
+npc: npc/pre-re/mobs/fields/louyang.txt
+npc: npc/pre-re/mobs/fields/lutie.txt
+npc: npc/pre-re/mobs/fields/manuk.txt
+npc: npc/pre-re/mobs/fields/mjolnir.txt
+npc: npc/pre-re/mobs/fields/morocc.txt
+npc: npc/pre-re/mobs/fields/moscovia.txt
+npc: npc/pre-re/mobs/fields/niflheim.txt
+npc: npc/pre-re/mobs/fields/payon.txt
+npc: npc/pre-re/mobs/fields/prontera.txt
+npc: npc/pre-re/mobs/fields/rachel.txt
+//splendide fields is in scripts_renewal.conf
+npc: npc/pre-re/mobs/fields/umbala.txt
+npc: npc/pre-re/mobs/fields/veins.txt
+npc: npc/pre-re/mobs/fields/yuno.txt
+
+npc: npc/pre-re/mobs/dungeons/abbey.txt
+npc: npc/pre-re/mobs/dungeons/abyss.txt
+npc: npc/pre-re/mobs/dungeons/alde_dun.txt
+npc: npc/pre-re/mobs/dungeons/ama_dun.txt
+npc: npc/pre-re/mobs/dungeons/anthell.txt
+npc: npc/pre-re/mobs/dungeons/ayo_dun.txt
+npc: npc/pre-re/mobs/dungeons/beach_dun.txt
+npc: npc/pre-re/mobs/dungeons/bra_dun.txt
+npc: npc/pre-re/mobs/dungeons/c_tower.txt
+//dicastes is in scripts_renewal.conf
+npc: npc/pre-re/mobs/dungeons/ein_dun.txt
+npc: npc/pre-re/mobs/dungeons/gef_dun.txt
+npc: npc/pre-re/mobs/dungeons/gefenia.txt
+npc: npc/pre-re/mobs/dungeons/glastheim.txt
+npc: npc/pre-re/mobs/dungeons/gld_dun.txt
+npc: npc/pre-re/mobs/dungeons/gld_dunSE.txt
+npc: npc/pre-re/mobs/dungeons/gon_dun.txt
+npc: npc/pre-re/mobs/dungeons/ice_dun.txt
+npc: npc/pre-re/mobs/dungeons/in_sphinx.txt
+npc: npc/pre-re/mobs/dungeons/iz_dun.txt
+npc: npc/pre-re/mobs/dungeons/juperos.txt
+npc: npc/pre-re/mobs/dungeons/kh_dun.txt
+npc: npc/pre-re/mobs/dungeons/lhz_dun.txt
+npc: npc/pre-re/mobs/dungeons/lou_dun.txt
+npc: npc/pre-re/mobs/dungeons/nyd_dun.txt
+npc: npc/pre-re/mobs/dungeons/mag_dun.txt
+npc: npc/pre-re/mobs/dungeons/mjo_dun.txt
+npc: npc/pre-re/mobs/dungeons/moc_pryd.txt
+npc: npc/pre-re/mobs/dungeons/mosk_dun.txt
+npc: npc/pre-re/mobs/dungeons/odin.txt
+npc: npc/pre-re/mobs/dungeons/orcsdun.txt
+npc: npc/pre-re/mobs/dungeons/pay_dun.txt
+npc: npc/pre-re/mobs/dungeons/prt_maze.txt
+npc: npc/pre-re/mobs/dungeons/prt_sew.txt
+npc: npc/pre-re/mobs/dungeons/ra_san.txt
+npc: npc/pre-re/mobs/dungeons/tha_t.txt
+npc: npc/pre-re/mobs/dungeons/thor_v.txt
+npc: npc/pre-re/mobs/dungeons/treasure.txt
+npc: npc/pre-re/mobs/dungeons/tur_dun.txt
+npc: npc/pre-re/mobs/dungeons/xmas_dun.txt
+npc: npc/pre-re/mobs/dungeons/yggdrasil.txt
+// --------------------------------------------------------------
diff --git a/npc/pre-re/scripts_warps.conf b/npc/pre-re/scripts_warps.conf
new file mode 100644
index 000000000..154e3b6bc
--- /dev/null
+++ b/npc/pre-re/scripts_warps.conf
@@ -0,0 +1,115 @@
+// --------------------------------------------------------------
+// - Warp Scripts -
+// --------------------------------------------------------------
+
+// --------------------------- Cities ---------------------------
+npc: npc/pre-re/warps/cities/alberta.txt
+npc: npc/pre-re/warps/cities/aldebaran.txt
+npc: npc/pre-re/warps/cities/amatsu.txt
+npc: npc/pre-re/warps/cities/ayothaya.txt
+npc: npc/pre-re/warps/cities/brasilis.txt
+npc: npc/pre-re/warps/cities/comodo.txt
+npc: npc/pre-re/warps/cities/dewata.txt
+npc: npc/pre-re/warps/cities/dicastes.txt
+npc: npc/pre-re/warps/cities/eclage.txt
+npc: npc/pre-re/warps/cities/einbech.txt
+npc: npc/pre-re/warps/cities/einbroch.txt
+npc: npc/pre-re/warps/cities/geffen.txt
+npc: npc/pre-re/warps/cities/gonryun.txt
+npc: npc/pre-re/warps/cities/hugel.txt
+npc: npc/pre-re/warps/cities/izlude.txt
+npc: npc/pre-re/warps/cities/lighthalzen.txt
+npc: npc/pre-re/warps/cities/louyang.txt
+npc: npc/pre-re/warps/cities/lutie.txt
+npc: npc/pre-re/warps/cities/malangdo.txt
+npc: npc/pre-re/warps/cities/malaya.txt
+npc: npc/pre-re/warps/cities/manuk.txt
+npc: npc/pre-re/warps/cities/mid_camp.txt
+npc: npc/pre-re/warps/cities/morroc.txt
+npc: npc/pre-re/warps/cities/moscovia.txt
+npc: npc/pre-re/warps/cities/nameless.txt
+npc: npc/pre-re/warps/cities/niflheim.txt
+npc: npc/pre-re/warps/cities/payon.txt
+npc: npc/pre-re/warps/cities/prontera.txt
+npc: npc/pre-re/warps/cities/splendide.txt
+npc: npc/pre-re/warps/cities/rachel.txt
+npc: npc/pre-re/warps/cities/umbala.txt
+npc: npc/pre-re/warps/cities/veins.txt
+npc: npc/pre-re/warps/cities/yggdrasil.txt
+npc: npc/pre-re/warps/cities/yuno.txt
+// -------------------------- Dungeons --------------------------
+npc: npc/pre-re/warps/dungeons/abbey.txt
+npc: npc/pre-re/warps/dungeons/abyss.txt
+npc: npc/pre-re/warps/dungeons/alde_dun.txt
+npc: npc/pre-re/warps/dungeons/ama_dun.txt
+npc: npc/pre-re/warps/dungeons/anthell.txt
+npc: npc/pre-re/warps/dungeons/ayo_dun.txt
+npc: npc/pre-re/warps/dungeons/beach_dun.txt
+npc: npc/pre-re/warps/dungeons/bra_dun.txt
+npc: npc/pre-re/warps/dungeons/c_tower.txt
+npc: npc/pre-re/warps/dungeons/dic_dun.txt
+npc: npc/pre-re/warps/dungeons/ecl_dun.txt
+npc: npc/pre-re/warps/dungeons/ein_dun.txt
+npc: npc/pre-re/warps/dungeons/gef_dun.txt
+npc: npc/pre-re/warps/dungeons/gon_dun.txt
+npc: npc/pre-re/warps/dungeons/ice_dun.txt
+npc: npc/pre-re/warps/dungeons/in_sphinx.txt
+npc: npc/pre-re/warps/dungeons/iz_dun.txt
+npc: npc/pre-re/warps/dungeons/juperos.txt
+npc: npc/pre-re/warps/dungeons/kh_dun.txt
+npc: npc/pre-re/warps/dungeons/lhz_dun.txt
+npc: npc/pre-re/warps/dungeons/lou_dun.txt
+npc: npc/pre-re/warps/dungeons/mag_dun.txt
+npc: npc/pre-re/warps/dungeons/mjo_dun.txt
+npc: npc/pre-re/warps/dungeons/moc_pryd.txt
+npc: npc/pre-re/warps/dungeons/mosk_dun.txt
+npc: npc/pre-re/warps/dungeons/odin.txt
+npc: npc/pre-re/warps/dungeons/orcsdun.txt
+npc: npc/pre-re/warps/dungeons/pay_dun.txt
+npc: npc/pre-re/warps/dungeons/prt_maze.txt
+npc: npc/pre-re/warps/dungeons/ra_san.txt
+npc: npc/pre-re/warps/dungeons/tha_t.txt
+npc: npc/pre-re/warps/dungeons/thor_v.txt
+npc: npc/pre-re/warps/dungeons/treasure.txt
+npc: npc/pre-re/warps/dungeons/tur_dun.txt
+//npc: npc/pre-re/warps/dungeons/um_dun.txt
+npc: npc/pre-re/warps/dungeons/xmas_dun.txt
+// --------------------------- Fields ---------------------------
+npc: npc/pre-re/warps/fields/abyss_warper.txt
+npc: npc/pre-re/warps/fields/amatsu_fild.txt
+npc: npc/pre-re/warps/fields/bif_fild.txt
+npc: npc/pre-re/warps/fields/bra_fild.txt
+npc: npc/pre-re/warps/fields/com_fild.txt
+npc: npc/pre-re/warps/fields/dic_fild.txt
+npc: npc/pre-re/warps/fields/ein_fild.txt
+npc: npc/pre-re/warps/fields/gefenia.txt
+npc: npc/pre-re/warps/fields/geffen_fild.txt
+npc: npc/pre-re/warps/fields/glastheim.txt
+npc: npc/pre-re/warps/fields/hugel_fild.txt
+npc: npc/pre-re/warps/fields/jawaii.txt
+npc: npc/pre-re/warps/fields/lhalzen_fild.txt
+npc: npc/pre-re/warps/fields/lutie_fild.txt
+npc: npc/pre-re/warps/fields/man_fild.txt
+npc: npc/pre-re/warps/fields/morroc_fild.txt
+npc: npc/pre-re/warps/fields/mtmjolnir.txt
+npc: npc/pre-re/warps/fields/payon_fild.txt
+npc: npc/pre-re/warps/fields/prontera_fild.txt
+npc: npc/pre-re/warps/fields/rachel_fild.txt
+npc: npc/pre-re/warps/fields/spl_fild.txt
+npc: npc/pre-re/warps/fields/umbala_fild.txt
+npc: npc/pre-re/warps/fields/veins_fild.txt
+npc: npc/pre-re/warps/fields/yuno_fild.txt
+// --------------------------- Others ---------------------------
+npc: npc/pre-re/warps/other/bossnia.txt
+npc: npc/pre-re/warps/guild/guildcastles.txt
+npc: npc/pre-re/warps/other/jobquests.txt
+npc: npc/pre-re/warps/other/airplane.txt
+npc: npc/pre-re/warps/other/other.txt
+npc: npc/pre-re/warps/other/arena.txt
+npc: npc/pre-re/warps/other/kiel.txt
+npc: npc/pre-re/warps/other/sign.txt
+npc: npc/pre-re/warps/other/god.txt
+npc: npc/pre-re/warps/other/paradise.txt
+npc: npc/pre-re/warps/other/s_workshop.txt
+npc: npc/pre-re/warps/pvp/pvp.txt
+// --------------------------------------------------------------
diff --git a/npc/pre-re/warps/cities/alberta.txt b/npc/pre-re/warps/cities/alberta.txt
new file mode 100644
index 000000000..66e3ce6eb
--- /dev/null
+++ b/npc/pre-re/warps/cities/alberta.txt
@@ -0,0 +1,58 @@
+//===== rAthena Script =======================================
+//= Alberta Warp Script
+//===== By: ==================================================
+//= Athena (1.0)
+//= Nana (1.1)
+//===== Current Version: =====================================
+//= 1.1
+//===== Compatible With: =====================================
+//= Any Athena Version
+//===== Description: =========================================
+//= Warp Points for Alberta, Treasure Island & Turtle Island
+//===== Additional Comments: =================================
+//= No comment!
+//============================================================
+
+//Alberta City
+alberta,15,234,0 warp alb001 2,5,pay_fild03,388,63
+alberta,117,38,0 warp alb01 2,2,alberta_in,180,30
+alberta,134,38,0 warp alb02 1,1,alberta_in,70,141
+alberta,170,170,0 warp alb03 1,1,alb_ship,26,168
+alberta,178,165,0 warp alb04 1,2,alb_ship,39,163
+alberta,209,173,0 warp alb05 1,2,alb_ship,162,171
+alberta,33,42,0 warp alb06 2,2,alberta_in,74,44
+alberta,65,233,0 warp alb07 2,2,alberta_in,18,141
+alberta,93,205,0 warp alb08 2,2,alberta_in,114,134
+alberta,98,153,0 warp alb09 2,2,alberta_in,185,89
+alberta,99,221,0 warp alb10 2,2,alberta_in,122,161
+alb_ship,26,166,0 warp alb03-1 4,1,alberta,170,168
+alb_ship,41,163,0 warp alb04-1 1,3,alberta,180,165
+alb_ship,160,171,0 warp alb05-1 1,3,alberta,207,173
+alb_ship,37,174,0 warp alb20 1,2,alb_ship,70,99
+alb_ship,68,99,0 warp alb20-1 1,3,alb_ship,35,173
+alberta_in,189,89,0 warp alb09-1 2,2,alberta,102,153
+alberta_in,114,130,0 warp alb08-1 2,2,alberta,93,201
+alberta_in,14,141,0 warp alb07-1 2,3,alberta,61,233
+alberta_in,180,34,0 warp alb01-1 2,2,alberta,117,42
+alberta_in,73,141,0 warp alb02-1 2,3,alberta,137,37
+alberta_in,78,44,0 warp alb06-1 2,5,alberta,37,41
+alberta_in,125,161,0 warp alb10-1 2,2,alberta,102,222
+alberta_in,114,183,0 warp alb11 1,1,alberta_in,148,186
+alberta_in,152,186,0 warp alb11-1 1,1,alberta_in,118,183
+alberta_in,114,49,0 warp alb12 2,2,alberta_in,155,153
+alberta_in,159,153,0 warp alb12-1 2,2,alberta_in,117,49
+alberta_in,114,97,0 warp alb13 2,2,alberta_in,155,175
+alberta_in,159,175,0 warp alb13-1 2,2,alberta_in,117,97
+alberta_in,22,113,0 warp alb14 3,2,alberta_in,22,134
+alberta_in,22,130,0 warp alb14-1 3,2,alberta_in,22,109
+alberta_in,22,153,0 warp alb15 3,2,alberta_in,22,174
+alberta_in,22,170,0 warp alb15-1 3,2,alberta_in,22,149
+alberta_in,24,33,0 warp alb16 3,2,alberta_in,64,35
+alberta_in,64,31,0 warp alb16-1 3,2,alberta_in,24,29
+alberta_in,24,54,0 warp alb17 3,2,alberta_in,64,53
+alberta_in,64,57,0 warp alb17-1 3,2,alberta_in,24,58
+alberta_in,66,113,0 warp alb18 3,1,alberta_in,66,132
+alberta_in,66,130,0 warp alb18-1 3,1,alberta_in,66,111
+alberta_in,66,153,0 warp alb19 3,2,alberta_in,66,173
+alberta_in,66,170,0 warp alb19-1 3,2,alberta_in,66,149
+alb2trea,88,111,0 warp alb002 1,1,treasure01,69,24
diff --git a/npc/pre-re/warps/cities/aldebaran.txt b/npc/pre-re/warps/cities/aldebaran.txt
new file mode 100644
index 000000000..f1d6398af
--- /dev/null
+++ b/npc/pre-re/warps/cities/aldebaran.txt
@@ -0,0 +1,56 @@
+//===== rAthena Script =======================================
+//= Al de Baran Warp Script
+//===== By: ==================================================
+//= Athena (1.0)
+//= Nana (1.1)
+//===== Current Version: =====================================
+//= 1.3
+//===== Compatible With: =====================================
+//= Any Athena Version; RO Episode 2+
+//===== Description: =========================================
+//= Warp Points for Al de Baran
+//===== Additional Comments: =================================
+//= 1.2 Added Turbo Room Warps [Justin84]
+//= 1.3 Removed Turbo Track entrance. Scripted warp. [L0ne_W0lf]
+//= 1.4 Added missing warps. [L0ne_W0lf]
+//============================================================
+
+//===== Al De Baran Warps =====================================
+aldebaran,118,63,0 warp ald01 1,1,aldeba_in,211,117
+aldebaran,139,34,0 warp ald001 3,2,mjolnir_12,199,375
+aldebaran,197,70,0 warp ald02 1,1,aldeba_in,94,41
+aldebaran,233,105,0 warp ald04 1,1,aldeba_in,157,190
+aldebaran,51,218,0 warp ald05 1,1,aldeba_in,24,227
+aldebaran,61,229,0 warp ald06 1,1,aldeba_in,148,227
+aldebaran,72,197,0 warp ald07 1,1,aldeba_in,27,37
+aldebaran,89,234,0 warp ald08 1,1,aldeba_in,242,237
+aldeba_in,103,157,0 warp ald09 2,2,aldeba_in,137,237
+aldeba_in,103,61,0 warp ald10 2,2,aldeba_in,97,105
+aldeba_in,134,237,0 warp ald09-1 2,2,aldeba_in,100,157
+aldeba_in,144,92,0 warp ald11 2,2,aldeba_in,149,52
+aldeba_in,148,224,0 warp ald06-1 2,2,aldebaran,63,227
+aldeba_in,149,55,0 warp ald11-1 2,2,aldeba_in,144,95
+aldeba_in,157,193,0 warp ald04-1 3,2,aldebaran,231,107
+aldeba_in,208,117,0 warp ald01-1 2,2,aldebaran,116,63
+aldeba_in,217,131,0 warp ald12 2,2,aldeba_in,217,163
+aldeba_in,217,160,0 warp ald12-1 2,2,aldeba_in,217,128
+aldeba_in,217,71,0 warp ald13-1 2,2,aldeba_in,218,107
+aldeba_in,218,104,0 warp ald13 2,2,aldeba_in,218,68
+aldeba_in,24,224,0 warp ald05-1 2,2,aldebaran,53,216
+aldeba_in,245,237,0 warp ald08-1 2,2,aldebaran,91,234
+aldeba_in,27,102,0 warp ald14-1 2,2,aldeba_in,27,68
+aldeba_in,27,34,0 warp ald07-1 2,2,aldebaran,72,195
+aldeba_in,27,71,0 warp ald14 2,2,aldeba_in,27,105
+aldeba_in,37,238,0 warp ald15 2,2,aldeba_in,67,157
+aldeba_in,64,157,0 warp ald15-1 2,2,aldeba_in,34,238
+aldeba_in,83,191,0 warp ald16 2,2,aldeba_in,83,227
+aldeba_in,83,224,0 warp ald16-1 2,2,aldeba_in,83,188
+aldeba_in,94,38,0 warp ald02-1 3,2,aldebaran,197,68
+aldeba_in,97,102,0 warp ald10-1 2,2,aldeba_in,103,58
+
+aldebaran,225,54 warp aldeb_sign1-1 1,1,aldeba_in,149,120
+aldeba_in,149,123 warp aldeb_sign1-2 3,2,aldebaran,223,56
+
+
+//Turbo Track Room
+turbo_room,100,62,0 warp exit_turbo 1,1,alde_gld,183,198
diff --git a/npc/pre-re/warps/cities/amatsu.txt b/npc/pre-re/warps/cities/amatsu.txt
new file mode 100644
index 000000000..8614869d3
--- /dev/null
+++ b/npc/pre-re/warps/cities/amatsu.txt
@@ -0,0 +1,53 @@
+//===== rAthena Script =======================================
+//= Amatsu Warps Script
+//===== By: ==================================================
+//= Athena (1.0)
+//= Nana (1.1)
+//===== Current Version: =====================================
+//= 1.7
+//===== Compatible With: =====================================
+//= Any Athena Version; RO Episode 6+
+//===== Description: =========================================
+//= [Aegis COnversion]
+//= Warp Points for Amatsu
+//===== Additional Comments: =================================
+//= 1.7 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
+//= Renamed warps for ease-of-reading.
+//============================================================
+
+amatsu,177,138,0 warp ama_house1-1 1,1,ama_in01,28,176
+ama_in01,31,176,0 warp ama_house1-2 1,1,amatsu,180,138
+amatsu,248,160,0 warp ama_house2-1 1,1,ama_in01,79,178
+ama_in01,76,178,0 warp ama_house2-2 1,1,amatsu,245,160
+amatsu,168,182,0 warp ama_warrior1-1 1,1,ama_in01,34,99
+ama_in01,34,96,0 warp ama_warrior1-2 1,1,amatsu,168,179
+amatsu,52,148,0 warp ama_deluxe1-1 1,1,ama_in01,88,97
+ama_in01,88,94,0 warp ama_deluxe1-2 1,1,amatsu,52,145
+amatsu,94,117,0 warp ama_tools1-1 1,1,ama_in01,30,24
+ama_in01,33,24,0 warp ama_tools1-2 1,1,amatsu,97,117
+amatsu,132,117,0 warp ama_weapon1-1 1,1,ama_in01,89,23
+ama_in01,86,23,0 warp ama_weapon1-2 1,1,amatsu,129,117
+amatsu,217,116,0 warp ama_tavern1-1 1,1,ama_in01,162,25
+ama_in01,157,25,0 warp ama_tavern1-2 1,1,amatsu,214,116
+ama_in01,166,73,0 warp ama_inn1-1 1,1,ama_in01,162,31
+ama_in01,162,34,0 warp ama_inn1-2 1,1,ama_in01,166,77
+
+amatsu,85,235,0 warp ama_castle1-1 1,1,ama_in02,223,45
+ama_in02,226,45,0 warp ama_castle1-2 1,1,amatsu,88,235
+ama_in02,65,37,0 warp ama_castle2-1 1,1,ama_in02,195,41
+ama_in02,195,44,0 warp ama_castle2-2 1,1,ama_in02,65,40
+ama_in02,59,141,0 warp ama_castle3-1 1,1,ama_in02,56,41
+ama_in02,56,44,0 warp ama_castle3-2 1,1,ama_in02,59,144
+ama_in02,215,149,0 warp ama_castle4-1 1,1,ama_in02,59,156
+ama_in02,59,160,0 warp ama_castle4-2 1,1,ama_in02,215,152
+ama_in02,126,164,0 warp ama_castle5-1 1,1,ama_in02,219,161
+ama_in02,222,161,0 warp ama_castle5-2 1,1,ama_in02,129,164
+
+//============================================================
+// Old changelog
+//============================================================
+//= 1.3 Fixed a warp-back [erKURITA]
+//= 1.4 Added Ninja's Warps. Thanks to RockmanEXE for the info. [erKURITA]
+//= 1.5 Corrected NPC names to fall within proper restrictions. [L0ne_W0lf]
+//= 1.6 Moved Job Quest related warps to proper file. [L0ne_W0lf]
+//============================================================
diff --git a/npc/pre-re/warps/cities/ayothaya.txt b/npc/pre-re/warps/cities/ayothaya.txt
new file mode 100644
index 000000000..2d24763e8
--- /dev/null
+++ b/npc/pre-re/warps/cities/ayothaya.txt
@@ -0,0 +1,62 @@
+//===== rAthena Script =======================================
+//= Ayothaya Town Warps Script
+//===== By: ==================================================
+//= Muad_Dib, L0ne_W0lf (1.0)
+//===== Current Version: =====================================
+//= 1.5a
+//===== Compatible With: =====================================
+//= Any Athena Version; RO Episode 8+
+//===== Description: =========================================
+//= Warp Points for Ayothaya
+//===== Additional Comments: =================================
+//= 1.5 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
+//= 1.5a Cleared up a few misnamed warps. [L0ne_W0lf]
+//============================================================
+
+ayothaya,130,97,0 warp ayo_tool1-1 1,1,ayo_in01,43,183
+ayo_in01,46,183,0 warp ayo_tool1-2 1,1,ayothaya,132,99
+ayothaya,129,86,0 warp ayo_tool2-1 1,1,ayo_in01,21,178
+ayo_in01,23,176,0 warp ayo_tool2-2 1,1,ayothaya,132,86
+ayothaya,130,75,0 warp ayo_tool3-1 1,1,ayo_in01,17,156
+ayo_in01,17,153,0 warp ayo_tool3-2 1,1,ayothaya,132,73
+ayothaya,165,90,0 warp ayo_weapon1-1 1,1,ayo_in01,77,174
+ayo_in01,73,174,0 warp ayo_weapon1-2 1,1,ayothaya,162,90
+ayothaya,177,90,0 warp ayo_weapon2-1 1,1,ayo_in01,95,175
+ayo_in01,98,175,0 warp ayo_weapon2-2 1,1,ayothaya,180,90
+ayothaya,173,77,0 warp ayo_weapon3-1 1,1,ayo_in01,85,152
+ayo_in01,85,149,0 warp ayo_weapon3-2 1,1,ayothaya,173,74
+ayothaya,229,69,0 warp ayo_pub1-1 1,1,ayo_in01,137,192
+ayo_in01,137,195,0 warp ayo_pub1-2 1,1,ayothaya,229,72
+ayothaya,202,161,0 warp ayo_inn1-1 1,1,ayo_in01,31,108
+ayo_in01,31,111,0 warp ayo_inn1-2 1,1,ayothaya,202,164
+ayothaya,211,150,0 warp ayo_inn2-1 1,1,ayo_in01,47,94
+ayo_in01,50,94,0 warp ayo_inn2-2 1,1,ayothaya,214,150
+ayothaya,202,140,0 warp ayo_inn3-1 1,1,ayo_in01,31,81
+ayo_in01,31,78,0 warp ayo_inn3-2 1,1,ayothaya,202,137
+ayothaya,192,150,0 warp ayo_inn4-1 1,1,ayo_in01,13,94
+ayo_in01,10,94,0 warp ayo_inn4-2 1,1,ayothaya,189,150
+ayo_in01,13,107,0 warp ayo_stairNW1-1 1,1,ayo_in01,132,27
+ayo_in01,135,27,0 warp ayo_roomNW1-2 1,1,ayo_in01,17,107
+ayo_in01,48,107,0 warp ayo_stairNE1-1 1,1,ayo_in01,179,27
+ayo_in01,176,27,0 warp ayo_roomNE2-2 1,1,ayo_in01,45,107
+ayo_in01,13,82,0 warp ayo_stairSW1-1 1,1,ayo_in01,18,14
+ayo_in01,21,14,0 warp ayo_roomSW1-2 1,1,ayo_in01,17,82
+ayo_in01,48,82,0 warp ayo_stairSE1-1 1,1,ayo_in01,63,14
+ayo_in01,60,14,0 warp ayo_roomSE1-2 1,1,ayo_in01,45,82
+ayothaya,111,109,0 warp ayo_house1_1-1 1,1,ayo_in01,180,129
+ayo_in01,177,129,0 warp ayo_house1_1-2 1,1,ayothaya,111,106
+ayothaya,62,104,0 warp ayo_house2_1-1 1,1,ayo_in01,191,183
+ayo_in01,194,183,0 warp ayo_house2_1-2 1,1,ayothaya,65,104
+ayothaya,208,283,0 warp ayo_shrine1-1 1,1,ayo_in02,100,152
+ayo_in02,100,148,0 warp ayo_shrine1-2 1,1,ayothaya,208,280
+ayothaya,276,176,0 warp ayo_fild1-1 1,1,ayo_fild01,37,241
+ayo_fild01,32,240,0 warp ayo_fild1-2 1,1,ayothaya,273,176
+
+//============================================================
+// Old changelog
+//============================================================
+//= 1.1 Fixed Armory part by massdriller [Thanks to akusarujin]
+//= 1.2 Revised warps, due to official Ayothaya Town NPC [MasterOfMuppets]
+//= 1.3 Fixed swapped Inn Exits, thanks to Sir_Loon [Lupus]
+//= 1.4 Fixed a warp-back. [erKURITA]
+//============================================================
diff --git a/npc/pre-re/warps/cities/brasilis.txt b/npc/pre-re/warps/cities/brasilis.txt
new file mode 100644
index 000000000..b7181305c
--- /dev/null
+++ b/npc/pre-re/warps/cities/brasilis.txt
@@ -0,0 +1,35 @@
+//===== rAthena Script =======================================
+//= Brasilis Town Warps Script
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.1
+//===== Compatible With: =====================================
+//= Any Athena Version; RO Episode 13.1+
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Warp Points for Brasilis
+//===== Additional Comments: =================================
+//= 1.0 First version.
+//= 1.1 Fixed warps according to official. [Protimus]
+//= 1.1a Added Field warp according to official. [Jguy]
+//============================================================
+brasilis,146,162,0 warp brasilis_bra_in01 1,1,bra_in01,17,137
+brasilis,274,153,0 warp brasilis_bra_in01#2 1,1,bra_in01,38,9
+brasilis,308,336,0 warp brasilis_fild 1,1,bra_fild01,74,34
+bra_in01,17,134,0 warp bra_in01_brasilis 1,1,brasilis,148,161
+bra_in01,39,7,0 warp bra_in01_brasilis#2 1,1,brasilis,273,151
+bra_in01,50,145,0 warp bra_in01_bra_in01#3 1,1,bra_in01,81,143
+bra_in01,79,142,0 warp bra_in01_bra_in01#4 1,1,bra_in01,47,144
+bra_in01,50,171,0 warp bra_in01_bra_in01#5 1,1,bra_in01,82,168
+bra_in01,79,169,0 warp bra_in01_bra_in01#6 1,1,bra_in01,46,170
+bra_in01,52,27,0 warp bra_in01_bra_in01#7 1,1,bra_in01,85,26
+bra_in01,83,27,0 warp bra_in01_bra_in01#8 1,1,bra_in01,50,27
+bra_in01,9,67,0 warp bra_in01_bra_in01#9 1,1,bra_in01,154,22
+bra_in01,156,23,0 warp bra_in01_bra_in01#10 1,1,bra_in01,11,65
+bra_in01,52,67,0 warp bra_in01_bra_in01#11 1,1,bra_in01,87,66
+bra_in01,85,67,0 warp bra_in01_bra_in01#12 1,1,bra_in01,50,66
+bra_in01,31,29,0 warp bra_in01_bra_in01#13 1,1,bra_in01,23,70
+bra_in01,25,70,0 warp bra_in01_bra_in01#14 1,1,bra_in01,32,26
+bra_in01,31,74,0 warp bra_in01_bra_in01#15 1,1,bra_in01,148,59
+bra_in01,148,57,0 warp bra_in01_bra_in01#16 1,1,bra_in01,31,72
diff --git a/npc/pre-re/warps/cities/comodo.txt b/npc/pre-re/warps/cities/comodo.txt
new file mode 100644
index 000000000..8dfbc8198
--- /dev/null
+++ b/npc/pre-re/warps/cities/comodo.txt
@@ -0,0 +1,45 @@
+//===== rAthena Script =======================================
+//= Comodo Warp Script
+//===== By: ==================================================
+//= rAthena dev team
+//===== Current Version: =====================================
+//= 1.3
+//===== Compatible With: =====================================
+//= Any Athena Version
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Warp Points Comodo city
+//===== Additional Comments: =================================
+//= 1.3 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
+//============================================================
+
+comodo,92,128,0 warp cmd_tools1-1 1,1,cmd_in01,85,174
+cmd_in01,90,174,0 warp cmd_tools1-2 1,1,comodo,97,128
+comodo,265,74,0 warp cmd_weapon1-1 1,1,cmd_in01,123,180
+cmd_in01,123,186,0 warp cmd_weapon1-2 1,1,comodo,265,79
+comodo,271,271,0 warp cmd_house1-1 1,1,cmd_in01,113,125
+cmd_in01,109,125,0 warp cmd_house1-2 1,1,comodo,269,273
+comodo,192,294,0 warp cmd_house2-1 1,1,cmd_in01,177,123
+cmd_in01,183,123,0 warp cmd_house2-2 1,1,comodo,195,294
+comodo,145,328,0 warp cmd_house3-1 1,1,cmd_in01,120,71
+cmd_in01,120,67,0 warp cmd_house3-2 1,1,comodo,145,324
+comodo,236,298,0 warp cmd_house4-1 1,1,cmd_in01,179,81
+cmd_in01,183,81,0 warp cmd_house4-2 1,1,comodo,239,296
+comodo,130,195,0 warp cmd_KAFRA1-1 1,1,cmd_in02,143,173
+cmd_in02,139,169,0 warp cmd_KAFRA1-2 1,1,comodo,127,191
+cmd_in02,208,206,0 warp cmd_KAFRA2-1 1,1,cmd_in02,97,211
+cmd_in02,98,216,0 warp cmd_KAFRA12-2 1,1,cmd_in02,207,210
+comodo,115,291,0 warp cmd_chief1-1 1,1,cmd_in02,67,132
+cmd_in02,69,129,0 warp cmd_chief1-2 1,1,comodo,115,288
+comodo,140,111,0 warp cmd_casino1-1 1,1,cmd_in02,178,132
+cmd_in02,178,136,0 warp cmd_casino1-2 1,1,comodo,140,115
+comodo,153,97,0 warp cmd_casino2-1 1,1,cmd_in02,212,97
+cmd_in02,216,97,0 warp cmd_casino2-2 1,1,comodo,157,97
+comodo,126,98,0 warp cmd_casino3-1 1,1,cmd_in02,144,97
+cmd_in02,139,97,0 warp cmd_casino3-2 1,1,comodo,122,98
+comodo,140,90,0 warp cmd_casino4-1 1,1,cmd_in02,74,25
+cmd_in02,74,21,0 warp cmd_casino4-2 1,1,comodo,140,86
+cmd_in02,168,113,0 warp cmd_casino5-1 1,1,cmd_in02,63,73
+cmd_in02,58,74,0 warp cmd_casino5-2 1,1,cmd_in02,166,116
+cmd_in02,187,78,0 warp cmd_casino6-1 1,1,cmd_in02,84,37
+cmd_in02,90,37,0 warp cmd_casino6-2 1,1,cmd_in02,191,77
diff --git a/npc/pre-re/warps/cities/dewata.txt b/npc/pre-re/warps/cities/dewata.txt
new file mode 100644
index 000000000..d5c0b7f93
--- /dev/null
+++ b/npc/pre-re/warps/cities/dewata.txt
@@ -0,0 +1,21 @@
+//===== rAthena Script =======================================
+//= Dewata Warp Script
+//===== By: ==================================================
+//= Chilly
+//===== Current Version: =====================================
+//= 1.1
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= Warp Points for Dewata
+//===== Additional Comments: =================================
+//= 1.0 First version
+//= 1.1 Disabled warps that clash with quest warps. [Euphy]
+//============================================================
+
+dewata,44,252,0 warp dewata0001 1,1,dew_fild01,372,212
+dew_fild01,375,212,0 warp dewata0002 1,1,dewata,47,252
+//dew_fild01,57,273,0 warp dewata0003 1,1,dew_in01,16,34
+//dew_in01,16,31,0 warp dewata0004 1,1,dew_fild01,60,273
+dew_fild01,48,65,0 warp dewata0005 1,1,dew_dun02,302,30
+dew_dun02,305,30,0 warp dewata0006 1,1,dew_fild01,51,65
diff --git a/npc/pre-re/warps/cities/dicastes.txt b/npc/pre-re/warps/cities/dicastes.txt
new file mode 100644
index 000000000..9ee6338fd
--- /dev/null
+++ b/npc/pre-re/warps/cities/dicastes.txt
@@ -0,0 +1,192 @@
+//===== rAthena Script =======================================
+//= El Dicastes Warp Script
+//===== By: ==================================================
+//= Chilly
+//===== Current Version: =====================================
+//= 1.1
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= Warp Points for El Dicastes
+//===== Additional Comments: =================================
+//= 1.0 First Version.
+//= 1.1 Added Elevators.
+//============================================================
+
+// Town Warps
+dicastes01,283,285,0 warp eldicastes0001 1,1,dic_in01,45,31
+dic_in01,45,28,0 warp eldicastes0002 1,1,dicastes01,281,283
+dicastes01,163,297,0 warp eldicastes0003 1,1,dic_in01,372,102
+dic_in01,372,99,0 warp eldicastes0004 1,1,dicastes01,163,294
+dicastes01,94,259,0 warp eldicastes0005 1,1,dic_in01,390,52
+dic_in01,390,55,0 warp eldicastes0006 1,1,dicastes01,96,257
+dicastes01,136,103,0 warp eldicastes0007 1,1,dic_in01,26,99
+dic_in01,26,96,0 warp eldicastes0008 1,1,dicastes01,136,106
+dicastes01,255,175,0 warp eldicastes0009 1,1,dic_in01,345,271
+dic_in01,342,271,0 warp eldicastes0010 1,1,dicastes01,255,172
+dicastes01,198,353,0 warp eldicastes0011 1,1,dicastes02,120,81
+dicastes02,120,77,0 warp eldicastes0012 1,1,dicastes01,198,349
+dicastes02,120,237,0 warp eldicastes0013 1,1,dic_in01,45,247
+dic_in01,45,244,0 warp eldicastes0014 1,1,dicastes02,120,234
+dic_in01,138,226,0 warp eldicastes0015 1,1,dic_in01,242,177
+dic_in01,242,180,0 warp eldicastes0016 1,1,dic_in01,138,223
+dic_in01,300,248,0 warp eldicastes0017 1,1,dic_in01,262,191
+
+// Elevators
+dic_in01,46,288,4 script Elevator#01 111,{
+ switch(select("Headquarters","Document Vault","General Command Room","Top Secret")) {
+ case 1:
+ warp "dic_in01",46,286;
+ end;
+ case 2:
+ warp "dic_in01",36,212;
+ end;
+ case 3:
+ warp "dic_in01",122,282;
+ end;
+ case 4:
+ warp "dic_in01",122,201;
+ end;
+ }
+}
+
+dic_in01,36,214,4 script Elevator#02 111,{
+ switch(select("Headquarters","Document Vault","General Command Room","Top Secret")) {
+ case 1:
+ warp "dic_in01",46,286;
+ end;
+ case 2:
+ warp "dic_in01",36,212;
+ end;
+ case 3:
+ warp "dic_in01",122,282;
+ end;
+ case 4:
+ warp "dic_in01",122,201;
+ end;
+ }
+}
+
+dic_in01,122,284,4 script Elevator#03 111,{
+ switch(select("Headquarters","Document Vault","General Command Room","Top Secret")) {
+ case 1:
+ warp "dic_in01",46,286;
+ end;
+ case 2:
+ warp "dic_in01",36,212;
+ end;
+ case 3:
+ warp "dic_in01",122,282;
+ end;
+ case 4:
+ warp "dic_in01",122,201;
+ end;
+ }
+}
+
+dic_in01,123,205,4 script Elevator#04 111,{
+ switch(select("Headquarters","Document Vault","General Command Room","Top Secret")) {
+ case 1:
+ warp "dic_in01",46,286;
+ end;
+ case 2:
+ warp "dic_in01",36,212;
+ end;
+ case 3:
+ warp "dic_in01",122,282;
+ end;
+ case 4:
+ warp "dic_in01",122,202;
+ end;
+ }
+}
+
+dic_in01,44,116,4 script Elevator#05 111,{
+ switch(select("1st Floor Residence","2nd Floor Residence","3rd Floor Residence","The Pub")) {
+ case 1:
+ warp "dic_in01",42,116;
+ end;
+ case 2:
+ warp "dic_in01",110,108;
+ end;
+ case 3:
+ warp "dic_in01",178,108;
+ end;
+ case 4:
+ warp "dic_in01",260,116;
+ end;
+ }
+}
+
+dic_in01,112,108,4 script Elevator#06 111,{
+ switch(select("1st Floor Residence","2nd Floor Residence","3rd Floor Residence","The Pub")) {
+ case 1:
+ warp "dic_in01",42,116;
+ end;
+ case 2:
+ warp "dic_in01",110,108;
+ end;
+ case 3:
+ warp "dic_in01",178,108;
+ end;
+ case 4:
+ warp "dic_in01",260,116;
+ end;
+ }
+}
+
+dic_in01,180,108,4 script Elevator#07 111,{
+ switch(select("1st Floor Residence","2nd Floor Residence","3rd Floor Residence","The Pub")) {
+ case 1:
+ warp "dic_in01",42,116;
+ end;
+ case 2:
+ warp "dic_in01",110,108;
+ end;
+ case 3:
+ warp "dic_in01",178,108;
+ end;
+ case 4:
+ warp "dic_in01",260,116;
+ end;
+ }
+}
+
+dic_in01,262,116,4 script Elevator#08 111,{
+ switch(select("1st Floor Residence","2nd Floor Residence","3rd Floor Residence","The Pub")) {
+ case 1:
+ warp "dic_in01",42,116;
+ end;
+ case 2:
+ warp "dic_in01",110,108;
+ end;
+ case 3:
+ warp "dic_in01",178,108;
+ end;
+ case 4:
+ warp "dic_in01",260,116;
+ end;
+ }
+}
+
+dic_in01,388,272,4 script Elevator#09 111,{
+ switch(select("Battle Room","Residence Area")) {
+ case 1:
+ warp "dic_in01",386,272;
+ end;
+ case 2:
+ warp "dic_in01",386,208;
+ end;
+ }
+}
+
+dic_in01,388,208,4 script Elevator#10 111,{
+ switch(select("Battle Room","Residence Area")) {
+ case 1:
+ warp "dic_in01",386,272;
+ end;
+ case 2:
+ warp "dic_in01",386,208;
+ end;
+ }
+}
diff --git a/npc/pre-re/warps/cities/eclage.txt b/npc/pre-re/warps/cities/eclage.txt
new file mode 100644
index 000000000..c67bf202f
--- /dev/null
+++ b/npc/pre-re/warps/cities/eclage.txt
@@ -0,0 +1,33 @@
+//===== rAthena Script =======================================
+//= Eclage Warp Script
+//===== By: ==================================================
+//= Chilly
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= Warp Points for Eclage
+//===== Additional Comments: =================================
+//= 1.0 First Version.
+//============================================================
+
+// Town Warps
+bif_fild02,292,351,0 warp eclage_field0001 1,1,ecl_fild01,205,74
+ecl_fild01,207,72,0 warp eclage_field0002 1,1,bif_fild02,294,349
+ecl_fild01,97,320,0 warp eclage_field0003 1,1,eclage,100,28
+eclage,98,26,0 warp eclage_field0004 1,1,ecl_fild01,97,317
+eclage,299,309,0 warp eclage_field0005 1,1,ecl_in01,47,11
+ecl_in01,47,8,0 warp eclage_field0006 1,1,eclage,297,307
+ecl_in01,8,67,0 warp eclage_field0007 1,1,ecl_hub01,38,94
+ecl_hub01,40,95,0 warp eclage_field0008 1,1,ecl_in01,11,67
+ecl_hub01,22,109,0 warp eclage_field0009 1,1,ecl_in02,98,7
+ecl_in02,98,4,0 warp eclage_field0010 1,1,ecl_hub01,23,107
+ecl_in02,81,18,0 warp eclage_field0011 1,1,ecl_in02,157,65
+ecl_in02,157,68,0 warp eclage_field0012 1,1,ecl_in02,83,18
+ecl_in01,84,68,0 warp eclage_field0013 1,1,ecl_hub01,107,107
+ecl_hub01,107,110,0 warp eclage_field0014 1,1,ecl_in01,81,68
+ecl_hub01,127,95,0 warp eclage_field0015 1,1,ecl_hub01,18,31
+ecl_hub01,18,34,0 warp eclage_field0016 1,1,ecl_hub01,124,95
+ecl_hub01,40,14,0 warp eclage_field0017 1,1,ecl_in03,144,17
+ecl_in03,144,14,0 warp eclage_field0018 1,1,ecl_hub01,40,11
diff --git a/npc/pre-re/warps/cities/einbech.txt b/npc/pre-re/warps/cities/einbech.txt
new file mode 100644
index 000000000..fd4292fde
--- /dev/null
+++ b/npc/pre-re/warps/cities/einbech.txt
@@ -0,0 +1,45 @@
+//===== rAthena Script =======================================
+//= Einbech Warps
+//===== By: ==================================================
+//= Muad Dib (1.0), SSUNNY@YOUNG(1.1)
+//===== Current Version: =====================================
+//= 1.1
+//===== Compatible With: =====================================
+//= Any rAthena Version
+//===== Description: =========================================
+//= Einbech Town warps
+//===== Additional Comments: =================================
+//= Made by Muad_Dib from Prometheus, all credit goes to him.
+//= 1.1 Updated Warps, work done by SSUNNY@YOUNG in Korean eA site [Vicious]
+//============================================================
+
+//==========================================================================
+//Einbech - Weapon shop
+//==========================================================================
+einbech,177,136,0 warp eib_wp01 1,1,ein_in01,190,35
+ein_in01,190,38,0 warp eib_wp01a 1,1,einbech,177,133
+
+
+//==========================================================================
+//Einbech - buildings
+//==========================================================================
+einbech,207,135,0 warp eib_hu01 1,1,ein_in01,190,99
+ein_in01,187,99,0 warp eib_hu01a 1,1,einbech,204,135
+einbech,214,121,0 warp eib_hu02 1,1,ein_in01,205,86
+ein_in01,205,83,0 warp eib_hu02a 1,1,einbech,214,118
+
+
+//==========================================================================
+//Einbech - Pub
+//==========================================================================
+einbech,154,106,0 warp eib_b01 1,1,ein_in01,285,89
+ein_in01,288,89,0 warp eib_b01a 1,1,einbech,157,106
+einbech,145,112,0 warp eib_b02 1,1,ein_in01,268,104
+ein_in01,265,104,0 warp eib_b02a 1,1,einbech,141,112
+
+
+//=========================================================================
+//Einbech - Swordman guild
+//=========================================================================
+einbech,256,109,0 warp eib_js01 1,1,ein_in01,148,153
+ein_in01,144,153,0 warp eib_js01a 1,1,einbech,253,109
diff --git a/npc/pre-re/warps/cities/einbroch.txt b/npc/pre-re/warps/cities/einbroch.txt
new file mode 100644
index 000000000..696e7fa00
--- /dev/null
+++ b/npc/pre-re/warps/cities/einbroch.txt
@@ -0,0 +1,105 @@
+//===== rAthena Script =======================================
+//= Einbroch Warp Script
+//===== By: ==================================================
+//= Sara-chan (1.3), SSUNNY@YOUNG(1.7), erKURITA (1.8)
+//===== Current Version: =====================================
+//= 1.8
+//===== Compatible With: =====================================
+//= Any Athena Version; RO Episode 8+
+//===== Description: =========================================
+//= Warp Points for Einbroch
+//===== Additional Comments: =================================
+//= 1.4 Moved all airports to Airplane Warps [Lupus]
+//= 1.5 Commented out some warps which are not in the official servers [MasterOfMuppets]
+//= 1.6 Removed some duplicate warps [MasterOfMuppets]
+//= 1.7 Updated Warps, work done by SSUNNY@YOUNG in Korean eA site [Vicious]
+//= 1.8 Added Gunslinger Map portion warps. Credits to RockmanEXE for the info [erKURITA]
+//============================================================
+
+//==========================================================================
+// Einbroch - Factory
+//==========================================================================
+einbroch,132,79,0 warp ein_fa01 1,1,ein_in01,17,213
+ein_in01,13,213,0 warp ein_fa01a 1,1,einbroch,129,79
+ein_in01,81,198,0 warp ein_fa02 1,1,einbroch,179,70
+einbroch,179,73,0 warp ein_fa02a 1,1,ein_in01,81,203
+
+
+//==========================================================================
+//Einbroch - Near Train station
+//==========================================================================
+einbroch,214,263,0 warp ein_to01 1,1,einbroch,233,315
+einbroch,233,312,0 warp ein_to01a 1,1,einbroch,214,260
+einbroch,250,263,0 warp ein_to02 1,1,einbroch,269,315
+einbroch,269,312,0 warp ein_to02a 1,1,einbroch,250,260
+
+
+//==========================================================================
+//Einbroch - Weapon shop
+//==========================================================================
+einbroch,216,214,0 warp ein_wp01 1,1,ein_in01,108,17
+ein_in01,108,13,0 warp ein_wp01a 1,1,einbroch,216,211
+
+
+//=========================================================================
+//Einbroch - Hotel
+//=========================================================================
+einbroch,257,199,0 warp ein_h01 1,1,ein_in01,198,224
+ein_in01,195,224,0 warp ein_h01a 1,1,einbroch,254,199
+ein_in01,211,216,0 warp ein_h02 1,1,ein_in01,274,218
+ein_in01,271,218,0 warp ein_h02a 1,1,ein_in01,208,216
+ein_in01,211,232,0 warp ein_h03 1,1,ein_in01,274,232
+ein_in01,271,232,0 warp ein_h03a 1,1,ein_in01,208,232
+ein_in01,274,246,0 warp ein_h04 1,1,ein_in01,273,276
+ein_in01,273,273,0 warp ein_h04a 1,1,ein_in01,274,243
+ein_in01,264,246,0 warp ein_h05 1,1,ein_in01,231,276
+ein_in01,231,273,0 warp ein_h05a 1,1,ein_in01,264,243
+ein_in01,274,203,0 warp ein_h06 1,1,ein_in01,274,173
+ein_in01,274,176,0 warp ein_h06a 1,1,ein_in01,274,206
+ein_in01,264,203,0 warp ein_h07 1,1,ein_in01,232,173
+ein_in01,232,176,0 warp ein_h07a 1,1,ein_in01,264,206
+ein_in01,284,224,0 warp ein_h08 1,1,ein_in01,177,277
+ein_in01,180,277,0 warp ein_h08a 1,1,ein_in01,280,224
+
+
+//==========================================================================
+//Einbroch - Building behind the hotel
+//==========================================================================
+einbroch,278,233,0 warp ein_ho01 1,1,ein_in01,107,95
+ein_in01,103,95,0 warp ein_ho01a 1,1,einbroch,275,233
+ein_in01,126,88,0 warp ein_ho02 1,1,ein_in01,100,139
+ein_in01,100,142,0 warp ein_ho02a 1,1,ein_in01,123,85
+einbroch,290,222,0 warp ein_ho03 1,1,ein_in01,121,80
+ein_in01,121,77,0 warp ein_ho03a 1,1,einbroch,290,219
+
+
+//==========================================================================
+//Einbroch - House of Kapetain
+//==========================================================================
+einbroch,129,229,0 warp ein_kf01 1,1,ein_in01,14,147
+ein_in01,11,147,0 warp ein_kf01a 1,1,einbroch,126,229
+
+
+//=========================================================================
+//Einbroch - Lab
+//=========================================================================
+ein_in01,286,25,0 warp ein_lab 1,1,einbroch,54,52
+
+
+//=========================================================================
+//Einbroch - Blacksmith guild
+//=========================================================================
+einbroch,255,107,0 warp ein_jb01 1,1,ein_in01,14,17
+ein_in01,14,14,0 warp ein_jb01a 1,1,einbroch,255,110
+ein_in01,39,36,0 warp ein_jb02 1,1,ein_in01,35,83
+ein_in01,39,85,0 warp ein_jb02a 1,1,ein_in01,36,36
+
+
+//==========================================================================
+//Einbroch - Field related
+//==========================================================================
+einbroch,157,331,0 warp ein_fd01 1,1,ein_fild04,184,31
+ein_fild04,184,26,0 warp ein_fd01a 1,1,einbroch,157,327
+einbroch,150,25,0 warp ein_fd02 1,1,ein_fild08,164,377
+ein_fild08,164,380,0 warp ein_fd02a 1,1,einbroch,150,28
+
diff --git a/npc/pre-re/warps/cities/geffen.txt b/npc/pre-re/warps/cities/geffen.txt
new file mode 100644
index 000000000..77016fb7c
--- /dev/null
+++ b/npc/pre-re/warps/cities/geffen.txt
@@ -0,0 +1,50 @@
+//===== rAthena Script =======================================
+//= Geffen Warp Script
+//===== By: ==================================================
+//= Athena (1.0)
+//= Nana (1.1)
+//===== Current Version: =====================================
+//= 1.1a
+//===== Compatible With: =====================================
+//= Any Athena Version
+//===== Description: =========================================
+//= Warp Points for Geffen
+//===== Additional Comments: =================================
+//= 1.1a Corrected a broken warp point. (bugreport:497) [Samuray22]
+//============================================================
+
+//Geffen City
+geffen,119,213,0 warp gef001 3,2,gef_fild04,187,42
+geffen,120,114,0 warp gef002 3,1,gef_tower,52,177
+geffen,217,119,0 warp gef003 2,4,gef_fild00,46,199
+geffen,26,119,0 warp gef004 2,3,gef_fild07,336,187
+geffen,138,138,0 warp gef01 1,1,geffen_in,28,110
+geffen,172,174,0 warp gef02 2,2,geffen_in,70,52
+geffen,182,59,0 warp gef03 2,2,geffen_in,106,177
+geffen,43,85,0 warp gef04 2,2,geffen_in,70,138
+geffen,61,180,0 warp gef05 3,3,geffen_in,162,97
+geffen,98,141,0 warp gef06 2,2,geffen_in,28,160
+geffen_in,28,156,0 warp gef06-1 3,1,geffen,101,138
+geffen_in,100,67,0 warp gef07 2,3,geffen_in,84,65
+geffen_in,87,66,0 warp gef07-1 2,3,geffen_in,103,67
+geffen_in,104,109,0 warp gef08 2,2,geffen_in,76,107
+geffen_in,79,107,0 warp gef08-1 2,2,geffen_in,107,109
+geffen_in,113,163,0 warp gef09 2,2,geffen_in,139,169
+geffen_in,136,169,0 warp gef09-1 2,2,geffen_in,110,163
+geffen_in,114,37,0 warp gef10 1,1,geffen_in,114,63
+geffen_in,114,60,0 warp gef10-1 1,2,geffen_in,114,34
+geffen_in,138,149,0 warp gef11 2,2,geffen_in,138,165
+geffen_in,138,162,0 warp gef11-1 2,2,geffen_in,138,146
+geffen_in,26,60,0 warp gef12 1,2,geffen_in,26,34
+geffen_in,26,37,0 warp gef12-1 1,1,geffen_in,26,63
+geffen_in,52,65,0 warp gef13 2,3,geffen_in,38,67
+geffen_in,41,67,0 warp gef13-1 2,3,geffen_in,55,65
+geffen_in,70,149,0 warp gef14 3,2,geffen_in,70,161
+geffen_in,70,158,0 warp gef14-1 3,2,geffen_in,70,146
+geffen_in,70,83,0 warp gef15 3,2,geffen_in,72,101
+geffen_in,72,98,0 warp gef15-1 3,2,geffen_in,70,80
+geffen_in,163,94,0 warp gef05-1 4,2,geffen,65,176
+geffen_in,70,132,0 warp gef04-1 3,1,geffen,46,88
+geffen_in,106,181,0 warp gef03-1 2,2,geffen,179,59
+geffen_in,28,106,0 warp gef01-1 1,3,geffen,136,136
+geffen_in,70,48,0 warp gef02-1 3,2,geffen,168,170
diff --git a/npc/pre-re/warps/cities/gonryun.txt b/npc/pre-re/warps/cities/gonryun.txt
new file mode 100644
index 000000000..5a37ed0c7
--- /dev/null
+++ b/npc/pre-re/warps/cities/gonryun.txt
@@ -0,0 +1,35 @@
+//===== rAthena Script =======================================
+//= Kunlun Town Warp Script
+//===== By: ==================================================
+//= Nana (1.0)
+//===== Current Version: =====================================
+//= 1.1
+//===== Compatible With: =====================================
+//= Any Athena Version; RO Episode 5+
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Warp Points for Kunlun
+//===== Additional Comments: =================================
+//= 1.1 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
+//============================================================
+
+gonryun,221,162,0 warp gon_house1-1 1,1,gon_in,112,98
+gon_in,109,98,0 warp gon_house1-2 1,1,gonryun,218,162
+gonryun,195,93,0 warp gon_house2-1 1,1,gon_in,95,23
+gon_in,95,26,0 warp gon_house2=2 1,1,gonryun,195,96
+gonryun,107,184,0 warp gon_tea1-1 1,1,gon_in,72,70
+gon_in,72,67,0 warp gon_tea2-1 1,1,gonryun,107,181
+gonryun,215,114,0 warp gon_tavern1-1 1,1,gon_in,152,24
+gon_in,149,24,0 warp gon_tavern1-2 1,1,gonryun,212,114
+gon_in,184,36,0 warp gon_inn1-1 1,1,gon_in,189,107
+gon_in,186,107,0 warp gon_inn1-2 1,1,gon_in,181,36
+gon_in,184,11,0 warp gon_inn2-1 1,1,gon_in,189,85
+gon_in,186,85,0 warp gon_inn2-2 1,1,gon_in,181,11
+gonryun,109,131,0 warp gon_castle1-1 1,1,gon_in,44,24
+gon_in,47,24,0 warp gon_castle1-2 1,1,gonryun,112,131
+gon_in,42,35,0 warp gon_castle2-1 1,1,gon_in,34,97
+gon_in,31,97,0 warp gon_castle2-2 1,1,gon_in,39,35
+gonryun,161,8,0 warp gon_fild1-1 1,1,gon_fild01,191,261
+gon_fild01,192,265,0 warp gon_fild1-2 1,1,gonryun,161,11
+
+
diff --git a/npc/pre-re/warps/cities/hugel.txt b/npc/pre-re/warps/cities/hugel.txt
new file mode 100644
index 000000000..0daa5219b
--- /dev/null
+++ b/npc/pre-re/warps/cities/hugel.txt
@@ -0,0 +1,117 @@
+//===== rAthena Script =======================================
+//= Garden City Hugel Warp Script
+//===== By: ==================================================
+//= Sara-chan (1.1)
+//===== Current Version: =====================================
+//= 1.7
+//===== Compatible With: =====================================
+//= Any Athena Version; RO Episode 10+
+//===== Description: =========================================
+//= Warp Points for Hugel
+//===== Additional Comments: =================================
+//= Initial Release
+//= 12/21/05 : Fixed 2 church warps and hunter house warps. [Muad_Dib]
+//= 1.2 fixed hugel10 [Lupus]
+//= 1.3 Rewrote all warps to relate houses, and fixed it to kRO. [Er_Maqui]
+//= 1.3a Replaced all spaces with TABs [Lupus]
+//= 1.4 Fixed an back warp on hu_in01,15,70 (walk to the warp, then warps you back) [erKURITA]
+//= 1.5 Added Bingo warps [erKURITA]
+//= 1.6 Some official warps [Playtester]
+//= 1.7 Updated warps regarding Odin Temple Excavation Quest. [SinSloth]
+//============================================================
+
+//= Hugel City ===============================================
+
+//Entrance
+hu_fild06,200,372,0 warp hugel01 1,1,hugel,95,37
+hugel,95,33,0 warp hugel02 1,1,hu_fild06,200,367
+
+//Church
+hugel,155,114,0 warp hugel03 1,1,hu_in01,211,177
+hu_in01,211,173,0 warp hugel04 1,1,hugel,159,114
+hu_in01,162,228,0 warp hugel05 1,1,hu_in01,199,219
+hu_in01,195,219,0 warp hugel06 1,1,hu_in01,159,228
+hu_in01,162,168,0 warp hugel07 1,1,hu_in01,200,192
+hu_in01,195,192,0 warp hugel08 1,1,hu_in01,158,168
+
+//House
+hugel,153,153,0 warp hugel09 1,1,hu_in01,287,231
+hu_in01,287,227,0 warp hugel10 1,1,hugel,153,149
+hu_in01,263,252,0 warp hugel11 1,1,hu_in01,360,253
+hu_in01,365,253,0 warp hugel12 1,1,hu_in01,268,252
+
+//House
+hugel,92,167,0 warp hugel13 1,1,hu_in01,246,363
+hu_in01,246,359,0 warp hugel14 1,1,hugel,92,163
+hu_in01,244,315,0 warp hugel15 1,1,hu_in01,243,388
+hu_in01,248,388,0 warp hugel16 1,1,hu_in01,250,315
+hu_in01,229,313,0 warp hugel17 1,1,hu_in01,164,315
+hu_in01,168,315,0 warp hugel18 1,1,hu_in01,234,313
+hu_in01,168,307,0 warp hugel19 1,1,hu_in01,167,376
+hu_in01,168,379,0 warp hugel20 1,1,hu_in01,168,311
+
+//House (Unofficial)
+hugel,85,181,0 warp hugel21 1,1,hu_in01,231,303
+hu_in01,231,301,0 warp hugel22 1,1,hugel,83,181
+
+//Weapon Shop
+hugel,70,157,0 warp hugel23 1,1,hu_in01,110,373
+hu_in01,110,369,0 warp hugel24 1,1,hugel,73,155
+hu_in01,108,390,0 warp hugel25 1,1,hu_in01,107,322
+hu_in01,114,322,0 warp hugel26 1,1,hu_in01,113,389
+
+//House
+hugel,91,104,0 warp hugel27 1,1,hu_in01,30,304
+hu_in01,30,299,0 warp hugel28 1,1,hugel,95,103
+hu_in01,34,318,0 warp hugel29 1,1,hu_in01,34,251
+hu_in01,34,246,0 warp hugel30 1,1,hu_in01,34,313
+
+//Inn
+hugel,104,79,0 warp hugel31 1,1,hu_in01,235,107
+hu_in01,231,107,0 warp hugel32 1,1,hugel,101,77
+hu_in01,268,123,0 warp hugel33 1,1,hu_in01,265,36
+hu_in01,265,42,0 warp hugel34 1,1,hu_in01,262,123
+
+//Library
+hu_in01,37,90,0 warp hugel36 1,1,hugel,52,95
+hu_in01,15,70,0 warp hugel37 1,1,hu_in01,15,25
+hu_in01,15,29,0 warp hugel38 1,1,hu_in01,15,74
+hu_in01,15,151,0 warp hugel40 1,1,hu_in01,15,104
+
+//Hunter Guild
+hugel,206,228,0 warp hugel41 1,1,hu_in01,381,368
+hu_in01,381,363,0 warp hugel42 1,1,hugel,209,224
+hu_in01,380,319,0 warp hugel43 1,1,hu_in01,382,388
+hu_in01,388,388,0 warp hugel44 1,1,hu_in01,385,319
+
+//Other
+hu_in01,177,90,0 warp hugel45 1,1,hugel,52,95
+hu_in01,107,90,0 warp hugel46 1,1,hugel,52,95
+hu_in01,85,108,0 warp hugel47 1,1,hu_in01,85,155
+hu_in01,85,151,0 warp hugel48 1,1,hu_in01,85,104
+hu_in01,85,70,0 warp hugel49 1,1,hu_in01,85,25
+hu_in01,85,29,0 warp hugel50 1,1,hu_in01,85,74
+
+//Pub
+hugel,129,66,0 warp hugel51 1,1,hu_in01,350,107
+hu_in01,345,107,0 warp hugel52 1,1,hugel,126,64
+hu_in01,381,118,0 warp hugel53 1,1,hu_in01,379,173
+hu_in01,379,178,0 warp hugel54 1,1,hu_in01,376,118
+
+//House
+hugel,153,216,0 warp hugel55 1,1,hu_in01,305,379
+hu_in01,301,379,0 warp hugel56 1,1,hugel,147,216
+hu_in01,314,386,0 warp hugel57 1,1,hu_in01,312,322
+hu_in01,307,322,0 warp hugel58 1,1,hu_in01,310,386
+
+//House (Unofficial)
+hugel,80,230,0 warp hugel59 1,1,hu_in01,24,363
+hu_in01,24,361,0 warp hugel60 1,1,hugel,82,230
+
+//Bingo
+hugel,55,208,0 warp hugelwarp1051 1,1,que_bingo,49,9
+que_bingo,49,7,0 warp hugelwarp1052 1,1,hugel,57,207
+que_bingo,39,34,0 warp hugelwarp1053 1,1,que_bingo,34,109
+que_bingo,34,105,0 warp hugelwarp1054 1,1,que_bingo,38,28
+que_bingo,53,34,0 warp hugelwarp1055 1,1,que_bingo,49,71
+que_bingo,48,66,0 warp hugelwarp1056 1,1,que_bingo,53,29
diff --git a/npc/pre-re/warps/cities/izlude.txt b/npc/pre-re/warps/cities/izlude.txt
new file mode 100644
index 000000000..f2f1b6aaa
--- /dev/null
+++ b/npc/pre-re/warps/cities/izlude.txt
@@ -0,0 +1,34 @@
+//===== rAthena Script =======================================
+//= Izlude Warp Script
+//===== By: ==================================================
+//= Athena (1.0), Nana (1.1)
+//===== Current Version: =====================================
+//= 1.4
+//===== Compatible With: =====================================
+//= Any Athena Version
+//===== Description: =========================================
+//= Warp Points for Izlude
+//===== Additional Comments: =================================
+//= 1.3 Added warps to Izlude Airship [Justin84]
+//= 1.4 Minor correction on airport warps
+//============================================================
+
+//= Izlude City ==============================================
+izlude,109,151,0 warp iz01 3,3,izlude_in,65,87
+izlude,148,148,0 warp iz02 2,2,izlude_in,116,49
+izlude,216,129,0 warp iz03 3,2,izlude_in,151,127
+izlude,30,78,0 warp iz001 3,3,prt_fild08,367,212
+izlude,52,140,0 warp iz04 2,2,izlude_in,74,161
+izlude_in,108,169,0 warp iz05 2,3,izlude_in,84,169
+izlude_in,116,46,0 warp iz02-1 3,2,izlude,145,145
+izlude_in,148,127,0 warp iz03-1 2,5,izlude,212,129
+izlude_in,171,97,0 warp iz06 3,2,izlude_in,172,119
+izlude_in,172,116,0 warp iz06-1 3,2,izlude_in,172,94
+izlude_in,172,139,0 warp iz07 3,2,izlude_in,172,161
+izlude_in,172,158,0 warp iz07-1 3,2,izlude_in,172,136
+izlude_in,43,169,0 warp w219 2,3,izlude_in,64,169
+izlude_in,65,84,0 warp iz01-1 5,2,izlude,113,147
+izlude_in,74,158,0 warp iz04-1 3,2,izlude,52,136
+izlude_in,87,169,0 warp iz05-1 2,3,izlude_in,111,169
+izlude,149,39,0 warp izair1 1,1,izlude,182,56
+izlude,176,56,0 warp lizair2 1,1,izlude,145,40
diff --git a/npc/pre-re/warps/cities/lighthalzen.txt b/npc/pre-re/warps/cities/lighthalzen.txt
new file mode 100644
index 000000000..04b9798c6
--- /dev/null
+++ b/npc/pre-re/warps/cities/lighthalzen.txt
@@ -0,0 +1,109 @@
+//===== rAthena Script =======================================
+//= Lighthalzen Warp Script
+//===== By: ==================================================
+//= Sara-chan (1.0)
+//===== Current Version: =====================================
+//= 1.9
+//===== Compatible With: =====================================
+//= Any Athena Version; RO Episode 8+
+//===== Description: =========================================
+//= Warp Points for Lighthalzen
+//===== Additional Comments: =================================
+//= 1.9 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
+//============================================================
+
+lighthalzen,101,248,0 warp lhz_rekenber1-1 1,1,lhz_in01,111,126
+lhz_in01,111,121,0 warp lhz_rekenber1-2 1,1,lighthalzen,101,243
+lighthalzen,106,248,0 warp lhz_rekenber2-1 1,1,lhz_in01,116,126
+lhz_in01,116,121,0 warp lhz_rekenber2-2 1,1,lighthalzen,106,243
+lhz_in01,88,215,0 warp lhz_rekenber3-1 1,1,lhz_in01,106,18
+lhz_in01,106,15,0 warp lhz_rekenber3-2 1,1,lhz_in01,88,211
+lhz_in01,140,215,0 warp lhz_rekenber4-1 1,1,lhz_in01,158,18
+lhz_in01,158,15,0 warp lhz_rekenber4-2 1,1,lhz_in01,140,211
+lhz_in01,149,179,0 warp lhz_rekenber5-1 1,1,lhz_in01,15,24
+lhz_in01,11,24,0 warp lhz_rekenber5-2 1,1,lhz_in01,145,178
+lhz_in01,76,254,0 warp lhz_rekenber6-1 1,1,lhz_in01,100,52
+lhz_in01,98,55,0 warp lhz_rekenber6-2 1,1,lhz_in01,76,250
+lhz_in01,188,254,0 warp lhz_rekenber7-1 1,1,lhz_in01,191,52
+lhz_in01,194,55,0 warp lhz_rekenber7-2 1,1,lhz_in01,188,250
+lhz_in01,231,226,0 warp lhz_rekenber8-1 1,1,lhz_in01,257,226
+lhz_in01,251,226,0 warp lhz_rekenber8-2 1,1,lhz_in01,225,226
+lhz_in01,40,224,0 warp lhz_rekenber9-1 1,1,lhz_in01,19,129
+lhz_in01,15,129,0 warp lhz_rekenber9-2 1,1,lhz_in01,34,224
+lhz_in01,43,144,0 warp lhz_rekenber10-1 1,1,lhz_in01,278,161
+lhz_in01,278,157,0 warp lhz_rekenber10-2 1,1,lhz_in01,43,139
+lhz_in01,58,129,0 warp lhz_rekenber11-1 1,1,lhz_in01,196,127
+lhz_in01,191,127,0 warp lhz_rekenber11-2 1,1,lhz_in01,53,129
+lighthalzen,198,257,0 warp lhz_bank1-1 1,1,lhz_in02,39,28
+lhz_in02,44,28,0 warp lhz_rekenberbank1-2 1,1,lighthalzen,203,257
+lighthalzen,236,276,0 warp lhz_police1-1 1,1,lhz_in02,133,199
+lhz_in02,129,199,0 warp lhz_police1-2 1,1,lighthalzen,232,275
+lighthalzen,238,220,0 warp lhz_com1-1 1,1,lhz_in02,28,270
+lhz_in02,27,265,0 warp lhz_com1-2 1,1,lighthalzen,238,217
+lhz_in02,13,284,0 warp lhz_com2-1 1,1,lhz_in02,89,285
+lhz_in02,95,285,0 warp lhz_com2-2 1,1,lhz_in02,18,284
+lhz_in02,114,272,0 warp lhz_com3-1 1,1,lhz_in02,153,282
+lhz_in02,149,282,0 warp lhz_com3-2 1,1,lhz_in02,109,272
+lighthalzen,93,110,0 warp lhz_jewel1-1 1,1,lhz_in02,104,26
+lhz_in02,108,26,0 warp lhz_jewel1-2 1,1,lighthalzen,96,110
+lighthalzen,197,36,0 warp lhz_weapon1-1 1,1,lhz_in02,284,30
+lhz_in02,288,30,0 warp lhz_weapon1-2 1,1,lighthalzen,194,35
+lighthalzen,196,46,0 warp lhz_weapon2-1 1,1,lhz_in02,282,83
+lhz_in02,282,79,0 warp lhz_weapon2-2 1,1,lighthalzen,194,48
+lhz_in02,265,14,0 warp lhz_weapon3-1 1,1,lhz_in02,269,82
+lhz_in02,274,82,0 warp lhz_weapon3-2 1,1,lhz_in02,270,14
+lighthalzen,159,133,0 warp lhz_inn1-1 1,1,lhz_in02,232,265
+lhz_in02,232,261,0 warp lhz_inn1-2 1,1,lighthalzen,158,129
+lhz_in02,210,284,0 warp lhz_inn2-1 1,1,lhz_in02,241,219
+lhz_in02,236,219,0 warp lhz_inn2-2 1,1,lhz_in02,206,284
+lhz_in02,250,278,0 warp lhz_inn3-1 1,1,lhz_in02,265,278
+lhz_in02,261,278,0 warp lhz_inn3-2 1,1,lhz_in02,246,278
+lhz_in02,254,212,0 warp lhz_inn4-1 1,1,lhz_in02,273,212
+lhz_in02,269,212,0 warp lhz_inn4-2 1,1,lhz_in02,250,212
+lhz_in02,238,169,0 warp lhz_inn5-1 1,1,lhz_in02,238,150
+lhz_in02,238,154,0 warp lhz_inn5-2 1,1,lhz_in02,238,173
+lhz_in02,231,182,0 warp lhz_inn6-1 1,1,lhz_in02,212,182
+lhz_in02,216,182,0 warp lhz_inn6-2 1,1,lhz_in02,235,182
+lhz_in02,231,200,0 warp lhz_inn7-1 1,1,lhz_in02,212,200
+lhz_in02,216,200,0 warp lhz_inn7-2 1,1,lhz_in02,235,200
+lighthalzen,198,163,0 warp lhz_store1-1 1,1,lhz_in02,21,195
+lhz_in02,21,191,0 warp lhz_store1-2 1,1,lighthalzen,202,160
+lhz_in02,39,204,0 warp lhz_store2-1 1,1,lhz_in02,41,136
+lhz_in02,36,136,0 warp lhz_store2-2 1,1,lhz_in02,34,204
+lhz_in02,13,155,0 warp lhz_store3-1 1,1,lhz_in02,84,223
+lhz_in02,79,223,0 warp lhz_store3-2 1,1,lhz_in02,17,155
+lhz_in02,49,154,0 warp lhz_store4-1 1,1,lhz_in02,98,155
+lhz_in02,103,155,0 warp lhz_store4-2 1,1,lhz_in02,44,154
+lhz_in02,94,212,0 warp lhz_store5-1 1,1,lhz_in02,94,144
+lhz_in02,89,144,0 warp lhz_store5-2 1,1,lhz_in02,89,212
+lighthalzen,324,301,0 warp lhz_tool1-1 1,1,lhz_in03,241,100
+lhz_in03,237,100,0 warp lhz_tool1-2 1,1,lighthalzen,322,296
+lhz_in03,257,83,0 warp lhz_tool2-1 1,1,lhz_in03,255,14
+lhz_in03,250,14,0 warp lhz_tool2-2 1,1,lhz_in03,252,83
+lighthalzen,347,261,0 warp lhz_house1_1-1 1,1,lhz_in03,14,218
+lhz_in03,10,216,0 warp lhz_house1_1-2 1,1,lighthalzen,341,261
+lighthalzen,345,231,0 warp lhz_pub1-1 1,1,lhz_in03,188,15
+lhz_in03,188,11,0 warp lhz_pub1-2 1,1,lighthalzen,344,227
+lhz_in03,191,35,0 warp lhz_pub2-1 1,1,lhz_in03,191,103
+lhz_in03,190,100,0 warp lhz_pub2-2 1,1,lhz_in03,190,31
+lighthalzen,50,86,0 warp lhz_house2_1-1 1,1,lhz_in03,45,31
+lhz_in03,50,31,0 warp lhz_house2_1-2 1,1,lighthalzen,55,86
+lhz_in03,13,31,0 warp lhz_house2_2-1 1,1,lhz_in03,15,99
+lhz_in03,20,99,0 warp lhz_house2_2-2 1,1,lhz_in03,17,31
+lighthalzen,251,299,0 warp lhz_house3_1-1 1,1,lhz_in03,97,21
+lhz_in03,93,21,0 warp lhz_house3_1-2 1,1,lighthalzen,247,299
+lhz_in03,134,14,0 warp lhz_house3_2-1 1,1,lhz_in03,125,90
+lhz_in03,120,90,0 warp lhz_house3_2-2 1,1,lhz_in03,130,14
+
+//============================================================
+// Old changelog
+//============================================================
+//= 1.3 Removed fields and dungeons warps from here [DracoRPG]
+//= 1.3a A small fix for a warp [MasterOfMuppets]
+//= 1.4 Lighthalzen warp, taken from korean eA site [Vicious]
+//= 1.4a Corrected warp for 'lhz013a' [Zephiris]
+//= 1.5 Added a few missing warps, thanks to Kargha [MasterOfMuppets]
+//= 1.6 Added a few more missing warps. [MasterOfMuppets]
+//= 1.7 Yet more missing warps implemented :P [MasterOfMuppets]
+//= 1.8 Added missing warps and moved some related to quests. [SinSloth]
+//============================================================
diff --git a/npc/pre-re/warps/cities/louyang.txt b/npc/pre-re/warps/cities/louyang.txt
new file mode 100644
index 000000000..11679d3b0
--- /dev/null
+++ b/npc/pre-re/warps/cities/louyang.txt
@@ -0,0 +1,56 @@
+//===== rAthena Script =======================================
+//= Lou Yang Warp Script
+//===== By: ==================================================
+//= Nana (1.0)
+//===== Current Version: =====================================
+//= 1.5
+//===== Compatible With: =====================================
+//= Any Athena Version 6.0+
+//===== Description: =========================================
+//= [Aegis conversion]
+//= Warp Points for Louyang
+//===== Additional Comments: =================================
+//= 1.5 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
+//============================================================
+
+louyang,218,19,0 warp lou_fild1-1 1,1,lou_fild01,233,353
+lou_fild01,233,356,0 warp lou_fild1-2 1,1,louyang,218,22
+louyang,218,255,0 warp lou_palace1-1 1,1,lou_in01,101,122
+lou_in01,101,119,0 warp lou_palace1-2 1,1,louyang,218,252
+lou_in01,153,141,0 warp lou_palace2-1 1,1,lou_in01,122,141
+lou_in01,125,141,0 warp lou_palace2-2 1,1,lou_in01,156,141
+louyang,280,167,0 warp lou_pub1-1 1,1,lou_in02,58,173
+lou_in02,58,170,0 warp lou_pub1-2 1,1,louyang,280,164
+lou_in02,35,190,0 warp lou_pub2-1 1,1,lou_in02,41,138
+lou_in02,44,138,0 warp lou_pub2-2 1,1,lou_in02,37,190
+lou_in02,80,190,0 warp lou_pub3-1 1,1,lou_in02,73,140
+lou_in02,71,140,0 warp lou_pub3-2 1,1,lou_in02,77,190
+louyang,145,174,0 warp lou_weapon1-1 1,1,lou_in02,126,168
+lou_in02,126,165,0 warp lou_weapon1-2 1,1,louyang,145,171
+louyang,136,97,0 warp lou_tool1-1 1,1,lou_in02,247,171
+lou_in02,249,173,0 warp lou_tool1-2 1,1,louyang,136,99
+louyang,263,93,0 warp lou_hospital1-1 1,1,lou_in02,245,59
+lou_in02,242,59,0 warp lou_hospital1-2 1,1,louyang,260,93
+louyang,309,80,0 warp lou_office1-1 1,1,lou_in02,189,77
+lou_in02,189,74,0 warp lou_office1-2 1,1,louyang,309,77
+lou_in02,201,94,0 warp lou_office2-1 1,1,lou_in02,173,46
+lou_in02,176,46,0 warp lou_office2-2 1,1,lou_in02,203,94
+louyang,130,63,0 warp lou_house11-1 1,1,lou_in02,72,31
+lou_in02,72,28,0 warp lou_house11-2 1,1,louyang,130,60
+louyang,317,176,0 warp lou_house21-1 1,1,lou_in02,121,31
+lou_in02,121,28,0 warp lou_house21-2 1,1,louyang,317,173
+louyang,133,245,0 warp lou_tower1-1 1,1,lou_in01,25,19
+lou_in01,28,19,0 warp lou_tower1-2 1,1,louyang,136,245
+
+lou_in01,14,18,0 warp lou_Towerexit 1,1,louyang,90,254
+
+//============================================================
+// Old changelog
+//============================================================
+//= 1.1 Added 2 escapes from 2 mountains 018,019 [Lupus]
+//= Some players used to stuck there after warps
+//= 1.2 Added a few missing warps [MasterOfMuppets]
+//= 1.3 Fixed a few warp-back [erKURITA]
+//= 1.4 Moved some quest-related warps to proper file. [SinSloth]
+//= 1.4a Corrected some broken warp points. (bugreport:497) [Samuray22]
+//============================================================
diff --git a/npc/pre-re/warps/cities/lutie.txt b/npc/pre-re/warps/cities/lutie.txt
new file mode 100644
index 000000000..5f232974a
--- /dev/null
+++ b/npc/pre-re/warps/cities/lutie.txt
@@ -0,0 +1,39 @@
+//===== rAthena Script =======================================
+//= Lutie Warp Script
+//===== By: ==================================================
+//= Athena (1.0) Nana (1.1)
+//===== Current Version: =====================================
+//= 1.3
+//===== Compatible With: =====================================
+//= Any Athena Version; RO Episode 2+
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Warp Points for Lutie
+//===== Additional Comments: =================================
+//= 1.2a Re-fixed endless warping loop
+//= 1.3 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
+//============================================================
+
+xmas,149,41,0 warp x_fild_out 8,1,xmas_fild01,80,248
+xmas,120,131,0 warp xmas_tool1-1 1,1,xmas_in,43,33
+xmas_in,46,33,0 warp xmas_tool1-2 1,1,xmas,123,131
+xmas,174,131,0 warp xmas_gift1-1 1,1,xmas_in,155,32
+xmas_in,153,32,0 warp xmas_gift1-2 1,1,xmas,172,131
+xmas,119,162,0 warp xmas_house1-1 1,1,xmas_in,36,91
+xmas_in,38,89,0 warp xmas_house1-2 1,1,xmas,122,159
+xmas,189,278,0 warp xmas_house2-1 1,1,xmas_in,168,164
+xmas_in,168,160,0 warp xmas_house2-2 1,1,xmas,189,275
+xmas,173,160,0 warp xmas_weapon1-1 1,1,xmas_in,165,95
+xmas_in,163,93,0 warp xmas_weapon1-2 1,1,xmas,172,158
+xmas,181,169,0 warp xmas_weapon2-1 1,1,xmas_in,177,107
+xmas_in,179,109,0 warp xmas_weapon2-2 1,1,xmas,184,168
+xmas,142,239,0 warp xmas_santa1-1 1,1,xmas_in,94,85
+xmas_in,94,83,0 warp xmas_santa1-2 1,1,xmas,142,237
+xmas,149,239,0 warp xmas_santa2-1 1,1,xmas_in,104,85
+xmas_in,104,83,0 warp xmas_santa2-2 1,1,xmas,149,237
+xmas,142,258,0 warp xmas_santa3-1 1,1,xmas_in,94,115
+xmas_in,94,117,0 warp xmas_santa3-2 1,1,xmas,142,260
+xmas,149,258,0 warp xmas_santa4-1 1,1,xmas_in,104,115
+xmas_in,104,117,0 warp xmas_santa4-2 1,1,xmas,149,260
+xmas,104,289,0 warp xmas_church1-1 1,1,xmas_in,30,163
+xmas_in,30,161,0 warp xmas_church2-2 1,1,xmas,104,286
diff --git a/npc/pre-re/warps/cities/malangdo.txt b/npc/pre-re/warps/cities/malangdo.txt
new file mode 100644
index 000000000..11810196b
--- /dev/null
+++ b/npc/pre-re/warps/cities/malangdo.txt
@@ -0,0 +1,63 @@
+//===== rAthena Script =======================================
+//= Malangdo Island Warp Script
+//===== By: ==================================================
+//= Chilly
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= Warp Points for Malangdo Island
+//===== Additional Comments: =================================
+//= 1.0 First version
+//============================================================
+
+// Town Warps
+malangdo,240,150,0 warp malangdo0001 1,1,mal_in01,12,16
+mal_in01,9,16,0 warp malangdo0002 1,1,malangdo,237,150
+mal_in01,20,15,0 warp malangdo0003 1,1,mal_in01,67,9
+mal_in01,67,12,0 warp malangdo0004 1,1,mal_in01,20,12
+malangdo,112,168,0 warp malangdo0005 1,1,mal_in01,18,164
+mal_in01,18,161,0 warp malangdo0006 1,1,malangdo,114,166
+mal_in01,18,173,0 warp malangdo0007 1,1,mal_in01,72,174
+mal_in01,75,174,0 warp malangdo0008 1,1,mal_in01,18,170
+mal_in01,73,170,0 warp malangdo0009 1,1,mal_in01,124,172
+mal_in01,124,175,0 warp malangdo0010 1,1,mal_in01,70,170
+malangdo,113,151,0 warp malangdo0011 1,1,mal_in01,27,119
+mal_in01,30,119,0 warp malangdo0012 1,1,malangdo,116,151
+mal_in01,20,119,0 warp malangdo0013 1,1,mal_in01,67,115
+mal_in01,67,118,0 warp malangdo0014 1,1,mal_in01,20,116
+malangdo,119,137,0 warp malangdo0015 1,1,mal_in01,35,217
+mal_in01,38,217,0 warp malangdo0016 1,1,malangdo,122,137
+mal_in01,11,218,0 warp malangdo0017 1,1,mal_in01,75,219
+mal_in01,75,222,0 warp malangdo0018 1,1,mal_in01,11,221
+mal_in01,79,219,0 warp malangdo0019 1,1,mal_in01,140,216
+mal_in01,140,213,0 warp malangdo0020 1,1,mal_in01,79,216
+malangdo,135,109,0 warp malangdo0021 1,1,mal_in01,18,75
+mal_in01,18,78,0 warp malangdo0022 1,1,malangdo,135,112
+mal_in01,18,67,0 warp malangdo0023 1,1,mal_in01,67,63
+mal_in01,67,66,0 warp malangdo0024 1,1,mal_in01,21,67
+malangdo,135,276,0 warp malangdo0025 1,1,mal_in01,163,16
+mal_in01,163,13,0 warp malangdo0026 1,1,malangdo,135,273
+malangdo,73,239,0 warp malangdo0027 1,1,mal_dun01,33,230
+mal_dun01,30,230,0 warp malangdo0028 1,1,malangdo,75,237
+
+// Ship Warps
+malangdo,162,163,0 warp malangdo_ship0001 1,1,mal_in02,57,61
+mal_in02,60,61,0 warp malangdo_ship0002 1,1,malangdo,164,161
+mal_in02,51,60,0 warp malangdo_ship0003 1,1,mal_in02,31,60
+mal_in02,34,60,0 warp malangdo_ship0004 1,1,mal_in02,54,60
+mal_in02,63,53,0 warp malangdo_ship0005 1,1,mal_in02,63,32
+mal_in02,63,35,0 warp malangdo_ship0006 1,1,mal_in02,63,56
+mal_in02,63,66,0 warp malangdo_ship0007 1,1,mal_in02,64,90
+mal_in02,64,87,0 warp malangdo_ship0008 1,1,mal_in02,63,63
+mal_in02,101,53,0 warp malangdo_ship0009 1,1,mal_in02,101,32
+mal_in02,101,35,0 warp malangdo_ship0010 1,1,mal_in02,101,56
+mal_in02,101,66,0 warp malangdo_ship0011 1,1,mal_in02,102,90
+mal_in02,102,87,0 warp malangdo_ship0012 1,1,mal_in02,101,63
+mal_in02,137,53,0 warp malangdo_ship0013 1,1,mal_in02,139,32
+mal_in02,139,35,0 warp malangdo_ship0014 1,1,mal_in02,137,56
+mal_in02,137,66,0 warp malangdo_ship0015 1,1,mal_in02,140,90
+mal_in02,140,87,0 warp malangdo_ship0016 1,1,mal_in02,137,63
+mal_in02,142,60,0 warp malangdo_ship0017 1,1,mal_in02,162,61
+mal_in02,159,61,0 warp malangdo_ship0018 1,1,mal_in02,139,60
diff --git a/npc/pre-re/warps/cities/malaya.txt b/npc/pre-re/warps/cities/malaya.txt
new file mode 100644
index 000000000..3a8b1002e
--- /dev/null
+++ b/npc/pre-re/warps/cities/malaya.txt
@@ -0,0 +1,46 @@
+//===== rAthena Script =======================================
+//= Malaya Port Warp Script
+//===== By: ==================================================
+//= Chilly
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= Warp Points for Malaya Port
+//===== Additional Comments: =================================
+//= 1.0 First Version.
+//============================================================
+
+// Town Warps
+malaya,309,70,0 warp malaya_field0001 1,1,ma_in01,108,92
+ma_in01,105,92,0 warp malaya_field0002 1,1,malaya,310,67
+malaya,300,211,0 warp malaya_field0003 1,1,ma_in01,36,152
+ma_in01,33,152,0 warp malaya_field0004 1,1,malaya,297,211
+malaya,178,211,0 warp malaya_field0005 1,1,ma_in01,24,80
+ma_in01,24,77,0 warp malaya_field0006 1,1,malaya,178,208
+malaya,112,212,0 warp malaya_field0007 1,1,ma_in01,83,16
+ma_in01,86,16,0 warp malaya_field0008 1,1,malaya,115,212
+malaya,299,167,0 warp malaya_field0009 1,1,ma_in01,12,24
+ma_in01,9,24,0 warp malaya_field0010 1,1,malaya,296,167
+malaya,261,240,0 warp malaya_field0011 1,1,ma_in01,126,20
+ma_in01,126,17,0 warp malaya_field0012 1,1,malaya,261,237
+malaya,370,277,0 warp malaya_field0013 1,1,ma_fild01,40,272
+ma_fild01,37,272,0 warp malaya_field0014 1,1,malaya,367,277
+ma_fild01,266,359,0 warp malaya_field0015 1,1,ma_fild02,248,36
+ma_fild02,248,33,0 warp malaya_field0016 1,1,ma_fild01,266,356
+ma_fild01,251,190,0 warp malaya_field0017 1,1,ma_in01,108,160
+ma_in01,105,160,0 warp malaya_field0018 1,1,ma_fild01,249,192
+ma_fild01,288,52,0 warp malaya_field0019 1,1,ma_scene01,142,78
+ma_scene01,140,80,0 warp malaya_field0020 1,1,ma_fild01,288,55
+
+// Car Warps
+ma_zif01,30,22,0 warp malaya_car0001 1,1,malaya,241,238
+ma_zif02,30,22,0 warp malaya_car0002 1,1,malaya,71,43
+ma_zif03,30,22,0 warp malaya_car0003 1,1,malaya,284,129
+ma_zif04,30,22,0 warp malaya_car0004 1,1,malaya,134,247
+ma_zif05,30,22,0 warp malaya_car0005 1,1,malaya,341,150
+ma_zif06,30,22,0 warp malaya_car0006 1,1,malaya,294,293
+ma_zif07,30,22,0 warp malaya_car0007 1,1,malaya,239,221
+ma_zif08,30,22,0 warp malaya_car0008 1,1,malaya,59,246
+ma_zif09,30,22,0 warp malaya_car0009 1,1,malaya,254,68
diff --git a/npc/pre-re/warps/cities/manuk.txt b/npc/pre-re/warps/cities/manuk.txt
new file mode 100644
index 000000000..c7d63169c
--- /dev/null
+++ b/npc/pre-re/warps/cities/manuk.txt
@@ -0,0 +1,53 @@
+//===== rAthena Script =======================================
+//= Manuk warp points.
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= Any Athena Version; RO Episode 13.2+
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Warp Points for Manuk
+//===== Additional Comments: =================================
+//= First version.
+//============================================================
+
+manuk,311,142,0 warp manuk1-1 1,1,man_in01,277,41
+man_in01,275,41,0 warp manuk1-2 1,1,manuk,309,142
+manuk,310,201,0 warp manuk2-1 1,1,man_in01,358,121
+man_in01,358,119,0 warp manuk2-2 1,1,manuk,310,199
+manuk,255,110,0 warp manuk3-1 1,1,man_in01,7,61
+man_in01,5,61,0 warp manuk3-2 1,1,manuk,253,110
+man_in01,318,17,0 warp manuk3-4 1,1,man_in01,388,16
+man_in01,390,16,0 warp manuk3-5 1,1,man_in01,316,17
+man_in01,328,141,0 warp manuk3-6 1,1,man_in01,324,220
+man_in01,324,222,0 warp manuk3-7 1,1,man_in01,328,139
+man_in01,11,19,0 warp manuk3-8 1,1,man_in01,182,32
+man_in01,182,34,0 warp manuk3-9 1,1,man_in01,11,21
+manuk,257,228,0 warp manuk4-1 1,1,man_in01,130,267
+man_in01,130,265,0 warp manuk4-2 1,1,manuk,258,226
+manuk,265,237,0 warp manuk5-1 1,1,man_in01,180,267
+man_in01,180,265,0 warp manuk5-2 1,1,manuk,267,235
+manuk,276,247,0 warp manuk6-1 1,1,man_in01,230,267
+man_in01,230,265,0 warp manuk6-2 1,1,manuk,276,245
+manuk,288,249,0 warp manuk7-1 1,1,man_in01,280,267
+man_in01,280,265,0 warp manuk7-2 1,1,manuk,289,247
+manuk,302,243,0 warp manuk8-1 1,1,man_in01,330,267
+man_in01,330,265,0 warp mauk8-2 1,1,manuk,300,241
+manuk,311,234,0 warp manuk9-1 1,1,man_in01,380,267
+man_in01,380,265,0 warp manuk9-2 1,1,manuk,309,232
+manuk,253,195,0 warp manuk10-1 1,1,man_in01,24,284
+man_in01,26,284,0 warp manuk10-2 1,1,manuk,255,195
+manuk,235,124,0 warp manuk11-1 1,1,man_in01,70,171
+man_in01,70,169,0 warp manuk11-2 1,1,manuk,235,122
+manuk,279,115,0 warp manuk12-1 1,1,man_in01,123,224
+man_in01,123,226,0 warp manuk12-2 1,1,manuk,278,117
+man_in01,5,275,0 warp manuk12-3 1,1,man_in01,7,221
+man_in01,7,219,0 warp manuk12-4 1,1,man_in01,7,276
+man_in01,22,275,0 warp manuk12-5 1,1,man_in01,76,279
+man_in01,74,279,0 warp manuk12-6 1,1,man_in01,20,275
+man_in01,61,190,0 warp manuk12-7 1,1,man_in01,63,238
+man_in01,61,238,0 warp manuk12-8 1,1,man_in01,61,188
+man_in01,61,173,0 warp manuk12-9 1,1,man_in01,20,173
+man_in01,20,175,0 warp manuk12-10 1,1,man_in01,61,175
diff --git a/npc/pre-re/warps/cities/mid_camp.txt b/npc/pre-re/warps/cities/mid_camp.txt
new file mode 100644
index 000000000..ed373f631
--- /dev/null
+++ b/npc/pre-re/warps/cities/mid_camp.txt
@@ -0,0 +1,47 @@
+//===== rAthena Script =======================================
+//= Another World Warp Script
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.4
+//===== Compatible With: =====================================
+//= Any Athena Version
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Warp Points for Another World
+//= Warp points to and from fild22b and mid_camp are temporary.
+//===== Additional Comments: =================================
+//= 1.0 First Version.
+//= 1.1 Fixed a small bug by brianlew, bugreport:1824 [Brainstorm]
+//= 1.2 Corrected the observatory warp portal, thanks to Ziu. [brianluau]
+//= 1.3 Added warps, and also Updated warp positions. [L0ne_W0lf]
+//= 1.4 Removed the warp from midgard camp to morroc field. [L0ne_W0lf]
+//============================================================
+
+mid_camp,205,211,0 warp mid_weapon1-1 1,1,mid_campin,229,123
+mid_campin,232,123,0 warp mid_weapon1-2 1,1,mid_camp,208,211
+mid_camp,196,204,0 warp mid_weapon2-1 1,1,mid_campin,220,109
+mid_campin,223,109,0 warp mid_weapon2-2 1,1,mid_camp,198,205
+mid_camp,214,249,0 warp mid_meeting1-1 1,1,mid_campin,89,102
+mid_campin,89,99,0 warp mid_meeting1-2 1,1,mid_camp,215,247
+mid_campin,66,114,0 warp mid_meeting2-1 1,1,mid_campin,22,80
+mid_campin,25,80,0 warp mid_meeting2-2 1,1,mid_campin,70,114
+mid_campin,66,120,0 warp mid_meeting3-1 1,1,mid_campin,22,124
+mid_campin,25,124,0 warp mid_meeting3-2 1,1,mid_campin,70,120
+mid_campin,68,128,0 warp mid_meeting4-1 1,1,mid_campin,22,168
+mid_campin,25,168,0 warp mid_meeting4-2 1,1,mid_campin,71,128
+mid_campin,86,141,0 warp mid_meeting5-1 1,1,mid_campin,66,181
+mid_campin,65,178,0 warp mid_meeting5-2 1,1,mid_campin,86,138
+mid_campin,94,141,0 warp mid_meeting6-1 1,1,mid_campin,117,181
+mid_campin,117,178,0 warp mid_meeting6-2 1,1,mid_campin,94,138
+mid_campin,111,128,0 warp mid_meeting7-1 1,1,mid_campin,165,170
+mid_campin,162,170,0 warp mid_meeting7-2 1,1,mid_campin,108,128
+mid_campin,113,120,0 warp mid_meeting8-1 1,1,mid_campin,165,126
+mid_campin,162,126,0 warp mid_meeting8-2 1,1,mid_campin,110,120
+mid_campin,113,114,0 warp mid_meeting9-1 1,1,mid_campin,165,82
+mid_campin,162,82,0 warp mid_meeting9-2 1,1,mid_campin,110,114
+mid_camp,266,260,0 warp mid_house1-1 1,1,mid_campin,284,124
+mid_campin,282,124,0 warp mid_house1-2 1,1,mid_camp,263,260
+mid_camp,163,231,0 warp mid_house2-1 1,1,mid_campin,376,133
+mid_campin,376,136,0 warp mid_house2-2 1,1,mid_camp,163,234
+
diff --git a/npc/pre-re/warps/cities/morroc.txt b/npc/pre-re/warps/cities/morroc.txt
new file mode 100644
index 000000000..8b95ed497
--- /dev/null
+++ b/npc/pre-re/warps/cities/morroc.txt
@@ -0,0 +1,110 @@
+//===== rAthena Script =======================================
+//= Morroc Warp Script
+//===== By: ==================================================
+//= Athena (1.0)
+//= Nana (1.2)
+//===== Current Version: =====================================
+//= 1.3
+//===== Compatible With: =====================================
+//= Any Athena Version
+//===== Description: =========================================
+//= Warp Points for Morroc and Assassin Guild
+//===== Additional Comments: =================================
+//= 1.3 Updated warps for episode 12.1 [L0ne_W0lf]
+//============================================================
+
+//= Morroc City ==============================================
+morocc,160,17,0 warp moc001 2,2,moc_fild12,159,378
+//morocc,160,183,0 warp moc002 2,1,moc_castle,94,181
+morocc,160,297,0 warp moc003 2,2,moc_fild07,198,25
+morocc,197,66,0 warp moc01 1,1,morocc_in,83,92
+//morocc,22,294,0 warp moc02 2,5,moc_ruins,156,42
+morocc,27,294,0 warp moc02 2,5,moc_ruins,156,42
+morocc,24,164,0 warp moc004 1,2,moc_fild19,164,107
+morocc,253,56,0 warp moc03 2,1,morocc_in,134,74
+//morocc,26,297,0 warp moc02-1 5,2,moc_ruins,156,42
+morocc,274,269,0 warp moc04 2,2,morocc_in,138,136
+morocc,283,170,0 warp moc07 2,2,morocc_in,108,176
+//morocc,302,207,0 warp moc005 2,2,moc_fild10,22,207
+morocc,299,207,0 warp moc005 2,2,moc_fild20,36,177
+morocc,46,46,0 warp moc05 2,1,morocc_in,68,72
+morocc,52,259,0 warp moc06 1,2,morocc_in,180,65
+morocc,85,55,0 warp moc08 2,2,morocc_in,44,149
+morocc,98,68,0 warp moc09 1,1,morocc_in,44,175
+morocc_in,105,95,0 warp moc10-1 1,3,morocc_in,90,95
+morocc_in,106,123,0 warp moc11-1 1,3,morocc_in,90,123
+morocc_in,108,179,0 warp moc07-1 2,2,morocc,283,173
+morocc_in,134,77,0 warp moc03-1 3,1,morocc,251,59
+morocc_in,136,136,0 warp moc04-1 1,4,morocc,271,269
+morocc_in,144,109,0 warp moc12-1 3,1,morocc_in,144,125
+morocc_in,144,122,0 warp moc12 3,1,morocc_in,144,106
+morocc_in,144,151,0 warp moc13 3,1,morocc_in,144,169
+morocc_in,144,166,0 warp moc13-1 3,1,morocc_in,144,148
+morocc_in,149,129,0 warp moc14 1,2,morocc_in,169,129
+morocc_in,166,130,0 warp moc14-1 1,3,morocc_in,146,130
+morocc_in,171,37,0 warp moc15-1 4,1,morocc_in,171,52
+morocc_in,171,50,0 warp moc15 4,1,morocc_in,171,35
+morocc_in,174,109,0 warp moc22 3,1,morocc_in,174,125
+morocc_in,174,122,0 warp moc22-1 3,1,morocc_in,174,106
+morocc_in,174,151,0 warp moc16 3,1,morocc_in,174,169
+morocc_in,174,166,0 warp moc16-1 3,1,morocc_in,174,148
+morocc_in,183,65,0 warp moc06-1 2,3,morocc,55,259
+morocc_in,23,161,0 warp moc17 1,2,morocc_in,37,161
+morocc_in,34,161,0 warp moc17-1 1,2,morocc_in,20,161
+morocc_in,44,146,0 warp moc08-1 3,2,morocc,82,52
+morocc_in,44,178,0 warp moc09-1 2,2,morocc,100,70
+morocc_in,55,123,0 warp moc18-1 1,3,morocc_in,71,123
+morocc_in,55,95,0 warp moc19-1 1,3,morocc_in,71,95
+morocc_in,57,161,0 warp moc20 1,3,morocc_in,73,161
+morocc_in,68,123,0 warp moc18 1,3,morocc_in,52,123
+morocc_in,68,42,0 warp moc21-1 2,1,morocc_in,68,65
+morocc_in,68,62,0 warp moc21 2,1,morocc_in,68,38
+morocc_in,68,75,0 warp moc05-1 2,1,morocc,49,49
+morocc_in,68,95,0 warp moc19 1,3,morocc_in,52,95
+morocc_in,70,161,0 warp moc20-1 1,3,morocc_in,54,161
+morocc_in,83,90,0 warp moc01-1 4,1,morocc,199,64
+morocc_in,86,101,0 warp moc23 2,1,morocc_in,86,120
+morocc_in,86,117,0 warp moc23-1 3,1,morocc_in,86,98
+morocc_in,93,123,0 warp moc11 1,3,morocc_in,109,123
+morocc_in,93,95,0 warp moc10 1,3,morocc_in,109,95
+
+//= Morroc Ruins ============================================
+moc_ruins,159,39,0 warp moc02-2 2,4,morocc,30,290
+//moc_ruins,161,40,0 warp moc02-2 2,4,morocc,26,293
+//moc_ruins,157,37,0 warp moc02-3 5,2,morocc,26,293
+moc_ruins,54,161,0 warp moc006 2,3,moc_pryd01,192,9
+moc_ruins,71,16,0 warp moc007 8,2,moc_fild19,71,167
+
+//= Morroc Castle ===========================================
+//moc_castle,94,183,0 warp mocc001 2,1,morocc,160,185
+//moc_castle,107,163,0 warp mocc01 2,3,moc_castle,124,163
+//moc_castle,120,163,0 warp mocc01-1 2,3,moc_castle,103,163
+//moc_castle,120,75,0 warp mocc02 2,3,moc_castle,56,33
+//moc_castle,59,34,0 warp mocc02-1 2,3,moc_castle,124,75
+//moc_castle,134,101,0 warp mocc03 1,1,moc_castle,134,128
+//moc_castle,134,124,0 warp mocc-03 2,2,moc_castle,134,98
+//moc_castle,134,139,0 warp mocc04 1,1,moc_castle,134,160
+//moc_castle,134,156,0 warp mocc04-1 2,2,moc_castle,134,136
+//moc_castle,149,163,0 warp mocc05 2,3,moc_castle,162,163
+//moc_castle,158,163,0 warp mocc05-1 2,3,moc_castle,145,163
+//moc_castle,16,131,0 warp mocc06 1,2,moc_castle,16,164
+//moc_castle,16,160,0 warp mocc06-1 1,2,moc_castle,16,125
+//moc_castle,170,131,0 warp mocc07 2,2,moc_castle,170,163
+//moc_castle,170,160,0 warp mocc07-1 1,1,moc_castle,170,128
+//moc_castle,29,163,0 warp mocc08 2,2,moc_castle,44,163
+//moc_castle,40,163,0 warp mocc08-1 2,2,moc_castle,25,163
+//moc_castle,51,114,0 warp mocc09 3,2,moc_castle,54,65
+//moc_castle,54,69,0 warp mocc09-1 3,2,moc_castle,52,117
+//moc_castle,54,139,0 warp mocc10 2,2,moc_castle,54,160
+//moc_castle,54,156,0 warp mocc10-1 2,2,moc_castle,54,134
+//moc_castle,63,89,0 warp mocc11 2,3,moc_castle,83,89
+//moc_castle,80,89,0 warp mocc11-1 2,3,moc_castle,60,89
+//moc_castle,69,163,0 warp mocc12 2,2,moc_castle,86,163
+//moc_castle,82,163,0 warp mocc12-1 2,2,moc_castle,66,163
+//moc_castle,88,93,0 warp mocc13 1,1,moc_castle,94,119
+//moc_castle,94,116,0 warp mocc13-1 1,1,moc_castle,88,90
+//moc_castle,96,90,0 warp mocc13-2 1,1,moc_castle,94,119
+//moc_castle,92,67,0 warp mocc14 3,2,moc_castle,92,85
+//moc_castle,92,82,0 warp mocc14-1 3,2,moc_castle,92,63
+//moc_castle,94,143,0 warp mocc15 3,2,moc_castle,94,160
+//moc_castle,94,156,0 warp mocc15-1 3,2,moc_castle,94,140
diff --git a/npc/pre-re/warps/cities/moscovia.txt b/npc/pre-re/warps/cities/moscovia.txt
new file mode 100644
index 000000000..408753e3a
--- /dev/null
+++ b/npc/pre-re/warps/cities/moscovia.txt
@@ -0,0 +1,45 @@
+//===== rAthena Script =======================================
+//= Moscovia City Warp Script
+//===== By: ==================================================
+//= $ephiroth
+//===== Current Version: =====================================
+//= 1.2
+//===== Compatible With: =====================================
+//= Any Athena Version
+//===== Description: =========================================
+//= Warp Points for Moscovia City
+//===== Additional Comments: =================================
+//= 1.0 Initial version [$ephiroth]
+//= 1.1 Fixed "Private House" Warps. [Samuray22]
+// -Thanks to $ephiroth
+//= 1.2 Updated from jA
+//============================================================
+
+// ---[ Mansion ]---
+moscovia,256,138,0 warp moskwarp1001 1,1,mosk_in,96,61
+mosk_in,93,61,0 warp moskwarp1002 1,1,moscovia,255,140
+mosk_in,99,126,0 warp moskwarp1003 1,1,mosk_in,21,116
+mosk_in,21,113,0 warp moskwarp1004 1,1,mosk_in,99,123
+// ---[ Weapon House ]---
+moscovia,185,188,0 warp moskwarp1005 1,1,mosk_in,15,179
+mosk_in,12,179,0 warp moskwarp1006 1,1,moscovia,186,191
+moscovia,203,171,0 warp moskwarp1007 1,1,mosk_in,86,180
+mosk_in,89,180,0 warp moskwarp1008 1,1,moscovia,204,169
+// ---[ Instrument House / Tool Dealer ]---
+moscovia,223,174,0 warp moskwarp1009 1,1,mosk_in,14,246
+mosk_in,11,246,0 warp moskwarp1010 1,1,moscovia,222,176
+// ---[ Inn ]---
+moscovia,229,208,0 warp moskwarp1011 1,1,mosk_in,142,178
+mosk_in,142,175,0 warp moskwarp1012 1,1,moscovia,227,207
+mosk_in,150,192,0 warp moskwarp1013 1,1,mosk_in,204,188
+mosk_in,202,188,0 warp moskwarp1014 1,1,mosk_in,148,192
+// ---[ Mansion ]---
+moscovia,256,179,0 warp moskwarp1015 1,1,mosk_in,211,114
+mosk_in,211,111,0 warp moskwarp1016 1,1,moscovia,253,179
+mosk_in,222,128,0 warp moskwarp1017 1,1,mosk_in,288,118
+mosk_in,288,116,0 warp moskwarp1018 1,1,mosk_in,222,126
+// ---[ Private House ]---
+moscovia,205,98,0 warp moskwarp1021 1,1,mosk_in,214,255
+mosk_in,214,252,0 warp moskwarp1022 1,1,moscovia,203,96
+mosk_in,220,273,0 warp moskwarp1023 1,1,mosk_in,152,275
+mosk_in,152,272,0 warp moskwarp1024 1,1,mosk_in,220,270
diff --git a/npc/pre-re/warps/cities/nameless.txt b/npc/pre-re/warps/cities/nameless.txt
new file mode 100644
index 000000000..3c126e978
--- /dev/null
+++ b/npc/pre-re/warps/cities/nameless.txt
@@ -0,0 +1,24 @@
+//===== rAthena Script =======================================
+//= Nameless Island Warp Script
+//===== By: ==================================================
+//= $ephiroth
+//===== Current Version: =====================================
+//= 1.3
+//===== Compatible With: =====================================
+//= Any Athena Version
+//===== Description: =========================================
+//= Warp Points for Nameless Island
+//===== Additional Comments: =================================
+//= 1.0 Initial version [$ephiroth]
+//= 1.1 Added SinSloth's warper to this file [Playtester]
+//= 1.2 Corrected NPC names to fall within proper restrictions. [L0ne_W0lf]
+//= 1.3 Removed SinSloth's warper from this file [L0ne_W0lf]
+//============================================================
+
+nameless_n,157,184,0 warp namelesswarp0401 1,1,abbey01,51,12
+nameless_i,252,130,0 warp namelesswarp1003 1,1,nameless_in,26,128
+nameless_in,23,128,0 warp namelesswarp1004 1,1,nameless_i,249,130
+nameless_i,79,256,0 warp namelesswarp1005 1,1,nameless_in,12,172
+nameless_in,12,169,0 warp namelesswarp1006 1,1,nameless_i,82,256
+nameless_i,78,94,0 warp namelesswarp1007 1,1,nameless_in,96,180
+nameless_in,96,177,0 warp namelesswarp1008 1,1,nameless_i,81,96
diff --git a/npc/pre-re/warps/cities/niflheim.txt b/npc/pre-re/warps/cities/niflheim.txt
new file mode 100644
index 000000000..62bc29ad2
--- /dev/null
+++ b/npc/pre-re/warps/cities/niflheim.txt
@@ -0,0 +1,53 @@
+//===== rAthena Script =======================================
+//= Niflheim Warp Script
+//===== By: ==================================================
+//= PKGINGO (1.0)
+//===== Current Version: =====================================
+//= 1.2
+//===== Compatible With: =====================================
+//= Any Athena Version; RO Episode 6+
+//===== Description: =========================================
+//= Warp Points for Niflheim
+//===== Additional Comments: =================================
+//= Extracted from Vidar -> Athena
+//= V1.1: Added Inn and House warps needed for the Piano
+//= Quest. [Skotlex
+//= 1.2 Corrected NPC names to fall within proper restrictions. [L0ne_W0lf]
+//============================================================
+
+//Niflheim Fields
+nif_fild01,345,323,0 warp nwarp7 1,1,nif_fild02,23,312
+nif_fild02,21,312,0 warp nwarp8 1,1,nif_fild01,343,322
+nif_fild02,379,235,0 warp nwarp9 1,1,niflheim,20,153
+niflheim,18,151,0 warp nwarp10 1,1,nif_fild02,376,235
+
+//Niflheim Town
+
+//Weapon shop
+niflheim,220,169,0 warp nwarp11 1,1,nif_in,14,88
+nif_in,11,88,0 warp nwarp12 1,1,niflheim,218,170
+
+//Item shop: 134,12
+niflheim,219,199,0 warp nwarp13 1,1,nif_in,136,14
+nif_in,134,12,0 warp nwarp14 1,1,niflheim,218,197
+
+//House
+niflheim,190,241,0 warp nwarp19a 1,1,nif_in,81,77
+nif_in,78,74,0 warp nwarp20a 1,1,niflheim,187,241
+
+//Inn
+niflheim,189,211,0 warp nwarp21a 1,1,nif_in,20,14
+nif_in,23,12,0 warp nwarp22a 1,1,niflheim,189,207
+nif_in,34,34,0 warp nwarp23 1,1,nif_in,88,31
+nif_in,88,29,0 warp nwarp24 1,1,nif_in,34,31
+
+//House on the hill
+niflheim,255,194,0 warp nwarp15 1,1,nif_in,20,156
+nif_in,18,154,0 warp nwarp16 1,1,niflheim,254,192
+nif_in,65,168,0 warp nwarp17 1,1,nif_in,141,174
+nif_in,140,171,0 warp nwarp18 1,1,nif_in,65,165
+
+niflheim,165,162,0 warp nwarp19 1,1,nif_in,156,80
+nif_in,169,82,0 warp nwarp20 1,1,nif_in,189,105
+nif_in,186,105,0 warp nwarp21 1,1,nif_in,167,82
+nif_in,154,78,0 warp nwarp22 1,1,niflheim,167,161
diff --git a/npc/pre-re/warps/cities/payon.txt b/npc/pre-re/warps/cities/payon.txt
new file mode 100644
index 000000000..cd0d31f11
--- /dev/null
+++ b/npc/pre-re/warps/cities/payon.txt
@@ -0,0 +1,138 @@
+//===== rAthena Script =======================================
+//= Payon Warps
+//===== By: ==================================================
+//= Muad Dib (1.0)
+//= Darkchild (1.1)
+//= Nana (1.3)
+//===== Current Version: =====================================
+//= 1.7
+//===== Compatible With: =====================================
+//= Any rAthena Mod
+//===== Description: =========================================
+//= Payon warps
+//===== Additional Comments: =================================
+//= Warps Done By Muad Dib, All Credits To Him
+//= 1.2 Removed Duplicated Warp
+//= 1.3 Separated and reorganized field and dungeons
+//= 1.4 Fixed warp payonwarp031 [Yor]
+//= 1.5 Removed Payonwarp006, it was a duplicate [MasterOfMuppets]
+//= 1.6 Changed trigger area of payon -> pay_fild08 warp. [L0ne_W0lf]
+//= 1.7 Moved Castle Map warps to warps/guild/guildcastles.txt. [Masao]
+//============================================================
+
+// == Official Warps From kRO Screenshots ==
+
+// -- Entrance / Exit --
+payon,122,27,0 warp payonwarp003 5,3,pay_fild01,333,356
+pay_fild01,333,360,0 warp payonwarp004 5,3,payon,122,31
+payon,267,89,0 warp payonwarp005 1,1,pay_fild08,20,74
+payon,228,330,0 warp payonwarp007 4,2,pay_arche,81,22
+pay_arche,81,18,0 warp payonwarp008 5,2,payon,228,326
+
+// -- Inn --
+payon,223,117,0 warp payonwarp009 2,2,payon_in01,175,11
+payon_in01,172,11,0 warp payonwarp010 2,2,payon,219,117
+payon_in01,180,43,0 warp payonwarp011 2,2,payon_in01,181,73
+payon_in01,181,70,0 warp payonwarp012 2,2,payon_in01,180,40
+payon_in01,193,92,0 warp payonwarp013 2,2,payon_in01,143,61
+payon_in01,146,61,0 warp payonwarp014 2,2,payon_in01,193,89
+payon_in01,133,42,0 warp payonwarp015 2,2,payon_in01,133,18
+payon_in01,133,21,0 warp payonwarp016 2,2,payon_in01,133,45
+
+// -- Sort of Mill --
+payon,140,85,0 warp payonwarp017 2,2,payon_in01,14,51
+payon_in01,17,51,0 warp payonwarp018 2,2,payon,143,85
+payon_in01,10,59,0 warp payonwarp019 2,2,payon_in01,10,83
+payon_in01,10,80,0 warp payonwarp021 2,2,payon_in01,10,56
+payon_in01,10,38,0 warp payonwarp022 2,2,payon_in01,10,14
+payon_in01,10,17,0 warp payonwarp023 2,2,payon_in01,10,41
+
+// -- Weaponshop --
+payon,135,158,0 warp payonwarp024 2,2,payon_in01,20,129
+payon_in01,23,129,0 warp payonwarp025 2,2,payon,138,158
+payon,130,169,0 warp payonwarp026 2,2,payon_in01,13,136
+payon_in01,13,139,0 warp payonwarp027 2,2,payon,130,172
+
+// -- House --
+payon,151,127,0 warp payonwarp028 2,2,payon_in01,56,53
+payon_in01,56,50,0 warp payonwarp029 2,2,payon,151,124
+
+// -- Middle Castle --
+payon,155,248,0 warp payonwarp030 4,1,payon_in03,98,117
+payon_in03,98,114,0 warp payonwarp031 5,1,payon,155,245
+payon_in03,90,124,0 warp payonwarp032 2,2,payon_in03,80,124
+payon_in03,83,124,0 warp payonwarp033 2,2,payon_in03,93,124
+payon_in03,99,133,0 warp payonwarp034 2,2,payon_in03,99,151
+payon_in03,99,148,0 warp payonwarp035 2,2,payon_in03,99,130
+payon_in03,107,124,0 warp payonwarp036 2,2,payon_in03,117,124
+payon_in03,114,124,0 warp payonwarp037 2,2,payon_in03,104,124
+
+// -- Weapon Storage Building --
+payon,189,233,0 warp payonwarp038 2,2,payon_in03,149,39
+payon_in03,146,39,0 warp payonwarp039 2,2,payon,186,233
+payon_in03,158,32,0 warp payonwarp040 2,2,payon_in03,130,14
+payon_in03,130,17,0 warp payonwarp041 2,2,payon_in03,158,35
+payon_in03,172,32,0 warp payonwarp042 2,2,payon_in03,160,14
+payon_in03,160,17,0 warp payonwarp043 2,2,payon_in03,172,35
+payon_in03,186,32,0 warp payonwarp044 2,2,payon_in03,190,13
+payon_in03,190,17,0 warp payonwarp045 2,2,payon_in03,186,35
+
+// -- House --
+payon,256,285,0 warp payonwarp046 2,2,payon_in01,45,11
+payon_in01,42,11,0 warp payonwarp047 2,2,payon,253,285
+
+// -- Old Archer Village Warps --
+pay_arche,36,131,0 warp payonwarp048 2,2,pay_dun00,21,183
+pay_arche,71,156,0 warp payonwarp049 2,2,payon_in02,82,41
+pay_arche,92,170,0 warp payonwarp050 2,2,payon_in02,50,7
+pay_arche,145,165,0 warp payonwarp051 2,2,payon_in02,64,60
+payon_in02,10,25,0 warp payonwarp052 2,2,payon_in02,72,67
+payon_in02,35,67,0 warp payonwarp053 2,2,payon_in02,55,67
+payon_in02,50,4,0 warp payonwarp054 3,1,pay_arche,92,166
+payon_in02,52,67,0 warp payonwarp055 2,2,payon_in02,32,67
+payon_in02,61,33,0 warp payonwarp056 2,2,payon_in02,73,33
+payon_in02,64,56,0 warp payonwarp057 2,2,pay_arche,141,161
+payon_in02,70,33,0 warp payonwarp058 2,2,payon_in02,58,33
+payon_in02,75,67,0 warp payonwarp059 2,2,payon_in02,13,25
+payon_in02,82,45,0 warp payonwarp060 2,2,pay_arche,74,153
+
+
+// == Self Made Warps, No Screen Availble ==
+
+// -- Large West House --
+payon,127,204,0 warp payonwarp061 2,2,payon_in03,81,19
+payon_in03,85,19,0 warp payonwarp062 2,2,payon,131,204
+payon_in03,74,18,0 warp payonwarp063 2,2,payon_in03,62,18
+payon_in03,67,18,0 warp payonwarp064 2,2,payon_in03,78,18
+payon_in03,46,18,0 warp payonwarp065 2,2,payon_in03,35,18
+payon_in03,39,18,0 warp payonwarp066 2,2,payon_in03,51,18
+payon_in03,28,18,0 warp payonwarp067 2,2,payon_in03,17,18
+payon_in03,21,18,0 warp payonwarp068 2,2,payon_in03,32,18
+
+// -- Big Kitchen --
+payon,155,327,0 warp payonwarp069 2,2,payon_in03,165,143
+payon_in03,165,140,0 warp payonwarp070 2,2,payon,155,324
+payon_in03,185,178,0 warp payonwarp071 2,2,payon_in03,185,149
+payon_in03,185,153,0 warp payonwarp072 2,2,payon_in03,185,182
+
+// -- Upper Castle --
+payon,107,327,0 warp payonwarp073 2,2,payon_in03,19,64
+payon_in03,19,60,0 warp payonwarp074 2,2,payon,107,323
+payon_in03,19,73,0 warp payonwarp075 2,2,payon_in03,19,90
+payon_in03,19,86,0 warp payonwarp076 2,2,payon_in03,19,69
+payon_in03,19,103,0 warp payonwarp077 2,2,payon_in03,19,122
+payon_in03,19,118,0 warp payonwarp078 2,2,payon_in03,19,99
+payon_in03,11,131,0 warp payonwarp079 2,2,payon_in03,11,146
+payon_in03,11,142,0 warp payonwarp080 2,2,payon_in03,11,127
+payon_in03,27,131,0 warp payonwarp081 2,2,payon_in03,27,146
+payon_in03,27,142,0 warp payonwarp082 2,2,payon_in03,27,127
+payon_in03,11,161,0 warp payonwarp083 2,2,payon_in03,11,176
+payon_in03,11,172,0 warp payonwarp084 2,2,payon_in03,11,157
+payon_in03,27,161,0 warp payonwarp085 2,2,payon_in03,27,176
+payon_in03,27,172,0 warp payonwarp086 2,2,payon_in03,27,157
+
+// -- House --
+payon_in01,86,9,0 warp payonwarp087 2,2,payon,266,152
+payon,270,152,0 warp payonwarp088 2,2,payon_in01,90,9
+payon_in01,107,71,0 warp payonwarp089 2,2,payon_in01,96,37
+payon_in01,93,37,0 warp payonwarp090 2,2,payon_in01,104,71
diff --git a/npc/pre-re/warps/cities/prontera.txt b/npc/pre-re/warps/cities/prontera.txt
new file mode 100644
index 000000000..93948e678
--- /dev/null
+++ b/npc/pre-re/warps/cities/prontera.txt
@@ -0,0 +1,106 @@
+//===== rAthena Script =======================================
+//= Prontera Warp Script
+//===== By: ==================================================
+//= Athena (1.0)
+//= Nana (1.2)
+//===== Current Version: =====================================
+//= 1.5
+//===== Compatible With: =====================================
+//= Any Athena Version
+//===== Description: =========================================
+//= Warp Points for Prontera
+//===== Additional Comments: =================================
+//= 1.3 prt19 warp fix [shadow]
+//= 1.4 Added warps for the sign quest [MasterOfMuppets]
+//= 1.5 Corrected NPC names to fall within proper restrictions. [L0ne_W0lf]
+//============================================================
+
+//= Prontera City ============================================
+prontera,107,215,0 warp prt01 2,2,prt_in,240,139
+prontera,120,267,0 warp prt02 2,2,prt_in,180,97
+prontera,133,183,0 warp prt03 2,2,prt_in,50,105
+prontera,134,221,0 warp prt04 1,1,prt_in,131,71
+prontera,156,22,0 warp prt001 3,2,prt_fild08,170,375
+prontera,156,360,0 warp prt005 4,2,prt_castle,102,20
+prontera,177,221,0 warp prt05 2,2,prt_in,168,128
+prontera,179,184,0 warp prt06 2,2,prt_in,60,73
+prontera,192,267,0 warp prt07 2,2,prt_in,178,55
+prontera,204,192,0 warp prt08 2,2,prt_in,68,134
+prontera,208,154,0 warp prt09 2,2,prt_in,172,29
+prontera,22,203,0 warp prt002 2,3,prt_fild05,367,205
+prontera,237,317,0 warp prt004 2,2,prt_church,100,60
+prontera,289,203,0 warp prt003 2,3,prt_fild06,27,193
+prontera,42,67,0 warp prt10 2,2,prt_in,44,29
+prontera,45,346,0 warp prt11 2,2,prt_in,80,110
+prontera,73,100,0 warp prt12 1,1,prt_in,208,176
+prontera,74,90,0 warp prt13 2,2,prt_in,248,170
+prontera,84,89,0 warp prt14-1 1,1,prt_in,282,176
+prontera,263,279,0 warp prt15-2 2,2,prt_in,227,18
+prt_in,135,71,0 warp prt04-1 1,2,prontera,136,219
+prt_in,168,124,0 warp prt05-1 2,1,prontera,174,218
+prt_in,172,33,0 warp prt09-1 2,1,prontera,205,157
+prt_in,181,55,0 warp prt07-1 1,2,prontera,192,264
+prt_in,183,97,0 warp prt02-1 1,2,prontera,120,264
+prt_in,208,179,0 warp prt12-1 3,1,prontera,76,102
+prt_in,217,163,0 warp prt15 1,3,prt_in,236,163
+prt_in,234,163,0 warp prt15-1 1,3,prt_in,215,163
+prt_in,240,141,0 warp prt01-1 3,1,prontera,107,218
+prt_in,248,173,0 warp prt13-1 3,2,prontera,77,93
+prt_in,254,113,0 warp prt16 3,2,prt_in,256,134
+prt_in,256,131,0 warp prt16-1 2,2,prt_in,254,110
+prt_in,263,163,0 warp prt17 1,3,prt_in,276,163
+prt_in,274,163,0 warp prt17-1 1,3,prt_in,261,163
+//prt_in,280,68,0 warp w472 6,6,prontera,147,287
+//prt_in,281,36,0 warp w473 6,6,prontera,147,287
+//prt_in,282,100,0 warp w471 6,6,prontera,147,287
+prt_in,282,179,0 warp prt14 3,1,prontera,87,91
+//prt_in,285,130,0 warp w470 6,6,prontera,147,287
+prt_in,37,65,0 warp prt18 1,3,prt_in,51,65
+prt_in,47,29,0 warp prt10-1 2,1,prontera,46,67
+prt_in,48,65,0 warp prt18-1 1,3,prt_in,34,65
+prt_in,53,105,0 warp prt03-1 1,2,prontera,136,186
+prt_in,60,77,0 warp prt06-1 2,1,prontera,175,188
+prt_in,68,130,0 warp prt08-1 2,1,prontera,204,188
+prt_in,69,65,0 warp prt19a 1,3,prt_in,84,65
+prt_in,70,143,0 warp prt20 2,1,prt_in,70,165
+prt_in,70,162,0 warp prt20-1 2,1,prt_in,70,140
+prt_in,80,113,0 warp prt11-1 2,1,prontera,48,343
+prt_in,82,65,0 warp prt19b 1,3,prt_in,66,65
+prt_in,227,15,0 warp prt20-2 2,2,prontera,263,275
+
+//= Prontera Church ==========================================
+prt_church,100,56,0 warp prtch001 7,1,prontera,234,314
+prt_church,109,81,0 warp prtch01 1,2,prt_church,172,19
+prt_church,168,19,0 warp prtch01-1 1,2,prt_church,105,81
+prt_church,31,19,0 warp prtch02 1,2,prt_church,94,81
+prt_church,90,81,0 warp prtch02-1 1,2,prt_church,27,19
+
+
+
+//= Prontera Castle ===========================================
+prt_castle,102,129,0 warp prtca01 3,2,prt_castle,102,143
+prt_castle,102,140,0 warp prtca01-1 3,2,prt_castle,102,126
+prt_castle,102,16,0 warp prtca001 6,2,prontera,156,356
+prt_castle,102,181,0 warp prtca002 6,2,prt_gld,159,28
+prt_castle,102,73,0 warp prtca02 3,2,prt_castle,102,91
+prt_castle,102,88,0 warp prtca02-1 3,2,prt_castle,102,70
+prt_castle,113,107,0 warp prtca03 2,3,prt_castle,134,107
+prt_castle,121,29,0 warp prtca04 1,1,prt_castle,148,29
+prt_castle,130,107,0 warp prtca03-1 2,3,prt_castle,110,107
+prt_castle,135,153,0 warp prtca05 1,1,prt_castle,167,145
+prt_castle,144,29,0 warp prtca04-1 2,2,prt_castle,117,29
+prt_castle,149,113,0 warp prtca06 1,1,prt_castle,175,113
+prt_castle,164,145,0 warp prtca05-1 1,1,prt_castle,132,153
+prt_castle,170,138,0 warp prtca07 3,2,prt_castle,176,118
+prt_castle,172,113,0 warp prtca06-1 1,1,prt_castle,146,113
+prt_castle,176,121,0 warp prtca07-1 3,2,prt_castle,170,141
+prt_castle,28,121,0 warp prtca08 2,2,prt_castle,40,141
+prt_castle,31,113,0 warp prtca09 1,1,prt_castle,58,113
+prt_castle,40,138,0 warp prtca08-1 3,2,prt_castle,28,118
+prt_castle,45,145,0 warp prtca10 1,1,prt_castle,72,153
+prt_castle,54,113,0 warp prtca09-1 1,1,prt_castle,27,113
+prt_castle,59,29,0 warp prtca11 2,2,prt_castle,85,29
+prt_castle,68,153,0 warp prtca10-1 1,1,prt_castle,42,145
+prt_castle,75,107,0 warp prtca12 2,3,prt_castle,95,107
+prt_castle,82,29,0 warp prtca11-1 1,1,prt_castle,56,29
+prt_castle,92,107,0 warp prtca12-1 2,3,prt_castle,72,107
diff --git a/npc/pre-re/warps/cities/rachel.txt b/npc/pre-re/warps/cities/rachel.txt
new file mode 100644
index 000000000..8610fa3bf
--- /dev/null
+++ b/npc/pre-re/warps/cities/rachel.txt
@@ -0,0 +1,126 @@
+//===== rAthena Script =======================================
+//= Rachel Warp Script
+//===== By: ==================================================
+//= erKURITA & RockmanEXE
+//===== Current Version: =====================================
+//= 1.5
+//===== Compatible With: =====================================
+//= Any Athena Version
+//===== Description: =========================================
+//= Warp Points for Rachel City, shops & other locations
+//===== Additional Comments: =================================
+//= 1.0 Added the official warps and commented out the
+//= "custom duplicates" for future checkout. Special thanks
+//= to RockmanEXE who provided all the info. [erKURITA]
+//= 1.1 Added warp to Veins Field [Playtester]
+//= 1.2 Fully official rachel warps [Playtester]
+//= 1.2a Added missing warp (Pope's office entryway -> temple) [L0ne_W0lf]
+//= 1.3 Updated Rachel -> Veins Field warp. [L0ne_W0lf]
+//= 1.4 Disabled rachel33, moved to quest_rachel.txt [L0ne_W0lf]
+//= 1.5 Renewal warp adjustments.
+//============================================================
+
+rachel,150,249,0 warp rachel01 1,1,ra_temple,120,30
+
+rachel,81,33,0 warp rachel02 1,1,ra_in01,237,198
+rachel,61,33,0 warp rachel03 1,1,ra_in01,181,198
+rachel,217,55,0 warp rachel04 1,1,ra_in01,250,34
+rachel,179,220,0 warp rachel05 1,1,ra_in01,295,352
+rachel,103,240,0 warp rachel06 1,1,ra_in01,343,193
+rachel,216,160,0 warp rachel07 1,1,ra_in01,135,282
+rachel,42,87,0 warp rachel08 1,1,ra_in01,171,359
+rachel,42,109,0 warp rachel09 1,1,ra_in01,171,388
+rachel,83,78,0 warp rachel10 1,1,ra_in01,249,266
+rachel,115,149,0 warp rachel11 1,1,ra_in01,386,43
+rachel,90,189,0 warp rachel12 1,1,ra_in01,192,148
+rachel,108,200,0 warp rachel13 1,1,ra_in01,213,83
+
+ra_in01,188,189,0 warp rachel14 1,1,ra_in01,263,144
+ra_in01,296,144,0 warp rachel15 1,1,ra_in01,235,189
+ra_in01,175,189,0 warp rachel16 1,1,ra_in01,132,189
+ra_in01,244,189,0 warp rachel17 1,1,ra_in01,291,189
+ra_in01,235,21,0 warp rachel18 1,1,ra_in01,187,31
+ra_in01,312,374,0 warp rachel19 1,1,ra_in01,359,374
+ra_in01,291,371,0 warp rachel20 1,1,ra_in01,225,380
+ra_in01,381,200,0 warp rachel21 1,1,ra_in01,377,268
+ra_in01,367,255,0 warp rachel22 1,1,ra_in01,326,296
+ra_in01,319,303,0 warp rachel23 1,1,ra_in01,381,320
+ra_in01,178,370,0 warp rachel24 1,1,ra_in01,113,385
+ra_in01,165,369,0 warp rachel25 1,1,ra_in01,122,334
+ra_in01,241,299,0 warp rachel26 1,1,ra_in01,193,312
+ra_in01,185,303,0 warp rachel27 1,1,ra_in01,194,249
+ra_in01,357,61,0 warp rachel28 1,1,ra_in01,310,62
+ra_in01,297,59,0 warp rachel29 1,1,ra_in01,339,116
+
+ra_temin,130,93,0 warp rachel30 1,1,ra_temin,239,258
+ra_temin,206,93,0 warp rachel31 1,1,ra_temin,312,258
+ra_temin,275,332,0 warp rachel32 1,1,ra_temin,27,305
+
+//ra_temin,275,226,0 warp rachel33 1,1,ra_temsky,99,11
+
+ra_temsky,99,118,0 warp rachel34 1,1,ra_temsky,99,140
+ra_temsky,112,143,0 warp rachel35 1,1,ra_temsky,141,139
+ra_temsky,87,143,0 warp rachel36 1,1,ra_temsky,58,139
+
+ra_temple,120,22,0 warp rachel37 1,1,rachel,150,243
+
+ra_in01,237,202,0 warp rachel38 1,1,rachel,81,38
+ra_in01,181,202,0 warp rachel39 1,1,rachel,61,38
+ra_in01,250,38,0 warp rachel40 1,1,rachel,217,60
+ra_in01,295,348,0 warp rachel41 1,1,rachel,179,215
+ra_in01,339,193,0 warp rachel42 1,1,rachel,98,238
+ra_in01,135,286,0 warp rachel43 1,1,rachel,216,164
+ra_in01,171,355,0 warp rachel44 1,1,rachel,42,82
+ra_in01,172,392,0 warp rachel45 1,1,rachel,42,114
+ra_in01,249,262,0 warp rachel46 1,1,rachel,83,73
+ra_in01,386,39,0 warp rachel47 1,1,rachel,115,144
+ra_in01,192,152,0 warp rachel48 1,1,rachel,90,193
+ra_in01,213,79,0 warp rachel49 1,1,rachel,108,195
+
+ra_in01,259,144,0 warp rachel50 1,1,ra_in01,184,189
+ra_in01,231,189,0 warp rachel51 1,1,ra_in01,292,144
+ra_in01,136,189,0 warp rachel52 1,1,ra_in01,179,189
+ra_in01,287,189,0 warp rachel53 1,1,ra_in01,240,189
+ra_in01,183,31,0 warp rachel54 1,1,ra_in01,239,21
+ra_in01,355,374,0 warp rachel55 1,1,ra_in01,308,374
+ra_in01,221,380,0 warp rachel56 1,1,ra_in01,287,371
+ra_in01,381,268,0 warp rachel57 1,1,ra_in01,387,200
+ra_in01,330,296,0 warp rachel58 1,1,ra_in01,371,255
+ra_in01,381,324,0 warp rachel59 1,1,ra_in01,319,299
+ra_in01,109,385,0 warp rachel60 1,1,ra_in01,174,370
+ra_in01,126,334,0 warp rachel61 1,1,ra_in01,169,369
+ra_in01,197,312,0 warp rachel62 1,1,ra_in01,245,299
+ra_in01,194,245,0 warp rachel63 1,1,ra_in01,190,302
+ra_in01,314,62,0 warp rachel64 1,1,ra_in01,361,61
+ra_in01,339,120,0 warp rachel65 1,1,ra_in01,297,63
+
+ra_temin,169,18,0 warp rachel66 1,1,ra_temple,119,175
+
+ra_temin,239,253,0 warp rachel67 1,1,ra_temin,130,88
+ra_temin,312,253,0 warp rachel68 1,1,ra_temin,206,88
+ra_temin,27,299,0 warp rachel69 1,1,ra_temin,275,328
+
+ra_temsky,99,8,0 warp rachel70 1,1,ra_temin,275,231
+
+ra_temsky,99,135,0 warp rachel71 1,1,ra_temsky,99,113
+ra_temsky,137,139,0 warp rachel72 1,1,ra_temsky,109,143
+ra_temsky,62,139,0 warp rachel73 1,1,ra_temsky,91,143
+
+//rachel,25,125,0 warp rachel74 1,1,ra_fild11,353,226
+rachel,275,125,0 warp rachel75 1,1,ra_fild12,40,226
+rachel,130,21,0 warp rachel76 1,1,ve_fild02,195,377
+
+que_rachel,130,93,0 warp rachel77 1,1,que_rachel,239,258
+que_rachel,206,93,0 warp rachel78 1,1,que_rachel,312,258
+que_rachel,275,332,0 warp rachel79 1,1,que_rachel,27,305
+que_rachel,239,253,0 warp rachel80 1,1,que_rachel,130,88
+que_rachel,312,253,0 warp rachel81 1,1,que_rachel,206,88
+que_rachel,27,299,0 warp rachel82 1,1,que_rachel,275,328
+
+ra_in01,309,70,0 warp rachel83 1,1,rachel,108,175
+rachel,105,171,0 warp rachel84 1,1,ra_in01,309,65
+ra_in01,375,109,0 warp rachel85 1,1,rachel,116,154
+rachel,116,158,0 warp rachel86 1,1,ra_in01,375,114
+
+//Additional Temple warp
+ra_temin,275,243,0 warp rachel87 1,1,ra_temin,131,131
diff --git a/npc/pre-re/warps/cities/splendide.txt b/npc/pre-re/warps/cities/splendide.txt
new file mode 100644
index 000000000..4782f4c9f
--- /dev/null
+++ b/npc/pre-re/warps/cities/splendide.txt
@@ -0,0 +1,55 @@
+//===== rAthena Script =======================================
+//= Splendide warp points.
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= Any Athena Version; RO Episode 13.2+
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Warp Points for Splendide
+//===== Additional Comments: =================================
+//= First version.
+//============================================================
+
+splendide,240,317,0 warp splendide1-1 1,1,spl_in02,224,232
+spl_in02,222,232,0 warp splendide1-2 1,1,splendide,238,317
+splendide,230,299,0 warp splendide2-1 1,1,spl_in02,207,195
+spl_in02,207,193,0 warp splendide2-2 1,1,splendide,228,299
+splendide,214,310,0 warp splendide3-1 1,1,spl_in02,180,223
+spl_in02,180,221,0 warp splendide3-2 1,1,splendide,214,308
+splendide,157,316,0 warp splendide4-1 1,1,spl_in02,108,213
+spl_in02,108,211,0 warp splendide4-2 1,1,splendide,157,314
+splendide,119,324,0 warp splendide5-1 1,1,spl_in02,61,229
+spl_in02,62,227,0 warp splendide5-2 1,1,splendide,119,322
+splendide,286,128,0 warp splendide6-1 1,1,spl_in02,236,63
+spl_in02,234,64,0 warp splendide6-2 1,1,splendide,284,129
+splendide,259,112,0 warp splendide7-1 1,1,spl_in02,189,41
+spl_in02,187,42,0 warp splendide7-2 1,1,splendide,259,114
+splendide,286,229,0 warp splendide8-1 1,1,spl_in02,137,66
+spl_in02,135,66,0 warp splendide8-2 1,1,splendide,284,228
+splendide,299,251,0 warp splendide9-1 1,1,spl_in02,140,93
+spl_in02,139,91,0 warp splendide9-2 1,1,splendide,297,250
+splendide,132,68,0 warp splendide10-1 1,1,spl_in02,45,52
+spl_in02,44,54,0 warp splendide10-2 1,1,splendide,133,70
+splendide,197,193,0 warp splendide11-1 1,1,spl_in01,110,19
+spl_in01,110,17,0 warp splendide11-2 1,1,splendide,197,191
+spl_in01,124,38,0 warp splendide11-3 1,1,spl_in01,236,36
+spl_in01,238,36,0 warp splendide11-4 1,1,spl_in01,126,38
+spl_in01,95,38,0 warp splendide11-5 1,1,spl_in01,199,36
+spl_in01,197,36,0 warp splendide11-6 1,1,spl_in01,93,38
+spl_in01,218,22,0 warp splendide11-7 1,1,spl_in01,310,19
+spl_in01,310,17,0 warp splendide11-8 1,1,spl_in01,218,20
+splendide,170,168,0 warp splendide12-1 1,1,spl_in01,190,301
+spl_in01,190,299,0 warp splendide12-2 1,1,splendide,170,166
+spl_in01,191,320,0 warp splendide12-3 1,1,spl_in01,276,334
+spl_in01,276,336,0 warp splendide12-4 1,1,spl_in01,190,322
+splendide,156,210,0 warp splendide13-1 1,1,spl_in01,171,189
+spl_in01,171,187,0 warp splendide13-2 1,1,splendide,156,208
+splendide,198,240,0 warp splendide14-1 1,1,spl_in01,110,301
+spl_in01,110,299,0 warp splendide14-2 1,1,splendide,198,238
+splendide,238,212,0 warp splendide15-1 1,1,spl_in01,30,215
+spl_in01,30,213,0 warp splendide15-2 1,1,splendide,237,210
+splendide,228,164,0 warp splendide16-1 1,1,spl_in01,30,301
+spl_in01,30,299,0 warp splendide16-2 1,1,splendide,228,162
diff --git a/npc/pre-re/warps/cities/umbala.txt b/npc/pre-re/warps/cities/umbala.txt
new file mode 100644
index 000000000..fee11e26a
--- /dev/null
+++ b/npc/pre-re/warps/cities/umbala.txt
@@ -0,0 +1,38 @@
+//===== rAthena Script =======================================
+//= Umbala Warp Script
+//===== By: ==================================================
+//= Darkchild (1.0v A)
+//= Athena (1.0v B)
+//= 1.1 (Akaru)
+//= Nana (1.2)
+//===== Current Version: =====================================
+//= 1.2
+//===== Compatible With: =====================================
+//= Any Athena Version; RO Episode 6+
+//===== Description: =========================================
+//= [Aegis COnversion]
+//= Warp Points for Umbala
+//===== Additional Comments: =================================
+//= 1.3 Rescripted to Aegis 10.3 Standards. [L0nE_W0lf]
+//============================================================
+
+umbala,68,253,0 warp um_chief1-1 1,1,um_in,38,113
+um_in,38,110,0 warp um_chief1-2 1,1,umbala,66,250
+umbala,138,129,0 warp um_tool1-1 1,1,um_in,99,114
+um_in,99,111,0 warp um_tool1-2 1,1,umbala,136,127
+umbala,125,157,0 warp um_weapon1-1 1,1,um_in,155,114
+um_in,155,111,0 warp um_weapon1-2 1,1,umbala,126,154
+umbala,94,186,0 warp um_houseA1-1 1,1,um_in,141,42
+um_in,141,39,0 warp um_houseA1-2 1,1,umbala,94,183
+umbala,100,203,0 warp um_houseA2-1 1,1,um_in,163,69
+um_in,166,69,0 warp um_houseA2-2 1,1,umbala,102,205
+umbala,107,130,0 warp um_houseB1-1 1,1,um_in,99,66
+um_in,99,63,0 warp um_houseB1-2 1,1,umbala,108,127
+umbala,220,189,0 script um_shaman1-1 45,1,1,{
+OnTouch:
+ if (event_umbala == 7) {
+ warp "um_in",32,71;
+ }
+ end;
+}
+um_in,29,71,0 warp um_shaman2-1 1,1,umbala,217,186
diff --git a/npc/pre-re/warps/cities/veins.txt b/npc/pre-re/warps/cities/veins.txt
new file mode 100644
index 000000000..251b0d14c
--- /dev/null
+++ b/npc/pre-re/warps/cities/veins.txt
@@ -0,0 +1,58 @@
+//===== rAthena Script =======================================
+//= Veins City Warp Script
+//===== By: ==================================================
+//= $ephiroth
+//===== Current Version: =====================================
+//= 1.4
+//===== Compatible With: =====================================
+//= Any Athena Version
+//===== Description: =========================================
+//= [Aegis COnversion]
+//= Warp Points for Veins
+//===== Additional Comments: =================================
+//= 1.4 Rescripted to Aegis 11.2 Standards. [L0ne_W0lf]
+//= 1.5 Removed duplicated Veins warps [Zephyrus]
+//============================================================
+
+veins,230,166,0 warp ve_Tool1-1 1,1,ve_in,251,287
+ve_in,251,283,0 warp ve_Tool1-2 1,1,veins,230,161
+ve_in,261,315,0 warp ve_Tool2-1 1,1,ve_in,177,297
+ve_in,177,293,0 warp ve_Tool2-2 1,1,ve_in,261,311
+veins,150,179,0 warp ve_Weapon1-1 1,1,ve_in,349,223
+ve_in,349,219,0 warp ve_Weapon1-2 1,1,veins,150,175
+ve_in,347,250,0 warp ve_Weapon2-1 1,1,ve_in,282,223
+ve_in,286,223,0 warp ve_Weapon2-2 1,1,ve_in,352,250
+veins,114,278,0 warp ve_Inn1-1 1,1,ve_in,183,207
+ve_in,183,203,0 warp ve_Inn1-2 1,1,veins,110,278
+veins,128,270,0 warp ve_Inn2-1 1,1,ve_in,201,211
+ve_in,206,211,0 warp ve_Inn2-2 1,1,veins,128,266
+veins,130,238,0 warp ve_Inn3-1 1,1,ve_in,99,219
+ve_in,99,215,0 warp ve_Inn3-2 1,1,veins,127,235
+ve_in,76,229,0 warp ve_Inn4-1 1,1,ve_in,75,160
+ve_in,71,160,0 warp ve_Inn4-2 1,1,ve_in,72,229
+veins,148,220,0 warp ve_Bar1-1 1,1,ve_in,252,127
+ve_in,256,127,0 warp ve_Bar1-2 1,1,veins,150,215
+ve_in,224,115,0 warp ve_Bar2-1 1,1,ve_in,313,114
+ve_in,309,114,0 warp ve_Bar2-2 1,1,ve_in,220,115
+veins,197,260,0 warp ve_Church1-1 1,1,ve_in,351,321
+ve_in,351,317,0 warp ve_Church1-2 1,1,veins,197,255
+veins,88,173,0 warp ve_House1_1-1 1,1,ve_in,77,295
+ve_in,77,291,0 warp ve_House1_1-2 1,1,veins,88,168
+ve_in,98,299,0 warp ve_House1_2-1 1,1,ve_in,124,372
+ve_in,128,372,0 warp ve_House1_2-2 1,1,ve_in,102,299
+veins,337,231,0 warp ve_House2_1-1 1,1,ve_in,194,374
+ve_in,194,369,0 warp ve_House2_1-2 1,1,veins,331,231
+veins,267,230,0 warp ve_factory1-1 1,1,ve_in02,17,19
+ve_in02,13,19,0 warp ve_factory1-2 1,1,veins,269,225
+veins,143,25,0 warp veins1-1 1,1,ve_fild07,147,366
+veins,218,361,0 warp veins2-1 1,1,ve_fild06,148,225
+
+//============================================================
+// Old changelog
+//============================================================
+//= 1.0 Initial version [$ephiroth]
+//= 1.1 Removed Rachel City warp [Playtester]
+//= 1.2 Updated veins warp based on jA info [$ephiroth]
+//= 1.3 Update some missing warps [$ephiroth]
+//= 1.3a Update some missing warps [$ephiroth]
+//============================================================
diff --git a/npc/pre-re/warps/cities/yggdrasil.txt b/npc/pre-re/warps/cities/yggdrasil.txt
new file mode 100644
index 000000000..92f084372
--- /dev/null
+++ b/npc/pre-re/warps/cities/yggdrasil.txt
@@ -0,0 +1,27 @@
+//===== rAthena Script =======================================
+//= Yggdrasil Tree Warp Script
+//===== By: ==================================================
+//= PKGINGO (1.0)
+//===== Current Version: =====================================
+//= 1.1
+//===== Compatible With: =====================================
+//= Any Athena Version; RO Episode 6+
+//===== Description: =========================================
+//= Warp Points for Yggdrasil Tree
+//===== Additional Comments: =================================
+//= Extracted from Vidar -> Athena
+//= 1.1 Renewal warp adjustments.
+//============================================================
+
+//Umbala Entrance
+//um_dun02,125,163,0 warp nwarp1 1,1,yggdrasil01,40,63
+
+// RE Yggdrasil Entrance
+umbala,106,285,1 warp ygGate_yg1 1,1,yggdrasil01,39,63
+
+//Niflheim Exit
+yggdrasil01,249,262,0 warp nwarp5 1,1,nif_fild01,315,66
+
+//Yggdrasil Tree
+yggdrasil01,271,51,0 warp nwarp3 1,1,yggdrasil01,26,196
+yggdrasil01,26,193,0 warp nwarp4 1,1,yggdrasil01,269,53
diff --git a/npc/pre-re/warps/cities/yuno.txt b/npc/pre-re/warps/cities/yuno.txt
new file mode 100644
index 000000000..6503091ce
--- /dev/null
+++ b/npc/pre-re/warps/cities/yuno.txt
@@ -0,0 +1,217 @@
+//===== rAthena Script =======================================
+//= Yuno Warp Script
+//===== By: ==================================================
+//= Nana (1.0)
+//= Sara-chan (1.1)
+//===== Current Version: =====================================
+//= 1.9
+//===== Compatible With: =====================================
+//= Any Athena Version; RO Episode 5+
+//===== Description: =========================================
+//= Warp Points for Yuno
+//===== Additional Comments: =================================
+//= 1.1 - Added Yuno Airport warps
+//= 1.2 Moved all airports to Airplane Warps [Lupus]
+//= 1.3 Dr.Evil's yuno_05 warps update [Lupus]
+//= 1.4 optimized [Lupus]
+//= 1.5 Added Missing Juno warps [musashiden]
+//= 1.6 Corrected duplicate warps [Musashiden]
+//= 1.7 Yet another missing warp [Musashiden]
+//= 1.8 Added Yuno Government Buildings warps
+//= 1.9 Updated Yuno Government Buildings warps according
+//= to Schwartzvalt Trilogy quest. [SinSloth]
+//============================================================
+
+//= Yuno City ================================================
+yuno,158,15,0 warp yun-yunfild 1,1,yuno_fild04,231,284
+yuno,117,135,0 warp yun01 1,1,yuno_in01,116,37
+yuno_in01,116,40,0 warp yun02 1,1,yuno,120,138
+yuno,48,105,0 warp yun03 1,1,yuno_in01,37,176
+yuno_in01,40,176,0 warp yun04 1,1,yuno,51,105
+yuno_in01,32,182,0 warp yun05 1,1,yuno_in01,86,164
+yuno_in01,82,164,0 warp yun06 1,1,yuno_in01,28,182
+yuno,48,151,0 warp yun07 1,1,yuno_in01,30,100
+yuno_in01,34,100,0 warp yun08 1,1,yuno,51,151
+yuno,93,180,0 warp yun09 1,1,yuno_in04,33,127
+yuno_in04,33,130,0 warp yun10 1,1,yuno,95,184
+yuno,196,138,0 warp yun11 1,1,yuno_in01,32,33
+yuno_in01,32,36,0 warp yun12 1,1,yuno,193,142
+yuno,264,87,0 warp yun13 1,1,yuno_in01,168,101
+yuno_in01,168,104,0 warp yun14 1,1,yuno,264,90
+yuno,341,203,0 warp yun15 1,1,yuno_in04,32,58
+yuno_in04,29,58,0 warp yun16 1,1,yuno,338,203
+yuno_in04,52,58,0 warp yun17 1,1,yuno_in04,97,58
+yuno_in04,95,58,0 warp yun18 1,1,yuno_in04,50,58
+yuno_in04,103,64,0 warp yun19 1,1,yuno_in04,103,95
+yuno_in04,103,93,0 warp yun20 1,1,yuno_in04,103,62
+yuno_in04,115,64,0 warp yun21 1,1,yuno_in04,115,95
+yuno_in04,115,93,0 warp yun22 1,1,yuno_in04,115,62
+yuno_in04,115,51,0 warp yun23 1,1,yuno_in04,115,20
+yuno_in04,115,22,0 warp yun24 1,1,yuno_in04,115,53
+yuno_in04,103,51,0 warp yun25 1,1,yuno_in04,103,20
+yuno_in04,103,22,0 warp yun26 1,1,yuno_in04,103,53
+yuno_in04,122,57,0 warp yun27 1,1,yuno_in04,164,110
+yuno_in04,161,110,0 warp yun28 1,1,yuno_in04,120,57
+yuno,323,284,0 warp yun29 1,1,yuno_in03,167,22
+yuno_in03,167,19,0 warp yun30 1,1,yuno,323,280
+yuno_in03,167,72,0 warp yun31 1,1,yuno_in03,179,113
+yuno_in03,179,109,0 warp yun32 1,1,yuno_in03,167,69
+yuno_in03,186,119,0 warp yun33 1,1,yuno_in03,163,174
+yuno_in03,159,174,0 warp yun34 1,1,yuno_in03,183,119
+yuno_in03,186,131,0 warp yun35 1,1,yuno_in03,163,187
+yuno_in03,159,187,0 warp yun36 1,1,yuno_in03,183,131
+yuno_in03,172,118,0 warp yun37 1,1,yuno_in03,120,178
+yuno_in03,124,178,0 warp yun38 1,1,yuno_in03,176,118
+yuno_in03,111,192,0 warp yun39 1,1,yuno_in03,162,132
+yuno_in03,162,129,0 warp yun40 1,1,yuno_in03,111,189
+yuno_in03,153,134,0 warp yun41 1,1,yuno_in03,62,186
+yuno_in03,66,186,0 warp yun42 1,1,yuno_in03,155,134
+yuno,278,293,0 warp yun43 1,1,yuno_in03,25,15
+yuno_in03,25,11,0 warp yun44 1,1,yuno,278,290
+yuno_in03,32,89,0 warp yun45 1,1,yuno_in03,25,53
+yuno_in03,25,56,0 warp yun46 1,1,yuno_in03,32,92
+yuno,284,366,0 warp yun47 1,1,yuno_in03,224,23
+yuno_in03,224,19,0 warp yun48 1,1,yuno,284,363
+yuno_in03,219,50,0 warp yun49 1,1,yuno_in03,104,118
+yuno_in03,104,115,0 warp yun50 1,1,yuno_in03,219,47
+yuno_in03,244,52,0 warp yun51 1,1,yuno_in03,235,94
+yuno_in03,235,91,0 warp yun52 1,1,yuno_in03,244,49
+yuno_in03,231,61,0 warp yun53 1,1,yuno_in03,239,144
+yuno_in03,239,141,0 warp yun54 1,1,yuno_in03,231,57
+yuno_in03,223,167,0 warp yun55 1,1,yuno_in03,96,54
+yuno_in03,96,58,0 warp yun56 1,1,yuno_in03,223,170
+yuno,87,321,0 warp yun57 1,1,yuno_in02,168,61
+yuno_in02,172,61,0 warp yun58 1,1,yuno,90,321
+yuno_in01,88,36,0 warp yun59 1,1,yuno_in01,173,34
+yuno_in01,176,34,0 warp yun60 1,1,yuno_in01,91,36
+yuno_in02,82,14,0 warp yun61 1,1,yuno_in05,192,194
+yuno_in05,196,194,0 warp yun62 1,1,yuno_in02,85,14
+yuno,245,147,0 warp yun65 1,1,yuno_in01,101,88
+yuno_in01,101,85,0 warp yun66 1,1,yuno,245,144
+
+// Yuno In05 (Entering Random Warps) -------------------------------------------
+yuno_in05,153,141,0 script #yun63 45,1,1,{
+ if(rand(2)){
+ warp "yuno_in05",192,102;
+ } else {
+ warp "yuno_in05",145,82;
+ }
+ end;
+}
+// Yuno In05 (Random Warps - Cross Shaped) -------------------------------------
+yuno_in05,196,102,0 script #yun64 45,1,1,{
+ set @warp0,rand(3);
+ if(@warp0==1) goto w2;
+ if(@warp0==2) goto w3;
+ warp "yuno_in05",169,102; end;
+w2: warp "yuno_in05",128,82; end;
+w3: warp "yuno_in05",156,141; end;
+}
+yuno_in05,181,116,0 script #yun65 45,1,1,{
+ set @warp0,rand(3);
+ if(@warp0==1) goto w2;
+ if(@warp0==2) goto w3;
+ warp "yuno_in05",181,94; end;
+w2: warp "yuno_in05",176,13; end;
+w3: warp "yuno_in05",136,75; end;
+}
+yuno_in05,165,102,0 script #yun66 45,1,1,{
+ if(rand(2)){
+ warp "yuno_in05",192,102;
+ } else {
+ warp "yuno_in05",145,82;
+ }
+ end;
+}
+yuno_in05,181,91,0 script #yun67 45,1,1,{
+ if(rand(2)){
+ warp "yuno_in05",181,112;
+ } else {
+ warp "yuno_in05",176,48;
+ }
+ end;
+}
+// Yuno In05 (Random Warps - T-Shaped) -----------------------------------------
+yuno_in05,148,82,0 script #yun68 45,1,1,{
+ set @warp0,rand(3);
+ if(@warp0==1) goto w2;
+ if(@warp0==2) goto w3;
+ warp "yuno_in05",169,102; end;
+w2: warp "yuno_in05",128,82; end;
+w3: warp "yuno_in05",156,141; end;
+}
+yuno_in05,125,82,0 script #yun69 45,1,1,{
+ if(rand(2)){
+ warp "yuno_in05",192,102;
+ } else {
+ warp "yuno_in05",145,82;
+ }
+ end;
+}
+yuno_in05,136,71,0 script #yun70 45,1,1,{
+ set @warp0,rand(3);
+ if(@warp0==1) goto w2;
+ if(@warp0==2) goto w3;
+ warp "yuno_in05",181,112; end;
+w2: warp "yuno_in05",16,185; end;
+w3: warp "yuno_in05",176,48; end;
+}
+// Yuno In05 (Random Warps - Other) --------------------------------------------
+yuno_in05,16,188,0 script #yun71 45,1,1,{
+ set @warp0,rand(3);
+ if(@warp0==1) goto w2;
+ if(@warp0==2) goto w3;
+ warp "yuno_in05",181,94; end;
+w2: warp "yuno_in05",176,13; end;
+w3: warp "yuno_in05",136,75; end;
+}
+yuno_in05,176,9,0 script #yun72 45,1,1,{
+ if(rand(2)){
+ warp "yuno_in05",181,112;
+ } else {
+ warp "yuno_in05",176,48;
+ }
+ end;
+}
+yuno_in05,176,52,0 script #yun73 45,1,1,{
+ set @warp0,rand(3);
+ if(@warp0==1) goto w2;
+ if(@warp0==2) goto w3;
+ warp "yuno_in05",181,94; end;
+w2: warp "yuno_in05",176,13; end;
+w3: warp "yuno_in05",136,75; end;
+}
+// Yuno In05 (Destination - Room) ----------------------------------------------
+yuno_in05,40,178,0 script #yun74 45,1,1,{
+ set @warp0,rand(3);
+ if(@warp0==1) goto w2;
+ if(@warp0==2) goto w3;
+ warp "yuno_in05",181,94; end;
+w2: warp "yuno_in05",176,13; end;
+w3: warp "yuno_in05",136,75; end;
+}
+yuno_in05,47,186,0 script #yun75 45,1,1,{
+ set @warp0,rand(3);
+ if(@warp0==1) goto w2;
+ if(@warp0==2) goto w3;
+ warp "yuno_in05",181,94; end;
+w2: warp "yuno_in05",176,13; end;
+w3: warp "yuno_in05",136,75; end;
+}
+// Yuno In05 (Destination - Escaped Random Warps) ------------------------------
+yuno_in05,31,167,0 warp yun76 1,1,yuno_in05,50,85
+yuno_in05,50,88,0 warp yun77 1,1,yuno_in02,85,14
+
+// Yuno Government Buildings ---------------------------------------------------
+yuno_pre,52,22,0 warp yungvn01 1,1,yuno_pre,37,23
+yuno_pre,87,22,0 warp yungvn02 1,1,yuno_pre,102,22
+yuno_pre,41,23,0 warp yungvn03 1,1,yuno_pre,56,22
+yuno_pre,18,35,0 warp yungvn04 1,1,yuno_pre,18,53
+yuno_pre,98,22,0 warp yungvn05 1,1,yuno_pre,83,22
+yuno_pre,18,48,0 warp yungvn06 1,1,yuno_pre,18,31
+yuno_pre,18,77,0 warp yungvn07 1,1,yuno_pre,18,96
+yuno_pre,113,48,0 warp yungvn08 1,1,yuno_pre,84,22
+yuno_pre,81,68,0 warp yungvn09 1,1,yuno_pre,95,68
+yuno_pre,18,92,0 warp yungvn10 1,1,yuno_pre,18,73
+yuno,157,322,0 warp yungvn11 1,1,yuno_pre,69,13
+yuno_pre,69,10,0 warp yungvn12 1,1,yuno,157,317
diff --git a/npc/pre-re/warps/dungeons/abbey.txt b/npc/pre-re/warps/dungeons/abbey.txt
new file mode 100644
index 000000000..437290a7d
--- /dev/null
+++ b/npc/pre-re/warps/dungeons/abbey.txt
@@ -0,0 +1,22 @@
+//===== rAthena Script =======================================
+//= Abbey Dungeon Warp Script
+//===== By: ==================================================
+//= $ephiroth
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= Any Athena Version
+//===== Description: =========================================
+//= Warp Points for Abbey Dungeon
+//===== Additional Comments: =================================
+//= 1.0 Initial version [$ephiroth]
+//============================================================
+
+//= Abbey Dungeon ============================================
+abbey01,51,9,0 warp namelesswarp0101 1,1,nameless_n,160,184
+abbey01,87,122,0 warp namelesswarp4001 1,1,abbey01,13,201
+abbey01,13,204,0 warp namelesswarp4002 1,1,abbey01,88,118
+abbey01,321,102,0 warp namelesswarp4003 1,1,abbey02,149,11
+abbey02,149,8,0 warp namelesswarp4004 1,1,abbey01,321,99
+abbey02,149,290,0 warp namelesswarp4005 1,1,abbey03,119,8
+abbey03,119,5,0 warp namelesswarp4006 1,1,abbey02,149,287
diff --git a/npc/pre-re/warps/dungeons/abyss.txt b/npc/pre-re/warps/dungeons/abyss.txt
new file mode 100644
index 000000000..b669a3226
--- /dev/null
+++ b/npc/pre-re/warps/dungeons/abyss.txt
@@ -0,0 +1,20 @@
+//===== rAthena Script =======================================
+//= Abyss Lake Dungeon Warp Script
+//===== By: ==================================================
+//= Muad-Dib (1.0)
+//===== Current Version: =====================================
+//= 1.1
+//===== Compatible With: =====================================
+//= Any Athena Version; RO Episode 10+
+//===== Description: =========================================
+//= Warp Points for Abyss Lake Dungeon
+//===== Additional Comments: =================================
+//= 1.0 Thanks to Muad-Dib for the temp warps [Lupus]
+//= 1.1 Corrected warp placements.
+//============================================================
+
+abyss_01,25,24,0 warp abysslakedunwarp001 1,1,abyss_02,271,270
+abyss_02,145,280,0 warp abysslakedunwarp002 1,1,abyss_03,115,30
+abyss_02,277,270,0 warp abysslakedunwarp003 1,1,abyss_01,25,30
+abyss_03,115,25,0 warp abysslakedunwarp004 1,1,abyss_02,145,275
+abyss_01,265,274,0 warp abysslakedunwarp005 1,1,hu_fild05,177,211
diff --git a/npc/pre-re/warps/dungeons/alde_dun.txt b/npc/pre-re/warps/dungeons/alde_dun.txt
new file mode 100644
index 000000000..a51ccf413
--- /dev/null
+++ b/npc/pre-re/warps/dungeons/alde_dun.txt
@@ -0,0 +1,80 @@
+//===== rAthena Script =======================================
+//= Al de Baran Dungeon Warp Script
+//===== By: ==================================================
+//= Nana (1.0)
+//===== Current Version: =====================================
+//= 1.6
+//===== Compatible With: =====================================
+//= Any Athena Version; RO Episode 2+
+//===== Description: =========================================
+//= Warp Points for Al De Baran Dungeon
+//===== Additional Comments: =================================
+//= Split off Aldebaran.txt
+//= 1.1 fixed clt007 warp
+//= 1.3 Optimized [Lupus]
+//= 1.4 Removed Duplicates [Silent]
+//= 1.5 Corrected NPC names to fall within proper restrictions. [L0ne_W0lf]
+//= 1.6 Moved Clock Tower warps to unique file. [L0ne_W0lf]
+//============================================================
+
+//============================================================
+//============================================================
+alde_dun01,292,306,0 warp aldd01 2,1,alde_dun02,43,24
+alde_dun01,167,158,0 warp ald002a 2,2,c_tower2,148,283
+alde_dun01,302,25,0 warp ald003a 2,2,c_tower1,125,22
+alde_dun02,43,20,0 warp aldd04 1,1,alde_dun01,292,300
+alde_dun02,279,250,0 warp aldd05 2,2,alde_dun03,18,267
+alde_dun02,122,169,0 warp ald006 2,2,c_tower3,47,41
+alde_dun02,187,234,0 warp ald007 2,2,c_tower3,65,147
+//============================================================
+//= Random B2 ================================================
+alde_dun02,267,41,4 script ald008r 45,1,1,{
+ if(rand(2)) {
+ warp "c_tower3",168,252;
+ } else {
+ warp "alde_dun02",262,141;
+ }
+ end;
+}
+alde_dun03,12,267,0 warp aldd09 2,2,alde_dun02,273,250
+alde_dun03,277,183,0 warp ald010 2,2,c_tower2,27,27
+alde_dun03,191,31,0 warp ald011 2,2,c_tower3,217,159
+alde_dun03,276,48,0 warp ald012 2,2,c_tower1,235,223
+//============================================================
+//7(npc)
+//= Random B3-1 ================================================
+alde_dun03,130,125,4 script ald014r 45,1,1,{
+ set @r,rand(3);
+ if(@r==1) goto w2;
+ if(@r==2) goto w3;
+ warp "c_tower2",228,267; end;
+ w2: warp "alde_dun03",130,130; end;
+ w3: warp "c_tower3",252,29; end;
+}
+//============================================================
+//= Random 3-2 ===============================================
+alde_dun03,171,127,4 script ald015r 45,1,1,{
+ set @r,rand(4);
+ if(@r==1) goto w2;
+ if(@r==2) goto w3;
+ warp "c_tower2",13,282; end;
+ w2: warp "alde_dun03",175,131; end;
+ w3: warp "c_tower3",235,7; end;
+}
+alde_dun04,80,273,0 warp aldd016 2,2,alde_dun03,263,26
+alde_dun04,207,225,0 warp ald017 1,1,c_tower3,7,34
+alde_dun04,215,192,0 warp ald018 1,1,c_tower2,148,283
+alde_dun04,32,74,0 warp aldd19 1,1,alde_dun02,187,239
+alde_dun04,208,58,0 warp aldd20 2,2,alde_dun04,268,74
+alde_dun04,272,74,0 warp aldd021 2,2,alde_dun04,204,62
+alde_dun04,80,34,4 script ald022r 45,1,1,{
+ set @r,rand(4);
+ if(@r==1) goto w2;
+ if(@r==2) goto w3;
+ if(@r==3) goto w4;
+ warp "c_tower2",13,282; end;
+ w2: warp "alde_dun03",175,131; end;
+ w3: warp "c_tower3",235,7; end;
+ w4: warp "alde_dun04",84,36; end;
+}
+//============================================================
diff --git a/npc/pre-re/warps/dungeons/ama_dun.txt b/npc/pre-re/warps/dungeons/ama_dun.txt
new file mode 100644
index 000000000..a13422204
--- /dev/null
+++ b/npc/pre-re/warps/dungeons/ama_dun.txt
@@ -0,0 +1,19 @@
+//===== rAthena Script =======================================
+//= Amatsu Dungeon Script
+//===== By: ==================================================
+//= Nana (1.0)
+//===== Current Version: =====================================
+//= 1.2
+//===== Compatible With: =====================================
+//= Any Athena Version; RO Episode 6+
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Warp Points for Amatsu Dungeon
+//===== Additional Comments: =================================
+//= 1.2 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
+//============================================================
+
+ama_dun01,235,144,0 warp ama_dun1-1 1,1,ama_dun02,33,40
+ama_dun02,30,40,0 warp ama_dun1-2 1,1,ama_dun01,232,144
+ama_dun02,196,123,0 warp ama_dun2-1 1,1,ama_dun03,120,12
+ama_dun03,120,9,0 warp ama_dun2-2 1,1,ama_dun02,196,120
diff --git a/npc/pre-re/warps/dungeons/anthell.txt b/npc/pre-re/warps/dungeons/anthell.txt
new file mode 100644
index 000000000..d33b1e42c
--- /dev/null
+++ b/npc/pre-re/warps/dungeons/anthell.txt
@@ -0,0 +1,37 @@
+//===== rAthena Script =======================================
+//= Ant Hell Warp Script
+//===== By: ==================================================
+//= Nana (1.0)
+//===== Current Version: =====================================
+//= 1.7
+//===== Compatible With: =====================================
+//= Any Athena Version
+//===== Description: =========================================
+//= Warp Points for Ant Hell
+//===== Additional Comments: =================================
+//= 1.3 Changed var anthell to @anthell. Optimized [Lupus]
+//= 1.4 Removed Duplicates [Silent]
+//= 1.5 Updated warps for episode 12.1 [L0ne_W0lf]
+//= 1.6 Renewal warp adjustments.
+//= 1.7 Fixed coordinates for pre-2010/06/09 maps (bugreport:3589)
+//= Moved entrance to cmd_fild08 to match mapcache [Gepard]
+//============================================================
+
+//= Ant Hell =================================================
+
+/* Pre 2010-06-09adata_x1.gpf version
+ * Requires modified mapcache and client-side maps
+ */
+//moc_fild20,156,143,0 warp moc_ant1-1 1,1,anthell01,35,263
+//anthell01,35,267,0 warp moc_ant1-2 1,1,moc_fild20,161,144
+//moc_fild20,337,315,0 warp moc_ant2-1 1,1,anthell02,168,170
+//anthell02,171,170,0 warp moc_ant2-2 1,1,moc_fild20,333,315
+
+/* 2010-06-09 version */
+cmd_fild08,335,355,0 warp moc_ant1-1 3,4,anthell01,35,262
+anthell01,35,267,0 warp moc_ant1-2 1,1,cmd_fild08,330,355
+cmd_fild08,348,82,0 warp moc_ant2-1 3,3,anthell02,168,170
+anthell02,172,169,0 warp moc_ant2-2 1,1,cmd_fild08,344,82
+
+anthell01,253,32,0 warp ant01 2,1,anthell02,34,263
+anthell02,32,267,0 warp ant01-1 2,2,anthell01,253,35
diff --git a/npc/pre-re/warps/dungeons/ayo_dun.txt b/npc/pre-re/warps/dungeons/ayo_dun.txt
new file mode 100644
index 000000000..c1b013baf
--- /dev/null
+++ b/npc/pre-re/warps/dungeons/ayo_dun.txt
@@ -0,0 +1,25 @@
+//===== rAthena Script =======================================
+//= Ayothaya Dungeon Warp Script
+//===== By: ==================================================
+//= rAthena Team (1.0)
+//===== Current Version: =====================================
+//= 1.1
+//===== Compatible With: =====================================
+//= Any Athena Version; RO Episode 10+
+//===== Description: =========================================
+//= Warp Points for Ayothaya Dungeon
+//===== Additional Comments: =================================
+//= 1.1 Rescritped to Aegis 10.3 standards. [L0ne_W0lf]
+//============================================================
+
+ayo_fild02,285,149,0 warp ayo_dun1-1 1,1,ayo_dun01,275,18
+ayo_dun01,274,14,0 warp ayo_dun1-2 1,1,ayo_fild02,279,150
+ayo_dun02,24,22,0 warp ayo_dun2-1 1,1,ayo_dun01,24,279
+ayo_dun02,276,22,0 warp ayo_dun2-2 1,1,ayo_dun01,24,279
+
+//============================================================
+// Old changelog
+//============================================================
+//= 1.0 Splitted 2 files [Lupus]
+//= Should some warps be disabled due to Dungeon Quest?
+//============================================================
diff --git a/npc/pre-re/warps/dungeons/beach_dun.txt b/npc/pre-re/warps/dungeons/beach_dun.txt
new file mode 100644
index 000000000..13ba8b428
--- /dev/null
+++ b/npc/pre-re/warps/dungeons/beach_dun.txt
@@ -0,0 +1,23 @@
+//===== rAthena Script =======================================
+//= Comodo Dungeon Warp
+//===== By: ==================================================
+//= Nana (1.0)
+//===== Current Version: =====================================
+//= 1.1
+//===== Compatible With: =====================================
+//= Any Athena Version
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Comodo Beach Dungeon warp script
+//===== Additional Comments: =================================
+//= 1.1 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
+//============================================================
+
+comodo,24,214,0 warp cmd_beach_dun1-1 1,1,beach_dun,266,67
+beach_dun,276,67,0 warp cmd_beach_dun1-2 1,1,comodo,31,215
+comodo,176,358,0 warp cmd_beach_dun2-1 1,1,beach_dun2,154,25
+beach_dun2,154,13,0 warp cmd_beach_dun2-2 2,1,comodo,176,353
+comodo,333,175,0 warp cmd_beach_dun3-1 1,1,beach_dun3,23,260
+beach_dun3,17,265,0 warp cmd_beach_dun3-2 1,1,comodo,328,175
+beach_dun3,286,57,0 warp cmd_beach_dun4-1 1,1,cmd_fild01,30,317
+cmd_fild01,26,318,0 warp cmd_beach_dun4-2 1,1,beach_dun3,281,56
diff --git a/npc/pre-re/warps/dungeons/bra_dun.txt b/npc/pre-re/warps/dungeons/bra_dun.txt
new file mode 100644
index 000000000..a151ed645
--- /dev/null
+++ b/npc/pre-re/warps/dungeons/bra_dun.txt
@@ -0,0 +1,17 @@
+//===== rAthena Script =======================================
+//= Brasilis Dungeon Warp
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= Any Athena Version
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Brasilis Dungeon warp script
+//===== Additional Comments: =================================
+//= 1.0 First version.
+//============================================================
+
+bra_dun01,199,35,0 warp brad1tobrad2 1,1,bra_dun02,261,263
+bra_dun02,261,265,0 warp brad2tobrad1 1,1,bra_dun01,199,37
diff --git a/npc/pre-re/warps/dungeons/c_tower.txt b/npc/pre-re/warps/dungeons/c_tower.txt
new file mode 100644
index 000000000..e75f8e449
--- /dev/null
+++ b/npc/pre-re/warps/dungeons/c_tower.txt
@@ -0,0 +1,153 @@
+//===== rAthena Script =======================================
+//= Al de Baran Clock Tower Warp Script
+//===== By: ==================================================
+//= Nana (1.0)
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= Any Athena Version; RO Episode 2+
+//===== Description: =========================================
+//= Warp Points for Clock Tower
+//===== Additional Comments: =================================
+//= 1.0 Split from combined warp file alberta_duns. [L0ne_W0lf]
+//============================================================
+
+//= Al De Baran Clock Tower
+aldebaran,139,135,0 warp ald002 1,1,c_tower1,199,159
+c_tower1,200,157,0 warp ald003 1,1,aldebaran,139,131
+c_tower1,235,226,0 warp clt001 1,1,c_tower2,268,26
+c_tower1,123,22,0 warp clt002 1,1,alde_dun01,297,25
+c_tower2,142,283,0 warp clt003 1,1,c_tower3,65,147
+c_tower2,24,24,0 warp clt004 1,1,alde_dun03,277,178
+c_tower2,273,26,0 warp clt005 1,1,c_tower1,235,223
+
+//============================================================
+//= Level 2 ==================================================
+//= Random 2-1 ===============================================
+c_tower2,13,288,4 script clt006r 45,1,1,{
+ set @r,rand(3);
+ if(@r==1) goto w2;
+ if(@r==2) goto w3;
+ warp "c_tower2",13,282; end;
+ w2: warp "alde_dun03",175,131; end;
+ w3: warp "c_tower3",235,7; end;
+}
+//============================================================
+//= Random 2-2 ===============================================
+c_tower2,223,267,4 script clt007r 45,1,1,{
+ set @r,rand(3);
+ if(@r==1) goto w2;
+ if(@r==2) goto w3;
+ warp "c_tower2",288,267; end;
+ w2: warp "alde_dun03",130,130; end;
+ w3: warp "c_tower3",252,29; end;
+}
+//============================================================
+//= Level 3 ==================================================
+c_tower3,60,147,0 warp clt009 1,1,c_tower2,148,283
+c_tower3,212,159,0 warp clt010 1,1,alde_dun03,276,53
+c_tower3,7,39,0 warp clt011 1,1,alde_dun01,171,158
+c_tower3,42,41,0 warp clt012 1,1,alde_dun02,127,169
+c_tower3,146,8,0 warp clt013 1,1,c_tower1,235,223
+//============================================================
+//= Random 3-1 ===============================================
+c_tower3,163,252,4 script clt014r 45,1,1,{
+ if(rand(2)) {
+ warp "c_tower3",168,252;
+ } else {
+ warp "alde_dun02",262,41;
+ }
+ end;
+}
+//============================================================
+//= Random 3-2 ===============================================
+c_tower3,240,7,4 script clt015r 45,1,1,{
+ set @r,rand(3);
+ if(@r==1) goto w2;
+ if(@r==2) goto w3;
+ warp "c_tower2",13,282; end;
+ w2: warp "alde_dun03",175,131; end;
+ w3: warp "c_tower3",235,7; end;
+}
+//============================================================
+//= Random 3-3 ===============================================
+c_tower3,252,24,4 script clt016r 45,1,1,{
+ set @r,rand(3);
+ if(@r==1) goto w2;
+ if(@r==2) goto w3;
+ warp "c_tower2",228,267; end;
+ w2: warp "alde_dun03",130,130; end;
+ w3: warp "c_tower3",252,29; end;
+}
+//============================================================
+//= Level 4 ==================================================
+c_tower4,37,70,0 warp clt017 1,1,alde_dun03,277,54
+c_tower4,51,156,0 warp clt018 1,1,alde_dun01,171,158
+c_tower4,68,46,0 warp clt019 1,1,c_tower4,73,154
+c_tower4,70,19,0 warp clt020 2,2,c_tower3,151,8
+c_tower4,79,49,0 warp clt021 2,2,c_tower4,204,60
+c_tower4,133,202,0 warp clt022 1,1,c_tower4,140,149
+c_tower4,153,107,0 warp clt023 1,1,c_tower2,228,267
+c_tower4,171,179,0 warp clt024 1,1,alde_dun03,276,53
+c_tower4,198,59,0 warp clt025 1,1,c_tower4,152,98
+c_tower4,204,57,0 warp clt026 1,1,c_tower4,65,77
+//============================================================
+//= Random 4-1 ===============================================
+c_tower4,75,156,4 script clt027r 45,0,0,{
+ set @r,rand(4);
+ if(@r==1) goto w2;
+ if(@r==2) goto w3;
+ if(@r==3) goto w4;
+ warp "c_tower3",168,252; end;
+ w2: warp "alde_dun02",262,41; end;
+ w3: warp "c_tower4",73,154; end;
+ w4: warp "c_tower4",140,149; end;
+}
+//============================================================
+//= Random 4-2 ===============================================
+c_tower4,68,79,4 script clt028r 45,0,0,{
+ set @r,rand(4);
+ if(@r==1) goto w2;
+ if(@r==2) goto w3;
+ if(@r==3) goto w4;
+ warp "c_tower2",13,282; end;
+ w2: warp "alde_dun03",175,131; end;
+ w3: warp "c_tower3",235,7; end;
+ w4: warp "c_tower4",65,77; end;
+}
+//============================================================
+//= Random 4-3 ===============================================
+c_tower4,142,151,4 script clt029r 45,0,0,{
+ set @r,rand(4);
+ if(@r==1) goto w2;
+ if(@r==2) goto w3;
+ if(@r==3) goto w4;
+ warp "c_tower3",168,252; end;
+ w2: warp "alde_dun02",262,41; end;
+ w3: warp "c_tower4",73,154; end;
+ w4: warp "c_tower4",140,149; end;
+}
+//============================================================
+//= Random 4-4 ===============================================
+c_tower4,151,96,4 script clt030r 45,0,0,{
+ set @r,rand(4);
+ if(@r==1) goto w2;
+ if(@r==2) goto w3;
+ if(@r==3) goto w4;
+ warp "c_tower2",228,267; end;
+ w2: warp "alde_dun03",130,130; end;
+ w3: warp "c_tower3",252,29; end;
+ w4: warp "c_tower4",152,95; end;
+}
+//============================================================
+//= Random 4-5 ===============================================
+c_tower4,189,40,4 script clt031r 45,2,2,{
+ set @r,rand(4);
+ if(@r==1) goto w2;
+ if(@r==2) goto w3;
+ if(@r==3) goto w4;
+ warp "c_tower2",228,267; end;
+ w2: warp "alde_dun03",130,130; end;
+ w3: warp "c_tower3",252,29; end;
+ w4: warp "c_tower4",152,95; end;
+}
diff --git a/npc/pre-re/warps/dungeons/dic_dun.txt b/npc/pre-re/warps/dungeons/dic_dun.txt
new file mode 100644
index 000000000..63d5e8f0b
--- /dev/null
+++ b/npc/pre-re/warps/dungeons/dic_dun.txt
@@ -0,0 +1,24 @@
+//===== rAthena Script =======================================
+//= Scaraba Hole Warp Script
+//===== By: ==================================================
+//= Chilly
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= Warp Points for Scaraba Hole
+//===== Additional Comments: =================================
+//= 1.0 First Version.
+//============================================================
+
+dic_dun01,88,212,0 warp scarabahole0001 1,1,dic_dun01,168,228
+dic_dun01,164,228,0 warp scarabahole0002 1,1,dic_dun01,84,212
+dic_dun01,371,228,0 warp scarabahole0003 1,1,dic_dun01,32,156
+dic_dun01,28,156,0 warp scarabahole0004 1,1,dic_dun01,367,228
+dic_dun01,371,172,0 warp scarabahole0005 1,1,dic_dun01,32,100
+dic_dun01,28,100,0 warp scarabahole0006 1,1,dic_dun01,367,172
+dic_dun02,102,148,0 warp scarabahole0007 1,1,dic_dun01,290,103
+dic_dun01,370,100,0 warp scarabahole0008 1,1,dic_dun01,33,44
+dic_dun01,29,44,0 warp scarabahole0009 1,1,dic_dun01,366,100
+dic_dun03,102,148,0 warp scarabahole0010 1,1,dic_dun01,290,103
diff --git a/npc/pre-re/warps/dungeons/ecl_dun.txt b/npc/pre-re/warps/dungeons/ecl_dun.txt
new file mode 100644
index 000000000..6d6bb321a
--- /dev/null
+++ b/npc/pre-re/warps/dungeons/ecl_dun.txt
@@ -0,0 +1,24 @@
+//===== rAthena Script =======================================
+//= Eclage Dungeon Warp Script
+//===== By: ==================================================
+//= Chilly
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= Warp Points for Eclage Dungeon
+//===== Additional Comments: =================================
+//= 1.0 First Version.
+//============================================================
+
+ecl_fild01,182,82,0 warp eclage_dun0001 1,1,ecl_tdun01,60,13
+ecl_tdun01,61,11,0 warp eclage_dun0002 1,1,ecl_fild01,182,85
+ecl_tdun01,67,106,0 warp eclage_dun0003 1,1,ecl_tdun02,60,88
+ecl_tdun02,60,90,0 warp eclage_dun0004 1,1,ecl_tdun01,70,105
+ecl_tdun02,52,9,0 warp eclage_dun0005 1,1,ecl_tdun03,47,13
+ecl_tdun03,49,11,0 warp eclage_dun0006 1,1,ecl_tdun02,50,11
+ecl_tdun03,50,46,0 warp eclage_dun0007 1,1,ecl_tdun04,26,23
+ecl_tdun04,26,26,0 warp eclage_dun0008 1,1,ecl_tdun03,50,43
+ecl_tdun04,34,17,0 warp eclage_dun0009 1,1,ecl_fild01,183,73
+ecl_fild01,183,70,0 warp eclage_dun0010 1,1,ecl_tdun04,32,19
diff --git a/npc/pre-re/warps/dungeons/ein_dun.txt b/npc/pre-re/warps/dungeons/ein_dun.txt
new file mode 100644
index 000000000..c0b1f69be
--- /dev/null
+++ b/npc/pre-re/warps/dungeons/ein_dun.txt
@@ -0,0 +1,24 @@
+//===== rAthena Script =======================================
+//= Einbroch Warp Script
+//===== By: ==================================================
+//= Sara-chan (1.3), SSUNNY@YOUNG(1.4)
+//===== Current Version: =====================================
+//= 1.5
+//===== Compatible With: =====================================
+//= Any Athena Version; RO Episode 8+
+//===== Description: =========================================
+//= Warp Points for Einbroch
+//===== Additional Comments: =================================
+//= 1.4 Updated Warps, work done by SSUNNY@YOUNG in Korean eA site [Vicious]
+//= 1.5 Added missing warps, updated coordinates [Gepard]
+//============================================================
+
+//Dungeon Warps
+einbech,138,252,0 warp eib_d01 1,1,ein_dun01,22,14
+ein_dun01,22,11,0 warp eib_d01a 1,1,einbech,138,249
+ein_dun01,261,255,0 warp ein012 1,1,ein_dun02,291,292
+ein_dun02,286,292,0 warp ein012a 1,1,ein_dun01,261,258
+ein_dun02,216,210,0 warp EinCave01A_EinCave01B 1,1,ein_dun02,208,228
+ein_dun02,228,109,0 warp EinCave02A_EinCave02B 1,1,ein_dun02,191,130
+ein_dun02,210,225,0 warp EinCave01B_EinCave01A 1,1,ein_dun02,216,207
+ein_dun02,195,130,0 warp EinCave02B_EinCave02A 1,1,ein_dun02,233,109
diff --git a/npc/pre-re/warps/dungeons/gef_dun.txt b/npc/pre-re/warps/dungeons/gef_dun.txt
new file mode 100644
index 000000000..967c91c15
--- /dev/null
+++ b/npc/pre-re/warps/dungeons/gef_dun.txt
@@ -0,0 +1,46 @@
+//===== rAthena Script =======================================
+//= Geffen Warp Script
+//===== By: ==================================================
+//= Nana (1.0)
+//===== Current Version: =====================================
+//= 1.1
+//===== Compatible With: =====================================
+//= Any Athena Version
+//===== Description: =========================================
+//= Warp Points for Geffen Tower
+//===== Additional Comments: =================================
+//= Removed the warp from gef_dun02 to gef_dun03, [MasterOfMuppets]
+//= gef_dun03 is just an event map...
+//============================================================
+
+//= Geffen Tower =============================================
+gef_tower,106,115,0 warp geft01 1,1,gef_tower,106,72
+gef_tower,106,69,0 warp geft01-1 1,1,gef_tower,106,112
+gef_tower,44,36,0 warp geft02 1,1,gef_tower,106,162
+gef_tower,106,158,0 warp geft02-1 1,1,gef_tower,44,33
+gef_tower,118,68,0 warp geft03 1,1,gef_tower,116,28
+gef_tower,116,31,0 warp geft03-1 1,1,gef_tower,118,71
+gef_tower,120,158,0 warp geft04 1,1,gef_tower,118,111
+gef_tower,118,114,0 warp geft04-1 1,1,gef_tower,120,161
+gef_tower,158,104,0 warp geft05 2,2,gef_tower,156,90
+gef_tower,156,93,0 warp geft05-1 2,2,gef_tower,158,107
+gef_tower,158,150,0 warp geft06 1,2,gef_tower,158,124
+gef_tower,158,128,0 warp geft06-1 2,1,gef_tower,158,153
+gef_tower,158,174,0 warp geft07 2,1,gef_tower,52,140
+gef_tower,52,136,0 warp geft07-1 2,1,gef_tower,158,169
+gef_tower,38,160,0 warp geft08 2,1,gef_tower,42,90
+gef_tower,42,86,0 warp geft08-1 1,1,gef_tower,38,157
+gef_tower,66,156,0 warp geft08-2 2,1,gef_tower,42,90
+gef_tower,153,28,0 warp gef005 4,2,gef_dun00,104,99
+gef_tower,52,181,0 warp gef006 4,1,geffen,120,110
+gef_tower,60,32,0 warp geft09 1,1,gef_tower,62,90
+gef_tower,62,87,0 warp geft09-1 1,1,gef_tower,60,30
+
+//= Geffen Dungeon =============================================
+gef_dun00,104,103,0 warp gef024 3,3,gef_tower,153,31
+gef_dun00,107,169,0 warp gefd01 2,1,gef_dun01,115,236
+gef_dun01,115,240,0 warp gefd01-1 2,2,gef_dun00,107,165
+gef_dun01,197,38,0 warp gefd02 2,1,gef_dun02,106,132
+gef_dun02,106,134,0 warp gefd02-1 2,1,gef_dun01,197,40
+//gef_dun02,215,67,0 warp gefd03 2,1,gef_dun03,203,200
+gef_dun03,203,204,0 warp gefd03-1 2,1,gef_dun02,215,63
diff --git a/npc/pre-re/warps/dungeons/gon_dun.txt b/npc/pre-re/warps/dungeons/gon_dun.txt
new file mode 100644
index 000000000..8e02b8a31
--- /dev/null
+++ b/npc/pre-re/warps/dungeons/gon_dun.txt
@@ -0,0 +1,41 @@
+//===== rAthena Script =======================================
+//= Kunlun Dungeon Warp Script
+//===== By: ==================================================
+//= Nana (1.0)
+//===== Current Version: =====================================
+//= 1.1
+//===== Compatible With: =====================================
+//= Any Athena Version; RO Episode 5+
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Warp Points for Kunlun dungeon
+//===== Additional Comments: =================================
+//= 1.1 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
+//============================================================
+
+gonryun,159,201,0 warp gon_dun1-1 1,1,gon_dun01,153,48
+gon_dun01,153,45,0 warp gon_dun1-2 1,1,gonryun,159,198
+gon_dun01,162,273,0 warp gon_dun2-1 1,1,gon_dun02,17,113
+gon_dun02,14,113,0 warp gon_dun2-2 1,1,gon_dun01,162,270
+gon_dun02,44,213,0 warp gon_dun3-1 1,1,gon_dun02,51,119
+gon_dun02,92,190,0 warp gon_dun3-2 1,1,gon_dun02,199,20
+gon_dun02,44,166,0 warp gon_dun3-3 1,1,gon_dun02,97,121
+gon_dun02,148,236,0 warp gon_dun3-4 1,1,gon_dun02,234,194
+gon_dun02,171,258,0 warp gon_dun3-5 1,1,gon_dun02,76,96
+gon_dun02,234,191,0 warp gon_dun3-6 1,1,gon_dun02,145,233
+gon_dun02,165,189,0 warp gon_dun3-7 1,1,gon_dun02,235,135
+gon_dun02,180,189,0 warp gon_dun3-8 1,1,gon_dun02,170,164
+gon_dun02,170,161,0 warp gon_dun3-9 1,1,gon_dun02,89,41
+gon_dun02,56,119,0 warp gon_dun3-10 1,1,gon_dun02,47,210
+gon_dun02,94,118,0 warp gon_dun3-11 1,1,gon_dun02,177,189
+gon_dun02,76,100,0 warp gon_dun3-12 1,1,gon_dun02,145,62
+gon_dun02,63,66,0 warp gon_dun3-14 1,1,gon_dun02,203,94
+gon_dun02,86,44,0 warp gon_dun3-15 1,1,gon_dun02,145,233
+gon_dun02,168,92,0 warp gon_dun3-16 1,1,gon_dun02,273,76
+gon_dun02,145,66,0 warp gon_dun3-17 1,1,gon_dun02,199,20
+gon_dun02,235,138,0 warp gon_dun3-18 1,1,gon_dun02,168,189
+gon_dun02,199,94,0 warp gon_dun3-19 1,1,gon_dun02,60,70
+gon_dun02,276,76,0 warp gon_dun3-20 1,1,gon_dun02,163,87
+gon_dun02,196,20,0 warp gon_dun3-21 1,1,gon_dun02,95,190
+gon_dun02,251,268,0 warp gon_dun4-1 1,1,gon_dun03,68,9
+gon_dun03,68,6,0 warp gon_dun4-2 1,1,gon_dun02,251,265
diff --git a/npc/pre-re/warps/dungeons/ice_dun.txt b/npc/pre-re/warps/dungeons/ice_dun.txt
new file mode 100644
index 000000000..dc6983008
--- /dev/null
+++ b/npc/pre-re/warps/dungeons/ice_dun.txt
@@ -0,0 +1,24 @@
+//===== rAthena Script =======================================
+//= Ice Dungeon Warp Script
+//===== By: ==================================================
+//= Playtester
+//===== Current Version: =====================================
+//= 1.3
+//===== Compatible With: =====================================
+//= Any Athena Version
+//===== Description: =========================================
+//= Warp Points for Ice Dungeon
+//===== Additional Comments: =================================
+//= 1.0 Initial version [Playtester]
+//= 1.1 Official warps [Playtester]
+//= 1.2 Added quest warp. FLoor 4 to floor 3. [L0ne_W0lf]
+//= 1.3 Fixed the warp coords from floor 4 to 3. [L0ne_W0lf]
+//============================================================
+
+ice_dun01,157,10,0 warp ice001 1,1,ra_fild01,233,327
+ice_dun01,146,161,0 warp ice002 1,1,ice_dun02,151,139
+ice_dun02,151,145,0 warp ice003 1,1,ice_dun01,146,157
+ice_dun02,150,285,0 warp ice004 1,1,ice_dun03,149,24
+ice_dun03,149,19,0 warp ice005 1,1,ice_dun02,150,280
+//Additional Warp (4th floor -> 3rd)
+ice_dun04,33,140,0 warp ice006 1,1,ice_dun03,149,130
diff --git a/npc/pre-re/warps/dungeons/in_sphinx.txt b/npc/pre-re/warps/dungeons/in_sphinx.txt
new file mode 100644
index 000000000..70f1f63f8
--- /dev/null
+++ b/npc/pre-re/warps/dungeons/in_sphinx.txt
@@ -0,0 +1,36 @@
+//===== rAthena Script =======================================
+//= Morroc Sphinx Warp Script
+//===== By: ==================================================
+//= Nana (1.0)
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= Any Athena Version
+//===== Description: =========================================
+//= Warp Points for Sphinx Dungeon
+//===== Additional Comments: =================================
+//= 1.0 Split from combined warp file morroc_duns. [L0ne_W0lf]
+//============================================================
+
+//= Morroc Sphinx ============================================
+in_sphinx1,288,6,0 warp sphx001 5,1,moc_fild19,100,99
+in_sphinx1,80,191,0 warp sphx01 2,1,in_sphinx2,149,81
+in_sphinx2,149,77,0 warp sphx01-1 3,2,in_sphinx1,80,189
+in_sphinx2,276,272,0 warp sphx02 1,3,in_sphinx3,210,54
+in_sphinx3,210,57,0 warp sphx02-1 4,1,in_sphinx2,274,272
+in_sphinx3,35,227,0 warp sphx03 2,4,in_sphinx3,62,227
+in_sphinx3,60,227,0 warp sphx03-1 1,4,in_sphinx3,32,227
+in_sphinx3,70,111,0 warp sphx04 1,1,in_sphinx3,70,81
+in_sphinx3,70,83,0 warp sphx04-1 4,1,in_sphinx3,70,113
+in_sphinx3,12,69,0 warp sphx05 4,1,in_sphinx4,10,222
+in_sphinx4,10,224,0 warp sphx05-1 2,1,in_sphinx3,12,71
+in_sphinx4,120,113,0 warp sphx06 4,2,in_sphinx5,100,99
+in_sphinx5,100,96,0 warp sphx06-1 4,2,in_sphinx4,120,116
+in_sphinx5,11,16,0 warp sphx07 3,1,in_sphinx5,189,181
+in_sphinx5,11,183,0 warp sphx07-1 3,1,in_sphinx5,11,18
+in_sphinx5,189,16,0 warp sphx08-1 3,1,in_sphinx5,11,181
+in_sphinx5,16,188,0 warp sphx08-2 1,3,in_sphinx5,181,188
+in_sphinx5,16,10,0 warp sphx08-3 1,3,in_sphinx5,181,10
+in_sphinx5,183,10,0 warp sphx08-4 1,3,in_sphinx5,18,188
+in_sphinx5,183,188,0 warp sphx08-5 1,3,in_sphinx5,18,10
+in_sphinx5,189,183,0 warp sphx08-6 3,1,in_sphinx5,189,18
diff --git a/npc/pre-re/warps/dungeons/iz_dun.txt b/npc/pre-re/warps/dungeons/iz_dun.txt
new file mode 100644
index 000000000..ee31f73dd
--- /dev/null
+++ b/npc/pre-re/warps/dungeons/iz_dun.txt
@@ -0,0 +1,32 @@
+//===== rAthena Script =======================================
+//= Izlude Dungeon Warp Script
+//===== By: ==================================================
+//= Athena (1.0)
+//= Nana (1.1)
+//===== Current Version: =====================================
+//= 1.1
+//===== Compatible With: =====================================
+//= Any Athena Version
+//===== Description: =========================================
+//= Warp Points for Bibilyn Island & Undersea Cave
+//===== Additional Comments: =================================
+//= No comment!
+//============================================================
+
+//= Bibilyn Island ===========================================
+izlu2dun,108,83,0 warp izd01 3,2,iz_dun00,168,168
+
+//= Undersea Cave ============================================
+iz_dun00,168,173,0 warp izd01-1 3,3,izlu2dun,108,88
+iz_dun00,352,342,0 warp izd02 5,2,iz_dun01,253,252
+iz_dun00,39,41,0 warp izd03 5,2,iz_dun01,41,37
+iz_dun01,118,170,0 warp izd04 5,2,iz_dun02,236,204
+iz_dun01,253,258,0 warp izd02-1 2,2,iz_dun00,352,337
+iz_dun01,41,32,0 warp izd03-1 2,2,iz_dun00,39,46
+iz_dun02,236,198,0 warp izd04-1 5,3,iz_dun01,118,165
+iz_dun02,339,331,0 warp izd05 2,2,iz_dun03,32,63
+iz_dun03,264,245,0 warp izd06 1,2,iz_dun04,26,27
+iz_dun03,29,63,0 warp izd05-1 2,2,iz_dun02,339,328
+iz_dun04,26,24,0 warp izd06-1 2,2,iz_dun03,261,245
+iz_dun04,129,233,0 warp izd07 2,2,iz_dun05,141,187
+iz_dun05,141,190,0 warp izd07-1 2,2,iz_dun04,129,230
diff --git a/npc/pre-re/warps/dungeons/juperos.txt b/npc/pre-re/warps/dungeons/juperos.txt
new file mode 100644
index 000000000..900b79d86
--- /dev/null
+++ b/npc/pre-re/warps/dungeons/juperos.txt
@@ -0,0 +1,33 @@
+//===== rAthena Script =======================================
+//= Juperos Dungeon Warp Script
+//===== By: ==================================================
+//= Muad-Dib (1.0)
+//===== Current Version: =====================================
+//= 1.7
+//===== Compatible With: =====================================
+//= rAthena with independant npctimer support; RO Episode 8+
+//===== Description: =========================================
+//= Warp Points for Juperos Dungeon
+//===== Additional Comments: =================================
+//= 1.0 Converted by Dr.Evil [Lupus]
+//= 1.1 More temp warps to Juperos by Justin84 [Lupus]
+//= 1.2 Justin84's fixed elevator scripts
+//= 1.3 Fixed getting stuck when player relogs in. [Lance]
+//= 1.4 Added attachnpctimer to the initnpctimer calls. [Skotlex]
+//= 1.5 Implemented a part of the Juperos quest [MasterOfMuppets]
+//= 1.6 Removed area1 and area2 warps. These are event warps. [L0ne_W0lf]
+//= Added static warps for gate -> area1/2/elevator.
+//= 1.6a COrrected new warps [L0ne_W0lf]
+//= 1.7 Removed duplicated quest warp portal [Brainstorm]
+//============================================================
+
+yuno_fild07,207,175,0 warp jupwrp01 1,1,jupe_cave,143,52
+jupe_cave,148,52,0 warp jupwrp02 1,1,yuno_fild07,212,175
+jupe_cave,26,52,0 warp jupwrp03 1,1,juperos_01,53,247
+juperos_01,50,250,0 warp jupwrp04 1,1,jupe_cave,29,52
+
+jupe_gate,28,145,0 warp gate#left1 2,4,jupe_area1,100,222
+jupe_area1,103,222,0 warp gate#left2 2,4,jupe_gate,31,145
+jupe_gate,71,145,0 warp gate#right1 2,4,jupe_area2,63,222
+jupe_area2,60,222,0 warp gate#right2 2,4,jupe_gate,68,145
+jupe_gate,49,55,0 warp gate#ele 4,2,jupe_ele_r,49,30
diff --git a/npc/pre-re/warps/dungeons/kh_dun.txt b/npc/pre-re/warps/dungeons/kh_dun.txt
new file mode 100644
index 000000000..c19e324ca
--- /dev/null
+++ b/npc/pre-re/warps/dungeons/kh_dun.txt
@@ -0,0 +1,38 @@
+//===== rAthena Script =======================================
+//= Kiel Dungeon Warp Script
+//===== By: ==================================================
+//= Lost Kakashi
+//===== Current Version: =====================================
+//= 1.3
+//===== Compatible With: =====================================
+//= rAthena 1.0
+//===== Description: =========================================
+//= Warp Points for the Kiel Dungeon
+//===== Additional Comments: =================================
+//= 1.1 Added official Kiel Dungeon entrance [Playtester]
+//= 1.2 Changed warps because of Kiel quest [Playtester]
+//= 1.3 Added second floor exit. [L0ne_W0lf]
+//= Corrected coordinated for some of the other warps.
+//============================================================
+
+//= Kiel Dungeon =============================================
+kh_dun01,3,234,0 warp kh_dun_00 1,1,yuno_fild08,74,174
+
+//Factory Restricted Area Exit
+kh_dun01,232,226,0 warp kh_dun_01 1,1,kh_dun01,13,12
+
+//Factory side warps
+kh_dun01,63,7,0 warp kh_dun_02 1,1,kh_dun01,227,176
+kh_dun01,232,176,0 warp kh_dun_03 1,1,kh_dun01,63,12
+
+//Second Floor -> First floor Random warp
+kh_dun02,43,195,0 script kh_dun04 45,1,1,{
+OnTouch:
+ if (rand(1,2) == 1) {
+ warp "kh_dun01",41,206;
+ }
+ else {
+ warp "kh_dun01",32,199;
+ }
+
+}
diff --git a/npc/pre-re/warps/dungeons/lhz_dun.txt b/npc/pre-re/warps/dungeons/lhz_dun.txt
new file mode 100644
index 000000000..d8d0f7c5e
--- /dev/null
+++ b/npc/pre-re/warps/dungeons/lhz_dun.txt
@@ -0,0 +1,215 @@
+//===== rAthena Script =======================================
+//= Lighthalzen Dungeon Warp Script
+//===== By: ==================================================
+//= Sara-chan (1.0)
+//===== Current Version: =====================================
+//= 2.1b
+//===== Compatible With: =====================================
+//= Any Athena Version; RO Episode 8+
+//===== Description: =========================================
+//= Warp Points for Lighthalzen Dungeon
+//===== Additional Comments: =================================
+//= No Comment!
+//= 1.1 Added temp restriction by Azazel [Lupus]
+//= 1.2 Optimized [Lupus]
+//= and fixed 005 and 005a warps coords, thanks to Justin84
+//= 1.3 Fixed entrance condition check, thanx2Daegaladh [Lupus]
+//= 1.4 Added coords of secret dungeon entrance, thanks to Justin84
+//= proved with screenshots [Lupus]
+//= 1.5a thx2 Justin84, some additions and fixes [Lupus]
+//= 1.5b re-enabled main entrance warp [Lupus] <-reverted 1.5c
+//= 1.6 Updated entrances, added Cube room warps, thanx 2 Justin84
+//= 1.6a Disabled the "Entrance" to lhz_dun01 [Poki#3]
+//= 1.6b Updated Sewer Pipe [Vicious]
+//= 1.7 Fixed a warp-back
+//= 1.8 Some small changes [MasterOfMuppets]
+//= 1.9 Removed duplicates [Toms]
+//= 2.0 Now use MISC_QUEST&512 instead of 'hzdun' [Lupus]
+//= 2.1 Updated all standard dungeon warps. [L0ne_W0lf]
+//= Updated Sewer pipe dungeon entrance.
+//= Removed dialog from level 3 entrance warp.
+//= 2.1a Updated 3rd floor warp. Again... [L0ne_W0lf]
+//= 2.1b Fixed reverse level requirement in 3rd floor warp. [L0ne_W0lf]
+//============================================================
+
+lhz_dun01,149,291,0 warp lhz_dun1-1 1,1,lhz_in01,19,129
+lhz_dun01,281,150,0 warp lhz_dun2-1 1,1,lhz_dun02,282,153
+lhz_dun02,282,161,0 warp lhz_dun2-2 1,1,lhz_dun01,281,154
+lhz_dun01,149,9,0 warp lhz_dun3-1 1,1,lhz_dun02,153,19
+lhz_dun02,146,19,0 warp lhz_dun3-2 1,1,lhz_dun01,144,9
+lhz_dun01,18,145,0 warp lhz_dun4-1 1,1,lhz_dun02,17,150
+lhz_dun02,17,156,0 warp lhz_dun4-2 1,1,lhz_dun01,18,150
+lhz_dun02,149,149,4 script lhz_dun5-1 45,2,2,{
+OnTouch:
+ if ((Upper != 1 && BaseLevel<95) || (Upper == 1 && BaseLevel<90)) {
+ warp "lhz_dun02",145,149;
+ }
+ else {
+ warp "lhz_dun03",140,133;
+ }
+ end;
+}
+lhz_dun03,139,137,0 warp lhz_dun5-2 1,1,lhz_dun02,149,142
+
+//--------------------------Sewer Pipe--------------------------
+
+lighthalzen,313,301,0 script Sewer Pipe#lt 111,{
+ if (MISC_QUEST&512) {
+ mes "^3355FFYou found some sort";
+ mes "of large sewage pipe.";
+ mes "Naturally, the stench";
+ mes "emanating from inside";
+ mes "the pipe is barely endurable.^000000";
+ next;
+ if (select("Enter:Cancel") == 1) {
+ warp "lhz_cube",231,17;
+ end;
+ }
+ close;
+ }
+ mes "^3355FFYou found some sort";
+ mes "of large sewage pipe.";
+ mes "Naturally, the stench";
+ mes "emanating from inside";
+ mes "the pipe is barely endurable.^000000";
+ close;
+}
+
+//--------------------------Warp--------------------------
+
+//Cube room <-> Organism test laboratory level 2
+lhz_cube,231,96,0 warp lhzcube1 1,1,lhz_dun02,220,6
+lhz_dun02,224,6,0 warp lhzcube2 1,1,lhz_cube,231,90
+
+//Cube room -> Lighthalzen
+lhz_cube,231,12,0 warp lhzcube3 1,1,lighthalzen,310,302
+lhz_cube,177,96,0 warp lhzcube4 1,1,lighthalzen,310,302
+
+//----------------- Cube Room Maze ---------------------------
+// -1 are warps facing east.
+// -2 the warps facing south.
+// -3 are warps facing west.
+// -4 are warps facing north.
+//----------------- Room 66 74 -------------------------------
+lhz_cube,74,74,0 script cubew01-1 45,1,1,{
+ callfunc "randomw";
+ end;
+}
+lhz_cube,66,67,0 warp cubew01-2 2,2,lhz_cube,10,18
+lhz_cube,59,74,0 script cubew01-3 45,1,1,{
+ callfunc "randomw";
+ end;
+}
+lhz_cube,66,82,0 script cubew01-4 45,1,1,{
+ callfunc "randomw";
+ end;
+}
+//----------------- Room 66 136 ------------------------------
+lhz_cube,74,136,0 warp cubew02-1 2,2,lhz_cube,10,193
+lhz_cube,66,129,0 script cubew02-2 45,1,1,{
+ callfunc "randomw";
+ end;
+}
+lhz_cube,59,136,0 script cubew02-3 45,1,1,{
+ callfunc "randomw";
+ end;
+}
+lhz_cube,66,144,0 script cubew02-4 45,1,1,{
+ callfunc "randomw";
+ end;
+}
+//----------------- Room 67 193 ------------------------------
+lhz_cube,74,192,0 script cubew03-1 45,1,1,{
+ callfunc "randomw";
+ end;
+}
+lhz_cube,67,185,0 script cubew03-2 45,1,1,{
+ callfunc "randomw";
+ end;
+}
+lhz_cube,59,192,0 script cubew03-3 45,1,1,{
+ callfunc "randomw";
+ end;
+}
+lhz_cube,67,200,0 warp cubew03-4 2,2,lhz_cube,10,136
+//----------------- Room 66 18 -------------------------------
+lhz_cube,74,18,0 script cubew04-1 45,1,1,{
+ callfunc "randomw";
+ end;
+}
+lhz_cube,66,11,0 warp cubew04-2 2,2,lhz_cube,10,18
+lhz_cube,59,18,0 script cubew04-3 45,1,1,{
+ callfunc "randomw";
+ end;
+}
+lhz_cube,66,26,0 warp cubew04-4 2,2,lhz_cube,123,18
+//----------------- Room 66 18 -------------------------------
+lhz_cube,18,18,0 warp cubew05-1 2,2,lhz_cube,10,193
+lhz_cube,10,11,0 warp cubew05-2 2,2,lhz_cube,123,18
+lhz_cube,3,18,0 script cubew05-3 45,1,1,{
+ callfunc "randomw";
+ end;
+}
+lhz_cube,10,26,0 script cubew05-4 45,1,1,{
+ callfunc "randomw";
+ end;
+}
+//----------------- Room 10 74 -------------------------------
+lhz_cube,18,74,0 script cubew06-1 45,1,1,{
+ callfunc "randomw";
+ end;
+}
+lhz_cube,10,67,0 warp cubew06-2 2,2,lhz_cube,123,18
+lhz_cube,3,74,0 warp cubew06-3 2,2,lhz_cube,66,18
+lhz_cube,10,82,0 script cubew06-4 45,1,1,{
+ callfunc "randomw";
+ end;
+}
+//----------------- Room 10 136 ------------------------------
+lhz_cube,18,136,0 warp cubew07-1 2,2,lhz_cube,10,74
+lhz_cube,10,129,0 script cubew07-2 45,1,1,{
+ callfunc "randomw";
+ end;
+}
+lhz_cube,3,136,0 script cubew07-3 45,1,1,{
+ callfunc "randomw";
+ end;
+}
+lhz_cube,10,144,0 script cubew07-4 45,1,1,{
+ callfunc "randomw";
+ end;
+}
+//----------------- Room 10 193 ------------------------------
+lhz_cube,18,192,0 script cubew08-1 45,1,1,{
+ callfunc "randomw";
+ end;
+}
+lhz_cube,10,185,0 script cubew08-2 45,1,1,{
+ callfunc "randomw";
+ end;
+}
+lhz_cube,3,192,0 warp cubew08-3 2,2,lhz_cube,10,74
+lhz_cube,10,200,0 warp cubew08-4 2,2,lhz_cube,66,18
+//----------------- Room 123 18 ------------------------------
+lhz_cube,130,18,0 script cubew09-1 45,1,1,{
+ callfunc "randomw";
+ end;
+}
+lhz_cube,123,11,0 script cubew09-2 45,1,1,{
+ callfunc "randomw";
+ end;
+}
+lhz_cube,115,18,0 warp cubew09-3 2,2,lhz_cube,248,184
+lhz_cube,123,26,0 script cubew09-4 45,1,1,{
+ callfunc "randomw";
+ end;
+}
+
+//----- Function for Random Warps ----------------------------
+function script randomw {
+ switch(rand(3)) {
+ case 1: warp "lhz_cube",66,136; end;
+ case 2: warp "lhz_cube",66,74; end;
+ default: warp "lhz_cube",67,193; end;
+ }
+}
diff --git a/npc/pre-re/warps/dungeons/lou_dun.txt b/npc/pre-re/warps/dungeons/lou_dun.txt
new file mode 100644
index 000000000..dc4c4a0e7
--- /dev/null
+++ b/npc/pre-re/warps/dungeons/lou_dun.txt
@@ -0,0 +1,21 @@
+//===== rAthena Script =======================================
+//= Louyang Dungeon Warp Script
+//===== By: ==================================================
+//= Nana (1.0)
+//===== Current Version: =====================================
+//= 1.1
+//===== Compatible With: =====================================
+//= Any Athena Version 6.0+
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Warp Points for Louyang
+//===== Additional Comments: =================================
+//= 1.1 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
+//============================================================
+
+louyang,37,271,0 warp lou_dun1-1 1,1,lou_dun01,218,195
+lou_dun01,221,195,0 warp lou_dun1-2 1,1,louyang,40,273
+lou_dun01,40,201,0 warp lou_dun2-1 1,1,lou_dun02,285,18
+lou_dun02,288,18,0 warp lou_dun2-2 1,1,lou_dun01,38,203
+lou_dun02,165,269,0 warp lou_dun3-1 1,1,lou_dun03,165,38
+lou_dun03,165,35,0 warp lou_dun3-2 1,1,lou_dun02,165,266
diff --git a/npc/pre-re/warps/dungeons/mag_dun.txt b/npc/pre-re/warps/dungeons/mag_dun.txt
new file mode 100644
index 000000000..b81bad620
--- /dev/null
+++ b/npc/pre-re/warps/dungeons/mag_dun.txt
@@ -0,0 +1,18 @@
+//===== rAthena Script =======================================
+//= Yuno Dungeon Warp Script
+//===== By: ==================================================
+//= Nana (1.0)
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= Any Athena Version; RO Episode 5+
+//===== Description: =========================================
+//= Warp Points for Yuno Dungeon
+//===== Additional Comments: =================================
+//= No Comment!
+//============================================================
+
+//= Magma Dungeon ============================================
+mag_dun01,126,66,0 warp mag01-yunfild 1,1,yuno_fild03,34,139
+mag_dun01,242,241,0 warp mag01-02 1,1,mag_dun02,47,30
+mag_dun02,47,28,0 warp mag02-01 1,1,mag_dun01,242,239
diff --git a/npc/pre-re/warps/dungeons/mjo_dun.txt b/npc/pre-re/warps/dungeons/mjo_dun.txt
new file mode 100644
index 000000000..1c23dc572
--- /dev/null
+++ b/npc/pre-re/warps/dungeons/mjo_dun.txt
@@ -0,0 +1,22 @@
+//===== rAthena Script =======================================
+//= Coal Mine Warp Script
+//===== By: ==================================================
+//= Nana (1.0)
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= Any Athena Version
+//===== Description: =========================================
+//= Warp Points for Coal Mines
+//===== Additional Comments: =================================
+//= No Comment!
+//============================================================
+
+//= Coal Mine ================================================
+mjo_dun01,14,283,0 warp mjod01 2,4,mjo_dun02,381,343
+mjo_dun01,52,14,0 warp mjod001 4,2,mjolnir_02,79,363
+mjo_dun02,31,21,0 warp mjod02 1,1,mjo_dun03,302,262
+mjo_dun02,384,343,0 warp mjod01-1 2,4,mjo_dun01,17,283
+mjo_dun02,39,21,0 warp mjod03 1,1,mjo_dun03,308,262
+mjo_dun03,302,264,0 warp mjod02-1 1,1,mjo_dun02,31,23
+mjo_dun03,308,264,0 warp mjod03-1 1,1,mjo_dun02,39,23
diff --git a/npc/pre-re/warps/dungeons/moc_pryd.txt b/npc/pre-re/warps/dungeons/moc_pryd.txt
new file mode 100644
index 000000000..fc50e2a14
--- /dev/null
+++ b/npc/pre-re/warps/dungeons/moc_pryd.txt
@@ -0,0 +1,40 @@
+//===== rAthena Script =======================================
+//= Morroc Pyramid Warp Script
+//===== By: ==================================================
+//= Nana (1.0)
+//===== Current Version: =====================================
+//= 1.1
+//===== Compatible With: =====================================
+//= Any Athena Version
+//===== Description: =========================================
+//= Warp Points for Morroc Pyramid
+//===== Additional Comments: =================================
+//= 1.1 Moved Sphinx warps to unique file. [L0ne_W0lf]
+//============================================================
+
+//= Morroc Pyramid ===========================================
+moc_pryd01,10,195,0 warp mocp01 5,2,moc_pryd02,10,192
+moc_pryd01,195,9,0 warp mocp001 2,5,moc_ruins,60,161
+moc_pryd01,90,109,0 warp mocp02 1,2,moc_prydb1,100,185
+moc_pryd02,10,195,0 warp mocp01-1 5,2,moc_pryd01,10,192
+moc_pryd02,100,99,0 warp mocp03 3,2,moc_pryd03,100,92
+moc_pryd03,100,97,0 warp mocp03-1 3,2,moc_pryd02,100,92
+moc_pryd03,12,15,0 warp mocp04 3,2,moc_pryd04,12,18
+moc_pryd03,15,187,0 warp mocp05 2,3,moc_pryd04,18,187
+moc_pryd03,184,11,0 warp mocp06 2,3,moc_pryd04,181,11
+moc_pryd03,188,184,0 warp mocp07 3,2,moc_pryd04,188,181
+moc_pryd04,12,15,0 warp mocp04-1 3,2,moc_pryd03,12,18
+moc_pryd04,15,187,0 warp mocp05-1 2,3,moc_pryd03,18,187
+moc_pryd04,184,11,0 warp mocp06-1 2,3,moc_pryd03,181,11
+moc_pryd04,188,184,0 warp mocp07-1 3,2,moc_pryd03,188,181
+moc_pryd05,223,9,0 warp mocp08 2,2,moc_pryd06,192,10
+moc_pryd05,94,98,0 warp mocp09 2,1,moc_prydb1,100,57
+moc_pryd06,197,10,0 warp mocp08-1 2,3,moc_pryd05,220,9
+moc_prydb1,100,104,0 warp mocp10 5,2,moc_prydb1,100,74
+moc_prydb1,100,191,0 warp moco02-1 2,2,moc_pryd01,90,105
+moc_prydb1,100,55,0 warp mocp09-1 2,1,moc_pryd05,94,96
+moc_prydb1,100,77,0 warp mocp10-1 5,2,moc_prydb1,100,107
+moc_prydb1,111,115,0 warp mocp11 2,6,moc_prydb1,145,115
+moc_prydb1,142,115,0 warp mocp11-1 2,6,moc_prydb1,108,115
+moc_prydb1,59,115,0 warp mocp12 2,6,moc_prydb1,90,115
+moc_prydb1,87,115,0 warp mocp12-1 2,6,moc_prydb1,56,115
diff --git a/npc/pre-re/warps/dungeons/mosk_dun.txt b/npc/pre-re/warps/dungeons/mosk_dun.txt
new file mode 100644
index 000000000..30dc257e7
--- /dev/null
+++ b/npc/pre-re/warps/dungeons/mosk_dun.txt
@@ -0,0 +1,290 @@
+//===== rAthena Script =======================================
+//= Moscovia Dungeon Warp Script
+//===== By: ==================================================
+//= Kisuka, $ephiroth
+//===== Current Version: =====================================
+//= 1.4
+//===== Compatible With: =====================================
+//= Any Athena Version
+//===== Description: =========================================
+//= Warp Points for Moscovia Dungeon
+//===== Additional Comments: =================================
+//= 1.0 Initial version [$ephiroth]
+//= 1.1, 1.2 Updated from jA [$ephiroth]
+//= 1.3 Added warp npcs. Removed place holder warps. [Kisuka]
+//= 1.4 Fixed cords on milestone 1-3. [Kisuka]
+//============================================================
+
+mosk_fild02,190,257,0 warp moscoviawarp0401 1,1,mosk_dun01,189,45
+mosk_dun01,189,42,0 warp moscoviawarp0501 1,1,mosk_fild02,190,254
+mosk_in,215,36,0 warp babayagaout 1,1,mosk_dun02,53,217
+
+mosk_dun02,53,220,4 script #babayagain 45,1,1,{
+ end;
+OnTouch:
+ if (mos_nowinter == 11) {
+ donpcevent "Soldier1#mos::OnEnable";
+ donpcevent "Soldier2#mos::OnEnable";
+ donpcevent "Soldier3#mos::OnEnable";
+ mes "[Soldier]";
+ mes "Halt right there!";
+ next;
+ mes "[Soldier]";
+ mes "We have information";
+ mes "that you've been secretly";
+ mes "communicating with";
+ mes "Baba Yaga, the Horrible.";
+ next;
+ mes "[Soldier]";
+ mes "If you have something to say,";
+ mes "speak to the Csar.";
+ mes "Come with us.";
+ close2;
+ donpcevent "Soldier1#mos::OnInit";
+ donpcevent "Soldier2#mos::OnInit";
+ donpcevent "Soldier3#mos::OnInit";
+ set mos_nowinter,12;
+ warp "mosk_in",125,92;
+ end;
+ }
+ else if (mos_nowinter == 12) {
+ donpcevent "Soldier1#mos::OnEnable";
+ donpcevent "Soldier2#mos::OnEnable";
+ donpcevent "Soldier3#mos::OnEnable";
+ mes "[Soldier]";
+ mes "We expected";
+ mes "that you would appear again.";
+ mes "What is your business with the Csar?";
+ next;
+ if(select("Run away.:Explain the situation.") == 1) {
+ mes "["+strcharinfo(0)+"]";
+ mes "I should get out of here...";
+ close2;
+ warp "mosk_dun02",100,100;
+ donpcevent "Soldier1#mos::OnInit";
+ donpcevent "Soldier2#mos::OnInit";
+ donpcevent "Soldier3#mos::OnInit";
+ end;
+ }
+ mes "-I explain what happend until now.-";
+ next;
+ mes "[Soldier]";
+ mes "If you have something to say, speak";
+ mes "to the Csar.";
+ mes "If you leave to this place,";
+ mes "you will be considered as our enemy.";
+ close2;
+ donpcevent "Soldier1#mos::OnInit";
+ donpcevent "Soldier2#mos::OnInit";
+ donpcevent "Soldier3#mos::OnInit";
+ end;
+ }
+ else if (mos_nowinter == 13) {
+ donpcevent "Soldier1#mos::OnEnable";
+ donpcevent "Soldier2#mos::OnEnable";
+ donpcevent "Soldier3#mos::OnEnable";
+ mes "[Soldier]";
+ mes "We expected";
+ mes "that you would appear again.";
+ mes "What is your business with the Csar?";
+ next;
+ if(select("Run away.:Explain the situation.") == 1) {
+ mes "["+strcharinfo(0)+"]";
+ mes "I should get out of here...";
+ close2;
+ warp "mosk_dun02",100,100;
+ donpcevent "Soldier1#mos::OnInit";
+ donpcevent "Soldier2#mos::OnInit";
+ donpcevent "Soldier3#mos::OnInit";
+ end;
+ }
+ mes "-I explain what happend until now.-";
+ next;
+ mes "[Soldier]";
+ mes "If you have something to say, speak";
+ mes "to the Csar.";
+ mes "If you leave to this place,";
+ mes "you will be considered as our enemy.";
+ close2;
+ donpcevent "Soldier1#mos::OnInit";
+ donpcevent "Soldier2#mos::OnInit";
+ donpcevent "Soldier3#mos::OnInit";
+ end;
+ }
+ else {
+ warp "mosk_in",215,41;
+ end;
+ }
+}
+
+mosk_dun02,53,215,3 script Soldier1#mos 966,{
+ mes "[Soldier]";
+ mes "We're the Csar's soldiers.";
+ mes "We're called out for emergencies,";
+ mes "don't disturb us anymore.";
+ close;
+
+OnInit:
+ hideonnpc "Soldier1#mos";
+ end;
+
+OnEnable:
+ hideoffnpc "Soldier1#mos";
+ end;
+}
+
+mosk_dun02,50,217,3 script Soldier2#mos 966,{
+ mes "[Soldier]";
+ mes "We're the Csar's soldiers.";
+ mes "We're called out for emergencies,";
+ mes "don't disturb us anymore.";
+ close;
+
+OnInit:
+ hideonnpc "Soldier2#mos";
+ end;
+
+OnEnable:
+ hideoffnpc "Soldier2#mos";
+ end;
+}
+
+
+mosk_dun02,56,217,5 script Soldier3#mos 966,{
+ mes "[Soldier]";
+ mes "We're the Csar's soldiers.";
+ mes "We're called out for emergencies,";
+ mes "don't disturb us anymore.";
+ close;
+
+OnInit:
+ hideonnpc "Soldier3#mos";
+ end;
+
+OnEnable:
+ hideoffnpc "Soldier3#mos";
+ end;
+}
+
+mosk_dun01,170,164,3 script Milestone#1 111,{
+ mes "- There is writing on a big rock. -";
+ next;
+ mes "^3131FF- Those who serve the Sun will die, Go to the North. -^000000";
+ close;
+}
+
+mosk_dun01,207,276,3 script Milestone#1-2 111,{
+ mes "- There is writing on a big rock. -";
+ next;
+ mes "^3131FF- Those who advance may get hurt but are courageous of heart and those who move back will remain safe.";
+ mes "If you have courage, step forward. Otherwise, step backward. -^000000";
+ next;
+ if(select("Step forward.:Stay.") == 1) {
+ mes "- You follow the way before you. -";
+ close2;
+ warp "mosk_dun02",165,30;
+ end;
+ }
+ mes "- You won't advance. -";
+ close;
+}
+
+mosk_dun01,264,191,3 script Milestone#1-3 111,{
+ mes "- There is writing on a big rock. -";
+ next;
+ mes "^3131FF- Those who advance may get hurt but are brave of heart and those who move back will remain safe.";
+ mes "If you are brave, then take a step forward. Otherwise, step back. -^000000";
+ next;
+ if(select("Step forward.:Stay.") == 1) {
+ mes "- You follow the way before you. -";
+ close2;
+ warp "mosk_dun03",117,36;
+ end;
+ }
+ mes "- You decide to stay. -";
+ close;
+}
+
+mosk_dun02,168,28,3 script Milestone#2-1 111,{
+ mes "- There is writing on a big rock. -";
+ next;
+ mes "^3131FF- Those who advance may get hurt but are valorous of heart and those who move back will remain safe.";
+ mes "If you valorous, then take a step forward. Otherwise, step back. -^000000";
+ next;
+ if(select("Go back.:Stay.") == 1) {
+ mes "- You sense danger and decide to go back -";
+ close2;
+ warp "mosk_dun01",201,269;
+ end;
+ }
+ mes "- You decided to stay. -";
+ close;
+}
+
+mosk_dun02,268,117,3 script Milestone#2-3 111,{
+ mes "- There is writing on a big rock. -";
+ next;
+ mes "^3131FF- Those who step forward will gain honor but may die, those who step backward will have courage but may still get hurt.";
+ mes "If you are truly brave, step forward. Otherwise, step back -^000000";
+ next;
+ if(select("Step forward.:Stay.") == 1) {
+ mes "- You bravely step forward. -";
+ close2;
+ warp "mosk_dun03",32,135;
+ end;
+ }
+ mes "- You decided to stay. -";
+ close;
+}
+
+mosk_dun03,27,131,3 script Milestone#3-2 111,{
+ mes "- There is writing on a big rock. -";
+ next;
+ mes "^3131FF- Those who stay may die but will gain honor, those who go back may get hurt but will gain courage.";
+ mes "Those who have courage will go back, otherwise step forward and stay. -^000000";
+ next;
+ if(select("Go back.:Stay.") == 1) {
+ mes "- You sense danger and decide to go back -";
+ close2;
+ warp "mosk_dun02",262,118;
+ end;
+ }
+ mes "- You decide to stay. -";
+ close;
+}
+
+mosk_dun03,119,46,3 script Milestone#3-1 111,{
+ mes "There is writing on a big rock.";
+ next;
+ mes "^3131FF- Those who stay may die but will gain honor, those who go back may get hurt but will gain courage.";
+ mes "Those who are afraid of the death will go back, otherwise step forward and stay. -^000000";
+ next;
+ if(select("Go back.:Stay.") == 1) {
+ mes "- You sense danger and decide to go back -";
+ close2;
+ warp "mosk_dun01",257,190;
+ end;
+ }
+ mes "- You decided to stay. -";
+ close;
+}
+
+mosk_dun01,194,43,3 script Milestone#1-1 111,{
+ mes "- There is writing on a big rock. -";
+ next;
+ mes "- If you want to protect your life, go back -";
+ close;
+}
+
+mosk_fild02,198,53,3 script Ship#mos_dun 111,{
+ mes "- You find a ship at anchor. -";
+ next;
+ if(select("Take the ship and go back to the village.:Explore more.") == 1) {
+ mes "- You board the ship and pull at the oars. -";
+ close2;
+ warp "moscovia",140,54;
+ end;
+ }
+ mes "- That unknown area arouses your interest. -";
+ close;
+}
diff --git a/npc/pre-re/warps/dungeons/odin.txt b/npc/pre-re/warps/dungeons/odin.txt
new file mode 100644
index 000000000..b87aa430f
--- /dev/null
+++ b/npc/pre-re/warps/dungeons/odin.txt
@@ -0,0 +1,27 @@
+//===== rAthena Script =======================================
+//= Odin Temple Warp Script
+//===== By: ==================================================
+//= birkiczd (1.0)
+//===== Current Version: =====================================
+//= 1.4
+//===== Compatible With: =====================================
+//= Any Athena Version
+//===== Description: =========================================
+//= Warp Points for Odin Temple
+//===== Additional Comments: =================================
+//= 1.1 Move the Saylor from Hugel.txt here. [Poki#3]
+//= Hako's Sprite, cords and price is official. The text is not.
+//= 1.2 Removed Duplicates [Silent]
+//= 1.3 Official warps [Playtester]
+//= 1.4 Moved Sailor to Hugel quest file since he's part of
+//= Odin's Excavation Quest. [SinSloth]
+//============================================================
+
+odin_tem01,378,182,0 warp odin01 1,1,odin_tem02,28,180
+odin_tem02,21,180,0 warp odin02 1,1,odin_tem01,373,182
+odin_tem01,383,334,0 warp odin03 1,1,odin_tem02,27,334
+odin_tem02,21,334,0 warp odin04 1,1,odin_tem01,379,334
+odin_tem02,153,349,0 warp odin05 1,1,odin_tem03,120,54
+odin_tem03,121,49,0 warp odin06 1,1,odin_tem02,154,345
+odin_tem02,261,377,0 warp odin07 1,1,odin_tem03,247,40
+odin_tem03,247,34,0 warp odin08 1,1,odin_tem02,263,372
diff --git a/npc/pre-re/warps/dungeons/orcsdun.txt b/npc/pre-re/warps/dungeons/orcsdun.txt
new file mode 100644
index 000000000..4f067f6c2
--- /dev/null
+++ b/npc/pre-re/warps/dungeons/orcsdun.txt
@@ -0,0 +1,26 @@
+//===== rAthena Script =======================================
+//= Orc Dungeon Warp Script
+//===== By: ==================================================
+//= Nana (1.0)
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= Any Athena Version
+//===== Description: =========================================
+//= Warp Points for Orc Dungeon
+//===== Additional Comments: =================================
+//= No comment!
+//============================================================
+
+//= Orc Dungeon ==============================================
+in_orcs01,108,86,0 warp orc001 3,2,gef_fild10,223,203
+in_orcs01,124,171,0 warp orc002 1,3,gef_fild10,138,329
+in_orcs01,162,55,0 warp orc003 4,1,gef_fild10,214,53
+in_orcs01,29,116,0 warp orc004 4,1,gef_fild10,137,286
+in_orcs01,30,154,0 warp orc005 3,2,gef_fild10,65,335
+in_orcs01,30,182,0 warp orc01 2,1,orcsdun01,32,170
+orcsdun01,32,172,0 warp orc01-1 3,1,in_orcs01,30,180
+in_orcs01,108,114,0 warp orc02 2,1,orcsdun02,180,17
+orcsdun02,180,15,0 warp orc02-1 2,1,in_orcs01,108,112
+orcsdun01,183,8,0 warp orc03 4,2,orcsdun02,21,185
+orcsdun02,21,188,0 warp orc03-1 8,2,orcsdun01,183,11
diff --git a/npc/pre-re/warps/dungeons/pay_dun.txt b/npc/pre-re/warps/dungeons/pay_dun.txt
new file mode 100644
index 000000000..5f513e899
--- /dev/null
+++ b/npc/pre-re/warps/dungeons/pay_dun.txt
@@ -0,0 +1,36 @@
+//===== rAthena Script =======================================
+//= Payon Cave Warps
+//===== By: ==================================================
+//= Nana (1.0)
+//===== Current Version: =====================================
+//= 1.2
+//===== Compatible With: =====================================
+//= Any rAthena Mod
+//===== Description: =========================================
+//= Payon Dungeon Warps
+//===== Additional Comments: =================================
+//= 1.1a Fixed 'payd04r' warping players to a non-existant tile [MasterOfMuppets]
+//============================================================
+
+//= Payon Cave ===============================================
+pay_dun00,184,33,0 warp payd01 2,7,pay_dun01,19,33
+pay_dun00,21,186,0 warp pay005 2,2,pay_arche,39,131
+pay_dun01,15,33,0 warp payd01-1 2,6,pay_dun00,181,33
+pay_dun01,286,25,0 warp payd02 2,7,pay_dun02,19,63
+pay_dun02,137,128,0 warp payd03 4,1,pay_dun03,155,159
+pay_dun02,16,63,0 warp payd02-1 2,7,pay_dun01,283,28
+pay_dun03,155,161,0 warp payd03-1 2,1,pay_dun02,137,126
+pay_dun03,127,62,4 script payd04r 45,2,2,{
+ set @r,rand(4);
+ if(@r==1) goto w2;
+ if(@r==2) goto w3;
+ if(@r==3) goto w4;
+ warp "pay_dun04",201,204; end;
+ w2: warp "pay_dun04",189,43; end;
+ w3: warp "pay_dun04",43,40; end;
+ w4: warp "pay_dun04",34,202; end;
+}
+pay_dun04,191,41,0 warp payd04-2 1,1,pay_dun03,124,62
+pay_dun04,202,206,0 warp payd04-3 1,1,pay_dun03,124,62
+pay_dun04,32,204,0 warp payd04-4 2,1,pay_dun03,124,62
+pay_dun04,40,37,0 warp payd04-1 2,2,pay_dun03,124,62
diff --git a/npc/pre-re/warps/dungeons/prt_maze.txt b/npc/pre-re/warps/dungeons/prt_maze.txt
new file mode 100644
index 000000000..6cfd23abd
--- /dev/null
+++ b/npc/pre-re/warps/dungeons/prt_maze.txt
@@ -0,0 +1,242 @@
+//===== rAthena Script =======================================
+//= Prontera Dungeons Warp Script
+//===== By: ==================================================
+//= Nana (1.0)
+//===== Current Version: =====================================
+//= 1.1
+//===== Compatible With: =====================================
+//= Any Athena Version
+//===== Description: =========================================
+//= Warp Points for Prontera Dungeons
+//===== Additional Comments: =================================
+//= 1.1 updating according to jA. Optimized scripts [Lupus]
+//============================================================
+
+//= Hidden Temple ============================================
+// ----- (1st Floor No.03)(1st Floor No.16)(1st Floor No.20)
+// 1st Floor No.01 -------------------------------------------------------------
+prt_maze01,22,194,0 warp mazewarp5101 1,1,prt_maze01,16,31 /*To No.1-21*/
+prt_maze01,5,186,0 warp mazewarp5102 1,1,prt_maze01,182,88 /*To No.1-15*/
+// 1st Floor No.02
+prt_maze01,58,194,0 warp mazewarp5103 1,1,prt_maze01,23,128 /*To No.1-6*/
+// 1st Floor No.03
+prt_maze01,102,165,0 warp mazewarp5104 1,1,prt_maze01,99,31 /*To No.1-23*/
+prt_maze01,85,174,0 warp mazewarp5105 1,1,prt_maze02,93,20
+// 1st Floor No.04
+prt_maze01,154,181,0 warp mazewarp5106 1,1,prt_maze01,191,175 /*To No.1-5*/
+prt_maze01,125,171,0 warp mazewarp5107 1,1,prt_maze01,8,186 /*To No.1-1*/
+// 1st Floor No.05
+prt_maze01,175,165,0 warp mazewarp5108 1,1,prt_maze01,48,104 /*To No.1-12*/
+prt_maze01,194,175,0 warp mazewarp5109 1,1,prt_maze01,23,128 /*To No.1-6*/
+// 1st Floor No.06
+prt_maze01,18,154,0 warp mazewarp5110 1,1,prt_maze01,177,71 /*To No.1-20*/
+prt_maze01,23,125,0 warp mazewarp5111 1,1,prt_maze01,151,22 /*To No.1-24*/
+prt_maze01,5,140,0 warp mazewarp5112 1,1,prt_maze01,58,48 /*To No.1-17*/
+// 1st Floor No.07
+prt_maze01,54,154,0 warp mazewarp5113 1,1,prt_maze01,191,175 /*To No.1-5*/
+prt_maze01,63,125,0 warp mazewarp5114 1,1,prt_maze01,182,88 /*To No.1-15*/
+// 1st Floor No.08
+prt_maze01,98,154,0 warp mazewarp5115 1,1,prt_maze01,102,168 /*To No.1-3*/
+prt_maze01,114,145,0 warp mazewarp5116 1,1,prt_maze01,23,128 /*To No.1-6*/
+prt_maze01,85,146,0 warp mazewarp5117 1,1,prt_maze01,142,111 /*To No.1-14*/
+// 1st Floor No.09
+prt_maze01,137,125,0 warp mazewarp5118 1,1,prt_maze01,191,139 /*To No.1-10*/
+prt_maze01,154,134,0 warp mazewarp5119 1,1,prt_maze01,58,191 /*To No.1-2*/
+// 1st Floor No.10
+prt_maze01,194,139,0 warp mazewarp5120 1,1,prt_maze01,22,88 /*To No.1-11*/
+prt_maze01,166,139,0 warp mazewarp5121 1,1,prt_maze01,128,173 /*To No.1-4*/
+// 1st Floor No.11
+prt_maze01,17,114,0 warp mazewarp5122 1,1,prt_maze01,8,186 /*To No.1-1*/
+prt_maze01,22,85,0 warp mazewarp5123 1,1,prt_maze01,137,128 /*To No.1-9*/
+// 1st Floor No.12
+prt_maze01,63,114,0 warp mazewarp5124 1,1,prt_maze01,111,56 /*To No.1-18*/
+prt_maze01,63,85,0 warp mazewarp5125 1,1,prt_maze01,151,22 /*To No.1-24*/
+prt_maze01,74,97,0 warp mazewarp5126 1,1,prt_maze01,71,11 /*To No.1-22*/
+prt_maze01,45,104,0 warp mazewarp5127 1,1,prt_maze01,63,128 /*To No.1-7*/
+// 1st Floor No.13
+prt_maze01,105,114,0 warp mazewarp5128 1,1,prt_maze01,111,145 /*To No.1-8?*/
+prt_maze01,114,95,0 warp mazewarp5129 1,1,prt_maze01,14,48 /*To No.1-16*/
+prt_maze01,85,97,0 warp mazewarp5130 1,1,prt_maze01,63,128 /*To No.1-7*/
+// 1st Floor No.14
+prt_maze01,142,114,0 warp mazewarp5131 1,1,prt_maze01,23,128 /*To No.1-6*/
+prt_maze01,125,105,0 warp mazewarp5132 1,1,prt_maze01,14,48 /*To No.1-16*/
+// 1st Floor No.15
+prt_maze01,182,85,0 warp mazewarp5133 1,1,prt_maze01,58,48 /*To No.1-17*/
+prt_maze01,194,94,0 warp mazewarp5134 1,1,prt_maze01,58,191 /*To No.1-2*/
+prt_maze01,168,94,0 warp mazewarp5135 1,1,prt_maze01,191,139 /*To No.1-10*/
+// 1st Floor No.16
+prt_maze01,14,74,0 warp mazewarp5136 1,1,prt_maze01,151,22 /*To No.1-24*/
+prt_maze01,14,45,0 warp mazewarp5137 1,1,mjolnir_12,44,21
+prt_maze01,5,58,0 warp mazewarp5138 1,1,prt_maze01,48,104 /*To No.1-12*/
+// 1st Floor No.17
+prt_maze01,74,74,0 warp mazewarp5139 1,1,prt_maze01,58,191 /*To No.1-2*/
+prt_maze01,52,45,0 warp mazewarp5140 1,1,prt_maze01,139,48 /*To No.1-19*/
+// 1st Floor No.18
+prt_maze01,104,74,0 warp mazewarp5141 1,1,prt_maze01,14,48 /*To No.1-16*/
+prt_maze01,96,45,0 warp mazewarp5142 1,1,prt_maze01,63,128 /*To No.1-7*/
+prt_maze01,114,56,0 warp mazewarp5143 1,1,prt_maze01,176,8 /*To No.1-25*/
+prt_maze01,85,56,0 warp mazewarp5144 1,1,prt_maze01,105,111 /*To No.1-13*/
+// 1st Floor No.19
+prt_maze01,137,74,0 warp mazewarp5145 1,1,prt_maze01,182,88 /*To No.1-15*/
+prt_maze01,139,45,0 warp mazewarp5146 1,1,prt_maze01,71,11 /*To No.1-22*/
+// 1st Floor No.20
+prt_maze01,177,74,0 warp mazewarp5147 1,1,prt_fild01,136,368
+prt_maze01,175,45,0 warp mazewarp5148 1,1,prt_maze01,58,48 /*To No.1-17*/
+prt_maze01,194,54,0 warp mazewarp5149 1,1,prt_maze01,99,31 /*To No.1-23*/
+// 1st Floor No.21
+prt_maze01,16,34,0 warp mazewarp5150 1,1,prt_maze01,128,173 /*To No.1-4*/
+prt_maze01,23,5,0 warp mazewarp5151 1,1,prt_maze01,176,8 /*To No.1-25*/
+// 1st Floor No.22
+prt_maze01,54,5,0 warp mazewarp5152 1,1,prt_maze01,128,173 /*To No.1-4*/
+prt_maze01,74,12,0 warp mazewarp5153 1,1,prt_maze01,58,48 /*To No.1-17*/
+prt_maze01,45,21,0 warp mazewarp5154 1,1,prt_maze01,142,111 /*To No.1-14*/
+// 1st Floor No.23
+prt_maze01,99,34,0 warp mazewarp5155 1,1,prt_maze01,137,128 /*To No.1-9*/
+prt_maze01,114,22,0 warp mazewarp5156 1,1,prt_maze01,177,71 /*To No.1-20*/
+prt_maze01,85,13,0 warp mazewarp5157 1,1,prt_maze01,22,88 /*To No.1-11*/
+//1st Floor No.24
+prt_maze01,154,22,0 warp mazewarp5158 1,1,prt_maze01,139,48 /*To No.1-19*/
+// 1st Floor No.25
+prt_maze01,176,34,0 warp mazewarp5159 1,1,prt_maze01,8,186 /*To No.1-1*/
+prt_maze01,176,5,0 warp mazewarp5160 1,1,prt_maze01,137,128 /*To No.1-9*/
+prt_maze01,194,15,0 warp mazewarp5161 1,1,prt_maze01,52,48 /*To No.1-17*/
+prt_maze01,165,22,0 warp mazewarp5162 1,1,prt_maze01,63,128 /*To No.1-7*/
+// 2nd Floor -------------------------------------------------------------------
+prt_maze02,93,16,0 warp mazewarp5201 1,1,prt_maze01,102,168 /*To No.1-3*/
+prt_maze02,100,182,0 warp mazewarp5202 1,1,prt_maze03,182,88 /*To No.3-15*/
+// 3rd Floor No.01 -------------------------------------------------------------
+prt_maze03,22,194,0 warp mazewarp5301 1,1,prt_maze03,175,48 /*To No.3-20*/
+prt_maze03,5,186,0 warp mazewarp5302 1,1,prt_maze03,151,134 /*To No.3-9*/
+//3rd Floor No.02
+prt_maze03,58,194,0 script #mazewarp5303 45,1,1,{
+ set @w,rand(4);
+ if(@w==1)goto w2;
+ if(@w==2)goto w3;
+ if(@w==3)goto w4;
+ warp "prt_maze03",98,151; end; /*To No.3-8*/
+ w2: warp "prt_maze03",137,128; end; /*To No.3-9*/
+ w3: warp "prt_maze03",14,71; end; /*To No.3-16*/
+ w4: warp "prt_maze03",54,8; end; /*To No.3-22*/
+}
+// 3rd Floor No.03
+prt_maze03,102,165,0 warp mazewarp5304 1,1,prt_maze03,137,71 /*To No.3-19*/
+prt_maze03,85,174,0 warp mazewarp5305 1,1,prt_maze03,14,47 /*To No.3-16*/
+// 3rd Floor No.04
+prt_maze03,154,181,0 warp mazewarp5306 1,1,prt_maze03,139,48 /*To No.3-19*/
+prt_maze03,125,171,0 warp mazewarp5307 1,1,prt_maze03,105,111 /*To No.3-13*/
+// 3rd Floor No.05
+prt_maze03,175,165,0 warp mazewarp5308 1,1,prt_maze03,71,12 /*To No.3-22*/
+prt_maze03,194,175,0 warp mazewarp5309 1,1,prt_maze03,191,139 /*To No.3-10*/
+// 3rd Floor No.06
+prt_maze03,18,154,0 warp mazewarp5310 1,1,prt_maze03,48,21 /*To No.3-22*/
+prt_maze03,23,125,0 warp mazewarp5311 1,1,prt_maze03,177,71 /*To No.3-20*/
+prt_maze03,5,140,0 warp mazewarp5312 1,1,prt_maze03,111,56 /*To No.3-18*/
+// 3rd Floor No.07
+prt_maze03,54,154,0 warp mazewarp5313 1,1,prt_maze03,142,111 /*To No.3-14*/
+prt_maze03,63,125,0 warp mazewarp5314 1,1,prt_maze03,88,97 /*To No.3-13*/
+// 3rd Floor No.08
+prt_maze03,98,154,0 warp mazewarp5315 1,1,prt_maze03,99,31 /*To No.3-23*/
+prt_maze03,114,145,0 warp mazewarp5316 1,1,prt_maze03,168,22 /*To No.3-25*/
+prt_maze03,85,146,0 warp mazewarp5317 1,1,prt_maze03,22,88 /*To No.3-11*/
+// 3rd Floor No.09
+prt_maze03,137,125,0 warp mazewarp5318 1,1,prt_maze03,71,71 /*To No.3-17*/
+prt_maze03,154,134,0 warp mazewarp5319 1,1,prt_maze03,8,186 /*To No.3-1*/
+// 3rd Floor No.10
+prt_maze03,194,139,0 warp mazewarp5320 1,1,prt_maze03,191,175 /*To No.3-5*/
+prt_maze03,166,139,0 warp mazewarp5321 1,1,prt_maze03,63,88 /*To No.3-12*/
+// 3rd Floor No.11
+prt_maze03,17,114,0 warp mazewarp5322 1,1,prt_maze03,128,105 /*To No.3-14*/
+prt_maze03,22,85,0 warp mazewarp5323 1,1,prt_maze03,88,146 /*To No.3-8*/
+// 3rd Floor No.12
+prt_maze03,63,114,0 warp mazewarp5324 1,1,prt_maze03,14,71 /*To No.3-16*/
+prt_maze03,63,85,0 warp mazewarp5325 1,1,prt_maze03,169,139 /*To No.3-10*/
+prt_maze03,74,97,0 warp mazewarp5326 1,1,prt_maze03,54,8 /*To No.3-22*/
+prt_maze03,45,104,0 warp mazewarp5327 1,1,prt_maze03,96,48 /*To No.3-18*/
+// 3rd Floor No.13
+prt_maze03,105,114,0 warp mazewarp5328 1,1,prt_maze03,128,171 /*To No.3-4*/
+prt_maze03,114,95,0 warp mazewarp5329 1,1,prt_maze03,176,8 /*To No.3-25*/
+prt_maze03,85,97,0 warp mazewarp5330 1,1,prt_maze03,63,128 /*To No.3-7*/
+// 3rd Floor No.14
+prt_maze03,142,114,0 warp mazewarp5331 1,1,prt_maze03,54,151 /*To No.3-7*/
+prt_maze03,125,105,0 warp mazewarp5332 1,1,prt_maze03,58,191 /*To No.3-2*/
+// 3rd Floor No.15
+prt_maze03,182,85,0 warp mazewarp5333 1,1,prt_maze02,100,179
+prt_maze03,194,94,0 warp mazewarp5334 1,1,prt_maze03,151,22 /*To No.3-24*/
+prt_maze03,168,94,0 warp mazewarp5335 1,1,prt_maze03,191,54 /*To No.3-20*/
+// 3rd Floor No.16
+prt_maze03,14,74,0 warp mazewarp5336 1,1,prt_maze03,63,111 /*To No.3-12*/
+prt_maze03,14,45,0 warp mazewarp5337 1,1,prt_maze03,88,174 /*To No.3-3*/
+prt_maze03,5,58,0 warp mazewarp5338 1,1,prt_maze03,191,15 /*To No.3-25*/
+// 3rd Floor No.17
+prt_maze03,74,74,0 script #mazewarp5339 45,1,1,{
+set @w,rand(4);
+ if(@w==1)goto w2;
+ if(@w==2)goto w3;
+ if(@w==3)goto w4;
+ warp "prt_maze03",98,151; end; /*To No.3-8*/
+ w2: warp "prt_maze03",137,128; end; /*To No.3-9*/
+ w3: warp "prt_maze03",14,71; end; /*To No.3-16*/
+ w4: warp "prt_maze03",54,8; end; /*To No.3-22*/
+}
+prt_maze03,52,45,0 warp mazewarp5340 1,1,prt_maze03,16,31 /*To No.3-21*/
+// 3rd Floor No.18
+prt_maze03,104,74,0 warp mazewarp5341 1,1,prt_maze03,111,22 /*To No.3-23*/
+prt_maze03,96,45,0 warp mazewarp5342 1,1,prt_maze03,48,104 /*To No.3-12*/
+prt_maze03,114,56,0 warp mazewarp5343 1,1,prt_maze03,8,140 /*To No.3-6*/
+prt_maze03,85,56,0 warp mazewarp5344 1,1,prt_maze03,176,31 /*To No.3-25*/
+// 3rd Floor No.19
+prt_maze03,137,74,0 warp mazewarp5345 1,1,prt_maze03,102,168 /*To No.3-3*/
+prt_maze03,139,45,0 script #mazewarp5346 45,1,1,{
+ set @w,rand(4);
+ if(@w==1)goto w2;
+ if(@w==2)goto w3;
+ if(@w==3)goto w4;
+ warp "prt_maze03",98,151; end; /*To No.3-8*/
+ w2: warp "prt_maze03",137,128; end; /*To No.3-9*/
+ w3: warp "prt_maze03",14,71; end; /*To No.3-16*/
+ w4: warp "prt_maze03",54,8; end; /*To No.3-22*/
+}
+// 3rd Floor No.20
+prt_maze03,177,74,0 warp mazewarp5347 1,1,prt_maze03,23,128 /*To No.3-6*/
+prt_maze03,175,45,0 warp mazewarp5348 1,1,prt_maze03,22,191 /*To No.3-1*/
+prt_maze03,194,54,0 warp mazewarp5349 1,1,prt_maze03,171,94 /*To No.3-15*/
+// 3rd Floor No.21
+prt_maze03,16,34,0 warp mazewarp5350 1,1,prt_maze03,52,48 /*To No.3-17*/
+prt_maze03,23,5,0 warp mazewarp5351 1,1,prt_maze03,88,13 /*To No.3-23*/
+// 3rd Floor No.22
+prt_maze03,54,5,0 warp mazewarp5352 1,1,prt_maze03,71,97 /*To No.3-12*/
+prt_maze03,74,12,0 warp mazewarp5353 1,1,prt_maze03,175,168 /*To No.3-5*/
+prt_maze03,45,21,0 warp mazewarp5354 1,1,prt_maze03,18,151 /*To No.3-6*/
+// 3rd Floor No.23
+prt_maze03,99,34,0 warp mazewarp5355 1,1,prt_maze03,98,151 /*To No.3-8*/
+prt_maze03,114,22,0 warp mazewarp5356 1,1,prt_maze03,104,71 /*To No.3-18*/
+prt_maze03,85,13,0 warp mazewarp5357 1,1,prt_maze03,23,8 /*To No.3-21*/
+// 3rd Floor No.24
+prt_maze03,154,22,0 script #mazewarp5358 45,1,1,{
+ set @w,rand(4);
+ if(@w==1)goto w2;
+ if(@w==2)goto w3;
+ if(@w==3)goto w4;
+ warp "prt_maze03",98,151; end; /*To No.3-8*/
+ w2: warp "prt_maze03",137,128; end; /*To No.3-9*/
+ w3: warp "prt_maze03",14,71; end; /*To No.3-16*/
+ w4: warp "prt_maze03",54,8; end; /*To No.3-22*/
+}
+// 3rd Floor No.25
+prt_maze03,176,34,0 warp mazewarp5359 1,1,prt_maze03,88,56 /*To No.3-18*/
+prt_maze03,176,5,0 warp mazewarp5360 1,1,prt_maze03,111,95 /*To No.3-13*/
+prt_maze03,194,15,0 warp mazewarp5361 1,1,prt_maze03,8,58 /*To No.3-16*/
+prt_maze03,165,22,0 warp mazewarp5362 1,1,prt_maze03,111,145 /*To No.3-8*/
+
+//= Prontera Sewers ==============================================
+prt_sewb1,135,248,0 warp prts001 2,2,prt_fild05,274,208
+prt_sewb1,188,247,0 warp prts01 1,3,prt_sewb2,19,19
+prt_sewb2,100,176,0 warp prts02 4,2,prt_sewb2,140,28
+prt_sewb2,140,24,0 warp prts02-1 4,2,prt_sewb2,100,172
+prt_sewb2,180,24,0 warp prts03 4,2,prt_sewb3,180,169
+prt_sewb2,19,12,0 warp prts01-1 2,2,prt_sewb1,192,247
+prt_sewb2,19,175,0 warp prts04 4,2,prt_sewb2,60,28
+prt_sewb2,60,24,0 warp prts04-1 4,2,prt_sewb2,19,171
+prt_sewb3,180,173,0 warp prts03-1 4,2,prt_sewb2,180,28
+prt_sewb3,20,185,0 warp prts05 3,2,prt_sewb4,100,92
+prt_sewb4,100,96,0 warp prts05-1 3,2,prt_sewb3,19,180
diff --git a/npc/pre-re/warps/dungeons/ra_san.txt b/npc/pre-re/warps/dungeons/ra_san.txt
new file mode 100644
index 000000000..6b9076b5f
--- /dev/null
+++ b/npc/pre-re/warps/dungeons/ra_san.txt
@@ -0,0 +1,43 @@
+//===== rAthena Script =======================================
+//= Rachel Sanctuary Dungeon Warp Script
+//===== By ===================================================
+//= Playtester
+//===== Current Version :=====================================
+//= 1.4
+//===== Compatible With :=====================================
+//= Any Athena Version
+//===== Description :=========================================
+//= Warp Points For Rachel Sanctuary Dungeon
+//===== Additional Comment:===================================
+//= 1.1 Added $ephiroth's warps [Playtester]
+//= 1.2 Replaced old versions with jAthena's [Playtester]
+//= 1.3 Official warps [Playtester]
+//= 1.4 Added quest map warp to random warp. [L0ne_W0lf]
+//= Added Dungeon exit back into temple.
+//============================================================
+
+ra_san01,139,13,0 script sanctuary01 45,1,1,{
+ if (ra_tem_q == 21) { warp "que_san04",119,110; end; }
+ switch(rand(3)) {
+ case 1: warp "ra_san02",213,275; break;
+ case 2: warp "ra_san03",119,283; break;
+ default: warp "ra_san04",119,110; break;
+ }
+}
+
+ra_san02,213,280,0 warp sanctuary02 1,1,ra_san01,140,19
+ra_san03,123,283,0 warp sanctuary03 1,1,ra_san01,140,19
+ra_san04,119,104,0 warp sanctuary04 1,1,ra_san01,140,19
+ra_san03,279,21,0 warp sanctuary05 1,1,ra_san05,282,149
+ra_san03,85,15,0 warp sanctuary06 1,1,ra_san04,203,216
+ra_san04,203,221,0 warp sanctuary07 1,1,ra_san03,85,20
+ra_san04,120,48,0 warp sanctuary08 1,1,ra_san05,150,282
+ra_san05,150,7,0 warp sanctuary09 1,1,ra_temple,119,153
+ra_san02,289,149,0 warp sanctuary10 1,1,ra_san03,10,149
+ra_san03,5,149,0 warp sanctuary11 1,1,ra_san02,284,149
+ra_san02,213,4,0 warp sanctuary12 1,1,ra_san04,35,216
+ra_san04,35,221,0 warp sanctuary13 1,1,ra_san02,213,9
+ra_san02,30,21,0 warp sanctuary14 1,1,ra_san05,14,149
+
+//Additional Dungeon warp. (Exit)
+ra_san01,139,139,0 warp sanctuary15 1,1,ra_temin,27,314
diff --git a/npc/pre-re/warps/dungeons/tha_t.txt b/npc/pre-re/warps/dungeons/tha_t.txt
new file mode 100644
index 000000000..ab707f62f
--- /dev/null
+++ b/npc/pre-re/warps/dungeons/tha_t.txt
@@ -0,0 +1,60 @@
+//===== rAthena Script =======================================
+//= Thanatos Tower Warps
+//===== By: ==================================================
+//= [Ishizu-chan]
+//===== Current Version: =====================================
+//= 1.1 Beta
+//===== Compatible With: =====================================
+//= Any rAthena Version i guess?
+//===== Description: =========================================
+//= It's the Thanatos Tower Warps...
+//===== Additional Comments: =================================
+//= 1.0 - First Release [Ishizu-chan]
+//= 1.1 - Added Entrance Warp Guard
+//= 1.2 - Updated warps to official and moved Entrance Guard
+//= to proper quest file. [SinSloth]
+//============================================================
+
+// Thanatos Scene (tha_scene01)
+tha_scene01,144,198,0 warp WarpThana0a 1,1,tha_t01,149,38
+tha_t01,149,33,0 warp WarpThana0b 1,1,hu_fild01,140,158
+
+// Thanatos Tower Level 1 (tha_t01)
+tha_t01,150,150,0 warp WarpThana1a 1,1,tha_t02,149,130
+tha_t02,149,125,0 warp WarpThana1b 1,1,tha_t01,150,145
+
+// Thanatos Tower Level 2 (tha_t02)
+tha_t03,217,165,0 warp WarpThana2a 1,1,tha_t02,227,157
+
+// Thanatos Tower Level 3 (tha_t03)
+tha_t03,59,140,0 warp WarpThana3a 1,1,tha_t04,60,142
+tha_t04,60,137,0 warp WarpThana3b 1,1,tha_t03,59,135
+
+// Thanatos Tower Level 4 (tha_t04)
+tha_t04,81,36,0 warp WarpThana4a 1,1,tha_t05,62,8
+
+// Thanatos Tower Level 5 (tha_t05)
+tha_t05,62,157,0 warp WarpThana5a 1,1,tha_t05,213,97
+tha_t05,208,97,0 warp WarpThana5b 1,1,tha_t05,62,162
+tha_t05,185,235,0 warp WarpThana5c 1,1,tha_t06,206,11
+thana_step,174,288,0 warp WarpThana6b 1,1,tha_t08,28,43
+thana_step,173,372,0 warp WarpThana6c 1,1,tha_t07,30,166
+tha_t07,114,166,0 warp WarpThana6d 1,1,thana_step,69,287
+
+// Thanatos Tower Level 8 (tha_t08)
+tha_t08,114,43,0 warp WarpThana8a 1,1,thana_step,30,223
+thana_step,32,166,0 warp WarpThana8b 1,1,tha_t09,20,96
+
+// Thanatos Tower Level 9 (tha_t09)
+tha_t09,92,146,0 warp WarpThana9b 1,1,thana_step,180,223
+
+// Thanatos Tower Level 10 (tha_t10)
+thana_step,182,166,0 warp WarpThana10a 1,1,tha_t10,155,100
+tha_t10,170,138,0 warp WarpThana10b 1,1,thana_step,14,73
+
+// Thanatos Tower Level 11 (tha_t11)
+thana_step,15,15,0 warp WarpThana11a 1,1,tha_t11,50,17
+tha_t11,92,36,0 warp WarpThana11b 1,1,thana_step,180,73
+
+// Thanatos Tower Level 12 (tha_t12)
+thana_step,181,15,0 warp WarpThana12a 1,1,tha_t12,115,16
diff --git a/npc/pre-re/warps/dungeons/thor_v.txt b/npc/pre-re/warps/dungeons/thor_v.txt
new file mode 100644
index 000000000..342a8bc6d
--- /dev/null
+++ b/npc/pre-re/warps/dungeons/thor_v.txt
@@ -0,0 +1,28 @@
+//===== rAthena Script =======================================
+//= Thor's Volcano Dungeon Warp Script
+//===== By: ==================================================
+//= $ephiroth
+//===== Current Version: =====================================
+//= 1.3
+//===== Compatible With: =====================================
+//= Any Athena Version
+//===== Description: =========================================
+//= Warp Points for Thor's Volcano Dungeon
+//===== Additional Comments: =================================
+//= 1.3 Rescripted to Aegis 11.2 Standards. [L0ne_W0lf
+//============================================================
+
+ve_fild03,168,240,0 warp thor_v1-1 1,1,thor_v01,21,229
+thor_v01,21,224,0 warp thor_v1-2 1,1,ve_fild03,168,235
+thor_v01,201,37,0 warp thor_v2-1 1,1,thor_v02,78,203
+thor_v02,192,60,0 warp thor_v2-2 1,1,thor_v03,35,262
+thor_v02,73,203,0 warp thor_v3-1 1,1,thor_v01,196,37
+thor_v03,30,262,0 warp thor_v3-2 1,1,thor_v02,187,58
+
+//============================================================
+// Old changelog
+//============================================================
+//= 1.0 Initial version [$ephiroth]
+//= 1.1 Updated warps, according to Japan site [$ephiroth]
+//= 1.2 Updated more warps to thor_camp [$ephiroth]
+//============================================================
diff --git a/npc/pre-re/warps/dungeons/treasure.txt b/npc/pre-re/warps/dungeons/treasure.txt
new file mode 100644
index 000000000..72d93c2eb
--- /dev/null
+++ b/npc/pre-re/warps/dungeons/treasure.txt
@@ -0,0 +1,49 @@
+//==== rAthena Script ========================================
+//= Treasure Island warp Script
+//===== By: ==================================================
+//= Nana (1.0)
+//===== Current Version: =====================================
+//= 1.1
+//===== Compatible With: =====================================
+//= Any Athena Version
+//===== Description: =========================================
+//= Warp Points for Treasure Island
+//===== Additional Comments: =================================
+//= Split of Alberta.txt
+//= 1.1 Moved Turtle Island warps to unique file. [L0ne_W0lf]
+//============================================================
+
+//Treasure Island Warp's
+treasure01,112,164,0 warp tre01 1,4,treasure01,97,164
+treasure01,125,161,0 warp tre02 1,3,treasure01,144,161
+treasure01,142,161,0 warp tre02-1 1,3,treasure01,123,161
+treasure01,164,114,0 warp tre03 3,1,treasure01,164,88
+treasure01,164,91,0 warp tre03-1 5,1,treasure01,164,116
+treasure01,99,164,0 warp tre01-1 1,4,treasure01,114,164
+treasure01,76,111,0 warp tre10 1,3,treasure01,100,111
+treasure01,38,164,0 warp tre04-1 1,4,treasure01,25,164
+treasure01,40,111,0 warp tre05 1,3,treasure01,67,112
+treasure01,62,111,0 warp tre05-1 1,3,treasure01,38,111
+treasure01,27,164,0 warp tre04 1,4,treasure01,40,164
+treasure01,69,75,0 warp tre07 2,1,treasure01,69,106
+treasure01,69,125,0 warp tre08 4,1,treasure01,69,142
+treasure01,69,140,0 warp tre08-1 4,1,treasure01,69,123
+treasure01,98,111,0 warp tre10-1 1,3,treasure01,74,111
+treasure01,69,177,0 warp tre002 3,1,treasure02,102,27
+treasure01,41,37,0 warp tre06 1,3,treasure01,61,37
+treasure01,58,37,0 warp tre06-1 1,3,treasure01,39,37
+treasure01,69,102,0 warp tre07-1 2,1,treasure01,69,77
+treasure01,79,37,0 warp tre09 1,3,treasure01,98,37
+treasure01,96,37,0 warp tre09-1 1,3,treasure01,77,37
+treasure01,69,22,0 warp tre001 4,1,alb2trea,85,107
+treasure02,102,103,0 warp tre11 5,1,treasure02,102,120
+treasure02,102,118,0 warp tre11-1 5,1,treasure02,102,101
+treasure02,155,128,0 warp tre13-1 1,1,treasure02,155,97
+treasure02,155,99,0 warp tre13 1,1,treasure02,155,130
+treasure02,49,99,0 warp tre14-1 1,1,treasure02,49,130
+treasure02,102,24,0 warp tre003 3,1,treasure01,69,179
+treasure02,123,72,0 warp tre12 1,4,treasure02,140,72
+treasure02,138,72,0 warp tre12-1 1,4,treasure02,121,72
+treasure02,49,128,0 warp tre14 1,1,treasure02,49,97
+treasure02,65,72,0 warp tre15 1,4,treasure02,82,72
+treasure02,80,72,0 warp tre15-1 1,4,treasure02,63,72
diff --git a/npc/pre-re/warps/dungeons/tur_dun.txt b/npc/pre-re/warps/dungeons/tur_dun.txt
new file mode 100644
index 000000000..e61147e7d
--- /dev/null
+++ b/npc/pre-re/warps/dungeons/tur_dun.txt
@@ -0,0 +1,23 @@
+//==== rAthena Script ========================================
+//= Turtle Island warp Script
+//===== By: ==================================================
+//= Nana (1.0)
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= Any Athena Version
+//===== Description: =========================================
+//= Warp Points for Turtle Island
+//===== Additional Comments: =================================
+//= 1.0 Split from combined warp file alberta_duns. [L0ne_W0lf]
+//============================================================
+
+//Turtle Island Warp's
+tur_dun01,154,241,0 warp ttl01 1,1,tur_dun02,148,264
+tur_dun02,148,268,0 warp ttl01-1 1,1,tur_dun01,154,237
+tur_dun02,167,19,0 warp ttl02 1,1,tur_dun03,132,189
+tur_dun03,132,193,0 warp ttl02-1 1,1,tur_dun02,167,23
+tur_dun03,217,71,0 warp ttl03 1,1,tur_dun04,100,192
+tur_dun04,100,196,0 warp ttl03-1 1,1,tur_dun03,215,75
+tur_dun05,89,69,0 warp ttl05 1,1,tur_dun02,148,264
+tur_dun05,9,45,0 warp ttl06 1,1,tur_dun01,154,237
diff --git a/npc/pre-re/warps/dungeons/um_dun.txt b/npc/pre-re/warps/dungeons/um_dun.txt
new file mode 100644
index 000000000..4d453432e
--- /dev/null
+++ b/npc/pre-re/warps/dungeons/um_dun.txt
@@ -0,0 +1,32 @@
+//===== rAthena Script =======================================
+//= Umbala Dungeon (Yggdrasil Cave) Warp Script
+//===== By: ==================================================
+//= Darkchild (1.0vA); Athena (1.0vB)
+//===== Current Version: =====================================
+//= 1.3 (Akaru)
+//===== Compatible With: =====================================
+//= Any Athena Version; RO Episode 6+
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Warp Points for Umbala Dungeon (Yggdrasil Cave)
+//===== Additional Comments: =================================
+//= 1.2 Corrected NPC names to fall within proper restrictions. [L0ne_W0lf]
+//= 1.3 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
+//============================================================
+
+umbala,106,285,0 warp um_dun1-1 1,1,um_dun01,42,30
+um_dun01,42,27,0 warp um_dun1-2 1,1,umbala,109,284
+um_dun01,149,198,0 warp um_dun2-1 1,1,um_dun02,52,22
+um_dun02,55,19,0 warp um_dun2-2 1,1,um_dun01,152,198
+um_dun02,60,89,0 warp um_dun3-1 1,1,um_dun02,215,74
+um_dun02,215,77,0 warp um_dun3-2 1,1,um_dun02,60,92
+um_dun02,64,79,0 warp um_dun4-1 1,1,um_dun02,219,261
+um_dun02,222,259,0 warp um_dun4-2 1,1,um_dun02,67,77
+um_dun02,26,244,0 warp um_dun5-1 1,1,um_dun02,233,253
+um_dun02,231,255,0 warp um_dun5-2 1,1,um_dun02,25,241
+um_dun02,103,208,0 warp um_dun6-1 1,1,um_dun02,180,38
+um_dun02,177,38,0 warp um_dun6-2 1,1,um_dun02,100,208
+um_dun02,32,249,0 warp um_dun7-1 1,1,um_dun02,117,208
+um_dun02,113,208,0 warp um_dun7-2 1,1,um_dun02,35,252
+um_dun02,215,85,0 warp um_dun8-1 1,1,um_dun02,166,38
+um_dun02,169,38,0 warp um_dun8-2 1,1,um_dun02,215,88
diff --git a/npc/pre-re/warps/dungeons/xmas_dun.txt b/npc/pre-re/warps/dungeons/xmas_dun.txt
new file mode 100644
index 000000000..96374f412
--- /dev/null
+++ b/npc/pre-re/warps/dungeons/xmas_dun.txt
@@ -0,0 +1,19 @@
+//===== rAthena Script =======================================
+//= Lutie Dungeon (Toy Factory) Warp Script
+//===== By: ==================================================
+//= Nana (1.0)
+//===== Current Version: =====================================
+//= 1.2
+//===== Compatible With: =====================================
+//= Any Athena Version; RO Episode 2+
+//===== Description: =========================================
+//= Warp Points for Toy Factory
+//===== Additional Comments: =================================
+//= 1.1 Fixed endless warping loop
+//= 1.2 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
+//============================================================
+
+xmas,143,314,0 warp xmas_dun1-1 1,1,xmas_dun01,205,16
+xmas_dun01,205,13,0 warp xmas_dun1-2 1,1,xmas,143,311
+xmas_dun01,129,130,0 warp xmas_dun2-1 1,1,xmas_dun02,131,130
+xmas_dun02,129,130,0 warp xmas_dun2-2 1,1,xmas_dun01,132,130
diff --git a/npc/pre-re/warps/fields/abyss_warper.txt b/npc/pre-re/warps/fields/abyss_warper.txt
new file mode 100644
index 000000000..8c4ea1e1c
--- /dev/null
+++ b/npc/pre-re/warps/fields/abyss_warper.txt
@@ -0,0 +1,168 @@
+//===== rAthena Script =======================================
+//= Abyss Cave Warper
+//===== By: ==================================================
+//= erKURITA
+//===== Current Version: =====================================
+//= 1.4
+//===== Compatible With: =====================================
+//= Any Athena Version
+//===== Description: =========================================
+//= Warper to Abyss Cave. and warper out
+//===== Additional Comments: =================================
+//= 1.0 Added by Nexon [Nexon]
+//= 1.1 Removed Duplicates [Silent]
+//= 1.2 Fixed tab - missing pillar's appeared [Lupus]
+//= 1.3 Updated Abyss Lake entrance based on official [SinSloth]
+//= 1.3a Removed .GATs [Lupus]
+//= 1.4 Corrected NPC names to fall within proper restrictions. [L0ne_W0lf]
+//============================================================
+
+hu_fild05,168,304,0 script Column#abyss1 111,{
+
+ mes "^3355FFThere are 3 oddly";
+ mes "shaped grooves on";
+ mes "the surface of this";
+ mes "column. It seems that";
+ mes "certain dragon body parts";
+ mes "would fit perfectly into";
+ mes "the column grooves.^000000";
+ if((countitem(1035)) && (countitem(1036)) && (countitem(1037)))
+ {
+ next;
+ switch( select( "Insert Dragon Body Parts","Eat Dragon Body Parts" ) )
+ {
+ case 1:
+ mes "^3355FFYou carefully place a";
+ mes "Dragon Canine into one of";
+ mes "the grooves, and then you";
+ mes "hear a powerful rumbling";
+ mes "from within the column.^000000";
+ specialeffect EF_WINDHIT;
+ next;
+ mes "^3355FFYou slowly insert a";
+ mes "Dragon Scale into another";
+ mes "of the column's grooves,";
+ mes "trigerring another small";
+ mes "tremor from the column.^000000";
+ specialeffect EF_WINDHIT;
+ next;
+ mes "^3355FFYou cautiously insert";
+ mes "a Dragon Tail into the";
+ mes "final groove. Lights shine";
+ mes "forth from cracks in the";
+ mes "column's surface...^000000";
+ specialeffect EF_WINDHIT;
+ next;
+ mes "^3355FFThe ground beneath";
+ mes "your feet begins to";
+ mes "violently shake.^000000";
+ specialeffect EF_BOWLINGBASH;
+ donpcevent "AbyssWarp::OnWarp";
+ specialeffect2 EF_PORTAL;
+ delitem 1035,1;
+ delitem 1036,1;
+ delitem 1037,1;
+ close2;
+ warp "hu_fild05",184,204;
+ end;
+
+ case 2:
+ mes "^3355FFYou gingerly place a";
+ mes "Dragon's Canine, a Dragon";
+ mes "Scale, and a Dragon Tail into";
+ mes "your mouth and slowly begin";
+ mes "to chew. Nothing happens";
+ mes "and the taste of these items";
+ mes "is surprisingly putrid.^000000";
+ next;
+ emotion e_rice,1;
+ delitem 1035,1;
+ delitem 1036,1;
+ delitem 1037,1;
+ percentheal -10,0;
+ close;
+ }
+ }
+ close;
+}
+
+hu_fild05,171,211,0 script Column#abyss2 111,1,1,{
+
+ mes "^3355FFThis column looks";
+ mes "very similar to the";
+ mes "one you've seen in";
+ mes "the lake. There is";
+ mes "a conspicious blue";
+ mes "groove on its surface.^000000";
+ next;
+ switch( select( "Touch the Groove","Remove Item from Groove" ) )
+ {
+ case 1:
+ mes "^3355FF*Clatter Clatter*^000000";
+ next;
+ mes "^3355FFThe light emanating from";
+ mes "the groove distorts and";
+ mes "the column starts to shake.";
+ mes "You hear a faint rumbling";
+ mes "from inside the column.^000000";
+ specialeffect EF_WINDHIT;
+ next;
+ mes "*Ggghhhhhzzzz!*";
+ mes "*BAM!*";
+ next;
+ mes "^3355FFThe light shining from";
+ mes "the column's groove grows";
+ mes "brighter as you feel the";
+ mes "ground beneath your feet";
+ mes "begin to slowly sink away...^000000";
+ next;
+ specialeffect EF_BOWLINGBASH;
+ specialeffect2 EF_PORTAL;
+ close2;
+ warp "hu_fild05",169,305;
+ end;
+
+ case 2:
+ mes "^3355FF*Ppppsssh!*";
+ mes "You accidentally";
+ mes "broke the item.^000000";
+ specialeffect EF_WINDHIT;
+ next;
+ mes "^3355FF*Gggggggghhhhhhhhzzzzzzjjjjhh!*^000000";
+ next;
+ mes "^3355FFThe light emanating from";
+ mes "the groove distorts and";
+ mes "the column starts to shake.";
+ mes "The tremors in the ground";
+ mes "make it difficult to stand";
+ mes "steadily, but suddently you";
+ mes "are warped somewhere else...^000000";
+ next;
+ specialeffect EF_BOWLINGBASH;
+ specialeffect2 EF_PORTAL;
+ close2;
+ warp "hu_fild05",157,284;
+ end;
+ }
+}
+
+hu_fild05,196,210,1 script AbyssWarp 45,2,2,{
+
+OnInit:
+ disablenpc "AbyssWarp";
+ end;
+
+OnTouch:
+ warp "abyss_01",260,268;
+ end;
+
+OnWarp:
+ initnpctimer;
+ enablenpc "AbyssWarp";
+ end;
+
+OnTimer30000:
+ stopnpctimer;
+ disablenpc "AbyssWarp";
+ end;
+}
diff --git a/npc/pre-re/warps/fields/amatsu_fild.txt b/npc/pre-re/warps/fields/amatsu_fild.txt
new file mode 100644
index 000000000..37e94c3b8
--- /dev/null
+++ b/npc/pre-re/warps/fields/amatsu_fild.txt
@@ -0,0 +1,21 @@
+//===== rAthena Script =======================================
+//= Amatsu Field Warp's
+//===== By: ==================================================
+//= Nana (1.0)
+//===== Current Version: =====================================
+//= 1.1
+//===== Compatible With: =====================================
+//= Any Athena Version
+//===== Description: =========================================
+//= [Aegis COnversion]
+//= Warp Points for Amatsu Field
+//===== Additional Comments: =================================
+//= 1.1 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
+//============================================================
+
+amatsu,248,292,0 warp ama_fild1-1 1,1,ama_fild01,75,33
+ama_fild01,75,30,0 warp ama_fild1-2 1,1,amatsu,248,289
+ama_fild01,174,331,0 warp ama_shrine1-1 1,1,ama_in01,175,174
+ama_in01,175,171,0 warp ama_shrine1.2 1,1,ama_fild01,174,328
+ama_fild01,330,141,0 warp ama_craftsman1-1 1,1,ama_in01,174,124
+ama_in01,174,121,0 warp ama_craftsman1.2 1,1,ama_fild01,330,138
diff --git a/npc/pre-re/warps/fields/bif_fild.txt b/npc/pre-re/warps/fields/bif_fild.txt
new file mode 100644
index 000000000..d6f6505e4
--- /dev/null
+++ b/npc/pre-re/warps/fields/bif_fild.txt
@@ -0,0 +1,22 @@
+//===== rAthena Script =======================================
+//= Bifrost Field Warp Script
+//===== By: ==================================================
+//= Chilly
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= Warp Points for Bifrost Field
+//===== Additional Comments: =================================
+//= 1.0 First Version.
+//============================================================
+
+splendide,275,390,0 warp bifrost_field0001 1,1,bif_fild01,316,50
+bif_fild01,318,48,0 warp bifrost_field0002 1,1,splendide,275,387
+bif_fild02,285,333,0 warp bifrost_field0003 1,1,mora,179,74
+mora,182,74,0 warp bifrost_field0004 1,1,bif_fild02,285,330
+bif_fild02,95,310,0 warp bifrost_field0005 1,1,mora,22,157
+mora,20,159,0 warp bifrost_field0006 1,1,bif_fild02,98,309
+bif_fild02,174,162,0 warp bifrost_field0007 1,1,mora,58,27
+mora,56,25,0 warp bifrost_field0008 1,1,bif_fild02,177,162
diff --git a/npc/pre-re/warps/fields/bra_fild.txt b/npc/pre-re/warps/fields/bra_fild.txt
new file mode 100644
index 000000000..1f0fe24ba
--- /dev/null
+++ b/npc/pre-re/warps/fields/bra_fild.txt
@@ -0,0 +1,16 @@
+//===== rAthena Script =======================================
+//= Brasilis Fild Warps Script
+//===== By: ==================================================
+//= Protimus
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= Any Athena Version
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Warp Points for Brasilis
+//===== Additional Comments: =================================
+//= 1.0 First version.
+//============================================================
+bra_fild01,72,34,0 warp bra_fild01_brasilis 1,1,brasilis,309,334
+brasilis,308,336,0 warp brasilis_bra_fild01 1,1,bra_fild01,74,34
diff --git a/npc/pre-re/warps/fields/com_fild.txt b/npc/pre-re/warps/fields/com_fild.txt
new file mode 100644
index 000000000..765874af1
--- /dev/null
+++ b/npc/pre-re/warps/fields/com_fild.txt
@@ -0,0 +1,51 @@
+//===== rAthena Script =======================================
+//= Comodo Field Warp Script
+//===== By: ==================================================
+//= Nana
+//===== Current Version: =====================================
+//= 1.2
+//===== Compatible With: =====================================
+//= Any Athena Version
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Warp Points for Comodo Fields
+//===== Additional Comments: =================================
+//= 1.1 Rescripted to Aegis 10.3 Standards. [L0ne_W0lf]
+//= 1.2 Renewal warp adjustments.
+//============================================================
+
+cmd_fild01,222,24,0 warp cmd_fild01-1 1,1,cmd_fild02,222,372
+cmd_fild01,362,73,0 warp cmd_fild01-2 1,1,cmd_fild03,27,68
+cmd_fild01,362,263,0 warp cmd_fild01-3 1,1,cmd_fild03,27,269
+cmd_fild02,222,376,0 warp cmd_fild02-1 1,1,cmd_fild01,222,30
+cmd_fild02,382,269,0 warp cmd_fild02-2 1,1,cmd_fild04,25,275
+cmd_fild02,358,95,0 warp cmd_fild02-3 1,1,cmd_fild04,35,94
+cmd_fild03,23,269,0 warp cmd_fild03-1 1,1,cmd_fild01,359,260
+cmd_fild03,23,68,0 warp cmd_fild03-2 1,1,cmd_fild01,359,76
+cmd_fild03,181,17,0 warp cmd_fild03-3 1,1,cmd_fild04,181,367
+//cmd_fild03,384,165,0 warp cmd_fild03-4 1,1,cmd_fild05,26,161
+cmd_fild04,21,275,0 warp cmd_fild04-1 1,1,cmd_fild02,378,264
+cmd_fild04,31,92,0 warp cmd_fild04-2 1,1,cmd_fild02,351,92
+cmd_fild04,376,287,0 warp cmd_fild04-3 1,1,cmd_fild06,26,288
+cmd_fild04,180,372,0 warp cmd_fild04-4 1,1,cmd_fild03,183,23
+//cmd_fild05,21,163,0 warp cmd_fild05-1 1,1,cmd_fild03,377,167
+//cmd_fild05,148,19,0 warp cmd_fild05-2 1,1,cmd_fild06,150,374
+//cmd_fild06,150,380,0 warp cmd_fild06-3 1,1,cmd_fild05,146,27
+cmd_fild06,21,285,0 warp cmd_fild06-4 1,1,cmd_fild04,371,288
+cmd_fild06,151,27,0 warp cmd_fild06-5 1,1,cmd_fild07,147,370
+cmd_fild06,368,96,0 warp cmd_fild06-6 1,1,cmd_fild08,25,102
+cmd_fild06,379,174,0 warp cmd_fild06-7 1,1,cmd_fild08,28,166
+cmd_fild06,372,359,0 warp cmd_fild06-8 1,1,cmd_fild08,31,359
+cmd_fild07,149,379,0 warp cmd_fild07-1 10,1,cmd_fild06,147,36
+cmd_fild07,389,186,0 warp cmd_fild07-2 1,3,cmd_fild09,18,170
+cmd_fild08,25,355,0 warp cmd_fild08-1 1,1,cmd_fild06,366,359
+cmd_fild08,25,170,0 warp cmd_fild08-2 1,1,cmd_fild06,374,167
+cmd_fild08,15,102,0 warp cmd_fild08-3 1,1,cmd_fild06,361,96
+cmd_fild08,76,31,0 warp cmd_fild08-4 2,1,cmd_fild09,76,375
+cmd_fild08,309,48,0 warp cmd_fild08-5 2,1,cmd_fild09,307,374
+cmd_fild08,354,324,0 warp cmd_fild08-6 1,1,moc_fild12,26,305
+cmd_fild09,12,170,0 warp cmd_fild09-1 1,4,cmd_fild07,382,184
+cmd_fild09,369,164,0 warp cmd_fild09-2 2,2,moc_fild18,55,170
+cmd_fild09,309,381,0 warp cmd_fild09-3 2,1,cmd_fild08,309,60
+cmd_fild09,75,382,0 warp cmd_fild09-4 2,1,cmd_fild08,75,42
+moc_fild18,51,170,0 warp moc_fild18-1 1,3,cmd_fild09,363,164
diff --git a/npc/pre-re/warps/fields/dic_fild.txt b/npc/pre-re/warps/fields/dic_fild.txt
new file mode 100644
index 000000000..10c9a5635
--- /dev/null
+++ b/npc/pre-re/warps/fields/dic_fild.txt
@@ -0,0 +1,19 @@
+//===== rAthena Script =======================================
+//= El Dicastes Field Warp Script
+//===== By: ==================================================
+//= Chilly
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= Warp Points for El Dicastes Field
+//===== Additional Comments: =================================
+//= 1.0 First Version.
+//============================================================
+
+dic_dun01,371,44,0 warp dic_field0001 1,1,dic_fild01,28,79
+dic_fild01,24,79,0 warp dic_field0002 1,1,dic_dun01,367,44
+dic_fild01,69,23,0 warp dic_field0003 1,1,dic_fild02,71,371
+dic_fild02,71,375,0 warp dic_field0004 1,1,dic_fild01,69,27
+dicastes01,199,34,0 warp dic_field0005 1,1,dic_fild01,150,277
diff --git a/npc/pre-re/warps/fields/ein_fild.txt b/npc/pre-re/warps/fields/ein_fild.txt
new file mode 100644
index 000000000..c83a13b1e
--- /dev/null
+++ b/npc/pre-re/warps/fields/ein_fild.txt
@@ -0,0 +1,53 @@
+//===== rAthena Script =======================================
+//= Einbroch Field Warp Script
+//===== By: ==================================================
+//= Sara-chan (1.0), SSUNNY@YOUNG(1.2)
+//===== Current Version: =====================================
+//= 1.2
+//===== Compatible With: =====================================
+//= Any Athena Version; RO Episode 8+
+//===== Description: =========================================
+//= Warp Points for Lighthalzen Field
+//===== Additional Comments: =================================
+// Field update - Einbroch and Lhztargen by Sara - Version 1.0
+// 1.1 moved field warps from town warps [Lupus]
+// 1.2 Updated Warps, work done by SSUNNY@YOUNG in Korean eA site [Vicious]
+//============================================================
+
+
+//Einbroch Field <-> Juno Field
+yuno_fild04,251,21,0 warp ein001 1,1,ein_fild06,252,363
+ein_fild06,252,365,0 warp ein001a 1,1,yuno_fild04,251,23
+yuno_fild07,73,219,0 warp ein002 1,1,ein_fild06,338,170
+ein_fild06,340,170,0 warp ein002a 1,1,yuno_fild07,75,219
+yuno_fild07,56,76,0 warp ein003 1,1,ein_fild06,354,94
+ein_fild06,356,94,0 warp ein003a 1,1,yuno_fild07,58,76
+yuno_fild11,28,266,0 warp ein004 1,1,ein_fild07,380,263
+ein_fild07,382,263,0 warp ein004a 1,1,yuno_fild11,30,266
+
+//Einbroch Field
+ein_fild06,135,35,0 warp ein005 1,1,ein_fild07,147,360
+ein_fild07,145,362,0 warp ein005a 1,1,ein_fild06,135,37
+ein_fild07,191,42,0 warp ein006 1,1,ein_fild10,194,370
+ein_fild10,194,372,0 warp ein006a 1,1,ein_fild07,191,44
+ein_fild10,24,331,0 warp ein007 1,1,ein_fild09,327,346
+ein_fild09,329,346,0 warp ein007a 1,1,ein_fild10,26,331
+ein_fild09,34,132,0 warp ein008 1,1,ein_fild08,361,128
+ein_fild08,363,128,0 warp ein008a 1,1,ein_fild09,36,132
+
+//Einbroch Field <-> Lighthalzen Field
+einbech,62,29,0 warp ein_fd03 1,1,ein_fild09,74,350
+ein_fild09,71,352,0 warp ein_fd03a 1,1,einbech,62,32
+
+ein_fild04,20,251,0 warp ein046 1,1,ein_fild03,361,257
+ein_fild03,363,257,0 warp ein046a 1,1,ein_fild04,22,251
+ein_fild04,14,215,0 warp ein047 1,1,ein_fild03,359,219
+ein_fild03,361,219,0 warp ein047a 1,1,ein_fild04,16,215
+ein_fild04,14,205,0 warp ein048 1,1,ein_fild03,359,204
+ein_fild03,361,204,0 warp ein048a 1,1,ein_fild04,16,205
+ein_fild03,142,32,0 warp ein049 1,1,lhz_fild02,166,365
+lhz_fild02,166,367,0 warp ein049a 1,1,ein_fild03,142,34
+lhz_fild02,164,37,0 warp ein050 1,1,lhz_fild03,158,347
+lhz_fild03,158,349,0 warp ein050a 1,1,lhz_fild02,164,39
+lhz_fild03,363,283,0 warp ein051 1,1,ein_fild08,25,275
+ein_fild08,23,275,0 warp ein051a 1,1,lhz_fild03,361,283
diff --git a/npc/pre-re/warps/fields/gefenia.txt b/npc/pre-re/warps/fields/gefenia.txt
new file mode 100644
index 000000000..832bdea74
--- /dev/null
+++ b/npc/pre-re/warps/fields/gefenia.txt
@@ -0,0 +1,29 @@
+//===== rAthena Script =======================================
+//= Gefenia Warp Script
+//===== By: ==================================================
+//= Muad Dib (1.0)
+//= Darkchild (1.1)
+//= Nana (1.2)
+//===== Current Version: =====================================
+//= 1.3
+//===== Compatible With: =====================================
+//= Any Athena Version; RO Episode 6+
+//===== Description: =========================================
+//= Warp Points for Gefenia
+//===== Additional Comments: =================================
+//= 1.3 fixed gefenia03,28,26 -> gefenia03,58,26
+//============================================================
+gefenia01,37,103,0 warp gefeniawarp014 1,1,gefenia04,283,95
+gefenia01,199,269,0 warp gefeniawarp001 1,1,gefenia02,203,34
+gefenia01,220,256,0 warp gefeniawarp003 1,1,gefenia02,240,23
+gefenia02,17,175,0 warp gefeniawarp005 1,1,gefenia03,266,168
+gefenia02,19,237,0 warp gefeniawarp007 1,1,gefenia03,264,236
+gefenia02,203,31,0 warp gefeniawarp002 1,1,gefenia01,199,266
+gefenia02,240,20,0 warp gefeniawarp004 1,1,gefenia01,223,256
+gefenia03,58,26,0 warp gefeniawarp011 1,1,gefenia04,33,270
+gefenia03,145,27,0 warp gefeniawarp009 1,1,gefenia04,130,272
+gefenia03,267,236,0 warp gefeniawarp008 1,1,gefenia02,22,237
+gefenia03,269,168,0 warp gefeniawarp006 1,1,gefenia02,20,175
+gefenia04,130,275,0 warp gefeniawarp010 1,1,gefenia03,145,30
+gefenia04,33,273,0 warp gefeniawarp012 1,1,gefenia03,58,29
+gefenia04,287,95,0 warp gefeniawarp013 1,1,gefenia01,40,103
diff --git a/npc/pre-re/warps/fields/geffen_fild.txt b/npc/pre-re/warps/fields/geffen_fild.txt
new file mode 100644
index 000000000..08b0e46e2
--- /dev/null
+++ b/npc/pre-re/warps/fields/geffen_fild.txt
@@ -0,0 +1,73 @@
+//===== rAthena Script =======================================
+//= Geffen Warp Script
+//===== By: ==================================================
+//= Nana (1.0)
+//===== Current Version: =====================================
+//= 1.1
+//===== Compatible With: =====================================
+//= Any Athena Version
+//===== Description: =========================================
+//= Warp Points for Geffen Field's
+//===== Additional Comments: =================================
+//= No comment!
+//= 1.1 Renewal warp adjustments.
+//============================================================
+
+//= Geffen Field Warps =======================================
+gef_fild00,267,382,0 warp gef007 4,2,mjolnir_06,265,32
+gef_fild00,381,137,0 warp gef008 3,9,prt_fild00,24,125
+gef_fild00,40,199,0 warp gef009 2,7,geffen,213,119
+gef_fild01,382,111,0 warp gef010 2,9,prt_fild04,20,114
+gef_fild01,16,102,0 warp geff01 2,4,gef_fild09,368,92
+gef_fild01,69,17,0 warp geff02 4,2,gef_fild03,66,379
+gef_fild02,380,156,0 warp gef011 3,7,prt_fild07,21,143
+gef_fild02,380,289,0 warp gef012 3,12,prt_fild07,18,289
+gef_fild02,380,68,0 warp gef013 3,10,prt_fild07,17,64
+gef_fild02,266,18,0 warp gef026 5,2,prt_fild10,227,296
+gef_fild02,14,78,0 warp geff03 2,4,gef_fild03,379,77
+gef_fild02,16,275,0 warp geff04 2,4,gef_fild03,379,277
+gef_fild03,312,16,0 warp gef014 5,2,prt_fild11,302,298
+gef_fild03,66,382,0 warp geff02-1 4,2,gef_fild01,69,20
+gef_fild03,382,77,0 warp geff03-1 2,4,gef_fild02,17,78
+gef_fild03,382,277,0 warp geff04-1 2,4,gef_fild02,19,275
+gef_fild03,18,52,0 warp geff05 2,4,gef_fild10,367,56
+gef_fild04,187,39,0 warp gef015 4,2,geffen,119,210
+gef_fild04,261,362,0 warp gef016 4,2,mjolnir_01,284,21
+gef_fild04,362,322,0 warp gef017 2,4,mjolnir_06,21,331
+gef_fild04,16,309,0 warp geff06 2,6,gef_fild05,361,309
+gef_fild05,364,309,0 warp geff06-1 2,8,gef_fild04,19,309
+gef_fild05,15,201,0 warp geff07 2,4,gef_fild06,379,211
+gef_fild05,64,15,0 warp geff08 4,2,gef_fild07,64,360
+gef_fild06,382,211,0 warp geff07-1 2,4,gef_fild05,18,201
+gef_fild06,218,17,0 warp geff09 4,2,gef_fild08,200,352
+gef_fild07,339,187,0 warp gef025 2,4,geffen,29,119
+gef_fild07,64,363,0 warp geff08-1 4,2,gef_fild05,64,18
+gef_fild07,18,191,0 warp geff10 2,4,gef_fild08,357,187
+gef_fild07,40,19,0 warp geff13 1,1,gef_fild13,41,369
+gef_fild08,200,355,0 warp geff09-1 4,2,gef_fild06,218,20
+gef_fild08,360,187,0 warp geff10-1 2,4,gef_fild07,21,191
+//gef_fild08,215,18,0 warp geff14 1,1,gef_fild12,221,369
+gef_fild09,23,56,0 warp geff18-1 1,1,gef_fild13,376,56
+gef_fild09,225,25,0 warp geff11 3,2,gef_fild10,251,368
+gef_fild09,368,95,0 warp geff01-1 4,2,gef_fild01,19,102
+gef_fild10,251,371,0 warp geff11-1 5,2,gef_fild09,225,28
+gef_fild10,104,21,0 warp geff12 5,2,gef_fild11,114,360
+gef_fild10,370,56,0 warp geff05-1 2,5,gef_fild03,21,52
+gef_fild10,136,331,0 warp gef018 1,1,in_orcs01,122,171
+gef_fild10,138,284,0 warp gef019 1,1,in_orcs01,29,114
+gef_fild10,215,51,0 warp gef020 1,1,in_orcs01,162,53
+gef_fild10,223,205,0 warp gef021 1,1,in_orcs01,108,89
+gef_fild10,63,337,0 warp gef022 1,1,in_orcs01,30,157
+//gef_fild10,27,219,0 warp geff19-1 1,1,gef_fild14,367,219
+gef_fild11,377,293,0 warp gef023 2,4,prt_fild11,20,281
+gef_fild11,111,364,0 warp geff12-1 6,3,gef_fild10,104,24
+//gef_fild12,221,374,0 warp geff14-1 1,1,gef_fild08,215,25
+//gef_fild12,368,180,0 warp geff15 1,1,gef_fild13,29,202
+//gef_fild12,372,50,0 warp geff16 1,1,gef_fild13,29,59
+//gef_fild13,200,25,0 warp geff17 1,1,gef_fild14,180,357
+//gef_fild13,25,202,0 warp geff15-1 1,1,gef_fild12,364,180
+//gef_fild13,26,59,0 warp geff16-1 1,1,gef_fild12,370,50
+gef_fild13,380,56,0 warp geff18 1,1,gef_fild09,27,56
+gef_fild13,41,373,0 warp geff13-1 1,1,gef_fild07,40,23
+//gef_fild14,180,360,0 warp geff17-1 1,1,gef_fild13,200,29
+//gef_fild14,371,219,0 warp geff19 1,1,gef_fild10,31,219
diff --git a/npc/pre-re/warps/fields/glastheim.txt b/npc/pre-re/warps/fields/glastheim.txt
new file mode 100644
index 000000000..e5d2d359b
--- /dev/null
+++ b/npc/pre-re/warps/fields/glastheim.txt
@@ -0,0 +1,85 @@
+//===== rAthena Script =======================================
+//= Glastheim Warp Script
+//===== By: ==================================================
+//= Athena (1.0)
+//===== Current Version: =====================================
+//= 1.4
+//===== Compatible With: =====================================
+//= Any Athena Version; RO Episode 2.x
+//===== Description: =========================================
+//= Warp Points for Glastheim
+//===== Additional Comments: =================================
+//= Split off npc_warp.txt, 1.1 added gl18-2 [Lupus]
+//= optimized random warp [Lupus] fixed looped warps
+//= 1.4 Corrected NPC names to fall within proper restrictions. [L0ne_W0lf]
+//============================================================
+
+//Glastheim
+gef_fild06,20,304,0 warp gef027 3,3,glast_01,370,304
+gl_cas01,135,40,0 warp gl01 1,1,gl_cas01,144,314
+gl_cas01,149,314,0 warp gl02 1,1,gl_prison,14,70
+gl_cas01,167,191,0 warp gl03 1,1,gl_prison,14,70
+gl_cas01,185,236,0 warp gl06 1,1,gl_cas01,163,191
+gl_cas01,200,165,0 warp gl10a 1,1,gl_cas02,104,25
+gl_cas01,200,18,0 warp gl7-1 2,2,glast_01,200,294
+gl_cas01,215,236,0 warp gl07 1,1,gl_cas01,238,192
+gl_cas01,234,192,0 warp gl04 1,1,gl_prison,14,70
+gl_cas01,371,301,0 warp gl05 1,1,gl_prison,14,70
+gl_cas01,372,39,0 warp gl08 1,1,gl_cas01,367,301
+gl_cas02,104,15,0 warp gl10-1 1,1,gl_cas01,200,160
+gl_cas02,104,193,0 warp gl8-1 1,1,glast_01,199,325
+gl_church,156,4,0 warp gl9-1 1,1,glast_01,200,134
+gl_church,16,299,0 warp gl11a 1,1,gl_chyard,147,284
+gl_church,301,46,0 warp gl12 1,1,gl_chyard,147,15
+gl_chyard,12,149,0 warp gl22 1,1,gl_sew02,29,270
+gl_chyard,147,12,0 warp gl12-1 1,1,gl_church,295,46
+gl_chyard,147,287,0 warp gl11-1 1,1,gl_church,16,295
+gl_dun01,133,277,0 warp gl25-1 1,1,gl_sew04,101,78
+gl_dun01,225,18,0 warp gl13 1,1,gl_dun02,224,274
+gl_dun02,224,277,0 warp gl13-1 1,1,gl_dun01,225,22
+gl_in01,106,125,0 warp gl5-1 1,1,glast_01,219,357
+gl_in01,118,59,0 warp gl6-1 1,1,glast_01,234,330
+gl_in01,81,68,0 warp gl3-1 1,1,glast_01,165,330
+gl_in01,83,174,0 warp gl4-1 1,1,glast_01,181,357
+gl_knt01,104,204,0 warp gl15 1,1,gl_knt01,123,292
+gl_knt01,12,148,0 warp gl14 1,1,gl_knt02,15,140
+gl_knt01,128,292,0 warp gl15-1 1,1,gl_knt01,104,199
+gl_knt01,150,291,0 warp gl16 1,1,gl_knt02,157,287
+gl_knt01,150,6,0 warp gl2-1 2,2,glast_01,74,193
+gl_knt01,231,197,0 warp gl24-1 1,1,gl_sew02,296,22
+gl_knt01,287,144,0 warp gl17 1,1,gl_knt02,283,140
+gl_knt02,10,138,0 warp gl14-1 1,1,gl_knt01,7,148
+gl_knt02,157,292,0 warp gl16-1 1,1,gl_knt01,150,286
+gl_knt02,289,138,0 warp gl17-1 1,1,gl_knt01,292,144
+gl_prison,149,183,0 warp gl18-1 1,1,gl_prison1,150,14
+gl_prison,10,70,4 script gl18-2 45,1,1,{
+if(rand(2)==1) goto w2;
+ warp "gl_cas01",236,192; end;
+w2: warp "gl_cas01",164,191; end;
+}
+gl_prison1,150,10,0 warp gl18 1,1,gl_prison,149,178
+gl_prison1,62,187,0 warp gl10 1,1,gl_sew01,258,255
+gl_sew01,19,21,0 warp gl19 1,1,gl_sew02,108,291
+gl_sew01,258,258,0 warp gl09 1,1,gl_prison1,61,183
+gl_sew02,109,294,0 warp gl19-1 1,1,gl_sew01,19,24
+gl_sew02,16,26,0 warp gl11 1,1,gl_prison1,61,183
+gl_sew02,290,156,0 warp gl23 1,1,gl_step,117,124
+gl_sew02,296,18,0 warp gl24 1,1,gl_knt01,231,192
+gl_sew02,299,294,0 warp gl20 1,1,gl_sew03,171,283
+gl_sew02,30,273,0 warp gl22-1 1,1,gl_chyard,15,149
+gl_sew03,171,286,0 warp gl20-1 1,1,gl_sew02,295,294
+gl_sew03,64,10,0 warp gl21 1,1,gl_sew04,68,277
+gl_sew04,104,78,0 warp gl25 1,1,gl_dun01,133,271
+gl_sew04,68,280,0 warp gl21-1 1,1,gl_sew03,64,13
+gl_step,120,124,0 warp gl23-1 1,1,gl_sew02,285,158
+gl_step,8,7,0 warp gl1-1 1,1,glast_01,54,108
+glast_01,162,330,0 warp gl3 1,1,gl_in01,77,68
+glast_01,179,360,0 warp gl4 1,1,gl_in01,80,174
+glast_01,199,322,0 warp gl8 1,1,gl_cas02,104,189
+glast_01,200,137,0 warp gl9 1,1,gl_church,156,7
+glast_01,200,297,0 warp gl7 1,1,gl_cas01,199,29
+glast_01,220,360,0 warp gl5 1,1,gl_in01,110,125
+glast_01,237,330,0 warp gl6 1,1,gl_in01,122,59
+glast_01,377,304,0 warp glst001 3,3,gef_fild06,27,304
+glast_01,51,108,0 warp gl1 1,1,gl_step,12,7
+glast_01,77,193,0 warp gl2 1,1,gl_knt01,150,15
diff --git a/npc/pre-re/warps/fields/hugel_fild.txt b/npc/pre-re/warps/fields/hugel_fild.txt
new file mode 100644
index 000000000..8b5de97b2
--- /dev/null
+++ b/npc/pre-re/warps/fields/hugel_fild.txt
@@ -0,0 +1,53 @@
+//===== rAthena Script =======================================
+//= Hugel Field Warp Script
+//===== By: ==================================================
+//= Sara-chan (1.0)
+//===== Current Version: =====================================
+//= 1.3
+//===== Compatible With: =====================================
+//= Any Athena Version; RO Episode 10+
+//===== Description: =========================================
+//= Warp Points for Hugel Field
+//===== Additional Comments: =================================
+//= Initial Release
+//= 1.1 Official warps [Playtester]
+//= 1.2 Corrected NPC names to fall within proper restrictions. [L0ne_W0lf]
+//= 1.3 Renewal warp adjustments.
+//============================================================
+
+//= Hugel Field ==============================================
+ein_fild04,343,293,0 warp hugel001 1,1,ein_fild05,80,294
+ein_fild05,76,294,0 warp hugel001a 1,1,ein_fild04,336,292
+ein_fild05,376,183,0 warp hugel002 1,1,ein_fild06,47,166
+ein_fild06,42,171,0 warp hugel002a 1,1,ein_fild05,371,183
+//ein_fild02,357,251,0 warp hugel003-1 1,1,yuno_fild04,38,280
+//yuno_fild04,33,279,0 warp hugel003a-1 1,1,ein_fild02,350,250
+//ein_fild01,349,369,0 warp hugel003 1,1,yuno_fild05,43,346
+//yuno_fild05,41,350,0 warp hugel003a 1,1,ein_fild01,345,367
+//ein_fild01,106,34,0 warp hugel004 1,1,ein_fild02,109,358
+//ein_fild02,108,364,0 warp hugel004a 1,1,ein_fild01,106,40
+//ein_fild01,234,34,0 warp hugel005 1,1,ein_fild02,258,343
+//ein_fild02,257,350,0 warp hugel005a 1,1,ein_fild01,231,40
+//ein_fild02,170,29,0 warp hugel006 1,1,ein_fild05,172,366
+//ein_fild05,172,371,0 warp hugel006a 1,1,ein_fild02,170,37
+hu_fild01,366,185,0 warp hugel007 1,1,hu_fild02,22,168
+hu_fild02,17,168,0 warp hugel007a 1,1,hu_fild01,361,189
+hu_fild04,47,372,0 warp hugel008 1,1,hu_fild02,40,27
+hu_fild02,40,22,0 warp hugel008a 1,1,hu_fild04,48,368
+hu_fild04,294,379,0 warp hugel009 1,1,hu_fild02,280,31
+hu_fild02,283,28,0 warp hugel009a 1,1,hu_fild04,289,376
+//hu_fild05,284,356,0 warp hugel010 1,1,hu_fild03,288,26
+//hu_fild03,288,19,0 warp hugel010a 1,1,hu_fild05,276,346
+hu_fild05,353,126,0 warp hugel011 1,1,hu_fild06,34,119
+hu_fild06,28,119,0 warp hugel011a 1,1,hu_fild05,347,130
+hu_fild02,374,339,0 warp hugel012 1,1,hu_fild03,24,337
+//hu_fild03,20,338,0 warp hugel012a 1,1,hu_fild02,370,339
+hu_fild02,378,162,0 warp hugel013 1,1,hu_fild03,30,163
+//hu_fild03,25,163,0 warp hugel013a 1,1,hu_fild02,373,160
+//yuno_fild09,377,184,0 warp hugel014 1,1,yuno_fild10,44,183
+//yuno_fild10,39,183,0 warp hugel014a 1,1,yuno_fild09,371,184
+
+// RE Addon
+ein_fild01,106,34,0 warp EinF01Dn01_EinF05Up01 1,1,ein_fild05,172,366
+ein_fild01,234,34,0 warp EinF01Dn02_EinF05Up02 1,1,ein_fild05,172,366
+ein_fild05,172,371,0 warp EinF05Up01_EinF01Dn01 1,1,ein_fild01,106,40
diff --git a/npc/pre-re/warps/fields/jawaii.txt b/npc/pre-re/warps/fields/jawaii.txt
new file mode 100644
index 000000000..024f97c1f
--- /dev/null
+++ b/npc/pre-re/warps/fields/jawaii.txt
@@ -0,0 +1,26 @@
+//===== rAthena Script =======================================
+//= Jawaii Warp Script
+//===== By: ==================================================
+//= Muad Dib (1.0)
+//= Darkchild (1.1)
+//= MasterOfMuppets (1.2)
+//===== Current Version: =====================================
+//= 1.2b
+//===== Compatible With: =====================================
+//= Any Athena Version; RO Episode 6+
+//===== Description: =========================================
+//= Warp Points for Jawaii
+//===== Additional Comments: =================================
+//= Split off npc_warp.txt
+//= 1.2a Added a missing warp, thanks to Zoc [MasterOfMuppets]
+//= 1.2b Added a missing warp [Komurka]
+//============================================================
+
+jawaii_in,90,78,0 warp jawaiiwarp001 1,1,jawaii,115,172
+jawaii_in,113,61,0 warp jawaiiwarp002 1,1,jawaii,138,202
+jawaii_in,133,107,0 warp jawaiiwarp003 1,1,jawaii,111,199
+jawaii_in,88,117,0 warp jawaiiwarp004 1,1,jawaii,109,186
+jawaii,192,215,0 warp jawaiiwarp005 1,1,jawaii_in,28,94
+jawaii_in,27,91,4 script jawaiiwarp006 45,1,1,{
+if (getpartnerid() > 0) warp "jawaii",192,218; else warp "jawaii_in",27,94;
+}
diff --git a/npc/pre-re/warps/fields/lhalzen_fild.txt b/npc/pre-re/warps/fields/lhalzen_fild.txt
new file mode 100644
index 000000000..10a5b5d7e
--- /dev/null
+++ b/npc/pre-re/warps/fields/lhalzen_fild.txt
@@ -0,0 +1,21 @@
+//===== rAthena Script =======================================
+//= Lighthalzen Field Warp Script
+//===== By: ==================================================
+//= Sara-chan (1.0)
+//===== Current Version: =====================================
+//= 1.2
+//===== Compatible With: =====================================
+//= Any Athena Version; RO Episode 8+
+//===== Description: =========================================
+//= Warp Points for Lighthalzen Field
+//===== Additional Comments: =================================
+//= 1.1 Applied Poki#3's fix for lhz001 & lhz001a [DracoRPG]
+//= 1.2 Updated the warp, according to korean eA site [Vicious]
+//= 1.3 Corrected NPC names to fall within proper restrictions. [L0ne_W0lf]
+//============================================================
+
+lhz_fild01,210,18,0 warp lhz043-1 1,1,lighthalzen,214,324
+lighthalzen,214,329,0 warp lhz043a-1 1,1,lhz_fild01,210,23
+
+lhz_fild01,367,222,0 warp lhz044-1 1,1,lhz_fild02,36,221
+lhz_fild02,29,219,0 warp lhz044a-1 1,1,lhz_fild01,361,222
diff --git a/npc/pre-re/warps/fields/lutie_fild.txt b/npc/pre-re/warps/fields/lutie_fild.txt
new file mode 100644
index 000000000..8e944bd81
--- /dev/null
+++ b/npc/pre-re/warps/fields/lutie_fild.txt
@@ -0,0 +1,18 @@
+//===== rAthena Script =======================================
+//= Lutie Field Warp Script
+//===== By: ==================================================
+//= Nana (1.0)
+//===== Current Version: =====================================
+//= 1.1
+//===== Compatible With: =====================================
+//= Any Athena Version; RO Episode 2+
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Warp Points for Lutie Field
+//===== Additional Comments: =================================
+//= 1.2 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
+//============================================================
+
+xmas_fild01,69,252,0 warp xmas_fild1-1 10,2,xmas,149,44
+xmas_fild01,90,252,0 warp xmax_fild1-2 10,2,xmas,149,44
+xmas_fild01,84,48,0 warp xmas_fild2 10,2,aldebaran,140,234
diff --git a/npc/pre-re/warps/fields/man_fild.txt b/npc/pre-re/warps/fields/man_fild.txt
new file mode 100644
index 000000000..55e799a69
--- /dev/null
+++ b/npc/pre-re/warps/fields/man_fild.txt
@@ -0,0 +1,24 @@
+//===== rAthena Script =======================================
+//= Manuk Field Warp Script
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.1
+//===== Compatible With: =====================================
+//= Any Athena Version
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Warp Points for Manuk Field
+//===== Additional Comments: =================================
+//= 1.0 First Version.
+//= 1.1 Updated warps positions. [L0ne_W0lf]
+//============================================================
+
+man_fild01,35,232,0 warp man_fild01-2 1,1,mid_camp,341,176
+man_fild01,103,55,0 warp man_fild01-3 1,1,man_fild03,84,366
+man_fild03,84,369,0 warp man_fild03-1 1,1,man_fild01,103,58
+
+man_fild01,372,230,0 warp man_fild01-4 1,1,man_fild02,34,261
+man_fild02,32,261,0 warp man_fild02-1 1,1,man_fild01,369,230
+man_fild02,139,41,0 warp man_fild02-2 1,1,manuk,112,356
+manuk,114,357,0 warp man_fild02-3 1,1,man_fild02,138,43
diff --git a/npc/pre-re/warps/fields/morroc_fild.txt b/npc/pre-re/warps/fields/morroc_fild.txt
new file mode 100644
index 000000000..6cd6c64b5
--- /dev/null
+++ b/npc/pre-re/warps/fields/morroc_fild.txt
@@ -0,0 +1,119 @@
+//===== rAthena Script =======================================
+//= Morroc Field Warp Script
+//===== By: ==================================================
+//= Nana (1.0)
+//===== Current Version: =====================================
+//= 1.4b
+//===== Compatible With: =====================================
+//= Any Athena Version
+//===== Description: =========================================
+//= Warp Points for Morroc Fields
+//===== Additional Comments: =================================
+//= 1.1 changed 'anthell' to @anthell [Lupus]
+//= 1.2 Corrected NPC names to fall within proper restrictions. [L0ne_W0lf]
+//= 1.3 Updated warps for episode 12.1 [L0ne_W0lf]
+//= 1.4 Uncommented warp that shouldn't have been commented. [L0ne_W0lf]
+//= 1.4a Uncommented yet ANOTHER warp that was taken out. [L0ne_W0lf]
+//= 1.4b Uncommented ANOTHER warp! Yay! :D [L0ne_W0lf]
+//============================================================
+
+//= Sograt Dessert ===========================================
+//moc_fild01,101,16,0 warp mocf01-1 15,3,moc_fild04,317,376
+moc_fild01,101,16,0 warp mocf01-1 15,3,moc_fild20,210,342
+moc_fild01,22,242,0 warp mocf005 2,2,prt_fild09,380,237
+moc_fild01,239,382,0 warp mocf006 12,1,prt_fild08,233,20
+moc_fild01,301,16,0 warp mocf02 10,1,moc_fild02,77,338
+moc_fild01,321,16,0 warp mocf02-1 10,1,moc_fild02,77,338
+moc_fild01,341,16,0 warp mocf02-2 10,1,moc_fild02,77,338
+moc_fild01,379,162,0 warp mocf011 2,12,pay_fild04,20,165
+moc_fild01,56,384,0 warp moc007a 3,2,prt_fild08,54,24
+//moc_fild01,68,16,0 warp mocf01 15,3,moc_fild04,317,376
+moc_fild02,228,29,0 warp mocf03 4,2,moc_fild13,298,367
+moc_fild02,332,19,0 warp mocf04 5,3,moc_fild03,70,336
+moc_fild02,350,339,0 warp mocf012 6,2,pay_fild04,194,20
+moc_fild02,67,342,0 warp mocf02-3 11,3,moc_fild01,315,25
+moc_fild02,71,18,0 warp mocf05 4,2,moc_fild13,146,365
+moc_fild02,92,342,0 warp mocf02-4 11,3,moc_fild01,315,25
+moc_fild03,17,37,0 warp mocf06 2,4,moc_fild13,305,49
+//moc_fild03,179,16,0 warp mocf013 4,2,pay_fild11,38,327
+moc_fild03,303,170,0 warp mocf014 2,7,pay_fild01,17,152
+moc_fild03,70,341,0 warp mocf04-1 5,2,moc_fild02,332,23
+//moc_fild04,14,122,0 warp mocf07-1 1,11,moc_fild05,378,119
+//moc_fild04,14,146,0 warp mocf07-2 1,11,moc_fild05,378,119
+//moc_fild04,14,98,0 warp mocf07 1,11,moc_fild05,378,119
+//moc_fild04,175,18,0 warp mocf08 3,2,moc_fild08,170,380
+//moc_fild04,19,206,0 warp mocf09 3,15,moc_fild05,373,208
+//moc_fild04,219,327,0 script mocf016 45,3,4,{ set @anthell,0; warp "anthell01",35,262; }
+//moc_fild04,292,381,0 warp mocf01-2 10,1,moc_fild01,76,25
+//moc_fild04,314,381,0 warp mocf01-3 10,1,moc_fild01,76,25
+//moc_fild04,336,381,0 warp mocf01-4 10,1,moc_fild01,76,25
+//moc_fild04,92,381,0 warp mocf008 9,2,prt_fild09,246,19
+//moc_fild05,144,375,0 warp mocf009 11,2,prt_fild10,263,23
+//moc_fild05,18,136,0 warp mocf10 1,8,moc_fild06,367,317
+//moc_fild05,18,154,0 warp mocf10-1 1,8,moc_fild06,367,317
+//moc_fild05,18,172,0 warp mocf10-2 1,8,moc_fild06,367,317
+//moc_fild05,268,18,0 warp mocf11 4,2,moc_fild09,267,368
+//moc_fild05,325,382,0 warp mocf010 6,2,prt_fild09,95,19
+//moc_fild05,378,208,0 warp mocf09-1 3,14,moc_fild04,26,206
+//moc_fild05,384,108,0 warp mocf07-3 1,8,moc_fild04,22,123
+//moc_fild05,384,126,0 warp mocf07-4 1,8,moc_fild04,22,123
+//moc_fild05,384,144,0 warp mocf07-5 1,8,moc_fild04,22,123
+//moc_fild05,82,16,0 warp mocf12 5,2,moc_fild09,80,366
+//moc_fild06,18,198,0 warp mocf13 1,18,moc_fild07,378,201
+//moc_fild06,207,18,0 warp mocf14 11,2,moc_fild10,208,295
+//moc_fild06,377,316,0 warp mocf10-3 1,15,moc_fild05,24,153
+moc_fild07,198,21,0 warp mocf001 2,2,morocc,160,294
+//moc_fild07,381,201,0 warp mocf13-1 2,16,moc_fild06,28,201
+moc_fild07,380,201,0 warp mocf13-1 2,16,moc_fild20,36,177
+//moc_fild08,16,207,0 warp mocf15 2,4,moc_fild09,371,195
+//moc_fild08,170,383,0 warp mocf08-1 3,2,moc_fild04,175,21
+//moc_fild08,204,16,0 warp mocf16 4,2,moc_fild14,196,379
+//moc_fild08,383,211,0 warp mocf17 2,4,moc_fild13,32,171
+//moc_fild09,126,20,0 warp mocf18 4,2,moc_fild15,158,360
+//moc_fild09,267,371,0 warp mocf11-1 4,2,moc_fild05,268,21
+//moc_fild09,30,162,0 warp mocf19 2,3,moc_fild10,381,258
+//moc_fild09,374,195,0 warp mocf15-1 2,8,moc_fild08,19,207
+//moc_fild09,80,369,0 warp mocf12-1 7,2,moc_fild05,82,19
+//moc_fild10,189,23,0 warp mocf20 3,2,moc_fild11,189,360
+//moc_fild10,19,207,0 warp mocf002 2,2,morocc,299,207
+//moc_fild10,208,298,0 warp mocf14-1 10,2,moc_fild06,207,21
+//moc_fild10,384,258,0 warp mocf19-1 2,3,moc_fild09,33,162
+//moc_fild11,189,363,0 warp mocf20-1 3,2,moc_fild10,189,26
+moc_fild11,189,360,0 warp mocf20-1 3,2,moc_fild20,197,24
+moc_fild11,212,29,0 warp mocf21 4,2,moc_fild17,218,366
+moc_fild11,26,161,0 warp mocf22 2,10,moc_fild12,286,168
+//moc_fild11,379,197,0 warp mocf23 2,6,moc_fild15,41,105
+moc_fild11,377,197,0 warp mocf23 2,6,moc_fild20,36,177
+moc_fild12,118,30,0 warp mocf24 4,2,moc_fild18,158,379
+moc_fild12,159,381,0 warp mocf003 2,2,morocc,160,20
+moc_fild12,289,168,0 warp mocf22-1 2,3,moc_fild11,29,161
+moc_fild13,146,368,0 warp mocf05-1 5,2,moc_fild02,71,21
+//moc_fild13,29,171,0 warp mocf17-1 2,4,moc_fild08,380,211
+moc_fild13,32,171,0 warp mocf17-1 2,4,moc_fild20,349,179
+moc_fild13,298,370,0 warp mocf03-1 4,2,moc_fild02,228,32
+moc_fild13,308,49,0 warp mocf06-1 2,4,moc_fild03,20,37
+//moc_fild14,16,278,0 warp mocf25 2,6,moc_fild15,364,276
+//moc_fild14,196,382,0 warp mocf16-1 4,2,moc_fild08,204,19
+//moc_fild15,104,16,0 warp mocf26 9,2,moc_fild16,125,380
+//moc_fild15,158,363,0 warp mocf18-1 6,2,moc_fild09,126,23
+//moc_fild15,258,253,0 script mocf017 45,3,3,{ set @anthell,1; warp "anthell01",35,262; }
+//moc_fild15,348,18,0 warp mocf27 5,2,moc_fild16,334,379
+//moc_fild15,367,276,0 warp mocf25-1 2,4,moc_fild14,19,278
+//moc_fild15,38,105,0 warp mocf23-1 2,4,moc_fild11,376,197
+//moc_fild16,125,383,0 warp mocf26-1 5,2,moc_fild15,104,19
+moc_fild16,124,381,0 warp mocf26-1 5,2,moc_fild20,197,24
+moc_fild16,16,179,0 warp mocf28 2,6,moc_fild17,366,272
+//moc_fild16,334,382,0 warp mocf27-1 4,2,moc_fild15,348,21
+moc_fild16,333,380,0 warp mocf27-1 4,2,moc_fild20,197,24
+moc_fild17,218,369,0 warp mocf21-1 5,2,moc_fild11,212,32
+moc_fild17,30,300,0 warp moc29 2,5,moc_fild18,379,305
+moc_fild17,369,272,0 warp mocf28-1 2,3,moc_fild16,19,179
+moc_fild18,158,382,0 warp mocf24-1 4,2,moc_fild12,118,33
+moc_fild18,382,305,0 warp moc29-1 2,4,moc_fild17,33,300
+moc_fild19,169,107,0 warp mocf004 1,4,morocc,27,164
+moc_fild19,71,170,0 warp mocf018 8,2,moc_ruins,71,19
+moc_fild19,98,99,0 warp mocf019 1,1,in_sphinx1,288,9
+
+// Satan Morroc Addition
+moc_fild21,26,196,0 warp mocf020 1,1,moc_fild20,349,179
+moc_fild22,32,196,0 warp mocf021 1,1,moc_fild20,349,179
diff --git a/npc/pre-re/warps/fields/mtmjolnir.txt b/npc/pre-re/warps/fields/mtmjolnir.txt
new file mode 100644
index 000000000..1c49ddc96
--- /dev/null
+++ b/npc/pre-re/warps/fields/mtmjolnir.txt
@@ -0,0 +1,63 @@
+//===== rAthena Script =======================================
+//= Mt. Mjolnir Warp Script
+//===== By: ==================================================
+//= Nana (1.0)
+//===== Current Version: =====================================
+//= 1.2a
+//===== Compatible With: =====================================
+//= Any Athena Version
+//===== Description: =========================================
+//= Warp Points for Mt. Mjolnir
+//===== Additional Comments: =================================
+//= 1.1 updating according to jA [Lupus]
+//= 1.2 Corrected NPC names to fall within proper restrictions. [L0ne_W0lf]
+//= 1.2a Corrected a broken warp point. (bugreport:497) [Samuray22]
+//============================================================
+
+//= Mt. Mjolnir ==============================================
+mjolnir_01,284,18,0 warp mjol001 4,2,gef_fild04,261,359
+mjolnir_01,378,256,0 warp mjol01 2,2,mjolnir_02,31,258
+mjolnir_02,28,258,0 warp mjol01-1 2,2,mjolnir_01,374,256
+mjolnir_02,326,289,0 warp mjol02 1,1,mjolnir_03,24,258
+mjolnir_02,361,18,0 warp mjol03 4,2,mjolnir_06,366,380
+mjolnir_02,79,365,0 warp mjol013 2,1,mjo_dun01,52,17
+mjolnir_03,21,258,0 warp mjol02-1 2,2,mjolnir_02,323,289
+mjolnir_03,212,17,0 warp mjol04 4,2,mjolnir_07,214,380
+mjolnir_03,242,204,0 warp mjol05 1,1,mjolnir_04,125,208
+mjolnir_04,122,208,0 warp mjol05-1 1,1,mjolnir_03,239,204
+mjolnir_04,160,46,0 warp mjol06 4,2,mjolnir_08,159,370
+mjolnir_04,387,174,0 warp mjol07 2,2,mjolnir_05,19,171
+mjolnir_05,16,171,0 warp mjol07-1 2,2,mjolnir_04,384,174
+mjolnir_05,220,382,0 warp mjol08 4,2,mjolnir_12,220,29
+mjolnir_05,235,16,0 warp mjol09 4,2,mjolnir_10,235,378
+mjolnir_06,18,331,0 warp mjol002 2,4,gef_fild04,359,322
+mjolnir_06,265,29,0 warp mjol003 2,2,gef_fild00,267,379
+mjolnir_06,366,383,0 warp mjol03-1 4,2,mjolnir_02,361,21
+mjolnir_06,382,377,0 warp mjol10 2,4,mjolnir_07,19,377
+mjolnir_06,383,74,0 warp mjol11 2,4,mjolnir_07,20,77
+mjolnir_07,156,16,0 warp mjol004 4,2,prt_fild00,159,380
+mjolnir_07,16,377,0 warp mjol10-1 2,4,mjolnir_06,379,377
+mjolnir_07,17,77,0 warp mjol11-1 2,4,mjolnir_06,380,74
+mjolnir_07,214,383,0 warp mjol04-1 4,2,mjolnir_03,212,20
+mjolnir_07,383,233,0 warp mjol12 2,4,mjolnir_08,33,234
+mjolnir_07,383,362,0 warp mjol13 2,4,mjolnir_08,32,346
+mjolnir_08,159,373,0 warp mjol06a 1,1,mjolnir_04,160,49
+mjolnir_08,185,28,0 warp mjol14 17,2,mjolnir_09,196,364
+mjolnir_08,29,346,0 warp mjol13-1 2,4,mjolnir_07,380,362
+mjolnir_08,30,234,0 warp mjol12-1 2,4,mjolnir_07,380,233
+mjolnir_08,369,257,0 warp mjol15 2,4,mjolnir_10,18,258
+mjolnir_09,106,28,0 warp mjol005 4,2,prt_fild05,105,378
+mjolnir_09,194,367,0 warp mjol14-1 8,2,mjolnir_08,185,31
+mjolnir_09,30,249,0 warp mjol006 2,4,prt_fild00,380,249
+mjolnir_09,300,28,0 warp mjol007 4,2,prt_fild05,292,382
+mjolnir_09,373,288,0 warp mjol011 2,2,prt_fild01,23,292
+mjolnir_10,15,258,0 warp mjol15-1 2,4,mjolnir_08,366,257
+mjolnir_10,235,381,0 warp mjol09-1 4,2,mjolnir_05,235,19
+mjolnir_10,265,13,0 warp mjol008 3,2,prt_fild01,261,370
+mjolnir_10,384,220,0 warp mjol16 2,4,mjolnir_11,23,220
+mjolnir_10,66,15,0 warp mjol009 4,2,prt_fild01,66,370
+mjolnir_11,174,20,0 warp mjol010 4,2,prt_fild02,173,379
+mjolnir_11,20,220,0 warp mjol16-1 2,4,mjolnir_10,381,220
+mjolnir_12,199,378,0 warp mjol012 2,2,aldebaran,138,37
+mjolnir_12,220,26,0 warp mjol08-1 3,2,mjolnir_05,220,379
+mjolnir_12,44,17,0 warp mjol17 1,1,prt_maze01,17,111
diff --git a/npc/pre-re/warps/fields/payon_fild.txt b/npc/pre-re/warps/fields/payon_fild.txt
new file mode 100644
index 000000000..d991f2280
--- /dev/null
+++ b/npc/pre-re/warps/fields/payon_fild.txt
@@ -0,0 +1,50 @@
+//===== rAthena Script =======================================
+//= Payon Field Warps
+//===== By: ==================================================
+//= Nana (1.0)
+//===== Current Version: =====================================
+//= 1.3
+//===== Compatible With: =====================================
+//= Any rAthena Mod
+//===== Description: =========================================
+//= Payon Field Warps
+//===== Additional Comments: =================================
+//= 1.1 Refixed payon field08 -> payon warp
+//= 1.2 Changed trigger area of pay_fild08 -> payon warp. [L0ne_W0lf]
+//= 1.3 Renewal warp adjustments.
+//============================================================
+
+//= Payon Field's ============================================
+pay_fild01,13,152,0 warp payf001 2,7,moc_fild03,299,170
+pay_fild01,278,14,0 warp payf01 13,2,pay_fild02,83,382
+pay_fild01,353,14,0 warp payf02 20,3,pay_fild02,160,381
+pay_fild01,379,201,0 warp payf03 2,6,pay_fild07,23,207
+//pay_fild02,134,16,0 warp payf04 5,2,pay_fild05,127,375
+//pay_fild02,16,175,0 warp payf06 2,4,pay_fild11,294,135
+pay_fild02,167,390,0 warp payf02-1 20,3,pay_fild01,354,18
+pay_fild02,284,108,0 warp payf07 2,7,pay_fild03,20,110
+pay_fild02,83,386,0 warp payf01-1 13,2,pay_fild01,278,18
+pay_fild03,15,110,0 warp payf07-1 2,10,pay_fild02,280,108
+pay_fild03,172,281,0 warp payf08 5,2,pay_fild07,167,20
+pay_fild03,313,16,0 warp payf09 4,2,pay_fild06,305,372
+pay_fild03,392,63,0 warp payf005 2,7,alberta,19,233
+pay_fild04,17,165,0 warp payf002 2,8,moc_fild01,376,162
+pay_fild04,194,17,0 warp payf003 7,2,moc_fild02,350,336
+//pay_fild05,127,378,0 warp payf04-1 4,2,pay_fild02,134,19
+//pay_fild05,271,284,0 warp payf10 2,4,pay_fild06,31,288
+//pay_fild06,28,288,0 warp payf10-1 2,2,pay_fild05,268,284
+pay_fild06,305,375,0 warp payf09-1 6,2,pay_fild03,313,19
+pay_fild07,16,200,0 warp payf03-1 3,3,pay_fild01,371,205
+pay_fild07,163,17,0 warp payf08-1 5,2,pay_fild03,177,275
+pay_fild07,280,382,0 warp payf11 4,2,pay_fild08,160,19
+pay_fild07,382,290,0 warp payf12 2,5,pay_fild10,19,290
+pay_fild08,160,16,0 warp payf11-1 4,2,pay_fild07,280,379
+pay_fild08,17,75,0 warp payf006 1,1,payon,265,92
+pay_fild08,262,91,0 warp payf13 2,4,pay_fild09,19,91
+pay_fild09,112,16,0 warp pay14 4,2,pay_fild10,112,379
+pay_fild09,16,91,0 warp payf13-1 2,4,pay_fild08,259,91
+pay_fild10,112,382,0 warp pay14-1 3,2,pay_fild09,112,19
+pay_fild10,16,290,0 warp payf12-1 2,5,pay_fild07,379,290
+pay_fild10,99,13,0 warp w1034 1,1,pay_fild10,148,252
+//pay_fild11,297,135,0 warp payf06-1 2,4,pay_fild02,19,175
+//pay_fild11,38,330,0 warp payf004 4,2,moc_fild03,179,19
diff --git a/npc/pre-re/warps/fields/prontera_fild.txt b/npc/pre-re/warps/fields/prontera_fild.txt
new file mode 100644
index 000000000..e3461bb2a
--- /dev/null
+++ b/npc/pre-re/warps/fields/prontera_fild.txt
@@ -0,0 +1,105 @@
+//===== rAthena Script =======================================
+//= Prontera Field Warp Script
+//===== By: ==================================================
+//= Nana (1.0)
+//===== Current Version: =====================================
+//= 1.2
+//===== Compatible With: =====================================
+//= Any Athena Version
+//===== Description: =========================================
+//= Warp Points for Prontera Field
+//===== Additional Comments: =================================
+//= 1.1 updating according to jA [Lupus]
+//= 1.2 Updated warps for episode 12.1 [L0ne_W0lf]
+//============================================================
+
+//= Prontera Fields ==========================================
+prt_fild00,159,383,0 warp prtf007 4,2,mjolnir_07,156,19
+prt_fild00,165,18,0 warp prtf01 9,3,prt_fild04,158,384
+prt_fild00,18,129,0 warp prtf015 2,6,gef_fild00,376,140
+prt_fild00,317,18,0 warp prtf02 8,2,prt_fild04,323,384
+prt_fild00,383,249,0 warp prtf008 2,4,mjolnir_09,33,248
+prt_fild01,136,373,0 warp prtf030 1,1,prt_maze01,99,31
+prt_fild01,199,24,0 warp prtf001 3,2,prt_gld,159,295
+prt_fild01,20,292,0 warp prtf009 2,3,mjolnir_09,370,288
+prt_fild01,261,373,0 warp prtf010 6,2,mjolnir_10,265,16
+prt_fild01,380,243,0 warp prtf03 2,5,prt_fild02,20,242
+prt_fild01,382,304,0 warp prtf04 2,10,prt_fild02,20,305
+prt_fild01,382,351,0 warp prtf05 2,8,prt_fild02,20,350
+prt_fild01,66,373,0 warp prtf011 2,2,mjolnir_10,66,18
+prt_fild02,17,242,0 warp prtf03-1 2,5,prt_fild01,377,243
+prt_fild02,17,305,0 warp prtf04-1 2,5,prt_fild01,379,302
+prt_fild02,17,350,0 warp prtf05-1 2,7,prt_fild01,379,351
+prt_fild02,173,382,0 warp prtf012 4,2,mjolnir_11,174,23
+prt_fild02,305,17,0 warp prtf06 10,2,prt_fild06,277,315
+prt_fild02,380,347,0 warp prtf07 2,10,prt_fild03,23,249
+prt_fild03,16,249,0 warp prtf07-1 2,10,prt_fild02,373,353
+prt_fild03,371,256,0 warp prtf006 2,2,prt_monk,25,248
+prt_fild04,160,387,0 warp prtf01-1 10,2,prt_fild00,164,24
+prt_fild04,17,114,0 warp prtf016 2,10,gef_fild01,375,111
+prt_fild04,323,387,0 warp prtf02-1 7,2,prt_fild00,315,21
+prt_fild04,378,72,0 warp prtf08 2,6,prt_fild05,17,59
+prt_fild04,384,155,0 warp prtf09 2,7,prt_fild05,20,134
+prt_fild04,384,334,0 warp prtf10 2,6,prt_fild05,20,333
+prt_fild05,105,381,0 warp prtf013 5,2,mjolnir_09,106,34
+prt_fild05,13,63,0 warp prtf08-1 2,15,prt_fild04,374,73
+prt_fild05,134,14,0 warp prtf11 14,3,prt_fild07,129,374
+prt_fild05,14,141,0 warp prtf09-1 2,18,prt_fild04,380,158
+prt_fild05,15,333,0 warp prtf10-1 2,8,prt_fild04,380,332
+prt_fild05,255,14,0 warp prtf12 12,2,prt_fild07,248,369
+prt_fild05,292,385,0 warp prtf014 4,2,mjolnir_09,305,33
+prt_fild05,373,205,0 warp prtf002 3,3,prontera,26,203
+prt_fild06,23,193,0 warp prtf003 2,3,prontera,285,203
+prt_fild06,277,320,0 warp prtf06-1 10,2,prt_fild02,305,22
+prt_fild07,13,64,0 warp prtf017 3,8,gef_fild02,376,69
+prt_fild07,132,381,0 warp prtf11-1 9,3,prt_fild05,142,18
+prt_fild07,14,289,0 warp prtf018 3,10,gef_fild02,375,292
+prt_fild07,17,145,0 warp prtf019 3,12,gef_fild02,376,156
+prt_fild07,206,12,0 warp prtf13 4,2,prt_fild09,224,377
+prt_fild07,248,376,0 warp prtf12-1 8,2,prt_fild05,257,18
+prt_fild07,383,239,0 warp prtf14 3,20,prt_fild08,20,239
+prt_fild07,385,186,0 warp prtf15 3,20,prt_fild08,20,186
+prt_fild07,84,13,0 warp prtf16 4,2,prt_fild09,87,377
+prt_fild08,16,187,0 warp prtf15-1 3,17,prt_fild07,380,186
+prt_fild08,16,239,0 warp prtf14-1 3,15,prt_fild07,379,239
+prt_fild08,170,378,0 warp prtf004 3,2,prontera,156,26
+prt_fild08,233,16,0 warp prtf023 12,1,moc_fild01,238,378
+prt_fild08,371,212,0 warp prtf005 3,3,izlude,35,78
+prt_fild08,55,21,0 warp prtf024 4,2,moc_fild01,56,380
+prt_fild09,14,124,0 warp prtf17 2,6,prt_fild10,336,126
+prt_fild09,14,139,0 warp prtf17-1 2,8,prt_fild10,336,126
+prt_fild09,224,380,0 warp prtf13-1 4,2,prt_fild07,206,15
+//prt_fild09,246,16,0 warp prtf025 7,2,moc_fild04,92,378
+prt_fild09,246,17,0 warp prtf025 7,2,moc_fild20,209,333
+prt_fild09,383,223,0 warp prtf026 2,15,moc_fild01,25,242
+prt_fild09,383,251,0 warp prtf027 2,15,moc_fild01,25,242
+prt_fild09,87,380,0 warp prtf16-1 5,2,prt_fild07,84,16
+//prt_fild09,95,16,0 warp prtf028 7,2,moc_fild05,325,379
+prt_fild09,95,19,0 warp prtf028 7,2,moc_fild20,209,333
+prt_fild10,20,122,0 warp prtf19 2,4,prt_fild11,359,111
+prt_fild10,20,196,0 warp prtf20 2,4,prt_fild11,358,184
+prt_fild10,227,299,0 warp prtf020 5,2,gef_fild02,266,21
+//prt_fild10,263,20,0 warp prtf029 6,2,moc_fild05,144,372
+prt_fild10,263,22,0 warp prtf029 6,2,moc_fild20,209,333
+prt_fild10,339,126,0 warp prtf17-2 2,8,prt_fild09,17,133
+prt_fild11,17,281,0 warp prtf021 2,4,gef_fild11,374,293
+prt_fild11,302,301,0 warp prtf022 5,2,gef_fild03,312,19
+prt_fild11,361,184,0 warp prtf20-1 2,5,prt_fild10,23,196
+prt_fild11,362,111,0 warp prtf19-1 2,6,prt_fild10,23,122
+
+//= St. Capitolina Abbey =====================================
+monk_in,128,46,0 warp monk03 1,3,monk_in,161,38
+monk_in,128,84,0 warp monk04 1,3,monk_in,161,90
+monk_in,159,38,0 warp monk03-1 1,3,monk_in,126,46
+monk_in,159,90,0 warp monk04-1 1,3,monk_in,126,84
+monk_in,40,38,0 warp monk05 1,3,monk_in,71,46
+monk_in,40,92,0 warp monk06 1,3,monk_in,71,84
+monk_in,69,46,0 warp monk05-1 1,3,monk_in,38,38
+monk_in,69,84,0 warp monk06-1 1,3,monk_in,38,92
+monk_in,98,186,0 warp monk02-1 3,2,prt_monk,245,139
+monk_in,98,27,0 warp monk01-1 5,2,prt_monk,245,104
+monk_in,99,102,0 warp monk07 5,1,monk_in,99,143
+monk_in,99,141,0 warp monk07-1 3,1,monk_in,99,100
+prt_monk,22,248,0 warp monk001 2,2,prt_fild03,368,256
+prt_monk,245,106,0 warp monk01 1,1,monk_in,98,30
+prt_monk,245,137,0 warp monk02 1,1,monk_in,98,183
diff --git a/npc/pre-re/warps/fields/rachel_fild.txt b/npc/pre-re/warps/fields/rachel_fild.txt
new file mode 100644
index 000000000..475557200
--- /dev/null
+++ b/npc/pre-re/warps/fields/rachel_fild.txt
@@ -0,0 +1,48 @@
+//===== rAthena Script =======================================
+//= Rachel Field Warp Script
+//===== By: ==================================================
+//= Playtester
+//===== Current Version: =====================================
+//= 1.3
+//===== Compatible With: =====================================
+//= Any Athena Version
+//===== Description: =========================================
+//= Warp Points for Rachel Field
+//===== Additional Comments: =================================
+//= 1.0 Initial version [Playtester]
+//= 1.1 Official warps [Playtester]
+//= 1.2 Corrected NPC names to fall within proper restrictions. [L0ne_W0lf]
+//= 1.3 Renewal warp adjustments.
+//============================================================
+
+ra_fild01,233,333,0 warp ra000 1,1,ice_dun01,157,15
+ra_fild01,306,38,0 warp ra001 1,1,ra_fild04,322,371
+ra_fild04,322,378,0 warp ra002 1,1,ra_fild01,306,43
+ra_fild04,362,351,0 warp ra003 1,1,ra_fild05,39,353
+ra_fild05,33,353,0 warp ra004 1,1,ra_fild04,356,351
+//ra_fild05,27,13,0 warp ra005 1,1,ra_fild09,30,337
+//ra_fild09,29,343,0 warp ra006 1,1,ra_fild05,31,17
+ra_fild04,263,54,0 warp ra007 1,1,ra_fild08,287,365
+ra_fild08,287,370,0 warp ra008 1,1,ra_fild04,263,60
+//ra_fild09,27,238,0 warp ra009 1,1,ra_fild08,360,234
+//ra_fild08,368,234,0 warp ra010 1,1,ra_fild09,35,238
+ra_fild04,23,176,0 warp ra011 1,1,ra_fild03,370,172
+ra_fild03,374,168,0 warp ra012 1,1,ra_fild04,29,176
+ra_fild05,348,274,0 warp ra013 1,1,ra_fild06,24,277
+ra_fild06,19,277,0 warp ra014 1,1,ra_fild05,341,273
+ra_fild06,294,21,0 warp ra015 1,1,lhz_fild01,296,376
+lhz_fild01,296,382,0 warp ra016 1,1,ra_fild06,298,25
+ra_fild12,36,225,0 warp ra017 1,1,rachel,270,125
+ra_fild08,165,29,0 warp ra018 1,1,ra_fild12,149,369
+ra_fild12,149,374,0 warp ra019 1,1,ra_fild08,165,36
+//ra_fild12,303,27,0 warp ra020 1,1,ra_fild13,295,341
+//ra_fild13,295,346,0 warp ra021 1,1,ra_fild12,303,33
+//ra_fild11,360,226,0 warp ra022 1,1,rachel,30,125
+//ra_fild11,21,290,0 warp ra023 1,1,ra_fild10,379,283
+//ra_fild10,384,287,0 warp ra024 1,1,ra_fild11,28,290
+//ra_fild11,202,335,0 warp ra025a 1,1,ra_fild07,215,32
+//ra_fild07,215,27,0 warp ra025b 1,1,ra_fild11,201,329
+//ra_fild07,168,353,0 warp ra026 1,1,ra_fild02,171,45
+//ra_fild02,168,36,0 warp ra027 1,1,ra_fild07,168,349
+//ra_fild02,373,275,0 warp ra028 1,1,ra_fild03,28,294
+//ra_fild03,23,294,0 warp ra029 1,1,ra_fild02,367,270
diff --git a/npc/pre-re/warps/fields/spl_fild.txt b/npc/pre-re/warps/fields/spl_fild.txt
new file mode 100644
index 000000000..1860636ff
--- /dev/null
+++ b/npc/pre-re/warps/fields/spl_fild.txt
@@ -0,0 +1,28 @@
+//===== rAthena Script =======================================
+//= Splendid Field Warp Script
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.2
+//===== Compatible With: =====================================
+//= Any Athena Version
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Warp Points for Splendide
+//===== Additional Comments: =================================
+//= 1.0 First Version.
+//= 1.1 Fixed misplaced warp. [L0ne_W0lf]
+//= 1.2 Updated warps positions. [L0ne_W0lf]
+//============================================================
+
+spl_fild02,382,143,0 warp spl_fild02-2 1,1,mid_camp,16,143
+spl_fild02,383,216,0 warp spl_fild02-4 1,1,mid_camp,12,215
+spl_fild02,310,10,0 warp spl_fild02-5 1,1,spl_fild03,306,376
+spl_fild03,99,373,0 warp spl_fild02-6 1,1,spl_fild02,102,32
+spl_fild03,306,379,0 warp spl_fild03-1 1,1,spl_fild02,311,12
+spl_fild02,103,30,0 warp spl_fild03-2 1,1,spl_fild03,99,370
+
+spl_fild01,289,28,0 warp spl_fild01-1 1,1,spl_fild02,292,377
+spl_fild02,6,241,0 warp spl_fild02-7 1,1,splendide,386,251
+splendide,388,252,0 warp spl_fild02-8 1,1,spl_fild02,8,241
+spl_fild02,293,379,0 warp spl_fild02-9 1,1,spl_fild01,289,30
diff --git a/npc/pre-re/warps/fields/umbala_fild.txt b/npc/pre-re/warps/fields/umbala_fild.txt
new file mode 100644
index 000000000..1282257e4
--- /dev/null
+++ b/npc/pre-re/warps/fields/umbala_fild.txt
@@ -0,0 +1,31 @@
+//===== rAthena Script =======================================
+//= Umbala Field Warp Script
+//===== By: ==================================================
+//= Nana (1.0)
+//===== Current Version: =====================================
+//= 1.1
+//===== Compatible With: =====================================
+//= Any Athena Version; RO Episode 6+
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Warp Points for Umbala Field
+//===== Additional Comments: =================================
+//= 1.1 Rescripted to Aegis 10.3 Standards. [L0ne_W0lf]
+//============================================================
+
+cmd_fild01,77,366,0 warp um_fild1-1 1,1,um_fild03,114,53
+cmd_fild01,178,370,0 warp um_fild1-2 1,1,um_fild03,243,29
+um_fild01,31,274,0 warp um_fild1-3 1,1,beach_dun2,254,244
+beach_dun2,258,244,0 warp um_fild1-4 1,1,um_fild01,35,276
+um_fild01,369,277,0 warp um_fild1-5 1,1,um_fild02,25,272
+um_fild02,22,272,0 warp um_fild2-1 1,1,um_fild01,366,277
+um_fild02,188,374,0 warp um_fild2-2 1,1,um_fild04,182,16
+um_fild02,373,329,0 warp um_fild2-3 1,1,um_fild03,23,334
+um_fild02,373,148,0 warp um_fild2-4 1,1,um_fild03,36,145
+um_fild03,19,334,0 warp um_fild3-1 1,1,um_fild02,370,329
+um_fild03,32,145,0 warp um_fild3-2 1,1,um_fild02,370,148
+um_fild03,114,50,0 warp um_fild3-3 1,1,cmd_fild01,74,363
+um_fild03,243,26,0 warp um_fild3-4 1,1,cmd_fild01,176,367
+um_fild04,182,13,0 warp um_fild4-1 1,1,um_fild02,190,371
+um_fild04,215,339,0 warp um_fild4-2 1,1,umbala,130,82
+umbala,130,79,0 warp um_fild4-3 1,1,um_fild04,215,336
diff --git a/npc/pre-re/warps/fields/veins_fild.txt b/npc/pre-re/warps/fields/veins_fild.txt
new file mode 100644
index 000000000..ac05163ff
--- /dev/null
+++ b/npc/pre-re/warps/fields/veins_fild.txt
@@ -0,0 +1,55 @@
+//===== rAthena Script =======================================
+//= Veins Field Warp Script
+//===== By: ==================================================
+//= $ephiroth
+//===== Current Version: =====================================
+//= 1.5
+//===== Compatible With: =====================================
+//= Any Athena Version
+//===== Description: =========================================
+//= Warp Points for Veins Field
+//===== Additional Comments: =================================
+//= 1.4 Rescripted to Aegis 11.2 Standards. [L0ne_W0lf]
+//= 1.5 Renewal warp adjustments.
+//============================================================
+
+ve_fild01,366,267,0 warp ve_fild1-1 1,1,ve_fild02,36,263
+ve_fild01,184,20,0 warp ve_fild1-2 1,1,ve_fild04,174,334
+//ra_fild11,233,27,0 warp ve_fild1-3 1,1,ve_fild01,243,363
+//ve_fild01,243,368,0 warp ve_fild1-4 1,1,ra_fild11,232,32
+ve_fild01,350,92,0 warp ve_fild1-5 1,1,ve_fild02,78,133
+//ra_fild13,29,308,0 warp ve_fild2-1 1,1,ve_fild02,380,308
+//ve_fild02,385,308,0 warp ve_fild2-2 1,1,ra_fild13,34,308
+ve_fild02,195,382,0 warp ve_fild2-3 1,1,rachel,130,25
+ve_fild02,31,263,0 warp ve_fild2-4 1,1,ve_fild01,361,267
+ve_fild02,73,133,0 warp ve_fild2-5 1,1,ve_fild01,345,92
+ve_fild03,355,223,0 warp ve_fild3-1 1,1,ve_fild04,49,249
+//ve_fild03,222,43,0 warp ve_fild3-2 1,1,ve_fild05,200,325
+ve_fild04,174,339,0 warp ve_fild4-1 1,1,ve_fild01,184,25
+ve_fild04,44,249,0 warp ve_fild4-2 1,1,ve_fild03,350,220
+ve_fild04,115,50,0 warp ve_fild4-3 1,1,ve_fild06,80,183
+//ve_fild05,200,330,0 warp ve_fild5-1 1,1,ve_fild03,222,48
+//ve_fild05,359,192,0 warp ve_fild5-2 1,1,ve_fild06,80,183
+ve_fild06,153,220,0 warp ve_fild6-1 1,1,veins,218,355
+/*
+ve_fild06,81,177,0 script ve_fild6-2 45,1,1,{
+ if (rand(2))
+ warp "ve_fild04",115,55;
+ else
+ warp "ve_fild05",354,191;
+ end;
+}
+*/
+ve_fild07,147,371,0 warp ve_fild7-1 1,1,veins,146,28
+
+// Renewal Addon
+ve_fild06,81,177,0 warp VeF06S_VeF04S 1,1,ve_fild04,115,55
+
+//============================================================
+// Old changelog
+//============================================================
+//= 1.0 Initial version [$ephiroth]
+//= 1.1 Updated more warps [$ephiroth]
+//= 1.2 Removed some unofficial warps [Playtester]
+//= 1.3 Added random Veins exit [Playtester]
+//============================================================
diff --git a/npc/pre-re/warps/fields/yuno_fild.txt b/npc/pre-re/warps/fields/yuno_fild.txt
new file mode 100644
index 000000000..32d1924f5
--- /dev/null
+++ b/npc/pre-re/warps/fields/yuno_fild.txt
@@ -0,0 +1,90 @@
+//===== rAthena Script =======================================
+//= Yuno Field Warp Script
+//===== By: ==================================================
+//= Nana (1.0), Sara
+//===== Current Version: =====================================
+//= 1.3
+//===== Compatible With: =====================================
+//= Any Athena Version; RO Episode 5+
+//===== Description: =========================================
+//= Warp Points for Yuno Field
+//===== Additional Comments: =================================
+//= 1.1 - Updated for the new Yuno Fields
+//= 1.2 New field update - Hugel Field by Sara - Version 1
+//= 1.3 Renewal warp adjustments.
+//============================================================
+
+//= Yuno Field ===============================================
+//yuno_fild01,286,368,0 warp yunfild01 1,1,yuno_fild02,294,26
+//yuno_fild02,294,24,0 warp yunfild01-1 1,1,yuno_fild01,286,366
+//yuno_fild01,70,378,0 warp yunfild02 1,1,yuno_fild02,70,25
+//yuno_fild02,70,23,0 warp yunfild02-1 1,1,yuno_fild01,70,376
+
+yuno_fild02,18,337,0 warp yunfild03 1,1,yuno_fild03,381,331
+yuno_fild03,383,331,0 warp yunfild03-1 1,1,yuno_fild02,20,337
+yuno_fild03,19,79,0 warp yunfild04 1,1,yuno_fild04,373,84
+yuno_fild04,375,84,0 warp yunfild04-1 1,1,yuno_fild03,21,79
+yuno_fild03,20,155,0 warp yunfild05 1,1,yuno_fild04,373,150
+yuno_fild04,375,150,0 warp yunfild05-1 1,1,yuno_fild03,22,155
+yuno_fild04,231,288,0 warp yunfild-yun 1,1,yuno,158,17
+yuno_fild03,32,139,0 warp yunfild-mag01 1,1,mag_dun01,126,68
+
+//= New Yuno Fields ==========================================
+yuno_fild01,26,246,0 warp newjun01 1,1,yuno_fild12,373,239
+yuno_fild12,375,239,0 warp newjun01a 1,1,yuno_fild01,28,246
+yuno_fild12,23,338,0 warp newjun02 1,1,yuno_fild11,366,361
+yuno_fild11,368,361,0 warp newjun02a 1,1,yuno_fild12,25,338
+yuno_fild12,24,225,0 warp newjun03 1,1,yuno_fild11,363,218
+yuno_fild11,365,218,0 warp newjun03a 1,1,yuno_fild12,24,227
+yuno_fild07,92,12,0 warp newjun04 1,1,yuno_fild11,92,369
+yuno_fild11,92,371,0 warp newjun04a 1,1,yuno_fild07,92,14
+yuno_fild12,193,371,0 warp newjun05 1,1,yuno_fild08,143,21
+yuno_fild08,145,21,0 warp newjun05a 1,1,yuno_fild12,195,371
+yuno_fild01,70,378,0 warp newjun06 1,1,yuno_fild09,70,19
+yuno_fild09,70,17,0 warp newjun06a 1,1,yuno_fild01,70,376
+yuno_fild01,286,368,0 warp newjun07 1,1,yuno_fild09,280,30
+yuno_fild09,280,28,0 warp newjun07a 1,1,yuno_fild01,286,366
+yuno_fild09,19,194,0 warp newjun08 1,1,yuno_fild08,374,193
+yuno_fild08,376,193,0 warp newjun08a 1,1,yuno_fild09,21,194
+yuno_fild08,20,278,0 warp newjun09 1,1,yuno_fild07,352,291
+yuno_fild07,354,291,0 warp newjun09a 1,1,yuno_fild08,22,278
+yuno_fild08,31,58,0 warp newjun10 1,1,yuno_fild07,358,72
+yuno_fild07,360,72,0 warp newjun10a 1,1,yuno_fild08,33,58
+
+//= (By speculation only) ====================================
+yuno_fild07,179,354,0 warp newjun11 1,1,yuno_fild03,179,17
+yuno_fild03,179,15,0 warp newjun11a 1,1,yuno_fild07,179,352
+yuno_fild08,74,376,0 warp newjun12 1,1,yuno_fild02,70,25
+yuno_fild02,70,23,0 warp newjun12a 1,1,yuno_fild08,74,374
+yuno_fild08,286,386,0 warp newjun13 1,1,yuno_fild02,294,26
+yuno_fild02,294,24,0 warp newjun13a 1,1,yuno_fild08,286,384
+//yuno_fild04,42,369,0 warp newjun14 1,1,yuno_fild05,59,30
+//yuno_fild05,59,28,0 warp newjun14a 1,1,yuno_fild04,42,367
+
+
+//= Al de Baran <-> Yuno Connection ==========================
+aldebaran,140,244,0 warp alde-yunfild 1,1,yuno_fild01,208,19
+yuno_fild01,208,17,0 warp yunfild-alde 1,1,aldebaran,140,242
+
+//= Hugel Field
+//= Version 1
+//yuno_fild05,370,321,0 warp hu001 1,1,yuno_fild06,48,322
+//yuno_fild06,41,319,0 warp hu001a 1,1,yuno_fild05,366,319
+yuno_fild06,214,27,0 warp hu002 1,1,yuno_fild03,215,375
+yuno_fild03,215,382,0 warp hu002a 1,1,yuno_fild06,218,33
+yuno_fild06,369,132,0 warp hu003 1,1,hu_fild04,34,126
+hu_fild04,27,126,0 warp hu003a 1,1,yuno_fild06,362,132
+hu_fild04,122,27,0 warp hu004 1,1,yuno_fild02,114,370
+yuno_fild02,117,375,0 warp hu004a 1,1,hu_fild04,122,35
+yuno_fild06,151,370,0 warp hu005 1,1,hu_fild01,135,42
+hu_fild01,141,36,0 warp hu005a 1,1,yuno_fild06,156,368
+hu_fild04,380,183,0 warp hu006 1,1,hu_fild05,39,206
+hu_fild05,33,198,0 warp hu006a 1,1,hu_fild04,373,181
+//hu_fild05,89,43,0 warp hu007 1,1,hu_fild07,80,365
+//hu_fild07,81,370,0 warp hu007a 1,1,hu_fild05,89,50
+//hu_fild07,36,352,0 warp hu008 1,1,yuno_fild02,378,336
+//yuno_fild02,383,339,0 warp hu008a 1,1,hu_fild07,42,351
+//hu_fild07,57,37,0 warp hu009 1,1,yuno_fild09,48,370
+//yuno_fild09,48,376,0 warp hu009a 1,1,hu_fild07,58,42
+//hu_fild07,226,38,0 warp hu010 1,1,yuno_fild09,220,368
+//yuno_fild09,220,373,0 warp hu010a 1,1,hu_fild07,224,43
diff --git a/npc/pre-re/warps/guild/guildcastles.txt b/npc/pre-re/warps/guild/guildcastles.txt
new file mode 100644
index 000000000..6b095c5ed
--- /dev/null
+++ b/npc/pre-re/warps/guild/guildcastles.txt
@@ -0,0 +1,533 @@
+//===== rAthena Script =======================================
+//= Guild Castles Warp Script
+//===== By: ==================================================
+//= Athena (1.0)
+//===== Current Version: =====================================
+//= 2.7
+//===== Compatible With: =====================================
+//= Any Athena Version
+//===== Description: =========================================
+//= Warp Points for Al de Baran, Payon, Prontera, Geffen,
+//= and Juno Guild Castles
+//===== Additional Comments: =================================
+//= Split off npc_warp.txt
+//= fixed aldg504-1 warp [Lupus]
+//= 2.0 Added Novice Guilds warps, optimized aldg408r warp [Lupus]
+//= 2.1 Fixed some warps positions [Yor]
+//= 2.2 Changed all breaks to end as per the new script engine. [Skotlex]
+//= 2.3 Removed 2nd entrance to Novice Castle Geffen [Lupus]
+//= 2.4 Added Warps between Juno and it's new Castle Satelite map. [L0ne_W0lf]
+//= 2.4a Added more warps between Juno Satellite and Castle Interiors. [L0ne_W0lf]
+//= castle 1, 4 and 5 entrances are questionable, and will be updated
+//= as I get more information.
+//= 2.4b Corrected Warp points for Juno castles 1, 4 and 5. [L0ne_W0lf]
+//= 2.5 Updated Schwaltzvalt warps and added Arunafeltz. [L0ne_W0lf]
+//= 2.6 Fixed warp position between Juno and Schwaltzvalt Realm. [Gepard]
+//= 2.7 Updated WoE:FE warps. [Masao]
+//============================================================
+
+
+//Prontera Castle Map
+prt_gld,159,298,0 warp prtg01_NorthField 1,1,prt_fild01,199,30
+prt_gld,159,25,0 warp prtg02_Castle 1,1,prt_castle,102,178
+prt_gld,129,65,0 warp prtg-1_prtg-1-01 1,1,prtg_cas01,99,32
+prt_gld,240,124,0 warp prtg-2_prtg-2 1,1,prtg_cas02,43,229
+prt_gld,153,141,0 warp prtg-3_prtg-3 1,1,prtg_cas03,168,12
+prt_gld,107,240,0 warp prtg-4_prtg-4 1,1,prtg_cas04,86,13
+prt_gld,212,240,0 warp prtg-5_prtg-5 1,1,prtg_cas05,17,235
+
+//Inside Prontera Guild Castles
+prtg_cas01,103,32,0 warp prtg-1-01_prtg-1 1,1,prt_gld,134,65
+prtg_cas01,57,19,0 warp prtg-1-02_prtg-1-07 1,1,prtg_cas01,80,49
+prtg_cas01,41,34,0 warp prtg-1-03_prtg-1-08 1,1,prtg_cas01,40,47
+prtg_cas01,37,54,0 warp prtg-1-04_prtg-1-13 1,1,prtg_cas01,192,119
+prtg_cas01,71,54,0 warp prtg-1-05_prtg-1-12 1,1,prtg_cas01,192,65
+prtg_cas01,51,70,0 warp prtg-1-06_prtg-1-11 1,1,prtg_cas01,202,92
+prtg_cas01,84,49,0 warp prtg-1-07_prtg-1-02 1,1,prtg_cas01,61,19
+prtg_cas01,37,47,0 warp prtg-1-08_prtg-1-03 1,1,prtg_cas01,45,34
+prtg_cas01,62,34,0 warp prtg-1-09_prtg-1-13 1,1,prtg_cas01,192,119
+prtg_cas01,84,19,0 warp prtg-1-010_prtg-1-12 1,1,prtg_cas01,192,65
+prtg_cas01,206,92,0 warp prtg-1-11_prtg-1-06 1,1,prtg_cas01,55,70
+prtg_cas01,196,65,0 warp prtg-1-12_prtg-1-05 1,1,prtg_cas01,75,54
+prtg_cas01,196,119,0 warp prtg-1-13_prtg-1-04 1,1,prtg_cas01,40,54
+prtg_cas01,147,120,0 warp prtg-1-14_prtg-1-21 1,1,prtg_cas01,75,187
+prtg_cas01,75,183,0 warp prtg-1-21_prtg-1-14 1,1,prtg_cas01,147,116
+prtg_cas01,109,163,0 warp prtg-1-22_prtg-1-31 1,1,prtg_cas01,202,183
+prtg_cas01,206,183,0 warp prtg-1-31_prtg-1-22 1,1,prtg_cas01,113,163
+prtg_cas02,43,233,0 warp prtg-2-01_prtg-2 1,1,prt_gld,240,128
+prtg_cas02,88,215,0 warp prtg-2-02_prtg-2-22 1,1,prtg_cas02,206,41
+prtg_cas02,53,202,0 warp prtg-2-03_prtg-2-21 1,1,prtg_cas02,165,41
+prtg_cas02,64,164,0 warp prtg-2-04_prtg-2-12 1,1,prtg_cas02,98,25
+prtg_cas02,35,183,0 warp prtg-2-05_prtg-2-11 1,1,prtg_cas02,71,82
+prtg_cas02,71,86,0 warp prtg-2-11_prtg-2-05 1,1,prtg_cas02,35,187
+prtg_cas02,98,21,0 warp prtg-2-12_prtg-2-04 1,1,prtg_cas02,64,168
+prtg_cas02,45,21,0 warp prtg-2-13_prtg-2-24 1,1,prtg_cas02,203,25
+prtg_cas02,161,41,0 warp prtg-2-21_prtg-2-03 1,1,prtg_cas02,57,202
+prtg_cas02,210,41,0 warp prtg-2-22_prtg-2-02 1,1,prtg_cas02,84,215
+prtg_cas02,184,44,0 warp prtg-2-23_prtg-2-31 1,1,prtg_cas02,157,140
+prtg_cas02,203,21,0 warp prtg-2-24_prtg-2-13 1,1,prtg_cas02,45,25
+prtg_cas02,157,135,0 warp prtg-2-31_prtg-2-23 1,1,prtg_cas02,184,40
+prtg_cas03,178,85,0 warp prtg-3-01_prtg-3-12 1,1,prtg_cas03,82,73
+prtg_cas03,191,55,0 warp prtg-3-02_prtg-3-22 1,1,prtg_cas03,190,233
+prtg_cas03,168,8,0 warp prtg-3-03_prtg-3 1,1,prt_gld,153,137
+prtg_cas03,172,44,0 warp prtg-3-04_prtg-3-14 1,1,prtg_cas03,10,78
+prtg_cas03,165,59,0 warp prtg-3-05_prtg-3-13 1,1,prtg_cas03,45,47
+prtg_cas03,45,120,0 warp prtg-3-11_prtg-3-23 1,1,prtg_cas03,164,177
+prtg_cas03,86,73,0 warp prtg-3-12_prtg-3-01 1,1,prtg_cas03,178,81
+prtg_cas03,45,43,0 warp prtg-3-13_prtg-3-05 1,1,prtg_cas03,165,54
+prtg_cas03,6,78,0 warp prtg-3-14_prtg-3-04 1,1,prtg_cas03,176,44
+prtg_cas03,169,235,0 warp prtg-3-21_prtg-3-31 1,1,prtg_cas03,11,200
+prtg_cas03,194,233,0 warp prtg-3-22_prtg-3-02 1,1,prtg_cas03,191,59
+prtg_cas03,164,173,0 warp prtg-3-23_prtg-3-11 1,1,prtg_cas03,45,117
+prtg_cas03,7,200,0 warp prtg-3-31_prtg-3-21 1,1,prtg_cas03,169,231
+prtg_cas04,48,48,0 warp prtg-4-01_prtg-4-15 1,1,prtg_cas04,10,233
+prtg_cas04,63,30,0 warp prtg-4-02_prtg-4-14 1,1,prtg_cas04,34,229
+prtg_cas04,86,9,0 warp prtg-4-03_prtg-3 1,1,prt_gld,111,240
+prtg_cas04,32,28,0 warp prtg-4-04_prtg-4-16 1,1,prtg_cas04,11,254
+prtg_cas04,42,13,0 warp prtg-4-05_prtg-4-12 1,1,prtg_cas04,56,254
+prtg_cas04,54,25,0 warp prtg-4-06_prtg-4-13 1,1,prtg_cas04,56,233
+prtg_cas04,34,290,0 warp prtg-4-11_prtg-4-21 1,1,prtg_cas04,238,261
+prtg_cas04,60,254,0 warp prtg-4-12_prtg-4-05 1,1,prtg_cas04,42,17
+prtg_cas04,56,229,0 warp prtg-4-13_prtg-4-06 1,1,prtg_cas04,54,29
+prtg_cas04,34,225,0 warp prtg-4-14_prtg-4-02 1,1,prtg_cas04,63,26
+prtg_cas04,10,229,0 warp prtg-4-15_prtg-4-01 1,1,prtg_cas04,48,44
+prtg_cas04,7,254,0 warp prtg-4-16_prtg-4-04 1,1,prtg_cas04,32,32
+prtg_cas04,238,257,0 warp prtg-4-21_prtg-4-11 1,1,prtg_cas04,34,286
+prtg_cas04,247,258,0 warp prtg-4-22_prtg-4-31 1,1,prtg_cas04,255,14
+prtg_cas04,251,14,0 warp prtg-4-31_prtg-4-22 1,1,prtg_cas04,247,254
+prtg_cas05,38,250,0 warp prtg-5-01_prtg-5-14 1,1,prtg_cas05,244,7
+prtg_cas05,76,242,0 warp prtg-5-02_prtg-5-13 1,1,prtg_cas05,288,13
+prtg_cas05,66,225,0 warp prtg-5-03_prtg-5-12 1,1,prtg_cas05,260,92
+prtg_cas05,17,231,0 warp prtg-5-04_prtg-5 1,1,prt_gld,208,240
+prtg_cas05,53,246,0 warp prtg-5-05_prtg-5-15 1,1,prtg_cas05,199,13
+prtg_cas05,228,96,0 warp prtg-5-11_prtg-5-21 1,1,prtg_cas05,26,7
+prtg_cas05,260,96,0 warp prtg-5-12_prtg-5-03 1,1,prtg_cas05,66,229
+prtg_cas05,292,13,0 warp prtg-5-13_prtg-5-02 1,1,prtg_cas05,76,246
+prtg_cas05,244,3,0 warp prtg-5-14_prtg-5-01 1,1,prtg_cas05,35,247
+prtg_cas05,195,13,0 warp prtg-5-15_prtg-5-05 1,1,prtg_cas05,55,248
+prtg_cas05,26,3,0 warp prtg-5-21_prtg-5-11 1,1,prtg_cas05,228,92
+prtg_cas05,58,7,0 warp prtg-5-22_prtg-5-31 1,1,prtg_cas05,253,290
+prtg_cas05,253,294,0 warp prtg-5-31_prtg-5-22 1,1,prtg_cas05,58,11
+
+//Geffen Castle Map
+gef_fild13,150,54,0 warp gef-g1-0_gefg-1-07 1,1,gefg_cas01,34,140
+gef_fild13,210,75,0 warp gef-g1-1_gefg-1-04 1,1,gefg_cas01,95,178
+gef_fild13,308,244,0 warp gef-g2_gefg-2-07 1,1,gefg_cas02,70,143
+gef_fild13,77,284,0 warp gef-g3-0_g-cas3-12 1,1,gefg_cas03,60,286
+gef_fild13,112,269,0 warp gef-g3-1_g-cas3-13 1,1,gefg_cas03,100,280
+gef_fild13,139,240,0 warp gef-g3-2_g-cas3-14 1,1,gefg_cas03,125,250
+gef_fild13,83,185,0 warp gef-g3-3_g-cas3-15 1,1,gefg_cas03,89,159
+gef_fild13,196,281,0 warp gef-g4_gefg-4-05 1,1,gefg_cas04,24,149
+gef_fild13,256,57,0 warp gef-5-0_gefg-5-04 1,1,gefg_cas05,11,134
+gef_fild13,305,83,0 warp gef-5-1_gefg-5-01 1,1,gefg_cas05,99,200
+
+//Inside Geffen Guild Castles
+gefg_cas01,39,196,0 warp gefg-1-01_gefg-1-14 1,1,gefg_cas01,62,13
+gefg_cas01,58,185,0 warp gefg-1-02_gefg-1-13 1,1,gefg_cas01,90,47
+gefg_cas01,59,170,0 warp gefg-1-03_gefg-1-23 1,1,gefg_cas01,205,34
+gefg_cas01,99,178,0 warp gefg-1-04_gef-g1-1 1,1,gef_fild13,214,75
+gefg_cas01,31,185,0 warp gefg-1-05_gefg-1-12 1,1,gefg_cas01,33,47
+gefg_cas01,34,167,0 warp gefg-1-06_gefg-1-22 1,1,gefg_cas01,174,34
+gefg_cas01,34,136,0 warp gefg-1-07_gef-g1-0 1,1,gef_fild13,150,50
+gefg_cas01,54,84,0 warp gefg-1-11_gefg-1-24 1,1,gefg_cas01,174,14
+gefg_cas01,33,51,0 warp gefg-1-12_gefg-1-05 1,1,gefg_cas01,35,185
+gefg_cas01,90,51,0 warp gefg-1-13_gefg-1-02 1,1,gefg_cas01,54,185
+gefg_cas01,62,9,0 warp gefg-1-14_gefg-1-01 1,1,gefg_cas01,39,192
+gefg_cas01,181,52,0 warp gefg-1-21_gefg-1-31 1,1,gefg_cas01,198,160
+gefg_cas01,170,34,0 warp gefg-1-22_gefg-1-06 1,1,gefg_cas01,30,167
+gefg_cas01,209,34,0 warp gefg-1-23_gefg-1-03 1,1,gefg_cas01,56,170
+gefg_cas01,170,14,0 warp gefg-1-24_gefg-1-11 1,1,gefg_cas01,50,84
+gefg_cas01,202,160,0 warp gefg-1-31_gefg-1-21 1,1,gefg_cas01,185,52
+gefg_cas02,35,173,0 warp gefg-2-01_gefg-2-12 1,1,gefg_cas02,76,42
+gefg_cas02,46,175,0 warp gefg-2-02_gefg-2-11 1,1,gefg_cas02,34,64
+gefg_cas02,22,160,0 warp gefg-2-03_gefg-2-13 1,1,gefg_cas02,34,17
+gefg_cas02,48,159,0 warp gefg-2-04_gefg-2-22 1,1,gefg_cas02,184,41
+gefg_cas02,34,152,0 warp gefg-2-05_gefg-2-23 1,1,gefg_cas02,153,18
+gefg_cas02,57,136,0 warp gefg-2-06_gefg-2-24 1,1,gefg_cas02,180,18
+gefg_cas02,70,147,0 warp gefg-2-07_gef-g2 1,1,gef_fild13,308,240
+gefg_cas02,34,68,0 warp gefg-2-11_gefg-2-02 1,1,gefg_cas02,50,175
+gefg_cas02,80,42,0 warp gefg-2-12_gefg-2-01 1,1,gefg_cas02,39,173
+gefg_cas02,34,13,0 warp gefg-2-13_gefg-2-03 1,1,gefg_cas02,22,156
+gefg_cas02,25,13,0 warp gefg-2-14_gefg-2-25 1,1,gefg_cas02,170,11
+gefg_cas02,150,36,0 warp gefg-2-21_gefg-2-31 1,1,gefg_cas02,152,186
+gefg_cas02,184,36,0 warp gefg-2-22_gefg-2-04 1,1,gefg_cas02,48,155
+gefg_cas02,148,18,0 warp gefg-2-23_gefg-2-05 1,1,gefg_cas02,35,150
+gefg_cas02,185,18,0 warp gefg-2-24_gefg-2-06 1,1,gefg_cas02,53,136
+gefg_cas02,174,11,0 warp gefg-2-25_gefg-2-14 1,1,gefg_cas02,21,13
+gefg_cas02,152,190,0 warp gefg-2-31_gefg-2-21 1,1,gefg_cas02,150,41
+gefg_cas03,66,223,0 warp g3-cas3_g3-in3 1,1,gefg_cas03,96,53
+gefg_cas03,34,286,0 warp g-cas3-1_g-in3-1 1,1,gefg_cas03,131,92
+gefg_cas03,47,271,0 warp g-cas3-1-1_g-cas3-3 1,1,gefg_cas03,38,255
+gefg_cas03,63,255,0 warp g-cas3-2_g-in3-3 1,1,gefg_cas03,156,92
+gefg_cas03,50,248,0 warp g-cas3-2-1_g-cas3-8 1,1,gefg_cas03,54,229
+gefg_cas03,38,259,0 warp g-cas3-3_g-cas3-1-1 1,1,gefg_cas03,43,271
+gefg_cas03,38,243,0 warp g-cas3-3-1_g-cas3-8-1 1,1,gefg_cas03,29,219
+gefg_cas03,106,217,0 warp g-cas3-4_g-in3-2 1,1,gefg_cas03,131,15
+gefg_cas03,115,210,0 warp g-cas3-4-1_g-cas3-6 1,1,gefg_cas03,92,215
+gefg_cas03,42,175,0 warp g-cas3-5_g-in3-4 1,1,gefg_cas03,266,43
+gefg_cas03,70,182,0 warp g-cas3-5-1_g-cas3-7-1 1,1,gefg_cas03,39,191
+gefg_cas03,90,218,0 warp g-cas3-6_g-cas3-4-1 1,1,gefg_cas03,111,210
+gefg_cas03,93,209,0 warp g-cas3-6-1_g-cas3-10 1,1,gefg_cas03,92,250
+gefg_cas03,17,206,0 warp g-cas3-7_g-cas3-8-1 1,1,gefg_cas03,29,219
+gefg_cas03,43,191,0 warp g-cas3-7-1_g-cas3-5-1 1,1,gefg_cas03,70,185
+gefg_cas03,58,232,0 warp g-cas3-8_g-cas3-9 1,1,gefg_cas03,62,213
+gefg_cas03,27,215,0 warp g-cas3-8-1_g-cas3-7 1,1,gefg_cas03,17,202
+gefg_cas03,65,215,0 warp g-cas3-9_g-in3-5 1,1,gefg_cas03,233,74
+gefg_cas03,95,251,0 warp g-cas3-10_g-cas3-6-1 1,1,gefg_cas03,91,209
+gefg_cas03,88,248,0 warp g-cas3-10-1_g-cas3-11 1,1,gefg_cas03,76,242
+gefg_cas03,79,244,0 warp g-cas3-11_g-cas3-10-1 1,1,gefg_cas03,91,250
+gefg_cas03,68,290,0 warp g-cas3-12_gef-g3-0 1,1,gef_fild13,74,287
+gefg_cas03,103,283,0 warp g-cas3-13_gef-g3-1 1,1,gef_fild13,117,273
+gefg_cas03,130,250,0 warp g-cas3-14_gef-g3-2 1,1,gef_fild13,143,240
+gefg_cas03,93,159,0 warp g-cas3-15_gef-g3-3 1,1,gef_fild13,83,181
+gefg_cas03,92,53,0 warp g3-in_g3_cas3 1,1,gefg_cas03,62,223
+gefg_cas03,154,16,0 warp g3-in3-01_g3-in3-02 1,1,gefg_cas03,252,11
+gefg_cas03,256,11,0 warp g3-in3-02_g3-in3-01 1,1,gefg_cas03,159,16
+gefg_cas03,212,46,0 warp g3-in3-03_g3-in3-04 1,1,gefg_cas03,225,158
+gefg_cas03,225,154,0 warp g3-in3-04_g3-in3-03 1,1,gefg_cas03,212,42
+gefg_cas03,135,92,0 warp g-in3-1_g-cas3-1 1,1,gefg_cas03,34,282
+gefg_cas03,135,15,0 warp g-in3-2_g-cas3-4 1,1,gefg_cas03,110,217
+gefg_cas03,152,92,0 warp g-in3-3_g-cas3-2 1,1,gefg_cas03,59,255
+gefg_cas03,266,47,0 warp g-in3-4_g-cas3-5 1,1,gefg_cas03,45,175
+gefg_cas03,237,74,0 warp g-in3-5_g-cas3-9 1,1,gefg_cas03,62,213
+gefg_cas04,34,211,0 warp gefg-4-01_gefg-4-11 1,1,gefg_cas04,18,78
+gefg_cas04,57,224,0 warp gefg-4-02_gefg-4-15 1,1,gefg_cas04,18,13
+gefg_cas04,53,196,0 warp gefg-4-03_gefg-4-23 1,1,gefg_cas04,170,36
+gefg_cas04,27,180,0 warp gefg-4-04_gefg-4-21 1,1,gefg_cas04,142,59
+gefg_cas04,24,145,0 warp gefg-4-05_gef-g4 1,1,gef_fild13,193,278
+gefg_cas04,18,82,0 warp gefg-4-11_gefg-4-01 1,1,gefg_cas04,34,215
+gefg_cas04,42,81,0 warp gefg-4-12_gefg-4-14 1,1,gefg_cas04,42,13
+gefg_cas04,52,25,0 warp gefg-4-13_gefg-4-24 1,1,gefg_cas04,142,37
+gefg_cas04,42,9,0 warp gefg-4-14_gefg-4-12 1,1,gefg_cas04,42,77
+gefg_cas04,18,9,0 warp gefg-4-15_gefg-4-02 1,1,gefg_cas04,57,220
+gefg_cas04,142,55,0 warp gefg-4-21_gefg-4-04 1,1,gefg_cas04,32,180
+gefg_cas04,178,57,0 warp gefg-4-22_gefg-4-31 1,1,gefg_cas04,143,166
+gefg_cas04,174,36,0 warp gefg-4-23_gefg-4-03 1,1,gefg_cas04,53,192
+gefg_cas04,142,33,0 warp gefg-4-24_gefg-4-13 1,1,gefg_cas04,52,21
+gefg_cas04,140,168,0 warp gefg-4-31_gefg-4-22 1,1,gefg_cas04,178,61
+gefg_cas05,99,204,0 warp gefg-5-01_gef-g5-1 1,1,gef_fild13,305,87
+gefg_cas05,50,165,0 warp gefg-5-02_gefg-5-23 1,1,gefg_cas05,178,68
+gefg_cas05,87,165,0 warp gefg-5-03_gefg-5-13 1,1,gefg_cas05,84,62
+gefg_cas05,7,134,0 warp gefg-5-04_gef-g5-0 1,1,gef_fild13,252,57
+gefg_cas05,44,143,0 warp gefg-5-05_gefg-5-08 1,1,gefg_cas05,70,155
+gefg_cas05,83,152,0 warp gefg-5-06_gefg-5-11 1,1,gefg_cas05,66,72
+gefg_cas05,74,138,0 warp gefg-5-07_gefg-5-12 1,1,gefg_cas05,47,62
+gefg_cas05,68,150,0 warp gefg-5-08_gefg-5-05 1,1,gefg_cas05,44,147
+gefg_cas05,66,76,0 warp gefg-5-11_gefg-5-06 1,1,gefg_cas05,80,155
+gefg_cas05,43,62,0 warp gefg-5-12_gefg-5-07 1,1,gefg_cas05,78,138
+gefg_cas05,88,62,0 warp gefg-5-13_gefg-5-03 1,1,gefg_cas05,83,165
+gefg_cas05,37,16,0 warp gefg-5-14_gefg-5-21 1,1,gefg_cas05,153,44
+gefg_cas05,93,16,0 warp gefg-5-15_gefg-5-22 1,1,gefg_cas05,202,44
+gefg_cas05,149,44,0 warp gefg-5-21_gefg-5-14 1,1,gefg_cas05,37,20
+gefg_cas05,206,44,0 warp gefg-5-22_gefg-5-15 1,1,gefg_cas05,93,20
+gefg_cas05,178,72,0 warp gefg-5-23_gefg-5-02 1,1,gefg_cas05,46,165
+gefg_cas05,190,20,0 warp gefg-5-24_gefg-5-31 1,1,gefg_cas05,194,151
+gefg_cas05,194,147,0 warp gefg-5-31_gefg-5-24 1,1,gefg_cas05,190,16
+
+//Payon Castle Map
+payon,16,143,0 warp payon-a_payg01 1,1,pay_gld,370,149
+moc_fild02,378,272,0 warp moc02a_payg02 1,1,pay_gld,20,276
+pay_gld,374,149,0 warp payg01_payon-a 1,1,payon,19,143
+pay_gld,16,276,0 warp payg02_moc02a 1,1,moc_fild02,374,272
+pay_gld,121,238,0 warp payg-1_payg-1-06 1,1,payg_cas01,214,48
+pay_gld,291,116,0 warp payg-2_payg-2-02 1,1,payg_cas02,272,57
+pay_gld,323,293,0 warp payg-3_payg-3-07 1,1,payg_cas03,226,26
+pay_gld,140,156,0 warp payg-4_payg-4-01 1,1,payg_cas04,252,271
+pay_gld,204,270,0 warp payg-5_payg-5-03 1,1,payg_cas05,62,227
+
+//Inside Payon Guild Castles
+payg_cas01,201,126,0 warp payg-1-01_payg-1-12 1,1,payg_cas01,102,21
+payg_cas01,222,130,0 warp payg-1-02_payg-1-11 1,1,payg_cas01,130,43
+payg_cas01,218,112,0 warp payg-1-03_payg-1-04 1,1,payg_cas01,230,94
+payg_cas01,230,98,0 warp payg-1-04_payg-1-03 1,1,payg_cas01,222,112
+payg_cas01,213,76,0 warp payg-1-05_payg-1-07 1,1,payg_cas01,201,118
+payg_cas01,214,44,0 warp payg-1-06_payg-1 1,1,pay_gld,121,233
+payg_cas01,201,114,0 warp payg-1-07_payg-1-05 1,1,payg_cas01,213,72
+payg_cas01,134,43,0 warp payg-1-11_payg-1-02 1,1,payg_cas01,226,130
+payg_cas01,102,17,0 warp payg-1-12_payg-1-01 1,1,payg_cas01,201,121
+payg_cas01,84,15,0 warp payg-1-13_payg-1-22 1,1,payg_cas01,15,115
+payg_cas01,53,111,0 warp payg-1-21_payg-1-31 1,1,payg_cas01,115,147
+payg_cas01,11,115,0 warp payg-1-22_payg-1-13 1,1,payg_cas01,81,15
+payg_cas01,115,151,0 warp payg-1-31_payg-1-21 1,1,payg_cas01,53,115
+payg_cas02,232,72,0 warp payg-2-01_payg-2-14 1,1,payg_cas02,28,289
+payg_cas02,276,61,0 warp payg-2-02_payg-2 1,1,pay_gld,295,116
+payg_cas02,236,59,0 warp payg-2-03_payg-2-01 1,1,payg_cas02,229,72
+payg_cas02,222,26,0 warp payg-2-04_payg-2-12 1,1,payg_cas02,80,240
+payg_cas02,215,31,0 warp payg-2-05_payg-2-11 1,1,payg_cas02,65,288
+payg_cas02,65,292,0 warp payg-2-11_payg-2-05 1,1,payg_cas02,215,35
+payg_cas02,84,240,0 warp payg-2-12_payg-2-04 1,1,payg_cas02,224,30
+payg_cas02,47,223,0 warp payg-2-13_payg-2-21 1,1,payg_cas02,280,287
+payg_cas02,28,293,0 warp payg-2-14_payg-2-01 1,1,payg_cas02,229,72
+payg_cas02,280,291,0 warp payg-2-21_payg-2-13 1,1,payg_cas02,47,227
+payg_cas02,254,241,0 warp payg-2-22_payg-2-31 1,1,payg_cas02,13,38
+payg_cas02,13,42,0 warp payg-2-31_payg-2-22 1,1,payg_cas02,254,245
+payg_cas03,255,76,0 warp payg-3-01_payg-3-14 1,1,payg_cas03,24,19
+payg_cas03,269,79,0 warp payg-3-02_payg-3-12 1,1,payg_cas03,53,19
+payg_cas03,255,64,0 warp payg-3-03_payg-3-08 1,1,payg_cas03,245,37
+payg_cas03,262,71,0 warp payg-3-04_payg-3-13 1,1,payg_cas03,39,9
+payg_cas03,272,68,0 warp payg-3-05_payg-3-06 1,1,payg_cas03,261,38
+payg_cas03,261,34,0 warp payg-3-06_payg-3-05 1,1,payg_cas03,270,66
+payg_cas03,226,22,0 warp payg-3-07_payg-3 1,1,pay_gld,319,293
+payg_cas03,245,41,0 warp payg-3-08_payg-3-03 1,1,payg_cas03,255,68
+payg_cas03,39,84,0 warp payg-3-11_payg-3-22 1,1,payg_cas03,29,249
+payg_cas03,57,19,0 warp payg-3-12_payg-3-02 1,1,payg_cas03,269,75
+payg_cas03,39,5,0 warp payg-3-13_payg-3-04 1,1,payg_cas03,263,66
+payg_cas03,20,19,0 warp payg-3-14_payg-3-01 1,1,payg_cas03,255,72
+payg_cas03,29,269,0 warp payg-3-21_payg-3-31 1,1,payg_cas03,269,287
+payg_cas03,29,245,0 warp payg-3-22_payg-3-11 1,1,payg_cas03,39,80
+payg_cas03,269,290,0 warp payg-3-31_payg-3-21 1,1,payg_cas03,29,273
+payg_cas04,252,275,0 warp payg-4-01_payg-4 1,1,pay_gld,140,160
+payg_cas04,260,212,0 warp payg-4-02_payg-4-13 1,1,payg_cas04,70,240
+payg_cas04,232,189,0 warp payg-4-03_payg-4-12 1,1,payg_cas04,74,261
+payg_cas04,229,208,0 warp payg-4-04_payg-4-11 1,1,payg_cas04,70,282
+payg_cas04,74,282,0 warp payg-4-11_payg-4-04 1,1,payg_cas04,225,208
+payg_cas04,78,261,0 warp payg-4-12_payg-4-03 1,1,payg_cas04,236,189
+payg_cas04,74,240,0 warp payg-4-13_payg-4-02 1,1,payg_cas04,256,212
+payg_cas04,7,261,0 warp payg-4-14_payg-4-21 1,1,payg_cas04,55,30
+payg_cas04,59,30,0 warp payg-4-21_payg-4-14 1,1,payg_cas04,11,261
+payg_cas04,28,31,0 warp payg-4-22_payg-4-31 1,1,payg_cas04,251,42
+payg_cas04,254,45,0 warp payg-4-31_payg-4-22 1,1,payg_cas04,24,31
+payg_cas05,23,283,0 warp payg-5-01_payg-5-11 1,1,payg_cas05,237,282
+payg_cas05,56,255,0 warp payg-5-02_payg-5-14 1,1,payg_cas05,223,256
+payg_cas05,62,223,0 warp payg-5-03_payg-5 1,1,pay_gld,198,264
+payg_cas05,39,264,0 warp payg-5-04_payg-5-13 1,1,payg_cas05,237,231
+payg_cas05,237,286,0 warp payg-5-11_payg-5-01 1,1,payg_cas05,19,282
+payg_cas05,283,256,0 warp payg-5-12_payg-5-22 1,1,payg_cas05,286,43
+payg_cas05,237,227,0 warp payg-5-13_payg-5-04 1,1,payg_cas05,40,260
+payg_cas05,219,256,0 warp payg-5-14_payg-5-02 1,1,payg_cas05,52,255
+payg_cas05,242,41,0 warp payg-5-21_payg-5-31 1,1,payg_cas05,18,18
+payg_cas05,290,43,0 warp payg-5-22_payg-5-12 1,1,payg_cas05,287,256
+payg_cas05,14,14,0 warp payg-5-31_payg-5-21 1,1,payg_cas05,246,41
+
+//Al De Baran Castle Map
+aldebaran,35,140,0 warp alde-a_aldeg01 1,1,alde_gld,280,160
+alde_gld,284,160,0 warp aldeg01_alde-a 1,1,aldebaran,39,140
+alde_gld,48,79,0 warp aldeg-1_aldeg-1-1 1,1,aldeg_cas01,34,248
+alde_gld,95,253,0 warp aldeg-2_aldeg-2-1 1,1,aldeg_cas02,88,163
+alde_gld,142,81,0 warp aldeg-3_aldeg-3-1 1,1,aldeg_cas03,114,286
+alde_gld,243,242,0 warp aldeg-4_aldeg-4-1 1,1,aldeg_cas04,149,17
+alde_gld,259,90,0 warp aldeg-5_aldeg-5-1 1,1,aldeg_cas05,216,103
+
+//Inside Al De Baran Guild Castles
+aldeg_cas01,34,252,0 warp aldeg-1-1_aldeg-1 1,1,alde_gld,48,83
+aldeg_cas01,50,222,0 warp aldeg-1-2_aldeg-1-6 1,1,aldeg_cas01,104,108
+aldeg_cas01,66,191,0 warp aldeg-1-3_aldeg-1-7 1,1,aldeg_cas01,122,61
+aldeg_cas01,26,188,0 warp aldeg-1-4_aldeg-1-10 1,1,aldeg_cas01,50,70
+aldeg_cas01,70,112,0 warp aldeg-1-5_aldeg-1-18 1,1,aldeg_cas01,42,225
+aldeg_cas01,104,112,0 warp aldeg-1-6_aldeg-1-2 1,1,aldeg_cas01,45,224
+aldeg_cas01,126,61,0 warp aldeg-1-7_aldeg-1-3 1,1,aldeg_cas01,62,191
+aldeg_cas01,89,23,0 warp aldeg-1-8_aldeg-1-13 1,1,aldeg_cas01,207,132
+aldeg_cas01,54,27,0 warp aldeg-1-9_aldeg-1-3 1,1,aldeg_cas01,62,191
+aldeg_cas01,46,70,0 warp aldeg-1-10_aldeg-1-4 1,1,aldeg_cas01,24,188
+aldeg_cas01,206,188,0 warp aldeg-1-11_aldeg-1-15 1,1,aldeg_cas01,216,50
+aldeg_cas01,232,186,0 warp aldeg-1-12_aldeg-1-16 1,1,aldeg_cas01,42,197
+aldeg_cas01,207,128,0 warp aldeg-1-13_aldeg-1-8 1,1,aldeg_cas01,89,27
+aldeg_cas01,171,175,0 warp aldeg-1-14_aldeg-1-17 1,1,aldeg_cas01,35,197
+aldeg_cas01,216,54,0 warp aldeg-1-15_aldeg-1-11 1,1,aldeg_cas01,206,184
+aldeg_cas01,46,197,0 warp aldeg-1-16_aldeg-1-12 1,1,aldeg_cas01,232,182
+aldeg_cas01,31,197,0 warp aldeg-1-17_aldeg-1-14 1,1,aldeg_cas01,175,175
+aldeg_cas01,39,222,0 warp aldeg-1-18_aldeg-1-5 1,1,aldeg_cas01,70,108
+aldeg_cas02,88,159,0 warp aldeg-2-1_aldeg-2 1,1,alde_gld,95,249
+aldeg_cas02,84,208,0 warp aldeg-2-2_aldeg-2-10 1,1,aldeg_cas02,105,84
+aldeg_cas02,50,185,0 warp aldeg-2-3_aldeg-2-12 1,1,aldeg_cas02,192,192
+aldeg_cas02,33,174,0 warp aldeg-2-4_aldeg-2-8 1,1,aldeg_cas02,126,61
+aldeg_cas02,22,194,0 warp aldeg-2-5_aldeg-2-6 1,1,aldeg_cas02,88,13
+aldeg_cas02,88,9,0 warp aldeg-2-6_aldeg-2-5 1,1,aldeg_cas02,22,190
+aldeg_cas02,45,39,0 warp aldeg-2-7_aldeg-2-2 1,1,aldeg_cas02,79,208
+aldeg_cas02,130,61,0 warp aldeg-2-8_aldeg-2-4 1,1,aldeg_cas02,33,179
+aldeg_cas02,121,88,0 warp aldeg-2-9_aldeg-2-11 1,1,aldeg_cas02,177,135
+aldeg_cas02,105,88,0 warp aldeg-2-10_aldeg-2-2 1,1,aldeg_cas02,79,208
+aldeg_cas02,177,131,0 warp aldeg-2-11_aldeg-2-9 1,1,aldeg_cas02,121,84
+aldeg_cas02,192,196,0 warp aldeg-2-12_aldeg-2-3 1,1,aldeg_cas02,50,180
+aldeg_cas02,206,196,0 warp aldeg-2-13_aldeg-2-14 1,1,aldeg_cas02,197,13
+aldeg_cas02,197,9,0 warp aldeg-2-14_aldeg-2-13 1,1,aldeg_cas02,206,192
+aldeg_cas03,114,290,0 warp aldeg-3-1_aldeg-3 1,1,alde_gld,142,85
+aldeg_cas03,92,217,0 warp aldeg-3-2_aldeg-3-6 1,1,aldeg_cas03,127,90
+aldeg_cas03,87,247,0 warp aldeg-3-3_aldeg-3-7 1,1,aldeg_cas03,54,90
+aldeg_cas03,44,222,0 warp aldeg-3-4_aldeg-3-13 1,1,aldeg_cas03,213,182
+aldeg_cas03,91,57,0 warp aldeg-3-5_aldeg-3-14 1,1,aldeg_cas03,60,236
+aldeg_cas03,130,90,0 warp aldeg-3-6_aldeg-3-2 1,1,aldeg_cas03,96,215
+aldeg_cas03,51,90,0 warp aldeg-3-7_aldeg-3-3 1,1,aldeg_cas03,87,251
+aldeg_cas03,93,124,0 warp aldeg-3-8_aldeg-3-3 1,1,aldeg_cas03,87,251
+aldeg_cas03,79,130,0 warp aldeg-3-9_aldeg-3-10 1,1,aldeg_cas03,201,149
+aldeg_cas03,201,145,0 warp aldeg-3-10_aldeg-3-9 1,1,aldeg_cas03,79,126
+aldeg_cas03,199,190,0 warp aldeg-3-11_aldeg-3-12 1,1,aldeg_cas03,195,51
+aldeg_cas03,195,54,0 warp aldeg-3-12_aldeg-3-11 1,1,aldeg_cas03,199,186
+aldeg_cas03,214,186,0 warp aldeg-3-13_aldeg-3-4 1,1,aldeg_cas03,49,222
+aldeg_cas03,60,241,0 warp aldeg-3-14_aldeg-3-5 1,1,aldeg_cas03,91,61
+aldeg_cas04,145,17,0 warp aldeg-4-1_aldeg-4 1,1,alde_gld,239,242
+aldeg_cas04,197,40,0 warp aldeg-4-2_aldeg-4-9 1,1,aldeg_cas04,26,88
+aldeg_cas04,175,54,0 warp aldeg-4-3_aldeg-4-8 1,1,aldeg_cas04,74,88
+aldeg_cas04,185,87,0 warp aldeg-4-4_aldeg-4-14 1,1,aldeg_cas04,111,210
+aldeg_cas04,171,100,0 warp aldeg-4-5_aldeg-4-13 1,1,aldeg_cas04,152,210
+aldeg_cas04,196,86,0 warp aldeg-4-6_aldeg-4-7 1,1,aldeg_cas04,49,57
+aldeg_cas04,49,53,0 warp aldeg-4-7_aldeg-4-6 1,1,aldeg_cas04,196,82
+aldeg_cas04,78,88,0 warp aldeg-4-8_aldeg-4-3 1,1,aldeg_cas04,174,58
+aldeg_cas04,22,88,0 warp aldeg-4-9_aldeg-4-2 1,1,aldeg_cas04,192,41
+aldeg_cas04,50,132,0 warp aldeg-4-10_aldeg-4-8 1,1,aldeg_cas04,74,88
+aldeg_cas04,21,123,0 warp aldeg-4-11_aldeg-4-12 1,1,aldeg_cas04,125,168
+aldeg_cas04,121,168,0 warp aldeg-4-12_aldeg-4-11 1,1,aldeg_cas04,25,123
+aldeg_cas04,156,210,0 warp aldeg-4-13_aldeg-4-5 1,1,aldeg_cas04,169,97
+aldeg_cas04,108,210,0 warp aldeg-4-14_aldeg-4-4 1,1,aldeg_cas04,186,92
+aldeg_cas04,132,231,0 script aldeg-4-15_aldeg-4- 45,1,1,{
+
+OnTouch:
+ switch (rand(1,5)) {
+ case 1: warp "aldeg_cas04",152,210; end;
+ case 2: warp "aldeg_cas04",111,210; end;
+ case 3: warp "aldeg_cas04",129,212; end;
+ case 4: warp "aldeg_cas04",129,212; end;
+ case 5: warp "aldeg_cas04",14,196; end;
+ }
+ end;
+}
+aldeg_cas04,132,209,0 warp aldeg-4-16_aldeg-4-17 1,1,aldeg_cas04,14,196
+aldeg_cas04,17,196,0 warp aldeg-4-17_aldeg-4-15 1,1,aldeg_cas04,132,228
+aldeg_cas05,216,107,0 warp aldeg-5-1_aldeg-5 1,1,alde_gld,264,90
+aldeg_cas05,194,71,0 warp aldeg-5-3_aldeg-5-13 1,1,aldeg_cas05,129,194
+aldeg_cas05,164,86,0 warp aldeg-5-4_aldeg-5-10 1,1,aldeg_cas05,66,189
+aldeg_cas05,150,67,0 warp aldeg-5-5_aldeg-5-9 1,1,aldeg_cas05,9,187
+aldeg_cas05,188,49,0 warp aldeg-5-6_aldeg-5-14 1,1,aldeg_cas05,165,228
+aldeg_cas05,195,42,0 warp aldeg-5-7_aldeg-5-8 1,1,aldeg_cas05,19,227
+aldeg_cas05,15,227,0 warp aldeg-5-8_aldeg-5-7 1,1,aldeg_cas05,195,46
+aldeg_cas05,5,187,0 warp aldeg-5-9_aldeg-5-5 1,1,aldeg_cas05,151,62
+aldeg_cas05,70,189,0 warp aldeg-5-10_aldeg-5-4 1,1,aldeg_cas05,166,81
+aldeg_cas05,13,175,0 warp aldeg-5-11_aldeg-5-12 1,1,aldeg_cas05,162,194
+aldeg_cas05,166,194,0 warp aldeg-5-12_aldeg-5-11 1,1,aldeg_cas05,13,179
+aldeg_cas05,125,194,0 warp aldeg-5-13_aldeg-5-3 1,1,aldeg_cas05,199,70
+aldeg_cas05,165,232,0 warp aldeg-5-14_aldeg-5-6 1,1,aldeg_cas05,193,49
+aldeg_cas05,156,231,0 warp aldeg-5-15_aldeg-5-16 1,1,aldeg_cas05,18,88
+aldeg_cas05,14,88,0 warp aldeg-5-16_aldeg-5-15 1,1,aldeg_cas05,156,227
+
+// Episode 12: WoE:SE
+// Schwaltzvalt Guild Castles Map Connection
+yuno,13,126,0 warp schg001 1,1,sch_gld,351,89
+sch_gld,354,89,0 warp schg002 1,1,yuno,16,126
+
+// Schwaltzvalt Castle Maps
+schg_cas01,119,4,0 warp schg101 1,1,sch_gld,293,100
+sch_gld,293,90,0 warp schg102 1,1,schg_cas01,119,8
+schg_cas01,275,240,0 warp schg103 1,1,schg_cas01,120,7
+schg_cas02,339,73,0 warp schg201 1,1,sch_gld,288,252
+sch_gld,288,258,0 warp schg202 1,1,schg_cas02,339,78
+schg_cas02,101,301,0 warp schg203 1,1,schg_cas02,340,78
+schg_cas03,337,336,0 warp schg301 1,1,sch_gld,97,196
+sch_gld,97,183,0 warp schg302 1,1,schg_cas03,337,330
+schg_cas03,57,9,0 warp schg303 1,1,schg_cas03,337,330
+schg_cas04,119,4,0 warp schg401 1,1,sch_gld,137,90
+sch_gld,137,98,0 warp schg402 1,1,schg_cas04,119,8
+schg_cas04,275,240,0 warp schg403 1,1,schg_cas04,120,7
+schg_cas05,119,4,0 warp schg501 1,1,sch_gld,71,315
+sch_gld,65,315,0 warp schg502 1,1,schg_cas05,119,8
+schg_cas05,275,240,0 warp schg503 1,1,schg_cas05,120,7
+
+// Arunafeltz Map Guild Castles Map Connection
+ve_fild02,191,21,0 warp arug001 1,1,aru_gld,195,360
+aru_gld,195,363,0 warp arug002 1,1,ve_fild02,191,24
+
+// Arunafeltz Castle Maps
+arug_cas01,281,93,0 warp arug101 1,1,aru_gld,158,272
+aru_gld,155,274,0 warp arug102 1,1,arug_cas01,275,93
+arug_cas01,127,357,0 warp arug103 1,1,arug_cas01,275,93
+arug_cas02,139,25,0 warp arug201 1,1,aru_gld,83,47
+aru_gld,78,47,0 warp arug202 1,1,arug_cas02,139,31
+arug_cas02,393,324,0 warp arug203 1,1,arug_cas02,139,31
+arug_cas03,141,40,0 warp arug301 1,1,aru_gld,68,155
+aru_gld,68,150,0 warp arug302 1,1,arug_cas03,141,45
+arug_cas03,321,52,0 warp arug303 1,1,arug_cas03,141,45
+arug_cas04,141,40,0 warp arug401 1,1,aru_gld,299,345
+aru_gld,289,347,0 warp arug402 1,1,arug_cas04,141,45
+arug_cas04,321,52,0 warp arug403 1,1,arug_cas04,141,45
+arug_cas05,141,40,0 warp arug501 1,1,aru_gld,292,107
+aru_gld,287,107,0 warp arug502 1,1,arug_cas05,141,45
+arug_cas05,321,52,0 warp arug503 1,1,arug_cas05,141,45
+
+//================== 4 Novices Guild Castles =============================
+//Novices Guild: Al de Baran Guild Castles Map
+n_castle,184,16,0 warp naldg01 1,1,nguild_alde,34,248
+nguild_alde,34,252,0 warp naldg01-1 1,1,n_castle,187,16
+
+nguild_alde,50,222,0 warp naldg101 1,1,nguild_alde,104,108
+nguild_alde,104,112,0 warp naldg101-1 1,1,nguild_alde,45,224
+nguild_alde,66,191,0 warp naldg102 1,1,nguild_alde,122,61
+nguild_alde,126,61,0 warp naldg102-1 1,1,nguild_alde,62,191
+nguild_alde,54,27,0 warp naldg102-2 1,1,nguild_alde,62,191
+nguild_alde,26,188,0 warp naldg103 1,1,nguild_alde,50,70
+nguild_alde,46,70,0 warp naldg103-1 1,1,nguild_alde,24,188
+nguild_alde,70,112,0 warp naldg104 1,1,nguild_alde,42,225
+nguild_alde,39,222,0 warp naldg104-1 1,1,nguild_alde,70,108
+nguild_alde,89,23,0 warp naldg105 1,1,nguild_alde,207,132
+nguild_alde,207,128,0 warp naldg105-1 1,1,nguild_alde,89,27
+nguild_alde,206,188,0 warp naldg106 1,1,nguild_alde,216,50
+nguild_alde,216,54,0 warp naldg106-1 1,1,nguild_alde,206,184
+nguild_alde,232,186,0 warp naldg107 1,1,nguild_alde,42,197
+nguild_alde,46,197,0 warp naldg107-1 1,1,nguild_alde,232,182
+nguild_alde,171,175,0 warp naldg108 1,1,nguild_alde,35,197
+nguild_alde,31,197,0 warp naldg108-1 1,1,nguild_alde,175,175
+
+//Novices Guild: Geffen Castles Map
+n_castle,183,183,0 warp ngefg01 1,1,nguild_gef,34,140
+nguild_gef,34,136,0 warp ngefg01-1 1,1,n_castle,183,180
+nguild_gef,99,178,0 warp ngefg02-1 1,1,n_castle,183,180
+
+nguild_gef,170,14,0 warp ngefg106-1 1,1,nguild_gef,50,84
+nguild_gef,170,34,0 warp ngefg105-1 1,1,nguild_gef,30,167
+nguild_gef,181,52,0 warp ngefg107 1,1,nguild_gef,198,160
+nguild_gef,202,160,0 warp ngefg107-1 1,1,nguild_gef,185,52
+nguild_gef,209,34,0 warp ngefg103-1 1,1,nguild_gef,56,170
+nguild_gef,31,185,0 warp ngefg104 1,1,nguild_gef,33,47
+nguild_gef,33,51,0 warp ngefg104-1 1,1,nguild_gef,35,185
+nguild_gef,34,167,0 warp ngefg105 1,1,nguild_gef,174,34
+nguild_gef,39,196,0 warp ngefg101 1,1,nguild_gef,62,13
+nguild_gef,54,84,0 warp ngefg106 1,1,nguild_gef,174,14
+nguild_gef,58,185,0 warp ngefg102 1,1,nguild_gef,90,47
+nguild_gef,59,170,0 warp ngefg103 1,1,nguild_gef,205,34
+nguild_gef,62,9,0 warp ngefg101-1 1,1,nguild_gef,39,192
+nguild_gef,90,51,0 warp ngefg102-1 1,1,nguild_gef,54,185
+
+//Novices Guild: Payon Guild Castles Map
+n_castle,18,181,0 warp npayg01 1,1,nguild_pay,214,48
+nguild_pay,214,44,0 warp npayg01-1 1,1,n_castle,18,178
+
+nguild_pay,201,125,0 warp npayg101 1,1,nguild_pay,102,19
+nguild_pay,102,16,0 warp npayg101-1 3,1,nguild_pay,201,122
+nguild_pay,222,130,0 warp npayg102 1,1,nguild_pay,130,43
+nguild_pay,134,43,0 warp npayg102-1 1,1,nguild_pay,226,130
+nguild_pay,218,112,0 warp npayg103 1,1,nguild_pay,230,94
+nguild_pay,230,98,0 warp npayg103-1 1,1,nguild_pay,222,112
+nguild_pay,213,76,0 warp npayg104 1,1,nguild_pay,201,118
+nguild_pay,201,114,0 warp npayg104-1 1,1,nguild_pay,213,72
+nguild_pay,84,15,0 warp npayg105 1,1,nguild_pay,15,115
+nguild_pay,11,115,0 warp npayg105-1 1,1,nguild_pay,81,15
+nguild_pay,53,111,0 warp npayg106 1,1,nguild_pay,115,147
+nguild_pay,115,151,0 warp npayg106-1 1,1,nguild_pay,53,115
+
+//Novices Guild: Prontera Castles Map
+n_castle,16,14,0 warp nprtg01 1,1,nguild_prt,99,32
+nguild_prt,103,32,0 warp nprtg01-1 1,1,n_castle,19,14
+
+nguild_prt,109,163,0 warp nprtg107 1,1,nguild_prt,202,183
+nguild_prt,147,120,0 warp nprtg106 1,1,nguild_prt,75,187
+nguild_prt,196,119,0 warp nprtg103-1 1,1,nguild_prt,40,54
+nguild_prt,196,65,0 warp nprtg104-1 1,1,nguild_prt,75,54
+nguild_prt,206,183,0 warp nprtg107-1 1,1,nguild_prt,113,163
+nguild_prt,206,92,0 warp nprtg105-1 1,1,nguild_prt,55,70
+nguild_prt,37,47,0 warp nprtg102-1 1,1,nguild_prt,45,34
+nguild_prt,37,54,0 warp nprtg103 1,1,nguild_prt,192,119
+nguild_prt,41,34,0 warp nprtg102 1,1,nguild_prt,40,47
+nguild_prt,51,70,0 warp nprtg105 1,1,nguild_prt,202,92
+nguild_prt,57,19,0 warp nprtg101 1,1,nguild_prt,80,49
+nguild_prt,62,34,0 warp nprtg108 1,1,nguild_prt,192,119
+nguild_prt,71,54,0 warp nprtg104 1,1,nguild_prt,192,65
+nguild_prt,75,183,0 warp nprtg106-1 1,1,nguild_prt,147,116
+nguild_prt,84,19,0 warp nprtg109 1,1,nguild_prt,192,65
+nguild_prt,84,49,0 warp nprtg101-1 1,1,nguild_prt,61,19
+
+//Guild Dungeons
+gld_dun03,238,274,0 warp gdun03a_prtg 1,1,prt_gld,252,247
+gld_dun03,42,30,0 warp gdun03b_prtg 1,1,prt_gld,63,66
+gld_dun02,20,160,0 warp gdun02a_aldega 1,1,alde_gld,229,185
+gld_dun02,180,112,0 warp gdun02b_aldegb 1,1,alde_gld,242,121
+gld_dun01,119,14,0 warp gdun01_payg 1,1,pay_gld,53,141
+gld_dun04,37,230,0 warp gdun04_g13a 1,1,gef_fild13,42,331
+gld_dun04,110,20,0 warp gdun04_g13b 1,1,gef_fild13,373,62
diff --git a/npc/pre-re/warps/other/airplane.txt b/npc/pre-re/warps/other/airplane.txt
new file mode 100644
index 000000000..83afc6893
--- /dev/null
+++ b/npc/pre-re/warps/other/airplane.txt
@@ -0,0 +1,79 @@
+//===== rAthena Script =======================================
+//= Airports & Airplanes Warp Script
+//===== By: ==================================================
+//= Sara-chan (1.0), SSUNNY@YOUNG(1.6)
+//===== Current Version: =====================================
+//= 1.7
+//===== Compatible With: =====================================
+//= Any Athena Version; RO Episode 8+
+//===== Description: =========================================
+//= Warp Points for All Airplanes and Airports
+//===== Additional Comments: =================================
+//= Not really sure where this belongs, feel free to move
+//= it to wherever suits the script better ^^; [Celest]
+//= 1.3 Removed warps dupes from other files.
+//= disabled direct warp to airplane [Lupus]
+//= 1.4 added some warps as recomended by Justin84 [Skotlex]
+//= (those commented are direct warps into the airplanes, left here
+//= temporarily since the NPC isn't quite there yet)
+//= 1.5 Uncomented the airplane warps and remove two unnecessary ones [MasterOfMuppets]
+//= 1.6 Updated Warps, work done by SSUNNY@YOUNG in Korean eA site [Vicious]
+//= 1.61 Corrected the first einbroch warp [Zephiris]
+//= 1.7 Corrected Juno's Aiport entrance locations. [Musashiden]
+//============================================================
+
+//==========================================================================
+//Einbroch - Airport
+//==========================================================================
+einbroch,92,281,0 warp ein_ap01 1,1,airplane,224,64
+einbroch,64,234,0 warp ein_ap02 1,1,airport,138,51
+airport,142,61,0 warp ein_ap02a 1,1,einbroch,62,246
+airport,124,13,0 warp ein_ap03 1,1,airport,19,21
+airport,19,18,0 warp ein_ap03a 1,1,airport,122,16
+airport,161,13,0 warp ein_ap04 1,1,airport,47,21
+airport,47,18,0 warp ein_ap04a 1,1,airport,163,16
+airport,143,14,0 warp ein_ap05 1,1,einbroch,64,204
+einbroch,64,207,0 warp ein_ap05a 1,1,airport,143,17
+
+
+// -Lighthalzen Airport-
+lhz_airport,125,14,0 warp lairp1 1,1,lhz_airport,19,20
+lhz_airport,19,18,0 warp lairp1a 1,1,lhz_airport,123,14
+lhz_airport,160,14,0 warp lairp2 1,1,lhz_airport,48,20
+lhz_airport,48,18,0 warp lairp2a 1,1,lhz_airport,162,14
+lighthalzen,267,76,0 warp lairp3 1,1,lhz_airport,143,15
+lhz_airport,143,13,0 warp lairp3a 1,1,lighthalzen,265,76
+lhz_airport,142,60,0 warp lairp4 1,1,lighthalzen,296,76
+lighthalzen,294,76,0 warp lairp4a 1,1,lhz_airport,143,53
+lighthalzen,308,76,0 warp lairp5 1,1,airplane,224,58
+
+
+// -Juno Airport-
+y_airport,125,14,0 warp jairp1 1,1,y_airport,19,20
+y_airport,19,18,0 warp jairp1a 1,1,y_airport,123,14
+y_airport,160,14,0 warp jairp2 1,1,y_airport,48,20
+y_airport,48,18,0 warp jairp2a 1,1,y_airport,162,14
+yuno,53,214,0 warp jairp3 1,1,y_airport,143,23
+y_airport,143,16,0 warp jairp3a 1,1,yuno,52,207
+yuno,47,240,0 warp jairp4a 1,1,y_airport,143,54
+yuno,59,240,0 warp jairp5a 1,1,y_airport,143,54
+yuno,6,261,0 warp jairp6 1,1,airplane_01,244,58
+yuno,96,261,0 warp jairp7 1,1,airplane,244,58
+
+
+//=========================================================================
+//Airplane
+//=========================================================================
+airplane,254,54,0 warp air_1wp01 1,1,airplane,91,67
+airplane,87,67,0 warp air_1wp01a 1,1,airplane,250,54
+airplane,208,53,0 warp air_1wp02 1,1,airplane,239,160
+airplane,245,160,0 warp air_1wp02a 1,1,airplane,214,54
+
+airplane_01,254,54,0 warp air_2wp01 1,1,airplane_01,91,67
+airplane_01,87,67,0 warp air_2wp01a 1,1,airplane_01,250,54
+airplane_01,208,53,0 warp air_2wp02 1,1,airplane_01,239,160
+airplane_01,245,160,0 warp air_2wp02a 1,1,airplane_01,214,54
+airplane_01,104,199,0 warp air_2wp03 1,1,airplane_01,105,72
+airplane_01,103,72,0 warp air_2wp03a 1,1,airplane_01,102,199
+airplane_01,104,176,0 warp air_2wp04 1,1,airplane_01,105,52
+airplane_01,103,52,0 warp air_2wp04a 1,1,airplane_01,102,176
diff --git a/npc/pre-re/warps/other/arena.txt b/npc/pre-re/warps/other/arena.txt
new file mode 100644
index 000000000..f0bb7e8df
--- /dev/null
+++ b/npc/pre-re/warps/other/arena.txt
@@ -0,0 +1,72 @@
+//===== rAthena Script =======================================
+//= Arena Warps
+//===== By: ==================================================
+//= SinSloth
+//===== Current Version: =====================================
+//= 1.2
+//===== Compatible With: =====================================
+//= Any Athena Version
+//===== Description: =========================================
+//= Warp Points related to Izlude Arena && Control Panel
+//===== Additional Comments: =================================
+//= 1.0 First version, done by SinSloth. [MasterOfMuppets]
+//= 1.1 updated welcome_arena warp coords (was 128,126) [Lupus]
+//= 1.2 Made some updates due to Izlude Battle Arena release. [SinSloth]
+//============================================================
+
+izlude,128,226,0 warp welcome_arena 1,1,arena_room,100,30
+arena_room,99,24,0 warp bye_arena 2,2,izlude,128,220
+arena_room,84,103,0 warp arn_room_11_1 1,1,arena_room,63,130
+arena_room,63,126,0 warp arn_room_11_2 1,1,arena_room,87,100
+arena_room,76,87,0 warp arn_room_9_1 1,1,arena_room,46,87
+arena_room,49,87,0 warp arn_room_9_2 1,1,arena_room,78,87
+arena_room,84,71,0 warp arn_room_7_1 1,1,arena_room,60,50
+arena_room,63,53,0 warp arn_room_7_2 1,1,arena_room,86,74
+arena_room,115,71,0 warp arn_room_5_1 1,1,arena_room,139,50
+arena_room,136,53,0 warp arn_room_5_2 1,1,arena_room,113,74
+arena_room,123,88,0 warp arn_room_3_1 1,1,arena_room,153,87
+arena_room,150,87,0 warp arn_room_3_2 1,1,arena_room,120,87
+prt_are_in,54,13,0 warp toarn_room 1,1,arena_room,100,77
+
+sec_in02,79,180,3 script #arenacontrol 81,{
+
+DLGTEMP:
+ input @input_arena;
+ if (@input_arena < 0 || @input_arena > 2000) goto DLGTEMP; //CHECK
+ if (@input_arena == 0)
+ {
+ mes "Error!";
+ close;
+ }
+ else if (@input_arena == 1357)
+ {
+ mes "Opening Control Panel";
+ mes "' A - R - E - N - A '";
+ next;
+ mes "Please select a";
+ mes "state for the arena.";
+ next;
+ switch( select( "Open.","Closed.") )
+ {
+ case 1:
+ mes "Currently";
+ mes "opening arena.";
+ misceffect EF_ENHANCE; //CHECK
+ enablenpc "welcome_arena";
+ next;
+ break;
+ case 2:
+ mes "Currently";
+ mes "closing arena.";
+ misceffect EF_EXIT; //CHECK
+ disablenpc "welcome_arena";
+ next;
+ break;
+ }
+ }
+ else
+ {
+ mes "Closing control panel.";
+ close;
+ }
+}
diff --git a/npc/pre-re/warps/other/bossnia.txt b/npc/pre-re/warps/other/bossnia.txt
new file mode 100644
index 000000000..28cfda019
--- /dev/null
+++ b/npc/pre-re/warps/other/bossnia.txt
@@ -0,0 +1,18 @@
+//===== rAthena Script =======================================
+//= Bossnia Warps
+//===== By: ==================================================
+//= Masao
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= Any rAthena Version
+//===== Description: =========================================
+//= Back Warp Points related to the Bossnia event.
+//===== Additional Comments: =================================
+//= 1.0 First Version.
+//============================================================
+
+bossnia_01,204,204,0 warp bossnia01 1,1,prontera,155,180
+bossnia_02,204,204,0 warp bossnia02 1,1,prontera,155,180
+bossnia_03,204,204,0 warp bossnia03 1,1,prontera,155,180
+bossnia_04,204,204,0 warp bossnia04 1,1,prontera,155,180
diff --git a/npc/pre-re/warps/other/god.txt b/npc/pre-re/warps/other/god.txt
new file mode 100644
index 000000000..f649b7e57
--- /dev/null
+++ b/npc/pre-re/warps/other/god.txt
@@ -0,0 +1,21 @@
+//===== rAthena Script =======================================
+//= God Seal Quest Warps
+//===== By: ==================================================
+//= MasterOfMuppets && SinSloth
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//=
+//===== Description: =========================================
+//= Warp Points related to the God Seal Quest.
+//===== Additional Comments: =================================
+//= 1.0 Added some warps of the Sleipnir part [SinSloth]
+//============================================================
+
+yuno,218,180,0 warp yuno_god01 1,1,que_god01,99,84
+que_god01,99,81,0 warp god01_yuno 1,1,yuno,218,177
+que_god01,63,88,0 warp god_sl_w0-1 1,1,que_god01,87,92
+que_god01,62,116,0 warp god_sl_w1-1 1,1,que_god01,46,94
+que_god01,12,116,0 warp god_sl_w2-1 1,1,que_god01,16,94
+que_god01,12,55,0 warp god_sl_w3-1 1,1,que_god01,17,83
+que_god01,50,55,0 warp god_sl_w4-1 1,1,que_god01,47,83
diff --git a/npc/pre-re/warps/other/jobquests.txt b/npc/pre-re/warps/other/jobquests.txt
new file mode 100644
index 000000000..fc922f819
--- /dev/null
+++ b/npc/pre-re/warps/other/jobquests.txt
@@ -0,0 +1,131 @@
+//===== rAthena Script =======================================
+//= Job Quest Warp Script
+//===== By: ==================================================
+//= Athena (1.0)
+//===== Current Version: =====================================
+//= 2.1
+//===== Compatible With: =====================================
+//= Any Athena Version; RO Version Ep4+
+//===== Description: =========================================
+//= Warp Points for Job Quest Maps
+//===== Additional Comments: =================================
+//= Split off npc_warp.txt
+//= Commented some warps because new Job quests have correct
+//= ones! Added missing warps for Thief/Hunter/Swordman [Lupus]
+//= 1.3 Added missing warps Swordman [Lupus]
+//= Reorganized. Added complete rogue quest warps.
+//= Removed unused, duplicate warps. [kobra_k88]
+//= 1.3b activated Dancer JQ warp [Lupus]
+//= 1.4 Imported damn noobie warps from jAthena (because it's broken since last year)
+//= 1.5 Replaced clone maps with the real ones [Lupus]
+//= 1.6 removed swordman quest map warps. They are now contained in the swordman quest. [L0ne_W0lf]
+//= 1.7 Updated some 2-2 job quest related warps. [L0ne_W0lf]
+//= 1.8 Corrected NPC names to fall within proper restrictions. [L0ne_W0lf]
+//= 1.9 Added Gungslinger and Ninja warps. [L0ne_W0lf]
+//= 2.0 Updated Novice warps to use correct maps. [L0ne_W0lf]
+//= 2.1 Added one Shadow Chaser job warp. [Euphy]
+//============================================================
+
+
+//==============================================================================
+//Novice
+//==============================================================================
+new_1-1,148,112,0 warp newwarp6001 2,2,new_1-2,100,9
+new_1-2,100,6,0 warp newwarp6002 2,2,new_1-1,144,112
+new_1-2,126,106,0 warp newwarp6003 2,2,new_1-2,160,171
+new_1-2,156,171,0 warp newwarp6004 2,2,new_1-2,123,106
+new_1-2,73,106,0 warp newwarp6005 2,2,new_1-2,41,172
+new_1-2,46,172,0 warp newwarp6006 2,2,new_1-2,78,106
+
+//==============================================================================
+//Thief
+//==============================================================================
+job_thief1,180,15,0 warp jthf 7,1,moc_ruins,145,117
+
+
+//==============================================================================
+// Assassin
+//==============================================================================
+in_moc_16,18,8,0 warp guild_to_16 2,2,moc_fild16,205,291
+moc_fild16,205,296,0 warp 16_to_guild 2,2,in_moc_16,18,11
+
+//==============================================================================
+// Hunter
+//==============================================================================
+in_hunter,100,15,0 warp jhun01 0,0,pay_fild10,143,250
+
+//==============================================================================
+// Monk (St. Capitolina Abbey)
+//==============================================================================
+prt_monk,192,172,0 warp monk15 1,1,monk_test,329,50
+monk_test,329,47,0 warp monk16 1,1,prt_monk,193,166
+monk_test,329,76,0 warp monk17 1,1,monk_test,259,118
+monk_test,259,115,0 warp monk18 1,1,monk_test,329,71
+monk_test,272,125,0 warp monk19 1,1,monk_test,301,127
+monk_test,298,127,0 warp monk20 1,1,monk_test,268,125
+
+//==============================================================================
+//Alchemist
+//==============================================================================
+aldebaran,65,53,0 warp alche#1 1,1,alde_alche,20,175
+aldebaran,53,65,0 warp alche#2 1,1,alde_alche,42,175
+alde_alche,19,171,0 warp alche#1-1 1,1,aldebaran,68,56
+alde_alche,42,171,0 warp alche#1-2 1,1,aldebaran,56,68
+alde_alche,41,186,0 warp alche#1F_2F 1,1,alde_alche,113,178
+alde_alche,114,183,0 warp alche#2F_1F 1,1,alde_alche,42,182
+alde_alche,13,184,0 warp alche#1F_B1 1,1,alde_alche,88,113
+alde_alche,88,117,0 warp alche#B1_1F 1,1,alde_alche,13,181
+alde_alche,46,104,0 warp alche#B1_r1 1,1,alde_alche,157,17
+alde_alche,160,17,0 warp alche#r1_b1 1,1,alde_alche,50,103
+alde_alche,46,77,0 warp alche#B1_r2 1,1,alde_alche,88,17
+alde_alche,93,17,0 warp alche#r2_b1 1,1,alde_alche,50,77
+alde_alche,89,62,0 warp alche#B1_r3 1,1,alde_alche,17,23
+alde_alche,17,29,0 warp alche#r3_b1 1,1,alde_alche,89,67
+alde_alche,133,77,0 warp alche#B1_r4 1,1,alde_alche,162,107
+alde_alche,158,107,0 warp alche#r4_b1 1,1,alde_alche,129,77
+alde_alche,133,103,0 warp alche#B1_r5 1,1,alde_alche,164,164
+alde_alche,158,163,0 warp alche#r5_b1 1,1,alde_alche,129,103
+
+//==============================================================================
+//Rogue
+//==============================================================================
+cmd_fild07,193,117,0 warp fild07-rogue00 1,1,in_rogue,379,46
+in_rogue,375,46,0 warp rogue00-fild07 1,1,cmd_fild07,196,117
+in_rogue,375,34,0 warp rogue01-02 1,1,in_rogue,380,125
+in_rogue,375,125,0 warp rogue02-01 1,1,in_rogue,379,33
+cmd_fild07,355,286,0 warp fild07-rogue03 1,1,in_rogue,247,126
+in_rogue,247,122,0 warp rogue03-fild07 1,1,cmd_fild07,349,285
+in_rogue,244,21,0 warp rogue04-fild09 1,1,cmd_fild09,106,191
+in_rogue,172,34,0 warp rogue05-fild09 1,1,cmd_fild09,341,143
+in_rogue,161,103,0 warp rogue06-fild04 1,1,cmd_fild04,302,177
+in_rogue,8,9,0 warp stair_to_ro 1,1,in_rogue,389,389
+
+//==============================================================================
+//Dancer
+//==============================================================================
+job_duncer,69,43,0 warp duncer1 1,1,comodo,185,156
+
+//==============================================================================
+//Gunslinger
+//==============================================================================
+einbroch,136,199,0 warp gswarp1 1,1,que_ng,138,167
+que_ng,130,166,0 warp gswarp2 1,1,einbroch,130,197
+que_ng,178,162,0 warp gswarp3 1,1,que_ng,172,86
+que_ng,166,85,0 warp gswarp4 1,1,que_ng,182,161
+que_ng,165,137,0 warp gswarp5 1,1,que_ng,177,41
+que_ng,172,42,0 warp gswarp6 1,1,que_ng,160,139
+
+//==============================================================================
+//Ninja
+//==============================================================================
+amatsu,149,140,0 warp ninja01 1,1,que_ng,20,142
+que_ng,20,138,0 warp ninja02 1,1,amatsu,147,136
+que_ng,10,183,0 warp ninja03 1,1,que_ng,33,64
+que_ng,37,64,0 warp ninja04 1,1,que_ng,15,182
+que_ng,30,37,0 warp ninja05 1,1,que_ng,67,28
+que_ng,63,30,0 warp ninja06 1,1,que_ng,25,37
+
+//==============================================================================
+//Shadow Chaser
+//==============================================================================
+job3_sha01,71,19,0 warp shadowc1 1,1,tha_t01,149,224 \ No newline at end of file
diff --git a/npc/pre-re/warps/other/kiel.txt b/npc/pre-re/warps/other/kiel.txt
new file mode 100644
index 000000000..76df1b28f
--- /dev/null
+++ b/npc/pre-re/warps/other/kiel.txt
@@ -0,0 +1,101 @@
+//===== rAthena Script =======================================
+//= Kiel Warp Script (Kiel Buildings)
+//===== By: ==================================================
+//= Playtester; L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.6
+//===== Compatible With: =====================================
+//= Any Athena Version; RO Episode 8+
+//===== Description: =========================================
+//= Warp Points for all Kiel Buildings
+//===== Additional Comments: =================================
+//= 1.0 Added Kiel warps thanks to Celestria [Playtester]
+//= 1.1 Added more warps thanks to Celestria [Playtester]
+//= 1.2 Added warps according to Kiel quest [Playtester]
+//= 1.3 Removed and altered exploitable warps for Kiel Hyre Quest. [L0ne_W0lf]
+//= 1.4 Removed FIELD entrance into Kiel Hyre's Villa. [L0ne_W0lf]
+//= 1.5 Rewrite of the warps. No more exploits/bugs should be present after this. [L0ne_W0lf]
+//= 1.6 Thanks Tsuyuki for pointing out that bug! Bah! [L0ne_W0lf]
+//============================================================
+
+//============================================================
+// Kiel Hyre Academy (kh_school)
+//============================================================
+kh_school,76,156,0 warp kh_school_01 1,1,yuno_fild08,155,189
+kh_school,30,125,0 warp kh_school_02a 1,1,kh_school,67,14
+kh_school,71,14,0 warp kh_school_02b 1,1,kh_school,36,125
+kh_school,35,133,0 warp kh_school_03a 1,1,kh_school,148,16
+kh_school,153,16,0 warp kh_school_03b 1,1,kh_school,39,136
+kh_school,30,155,0 warp kh_school_04a 1,1,kh_school,182,116
+kh_school,186,117,0 warp kh_school_04b 1,1,kh_school,35,155
+kh_school,35,176,0 warp kh_school_05a 1,1,kh_school,148,56
+kh_school,153,56,0 warp kh_school_05b 1,1,kh_school,40,176
+kh_school,30,185,0 warp kh_school_06a 1,1,kh_school,67,74
+kh_school,71,74,0 warp kh_school_06b 1,1,kh_school,35,184
+
+//============================================================
+// Kiel Hyre's Cottage (kh_vila)
+//============================================================
+kh_vila,79,11,0 warp kh_vila_01 1,1,yuno_fild02,92,208
+kh_vila,71,38,0 warp kh_vila_02a 1,1,kh_vila,42,38
+kh_vila,46,38,0 warp kh_vila_02b 1,1,kh_vila,75,38
+kh_vila,71,54,0 warp kh_vila_03a 1,1,kh_vila,42,54
+kh_vila,46,54,0 warp kh_vila_03b 1,1,kh_vila,75,54
+kh_vila,34,66,0 warp kh_vila_04a 1,1,kh_vila,20,108
+kh_vila,20,103,0 warp kh_vila_04b 1,1,kh_vila,34,61
+kh_vila,84,66,0 warp kh_vila_05a 1,1,kh_vila,44,107
+kh_vila,44,103,0 warp kh_vila_05b 1,1,kh_vila,84,62
+kh_vila,32,128,0 warp kh_vila_06a 1,1,kh_vila,23,171
+kh_vila,22,167,0 warp kh_vila_06b 1,1,kh_vila,32,123
+kh_vila,90,47,0 warp kh_vila_07a 1,1,kh_vila,119,47
+kh_vila,115,47,0 warp kh_vila_07b 1,1,kh_vila,85,47
+kh_vila,126,75,0 warp kh_vila_08a 1,1,kh_vila,180,176
+kh_vila,180,171,0 warp kh_vila_08b 1,1,kh_vila,126,70
+kh_vila,175,71,0 warp kh_vila_09 1,1,kh_vila,136,64
+kh_vila,191,19,0 warp kh_vila_10 1,1,yuno_fild02,74,215
+
+//============================================================
+// Kiel Hyre's Mansion (kh_mansion)
+//============================================================
+lighthalzen,188,204,0 warp kh_mansion_01a 1,1,kh_mansion,84,49
+kh_mansion,88,50,0 warp kh_mansion_01b 1,1,lighthalzen,188,199
+kh_mansion,21,11,0 warp kh_mansion_02 1,1,kh_mansion,72,49
+
+//============================================================
+// Abandoned Rosimir Mansion (kh_rossi)
+//============================================================
+kh_rossi,15,92,0 warp kh_rossi_01 1,1,yuno,270,139
+kh_rossi,35,87,0 warp kh_rossi_02a 1,1,kh_rossi,27,37
+kh_rossi,27,42,0 warp kh_rossi_02b 1,1,kh_rossi,35,91
+kh_rossi,63,87,0 warp kh_rossi_03a 1,1,kh_rossi,99,38
+kh_rossi,99,42,0 warp kh_rossi_03b 1,1,kh_rossi,63,91
+kh_rossi,90,87,0 warp kh_rossi_04a 1,1,kh_rossi,168,30
+kh_rossi,168,34,0 warp kh_rossi_04b 1,1,kh_rossi,90,90
+kh_rossi,35,98,0 warp kh_rossi_05a 1,1,kh_rossi,27,147
+kh_rossi,27,143,0 warp kh_rossi_01b 1,1,kh_rossi,35,94
+kh_rossi,90,101,0 warp kh_rossi_06a 1,1,kh_rossi,282,64
+kh_rossi,42,26,0 warp kh_rossi_06b 1,1,kh_rossi,92,25
+kh_rossi,87,25,0 warp kh_rossi_07a 1,1,kh_rossi,36,26
+kh_rossi,282,60,0 warp kh_rossi_07b 1,1,kh_rossi,90,96
+kh_rossi,222,68,0 warp kh_rossi_08a 1,1,kh_rossi,22,277
+kh_rossi,22,273,0 warp kh_rossi_08b 1,1,kh_rossi,222,64
+kh_rossi,248,68,0 warp kh_rossi_09a 1,1,kh_rossi,88,277
+kh_rossi,88,273,0 warp kh_rossi_09b 1,1,kh_rossi,248,64
+kh_rossi,222,25,0 warp kh_rossi_10a 1,1,kh_rossi,22,219
+kh_rossi,22,222,0 warp kh_rossi_10b 1,1,kh_rossi,222,29
+kh_rossi,248,25,0 warp kh_rossi_11a 1,1,kh_rossi,88,217
+kh_rossi,88,222,0 warp kh_rossi_11b 1,1,kh_rossi,248,29
+kh_rossi,259,46,0 warp kh_rossi_12a 1,1,kh_rossi,224,234
+kh_rossi,228,234,0 warp kh_rossi_12b 1,1,kh_rossi,263,46
+kh_rossi,220,231,0 warp kh_rossi_13a 1,1,kh_rossi,260,186
+kh_rossi,260,190,0 warp kh_rossi_13b 1,1,kh_rossi,220,234
+kh_rossi,204,231,0 warp kh_rossi_14a 1,1,kh_rossi,204,186
+kh_rossi,204,190,0 warp kh_rossi_14b 1,1,kh_rossi,204,234
+kh_rossi,188,231,0 warp kh_rossi_15a 1,1,kh_rossi,148,186
+kh_rossi,148,190,0 warp kh_rossi_15b 1,1,kh_rossi,188,234
+kh_rossi,188,238,0 warp kh_rossi_16a 1,1,kh_rossi,148,283
+kh_rossi,148,279,0 warp kh_rossi_16b 1,1,kh_rossi,188,235
+kh_rossi,204,238,0 warp kh_rossi_17a 1,1,kh_rossi,204,283
+kh_rossi,204,279,0 warp kh_rossi_17b 1,1,kh_rossi,204,235
+kh_rossi,220,238,0 warp kh_rossi_18a 1,1,kh_rossi,261,283
+kh_rossi,260,279,0 warp kh_rossi_18b 1,1,kh_rossi,220,235
diff --git a/npc/pre-re/warps/other/other.txt b/npc/pre-re/warps/other/other.txt
new file mode 100644
index 000000000..011494794
--- /dev/null
+++ b/npc/pre-re/warps/other/other.txt
@@ -0,0 +1,35 @@
+//===== rAthena Script =======================================
+//= Other Warp Script
+//===== By: ==================================================
+//= Athena (1.0)
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= Any Athena Version;
+//===== Description: =========================================
+//= Warp Points for Other Maps
+//===== Additional Comments: =================================
+//= Split off npc_warp.txt
+//============================================================
+
+//guild_room,0,0,0 warp warp4 0,0,hoge,0,0
+//guild_vs1,0,0,0 warp warp4 0,0,hoge,0,0
+//guild_vs1,0,0,0 warp warp4 0,0,hoge,0,0
+//guild_vs1,0,0,0 warp warp4 0,0,hoge,0,0
+//guild_vs1,0,0,0 warp warp4 0,0,hoge,0,0
+//guild_vs2,50,88,0 warp warp4 0,0,hoge,0,0
+//guild_vs2,0,0,0 warp warp4 0,0,hoge,0,0
+//guild_vs2,0,0,0 warp warp4 0,0,hoge,0,0
+//guild_vs2,0,0,0 warp warp4 0,0,hoge,0,0
+//guild_vs3,0,0,0 warp warp4 0,0,hoge,0,0
+//guild_vs3,0,0,0 warp warp4 0,0,hoge,0,0
+//guild_vs3,0,0,0 warp warp4 0,0,hoge,0,0
+//guild_vs3,0,0,0 warp warp4 0,0,hoge,0,0
+//guild_vs4,7,50,0 warp warp4 0,0,hoge,0,0
+//guild_vs4,50,7,0 warp warp4 0,0,hoge,0,0
+//guild_vs4,92,50,0 warp warp4 0,0,hoge,0,0
+//guild_vs4,50,92,0 warp warp4 0,0,hoge,0,0
+//guild_vs5,0,0,0 warp warp4 0,0,hoge,0,0
+//guild_vs5,0,0,0 warp warp4 0,0,hoge,0,0
+//guild_vs5,0,0,0 warp warp4 0,0,hoge,0,0
+//guild_vs5,0,0,0 warp warp4 0,0,hoge,0,0
diff --git a/npc/pre-re/warps/other/paradise.txt b/npc/pre-re/warps/other/paradise.txt
new file mode 100644
index 000000000..fec766ec4
--- /dev/null
+++ b/npc/pre-re/warps/other/paradise.txt
@@ -0,0 +1,25 @@
+//===== rAthena Script =======================================
+//= Paradise Group Warp Script
+//===== By: ==================================================
+//= Chilly
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= rAthena SVN;
+//===== Description: =========================================
+//= Warp Points for Paradise Group
+//===== Additional Comments: =================================
+//= 1.0 First Release
+//============================================================
+
+moc_para01,57,27,0 warp #warp_2_pub 1,1,moc_para01,162,26
+moc_para01,158,26,0 warp #warp_2_din_1 1,1,moc_para01,55,27
+moc_para01,48,16,0 warp #warp_2_2f 1,1,moc_para01,48,164
+moc_para01,47,161,0 warp #warp_2_1f 1,1,moc_para01,47,18
+moc_para01,107,12,0 warp #warp_2_din_2 1,1,moc_para01,47,37
+moc_para01,100,27,0 warp #warp_2_gym 1,1,moc_para01,47,85
+moc_para01,49,86,0 warp #warp_2_pass_1 1,1,moc_para01,103,27
+moc_para01,113,32,0 warp #warp_2_ware 1,1,moc_para01,105,92
+moc_para01,102,92,0 warp #warp_2_pass_2 1,1,moc_para01,109,33
+moc_para01,41,187,0 warp #warp_2_room2 1,1,moc_para01,179,93
+moc_para01,179,90,0 warp #warp_2_2fhall_3 1,1,moc_para01,41,185
diff --git a/npc/pre-re/warps/other/s_workshop.txt b/npc/pre-re/warps/other/s_workshop.txt
new file mode 100644
index 000000000..884d77202
--- /dev/null
+++ b/npc/pre-re/warps/other/s_workshop.txt
@@ -0,0 +1,31 @@
+//===== rAthena Script =======================================
+//= Shadow Workshop Warp Script
+//===== By: ==================================================
+//= Chilly
+//===== Current Version: =====================================
+//= 1.1
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= Warp Points for Shadow Workshop
+//===== Additional Comments: =================================
+//= 1.0 First Release
+//= 1.1 Added warps for Shadow Chaser job quest. [Euphy]
+//============================================================
+
+rachel,180,115,0 warp s_atelier0001 1,1,s_atelier,131,72
+s_atelier,131,75,0 warp s_atelier0002 1,1,rachel,180,118
+s_atelier,117,71,0 warp s_atelier0003 1,1,s_atelier,169,72
+s_atelier,166,72,0 warp s_atelier0004 1,1,s_atelier,117,68
+prontera,272,108,0 warp s_atelier0005 1,1,s_atelier,13,119
+s_atelier,9,119,0 warp s_atelier0006 1,1,prontera,269,108
+s_atelier,31,128,0 warp s_atelier0007 1,1,s_atelier,76,125
+s_atelier,76,128,0 warp s_atelier0008 1,1,s_atelier,28,128
+s_atelier,19,79,0 warp s_atelier0009 1,1,lighthalzen,41,58
+lighthalzen,41,52,0 warp s_atelier0010 1,1,s_atelier,18,72
+s_atelier,32,65,0 warp s_atelier0011 1,1,s_atelier,80,59
+s_atelier,80,66,0 warp s_atelier0012 1,1,s_atelier,32,56
+s_atelier,109,129,0 warp s_atelier0013 1,1,s_atelier,159,125
+s_atelier,160,130,0 warp s_atelier0014 1,1,s_atelier,114,129
+yuno,278,66,0 warp s_atelier0015 1,1,s_atelier,111,122
+s_atelier,107,122,0 warp s_atelier0016 1,1,yuno,274,66 \ No newline at end of file
diff --git a/npc/pre-re/warps/other/sign.txt b/npc/pre-re/warps/other/sign.txt
new file mode 100644
index 000000000..b4e3d370c
--- /dev/null
+++ b/npc/pre-re/warps/other/sign.txt
@@ -0,0 +1,39 @@
+//===== rAthena Script =======================================
+//= Sign Quest Warps
+//===== By: ==================================================
+//= MasterOfMuppets
+//===== Current Version: =====================================
+//= 1.3
+//===== Compatible With: =====================================
+//= Any Athena Version; RO Episode 8+
+//===== Description: =========================================
+//= Warp Points related to the Sign Quest will be put here
+//===== Additional Comments: =================================
+//= 1.0 A few warps. [MasterOfMuppets]
+//= 1.1 A few more warps. [MasterOfMuppets]
+//= 1.2 Completed the warps [MasterOfMuppets]
+//= 1.3 Added Renewal Changes. [Kisuka]
+//= 1.3 Correct AEGIS Warps. [Kisuka]
+//============================================================
+
+cmd_in01,17,34,0 warp sign01 1,1,comodo,187,164
+
+geffen,140,99,0 warp sign02 1,1,geffen_in,165,50
+geffen_in,165,54,0 warp sign02a 1,1,geffen,138,104
+
+himinn,49,6,0 warp sign03 1,1,gef_fild07,179,241
+
+himinn,49,67,0 warp sign04 1,1,himinn,49,75
+himinn,49,72,0 warp sign04a 1,1,himinn,49,63
+
+um_in,33,18,0 warp sign05 1,1,um_in,89,11
+um_in,89,9,0 warp sign05a 1,1,um_in,33,16
+
+umbala,107,118,0 warp sign06 1,1,um_in,15,20
+um_in,11,18,0 warp sign06a 1,1,umbala,111,121
+
+que_sign01,113,132,0 warp sign07 1,1,nif_in,117,173
+
+que_sign01,45,15,0 warp sign08 1,1,niflheim,146,245
+
+que_sign02,22,313,0 warp sign09 1,1,niflheim,30,156
diff --git a/npc/pre-re/warps/pvp/pvp.txt b/npc/pre-re/warps/pvp/pvp.txt
new file mode 100644
index 000000000..da82d6d09
--- /dev/null
+++ b/npc/pre-re/warps/pvp/pvp.txt
@@ -0,0 +1,184 @@
+//===== rAthena Script =======================================
+//= Prontera Arena & PvP Warp Script
+//===== By: ==================================================
+//= Athena (any)
+//===== Current Version: =====================================
+//= 1.3
+//===== Compatible With: =====================================
+//= Any Athena Version
+//===== Description: =========================================
+//= Warp Points for Prontera Arena and PvP Maps
+//===== Additional Comments: =================================
+//= Split off npc_warp.txt
+//= 1.1 Fixed Prontera Arena warp [Yor]
+//= 1.2 Added addition warps for PvP Nightmare Mode maps.
+//= 1.3 Fixed duplicate warp names [Timexy]
+//============================================================
+
+//Battle Ordeal Mode
+ordeal_1-1,100,150,0 warp ord11-1 1,1,ordeal_1-1,128,150
+ordeal_1-1,123,150,0 warp ord11-2 1,1,ordeal_1-1,95,150
+ordeal_1-1,114,183,0 warp ord11-3 1,1,ordeal_1-1,135,163
+ordeal_1-1,130,168,0 warp ord11-4 1,1,ordeal_1-1,109,188
+ordeal_1-1,115,115,0 warp ord11-5 1,1,ordeal_1-1,136,136
+ordeal_1-1,131,131,0 warp ord11-6 1,1,ordeal_1-1,110,110
+ordeal_1-1,148,176,0 warp ord11-7 1,1,ordeal_1-1,149,204
+ordeal_1-1,149,199,0 warp ord11-8 1,1,ordeal_1-1,148,171
+ordeal_1-1,149,99,0 warp ord11-9 1,1,ordeal_1-1,151,129
+ordeal_1-1,151,124,0 warp ord11-10 1,1,ordeal_1-1,151,94
+ordeal_1-1,168,168,0 warp ord11-11 1,1,ordeal_1-1,189,189
+ordeal_1-1,184,184,0 warp ord11-12 1,1,ordeal_1-1,163,163
+ordeal_1-1,169,131,0 warp ord11-13 1,1,ordeal_1-1,188,111
+ordeal_1-1,183,116,0 warp ord11-14 1,1,ordeal_1-1,164,136
+ordeal_1-1,176,150,0 warp ord11-15 1,1,ordeal_1-1,204,150
+ordeal_1-1,199,150,0 warp ord11-16 1,1,ordeal_1-1,171,150
+ordeal_1-2,128,154,0 warp ord12-1 1,1,ordeal_1-2,24,154
+ordeal_1-2,136,136,0 warp ord12-2 1,1,ordeal_1-2,24,24
+ordeal_1-2,136,172,0 warp ord12-3 1,1,ordeal_1-2,24,284
+ordeal_1-2,153,128,0 warp ord12-4 1,1,ordeal_1-2,153,23
+ordeal_1-2,153,180,0 warp ord12-5 1,1,ordeal_1-2,144,284
+ordeal_1-2,172,135,0 warp ord12-6 1,1,ordeal_1-2,284,24
+ordeal_1-2,172,172,0 warp ord12-7 1,1,ordeal_1-2,284,284
+ordeal_1-2,180,154,0 warp ord12-8 1,1,ordeal_1-2,284,164
+ordeal_1-3,100,150,0 warp ord13-1 1,1,ordeal_1-3,128,150
+ordeal_1-3,114,183,0 warp ord13-2 1,1,ordeal_1-3,135,163
+ordeal_1-3,115,115,0 warp ord13-3 1,1,ordeal_1-3,136,136
+ordeal_1-3,123,150,0 warp ord13-4 1,1,ordeal_1-3,95,150
+ordeal_1-3,130,168,0 warp ord13-5 1,1,ordeal_1-3,109,188
+ordeal_1-3,131,131,0 warp ord13-6 1,1,ordeal_1-3,110,110
+ordeal_1-3,148,176,0 warp ord13-7 1,1,ordeal_1-3,149,204
+ordeal_1-3,149,99,0 warp ord13-8 1,1,ordeal_1-3,151,129
+ordeal_1-3,149,199,0 warp ord13-9 1,1,ordeal_1-3,148,171
+ordeal_1-3,151,124,0 warp ord13-10 1,1,ordeal_1-3,151,94
+ordeal_1-3,168,168,0 warp ord13-11 1,1,ordeal_1-3,189,189
+ordeal_1-3,169,131,0 warp ord13-12 1,1,ordeal_1-3,188,111
+ordeal_1-3,176,150,0 warp ord13-13 1,1,ordeal_1-3,204,150
+ordeal_1-3,183,116,0 warp ord13-14 1,1,ordeal_1-3,164,136
+ordeal_1-3,184,184,0 warp ord13-15 1,1,ordeal_1-3,163,163
+ordeal_1-3,199,150,0 warp ord13-16 1,1,ordeal_1-3,171,150
+ordeal_1-4,128,154,0 warp ord14-1 1,1,ordeal_1-4,24,154
+ordeal_1-4,136,136,0 warp ord14-2 1,1,ordeal_1-4,24,24
+ordeal_1-4,136,172,0 warp ord14-3 1,1,ordeal_1-4,24,284
+ordeal_1-4,153,128,0 warp ord14-4 1,1,ordeal_1-4,153,23
+ordeal_1-4,153,180,0 warp ord14-5 1,1,ordeal_1-4,144,284
+ordeal_1-4,172,135,0 warp ord14-6 1,1,ordeal_1-4,284,24
+ordeal_1-4,172,172,0 warp ord14-7 1,1,ordeal_1-4,284,284
+ordeal_1-4,180,154,0 warp ord14-8 1,1,ordeal_1-4,284,164
+ordeal_2-1,100,150,0 warp ord21-1 1,1,ordeal_2-1,128,150
+ordeal_2-1,123,150,0 warp ord21-2 1,1,ordeal_2-1,95,150
+ordeal_2-1,114,183,0 warp ord21-3 1,1,ordeal_2-1,135,163
+ordeal_2-1,130,168,0 warp ord21-4 1,1,ordeal_2-1,109,188
+ordeal_2-1,115,115,0 warp ord21-5 1,1,ordeal_2-1,136,136
+ordeal_2-1,131,131,0 warp ord21-6 1,1,ordeal_2-1,110,110
+ordeal_2-1,148,176,0 warp ord21-7 1,1,ordeal_2-1,149,204
+ordeal_2-1,149,199,0 warp ord21-8 1,1,ordeal_2-1,148,171
+ordeal_2-1,149,99,0 warp ord21-9 1,1,ordeal_2-1,151,129
+ordeal_2-1,151,124,0 warp ord21-10 1,1,ordeal_2-1,151,94
+ordeal_2-1,168,168,0 warp ord21-11 1,1,ordeal_2-1,189,189
+ordeal_2-1,184,184,0 warp ord21-12 1,1,ordeal_2-1,163,163
+ordeal_2-1,169,131,0 warp ord21-13 1,1,ordeal_2-1,188,111
+ordeal_2-1,183,116,0 warp ord21-14 1,1,ordeal_2-1,164,136
+ordeal_2-1,176,150,0 warp ord21-15 1,1,ordeal_2-1,204,150
+ordeal_2-1,199,150,0 warp ord21-16 1,1,ordeal_2-1,171,150
+ordeal_2-2,128,154,0 warp ord22-1 1,1,ordeal_2-2,24,154
+ordeal_2-2,136,136,0 warp ord22-2 1,1,ordeal_2-2,24,24
+ordeal_2-2,136,172,0 warp ord22-3 1,1,ordeal_2-2,24,284
+ordeal_2-2,153,128,0 warp ord22-4 1,1,ordeal_2-2,153,23
+ordeal_2-2,153,180,0 warp ord22-5 1,1,ordeal_2-2,144,284
+ordeal_2-2,172,135,0 warp ord22-6 1,1,ordeal_2-2,284,24
+ordeal_2-2,172,172,0 warp ord22-7 1,1,ordeal_2-2,284,284
+ordeal_2-2,180,154,0 warp ord22-8 1,1,ordeal_2-2,284,164
+ordeal_2-3,100,150,0 warp ord23-1 1,1,ordeal_2-3,128,150
+ordeal_2-3,114,183,0 warp ord23-2 1,1,ordeal_2-3,135,163
+ordeal_2-3,115,115,0 warp ord23-3 1,1,ordeal_2-3,136,136
+ordeal_2-3,123,150,0 warp ord23-4 1,1,ordeal_2-3,95,150
+ordeal_2-3,130,168,0 warp ord23-5 1,1,ordeal_2-3,109,188
+ordeal_2-3,131,131,0 warp ord23-6 1,1,ordeal_2-3,110,110
+ordeal_2-3,148,176,0 warp ord23-7 1,1,ordeal_2-3,149,204
+ordeal_2-3,149,99,0 warp ord23-8 1,1,ordeal_2-3,151,129
+ordeal_2-3,149,199,0 warp ord23-9 1,1,ordeal_2-3,148,171
+ordeal_2-3,151,124,0 warp ord23-10 1,1,ordeal_2-3,151,94
+ordeal_2-3,168,168,0 warp ord23-11 1,1,ordeal_2-3,189,189
+ordeal_2-3,169,131,0 warp ord23-12 1,1,ordeal_2-3,188,111
+ordeal_2-3,176,150,0 warp ord23-13 1,1,ordeal_2-3,204,150
+ordeal_2-3,183,116,0 warp ord23-14 1,1,ordeal_2-3,164,136
+ordeal_2-3,184,184,0 warp ord23-15 1,1,ordeal_2-3,163,163
+ordeal_2-3,199,150,0 warp ord23-16 1,1,ordeal_2-3,171,150
+ordeal_2-4,128,154,0 warp ord24-1 1,1,ordeal_2-4,24,154
+ordeal_2-4,136,136,0 warp ord24-2 1,1,ordeal_2-4,24,24
+ordeal_2-4,136,172,0 warp ord24-3 1,1,ordeal_2-4,24,284
+ordeal_2-4,153,128,0 warp ord24-4 1,1,ordeal_2-4,153,23
+ordeal_2-4,153,180,0 warp ord24-5 1,1,ordeal_2-4,144,284
+ordeal_2-4,172,135,0 warp ord24-6 1,1,ordeal_2-4,284,24
+ordeal_2-4,172,172,0 warp ord24-7 1,1,ordeal_2-4,284,284
+ordeal_2-4,180,154,0 warp ord24-8 1,1,ordeal_2-4,284,164
+ordeal_3-1,100,150,0 warp ord31-1 1,1,ordeal_3-1,128,150
+ordeal_3-1,123,150,0 warp ord31-2 1,1,ordeal_3-1,95,150
+ordeal_3-1,114,183,0 warp ord31-3 1,1,ordeal_3-1,135,163
+ordeal_3-1,130,168,0 warp ord31-4 1,1,ordeal_3-1,109,188
+ordeal_3-1,115,115,0 warp ord31-5 1,1,ordeal_3-1,136,136
+ordeal_3-1,131,131,0 warp ord31-6 1,1,ordeal_3-1,110,110
+ordeal_3-1,148,176,0 warp ord31-7 1,1,ordeal_3-1,149,204
+ordeal_3-1,149,199,0 warp ord31-8 1,1,ordeal_3-1,148,171
+ordeal_3-1,149,99,0 warp ord31-9 1,1,ordeal_3-1,151,129
+ordeal_3-1,151,124,0 warp ord31-10 1,1,ordeal_3-1,151,94
+ordeal_3-1,168,168,0 warp ord31-11 1,1,ordeal_3-1,189,189
+ordeal_3-1,184,184,0 warp ord31-12 1,1,ordeal_3-1,163,163
+ordeal_3-1,169,131,0 warp ord31-13 1,1,ordeal_3-1,188,111
+ordeal_3-1,183,116,0 warp ord31-14 1,1,ordeal_3-1,164,136
+ordeal_3-1,176,150,0 warp ord31-15 1,1,ordeal_3-1,204,150
+ordeal_3-1,199,150,0 warp ord31-16 1,1,ordeal_3-1,171,150
+ordeal_3-2,128,154,0 warp ord32-1 1,1,ordeal_3-2,24,154
+ordeal_3-2,136,136,0 warp ord32-2 1,1,ordeal_3-2,24,24
+ordeal_3-2,136,172,0 warp ord32-3 1,1,ordeal_3-2,24,284
+ordeal_3-2,153,128,0 warp ord32-4 1,1,ordeal_3-2,153,23
+ordeal_3-2,153,180,0 warp ord32-5 1,1,ordeal_3-2,144,284
+ordeal_3-2,172,135,0 warp ord32-6 1,1,ordeal_3-2,284,24
+ordeal_3-2,172,172,0 warp ord32-7 1,1,ordeal_3-2,284,284
+ordeal_3-2,180,154,0 warp ord32-8 1,1,ordeal_3-2,284,164
+ordeal_3-3,100,150,0 warp ord33-1 1,1,ordeal_3-3,128,150
+ordeal_3-3,114,183,0 warp ord33-2 1,1,ordeal_3-3,135,163
+ordeal_3-3,115,115,0 warp ord33-3 1,1,ordeal_3-3,136,136
+ordeal_3-3,123,150,0 warp ord33-4 1,1,ordeal_3-3,95,150
+ordeal_3-3,130,168,0 warp ord33-5 1,1,ordeal_3-3,109,188
+ordeal_3-3,131,131,0 warp ord33-6 1,1,ordeal_3-3,110,110
+ordeal_3-3,148,176,0 warp ord33-7 1,1,ordeal_3-3,149,204
+ordeal_3-3,149,99,0 warp ord33-8 1,1,ordeal_3-3,151,129
+ordeal_3-3,149,199,0 warp ord33-9 1,1,ordeal_3-3,148,171
+ordeal_3-3,151,124,0 warp ord33-10 1,1,ordeal_3-3,151,94
+ordeal_3-3,168,168,0 warp ord33-11 1,1,ordeal_3-3,189,189
+ordeal_3-3,169,131,0 warp ord33-12 1,1,ordeal_3-3,188,111
+ordeal_3-3,176,150,0 warp ord33-13 1,1,ordeal_3-3,204,150
+ordeal_3-3,183,116,0 warp ord33-14 1,1,ordeal_3-3,164,136
+ordeal_3-3,184,184,0 warp ord33-15 1,1,ordeal_3-3,163,163
+ordeal_3-3,199,150,0 warp ord33-16 1,1,ordeal_3-3,171,150
+ordeal_3-4,128,154,0 warp ord34-1 1,1,ordeal_3-4,24,154
+ordeal_3-4,136,136,0 warp ord34-2 1,1,ordeal_3-4,24,24
+ordeal_3-4,136,172,0 warp ord34-3 1,1,ordeal_3-4,24,284
+ordeal_3-4,153,128,0 warp ord34-4 1,1,ordeal_3-4,153,23
+ordeal_3-4,153,180,0 warp ord34-5 1,1,ordeal_3-4,144,284
+ordeal_3-4,172,135,0 warp ord34-6 1,1,ordeal_3-4,284,24
+ordeal_3-4,172,172,0 warp ord34-7 1,1,ordeal_3-4,284,284
+ordeal_3-4,180,154,0 warp ord34-8 1,1,ordeal_3-4,284,164
+//This map doesn't even exists. Is it ordeal_a02 or ordea_la00?
+//ordeal_a04,128,154,0 warp orda1 0,0,ordeal_a04,24,154
+//ordeal_a04,136,136,0 warp orda2 0,0,ordeal_a04,24,24
+//ordeal_a04,136,172,0 warp orda3 0,0,ordeal_a04,24,284
+//ordeal_a04,153,128,0 warp orda4 0,0,ordeal_a04,153,23
+//ordeal_a04,153,180,0 warp orda5 0,0,ordeal_a04,144,284
+//ordeal_a04,172,135,0 warp orda6 0,0,ordeal_a04,284,24
+//ordeal_a04,172,172,0 warp orda7 0,0,ordeal_a04,284,284
+//ordeal_a04,180,154,0 warp orda8 0,0,ordeal_a04,284,164
+
+// PvP Nightmare More warps
+pvp_n_8-4,33,122,0 warp Link#pt_link_1-11 0,2,pvp_n_8-4,0,0
+pvp_n_8-4,62,84,0 warp Link#pt_link_1-12 1,1,pvp_n_8-4,0,0
+pvp_n_8-4,49,71,0 warp Link#pt_link_1-21 1,1,pvp_n_8-4,0,0
+pvp_n_8-4,56,166,0 warp Link#pt_link_1-22 1,1,pvp_n_8-4,0,0
+pvp_n_8-4,99,180,0 warp Link#pt_link_1-31 2,1,pvp_n_8-4,0,0
+pvp_n_8-4,137,84,0 warp Link#pt_link_1-32 1,1,pvp_n_8-4,0,0
+pvp_n_8-4,150,71,0 warp Link#pt_link_1-41 1,1,pvp_n_8-4,0,0
+pvp_n_8-4,144,166,0 warp Link#pt_link_1-42 1,1,pvp_n_8-4,0,0
+// Invalid Warp
+//pvp_n_8-5,30,30,0 warp a 3,3,pvp_n_8-5,100,100
+